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.
Terrain
Each player takes it in turn to place a piece of terrain, either a ruined
building, tower, or other similar item. We suggest that the terrain is set
up within an area roughly 4’ x 4’.
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
Special Rules
The Prisoner: The captive is handcuffed to the captors' leader. At the
beginning of each turn, roll to see who has control of the pair. Each member of
the pair must make a strength test, the captive at +1 and the leader at -1 (to
reflect that the captive has been starved & beaten). If one model makes the test
but the other doesn't, then the player that makes the test moves the pair for
that turn. His model is referred to as the leader. Although this means that a
model may move in the other players turn he can only charge in his own. The
other model is placed adjacent to the successful model but behind the direction
of movement (i.e. hanging back). If both pass or both fail their S tests then
the pair remain stationary. The pair cannot climb, hide or run (but the leader
may charge as normal). The leader only has one free hand while he is using the
handcuffs. The captive may not attack until he frees himself.
Attacking the Captive: The captors' band may not attack
the captive while he is handcuffed (they're thinking of his resale value)
although if the captive should free himself he then becomes fair game. The
leader may be attacked with missiles while handcuffed although if the captive
should partially obscure him then this counts as cover (i.e. -1 to hit). In this
case, if the attacker rolls a 1 then the captive has been hit instead.
Treasure Chest: The chest should be treated like the
treasure chest in the scenario "Hidden Treasure"; carrying the treasure chest
will slow the warrior carrying it to half speed. Two or more models may carry
the chest without any penalty. You may use the treasure chest model to represent
the chest. If the carrier is put Out Of Action, place the treasure chest at the
spot where he fell. Any man-sized model may pick it up by moving into base
contact with it. Whoever has possession of the chest at the end of the game
keeps it - except in the case of a failed rout test when the non-routing side
will gain it.
Starting the Game
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.
Ending the Game
The game ends when either the target is dead, or the assassins have fled or
are killed.
Experience
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 Survives: If a Hero or Henchman group survives the battle they gain +1
Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 Experience for each enemy he puts
Out Of Action.
+1 Per Assassin Out Of Action: Any Hero or Henchmen earns +1 Experience for each
assassin they put Out Of Action.
+1 For Terminating a Hero Target: Any Assassin Hero or Henchmen who puts the
Hero target Out Of Action earns +1 Experience.
+2 For Terminating a Leader Target: Any Assassin Hero or Henchmen who puts
the Leader target Out Of Action earns +2 Experience.
+1 For Assassin Escapes: Each assassin who successfully manages to escape
earns an additional +1 Experience.
+1 For Surviving the Assassination: The target of the assassination, or the
warband's leader in case that the target was a Henchmen, earns +1 Experience
for surviving the attempt to his/her life.
Special Exploration Phase
Both sides roll for their Exploration Phase as normal, with the exception
that the attacking side counts their heroes that did not participate in the
battle.