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Crimson Dusk

Rules for tabletop skirmish or platoon level battles with armies of miniature
soldiers in a science-fiction or an ultra-modern setting.

by Duncan Thompson
Crimson Dusk

Introduction 3 Melee 18
Getting Started 3 Melee Weapons 18
What you will need 3 Wounding 19
Scale 4 Winning a Melee 19
Model Characteristics 5 Vehicles 20
Skill Tests 5 Movement 20
Re-rolls 5 Vehicles and Rough terrain 20
Sections and Personality Models 6 Vehicle Locomotion Types 20
Section Coherency 6 Passengers 21
Reorganising Sections 6 Collisions 21
Personality Models 7 Vehicles in Melee 21
Turn Sequence 7 Vehicles as targets 22
Winning the Initiative 7 Bikes as Targets 22
Line of Sight 8 Wrecked Vehicles and Crew 23
Confusion 8 Vehicles shooting 23
Action Points 9 Typical Vehicle Profiles 23
Movement 9 Vehicle Equipment 23
Running 9 Monstrous Creatures 24
Moving through difficult terrain 9 Buildings 24
Going to Ground 9 Extra Equipment and Abilities 25
Shooting 10 Psykers 31
Most Pressing Target 10 Using psychic powers 31
Hitting 10 Concentration 31
Concealment 10 Common powers 31
Aiming 10 Biomancy 32
Multiple targets and dividing shots 11 Pyromancy 32
Overwatch 11 Kronomantic 32
Wounding 12 Telekinetic 33
Hard Cover 12 Telepathic 33
Removing Models 12 Army Selection 35
Hits and Personality Models 12 Restrictions 35
Reaction Tests 14 Army Traits 35
Return Fire 14 Points Values 36
Pinned 14 Infantry Points Values 36
Suppressed 14 Extra Equipment and Abilities 38
Heavily Armoured Targets 14 Weaponry 39
Weaponry 14 Points Values 37
Weapon traits 14 Vehicle points values 41
Weaponry Profiles 16 Monstrous Creatures Points Costs 42
Extra Ammunition 17 Missions 43
By Duncan Thompson
Many thanks to all those that have helped putting this project together.
See more at www.crimsondusk.webs.com

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Crimson Dusk

Crimson Dusk plenty around to sustain you, a good


supply of drinks and pizza is essential if
playing all day. If youʼve played Wargames
before you may have all ready found out
The sun sets on the dead and dying that collecting and painting miniatures can
casting a crimson glow to the scene. The take much more time than actually gaming
victors pick their way through the carnage, with them, collecting and painting is a
the odd shot here and there giving the last huge part of the hobby, and there are
rites of the fallen soldier. The sun finally plenty of good websites and books around
sets, the Crimson Dusk has gone. to help you out, so we wonʼt waste time
writing anything about that side of the
hobby here. One of the advantages of
Welcome to Crimson Dusk. A fun and Crimson Dusk is that it allows you to
exciting tabletop game, using model create your own army out of whatever
soldiers to represent your armies you can models you have at hand, or whatever
clash against your friends to win mastery models catch your fancy, even combining
of the tabletop. Where will you go with models from a variety of sources or even
your games? To the stars of the galaxy converting and making your own models.
battling on some unknown moon as rival Having your won totally unique army is
systems settle their differences? To the incredibly satisfying. Creating a
blasted wastes of a post apocalyptic world background, history and personality of
where only the strongest survive? To the these models is an equally satisfying part
third world war, where USA invades China of the hobby, and one which any gamer
and the Arab Union retaliates by invading should not deny themselves.
Europe? Or will you create your own
setting, and let your imagination run free?   What you will need
These are some of options left to you by In addition to your miniature army youʼre
Crimson Dusk. going to need a few extra things:
Crimson Dusk is a wargames rule set for • Dice
tabletop games. These exciting rules cover • Measuring
actions from skirmish level to platoon level. • Tape
Command your troops onwards as you • Playing surface and terrain
confront enemy forces, design your Finally, you will need an opponent and
armies, and equip them with a myriad of some time. A small scale skirmish will take
weapons. Crimson Dusk is a rule set that about two hours, whilst a full scale battle
allows you to take whatever models you consisting of a few hundred figures could
have in your collection, in any scale and take the best part of a day.
use them in wargames. The rules contain
full listings for how to design your troops Miniatures
and set points cost to them so you can Youʼre going to need an army of
compete against your friends for mastery miniatures, you could of course just use
of the tabletop. And the great news is that paper counters, but whereʼs the fun in
the rules are entirely free to download and that? There are a huge number of
share. manufacturers who make all sorts of
different models in a variety of different
Getting Started scales, from the small 15 mm (or even
The main point of Crimson Dusk is to have smaller) to large 54 mm. Just as these
fun. When having a game it helps to have
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Crimson Dusk

different miniatures can look vastly by 120 cm is recommended, and larger


different, and one of things Crimson Dusk games should be played on larger still
aims to do is to allow you as the ultimate surfaces. A green (or whatever colour you
commander of these troops is to design like) cloth can be spread over the table or
and create your army as you wish, to you can purchase flocked sheets that give
choose its strengths and weaknesses and the effect of a grassy field. On top of this
to use the them to the armies best you can place some scenery; this adds to
advantage. Each model will have a points the gaming experience and makes for
value attached, which you can work out more tactical challenging and enjoying
later, this allows armies of the same total games. Hills, forests, rivers and buildings
pointʼs value to be roughly equally give something for your model warriors to
matched to give opponents a challenging fight over and something to use as cover
game with approximately equal forces. A when the shots start flying. For a good
game will often feature two equally sized tactical game it is recommended that your
armies for example set to 1000 or 1500 or terrain covers between a quarter and half
more or less points. Each player can then the board, with reasonable spaces
select the models they want to use and between terrain pieces.
can select them up to the maximum points
value chosen. Skirmishes can have as few Part of the enjoyment of the hobby is
as a handful of models each side, whilst making your own terrain, hills can be made
large games can have hundreds of models from polystyrene from DIY shops and
each side. buildings can be constructed from foam
board, cork flooring tiles or thick card.
Dice Woods and trees can be bought from
Crimson Dusk uses a 10 sided dice, Railway modeling shops or made from
numbered 1 to 10 and is referred to in the wire and flock. Again there are lots of good
rules as a D10. It is used to work out how books and websites around, or just check
effective your shooting is, how your troops out the Crimson Dusk website.
react and all manner of other things. These
can be found in many wargaming shops or Scale
on the internet. You should also be aware These rules are designed to be used with
that some D10 are number 0 to 9, which a variety of different scales to make the
case just count the 0 as 10 and youʼll be most of your existing model collection. All
fine. distances in the rules are referred to as
ʻunitsʼ, these units are suggested as being:
Measuring Tape 15 mm – 1 unit = 15 mm / ½”
A measuring tape is pretty essential, they 20 mm – 1 unit = 20 mm / 1”
can be got almost anywhere and the rules 25/28 mm – 1 unit = 25 mm / 1”
are designed to be able to be used in These can be varied as seen fit or to fit
either inches or centimetres. other scales. As a rule of thumb is to use
the height of the model as the length of a
Playing Surface and Terrain unit, but for it to be something easy to
You need a surface to play this can be work out, for example for 54 mm
anything from the floor to a kitchen table to miniatures 1 unit would be 50 cm or 2”.
a specially built wargaming table. Your
games can be played over any table size,
though a table at least 4ʼ by 4ʼ or 120 cm

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Models characteristics The final characteristic is it Armour value


Just as real people have different abilities, (Av), the armour value used to determine if
so our little models do. Each model will the model takes a wound. Below are some
have a profile such as the one below; this typical Armour Values:
defines how good the model is at various
things. Unarmoured human – 4
Flak armour – 6
Carapace – 8
Mv Mr Rg As Df Av
Powered armour – 10
Human 3 3 3 3 3 6 THAS (Tactical Heavy Armoured Support)
– 12

The first characteristic is its ʻMovement There can also be various special rules
Rateʼ or ʻMvʼ. This is how fast the model is and abilities. Some models can be noted
and is used to determined how far the as ʻPersonalityʼ, these are special models
model can move. that have a variety of different rules for
them. Other examples of special rules can
The next value is its Morale. This can be be: Brain-dead, fanatic, Non-com and are
range from between 1 and 5. 1 being the listed later. For the purposes of the rules a
lowest and 5 the highest. Civilians will single personality model also counts as a
normally be rated as 1, irregular troops section.
militia or conscripts as 2, regular troops as
3, Veterans as 4 and elite and special Skill Test
forces as 5. The models morale is used to At certain points a model or section can be
determine how well the model responds to required to make a skill test. This can take
psychological pressure. different forms dependent on the test
required, it could be a Morale test for
The next two values are Ranged attack example in which case roll a D10 and add
ʻRgʼ and Assault attack ʻAsʼ. These two the modelʼs morale or ʻMrʼ value to the
values are used to work out how effective score with any other modifiers that may
the model is as hitting a target with ranged apply, if the result is 10 or higher the model
weaponry for ʻRgʼ or at close quarters for has passed its test. It could be a Rg, As, or
ʻAsʼ. These values also range between 1 Df test in which case add the relevant
and 5 value in stead of its morale. A natural ʻ1ʼ is
always a fail, a natural ʻ10ʼ is always a
Defence or ʻDfʼ is used when the model is success for all tests except damage rolls.
on the receiving end of an attack and is
used to determine how well the model can Re-rolls
avoid being hit. Crimson Dusk often requires you to re-roll
a dice. This can be a failed dice or a
passed dice, either way you may only ever
re-roll a dice once in your favour.

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Sections and Personality Models This section is out of coherency as even


All models are either organised into though A,B,C and D are in coherency with
different ʻsectionsʼ or are personality each other and E and F are in coherency
models. A section is the basic combat unit with each other, the space between A and
in an army with the soldiers trained to E makes them out of coherency as they
operate together as a single entity. In real can only be a maximum of 2 units away
life armed forces sections are sometimes from each other.
referred to as squads or units. Personality
models are free to move on their own, Reorganising Sections
whilst any other models must move Under battlefield conditions it can be
together with their section. A single vehicle necessary to alter section formations,
counts as a section by itself as covered by either joining 2 formations that are under
the section of the rules on vehicles. strength due to casualties or to split a
HMG team off to give covering fire, as
Section Coherency such so can our models. A personality
Models organised in a section must be model may join 2 or more under strength
ʻcoherentʼ with each other, this means that units together to form a new section, but
the models must stand within 2 units of they must pass a morale test to do so.
another model in the same section. For the These sections must both be in coherency
section to be coherent the models must be with either the personality model or with
in a continuous chain of coherent models. each other; though the personality model
must be in coherency with at least one of
Sections may not be less than 4 models. them. If the morale test is failed then the
Sections that fall below 4 models in a section suffers from confusion until its next
section will be confused the following turn turn, but following that is considered to be
as explained later. After the section has joined together. The new section now
spent a turn being confused, the section counts as being at maximum strength for
must take a morale test to be able to the purpose of pinning tests.
operate again normally, if the section fails
it remains confused. A personality model in coherency with a
section may also split some models off, for
Example of Section Coherency: example a HMG team, these models must
remain in place but otherwise may act
normally. Each section now counts as a
different entity, taking each their own
morale tests and such like, and requiring
to be activated separately. To re-unite the
section the split off models may move at
full pace, running if desired, towards the
ʻmotherʼ section, the models may not do
anything else other than move until they
are in coherency again with the parent
section. A personality model may take
charge of split off models forming a new
section based around him; he may not
leave this new section if it is less than 4
models, though they may still be re-united

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with their parent section as described start of each turn. Roll a D10 for initiative.
above. These models may be united with The initiative roll is modified by the playerʼs
other models as above to form an entirely quality rating and the command bonus of
new section if they are more than 4. A the highest ranking model in their forces.
section which has had some models split Taking the quality value and command
off may not be joined with another section bonus of any one model these two values
or split off more models before the whole are added to the D10 roll. This model must
section has been re-united. be on the table and not pinned or
suppressed, confused or in melee. The
Personality models player with the highest result wins the
As mentioned earlier Personality models initiative that turn. In the event of a tie, re-
operate some what differently than other roll the dice. The player with the initiative
models. Firstly they are exempt from the may select a section or personality model
unit coherency rules. Though they may to be activated. The section or personality
choose to join a section at any time by model may belong to an opponent as long
being in coherency with it, the controlling as the opposing unit is held on ʻholdʼ or is
player may claim this at any moment, even not confused. Once a section or model is
during an opponents shooting phase. Until activated, they will perform all their actions
the controlling player says that the using their Action Points. These Action
personality is not part of the section at the Points enable a model to move, shoot and
start of one of their actions or the section perform other activities. Models that are in
they are with actions then it will be melee are an exemption from the initiative
considered to be part of this section for all phase and activation round and are
other purposes. activated simultaneously at the end of the
Some personality models also have a turn. Models that move into melee during
ʻcommand bonusʼ which can be noted their turn and have AP left are considered
such as CB +1, this means that the to pause until the end of the turn when the
personality model can help by modifying a melee is resolved.
sectionʼs morale test roll that is within
coherency with the personality model. When the activated models have used all
of their AP or have entered into melee, the
Turn Sequence opposing player may now activate one of
A game is divided into a sequence of their own sections or personality models
turns. In each turn, players take turns to and complete its actions. Play alternates
activate one of their sections or personality between the players until there are no
models. Once all of the models have been more models left to activate on either side.
activated, any models in melee on all sides Once there are no more models to activate
may fight and once that is done then a or all the models are in melee, then
new turn will start and the players will take whatever melees there are, are resolved
it in turns to activate each one of their as explained later. Once the melee(s) are
sections again. A turn is divided into resolved the turn has been completed and
several phases, the first phases is the the next turn will start with rolling for
initiative phase. initiative and so the process continues.

Winning the Initiative Often there will be an uneven number of


To determine which side has takes the sections on each side; when there are an
initiative, an Initiative roll is made at the uneven number of sections per side, one

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player may run out of sections or models other models in woodland if they are within
to activate whilst their opponent still has 3 units of themselves. Any section,
unactivated sections and models. In this whether friendly or enemy, that is not gone
case, once the player with the least to ground will also block LoS to all other
number of models to activate has activated enemy models that are directly behind
all of their models that can be activated, them; though if a section that is gone to
play passes to their opponent and they ground wonʼt block LoS as long as the
can activate any of their remaining models section behind them is not also gone to
until there are no more left to activate and ground.
play will then pass to the melee phase.
Models in woodland, scrub or other such
Sometimes it can be advantageous to wait terrain are counted as being ʻconcealedʼ.
to see what your opponent is doing so you This means that they are more difficult to
can react to it. This advantage goes to the target as they are partially hidden from
player with the least number of unactivated view though not entirely.
sections or models at the start of the turn.
This player may hold a section or Confusion
personality model on ʻholdʼ, this means A battlefield can be a very disorientating
that these models donʼt get to use any of place to be, with noise all around,
their AP until their opponent is finished with misunderstood orders, and rapidly
moving all of their models. This can be changing events. Sometimes a section will
very advantageous when a section is well be noted as suffering from confusion.
out of LoS; the section can come out of Whilst confused the section may not
hiding and fire without fear of retaliation or advance towards any enemy in sight, nor
at least for that turn! may they fire. If engaged in assault they
will break off at the earliest opportunity.
Line of Sight (LoS)
At certain times models can only react to Action Points
what they can see. Each model can see Action points (AP) are used to determine
any other model or part of the tabletop that how quickly a model can act. Each model
isnʼt blocked by intervening terrain, smoke has 2 AP to use each turn; these can be
or some other object. When a model can used to move, to shoot, to go to ground or
see an object it is referred to as being in to do a variety of other things. If one model
ʻLine of sightʼ or LoS. If an enemy model is in a section uses an AP for an action then
hidden from view from your model behind the whole section is also considered to
say a building then the enemy model is have used an AP, even if it is just a single
considered to be out of LoS. Sometimes model that moves or shoots for example.
the easiest way to check this is to actually
get down and try to see the tabletop from
the models own viewpoint, otherwise a
long tape measure or ruler can also help.
Models in woodland are considered visible
to other models outside the wood if their
base is within 3 units of the edge of the
wood, though a model canʼt see through a
piece of woodland even if it is less than 3
units wide. Models in woodland can see

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Movement engaged in melee. If the section fails this


To move the use of 1 AP allows the model test it may use another AP to try again until
to move up to its Mv value. This movement the section has no remaining AP or
can be in any direction. Models that move decides to do something else instead.
in base to base contact with an enemy Sections that have gone to ground may
model are considered to be in melee as only move 1 unit for each AP instead of
described later. their normal movement allowance.

Running Models that have gone to ground in


Models with an AV of 7 or less can ʻrunʼ concealment giving terrain as described
this means that they move at double their above are considered to be ʻhiddenʼ and
movement allowance, whilst doing so they not ʻgone to groundʼ - they go even deeper
may not be ʻgone to groundʼ (as described into the terrain hiding themselves
below) and anyone targeting them until completely from view. Hidden models may
they are next activated may re-roll any rolls not be targeted by any enemy models
to hit as the model is only interested in further away than 12 units, however as
moving forwards as fast as possible and soon as the hidden models fire they are no
are not interested in avoiding incoming longer considered to be hidden but are just
fire. Even if they move more than 10 units concealed.
any running models will not count as being
concealed.

Moving through difficult terrain


If the model is moving through difficult
terrain the model halves its Mv value
rounding up as long as it is moving
through that terrain. Difficult terrain can be
terrain such as close woodland or
scrubland, scree, marsh or water features;
this isnʼt an exhaustive list but is used as a
guideline. The players should agree what
the terrain represents and if it is difficult
terrain before the game begins.

Going to ground
As mentioned above a section can also
use 1AP to attempt to ʻgo to groundʼ, if the
model is in the open it dives to the ground,
uses natural folds in the terrain, curb
stones, etc. The section must be at least
12 units from any enemy in LoS and have
an Av of 8 or less (more heavily armoured
models are just too bulky to go ground).
The section takes a Df skill test if the
section passes the test then it counts has
having gone to ground until the controlling
player decides otherwise or they are

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Shooting Rg/ 1 2 3 4 5
Most models are equipped with some sort Df
of ballistics weapon and may use as many
AP as they have each turn to fire these 1 7 8 8 9 9
weapons as described below, each AP
used for shooting allows the model to 2 7 7 8 8 9
shoot once as described below. Models
may only attempt to shoot and hit other 3 6 7 7 8 8
models that are in line of sight and within
4 6 6 7 7 8
the maximum range of their weaponry.
5 5 6 6 7 7
Most Pressing Target
Models will also more often than not
attempt to shoot at the most pressing Concealment
target, as such each section can only Models that are obscured from the view of
shoot at the nearest enemy infantry the shooter, either by going to ground or
section in LoS unless it passes a skill test. by being in concealment giving terrain
If it passes a skill test then the section can such as woodland, behind a hedgerow,
elect to shoot at any target in LoS. Models etc. or have moved over 10 units in their
equipped with weaponry with an AT value previous activation are much harder to hit.
may ignore infantry and elect to shoot the These models count as being ʻconcealedʼ.
nearest vehicle or model with Av 10 or As a result when targeting any of these
higher without taking a skill test. models any hits must be re-rolled and only
hits resulting from the re-rolled dice count,
Hitting thus it is very difficult to actually hit higher
Once the section has elected its target it quality troops who have gone into cover.
needs to see if it can hit the target. The
table below shows the minimum roll on a Aiming
D10 needed to hit the target. The dice roll By taking time to be sure that the shot is
required is dependant on the quality of on target can increase the chances of
both the shooter and the target, the better hitting significantly. Models with a weapon
the quality the shooter the more versed with a RoF of 1 or less can spend an AP to
they are in shooting a target, the better the ʻaimʼ; if the model then shoots with the AP
quality the target the better they are directly afterwards they may re-roll any
making themselves less of a target. failed rolls to hit. This can be carried over
Horizontal lines represent the attacker and to the following turn if necessary. A moving
the vertical lines represent the target, e.g. platform makes taking careful aim very
a model with Rg 4 striking a model with Df difficult as such a model on a moving
2 needs a 6 to hit, whilst a model with Rg 2 platform can not ʻaimʼ.
striking a model with Df 4 needs a 8 to hit.
When aiming at troops in concealment,
then you effectively get 2 re-rolls, and
could be a little confusing. However, it is
actually quite simple. When rolling to hit
concealed enemy with models that have
aimed, first roll to hit, then because they
have aimed re-roll any misses, then taking

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all the rolls that have hit re-roll them to see into overwatch, but to do so there must be
if they have hit the concealed enemy. For no enemy models that are in LOS and that
example, 5 models with Rg 3 that have are also within maximum range of the
aimed shoot at some models with Df 4 that weapon that is used by the majority of the
are concealed. They roll 5 dice and get 2, models in the section, i.e. you may ignore
4, 5, 8 and 9 getting two hits. They then re- the rules for shooting beyond maximum
roll the 3 missed dice (2,4 and 5) and get range for this and also ignore a light
3, 6 and 8 which together with the previous machine gun, grenade launcher or other
2 hits gives them 3 hits. As the targets are odd weapons in the section. Whilst an
concealed they then have to re-roll the hits opponents section is activated a section
and so roll 3 dice and get scores of 1, 6 that is on overwatch will fire 1APʼs worth of
and 10 giving them a result of 1 hit. shooting at the first target that comes
within LOS and maximum range, the
When aiming at troops that have ran then opponent will then pause moving their
only one re-roll of misses counts and so section at the end of its current AP whilst
you the effect of aiming at running troops this shooting is worked out, rolling to hit
is wasted. and wound as normal and pinning if
necessary, the section may then continue
Multiple Targets and Dividing Shots to be activated if possible.
Sections will often have a mixture of
weaponry and not all of it will be useful for
shooting at the same target, for example a
unit of 6 warriors have 5 equipped with
assault rifles whilst the last has an RPG;
the RPG would be wasted firing at some
opposing soldiers, whilst the assault rifle
would be wasted shooting at a tank. A
player may elect to divide a sections
shooting between multiple targets, but
most name which weapons are shooting at
which targets and roll each set separately
so there can be no confusion. If the shots
are divided in such a way that they target
models that are no the most pressing
target as noted above, each group of
models must take a skill test or they will
fire at the most pressing target.

Overwatch
Sometimes models will occupy a good
defensive position or know that the enemy
is out there and closing in on them. In
these situations it can be advantageous to
settle down and prepare to fire at the
enemy at the first moment they show
themselves, this is referred to as
ʻoverwatchʼ. The model can use 2AP to go

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Wounding of the section picking up a dead


Once hits have been determined, we need crewmanʼs weaponry and continuing firing
to know if the hits cause any damage, i.e. or some other such thing.
whether the hit is a slight hit that does no
serious damage or if the hit is deflected by Hits and Personality Models
armour. Each model has an armour value It can sometimes happen that a section
(Av), e.g. 8, and each weapon has an contains several personality models, who
armour penetration value (P) e.g. 4. When may also have different armour values.
a hit is scored the shooting player rolls a When working out damage in cases were
D10 adds the P value, if the result is higher personality models are present, first
than the targets Av then a the model is allocate as many hits as there are models
killed and removed, if the result is equal or in the section to the section, then allocate
below then the model shrugs off the hit one hit to each personality model present,
and carries on as normal. rolling to damage with their own Av. If there
are still hits then repeat the process and
Hard Cover so on. Hits that cause damage and lead to
Models that are in hard cover, such as removing a model are worked out as
behind a brick wall or such like not only normal.
gain a bonus for being concealed but also
gain an Armour (Av) bonus from the wall. For example, a section of 6 models
Before the game all players should be including one model with an LMG is
agreed what terrain gives an Av bonus and accompanied by a personality model takes
how high a bonus it gives. Below is a table 9 hits. 6 hits are first allocated to the
of typical values from typical terrain pieces. section, 1 hit is then allocated to the
personality model and the remaining 2 hits
to the section again. The hit against the
Terrain Av bonus
personality model does no damage, but
Brick wall +2 the section takes 3 damaging hits. The
player controlling the section may remove
Sandbags +2 3 models from the section of their own
choice, leaving 2 normal models, a model
Earth bank +3 with an LMG and the personality model.
Concrete wall +4

Trench +5

Bunker +6

Steel Bulkhead +6

Removing Models
The owning player may choose which
models are removed from a section, as
long as they are both in LOS and in range.
This may mean that section leaders or
special weaponry is the last part of a
section to die, this can be seen as the rest
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Reaction Tests the open. In addition the section can not


Coming under fire can be a nerve racking move towards any visible enemy during its
experience, and it is instinctive to get out activation and will ʻreturn fireʼ as above if it
of harms way, duck down and not move shoots.
forwards into the fire. Each section that
comes under fire and receives at least one If the section fails three or more tests then
hit must take a ʻReaction Testʼ. (Note it is the section is considered ʻSuppressedʼ. A
hits that count, not misses). The player suppressed section will ʻgo to groundʼ if it
shooting may choose when their opponent is in the open or if it is in cover it will
should take the reaction test, this can be remain where it is, either way the section
either immediately after the shooting has can not move at all during its next turn and
been resolved or at the end of the turn, but has only one AP during its next activation
before melees are resolved. This can and will shoot at nearest target as if they
result in some reaction tests being taken in had failed a test to not shoot at the most
the middle of the turn, others in the middle pressing target.
of a models movement and shooting and
still others once everyone has finished If the section is in or behind concealment
moving. giving terrain then you may re-roll the
lowest dice, though if the second score is
Any section that must take a reaction test worse you must abide by that score.
needs to take Mr skill test; any personality
models that have joined the section may Heavily Armoured Targets
apply their CB bonus. In addition to this Having a thick plate of armour around you
dice roll an extra dice if can be very comforting especially when
* the section has received at least one faced with incoming small arms fire, such
casualty that turn, as powered armour and THAS are largely
* and/or if the section is under half strength immune to small arms fire. As a result
* and/or if there is only one model in the sections where all the models have an Av
section (this is not applicable to of 10 or higher (including the effect of any
personality models). hard cover) ignore shots with P2 or less for
* the section was pinned last turn the purposes of having to take reaction
* the section was suppressed last turn roll tests.
two extra dice
Certain weapons can also cause extra
dice to be rolled.

If the section fails one or more Mr skill


tests then the section will respond in some
way. If it fails one roll the section will
ʻReturn Fireʼ; the section can otherwise
act as normal but when shooting will shoot
at nearest target as if they had failed a test
to not shoot at the most pressing target.

If the section fails two or more tests then


the section is considered ʻPinnedʼ. A
pinned section will ʻgo to groundʼ if it is in

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Weaponry dice and select the highest score.


All weapons have different rates of fire, Once the centre point of the shot is
penetration abilities, or other effects. As established measure out a circle
such each weapon also has its own profile, with a radius of ʻxʼ units around the
for example: blast point, any model in this radius
is automatically hit. Sections hit by
blast weaponry will always take a
Weapon Rng RoF P Special
reaction test regardless of if any
Rifle 35 1 2 models are hit or not.
• Heavy (x) – these are often support
weapons such as heavy machine
The first characteristic is its range ʻRngʼ;
guns, artillery, etc. These weapons
this is the maximum effective range of a
require ʻxʼ number of models to
weapon. Weapons can fire beyond this
move and fire them, once moved it
range, but loose affectivity as described
also will take the full team ʻxʼ AP
earlier. The next characteristic, RoF, is its
before the weapon is ready to fire
Rate of Fire; this is how many shots you
again. These weapons can be
get for 1 AP. If the RoF is negative this is
moved by less then the required
how many AP you need for 1 shot, these
number, but for each model less
action points must be continuous and can
than its heavy value add 1 to its
not be used for something else. The last
heavy value and when fired by less
characteristic is its armour penetration
than the required number reduce its
value or P value, this is used to determine
RoF by 1 for each model less than
whether hits from this weapon wound or
ʻxʼ.
damage the target. In the final box, • Flame-thrower (x) – These weapons
marked special, can be a variety of other
are used some what differently to
special effects, such as whether the
other weapons and can be terrifying
weapon explodes, whether itʼs a pistol or
to face. Mark the first target within
heavy weapon; the effects of these are
the maximum range, the flame-
described below:
thrower can now make a jump of up
• to 2 units per ʻxʼ, this can be in any
Pistol – can be used in melees as a
direction, but must remain in the
hand weapon. Thus if a model has
maximum range of the weapon. To
both a pistol and a sword it will
determine whether the weapon hits
count as having two hand weapons
these targets take a single Rg skill
in a melee.
• test to hit if you succeed then you
Blast (x) – These weapons work
have hit all the targets and resolve
slightly differently than other
wounds as normal; ignore to hit
weapons, nominate a target model
modifiers for being concealed. A
or point instead of rolling to hit as
model can be hit repeatedly by
normal instead roll a D10 and
focusing 2 or more ʻjumpsʼ on a
subtract your Rg. If the result is 0 or
single model; roll to hit and to
less the projectile lands on target. If
wound for each hit as usual. Any
it is 1 or greater then the projectile
unit which takes a hit is at least
has missed and the centre point of
automatically pinned.
the blast scatters result number of • AT (x) – Anti-tank weaponry. These
units in a random direction. When
weapons are specialised in taking
targeting a concealed model roll 2
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out armoured targets and are target. Any targets always count as
typically good against heavily being concealed.
armoured targets, when wounding a • Move or fire - If this weapon is
target with an Av higher than 10 or mounted on a vehicle the vehicle
any vehicles or buildings must be stationary in its current
(regardless of their Av) use the AT action point to fire this weapon.
value instead of the normal P value
to rolling to damage. For targets
with an Av of 9 or less and that
arenʼt vehicles use the normal P
value.
• Hail – these weapons fire a hail of
shot and ignore the effects for the
target being concealed.
• Pinning – A section targeted by
these weapons must roll an extra
dice when they take a reaction test.
• To hit (x) – some weapons are
notoriously hard to shoot and have
an additional minus to hit modifier.
Some weapons such as sniper rifle
are fitted with scopes and make it
easier to hit and have a positive to
hit modifier. These modifiers are
applied to the models Rg whilst
shooting with this weapon up to a
maximum of 5 and a minimum of 1.
Thus a Rg 3 model shooting a
weapon with ʻTo hit (+1)ʼ would
count as having Rg 4 whilst
shooting that weapon.
• Move and fire – these weapons are
designed to be shot on the move. A
model equipped with one of these
weapons can as part of a single
action point use it for moving and
shooting, but they will always count
their Rg as being 1 when they do
this. Any shooting will take place
from where the model finishes its
movement for that action point,
rather than at the beginning or
during its movement.
• Indirect – A friendly model in LoS of
both the weapon and the target can
direct the weapon to fire indirectly
even if the weapon canʼt see the

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Basic Weapons: Weapon Rng RoF P Special


Weapon Rng RoF P Special
Flame 8 1 3 Flamethrower 3,
Pistol 12 1 1 Pistol, Thrower move or fire
Move and Fire

Heavy 12 1 2 Pistol, Platoon Support Weapons:


Pistol Move and Fire Weapon Rng RoF P Special
Machine 12 2 1 Pistol, To hit -1, Heavy 2,
Heavy 35 1 8
Pistol Move and Fire Blast 1
Blaster
Rifle 35 1 2 Heavy 2, Pinning
MMG 40 3 2
Shotgun 20 1 2 Hail Heavy 3, Pinning
HMG 45 3 3
Assault 25 1 2 Move and Fire To hit -1, Pinning,
Heavy 50 2 4
Rifle Heavy 2
Bolt Gun
SMG 20 2 1 Move and Fire Heavy (2)
Auto 60 1 6
Cannon
Bolt gun 20 1 3 To hit -1, Pinning
Blast 2, Heavy 2,
Heavy 45 -2 3
Thrown 8 1 3 Blast 1, Indirect,
Mortar
Grenade Move and Fire Move or Fire
Flamethrower 5,
Heavy 12 1 4
Bow 15 1 1 To hit -1 Move or Fire,
Flame
Heavy 2
Thrown 10 1 1 To hit -1 Thrower
Weapon Heavy 2
Laser 60 -2 10
Cannon
Section Support Weapons:
Weapon Rng RoF P Special Heavy Support Weapons:

RPG 50 -2 3 AT (8) Weapon Rng RoF P Special

Light 35 1 3 Blast 1, Heavy 1, Grenade 40 2 3 Blast 1, Heavy 3


Mortar Indirect Machine
Gun
LMG 35 2 2
Missile 80 -2 3 AT 10, Heavy 2
Grenade 25 1 3 Blast 1 Launcher
Launcher
Rail Gun 100 -2 6 Heavy 5, AT 11,
Panzer- 20 1 3 At 8, Heavy 1 Move or Fire
Faust
Tank 80 -2 4 AT 8, Blast 1,
Blaster 20 1 8 To hit -1 Gun Heavy 5,
Move or Fire
Plasma 25 1 6
Rifle Artillery 200 -4 4 Heavy 5, Blast 2,
Piece Pinning, Indirect,
Sniper 40 1 3 To hit +1, Move or Fire
Rifle Pinning, Heavy 1

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Extra Ammunition These grenades have Blast (2) P 3 and


Some weapons can be given extra types AT7. Once the hit point is established
of ammunition. leave the template in place until the
beginning of your next turn. Models cannot
Tracers voluntarily move through the template.
These bullets may be used in LMGs,
MMGs or HMGs and allow the shooter to Flash-bang – used instead of normal
ignore the to hit re-roll for shooting at a grenade ammo, and has the RoF of the
moving target. firing weapon. These grenades have Blast
(2) and no P value. Any model hit counts
Tank Buster Ammo as being confused during its next turn.
If a hit from this weapon causes the Vehicles will also be effected if the thrower
vehicle to roll on the vehicle damage table can pass an Rg skill test; if the vehicle is
then you may force your opponent to roll 2 effected it can only move straight ahead,
dice and apply the highest. Only weapons but may decelerate if the controlling player
with an AT value may be equipped with wishes.
this extra ammunition.
Heat Seeking Munitions
Different types of grenade RPGs, Missile Launchers and
Smoke Grenades Panzerfausts, may be equipped with heat
These are used instead of normal grenade seeking munitions. This special
ammo, and has the range and RoF of the ammunition searches for and strikes
firing weapon. Smoke grenades have Blast towards heat sources, this has the affect
(2) and no P value. Once the hit point is that when a weapon fitted with these
established leave the template in place munitions shoots a vehicle it ignores to hit
until the beginning of your next turn. The re-rolls for shooting at a fast moving target
template can not be shot through or out of. and for firing from a moving platform.

Gas Grenades
These are used instead of normal grenade
ammo, and has the range and RoF of the
firing weapon. Gas grenades have Blast
(2) and no P value. Any models caught
under the template will only have one AP
next turn as they cough and choke on the
gas.

Tanglefoot Grenades
These are used instead of normal grenade
ammo, and has the range and RoF of the
firing weapon. Tanglefoot grenades have
Blast (3) and no P value. Any models
caught under the count as being in difficult
terrain for the whole of their next turn.

Incendiary grenade or Molotov cocktail


These can only be thrown grenades.

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Melee enemy that is pinned may re-roll any failed


It can happen that the best when to win a dice rolls to hit for that turn. The basic to
combat is through an up close and hit roll is assuming the model is attacking
personal close combat or melee. When a with a knife, bayonet or an improvised
model moves into base to base contact weapon such as a chain, pickaxe or
with an enemy model it is considered to be wretch; models equipped with specific
in melee. Once all models have been close combat weapons such as swords,
activated and any reaction test are taken axes, spears, etc. may add 1 to their ʻAsʼ
then any melees are worked out. Any up to a maximum of 5. Models equipped
models in a melee will get to strike each with a close combat weapon or pistol in
turn, if they are not killed before they get a each hand may have 2 attacks and so may
chance. In the turn that contact is made roll an additional dice, if both attacks hit
the model that made the contact will then you may choose which weapon you
always strike first, whilst in subsequent will use to wound with, i.e. if attacking with
turns the models with the highest As will a pistol with P3 and a Power Sword with P
strike first. If both models have the same 4, you can choose to roll to damage with
As, they will strike simultaneously. To see if the power sword for both hits.
the model hits its opponent use the table
below, which shows the minimum roll on a Models that are behind an obstacle, such
D10 needed to hit the target. The dice roll as a wall or fence or just inside a wooded
required is dependant on the quality of area when contact is made have a distinct
both the attacker and the target, the better advantage against the models moving into
the quality the attacker the more versed contact, as they have the obstacle to help
they are in close combat, the better the defend them and make them harder to hit.
quality the target the better they are Models that are behind an obstacle when
making themselves harder to hit. contact is made force the attacker to re-roll
Horizontal lines represent the attacker and all hits in the same way that being in
the vertical lines represent the target, e.g. concealment forces re-rolls to hit. This
a model with As 4 striking a model with Df happens until the model behind the
2 needs a 6 to hit, whilst a model with As 2 obstacle loses a combat and the enemy
striking a model with Df 4 needs a 8 to hit. model is considered to have made it over
the obstacle or they move from the
position after a consolidation or pursue
As/ 1 2 3 4 5
move (see more later).
Df
Hits can only be scored on models that are
1 7 8 8 9 9 either in base to base contact or are within
2 units of the model, this can mean that all
2 7 7 8 8 9 the hits must be focused on a few enemy
models, whilst the majority of the enemy
3 6 7 7 8 8 section can go unscathed.
4 6 6 7 7 8 Melee Weapons
Once hits have been determined rolls to
5 5 6 6 7 7
damage should be taken as described
later. Each model is assumed to have a P
Troops that have been pinned will often value of 2 in melee unless noted in its
react a little slower, so models attacking an special rules, models equipped with a

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double handed weapon gain an extra point remain where they are and each of victors
to their P value (e.g. they will generally gain a free automatic hit on the losers. If
have a P value of 3). Chain-saws, light the victors roll lower than the losers move
sabres, power swords axes and such like the losing models the score indicated by
add an extra 2 to their P value. These are the dice directly after the victors and the
able to be combined together, so that a victors the score indicated by their dice
really mean melee fighter with a double directly after them. This can mean that the
handed power sword could get a bonus of victors engage a new enemy section, if so
+3 to its P value. Note that chain-saws are the victors will count as having made
almost always used double handed but contact in the melee next turn. The victors
even still they do not gain a +3 bonus, and may also decide not to pursue if they can
count as improvised weapons so donʼt pass a Mr skill test and can consolidate
gain a to hit modifier. instead; to consolidate the section may be
moved up to 1 APʼs worth of movement in
Wounding any direction. Sections may not use a
Once hits have been determined, we need consolidate move to contact a new enemy.
to know if the hits cause any damage, i.e. Sections may voluntarily break off or may
whether the hit is a slight hit that does no have to break off if they are confused and
serious damage or if the hit is deflected by follow the rules as above. If neither section
armour. Each model has an armour value has broken off, then all models not in base
(Av), e.g. 8, and each weapon has an to base contact may move as if they had
armour penetration value (P) e.g. 2. When up to 1 AP starting with the victors. If there
a hit is scored the shooting player rolls a were no models still in base to base
D10 adds the P value, if the result is higher contact this can mean that the sections
than the targets Av then a the model is that were in melee together no longer
killed and removed, if the result is equal or counted as being melee if no other models
below then the model shrugs off the hit make contact with this follow up move and
and carries on as normal. as such are free to act normally in their
next turn.
Winning a Melee
Melee can be an event that makes or
breaks a battle, with the victors streaming
after the losers or consolidating on an
important position. At the end of the melee
count up the number of kills each section
has caused, the side which has caused
the least more of kills must take a Mr skill
test, which can be modified by personality
models as normal. If this test is failed the
section will fall back D10 units and will be
confused next turn. The loosing side can
also ʻchooseʼ to fail the Mr test and as
such choose to leave combat as above.
The victors may then choose to pursue
D10 units after them, if they roll equal to or
higher than the losers they catch them
before they can escape and all models

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Vehicles vehicles such as woodland, large rock


Vehicles are often featured on battlefields outcrops, thick walls, etc. The players
from simple motorbikes used in should agree before the game begins what
reconnaissance roles, to the commanding terrain pieces can be crossed and what
officers run about to Armoured Personal canʼt.
Carriers (APCs) to large battle tanks.
These rules cover how these vehicles Vehicle Locomotion types
operate in our tabletop battles. All vehicles will be noted as having
different modes of locomotion:
Movement
Like infantry all vehicles have 2 action Wheeled – Roads and firm terrain are
points for movement, however how they easier to move over than other surfaces
use them is a little different. Each action and as such add 5 to their Mv when
point can be used to move the vehicle up moving on these surfaces.
to its Movement Value ʻMvʼ. However it can
only use 2 action points if it was moving in Half tracked or off road – these vehicles
the previous turn, i.e. if the vehicle was only become bogged on a roll of 1 or 2.
stationary in its first turn then in can only Roads and firm terrain are easier to move
use 1 Action point in its second turn, and over than other surfaces and as such add
then 2 action points in its third turn. 2 to their Mv when moving on these
Vehicles though faster than infantry are not surfaces.
as manoeuvrable. This means that
vehicles can not change direction during Tracked – these vehicles only become
its movement, but only after it has moved. bogged on a roll of 1.
So a vehicle must move directly forwards
or backwards first, then it may change Hover – These vehicles ignore any water
direction by up to an angle of 90°, then features or soft terrain (such as soft sand
using if it is able it may move forwards or or snow) they move over.
backwards using its second action point.
Anti-Grav – As these vehicles float above
Vehicles and Rough Terrain the surface of the ground they are able to
Sometimes vehicles will cross terrain that move over any terrain pieces not higher
is harder going than a firm grassy field or than 2 units with out any penalty.
road. This could be a patch of soft sand, a
river, an area of dense vegetation or Bikes - can be any of the above forms of
something entirely else again. Vehicles locomotion and in addition they may
moving through rough terrain have a change direction once before they move
chance of bogging down on a D10 roll of 1, using any action points.
2 or 3 bogged vehicles stop immediately in
the middle of any rough terrain pieces they Walker – Walkers are usually slow,
are crossing. The crew may attempt to free however they are very nimble in
the vehicle by passing a skill test. Vehicles comparison to other forms of locomotion.
may also attempt to cross obstacle that This means they may change direction
could cause a collision, work out any once before they move using any action
damage from the collision first before points and they can cross linear obstacles
moving the vehicle further. Obviously up to half their height without any penalty
some terrain pieces can not be crossed by

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or risk of collision. Walkers are limited to Collisions


having a maximum Mv of 5. If a vehicle collides with another object
with an Armour value ʻAvʼ at least equal to
Passengers its own it will take damage with a P value
Vehicles have a transport value such as 4, equal to the combined speeds of the
this means that the vehicle can carry up to vehicles involved in its previous activation,
4 passengers other than the crew that or if it is currently activated its current
drive and man its weapons. speed, whichever is highest. For example
Models can board a vehicle in their the car with Av 10 moved 15 units last turn,
movement turn if the vehicle does not but after only moving 5 units this turn it
move that turn by moving up to the vehicle collides with a wall with Av 14, it will then
or if they do not move and the vehicle uses take damage equal to a P value of 15. If it
a maximum of 1 action point of movement was to collide with a car with a speed of 10
and stops within 2 units of the models. then both vehicles would take damage
Passengers may only enter and exit a equal to a P value of 25 (10+15).
vehicle through any doors, hatches or Bikes work differently in a collision as the
openings represented on the model and rider is more vulnerable by not being
must be within 2 units of one of these sheltered behind the body of the vehicle. If
openings. a bike is involved in a collision any riders
Models can get off in the same manner, or on the bike will also take damage from the
they can jump from a vehicle moving at collision as if they were also hit. This may
any speed - though if getting off a moving be in addition to any damage caused from
vehicle they take damage with a P value the damage table.
equal to the vehicles speed. Sections must
travel together if possible. If itʼs not Vehicles in melee
possible for one vehicle to carry the whole Vehicles do not fight in melee in the
section then 2 or more vehicles may normal way. A vehicle may attempt to ram
transport the section but these vehicles infantry, to do so move the vehicle its full
must remain within 5 units if possible. If movement, if it touches any infantry
the vehicles donʼt remain with 5 units of models, move the models to one side to
each other then the vehicle must move allow the vehicle to pass if they can roll 10
with so that they are within 5 units or the or higher by rolling a d10 and adding their
section they are carrying will count as ʻDfʼ, if not they are hit by the vehicle. If the
being split and will be confused for the first vehicle hits then work out damage as if it
turn they get off the vehicle. was a collision. If any of the models were
Passengers may also ride on top of on overwatch they may fire as normal
vehicles if space looks reasonable (all when the vehicle comes into range.
players in the game should judge if it looks Models may engage a stationary vehicle in
reasonable and preferably before the melee and will hit automatically and work
game starts). The vehicle may not move out damage as normal but add 3 to the
more than 8 units in a turn otherwise the models P value. Models engaging a
passengers fall off and receive damage as vehicle that has moved equal to or less
above. Also when shot or in a collision than its Mv in its previous activation will hit
each hit the vehicle receives will also hit f they can roll 10 or higher by rolling a d10
one of the passengers on top i.e. the shot and adding their ʻAsʼ and work out damage
causes 2 hits one on the vehicle and one as normal, but without the +3 bonus for the
on a passenger. vehicle being stationary. If a vehicle is

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moving higher than its Mv value it canʼt be • 9 – Engine damaged – the vehicle
hit. will come to a stop as if it was
decelerating and canʼt move again
Bikes work differently in a melee as the for the rest of the game. Anti-grav
rider is easily accessible and bikes are vehicles will crash to the ground
more fragile. Bike may not attempt to ram and need to roll again on this table
a model and if they do so any riders on the in addition.
bike will also take damage from the • 8 – Traction gear damaged. The
collision as if they were hit too. However a vehicles Mv is halved rounding up
bike may make a hit and run attack, driving • 7 – Crew hit, in its next turn the
by a single model and rolling once to hit as vehicle has only 1 AP and the
normal for each rider, resolve the hits as if vehicle can not fire as the crew
it was a normal melee, but add 2 to the P have to deal with an injured
value as the model has the speed of the comrade.
bike behind the attack. The model being • 6 – Weapon Destroyed. One
attacked may also strike back as normal. randomly determined weapon on
the vehicle is hit and destroyed. If
Vehicles as targets the vehicle has no weapons ignore
All vehicles count as having Df 1 when this result
shot at. Roll to damage as normal for • 5 – Driver stunned, the vehicle can
infantry. If the vehicle is damaged it not turn next turn, but may continue
accumulates damage equal to the P value at is present speed or may
of the damaging weapon, though weapons decelerate as normal.
with an AT value use double the AT value. • 3 or 4 – The vehicle veers to the
This is cumulative with any other damage side. Roll a d10 1-5 turn the vehicle
the vehicle takes, if this takes the vehicles 45° to the left; 6-10 turn the vehicle
cumulative damage over its ʻDamʼ value 45° to the right.
then the vehicle is wrecked. If wrecked • 1 or 2 – crew stunned; one
whilst moving greater than 1 action points randomly determined crew member
worth of movement it will make a move in charge of a gun may not shoot
directly forwards equal to its Mv value; if that weapon next turn. If the vehicle
moving equal to or less than 1 action point has no weapons ignore this result.
worth of movement the vehicle will come to
a stop where it is. When a vehicle takes Flame-throwers and blast weapons that hit
damage all sorts of things can go wrong an open topped vehicle will also affect any
with it, therefore each time the cumulative crew caught under the blast – roll to
damage goes over 10, 20, 30, 40, etc. the wound the crew as well.
owner of the vehicle must roll on the
following table (also referred to as the Vehicles never take reaction tests.
vehicle damage table):
Bikes as targets
D10 roll A bike doesnʼt offer a great deal of
• 10 – add an additional D10 to the protection from bullets. Any model riding
cumulative damage and roll again as a passenger on a bike will also be hit as
on this table, if a second or third or if it was riding on top of the bike, i.e. the hit
fourth 10 is rolled add an additional will hit both the bike and a crew model.
D10 to its damage and roll again

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Wrecked Vehicles and Crew Vehicle Equipment


When a vehicle is wrecked any crew that There is also a list of equipment available
come with the vehicle are also considered to vehicles.
to be killed. Any passengers need to make
a Df skill test in order to survive. Any Stabilisers
survivors must be placed within 1 unit of This device stabilises the weapon to make
the wrecked vehicle at its final resting it more balanced for shooting from a
place. moving platform. Fitted to vehicle mounted
weapons. It allows to firer to ignore the
Vehicles shooting effects of firing from a moving platform.
All the vehicles weapons may shoot while
it is moving. Once a vehicle has completed Twin-linked weapons
any movement it wishes to make with that Simply two weapons linked together to
action point, it may then shoot any give a higher volume of fire. Any twin-
weapons mounted on it. The weapons on linked weapons add 1 to the weapons
the vehicle can only shoot in the arc that RoF.
the weapon is able to traverse and roll to
hit with the crewʼs Rg. Remember though if Turbo
an action point was used for moving then Once per game the vehicle can move
any weapons shoot from a moving vehicle twice its Mv for one action point.
count as if they are targeting concealed
models. In addition if a vehicle moves Auto-pilot
more than 5 units in an action it may not Some vehicles are equipped with a simple
shoot with that action as it is too busy artificial intelligence device that can take
moving to shoot, and the motion of the over if the driver becomes in capacitated.
vehicle makes hitting anything more or When the vehicle suffers from a driver
less impossible. stunned result on the damage chart or if
the vehicle gets effected by a flash-bang
Typical Vehicle Profiles grenade then the auto-pilot can take over
Below are some typical profiles for some and allows the vehicle to function as
typical vehicles. These values can be normal next turn though with only 1 AP.
modified as seen fit for the actual vehicle When the vehicle suffers a crew hit result
involved and should also include the then the auto-pilot can shoot one weapon
Crewʼs Rg and the form of locomotion. with Rg 1.
Name Mv Av Dam Trans-
Ablative Armour
port
This vehicle is fitted with additional armour
Car 8 8 15 4 plating and has a padded interior in an
attempt to minimise the effects of any
Truck 6 8 25 10 damage it receives. When rolling on the
damage table for the first time during the
Bike 10 8 5 1 game for this vehicle, you may ignore the
effects of any result of a 1, 2, 3, 4 or 5.
APC 6 11 35 8

Tank 5 14 50 0

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Monstrous Creatures basic weapons (apart from grenades) as


Some Creatures are really huge. These pistol weapons for the purposes of this
models is will take a lot of punishment to skill.
bring them down and can carry burdens
that would be impossible for a normal Monstrous creatures may also be
creature. The model doesnʼt necessarily equipped with various vehicle special
have to be a monster; it could also be a items as noted under the vehicle rules. It
single manned heavy suit of battle armour, may also be given various extra training,
like a Mecha, Ma.K or something similar. abilities and skills as noted under the rules
for working out the points costs of models.
The model must be at least 2 units in size
to be monstrous. Monstrous Creatures will A monstrous creature also has a P value of
have a profile very similar to a normal 4 in melee; this can be further augmented
model, however under its special rules it by weaponry.
will be noted as being ʻMonstrous (x)ʼ,
where ʻxʼ is a value. For the purposes of Reaction tests,
monstrous creatures ignore any hits of P3
When a monstrous creature is hit roll to or less.
damage as normal, though weapons with
an AT value will always use the AT value Buildings
regardless of the monsters own Av. A Buildings are hit and damaged as vehicles,
monster that is wounded doesnʼt though donʼt roll on the vehicle damage
necessarily die from the first or umpteenth table, roll on the following table:
wound it takes. If the monster is wounded • 10 - Add D10 the cumulative
it will accumulate damage equal to the P damage
value of the wounding weapon, though • 8 or 9 – One randomly determined
weapons with an AT value use double the section or personality model in the
AT value. This is cumulative with any other building is automatically pinned.
wounds the monster receives; if this takes • 6 or 7 – One randomly determined
the monsterʼs cumulative damage over its model in the building is also hit by
Monstrous (x) value the monster is finally the shot – work out the damage
dead. immediately.
• 1 to 5 - some nice piece of furniture
For every 5 points of damage the monster now has a non-decorative hole in it!
has it will count as one model for the
purposes of carrying heavy weapons, as A typical house might have an Av of 14
they are also much stronger and able to and a Dam of 60, a wall Av 14 and a Dam
carry heavy weaponry more easily than of 15 for each 3 unit long section and a
their lesser compatriots. For every 5 points bunker an Av of 18 and Dam of 60.
of damage the model has it will be able to Models may enter and exit buildings
count as one model. So a model with through doors, a door that is the same
monstrous creature (10) would be able width as a models base may allow 2
carry the equivalent of a heavy 2 weapon models to enter or exit per AP, a door twice
without problem; whilst it would carry a as wide as the base may allow 4 models to
heavy 3, as if it was heavy 1. If the enter or exit per AP. Models may also enter
monstrous creature has over monstrous through windows, but it costs 1 AP to get
(20) and the gun fighter skill it may count through a window.

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Extra Equipment and Abilities Photo-chromatic visor or goggles


Extra equipment and Abilities is a list of Certain forms of eye protection have a
items and skills available to your troops. quick reaction to blinding lights, darkening
They are divided into Standard issue, instantly before any blinding flashes can
Special Issue and Secret Issue lists, the affect the wearer. Any model equipped with
reason for this is explained under the Army these are immune to Flash-bang
Selection section. grenades.

Standard Issue Riot or Combat Shield


The model can only use pistols, grenades
Communicators and melee weapons when equipped with a
Any personality model equipped with a shield, however when in a melee the
communicator can communicate with one model may force their opponent to re-roll
section per turn that is also equipped with any hits as if they were behind an
a communicator and allows the section to obstacle; though this continues to have
use the personality models CB bonus even effect even after a combat is lost.
if they are not in LOS or coherency.
Savage assault
Dispersed Formation The model rolls 2 dice as its basic attacks
These troops are trained as light infantry in melee for the first turn of each melee
and thus use a more spread out formation only. So if the model also has an extra
than regular troops. They count as being in close combat weapon then it will roll 3
coherency when up to 3 units away from dice; if this is the case at least one dice
each other. Note both models must have must be assigned to each weapon if they
this in order to be considered as being in have different properties.
coherency with each other.
Weak
Gas Masks This is not really extra training, but a lack
Models equipped with gas masks can of physical ability; the model is rather
ignore the effects of Gas grenades. scrawny in comparison to many others and
struggles in a melee to deliver powerful
Gun fighter blows. In melee it is counted as having a
The model can shoot 2 pistols at the same base P value of 1; this can be further
time, effectively doubling their RoF with augmented by weaponry as normal, but it
pistols; however this comes at a price can not wield double handed weapons.
when shooting with two pistols they also
count as targeting concealed targets. May Special Issue
not be combined with ʻscopesʼ.
Amphibious
Medi-pack These models have long been used to a
The model is equipped with sophisticated semi-aquatic existence and can move
medical gear that can heal a grievous through water features just as easily as
wound on a comrade. Sections that over land features.
include at least one model with a medi-
pack may re-roll one dice when taking a Battle-hardened
reaction test. These troops may re-roll the lowest dice
when taking a reaction test. The second

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score stands even if it was worse than the target that ran (i.e. may re-roll missed to hit
first. dice)

Bionics/Cyborg Spacers - At the start of the turn before


It is quite common that troops that have any models are activated, you may use up
been severely injured get damaged body to one dose of spacers per model. During
parts replaced by bionic limbs. Some go the following the turn the model may
even further and choose to augment all ignore the first failed dice for reaction tests
their troops with bionics, so much so that and may re-roll the dice to see in they fall
they become more machine than human. back if they lose a combat.
A model with bionics or that is cyborg can
bear heavy objects more easily than would Critical Shot
normally be possible, and as a The model is an expert marksman, able to
consequence the model reduces any put the shot where it will do the most
equipmentʼs heavy rating by 1 and damage. When rolling to hit with a ranged
increases the models P value in melee by weapon then on a natural roll of 10 on the
1. first dice roll the model doubles its P value
(though not AT value) for that shot.
Camouflaged
These models are in ʻgilly-suitsʼ or some Critical Strike
hi-tech equipment that mimics a The model is an expert close quarterʼs
chameleonʼs skin. Anyone electing these fighter, able to put the blow where it will do
models as targets always counts as having the most damage. In melee when rolling to
Rg 1 for the purposes of rolling to hit them. hit on a natural roll of 10 on the first dice
roll the model doubles its P value for that
Combat Drugs hit.
There are many forms of drug, few of
which are medicinal; many are recreational Die hard (x)
and a few give heighten reactions and Models with this ability can ignore the first
sense. It is these last category that we see ʻxʼ times that they are killed; they simply
on the battlefields of Crimson Dusk, of keep on going as if nothing happened.
which there are a number of variations. Leave the model where it is, though it will
Each drug comes as a single dose, that be considered ʻconfusedʼ until its next
may only be used once per game. activation. This can not be combined with
ʻToughʼ.
Hast - Once per dose the model counts as
having one extra AP and in melee will Elite Forces
strike before any other models. These troops are trained to operate as
highly mutually supportive teams, often
Slaught - these drugs turn the user into a due to their expertise in smaller groups
homicidal maniac. Once per dose the user than other troops. As a result the minimum
use the user can roll an extra dice in section size for these troops is not 4 but 2
melee to attack. models.

Calmers - Once per dose the model when Evade


shooting a weapon with RoF 1 counts as These models are combat masters,
having Rg 5 and counts as shooting at a making having learnt the way of avoiding

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hits in combat; they are harder to hit in weapon with scopes it will then count as
melee and so always count as being one having Df 2.
higher in Df in melee up to a maximum of
5. Hit and Run
These troops are trained to strike hard and
Fanatic then get out again. Regardless of whether
These frothing lunatics can re-roll the they win or pass the Mr test to see if they
reaction test. This ability is passed on to fall back these troops may always choose
any section the model joins. Note medi- to leave combat and will fall back D10
packs, combat drugs- spacers, and units and will not be ʻconfusedʼ next turn,
models with ʻEmboldenʼ will have no effect their opponents may only consolidate.
on these models.
Holofield
Fearless The model has a special disruptive field,
Count suppressed as pinned. They also which blurs the models outline, making it
ignore ʻFearsomeʼ models and count hard to see and spot. The model always
ʻTerrifyingʼ as ʻFearsomeʼ instead. counts as concealed even in open terrain,
and if in covering giving terrain always
Fearsome counts as being hidden (though may be
This model is a fearsome model that targeted if they fire) without needing to
causes fear in its enemies. Models wishing take a Df skill test to be so. It does not
to move into melee with this model must need to go to ground to gain any of these
pass a morale skill test to do so. If the test benefits and can not gain additional
is failed the model remains where it is and bonuses by also going to ground.
does nothing with that AP. If the fearsome
model wins a combat the enemy must re- Infiltrate
roll the Mr skill test to see if the section Some troops are trained to stealth to
breaks from combat if it passes first time. advance close to their enemy before
Fearsome models ignore other the effects attacking. After deployment you may move
of other models with fearsome and treat these models forwards equal to twice their
ʻTerrifyingʼ models as being fearsome. Mv, as long as their final position is out of
LOS of any enemy on the table.
Furious assault
The model rolls 2 dice as its basic attacks Jump Packs
in melee. So if the model also has an extra The model counts as having Mv 6. It can
close combat weapon then it will roll 3 also leap over intervening terrain and so
dice; if this is the case at least one dice ignore movement penalties for this terrain,
must be assigned to each weapon if they though if the model starts or stops in
have different properties. difficult terrain it must take a Df skill test to
avoid colliding with a tree branch or
Good sense something similar. Treat this as a collision,
These models have a very good sense of i.e. the model as it is moving fast will suffer
self preservation and are harder to hit in damage with a P value of 2.
ranged combat and so always count as
being one higher in Df when shot at up to Mounted
a maximum of 5. When targeted by a These models are mounted on horses or
some other alien ridding mount. They

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count as having Mv 5 and may add 1 to ground to their enemy even when
their As up to a maximum of 5. However seemingly beaten. If all the models in a
they can not ʻgo to groundʼ or be ʻhiddenʼ section have this rule and loose a combat
nor can they be equipped with any ʻheavyʼ they may re-roll the Mr skill test to see if
weaponry. they fall back.

Powered Armour Strong


This is a form of heavy armour that under This model has bulging biceps, and is able
normal circumstances would be much too to deliver a blow much strong than most
heavy to bear and use in combat, however other normal creatures. In melee it is
the armour is fitted with power systems counted as having a base P value of 3; this
that assist the wearer in their movements. can be further augmented by weaponry as
The level of protection offered is immense normal.
in comparison to normal body armour, but
that is not only where the benefits end. Suspensor
Powered armour also allows the wearer to A weapon may be fitted with a suspensor;
bear heavy objects than would normally be these are small anti-grav devices that
possible, and as a consequence a model make the load lighter to bare. Any weapon
wearing powered armour reduces any fitted with a suspensor raises its heavy
equipmentʼs heavy rating by 1 and value by one to a minimum of 1. A weapon
increases the models P value in melee by can only be fitted with one suspensor.
1.
Tank Hunter
Refractor Field generator Troops with this training are specialists in
Carried in a small device, these fields taking out armoured vehicles. When rolling
provide additional protection by refracting on the damage chart, a model with this
the energy of incoming projectiles. If the skill can force their opponent to re-roll the
wearer fails an armour test, you may re-roll dice if they choose, though they must
the dice once. However bulky equipment abide by the second roll even if it is worse
interferes with the field and so may not be than the first. This may not be combined
used by models with Av 10 or higher or are with weapons using ʻTank Buster Ammoʼ.
monstrous creatures.
THAS (Tactical Heavy Armoured Support)
Scopes This is the latest development of heavy
There are many forms of scopes that help powered armour. It forms a robotic
a marksman target their mark better, from skeleton around the wearer, and supports
inferred scopes, laser scopes and even massive thick armour plates. These plates
more advanced equipment. This must be are typically even heavier than the plates
attached to a specified weapon, and may that form powered armour. In addition to its
not be used in conjunction with move and protective abilities THAS also has the
fire weaponry or weaponry with an RoF of ability to allow heavy weapons to be
greater than 1. All models targeted by this carried more easily. This means that a
weapon count as having Df 1. model carrying a heavy weapon halves it
Heavy (x) value rounding down and
Steadfast increases the models P value in melee by
These troops will fight on with dogged 1.
determination and will refuse to give

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Thermal Detonator think about theyʼre own safety and as such


These are small thermonuclear demolition never have to take a reaction test.
devices often used by assault engineers to
blow bridges and other field structures, Commissar
though they are equally useful to blow These hearts models use violence for
enemy armour if you can catch it. Models discipline. This can only be applied to
equipped with this may use them against personality models. When a section they
objects and vehicles; they then count as are accompanying fails a reaction test they
having P 12 whilst hitting the object or may kill a model to restore order. Remove
vehicle. one model and take the reaction test
again, but only roll one dice.
Tough(x+)
The model is extra tough and if wounded Deflector field generator
and killed the model leave the model on its This device creates a bubble of force
side where it is. It will struggle back to its around the model, absorbing the energy of
feet and carry on fighting normally at the incoming objects. Any model within 5 units
start of its next turn as if nothing happened of a model with a refractor field reduces
on D10 roll of ʻxʼ or higher. This can not be the P value of any hits they receive by 1,
combined with ʻDie Hardʼ. down to a minimum of 1.

Secret Issue Distortion field generator


This device casts a field around the model,
Air-strike. creating a hazy effect making it difficult for
This model is able to call in air support. the enemy to get a good shot. Any model
Once per game before initiative is rolled within 5 units of a model with a distortion
you may declare that you are calling in an field counts as being concealed.
air-strike. Once all models have moved
you may roll to hit any enemy model on Embolden
the table that is in LOS of the model with Shouting stirring words, giving
either an Artillery Piece or 2 Missile encouraging shouts, this model enables
Launchers, the air-strikes counts as having his comrades to keep on fighting when
Rg of the model, but always count as others would despair and run. If the model
engaging a target that is concealed, can pass an Mr skill test then any section it
whether the target is concealed or not. A is accompanying may re-roll all the dice for
model may have multiple ʻAir-strikesʼ, each their reaction test. Note it may not use this
allows a single air-strike, this represents skill on itself if it is alone. Models with
more aircraft being available for the model medi-packs and the effects of using
to call in. Combat Drugs - Spacers will have no
effect on this section whilst this model is
Brain-dead accompanying it as they too get caught up
The galaxy is full of many strange things, by the moment and rhetoric. Only
some say the dead walk again, others that personality models may have this skill.
machines as intelligent as us and cold as
ice stalk the shadows and others tell of Heroic
strange cults where the members are This can only be applied to personality
drugged and oblivious of their own safety. models. They are the stuff of legend and
These models have long since stopped to can re-roll a single dice each turn, but the

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second result is binding even if it was


worse than the first result.

Psychic Null
This model is a psychic null and is able to
drain the power out of nearby psykers.
This ability may not be given to a model
with the psyker ability. The model counts
as having the psychic ʻNullʼ power and
when taking that test will count as having a
psychic level of 5. In additional any
psychic within 6 units of this model, friend
or foe, will collapse and be confused if
they roll a 1 or 2 on their psychic test,
rather than a 1 as normal.

Terrifying – this model is not only fearsome


but also absolutely terrifying. Models either
activated or moving within 5 units for these
models must take a skill test of freeze in
terror for a whole AP. Models wishing to
move into melee with this model must pass
a skill test to do so. If the test is failed the
model remains where it is and does
nothing with that AP. If the fearsome model
wins a combat the enemy may not use the
CB of any personality models and must re-
roll the Mr skill test to see if the section
breaks from combat if it passes first time.
Terrifying models ignore other the effects
of other models with ʻfearsomeʼ and
ʻterrifyingʼ.

Transfix
Some creatures are able to transfix their
prey before they strike, others are able to
transfix their opponents by use of sonic
waves. Whatever the means of transfixing
all enemy modes count as having Df 1 in
melee against a model with this ability.

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Psykers can not normally use their powers in a


Under the Cold War both sides begin to melee unless stated.
research into the abilities of the human
mind, to try to find the 6th sense; this was Concentration
the first scientific recognition that people Psykers can spend an extra AP in addition
arenʼt always as they seem. In earlier to the required AP needed to use the
times these people were referred to power in order to concentrate. By
witches, shamen or by a multitude of other concentrating the psyker can then re-roll
such names. Now they are most often the psychic test if they fail the first time.
referred to as ʻpsykersʼ, and are most often
seen as being a part of the natural Common powers
evolution of humanity; though there are Every psyker has access to these powers
still many that see them as being witches regardless of their nature.
and unnatural. There are many different
types of psyker, these different types are Null - difficulty – (-), AP – 0
referred to as their ʻnatureʼ and can range The psyker is able to battle another psyker
from the ability to altered bodily matter, to and counter their energies. If an enemy
ignite something at will, or from the ability psyker uses a power within 6 units or the
to play with time to reach into peopleʼs power has an effect within 6 units of the
minds. psyker, they may attempt to null it. Both
psyker models roll a D10 and add their
Each psyker has a psychic level between psychic level, the player to get the highest
1 and 5 and each will have a specific wins. If the enemy psyker wins or itʼs a
nature; this is typically referred to in the draw the power goes ahead as normal, if
models profile as something like Biomancy your psyker wins the power is nulled and
(2), this would mean the psyker nature is has no effect.
Biomancy and has a psychic level of 2.
Within the natures are a series of different Thunder-hand – difficulty – (7), AP – 1
powers or a range of different effects and The psyker weaves a glove of mental force
difficulties. Psykers will have access to all around their arm lending extra power to
the powers in their given nature. Each their attacks. If the psyker starts their turn
ʻpowerʼ has a difficulty rating e.g. fireball 7, in a melee they can use this power before
and an AP value. The AP value is how any hits are made, the psyker counts as
many AP it takes to use the power. To use having 2 weapons with P4 in melee.
a power roll a D10 add the modelʼs
psychic level, if the result is equal to or Mental Bolt – difficulty – (7), AP – 1
more than the difficulty rating of the power The psyker sends a bolt of mental energy
it is used successfully; this is referred to as at one enemy within LoS, it counts as a
a ʻpsychic testʼ. If it is less the psyker has weapon that automatically hits with P3 and
failed to produce the power. However if the a range of 18, and it can not be used over
roll is a ʻ1ʼ the psyker has collapsed of its maximum range to gain extra hits for
exhaustion and counts as being confused the purpose of forcing a reaction test.
until the end of its next turn, the power can
still work even if the psyker collapses from
exhaustion if the psyker even on a 1
manages to pass the psychic test. Psykers

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Biomancy easily recognisable psykers - they have a


Is the ability to alter anything that has a tendency of showing off and having string
biological nature. It is able to reach in and tempers, and often red or ginger hair.
change things at a cellular level. Many Pyromancy psykers also have an innate
biomancers find work as ʻhealersʼ were resistance to fire, as such they halve the P
often their ability is hidden behind rituals value of any fire based weapons used
and superstition. against them down to a minimum of 1.

Heal wound – difficulty – (10), AP – 1 Fireball - difficulty – (7), AP – 1


The psyker reaches out to cure a grievous Conjuring a ball of fire the psyker throws it
wound on a comrade, focusing their at his enemies. Range 18 P3 Blast (1) roll
mental energies they steadily manage to to hit as normal.
re-knit the wound back together and the
comrade returns to action. If successfully Fire Blast - difficulty – (8), AP – 1
used the power allows one model that was Conjuring a fountain of flames the psyker
in unit coherency and killed during the last shoots it at her enemies. The psyker
turn to ʻreturn to lifeʼ. unleashes a blast of fire; it has a range of
18 and a P value equal to the difference by
Life Shield – difficulty – (9), AP – 1 which the psyker passed the test + 1 and
The psyker toughens the bodies of the has Blast (2). Roll to hit as normal.
guys around him, making them more
resistant to hurt. If successfully used the Firewall - difficulty – (9), AP – 2
model and any section it is in coherency The psyker causes a thick wall of fire and
with gains the tough (10) special rule or smoke to erupt in front of her blocking the
adds 1 to their existing tough value. enemy from sight. Place a marker 8 units
long within 12 units of the psyker. No
Life Force – difficulty – (11), AP – 2 model may move or shoot through this
The psyker strengthens the bodies of the until the start of the players next turn.
guys around her, making them more
resistant to pain. If successfully used the Fiery Fists - difficulty – (8), AP – 1
model and any section it is in coherency Forming balls of fire about his hands and
with gains the tough (9) special rule or will lays about him self in a fury of fire. If the
add 2 to their existing tough value. psyker starts their turn in a melee they can
use this power before any hits are made,
Choke – difficulty – (9), AP – 1 the psyker counts as having 2 weapons
The psyker reaches out their making a with P5 in melee.
clutching motion; the enemy feels their
neck tightening as the struggle for air. If Kronomantic
successfully used choose any model Kronomats or kronomantic psykers have
within 8 units, if used the model is the ability to play with time in a localised
immediately removed as a casualty. sphere, either slowing it down or speeding
it up. They used to often be found in
Pyromancy amusement arcades where their powers
Pyromantic psykers are perhaps the most allowed them to win big. All kronomantic
destructive psykers around as they are powers are AP 0 this means you can
able to produce fire at will. Pyromantic simply say when you are using the power
psykers are often the most distinctive and

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whilst the model is activated and donʼt Flight – difficulty – (7), AP - 2


need to spend an AP to do so. Gathering himself up the psyker leaps into
the air and flies to a new vantage point.
Time pause – difficulty – (5), AP - 0 The model may move up to 15 units in any
The psyker pauses time long enough to direction.
gain a second to get the shot dead on
target, if the model shoots with their next Shield of Force – difficulty – (9), AP - 1
AP they gain add 1 to their RoF If the The psyker creates an almost physical
psyker starts their turn in a melee they shield in front of him, protecting him from
may roll an extra dice to hit. harm. The model gains the tough (9) skill
or if it already has it adds 2 to its tough
Time field – difficulty – (10), AP - 0 skill. The power can be used at the start of
The psyker plays with the flow of time the turn if the psyker starts their turn in a
around her enemies causing time to run melee.
slower for them than the rest of the world.
The psyker causes a blast (3) template Hail – difficulty – (7), AP – 1
within 24 units; any model within this The psyker throws a hail of whatever small
template must halve their AP points next objects are at hand (or thought) and
turn rounding up. throws them at the enemy with a range of
18, and P of 2 and ʻhailʼ, it will hit
Haste – difficulty – (10), AP - 0 automatically.
The psyker plays with the flow of time
around his friends causing time to run Telepathic
quicker for them than the rest of the world. Telepaths can reach into the minds of
The psyker causes the section they are people and implant thoughts and ideas.
with to move through time, for the rest of They often become leaders by lacing their
the turn they gain an extra AP. words with telepathic suggestions, their
will irresistible and encouraging their
Telekinetic followers to insane feats. They can also
Telekinetic psykers have the ability to frequently be found as wash out afraid of
move things by will power alone. They human contact as they struggle to shut out
have often been found in circuses and the thoughts of others.
shows were their perform enabled them to
hide their power in full view. Blur mind – difficulty – (9), AP - 2
The psyker delves into the minds of the
Sphere of safety – difficulty – (8), AP - 1 enemy and muddles their thoughts.
Creating a bubble of force around her self Choose one enemy section within 18 units;
to protect her, the bubble forces anyone this section is confused next turn for its
close by to be pushed backwards away next turn.
from her. The psyker causes a bubble 2
units centred on themselves; any models Hallucinate – difficulty – (9), AP - 2
within this bubble are immediately pushed The psyker fooled the enemy into thinking
back to the edge. Any model pushed back they have seen their enemy closer than
is confused next turn. If the psyker starts they are. An enemy section within 24 units
their turn in a melee they can use this believes it sees a section close to them,
power before any hits are made. during their next turn they must test to
avoid firing at this imaginary section by

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passing a skill test otherwise their shooting


has no effect.

Invade mind – difficulty – (12), AP – 2


The psyker takes over the mind overriding
their own willpower to make them do
things they otherwise wouldnʼt. The psyker
takes control of a single enemy model
within 18 units during your opponents turn
and can make them do anything other than
something that would directly result in their
injury or death, e.g. the may shoot their
comrades, move into the open but not
shoot themselves or jump of a cliff, etc.

Embolden – difficulty – (9), AP – 1


The psyker strengthens the resolve of her
comrades, enabling to keep on fighting.
The psyker mustnʼt be pinned or confused
them selves. If the power can be used pick
a friendly section that is either pinned or
confused within 12 units the section no
longer counts as pinned or confused.

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Army Selection other than Av- note this does not stop
One of the core principles of Crimson personality models with different profiles
Dusk is the ability to play with whatever from joining the section during the game.
models you have. So one way of playing is * No model may have an Av higher than 9.
to just use whatever models you have at * You may use up to a third of your points
hand, scibble downs some profiles and on personality models and only
have some fun. However, this can lead to personality models may be psykers.
a bit of an arms race and another way to Personality models may not have section
play is to use these army selection rules. support, platoon support, or heavy
These rules allow you to build slightly support weapons.
more balanced forces to play with each * Any model may take any common items
other, making the game more of a tactical or ability from the ʻExtra equipment and
challenge than who has the best, most and abilitiesʼ list. Personality models may also
biggest troops. take items from the special issue part of
Making your army, deciding what you the list. No one may access the secret
want, maybe even writing a background part of the list.
story for it is a very rewarding process and
can be a great deal of fun, especially if you It may seem a little complex at the start,
regularly play against someone and you but it doesnʼt take too long to get used to
can see how your armies develop and it.
change with time.
Army Traits
Restrictions No two armies need be the same, there is
In order to balance out the different forces also a lot of extra items and abilities that
as a starting point there are a number of can be used which the list doesnʼt give
restrictions - no one for example wants to access to. Army Traits enable you to
play against 3 tanks all with Av 15 regularly customise your army a great deal. Each
or someone how takes 15 HMGs. These army may select up to 5 traits; these allow
restrictions can be changed through the access to different pieces of kit, skills and
trait system that weʼll come to in a short other things. Some traits can be selected
while, but first the restrictions. Each army more than once and where this applies is
may have: noted under the trait description.
* 1 section support weapon and 1 extra for
every full 10 models. 1. Extra Training and Equipment. An army
* 1 platoon support weapon for every full with this trait may select any one item
15 models or skill from the special issue part of the
* No models may be equipped with heavy Extra Equipment and Abilities and
support weapons count it as if it was common. This Trait
* 1 vehicle or monstrous creature and 1 may be selected more than once.
extra vehicle and monstrous for every full
20 models. Note - 2 bikes count as 1 2. Heavy Infantry. An army with this trait
vehicle. allows any models to have an Av of 10
* No vehicle or monstrous creature can or higher, and ʻpower armourʼ and
have an Av higher than 11. ʻTHAS armourʼ becomes common.
* All models bought as a section must
have the same profile and no model in a 3. Heavily Armed. This army may take 1
section may have a characteristic of 5, extra section support weapon for every

35 copyright Duncan Thompson 2009


Crimson Dusk

full 5 models instead of 10; and 1 extra 10. Elite Troops. Any model may have a
platoon support weapon for every full single characteristic of 5. This trait may
10 models instead of 15. be selected more than once.

4. Heavy Support. You have access to 11. Seize the initiative. Your troops are
heavy support weapons; instead of used to gaining the initiative, often
choosing a platoon support weapon catching the opponent flat footed; On
you may choose to equip the model the first turn you may re-roll your
with a Heavy Support Weapon instead. initiative dice.
May not be combined with ʻHeavily
Armedʼ. 12. Magnificent 7 or 8 or 9 or... Your army
is an army of legendary proportions. All
5. Mechanised Infantry. Your forces are a of your models must be personality
mobile reaction force, able to get to models.
where they are most needed. Each
section must be accompanied by a 13. Tactical Excellence. Your commander
vehicle able to carry them all; is a tactical genius and knows when to
personality models can be joined to call in his reserves and as such you
another section in order to transport can hold 2 sections on hold.
them if there is space in the vehicle.
14. Storm Troopers. The best of the best,
6. Tank Squadron. Your forces are made they have the ability to storm ahead,
primarily of armoured vehicles, where making devastating breakthroughs.
infantry forms a supporting role. You Once per game, you can activate a
may have as many vehicles or single section before rolling for
monstrous creatures as you wish, initiative.
however only a maximum of a quarter
of your points may be spent on infantry 15. One Man Army. One personality model
models, all other points must be spend may be equipped with a single platoon
on vehicles. If this trait is selected no support weapon. This trait may be
further traits may be selected. selected multiple times.

7. Heavy Armoured Support. Any vehicle


or monstrous creature can have can
have an Av of 12 or higher.

8. Brain-dead. Well it happens every once


in a while, a hoard of the living dead!
Any model can be Brain-dead.

9. Secret Weapon. An army with this trait


may select any one item or skill from
the secret issue part of the Extra
Equipment and Abilities and count it as
if it was special. This Trait may be
selected more than once.

copyright Duncan Thompson 2009 36


Crimson Dusk

Points Values For Armour values ʻAvʼ we use this table:


Some players like to just play with
Av points Av points
whatever models they have at hand, or a
needed for a specific scenario that they 2 3 8 23
want to play. Most players however like to
have a game were things are as fair as 3 5 9 30
possible. In order that this is possible
Crimson Dusk has a system which assigns 4 6 10 39
points cost to each value in the profile and
for weaponry, equipment and extra skills. 5 9 11 49
This following section will tell you how to 6 12 12 60
work out the points values for your troops,
then you and your opponent can agree to 7 16
play a game using equally sized forces.

Infantry Points Values So taking our example profile weʼd get a


First start by taking the profile that youʼd total points value of 66, this work worked
like for your troops. For example letʼs take out as follows:
this profile:
Mv Mr Rg As Df Av
Mv Mr Rg As Df Av
Human 3 3 3 3 3 6
Human 3 3 3 3 3 6
Points 10 12 10 10 12 12

This average human soldierʼs profile; it


This points cost is for basic section troops.
shows a well trained, professional soldier,
Because personality models have many
so inferior troops will mostly likely have a
more advantages over a section trooper,
worse profile, whilst better troops would
their points cost is increased. For each full
have a better profile. Taking your desired
10 points they cost from their profile add
profile, look at the tables below and find
an additional 3 points. So if our model in
the points cost for each value on the
from the profile above was a personality
profile and add them together.
model we would add 18 points (6 x 3
points) to the original 66 points, giving a
For Movement ʻMvʼ, Morale ʻMrʼ, Ranged
total cost of 84 points for a personality
ʻRgʼ, Assault ʻAsʼ and Defence ʻDfʼ we use
model.
this table:
Value 1 2 3 4 5 In addition personality models can have a
command bonus or ʻCBʼ value. The points
Mv 2 6 10 20 32 cost for this is related to the ʻMrʼ of the
model itself, so if you choose to have a CB
Mr 4 8 12 18 24 value on your personality model use the
Rg 5 7 10 13 15 table below to find the cost.

As 5 7 10 13 15

Df 7 9 12 15 17
37 copyright Duncan Thompson 2009
Crimson Dusk

Medi-pack -
Mr 1 2 3 4 5
Mr 1 2 3 4 5
CB +1 30 40 60 80 90
Points 5 10 20 30 50
CB +2 70 100 140 170 200
Photo-chromatic visor or goggles - 2 points
Riot or Combat Shield - 5 points
If the example we have used above also Savage assault - 10 points
had ʻCB +1ʼ then we would also add 60 Weak - -2 points (minus)
points to its cost, giving us now a total
points cost of 144 points and a reasonably Special Issue
effective leader. Amphibious - 3 points
Battle-hardened -
Some personality models are also
psykers, this ability also has a points cost Mr 1 2 3 4 5
which must be added. This is used for all
Points 5 10 20 30 50
the different natures, but it must be duly
noted. Bionics/Cyborg - 15 points
Camouflaged -
Psychic 1 2 3 4 5 Df 1 2 3 4 5
level
Points 2 4 5 7 10
points 16 20 24 28 32
Combat Drugs
Hast - 10 points
For example if our a model was also had Slaught - 5 points
Biomancy (2) we would add 20 points to Calmers - 5 points
the total points cost, giving us now a points Spacers - 15 points
cost of 164 points. Critical Shot - 15 points
Critical Strike - 15 points
Extra Equipment and Abilities Die hard (1) - 40 points
There is also a whole host of different Die hard (2) - 80 points
extra equipment, skills and attributes that Die hard (3) - 120 points
can be added. These all have a points Elite Forces - 15 points
value like everything else so far, and some Evade - 2 points
are restricted through the Army Selection Fanatic -
rules. Some of the points values for these
Mr 1 2 3 4 5
options are dependant on one of the
modelʼs characteristics. Points 2 4 6 9 12
Common Issue Fearless - 3 points
Communicators - 10 points Fearsome - 5 points
(remember both the personality model and Furious assault - 15 points
at least one member of the section needs Good sense - 3 points
a communicator for it to work) Hit and Run - 2 points
Dispersed Formation - 5 points Holofield -
Gas Masks - 2 points
Gun fighter - 15 points
copyright Duncan Thompson 2009 38
Crimson Dusk

Df 1 2 3 4 5 Df 1 2 3 4 5

Points 10 12 15 18 20 Points 25 30 38 45 50
Infiltrate -
Embolden -
Mv 1 2 3 4 5
Mr 1 2 3 4 5
Points 1 2 4 8 16
Points 5 10 15 20 25
Jump Packs - 30 points
Mounted - 20 points Heroic - 20 points
Powered Armour - 20 points Psychic Null - 5 points
Refractor Field generator - Terrifying - 10 points
Transfix -
Av 2-4 5-6 7 8 9
As 1 2 3 4 5
Points 1 3 4 6 8
Points 2 2 4 4 8
Scopes -
Rg 1 2 3 4 5
Weaponry
Points 2 2 4 4 8 Obviously a model running around without
any weaponry has a rather bleak future,
Steadfast - unless its a melee monster. Below is a list
Mr 1 2 3 4 5 of the weaponry available to our models
together with the weaponʼs points cost. So
Points 2 4 6 9 12 the next step is to decide what weaponry
the model is equipped with. The weaponry
Strong - 10 points given to the model should as closely as
Suspensor - 15 points possible represent what the model has
Tank Hunter - 25 points been modelled with.
THAS (Tactical Heavy Armoured Support) -
25 points Basic Weapons
Thermal Detonator - 15 points
Tough (10+) - 10 points Weapon Basic
Tough (9+) - 20 points
Tough (8+) - 40 points Pistol 30
Tough (7+) - 80 points
Machine Pistol 40
Secret Issue Rifle 60
Air.strike - 30 points
Brain-dead - 30 points Shotgun 40
(may not be given to a model whose
profile costs greater than 70 points) Assault Rifle 60
Commissar - 20 points
Deflector field generator - 50 points SMG 40
Distortion field generator - Thrown Grenade 20

Bolt Gun 55

39 copyright Duncan Thompson 2009


Crimson Dusk

Heavy Support Weapons:


Weapon Basic
Weapon Basic
Bow 20
Grenade Machine Gun 200
Thrown Weapon 10
Missile Launcher 200
Heavy Pistol 40
Rail Gun 225
Section Support Weapons Tank Gun 200
Weapon Basic
Artillery Piece 200
RPG 100
Extra Ammunition Types
Light Mortar 80
Tracers - 10 points
LMG 100 Tank Buster Ammo - 30 points

Grenade Launcher 80 Smoke Grenades for:


- Thrown Smoke Grenades - 10 points
Panzer-faust 65 - Grenade Launcher & Light mortar - 10
points
Blaster 100 - Artillery Pieces & Heavy Mortars - 15
Plasma Rifle 100 points

Sniper Rifle 100 Gas Grenades for:


- Grenade Launcher & Light mortar - 10
Flame Thrower 50 points
- Artillery Pieces & Heavy Mortars - 15
points
Platoon Support Weapons:
Weapon Basic Tanglefoot Grenades:
- Thrown Tanglefoot Grenades - 10 points
Heavy Blaster 120 - Grenade Launcher & Light mortar - 10
points
MMG 150
- Artillery Pieces & Heavy Mortars - 15
HMG 200 points

Heavy Bolt Gun 200 Incendiary Grenades - 30 points


Flash-bang:
Auto Cannon 150 - Thrown Flash-bangs - 10 points
- Grenade Launcher & Light mortar - 10
Laser Cannon 175 points
- Artillery Pieces & Heavy Mortars - 15
Heavy Mortar 150
points
Heavy Flame Thrower 100
Heat Seeking Munitions - 25 points

copyright Duncan Thompson 2009 40


Crimson Dusk

Close Combat Weapons


Double Handed Weapon - 15 points Instance for the above vehicle with Mv 6
Chain-saws, power weapons - 40 points and Av 11, we get a cost of 31 points.
The next step is to compare the Av and
Vehicles Points Cost Dam values. The more damage the vehicle
Working out the points costs of vehicles can withstand and the higher its armour
works in a similar way to normal models.
First start by making the profile of the Av 5 10 15 20 25 30 35 40 45 50
vehicle you want for example:
8 35 70 105 175 210 245 280 315 350 385

Name: Rhino APC 9 45 90 135 180 225 270 315 360 405 450

Mv Av Dam Transport 10 59 118 177 236 295 354 413 472 531 590

6 11 35 8 11 74 148 222 296 370 444 518 592 646 720

Crew Rg Locomotion Points 12 90 180 270 360 450 540 630 720 810 900

13 108 216 324 432 540 648 756 864 972 1080
3 Tracked ???
14 127 254 381 508 635 762 889 1016 1143 1270
Use this first table to compare the vehicles 15 150 300 450 600 750 900 1050 1200 1350 1500
Mv to its Av. The lighter armour the vehicle
has the cheaper it is the make the vehicle
move faster. value the more expensive the vehicle
Mv stands on the vertical, and Av on the becomes. Av stands on the vertical, and
horizontal. Dam on the horizontal.
For for our example vehicle with Av 11 and
Av 8 9 10 11 12 13 14 15 Dam 35, weʼd get a value of 518. This
Mv value is added to the previous value giving
us 31 + 518 = 549.
1 13 16 20 24 29 34 39 45

2 14 17 21 25 30 35 40 46 If the vehicle has any crew carrying


capacity we also have to pay for that.
3 15 18 22 26 31 36 41 47 Multiple the Transport value by 5 and add
this to the cost of the vehicle. For example
4 16 19 23 27 32 37 42 48 our vehicle has transport 8, so we add 5 x
8 = 40 points, giving us 518 + 40 = 558
5 18 21 25 29 34 39 44 50 points. This is the basic cost of the vehicle,
without crew, weaponry, or extra
6 20 23 27 31 36 41 46 52
equipment.
7 23 26 30 34 39 44 49 55
To add weaponry to the vehicle pay the
8 26 29 33 37 42 47 52 58 points cost for the weapon as if equipping
an infantry model with the weapon. There
9 29 32 36 40 45 50 55 61 are two ways for a weapon to be manned,
the first is to pay for a fixed crewman to
10 33 36 40 44 49 54 59 65 man it, the other is during the game any of
the passengers may man it. For the
41 copyright Duncan Thompson 2009
Crimson Dusk

second version only pay the points cost for


the weapon, but it can only be fired if there
Mv Mr Rg As Df Av
are some passengers in the vehicle. For
each weapon with fixed crew you must Alien 3 3 3 3 3 9
also pay for the crew to man the weapon. Soldier
first decide what Rg the crew has, then
using the table below add the points cost Special: Monstrous Creature (15)
for each weapon:
Rg 1 2 3 4 5 From the profile weʼd get a cost of: 10 + 12
+ 10 + 10 + 12 = 54. Then taking itʼs Av
Points 10 14 20 26 30 value of 9 and Monstrous creature value of
15, we find from the vehicle Av/Dam chart
So if we equip our vehicle with a crew it costs 135 points. So the cost of the
manned LMG and Auto Cannon, then we creature is 189 points. Add to this the cost
add the points for the weapons - 100 and of any weaponry and skills to get the final
150 points respectively, and the add the cost of the creature.
points for 2 crew with Rg 3, giving us 100
+ 150 + (2 x 20) = 290 points. Add this to Note Monstrous creatures can not be
the previous cost to get our vehicleʼs final equipped with the following ʻMedi-packsʼ,
cost of 558 + 290 = 848 points. ʻDie-hardʼ or ʻToughʼ.

In addition we can add some of the


following equipment at the points cost
indicated:
Stabilisers - double the cost of the crewʼs
Rg for each weapon fitted with stabilisers
Twin-linked weapons - add half the cost of
the weapon
Turbo - 15 points
Auto-pilot - 30 points
Ablative Armour - 20 points

Monstrous Creatures
Working out the points costs of monstrous
creatures is a combination of working out
the points costs of infantry and vehicles.
Work out the cost of the modelʼs
characteristics using the system for
infantry (but ignore the cost of itʼs Av
value) then double the cost. Then taking
the modelʼs Monstrous (x) value as a
ʻDamʼ value take the creatureʼs Av and find
the cost for them from the vehicle Av/Dam
chart. This is the basic cost of the creature.

For example we have the following


creature:
copyright Duncan Thompson 2009 42
Crimson Dusk

Missions board and must be captured and held at all


Now you have your forces its time to fight costs. If the player starts their turn with
a battle! These missions are designed for forces within 2 units of the OM they win
a table at least 48 units square, preferably the game. These forces may not be
48 units by 72 units. Where the table has suppressed or confused.
unequal board lengths, the players should
set up on the long board edge. The table 3 - 4 Secure - the playerʼs OM must be
should also be well covered in terrain, be secured and taken safely back to your
in buildings, woodland, hills, or something lines. Once a model makes base to base
else entirely wild. This terrain should cover contact with an OM they may move with it,
roughly a third of the table to keep the if the player can get it off the board by their
game interesting and should be placed own table edge they win.
fairly evenly on the table to the agreement
of both players. 5 - 6 Destroy – place the playerʼs OM in
the opponentʼs deployment zone. Any
model can destroy the OM by remaining in
Base to base contact and using 2AP and a
successful skill test (not modifiable) to
destroy it. If the OM is destroyed the
player wins.

7 - 8 Annihilate – the player must destroy


over 50% of the opponents force in pointʼs
value to win.

9-10 Breakthrough – the player starts with


Once the table is set up both players their OM in their deployment zone at least
should roll a dice, the loser must place a 4 units from a model. Once a model
section on the board in their deployment makes base to base contact with an OM
zone as outlined above. The other player they may move with it, if the player can get
now places one of their sections or it off the opposite board edge they win.
vehicles and so on until both players are
finished deploying their sections. If the player achieves the mission objective
Personality models not deployed in section then the game stops immediately and
coherency with a section must be placed victory points are worked out. To work out
after the player has deployed all their other the victory points total up the points cost of
sections or vehicles. any enemy youʼve killed, and if youʼve
managed to achieve your mission
Each force has an objective marker (OM), objective add an additional 33% of the
this can be a counter, an extra base or a points value of the game. Whoever has the
specially made piece of terrain. The OM highest number of victory points is the
shouldnʼt be larger than 2 units across. winner.
Each player now rolls a D10 and consults
the table below. Even though there are many hours of
enjoyment here with these missions, donʼt
1-2 Take and hold – the playerʼs OM is feel restricted by them and feel free to
placed within 6 units of the centre of the make up your own missions.

43 copyright Duncan Thompson 2009

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