RED ELF
ASSASSINATION! SCENARIO

In this scenario, an army has been mustered to aid an Imperial Assassin in a mission to eliminate an enemy commander. The attacking army must be able to hold off the defending forces long enough for the Assassin to complete the kill.

Important Note: The defender has twice as many points to spend as the attacker. For example, 1.000 points of attackers would fight against 2,000 points of defenders.

ATTACKING FORCE
DEFENDING FORCE
OVERVIEW

The Assassin must complete its mission to eliminate the opposing commander and then make its escape - all other considerations are secondary!

SCENARIO SPECIAL RULES

Assassination! uses the Victory Points and Infiltrators scenario special rules.

SET-UP
  1. Both players roll a dice. The highest scoring player may choose their deployment zone. They may choose a long table edge, short table edge or corner. The other player deploys along the opposite edge or corner. The attacking player deploys all of their army up to 12" onto the table. The defending player then deploys his army up to 12" from the opposite edge or corner.


  2. TABLE

  3. Infiltrators are deployed after all other units have been placed on the table, anywhere not within 18" of an enemy model. If both sides have infiltrating units, each player rolls a dice, the highest scoring player can decide whether to deploy their infiltrators first or second.
  4. The attacker has the first turn.
MISSION OBJECTIVE

The Assassin must eliminate the enemy character with the highest points value (the defender must declare which model it is!), and survive to the end of the battle.

If the Assassin has not killed its target by the end of the game, then the defenders win outright. If the Assassin's target is killed and the Assassin is still alive at the end of the battle, then the attacker wins. If the target is eliminated and the Assassin has also been killed, then use victory points to determine the winner, but do not count victory points for the Assassin or their target (i.e. only other units count towards victory points).

RESERVES

None.

GAME LENGTH

The game lasts 6 turns.

LINE OF RETREAT

Units which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal fall back rules.