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  1. Warhammer: The Horus Heresy
  2. Lore

HOW TO PLAY 2

GAME MECHANICS

SEIZE THE INITIATIVE
Before beginning the first turn of the battle, the reactive player may roll a d20. On a 6+, that player takes the first player turn instead.

REACTIONS
Based on Alignment (usually one Reaction per game turn).

  • Defensive reactions cost bonus points or resources.

  • 5000 gp / Reaction Point (or equivalent narrative resource)

  • 35000 gp / Master of the Legion (elite commander ability)

CORE & ADVANCED REACTIONS
Movement Reaction – Reposition (Cost: 1)
Trigger: After an enemy unit ends its move within 12" of this unit.
Movement Reaction – Death or Glory (Cost: 1)
Trigger: Enemy vehicle/model moves through, stops in base contact.
Movement Reaction – Intercept (Cost: 1)
Trigger: When an enemy unit destroys from vehicles: Defensive weapons.
Shooting Reaction – Return Fire (Cost: 1)
Trigger: After an enemy unit performs a shooting attack against this unit.
Assault Phase – Heroic Intervention (Cost: 1)
Trigger: The active player does not declare a challenge.
Assault Phase – Overwatch (Cost: 1)
Trigger: When an enemy unit performs a Charge against a Volley unit.

RANGED – HIT TEST TABLE
(Use standard 5e attack rolls where possible; this table can guide modifiers for large skirmishes.)

VEHICLE DAMAGE TABLE (adapt to Constructs, Siege Engines, or Mounts)
TACTICAL STATUSES
Pinned – Can’t move or Charge.
Suppressed – Must roll all attacks with disadvantage.
Stunned – Can’t take Reactions.
Routed – Must fall back; may be removed if it reaches table edge.

THE TURN SEQUENCE – SIDE B

4.1 – ASSAULT

  • Units that are in combat, rushed, pinned, or routed may not charge.

  • Stunned, Suppressed, or disembarked units make Disordered Charges.

Assault Sequence:

  1. Declare Target

  2. Make Set-Up Move

  3. Make Volley Attacks

  4. Make Charge Move

  5. Resolve Assaults

4.2 – CHALLENGES
Available to non-routed Commanders/Champions/Paragon sub-models.

4.3 – FIGHT

  • Determine Combat

  • Declare Weapons

  • Combat Initiative

  • Declare Engaged

  • Set Strike Order

  • Roll to Wound

  • Saving Throws

  • Remove Casualties

  • Final Pile-in Moves

4.4 – RESOLUTION
If a Combat is not occurring, resolve combat as described below.

5. END PHASE
5.1 – EFFECTS
Any effects that start or end at the “End of the Turn” happen here.
5.2 – STATUSES
Perform checks (Cool / Leadership) to remove ongoing statuses.
5.3 – VICTORY POINTS
Score Mission Objectives and gain Victory points if applicable.