Inquisitorial Force: Daemonhunter or Witch Hunter 1,000-point force chosen in the manner described below:

An Inquisitor Lord must be chosen as the HQ. The Inquisitor must have at least one psychic power. The rest of the force must be composed of up to six Troops (and only Troops!) choices taken solely from the Lord's respective Troops choices (i.e., from the Daemonhunter list or the Witch Hunter list). Two compulsory Troops choices must come from the army list before any Inducted Imperial Guard or Allied Space Marines can be chosen. Inducted Imperial Guard Platoons are allowed one Support Squad choice along with their Junior Officer. Finally, the Inquisitor Lord must also be accompanied by a Retinue of at least seven models.

Chaos Strike Team: Chaos Space Marine 1,000-point force chosen in the manner described below:

A Chaos Lieutenant must be chosen as the HQ, and he must be upgraded to a Sorcerer with at least one psychic power. The Lieutenant has an "evil" Retinue of seven to 12 Henchmen that follow the rules found on pp. 13-15 of Codex: Daemonhunters. The exceptions to the rule are Acolytes and Hierophants. "Evil" Acolytes may choose up to 15 points of wargear (when two costs are presented, take the lower of the two) from the Chaos Armoury, but only 10 points of this may be chosen from the Daemonic Gifts section. With a single "Evil" Hierophant, all Daemons within 12" can ignore Difficult Terrain. Having two "Evil" Hierophants will also give all Daemon units within 6" +1 Ld. The rest of the force is composed of up to six choices from the Troops (and only Troops!) section of Codex: Chaos Space Marines.

- SET-UP -

1) Set up a suitably cluttered backwater village on a 4'x4' table like the example below. Rolling hills, groups of small houses, fences, a forest's edge, and rock outcroppings are just a few examples of the terrain you could use. In the very centre of the table, place the Amber Cube or another suitably alien artifact that you may have.

2) The Chaos player places his Lieutenant and Retinue within 12" of the Amber Cube.

3) Then both players roll a dice. The player with the high roll chooses a table edge and places one of his units up to 6" in from that edge.

4) The low roller now places one of his units on the table up to 6" in from the opposite table edge.

5) Alternate placing units on the table until everything has been placed.

6) Now, place any Infiltrator units onto the table per the special rule found on p. 84 of the Warhammer 40,000 rulebook.

7) The Chaos player takes the 1st turn.

- MISSION SPECIAL RULES -

This mission uses the Infiltrate and Night Fight special rules along with those presented below.

The Unseen Battle. Each time the Chaos Lieutenant successfully uses a psychic power within 18" of the Amber Cube during HIS player turn, place two tokens somewhere off to the side of the table. If the Chaos Lieutenant is actually touching the Amber Cube, add three tokens instead of two on the roll of a 4+. Starting with the 2nd turn, add one token to this pile at the start of each Chaos player turn. Subtract a token each time the Inquisitor successfully uses a psychic power during HIS player turn. Subtract two if the Inquisitor is actually touching the Amber Cube. If the number of tokens ever equals 10 or higher, then the Daemon has been freed – place a Greater Daemon into play (following the Warp Rift guidelines explained below) touching the Amber Cube. If the token total ever returns to 0, then no further tokens can be accumulated, and the Warp Rift and Daemonic Influence special rules below should be ignored for the rest of the game.

If neither player has an applicable psychic power to play (due to range, LOS, or other restrictions), they may instead simply take a Psychic Test on 2D6 in an effort to bend their minds towards the Amber Cube. This test may be taken at ANY point during the player's turn. Success and failure of this test carry the same rewards and consequences as any other psychic power.

With Haste! : The Inquisitor and his Retinue (and only them!) may make an assault move in order to move into contact with the Amber Cube.

Warp Rift. Psykers that suffer a Perils of the Warp result (see p. 52 of the Warhammer 40,000 rulebook) while employing any psychic power instead take 2D6 Strength 6 hits with no save. If this model dies (quite likely) and happens to be the Inquisitor, then all is well for Chaos. The foolish mortal has unwittingly supplied a strong-enough vessel for the Daemon to emerge into the world. Needless to say, the results of this transition are messy, and the Imperium loses the game.

If the model killed ends up being the Chaos Lieutenant, then the Inquisitor Lord has a new, albeit more-difficult, task on his hands. Replace the Lieutenant's corpse with a randomly chosen Greater Daemon, or if the Lieutenant had a specific mark of Chaos, then a Greater Daemon of that particular power. Alternately, you could design a special Daemon Prince ahead of the game and designate it as the Daemon within the Amber Cube. The Inquisitor must now eliminate this new threat in order to win the game.

Daemonic Influence. All units, good or evil, within 12" of the Amber Cube must pass an unmodified Leadership test at the start of their turn. Failure signifies that the Daemon has managed to entice the unit with some foul promise or lie. In game terms, the unit may do nothing this turn but fight in any previous close combats or combats where THEY are assaulted. These units fight at Initiative 1. If a unit fails the test twice in a row, simply remove it from the game as their minds are no longer of any use. If this unit ends up including the Inquisitor or Chaos Lieutenant, then proceed as per the Warp Rift rule.

- MISSION OBJECTIVE -

Each player is trying to kill the enemy HQ, being either the Inquisitor Lord or the Chaos Lieutenant. As soon as a player's HQ is eliminated, the game ends immediately and the surviving leader claims victory. If both leaders die at the same time in the same Phase, then the game is a draw. Unless, of course, the Daemon is freed before any of these circumstances are met. In this case, the Imperial player must defeat both the Daemon and Chaos Lieutenant to win.

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