HorusHeresyReferenceSheet dasdadasdwegdsdf

oyfempresa 9 views 2 slides Oct 05, 2024
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About This Presentation

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Battle Reference

1. JOINING BATTLE
Current player identifies and puts one of his activation
markers in the target area and all origin areas (Traitor player may also move
Thunderhawks).

Execute Jagathai Khan’s special ability, if applicable.
Execute Fulgrim’s special ability, if applicable.
Execute the Fabricator General’s special ability, if applicable.
Execute Magnus the Red’s special ability, if applicable.
Execute Mortarion’s special ability, if applicable.
Execute Rogal Dorn’s special ability, if applicable.
Execute Angron’s special ability, if applicable.

2. COMBAT CARDS and HERO COMBAT CARDS
Each player sums up the combat ratings of his engaged
units and divide that sum in half (round up). They then draw this
number of combat cards.
Execute The Emperor’s special ability , if applicable.
Execute Horus’ special ability , if applicable.
If a player has at least one engaged unwounded Hero he draws two hero combat cards.
If all the player’s engaged Heroes are wounded he draws one hero combat card.

3. COMBAT ITERATIONS
Each combat is fought over a number of iterations. The order initiating combat will
state how many combat iterations that are to be fought (coexistence battles last for eight
iterations). The defending player (the Traitor in coexistence battles) decides which
player is to be active (attacking) in the first combat iteration.

In each combat iteration, the following steps are carried out:
1. The active player plays combat cards (up to the number of the current iteration)
or retreats (except in the first iteration in which no retreat is allowed).
2. The active player may carry out one special effect that is not a free effect. If this
effect can be countered the passive player may play any number of cards to
equal or exceed the shield cost stated by the effect.
3. The active player may carry out any number of free effects from the cards he
played. If any of these effects can be countered the passive player may play
any number of cards to equal the shield cost stated by the effects.
4. The passive player resists the regular damage all the active player’s cards inflicted
by playing combat cards (up to the number of the current iteration).
5. The active player assigns damage.
6. The iteration is advanced.
The active player can choose to pass and not play any combat cards, this automatically
advances the iteration. A player who no longer holds any combat cards or hero combat
cards must pas s if he does not retreat from the combat.

4. END OF BATTLE
The battle ends when one of the following conditions is met:
• The number of iterations the battle was to last have been played.
• Neither player holds any combat cards or hero combat cards.
• Every engaged unit and Hero belonging to one player has been removed from
the battle (destroyed, retreated, or routed).

If all defending units have been removed from the target area all, some, or none of
the attacking units and Heroes may move into the target area.
Retreat/Rout
Retreating and Routed defending units must move to a friendly or neutral adjacent
area. Place a Routed marker in the area (Routed units are destroyed if the area
already holds a Routed marker).
Retreating and Routed attacking units stay in their origin area but are removed
from the combat. Place a Routed marker in the origin area (Routed units are
destroyed if the area already holds a Routed marker).
Only Thunderhawks may retreat/rout across a crevasse.
Fortifications
Units defending a fortified area against attacks coming from another area or from
bombardment gain the following advantages:
• Unbreached fortifications reduce the normal damage by 2.
• Breached fortifications reduce the normal damage by 1.
If an area is attacked and all attacking units have to cross a crevasse the defenders get the
unbreached fortification bonus.
If there are Thunderhawks among the attacking units attacking a fortification or across a
crevasse the defenders get the breached fortification bonus.
Crevasses give no protection against bombardments.

Round Reference

1. ACTION STEP
Current player resolves one of the following actions:
• Place an order face down on the strategic map (1p).
• Execute an order from the top of a strategic map stack (1p).
• Execute an order from his hand (0-3p).
• Move a Strategic Map stack’s top card to the bottom of
the same stack (1p).
• Draw an order from reserve or order deck (1p).

2. ADVANCE INITIATIVE MARKER STEP
Advance the current player’s initiative marker on the initiative track.

3. CHANGE OF INITIATIVE STEP
If the current player’s initiative marker passed opponent’s marker, coexistence
battles are fought and stacking limits enforced (Imperial player is the attacker in
coexistence battles and chooses the order of the battles).

4. SPECIAL PHASES STEP
If the current player’s initiative marker passed or landed
on one or more special phase icons, each is resolved in the order they were passed.
• Event Phase: The current player draws the top event card
and carries out its instructions.
• Draw Orders Phase: Starting with the current player,
each player do the following (in this order) :
• Discards any or all orders from his hand.
• Moves any or all orders from his reserve to his hand as
long as he does not exceed six cards in hand.
• Draws new orders up to a six-card hand.
• Refresh Phase: The players remove activation markers
showing an activation icon and then flip all routed
activation markers.


Reference Sheet
Version 1.2
Activation Markers
Activation markers (showing either the activated or the routed side) in an area
puts the following restrictions on any and all of the units and Heroes (belonging to
the same player as the activation marker) in that area:
• They cannot be moved to other areas through orders (this includes using
Jagathai Khan’s special ability and the Traitor player moving
Thunderhaws to support in attacks).
• They cannot take part in attacks executed through orders.
IMPORTANT: Some Order cards and Event cards override this rule.
Heroes
Heroes are considered units for all movement purposes, including Thunderhawk
transportation, and have a movement value of 3 .
Heroes are immune to bombardment damage.
Unsupported Heroes do not give the controlling player control of areas but they
can be attacked, and will trigger coexistence battles during the CHANGE OF
INITIATIVE step.
Units
All units have a movement value of 2 except Space Marines and Tanks which
have a movement value of 3, and Thunderhawks which have a movement value
of 5.
• Crossing a c revasse reduces all units’ movement value by 1, except
Thunderhawks, which suffer no movement reduction.
• Thunderhawks can transport other units while moving from a movement order.
Any number of units can be transported during its movement, as long as no
more than two are transported at the same time.
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