Professional Documents
Culture Documents
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
2
Crimson Dusk
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.
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.
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
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
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
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
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
copyright Duncan Thompson 2009 12
Crimson Dusk
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
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.
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
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
Tank 5 14 50 0
score stands even if it was worse than the target that ran (i.e. may re-roll missed to hit
first. dice)
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
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.
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.
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.
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
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.
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
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
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
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.