| 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.
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.

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.
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. |