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Warhammer: The Horus Heresy is set in a fictional universe where a vast empire, known as the Imperium, is in a state of civil war. This conflict, referred to as the Horus Heresy, is led by Horus Lupercal, the commander of the Emperor’s armies, who has turned against his leader. The game allows players to choose their faction, either Loyalist or Traitor, and build their own armies using miniatures from Citadel and Forge World.
The game is accompanied by a 336-page hardback book that provides a wealth of background information, lore, and illustrations for the setting. It includes comprehensive guides for building and painting model collections, the core rules for reenacting the conflicts of the Horus Heresy, and an explanation of different modes of play to suit any hobbyist.
The book delves into various aspects of the game’s universe:
- The Age of the Emperor: This section provides an overview of the rise of the Imperium and the significant groups associated with this epic undertaking.
- The Imperium of Mankind: This part offers a closer look at the structure of the Imperium during the Horus Heresy, including important events, people, and groups that shaped humanity’s destiny.
- The Legiones Astartes: This section details the creation and organization of the Space Marines, the primary military force in the game. It also provides information on each of the 18 Space Marine Legions.
- Additional Factions: This part explains the roles of other armies involved in the Horus Heresy, including the Talons of the Emperor, the Solar Auxilia, and Mechanicum.
- An Age of Darkness: This section sets the stage for the Horus Heresy, detailing the initial acts that led to the most devastating war in human history.
- Historical Events: This section provides a detailed timeline of significant conflicts and engagements within a major event, culminating in a final siege. It offers insights into the locations of various factions, their opponents, and the grudges formed at different stages of the conflict.
- Gameplay: This part introduces the core rules needed to play the tabletop game, including the general principles, turns and phases, unit command, distance measurement, and combat mechanics. It also explains Reactions, a feature that allows players to respond to events outside their turn.
- Unit Types: This section details the use of distinct unit types, such as Characters, Vehicles, and Automata, in an era dominated by powerful figures and formidable war machines. It also covers the use of Psychic Powers in battle.
- Terrain: This part provides rules for incorporating various types of terrain into your tabletop setup, including Barricades, Jungles, and Ruins. It also explains how to claim Fortifications and use different Buildings.
- Special Rules: This section compiles universal special rules that apply to different units and weapons, from Scouts to Blast weapons, used in the battles of this era.
- Hobby Overview: The final section provides an overview of the hobby, whether you’re setting up games or building your own army.
- Showcase: The book includes a photographic showcase of seven armies from different hobbyists, along with commentary on their collection, construction, and painting process. It also features four battlefield showcases, demonstrating how to recreate the settings of this era.
- Modes of Play: This section outlines the various ways to play your games, including Narrative Play, Matched Play, Open Play, Campaigns, and team games.
- Preparing for Battle: This part explains how to start and finish a game, including Force Organisation Charts for assembling your army list, a guide to setting up your table and deploying your armies, a variety of victory conditions, and six missions and six deployment maps for standard games.
- Reference & Index: The book concludes with a reference section, featuring quick-and-simple rules summaries to facilitate smooth gameplay, and a comprehensive index for easy lookup of specific rules.