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HorusHeresy_v1.1

This document provides a player aid for the board game Horus Heresy, detailing setup instructions, game phases, combat mechanics, and special character abilities. It emphasizes that the sheets are for personal use only and outlines the victory conditions for both Imperial and Traitor players. Additionally, it includes a combat results table and specific rules for various game elements.

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Sparhawk
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0% found this document useful (0 votes)
50 views

HorusHeresy_v1.1

This document provides a player aid for the board game Horus Heresy, detailing setup instructions, game phases, combat mechanics, and special character abilities. It emphasizes that the sheets are for personal use only and outlines the victory conditions for both Imperial and Traitor players. Additionally, it includes a combat results table and specific rules for various game elements.

Uploaded by

Sparhawk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Another boardgame player aid by

Download a huge range of popular boardgame rules summaries,


reference sheets and player aids at www.headlesshollow.com

Universal Head • Design That Works • www.universalhead.com


These sheets are intended only for the personal use of existing owners of the game for
additional reference. Universal Head makes no claim whatsoever to the rights of the publisher
and copyright holder, and does not benefit financially from these player aids. Artwork from the
original game is copyrighted by the publisher and used without permission. This PDF may not
be re-posted online, sold or used in any way except for personal use.

Game: HORUS HERESY


Pub: Games Workshop (1993)

Page 1: Rules summary front


v1.1
Dec 2008
Page 2: Rules summary back
Page 3: Reference

For best results, print on card, laminate and trim to size.


Setup Invasion (First Turn Special Conditions)
Place the turn counter on space 1 on the turn track. 1 Strategy Cards The Imperial player can choose
only one Strategy Card.
Imperial player places his Set Up Counters first, face
down, according to his set up instructions. The Traitor player takes 2 but the first must be
an Assault Card.
The Traitor player then sets up his counters. Imperial
player then replaces his Set Up Counters with his
actual playing counters. 2 Initiative The Traitor player gets Initiative.

Both players shuffle their Special Cards and deal 3 Invasion Force The counters on the Invasion
themselves 2 as a starting hand. Force Template land before the first strategy card
is revealed and may be set up in any area, even
Counters areas occupied by Imperial troops.

CHAOS WARBAND
4 Defense Lasers Imperial counters are revealed
after the Traitor player has set up his invasion force.
Attack 4 1 1 Movement Any counters stacked with or adjacent to Defense
Lasers may be attacked by them (hit on a 6+).
Defense
5 Turning to Chaos Traitor player rolls a d6+3 for
Stacking the number of Imperial Guard units that turn to
Chaos.
Players may stack up to 3 normal counters and any
number of the following counters (ie these do not Players take turns (Traitor player first) randomly
count for stacking): Characters, Sky Fortress, and drawing a Traitor Guard or Traitor Tank counter
Laser Defenses (no more than one Laser Defence and replacing loyal Imperial Guard army or tank
counter in an area). counters of the same combat value.

Stacking limits do not apply to counters In Orbit. 6 Subsequent Combat Units stacked with enemy
units must fight in the following combat part
Sequence of Play of the Chaos Assault Phase, treating AC results
as AR.
Strategy Cards are chosen from the player’s hand
of 4 and placed face down and revealed in order. Traitor counters may be supported by other
Phases are carried out in the order shown on the card. counters attacking from an adjacent area.
Only one Special Card can be played per Action If either side uses a card or ability to avoid retreat,
Segment; it is then discarded. Players can have any immediately fight another round using surviving
number of Special Cards in their hand. counters.
1 Strategy Segment Players secretly choose 2
Strategy Cards. Roll for Initiative. Both players Movement Phase
then draw a new Special Card.
Move any or all counters one at a time a number of
2 First Action Segment Winner of the initative areas up to their Movement value.
reveals first Strategy Card and carries out phases.
Flip or turn counters to indicate which have moved.
3 Second Action Segment Loser of the initiative Counters cannot enter a mountain area or an area
reveals first Strategy Card and carries out phases. occupied by an enemy counter of any type.
4 Third Action Segment Winner of the initative Moving a Traitor counter from the In Orbit box on the
reveals first Strategy Card and carries out phases. off-map template to a Space Port or vice versa costs 1
movement point.
5 Fourth Action Segment Loser of the initiative
reveals first Strategy Card and carries out phases. The maximum number of counters that can use a Port
each move phase is limited to the number shown on
6 Victory Segment Check the victory conditions. the board.
Combat Phase 2 Bombard A single Battlecruiser may be placed
on any area occupied by one or more Imperial
Who can attack counters. Roll for any Laser Defenses. Surviving
Each stack may make one attack against an adjacent Battlecruisers can roll a d6 for each enemy unit in
area, alone or combined with other units adjacent the same area, hitting if the roll is equal to or less
to the target. The whole stack must attack the same than the battlecruiser’s Attack value.
target and must attack the whole stack, not individual 3 Breach Walls Titans and War Engines can breach
units. The same enemy-held area may not be attacked an adjacent wall section on a 6+.
more than once per combat phase.
4 Assault Attack as normal, except all units may
How to attack advance after combat, and Horus can double the
Add up attack and defense values and compare the attack factors of one stack even when In Orbit.
ratio (round fractions down) on the Combat Results
Table with a d6 rolled by the attacker.
Special Units
If all of the attackers are coming across a wall, shift
odds 3 columns to the left. If a canyon, 1 column. Characters
Most counters are destroyed when hit. When Space Character counters are affected by combat,
Marine counters or the Imperial Adeptus Custodes bombardment and special attacks just like any other
counter are first hit, flip them to their reduced counter.
strength side. They are eliminated by a further hit. They are captured (and removed from the game) if
Retreating all counters with them are eliminated, or if they are
attacked while alone.
The controlling player retreats units one area to any
area within stacking limits and terrain restrictions. If Defense lasers
counters cannot retreat for any reason (or the counters Defence Lasers may attack the targets listed below
have a Move of 0) they are eliminated. if in their area or an adjacent area. Battlecruisers are
Units that have already retreated in a phase don’t fired at before they can bombard.
count for combat if the area they retreated to is Roll a d6 for each target counter:
attacked in the same phase. They don’t defend, can’t
6+ to hit Traitor Battlecruisers
be used to absorb losses, and are destroyed if forced
6+ to hit Drop Pods ( ie. the invasion force)
to retreat again.
4+ to hit units landing at Space Stations
Advancing after combat
Sky Fortress
When an area is cleared of defenders, up to 3
May move though any area including those occupied
attacking units with a Move value of 2 or more can
by enemy counters (may not end move stacked with
advance into the area. If the attack occurs during an
an enemy). May carry one unit if both counters start
Assault Phase, any 3 attacking units can advance.
and end the move together, it does not leave the Sky
Fortress in the same phase it was transported, and
Build Phase (Imperial forces only)
the Fortress does not end a move in the mountains.
The Imperial player may rebuild up to 3 units (any May bombard one adjacent area each Combat Phase
type except Space Marines, Titans or Palace Guard) in before normal attacks are resolved. Roll a d6 for each
each Adeptus Mechanicus factory still under control. unit in the area, hitting each target counter on a 2
You may overstack in the Build Phase, but counters or less.
must be stacked correctly at the end of the
subsequent Movement Phase. Victory Conditions
Titans and War Engines may attempt to breach a wall
An area is captured/controlled if it is occupied by one
section on a roll of 6+ if they are adjacent. Breached
or more of a side’s counters in the victory segment.
walls have no effect on combat.
Traitor player
The Fabricator General counter can fortify the area it
occupies in a Build Phase. Wins by killing the Emperor or capturing the Inner
Palace and all four Space Ports.
Assault Phase (Traitor forces only) Imperial player
Wins by killing Horus or controlling the Inner Palace
These actions must be performed in order:
and all four Space Ports.
1 Summon Daemonic Hordes Roll d6 for each Horde
If neither player has fulfilled their victory conditions
in the Warp. On a 4+ it appears in any area on
by the end of the fifth turn the Imperial player wins.
Earth occupied or adjacent to a units that worship
the same god. They must stay in the Warp if there If Horus and the Emperor are both killed in the same
are none. turn the game is a draw.
COMBAT RESULTS TABLE
d6 roll Combat Ratio (Attacker:Defender)
1:4 1:3 1:2 1:1 2:1 3:1 4:1 5:1 6:1 7:1
1 AA AA AR AR AC AC BS BS DR DR
2 AA AR AR AC AC BS BS DR DR DA
3 AR AR AC AC BS BS DR DR DA DA
4 AR AC AC BS BS DR DR DA DA DA
5 AC AC BS BS DR DR DA DA DA DA
6 AC BS BS DR DR DA DA DA DA DA

AA Attacker Annihilated All attacking How to Attack


counters take 1 hit; survivors must retreat.
AR Attacker Routed Each attacking counter Add up Attack & Defense values and compare
takes a hit on a 5+; survivors must retreat. the ratio with a d6 roll (round fractions down).
AC Attacker Crushed Each attacking counter
takes a hit on a 5+. Terrain Effects
BS Bloody Stalemate Each attacking and Canyon If attackers are coming across a
defending counter takes a hit on a 5+; canyon, shift the odds one column to the left.
survivors must retreat. Attackers may
advance. Walls If attackers are coming across a wall,
shift the odds three columns to the left.
DR Defender Routed Each defending counter
takes a hit on a 5+; survivors must retreat.
Attackers may advance.
Defense Lasers
DA Defender Annihilated All defending 6+ to hit Traitor Battlecruisers
counters take 1 hit; survivors must retreat. 6+ to hit Drop Pods (invasion force)
Attackers may advance. 4+ to hit units landing at Space Stations

SPECIAL CHARACTERS

The Emperor All counters stacked with the Emperor Horus All counters stacked with Horus have attack
have attack and defense doubled. and defense doubled, and Titans and War Engines
Rogal Dorn Reroll a result on the CRT. Must be add +1 to breach rolls. If in orbit can double attack
stacked with Imperial Fists. value of a single stack during an Assault Phase (loses
the +1 to breach rolls).
Jaghatai Khan May hit and run instead of normal
attack. Angron Reroll a result on the CRT. Must be stacked
1 Ambushed Each attacker takes a hit on 5+. with World Eaters.
2-3 Firefight Each attacking and defending Fulgrim On a 5+ an adjacent counter in a Combat
counter takes a hit on 5+. or Assault phase is replaced with a Traitor Guard
4-6 Ambushed One defender takes a hit counter of the same values (if there are none attack
(Imperial player chooses which). has no effect). Must be stacked with Emperor’s
Children.
Sanguinus Must be stacked with the Blood Angels.
Can lead them in attack with 3x Combat value, but Magnus the Red 6+ hits one adjacent counter. Must
they take an additional hit after the battle on a 5+. be stacked with Thousand Sons.
Fabricator General Kane Can fortify areas in a Build Mortarion Counters, including himself, get a 4+ save
Phase (place fortification counter). against each hit. Must be stacked with Death Guards.

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