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    Cr imson Dusk

    Rules for tabletop skirmish or platoon level battles with armies of miniature

    soldiers in a science-fiction or an ultra-modern setting.

    by Duncan Thompson

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    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 20Re-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 36Suppressed 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 ThompsonMany thanks to all those that have helped putting this project together.

    See more at www.crimsondusk.webs.com

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    http://www.crimsondusk.webs.com/http://www.crimsondusk.webs.com/
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    Crimson Dusk

    The sun sets on the dead and dyingcasting a crimson glow to the scene. The

    victors pick their way through the carnage,the odd shot here and there giving the lastrites of the fallen soldier. The sun finallysets, the Crimson Duskhas gone.

    Welcome to Crimson Dusk. A fun andexciting tabletop game, using modelsoldiers to represent your armies you canclash against your friends to win masteryof the tabletop. Where will you go with

    your games? To the stars of the galaxybattling on some unknown moon as rivalsystems settle their differences? To theblasted wastes of a post apocalyptic worldwhere only the strongest survive? To thethird world war, where USA invades Chinaand theArab Union retaliates by invadingEurope? Or will you create your ownsetting, and let your imagination run free?These are some of options left to you by

    Crimson Dusk.Crimson Dusk is a wargames rule set fortabletop games. These exciting rules coveractions from skirmish level to platoon level.Command your troops onwards as youconfront enemy forces, design yourarmies, and equip themwith a myriad ofweapons. Crimson Dusk is a rule set thatallows you to take whatever models youhave in your collection, in any scale anduse them in wargames. The rules containfull listings for how to design your troopsand set points cost to them so you cancompete against your friends for masteryof the tabletop. And the great news is thatthe rules are entirely free to download andshare.

    Getting StartedThe main point of Crimson Dusk is to havefun. When having a game it helps to have

    plenty around to sustain you, a goodsupply of drinks and pizza is essential ifplaying all day. If youve played Wargamesbefore you may have all ready found outthat collecting and painting miniatures cantake much more time than actually gaming

    with them, collecting and painting is ahuge part of the hobby, and there areplenty of good websites and books aroundto help you out, so we wont waste timewriting anything about that side of thehobby here. One of the advantages ofCrimson Dusk is that it allows you tocreate your own army out of whatevermodels you have at hand, or whatevermodels catch your fancy, even combiningmodels from a variety of sources or evenconverting and making your own models.Having your won totally unique army isincredibly satisfying. Creating abackground, history and personality ofthese models is an equally satisfying partof the hobby, and one which any gamershould not deny themselves.

    What you will needIn addition to your miniature army youre

    going to need a few extra things: Dice Measuring Tape Playing surface and terrain

    Finally, you will need an opponent andsome time. A small scale skirmish will takeabout two hours, whilst a full scale battleconsisting of a few hundred figures couldtake the best part of a day.

    MiniaturesYoure going to need an army ofminiatures, you could of course just usepaper counters, but wheres the fun inthat? There are a huge number ofmanufacturers who make all sorts ofdifferent models in a variety of differentscales, from the small 15 mm (or evensmaller) to large 54 mm. Just as these

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    different miniatures can look vastlydifferent, and one of things Crimson Duskaims to do is to allow you as the ultimatecommander of these troops is to designand create your army as you wish, tochoose its strengths and weaknesses and

    to use the them to the armies bestadvantage. Each model will have a pointsvalue attached, which you can work outlater, this allows armies of the same totalpoints value to be roughly equallymatched to give opponents a challenginggame with approximately equal forces. Agame will often feature two equally sizedarmies for example set to 1000 or 1500 ormore or less points. Each player can thenselect the models they want to use andcan select them up to the maximum pointsvalue chosen. Skirmishes can have as fewas a handful of models each side, whilstlarge games can have hundreds of modelseach side.

    DiceCrimson Dusk uses a 10 sided dice,numbered 1 to 10 and is referred to in therules as a D10. It is used to work out how

    effective your shooting is, how your troopsreact and all manner of other things. Thesecan be found in many wargaming shops oron the internet. You should also be awarethat some D10 are number 0 to 9, whichcase just count the 0 as 10 and youll befine.

    Measuring TapeA measuring tape is pretty essential, theycan be got almost anywhere and the rules

    are designed to be able to be used ineither inches or centimetres.

    Playing Surface and TerrainYou need a surface to play this can beanything from the floor to a kitchen table toa specially built wargaming table. Yourgames can be played over any table size,though a table at least 4 by 4 or 120 cm

    by 120 cm is recommended, and largergames should be played on larger stillsurfaces. A green (or whatever colour youlike) cloth can be spread over the table oryou can purchase flocked sheets that givethe effect of a grassy field. On top of this

    you can place some scenery; this adds tothe gaming experience and makes formore tactical challenging and enjoyinggames. Hills, forests, rivers and buildingsgive something for your model warriors tofight over and something to use as coverwhen the shots start flying. For a goodtactical game it is recommended that yourterrain covers between a quarter and halfthe board, with reasonable spacesbetween terrain pieces.

    Part of the enjoyment of the hobby ismaking your own terrain, hills can be madefrom polystyrene from DIY shops andbuildings can be constructed from foamboard, cork flooring tiles or thick card.Woods and trees can be bought fromRailway modeling shops or made fromwire and flock. Again there are lots of goodbooks and websites around, or just check

    out the Crimson Dusk website.

    ScaleThese rules are designed to be used witha variety of different scales to make themost of your existing model collection. Alldistances in the rules are referred to asunits, these units are suggested as being:15 mm 1 unit = 15 mm /20 mm 1 unit = 20 mm / 125/28 mm 1 unit = 25 mm / 1

    These can be varied as seen fit or to fitother scales. As a rule of thumb is to usethe height of the model as the length of aunit, but for it to be something easy towork out, for example for 54 mmminiatures 1 unit would be 50 cm or 2.

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    Models characteristicsJust as real people have different abilities,so our little models do. Each model willhave a profile such as the one below; thisdefines how good the model is at variousthings.

    Mv Mr Rg As Df Av

    Human 3 3 3 3 3 6

    The first characteristic is its MovementRate or Mv. This is how fast the model isand is used to determined how far themodel can move.

    The next value is its Morale. This can berange from between 1 and 5. 1 being thelowest and 5 the highest. Civilians willnormally be rated as 1, irregular troopsmilitia or conscripts as 2, regular troops as3, Veterans as 4 and elite and specialforces as 5. The models morale is used todetermine how well the model responds topsychological pressure.

    The next two values are Ranged attackRg and Assault attack As. These twovalues are used to work out how effectivethe model is as hitting a target with rangedweaponry for Rg or at close quarters forAs. These values also range between 1and 5

    Defence or Df is used when the model ison the receiving end of an attack and isused to determine how well the model can

    avoid being hit.

    The final characteristic is it Armour value(Av), the armour value used to determine ifthe model takes a wound. Below are sometypical Armour Values:

    Unarmoured human 4

    Flak armour 6Carapace 8Powered armour 10THAS (Tactical Heavy Armoured Support) 12

    There can also be various special rulesand abilities. Some models can be notedas Personality, these are special modelsthat have a variety of different rules forthem. Other examples of special rules canbe: Brain-dead, fanatic, Non-com and arelisted later. For the purposes of the rules asingle personality model also counts as asection.

    Skill TestAt certain points a model or section can berequired to make a skill test. This can takedifferent forms dependent on the testrequired, it could be a Morale test for

    example in which case roll a D10 and addthe models morale or Mr value to thescore with any other modifiers that mayapply, if the result is 10 or higher the modelhas passed its test. It could be a Rg, As, orDf test in which case add the relevantvalue in stead of its morale. A natural 1 isalways a fail, a natural 10 is always asuccess for all tests except damage rolls.

    Re-rolls

    Crimson Dusk often requires you to re-rolla dice. This can be a failed dice or apassed dice, either way you may only everre-roll a dice once in your favour.

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    Sections and Personality ModelsAll models are either organised intodifferent sections or are personalitymodels. A section is the basic combat unitin an army with the soldiers trained tooperate together as a single entity. In real

    life armed forces sections are sometimesreferred to as squads or units. Personalitymodels are free to move on their own,whilst any other models must movetogether with their section. A single vehiclecounts as a section by itself as covered bythe section of the rules on vehicles.

    Section CoherencyModels organised in a section must becoherent with each other, this means thatthe models must stand within 2 units ofanother model in the same section. For thesection to be coherent the models must bein a continuous chain of coherent models.

    Sections may not be less than 4 models.Sections that fall below 4 models in asection will be confused the following turnas explained later. After the section hasspent a turn being confused, the section

    must take a morale test to be able tooperate again normally, if the section failsit remains confused.

    Example of Section Coherency:

    This section is out of coherency as eventhough A,B,C and D are in coherency witheach other and E and F are in coherencywith each other, the space between A andE makes them out of coherency as theycan only be a maximum of 2 units away

    from each other.

    Reorganising SectionsUnder battlefield conditions it can benecessary to alter section formations,either joining 2 formations that are understrength due to casualties or to split aHMG team off to give covering fire, assuch so can our models. A personalitymodel may join 2 or more under strengthunits together to form a new section, butthey must pass a morale test to do so.These sections must both be in coherencywith either the personality model or witheach other; though the personality modelmust be in coherency with at least one ofthem. If the morale test is failed then thesection suffers from confusion until its nextturn, but following that is considered to bejoined together. The new section nowcounts as being at maximum strength for

    the purpose of pinning tests.

    A personality model in coherency with asection may also split some models off, forexample a HMG team, these models mustremain in place but otherwise may actnormally. Each section now counts as adifferent entity, taking each their ownmorale tests and such like, and requiringto be activated separately. To re-unite thesection the split off models may move at

    full pace, running if desired, towards themother section, the models may not doanything else other than move until theyare in coherency again with the parentsection. A personality model may takecharge of split off models forming a newsection based around him; he may notleave this new section if it is less than 4models, though they may still be re-united

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    with their parent section as describedabove. These models may be united withother models as above to form an entirelynew section if they are more than 4. Asection which has had some models splitoff may not be joined with another section

    or split off more models before the wholesection has been re-united.

    Personality modelsAs mentioned earlier Personality modelsoperate some what differently than othermodels. Firstly they are exempt from theunit coherency rules. Though they maychoose to join a section at any time bybeing in coherency with it, the controllingplayer may claim this at any moment, evenduring an opponents shooting phase. Untilthe controlling player says that thepersonality is not part of the section at thestart of one of their actions or the sectionthey are with actions then it will beconsidered to be part of this section for allother purposes.Some personality models also have acommand bonus which can be notedsuch as CB +1, this means that the

    personality model can help by modifying asections morale test roll that is withincoherency with the personality model.

    Turn SequenceA game is divided into a sequence ofturns. In each turn, players take turns toactivate one of their sections or personalitymodels. Once all of the models have beenactivated, any models in melee on all sidesmay fight and once that is done then a

    new turn will start and the players will takeit in turns to activate each one of theirsections again. A turn is divided intoseveral phases, the first phases is theinitiative phase.

    Winning the InitiativeTo determine which side has takes theinitiative, an Initiative roll is made at the

    start of each turn. Roll a D10 for initiative.The initiative roll is modified by the playersquality rating and the command bonus ofthe highest ranking model in their forces.Taking the quality value and commandbonus of any one model these two values

    are added to the D10 roll. This model mustbe on the table and not pinned orsuppressed, confused or in melee. Theplayer with the highest result wins theinitiative that turn. In the event of a tie, re-roll the dice. The player with the initiativemay select a section or personality modelto be activated. The section or personalitymodel may belong to an opponent as longas the opposing unit is held on hold or isnot confused. Once a section or model isactivated, they will perform all their actionsusing their Action Points. These ActionPoints enable a model to move, shoot andperform other activities. Models that are inmelee are an exemption from the initiativephase and activation round and areactivated simultaneously at the end of theturn. Models that move into melee duringtheir turn and have AP left are consideredto pause until the end of the turn when the

    melee is resolved.

    When the activated models have used allof their AP or have entered into melee, theopposing player may now activate one oftheir own sections or personality modelsand complete its actions. Play alternatesbetween the players until there are nomore models left to activate on either side.Once there are no more models to activateor all the models are in melee, then

    whatever melees there are, are resolvedas explained later. Once the melee(s) areresolved the turn has been completed andthe next turn will start with rolling forinitiative and so the process continues.

    Often there will be an uneven number ofsections on each side; when there are anuneven number of sections per side, one

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    player may run out of sections or modelsto activate whilst their opponent still hasunactivated sections and models. In thiscase, once the player with the leastnumber of models to activate has activatedall of their models that can be activated,

    play passes to their opponent and theycan activate any of their remaining modelsuntil there are no more left to activate andplay will then pass to the melee phase.

    Sometimes it can be advantageous to waitto see what your opponent is doing so youcan react to it. This advantage goes to theplayer with the least number of unactivatedsections or models at the start of the turn.This player may hold a section orpersonality model on hold, this meansthat these models dont get to use any oftheir AP until their opponent is finished withmoving all of their models. This can bevery advantageous when a section is wellout of LoS; the section can come out ofhiding and fire without fear of retaliation orat least for that turn!

    Line of Sight (LoS)

    At certain times models can only react towhat they can see. Each model can seeany other model or part of the tabletop thatisnt blocked by intervening terrain, smokeor some other object. When a model cansee an object it is referred to as being inLine of sight or LoS. If an enemy model ishidden from view from your model behindsay a building then the enemy model isconsidered to be out of LoS. Sometimesthe easiest way to check this is to actually

    get down and try to see the tabletop fromthe models own viewpoint, otherwise along tape measure or ruler can also help.Models in woodland are considered visibleto other models outside the wood if theirbase is within 3 units of the edge of thewood, though a model cant see through apiece of woodland even if it is less than 3units wide. Models in woodland can see

    other models in woodland if they are within3 units of themselves. Any section,whether friendly or enemy, that is not goneto ground will also block LoS to all otherenemy models that are directly behindthem; though if a section that is gone to

    ground wont block LoS as long as thesection behind them is not also gone toground.

    Models in woodland, scrub or other suchterrain are counted as being concealed.This means that they are more difficult totarget as they are partially hidden fromview though not entirely.

    ConfusionA battlefield can be a very disorientatingplace to be, with noise all around,misunderstood orders, and rapidlychanging events. Sometimes a section willbe noted as suffering from confusion.Whilst confused the section may notadvance towards any enemy in sight, normay they fire. If engaged in assault theywill break off at the earliest opportunity.

    Action PointsAction points (AP) are used to determinehow quickly a model can act. Each modelhas 2 AP to use each turn; these can beused to move, to shoot, to go to ground orto do a variety of other things. If one modelin a section uses an AP for an action thenthe whole section is also considered tohave used an AP, even if it is just a singlemodel that moves or shoots for example.

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    MovementTo move the use of 1 AP allows the modelto move up to its Mv value. This movementcan be in any direction. Models that movein base to base contact with an enemymodel are considered to be in melee as

    described later.

    RunningModels with an AV of 7 or less can runthis means that they move at double theirmovement allowance, whilst doing so theymay not be gone to ground (as describedbelow) and anyone targeting them untilthey are next activated may re-roll any rollsto hit as the model is only interested inmoving forwards as fast as possible andare not interested in avoiding incomingfire. Even if they move more than 10 unitsany running models will not count as beingconcealed.

    Moving through difficult terrainIf the model is moving through difficultterrain the model halves its Mv valuerounding up as long as it is movingthrough that terrain. Difficult terrain can be

    terrain such as close woodland orscrubland, scree, marsh or water features;this isnt an exhaustive list but is used as aguideline. The players should agree whatthe terrain represents and if it is difficultterrain before the game begins.

    Going to groundAs mentioned above a section can alsouse 1AP to attempt to go to ground, if themodel is in the open it dives to the ground,

    uses natural folds in the terrain, curbstones, etc. The section must be at least12 units from any enemy in LoS and havean Av of 8 or less (more heavily armouredmodels are just too bulky to go ground).The section takes a Df skill test if thesection passes the test then it counts hashaving gone to ground until the controllingplayer decides otherwise or they are

    engaged in melee. If the section fails thistest it may use another AP to try again untilthe section has no remaining AP ordecides to do something else instead.Sections that have gone to ground mayonly move 1 unit for each AP instead of

    their normal movement allowance.

    Models that have gone to ground inconcealment giving terrain as describedabove are considered to be hidden andnot gone to ground - they go even deeperinto the terrain hiding themselvescompletely from view. Hidden models maynot be targeted by any enemy modelsfurther away than 12 units, however assoon as the hidden models fire they are nolonger considered to be hidden but are justconcealed.

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    ShootingMost models are equipped with some sortof ballistics weapon and may use as manyAP as they have each turn to fire theseweapons as described below, each APused for shooting allows the model to

    shoot once as described below. Modelsmay only attempt to shoot and hit othermodels that are in line of sight and withinthe maximum range of their weaponry.

    Most Pressing TargetModels will also more often than notattempt to shoot at the most pressingtarget, as such each section can onlyshoot at the nearest enemy infantrysection in LoS unless it passes a skill test.If it passes a skill test then the section canelect to shoot at any target in LoS. Modelsequipped with weaponry with an AT valuemay ignore infantry and elect to shoot thenearest vehicle or model with Av 10 orhigher without taking a skill test.

    HittingOnce the section has elected its target itneeds to see if it can hit the target. The

    table below shows the minimum roll on aD10 needed to hit the target. The dice rollrequired is dependant on the quality ofboth the shooter and the target, the betterthe quality the shooter the more versedthey are in shooting a target, the better thequality the target the better they aremaking themselves less of a target.Horizontal lines represent the attacker andthe vertical lines represent the target, e.g.a model with Rg 4 striking a model with Df

    2 needs a 6 to hit, whilst a model with Rg 2striking a model with Df 4 needs a 8 to hit.

    Rg/Df

    1 2 3 4 5

    1

    2

    3

    4

    5

    7 8 8 9 9

    7 7 8 8 9

    6 7 7 8 8

    6 6 7 7 8

    5 6 6 7 7

    ConcealmentModels that are obscured from the view ofthe shooter, either by going to ground orby being in concealment giving terrain

    such as woodland, behind a hedgerow,etc. or have moved over 10 units in theirprevious activation are much harder to hit.These models count as being concealed.As a result when targeting any of thesemodels any hits must be re-rolled and onlyhits resulting from the re-rolled dice count,thus it is very difficult to actually hit higherquality troops who have gone into cover.

    AimingBy taking time to be sure that the shot ison target can increase the chances ofhitting significantly. Models with a weaponwith a RoF of 1 or less can spend an AP toaim; if the model then shoots with the APdirectly afterwards they may re-roll anyfailed rolls to hit. This can be carried overto the following turn if necessary. A movingplatform makes taking careful aim verydifficult as such a model on a moving

    platform can not aim.

    When aiming at troops in concealment,then you effectively get 2 re-rolls, andcould be a little confusing. However, it isactually quite simple. When rolling to hitconcealed enemy with models that haveaimed, first roll to hit, then because theyhave aimed re-roll any misses, then taking

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    all the rolls that have hit re-roll them to seeif they have hit the concealed enemy. Forexample, 5 models with Rg 3 that haveaimed shoot at some models with Df 4 thatare concealed. They roll 5 dice and get 2,4, 5, 8 and 9 getting two hits. They then re-

    roll the 3 missed dice (2,4 and 5) and get3, 6 and 8 which together with the previous2 hits gives them 3 hits. As the targets areconcealed they then have to re-roll the hitsand so roll 3 dice and get scores of 1, 6and 10 giving them a result of 1 hit.

    When aiming at troops that have ran thenonly one re-roll of misses counts and soyou the effect of aiming at running troopsis wasted.

    Multiple Targets and Dividing ShotsSections will often have a mixture ofweaponry and not all of it will be useful forshooting at the same target, for example aunit of 6 warriors have 5 equipped withassault rifles whilst the last has an RPG;the RPG would be wasted firing at someopposing soldiers, whilst the assault riflewould be wasted shooting at a tank. A

    player may elect to divide a sectionsshooting between multiple targets, butmost name which weapons are shooting atwhich targets and roll each set separatelyso there can be no confusion. If the shotsare divided in such a way that they targetmodels that are no the most pressingtarget as noted above, each group ofmodels must take a skill test or they willfire at the most pressing target.

    OverwatchSometimes models will occupy a gooddefensive position or know that the enemyis out there and closing in on them. Inthese situations it can be advantageous tosettle down and prepare to fire at theenemy at the first moment they showthemselves, this is referred to asoverwatch. The model can use 2AP to go

    into overwatch, but to do so there must beno enemy models that are in LOS and thatare also within maximum range of theweapon that is used by the majority of themodels in the section, i.e. you may ignorethe rules for shooting beyond maximum

    range for this and also ignore a lightmachine gun, grenade launcher or otherodd weapons in the section. Whilst anopponents section is activated a sectionthat is on overwatch will fire 1APs worth ofshooting at the first target that comeswithin LOS and maximum range, theopponent will then pause moving theirsection at the end of its current AP whilstthis shooting is worked out, rolling to hitand wound as normal and pinning ifnecessary, the section may then continueto be activated if possible.

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    WoundingOnce hits have been determined, we needto know if the hits cause any damage, i.e.whether the hit is a slight hit that does noserious damage or if the hit is deflected byarmour. Each model has an armour value

    (Av), e.g. 8, and each weapon has anarmour penetration value (P) e.g. 4. Whena hit is scored the shooting player rolls aD10 adds the P value, if the result is higherthan the targets Av then a the model iskilled and removed, if the result is equal orbelow then the model shrugs off the hitand carries on as normal.

    Hard CoverModels that are in hard cover, such asbehind a brick wall or such like not onlygain a bonus for being concealed but alsogain an Armour (Av) bonus from the wall.Before the game all players should beagreed what terrain gives an Av bonus andhow high a bonus it gives. Below is a tableof typical values from typical terrain pieces.

    Terrain Av bonus

    Brick wall +2

    Sandbags +2

    Earth bank +3

    Concrete wall +4

    Trench +5

    Bunker +6

    Steel Bulkhead +6

    Removing ModelsThe owning player may choose whichmodels are removed from a section, aslong as they are both in LOS and in range.This may mean that section leaders orspecial weaponry is the last part of asection to die, this can be seen as the rest

    of the section picking up a deadcrewmans weaponry and continuing firingor some other such thing.

    Hits and Personality ModelsIt can sometimes happen that a section

    contains several personality models, whomay also have different armour values.When working out damage in cases werepersonality models are present, firstallocate as many hits as there are modelsin the section to the section, then allocateone hit to each personality model present,rolling to damage with their own Av. If thereare still hits then repeat the process andso on. Hits that cause damage and lead toremoving a model are worked out asnormal.

    For example, a section of 6 modelsincluding one model with an LMG isaccompanied by a personality model takes9 hits. 6 hits are first allocated to thesection, 1 hit is then allocated to thepersonality model and the remaining 2 hitsto the section again. The hit against thepersonality model does no damage, but

    the section takes 3 damaging hits. Theplayer controlling the section may remove3 models from the section of their ownchoice, leaving 2 normal models, a modelwith an LMG and the personality model.

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    Reaction TestsComing under fire can be a nerve rackingexperience, and it is instinctive to get outof harms way, duck down and not moveforwards into the fire. Each section thatcomes under fire and receives at least one

    hit must take a Reaction Test. (Note it ishits that count, not misses). The playershooting may choose when their opponentshould take the reaction test, this can beeither immediately after the shooting hasbeen resolved or at the end of the turn, butbefore melees are resolved. This canresult in some reaction tests being taken inthe middle of the turn, others in the middleof a models movement and shooting andstill others once everyone has finishedmoving.

    Any section that must take a reaction testneeds to take Mr skill test; any personalitymodels that have joined the section mayapply their CB bonus. In addition to thisdice roll an extra dice if* the section has received at least one

    casualty that turn,* and/or if the section is under half strength

    * and/or if there is only one model in thesection (this is not applicable topersonality models).

    * the section was pinned last turn* the section was suppressed last turn roll

    two extra diceCertain weapons can also cause extradice to be rolled.

    If the section fails one or more Mr skilltests then the section will respond in some

    way. If it fails one roll the section willReturn Fire; the section can otherwiseact as normal but when shooting will shootat nearest target as if they had failed a testto not shoot at the most pressing target.

    If the section fails two or more tests thenthe section is considered Pinned. Apinned section will go to ground if it is in

    the open. In addition the section can notmove towards any visible enemy during itsactivation and will return fire as above if itshoots.

    If the section fails three or more tests then

    the section is considered Suppressed. Asuppressed section will go to ground if itis in the open or if it is in cover it willremain where it is, either way the sectioncan not move at all during its next turn andhas only one AP during its next activationand will shoot at nearest target as if theyhad failed a test to not shoot at the mostpressing target.

    If the section is in or behind concealmentgiving terrain then you may re-roll thelowest dice, though if the second score isworse you must abide by that score.

    Heavily Armoured TargetsHaving a thick plate of armour around youcan be very comforting especially whenfaced with incoming small arms fire, suchas powered armour and THAS are largelyimmune to small arms fire. As a result

    sections where all the models have an Avof 10 or higher (including the effect of anyhard cover) ignore shots with P2 or less forthe purposes of having to take reactiontests.

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    WeaponryAll weapons have different rates of fire,penetration abilities, or other effects. Assuch each weapon also has its own profile,for example:

    Weapon Rng RoF P Special

    Rifle 35 1 2

    The first characteristic is its range Rng;this is the maximum effective range of aweapon. Weapons can fire beyond thisrange, but loose affectivity as describedearlier. The next characteristic, RoF, is itsRate of Fire; this is how many shots you

    get for 1 AP. If the RoF is negative this ishow many AP you need for 1 shot, theseaction points must be continuous and cannot be used for something else. The lastcharacteristic is its armour penetrationvalue or P value, this is used to determinewhether hits from this weapon wound ordamage the target. In the final box,marked special, can be a variety of otherspecial effects, such as whether theweapon explodes, whether its a pistol or

    heavy weapon; the effects of these aredescribed below:

    Pistol can be used in melees as ahand weapon. Thus if a model hasboth a pistol and a sword it willcount as having two hand weaponsin a melee.

    Blast (x) These weapons workslightly differently than other

    weapons, nominate a target modelor point instead of rolling to hit asnormal instead roll a D10 andsubtract your Rg. If the result is 0 orless the projectile lands on target. Ifit is 1 or greater then the projectilehas missed and the centre point ofthe blast scatters result number ofunits in a random direction. Whentargeting a concealed model roll 2

    dice and select the highest score.Once the centre point of the shot isestablished measure out a circlewith a radius of x units around theblast point, any model in this radiusis automatically hit. Sections hit by

    blast weaponry will always take areaction test regardless of if anymodels are hit or not.

    Heavy (x) these are often supportweapons such as heavy machineguns, artillery, etc. These weaponsrequire x number of models tomove and fire them, once moved italso will take the full team x APbefore the weapon is ready to fireagain. These weapons can bemoved by less then the requirednumber, but for each model lessthan its heavy value add 1 to itsheavy value and when fired by lessthan the required number reduce itsRoF by 1 for each model less thanx.

    Flame-thrower (x) These weaponsare used some what differently toother weapons and can be terrifying

    to face. Mark the first target withinthe maximum range, the flame-thrower can now make a jump of upto 2 units per x, this can be in anydirection, but must remain in themaximum range of the weapon. Todetermine whether the weapon hitsthese targets take a single Rg skilltest to hit if you succeed then youhave hit all the targets and resolvewounds as normal; ignore to hit

    modifiers for being concealed. Amodel can be hit repeatedly byfocusing 2 or more jumps on asingle model; roll to hit and towound for each hit as usual. Anyunit which takes a hit is at leastautomatically pinned.

    AT (x) Anti-tank weaponry. Theseweapons are specialised in taking

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    out armoured targets and aretypically good against heavilyarmoured targets, when wounding atarget with an Av higher than 10 orany vehicles or buildings(regardless of their Av) use the AT

    value instead of the normal P valueto rolling to damage. For targetswith an Av of 9 or less and thatarent vehicles use the normal Pvalue.

    Hail these weapons fire a hail ofshot and ignore the effects for thetarget being concealed.

    Pinning A section targeted bythese weapons must roll an extradice when they take a reaction test.

    To hit (x) some weapons arenotoriously hard to shoot and havean additional minus to hit modifier.Some weapons such as sniper rifleare fitted with scopes and make iteasier to hit and have a positive tohit modifier. These modifiers areapplied to the models Rg whilstshooting with this weapon up to amaximum of 5 and a minimum of 1.

    Thus a Rg 3 model shooting aweapon with To hit (+1) wouldcount as having Rg 4 whilstshooting that weapon.

    Move and fire these weapons aredesigned to be shot on the move. Amodel equipped with one of theseweapons can as part of a singleaction point use it for moving andshooting, but they will always counttheir Rg as being 1 when they do

    this. Any shooting will take placefrom where the model finishes itsmovement for that action point,rather than at the beginning orduring its movement.

    Indirect A friendly model in LoS ofboth the weapon and the target candirect the weapon to fire indirectlyeven if the weapon cant see the

    target. Any targets always count asbeing concealed.

    Move or fire - If this weapon ismounted on a vehicle the vehiclemust be stationary in its currentaction point to fire this weapon.

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    Basic Weapons:

    Weapon Rng RoF P Special

    Pistol 12 1 1 Pistol,Move and Fire

    HeavyPistol

    12 1 2 Pistol,Move and Fire

    MachinePistol

    12 2 1 Pistol,Move and Fire

    Rifle 35 1 2

    Shotgun 20 1 2 Hail

    AssaultRifle

    25 1 2 Move and Fire

    SMG 20 2 1 Move and Fire

    Bolt gun 20 1 3 To hit -1, Pinning

    ThrownGrenade

    8 1 3 Blast 1,Move and Fire

    Bow 15 1 1 To hit -1

    ThrownWeapon

    10 1 1 To hit -1

    Section Support Weapons:Weapon Rng RoF P Special

    RPG 50 -2 3 AT (8)

    LightMortar

    35 1 3 Blast 1, Heavy 1,Indirect

    LMG 35 2 2

    GrenadeLauncher

    25 1 3 Blast 1

    Panzer-Faust

    20 1 3 At 8, Heavy 1

    Blaster 20 1 8 To hit -1

    PlasmaRifle

    25 1 6

    SniperRifle

    40 1 3 To hit +1,Pinning, Heavy 1

    Weapon Rng RoF P Special

    FlameThrower

    8 1 3 Flamethrower 3,move or fire

    Platoon Support Weapons:

    Weapon Rng RoF P Special

    HeavyBlaster

    35 1 8To hit -1, Heavy 2,

    Blast 1

    MMG 40 3 2Heavy 2, Pinning

    HMG 45 3 3Heavy 3, Pinning

    HeavyBolt Gun

    50 2 4To hit -1, Pinning,

    Heavy 2

    AutoCannon

    60 1 6 Heavy (2)

    HeavyMortar

    45 -2 3Blast 2, Heavy 2,

    Indirect,Move or Fire

    HeavyFlame

    Thrower

    12 1 4Flamethrower 5,

    Move or Fire,Heavy 2

    LaserCannon

    60 -2 10Heavy 2

    Heavy Support Weapons:

    Weapon Rng RoF P Special

    GrenadeMachine

    Gun

    40 2 3 Blast 1, Heavy 3

    MissileLauncher

    80 -2 3 AT 10, Heavy 2

    Rail Gun 100 -2 6 Heavy 5, AT 11,Move or Fire

    TankGun

    80 -2 4 AT 8, Blast 1,Heavy 5,

    Move or Fire

    ArtilleryPiece

    200 -4 4 Heavy 5, Blast 2,Pinning, Indirect,

    Move or Fire

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    Extra AmmunitionSome weapons can be given extra typesof ammunition.

    TracersThese bullets may be used in LMGs,

    MMGs or HMGs and allow the shooter toignore the to hit re-roll for shooting at amoving target.

    Tank Buster AmmoIf a hit from this weapon causes thevehicle to roll on the vehicle damage tablethen you may force your opponent to roll 2dice and apply the highest. Only weaponswith an AT value may be equipped withthis extra ammunition.

    Different types of grenadeSmoke GrenadesThese are used instead of normal grenadeammo, and has the range and RoF of thefiring weapon. Smoke grenades have Blast(2) and no P value. Once the hit point isestablished leave the template in placeuntil the beginning of your next turn. Thetemplate can not be shot through or out of.

    Gas GrenadesThese are used instead of normal grenadeammo, and has the range and RoF of thefiring weapon. Gas grenades have Blast(2) and no P value. Any models caughtunder the template will only have one APnext turn as they cough and choke on thegas.

    Tanglefoot Grenades

    These are used instead of normal grenadeammo, and has the range and RoF of thefiring weapon. Tanglefoot grenades haveBlast (3) and no P value. Any modelscaught under the count as being in difficultterrain for the whole of their next turn.

    Incendiary grenade or Molotov cocktailThese can only be thrown grenades.

    These grenades have Blast (2) P 3 andAT7. Once the hit point is establishedleave the template in place until thebeginning of your next turn. Models cannotvoluntarily move through the template.

    Flash-bang used instead of normalgrenade ammo, and has the RoF of thefiring weapon. These grenades have Blast(2) and no P value. Any model hit countsas being confused during its next turn.Vehicles will also be effected if the throwercan pass an Rg skill test; if the vehicle iseffected it can only move straight ahead,but may decelerate if the controlling playerwishes.

    Heat Seeking MunitionsRPGs, Missile Launchers andPanzerfausts, may be equipped with heatseeking munitions. This specialammunition searches for and strikestowards heat sources, this has the affectthat when a weapon fitted with thesemunitions shoots a vehicle it ignores to hitre-rolls for shooting at a fast moving targetand for firing from a moving platform.

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    MeleeIt can happen that the best when to win acombat is through an up close andpersonal close combat or melee. When amodel moves into base to base contactwith an enemy model it is considered to be

    in melee. Once all models have beenactivated and any reaction test are takenthen any melees are worked out. Anymodels in a melee will get to strike eachturn, if they are not killed before they get achance. In the turn that contact is madethe model that made the contact willalways strike first, whilst in subsequentturns the models with the highest As willstrike first. If both models have the sameAs, they will strike simultaneously. To see ifthe model hits its opponent use the tablebelow, which shows the minimum roll on aD10 needed to hit the target. The dice rollrequired is dependant on the quality ofboth the attacker and the target, the betterthe quality the attacker the more versedthey are in close combat, the better thequality the target the better they aremaking themselves harder to hit.Horizontal lines represent the attacker and

    the vertical lines represent the target, e.g.a model with As 4 striking a model with Df2 needs a 6 to hit, whilst a model with As 2striking a model with Df 4 needs a 8 to hit.

    As/Df

    1 2 3 4 5

    1

    2

    3

    4

    5

    7 8 8 9 9

    7 7 8 8 9

    6 7 7 8 8

    6 6 7 7 8

    5 6 6 7 7

    Troops that have been pinned will oftenreact a little slower, so models attacking an

    enemy that is pinned may re-roll any faileddice rolls to hit for that turn. The basic tohit roll is assuming the model is attackingwith a knife, bayonet or an improvisedweapon such as a chain, pickaxe orwretch; models equipped with specific

    close combat weapons such as swords,axes, spears, etc. may add 1 to their Asup to a maximum of 5. Models equippedwith a close combat weapon or pistol ineach hand may have 2 attacks and so mayroll an additional dice, if both attacks hitthen you may choose which weapon youwill use to wound with, i.e. if attacking witha pistol with P3 and a Power Sword with P4, you can choose to roll to damage withthe power sword for both hits.

    Models that are behind an obstacle, suchas a wall or fence or just inside a woodedarea when contact is made have a distinctadvantage against the models moving intocontact, as they have the obstacle to helpdefend them and make them harder to hit.Models that are behind an obstacle whencontact is made force the attacker to re-rollall hits in the same way that being in

    concealment forces re-rolls to hit. Thishappens until the model behind theobstacle loses a combat and the enemymodel is considered to have made it overthe obstacle or they move from theposition after a consolidation or pursuemove (see more later).Hits can only be scored on models that areeither in base to base contact or are within2 units of the model, this can mean that allthe hits must be focused on a few enemy

    models, whilst the majority of the enemysection can go unscathed.

    Melee WeaponsOnce hits have been determined rolls todamage should be taken as describedlater. Each model is assumed to have a Pvalue of 2 in melee unless noted in itsspecial rules, models equipped with a

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    double handed weapon gain an extra pointto their P value (e.g. they will generallyhave a P value of 3). Chain-saws, lightsabres, power swords axes and such likeadd an extra 2 to their P value. These areable to be combined together, so that a

    really mean melee fighter with a doublehanded power sword could get a bonus of+3 to its P value. Note that chain-saws arealmost always used double handed buteven still they do not gain a +3 bonus, andcount as improvised weapons so dontgain a to hit modifier.

    WoundingOnce hits have been determined, we needto know if the hits cause any damage, i.e.whether the hit is a slight hit that does noserious damage or if the hit is deflected byarmour. Each model has an armour value(Av), e.g. 8, and each weapon has anarmour penetration value (P) e.g. 2. Whena hit is scored the shooting player rolls aD10 adds the P value, if the result is higherthan the targets Av then a the model iskilled and removed, if the result is equal orbelow then the model shrugs off the hit

    and carries on as normal.

    Winning a MeleeMelee can be an event that makes orbreaks a battle, with the victors streamingafter the losers or consolidating on animportant position. At the end of the meleecount up the number of kills each sectionhas caused, the side which has causedthe least more of kills must take a Mr skilltest, which can be modified by personality

    models as normal. If this test is failed thesection will fall back D10 units and will beconfused next turn. The loosing side canalso choose to fail the Mr test and assuch choose to leave combat as above.The victors may then choose to pursueD10 units after them, if they roll equal to orhigher than the losers they catch thembefore they can escape and all models

    remain where they are and each of victorsgain a free automatic hit on the losers. Ifthe victors roll lower than the losers movethe losing models the score indicated bythe dice directly after the victors and thevictors the score indicated by their dice

    directly after them. This can mean that thevictors engage a new enemy section, if sothe victors will count as having madecontact in the melee next turn. The victorsmay also decide not to pursue if they canpass a Mr skill test and can consolidateinstead; to consolidate the section may bemoved up to 1 APs worth of movement inany direction. Sections may not use aconsolidate move to contact a new enemy.Sections may voluntarily break off or mayhave to break off if they are confused andfollow the rules as above. If neither sectionhas broken off, then all models not in baseto base contact may move as if they hadup to 1 AP starting with the victors. If therewere no models still in base to basecontact this can mean that the sectionsthat were in melee together no longercounted as being melee if no other modelsmake contact with this follow up move and

    as such are free to act normally in theirnext turn.

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    VehiclesVehicles are often featured on battlefieldsfrom simple motorbikes used inreconnaissance roles, to the commandingofficers run about to Armoured PersonalCarriers (APCs) to large battle tanks.

    These rules cover how these vehiclesoperate in our tabletop battles.

    MovementLike infantry all vehicles have 2 actionpoints for movement, however how theyuse them is a little different. Each actionpoint can be used to move the vehicle upto its Movement Value Mv. However it canonly use 2 action points if it was moving inthe previous turn, i.e. if the vehicle wasstationary in its first turn then in can onlyuse 1 Action point in its second turn, andthen 2 action points in its third turn.Vehicles though faster than infantry are notas manoeuvrable. This means thatvehicles can not change direction duringits movement, but only after it has moved.So a vehicle must move directly forwardsor backwards first, then it may changedirection by up to an angle of 90, then

    using if it is able it may move forwards orbackwards using its second action point.

    Vehicles and Rough TerrainSometimes vehicles will cross terrain thatis harder going than a firm grassy field orroad. This could be a patch of soft sand, ariver, an area of dense vegetation orsomething entirely else again. Vehiclesmoving through rough terrain have achance of bogging down on a D10 roll of 1,

    2 or 3 bogged vehicles stop immediately inthe middle of any rough terrain pieces theyare crossing. The crew may attempt to freethe vehicle by passing a skill test. Vehiclesmay also attempt to cross obstacle thatcould cause a collision, work out anydamage from the collision first beforemoving the vehicle further. Obviouslysome terrain pieces can not be crossed by

    vehicles such as woodland, large rockoutcrops, thick walls, etc. The playersshould agree before the game begins whatterrain pieces can be crossed and whatcant.

    Vehicle Locomotion typesAll vehicles will be noted as havingdifferent modes of locomotion:

    Wheeled Roads and firm terrain areeasier to move over than other surfacesand as such add 5 to their Mv whenmoving on these surfaces.

    Half tracked or off road these vehiclesonly become bogged on a roll of 1 or 2.Roads and firm terrain are easier to moveover than other surfaces and as such add2 to their Mv when moving on thesesurfaces.

    Tracked these vehicles only becomebogged on a roll of 1.

    Hover These vehicles ignore any waterfeatures or soft terrain (such as soft sand

    or snow) they move over.

    Anti-Grav As these vehicles float abovethe surface of the ground they are able tomove over any terrain pieces not higherthan 2 units with out any penalty.

    Bikes - can be any of the above forms oflocomotion and in addition they maychange direction once before they moveusing any action points.

    Walker Walkers are usually slow,however they are very nimble incomparison to other forms of locomotion.This means they may change directiononce before they move using any actionpoints and they can cross linear obstaclesup to half their height without any penalty

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    or risk of collision. Walkers are limited tohaving a maximum Mv of 5.

    PassengersVehicles have a transport value such as 4,this means that the vehicle can carry up to

    4 passengers other than the crew thatdrive and man its weapons.Models can board a vehicle in theirmovement turn if the vehicle does notmove that turn by moving up to the vehicleor if they do not move and the vehicle usesa maximum of 1 action point of movementand stops within 2 units of the models.Passengers may only enter and exit avehicle through any doors, hatches oropenings represented on the model andmust be within 2 units of one of theseopenings.Models can get off in the same manner, orthey can jump from a vehicle moving atany speed - though if getting off a movingvehicle they take damage with a P valueequal to the vehicles speed. Sections musttravel together if possible. If its notpossible for one vehicle to carry the wholesection then 2 or more vehicles may

    transport the section but these vehiclesmust remain within 5 units if possible. Ifthe vehicles dont remain with 5 units ofeach other then the vehicle must movewith so that they are within 5 units or thesection they are carrying will count asbeing split and will be confused for the firstturn they get off the vehicle.Passengers may also ride on top ofvehicles if space looks reasonable (allplayers in the game should judge if it looks

    reasonable and preferably before thegame starts). The vehicle may not movemore than 8 units in a turn otherwise thepassengers fall off and receive damage asabove. Also when shot or in a collisioneach hit the vehicle receives will also hitone of the passengers on top i.e. the shotcauses 2 hits one on the vehicle and oneon a passenger.

    CollisionsIf a vehicle collides with another objectwith an Armour value Av at least equal toits own it will take damage with a P valueequal to the combined speeds of thevehicles involved in its previous activation,

    or if it is currently activated its currentspeed, whichever is highest. For examplethe car with Av 10 moved 15 units last turn,but after only moving 5 units this turn itcollides with a wall with Av 14, it will thentake damage equal to a P value of 15. If itwas to collide with a car with a speed of 10then both vehicles would take damageequal to a P value of 25 (10+15).Bikes work differently in a collision as therider is more vulnerable by not beingsheltered behind the body of the vehicle. Ifa bike is involved in a collision any riderson the bike will also take damage from thecollision as if they were also hit. This maybe in addition to any damage caused fromthe damage table.

    Vehicles in meleeVehicles do not fight in melee in thenormal way. A vehicle may attempt to ram

    infantry, to do so move the vehicle its fullmovement, if it touches any infantrymodels, move the models to one side toallow the vehicle to pass if they can roll 10or higher by rolling a d10 and adding theirDf, if not they are hit by the vehicle. If thevehicle hits then work out damage as if itwas a collision. If any of the models wereon overwatch they may fire as normalwhen the vehicle comes into range.Models may engage a stationary vehicle in

    melee and will hit automatically and workout damage as normal but add 3 to themodels P value. Models engaging avehicle that has moved equal to or lessthan its Mv in its previous activation will hitf they can roll 10 or higher by rolling a d10and adding their As and work out damageas normal, but without the +3 bonus for thevehicle being stationary. If a vehicle is

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    moving higher than its Mv value it cant behit.

    Bikes work differently in a melee as therider is easily accessible and bikes aremore fragile. Bike may not attempt to ram

    a model and if they do so any riders on thebike will also take damage from thecollision as if they were hit too. However abike may make a hit and run attack, drivingby a single model and rolling once to hit asnormal for each rider, resolve the hits as ifit was a normal melee, but add 2 to the Pvalue as the model has the speed of thebike behind the attack. The model beingattacked may also strike back as normal.

    Vehicles as targetsAll vehicles count as having Df 1 whenshot at. Roll to damage as normal forinfantry. If the vehicle is damaged itaccumulates damage equal to the P valueof the damaging weapon, though weaponswith an AT value use double the AT value.This is cumulative with any other damagethe vehicle takes, if this takes the vehiclescumulative damage over its Dam value

    then the vehicle is wrecked. If wreckedwhilst moving greater than 1 action pointsworth of movement it will make a movedirectly forwards equal to its Mv value; ifmoving equal to or less than 1 action pointworth of movement the vehicle will come toa stop where it is. When a vehicle takesdamage all sorts of things can go wrongwith it, therefore each time the cumulativedamage goes over 10, 20, 30, 40, etc. theowner of the vehicle must roll on the

    following table (also referred to as thevehicle damage table):

    D10 roll 10 add an additional D10 to the

    cumulative damage and roll againon this table, if a second or third orfourth 10 is rolled add an additionalD10 to its damage and roll again

    9 Engine damaged the vehiclewill come to a stop as if it wasdecelerating and cant move againfor the rest of the game. Anti-gravvehicles will crash to the groundand need to roll again on this table

    in addition. 8 Traction gear damaged. The

    vehicles Mv is halved rounding up 7 Crew hit, in its next turn the

    vehicle has only 1 AP and thevehicle can not fire as the crewhave to deal with an injuredcomrade.

    6 Weapon Destroyed. Onerandomly determined weapon onthe vehicle is hit and destroyed. Ifthe vehicle has no weapons ignorethis result

    5 Driver stunned, the vehicle cannot turn next turn, but may continueat is present speed or maydecelerate as normal.

    3 or 4 The vehicle veers to theside. Roll a d10 1-5 turn the vehicle45 to the left; 6-10 turn the vehicle45 to the right.

    1 or 2 crew stunned; onerandomly determined crew memberin charge of a gun may not shootthat weapon next turn. If the vehiclehas no weapons ignore this result.

    Flame-throwers and blast weapons that hitan open topped vehicle will also affect anycrew caught under the blast roll towound the crew as well.

    Vehicles never take reaction tests.

    Bikes as targetsA bike doesnt offer a great deal ofprotection from bullets. Any model ridingas a passenger on a bike will also be hit asif it was riding on top of the bike, i.e. the hitwill hit both the bike and a crew model.

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    Wrecked Vehicles and CrewWhen a vehicle is wrecked any crew thatcome with the vehicle are also consideredto be killed. Any passengers need to makea Df skill test in order to survive. Anysurvivors must be placed within 1 unit of

    the wrecked vehicle at its final restingplace.

    Vehicles shootingAll the vehicles weapons may shoot whileit is moving. Once a vehicle has completedany movement it wishes to make with thataction point, it may then shoot anyweapons mounted on it. The weapons onthe vehicle can only shoot in the arc thatthe weapon is able to traverse and roll tohit with the crews Rg. Remember though ifan action point was used for moving thenany weapons shoot from a moving vehiclecount as if they are targeting concealedmodels. In addition if a vehicle movesmore than 5 units in an action it may notshoot with that action as it is too busymoving to shoot, and the motion of thevehicle makes hitting anything more orless impossible.

    Typical Vehicle ProfilesBelow are some typical profiles for sometypical vehicles. These values can bemodified as seen fit for the actual vehicleinvolved and should also include theCrews Rg and the form of locomotion.

    Name Mv Av Dam Trans-port

    Car 8 8 15 4

    Truck 6 8 25 10

    Bike 10 8 5 1

    APC 6 11 35 8

    Tank 5 14 50 0

    Vehicle EquipmentThere is also a list of equipment availableto vehicles.

    StabilisersThis device stabilises the weapon to make

    it more balanced for shooting from amoving platform. Fitted to vehicle mountedweapons. It allows to firer to ignore theeffects of firing from a moving platform.

    Twin-linked weaponsSimply two weapons linked together togive a higher volume of fire. Any twin-linked weapons add 1 to the weaponsRoF.

    TurboOnce per game the vehicle can movetwice its Mv for one action point.

    Auto-pilotSome vehicles are equipped with a simpleartificial intelligence device that can takeover if the driver becomes in capacitated.When the vehicle suffers from a driverstunned result on the damage chart or if

    the vehicle gets effected by a flash-banggrenade then the auto-pilot can take overand allows the vehicle to function asnormal next turn though with only 1 AP.When the vehicle suffers a crew hit resultthen the auto-pilot can shoot one weaponwith Rg 1.

    Ablative ArmourThis vehicle is fitted with additional armourplating and has a padded interior in an

    attempt to minimise the effects of anydamage it receives. When rolling on thedamage table for the first time during thegame for this vehicle, you may ignore theeffects of any result of a 1, 2, 3, 4 or 5.

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    Monstrous CreaturesSome Creatures are really huge. Thesemodels is will take a lot of punishment tobring them down and can carry burdensthat would be impossible for a normalcreature. The model doesnt necessarily

    have to be a monster; it could also be asingle manned heavy suit of battle armour,like a Mecha, Ma.K or something similar.

    The model must be at least 2 units in sizeto be monstrous. Monstrous Creatures willhave a profile very similar to a normalmodel, however under its special rules itwill be noted as being Monstrous (x),where x is a value.

    When a monstrous creature is hit roll todamage as normal, though weapons withan AT value will always use the AT valueregardless of the monsters own Av. Amonster that is wounded doesntnecessarily die from the first or umpteenthwound it takes. If the monster is woundedit will accumulate damage equal to the Pvalue of the wounding weapon, thoughweapons with an AT value use double the

    AT value. This is cumulative with any otherwounds the monster receives; if this takesthe monsters cumulative damage over itsMonstrous (x) value the monster is finallydead.

    For every 5 points of damage the monsterhas it will count as one model for thepurposes of carrying heavy weapons, asthey are also much stronger and able tocarry heavy weaponry more easily than

    their lesser compatriots. For every 5 pointsof damage the model has it will be able tocount as one model. So a model withmonstrous creature (10) would be ablecarry the equivalent of a heavy 2 weaponwithout problem; whilst it would carry aheavy 3, as if it was heavy 1. If themonstrous creature has over monstrous(20) and the gun fighter skill it may count

    basic weapons (apart from grenades) aspistol weapons for the purposes of thisskill.

    Monstrous creatures may also beequipped with various vehicle special

    items as noted under the vehicle rules. Itmay also be given various extra training,abilities and skills as noted under the rulesfor working out the points costs of models.

    A monstrous creature also has a P value of4 in melee; this can be further augmentedby weaponry.

    For the purposes of Reaction tests,monstrous creatures ignore any hits of P3or less.

    BuildingsBuildings are hit and damaged as vehicles,though dont roll on the vehicle damagetable, roll on the following table:

    10 - Add D10 the cumulativedamage

    8 or 9 One randomly determinedsection or personality model in the

    building is automatically pinned. 6 or 7 One randomly determined

    model in the building is also hit bythe shot work out the damageimmediately.

    1 to 5 - some nice piece of furniturenow has a non-decorative hole in it!

    A typical house might have an Av of 14and a Dam of 60, a wall Av 14 and a Damof 15 for each 3 unit long section and a

    bunker an Av of 18 and Dam of 60.Models may enter and exit buildingsthrough doors, a door that is the samewidth as a models base may allow 2models to enter or exit per AP, a door twiceas wide as the base may allow 4 models toenter or exit per AP. Models may also enterthrough windows, but it costs 1 AP to getthrough a window.

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    Extra Equipment and AbilitiesExtra equipment and Abilities is a list ofitems and skills available to your troops.They are divided into Standard issue,Special Issue and Secret Issue lists, thereason for this is explained under the Army

    Selection section.

    Standard Issue

    CommunicatorsAny personality model equipped with acommunicator can communicate with onesection per turn that is also equipped witha communicator and allows the section touse the personality models CB bonus evenif they are not in LOS or coherency.

    Dispersed FormationThese troops are trained as light infantryand thus use a more spread out formationthan regular troops. They count as being incoherency when up to 3 units away fromeach other. Note both models must havethis in order to be considered as being incoherency with each other.

    Gas MasksModels equipped with gas masks canignore the effects of Gas grenades.

    Gun fighterThe model can shoot 2 pistols at the sametime, effectively doubling their RoF withpistols; however this comes at a pricewhen shooting with two pistols they alsocount as targeting concealed targets. Maynot be combined with scopes.

    Medi-packThe model is equipped with sophisticatedmedical gear that can heal a grievouswound on a comrade. Sections thatinclude at least one model with a medi-pack may re-roll one dice when taking areaction test.

    Photo-chromatic visor or gogglesCertain forms of eye protection have aquick reaction to blinding lights, darkeninginstantly before any blinding flashes canaffect the wearer. Any model equipped withthese are immune to Flash-bang

    grenades.

    Riot or Combat ShieldThe model can only use pistols, grenadesand melee weapons when equipped with ashield, however when in a melee themodel may force their opponent to re-rollany hits as if they were behind anobstacle; though this continues to haveeffect even after a combat is lost.

    Savage assaultThe model rolls 2 dice as its basic attacksin melee for the first turn of each meleeonly. So if the model also has an extraclose combat weapon then it will roll 3dice; if this is the case at least one dicemust be assigned to each weapon if theyhave different properties.

    Weak

    This is not really extra training, but a lackof physical ability; the model is ratherscrawny in comparison to many others andstruggles in a melee to deliver powerfulblows. In melee it is counted as having abase P value of 1; this can be furtheraugmented by weaponry as normal, but itcan not wield double handed weapons.

    Special Issue

    AmphibiousThese models have long been used to asemi-aquatic existence and can movethrough water features just as easily asover land features.

    Battle-hardenedThese troops may re-roll the lowest dicewhen taking a reaction test. The second

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    score stands even if it was worse than thefirst.

    Bionics/CyborgIt is quite common that troops that havebeen severely injured get damaged body

    parts replaced by bionic limbs. Some goeven further and choose to augment alltheir troops with bionics, so much so thatthey become more machine than human.A model with bionics or that is cyborg canbear heavy objects more easily than wouldnormally be possible, and as aconsequence the model reduces anyequipments heavy rating by 1 andincreases the models P value in melee by1.

    CamouflagedThese models are in gilly-suits or somehi-tech equipment that mimics achameleons skin. Anyone electing thesemodels as targets always counts as havingRg 1 for the purposes of rolling to hit them.

    Combat DrugsThere are many forms of drug, few of

    which are medicinal; many are recreationaland a few give heighten reactions andsense. It is these last category that we seeon the battlefields of Crimson Dusk, ofwhich there are a number of variations.Each drug comes as a single dose, thatmay only be used once per game.

    Hast - Once per dose the model counts ashaving one extra AP and in melee willstrike before any other models.

    Slaught - these drugs turn the user into ahomicidal maniac. Once per dose the useruse the user can roll an extra dice inmelee to attack.

    Calmers - Once per dose the model whenshooting a weapon with RoF 1 counts ashaving Rg 5 and counts as shooting at a

    target that ran (i.e. may re-roll missed to hitdice)

    Spacers - At the start of the turn beforeany models are activated, you may use upto one dose of spacers per model. During

    the following the turn the model mayignore the first failed dice for reaction testsand may re-roll the dice to see in they fallback if they lose a combat.

    Critical ShotThe model is an expert marksman, able toput the shot where it will do the mostdamage. When rolling to hit with a rangedweapon then on a natural roll of 10 on thefirst dice roll the model doubles its P value(though not AT value) for that shot.

    Critical StrikeThe model is an expert close quartersfighter, able to put the blow where it will dothe most damage. In melee when rolling tohit on a natural roll of 10 on the first diceroll the model doubles its P value for thathit.

    Die hard (x)Models with this ability can ignore the firstx times that they are killed; they simplykeep on going as if nothing happened.Leave the model where it is, though it willbe considered confused until its nextactivation. This can not be combined withTough.

    Elite ForcesThese troops are trained to operate as

    highly mutually supportive teams, oftendue to their expertise in smaller groupsthan other troops. As a result the minimumsection size for these troops is not 4 but 2models.

    EvadeThese models are combat masters,making having learnt the way of avoiding

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    hits in combat; they are harder to hit inmelee and so always count as being onehigher in Df in melee up to a maximum of5.

    Fanatic

    These frothing lunatics can re-roll thereaction test. This ability is passed on toany section the model joins. Note medi-packs, combat drugs- spacers, andmodels with Embolden will have no effecton these models.

    FearlessCount suppressed as pinned. They alsoignore Fearsome models and countTerrifying as Fearsome instead.

    FearsomeThis model is a fearsome model thatcauses fear in its enemies. Models wishingto move into melee with this model mustpass a morale skill test to do so. If the testis failed the model remains where it is anddoes nothing with that AP. If the fearsomemodel wins a combat the enemy must re-roll the Mr skill test to see if the section

    breaks from combat if it passes first time.Fearsome models ignore other the effectsof other models with fearsome and treatTerrifying models as being fearsome.

    Furious assaultThe model rolls 2 dice as its basic attacksin melee. So if the model also has an extraclose combat weapon then it will roll 3dice; if this is the case at least one dicemust be assigned to each weapon if they

    have different properties.

    Good senseThese models have a very good sense ofself preservation and are harder to hit inranged combat and so always count asbeing one higher in Df when shot at up toa maximum of 5. When targeted by a

    weapon with scopes it will then count ashaving Df 2.

    Hit and RunThese troops are trained to strike hard andthen get out again. Regardless of whether

    they win or pass the Mr test to see if theyfall back these troops may always chooseto leave combat and will fall back D10units and will not be confused next turn,their opponents may only consolidate.

    HolofieldThe model has a special disruptive field,which blurs the models outline, making ithard to see and spot. The model alwayscounts as concealed even in open terrain,and if in covering giving terrain alwayscounts as being hidden (though may betargeted if they fire) without needing totake a Df skill test to be so. It does notneed to go to ground to gain any of thesebenefits and can not gain additionalbonuses by also going to ground.

    InfiltrateSome troops are trained to stealth to

    advance close to their enemy beforeattacking. After deployment you may movethese models forwards equal to twice theirMv, as long as their final position is out ofLOS of any enemy on the table.

    Jump PacksThe model counts as having Mv 6. It canalso leap over intervening terrain and soignore movement penalties for this terrain,though if the model starts or stops in

    difficult terrain it must take a Df skill test toavoid colliding with a tree branch orsomething similar. Treat this as a collision,i.e. the model as it is moving fast will sufferdamage with a P value of 2.

    MountedThese models are mounted on horses orsome other alien ridding mount. They

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    count as having Mv 5 and may add 1 totheir As up to a maximum of 5. Howeverthey can not go to ground or be hiddennor can they be equipped with any heavyweaponry.

    Powered ArmourThis is a form of heavy armour that undernormal circumstances would be much tooheavy to bear and use in combat, howeverthe armour is fitted with power systemsthat assist the wearer in their movements.The level of protection offered is immensein comparison to normal body armour, butthat is not only where the benefits end.Powered armour also allows the wearer tobear heavy objects than would normally bepossible, and as a consequence a modelwearing powered armour reduces anyequipments heavy rating by 1 andincreases the models P value in melee by1.

    Refractor Field generatorCarried in a small device, these fieldsprovide additional protection by refractingthe energy of incoming projectiles. If the

    wearer fails an armour test, you may re-rollthe dice once. However bulky equipmentinterferes with the field and so may not beused by models with Av 10 or higher or aremonstrous creatures.

    ScopesThere are many forms of scopes that helpa marksman target their mark better, frominferred scopes, laser scopes and evenmore advanced equipment. This must be

    attached to a specified weapon, and maynot be used in conjunction with move andfire weaponry or weaponry with an RoF ofgreater than 1. All models targeted by thisweapon count as having Df 1.

    SteadfastThese troops will fight on with doggeddetermination and will refuse to give

    ground to their enemy even whenseemingly beaten. If all the models in asection have this rule and loose a combatthey may re-roll the Mr skill test to see ifthey fall back.

    StrongThis model has bulging biceps, and is ableto deliver a blow much strong than mostother normal creatures. In melee it iscounted as having a base P value of 3; thiscan be further augmented by weaponry asnormal.

    SuspensorA weapon may be fitted with a suspensor;these are small anti-grav devices thatmake the load lighter to bare. Any weaponfitted with a suspensor raises its heavyvalue by one to a minimum of 1. A weaponcan only be fitted with one suspensor.

    Tank HunterTroops with this training are specialists intaking out armoured vehicles. When rollingon the damage chart, a model with thisskill can force their opponent to re-roll the

    dice if they choose, though they mustabide by the second roll even if it is worsethan the first. This may not be combinedwith weapons using Tank Buster Ammo.

    THAS (Tactical Heavy Armoured Support)This is the latest development of heavypowered armour. It forms a roboticskeleton around the wearer, and supportsmassive thick armour plates. These platesare typically even heavier than the plates

    that form powered armour. In addition to itsprotective abilities THAS also has theability to allow heavy weapons to becarried more easily. This means that amodel carrying a heavy weapon halves itHeavy (x) value rounding down andincreases the models P value in melee by1.

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    Thermal DetonatorThese are small thermonuclear demolitiondevices often used by assault engineers toblow bridges and other field structures,though they are equally useful to blowenemy armour if you can catch it. Models

    equipped with this may use them againstobjects and vehicles; they then count ashaving P 12 whilst hitting the object orvehicle.

    Tough(x+)The model is extra tough and if woundedand killed the model leave the model on itsside where it is. It will struggle back to itsfeet and carry on fighting normally at thestart of its next turn as if nothing happenedon D10 roll of x or higher. This can not becombined with Die Hard.

    Secret Issue

    Air-strike.This model is able to call in air support.Once per game before initiative is rolledyou may declare that you are calling in anair-strike. Once all models have moved

    you may roll to hit any enemy model onthe table that is in LOS of the model witheither an Artillery Piece or 2 MissileLaunchers, the air-strikes counts as havingRg of the model, but always count asengaging a target that is concealed,whether the target is concealed or not. Amodel may have multiple Air-strikes, eachallows a single air-strike, this representsmore aircraft being available for the modelto call in.

    Brain-deadThe galaxy is full of many strange things,some say the dead walk again, others thatmachines as intelligent as us and cold asice stalk the shadows and others tell ofstrange cults where the members aredrugged and oblivious of their own safety.These models have long since stopped to

    think about theyre own safety and as suchnever have to take a reaction test.

    CommissarThese hearts models use violence fordiscipline. This can only be applied to

    personality models. When a section theyare accompanying fails a reaction test theymay kill a model to restore order. Removeone model and take the reaction testagain, but only roll one dice.

    Deflector field generatorThis device creates a bubble of forcearound the model, absorbing the energy ofincoming objects. Any model within 5 unitsof a model with a refractor field reducesthe P value of any hits they receive by 1,down to a minimum of 1.

    Distortion field generatorThis device casts a field around the model,creating a hazy effect making it difficult forthe enemy to get a good shot. Any modelwithin 5 units of a model with a distortionfield counts as being concealed.

    EmboldenShouting stirring words, givingencouraging shouts, this model enableshis comrades to keep on fighting whenothers would despair and run. If the modelcan pass an Mr skill test then any section itis accompanying may re-roll all the dice fortheir reaction test. Note it may not use thisskill on itself if it is alone. Models withmedi-packs and the effects of usingCombat Drugs - Spacers will have no

    effect on this section whilst this model isaccompanying it as they too get caught upby the moment and rhetoric. Onlypersonality models may have this skill.

    HeroicThis can only be applied to personalitymodels. They are the stuff of legend andcan re-roll a single dice each turn, but the

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    second result is binding even if it wasworse than the first result.

    Psychic NullThis model is a psychic null and is able todrain the power out of nearby psykers.

    This ability may not be given to a modelwith the psyker ability. The model countsas having the psychic Null power andwhen taking that test will count as having apsychic level of 5. In additional anypsychic within 6 units of this model, friendor foe, will collapse and be confused ifthey roll a 1 or 2 on their psychic test,rather than a 1 as normal.

    Terrifying this model is not only fearsomebut also absolutely terrifying. Models eitheractivated or moving within 5 units for thesemodels must take a skill test of freeze interror for a whole AP. Models wishing tomove into melee with this model must passa skill test to do so. If the test is failed themodel remains where it is and doesnothing with that AP. If the fearsome modelwins a combat the enemy may not use theCB of any personality models and must re-

    roll the Mr skill test to see if the sectionbreaks from combat if it passes first time.Terrifying models ignore other the effectsof other models with fearsome andterrifying.

    TransfixSome creatures are able to transfix theirprey before they strike, others are able totransfix their opponents by use of sonicwaves. Whatever the means of transfixing

    all enemy modes count as having Df 1 inmelee against a model with this ability.

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    PsykersUnder the Cold War both sides begin toresearch into the abilities of the humanmind, to try to find the 6th sense; this wasthe first scientific recognition that peoplearent always as they seem. In earlier

    times these people were referred towitches, shamen or by a multitude of othersuch names. Now they are most oftenreferred to as psykers, and are most oftenseen as being a part of the naturalevolution of humanity; though there arestill many that see them as being witchesand unnatural. There are many differenttypes of psyker, these different types arereferred to as their nature and can rangefrom the ability to altered bodily matter, toignite something at will, or from the abilityto play with time to reach into peoplesminds.

    Each psyker has a psychic level between1 and 5 and each will have a specificnature; this is typically referred to in themodels profile as something like Biomancy(2), this would mean the psyker nature isBiomancy and has a psychic level of 2.

    Within the natures are a series of differentpowers or a range of different effects anddifficulties. Psykers will have access to allthe powers in their given nature. Eachpower has a difficulty rating e.g. fireball 7,and an AP value. The AP value is howmany AP it takes to use the power. To usea power roll a D10 add the modelspsychic level, if the result is equal to ormore than the difficulty rating of the powerit is used successfully; this is referred to as

    a psychic test. If it is less the psyker hasfailed to produce the power. However if theroll is a 1 the psyker has collapsed ofexhaustion and counts as being confuseduntil the end of its next turn, the power canstill work even if the psyker collapses fromexhaustion if the psyker even on a 1manages to pass the psychic test. Psykers

    can not normally use their powers in amelee unless stated.

    ConcentrationPsykers can spend an extra AP in additionto the required AP needed to use the

    power in order to concentrate. Byconcentrating the psyker can then re-rollthe psychic test if they fail the first time.

    Common powersEvery psyker has access to these powersregardless of their nature.

    Null- difficulty (-), AP 0The psyker is able to battle another psykerand counter their energies. If an enemypsyker uses a power within 6 units or thepower has an effect within 6 units of thepsyker, they may attempt to null it. Bothpsyker models roll a D10 and add theirpsychic level, the player to get the highestwins. If the enemy psyker wins or its adraw the power goes ahead as normal, ifyour psyker wins the power is nulled andhas no effect.

    Thunder-hand difficulty (7), AP 1The psyker weaves a glove of mental forcearound their arm lending extra power totheir attacks. If the psyker starts their turnin a melee they can use this power beforeany hits are made, the psyker counts ashaving 2 weapons with P4 in melee.

    Mental Bolt difficulty (7), AP 1The psyker sends a bolt of mental energyat one enemy within LoS, it counts as a

    weapon that automatically hits with P3 anda range of 18, and it can not be used overits maximum range to gain extra hits forthe purpose of forcing a reaction test.

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    BiomancyIs the ability to alter anything that has abiological nature. It is able to reach in andchange things at a cellular level. Manybiomancers find work as healers wereoften their ability is hidden behind rituals

    and superstition.

    Heal wound difficulty (10), AP 1The psyker reaches out to cure a grievouswound on a comrade, focusing theirmental energies they steadily manage tore-knit the wound back together and thecomrade returns to action. If successfullyused the power allows one model that wasin unit coherency and killed during the lastturn to return to life.

    Life Shield difficulty (9), AP 1The psyker toughens the bodies of theguys around him, making them moreresistant to hurt. If successfully used themodel and any section it is in coherencywith gains the tough (10) special rule oradds 1 to their existing tough value.

    Life Force difficulty (11), AP 2

    The psyker strengthens the bodies of theguys around her, making them moreresistant to pain. If successfully used themodel and any section it is in coherencywith gains the tough (9) special rule or willadd 2 to their existing tough value.Choke difficulty (9), AP 1The psyker reaches out their making aclutching motion; the enemy feels theirneck tightening as the struggle for air. If

    successfully used choose any modelwithin 8 units, if used the model isimmediately removed as a casualty.

    PyromancyPyromantic psykers are perhaps the mostdestructive psykers around as they areable to produce fire at will. Pyromanticpsykers are often the most distinctive and

    easily recognisable psykers - they have atendency of showing off and having stringtempers, and often red or ginger hair.Pyromancy psykers also have an innateresistance to fire, as such they halve