ECHOES OF WAR:

LOSS

Amid the rain-lashed forests of Homendora, a band of Raven Guard Scouts engages in deadly battle with wave after wave of Dark Eldar assailants. The muzzle flares of the Scouts’ fire lights the night, throwing weird shadows between the trees and illuminating the battle in a series of strobing flashes. All around them, leering murderers close in through the hammering downpour, alien faces twisted into cruel sneers and razor-edged blades clutched tight. For the Raven Guard, this is a furious fight for survival, a testing ground to prove their mettle amid the horror and confusion of Homendora’s tangled confines. For the Dark Eldar this is a chance to snatch up prize captives, and to inflict as much pain and misery as they can before their master descends to finish off their luckless foes. Yet neither side can know that within the mind of one of the Raven Guard Scouts lurks a boundless font of killing power. Brother Jevel’s psychic potential teeters upon the cusp of awakening, and should it break loose, it will change the face of the whole battle.

THE ARMIES

One player is the Raven Guard player, and his opponent is the Dark Eldar player.

The Raven Guard player’s army consists of a single Scout Squad with the Space Marines Faction worth up to 150 points. This unit may not take a Dedicated Transport.

The Dark Eldar player’s army consists of models with the Dark Eldar Faction and is made up of two squads of Kabalite Warriors, each worth up to 150 points, and a Haemonculus worth up to 100 points. No units may take a Dedicated Transport.

THE BATTLEFIELD

Set up terrain as described in Warhammer 40,000: The Rules. When setting up terrain, we recommend using as many Citadel Woods as you can to represent the dark forests of Homendora. Use the deployment map included with this mission.

DEPLOYMENT

In this mission, all models are individual units, and so move, shoot, charge, etc. independently.

The Raven Guard player deploys his models within the marked deployment zone. At the start of each Wave (see below), the Dark Eldar player rolls a D6 for each Kabalite Warrior in his force, including any that were removed as casualties in previous Waves, consulting the following table. If the dice roll is a success, that Kabalite Warrior is available for that Wave.

Wave Roll required

1 4+

2 3+

3 2+

The Haemonculus is not available in Waves 1 or 2, but is automatically available in Wave 3. For each model that is available, the Dark Eldar player rolls a further D6, then deploys the model within 6" of the appropriate table edge, as shown on the deployment map.

Roll Table Edge

1 North

2 East

3 South

4 West

5-6 Dark Eldar player’s choice

FIRST TURN

The Dark Eldar player takes the first turn in each Wave.

GAME LENGTH

The Mission is played over three Waves, each lasting until all Dark Eldar models have been removed as casualties. If the mission has not ended as described in the Victory Conditions below, a new Wave then begins.

VICTORY CONDITIONS

If the Raven Guard player has no models remaining on the board, the game ends immediately and the Dark Eldar player wins the battle. If the Haemonculus is removed as a casualty, the mission ends immediately and the Raven Guard player wins the battle.

MISSION SPECIAL RULES

Night Fighting.

Heroic Resolve: Each model in the Raven Guard player’s Scout Squad has the following improved characteristics: Weapon Skill 4, Ballistic Skill 4, Wounds 2.

Momentary Respite: At the end of the first and second Waves, each Scout can move up to 2D6". Then the Raven Guard player rolls a D6 for each model in his force that has been removed as a casualty. On a 3+, he redeploys the model to the battlefield, anywhere within 6" of another Raven Guard model. A model that is redeployed in this way begins the Wave with one Wound remaining. Note that a model that was removed as a casualty in the first Wave might not return to fight in the second Wave, but might be ready to fight by the third!

Psychic Awakening: At the start of the third Wave, before the Dark Eldar player rolls to see which models are available for the battle, the Raven Guard player must nominate one Scout on the board. That model represents Jevel, whose psychic potential has suddenly awoken. Jevel gains the Psyker (Mastery Level 1) special rule, and has a 3+ Invulnerable Save for the remainder of the battle. He automatically knows the Smite power from the Biomancy discipline, and does not know any other powers.

Skirmish Amid the Shadows: All models on both sides have the Fearless special rule. The Haemonculus does not have the Independent Character special rule for the purposes of this mission, but if he is within 2" of a friendly model he can attempt to make Look Out, Sir! rolls as though he were part of the same unit as that model.

Torrential Downpour: For the duration of the battle, all ranged weapons have a maximum range of 12".

Echoes of War: Raven Guard – Loss © Copyright Games Workshop Limited 2014. Echoes of War: Raven Guard – Loss, GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Reserved.

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.

This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or incidents is purely coincidental.

British Cataloguing-in-Publication Data. A catalogue record for this book is available from the British Library. Pictures used for illustrative purposes only.

ISBN 978-1-78253-819-6

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Games Workshop Ltd - 21.12.2014