In the entire galaxy there is nothing more cursed than a traitor. Excommunicated, hated and hunted, the Crimson Slaughter turned from the Emperor’s light and have since carved a bloody trail through the Imperium. The massacres have only begun...
How This Supplement WorksThis supplement to Codex: Chaos Space Marines allows you to turn your collection of Chaos Space Marines into an unstoppable renegade warband of the merciless Crimson Slaughter.
Books
Crimson Slaughter Special RulesIf you wish, you can say that any Chaos Space Marines Detachment or Formation is also a Crimson Slaughter Detachment or Formation. Detachments and Formations drawn from the Crimson Slaughter may use the Warlord Traits and Tactical Objectives from these pages in addition to those in Codex: Chaos Space Marines and Warhammer 40,000: The Rules. Crimson Slaughter Detachments and Formations also have the special rules shown below.Harbingers of the TormentedAll models in a Crimson Slaughter Detachment or Formation have the Fear special rule.Renegades of the Dark MillenniumNo units in a Crimson Slaughter Detachment or Formation can have the Veterans of the Long War special rule except Khorne Berzerkers, Plague Marines and Noise Marines.Slaves to the VoicesWhen choosing a Crimson Slaughter Detachment or Formation, units of Possessed have the Troops battleeld role instead of the Elites battleeld role. Furthermore, Possessed units in a Crimson Slaughter Detachment or Formation do not have the Vessels of Chaos special rule from Codex: Chaos Space Marines. Instead, roll a D3 on the table below at the beginning of each controlling player’s turn. The mutation affects every Possessed model in the unit and lasts until the start of the controlling player’s next turn:
Special RulesSoul SiphonMake a note of how many enemy models are removed as casualties as a direct result of the wielder’s close combat attacks over the course of the battle. At the end of every Assault phase, compare the current total to the following chart to see if any further effects are applied to the Blade of the Relentless. These effects are cumulative and last for the rest of the game:
Warp-mediumAll friendly Crimson Slaughter units within 6" of the bearer have the Zealot special rule.Tactical Objectives
Presented below are six Tactical Objectives to use in your games of Warhammer 40,000, which are exclusive to Crimson Slaughter players and reflect their Warp-induced insanity and mercilessly brutal style of warfare. If your Warlord belongs to a Crimson Slaughter Detachment or Formation, you may replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules with the Tactical Objectives below. If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Crimson Slaughter player using these Tactical Objectives generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), they instead generate the corresponding Crimson Slaughter Tactical Objective, as shown in the table to the right. Other Tactical Objectives (numbers 21-66) are generated normally.INSANE GIBBERINGS So many voices scream at once in your head, each crying out for its own whims to be fulfilled. Take heed to their sound, and do not disappoint. 11 When this Tactical Objective is generated, immediately generate a bonus Tactical Objective – this does not count towards the number of Active Tactical Objectives you currently have in play. If you achieve the bonus Tactical Objective, you score the number of Victory Points stated on the bonus Tactical Objective and one additional Victory Point. If this Tactical Objective is discarded, so too is the bonus Tactical Objective (and vice versa). Type: CRIMSON SLAUGHTER NO MERCY! We have no need for prisoners. Wipe them out. Slay them all. 12 Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed by a Sweeping Advance during your turn. Type: CRIMSON SLAUGHTER FOR THE UNWORTHY, ONLY DEATH Slay the miserable wretches that stand before you and defile their chosen ground with spilled blood. 13 Score 1 Victory Point at the end of your turn if you completely destroyed an enemy unit that was controlling an Objective Marker during your turn. Type: CRIMSON SLAUGHTER LEAD BY EXAMPLE Let the voices manifest within you and bring joyous terror to your enemies. 14 Score 1 Victory Point at the end of your turn if at least one enemy unit failed a Morale, Pinning or Fear test during your turn. If at least 3 enemy units failed a Morale, Pinning or Fear test during your turn, score D3 Victory Points instead. Type: BLACK LEGION THE LONG WAR CONTINUES What began as subtle suggestion is gradually increasing in volume to urgent demands. 15 When this Tactical Objective is generated, roll three dice (re-roll any doubles until you have rolled three dierent numbers). Score 1 Victory Point at the end of your turn for each Objective Marker you control that corresponds to the numbers you rolled. Type: CRIMSON SLAUGHTER WARP-SPAWNED TERROR The only way to silence the voices is to drown them in blood. 16 Score 1 Victory Point at the end of your turn if, during your turn, you completely destroyed an enemy unit in the Assault phase. Score D3 Victory Points instead if you completely destroyed two enemy units in the Assault phase, or D3+3 Victory points if you completely destroyed three or more enemy units in the Assault phase during your turn. Type: CRIMSON SLAUGHTER Warlord TraitsWhen generating his Warlord Traits, a Warlord from a Crimson Slaughter Detachment or Formation may roll on the Warlord Traits tables in Warhammer 40,000: The Rules, the one in Codex: Chaos Space Marines or the table below.
FormationsBrethren of the Dark CovenantThis is a Crimson Slaughter Formation SPECIAL RULES
Unbridled Wrath: At the start of your Shooting phase, the Dark Apostle from the Brethren of the Dark Covenant can scream a litany of rage and bloodshed instead of shooting. If he does so, each other unit from the Formation that is within 12" is filled with unholy zeal, and gains the Zealot and Feel No Pain special rules until the start of your next turn. Cult of SlaughterThis is a Crimson Slaughter Formation SPECIAL RULES
Frenzied Horde: The Cults of Slaughter follow their Dark Apostle unquestioningly, stragglers seizing up fallen weapons even as mortally wounded warriors drag themselves to their feet to continue fighting. At the start of each of your Movement phases, roll a dice for each unit of Chaos Cultists in the Cults of Slaughter that is within 18" of the Formation’s Dark Apostle. That many slain models are returned to the unit. Each must be set up within unit coherency and not within 1" of any enemy models. Any models that cannot be set up are lost. Disciples of MannonThis is a Crimson Slaughter Formation SPECIAL RULES
Signs and Portents: At the start of the battle, roll two dice and put them to one side, representing a prophecy granted to the Sorcerer. The first time during the battle that your opponent rolls exactly two dice (for example, when making a Leadership test, a charge roll, a Psychic Test using two Warp Charge points, a model firing an Assault 2 weapon, etc.) and the result matches the two dice you put aside, the prophecy comes to pass and a unit of Daemons is immediately summoned within 18" of the Sorcerer from the Disciples of Mannon, as if he had just manifested a conjuration psychic power. Roll a D6 to determine what kind of unit is summoned.
Kranon’s Helguard• 1 unit of Chosen • 1 unit of Chaos Terminators • 2 units of Chaos Cultists • 1 unit of Raptors • 1 Chaos Land Raider • 1 Helbrute This is a Crimson Slaughter Formation SPECIAL RULES
• Stubborn Lords of Slaughter• 1 unit of Possessed • 1 unit of Chaos Terminators • 1-3 units of Chaos Space Marines This is a Crimson Slaughter Formation SPECIAL RULES
Whispered Portents: The Chaos Lord from the Lords of Slaughter has the Psyker (Mastery Level 1) special rule. He always knows the Prescience power from the Divination discipline. He can target any unit from the Lords of Slaughter regardless of range when attempting to manifest this power. The RavagersThis is a Crimson Slaughter Formation SPECIAL RULES
Sight of the Third Eye: If the Chosen Champion from Draznicht’s Ravagers is alive at the start of your turn, you can pick one of the units from the Formation to benefit from his prescience. For the duration of your turn, that unit can re-roll all failed To Hit rolls. The Red Onslaught• Disciples of Mannon • Brethren of the Dark Covenant • Cult of Slaughter • Lords of Slaughter • Kranon’s Helguard This is a Crimson Slaughter Formation Designer’s Note: Although units can normally only belong to one Detachment, units from Formations that are part of the Red Onslaught are an exception. They are part of both Formations, and have all associated special rules. If your Warlord is part of the Red Onslaught, it is your Primary Detachment. SPECIAL RULES
Daemonic Resurgence: At the start of each of your turns, roll a dice. On a result of 4 or more, each unit of Possessed from the Red Onslaught that has been completely destroyed is placed into Ongoing Reserve. When these units arrive, they do so using the rules for Deep Strike. Regardless of any Formation they were previously part of, these units do not benefit from any Formation special rules – however, they can still be summoned back to the battlefield using this rule. The Relics of the Crimson Slaughter are relics of incredible power that the renegades have acquired over the course of their bitter campaigns. Only one of each of the following artefacts can be chosen per army – there is only one of each these items in the entire galaxy! Any character in a Crimson Slaughter Detachment or Formation that can select Chaos Artefacts may choose from the Relics of the Crimson Slaughter, at the points costs shown, in addition to the Chaos Artefacts from Codex: Chaos Space Marines.
Altar of War: Crimson Slaughter Missions
It is very straightforward to use an Altar of War mission — these can be selected at The Mission step described in Preparing for Battle in Warhammer 40,000: The Rules. Like the missions presented there, Altar of War missions are ‘pick up and play' missions - it is not necessary to know which of these missions you will be playing before selecting an army, only the agreed points value of the two armies. If you (or your opponent) have a Warlord with the Chaos Space Marines Faction that is from a Crimson Slaughter Detachment or Formation, as described on here, you can select one of these missions just as you would any other, as explained in the Preparing for Battle section in Warhammer 40,000: The Rules. 1
ALTAR OF WAR
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Storm of SpiritsWhen the Crimson Slaughter take to battle, they do so in the company of wailing spirits of the damned. Yet on occasion, some ephemeral and enigmatic purpose sees these restless souls roused to surge forth with unholy vigour. Not even the Crimson Slaughter themselves know why these events occur. Nor do they care – if the spirits that accompany them see fit to aid in the destruction of their foes, then so much the better. So long as the voices in their heads are silenced, it does not matter.
THE ARMIESChoose armies. The Crimson Slaughter player must choose a Crimson Slaughter Detachment or Formation to be their Primary Detachment. THE BATTLEFIELD Use the deployment map included in this mission. Set up terrain. Objective Markers After setting up the terrain, the players alternate setting up Objective Markers anywhere in their own half of the table, starting with the Crimson Slaughter player, until 6 have been set up. No Objective Marker can be placed within 6" of any battlefield edge or 12" of another Objective Marker. DEPLOYMENT Both players roll to determine their Warlord Traits. Then the Crimson Slaughter player deploys first, placing all of their units in the deployment zone depicted on the map. The enemy player then deploys their units anywhere in their deployment zone. FIRST TURN The Crimson Slaughter player has the rst turn unless their opponent can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. Secondary Objectives First Blood, Linebreaker, Slay the Warlord. Mysterious Objectives, Night Fighting, Reserves. 2
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Silence the VoicesUnlike the majority of the renegade warbands that emerge from the Eye of Terror to launch raids against the worlds of the Imperium, many of those undertaken by the Crimson Slaughter have a very specific reason beyond the outward appearance of mindless butchery and vengeance. The only way to find relief from the voices that plague their thoughts is to wash away the noise in a tide of slaughter. So do worlds die, their populations put to the sword so that the Crimson Slaughter can find momentary peace. But it is never long before they must begin the slaughter anew, for the voices will soon return…
THE ARMIESChoose armies. The Crimson Slaughter player must choose a Crimson Slaughter Detachment or Formation to be their Primary Detachment. THE BATTLEFIELD Use the deployment map included in this mission. Set up terrain. DEPLOYMENT Players should first roll for Warlord Traits and then deploy their armies. The Crimson Slaughter player deploys first, dividing their units between their deployment zones (see Mission Special Rules). FIRST TURN The Crimson Slaughter player has the first turn unless their opponent can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS If, at the end of any game turn, the enemy player has no models on the battlefield, the Crimson Slaughter player wins. If the game ends before this condition has been met, the enemy player wins. Night Fighting, Reserves. 3
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Securing a LegacyTo be a renegade is to take what is needed to survive. In the case of traitor Space Marines, an essential aspect of this is to ensure that they have adequate stocks of gene-seed to implant into new recruits in order to replenish their losses. Without the means to do so, the Chaos Space Marines would never have been able to sustain the Long War, for attrition alone would have doomed their cause.
THE ARMIESHaving struck an unholy pact with the infamous ‘Primogenitor’, Fabius Bile, the Crimson Slaughter have developed the means to create new Space Marines. All they need to maintain their warbands’ numbers is a regular supply of genetic material. The Imperium holds vast stockpiles of gene-seed in secret, well-defended vaults across the galaxy. Whenever the Warp-scrying of their Sorcerers discovers such a location, the Crimson Slaughter will stop at nothing to secure the priceless material it hides within. What matter the loss of hundreds, if thousands can rise from the ashes? Choose armies. The Crimson Slaughter player must choose a Crimson Slaughter Detachment or Formation to be their Primary Detachment. THE BATTLEFIELD Use the deployment map included with this mission. The enemy player can place any number of Fortifications anywhere within their deployment zone. They do not pay any points for these Fortifications, and none start the game dilapidated. Set up any remaining terrain. Objective Markers After setting up the terrain, the enemy player places 3 Objective Markers anywhere within their deployment zone. No Objective Marker can be placed within 6" of any battleeld edge or 12" of another Objective Marker. DEPLOYMENT Both players roll to determine their Warlord Traits. Then the enemy player deploys first, placing all of their units in the deployment zone depicted on the map. The Crimson Slaughter player then deploys their units anywhere in their deployment zone. FIRST TURN The Crimson Slaughter player has the first turn unless their opponent can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. Secondary Objectives First Blood, Linebreaker, Slay the Warlord. Mysterious Objectives, Night Fighting, Reserves. Echoes of War: Crimson Slaughter MissionsHere you will find a selection of Echoes of War missions, which represent key historical battles inspired by the battles fought by the Crimson Slaughter. The Armies section of each of these missions provides guidance on the forces present so that you can replay the pivotal events using the armies, characters and war machines described in this book. Similarly, each Echoes of War mission includes a map that depicts the battlefield on which these vital conflicts were fought.For those with a mind to historical accuracy, you’ll notice certain restrictions and rules that we use to replicate the conditions of the battle in question. However, whilst the Echoes of War missions have been inspired by specific events, with a little imagination they can easily be repurposed to recreate battles of your own invention. If you choose to go down this route, you can modify these missions so that they can be fought using any combination of forces and terrain in your collection. №1
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Confrontation with AngelsWarlord Kranon has conceived a diabolical plan to exact revenge upon the Dark Angels for a host of imagined slights and insults. Falling upon the Imperial world of Stern’s Remembrance, the Crimson Slaughter butchered the planet’s entire population. Kranon’s Sorcerers then sent a psychic message to lure the Dark Angels to the planet, naming one of the Fallen who could be found there amidst the piled dead in the planet’s largest cathedral. When Dark Angels investigation teams left the cathedral with the body of the Fallen, they found themselves surrounded by Crimson Slaughter warbands. The Dark Angels were forced to ght their way out of the trap, battling their way through the city’s streets to safety.
THE ARMIESChoose armies. The Crimson Slaughter player must choose a Crimson Slaughter Detachment or Formation to be their Primary Detachment. The enemy player must choose a Primary Detachment with the Dark Angels Faction, and cannot include any Fortifications in their army. THE BATTLEFIELD Use the deployment map included in this mission. Set up terrain. The battle took place amongst the narrow streets and ruins of the planet’s capital city. To represent this you should use as many Ruins and dilapidated Fortications (representing overrun defence outposts) as possible. DEPLOYMENT Players should first roll for Warlord Traits and then deploy their armies. The enemy player deploys first, setting up all the non-Flyer units from their Primary Detachment in the Dark Angels deployment zone. The rest of their army starts in Reserve. When the enemy player deploys, they must nominate one of their Infantry or Bike models on the battlefield, and declare that it is carrying the body of the Fallen (see Mission Special Rules). Then the Crimson Slaughter player deploys their entire army, setting up each of their units anywhere on the battlefield that is more than 9" from the enemy. FIRST TURN The Crimson Slaughter player has the first turn unless their opponent can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each player receives 1 Victory Point for each opposing unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for these purposes. Secondary Objectives Slay the Warlord. Reserves. №2
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A New RedemptionThe Dark Angels had built the fortress monastery of New Redemption on the ice-covered planet of Numarc. The harsh conditions on the planet made for excellent recruits, but it was also a location that the Crimson Slaughter could attack with relative impunity. The Crimson Slaughter fleet quickly drove off the defending spacecraft, allowing Kranon to land his assault formations. The attack was a brutal hammer-blow, but the defending Dark Angels resisted stoically. They knew that if they could resist the initial assault, there would be a good chance they could hold out for reinforcements.
THE ARMIESChoose armies. The Crimson Slaughter player is the Attacker; they must choose a Crimson Slaughter Detachment or Formation to be their Primary Detachment. The enemy player is the Defender. They must choose a Primary Detachment with the Dark Angels Faction. THE BATTLEFIELD The Dark Angels player can place any number of Fortifications anywhere on the table, paying no points to do so. They do not start the game dilapidated. All buildings start the game claimed by the Dark Angels player. Once all Fortications have been placed, the Dark Angels player sets up any other terrain as they choose. Objective Markers After setting up the terrain, the Dark Angels player places six Objective Markers. DEPLOYMENT The players first determine their Warlord Traits and stratagems. Each player has 3 Stratagem points. The Crimson Slaughter player selects any one table edge to be theirs. The Dark Angel player’s table edge is the one opposite the Crimson Slaughter’s. The Dark Angels player deploys first, placing each of their units anywhere on the battlefield. All of the Crimson Slaughter player’s units begin the game in Reserve.
FIRST TURN The Crimson Slaughter player takes the first turn. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. Secondary Objectives First Blood, Slay the Warlord. Firestorm, Night Fighting, Planetary Assault, Reserves, Scramble!, Shock Tactics. First, the players must roll a D6 for each Zooming Flyer or Swooping Flying Monstrous Creature on the table. On a 1 the model crashes; a Zooming Flyer will Crash and Burn!, while a Swooping Flying Monstrous Creature is Grounded. On a roll of 2 or more they are forced to ee before the storm, and are immediately placed in Ongoing Reserves. Next, the players must roll-off. The winner must unleash an Ice-shard Hurricane, as described below. Carry on with the rest of the turn as normal. However, the maximum distance for any line of sight is 12" for the duration of the turn. The winner of the roll-o takes four of the markers (two in each hand). The opposing player takes the remaining (fifth) marker. The players must then position their hands with the markers, so that they are anywhere above the battlefield, and about 36" from the surface. Then, on a count of three, they simultaneously drop the markers so they flutter down to the table below. Any unit within 6" of a marker’s final landing point suffers D6 Strength 5 AP5 hits with the Pinning special rule. The markers are then removed. Markers that miss the table have no effect.
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The Hunt for Tzax’lan-tarTzax’lan-tar, a Greater Daemon of Tzeentch, has revealed itself at last. The Lord of Change had worn the form of the Crimson Slaughter’s Chief Sorcerer for longer than any would dare to admit, and was doubtless behind many of the woes that had beset the Crimson Slaughter. Vowing vengeance on the manipulative Daemon lord, Kranon leads a hunting party deeper into the Eye of Terror than any had yet travelled in a bid to corner Tzax’lan-tar and engage him in battle.
THE ARMIESGuided by the vision of Draznicht’s third eye, the Crimson Slaughter eventually arrive at their destination – the Daemon world of Myrmidrax. There waited Tzax’lan-tar, an army of daemonic servants at his side, ready to punish the renegades for their arrogance in thinking that they could challenge their unholy master. Choose armies. The Crimson Slaughter player must choose a Crimson Slaughter Detachment or Formation to be their Primary Detachment. Their Warlord must be a Chaos Lord, representing Kranon the Relentless. The enemy player must choose a Primary Detachment with the Chaos Daemons Faction, and must include a Lord of Change as their Warlord, representing Tzax’lan-tar. THE BATTLEFIELD Use the deployment map included in this mission. Set up terrain. DEPLOYMENT Before any models are deployed, the Crimson Slaughter player should roll to determine their Warlord Trait. The enemy player does not roll for their Warlord Trait – Tzax’lantar automatically has the Lord of Unreality Warlord Trait. The Crimson Slaughter player deploys first, placing all of their units in the deployment zone depicted on the map. The enemy player then deploys their units anywhere in their deployment zone. FIRST TURN The Crimson Slaughter player has the first turn unless their opponent can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for these purposes. Secondary Objective First Blood, Linebreaker, Slay the Warlord*. * In this mission, the Slay the Warlord Secondary Objective is worth 3 Victory Points to the Crimson Slaughter player. Night Fighting, Reserves.
* Roll to determine the Strength and AP value of each Warpstorm Tornado after its final position has been established. №4
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Regallus Under SiegeAt the Warmaster’s orders, Kranon has led the full force of his renegade Space Marines on a mission to sow fear and death amongst the Imperial worlds beyond the Cadian Gate. Acting as bloodthirsty heralds of Abaddon’s 13th Black Crusade, the Crimson Slaughter have bypassed the Imperial fortress worlds that encircle the Eye of Terror. They are now poised to bring destruction to Regallus, a hive world situated far behind the Cadian frontier. Kranon’s remorseless warriors have been tasked with causing such carnage and devastation that the Imperium will be forced to divert valuable resources away from the main war zone at the Cadian Gate.
THE ARMIESHowever, before the Crimson Slaughter can get to the main population centres and butcher the inhabitants, there is the small matter of the planet’s Imperial Guard defenders, who would rather die than leave so many innocent people at the mercy of such cold-blooded killers. Choose armies. The Crimson Slaughter player must choose a Crimson Slaughter Detachment or Formation to be their Primary Detachment. The enemy player must choose a Primary Detachment with the Astra Militarum Faction. The enemy player can place a Wall of Martyrs Imperial Defence Network anywhere within their deployment zone. They do not pay any points for this Fortication network. THE BATTLEFIELD Use the deployment map included in this mission. Set up terrain. Objective Markers After setting up the terrain, the enemy player places three Objective Markers anywhere in their deployment zone. DEPLOYMENT Both players roll to determine their Warlord Traits. Then the Crimson Slaughter player deploys first, placing all of their units in the deployment zone depicted on the map. The enemy player then deploys their units anywhere in their deployment zone. FIRST TURN The Crimson Slaughter player goes first unless the enemy player can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. Secondary Objectives First Blood, Linebreaker, Slay the Warlord. Mysterious Objectives, Night Fighting, Reserves. №5
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A World Turned CrimsonThe Crimson Slaughter have broken through the Imperial forces on Regallus, pressing past ad hoc defences to run amok in the streets of the hive city. The merciless renegades advance from building to building, rooting out anyone seeking sanctuary within and ruthlessly cutting them down. The Imperial forces on Regallus have been well and truly broken, and only a few scattered formations remain. These desperate souls fight on with no hope of victory, but are willing to sell their lives to put a stop to the brutal massacre of those they have sworn to protect.
THE ARMIESChoose armies. The Crimson Slaughter player must choose a Crimson Slaughter Detachment or Formation to be their Primary Detachment. The enemy player must choose a Primary Detachment with the Astra Militarum Faction. THE BATTLEFIELD Use the deployment map included in this mission. Set up terrain. To represent the shattered hive city, you should use as many Ruins and dilapidated Fortifications as possible. DEPLOYMENT Before any models are deployed, both players must roll to determine their Warlord Traits. The Crimson Slaughter player deploys first, placing all of their units in the deployment zone depicted on the map. The enemy player does not deploy – all of their units begin the game in Reserve. FIRST TURN The enemy player goes first unless the Crimson Slaughter player can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for these purposes. The Crimson Slaughter player can also earn additional Victory Points for clearing out buildings (see Leave None Alive! below). At the end of the game, the Crimson Slaughter player receives 1 Victory Point for each building that has been cleared. Secondary Objective First Blood, Slay the Warlord. Night Fighting, Reserves. |
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