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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:
- 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).
- 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.
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.
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DEATH BY TURBINE
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|
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).
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.
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.
There are no Reserves in this scenario.
The game lasts 6 turns.
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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