The Horus Heresy has always been about more than just massed ranks and orbital bombardments.
At its core, it’s a story of broken oaths and brother-against-brother duels played out on a galactic scale. Until now, the game’s mechanics didn’t fully reflect that. Sure, Primarchs hit hard and characters had powerful rules, but their showdowns felt like just another combat phase.
That changes now. The new Challenge sub-phase turns those clashes into proper cinematic moments. Whether it’s Fulgrim and Ferrus Manus throwing down mid-campaign or your Captain facing off against an enemy Champion in a crater, this system makes those fights feel like the main event.
What Is the Challenge Sub-Phase?
Challenges now happen during the Assault Phase, but they get their own mini-stage. Each combat that includes a character can have one challenge. You issue a challenge, and your opponent either accepts or refuses. If they accept, the duel begins. If they refuse, their model loses combat effectiveness that round — Khorne weeps, and the Emperor probably sighs.
Only models with the Command or Champion sub-types can issue or accept challenges. Command types help their units with rules like Advanced Characteristic checks. Champions, on the other hand, are made for this — their job is to win duels or die trying.
If you’re the active player and choose not to issue a challenge, your opponent still gets a shot. They can use the Heroic Intervention reaction to throw down the gauntlet instead.
Once a challenge starts, those two fighters are temporarily removed from the main melee. No interference. Just them, their weapons, and the glory of personal combat.
Gambits – How Will You Fight?
Now here’s where things get spicy. Each player secretly picks a Gambit — a tactic representing the duellist’s approach. There are nine universal Gambits in the game, ranging from cautious defense to all-out aggression. In addition, many Legions and named characters have unique ones.
This is where Legion flavour shines. Emperor’s Children? Expect refined, calculated strikes. World Eaters? They’re likely swinging for blood and hitting anyone dumb enough to be near.
The Focus Roll – Initiative Meets Strategy
Normally, Initiative decides who strikes first. In challenges, it’s different. After Gambits are chosen, both players make a Focus Roll. You roll a D6 and add your Initiative, plus any modifiers from Gambits, gear, or special rules. If you’re wounded or lumbering around in heavy armour, expect penalties.
The winner gets to strike first and gains an extra attack. Winning the Focus Roll can absolutely swing a duel in your favour, especially in those high-risk, high-reward fights between named characters.
Duellist’s Edge – Weapons That Dominate Duels
Certain weapons are tailor-made for these moments. They come with the Duellist’s Edge (X) rule, which gives a bonus to your Focus Roll equal to X. These aren’t necessarily the most powerful weapons overall, but they give you the edge — literally — in striking first.
Take the Charnabal Sabre, for example. It adds +1 to your Focus Roll and boosts Initiative by 1. That makes it a perfect choice for winning the roll, even if it won’t carve through terminator armour with ease.
Or there’s The Black Sword, wielded by Sigismund. It brings a whopping Duellist’s Edge (2) and a brutal profile with Critical Hit (6+). It’s the kind of weapon you want when you have to win.
Then there’s the White Tiger Dao, carried by Jaghatai Khan himself. Already rocking a base Initiative of 9, this blade pushes him over the top. With Duellist’s Edge (1) and an Initiative bonus, Khan almost always swings first — and hard.
Narrative and Mechanics in Perfect Balance
This system isn’t just about stats. It’s about storytelling, and it brings something new to your battles. These duels can last multiple rounds, ending only when one character dies or retreats. That means they can shape the outcome of the larger combat around them.
Better still, the system is layered with Legion flavour, tactical depth, and just the right amount of cinematic drama. You can bluff your opponent with Gambits. You can equip weapons that give you a psychological advantage. You can build characters who live and die for these moments.
Final Thoughts – Let the Heroes Clash
The Challenge sub-phase brings Horus Heresy battles closer to the source material. These aren’t just skirmishes with big models. They’re mythic confrontations that define the outcome of wars.
If you’re into character-driven games or building your army around named heroes, this is a game-changer. It’s not just about stats anymore — it’s about how your warriors fight, what they fight for, and the stories their duels will tell.
Start prepping your Champions. Bring your best blades. And next time you meet your rival across the tabletop, don’t just attack — challenge them.
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