Terminate the Daemonvessel
Overview: The Daemonhunters' quarry is near: a foul daemon which threatens much woe against the Emperor's citizens. The beast is still concealed within its possessed form and has gathered a powerful coven of followers about itself. They believe it to be a potent leader of their own kind while you know what foulness lurks beneath. The diabolic machinations of the beast can be ended by direct confrontation here and now. Strike!
Scenario Special Rules
Terminate the Daemonvessel is a Raid scenario and uses the Deep Strike, Infiltrators, Reserves and either Fortifications or Sustained Attack rules.
Set-up
Diagram: Table diagram showing the Defenders' deployment zone as a dashed rectangle centred on the table, set 18" from the top edge and 18" from the left edge.
The defender can opt to set up fortifications if he wishes, representing the Daemon's stronghold. If the Defender opts not to have fortifications, his Troops choices gain the Sustained Attack scenario special rule.
The following defending units, representing the Daemon's personal guard, are set up anywhere on the table more than 18" from any edge: one Elites choice, one Heavy Support choice and two Troops choices. All remaining defending units are placed in reserve.
Attacking infiltrators can then be deployed in cover up to 18" from any table edge and 18" away from any enemy units. Defending units with the Infiltrators special rule can then move up to 6" as their uncanny stealth skills warn them something's up.
The attacking forces move on from a table edge selected by the attacking player immediately before their first turn. Attacking units entering via Deep Strike are placed in Reserve.
The defender's most powerful (highest points cost) character is the Daemonvessel. The Greater Daemon costs no additional points, but the Daemon possession rules and Greater Daemon random profile on page 50 must be used. Only start rolling for possession once the Daemonvessel has suffered at least one wound. The Daemonvessel is set up anywhere on tabletop not within 18" of any edge. If alone, the Daemonvessel is deployed at the start of the defender's turn 1. If accompanied by a Bodyguard, Command Squad, Retinue, etc, and/or mounted in a transport vehicle it is deployed immediately after the attackers complete their movement in turn 1 (ie, before the Shooting phase).
The attackers get the first turn.
Mission Objective
The survival or loss of the forces involved is secondary in importance to the clash between the Ordo Malleus hierarchy present and the Daemon possessing the enemy leader. The Daemonhost must be at least wounded and preferably revealed in its full horror and then banished for the Daemonhunters to achieve total victory. If the Daemon can destroy the elements which make up the Daemonhunters HQ(s) without revealing its true face it can continue its schemes unhindered, its dark star rising ever higher in the infernal firmament.
| Daemonvessel unharmed | Daemonvessel wounded | Daemon revealed | Daemon banished | |
|---|---|---|---|---|
| Daemonhunters HQ all lost | Daemon mighty victory | Daemon victory | Daemonhunters victory | Daemonhunters mighty victory |
| Daemonhunters HQ part lost/wounded | Daemon victory | Draw | Daemonhunters victory | Daemonhunters mighty victory |
| Daemonhunters HQ undamaged | Draw | Daemonhunters victory | Daemonhunters victory | Daemonhunters mighty victory |
Reserves
Defending reserves move on from the table edge or corner opposite to where the attackers moved on from.
Game Length
The game lasts for six turns.
Line of Retreat
Attackers fall back towards the table edge they chose for forces to move on from. Defenders fall back towards the edge or corner opposite.
Variants
The following variants are just some of the ways you could alter this scenario. You could roll a D6 to choose one or decide beforehand which you want to use.
| D6 | Result |
|---|---|
| 1 | The Daemonhunters choose to risk attacking by night. Use the Night Fighting scenario special rules but add one unit of five Daemons from the Adversaries rules to the defending force. |
| 2 | The Daemon is forewarned of the coming attack and has doubled the guard. Twice as many units may deploy at the start of the game (2 Elites, 4 Troops, 2 Heavy Support). |
| 3 | The Daemon is uneasy and senses something is amiss. Deploy one extra Elites unit as he calls up his bodyguard. |
| 4 | Security has been stepped up. Play the battle using the Sentries scenario special rules. |
| 5 | The Daemon has a doomsday plot underway and must be stopped before it's too late! Use the Random Game Length scenario special rule. |
| 6 | An Inquisitorial agent has placed a teleport homer somewhere on the tabletop beforehand. Note where this is after terrain and fortifications have been placed but before forces are set up. |