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Beast Hunt

Knight hunting expeditions were common on Molech before the Warmaster's invasion. Sometimes these hunts would become contests between the Houses for honour and bragging rights, the Scions themselves testing their battle skills against not just the beasts but their rivals as well.

Choosing Forces

Each player should build a Knight Household (see The Household Marches) with a Battle Rating up to 250 points. For the duration of the Beast Hunt, each Knight is considered to be a Knight Banner of one model and so may move independently, and is activated independently, of the other Knights in its Household. After both sides have selected their Knights, add up the combined Scale of each Knight Household. The mission should include a combination of Beasts (see the Beast profiles presented below) with a combined Scale equal to the larger Knight Household.

The Battlefield

The Beast Hunt mission should be played on a 3'×3' board with a heavy density of terrain, such as rocky outcrops, copses of trees, jungle thickets and similar line of sight-blocking terrain pieces.

The Beasts

For the Beast Hunt mission, players will need to represent the Beasts using models. Players can use whatever appropriate models they have in their collections, though ideally each Beast should be roughly the same size as a Questoris Knight and mounted on a 40mm round base. If the players do not have access to any appropriate models, they can use bases or tokens instead, treating these in all respects as models.

In a Beast Hunt, the Beasts begin the game hiding in terrain features and do not set up on the board. When a Knight moves within 4" of a terrain feature, the Knight's player rolls a D10. On a 4 or higher, randomly choose one of the Beasts not already on the board and place it in base contact with the Knight closest to the terrain. The Beast then immediately attacks.

At the end of each End phase, any Beasts on the board will either attack or go back into hiding. Work out the actions of each Beast one at a time. If a Beast is close enough to a Knight to move up to its Speed and then make an attack, it will do so immediately. If there is no Knight close enough to move and attack, the Beast will instead move towards the nearest piece of terrain. A Beast that ends its move within 2" of a piece of terrain is removed from the board. The Beast may then appear in subsequent rounds healed of any damage it might have suffered, using the guidelines above.

Winning the Scenario

The game ends after six rounds have been played. At the end of the game, both players add up the Scale of the Beasts that they have killed, and the player with the highest total is the winner.

Azhdarchid

Scale Ballistic Skill Weapon Skill Speed Structure Points
2 6+ 4+ 10" 3

Razor Jaws

Range Dice Strength Traits
2" 2 5 Melee

Agile: Beasts are not affected by Difficult terrain or Dangerous terrain.

Mortal: Critical Damage instantly kills a Beast.

Thick Hide: When an Azhdarchid takes a Hit from a weapon of Strength 3 or lower, roll a D6. On a 5+, the Hit is ignored.

Armour Roll Damage
7-11 Direct Hit
12-13 Devastating Hit
14+ Critical Hit

Xenosmilus

Scale Ballistic Skill Weapon Skill Speed Structure Points
2 4+ 5+ 10" 3

Poison Spit

Range Dice Strength Traits
8" 2 4 Rapid

Agile: Beasts are not affected by Difficult terrain or Dangerous terrain.

Mortal: Critical Damage instantly kills a Beast.

Shocking Speed: If damaged, a Xenosmilus doubles its Speed characteristic.

Armour Roll Damage
7-11 Direct Hit
12-13 Devastating Hit
14+ Critical Hit

Mallahgra

Scale Ballistic Skill Weapon Skill Speed Structure Points
3 6+ 3+ 8" 4

Massive Claws

Range Dice Strength Traits
2" 4 7 Melee

Agile: Beasts are not affected by Difficult terrain or Dangerous terrain.

Mortal: Critical Damage instantly kills a Beast.

Unnatural Resilience: At the start of the round, any Mallahgra on the battlefield heals any damage suffered.

Armour Roll Damage
9-12 Direct Hit
13-15 Devastating Hit
16+ Critical Hit