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  1. Warhammer: The Horus Heresy
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Void Combat & Ship Actions (Heresy Rules)

Space Battles – Dynamic Void Warfare

Space combat runs turn-by-turn like ground combat but on a hex map. Initiative = Crew Rating + d20. Ships are fully active participants: they move, fire, repair, and can be boarded mid-battle while ground PCs fight below. One round = 10 minutes real time. Heresy flavor: traitor ships may have daemonic upgrades (regenerating shields but risk possession); loyalist vessels can call “Throne’s Blessing” once per battle for a reroll.

Round Structure

  1. Movement Phase — move up to Speed, declare firing arc (+2 to forward guns).

  2. Action Phase — each Bridge Officer chooses:

    • Captain: Inspire (advantage to one roll) or Orders (extra action).

    • Gunnery: Fire one battery (d20 + Prof + Crew vs Maneuver DC; damage minus Shields then Hull).

    • Void-Master: Repair (2d10 Hull/Shields) or Scan (reveal hidden ships).

  3. Morale Phase — if Hull <50%, Morale save DC 15 or crew panic.

Fleet scale: PC ship is the focus; NPC ships auto-fire at +4 but can be commanded as bonus actions. Boarding: spend action to launch assault boats — cut to separate 5e map inside enemy vessel while void war rages.