Warhammer 30.000 Conquest: Horus Heresy

By Robin Graves, in Warhammer 40,000: Conquest

This my first draft of a complete Warlord set for Warmaster Horus. Let me know what you think. :)

Warmaster Horus

Warlord

2/7 (Bloodied: 2/5)

Card: 7, Ressources: 7

Warmaster, Sons of Horus

After this Warlord commits to a planet, choose 1:

-You win the command struggle at target planet even if an enemy Warlord is present

-You have initiative at target planet even if an enemy Warlord is present.

--------------------------------------

Signature Cards:

The Invisible Squad

Army Unit

Cost: 3

3/3

Command: 2

Sons of Horus

This unit cannot be attacked by non-Warlord units while it is ready.

(Quantity: 4 )

The Holy Armour

Attachment

Cost 3

Shield: 3

Relic, Unique, Armour

Limit 1 Relic per player

Attached unit gains +1ATK and +3HP. If attached to Warmaster Horus, he also gains: '' Action: Exhausts Holy Armour to ready Warmaster Horus. (Limit once per turn.)

If the Shield effect is used on Warmaster Horus, prevent all damage instead. This effect can used against Armorbane.

(Quantity: 1 )

The Eye of Horus

Support

Cost: 2

Standard

You can use both of your Warlord's effects.

(Quantity: 1 )

The Warmaster's Might

Event

Cost: 1

Shield: 1

Rout target non-Warlord unit.

(Quantity: 2 )

Some very Excellent stuff in there!

Mind if i reasign the invisble squad to the Raven Guard instead? :)

The other 3 signatures are great!

I've been kicking around the idea of having Primarch warlords have a (different) ability on their bloodied side aswell.

You always winning the comand struggle with Horus fits very well.

I was wondering if the second part of The ability was perhaps abit to powerfull but now I like it. Horus IS warmaster after all.

Some very Excellent stuff in there!

Mind if i reasign the invisble squad to the Raven Guard instead? :)

The other 3 signatures are great!

I've been kicking around the idea of having Primarch warlords have a (different) ability on their bloodied side aswell.

You always winning the comand struggle with Horus fits very well.

I was wondering if the second part of The ability was perhaps abit to powerfull but now I like it. Horus IS warmaster after all.

Thanks for the feedback. I just started to get into the 40k lore. I am reading the Horus Rising novel and the Invisibles were present at the battle at the beginning with Horus, that's why I put the Sons of Horus trait, but if you tell me they are part of the Raven Guard, I don't mind to change that or put both traits.

For Horus's ability, that went through 2-3 iterations. At first it was auto-initiative at his planet, then i changed to the ability you see, but only at his planet. I tought it was lackluster and not exciting enough if the enemy Warlord was never present because you auto-win the Command Struggle and you have Initiative without the enemy Warlord present.

So I changed 1 word: THIS for TARGET and now the ability look a lot more fun and exciting. I'm still now sure if I should change them for ''non-first Planet'' or not, but as you said, Horus IS the Warmaster.

I decided to make the Eye of Horus a support instead of an attachment, because it is easier to deal with a support in play for some factions. Horus is the Warmaster, but he's not a God, so he should have some difficult matchups and managing well which ability you use in those matchups where you won't always be able to use both would be the difference between good a Horus and a great Horus.

For the Warmaster's Might, I had a better name for the card, but I don't know if it would be true. I was thinking about ''The Finest Tactician''. Would it fit or not?

Edited by timezero

Oh no I meant that their ability would work great as a Raven Guard unit! It's been a year or two since i read the 1st HH novel, so i don't remember everything. (I remember their terminators having black armor...)

Finest tactician...Hmm has a more Roboute Guilliman feel to it (there's some debate who is actually the better of the two)

Warmaster's might is fine.

Any plans for the "Claw of Horus"?

Oh no I meant that their ability would work great as a Raven Guard unit! It's been a year or two since i read the 1st HH novel, so i don't remember everything. (I remember their terminators having black armor...)

Finest tactician...Hmm has a more Roboute Guilliman feel to it (there's some debate who is actually the better of the two)

Warmaster's might is fine.

Any plans for the "Claw of Horus"?

I don't know everything about Horus yet, but I've digged a bit to read about the Armour. I've read a bit about the claws and that he has a Warhammer also. I might do another different Warlord set for a Chaos Horus once I'll have more knowledge than the first 50 pages of Horus Rising. The current set feels a lot more for Astra Militarum and/or Space Marines.

Yeah I've kept my designs pretty neutral to. Then later do some variations where you see the traitors changing and become more chaotic. Emperor's children getting noise marine's etc.

This thread should be renamed the "Robin Graves" thread. :D

Excellent additions so far!

Currently am reading the Betrayal Blood for the Bloodgod and will come back with Angron and Lorgar as some Warlords with signature cards.

I also fully believe a non-Chaos Neutral Horus would be a realistic option. I would however still not go as far as creating the Emperor just yet.

Something else I've been thinking about:

Warlord Horus (Chaos) 5/8 + more

and

Warlord Emperor 5/8 + more

Will be different in the sence that you can only play them by removing the Planet colours (much like Ive suggested for the Titans). It will allow you to have a secondary Warlord that can commit to a different planet if you want to.

They will be Unique and each player can only include either in their deck (once). The inclusion of either of these cards will reveal wheter or not you are a true heretic or Legion still under the command of the Emperor.

Hope you guys like it, will try to include more when I have the time (sorry)....

This my first draft of a complete Warlord set for Warmaster Horus. Let me know what you think. :)

Warmaster Horus

Warlord

2/7 (Bloodied: 2/5)

Card: 7, Ressources: 7

Warmaster, Sons of Horus

After this Warlord commits to a planet, choose 1:

-You win the command struggle at target planet even if an enemy Warlord is present

-You have initiative at target planet even if an enemy Warlord is present.

I'm allready liking it altough I do feel that either of his abilities might also be very well represented in a multitude of Events for other Warlords to work with.

As mentioned in other topics, the idea of temporary switching Initiative would also be a very cool concept to work with...

An introduction to: The Horus Heresy

http://wh40k.lexicanum.com/wiki/Horus_Heresy

Legions: The Loyalists (Faithfull to the Emperor)

Loyalists.jpg

(from above left to right):

- The Dark Angels

- The White Scars

- The Space Wolves

- The Imperial Fists

- The Blood Angels

- The Iron Hands

- The Ultramarines

- The Luna Wolves (during the HH also known as the Sons of Horus and afterwards as Black Legion, the loyalist splinter group)

- The Salamanders

- The Raven Guard

Legions: The Traitors (Faithfull to the Dark Gods)

Traitors.jpg

(from above left to right):

- The Emperor's Children

- The Iron Warriors

- The Night Lords

- The World Eaters

- The Death Guard

- The Thousand Sons

- The Sons Of Horus (during the HH also known as Luna Wolves and afterwards known as the Black Legion, the traitor splinter group)

- The Word Bearers

- The Word Bearers (Gal Vorbak, Daemonically Possessed Word Bearers armour sceme that altert during the HH)

- The Alpha Legion

This thread should be renamed the "Robin Graves" thread. :D

Stop it, you're gonna make me blush :D

So, anything you would like to see from the Horus Heresy?

Edited by Robin Graves

An introduction to: The Horus Heresy

http://wh40k.lexicanum.com/wiki/Horus_Heresy

Legions: The Loyalists (Faithfull to the Emperor)

Loyalists.jpg

(from above left to right):

- The Dark Angels

- The White Scars

- The Space Wolves

- The Imperial Fists

- The Blood Angels

- The Iron Hands

- The Ultramarines

- The Luna Wolves (during the HH also known as the Sons of Horus and afterwards as Black Legion, the loyalist splinter group)

- The Salamanders

- The Raven Guard

Legions: The Traitors (Faithfull to the Dark Gods)

Traitors.jpg

(from above left to right):

- The Emperor's Children

- The Iron Warriors

- The Night Lords

- The World Eaters

- The Death Guard

- The Thousand Sons

- The Sons Of Horus (during the HH also known as Luna Wolves and afterwards known as the Black Legion, the traitor splinter group)

- The Word Bearers

- The Word Bearers (Gal Vorbak, Daemonically Possessed Word Bearers armour sceme that altert during the HH)

- The Alpha Legion

The intresting part is: if you read far enough into the Horus Heresy novels, you find out that's not true. :D

Okay here's my first primarch and some signature cards!

Angron

Primarch. World eater.

Attack: 2

Hitpoints: 8

cards: 6

Resources: 8

This unit gets +1 attack for each enemy at this planet.

Bloodied side:

Attack: 0

Hitpoints: 8

Brutal.

Yes Angron is probably more dangerous when he's bloodied. It's Angron we're talking about here! :)

Edited by Robin Graves

Gorechild

Attachment

Cost: 4

Shield: 2

Relic, Unique, Weapon

Limit 3 Relics per player

Attached unit gains +1 attack for each unit in opponent's graveyard.

If this attachment is attached to Angron, it gains: Combat action: sacrifice a unit you control to ready Angron. (Limit once per phase.)

(Quantity: 1 )

Note i changed the number of relics a player can have to 3, The heresy is a time of legends after all.

Edited by Robin Graves

World Eaters Vanguard

Army unit.

cost : 2

Command: 0

3/2

Infantry. Wolrd eater.

This unit can only be deployed on the first planet. (it can still move to another planet)

This unit gets +2 attack while it's at the first planet.

Berserk fury

Event

Cost: 1

Shield: 3

Combat action: Play on a planet where you have at least one unit with World eater .

Deal one damage to each unit at this planet

Pyramid of skulls

Support

Cost: 3

Standard

Combat action: Exaust this support to give target unit with World eater +2 Attack until end of the phase.

reaction: If an enemy unit would be put into the discard pile, you may untap this support.

World eaters warrior lodge

Treat as a reprint of Khorne berserker .

Edited by Robin Graves

Iron warriors Trench gunners

Army unit.

cost : 2

Command: 1

2/3

Infantry. Iron warrior..

Ranged. This unit cannot be attacked by units with Ranged.

"Our guns are well entrenched, their counter-artillery is powerless to stop us."

Iron warrior command bunker.

Support

Cost: 4

Standard

Combat action: Exaust this support to prevent 3 damage to target non-vehicle unit.

Interrupt: if the source of the damage has Ranged: prevent all of that damage instead.

Siege barrage

treat as "Preemptive barrage" reprint but targeting Iron warrior units.

Edited by Robin Graves

Okay here's my first primarch and some signature cards!

Angron

Primarch. World eater.

Attack: 2

Hitpoints: 8

cards: 6

Resources: 8

This unit gets +1 attack for each enemy at this planet.

Bloodied side:

Attack: 0

Hitpoints: 8

Brutal.

Yes Angron is probably more dangerous when he's bloodied. It's Angron we're talking about here! :)

I like this concept, but I feel he is too strong. Here is my tweaked version. To make him more balanced, he needs a weakness somewhere and I decided to put that on his Hail side. On his bloodied side he will be a lot stronger as his background suggests, but also acts as a double-edged sword of losing you the game if he dies. You sacrifice the safety of the Hail side for the recklessness and power the bloodied side. :)

I also made the signarture cards and I kept some of what you made already, but I tweaked them. What do you think?

Angron the Red Angel

Warlord

3/4 (Bloodied: 0/11)

Card: 6, Ressources: 9

Primarch, World Eater

(No power of the Hail side...don't make him angry!)

Bloodied : Brutal. When Angron is flipped on the Bloodied side, search your deck, hand and/or discard pile for Gorechild and attach it to Angron.

-------------------------------------------------------------

Signature Cards

World Eater Vanguards

Army

Cost : 2

Command: 0

2/3

Infantry. World Eater.

This unit can only be deployed on the first planet. (It can still move to another planet)

While this unit move from HQ with your Warlord. It does not exhausts.

This unit gets +1 ATK while Angron is present at this planet.

(Quantity: 4)

Gorechild

Attachment

Cost 2

Shield: 3

Relic, Unique, Weapon, Wargear

Limit 1 Relic per player

Attach only to a World Eater unit.

Attached unit gains +1ATK and +2HP.

Action : You may put as many damage counters as you want on this unit.

(Quantity: 1)

Angron's Fury

Event

Cost: 0

Play on a planet where you have at least one World Eater unit.

Combat Action : Deal 1 damage to each unit at this planet.

(Quantity: 2)

Pyramid of Skulls

Support

Cost: 3

Location

Combat Action: Exhaust this support to give target World Eater unit +2 ATK until end of the phase.

Reaction : If an enemy unit is destroyed, you may ready this support. (Limit once per turn)

(Quantity: 1)

Edited by timezero

Very nice! I like what you did with the vanguards! Having them remain ready when they move with Angron really works for them.

I also Like Angron, (i was going for something diffrent than always using Brutal) Having a effect trigger when he becomes bloodied is a good idea, altough i would let him search for something else (card with World eater trait) because now if he already has gorechild , it will do nothing.

Your Gorechild really is made to combo with Angron, something i staid way from so it can be used by other characters: Kharn the betrayer, aswell. I'd rename your version Gorefather and let Angron look for either one or pyramid of skullswhen he gets bloodied.

I was thinking to make the Vanguards 1/4 with Brutal instead of what they are right now, now that I'm talking about it, it would fit a lot better and not just Angron would benefit from Gorechild.

For Gorefather, I was thinking to make them both instead of the Pyramid of Skulls, but I didn't find enough infos on that weapon, except that it's probably a twin version of Gorechild.

For the trigger that search for Gorechild on Angron's bloodied side, at first it was putting it into your hand and maybe it is better to do it that way. It would give flexibility to who you want to attach the weapon to. Gorechild could change a bit to have flexibility and not pigeonholed to Angron.

The Events and the Support are in a good place I think.

Here are my tweaks:

Angron the Red Angel

Warlord

3/4 (Bloodied: 0/11)

Card: 6, Ressources: 9

Primarch, World Eater

(No power of the Hail side...don't make him angry!)

Bloodied : Brutal. When Angron is flipped on the Bloodied side, search your deck, hand and/or discard pile for Gorechild and put it into your hands .

-------------------------------------------------------------

Signature Cards

World Eater Vanguards
Army
Cost : 2
Command: 0
1/4
Infantry. World Eater.

Brutal
This unit can only be deployed on the first planet. (It can still move to another planet)
While this unit move from HQ with your Warlord. It does not exhausts.
This unit gets +1 ATK while Angron is present at this planet.
(Quantity: 4)

Gorechild
Attachment
Cost 2
Shield: 3
Relic, Unique, Weapon, Wargear
Limit 1 Relic per player
Attach only to a World Eater unit.
Attached unit gains +1ATK and +2HP.
Action : You may put as many damage counters as you want on a unit you control at this planet .
(Quantity: 1)

The intresting part is: if you read far enough into the Horus Heresy novels, you find out that's not true. :D

True, but on the other side it helps with creating for more of the community. If anyone is only a fan of a certain Legion they could even create another unit only for that legion.

Okay here's my first primarch and some signature cards!

Angron

Primarch. World eater.

Attack: 2

Hitpoints: 8

cards: 6

Resources: 8

This unit gets +1 attack for each enemy at this planet.

Bloodied side:

Attack: 0

Hitpoints: 8

Brutal.

Yes Angron is probably more dangerous when he's bloodied. It's Angron we're talking about here! :)

Very cool and I'm really liking it. Altough at the same time I feel it's bloodied side might be a bit to powerfull.

I do have to say that I'm less of a fan of a 3/4 Warlord becoming 0/11 or 0/8 however as that would mean Angron is powerless initially, something I don't really think is correct....

Iron warriors Trench gunners

Army unit.

cost : 2

Command: 1

2/3

Infantry. Iron warrior..

Ranged. This unit cannot be attacked by units with Ranged.

"Our guns are well entrenched, their counter-artillery is powerless to stop us."

Iron warrior command bunker.

Support

Cost: 4

Standard

Combat action: Exaust this support to prevent 3 damage to target non-vehicle unit.

Interrupt: if the source of the damage has Ranged: prevent all of that damage instead.

Siege barrage

treat as "Preemptive barrage" reprint but targeting Iron warrior units.

Very cool initiatives!

I always felt that the current Core Conscripts screamed Iron Warriors however, so I feel they should gain +1 ATK for each Support card available. It would resemble their style imho.

The Command bunker and Siege Barrage seem like awesome additions.

At the same time I think the Siege Barrage could be even more awesome when having -1 to it's cost if an opponent has a Support card OR would effect 2 units at first +1 for each Support card.

I was thinking to make the Vanguards 1/4 with Brutal instead of what they are right now, now that I'm talking about it, it would fit a lot better and not just Angron would benefit from Gorechild.

For Gorefather, I was thinking to make them both instead of the Pyramid of Skulls, but I didn't find enough infos on that weapon, except that it's probably a twin version of Gorechild.

For the trigger that search for Gorechild on Angron's bloodied side, at first it was putting it into your hand and maybe it is better to do it that way. It would give flexibility to who you want to attach the weapon to. Gorechild could change a bit to have flexibility and not pigeonholed to Angron.

The Events and the Support are in a good place I think.

Here are my tweaks:

Angron the Red Angel

Warlord

3/4 (Bloodied: 0/11)

Card: 6, Ressources: 9

Primarch, World Eater

(No power of the Hail side...don't make him angry!)

Bloodied : Brutal. When Angron is flipped on the Bloodied side, search your deck, hand and/or discard pile for Gorechild and put it into your hands .

-------------------------------------------------------------

Signature Cards

World Eater Vanguards

Army

Cost : 2

Command: 0

1/4

Infantry. World Eater.

Brutal

This unit can only be deployed on the first planet. (It can still move to another planet)

While this unit move from HQ with your Warlord. It does not exhausts.

This unit gets +1 ATK while Angron is present at this planet.

(Quantity: 4)

Gorechild

Attachment

Cost 2

Shield: 3

Relic, Unique, Weapon, Wargear

Limit 1 Relic per player

Attach only to a World Eater unit.

Attached unit gains +1ATK and +2HP.

Action : You may put as many damage counters as you want on a unit you control at this planet .

(Quantity: 1)

Your initial ideas are mirrored by mine. And this is also exactly why I havn't contributed direct units yet. Some things I feel we should consider to make this game more unique from it's 'future' brother.

- I feel because of the way certain Warlords leaded their units there should be a -1 for the Primarch to use units of it's own Legion but also allows for a mixture of units while being leeded by a Primarch of another. For example: Angron is the Primarch of the World Eaters, he could have the Primarch keyword/trait which in his case means he has -1 Cost for each World Eater unit, other units would have the same cost or are unavailable. For example Space Wolves should never be able to mix with World Eaters.

- Another idea Im currently working with is that THIS FAN GAME will allow you to pick the side of the Emperor or Dark Gods but this isn't directly represented in the signature cards of the Warlord but moreso in deck building.

- It might be worth noting that signature cards should not have to have the same restrictions as it's Conquest 40.000 future brother. With this I mean, I feel it would make much more sence for Angron to have Attachments as his signature 4x card. It would be a Attachment costing 0, only able to be put onto World Eaters and would be named: The Butcher's Nails, have a single Shield and Cost of 0.

- Gorefather & Gorechild in this case I feel should be represented by a single Attachment. As much as I like to see them apart from each other I feel it would not be fitting to the fluff. As Angron is seen with both or neither.

- A 3/4 Primarch imho does not represent a Warlord at all, the same goes for a 0/11 body I feel because it's never the case that Angron is not attacking somebody (as would be the case with 0/11). -> I personally feel that Angron would be best represented by being a 3/8 (a single +1ATK oppossed to other Primarch stats) and 4/6 Bloodied (where normal Primarchs would become 2/7 when Bloodied) as for his ability, I feel his personality is much more of a Gladiator searching for the best combats as a Berserker flipping out when getting damaged...

As such I think it would be cool to have him have +1 or +2 ATK when attacking the opposing Warlord or otherwise most Costly unit...

- As much as brutal fits World Eaters 1/4 stats do not... I feel exactly the same about Enraged Ork in the current Core set. Because I ask you this, how is a 0/5 body a representation of an Enraged Ork? Under initiative the unit would do almost no damage. Imho that makes 0 sence.

Berserk also could directly come form the Butcher's Nails, the mentioned Attachment 0 cost Attachment. A 3/2, can't retreat (Death before dishonour) would fit them the most imho.

- I like the Gorechild altough again I feel this card should simply be Gorechild & Gorefather. Remember both where initially destroyed however Gorechild was restored much later in the future.

Reduced to rubble

Event

Cost:2

shields: 1

Iron warrior. Tactic.

Action: Destroy target support card. Then destroy another support card unless your opponent pays 1 resource.

Edited by Robin Graves

You guys probably tought i was gonna do Iron Warriors next, right?

Wrong! Alpha Legion!

The Hydra awakens.

Event.

Cost: 2

schields: 0

Alpha legion. tactic.

Deployment action: All Alpha legion Army cards in your hand gain Ambush unitll end of turn.

Deployment action: Target a planet. Each unit with Alpha legion on that planet gains Mobile untill end of turn.

Edited by Robin Graves

Alpha legion infiltrators

Army unit.

Cost: 4

Command:1

2/2

Alpha legion. Infantry.

Deployment action: When this unit is deployed on a planet, you may sacrifice it to gain control of target non-unique enemy unit on that planet. (When the enemy unit leaves play shuffle that card back into it's owner's deck.)

"Hydra Dominatus!"

Edited by Robin Graves

I am Alpharius

Event

Cost: 0

Shields: 1

Alpha legion

You may play this card either for it's action or interupt ability.

Action: Excange Alpharius with an Alpha Legion army unit on a different planet.

Interrupt: When an oponent declares a unit to attack Alpharius: prevent all the damage that would be dealt to Alpharius. Instead deal that damage to another Alpha Legion army unit (of your choise) at the same planet.

This one will most definatly become one of alpharius' signature cards.

Edited by Robin Graves

Alpha legion infiltrators

Army unit.

Cost: 4

Command:1

2/2

Alpha legion. Infantry.

Deployment action: When this unit is deployed on a planet, you may sacrifice it to gain control of target non-unique enemy unit on that planet. (When the enemy unit leaves play shuffle that card back into it's owner's deck.)

"Hydra Dominatus!"

Ah do explain this one to me! I know the Alpha Legion is very much able to influence troops but I think in a game like the Horus Heresy are less able to convince other Space Marine units. Might be wrong here, because I do very much like it but feel it's more a Word Bearer Legion style card of card.