This page contains all the special rules designed for use in the Horus Heresy Supplement, these rules are in addition to those special rules found in section 2 of the Net Epic Armageddon Tournament Pack.
Allies. Armies may ally with a wide range of factions in the Heresy supplement, while some are easily incorporated into your force others have a disruptive effect on your overall strategy. Any formations from a “Disruptive” ally reduce the army’s strategy rating by 1. Additionally, Supreme Commander rerolls may not be used on “Disruptive” ally formations. Allied force selections must comply with any restrictions within their own army lists. When including formations from an ally army list, the restrictions for Space Craft and Supreme Commanders are applied across the entire force. Only one Supreme Commander can be selected and he must come from the primary army list. For example, an allies line detachment must be purchased before you can purchase an allies support detachment.
Legion Astartes. Legion Astartes are renowned for their tenacity and bravery. This is represented by the following changes to the standard rules, which apply to all Legion Astartes units.
- It takes 2 Blast markers to suppress a Legion Astartes unit or kill a unit in a broken formation (ignore any leftover Blast markers).
- Legion Astartes formations are only considered broken if they have 2 blast markers per unit in the formation (as opposed to the standard blast marker per unit).
- Legion Astartes formations only count half the number of blast markers in assault resolution (rounding down – note that assault resolution will not receive +1 for having no Blast markers if the formation has 1 Blast marker before rounding down).
- When a broken Legion Astartes formation rallies, it receives a number of Blast markers equal to the number of units, rather than half this number. Legion Astartes with the Leader special ability remove 2 Blast markers instead of 1.
- Unlike Epic Armageddon 40,000 Space Marine's And They Shall Know No Fear (ATSKNF), Legion Astartes formations do not halve the number of hackdowns suffered when that formation loses an assault.
Demi-God. A Demi-God unit has three wounds similar to a WE, however, a Demi-God wound capacity has a number of differences to that of a WE. A Demi-God unit must maintain a 5cm unit coherency with its formation unless it possesses the Scout special rule. A Demi-God unit can be allocated hits up to its starting wound capacity. A Demi-God unit requires two blast markers to be considered suppressed or broken. A Demi-God that loses a damage point does not incur a blast marker, however, when a Demi-God’s wounds are reduced to zero, the Demi-God unit is destroyed and all friendly formation within 30cm receive two blast markers. A Demi-God unit does not suffer critical hits when it loses a wound and cannot barge other units like a WE. A Demi-God does not roll a number of hit dice equal to its wounds like a WE and cannot elect to use its FF or CC value like a WE. A Demi-God unit counts as the same unit type as their retinue for transport capacity purposes.
A talent for murder. When a formation with a talent for murder wins an assault resolution it gains a +1 to the assault resolution for the purpose of calculating hack downs only. This bonus does not contribute to the determination of the assault resolution.
Berserk. Some units are taken with a blood rage before or during a battle, this fury makes them nearly uncontrollable, thirsting for wanton death and destruction. A unit with the Berserk characteristic may double it's movement distance when conducting an Engage order. Additionally, formations containing Berserk units can not claim objectives under Tournament conditions.
Remorseless. A broken formation with Remorseless when attempting to rally only suffers a -1 modifier to its rally roll for being broken (not -2). (eg. A formation with an initiative rating of 1+ is broken and attempting to rally in the end phase, an opposing formation is within 30cm, the formation only requires 3+ to rally, as opposed to 4+).
Feedback. If a unit firing a weapon with the Feedback special rule fails to cause damage when hitting an enemy unit, roll a D6 for each successful armour save the enemy unit made. The firing unit takes a blast marker for each 1 rolled.
Exploratory Augury Web. Enemy units entering the game via the Planetfall special rule within 15cm of an opposing unit with the Exploratory Augury Web special rule must roll a D6 for each unit in in the detachment, taking a blast marker for each 1 rolled. Friendly units entering play via the Teleport special rule within 15cm of a friendly unit with the Exploratory Augury Web do not roll for blast markers.
Void Shields. Some units are protected by void shield generators. Each void shield will stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate blast markers. Once all of the shields have been knocked down, the unit may be damaged normally and you may make saving throws against any hits that are allocated. Hits from close combat ignore void shields but units using their firefight value must first knock down any shields before they can damage the unit. Void shields that have been knocked down can be repaired. A unit can repair one downed void shield in the end phase of each turn. In addition, if a unit regroups it can use the dice roll to either repair a void shield or remove blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 blast markers or repair 1 shield and remove 1 blast marker).
Lance. A weapon with the Lance special rule is designed to destroy heavily armoured targets. A unit with the Reinforced Armour special rule that is hit by a Lance weapon is not allowed to re-roll its saving throw.
Armoured Spearhead. An army with the special rule Armoured Spearhead, may elect to garrison one formation (AV units only) per full 2000 points regardless of the normal restrictions for unit/formation types able to garrison. These formations may be placed on overwatch but still count towards the maximum number of garrisoned units that may overwatch (normally two).
Chain of Command. A force with the Chain of Command special rule may include one Lieutenant Commander character upgrade in a formation per full 1000 points. The Lieutenant Commander does not cost any points and may only be placed in formations that can take the Praetor upgrade. These free upgrades count towards a formations upgrade limit and cannot be placed in a formation with another Praetor upgrade. If you have more Lieutenant Commander upgrades available than valid formations then any excess upgrades are lost.
Additionally, the loss of a unit with any firm of CH upgrade incurs a blast marker to all formations within 15cm and Line of Sight of that formation.
Radiation. Certain units are armed with radiological ammunition. Inimical to flesh, radiological weapons that hit reduce the target unit's saving throw by 1. This modifier only applies to hits generated with AP attacks and allocated against INF units.
Ferocity. Ferocious units are eager to engage an enemy in close quarters. A unit with the special rule, Ferocity, may add a single 5cm range increase to their first move only when conducting an engage action. For example, a Space Wolf Grey Slayer unit has a standard move of 15cm, when given an engage order/action, the Grey Slayer may move a total of 20cm towards the engaged target unit.