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Horus Heresy (1993)

Horus Heresy (1993) Rulebook

Table of Contents

Table of Contents

  • Summary of Play
  • Components
    • Game Board
    • Templates
    • Counters
    • Cards
    • Reference Sheet
  • The Game Rules
  • Setting Up
  • The Sequence of Play
  • Stacking
  • The Strategy Segment
  • Action Segments
  • The Victory Segment
  • The Invasion Turn
  • Action Phases
    • Movement Phases
      • Moving To and From the Map
      • Example of Movement
    • Combat Phases
      • Working Out Odds Ratios
      • Hits
      • Example of Combat
      • Retreats
      • Advance After Combat
      • Attacking Over Walls
    • Build Phases
    • Assault Phases
  • Special Rules
    • Characters
    • Defence Lasers
    • Sky Fortress
  • Historical Set-Up
  • Set-Up Instructions
    • Imperial Set-Up Instructions
    • Traitor Set-Up Instructions
  • Reference Sheet
    • Sequence of Play
    • Victory Conditions
    • Combat Results Table
    • Terrain Effects Table

Summary of Play

Horus Heresy begins at the start of the campaign, just as Horus's invasion force landed on Earth. One player commands the Traitor forces led by Horus: Traitor Space Marine Chapters, foul Daemonic hordes, enormous Chaos war engines and much more. His opponent commands the loyal Imperial forces defending the Palace. The military units that make up the huge armies are represented by cardboard counters. Each counter is printed with a name and picture to show what type of unit it represents, and the three numbers at the bottom show how good the unit is at attacking, defending and moving.

The game is split into five turns, each of which represents about two weeks of the actual campaign. At the start of each turn you decide on a plan for your army by picking two strategy cards and placing them in a stack in front of you. The cards list what you may do when the card is revealed. If, for example, you had a 'movement & combat' card, you could move and then attack with your counters. Once both players have chosen their cards, they each roll a D6. Whoever scores highest wins the initiative and goes first, flipping over the top card in his stack of strategy cards and carrying out the two phases listed on the card in the order shown. His opponent then flips over his top card, and so on, with the players taking it in turn to reveal a card and carry out the phases on it.

Both players have the same objective in the game: kill the opposing leader, or hold the inner palace and all four space ports at the end of any turn. If neither player has achieved one of these victory conditions by the end of the fifth turn then the Imperial player wins, having held out long enough to give Imperial reinforcements time to arrive.

Components

In addition to this rulebook, Horus Heresy includes the following components:

  • 1 Game Board
  • 181 Counters
  • 20 Cards
  • 6 Templates
  • 1 Reference Sheet
  • 2 Dice

Game Board

The game board shows a map of the Emperor's Palace and the surrounding city. It is divided into a number of different sized areas to help regulate movement. The borders between different areas are marked on the map by either a red line, or by a city wall, or by a canyon. A key describing the different types of terrain shown on the map is included on the reference sheet. The game board also includes tracks which are used to record information needed while you are playing.

Templates

The Horus Heresy includes a number of card templates. Two of these show the off-map areas where the Traitor player may put his forces, while the remaining templates have the set up instructions for the two sides' armies.

Counters

Each counter is printed with a name and picture showing the unit it represents, and three numbers at the bottom. These show the counter's attack value, defence value and movement value, and the higher they are, the better!

Cards

There are four sets of cards included with the game: a set of Traitor strategy cards, a set of Imperial strategy cards, a set of Traitor special cards and a set of Imperial special cards. The strategy cards are used to determine which plan your army will follow during each turn, while the special cards allow you to make special attacks or actions not normally allowed by the game rules.

Reference Sheet

The reference sheet includes various charts, tables and special rules that you will need to refer to during play, so keep it handy!

The Game Rules

Before you start, it's a good idea to read through these rules at least once so you get some idea of how the game works. They aren't complicated, and reading them won't take very long.

If you've played Battle For Armageddon you will find that the rules to Horus Heresy are very similar. However, there are a number of important differences, most notably on the Combat Results Table and in the way that building new counters is handled for the Imperial player, so you should still read the rulebook carefully. Note that The Horus Heresy does not have any supply rules, unlike Battle For Armageddon, where they are of vital importance. This is because the Imperial side had huge stockpiles of food and ammunition, while the Traitors could easily be supplied by supply shuttles from their fleet. Also, those of you who have played Chaos Attack should note that in this game counters belonging to the different Chaos Powers may stack and attack together without any restrictions.

Setting Up

Clear a large space on a table and set up the board. Place the turn counter on the '1' space on the turn track. One player takes all of the Imperial set up instructions, counters and cards, the other player takes all the Traitor set up instructions, counters and cards. The Traitor player should also take the Off-Map Areas template and place it face up on the table in front of him.

The Imperial army is set up first. The counters that make up the Imperial army at the start of the game are shown on the reference sheet, as are the instructions telling you where to place them on the map. Sort out the starting counters and set them up, but be careful not to break the stacking rules described below.

The Imperial counters must be set up face down, and they are not flipped over and revealed until after the Traitor player has set up his initial invasion force. As the Imperial Space Marine and Adeptus Custodes counters are double-sided - which can make it a bit difficult to set them up face down - we have provided a set of Space Marine and Adeptus Custodes Set Up Counters. Use these when you set up the Imperial army, and then replace them with the appropriate Space Marine or Custodes counter when the Imperial forces are revealed.

After the Imperial player has set up, the Traitor player may set up his army by following the instructions on the reference sheet.

Finally both players sort out their special cards. Shuffle your own deck of cards, deal yourself two cards at random, and place the remainder near at hand. The two cards you dealt out make up your starting hand of special cards. When each card may be used, and what effect it has on play is written on the card itself. However, you may only use one special card per action segment, and you must discard the card after you have used it.

Once you've both set up, you're ready to start the first turn of the game.

The Sequence of Play

Horus Heresy is played in a series of game turns, each of which is divided into six segments. All activities may only take place in the correct segment, and each segment must be finished before the next can be started. What you do in each segment is described below and explained in the rules that follow.

  1. Strategy Segment. Both players secretly choose two strategy cards as explained below, and then each player rolls a dice. The player who scores highest has won the initiative for the turn. Finally, both players draw a new special card.
  2. First Action Segment. The player who won the initiative reveals his first strategy card and carries out the phases shown on the card.
  3. Second Action Segment. The player who lost the initiative roll reveals his first strategy card and carries out the phases on the card.
  4. Third Action Segment. The player who won the initiative reveals his second strategy card and carries out the phases on the card.
  5. Fourth Action Segment. The player who lost the initiative roll reveals his second strategy card and carries out the phases on the card.
  6. Victory Segment. Check the victory conditions printed on the reference sheet to see if either player has won.

Stacking

When you have more than one counter in an area, they must all be placed on top of one another in a single neat pile called a stack. With the exception of the counters listed below, you may never have more than three counters in a stack. If you break the stacking rules and your opponent spots the mistake, then you must destroy enough counters to make the stack 'legal'. Counters belonging to the different Chaos Powers may stack together.

Some special counters do not count against the stacking limit, and may be included in a stack in addition to the three counters you are normally allowed. These counters are described on the reference sheet (characters, defence lasers and the Sky Fortress; see Special Rules).

The Strategy Segment

Each player has a hand of four strategy cards. In the strategy segment you must select any two cards, and place them face down in a stack in front of you. The order in which you stack the cards is very important, as it determines the order in which the cards will be revealed. The top card in the stack is always revealed and carried out first, as explained below.

Once both players have chosen their strategy cards, each player rolls a D6. Whoever scores highest wins the initiative and takes the first action segment.

Finally, each player may draw a new special card. Take the top special card from the deck and add it to your hand of special cards. You can have any number of special cards in your hand. If the deck is exhausted, shuffle any discards and draw your card from the new deck.

Action Segments

Each strategy card has one or two action phases listed on it. These phases must be carried out in the order shown on the card; you are not allowed to move on to the second action phase on the card until you have finished the first action phase. What you are called to do is described on the following pages.

The players take it in turn to reveal their strategy cards in the action segments. The player with the initiative goes first, flipping over the top card in his stack of strategy cards and carrying out the phases listed on the card in the order shown. His opponent takes the second action segment, flipping over his top card, carrying out the action phases in the order listed and so on.

The Victory Segment

At the end of each and every turn you must check to see if either player has won. If neither player has won by the end of the fifth turn, the game is won by the Imperial player.

The two sides have their own set of victory conditions:

The Traitor player wins by killing the Emperor, or by capturing the Inner Palace and all four Space Ports. An area is considered to be captured by the Traitors if it is occupied by one or more Traitor counters in the victory segment at the end of the turn.

The Imperial player wins by killing Horus, or by controlling the Inner Palace and all four Space Ports. An area is considered to be controlled by the Imperial player if it is occupied by one or more Imperial counters in the victory segment at the end of the turn. If neither player has achieved their victory conditions by the end of the fifth turn the Imperial player wins the game.

If Horus and the Emperor are both killed in the same turn then the game is considered a draw.

The Invasion Turn

The following special rules apply on the first turn of the game.

  • The Imperial player is only allowed to choose one strategy card. The Traitor player may take two cards, but the first card must be an assault card.
  • The Traitor player always has the initiative on the first turn.
  • The invasion force lands before the first strategy card is revealed. Take the counters from the Invasion Force template and place them in any area on the map, subject to the rules for stacking. Note that you can land on any area, including the Inner Palace if you wish!
  • The invasion force may be set up in areas occupied by Imperial counters. This represents their drop pods landing right on top of the enemy troops. If they do this then they must fight the Imperial counters in the combat part of the Chaos Assault Phase that follows the initial set up.
  • Traitor counters that are stacked with Imperial counters may be supported by other Traitor counters that are attacking into the area from an adjacent empty area. Counters stacked in the same area as an enemy counter treat an AC result as an AR result instead. If one side or the other uses a special card or ability to stop retreating then you must immediately fight another round of combat using any surviving counters from the first round.
  • The Imperial counters are revealed after the Traitor player has set up his invasion force. Any counters that end up stacked with or adjacent to a defence laser may be attacked by that defence laser and will take a hit on a roll of 6 on a D6 (see the rules for defence lasers).
  • After all the Imperial counters are revealed the Traitor player rolls a D6 and adds 3 to the score. The result is the number of Imperial Guard armies and tank divisions that go over to Chaos. Take all of the Traitor Guard and Traitor Tank counters and place them in a mug or similar opaque container. Starting with the Traitor player, take it in turns to draw a counter from the mug and then use it to replace a loyal Imperial Guard army or tank army that has exactly the same combat values.
  • You may choose counters that are stacked with other Imperial counters (in fact you'll probably have to!), but if you do they must fight them in the same way as the counters landing in drop pods.

Action Phases

Four different types of action phase can be carried out in an action segment: movement phases, combat phases, assault phases and build phases. Exactly what you can do in each phase is explained in the rules below.

Movement Phases

In a movement phase you are allowed to move any or all of your counters. The number of areas a counter may move is shown by its move value (the third number on the counter). You may move as many of your counters as you wish: all, some or none.

A counter may be moved a number of areas equal to or less than its move value. It may be moved in any direction or combination of directions, as long as it does not enter a mountain area, or enter an area occupied by an enemy counter of any type.

Counters are moved one at a time, and you must finish each counter's move before you move another. Once you have started to move another counter, you may not change a previous move, no matter how much you want to!

The stacking limits described earlier only count at the end of the movement phase, so while you are moving you may over-stack. For example, you can move a counter through an area which already has three counters in it, or you can move a counter into an area with three counters, and then move one of those counters out. However, your opponent is allowed to choose which counters are eliminated if you end up with more than three counters in a stack at the end of the movement phase.

Which counters have you used? With so many counters in the game, it is very easy to forget which counters have moved or fought during a phase. To help you remember, flip the counters over or turn them through 180 degrees as you use them. Then turn all of the counters back round at the end of the phase.

Moving To and From the Map

Traitor counters are allowed to move between the map and the In Orbit box on the off-map template during a Traitor movement phase.

A counter is allowed to move to a Space Port area from orbit at a cost of one space of movement. Alternatively, a counter may move from a Space Port back to orbit, also at a cost of one space of movement. However, the maximum number of counters that can use a Space Port each movement phase is limited to the number printed on the map. For example, a maximum of 3 counters can land and/or take-off at Space Port Damocles in a single movement phase.

Stacking limits do not apply to counters that are in orbit; you may have any number of counters in this area.

Example of Movement

It's the start of the Traitor movement phase in the third turn of the game. The Traitors are about to storm the Bastion Eternal.

The Minotaurs move first. They only have a movement value of 1 (Minotaurs aren't noted for their speed), so they move one area across the Canyon to occupy the area on the other side.

The World Eaters move second. They have a movement value of 2, so they can move 2 areas. The Traitor player moves them into the area with the Minotaurs, and then into the Bastion Eternal just beyond.

Finally, the Traitor player moves Angron. He must stay with the World Eaters or be eliminated so although he has a movement value of 3, he must move into the area with the Minotaurs, and then into the Bastion Eternal to join the World Eaters.

Combat Phases

In a combat phase each of your stacks is allowed to make one attack against an enemy stack in an adjacent area. Note that attacks are made by and against stacks, not individual counters. If one of the counters in a stack makes an attack, then all of the others must take part in that attack as well. Similarly, you are not allowed to pick out one enemy unit in a stack and only attack that one, you must attack the whole stack.

It's up to you to decide in what order you make your attacks, but you must finish one attack before you are allowed to move on to the next one. In addition, you are not allowed to attack the same enemy-held area more than once per combat phase. If you don't get it the first time you have to wait till your next combat phase!

You are allowed to make combined attacks where two or more of your stacks attack the same enemy stack, so long as all of the attacking stacks are adjacent to the stack being attacked.

Attacks are resolved by using the Combat Results Table printed on the reference sheet. To resolve each attack you must follow this simple five step procedure:

  1. The attacker adds up his counters' attack value.
  2. The defender adds up his counters' defence value.
  3. The two are converted to a ratio by dividing the attacker's total by the defender's total, rounding any fractions down. Some examples of how to work out odds ratios are shown below. The ratio determines which column you use on the Combat Results Table.
  4. The attacker rolls a D6 and the score is cross-referenced with the odds ratio to determine the outcome of the battle.
  5. Look up the result under the Combat Results Table and follow the instructions there.

Working Out Odds Ratios

Working out the odds ratios may seem difficult at first, but you'll very quickly get the hang of it. Here are a couple of examples to get you started:

Assume the attacker has 12 points and the defender has 4 points. 12 divided by 4 is 3, so the odds ratio is 3 to 1.

If the tables were turned and it was the attacker who had 4 points to the defender's 12, then the odds would be 1 to 3 instead of 3 to 1. If the attacker only had 11 points to the defender's 4, then the ratio would be 2 and a bit to 1, which rounded down to 2 to 1.

Hits

In many places in these rules, but most notably on the Combat Results Table, you will be told that one or more counters have to take a hit. Most counters are destroyed if they take a hit and are removed from play. The only exceptions to this are the Imperial and Traitor Space Marine counters, and the Imperial Adeptus Custodes counter. If any of these counters take a hit, then flip them over to their reduced strength side. A reduced strength counter is eliminated and removed from play if it takes another hit.

Example of Combat

At the start of a Traitor combat phase the situation is as shown on the first diagram. The Traitor player has decided to attack the 8th Guard Army and the 1st Tank Division with the Death Guard, Thousand Sons and World Eater Chaos Space Marines, led by Angron himself.

The two defending Imperial counters have a combined defence value of 4+5=9, while the Traitors have a combined attack value of 11+11+11+11=44. 44 divided by 9 equals 4 and a bit to 1, which rounds down to 4-1 on the Combat Results Table. If the Traitor player had been able to scrape together just 1 more attack point to bring his total up to 45 points he would have had a combat ratio of 5-1.

The Traitor player rolls the dice and scores a 2. No modifiers apply to the dice roll (the -1 column shift modifier for a canyon only applies if all the attackers are coming across a canyon). A roll of 2 at 4-1 odds is a BS or Bloody Stalemate result, which means that both the attacker and the defender must roll a dice for each counter and the counter will be destroyed on a roll of 5+, and then the defender has to retreat. This is just about the worst result the Traitors could have got, so the Traitor player decides to use Angron's special ability to reroll the dice. This time he rolls a magnificent 6 and gets a DA or Defender Annihilated result. This wipes out both the Imperial counters, and the Traitor player can now advance into the area with any units that have a movement value of 2 or more. He decides to move Angron and the World Eaters into the area.

Retreats

Several results on the Combat Results Table call for one player's counters to retreat. Retreating counters are immediately moved one area by the player that controls them. They may move into any area that they could enter using the normal rules for movement. Counters may not retreat into an area if this would cause over-stacking.

If the counters cannot retreat for any reason, then they are eliminated instead. Note that this means that pieces with a movement value of 0 are always destroyed if forced to retreat, as they are not allowed to move.

Sometimes a counter that has already retreated will find itself in an area that is attacked later in the same combat phase. If this happens, then any counters that have already retreated are treated as having a defence strength of 0, may not be used to satisfy combat losses, and will be destroyed if forced to retreat a second time.

Advance After Combat

If an area is completely vacated of defenders then up to three attacking counters with a movement value of 2 or more may advance into the area. In an Assault Phase any three attackers may advance into the area, no matter what their movement value (see Assault Phases, below).

Attacking Over Walls

If all of the attackers are coming across a wall, shift the odds three columns to the left on the Combat Results Table. This means that the best odds you can get when attacking over a wall is 4-1. Note that this modifier is used whichever 'side' of the wall you are attacking from. For example, counters attacking from inside the Inner Palace do suffer the three column shift.

Build Phases

Build Phases allow the Imperial player to rebuild destroyed Imperial counters at Adeptus Mechanicus factories. Each Adeptus Mechanicus factory that is still under Imperial control allows the Imperial player to rebuild three counters. You may not rebuild Space Marines, Titans, or Palace Guard. Any other type of counter may be rebuilt.

The counters must be placed in the factory where they are built. You may overstack in the build phase, but any counters must be stacked normally at the end of the subsequent movement phase or they are eliminated (see the rules for stacking above).

Assault Phases

The Assault Phase can only be used by Traitor forces. In an Assault Phase the Traitors can do the following things. They must be performed in this order:

  1. Summon
  2. Bombard
  3. Breach
  4. Assault

Summoning Daemonic Hordes

All Daemonic Hordes start off in the Warp and can only be brought into play by being summoned. Roll a D6 for each Daemonic Horde that is in the Warp at the start of the Assault Phase. On a roll of 4+ the Daemonic Horde may appear in any area that is either occupied or adjacent to counters that worship the same god. If there aren't any such counters on the map then the Daemons must stay in the warp.

Bombardment

Traitor Battlecruisers start the game in orbit and may only be placed on the map during a Traitor Assault Phase. They may be placed in any area of the map that is occupied by one or more Imperial counters. No more than one Battlecruiser squadron may be placed per area. They return to orbit after they have bombarded. Note that Battlecruisers may attack any area on the map, including the Inner Palace.

After you have placed all of the Battlecruiser counters on the map, they may each make a special bombardment attack. This attack is handled differently to normal combats, and the Combat Results Table is not used. Instead, each Battlecruiser counter is allowed to make a separate attack against each and every Imperial counter that is in the same area as the Battlecruiser counter. Roll a D6 for each target counter. If the dice roll is equal to or less than the Battlecruiser's attack value then the target takes a hit.

Breaching Walls

The Traitor player may attempt to try to create breaches in the walls of defended areas in an Assault Phase. The Imperial player may attempt to do so during a Build Phase. Only Titans and War Engine counters can breach walls, and they must be adjacent to the wall in order to do so.

Breach attempts are made against a 'wall section'. A wall section is defined as the length of wall that creates a boundary between two areas. Roll a D6 for each War Engine or Titan counter: on a roll of 6+ a Breach is created. A breached wall has no effect on combat at all.

Assault

Finally, each Traitor stack is allowed to make one attack against an enemy stack in an adjacent area. These attacks are carried out using the rules described above for the Combat Phase. The only difference is that in an Assault Phase Traitor counters may always advance after combat, even if they only have a movement value of 1.

Special Rules

Horus Heresy includes a number of special units that have their own special rules. These special rules are included in this section of the rulebook.

Characters

Horus Heresy includes a large number of character counters representing important people that fought in the battle and had a significant effect on the course of the war. Specific special rules for these characters are printed on the back of the reference sheet. The following special rules apply to all characters in the game.

  1. Character counters do not count for stacking.
  2. Character counters are captured if all of the counters with them are eliminated, or if they are attacked while on their own. Captured characters are removed from the map and take no further part in the game.
  3. Characters are affected by combat, special attacks etc just like any other sort of counter. For example, if you rolled a BS result in combat then any of your characters that took part in the battle would take a hit (and be eliminated) on a roll of 5+. Characters may also be bombarded by Battlecruisers, or attacked by Angron's special magical attack, and so on.

Defence Lasers

Defence lasers do not count against the stacking limit for an area. However, you may never have more than one defence laser counter in an area.

Defence lasers may attack Traitor Battlecruisers, counters landing at Space Ports and counters landing in the invasion force. In order to be attacked the targets must be landing either in or adjacent to the area occupied by the defence laser counter. The target is attacked as it is placed on the map. Battlecruisers are fired at before they can bombard.

A defence laser counter may be used to attack any and all available targets that land, so if six counters landed next to a single defence laser it would be allowed to attack each counter in turn as they landed. If a counter lands within range of more than one defence laser then they are all allowed to attack.

Roll a D6 for each target as it is placed on the map. The table below shows what the Imperial player must roll on a D6 in order to score a hit:

Target isRoll
Battlecruiser6+
Landing in Drop Pods*6+
Landing at Space Port4+

*Part of invasion force, in other words!

Sky Fortress

The Sky Fortress does not count against the stacking limit for an area.

The Imperial Sky Fortress has a movement value of 3 and may move 3 areas in a movement phase. It may move through any area, including mountains and areas occupied by enemy counters. However, it may not end its move stacked with an enemy counter. The Sky Fortress may transport one other counter with it as it moves. If it does this then both counters must start and end the move together. A transported unit may not leave the Sky Fortress in the same movement phase that it was transported.

You may use the Sky Fortress to bombard an area at the start of any Imperial Combat Phase, before any normal combats are resolved. The Sky Fortress must be adjacent to the area that it is going to bombard in order to attack it. The Sky Fortress makes a separate attack against each and every Traitor counter in the area under attack. Roll a D6 for each target counter. If the dice roll is equal to or less than the Sky Fortress's attack value then the counter takes a hit.

In 'normal' combat the Sky Fortress is treated like any other counter and is affected by the results called for on the Combat Results Table as normal.

Historical Set-Up

The map in the rulebook shows the location of all of the Imperial and Traitor forces at the start of the Battle For Earth. Horus used an elaborate and extremely effective deception to convince the Imperial defenders that his initial strike would be against Space Port Primus, and the bulk of the defenders are set up to counter this anticipated attack. The actual target of the Traitor invasion force was the Eternity Wall Space Port, as will readily become apparent if you study the locations where the four Chaos Space Marine Chapters have landed.

You can if you wish use the historical set-up instead of using the set-up instructions printed below, and in fact it is highly recommended that you use the historical set-up in the first game that you play. This will give you a chance to get a feel for the way that the game works and the capabilities of the different sides before you have to come up with your own invasion plan or perfect defence! If you do decide to use the historical set-up, then simply set up the counters as shown on the map (not reproduced here). You should note that the map shows the situation before the Imperial Defence Lasers have fired on the invading counters or the Traitor player has found out which of the Imperial Guard units have joined his side, so you must carry out both of these actions before proceeding to the first turn of the game.

Set-Up Instructions

Imperial Set-Up Instructions

All the Imperial counters are set up first. They must be placed face-down and are not revealed until after the Traitor player has set up his invasion force.

  • In the Emperor's Palace: The Emperor, 1 x Custodes, 4 x Adeptus Arbites. The Emperor and the Custodes must be set up in the Inner Palace, while the Adeptus Arbites must be set up in the outer palace.
  • In or adjacent to Imperial Fists' fortress monastery: Rogal Dorn, 2 x Imperial Fists.
  • In or adjacent to any Factory: Kane, 3 x Titan Legions, 3 x Adeptus Mechanicus, 3 x Factory Defence. One factory defence counter must be set up in each factory.
  • In each Bastion: 1 x Bastion Defence (i.e., 1 counter per bastion).
  • In or adjacent to Eternity Wall Space Port: 3 x 2-4-1 Guard Armies, 1 x 6-3-2 Tank Division.
  • In or adjacent to Space Port Damocles: 3 x 3-4-1 Guard Armies, 1 x 6-4-2 Tank Division.
  • In or adjacent to Space Port Primus: 3 x 2-4-1 Guard Armies, 1 x 6-3-2 Tank Division.
  • In or adjacent to Lions Gate Space Port: 3 x 3-4-1 Guard Armies, 1 x 6-4-2 Tank Division.
  • Anywhere: Sanguinius, Jaghatai Khan, 1 x Blood Angels, 2 x White Scars, 8 x Defence Lasers, 1 x 5-4-1 Guard Army, 1 x 4-4-1 Guard Army, 1 x 7-5-2 Tank Army, 6 x Dummy, 1 x 2-4-3 'Sky Fortress'.
  • Control Counters: The Control counters (4 x Space Port Control and 3 x Factory Control) each have an Imperial side and Traitor side. A counter is set up in each Factory or Space Port with the Imperial side face up at the start of the game.
  • We have provided "Set-Up" counters for each of the Imperial double-sided counters, which you should use when setting up the Imperial army. Replace the set-up counter with the appropriate double-sided counter when the Imperial forces are revealed. Also included are six "dummy counters". These can be set up anywhere you like, but are removed when the Imperial forces are revealed. You should use them to fool the Traitor player as to where your real strength lies.

Traitor Set-Up Instructions

  • Invasion Force: Angron, Fulgrim, Magnus the Red, Mortarion, 2 x World Eaters, 2 x Emperor's Children, 2 x Thousand Sons, 2 x Death Guard.
  • In Orbit or the Invasion Force: Horus, 2 x Sons of Horus.
  • In a mug or cup, or face down in the box lid: 12 x Traitor Guard Armies, 2 x Traitor Tank divisions.
  • In the warp: 4 x Daemonic Horde counters.
  • In orbit: All the remaining Traitor counters.

Reference Sheet

Sequence of Play

  1. Strategy Segment
  2. First Action Segment
  3. Second Action Segment
  4. Third Action Segment
  5. Fourth Action Segment
  6. Victory Segment

Victory Conditions

Traitor. The Traitor player wins by killing the Emperor, or by capturing the Inner Palace and all four Space Ports. An area is considered to be captured by the Traitors if it is occupied by one or more Traitor counters in the victory segment at the end of the turn.

Imperial. The Imperial player wins by killing Horus, or by controlling the Inner Palace and all four Space Ports. An area is considered to be controlled by the Imperials if it is occupied by one or more Imperial counters in the victory segment at the end of the turn. If neither player has achieved their victory conditions by the end of the fifth turn the Imperial player wins the game.

Combat Results Table

Combat ratio is Attacker-Defender.

D6 Roll1-41-31-21-12-13-14-15-16-17-1
1AAAAARARACACBSBSDRDR
2AAARARACACBSBSDRDR
  • AA - Attacker Annihilated. All the attacking counters take 1 hit. Any survivors must retreat.
  • AR - Attacker Routed. Roll a D6 for each attacking counter. The counter takes a hit on a roll of 5+. Any surviving attackers must retreat.
  • AC - Attack Crushed. Roll a D6 for each attacking counter. The counter takes a hit on a roll of 5+.
  • BS - Bloody Stalemate. Roll a D6 for each attacking and defending counter. The counter takes a hit on a roll of 5+. Any surviving defenders must retreat. Up to 3 attacking counters with a movement value of 2 or more may move into the area that was occupied by the defender.
  • DR - Defender Routed. Roll a D6 for each defending counter. The counter takes a hit on a roll of 5+. Any surviving defenders must retreat. Up to 3 attacking counters with a movement value of 2 or more may advance into the area that was occupied by the defender.
  • DA - Defender Annihilated. All defending counters take 1 hit. Any survivors must retreat. Up to 3 attacking counters with a movement value of 2 or more may advance into the area that was occupied by the defender.

Terrain Effects Table

TerrainEffect
MountainOnly the Sky Fortress and Traitor Battlecruisers may move into mountain areas. The Sky Fortress may not end a move in the mountains if it is transporting a counter.
CanyonIf all the attackers are coming across a canyon, shift the odds one column to the left on the Combat Results Table. Note that this means that the best odds that you can get when attacking over a canyon is 6-1.
WallsIf all the attackers are coming across a wall, shift the odds three columns to the left on the Combat Results Table. Note that this means that the best odds that you can get when attacking over a wall is 4-1.
Any other TerrainNo effect on movement or combat.
  • Summoning Daemonic Hordes
  • Bombardment
  • Breaching Walls
  • Assault
Set-Up & Dummy Counters:
DA
3ARARACACBSBSDRDRDADA
4ARACACBSBSDRDRDADADA
5ACACBSBSDRDRDADADADA
6ACBSBSDRDRDADADADADA