Part 2 - the game
START OF TURN

Players roll
3d6 (roll off for ties) to decide the order they will go in. Each player moves, shoots and assaults in turn. Players also take part in any assaults their models are involved in.

Note: I thought about giving some armies a bonus here, based on initiative score, strategy rating, leadership, special powers whatever but I felt it would be unfair. Sorry guys, we’re using strictly random rolls.
MOVEMENT

Move normally. Jump packs, wings, bikes, turbo booting, veil of darkness and other special movement options may be used normally. Assume the ceiling is high enough to accommodate them.

Model bases must be able to physically fit through openings to enter rooms or corridors.

Models may not move over or through walls and doors. Yes, even Necron Wraiths. The walls are ray shielded OK?

Units must maintain coherency. In addition, different units in your force should remain within 6” of each other. Units that are trapped or falling back are exempt.

Note: This rule to preserve sanity so you’re not scattered all over the table and to prevent people from hiding a cheap model to keep from being wiped out.
SHOOTING

Shooting is normal. Normal restrictions for shooting independent characters apply.

Indirect fire weapons (mortars and the like) may NOT shoot over walls.

If there are no enemies in line of sight you may choose to run during the shooting phase. Move an additional 6”. You may fleet of foot (claw, wheel whatever) in addition to running.
ASSAULT

Normal assault rules will be used.
FALLBACK

Units fallback towards the nearest entrance. If they make it to the entrance they leave the table normally. They may be recycled normally.

If the unit is cut off from the nearest entrance they fall back towards the nearest clear corridor.

If a unit is trapped with nowhere to go, they must pass an immediate leadership check (unmodified). If they pass, they rally (even if they normally could not, the desperate situation gives them courage) if they fail they are removed. If the army is wiped out, the nearest opponent gets a victory token.
RECYCLING

When an entire force is wiped out or flees the table, the player may recycle his entire force. All wounds, wargear and abilities are restored.

The player loses half of his victory points (round down).

Both Chaos and Imperial players come in through entrances. The player chooses which entrance he wants. You may not use an entrance if another player has used it that turn.

If shields are down (see below) they may enter by deep striking.

Models with a ‘get up save’ (i.e. Necrons) should roll it immediately after being killed rather than the start of the next turn so you know whether or not to recycle.
SPECIAL ROOMS

There are several special rooms. The player who controls the room (at least half your models in the room and no enemy units in the room) may use its special abilities. Only one player may control a room at a time. The Throne Room, Reactors and two control rooms are mandatory, the other rooms are optional.

Horus’ Throne Room – Horus must deploy and remain in his throne room to coordinate the greater battle and commune with the Chaos gods. The Chaos commander’s force may remain with him or move freely.

Plasma Reactor – Models may not enter the plasma reactor. Assume any entrances to it terminate in an armor 14 blast door. Any models who deep strike into it are destroyed. Players may attempt to destroy the reactor by shooting the door or outer walls. It has armor 14 all around. Any penetrating hit will destroy it and cause a catastrophic explosion. All models within
3d6” of the outer walls are instantly destroyed, as is all terrain. The ship’s orbit begins to decay and shields go down permanently (see below).

Ship Controls – The player who controls this room may order the ship’s orbit to decay (see below).

Shield Controls – This room houses controls for the ship’s void shields. At the start of his turn the player may decide if the shields are up or down (see below).

Doors (Optional) – If your setup includes doors, it should be clear which are open and which are closed. You may not see or shoot through a door. Opening or closing a door takes 2” of movement. Doors are AV12, any penetrating hit will permanently destroy a closed door.

Medical Bays (Optional) – The player who controls this room for an entire turn may either restore lost wounds to all wounded models or return one model to life.

Armories (Optional)– Most armories have been stripped of useful weapons for the assault on the surface. There are only combat knives, lasguns and frag grenades. A controlling player may search the armory for useful equipment. Roll
3d6
3 – EXPLOSION! All models in the room are killed, the room is destroyed.
4-9 – Nothing found
10-12 – Plasma Gun
13-14 – Autocannon
16 – Las cannon
17 – Demo Charge
18 – Assault Cannon

Shrines (Optional) – Players who controls a shrine gain 1 victory point per turn.

Security Center (Optional) – Players who control the security center may open or close
d6 doors anywhere on the table.

Teleportorium (Optional) – At the start of the movement phase the controlling player may deep strike anywhere on the table. Players may use the teleporter even if the shields are up since they are inside the shields already.

Weapon Towers (Optional) – The player who controls a weapon tower may fire lance strikes anywhere on the board (see below). The player may fire even if the shields are up since the shots are coming from within the shields.

Destroyed Rooms – Destroyed rooms cannot be entered. Any model deep striking into them is destroyed.

Negative Space – Space not covered by corridors is assumed to be armor, ducts, power conduits and other impassible terrain. Models may not pass through it, any models deep striking into it are destroyed.

Note: The special rooms are there to make sure the whole board is relevant, not just Horus’ Throne Room. But if you use too many rooms Chaos will start with an incredible initial advantage, controlling doors, lance strikes, deep strikes and other things from the start. Of course that also gives them more to defend.
SHIELDS

If shields are down, the commanders may call in lance strikes from the surface and other ships. (See below)

If shields are down recycling players may choose to enter via deep striking.
LANCE STRIKES

Strikes arrive during the commanders’ shooting phase. Players gain no victory tokens for casualties caused by lance strikes. Lance strikes have this profile:
S7,
AP-, large blast, scatters
2d6”

Note: The energy of the blast is dissipated by the armor of the ship, hence the low strength and lack of
AP.
ORBITAL DECAY

If the ship’s orbit decays it will burn up in the atmosphere. Place a string at the front of the ship. At the start of each turn it advances
3d6”. Any models and terrain between the string and the front of the ship are destroyed.
VICTORY!

1 victory point is awarded for every 50 points of models killed that turn. There is no rounding or carrying over. Killing 49 points of models gives you zero
VPs. Killing 99 points of models gives you one
VP.

1 victory point is awarded for each turn you occupy a shrine.

5 victory points are awarded for each wound inflicted on the Emperor or Horus.

10 victory token are awarded to everyone on the opposite side if Horus or the Emperor dies.

Lose half your victory points (round halves down) when you recycle.

The winning player is the one with the most victory tokens at the end of 2 hours.

Ties will be broken by removing all other players and the two winners will continue to play until one is defeated.