Inquisitor
Faynor and his men
A small group
of the radical Inquisitor Faynor’s closest men have stayed
loyal to him and are currently hiding somewhere in Bios City
where Faynor is working desperately to eradicate all traces
of his radical research.
Once this job is done, Faynor plans to call in an Aquilla Lander
from his ship which has been called and is currently under way
to the planet.
But before he can escape he and his men must desperately defend
themselves against enemies on all fronts.
Faynor and his men
in the game
Faynor and his men are represented in the game by five empty
blip markers and one that holds the unit, placed at random within
Bios City Buildings.
Any unit that can see a blip will automatically reveal what
it is. – Turn the blip over to see if it is Faynor and
his men, or if it is a dud.
If it is Faynor, place one Inquisitor model on the Blip and
surround him by ten Imperial Guardsmen armed with Las-guns.
– All other blip markers are removed!
Faynor counts
as a normal Inquisitor with power armour, a bolt pistol and
close combat weapon.
His retinue counts as normal Imperial Guardsmen armed with Las-guns.
Movement
Other than to get out of line of sight, into cover; or into
assault (if they are within Assault range), the unit will not
move, and they will never move outside the building they are
in as they need to stay there until the data cores of the research
facility have been emptied and destroyed.
Within the parameters given, this unit is controlled by the
Imperial Guard Player.
Fall-Back
Faynor moves and falls back with the unit he is part of.
If the unit Faynor moves with is killed, he acts like a independent
Character moving 6 inches towards his starting house every turn
he can.
If he is alone or still with his retinue, he falls back as normal
towards the house he started in.
Engaging , Capturing
and Killing Faynor in Combat
The unit can be engaged like a normal unit and will defend itself
against the closest enemy unit in range by firing or close combat.
(All player models are considered an enemy).
They may attack
with their normal stats and weapons, shooting and assaulting
the closest player-controlled unit in range. - If two or more
units are within equal range, they are randomised by numbers
on one or more d6.
The Faynor unit
and blips representing him, or houses, vehicles or bunkers holding
his unit, may not be fired directly upon by Imperial or Chaos
Artillery, as they want Faynor alive. - They may be hit by scattering
Artillery however.
Such hits count as hitting the top levels of the house the unit
is in and will do no damage to the unit or others in the building.
If they are out in the open however, they are hit like normal,
but they all get a 6+ invunreability save, while Faynor gets
a 4+ invunreability save and is treated like having an Adamtine
Mantle.
Faynor may not
be killed by Space Marines (including scouts), or Chaos Space
Marines in close combat (they capture him instead), but he may
still be shot to death, and demons or any other unit from other
armies will kill him in close combat. – He is also subject
to effects like Nurgle’s rot.
Faynor cannot
be killed until all in his retinue are dead, but look out for
overbearing wounds from shooting as these will kill him as usual.
The Imperial Guard can opt to kill or capture him in close combat
Capturing Faynor
and handing him over for interrogation
His unit must be defeated and Faynor must be bested in close
combat to be captured. - Once these requirements are achieved,
Faynor is captured and must move with the unit of the Capturing
player’s choice. – Joining the unit like a normal
character would.
Once he is
captured Faynor may not attack in any way, but otherwise retains
his stats and is treated like a normal character.
He may be transported in a Vehicle but takes up a transport
slot as per usual character rules.
Faynor must
be transported to the edge of the table to be fully captured.
Once he is base to base with the table edge, he is considered
to be fully captured and handed over for Interrogation. –
The unit transporting him do not have to move off the table
edge to deliver him into captivity.
He may not leave
the unit he is a captive of unless it is to be handed over to
another capturing army unit. – This is done as per normal
joining and leaving unit rules for characters except when handed
over he counts as having both left one unit and joined up with
the other in the same turn.
He may be handed between Imperial armies’ units as a character
normally joining and leaving a unit.
Victory Points Value
If Faynor is handed off for Interrogation by the time the battle
ends, he is worth 100 Victory Points. If he is not handed over,
but with a Capturing, Player controlled unit, he is worth 50
points. If he is dead he is worth nothing.
If Faynor is
held in captivity by the Imperial Guad at the end of the game,
he is only worth an additional 30 Victory points.
If he is alive
and still in his starting house at the end of the battle, he
is considered to have purged the data-core and escaped the planet.
This means no extra Victory Points for either side.
Inquisitor Faynor
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Vicory pts. |
4 |
4 |
3 |
3 |
2 |
4 |
2 |
8 |
3+/i4+ |
100 / 50 / 30 |
* Faynor is only worth his Victory Points Value, not Victory Points
plus points for defeating or killing the Character itself.
His men are worth no Victory Points what so ever.
Wargear
Power Armour
Bolt Pistol
Close Combat Weapon
Adamtine Mantle
Iron Halo
Psychic Power
Scourging p. 14. Codex Witch Hunters.
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