As we get closer to pre-order launch day, it’s time to explore some of the most exciting rules coming in the new edition of Warhammer: The Horus Heresy. Today we’re looking at one of the most narrative-defining changes: the introduction of the Challenge Sub-phase, which finally brings those legendary one-on-one duels to life on the tabletop.
The Horus Heresy has always been about demigods locked in bitter struggle — Primarchs clashing while entire Legions burn around them, or rival Captains meeting in brutal combat across a cratered wasteland. These moments are the turning points of the saga, and now the game has a system that captures them fully.
A New Layer for the Assault Phase
The new Challenge Sub-phase is added to the Assault Phase, creating a moment for heroes to step forward. Whenever there’s a character in combat, the active player may issue one challenge per combat.
The defending player can accept the challenge by nominating a Champion or Command model — or refuse, forcing one of their “heroes” to step back in shame, which applies a penalty to their combat performance that round.
Only models with the Command or Champion sub-types are eligible to issue and accept these challenges. Champions exist specifically to take on enemy leaders, while Command models provide extra benefits to their units, such as boosting Advanced Characteristic tests.
If the active player chooses not to issue a challenge, the defending player may do so instead using the Heroic Intervention reaction — ensuring that duel opportunities remain central to combat.
Gambits & The Focus Roll
Once a challenge is accepted, the two chosen warriors are set apart from the larger melee and engage each other directly. At this point, each player secretly selects a Gambit for their champion. There are nine universal Gambits covering offensive and defensive manoeuvres, with many Legions and characters also having unique options that reflect their fighting style.

For example, the Emperor’s Children have Gambits that emphasize precise, deadly strikes in single combat, while the World Eaters favour violent swings that can cut through multiple foes in close proximity.
Unlike standard combat, initiative does not automatically determine the attack sequence in a challenge. Instead, each player makes a Focus Roll: both roll a D6, add their Initiative, and apply any modifiers from Gambits, weapons, wargear, or nearby supporting units. Wounds, heavy armour, and other conditions may reduce this total.
The winner of the Focus Roll strikes first and gains an additional attack, creating a decisive advantage in the duel.
Weapons of Honour & Infamy
Weapon selection is critical for duels. Certain profiles lend themselves to these brutal encounters. Weapons that boost Initiative or have the Duellist’s Edge (X) rule add their value directly to the Focus Roll.
A few standout examples:
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The Charnabal Sabre, with its +1 Duellist’s Edge and Initiative bonus, gives a total +2 boost — perfect for striking first, though its lower damage profile means it may struggle to pierce heavy armour.

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The Black Sword of Sigismund is a renowned duelling blade, combining Duellist’s Edge (2) with exceptional stats, ensuring even veteran opponents approach with caution.

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Perhaps the most formidable is the White Tiger Dao wielded by Jaghatai Khan — this blade elevates his Initiative to an incredible 9 and adds Duellist’s Edge, making him one of the deadliest Primarchs in single combat.
Narrative & Tactical Payoff
Challenges now bring real tactical weight and narrative drama to every clash of heroes. Each duel plays out over multiple rounds if needed, until one champion falls or manages to withdraw. Commanders must weigh their Gambit choices carefully, picking when to strike boldly and when to defend.
This simple yet layered system ensures that the legendary duels at the heart of the Horus Heresy finally feel as cinematic and pivotal on the tabletop as they do in the lore.
