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==On the Tabletop== ===Horus Heresy 1.0=== [[File:Horus.jpg|thumb|right|400px|Horus Lupercal, in all his miniature [[Awesome|glory]].]] {| class=wikitable ! || Pts || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Horus:''' || 500 || 8 || 5 || 7 || 6 || 6 || 6 || 5+1 || 10 || 2+/3++ |} Horus is everything you love about an HQ wrapped up in one man. He is a very good tactical HQ allowing reserves to outflank, giving every Son of Horus +1 to Leadership and seizing the initiative on a 4+. He and any Terminator unit he has joined may elect which turn they arrive in and they will not scatter if they choose to Deep Strike (and he bestows the rule to the entire unit). He also makes veteran-tactical squads and Justaerin Terminators troops choices (if he is the Warlord... but then again when are you not going to make him your Warlord?). He is good at shooting with a BS of 5, night vision, a thing that gives - if he chooses to not fire during his turn - a single unit within 6" (other than super-heavy or Independent Characters) +1 BS, a twin-linked super-bolter, and an orbital bombardment using his BS (also twin-linked). And, finally, he is a monster in close combat, being able to take down full terminator squads in 1 turn if you roll well for his 6 attacks plus +D3 attacks if he is fighting a unit or character of weapon skill 4 or lower. He can rape blobs, MEQ's, TEQ's and HQ's. His weapons are the Warmaster's Talon (an AP2 lightning claw which saddles whoever survives it with a -1 penalty to WS and S for every wound it inflicts that in theory can stack, ensuring that even if he doesn't kill what he's fighting, his target will be completely unable to harm him or anybody else in close combat), and a S10 AP1 master-crafted thunderhammer called Worldbreaker. Combine this with an initiative of 6, and he will strike first most of the time. He's also pretty durable with a toughness and wounds of 6, 2+ armor save, 3+ invulnerable save, 5+ deny the witch, and an additional 3+ save against any psychic attack or adverse profile modifications, which comes to play more often then you may think, given most other Primarchs are bristling with Concussive, Strikedown, Blind or some weirder stat-lowering shit. As in 30k destroyer weapons don't have a "deathblow" result, titan-killer weapons cannot one-shot him, but they still hurt a lot, and while Shadowsword cannot spam D-strength, Magnus definitely can, and the horrible abomination of cheese that is a Warlord-class battle titan could vomit out enough D to kill three Horuses in one turn, so don't get too cocky. Horus is an absolute motherfucker, and can be thought of as everything a Chapter Master should be between his Orbital Bombardment and army buffs. Letting reserves Outflank makes crossing the board much easier. His Justaerinstar will make anything shit its pants. The Ld bonus patches his Legion's weak morale, and 4+ seize can make a huge difference. His Orbital Bombardment is also awesome. The multi-wound EWless models one finds in 30k will die, and you're likely to put vehicles out of commission. Unfortunately this comes at a really steep fucking price (500 points!) so use him wisely. ===Horus Heresy 2.0=== {| class=wikitable ! || Pts || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Horus:''' || 600 || 8 || 6 || 7 || 7 || 7 || 6 || 6(+1) || 10 || 2+/3++ |- | '''Horus Ascended:''' || 1000 || 8 || 6 || 8 || 8 || 8 || 6 || 6(+1) || 10 || 2+/3++ |} Horus' already high points cost has risen noticeably, but he has gained some new tools. *The '''Serpent's Scales''' provides the 2+/3++ typical of Primarchs. No additional flashy rules, but he doesn't need them that badly. *'''Worldbreaker''': The heavy hitter for smacking down anything with a bunch of wounds or an AV value. ''Master-Crafted,'' S10, AP2, ''Sunder, Brutal (2), Unwieldy''. *'''The Talon of Horus:''' The option for wrecking squads and characters alike. This weapon is S User AP2 and comes with ''Shred'' and ''Deflagrate''. Notably it has lost the ability to inflict -1 WS and -1 S on anyone suffering an unsaved Wound from it, and combined with the inability to negatively modify any Primarch's statlines, this has made Horus significantly weaker than before, but he still manages to murder everyone, so it's not all bad. ** The Talon also doubles as Horus' gun. 24" S5 AP3, Assault 3, and Twin-Linked. Again, simple but good enough. It counts as a Bolt weapon for rules purposes. * He also comes with a '''Cognis Signum''' as before to buff his allies' shooting. As before, Horus also has a number of powerful special rules: *He shares the '''Legiones Astartes (Sons of Horus)''' rule. Which applies to Primarchs this edition. In his case, this means that on a turn where he charges or gets charged, the Strength of all melee attacks against him is reduced by 1. *'''Sire of the Sons of Horus:''' is his unique warlord trait, which grants all infantry models in the same army as Horus +1 Ld and Stubborn. Note that unlike all of the other "Sire of the X" rules, this '''ignores faction restrictions'''. As a result, you can use him in a mixed faction army (so not just other Legions, but Mechanicum or Imperial Army as well) and they'll all benefit from having him around, as opposed to benefitting only his own Legion like everyone else. *'''Master of War''': Once per battle, Horus can give his army an extra reaction in '''all phases''' of a turn. Make it count, because after that you're stuck with the standard one reaction per phase. *'''Master of Weapons''': Horus can split his attacks between his weapons, and in the Assault phase he can only be hit in melee on a roll of better than a 4+ regardless of his opponent's WS. *'''Deep Strike''': Yep, he still works well with Terminators. *'''Traitor''': Well, what the fuck did you expect him to be? Primarchs also have a set of shared rules: *''Independent Character, Eternal Warrior, Fearless, It Will Not Die (5+), Bulky (4)'' and ''Relentless''. *They are not affected by negative modifiers to their statlines (other than wounds). *Resolve snap shots at their normal BS. *All hits from either shooting or close combat are allocated by the Primarch's controlling player. These hits are kept in a separate wound pool. [[file:HorusAscended.jpg|thumbnail|right|Horus. Bald. Fewlish.]] Optionally, Horus can be upgraded to '''Horus Ascended''' for an extra 400 (!) points, representing his empowerment by Chaos near the end of the Horus Heresy. This grants him a flat boost to his Strength, Toughness and Wounds, the Corrupted unit subtype (which in practice means he gets ''Fear (1)'' since its other effects are either already covered or negated by the Primarch rules), ''Feel No Pain (4+)'', and ''Rage (3+)''. He also gets even more special rules: *'''A Dark Fate''': The first time Horus Ascended dies, he's instead moved into Reserves with a single wound and can re-enter play like any other model. This still counts as a death however, your opponent will get victory points from it for things like Slay the Warlord, and if Horus is killed again (not implausible if they've already killed him once since he'll have only a single wound left and you can't rely on IWND to regenerate his health back up to safe levels) they get those victory points a second time. That said, it still means you benefit from the Sire of the Sons of Horus rule until or unless he bites it again. *'''The Power of Chaos Eternal''': Once per battle in the Assault Phase, Horus Ascended can give himself S10 and T10 for that phase and ignores the Unwieldy rule on Worldbreaker. After that, he takes an automatic Perils of the Warp, whose wounds (if unsaved) must be allocated to friendly models should Horus Ascended be attached to a unit. And why wouldn't he be? *'''Spreading Corruption''': All models in a unit with the Infantry, Cavalry, or Dreadnought unit types can be upgraded with the Corrupted subtype for 25 points per unit, with all the benefits and drawbacks the subtype entails. Don't forget that Corrupted units can only be joined by Corrupted models, so unless you're dumb enough to have Horus go alone you'll want to use this to give him a retinue he can work with.
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