- ARMIES -

First, the two players should agree to a total points value for the game.

Second, the Witch Hunter force obviously uses Codex: Witch Hunters. The heretic force has two options:

  1. Use the Lost and the Damned list found in Codex: Eye of Terror (however, you are restricted to one selection from Codex: Chaos Space Marines for every two selections from the Lost and the Damned list).
  2. Use the Witch Hunter Adversaries options found in Codex: Witch Hunters.

However, since the heretic leaders have been captured by the Witch Hunters in this scenario, the heretic force may NOT include any HQ choices.

- SCENARIO SPECIAL RULES -

The heretic forces may use Sustained Attack for any units of Traitors or Mutants only. Note that the Sisters of Battle Special Rules (esp. Shield of Faith) are in full effect in this scenario.

Incarcerator. The Witch Hunters are equipped with a free Incarcerator vehicle (it does not chew up a force selection slot or cost any points). Feel free to use a Rhino or Chimera transport model to represent the Incarcerator if you choose not to make this conversion.

The Incarcerator carries prisoners of the Ministorum to their eventual judgment and execution and has the following Transport profile:

Front armour
Side armour
Rear armour
12
11
10

Type: Tank Crew: Sister of Battle/Servitor
Fire Points: 0 Access Points: 3
Weapons: Due to the psychic shielding equipment that has been added, the Incarcerator has no weapons.
Transport: Though you can only fit one model in the Incarcerator, in game terms it can carry up to 10 prisoners. It cannot carry nonprisoner models.

The Incarcerator is equipped with a Laud Hailer vehicle upgrade (see Codex: Witch Hunters). The Incarcerator may not have any additional upgrades.

"In the name of the Emperor, set it to 'puree'"

A heretic model assaulting the Incarcerator may charge an access point even if it is not on the closest side of the vehicle. In hand-to-hand, any Glancing or Penetrating hit will break the door open. Place any number of heretic prisoner models that can fit within a 2”-radius of the access point, but they may not be placed within 1” of a Witch Hunter model. Any remaining heretic prisoners will exit as soon as they can in the heretic player's Movement Phase. The heretic prisoners are now controlled by the heretic player per the rules below. The Incarcerator may not be targeted by either side in the Shooting Phase – the Witch Hunters want to take the prisoners to their Inquisitor Lord, while the heretics want to rescue their leaders. If the Incarcerator is destroyed, all the heretic prisoners are killed.

The Incarcerator is equipped with a jet turbine whose compression chamber also serves as the holding cell for the prisoners. At a moment's notice, the turbine can be activated to purge the heretics within in a huge blast of swirling flame that befits the Emperor's judgment. Inquisitors can execute prisoners in this manner if they suspect that the Incarcerator's psychic shielding has been breached or if the prisoners are in danger of escape. To represent this possibility, roll a D6 at the beginning of each Witch Hunter turn and consult the chart below (Turn 1 is exempt). If the required D6 result is met, the Inquisitor activates the turbine and executes the heretic prisoners in a glorious gout of pure flame.

DEATH BY TURBINE
Turn
D6 Result
1
N/A
2
6
3
5+
4
5+
5
4+
6
3+

If the turbine is fired and kills the heretic prisoners, all heretic units go insane with anguish and rage! These units are Fearless for the remainder of the game.

Heretic Prisoners. The Incarcerator carries one heretic prisoner for every 500 points of the agreed-to point limit (up to a maximum of 10 prisoners). For example, a 1,500-point game would result in three heretic prisoners. The heretic prisoners are treated as Independent Characters. Their imprisonment has weakened the prisoners greatly, and they have the following profile:

WS
BS
S
T
W
I
A
Ld
Sv
3
3
3
3
1
3
1
7
-

Due to their shackles, the prisoners may only move 5” per turn. They have no weapons or armour.

The prisoners are disoriented from their captivity, and the powers of the Warp rack their minds. Once the heretic prisoners have been freed, roll a D6 for each prisoner during the heretic player's Shooting Phase and consult the following chart to determine the prisoner's psychic response (these are not Minor Psychic Powers):

D6 Roll
Psychic Response
1
The powers of the Warp are too much for his feeble mind, and his head bursts in a spectacular eruption of raw warp energy. Place the large burst template centreed on the prisoner. All models under the template suffer a single S3 AP - hit. Models partially covered are hit on a 4+. The prisoner is removed as a casualty.
2-4
No response. The prisoner maintains his control over his powers and proceeds normally.
5
The Psyker channels his powers into a powerful burst and attacks his former captors. The psychic blast is treated as a range 18” S3 AP2 Assault 3 strike and will automatically hit the three closest nonvehicle Witch Hunter models. If there are no models within range, the shots are wasted; if there are less than three models, any excess hits are also wasted.
6

The Psyker is overcome with the power of the Warp and randomly discharges a massive bolt of energy. Use a Scatter Die to place a marker 12" from the prisoner in the direction indicated. Draw a straight line between the prisoner and the marker. Any models – friend or foe – that fall under this line must pass a Leadership test on a 3D6. If they fail, the models are removed as casualties (their brains are fried). If a vehicle falls under this line, it takes a single hit with an armour Penetration of 2D6.

If the heretic prisoners are freed, they may be recaptured. If any Witch Hunter unit defeats a prisoner in combat, it does not kill him. The prisoners are more valuable alive. Simply move the prisoner model with the unit that captured him. If the unit with a prisoner Flees or is destroyed, the prisoner is again freed and may move as normal (5" per turn).

- SET UP -

We recommend a 4'x6' table for this scenario. If you are running this scenario on a different-sized table, you may have to adjust the Deployment Zones accordingly.

The centre 32” of the table should be clear of terrain; 8” along each long table edge should be cluttered with debris and other terrain to create a "corridor" of clear terrain running the length of the table.

The Incarcerator is placed in the centre of the Witch Hunter Deployment Zone. The Witch Hunter player then places the remainder of his forces within his Deployment Zone.

The heretic player then places his forces within his Deployment Zones on either side of the table. He must place at least one unit in each Zone and may place up to one Troop or Heavy Support selection anywhere on the unoccupied short table edge.

The heretic player may choose to go first or second.

- MISSION OBJECTIVE -

The Witch Hunters earn 200 Victory Points for each live prisoner they manage to get off the far short table edge. The Witch Hunters earn 50 Victory Points for each heretic model that is under control of the Witch Hunters at the end of the game (either by still being in the Incarcerator or being recaptured). The Witch Hunters earn 25 Victory Points for each heretic model that was removed from the table as a casualty.

The heretic force earns 150 Victory Points for every prisoner who is freed and is in either Heretic Deployment Zone at the end of the game. The heretics get 25 Victory Points for any prisoner who is freed and has not been removed as a casualty at the end of the game but is not in the Heretic Deployment Zones.

- RESERVES -

There are no Reserves in this scenario.

- GAME LENGTH -

The game lasts 6 turns.

- LINE OF RETREAT -

Heretic units forced to fall back will do so towards the board edge from which they deployed. Witch Hunter units forced to fall back will do so towards the closest short table edge.

Next: Building the Incarcerator.

 

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