The Ordo Hereticus has run a coven to ground and must burn it out before its rite is complete.
ATTACKER & DEFENDER The Ordo Hereticus is the attacker. The psyker-cult, or heretic-coven, is the defender — it hides its magus among its number and races to finish a warp-rite before the witch-hunters can stop it.
THE BATTLEFIELD A dense hab-block, thick with cover and cramped sightlines — the warren where the cult has nested. Terrain should favour close, broken fighting.
THE HIDDEN HERETIC Before the battle the defender secretly records which of its fighters is the hidden magus. That fighter fights as normal until revealed. It is revealed the first time it attempts a Wyrd Power, is taken Out of Action, or is named by the Mark of the Heretic. Once revealed, it may be marked and hunted.
DEPLOYMENT The defender deploys first, spread through the hab-block. The Ordo Hereticus deploys second along the facing board edge, and may cluster its warders together, its suppression already consecrated.
THE RITE The hidden magus may complete the coven's rite by making three uninterrupted psychic activations across the battle. If the magus is suppressed, Pinned, or taken Out of Action, the count resets to zero and the rite must begin again.
ENDING THE BATTLE The battle ends when the rite is completed, when the magus is taken Out of Action after being revealed, or when either side fails a Bottle test and flees.
VICTORY The Ordo Hereticus wins by revealing, marking, and taking the magus Out of Action before the rite completes. The coven wins by completing the rite, or by grinding the thin Hereticus retinue below its native majority first.
REWARDS The winner gains reputation. The Ordo Hereticus banks an additional favour roll if it executed the magus without losing a native Throne Agent to a Wyrd Power.
TACTICS A Hereticus purge-win advances its Control-Track claim by one step and marks the world cleansed of the coven. A coven win holds its claim and leaves a lingering heresy that re-seeds the hab on that world's next battle.