Overview
This document outlines the core rules for playing Warhammer: The Horus Heresy - Age of Darkness, covering game setup, turn structure, model profiles, core mechanics, combat procedures, and special rules. It details the essential concepts and processes for both new and experienced players.
Game Structure and Core Concepts
- The game is played in alternating turns, each divided into Movement, Shooting, and Assault phases.
- Each model has a profile with key Characteristics (M, WS, BS, S, T, W, I, A, Ld, Sv).
- Models are organized into units that must maintain coherency during movement and combat.
- Dice rolling, measurement in inches, and templates/markers are core mechanics for resolving actions.
- The most important rule is to find mutually agreeable solutions to unclear situations, defaulting to a dice roll if needed.
Model Profiles and Modifiers
- Key Characteristics: Movement, Weapon/ Ballistic Skill, Strength, Toughness, Wounds, Initiative, Attacks, Leadership, Armour Save.
- Modifiers can increase, decrease, or set values; Initiative cannot go below 1, others not below 0.
- Some models have 0 or - in a Characteristic, resulting in inability for specific actions.
Turn Sequence and Phases
- Each player’s turn consists of Start, Movement, Shooting, Assault, and End phases.
- Active player acts, then Reactive player may make limited Reactions in each phase.
- Game turns cycle until conditions for ending the game are reached.
Reactions
- Each player can make at least one Reaction per phase during the opponent's turn.
- Reactions vary by phase: Movement (Advance/Withdraw), Shooting (Return Fire/Evade), Assault (Overwatch/Hold the Line).
- Reaction Allotment can be increased by special rules but never above three per phase unless specifically noted.
Movement Rules
- Units move up to their Movement Characteristic each turn.
- Running increases movement but forfeits shooting and charging that turn.
- Special equipment like Jump/Jet Packs alter movement rules and provide additional benefits.
- Difficult and Dangerous Terrain impose movement penalties or risks.
Shooting Mechanics
- Shooting sequence: nominate unit, choose target, select weapon, roll To Hit, roll To Wound, allocate wounds, take saves, repeat for other weapons.
- Ballistic Skill determines the roll needed To Hit.
- Saves include Armour, Invulnerable, Cover, and Damage Mitigation (e.g., Feel No Pain, Shrouded).
Assault and Close Combat
- Assault phase has Charge and Fight sub-phases.
- Charges are declared and resolved with a 2D6 roll (modifiers apply), max distance 12".
- In close combat, Initiative determines attack order; attacks are resolved by WS and S vs T.
- Multiple combats and challenges have rules for resolving attacks and determining outcomes.
Morale, Falling Back, and Regrouping
- Morale checks use 2D6 vs Leadership; failure leads to Falling Back.
- Falling units move towards the battlefield edge; certain restrictions apply until they regroup.
- Regrouping is a Leadership test, success halts fallback and allows limited movement.
Special Rules and Weapons
- Weapon types: Assault, Heavy, Ordnance, Pistol, Rapid Fire, Bomb, Destroyer, etc., each with unique firing rules.
- Special rules include Rending, Shred, Pinning, Blast, Barrage, Template, and unique unit abilities.
- Advanced rules override basic rules when conflicts arise.
Key Terms and Definitions
- Active/Reactive player: whose turn it is vs. not.
- Owning, Opposing, Controlling player: model owner, opponent, or current controller.
- Friendly/Enemy models are determined by control, not original ownership.
- Line of sight and range are critical for resolving attacks.
Recommendations / Advice
- Carefully read all applicable unit and special rules before play.
- Always clarify ambiguous situations with your opponent and consult the rulebook as needed.
- Use agreed-upon measurements and templates for fairness.