The page you opened is the start of your journey into the tumultuous 31st Millennium, when the wars of the Horus Heresy wracked the Imperium of Mankind – a dark age of death, destruction and betrayal.
The vast armies of the Imperium are sundered by the betrayal of the Warmaster Horus, who seeks to overthrow the Emperor and forge his own dark empire. Under the banner of Imperial Loyalists or the Traitors of Horus, the Space Marine Legions, Mechanicum Taghmata and endless hosts of the Imperial Army clash in a war that will reshape the galaxy.
Books
| Book | Kind | Edition | Version | Last update |
Age of Darkness Rulebook |
Age of Darkness Rulebook | Rulebook | 3 | | |
The Horus Heresy – Age of Darkness game is part of a vast and evergrowing hobby, where the drama of Mankind’s galaxy-spanning civil war provides endless opportunities for collecting, building, painting and gaming with armies of Forge World and Citadel models. From careful recreation of the detailed panoply and heraldry of the Legiones Astartes, to the organisation of exciting battles and campaigns for groups of like-minded friends or the creation of dioramas displaying iconic moments, the hobby provides a wealth of options.
Collecting Citadel & Forge World Models
By far the most common way to engage with the Horus Heresy – Age of Darkness hobby is by collecting Citadel and Forge World Horus Heresy models, both individual heroes and small units for display, as well as grand armies for gaming. These models are bought as highly detailed resin or plastic sets, and require assembly before they can be used for gaming or display, and while basic assembly is a simple matter, there are a number of more advanced techniques and styles which can be applied. From magnetised weapons for easy replacement to converting parts to create new poses for figures, there are many ways to customise your collection and make it unique.
Painting Horus Heresy Armies
Though supplied as unpainted resin or plastic pieces, most hobbyists will paint their model collections. A well-painted army, whether a detailed reproduction of an iconic heraldry or a unique creation, brings a collection to life, just as with building your Forge World and Citadel models, there is a vast wealth of techniques and styles of painting.
The Legend of the Horus Heresy
As well as collecting and painting models, the Horus Heresy can also be enjoyed through the interwoven saga that is told in other campaign books as well as the various novels published by Black Library. With an epic narrative that sets the foundation of the Warhammer 40,000 universe and the dark Imperium of later millennia, the Horus Heresy and the battles and campaigns that make it up have entertained hobbyists for years. There is much enjoyment to be found in tracing the entangled threads of the various heroes and armies who fought to save or damn the Imperium, and a great deal of secrets and surprises to be discovered. These books are also an excellent source of inspiration for modellers and painters, providing a wealth of material on which to base heraldry, iconography and unique characters.
This site is divided into following sections:
The Rules: This section of the site provides all you need to know to play a game of The Horus Heresy – Age of Darkness, detailing everything from
the turn sequence to
special rules. Also covered later in the book are the rules for
selecting an army, the
Core Missions used to resolve a battle and a host of advice on collecting an army for use in the Age of Darkness.
Gaming in the Age of Darkness: The final section of the book takes a look at the broader sweep of the hobby, talking about the different ways in which
the game can be played, how armies may be collected and what types of battlefield might be appropriate for games set during the Horus Heresy. The Army Showcase presents two collections, each demonstrating an army that players can aspire to match.
The rulebook is only the start however, with an entire range of expansions available...
Army Lists: The only things not found in the rulebook are the army lists from which players select the
units for their armies and which present the profiles, wargear and special rules for those units all in one place. Had we tried to squeeze these into this book it would have been more than twice the current size, so they are to be found in the range of ‘Liber’ books available separately. These books present army lists for both Loyalist and Traitor Space Marine Legions, the myriad forces of the Mechanicum, the Solar Auxilia, the Custodes and many more besides.
Campaign Books: Although Homs Heresy - Age of Darkness games can be played in a range of styles, from one-off competitive tournaments to pre-planned, interlinked battles, what binds all these styles together is an incredibly rich, deep and compelling background story, which begins with the fall of Warmaster Homs and ultimately ends with the Siege of Terra and the terrible events that occurred at its conclusion. Therefore, the game is accompanied by a range of campaign books, each detailing one of the many confrontations that took place during the period, alongside special characters, units, scenarios and campaign options. Many of these confrontations will be well known to veteran players, others however will be entirely new, revealing in detail events previously mentioned in obscure references or short entries on an Age of Darkness timeline.
These and other supplements, expansions and boxed sets will provide players with a wealth of options, no matter what faction or style of play they prefer.
This section of the book provides you with all the Rules needed to play immersive and detailed Battles with your Citadel Miniatures collection.It is recommended that Players take some time to read through and understand these Rules before playing their first Battle. However, this rulebook is intended as a reference tool so that Players need not memorise these Rules before attempting their first Battle, and is laid out to make finding key concepts as easy as possible. It will take several Battles to fully understand the Rules and best practices, but having this rulebook to hand will allow the process to be as simple as possible.
Designer’s NoteA note to veteran Horus Heresy Players: At first glance, the following Rules appear very similar to the previous edition, and this is deliberate - it is an evolution of that edition, intended to be at once familiar and yet new and challenging. However, there are numerous changes that make it an even better game in our opinion. Some take the form of entirely new Rules, such as those for
Challenges and
Army Selection, while others might be more subtle changes, such as the re-organisation of several Phases. It is highly recommended, therefore, that veteran Horus Heresy Players read through the entire Rules section before playing a Battle, and never assume that a Rule is as they remember it from before!
The Core Rules
The Rules presented in this book are the Core Rules, the basic foundation of all other Rules, campaign books and exemplary battles that will follow as part of the Warhammer: The Horus Heresy - Age of Darkness range. However, to make full use of these Core Rules Players will need access to one or more of the Age of Darkness Liber books and the Army Lists they present.
Future publications will present additional Rules, these are not Core Rules and where they differ from the Core Rules the additional Rules take precedence to allow us to include Faction specific Rules. The Core Rules are divided into a number of sections for ease of use. The main sections of the Core Rules are as follows:
WARGAMING TERMINOLOGY - This section covers basic terminology and gaming principles, and is mostly intended for new Players. Its intent is to provide a shared framework for reference when talking about the Age of Darkness Rules and to give some context on commonly used terms.
THE PRINCIPLES OF COMBAT - This section will explain the
basic principles of the Age of Darkness Rules, such as how to measure, or to roll
Dice to take
Tests or
Checks. These are used in all Battles and should be understood by all
Players before beginning a Battle. Last are the
advanced principles, the more complex Rules for
Reactions,
Tactical Statuses,
Psychic Powers and unusual
Model Types. These Rules may not be required in all Battles, and Players need only understand where to reference them.
THE RULES OF BATTLE - This section will explain when to use the various Rules covered by the basic and advanced principles as part of a Battle. It presents and defines the
Turn Sequence, the structure by which Battles are resolved. This section may also include additional Rules for actions that are undertaken only as part of a specific Phase or Sub-Phase.
BATTLES IN THE AGE OF DARKNESS - This section will detail the process of arranging a Battle. The Core Rules for
selecting an Army are presented here, however, Players will need access to one or more of the Age of Darkness Liber books and the Army Lists they present to fully use these Rules. This section will also present a set of
Core Missions to be used when resolving Battles.
ARMOURY OF THE AGE OF DARKNESS - This section will include various reference tools, including full lists for the
Core Special Rules and
Core Psychic Disciplines.
Wargaming Terminology
This section presents definitions for a number of commonly used terms that are specific to the hobby of Wargaming.
Key to understanding the Core Rules of the Age of Darkness is a use of the proper terminology. Like many long-standing hobbies, wargaming, and the Age of Darkness Rules in particular, have accumulated a number of specific terms or otherwise familiar words whose meaning is slightly different when used in the context of wargaming. The following terms will see widespread use throughout these Core Rules, and as such arc defined here to avoid confusion or uncertainty (some terms are dealt with only briefly here, in these cases they will be fully explained in the section related more specifically to that term). This list is not intended to be exhaustive, but rather to ensure that certain basic terms are understood to have a fixed meaning in the context of this set of Rules.
Designer’s Note
To many more established gamers much of this section will seem obvious or even unnecessary. However, given the number of newer gamers joining the hobby and different interpretations of well used terms that exist, there is considerable space for confusion if we leave defining the language of our game to chance. The intent of this section is to eliminate a certain amount of that confusion by providing an ‘official’ interpretation of what certain commonly used terms mean when we use them at the gaming table.
Do note that these interpretations are intended to apply only to the Age of Darkness Rules and not to other games, nor to imply any meaning outside of the very specific situation of wargaming.
Player
A Player is the actual person moving Models and making rolls, the Player of the game. Battles will include more than one Player, and the Rules will often refer to the Active Player (the Player currently taking their
Player Turn) and the Reactive Player (the Player not currently taking their Player Turn, and thus only allowed to interact with the game through
Reactions) in order to differentiate between them. Sometimes the Rules will also refer to the Controlling Player, that is the Player that Controls the Unit, Model or other game element the Rule is referring to.
Control
All elements of a Battle, the Armies, Units and Models on the Battlefield, fall under the Control of a Player. A Player that Controls a Unit or Model is the Player that makes all decisions for that Unit or Model, such as how it is moved or what attacks are made for it, and Rolls all
Dice for that Unit or Model, unless specified otherwise by another Rule. By default, all Units and Models selected by a Player to be part of their Army are automatically under that Player’s Control for the duration of a Battle - though some Rules can cause the Control of a Model or Unit to change.
Model
A Model is a single gaming piece - usually representing one warrior or war machine on the Battlefield. A Model is the smallest category of gaming element referred to by the Rules - with Units composed of one or more Models,
Detachments composed of one or more Units, and
Armies composed of one or more Detachments. Some larger Models may contain multiple elements arranged on a single Base, but these are counted as a single Model as they are still a single playing piece that is moved as a single element by the
Controlling Player.
Base
Most Models are supplied with a Base - a plastic or resin support upon which they stand. When measuring to or from a Model with a Base, a Player must always measure to or from the nearest edge of the Base - not to the actual Model itself. Some Models are dynamically posed, and can extend over the edge of the Base, but this is ignored and any measurements are still made to and from the edge of that Model’s Base. Models that are not supplied with a Base (notably Models with the
Vehicle Type) have their own Rules for measuring to and from those Models.
Model Profile
Sometimes the rules may refer to a Model’s Profile, this indicates the set of Characteristics assigned to that Model and is represented in a short string of values often referred to as that Model’s Profile. As an example, the Model Profile of a Space Marine Legionary is presented below:
| M | WS | BS | S | T | W | I | A | LD | CL | WL | IN | SV | INV | | Space Marine Legionary | 7 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 7 | 7 | 7 | 7 | 3+ | - |
|
| | | | | | | LD | CL | WL | IN | | M | WS | BS | S | T | W | I | A | SV | INV | | Space Marine Legionary | 7 | 7 | 7 | 7 | | 7 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 3+ | - |
|
Characteristic
A Characteristic is a specific type of value attached to
Models. Each Characteristic is expressed as a name, such as ‘Weapon Skill’ and a linked numerical value. While most Models will have the same Characteristics (notably Models with the
Vehicle Type have a different set of Characteristics to other Models), the values attached to those Characteristics will often be different and determine how effective that Model is at certain actions in a Battle. A full list of Characteristics and the purpose of each is presented
here.
Unit
A Unit is a gaming element composed of one or more Models. Players will generally utilise Units rather than individual Models to make moves or conduct attacks, with all the Models that are part of that Unit being part of those moves or attacks. The composition of a given Unit is decided by the
Controlling Player during
Army selection, but can be altered during a Battle as Models are Removed as Casualties or Models with certain Special Rules or Types join or leave existing Units.
Unit Coherency
All Models in a Unit must remain within a certain distance of at least one other Model that is part of the same Unit. This is referred to as being in Unit Coherency, the Rules governing Unit Coherency are presented in more detail
here.
Unit Profile
Sometimes the Rules may refer to a Unit Profile, this indicates the set of variables that determine what is included in a Unit as well as the Points Value of the Unit. A Unit Profile is most often presented as a full page which clearly indicates the Unit’s Points Value, composition, Wargear options and other important characteristics.
A Unit Profile does not exist in isolation, and each Unit Profile is considered part of an
Army List - a collection of Unit Profiles that defines a single
Faction and determines which
Units may be included in a given
Detachment (see
Army and
Army List).
Detachment
A Detachment is a gaming element composed of one or more
Units. The composition of a given Detachment is decided by the
Controlling Player during
Army selection based on the
Force Organisation Chart being used for that Army. A Detachment’s main function is in the selection of an Army, and during an individual Battle imposes only limited restrictions for the
Models and Units that are part of that Detachment. Any restrictions imposed on Units during a Battle based on the Detachment it was selected as part of will most often be due to interactions between
Units of different Factions.
Force Organisation Chart
A Force Organisation Chart is used in the selection of an Army, allowing a Player to determine which
Units may be included in an Army. As a tool intended purely for use in Army selection, a Force Organisation Chart rarely has any effect on
Models or Units that were selected as part of it during a Battle. The Rules governing Force Organisation Charts and Army selection are presented in more detail
here.
Faction
Faction is a type of
Trait that refers to the various forces that fought during the Horus Heresy. Each
Model in an Army must belong to one of these Factions. Examples of Factions include: each of the Space Marine Legions (Ultramarines, Sons of Horus, etc.), the Legio Custodes, the Sisters of Silence and the Mechanicum. A given Detachment will usually only include Models from one Faction (though an Army may include Models from more than one Faction) and certain Special Rules only affect Models with a certain Faction.
Trait
A Trait is similar to a
Characteristic, in that it is attached to specific
Models, however a Trait has no numerical value attached to it. Unlike Characteristics a Trait has no intrinsic Rules attached to it, but other Rules may operate differently when targeting a Model with a specific Trait.
Allegiance
Allegiance is a type of
Trait that defines the two sides of the Horus Heresy - Loyalist and Traitor. Each Model in an Army must belong to the same Allegiance, and most Battles will pit an Army composed of Models with one Allegiance against an Army composed of Models of the opposite Allegiance. Furthermore, some Special Rules may operate differently when targeting a Model with a certain Allegiance.
Army
An Army is a gaming element composed of one or more
Detachments. The composition of a given Army is decided by the
Controlling Player during
Army selection based on the Army List being used for that Army. An Army’s main function is in deciding which Models and Units may be deployed in a Battle, and during an individual Battle imposes only limited restrictions for the Models and Units that are part of that Army.
Army Roster
An Army Roster is a complete list of all
Models,
Units and
Detachments in a given Army. This should include details on any selected Wargear, Special Rules, Traits and the Points Value of all Models and Units in the Army. An Army Roster may be viewed by any Player in a Battle as soon as that Battle is begun and is not considered secret unless another Rule requires otherwise.
Army List
An Army List is a list of Units and Models that comprise a
Faction. It is used by a Player to select an Army in conjunction with a
Force Organisation Chart. The Rules governing Army Lists and Army selection are presented in more detail
here.
Points, Points Limits, And Points Value
Points are used to gauge the relative value of a given Model, Unit, Special Rule or item of Wargear. Every Army is selected by expending Points from a fixed Points Limit agreed before a Battle (the standard Points Limit for a Battle is 3,000 Points) to add Units to the Army. Each Army List assigns a fixed Points Value to each Model, Unit and option available as part of that Army List, a value which is only used as part of selecting an Army. The Points Value of each Unit and the total Points Value of the Army must be listed on that Army’s
Army Roster. The total Points Value of an Army can be any value equal to or lower than the
Points Limit for that Battle - but may not be greater than the Points Limit agreed.
Dice
The term Dice (or rarely ‘die’ for a single dice, or ‘D6’ in certain older publications) will always refer to one or more six-sided dice with a numerical value shown on each face. In all cases, each Dice will have a ‘1’, a ‘2’, a ‘3’, a ‘4’, a ‘5’ and a ‘6’ face. Sometimes Dice will have a number printed on the face, while sometimes the value may be represented by a number of ‘pips’. Some Dice may replace one of the faces, usually the ‘1’ or ‘6’ face, with a decorative symbol - this symbol will always represent the missing value. It is good practice to present such Dice to your opponent before the Battle and explain which faces use symbols to avoid confusion when rolling.
Scatter Dice
Some Dice do not have numbers on their faces, but instead show arrows and target symbols. These are known as Scatter Dice and are used to resolve
Scatter Rolls. The Rules for using Scatter Dice and making Scatter Rolls are fully explained
here.
Roll (Re-Roll)
The term Roll indicates when one or more Dice are to be picked up by a Player and rolled onto the Battlefield or other flat surface and the results noted to resolve an attack or Special Rule. The result of a Roll is determined by reading the uppermost face on the Dice after it has come to rest. Each individual action that requires a Roll will detail how many Dice are to be Rolled and how the results are to be interpreted. Sometimes a Rule may allow for one or more Dice to be Re-rolled, this means the Dice indicated may be Rolled again after it has come to rest, and the new result replaces the first result - no single Dice may ever be Re-rolled more than once.
Cocked Dice
Sometimes, when Rolling a Dice, a Dice may come to rest in a position which makes it difficult to identify which face is uppermost. This is referred to as a Cocked Dice. A Cocked Dice should be
Re-rolled if the Players cannot reasonably agree as to which face is uppermost (this Re-roll does not limit the ability of the Dice to be further Re-rolled if a Rule allows it).
Modifier
Some Rules will apply a bonus or penalty to the results of a
Roll, either to an individual Dice or to the total of an entire Roll, or to the value of a Characteristic. This bonus or penalty is known as a Modifier. Most often a Modifier will take the form of the addition or subtraction of a fixed number, but on rare occasions may require the multiplication or division of a result. More information on Modifiers and how they are applied can be found
here.
Attacks
An attack is a type of Roll that represents
Models firing or striking at the enemy. Attacks can be both Ranged (when the Models are at a distance from one another) or Melee (when the
Bases of the Models are in contact with each other), and usually require several separate
Rolls to completely resolve. The intent of an attack is normally to remove an enemy Model from the Battlefield, but can also have other effects. Attacks and the Rules for making them are presented
here.
Wargear
Wargear represents the Weapons and equipment shown on
Models. Wargear can be broken down into two types, those that are used to make
attacks and those that are not. Wargear that is used to make attacks is often referred to as a Weapon and has a separate Weapon Profile, while Wargear that is not used to make attacks will be formatted more like a Special Rule.
Measuring
In the context of these rules, the term Measuring refers to when a Player is required to Measure a distance on the Battlefield, most commonly when moving a
Model or checking range for an Attack. In the Warhammer: The Horus Heresy - Age of Darkness rules, Measuring is always done in inches ("). Note that when measuring distance, any fractional values are always rounded up to the nearest whole inch. So if a distance of 4.3" was measured, it would be rounded up to a distance of 5" instead.
Tape Measure
The most common device used to Measure distances in Warhammer: The Horus Heresy - Age of Darkness Battles is a Tape Measure, and the Rules may sometimes refer to this. In all cases the term Tape Measure can be considered to refer to any device or tool used to measure distances during a Battle.
Blast Marker
A Blast Marker is a round Marker of a specific diameter used to determine which Models have been hit by certain types of attack and other effects. The standard size for a Blast Marker is a 3" diameter Marker, but 5" (Large) and 7" (Massive) are also used. Blast Markers and the Rules for using them are presented
here.
Template
A Template is a type of Marker of irregular shape, unlike Blast Markers which are always circular. The most common type of Template is the teardrop shaped Flame Template, which is used like a Blast Marker to determine which
Models are hit by certain
attacks. Templates and the Rules for using them are presented
here.
Battlefield
The area on which a Battle is resolved is referred to as the Battlefield. For most Battles this will be an area 6 foot (72") wide and 4 foot (48") across and a clear delineation should be made to show where the Battlefield ends.
Battle
A Battle is the term used to refer to an encounter between two
Armies resolved using the Warhammer: The Horus Heresy - Age of Darkness Rules. Most Battles will involve two Players and last for four
Battle Turns, though this can vary.
Turn
A Battle is split into a number of Turns. Once the last Turn of a Battle has been completely resolved, the Battle ends. In general, when used without a qualifier, the term Turn refers to Battle Turns.
Battle Turn
A Battle Turn is defined as all Players having resolved a single Player Turn as the
Active Player (thus there are usually two Player Turns in each Battle Turn). In general a Battle is measured in Battle Turns to allow all Players to have the same number of Player Turns as the Active Player and so an equal chance to interact with the Mission, accumulate Victory Points and win. In general, Player Turns within a Battle Turn will always follow the same order - in that one Player will always take the role of the Active Player first in each Battle Turn.
Player Turn
A Player Turn is defined as one cycle through the
Turn Sequence with the same Player acting as the
Active Player in each Phase. Once a Player Turn has been completed, a new one is begun with the other Player taking the role of Active Player.
Phases
All
Player Turns are divided into Phases - the main Phases are
Movement,
Shooting and
Assault, but each Turn incorporates a Start and End Phase. These Phases are resolved in order (Start; Movement; Shooting; Assault; End) to form a single Player Turn. In any given Phase, one Player will take the role of
Active Player and the other that of
Reactive Player, usually the same Player will take the role of Active Player in all Phases of a single Player Turn.
Rules & Special Rules
The term ‘Rule’ refers to any instructions that allow Players to resolve a Battle, covering all the interactions between
Models and
Units (such as
moving,
Shooting and making
Assaults). All of the material in the
Principles of Combat,
Rules of Battle and
Battles in the Age of Darkness sections of this book are considered to be Rules. Special Rules present advanced Rules that modify how the standard Rules work, and can be found in the
Armoury of the Age of Darkness section. In all cases, Special Rules take precedence over Rules where the two present differing instructions.