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HH 3.0 Quick Reference | PDF | Military | Conflicts
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HH 3.0 Quick Reference

The document outlines the 3rd edition rules for Warhammer's Horus Heresy, detailing the turn sequence, tactical statuses, core reactions, and various phases of gameplay including movement, shooting, and combat. It includes specific rules for resolving actions, penalties for tactical statuses, and the mechanics of challenges and terrain effects. Additionally, it provides tables for hit tests, vehicle damage, and the effects of psychic powers, ensuring players understand the intricacies of gameplay.

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Anatoly Zamkovoy
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100% found this document useful (1 vote)
5K views4 pages

HH 3.0 Quick Reference

The document outlines the 3rd edition rules for Warhammer's Horus Heresy, detailing the turn sequence, tactical statuses, core reactions, and various phases of gameplay including movement, shooting, and combat. It includes specific rules for resolving actions, penalties for tactical statuses, and the mechanics of challenges and terrain effects. Additionally, it provides tables for hit tests, vehicle damage, and the effects of psychic powers, ensuring players understand the intricacies of gameplay.

Uploaded by

Anatoly Zamkovoy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WARHAMMER’

¥¥The Horus Heresy ^


I

3rd edition rules

Reference Compendium

The Turn Sequence Tactical Statuses (Page 201)


• The Start Phase (Page 240) All Tactical Statuses impose the following penalties:
- The Effects Sub-Phase
• The Movement Phase (Page 242) All Charges made by the Unit are considered to be Disordered.
- The Reserves Sub-Phase All Models in the Unit must set Combat Initiative to 1.
- The Move Sub-Phase The Unit cannot hold, claim or contest an Objective.
- The Rout Sub-Phase The Unit may never benefit from being Stationary.
• The Shooting Phase (Page 247)
- The Attack Sub-Phase
- The Morale Sub-Phase
• The Assault Phase (Page 252)
L Pinned
(Page 202)
Suppressed
(Page 202)
- The Charge Sub-Phase
- The Challenge Sub-Phase • The Unit cannot Move, Rush The Unit makes all Shooting
- The Fight Sub-Phase or Charge. Attacks as Snap Shots.
- The Resolution Sub-Phase • The Unit may not Pursue or

R/■s
• The End Phase (Page 274) Disengage in Combat.
- The Effects Sub-Phase
- The Statuses Sub-Phase
■ MR outed
(Page 203)
- The Victory Sub-Phase Stunned
The Unit must Fall Back in the
Movement Phase.
The Unit may not On reaching the Battlefield
Core Reactions declare Reactions. edge, the Unit may be removed
The following Core Reactions are available to as Casualties.
all Players. However, a Unit cannot React if: All of the penalties from
other Statuses.
• It is Stunned or Routed.
• It is Locked in Combat.
• It has already Reacted in that Turn.
1
Advanced Reactions (Page 207)
Movement Phase: Reposition (Page 206) The following Advanced Reactions are available to all Players:
• After an enemy Unit moves to within 12",
Move up to the Reacting Unit’s Initiative. Death or Glory When an enemy Vehicle moves through a Unit
under your control, attack it.
Shooting Phase: Return Fire (Page 206) Intercept When an enemy Model enters the Battlefiela^j
• After an enemy Unit makes a Shooting attack it
Attack, attack back. Evade When an enemy Unit Charges a Unit of only
Light or Cavalry Models, move out of the way. ■
Assault Phase: Overwatch (Page 207) Nullify Use a Psyker to stop a Psychic Curse manifested
• When an enemy Unit Charges, improve by the enemy.
Volley Attacks against them. Heroic Intervention Declare a Challenge as the Reactive Player.
^tooting Attacks ‘
The procedure for resolving a Shooting Attack is A Unit may not make a Shooting Attack if:
as follows:
The Unit Rushed in the Movement Phase.
1. Select Target Unit. The Unit is Locked in Combat.
Check Target. The Unit is Embarked on another Model.
Declare Weapons.
4. Set Fire Groups.
5. n Select Fire Group to Resolve.
6. E Make Hit Tests. The Morale Sub-Phase (Page 251)
7. H Make Wound Tests. A Check must be made for a Unit in this Sub-Phase if:
& Select Target Model.
Make Saving Throws. The Unit is out of Coherency (Cool Check).
1O.\ Select Next Fire Group. The Unit takes 25% Casualties (Leadership Check).
11 Remove Casualties. The Unit suffers a wound from a Panic (X) attack (Leadership Check).
The Unit suffers a wound from a Pinning (X) attack (Cool Check).
The Unit suffers a Hit from a Stun (X) attack (Cool Check).
The Unit suffers a Hit from a Suppressive (X) attack (Cool Check).

Ranged Hit Test Table


The following table is used to determine the Target Number for Ranged Hit Tests:

BS 10+ 9 8 7 6 5 4 3 2 1
Target Number A C3+ C4+ C5+ C6+ 2+ 3+ 4+ 5+ 6+
*Snap Shots 2+ 3+ 3+ 4+ 4+ 5+ 5+ 6+ 6+ F

Where a number is shown, that is the Target Number of the Ranged Hit Test. For other entries, use the following Rules to resolve the
Hit Test:

F (Fail) - If the table shows an *F then no Dice are rolled and the Test automatically fails to Hit, applying any effects a miss would
normally apply to the attacking Model. For Weapons with the Rending (X) Special Rule, a result of F does not trigger the Rending (X)
Special Rule.
A (Automatic) - If the table shows an ‘A’ then no Dice are rolled and the Test automatically succeeds as if the Dice’s natural result had
been a *6*, applying all effects that such a result would normally apply. In addition, such an attack also applies all of the effects of a
Critical Hit (see the Critical Hit (X) Special Rule).
CX+ (Critical Hit) - If the table shows a ‘CX+’, then the Target Number of the Ranged Hit Test is 2+, but if the roll results in a value
equal to or greater than the value of‘X’ then the Hit gains the effects of the Critical Hit (X) Special Rule.

*Some Rules may require Ranged Hit Tests to be made as


Target’s Toughness Snap Shots, such Hit Tests use this row to determine their
Target Number.
8 9 10+
1 2 3 4 5 6 1

4+ s+ 6+ 6+ - -

3+ 4+ 5+ 6+ 6+ - - - Vehicle Damage Table


2
— Dice Result
3 2+ 3+ 4+ 5+ 6+ 6+ - - -
1-2 Impaired Sensors: The Model gains the
6+ 6+ - - - Stunned Status.
4 2+ 2+ 3+ 4+ 5+
3-4 Broken Motors: The Model gains the Pinned Status.
5 2+ 2+ 2+ 3+ * * 6+ 6+ 5-6 Weapons Damaged: The Model gains the
- Suppressed Status.
6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
— 1
6+
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ If a Model that already has a specific Status would have that
6+ Status applied to them again by a result from the Vehicle
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
Damage Table, then they instead lose a single Hull Point (no
2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ Saving Throw of any kind or Damage Mitigation Roll may be

taken against this).
4+
10+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+
Charges (Page 252)
The procedure for resolving a Charge is Set-Up Move Distance (Page 253)
as follows: For each Model, add its Initiative to its Movement and check the table below
to determine its Set-up Move:
1. Declare Target.
2. Check Line of Sight and Maximum I+M Move Note: Set-up Moves are not reduced
Charge Range. 1-6 1" due to Difficult Terrain, but rolls for
3. Make Set-up Move. 7-9 2” Dangerous Terrain must still'be made.
4. Make Volley Attacks. 10-11 f
3"
S. Make Charge Move.
12-13 4"
14-19 5"
20+ 6"
A Unit may not have a Charge declared for it
if any of the following are true:

• The Unit Rushed in the Movement Phase.


• The Unit is already Locked in Combat.
• The Unit is Embarked on another Model.
• The Unit is Pinned or Routed.

Combat (Page 262)


Each Combat in the Assault Phase is resolved by
following the Combat Round procedure: 8 i 9
4 5 6
3 *1
3
2
1. Determine Combat Units. 6+6+ 6+ | 6+ 6+ 6+
2. Declare Weapons and Set Initiative Steps. 6+ [ 6+
3. Resolve First Initiative Step.
4. Continue Resolving Initiative Steps. 6+ | 6+
5. Make final Pile-in Moves.
6+ 6+

Each Initiative Step is resolved by following the 4+I 5+| S+ j S+ J S+


Initiative Step Procedure:
3+ 4+ | 5+ I 5+ I 5+
1. Declare combatants. 5+ 5+
2. Make Pile-in Moves for combatants.
3. Declare Engaged Models. 5+
4. Set Strike Groups.
3+ 4+ 5+
5. Make Hit Tests. 9 2+ 2+ 2+ 2+ 3+ 3+ 3+ -
6. Make Wound Tests. 10+ 2+ 2+ 2+ 2+ 2+ 3+ 3+ 3+ 4+
7. Select Strike Group & Target Model. 3+
8. Make Saving Throws.
9. Select next Strike Group.
10. Remove Casualties. Combat Resolution
In Combat, the winner is the side that scores the
most Combat Resolution Points. A Player scores
Combat Resolution Points for the following:

• 1 point per enemy Model removed as a casualty.


• 1 point if you outnumber all enemy Units in
the Combat.
• Winning a Challenge may grant points.
• Wargear and/or Special Rules may grant points. .
Core Challenge Gambits (Page 258) The Perils of the Warp Table
The following Gambits are available to all Players in If a Unit is instructed to suffer the effects of Perils of the
a Challenge: Warp, consult the table below. For Perils of the Warp
caused by a result of‘doubles’ on a Willpower Check result,
Seize the Initiative Roll an extra Dice for the Focus Roll, compare the number shown on both Dice of the Check’s
discarding the lowest Dice rolled. result against the table. For Perils of the Warp not caused by
Flurry of Blows +D3 Attacks, but all attacks only Willpower Checks, roll a Dice and compare the result of that
inflict 1 Damage. roll to the table:
Test the Foe Automatically gain Challenge
Advantage in the next round. 1 or 6 Warp Rupture: The Unit suffers a number
Guard Up +1WS, but may only make one of wounds which ignore all Armour Saves,
attack. Gain a bonus to Focus Rolls Cover Saves and Damage Mitigation Rolls.
next round. Invulnerable Saves may be taken against these
Taunt & Bait Reduce WS and A to match the wounds as normal and they are allocated as if
opponent, but score +1 Combat they were inflicted by a Shooting Attack. The
Resolution Point if you win. number of wounds inflicted is 13 minus the
Grandstand Reduce the result of your Focus Roll Willpower Characteristic of the Model in the
and add the Outside Support bonus to Unit with the lowest Willpower Characteristic.
A instead of the Focus Roll. If the Unit includes any Models with the
Feint & Riposte If your opponent has not yet selected Sergeant Sub-Type, Command Sub-Type
a Gambit, select one that may not or the Paragon Type then the Willpower
be selected. Characteristic of one of those Models chosen
Withdraw Make only 1 attack, but may choose to by the Unit’s Controlling Player may be
end the Challenge early. used instead.
Finishing Blow Reduce the result of your Focus Roll,
but gain a bonus of +1 to the Strength 2,3,4 or 5 /Etheric Feedback: The Unit gains the
& Damage of all Hits inflicted. Stunned Status.

Terrain Effects (Page 235) Challenge Focus Roll Modifiers (Page 258)
Difficult Terrain Reduce any Move made through Focus Rolls may have the following modifiers applied
Difficult Terrain by 2". to them:
Dangerous Terrain Causes Dangerous Terrain Tests
when moved through. • The Combat Initiative score (page 259) of each Model is
Light Area Terrain Grants a 6+ Cover Saving Throw. added to the result of the Focus Roll.
Medium Area Terrain Grants a 5+ Cover Saving Throw and • A Model with the Heavy Sub-Type suffers a -1 modifier.
may block Line of Sight. • A Model suffers a -1 modifier for each lost Wound.
Heavy Area Terrain Grants a 4+ Cover Saving Throw and • The Duellist’s Edge (X) Special Rule grants a positive
always blocks Line of Sight. modifier equal to the value of X.
• A Model with the Light Sub-Type gains a +1 modifier.
• A Model may gain a positive modifier from Outside
Support (page 259).

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