• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Warhammer: The Horus Heresy
  2. Lore

HOW TO PLAY 3

ADDITIONAL GAME MECHANICS (D&D Fantasy Adaptation)

SETUP MOVE
For each unit, add its initiative to movement.
COMBAT – HIT TEST
Offensive Weapon Skill vs Defender’s Defensive Skill (use relevant 5e attack bonuses and AC).
Roll d20 + modifiers; compare to target number on the adapted table.

FOCUS ROLLS
Roll d20 as a Focus roll. Add modifiers as described below.
DISGRACED STATUS
Model’s WS/BS halved.
GLORY POINTS
The challenger that inflicted the most wounds wins. The winner gains bonus Resolution points.

CORE GAMBITS (Special Maneuvers)

  • Slice of Blows

  • Test the Foe

  • Gain Challenge advantage next round

  • Guard

  • Taunt & Bait

  • etc.

COMBAT RESOLUTION
Summarize the total Combat Resolution.
COMBAT AFTERMATH
Fall Back (if losing), Disengage, Hold, or immediately perform a pile-in move.

PERILS OF THE WARP → ARCANE BACKLASH (for spellcasters)
When rolling doubles to manifest a powerful spell:

  • Light: 6+ Cover, 7+ Lines of Sight

  • Heavy: 4+ Cover, Blocks Line of Sight

  • Difficult: Reduce Movement by 2"

  • 1/6: Unbearable Saves test

  • 2-5: Unit loses 1d6 models or suffers a D1 wound.

TERRAIN RULES

  • Light Cover: +2 AC or advantage on Dex saves.

  • Heavy Cover: +4 AC or advantage + half cover.

  • Difficult: Half movement.

  • Impassable: Blocks movement and line of sight.