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★ Crimson Slaughter

Contents
How This Supplement Works
Books
Crimson Slaughter Special Rules
• Harbingers of the Tormented
• Renegades of the Dark Millennium
• Slaves to the Voices
Special Rules
• Soul Siphon
• Warp-medium
Tactical Objectives
Warlord Traits
Formations
• Brethren of the Dark Covenant
• Cult of Slaughter
• Disciples of Mannon
• Kranon’s Helguard
• Lords of Slaughter
• The Ravagers
• The Red Onslaught
Relics of the Crimson Slaughter
• Blade of the Relentless
• Crozius of the Dark Covenant
• Daemonheart
• Prophet of the Voices
• The Balestar of Mannon
• The Slaughterer’s Horns
Altar of War: Crimson Slaughter Missions
 1 Storm of Spirits
 2 Silence the Voices
 3 Securing a Legacy
Echoes of War: Crimson Slaughter Missions
№1 Confrontation with Angels
№2 A New Redemption
№3 The Hunt for Tzax’lan-tar
№4 Regallus Under Siege
№5 A World Turned Crimson
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 Works

This 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


BookKindEditionVersionLast update
► Crimson SlaughterCodex Supplement71.0April 2016

Crimson Slaughter Special Rules

If 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 Tormented

All models in a Crimson Slaughter Detachment or Formation have the Fear special rule.

Renegades of the Dark Millennium

No 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 Voices

When 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:

D3Mutation
1Spirit Beacons: The unit, and any vehicle they are embarked upon, gains the Shrouded special rule. 
2Beast Form: The unit’s type changes from Infantry to Beasts
3Incorporeal Bodies: The unit’s invulnerable save is increased to 3+, and they gain the Rending special rule. 

Special Rules


Soul Siphon

Make 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:

№ of KillsEffect
1++1 Strength 
3+AP2 
5++1 Strength 
10+Instant Death 

Warp-medium

All friendly Crimson Slaughter units within 6" of the bearer have the Zealot special rule.

Tactical Objectives

D6Result
11Insane Gibberings 
12No Mercy! 
13For the Unworthy, Only Death 
14Lead by Example 
15The Long War Continues 
16Warp-spawned Terror 

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 Traits

When 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.

D6Warlord Traits
1Murderous Hate
This Warlord seeks vengeance against a cruel galaxy that spurned the Crimson Sabres, blaming the Dark Angels above all others.
Your Warlord has the Hatred special rule. When attacking enemy units with the Dark Angels Faction, your Warlord, and any unit he joins, can re-roll failed To Hit rolls in every round of close combat, not just the first. 
2Maelstrom of Torment
Wherever this Warlord walks, the spirits of the damned howl and phantasmal apparitions gather in ever-greater swarms.
Subtract 1 from the Leadership of any enemy units within 12" of your Warlord. Subtract 2 instead when any of those units makes a Fear test
3Maddened Rage
Having succumbed to the howling voices in his head, this Warlord has gone completely berserk.
The Warlord has the Rage and Furious Charge special rules. If the Warlord or his unit is within 12" of the enemy at the beginning of the Shooting phase, he cannot shoot and must attempt to charge in the ensuing Assault phase if at all possible. 
4Merciless Slaughterer
None of the Crimson Slaughter rejoice in the wanton butchery of their enemies more than this Warlord.
Your Warlord has the Crusader special rule. 
5Spectral Assailants
This Warlord is surrounded by a spirit horde of poltergeists that bite, rake and claw at the flesh of his foes.
Enemy models in base contact with the Warlord each take D6 Strength 3 AP- hits at the Initiative step 10 of each Assault phase
6Pall of Mist
An unnatural mist enshrouds the Warlord, confounding the aim of his foes.
The Warlord has the Shrouded special rule. 

Formations


Brethren of the Dark Covenant

FORMATION
 • 1 Dark Apostle
 • 1 unit of Possessed
 • 1-3 units of Chaos Space Marines
RESTRICTIONS
This 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 Slaughter

FORMATION
 • 1 Dark Apostle
 • 2-8 units of Chaos Cultists
RESTRICTIONS
This 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.

The Desperate and the Depraved: Units of Chaos Cultists from the Cults of Slaughter have a Leadership of 10 while they are within 9" of the Formation’s Dark Apostle.

Disciples of Mannon

FORMATION
 • 1 Sorcerer
 • 1 unit of Possessed
RESTRICTIONS
This 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.

D6Result
1-310 Pink Horrors of Tzeentch 
4-53 Screamers of Tzeentch or 3 Flamers of Tzeentch 
61 Lord of Change or 1 Herald of Tzeentch 

Kranon’s Helguard

FORMATION
 • 1 Chaos Lord
 • 1 unit of Chosen
 • 1 unit of Chaos Terminators
 • 2 units of Chaos Cultists
 • 1 unit of Raptors
 • 1 Chaos Land Raider
 • 1 Helbrute
RESTRICTIONS
This is a Crimson Slaughter Formation
SPECIAL RULES
 • Stubborn

Swarm of Phantasms: Enemy units that are within 12" of at least one unit from this Formation subtract 1 from their Leadership. Enemy units that are within 12" of at least two units from this Formation also subtract 1 from their Ballistic Skill, to a minimum of 1.

Lords of Slaughter

FORMATION
 • 1 Chaos Lord
 • 1 unit of Possessed
 • 1 unit of Chaos Terminators
 • 1-3 units of Chaos Space Marines
RESTRICTIONS
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 Ravagers

FORMATION
 • 1 unit of Chosen
 • 1 unit of Possessed
RESTRICTIONS
This 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

RESTRICTIONS
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 Maddening Horde: While at least one unit from this Formation is on the battlefield, subtract 1 from the Leadership of all units in the enemy army.

Relics of the Crimson Slaughter

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.

A model may take one of the following. Only one of each Relics of the Crimson Slaughter may be taken per army.

The Slaughterer’s Horns 15 pts
The Balestar of Mannon 25 pts
Blade of the Relentless 30 pts
Crozius of the Dark Covenant 30 pts
Daemonheart 30 pts
Prophet of the Voices 30 pts

Blade of the Relentless

Formerly known as the Imperator Blade, this fabled weapon has long since been renamed after the one who wields it. Indeed, Kranon the Relentless has borne this fell weapon for many centuries, and witnessed its corruption from noble power sword to fearsome Warp-enhanced blade. As it feeds on the lifeblood of its victims, so too does the Blade of the Relentless devour their souls. This raw essence is channelled into the blade, where its touch becomes increasingly lethal with every life it claims.
Chaos Lord only.

Range S AP Type
- User 3 Melee, Soul Siphon

Soul Siphon: Make 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:

№ of KillsEffect
1++1 Strength 
3+AP2 
5++1 Strength 
10+Instant Death 

Crozius of the Dark Covenant

Chaplain Okrark once wielded this deadly crozius in the name of the Emperor, bellowing forth litanies of hate and zealous oratory as he struck down his foes. Now the ancient mace is so suused with the corrupting power of the Warp that Okrark need say nothing, for the weapon itself acts as a conduit for the voices that fill the heads of each of the Crimson Slaughter. Warriors in its presence are driven into a mindless frenzy, and will butcher their foes with ever increasing ferocity.
The Crozius of the Dark Covenant can only be taken by a Dark Apostle, and replaces the model’s power maul.

Range S AP Type
- +2 4 Melee, Concussive, Warp-medium

Warp-medium: All friendly Crimson Slaughter units within 6" of the bearer have the Zealot special rule.

Daemonheart

This suit of baroque armour, bound with the essence of a powerful Daemon, is the crowning achievement of Trentukus, Chief Warpsmith of the Crimson Slaughter. The armour’s prisoner writhes beneath its glassy surface, ever seeking the opportunity to escape. Its eorts are futile, the Warpsmith’s ingenuity having rendered it little more than an eternal source of unholy, life-giving energy.
May not be taken by a Daemon Prince. Daemonheart confers a 2+ Armour Save and the It Will Not Die special rule.

Prophet of the Voices

When the Crimson Slaughter prepare for battle, one of their number will sometimes be chosen by the unknown powers that command the voices in their heads. A constant stream of inexplicable words spews forth from a howling maw that juts forth from the prophet’s armour, and his appearance writhes and mutates. In battle, he will lead a host of similarly alicted warriors into the heart of the enemy army in mindless service to the will of the voices.
The bearer has the Daemon, Fearless, Fleet and Slaves to the Voices special rules. He can only join units of Crimson Slaughter Possessed – roll once for the Slaves to the Voices special rule, applying the result to both the character and the unit.

The Balestar of Mannon

Mannon was once the Chief Librarian of the Crimson Sabres before becoming a powerful Sorcerer blessed with the Warp-sight. After the Lord of Change, Tzax’lan-tar, subsumed his body, the only component of the Sorcerer’s armour to survive was the eight-pointed star that became known as the Balestar of Mannon. If he can control the maddening visions, the bearer of this powerful artefact of Mannon can see a number of potential futures with which to guide the actions of his fellow renegades.
Chaos Sorcerer only. The bearer of the Balestar of Mannon can choose to generate powers from the Divination discipline, and can re-roll any unsuccessful dice when taking a Psychic test. However, neither he nor any unit he has joined can benefit from any modifiers to Deny the Witch rolls.

The Slaughterer’s Horns

Since the Chapter’s rebirth as the Crimson Slaughter, the horns atop this Warp-infused helmet have grown truly enormous in size. So suffused with fell energies has this helm become that the one who wears it is driven into an uncontrollable rage, the voices in his head amplied to a deafening crescendo. As he throws himself at his enemies, the frenzied warrior will gore and skewer his victims with the daemonic horns even as he hews them down.
The bearer of the Slaughterer’s Horns has the Furious Charge, Hammer of Wrath and Rage special rules.

Altar of War: Crimson Slaughter Missions

The three Altar of War missions illustrate the different sorts of strategies used by the Crimson Slaughter and provide new tests of your tactical ability as a commander.

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

Storm of Spirits

When 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 ARMIES
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 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.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Spectral Hurricane: After deployment, but before either player has taken the first turn, place a Spectral Hurricane marker (a coin will do) in the centre of the battleeld. At the beginning of each of the Crimson Slaughter player’s turns, roll 2D6. The Crimson Slaughter player can move the Spectral Hurricane marker in any direction up to the distance rolled in inches. After this move has been made, any non-Crimson Slaughter units within 12" of the Spectral Hurricane marker immediately suffer 2D6 Strength 3 AP- hits. Count the direction of the attack as originating from the Spectral Hurricane marker.

2
ALTAR OF WAR

Silence the Voices

Unlike 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 ARMIES
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 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.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Eight-pointed Attack: The Crimson Slaughter player must divide their units as equally as possible between the eight deployment zones depicted on the map; distribute any odd units as evenly as possible amongst the available deployment zones. With the exception of Flyers, no Crimson Slaughter units can be held back in Reserves.

Fight to the Last Man!: Every non-vehicle unit in the enemy army has the Stubborn special rule.

Lines of Retreat: Any Crimson Slaughter unit that Falls Back does so towards the nearest table edge. Any enemy units that Fall Back must do so towards the centre of the board, where they will remain until they Regroup.

Voices Becalmed: All Crimson Slaughter units have the Hatred and Furious Charge special rules until the first enemy non-vehicle unit has been destroyed.

3
ALTAR OF WAR

Securing a Legacy

To 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.

Having 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?
THE ARMIES
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.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

A Fight for Survival: Each time a non-vehicle unit in a friendly Crimson Slaughter Detachment or Formation is completely destroyed (with the exception of Unique characters), remove it from play and place it into Ongoing Reserves, where it will be available to return to the battle at the start of the Crimson Slaughter player’s next turn. These units enter play from any point along the Crimson Slaughter table edge, as depicted on the map.

Echoes of War: Crimson Slaughter Missions

Here 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
ECHOES OF WAR

Confrontation with Angels

Warlord 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 ARMIES
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 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.

MISSION SPECIAL RULES
Reserves.

Body of the Fallen: The enemy player picks one model to be carrying the body of the Fallen during Deployment, as described above. The body does not impede the model carrying it in any way, but the fate of the bearer will affect how many Victory Points are scored for achieving Secondary Objectives (see above).

Extraction: Any model from the enemy army that starts its Movement phase within 6" of the extraction table edge can be ‘extracted’. Remove the model from play. It may not return to the battleeld.

Surrounded on Three Sides: Crimson Slaughter Reserves can enter the battle from any point on any of the table edges, apart from the extraction table edge. Enemy Reserves enter the battle from any point on the extraction table edge. Crimson Slaughter units must always Fall Back towards the closest table edge that is not the extraction table edge. Enemy units must Fall Back towards the extraction table edge.

№2
ECHOES OF WAR

A New Redemption

The 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 ARMIES
Choose 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.
Designer’s Note – Planetstrike
This mission is a Planetstrike mission. Full details of Planetstrike missions, mission special rules, Warlord Traits and stratagems can be found in the appendix of this site.

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.

MISSION SPECIAL RULES
Firestorm, Night Fighting, Planetary Assault, Reserves, Scramble!, Shock Tactics.

Ice World: Roll a D6 at the start of each player turn. On a roll of 1, an ice-shard blizzard sweeps the snow-covered battlefield. The following special rules apply that turn:

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.

Ice-shard Hurricane: As noted above, if a blizzard sweeps the table, the winner of the roll-off must unleash an Ice-shard Hurricane upon the battleeld. To do so, they will need ve Ice-shard Hurricane markers. These are represented by squares of thin paper about 1" across.

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.

Designer’s Note
We’ve included a set of Ice-shard Hurricane markers below.
Permission is granted to copy them to use in the battles you fight.



№3
ECHOES OF WAR

The Hunt for Tzax’lan-tar

Tzax’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.

Guided 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.
THE ARMIES
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.

MISSION SPECIAL RULES
Night Fighting, Reserves.

A Score to Settle: Kranon the Relentless has the Hatred (Tzax’lan-tar) special rule.

Warpstorm Tornadoes: At the beginning of each game turn, the enemy player must roll a D3. The number rolled is the total number of Warpstorm Tornadoes that touch down this turn. Starting with the enemy player, both players take it in turns to place a Large Blast marker, one for each tornado, anywhere on the battlefield. Roll for scatter before determining the final position of the Warpstorm Tornado marker. Each unit (friend or foe) suffers one hit for each model fully or partially beneath the Warpstorm Tornado marker, with the following profile (vehicles are hit on their side armour):

RangeSAPType
n/a2D6*D6*Large Blast, Barrage

* Roll to determine the Strength and AP value of each Warpstorm Tornado after its final position has been established.

№4
ECHOES OF WAR

Regallus Under Siege

At 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.

However, 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.
THE ARMIES
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.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Cannon Fodder: Each time a unit of Chaos Cultists is completely destroyed, remove it from play and place it into Ongoing Reserves, where it will be available to return to the battle at the start of the Crimson Slaughter player’s next turn. These units enter play from any point along either Crimson Slaughter table edge, as depicted on the map.

Wave of Terror: Once during the game, at the beginning of one of their turns, the Crimson Slaughter player can send forth a wave of howling spirits. All enemy units within 18" of a Crimson Slaughter model must pass a Morale check or Fall Back.

№5
ECHOES OF WAR

A World Turned Crimson

The 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 ARMIES
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 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.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Leave None Alive!: If a Crimson Slaughter unit with the Walker or Infantry unit type moves into a Ruin or Building and does not Run or shoot in the Shooting phase, that Ruin or Building will become cleared. Place a suitable marker as a reminder that it as been cleared.

Lines of Retreat: Any Crimson Slaughter units that Fall Back do so towards the nearest table edge.

Scattered Forces: At the start of their first turn, the enemy player makes Reserves rolls to see if their units held in Reserve arrive, exactly as if it were the start of their second turn. If, by the time the enemy player rolls to see if the last of their units in Reserve arrive, none of their units have done so, do not make a Reserves roll – that unit arrives automatically. The enemy player’s units enter play from any point along any table edge.

Stop the Massacre!: All enemy units have the Zealot special rule.