40K Horde Mode Rules v0.83
40K Horde Mode Rules v0.83
40K Horde Mode Rules v0.83
83
elcome to the 40k Horde Mode Beta Test!
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Table Setup
This is a free narrative cooperative game
mode meant to be played with your friends Follow these steps to set up the table and begin the
using the models you have available. It’s a game:
great way to introduce players to the game, Choose a Deployment Zone setup randomly from the
through collaboration and the occasional 40K 10th Edition Leviathan Mission Pack. For ease
amicably betrayal. of use Dawn of War and Hammer and Anvil are the
Army Construction only two deployments recommended. Using other
In 40K Horde Mode you first must decide on a game shaped deployment zones drastically increases the
size, 1,000 points or 2,000 points. Once a point count difficulty of finding the proper areas of Spawning
has been chosen you must then choose the number of Zones.
players. Once the deployment zones are decided and
Technically, any number of players should work, but objectives are placed on the board, the Horde side is
the game is balanced for 1-4 players. Optionally 1 extra set as the Attacker and players as the Defender.
player could be added as a dedicated Game Master On the Horde Deployment Zone mark it into even
controlling the Horde and helping with resolving steps area sections based on game size. 1,000 point games
of the game, however this role is not necessary. are split evenly into 2 spawn zones and 2,000 point
games are split evenly into 4 spawn zones. These
A horde faction should also be chosen at this point,
zones should be placed as equal areas, making non-
but no list needs to be created for it.
A horde can use multiple factions for their spawning rectangular deployments much more difficult to
tables in order to round out spawning tables for your calculate. It is recommended you place Reminder
Tokens in the center of each spawning zone’s area.
playgroup’s collection. Playing with multiple factions in The board should be set up with terrain only on the
the horde is advised when playing with either type of Horde side of the board and in No Man’s Land.
Knights, both of whom have several fail-cases on their Place all player units on the board or in reserves
spawn tables. following basic Matched Play Leviathan rules, skip
To build each player’s army: placing anything for the horde.
Shuffle the Misery Deck, the Secret Objectives Deck,
Divide your total points equally among all players,
(ex. 3 players at 1,000 points each and Secondary Mission Deck, placing them to the
rounded down.
get 333 points.) side.
Each player’s army must contain a Warlord and be a Choose if the game will be 5 rounds or infinite
valid list by 40k 10th edition matched play rules. rounds. 5 round games are the recommended.
No enhancements may be taken in these starting If the 5 rounds game mode was chosen, shuffle the
lists. Enhancements are purchased during the game. Secret Objective deck and deal two objectives to
each player. They each choose one objective and
return the others to the Secret Objective deck face
Setting the Game Difficulty down. Shuffle the Secret Objective deck. (If there are
Note that due to resource acquisition, a game with more not enough Secret Objectives to deal two to each
players usually leads to easier games, while a game with less player due to a high player count game, deal 1
players results in harder games. You can make the game
more or less difficult by changing your total available points
instead.)
for army construction or adding modifiers when rolling the
dice for the Horde’s Spawn Table.
40K Horde Mode uses the base rules of the game with All revealed Secondary Missions are resolved, failed
the following additions and alterations: missions trigger their fail cases, successful missions
give their listed reward. Misery card related results
Players move through phases together and activate are added to the next Battle Round’s reveals.
units and abilities at the correct time in the phases, Reinforcement Points
but in any order. At the battle shock step of the players’ command
Players act as a single team, you count as friendly phase, when primary objectives would normally be
units to each other. Buffs that affect friendly units scored, instead count up each objective marker
affect the units of other players if they have the controlled by any player. For each objective marker
correct keywords. owned by the players’ team each player receives
CP and RP are tracked at a personal level for each 1RP. (This occurs even during the first battle round.)
player. Any time a Horde unit is destroyed, if that
Players and the Horde do not naturally generate CP destruction was due to a player’s attack or action,
in the Command Phase.
There is no cap on CP generation per turn. that player gains 1RP.
The Horde always has the first turn. RP is also rewarded from some successful
The Horde does not benefit from Army or secondary missions. Unless otherwise stated, each
Detachment rules, only datasheet level rules. player receives the listed amount of RP rewarded
An extra step to the Command Phase is added called from those secondary missions. The same is true for
the Resupply Step that happens after the Battle- any RP lost from a failed secondary mission.
Shock Step. The minimum RP is 0.
Players may not reveal their Secret Objective cards The Resupply Step
to each other until the card tells them to or the game During the Resupply Step of the Command Phase,
ends. which is added after the Battle-shock Step, players may
Players may claim to have any secret objective, being then spend any RP they have built up on benefits from
that information truth or false. the Reinforcement Points table. Once all players have
If for any reason the Misery Deck or Secondary finished spending their RP the step ends and the
Mission deck is empty, reshuffle all used cards into Command Phase is moved to Movement Phase as per
the deck. usual.
At the beginning of each Battle
Round…
Remove any active Misery Cards to discard.
Reveal any cards triggered from the Misery Deck
(including modifiers from failed Secondary Missions
last round.)
The new Secondary Mission for the round is
revealed.
All mission rewards that require resolving at the
start of the battle round are resolved.
Spawn the Horde. (See Spawning the Horde.)
Any beginning of battle round effects resolve after
the Horde is spawned. (Rad Cohort detachment rule
and Leagues of Votann army rule as an example.)
On Battle Rounds 3 and 4…
+1 to Spawning roll results.
1 Misery card is revealed for these battle rounds.
On Battle Round(s) 5+
+2 to Spawning roll results.
3 Misery cards are revealed for this battle round.
Disembarking
Units disembark from transports when appropriate. Additional Information
If there is a visible enemy unit within range of the The Horde Mode is a completely free game mode,
ranged weapons and there is not enough Firing Deck community created, for use in conjunction with
X on the transport to fire all non-”side-arms” (see Warhammer 40k’s 10th edition rules.
above.) This PDF was created using The Homebrewery,
If disembarking would allow for an attempted which utilizes the visual design of Dungeons and
charge for units that would attempt to charge this Dragons and was put together by the Poorhammer
turn. Podcast, a podcast about Warhammer 40k and other
The unit will not disembark inside of a spawning tabletop games.
zone even if the above are true. To keep updated on Horde Mode’s recent changes
and give feedback, you can join Horde Mode’s Discord
Shooting Server.
In the shooting phase each model shoots the closest
legal target.