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Hunting the Heretic
GETTING STARTED WITH THE WITCH HUNTERS - A SIMPLE SCENARIO


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Battle Sister

Now it's time to use your fully assembled (and partially painted) Witch Hunters 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.

OVERVIEW
The effects of hidden cultist activity on Imperial-held worlds has recently 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 full-out rebellion begins. In this scenario, an Inquisitor has tracked down a dangerous cult leader and cornered him along with his twisted bodyguards in the darkened ruins of a hive city. Both groups know that only one side will be walking out of this situation alive.

ARMIES
Witch Hunters: 1,000-point Witch Hunter force chosen in the manner described below:
An Inquisitor Lord must be chosen as the HQ (you can still take an Inquisitor's Retinue as a part of this selection). The rest of the force is composed of up to six Troops choices taken solely from p. 34 of Codex: Witch Hunters.

Chaos Cultists: 1,000-point 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 p. 16 of Codex: Witch Hunters. The rest of the force is composed of up to six choices from the Troops section of Codex: Chaos Space Marines.

Adeptus Sororitus
Armed with bolters and heavy flamers, these Battle Sisters are ready to purge the heretic.

SCENARIO SPECIAL RULES
Use the Infiltrators, Night Fight, Victory Points, and Kill Their Leader! scenario special rules.

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

SET UP
1) Set up suitably cluttered hive city terrain on a 4'x4' table. Necromunda terrain is ideal for this scenario.

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

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

4) Alternate deploying units 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. The winner chooses to move his Infiltrators first or second.

6) The player with fewer units on the table chooses to go first or second. Roll a D6 if both players have the same number of units on the table. The winner 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
There are no Reserves.

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 board edge by the shortest route possible, using the normal Fall Back rules.

Next: Building a Core Army.
Previous: Painting Your Sisters of Battle.

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