Now it's time to use your fully assembled (and partially painted) Daemonhunters to play some Warhammer 40,000. This is a unique scenario that you can play with a friend who has a Chaos Space Marine force and learn the flow of the game.

The scenario is in full swing as the righteous Inquisitor ushers his force to smite the foul enemy.

- OVERVIEW -

The effects of hidden cultist activity on Imperial held worlds has risen from minor nuisance to extreme threat. Terrorist acts and violent riots are becoming commonplace. If these renegade leaders manage to gather enough loyal followers and incite enough coordinated disruption, entire sections of cities and even continents will be lost. Inquisitorial forces have doubled their efforts to root out and exterminate heretical cult leaders before all-out rebellion can become a reality. In this scenario, an Inquisitor has tracked one such dangerous Cult leader down and cornered him along with his twisted bodyguards in the darkened ruins of a hive city. Both factions know that only one side will be walking out of this situation alive.

- ARMIES -

Daemonhunters: 1000 pt. Daemonhunter force chosen in the manner described below:
An Inquisitor Lord must be chosen as the HQ. The rest of the force is composed of up to 6 Troop choices taken solely from p. 29 of Codex: Daemonhunters.

Chaos Cultists: 1000 pt. Chaos Cultist force chosen in the manner described below:
A Cult leader must be chosen as the HQ. This model has the exact same profile, points cost, and options as a Chaos Lieutenant from Codex: Chaos Space Marines. The Cult Leader has an "evil" Retinue of 3-12 Henchmen as per the rules found on pp. 13-15 of Codex: Daemonhunters. The rest of the force is composed of up to 6 choices from the Troop section of Codex: Chaos Space Marines.

- SCENARIO SPECIAL RULES -

Use the Infiltrators, Night Fight, Victory Points, and the following scenario special rule:

Kill Their Leader!: Both sides are intent upon the utter destruction of the enemy leader. The game will continue until either the Inquisitor Lord or Cult Leader expires.

- SET UP -

1) Place suitably cluttered hive city terrain on a 4' x 4' table. Necromunda terrain is ideal for this scenario.

2) Both players roll a D6. High roll chooses a table edge and places one of his units up to 12" in from that edge.

3) The low roller now places one of his units on the table up to 12" in from the opposite table edge.

4) Alternate placing units onto the table in this manner until everything has been placed.

5) Any Infiltrators may make a free move after both armies have been deployed. Roll a D6 if both players have Infiltrators. High roll chooses to move his Infiltrators first or second.

6) The player with fewer units on the table chooses to go first or second. Roll off if both players have the same number of units on the table. High roll chooses to go first or second.

- MISSION OBJECTIVE -

Each player is trying to kill the enemy leader. As soon as a player's leader is eliminated, the game ends and the surviving leader claims victory. If both leaders die at the same time, then use Victory Points to determine a winner.

- RESERVES -

None.

- GAME LENGTH -

The game lasts until the Mission Objective has been met.

- LINE OF RETREAT -

Troops which are forced to fall back will do so towards their deployment edge by the shortest route possible, using the normal Fall Back rules.

Next: Building a Core Army

Armies of the Warhammer 40,000 Universe
Black Templars
Dark Angels Orks
Catachans
Dark Eldar Space Marines
Chapter Approved
Eldar Tau
Chaos Space Marines Imperial Guard Tyranids
Daemonhunters Necrons Witch Hunters