Battles in the Age of Darkness

Books

BookKindEditionVersionLast update
  Age of Darkness Rulebook
  Age of Darkness RulebookRulebook3

PREPARING FOR BATTLE

This section provides advice for engaging with the Age of Darkness hobby and examples for collecting armies in the Age of Darkness.

So far these rules have discussed the rules for using Models as part of a Battle, but not how those Models are assembled and a Battle is arranged or organised. This section will offer a structure which can guide Players in assembling their miniature collections and in arranging fun and balanced Battles to pit their collections against each other.

COLLECTING AN ARMY
The Horus Heresy provides endless opportunities for collecting, building, painting and gaming. Perhaps you’re inspired to collect vast armies and fight out the epic Battles described in the background. Maybe you find yourself drawn to the idea of painting beautiful display figures and building scenic snapshots of apocalyptic war zones within which to display them. Maybe it’s all about collecting and assembling the most amazing war machines you can conceive of, creating and painting incredible Battlefields, the innards of void ships, or finding a good excuse to spend an afternoon with like-minded friends, painting or gaming together. In truth, there is no right or wrong way to go about engaging with the hobby - it’s best to find what you most enjoy and go for it. From playing in your local club or Warhammer store, or attending competitive and narrative events to world-class painting competitions, there arc endless possibilities to have fun.

Modes of Play

On this page, you’ll find an array of different Rules and guidelines to suit all hobbyists, from collectors who play occasional games, enthusiastic newcomers playing games with unknown opponents, groups of hobbyists who regularly meet up with their friends, to veteran gamers who have spent years honing their forces for competitive matches.

The Core Rules are everybody’s starting point but, as everyone enjoys the Warhammer hobby in different ways, this section of the book introduces a variety of ways to approach your games, as well as the various themes and narrative campaigns that are presented in other Horus Heresy publications. Each offers an alternative experience, but it’s important to note that elements of each can be mixed and matched to create whatever kind of gaming experience you want - they are a toolbox, providing inspiration and options to get the Dice rolling and allow you to play with your collection of Citadel and Forge World miniatures on the tabletop.

You will also find a guide to building Battlefields, the Rules for creating your Army, and the Core Mission Packs which make up the standard mode of play. So, whether you are looking to wage war in one of the myriad deadly environments of the galaxy, play a team game, or fight Battles as part of an escalating narrative campaign, there are numerous ways of playing to enable you to do so.

A galaxy of war awaits you!

Designer’s Note: The Changing Face of War
Veteran Players may note a few key differences from older iterations of the venerable Force Organisation concept. These are worth noting to avoid confusion, the key differences are:
  • No Compulsory Slots – You are no longer forced to select certain Units in a Detachment, but may instead only select those you want - as long as each Detachment includes at least one Unit.
  • No Vehicle Squadrons or Dreadnought Talons – Each Dreadnought or Vehicle Unit now consists of only a single Model, but it is now easier to tailor your list to include more Armour or War-engine Slots.
  • No Dedicated Transports – Now Transports have their own Battlefield Role and are not limited on which Units they can transport.
  • Retinue Units – These are now a separate Unit rather than being part of the commander’s choice.
  • Variable Detachments – The number of Detachments available is now determined by Command and High Command Choices.
  • Prime Slots – These offer benefits for filling certain Slots and encourage more balanced Army building.

Overall, the changes are intended to make it easier to build Armies the way a Player wants and to add a certain level of‘game’ to the process of Army building. Selecting an Army should be a core part of the hobby, something built of hard choices and meaningful options, but not forcing Players to use one build or feel like they have done it wrong. Hopefully, we’ve made these things more true this edition.

Armies In The Age Of Darkness

This section details how to select a balanced Army for use in the various Horus Heresy: Age of Darkness Mission Packs. Note that to use this section you will need one or more of the Liber books which contain Army lists and Faction Rules.

The great Battles of the Horus Heresy were not fought between disorganised mobs of warriors, but between the marshalled strength of the Space Marine Legions, the Imperial Army and other forces loyal either to the Emperor or his treacherous son, Horus. Likewise, the collection of Forge World and Citadel miniatures you use to resolve Battles of the Horus Heresy - Age of Darkness will need to be organised into cohesive forces in order to properly represent the engagements of this devastating conflict. These forces are called Armies. In a game of the Horus Heresy - Age of Darkness, each Player will control a single Army. Each Army is selected by the Player that controls it to suit both their tactical and aesthetic preferences. While Players can choose to simply make use of whichever Models in their collection they feel are appropriate, most Missions require that each Player taking part in a Battle control an Army selected using the Crusade Army Selection Rules. The Crusade Army Selection Rules require all Armies be selected in a fixed manner and to a maximum Points Value dictated by the Mission in use, ensuring that Battles offer a fair challenge to all Players involved. The Crusade Army Selection Rules require the use of one or more Army Lists - these can be found in the various Liber books and at least one of these books will be required to use these Rules.

Crusade Army Selection Rules

When selecting an Army using the Crusade Army Selection Rules, the following process must be followed by all Players. Each Step should be completed in order before moving on to the next.
  1. Set Points Limit.
  2. Select Mission.
  3. Select Allegiance, Army List and Faction for Primary Detachment.
  4. Fill Force Organisation Slots in the Primary Detachment.
  5. Select and Fill Additional Detachments.
  6. Complete Army Roster.

These Rules assume that Players select an Army for a specific Battle, doing so as part of an event where they plan to resolve that Battle. However, some Players may prefer to select an Army with no specific event or opponent in mind, and have that Army and roster ready for play once an event is arranged. In such cases simply omit Step 2 from the process, it is further advised that when selecting ‘general use’ Armies, that a Points Limit of 3,000 Points be used as this will be applicable to most missions.

In all cases, Army Lists and the details of the choices made in their selection are not secret and should be made available to other Players once the Battle has begun. However, unless all Players involved agree, all Armies should be fully selected and play started before the Players exchange Army lists. No Player should gain advantage by reviewing their opponent’s Army List before selecting their own Army.

1. Set Points Limit

Once the Players have arranged a Battle, they must set a Points Limit which will apply to all Armies involved in the Battle. The default Points Limit for Battles in the Age of Darkness is 3,000 Points, but Players may select any Points Limit that is agreeable to all Players. Note that Points Limits of less than 2,000 or more than 4,000 fall outside the intended scope of play of the Core Rules and may prove unbalanced. The total Points Value of all Units and options selected in an Army may not exceed the Points Limit.

2. Select Mission

Once a Points Limit has been set, the Players must select or randomly determine a Mission to be used for the Battle. The Core Mission Pack is considered ideal for most games, but a number of other Mission Packs are presented in the various Age of Darkness publications and any may be selected. Each Mission Pack will have a means of randomly determining a Mission to be played, or Players may simply roll off to determine which of them will select a MisSion to be used. Once determined, the Mission selected must be declared to all Players.

3. Select Allegiance, Army List and Faction for Primary Detachment

Once a Points Limit has been set and Mission decided, each Player must declare several key attributes for the Primary Detachment of the Army they will select. These should be done in the following order:

Allegiance – Each Player must declare an Allegiance for their Army, which will affect the Primary Detachment and all other Detachments in the Army. The Allegiance chosen must be either Traitor or Loyalist and ideally each Player should declare a different Allegiance, so that each Battle includes at least one Player of each Allegiance.

When selecting Units for Detachments in later steps, these Units must have the same Allegiance Trait (Loyalist or Traitor) as the Allegiance declared in this Step. If a Model or Unit selected as part of a Detachment does not have an Allegiance Trait (Loyalist or Traitor) or has a placeholder Trait such as Allegiance’, then once selected it gains the Allegiance Trait declared for the Army in this Step.

Various Rules will make Units, Army Lists and options available to Armies based on the Allegiance chosen for them. These Rules will detail which options arc available or unavailable to Armies of specific Allegiances.

Army List – Once Allegiance has been declared for the Army as a whole, an Army List must be selected for the Army’s Primary Detachment. All Units selected for the Primary Detachment and any Apex, Auxiliary or Warlord Detachments must be selected from this Army List. However, Units selected for Allied Detachments or Lord of War Detachments may be selected from other Army Lists (the Rules for these Detachments will determine which Army Lists may be used).

Faction – An Army’s Faction is determined by the Army List selected for the Primary' Detachment. For example, an Army whose Primary Detachment is selected from the Legiones Astartes Army List and uses the Blood Angels Legion Rules would have the Faction Blood Angels, while an Army whose Primary Detachment is selected from the Mechanicum Army list would have the Faction Mechanicum. An Army’s Faction will determine whether certain Units can be included as part of it and may be referenced by other Rules. As with Allegiance, Faction is often represented by a Trait, however simply being selected in a Detachment that has a certain Faction does not grant that Trait, it must either be on that Unit’s profile or granted by another Special Rule.

4. Fill Force Organisation Slots in the Primary Detachment

Once Allegiance, Faction and Army List arc decided, Units must be selected to fill Force Organisation Slots in the Crusade Primary Detachment Force Organisation Chart, using the Rules for Selecting Units found on page 282. When selecting Units for a Primary Detachment, the Player is required to fill only one Force Organisation Slot of their choice (all Detachments must include a minimum of one Unit), and if they wish may choose not to select any other Units in that Detachment. However, the selection of Units as part of the Primary Detachment will heavily affect which other Detachments will be available in the Army and should be carefully considered.

5. Select and Fill Additional Detachments

The Units selected as part of the Primary Detachment may allow the Player to select additional Auxiliary or Apex Detachments. Furthermore, any Army may include one or more Allied Detachments as well as a single Lord of War Detachment and/or a Warlord Detachment regardless of which Units are included in the Primary Detachment.

These Detachments are filled in the same manner as a Primary Detachment, using the Rules found on page 287. Some Auxiliary or Apex Detachments may have requirements that must be met before they can be selected, or grant bonuses if selected. In all cases, such requirements or bonuses will be listed in the Rules for that Detachment.

6. Complete Army Roster

The Player should continue selecting and filling additional Detachments until either they cannot select further Detachments or they have used up all of the Points allowed by the Points Limit set. Note that an Army selected using the Crusade Army Selection must adhere to the following Rules:
  • The total Points Value of all Units included in the Army must be equal to or less than the Points Limit set in Step 1.
  • Each Detachment in the Army must include at least one Unit.

Once complete, all Units and the options selected for that Unit must be listed on an Army Roster.

Detachment Types

The following Rules detail the various types of Detachment available in a Horus Heresy Army and how they are used when selecting an Army.

Primary Detachments

All Armies must include one, and no more than one, Primary Detachment.

Every Army must include a single Primary Detachment - and may never include more than one. Each High Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Apex or Auxiliary Detachment to be added to the Army. Likewise, each Command Force Organisation Slot filled in the Primary Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Apex and Auxiliary Detachments added to the Army in this manner are linked to the Primary Detachment and must use the same Army List to select any Units that are selected to fill Force Organisation Slots in those Detachments. Players may choose not to add additional Detachments when eligible to do so.

Adding Detachments To An Army

All Armies start with only a Primary Detachment. In order to add Auxiliary and Apex Detachments to an Army, the Player must select Command and High Command Choices as part of the Primary Detachment. Each High Command Choice allows one Apex or Auxiliary Detachment to be added to the Army, while each Command Choice allows one Auxiliary Detachment to be added to the Army.

Auxiliary Detachments

An Army can include any number of Auxiliary Detachments, depending on the number and type of Command Choices selected.

An Army may include any number of Auxiliary Detachments. The number available in any Army is determined by the number of Command Force Organisation Slots that have been filled, with each such Slot filled allowing a single Auxiliary Detachment to be taken. A Player may also choose to include an Auxiliary Detachment for one or more of the High Command Force Organisation Slots available to them, gaining one Auxiliary Detachment for each High Command Slot selected, but any High Command Slots selected in this manner no longer grant the Player an Apex Detachment. All Auxiliary Detachments are linked to other Detachments, usually either Primary or Allied Detachments, which determines which Army List and Faction must be used by the Auxiliary Detachment.

Apex Detachments

An Army can include any number of Apex Detachments, depending on the number and type of High Command Choices selected.

An Army may include any number of Apex Detachments. The number available in any Army is determined by the number of High Command Force Organisation Slots that have been filled, with each such Slot filled allowing a single Apex Detachment to be taken. Any High Command Force Organisation Slots that were optionally used to include an additional Auxiliary Detachment in the Army do not also allow an Apex Detachment to be included - for each High Command Slot the Controlling Player may include one Apex Detachment or one Auxiliary Detachment, not both. All Apex Detachments are linked to other Detachments, usually Primary Detachments, which determines which Army List and Faction must be used by the Apex Detachment. Each High Command Force Organisation Slot filled in an Apex Detachment allows the Controlling Player to select an additional Apex Detachment or Auxiliary Detachment to be linked to the Primary Detachment. Furthermore, each Command Force Organisation Slot filled in an Apex Detachment allows the Controlling Player to select an additional Auxiliary Detachment to be linked to the Primary Detachment.

Allied Detachments

Armies do not have to include an Allied Detachment and can include more than one, but no more than 50% of the Points Limit may be spent on allied Units and all Allied Detachments must be a different Faction than the Primary Detachment.

An Army does not have to include an Allied Detachment, but may include any number of Allied Detachments the Controlling Player chooses - as long as the total Points Value of all Units selected in all Allied Detachments combined is no more than 50% (rounded up to the nearest whole number) of the Points Limit set for a Battle. All Units selected to fill Force Organisation Slots in an Allied Detachment must be selected from a different Faction than that used for the Primary Detachment. If more than one Allied Detachment is included in an Army, then all Allied Detachments in the Army must be of a different Faction than the Primary Detachment, but may be the same as other Allied Detachments.

Each Command Force Organisation Slot filled in an Allied Detachment allows the Controlling Player to select one Auxiliary Detachment to be added to the Army. If multiple Command Force Organisation Slots are filled, then multiple Auxiliary Detachments may be added to the Army - these may be multiple instances of the same Auxiliary Detachment or different Auxiliary Detachments as the Player desires. Auxiliary Detachments added to the Army when selecting Command Choices for an Allied Detachment remain separate Detachments, but are linked to that Allied Detachment that allowed their selection and must use the same Army List to select any Units that are selected to fill Force Organisation Slots. Players may choose not to add additional Detachments when eligible to do so.

Lord of War Detachments

An Army may include one Lord of War Detachment, it may be of any Faction.

An Army does not have to include a Lord of War Detachment and may not include more than one such Detachment. Units selected to fill Force Organisation Slots in a Lord of War Detachment may be selected from any Army List or Faction, but all Units in the Detachment must be selected from the same Army List or Faction. The total Points Value of all Units selected as part of a Lord of War Detachment and any Units selected in other Detachments that have the Warlord Battlefield Role must be no more than 25% (rounded up to the nearest whole number) of the Points Limit set for a Battle.

Warlord Detachments

An Army may include one Warlord Detachment, it must be of the same Faction as the Primary Detachment.

An Army does not have to include a Warlord Detachment and may not include more than one such Detachment. Units selected to fill Slots in a Warlord Detachment must be selected from the same Army List and Faction as that used for the Primary Detachment. A Warlord Detachment may only be selected for an Army if the Points Limit set for that Army is 3,000 Points or more. The total Points Value of all Units selected with the Warlord Battlefield Role and any Units selected in other Detachments that have the Lord of War Battlefield Role must be no more than 25% (rounded up to the nearest whole number) of the Points Limit set for a Battle. A Warlord Detachment must always include at least one Model with the Paragon Type.

Warlords and Lords of War

Warlord and Lord of War Units are among some of the most powerful Units a Player can bring to the Battlefield, as such there are certain limits placed on them to keep Battles fun and engaging for all Players. In this case, the total Points Value of all Units with the Warlord or Lord of War Battlefield Role in an Army combined cannot exceed 25% of the Points Limit set for the Battle. Note this limit applies to the total Points Value of all such Units, it is not a separate allowance for Lord of War and one for Warlords, it is a single allowance of 25% for both types of Unit.

For example, an Anny with a Points Limit of 3,000 Points could spend up to a total of750 Points on Units with the Warlord and/or Lord of War Battlefield Roles. This Army could include a Warlord Unit worth 400 Points and a Lord of War Unit worth 300 Points (a total of700 Points, less than 25% of the Army Limit of3,000), hut could not include a Warlord Unit worth 500 Points and a Lord of War Unit also worth 500 Points (this would be a total of1,000 Points, which is more than 25% of the Army Limit of 3,000).

Further note that an Army with a Points Limit of less than 3,000 points may not include any Units with the Warlord Battlefield Role, regardless of the points cost of that Unit. Armies with a Points Limit of less than 3,000 points may include Units with the Lord of War Battlefield Role, but such Units must have a combined points cost that is less than 25% of the Army’s Points Limit.

Selecting Units for Detachments

When selecting Units to fill Detachments, Players must follow certain Rules and conditions. These basic Rules apply to all types of Detachments when using the Crusade Army Selection process. Certain types of Detachment may have additional Rules and restrictions - those will be presented separately. Each Detachment is composed of a number of Force Organisation Slots, and each Force Organisation Slot may be filled by a Unit from the Army List selected for the Primary Detachment. The Battlefield Role of the Unit selected must match that of the Force Organisation Slot.

Pictured here is the Crusade Primary Detachment:
CRUSADE
PRIMARY DETACHMENT

This is composed of one High Command Slot, three Command Slots, four Troops Slots and four Transport Slots. A Player selecting Units to fill this Detachment may choose to fill any or none of the Slots as they choose, but may only select Units matching the Slots available. For example, a Player selecting Units for a Crusade Primary Detachment cannot select Units whose profile lists them as Armour, as there are no Force Organisation Slots with the Armour Battlefield Role in this Detachment. However, that Player could select between one and four Units whose profile lists them as Troops Choices - the Unit selected would not need to be the same Unit, or have the same options, but must be a Troops Unit.

Each Unit selected as part of a Detachment will fill a Force Organisation Slot - that Force Organisation Slot is then full and no more Units may be selected using it. In addition to filling up Force Organisation Slots in a Detachment, each Unit selected will also use up Points from the Army’s Points Limit. Each Unit Profile will list a basic Points Value for the Unit, as well as a number of options which may be selected at a further cost in Points. Once Army selection is completed, the total Points Value of all selected Units must be equal to or lower than the Points Limit for that Battle. While it is not required, Players may find it beneficial to keep a running total of the Points Value of selected Units while selecting an Army in order to avoid spending too many Points.

Once each Force Organisation Slot in a Detachment has had a Unit selected to fill it, or the Army’s Points Limit is reached, no further Units may be selected for that Detachment. A Player may also choose to simply leave some Force Organisation Slots empty, either to save Points or because they do not wish to fill them. Once a Player has finished selecting Units for a Detachment, they may, if they have not yet reached the Points Limit for the Army, select another Detachment to fill - if the Army includes any other Detachments. If the Army includes no other Detachments, all Force Organisation Slots in all available Detachments have been filled or the Army’s Points Limit has been reached then no further Units may be selected and the Army Selection process is complete.

Prime Slots

Some Force Organisation Slots in a Detachment may be marked by:

The Force Organisation Slots marked in this fashion arc ‘Prime’ Slots. Prime Slots retain the Battlefield Role indicated, but if selected and filled with a Unit they offer an additional benefit. For each Prime Slot filled in a Detachment, the Controlling Player may select one Prime Advantage from the options shown below (future publications may add additional options for some Armies). Some Prime Advantages add benefits to the Detachment that includes the Prime Slot, while others add benefits to the Unit selected to fill the Prime Slot. In all cases, the Prime Advantage will state what benefits it provides and where they are applied. If the Unit chosen to fill the Prime Slot includes any Models with the Unique Sub-Type, then the only Prime Advantage that may be selected is Logistical Benefit.

Core Prime Traits
  • Master Sergeant – One Model in the Unit selected to fill the Prime Slot that has the Sergeant Sub-Type gains +1 to its Attacks, Weapon Skill and Leadership Characteristics and the Champion Sub-Type (if it already has the Champion Sub-Type it instead increases its Leadership by an additional +1). This Advantage may only be selected once per Detachment.
  • Combat Veterans – All Models in the Unit selected to fill the Prime Slot gain a bonus of +1 to their Leadership, Cool, Intelligence and Willpower Characteristics to a maximum of 10 (this includes only Models selected as part of the Unit, not Models that later join the Unit either before or during a Battle).
  • Paragon of Battle – One Model in the Unit selected to fill the Prime Slot that has the Command Sub-Type gains a bonus of+1 to its Attacks, Weapon Skill and Ballistic Skill Characteristics.
  • Special Assignment – This Prime Advantage may only be selected for a Command Slot. A Command Slot for which this Prime Advantage is selected may be filled by a High Command Unit, but remains a Command Slot. Moreover, no additional Detachments of any kind may be selected due to this Slot regardless of their Battlefield Role or any Special Rules that the Unit selected to fill the Slot may have.
  • Logistical Benefit – Add one additional Force Organisation Slot to the Detachment that includes the Prime Slot, this Slot may be of any Battlefield Role other than High Command, Command, Warlord or Lord of War. This Advantage may only be selected once per Detachment.

Designer’s Note:
More veteran readers may note that Prime Slots are similar in appearance to what was once called ‘Compulsory Choices’. Despite that similarity the two have little in common - this edition of the Horus Heresy game does not feature any form of Compulsory Choices that force Players to take certain Units. Instead, Prime Slots offer bonuses to those Players that choose to fill them and select more ‘standard’ forces.

The Crusade Force Organisation Chart

The Crusade Force Organisation Chart lists all of the potential Core Detachments that may be taken in an Army - though depending on a Player’s choice not all of these Detachments will be available. Future publications may add more Detachments to those potentially available, these are not considered Core Detachments and may be limited to Armies of a certain Faction or other limitations. In all cases, where new Detachments are added then the Rules for how they may be included in an Army will be presented alongside them.

See full
Crusade Force Organisation Chart diagram
.

The Crusade Force Organisation Chart

CRUSADE
PRIMARY DETACHMENT

ADDITIONAL DETACHMENTS
WARLORD DETACHMENT
  • Must be the same Faction as the Primary Detachment.
  • May only be selected in a 3,000 Point+ Army.
LORD OF WAR DETACHMENT
  • May be of any Faction.
  • The total Points Value of this Detachment may not exceed 25% of Army total.
ALLIED DETACHMENT
  • Must be a different Faction than Primary.
  • May include Auxiliary Detachments.

AUXILIARY DETACHMENTS
ARMOURED FIST
HEAVY SUPPORT
COMBAT PIONEER
TACTICAL SUPPORT
SHOCK ASSAULT
ARMOURED SUPPORT
FIRST STRIKE

APEX DETACHMENTS
COMBAT RETINUE
OFFICER CADRE
ARMY VANGUARD

As shown, an Army selected using the Crusade Force Organisation Chart must include a Primary Detachment and may always include any number of Allied Detachments and up to one Lord of War Detachment. It may also include any number of Auxiliary Detachments or Apex Detachments - the number of Auxiliary or Apex Detachments available to a given Army is determined by the number of Command and High Command Force Organisation Slots filled in any Detachment in the Army.

Battlefield Roles

The Crusade Army Selection process uses the following Battlefield Roles:

WARLORD – The eighteen Primarchs and a few other powerful warlords. No Army may spend more than 25% of its Points Limit on Units with either the Warlord or Lord of War Battlefield Role.
HIGH COMMAND – The highest ranked officers of an Army.
COMMAND – The line officers of an Army.
RETINUE – Warriors whose task is to guard the Army’s officers.
ELITES – The most deadly of warriors available to an Army.
WAR-ENGINE – The Dreadnoughts of the Legiones Astartes and other similar war engines.
TROOPS – The line troops that hold ground and allow generals to claim victory.
SUPPORT – Support troops that aid other warriors in the completion of their duties.
LORD OF WAR – The largest and most powerful Units available to any Army. No Army may spend more than 25% of its Points Limit on Units with either the Lord of War or Warlord Battlefield Role.
TRANSPORT – Units dedicated to ferrying more vulnerable Units across the Battlefield.
HEAVY ASSAULT – Heavy assault Units used to break the enemy lines.
HEAVY TRANSPORT – The heaviest and most well-protected transports available to an Army.
ARMOUR – Armoured vehicles capable of carrying the most powerful Weapons onto the field.
RECON – Light infantry and cavalry intended to harass, pursue and track the foe.
FAST ATTACK – Fast Units capable of striking the enemy and withdrawing at speed.

The different types of Detachment available in the Crusade Force Organisation Chart all have a number of Rules that apply only to that type of Detachment. Understanding these Rules and the role each Detachment Type plays when selecting an Army is crucial to assembling a force that is both powerful and flexible on the Battlefield.

BATTLES IN THE AGE OF DARKNESS

This section includes the Core Mission Pack for Players to use.

This section will guide you through the process of selecting, preparing for and playing an Age of Darkness Mission - a specific format of Battle intended to replicate the savage battles of the Horus Heresy. These missions are for Battles with two Players, using Armies of 3,000 points in size selected using the Crusade Force Organisation chart presented on page 284. The Missions presented here are organised into a ‘pack’, a small group of Missions that follow a similar theme, usually presenting between 2-4 Missions. A Mission Pack is intended to provide some variety within a specific theme, allowing Players to select a type of challenge but retaining some uncertainty as to the specific goal of the Mission they will end up playing.

The Missions presented in this Mission Pack are the standard format for Horus Heresy - Age of Darkness Battles, and are perfect for use as one-off Battles as well as part of a longer campaign. Other publications will present both additional Mission Packs (following this same format), as well as variant styles of play that incorporate additional Rules. Players may also choose to modify these missions to accommodate more Players, larger Armies or other conditions of their choice, but if any modifications are made, they should be agreed by all Players involved before beginning.

When arranging to play an Age of Darkness Battle, Players should first decide on which Mission Pack they will use (where more than one is available). Each Mission Pack will detail how to select an individual Mission and how to set up and resolve the Battle.

In this rulebook, the Core Missions are presented as a baseline play experience. These Missions arc focussed on capturing and controlling objectives. They will suit balanced Armies and can be considered the standard mode of play, with opportunities to leverage both the sheer power of elite Units as well as the tactical value of support Units.

Core Mission Pack

The Core Missions focus on capturing and controlling objectives and provide a well-balanced gaming experience for any Army.

The Core Missions are intended to be used as the standard Play experience. These missions are balanced for both competitive and casual play alike, and allow Players to make full use of the tactical options presented in the Warhammer: The Horus Heresy Rules.

How To Use Core Missions

The following Rules will allow Players to make use of the Core Missions when playing Battles, from selecting Armies through to resolving the end result of the Mission.

Battles using the Core Missions

Regardless of whether using the Core Missions for standalone Battles or as part of a campaign, all Players must follow these Steps in order to resolve a Core Mission. Each of these Steps should be completed in the sequence they are presented in, with each Step being fully completed before moving on to the next.

Core Mission Sequence
  1. Select Core Mission.
  2. Select Armies.
  3. Prepare the Battlefield.
  4. Deploy Objectives.
  5. Select Deployment Map.
  6. Declare Mission Reserves.
  7. Deploy Armies.
  8. Play Core Mission.
  9. Decide Victor.

1. Select Core Mission

The first Step in resolving a Core Mission is to select a Mission for the Battle. The Players may either select one of the Core Missions that both Players agree on or roll a single Dice on the table below to decide which Core Mission will be played.

CORE MISSIONS TABLE
DICERESULT
1-2The Heart of Battle
3-4The Crucible of War
5-6Take and Hold

2. Select Armies

The second Step in resolving a Core Mission is for all Players to create an Army Roster, a list of all Models, Units and options to be included in their Army. All Armies for use in a Core Mission must use a Points Limit of 3,000 Points selected using the Rules provided on page 282. Once Army Rosters have been completed by all Players taking part in the Battle, those Army Rosters are then available for any Player to review, excepting only any options where a Special Rule specifically requires a choice to be kept secret from another Player. A Player may not choose to amend their own Army Roster after having reviewed that of any of their opponents.

3. Prepare the Battlefield

At the start of Step 3, the Players must set up an area to be used as the Battlefield. This should be a flat area 4’ x 6’ in size. Players may also require additional space to place accessories, Dice, Reserves and any Models removed from play. Once an area for the Battlefield has been set aside, the Players must place Terrain on the Battlefield.

Before placing Terrain, the Players must decide what Terrain will be available to be placed for this Battle. When playing a Core Mission, the following is suggested as an appropriate amount of Terrain for use, though Players may instead choose to use an amount of Terrain appropriate to their collection and preference:

Area Terrain – Two large zones of Area Terrain of up to an approximate footprint of 10" x 10" and four smaller zones of specific Area Terrain with a footprint of approximately 6" x 6". In all cases Players should decide whether each individual zone of Area Terrain is Light, Medium or Heavy before moving to the next step.

ROLL-OFFS
A roll-off is a simple method to decide which Player gets to pick an option. To conduct a roll-off, both Players roll a single Dice and the Player whose Dice has the higher result wins. If the Dice show the same result, then re-roll them until one Player has a higher result than the other.

Terrain Features – Six Terrain Features, none that occupies an area larger than 4" x 4". These may be either Impassable Terrain that blocks Line of Sight, or Buildings of a small or medium size that begin the Battle controlled by neither Player. If desired, Buildings may be replaced with Medium or Heavy Area Terrain of the same footprint, representing ruins.

Once Terrain has been assembled, the Players should roll off. The Player that wins the roll-off then chooses a piece of Terrain and places it anywhere on the Battlefield, after which the Opposing Player chooses a piece of undeployed Terrain and places it anywhere on the Battlefield. The Players continue to alternate placing Terrain until all available Terrain has been placed onto the Battlefield.

When placing Terrain onto the Battlefield, no piece of Terrain may be placed so that it overlaps with the Base or footprint of another piece, nor in any position that would cause any part of the Terrain piece to be outside the boundary of the Battlefield. If there are pieces of Terrain that cannot be placed due to these restrictions, then those pieces of Terrain must be discarded and are not used as part of the Battle - if possible, the Player attempting to place that piece of Terrain may choose a different Terrain piece to place.

4. Deploy Objectives

In the fourth Step the Players must set up all Objectives required for the Mission that was selected in Step 1. Each Mission will give specific Rules for how Objectives must be set up.

5. Select Deployment Map

At the start of Step 5, a Deployment Map must be selected, this will dictate which Deployment Zones are to be used in Step 7. The Players may either select one of the core Deployment Maps that both Players agree on, or roll a single Dice on the table below to decide which core Deployment Map will be used.

CORE DEPLOYMENT MAPS
DICERESULT
1Search and Destroy
2-3Hammer and Anvil
4-6Dawn of War

1. Search and Destroy

If Players are using the Search and Destroy Deployment Map, then the Deployment Zones illustrated on the Search and Destroy Deployment Map are used.


2. Hammer and Anvil

If Players are using the Hammer and Anvil Deployment Map, then the Deployment Zones illustrated on the Hammer and Anvil Deployment Map are used.


3. Dawn of War

If Players are using the Dawn of War Deployment Map, then the Deployment Zones illustrated on the Dawn of War Deployment Map are used.

Once the Deployment Map Type has been determined, the Players must allocate one specific Deployment Zone to each Player. All of the Core Deployment Maps list a Deployment Zone A and a Deployment Zone B - both Players must roll a single Dice, with the Player that rolls the highest using Deployment Zone A and the Player that rolls lowest using Deployment Zone B. If the result of the roll is a tie, then the Players must roll again until one Player rolls higher than the other.

6. Declare Mission Reserves

In this Step both Players should roll off. The Player that loses the roll-off must then declare if they intend to place any of their Units into Reserves. Once these Units have been noted on that Player’s Army Roster, the Player that won the roll-off must declare if they intend to place any Units into Reserves. Note that all Players must deploy at least one Unit onto the Battlefield at the start of play, unless another Special Rule states otherwise.

During Step 7, further Units may only be added to Reserves if there is no position where the controlling Player can legitimately deploy them according to the deployment Rules of the Core Mission being played. Where this is the case, those Units that cannot be deployed are placed immediately into Reserves.

7. Deploy Armies

In this Step both Players should roll off. The Player that loses the roll-off must then deploy all Units in their Army that were not placed in Reserves in Step 6 to the Deployment Zone allocated to them in Step 5. If there is no position where the Controlling Player can legitimately deploy one or more of their Units within the required Deployment Zone, those Units must be placed into Reserves instead - if the Reserves Mission Special Rule is not in use, then those Units are placed to one side and cannot be used in the Mission, but do not count as having been Removed as Casualties.

Deployment

The Mission Rules will often refer to ‘deploying’ Models, Units and Armies. When told to deploy a Model, Unit or Army, a Player must place all Models indicated onto the Battlefield within the bounds of their Deployment Zone. Models that are a part of a Unit must be placed in Unit Coherency. If any Models in a Unit cannot be placed on the Battlefield in Unit Coherency with at least one other Model from the same Unit then all Models in that Unit must be placed into Reserves instead.

When deploying multiple Units, either at the start of play or from Reserves, Players may choose to have Units Embarked upon other Models that are also being deployed as long as they would normally be able to Embark upon that Model. Likewise, when deploying multiple Units, Models that are eligible to join other Units that are being deployed may do so before being deployed. Models may be deployed into Difficult or Dangerous Terrain. If deployed into Dangerous Terrain, no Dangerous Terrain Tests are made until the Unit moves after having been deployed.

Models may never be deployed in Impassable Terrain, on an Objective or outside the bounds of the Battlefield or the Controlling Player’s Deployment Zone. Furthermore, Models may never be deployed within 2" of any enemy Model. If a Model or Unit being deployed from Reserves cannot be placed at least 2" from an enemy Model, then all Models from the deploying Unit that are within 2" of an enemy Model once deployed are immediately Removed as Casualties.

8. Play Core Mission

The Player that deployed first in Step 7 takes the first Player Turn.

All Core Missions are played for four Battle Turns. At the end of the fourth Battle Turn, this Step ends and the Battle ends.

Sudden Death

If, at the end of any Battle Turn, any Player has no Models on the Battlefield, the Battle immediately ends regardless of the number of Turns that have been played. Models that are in Reserves do not count as being ‘on the Battlefield’, however Models in a Unit that includes any Models with the Routed Tactical Status, or Embarked in a Model with the Transport Sub-Type or in a Building or Fortification, do.

If a Battle is ended due to the Sudden Death Rule then the victor is still decided by Victory Points scored up to that point in the Battle, but the Player that still has Models on the Battlefield scores an additional 3 Victory Points.

9. Decide Victor

Once all four Battle Turns have been completed, the victor is decided by the number of Victory Points each Player has scored.

Victory Points are scored either by the Primary Objective or by Secondary Objectives, these offer different tactical challenges to Players and in general Primary Objectives will offer the most reward.

Mission Special Rules

The Core Missions make use of a number of Mission Special Rules. These are Special Rules that only apply during a Mission that lists them and supersede certain aspects of the Core Rules or add new options to play. The Mission Special Rules used in the Core Missions are detailed here.

Seize The Initiative

When this Mission Special Rule is in use, before beginning the First Turn of the Battle, the Player that is not taking the first Player Turn may choose to roll a Dice. If the result of this Dice roll is 6 or more, then that Player takes the First Player Turn instead.

Counter Offensive

When this Mission Special Rule is in use, if at the start of the last Battle Turn of the Battle a Player has only half or less the number of Victory Points currently scored by the Opposing Player, then that Player may declare a Counter Offensive. If they choose to do so, then all Victory Points scored by that Player in the last Battle Turn for controlling an Objective or by means of the Vanguard (X) Special Rule are doubled. The number of Victory Points scored is doubled after any modifiers have been applied to the value of an Objective.

Reserves

Various Rules will allow or require Players to place Units in Reserves. Reserves is an area outside of the bounds of the Battlefield - Models that are in Reserves may not be selected or attacked during any Player’s Turn, but do not count as having been Removed as Casualties. Models that are in Reserves should be kept near the Battlefield, but separate from any Models Removed as Casualties and must be made known to all other Players in the game.

While Units are in Reserves, the Controlling Player may freely declare that Units in Reserves have Embarked upon another friendly Unit that is in Reserves if the Unit would normally be capable of doing so. Likewise, Models in Reserves that are capable of joining or leaving Units may join or leave a friendly Unit that is also in Reserves freely by means of the Controlling Player declaring it is so.

Entering Battle From Reserves
In the Reserves Sub-Phase of the Active Player’s Movement Phase, each Unit that the Active Player has in Reserves must take a Reserves Test. The Rules for taking Reserves Tests and moving Models into play from Reserves are detailed on page 242.

Entering Reserves from the Battlefield
A Unit may only enter Reserves from the Battlefield if a Special Rule allows it to do so. Where this is the case, the Special Rule in question will detail how this is accomplished. The only Core Rules that allow Models to enter Reserves from the Battlefield are those for Models with the Flyer Sub-Type and are detailed on page 224.

In general Models may not move ‘off of the Battlefield’, and moving to the Battlefield Edge does not allow a Unit to enter Reserves.
CORE MISSION ONE

The Heart of Battle

Two determined forces clash in open war, seeking to meet their foe and sweep them from the field. This is war in its most uncompromising form, brutal and unrestrained.


In order to claim victory in The Heart of Battle, Players must capture a single high value central Objective Marker, or dominate surrounding lesser value Objective Markers to accumulate Victory Points each Turn.

VICTORY CONDITIONS: THE STORM’S CENTRE
The following Mission Objectives are used in this Mission:

Primary Mission Objectives
  • Capture Objective Markers

Secondary Mission Objectives
  • Slay the Warlord (3)
  • Giant Killer (3)
  • Last Man Standing (3)
  • First Strike (3)

This Core Mission uses a single Objective Marker with a value of‘3’, placed at the centre of the Battlefield, and two Objective Markers with a value of T placed away from the centre of the Battlefield. In the Victory Sub-Phase of each Player’s turn as the Active Player they may score Victory Points if they Control any Objective Markers (Players may also score Victory Points from the Core Mission Secondary Objectives).

At the end of Battle Turn Four, the Player with the highest total of Victory Points is the winner.

OBJECTIVE MARKERS
A single Objective Marker with a value of ‘3’ and two Objective Markers with a value of T must be placed for this Core Mission.

In Step 4 of the Core Mission process, a single Objective Marker with a value of ‘3’ must be placed at the centre point of the Battlefield. If the Objective Marker cannot be placed at the exact centre of the Battlefield, due to the presence of Impassable Terrain or another obstacle, then the Players must select a mutually agreed upon point on the Battlefield as close to the centre of the Battlefield as possible, whilst also being outside of any Area of Impassable Terrain and clear of any obstacles, to place the Objective Marker.

In addition to the central Objective Marker, the Players must also place two Objective Markers with a value of ‘1’. To place these Objective Markers the Players must first roll off. The Player that wins must then place one Objective Marker with a value of T anywhere on the Battlefield that is at least 12" away from the central Objective Marker and at least 6" away from any Battlefield edge. Once the Objective Marker with a value of T has been placed, the Player that lost the roll-off must then place a second such Objective Marker anywhere on the Battlefield that is at least 12" away from the central Objective Marker and at least 6" away from any Battlefield Edge or the other Objective Marker.

MISSION SPECIAL RULES
This Mission uses the Reserves, Counter Offensive and Seize the Initiative Mission Special Rules.
CORE MISSION TWO

The Crucible of War

Two forces must seek to take swift control of the battlefield in order to secure victory. Hesitation will only grant advantage to the enemy, but a bold and committed onslaught will set them on the back foot.


In order to claim victory in The Crucible of War, Players must capture any of four Objective Markers to accumulate Victory Points.

VICTORY CONDITIONS: VITAL GROUND
The following Mission Objectives are used in this Mission:

Primary Objectives
  • Capture Objective Markers

Secondary Objectives
  • Slay the Warlord (2)
  • Giant Killer (2)
  • Last Man Standing (2)
  • First Strike (4)

This Core Mission uses four Objective Markers with a value of ‘2’, placed in the middle of the Battlefield. In the Victory Sub-Phase of each Player’s turn as the Active Player they may score Victory Points if they Control any Objective Marker (Players may also score Victory Points from the Core Mission Secondary Objectives).

At the end of Battle Turn Four, the Player with the highest total of Victory Points is the winner.

OBJECTIVE MARKERS
Four Objective Markers with a value of ‘2’ must be placed for this Core Mission.

In Step 4 of the Core Mission Process four Objective Markers, each with a value of ‘2’, must be placed in a fixed area of the Battlefield. To place these Objective Markers the Players must first roll off. The Player that wins must then place one Objective Marker anywhere on the Battlefield that is at least 12" away from any Battlefield edge. Once the first Objective Marker has been placed, the Player that lost the roll-off must then place a second Objective Marker anywhere on the Battlefield that is at least 12" away from any Battlefield Edge or any other Objective Marker. The Players then alternate placing a second Objective Marker each using the same restrictions.

MISSION SPECIAL RULES
This Mission uses the Reserves, Counter Offensive and Seize the Initiative Mission Special Rules.
CORE MISSION THREE

Take and Hold

To claim victory, an army must seek to hold both their own territory and claim that of the foe. Here, a general must apply both a powerful offence and a solid defence, or be doomed to a stalemate that denies victory to either side.


In order to claim victory in Take and Hold, Players must hold Objectives in the middle of the Battlefield, exploiting the limited value of those Objectives to confound the foe.

VICTORY CONDITIONS: VITAL GROUND
The following Mission Objectives are used in this Mission:

Primary Objectives
  • Capture Objective Markers

Secondary Objectives
  • Slay the Warlord (2)
  • Giant Killer (4)
  • Last Man Standing (4)
  • First Strike (2)

This Core Mission uses two Objectives with a value of ‘3’, placed in the middle of the Battlefield. In the Victory Sub-Phase of each Player’s turn as the Active Player they may score Victory Points if they Control any Objective Marker (Players may also score Victory Points from the Core Mission Secondary Objectives).

At the end of Battle Turn Four, the Player with the highest total of Victory Points is the winner.

OBJECTIVE MARKERS
Two Objective Markers with a value of ‘3’ must be placed for this Core Mission.

In Step 4 of the Core Mission Process two Objective Markers, each with a value of ‘3’, must be placed in a fixed area of the Battlefield. To place these Objective Markers the Players must first roll off. The Player that wins must then place one Objective Marker anywhere on the Battlefield that is at least 12" away from any Battlefield edge. Once the first Objective Marker has been placed, the Player that lost the roll-off must then place a second Objective Marker anywhere on the Battlefield that is at least 12" away from any Battlefield edge and at least 18" away from the other Objective Marker.

MISSION SPECIAL RULES
This Mission uses the Reserves, Seize the Initiative, Counter Offensive and Window of Opportunity Special Rules.

Window of Opportunity
In a Mission using this Special Rule, whenever a Player scores Victory Points for controlling an Objective Marker in the Victory Sub-Phase, the value of that Objective Marker is reduced by 1, to a minimum of 0. When an Objective Marker is reduced to a value of 0, it is immediately removed from play and can no longer be controlled or scored from.

Modes of Play

This section explains the different ways in which Players can approach Battles in the Age of Darkness - the various modes of play commonly referenced as part of the Rules.

At its heart, the Horus Heresy - Age of Darkness is a narrative game intended to recreate the myriad conflicts of a galaxy-spanning civil war. The aim of the Core Rules is to create a sense of verisimilitude of the Age of Darkness and give Players an authentic Horus Heresy experience, even when playing a game which has no pre-defined or Player-created story. However, there are many ways in which Players can structure their gaming experience to better suit their own preferences and that of their gaming group. We refer to these different ways of playing as Modes of Play, each a shorthand for a specific set of preferences that is intended not to categorise Players, but to illustrate the wide variety of ways in which Players can enjoy this hobby.

Matched Play

A Battle fought using the Matched Play Mode pits two Players against each other, each taking command of an Army using the core Age of Darkness Rules and selected with the same Points Limit.

Often considered the ‘standard’ mode of play, Matched Play assumes that Players resolve Battles using the Core Rules for selecting and fielding Armies. Such Battles usually feature sides using equal forces and no Rules that apply effects based on previous games or special narrative situations. The Missions presented in the Core Mission Pack can be considered the best example of Matched Play, as they offer a balanced set-up for two Armies of equal size to compete with no fixed position within the timeline or lore of the Horus Heresy. Matched Play is in many ways the default way of playing games which are set in the Age of Darkness, and exists to facilitate all standard one-off Battles with a story inspired by the events set forth in the background and the Black Library novels. Such games can range from friendly matches between members of an existing gaming community to ‘pick-up’ games in your local games store or gaming club, played between people who have never enjoyed a game against one another before. Matched Play allows both Players to begin their game on an even footing and to have a relatively balanced and fairly matched Battle. It is a Mode of Play that evokes the spirit of the game - and is about creating great stories and ensuring that everyone enjoys their gaming experience.

Designer’s Note: The Other Hobby

This section largely explains how the various Modes of Play affect Battles and the Rules of the game, but the Modes of Play also imply some differences in how we approach the Other Hobby - painting and collecting.

Matched Play takes a balanced approach to this, encouraging Players to paint and theme their collections and Armies only as much as they want to. This Mode of Play imposes no Rules or restrictions on a Player’s creativity and encourages Players to enjoy the Horus Heresy in their own way, within the bounds of the Core Rules for Army Selection.

Tournament Play often takes less interest in painting, but places a number of unspoken restrictions on what should be included in a collection. Tournament Play places emphasis on the competitive spirit of the game and as such certain Units and combinations will be considered more appropriate than others. Similarly, a well painted Army has value, but does not affect the actual resolution of a Battle and is often seen as secondary to the composition of a Player’s Army.

Lastly, Campaign Play places more emphasis on painting and collecting, but also more restrictions. As most Campaign Play is intended to replicate specific stories from the lore of the Horus Heresy, it most often includes strict limits on which Factions can be included in a given Battle and on how they should be painted or assembled. Moreover, such play often emphasises appearance over effectiveness on the Battlefield and can require the use of non-standard Rules for the selection of Armies to represent this.

None of these modes are more correct than others, each offers its own benefits to a Player, but it is often worth deciding how a group of Players wishes to approach the hobby so that everyone can get the most enjoyment from gaming, collecting and painting as part of the Age of Darkness hobby.

Tournament Play

A Battle fought using the Tournament Play Mode pits Players against a number of other Players as part of a structured competition in which a series of games are played to determine an overall champion.

Tournament Play is ideal for those who wish to play in a competitive spirit, and also allows Players to test their skills against opponents that they do not regularly play. This makes it ideal for leagues and tournaments, events where many Battles are resolved within a fixed and often short time frame as a structured set of games with a defined winner. Such events are ideal for those without a regular gaming group or with limited time available to play. Such tournaments often make use of variant Rules for the selection of Armies and may include unique Missions of the organiser’s design, all intended to focus the Battles on a specific aspect of the Rules and to encourage competition among the Players. Due to the nature of the Horus Heresy, most such events will split the Players into two groups, Loyalist and Traitors, who compete against each other, but this is not always true. This Mode of Play is best suited for Players that are more interested in challenging opponents on an even footing outside of an established gaming group and the thrill of triumphing in a close run test of skill and strategy.

Campaign Play

A Battle fought using the Campaign Play Mode is intended to represent a specific Battle from the Lore of the Horus Heresy, and will often require a number of linked games to fully resolve.

Campaign Play is primarily concerned with playing famous Battles, and Battles in this Mode of Play often present additional Rules for an interconnected series of games with persistent characters and a driving narrative. Campaign Play uses missions based around key Battles from the background of the Horus Heresy, some taken from official publications and some the creation of Players based on the narrative of the Horus Heresy. Such Missions will often restrict Players to using specific Factions to select Armies from, or place restrictions on which Units may be selected in order to more closely represent the Battle on which the Mission is based. While most Campaign Play revolves around replicating the various Battles recounted in either Age of Darkness publications or Black Library novels, it can also be used to represent alternative timelines where events diverge from the known lore. One of the advantages of Campaign Play is that it allows Players to restructure the game in order to play the way they want to, though it may imply some deviation from the standard balance of the Core Rules. This Mode of Play favours established gaming groups with plenty of time to organise and resolve a series of carefully designed missions where the winner is less important than the spectacle of the campaign.

Exemplary Battles of the Age of Darkness

Exemplary Battles of the Age of Darkness are official publications available on the Warhammer Community website that present smaller narrative events. These Exemplary Battles provide an exciting opportunity to play highly themed games set in the Horus Heresy and are typically standalone Missions or short campaigns. Exemplary Battles will often be accompanied by new Unit Profiles which further allow Players to theme their Armies appropriately to the specific Battles they are recreating.

Expanding the Age of Darkness

There are plenty of variations on the Modes of Play presented here. Further supplements will provide a subset of Rules which modify the core Horus Heresy - Age of Darkness game Rules in unique ways to represent specific combat environments and circumstances, as well as escalations of hostility which are beyond those encompassed even by a standard Age of Darkness Battle. Theatres of war, such as Zone Mortalis (desperate close-in tunnel fighting in the depths of hive cities or the guts of massive voidships) and City Fight (warfare in the battle- torn ruins of oncc-great cities) for example, represent very different modes of warfare to the standard game, each with its own challenges and often calling for unique stratagems and Army compositions. The Rules for playing such games will be presented in future Horus Heresy - Age of Darkness publications.

DESIGNER’S AFTERWORD

This new edition of the Horus Heresy game is the result of years of experience and feedback on previous editions, and while similar in many ways, includes a lot of subtle (and not so subtle) changes. This section offers some insights into why and what we’ve done to make your Battles in the Age of Darkness both easier and more fun than ever before.

For us, the Horus Heresy is first and foremost a narrative experience. It’s about retelling the epic Battles and crushing defeats of the Age of Darkness and about creating our own legends of heroism and villainy. The rules exist to help us find those narratives and to add a touch of uncertainty to each firefight and each clash of heroes. There are tactics waiting to be unleashed, and cunning combinations of weapons and units with which to intimidate your foe, but these are not the focus of the rules contained herein. These rules are complex by design, as they must be to reflect the sheer breadth of characters and warriors that fought in the Age of Darkness and the depth of possibilities in their stories. Yet, in their exploration on the battlefield can we find the real drama of the Horus Heresy, in desperate charges, epic challenges and unyielding engines of war. That is the nature of the Horus Heresy, a challenge for veteran warriors and gamers and the more ambitious of newcomers. This new edition follows these principles and tries to bring them to the fore, building upon the foundation of those editions that have gone before.

But, before we dig into the details of this new edition, let’s talk a little about our overall goals and what we wanted to achieve. First and foremost, we’ve tried to tidy up the overall structure of the rules - to streamline processes and make it more obvious how, why and when things should be done as part of play. This shouldn’t really change what you do at the table, but should make it easier to do it. Our second goal was to refine key aspects of the rules, changing the way certain established parts of the rules work to make them better without fundamentally changing what they do. Here we’ve tweaked things like Reactions, psychic powers and various special rules so that they are leaner and more efficient at promoting the kind of play we think is emblematic of the Horus Heresy hobby. Lastly, we’ve included a few surprises to mix things up and keep the game interesting and fun for both veteran gamers and newcomers to the galactic civil war. Likely you’ve already noted the system of Tactical Statuses, the new Charge rules and the revised army selection rules. These are larger departures from previous editions, but ones we feel make the game more fun and will encourage players old and new to take a fresh look at how they approach the battlefield and hobby.

With these goals in mind, we’ve made enough small changes that it would be impossible to discuss them all (without setting aside a whole book just for that purpose). So in this brief afterword, we’ll limit ourselves to talking about some of the more important changes here, starting with model characteristics. In this edition we’ve added a number of new characteristics, the names of which may be familiar to long-time veterans of the hobby, but nostalgia was not the main reason for their return. Instead, this change is all about giving leaders the ability to specialise in specific roles and in turn allow oft-ignored leader types to have a more prominent role. In the last edition Leadership dealt with almost every non-combat rule in the game, leaving little reason for players to select any HQ other than Praetors. Now that different characteristics handle different situations, other leaders can step to the fore without compromising the Praetor’s role as master of the Legion, nor forcing other leaders to be expert commanders. Librarians can be the best at using and resisting psychic powers without also being expert tacticians; Techmarines can focus on repairing vehicles without serving as back-up Sergeants; and Moritats can be stubborn without also being expert technicians. This allows specialists to be powerful in their assigned roles and generalists to have value in smaller forces without hijacking the intended role of other models. Our intent being to rebalance the rules to better accommodate the units and warriors of the Horus Heresy, so that we see a wider variety of leaders in armies when taken in combination with other key changes.

Of those key changes, the introduction of a more complete system of Tactical Statuses offers a new way for players to shape the course of a game. Instead of just killing the enemy, they can now be suppressed, pinned, stunned or routed - with each status offering drawbacks to be exploited by the enemy. With the rules that inflict these statuses spread across a variety of different weapons, it grants certain lesser used weapons new strength outside of simply how good their AP was, as well as new places for different characteristics to shine. Now the humble Centurion, with his higher Cool characteristic, becomes an invaluable tool for resisting Statuses without supplanting the greater combat power and Leadership of the assault focussed Praetor. As with many other of the changes you’ll find in this edition, it is not intended to radically alter the way in which the game is played, but to add more nuance to the way we’ve always played it. Moreover, we’ve sought to enable more genuine options in the tools we use to play - from weapons to units to characters, we’ve tried to make sure each has a distinct purpose. Each situation should have more and less appropriate tools, but no one unit combination should be pre-eminent in all situations.

With more gameplay options becoming valid and powerful tactics for disrupting your opponent’s strategy, we’ve also looked at how we select and form armies. Here we’ve moved player agency to the fore, with an emphasis on making it easy and fun for players to assemble the kind of army they want, without arbitrary limits. The various categories of units have been re-organised into a more varied set that better represents the armies of the Horus Heresy and ‘taxes’ on certain units removed and replaced with incentives. Now selecting an army should feel more like a series of meaningful choices than simply following the same cookie-cutter pattern as every other army. With the final structure of an army now decided by player choices, the whole process should feel more like an integral part of the hobby, another method of showcasing each player’s unique take on the Horus Heresy alongside painting and modelling.

There are lots of other changes to discover, from new rules to integrate Flyers more easily into play, to a whole new Challenges system to add drama and inspire war stories in the Assault Phase. These are all crafted with the same intent as those changes we’ve looked at in more detail, seeking to streamline play and add fun new options for a narrative driven gaming experience. We hope this new edition and the changes we’ve made will make your battles in the Age of Darkness both easier and more engaging.

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