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RUMORS: All The New Horus Heresy 2.0 Rules Spotted

By Rob Baer | September 26th, 2022 | Categories: Horus Heresy, News / Rumors, rules

Horus-Heresy-primarh-rumors-rules-starter-set-forge-worldImages of all the new Horus Heresy rules are here, and it looks like the game may be changing a lot from its roots.

Before we go any further, we want to say, take all of this with some salt. They seem extremely solid, but they are rumors, so this means they could change or might not be 100% right. So, don’t get too worried just yet if you aren’t a fan. 

With that said, there are a lot of rumors we’ve seen before, so let’s check those out first, then get into the new stuff.

Click Gallery below for full-size images.

Here’s the most up-to-date list of new Horus Heresy Rules & Product Leaks. Click on the gallery above to see new Horus Heresy models and rules rumors!

Liber Astartes & More New Horus Heresy 2.0 Rules Leaks

Here are a ton of new rules that look to be from a playtest version of Horus Heresy spotted on the 30k Reddit.

Liber Astartes & More New Horus Heresy 2.0 Rules Leaks Liber Astartes

Seems like the red books may be getting replaced with this new style-book, the first apparently dubbed the Liber Astartes.

There were quite a lot of the Phase 3 playtest rulebook leaked, which you can view at the gallery below. We will cover some of our favorite new rules rumors below in detail.

New Horus Heresy Rules: Reactions

These new rules seem to be a more encompassing style of Overwatch that looks to keep games more engaging no matter what may happen during either player’s turn.

Liber Astartes & More New Horus Heresy 2.0 Rules Leaks

 

Liber Astartes & More New Horus Heresy 2.0 Rules Leaks

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The first page is the general rules for what reactions are, and the page above details different types of these new reaction rules.

Horus Heresy Armor Values Rules

Liber Astartes & More New Horus Heresy 2.0 Rules Leaks

Anyone that was worried about armor values going away after seeing the Dreadnought rules leak, can breathe a sigh of relief as it looks like Vehicles, in general, are going to function similar to how they did in the past.

Well sort of…

Liber Astartes & More New Horus Heresy 2.0 Rules Leaks

From this leak, however, it seems like Weapons may function a bit differently on vehicles now.

Dont Tell the Emperor, but there’s Psykers (still/again)

Liber Astartes & More New Horus Heresy 2.0 Rules LeaksLooks like Psychic Powers are still a thing in the new edition, and this section seems to expand and clarify more on that.

Primarchs In Horus Heresy

Part of the early rumors were that Primarchs were losing Lord of War status among other things. These new leaks seem to confirm changes to the mightiest of all save the Emperor and Horus.

Liber Astartes & More New Horus Heresy 2.0 Rules Leaks

To Hit & Wound Charts:

Another throwback to 7th Edition, the to hit and wound charts appear to still be in Horus Heresy.

Liber Astartes & More New Horus Heresy 2.0 Rules Leaks

New Horus Heresy 2.0 Legion Rules Rumors

These new Horus Heresy rumors come from the B&C, which look to be a transcription of a Valrak video that has since been unlisted on YouTube (perhaps it was a live stream?).

According to these, it looks like each Legion will have a new “warlord trait” similar to the current 40k rules set, along with a Legion rules trait, and a new specific reaction they can perform as well.

Dark Angels Horus Heresy Legion Rules Rumors:

  • New Legion Trait: every unit unless specified on their unit entry can select a single Hexagrammaton Wing which will confer a specific bonus – e.g Firewing = +1 to wound against units containing a model with the Independent Character special rule
  • Unique Reaction “Angels of Death”: when a charge is declared against a unit with the Legiones Astartes: Dark Angels special rule that unit must take a Leadership test – if passed the unit being charged gains the Fearless & Fear special rules, if failed it gains Stubborn & Fear instead
  • Warlord Trait 1: All Dark Angels units in the detachment gain +1 Ld while in line of sight of the Warlord, and the Warlord can take an additional reaction in a specific phase dependant upon which Hexagrammaton Wing they have selected
  • Warlord Trait 2: Select a single faction (e.g Legiones Astartes), once per battle for a single turn the Warlord and any unit they have joined can increased either their WS or BS when targetting units which belong to the selected faction – the Warlord can also take an additional reaction during the Assault phase
  • Unique Consul (+30 points): may select an Order of the Hekatonystika option for free, increases WS to 6 & Ld to 10, must take a Terranic Greatsword

White Scars Horus Heresy Legion Rules Rumors:

  • New Legion Trait: every unit with the Legiones Astartes: White Scars special rule increases their movement characteristic by 1”, and whenever rolling to decide first player/ seize the initiative, a White Scars playermay roll two dice and discard the lowest
  • Unique Reaction: when an enemy unit moves within 12” of a unit with the Legiones Astartes: White Scars special rule, all friendly units within 12” inches of the enemy unit may immediately make a normal move (jump infantry can choose to activate their jump packs as part of this) – all units which do so cannot run this turn
  • Warlord Trait 1 (Loyalist only): this model & any unit they join are Stubborn, if this model is slain every Legiones Astartes: White Scars unit within Line of Sight gains the Fearless special rule for the remainder of the battle – may also make an additional reaction during the assault phase
  • Warlord Trait 2: this model & any unit their join ignore all difficult terrain rules & gain a +4 (invulnerable?) save against wounds inflicted by dangerous terrain – gain an additional reaction during the movement phase
  • Warlord Trait 3 (Traitors Only): when this army includes a Sons of Horus allied detachment, the Warlord & any unit they join automatically pass any morale or pinning tests they are required to make
  • Chogorian Brotherhood Rite Alterations: Bikes & Jetbikes gain the Line special rule & the detachment may not take any Heavy Support or Fortification choices unless they have the Fly keyword
  • Sagyar Mazan Rite Alterations: Ebon Keshig may only be taken as troop choices in this detachment and all such units gain the Fearless special rule during the assault phase
  • Stormseer Consul (+45 points): gains the Psyker & Adamantium Will special rules, may take a Psychic Hood for +20 points, gains access to two new White Scars psychic powers

 

Space Wolves Horus Heresy Legion Rules Rumors

  • New Legion Trait: any Legiones Astartes: Space Wolves unit which chooses to Run may still make a shooting attack in the shooting phase (resolved as Snap Shots) and may still declare a Charge in the assault phase – any such units which cannot Run (e.g Cataphractii terminators) instead gain +1 WS on any turn in which they Charge, even if it is a Disordered Charge
  • Unique Reaction: once per battle if any enemy model starts it’s movement within 12” of at least one Legiones Astartes: Space Wolves unit, a single such unit can make a move equal to or less than it’s highest Initiative value in inches & then make a charge against the triggering unit (charge is resolved immediately, assault continues as normal in the assault phase)
  • Warlord Trait 1: this warlord gains an additional wound at the end of an assault phase in which they inflict at least one unsaved wound on an enemy model – can’t bring the warlord above their starting wounds value, instead conferring +1 Str on melee attacks until the end of the turn if triggered before the model has lost any wounds – can also make an additional reaction during the assault phase
  • Warlord Trait 2 “The Howl of Morkai”: once per battle, all friendly Legiones Astartes: Space Wolves models gain +1 Str if they successfully charge an enemy unit that turn – may also carry out an additional Reaction during the movement phase
  • Warlord Trait 3: the Warlord & any unit they join gain Preferred Enemy (Independent Characters) as well as a 4+ Feel No Pain save while locked in a combat against any Independent Character – may also carry out an additional Reaction during the movement phase
  • Jarl Praetor Upgrade (+10 points): gains Counterattack, may also be given the Skirmish subtype at no additional cost
  • Pack Thane Consul (+10 points): gains Counterattack, may also be given the Skirmish subtype at no additional cost, cannot take a Bike/ Jetbike
  • Speaker of the Dead Consul (+65 points): consul & any unit they join gain the Hatred (Everything!) & Stubborn special rules, consul also gains a master-crafted power maul
  • Caster of Runes Consul (+45 points): gains the Psyker subtype, must select one of 4 psychic disciplines, may take a psychic hood for +20 points
  • “Grey Stalker” Unit (may just be Grey Slayer Alterations): unit with Relentless, Counterattack & Heart of the Legion special rules, chainswords & bolt pistols (any may take bolters/ swap chainswords for power weapons), one in 5 can take a special weapon

Imperial Fists Horus Heresy Legion Rules Rumors:

  • New Legion Trait: all Legiones Astartes: Imperial Fists models gain +1 to hit with all Auto or Bolt weapons when conducting a shooting attack (including during reactions)
  • Unique Reaction: when an enemy unit moves within 10” or (and?) within line of sight of an Imperial Fists unit, may immediately declare a Charge with said unit as if it was the owning player’s assault phase – charge distance is d6 + unit’s lowest unmodified Initiative value in inches (rules like Hammer of Wrath & charge bonuses do apply), if successful the ongoing combat is resolved as normal during the assault phase, if failed no surge move is made
  • Warlord Trait 1 “Solar Marshal” (Loyalist only): warlord & any unit they join gain +1 WS when locked in combat with any Traitor allegiance unit – may also make an additional reaction in any of their opponent’s phases
  • Warlord Trait 2: when within 6” of an Objective/ while within their own Deployment Zone, the Warlord & any unit they join may auto-pass any Morale & Pinning tests they are required to make – may also make an additional reaction during the assault phase
  • Warlord Trait 3: warlord & any unit they join may re-roll To Hit rolls of 1 while they are within an area of terrain which is conferring them a cover save/ embarked within a Fortification – may also make an additional reaction during the shooting phase
  •  Stone Gauntlet Rite Alterations: Phalanx Warders gain the Line and Heart of the Legion special rules, models with Boarding Shields in unit coherency with at least 2 other models also equipped with Boarding Shields may re-roll all failed Invulnerable saves against shooting attacks/ attacks made during the Fight Sub-Phase (re-rolls cannot be made if the unit has made a Run/ Charge/ Sweeping Advance move)
  • Illiastus Pattern Assault Cannon Alterations: now Assault 4 rather than Heavy, Malfunction now confers the Gets Hot! rule to any shooting attacks made with the weapon as part of a Reaction
  • Castellan Consul (+20 points): model gains the Fire Support special rule & the Heavy unit sub-type, can take either a master-crafted heavy bolter or autocannon – can increase the number of attack rolls made by a heavy weapon by 1 (that they’re equipped with? by a unit they’ve joined? idk) when making a shooting attack – any Legion Heavy Support squad they join gains the Line sub-type

RUMORS: New Horus Heresy Weapon & Unit Rules

Horus-Heresy-primarh-rumors-rules-starter-set-forge-world

There are a ton of new rules rumors from the Bolter and Chainsword , so we’ll try to break them into sections for you.

  • New “Disintegrator” rifles, pistols, and combi-weapons mostly available to Centurions and Seeker Sergeants
  • Rotor cannons are Assault now with Pinning and Shell Shock (1), apparently causing -1Ld to the subsequent Pinning check
  • Nemesis Bolter, 72″ Heavy 1, Sniper, maybe replacing sniper rifles for Legions
  • Thunder Hammers are now Sunder instead of concussive 

Chapter Specific Rules

  • Dark Angels Warlord trait previously leaked as allowing to select bonuses against certain factions lists “Dark Mechanicum” as one faction
  • Salamanders now also have -1S to incoming plasma, melta, and volkite. -1″ charge/run/sweep is gone, Morale bonus now attached to a legion specific Warlord Trait
  • Raven Guard split into Hawks/Talons/Falcons that confer different bonuses to different unit types
  • Iron Hands -1S to incoming shooting now applies to all non-vehicle units (including new MC dreadnoughts), all vehicles get 6+ It Will Not Die and Autosimulacra can increase that to 5+
  • Iron Hands specific reaction to overwatch at full BS twice with Gets Hot!
  • Iron Father’s get a machinator array instead of a servo arm, have Battle Smith (3+)
  • Space Wolves are getting a “Grey Hunter” unit

Vehicle Rules 

  • Toxiferran Flamers are now just Poison and Rending instead of Tainted
  • Flamestorm cannons are no longer AP3 but have Torrent
  • Volkite Calivers are Heavy 3
  • The Kratos is a new heavy tank that has a turret battle cannon/melta cannon/volkite turret with 4 weapons across the turret and sponsons, mostly autocannons, heavy bolters, and volkite culverins

Terminator Rules

  • All terminators now have two wounds!
  • Cataphractii and Tartaros are split into different unit profiles

Horus Heresy Art Wal Hor

Primarch Rules

  • Primarchs and Fortifications have their own Force Org slot
  • Primarchs can be taken 1 per primary detachment but count towards LoW points

Squad and Detachment rules

  • Allied detachments are larger
  • Destroyer Squads split into “Assault” and “Mortis” units
  • Despoiler Squads return and Scout Squads added to tactical and Recon Squads as troops choices
  • Termites are now universal DTs like rhinos for most things (oh boy)
  • Most vehicles are now squadrons, including Deredeo Talons, Sikarans, Whirlwinds (including Scorpius), all Sicaran variants, Predators (in up to 5), Cerberus, and Typhons
  • Proteus Land Raider has been split into “Carrier” and “Exploratory” variants (presumably just making a different unit entry for the exploratory web upgrade)

Weapon Changes

  • All weapons have been rebalanced to be viable
  • Weapon S can go above 10 but is capped at S10 for wounding but the “true” value is used for armor pen and ID.
  • Twin-linked is more or less being replaced with Gravis ala 40k (double shots)
  • Autocannons and variants now have Rending
  • Astartes Shotguns have concussive
  • Demo cannons are AP3 but have rules to increase them above S10 for ID and armor pen
  • Heavy Bolters are now Heavy 4
  • Combi-weapons are split into “Magna” and “Minor” types, and both halves of the weapon can be fired at once. “Magna” are melta, plasma, and disintegrator and are one-shot, all other variants are not one shot
  • Lascannons have Sunder
  • Gravis blast weapons just use 5″ blast instead of 3″ (again phasing out twin-linked)
  • Plasma are AP4 Breach (4+), essentially 4+ Rending
  • Lascutters now also have an 8″ S10 AP1 Armorbane shot as well as the melee attack
  • Speaking of melee, combat blades, chainswords, bayonets, and chain bayonets all have different profiles
  • Combat blades are base profile
  • Bayonets are +1S Two-Handed
  • Chainswords have Shred
  • Chain Bayonets are +1S Two-Handed Shred
  • New Charnable weapons, “Tabre and Stave”
  • Force stave and power lance have “Reach”, whatever that does
  • Power swords are AP3 Rending, Power Mauls are +2S AP3, Axes remain unchanged
  • Lightning Claws have Rending, and pairing them gives +2A instead of +1A

RUMORS: New Horus Heresy Primarch & Character Rules Spotted!

These new rumors were spotted on Imgur, and show all kinds of new stuff! Again, they are from the phase 3 playtest which seems to match the other rules rumors we have seen already, so they could change once they are finalized…

Horus Heresy Primarch

 

Horus Heresy Primarch 2Obviously, he is a big boy! He’s quite expensive, but man, he’s got a lot going on. First up, he has a great warlord trait as every model (Well, Ultramarines) gets a phase with an extra reaction and additional LD. Then, you get extra special rules, even if he’s in a transport, meaning, all of his bonuses apply as long as he is on the field somewhere. Next, his stateline is awesome, he will be hard to kill, and in melee, he will dish out the damage!

Pretty much just awesome all the way around.

Ferrus Manus

 

Ferrus Manus 2The Primarch Ferrus Manus Horus Heresy statline may be honestly insane, and a 2+/3+ save means he shouldn’t die very easily. Then, his Sire of the Iron Hands rule means your army will be way tougher and you get an additional reaction in the enemy assault phase. Lastly, with his statline and Strength x2, he’ll be hitting like a truck.

Rogal DornLastly, we have Rogal Dorn. Again, his statline is insane, as we have come to expect for a Primarch. Then, he has a ton of special rules and wargear, but nothing quite as exciting in terms of wargear as the other two. Then, his Warlord Trait lets everyone use his LD 10, add 1 to the wound roll for determining combat, and lastly, you’ll also get an extra reaction in one phase until he’s removed from the board.

Imperial Fists Horus Heresy Legion Rules Rumors:

There is a lot of other rules that were spotted, and some of them match up from the rumors we’ve seen before, meaning this could lend more to their “authenticity”. Let’s compare some of the rumors, then if you want to see any of the ones we didn’t cover, click the bullets below for all the rules rumors images.

These are the new rumors we’ve seen, now let’s compare them with the older rumor write-ups.

first knight square

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  • New Legion Trait: all Legiones Astartes: Imperial Fists models gain +1 to hit with all Auto or Bolt weapons when conducting a shooting attack (including during reactions)
  • Unique Reaction: when an enemy unit moves within 10” or (and?) within line of sight of an Imperial Fists unit, may immediately declare a Charge with said unit as if it was the owning player’s assault phase – charge distance is d6 + unit’s lowest unmodified Initiative value in inches (rules like Hammer of Wrath & charge bonuses do apply), if successful the ongoing combat is resolved as normal during the assault phase, if failed no surge move is made – CONFIRMED!
  • Warlord Trait 1 “Solar Marshal” (Loyalist only): warlord & any unit they join gain +1 WS when locked in combat with any Traitor allegiance unit – may also make an additional reaction in any of their opponent’s phases- CONFIRMED!
  • Warlord Trait 2: when within 6” of an Objective/ while within their own Deployment Zone, the Warlord & any unit they join may auto-pass any Morale & Pinning tests they are required to make – may also make an additional reaction during the assault phase- CONFIRMED!
  • Warlord Trait 3: warlord & any unit they join may re-roll To Hit rolls of 1 while they are within an area of terrain which is conferring them a cover save/ embarked within a Fortification – may also make an additional reaction during the shooting phase – CONFIRMED!
  •  Stone Gauntlet Rite Alterations: Phalanx Warders gain the Line and Heart of the Legion special rules, models with Boarding Shields in unit coherency with at least 2 other models also equipped with Boarding Shields may re-roll all failed Invulnerable saves against shooting attacks/ attacks made during the Fight Sub-Phase (re-rolls cannot be made if the unit has made a Run/ Charge/ Sweeping Advance move)- this isn’t exact, but it’s very close, close enough to not take away from the rest of the rumors. 
  • Illiastus Pattern Assault Cannon Alterations: now Assault 4 rather than Heavy, Malfunction now confers the Gets Hot! rule to any shooting attacks made with the weapon as part of a Reaction
  • Castellan Consul (+20 points): model gains the Fire Support special rule & the Heavy unit sub-type, can take either a master-crafted heavy bolter or autocannon – can increase the number of attack rolls made by a heavy weapon by 1 (that they’re equipped with? by a unit they’ve joined? idk) when making a shooting attack – any Legion Heavy Support squad they join gains the Line sub-type

Iron Hands Chapter Specific Rules Rumors:

 

  • Dark Angels Warlord trait previously leaked as allowing to select bonuses against certain factions lists “Dark Mechanicum” as one faction
  • Salamanders now also have -1S to incoming plasma, melta, and volkite. -1″ charge/run/sweep is gone, Morale bonus now attached to a legion specific Warlord Trait
  • Raven Guard split into Hawks/Talons/Falcons that confer different bonuses to different unit types
  • Iron Hands -1S to incoming shooting now applies to all non-vehicle units (including new MC dreadnoughts), all vehicles get 6+ It Will Not Die and Autosimulacra can increase that to 5+ – CONFIRMED!
  • Iron Hands specific reaction to overwatch at full BS twice with Gets Hot!
  • Iron Father’s get a machinator array instead of a servo arm, have Battle Smith (3+) CONFIRMED! 
  • Space Wolves are getting a “Grey Hunter” unit

So more than a few of these legion-specific rules have been “confirmed” by the new rumors. Meaning some of the other specific rules we don’t have pictures for yet could be totally real!

There are tons more rumored rules for the new Edition of Horus Heresy as well, be sure to click the links below to see more pictures!

Either way, new rules and even just one new Horus Heresy starter box set at the bare minimum would be a great thing to see.  Here are all the latest rumors on the upcoming rules updates and new models for the Horus Heresy system.

GW Reveals New Space Marines Tank For Horus Heresy

Warhammer Community talked about a new tank in their trailer for the upcoming Horus Heresy game revamp. In the image below it appears to have a turret-mounted battle cannon, with a shorter co-axial weapon, one traversing hull-mounted gun above the port treads, and one behind the lower treads in the fore of the hull.

Scicarian

The Horus Heresy is the game to play if you love war machines clashing on the grandest possible scale. From the Spartan Assault Tank to the Legion Sicaran Battle Tank, mighty vehicles were mainstays on the front lines throughout the Heresy, giving treadheads plenty to enjoy. But we don’t recognise this tank – what could it be?

Here you can also see a pintle gun mount on the top turret hatch as well.

Rumor is that may be the fabled Kratos Battle Tank mentioned in Horus Heresy Book 8 as the precursor to the Predator tank. Since it bears more than a passing resemblance with the Sicaran, perhaps it will a dual box kit with the Sicaran tank that recently went on last chance to buy over on Forge World as well…

HH Last chance to Buy

Sicaran & Kratos Tank Possibilities

These new rules rumors were spotted on Imgur, and show what appears to be the Kratos with the same weapon configuration as the mystery tank from the HH trailer! Again, they are from the phase 3 playtest which seems to match the other rules rumors we have seen already, so they, however, could change once they are finalized…

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kratos battle tank horus heresy rules.jpgFrom the looks of it this tank can have a ton of loadouts, and as we mentioned above the weapon locations seem to match the tank in the trailer exactly.

We also recently heard this rumor as well that seems to support this document:

Most vehicles are now squadrons, including Deredeo Talons, Sikarans, Whirlwinds (including Scorpius), all Sicaran variants, Predators (in up to 5), Cerberus, and Typhons

Plus according to other sources, the Kratos is a new release kit that will be coming after the rumored release of the Horus Heresy starter box this June.

Releases without date:
  • Deimos Pattern Vindicator – £39
  • Kratos Battle Tank – £52.50
  • Land Raider – £52.50
  • Land Raider Spartan – £60
  • Contemptor Dreadnought – £35
  • Space Marine Tactical Squad + Rhino – £57
  • Deimos Pattern Rhino Suqadron – £87
  • Deimos Pattern Predator Squadron – £107
  • Space Marine Auxillary (details unknown)

From the looks of it, this mystery tank may just be the Kratos, however, its’ exact size in miniature form still remains to be seen.

New Horus Heresy Core Rules Spotted

These look to be from the playtest copy and show off what to expect with the new edition in terms of how the game will play, and if templates are staying, and much more.

Let’s check out what’s changing!

Horus Heresy Core rules

 

Horus Heresy Core rules 2Templates are still definitely a thing! Hooray! It also looks like the scatter rule has stayed in, so if you were worried about getting rid of that portion of the game, worry no longer.

Horus Heresy Core rules 3The biggest thing to note here are the reactions, but we’ll cover that more later as a big element of the game.

Horus Heresy Core rules 4Pretty obvious they would have coherency, but good to see how they are handling it.

Shooting Phase

Horus Heresy Core rules 5You can check all distances for shooting, and you do your weapons one at a time if they are named differently, however, how they wrote it makes it seem like you can only target one unit with them. As it says an enemy unit. 

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Horus Heresy Core rules 6Instant Death, watch out!

Horus Heresy Core rules 7

Melee Rules

Horus Heresy Core rules 8Challenges are just always fun.

Horus Heresy Core rules 9You get natural modifiers to your charge based on the move characteristic.

Horus Heresy Core rules 10From the looks of it you still have to compare WS to see how you hit.

Horus Heresy Core rules 11It looks like you can still also Sweeping Advance and take out enemy units!

New Edition of Horus Heresy Vehicle Rules Spotted

These look to be from the playtest copy and show off what to expect with the new edition in terms of how the game will play, and if vehicle facings are staying, if they are getting wounds, and much more.

Let’s check out what’s changing!

Horus Heresy Vehicle rulesWell, would you look at that! Armor facings are here to stay (probably)!

Horus Heresy Vehicle rules 2Obviously, the less the vehicle moves, the more effective its shots will be.

Horus Heresy Vehicle rules 3Ramming is a fun mechanic and it feels like they are keeping a lot of the nuances in for vehicles, which is always good to see.

Horus Heresy Vehicle rules 4There are still firing arcs and the different weapon types actually mean something.

Horus Heresy Vehicle rules 5

Horus Heresy Vehicle rules 6

Horus Heresy Vehicle rules 7The good old Damage Table adds some more variety to the game and is honestly kind of fun! Unless you get killed in one shot, but hey, it’s all part of playing the game from back in the day…

Horus Heresy Vehicle rules 8

Horus Heresy Vehicle rules 9

Horus Heresy Vehicle rules 10Some clarifications for all the Squadrons, and we’ll look closer at transports below.

Horus Heresy Vehicle rules 11They are keeping access points and getting the whole unit within 2″ to embark. They are also not letting units charge from the transports unless they have the Assualt Vehicle special rule.

Horus Heresy Vehicle rules 12Lastly, there’s a whole lot in there about how flyers work and they can still zoom, can’t be rammed, and can’t be charged.

How to Build an Army New Horus Heresy Rules

Horus Heresy Build an ArmyObviously, you need all your battlefield roles!

Horus Heresy Build an Army 2They are basing this on points and not a number, so that means at 2,000 point games there will be certain Primarchs/ Lords of War that you just can’t take, and even a few not at 3,000. Very interesting…

Horus Heresy Build an Army 3

Horus Heresy Build an Army 4Nothing too crazy here but again, it’s good to see them keeping this style for the game and not really jumping to how 9th works for 40k. That probably would have lost them a lot of players from the drop if they did honestly…

New Allies Chart!

Horus Heresy Build an Army 5

Horus Heresy Build an Army 6This is cool as it really allows you to feel the narrative side and constant mistrust of the time. The biggest impact is when you can’t have distrusted allies score, and that’s pretty big.

Horus Heresy Build an Army 7Obviously, when you’re leading forces of this magnitude, you need a warlord to lead them! There are some really cool traits out there as well.

Horus Heresy Build an Army 8Any character can take these traits from any faction or allegiance. All three are pretty decent and two of them give additional reactions. With how many options they are giving for reactions, they might really start stacking up.

New Horus Heresy Terrain Rules Spotted!

HH TerrainNothing too crazy here, as you can see though they are keeping cover saves as a set save and not a plus to your normal save.

HH Terrain 2They are keeping the difference between dangerous, impassable, and difficult terrain. You can also take invulnerable saves against dangerous terrain.

HH Terrain 3Obviously, claiming a fortification is a big deal! With such big terrain pieces in the game, it’s good seeing them keep all the fortification rules and how to play with them in the core rules.

HH Terrain 4They also have hull points for buildings still and an actual capacity for how many people can fit inside. Just be sure to get the fire points set up when you’re getting ready for a game so everyone knows where you can actually shoot from.

HH Terrain 5

 

HH Terrain 6The units inside can get pretty heavily damaged from the shots, so it will probably be worthwhile to shoot into the buildings.

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HH Terrain 7With only 4 Hull Points, you should be able to destroy it pretty quickly.

HH Terrain 8It’s always cool to see weapons mounted in the buildings.

Horus Heresy Reactions Rules

HH ReactionsIt looks like a vast majority of characters add to how many reactions you can have, so expect most people to be doing more than one per phase, which could slow things down some, but really adds a layer of control.

HH Reactions 2The limit being thrown in there is good. As it stops someone from going full power on one reaction phase with traits and has like 5.

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HH ReactionsThe Withdraw Reaction can be really annoying when you’re trying to get off your charges and all of the sudden they get way further away. The Shooting reactions are both really strong. One lets you shoot back and the other helps you survive. So we expect to see plenty of both!

Both Hold the Line and Overwatch are also pretty strong, so reactions will play quite the big role in the new edition!

HH Reactions 4We added this in just to show how you can get your reactions off and when during a “turn”. Pretty neat sequencing here, and good on GW for being upfront how it all may work.

Horus Heresy Special Weapon Rules Spotted!

Special Weapons Rules Horus HeresyIt’s good to see scatter dice staying in the game as well as barrages. Also, firing indirectly for these types of weapons is also really fun and makes sense for artillery.

Special Weapons Rules Horus Heresy 2

Special Weapons Rules Horus Heresy 3They are also keeping all the different sizes of blasts, which again, is great to see as it’s one of the mainstays of the game.

Special Weapons Rules Horus Heresy 4

 

Special Weapons Rules Horus Heresy 5There are still a ton of special rules for shooting and combat, which keeps in the complexity of the game.

Special Weapons Rules Horus Heresy 6There are still also a decent number of rules for melee. Also, it’s cool to see they are keeping the Challenge rules.

Special Weapons Rules Horus Heresy 7Force Weapons will get Double Strength which can really increase your psyker’s power!

Special Weapons Rules Horus Heresy 8Notice any familiar rules from back in the day? Graviton weapons roll against Strength which is a nice way to change up how you wound.

Special Weapons Rules Horus Heresy 9Haywire has always been good at killing vehicles, and it looks to be staying that way.

Special Weapons Rules Horus Heresy 10Instant Death is always scary and Lingering Death is a crazy little addition to the battlefield when you remember it.

Special Weapons Rules Horus Heresy 11

 

Special Weapons Rules Horus Heresy 12

Special Weapons Rules Horus Heresy 13Taking away Toughness for the rest of the game is quite strong on a high-wound model.

Special Weapons Rules Horus Heresy 14

 

Special Weapons Rules Horus Heresy 15Lastly, they are keeping the flame templates, and they can really cause some havoc!

RUMORS: New Horus Heresy Missions Spotted!

Missions Horus Heresy 7It looks like the book will come with six missions to start, which works perfectly for a D6.

Missions Horus Heresy 8

 

Missions Horus Heresy 9There are also six different types of set-ups you can play as well. Nothing really too crazy from what we’ve seen before.

Missions Horus HeresyWhat would the Horus Heresy be without a good old Blood Feud? There are some interesting things with this, as there is night fighting and getting more points for taking down certain units.

Missions Horus Heresy 2This mission is just all about fighting it out. Which every edition needs!

Missions Horus Heresy 3Sometimes you just need to take the enemy’s territory, and this is all about that.

Missions Horus Heresy 4Again, nothing too crazy here as you’re trying to hold objectives and kill the enemy warlord.

Missions Horus Heresy 5This is interesting because it’s all about capturing swathes of territory and not just objective markers.

Missions Horus Heresy 6You can destroy the enemy you’ll get points, but then there is some serious randomization in this one. Where you can score anywhere from 0-3 VPs for each objective, so save up some good rolls for the end!

Horus Heresy Loyalist Primarchs Rules!

Primarchs Horus Heresy

 

Primarchs Horus Heresy 2The Lion has a ton of special weapons and rules, but what else would you expect? He has plenty of combat power along with a ton of special rules, but his real focus lies in melee.

Primarchs Horus Heresy 3

 

Primarchs Horus Heresy 4The master of speed has some super strong weapons and quite the profile, but not as good as all of his brothers. Plus, you can actually mount him up on a bike, so that’s always a good thing!

Primarchs Horus Heresy 5

 

Primarchs Horus Heresy 6He has some really good army-wide buffs, an insane profile, and the weapons to go along with it!

Primarchs Horus Heresy 7

 

Primarchs Horus Heresy 8Everyone’s favorite defender is going to get some good rules and plenty of ways to not get killed! Plus, he’ll be tipping plenty of combats into your favor.

Primarchs Horus Heresy 9

 

Primarchs Horus Heresy 10The favorite angel of papa. He’s got some serious weapons and even some decent shooting attacks.

Primarchs Horus Heresy 11

 

Primarchs Horus Heresy 12While he doesn’t nearly have as many special rules, giving your entire army a 6+ FNP is always strong.

Primarchs Horus Heresy 13

 

Primarchs Horus Heresy 14Bobby G is the one still around, but he looks plenty strong even this long ago!

Primarchs Horus Heresy 15

 

Primarchs Horus Heresy 16His statline isn’t the best out there of the Primarchs, but he more than makes up for it with all his insane wargear.

Primarchs Horus Heresy 17

 

Primarchs Horus Heresy 18Last but not least, he has plenty of special rules and wargear to really make him a menace on the battlefield!

Pretty exciting times for Horus Heresy fans if the majority of these rules make the final version of the game!

Click Gallery below for full-size images.

Here’s the most up-to-date list of new Horus Heresy Rules & Product Leaks. Click on the gallery above to see new Horus Heresy models and rules rumors!

All the Newest GW Model & Rules Previews

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About the Author: Rob Baer

Virginia Restless, Miniature Painter & Cat Dad. I blame LEGOs. There was something about those little-colored blocks that started it all... Twitter @catdaddymbg
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