Jump to content

Horus Heresy Book 1


Recommended Posts

Ok, a brief run down of the stuff in Book 1. my ate has lent it to e for a week so I'll run down a summary.

 

Force Org:

 

3 HQ (one compulsory)

6 Troops (two compulsory)

4 Elites

3 Fast Attack

3 Heavy Support

1 Fort

1 Lords of war (Primarchs come under this catergory)

 

New legion ally table.

 

ATSKNF is gone, does not exist in 31st Millenium. All astartes can rally regardless of casualties and each legion has a special set of rules to represent their tactics/personality.

 

Legion options

 

HQ

 

Praetor: Captain equivalent

 

Centurion: sub-captain but can be upgraded to one of the following: Chaplain, libby, master of signal (has a barrage like the imp guard guy), champion, Vigilator (scout champion), forge lord (techmarine essentialy), primus medicae, siege breaker (tank hunter), moritat (twin pistol gunslinger, think Cypher).

 

Command squad: All are characters and can be upgraded to termies if the praetor is in TDA. Can also be on bikes and jetbikes if their CO is so upgraded.

 

Elites

 

Veteran tactical squad: Sternguard without the special ammo essentialy.

 

Destroyer squad: They have a pair of bolt pistols and a CCW, can have JP and can be upgraded with special kit (1 in 5). The special weapons are either pistols or rad-missle launchers (damage toughness)

 

Termie squad: can be normal or cataphract. If troops count as scoring in a scenario, termies also score

 

Techmarine covenant: 1 to 3 Techmarines

 

Apothercarian detcahment: 1 to 3 apothercaries. must be attached to a unit.

 

Dreadnought Talon: 1 to 3 standard dreads

 

Contemptor talon: 1 to 3 Contemptors

 

Rapier battery: 1 to 3 Rapiers

 

Troops

 

Tactical squad: 10 to 20 tac marines. no special or heavy weapons but can replace bolters with CCW or have an additional CCW for extra cost. So can be tooled up with Bolter, BP and CCW for Space Wolves and Death Guard.

 

Assault squad (yes it's a troop choice): 10 to 20, JP as standard

 

Breacher Squad: 10 to 20, oarding shield guys

 

Tactical support squad: 5 to 10, all but sergeant start with flamer, can be upgraded to other special weapons, all must have same weapon so youi can have 9 meltaguns and a sarge for instance.

 

recon squad: 5 to 10, basicly scouts with power armour and marine statline, can be given scout armour + infiltrate and move through cover.

 

Fast Attack

 

Seeker squad: 5 to 10, special ammo and they headhunt a specific IC or squad.

 

Outrider squad: 3 to 10, bikers. No attack bike in squad but bikes can be upgraded to TL melta/plasma/flamer

 

Attack bike squadron: 1-5 attack bikes.

 

Jetbike squadron: 3 to 10, 1 in 3 can be upgraded to heavy weapon (including plasma cannon).

 

land speeder squadron: 1-5

 

storm eagle

 

heavy Support

 

heavy squad: 5 to 10, ALL have a H-bolter (even sergeant), can beupgraded to other weapons for a full 10 man lascannon squad for instance. L have flak missles at an additional cost

 

predator squadron: 1-3

 

Land raider: 1-3, Phobos (normal raider), Proteus (command variant) 1 achilles per squadron

 

0-1 artillery squadron: 1-3, whirlwind, basilisk, medusa. all have BS4 astartes crew and whirlwind has AA option

 

Vindicator: not in squadron, 1 tank for 1 slot

 

Spartan

 

Caestus ram

 

Lords of war (superheavies)

 

Fellblade: BS3 human crew, can be upgraded to BS4 astartes crew

 

Typhon: Vindicator on combat stims basicly

 

Thunderhawk

 

Thunderhawk transporter

 

Cerberus: tank destroyer variant of the typhon it seems

 

Malcador: BS3 human crew, can be upgraded to astartes BS4 crew

 

Legion rules

 

Sons of Horus: re-roll 1 for reserve rules, if you outnumber enemy in close combat, each model gets an additional attack basicly (bulky coint as two models, very bulky as three), cant use allied leadership or warlord traits.

 

Dreadclaws as transport for Justaerin

 

Justaerin: Cata termies, better statline, some extra weapon options (multimelta as squad heavy weapon for instance).

 

Abaddon and loken as special chars

 

World Eaters

 

All units get furious charge if they destroy or force to fall back an enemy unit in CC, must consolidate towards nearest enemy, if you fail morale from a lost CC you get rage on a roll of a 1 on a d6 and pass the morale test. Any squad with access to chainaxes can upgradeto chainaxe at no cost

 

Rampager squad: special cc weapons, feel no pain, scout and they are all characters, can have JP

 

Special char is a centurion called Shabran "white eyes" Darr (loyalist) has rending in a challenge

 

Emperor's children

 

roll an additional dice for run and use highest (not assault), extra D3 inches in consolidate. Characters MUST issue and accept challenges, if defeated take an additional -1 penalty to leadrship.

 

Characters can have sonic shriekers (+1 init)

 

Palatine blade squad: all are characters, counter attack, power sword/power lance ipgrade options can have shreikers and JP

 

Rlyanor (dreadnought) and Saul Tarvitz special characters

 

Death Guard

 

Immune to fear and always pass pinning test, re-roll dangerous terrain in swamp/mud/toxic sludge etc, sweeping advance move reduced by 1.

 

Can upgrade flame weapons to shred and gets hot.

 

IC's can upgrade PF to power scythe (+1 str, AP2, unwieldy, two-handed, sweep attack: rather than normal attack can make a number of attacks equal to number of models in base contact)

 

Deathshroud: cata termies, hand flamer (with chem ammo) and scythe.

 

Most sergeants can have artificer armour upgrade.

Link to comment
https://bolterandchainsword.com/topic/261925-horus-heresy-book-1/
Share on other sites

While the legion tac squads do lose some flexibility by not having special and heavy weapons the fact that a 10 man squad can go all Dire avenger and pop out 40 shots in one round is pretty darn sweet!

 

 

Now hopefully the seeker squads have this rule >B)

it has been said that the HH book one has a new allies matrix for the HH, and that there are rules concerning how certain special rules do or do not affect allied detachments.

 

but, that probably limits you to two legions, since i'm guessing each legion has to be treated as a separate codex, but i don't have the book in my hands, so i could be wrong.

I'll probably buy a copy when it doesn't feel so expensive. I hope there's more distinction between legions than just a couple of rules and a unit. I'd base a force around the background more than the rules but it does seem like it could be something of a missed opportunity on their part.
it has been said that the HH book one has a new allies matrix for the HH, and that there are rules concerning how certain special rules do or do not affect allied detachments.

 

but, that probably limits you to two legions, since i'm guessing each legion has to be treated as a separate codex, but i don't have the book in my hands, so i could be wrong.

The Age of Darkness force organisation chart is intended for games of 1500 to 3000 points fighting in the period of the Crusade/Heresy. Your primary detachment may only contain units from one legion but you may take allies from another. There's an allies matrix much like the one in the 6th ed rulebook but describing the relationships between the 18 legions.

 

There are scenario special rules and army list options that change what is available, such as having everyone in drop pods or being allowed up to 3 fortifications, but there are too many to go into here.

I almost ordered some goodies and the book, but seeing that they are out of stock with bolters of my choice, the Umbra Ferrox patterns, and the awful estimated shipping cost of over 15£, I think I can hold my urges a while longer. They'll likely have a free shipping campaign again at some point before xmas. Right? They have to..

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.