Something I just whipped up, feel free to discard or use what you like from it. Needs a bit of polishing around the edges though. And I used Tau because the lend themselves well to the defenders position with there drones, but you could switch out drones for Conscripts or Guardians and so on.
Assassination Vs Tau.
Target - Ethereal
Your mission is to infiltrate the Tau base and kill the Ethereal. You will encounter enemy patrols and sentries as you advance and the odds are NOT in your favor. You are the leader of an elite team, handpicked for this mission. You will need all of your skills to complete this task.
Your team is as follows:
You Maybe upgrade a single trooper to a specialist.
The Big Guy - This trooper gains Relentess and + 1 Strength and Toughness
The Whizz - Armed with an Array of ECMs, The Whizz gives your unit +1 to cover saves
The Swordmaster - You gain Shred in Close Combat
The Sniper - You can reroll all to hit rolls of a 1.
The Squad has the following Special Rules: Feel No Pain, Stealth, Crusader, Eternal Warrior.
Aslong as the medic is alive, you may take one turn to heal troopers. To do this you must be out of LOS of any and all enemy units. You may heal up to d3 wounds in this turn. You also count as having gone to ground.
Upon loosing your final wound, make a Toughness test. If you pass, you get back up with 1 would left. This cannot be done if you were killed by a weapon that causes Instant Death as the damage is just too great.
Every man in the Squad has 2 wounds. You as the Leader have 3. Every man has Ld10.
You may take any weapons that you may take in your codex that are permitted for your unit type. All the rules of these weapons still apply. A Space Marine Can take a Heavy Bolter, but not an Assault Cannon for example.
Every man gets a single 1 use Melta Bomb. This can be used to make a path through the walls of the compound. Be warned however, that doing so will alert every unit within 24" to your presense, and will raise the alarm level by 2.
Alarm Levels: There are 3 Alarm Levels in the facility.
Level 1: Heavily armed Sniper Drones will be released from Drone Dispensers within 18" of your position.
Level 2: Squads of Carbine armed Fire Warriors will be deployed from Guard Posts and move to converge on your position.
Level 3: A Crisis suit will be deployed from the Hangar and will head rapidly to your location. It will be armed with whatever weapons are deemed appropriate for the situation and a Shield Generator.
Alarm Levels are rasied by being seen by an Enemy unit while inside their Alert Radius. This is usually 12", although some may have a greater threat detection. Once Enemies are on Alert, their threat detection range becomes the same as their weapons range. Enemies on High Alert will move in your direction even if they cannot see you. if you are in their High Alert range.
If an enemy spots you, you have 2 options. Destroy the entire enemy unit, or go to ground and take a cover save. Either of these will result in the alarm not being triggered. Failing the save, or not destroying the unit in a single round of shooting and CC will trigger the alarm.
Each unit triggers the Alarm level above it. Firewarriors will call for a Crisis suit, even if you currently have no alarm rating.
You can reduce the alarm by keeping out of sight for more than 2 turns. The level will drop one level every turn after the first.
Example: You are spotted by a Gun Drone Patrol, you fail your cover save and the alarm is raised. A Sniper Drone is dispatched. You manage to kill the Gun Drones and then the Sniper drone. After a turn of no combat, the alarm will be deatcivated and any units that were coming to kill you are now returning to their stations. Drones will deactivate and return to their dispensers.
Should you run into a returning squad, they will immediatly engage you and raise the alarm again, so stealth is important. Attempting to shoot your way through eveything is ill advised.
What you will be facing:
Gun Drone Patrols: Teams of 2.
Armed with TL Pulse Carbines
Alert Range 12"
Sniper Drones: Teams of 2
Armed with single Railrifles
Alert Range 12"
Firewarrior Response Team: Team of 6
Armed with Pulse Carbines
Alert Range/High Alert 12"/18"
Firewarrior Response Teams can always Run 6".
Crisis Response Unit: Single XV8
Armed with: Various
Alert Range/High Alert 18"/Unlimited
The Crisis Battlesuit has a direct link to the central computer and can track you at all times once it is on high alert. This link is deactivate once the threat is deemed to have passed and the suit will return to the Hangar.
Ethereal: Single Ethereal with Honour Blade and Shield Generator. 2 Shield Drones.
Elite Bodyguards: 2 Units of 6.
Armed with Pulse Rifles and Targetting Arrays.
These are the Ethereals personal bodyguards, they will give their life to protect him. They get to make their Look Out Sir! rolls on a 2+.
Sentry Drone Turrets: Single unit.
Armed with: Various TL weapons.
Alert Range 12"
Guard Outposts: Destroying a Guard Outpost will prevent the deployment of Firewarriors from that location. Instead, an extra Gun Drone team will be deployed from near by dispensers.
Armoury: A Lootable store of Weapons and Wargear. Pulse Rifles, Carbines, Photon Grenades and EMP grenades can be picked up here, replacing your own weapons.
Hangar: The Crisis Suit storage. Heavily armoured and guarded, destroying this facility will prevent the deployment of Crisis suits.
Destroying ANY of these facilities will permanently increase the base Alarm level, and raise your alarm rating to 3 for 2 turns.
Upon entering the Command Room, you will immediatly raise the full alarm, ALL Enemy units will begin to converge on your position. Killing the Ethereal is the only way to escape.
The chances are you are going to die in you mission, but killing the Ethereal will ensure that your commanders can drive the Tau back and win the war.