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Epic 2nd Edition Data

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EPIC 2nd Edition Data:


for use with Space Marine / Titan Legions

Space Marine Special Rules


Allies - Space Marines can take any of the following armies as allies Imperial Guard Titan Legions Knights Tech-Guard Squats Eldar (if fighting against Orks or Chaos) General Space Marine Unit-Specific Rules Assault Marines Jump packs - ignore movement modifiers for terrain Assault Ship Carries up to 20 stands or 10 non super-heavy vehicles. Chaplain Command unit - standard rules apply Any Imperial troop stands within 10cm add +1 to their CAF Commander Command unit - standard rules apply Any Imperial units within 10cm automatically pass any morale checks Dreadnoughts (variation rule from Citadel Journal) All four Dreadnoughts in the detachment must be armed with the same combination of 2 weapons chosen from the following: assault cannon, multi-melta, missile launcher, power fist Drop Pods This card replaces the Rhinos of 1 whole Space Marine company, but the break point of the company remains the same. Assign a number to each pod, noting the contents of each assault pod - you cannot take drop pods without actually putting troops in them. Also, you must note in which turn each pod will land before the game begins. If you are using drop pods with a company that has an irregular number of stands (e.g. Space Wolf Great Companies, Terminator Companies), increase or decrease the number of assault pods to accommodate all stands. Drop pods land after orders are placed but before they are revealed. Place all the numbered markers for the pods that are going to land that turn on a barrage template and hold it 30-40cm above the table. Then sharply flip the template so the markers fall to the table. Place a closed pod where each marker lands, but keep the markers there for reference. A pod is destroyed if it lands off the table, in terrain impassable to vehicles or on a Titan. Titans or buildings hit by falling pods take one hit with a -3 save. If a pod lands on any other troops they are destroyed. Troops on first fire can shoot at the pods as they fall. They fire at the end of the orders phase after orders are revealed. Intervening terrain is ignored and they cannot fire again this turn. Pods on the ground (open or closed) can be attacked as normal At the end of each orders phase, test each pod to see if it opens. They open on a 3+. If it cannot open, test each turn until it does. When it opens troops may disembark and weapons may fire ASSAULT POD - Carries two stands. When they open, the troops inside disembark and have advance orders and can move normally in the movement phase. Detachments must remain in coherency between stands that are out of pods and those whose pods are still closed. A detachment must remain on advance orders until all of its stands are free to move. SUPPORT POD - Contains a plasma cannon which fires during the first fire phase DEATHWIND POD - As soon as it opens it launches it bombs at the end of the orders phase. Any troop stands or vehicles within 10cm of the pod are hit on 4+. Titans roll 3 dice and are hit for each 4+ rolled. The Deathwinds are one shot weapons only and have no further effect once fired Flamer Marines by Clark Chang Flamers - ignore to hit modifiers for cover You can decide whether to use these as a support card (250pts), or as a special card that allows you to replace a tactical detachment with a flamer detachment (free) Grey Knights NOTE: Grey Knights can only be taken if fighting against Chaos Can be deployed as normal at the start of the game or can be teleported down during any subsequent movement phase. To teleport, select the destination and roll the scatter dice - on an arrow, place the landing point 2D6cmaway from the intended landing point. Place the first stand on the point and the other three stands within 6cm of the first. Not affected by morale rolls due to daemons and suffer no penalties for shooting at them or being in close combat. Their close combat and ranged attacks count as psychic attacks Marine Company HQ Units

Epic 2nd Edition Data


Inquisitor Command units - standard rules apply All Imperial troops within 10cm of a Company HQ add +1 to their morale

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Command unit - standard rules apply Does not suffer penalties for close combat against daemons Any Imperial unit within 25cm automatically passes any morale tests Land Raider May carry up to two troop stands Land Speeders Skimmers - can make pop-up attacks Librarian Command unit - standard rules apply Can store force cards for close combat. Remove accompanying Rhino if the Librarian is killed PURGE PSYKER (5+) - use against any enemy psyker within 50cm. Roll 2D6 for Librarian. Enemy rolls 1D6. If Librarian is higher, enemy is destroyed. If enemy is more than twice the Librarian, the Librarian is destroyed. Does not work on a Warlock Titan MIND BLAST (3+) - range 25cm. Model is hit (no save). Targets with shields gain usual benefits. Hits on Titans are worked out by rolling on the head damage table. Can not be used on robots or daemons DESTROY DAEMON (4+) - range 25cm. Librarian rolls 2D6. Enemy rolls 1D6 (daemon stand, chaos android) or 2D6 (Wraithguard and Eldar dreadnoughts) or 3D6 (greater daemons and Avatars). If Librarian is higher, the enemy is destroyed. If the enemy is twice or more the Librarian, the Librarian is killed Marauder Fighter-Bombers Do not combine barrages Medic Command unit - standard rules apply Imperial troop stands (including cavalry) within 10cm have an unmodified 5+ saving throw if killed. If there are multiple Medics within 15cm, the stand receives multiple 5+ saves. Medics can save from the effects of Vortex, Warp Hunter and Plague Wind templates. Medics can also save stands killed in close combat Mole Mortar Underground barrage - work out damage as normal. If the target is a super-heavy or a Titan and it survives, roll another D6 - it is trapped in the crater on a 6. A trapped super-heavy or Titan cannot move while trapped but it can fire. It can attempt to climb out if on charge and then rolling a 3+, if freed it does not move that turn They can be moved like infantry, and can set up and fire from within a building. Razorbacks The weapons on the Razorback are linked so they must fire at the same target Each Razorback carries 1 stand Razorback Transport Detachment Replaces the Rhinos of 1 Space Marine detachment with Razorbacks, they are considered as part of that detachment. The break point and victory point bonus go towards the card (company or support) that the Razorbacks are used for. Detachments that have too many stands to take 6 Razorbacks may not use this card. Rhino May carry up to two troop stands Robots Do not need orders or morale checks. Before the game assign orders to each detachment. Write down the following situations in this order: 1. If there are enemy within charge reach 2. If there are enemy within weapon range 3. If there are enemy within sight 4. In any other situation For each of these situations choose a command from the following: Charge -move between normal and charge rate towards the nearest enemy unit and enter close combat if possible Capture - move between half and normal rate towards the nearest objective Advance - move between half and normal rate towards nearest enemy and can fire on it during the advance fire phase First Fire - fire on nearest enemy in the first fire phase Fall Back - move directly towards your own table edge, will not move towards any enemy Ignore - ignore the situation described, go to the next situation In each orders phase go through the list in order until a situation applies to at least one robot in the unit. Then implement the relevant order Scorpion Anti-Aircraft Gun by Clark Chang Similar to the Tarantula, only that it fires once per round - but it can snap fire Move or shoot - can be on charge (move up to 10cm, but not shoot) or first fire (not move, but shoot) Scouts

Epic 2nd Edition Data

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Infiltration - after all forces are set up for the game, you may move any or all of your scouts once at up to charge rate. But you cannot move them closer than 5cm to enemy troops Scythes of the Emperor The Terminators automatically pass any morale checks that Tyranids may cause them to make. If the detachment is broken they must make a morale check as normal Tarantula Fires twice - once during first fire, once during advance Move or shoot - can be on charge (move up to 10cm, but not shoot) or first fire (not move, but shoot) Tech-Marine Command unit - standard rules apply Any vehicles within 10cm (including super-heavies but not troop stands or cavalry) have an unmodified 5+ save if destroyed. Tech-Marines can save from the effects of Vortex, Warp Hunter and Plague Wind templates. Techmarines can also save vehicles destroyed in close combat Thunderbolt Fighters Do not combine barrages Thunderhawk Gunship Can carry a detachment of up to 6 stands. If the detachment consists of more than 6 stands, the stands can be split between 2 Thunderhawks but they must be in formation. Vehicles or bikes cannot be carried and any accompanying transports are lost, this does not affect the break point. Detachment must be placed in the Thunderhawk at the start of the game. Thunderhawks are not part of the units they transport and can act independently. Standard rules for transport vehicles apply. Thunderhawks can start the game off the table and can move on from your edge during any of your movement phases by placing all Thunderhawks that are entering the game that turn on your table edge and immediately give it a charge or advance order. While in the air they can not be given first fire orders. Once it has moved it may choose to remain airborne or land. It may take off in subsequent turns but it cannot land and take off in the same turn. Troops with jump packs may not disembark from a flying Thunderhawk. While in the air it can only be shot at by units on first fire. Thunderhawks fly at medium level where terrain is no barrier to shooting from or at a flying Thunderhawk. Titans All Titans are single units exempt from chain of command and do not test morale. Warhounds fight separately. See Titans section for details (when it's built, that is...) Vindicator Heavy Support Tank Thunderer cannon - ignores to hit modifiers for cover Attack Save TROOP TYPE Move Save CAF Weapons Range To Hit Notes Dice Modify INFANTRY Space Marines Tactical Flamer Assault Devastator Scout Veteran Terminator Grey Knights Command Units HQ Unit Terminator HQ Commander Chaplain Medic Librarian Tech-Marine Inquisitor Artillery Mole Mortar Rapier Scorpion Tarantula Tarantula

10 10 15 10 10 10 10 10

6+ f 6+ f

+2 +3 +3 +2 +2 +4 +6 +6

Bolters Flamers Pistols/Swords Heavy Weapons Bolt Pistols Bolters Storm Bolters Various

50 15 25 75 50 50 25 35

1 1 1 2 1 1 2 2

5+ 4+ 5+ 5+ 5+ 5+ 4+ 4+

0 0 0 -1 0 0 -1 -1

Ignore Cover Jump Packs

Special Rules

10 10 10 10 10 10 10 10 5 5 10 oc 10 oc 5

6+ f 4+ f -

+4 +7 +4 +4 +2 +4 +2 +6 -3 -3 -3 -3 -3

Bolt Pistols Storm Bolters Bolt Pistols Bolt Pistols Bolt Pistols Bolt Pistols Bolt Pistols Various Mole Mortar Laser Destroyer Lascannons Lascannons Thudd Gun

25 25 25 25 25 25 25 35 150 50 75 75 75

2 2 2 2 1 1 1 2 1 BP 1 1 1 2 BP

5+ 4+ 5+ 5+ 5+ 5+ 5+ 4+ . 4+ 5+ 5+ .

0 -1 0 0 0 0 0 -1 0 -1 -2 -2 0 Barrage Snap Fire Fires Twice Barrage

Epic 2nd Edition Data


CAVALRY Bike 30 +3 Bolters 15 1 6+ 0

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WALKERS Dreadnoughts Standard CJ Variant 10 10 5+ 5+ +2 +3 Autocannon Assault Cannon Multi-melta Missile Launcher Power Fist 75 25 15 50 . 1 3 1 4 BP . 5+ 4+ 4+ . . 0 . -1 -3 -2 . . . . +1 CAF

VEHICLES Drop Pods Assault Support Deathwind Land Raider Land Speeder Marauder FighterBomber 20 30 4+ 4+ 4+ 2+ 0 0 0 +3 +3 none Plasma Cannon Bombs Lascannon Bolters Multimelta Battlecannon Lascannon Missiles Autocannon Lascannon Plasma Guns Lascannon Bolters Autocannon Rockets . 75 10 75 15 25 50 50 50 75 75 50 75 15 25 25 . 1 special 2 1 1 1 1 4BP 1 2 1 1 1 3 4 BP . 5+ 4+ 5+ 6+ 3+ 4+ 5+ . 5+ 5+ 5+ 5+ 6+ 5+ . . -2 0 -2 0 -2 -2 -1 -2 -1 -1 -1 -1 0 -1 -1 Cannot divide fire Carries 1 stand Carries 2 stands Flyer Does not combine barrages Flyer Carries 6 stands Special Rules Shot Ignores Cover Barrage Carries 2 stands . . Carries 2 stands Skimmer Flyer . Does not combine barrages

20-60

3+

+1

Predator

25

3+

Razorback

25

4+

Rhino

25

4+

Thunderbolt Fighter

30-60

4+

+2

Thunderhawk Gunship

60

4+

Rockets Battlecannon Bolters

50 50 15

6 BP 1 3

. 4+ 6+

-2 -2 0

Vindicator Whirlwind

20 20

2+ 4+

+2 0

Thunderer MultiLauncher

50 150

1 2 BP

4+

-3 0

Space Wolf Special Rules


Space Wolf armies can use any of the specific Space Wolf cards, but they cannot take any of the following general Space Marine cards: Veteran, Battle, Tactical, Assault, Devastator, Scout, Land Speeder, Bike, Librarian The only limit to the size of a Space Wolf army is that you can have no more than 12 Great Companies. The standard rules of 5 support and 1 special card per company still applies Space Wolf Army Cards Name Contents BP M VP Cost Source

Epic 2nd Edition Data


Great Company Great Company Company Cards 2 det (10 Grey Hunter stands, 5 Rhinos) HQ Unit (4 Wolf Guard stands, 2 Rhinos) 2 det (10 Grey Hunter stands, 5 Rhinos) HQ Unit (4 Wolf Guard Terminator stands, 2 Land Raiders) 18 18 2 2 8 9 800 900

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Grey Hunter Pack Blood Claws Pack Long Fang Pack Blood Claw Bike Squad Blood Claw Land Speeders

Support Cards 10 Grey Hunter stands, 5 Rhinos 5 Blood Claw stands 4 Long Fang stands, 2 Rhinos 5 Bike Stands 5 Land Speeders

8 3 6 3 3

2 2 2 2 2

4 2 3 2 2

350 150 250 150 200

Rune Priest Ragnar Blackmane Njal Storm Caller Ulrik the Slayer

Special Cards Rune Priest stand + Rhino Ragnar stand + Rhino Njal stand + Rhino Ulrik stand + Rhino

R R N U

1 2 2 2

100 150 150 150

CJ 4 WD 158 WD 158 WD 158

Bjorn the FellBjorn (1 Dreadnought) 1 2 150 CJ 12 Handed Bjorn the Fell-Handed Command unit - standard rules apply Lightning Claws - allow Bjorn to reroll one dice in close combat Heavy Flamer - shot automatically hits Blood Claws Any enemy charged by any Blood Claws unit must make a morale check, unless immune to morale Blood Claw infantry stands have jump packs - ignore terrain penalties for movement Njal Storm-Caller Command unit - standard rules apply You are allowed to include both Njal and Ragnar in the same Great Company counting as one special card, but they do not need to be within 6cm of each other PURGE PSYKER - use against any enemy psyker within 50cm. Roll 2D6 for Njal, enemy rolls 1D6. If Njal is higher, the enemy is destroyed. If the enemy's score is more than twice that of Njal, Njal is killed MIND BLAST - range 25cm. Model is hit on a 4+ with no save. Targets with shields have the usual protection. Cannot be used against robots or daemons. Hits on Titans are worked out by rolling on the head damage table. DESTROY DAEMON - range 25cm. Njal rolls 2D6. The enemy rolls 1D6 (daemon stand, Chaos android), 2D6 (Wraithguard, Eldar Dreadnought) or 3D6 (Greater daemon, Avatar). If Njal is higher, the daemon is killed. If the daemon's score is more than twice that of Njal, he is killed WIND BLAST - place barrage template within 25cm. Any stand or vehicle under it that doesn't have a saving throw is pinned by the wind and may not move or shoot and has -2 CAF PSYBER RAVEN - Njal does not need line of sight to use powers Ragnar Blackmane Command unit - standard rules apply You are allowed to include both Njal and Ragnar in the same Great Company counting as one special card, but they do not need to be within 6cm of each other While Ragnar is alive, add +1 to your initiative rolls Once per game at the start of any movement phase, Ragnar can utter his battle howl. Any Space Wolf infantry unit that has a model within 35cm immediately change their orders to charge. The charge is at triple rate. Only Long Fangs do not have to go onto charge orders Rune Priest Command unit - standard rules apply COURAGE OF RUSS - makes all Space Wolves within 15cm immune to morale checks and may reroll rice for close combat (second roll is final). Lasts until start of the next combat phase

Epic 2nd Edition Data

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WOLF HOWL - all enemy within 15cm must make a morale check, roll separately for each model. Those that fail are destroyed and count towards VPs. If a unit is broken by this the subsequent morale roll is a -1 modifier. Models which are immune to morale are unaffected by the Wolf Howl FANGS OF FENRIS - select a target within 25cm, this target is attacked by shadow-wolves (CAF = +5). Fight a round of close combat immediately. If the wolves win, they can immediately attack another model within 5cm of the last target. Second and subsequent targets get an additional D6 for being secondary attackers. As soon as the wolves draw of lose, they dissipate. The wolves are not substantial and cannot be shot at on first fire. Ulrik the Slayer Command unit - standard rules apply Any Space Wolf stands within 15cm may add +1 to their CAF Any Space Wolf stands within 15cm that are slain may then make an unmodified 5+ save As long as Ulrik is alive any Space Wolves may reroll failed morale checks Wolf Guard (Marines or Terminators) Command unit - standard rules apply Imperial troops within 10cm add +1 to their morale Mov CA Attack Save TROOP TYPE Save Weapons Range To Hit Notes e F Dice Modify INFANTRY Grey Hunters 10 +3 Bolt Weapons 50 1 5+ 0 Jump Packs Blood Claws 15 +3 Bolt Pistols 25 1 5+ 0 Morale test on charge Long Fangs 10 +3 Heavy Weapons 50 2 5+ -1 Wolf Guard 10 +4 Bolt Pistols 25 2 5+ special rules Wolf Guard Terminators 10 6+ f +6 Storm Bolters 25 2 4+ -1 special rules Rune Priest 10 +5 Bolt Pistols 25 1 5+ special rules Ragnar Blackmane 10 4+ f +8 Bolt Pistol 15 2 4+ -1 special rules Njal Storm-Caller 10 5+ f +7 Bolt Pistol 15 1 4+ special rules Ulrik the Slayer 10 5+ f +7 Combi-weapon 15 1 4+ -2 special rules

Blood Claw Bike

30

+3

CAVALRY Bolters 15

6+

Morale test on charge

Bjorn the Fell-Handed

10

5+

+4

WALKERS Assault Cannon 25 Lightning Claw Heavy Flamer 5

3 1

4+ auto

-1 -

special rules

VEHICLES Blood Claw Land Speeder 30 +3 Multi-Melta 25 1 3+ -2 skimmer - popup Morale test on charge

Ultramarine Special Rules


Can field an Ultramarine army within the following limits Company Field as 1 Company Card or... up to 3 Support Cards which may be 1 Veteran or Terminator company Veteran or Terminator detachments 2 Battle company Battle companies are never broken up 3 Battle company Battle companies are never broken up 4 Battle company Battle companies are never broken up 5 Battle company Battle companies are never broken up 6 Tactical company Tactical detachments or Bike squads 7 Tactical company Tactical detachments or Land Speeder squads 8 Assault company Assault detachments 9 Devastator company Devastator detachments 10 Scout company Scout detachments Companies which are broken up have their HQ behind the lines and are not in the game. You can not exceed the number of detachments shown above, but other units (e.g. Land Raider companies, artillery, etc) can be taken.

Epic 2nd Edition Data

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Special Characters by Doug Veal These characters are special cards which can be taken for Ultramarine companies only. Your opponent receives victory points for killing the characters only - they get nothing for destroying any accompanying Rhinos. They are all command units and the standard rules apply (do not need to test morale, do not need orders) Name Contents VP Cost Marneus Calgar, Lord of Macragge Marneus stand + Rhino 2 150 Chief Librarian Tigrius Tigrius stand + Rhino 2 150 Chaplain Cassius Cassius stand + Rhino 2 150 Ancient Helveticus Helveticus stand 1 100 Marenus Calgar, Lord of Macragge As long as he is alive, you may add +1 to initiative rolls Ancient Gauntlets of Ultramar - enemies engaged in close combat with Marenus never get bonuses for ganging up Chief Librarian Tigrius PURGE PSYKER - use against any enemy psyker within 50cm. Roll 2D6 for Tigrius, enemy rolls 1D6. If Tigrius is higher, the enemy is destroyed. If the enemy's score is more than twice that of Tigrius, Tigrius is killed MIND BLAST - range 25cm. Model is hit on a 4+ with no save. Targets with shields have the usual protection. Cannot be used against robots or daemons. Hits on Titans are worked out by rolling on the head damage table. DESTROY DAEMON - range 25cm. Tigrius rolls 2D6. The enemy rolls 1D6 (daemon stand, Chaos android), 2D6 (Wraithguard, Eldar Dreadnought) or 3D6 (Greater daemon, Avatar). If Tigrius is higher, the daemon is killed. If the daemon's score is more than twice that of Tigrius, he is killed HELLFIRE - Choose a target within line of sight and roll 5D6. This gives the range in cm. If the target is within range it is automatically hit. If the target has multiple wounds it takes D6 hits. No armour save is allowed Chaplain Cassius Any Imperial troop stand within 15cm may add +1 to their CAF Any Imperial units with members within 15cm are immune to morale checks caused by Tyranids Ancient Helveticus Chapter Banner - any Ultramarine troop stands within 15cm automatically pass any morale checks When Helveticus charges an enemy unit it must make a morale check (unless the unit is immune to morale). Attack Save TROOP TYPE Move Save CAF Weapons Range To Hit Dice Modify Marneus Calgar, Lord of Macragge 10 5+ f +8 Storm Bolter 25 2 4+ -1 Chief Librarian Tigurius 10 5+ f +6 Bolt Pistol 15 1 4+ -1 Chaplain Cassius 10 5+ f +6 Bolt Pistol 15 2 4+ 0 Ancient Helveticus 10 +4 Bolt Pistol 25 1 5+ -

Dark Angels Special Rules


Dark Angels Army Cards Name Contents Company Cards 3 det (4 Terminator, 2 Land Raiders) HQ (Terminator, Land Raider) 2 det (5 Land Speeders) 1 det (5 bike stands) HQ (command stand, Rhino) Break Victory Morale Cost Point Points 10 9 1 2 9 4 900 400 Source

Deathwing Ravenwing

Deathwing Detachment

Support Cards 4 Terminator stands, 2 Land Raiders

300

Special Cards - can only be taken to support Dark Angel company cards Azrael, Grand Master of the Azrael stand + Rhino A Dark Angels Ezekiel, Grand Master of Ezekiel stand + Rhino E Librarians Brother Bethor, Bearer of the Bethor stand Sacred Standard Asmodai, Interrogator Chaplain Asmodai stand + Rhino A -

2 2 1 2

150 150 100 150

U U U U

Epic 2nd Edition Data

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Army Organisation Dark Angels armies can use any of the specific Dark Angels cards, but they cannot take any general Terminator or Veteran Space Marine army cards A Dark Angel army can be fielded within the following limits. The standard rules of 5 support and 1 special card per company still applies Company Field as 1 Company card or ... ... up to 3 Support cards which may be # 1 Deathwing company Deathwing detachments 2 Ravenwing Land Speeder or Bike detachments 3 Battle company 4 Battle company Battle companies are never broken up into separate detachments 5 Battle company 6 Tactical company Tactical detachments 7 Tactical company Tactical detachments 8 Assault company Assault detachments 9 Devastator company Devastator detachments 10 Scout company Scout detachments Companies which are broken up have their HQ behind the lines and out of the game. You cannot exceed the number of detachments shown above, but other units (vehicles, artillery, etc) can be taken Special Characters by Doug Veal Azrael, Grand Master of the Dark Angels Command stand - standard rules apply Force field - Azrael's force field is the size of a barrage template centred on the stand. If the enemy shoots and hits something in or behind the field, roll a scatter dice, on an arrow the shot is deflected or absorbed by the field and has no further effect. On a hit the shot penetrates, roll for damage as normal Ezekiel, Grand Master of Librarians, Keeper of the Book of Salvation Command stand - standard rules apply Librarian - standard rules apply Book of Salvation - if Ezekiel is killed place a marker on the spot to give the last location of the book. Until retrieved, all Dark Angel troop stands can only be given charge orders, automatically pass any break or morale tests and get +1 to their CAF. The enemy gains 5 VP while the book is unretrieved. And Dark Angel model may pick up the book by moving into base contact with it. Once reclaimed your troops revert to normal and the enemy loses the 5 VP. Enemy models can not pick up the book. Brother Bethor, Bearer of the Sacred Standard Command stand - standard rules apply Can carry one of the following into battle. The standard affects any Dark Angel troop stands within 15cm: STANDARD OF RETRIBUTION - if stand is killed in close combat, the model that killed it is also killed STANDARD OF DEVASTATION - may fire twice if on first fire. STANDARD OF FORTITUDE - automatically pass any morale or break tests Asmodai, Interrogator Chaplain Command stand - standard rules apply Chaplain - any Imperial troop stands within 15cm may add +1 to their CAF Blades of Reason - if in close combat with an opponent with multiple wounds roll an extra D6 for combat score Attack Save TROOP TYPE Move Save CAF Weapons Range To Hit Dice Modify Grand Master Azrael 10 special +8 Combi Weapon 50 2 4+ -1 Grand Master of Librarians Ezekiel 10 5+ f +6 Bolt Pistol 25 1 4+ 0 Brother Bethor 10 +4 Bolt Pistol 25 1 5+ 0 Interrogator Chaplain Asmodai 10 5+ f +6 Bolt Pistol 15 1 4+ -1

Blood Angels Special Rules


Can field a Blood Angels army within the following limits Company Field as 1 Company Card or... 1 Veteran or Terminator company 2 Battle company 3 Battle company 4 Battle company 5 Battle company 6 Tactical company up to 3 Support Cards which may be Veteran or Terminator detachments Battle companies are never broken up Battle companies are never broken up Battle companies are never broken up Battle companies are never broken up Tactical detachments or Bike squads

Epic 2nd Edition Data

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7 Tactical company Tactical detachments or Land Speeder squads 8 Assault company Assault detachments 9 Devastator company Devastator detachments 10 Scout company Scout detachments Companies which are broken up have their HQ behind the lines and are not in the game. You can not exceed the number of detachments shown above, but other units (e.g. Land Raider companies, artillery, etc) can be taken. Death Company Once you have chosen your army, roll one dice for each Blood Angels detachment (Veteran, Terminator, Tactical, Assault, Devastator, Scout, Bike, Land Speeder). On a 5+ remove, one stand from that detachment. For every stand removed add one stand to the Death Company. Removing stands to form the Death Company does not affect break point. The Death Company forms a single unit and has enough Rhinos to carry all stands at no extra cost. The Death Company cannot be broken, never checks morale, and is worth no VP when destroyed. They must be on either advance or charge orders. Once all the Marines in the Death Company are killed, remove their Rhinos. Special Characters by Doug Veal These characters are special cards which can be taken for Blood Angel companies only. Your opponent receives victory points for killing the characters only - they get nothing for destroying any accompanying models. They are all command units and the standard rules apply (do not need to test morale, do not need orders) Victory Name Contents Cost Points Commander Dante, Lord of the Blood Angels Dante stand + bodyguard (5 assault stands) 3 300 Chief Librarian Mephiston, Lord of Death Mephiston stand + Rhino 2 200 Brother-Captain Tycho, Commander of the 3rd Company. Tycho stand + Rhino 2 150 Ancient Helveticus Helveticus stand 1 100 Commander Dante, Lord of the Blood Angels Any enemy unit charged by Dante must make a morale check. Robots and other troop types which do not take morale checks are unaffected. Jet pack - ignore terrain penalties to movement. Chief Librarian Mephiston, Lord of Death PURGE PSYKER - use against any enemy psyker within 50cm. Roll 2D6 for Tigrius, enemy rolls 1D6. If Tigrius is higher, the enemy is destroyed. If the enemy's score is more than twice that of Tigrius, Tigrius is killed MIND BLAST - range 25cm. Model is hit on a 4+ with no save. Targets with shields have the usual protection. Cannot be used against robots or daemons. Hits on Titans are worked out by rolling on the head damage table. DESTROY DAEMON - range 25cm. Tigrius rolls 2D6. The enemy rolls 1D6 (daemon stand, Chaos android), 2D6 (Wraithguard, Eldar Dreadnought) or 3D6 (Greater daemon, Avatar). If Tigrius is higher, the daemon is killed. If the daemon's score is more than twice that of Tigrius, he is killed TRANSFIXING GAZE - Mephiston chooses a single target within 40cm and in line of sight before rolling a d6. On a 4 or better, the target is transfixed. Whilst transfixed, the target may do nothing at all. If engaged in hand-to-hand combat, the target is unable to fight back and therefore rolls no dice in close combat. If the target is a titan it is allowed to conduct repairs and regenerate void shields as normal. The effect wears off automatically in the end phase and the model may behave normally in the next turn. Brother-Captain Tycho, Commander of the 3rd Company. Hates Orks - When in close combat with Orks, he may re-roll any dice rolls of 1 or 2 once each. Any Imperial units with members within 15cm are immune to morale checks caused by Tyranids Save Mov Rang Attack TROOP TYPE Save CAF Weapons To Hit Modif e e Dice y Commander Dante, Lord of the Blood Angels 15 5+ f +8 Inferno Pistol 10 2 4+ -1 Chief Librarian Mephiston, Lord of Death 10 5+ f +9 Bolt Pistol 15 1 4+ -1 Brother-Captain Tycho, Commander of the 3rd Company 10 5+ f +6 Combi Weapon 50 2 4+ -1 Death Company stand (?) 10 +4 Bolters 50 1 5+ 0

Legion of the Damned Special Rules


The Legion of the Damned can be taken by any Imperial Space Marine army. The following cards are Special cards. Break Victory Name Contents Morale Cost Source Point Points Legion of the Damned Detachment 6 Legion of the Damned stands 4 4 350 CJ Sergeant Centarius Centarius stand 2 150 U Legion of the Damned Are kept off the table until a Space Marine unit breaks in the turn that the unit breaks (the unit is ignored if it is totally wiped out in that same turn).

Epic 2nd Edition Data

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In the End Phase of the said turn, place the Legion detachment anywhere within 25cm of the broken unit. The Legion can now be given orders like any other unit from now on. If no Marine unit breaks during the game, the Legion is wasted. Immune to morale. If the Legion charges an enemy unit that unit must make a morale check (unless immune to morale) Sergeant Centarius by Doug Veal Can only be taken if the Legion of the Damned card is taken. If so, then they count as one special card and he is considered part of the legion and appear when they appear Command unit - standard rules apply Skull - during the psychic phase he may pick any troop stand anywhere within 20cm and rolls 1D6. The stand is destroyed on a 5+ (can only save if it has a psychic save). If the unit is destroyed you can place a previously destroyed Legion stand within coherency distance (you cannot exceed the original number of stands) If Centarius charges an enemy unit that unit must make a morale check (unless immune to morale) Attack Save TROOP TYPE Move Save CAF Weapons Range To Hit Dice Modify Legion Stand 10 +4 Bolters 50 1 5+ 0 Sergeant Centarius 10 5+ f +6 Bolt Pistol 15 1 4+ -1

Company Tactical

Assault

Devastator

Battle

Scout Veteran

Terminator

Land Raider

Space Marine Army Cards and Composition Company Cards | Support Cards | Special Cards Company Cards Break Contents Morale Point 3 det (6 Tactical stands, 3 Rhinos) 15 2 HQ (Command stand, Rhino) 3 det (6 Assault stands, 3 Rhinos) 15 2 HQ (Command stand, Rhino) 3 det (6 Devastator stands, 3 Rhinos) 15 2 HQ (Command stand, Rhino) 1 det (6 Tactical stands, 3 Rhinos) 1 det (6 Assault stands, 3 Rhinos) 15 2 1 det (6 Devastator stands, 3 Rhinos) HQ (Command stand, Rhino) 3 det (6 Scout stands) 10 3 HQ (Command stand, Rhino) 3 det (6 Veteran stands, 3 Rhinos) 15 1 HQ (Command stand, Rhino) 3 det (6 Terminator stands, 3 Land Raiders) 10 1 HQ (Terminator command stand + Land Raider) 3 det (3 Land Raiders) 5 2 HQ Land Raider Support Cards

Victory Points 8

Cost 750

Source

750

10

1000

850

5 9

450 850

900

600

Name Tactical Detachment Flamer Detachment Assault Detachment Devastator Detachment

Contents Infantry 6 Tactical stands, 3 Rhinos 6 Flamer stands, 3 Rhinos 6 Assault stands, 3 Rhinos 6 Devastator stands, 3 Rhinos

Break Point 5 5 5 5

Morale 2 2 2 2

Victory Points 3 3 3 4

Cost 250 250 250 350

Source

Epic 2nd Edition Data


Scout Detachment Veteran Detachment Terminator Detachment Grey Knight Detachment 6 Scout stands 6 Veteran stands, 3 Rhinos 4 Terminator stands, 2 Land Raiders 4 Grey Knight stands 3 5 3 2 3 1 1 1 2 3 3 4 150 300 300 400

Page 11

Cavalry Bike Squad 5 Bike stands 3 2 2 150

Walkers Robot Detachment Dreadnought Squad 4 Robots 4 Dreadnoughts 4 2 2 1 1 100 100 (CJ 12)

Land Speeder Squadron Razorback Squadron Vindicator Squadron Whirlwind Squadron Predator Squadron Land Raider Squadron

Vehicles 5 Land Speeders 3 Razorbacks 3 Vindicators 3 Whirlwinds 3 Predators 3 Land Raiders

3 2 2 2 2 2

2 2 2 2 2 2

2 2 2 2 2 2

200 150 150 150 200 200

WD 181

Thunderhawk Gunship Thunderbolt Squadron Marauder Squadron

Flyers 1 Thunderhawk Gunship 3 Thunderbolt fighters 3 Marauder fighter-bombers

1 2 2

2 2 2

1 3 4

50 250 350

WD 187 WD 187

Rapier Battery Thudd Gun Battery Mole Mortar Battery Tarantula Support Unit Scorpion Battery

Artillery 3 Rapier laser destroyers 3 Thudd Guns 3 Mole Mortars 5 Tarantulas 5 Scorpion anti-aircraft guns Special Cards

2 2 2 3 3

2 2 2 2 2

1 1 1 1 2

50 100 100 100 150

Name Medic Chaplain Inquisitor Tech-Marine Librarian Commander

Contents Characters Medic stand, Rhino Chaplain stand, Rhino Inquisitor stand, Rhino Tech-Marine stand, Rhino Librarian stand, Rhino Command stand, Rhino

Break Point 1 C I 1 1 C

Morale -

Victory Points 1 1 1 1 1 1

Cost 50 50 100 100 100 100

Source

Drop Pods Razorback Transport Detachment Assault Ship

Transport 10 Assault, 3 Support, 3 Deathwind Pods 6 Razorbacks 1 Assault Ship

+3 1

2 -

+2 10

200 1000 WD 181 U

Special Units

Epic 2nd Edition Data


Flamer Marines Scythes of the Emperor 6 Flamer Marines 5 Terminator stands, Thunderhawk Gunship 5 1 2 3 1 50

Page 12
U WD 198

Warhounds Reaver Warlord

Titans 2 Warhound Titans 1 Reaver Titan 1 Warlord Titan

1 -

5 5 9

500 500 900

Imperial Guard Special Rules


Allies - Imperial Guard can take any of the following armies as allies Space Marines Titan Legions Knights Tech-Guard Squats Eldar (if fighting against Orks or Chaos) Imperial Guard Unit-Specific Rules Adeptus Psyker Command unit - standard rules apply. Can also give orders like Commissars May use the following powers: EMBOLDEN- each Imperial unit within 15cm (including the psyker) is immune to morale checks and may add +1 to CAF. Lasts until start of next orders phase. TELEPATHIC LINK - until the start of the next combat phase the psyker spots for friendly barrages. Any indirect barrages aimed at a point visible to the psyker are treated as direct. RIGHTEOUS FIRE - make an immediate ranged attack. Range 50cm. 1 attack dice. Hits on 4+. -2 save. This counts as a psychic attack but normal rules for LOS apply Al'rahem and the Desert Tigers by Doug Veal CAPTAIN AL'RAHEM Company HQ Command stand - standard Imperial Guard rules apply Claw of the Desert Tigers - any unit he charges must make a morale test, unless immune to morale DESERT TIGERS Still subject to normal Imperial Guard command rules Raid - before the game begins, all Tigers (including Al'rahem) may move once at up to charge rate. They may not move closer than 5cm to any enemy models. If both sides have troops like this, roll to see who goes first. Any support or special cards the Tigers take are not subject to these rules, except for the Commissar Artillery Company Consists of 3 artillery batteries - Bombard or Basilisk batteries (or 2 of one, 1 of the other) Assault Troops Jump packs - ignore movement penalties from terrain Basilisk Self-Propelled Artillery Gun Can fire 2 barrages per turn, both are fired in the same combat segment one after the other. Both shots can be at the same target or at a different target Bombard Mobile Siege Mortar has a minimum range of 50cm Capitol Imperialis Super-Heavy Mobile Fortress Can not double its speed on charge orders (10cm max) Has 1+ saving throw all round, has 6 void shields Behemoth cannon - place up to 4 barrage templates in a row, the row can be in any shape, provided each successive marker touches the previous one. They cannot overlap. Any target under the template gets 4BP (-1 save) Can carry up to 2 whole Imperial Guard companies, they can be infantry with their vehicles, or tanks. Infantry can be deployed on the roof and count as being in cover like in a building Captain Chenkov of Valhalla by Doug Veal Command stand - standard Imperial Guard rules apply Rerolls - at the start of the game roll a D6 - this is the number of rerolls you can make for failed Imperial Guard Break tests. Whenever an Imperial company card is broken you gain an additional reroll

Epic 2nd Edition Data

Page 13

Catachan Devils When in a forest or jungle, Catachan Devils may roll an extra D6 in close combat Chimera, Chimedon, Chimerax, Chimerro Squadrons These are added to an infantry detachment as transport and then becomes part of that detachment and has the same morale, orders and command restrictions as that unit. Chimeras and variants can carry 2 troop stands Colonel Acts like a Company HQ - can give orders to any IG troops that are within 25cm of the Colonel. You may change one order counter within 25cm after all orders have been revealed. The units under the Colonel's command must take a morale check if the Colonel is killed. The Colonel's unit will only break if the Colonel is killed. Only the Colonel is immune to morale and a command unit, his Personal Guard and transports are not - the Chimeras and Personal Guard must be given orders as normal. Commissars Get a free Commissar for each company card purchased Command units - standard rules apply. Commissars can join any one unit at a time within coherency (6cm) and that unit can then be given orders as normal even if it is outside the chain of command. The Commissar's Rhino can only give orders if the Commissar is inside it. The Rhino is removed if the Commissar is killed. Commissar Yarrick Follows all rules for Commissars Any Imperial Guard units that can see Yarrick automatically pass any morale rolls Any Ork units attacked by Yarrick in close combat must make a morale test Confessor A command unit until he joins an infantry detachment and leads it, after which he stays with that unit for the rest of the game. Add +1 to the Break Point and Victory Points for that unit. The unit goes into such a frenzy that it is immune to morale and gets +1 to CAF. He may not give orders to the unit, but if the unit is not given orders their frenzy sends them onto Charge orders and will charge towards the nearest enemy. Deathstrike Tactical Missle Launcher Can fire only if on first fire orders. If you do this you can fire any, all or none of the missiles. Each missile can only be fired once. When the missile is fired it goes into a high arc and returns to ground level D6 x 10cm directly in front of the launcher. The missile will fly over non-preferred targets and any terrain. If it descends onto a preferred target you can explode the missile immediately and work out damage as normal. Otherwise the missile travels D6 x 10cm during each subsequent first fire phase. If a 6 is rolled the missile has malfunctioned, move the missile D6 x 10cm and then explode it. Otherwise, move the missile the full movement, it can make any turns during its movement. The missile can be detonated at any point in its movement. Missiles in flight can be shot at only at a range on up to 25cm by troops on first fire. A Deathstrike unit of 3 can be armed with any combination of the following missiles BARRAGE MISSILE - position a barrage template where the missile exploded, then place D6 extra templates so that they touch at least one other. Targets under the barrage are struck for 8BP, -2 save HARPOON MISSILE - automatically hits any target in its path. If it is a stand or vehicle, they must pass a -2 save or be destroyed. If it hits a Titan with operational shields, it loses one shield. If it doesnt, choose a location and roll as normal. If the save (-2 modifier) is failed, roll 1D6 in each subsequent orders phase - on a 1 the Harpoon falls out or ceases to function, Titan operates as normal. on a 2+ the Titan falls under your control, treat it as if it is your Titan WARP MISSILE - automatically hits any target in its path. A vehicle, troop stand or vehicle is destroyed automatically with no saving throw. If a Titan is hit, its shields are ignored. Select a location and roll to scatter twice. If a location is hit ignore armour and roll twice on the damage table. Gorgon May carry 5 troop stands The Gorgon can make two armour saves if hit on the front and passes if either is successful. Ignores penalties for moving over some terrain. If moving through woods or over rocky ground it leaves a corridor behind it which is passable to other tanks. Grey Knights Can only take these if fighting against Chaos Can be deployed as normal at the start of the game or can be teleported down during any subsequent movement phase. To teleport, select the destination and roll the scatter dice - on an arrow, place the landing point 2D6cmaway from the intended landing point. Place the first stand on the point and the other three stands within 6cm of the first. Not affected by morale rolls due to daemons and suffer no penalties for shooting at them or being in close combat. Their close combat attacks count as psychic attacks Hive Gangs by Alan Brain Deployed in buildings anywhere on friendly half of table at start of game. Excess stands are lost

Epic 2nd Edition Data


Page 14

Roll an extra D6 in close combat if defending in or attacking a building Add +2 to morale rolls if every stand in the unit is in a building Subject to normal Imperial Guard command rules. Unless joined by an Inquisitor or Commissar they cannot be given orders - standard rules for no orders Hellhound Firethrower Uses the teardrop template. Aim it anywhere within the 180 arc. All targets under it are hit on 5+, ignoring modifiers for cover. If it hits a Titan, it hits one area (if it gets through any shields) Human Bombs by Alan Brain May detonate at any time. If killed they will also detonate Replace the stand with a barrage template - 5 BP, -2 save Hydra Anti-Aircraft Gun Can not shoot at ground level, except for at Titans and troops in buildings Inquisitor Command unit - standard rules apply Does not suffer penalties for close combat against daemons Any Imperial unit within 25cm automatically passes any morale tests Kreuger's Heroes Do not have to be within 25cm of a Company HQ to receive orders, can always give orders as normal. Any enemy units within 15cm of any tank in Kreuger's squadron suffer a -1 penalty to morale. Land Speeders Skimmers and can make pop-up attacks. Leviathan Super-Heavy Command Centre Command unit - does not need orders or morale checks. Due to its size, rules restricting shooting at command units do not apply Can not double its speed on charge orders (10cm max) Has 1+ saving throw all round, has 4 void shields Doomsday Cannon - fires towards the front as normal, fires at D6+3 BP (-3 save) All other weapons can fire all round Can carry a complete infantry company, including company HQ and all transports. These troops are not obliged to stay close to the Leviathan but can fight as normal Used as a Regimental HQ, giving orders to the Company HQs on the battlefield. If the Leviathan is destroyed, the entire chain of command is broken for the following turn only, after which a Leviathan behind the lines takes over. If you have more than one Leviathan on the table, the chain is broken only after losing your last Leviathan. Manticore Rocket Launcher Battery can fire at one target as normal or can fire as many templates as there are Manticores in the battery, each template must touch at least one other in that battery. Each template has 6BPs. Either way, the Manticores must spend their next turn reloading, it can still move the turn that it reloads, but it cannot fire Marauder Fighter-Bombers Do not combine barrages Mole Mortar Underground barrage - work out damage as normal. If the target is a super-heavy or a Titan and it survives, roll another D6 - it is trapped in the crater on a 6. A trapped super-heavy or Titan cannot move while trapped but it can fire. It can attempt to climb out if on charge and then rolling a 3+, if freed it does not move that turn They can be moved like infantry, and can set up and fire from within a building. Penal Units by Alan Brain If a Penitent unit fails its morale check and is within command control, the Commander, Inquisitor or Commissar will detonate the collars of the stand closest to the friendly table edge - remove the stand and test again. Continue until test is passed or there are no stands left in the unit. Frenzon - on charge orders, reroll any 1 or 2 rolls in close combat Ratling Snipers Each stand acts completely independently and coherency is ignored here. They are not given orders and can move up to 10cm on charge and always shoot on first fire, but they cannot move and shoot in the same turn. If they are within cover they cannot be seen at a range of over 25cm. VPs are awarded only when all 4 stands are destroyed - if using more than 1 platoon, VPs are awarded for every 4 stands killed. Rhinos May carry 2 troop stands Robots do not need orders or morale checks. Before the game assign orders to each detachment. Write down the following situations in this order: 5. If there are enemy within charge reach 6. If there are enemy within weapon range 7. If there are enemy within sight 8. In any other situation For each of these situations choose a command from the following:

Epic 2nd Edition Data

Page 15

Charge -move between normal and charge rate towards the nearest enemy unit and enter close combat if possible Capture - move between half and normal rate towards the nearest objective Advance - move between half and normal rate towards nearest enemy and can fire on it during the advance fire phase First Fire - fire on nearest enemy in the first fire phase Fall Back - move directly towards your own table edge, will not move towards any enemy Ignore - ignore the situation described, go to the next situation In each orders phase go through the list in order until a situation applies to at least one robot in the unit. Then implement the relevant order Rocket Company Consists of 3 rocket batteries - Whirlwind or Manticore batteries (or 2 of one, 1 of the other) Shadow Sword Super-Heavy Tank Volcano cannon - +3 damage (on Titan tables) Storm Blade Super-Heavy Tank Plasma blastgun - can store up to 2 attack dice and starts the game fully charged. When fired, all dice are used and can replenish 1 dice at the end of each turn (2 if on first fire). The plasma reactor will detonate if the Stormblade is destroyed, hitting everything within D6cm on a 4+ (no save modifier) Hunter-Killer missiles - all fired at once - single use only Helion missile - +2 damage - single use only Storm Hammer Super-Heavy Tank Side armour same as front, rear is -1 (2+). Weapons fire all round Tarantula Fires twice - once during first fire, once during advance Move or shoot - can be on charge (move up to 10cm, but not shoot) or first fire (not move, but shoot) Thunderbolt Fighters Do not combine barrages Titans All Titans are single units exempt from chain of command and do not test morale. Warhounds fight separately. Tunnellers (Hellbores, Moles, Termites) Are assumed underground at start of game, keep transporters on the table May attempt to resurface at any time during its side's movement. Roll a D6 - on a 1 it has struck a rocky obstruction and cannot emerge that turn. On 2+ it emerges and moves no further that turn. If the transporter can see the tuneller's intended point of emergence scatter the point D6 x 5cm if an arrow is rolled. If the transporter cannot see it or is destroyed scatter the point D6 x 10cm for an arrow. Troops may not disembark the turn the tunneller emerges but can do so in subsequent turns. Cannot double their movement on charge orders - maximum movement is 15cm Underground they move like normal vehicles, nothing can stop a tunneller underground. Above ground they must move in a straight line and can be turned up to 45 at the end of its movement. Marshes and water are impassable overland, but can move through other terrain without movement penalty. Tunellers can emerge under buildings or can plough through then overland. Pass a saving throw for the building or the building collapses killing all occupants. If the building collapses the tunneller is crushed by the falling rubble on: Hellbore (6) Mole (5+) Termite (4+) Hellbores only - Company HQ - standard Imperial Guard rules apply. Rules for shooting at a command unit do not apply Moles & Termites - if the tuneller is in command control and the platoon is within 25cm of the tuneller it can get orders. Termite Units - Termites use the same tunnel and branch out at the surface. Determine emerging point as usual and place the first Termite there and place the other 2 Termites within 6cm of the first Capacity Hellbore: 30 stands Mole: 10 stands Termite: 2 stands Mole and Hellbore Companies Can only have Moles and Termites as support units Vindicator Heavy Support Tank Ignores to hit modifiers for cover with its thunderer cannon Save Attack To TROOP TYPE MOVE SAVE CAF WEAPONS RANGE Mod NOTES Dice Hit ify INFANTRY Troops

Epic 2nd Edition Data


Tactical Assault Heavy Personal Guard Catachan Devils Hive Gang Penitent Human Bomb Beastmen Ratling Snipers Grey Knights 10 15 10 10 10 10 10 10 10 10 10 6+ f 0 Lasguns +1 Pistols/Swords 0 Heavy Weapons +2 Lasguns 0 Lasguns 0 Shotguns 0 Lasguns 0 Bomb Harness +3 Swords/Clubs -1 Sniper Rifle +6 Various 50 25 75 50 50 25 50 0 50 35 1 1 2 1 1 1 1 5 BP 0 1 2 5+ 5+ 5+ 5+ 5+ 5+ 5+ . 0 5+ 4+ 0 0 -1 0 0 0 0 -2 0 0 -1

Page 16
. Jump Packs . . +1D6 CAF in jungle +1D6 CAF in/at buildings Special Rules Special Rules . Special Rules Special Rules Special Rules

Command Units Company HQ Commissar Confessor Adeptus Psyker Inquisitor Colonel Yarrick Al'Rahem Chenkov Gun Batteries Mole Mortar Rapier Tarantula Thudd Gun

10 10 10 10 10 10 10 10 10 5 5 10 oc 5

4+ f 3+ 5+ f 5+ f -

+2 +4 +4 +2 +6 +4 +8 +4 +4 -3 -3 -3 -3

Pistols/Swords Pistols/Swords Pistols Bolt Pistols Various Pistols Storm Bolter Bolt Pistols Bolt Pistols Mole Mortar Laser Destroyer Lascannons Thudd Gun

25 25 25 25 35 25 25 25 25 150 50 75 75

2 2 1 1 2 2 2 1 1 1 BP 1 1 2 BP

5+ 5+ 5+ 5+ 4+ 4+ 4+ 5+ 5+ . 4+ 5+ .

0 0 0 0 -1 0 0 0 0 0 -1 -2 0 Barrage Fires twice Barrage

CAVALRY Bike Rough Rider 30 20 +3 +3 Bolters Hunting Lance 15 25 1 1 6+ 6+ 0 0

WALKERS Ogryns Sentinel Robots 10 25 10 6+ 6+ 5+ +6 +2 +2 Ripper Gun Autocannon Autocannon 10 50 75 1 1 1 4+ 4+ 5+ -1 0 0 special rules

VEHICLES Basilisk Bombard Chimera Chimerax Chimedon Chimerro Deathstrike Gorgon 15 10 20 20 20 20 15 10 5+ 5+ 3+ 3+ 3+ 3+ 6+ 1+ 0 0 +1 +1 +1 +1 0 +4 Bolters Mine Thrower 15 14 Earth Shaker Siege Mortar Multi-Laser Autocannon Battlecannon Multi-laser Hunter missile 150 50-150 25 50 50 25 50 2 BP 3 BP 1 2 1 4+ 5+ 4+ -2 -3 0 0 -2 0 -2 0 -3 Fires twice Barrage Carries 2 troop stands Carries 2 troop stands Carries 2 troop stands Carries 2 troop stands Carries 5 troop stands 2 saves on front

1 4+ 1 5+ Special Rules 4 1 6+ 4+

Epic 2nd Edition Data


Hellhound Hydra Land Speeder Leman Russ Tank Manticore 15 15 30 20 15 3+ 5+ 3+ 5+ 0 0 +3 +2 0 Fire Thower Autocannon Multimelta Battlecannon Lascannon Bolters Rockets Battlecannon Lascannon Missiles Large Teardrop 100 25 75 75 15 200 50 50 50 None Autocannon Lascannon Bolters 75 75 15 None Autocannon Rockets Thunderer Multi-Launcher 25 25 50 150 3 4BP 5+ . -1 -1 -3 0 1 2 1 5+ 5+ 6+ -1 -1 0 4 1 1 1 1 6 BP 1 1 4BP 4+ 5+ . 5+ 5+ 3+ 5+ 5+ 6+ 0 -1 -2 -2 -1 0 0 -2 -1 -2

Page 17
Ignore cover Snap fire. Restricted fire skimmer

Barrage options. Reload Flyer Do not combine barrages Tunneler. Holds 10 stands

Marauder Fighter-Bomber

20-60

3+

+1

Mole Predator Rhino Termite Thunderbolt Fighter Vindicator Whirlwind

15 max 25 25 15 max 30-60 20 20

3+ 3+ 4+ 4+ 4+ 2+ 4+

+3 0 0 +1 +2 +2 0

1 4+ 2 BP

carries 2 stands Tunneler. Holds 2 stands Flyer Do not combine barrages Ignores cover Barrage

Baneblade

Capitol Imperialis Hellbore

SUPER-HEAVY VEHICLES Battlecannon 10 1+ +8 Lascannon Bolters Behemoth 10 max 1+ a.r. +10 Cannon Bolters 15 max 1+ +12

75 75 15 25 15 None 75 75 200 15 100 75 15 50 50 50 50 15

2 2 10 4 BP 8

4+ 5+ 6+ 6+

-2 -1 0 -1 0 Carries 2 IG companies 6 void shields Tunneler. Holds 30 stands Command unit Holds infantry company 4 void shields

Leviathan

Shadow Sword

Storm Blade

Lascannons Battlecannon 10 max 1+ a.r. +12 Doomsday Cannon Bolters Volcano Cannon 10 1+ +6 Lascannon Bolters Plasma Blastgun Battlecannon 10 1+ +6 Helion Missile Hunter-Killer Missile Bolters Cannon Bolters

6 1 D3+6 BP 12 1 2 6 2* 1 1 4 8

5+ 5+ . 6+ 3+ 5+ 6+ 3+ 5+ 3+ 3+ 6+

-1 -2 -3 0

-4 Volcano cannon: -1 +3 damage on 0 Titans -4 -2 -4 -1 0 Special rules . One shot One shot . Side armour = front Rear armour -1 All weapons fire 360deg

Storm Hammer

10

1+*

+10

50 15

4 14

4+ 6+

-2 0

Imperial Guard Army Cards and Composition Company Cards | Support Cards | Special Cards Company Cards

Epic 2nd Edition Data


Company Contents Break Point Morale Victory Points Cost

Page 18
Source

Tactical Catachan Devils Assault Desert Tigers Heavy Beastman Hive Gang Penal Legion

Gorgon Mole Hellbore

Bike Rough Rider

Vindicator Leman Russ Predator Artillery

Rocket Baneblade Shadow Sword Storm Hammer Stormblade

Infantry Companies 3 det (10 Tactical stands) 17 CHQ (2 HQ stands, Rhino) 3 det (10 Tactical stands) 17 CHQ (2 HQ stands, Rhino) 3 det (5 Assault stands) 9 CHQ (2 HQ stands, Rhino) 3 det (5 Assault stands) 12 CHQ (Al'rahem stand, Rhino) 3 det (5 Assault stands) 9 CHQ (2 HQ stands, Rhino) 3 det (10 Beastmen stands) 17 CHQ (2 HQ stands, Rhino) 12 4 det (6 hive gang stands) 3 det (9 Penitient stands, 1 IG section HQ) 15 CHQ (2 HQ stands, Rhino) Mobilized Infantry Companies 3 det (5 Tactical stands, Gorgon) 11 CHQ (2 HQ stands, Gorgon) 3 det (10 Tactical stands, Mole) 18 CHQ (2 HQ stands, Termite) 3 det (10 Tactical stands) 16 CHQ (Hellbore) Cavalry Companies 3 det (5 Bike stands) 8 CHQ (1 Bike stand) 3 det (10 Rough Rider stands) 17 CHQ (2 HQ stands, Rhino) Vehicle Companies 3 det (3 Vindicators) 5 CHQ (Vindicator) 3 det (3 Leman Russ tanks) 5 CHQ (Leman Russ tank) 3 det (3 Predators) 5 CHQ (Predator) 3 Artillery Batteries (Basilisk and/or Bombard) 6 CHQ (2 HQ stands, Rhino) 3 Rocket Batteries (Whirlwind and/or Vindicator) 6 CHQ (2 HQ stands, Rhino) 2 3 Baneblades (tank 1 is CHQ) 3 Shadow Swords (tank 1 is 2 CHQ) 3 Stormhammers (tank 1 is 2 CHQ) 2 3 Stormblades (tank 1 is CHQ) Support Cards

4 4 4 4 4 4 5 3

6 6 4 5 6 6 3 4

600 600 350 450 600 600 400 700 U U U WD 198

4 4 4

5 10 10

500 1000 1000

4 4

3 6

300 600

4 4 4 4

5 6 6 6

450 600 600 600

4 4 4 4 4

6 5 5 5 7

550 500 500 500 650

Name Commissar Tactical Platoon

Contents Commissar stand + Rhino Infantry 10 Tactical stands

Break Point 5

Morale 4

Victory Points 2

Cost 200

Source

Epic 2nd Edition Data


Assault Platoon Support Platoon Beastman Platoon Ogryn Platoon Ratling Sniper Platoon Penal Platoon Grey Knight Detachment Gorgon Platoon Chimera Squadron Chimedon Assault Squadron Chimerax Assault Squadron Chimerro Assault Squadron Termite Unit Mole Unit Rough Rider Platoon Bike Squad Rapier Battery Thudd Gun Battery Mole Mortar Battery Tarantula Support Unit Robot Detachment Sentinel Squad Vindicator Squadron Hellhound Squadron Land Speeder Squadron Leman Russ Squadron Predator Squadron Whirlwind Squadron Bombard Battery Basilisk Battery Manticore Battery Hydra Battery Deathstrike Battery Thunderbolt Squadron Marauder Squadron Baneblade Shadowsword Storm Hammer Stormblade 5 Assault stands 5 Heavy stands 10 Beastman stands 4 Ogryn stands 4 Ratling stands 9 Penitent stands, 1IG Platoon cmd stand 4 Grey Knight stands Mobilized Infantry 5 Tactical stands, 1 Gorgon 3 Chimera transports 3 Chimedon assault troop carriers 3 Chimedrax assault troop carriers 3 Chimerro assault troop carriers 6 Tactical stands, 3 Termites 10 Tactical stands, 1 Mole Cavalry 10 Rough Rider stands 5 Bike stands Gun Batteries 3 Rapier laser destroyers 3 Thudd Guns w sql 3 Mole Mortars w sql 5 Tarantulas w sql Walkers 4 Robots 5 Sentinels Vehicles 3 Vindicators 3 Hellhounds 5 Land Speeders 3 Leman Russ Tanks 3 Predators Artillery 3 Whirlwinds 3 Bombards 3 Basilisks 3 Manticores 3 Hydras 3 Deathstrike launchers Flyers 3 Thunderbolt fighters 3 Marauder fighter-bombers Super-Heavy Vehicles 1 Baneblade 1 Shadowsword 1 Storm Hammer 1 Stormblade Special Cards Name Inquisitor Adeptus Psyker Imperial Confessor Contents Characters Inquisitor stand, Rhino Psyker stand, Rhino Confessor stand Break Point I P +1 Morale Victory Points 1 1 +1 Cost 100 100 100 3 3 5 2 4 5 2 3 +2 +2 +2 +2 5 6 5 3 2 2 2 3 4 3 2 2 3 2 2 2 2 2 2 2 2 2 2 1 1 1 1 4 4 4 3 3 1 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 2 2 4 4 4 4 1 2 2 1 1 1 4 2 +1 +2 +2 +2 2 3 2 1 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2 3 3 3 4 2 2 2 3 100 200 200 100 100 250 400 200 100 150 150 150 150 250 200 100 50 100 100 100 100 100 150 150 200 200 200 150 200 200 200 250 250 250 350 200 200 200 250

Page 19

WD 185 WD 185 WD 185

WD 187 WD 187

Source

CJ 4 CJ

Epic 2nd Edition Data


Commissar Yarrick Captain Chenkov of Valhalla Colonel Yarrick stand, Rhino Chenkov stand, Rhino Colonel stand, 5 Personal Guard stands, 3 Chimera Y C C 3* 2 2 3 150 200 250

Page 20
WD 152 U CJ

Human Bombs Kreuger's Heroes, Leman Russ Squadron

Special Units 4 Human Bomb stands 3 Leman Russ tanks

4 2

4 4

0 2

0 200

U WD 198

Capitol Imperialis Leviathan

Super-Heavy Fortresses 1 Capitol Imperialis 1 Leviathan

1 1

3 -

3 4

250 350

Warhounds Reaver Warlord

Titans 2 Warhound Titans 1 Reaver Titan 1 Warlord Titan

1 -

5 5 9

500 500 900

Titan Legion Special Rules


Allies - Titan Legions, Knights and Tech-Guard can take any of the following armies as allies Space Marines Imperial Guard Squats Eldar (if fighting against Orks or Chaos) Knight companies can take Imperial Guard support and special cards. Titan Legion Unit-Specific Rules Assault Troops Jump packs - ignore movement penalties from terrain Basilisk Self-Propelled Artillery Gun Can fire 2 barrages per turn, both are fired in the same combat segment one after the other. Both shots can be at the same target or at a different target Chimera, Chimedon, Chimerax, Chimerro Squadrons These are added to an infantry detachment as transport and then becomes part of that detachment and has the same morale, orders and command restrictions as that unit. Chimeras and variants can carry 2 troop stands Hydra Anti-Aircraft Gun Can not shoot at ground level, except for at Titans and troops in buildings Knights Shields - Any shot that strikes a Knight on the front 90 has an unmodified save throw. Barrages are considered to hit the Knight from the direction of the firer. Shock Lance - When a Knight armed with a Lance charges into close combat, CAFx2 for the first round. Knights with lances will only assist each other in close combat if against a Titan or super-heavy to avoid accidental discharge. If they gang up on anything else they will not use their lances. PALADIN - Can attack Mega-Gargants and Emperor Titans in close combat. ERRANT - Can attack Mega-Gargants and Emperor Titans in close combat. +2 to damage in close combat. LANCER - Power Lance - used only if on charge orders, don't have to be in close combat to use it but if you are it must be fired at the opposing target. Used at the very start of the close combat phase before resolving any combat. Then continue game as usual. The Power Lance does not prevent use of the Shock Lance. BARON - Command Unit. Knight formations within 10cm of a Baron gain +1 to morale checks Manticore Rocket Launcher Battery can fire at one target as normal or can fire as many templates as there are Manticores in the battery, each template must touch at least one other in that battery. Each template has 6BPs. Either way, the Manticores must spend their next turn reloading, it can still move the turn that it reloads, but it cannot fire Marauder Fighter-Bombers Do not combine barrages Ordinatus

Epic 2nd Edition Data


Page 21

Are not given orders, instead they can always move up to 10cm and fire in the first fire segment. The plasma reactor will explode if the Ordinatus is destroyed, inflicting a single hit on all models within 2D6cm (no save mod). Dispersion Field - strength of field weakens through the game. If a shot penetrates the field, it hits the Ordinatus at normal. The shield also gives a fixed 4+ psychic save Turn Shot Penetrates shield on 1 6 2 5-6 3 4-6 4 3-6 5+ 2-6 GOLGOTHA - has 6 Hellfire missiles. Can fire 1 or 2 per turn. Each missile is totally independent and fires D3 barrage templates each at 8BP. The 2nd and 3rd templates must touch the original. Indirect fire does not scatter and there is no need for friendly units to spot targets. Any unit which suffers any casualties from a Hellfire attack must pass a morale test or fall back. MARS - The Sonic Disruptor fires a barrage using the teardrop template. Place the template anywhere on the field, the narrow end pointed at the Ordinatus. Anything at least half under the template is hit on a 2+ (10BP), ignoring cover. Anything that is hit has a save of 5+ on 1D6. Targets protected by energy fields or void shields lose one shield. ARMAGEDDON - At the start of every turn roll D6+3 to determine how much plasma is available for the Nova Cannon. Allocate these to pulse fire or maximal fire., both have range 150cm For each counter on pulse fire, you can fire one attack dice on pulse fire (4+ to hit, -1 save). After pulse fire you can then fire all remaining power on maximal fire. Maximal fire can affect buildings. When using maximal fire at a target that uses a hit location, roll for location and damage to that location as normal - but every adjacent location is also hit. The save modifier for this further damage is half of that from the initial blast rounded down to a minimum of -1 No. Power Roll to Hit Save Mod 1 4+ -1 2 3+ -2 3 2+ -3 4 2+ -4 5 2+ -5 6 2+ -6 7 2+ -7 8/9 2+ -8 Storm Blade Super-Heavy Tank Plasma blastgun - can store up to 2 attack dice and starts the game fully charged. When fired, all dice are used and can replenish 1 dice at the end of each turn (2 if on first fire). The plasma reactor will detonate if the Stormblade is destroyed, hitting everything within D6cm on a 4+ (no save modifier) Hunter-Killer missiles - all fired at once - single use only Helion missile - +2 damage - single use only Tech-Guard Mechanised Assault Company Any combination of Chimerax, Chimedon and/or Chimerro assault vehicles may be chosen as transport Thunderbolt Fighters Do not combine barrages Titans Each Titan must remain within 25cm of at least one other Titan from the group. If a Titan is too far away it must go into advance orders until it is back within 25cm from another Titan in the group in the Orders phase of a subsequent turn. Warhound detatchments and Special card Titans operate as separate units, each Warhound fights separately. Titans cannot be broken and do not need morale checks. If Battle Groups are supported by Tech-Guard units, any of the Titans in the group can act as a company HQ to those detatchments and give orders, but the Titans do not count as command units for the purpose of orders, shooting, etc. Titans taken as support or special cards cannot give orders Tech-Guard Army Cards and Composition Company Cards | Support Cards | Special Cards Company Cards Break Victory Company Contents Morale Cost Source Point Points Titans Warlord Battle Group 8 ea 1500 3 Warlord Battle Titans Reaver Battle Group 5 ea 1000 3 Reaver Battle Titans

Epic 2nd Edition Data


Paladin Household Lancer Household Errant Household Knights 2 det (3 Paladins) CHQ Paladin 2 det (3 Lancers) CHQ Lancer 2 det (3 Errants) CHQ Errant 4 4 4 2 2 2 6 6 5 550 550 450

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WD182 WD182

Titan Defence Company Mechanised Company Mechanised Assault Company Leman Russ Company Stormblade Company

Tech-Guard 3 det (6 tactical stands) CHQ (HQ stand) 3 det (6 tacticals, 3 chimeras) CHQ (HQ stand + Chimera) 3 det (3 Chimera var, 6 assault stands) CHQ (HQ stand + Chimera) 3 det (3 Leman Russ Tanks) CHQ (Leman Russ Tank) 3 Stormblades (tank 1 is CHQ) Support Cards

10 15 15 5 2

3 3 3 4 4

4 7 9 6 7

400 700 850 600 650 WD185

Name Warhound Detachment

Contents Titans 2 Warhound Scout Titans

Break Point -

Morale -

Victory Points 3 ea

Cost 500

Source

Knights Paladin Detachment Errant Detachment Lancer Detachment Crusader Detachment Castellan Detachment 3 Knight Paladins 3 Knight Errants 3 Knight Lancers 3 Knight Crusaders 3 Knight Castellans 2 2 2 2 2 2 2 2 2 2 3 2 3 5 5 250 200 250 450 450

Heavy Platoon Heavy Mechanised Platoon Chimera Squadron Chimerax Assault Squadron Chimedon Assault Squadron Chimerro Assault Squadron Leman Russ Squadron Basilisk Battery Manticore Battery Hydra Battery Stormblade Thunderbolt Squadron Marauder Squadron

Tech-Guard 6 Heavy Troop stands 6 Heavy Troop stands + 3 Chimeras 3 Chimeras 3 Chimerax 3 Chimedon 3 Chimerro 3 Leman Russ Tanks 3 Basilisks 3 Manticores 3 Hydra AA guns 1 Stormblade 3 Thunderbolt Fighters 3 Marauder Fighter-Bombers Special Cards

3 3 +2 +2 +2 +2 2 2 2 2 2 2

3 3 4 4 4 4 4 3 3

3 4 +1 +2 +2 +2 2 2 2 3 3 3 4

250 350 100 150 150 150 200 200 200 250 250 250 350 WD 185 WD 185 WD 185

WD 187 WD 187

Name

Contents

Break Point

Morale

Victory Points

Cost

Source

Epic 2nd Edition Data


Imperator Titan Warlord Titan Reaver Titan Titans 1 Imperator Emperor Class Titan 1 Warlord Battle Titan 1 Reaver Battle Titan 23 9 5 2250 900 500

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Knights Baron 1 Baron 2 150

Armageddon Golgotha Mars

Ordinatus 1 Ordinatus Armageddon 1 Ordinatus Golgotha 1 Ordinatus Mars

4 4 4

350 350 350

WD 191 WD 191 WD 191

Eldar Special Rules


Allies - Eldar will only take allies if fighting Orks, Chaos, and Tyranids. They may pick from the following. Imperial Guard Titan Legions Knights Tech-Guard Space Marines Squats Eldar Unit-Specific Rules Aspect Warriors DIRE AVENGERS - can roll for an extra hit for each model or troop stand destroyed when they fire STRIKING SCORPION - Mandiblasters - roll an extra D6 in close combat against troop stands. Roll one less against Titans and vehicles SWOOPING HAWKS - wings are like jump packs, hence they ignore terrain when moving HOWLING BANSHEES - Psychic Scream - when they charge into close combat, roll for each opponent engaged during the combat phase before rolling for close combat. On a 5+ the Howling Banshees win regardless of CAF. Opponents with an armour save are immune to the Psychic Scream Avatar Not given orders. Immune to morale. Automatically moves 15cm towards the nearest enemy. If this distance is sufficient to reach the enemy it will fight it in close combat, if not it will cast its spear at any enemy model within 15cm in any direction during first fire the spear always returns to the Avatar. Any enemy (except daemons) shooting at or in close combat with the Avatar suffer a -1 modifier. Any unit the Avatar attacks in close combat must make a morale check. The Avatar's saving throw of 2+ is not modified by anything (even if the weapon used destroys its target with no saving throws allowed), including the Wrecker. The Avatar is not a Greater Daemon in Epic terms. Deathstalker Prism Cannon Can fire at another Deathstalker to boost its power. Roll to hit as usual. There is no limit to the number of cannons used in this way. You can immediately fire once a hit has been transferred (even during first fire and the cannon is on advance). When it hits an enemy it causes 1 hit plus all the hits transferred to it, and must save against each hit. Hits cannot be retained in cannons for future turns. Once it has fired a single cannon may not fire again that turn Doomweaver Fires 3 web templates at once. Take one template and place it over the intended target (you must see the target or can fire indirectly if on first fire). The template scatters 2D6cm whether or not it was fired indirectly. Place the template number-side up in the location indicated. The other two templates are placed joining the original template on a random edge - if you roll the same edge twice the template is wasted. Any target under a Doomweaver template is automatically destroyed if it does not roll 4+ on a D6 - if it does roll 4+ move the model to the closest outer edge of the web. Titans and any target with a saving throw of 1+ is automatically moved to the outer edge of the web - if the target is immobilised it is destroyed. Immobilised does not include being on first fire, although moving a model on first fire will not be able to shoot until advance fire (if it hasn't fired already). Infantry in buildings roll for 4+ as normal. Immobilised Titans are automatically destroyed (ignore shields). Roll to see if the template passes through the Ordinatus dispersion field - if it does, remove the template. Until the template is removed, the web counts as impassable terrain to all units. Templates on buildings remain in play for the rest of the game. In the end phase, turn over any templates fired that turn. Remove these templates in the following end phase. Any model forced to move into the template is destroyed. Dreadnought

Epic 2nd Edition Data

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Will always remain within 10cm of a living Eldar unit and have the same orders as that unit . If they start a turn over 10cm away they will charge towards the nearest living Eldar unit and can only enter close combat if the Eldar unit they are moving towards are engage d in close combat. If the closest unit is a Warlock any orders can be given Exarchs For every 2 Aspect Warrior cards in your force you can have up to one Exarch card. Command units - standard rules apply Jump packs - ignore modifiers for terrain when moving Falcon Grav-Tank Carries 2 stands. Skimmer Firestorm Can not both snap fire and pop-up in the same turn Harlequins Do not test for morale if fighting Chaos. If you lose in close combat you can reroll your dice. Nightwing Due to its speed all firing against it suffers a -1 modifier In close combat against skimmers or flyers, CAF = +4 Can attack other flyers at high level Revenant Scout Titan Revenant Titans fight as individual units. The Revenant is fast and extremely agile, unlike other Titans it can turn as many times as it wants while moving. When a Revenant is on charge orders, opponents have a -1 to hit modifier because it can dodge incoming fire. Jump Jets - As long as it has charge orders, the Titan's jump jets allow it to leap over impossible or difficult terrain up to 15cm wide and 5 cm high when it is moving. This means that on charge the Revenant on charge can make up to 4 jumps, each jump as the above maximum of 15cm across. If it wishes to jump higher than 5cm, each additional 1cm height reduces the horizontal jump distance by 2cm.The Revenant may not use its jump jets to land on top of impassable terrain. Scouts Infiltration - before the game begins the Scouts can be moved at up to charge rate towards the enemy, but they may not move any closer to enemy than 5cm. If both sides have troops that can do this, roll to see who goes first. Cameleoline - Scouts cannot be seen at ranges of over 25cm. Barrages can be fired directly at Scouts only if they are within 25cm, or indirectly if a spotter is within 25cm of the Scouts Vibro-Cannon When fire draw an imaginary line from the cannon to the target (one cannon in the battery can spot for the whole battery). Any building along this line is destroyed if it fails its basic saving throw. Any troop stands or vehicles along this line is hit on 6+. The actual target is hit on a 5+. Titans which are hit suffer damage to the lowest leg area (Titan shields and fields are ignored). If the Titan has fallen over determine the effect randomly. If the beams of more than one cannon from the same battery cross a building or model the target is hit automatically with a save modifier of -1 for each cannon. Warlock Command unit - standard rules apply. Remove the accompanying Falcon if the Warlock is killed. All Eldar within 10cm of the Warlock can be given orders after all orders are revealed. Can use the following powers every turn MIND BLAST - use on any target within 25cm. It is hit on a 4+ If hit it is destroyed without a saving throw. If the target is a Titan roll on the head damage table PSYCHIC LOCK - target within LOS and 75cm. Target is pinned on a 4+ and will be unable to move or fire, but Titans can repair damage and raise void shields as normal. Affected target is exempt from formation rules. If attacked in close combat do not roll, just use CAF as score. Lasts until the pinned model can roll a 4+ in the end phase. Also, the Warlock may do nothing else if it wishes to maintain the lock after the turn's end (moving, psychics, etc). If a flyer with a minimum move is locked it simply moves in a straight line at minuimum speed. ELDRITCH STORM - range 50cm. Place barrage template within range. Any model under the template will be flung to a random edge of it. Scattered models may do nothing for the remainder of the turn. Storm blocks LOS and nobody can see, move or shoot through it but barrages can still be fired indirectly over the storm if a third party can see the target. Stays in place until the end of the turn. If a model with a psychic save is hit by the storm and it passes its save it is unaffected by the storm. Titans with void shields can disperse a storm cast on it on a 4+. The Warlock cannot use Eldritch Storm on itself. Vehicles or Titans which are flung into impassable terrain stop at the edge of the impassable terrain and suffers no further damage. Warlock Titan is the same as Phantom Titan but If it has a psychic lance, 4+ to hit All close combat attack hits count as psychic attacks (kills daemons instantly) Doesn't have to choose its orders until intiative is determined and the enemy's orders are revealed Psychic save of 3+ on 1D6 (unmodifiable) It may use one of its powers in addition to shooting and close combat:

Epic 2nd Edition Data


Page 25
DOOM - on any model within sight of 50cm. All shots against that model will hit on a 3+. If that model is in close combat its CAF is halved. Models with shields have a 4+ save against Doom. Psychic saves may be made against Doom. This lasts until nullified WITCH SIGHT - all enemy firing at the Titan in this combat phase suffer an extra -1 to hit modifier. In close combat, oppsoing Titans and vehicles use one less dice. If the Titan is immobilised it can not use Witch Sight MIND SHOUT - all enemy models within 25cm must immediately pass a morale check or go onto fall back orders. Rolls of 1 fail automatically. Even models that are exempt from making morale checks must still test. All friendly units with models within 25cm can immediately roll to rally from fall back

Warp Hunter

Wave Serpent Place template in front of Wave Serpent, it moves with the vehicle, it doesn't affect scenery but any other targets are moved to the trailing edge and can do nothing for that turn. If the wave passes through a building the building will collapse if it fails its saving throw, models inside the building are unaffected if the building survives The wave can also be fired but it can not be used as a shield that turn. It is fired in the orders phase before any orders are placed. Move the template 2D6x10 cm with the same effects as before, but also all models pushed aside suffer a hit on a 4+. Remove the template after use. Titans or vehicles which are thrown into impassable terrain by the wave move to the edge of the impassable terrain and suffers no further damage. The wave is impenetrable to any kind of attack. and it is impossible to move through. Opponents in a higher position that can see over the template can shoot at it (incuding pop-ups and indirect barrages) Can carry 2 stands. If so then the Wave Serpents must maintain coherency with its infantry if possible. The break points and morale are still kept separate so it is acceptable for one unit to fall back while the other stays. Wraithguard Will always remain within 10cm of a living Eldar unit and have the same orders as that unit . If they start a turn over 10cm away they will charge towards the nearest living Eldar unit and can only enter close combat if the Eldar unit they are moving towards are engage d in close combat. If the closest unit is a Warlock any orders can be given Ra Attack Save TROOP TYPE Move Save CAF Weapons ng To Hit Notes Dice Modify e INFANTRY Special Avatar 15 2+ f +10 Spear 15 1 2+ -3 Rules Guardians 10 0 Shuriken 50 1 5+ 0 Jump Apsect Warriors 20 +2 Lasguns 25 1 5+ 0 Packs Swooping Hawks 10 +2 Shuriken 50 1 5+ 0 Extra Dire Avengers 5 6+ f +1 Missile Launcher 75 2 4+ -1 Shot Dark Reapers 10 +2 Thermal Gun 25 1 5+ -2 Psychic Fire Dragons 10 +6 Power Sword Scream Howling Banshees 10 +6 Mandi-Blaster Roll 3D6 Striking Scorpions in CC Special Warlocks 10 +2 Shuriken Pistol 25 1 5+ 0 Rules Special Exarchs 20 6+ f +8 Ancient Artefacts 75 2 3+ -1 Rules Special Harlequins 15 +6 Shuriken Pistol 25 1 5+ 0 Rules Special Scouts 10 +3 Lasgun 50 1 4+ 0 Rules Anti-Grav Lascannon 10 -3 Lascannon 75 1 4+ -2 Vibro-Cannon 10 -3 Vibro-Cannon 75 Special Rules Special Wraithguard 10 6+ f +1 Wraithcannon 50 1 5+ -1 Rules

Skimmer - can pop-up Place barrage marker over target. Scatters twice 2D6cm. Anyone under the template rolls scatter dice: HIT destroyed, no saving throw buildings: destroyed if it fails a saving throw Titans or super-heavies: target scatters 1D6cm ARROW - target is thrown 1D6cm in that direction and may do nothing else that turn

Epic 2nd Edition Data


Jet Bike Vyper Jet Bike 35 35 CAVALRY +3 Shuriken Cannon 15 +3 Shuriken Cannon 25 WALKERS Dreadnought War Walker 10 25 5+ +2 +1 Lascannon Lascannon Scatter Laser 75 75 25 1 1 3 5+ 5+ 5+ -2 -2 0 1 2 5+ 5+ -1 -1

Page 26
Skimmer skimmer

Special Rules

Doomweaver Deathstalker

25 25

3+ 3+

VEHICLES +1 Wire thread +1 Prism Cannon 75 1

Special Rules 3+ -2

Falcon Grav-Tank Firestorm Nightwing Warp Hunter Wave Serpent

25 25 35-100 25 25

3+ 3+ 3+ 3+ 3+

+1 +1 +2 +1 +1

Lascannon Laser Battery Lascannon Shuriken Missiles Warp Cannon Warp Wave

75

4+

-2 -2 -2 0 0

10 3 4+ 0 75 1 4+ 25 4 5+ 50 4 BP . 75 Special Rules 2D 6x Special 4+ 10

Skimmer Special Rules. Skimmer Carries 2 stands. Skimmer Skimmer. Snap fire Special Rules Flyer Skimmer Carries 2 stands

SUPER-HEAVY VEHICLES Tempest 25 1+ +4 10 Tempest Laser 0 Shuriken 15 Shuriken Cannon 15 2 2 1 4+ 6+ 5+ -3 0 -1 skimmer

Company Defender Falcon

Warhost

Wind Rider

Tempest

Spirit

Eldar Army Cards and Composition Company Cards | Support Cards | Special Cards | Free Cards Company Cards Break Victory Contents Morale Point Points 3 det (6 9 3 5 Guardian stands) 3 det (3 5 3 5 Falcons) 3 det (6 Guardian 14 3 9 stands, 3 Falcons) 2 det (5 Vypers) 13 3 7 3 det (5 Jetbike stands) 2 det (3 3 3 9 Tempests) 1 Warlock stand 1 det (4 W 5 Wraithguard stands) 2 det (4

Cost 450 450

Source

850

650

900

500

Epic 2nd Edition Data


Phantom Titan Squadron Dreadnoughts) 3 Phantom Battle Titans 6 ea 1200

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Support Cards Name Defender Detachment Guardian Detachment Wraithguard Host Contents 6 Guardian stands 6 Guardian stands, 3 Falcons 4 Wraithguard stands Break Point 3 5 4 Morale 3 3 Victory Points 2 3 1 Cost 150 300 100 Source

Dire Avengers Fire Dragons Striking Scorpions Howling Banshees Swooping Hawks Dark Reapers

4 Dire Avenger stands 4 Fire Dragon stands 4 Striking Scorpion stands 4 Howling Banshee stands 4 Swooping Hawks stands 4 Dark Reaper stands

2 2 2 2 2 2

Aspect Warriors 2 2 2 2 2 2

1 1 2 2 1 3

100 100 150 150 150 250

Walkers & Cavalry War Walker Squadron Dreadnought Host Jetbike squadron 3 War Walkers 4 Dreadnoughts 5 Jetbike stands 2 4 3 3 3 2 2 2 150 150 200

Vyper Squadron Falcon Detachment Tempest Squadron Warp Hunter Squadron Wave Serpent Squadron Doomweaver Squadron Nightwing Squadron

5 Vypers 3 Falcons 3 Tempests 2 Warp Hunters 2 Wave Serpents 2 Doomweavers 3 Nightwings

3 2 2 1 1 1 2

Vehicles 3 3 3 3 3 3 3

3 2 5 1 2 2 3

250 150 500 100 150 150 300

Artillery Lascannon Battery Vibro-Cannon Battery Prism Cannon Firestorm 3 Anti-Grav Lascannon 3 Vibro-Cannon 1 Deathstalker Prism Cannon 1 Firestorm 2 2 1 1 3 3 3 3 1 1 1 2 100 100 50 150

Epic 2nd Edition Data

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Titans Revenant Detachment 2 Revenant Scout Titans 3 600 WD 186

Special Cards Name Warlock Scouts Exarchs Harlequin Troupe Phantom Titan Warlock Titan Contents 1 Warlock stand, 1 Falcon 4 Scout stands 4 Exarch stands 4 Harlequin stands 1 Phantom Titan 1 Warlock Titan Break Point W 2 2 2 Morale 2 2* Victory Points 1 1 4 2 6 8 Cost 100 100 400 150 600 750 Source

Free Cards A player may select up to 2 free Special Cards in addition to any host cards and Support Cards he may have purchased. One of these Special Cards must always be the Avatar Free Card. The other must be from the majority craft world element of your army. In other words, if the majority of your army represents the Alaitoc Craft World the free card must be the Alaitoc scout free card. Break Victory Name Contents Morale Cost Source Point Points Avatar 1 Avatar 2 Alaitoc Scouts 4 Scout stands 2 2 1 Black Guardians 6 Guardian stands 3 3 1 of Ulthwe Saim-Hann Wild 5 Jetbike stands 3 3 1 Riders Iyanden Ghost 4 Wraithguard stands 4 1 Warriors Biel-Tan Dire 4 Dire Avenger stands 2 2 1 Avengers

Orks Special Rules


Not everything is here as you can see. Nothing about the Ork command rule at the moment. Natural Instincts - when the command unit is too far away. Snakebites will not shoot, move towards enemy at up to the normal rate if you wish to move them. They will fight close combat normally Goffs will not shoot, must move between normal and double rate towards the enemy and must charge the enemy if they are within range Bad Moons will not move, will shoot at the nearest enemy during first fire Evil Sunz will not shoot, will move towards the furthest table edge between normal and double rate, will move into close combat with anything that gets in the way Death Skulls will move towards the nearest objective at normal rate and will shoot at any enemy within 25cm during advance fire Blood Axes will move towards the nearest table edge and will only shoot at enemy within 25cm during advance fire, they will stop moving having reached the table edge where they will simply sit and watch Kult of Speed will not shoot, will move at double rate in any direction specified by the Ork player in as straight a line as possible, they will enter close combat with anybody dumb enough to get in the way Renegade Mekboyz have the same behaviour as Evil Sunz Ork Yoonit-Spesiffik Roolz Battlewagons May carry 3 troop stands Battlewagon support cards are not separate units. They are transport for the Nobz or Boyz, in the clan and can be split any way desired Bonekruncha & Bonebreaka

Epic 2nd Edition Data

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Dethrolla will squash any troop stand it moves over on 4+, if it fails to crush the stand, it is stuck in close combat and its movement ends Bowelburna Ignore to hit modifiers for cover Deathskull Clans Can take any support card, even if it is specific to another clan. Dreadnoughts If they recieve no orders (also if too far from command), roll 1D6 1-2 = first fire 3-4 = advance 5-6 = charge Dreadnought Mob cards - maximum of 1 card per clan (2 for Bad Moons) Extra Boyz & Nobz Do not fight separately. They add to the existing clan Freebooterz Subject to the Ork Command rule, but they will only take orders from their Kaptin. The Kaptin is a command unit only for the Freebooterz. The Freebooterz will not take orders from others even if the Kaptin is killed. If the Kaptin is killed the remaining Freebooterz not in close combat will stop where they are and fight over who gets the top job. Roll a D6 for each Freebooter stand in the end phase. On a 1 remove that stand as the Orks beat each other senseless. On a 5 or 6 replace the stand with a Kaptin. Stop rolling once a new Kaptin is found. Gargant Big Mobs Consist of any combination of Slasher and Great Gargants. The biggest Gargant is the Boss-Gargant and always has the maximum number of power fields. The other two Gargants must stay within 20cm of the Boss Gargant to recieve orders. If too far away, roll for orders: 1-2 first fire 3-4 advance 5-6 charge The Gargants will take orders from nobody other than the Boss Gargant. The Boss Gargant is not a command unit and must still be given orders as normal. If the Boss Gargant is destroyed, all Gargants in the Bigmob must roll for their orders next turn. At the end of that next turn, the next biggest Gargant will take over as Boss Ghazghkull Thraka Command unit - standard rules apply All Ork units within 25cm may add +1 to morale Once per game, Ghazghkull may invoke the Waaagh! This lasts for one turn only. Ghazghkull is immune to any damage, all shooting at Orks suffer a -1 modifier and all Orks roll an extra dice in close combat Gibletgrinda Battle Fortress Not subject to Ork command rule (onboard Nob), but is not a command unit Dethrolla - will squash any troop stand it moves over on 4+, if you do not kill the stand you can keep moving. You can run over troops already in combat with other Orks. Moves through woods and rubble without penalty Goffik Rokker Tour Wagon Allowed any orders but must stay within 10cm of an Ork to recieve them. The Tour Wagon and anything within 6cm will get a psychic save of 4+. Ork Weirdboyz within 6cm will gain an additional 2D6 power points but his head will explode on a 5+ if he attempts to use his powers. Any Orks within 6cm will pass morale test automatically and gain +1 CAF, but suffer -1 to hit in shooting due to excessive headbanging. If the Wagon is destroyed all Ork units within 6cm must take a morale test, if this test is failed the Orks go into a frenzy and must charge towards the model that destroyed the Tour Wagon next turn. The accompanying Bouncer Boyz must remain within 5cm of the Tour Wagon and have the same orders as the wagon. They have the same statistics as Goff Boyz. If they pass their morale test from the destruction of the Tour Wagon they will guard the wreckage ang go onto First Fire for the rest of the game. If they fail they will charge as above but will move back towards the Wagon next turn until withn 6cm of it and go onto First Fire. The Mega Woofer Sound Blaster can only be used once per game. Use the large teardrop template and place the large end over the intended target. Models under the template will be hit on a 4+ (-1 save). Titan shields are ignored and damage is to the head. Any unit that has been hit but not killed cannot be given orders next turn as they recover from the sonic blast, this includes Titans. Troops without orders may not move but can shoot during the Advance phase. The Tour Wagon has D3 power fields, like a Gargant, and can also be penetrated on a 6+ Gretchin If have more than one Gretchin Mob card, they all form one big mob, add +2BP +1VP to the Mob. The Gretchin mob must be placed within 10cm of an Ork formation at the start of the game, and they will stay within 10cm of those Orks for the game and must be given the same orders as that unit as they attempt to copy their every action. If that unit is destroyed the Gretchin will latch onto the nearest Ork formation and annoy them in the same manner. Hop Splat Gun Cannot move and shoot. If too far from a command unit, will go first fire on the nearest visible enemy unit. Cannot fire indirect barrage. Place first barrage template on target and work damage, then scatter the template 3D6cm and work damage again, scatter from the second point and work damage a third time.

Epic 2nd Edition Data

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Can be towed into battle by wartracks or warbuggies at no movement penalty and can be unlimbered at any point in the vehicles move, the Hop Splats cannot fire that turn. The guns can be limbered again at any point in the move phase as soon as the wartrack or warbuggy touches it, it can then continue moving. A Hop Splat cannot be limbered and unlimbered in the same turn

Madboyz

If have more than one Madboy Mob card, they all form one big mob, add +2BP +1VP to the Mob. Do not give them orders. Every turn once orders are revealed, roll: 1-2 First Fire 3-4 Advance 5-6 Charge Up until the unit is broken, roll 2D6 on the Madboy table below every time the Madboyz suffer a casualty. Roll at the end of each phase of combat - first fire, close combat, advance fire - in which a stand is killed. Also roll whenever a morale check is required (even when they are broken) instead of making the morale check. Madboy Table Run Away! The Madboyz run for it and spend the battle hiding in unreasoning terror. Remove the mob, they - roll 2D6 2 count as destroyed for the purposes of Victory Points Ooo, Wotz Dat? The Mob is suddenly distracted by some small creature. The Mob can do nothing else until it is 3 called upon to take another Madboy roll I tell yer, we're dead! Somehow the Mob get this idea and they lie down and play dead. The mob can do nothing 4 until they must make another Madboy roll. Their performance is so convincing that no enemy are allowed to attack the Madboyz at all, even if the enemy moves right through them Da pinz have fallen out! The Mob somehow belive that the pins have fallen out of all of their grenades and throw them about like hot potatoes until one gets the idea to throw them away. Randomly select one Madboy stand, this 5 is the one that throws them away. He throws them 3+D6cm in a random direction. Place a barrage marker - D6 barrage points, no save modifier, normal barrage We're too exposed here! Until the Mob makes another roll, they will head towards the nearest piece of terrain and 6 occupy it. If that area is enemy held, the Madboyz will charge them if they can, if they can they are automatically put on charge orders I'll tell YOU wotz wrong wiv Da Plan... The Mob is quickly reduced to an all-in brawl. The Mob may do nothing 7 for the rest of the turn. If engaged in close combat, the enemy are so bewildered with the Madboyz' behaviour that neither side fights. Everything is back to normal next turn. Shoot 'em! The Mob decide to shoot all they have at the nearest enemy model. If the nearest enemy is out of range, the Mob will fire away regardless. If the enemy is within range the Madmob gets an extra shot. If they 8 have already shot during this turn they may shoot again immediately regardless of the game phase (even if they are in close combat). If they haven't shot this turn they shoot twice in the combat phase. 9 We're invincibul! Until they make another roll, they have a 3+ save to represent their unshakable faith. Waaargh!! The Mob is suddely whipped into a frenzy and become savage killers. Until a new roll is made, all 10 movement rates are doubled, CAF goes up to +8 and shooting to hit is 2+ Get da Tank! The Mob heads towards the nearest enemy tank unit at charge rate. If none are visible, bikes, vehicles or artillery will do. They will move straight towards the unit and attempt close combat. Their 11 determination so astounds the enemy the Mob have a 3+ save. The Mob will not shoot, but double their close combat roll. This lasts until a new test is made Ommm... the Mob begins a Weirdboy chant. if a Weirdboy is within 25cm he gets +4D6 energy points. If there is are no Weirdboyz within 25cm, the Madboyz overload with psychic energy and explode. All troops within 25cm 12 are hit by the psychic shockwave, they must pass their saving throw or be killed. Tis only applies to vehicles with crews and living creatures. They can attempt any psychic saving throws Mekboy Support Cards Only 1 Mekboy Support card can be taken per clan, except Blood Axes and Evil Sunz clans which can have 2 and Kult of Speed can have 5. In the case of Shokk Attack Guns, Tinbots and Pulsa Rokkits, there is a maximum of one of each per clan within the above restrictions - but Blood Axe and Evil Sunz clans can have up to 2 of each within the above restrictions. Each Mekboy card allows you to randomly draw 2 Mekboy Repair cards Mekboy 'Doom Diver' Magna-Kannon Effect of hit depends on target: skimmer on advance or charge, or flyer - target smashes into the ground, avoiding anything on the ground skimmer on a pop-up attack - attack is cancelled, skimmer returns to ground facing in direction chosen by you Titan or super-heavy ground vehicle - no effect anything else - stops their move if snap fired, target can then face any direction the Ork player chooses Mekboy Dragsta Has a move of 35+2D6cm. On charge the move is 70+4D6 Deflektor field has a 6cm radius. Whenever anything in the field.is shot at and hit roll the scatter die HIT = target is hit as normal ARROW = shot is deflected from the edge of the field in the direction indicated and travels the remainder of its shot until it hits something. Barrages are deflected 4D6cm in the indicated direction.

Epic 2nd Edition Data

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Indirect barrages can be fired over the field but anything fired through the field can be deflected. Models can fire from within the field without trouble. The field can not protect Titans/Gargants Mekboy Pulsa Rokkit One shot. Can only be fired on first fire. Shoots straight ahead. To fire, choose a number from 1 to 20 and roll that many D6's and add 50cm to get the total distance the rokkit travels. Then roll for scatter as for an indirect barrage. Place the smaller template where it lands Roll 1D6 for the rokkit as it lands 6 KABOOM!! The pulsa generator crackles and sparks throwing out massive force waves before it explodes. Everything under the template is destroyed except Titans which suffer 6 hits at -2 save. Anything within 6cm of the template edge is hit on 3+ with -2 save. After working out results, remove the template 2-5 HUMMM Any troop stands under the template are destroyed on 4+. Vehicles, Titans or buildings suffer an equal number of hits as rolled for this table, each at -2 save. Any surviving troops or vehicles are pushed out to the edge of the template and may not fire this turn. Leave the template in position and roll again next turn. 1 PHUT! the rokkit feebly unleashes a single ripple of energy before going out. Work out damage as for 2-5 above then remove the template After the rokkit has landed it starts to warm up. At the start of the next combat phase replace the template with the 6cm radius template and roll on the table again. If the template remains and roll again next combat phase. Only Titans can move through a pulsa field as difficult ground. Only Titans, Skimmers, Flyers and elevated troops can see through it. Mekboy Shokk Attack Gun Can only be fired if on first fire. Unlimited range, can be fired at anyone in sight. You cannot shoot at Overlords Nominate target and roll scatter dice and 2D6 HIT + DOUBLE = target destroyed, no save . Bypass Titan shields to automatically damage random location HIT + OTHER = fight close combat with target. 2D6 gives Snotling combat score, target makes normal combat roll (2D6+CAF). If target wins it cannot shoot for the rest of the turn if the target can be pinned by infantry stands, and the target counts as having already fought one opponent if the target was already in close combat ARROW = shot scatters 2D6cm in that direction. The Snotlings attack the closest target within 5cm friend or foe - as above Snotlings attack for that one turn only Mekboy Speedsta Save throw of D3+ (1-2 = 1+, etc). Roll to check each time the Speedsta is attacked by a different unit Has a move of 30+2D6cm. On charge the move is 60+4D6 Can be armed with either of the following KUSTOM DESTRUTKOR ROKKITS fires barrage directly only. Roll artillery dice to give number of barrage points. Misfire means that the rokkits fail to fire this turn, nothing serious. KUSTOM KANNON roll artillery die to give the number of attack dice for the shot. Each shot hits on a 5+. Misfire means that a shell explodes in the breach and the Speedsta is hit with a -2 save. If it survives it can fire again next turn. Mekboy Bubble Chukka Speedsta Save throw of D3+ (1-2 = 1+, etc). Roll to check each time the Speedsta is attacked by a different unit Has a move of 25+2D6cm. On charge the move is 50+4D6 Fires at the start of the combat phase but cannot fire if on charge orders. Do not roll to hit as normal - randomly draw 2 counters from the available 4 for each Chukka (3 say "miss", 1 says "hit") without looking and place one or two of them next to the target/s (any vehicle or Titan within 50cm). When attacking a Titan shields are no protection and the shot affects 1 weapon only. When the bubbled vehicle or Titan weapon fires reveal the counter: MISS = the bubble did not work and the weapon fires normally HIT = all weapons bubbled rebound and hit automatically. In the case of Titans the shot hits the weapon fired (ignoring shields), roll hit location dice to see where the shot finally hits. Mekboy Lifta-Droppa Speedsta Save throw of D3+ (1-2 = 1+, etc). Roll to check each time the Speedsta is attacked by a different unit Has a move of 20+2D6cm. On charge the move is 40+4D6 Roll to hit the target. If their save is failed, the target is lifted into the air and can be dropped anywhere within 6cm. Roll the scatter: HIT = bang on target ARROW = victim flies 2D6cm before plummeting Falling victim is destroyed. Anything it lands on is destroyed unless its saving throw is better than what fell on it. Titans cannot be picked up but can have stuff dropped on it. Titans lose a shield if hit or will suffer a hit if no shields. Roll for location as normal and the location is damaged unless the save for the area is better than whatever hit it. Buildings can only be damaged if hit by a super-heavy. Pass a basic save for the building or the building collapses.

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Mekboy Tinbotz Not subject to the Ork Command Rule, but there is a delay in them recieving orders. For the first turn, give them orders as normal. At the end of the movement phase you must give the Tinbotz Mob their orders for the next turn (face down until revealed next turn as normal). Follow this procedure every turn. CHARGE charge 20cm in a straight line towards the nearest enemy unit and enter close combat if possible. Tinbotz cannot fire if on charge orders ADVANCE advance 10cm in a straight line towards the nearest enemy and fire at them during advance fire. FIRST FIRE remain stationary and fire at the nearest enemy during first fire FALL BACK move between 10-20cm directly away from the nearest enemy unit Nobz stands and Nobz warbikes Command units - standard rules apply. Nobz can act as command units for any Ork formation regardless of clan, but nobody else will listen to Blood Axe Nobz as they are trecherous gitz. Nob Warbikes - each card forms a separate command unit Blood Axe Rhinos May carry 2 troop stands Rhino support cards are not separate units. They are transport for the Nobz or Boyz, in the clan and can be split any way desired Scorchers Ignore to hit modifiers for cover Skullhamma Battle Fortress Not subject to Ork command rule (onboard Nob), but is not a command unit. When on charge orders it can move up to triple rate (ie. up to 45cm). Carries 5 stands. Squiggoths When they are hit and fail their save, roll scatter die: HIT = Squiggoth dies on the spot ARROW = Squiggoth rampages 2D6cm before dying. Any troops it runs over are hit on 4+, save as normal Squig Katapult Cannot fire indirect. Place one katapult template for each katapult in the battery on the target. Scatter each template 2D6cm (if you get an arrow). Anything under the template is hit automatically ignoring cover. Orks and Gretchin are unaffected. Anything else must make a +1 save to survive (models that have no save have a save of 6+ in this case). If the squigs cause any casualties they may go into a feeding frenzy. Roll 1D6. A 6 means the swarm moves 2D6 in a random direction. Anything it passes over is hit. Then remove the template Stompas Do not need to take morale checks. Are never routed Stormboyz The Ork command rule applies as normal, but as they have a Kaptin the Stormboyz can be placed in a remote area. The Kaptin is a command unit for the Stormboyz only, not for other Orks as they find him to be a rather silly character. But if the Kaptin is killed, the Stormboyz will respond to orders from other command units Traktor Kannon Roll to hit and make saving throws as normal. If the target fails its saving throw roll a further D6 and add +1 if the target has no basic saving throw 1-5 Immobilised: may do nothing next turn 6+ Squashed: destroyed A Titan's shield offer no protection, but use the highest saving throw from all its areas. Immobilised model do nothing. If they are command units they cannot give orders. Any psychic powersand bonuses normally conferred by immobilised models are negated. Immobilised Titans can use their shields as normal but can do nothing else, including repairs or raising shields Immobilised units are exempt from coherency, but must rejoin as soon as possible after effect wear off. Warbosses and Warlords Command units - standard rules apply Warlord and Stompas Nobz, Battlewagons and Warlord form a single command unit. The Stompas are a separate Mob, they are not command units Warbuggies and Wartraks Can tow HopSplat gunz at no movement penalty and can unlimber them at any point in the vehicles move, the Hop Splats cannot fire that turn. The guns can be limbered again at any point in the move phase as soon as the vehicle touches it, it can then continue moving. A Hop Splat cannot be limbered and unlimbered in the same turn. Weirdboy Battletower In the end phase of every turn work out how much power the Weirdboy has soaked up. For each of the following within 25cm add the stated psychic energy points. If there are multiple towers exposed to the same Orks, both towers draw the full energy from all Orks in range, regardless of overlap. Ork Boyz or Nobz stand 1 Ork vehicle, bike stand, Dreadnought, Stompa, artillery piece 1/2 Gargant D6

Epic 2nd Edition Data

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If the final amount is over 20, roll a D6: on a 6 the Weirdboy overloads destroying the tower and any troops within 2D6cm Assuming the Weirdboy survives, he can fire his psychic bolts during the psychic phaseaccording to the below table. Attacks are made in the 180 frontal arc. If no attacks are made, the accumulated energy disperses Energy Points Range(cm) Attack Dice To Hit Save Modifier 1-5 25 1 6+ -1 6-10 50 2 5+ -2 11-15 75 3 4+ -3 16-20 100 4 3+ -4 21-25 150 6 2+ -5 26+ 200 8 2+ -5 Rang Attack Save To Hit e Dice Modify

TROOP TYPE Ork Boyz Bad Moons Death Skulls Snakebites Goffs Blood Axes Evil Suns Command Units Nobz Warboss Warlord Ghazkhull Uvver Boyz Gretchin Madboyz Wildboyz Stormboyz Freebooterz Big Gunz Shokk Attack Gun Hop-Splat Gun

Move

Save

CAF

Weapons INFANTRY

Notes

10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10

4+ -

+1 +1 +2 +3 +1 +1 +4 +5 +7 +8 -1 +1 +3 +1 +1 0 -3

Bolters Bolters Bolters Bolters Bolters Bolters Bolters Bolters Bolters Kombi Weapon Shotguns Bolters Axes Bolters Bolters

50 50 50 25 50 50 50 50 50 25 15 50 50 50

1 1 1 1 1 1 2 2 2 2 1 1 1 1 special 1 BP

5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 4+ 4+ 4+ 5+ 5+ 5+

-2 0 0 -1 0 0 -2 -2 -2 -2 0 0 0 0 . -1 . . . Special Rules Mimic Special rules . Special rules Special rules Special rules Special rules

Shokk Attack Gun U/L Hop-Splat 50

Nobz Warbikes Bikeboyz Boarboyz

30 30 20

6+ -

+5 +3 +4

CAVALRY Bolters Bolters Bolters

25 15 15

2 1 1

5+ 6+ 6+

-2 0 0

Command unit

Dreadnought Mekboy Tinbot

10 10

6+ 4+

+3 +4

WALKERS Autocannon Autocannon

50 25

2 2

5+ 4+

0 0

Special rules Special rules

VEHICLES Battlewagon Bonebreaka Bonecruncha Braincrusha Scorcher Squig Katapult 25 20 20 15 30 15 4+ 4+ 4+ 4+ 6+ 3+ +1 +4 +4 0 +1 +1 Autocannon Battlecannon Autocannon Braincrusha Cannon Scorcher Squig Swarm 50 75 50 100 15 50 1 1 2 1 1 special 5+ 4+ 5+ 3+ 4+ 0 -2 -1 -3 0 +1 Ignores cover Special rules Carries 3 stands Deathrolla Deathrolla

Epic 2nd Edition Data


Traktor Kannon War Buggy Wartrak Bad Moon only Weirdboy Battletower Blood Axe only Rhino Land Raider Evil Sunz only Bowelburna Gobsmasha Spleenrippa Goffs only Gutrippa Lungbursta Snakebites only Squiggoth 15 30 30 25 25 20 6+ 6+ 4+ 4+ 2+ 0 +2 +1 +1 0 +3 Tower Guns Traktor Cannon Autocannon Autocannon None Bolters Lascannon Bolters Scorcher Autocannon Battlecannon Battlecannon Battlecannon Bombards Swivel Guns Magna-Cannon Pulsa Rokkit Destruktor Rokkits Kustom Kannon Bubble Chukka Lifta-Droppa 25 50 25 50 15 75 15 15 50 75 50 50 50 25 2 1 1 1 1 2 1 1 1 1 1 1 2 3 5+ 5+ 5+ 5+ 6+ 5+ 6+ 4+ 5+ 4+ 5+ 5+ 4+ 5+ 0 -1 0 0 0 -2 0 0 0 -2 -2 -2 0 0 -

Page 34
Special rules

Special rules Holds 2 stands Holds 2 stands

30 25 30 20 20 10

5+ 5+ 5+ 3+ 3+ 3+

+1 0 0 +4 +1 +5

Ignores cover . .

Dragsta Doom Diver Pulsa Rokkit Speedsta - Rokkit Speedsta Kannon Speedsta Bubble Chukka Speedsta Lifta-Droppa

35+2D6 20 5 30+2D6 30+2D6 25+2D6 20+2D6

3+ 4+ 4+ 1-3+ 1-3+ 1-3+ 1-3+

+2 0 0 +3 +3 +2 +2

Deflektor Shield U/L 1 5+ 50+? special D6 75 75 50 75 2-10 BP 2-10 1 special special 4+

Rampages 2D6cm when dead Special rules Special rules Special rules

-2 -2 -4

Special rules Special rules Special rules Special rules

SUPER-HEAVY VEHICLES Gibletgrinda 15 1+ +8 Autocannon 50 5 5+ -1 Deathrolla. Carries 5 stands Carries 5 stands. Charge at triple Ignore morale Special rules One shot

Skullhamma Stompa

15 10

1+ ar 1+

+4 +8

Battlecannon Battlecannon Bolters Cannon Bolters Sound Blaster

75 50 15 50 10 Temp late

2 1 4 3 4 .

4+ 3+ 6+ 5+ 6+ 4+

-2 -4 0 -1 0 -1

Goffik Rokker Tour Wagon

10

1+ ar

+10

Ork Army Cards and Composition Clan Cards | Support Cards | Special Cards Clan Cards Clan Kult of Speed Deathskull Bad Moon Evil Sunz Contents HQ (5 Nob Warbikes) 2 Mobz (5 Warbuggies) HQ (4 Nobz stands) Boyz Mob (15 Boyz stands HQ (4 Nobz stands) Boyz Mob (15 Boyz) HQ (3 Nobz stands+ Battlewagon) Boyz Mob (15 Boyz stands + 5 Battlewagons) Break Victory Morale Point Points 8 4 4 10 4 5 10 4 6 12 4 6 Cost 400 500 600 600

Epic 2nd Edition Data


Snakebite Blood Axe Goff Mega-Gargant HQ (4 Nobz stands) Boarboyz Mob (5 Boarboyz) Boyz Mob(15 Boyz stands) HQ (4 Nobz stands + 2 Rhinos) Boyz Mob (12 Boyz stands + 6 Rhinos) HQ (8 Nobz stands) Boyz Mob(15 Boyz) 1 Mega-Gargant Support Cards Infantry 4 Madboyz stands 4 Gretchin stands 4 Wildboyz stands 4 Boyz stands 4 Nobz stands 1 Stormboy Kaptin + 4 Stormboyz 12 12 12 4 4 4 6 6 7 14

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600 600 650 1400

Madmob Gretchin Mob Wildmob Extra Boyz Extra Nobz Stormboyz Korps

+2 +2 +2 +2 +2 +3

4 4 4 4 4 4

+1 +1 +1 +1 +2 +2

50 50 100 200 150

Bikeboyz Mob Dreadnoght Mob

Cavalry / Walkers 5 Bikeboy stands 4 Dreadnoughts

+3 +2

4 4

+1 +1

100 100

Scorcher Squadron Warbuggy Squadron Wartrak Squadron Battlewagon Squadron Bonebreaka Squadron Bonecruncha Squadron Braincrusha Squadron

Vehicles 3 Scorchers 5 Warbuggies 5 Wartraks 3 Battlewagons 3 Bonebreakas 3 Bonecrunchas 3 Braincrushas

+2 +3 +3 +2 +2 +2 +2

4 4 4 4 4 4 4

+1 +1 +1 +1 +2 +2 +2

50 100 100 100 150 150 200

Gibletgrinda Skullhamma Stompas Mob

Super-Heavy Vehicles 1 Gibletgrinda Battle Fortress 1 Skullhamma Battle Fortress 3 Stompas

+2

4 4 -

1 1 +3

100 100 250

Gun Batteries Traktor Kannon Battery Hop-Splat Battery Squig Katapult Battery 5 Traktor Kannon 5 Hop-Splat Gunz 3 Squig Katapults +3 +3 +2 4 4 4 +1 +2 +2 100 150 200

Mekboy Cards Doomdiver Magna Kannon Shokk Attack Gun Team Dragsta Rokkit Speedsta 1 Magna Kannon 4 Shokk Attack Gunz 1 Dragsta 1 Rokkit Speedsta +1 +2 +1 +1 4 4 4 4 +1 +1 +1 +1 50 100 100 100

Epic 2nd Edition Data


Kannon Speedsta Bubble Chukka Speedsta Lifta-Droppa Speedsta Tinbot Mob Pulsa Rokkit Battery 1 Kannon Speedsta 1 Bubble Chukka Speedsta 1 Lifta-Droppa Speedsta 5 Tinbotz 3 Pulsa Rokkits (max 1 card/clan) +1 +1 +1 +3 +2 4 4 4 4 +1 +1 +1 +2 +3

Page 36
100 100 100 150 250

Gutrippa Squadron Lungbursta Squadron

Goffs only 3 Gutrippas 3 Lungburstas

+2 +2

4 4

+1 +1

100 100

Bad Moon only Weirdboy Battletower 1 Weirdboy Battletower +1 4 +1 100

Evil Suns or Kult of Speed only Bowelburna Squadron Spleenrippa Squadron Gobsmasha Squadron Nobz Warbikes Mob 3 Bowelburnas 3 Spleenrippas 5 Gobsmashas 5 Nobz Warbikes +2 +2 +3 +3 4 4 4 +1 +1 +1 +2 50 100 100 200

Boarboyz Mob Squiggoth Mob

Snakebites only 5 Boarboy stands 3 Squiggoths

+3 +2

4 4

+1 +2

100 150

Rhino Squadron Land Raider Squadron

Blood Axes only 3 Rhinos 3 Land Raiders Special Cards

+1 +2

4 4

+1 +2

50 150

Name Mekboy Slasha Great Big Mob

Contents Gargants 1 Mekboy Gargant 1 Slasha Gargant 1 Great Gargant 3 Gargants (any mix of Great & Slasha)

Break Victory Morale Point Points 5 6 9 9/6

Cost 450 600 850 1700

Freebooterz Warboss Ghazghkull Thraka Warlord and Stompas

Others 1 Freebooter Kaptin + 4 Freebooter Boyz 1 Warboss + 5 Nobz + 2 Battlewagons Ghazghkull + 5 Nobz + 2 Battlewagons 1 Warlord + 5 Nobz + 2 Battlewagons + 3 Stompas

3 5 G 6

3 -

2 3 4 5

250 350 500

Epic 2nd Edition Data


Renegade Mekboyz Goffik Rokkerz Any 8 Mekboy vehicles (Dragstas and Speedstas) 1 Goffik Rokker Tour Wagon + 5 Bouncer stands (Goff Boyz) 4 TW 4 4 6 4

Page 37
600 400

Squat Special Rules


Allies - Squats can take any of the following armies as allies Imperial Guard Titan Legions Knights Tech-Guard Space Marines Eldar (if fighting against Orks or Chaos) Rerolls - All Squat troop stands can reroll any close combat dice with a score of 1, and can reroll 1's and 2's when fighting close combat with Orks Squat Unit-Specific Rules Berserker Units (attack units) Fearless, automatically pass any morale tests if they are in close combat Colossus 6 void shields, each void shield raised on a 5-6 (like a Titan). Doesn't need orders, always fire during first fire and can move up to 10cm, but is not a command unit. Iron Eagle recon copter - command unit, lets indirect barrages be fired directly if the copter can see the target. Can move and still fire indirect barrages Thunderer ignores cover modifiers. Battlecannon and bolters can fire all round. Doomsday cannon, missiles and Thunderer can only fire forward. Plasma missiles - have 4 missiles only. If you fire more than one the templates must touch. If the Colossus is destroyed, the plasma reactor explodes causing a hit on everything within 2D6cm Cyclops 5 void shields, each void shield raised on a 5-6 (like a Titan). Doesn't need orders, always fire during first fire and can move up to 10cm, but is not a command unit. Hellfury cannon - can only fire directly ahead, draw a straight line from the barrel - you can hit one troop stand, model or building on this line provided it is within range and visible. When fired at models protected by void shields or power fields roll to hit normally. On a successful hit the first shield is overloaded as normal. The next shield is knocked down on 3+, the next on 4+, and so on. As soon as you fail an overload roll the beam has no further effect.. If the beam hits an unshielded Titan, choose roll for hit location as normal. The struck area is hit with a -6 save modifier. If the armour is penetrated it will automatically suffer a '6' result on the damage table. The Hellfury can be fired at buildings (-6 save). Battlecannon and bolters can fire all round. Melta-cannon and missiles can only fire forward. Doomstorm missiles - have 6 missiles only. If you fire more than one the templates must touch. If the Cyclops is destroyed, the plasma reactor explodes causing a hit on everything within 2D6cm Doomanvil Squadron The Colossus is a command unit for the squadron.The Colossus's copter may act as recon for the Cyclops. Each vehicle must stay within 25cm of each other in order to class as a command unit, any vehicle out of range must be given orders Goliath Mega-Cannon Has D6+4 barrage points and a minimum range of 50cm. Ignore modifiers for cover. It can not be put on advance orders. Grand Warlord Grand Warlord and Hearthguard escort form a single command unit. The Squat player can add +1 to initiative once during the game. Any Squat units within 10cm of the Grand Warlord automatically pass any morale checks. Grand Warlord Grimtrek Any Squat within 10cm can choose orders after all other orders have been revealed 15cm gain +1 CAF 20cm automatically pass any morale checks Guildmasters Any squadron led by a Guildmaster gains +1 to morale while the Guildmaster is alive Gyrocopters Can fire in any direction, not just the forward 180 . Skimmer - can pop-up WAR HAWK - when on first fire only one copter needs to expose itself when firing the laser-guided missiles. Roll to hit as if all copters can see the target STEEL HAWK - can not combine barrages, nor may they fire directly Land Train

Epic 2nd Edition Data

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The basic Land Train card gives you one free battlecar, which can be any of the listed basic battlecars. Each Land Train can pull 7 battlecars (ie. 2 support cards worth). You must have one of each battlecar before you take a second of a particular, and you must have 2 of each battlecar before taking a third Engine has 2 void shields which operate the same way as for a Titan. Each battlecar adds +1 shields. The whole train is given one order. When the shields are knocked down the attacker must specify what they are shooting at (engine or a battlecar). If the train is separated by loss of a battlecar, the two halves can be given separate orders, even if to link up again. Only the half containing the engine has shields. If the Land train is destroyed the whole train will go onto first fire orders for the rest of the game. MORTAR BATTLECAR minimum range of 50cm DRAGON BATTLECAR use teardrop template for firethrower, can be aimed anywhere in the 180 front arc. All under it are hit on a 4+, with no modifiers for cover. BERSERKER BATTLECAR contains a free Berserker unit of 5 attack squads which can fire from the battlecar and count as being on the same orders as the train. They are a separate unit and can operate independently of the train. BOMB BATTLECAR single shot. If the target is in sight of the engine, it is an automatic hit. If on first fire you can fire it indirectly, roll for deviation as normal. The bomb has a 12cm diameter blast and anything under the template is hit on 3+ regardless of modifiers. This cannot affect buildings and the bomb gives a save modifier of -1 Specialist Battlecars can only be bought if you have bought a normal battlecar card for each train. If the train wants to have more than one battlecar of each type, it must have at least four different types of battlecars FIRE SHIELD BATTLECAR adds +3 void shields. Downed shields may now be repaired on 4+ instead of 5+ SKYHAMMER BATTLECAR missiles can snap fire if train is on first fire or advance. Any misses on first fire may be rerolled once. Ignore to hit modifiers for fast moving targets IRON EAGLE BATTLECAR carries an Iron Eagle gyrocopter which can spot for the Land Train (see Colossus) Leviathan Super-Heavy Command Centre Command unit - does not need orders or morale checks. Due to its size, rules restricting shooting at command units do not apply Can not double its speed on charge orders (10cm max) Has 1+ saving throw all round, has 4 void shields Doomsday Cannon - fires towards the front as normal, fires at D6+3 BP (-3 save) All other weapons can fire all round Living Ancestor Command unit - standard rules apply. All Squat stands within 25cm have a psychic save of 5+ If a Living Ancestor is within 6cm of a Warlord at the start of the orders phase he can advise him. You can place D6 extra order counters on units in the Warlord's Brotherhood. When orders are revealed you can choose which orders to give your units Mole Mortar Underground barrage - work out damage as normal. If the target is a super-heavy or a Titan and it survives, roll another D6 - it is trapped in the crater on a 6. A trapped super-heavy or Titan cannot move while trapped but it can fire. It can attempt to climb out if on charge and then rolling a 3+, if freed it does not move that turn They can be moved like infantry, and can set up and fire from within a building. Overlord Armoured Airship Doesn't need orders, always fire during first fire and can move up to 20cm in any direction, is not a command unit. Melta bomb attacks - direct barrage, template must touch the flying base When hit by a shot roll 1D6: 1-3 NO EFFECT - hits gas cell, hole is quickly sealed 4-5 GUNDOLA HIT - make 1+ save (modify as usual) 6 HULL RUPTURED - crashes 3D6/2D6 cm away from high/low level. Anything it lands on must make an unmodified save Can never be pinned. Only skimmers and jet-pack troops can fight in close combat at low level and flyers at high The Overlord can spot for indirect barrages fired into forest. Barrages fored at an Overlord are treated as a hit from any other weapon (ie. roll on the above table) Rhino Armoured Troop Carrier Carries 2 troop stands Robots Do not need orders or morale checks. Before the game assign orders to each detachment. Write down the following situations in this order: 9. if there are enemy within charge reach 10. if there are enemy within weapon range 11. if there are enemy within sight 12. in any other situation

Epic 2nd Edition Data

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Tarantula

For each of these situations choose a command from the following: Charge -move between normal and charge rate towards the nearest enemy unit and enter close combat if possible Capture - move between half and normal rate towards the nearest objective Advance - move between half and normal rate towards nearest enemy and can fire on it during the advance fire phase First Fire - fire on nearest enemy in the first fire phase Fall Back - move directly towards your own table edge, will not move towards any enemy Ignore - ignore the situation described, go to the next situation In each orders phase go through the list in order until a situation applies to at least one robot in the unit. Then implement the relevant order

Fires twice - once during first fire, once during advance Move or shoot - can be on charge (move up to 10cm, but not shoot) or first fire (not move, but shoot) Thunder-Fire Cannon Due to the huge recoil, it is fixed in place and can not move during the game. It is destroyed if routed. Snap fire weapon Tunnellers (Moles & Termites) Are assumed underground at start of game, keep transporters on the table May attempt to resurface at any time during its side's movement. Roll a D6 - on a 1 it has struck a rocky obstruction and cannot emerge that turn. On 2+ it emerges and moves no further that turn. If the transporter can see the tuneller's intended point of emergence scatter the point D6 x 5cm if an arrow is rolled. If the transporter cannot see it or is destroyed scatter the point D6 x 10cm for an arrow. Troops may not disembark the turn the tunneller emerges but can do so in subsequent turns. Cannot double their movement on charge orders - maximum movement is 15cm Underground they move like normal vehicles, nothing can stop a tunneller underground. Above ground they must move in a straight line and can be turned up to 45 at the end of its movement. Marshes and water are impassable overland, but can move through other terrain without movement penalty. Tunellers can emerge under buildings or can plough through then overland. Pass a saving throw for the building or the building collapses killing all occupants. If the building collapses the tunneller is crushed by the falling rubble on: Mole (5+) Termite (4+) Termite Units - Termites use the same tunnel and branch out at the surface. Determine emerging point as usual and place the first Termite there and place the other 2 Termites within 6cm of the first Capacity Mole: 10 stands Termite: 2 stands Warlord Command unit - standard rules apply TROOP TYPE Squads Attack (combat) Berserker (attack) Thunderer (heavy) Hearthguard Command Units Warlord Grand Warlord Living Ancestor Grimtrek Gun Batteries Rapier Tarantula Thudd Gun Mole Mortar MOVE SAVE CAF WEAPONS INFANTRY 10 10 10 10 10 10 10 10 6+ f 6+ f 6+ f 6+ f 3+ f 0 +2 +1 +6 +6 +6 0 +8 Lasguns Bolt Pistols Heavy Bolters Bolters Bolters Bolters Laspistols Bolter 50 25 75 50 50 50 25 50 1 1 3 1 2 2 1 2 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 0 0 -1 -2 -2 -2 0 -2 Special Rules RANGE Attack Dice To Hit Save Modify NOTES

5 10 oc 5 5

-3 -3 -3 -3

Laser Destroyer Lascannon Thudd Gun Mole Mortar

50 75 75 150

1 1 2 BP 1 BP

4+ 4+ . .

-1 -2 0 0

. Fires twice Barrage Special Rules

CAVALRY

Epic 2nd Edition Data


Guild Bikers Guild Trike 30 30 +4 +1 Bolters Multi-melta 15 25 1 1 6+ 3+ 0 -2

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Guildmaster

30

6+ f

+5

Lascannon

50

5+

-1

his squadron has +1 morale while alive

WALKERS Robots 10 5+ +2 Autocannon 75 1 5+ 0 special rules

VEHICLES Gyrocopters. Iron Eagle Steel Hawk . War Hawk 40 40 40 4+ 4+ 4+ +3 +3 +3 Multimelta Rockets Bolters Missiles Land Train Battlecars Mortar . Dragon . Berserker . Bomb 25 25 15 50 2 4 BP 1 1 4+ . 6+ 3+ -2 0 0 -2 Battlecannon Autocannon 50 50 1 2 5+ 5+ -2 0 Skimmers . No indirect barrages . Special Rules

5 5 5 5

2+ ar 2+ ar 2+ ar 2+ ar

+3 +3 +3 +3

Siege Mortar Bolters Firethrower Bolters Autocannon Bolters Rad Bomb Bolters

50-150 15 special 15 50 15 special 15 50 15 15 75 15

6 BP 2 special 2 2 2 special 2 2 2 3 2 2

. 6+ 4+ 6+ 5+ 6+ . 6+ 5+ 6+ 6+ 4+ 6+

-3 0 0 0 -1 0 -1 0 -1 0 0 -2 0 Carries 10 stands Carries 2 stands Carries 2 stands Special Rules +1 void shield per car Special rules

Specialist Battlecars Fire Shield . Skyhammer . Iron Eagle

5 5 5

2+ ar 2+ ar 2+ ar

+3 +3 +3

Autocannon Bolters Bolters Ack-Ack Missiles Bolters

Mole Termite Rhino

15 15 25

3+ 4+ 4+

+3 +1 0 Bolters 15

None None 1 6+ 0

Colossus

10 max

1+ ar

SUPER-HEAVY VEHICLES Battlecannon 75 Doomsday 200 Cannon +12 50 Thunderer 100 Missiles 15 Bolters

8 D6+3 BP 1 6 BP each

4+ . 3+ . 16

-2 -3 -3 -1 0

Special rules 6 void shields Carries Iron Eagle

Epic 2nd Edition Data


16 Battlecannon Hellfury Cannon Melta-Cannon Doomstorm Missiles Bolters Super-Heavy Howitzer Battlecannon Doomsday Cannon Bolters Lascannons Battlecannon Doomsday Cannon Bolters 75 100 35 100 15 50-250 75 200 15 2 1 4 4 BP ea 10 D6+4 BP 4 D6+3 BP 8 6 1 D3+6 BP 12 6 4 D6+2 BP 6 1 2 5+ 2+ 3+ . 6+ -2 -6 -3 special 0 -3 4+ . 6+ -2 -3 0

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Gyrocopte r 5 void shields Special rules Ignores cover 2 void shields Special rules Command unit Holds 30 stands 4 void shields Special rules Special rules

Cyclops

10 max

1+ ar

+12

Goliath Mega-Cannon

10 oc

5+

Land Train Engine

10

1+ ar

+6

Leviathan

10 max

1+ a.r.

+12

75 75 200 15

5+ 5+ . 6+

-1 -2 -3 0

Overlord Armoured Airship

20 max

special

+5

Battlecannon Autocannon Melta Bombs Bolters Main Cannon Secondary Cannons

75 50 0 15 125 75

5+ 5+ . 6+ 5+ 5+

-2 0 -2 0 -3 -2

Thunder-Fire Cannon

4+

Snap fire

Company

Warrior Brotherhood

Iron-Breaker Squadron

Guild Biker Force

Grand Battery

Squat Army Cards and Composition Company Cards | Support Cards | Special Cards Company Cards Break Moral Victory Contents Point e Points 1 Warrior unit (1 Warlord, 9 combat stands) 1 Thunderer unit (1 Hearthguard, 5 heavy 17 2 10 stands) 1 Berserker unit (1 Hearthguard, 5 attack stands) 1 Leviathan 1 Warrior unit (1 Warlord, 9 combat stands) 1 Thunderer unit (1 Hearthguard, 5 heavy 18 2 12 stands) 1 Berserker unit (1 Hearthguard, 5 attack sdtands) 2 Biker squadrons (1 Guildmaster, 7 Guild bikers) 17 2 8 1 Trike Squadrons (1 Guildmaster, 5 Guild trikes) 1 Battery (5 Thudd Gunns) 12 2 5 2 Batteries (5 Mole Mortars) 2 7 2 2 2 2 5 7 7

Cost Source

750

900

600

400 450 550 700

Goliath Super-Heavy Artillery 3 Goliath mega-cannon (each is a separate formation) Battery Iron Eagle Gyrocopter Wing 3 squadrons (3 Iron Eagle attack gyrocopters) 3 Overlord Armoured Airships (each is a separate Air Attack Corps formation) Support Cards

Epic 2nd Edition Data


Name Warrior unit Berserker unit Thunderer unit Guild Bikers Squadron Guild Trike Squadron Guild Robot Unit Contents Infantry / Cavalry 1 Hearthguard, 9 combat stands 5 attack stands 5 heavy stands 1 Guildmaster stand, 7 Guild biker stands 1 Guildmaster stand, 5 Guild trike stands 5 Robots

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Break Moral Victory Cost Source Point e Points 8 4 4 6 5 5 2 2 2 2 2 4 2 4 3 3 1 250 150 300 200 200 100

Termite Unit Mole

Mobilised Infantry 3 Termites carrying 1 Berserker unit (1 Hearthguard stand + 5 attack stands) 1 Mole carrying 1 Warrior unit (1 Hearthguard stand + 9 combat stands)

7 9

2 2

3 4

200 300

Rhino Squadron Iron Eagle Squadron Steel Hawk Squadron War Hawk Squadron Overlord Armoured Airship Land Train Battlecars Specialist Battlecars

Vehicles 3 Rhinos 3 Iron Eagle gyrocopters 3 Steel Hawk gyrocopters 3 War Hawk gyrocopters 1 Airship 3 Land Train Battlecars 3 Specialist Land Train Battlecars

2 2 2 2 +2 +2

2 2 2 2 2

1 2 2 2 3 +2 +2

50 200 200 200 250 200 200

CJ14 CJ14

CJ14

Rapier Battery Tarantula Battery Mole Mortar Battery Thudd Gun Battery Thunder-Fire Battery Goliath Mega-Cannon

Artillery 3 Rapiers 5 Tarantulas 5 Mole Mortars 5 Thudd Guns 2 Thunder-Fire cannons 1 Mega-Cannon Special Cards

2 4 4 4 1 -

2 2 2 2 2 2

1 1 2 2 2 2

50 100 150 150 150 150

Name Living Ancestor Grand Warlord Grand Warlord Grimtrek

Contents Characters 1 Living Ancestor stand 1 Grand Warlord stand + 2 Hearthguard stands Grimtrek stand + 5 Hearthguard + 3 Rhinos

Break Moral Victory Cost Source Point e Points 1 2 G 1 2 4 100 150 350

CJ14

Leviathan Land Train Cyclops Colossus Doomanvil Squadron

Super-Heavy Vehicles 1 Leviathan 1 Land Train Engine + 1 Battlecar 1 Cyclops 1 Colossus Colossus (HQ) + 2 Cyclops

1 1 1 1 1

4 4 5 5 9

350 350 450 500 900

CJ14

Chaos Special Rules


Allies - Chaos will only take Imperial Guard as allies. They will act as renegades

Epic 2nd Edition Data

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Morale for minions - any minions that can see their Greater Daemon automatically pass any morale checks, they are immune to panic and will not go onto fall back orders. When the Greater Daemon is destroyed, all of its minions must take a morale check if they haven't already reached break point, if they fail they must go onto fall back orders Chaos Unit-Specific Rules Greater Daemons Angron Fearsome roar - can use once per turn. All enemy units within 15cm must take an immediate morale check. Skimmer - ignore modifiers for movement Bloodthirster Can fight twice in close combat. If all original opponents are gone it may move up to 10cm to engage new ones Skimmer - ignore modifiers for movement. Fulgrim Soporific Musk - any units within 10cm of Fulgrim during the orders phase must take a morale check. If they fail, that unit is under the control of the Chaos player for that turn. In the end phase, affected units can take another morale check to try shake off the effect, units outside 10cm recover automatically. Skimmer - ignore modifiers for movement Great Unclean One Nurglings - the Great Unclean One never counts as being outnumbered in close combat, so opponents do not get any extra D6s for multiple attacks. Stream of Corruption - spew during the first fire segment. Use the small teardrop template, can only fire within the 180 front arc. Any model under the template is destroyed on a 3+ with no saving throw. If a Titan is affected but the stream, it loses one shield or takes one hit with a -2 save modifier Keeper of Secrets Aura of Slaanesh - cast at very beginning of the advance fire segment before any other firing. Place a barrage template anywhere within 25cm and roll a D6 for any model that is at least half covered by the template. On a 4+ the victim is killed with no armour save allowed. Targets with fields/shields ignore the aura on 4+. Titans roll against penetrating the head if they are affected. Lord of Battles Must always be given advance or charge orders, and must always attempt to move towards the enemy. Psychic save of 3+ If the Chaos side is winning, the Lord of Battle gets +1 for to hit rolls, saving throws and +D6 in close combat. Head and arm weapons have 180 front fire arc. Firethrowers can fire all round. Can mount any of the following weapons on the arms: Hell Blade, Chain Fist, Death Storm, Doom Burner. Lord of Change Bolt of Change - cast at the very beginning of the advance fire segment before any other firing. Fire at any target within LOS and 35cm, hitting on 3+. Targets with shield/fields will stop the bolt on 4+. Otherwise, take a saving throw with -1 modifier. Titans penetrated take a normal hit with +2 damage. Troop stands or any other models are replaced with the Chaos Spawn template. Any other models at least half under the template are caught in close combat with the Spawn and may not move. In the next close combat phase all models in combat with the Spawn must fight as normal, the Spawn has a CAF of 0 and rolls 4D6. Any model that loses is consumed and destroyed. Any model that draws with the Spawn may move away as normal next turn. If the Spawn is defeated, remove the template. An undefeated Chaos Spawn remains in place until defeated and may hold objectives if close enough. The Spawn can only be destroyed in close combat. Skimmer - ignore terrain for movement, but cannot pop-up. Magnus the Red Beam of Power - fire during the first fire segment. Can fire at any target within range and LOS. Ignore modifiers for terrain. Titans without shields which are hit get +3 damage. Can be used to attack buildings Skimmer - ignore terrain for movement, but cannot pop-up Mortarion Plague Wind - can use during first fire segment. Choose an enemy model within 15cm. This model is infected and must pass a saving throw to survive (models that do not have a saving throw save on a 6+). If the model fails it is killed and you can choose another model within 15cm of the latest victim. This continues until there are no targets left or a model passes its armour save. Skimmer - ignore terrain for movement, but cannot pop-up Plague Tower Must be given orders normally. Super heavy vehicle. Can carry up to 11 stands, regardless of size (even Greater Daemons), when the Tower is destroyed, stands inside can escape destruction on a 4+ When in CC with a super heavy vehicle, Titan or building, troops inside the Tower can make a boarding action in which they gain +D6 to their close assault for that first round of combat only. If they wish to attack other enemy types (infantry, vehicles, etc) the occupants must disembark as normal, there is no bonus to the Plague Tower as above. Lesser Daemons Androids

Epic 2nd Edition Data

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Will deliberately try to misinterpret orders - after all other orders are revealed (even after Eldar) both players roll 1D6 for each Android unit, the highest gives the unit whatever orders they wish. They still move and fight uder the control of their own side Any living enemy (including vehicles with crews) that fights an Android in close combat has -1 to CAF. This apllies to Space Marine Dreadnoughts but not Grey Knights Beasts of Nurgle & Plaguebearers Cloud of flies - any unit fighting either of these units must make a morale test or go on Fall Back orders. Units passing the check still have -1 CAF. Bloodtetters Regenerates on 4+. Daemonettes Euphoric Ecstasy - Any unit fighting Daemonettes in close combat must make a morale test, if the unit fails it loses all close combats it is involved in that round. Does not affect daemons. Flamers Shots ignore modifiers for cover. Fiends Musk - the fiends get a +1 CAF against infantry, but not vehicles as the musk is not strong enough to affect the enclosed crews. Fleshhounds Immune to psychic attacks. Horrors Duplicates - when a Pink Horror is killed, replace the model with 2 Blue Horrors Daemon Engines of Khorne If you finish a turn with the most victory points, all your Daemon Engines (including Banelord) get an extra +1 on their saving and to hit throws, and an extra D6 in close combat. Daemon Engines can not go onto first fire Brass Scorpion Can move through woods, counting as difficult ground. Can close assault buildings Doom Blaster Can fire two barrage templates, each with 4 BP and -1 save. The two templates must touch. No indirect fire. Banelord Chaos Titan Can only be taken as minions of a Bloodthirster or a Lord of Battles. Must always be on charge or advance orders and must always attempt to move towards the enemy Havoc missile rack and Battlehead have a 90 front arc, both arms have 180 to the front and the tail has 360 Daemon Engines of Tzeentch For each minion card that has Daemon Engines of Tzeentch, deal one extra Chaos card Silver Towers Not given orders, always move up to 20cm in any direction and fires in the first fire phase. As long as the Towers from the same detachment are within 10cm of each other a warding exists between the two allowing a violation of the formation rule. Any shooting through the warding has -1 to hit. This penalty applies to indirect firing and other high trajectory attacks but not to shots at the towers themselves Moves as a skimmer ignoring terrain but can not pop-up. Can fire in any direction Can only be pinned by skimmers Doom Wing Can not be on first fire. Flyer Can attack other flyers at high level Due to its speed all firing agianst it suffers a -1 modifier.In close combat against skimmers or flyers, CAF = +6 Use teardrop template to fire. Anything under it is hit on 4+, do not ignore cover modifiers. Affects buildings. Can only shoot at high level enemies when at high level. Fires forward only. Can not be pinned in close combat Fire Lord Same as Doom Wing, except for CAF bonus and Has two flame-cannons, resolve separately Lascannon has 360 and can fire at ground from high level Can drop clusters of firestorm bombs as it moves, drop three barrage templates beneath it as it moves, they must touch in a straight line. If dropped from high level they scatter D6cm. Each model that touches one is hit on 3+ with -3 save Plague Engines of Nurgle Contagion Plague Catapult - fire like any other barrage (can fire indirectly). 2 BP - roll to hit and take saving throws as normal. Any infantry stand killed should not be removed but marked somehow (eg. turn the stand over). At the start of each subsequent orders phase, place a barrage marker over each marked stand. Any model touched by the marker is a potential victim. Models who are followers of a Nurgle Greater Daemon are immune to the plague's effects. Each affected model must roll a D6, on a 6 they must pass their basic saving throw (unmodified) or be destroyed. Infantry stands destroyed in this way are marked as before and will also spread the plague. Vomit Cannon - Ignores to hit modifiers from cover.

Epic 2nd Edition Data

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Mortal Followers Juggernaut Juggers that have been killed during first fire can still fight in close combat. If they win remove both the Jugger and victim Warbands If the Chaos Champion is killed the warband will go on charge orders for the rest of the game, engaging the nearest enemy as possible in close combat. The only exception to this rule is the Troll Warband. Trolls Regenerate in the end phase on 4+. Do not place orders, roll a die: 1-2: advance orders 3-6: charge. If the champion is dead, 1-3 no orders, 4-6 charge. Slaanesh Daemon-Knights Glamour of Slaanesh - any to hit roll (except barrages and other templates) against a Daemon-Knight suffers a -1 to hit. DaemonKnights also have a 4+ psychic saving throw Hell-Scourge Detachments have a coherency of 12cm instead of 6cm Hell-Knight Infiltration - any Hell-Knight squads may make an immediate normal move (up to 30cm) before orders are placed for the first turn. If the enemy also have infiltration troops (eg Scouts) each player rolls a dice - the lowest scorer moves one of their units first and then alternate. Subjugator and Questor Scout Titans Glamour of Slaanesh, see above Slaanesh Scout Titans can turn as many times as they want while moving. When Titan is on charge orders, opponents suffer a -1 to hit roll. Including the Glamour of Slaanesh this gives a -2 to hit. Subjugator Psi-Pulse - Psychic attack performed in the psychic phase in a similar fashion to the Ork Weirdboy Battletower (no psychic save allowed for Titan shields). Can roll 1 attack dice if on advance orders, 2 if on first fire. Hell Claws - extra D6 in close combat, +1 damage Questor Tormentor - the 6 attack dice in the profile is split three to each side weapon. If one weapon is destroyed reduce the Tormentor to 3 attack dice. Lascannon - there are 2, one in the head, the other beween the legs. Same rules apply to weapon loss Chaos Army Summary Greater Daemons and Primarchs | Khorne Minions | Tzeentch Minions | Nurgle Minions | Slaanesh Minions | General Minions Greater Daemons and Primarchs Save Saving Attack Roll Troop Type Move CAF Weapons Range Modifie Notes Throw Dice To Hit r Aura Of No Save Keeper Of Secrets 10 cm 2+ +10 25 cm Special 4+ Use Barrage Template Slaneesh Allowed Stream Of No Save Great Unclean One 5 cm 1+ +7 Special 3+ Special Template Corruption Allowed Bolt Of Lord Of Change 15 cm 2+ +8 35 cm 1 3+ -1 Skimmer Change Skimmer Bloodthirster 10 cm 2+ +12 Axe & Whip Close combat only Fights twice in close combat Special Rules Angron 10 cm 2+ +12 Fearsome Roar Special Skimmer Special Rules Fulgrim 10 cm 2+ +10 Soporific Musk Special Skimmer Skimmer Beam Of May attack buildings Magnus The Red 10 cm 2+ +10 100 cm 1 2+ -6 Power Ignores cover modifier to hit Skimmer Mortarion 10 cm 2+ +10 Plague Wind Special Special rules Daemon Engine 2+ Warp Palace Of Cannons 50 cm 2 5+ -1 Skimmer Special all +8 Tzeentch Bolters 15 cm 5 6+ 0 Psychic Save 3+ around Special Rules Khorne Minions

Epic 2nd Edition Data


Troop Type Fleshhound Bloodletters Juggernauts Cannon Of Khorne Tower Of Skulls Move 20 cm 10 cm 15 cm 10 cm 15 cm Saving Throw None 4+ 5+ 3+ 2+ All around 2+ All around 2+ All around 2+ 3+ All around 2+ CAF +2 +5 +5 +1 +5 Weapons None None Bolters Warp Cannon Cannon Bolters Gatling Cannon Tower Gun Bolters 25 cm LOS 50 cm 15 cm 25 cm 50 cm 15 cm 1 Special 5 6 6 1 4 Templat e 2 4 6 3 6 BP 2 6+ Varies 5+ 6+ 5+ 5+ 6+ 4+ 5+ 5+ 5+ 5+ 4+ 6+ 0 -4 -1 0 0 -2 0 -1 -2 -1 0 -1 -1 0 Range Attack Dice Save Roll Modifie To Hit r

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Notes Immune to Psychic Attacks Regenerates Always Completes Charge Barrage FF Orders to shoot Daemon Engine 360 degree fire Daemon Engine Carries 5 Stands Use Special Template Daemon Engine Daemon Engine Special Rules Daemon Engine Barrage Special Rules Daemon Engine

Death Dealer

15 cm

+7

Cauldron Of Blood 15 cm Blood Reaper Brass Scorpion 15 cm 15 cm

+5 +4 +7

Blood Cannon Special Skull Cannon Tower Guns Scorpion Cannon Jaw Gun Doom Mortars Bolters 50 cm 50 cm 25 cm 50 cm 75 cm 15 cm

Doom Blaster

15 cm

+4

Tzeentch Minions Troop Type Pink Horrors Blue Horrors Flamers Disc Riders Silver Towers Of Tzeentch Doomwing Move 10 cm 10 cm 15 cm 25 cm 20 cm Special Saving Throw 4+ None None None 2+ All around 4+ 2+ All around CAF +4 +1 +1 +2 +3 +6 Weapons None None Flame Lascannon 25 cm 50 cm 1 1 4 1 4 5+ 5+ 5+ 3+ 4+ 5+ 4+ 3+ 0 -1 -1 -3 -1 -1 -1 -3 Ignores terrain and cover modifiers Skimmer Skimmer Daemon Engine Warding Template Flyer Daemon Engine Flyer Daemon Engine Up to 3 templates may be dropped Range Attack Dice Save Roll Modifie To Hit r Notes Duplicates

Cannon 50 cm Beam of Power 75 cm Flame Cannon template Lascannon 50 cm Flame Cannon template Firestorm template Bombs Nurgle Minions

Firelord

Special

+3

Troop Type Plaguebearers Beast Of Nurgle Contagion Plague Engines

Move 10 cm 10 cm

Saving Throw 4+ 3+

CAF +4 +5

Weapons None None Plague Catapult Vomit Cannon

Range

Attack Dice

Save Roll Modifie To Hit r

Notes Cloud of Flies Cloud of Flies

15 cm

4+

+3

75 cm 25 cm

2 BP 1

4+ 4+

0 -1

Daemon Engine Spreads plague Ignores cover modifiers

Epic 2nd Edition Data


Slaanesh Minions Troop Type Daemonette Slaanesh Beast Riders Hell-Strider Hell-Scourge Hell-Knight Move 10 cm 20 cm 20 cm 30 cm 30 cm Saving Throw 4+ None 4+ 2+ 2+ CAF +4 +3 +2 +3 +3 Weapons None Bolters Melta- Beam Lascannon Castigator Bolters Thermal Lance Bolters 25 cm 25 cm 50 cm 50 cm 15 cm 50 cm 15 cm 1 1 2 5 2 2 2 6+ 3+ 5+ 5+ 6+ 4+ 6+ 0 -2 -1 -1 0 -3 0 Range Attack Dice Save Roll Modifie To Hit r

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Notes Euphoric ecstasy

Glamour of Slaanesh Glamour of Slaneesh 12 cm coherency Glamour of Slaanesh, infiltration

General Minions Troop Type Move Saving Throw CAF Weapons Daemon Weapon None None Swords / Axes Lasguns Heavy Bolters Lasgun Various Missile Launcher Bolt Pistols 50 cm 50 cm 50 cm 50 cm 50 cm 25 cm 1 2 1 2 1 1 5+ 5+ 5+ 5+ 4+ 5+ 0 0 0 0 -1 0 Elite Command Unit Psychic Powers Range Attack Dice 1 Save Roll Modifie To Hit r 5+ 0 Notes Command unit Special rules Psychic save 4+ Stupidity Regenerates

Chaos Champion Trolls Minotaur Beastmen Cultists Chaos Squats Chaos Android Chaos Dreadnought Chaos Marine Chaos Magus

10 cm 6+ Fixed 10 cm 6+ Fixed 10 cm 6+ Fixed 10 cm 10 cm 10 cm 10 cm 10 cm 10 cm 10 cm None None None None 5+ None None

+4 +5 +5 +3 0 +2 +4 +2 +3 +4

25 cm

Special Rules

Chaos Magus Rules - from Citadel Journal 4 A Chaos army may include up to one Chaos Magi stand for 100pts (1 VP). Command unit. Does not have a patron daemon but may be affected by chaos cards as usual. The Magi does not take up a minion card allotment but must be of the same chaos power as one of your Daemons. Attack Save TROOP TYPE Move Save CAF Weapons Range To Hit Notes Dice Modify Chaos Magus 10 +4 Bolt Pistols 25 1 5+ 0 Command unit Tzeentch Magi TERROR WAVE (5+) - place the template touching the Magi at the centre so the arrow is pointing in the desired direction. Move the template D6x10cm in that direction. Any enemy model the wave passes over must make morale check (except for those not affected by morale), a roll of 1 always fails. Roll a D6 for each model that fails. On a roll of 1-2 the model is destroyed. 3-6 means the model is immobilised, they may not move or fire and get -2 CAF. If the wave moves into contact with a shielded Titan, roll to see if the power is nullified. The wave moves 2D6x5cm each subsequent turn after any nullify attempts have been made. If a double is rolled for movement, remove the wave. Can only have one wave in play at a time. Template is something like an opened Wave Serpent template. MIND WARP (5+) - affects all enemy units within 25cm. Affected units must roll 5 or 6 or else go on fall back orders. If a 1 is rolled remove the model. Psykers may reroll but the second roll is final. Titans will suffer head damage if the shields fail to nullify the power and the Titan doesnt roll 5-6. INFERNO OF CHANGE (4+) - use flame template. Any model under the template is hit on 4+ (ignore cover). Models hit must save (+1 modifier) or be destroyed. Roll of 1 for save always fails.

Epic 2nd Edition Data

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Nurgle Magi Cloud of flies - Any enemy in close combat with the Magi has -1 CAF NURGLE'S STENCH (4+) - any model that is not a follower of Nurgle (friend or foe) must make a saving throw (+1 modifier) or die in retching vomiting agony CORRUPTING GLARE (5+) - may attack D3 targets within LOS and 50cm, including buildings. Hit on 4+. -2 save CORPULENT FLESH (4+) - Magi gains an unmodified 4+ save, can use it in close combat. Lasts until nullified. Slaanesh Magi Aura - any non-Slaanesh model (friend or foe) which starts the turn within 15cm of the Magi must roll a D6 before placing orders. A roll of 1 means they may not move or shoot that turn and have CAF reduced -2 PROMISE OF SLAANESH (4+) - place a barrage template within LOS and 50cm. Each stand under the template must pass a morale check or be destroyed. A roll of 1 fails. Models immune to morale are unaffected TEMPTATION OF DAEMONS (5+) - place a barrage template within LOS and 50cm. Each model under the template must win a close combat with these daemons or be destroyed. Roll 3D6 for their final combat score LEWD ENCHANTMENTS (4+) - if a model wishes to shoot at the Magi they must pass a morale check or be persuaded to shoot at another target. Roll of 1 fails. Models immune to morale are unaffected. Lasts until nullified Chaos Army Cards and Composition Greater Daemon Cards | Minion Cards | Chaos Space Marine Legions | Chaos Space Marine Minion Cards | Special Cards Greater Daemon Cards Name Contents Victory Points Cost Source Khorne Bloodthirster one model 3 300 Primarch: one model 3 300 Angron Lord of Battles one model 5 500 Abominatus 1 Abominatus Chaos Imperator Titan 23 2250 CJ13

Tzeentch Lord of Change Primarch: Magnus the Red Warp Palace of Tzeentch one model one model one model 3 3 4 300 300 400 CJ16

Nurgle Great Unclean One Primarch: Mortarion Plague Tower one model one model one model 3 3 4 300 300 400 WD188

Slaanesh Keeper of Secrets Primarch: Fulgrim one model one model 3 3 300 300

Minion Cards Name Fleshhounds pack Bloodletters pack Juggernauts Cannon of Khorne Daemonic Contents Khorne 5 Fleshhounds 5 Bloodletters 5 Juggernaut stands 3 Cannon Any 3 Daemon Engines of Khorne 3 3 3 2 2 1 1 1 3 1 1 2 2 2 3 100 150 150 200 300 Break Point Morale Victory Points Cost Source

Epic 2nd Edition Data


Engines Banelord 1 Banelord Chaos Titan 9 900

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Tzeentch Flamers pack Horrors pack Disc Riders unit Doom Wing Squadron Firelord Silver Towers of Tzeentch 5 Flamers 5 Pink Horrors 5 Disc Riders 3 Doom Wings 1 Firelord 2 Towers 3 3 3 2 1 1 1 2 1 1 1 1 2 2 3 3 4 100 150 200 250 300 350

Nurgle Plaguebearers pack Beasts of Nurgle pack Contagion Detachment 5 Plaguebearers 5 Beasts of Nurgle 3 Contagion Plague Engines 3 3 2 1 1 1 2 2 2 150 200 200 WD188

Slaanesh Fiends pack Daemonettes pack Beast Riders unit Hell-Strider Hell-Scourge Hell-Knight Subjugator Squadron Questor Squadron 5 Fiends 5 Daemonettes 5 Beast Rider stands 3 Hell-Striders 3 Hell-Scourges 3 Hell-Knights 2 Subjugator Scout Titans 2 Questor Scout Titans 3 3 3 2 2 2 1 1 2 1 1 1 1 2 2 2 4 4 3 ea 3 ea 50 150 150 150 350 400 450 450 WD 189 WD 189 WD 189 WD 189 WD 189

General Android Squad Dreadnought Squadron Cultists Chaos Squat Warband Beastman Warband Minotaur Warband Troll Warband Warlord Titan Reaver Titan Warhound Titans 4 Android stands 4 Chaos Dreadnoughts 10 Imperial Guard stands Chaos Champion + 5 Chaos Squat stands Chaos Champion + 10 Beastmen stands Chaos Champion + 10 Minotaurs Chaos Champion + 10 Trolls 1 Warlord Titan 1 Reaver Titan 2 Warhound Titans 2 2 5 3 6 6 6 1 2 2 4 3 3 3 4 1 2 2 2 2 3 3 9 5 5 100 150 200 150 200 250 250 900 500 500

Name World Eaters (Primarch:

Chaos Space Marine Legions Break Contents Point 3 det(5 Chaos Marine stands) Chaos Champion 8 Reward: Blood Rage of Khorne

Morale 2

Victory Points 5

Cost 500

Source

Epic 2nd Edition Data


Angron) Thousand Sons (Primarch: Magnus the Red) Death Guard (Primarch: Mortarion) Emperors Children (Primarch: Fulgrim) Blood Slaughterers 3 det(5 Chaos Marine stands) Chaos Champion Reward: Magic of Tzeentch 3 det(5 Chaos Marine stands) Chaos Champion Reward: Nurgle's Rot 3 det(5 Chaos Marine stands) Chaos Champion Reward: Lure of Slaanesh

Page 50

500

500

500

500

WD198

Name Chaos Marines Chaos Terminators Bike Squad

Chaos Space Marine Cards Break Contents Point Infantry / Cavalry 5 Chaos Marine stands 3 4 Terminator stands + 2 Land Raiders 5 Bike stands 3 3

Morale 2 1 2

Victory Points 2 3 2

Cost 150 300 150

Source

Vehicles Rhino Squadron Thunderhawk Gunship Razorback Squadron Vindicator Squadron Whirlwind Squadron Predator Squadron Land Raider Squadron Land Speeder Squadron Thunderbolt Squadron Marauder Squadron 3 Rhinos 1 Thunderhawk Gunship 3 Razorbacks 3 Vindicators 3 Whirlwinds 3 Predators 3 Land Raiders 5 Land Speeders 3 Thunderbolt fighters 3 Marauder fighter-bombers 2 1 2 2 2 2 2 3 2 2 2 2 2 2 2 2 2 2 2 2 1 1 2 2 2 2 2 2 3 4 50 50 150 150 150 200 200 200 250 350 WD187 WD187 WD181

Rapier Battery Thudd Gun Battery Mole Mortar Battery Tarantula Support Unit Scorpion Battery

Gun Batteries 3 Rapier Laser Destroyers 3 Thudd Guns 3 Mole Mortars 5 Tarantulas 5 Scorpion anti-aircraft guns

2 2 2 3 3

2 2 2 2 2

1 1 1 1 2

50 100 100 100 150 U

Tyranid Special Rules


Multiple Wounds Only when a creature with multiple wounds has lost all of its wounds, remove the model When a creature with multiple wounds fails an armour save, it loses 1 Wound.

Epic 2nd Edition Data

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When a creature with multiple wounds loses in close combat, it loses 1Wound for each point it lost the combat by Regenerating Creatures When a regenerating creature fails its armour save, place the model on its side. It does not yet count as being destroyed for Victory Points Roll a D6 in the end phase for each fallen regenerating creature. On a 1-3 the creature is truly dead, remove the model On a 4+ the creature recovers, put the model back on its feet Regenerating Creatures with Multiple Wounds When such a creature loses all of its Wounds, place the model on its side. The enemy may still attack the creature while it is down. Make saving throws and deduct Wounds as normal In the end phase, roll a D6 for each Wound lost. It regains 1 Wound for each roll of a 4+. If after rolling it still has less than zero Wounds, the creature dies and the model is removed. Tyranid Unit-Specific Rules Biovore - Instinct: Nest May only fire spore mines if on First Fire orders. Each Biovore fires only a single Spore Mine marker. Can fire at targets not visible to the Biovore if it is visible to other Tyranid models. Place a Spore Mine marker over the desired target and scatter 2D6cm twice. If a Spore Mine marker ends up touching an enemy model, it will explode - place a barrage marker over the marker. Any models at least half under the template, including the model that triggered it, are attacked by a barrage (6 BP, 4+ to hit, -3 save) A Spore Mine blast will affect buildings if they are hit, collapsing them if they fail their save (-3 modifier) Tyranid models may be hit by the Spore Mine as well, but they do not have the -3 save modifier. If a Spore Mine does not explode it should be left in position on the tabletop. When the Tyranids move in the next movement phase all Spore Mine drift 2D6cm in a random direction. If the Spore Mine contacts an enemy model at any point, it will detonate as above. Terrain is no barrier to the Spore Mine's movement. If you roll a double for the drift distance, move the Spore Mine that distance then detonate it. Markers that leave the table are lost. Carnifex - Instinct: Rampage A unit in close combat with a Carnifex must make a Morale test at the start of the combat phase (unless immune to morale). Enemy that fail this test must go onto Fall Back orders. If a Carnifex brood enters close combat with a unit already broken, they must take two Morale tests. Regenerates on a 4+ in the end phase. Count as Knights for combat, but infantry for movement Dactylis - Instinct: Nest Bile pods can fire indirect barrages and will affect buildings if hit. Dominatrix - Commander, Synapse Creature (6 outgoing arrows on card) A unit in close combat with a Dominatrix must make a Morale test at the start of the combat phase (unless immune to morale). Enemy that fail this test must go onto Fall Back orders. If a Dominatrix brood enters close combat with a unit already broken, they must take two Morale tests. Psychic save 2+ Regenerates on a 4+ in the end phase. 4 Wounds Any Tyranid broods with at least on model within 20cm automatically pass their Hive Mind test Can use one of the following psychic powers once per turn WARP FIELD - Lasts until the next psychic phase. While in effect, the Dominatrix has an unmodified 3+ save. This save can also be used in close combat, but not against psychic attacks. ENERGY PULSE - Place the Energy Pulse template (rectangle - 11x3cm) in line of sight of the Dominatrix up to 100cm away. The template can be turned to point in any direction, but only models within the Dominatrix's line of sight are vulnerable to being hit. Any vulnerable models more than half under the template will be hit on a 4+ (this roll is modified by normal shooting modifiers). Models that are hit suffer D6 hits with a -4 save modifier. Buildings are destroyed if their save is failed (-4 save modifier). +1 damage against Titans Exocrine - Instinct: Nest Bio-cannon add +1 to damage against Titans Gargoyles - Instinct: Hunt Skimmers - no modifiers to movement due to terrain Flamespurt is not modified by cover Infiltration - Gargoyles can move 40cm forward after setup, but not to within 5cm of the enemy. Genestealers - Independent Harridian - Independent (1 outgoing arrow on card, see below) Poison spore cloud - Can be dropped if on Advance orders and does not end its move at high level. May drop 1 - 3 clouds, but they must be placed in a straight line touching each other. The template are left until the close combat phase and are removed if the Harridian is killed by first firing or snap firing. The templates take their effect in the close combat segment - the spore cloud has a total of 12 barrage points and are split up equally between each template used in the attack. They cannot attack buildings, but ignore cover. Armour save of 2+ all round. The Harridian has 3 Wounds but does not regenrate.

Epic 2nd Edition Data

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A single brood of instinctive Tyranids can be given the same orders as the Harridian if they have at least 1 model within 10cm of the Harridian (and their swarm card joins to the Harridian's when forming your army) Instinctive broods or creatures within 10cm automatically pass their Hive Mind test Can carry 5 Gargoyle stands Infiltration - Harridians can move 50cm forward after setup, but not to within 5cm of the enemy. Haruspex - Instinct: Rampage Hormagaunts - Instinct: Hunt Charges at triple rate, instead of double. Hive Tyrant - Commander / Synapse Creature (3 outgoing arrows on card) A unit in close combat with a Hive Tyrant must make a Morale test at the start of the combat phase (unless immune to morale). Enemy that fail this test must go onto Fall Back orders. If a Hive Tyrant brood enters close combat with a unit already broken, they must take two Morale tests. Psychic save 4+ Regenerates on a 4+ in the end phase. 2 Wounds Any Tyranid broods with at least on model within 10cm automatically pass their Hive Mind test Count as Knights for combat, but infantry for movement Can use one of the following psychic powers once per turn THE HORROR - All non-Tyranid models within 20cm must take a Morale test immediately (unless immune to Morale). Those that fail must go onto Fall Back orders PSYCHIC SCREAM - Roll a D6 for each enemy psyker within 40cm. On a 4+ they are stunned and cannot use any powers during this psychic phase Lictors - Independent Chameleod scales - cannot be targeted by enemy units over 25cm. Indirect barrages can only be fired at them if the spotter is within 25cm Infiltration - Lictors can move 30cm forward after setup, but not to within 5cm of the enemy. Malefactor - Instinct: Rampage Can carry 2 infantry stands. When carrying infantry, you need to place two order or instinct counters. Transported broods cannot make ranged attacks while on board, they need Advance or Charge orders to get out. Mycetic Spores You can buy Mycetic Spores to deliver broods into the battle when forming your swarm. The Mycetic Spore chit is placed between the outgoing arrow of the preceding card and the incoming arrow of the brood to be dropped in the spores. The chit taken must be able to carry of the brood. Each Mycetic Spore can hold one model (but not a bio-Titan) Before the game, allot a number to each spore, noting its contents. Also, you must note in which turn each spore will land before the game begins. Mycetic Spores land after orders are placed but before they are revealed. Place all the numbered markers for the pods that are going to land that turn on a barrage template and hold it 30-40cm above the table. Then sharply flip the template so the markers fall to the table. A spore is destroyed if it lands off the table, in terrain impassable to vehicles or on a Titan. Anything a Spore lands on (except other Mycetic Spores) take one hit with a -1 save. Units on first fire can shoot at the spores as they fall. They fire at the end of the orders phase after orders are revealed. Intervening terrain is ignored and they cannot fire again this turn. Barrages cannot be fired at the falling spores Surviving spores then roll 1D6 each. On a 1 the spore smashed on impact, killing its occupants (creatures with multiple wounds lose D6 Wounds), but regenerating creatures may attempt to survive in the end phase. On a 2+ replace the spore counter with it occupant Emerging models can move and fight as normal. Instinctive broods will follow their instincts this turn, but can be controlled by Hive Mind cards in subsequent turns, Independent broods will go on Advance orders, Commanders will be able to move at charge rate and fire during first fire. Termagants - Instinct: Hunt Trygon - Instinct: Hunt The special bio-shock template sits in front of the Trygon and moves with it. Any models (friend or foe) touched by the template as the Trygon moves may be electrocuted, as may any models attempting to engage the Trygon in close combat. To see if a model is electrocuted, roll 1D6 - on a 3+ the model is zapped and has a saving throw modifier equal to the number just rolled. Normal cover modifiers apply to this attack. Models will lose a single shield if hit by the template. If on Advance, hunt or First Fire orders a Trygon may fire the template D6x10cm straight ahead. Any model touched by the template may be hit in the same way above. The template will be stopped if it hits a building or anything with a hit location template, resolve damage and remove the template. The template will move through woods, ruins, craters, bunkers and over hills and trenches without penalty, but it is instantly discharged if it touches a marsh or other body of water. Once fired, the bio-shock is not replaced until the following movement phase. Tyranid Warriors - Independent (3 outgoing arrows on card) Always pass any Hive Mind tests, as will any brood with at least one model within 10cm of a Tyranid Warrior stand.

Epic 2nd Edition Data

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A single brood of instinctive Tyranid creatures can be given the same orders as the Tyranid Warriors if they have at least 1 model within 10cm of a Tyranid Warrior stand in the orders phase Zoanthropes - Instinct: Nest Psychic save 4+ Do not have shooting attacks but can fire a Warp Blast during the psychic phase. This can be fired at any enemy model within 50cm and line of sight. The blast will hit on a 5+ if the Zoanthrope is on Nest or First Fire, on a 6+ if on Advance order, and cannot be fired if on Charge orders. The blast has a -6 save modifier, and a model with void shields or power fields loses one shield. Attack Save Woun TROOP TYPE Move Save CAF Weapons Range To Hit Instinct Regen? Notes Dice Mod. ds INFANTRY Gargoyle Genestealer Hormagaunts Lictor Termagants Tyranid Warriors 20 15 10 15 10 10 6+ f 6+ f +1 +6 +2 +4 +1 +5 Flamespurt Claws Claws Flesh Hooks Fleshborers Deathspitters 25 25 25 50 1 2 1 2 5+ 5+ 5+ 5+ 0 0 0 -1 H I H I H I Hive mind Triple charge Special Special

WALKERS Zoanthrope 10 5+ f +1 Warp Blast 50 1 5+/6+ -6 N Special

KNIGHTS / INFANTRY Carnifex Hive Tyrant 10 10 4+ 2+ +7 +1 Bio-Plasma Venom Cannon 50 50 1 2 4+ 5+ -2 -2 R C 2 Yes Yes Special Special

VEHICLES Biovore Dactylis Exocrine Haruspex Malefactor Mycetic Spores 10 15 15 15 20 4+ 2+ 2+ 2+ 2+ +1 +4 +3 +7 +5 Spore Mines Bile Pods Spore Cysts Bio-Cannon Spore Cysts Acid Jets Frag Spines Frag Spines Spore Cysts 100 75 15 75 15 25 25 25 15 special 3 BP 2 2 2 2 2 BP 4 BP 3 6BP . 6+ 5+ 6+ 5+ . . 6+ none -3 -2 0 -3 0 -2 0 0 0 N N N R R Holds 2 stands Holds 1 model/stand Special Special

speci 4+ al

Dominatrix Harridian Trygon

10

2+

+10 +5 +8

SUPER-HEAVY VEHICLES Bio-Cannon 75 6 5+ Spore Cysts 15 12 6+ Spore Cloud special Bio-Cannon 50 Bio-Shock D6x10 12 BP 4 Templat e . 5+ 3+

-3 0 0 -3 -2

C I H

4 3

Yes

Special Flyer Special Rules Special rules

25 2+ ar 20 1+

Epic 2nd Edition Data

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Tyranid Swarm Cards and Composition Commanders / Synapse Creatures | Independant Creatures | Instinctive Creatures | Mycetic Spores Commanders / Synapse Creatures Break Hive Victory Name Contents Cost Point Mind Points Dominatrix 1 Dominatrix 1 1 5 500 Hive Tyrant 1 Hive Tyrant 1 1 2 150 Independent Creatures Break Hive Point Mind 3 1 1 3 1 3 1 1 1 1 1 Instinctive Creatures Break Hive Point Mind Instinct: Rampage 2 4 2 4 2 4

Name Tyranid Brood Harridian Genestealer Brood Lictor Brood Hierodule Hierophant Hierodule Brood Hierophant Brood

Contents 5 Tyranid stands 1 Harridian 5 Genestealer stands 5 Lictors 1 Hierodule Bio-Titan 1 Hierophant Bio-Titan 3 Hierodule Bio-Titans 3 Hierophant Bio-Titans

Victory Points 2 2 2 2 5 7 5 ea 7 ea

Cost 200 150 150 200 450 650 900 1300

Name Carnifex Brood Malefactor Brood Haruspex Brood

Contents 3 Carnifexes 3 Malefactors 3 Haruspex

Victory Points 2 2 2

Cost 150 150 200

Trygon Termagant Brood Hormagaunt Brood Gargoyle Brood

1 Trygon 10 Termagant stands 5 Hormagaunt stands 5 Gargole stands

Instinct: Hunt 5 3 3

4 4 4 4

1 2 1 2

100 150 100 150

Zoanthrope Brood Exocrine Brood Dactylis Brood Biovore Brood

3 Zoanthropes 3 Exocrines 3 Dactylis 3 Biovores

Instinct: Nest 2 2 2 2

4 4 4 4

1 3 2 2

100 250 200 200

Mycetic Spores Number of Spores Contents 1 to 5 Spores 1-5 Mycetic Spores (One Brood) 10 Spores 10 Mycetic Spores (One Brood)

Cost 50 100

Warhound Titan
Move CAF Shields 25 cm +8 2 Void Shields Weapon Locations 2 Notes Warhound Titans are very agile and they can make as many turns as they like when they move. When they are on Charge Orders opponents have a -1 To Hit modifier for Warhound Titans can dodge incoming shots. Targets Save Modifier

Weapon

Range

Attack Dice To Hit Roll

Notes

Epic 2nd Edition Data

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See the Titan Weapon Tables for the allowed weapons. Warhound Titan Hit Location Templates FRONT Weapo Weapo Head n n 2+ 2+ 2+ Legs 3+ Leg 2+ Leg 2+ SIDE Weapon Weapon Weapon 2+ 2+ 2+ Legs 3+ Leg 2+ Leg 2+ REAR Weapo Reacto Weapo n r n 2+ 4+ 2+ Legs 3+ Leg 2+

Warhound Titan Damage Table Head: 1-2 CAF halved and it may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. 3 CAF halved for the rest of the game. 4 Same as 1-2, except cannot be repaired. 5-6 The Titan crashes to the ground as a result of the explosions. Decide randomly which way the Titan falls. Any vehicles or troop stands that are fallen on are destroyed.

Reactor: 1-2 May not move or fire, or repair other damage until repaired. 3-4 Reactor offline, if not repaired at end of turn, explodes as below (result 5-6). 5-6 Reactor explodes in a meltdown! The Titan is removed from the game. Any vehicles or troop stands within 3D6 cm are automatically hit, and must make an unmodified save to avoid destruction. Leg: 1-2 Damaged, speed drops by half, cannot enter difficult terrain 3-4 Damaged heavily. Roll a D6 in each end phase, subtract 2 if Weapon: the Titan has Charge Orders, and 1 if Advance orders. If the 1-2 Weapon damaged and cannot be used until repaired. result is 0 or less, the leg snaps, and the Titan crashes to the 3-4 Weapon destroyed and cannot be used in this battle. ground and is destroyed. Decide randomly which way the Titan 5 Weapon is blown off the Titan and scatters 2D6cm in a falls. Any vehicles or troop stands that are fallen on are random direction. Any models it hit must make an unmodified destroyed. save to avoid destruction. 5 Titan crippled. It may not move or turn for the rest of the 6 Weapon is blown off the Titan as above, but there is a game. flashback to Titans hull. Roll a D6. On 1-3 roll for damage on 6 The leg is blown apart and the Titan collapses to the ground. the Reactor, on 4-6 on the Head. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed.

* A damaged location or a downed shield is repaired by a 5+ on a D6.

Reaver Titan
Move 20 cm CAF +12 Shields 4 Void Shields Weapon Locations 3 Targets Save Modifier Notes

Weapon

Range

Attack Dice To Hit Roll

Notes

See the Titan Weapon Tables for the allowed weapons. Reaver Titan Hit Location Templates FRONT Weapo n 2+ SIDE Weapon Weapon Weapon 2+ 2+ 2+ REAR Weapo n 2+

Epic 2nd Edition Data


Weapo Weapo Head n n 1+ 2+ 2+ Weapo Weapo Leg2 n n 2+ 2+ 2+ Leg 2+ Leg 2+ Leg 2+ Leg 2+ Reactor Weapon 3+ 2+ Head 1+ Weapo Reacto Weapo n r n 2+ 4+ 2+ Weapo Weapo Legs n n 2+ 2+ 2+ Leg 2+ Leg 2+ Leg 2+ Leg 2+

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Weapon Weapon 2+ 2+ Leg 2+ Leg 2+

Reaver Titan Damage Table Head: 1-2 CAF halved and it may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. 3 CAF halved for the rest of the game. 4 Same as 1-2, except cannot be repaired. 5-6 The Titan crashes to the ground as a result of the explosions. Decide randomly which way the Titan falls. Any vehicles or troop stands that are fallen on are destroyed.

Reactor: 1-2 May not move or fire, or repair other damage until repaired. 3-4 Reactor offline, if not repaired at end of turn, explodes as below (result 5-6). 5-6 Reactor explodes in a meltdown! The Titan is removed from the game. Any vehicles or troop stands within 3D6 cm are automatically hit, and must make an unmodified save to avoid destruction. Leg: 1-2 Damaged, speed drops by half, cannot enter difficult terrain 3-4 Damaged heavily. Roll a D6 in each end phase, subtract 2 if Weapon: the Titan has Charge Orders, and 1 if Advance orders. If the 1-2 Weapon damaged and cannot be used until repaired. result is 0 or less, the leg snaps, and the Titan crashes to the 3-4 Weapon destroyed and cannot be used in this battle. ground and is destroyed. Decide randomly which way the Titan 5 Weapon is blown off the Titan and scatters 2D6cm in a falls. Any vehicles or troop stands that are fallen on are random direction. Any models it hit must make an unmodified destroyed. save to avoid destruction. 5 Titan crippled. It may not move or turn for the rest of the 6 Weapon is blown off the Titan as above, but there is a game. flashback to Titans hull. Roll a D6. On 1-3 roll for damage on 6 The leg is blown apart and the Titan collapses to the ground. the Reactor, on 4-6 on the Head. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed. * A damaged location or a downed shield is repaired by a 5+ on a D6.

Warlord Titan
Move 15 cm CAF +14 Shields 6 Void Shields Weapon Locations 4 Targets Save Modifier Notes

Weapon

Range

Attack Dice To Hit Roll

Notes

See the Titan Weapon Tables for the allowed weapons. Warlord Titan Hit Location Templates FRONT Weapo Weapo n n 2+ 2+ Weapo Weapo Head n n 1+ 2+ 2+ SIDE Weapon Weapon Weapon 2+ 2+ 2+ Carapac Weapon e 2+ 1+ Head 1+ REAR Weapo Weapo n n 2+ 2+ Carapa Carapa Carapa ce ce ce 1+ 1+ 1+

Epic 2nd Edition Data


Weapo Reacto Weapo n r n 2+ 2+ 2+ Leg 2+ Leg 1+ Leg 2+ Leg 1+ Weapon Weapon 2+ 2+ Leg 2+ Leg 2+ Weapo Reacto Weapo n r n 2+ 3+ 2+ Leg 2+ Leg 3+ Leg 2+ Leg 3+

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Warlord Titan Damage Table Head: 1-2 CAF halved and it may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. 3 CAF halved for the rest of the game. 4 Same as 1-2, except cannot be repaired. 5-6 The Titan crashes to the ground as a result of the explosions. Decide randomly which way the Titan falls. Any vehicles or troop stands that are fallen on are destroyed.

Reactor: 1-2 May not move or fire, or repair other damage until repaired. 3-4 Reactor offline, if not repaired at end of turn, explodes as below (result 5-6). 5-6 Reactor explodes in a meltdown! The Titan is removed from the game. Any vehicles or troop stands within 3D6 cm are automatically hit, and must make an unmodified save to avoid destruction. Leg: Carapace: 1-2 Damaged, speed drops by half, cannot enter difficult terrain 1-2 The void shield generators are shut down and the shields 3-4 Damaged heavily. Roll a D6 in each end phase, subtract 2 if may not be used until repaired. the Titan has Charge Orders, and 1 if Advance orders. If the 3-4 The Titans void shield generators are shut down and the result is 0 or less, the leg snaps, and the Titan crashes to the shields may not be used any further in the game. ground and is destroyed. Decide randomly which way the Titan 5 The shields are in danger of overloading and you must shut falls. Any vehicles or troop stands that are fallen on are them down before they explode. Roll a D6. On 5-6 the shields destroyed. are safely shut down. On 1-4 they explode as described below: 5 Titan crippled. It may not move or turn for the rest of the 6 The Titans void shields overload and explode. The Titan is game. destroyed but remains standing. Any models within 2D6 cm are 6 The leg is blown apart and the Titan collapses to the ground. automatically hit by debris, and must make an unmodified save Decide randomly which way the Titan falls and place it on its to avoid destruction. side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed. Weapon: 1-2 Weapon damaged and cannot be used until repaired. 3-4 Weapon destroyed and cannot be used in this battle. 5 Weapon is blown off the Titan and scatters 2D6cm in a random direction. Any models it hit must make an unmodified save to avoid destruction. 6 Weapon is blown off the Titan as above, but there is a flashback to Titans hull. Roll a D6. On 1-3 roll for damage on the Reactor, on 4-6 on the Head.

* A damaged location or a downed shield is repaired by a 5+ on a D6.

Revenant Titan
Move CAF 30 cm +7 Shields Holo Field Weapon Locations 3 Notes Revenant Titans are very agile and they can make as many turns as they like when they move. When it is on Charge Orders opponents have a -1 To Hit modifier for a Revenant Titan can dodge incoming shots.

Holo Field Saving Throws Depends on orders First Fire: 4+ Advance: 3+ Charge: 2+

Saving throws are unaffected by the On Charge Orders, the Revenant Titans jump jets allow it to leap over attackers save impassable or difficult terrain 15cm wide and 5cm high when it is moving. modifiers. The Revenant may not use its jump jets to land on impassable terrain. Barrages ignore holo fields. Targets Save Modifier -2 0

Weapon Pulse Laser Missle Launcher

Range 75 cm 100 cm

Attack Dice To Hit Roll 1 4 BP 3+

Notes D3 hits or template Barrage template

Epic 2nd Edition Data


Scatter Laser 25 cm 3 5+ 0

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See the Titan Weapon Tables for the allowed weapons. Revenant Titan Hit Location Templates FRONT Wing 2+ Weapo Weapo Head n n 1+ 2+ 2+ Legs 2+ Leg 2+ Leg 2+ Wing 3+ Reactor Weapon Weapon 2+ 2+ 2+ Legs 2+ Leg 2+ SIDE REAR Wing 3+ Weapo Weapo Weapo n n n 3+ 2+ 3+ Jump Jets 3+ Leg 2+ Leg 2+

Revenant Titan Damage Table Head: 1-2 CAF halved and it may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. 3 CAF halved for the rest of the game. 4 Same as 1-2, except cannot be repaired. 5-6 The Titan crashes to the ground as a result of the explosions. Decide randomly which way the Titan falls. Any vehicles or troop stands that are fallen on are destroyed.

Reactor: 1-2 May not move or fire, or repair other damage until repaired. 3-4 Reactor offline, if not repaired at end of turn, explodes as below (result 5-6). 5-6 Reactor explodes in a meltdown! The Titan is removed from the game. Any vehicles or troop stands within 3D6 cm are automatically hit, and must make an unmodified save to avoid destruction. Leg: 1-2 Damaged, speed drops by half, cannot enter difficult terrain 3-4 Damaged heavily. Roll a D6 in each end phase, subtract 2 if Weapon: the Titan has Charge Orders, and 1 if Advance orders. If the 1-2 Weapon damaged and cannot be used until repaired. result is 0 or less, the leg snaps, and the Titan crashes to the 3-4 Weapon destroyed and cannot be used in this battle. ground and is destroyed. Decide randomly which way the Titan 5 Weapon is blown off the Titan and scatters 2D6cm in a falls. Any vehicles or troop stands that are fallen on are random direction. Any models it hit must make an unmodified destroyed. save to avoid destruction. 5 Titan crippled. It may not move or turn for the rest of the 6 Weapon is blown off the Titan as above, but there is a game. flashback to Titans hull. Roll a D6. On 1-2 roll for damage on 6 The leg is blown apart and the Titan collapses to the ground. the Wing, on 3-4 on the Reactor, on 5-6 on the Head. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed. Wing: Jump Jets: 1-3 Wing damaged. Titans holo fields will not work until it is 1-2 Jump Jets are damaged and may not be used until repaired repaired. 3-4 Jump Jets are triggered by the hit, blasting the titan 2D6cm 4-5 Wing destroyed. Titans holo fields stop working for the in a random direction. If the titan lands in difficult or rest of the game. impassable terrain, it is destroyed. 6 Wing is blown off the Titan and lands within 2D6cm in a 5-6 Jump Jets explode and cause the titan to jump as above. random direction. Anything it lands on must make a saving Also make a damage roll on the reactor. throw or be destroyed.

* A damaged location or a downed shield is repaired by a 4+ on a D6.

Phantom Titan
Move 20 cm CAF Weapon Locations Notes 2+ Phantom Titans are very agile and they can make as +12 Holo Field 2 wing weapons many turns as they like when they move. Holo Field Saving Throws Depends on orders First Fire: 4+ Advance: 3+ Charge: 2+ Saving throws are unaffected by the attackers save modifiers. Barrages ignore holo fields. Shields

Epic 2nd Edition Data


Weapon Range Attack Dice To Hit Roll Targets Save Modifier Notes

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See the Titan Weapon Tables for the allowed weapons. Phantom Titan Hit Location Templates FRONT Wing 3+ Wing 3+ Wing 3+ Wing 3+ Wing Weapon 2+ Head 1+ SIDE Wing 3+ Wing 3+ Head 2+ REAR Wing 3+ Wing 3+

Wing Wing Weapo Head Weapo n 1+ n 2+ 2+ Weapo Reacto Weapo n r n 2+ 1+ 2+ Weapo n 2+ Leg 2+ Leg 1+ Leg 1+ Leg 2+ Leg 1+ Leg 1+ Weapo n 2+

Weapon Weapon 2+ 2+ Leg 2+ Leg 1+ Leg 1+ Weapo n 2+

Weapo Reacto Weapo n r n 2+ 3+ 2+ Leg 2+ Leg 1+ Leg 1+ Leg 2+ Leg 1+ Leg 1+ Weapo n 2+

Phantom Titan Damage Table Reactor:1-2 May not move or fire, or repair other damage until repaired. 3-4 Reactor offline, if not repaired at end of turn, explodes as below (result 5-6). 5-6 Reactor explodes in a meltdown! The Titan is removed from the game. Any vehicles or troop stands within 3D6 cm are automatically hit, and must make an unmodified save to avoid destruction. Leg:1-2 Damaged, speed drops by half, cannot enter difficult terrain 3-4 Damaged heavily. Roll a D6 in each end phase, subtract 2 if Weapon:1-2 Weapon damaged and cannot be used until the Titan has Charge Orders, and 1 if Advance orders. If the repaired. result is 0 or less, the leg snaps, and the Titan crashes to the 3-4 Weapon destroyed and cannot be used in this battle. ground and is destroyed. Decide randomly which way the Titan 5 Weapon is blown off the Titan and scatters 2D6cm in a falls. Any vehicles or troop stands that are fallen on are random direction. Any models it hit must make an unmodified destroyed. save to avoid destruction. 5 Titan crippled. It may not move or turn for the rest of the 6 Weapon is blown off the Titan as above, but there is a game. flashback to Titans hull. Roll a D6. On 1-2 roll for damage on 6 The leg is blown apart and the Titan collapses to the ground. the Wing, on 3-4 on the Reactor, on 5-6 on the Head. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed. Wing: 1-3 Wing damaged. Titans holo fields will not work until it is repaired. Wing Weapon: 4-5 Wing destroyed. Titans holo fields stop working for the 1-3 Roll on the Wing Damage table rest of the game. 4-6 Roll on the Weapon Damage table 6 Wing is blown off the Titan and lands within 2D6cm in a random direction. Anything it lands on must make a saving Head:1-2 CAF halved and it may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. 3 CAF halved for the rest of the game. 4 Same as 1-2, except cannot be repaired. 5-6 The Titan crashes to the ground as a result of the explosions. Decide randomly which way the Titan falls. Any vehicles or troop stands that are fallen on are destroyed.

Epic 2nd Edition Data


throw or be destroyed. * A damaged location or a downed shield is repaired by a 4+ on a D6.

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Warlock Titan
Move CAF Shields Weapon Locations Notes All close combat attack hits count as psychic attacks (kills daemons instantly), Doesn't have to choose its orders until initiative is determined and the enemy's orders are revealed, Psychic save of 3+ on 1 D6 (unmodifiable). Warlock Titans are very agile and they can make as many turns as they like when they move.

20 cm +12

Holo Field

2+ 2 wing weapons

Holo Field Saving Throws Depends on orders First Fire: 4+ Advance: 3+ Charge: 2+ Saving throws are unaffected by the attackers save modifiers. Barrages ignore holo fields.

It may use one of its powers once per turn in addition to shooting and close combat: Doom - on any model within sight of 50 cm. All shots against that model will hit on a 3+. If that model is in CC its CAF is halved. Models with shields have a 4+ save against Doom. Psychic saves may be made against Doom. This lasts until nullified. Witch Sight - all enemy firing at the Titan in this combat phase suffer an extra -1 to hit modifier. In close combat, opposing Titans and vehicles use one less dice. If the Titan is immobilized it can not use Witch Sight. Mind Shout - all enemy models within 25 cm must immediately pass a morale check or go onto Fall Back orders. Rolls of 1 fail automatically. Even models that are exempt from making morale checks must still test. All friendly units with models within 25 cm can immediately roll to rally from Fall Back

Weapon

Range

Attack Dice To Hit Roll

Targets Save Modifier

Notes

See the Titan Weapon Tables for the allowed weapons. Warlock Titan Hit Location Templates FRONT Wing 3+ Wing 3+ Wing 3+ Wing 3+ Wing Weapon 2+ Head 1+ SIDE Wing 3+ Wing 3+ Head 2+ REAR Wing 3+ Wing 3+

Wing Wing Weapo Head Weapo n 1+ n 2+ 2+ Weapo Reacto Weapo n r n 2+ 1+ 2+ Weapo n 2+ Leg 2+ Leg 1+ Leg 1+ Leg 2+ Leg 1+ Leg 1+ Weapo n 2+

Weapon Weapon 2+ 2+ Leg 2+ Leg 1+ Leg 1+ Weapo n 2+

Weapo Reacto Weapo n r n 2+ 3+ 2+ Leg 2+ Leg 1+ Leg 1+ Leg 2+ Leg 1+ Leg 1+ Weapo n 2+

Warlock Titan Damage Table Head:1-2 CAF halved and it may only move or fire if you first roll a 4+ on 1D6 until damage is repaired. 3 CAF halved for the rest of the game. 4 Same as 1-2, except cannot be repaired.

Reactor:1-2 May not move or fire, or repair other damage until repaired. 3-4 Reactor offline, if not repaired at end of turn, explodes as below (result 5-6).

Epic 2nd Edition Data


5-6 The Titan crashes to the ground as a result of the explosions. Decide randomly which way the Titan falls. Any vehicles or troop stands that are fallen on are destroyed.

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5-6 Reactor explodes in a meltdown! The Titan is removed from the game. Any vehicles or troop stands within 3D6 cm are automatically hit, and must make an unmodified save to avoid destruction. Leg:1-2 Damaged, speed drops by half, cannot enter difficult terrain 3-4 Damaged heavily. Roll a D6 in each end phase, subtract 2 if Weapon:1-2 Weapon damaged and cannot be used until the Titan has Charge Orders, and 1 if Advance orders. If the repaired. result is 0 or less, the leg snaps, and the Titan crashes to the 3-4 Weapon destroyed and cannot be used in this battle. ground and is destroyed. Decide randomly which way the Titan 5 Weapon is blown off the Titan and scatters 2D6cm in a falls. Any vehicles or troop stands that are fallen on are random direction. Any models it hit must make an unmodified destroyed. save to avoid destruction. 5 Titan crippled. It may not move or turn for the rest of the 6 Weapon is blown off the Titan as above, but there is a game. flashback to Titans hull. Roll a D6. On 1-2 roll for damage on 6 The leg is blown apart and the Titan collapses to the ground. the Wing, on 3-4 on the Reactor, on 5-6 on the Head. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed. Wing: 1-3 Wing damaged. Titans holo fields will not work until it is repaired. Wing Weapon: 4-5 Wing destroyed. Titans holo fields stop working for the 1-3 Roll on the Wing Damage table rest of the game. 4-6 Roll on the Weapon Damage table 6 Wing is blown off the Titan and lands within 2D6cm in a random direction. Anything it lands on must make a saving throw or be destroyed. * A damaged location or a downed shield is repaired by a 4+ on a D6. Subjugator Titan Move CAF Shields Weapon Locations Notes Slaanesh Scout Titans are very agile and they can make as many turns as they like Glamour of Slaanesh 30 cm +5 4 when they move. When it is on Charge (-1 to hit) Orders, opponents have an additional -1 To Hit modifier as it can dodge incoming fire. Targets Attack Dice To Hit Roll Save Modifier 1 1 4 3+ 5+ 6+ -3 -1 0 +D6 CAF, +1 Damage roll

Weapon Psi-Pulse Lascannon Bolters Hell Claws

Range 75 75 15

Notes 2 attack dice on First Fire

Close combat only

See the Titan Weapon Tables for the allowed weapons. Subjugator Titan Hit Location Templates FRONT Weapo n 2+ Weapo Head n 2+ 2+ Leg 2+ Leg 3+ Weapo n 2+ Leg 2+ Leg 3+ SIDE Weapon 3+ Weapon Weapon Head 4+ 3+ 2+ Leg 2+ Leg 3+ REAR Weapo n 3+ Weapo Reacto Weapo n r n 4+ 4+ 4+ Leg 3+ Leg 4+ Leg 3+ Leg 4+

Subjugator Titan Damage Table

Epic 2nd Edition Data

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Leg: Head: 1-2 Damaged, speed drops by half, cannot enter difficult terrain 1 The lascannon & psi-pulse generator destroyed. The psi-pulse 3-4 Damaged heavily. Roll a D6 in each end phase, subtract 2 if loses one attack die and can only fire a maximum of 1 die per the Titan has Charge Orders, and 1 if Advance orders. If the turn for the rest of the game, regardless of orders. result is 0 or less, the leg snaps, and the Titan crashes to the 2-3 CAF halved and it may only move or fire if you first roll a ground and is destroyed. Decide randomly which way the Titan 4+ on 1D6 for the rest of the game. falls. Any vehicles or troop stands that are fallen on take a hit 4-6 The Titan crashes to the ground as a result of the with -3 save modifier. explosions. Decide randomly which way the Titan falls and 5-6 The leg is blown apart and the Titan collapses to the place it on its side lying in that direction. Any vehicles or troop ground. Decide randomly which way the Titan falls and place it stands that are fallen on take a hit with -3 save modifier. on its side lying in that direction. Any vehicles or troop stands that are fallen on take a hit with -3 save modifier. Reactor: 1 The titan has its movement halved and rolls one die less than Weapon: normal in close combat, until repaired. 1 Weapon damaged and cannot be used until repaired. 2-3 Damaged heavily. Roll a D6 in each end phase, subtract 2 if 2-4 Weapon destroyed and cannot be used in this battle. the Titan has Charge Orders, and 1 if Advance orders. If the 5 Weapon is blown off the Titan and scatters 2D6cm in a result is 0 or less, the leg snaps, and the Titan crashes to the random direction. Any models it hit must make an unmodified ground and is destroyed. Decide randomly which way the Titan save to avoid destruction. falls. Any vehicles or troop stands that are fallen on are 6 Weapon is blown off the Titan as above, but there is a destroyed. flashback to Titans hull. Roll a D6. On 1-3 roll for damage on 5-6 Reactor explodes in a meltdown! The Titan is removed the Reactor, on 4-6 on the Head. from the game. Any vehicles or troop stands within 2D6 cm are automatically hit, and must make an unmodified save to avoid destruction. A damaged location or a downed shield is repaired by a 5+ on a D6.

Questor Titan
Move CAF 30 cm +5 Shields Glamour of Slaanesh (-1 to hit) Weapon Locations 4 Notes Slaanesh Scout Titans are very agile and they can make as many turns as they like when they move. When it is on Charge Orders, opponents have an additional -1 To Hit modifier as it can dodge incoming fire. Targets Save Modifier -1 -1 0

Weapon Tormentor Lascannon Bolters

Range 50 75 15

Attack Dice To Hit Roll 6 2 4 5+ 5+ 6+

Notes

See the Titan Weapon Tables for the allowed weapons. Questor Titan Hit Location Templates FRONT Weapo n 3+ Weapo Weapo Head n n 1+ 3+ 3+ Weapo Leg Leg n 2+ 2+ 3+ Leg 2+ Leg 2+ SIDE Weapon Weapon 3+ 3+ Weapon 3+ Leg 2+ Leg 2+ Head 2+ Weapon 3+ REAR Weapo n 3+ Weapo Reacto Weapo n r n 4+ 3+ 4+ Weapo Leg Leg n 3+ 3+ 4+ Leg 3+ Leg 3+ Leg: 1-2 Damaged, speed drops by half, cannot enter difficult terrain 3-4 Damaged heavily. Roll a D6 in each end phase, subtract 2 if

Questor Titan Damage Table Head: 1 The lascannon mounted in the head destroyed. The Questor only loses one attack die for its lascannon.

Epic 2nd Edition Data


2-3 CAF halved and it may only move or fire if you first roll a 4+ on 1D6 for the rest of the game. 4-6 The Titan crashes to the ground as a result of the explosions. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on take a hit with -3 save modifier.

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the Titan has Charge Orders, and 1 if Advance orders. If the result is 0 or less, the leg snaps, and the Titan crashes to the ground and is destroyed. Decide randomly which way the Titan falls. Any vehicles or troop stands that are fallen on take a hit with -3 save modifier. 5-6 The leg is blown apart and the Titan collapses to the ground. Decide randomly which way the Titan falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on take a hit with -3 save modifier. Reactor: 1 The titan has its movement halved and rolls one die less than Weapon: normal in close combat, until repaired. 1 Weapon damaged and cannot be used until repaired. 2-3 Damaged heavily. Roll a D6 in each end phase, subtract 2 if 2-4 Weapon destroyed and cannot be used in this battle. the Titan has Charge Orders, and 1 if Advance orders. If the 5 Weapon is blown off the Titan and scatters 2D6cm in a result is 0 or less, the leg snaps, and the Titan crashes to the random direction. Any models it hit must make an unmodified ground and is destroyed. Decide randomly which way the Titan save to avoid destruction. falls. Any vehicles or troop stands that are fallen on are 6 Weapon is blown off the Titan as above, but there is a destroyed. flashback to Titans hull. Roll a D6. On 1-3 roll for damage on 5-6 Reactor explodes in a meltdown! The Titan is removed the Reactor, on 4-6 on the Head. from the game. Any vehicles or troop stands within 2D6 cm are automatically hit, and must make an unmodified save to avoid destruction. * A damaged location or a downed shield is repaired by a 5+ on a D6.

Lord of Battles
Move CAF Shields Weapon Locations 15 cm +10 none 4 Notes Lord of Battle must always be given Advance or Charge Orders. It has a saving throw of 3+ on a D6 against psychic attacks. If the Chaos player is winning, all Lords of Battle get +1 on their saving and To Hit rolls, and roll an extra D6 in close combat. Targets Save Modifier -2 0 Ignore modifiers for cover

Weapon Head Cannon Hull Firethrowers

Range 50 15

Attack Dice To Hit Roll 1 6 4+ 5+

Notes

The weapons listed above are included in the hull cost. See the Titan Weapon Tables for the allowed weapons. Lord of Battles Hit Location Templates FRONT Head 1+ Weapo Weapo Body n n 1+ 2+ 2+ Wheel Body Wheel 2+ 1+ 2+ Engine 2+ Engine 2+ SIDE Head 1+ Weapon 2+ Wheel 2+ REAR Body 3+ Weapo Weapo Body n n 2+ 2+ 2+ Wheel Engine Wheel 2+ 2+ 2+ Engine: 1-2 Engine breached. The Lord's move and CAF are halved

Lord of Battles Damage Table Head: 1-2 The head-mounted weapon is destroyed. This so enrages

Epic 2nd Edition Data


the Lord of Battle that it must be placed on Charge orders next turn. 3-4 The hit temporarily blinds the Lord of Battle. It may not fire weapons for this or the next turn. At the start of the next movement phase the Lord of Battle runs amok, charging forward 5D6cm in a straight line. Anything in the way has to fight it in close combat immediately; roll 2D6 for the Lord's effective close assault factor in each combat. Keep moving and fighting until it has expended all of its movement. If the Lord of Battle runs into impassable terrain such as a building it will be stopped and will suffer an automatic hit to the body, roll for damage immediately. 4-6 The Lord of Battle crashes to the ground as a result of the explosions. Decide randomly which way the it falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed. Body: 1 Armour plating damaged. Add +1 to future rolls on the Body damage. 2-3 The Lord of Battle rolls one less D6 in close combat for the rest of the game. 4 The Lord of Battle's close assault factor halves for the rest of the game, and it may only move or fire if you first roll a 4+ on a D6. 5-6 The Lord of Battle crashes to the ground. Decide randomly which way the it falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed, and any within 25cm of the Lord of Battle must make a morale check.

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from now on. 3-4 The engine governer is damaged and pressure starts building up uncontrollably. Move the Lord of Battle 3D6cm forward in a straight line. If it runs into impassable terrain such as a building it will suffer an automatic hit to the body, roll for damage immediately. After the move roll a D6. On 4-6 the engine explodes as below, on 1-3 the Lord repairs itself. 5-6 The engine explodes and the Lord of Batlle is destroyed. Any models within 3D6 cm are automatically hit by debris, and must make an unmodified save to avoid destruction.

Wheel: 1-2 Wheel damaged. The Lord of Battle may no longer turn towards the side the damaged wheel is on. 3-4 Wheel destroyed. The Lord of Battle may no longer move but may turn on the spot. 5-6 The wheel is blown off the Lord of Battle and rolls 2D6cm in a random direction. Any unit it rolls over takes an automatic hit. The unbalanced Lord keels over. Decide randomly which way the it falls and place it on its side lying in that direction. Any vehicles or troop stands that are fallen on are destroyed.

Weapon: 1-2 Weapon destroyed and cannot be used in this battle. 3-4 Weapon is blown off and scatters 2D6cm in a random direction. Any models it hit must make an unmodified save to avoid destruction. 5-6 Weapon is blown off the Lord as above, but there is a flashback to its hull. Roll a D6. On 1-2 roll for damage on the Engine, on 3-4 on the Body, and on 5-6 on the Head.

Great Gargant
Move Charge: 11-15cm Advance: 10cm CAF +15 Shields 6 + 1D6 Power Fields Weapon Locations 4 + centre Notes If given Charge orders, the Gargant must move towards the nearest enemy Targets Save Modifier

Weapon

Range

Attack Dice To Hit Roll

Notes

Epic 2nd Edition Data

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See the Titan Weapon Tables for the allowed weapons. The center (belly) position is normally occupied by the Gutbuster. Great Gargant Hit Location Templates FRONT Weapo Weapo Head n n 2+ 2+ 2+ Weapo Weapo n Ammo Hull Ammo n Mount 1+ 3+ 1+ Mount 2+ 2+ Weapo Weapo Hull Hull Hull n n 3+ 3+ 3+ 2+ 2+ Hull 3+ Foot 3+ Hull 3+ Boiler 2+ Hull 3+ SIDE Weapon 2+ Hull 3+ Hull 3+ Hull 3+ Weapon Mount 2+ Weapon 3+ Boiler 3+ Hull 3+ Hull 3+ Hull 3+ Belly Gun 2+ Belly Gun 2+ Foot 3+ REAR Weapo Weapo Head n n 2+ 2+ 2+ Weapo Weapo n Ammo Hull Ammo n Mount 1+ 3+ 1+ Mount 2+ 2+ Weapo Weapo Hull Hull Hull n n 3+ 3+ 3+ 2+ 2+ Hull 3+ Hull 3+ Boiler 3+ Hull 3+ Hull 3+ Hull 3+ Foot 3+

Belly Hull Foot Hull Foot Gun 3+ 3+ 3+ 3+ 3+ Great Gargant Damage Table Head: 1-2 Add +1 to any future damage rolls against the head. 3-4 The Kaptin is killed. The Gargant must follow the same orders next turn while the bridge krew "elect" a new Kaptin. 5-6 The head is blown off the Gargant, starting a fire. It must follow the same orders as it used last turn, and any weapons mounted in the head may not be used for the remainder of the battle. If the Gargant was fitted with a Mork or Gork head, any Orks within 25cm must take a morale check. After the next turn, roll a D6 before changing the Gargant's orders; on 4+ you may change the orders. Boiler: 1-2 The boiler is damaged. Add +1 to any future damage rolls against the boiler. 3-4 The boiler is hit and starts to lose pressure. The Slasha's move rates are halved from now on. 5-6 The boiler is destroyed, and a fire is started. The Gargant may no longer move.

Belly Gun: 1-2 Some ammunition explodes but the krew quickly douse it down. Add +1 to any future damage rolls against the belly gun 3-5 The gun is destroyed and the explosion starts a fire. The gun may not be used for the remainder of the battle. 6 The belly gun's magazine explodes, starting 1D3 fires. The gun is destroyed and the explosion rips into the boiler, so roll for damage against the boiler as well. After you have made this extra damage roll, total up all the fires on the Gargant and make an immediate roll on the Fire Table.

Weapon: 1-2 Add +1 to any future damage rolls against the weapon 3-4 The weapon is destroyed and may not be used for the rest of the game. 5-6 The weapon is blown off the Gargant, starting a fire. It lands 2D6cm away in a random direction. Any vehicles or infantry underneath it are destroyed unless they make their basic saving throw Magazine (ammo): Foot: 1-3 A large explosion starts a fire. Roll on the Fire Table 1-3 The foot is damaged. Add +1 to any future damage rolls immediately. against this foot. 4-6The magazine detonates spectacularly, starting 1D3 fires. 4-5 The foot is destroyed. If the other foot is intact, the Gargant Roll for damage against the Weapon location as well and apply may turn in place. If both are destroyed it may not move at all. any damage. After you have rolled for extra damage, total up 6 The foot is blown apart and starts a fire. The Gargant may no all the fires on the Gargant and make an immediate roll on the longer move or turn even if the other foot is undamaged. Fire Table. Weapon Mount: Hull: 1-2 Add +1 to any future damage rolls against the mount 3-5 1-5 The hull is weakened. Add +1 to any future damage rolls The weapon mount is badly damaged. Roll for both of the against the hull. attached weapons on the Weapon Damage Table. 6 A massive explosion rips a huge hole in the hull and starts a 6The weapon mount is blown off the Gargant, starting a fire. It fire. lands 2D6cm away in a random direction. Any vehicles or infantry underneath it are destroyed. Fire Table: Roll on this table as required for damage results and at the start of the end phase if any fires are burning on the Slasha Gargant. Add +1 to the roll for each fire burning on the Slasha Gargant in excess of one. Fire effects 2-5 last until the next roll is made on the Fire Table. Adjusted D6 Roll 1-3 With a few scorched Gretchin the fires are brought under control and put out. 4-5The fire is getting out of control. The Gargant may not move, but may fire normally.

Epic 2nd Edition Data

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6The fire is out of control! Add one to the number of fires already burning. The Gargant may not move or fire its belly gun, and any other weapons fired are on a -1 to hit modifier due to the clouds of smoke. 7The fire reaches the magazines! Roll on the Magazine Damage Table for each intact magazine. The Gargant also can't move or gire its belly gun and suffers -1 on firing as in 4 above. 8Huge internal explosions wreck the Gargant destroying it and leaving a smoking, blackened heap. Any units within 2D6cm are hit by the flying debris and must make an unmodified save to avoid damage. 9+A massive explosion rips the Gargant apart. Remove the model from the table and replace it with a crater if you've got one. Any units within 4D6cm are hit by the flying debris and must make an unmodified save to avoid damage.

Mekboy Gargant
Move CAF Shields Weapon Locations Notes Charge: 20-30 cm Kustom Force If given Charge orders, the Gargant must move towards +10 2 Advance: 20cm Field the nearest enemy Kustom Force Field represents a special sustained power field. While the field is operational the Mekboy Gargant is impervious to damage. At the start of each turn you may decide to shut down the kustom field. Once shut down it remains so for the rest of the game. Roll a D6 in the end phase of each phase it is functional, on a roll of 10+ the field overheats and causes damage. An additional D6 is added each turn (2 D6 in the second turn, 3 D6 in the third, and so on) to make this check. If 10+ is rolled roll immediately for damage in the force field generator location on the hit location template, and apply the results. Mekboy Gargants destroyed this way earn VP's to the opponent in the same turn the check was made. Weapons that bypass shields will also penetrate this shield without affecting it. In case of a vortex missile the field is inactive while it remains in the area of effect of the vortex blast. As other Ork shields this one also flickers on a roll of 6 on a D6. Targets Save Modifier

Weapon

Range

Attack Dice To Hit Roll

Notes

See the Mekboy Gargant Tables for the allowed weapons. Mekboy Gargant Hit Location Templates FRONT Weapo n 3+ Arm 3+ Hull 3+ Foot 3+ Head 2+ Boiler 2+ Weapo n 3+ Hull 3+ SIDE Weapon 3+ Hull 4+ Hull 3+ REAR Weapo Head n 3+ 4+ Hull 4+ Ammo 3+ Arm 4+ Hull 4+ Weapo n 3+

Force Force Foot Foot Foot Hull Foot Field Field 3+ 3+ 3+ 4+ 3+ 2+ 2+ Mekboy Gargant Damage Table Head: Force Field: 1-2 Add +1 to any future damage rolls against the head. 1-2 Add +1 to any future damage rolls against the Force Field 3-4 The shot ricochets off the head, stunning the Mekboyz Generator. temporarily. The Mekboy Gargant must roll a D6 in the orders 3-4 The Force Field Generator is destroyed and may not be phase next turn: On 1-2 the Gargant has Charge orders, on 3 used for the rest of the game. Advance, and on 4-5 First Fire. On 6, the head blows up, 5-6 The shot hits the Force Field Generator and it detonates causing an unmodified hit on everthing within 2D6 and with a flash of energy, starting D3 fires. After you've worked destroys the Gargant. out how many fires are started, make an immediate roll on the 5-6 The head is blown off the Gargant, starting a fire. Roll a D6 fire table. The Generator may not be used for the rest of the as in above (3-4) in every orders phase of each turn from now game. on. Weapon: Foot: 1-2 Add +1 to any future damage rolls against the weapon 1-3 The foot is damaged. Add +1 to any future damage rolls 3-4 The weapon is destroyed and may not be used for the rest against this foot. of the game. 4-5 The foot is destroyed. If the other foot is intact, the Gargant 5-6 The weapon is blown off the Gargant, starting a fire. It may turn in place. If both are destroyed it may not move at all. lands 2D6cm away in a random direction. Any vehicles or 6 The foot is blown apart and starts a fire. The Gargant may no infantry underneath it are destroyed unless they make their longer move or turn even if the other foot is undamaged. basic saving throw

Epic 2nd Edition Data


Arm: 1-2The arm is damaged. Add +1 to any future damage rolls against the arm. 3-6 The arm is damaged and starts to flail out of control! The Gargant staggers D6cm in a random direction immediately at the end of each subsequent movement phase. Anything within 6cm of the Gargant in the combat phase will suffer an automatic hit with a 0 save modifier. Hull: 1-4 The hull is weakened. Add +1 to any future damage rolls against the hull. 5-6 A massive explosion rips a huge hole in the hull and starts a fire.

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Magazine (ammo): 1-3 A large explosion starts a fire. Roll on the Fire Table immediately. 4-6The magazine detonates spectacularly, starting 1D3 fires. Roll for damage against the Weapon location as well and apply any damage. After you have rolled for extra damage, total up all the fires on the Gargant and make an immediate roll on the Fire Table. Boiler: 1-4 The boiler is hit and starts to lose pressure. The Slasha's move rates are halved from now on. 5-6 The boiler is destroyed, and a fire is started. The Gargant may no longer move.

Fire Table: Roll on this table as required for damage results and at the start of the end phase if any fires are burning on the Slasha Gargant. Add +1 to the roll for each fire burning on the Slasha Gargant in excess of one. Fire effects 2-5 last until the next roll is made on the Fire Table. Adjusted D6 Roll 1 With a few scorched Gretchin the fires are brought under control and put out. 2 The fire is getting out of control. The Gargant may not move, but may fire normally. 3 The fire is out of control! Add one to the number of fires already burning. The Gargant may not move or fire its belly gun, and any other weapons fired are on a -1 to hit modifier due to the clouds of smoke. 4 The fire reaches the magazines! Roll on the Magazine Damage Table for each intact magazine. The Gargant also can't move or gire its belly gun and suffers -1 on firing as in 4 above. 5 Huge internal explosions wreck the Gargant destroying it and leaving a smoking, blackened heap. Any units within 2D6cm are hit by the flying debris and must make an unmodified save to avoid damage. 6+ A massive explosion rips the Gargant apart. Remove the model from the table and replace it with a crater if you've got one. Any units within 4D6cm are hit by the flying debris and must make an unmodified save to avoid damage.

Hierodule
Move 25cm CAF +10 Psychic Save 4+ Wounds 6 Weapon Locations 2 Targets Save Modifier Notes Regenerates

Weapon

Range

Attack Dice To Hit Roll

Notes

See the Titan Weapon Tables for the allowed weapons Hierodule Hit Location Templates FRONT Leg 4+ Leg 4+ Leg 4+ SIDE Leg 4+

Epic 2nd Edition Data


Wpn 4+ Leg 4+ Leg 4+ Overall Armor Save 2+ Head 5+ Wpn 4+ Leg 4+ Leg 4+ Leg 4+ Overall Armor Save 3+ Leg 4+ Leg 4+ Thrx 4+ Leg 4+ Leg 4+

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Leg 4+

REAR Leg 4+ Leg 4+ Leg 4+ Leg 4+ Overall Armor Save 4+ Hierodule Damage Table Hit Location/Shooting: Roll to hit the Bio-Titan as normal. If you hit the Bio-Titan it must make its overall armour save as shown in the hitlocation templates. If the save is failed refer to the template, nominate a target location, roll the aim dice and move the location hit as indicated. If the shot lands in a location area the Bio-Titan suffers one wound, plus roll to see if it is critically damaged by rolling equal to or greater than the number in the location box on a D6. If your shot lands on an emty square or outside the grid it has missed and does no damage. Leg: 1-2 The leg is damaged, forcing the Hierodule to walk with a Head: pronounced limp. Its movement rate is reduced by 5cm and it 1 The Hierodule staggers D6+4cm in a random direction. may not enter difficult terrain. This damage may be Any models it moves onto take a hit with a 0 save modifier regenerated on a D6 roll of 4+ in the end phase. on a roll of 4+ on a D6. If the Hierodule staggers into 3-4 The Hierodules leg is crippled. Its movement rate is difficult or impassible terrain it suffers D6 hits with 0 save reduced by 10cm and it may not enter difficult terrain. This modifier. damage may be regenerated on a D6 roll of 4+ in the end 2-3 The Hierodules nerve core is disrupted. While damaged phase. its CAF is halved and it must roll a 4+ on 1D6 before it can 5 The Hierodules leg is severed, inflicting 1 extra wound move or shoot. This damage may be regenerated on a D6 roll and permanently impairing its movement as noted in 3-4 of 6 in the end phase. above. If two of the Hierodules legs are severed it will 4-5 The Hierodules head is punctured, inflicting an extra D6 collapse on the spot, unable to move again, even to turn in wounds. place, and its CAF is halved but otherwise it may fight and 6 The Hierodules head is half blown off, inflicting an extra shoot as normal. 2D6 wounds. 6 The Hierodules leg is ripped away with great gout of ichor, inflicting an extra 1D3 wounds. Loss of the affects the Hierodule as in 5 above. Thorax: Weapon: 1-2 The Hierodules thorax is pierced and leaks colorless 1 The Hieredules wepon is knocked aside by the hit and slime, inflicting 1 extra wound. may not fire this turn. 3-4 The Hierodules thorax is split, causing blood and ichor 2-4 The Hieredules weapon is smashed by the hit, inflicting to spray out. It suffers an extra 1D3 wounds. 1 extra wound. The weapon may not fire again until it is 5 The Hierodules thorax is ripped open with a spray of regenerated on a D6 roll of 5+ in the end phase. viscous jelly, inflicing 1D6 wounds. 6 The weapon is blown off the Hierodule and lands 2D6cm 6 The thorax is deeply punctured and starts to pour out body away in a random direction, causing a hit with 0 save fluids inflicting 1D6 wounds now and 1D6 wounds in each modifier on anything underneath. Ichor boils up out of the orders phase. This damage may be regenerated on a D6 roll stump and the hit inflicts an extra 1D3 wounds on the Abdm 5+ Leg 4+ Leg 4+ Leg 4+ Leg 4+

Epic 2nd Edition Data


of 4+ in the end phase. Abdomen: 1-3 The abdomen is gashed open by the hit, inflicting 1D3 extra wounds. 4-6 The abdomen is slashed open and body fluids gush out. The Hierodule suffers 1D6 extra wounds. Hierodule.

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Hieropant
Move 25cm CAF +14 Psychic Save 3+ Wounds 8 Weapon Locations 3 Targets Save Modifier Notes Regenerates, may carry 5 infantry stands

Weapon

Range

Attack Dice To Hit Roll

Notes

See the Titan Weapon Tables for the allowed weapons Hieropant Hit Location Templates FRONT Leg 4+ Leg 4+ Leg 4+ Leg 4+ Leg 4+ Overall Armor Save 2+ Leg 4+ Wpn 5+ Head 6+ Abdm 5+ Wpn 5+ Leg 4+ Leg 4+ Leg 4+ Leg 4+ Leg 4+ Leg 4+

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