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The Horus Heresy

Phase #2

In the beginning there were the cries of the fallen, the thrashing of bodies in their death throws,
and the psychological shock of betrayal. Forces from the legions astartes are making war upon each other across Imperial space and news of the atrocities committed by Horus Lupercal makes its way to Holy Terra. Even now, from the ashes of blasted battlefields and mangled star ships, heroes of renown and tyranny are emerging to lead their war hosts in the galaxy spanning struggle. We are starting the second phase of the campaign and there will be several differences from the previous phase. We will continue to focus on the heroes of the war and their experiences and injuries during the opening actions of the conflict. These are some of the features for this phase: 1000 Point Games Force Organization Standard (from the 40k rule book) Games will be played on 4 x 4 tables No super heavy vehicles No flyers No Fortifications

Heroes of the campaign use the following rules: Heroes from the past phase retain their experience gained and any armour, skills, or injuries they gained. If you have a hero that you are uninterested in keeping, you may retire him and replace him with another consul as one of your 3 usable heroes. Two Legion Praetors may be chosen in addition to the three consuls used from the previous phase of the campaign. They will gain skills, armour, and injuries in the same way as legion consuls from the previous phase of the campaign but there will be a separate chart for them to roll on for their skills and armour. You may only ever include one of your Legion Praetors in an army. Legion Praetors may CHOOSE THEIR WARLORD TRAIT from Betrayal only, for an additional 15 points. (These 15 points will be added to your heroes points cost every time you use him) Only Legion Praetors get a warlord trait. You may still roll on the 4 warlord traits tables (3 in the rule book and 1 in Betrayal) if you wish but whichever warlord trait you get (rolled for or chosen) remains with your hero for the remainder of the campaign as does the specialization chosen by consuls (librarian, medicae, etc). Any Master of the Legion or Warlord Traits chosen or rolled for by a Legion Praetor are permanent so Choose Wisely. If you choose not to take a Master of the Legion ability you

can choose one later in the campaign but if you do choose one you have to use it for that Praetor every game. Unlike the book says, Praetors only receive ONE warlord trait roll.

Skills/Armour: There are three ways your heroes (both Praetors and Consuls) gain experience in battles that work towards them being either superior leaders, skilled fighters, or particularly well-armed. These three ways are as follows: 1. Kill an enemy hero in a challenge. 2. Win a game (if your army includes more than one hero both gain the extra experience). 3. Destroy an enemy squad or vehicle (breaking a unit and running it down counts but running them off the field does not). This means you must have caused unsaved wounds to the target unit that contributed to their destruction or their failed morale check. Each one of these objectives counts for one (1) skills/armour point. When you have amassed 5 skills/armour points for your Consul you must roll 2D6 and consult the table below. (Note: skills/armour points may not be shared by different heroes). 2D6 Roll 2 3 4 5 Skill/Armour Your hero gets something shiny to pin onto his armour, but nothing of use in battle. Your hero has been granted a new variation of the Lymans ear and he and his squad ignore pinning checks. Occulobe response therapy gives your hero an uncanny ability to see at night. Your hero gains the Night Vision special rule which is given to the unit he joins. Your hero is gifted with super dense ceremite plating which improves his normal power armour to that of artificer armour. He now counts as being equipped with such armour unless he purchases something else instead. Your hero is gifted with some marvellous relic weapon; he may add 15 points of free weapons upgrades to his profile. Your hero is a beacon of hope for all the men who follow him; your hero counts as having a Legion Vexilla. Your hero is preternaturally quick and agile; He gains the Fleet special rule. Your hero is bitter to the core; He gains the Stubborn special rule. Your hero is a man of many wars and has found strength in his burning hatred. Your hero gains the Hatred special rule. (Note: this does not pass to his unit) The Larramans organ is tuned to super natural levels and provides the hero with the Feel No Pain special rule. If you already have this special rule, the roll is improved to a 4+. Your hero is marked for greatness in the war to come and so gains the Eternal Warrior special rule.

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These bonuses are permanent for the campaign but must be re-rolled if any recurring result is scored.

When your legion Praetor reaches 10 Experience they gain a permanent bonus for the campaign. Roll 2D6 and consult the table below. (Note: You must re-roll duplicate results): Roll 2 Benefit Flexible Tactician Your Praetor may change his Master of the Legion trait or may re-roll his Warlord Trait (or re-choose it if he paid the 15 points to choose it the first time). Note: You do not need to pay an additional 15 points for rechoosing the trait. Battlefield Genius Your Praetor can re-deploy one unit (tank or infantry) after scouts and infiltrators have been deployed. If your entire army starts the game in reserve you may have -1 off the roll to have one unit in your army arrive from reserve. Centralized Battlefield Array Your Praetor acts as a teleport homer, counts as having a legion vexilla, and gives a negative 1 modifier to one enemy unit in reserve. This is applied when the enemy is rolling for his first reserves and stacks with other similar modifiers. Bolter Drill Any bolters (bolt guns/ combi-weapons bolter profile) in the Praetors unit may re-roll to hit rolls when not using Fury of the Legion. This includes snap-fire shots. Ethereal Aberration Your Praetor improves his deny the witch rolls by 1 (which stacks with other abilities), has Preferred Enemy (Psykers), and causes Fear. If your hero already causes fear, enemy rolling to hit him reduce their leadership by 1 in addition to the regular rules for Fear. Over Active Progenoid Your Praetor gains the It Will Not Die special rule. Glassine Reductor Field Your Praetor improves their invulnerable save by 1 in close combat and 2 from ranged attacks. If he does not have an invulnerable save already he simply gains a 6+ from close combat and 5+ from range. If he fails a saving throw from a ranged attack he takes D3 additional S4 hits. Silent and Deadly Your Praetor gains the Fleet and Stealth special rules. Both of which apply to heroes unit. Service Studs Your Praetor gains the Rage special rule. If he already has this rule or it comes into effect on your hero during the game, increase the special rules additional attacks by 1. Battle Stimulants Your Praetor gains the Feel No Pain Special rule. If your Praetor already has this rule, improve the roll by 1. Unrelenting Behemoth - Your Praetor gains the Eternal Warrior special rule.

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Injuries: When your hero dies on the battlefield (one of the three on your roster), you must roll on the injury chart at the end of the game (Note: abilities that would usually remove the models from the game instead treat the model as being taken out of action normally). Roll a D6 and on a roll of a 2-6 nothing happens but on the roll of a 1 you must roll a further D6 and consult the chart below. D6 Roll 1 Injury Permanent damage is done to the tendons in one or both arms and only the most mundane weapons are unaffected. Your hero is subject to -1 WS as long as he is using a weapon that does not have the Unwieldy special rule. An augmented leg replacement makes quick pursuit and reaction difficult. Your hero is subject to the Slow and Purposeful special rule (which is subject to the restrictions from the FAQ on Cataphractii armour) and if you already have this special rule, your hero has a -1 modifier to their charge distance role. An awful scar marks the spot where your heros eye was destroyed by a stray shot and now limits their depth perception. Your hero is subject to a -1 modifier to their BS. Psychological scars have made your hero unnerved and unsteady during battle and most troops prefer not to fight with them. No unit the hero joins may ever benefit from his leadership or Fearless special rule if he has it. Your hero is always filled with rage over the injuries he suffered and cant control himself when battle is under way. He must always move towards the closest enemy unit during the movement phase. Terrible scars have twisted and warped the heros facial features and he frightens most that look upon him. The hero gains the Fear special rule and if your hero already causes Fear, they now also have 6+ Feel No Pain.

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Playing Games
Every week you will be directed to a table where you will face an opponent from the enemy team. The table you play on will determine not only what the scenery type is, but also what set up and mission will be used. The idea of this is so that everyone comes prepared with their lists and will be prepared for a type of battlefield but not have an army tailored to kill a specific enemy. Attackers and defenders are used on 2 of 3 battlefields so roll for which mission is to be played and then roll to see who is attacker and defender (winner of the roll chooses). The other battlefield will be using rulebook missions and set ups. These are the steps to follow when setting up a game: 1. Find out who you are playing and on what table. 2. Decide which mission and set up will be used for that game. 3. Roll of to determine who will be the attacker and defender (if there are any). 4. Do preliminary set up such as Psychic powers. 5. Play the game. 6. Tally up experience points and alert a CO (campaign organizer) to who won the game. 7. Roll for any experience/equipment perks your heroes gain.

Ruined Civilization
(Roll a D6 to determine which battle mission to play) The attacker always goes first and both players may have different objectives but deployment may be the same.
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Deployment: Dawn of War deployment is used. Night Fight is in effect first turn. Mission: Attacker: If you have any infantry units in the enemys deployment zone you gain 2 victory points per unit. Each enemy unit killed gives you 1 victory point which is the secondary objective. Defender: Your primary objective is to destroy enemy units which give 2 victory points each. If your deployment is free of enemy units (infantry, characters, tanks, transports etc.) you gain 1 victory points. Deployment:

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Defender: You must deploy one unit of infantry within 6 of the centre of the battlefield. The remainder of the defenders forces come on from reserves (they may still deep strike, outflank etc. but must roll for reserves starting turn 2) at the red 12 x 12 corners in the diagram. Defender chooses which corners are blue and red but the colours must be mirrored on the opposite corner. Reserve rolls begin turn 1 instead of turn 2 (so T1-3+, T2-3+, T3-Auto etc.) Attacker: The attacker arrives with their army from reserve in the blue corners (you randomize which). Reserve rolls begin turn 1 instead of turn 2 (so T13+, T2-3+, T3-Auto etc.)

Mission: The Artefact. The only change is that


the attacker wins if the artefact is contested or not held at all. No secondary objectives are used. If you begin the game in base contact with the relic you count as having control of it.

Mountain Village
(Roll a D6 to determine which battle mission to play) The attacker always goes first and both players may have different objectives but deployment may be the same.
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Deployment: Dawn of War deployment is used.

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Deployment: Both players deploy within 12 of the center of their side of the table as the diagram shows. Reserves however do not come Mission: Crusade. The exception to the on from the side you deploy from. All reserves crusade rules is that there are only 3 objectives enter play from the sides of the table as out and they must be deployed across the centre of flankers would. The only difference is that you the battlefield, 6 apart and between the two may not have units arrive within 12 of your deployment zones. No secondary objectives are opponents deployment side of the table. Units used. Night Fight is in effect first turn. that have the Outflank special rule (or scouts/infiltrate) that arrive from reserve in this Game Special Rule: Waved Reinforcements way may re-roll to see which side they arrive come onto the battlefield as your armies from. If they also have Acute Senses they may sustain casualties. When a full unit of Troops is choose which side to arrive from. killed, place it in reserve. You may roll for these units as you would for any normal Mission: Purge the Alien. No secondary reserves, however, these units do not enter the objectives are used. battlefield with their designated transports, nor may they use outflank, scouts, or infiltrate when they come on from reserves.

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Hero Roster
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Hero Roster
WS BS S T W I A LD SV Special Rules: Equipment: Skills/Armour Points:

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