Battlefield Terrain

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.

Books

BookKindEditionVersionLast update
  Age of Darkness Rulebook
  Age of Darkness RulebookRulebook21.2December 2023

Terrain Types

The Horus Heresy – Age of Darkness rules feature several main types of battlefield terrain: Open Terrain, Terrain Pieces and Area Terrain.

Open Terrain

Open Terrain covers everything from dusty plains to rolling hills. Models in Open Terrain are often said to be ‘out in the open’. No additional rules are needed for Open Terrain and, unless otherwise specified, special rules and abilities that affect terrain do not affect Open Terrain.

Terrain Pieces

Individual items of terrain, such as barricades, statues and buildings, are all examples of Terrain Pieces. These items of terrain serve to shelter troops on the field of battle by means of their own bulk and design.

When drawing line of sight to a model that is the target of a Shooting Attack, if it is at least 25% obscured by a Terrain Piece it is eligible for a Cover Save. By default, most terrain pieces are termed Battlefield debris and unless otherwise stated, a model in cover behind battlefield debris has a 6+ cover save. Terrain pieces that are mounted on a base count the area of their base as Difficult Terrain.

In addition, some Battlefield Debris has additional rules, which are either detailed as follows or can be found on its terrain profile. Some examples of additional types of Terrain Pieces are noted below:

Barricades, Walls and Defence Lines

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.

Buildings

The rules for Buildings are extensive, and are covered in more detail in their own rules section.

Imposing Statuary

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.

Area Terrain

A zone of closely packed terrain, be it dense jungle, tangled ruins or the rocky walls of craters and shell holes, is considered Area Terrain. Any Area Terrain on the battlefield must have a clearly delineated zone which it covers, whether defined by a base upon which the terrain is modelled or some other boundary agreed by and visible to all players.

Any model that is within the boundary of a zone of Area Terrain is eligible for a Cover Save. By default most Area Terrain confers a 6+ Cover Save, unless stated otherwise in the rules for a specific terrain type, either shown here or in other Age of Darkness publications. All zones of Area Terrain are also considered Difficult Terrain unless stated otherwise elsewhere.

In addition, some Area Terrain has additional rules, which are either detailed as follows or can be found on its terrain profile. Some examples of additional types of Area Terrain are noted below:

Ruins

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.

Craters

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.

Jungles and Woods

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 Networks

Some 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.

Difficult Terrain

Difficult Terrain slows down models wishing to move through it. This includes areas of rubble, woods, ruins, rocky outcrops, boggy ground, low walls, tanglewire, barricades, steep hills, streams and other shallow water, as well as Terrain Pieces and Area Terrain that specifies it counts as Difficult Terrain. Note that an area of Difficult Terrain does not grant a Cover Save unless it is also either a Terrain Piece or within a zone of Area Terrain.

Moving into Difficult Terrain

If a unit starts its move outside Difficult Terrain, but has a high enough Movement Characteristic to enter Difficult Terrain during the current Movement phase, the player must declare if they want their unit to try to enter it as part of their move. If the controlling player chooses not to enter any area of Difficult Terrain the unit moves as normal, but may not enter any area of Difficult Terrain. If the controlling player chooses for a unit to enter any area of Difficult Terrain, the unit applies a modifier of -2 to its movement during that Phase.

This modifier is applied to the unit’s Movement Characteristic before it begins its move and continues to apply as long as the unit remains in Difficult Terrain, or until the end of the current Movement phase if it leaves Difficult Terrain as part of its move. If the application of this modifier would leave the unit unable to reach an area of Difficult Terrain it is still applied, even if the controlling player alters the unit’s movement and no longer intends it to enter Difficult Terrain.

Moving within Difficult Terrain

If any models in a unit start their move in Difficult Terrain, they are affected by the terrain and reduce their Movement by -2" during that Movement phase.

Charging through Difficult Terrain

Models are slowed when charging through Difficult Terrain. If, when charging, one or more models have to move through Difficult Terrain in order to reach the enemy by the shortest possible route, the entire unit applies a modifier of -2 to its Charge Distance. This modifier is applied in addition to any other modifiers that might apply to the unit’s Charge Distance. If at least one model in the Charging unit moved through Difficult Terrain as part of its Charge Move, all of the unit’s models must attack at Initiative step 1, regardless of other Initiative modifiers, even if the Charging unit is not slowed by Difficult Terrain. Note that Charging models must engage as many enemies in the target unit as possible, even when charging through terrain.

Dangerous Terrain

Dangerous Terrain poses a very real risk to the lives of those fighting in and around it; ruins littered with unexploded munitions, rivers of boiling water or alien flora that hungers for flesh. Dangerous Terrain follows all the rules for Difficult Terrain. In addition, each model must make a Dangerous Terrain test as soon as it enters, leaves or moves within Dangerous Terrain.

Dangerous Terrain Tests

To take Dangerous Terrain tests, roll a D6. On a 1, that model suffers a Wound. No Armour Save, Cover Save or Damage Mitigation roll may be made against this Wound, but Invulnerable Saves may still be made.

A model is only required to make a maximum of one Dangerous Terrain test during a Phase. Any subsequent Dangerous Terrain tests it would be required to make during that Phase are assumed to have automatically been passed.

Impassable Terrain

Some terrain is simply so inhospitable, so dangerous that it cannot be traversed at all. Unless noted otherwise in their special rules, models cannot enter, cross, move into or move through Impassable Terrain – they must go around. The exceptions to this rule are typically units equipped with Jump Packs, or of the Skimmer or Flyer types which may move over, but not end their move, in Impassable Terrain.

Fortifications

Unlike 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 Fortifications

Claimed 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 Fortifications

An 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.

Buildings

The bloody battles of the 31st Millennium often envelop cities, towns, defence lines, army barracks, mining colonies, space ports, tribal outposts and countless other types of built-up structure.

Buildings of all types use aspects of the Transport Vehicle rules. The main difference between Buildings and actual Vehicles is that they cannot move, they can be controlled by either side and units from either side can Embark upon them.

Building Armour Values

All buildings have an Armour Value listed on their profile. If only a single Armour Value is listed, then it is used against all attacks, no matter which Facing is hit.

Building Size and Hull Points

In the same manner as a Transport Vehicle, Buildings have a Transport Capacity and a number of Hull Points. A Building’s or Fortification’s Hull Points and Transport Capacity will be listed on its profile. For those Buildings that are not bought as part of an army, the following table can be used to determine Hull Points and Transport Capacity based on size:

SizeHull PointsTransport Capacity
Small46
Medium612
Large820

Entering and Exiting Buildings

Models can enter or exit a Building through a doorway, or other opening that is listed on the Building’s profile as being an Access Point. Moving into, or out of, a Building works the same as Embarking or Disembarking from a Vehicle, including Emergency Disembarkations. Infantry equipped with Jump Packs or Jet Packs can Embark inside Fortifications that are Buildings.

All of the normal rules apply, so only one Infantry unit, plus any Independent Characters that have joined them, may occupy a Building at any one time. Models entering a Building are removed from the battlefield – in exactly the same manner as models Embarking upon a Transport Vehicle.

Repel the Enemy

Buildings are constructed to allow their garrisons easy access to exit and engage enemy siege teams before they can breach their walls. Models Disembarking from Access Points on a Building can Charge on the turn they do so, even on a turn the Building was destroyed.

Firing from Buildings

Weapons listed on a Fortification or Building’s profile are used to attack in the same manner as other ranged weapons. A side that has Claimed the Building or Fortification may attack with any weapons listed on its profile as long as the Building has at least one friendly unit Embarked within the Building or in base contact with it if it does not have a Transport Capacity. Weapons on Fortifications use the same Firing Arcs and mounts that Vehicle weapons do, as well as certain Fortification specific mounts, which have their own rules detailed below:

Fire Points (Arc, X)

A Fire Point is unique in that it is a mount that does not include any weapons, instead it allows models Embarked upon the Fortification to fire the weapons they are equipped with from the Building. A Fire Point will note both the arc into which it can fire as well as the number of embarked models that can fire from it. Embarked models firing from a Fire Point measure their range and line of sight from the openings on the model that denote the Fire Point and may fire any Ranged weapons they are equipped with as per the normal rules for Shooting. If not otherwise stated, two models may fire from a Fire Point.

Emplacement Mounted

An Emplacement Mounted weapon may fire into any arc, but may only be fired if at least one model from the unit that currently Claims the Fortification is either in base contact with the weapon or Embarked in the building upon which it is mounted. When being used to make attacks, the BS of the model is used rather than the BS of the Fortification.

Buildings and Force Organisation Charts

When using Force Organisation charts, Buildings selected as part of a player’s army (instead of as neutral Terrain Pieces) are classed as a Fortification choice as will be noted on their profiles. Some especially large Fortifications may instead be classed as Lords of War choices – these do not also use up a Fortification choice.

Massive & Multi-part Fortifications

Massive 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.

Attacking Buildings

When determining if a Building can be targeted by a Shooting Attack or Charged and fought in close combat, or affected by a special rule, treat the Building as a Vehicle unless it is specifically stated otherwise. When attacking a Building, roll To Hit and for armour penetration as if it were a Vehicle. In close combat, Buildings are hit automatically. For example, melta bombs can only be used to attack Vehicles in close combat – they can therefore also be used to attack Buildings in close combat. Similarly, a weapon with special rules that specifically affect Vehicles can also be used to attack Buildings. Note that this does not mean that a weapon or special rule which specifies that it can only be used against Buildings can also be used against Vehicles.

If a Building suffers a Glancing Hit or Penetrating Hit, that Building immediately loses a single Hull Point. To resolve the effects of Penetrating Hits inflicted on a Building, roll on the Building Damage table instead of the Vehicle Damage table. If the Building’s Hull Points are reduced to 0, it immediately suffers a Total Collapse result.

Battlements

The roof spaces of many Buildings are identified as battlements. Whilst all battlements are built on top of another Building, battlements are not themselves treated as Buildings. Battlements are treated as the upper levels of a Ruin and follow all the rules for Ruins as previously noted, with the following exceptions:

Battlements are treated as an Access Point for their Building, meaning a unit inside the Building can disembark onto the battlements, or vice versa. Note that Buildings without Transport Capacity that have battlements may still not be entered, although units can use their battlements.

Units equipped with Jump Packs or Jet Packs, Cavalry units and Skimmers do not need to take Dangerous Terrain tests for starting or ending their move on battlements.

If a Template or Blast weapon hits a unit on top of a battlement, that battlement’s Building also suffers a single Hit.

If a unit moves onto the battlements of an Unclaimed, non-destroyed 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 Claims it.

Building Damage Table

D6Result
1-3Building Shaken: The Building and any Embarked units or units on the Building’s battlements can only fire Snap Shots until the end of its next turn.
4Structural Tremor: The Building and any Embarked units or units on the Building’s battlements can only fire Snap Shots until the end of its next turn. If the Building is occupied, the occupying unit suffers an additional D6 Strength 6 AP- Hits with the Ignores Cover special rule.
5Weapon Destroyed: One of the Building’s weapons (chosen by the controlling player) is destroyed – including any combi- or built-in weapons. This can include Building upgrades that are weapons, such as Pintle Mounted weapons and missiles. Do not count single shot weapons that have already been used to attack. If a Building has no weapons left, treat this result as a Catastrophic Breach result instead.
6Catastrophic Breach: The Building and any Embarked units or units on the Building’s battlements may not make Shooting Attacks until the end of its next turn. No units may Embark or Disembark from the Building until the end of the controlling player’s next turn. If the Building is occupied, the occupying unit suffers an additional 2D6 Strength 6 AP- Hits with the Ignores Cover special rule.
7+Total Collapse: The Building is destroyed. All weapons and upgrades on the Building are destroyed. Each unit on the battlements suffers 2D6 Strength 6 AP- Hits with the Ignores Cover special rule and must then immediately make a 6" move in order to move off the battlements (this movement is not slowed by Difficult Terrain). Any models that cannot move off of the battlements are removed as casualties. If the Building is occupied, the occupying unit suffers 4D6 Strength 6 AP- Hits with the Ignores Cover special rule and must then immediately Disembark from the Building, performing an Emergency Disembarkation if necessary (survivors cannot Disembark to the battlements). Any models that cannot Disembark are removed as casualties. Assuming they were not destroyed, units that were on the battlements and those who have Disembarked must then take a Pinning test. The Building is then removed and replaced with an area of Ruins or a Crater roughly the same size, if possible.
High AP Weapons
Some weapons are so destructively powerful, they can inflict masses of damage in a single strike. If an AP 2 weapon scores a Penetrating Hit, add a +1 modifier to the roll on the Building Damage table. If an AP 1 weapon scores a Penetrating Hit, add a +2 modifier to the roll on the Building Damage table.
Wound Allocation and Occupying Units
If any Wounds are allocated to an occupying unit as a result of hits on the Building, these Wounds are allocated by the occupying unit’s controlling player.
Victory Conditions
Unless otherwise agreed by all players, do not include Fortifications for the purposes of awarding Victory points or determining when an opposing side is ‘wiped out’.
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.

  • Fortified Wall (Strongpoint) 55 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Fortified Wall (base: Use model)
Fortified Wall - - 13 13 13 4 6 Use model
Unit Composition
  • 1 Strongpoint
Wargear
  • Fire Point (Front, 4)
  • Fire Point (Front, 4)
Unit Type
Special Rules
  • Battlements
  • Multi-part Fortification (if additional Strongpoints are selected only)
Options
  • A Fortified Wall may include up to two additional Strongpoints for +55 points each.
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.

From Thranx to the Throneworld itself, towering Imperial bunkers bristling with heavy weapons make for a formidable obstacle to any assault.

  • Imperial Bunker 85 pts
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
Unit Composition
  • 1 Imperial Bunker
Wargear
  • Fire Point (One per hull arc, 2)
  • Hull Mounted (Front) Heavy Bolter
  • Hull Mounted (Left) Heavy Bolter
  • Hull Mounted (Right) Heavy Bolter
  • Hull Mounted (Rear) Heavy Bolter
Unit Type
Special Rules
  • Battlements
Options
  • An Imperial Bunker may take a single Emplacement Mounted Icarus Lascannon on its battlements for +25 points.
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.

Such defences are ideally suited for holding ground in enemy territory or to establish defensive perimeters until such time when larger, more permanent fortifications can be constructed.

  • Defence Line 35 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Defence Line (base: Use model)
Defence Line - - - - - - - Use model
Wargear
  • None
Unit Type
Special Rules
  • Blast-shield
  • Multi-part Fortification
Options
  • A Defence Line may take a single Emplacement Mounted Skyreaper battery for +25 points.
Line of Sight
Line of sight determines what a model can ‘see’. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with a melee attack, or shooting attack. Line of sight literally represents your warriors’ view of the enemy – they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy).

For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its body (the head, torso, arms or legs) to any part of the target’s body.

Sometimes, all that will be visible of a model is a weapon, banner, or other ornament they are carrying. In these cases, the model is not visible. Similarly, mechanical appendages such as cables, probes and ammo feeds are ignored, even though they may be part of a model’s body. These rules are intended to ensure that models don’t get penalised for having impressive banners, weaponry, and so on.

In many cases, what a model can ‘see’ will be obvious – if there’s a hill, building or mechanical construct in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way.

On those other occasions, where it’s not entirely obvious whether or not one unit can see another, the player will have to stoop over the battlefield and look from behind the model’s head for a ‘model’s eye view’. This means getting down to the level of your models and checking the battlefield from their perspective to ‘see what they can see’. You will find that you can spot lurking enemies through the windows of ruined buildings, catch a glimpse of a model’s legs under tree branches and see that high vantage points become very useful for the increased line of sight that they offer.
Cover Saves
Enemy models can often be protected by terrain, also known as being ‘in cover’. Where this is the case, the model will be entitled to a Cover Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, a Cover Saving Throw can still be taken.
Charging through Difficult Terrain
Models are slowed when charging through Difficult Terrain. If, when charging, one or more models have to move through Difficult Terrain in order to reach the enemy by the shortest possible route, the entire unit applies a modifier of -2 to its Charge Distance. This modifier is applied in addition to any other modifiers that might apply to the unit’s Charge Distance. If at least one model in the Charging unit moved through Difficult Terrain as part of its Charge Move, all of the unit’s models must attack at Initiative step 1, regardless of other Initiative modifiers, even if the Charging unit is not slowed by Difficult Terrain. Note that Charging models must engage as many enemies in the target unit as possible, even when charging through terrain.
Fearless

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.

However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled.
Pinned
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and that unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example, if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but enemy units do not receive the Initiative penalty for having Charged a unit through Difficult Terrain, even if the Pinned unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails and the Pinned unit makes neither a Charge or Surge move. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Fortifications
Fortifications are battlefield defences, and include everything from barricades to towering fortresses. They are typically Buildings and/or battlefield debris that your army has either constructed or captured just before the start of the battle.
Movement (M)
This Characteristic is a measure of a warrior’s ability to move across the battlefield. The higher the Characteristic, the further a model will be able to move in the Movement phase. Most Space Marines have a Movement of 7, but more bulky warriors, such as the Terminator elite of the Legiones Astartes, might move slower and some more fleet troops may move much further.
Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Modifiers
Certain pieces of Wargear or special rules can modify a model’s Characteristics positively or negatively by adding to it (+1, +2, etc), subtracting from it (-1, -2, etc) or even setting its value (1, 8, etc). A model’s Initiative cannot be modified below 1, and no other Characteristic can be modified below 0.
Dangerous Terrain Tests
To take Dangerous Terrain tests, roll a D6. On a 1, that model suffers a Wound. No Armour Save, Cover Save or Damage Mitigation roll may be made against this Wound, but Invulnerable Saves may still be made.

A model is only required to make a maximum of one Dangerous Terrain test during a Phase. Any subsequent Dangerous Terrain tests it would be required to make during that Phase are assumed to have automatically been passed.
Armour Saves
If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save.

To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number.
Damage Mitigation Rolls (Shooting)
Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a save of any kind, or was unable to make a save due to the AP value of an attack or the effect of another special rule. If a save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll.
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.
Embarking
A unit can Embark onto a Vehicle by moving each model to within 2" of its Access Points in the Movement phaseDangerous Terrain tests should be taken as normal. The whole unit must be able to Embark – if some models are out of range, the entire unit must stay outside. When the unit Embarks, remove it from the table and place it aside, making a note that the unit is being transported. If the players need to measure a range involving the Embarked unit (except for its shooting), this range is measured to or from the Vehicle’s hull.

If the Vehicle moved before its passengers got aboard, it cannot move further that turn (including pivoting on the spot). If the Vehicle did not move before its passengers got aboard, it can move as normal after they have Embarked. In either case, a Vehicle cannot Ram in a turn that a unit Embarks upon it.

Battlements
The roof spaces of many Buildings are identified as battlements. Whilst all battlements are built on top of another Building, battlements are not themselves treated as Buildings. Battlements are treated as the upper levels of a Ruin and follow all the rules for Ruins as previously noted, with the following exceptions:

Battlements are treated as an Access Point for their Building, meaning a unit inside the Building can disembark onto the battlements, or vice versa. Note that Buildings without Transport Capacity that have battlements may still not be entered, although units can use their battlements.

Units equipped with Jump Packs or Jet Packs, Cavalry units and Skimmers do not need to take Dangerous Terrain tests for starting or ending their move on battlements.

If a Template or Blast weapon hits a unit on top of a battlement, that battlement’s Building also suffers a single Hit.

If a unit moves onto the battlements of an Unclaimed, non-destroyed 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 Claims it.
Deep Strike

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.
Scout

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.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
Outflank

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.
Armour Value (AV)
The Armour Value, sometimes referred to simply as Armour, of a Vehicle represents how hard it is to damage. Vehicles have separate Armour Values to represent the protection on their Front (F), Sides (S) and Rear (R). Armour Values typically range from 10-14, depending on which Facing of the Vehicle is being attacked, with the lightest armour usually on the Rear.
Toughness (T)
This is a measure of a model’s ability to resist physical damage and pain. The tougher a model is, the better it can withstand an enemy’s blows. Models with a higher Characteristic are better able to withstand the rigours of the battlefield.
Vehicle Facing and Armour Values
Not all vehicles are equally armoured. Countless layers of adamantium and ceramite plates protect some tanks, while lighter vehicles rely more on their speed to avoid incoming fire.

As such, Vehicles have different Armour Values, representing the thickness of their armour. Armour Values for individual Vehicles often vary between its Front, Side and Rear Facings. Attacks are resolved against the Facing of the Vehicle that the attack comes from. To see what Facing an attack is coming from, draw two imaginary lines through the corners of the Vehicle (see diagram below). If a unit has firing models in two or more different Facings of a target Vehicle (some models in the Front and some in the Side, for example), attacks are resolved separately for each Facing. Each individual model may only direct its attacks at a Facing it can draw line of sight to and, in situations where a model can draw line of sight to more than one Facing, the controlling player may choose which Facing will be the target of any attacks.

This may require attacks targeting a Vehicle to be divided into separate pools, each resolved against the appropriate Facing and the Armour Value attached to that Facing. In any situation where a model is hit by a weapon or attack which fires Indirectly or does not otherwise require line of sight to its target, Hits are always resolved against the Side Armour Value. The direction a turret is facing has no bearing on what arc of a Vehicle you are firing at.

Transport Capacity
Each Transport Vehicle has a maximum passenger capacity that can never be exceeded. A Transport can carry a single Infantry unit and/or any number of Independent Characters with the Infantry or Primarch Unit Types, up to a total number of models equal to the Vehicle’s Transport Capacity. The entire unit must be Embarked on the Transport if any part of it is – a unit cannot be partially Embarked or be spread across multiple Transports.

Only Infantry models can Embark upon Transports unless specifically stated otherwise. Certain special rules, notably the Bulky (X) special rule, may modify the Transport Capacity required for a given model to Embark upon a Transport, and this will be specified in the model’s rules. Sometimes, there will be constraints on which types of models can Embark upon a particular Vehicle, and this will be specified in the unit’s entry. Whilst Embarked upon a Transport, units gain the Fearless special rule and cannot be made to Fall Back or become Pinned while Embarked upon the Transport.
Access Points
Each Vehicle capable of carrying passengers will have a number of Access Points defined in its entry. These are the doors, ramps and hatches that passengers use to get in and out of the Vehicle. Transports on flying bases also count the base as an Access Point.
Disembarking
A unit that begins its Movement phase Embarked upon a Vehicle can Disembark either before or after the Vehicle has moved (including pivoting on the spot) so long as the Vehicle has not moved more than half its Movement Characteristic.

If the Vehicle had not moved before the unit Disembarked, the Vehicle can then move normally. If the Vehicle had already moved before the unit Disembarked, the Vehicle cannot move further that turn (including pivoting on the spot). In addition, a Vehicle cannot Ram on a turn that a unit Disembarks from it.
Emergency Disembarkation
If any models cannot Disembark, because of enemies or because they would end up in Impassable Terrain, the unit can perform an Emergency Disembarkation. In this case, a model can be placed anywhere in contact with the Vehicle’s hull, though it must also be in contact with the battlefield and may not be placed on top of the Vehicle itself, and then can move as for a normal Disembarkation. The unit cannot then perform any voluntary actions for the rest of the turn. If even this Disembarkation is impossible, because it is impossible to place one or more models, then the unit can’t Disembark.

Weapon Mounts
Hull (Arc) Mounted – Hull (Arc) Mounted weapons will always specify a single Firing Arc and may only fire at targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some units may specify Side as an arc – this means both Left and Right arcs.

For example, a Legion Land Raider Proteus has a Hull (Front) Mounted Heavy Bolter – this weapon may only fire at targets in the Front Firing Arc.

Turret Mounted – Turret Mounted weapons may fire at targets in any Hull arc (Front, Side or Rear) without restriction.

Centreline Mounted – Centreline Mounted weapons may only fire at targets in the Centreline Firing Arc.

Sponson Mounted – Sponson Mounted weapons are usually mounted in pairs, one on each side of a Vehicle (the Vehicle’s profile will note if this is not the case) and fire into the appropriate Sponson Firing Arc (either left or right). If the target of a Vehicle’s Shooting Attack is within the Firing Arc for only one of a pair of Sponson weapons, then the out of arc weapon may be fired at another enemy unit of the controlling player’s choice. This Secondary Target must be in the weapon’s line of sight and Firing Arc, but may be from a different unit than the original target.

Pintle Mounted – Pintle Mounted weapons may fire at targets in any Firing Arc without restriction, but are always counted as Defensive weapons regardless of the weapon type or its statistics.
Range
If the weapon’s range contains a ‘-’, it is (unless otherwise stated) a Melee weapon, it may also state ‘Melee’ as its range. If it contains a number, or ‘Template’ or ‘Hellstorm’, it is a Ranged weapon. The number given here is the range measured in inches. If it has two numbers, the first is its Minimum Range and the second is its Maximum Range. If the weapon’s range is given as ‘Template’ or ‘Hellstorm’, then it uses a teardrop-shaped template (see Template Weapons).
Lords of War
Lords of War are among the most destructive weapons deployed during the wars of the Horus Heresy, outmatched only by the awe-inspiring firepower of an orbital bombardment. They include towering battle Titans, Super-heavy Vehicles and the largest and most imposing Fortifications.
Movement (M)
Vehicles have a Movement Characteristic just like other units and it represents the maximum possible speed for that Vehicle. Most Vehicles can choose to move less than their maximum speed in order to fire more weapons with greater accuracy.
Roll To Hit (Shooting)
To determine if the attacking model has hit its target, roll a D6 for each attack that is in range. Most models only get to make one attack – however, some weapons are capable of firing more than once, as will be explained in more detail later. The dice roll needed To Hit will depend on the Ballistic Skill (or BS) of the attacking model. The chart below shows the minimum D6 roll needed to score a Hit.

Firer’s BS12345
Roll needed To Hit65+4+3+2+

To Hit rolls are easy to remember if you subtract the Ballistic Skill of the attacking model from 7. For example, a model with BS 2 needs to roll a 5 or more (7-2=5).

Note that the minimum roll needed To Hit is always at least 2. When rolling To Hit, there is no such thing as an automatic Hit and a roll of a 1 always misses.
Resolving Damage
A Hit on a Vehicle can have a variety of results. Its armour could be completely pierced, yet result only in shocking the crew, or it could detonate the ammunition cases or fuel tanks.

Glancing Hits – If a Glancing Hit was scored, the Vehicle loses 1 Hull Point.

Penetrating Hits – If a Penetrating Hit was scored, the Vehicle not only loses 1 Hull Point, but also suffers additional damage.

After deducting any Hull Points, roll a D6 for each Penetrating Hit and look up the result using the Vehicle Damage table, applying any appropriate modifiers. All modifiers on the Vehicle Damage table are cumulative. If you inflict a Penetrating Hit, you must roll on the Vehicle Damage table even if the Vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance it might suffer an Explodes result on the Vehicle Damage table.
Ruins

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

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.

Template weapons have the Ignores Cover and Wall of Death special rules. Wounds inflicted by Template weapons are allocated following the normal rules.
Blast

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.

The large area affected by the blast means it is going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. Roll for the Blast marker to scatter and subtract the firer’s Ballistic Skill from the distance (if any) that it scatters, to a minimum of 0". Note that it is possible, and absolutely fine,for a shot to scatter beyond the weapon’s Maximum or Minimum Range and line of sight. This represents the chance of ricochets, the missile blasting through cover and other random events. In these cases, Hits are worked out as normal and can hit and Wound units out of range and line of sight (or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the battlefield’s edge, the shot is a complete miss and is discarded.

Once the final position of the Blast marker has been determined, take a good look at it from above – each unit suffers one Hit for each of the models included in that unit that is fully or partially beneath the Blast marker, even if those models are not within the firer’s line of sight.

Once the number of Hits inflicted on the unit has been worked out, roll To Wound and Save as normal. Note that, unlike other attacks, Wounds inflicted by an attack with the Blast special rule can be allocated to any models in the target unit, even if they are out of sight of any models from the attacking unit.
Snap Shots
Under specific circumstances, models must fire Snap Shots. The most common occurrences of Snap Shots are when models with Heavy weapons move and make Shooting Attacks in the same turn. If a model is forced to make Snap Shots rather than attack normally, then its Ballistic Skill is counted as being 1 for the purpose of those attacks, unless it has a Ballistic Skill of 0, in which case it may not shoot.

The Ballistic Skill of a model making a Snap Shot can only be modified by special rules that specifically state that they affect Snap Shots, along with any other restrictions. If a special rule doesn’t specifically state that it affects Snap Shots, then the Snap Shot is resolved at Ballistic Skill 1.

Some weapon types, such as Ordnance, or those that have certain special rules, such as Blast, cannot be used to make Snap Shots. In addition, any Shooting Attack that does not use Ballistic Skill cannot be made as a Snap Shot. These exceptions aside, Snap Shots are treated in the same manner as any other Shooting Attack made with a Ballistic Skill of 1.
Ignores Cover

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.
Victory Points
Most of the Horus Heresy – Age of Darkness missions published in this and other supplements use Victory points. Such games are referred to as ‘Victory Point games’. Victory points are acquired by securing Primary and Secondary Objectives, and the winner is the army with the most Victory points at the end of the game. If the winner has twice the number of Victory points as their opponent, it can be considered a crushing victory! If both armies have the same number of Victory points, the game is a tactical draw.
Fire Points (Arc, X)
A Fire Point is unique in that it is a mount that does not include any weapons, instead it allows models Embarked upon the Fortification to fire the weapons they are equipped with from the Building. A Fire Point will note both the arc into which it can fire as well as the number of embarked models that can fire from it. Embarked models firing from a Fire Point measure their range and line of sight from the openings on the model that denote the Fire Point and may fire any Ranged weapons they are equipped with as per the normal rules for Shooting. If not otherwise stated, two models may fire from a Fire Point.
Battlements
This Fortification has battlements.
Multi-part Fortification
If more than one Strongpoint is selected as part of this Fortification choice then all of the Strongpoints must be deployed using the rules for Multi-part Fortifications.
Rending (X)

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.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Twin-linked

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.
Heavy Weapons

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.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
Heavy Bolter

Range
Str
AP
Heavy Bolter
36"
5
4
Heavy 4

Skyfire

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.
Battlements
This Fortification has battlements.
Range
Str
AP
Type
Heavy Bolter
36"
5
4
Heavy 4
Icarus Lascannon
48"
9
2
Heavy 1, Skyfire
Emplacement Mounted
An Emplacement Mounted weapon may fire into any arc, but may only be fired if at least one model from the unit that currently Claims the Fortification is either in base contact with the weapon or Embarked in the building upon which it is mounted. When being used to make attacks, the BS of the model is used rather than the BS of the Fortification.
Icarus Lascannon

Range
Str
AP
Icarus Lascannon
48"
9
2
Heavy 1, Skyfire

Blast-shield
A Blast-shield is a Barricade and provides a 5+ Cover Save for models obscured by it. In addition, any Wounds inflicted by attacks with the Blast special rule targeting a model that claims a Cover Save due to a Blast-shield must be re-rolled.
Multi-part Fortification
All component parts of a Defence Line must be deployed using the rules for Multi-part Fortifications.
Range
Str
AP
Type
Skyreaper battery
48"
7
4
Heavy 5, Skyfire, Twin-linked
Skyreaper battery

Range
Str
AP
Skyreaper battery
48"
7
4
Heavy 5, Skyfire, Twin-linked

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