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Horus vs the Emperor Scenario

Arena of Dêth VI: The Halls of Horus

By: Kid Kyoto

(revised August 2011)

SUMMARY

  • Imperial and Chaos forces fight the ultimate battle of the Horus Heresy! With special guest appearances by Horus and the Emperor!
  • Bring 300 points of Chaos or Imperial models (no vehicles!) fight it out in a space hulk match! (Other armies may be used if you don’t have anything else.)
  • Earn victory tokens for destroying the enemy, lose half your tokens when you die but come back for more!
  • Winner is the player with the most victory tokens at the end of the battle.
  • Note: This scenario is based on a mini-game by Jervis Johnson called Warmaster (no not the 10mm fantasy game, the one from WD161). The goal is for players to have a fun and challenging game. When questions and problems come up the referee should find a solution that leads to the most fun game. Don’t sweat details like the fact that assault cannons weren't used at this time, or that most of the marine chapters had not been founded. I mean, come on, it’s only a game.

BACKGROUND

  • Horus Heresy, brother against brother, fate of the universe blah, blah, blah.
  • Well this is it! Horus is besieging Holy Terra itself! But he has made one critical mistake! He has dropped his shields giving the Emperor one chance to lead a personal assault on his battle barge!
  • You play one of the many bands of loyal Imperials and foul Chaos scum who have joined this ultimate battle!

ARMIES

  • Bring up to 300 points of models chosen from one army list. No vehicles, nothing with a toughness higher than 7. No more than 25 models.
  • Just to repeat NO VEHICLES, NO TOUGHNESS HIGHER THAN 7, UP TO 25 MODELS. If at all possible try to bring Imperial or Chaos forces. Other armies are allowed, they will be assigned to Chaos or the Imperium to balance forces.
  • There are no additional restrictions, you do not need to take an HQ, you may take as many elites as you can fit, imperial guard may take any part of a platoon without taking a Platoon Command Squad etc.
  • Special characters are allowed and encouraged. However you may not take multiples of the same special character.
  • Squads should be fully legal and be at least the minimum size.
  • All models deploy normally, no infiltration, daemon summoning, Callidus shape-shifting etc.
  • Note: The restrictions on vehicles, high toughness models and the number of models is to preserve sanity and fun. Combat with a model your unit cannot hurt is never fun and when you only have a few models to start with… Similarly even with ‘only’ 300 points players can still get 50 or more IG, 100 or so grots that would take forever to use. Hence the 25 model cap.

TERRAIN

  • The entire table will be covered in corridors and rooms. Several companies make them, including GW's Space Hulk terrain. They can also be scratch-built. See this article http://www.dakkadakka.com/wiki/en/Space_Hulks_and_Boarding_Actions for some terrain ideas. There should be 6 entrances, numbered 1-6. 3 entrances are placed at each long edge of the table.
  • There should be several, clearly identifiable special rooms (see below). Special rooms should be several inches from each other and scattered throughout the table.

DEPLOYMENT

  • Each side should choose a commander. The Imperial commander will control the Emperor as well as his own forces, the Chaos commander gets Horus. Commanders get victory points for casualties inflicted by Horus and the Emperor.
  • Horus must deploy in his throne room and remain inside it. The Emperor must deploy with the commander's unit.
  • Chaos forces deploy first, anywhere on the table but they must be at least 18” walking distance from any table edge.
  • On turn one, Imperial players will move on to the board from a random entrance (roll a d6).
  • Note: In order to make this game challenging and fun I tried to give each side advantages and disadvantages. Chaos is in a defensive role, Chaos forces not only have to protect Horus, they also have to guard several special rooms to keep Horus from dying in an orbital burn-up or to keep him from being deluged by deep striking Imperials. At the same time players compete as individuals, so players might decide to go hunting and forget the overall strategy. The commanders who get Horus or the Emperor added to their teams get the advantage of a heavyweight model, but suffer the disadvantage of having everyone gunning for them. I find it tends to balance out.

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.
  • Roll each turn for a new initiative order.

MOVEMENT

  • Move normally. Jump packs, wings, bikes, turbo boosting, veil of darkness and other special movement options may be used normally. Assume the ceiling is high enough to accommodate them.
  • Models may not move over or through walls and doors. Yes, even Necron Wraiths. The walls are ray shielded OK?
  • Units must maintain coherency.

SHOOTING

  • Shooting is normal.
  • Running models may automatically run 6" if there are no enemy units within line of sight throughout the entire move.
  • Indirect fire weapons may NOT shoot over walls and doors.
  • Models that call in off-board artillery strikes (Imperial Guard Artillery officer, Inquisitor with an orbital strike relay) may only use them if the shields are down (see below).

ASSAULT

  • When assaults have more than 2 players, each player fights in each assault phase until it ends.

FALL BACK

  • Units fall back 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, war-gear and abilities are restored.
  • The player loses half of his victory points (round down).
  • Recycling Chaos and Imperial players come in through a random entrance.
  • If shields are down (see below) units with the deep strike ability 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 AND TERRAIN

  • There are several special rooms. To control a room you must have at least one model in it, have no enemy units inside and the controlling unit cannot be in assault. The player who controls the room at the start of his turn may use its special abilities. Only one player may control a room at a time.
  • Horus’ Throne Room – Horus must deploy and remain in his throne room to coordinate the greater battle and commune with the Chaos gods.
  • Doors – You may not see or shoot through a door. Opening a door takes 2” of movement. Doors automatically close when no one is within 2”. Doors are AV12, any penetrating hit will permanently destroy a closed door.
  • Helm – The player who controls the Helm may order the ship’s orbit to decay (see below) or stop the orbital decay.
  • Medical Bay – The player who controls this room may either restore lost wounds to all wounded models or return one model to life.
  • Plasma Reactor – This room powers the entire ship. Models may not enter the plasma reactor, any models who teleport or deep strike into it are destroyed. It is surrounded by an armor 14 wall. Players may attempt to destroy the reactor by shooting the outer walls. 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. All special rooms lose power. The security center, teleporter and medical bay have no effect. The ship’s orbit begins to decay and shields go down permanently (see below).
  • Security Center – Players who control the security center may open or close d6 doors anywhere on the table.
  • 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).
  • Shrine – The player who controls the shrine gains 1 victory point at the start of his turn.
  • Teleporter – 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.
  • 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. It gives Chaos an initial advantage, controlling doors, teleporting and other things from the start but it also gives them more to defend.

SHIELDS

  • If shields are down, recycling units with the deep strike rule, may re-enter the game via deep strike. Models that can call in off-board fire (ie Master of Artillery) may do so.

ORBITAL DECAY

  • If the ship’s orbit decays it will burn up in the atmosphere. Place a spare tape measure at the front of the ship. At the start of each turn it advances 2d6”. Any models and terrain between the line of death and the front of the ship are destroyed.
  • Orbital decay can only be arrested by taking control of the Helm. If the Helm or the Plasma Reactor are destroyed then orbital decay is irreversible.

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 the shrine.
  • 1 victory point is awarded for each wound inflicted on the Emperor or Horus. 5 points for reducing the Emperor or Horus to zero wounds. I.E. killing one of them is worth 4 VPs for the first 4 wounds, then 5 VPs for the last wound.
  • 3 more victory points are awarded to everyone on the opposite side if Horus or the Emperor finally dies (fails the ‘get up’ save).
  • Lose half your victory points (round halves down) when you recycle.
  • The winning player is the one with the most victory points 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.

THE EMPEROR AND HORUS

Notes – GW has long refused to give any stats for the Emperor or the Primachs. No doubt they remember the days when TSR gave stats for Zeus and Thor and the rest so PCs when out and killed them.

Some players have looked at the fluff and said that these legendary characters would need stats of 10 across the board and would automatically kill anything. I disagree. The background for the Primarchs has them being wounded and even killed by ordinary mortal foes. Even the Emperor was once saved by Horus from Orks. And does anyone really think the Emperor could rip apart a Titan or a land raider? That he’d be tougher than a C’tan?

So I used the Space Marine hero profile, added 1 to everything and then added some special rules.

If you think these two are still too weak, then remember neither was at his peak. They were in the middle of a battle for the future of humanity. Their mental and physical powers drained and pushed to their limits. As they fight this physical battle there is also a psychic battle occurring in levels of reality we can only dream of!

Either that or Kyoto 'nerfed' them to make the game playable.

Take your pick.

HORUS

WS-8 BS-8 S-5 T-5 W-5 I-6 A-5 Ld-10 Sv 2+/4+

Equipment

  • Talons of Horus – A pair of master-crafted Lightning Claws with built in Storm Bolters (counts as a twin linked Storm Bolter).
  • Unholy Rod – Before the game starts Horus may exchange one Talon for his Unholy Rod. This gift from the Chaos Gods is a master-crafted power weapon whose unsaved wounds cause instant death. However if Horus rolls a 1 to wound he takes a wound instead (no save). Note however that the Emperor is immune to instant death.
  • Immortal – Horus is immune to instant death, all attacks (including force weapons and strength ‘D’ weapons) do just one wound.
  • Wardrugs – At the end of his turn, if Horus was not in assault, he regains a wound (up to a maximum of 5)

Special Rules

  • Intimidating – All friendly units within 12” become fearless. Horus is also fearless.
  • I… Live… AGAIN! – If Horus is killed by any means, place him on his side. At the start of the next turn he rises with one wound on a roll of 3+. If he is killed by something that destroys terrain (i.e. orbital decay) he is placed in the nearest safe spot. Victory points for killing Horus should not be awarded until he is finally dead.
  • Blessings of Chaos – At the start of each of Horus' turns, roll a d6 to see how the whims of chaos reward him.

1 – Cursed: Lose 1 wound, no save

2 – Blessed by Khorne: Gain +1 strength

3 – Blessed by Nurgle: Gain +1 toughness

4 – Blessed by Slannesh: Gain +1 attack

5 – Blessed by Tzeentch: Invulnerable save boosted to 3+

6 – Eye of the Gods: Gain +1 attack, strength and toughness and a 3+ invulnerable save. At the end of the turn lose a wound, no save

  • Warmaster – Horus must commune with the gods of chaos and coordinate a massive war across all of Holy Terra, Luna, Mars and systems across the galaxy. He may not leave his throne room as long as it is intact. If it is damaged (by orbital decay for example) he may leave.

Notes – In recent art Horus has a mace but he had lightning claws originally so I offered both options. The two claws are better for the Emperor or hoards of 1 wound foes but the mace will let him stomp multi-wound characters with ease. The Blessings of Chaos will wound Horus 1/3 of the time but since he recovers a wound each turn it cannot kill him while he is at full strength, at worst it will leave him at 4 wounds when someone attacks. Against the Emperor, Horus can either have more attacks one more attack (thanks to the pair of claws) but he's a bit slower and his powers are unreliable.

THE EMPEROR

WS-8 BS-8 S-5 T-5 W-5 I-7 A-5 Ld-10 Sv 2+/4+

Equipment

  • Eagle’s Blade – Master-crafted power sword
  • Eagle’s Talon – Master-crafted power fist
  • Immortal – The Emperor is immune to instant death, all attacks (including force weapons and strength ‘D’ weapons) do just one wound.
  • Regeneration – At the end of his turn, if the Emperor was is not in assault, he regains a wound (up to a maximum of 5)

Special Rules

  • Inspiring – All friendly units within 12” become fearless. The Emperor is also fearless.
  • I Shall Return! – If the Emperor is killed by any means, place him on his side. At the start of the next turn he rises with one wound on a roll of 3+. If he is killed by something that destroys terrain (i.e. orbital decay) he is placed in the nearest safe spot. Victory points for killing the Emperor should not be awarded until he is finally dead.
  • Master of Mankind – The Emperor has had millennia to develop his psychic powers. He may use one per turn of his choice. The power must be declared at the start of his turn. The Emperor’s powers do not require a psychic check.

Protection: All friendly models (including the Emperor himself) within 6” gain a 5+ invulnerable save (or +1 to an existing invulnerable save). Foresight: The Emperor may reroll one of his own save, hit or wounding rolls this turn. Beacon: One Imperial unit recycling into the game may be placed within 6” of the Emperor. Phoenix: In the shooting phase the Emperor inflicts d6 wounds on a model within 12” with no armor saves allowed (invulnerable saves allowed). The Emperor then takes 1 wound.

Note – The Emperor is faster than Horus (he is daddy after all) but Horus has the edge in attacks and offensive powers. Plus Horus gets to rest all game until the Emperor finally reaches him. But the Emperor has more flexibility with his 2 weapons. As the good guy he has reliable powers that aid him and his allies while Horus’ powers are properly chaotic and only benefit himself.

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