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My blog is primarily my own personal fluff in the Warhammer 40,000 universe regarding the Draconis system such as the Knight House Yato in Ryusei, their Household Militia, the Draconian Defenders, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood, Cybernetica cohorts and Skitarii legions, and the Titan Legion, Legio Draconis, known as the Dark Dragons.

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Retrospective: Imperial Knights

Today, we're going to a Retrospective on...Imperial Knights! I mean, this is primarily an Imperial Knight blog, so obviously if I'm ...

Monday, October 12, 2026

Horus Heresy Errata and FAQs

 We finally have rules update for The Horus Heresy! Yay! And one of the best improvements is to the Vanguard rule, which affects me a lot because I play Knights and my Solar Auxilia are mainly Veletaris sections (and my Imperial Militia are composed of Grenadiers). So now Vanguard now allows you to score X (mostly 3, going by my Knights) when you kill units within 3" of the objective marker at the start of the player's turn. That's huge, because it means the opponent can't simply use a Reaction to move his unit away from the objective marker to deny your scoring of Vanguard points. Yay!

Other FAQs include rolls of 1 for armor penetration always fail, regardless of whether it's equal or greater than the armor value of the target. So even if my Knight's Strength 12 reaper chainsword rolls a 1 against an AV10 Rhino, it fails.

There are also line of sight stuff, and I see people complaining about how terrain has infinite height and no line of sight can be drawn. Just a caveat, though - that only applies for heavy terrain. You can still draw line of sight over light terrain, and above 3" for medium terrain, if I'm reading it right. If not, feel free to correct me.

Apparently, you are free to not target different units if you make multiple shooting attacks with a Vehicle. Also, more than one units can make the same reaction in response to the same enemy unit. E.g. if an enemy unit ends a move within 12" of 2 of your units, and within line of sight, both of them can Reposition.

Also, for those of you army builders - if you have a detachment that restricts you to taking specific units for a specific slot, e.g. Support slots in the Dreadwing Detachment only allowing you to take Rapier units and Interemptors, then even if you use the Prime advantage Logistical Benefit to take an additional Support slot, even that slot must be restricted to Rapiers and Interemptors. So you're better off taking a War Engine slot or something, I guess...


Also, if your transport gets destroyed during your movement phase, and your unit makes an emergency disembarkation, they can still move. And charges they make count as disordered. And if your blast weapons scatter back to your tank, e.g. my Leman Russ Executioner tank's plasma cannon, then you treat it as being fired from the actual target (e.g. the Terminators I targeted) when determining which armor facing gets hit. Blasts also don't scatter off the table - treat it as if the center of the blast marker hits the edge of the table. Deep Strikers count as having moved their full movement characteristic when deep striking.

Vehicles can now make saves or damage mitigation rolls against glancing hits. Also, vehicles cannot move vertically or be set up on any level that's not the first floor. Makes sense, so please stop pretending your tanks can climb buildings. Also, units can only disembark from a transport after it makes its full move. You can't move halfway, disembark the passengers, then continue moving the transport's remainder of its movement characteristic.

Feel No Pain is updated, but...I don't see no change, you still discard damage as long as you roll X (Feel No Pain 5+ means you ignore wounds whenever you roll a 5 or 6). Shot Selector now has Breaching 5+. Also, Overseer, Master of Auxilia can now join Imperial Militia units as well as Solar Auxilia. Imperial Militia don't get left out now, yay!

Mechanicum models with Comptroller doesn't let Vanguard units they join score more than 1 point for controlling Objective Markers. Heterodoxists now have to deduct the difficulty Cybertheurgic points when doing their powers. Also, Decimator swaps the heavy flamer and claw for an option now. Apparently, when Titans move and cause Cool checks, anyone passing the Cool check stays as close to his original position as possible, as long as he doesn't end up under the Titan or in base contact with an enemy.

Zone Mortalis has a new map for Configuration Tertius.


Clearance protocol, no quarter also has a new map.


Auxilia Battle Combat Technicians now have Battlesmith 3.

Also, an errata for Prospero Burns: The Judgement of Valdor that I somehow missed the first time - Thousand Sons are no longer the only Traitor Legion who can take Tzeentch Daemons as an auxiliary detachment. They're now open to all Traitor Legions, just like Slaanesh Daemons. No wonder that detachment wasn't specific to Emperor's Children. Well, Word Bearers were there, so...

I guess that's all, folks! I glossed over quite a few things like Challenges because those are challenging to comprehend, but aside from that, these are the stuff I found most interesting in the rules updates. I hope your games will be better now!

Strangely enough, I don't see Goonhammer...ahem, Tabletop Battles writing anything about Horus Heresy. Hell, they didn't even do their usual preview on Assault on Kol. Don't worry, I'll write about the lore, but...uh, I won't write anything about the rules, aside from mentioning the obvious - that there's rules for Slaanesh Daemons and the affiliated Solar Auxilia. Oh, well...

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