The Dark Eldar assault on Frem subsided, but the damage had been done. The vast majority of the cities civilian population was either slain or captured. The local, ineffective Planetary Defense Force didn't fair any better. Surveying the battlefield after the hostilities Wolf Lord Dugfuss realized that a great many Imperium leaders were missing. As the search for remains turned up no trace of the missing nobility, they surmised that they too had been taken away by the Dark Eldar.
Though they may have normally been considered a lost cause, Lord Dugfuss knew that they had to try to retrieve the captives before they met their demise in some form of dark torture. The planetary governor was one of the missing VIPs - and his safe deliverance was one of they key objectives passed down to him and his men from the Chapter Master, Logan Grimnar, himself.
Lord Dugfuss knew not why this particular planetary governor was more important than any of the other countless ones he had come across in his vast experience, and he did not much like the idea of losing any Battle-Brothers in the rescue mission that he knew he must now order.
Thinking on this for some time, he decided the best course of action would be to send in a small but sharp Kill Team, rather than organize a full assault. After all, the Dark Eldar raid on Skora was well underway now. The Space Wolves force proper would be needed elsewhere if the planet was to be saved. So he gave the order:
"Thorgrim. I will need to to assemble a team of your choosing to locate where the captives of this city have been taken off too. Surely they are still on-world."
"Forgive me, but would we not be better off attacking them at full force?" questioned Thorgrim.
"No. First of all, they would know we were coming. The Dark Eldar are here in numbers now. By the time we got to the camp there would be nothing left of those to save."
"I see. So that is our mission? To save... peasants?"
"Don't put yourselves at risk if you don't have to. Find the camp, get in and get out without being seen, if possible. The only one we *have* to secure is the Planetary Governor, the one whom fancies himself the 'King', Llothar Sol.", explained Dugfuss.
"Master, you know I will do this because you have asked it. But if I may, I must say I do not like it." grunted Thorgrim.
"Your place isn't to question orders, Thorgrim. I expect you to be on your way within the hour. For Fenris!" Dugfuss said as he put his hand on Lord Thogrim's battle-scared shoulder pad.
"For Fenris!" Thogrim repeated.
/// Meanwhile at the Dark Eldar Camp ///
The stench of blood and flayed flesh filled the air as the Dark Eldar hosts took pleasure in extracting screams, as well as intelligence if there was any worthwhile, from their catch. They took their time, and dissected their victims one by one, this way they were all able to take greater pleasure in the extraction of every drop of fear from all the on-lookers waiting their turn.
Clad in the reflective black armor of a scout, a member of the Coven passed by the exterior guards of the Archon's private quarters.
"Archhhhhon." the Primuls timidly hissed to his master, who was standing turned away from him, deep in thought.
"You may speak." Vizshu Yogen groaned, remaining with his back facing the disturbance of his meditation.
"Master, the plan is being carried out. Many of our ships were able to make plant-fall and already three other great cities, apart from our conquest tonight, are in flames."
"Very good." replied the Archon. "However, a great many of their ships have made planet-fall as well. This isn't how it is to be done. There should not have been an Astartes defense prepared for us."
"Perhapsss it is coincidence, Master?" hissed the scout, nervously.
"Or perhaps you were found out prior to sending for the fleet!" the Archon said has he turned sharply towards the scout. Looking at two other Dark Eldar, members of his personal retinue, he ordered "Take this scout away and pin him up with the rest of our harvest. I want to hear him shriek!"
The guards grabbed the scout, who pleaded ecstatically as he was dragged out of the room. Already, Yogen took pleasure in his decision.
Army Selection: Per Warhammer 40,000 Kill Teams each player can spend up to 200 points to assemble their Kill Team.
Kill Team Detachment: 0-2 Troops 0-1 Elites 0-1 Fast Attack
- A Kill Team must include at least four non-vehicle models. One of the models must be your Leader and three must be Specialists (see below).
- A Kill Team cannot include any models with more than 3 Wounds or Hull Points.
- A Kill Team cannont include any vehicles with a combined Armor Value (add front, side and rear values) of more than 33.
- A Kill Team cannot include Flyers.
- A Kill Team cannot include any models with a 2+ Armor Save.
Even though units are selected as squads in a Kill Team as normal, every model acts independently during the game itself. Effectively every model acts a single unit in its own right.
Leader Traits Table:
d6 - Result: 1 - A Cunning Ruse - d3 + 2 non-vehicle models of your choice have the Outflank special rule. 2 - Quick Thinker - Your Kill Team successfully Seizes the Initiative on a 4+. 3 - Chasing Promotion - You gain 1 additional Victory Point if your Leader slays the enemy Leader in a challenge. 4 - Iron Resolve - Your Leader's Command Range is increased to 12". 5 - Been there, Seen it, Done it - Your Leader can select a special rule from one of the Specialist Categories, though this cannot be from the same category as any of your other Specialists. 6 - Unshakeable Dedication to Duty - Your Leader has the Zealot special rule.
Specialists: You must nominate 3 non-vehicle models to be Specialists. You cannot nominate your Leader, nor can you chose a model with the Beast unit type or Swarm special rule to be a Specialist. Each Specialist must be assigned a single special rule chosen from one of the Specialist Categories show below. No two Specialists in the same Kill Team can choose their special rules from the same Specialist Category.
Combat Specialist: -Counter Attack -Furious Charge -Hammer of Wrath -Hatred (re-roll all failed misses in first round of combat) -Instant Death (close combat attacks only) -Rage (+2 Attacks for charging)
Indominatble Specialist: -Adamantium Will -Crusader -Eternal Warrior -Fearless -Feel No Pain (6+) -Relentless -Strikedown (close combat attacks only) -Stubborn
Guerilla Specialist: -Fleet -Hit and Run -Infiltrate (and Outflank) -Move Through Cover -Night Vision -Preferred Enemy -Scout (and Outflank) -Stealth
Deployment: The Space Wolves player (the attacker) deploys first. The Dark Eldar player (the defender) then deploys.
First Turn: The Space Wolves player (the attacker) has first turn. A Seize the Initiative roll may be made.
Game Length: Variable Game Length
Victory Conditions (Infiltrate the Camp): Primary Objectives: At the end of the game the Attacker scores 1 Victory Point for each model that leaves the battlefield via the Defender's table edge (see Breakthrough mission special rule below). The Defender scores 1 Victory Point for every three enemy models that he kills or completely destroys. However, the Defender earns no Victory Points for enemy models that fled as a result of failed Break tests.
Secondary Objectives: Slay the Leader, First Blood, Break the Enemy (if at the end of the game you have destroyed more than half of your opponent's models, you score 1 Victory Point).
Special Rules:
Close Quarters: 4x4 playing surface.
Break Test: If, at the start of your turn, your opponent has destroyed (or otherwise caused to be removed from play) more than half the total number of models in your Kill Team, your force is Broken. From that point on, each of your models must make a Break Test at the beginning of each of your Movement phases, including the turn on which your force was Broken. Starting with your Leader (if he is still alive), each of your models must make a Leadership test. If passed, all is well. If failed, your model flees and is removed as a casualty. Vehicles and models with Fearless automatically pass Break Tests. Models with the And They Shall Know No Fear special rule re-roll failed Break Tests.
Command Range: Your Leader has a Command Range of 6". If your force is Broken and your Leader passes his Break Test, all friendly models within his Command Range automatically pass their Break Tests.
Breakthrough: The Attacker's models can voluntarily leave play via the Defender's table edge.
Defensive Perimeter: The Attacker's models cannot use the Outflank special rule in this mission. The Attacker can re-roll any results of 1 on the Leader Traits Table until he generates any Leader Trait other than A Cunning Ruse.
Engines on Quiet: The Attacker's models may not Turbo-boos in this game.