114. Assassin in the Spire
“Target in sight, entering kill mode.”
- Agent 716
In this scenario, an assassin tries to take advantage of the confusion of the Great Darkness to eliminate a high ranking rival.
Source: Cinderak Burning
Attacker & Defender
The gang who chose this scenario is the attacker, the other is the defender. Otherwise, randomize one gang to choose who to be attacker and defender.
Battlefield
Zone Mortalis: A maze of corridors and doors. Place a neutral fighter (the assassination target) in the centre of a large room.
The defender decides which doors start locked/unlocked.
Crews
- Attacker: Custom (1). This is the assassin.
- Defender: Custom (D3+2 Sentries) + Reinforcements.
No vehicles or mounts.
Tactics Cards
- Defender: Custom (1).
Deployment
- Defender: Half the crew (round up) in the room with the assassination target.
- Attacker (the assassin): B2B with any edge and at least 6" from any other fighter.
The Target
Cannot be activated, become Ready, suffer Lasting Injury or be captured.
The Assassin
A tooled up assassin filled with stimms tries to take advantage of the confusion of the Great Darkness to eliminate a high ranking rival.
At the start of each round, the assassin gets a number of Ready markers equal to the number of enemy fighters remaining on the battlefield (can activate multiple times, losing one Ready marker after each activation).
Ignore the following:
- Flash, Gas, Toxin,
- Pinned.
- Coup the Grace.
Can be affected by Blaze, but only suffer damage after the first activation with Blaze each round.
When damaged:
- Treat any Out of Action result on the Injury dice as Seriously Injured instead.
- If Seriously Injured, do not make a normal recovery test. Instead, roll equal to or below the Toughness to automatically recover (suffering a Flesh Wound as normal).
When Toughness is reduced to 0:
- Cannot recover.
- Can still make Crawl (Double) action.
- Can be removed with Coup de Grace.
Assassinate
If B2B with the target (even if Engaged with other fighters), spend a Double action to kill the target and complete the mission.
Home Turf Advantage
Defender:
- Bottle tests: Roll 2D6 and discard the highest.
- Rally tests: +1.
- Hangers-on: Included in the crew on a 4+ (roll individually).
Reinforcements
- Defender: 2.
- Each End phase (starting on the round the alarm is raised).
Fleeing The Battlefield
If one gang voluntarily bottles out and subsequently flees the battlefield, the opponent automatically wins the scenario.
Ending the Battle
The battle ends when the assassin is OoA or the target is assassinated.
Victory
The attacker wins if the target is assassinated. Otherwise the defender wins.
Rewards
Credits
- Attacker (win): 3D6x10.
- Loser: D6x10.
Experience
Scenario specific rewards:
- +1 for taking part.
- +D3 for taking the assassin OoA.
Standard rewards:
- +1 for taking an enemy Out of Action.
- +1 for taking an enemy Leader or Champion Out of Action.
- +1 for killing an enemy (during the battle).
- +1 for Rallying.
Reputation
- Defender (win): +D3+1.
Strike At Lord Helmawr
If players wish, they may use this scenario to represent a Murder-cyborg infiltrating the spire in order to take out Lord Helmawr.
In order to do this, make the following changes:
- The defender should use a Palanite Enforcers gang using Patrolmen as the sentries and creating a Reinforcements deck with the rest of their gang.
- The attacker should use the profile of a gang leader with 100 credits of Wargear and close combat weapons to represent the Murder-Cyborg.
This scenario breaks easily, so be careful with special rules. For example Falsehood, Devout Masses, Infiltrate etc.
The assassin should probably never test to bottle out.