Assassination
By Bill Strip
Throughout history assassination has been
a key political policy. While there are little politics
cluttering the streets of Mordheim, assassination is
still a tool that is employed to demoralize a band or
confront a band that is much larger and powerful.
Scenario Selection:
Assassination can be selected when warband with the lower
rating gets to choose which scenario to play. You
can not perform an assassination on a normal die roll.
Setup:
The warband with the lower rating selects up to three
warriors to attempt the assassination. They may
include leaders, heroes or henchmen. The defenders
set up first with all of their models. The defenders set
up 12" from any table edge, and can occupy buildings
or utilize any other cover available.
Before the defender sets up his figures, the assassins
need to designate a target. This can be any hero or
henchman, however, more experience and wyrdstone is given
for heroes than henchmen. This designation should be
written down and placed some where neutral.
The assassin player needs to have 12 chits, of these one
must be marked for each assassin that the attacker
brings. The mark should be on the underside of the
chit so that they all look identical from the top.
Then the assassin player places all of the chits anywhere
within 2" of a table edge. This
represents
noises and shadows that guards might notice and need to
investigate.
Play:
The assassins always move first. Chips can be moved
up to a maximum distance as the fastest warrior that is
being used. The exception is the chips that
actually represent heroes should only move up to their
maximum movement.
For example, the assassin brings 2 henchmen and a hero
with sprint. The henchmen can only move their normal
movement, while the hero and all of the remaining chits
can move up to the heroes sprint movement if the player
so decides.
Turns are alternated as normal until either the target is
dead, or the assassins have fled or are killed.
Special Rules:
Hidden Movement - Since the assassins are trying to move
stealthily and usually strike at night or in bad weather,
they are quite hard to spot. The defender needs to
get a figure within it's 2x its M score in inches to try
and spot a chip. The base roll is as follows:
2x M Score = 6 on a D6
M Score = 5+ on a D6
1/2 M Score = 3+ on a D6
Base to base = Automatic
If a chip is spotted then it is either removed, or if it
represents and assassin, the figure is placed on the
table.
Hidden Fire:
Assassins can fire while hidden. However, if any
figure can draw line of sight to the chip that fired (use
your best judgement) the defender gets a free 4+ roll to
spot the assassin.
The attacker does not specify which chip fired the
weapon, just a general direction of the attack. If
measurements need to be taken the defender should leave
the room or measure to all figures in the area.
Escape - If the assassins are
successful, then they need to escape. If they can make it
off the edge of the board, then they have successfully
escaped.
Victory:
*Killing an Assassin - +1 Exp
*Assassinating the target, if target was a hero - +1 Exp
*Assassinating the target, if target was the leader - +2
Exp
*Each Assassin Escaping - +1 Exp
*Preventing the assassination - +1 Exp to the target of
the assination or the defending leader if the target was
a henchman.
*in addition to the +1 exp for taking out a target if the
figure is a hero.
Exploration:
Both sides roll as normal, with the exception that the
attacking side counts their heros that did not
participate in the battle.
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