YE MORDHEIM LEGENDS GAZETTE
18 Angestag, Erntezeit .................................................................................. 2 Groats

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.