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EPICARMAGEDDONCOMPENDIUMV2.0 EPIC ARMAGEDDON COMPENDIUM DISCLAIMER All of this remains the intellectual property of Specialist Games, Forgeworld, and Games Workshop. Support Epic Armageddon bybuying Epic products fromthe Specialist Games Online Store and Forgeworld Online. Games Workshop, theGamesWorkshoplogo,Epic,BattlefleetGothic,theBattlefleetGothiclogo,SpecialistGames,theSpecialistGameslogo, Forgeworld, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, and their mothers fromtheWarhammer 40,000universeand theWarhammer World areeither ®,TM and/or©Copyright GamesWorkshop Ltd2000-2008,variablyregisteredintheUKandothercountriesaroundtheworld.Usedwithoutpermission.Nochallenge totheirstatusintended.AllRightsReservedtotheirrespectiveowners. 1 EPICARMAGEDDONCOMPENDIUMV2.0 SEQUENCEOFPLAY StrategyPhase BothplayersrollaD6+theirarmiesStrategyrating,thewinnerchoosestogofirstorsecond ActionPhase Playersalternatecarryingoutactionswiththeirunits EndPhase Bothplayersalternaterallyingformationsthatarebrokenorhaveblastmarkers,andthencheckvictoryconditions ACTIONS Advance Maymake1MovethenShoot Engage Maymake1"charge"MovethenfightanAssault Double Maymake2MovesthenShootwitha-1 March Maymake3Moves Marshal MayShootwitha-1thenRegroupORmake1MovethenRegroup(roll2D6andremovenumberofBMequaltohighestroll) Overwatch FormationentersOverwatch SustainedFire Maymake1Shootwitha+1 Hold Maymake1MoveORShootORRegroup(onlyavailabletoFormationsthatfailanActionTest) Special SeetheUnitorScenario'sspecialrules ACTIONTESTMODIFIERS RALLYTESTMODIFIERS Formationhasatleast1BlastMarker -1 FormationisBroken -2 TryingtoretaintheInitiative -1 Thereareenemyunitswithin30cm -1 TERRAINEFFECTSTABLE Terrain Infantry Vehicle WarEngine Buildings 4+CoverSave Impassable Impassable Cliffs Impassable Impassable Impassable Fortifications 3+CoverSave(seerules) Seerules Impassable Jungle 4+CoverSave Impassable Dangerous Marsh 6+CoverSave,Dangerous Dangerous Dangerous Openground,hillslopes NoEffect NoEffect NoEffect River 6+CoverSave,Dangerous Impassable NoEffect Roads Seerules Seerules Seerules Ruins,rubble 4+CoverSave Dangerous Dangerous Scrub 6+CoverSave NoEffect NoEffect Woods 5+CoverSave Dangerous Dangerous BARRAGETABLE Barragepoints ExtraTemplates ExtraBlastMarkers AP AT 1 None None 6+ 6+ 2 None None 5+ 6+ 3 None None 4+ 5+ 4-5 One None 4+ 5+ 6-7 One One 4+ 5+ 8-9 Two One 4+ 5+ 10-12 Two Two 4+ 5+ 13-15 Two Three 4+ 5+ 16-18 Two Four 4+ 5+ ASSAULTMODIFIERS Foreachkillyouhaveinflictedduringtheassault +1 Youhavemoreunitsthantheopposingformation* +1 Youhavemorethantwiceasmanyunitsastheopposingformation* +1 YourformationhasnoBlastmarkers** +1 TheopposingformationhasmoreBlastmarkers** +1 ForeachInspiringunit +1 *Countthetotalnumberofunitsremaininginthechargingformationagainstthetotalnumberofunitsremaininginthedefendingformation.Don’t includeunitsfromotherformationsthatwerelendingsupportingfire. **CountbrokenenemyformationsashavingasmanyBlastmarkersasunits. VICTORYCONDITIONS Blitzkrieg Capturetheobjectiveonyouropponent’stableedge,i.e.thefirstobjectiveeachplayersetsup BreakTheirSpirit Destroy,notbreak,youropponent’smostvaluableformation.Ifanumberarethesamevalue,destroyanyoneofthem DefendTheFlag Controlall3objectivesinyourhalfofthetable TakeAndHold Capture2objectivesinyouropponentshalfofthetable TheyShallNotPass Nounbrokenenemyformationsinyourhalfofthetable 2 EPICARMAGEDDONCOMPENDIUMV2.0 TABLE OF CONTENTS 0.0EPICARMAGEDDON–STANDARDSCENARIO................5 2.1.13Skimmer..................................................................26 1.0EPICGAMERULES..................................................................6 2.1.14Sniper......................................................................27 1.0.1Whatyouwillneedtoplay..........................................6 2.1.15SupremeCommander..............................................27 1.1UNITS..................................................................................6 2.1.16ThickRearArmour.................................................27 1.1.1UnitTypes...................................................................7 2.1.17Teleportation...........................................................27 1.1.2Stands..........................................................................7 2.1.18Walker.....................................................................27 1.1.3Unitdatasheets............................................................7 2.2SPECIALISTWEAPONS..................................................28 1.2FORMATIONS....................................................................7 2.2.1Anti-aircraftweapons................................................28 1.2.1Formations...................................................................7 2.2.2Disrupt......................................................................28 1.2.2Initiativevalues...........................................................8 2.2.3ExtraAttacks.............................................................28 1.3BLASTMARKERS.............................................................8 2.2.4FirstStrike.................................................................28 1.4SEQUENCEOFPLAY........................................................8 2.2.5IgnoreCover.............................................................28 1.4.1Sequenceofplay.........................................................8 2.2.6Macro-weapons.........................................................28 1.4.2Abilitiesusedatstartofturn/action.............................8 2.2.7One-Shot...................................................................29 1.5THESTRATEGYPHASE...................................................9 2.2.8SlowFiring...............................................................29 1.6THEACTIONPHASE.........................................................9 2.2.9TitanKiller................................................................29 1.6.1Actions........................................................................9 3.0WARENGINES.......................................................................30 1.6.2Theactiontest.............................................................9 3.1WARENGINEMOVEMENT...........................................30 1.6.4Retainingtheinitiative...............................................10 3.1.1WarEngineformations.............................................30 1.7MOVEMENT.....................................................................10 3.1.2WarEngineZonesofControl....................................30 1.7.1Multiplemoves..........................................................10 3.1.3TransportWarEngines..............................................30 1.7.2Otherunits.................................................................10 3.2WARENGINESHOOTING..............................................31 1.7.3Zonesofcontrol.........................................................10 3.2.1AllocatinghitstoWarEngines..................................31 1.7.4Formations.................................................................11 3.2.2WarEngineDamageCapacity..................................31 1.7.5Transportvehicles.....................................................11 3.2.3Criticalhits................................................................31 1.8TERRAIN...........................................................................11 3.2.4Blastmarkers............................................................31 1.8.1Dangerousterraintest................................................12 3.2.5TitanKillerweapons.................................................32 1.8.2Covertohitmodifiers................................................12 3.3WARENGINEASSAULTS..............................................32 1.8.3Infantrycoversaves...................................................12 3.3.1Chargemove.............................................................32 1.8.4Terraineffects...........................................................12 3.3.2CloseCombatandFirefightattacks...........................32 1.9SHOOTING........................................................................13 3.3.3ResultRolls...............................................................32 1.9.1Pickingatarget..........................................................13 4.0AEROSPACEOPERATIONS.................................................33 1.9.2Whomayshoot?........................................................13 4.1AEROSPACEUNITS........................................................33 1.9.3Shootingprocedure..........................................................14 4.1.1AerospaceFormations...............................................33 1.9.4PlaceBlastmarker.....................................................14 4.2AIRCRAFT........................................................................33 1.9.5Rolltohit...................................................................14 4.2.1Aircraftapproachmoves...........................................34 1.9.6Allocatehits&makesavingthrows.................................15 4.2.2Aircraftattacks..........................................................34 1.9.7Checktoseeiftargetbreaks......................................15 4.2.3Anti-aircraftattacks...................................................34 1.9.8Barrages....................................................................15 4.2.4Flakattacks...............................................................35 1.10OVERWATCH.................................................................17 4.2.5Transportinggroundunits.........................................35 1.11CROSSFIRE.....................................................................18 4.2.6Disengagementmoves...............................................36 1.12ASSAULTS......................................................................18 4.2.7Blastmarkers............................................................36 1.12.1Assaultprocedure....................................................18 4.3SPACECRAFT..................................................................36 1.12.2Choosetargetformation..........................................18 4.3.1Planningspacecraftoperations..................................36 1.12.3MakeChargemove..................................................18 4.3.2Carryingouttheoperation.........................................37 1.12.4Countercharges.......................................................19 4.3.3Orbitalbombardment................................................37 1.12.5Resolveattacks........................................................20 4.3.4Pin-pointattacks........................................................37 1.12.6SupportingFire........................................................20 4.4PLANETFALL..................................................................37 1.12.7Workoutresult........................................................21 5.0TOURNAMENTGAMING.....................................................39 1.12.8Loserwithdraws......................................................21 5.1EPICTOURNAMENTGAMERULES.............................39 1.12.9Winnerconsolidates................................................21 5.1.1Forces........................................................................39 1.12.10Intermingledformations........................................22 5.1.2Set-up........................................................................39 1.13REGROUPING&BROKENFORMATIONS.................22 5.1.3TheFiveMinuteWarmUp.......................................39 1.13.1Regrouping..............................................................22 5.1.4PlaceObjectiveMarkers...........................................40 1.13.2Becomingbroken.....................................................22 5.1.5SetupSpacecraft&Garrisons...................................40 1.13.3Withdrawals............................................................22 5.1.6Set-upRemainingFormations...................................40 1.13.4BlastmarkersandBrokenformations......................22 5.1.7VictoryConditions....................................................40 1.14THEENDPHASE............................................................23 6.0FORCESANDARMYLISTS.................................................42 1.14.1Rallyingformations.................................................23 6.1SPACEMARINES............................................................43 1.14.2Checkvictoryconditions.........................................23 6.1.1SpaceMarinesSpecialRules.....................................43 2.0SPECIALISTUNITS&WEAPONS........................................24 6.1.2.SpaceMarinesForces...............................................45 2.1SPECIALISTUNITS.........................................................24 6.1.3SpaceMarinesArmyLists........................................50 2.1.1Characters..................................................................24 6.2IMPERIALGUARD..........................................................53 2.1.2Commander...............................................................25 6.2.1ImperialGuardSpecialRules....................................53 2.1.3Fearless......................................................................25 6.2.2ImperialGuardForces...............................................54 2.1.4Infiltrator...................................................................25 6.2.3ImperialGuardArmyLists.......................................61 2.1.5Inspiring....................................................................25 6.3ADEPTUSMECHANICUS...............................................64 2.1.6InvulnerableSave......................................................25 6.3.1TitanLegionsSpecialRules......................................64 2.1.7JumpPacks................................................................26 6.3.2AdeptusMechanicusForces......................................65 2.1.8Leader........................................................................26 6.3.3AdeptusMechanicusArmyLists..............................74 2.1.9LightVehicle.............................................................26 6.4ORKS.................................................................................77 2.1.10Mounted..................................................................26 6.4.1OrkSpecialRules......................................................77 2.1.11ReinforcedArmour..................................................26 6.4.2OrkForces.................................................................78 2.1.12Scout........................................................................26 6.4.3OrkArmyLists.........................................................83 3 EPICARMAGEDDONCOMPENDIUMV2.0 6.5ELDARS............................................................................86 6.5.1EldarSpecialRules....................................................86 6.5.2EldarForces...............................................................88 6.5.3EldarArmyLists.......................................................95 6.6CHAOS............................................................................100 6.6.1ChaosSpecialRules................................................100 6.6.2.ChaosForces..........................................................102 6.6.4ChaosArmyLists....................................................110 6.7TYRANIDS......................................................................112 6.7.1TyranidSpecialRules..............................................112 6.7.2TyranidForces.........................................................114 6.7.3TyranidArmyLists.................................................117 6.8NECRONS.......................................................................118 6.8.1NecronSpecialRules...............................................118 6.8.2NecronForces.........................................................119 6.8.3NecronArmyLists..................................................121 6.9TAU..................................................................................122 6.9.1TauSpecialRules....................................................122 6.9.2TauForces...............................................................123 6.9.3TauArmyLists........................................................127 6.10DARKELDARS............................................................128 6.10.1DarkEldarSpecialRules.......................................128 6.10.2DarkEldarForces..................................................130 6.10.3DarkEldarForces..................................................133 6.11SQUATS........................................................................134 6.11.1SquatSpecialRules...............................................134 6.11.2SquatForces..........................................................135 6.11.3SquatArmyLists...................................................138 4 EPICARMAGEDDONCOMPENDIUMV2.0 0.0 EPIC ARMAGEDDON – STANDARD SCENARIO VICTORYCONDITIONS FORCES  Achieve2ormoregoalsattheendofthe3rdor4thturnAND  Achievemoregoalsthanyouropponent.  2000pts–5000pts CAPTURE/CONTESTOBJECTIVES TABLESIZE  Youcaptureanobjectiveifyouhaveaunitwithin15cmofitintheendphaseand  Min:150x90cm; youropponentdoesnot;  Max:240x150cm.  Anobjectiveiscontestedifbothsideshaveaunitwithin15cmofitintheend TERRAIN phase;  Dividethetableinto60cmsquareareas;  Unitsfrombrokenformationsorfromformationsthathaveralliedthatendphase  Select2terrainfeaturespersquareareas(12terrainfeaturesona120x180cm); cannotcaptureorcontestobjectives.  River=1terrainfeatureforeachsquareareaitrunsthrough–1bridgeof1ford  Aircraftwhichhavelandedmaynotcaptureanobjectiveonthesameturnthatit every30cm; lands.However,alandedaircraftmayimmediatelycontestanobjective.  Place0-4terrainfeaturesineach60cmsquare; GOALS  Addasmanyroadsasnecessary.  Blitzkrieg:Capturetheobjectiveonyouropponent’stableedge,i.e.thefirst DEPLOYMENTZONE objectiveeachplayersetsup;  Higheststrategyratingchoosesdeploymentzone(rolladiceincaseofatie);  Break Their Spirit: Destroy, not break, your opponent’s most valuable  Deploymentzone=tableedgeORcorner(halfwayupeachlongandshortedge). formation.Ifanumberarethesamevalue,destroyanyoneofthem; OBJECTIVEMARKERS  DefendTheFlag:Controlall3objectivesinyourhalfofthetable;  Placeobjectivesinturns,startingwithhigheststrategyrating(rolladiceincase  TakeAndHold:Capture2objectivesinyouropponentshalfofthetable; ofatie);  TheyShallNotPass:Nounbrokenenemyformationsinyourhalfofthetable.  1stobjectiveagainstowntableedge; TIEATTHEENDOF4THTURN  2ndand3rdobjectivesinopponent’stableedge,atleast30cmawayfrom  Ifneitherplayerhaswonattheendofthe4thoranysubsequentturn,bothplayers opponent’stableedgeandfromanyotherobjectives. rollaD6: DEPLOYMENT o Ifbothrollthesamenumber,thenthegamecarriesforanotherturn; 1. Setupspacecraft; o Iftheplayersrolldifferentnumbers,thenthegameendsinatiebreak. 2. Setupformationsenteringplayviaplanetfall; VICTORYPOINTS 3. Setupgarrisons(upto2garrisonsmaybeplacedonOverwatch):  Formationdestroyed=fullpointsvalueoftheformation; o Higheststrategyratingchooseswhogoesfirst(rollincaseofatie),  Formationbrokenandreducedtohalfstrengthorless=fullpointsvalueofthe o Garrisonsaresetupinowntableedgewithatleastoneunitwithin formation; 15cmofanobjective);  Formationreducedtohalfstrengthorlessbutnotbroken=halfthevalueofthe o Garrisons: formation;  FormationswherehalformoreoftheunitsareScouts,OR  Formationbrokenbutabovehalfstrength=halfthevalueoftheformation.  Formationswherenomorethanoneunithasamovegreater than15cmandwherenoneoftheunitsareWarEngines,OR  Formationsincludingunitswithaspeedof0cm; 4. Designateformationskeptinreserve; 5. Setupremainingformationswithin15cmoftheirowntableedge,startingwith higheststrategyrating(rolladiceincaseofatie). 5 EPICARMAGEDDONCOMPENDIUMV2.0 1.0 EPIC GAME RULES On the following pages you will find the core rules for Measuring Instrument: You will need some kind of the Epic game system, covering all of the basic measuring instrument marked in centimetres (cm) in mechanicsoftheEpicgame.Thecorerulesdescribehow ordertoplayEpic.Youwillfindaretractablemeasuring units (that’s to say any kind of infantry or armoured tape most useful for measuring movement and shooting vehicles) move and fire on each other and participate in distances. If you only have a measuring instrument assaults. marked in inches then you can use it by halving any distancesmeasuredincentimetresandusingtheresultas Scattered through the rules you will occasionally find adistanceininchesinstead.Forexample,iftherulessaid Special Rule boxes. Most special rules are described in 5cm you would count this as 2.5" instead. Please note rules sections 2.0-4.0, but some rules you really need to thatifyoudecidetomeasureanydistancesininchesthen knowaboutearlieronandbecauseofthiswe’veincluded bothplayersmustdoso! them with the core rules. You will also find Design Concept boxes that explain certain fundamental Paper and Pens or Pencils: You may need to record principles of the rules. We’ve put these off to one side details of casualties and damage to those gigantic war rather than include them in the rules proper in order to enginesoccasionallyduringagame,soit’susefultohave save repetition, and also to allow us to explain in rather somepaperandawritingimplementhandy. moredetailtheconceptsandphilosophybehindtherules. The author feels quite strongly that disputes or Dice: In Epic you’ll need buckets full of ordinary six- misinterpretation of the rules can be minimised if you sided diceto resolveshootingand fightingin an assault. understandwhyaruleiswrittenthewayitis. These are referred to as a D6. If you need to roll more than one dice, then this is written as 2D6 (for roll two Wehighlyrecommendthatyouplayseveralgamesusing dice)or4D6(forrollfourdice)andsoon.Ifyouhaveto thecorerulesbefore fightingbattlesusingthefull range add something to the total of the roll, this is added ofEpicscalevehicleandinfantryminiaturesthatusethe afterwards. For example, D6+6 means roll one dice and special rules. Inordertohelpwith thiswe’veincludeda add 6 to the score to get a total between 7 and 12. If numberof‘trainingscenarios’attheendofthecorerules askedtorollaD3simplyrollaD6andcountarollof1-2 thatwillallowyoutotrytherulesoutquicklyandeasily. asa1,arollof3-4asa2,andarollof5-6asa3.Insome casesaunitorformationwillneedtorolla1orhigheron 1.0.1Whatyouwillneedtoplay aD6. In thiscasetherollautomaticallysucceedsand no In order to play you will need to get hold of Epic scale dicerollisstrictlynecessary(thoughyoucanrollanyway miniatures. These miniatures are available from Games ifyouwish!). WorkshopstoresandDirectSalesaswellasindependent specialisthobbyshops. Blast Markers: An army in battle tends to get worse at fighting as it is subjected to enemy fire and loses close You will also need a small amount of gaming terrain. combats. In Epic, Blast markers represent this. You can You can usethehillsand treesmade for Warhammer or either make your own Blast markers, or use the Battle Warhammer 40,000 and available from the same places MarkersproducedbyGamesWorkshop,orkeeptrackof as Epic miniatures if you don’t have any Epic scale thingswithpaperandpencilorsomeothermethodifyou terrain, or just lay a cloth over some books to create prefer. As long as you knowhow manyBlast markers a rolling, hilly terrain. Forge World sells a wide array of formation has accumulated during the game then detailed resin terrain pieces to expand the boundaries of whatevermethodyouuseisfinewithus! yourbattlesettings. 1.1UNITS In addition to models, a suitable battlefield, and players Epic lets you fight battles with everything from lowly you’llneedafewmoreessentialitemstobeginplay: infantry to the terrifying war engines that dominate the battlezonesofthe41stMillennium.Fromthesmallestto Templates: Certain weapons in Epic, such as the huge the greatest, every warrior and weapon has its part to Imperial Earthshaker Cannon, have an area effect rather play. Different types of unit complement one another in than targeting a specific unit. These attacks are combat – war engines fighting in cities need infantry to representedbyplacingacirculartemplateoverthetarget enter buildings and drive out enemy troops, infantry in andattemptingtoaffectanyunitsunderit.Twotypesof the open need support from their own tanks and war template are used in Epic, a Barrage template that has a engineslesttheybesweptawaybyenemywarengines. diameter of 7.4cm, and a larger Orbital Bombardment template that has a diameter of 12cm. The type and Nomatter whattheirsize,theCitadel miniaturesusedto intensityoftheattackwilldictatewhichtemplateisused playEpicarereferredtoasunitsintherulesthatfollow. andhowmanytemplatesmayberequired.Copiesofboth Each unit is an individual playing piece with its own templatescanbefoundattheendofthecorerules,oryou capabilities.Aunitmayconsistofasinglemodeltank,a can use the plastic Blast and Ordnance templates gigantic war engine, or several infantrymodels mounted producedbyGamesWorkshop.Youcanalso makeyour together on a single base, but in the rules all of these ownversionsofthetemplatesfromcardoracetate. thingsaresimplyreferredtoasunits. 6 EPICARMAGEDDONCOMPENDIUMV2.0 IMPORTANT: The core rules on the following pages Speed: The speed of the unit. This is the distance in onlycover infantryandarmouredvehicles. Therulesfor centimetrestheunitcanmoveeachturnwhilestillfiring specialist units in section 2.0 introduce several new unit its weapons fairly effectively. It is possible for units to types and characteristics, rules for Titans and other war movefasterthanthisif you wish,buttheirshootingwill engines are introduced in Section 3.0, and rules for befarlesseffective. aircraftinSection4.0. Armour: Thisnumber showshowwell protected and/or 1.1.1UnitTypes difficult to damage the unit is. If a hit is scored on the All units in the corerules are subdivided into two broad unitthenyoumustrollthisnumberorhigheronaD6to categories:InfantryandArmouredVehicles. ‘save’theunitfromthedamage. Infantry (INF): This designation includes all personnel Close Combat: This number shows how effective the notmountedinsideavehicle.Infantryarerepresentedby unit is at close combat. It is used when the unit charges between three and seven Epic infantry models mounted anenemyunit,orischargeditself. onasinglebase(see1.1.2fordetails).Fieldartillerysuch as Ork Big Gunz also fall into this category, as do Firefight: This shows how effective the unit is when infantrythatrideonbikesorhorses. involvedinashort-rangedfirefight. Armoured Vehicles(AV): As their nameimplies, these Weapons: This section of the data sheet lists what vehicles are covered with thick armour plate. The weapons the unit carries. If a unit carries more than one category includes tanks such as Leman Russ and Land of a type of weapon then this will be noted as a Raiders, as well as armoured troop carriers like the ‘multiplier’bytheweapon’sname.Forexample,aSpace Rhino. Armoured vehicles are represented by a single Marine Tactical squad is noted as having a ‘Missile model. Launcher’, while a Space Marine Devastator squad is notedashaving‘2xMissileLauncher’. 1.1.2Stands Aspreviouslynoted,aunitcanbeasinglevehiclemodel, Range:Therangeoftheweaponincentimetres. orastandmadeupofseveralverysmallmodelsgrouped together and glued to a small base. Stands usually Firepower: The numbers here represent how effective represent things like infantry, where moving the the weapon is when it shoots. Firepower comes in two individual models round on their own would be very ‘flavours’: Anti-personnel (abbreviated to AP) and fiddlywithEpicscale models. Allthemodelsgluedtoa Antitank (abbreviated to AT). AP fire is used against stand count as a single unit as far as the rules are infantrytargetsandATfireagainstarmouredvehicles.A concerned.Thesizeofastandandthenumberofmodels weaponthathasbothanAPandanATvaluemaychoose gluedtoitareleftprettymuchuptotheplayertodecide touseeitheronewhenitattacks,butmaynotusebothin withinthefollowinglimitations: thesameturn. • A stand may be no more than 40mm and no less than The value listed for a weapon is the score required on a 5mmacrossinanydirection. singleD6 to scoreahit. Most weaponsonlyrolloneD6 tohitwhentheyshoot.However,ifaweapon’sfirepower • Astand must be at least 20mm across in one direction value is preceded by a multiplier then a number of dice (ie, a 5mmby5mm stand is not allowed, but a 5mmby equal to the multiplier should be rolled instead. For 20mmstandwouldbeokay). example, a weapon with a firepower of ‘AP5+’ would roll one D6 to hit, while a unit with a firepower of ‘3 x • Stands representing infantry units must have at least AP5+’ would roll three D6. Sometimes the entry will threeinfantrymodelsandmaynothavemorethanseven. specify a dice roll rather than a fixed number. For Infantry mounted on bikes or horses must have between example, a weapon that had ‘D3 x AP5+’ would attack twoandfourmodelsmountedoneachbase. D3timeseachtimeitwasused. •Standsrepresentingartillerymusthavebetweenoneand Special Rules: Some weapons have additional abilities twoartillerypiecesanduptosixcrewmodels. (see2.0)andmayhavelimitedfirearcs(see1.9). 1.1.3Unitdatasheets1 Notes:Ifanyspecialrulesapplytotheunitthentheywill be noted here. An explanation of what effect these rules EachunitinEpichasadatasheetthattellsyouhowfast, havecanbefoundinsections2.0-4.0. shootyandtoughtheunitis.Eachdatasheetprovidesthe followinginformation: 1.2FORMATIONS Type:Whattargettypetheunitbelongsto. On the battlefield, vehicles and troops don’t just mill around individually, instead they are organised so that they fight as a unified whole. In Epic, a body of troops andwarmachinesthatfightstogetheronthebattlefieldis referredtoasaformation. 1 1.1.3UnitDatasheets 1.2.1Formations Q:AND/ORdesignationsarefrequentlyusedforweaponsthathavearangedfire andanassaultmode.Whatisthedifferencebetweenthetwo? Allunitsmustbeorganisedintoformationsatthestartof A:Someweaponsystemsarecapableofbeingusedinmultipleways.Aweapon designatedas“OR”maychoosebetweenthemodesoffireonthedatasheeteachtime the game. The scenarios included in these rules will tell itisused,whetherinatypicalactivationordefendingagainstanassault.Aweapon you what formations each side may use. If you are designatedas“AND”mayuseallmodesoffiresimultaneouslyeachtimeitisused. 7 EPICARMAGEDDONCOMPENDIUMV2.0 devising your own scenario then you must decide what formations the units taking part will fight in before the battlebegins. DESIGNCONCEPT–BlastMarkers Every unit in a formation must be no further than 5cm from at least one other unit in the same formation. In Blast markers are an attempt to show in a simple and addition, all units must form a ‘chain’ without any gaps playable manner that the psychological effect of fire is of more than 5cm. Sometimes the units in a formation every bit as important, if not more important, than the willbecomeseparatedduetoenemyfireorassault.When actual number of casualties caused. Blast markers thishappens,theformationmustclosebackupagaininto representawholerangeofpersonaldisastersoccurring alegalformationwhenitnexttakesanaction(see1.6.1). to the units in a formation: things being damaged, squads being scattered, breaking or fleeing, and so on. 1.2.2Initiativevalues They are a vital part of Epic so don’t overlook their Eachformationhasaninitiativevaluethatrepresentshow importance. The rules for Blast markers reflect the fact welltrainedandmotivateditis.Thelower aformation’s that most troops will tend to grind to a halt and seek initiativevalueis,thebetter(eg,aninitiativeof1isbetter coverwhentheycomeunderevenquiteasmallamount than an initiative of 2). Formations with good initiative of fire (that’s whya single sniper can slow down many values are more likelyto carryout orders, and will rally times his own number of enemy troops), but will only more quickly than formations with worse initiative withdraw when a combination of casualties and values.Youwillfindthataformation’sinitiativevalueis sustained enemy pressure convinces them that their one of its most important characteristics. Some example position is untenable and they should withdraw (which initiativevaluesareshownbelow: iswhyasinglesniperwillrarelydrivetheenemyoff). Formation Initiativevalue SpaceMarine 1+ ImperialGuard 2+ 1.4SEQUENCEOFPLAY Ork 3+ An Epic battle is fought over a number of turns. How manyturnsabattlewilllastisdeterminedbytheplayers 1.3BLASTMARKERS themselvesorthescenariobeingfought. During a game of Epic the formations under your command will receive Blast markers when they come Epicusesthefollowingsequenceofplay.Asyoucansee, under fire, take casualties, fight in assaults, or fail each turn in Epic Armageddon is split into three phases. initiative tests. Blast markers can be removed when a However, the bulk of the action occurs, appropriately formation rallies or regroups (see 1.13 and 1.14.1). The enough, in the action phase. During this phase, the effects of last markers will make more sense when you players take it in turn to pick one of the formations in havereadtherestoftherules,butinsummary: their armies and carry out an action with it. Each formationinanarmycancarryoutoneaction.Afterboth • Aformation receives oneBlast marker everytimeit is players have taken one action with each of their shot at byan enemy formation, even if no casualties are formations, they move onto the end phase. This is caused,unlesstherulesspecificallystateotherwise. basically a ‘tidy-up’ phase, where things that are not carried out during the action phase are sorted out. Note •Inaddition,aformationreceivesoneBlastmarkerevery that both players do things in each phase, so both carry timeaunitisdestroyed,unlesstherulesspecificallystate outactionsintheactionphase,rallybrokenformationsin otherwise. theendphase,andsoon. •EachBlastmarkersuppressesoneunitintheformation 1.4.1Sequenceofplay and stops it from shooting. Blast markers also affect a formation’sabilitytocarryoutactions,winassaults,and I–StrategyPhase:EachplayerrollsaD6andaddstheir rally. A formation is broken when the number of Blast army’s strategy rating to the score. Whoever scores markers equals the number of units in the formation, higher may choose to go first or second in the action unless the rules specifically state otherwise. A broken phase. formation has to withdraw, and is not allowed to take actions in the action phase (which basically means it II – Action Phase: The players alternate carrying out can’tmoveorshoot).Itmusttrytorallyintheendphase. actionswiththeirunits. BlastMarkerTable III – End Phase: Both players rally formations with BlastMarkers Result Effects Blast markers or that are broken, and then check the EachBM Unitsuppressed Maynotshoot scenariovictoryconditionstoseeifeithersidehaswon. 1BMperunit Formationbroken Withdraw 1.4.2Abilitiesusedatstartofturn/action1 Some units have special abilities that are specified as taking effect at the beginning of the turn. These effects 1 1.4.2BeginningofTurn Q:Withabilitiesthatareusedatthestartoftheturn,whogoesfirst? A:Theplayerwiththehigherstrategyratinghastheoptionofactingfirstorforcing theopponenttoactfirst. 8 EPICARMAGEDDONCOMPENDIUMV2.0 are resolved before the Strategy roll. Similarly, abilities 1.6.1Actions thatareusedatthestartofanactioncanbetakenbefore To carry out an action, first nominate an unbroken the Initiative roll is made or the action chosen. If both formation and then choose an action for it to carry out. players have effects for the beginning of the turn, take Theactionsthatcanbechosenarelistedasfollows.Note turns resolving them starting with the player with the that you must activate a formation if you can, you can’t higher Strategy rating, alternating between players for chooseto‘pass’unlessyouhavenochoiceinthematter. eachsubsequenteffectuntilalleffectsareresolved.. Alsonotethataformationmayonlybeactivatedonceper Actionphase. DESIGNCONCEPT–Ties Advance: The formation may make one move and then shoot. In the case of a tie or any situation where the rules Engage: The formation may make one ‘charge’ move allowbothplayerstodosomethingatthesametime,the andthenfightanassault. player with the next birthday gets to go first unless the rulesspecificallysayotherwise Double: The formation may make two moves and then shootwitha-1modifier. 1.5THESTRATEGYPHASE March:Theformationmaymakethreemoves. Eacharmyhasastrategyrating.Thiswilleitherbelisted Marshal: The formation may either shoot with a -1 in the notes for a scenario, or can be found in the army modifier and then regroup, or make one move and then list if you are playing a tournament game. An army’s regroup. Regrouping allows the formation to remove strategyratingrepresentsa mixtureofitsaggression and some of the Blast markers affecting the formation the ability of its commanders. An army with a high (see1.13). strategyratingismorelikelytoactbeforeanenemywith alowerstrategyrating. Overwatch: The formation may not move, but instead enters overwatch. Being on overwatch allows the Inthestrategyphaseatthestartofeachturnbothplayers formation to interrupt an enemy formation’s action to make a strategy roll by rolling a D6 and adding their shoot at it. You may not choose this action if the strategy rating to the score. The player whose army formationhasanyunitsthatareoutofformation. scores higher can choose to go first or second in the action phase. In the case of a tie, the side that failed to Sustained Fire: The formation maynot move (not even wintheinitiativelastturngetsitonthisturn. to turn in place), but can shoot with a +1 modifier. You maynotchoosethisactioniftheformationhasanyunits 1.6THEACTIONPHASE thatareoutofformation. In the action phase, the players take it in turns to carry out actions with their unbroken formations. Each In addition to these basic actions, there are two more unbroken formation can take one action per turn. The specialtypesofactionaformationmaymake: playerthatwonthestrategyrollcanchoosewhethertogo firstorsecond. Hold: Thisactionistheonlyoneallowedtoaformation that fails an Action test (see the rules for action tests Theplayergoingfirstthencarriesoutanactionwithone next). The formation may make one move or shoot or formation,andthentheiropponentdoeslikewise,andso regroup.Youmustchoosetomoveifanyunitsareoutof onuntilallformationshavetakenanaction.Ifoneplayer formation. runs out of formations to activate, then the opposing player may keep on activating formations one after the Special Actions: Some formations are allowed to carry otheruntilallofhisformationshavetakenanaction. out special actions. Some of these are described in the Special Rules section of this rulebook, or they may be Therearethreestepstocarryingoutanaction: includedintherulesforascenario. I–Nominateaformation. 1.6.2Theactiontest1 Beforeaformationcancarryoutanactionitmustpassan II–Declarewhichactionitwillcarryout. action test. Broken formations may not take an action. Instead they must pass a rally test in the end phase in III–Theformationmustthenpassanactiontesttoseeif order to rally. Seetherulesfor broken formations(1.13) itcarriesouttheactionsuccessfully. lateron. Each of these steps is explained in more detail below. Note that you must declare both the formation and the action it will carry out before taking the Action test. If you fail to do these things, then the formation chosen 1 1.6.2TheActionTest automaticallyfailstheActiontestwithoutthedicebeing Q:Whenrollingforinitiativetoactivateandorderyourformations,doesaD6 rolled (we can imagine this is due to a communications rollof1automaticallyfail? failure).Ifyoufailedtoevennominatetheformationthen A:No.Thiscanleadtocertainformationsautomaticallypassinganinitiativetest. SpaceMarines,forexample,willalwayspassatestunlessmodifiersapplytotheroll, youropponentmaynominatetheformationforyou. and Orks doing a double or charge actionwould pass automaticallyalso. These advantagesarebuiltintothepointsvaluesusedintheGrandTournamentarmylists, andyoushouldtakethemintoaccountwhenworkingouttheforcesusedinascenario. 9 EPICARMAGEDDONCOMPENDIUMV2.0 Topassanactiontest,youmustrollequaltooroverthe ActionTestTable formation’s initiative value on a D6. If the formation Formationhasatleast1BM -1 passestheactiontest,itmaycarryoutthestatedaction.If Formationistryingtoretaintheinitiative -1 the formation fails the test, it can still carry out a hold Result Actions Notes action(eveniftheplayernominatedsomethingelse),but PassActionTest Any Player may attempt to the formation receives a Blast marker. There is a -1 retaintheinitiative. modifier to the action test if the formation has one or FailActionTest Hold Formation receives 1 more Blast markers, and a further -1 modifier if the BM. Player may not formationistryingtoretaintheinitiative(see1.6.4). attempt to retain the initiative. 1.6.4Retainingtheinitiative Once you have successfully carried out an action with a 1.7MOVEMENT1 formation,youmayifyouwishtrytoretaintheinitiative Most actions allow all the units in a formation to make andtaketwoactionsinarow.Ifyoudecidetoretainthe oneormoremoves.Unitsmoveadistanceincentimetres initiative then you must nominate a new formation and uptotheSpeedvalueshownontheirdatasheet–thereis declaretheactionitwillcarryout,buttheformationwill nocompulsiononplayerstousethetotalmoveavailable suffer a -1 modifier to its action test. Note: If the first to them. Depending on the action theyare taking, a unit formation fails its action, you may not attempt to retain maymoveone,twoorthreetimes(see1.7.1).Theymay the initiative – ie, you may only attempt to retain the turnfreelyastheymove.Aunitisneverforcedtomove, initiativeafterasuccessfulaction. butsometimesfailingtodosocanresultinitsdestruction (see 1.13.3). Once a player has moved a unit and You must hand over the initiative after you have removed hishandfromthe model, themove maynot be completed the action for a formation that retained the changed. initiative (ie, you can’t retain the initiative twice in a row). The only exception to this is if one player has no 1.7.1Multiplemoves formations left to activate. In this case, the other player If an action allows units to make multiple moves, take may keep on activating formations without suffering the each move one after the other, following the rules that –1 modifier for retaining the initiative until all of the followforeachmove(ie,don’tsimplyaddthemovement opposingformationshavetakenanaction. distances together). For example, a Space Marine ExampleofPlay:Actions Tacticaldetachment(Speed15cm)takingaMarchaction After setting up their forces, the Ork player (Matt) and would make three moves of 15cm each, rather than one theImperialGuardplayer(Bill)bothrolladiceandadd moveof45cm. their strategy rating. The Imperial Guard player rolls a 1.7.2Otherunits 6,towhichheaddshisstrategyratingof2foratotalof 8.TheOrkplayerrollsa3onthedice,plushisstrategy Enemyunitsmaynevermoveoverorthrougheachother. rating of 3, giving him a total of 6. The Imperial Guard Withtheexceptionofinfantry,afriendlyunitmaynever player hence wins the strategy phase and may choose move directly over another friendly unit. You can move whethertogofirstorsecond.Hechoosestogofirst. over infantry units with other units, as the stationary infantry are assumed to get out of the way. Note that The action phase now begins and the Imperial Guard ‘moving over’ refers to the model itself, not the unit’s player nominates the formation with which he will base. attempthisfirstaction. 1.7.3Zonesofcontrol2 He picks a Steel Legion Mechanised Infantry Company AllunitsinEpichaveazoneofcontrolthatextends5cm out on the left flank and declares that they are going to ineverydirectionfromthemodel.Modelsmountedona attempt a double action. The chosen formation are stand may measure the zone of control from any model members of the Imperial Guard, and therefore have an onthestand. initiative rating of 2+. The player rolls the dice and scores a 4 – the action is successful and the formation Unitsmaynotenteranenemyzoneofcontrolwhilethey makesitschosenaction(inthiscase,movingtwiceupthe move, unless they are undertaking an engage action and flank. They then have the option to shoot but can’t see use their charge move to get into base contact with the anyenemysotheformation’sactionisatanend). nearest enemy unit whose zone of control they have entered. Once a unit has been contacted by an engaging TheImperialGuardplayerthendecidesheisgoingtotry toretaintheinitiative. 1 1.7:Movement HenominatesaSteelLegionSuperHeavyTankCompany Q:Canunitsmoveoffthegamingtable? ontheothersideofthebattlefieldanddeclaresthatthey A:Onlyifspecificallyallowedtodosobyaspecialrule are also going to attempt a double action. The player 2 1.7.3:ZonesofControl rolls a dice and scores a 2 – the action fails, since the Q:Canyouendyourmoveexactly5cmawayfromanenemyunit,orwouldthat formationhasanInitiativeof2,andsuffers-1toitsdice meanenteringitsZOC? A:YoumuststayoutoftheZOC.AstheZOCextends5cm,ifyouwereexactly5cm roll forretaining theinitiative. Theformation receives a youwouldbeintheZOCandthisisnotallowed.Inotherwords,youmustremain Blast marker and must take a hold action instead of morethan5cmawayfromtheenemyunit. Q:WhataretheoptionsforaunitthatfindsitselfinanenemyZOCatthestart takingthedoubleaction. ofitsactivation? A:IfaunitfindsitselfinanenemyZOCforanyreasonthenitmusteitherchargethe enemyorleavetheZOCwhenitnexttakesanaction.Itcannotchoosetoremain stationaryandstayintheZOC,whichmeansthattheformationitbelongstowillhave tochooseanactionthatallowstheunittomoveawayorcharge. 10

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