Books
| Book | Kind | Edition | Version | Last update |
Age of Darkness Rulebook |
Age of Darkness Rulebook | Rulebook | 3 | | |
The Principles of Combat are the basic Rules of the game, and will explain how to undertake all basic and advanced game actions - such as attacking or moving.This section contains all of the Rules that govern resolving actions in a Battle, from
moving and
attacking, to
Tactical Statuses and
Reactions. The section that follows,
The Rules of Battle, covers when these actions are resolved and in what order - as well as detailing any unique Rules that occur in the
Phases of a
Turn.
This section is broken down into two discrete parts:
Basic Principles and
Advanced Principles. Basic Principles covers making
attacks and
moving Models, as well as the
Model Characteristics and
Model Types required to resolve such actions. Advanced Principles covers
Tactical Statuses,
Reactions,
Psychic Powers and more advanced Rules for Models that use the
Vehicle Type, and Models that use the
Flyer Sub-Type.
Rules and Special Rules
The term Rule refers to any instructions that allow Players to resolve game actions as part of a Battle, covering all of 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 modify how a Rule works, but do not present new basic game instructions, and in this book are mostly 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.
Core And Expanded
In various places in this book, Players will find the term Core used to describe Rules and Special Rules. The term Core is used to refer to anything found in this rulebook, the Core Rulebook which presents all of the Rules and Special Rules that form the foundation of the Horus Heresy: Age of Darkness game. Any Rules or Special Rules presented in other Horus Heresy books, downloads or other publications are not Core Rules. This allows us to differentiate between the baseline Rules and a game making use of a larger body of newer and more expansive Rules when necessary.
The term Expanded is not used in this book, but refers to Rules or Special Rules that are considered optional and not part of the base game. Usually this will be because such Expanded Rules are more complex or less balanced than other Rules or Special Rules, and by use of the label make it plain to Players when they are making use of such Rules. This does not mean that Expanded Rules are not ‘proper’ Rules, but merely serves to highlight for Players when they are using something outside of the pale of the Core Rules. Note that if a Rule or Special Rule is not Core it is not automatically Expanded, a Rule or Special Rule that is an Expanded Rule will specifically state such.
This section contains 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 the main means by which Players interact with the Rules and should be read and understood by all Players. This section also includes Rules for how to record and reference the
Characteristics that define Models and Units.
Designer’s Note
Unlike older editions of the Age of Darkness game, we have chosen to place all of the ‘how to do things’ Rules in discrete sections ahead of the ‘when to do them’ Rules. The first section, this one, covers the most basic actions, followed by another section covering the more complex actions. This is intended to make it easier to find certain Rules during play.
Characteristics
This section presents all of the Rules for recording and understanding the Characteristics used to represent Models, Units and Weapons.Characteristics are sets of values attached to
Models and
Wargear and determine how effective they are in a Battle. Models and Wargear have different sets of Characteristics and some
Types modify which Characteristics are used by certain Models. Every Model and item of Wargear will have a Profile that lists all of the Characteristics needed and the numbers associated with those Characteristics.
All Characteristics are represented by a single number, indicating how powerful they are - with higher numbers indicating a greater ability and referred to as their ‘value’. In some cases this value may be shown not as a number, but as another Characteristic - this second Characteristic is referred to as the Reference Characteristic.
For example, the Strength Modifier Characteristic of a chainsword (a Weapon) might be listed as ‘S’ rather than a number. This indicates that the Strength Modifier Characteristic of that Weapon is the same as the Strength Characteristic of the Model that has it.In these cases the Current Value of the Reference Characteristic is considered the Base Value of the Characteristic whose value is to be determined (when the Current Value of the Reference Characteristic changes, so too does the Base Value of the Characteristic it determines). No Characteristic may have a value less than 0.
The value shown for a Characteristic as part of a Model or Wargear profile is known as its ‘Base Value’ - this can be modified during gameplay by Special Rules and attacks, this modified value is referred to as its ‘Current Value’. Certain Characteristics, such as Movement and Wounds, will have additional effects when reduced to a value of 0. This will be noted and explained in the
Rules for that Characteristic.
The exception to these Rules are a Sub-Type of Characteristic referred to as
Saving Throws, the most common of these being Armour Saves. Saving Throws are represented by a number indicating the minimum result needed to succeed on a
Test using that Save, and as such lower numbers are more valuable. In addition, Saving Throws will usually have a ‘+’ symbol after their numerical value to distinguish them from other Characteristics.
Characteristics and Modifiers
Characteristics can be modified by various Rules and Special Rules, temporarily altering the Base Value of that Characteristic, with the modified value referred to as its Current Value. If no modifiers have been applied to a given Characteristic then its Current Value is the same as its Base Value. The most common modifiers will add or subtract a fixed number from the Characteristics Base Value for a set duration, though some modifiers may multiply or divide the Base Value.
If a Rule calls for a modifier to be applied to a Characteristic that has already been modified, then that modifier is applied to the Current Value, not the Base Value. Modifiers that add or subtract a fixed value to the Characteristic do so to the Current Value and modifiers that multiply or divide the Characteristic multiply or divide the Current Value. Where multiple modifiers are applied to a Characteristic at the same time, any modifiers that multiply the Characteristic and/or modifiers that divide the Characteristic are applied first, then any modifiers that add to or subtract from the Characteristic are applied last.
Designer’s Note
Where any Rules call for multiple modifiers of different kinds to be applied to a value, they are always applied in the following order: multiplication then division, then addition and finally subtraction.
Some modifiers may simply ‘set’ the Current Value of a Characteristic to a specific value instead of modifying the Current Value or Base Value. Such modifiers override all other modifiers and are always applied last, replacing the modified Current Value with the set value.
For example, a Model’s Strength Characteristic has a Base Value of 4 on its
Unit Profile.
- If this Characteristic has a modifier of ‘+1’ applied to it, its Current Value would become 5.
- If it had modifiers of both ‘+3’ and ‘-1’ applied to it then its Current Value would be 6.
- If it had a modifier of ‘x2’ applied to it then its Current Value would be 8.
- If it had a modifier of ‘x2’ and ‘+1’ applied to it then its Current Value would be 9.
- If a modifier set its value to ‘2’, then its Current Value would be 2.
- If it had a modifier of ‘x2’ and ‘+1’ applied to it and another modifier also set its value to ‘2’, then its Current Value would be 2.
Modifiers and Saving Throws or AP
As the sub-type of Characteristics known as
Saving Throws are presented and operate differently to other Characteristics, there are a number of specific rules and set terminology regarding modifying Saving Throws. These Rules are also used when modifying the Armour Piercing or AP Characteristic of Weapons:
- Any modifier that instructs a Player to ‘improve’ a Saving Throw or AP by one step is instructing a Player to reduce the value of the number that represents that Characteristic by 1, which in the case of a Saving Throws and AP is beneficial. As an example, if a model has an Armour Save Characteristic of ‘4+’ and a Rule instructs the Player to Improve the Model’s Armour Save by one step, then that Model’s Armour Save changes from ‘4+’ to ‘3+’.
- Any modifier that instructs a Player to ‘reduce’ a Saving Throw or AP by one step is instructing a Player to increase the value of the number that represents the Characteristic by 1, which in the case of a Saving Throw and AP is detrimental. As an example, if a Model has an Armour Save Characteristic of ‘4+’ and a Rule instructs the Player to reduce the Model’s Armour Save by one step, then that Model’s Armour Save goes from ‘4+’ to ‘5+’.
- A Saving Throw or the AP Characteristic cannot be improved to be better than a value of ‘2+’ or ‘2’, if a modifier instructs a Player to do so then the value remains at ‘2+’ or ‘2’.
- If a modifier instructs a Player to reduce a Saving Throw or the AP Characteristic to worse than a value of ‘6+’, then the value of that Saving Throw or the AP Characteristic becomes ‘-’ - a Saving Throw or AP Characteristic may not be reduced to a value worse than ‘-’, and if a modifier instructs a Player to do so then the value remains at ‘-’.
All modifiers are temporary adjustments to the Base Value of a Characteristic - although that temporary duration may be defined as an entire Battle. In most cases, a modifier will only be in effect for one or more
Player Turns or
Battle Turns as defined by the Rule that applies the modifier. Where a modifier has a duration of an entire Battle, then it remains in effect until all Turns and all aspects of the Battle, including calculating Victory Points and deciding the winner, have been resolved. Where a modifier has a duration of a Battle Turn, then it remains in effect until all
Phases of both Player Turns have been completely resolved. Where a modifier has a duration of a Player Turn, then it remains in effect until the
Effect Sub-Phase of the End Phase in that Player Turn has been completely resolved. Where a modifier has a duration of a Phase or Sub-Phase then it remains in effect until all Steps within that Phase or Sub-Phase have been completely resolved.
When the duration of a modifier ends, all of the effects of the modifier are removed. If it is the only modifier affecting the Model then the modified Characteristic will return to its Base Value, unless another Rule states otherwise. If more than one modifier is affecting the Model and not all of their durations have ended then only the effect of the modifier/s which has ended their duration are removed, and the Current Value of the Characteristic is adjusted to reflect this.
Maximum and Minimum Characteristic Values
When modifying most Characteristics there are specific limits to the degree to which they can be modified. These limits vary depending on whether a Player is attempting to increase or decrease the Characteristic and the type of Characteristic being modified.
In all cases a modifier cannot change the value of a Characteristic to a negative value or to a fractional value. If a modifier would adjust the value of a Characteristic below 0, then that Characteristic is instead changed to a Current Value of 0, while if a modifier would leave a Characteristic at a fractional value, then the Current Value of the Characteristic is rounded down to the nearest whole integer.
However, when increasing a Characteristic it may be increased above its Base Value and can be increased to any value, with no upper limit. In practice there will be few occasions where an increase above a value of 10 applies a substantial benefit to rolls, but it is possible for most Characteristics. For certain types of Characteristics, most notably
Saving Throws, these limits do not apply. In these cases, specific Rules will be presented to explain what the limits for those Characteristics are.
Model Characteristics
Most Models use the same set of Core Characteristics, all defined below. Some Models have alternative Characteristics - most notably Models with the
Vehicle Type, the most common of these are defined in this section, while rarer examples will be defined as part of the Rules that introduce them.
Core Characteristics
The following Core Characteristics are used to undertake all the most common actions that form the Age of Darkness Rules, and will be referred to in every Phase and Turn of a Battle. Almost every Model in the game uses these Core Characteristics, though Models with certain Types may either remove or replace certain of these Characteristics (see the
Rules for Types for more details).
All Core Characteristics are represented by a single number, and higher values always indicate a more powerful ability. During a Battle, Core Characteristics are primarily used to resolve
Tests.
- Movement (M) – The Movement Characteristic is primarily used to determine how far a Model can move during the Movement Phase, with higher values denoting an ability to move further (see Moving Units). If a Model’s Movement Characteristic is reduced to 0, then the Controlling Player may not move, Rush or otherwise change the Model’s position on the Battlefield regardless of any other Rules that may affect it until its Movement is changed to a value greater than 0.
Weapon Skill (WS) – The Weapon Skill Characteristic is primarily used to determine a Model’s ability to attack during a Combat in the
Assault Phase, with a higher value making it both easier for the Model to make
attacks and more difficult for opponents to do so (see
Melee Hit Tests). If a Model’s Weapon Skill is reduced to 0 then that Model cannot make attacks in a Combat (if the Hit Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Enemy Models whose attacks target a Model with Weapon Skill 0, or a Unit whose majority Weapon Skill is 0, treat the Target Model as though it had a Weapon Skill of T to determine the Target Number for any Hit Tests required.
- Ballistic Skill (BS) – The Ballistic Skill Characteristic is primarily used to determine a Model’s ability to make attacks during a Shooting Attack, with a higher value making it easier to succeed at attacks (see Ranged Hit Tests). If a Model’s Ballistic Skill is reduced to 0 then that Model cannot make Shooting Attacks, even if no Hit Test is required or it would have otherwise automatically succeeded due to the use of a Special Rule.
- Strength (S) – The Strength Characteristic is primarily used to determine the effectiveness of Wound Tests inflicted by Melee Weapons, with a higher value making it easier to inflict wounds. If a Model’s Strength Characteristic is reduced to 0 then any Wound Tests made that would use that Characteristic or for any Melee Weapon automatically fails and no Dice are rolled for it (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
- Toughness (T) – The Toughness Characteristic is primarily used as part of Wound Tests, with a higher value making it harder for attacks to inflict wounds on a Target Unit or Model. If a Model is reduced to 0 Toughness then all Wound Tests made targeting it are automatically successful and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to have been automatically activated as part of the Test).
- Initiative (I) – The Initiative Characteristic is primarily used to determine the order in which Models make attacks during Combat, with Models with a higher Initiative Value making attacks before those with lower values. For more details, see the Set-up Move Distance for the Assault Phase. When a Model’s Initiative Characteristic is reduced to 0, then that Model will generally be forced to attack after other Models, but suffers no other penalty.
- Attacks (A) – The Attacks Characteristic is primarily used to determine the number of attacks a Model may make in a Combat, with the value of the Characteristic indicating the number of attacks that can be made (see Melee Hit Tests). When a Model’s Attacks Characteristic is reduced to 0 then that Model may not make any attacks as part of a Combat.
Damage Characteristics
The following sub-type of Characteristic is used to represent a Model’s ability to sustain damage without being destroyed. The two most common Damage Characteristics are those used to represent this for Models with and without the
Vehicle Type.
- Wounds (W) – The Wounds Characteristic is primarily used to determine a Model’s capacity for receiving Damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Wounds Characteristic is reduced to 0 that Model is Removed as a Casualty, see the Rules for Casualties here.
- Hull Points (HP) – The Hull Points Characteristic is primarily used to determine a Model with the Vehicle Type’s capacity for receiving damage during a Battle, with a higher value allowing a Model to sustain more damage before it is removed from play. When a Model’s Hull Points Characteristic is reduced to 0 that Model is removed from play as a Casualty, see the Rules for Destroyed Vehicles here.
Advanced Characteristics
The following Sub-Type of Characteristics are only used for Models with certain Types, and cover the Rules for
Tactical Statuses,
Psychic Powers and other Special Rules. These Characteristics will tend to have a higher Base Value than
Core Characteristics, though a higher value still indicates a more powerful ability, and are meant to set the Target Number for
Checks rather than
Tests.
- Leadership (LD) – The Leadership Characteristic is primarily used to resolve Checks to determine when a Unit will stand its ground or flee. For more details see the Combat Resolution Rules. When a Model’s Leadership Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Leadership of 0 but uses a Model with a higher value to make a Panic or Leadership Check suffers no penalties.
- Willpower (WP) – The Willpower Characteristic is primarily used for Checks made for Psychic Attacks or Powers. For more details see the Rules for Psychic Powers. When a Model’s Willpower Characteristic reaches 0, any Check it is used to determine the Target Number for, automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Willpower of 0 but uses a Model with a higher value to make a Willpower Check suffers no penalties.
- Intelligence (IN) – The Intelligence Characteristic is primarily used for Checks to activate certain Wargear items and Rules. When a Model’s Intelligence Characteristic reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with an Intelligence of 0 but uses a Model with a higher value to make an Intelligence Check suffers no penalties.
- Cool (CL) – The Cool Characteristic is primarily used to resist Statuses. For more details see the Rules for Tactical Statuses. When a Model’s Cool reaches 0, any Check it is used to determine the Target Number for automatically fails with no Dice rolled. However, a Unit that includes one or more Models with a Cool of 0 but uses a Model with a higher value to make a Cool Check suffers no penalties.
Saving Throws
Saving Throws are a sub-type of Characteristic not used by all Types. Unlike most other types of Characteristics, Saving Throws represented by a lower value are better than Saving Throws represented by a higher value. All Saving Throws are recorded as a single number followed by a ‘+’ sign.
- Armour Save (SAV) – An Armour Save is used to attempt to negate wounds suffered by a Model. When a Model’s Armour Save is at its minimum value of ‘-’, that Model may not make Armour Tests.
- Invulnerable Save (INV) – An Invulnerable Save is used to negate wounds that would normally ignore or bypass an Armour Save. When a Model’s Invulnerable Save is at its minimum value of ‘-’, that Model may not make Invulnerable Tests.
- Cover Save (COV) – A Cover Save is used to negate wounds that would normally ignore or bypass an Armour Test. Few Models will have a Cover Save Characteristic, but other Rules may grant them one temporarily - such as Area Terrain. When a Model’s Cover Save is at its minimum value of ‘-’, that Model may not make Cover Tests.
Damage Mitigation Tests
Damage Mitigation Tests are similar in execution to
Saving Throws, but are Special Rules and not Characteristics. As such Damage Mitigation Tests, despite their similarities to Saving Throws, cannot be modified and are not affected by any Rule that targets a Saving Throw.
Vehicle Characteristics
The following Characteristics are specific to Models with the
Vehicle Type, but otherwise follow all of the established Rules for Characteristics.
- Armour (Front, Side, Rear) – This Characteristic will often be presented with various separate Sub-Characteristics, one for each of the Model’s Facings (see the Vehicles and Damage). Each of these Sub-Characteristics is used to determine the effect of a Model’s armour and how hard it is to defeat. When any Armour Sub-Characteristic reaches 0, then any Hit on that facing will result in an automatic Penetrating Hit without any Dice being rolled (if the Hit could have triggered a variable Special Rule, then that Rule is considered to automatically activate as part of the Hit).
- Transport Capacity – This Characteristic is only used to determine how many Models may Embark upon a Model (see the Transport Rules). Most Models with the Vehicle Type will have a Transport Capacity of 0/-, which simply means that no Models may Embark upon that Model.
Example Infantry Model ProfileThe following is an example profile for a Model with the
Infantry Type, which will most often be the most common type of Model on the Battlefield. These profiles are how the Characteristics and other features of a Model are recorded for reference.
| 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+ | - |
|
Example Vehicle Model ProfileThe following is an example profile for a Model with the
Vehicle Type. These profiles are how the Characteristics and other features of a Model are recorded for reference. Most Models with the Vehicle Type will have the Armour Characteristic which is most commonly listed with the three Sub-Characteristics shown here: Front, Side and Rear.
| | | Armour | | Transport Capacity | | M | BS | Front | Side | Rear | HP | | Space Marine Rhino | 12 | 4 | 12 | 11 | 10 | 5 | 12 |
|
| | | Armour | | Transport Capacity | | M | BS | Front | Side | Rear | HP | | Space Marine Rhino | | 12 | 4 | 12 | 11 | 10 | 5 | 12 |
|
Wargear Characteristics
In the same manner as Models, certain types of
Wargear also have Characteristics. The only type of Wargear item to have Characteristics in the Core Rules are Weapons, though in future publications other types of Wargear with Characteristics may be introduced.
Weapons are split into two main categories: Ranged and Melee, which use slightly different sets of Characteristics, all defined as follows. Some Weapons may have additional or alternative Characteristics - these will be defined as part of the Rules that introduce them.
The following Characteristics apply to Ranged Weapons. For more details on Ranged Weapon Characteristics and the Rules that govern them, see the Rules for
Shooting Attacks.
- Range (R) – This Characteristic determines the maximum distance, in inches ("), at which attacks may be made with a Weapon. A Weapon with Range 0 or ‘-’ may not make attacks as part of a Shooting Attack.
- Firepower (FP) – This Characteristic is used to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with a Firepower Characteristic of 0 may not be used to make attacks of any kind.
- Ranged Strength (RS) – This Characteristic is used only during Wound Tests or Armour Penetration Tests for attacks made using ranged Weapons. If a Weapon has a Strength Characteristic of ‘0’ or then any Wound Tests made for it automatically fail and no Dice arc rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test).
Armour Penetration (AP) – This Characteristic is used to determine if a Model Hit by
attacks made with a Weapon may make an
Armour Test. Like
Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
- Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a Target Model that fails a Saving Throw after sustaining a wound from a Weapon is modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Weapons with Multiple Characteristic Profiles
Both Ranged Weapons and Melee Weapons may have more than one Characteristic Profile associated with them, representing different modes of attack or special ammunition. Such Weapons do not count as multiple Weapons, but a single Weapon with different options for how it can be used. In all cases, when the Rules instruct a Player to select a Weapon to make attacks with, a Player that controls a Model with a Weapon that has multiple profiles and intends to make attacks with that Weapon, must select one of the profiles to use for all attacks made as part of that action.
Once one profile has been chosen for a Weapon that has multiple profiles then that same profile must be used to resolve all attacks made with that Weapon as part of the same
Shooting Attack or
Combat. The
Controlling Player may not switch to a different profile at any point during the Shooting Attack or Combat and does not count the remaining profiles as separate Weapons. However, in other Shooting Attacks or Combats the Controlling Player is free to select a different profile from those available.
Characteristics That Modify Other Characteristics
The Characteristics Initiative Modifier, Strength Modifier, and Attacks Modifiers are always used as modifiers to one of the Characteristics of a
Model. As with other modifiers, if the value has a ‘+’, or ‘-’ other mathematical notation and then a number it is applied as a modifier to the Model’s Characteristic. If the value is just a number then it replaces the value of the Model’s Characteristic, and if the value is a letter then the Characteristic noted is not modified and its Current Value is used.
For example, a Weapon with an Initiative Modifier Characteristic of ‘+1’ would allow the
Controlling Player to use the Model’s Current Initiative Characteristic with a +1 modifier added to it to decide the Model’s
Combat Initiative. A Weapon with an Attacks Modifier Characteristic of ‘3’ would allow the Controlling Player to make 3 attacks for that Model, regardless of the Current Value of the Model’s Attacks Characteristic. Lastly, a Weapon with a Strength Modifier Characteristic of ‘S’ imposes no modifier to the Model’s Strength Characteristic and its Current Value would be used.
The following Characteristics apply to Melee Weapons. For more details on Melee Weapon Characteristics and the Rules that govern them, see the
Rules for Melee Attacks.
- Initiative Modifier (IM) – This Characteristic is applied as a modifier to a Model’s Initiative Characteristic to determine that Model’s Combat Initiative. A Weapon with an Initiative Modifier of 0 forces the Model attacking with it to set their Combat Initiative to a value of 0. Furthermore, a Weapon with an Initiative Modifier of ‘1’ imposes no modifier to the Initiative Characteristic of a Model.
- Attacks Modifier (AM) – This Characteristic is applied as a modifier to a Model’s Attacks Characteristic to determine how many Dice are rolled when making attacks with this Weapon. A Weapon with an Attacks Modifier Characteristic of 0 may not be used to make attacks during the Fight Sub-Phase. Furthermore, a Weapon with an Attacks Modifier of ‘A’ imposes no modifier to the Attacks Characteristic of a Model.
Strength Modifier (SM) – This Characteristic is applied as a
modifier to a Model’s Strength Characteristic to determine the Strength used to make
Wound Tests in Combat. A Weapon with a Strength Modifier Characteristic of 0 automatically fails any Wound Tests during the
Fight Sub-Phase and no Dice are rolled (if the Wound Test could have triggered a variable Special Rule, then that Rule is considered to automatically fail to activate as part of the Test). Furthermore, a Weapon with a Strength Modifier of ‘S’ imposes no modifier to the Strength Characteristic of a Model.
- Armour Penetration (AP) – This Characteristic is used to determine if a Model hit by attacks made with a Weapon may make an Armour Test. Like Saving Throws, lower values are more valuable for this Characteristic. When modifying the Armour Penetration Characteristic the same Rules are used as those for modifying Saving Throws.
- Damage (D) – This Characteristic determines how the Wounds or Hull Points Characteristic of a target Model that fails a Saving Throw after sustaining a wound or Penetrating Hit from a Weapon are modified. A Weapon with a Damage Characteristic of 0 cannot inflict Damage on a Model, regardless of the Weapon’s other Characteristics or Special Rules.
Traits
Traits are a special kind of Characteristic, one which all Models have but which confers no inherent Rules or benefit on its own. Instead, Traits are used by other Special Rules and effects to target specific Models and apply benefits or penalties. The most common Traits are those for
Allegiance and
Faction, which are possessed by almost all Models. Allegiance requires that each Model have either the
Loyalist or
Traitor Trait, and most Models will gain one or more Traits based on the
Army List from which they were selected.
For example, a Legionary selected from the Imperial Fists Faction and selected as part of a Loyalist Army would have the
Loyalist and
Imperial Fists Traits. On their own these Traits have no effect on the Model’s Characteristics, Points cost or other features, but Rules that target Imperial Fists or Loyalist Models will apply their effects to the Model.
In addition to Models, Weapons can also have Traits. These are usually different to those possessed by Models, but are used for the same purposes. Weapons will commonly have Traits that define the type of Weapon it is or a specific type of usage. For example, a bolt pistol has the following Traits:
Assault,
Bolt. These identify which ‘family’ of Weapons it belongs to for any Rules that might only affect ‘
Bolt’ Weapons and notes that it can be used for attacks where only ‘
Assault’ Weapons may be used.
While they appear similar to Characteristics, it is important to note that Traits never have a ‘value’ attached to them. Furthermore, Traits cannot be modified in any way by another Special Rule or effect during a Battle, unless a Rule specifically states it affects a Trait.
Model Types
This section details the Core Model Types, such as Infantry. Full Rules for Vehicles can be found here.All Models must have a Type, which determines how they interact with the Core Rules. No Model may have more than one Type, but may have a number of Sub-Types in addition to their Type, with Sub-Types presenting additional Rules that affect that Model and its Type. In all cases, the Type that applies to any given Model will be clearly shown on its profile.
Each Type or Sub-Type presents a set of Rules, all of which apply to any Model with that Type or Sub-Type and take precedence over other Rules or Special Rules unless that Rule or Special Rule specifically states that it overrides a Model’s Type or Sub-Type Rules. The following Types and Sub-Types comprise the most commonly used Types in these Rules, referred to as the
Core Types, other publications may present additional Types and Sub-Types as needed.
Core Types
Core Types are those provided by the Core Rules and detail the most common Types available. Future publications may add further Types to the game, these would follow all the
Rules for Types but would not be referred to as ‘Core Types’.
Infantry
Infantry units include all types of foot soldiers. Infantry are fairly slow moving, but can cross almost any terrain and make the best use of cover to avoid enemy fire.
Infantry is the most basic Type, and is applied to most Models in the game. A Model with the Infantry Type uses the Core Rules without modification, gaining neither benefit nor penalty. Models with the Infantry Type may
Embark and
Disembark upon Models with the
Transport Sub-Type.
Cavalry
Cavalry use their fast speed to strike deep into enemy territory and escape before their opponent is able to react. This type includes units mounted on bikes, jetbikes, land speeders and even traditional cavalry mounted on riding beasts.
The following Rules apply to all Models with the Cavalry Type:
- When making a Fall Back Move for a Model with the Cavalry Type, that Model moves a distance equal to the Initiative Characteristic of the Model plus the total of two Dice rolled and added together.
- Models with the Cavalry Type may not make use of any Cover Save granted by Terrain Features or Areas of Terrain.
Walker
These massive engines of war are unlike the soulless warriors of the Mechanicum, for at their heart rests a mortal warrior whose instincts and experience guides their steel body on the field of battle.
The following Rules apply to all Models with the Walker Type:
- When targeting a Unit that includes any Models with the Walker Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
- A Model with the Walker Type may attack with all Weapons they have in each Shooting Attack they make, including as part of a Reaction. Note that this does not allow Weapons that do not have the Assault Trait to be used to attack as part of a Volley Attack.
- In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Walker Type counts as a number of Models equal to that Model’s Base Wounds Value.
Paragon
Mightiest of all the Emperor’s creations and the greatest warriors and generals of their age, the Primarchs of the Space Marine Legions epitomise the dark ages of the Horus Heresy. These colossi of war were powerful beyond the capabilities of any mortal warrior or steel-forged automata - for their only equal was another of their own kind.
The following Rules apply to all Models with the Paragon Type:
- Any Hits inflicted by a Model with the Paragon Type, as part of either Shooting Attacks or in close combat, are allocated by the attacking Model’s Controlling Player and not the Controlling Player of the Target Unit.
- Models with the Paragon Type may join and leave a Unit that includes Models with the Infantry Type, and Models with the Infantry Type may join and leave a Unit that includes one or more Models with the Paragon Type.
- Models with the Paragon Type may Embark and Disembark upon Models with the Transport Sub-Type.
- A Model with the Paragon Type may Issue and Accept Challenges.
- The Controlling Player of a Unit that includes one or more Models with the Paragon Type may use the Characteristics of one of those Models to resolve any Characteristic Checks made for that Unit.
- In Step 1 of the Resolution Sub-Phase, when deciding how many Models a Player controls in a Combat, a Model with the Paragon Type counts as a number of Models equal to that Model’s Base Wounds Value.
Automata
The steel warriors of the Mechanicmn are unlike any other force in the galaxy, unflinching automatons of logic engrams and gears. Though far more rugged than even the Emperor’s Legiones Astartes, they are bound to the unchanging dictates of their programming and lack the tactical flexibility of flesh and blood warriors.
The following Rules apply to all Models with the Automata Type:
- Models with the Automata Type cannot gain any Tactical Statuses and are considered to automatically pass any Check made to avoid gaining a Tactical Status.
- When targeting a Unit that includes any Models with the Automata Type, the effects of the Poisoned (X) Special Rule only trigger on a Wound Test with a result of a ‘6’ before modifiers are applied, regardless of the value of X for that variant of the Special Rule.
- A Unit that includes one or more Models with the Automata Type may not make Reactions.
Core Sub-Types
Core Sub-Types are those provided by the Core Rules and detail the most common Sub-Types available. Future publications may add further Sub-Types to the game, these would follow all the Rules for Sub-Types but would not be referred to as ‘Core Sub-Types’. In all cases, Sub-Types are presented after the base Type in brackets. For example, a Legion Cataphractii Terminator Sergeant has the following base Type and Sub-Types:
Infantry (
Sergeant,
Heavy).
Unique
Among the warriors and war machines of the Horus Heresy there are many whose names are known throughout the galaxy. Such heroes, prototypes and icons are rare, and though their power can tip any battle in their favour, they can only be in one place at a time.
The following Rules apply to all Models with the Unique Sub-Type:
- An Army may not include more than a single instance of a given Model with this Sub-Type. For example, if Model A and Model B both have the Unique Sub-Type then a single Army could include one of Model A and one of Model B, but no more than one of either Model.
- A Model with the Unique Sub-Type or a Unit composed entirely of Models with the Unique Sub-Type may not have any options other than those included on its Army List Profile selected for them.
Command
Representing the elite of any army, commanders oversee the disposition of their troops, set strategy for the coming battle and often stand at the forefront of the conflict. The actions of such heroes can change the tide of battle in an instant.
The following Rules apply to all Models with the Command Sub-Type:
- A Model with the Command Sub-Type may join and leave Units.
- A Model with the Command Sub-Type may Issue and Accept Challenges.
- The Controlling Player of a Unit that includes one or more Models with the Command Sub-Type may use the Characteristics of one of those Models to resolve any Characteristic Checks made for that Unit.
Champion
At the front of any charge and the heart of any defensive line are an army’s champions. These warriors stand ever ready to accept the challenge of their foes and inspire their allies.
The following Rules apply to all Models with the Champion Sub-Type:
- A Model with the Champion Sub-Type may Issue and Accept Challenges.
Specialist
Some warriors are renowned not purely for their skill at arms, but for the specific skills they bring to the aid of their fellows. Such warriors move among the ranks as they are needed, taking up position to use their abilities to the greatest advantage amid the shifting tide of battle.
The following Rules apply to all Models with the Specialist Sub-Type:
Sergeant
The humble sergeant stands as one of the greatest weapons in the arsenals of any army. Skilled in war and in leadership, each sergeant is the beating heart of their unit and the cornerstone upon which victory is built.
The following Rules apply to all Models with the Sergeant Sub-Type:
- The Controlling Player of a Unit that includes one or more Models with the Sergeant Sub-Type may use the Characteristics of one of those Models to resolve any Characteristic Check made for that Unit.
Heavy
Intended to break the lines of the foe or to hold the most dangerous of positions, heavy troops trade speed and manoeuvrability for indomitable toughness and stubborn tenacity.
The following Rules apply to all Models with the Heavy Sub-Type:
- A Unit that includes only Models with the Heavy Sub-Type gains a bonus of +1 to its Cool Characteristic for Checks to avoid gaining Tactical Statuses.
- A Unit that includes any Models with the Heavy Sub-Type may not Rush.
- A Unit that includes any Models with the Heavy Sub-Type only uses its Movement Characteristic to determine how far it moves as part of a Set-up Move, not Movement and Initiative totalled.
Light
Light troops are equipped and trained to fight on the move, pausing only briefly and trusting to speed over cover or heavy armour. Many armies will make use of such warriors as scouts, but they also serve as harassers and pursuit troops.
The following Rules apply to all Models with the Light Sub-Type:
- A Unit that includes only Models with the Light Sub-Type gains a +2 modifier to its Initiative when determining how far that Unit may Rush (this bonus stacks with other bonuses to Rush distance).
- A Unit that includes only Models with the Light Sub-Type may make Shooting Attacks after having Rushed, but makes all such Shooting Attacks as Snap Shots. Models or Weapons that cannot attack as Snap Shots may not make attacks.
Skirmish
Intended to scout enemy positions and screen the advance of heavier units. Skirmishers rely on speed and use of cover to survive rather than heavy armour. Such troops rarely fare well when pitted in open battle against true shock infantry.
The following Rules apply to all Models with the Skirmish Sub-Type:
- A Unit that includes only Models with the Skirmish Sub-Type has a Unit Coherency range of 3" rather than 2".
Antigrav
Whether equipped with antigrav repulsors or empowered by some esoteric, psychic art, this unit is able to skim above the ground. While incapable of true flight, this does allow it to avoid any of the hampering effects of the prevailing terrain, gliding over obstacles that would ensnare or entangle more conventional troops.
The following Rules apply to all Models with the Antigrav Sub-Type:
- A Unit that includes only Models with the Antigrav Sub-Type may ignore the effects of any and all Terrain it passes over during movement, including passing over Impassable Terrain without penalty or restriction. However, such Units may not begin or end their movement in Impassable Terrain, and if beginning or ending their movement in Dangerous Terrain must take Dangerous Terrain Tests as normal.
- A Unit that includes only Models with the Antigrav Sub-Type may ignore both friendly and enemy Models and Units when moving. However, when moving over a friendly Unit all Models with the Antigrav Sub-Type must end their move at least 1" away from all Models that arc not part of the same Unit, or if moving over an enemy Unit, must end their move at least 1" away from any enemy Model.
Transport
From armoured transports, to fleet orbital shuttles and even more esoteric modes of travel, mounting infantry atop faster moving transports is an ancient tactic. The best transports offer a safe haven for fragile infantry as well as a means to traverse even the most difficult terrain at speed.
All Models with the Transport Sub-Type are bound by a set of Rules regarding how they operate:
- All Models with the Transport Sub-Type have a Transport Capacity Characteristic, which determines the maximum number of Models that can Embark upon it - one Model per point of Transport Capacity, unless another Rule states otherwise.
- Only Models with the Infantry or Paragon Type may Embark or Disembark upon a Model with the Transport Sub-Type.
- A Unit may only Embark on a Model with the Transport Sub-Type if all Models in the Embarking Unit have the same Faction as the Model with the Transport Sub-Type.
- A Model with the Transport Sub-Type may only have a single Unit Embarked upon it at any one time (Models with the Specialist Sub-Type, Command Sub-Type or Paragon Type that have joined a Unit are considered part of that Unit and may Embark alongside it).
- A Unit may not be partially Embarked on a Model with the Transport Sub-Type - either all Models or no Models in a Unit may be Embarked on a given Model.
- If a Model with the Transport Sub-Type has a Unit Embarked upon it, the Embarked Unit is not considered part of the same Unit. The two remain separate Units for all purposes.
Units
A Unit is a group of
Models that are considered a single entity on the Battlefield and remain near each other during play. While the Rules will often refer to Models, most actions are made with Units rather than individual Models. There are several key facts to remember when considering the Rules for Units:
- Units do not have Special Rules or Characteristics - only Models have Special Rules or Characteristics.
- During play Models do not take actions during the various Phases of the Turn, Units take actions - however, remember that a Unit can consist of a single Model.
- Just as the Characteristics and Special Rules of a Model may be modified during play, so too can the number and Type of Models that make up a Unit be modified.
- Any individual Model on the Battlefield that is not part of another Unit is considered a Unit of its own. This means that Models on the Battlefield or in Reserve are always part of a Unit.
- Units must remain in Unit Coherency during a Battle.
The Models that make up a Unit are decided upon before a Battle begins, selected by the Player that controls them as part of the
Army Selection process. These Units are listed on each Player’s
Army Roster and must be placed onto the Battlefield or into
Reserves as a group as shown on the Army Roster and must remain together during the Battle. However, during play Models with certain Sub-Types (the
Command Sub-Type and
Specialist Sub-Type) may
join and leave Units as the Battle progresses, both on the Battlefield and in Reserves.
Destroyed & Removed as Casualties
Throughout these Rules the terms ‘Destroyed’ and ‘Removed as Casualties’ have been used to refer to Models and Units that have been taken out of play by enemy action - usually as the result of a
Shooting Attack or
Combat. Units that are ‘Destroyed’ or entirely ‘Removed as Casualties’ are often used as a means for the Opposing Player to score Victory Points and thus win a Battle. The two terms can be used interchangeably, but most often the term ‘Removed as Casualties’ is used to refer to the removal of an entire Unit that was composed of multiple Models, while ‘Destroyed’ is more commonly used to refer to the removal of a single Model or a Unit that was composed of a single large Model, such as a tank.
There is no fixed maximum number of Models that may be included in a Unit, though in general Units that include more than 20 Models are rare. All Units have a minimum size of one Model, once reduced to less than one Model a Unit ceases to exist - depending on how the last Model is removed, this can have different consequences. If the last Model in a Unit is removed due to having its Wounds Characteristic reduced to 0 or due to moving off of the edge of the Battlefield while
Routed (see
Tactical Statuses), then that Unit is considered to have been Destroyed or entirely
Removed as Casualties. If the last Model in a Unit is otherwise removed from play with a Wounds Characteristic of 1 or higher, then the Unit is considered to no longer exist, but is not considered Destroyed. The exception to this are Units that have entered
Reserves or Aerial Reserves. As the Models from such Units are removed from the Battlefield, but not removed from play such Units are not counted as Destroyed and may re-enter play at a later point.
Units And Types
In general, the following key Rule applies to most questions regarding
Model Types and
Units:
A given Unit may only include Models of one Type and all Models in a Unit must be of the same Type.This applies only to Types and not to Sub-Types - most Units will include more Models with different Sub-Types and may do so at no penalty.
Some Special Rules may allow Models to join or be included in Units that do not have the same Type as that Model under specific and limited circumstances - wherever this is the case, the Special Rule that allows this exception will detail all Rules regarding that exception.
Unit Coherency
To be in Unit Coherency all
Models in a
Unit must be no more than 2" measured horizontally or 6" vertically from at least one other Model that is in the same Unit. In addition, all Models in a given Unit must form one contiguous group while also maintaining Unit Coherency, and even if the Models retain Coherency may not split into separate groups. When measuring distance to determine if a Unit is in Unit Coherency, all distances are measured Base-to-Base (see the Rules for
Measuring).
The example pictured above shows a Unit of Salamanders in Unit Coherency - all of the Models form one contiguous group with no more than 2" between each Model and at least one other member of the same Unit.A Unit must remain in Unit Coherency while on the Battlefield. All Models in a Unit that is being moved must end that move in Unit Coherency - if they cannot then they may not be moved. When removing Models from a Unit, Models may be removed in a manner that means the Unit will no longer be in Unit Coherency, however, note this may lead to penalties being applied - see the Rules for
Out of Coherency below.
Out of Coherency
If, at the start of the Controlling Player’s
Movement Phase, a
Unit controlled by that Player is not in Unit Coherency, then the Controlling Player must move that Unit so that it ends the Phase in Unit Coherency. If for any reason the Unit cannot end its Movement in Unit Coherency then all Models in the Unit automatically gain the
Suppressed Status. Likewise, if, at the start of any
Shooting or
Assault Phases, any Unit is not in Unit Coherency, then the Controlling Player of that Unit must immediately make a
Cool Check for the Unit or all Models in the Unit gain the Suppressed Status (see
Tactical Statuses).
Joining and Leaving Units
A Model with the
Command or
Specialist Sub-Type, or the
Paragon Type, may join and leave Units during a Battle - this is the only exception to the Rule that Models in a Unit must remain part of that Unit. A Model that cannot move for any reason, has the
Routed Status, is
Locked in Combat, or that is Embarked on any other Model may not join or leave any Unit. A Model may only join a Unit if all Models in the Unit it is joining have the same Type as that Model, joining and Leaving a Unit occurs during the
Movement Phase and is conducted as follows:
Joining a Unit
To join a Unit, a Model with the
Specialist or
Command Sub-Type, or the
Paragon Type, must be in
Unit Coherency with the Unit that it is to join at the end of the
Move Sub-Phase of the
Movement Phase. Then the
Controlling Player need only declare that it has joined the Unit, at which point that Model is considered part of the Unit. There is no limit to the number of Models that can join a given Unit in a single Phase. If a Unit is joined by one or more Models, it may not Move further in the same Phase.
A Model that joins a Unit will gain any and all
Tactical Statuses affecting that Unit - but will not gain the effects of any Special Rules possessed by other Models in that Unit. Likewise, if the joining Model is under the effects of any Tactical Statuses, then all other Models in the Unit it has joined will gain the same Statuses - but will not gain any Special Rules possessed by the joining Model.
Leaving a Unit
To leave a Unit that it is part of, a Model with the
Specialist or
Command Sub-Type, or the
Paragon Type, must remain in
Unit Coherency with the Unit it is part of until the Unit is selected to move during the Move Sub-Phase. When the Unit is selected, the
Controlling Player may declare that any or all Models in that Unit with the Specialist, or Command Sub-Types, or the Paragon Type, may leave the Unit. At this point any Models that the Controlling Player wishes to have leave the Unit must be moved, and must end that move
out of Coherency with the Unit that those Models are leaving. If, after moving, the Models leaving the Unit are out of Coherency with the Unit they began the Phase part of, then they are now treated as a separate Unit - but may not be selected in the same
Movement Phase to make further moves. If multiple Models are leaving the same Unit and any arc in Coherency with each other after having moved, then those Models must form a new Unit. Once any Models that the Controlling Player has declared will leave the Unit have moved, then the Unit that was originally selected may be moved. Note that if a Model leaves a Unit while under the effects of a
Tactical Status, it remains under the effect of that Status once it has left the Unit.
The Sole Survivor
When a Unit is joined by a Model that has the
Command or
Specialist Sub-Type, the
Paragon Type, or some other means of joining Units, they effectively form a single Unit until separated using the Rules for
Leaving Units described previously. Attacks targeting such a Unit treat it as a single Unit for all purposes of allocating and resolving Hits and wounds.
If a
Shooting Attack,
Combat or other type of attack, is completely resolved, and leaves only Models that had previously joined the Unit, then there is no further effect - all the remaining Models continue to form a single Unit (even if the removal of Casualties would leave them
Out of Coherency). Any
Tactical Statuses which affected the Unit before the attack remain in play, and any effects or Tactical Statuses imposed by the attack apply to the remaining Models as per the normal Rules.
In cases where the Destruction or Removal as Casualties of a Unit would score a Player Victory Points or otherwise trigger a Special Rule, these Rules are triggered on the destruction of a ‘Unit’ as described by its entry on the Controlling Player’s
Army Roster - not the Models that had joined the Unit during play.
For example: A Legion Tactical Squad is joined by a Centurion (which has the Command Suh-Type) and an Apothecary (which has the Specialist Sub-Type). After these Models have joined the Unit they are all considered to be a single Unit for all Rules purposes - such as being selected to move or Attack. If a Shooting Attack targets the Unit then attacks are made as if it were a single Unit, and if all of the Legionaries are Removed as Casualties then the Centurion and Apothecary continue to form a single Unit and will potentially have to make a Panic Check or other Status Checks due to the removal of the other Models in the Unit (depending on the number removed, see the Rules for Statuses). In this case, when the Shooting Attack removes all of the Legionaries as Casualties, leaving the Centurion and Apothecary as a single Unit, it does count as having Destroyed a Unit for the purposes of scoring Victory Points or triggering Special Rules as the Tactical Squad, as recorded on the Controlling Player’s Army Roster, did not include the Centurion or Apothecary.
Joining or Leaving Units in Reserves
Whilst a Model with the
Specialist or
Command Sub-Types or
Paragon Type is in
Reserve the Controlling Player may have it join or leave any Unit they control that is also in Reserves during the
Start Phase of each
Turn. The usual restrictions apply to which Units may or may not be joined. This must be declared to all other Players and cannot be changed until the following
Battle Turn. If a Model joins a Unit in Reserves then if a Reserves Roll is made to bring the Unit it has joined into play, its result counts for any Models that have joined that Unit and they arc not rolled for separately. Any number of Models with the Specialist or Command Sub-Type or Paragon Type may join or leave the same or different Units in the Start Phase, and Models with either the Specialist or Command Sub-Type or Paragon Type may both leave and join Units in the same Phase while in Reserves. A Unit that has been joined by Models that were not part of it at the start of the Battle which enters Reserves remains a single Unit and those Models that have joined remain part of the Unit unless the procedure described in this Rule is used to remove them.
Units of Different Factions or Allegiance
If a Unit contains Models with different
Faction Traits then all Models in that Unit must reduce their Leadership and Cool Characteristics by 1. For example, if a Model with the Blood Angels Trait joined a Unit consisting of Models with the Imperial Fists Trait, then all Models now in that Unit would reduce their Leadership and Cool by 1.
Models with the Loyalist Trait may never join a Unit that includes any Models with the Traitor Trait, and Models with the Traitor Trait may never join Units that include any Models with the Loyalist Trait.
Key Actions
This section contains Rules for
measuring distances and making
Tests or
Checks.
When resolving a Battle using the Core Rules of the Age of Darkness, there are certain basic actions that will be used throughout the Battle. For case of reference and understanding those are detailed here.
Designer’s Note
Veteran gamers will find these Rules and terms will be familiar from older editions of the Age of Darkness Rules and other Games Workshop games, and may consider them too basic for their review. However, it is recommended that such veterans still review these Rules and terms to ensure that all Players are working under the same basic assumptions when resolving a Battle even if the underlying assumptions have not changed from earlier iterations. Much effort has been made to establish a common ‘language’ of battle to avoid confusion during play and an understanding of the terms in use will be a benefit to the entire Horus Heresy community.
Measuring
Many actions during a Battle will require a Player to measure distances on the Battlefield, most commonly when either moving Models across the Battlefield or when checking the range of attacks. In almost every case measuring is a simple procedure, requiring a Player to use a tape measure to determine the distance between two fixed points on the Battlefield. This is done by placing the end of the tape measure at one point and then extending the tape measure until it reaches the other point, noting the distance shown on the tape at that second point. Distances are measured ‘flat’, meaning that the tape measure is held parallel to the surface of the Battlefield and not at an angle regardless of the height of Models or other aspects of the Battlefield.
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.
Measuring
The following diagram shows the correct method for measuring the distance between two points on the Battlefield:
The Humble Tape Measure
In all cases, these Rules will assume that measuring is undertaken with a tape measure - a small case from which an extendible measuring tape can be deployed by hand. The exact make of the tape measure is not important, though larger tape measures intended for other purposes may be awkward to use during a Battle.
Other types of measuring device, such as rulers, uncased tapes or connectible rods can all be used as long as they can accurately measure distances in inches. In all cases, Players should make their opponents aware of the device they intend to use to measure distances during play and if any concerns are expressed about the accuracy or method, they are addressed and resolved before beginning the Battle.
Recording Distances
In the Age of Darkness Rules all distances are measured in inches. These distances are often abbreviated in the following manner: X", where X is the number of inches. As such a distance of six inches will be noted in the Rules as 6". On occasion, Players may encounter larger distances recorded as feet instead of inches, in this case the distance is abbreviated as: X’, where X equals the number of feet. So the notation 4’ would indicate a distance of four foot, or 48 inches.
Who Can Measure When?
While many Rules will call for specific
Players to make measurements at set points in the Battle, there is no limit to when or how often any Player may measure any distance on the Battlefield. As such, at any point during the Battle any Player may choose to measure the distance between any two Models or any two points on the Battlefield without reason or a Rule requiring them to do so.
Measuring the Distance Between Models
When
measuring the distance between two Models that have
Bases, the distance is always measured Base to Base. This means that the distance between the two Models is measured between the two closest points on the two Models’ Bases, not from any point on the actual Models.
A Model is always considered to be in Range of itself - you do not need to measure.
The distance between the two Models pictured above is measured correctly, checking the distance between the closest points on either Models’ base.The distance between the two Models pictured above is measured incorrectly. The points from which the distance has been measured are not the closest points on either Models’ base.Where a Model being measured to or from does not have a Base, then distances to and from that Model must be measured to the centre mass, or hull, of the Model. Models without Bases will almost always be of the
Vehicle Type, and for such Models the centre mass is defined as the edge of the hull (see
Vehicles and Damage) - not the furthest edge of a Weapon barrel, wingtip or other extremity of the Model.
Some Markers, such as Objective Markers, will be modelled on Bases of varying sizes or represented by solid tokens and these form an exception to the regular Rules. When measuring the distance between a Marker of any kind and another point Marker or Model, measure from the centre of the Marker’s Base or the centre of the token used to represent the Marker.
Measuring Range
A number of actions will ask Players to measure the Range between Models or a Model and a point on the Battlefield. This simply refers to measuring a distance equal to the Range Characteristic of a Weapon and confirming that a Target Model or point is no further from the Attacking Model than the Range Characteristic of the Weapon being used as part of the attack. If, when measuring Range, the Target Model is equal to or closer to the Attacking Model than the Range Characteristic of the Weapon then it is ‘In Range’. However, if, when measuring Range, the Target Model is further than the Range Characteristic of the Weapon then it is not ‘In Range’.
Measuring the Distance Between Points on the Battlefield
When measuring between two points on the Battlefield that are not Models, Terrain Pieces or a Marker of some sort, then distances must be measured from the exact point. When measuring to the exact point, obstructions such as
Bases,
Impassable Terrain or
Areas of Terrain arc ignored and do not change the position to which any distances are measured if they overlap the position of the point in question.
Measuring at an Angle
Some Rules situations will call for a distance to be measured that accounts for the difference in height between two Models or points on the Battlefield. In such cases then a direct line must be drawn between the closest points on the two Models’
Bases, or directly between two points, ignoring the usual Rule to keep the line of measurement parallel with the surface of the Battlefield. This direct line must connect the two Models or points by the shortest distance possible, ignoring
Terrain or other obstacles in the way.
Other Rules may call for Models to move up or down an arbitrary distance referred to as a ‘level’. This is most usually encountered when moving vertically within Terrain intended to represent ruined or intact buildings with discrete floors that can hold Models, for moving Models from one ‘level’ to the next. The distance that must be accounted for when moving a Model between one ‘level’ and another is 3" for each level transitioned from - this does not allow for any horizontal movement, only for transitioning directly up or down by one level. Note that when measuring for any other purpose than moving Models vertically on Terrain, such as when
measuring range or checking for
Unit Coherency, use the straight line measurement only.
Templates & Blast Markers
Some distances are not determined by the use of a
tape measure, but rather by use of Markers of a fixed size and shape - usually representing explosions and other Weapon effects. These are divided into two types, circular
Blast Markers and teardrop shaped
Templates, both of which come in a variety of sizes. When such Markers are used, Blast Markers are always placed ata distance from the attacking Model, and are often Scattered using the
Scatter Dice to randomise their final position on the Battlefield. In contrast, Templates are always placed with the narrow end in contact with the attacking Model’s Base and the wide end over the target. Templates are not Scattered and do not use the Scatter Dice. In all cases, the specific Rules for a Weapon or attack will specify which type and size of Marker is required and any variation in the Rules needed to place it upon the Battlefield.
Once placed and its final position determined, all Models whose
Bases (or hulls if the Model has no Base) are touched by the Marker are considered to be ‘under’ the Marker. When determining which Models are touched by the Marker, it should be held parallel to the Battlefield above the point that is its final position and viewed from above to give an accurate representation of which Models it touches. Note that a Model’s Base or Hull need not be completely under the Marker, as long as it is touched by the Marker it is considered to be under its effects.
The example pictured above shows a Unit of six Salamanders being targeted by a Blast Marker. The Marker is correctly positioned with the central hole directly over the base of a Model in the Target Unit. In this position a total of four Salamanders are covered either wholly or partially by the Blast Marker, with each covered Model generating one Hit.Line of Sight
Some Rules will ask Players to determine Line of Sight between two
Models or a Model and a point on the Battlefield, checking whether one Model can ‘see’ another. Most often this is part of an attack, as a Model must have Line of Sight to its target in order to make any attack.
To determine Line of Sight, use a
tape measure or other device to determine if an unbroken straight line can be drawn between the first Model and its target. If a piece of
Terrain, Model with the
Vehicle Type or other obstruction breaks the line between those two Models then there is no Line of Sight, if the line is unobstructed then both Models have Line of Sight to each other.
In the example pictured above, a Salamander is in close proximity to two Iron Warriors. The topmost Iron Warrior and the Salamander have Line of Sight to each other, as no terrain or other obstruction breaks the line between the two Models. However, no Line of Sight exists between the lower Iron Warrior and the Salamander, as the building breaks the line between the two Models. Area Terrain only obstructs Line of Sight if the line passes through more than 3" of an Area of Terrain - except for Heavy Area Terrain, which always obstructs Line of Sight, and Light Area Terrain, which never blocks Line of Sight. Models that do not have the Vehicle Type do not obstruct Line of Sight regardless of their size. Models that are Embarked on another Model, in
Reserves or otherwise not on the Battlefield never have Line of Sight to any other Model. Note that if a Model has Line of Sight to another Model, then that Model must have Line of Sight to the first Model, and that a Model is always considered to have Line of Sight to itself and is always considered to be in range of itself while it is on the Battlefield.
When determining if a Model has Line of Sight to a
Unit, it only needs to have Line of Sight to one Model that is part of that Unit. This does not grant that Model Line of Sight to any other Models in the Unit that are otherwise hidden and does not affect how or to which Models wounds or Hits can be assigned.
Base-to-Base Contact
When the
base of a Model is in direct physical contact with the base of another Model, this is referred to as being in Base-to-Base contact (or sometimes simply as Base contact). This is considered to be a distance of 0" in situations where range is important, and Models that are in Base-to-Base contact are always considered to have
Line of Sight to each other, regardless of
Terrain or any other Rules. If a Model without a Base, such as a Model with the
Vehicle Type, has its Hull in contact with the base of another Model or the Hull of another Model that does not have a Base, this is considered to be Base-to-Base contact, even though one or both Models may not have a Base.
Rolling Dice
Most actions taken by a Player during an Age of Darkness Battle will involve rolling Dice to decide upon the success of that action. When the Rules refer to ‘Dice’ in the context of Battles in the Age of Darkness games, this indicates a six-sided Dice, with each side of the Dice displaying a different number from 1 to 6 (sometimes the Rules will refer to ‘Scatter Dice’, these are still six-sided dice, but with specific symbols instead of numbers - Rules for which are found
here). Sometimes a Player may have standard Dice where a single face replaces a single number (usually 1 or 6) with a decorative icon, in these cases that icon is read as the missing number and Players should make it plain to their opponent when they are using such Dice.
Dice In The Age Of Darkness
| | | | Dice | Scatter Dice | Dice with Icon face |
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In all cases the Rules will indicate when and how many Dice are to be
rolled, as well as which Player must roll those Dice. To roll the Dice, the indicated Player simply picks up the noted number of Dice and rolls them onto the Battlefield or other flat surface.
Rolling More Than One Dice
When instructed to roll more than one Dice as part of a single Roll, the Player that is rolling may choose to Roll all of the Dice at once or to Roll them one at a time - though it is recommended that when multiple Dice are
Rolled for the same
Test and requiring the same score, that they are rolled all at once for the sake of expediency.
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 and the new result replaces the first result - no single Dice may ever be Re-rolled more than once.
Cocked And Lost 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 rolled again if the Players cannot agree as to which face is uppermost (this roll does not limit the ability of the Dice to be
Re-rolled if a Rule allows it).
At other times a Dice may be rolled with enough force that it falls off of the Battlefield or out of a Dice tray or other rolling area. As a standard rule, any Dice which fall outside of the agreed rolling area (which is considered to be within the bounds of the Battlefield or other pre-agreed area) must be rolled again to determine their result. As with Cocked Dice, this roll does not limit the ability of the Dice to be Re-rolled if a Rule allows it.
Cocked Dice Examples
The uppermost face on this Dice is not obvious and more than one face could be used to determine the result - it is classed as a Cocked Dice and must be Re-rolled.While this Dice is slightly askew, one of its faces is obviously uppermost and can be easily read. It is not a Cocked Dice and should be used as is to determine the roll’s result.Scatter Dice
Scatter Dice are a special case and use a number of unique Rules when rolled. These Dice are used for determining random directions when an attack is deviating from the original target point. Primarily this occurs as part of a
Scatter Roll or an
Indirect Scatter Roll.
Scatter Rolls
A Scatter roll is made by rolling a single
Scatter Dice and a single standard Dice and requires a target point be designated (For attacks using the
Blast (X) Special rule this will be the centre point of the
Blast Marker). Once a Scatter Dice is roiled it must be left in the position it rests at and not moved, as the orientation of the Scatter Dice is important to interpreting its result. Once rolled the uppermost face of the Scatter Dice will either be showing an arrow or a ‘HIT’ icon. If it is showing an arrow then the direction in which the arrow points as the Dice lays is the ‘Direction of Scatter’, while if it shows the ‘HIT’ icon the Direction of Scatter is shown by a small arrow of chevron included as part of that dice face. The target point must then be moved a number of inches equal to the result of the standard Dice rolled in the Direction of Scatter decided by the Scatter Dice.

Indirect Scatter Rolls
An Indirect Scatter roll is made by rolling a single
Scatter Dice and a single standard Dice and requires a target point be designated (For attacks using the
Blast (X) Special rule this will be the centre point of the
Blast Marker). Once a Scatter Dice is rolled it must be left in the position it rests at and not moved, as the orientation of the Scatter Dice is important to interpreting its result. Once rolled the uppermost face of the Scatter Dice will either be showing an arrow or a ‘HIT’ icon. If it is showing an arrow then the direction in which the arrow points as the Dice lays is the ‘Direction of Scatter’, and the target point must then be moved a number of inches equal to the result of the standard Dice rolled in the Direction of Scatter decided by the Scatter Dice. If the Scatter Dice shows the ‘HIT’ icon then there is no Direction of Scatter and the target point is not moved, the results of all other Dice rolled are ignored in this case.
Some Special Rules may require a Scatter Roll or Indirect Scatter Roll be made with a different number of standard Dice to determine the distance the target point is moved, or that the target point be moved a fixed distance. Such as the
Barrage (X) Special Rule, which uses the value of X to determine how many dice are rolled to determine the distance the target point is moved. This will not change the manner in which the Direction of Scatter is determined, only the distance the target point is moved.
The Three-sided Dice
In some Rules Players may see references to a three-sided Dice, or D3, or otherwise be required to generate a number between 1 and 3. This does not require a special kind of Dice, instead Players simply roll a standard six-sided Dice and use the following table to determine its result:
| DICE ROLL | RESULT | | 1-2 | 1 | | 3-4 | 2 | | 5-6 | 3 |
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When modifying the roll of a Dice intended to represent a three-sided Dice in this fashion, apply the
modifier to the result determined using the table above, not the Dice roll.
For example, if asked to apply a +1 modifier to the roll of a three-sided Dice, the Player would roll a six-sided Dice, this roll hypothetically resulting in a 4. The table indicates that a roll of a ‘4’ would give a result of 2, the modifier would be applied to this result, not to the roll, giving a final modi fed result of 3 (2+1).Tests & Checks
There are two main types of roll that are made while resolving a Battle:
Tests and
Checks. While other types of roll do exist, they are only used for a single specific purpose, while Tests and Checks cover the vast majority of Dice rolling in a Battle.
Where a roll is considered a Test or a Check it will be noted in that roll’s name. For example, a
Panic Check is a type of Check, while a
Hit Test is a type of Test. Rolls other than Tests or Checks will be fully described as part of those Rules that require their use.
Tests
A Test is rolling a single Dice with a set Target Number.In order to make a Test, the rolling Player rolls one or more Dice as directed by the situation and Rules in play and compares the result of each individual Dice to a fixed Target Number. Each Dice whose result is equal to or higher than the Target Number has passed the Test and is considered to have succeeded at the Test, while each Dice whose result is lower than the Target Number is considered to have failed the Test.
The Target Number for most Tests is usually determined by the
Weapon Skill,
Ballistic Skill or
Strength Characteristics of a
Model for which a Dice is rolled, the exact Target Number and the method by which it is determined will be explained by the Rule which calls for the Test. Likewise, a ‘success’ will have different meanings depending on the Rule which called for the Test - though in most cases will result in
Hits or
wounds on enemy Models as part of an attack (an attack is a specific type of Test used to determine if ranged strikes or close combat blows connect with or harm their targets, see the
Shooting and
Combat sections). Often, if a Player succeeds at a Test then they will need to make one or more additional Tests to resolve the Rule or attack - most often resolved as a Hit Test, a Wound Test or a Saving Throw (Saving Throws are a type of Test described
here), all of which are types of Test defined later in these Rules.
Characteristic Tests
Some Rules will call for a Characteristic Test, referring to it by the name of the Characteristic to be Tested - Strength Test, Initiative Test, etc. These Tests follow a set procedure as noted here. Characteristic Tests and
Characteristic Checks are very different and should not be confused in play.
A Characteristic Test uses a specific Characteristic as the Target Number of the Test, always the Characteristic named when the Test is called for. For example, a Strength Test uses a Model’s Strength Characteristic as the Target Number of the Test. One Dice is rolled for each Model required to take the Characteristic Test and the result of that Dice roll compared to the Target Number to decide if it was successful.
Unlike a regular
Test, a Characteristic Test is successful if the result of the Dice roll is equal to or less than the Target Number and is failed if the result of the Dice roll is higher than the Target Number.
Note that Characteristic Tests cannot be made for the Leadership, Cool, Intelligence and Willpower Characteristics - these Characteristics use Characteristic Checks instead.
Tests and Automatic Failures
When making a
Test other than a
Characteristic Test, any Dice whose final ‘natural’ result (that is its result before any
modifiers are applied, but after any
Re-rolls have been taken) is a ‘1’ is always a failure, regardless of the Target Number for the Test. For Characteristic Tests this is reversed and any Dice whose final natural result is a ‘6’ is always a failure, regardless of the Target Number for the Characteristic Test.
Note that this Rule only applies to Tests and not to other types of rolls such as
Checks.
Batch Rolling
Often,
Tests will be made for a number of Models at the same time. It is perfectly permissible to make each Test individually, rolling one Dice at a time to determine its result. However, for large groups of Models it is often preferred to roll all of the
Dice at once and then sort the rolled Dice into those that have failed and those that have succeeded - do note that Dice rolled as part of a Test must only be rolled as a batch when all of the Dice being rolled have the same Target Number and are being rolled for Models which all have the same Characteristic values and Weapons. Where groups of Models have different Characteristic values, Target Numbers or Weapons the Dice rolled for them should be rolled separately so it is easy to sec which Dice relate to which Model.
For example, when making Shooting Attacks with a Unit of ten Legionaries including seven Models with BS 4 and bolters, two Models with BS 4 and a plasma gun and one Model with BS 5 and a plasma pistol the Dice would need to be rolled in three batches. This means that all successes can be easily tied to the Model/Weapon which inflicted them for any further Tests needed.
Checks
In order to make a Check, the rolling Player rolls two Dice and compares the total of the two results against a Target Number. If the combined result of the two rolled Dice is equal to or lower than the Target Number then the Check has been passed, but if the combined result of the two Dice is higher than the Target Number then the Check has been failed.
The Target Number for most Checks is determined by one of the Characteristics of the Model for which the Check is made (only Cool, Willpower, Intelligence or Leadership may be used for
Characteristic Checks), unless stated otherwise the Target Number for a Check will be the value of the noted Characteristic, though some Rules may apply additional
modifiers or use a fixed value instead of a Characteristic.
Characteristic Checks
The most common type of Check is the Characteristic Check, often separately named for the Characteristic to be checked (e.g., Leadership Check, Intelligence Check, Cool Check or Willpower Check).
When a Characteristic Check is made for an individual Model, then the Target Number for the Check is always equal to the value of the Characteristic of the same name possessed by the Model. For example, the Target Number of a Willpower Check made for a Model with Willpower 7 would be 7.
When a Characteristic Check is made for a
Unit rather than an individual Model, the Target Number for the Check is equal to the value of the Characteristic of the same name possessed by the Model with the lowest Characteristic of the same name in the Unit. For example, the Target Number of a Leadership Check made for a Unit that includes Models with Leadership Characteristics of 6, 8 and 10 would be 6 - the lowest of the available Characteristic values. Note that if the Unit includes a Model with the
Sergeant or
Command Sub-Types then that Model’s Characteristic may always be used instead of any other Model’s.
In most cases if a Check is passed then there is no further effect, while failure will often result in the Model for which the Check is made being affected by the Rule which called for the Check. Unlike
Tests, Checks must be rolled one at a time and should not be rolled in
batches in order to avoid confusion over which Dice refer to which Check.
The Rule of Doubles
When making a
Check, any roll that results in a pair of natural ‘1’s is considered an automatic success, regardless of the Target Number. Likewise, any roll that results in a pair of natural ‘6’s is considered an automatic failure, regardless of the Target Number.
Note that a natural result is the result before any
modifiers are applied to either individual Dice or the total, but after any
Re-rolls or additional Dice have been removed. Furthermore, this Rule only applies to Checks and not to any other type of roll.
Modifiers For Tests And Checks
Just as with
Characteristics, rolls and their results can be modified by various Game and Special Rules, temporarily altering the number of Dice rolled, the results of individual Dice or the result of the roll when totalled. In all cases a Rule will specifically instruct Players on both when to apply a
modifier to a roll and what form that modifier will take, but a number of specific Rules are used when applying modifiers to rolls in different ways.
Natural and Final Results
Note that in many places these Rules will refer to the natural result of a roll, this indicates the result of a roll before any
modifiers are applied, but after any
Re-rolls are taken. The modified, or final, result of a roll is the result after all modifiers have been applied and Re-rolls taken.
Modifying Individual Dice
The most common
modifiers will add or subtract a fixed number from the result of each individual
Dice rolled. Such modifiers will either reference the specific Type of roll to which they apply or state the value of the modifier to be applied, for example:
‘+1 to all Hit Tests made as part of this attack’ or ‘+1 to all Dice rolled as part of this action.’In this case both modifiers instruct the Player to add one to the value of each individual Dice that is rolled and note the duration of the modifier. Some modifiers may also call for the result of a Dice to be divided or multiplied, and these will also specify the type of roll to which they apply, though it is rare for these modifiers to be applied to
Test or
Check results and more common for simple rolls. In all cases the modifier will also indicate how the result should be divided or multiplied, for example:
‘Halve (divide by 2) the result of the Dice rolled to determine how much Damage is inflicted by this attack’or ‘Double (multiply by 2) the result of the Dice rolled to determine how much Damage is inflicted by this attack’.In this case both modifiers instruct the Player to divide or multiply the result of a single Dice rolled to determine a number and note the duration of the modifier.
The value of a modifier of this type is applied directly to the result of a Dice. As such, a Dice rolled that results in a ‘4’ on its uppermost face to which a +1 modifier is applied would have its result changed to ‘5’. Modifiers of this type cannot modify the result of a Dice to a value greater than ‘6’ or less than ‘1’, where a modifier would do so it simply changes the result to ‘1’ or ‘6’ as appropriate. Where multiple modifiers are applied to the result of a Dice at the same time, modifiers that add to the Dice’s result are applied first, followed by any that reduce it. Furthermore, if the roll could potentially trigger a variable
Special Rule, then only the natural result of the roll is considered for that purpose and the modified result may not be used to trigger such Rules.
Modifying Roll Totals
Some Rules may require that the total result of a roll, such as a
Check, be modified, usually by adding or subtracting a fixed value from the total to determine the Final Total. Such
modifiers will either reference the specific type of roll to which they apply or state the value of the modifier to be applied, for example:
‘-2 to Leadership Checks made in this Battle Turn’ or ‘-2 to the total of this roll only.’In this case both modifiers instruct the Player to subtract two from the total result of all Dice combined after it has been totalled and notes when and where the modifier applies.
The value of a modifier of this type is not applied to any individual Dice, but to the total result of all Dice rolled after it has been totalled. As such, if two Dice are rolled for a Check and result in a ‘2’ and a ‘4’ and a -2 modifier is to be applied to the roll total, then first the Dice would be totalled to ‘6’ and then the modifier would be applied, making the Final Total of the roll ‘4’. Modifiers of this type cannot change the Final Total of a roll to less than 0, and any modifiers that would do so simply reduce the Final Total to 0 instead. Where multiple modifiers are applied to the total of a roll at the same time, modifiers that add to or subtract from the total result of the roll are applied first, then any modifiers that multiply the total result and modifiers that divide the total result are applied last.
Modifying the Number of Dice Rolled
Some
modifiers do not change the result of Dice or roll totals, but instead change the number of Dice rolled. This has different effects for
Tests and
Checks, but such modifiers will reference the specific type of roll to which they apply and state the number of Dice added or removed from the roll, for example:
‘Make three additional Hit Tests as part of this attack’ or ‘When making any Leadership Checks in this Phase, roll an additional Dice as part of that Check.’Both of these modifiers add additional Dice to rolls, though both arc of different types, with the modifier specifying the type of roll and duration of the modifier.
When modifying a Test, any Dice added are simply rolled as normal and their results noted in the same manner as other Dice rolled as part of that Test. Similarly, if a modifier to the number of Dice rolled as part of a Test is negative, then simply roll that many fewer Dice - but note that such a modifier cannot reduce the number of Dice rolled below one, and any modifiers that would do so simply reduce the number of Dice rolled to one instead. When modifying a Check any additional Dice are added to the roll and rolled as normal, but before determining the total of the roll Dice must be discarded until only two remain - these two are used to determine the Final Total of the roll. The Player that rolled may choose which Dice to discard. No modifier may remove Dice from a Check, a minimum of two Dice are always rolled.
Attacks
The main means of resolving a Battle is by making attacks. An attack is a type of
Test commonly referred to as a
Hit Test and used to inflict Hits upon enemy
Models, with the intent of forcing the opponent to remove them from the Battle as Casualties. Most attacks are made during the
Shooting and
Assault Phases, but on some occasions certain Rules may call for attacks to be made in other Phases of the
Turn. Likewise, it is normally the
Active Player that makes attacks, but in certain circumstances the
Reactive Player may be called upon to make attacks.
The Logic of Combat
The process by which attacks are made, resolved and result in Models being
Removed as Casualties is, on the surface, very simple. However, the use of certain Special Rules or attacks by some Units can lead to complexities that make the process less straightforward. To aid comprehension of the process and its intent, it is presented here as a simplified flowchart:
MAKE HIT TESTS
Successes generate Hits and misses are discarded
MAKE WOUND TESTS
Hits are converted to wounds or discarded
MAKE ARMOUR TESTS
Wounds are converted to Damage or discarded
APPLY
DAMAGE
Damage is applied to a Model’s Wounds Characteristic
Each of the circles shown on the flowchart is a point at which Special Rules and other game effects can change the nature of the process. For example, the
Breaching (X) Special Rule can change the nature of a Hit at the point of making a
Wound Test, changing the values associated with it, but has no effect at any other point in the process and later effects or Rules could undo the changes it has made.
Note that throughout these Rules ‘attacks’ with a lowercase ‘a’ is used when referring to rolling Dice to Hit opponents, while ‘Attacks’ with a capital ‘A’ is used only when referring to the Attacks Characteristic.
Hits
A ‘Hit’ is the term used to refer to the result of a successful
Hit Test before it is allocated, converted into a wound or discarded. The following should be noted when dealing with Hits during play:
- A Hit imposes no penalty or benefit onto a Model or Unit to which it is allocated.
- Whilst under the effect of a Hit a Model or Unit is not restricted in any manner outside of the normal Rules of play.
- A Hit has a Strength value equal to that of the Strength Characteristic of the Weapon that inflicted it or as defined by the Rule that applied it.
- A Hit has an AP value equal to that of the AP Characteristic of the Weapon that inflicted it or as defined by the Rule that applied it.
- A Hit has a Damage value equal to that of the Damage Characteristic of the Weapon that inflicted it or as defined by the Rule that applied it.
- Certain Special Rules applied to Weapons or other attacks may apply to a Hit inflicted by that Weapon - such Special Rules will state this and explain how and when to apply their effects to Hits.
- The Strength, Damage and AP of a Hit may be modified after it has been inflicted in the same manner as other Characteristics.
When attacks are made against a Unit that will inflict Hits with differing Strength, AP or Damage values, those Hits must be sorted into separate groups to make resolving them easier.
Hit Tests
When making attacks there are two main types of Hit Test:
Ranged Hit Tests and
Melee Hit Tests. Both are used to inflict Hits upon an enemy Model by means of a Test, but are resolved with slightly different procedures.
Ranged Hit Tests
Ranged Hit Tests include all Hit Tests made outside of
Combat or at a distance further than
Base-to-Base Contact. Ranged Hit Tests are normally part of a
Shooting Attack which details how to select targets. The Rules in this section are focussed only on the process of rolling Hit Tests.
When making a Ranged Hit Test for any Model, roll a number of Dice equal to the
Firepower Characteristic of any one Weapon that the Model has (or when instructed roll all of the Dice for attacks made using the same
Ballistic Skill and for identical Weapons - a grouping known as a
Fire Group - see the Rules for the
Shooting Phase for more details). These Dice are rolled as a Test, using the Ranged Hit Test Table and the attacking Model’s Ballistic Skill to determine the Target number for the Test.
RANGED HIT TEST TABLEThe following table is used to determine the Target Number for Ranged Hit Tests:
| BS | 10+ | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | | Target Number | A | C3+ | C4+ | C5+ | C6+ | 2+ | 3+ | 4+ | 5+ | 6+ | | *Snap Shots | 2+ | 3+ | 3+ | 4+ | 4+ | 5+ | 5+ | 6+ | 6+ | F |
|
| BS | 10+ | 9 | 8 | 7 | 6 | | Target Number | A | C3+ | C4+ | C5+ | C6+ | | *Snap Shots | 2+ | 3+ | 3+ | 4+ | 4+ | | | | | | | | BS | 5 | 4 | 3 | 2 | 1 | | Target Number | 2+ | 3+ | 4+ | 5+ | 6+ | | *Snap Shots | 5+ | 5+ | 6+ | 6+ | F |
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*Some Rules may require Ranged Hit: Tests to be made as Snap Shots, such Hit Tests use this row to determine their Target Number.Where a number is shown, that is the Target Number of the Ranged Hit Test. For other entries, use the following Rules to resolve the Hit Test:
F (Fail) – If the table shows an ‘F’ then no Dice are rolled and the Test automatically fails to Hit, applying any effects a miss would normally apply to the attacking Model. For Weapons with the
Rending (X) Special Rule, a result of F does not trigger the Rending (X) Special Rule.
A (Automatic) – if the table shows an ‘A’ then no Dice are rolled and the Test automatically succeeds as if the Dice’s natural result had been a ‘6’, applying all effects that such a result would normally apply. In addition, such an attack also applies all of the effects of a Critical Hit (see the
Critical Hit (X) Special Rule).
CX+ (Critical Hit) – If the table shows a ‘CX+’, then the Target Number of the Ranged Hit Test is 2+, but if the roll results in a value equal to or greater than the value of ‘X’ then the Hit gains the effects of the Critical Hit (X) Special Rule.
As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a Hit on the Target Unit.
Melee Hit Tests
Melee Hit Tests include all Hit Tests made for Models that are
Locked in Combat or otherwise in
Base-to-Base Contact with the Target. Melee Hit Tests are normally part of the
Fight Sub-Phase of the
Assault Phase. The Rules in this section are focussed only on the process of rolling Melee Hit Tests.
When making a Melee Hit Test for any Model, roll a number of Dice equal to the Attacks Characteristic of the attacking Model (or when instructed roll all of the Dice for attacks made using the same
Weapon Skill and for identical Weapons - a grouping known as a
Strike Group - see the Rules for the
Assault Phase for more details). These Dice are rolled as a Test, using the Melee Hit Table to compare the attacking Model’s Weapon Skill to the Target Model’s Weapon Skill to determine the Target number for the Test.
As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a Hit on the Target Model.
Wounds
Hits inflicted on
Models that do not have the
Vehicle Type have a chance of being converted to wounds. Whenever a Rule inflicts one or more Hits upon a
Unit or otherwise requires a Unit to take a Hit, the following Rules are used to resolve if that Hit is converted to one or more wounds.
Note that these Rules only apply where a Hit is inflicted, wherever a Rule states that a Unit suffers one or more wounds then these Rules are not used and that Unit suffers a wound without having first been inflicted with a Hit or making a
Wound Test.
WOUNDSA ‘wound’ is the term used to refer to the result of a successful Wound Test before any
Saving Throws or
Damage Mitigation Tests are made to discard it or it is converted into Damage. Whilst it is similarly named, a ‘wound’ inflicted as part of an attack is separate and not linked to a Model’s Wounds Characteristic. The following should be noted when dealing with wounds during play:
- A wound imposes no penalty or benefit onto a Model to which it is allocated and whilst under the effect of a wound a Model is not restricted in any manner outside of the normal Rules of play.
- A wound has a Strength value equal to that of the Hit from which it was derived or as defined by the Rule that applied it.
- A wound has an AP value equal to that of the Hit from which it was derived or as defined by the Rule that applied it.
- A wound has a Damage value equal to that of the Hit from which it was derived or as defined by the Rule that applied it.
- Certain Special Rules applied to a Hit may apply to a wound derived from it - such Special Rules will state this and explain how and when to apply their effects to a wound.
- The Strength, Damage and AP of a wound may be modified after it has been inflicted in the same manner as other Characteristics.
When Hits are resolved and inflict wounds on a Unit that have differing Strength, AP or Damage values then those wounds must be sorted into separate groups to make resolving them easier.
Models with the Vehicle Type do not have a Toughness or Wounds Characteristic and cannot be assigned or allocated wounds and any Special Rule that would otherwise inflict wounds has no effect on such a Model. If for any reason a Model with the Vehicle Type gains a wound then that wound is immediately discarded and has no effect, nor can it trigger any other Rules effects. Models with the Vehicle Type that suffer Hits resolve them using the
Vehicle Damage Procedure. The Vehicle Damage Procedure can result in the creation of Penetrating Hits, Penetrating Hits operate in exactly the same manner as wounds - except that they must be allocated to Models with the Vehicle Type and cannot be allocated to Models that do not have the Vehicle Type.
Wound Tests
Once a
Unit has one or more
Hits inflicted on it, whether a Rule has dictated their application or they have been inflicted as part of a Shooting Attack or Combat, a Wound Test must be made to resolve those Hits. The Rules presented here cover only the process of making Wound Tests and resolving their effects; See rules regarding inflicting Hits as part of a
Shooting Attack or
Combat.
A Wound Test must be made for each Hit inflicted on a Unit, but Wound Tests for Hits with different Strengths, AP values or Special Rules must be rolled separately so that all Players know which Hit is being resolved by a given Wound Test. The order in which differing Wound Tests are made is decided by the Player making the attacks (see the Rules for
Shooting Attacks and the
Fight Sub-Phase).
To make a Wound Test, roll a number of Dice equal to the number of Hits with the same Strength, AP, Damage and Special Rules that have been inflicted on the Model being rolled for. These Dice are rolled as a Test, using the Wound Table shown here to compare the Hit’s Strength and the Model’s Toughness to determine a Target Number for the Test.

As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded and inflicts a wound on the Target Unit. Wounds with different Strength, AP or Damage values should be resolved separately in order to streamline the Wound Test process.
Saving Throws
Wounds inflicted on a Model will cause Damage, reducing the Model’s Wounds Characteristic and possibly removing it from play as a Casualty. However, before any Damage is inflicted, wounds can be negated by means of Saving Throws. A Model may have one Saving Throw made for each wound inflicted on it, with a successful Saving Throw causing that wound to be discarded - however, only one Saving Throw may be made for any given wound that has been inflicted on a Model, regardless of how many Saving Throws a Model may have.
If a Model has any Saving Throws available they will be listed either on that Model’s profile as Characteristics or detailed by any Special Rules that apply to the Model. A Saving Throw will normally be listed as a numerical value followed by a ‘+’ symbol, for example, an Armour Save of ‘4+’. The value listed as part of any Saving Throw is the Target Number for the associated
Test. The various types of Saving Throw available are in this section, indicating when they may be made and any additional Rules that apply to that type of Saving Throw.
Armour Tests
Armour Saves are listed as a Characteristic on each Model’s Profile.Once a Model has one or more wounds, the
Controlling Player may make an Armour Test for that Model if possible. An Armour Test that is successful will cause the wound for which it is made to be discarded. A Model may not have an Armour Test made for it if:
- The Model has an Armour Save Characteristic of ‘-’.
- The AP value of the wound for which the Armour Test is being made is equal to or lower than the Model’s Armour Save Characteristic.
- A Special Rule or other effect attached to the wound specifies that it ignores Armour Tests or that no Armour Test may be made.
- An Armour Test may not be made to discard a Penetrating Hit.
One Armour Test may be made for each wound inflicted on a Model, but Armour Tests for wounds with different Strengths, AP, Damage values or Special Rules must be rolled separately so that all Players know which wound is being affected by a given Armour Test. To make an Armour Test, roll a number of Dice equal to the number of wounds with the same Strength, AP and Special Rules that have been inflicted on the Model being rolled for. These Dice are rolled as a Test, with the Model’s Armour Save Characteristic as the Target Number. As with other Tests, any Dice whose result equals or exceeds the Target Number has succeeded. A success causes the wound for which the Test was made to be discarded with no further effect, while a failure means the wound remains and must be converted into Damage. A Player may choose not to make an Armour Test even if one is available, usually with the intent of taking a superior
Cover or
Invulnerable Saving Throw.
Cover Tests
Cover Saves are granted by Terrain and Special Rules and are not listed as a Characteristic on a Model’s Profile.If a Model cannot have an Armour Save made for it, or the
Controlling Player chooses not to make an Armour Test, but has access to a Cover Save then that
Saving Throw may be made instead of an Armour Test or an
Invulnerable Test. A Cover Test is resolved in exactly the same manner as an
Armour Test. Cover Tests are normally provided by certain
types of Battlefield Terrain, but may also be granted by certain Special Rules. Note that Cover Tests are not affected by the AP value of a wound, however a Model may not have a Cover Test made for it if:
- A Special Rule or other effect attached to the wound specifies that it ignores Cover Saves or that no Cover Test may be made.
- The attack is being made as part of a Combat during the Fight Sub-Phase, or a Challenge in the Challenge Sub-Phase.
- A Cover Test may be taken to discard a Penetrating Hit, if one is available to the Model.
Invulnerable Tests
Invulnerable Saves are listed as a Characteristic on each Model’s Profile, and can also be applied by Special Rules or Wargear.If a Model cannot have an
Armour Test or
Cover Test made for it, or the
Controlling Player chooses not to make an Armour Test or a Cover Test, but has access to an Invulnerable Save then that
Saving Throw may be made instead of an Armour Test or a Cover Test. An Invulnerable Test is resolved in exactly the same manner as an
Armour Test. Note that Invulnerable Tests are not affected by the AP value of a wound, however a Model may not have a Invulnerable Test made for it if:
- A Special Rule or other effect attached to the wound specifies that it ignores Invulnerable Tests or that no Invulnerable Test may be made.
- An Invulnerable Test may be taken to discard a Penetrating Hit if one is available to the Model.
No more than one Saving Throw of any kind may be made for a given wound or Penetrating Hit. If more than one type of Saving Throw is available then the Controlling Player must select one Saving Throw to make, and may not make any other Saving Throws for that wound or Penetrating Hit - if multiple wounds of the same value or Penetrating Hits are to be resolved then the same type of Saving Throw does not have to be used to resolve them, but this may prove easier and quicker in practice.
Damage Mitigation Tests
Damage Mitigations Tests are similar to
Saving Throws, and follow all the same Rules for making them - except that a Model may have one Saving Throw and one Damage Mitigation Test made for each wound inflicted on it. Damage Mitigation Tests are only ever granted to a Model by Special Rules and do not appear as a Characteristic, the Special Rule that grants a Model a Damage Mitigation Test will indicate the Target Number for that Test and will state under what circumstances it may be taken.
Resolving Damage
Once all possible
Saving Throws have been made, any remaining wounds are considered unsaved wounds. Unsaved wounds reduce the Wounds Characteristic of the Model to which they were allocated by a value equal to the Damage value of the unsaved wound. If that would reduce the Wounds Characteristic to 0 then the Model must be
Removed as a Casualty and any remaining damage is lost - it cannot be applied to any other Model in the same Unit.
Removing Models as Casualties
A Model whose Wounds Characteristic is reduced to 0 or less must be
Removed as a Casualty by that Model’s
Controlling Player. The removal of Models from a Unit may trigger
Tactical Status Checks.
Removed as a Casualty
A Model
Removed as a Casualty is directly removed from the Battlefield, without disturbing the position of any other
Model or
Terrain Piece. Once removed from the Battlefield it should be placed in a location distinct from Models in
Reserves and outside the bounds of the Battlefield. Once Removed as a Casualty a Model may not be returned to the Battlefield and all Rules or effects targeting or originating with that Model end immediately and have no further effect. No Rule or effect may draw
Line of Sight or Range to a Model that has been Removed as a Casualty for any reason. If a Model with the
Transport Sub-Type is Removed as a Casualty while Models are Embarked upon it, then before the Model with the Transport Sub-Type is removed all Models Embarked upon it must immediately make an
Emergency Disembarkation.
A number of Rules, including
Tactical Statuses and Victory Conditions are triggered by the removal of Models as Casualties, and as such all Players should be made aware of any Models that are Removed as Casualties. Furthermore, any Player may request to see which Models have been Removed as Casualties by any Player at any point during the Battle.
This section contains all the Rules for resolving more complex situations on the Battlefield, such as Tactical Statuses, Psychic Powers, Reactions, Vehicles and Terrain.The advanced principles of the Age of Darkness Rules, such as how to represent Tactical Statuses and Reactions, or the Rules for more complex Models like vehicles, are presented in this section. These Rules may not be used in every Battle, or by every Player, but being familiar with them will allow Players to understand how they can be used both to aid them or to hinder them on the Battlefield.
Designer’s NoteThese advanced Rules are presented separately from the other sections of this rulebook both to aid in reference and to allow Players to tailor their games to suit their available time, collections and familiarity with the Rules. This said, this rulebook and the
Mission Packs presented as part of it, assume that all of the advanced Rules are in use for a ‘standard’ game.
However, it is perfectly acceptable for Players to choose not to use the advanced Rules, especially if they are new to the Age of Darkness Rules or have limited time available. Should Players wish not to use all of the advanced Rules then it should be agreed by all Players before the game, and which Rules are and arc not in use should be made clear to all those involved.
Tactical Statuses
Tactical Statuses represent the morale of troops on the Battlefield, and can be key to controlling the enemy’s options during a Battle.In the chaos and confusion of battle, troops can easily become demoralised, disoriented or simply terrified by the violence unleashed against them. To represent these effects during an Age of Darkness Battle, various Statuses can be imposed on the
Models that make up a
Unit, each representing a different brand of Battlefield confusion.
A Status is a Rule that does not inflict
wounds or
Hits upon a Model or Unit, and whose effects last until a
Check is passed to remove the Status. A Status affects all Models in a Unit, and if one Model in a Unit gains a Status so do all other Models in the same Unit. A Status will always be identified as a Status by the Rules that establish and describe it, a Rule that does not explicitly state it is a Status is not a Status. A Model may be affected by multiple Statuses at the same time - except for the
Routed Status. If any Models in a Unit gain the Routed Status then all Models in the Unit immediately lose all other Statuses and their effects end.
Each separate Status has its own Rules for how and when it can be inflicted upon Models in a Unit, but share a number of other common Rules and effects. All Statuses remain in effect until the
Controlling Player makes a successful Check to remove the Status. In the
Statuses Sub-Phase of the
End Phase, the
Active Player may select each Unit under their control that includes any Models with one or more Statuses, and then makes a Check for each Status that the Unit is under the effect of. This is a
Cool Check for each Status other than Routed, and a
Leadership Check for the Routed Status. If that Check is failed then the Status being rolled for remains in play for another
Battle Turn. If the Check is passed then the Status being rolled for is removed from all Models in the Unit.
Models with the
Vehicle Type that do not have a Cool or Leadership Characteristic do not make a check to remove Statuses, but can instead make a
Repair Test in the Statuses Sub-Phase. One Repair Test can be made by the Active Player for each Model with the Vehicle Type under their control that has one or more Statuses. A Repair Test is made with a single Dice and a Target Number of ‘6’, with each successful Repair Test allowing the Controlling Player to remove one Status from the Model for which the Repair Test was made.
The following effects are applied to all Models that are affected by any Status, in addition to the specific effects of that Status:
- A Unit that includes any Models affected by any Status that makes a Charge always counts that Charge as Disordered.
- A Unit that includes any Models with any Status that is Locked in Combat makes attacks as normal, but all Models in the Unit must set their Combat Initiative to 1, regardless of the Models’ Initiative Characteristics, Weapons or any other modifiers.
- A Unit that includes any Models affected by any Status cannot hold, claim or contest an Objective.
- A Unit affected by any Tactical Status may never gain any benefit from being Stationary, even if the Models in that Unit do not or are unable to move.
- Models with the Vehicle Type can be affected by all Statuses except Routed. As such Models do not have a Cool Characteristic, they cannot fail a Cool Check and Statuses can only be applied to them by specific Rules or the result of a roll on the Vehicle Damage Table. Once a Model with the Vehicle Type has gained a Status, it can only be removed by a Model with the Battlesmith (X) Special Rule or through Repair Tests.
- A Unit that includes any Models with a given Status that would gain that same Status again suffer no additional effect - the Status remains and is neither enhanced nor removed from the Models in that Unit.
Pinned
The Pinned Status reflects a Unit that has been forced to take cover in the face of overwhelming firepower or the sudden crack of a sniper’s rifle.The Pinned Status is primarily inflicted as part of the effects of the Pinning (X) Special Rule, but may also be applied by specific Special Rules.
The following Rules apply to any Unit that includes one or more Models that have the Pinned Status:
- The Controlling Player of a Unit that includes any Models that are Pinned may not choose to have that Unit move, Rush or Charge in any Phase and any effect that would force them to move or Charge has no effect.
- A Unit that includes any Models with the Pinned Status that is Locked in Combat makes any Pile-in Moves as normal, but may not choose to Pursue or Disengage during the Resolution Sub-Phase.
Suppressed
The Suppressed Status reflects a Unit that is distracted and confused by heavy enemy fire, environmental effects or psychological warfare.The Suppressed Status is primarily inflicted as part of the effects of the Suppressive (X) Special Rule, but may also be applied by specific Special Rules.
The following Rules apply to any Unit that includes one or more Models that have the Suppressed Status:
- The Controlling Player of a Unit that includes any Models that are Suppressed must make all attacks in any Shooting Attacks declared for that Unit as Snap Shots.
Stunned
The Stunned Status reflects a Unit rendered insensible or stopped in its tracks by the sheer force of an impact, explosion or other battlefield event.The Stunned Status is primarily inflicted as part of the effects of the Stun (X) Special Rule, but may also be applied by specific Special Rules.
The following Rules apply to any Unit that includes one or more Models that have the Stunned Status:
- The Controlling Player of a Unit that includes any Models that are Stunned may not declare any Reactions for that Unit.
Routed
The Routed Status reflects a Unit that has suffered such a catastrophic reversal that it must fall back from the front line in order to regroup and recover.The Routed Status can be inflicted by any of the following:
- As part of the effects of the Panic (X) Special Rule.
- If a Unit has had 25% or more of the Models that were part of that Unit at the start of a Shooting Attack Removed as Casualties due to that Shooting Attack, then the Controlling Player must pass a Leadership Check for that Unit or it gains the Routed Status (see the Rules for Panic in the Morale Sub-Phase on page 251).
- The Controlling Player of a Unit that loses Combat must take a Leadership Check for that Unit in the Resolution Sub-Phase (see page 272 for more details) and if the Check is failed then the Unit gains the Routed Status.
- Other Rules may also apply the Routed Status, these Rules will specify how and when this occurs.
The following Rules apply to any Unit that includes one or more Models that have the Routed Status:
- The Controlling Player of a Unit that includes any Models that are Routed must make all Shooting Attacks for that Unit as Snap Shots.
- The Controlling Player of a Unit that includes any Models that are Routed may not declare any Reactions for that Unit.
- A Unit with the Routed Status may not move in the Move Sub-Phase of the Movement Phase - any effect that would force them to move or Rush in the Movement Phase has no effect.
- In the Rout Sub-Phase of the Movement Phase, a Unit that includes any Models with the Routed Status must Fall Back.
- Any Models that have the Routed Status and move into contact with any point on the Battlefield Edge that is within the Controlling Player’s Deployment Zone stop moving, and any Models that have the Routed Status and begin the Rout Sub-Phase in contact with any point on the Battlefield Edge that is within the Controlling Player’s Deployment Zone remain Stationary.
- If a Unit that includes one or more Models with the Routed Status enters contact with an edge of the Battlefield within the Controlling Player’s Deployment Zone as part of a Fall Back Move, a Leadership Check must be made for that Unit once all Models in the Unit have completed their moves. If that Leadership Check is failed, then all Models in the Unit are immediately removed from play as Casualties. However, if that Leadership Check is passed then the Unit remains in play and all Models in the Unit lose the Routed Status, but gain the Suppressed Status.
- In the Assault Phase Charges may not be declared for a Unit that includes any Models with the Routed Status and any Rule or effect that would otherwise force such a Unit to make a Charge has no effect.
- A Unit that includes any Models with the Routed Status in the Resolution Sub-Phase of the Assault Phase must always Fall Back at the end of that Sub-Phase.
Designer’s NoteAstute readers will have noted that a Unit under the
Reactive Player’s control that loses Combat and gains the Routed Status will be forced to
Fall Back from that Combat and will then have to Fall Back a second time in the Controlling Player’s following
Movement Phase. This is entirely intentional, and is intended to avoid Units ‘ping-ponging’ in and out of Combat. Players whose Units have been Routed will benefit from the fact that they must halt at the Battlefield Edge, stopping them running to their doom, and the fact that being attacked while Routed does not result in the immediate removal of the Routed Unit, nor stop them from shooting. Furthermore, the various Liber books will present additional options and Wargear that will allow Players the opportunity to mitigate or remove Statuses outside of the
Statuses Sub-Phase.
Reactions
Reactions allow the Reactive Player to take limited actions during the Active Player’s Turn.REACTIONS TERMINOLOGYThroughout these Rules the term ‘Reactions’ is used to indicate Reactions of all kinds, including
Core Reactions,
Advanced Reactions,
Psychic Reactions and any other type of Reaction introduced by other Age of Darkness publications. When a Rule affects only one type of Reaction, it will note that specific category of Reactions. For example, if a Rule states ‘Units may not use Reactions’, this means all Reactions of any type. If a Rule states ‘Units may not use Advanced Reactions’, it means only Advanced Reactions and not any other type of Reaction.
To represent the fast-paced nature of war during the Horus Heresy, the Age of Darkness Rules use Reactions. These are actions that a Player may make during the Opposing Player’s Turns in an attempt to thwart their onslaught and turn the Battle in their favour. Each Turn grants only a limited number of Reactions, which must be used wisely to secure victory.
Reactions may only be used by the Reactive Player - that is the Player that is not currently resolving their Player Turn. A Unit controlled by a Player currently resolving their Player Turn, the Active Player, may never make a Reaction of any kind.
Reactions are actions that interrupt the usual flow of play, and can be extremely powerful in Battle. As such, there are a number of key restrictions with regards to their use. These are covered in the Rules presented in this section, but are highlighted here for easy reference:
- The Reactive Player has a Reaction Allotment of 1 in each Turn - this may be increased by other Special Rules.
- No Unit may make more than one Reaction in any Turn.
- A Unit that is Stunned, Routed or Locked in Combat may never make a Reaction.
Reaction Allotments
The Reactive Player may attempt a set number of Reactions in the Active Player’s Turn - as determined by the Player’s Reaction Allotment. The Reaction Allotment determines how many Reaction Points the Reactive Player will have to spend. A Player must expend 1 Reaction Point in order to have a Unit under their control make a single Reaction and once their Reaction Allotment is reduced to 0 then no more Reactions may be made. Reactions can be made in any Phase of the Active Player’s Turn, and each Reaction will note when and how it may be made - there is no limit to the number of Reactions that may be made in a given Phase other than the Reactive Player’s Reaction Allotment. Note that points of Reaction Allotment that are not spent in a given Player Turn do not carry over to future Turns and are discarded at the end of that Player Turn.
Base Reaction Allotment
All Players, unless a Special Rule or other effect specifies otherwise, have a Base Reaction Allotment of 1. This means that at the start of each Player Turn the Reactive Player has 1 Reaction Point.
In addition to this Base Reaction Allotment, all Players receive additional Reaction Allotment Points based on the Points Limit of the Battle being resolved (see the Rules for Army selection on page 278). Note that the total Points Value of an Army is irrelevant for determining this bonus, it is the Points Limit of the Battle that determines what bonus Reaction Points a Player gets. To determine the number of bonus Reaction Points gained, consult the table below:
| BATTLE POINTS LIMIT | BONUS REACTION POINTS | | Up to 1,500 Points | No bonus | | 1,501 - 3,500 Points | +1 Reaction Point | | 3,501 - 5,000 Points | +2 Reaction Points | | More than 5,000 Points | +3 Reaction Points |
|
Players may also gain additional bonus Reaction Points from other Special Rules presented as part of the various Army lists available to them. In all cases, these Special Rules will detail how these additional Reaction Points are gained and how many Reaction Points are gained.
A Reaction may be made with any Unit controlled by the Reactive Player, though in a number of situations a Special Rule or Status may deny a Unit the opportunity to react. The most common such Statuses where a Unit may not make a Reaction are:
- It is Stunned.
- It is Routed.
- It is Locked in Combat.
- It has already made a Reaction in the current Player Turn.
- The Controlling Player has no points remaining in their Reaction Allotment.
- Another Special Rule specifically states they may not.
Using Reactions
When making Reactions, all armies, regardless of Faction or size, may choose to use any or all of the Core Reactions as presented in this rulebook during a Battle. Certain armies may gain access to additional Reactions due to Faction rules or Special Rules. No matter how many different Reactions an Army has to choose from, it may still only make a number of Reactions per Turn equal to its Reaction Allotment. Most Reactions may only be played in a specific Phase, and in opposition to a specific action taken by the Active Player. In all cases, the Rules for each Reaction will detail when and how they are used. A given Reaction may be used as many times as a Player wishes, so long as that Player has not exhausted their Reaction Allotment for the Phase - but no individual Unit may make more than one Reaction in any one Turn.
Shooting Attacks made as part of a Reaction may not be made without Line of Sight, including with Weapons with the Barrage (X) Special Rule or other Weapons or Special Rules that otherwise ignore Line of Sight, and models with the Vehicle Type may only attack with Defensive Weapons. Shooting Attacks made as part of a Reaction do not cause Leadership Checks due to casualties or wounds inflicted upon enemy Units, this includes both Leadership Checks due to a Unit having suffered 25% casualties or from the Panic (X) Special Rule. Hits or wounds inflicted as part of a Shooting Attack made as a Reaction do not inflict Status Checks of any kind and cannot inflict any Tactical Status on the Target Unit.
When making a Shooting Attack as part of a Reaction, the Reacting Unit is considered to be Stationary, and may attack with Weapons of any type as though Models in that Unit had not moved. A Shooting Attack made as part of a Reaction does not limit the actions of the Reacting Units in future Turns or Phases regardless of the Weapons used to attack with, although any Weapons with the Limited (X) Special Rule or special abilities that may only be used once are considered to have been expended if used as part of a Reaction. Similarly, Units that make moves or undertake other actions as part of a Reaction suffer no penalty or drawback in later Phases or Turns for doing so.
Any Reaction that allows a Unit to move using its Initiative Characteristic rather than its Movement Characteristic to determine the distance moved, may not be used by Units that include any Models with either no Initiative Characteristic (such as most Models with the Vehicle Type) or an Initiative Characteristic of 0. In addition, Reactions that allow a Move based on Initiative use the Unit’s or Model’s unmodified Initiative and are not affected by Difficult Terrain (but must still take Dangerous Terrain Tests as normal).
Core Reactions
The following Reactions are available to all Armies regardless of size or Faction.
Movement Phase: Reposition
This Reaction allows the Reactive Player to move a Unit when an enemy Unit ends its move within 12".Trigger: The Reactive Player may declare a Reposition Reaction in Step 2 of the Move Sub-phase process, if an enemy Unit ends a move within 12" and in Line of Sight of a Unit under the Reactive Player’s Control.
Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Reposition Reaction - this cost paid as soon as the declaration is made.
Target: The Target Unit is always the Unit whose move triggered the Reaction. Once the cost has been paid, the Reactive Player must select one Unit under their control that is within 12" and has Line of Sight to the Target Unit - that Unit is the Reacting Unit.
Process- Once a Reposition Reaction has been declared, the Active Player must completely resolve the Target Unit’s movement.
- Once the Target Unit has finished its move, the Reactive Player may move the Reacting Unit. When making this move, each Model in the Reacting Unit may move a number of inches up to the Base Value of its Initiative Characteristic.
- Once the Reacting Unit has completed this move, the Movement Phase continues as normal.
Shooting Phase: Return Fire
This Reaction allows the Reactive Player to make a Shooting Attack for a Unit that is the target of an enemy Shooting Attack.Trigger: The Reactive Player may declare a Return Fire Reaction in the Shooting Phase, during Step 3 of the Shooting Attack sequence of any Shooting Attack made by the Active Player.
Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Return Fire Reaction - this cost paid as soon as the declaration is made.
Target: The Target Unit is always the Unit whose Shooting Attack triggered the Reaction. The Reacting Unit is always the Unit that was the target of the Shooting Attack that triggered the Reaction.
Process- Once a Return Fire Reaction has been declared, the Active Player must resolve all remaining Steps of the Shooting Attack process as normal, up to the start of Step 11.
- Before resolving Step 11, the Reactive Player makes a Shooting Attack with the Reacting Unit (including with any Models that have been reduced to 0 Wounds and before any Panic Checks are taken) targeting only the Target Unit.
- Once the Shooting Attack made as part of this Reaction has been completely resolved, including removing any Casualties, the Players must then finish resolving Step 11 of the original Shooting Attack that triggered the Reaction.
Assault Phase: Overwatch
This Reaction allows the Reactive Player to make more powerful Volley Attacks.Trigger: The Reactive Player may declare an Overwatch Reaction during Step 4 of the Charge process of any Charge declared by the Active Player.
Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare an Overwatch Reaction - this cost paid as soon as the declaration is made.
Target: For an Overwatch Reaction, the Target Unit is always the Unit whose Charge triggered the Reaction. The Reacting Unit is always the Unit that was declared as the target of the Charge that triggered this Reaction.
Process- Once an Overwatch Reaction has been declared, and once the Active Player has resolved any Volley Attacks they choose to make, the Reactive Player may choose to have the Reacting Unit make a Shooting Attack instead of a Volley Attack.
- This Shooting Attack must target the Target Unit and is made at full Ballistic Skill, not as Snap Shots, and may be made using any Ranged Weapon. No Cover Tests or Shrouded Damage Mitigation Tests may be taken against wounds inflicted as part of an Overwatch Reaction.
- Once the Shooting Attack made as part of this Reaction has been fully resolved, the Players must move to Step 5 of the Charge Process as normal. However, if, once this Shooting Attack has been fully resolved, all Models in the Target Unit or Reacting Unit have been Removed as Casualties then the Charge process is ended immediately and the Active Player may select another Unit to resolve a Charge for.
Advanced Reactions
Advanced Reactions are more complex ploys and tactical tricks that can be made by commanders in the heat of Battle. They may only be used by the Reactive Player and require the expenditure of Reaction Points in order to be used, following the general Rules presented for Core Reactions. Unlike Core Reactions, which represent the most common types of Reaction and will see use in most Battles, Advanced Reactions represent rarer situations and depending on the Armies in use may not see use in some Battles.
This rulebook presents a number of Advanced Reactions that may be made by a Player of any Faction or Allegiance. Future publications may present additional Advanced Reactions that may only be used by Players of a specific Faction or Allegiance, or that cover more niche situations.
The following Advanced Reactions are presented in this section:
- Death or Glory
- Intercept
- Evade
- Nullify
- Heroic Intervention
Advanced Reactions
The following Advanced Reactions are available to any Player, regardless of Faction or Allegiance. Advanced Reactions use up points from a Reactive Player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description. Note that Nullify is both an Advanced Reaction and a Psychic Reaction (see page 213).
Death or Glory
This Advanced Reaction allows a Unit that a Vehicle has moved through to attack the Vehicle.Trigger: The Reactive Player may declare a Death or Glory Reaction whenever the Active Player moves through an enemy Unit with a Model that has the Vehicle Type.
Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Death or Glory Reaction - this cost paid as soon as the declaration is made.
Target: For a Death or Glory Reaction, the Target Model is always the enemy Model with the Vehicle Type that triggered this Reaction. The Unit that was being moved through by the Target Unit is considered the Reacting Unit.
Process- Once declared, the Target Model must temporarily halt its move in Base Contact with one or more Models from the Reacting Unit.
- The Reactive Player must nominate any one Model in the Reacting Unit, referred to hereafter as the Attacking Model. The Attacking Model does not have to be in Base Contact with the Target Model. The Attacking Model may not have the Vehicle Type.
- The Attacking Model may attack with either a Melee or Ranged Weapon, making a number of attacks equal to the Firepower of the selected Ranged Weapon or the Attacks Characteristic of the Attacking Model, modified by the selected Melee Weapon’s Attacks Modifier Characteristic. Whatever form the attack takes, all attacks automatically hit and any Armour Penetration Tests are resolved against the Target Model’s Front Armour.
- If the attack causes the Target Model to be Removed as a Casualty or inflicts the Pinned Status, then the Attacking Model remains in play - otherwise it is immediately Removed as a Casualty with no Saving Throws or Damage Mitigation Tests of any kind allowed. If the Target Model is Removed as a Casualty then no Hits are inflicted due to it moving through an enemy Unit. If it remains in play then such Hits are inflicted as normal.
Intercept
This Advanced Reaction allows a Unit to attack Units moving into play from Reserves.Trigger: The Reactive Player may declare an Intercept Reaction whenever the Active Player brings a Unit into play from Reserves or Aerial Reserves. The declaration is made as soon as the Model is placed on the Battlefield, before any Moves or actions are resolved.
Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare an Intercept Reaction - this cost paid as soon as the declaration is made.
Target: The Unit entering play from Reserves or Aerial Reserves is always the Target Unit of this Reaction. After declaring this Reaction, the Reactive Player must select one Unit under their control, this Unit must be able to draw a Line of Sight to at least one Model in the Target Unit. The selected Unit is the Reacting Unit.
ProcessOnce an Intercept Reaction has been declared, the Reactive Player may make a Shooting Attack for the Reacting Unit, targeting only the Target Unit. All attacks made as part of this Shooting Attack must be made as Snap Shots and Models with the Vehicle Type may only attack with Defensive Weapons.
Evade
This Advanced Reaction allows a Unit to attempt to avoid an enemy Charge by moving.Trigger: The Reactive Player may declare an Evade Reaction at the end of Step 4 of a Charge declared by the Active Player that targets a Unit entirely composed of Models with the Light Sub-Type or Cavalry Type.
Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare an Evade Reaction - this cost paid as soon as the declaration is made.
Target: The Unit that is the target of the Charge that triggered this Reaction is the Reacting Unit, while the Unit making that Charge is the Charging Unit.
Process- After ail Volley Attacks have been made by both the Reacting Unit and the Charging Unit, the Reactive Player may make a move for each Model in the Reacting Unit.
- Each Model in the Reacting Unit may be moved a number of inches equal to its Initiative Characteristic and must end the Move in Unit Coherency with another Model from the same Unit.
- If this move would leave all Models in the Reacting Unit outside of the Charging Unit’s maximum possible Charge Range then the Charge has failed and no Combat is resolved. Otherwise, the Charge proceeds as normal.
Nullify
This Advanced Reaction allows the Reactive Player to attempt a Willpower Check to negate a Psychic Curse. Note that Nullify is both an Advanced Reaction and a Psychic Reaction.Trigger: The Reactive Player may declare a Nullify Psychic Reaction when they fail a Resistance Check made to negate a Psychic Curse manifested by the Active Player.
Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Nullify Reaction - this cost paid as soon as the declaration is made.
Target: The Unit that is the target of the Psychic Curse that triggered this Reaction is always the Target Unit. Once this Reaction has been declared, the Reactive Player must nominate a Model under their control with the Psyker Trait that has a Line of Sight to either any one Model in the Target Unit or to the Focus of the Psychic Curse. The Model selected is the Reacting Model and the Unit that includes it is considered to be the Unit that has made this Reaction.
Process- Once the Reacting Model has been selected, the Reactive Player subtracts the Willpower Characteristic of the Psychic Curse’s Focus from the Willpower Characteristic of the Reacting Model. The result is the Power modifier, which may be negative if the Psychic Curse’s Focus’ Willpower is high.
- The Reactive Player must then make a Willpower Check for the Reacting Model, applying the Power modifier to the result of that Check.
- If the Check is passed then the Psychic Curse whose declaration triggered this Reaction automatically fails to manifest and may not be re-attempted this Turn. If the Check fails then the Psychic Curse is resolved as normal.
Heroic Intervention
This Advanced Reaction allows the Reactive Player to declare Challenges.Trigger: The Reactive Player may declare a Heroic Intervention Reaction if, in Step 1 of the Challenge Sub-Phase, the Active Player chooses to pass and declare no Challenge for a selected Combat.
Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Heroic Intervention Reaction - this cost paid as soon as the declaration is made.
Target: The Combat in which the Active Player chose not to declare a Challenge, triggering this Reaction, is the Target Combat.
Process- Once this Reaction is declared the Reactive Player may choose to declare a Challenge, selecting one eligible Model under their control in the Target Combat to be the Challenger.
- The Active Player may then select one eligible Model under their control in the same Combat to accept the Challenge. The Model selected is then considered the Challenged.
- If the Active Player chooses not to select an eligible Model to accept the Challenge, then the Reactive Player must select one enemy Model from the same Combat which was eligible to accept the Challenge (if any such Model exists) and apply the Disgraced Status to that Model (see page 257). The Active Player must then select another eligible Combat as per the normal Challenge Sub-Phase Rules.
- If, for any reason, the Active Player cannot select an eligible Model (for example, if a Special Rule prohibits an otherwise eligible Model from accepting the Challenge), then no Challenge occurs and the Challenge Sub-Phase continues as normal, with the Reactive Player scoring no Combat Resolution Points as a result of this Reaction. If the Active Player selects an eligible Model to take part in the Challenge, then the Challenge is resolved using the normal Rules.
Psychic Abilities
These Rules allow Players to make use of the eldritch powers of Psykers on the Battlefield, both to attack the enemy with warp-spawned fury and to conjure more subtle powers and effects to help allies and hinder the foe.In Horus Heresy Battles certain Models may make use of various psychic abilities to attack the enemy and confound their plans. These psychic abilities arc broken down into separate categories which, while they all share a similar theme, use different Rules to determine how they work in play. These distinct types of psychic ability are: Psychic Weapons, Psychic Powers and Psychic Reactions.
Psychic Weapons will use the existing Rules for attacking the enemy, being resolved as either Shooting or Melee Attacks, and occur during the Shooting and Assault Phases as do other attacks.
Psychic Powers represent any psychic effect that is not presented as a Weapon and resolved as an attack. Psychic Powers are resolved during one of the existing Phases, and have their own unique Rules, each of which is explained as part of that power.
Psychic Reactions represent similar abilities to Psychic Powers, however they are used as Reactions during the opposing Player’s Turn. In all cases, to use a Psychic Weapon, Power or Reaction, a Model must possess the Psyker Trait.
Trait: Psyker
Many of the Rules for psychic abilities will only be usable by a ‘Psyker’. A Psyker is any Model that has the Psyker Trait on their profile. As with all Traits, the Psyker Trait grants no Rules to a Model in and of itself, nor does it grant any Psychic Weapons, Powers or Reactions, it simply allows a Model to make use of Rules that require a Psyker in order to function, or as a trigger for Rules that target Psykers. For a Model to gain one or more Psychic Weapons, Powers or Reactions, they must either be listed on their profile or selected as options during Army Selection.
Psychic Weapons
Psychic Weapons are Weapons that can only be used to attack by Psykers.The most common forms of psychic ability encountered on the Battlefield are those that act in a manner akin to more conventional Weapons. In these Rules they are treated exactly as other Weapons, with the same Characteristics as any other attack, and can be both ranged and melee. The only difference between Psychic Weapons and other Weapons is that they are not normally represented by a physical component on a Model. Psychic Weapons will have the Psychic Trait to identify them. Note that some other Weapons make use of the Psyker Trait, but as they do not have the Psychic Trait are not Psychic Weapons per se.
If a Weapon has the Psychic Trait then a Model must also have the Psyker Trait in order to make attacks with that Weapon. A Psyker may make Shooting Attacks using any ranged Psychic Weapon available to it (or more than one if that Model has a Rule that allows more than one Weapon to be used during a Shooting Attack), or during the Assault Phase a Psyker may attack using a Psychic Weapon with the Melee Type. In close combat, a Psychic Weapon with the Melee Type does count for deciding if a Model has more than one Weapon, and obeys all of the usual restrictions. However, a Psychic Weapon can never be destroyed or otherwise removed from a Model unless a Rule specifically targets a Psychic Weapon.
Unless otherwise stated there are no additional requirements, Tests or Checks needed to make an attack using a Psychic Weapon - other than the Psyker Trait. However, many Psychic Weapons may have additional Special Rules that require a Test or Check in order to make an attack. In all cases, the Rules for this will be covered by the Special Rule itself.
Psychic Powers
Psychic Powers are special actions that can be used by Psykers to aid their allies and hinder the enemy.Psychic Powers are psychic abilities that can achieve many diverse ends, from simple destruction to the subtle subversion of the enemy, and are represented in a form more akin to Special Rules in order to represent the many effects a trained battle psyker can produce. Psychic Powers are never presented as Weapons Profiles and are not used to make attacks (though they can inflict Hits, wounds or Damage). Psychic Powers are broken down into two distinct categories: Blessings and Curses. Blessings are Psychic Powers that affect either the Psyker itself or another friendly Unit, while Curses are Psychic Powers that target an enemy Unit.
Unlike Psychic Weapons, which are used as part of a normal Shooting Attack or Combat, using Psychic Powers is a separate action that requires its own Rules. The following Rules are the most important ones to note:
- The Controlling Player may not use more than one Psychic Power for a Unit under their control that includes one or more Models with the Psyker Trait in their Player Turn, and no more than one Psychic Reaction in the Opposing Player’s Player Turn (note that Psychic Weapons and Psychic Gambits are not counted for these limits). If a Model leaves a Unit for which a Psychic Power has been used then both the original Unit and the new one created by the Model leaving are restricted from using further Psychic Powers or Psychic Reactions in that Player Turn.
- Using a Psychic Power or Psychic Reaction does not stop a Model or Unit from moving, making Shooting Attacks or conducting Charges and Combat - unless the Psychic Power or Psychic Reaction itself states otherwise.
- A Model or Unit that is In Reserves, Embarked on another Model or otherwise not in play or on the Battlefield may not use Psychic Powers or Psychic Reactions of any kind.
- Any ongoing effect of a Psychic Power or Psychic Reaction is immediately cancelled and ceases having any effect once the Model or Unit that used it either leaves play and enters Reserves, Embarks upon another Model or is removed from play as a Casualty (this does not include any Wounds lost due to Hits or wounds inflicted by a Psychic Power or Psychic Reaction).
Psychic Reactions
Psychic Reactions are special actions that can be used by Psykers during the Opposing Player’s Turn.Psychic Reactions are Psychic Powers that can only be used as a Reaction in the Opposing Player’s Player Turn. They follow all of the Rules noted for Psychic Powers as well as the Rules for Reactions (sec page 204) - the most obvious of these restrictions is that Psychic Reactions can only be used when the Controlling Player is the Reactive Player. As with other types of Reaction, a Psychic Reaction may only be used when ‘triggered’ by an action taken by the Active Player and will require 1 or more Reaction Points be spent before they can be resolved. Each Psychic Reaction will list when it may be used and what costs must be paid for that use.
Much like Psychic Powers, a Psychic Reaction can be a Blessing or a Curse. However, some Psychic Reactions may not use the Rules for Blessings or Curses and simply apply an effect that requires a ‘Psyker’ in a different manner. In such cases, the Psychic Reaction will present all the Rules needed to apply it in play. For an example of such a Psychic Reaction, see Nullify on page 209.
Resolving Blessings and Curses
The following Rules explain how to resolve a Psychic Power or Psychic Reaction that is a Blessing or a Curse.Each Psychic Power or Psychic Reaction that is resolved as a Blessing or a Curse will note when and in what Phase or Sub-Phase it may be used, as well as how to select a target for the power. However, the process of activating the effects of a Blessing or Curse, regardless of whether it is used as a Psychic Power or a Psychic Reaction is referred to as Manifesting a Curse or Blessing and follows a fixed procedure.
Manifesting Psychic Blessings
In order to Manifest a Psychic Blessing, the Controlling Player must first declare the use of the Psychic Power or Reaction and identify the Model that is using the Psychic Power or Psychic Reaction - known as the Focus. Then the Focus’ Controlling Player must make the target known to all Players, using the Rules provided as part of that Psychic Power or Psychic Reaction. The target of a Blessing must always be a friendly Model or Unit - a Blessing may not be used to target a non-friendly Model or Unit and such Models never gain any benefit from the Blessing even if otherwise caught within its area of effect.
Once the target for the Blessing has been selected, the Controlling Player must make a Willpower Check - known as the Manifestation Check. The Target Number for this Check is the Current Value of the Willpower Characteristic of the Focus. If the Psychic Power or Psychic Reaction is being used by a Unit rather than a specific Model, then the Controlling Player must nominate one Model in the Unit to be the Focus. If more than one Unit is affected by the Psychic Power or Psychic Reaction then no additional Checks are made. If the Willpower Check is passed then all Target Units are affected. If it is failed then none are affected.
If the Willpower Check is successful then the effects of the Psychic Power or Reaction are applied as noted in its Rules. If the Willpower Check is failed then the effects of the Psychic Power or Psychic Reaction are not applied. Some Psychic Powers or Psychic Reactions may list additional effects that must be applied if the Willpower Check is failed when manifesting a Blessing.
Note that if the Willpower Check is failed then this is still counted as having used a Psychic Power or Psychic Reaction, and no Model in that Unit may use any further Psychic Powers or Psychic Reactions in the same Player Turn.
Manifesting Psychic Curses
In order to Manifest a Psychic Curse, the Player must first declare the use of the Psychic Power or Reaction and identify the Model that is using the Psychic Power or Psychic Reaction - known as the Focus. Then the Focus’ Controlling Player must make the target known to all Players, using the Rules provided as part of that Psychic Power or Psychic Reaction. The target of a Curse must always be an enemy Model or Unit - a Curse may not be used to target a friendly Model or Unit.
Once the target for the Curse has been selected, the Controlling Player of the Target Unit must make a Willpower Check for the Unit - known as the Resistance Check. If the Target Unit consists of a single Model then the Target Number for the Check is the Current Value of the Willpower Characteristic of that Model. If the Target Unit contains more than one Model then the current Willpower of the Model with the lowest Willpower Characteristic is used - unless the Unit includes one or more Models with the Sergeant Sub-Type, Command Sub-Type or Paragon Type, in which case the Controlling Player may select one of these Models and use the current Willpower Characteristic of that Model as the Target Number for the Check. If more than one Unit is targeted by the Psychic Power or Psychic Reaction, then a separate Willpower Check is made for each Unit, with those for which the check is failed being affected and those for which the check is passed not being affected.
If the Willpower Check is successful then the Psychic Power or Psychic Reaction is considered to have failed and it has no further effect. If the Willpower Check is failed then the effects of the Psychic Power or Psychic Reaction are applied as noted in the Rules for that Psychic Power or Psychic Reaction. Some Psychic Powers or Psychic Reactions may list additional effects that must be applied even if the Check made for the Target Unit succeeds. These will be noted in the Rules for that Psychic Power or Psychic Reaction.
Note that if the Willpower Check for the Target Unit succeeds then this is still counted as having used a Psychic Power or Psychic Reaction, and no Model in the Unit that used the Psychic Power or Psychic Reaction may use any further Psychic Powers or Psychic Reactions in the same Player Turn.
Perils of the Warp
When rolling doubles to manifest a Psychic Power or Psychic Reaction, Perils of the Warp can trigger and inflict Statuses or Wounds on the Focus.Common to all forms of psychic ability is the possibility of the Warp’s power rebelling and wreaking havoc on the Psyker and their allies. This is represented by the Perils of the Warp Special Rule. The effects of the Perils of the Warp Special Rule are applied to the Unit that includes the Focus of the Psychic Power or Reaction if a Willpower Check made as a Manifestation Check or Resistance Check for a Psychic Power or Psychic Reaction results in ‘doubles’. In this case, doubles refers to a natural, unmodified result where both Dice rolled as part of the Check and selected to determine the final result show the same number on their uppermost face. Where other Rules specify that a Unit should have the effects of Perils of the Warp applied to it, that rule will detail how and when this will occur.
Note that both Resistance and Manifestation Checks both automatically succeed on a result of two ‘1’s and automatically fail on a result of two ‘6’s. However, this does not stop them from also triggering Perils of the Warp. A Manifestation Check or Resistance Check that rolls a double 1 or 6 does trigger Perils of the Warp unless another Rule specifically states otherwise.
Applying Perils of the Warp
If a Unit is instructed to suffer the effects of Perils of the Warp, then the following Rules are used to determine what effects that Unit suffers.
If the Perils of the Warp are caused by a Player having rolled a result of doubles on a Willpower Check result made as a Manifestation or Resistance Check, using the number shown on both Dice of the Check’s result with the Perils of the Warp Table to determine the effect.
For example, a Player rolls two Dice for a Manifestation Check, with both Dice showing ‘4’s and a final result of 8 for the Check. The Check is successful, but as doubles were rolled the Unit that includes the Power’s Focus suffers Perils of the Warp - as two ‘4’s were rolled, the Controlling Player of the Focus checks the entry on the Perils of the Warp Table for a ‘4’ and must apply Ætheric Feedback to the Unit that includes the Focus.For Perils of the Warp not caused by Willpower Checks, roll a Dice and compare the result of that roll to the table.
For example, a Special Rule requires a Player to apply Perils of the Warp to a Unit, but not as the result of a Check. That Player rolls a single Dice, resulting in a ‘6’ and must then check the entry for a ‘6’ on the Perils of the Warp Table and must apply Warp Rupture to the Unit targeted by the Special Rule.
The Perils of the Warp Table
If a Unit is instructed to suffer the effects of Perils of the Warp, consult the table below.
| 1 or 6 | WARP RUPTURE: The Unit suffers a number of wounds which ignore all Armour Saves, Cover Saves and Damage Mitigation Rolls. Invulnerable Saves may be taken against these wounds as normal and they are allocated as if they were inflicted by a Shooting Attack. The number of wounds inflicted is 13 minus the Willpower Characteristic of the Model in the Unit with the lowest Willpower Characteristic. If the Unit includes any Models with the Sergeant Sub-Type, Command Sub-Type or the Paragon Type then the Willpower Characteristic of one of those Models chosen by the Unit’s Controlling Player may be used instead. | | 2, 3, 4 or 5 | ÆTHERIC FEEDBACK: The Unit gains the Stunned Status. |
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Vehicles
These Rules cover how to move, attack with and resolve attacks that target Vehicles.Vehicles are a Model Type that does not operate in the same manner as other Models, thus warranting their own Rules. This section details the Rules common to the Vehicle Type, before going into more detail as to the various Sub-Types unique to Vehicles.
Vehicles and Units
Vehicles always form a Unit of one Model and cannot be joined by other Models.A Model with the Vehicle Type always operates as a Unit of a single Model and may never join, be joined by other Models or otherwise be incorporated into Units with other Models of any Type. Unlike other Rules, this Rule is not overridden by Special Rules and if any Rule or Special Rule would force a Model with the Vehicle Type to join or otherwise be part of a Unit then that Rule or Special Rule is ignored.
Vehicles and Tactical Statuses
Vehicles can gain some Statuses, but can only remove them with Repair Tests or through the Battlesmith Special Rule.Models with the Vehicle Type can be affected by all Statuses except Routed. As such Models do not have a Cool Characteristic they cannot fail a Cool Check and Statuses can only be applied to them by specific Rules or the result of a roll on the Vehicle Damage Table. Furthermore, as Models with the Vehicle Type do not have a Cool Characteristic, they can only remove Statuses by means of the Battlesmith (X) Special Rule (see page 326) or a Repair Test made in the Statuses Sub-Phase.
Repair Tests
One Repair Test can be made by the Active Player for each Model with the Vehicle Type under their control in the Statuses Sub-Phase. A Repair Test is made by rolling a single Dice and with a Target Number of ‘6’. Some Special Rules may allow more Dice to be rolled for a given Model with the Vehicle Type or change the Target Number, any such Special Rules will note their effects and how they are to be applied. Each successful Repair Test allows the Controlling Player to remove one Status from the Model for which the Repair Test was made.
Vehicles and Saving Throws
Vehicles can only use Invulnerable Saves or Cover Saves.A Model with the Vehicle Type cannot gain or use Armour Saves. They can gain and make use of Invulnerable Saves or Cover Saves. Damage Mitigation Tests are not Saving Throws and may be taken as normal.
Vehicles in the Movement Phase
Vehicles move in the same manner as other Models, with exceptions for Terrain and moving through other Units.As with all other Models in the Horus Heresy - Age of Darkness Rules, Vehicles have a Movement Characteristic which defines the maximum number of inches they may move on the Battlefield. In most situations Vehicles are moved in exactly the same manner as other Models (see page 244) and can end a move facing in any direction. However, unlike other Models, Vehicles may not move vertically in Terrain or on Terrain Pieces in order to ascend levels.
Due to the rules for Arcs of Fire (see page 218) it is important to be clear on which direction a Model with the Vehicle Type is facing, as this can affect both which enemy Units can be attacked by that Model and how enemy Models attack it. As such, Models with the Vehicle Type can choose to Pivot around the central point of their hull in the Movement Phase, which does not count as Moving. When selected during the Movement Phase a Unit consisting of a Model with the Vehicle Type may choose to Pivot instead of Moving - that Model may then be turned to face any direction as long as it does not end the pivot within 1" of any enemy Model. A Pivot does not count as Moving and the Model with the Vehicle Type is considered to have remained Stationary.
Vehicles and Rushing
Models with the Vehicle Type do not have an Initiative Characteristic and as such may not Rush. Vehicles with the Rapid Sub-Type are an exception to this and may Rush as detailed on page 223.
Vehicles and Terrain
Models with the Vehicle Type are affected by the Terrain Rules in the same manner as all other Models, with a few exceptions.Models with the Vehicle Type may not move vertically in Terrain or on Terrain Pieces in order to ascend levels.
Models with the Vehicle Type do not suffer wounds from failed Dangerous Terrain Tests. If a Dangerous Terrain Test is failed for a Model with the Vehicle Type, then that Model suffers 1 Point of Damage (no Armour Penetration Test is made). No Saving Throws or Damage Mitigation Tests of any kind may be made against this Damage.
Moving Through Other Units
Models without the Vehicle Type do not impede, restrict or limit the distance a Model with the Vehicle Type may move. This means that, unlike other Models, Models with the Vehicle Type may move through other Units that are composed of Models that do not have the Vehicle Type.
In order to count as having ‘moved through’ a Unit, the path of travel taken by the Model with the Vehicle Type must cross the base of at least one Model from a Unit. However, a Model with the Vehicle Type may not end its move on top of any Model or in Base Contact with any enemy Model in the Movement Phase. Furthermore, a Model with the Vehicle Type may not move through other Models with the Vehicle Type or through Terrain Features.
If a Model with the Vehicle Type moves through a friendly Unit composed of Models that do not have the Vehicle Type then this has no effect, and the Models in the Unit moved through arc not moved or otherwise affected. If a Model with the Vehicle Type moves through an enemy Unit composed of Models that do not have the Vehicle Type then once the Model with the Vehicle Type has finished its move and its final location decided, each enemy Unit composed of Models that do not have the Vehicle Type that was moved through takes D6 Strength 6 Hits with an AP of ‘-’, allocated by the Target Unit’s Controlling Player. Note that such a move may trigger the Death or Glory Advanced Reaction.
Moving through other Units does not impede or limit a Model with the Vehicle Type from attacking in other Phases, Disembarking or Embarking Units or performing any other game action.
Vehicles in the Shooting Phase
Vehicles can attack with all of their Weapons, targeting different enemy Units, but are limited by the fire arcs of their Weapons when selecting targets.When a Model with the Vehicle Type is used to make a Shooting Attack (see page 247), it uses the Ballistic Skill Characteristic shown on its profile and makes any attacks with the same Rules as any other Model, but with a few adjustments:
- A Model with the Vehicle Type may attack with all Weapons the Model has as part of a Shooting Attack as long as those Weapons are in Range and Line of Sight of the Target Unit.
- A Model with the Vehicle Type that is selected to make a Shooting Attack by the Active Player may have its Weapons divided between different targets, making more than one Shooting Attack (though each Weapon may be used in only one Shooting Attack in a given Phase).
- Each Weapon that a Model with the Vehicle Type has is limited in the arc from which a Target for that Weapon may be selected.*
*If a Weapon from a Model with the Vehicle Type will be used as part of a Shooting Attack and that Weapon is found to he out of arc before any attacks are made - in that the selected Target Model is not within the bounds of that Fire Arc - then that Weapon may not be used to attack as part of that Shooting Attack. However, remember that a given Weapon may only make attacks as part of a single Shooting Attack in the Shooting Phase.
Attacking Multiple Target Units
In the Shooting Phase, when the Active Player selects a Unit composed of a single Model with the Vehicle Type with which to make a Shooting Attack, they may choose to divide that Model’s Weapons between multiple Shooting Attacks at different targets.
If the Active Player chooses to make more than one Shooting Attack for that Model targeting different enemy Units, then all of the attacks made in each of those Shooting Attacks must be made as Snap Shots (see page 194). Furthermore, each Shooting Attack made must target a different Unit than all of the other Shooting Attacks made for the attacking Model in this Shooting Phase.
To make multiple Shooting Attacks with the same Model that has the Vehicle Type, the Active Player must follow these steps:
- When the Active Player selects a Unit composed of a single Model with the Vehicle Type, the Active Player must declare if they will make multiple Shooting Attacks with all Attacks made as Snap Shots, or a single Shooting Attack without penalty. No targets are declared in this Step.
- If the Active Player chooses to make multiple Shooting Attacks as Snap Shots, then they must now declare the Target Unit for the first Shooting Attack, along with which Weapons will be used in that Shooting Attack. If the Active Player chooses not to make multiple Shooting Attacks then the Shooting Attack process continues normally as described on page 247.
- If the Active Player has chosen to make multiple Shooting Attacks, once the first Shooting Attack is completely resolved, with all attacks made as Snap Shots, then one or more additional Shooting Attacks may be made. Each additional Shooting Attack may only use Weapons which have not yet been used to make attacks in any Shooting Attack in that Shooting Phase and must target a different Unit than all previous Shooting Attacks made for the attacking Model in that Shooting Phase. All attacks made in any additional Shooting Attack must be made as Snap Shots.
Additional Shooting Attacks may continue to be made until either all Weapons available to the attacking Model have been used to attack or the Active Player chooses to stop making Shooting Attacks.
Defensive Weapons and Battle Weapons
All Weapons that a Model with the Vehicle Type has will be either Defensive Weapons or Battle Weapons. Throughout these Rules, when a rule refers to ‘all Weapons’ or simply ‘Weapons’ without any further qualifiers, then this means that both Battle and Defensive Weapons may be used. When a Shooting Attack is limited to only Defensive Weapons or non-Defensive Weapons (Battle Weapons), it will specifically state this.
Defensive Weapons – All Weapons on a Model with the Vehicle Type that have a Strength Characteristic of 6 or less are Defensive Weapons. Other Weapons may also be specifically designated as Defensive Weapons on their profile. When a Player chooses to have a Model with the Vehicle Type attack multiple different Units in the same Shooting Phase, Defensive Weapons do not have to make their attacks as Snap Shots.
Battle Weapons – All Weapons on a Model with the Vehicle Type that have a Strength greater than 6 and that are not Pintle Mounted or otherwise designated specifically as Defensive Weapons are Battle Weapons.
Vehicle Firing Arcs and Weapon Mounts
Unlike most Models, which can make Shooting Attacks at any target to which they can draw Line of Sight, Models with the Vehicle Type are more restricted in how they can target an enemy. Each of the Weapons that a Model with the Vehicle Type has may only be used to attack targets in one or more Firing Arcs - specific zones from which targets may be selected if they are within Line of Sight. The various Arcs of Fire in Horus Heresy - Age of Darkness are detailed as follows:
Firing Arcs
Hull (Arc) – The Hull Firing Arc is divided into four sections: Front, Rear, Left and Right - with most Weapons capable of firing into only one of those divisions, as shown on a given Model’s profile. To determine the Hull Arcs of any Model with the Vehicle Type, draw two imaginary lines through the corners of the Model as shown in the diagram below.
Centreline – The Centreline Arc is determined by drawing two imaginary lines along the sides of the Model’s hull extending out past the front of the Model as shown in the diagram below. The space between the two lines is the Centreline Arc. Unless otherwise noted the Centreline Arc always extends from the Model’s front, but if specified in the Model’s profile, it can instead/also extend from the Model’s rear.
Sponson – The Sponson Firing Arc is determined by drawing an imaginary line along the centre of the Model, from front to rear, as shown in the diagram below. The left hand side is the Left Sponson Arc and the right hand side is the Right Sponson Arc, with Sponson Weapons only capable of attacking targets in the Firing Arc that they are physically in. Unless otherwise specified, any Model with Sponson Weapons will have one left sponson and one right sponson.
Weapon Mounts
A Model’s profile will note what type of mount a Weapon has, with each type of mount allowing a Vehicle to fire those Weapons into one or more Firing Arcs as shown:
Hull (Arc) Mounted – Hull (Arc) Mounted Weapons will always specify a single Firing Arc and may only attack targets in that Firing Arc. The different Hull arcs are: Front, Rear, Left and Right. Some Units may specify Side as an arc - this means both Left and Right arcs.
For example, a Land Raider Carrier has a Hull (Front) Mounted twin heavy bolter - this Weapon may only attack targets in the Front Firing Arc.Turret Mounted – Turret Mounted Weapons may attack targets in any Hull arc (Front, Left, Right or Rear) without restriction.
Centreline Mounted – Centreline Mounted Weapons may only attack targets in the Centreline Firing Arc.
Sponson Mounted – Sponson Mounted Weapons are usually in pairs, one on each side of a Vehicle (the Model’s profile will note if this is not the case) and may attack targets in the appropriate Sponson Firing Arc (either left or right). Sponson Mounted Weapons are always counted as Defensive Weapons regardless of the Weapon’s Characteristics.
Pintle Mounted – Pintle Mounted Weapons may attack targets in any Firing Arc without restriction, and arc always counted as Defensive Weapons and as having the Assault Trait regardless of the Weapon’s Characteristics.
Co-axial (X) Mounted – Co-axial Mounted Weapons will be linked to another Weapon, specified by the value of X attached to the Mount Rule. A Co-axial Mounted Weapon may only attack targets in the same Firing Arcs as the Weapon to which it is linked. Furthermore, a Co-axial Mounted Weapon must always be used to attack the same target as the Weapon to which it is linked - if it cannot then it may not be used to attack.
Vehicles and Damage
Shooting Attacks may target Models with the Vehicle Type, determining Line of Sight, Range and making Hit Tests as normal. However, when determining if a Model can draw Line of Sight to or determining the Range to a Model with the Vehicle Type, Line of Sight and Range must be determined from the Base edge of the attacking Model to the hull of the Model with the Vehicle Type - not including wings, gun barrels or other projections from the main bulk of the Model.
Once Line of Sight and Range have been established, the Player making the attack must determine which Armour Facing (Front, Side or Rear) will be the target of the attack. To determine which Facing an attack targets, draw two imaginary lines through the corners of the Vehicle to show its Facings and then draw a direct line from the attacking Model to the Target Model, with the point where the line touches the Target Model determining the Facing targeted by the attack.
In the example pictured above, one Salamander can only draw Line of Sight to the right Side Facing of the Iron Warriors Spartan and must attack that facing. However, the other Salamander can draw Line of Sight to both the right Side and Rear Facings. The Player Controlling the Spartan chooses which Facing will be the target of the attack and in this case chooses the side.
If an attack could target two or more different Facings of a Target Model (if the line drawn strikes the Target Model at an intersection between two facings, for example), the Controlling Player of the Model with the Vehicle Type must choose which Facing will be the target of any attacks. An attack may only ever target a single Facing. In most cases all Hits inflicted by an Attack will target the same Facing, but where an attack results in Hits on more than one Facing these must be resolved separately against the Armour Value of that Facing (see Splitting Fire Groups on page 249 for more details).
In any situation where a Model is hit by a Weapon or attack which fires indirectly or does not otherwise require Line of Sight to its target, Flits are always resolved against the Side Armour Value. The direction a turret is facing on a Model that is the target of an attack has no bearing on what arc of that Model is targeted.
Template and Blast Weapons
If a Model with the Vehicle Type is even partially under a Template or Blast Marker, it is hit on the Facing that the attacking Model draws a Line of Sight to. If the Line of Sight could be drawn to multiple Facings, then the Hit is resolved against the Side Armour.
Armour Penetration Test
When a Model with the Vehicle Type suffers a Hit, no Wound Test is made, instead that Hit must then be resolved with an Armour Penetration Test, with one such Test made for each Hit inflicted on the Model with the Vehicle Type.
To make an Armour Penetration Test, roll a single Dice and add the Strength of the Hit to the result of that Dice roll. Compare that total to the Armour Value of the Facing targeted by the Hit:
- If the total is less than the Armour Value of the targeted Facing, the Hit has no effect and is discarded.
- If the total is equal to the Armour Value of the targeted Facing, the Hit inflicts a Glancing Hit.
- If the total is greater than the Armour Value of the targeted Facing, the Hit inflicts a Penetrating Hit.
Resolving Damage
Once all
Armour Penetration Tests have been resolved, the following effects are applied to the Model based on the results:
Glancing Hits – A Glancing Hit inflicts no Damage, however for each Glancing Hit, the attacking Player must roll once on the
Vehicle Damage Table in Step 11 of the
Shooting Attack process or Step 10 of the
Initiative Step process (Players may find it useful to place a marker to remind them of this).
Penetrating Hits – For each Penetrating Hit result, the target Unit suffers 1 Penetrating Hit. If available, any
Saving Throws or
Damage Mitigation Rolls may be made to discard the Penetrating Hit in the appropriate Step of the attack process (see the Rules for
Shooting Attacks or
Melee Attacks). If not discarded due to a Saving Throw or Damage Mitigation Roll the Model will lose a number of Hull Points equal to the Damage Characteristic of the Penetrating Hit, which is decided by the Characteristics of the Weapon used to inflict the Penetrating Hit in the same manner as wounds.
Vehicle Damage Table
| DICE | RESULT | | 1-2 | IMPAIRED SENSORS: The Model gains the Stunned Status. | | 3-4 | BROKEN MOTORS: The Model gains the Pinned Status. | | 5-6 | WEAPONS DAMAGED: The Model gains the Suppressed Status. |
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If a Model that already has a specific Status would have that Status applied to them again by a result from the Vehicle Damage Table, then they instead lose a single Hull Point (no Saving Throw of any kind or Damage Mitigation Roll may be taken against this).
Removing Vehicle Models as Casualties
When a Model with the Vehicle Type is reduced to 0 Hull Points, that Model is Removed as a Casualty in the same manner as other Models. However, Players may choose to use the optional Wrecked Vehicles Special Rule to represent the broken hulks of destroyed vehicles.
Wrecked Vehicles
A Vehicle that is reduced to 0 Hull Points is Removed as a Casualty, which means the Model itself is removed from the Battlefield. Some Players may wish to leave the Model on the Battlefield to represent a wreck. If both Players agree to use the Wrecked Vehicles Special Rule then the following Rules apply:
WRECKED VEHICLES: When a Model with the Vehicle Type is Removed as a Casualty then the Model is replaced with a Wreck. If the Model also has the Explodes (X) Special Rule and that Special Rule is triggered, it is not replaced with a Wreck.
WRECK – A Wreck is a type of Area Terrain that counts as both Difficult and Dangerous Terrain and grants a 6+ Cover Save. For Rules that target it, a Wreck is counted as Light Area Terrain.
Vehicles in the Assault Phase
Vehicles cannot Charge or make attacks in Combat, but can be Charged and attacked by enemy Units.Models with the Vehicle Type must abide by a number of restrictions in the Assault Phase, which are listed below:
- A Model with the Vehicle Type may not have a Charge declared for it.
- A Model with the Vehicle Type may not make attacks during the Fight Sub-Phase.
- A Model with the Vehicle Type cannot lock enemy Units in Combat and cannot be Locked in Combat by an enemy Unit.
Those exceptions to this Rule will specifically note this in the Rules for that Sub-Type of Vehicle.
Charging a Vehicle
A Unit may declare a Charge targeting a Unit that includes a Model with the Vehicle Type during the Charge SubPhase. The Charge Move is conducted in the same way as for Charging other enemy Units. Models with the Vehicle Type may make Reactions to a Charge declared for an enemy Unit as normal and may make attacks in Step 4 (Make Volley Attacks) of the Charge Procedure if they have any appropriate Weapons.
Attacking Vehicles in Combat
When a Model resolves a Hit Test in Combat targeting a Model with the Vehicle Type, the target Model is treated as having a Weapon Skill Characteristic of 1. Any Hits scored against a Model with the Vehicle Type in a Combat are resolved against the Model’s Rear Armour regardless of the positions of Models in Combat. These Hits do not result in Wound Tests, but must be resolved using Armour Penetration Tests as described on page 220.
Combat Resolution
A Combat that includes one or more Models with the Vehicle Type is resolved as normal - though unless other Models are present, it is likely that a Model with the Vehicle Type will lose a Combat as it does not attack.
The Controlling Player of a Unit that includes Models with the Vehicle Type may only choose to Hold (see page 273) with that Unit at the end of any Combat (though this does not limit other friendly Units in the same Combat). In the following Movement Phase a Model with the Vehicle Type may Move as normal and is not considered to be Locked in Combat.
Units that still have Models in Base Contact with a Model with the Vehicle Type during their Controlling Player’s Assault Phase may attack it again, just as if they were Locked in Combat, but do not count as having Charged.
Vehicle Sub-Types
The basic Rules for the Vehicle Type apply to all Models of the Vehicle Type. However, the Vehicle Type includes a number of Sub-Types which allow these Rules to properly portray the vast panoply of war machines that took part in the wars of the Horus Heresy. Any Model with the Vehicle Type may also have one or more Sub-Types, each of which modify how it interacts with the basic Vehicle Rules and adds additional Special Rules to represent that particular role on the battlefield. A Model with the Vehicle Type’s profile will always show which Sub-Types that Model has, listing them in brackets as part of its Type. The various Vehicle Sub-Types detailed here cover the more common Vehicle variants found on the battlefields of the Horus Heresy, but other books may present new ones.
Rapid
Whether by means of a superior engine, enhanced fuel mix or other arcane technology, some vehicles are able to apply hursts of speed far in excess of other engines of war.
The following Rules apply to all Models with the Rapid Sub-Type:
- A Model with this Sub-Type may Rush - however the additional distance moved when Rushing is not determined by an Initiative Characteristic, but is always an additional 6".
- When Rushing, a Model with this Sub-Type may make Shooting Attacks, but all Shooting Attacks are made as Snap Shots. A Model with this Sub-Type may not make multiple Shooting Attacks in the same Turn as one where it Rushes.
- A Model with both this Sub-Type and the Transport Sub-Type, that the Controlling Player chooses to have Rush in a Turn, may not Disembark any Models in the same Turn (unless required to make an Emergency Disembarkation by another Rule or Special Rule).
Stable
Certain vehicles are designed to mount one or more large and cumbersome weapons, most often long ranged artillery cannon. Such vehicles are large and heavy enough, or designed with specialised systems to stabilise them whilst they are moving, to allow for the continuous firing of their primary weapons.
The following Rules apply to all Models with the Stable Sub-Type:
- A Model with this Sub-Type always gains any benefits for having remained Stationary when making Shooting Attacks, regardless of whether the Model moved in the preceding Movement Phase or the distance moved. This does not count if the Model has Rushed in the preceding Movement Phase.
- When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type does not have to make all attacks as Snap Shots.
Super-heavy
From the lumbering Baneblade tanks of the Imperial Army to the destructive power of the Legiones Astartes Falchion, all of the war machines that fall into this category are huge armour-clad constructions that each wield enough firepower to destroy an entire army.
The following Rules apply to all Models with the Super-heavy Sub-Type:
- Models with this Sub-Type are not affected in any way by Difficult Terrain or Dangerous Terrain, but may still neither pass through nor end their move in Impassable Terrain.
- A Model with this Sub-Type always gains any benefits for having remained Stationary when making Shooting Attacks, regardless of whether the Model moved in the preceding Movement Phase or the distance moved. This does not count if the Model has Rushed in the Preceding Movement Phase.
- When making multiple Shooting Attacks in the same Shooting Phase, a Model with this Sub-Type docs not have to make all attacks as Snap Shots.
- A Model with this Sub-Type may only make Reactions in response to actions undertaken by Units that contain one or more Models with the Paragon Type, Super-heavy Sub-Type, Knight Sub-Type* or Titan Sub-Type*.
- When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
- If a Model with this Sub-Type has a Transport Capacity, then it may transport any number of Units, so long as the number of Models in the transported Units does not exceed the Vehicle’s Transport Capacity.
*See Liber Questoris for more details on these Unit Sub-Types.Flyers
The Rules in this section explain how to use aircraft in Age of Darkness Battles.Models with the Flyer Sub-Type do not operate in the same manner as other Models, thus warranting their own Rules specific to Models with the Flyer Sub-Type. Unlike most Models with the Vehicle Type, the Rules for Models with the Flyer Sub-Type are substantially different to those for other Models and operate outside the bounds of the Core Rules. These Rules are intended to represent high-speed aerial units such as scramjet powered fighters, orbital drop shuttles and bombers, which would not linger in combat airspace over the area represented by the Battlefield. This section details all the Rules specific to the Flyer Sub-Type and their use in a Horus Heresy Battle.
The Flyer Sub-Type
The following Rules are exceptions to the Core Rules that always apply to a Model with the Flyer Sub-Type at all times during a Horus Heresy Battle:
- Whilst on the Battlefield, a Model with the Flyer Sub-Type does not block Line of Sight or the Movement of any Model.
- When moving a Model with the Flyer Sub-Type, ignore all Terrain effects and Rules. However, a Model with the Flyer Sub-Type may still not end a move in or on Impassable Terrain, a Terrain Feature or a Building.
- No Model of any kind may join a Unit that includes a Model with the Flyer Sub-Type.
- A Model with the Flyer Sub-Type can never gain any Tactical Statuses and ignores any Rules that would force it to do so.
- A Model with the Flyer Sub-Type may never be Locked in Combat or attacked in any way during the Assault Phase and may not be targeted by attacks made using a Melee Weapon.
- A Model with the Flyer Sub-Type may never make a Reaction of any kind, unless that Reaction specifically states it may be made by Models with the Flyer Sub-Type - but can be targeted by Reactions.
- When a Player is instructed to roll on the Vehicle Damage Table for a Model with this Sub-Type, no roll is made. Instead, the Model loses a single Hull Point.
Removing Flyers as Casualties
When a Model with the Flyer Sub-Type has its Hull Points reduced to 0, or is otherwise Removed as a Casualty, it is removed from the Battlefield with no further effect.
Flyers and Characteristics
Flyers use the same Characteristics used by other Models with the Vehicle Type. However, all Models with the Flyer Sub-Type use only a single value for their Armour Characteristic - this value is used to resolve all Armour Penetration Hits inflicted on them regardless of which Facing is attacked.
Flyer Combat Assignments
Unlike other Models, which are placed on the Battlefield and move across it, Models with the Flyer Sub-Type are capable of speeds which make it difficult for them to stay within the bounds of the Battlefield for long. As such they are not deployed like other Models and do not move or make attacks in the same manner as other Models. Instead, Models with the Flyer Sub-Type must have a Combat Assignment selected for them that will bring them onto the Battlefield to accomplish specific goals before returning to Aerial Reserves.
As such, all Models with the Flyer Sub-Type must always begin any Battle in a special type of Reserves referred to as Aerial Reserves. Aerial Reserves operate in exactly the same fashion as Reserves, with the exception that only Rules that specifically reference Aerial Reserves can allow Models to enter or leave Aerial Reserves or otherwise modify or affect Models in Aerial Reserves or any Reserves Rolls made for them.
Embarking on Flyers in Aerial Reserves
In the Start Phase of any Turn, a Unit that is in Reserves may be Embarked upon a Model in Aerial Reserves that has the Flyer Sub-Type. A Unit Embarked in this manner must be comprised of Models capable of Embarking on the Model with the Transport Sub-Type and must not exceed the Transport Capacity of that Model. The Embarking Unit may be joined by any number of Models with the Specialist or Command Sub-Types or the Paragon Type - as long as the total number of Models Embarked does not exceed the Transport Capacity of the Model with the Transport Sub-Type they are Embarking upon.
Once Embarked, the Unit must remain Embarked until the Model with the Transport Sub-Type undertakes a Combat Assignment allowing the Unit to Disembark on the Battlefield. If the Model with the Transport Sub-Type later returns to Aerial Reserves a new Unit may be Embarked upon that Model from Reserves. If a Model with the Flyer and Transport Sub-Types enters Aerial Reserves from the Battlefield with a Unit Embarked upon it then that Unit must remain Embarked and cannot Disembark, nor can Models with the Specialist or Command Sub-Types or the Paragon Type that have joined the Embarked Unit leave it.
Aerial Reserves are rolled for during the Movement Phase as part of the Reserves Sub-Phase, starting on the First Turn of the Battle. For a Model with the Flyer Sub-Type that has not previously been brought into play, this Reserves roll has a Target Number of 3+. This Target Number increases by 1 (to a maximum of 6+) each time that Model returns to Aerial Reserves after having been deployed onto the Battlefield.
The Controlling Player of a Model that is returned to Aerial Reserves may choose to instead remove that Model from the Battle, as long as that Model has no other Models Embarked upon it. A Model removed from the Battle in this manner is not considered destroyed and no opposing Player may score Victory Points for its removal, but the removed Model may take no further part in the Battle and may not be returned to the Battlefield for any reason.
Once a Reserves Test has been passed for a Model, the Controlling Player MUST assign it a Combat Assignment before ending the Reserves Sub-Phase and declare that Combat Assignment to the Opposing Player. The Combat Assignments that may be selected for a Model with the Flyer Sub-Type are listed here, though other publications may present additional Missions:
Drop Mission – The goal of a Drop Mission is to land the Model with the Flyer Sub-Type and allow any Embarked Units to Disembark, before the Model with the Flyer SubType returns to Aerial Reserves.
Extraction Mission – The goal of an Extraction Mission is to remove a friendly Unit from a dangerous position, allowing them to recover from Tactical Statuses and be returned to the Battlefield in a subsequent Turn on a Drop Mission.
Strike Mission – The goal of a Strike Mission is to make Shooting Attacks while presenting a minimal target to enemy Units, and then return to Aerial Reserves.
Strafing Run – The goal of a Strafing Run is to maximise Shooting Attacks at the cost of presenting an easier target to enemy attacks, before returning to Aerial Reserves.
Advanced Reaction: Combat Air Patrol
This Advanced Reaction allows a Unit composed entirely of Models with the Interceptor Trait that is in Aerial Reserves to attack enemy Flyers moving into play from Reserves.Trigger: The Reactive Player may declare a Combat Air Patrol Advanced Reaction whenever the Active Player brings a Unit into play from Aerial Reserves.
Cost: The Reactive Player must spend 1 point of their Reaction Allotment to declare a Combat Air Patrol Advanced Reaction - this cost paid as soon as the declaration is made.
Target: For a Combat Air Patrol Advanced Reaction, the Target Model is always the enemy Model that was brought into play from Aerial Reserves and triggered this Reaction.
Process- Once declared, the Reactive Player must select one Unit under their control that is in Aerial Reserves and is composed entirely of Models with the Interceptor Trait. This Unit is hereafter referred to as the ‘Reacting Unit’. A Unit including Models with the Flyer Sub-Type may be selected as the Reacting Unit.
- Once the Target Model has completed the Move associated with its Combat Assignment, but before any Units have Disembarked from the Target Model, the Reactive Player may place the Reacting Unit anywhere on the Battlefield Edge and then move it up a number of inches equal to its Movement Characteristic straight forwards without turning.
- Once this move is complete, the Reactive Player may make a single Shooting Attack with the Reacting Unit that must target the Target Unit.
- Once this Shooting Attack has been completely resolved, the Reacting Unit is removed from play and returned to Aerial Reserves.
Combat Assignment: Drop Mission
Once assigned a Drop Mission in the Reserves Sub-Phase, a Model must be immediately placed onto the Battlefield by its Controlling Player. The Model may be placed anywhere along the edge of the Battlefield Edge that is within the Controlling Player’s Deployment Zone. This deployment can trigger the Intercept Advanced Reaction, but any attacks made at the Model are made as Snap Shots. If the Model is Removed from Play by a Shooting Attack made as part of an Intercept Advanced Reaction, in addition to making an Emergency Disembarkation, the Controlling Player of any Embarked Units must roll one Dice for each Model in each Embarked Unit. For each result of 1, that Unit suffers a wound with an AP Characteristic of 2 and a Damage Characteristic of 2. No Cover Save or Damage Mitigation Rolls may be made to discard this wound, but Invulnerable Saves may still be made.
In the Movement Phase, a Model with a Drop Mission can be selected and must then move up to a number of inches equal to its Movement Characteristic straight forwards without turning. At this point a Combat Air Patrol can be declared by the Reactive Player. Once any Combat Air Patrol Reactions have been resolved, any Units Embarked on a Model that has been assigned a Drop Mission may Disembark as normal. Note that the Model assigned the Drop Mission uses the edge of its Base as an Access Point.
In the Shooting Phase, a Model that has been assigned a Drop Mission may make Shooting Attacks, but may only attack with Defensive Weapons. At the end of the Controlling Player’s Shooting Phase, the Model assigned a Drop Mission is removed from play and returned to Aerial Reserves.
Combat Assignment: Extraction Mission
A Model assigned an Extraction Mission must have the Transport Sub-Type and may not have any Units Embarked upon it when assigned an Extraction Mission. Once assigned an Extraction Mission in the Reserves Sub-Phase, a Model must be immediately placed onto the Battlefield by its Controlling Player. The Model may be placed anywhere along the Battlefield Edge that is within the Controlling Player’s Deployment Zone. This deployment can trigger the Intercept Advanced Reaction, but any attacks made at the Model are made as Snap Shots.
In the Movement Phase, a Model with an Extraction Mission can be selected and must then move up to a number of inches equal to its Movement Characteristic straight forwards without turning. At this point a Combat Air Patrol can be declared by the Reactive Player. Once any Combat Air Patrol Reactions have been resolved, an eligible Unit that has all of its Models within 2" may Embark upon the Model performing the Extraction Mission, even if that Unit has a Tactical Status that would prevent it from being able to Embark. Note that the Model assigned the Extraction Mission uses the edge of its flying base as an Access Point.
In the Shooting Phase, a Model that has been assigned an Extraction Mission may make Shooting Attacks, but may only attack with Defensive Weapons. At the end of the Controlling Player’s Shooting Phase, the Model assigned an Extraction Mission is removed from play and returned to Aerial Reserves. Any Units Embarked upon the Model assigned an Extraction Mission remain Embarked while this Model is in Aerial Reserves, but any Tactical Statuses the Models in the Embarked Unit have are removed.
Combat Assignment: Strike Mission
Once assigned a Strike Mission in the Reserves Sub-Phase, a Model must be immediately placed onto the Battlefield by its Controlling Player. The Model may be placed anywhere along the Battlefield Edge that is within the Controlling Player’s Deployment Zone. This deployment can trigger the Intercept Advanced Reaction, but any attacks made at the Model are made as Snap Shots.
In the Movement Phase, a Model with a Strike Mission can be selected and must then move up to a number of inches equal to its Movement Characteristic straight forwards without turning. At this point a Combat Air Patrol can be declared by the Reactive Player. A Unit Embarked on a Model that has been assigned a Strike Mission may not Disembark, nor may any Unit Embark upon the Model assigned a Strike Mission.
In the Shooting Phase, a Model that has been assigned a Strike Mission may make Shooting Attacks, but may only attack with Weapons that have the Centreline Arc of Fire or the ‘Guided Missile’ Trait. Attacks made with a Weapon that has the Centreline Arc of Fire must be made as Snap Shots unless another Rule or Special Rule dictates otherwise. At the end of the Controlling Player’s Shooting Phase, the Model assigned a Strike Mission is removed from play and returned to Aerial Reserves.
Combat Assignment: Strafing Run
Once assigned a Strafing Run in the Reserves Sub-Phase, a Model must be immediately placed onto the Battlefield by its Controlling Player. The Model may be placed anywhere along the edge of the Battlefield Edge that is within the Controlling Player’s Deployment Zone. This deployment can trigger the Intercept Advanced Reaction, but any attacks are not resolved as Snap Shots unless another Rule or Special Rule dictates otherwise.
In the Movement Phase, a Model assigned a Strafing Run can be selected and must then move up to a number of inches equal to no more than half its Movement Characteristic in any direction. At this point a Combat Air Patrol can be declared by the Reactive Player. A Unit Embarked on a Model that has been assigned a Strafing Run may not Disembark, nor may any Unit Embark on a Model that has been assigned a Strafing Run.
In the Shooting Phase, a Model that has been assigned a Strafing Run may make Shooting Attacks with any Weapons it has. At the end of the Controlling Player’s Shooting Phase, the Model assigned a Strafing Run is removed from play and returned to Aerial Reserves.
Transports
Some Models are capable of carrying other Models across the Battlefield - these Rules explain how this works.Models with the Transport Sub-Type can ‘move’ other Models, representing those Models being carried by the Model with the Transport Sub-Type. This requires the use of a number of Rules to explain how Models ‘get into’ other Models, what happens to them while ‘on board’ another Model and how they leave the Model carrying them, all of which are explained in this section.
All Models with the Transport Sub-Type are bound by a set of Rules regarding how they operate:
- All Models with the Transport Sub-Type have a Transport Capacity Characteristic, which determines the maximum number of Models that can Embark upon it - one Model per point of Transport Capacity, unless another Rule states otherwise.
- Only Models with the Infantry or Paragon Type may Embark or Disembark upon a Model with the Transport Sub-Type.
- A Unit may only Embark on a Model with the Transport Sub-Type if all Models in the Embarking Unit have the same Faction Trait as the Model with the Transport Sub-Type.
- A Model with the Transport Sub-Type may only have a single Unit Embarked upon it at any one time (Models with the Specialist or Command Sub-Types or Paragon Type that have joined a Unit are considered part of that Unit and may Embark alongside it).
- A Unit may not be partially Embarked on a Model with the Transport Sub-Type - either all or no Models in a Unit may be Embarked on a given Model.
- If a Unit with the Transport Sub-Type has a Unit Embarked upon it, the Embarked Unit is not considered part of the same Unit. The two remain separate Units for all purposes.
Embarking and Disembarking
The main function of the Transport Sub-Type is to allow other Units to Embark or Disembark from a Model that has that Sub-Type. Embarking is the Rules term for when a Unit is removed from play to represent it boarding or otherwise getting onto another Model that then carries it, while Disembarking is the Rules term for when that Unit re-enters play by getting off of the Model that was carrying it.
Units can usually only Embark or Disembark during the Movement Phase, and no Unit may both Embark and Disembark in the same Movement Phase. However, if a Model with the Transport Sub-Type is Removed as a Casualty while a Unit is Embarked upon it, then the Embarked Unit must attempt an Emergency Disembarkation even if it had Embarked in the same Phase.
When Embarked upon a Model with the Transport Sub-Type, there are a number of Rules that apply to the Embarked Unit:
- A Unit Embarked on a Model with the Transport SubType may not be targeted by any attack, Special Rule or other effect. They are treated as if they had been removed from play temporarily.
- No Model in a Unit that is Embarked upon another Model may make an attack, Reaction or otherwise take an action.
- All effects generated by a Model, such as the effects of the Fear (X) Special Rule, cease to have any further effect when that Model is Embarked upon another Model.
- If a Unit that has a Status Embarks upon a Model with the Transport Sub-Type then the Model with the Transport Sub-Type is not affected by that Status - but the Embarked Unit retains the Status and may not have any Checks made to remove it until the Unit Disembarks.
- Any attacks, Statuses or other effects that apply to a Model with the Transport Sub-Type have no effect on a Unit Embarked upon it.
Embarking
Embarking covers the Rules for moving Units ‘into’ transports.When selected during the Move Sub-Phase of the Movement Phase, the Controlling Player may have a Unit Embark on a friendly Model that has the Transport Sub-Type. The Model upon which the Unit is attempting to Embark must have a Transport Capacity high enough for all Models in the Unit to Embark - if the Transport Capacity is not high enough then any attempt to Embark is automatically unsuccessful.
To Embark upon a Model with the Transport Sub-Type, a Unit must end or begin the Move Sub-Phase with all Models in the Unit within 2" of any point on a Facing on that Model that has an Access Point.
Access Points
Each Model with the Transport Sub-Type will have a number of Access Points defined in its entry. These are the doors, ramps and hatches that passengers use to get in and out of the Vehicle. All Access Points are defined as being within a specific Facing, corresponding to one of the four Armour Facings that most Models with the Vehicle Type have - for example, a Rhino has one Rear Access Point, and Access Points on both Side Facings. An Access Point must be physically represented on the noted Armour Facing, and when Models are Embarking or Disembarking using that Access Point they count all points on that Armour Facing as an Access Point. Where a Model has two Side Access Points, this indicates one Access Point on each Side Facing. If a Model has an Access Point on only one Side Facing, then this will be noted as Side (Left) Access Point or Side (Right) Access Point to indicate which Facing the Access Point is present on.
Models that do not have the Vehicle Type but that do have the Transport Sub-Type and a Base, count the entirety of the edge of their Base as an Access Point, regardless of the facing of any Access Points they have. Likewise, Models with the Flyer Sub-Type that are mounted on Flying Bases also count the entirety of the edge of their Base as an Access Point.
If any Models in the Embarking Unit are more than 2" from a Facing on the Transport Model that has an Access Point, then no Models can Embark and the Unit remains in play. If all Models in the Embarking Unit are within 2" of a Facing on the Model with the Transport Sub-Type that has an Access Point, then all Models in the Unit are removed from the Battlefield. Players may find it useful to mark or otherwise note which Unit has Embarked on which Model with the Transport Sub-Type and this information should be declared to all Players.
The entire process of Embarkation is resolved during the activation of the Embarking Unit during the Move SubPhase, and as such does not interfere with the activation and movement of the Model the Unit Embarks on. A Model may have Units Embark on it after it has been activated and moved, and also may be activated (if it has not already been activated) and then moved during the Move Sub-Phase after another Unit has Embarked on it.
Disembarking
Disembarking covers the Rules for moving Units ‘out’ of Transports.During the Move Sub-Phase of the Movement Phase, when a Player selects a Model with the Transport Sub-Type that they control, the Player may choose to Disembark a Unit Embarked upon that Model (as long as that Unit did not Embark in the same Movement Phase). A Unit may only Disembark before the Model it is Embarked upon has moved or after it has finished moving, not part way through a Unit’s move. Once a Unit has Disembarked from a Model that has moved in that Move Sub-Phase, the Model it was Embarked upon may not move any further that same Phase. Conversely, a Model that has not yet moved, but from which a Unit has Disembarked, may still move as normal.
Placing Disembarked Models
When a Unit Disembarks, place the Models one at a time, using the following method:
- The Controlling Player of the Disembarking Unit selects one Model from that Unit and places it in Base Contact with any point on a Facing on the Model upon which they are Embarked that has an Access Point. If a Model has no listed Access Points, but has a Base, then the edge of its Base is considered an Access Point. When Disembarking, a Model’s Base cannot be placed within 1" of an enemy Model or within Impassable Terrain. If there is no other location for the Disembarking Model to be placed then it is instead Removed as a Casualty.
- Once a Disembarking Model has been placed, the Controlling Player may make a normal move for that Model. Models and Units that make a normal move as part of the Disembarkation process may not be selected and moved again in that Movement Phase. If the Controlling Player chooses not to make a normal move then the Models in the Unit which has Disembarked do not count as being Stationary, are considered to have moved and can trigger Reactions that trigger from an enemy Unit making a move. Dangerous Terrain Tests should be taken as normal and other types of Terrain affect a Model’s Movement Characteristic as normal.
- Repeat this process for each Model in the Unit. At the end of the Disembarkation, all Models in the Disembarking Unit must be in Unit Coherency. If, for any reason, any Models from the Unit that is Disembarking are not in Unit Coherency after having Disembarked, then those Models are Removed as Casualties.
Disembarkation and Shooting or Charging
After Disembarking, Units may be used to make Shooting Attacks in the Controlling Player’s subsequent Shooting Phase, but count as having moved that Turn, and may have a Charge declared for them in the Controlling Player’s subsequent Assault Phase. Note that, unless the Model from which a Unit Disembarked has the Assault Vehicle Special Rule, all Charges declared for Units that have Disembarked in the same Player Turn must be resolved as Disordered Charges.
Embarking, Disembarking and Reactions
A Unit making a Reaction that allows the Unit to be moved may Embark upon a friendly Model with the Transport Sub-Type, but must follow all of the restrictions noted in the Rules for Embarking. However, as a Unit Embarked on another Model is considered to no longer be on the Battlefield, an Embarked Unit may not make a Reaction - and thus a Reaction may never be used to allow a Unit to Disembark. The only exception to this is a Reaction made for another Unit which forces a Target Model to have all Units Embarked upon it to make an Emergency Disembarkation.
Emergency Disembarkation
Some Rules will instruct a Player to have a Unit make an Emergency Disembarkation. This is done using the following procedure:
- The Controlling Player of the Unit making an Emergency Disembarkation selects one Model from that Unit and places it anywhere in Base Contact with the hull or Base of the Model it was Embarked upon. When Disembarking, a Model’s Base cannot be placed within 1" of an enemy Model or within Impassable Terrain. If there is no other location for the Disembarking Model to be placed then it is instead Removed as a Casualty.
- Once a Disembarking Model has been placed, it remains in contact with the Model with the Transport Sub-Type that it was Embarked upon and may not be moved, then the next Model in the Unit making an Emergency Disembarkation must be placed. Models placed after the first must be placed in Base Contact with the hull or the Base of the Model it was Embarked upon if possible.
- If any Models making an Emergency Disembarkation after the first cannot be placed in contact with the hull or Base of the Model on which they were Embarked then they may instead by placed in Base Contact with another Model from the same Unit that has already been placed as part of the Emergency Disembarkation.
- Repeat this process until all Models from the Unit making an Emergency Disembarkation have been placed on the Battlefield - unlike a regular Disembarkation they do not need to be in Unit Coherency. Any Model making an Emergency Disembarkation that cannot be placed on the Battlefield using the Rules presented here must instead be Removed as a Casualty.
- Once all Models from a Unit making an Emergency Disembarkation have been placed on the Battlefield then a Cool Check must immediately be made for that Unit. If this Check is failed then the Unit that made the Emergency Disembarkation gains the Pinned Status.
Transports, Specialists, Command and Paragons
If a Unit that includes Models with the Specialist and/or Command Sub-Types or the Paragon Type is Embarked on a Model with the Transport Sub-Type, then those Models may not leave that Unit while it is Embarked or on the Turn in which the Unit Disembarks or makes an Emergency Disembarkation. Nor may a Model with the Specialist or Command Sub-Type or the Paragon Type Embark on a Model with the Transport Sub-Type that already has a Unit Embarked upon it with the intent of ‘joining’ the Unit. No Model may join or leave a Unit that is Embarked on another Model.
Removing Transports as Casualties
If a Model with the Transport Sub-Type that has a Unit Embarked upon it must be Removed as a Casualty, then before the Model is removed from the Battlefield the Unit Embarked upon it must first make an Emergency Disembarkation. This Emergency Disembarkation is made before any other effects - such as the Model it was Embarked upon causing Hits or wounds due to its destruction, however, no damage from the attack that caused the Model with the Transport Sub-Type to be Removed as a Casualty is transferred to the Unit Embarked upon it. Once all Models in the Unit Embarked on the Model have made an Emergency Disembarkation and any other effects have been resolved, the Model with the Transport Sub-Type is removed from play.
Battlefield Terrain
This section contains the Rules you’ll need to represent Terrain on the Battlefield.Battlefield Terrain is the Rules term for any area of the Battlefield that is intended to represent a Terrain Feature, such as an area of woods, a hill or ruined building. Such areas are physically represented by a Model, but they are not counted as Models for the purposes of these Rules. All Terrain is uncontrolled by any Player, it does not move or Attack, though some Areas of Terrain can be damaged or Removed as Casualties.
As such, the following Rules apply to all Areas of Terrain or Terrain pieces:
- Terrain is never controlled by any Player.
- Terrain may not make attacks of any kind.
What Does Your Terrain Count As?
These Rules present Terrain simply as Rules and without reference to specific examples of what those Rules apply to. Due to the wide variety of Terrain in use by Players, it would be extremely difficult for us to indicate which Rules apply to which pieces of scratch built Terrain possessed by the average Player without creating some amount of confusion. As such, these Rules leave the task of defining what each piece of Terrain in a Player’s collection counts as to the Players themselves. The only Rule we apply is that the Players must decide and make known to all Players what each piece of Terrain on the Battlefield counts as before any Models or Objectives are deployed. Where Missions or organised play formats require a preset Terrain layout, what each piece of Terrain counts as should be defined by the Mission Rules or the organisers of the event.
Terrain Levels
Some Terrain may be described as having levels. This indicates that that Terrain has one or more discrete floors or platforms that are elevated from the base surface of the Battlefield and arc large enough for one or more Models to be positioned on them. The surface of the Battlefield is never considered a level (or can be thought of as level 0 Terrain or ‘Ground Level’), even where it undulates or otherwise rises above the base level of the gaming surface. Other elements of Terrain that include discrete levels should be noted and defined by the players at the start of the Battle, indicating what level each is.
Levels should be numbered, indicating how many ‘steps’ up from the base level of the Battlefield they are. The Rules always consider the vertical distance required to Move from one level to another immediately above or below the current level to be 3". For example, a platform one step up from the base surface of the Battlefield would be level one, the platform above that would be level two, etc.
Most attacks with a range greater than 0 can target other levels of Terrain freely, measuring range and determining Line of Sight as per the standard rules. However, if an attack using the Blast (X) or Template Special Rule is used to attack a Model on a level of Terrain above the base surface of the Battlefield, it may only affect Models on a single level. If an attack using the Blast (X) Special Rule Scatters it may still only Hit Models that were on the numbered level declared as its original target (it is assumed that the projectile airbursts above ground level). For Weapons with the Template Special Rule, an attack may only affect enemy Models on the same numbered level as the Model for which the attack is made. For Weapons with the Blast (X) Special Rule only Models on the same level as the initial target may be hit.
If a weapon with both the Barrage (X) Special Rule and the Blast (X) Special Rule is used to attack a Model on a level of Terrain above the base surface of the Battlefield, it may only affect Models on a single level. However, the level the attack hits is decided by the final position of the hole at the centre of the Blast Marker after any Scatter Rolls have been made. The attack must always target the uppermost level that wholly occludes the hole at the centre of the blast marker - only Models that are on that level suffer Hits due to this attack. If more than one level occludes the hole, then the uppermost floor is the one targeted by the attack. If, at the end of Step 3 of the Shooting Attack procedure, before any Flit Tests are made, an attack that only includes weapons that have both the Barrage (X) and Blast (X) Special Rules is unable to target a level that includes any enemy Models from the target Unit, then the Attacking Player may choose to return to Step 1 and select a different Target Unit or end the Shooting Attack.
Terrain Types
The Horus Heresy - Age of Darkness Rules feature several main types of Battlefield Terrain: Open Terrain, Terrain Pieces, Area Terrain, Difficult Terrain, Dangerous Terrain, Impassable Terrain and Buildings.
Open Terrain
Open Terrain imposes neither penalty or benefit.Open Terrain is the Rules term used to refer to any area of the Battlefield that has no Terrain, offering neither penalty or benefit to any Player or Model that occupies it. No additional Rules are needed for Open Terrain and, unless otherwise specified, Special Rules and abilities that affect Terrain do not affect Open Terrain. If the Battlefield incorporates distinct plateaus of raised Open Terrain that sit above the main area of the Battlefield then it is left to Players to agree and designate if these form a separate level.
Terrain Pieces
Terrain Pieces block Line of Sight.Terrain Pieces are physically represented by a Model, but do not have Profiles or Characteristics - they may not be targeted by attacks or affected by any Rule or other effect unless a Special Rule specifies otherwise. Some Terrain Pieces may have Bases, but these are ignored for the purposes of measuring distances or adjudicating the placement of Models - other Models may be placed on top of a Terrain Piece Base, and never count as being in Base Contact with a Terrain Piece.
Some Terrain Pieces may have additional Special Rules - in all cases these will be detailed by the Special Rule itself.
Area Terrain
Area Terrain grants Cover Saves.A zone of closely packed Terrain is considered Area Terrain. Any Area Terrain on the Battlefield must have a clearly delineated zone which it covers, as agreed by all Players. As with Terrain Pieces, some Area Terrain may have a Base, but these are ignored for the purposes of measuring distances or adjudicating the placement of Models - other Models may be placed on top of an Area Terrain Base, and never count as being in Base Contact with Area Terrain. When placing a zone of Area Terrain, the Players must define a boundary for that zone of Area Terrain. This can be the Base, if the zone has one, or any other clear boundary point that shows where the Area Terrain begins and ends.
Any Model that is within the boundary of a zone of Area Terrain is eligible for a Cover Save (see page 198) and all zones of Area Terrain are also considered Difficult Terrain. The Cover Save provided by a given zone of Area Terrain is determined by its class, either Light Area Terrain, Medium Area Terrain or Heavy’ Area Terrain, as noted below:
- Light Area Terrain provides a 6+ Cover Save to all Models within its boundaries.
- Medium Area Terrain provides a 5+ Cover Save to all Models within its boundaries.
- Heavy Area Terrain provides a 4+ Cover Save to all Models within its boundaries.
Medium Area Terrain blocks Line of Sight if that Line of Sight passes through more than 3" of an Area of Terrain. Heavy Area Terrain always blocks Line of Sight, Models within Heavy Area Terrain cannot ever draw Line of Sight to any other Models and Models outside of Heavy Area Terrain cannot draw Line of Sight to Models within Heavy Area Terrain. Line of Sight can never be drawn through Heavy Area Terrain, regardless of the distance covered by the Terrain. Light Area Terrain does not block Line of Sight.
Some Areas of Terrain may include multiple levels, such as ruins with more than one floor upon which Models can be placed. These follow all of the usual Rules for Terrain levels, and the floors are all considered as being within the same Area of Terrain - with the exception that Weapons with the Blast (X) and Barrage Special Rules are only required to attack the uppermost floor if the Target Model or point on the Battlefield is on one of the numbered floors or on the Battlefield surface directly under the first Terrain level. This is intended to stop attacks targeting Models distant from any levels within an Area of Terrain being unfairly protected from attack by Weapons with the Barrage Special Rule.
Difficult Terrain
Difficult Terrain slows down Models moving through it.Tangled or otherwise restrictive Terrain is considered Difficult Terrain. Note that an Area of Difficult Terrain does not grant a Cover Save unless it is within a zone of Area Terrain.
Moving into Difficult Terrain
If a Unit starts a Move outside any Area of Difficult Terrain, but includes Models that could potentially enter an Area of Difficult Terrain, the Player must declare if they want their Unit to enter any Area of Difficult Terrain as part of their move. If the Controlling Player chooses not to enter any area of Difficult Terrain the Unit moves as normal, but no Models in the Unit may enter any area of Difficult Terrain. If the Controlling Player chooses for any Model in the Unit to enter any area of Difficult Terrain, then a modifier of-2 is applied to the Movement Characteristic of those Models only for the duration of that Movement Phase. If the application of this modifier would leave the Unit unable to reach an area of Difficult Terrain it is still applied, even if the Controlling Player alters the Unit’s movement and no longer intends it to enter Difficult Terrain.
Moving within Difficult Terrain
If any Models in a Unit start their move within an Area of Difficult Terrain, then those Models must reduce their Movement Characteristic by -2 during that Movement Phase.
Charging through Difficult Terrain
Difficult Terrain has no effect on either Set-up Moves or Charge Moves, and no penalty to the distance moved is applied to these types of move.
Dangerous Terrain
Dangerous Terrain can inflict wounds on Models.Dangerous Terrain follows all the Rules for Difficult Terrain and, in addition, any Model that enters, leaves or moves through an Area of Dangerous Terrain must make a Dangerous Terrain Test. This Test must be made immediately when a Model moves into an Area of Dangerous Terrain or begins a move while within an Area of Dangerous Terrain.
Dangerous Terrain Tests
To take a Dangerous Terrain Test, the Player controlling a Model that has moved into or through an Area of Dangerous Terrain must roll a Dice. On a result of T, that Model suffers a wound with an AP of 2 and a Damage Characteristic of 1. No Armour Save, Cover Save or Damage Mitigation Roll may be made to discard this wound, but Invulnerable Saves may still be made.
Once a Dangerous Terrain Test has been made for a given Model in a Phase, then no further Dangerous Terrain Tests are taken for that same Model in the same Phase, regardless of whether it enters further Areas of Dangerous Terrain.
Impassable Terrain
Models may not move into or onto Impassable Terrain.Unless noted otherwise in their Special Rules, Models cannot enter, cross, move into or move through Impassable Terrain - they must go around. The exceptions to this Rule include Models with the Antigrav or Flyer Sub-Types (see pages 178 and 224 respectively) which may move over, but not end their move in, Impassable Terrain.
Buildings
Buildings are similar to immobile Transport Vehicles.Buildings are a special Type of Model, and are bound by the following Rules:
- Buildings are not, and cannot be, controlled by any Player.
- Buildings may be targeted by Shooting Attacks and Charges.
- Buildings have the Armour, Transport Capacity and Hull Points Characteristics.
- Buildings may never be moved by either Player, and no Rule, Special Rule or other effect can move or re-deploy a Building.
- All Glancing Hits inflicted on a Building inflict 1 point of Damage and no roll on the Vehicle Damage Table is ever made for a Building.
- Buildings are all considered to have the Transport Sub-Type and any Player may Embark a Unit onto a Building, but only one Unit may be Embarked on a Building at any one time.
Building Armour Values
All Buildings are treated as having only one Facing, and thus have only a single value for Armour, which is used against all attacks, no matter their point of origin.
Buildings in the Horus Heresy
Buildings arc not selected as part of any Army, they arc treated as a type of Terrain. The following profiles can be used to represent Buildings in the Age of Darkness - Players must reach an agreement on which Terrain Models represent Buildings and which profile will be used for them before any Battle is begun.
| ARMOUR | HULL POINTS | TRANSPORT CAPACITY | | Small Building | 8 | 8 | 6 | | Medium Building | 11 | 10 | 12 | | Large Building | 13 | 12 | 22 |
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Buildings and Weapons
Normally a Building has no Weapons, however if both Players agree then a Building may be granted one or more Weapons. These Weapons must be clearly shown on the Building and assigned a Fire Arc using the Rules for Vehicle Fire Arcs. A Player that has at least one friendly Unit Embarked within a Building may attack with those Weapons, using the majority Ballistic Skill of the Embarked Unit for any Hit Tests.
Attacking Buildings
When determining if a Building can be targeted by a Shooting Attack or Charged and fought in Combat, or affected by a Special Rule, treat the Building as a Vehicle unless it is specifically stated otherwise. When attacking a Building, make Hit Tests and Armour Penetration Tests as if it were a Vehicle. In Combat, Buildings are hit automatically and treated as having a Movement Characteristic of‘0’ and can be attacked with Weapons that have the Detonation Special Rule.
If a Building suffers a Glancing Hit then that Building suffers 1 point of Damage, regardless of the Damage Characteristic of the Hit. If a Building suffers a Penetrating Hit, then that Building suffers Damage equal to the Damage Characteristic of the Hit.
When a Building has its Hull Points Characteristic reduced to 0, it is Removed as a Casualty and replaced by a zone of Medium Area Terrain that is also Difficult Terrain granting a 5+ Cover Save that covers the same area as the Building previously occupied. Any Unit Embarked on a Building that is Removed as a Casualty must immediately Disembark before the Building is removed and must take a Panic Check once the Building has been Removed as a Casualty.
Battlements
The roof spaces of many Buildings arc identified as Battlements. Whilst all Battlements are built on top of a Building, Battlements are not themselves treated as Buildings. Battlements are treated as a zone of Medium Area Terrain that grants a 5+ Cover Save and count as an Access Point for the Building they serve as the roof for.
Victory Points
Unless otherwise agreed by all Players, or stated by a Mission Special Rule, no Victory Points are ever scored when a Building is Removed as a Casualty.
Designer’s Note
The Building Rules presented here are intended to be low impact, allowing for a basic use of generic buildings as scenery pieces rather than representing dedicated military fortifications. Future publications will offer more comprehensive Rules for urban warfare and the use of more formidable military fortifications as part of a Battle.
Combat Initiative Score – A Model’s Combat Initiative score is the combined value of that Model’s current Initiative Characteristic and the Initiative Modifier Characteristic of the Weapon used to make attacks for that Model. It determines in which Initiative Step attacks may be made for that Model.
Initiative Step – A Combat Round is made up of Initiative Steps, each of which has a value assigned to it to show the order in which they are resolved. In each Initiative Step, Models whose Combat Initiative score is equal to the value of the Initiative Step may make attacks. Initiative Steps are always resolved in descending order, from highest to lowest. As such, Initiative Step 10 is resolved before Initiative Step 9. Models removed from Combat before the Initiative Step in which they can attack lose the opportunity to make attacks.