Slave Raid

Source: Codex: Dark Eldar (1998), p. 42; Codex: Dark Eldar (1998), p. 39

Dark Eldar Scenario — Slave Raid

Slave Raid is a special type of Standard mission that is played when Dark Eldar are present on the battlefield. If you roll a 6 when selecting a Standard mission and one player has a Dark Eldar force, then roll the D6 again.

On a roll of 1-3 follow the instructions for a Change of Orders as normal, but on a roll of 4-6 you must play this Slave Raid mission instead.

Both attackers and defenders use the Standard mission force organisation chart when choosing forces.

Standard Mission force organisation:

Compulsory Optional
HQ 1 1
Elites — 3
Troops 2 4
Fast Attack — 3
Heavy Support — 3

Diagram: Force organisation chart labelled "Standard Mission / Slave Raid" showing the standard HQ / Elites / Troops (x2) / Fast Attack / Heavy Support chart structure used for this mission.

Slave Raid

Overview

The Dark Eldar make small hit and run raids all over the galaxy. They do this to steal and plunder or to simply cause wanton destruction, but most of all they do it to capture slaves. The Dark Eldar will steal slaves from any race, even Tyranids (Genestealers are much prized for use in the gladiatorial arenas in Commorragh).

This mission deals with just such a Dark Eldar slave raid. The defenders are not expecting an attack, and are spread out around their base camp. The Dark Eldar must move in quickly, capture some prisoners, and then escape before defending reserves arrive in strength.

Scenario Special Rules

Slave Raid uses Reserves, Infiltration, Victory Points and Random Game Length.

The Dark Eldar may choose to attack at night, in which case they may use the Night Fighting rules as well.

Dark Eldar units may leave the table in this mission. They do this by moving off the table within 6" of their entry point (see Set-up below). Once a Dark Eldar unit has left, it may not return to the battlefield.

Set-up

  1. The defender first sets up all of his Troops and one other unit of his choice. These are then deployed one unit at a time, anywhere on the table that is at least 12" from a table edge and at least 6" away from any other unit that has already been deployed. All other defending units are kept in reserve.

  2. Roll the Scatter dice and mark the place on the edge of the table where the arrow is pointing to with a dice or a counter. All Dark Eldar units (except Mandrakes, because of their special deployment rule) set up within 6" of this point. Any models that will not fit onto the table can enter from this point in the Dark Eldar's first turn. Dark Eldar Mandrakes can set up within 24" of the entry point using their special deployment rules.

  3. The Dark Eldar get the first turn in this mission.

Diagram: Deployment map showing the defender's deployment zone (a rectangle at least 12" from each table edge) and a Dark Eldar entry point on one table edge, with Dark Eldar units setting up within 6" of the point on the edge that the scatter dice arrow indicates.

Mission Objective

The Dark Eldar win if they score more victory points than the defender and have captured at least one prisoner. The defender wins if he has more victory points. Any other result is a draw.

The defender receives 50 bonus victory points for each Dark Eldar unit, apart from Mandrakes, still on the table at the end of the mission. This represents the defender preventing Dark Eldar units from leaving with any prisoners they may have.

Reserves

The defender's reserves enter anywhere along the table edge opposite the Dark Eldar entry point.

Game Length

The game lasts for a variable number of turns.

Line of Retreat

The Dark Eldar must fall back towards their entry point. The defender's forces fall back towards the table edge opposite the Dark Eldar's entry point.