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Top 10 Confirmed Rule Changes in the New Horus Heresy Edition!

horus heresy drop site massacre art with HH logo in front

From deep strike changes to a revamped force org chart, here are the top 10 new Horus Heresy rules changes in the new edition!

So, you thought you had your Horus Heresy list dialed in? Think again. The new edition has pulled the rug, then replaced it with a flowchart covered in special rules, force org rewrites, and deep strike rules that feel like they came from a board meeting.

If you’re wondering why your drop pod assault no longer hits like it used to or why you suddenly need five characters just to field a Predator, you’re in the right place.  Here are the biggest new changes to Horus Heresy rule books.  

10 Big Shifts in the New Horus Heresy Edition

Horus Heresy saturnine starter set third edition box set image with painted models in backgroundIf you’ve been trawling Reddit, refreshing forums like a recafinated servo-skull, or trying to decode blurry leaks on Imgur like they’re the Rosetta Stone, you already know the new Warhammer Horus Heresy edition is shaking things up. A lot.

Here’s what’s really changed—and how it might change the way you build, play, and think about your Heresy Space Marine armies.

1. Deep Strike Just Got Training Wheels

Horus Heresy Deep StrikeGone is the unpredictable scatter. Now you drop a unit 1″ from the enemy, fire away, but no charges allowed. Clean, safe, and very… corporate.

What it means: No more drama. No more nail-biting melta drops hoping you don’t scatter off the board. Deep strike now feels like it’s been scrubbed for liability.

That wild, tactical coin flip? Gone. Expect it to be used for surgical shooting, not bold charges.

What to do: Rethink those assault-heavy deep strike builds. Units coming in are now backline bullies, not shock troops. Consider units with strong shooting profiles over melee-centric ones.

2. Vehicle Damage Isn’t What It Used to Be

Resolving Vehicle DamageThe old “pen and glance” system with a dramatic damage table? That’s gone. Now, glancing hits apply conditions like Stunned or Suppressed. Penetrating hits do direct damage, but they don’t explode tanks right off the table.

What it means: It’s harder to one-shot a vehicle, but easier to chip it down with repeat effects. Vehicles are more durable, but also bogged down with status tokens.

What to do: Bring tools for repeat hits over one-punch weapons. Consider units that can harass and apply conditions reliably. Your tanks will stick around longer—so give them roles that make sense over multiple turns.

3. Force Organization Chart: From IKEA to Warhammer

Horus Heresy RulebookThe FOC has been tossed in the grinder. Instead of the classic HQ-Troops-Elites layout, you now unlock detachments with Command and High Command units. Want to bring a diverse mix of units? You’ll need to take a handful of characters just to get started.

Crusade ForceWhat it means: Say hello to what many are calling “herohammer.” Characters now act as keys to unlock the rest of your army.

What to do: Budget for multiple characters, even in mid-sized games. List-building now revolves around unlocking detachment slots. Skewing toward a theme? Pick command units that match your plan—and make sure you’re not locked out of taking what you actually want to field.

4. Critical Hits Are In, and They’re Not Subtle

Critical HitsThis edition leans into crit mechanics—think Rending, Breaching, and new keywords that trigger extra effects on certain rolls, sometimes on a 5+ instead of the classic 6.

What it means: More dice will “do something,” but not always something you wanted. Expect more rules text, more interactions, and more “wait, what does that mean again?”

What to do: Build lists that don’t depend on random crit spikes. Learn your own crit rules well—and maybe print a cheat sheet. You’ll need it.

5. Wrecked Vehicles? Only If Both Players Agree

Wrecked VehiclesIn base rules, destroyed vehicles vanish from the board unless everyone agrees to leave them. Yes, really.

What it means: One of the most atmospheric elements of the game—burning wrecks providing cover, blocking movement—is now an opt-in.

What to do: If terrain matters to you, talk to your opponent before rolling dice. House rule in wrecks if you want more narrative feel or line-of-sight headaches.

6. Flyers Finally Got a Rules Overhaul That Makes Sense

Flyers Horus HeresyFlyers come in, do their job, and leave. No more awkwardly parked Thunderhawks waiting to get shot down. They operate on a mission-based cycle with clearer timing and interaction through things like Combat Air Patrol and Interceptor.

What it means: Flyers are no longer random missiles or frustrating ghosts. They’re more usable and more interactive.

What to do: If you wrote off flyers in past editions, take another look. Now they play a defined role instead of hovering awkwardly on the board. AA units and flyer tactics both matter now.

7. Line Units Score, But They’re Not the Only Ones

Battlefield RolesLine units still score better—but they’re not the only way to play the mission anymore. Non-line units can grab objectives, just for fewer points.

Horus Heresy Rulebook Prime SlotsWhat it means: The game isn’t over the moment your Line units get wiped. More armies can play the mission instead of watching it happen.

What to do: You still want Line units, but don’t panic if you’re running more specialized troops. Build toward redundancy, not dependency.

8. Return Fire Still Exists, Still Disappoints

ReactionsThe reaction system is back, but not much improved. Flyers get special reactions tucked in a different section, and Return Fire is still the least exciting option on the menu.

What it means: Rules bloat without much payoff. Some reactions are flavorful, others are just noise.

What to do: Use reactions smartly, but don’t rely on them. Build your lists and tactics assuming they’ll help but not save you.

9. Status Effects Are the New Meta Management

Reactions Horus HeresyWeapons now hand out conditions like Suppressed or Routed like candy. Some apply on hit, others on wound. Expect a lot of token-tracking and initiative tinkering.

What it means: Units might be tied down even if they don’t take damage. You’ll spend more time managing conditions than rolling saves.

What to do: Keep track of what your units are doing, not just their wounds. Conditions are now part of the attrition game, so units with ways to remove or ignore them are going to be valuable.

10. Challenges Are Back—and They Can Be to the Death

Heroic InterventionsDuels between characters are now more than just pageantry. Some challenges are no longer skippable and can end only with one model down.

What it means: Characters aren’t just support tools now—they’re center-stage pieces with drama and consequences.

What to do: Equip your characters like they might have to fight Angron blindfolded. Bring melee punch, defensive gear, or avoid the danger zone entirely if you’re not up to the task.

Final Word From Us

saturnine starter set contents product shots

This edition isn’t just a tweak. It’s a reroute. A new playbook, not a patched-up one. While some of the changes look clean and tactical, others feel like they came from a design spreadsheet without anyone asking, “But is this fun?”

That said, the game’s still all about telling war stories in plastic. You’ll still argue over line of sight, groan when your Spartan gets stuck, and cheer when your contemptor punches something into paste.

New Horus Heresy Saturnine Starter Set Box: Review

What do you think about all these big Horus Heresy rules changes? 
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