A crusade races to hunt down and destroy a witch its oaths have condemned, while the foe pours every psychic power and every muzzle into keeping the Templars away from it.
ATTACKER The Black Templars. Faith drives them at the one enemy they abhor beyond any other, and they must get to the sorcerer before its powers drain the crusade of blood.
DEFENDER The opposing gang, raised around a psyker or a sorcerer. It shields the caster behind its firing line and gambles that range and warpcraft will unmake the crusade first.
BATTLEFIELD & DEPLOYMENT The defender goes down first, its caster tucked toward the back of its half. The Templars gather at the opposite board edge and have the whole field to cross before the marked witch is in reach.
THE PURGE Only one thing matters: the Templars must slay the enemy caster, and the defender must see it survive.
ENDING THE BATTLE The game halts the moment that caster is downed, or when round six ends — whichever lands sooner.
VICTORY Down the marked caster and the Templars have won. Keep it upright to the end of round six and the victory is the defender's.
REWARDS A crusade victory brings bonus Reputation and one step on the Control Track for the killing; the brother who felled the caster claims 2 bonus experience and may take up a Legendary Name. Hold the caster alive and the defender earns bonus Reputation, plus a lingering edge wrung from the sorcery loosed across the district.
CONTROL TRACK Win, and the Templars advance their claim a step while scouring a warp-taint from the district — a boon carried into the next fight for that ground. Lose, and the marker stays put as the caster's influence bleeds outward, dogging the crusade's next battle in the district.