THE EMPEROR vs HORUS
Background | The Emperor | Royal Guard | Horus | Sons of Horus | Optional Rules | Designer's Notes Disclaimer and Copyright NoticeThis project is a personal hobby project based on the Warhammer 40,000 intellectual property of Games Workshop Ltd. The project is completely unofficial and not endorsed by Games Workshop. Trademarks of Games Workshop Ltd. used without permission. No challenge to their status is intended. All Rights Reserved to their respective owners. The background text and all illustrations are excerpts from published works, copyright their respective owners (Games Workshop or their subsidiaries), used without permission. No challenge to their status is intended. The text and images are used to support the body of the article, which is original work by the author Mike Adams, copyright 2006. The project is intended to support the Warhammer 40,000 game. In order to make use of this project, you will need a copy of the Warhammer 40,000 rulebook as well as the source books “Codex: Daemonhunters” and “Codex: Chaos Space Marines”. The article may be printed and/or stored for personal use only, but may not be distributed or re-published in any form without written permission from the author. ![]() Background to the BattleGambling the result of the Heresy on a single action, Horus lowered the shields protecting his battle barge. The Emperor, accompanied by an elite bodyguard, teleported aboard, but were cast throughout the Chaos-warped starship. Horus easily defeated several Imperial Fists veterans before slaying Sanguinius, the angel-Primarch of the Blood Angels. Finally, the Emperor found his way to Horus' command room, and engaged his once-beloved son in a titanic duel of strength, wits, and power.
"The Emperor fought Horus, power sword against lightning claw, with brutal blows that would eviscerate any mortal man dozens of times over. The Emperor held back for much of the battle, remembering Horus as his beloved son and not wishing to believe that he had turned so utterly to Chaos. This allowed Horus to inflict crippling mortal wounds on the Emperor, since nothing short of the Emperor's full power would be sufficient to defeat him. At the critical point in the battle, a single Space Marine in Terminator armour, probably of the Imperial Fists Legion, entered the room: Horus flayed him alive with but a look, and in that instant the Emperor realised how far his favoured son had turned. The sacrifice of the Imperial Fists Terminator bought the Emperor time to deliver a finishing blow to Horus. With iron resolve, he gathered his full strength and delivered a massive psychic blow that killed Horus almost instantly. In his final moments, the powers of Chaos were driven from him, and the Emperor sensed his favoured son's return to sanity for a fraction of a second before he was annihilated.
"
Although accounts of the actual battle vary, almost all confirm that the end of the duel resulted in Horus' death, and the fatal wounding of the Emperor. While there are conspiracy theories about the Emperor and the Golden Throne, these are yet unfounded. Knowing instantly when their leader had fallen, the forces that had declared their loyalty to Horus splintered and fled, most hiding within the warpstorm known as the Eye of Terror. The Sons of Horus did likewise, but under the direction of Horus' lieutenant, Abaddon, took the time to launch an assault on Horus' battle barge and retrieve their leader's body. The Emperor of Man
Note you will need a copy of “Codex Daemonhunters” for an explanation of some of the special rules used by The Emperor.
The Emperor of Man
Equipment: The Sword of Light, The Razor Gauntlet, His Runic Armour, Golden Halo, Purity Seals, Frag Grenades. Psychic Powers: The Emperor is an extremely powerful psyker. He can kill most mortal men with but a stare, and is a formidable psychic duellist. He has the psychic powers “Hammerhand” and “Scourging” and carries a Force Weapon (see The Sword of Light). In addition, The Emperor has the “Life Drain” ability, which counts as a psychic power that does not require a Psychic Test. The unique Psychic Hood built in to His Runic Armour also doubles the range of any psychic powers he uses, so Scourging has a range of 36” not 18”. Once per battle, he may use two of his powers in a single turn. That means either two of the three psychic powers or one of these and the Force Weapon. The rules for “Hammerhand”, “Scourging” and “Life Drain” are to be found in both Codex Daemonhunters and Codex Witch Hunters. Psychic Warding: The Emperor has a strong warp presence able to repel creatures of the Warp, and prescient abilities to anticipate attacks. When The Emperor takes a Psychic Test, he only suffers a Perils Of The Warp attack on a roll of 12, not on a roll of 2. Any enemy wishing to target The Emperor or his retinue with a psychic power must first pass a Leadership test. If they fail, they may not target The Emperor or his retinue but they may attack another target instead. The Emperor and his retinue also benefit from a 4+ save against the effects of any and every psychic power used successfully against them. If this save is passed then the power is nullified and has no effect. In addition, The Emperor’s His Runic Armour incorporates a Psychic Hood. To nullify enemy psychic attacks, the player can choose to use either the Psychic Hood or else The Emperor’s innate psychic warding, not both. Minor psychic powers have no effect at all on The Emperor. SPECIAL RULES
The Sword of Light
The Razor Gauntlet
His Runic Armour
Golden Halo
Prescience
Awesome Presence
Abhorrent to Daemons
Noble Spirit
Immortal Majesty
Final Deathblow
Commander of Legions
Independent Character
Royal Guard The Royal Guard![]() Royal Guard
Number/squad: Captain of the Guard and 3-8 Custodes. Weapons: Custodian Blades, Purity Seals, Frag Grenades, Krak Grenades, Terminator Honours (included in profiles). Characters: All Royal Guard have Artificer Armour (included in profiles) and all are treated as Independent Characters for the purposes of close combat.
Custodian Blades
Deep Strike Warmaster Horus![]() Note you will need a copy of “Codex Chaos Space Marines” for an explanation of some of the special rules used by Warmaster Horus.
Warmaster Horus
Equipment: Talon of Horus, Slayer of Mortals, Blessed Armour, Eye of Horus. Psychic Powers: Horus is a powerful, dark sorcerer who has made a pact with the Chaos Gods. Tzeentch has conferred on Horus the Sorcerer ability. He has the major psychic power “Wind of Chaos” and automatically passes all Psychic Tests he is required to take. Horus disdains minor psychic powers. SPECIAL RULES
Talon of Horus
Slayer of Mortals
Blessed Armour
Eye of Horus
Warmaster
Chosen of the Gods
Daemonic Gifts
Attracts Daemons
Independent Character
Sons of Horus Sons of Horus![]() Horus' personal retinue of Chaos Chosen can be selected from the Chosen entry in Codex Chaos Space Marines as normal, except that the only Mark of Chaos they may take is the Mark of Chaos Undivided. Normally, the retinue should consist of 4 to 9 Chosen Terminator Champions, armed with power weapons and combi-bolters. Any Chosen may upgrade his power weapon to a Power Fist or Lightning Claw, and/or upgrade his combi-bolter to a combi-flamer or combi-melta, or replace all his weapons with a pair of Lightning Claws. One Chosen carries an Icon of Chaos Undivided. All have the Mark of Chaos Undivided. All have Spiky Bits.
Optional Rules
The following optional rule adds progressive damage to the two mighty champions as they fight. It makes the game more interesting if you are just playing the two characters. Progressive Damage Whenever The Emperor or Horus takes a wound (after all saves), in addition to the character losing a wound against its Wounds profile as normal, roll for progressive damage to the character. Roll first on the Wound Location Table to determine the location of the wound, then roll on the corresponding location table to determine the effect of the wound. If the character takes more than one wound in a turn, roll for each wound inflicted. In the case of an Armour wound, if the effect rolled for is not applicable, re-roll on the same table. In the case of a Weapon wound, dice first for which main weapon is affected. If all main weapons are destroyed, then the wounded player chooses a secondary weapon. If all weapons are destroyed, ignore the result (in that case, the character is in enough trouble!) If the given weapon wound effect is not applicable to the particular weapon, re-roll on the same table. If no results are applicable to that weapon, simply count the weapon destroyed. Wound Location Table
Armour
Weapon
Limb
Body
Head
Mind (psychic)
Designer's Notes
ReasonThe titanic battle between The Emperor and Horus is the most major historical event in the Warhammer 40,000 background. It marked the end of the Horus Heresy and the start of the 10,000 year period of human history which is represented in the Warhammer 40,000 tabletop game. At the end of the forty first millenium, The Emperor is barely living, sealed in The Golden Throne on Terra and worshipped as a God. The battle with Horus is the last time when The Emperor walked the earth as a man (although a super-human man). It represents almost a former, glorious age, before the really dark period of the main Warhammer 40,000 setting. It is begging to be gamed in some form. It would not be too difficult for Games Workshop to release a special Warhammer 40,000 variant which takes us back to the time of the Horus Heresy, and I would be very surprised if it is not already in planning or in some draft format in the vaults of Games Design. For joe wargamer, the most accessible way to bring this era alive is to replay the famous combat that ended the Heresy. I was surprised not to find something like this already in existence. Anyway, this is what I am presenting here for your delectation. I have concentrated on the two main combatants themselves, but for completeness I have created profiles for their retinues. I could go further (and maybe one day I will) and create profiles for the Primarchs, especially Sanguinus of the Blood Angels who was slain by Horus just prior to The Emperor's arrival. I guess it depends on how far you want to go. At the moment you can play a fun game substituting suitable character models for The Emperor and Horus, but ideally you would create special conversions. I can see each character model being a major project in itself, plus the retinues. And then you really need to build some custom terrain to represent Horus' Battle Barge where the fight took place. Like I say, it depends how far you want to go, but I hope somebody out there is inspired to go 'the whole hog'! Design PrinciplesI adopted quite a strict design principle from the start, which was that I would build each character from existing rules. The reason is that there are lots of powerful special rules already in existence that push the boundaries of the game system. They are well proven, well play-tested, and carefully designed to fit into the Warhammer 40,000 game. What I would do is bring appropriate rules together to fit the theme of each character. For example, for The Emperor I decided that I could pick the best stats line from any human or Space Marine in the game, and give him any Imperial wargear without limit or restriction. The only qualification is that he must remain 'in character', e.g. it would be stupid to give him a lascannon and a medi-kit! I also decided that because of his famous psychic abilities, he could choose the best psychic stats and abilities. The Emperor character could also take any Imperial special rules to do with leadership or command, but not to do with close combat. So The Emperor's stats line is based on Marneus Calgar (very senior Space Marine special character), with wargear based on things like Iron Halo, Adamantine Cloak and Nemesis Force Sword (as wielded by a Grey Knights Grand Master of course!). I created my own names in many cases, because The Emperor's equipment would of course be unique, specially fabricated for him alone. I did the same for Horus, who is based on Abaddon The Despoiler. I allowed myself the choice of Chaos abilities and wargear with certain restrictions, primarily that he has not succumbed to any one Chaos power and has not ascended to daemonhood. He is a psyker, but can not pick psychic special abilities in the way I allowed for The Emperor. Of course this was just the starting point. I had to tweak a little, but really very little. The problem was that when I first playtested the characters, Horus whipped The Emperor every time, usually in one turn! The reason is that, being a follower of Chaos, Horus had slightly better combat-oriented stats, and a master-crafted lightning claw wielded by a WS6 character is going to make a nonsense of anybody's defences. It was then that I realised I needed a very simple solution, which was to give The Emperor a special "Immortal Majesty" save (this is actually "Ignore Injury" from the Blood Angels Death Company). PointsI have not attempted to come up with points values, I hope for obvious reasons. Points values are mainly arrived at through a lot of play testing in different scenarios against different opponents, which I just don't have time nor resources for. In any case, these characters can only be used in very specific scenarios created just for them. It is obvious that The Emperor or Horus will unbalance most armies and most games. Having said that, I believe the balance is right between the two individuals. If you play The Emperor versus Horus, I believe the outcome could go either way, hopefully as close and nail-biting as the historical encounter. Multiple WeaponsBoth The Emperor and Horus have two main close combat weapons. I have interpreted the Warhammer 40,000 rules as follows: A character must choose which weapon he is using in each round of close combat and fights with that weapon only. For example, The Emperor must choose whether to fight with the Sword of Light or the Razor Gauntlet, not both. However, note The Emperor does get the benefit of the digi-lasers, whichever weapon he uses. This is a very important rule and gives each player a key decision to make in each combat round. Playtest Results (Tactics)As I wrote above, in my first playtesting Horus whipped The Emperor every time, in just one round. Back to the drawing board! I took away the D3 Wounds on Horus' power maul and gave The Emperor the 4+ "Immortal Majesty" save, but in my next round of playtesting I decided I had made the classic error of overcompensating. Finally, Horus got his D3 Wounds back. I think what I am left with is a good game based on just two characters. For The Emperor, the key decision is how to use his psychic powers, when to use his "Once per battle, he may use two of his powers in a single turn" special rule, and whether to use the Sword of Light or the Razor Gauntlet. "Life Drain" is very powerful, but can only take one wound and stops The Emperor using the Force Sword. The Force Sword is the killer weapon because of its ability to take all Horus' remaining wounds and kill him outright, but it doesn't get the re-roll of the Razor Gauntlet, and there is a 50:50 chance Horus will nullify the effect of the Force Sword anyway. For Horus, his stats are so good he can keep pounding The Emperor every turn. His difficulty is getting enough wounds past The Emperor's "Immortal Majesty" before he succumbs to the Sword of Light. One final note - just in case you thought these superhuman characters were impossibly powerful - during playtesting the characters were brought down to earth by a couple of things. The Emperor suffered a wound from a Perils of the Warp attack, which was embarrassing, and his Royal Guard looked clumsy when they assaulted Horus across a wall, but got stuck crossing the wall (i.e. fell short because of their difficult terrain roll) and then got counter-charged! Well, that's it. Good luck with your dice, have fun and drop me a line to let me know how you got on.
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