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Heralds of Ruin 8 PDF
Heralds of Ruin 8 PDF
allowing you to fight more intimate, narrative-driven games in the grim darkness of the
far future.
Preparing to play: The teams can even get away with using a much
smaller board. Terrain in Heralds of Ruin
A typical game of Heralds of Ruin uses affects the game more than in WH40K,
250 points per side, but campaign play, and you‟ll have to learn to take
special scenarios and your own advantage of it.
preferences can all alter this value.
Preparing to play: Core rules and
You‟ll need a copy of the Warhammer concepts
40,000 rules, and the Codex or Index for
your chosen faction, if it exists. A Team Of Heroes
All models in a Heralds Of Ruin kill team
To build a team for Heralds of Ruin you
have this special rule. Models with this
will also need your faction‟s Opus. This lists
special rule count as single-model units
all the models, wargear and their
for all purposes, ignoring unit coherency
availability to your team. You will need
and other rules that govern squad
your Codex to reference special rules
behaviour in WH40K.
and the cost and profiles of weapons.
Inspiring Presence
An Opus might reference a list of
All Team Leaders, and some other
available weapons such as “Weapons of
models, have this special rule. Models
Torture” or “Heavy Weapons list” and in
within 6” of a friendly model with this rule
such cases, refer to your Codex/Index for
may use either of their Leadership values
the relevant list. However, if an Opus
for any purpose. A model with the
references the faction‟s Armoury, it is
Inspiring Presence rule is considered to be
always referring to the special wargear
a Character.
section at the end of that Opus.
Characteristic Tests
Units in Heralds of Ruin consist of one
Some situations call for a Test based on
model only! There are no squads, gangs
one of your model‟s stats, most
or packs, and we‟ll explain how this
commonly Leadership.
affects gameplay as we continue.
To make a Leadership Test, roll 2d6 - if the
Preparing to play: The battlefield result is equal to or lower than the
Leadership of the model, it has passed.
Heralds of Ruin is designed to be played Don‟t forget to apply any relevant
on a 4‟x4‟ board, though some special modifiers to the value: Inspiring Presence
missions call for a 6‟x4‟ battlefield. As or unit special rules, for example. A model
always, you‟re encouraged to break cannot auto-fail such a test. If a model
these guidelines and experiment with has Ld10, and has somehow found a +2
differently sized battlegrounds! modifier to Leadership, it will pass the test
even on a double 6!
One feature that should be consistent on
all your battlefields is a high density of If a test such based on another
terrain. We recommend that at least 50% characteristic such as Strength is
(and all the way up to 100%) of the board required, it works in the same way but is
surface is covered by terrain of some kind taken on a single d6. In such cases a
- lots of ruins, multi-level walkways, jungle result of 6+ always fails.
or whatever else you have!
Look Out!
Don‟t be afraid to build vertically as Team Leaders tend to inspire great
much as you like; with enough levels, you devotion - or possibly mindless servitude -
in their followers. When a model with the Reserves
Inspiring Presence rule is targeted by an You may hold up to half the models in
attack in any phase, you may have your team in reserve. At the beginning of
another model within 3” of the target try your second turn, and every turn
to intercept the damage. thereafter, roll a d6 for each model in
reserve. On a 3+ you may set that model
To do so, take an immediate Leadership up within 6” of your board edge, or
test for that model. If it passes, resolve the according to its alternate setup rule, such
attack at +1 to Hit, against the chosen as Winged Strike, if it has one. Any model
model. Range and Line of Sight should still that has not arrived already does so
be determined by the position of the automatically at the beginning of its
original target. owner‟s 4th turn. Some missions have their
own Reserves rules - those rules
Only one Look Out! test can be made
supercede these, but ordinarily, no model
per target, per phase.
may arrive from Reserves without rolling!
The Movement phase, often dismissed as keep low and fly carefully in such dense
simply “getting in range”, is one of the and hostile locations.
most important! A truly canny
commander, it is said, wins their games in Note that, even if the model only moves
the Movement phase. For Heralds of Ruin, through 1” of terrain during its move, the
we’ve made some changes to the way 2” is still subtracted from the overall
Movement works, to give a more realistic, move. This represents the model taking
cinematic and tactically challenging extra care when emerging from cover
experience. into the danger of open ground, or
entering a potentially hostile area.
Solid Obstacles
To give Heralds of Ruin its realistic style, Climbing
models can‟t move through solid Climbing on very steep or vertical
obstacles such as walls and floors. surfaces slows models down in the same
Windows, doors and other openings are way as moving through harsh terrain, to a
all fair game to move through, provided minimum of 3”.
the model in question could be
Where the surface has a ladder, rocky
reasonably expected to fit through the
handholds, tough vines or similar,
gap. We assume closed doors etc. can
climbing does not slow movement. Only
be opened freely. A good rule of thumb
infantry and beast models may climb in
is that for each Wound a model has, 1” of
this manner, with or without the
space is required, but clearly there are
assistance of ladders etc.
models with exceptional agility, bulk or
free Wounds that don‟t fit that rule. Be Any model of any type may freely
generous, and use common sense! traverse obstacles that are 1” high or less.
The “Choose unit to fight” and “Pile in” Do not include Strength modifiers from
stages work exactly as in WH40K. weapons when adding Strength to your
roll: - these models are not fencing but
When choosing a target for a model that desperately grappling, attempting to lift
charged, you must allocate at least one and push each other - but do include
attack to the model that it charged, if modifiers from other sources: effects of
possible. If the charging model has any psychic powers, combat drugs and even
remaining attacks, you may allocate other wargear such as armour all make a
them to any available targets, declaring difference here!
how many attacks each target will
receive. Look Out! tests may be taken against this
kind of attack. Make the Look Out! test
Models may attack enemies within 1” of before the roll off, and use the new
themselves, and/or enemies that are model‟s Strength value.
within 1” of a friendly model that is within
1” of themselves. If the model being attacked wins the roll
off, nothing happens. If the model
After that, choose your weapon, roll to making the attack wins, the enemy
hit, resolve damage and consolidate model Falls and takes damage exactly as
exactly as normal! described in the Movement phase. Long
live the king.
Oh, and one more thing…
Shove
Sometimes the weapons in your hands
simply aren‟t capable of dealing the
same damage as, for example, a three-
storey drop. Instead of attacking
normally, a model may attempt to
sacrifice a model on Newton‟s Altar.
A Nerve test is a Leadership test, If they cannot satisfy the conditions for
modifiable in all the usual ways. No Hiding, they still act as though they are
model can take more than one Nerve Hidden i.e. they may not take actions,
test in a single Phase; either they pass but they may be targeted as usual.
and will hold their water for the near
The model returns to normal at the
future, or they fail!
beginning of the turn after it tries to Hide.
Generally, the Nerve test slows the game Using both rules also allows you to take
down and the Rout test is liable to speed advantage of the full range of Battle
it up, so take that into account when Honours in the Campaigns supplement.
deciding which, if either, to use.
Tournaments might be better served Ultimately, it‟s up to you and your
using Rout rules, whereas a long-awaited opponents to decide what‟s the most fun
match with a cast of favoured heroes for you!
might prefer the tension and strategic
challenge of the Nerve rules, without the
sudden ceasefire of a failed Rout test.
In the absence of Force Organization charts, Tactical Points are awarded by the following
criteria:
Name Description
+1 for including a Team Leader. This is usually compulsory, so
all teams will have at least 1 Tactical Point in ordinary
Destined For Greatness gameplay.
In Campaign play, increase this number by 1 for each game
this Team Leader has taken part in before the current one
+1 for taking the maximum number of Core models according
Strength In Numbers
to your Model Allowance.*
+1 for taking the maximum number of Special models
Cream Of The Crop
according to your Model Allowance.”
+1 for any section of your Opus from which you have not
Mind The Boat
selected any models
Herohammer +1 for each model in your team which cost 100 points or more
+1 if all models in your team share at least one non-faction
Bound By Experience keyword. Increase this to +3 if all models in your team share all
their keywords
+1 if your team contains 8 or more different Keywords,
Death And Diversity including Faction and Unit-specific keywords like AELDARI and
INCEPTOR SQUAD
+1 if your team does not contain any items from your Opus’
Boots Before Loot
Armoury
Shiny Fingz +1 if your team contains 5 or more Armoury items
-1 if not all models in your team were taken from the same
Motley Crew Opus. Note this is not usually possible except in certain
circumstances outlined in some Opuses
Philosophies
Some Leaders have personal agendas, command idiosyncrasies or are simply set in their
ways. You can attribute one of these philosophies - or one found in your Opus - to your
Team Leader before the game. You may only ever give your Team Leader one Philosophy
at a time. In campaign play, you do not have to choose a Philosophy at the very
beginning, but if you choose one at any point, you may only change it after suffering two
consecutive defeats. These lessons are learned the hard way.
Philosophy Description
+1 Tactical Point if, before the game, you
choose a single Tactical Action available to
you. You must tell your opponent your choice
before the game begins, and you may only use
One Track Mind
that Tactical Action in the game. If you choose
this Philosophy in a campaign, you may
choose different Tactical Actions for each
game
+2 Tactical Points. You may not use any
Keep Them Guessing
Tactical Action more than once per game
Immediately after the first casualty of the
game is removed, immediately gain 1
Bloodthirsty Tactical Point if a model from your team
caused the casualty, or 2 Tactical Points if
your leader did
The first time the enemy deployment zone is
Raider entered by one of your models, immediately
gain 1 Tactical Point
Using Tactical Points
Tactical Points are spent in-game in much the same way as Command Points in WH40K.
You may not use the same tactical action more than once per phase. Missions, Opuses,
campaign settings, and more may all list different tactical actions.
Routed!
If a team fails their Rout test, there is a
chance that they still managed to
accomplish their mission! If the mission in
question was dependent on holding
objectives, buildings, ground or similar,
the team that Routed loses any that they
held. Neither player scores points for the
objectives the Routed team held.
WHICH MISSION?
There are two methods of picking a mission to play, narrative or random:
Narrative Random
The best way to play Heralds of Ruin is to Sometimes you just want to gather your
decide between you and your opponent miniatures and play a game, without the
which of the missions in this chapter you need to prepare a story beforehand. In
want to play. If you choose in advance, this case, if a scenario calls for an
you can create a short story to explain Attacker and Defender, randomise which
why the two teams are fighting. Some player is which before you begin. In order
players go to great lengths to create an to decide the scenario you will be
engaging narrative, or recreate a story playing, roll a D3 to choose your mission
found in the Warhammer 40,000 set from the table below, and then a D6
fiction. to determine which mission from that set
you'll be playing.
Players can build their team around this
story, maybe even creating some new D3 Mission
terrain or objectives to add to the depth
1 Futile War
of the narrative. In some cases, you also
need to choose which player will be the 2 Heralds of Ruin
Attacker and Defender; go with 3 Antaeus
whatever suits your story best!
Futile War missions adapted with kind permission from Chris Nihilus. Antaeus missions
adapted with kind permission from Rhett Bricker/Master Antaeus. Many thanks!
D6 Objectives
Before choosing table edges, in the Players score 1 Victory Point for First
centre of the board place a single Blood, Linebreaker and Assassin.
objective marker.
Then, players place one objective marker
each, one on the right and one on the
left of the centre, but always on the
Middle Line, for a total of 3 objective
markers. These objective markers must be
at least 12” from the centre. Number
them, from 1 to 3.
Futile war 3
crescendo
The misunderstanding turns into hate.
The hate turns into a skirmish.
The skirmish turns into a bloodbath.
D6 BUILDING TYPE
Unremarkable: the building has
1-2
no additional rules.
Munitions factory: if a model
inside the building passes a
save against a shooting attack
on a 6+, roll a D6. On a 2-6,
everything is fine. On a 1, the
ammo detonates! Every model
3
in the building takes an
automatic S3 hit. Saves are
taken as normal, without
adding a bonus for cover, and
Mission Rules do not cause further
Before setting up the terrain, both players detonations.
must roll-off. Players take it in turns to
Weapons Cache: models inside
place a total of five Objective Buildings, 4 the building re-roll failed To Hit
starting with the player who won the roll- rolls of 1 when shooting.
off. These Objective Buildings can be
anywhere from 6” to 12” in length Med Centre: models within this
and width (they can be as high as you building may roll a D6 when
want). Once these have been placed, they suffer a Wound - on a 6
5
set up the rest of your terrain around that wound is ignored. If the
them. model already has a this rule, or
a better version of it, from a
The Objective Buildings can be placed different source - tough!
anywhere on the table at least 6” away Armoured Bunker: models in this
from each other or the table edge. building receive a +2 modifier
6
Remember you do this to their save rolls for being in
before deployment zones are chosen so cover, rather than the usual +1.
try to be fair when you place them. If
you have additional buildings on the
table, mark the Objective Buildings so
Victory Conditions Campaign Bonus
At the end of the game take note of A player receives 5 Requisition for every
which models are within which Objective Objective Building his models control at
Building. If a building contains only the end of the game.
models from a single player‟s team then
that building is „controlled‟ by that player.
The player that controls the most
Objective Buildings wins the game. If
both players control the same amount of
Objective Buildings the game is a draw.
Heralds of ruin 4
possession
Something of value is spread across the battlefield. Perhaps a shower of meteorites
containing Adamantium ore fell to earth, or xenos archeotech fell from a crash-landed
ship. Whatever these things are, your team wants them.
Victory Conditions
At the end of the game the player that
has the most models carrying an
Artefact wins the game. If both players
have the same number of Artefacts the
game is a draw.
Campaign Bonus RP
For every Artefact one of their models is
carrying at the end of the game, that
Rules player receives 5 Requisition.
After setting up the terrain, both players
must roll- off. Players take it in turns to
place a total of 5 Artefacts, starting with
the player who won the roll-off. These
Artefacts can be anything from coins,
glass gems or specially created models –
as long as it‟s clear what they are. The
markers themselves do not interfere with
the game in any way (move, shoot, etc.
as if they were not there).
Heralds of ruin 5
last stand
This is it, your team‟s final stand against your enemies. Or is it?! Reinforcements are on
their way, you just need to hold out until they get here, and crush them between the
hammer and the anvil!
Deployment zones span the width of the 3 - Angry Mob: Each model takes a S3,
table up to 12” in depth. AP- hit each Fight Phase they spend in
the building.
Special note - Re-arrange the table so
that the piece of ruins with the highest
4 - Hive Gang: Each model takes d3 S3
point on the table is in the center. This is AP-2 hits each Fight Phase they spend in
the extraction point. the building.
5 - Cartel Guard: The unit takes a S7
Placing Objectives AP-3 hit each Shooting Phase they spend
Players should take it in turn to place in the building.
objectives. Objectives must be farther 6 - High Value Target: This is the
than 12" from the center of the table, 6" person you were looking for. The
from any table edge and 6" from any objective is now revealed.
other objective. All objectives must be
placed in separate ruins. If 4 Objectives have been identified, then
the 5th is automatically the high value
Hostile Populace target. This objective must be seized and
At the end of a phase that a unit moves moved to the highest point at the center
into a ruin containing an objective, roll a of the table for extraction.
d6 and consult the following table:
Winning the Game
1 - Structure Trap!: The ruin is built to Sudden Death: The team that holds the
collapse. Roll a D6 for each model inside. High Value Target in the pick-up zone
On a 1, that model suffers a Mortal uncontested for the entirety of his or her
Wound. The ruin is then removed, leaving opponent's turn wins the game at the
the any surviving models exposed on the beginning of his or her next turn.
table surface.
2 - Held by militia: Each model takes The High Value Target is worth d3 Victory
a S3, AP- hits each Shooting Phase they Points to the team that controls it at the
spend in the building. end of the game.
Antaeus Mission 5
Cyclonic Tectonic
It figures. High command made a mistake and now you and your team have to go
clean it up for them. It seems they missed a hardened surface-to-space gun battery in
their initial recon. The cyclonic and tectonic bombardment has already begun and
wouldn't you like to know who they tapped to go take care of that battery?
A World In Torment: After the first full 5-6 Tectonic Upheaval - The ground
battle round, roll a d6 and consult the shakes and cracks. Any model in Area
following table. Its effects apply for that Terrain takes a S5 AP-2 D1 hit on a dice
full game turn (both players‟ turns) and roll of 1, taken at the beginning of the
then will be rolled again before the next battle round.
battle round.
Otherwise, this mission is identical to the
D6 Raid mission (Heralds of Ruin Classics no.
1-2 Eye of the Storm - A rare moment of 6)
calm settles over the battlefield. No
effect this turn.
Abilities:
- It Will Not Die. At the beginning of each
battle round, the Monster heals a Wound
lost earlier in the game.