The battlefields of the Horus Heresy range from the broken cities of those worlds reconquered by the Great Crusade to the hellscapes of worlds too inhospitable for the servants of the Emperor to build upon. The followers of the Warmaster and the Emperor clashed over every type of terrain imaginable, from scorching deserts and rivers of fire to frigid plains of ice and the airless vaults of forgotten worlds, bringing battle to the foe wherever they might be. This section contains the rules you’ll need to represent this terrain on the battlefield. | ||
Book | Kind | Edition | Version | Last update |
Age of Darkness Rulebook | ||||
Age of Darkness Rulebook | Rulebook | 2 | 1.2 | December 2023 |
Barricades and walls can be hastily assembled obstacles, or the remains of once-proud structures.
A model in cover behind a Barricade or Wall has a 5+ Cover Save. For the purposes of Charge Moves, models that are both in base contact with a Barricade and within 2" of each other are treated as being in base contact. Despite the models on either side not literally being in base contact, they may fight in the Fight subphase as normal. Units Charging an enemy that is behind a Barricade or Wall count as Charging through Difficult Terrain.Both those pieces of triumphal Great Crusade statuary and newer monuments to the dark glory of the Warmaster are common features found upon battlefields across the galaxy, inspiring those who fight beneath them to new heights of devotion.
At the start of the game, all Terrain Pieces designated as Imposing Statuary must be noted as being dedicated to either the Loyalist or Traitor cause. Models of the same Allegiance as the Terrain Piece gain the Fearless special rule whilst within 2" of Imposing Statuary. A model of any Allegiance in cover behind Imposing Statuary has a 4+ Cover Save.The shattered and useless shells of buildings and fortresses, strewn with the remains of those who once defended them.
Areas of terrain designated as Ruins confer a 5+ Cover Save on models within their bounds – this includes models on upper levels of Ruins that are within the Area Terrain. Ruins are always counted as Difficult Terrain.The aftermath of heavy shelling and orbital bombardments, impact craters provide protection for those sensible enough to seek it.
Areas of terrain designated as Craters confer a 6+ Cover Save on models within their bounds. If a unit is Pinned while within a Crater then that area of terrain instead confers a 4+ Cover Save on all models in the Pinned unit that are within its bounds. Craters are always counted as Difficult Terrain.The dense shrouds of alien trees provide shelter for those brave enough to enter their confines, hiding them from sight and shielding them from the battle’s fury.
Areas of terrain designated as Jungles or Woods confer a 6+ Cover Save on models within their bounds and are always counted as Difficult Terrain.Fortification NetworksSome Terrain Pieces comprise several different Fortifications chosen as a single slot on the Force Organisation chart. When multiple Fortifications can be purchased in this manner, the profile entry will clearly list the components that can be taken, the points cost for each and any other options and restrictions that apply. The component Fortifications use all the normal rules for their type (refer to each Building’s individual profile for details of its special rules) and use all the normal rules for Fortifications, with the following exceptions:When you deploy Fortifications on the battlefield, Fortifications chosen as part of a Fortification Network can be placed in contact with each other. Furthermore, if one of the Fortifications in the network has an instruction saying that ‘each section must be placed in contact with at least one other section’, that section satisfies the instruction if it is placed in contact with any section or building from the same Fortification Network. | ||
FortificationsUnlike simple terrain features, Fortifications are Buildings or other Terrain Pieces that start the game under the control of one player, having been selected as a part of their army, and can both attack enemy units and be attacked by them in turn. In many respects, these terrain features function like any other unit in that player’s army; the major difference is that they can be captured by the enemy, and even swap hands several times over the course of the battle.To keep track of which side currently controls a Building, we use the concept of ‘Claiming’ Buildings. At the start of the game, all Fortifications that were bought as part of a player’s army are ‘Claimed’ by the owning player, whilst all other Buildings are ‘Unclaimed’. A Claimed Fortification is part of the controlling player’s side and will remain so, even if it later becomes unoccupied, until the Building is either destroyed or Claimed by an enemy unit. If a unit Embarks within an unoccupied Building, they immediately capture and Claim that Building, and it becomes part of that unit’s side until the Building is either destroyed, or an enemy unit re-occupies it, thereby reclaiming it. Fortifications that are not Buildings may also be Claimed – in this case a model that is in base contact with the Fortification Claims it. If more than one side has models in contact with a non-Building Fortification then no side may Claim it. If a unit moves onto the battlements of an unoccupied, Unclaimed Building, they immediately Claim that Building and it becomes part of that unit’s side until the Building is either destroyed, or an enemy unit occupies it, thereby Claiming it. Fortifications that are selected as part of an army’s Force Organisation chart must be deployed onto the Battlefield in the same manner as any other unit, but may not be placed into Reserve or use the Deep Strike, Scout or Outflank special rules under any circumstances. Claimed FortificationsClaimed Fortification is counted for all purposes as a unit in the army that has Claimed it. It may fire any weapons on its profile, as long as at least a single friendly unit is Embarked within or another special rule allows it. In addition, enemy units can shoot at and Charge a Building with this special rule, even if it is unoccupied.Fortifications that are not Buildings may also be attacked if they have an Armour Value or Toughness Characteristic. However, Fortifications that do not have an Armour Value or Toughness Characteristic may not be Charged or targeted by Shooting Attacks. Unclaimed FortificationsAn Unclaimed Fortification follows all the normal rules for a Terrain Piece of its type and so cannot fire any weapons or be targeted by any player’s attacks. | ||
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Massive & Multi-part FortificationsMassive Fortifications follow all the rules for Buildings as defined in this section, and reduce all rolls made for them on the Building Damage table by -1. The profile entry for the Fortification will list the actual Armour Values it has.Some particularly large Fortifications or units of Fortifications are composed of multiple Buildings in base contact with each other to form a larger complex. These multi-part Buildings will specify on their profiles the exact breakdown of their component parts and how they are linked. You can move a unit in one part of a multi-part Building into an adjacent and unoccupied part of the Building by declaring you are doing so. This will take up all of the unit’s Movement, and is still subject to all the rules for Transport Capacity. In all other regards, the Buildings that make up a multi-part Building are treated as separate models. | ||
Building Damage Table
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FORTIFICATION Kilometre upon kilometre of fortified walls encircle the many redoubts and fastnesses Lord Dorn and others have constructed upon hundreds of Imperial worlds, each studded with formidable strongpoints manned by stalwart defenders. Military theory states that one warrior ensconced in such a fortified position is the equal of many times more attackers, who must launch desperate assaults in order to breach the line. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Fortified Wall (base: Use model) | ||||||||
Fortified Wall | - | - | 13 | 13 | 13 | 4 | 6 | Use model |
FORTIFICATION Imperial bunkers are to be found across the length and breadth of the galaxy, often built to secure worlds brought to Compliance during the Great Crusade, or more recently in an attempt to hold at bay the inexorable advance of the Warmaster’s hosts. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Imperial Bunker (base: Use model) | ||||||||
Imperial Bunker | - | 3 | 14 | 14 | 14 | 4 | 12 | Use model |
FORTIFICATION Defence lines are barricades built from crenellated armoured sections that link together into a solid shield wall. Their simple design means that they can be built and deployed at great speed. | ||
Armour | Transport Capacity | |||||||
M | BS | Front | Side | Rear | HP | Base | ||
Defence Line (base: Use model) | ||||||||
Defence Line | - | - | - | - | - | - | - | Use model |
Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so.
Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.Some units make their way to battle via tunnelling, teleportation, flying, or some other extraordinary means which allows them to appear in the thick of the fighting.
A unit made up entirely of models with this special rule may perform a Deep Strike Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.
After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.Some units make use of their inherent speed, stealth or other capabilities to launch a surprise assault on the foe from an unexpected direction.
A unit made up entirely of models with this special rule may perform a Flanking Assault. Certain Faction or unit special rules may present other options for the deployment of units with the Outflank special rule.
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The shattered and useless shells of buildings and fortresses, strewn with the remains of those who once defended them.
Areas of terrain designated as Ruins confer a 5+ Cover Save on models within their bounds – this includes models on upper levels of Ruins that are within the Area Terrain. Ruins are always counted as Difficult Terrain.Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets. They are excellent for killing enemy troops in cover, as the payload simply flows over intervening obstacles to assail the foe behind.
Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour Facing is hit. A Template weapon never hits the model firing it.Blast weapons fire shells, missiles or packets of energy that explode on impact.
When firing a Blast weapon, models do not roll To Hit. Instead, pick one enemy model visible to the firer and place the Blast (3") marker with its hole entirely over the base of the target model, or its hull if the target is a Vehicle. The hole at the centre of the marker must be within the weapon’s Maximum Range. You cannot place the Blast marker so that the base or hull of any friendly model is even partially under it.This weapon fires ammunition that cheats an enemy of their shelter.
Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.Some weapons can inflict critical strikes against which no armour can protect.
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.These weapons are grafted to the same targeting system for greater accuracy.
When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.
When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.
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Range | Str | AP | ||
Heavy Bolter | 36" | 5 | 4 | Heavy 4 |
Skyfire weapons excel at shooting down enemy aircraft.
A model which has this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers and Skimmers, but it can only fire Snap Shots against other targets.Range | Str | AP | Type | |
Heavy Bolter | 36" | 5 | 4 | Heavy 4 |
Icarus Lascannon | 48" | 9 | 2 | Heavy 1, Skyfire |
Range | Str | AP | ||
Icarus Lascannon | 48" | 9 | 2 | Heavy 1, Skyfire |
Range | Str | AP | Type | |
Skyreaper battery | 48" | 7 | 4 | Heavy 5, Skyfire, Twin-linked |
Range | Str | AP | ||
Skyreaper battery | 48" | 7 | 4 | Heavy 5, Skyfire, Twin-linked |