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Epic 2nd Edition Data Page 1
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 RulesAssault 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 Command units - standard rules apply
Epic 2nd Edition Data Page 2 All Imperial troops within 10cm of a Company HQ add +1 to their morale
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
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 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
Epic 2nd Edition Data Page 3The 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
TROOP TYPE Move Save CAF Weapons RangeAttackDice
To HitSave
ModifyNotes
INFANTRY
Space MarinesTacticalFlamerAssault
DevastatorScout
VeteranTerminator
Grey Knights
1010151010101010
------
6+ f6+ f
+2+3+3+2+2+4+6+6
BoltersFlamers
Pistols/SwordsHeavy
WeaponsBolt Pistols
BoltersStorm Bolters
Various
5015257550502535
11121122
5+4+5+5+5+5+4+4+
000-100-1-1
Ignore CoverJump Packs
Special Rules
Command UnitsHQ Unit
Terminator HQCommander
ChaplainMedic
LibrarianTech-Marine
Inquisitor
1010101010101010
-6+ f
-----
4+ f
+4+7+4+4+2+4+2+6
Bolt PistolsStorm BoltersBolt PistolsBolt PistolsBolt PistolsBolt PistolsBolt Pistols
Various
2525252525252535
22221112
5+4+5+5+5+5+5+4+
0-100000-1
ArtilleryMole Mortar
RapierScorpionTarantulaTarantula
55
10 oc10 oc
5
-----
-3-3-3-3-3
Mole MortarLaser
DestroyerLascannonsLascannonsThudd Gun
15050757575
1 BP111
2 BP
.4+5+5+.
0-1-2-20
Barrage
Snap FireFires Twice
Barrage
CAVALRY
Bike 30 - +3 Bolters 15 1 6+ 0
Epic 2nd Edition Data Page 4
WALKERS
DreadnoughtsStandard
CJ Variant
10
10
5+
5+
+2
+3
Autocannon
Assault Cannon
Multi-meltaMissile
LauncherPower Fist
75
251550.
1
31
4 BP.
5+
4+4+. .
0
-1-3-2.
.
.
.
. +1 CAF
VEHICLES
Drop PodsAssaultSupport
Deathwind
---
4+4+4+
000
nonePlasma Cannon
Bombs
.7510
.1
special
.5+4+
.-20
Carries 2 stands
.
.
Land Raider 20 2+ +3Lascannon
Bolters7515
21
5+6+
-20
Carries 2 stands
Land Speeder 30 - +3 Multimelta 25 1 3+ -2 Skimmer
Marauder Fighter-Bomber
20-60 3+ +1BattlecannonLascannonMissiles
505050
11
4BP
4+5+.
-2-1-2
Flyer.
Does not combine barrages
Predator 25 3+ 0AutocannonLascannon
7575
12
5+5+
-1-1
Razorback 25 4+ 0Plasma GunsLascannon
5075
11
5+5+
-1-1
Cannot divide fireCarries 1
stand
Rhino 25 4+ 0 Bolters 15 1 6+ 0Carries 2
stands
Thunderbolt Fighter 30-60 4+ +2Autocannon
Rockets2525
34 BP
5+.
-1-1
FlyerDoes not combine barrages
Thunderhawk Gunship 60 4+ 0Rockets
BattlecannonBolters
505015
6 BP13
.4+6+
-2-20
FlyerCarries 6
standsSpecial Rules
Vindicator 20 2+ +2 Thunderer 50 1 4+ -3Shot
Ignores Cover
Whirlwind 20 4+ 0Multi-
Launcher150 2 BP 0 Barrage
Space Wolf Special RulesSpace 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 CardsName Contents BP M VP Cost Source
Company Cards
Great Company2 det (10 Grey Hunter stands, 5 Rhinos) HQ Unit (4 Wolf Guard
stands, 2 Rhinos)18 2 8 800
Epic 2nd Edition Data Page 5
Great Company2 det (10 Grey Hunter stands, 5 Rhinos) HQ Unit (4 Wolf Guard
Terminator stands, 2 Land Raiders)18 2 9 900
Support Cards
Grey Hunter Pack 10 Grey Hunter stands, 5 Rhinos 8 2 4 350Blood Claws Pack 5 Blood Claw stands 3 2 2 150Long Fang Pack 4 Long Fang stands, 2 Rhinos 6 2 3 250Blood Claw Bike
Squad5 Bike Stands 3 2 2 150
Blood Claw Land Speeders
5 Land Speeders 3 2 2 200
Special CardsRune Priest Rune Priest stand + Rhino R - 1 100 CJ 4
Ragnar Blackmane Ragnar stand + Rhino R - 2 150WD 158
Njal Storm Caller Njal stand + Rhino N - 2 150WD 158
Ulrik the Slayer Ulrik stand + Rhino U - 2 150WD 158
Bjorn the Fell-Handed Bjorn (1 Dreadnought) 1 - 2 150 CJ 12Bjorn 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 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
Epic 2nd Edition Data Page 6 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
TROOP TYPE Move SaveCAF
Weapons RangeAttackDice
To HitSave
ModifyNotes
INFANTRYGrey Hunters 10 - +3 Bolt Weapons 50 1 5+ 0
Blood Claws 15 - +3 Bolt Pistols 25 1 5+ 0Jump Packs
Morale test on chargeLong Fangs 10 - +3 Heavy Weapons 50 2 5+ -1Wolf Guard 10 - +4 Bolt Pistols 25 2 5+ - special rules
Wolf Guard Terminators 10 6+ f +6 Storm Bolters 25 2 4+ -1 special rulesRune Priest 10 - +5 Bolt Pistols 25 1 5+ - special rules
Ragnar Blackmane 10 4+ f +8 Bolt Pistol 15 2 4+ -1 special rulesNjal Storm-Caller 10 5+ f +7 Bolt Pistol 15 1 4+ - special rulesUlrik the Slayer 10 5+ f +7 Combi-weapon 15 1 4+ -2 special rules
CAVALRYBlood Claw Bike 30 - +3 Bolters 15 1 6+ - Morale test on charge
WALKERS
Bjorn the Fell-Handed 10 5+ +4Assault CannonLightning ClawHeavy Flamer
25-5
3-1
4+-
auto
-1--
special rules
VEHICLES
Blood Claw Land Speeder 30 - +3 Multi-Melta 25 1 3+ -2skimmer - popup
Morale test on charge
Ultramarine Special RulesCan 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 detachments2 Battle company Battle companies are never broken up3 Battle company Battle companies are never broken up4 Battle company Battle companies are never broken up5 Battle company Battle companies are never broken up6 Tactical company Tactical detachments or Bike squads7 Tactical company Tactical detachments or Land Speeder squads8 Assault company Assault detachments9 Devastator company Devastator detachments10 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. Special Charactersby 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 CostMarneus Calgar, Lord of Macragge Marneus stand + Rhino 2 150
Chief Librarian Tigrius Tigrius stand + Rhino 2 150Chaplain Cassius Cassius stand + Rhino 2 150
Ancient Helveticus Helveticus stand 1 100Marenus Calgar, Lord of Macragge
Epic 2nd Edition Data Page 7 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).
TROOP TYPE Move Save CAF Weapons RangeAttackDice
To HitSave
ModifyMarneus 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+ -1Chaplain Cassius 10 5+ f +6 Bolt Pistol 15 2 4+ 0
Ancient Helveticus 10 - +4 Bolt Pistol 25 1 5+ -
Dark Angels Special RulesDark Angels Army Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Company Cards
Deathwing3 det (4 Terminator, 2 Land Raiders) HQ
(Terminator, Land Raider)10 1 9 900
Ravenwing2 det (5 Land Speeders) 1 det (5 bike stands) HQ
(command stand, Rhino)9 2 4 400
Support Cards
Deathwing Detachment 4 Terminator stands, 2 Land Raiders 3 1 3 300
Special Cards - can only be taken to support Dark Angel company cards
Azrael, Grand Master of the Dark Angels
Azrael stand + Rhino A - 2 150 U
Ezekiel, Grand Master of Librarians
Ezekiel stand + Rhino E - 2 150 U
Brother Bethor, Bearer of the Sacred Standard
Bethor stand - - 1 100 U
Asmodai, Interrogator Chaplain Asmodai stand + Rhino A - 2 150 UArmy OrganisationDark 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 detachments2 Ravenwing Land Speeder or Bike detachments3 Battle company
Battle companies are never broken up into separate detachments4 Battle company5 Battle company6 Tactical company Tactical detachments
Epic 2nd Edition Data Page 87 Tactical company Tactical detachments8 Assault company Assault detachments9 Devastator company Devastator detachments10 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 Charactersby 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
TROOP TYPE Move Save CAF Weapons RangeAttackDice
To HitSave
ModifyGrand 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+ 0Brother 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 RulesCan field a Blood Angels 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 detachments2 Battle company Battle companies are never broken up3 Battle company Battle companies are never broken up4 Battle company Battle companies are never broken up5 Battle company Battle companies are never broken up6 Tactical company Tactical detachments or Bike squads7 Tactical company Tactical detachments or Land Speeder squads8 Assault company Assault detachments9 Devastator company Devastator detachments10 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.
Epic 2nd Edition Data Page 9Special Charactersby 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)
Name ContentsVictoryPoints
Cost
Commander Dante, Lord of the Blood Angels Dante stand + bodyguard (5 assault stands) 3 300Chief Librarian Mephiston, Lord of Death Mephiston stand + Rhino 2 200
Brother-Captain Tycho, Commander of the 3rd Company. Tycho stand + Rhino 2 150Ancient 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
TROOP TYPEMov
eSave CAF Weapons Range
AttackDice
To HitSave
ModifyCommander 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+ -1Brother-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 RulesThe Legion of the Damned can be taken by any Imperial Space Marine army. The following cards are Special cards.
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Legion of the Damned Detachment 6 Legion of the Damned stands 4 - 4 350 CJSergeant 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). 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)
Epic 2nd Edition Data Page 10
TROOP TYPE Move Save CAF Weapons RangeAttackDice
To HitSave
ModifyLegion Stand 10 - +4 Bolters 50 1 5+ 0
Sergeant Centarius 10 5+ f +6 Bolt Pistol 15 1 4+ -1
Space Marine Army Cards and CompositionCompany Cards | Support Cards | Special Cards
Company Cards
Company ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Tactical 3 det (6 Tactical stands, 3
Rhinos) HQ (Command stand, Rhino)
15 2 8 750
Assault 3 det (6 Assault stands, 3 Rhinos)
HQ (Command stand, Rhino)15 2 8 750
Devastator 3 det (6 Devastator stands, 3
Rhinos) HQ (Command stand, Rhino)
15 2 10 1000
Battle
1 det (6 Tactical stands, 3 Rhinos)
1 det (6 Assault stands, 3 Rhinos) 1 det (6 Devastator stands, 3
Rhinos) HQ (Command stand, Rhino)
15 2 9 850
Scout 3 det (6 Scout stands)
HQ (Command stand, Rhino)10 3 5 450
Veteran 3 det (6 Veteran stands, 3
Rhinos) HQ (Command stand, Rhino)
15 1 9 850
Terminator
3 det (6 Terminator stands, 3 Land Raiders)
HQ (Terminator command stand + Land Raider)
10 1 9 900
Land Raider 3 det (3 Land Raiders)
HQ Land Raider5 2 6 600
Support Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Infantry
Tactical Detachment 6 Tactical stands, 3 Rhinos 5 2 3 250Flamer Detachment 6 Flamer stands, 3 Rhinos 5 2 3 250 UAssault Detachment 6 Assault stands, 3 Rhinos 5 2 3 250
Devastator Detachment 6 Devastator stands, 3 Rhinos 5 2 4 350Scout Detachment 6 Scout stands 3 3 2 150
Veteran Detachment 6 Veteran stands, 3 Rhinos 5 1 3 300Terminator Detachment 4 Terminator stands, 2 Land Raiders 3 1 3 300
Grey Knight Detachment 4 Grey Knight stands 2 1 4 400
Cavalry
Bike Squad 5 Bike stands 3 2 2 150
Walkers
Robot Detachment 4 Robots 4 - 1 100Dreadnought Squad 4 Dreadnoughts 2 2 1 100 (CJ 12)
Vehicles
Epic 2nd Edition Data Page 11Land Speeder Squadron 5 Land Speeders 3 2 2 200
Razorback Squadron 3 Razorbacks 2 2 2 150 WD 181Vindicator Squadron 3 Vindicators 2 2 2 150Whirlwind Squadron 3 Whirlwinds 2 2 2 150Predator Squadron 3 Predators 2 2 2 200
Land Raider Squadron 3 Land Raiders 2 2 2 200
Flyers
Thunderhawk Gunship 1 Thunderhawk Gunship 1 2 1 50Thunderbolt Squadron 3 Thunderbolt fighters 2 2 3 250 WD 187
Marauder Squadron 3 Marauder fighter-bombers 2 2 4 350 WD 187
Artillery
Rapier Battery 3 Rapier laser destroyers 2 2 1 50Thudd Gun Battery 3 Thudd Guns 2 2 1 100
Mole Mortar Battery 3 Mole Mortars 2 2 1 100Tarantula Support Unit 5 Tarantulas 3 2 1 100
Scorpion Battery 5 Scorpion anti-aircraft guns 3 2 2 150 U
Special Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Characters
Medic Medic stand, Rhino 1 - 1 50Chaplain Chaplain stand, Rhino C - 1 50Inquisitor Inquisitor stand, Rhino I - 1 100
Tech-Marine Tech-Marine stand, Rhino 1 - 1 100Librarian Librarian stand, Rhino 1 - 1 100
Commander Command stand, Rhino C - 1 100
Transport
Drop Pods 10 Assault, 3 Support, 3 Deathwind Pods - - - -Razorback Transport
Detachment6 Razorbacks +3 2 +2 200 WD 181
Assault Ship 1 Assault Ship 1 - 10 1000 U
Special Units
Flamer Marines 6 Flamer Marines 5 2 3 - U
Scythes of the Emperor5 Terminator stands, Thunderhawk
Gunship1 - 1 50 WD 198
Titans
Warhounds 2 Warhound Titans 1 - 5 500Reaver 1 Reaver Titan - - 5 500Warlord 1 Warlord Titan - - 9 900
Imperial Guard Special Rules
Allies - Imperial Guard can take any of the following armies as allies Space Marines
Epic 2nd Edition Data Page 12 Titan Legions Knights Tech-Guard Squats Eldar (if fighting against Orks or Chaos)
Imperial Guard Unit-Specific RulesAdeptus 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 rerollCatachan 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 standsColonel
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
Epic 2nd Edition Data Page 13 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 doesn’t, 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 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 ordersHellhound 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
Epic 2nd Edition Data Page 14 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 fireMarauder 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 combatRatling 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: 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)
Epic 2nd Edition Data Page 15Thunderbolt 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
TROOP TYPE MOVE SAVE CAF WEAPONS RANGEAttackDice
To Hit
SaveModi
fyNOTES
INFANTRY
TroopsTacticalAssaultHeavy
Personal GuardCatachan Devils
Hive GangPenitent
Human BombBeastmen
Ratling SnipersGrey Knights
1015101010101010101010
----------
6+ f
0+10
+20000
+3-1+6
LasgunsPistols/Swords
Heavy WeaponsLasgunsLasgunsShotgunsLasguns
Bomb HarnessSwords/ClubsSniper Rifle
Various
502575505025500-
5035
1121111
5 BP012
5+5+5+5+5+5+5+.0
5+4+
00-10000-200-1
.Jump Packs
.
.+1D6 CAF in
jungle+1D6 CAF in/at
buildingsSpecial RulesSpecial Rules
.Special RulesSpecial Rules
Command UnitsCompany HQ
Commissar Confessor
Adeptus Psyker Inquisitor Colonel
Yarrick Al'Rahem Chenkov
101010101010101010
----
4+ f-
3+5+ f5+ f
+2+4+4+2+6+4+8+4+4
Pistols/SwordsPistols/Swords
PistolsBolt Pistols
VariousPistols
Storm BolterBolt PistolsBolt Pistols
252525253525252525
221122211
5+5+5+5+4+4+4+5+5+
0000-10000
Special Rules
Gun Batteries Mole Mortar
Rapier 55
--
-3-3
Mole MortarLaser Destroyer
15050
1 BP1
.4+
0-1
Barrage
Epic 2nd Edition Data Page 16Tarantula
Thudd Gun10 oc
5--
-3-3
LascannonsThudd Gun
7575
12 BP
5+.
-20
Fires twiceBarrage
CAVALRY
Bike 30 - +3 Bolters 15 1 6+ 0
Rough Rider 20 - +3 Hunting Lance 25 1 6+ 0
WALKERS
Ogryns 10 6+ +6 Ripper Gun 10 1 4+ -1
Sentinel 25 6+ +2 Autocannon 50 1 4+ 0
Robots 10 5+ +2 Autocannon 75 1 5+ 0 special rules
VEHICLES
Basilisk 15 5+ 0 Earth Shaker 150 2 BP -2 Fires twice
Bombard 10 5+ 0 Siege Mortar 50-150 3 BP -3 Barrage
Chimera 20 3+ +1 Multi-Laser 25 1 4+ 0Carries 2 troop
stands
Chimerax 20 3+ +1 Autocannon 50 2 5+ 0Carries 2 troop
stands
Chimedon 20 3+ +1 Battlecannon 50 1 4+ -2Carries 2 troop
stands
Chimerro 20 3+ +1Multi-laser
Hunter missile2550
11
4+5+
0-2
Carries 2 troop stands
Deathstrike 15 6+ 0 Special Rules
Gorgon 10 1+ +4Bolters
Mine Thrower1514
41
6+4+
0-3
Carries 5 troop stands
2 saves on frontHellhound 15 3+ 0 Fire Thower Large Teardrop 5+ 0 Ignore cover
Hydra 15 5+ 0 Autocannon 100 4 5+ -1Snap fire.
Restricted fireLand Speeder 30 - +3 Multimelta 25 1 3+ -2 skimmer
Leman Russ Tank 20 3+ +2BattlecannonLascannon
Bolters
757515
111
5+5+6+
-2-10
Manticore 15 5+ 0 Rockets 200 6 BP 0Barrage options.
Reload
Marauder Fighter-Bomber 20-60 3+ +1BattlecannonLascannonMissiles
505050
11
4BP
4+5+.
-2-1-2
Flyer
Do not combine barrages
Mole 15 max 3+ +3 NoneTunneler. Holds
10 stands
Predator 25 3+ 0AutocannonLascannon
7575
12
5+5+
-1-1
Rhino 25 4+ 0 Bolters 15 1 6+ 0 carries 2 stands
Termite 15 max 4+ +1 NoneTunneler. Holds
2 stands
Thunderbolt Fighter 30-60 4+ +2Autocannon
Rockets2525
34BP
5+.
-1-1
FlyerDo not combine
barragesVindicator 20 2+ +2 Thunderer 50 1 4+ -3 Ignores coverWhirlwind 20 4+ 0 Multi-Launcher 150 2 BP 0 Barrage
Epic 2nd Edition Data Page 17
SUPER-HEAVY VEHICLES
Baneblade 10 1+ +8BattlecannonLascannon
Bolters
757515
2210
4+5+6+
-2-10
Capitol Imperialis 10 max 1+ a.r. +10Behemoth CannonBolters
2515
4 BP8 6+
-10
Carries 2 IG companies
6 void shields
Hellbore 15 max 1+ +12 NoneTunneler. Holds
30 stands
Leviathan 10 max 1+ a.r. +12
LascannonsBattlecannonDoomsday
CannonBolters
757520015
61
D3+6 BP12
5+5+.
6+
-1-2-30
Command unitHolds infantry
company4 void shields
Shadow Sword 10 1+ +6Volcano Cannon
LascannonBolters
1007515
126
3+5+6+
-4-10
Volcano cannon: +3 damage on
Titans
Storm Blade 10 1+ +6
Plasma BlastgunBattlecannon
Helion MissileHunter-Killer
MissileBolters
5050505015
2*1148
3+5+3+3+6+
-4-2-4-10
Special rules.
One shotOne shot
.
Storm Hammer 10 1+* +10CannonBolters
5015
414
4+6+
-20
Side armour = front
Rear armour -1All weapons fire
360deg
Imperial Guard Army Cards and Composition
Company Cards | Support Cards | Special Cards
Company Cards
Company ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Infantry Companies
Tactical 3 det (10 Tactical stands)
CHQ (2 HQ stands, Rhino)17 4 6 600
Catachan Devils 3 det (10 Tactical stands)
CHQ (2 HQ stands, Rhino)17 4 6 600 WD 198
Assault 3 det (5 Assault stands)
CHQ (2 HQ stands, Rhino)9 4 4 350
Desert Tigers 3 det (5 Assault stands)
CHQ (Al'rahem stand, Rhino)12 4 5 450 U
Heavy 3 det (5 Assault stands)
CHQ (2 HQ stands, Rhino)9 4 6 600
Beastman 3 det (10 Beastmen stands) CHQ (2 HQ stands, Rhino)
17 4 6 600
Hive Gang 4 det (6 hive gang stands) 12 5 3 400 U
Penal Legion 3 det (9 Penitient stands, 1 IG
section HQ) CHQ (2 HQ stands, Rhino)
15 3 4 700 U
Mobilized Infantry Companies
Gorgon 3 det (5 Tactical stands, Gorgon)
CHQ (2 HQ stands, Gorgon)11 4 5 500
Mole 3 det (10 Tactical stands, Mole) CHQ (2 HQ stands, Termite)
18 4 10 1000
Hellbore 3 det (10 Tactical stands)
CHQ (Hellbore)16 4 10 1000
Cavalry Companies
Epic 2nd Edition Data Page 18
Bike 3 det (5 Bike stands) CHQ (1 Bike stand)
8 4 3 300
Rough Rider 3 det (10 Rough Rider stands) CHQ (2 HQ stands, Rhino)
17 4 6 600
Vehicle Companies
Vindicator 3 det (3 Vindicators) CHQ (Vindicator)
5 4 5 450
Leman Russ 3 det (3 Leman Russ tanks) CHQ (Leman Russ tank)
5 4 6 600
Predator 3 det (3 Predators) CHQ (Predator)
5 4 6 600
Artillery 3 Artillery Batteries (Basilisk
and/or Bombard) CHQ (2 HQ stands, Rhino)
6 4 6 600
Rocket 3 Rocket Batteries (Whirlwind
and/or Vindicator) CHQ (2 HQ stands, Rhino)
6 4 6 550
Baneblade 3 Baneblades (tank 1 is CHQ) 2 4 5 500
Shadow Sword 3 Shadow Swords (tank 1 is
CHQ)2 4 5 500
Storm Hammer 3 Stormhammers (tank 1 is CHQ) 2 4 5 500Stormblade 3 Stormblades (tank 1 is CHQ) 2 4 7 650
Support Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Commissar Commissar stand + Rhino - - - -
Infantry
Tactical Platoon 10 Tactical stands 5 4 2 200Assault Platoon 5 Assault stands 3 4 1 100Support Platoon 5 Heavy stands 3 4 2 200
Beastman Platoon 10 Beastman stands 5 4 2 200Ogryn Platoon 4 Ogryn stands 2 3 1 100
Ratling Sniper Platoon 4 Ratling stands 4 - 1 100Penal Platoon 9 Penitent stands, 1IG Platoon cmd stand 5 3 1 250
Grey Knight Detachment 4 Grey Knight stands 2 1 4 400
Mobilized Infantry
Gorgon Platoon 5 Tactical stands, 1 Gorgon 3 4 2 200Chimera Squadron 3 Chimera transports +2 - +1 100
Chimedon Assault Squadron 3 Chimedon assault troop carriers +2 - +2 150 WD 185Chimerax Assault Squadron 3 Chimedrax assault troop carriers +2 - +2 150 WD 185Chimerro Assault Squadron 3 Chimerro assault troop carriers +2 - +2 150 WD 185
Termite Unit 6 Tactical stands, 3 Termites 5 4 2 150Mole Unit 10 Tactical stands, 1 Mole 6 4 3 250
Cavalry
Rough Rider Platoon 10 Rough Rider stands 5 4 2 200Bike Squad 5 Bike stands 3 4 1 100
Gun Batteries
Rapier Battery 3 Rapier laser destroyers 2 4 1 50Thudd Gun Battery 3 Thudd Guns w sql 2 4 1 100
Mole Mortar Battery 3 Mole Mortars w sql 2 4 1 100Tarantula Support Unit 5 Tarantulas w sql 3 4 1 100
Walkers
Robot Detachment 4 Robots 4 - 1 100Sentinel Squad 5 Sentinels 3 4 1 100
Vehicles
Vindicator Squadron 3 Vindicators 2 4 2 150Hellhound Squadron 3 Hellhounds 2 4 2 150
Epic 2nd Edition Data Page 19Land Speeder Squadron 5 Land Speeders 3 4 2 200Leman Russ Squadron 3 Leman Russ Tanks 2 4 2 200
Predator Squadron 3 Predators 2 4 2 200
Artillery
Whirlwind Squadron 3 Whirlwinds 2 4 2 150Bombard Battery 3 Bombards 2 4 2 200Basilisk Battery 3 Basilisks 2 4 2 200
Manticore Battery 3 Manticores 2 4 2 200Hydra Battery 3 Hydras 2 4 3 250
Deathstrike Battery 3 Deathstrike launchers 2 4 3 250
Flyers
Thunderbolt Squadron 3 Thunderbolt fighters 2 2 3 250 WD 187Marauder Squadron 3 Marauder fighter-bombers 2 2 4 350 WD 187
Super-Heavy Vehicles
Baneblade 1 Baneblade 1 4 2 200Shadowsword 1 Shadowsword 1 4 2 200
Storm Hammer 1 Storm Hammer 1 4 2 200Stormblade 1 Stormblade 1 4 3 250
Special Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Characters
Inquisitor Inquisitor stand, Rhino I - 1 100Adeptus Psyker Psyker stand, Rhino P - 1 100 CJ 4
Imperial Confessor Confessor stand +1 - +1 100 CJCommissar Yarrick Yarrick stand, Rhino Y - 2 150 WD 152
Captain Chenkov of Valhalla Chenkov stand, Rhino C - 2 200 U
ColonelColonel stand, 5 Personal Guard stands, 3
ChimeraC 3* 3 250 CJ
Special Units
Human Bombs 4 Human Bomb stands 4 4 0 0 UKreuger's Heroes, Leman Russ
Squadron3 Leman Russ tanks 2 4 2 200 WD 198
Super-Heavy Fortresses
Capitol Imperialis 1 Capitol Imperialis 1 3 3 250Leviathan 1 Leviathan 1 - 4 350
Titans
Warhounds 2 Warhound Titans 1 - 5 500Reaver 1 Reaver Titan - - 5 500Warlord 1 Warlord Titan - - 9 900
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 RulesAssault Troops
Jump packs - ignore movement penalties from terrain
Epic 2nd Edition Data Page 20Basilisk 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 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 on1 62 5-63 4-64 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 Mod1 4+ -12 3+ -23 2+ -34 2+ -45 2+ -5
Epic 2nd Edition Data Page 216 2+ -67 2+ -7
8/9 2+ -8Storm 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 CompositionCompany Cards | Support Cards | Special Cards
Company Cards
Company ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Titans
Warlord Battle Group 3 Warlord Battle Titans - - 8 ea 1500Reaver Battle Group 3 Reaver Battle Titans - - 5 ea 1000
Knights
Paladin Household 2 det (3 Paladins)
CHQ Paladin4 2 6 550
Lancer Household 2 det (3 Lancers)
CHQ Lancer4 2 6 550 WD182
Errant Household 2 det (3 Errants)
CHQ Errant4 2 5 450 WD182
Tech-Guard
Titan Defence Company 3 det (6 tactical stands)
CHQ (HQ stand)10 3 4 400
Mechanised Company 3 det (6 tacticals, 3 chimeras) CHQ (HQ stand + Chimera)
15 3 7 700
Mechanised Assault Company
3 det (3 Chimera var, 6 assault stands)
CHQ (HQ stand + Chimera)15 3 9 850 WD185
Leman Russ Company 3 det (3 Leman Russ Tanks) CHQ (Leman Russ Tank)
5 4 6 600
Stormblade Company 3 Stormblades (tank 1 is CHQ) 2 4 7 650
Support Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Titans
Warhound Detachment 2 Warhound Scout Titans - - 3 ea 500
Epic 2nd Edition Data Page 22
Knights
Paladin Detachment 3 Knight Paladins 2 2 3 250Errant Detachment 3 Knight Errants 2 2 2 200Lancer Detachment 3 Knight Lancers 2 2 3 250
Crusader Detachment 3 Knight Crusaders 2 2 5 450Castellan Detachment 3 Knight Castellans 2 2 5 450
Tech-Guard
Heavy Platoon 6 Heavy Troop stands 3 3 3 250Heavy Mechanised Platoon 6 Heavy Troop stands + 3 Chimeras 3 3 4 350
Chimera Squadron 3 Chimeras +2 - +1 100Chimerax Assault Squadron 3 Chimerax +2 - +2 150 WD 185
Chimedon Assault Squadron
3 Chimedon +2 - +2 150 WD 185
Chimerro Assault Squadron 3 Chimerro +2 - +2 150 WD 185Leman Russ Squadron 3 Leman Russ Tanks 2 4 2 200
Basilisk Battery 3 Basilisks 2 4 2 200Manticore Battery 3 Manticores 2 4 2 200
Hydra Battery 3 Hydra AA guns 2 4 3 250Stormblade 1 Stormblade - 4 3 250
Thunderbolt Squadron 3 Thunderbolt Fighters 2 3 3 250 WD 187Marauder Squadron 3 Marauder Fighter-Bombers 2 3 4 350 WD 187
Special Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Titans
Imperator Titan 1 Imperator Emperor Class Titan - - 23 2250Warlord Titan 1 Warlord Battle Titan - - 9 900Reaver Titan 1 Reaver Battle Titan - - 5 500
Knights
Baron 1 Baron - - 2 150
Ordinatus
Armageddon 1 Ordinatus Armageddon - - 4 350 WD 191Golgotha 1 Ordinatus Golgotha - - 4 350 WD 191
Mars 1 Ordinatus Mars - - 4 350 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 RulesAspect 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
Epic 2nd Edition Data Page 23 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 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 ScoutsVibro-Cannon
Epic 2nd Edition Data Page 24 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:
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 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 turnWave 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
Epic 2nd Edition Data Page 25Will 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
TROOP TYPE Move Save CAF WeaponsRange
Attack Dice
To HitSave
ModifyNotes
INFANTRY
Avatar 15 2+ f +10 Spear 15 1 2+ -3Special Rules
Guardians 10 - 0 Shuriken 50 1 5+ 0Apsect Warriors Swooping Hawks
Dire Avengers Dark Reapers Fire Dragons
Howling Banshees Striking Scorpions
20 10 5 10 10 10
- -
6+ f - - -
+2 +2 +1 +2 +6 +6
Lasguns Shuriken
Missile Launcher Thermal Gun Power Sword Mandi-Blaster
25 50 75 25 - -
1 1 2 1 - -
5+ 5+ 4+ 5+ - -
0 0 -1 -2 - -
Jump Packs
Extra ShotPsychic Scream Roll 3D6
in CC
Warlocks 10 - +2 Shuriken Pistol 25 1 5+ 0Special Rules
Exarchs 20 6+ f +8 Ancient Artefacts 75 2 3+ -1Special Rules
Harlequins 15 - +6 Shuriken Pistol 25 1 5+ 0Special Rules
Scouts 10 - +3 Lasgun 50 1 4+ 0Special Rules
Anti-Grav Lascannon 10 - -3 Lascannon 75 1 4+ -2
Vibro-Cannon 10 - -3 Vibro-Cannon 75 Special Rules
Wraithguard 10 6+ f +1 Wraithcannon 50 1 5+ -1Special Rules
CAVALRY
Jet Bike 35 - +3 Shuriken Cannon 15 1 5+ -1 SkimmerVyper Jet Bike 35 - +3 Shuriken Cannon 25 2 5+ -1 skimmer
WALKERS
Dreadnought 10 5+ +2 Lascannon 75 1 5+ -2Special Rules
War Walker 25 - +1Lascannon
Scatter Laser75 25
1 3
5+ 5+
-2 0
VEHICLES
Doomweaver 25 3+ +1 Wire thread Special Rules Skimmer
Deathstalker 25 3+ +1 Prism Cannon 75 1 3+ -2Special Rules.
Skimmer
Falcon Grav-Tank 25 3+ +1 Lascannon 75 1 4+ -2Carries 2 stands.
Skimmer
Firestorm 25 3+ +1 Laser Battery 100 3 4+ -2Skimmer. Snap fire
Nightwing 35-100 3+ +2Lascannon Shuriken Missiles
75 25 50
1 4
4 BP
4+ 5+
.
-2 0 0
Special Rules Flyer
Warp Hunter 25 3+ +1 Warp Cannon 75 Special Rules Skimmer
Wave Serpent 25 3+ +1 Warp Wave2D6x10
Special 4+ -Carries 2
stands
SUPER-HEAVY VEHICLES
Epic 2nd Edition Data Page 26
Tempest 25 1+ +4Tempest Laser
Shuriken Shuriken Cannon
100
15 15
2 2 1
4+ 6+ 5+
-3 0 -1
skimmer
Eldar Army Cards and CompositionCompany Cards | Support Cards | Special Cards | Free Cards
Company Cards
Company ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Defender 3 det (6
Guardian stands)
9 3 5 450
Falcon 3 det (3
Falcons)5 3 5 450
Warhost
3 det (6 Guardian stands, 3 Falcons)
14 3 9 850
Wind Rider
2 det (5 Vypers)
3 det (5 Jetbike stands)
13 3 7 650
Tempest 2 det (3
Tempests)3 3 9 900
Spirit
1 Warlock stand
1 det (4 Wraithguard
stands) 2 det (4
Dreadnoughts)
W - 5 500
Phantom Titan Squadron
3 Phantom Battle Titans
- - 6 ea 1200
Support Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Defender Detachment
6 Guardian stands 3 3 2 150
Guardian Detachment
6 Guardian stands, 3 Falcons
5 3 3 300
Wraithguard Host
4 Wraithguard stands 4 - 1 100
Aspect Warriors
Dire Avengers 4 Dire Avenger stands 2 2 1 100Fire Dragons 4 Fire Dragon stands 2 2 1 100
Striking Scorpions
4 Striking Scorpion stands
2 2 2 150
Howling Banshees
4 Howling Banshee stands
2 2 2 150
Swooping Hawks4 Swooping Hawks
stands2 2 1 150
Dark Reapers 4 Dark Reaper stands 2 2 3 250
Walkers & Cavalry
War Walker Squadron
3 War Walkers 2 3 2 150
Dreadnought 4 Dreadnoughts 4 - 2 150
Epic 2nd Edition Data Page 27Host
Jetbike squadron 5 Jetbike stands 3 3 2 200
Vehicles
Vyper Squadron 5 Vypers 3 3 3 250Falcon
Detachment3 Falcons 2 3 2 150
Tempest Squadron
3 Tempests 2 3 5 500
Warp Hunter Squadron
2 Warp Hunters 1 3 1 100
Wave Serpent Squadron
2 Wave Serpents 1 3 2 150
Doomweaver Squadron
2 Doomweavers 1 3 2 150
Nightwing Squadron
3 Nightwings 2 3 3 300
Artillery
Lascannon Battery
3 Anti-Grav Lascannon 2 3 1 100
Vibro-Cannon Battery
3 Vibro-Cannon 2 3 1 100
Prism Cannon1 Deathstalker Prism
Cannon1 3 1 50
Firestorm 1 Firestorm 1 3 2 150
Titans
Revenant Detachment
2 Revenant Scout Titans - - 3 600 WD 186
Special Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Warlock1 Warlock stand, 1
FalconW - 1 100
Scouts 4 Scout stands 2 2 1 100Exarchs 4 Exarch stands 2 - 4 400
Harlequin Troupe
4 Harlequin stands 2 2* 2 150
Phantom Titan 1 Phantom Titan - - 6 600Warlock Titan 1 Warlock Titan - - 8 750
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.
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Avatar 1 Avatar - - 2Alaitoc Scouts 4 Scout stands 2 2 1
Black Guardians of Ulthwe
6 Guardian stands 3 3 1
Saim-Hann Wild Riders
5 Jetbike stands 3 3 1
Iyanden Ghost Warriors
4 Wraithguard stands 4 - 1
Epic 2nd Edition Data Page 28Biel-Tan Dire
Avengers4 Dire Avenger stands 2 2 1
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 RoolzBattlewagons
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
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 combatGibletgrinda 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 penaltyGoffik 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+.
Epic 2nd Edition Data Page 29 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. 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 - roll 2D6 2
Run Away! The Madboyz run for it and spend the battle hiding in unreasoning terror. Remove the mob, they count as destroyed for the purposes of Victory Points
3Ooo, Wotz Dat? The Mob is suddenly distracted by some small creature. The Mob can do nothing else until it is called upon to take another Madboy roll
4I tell yer, we're dead! Somehow the Mob get this idea and they lie down and play dead. The mob can do nothing 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
5
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 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
6We're too exposed here! Until the Mob makes another roll, they will head towards the nearest piece of terrain and 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
7I'll tell YOU wotz wrong wiv Da Plan... The Mob is quickly reduced to an all-in brawl. The Mob may do nothing 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.
8
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 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.10 Waaargh!! The Mob is suddely whipped into a frenzy and become savage killers. Until a new roll is made, all
Epic 2nd Edition Data Page 30movement rates are doubled, CAF goes up to +8 and shooting to hit is 2+
11
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 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
12
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 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. 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 onlyMekboy 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.
Epic 2nd Edition Data Page 31 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.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
Epic 2nd Edition Data Page 32 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 1Ork vehicle, bike stand, Dreadnought, Stompa, artillery piece 1/2
Gargant D6 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 Modifier1-5 25 1 6+ -16-10 50 2 5+ -211-15 75 3 4+ -316-20 100 4 3+ -421-25 150 6 2+ -526+ 200 8 2+ -5
TROOP TYPE Move Save CAF WeaponsRang
eAttackDice
To HitSave
ModifyNotes
INFANTRY
Ork Boyz Bad Moons Death Skulls Snakebites
Goffs Blood Axes Evil Suns
101010101010
------
+1+1+2+3+1+1
BoltersBoltersBoltersBoltersBoltersBolters
505050255050
111111
5+5+5+5+5+5+
-200-100
Command Units Nobz
Warboss Warlord
Ghazkhull
10101010
---
4+
+4+5+7+8
BoltersBoltersBolters
Kombi Weapon
50505025
2222
5+5+4+4+
-2-2-2-2
.
.
.Special Rules
Uvver Boyz Gretchin Madboyz Wildboyz Stormboyz Freebooterz
1010101010
-----
-1+1+3+1+1
ShotgunsBoltersAxes
BoltersBolters
1550-
5050
11-11
4+5+-
5+5+
00-00
MimicSpecial rules
.Special rulesSpecial rules
Big Gunz Shokk Attack Gun
Hop-Splat Gun1010
--
0-3
Shokk Attack GunHop-Splat
U/L50
special1 BP
.-1
Special rulesSpecial rules
Epic 2nd Edition Data Page 33
CAVALRY
Nobz Warbikes 30 6+ +5 Bolters 25 2 5+ -2 Command unit
Bikeboyz 30 - +3 Bolters 15 1 6+ 0
Boarboyz 20 - +4 Bolters 15 1 6+ 0
WALKERS
Dreadnought 10 6+ +3 Autocannon 50 2 5+ 0 Special rulesMekboy Tinbot 10 4+ +4 Autocannon 25 2 4+ 0 Special rules
VEHICLES
Battlewagon 25 4+ +1 Autocannon 50 1 5+ 0Carries 3
standsBonebreaka 20 4+ +4 Battlecannon 75 1 4+ -2 DeathrollaBonecruncha 20 4+ +4 Autocannon 50 2 5+ -1 Deathrolla
Braincrusha 15 4+ 0Braincrusha
Cannon100 1 3+ -3
Scorcher 30 6+ +1 Scorcher 15 1 4+ 0 Ignores cover
Squig Katapult 15 3+ +1Squig SwarmTower Guns
5025
special2 5+
+10
Special rules
Traktor Kannon 15 - 0 Traktor Cannon 50 1 5+ -1 Special rules
War Buggy 30 6+ +2 Autocannon 25 1 5+ 0
Wartrak 30 6+ +1 Autocannon 50 1 5+ 0
Bad Moon onlyWeirdboy Battletower 25 4+ +1 None - - - - Special rules
Blood Axe only Rhino
Land Raider2520
4+2+
0+3
BoltersLascannon
Bolters
157515
121
6+5+6+
0-20
Holds 2 standsHolds 2 stands
Evil Sunz only Bowelburna Gobsmasha Spleenrippa
302530
5+5+5+
+100
ScorcherAutocannonBattlecannon
155075
111
4+5+4+
00-2
Ignores cover ..
Goffs only Gutrippa
Lungbursta2020
3+3+
+4+1
BattlecannonBattlecannon
5050
11
5+5+
-2-2
Snakebites only Squiggoth 10 3+ +5
BombardsSwivel Guns
5025
23
4+5+
00
Rampages 2D6cm when
deadDragsta 35+2D6 3+ +2 Deflektor Shield Special rules
Doom Diver 20 4+ 0 Magna-Cannon U/L 1 5+ - Special rules
Pulsa Rokkit 5 4+ 0 Pulsa Rokkit50+?D6
special Special rules
Speedsta - Rokkit 30+2D6 1-3+ +3 Destruktor Rokkits 75 2-10 BP -2 Special rulesSpeedsta – Kannon 30+2D6 1-3+ +3 Kustom Kannon 75 2-10 special -2 Special rules
Speedsta – Bubble Chukka 25+2D6 1-3+ +2 Bubble Chukka 50 special Special rulesSpeedsta – Lifta-Droppa 20+2D6 1-3+ +2 Lifta-Droppa 75 1 4+ -4 Special rules
SUPER-HEAVY VEHICLES
Gibletgrinda 15 1+ +8 Autocannon 50 5 5+ -1 Deathrolla. Carries 5
stands
Epic 2nd Edition Data Page 34
Skullhamma 15 1+ ar +4 Battlecannon 75 2 4+ -2Carries 5
stands. Charge at triple
Stompa 10 1+ +8Battlecannon
Bolters5015
14
3+6+
-40
Ignore morale
Goffik Rokker Tour Wagon 10 1+ ar +10CannonBolters
Sound Blaster
5010
Template
34.
5+6+4+
-10-1
Special rulesOne shot
Ork Army Cards and Composition
Clan Cards | Support Cards | Special Cards
Clan Cards
Clan ContentsBreakPoint
MoraleVictoryPoints
Cost
Kult of Speed HQ (5 Nob Warbikes) 2 Mobz (5 Warbuggies) 8 4 4 400Deathskull HQ (4 Nobz stands) Boyz Mob (15 Boyz stands 10 4 5 500Bad Moon HQ (4 Nobz stands) Boyz Mob (15 Boyz) 10 4 6 600
Evil SunzHQ (3 Nobz stands+ Battlewagon) Boyz Mob (15 Boyz stands + 5
Battlewagons)12 4 6 600
SnakebiteHQ (4 Nobz stands) Boarboyz Mob (5 Boarboyz) Boyz Mob(15 Boyz
stands)12 4 6 600
Blood AxeHQ (4 Nobz stands + 2 Rhinos) Boyz Mob (12 Boyz stands + 6
Rhinos)12 4 6 600
Goff HQ (8 Nobz stands) Boyz Mob(15 Boyz) 12 4 7 650Mega-Gargant 1 Mega-Gargant - - 14 1400
Support Cards
Infantry
Madmob 4 Madboyz stands +2 4 +1 -Gretchin Mob 4 Gretchin stands +2 4 +1 50
Wildmob 4 Wildboyz stands +2 4 +1 50Extra Boyz 4 Boyz stands +2 4 +1 100Extra Nobz 4 Nobz stands +2 4 +2 200
Stormboyz Korps 1 Stormboy Kaptin + 4 Stormboyz +3 4 +2 150
Cavalry / Walkers
Bikeboyz Mob 5 Bikeboy stands +3 4 +1 100Dreadnoght Mob 4 Dreadnoughts +2 4 +1 100
Vehicles
Scorcher Squadron 3 Scorchers +2 4 +1 50Warbuggy Squadron 5 Warbuggies +3 4 +1 100Wartrak Squadron 5 Wartraks +3 4 +1 100
Battlewagon Squadron
3 Battlewagons +2 4 +1 100
Bonebreaka Squadron
3 Bonebreakas +2 4 +2 150
Bonecruncha Squadron
3 Bonecrunchas +2 4 +2 150
Braincrusha Squadron
3 Braincrushas +2 4 +2 200
Super-Heavy Vehicles
Gibletgrinda 1 Gibletgrinda Battle Fortress - 4 1 100
Epic 2nd Edition Data Page 35Skullhamma 1 Skullhamma Battle Fortress - 4 1 100
Stompas Mob 3 Stompas +2 - +3 250
Gun Batteries
Traktor Kannon Battery
5 Traktor Kannon +3 4 +1 100
Hop-Splat Battery 5 Hop-Splat Gunz +3 4 +2 150Squig Katapult
Battery3 Squig Katapults +2 4 +2 200
Mekboy Cards
Doomdiver Magna Kannon
1 Magna Kannon +1 4 +1 50
Shokk Attack Gun Team
4 Shokk Attack Gunz +2 4 +1 100
Dragsta 1 Dragsta +1 4 +1 100Rokkit Speedsta 1 Rokkit Speedsta +1 4 +1 100Kannon Speedsta 1 Kannon Speedsta +1 4 +1 100Bubble Chukka
Speedsta1 Bubble Chukka Speedsta +1 4 +1 100
Lifta-Droppa Speedsta
1 Lifta-Droppa Speedsta +1 4 +1 100
Tinbot Mob 5 Tinbotz +3 - +2 150Pulsa Rokkit Battery 3 Pulsa Rokkits (max 1 card/clan) +2 4 +3 250
Goffs only
Gutrippa Squadron 3 Gutrippas +2 4 +1 100Lungbursta Squadron
3 Lungburstas +2 4 +1 100
Bad Moon only
Weirdboy Battletower
1 Weirdboy Battletower +1 4 +1 100
Evil Suns or Kult of Speed only
Bowelburna Squadron
3 Bowelburnas +2 4 +1 50
Spleenrippa Squadron
3 Spleenrippas +2 4 +1 100
Gobsmasha Squadron
5 Gobsmashas +3 4 +1 100
Nobz Warbikes Mob 5 Nobz Warbikes +3 - +2 200
Snakebites only
Boarboyz Mob 5 Boarboy stands +3 4 +1 100Squiggoth Mob 3 Squiggoths +2 4 +2 150
Blood Axes only
Rhino Squadron 3 Rhinos +1 4 +1 50Land Raider
Squadron3 Land Raiders +2 4 +2 150
Special Cards
Epic 2nd Edition Data Page 36
Name ContentsBreakPoint
MoraleVictoryPoints
Cost
Gargants
Mekboy 1 Mekboy Gargant - - 5 450Slasha 1 Slasha Gargant - - 6 600Great 1 Great Gargant - - 9 850
Big Mob 3 Gargants (any mix of Great & Slasha) - - 9 / 6 1700
Others
Freebooterz 1 Freebooter Kaptin + 4 Freebooter Boyz 3 3 2 -Warboss 1 Warboss + 5 Nobz + 2 Battlewagons 5 - 3 250
Ghazghkull Thraka Ghazghkull + 5 Nobz + 2 Battlewagons G - 4 350Warlord and
Stompas1 Warlord + 5 Nobz + 2 Battlewagons + 3 Stompas 6 - 5 500
Renegade Mekboyz Any 8 Mekboy vehicles (Dragstas and Speedstas) 4 4 6 600Goffik Rokkerz 1 Goffik Rokker Tour Wagon + 5 Bouncer stands (Goff Boyz) TW 4 4 400
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 RulesBerserker 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.
Epic 2nd Edition Data Page 37Grand 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 directlyLand Train
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
Epic 2nd Edition Data Page 38 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 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
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)
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 MOVE SAVE CAF WEAPONS RANGEAttackDice
To HitSave
ModifyNOTES
INFANTRY
Squads Attack (combat)
Berserker (attack)Thunderer (heavy)
Hearthguard
10101010
---
6+ f
0+2+1+6
LasgunsBolt Pistols
Heavy BoltersBolters
50257550
1131
5+5+5+5+
00-1-2
Command Units Warlord
Grand Warlord Living Ancestor
Grimtrek
10101010
6+ f6+ f6+ f3+ f
+6+60
+8
BoltersBolters
LaspistolsBolter
50502550
2212
5+5+5+5+
-2-20-2
Special Rules
Gun Batteries
Epic 2nd Edition Data Page 39
Rapier Tarantula
Thudd Gun Mole Mortar
510 oc
55
----
-3-3-3-3
Laser DestroyerLascannonThudd Gun
Mole Mortar
507575150
11
2 BP1 BP
4+4+..
-1-200
.Fires twice
BarrageSpecial Rules
CAVALRY
Guild Bikers 30 - +4 Bolters 15 1 6+ 0
Guild Trike 30 - +1 Multi-melta 25 1 3+ -2
Guildmaster 30 6+ f +5 Lascannon 50 1 5+ -1
his squadron
has +1 morale
while alive
WALKERS
Robots 10 5+ +2 Autocannon 75 1 5+ 0special rules
VEHICLES
Gyrocopters.Iron Eagle
Steel Hawk.
War Hawk
40
40
40
4+
4+
4+
+3
+3
+3
BattlecannonAutocannon
MultimeltaRockets
BoltersMissiles
5050
2525
1550
12
24 BP
11
5+5+
4+.
6+3+
-20
-20
0-2
Skimmers.
No indirect barrages
.
Special Rules
Land Train Battlecars Mortar
.Dragon
.Berserker
.Bomb
5
5
5
5
2+ ar
2+ ar
2+ ar
2+ ar
+3
+3
+3
+3
Siege MortarBolters
FirethrowerBolters
AutocannonBolters
Rad BombBolters
50-15015
special15
5015
special15
6 BP2
special2
22
special2
.6+
4+6+
5+6+
.6+
-30
00
-10
-10
+1 void shield per
carSpecial rules
Specialist Battlecars Fire Shield
.Skyhammer
.Iron Eagle
5
5
5
2+ ar
2+ ar
2+ ar
+3
+3
+3
AutocannonBolters
BoltersAck-Ack Missiles
Bolters
5015
1575
15
22
32
2
5+6+
6+4+
6+
-10
0-2
0
Special Rules
Mole 15 3+ +3 None Carries 10 stands
Termite 15 4+ +1 None Carries 2 stands
Rhino 25 4+ 0 Bolters 15 1 6+ 0 Carries 2 stands
SUPER-HEAVY VEHICLES
Epic 2nd Edition Data Page 40
Colossus 10 max 1+ ar +12
BattlecannonDoomsday Cannon
ThundererMissilesBolters
752005010015
8D6+3
BP1
6 BP each16
4+.
3+.
16
-2-3-3-10
Special rules
6 void shieldsCarries
Iron Eagle Gyrocopte
r
Cyclops 10 max 1+ ar +12
BattlecannonHellfury CannonMelta-CannonDoomstorm
MissilesBolters
751003510015
214
4 BP ea10
5+2+3+.
6+
-2-6-3
special0
5 void shieldsSpecial rules
Goliath Mega-Cannon 10 oc 5+ 0Super-Heavy
Howitzer50-250
D6+4 BP
-3Ignores cover
Land Train Engine 10 1+ ar +6Battlecannon
Doomsday CannonBolters
7520015
4D6+3
BP8
4+.
6+
-2-30
2 void shieldsSpecial rules
Leviathan 10 max 1+ a.r. +12
LascannonsBattlecannon
Doomsday CannonBolters
757520015
61
D3+6 BP12
5+5+.
6+
-1-2-30
Command unit
Holds 30 stands4 void shieldsSpecial rules
Overlord Armoured Airship
20 max special +5
BattlecannonAutocannon
Melta BombsBolters
7550015
64
D6+2 BP6
5+5+.
6+
-20-20
Special rules
Thunder-Fire Cannon 0 4+ 0Main Cannon
Secondary Cannons
12575
12
5+5+
-3-2
Snap fire
Squat Army Cards and CompositionCompany Cards | Support Cards | Special Cards
Company Cards
Company ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Warrior Brotherhood
1 Warrior unit (1 Warlord, 9 combat stands) 1 Thunderer unit (1 Hearthguard, 5 heavy
stands) 1 Berserker unit (1 Hearthguard, 5 attack
stands)
17 2 10 750
Iron-Breaker Squadron
1 Leviathan 1 Warrior unit (1 Warlord, 9 combat stands) 1 Thunderer unit (1 Hearthguard, 5 heavy
stands) 1 Berserker unit (1 Hearthguard, 5 attack
sdtands)
18 2 12 900
Guild Biker Force
2 Biker squadrons (1 Guildmaster, 7 Guild bikers)
1 Trike Squadrons (1 Guildmaster, 5 Guild trikes)
17 2 8 600
Grand Battery 1 Battery (5 Thudd Gunns) 2 Batteries (5 Mole Mortars)
12 2 5 400
Goliath Super-Heavy Artillery Battery
3 Goliath mega-cannon (each is a separate formation) 2 2 5 450
Iron Eagle Gyrocopter Wing 3 squadrons (3 Iron Eagle attack gyrocopters) 7 2 7 550
Epic 2nd Edition Data Page 41
Air Attack Corps3 Overlord Armoured Airships (each is a separate
formation)2 2 7 700
Support Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Infantry / Cavalry
Warrior unit 1 Hearthguard, 9 combat stands 8 2 4 250Berserker unit 5 attack stands 4 2 2 150Thunderer unit 5 heavy stands 4 2 4 300
Guild Bikers Squadron 1 Guildmaster stand, 7 Guild biker stands 6 2 3 200Guild Trike Squadron 1 Guildmaster stand, 5 Guild trike stands 5 2 3 200
Guild Robot Unit 5 Robots 5 - 1 100
Mobilised Infantry
Termite Unit3 Termites carrying 1 Berserker unit (1 Hearthguard
stand + 5 attack stands)7 2 3 200
Mole1 Mole carrying 1 Warrior unit (1 Hearthguard stand + 9
combat stands)9 2 4 300
Vehicles
Rhino Squadron 3 Rhinos 2 2 1 50Iron Eagle Squadron 3 Iron Eagle gyrocopters 2 2 2 200Steel Hawk Squadron 3 Steel Hawk gyrocopters 2 2 2 200 CJ14War Hawk Squadron 3 War Hawk gyrocopters 2 2 2 200 CJ14
Overlord Armoured Airship 1 Airship - 2 3 250Land Train Battlecars 3 Land Train Battlecars +2 +2 200Specialist Battlecars 3 Specialist Land Train Battlecars +2 +2 200 CJ14
Artillery
Rapier Battery 3 Rapiers 2 2 1 50Tarantula Battery 5 Tarantulas 4 2 1 100
Mole Mortar Battery 5 Mole Mortars 4 2 2 150Thudd Gun Battery 5 Thudd Guns 4 2 2 150
Thunder-Fire Battery 2 Thunder-Fire cannons 1 2 2 150Goliath Mega-Cannon 1 Mega-Cannon - 2 2 150
Special Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Characters
Living Ancestor 1 Living Ancestor stand 1 - 1 100Grand Warlord 1 Grand Warlord stand + 2 Hearthguard stands 2 - 2 150
Grand Warlord Grimtrek Grimtrek stand + 5 Hearthguard + 3 Rhinos G - 4 350 CJ14
Super-Heavy Vehicles
Leviathan 1 Leviathan - 1 4 350Land Train 1 Land Train Engine + 1 Battlecar - 1 4 350
Cyclops 1 Cyclops - 1 5 450Colossus 1 Colossus - 1 5 500
Doomanvil Squadron Colossus (HQ) + 2 Cyclops 2 1 9 900 CJ14
Chaos Special Rules
Epic 2nd Edition Data Page 42Allies - Chaos will only take Imperial Guard as allies. They will act as renegades 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 ordersChaos Unit-Specific RulesGreater DaemonsAngron
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 movementGreat 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-upMortarion
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-upPlague 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 DaemonsAndroids
Epic 2nd Edition Data Page 43 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 KhorneIf 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 TzeentchFor 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 combatFire 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 NurgleContagion
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 Page 44Mortal FollowersJuggernaut
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-KnightsGlamour of Slaanesh - any to hit roll (except barrages and other templates) against a Daemon-Knight suffers a -1 to hit. Daemon-Knights 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 TitansGlamour 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 damageQuestor
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 SummaryGreater Daemons and Primarchs | Khorne Minions | Tzeentch Minions | Nurgle Minions | Slaanesh Minions | General
Minions
Greater Daemons and Primarchs
Troop Type MoveSavingThrow
CAF Weapons RangeAttackDice
RollTo Hit
SaveModifier
Notes
Keeper Of Secrets 10 cm 2+ +10Aura Of Slaneesh
25 cm Special 4+No SaveAllowed
Use Barrage Template
Great Unclean One 5 cm 1+ +7Stream Of Corruption
Special 3+No SaveAllowed
Special Template
Lord Of Change 15 cm 2+ +8 Bolt Of Change 35 cm 1 3+ -1 Skimmer
Bloodthirster 10 cm 2+ +12 Axe & Whip Close combat onlySkimmer
Fights twice in close combat
Angron 10 cm 2+ +12 Fearsome Roar SpecialSpecial Rules
Skimmer
Fulgrim 10 cm 2+ +10 Soporific Musk SpecialSpecial Rules
Skimmer
Magnus The Red 10 cm 2+ +10 Beam Of Power 100 cm 1 2+ -6
SkimmerMay attack buildings
Ignores cover modifier to hit
Mortarion 10 cm 2+ +10 Plague Wind SpecialSkimmer
Special rules
Warp Palace Of Tzeentch
Special2+all
around+8
CannonsBolters
50 cm15 cm
25
5+6+
-10
Daemon EngineSkimmer
Psychic Save 3+Special Rules
Khorne Minions
Troop Type MoveSavingThrow
CAF Weapons RangeAttackDice
RollTo Hit
SaveModifier
Notes
Epic 2nd Edition Data Page 45
Fleshhound 20 cm None +2 NoneImmune to Psychic
Attacks
Bloodletters 10 cm 4+ +5 None Regenerates
Juggernauts 15 cm 5+ +5 Bolters 25 cm 1 6+ 0Always Completes
Charge
Cannon Of Khorne 10 cm 3+ +1 Warp Cannon LOS Special Varies -4Barrage
FF Orders to shoot
Tower Of Skulls 15 cm2+ All around
+5CannonBolters
50 cm15 cm
56
5+6+
-10
Daemon Engine360 degree fire
Death Dealer 15 cm2+ All around
+7Gatling Cannon
Tower GunBolters
25 cm50 cm15 cm
614
5+5+6+
0-20
Daemon EngineCarries 5 Stands
Cauldron Of Blood 15 cm2+ Allaround
+5 Blood Cannon Special Template 4+ -1Use Special Template
Daemon Engine
Blood Reaper 15 cm 2+ +4Skull CannonTower Guns
50 cm50 cm
24
5+5+
-2-1
Daemon Engine
Brass Scorpion 15 cm3+ Allaround
+7Scorpion CannonJaw Gun
25 cm50 cm
63
5+5+
0-1
Special RulesDaemon Engine
Doom Blaster 15 cm 2+ +4Doom Mortars
Bolters75 cm15 cm
6 BP2
4+6+
-10
BarrageSpecial Rules
Daemon Engine
Tzeentch Minions
Troop Type MoveSavingThrow
CAF Weapons RangeAttackDice
RollTo Hit
SaveModifier
Notes
Pink Horrors 10 cm 4+ +4 None Duplicates
Blue Horrors 10 cm None +1 None
Flamers 15 cm None +1 Flame 25 cm 1 5+ 0Ignores terrain and
cover modifiersDisc Riders 25 cm None +2 Lascannon 50 cm 1 5+ -1 Skimmer
Silver Towers Of Tzeentch
20 cm2+ Allaround
+3Cannon
Beam of Power50 cm75 cm
41
5+3+
-1-3
SkimmerDaemon Engine
Warding Template
Doomwing Special 4+ +6 Flame Cannon template - 4+ -1Flyer
Daemon Engine
Firelord Special2+ Allaround
+3
LascannonFlame Cannon
Firestorm Bombs
50 cmtemplatetemplate
4--
5+4+3+
-1-1-3
FlyerDaemon Engine
Up to 3 templates may be dropped
Nurgle Minions
Troop Type MoveSavingThrow
CAF Weapons RangeAttackDice
RollTo Hit
SaveModifier
Notes
Plaguebearers 10 cm 4+ +4 None Cloud of Flies
Beast Of Nurgle 10 cm 3+ +5 None Cloud of Flies
Contagion Plague Engines
15 cm 4+ +3Plague CatapultVomit Cannon
75 cm25 cm
2 BP1
4+4+
0-1
Daemon EngineSpreads plague
Ignores cover modifiers
Slaanesh Minions
Troop Type MoveSavingThrow
CAF Weapons RangeAttackDice
RollTo Hit
SaveModifier
Notes
Daemonette 10 cm 4+ +4 None Euphoric ecstasy
Slaanesh Beast Riders
20 cm None +3 Bolters 25 cm 1 6+ 0
Epic 2nd Edition Data Page 46
Hell-Strider 20 cm 4+ +2Melta- BeamLascannon
25 cm50 cm
12
3+5+
-2-1
Glamour of Slaanesh
Hell-Scourge 30 cm 2+ +3Castigator
Bolters50 cm15 cm
52
5+6+
-10
Glamour of Slaneesh12 cm coherency
Hell-Knight 30 cm 2+ +3Thermal Lance
Bolters50 cm15 cm
22
4+6+
-30
Glamour of Slaanesh, infiltration
General Minions
Troop Type MoveSavingThrow
CAF Weapons RangeAttackDice
RollTo Hit
SaveModifier
Notes
Chaos Champion 10 cm 6+ Fixed +4Daemon Weapon
25 cm 1 5+ 0Command unitSpecial rules
Psychic save 4+
Trolls 10 cm 6+ Fixed +5 NoneStupidity
RegeneratesMinotaur 10 cm 6+ Fixed +5 None
Beastmen 10 cm None +3 Swords / Axes
Cultists 10 cm None 0 Lasguns 50 cm 1 5+ 0Chaos Squats 10 cm None +2 Heavy Bolters 50 cm 2 5+ 0
Chaos Android 10 cm None +4 Lasgun 50 cm 1 5+ 0 Special RulesChaos Dreadnought 10 cm 5+ +2 Various 50 cm 2 5+ 0
Chaos Marine 10 cm None +3Missile
Launcher50 cm 1 4+ -1 Elite
Chaos Magus 10 cm None +4 Bolt Pistols 25 cm 1 5+ 0Command UnitPsychic Powers
Chaos Magus Rules- from Citadel Journal 4A 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.
TROOP TYPE Move Save CAF Weapons RangeAttackDice
To HitSave
ModifyNotes
Chaos Magus 10 - +4 Bolt Pistols 25 1 5+ 0 Command unit
Tzeentch MagiTERROR 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 doesn’t 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.
Nurgle MagiCloud 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 MagiAura - 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
Epic 2nd Edition Data Page 47LEWD 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 CompositionGreater 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: Angron one model 3 300Lord of Battles one model 5 500
Abominatus 1 Abominatus Chaos Imperator Titan 23 2250 CJ13
Tzeentch
Lord of Change one model 3 300
Primarch: Magnus the Red
one model 3 300
Warp Palace of Tzeentch
one model 4 400 CJ16
Nurgle
Great Unclean One
one model 3 300
Primarch: Mortarion
one model 3 300
Plague Tower one model 4 400 WD188
Slaanesh
Keeper of Secrets one model 3 300
Primarch: Fulgrim
one model 3 300
Minion Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Khorne
Fleshhounds pack 5 Fleshhounds 3 1 1 100Bloodletters pack 5 Bloodletters 3 1 2 150
Juggernauts 5 Juggernaut stands 3 1 2 150Cannon of Khorne 3 Cannon 2 3 2 200
Daemonic Engines
Any 3 Daemon Engines of Khorne 2 1 3 300
Banelord 1 Banelord Chaos Titan - - 9 900
Tzeentch
Flamers pack 5 Flamers 3 1 1 100Horrors pack 5 Pink Horrors 3 1 2 150
Disc Riders unit 5 Disc Riders 3 2 2 200Doom Wing
Squadron3 Doom Wings 2 1 3 250
Firelord 1 Firelord - 1 3 300Silver Towers of
Tzeentch2 Towers 1 1 4 350
Epic 2nd Edition Data Page 48Nurgle
Plaguebearers pack
5 Plaguebearers 3 1 2 150
Beasts of Nurgle pack
5 Beasts of Nurgle 3 1 2 200
Contagion Detachment
3 Contagion Plague Engines 2 1 2 200 WD188
Slaanesh
Fiends pack 5 Fiends 3 1 1 50Daemonettes pack 5 Daemonettes 3 1 2 150Beast Riders unit 5 Beast Rider stands 3 2 2 150
Hell-Strider 3 Hell-Striders 2 1 2 150 WD 189Hell-Scourge 3 Hell-Scourges 2 1 4 350 WD 189Hell-Knight 3 Hell-Knights 2 1 4 400 WD 189Subjugator Squadron
2 Subjugator Scout Titans - - 3 ea 450 WD 189
Questor Squadron 2 Questor Scout Titans - - 3 ea 450 WD 189
General
Android Squad 4 Android stands 2 2 1 100Dreadnought
Squadron4 Chaos Dreadnoughts 2 2 2 150
Cultists 10 Imperial Guard stands 5 4 2 200Chaos Squat
WarbandChaos Champion + 5 Chaos Squat stands 3 3 2 150
Beastman Warband
Chaos Champion + 10 Beastmen stands 6 3 2 200
Minotaur Warband
Chaos Champion + 10 Minotaurs 6 3 3 250
Troll Warband Chaos Champion + 10 Trolls 6 4 3 250Warlord Titan 1 Warlord Titan - - 9 900Reaver Titan 1 Reaver Titan - - 5 500
Warhound Titans 2 Warhound Titans 1 - 5 500
Chaos Space Marine Legions
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
World Eaters(Primarch:
Angron)
3 det(5 Chaos Marine stands) Chaos Champion Reward: Blood Rage of Khorne
8 2 5 500
Thousand Sons(Primarch:
Magnus the Red)
3 det(5 Chaos Marine stands) Chaos Champion Reward: Magic of Tzeentch
8 2 5 500
Death Guard(Primarch: Mortarion)
3 det(5 Chaos Marine stands) Chaos Champion Reward: Nurgle's Rot
8 2 5 500
Emperors Children
(Primarch: Fulgrim)
3 det(5 Chaos Marine stands) Chaos Champion Reward: Lure of Slaanesh
8 2 5 500
Blood Slaughterers
8 2 5 500 WD198
Chaos Space Marine Cards
Name ContentsBreakPoint
MoraleVictoryPoints
Cost Source
Infantry / Cavalry
Epic 2nd Edition Data Page 49Chaos Marines 5 Chaos Marine stands 3 2 2 150
Chaos Terminators
4 Terminator stands + 2 Land Raiders 3 1 3 300
Bike Squad 5 Bike stands 3 2 2 150
Vehicles
Rhino Squadron 3 Rhinos 2 2 1 50Thunderhawk
Gunship1 Thunderhawk Gunship 1 2 1 50
Razorback Squadron
3 Razorbacks 2 2 2 150 WD181
Vindicator Squadron
3 Vindicators 2 2 2 150
Whirlwind Squadron
3 Whirlwinds 2 2 2 150
Predator Squadron 3 Predators 2 2 2 200Land Raider
Squadron3 Land Raiders 2 2 2 200
Land Speeder Squadron
5 Land Speeders 3 2 2 200
Thunderbolt Squadron
3 Thunderbolt fighters 2 2 3 250 WD187
Marauder Squadron
3 Marauder fighter-bombers 2 2 4 350 WD187
Gun Batteries
Rapier Battery 3 Rapier Laser Destroyers 2 2 1 50Thudd Gun
Battery3 Thudd Guns 2 2 1 100
Mole Mortar Battery
3 Mole Mortars 2 2 1 100
Tarantula Support Unit
5 Tarantulas 3 2 1 100
Scorpion Battery 5 Scorpion anti-aircraft guns 3 2 2 150 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. 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 RulesBiovore - 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)
Epic 2nd Edition Data Page 50 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. 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
Epic 2nd Edition Data Page 51 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. 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.
TROOP TYPE Move Save CAF Weapons RangeAttackDice
To HitSaveMod.
InstinctWoun
dsRegen? Notes
INFANTRY
Gargoyle 20 - +1 Flamespurt 25 1 5+ 0 H Special
Genestealer 15 - +6 Claws - - - - I
Hormagaunts 10 - +2 Claws - - - - H Triple charge
Lictor 15 6+ f +4 Flesh Hooks 25 2 5+ 0 I Special
Termagants 10 - +1 Fleshborers 25 1 5+ 0 H
Tyranid Warriors 10 6+ f +5 Deathspitters 50 2 5+ -1 I Hive mind
Epic 2nd Edition Data Page 52
WALKERS
Zoanthrope 10 5+ f +1 Warp Blast 50 1 5+/6+ -6 N Special
KNIGHTS / INFANTRY
Carnifex 10 4+ +7 Bio-Plasma 50 1 4+ -2 R Yes Special
Hive Tyrant 10 2+ +1Venom Cannon
50 2 5+ -2 C 2 Yes Special
VEHICLES
Biovore 10 4+ +1 Spore Mines 100 special 6BP -3 N Special
Dactylis 15 2+ +4Bile Pods
Spore Cysts7515
3 BP2
.6+
-20
N
Exocrine 15 2+ +3Bio-CannonSpore Cysts
7515
22
5+6+
-30
N Special
Haruspex 15 2+ +7Acid Jets
Frag Spines2525
22 BP
5+.
-20
R
Malefactor 20 2+ +5Frag SpinesSpore Cysts
2515
4 BP3
.6+
00
RHolds 2 stands
Mycetic Sporesspecia
l4+ - none
Holds 1 model/stand
SUPER-HEAVY VEHICLES
Dominatrix 10 2+ +10Bio-CannonSpore Cysts
7515
612
5+6+
-30
C 4 Yes Special
Harridian 25 2+ ar +5Spore CloudBio-Cannon
special50
12 BP4
.5+
0-3
I 3Flyer
Special Rules
Trygon 20 1+ +8 Bio-Shock D6x10 Template 3+ -2 H Special rules
Tyranid Swarm Cards and CompositionCommanders / Synapse Creatures | Independant Creatures | Instinctive Creatures | Mycetic Spores
Commanders / Synapse Creatures
Name ContentsBreakPoint
HiveMind
VictoryPoints
Cost
Dominatrix 1 Dominatrix 1 1 5 500Hive Tyrant 1 Hive Tyrant 1 1 2 150
Independent Creatures
Name ContentsBreakPoint
HiveMind
VictoryPoints
Cost
Tyranid Brood 5 Tyranid stands 3 1 2 200Harridian 1 Harridian - 1 2 150
Genestealer Brood 5 Genestealer stands 3 1 2 150Lictor Brood 5 Lictors 3 1 2 200
Hierodule 1 Hierodule Bio-Titan - 1 5 450Hierophant 1 Hierophant Bio-Titan - 1 7 650
Hierodule Brood 3 Hierodule Bio-Titans - 1 5 ea 900Hierophant Brood 3 Hierophant Bio-Titans - 1 7 ea 1300
Instinctive Creatures
Name Contents Break Hive Victory Cost
Epic 2nd Edition Data Page 53Point Mind Points
Instinct: Rampage
Carnifex Brood 3 Carnifexes 2 4 2 150Malefactor Brood 3 Malefactors 2 4 2 150Haruspex Brood 3 Haruspex 2 4 2 200
Instinct: Hunt
Trygon 1 Trygon - 4 1 100Termagant Brood 10 Termagant stands 5 4 2 150
Hormagaunt Brood 5 Hormagaunt stands 3 4 1 100Gargoyle Brood 5 Gargole stands 3 4 2 150
Instinct: Nest
Zoanthrope Brood 3 Zoanthropes 2 4 1 100Exocrine Brood 3 Exocrines 2 4 3 250Dactylis Brood 3 Dactylis 2 4 2 200Biovore Brood 3 Biovores 2 4 2 200
Mycetic Spores
Number of Spores Contents Cost
1 to 5 Spores 1-5 Mycetic Spores (One Brood) 5010 Spores 10 Mycetic Spores (One Brood) 100
Warhound TitanMove CAF Shields Weapon Locations Notes
25 cm +82 Void Shields
2Warhound 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.
Weapon Range Attack Dice To Hit RollTarget’s
Save Modifier
Notes
See the Titan Weapon Tables for the allowed weapons.Warhound Titan Hit Location Templates
FRONT SIDE REAR
Weapon2+
Head2+
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Reactor4+
Weapon2+
Legs3+
Legs3+
Legs3+
Leg2+
Leg2+
Leg2+
Leg2+
Leg2+
Warhound Titan Damage TableHead: 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
Epic 2nd Edition Data Page 54destruction.
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 Titan’s hull. Roll a D6. On 1-3 roll for damage on the Reactor, on 4-6 on the Head.
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 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 are destroyed. 5 Titan crippled. It may not move or turn for the rest of the game. 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 are destroyed.
* A damaged location or a downed shield is repaired by a 5+ on a D6.
Reaver TitanMove CAF Shields Weapon Locations Notes20 cm +12 4 Void Shields 3
Weapon Range Attack Dice To Hit RollTarget’s
Save Modifier
Notes
See the Titan Weapon Tables for the allowed weapons.Reaver Titan Hit Location Templates
FRONT SIDE REAR
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Head1+
Weapon2+
Reactor3+
Weapon2+
Head1+
Weapon2+
Reactor4+
Weapon2+
Weapon2+
Leg22+
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Legs2+
Weapon2+
Leg2+
Leg2+
Leg2+
Leg2+
Leg2+
Leg2+
Leg2+
Leg2+
Leg2+
Leg2+
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.
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
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
Epic 2nd Edition Data Page 55
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 Titan’s hull. Roll a D6. On 1-3 roll for damage on the Reactor, on 4-6 on the Head.
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 are destroyed. 5 Titan crippled. It may not move or turn for the rest of the game. 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 are destroyed.
* A damaged location or a downed shield is repaired by a 5+ on a D6.
Warlord TitanMove CAF Shields Weapon Locations Notes15 cm +14 6 Void Shields 4
Weapon Range Attack Dice To Hit RollTarget’s
Save Modifier
Notes
See the Titan Weapon Tables for the allowed weapons.Warlord Titan Hit Location Templates
FRONT SIDE REAR
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Head1+
Weapon2+
Carapace1+
Weapon2+
Head1+
Carapace
1+
Carapace
1+
Carapace
1+
Weapon2+
Reactor2+
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Reactor3+
Weapon2+
Leg2+
Leg2+
Leg2+
Leg2+
Leg2+
Leg1+
Leg1+
Leg2+
Leg3+
Leg3+
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.
Carapace: 1-2 The void shield generators are shut down and the shields may not be used until repaired. 3-4 The Titan’s void shield generators are shut down and the shields may not be used any further in the game. 5 The shields are in danger of overloading and you must shut them down before they explode. Roll a D6. On 5-6 the shields
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 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
Epic 2nd Edition Data Page 56
are safely shut down. On 1-4 they explode as described below: 6 The Titan’s void shields overload and explode. The Titan is destroyed but remains standing. Any models within 2D6 cm are automatically hit by debris, and must make an unmodified save to avoid destruction.
falls. Any vehicles or troop stands that are fallen on are destroyed. 5 Titan crippled. It may not move or turn for the rest of the game. 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 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 Titan’s 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 TitanMove CAF Shields Weapon Locations Notes
30 cm +7 Holo Field 3Revenant 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 ThrowsDepends on orders
First Fire: 4+ Advance: 3+ Charge: 2+
Saving throws are unaffected by the
attacker’s save modifiers.
Barrages ignore holo fields.
On Charge Orders, the Revenant Titan’s jump jets allow it to leap over impassable or difficult terrain 15cm wide and 5cm high when it is moving.
The Revenant may not use its jump jets to land on impassable terrain.
Weapon Range Attack Dice To Hit RollTarget’s
Save Modifier
Notes
Pulse Laser 75 cm 1 3+ -2 D3 hits or template
Missle Launcher 100 cm 4 BP 0 Barrage template
Scatter Laser 25 cm 3 5+ 0
See the Titan Weapon Tables for the allowed weapons.Revenant Titan Hit Location Templates
FRONT SIDE REAR
Wing2+
Wing3+
Wing3+
Weapon2+
Head1+
Weapon2+
Reactor2+
Weapon2+
Weapon2+
Weapon3+
Weapon2+
Weapon3+
Legs2+
Legs2+
Jump Jets3+
Leg2+
Leg2+
Leg2+
Leg2+
Leg2+
Revenant Titan Damage TableHead: 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
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
Epic 2nd Edition Data Page 57
vehicles or troop stands that are fallen on are destroyed.automatically hit, and must make an unmodified save to avoid destruction.
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 Titan’s hull. Roll a D6. On 1-2 roll for damage on the Wing, on 3-4 on the Reactor, on 5-6 on the Head.
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 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 are destroyed. 5 Titan crippled. It may not move or turn for the rest of the game. 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 are destroyed.
Wing: 1-3 Wing damaged. Titan’s holo fields will not work until it is repaired. 4-5 Wing destroyed. Titan’s holo fields stop working for the rest of the game. 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.
Jump Jets: 1-2 Jump Jets are damaged and may not be used until repaired 3-4 Jump Jets are triggered by the hit, blasting the titan 2D6cm in a random direction. If the titan lands in difficult or impassable terrain, it is destroyed. 5-6 Jump Jets explode and cause the titan to jump as above. Also make a damage roll on the reactor.
* A damaged location or a downed shield is repaired by a 4+ on a D6.
Phantom TitanMove CAF Shields Weapon Locations Notes
20 cm +12 Holo Field2+2 wing weapons
Phantom Titans are very agile and they can make as 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 attacker’s save modifiers. Barrages ignore holo fields.
Weapon Range Attack Dice To Hit RollTarget’s
Save Modifier
Notes
See the Titan Weapon Tables for the allowed weapons. Phantom Titan Hit Location Templates
FRONT SIDE REAR
Wing3+
Wing3+
Wing3+
Wing3+
Wing3+
Wing Weapon
2+
Head1+
Wing Weapon
2+
Wing3+
Wing Weapon
2+
Head1+
Wing3+
Head2+
Wing3+
Weapon2+
Reactor1+
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Reactor3+
Weapon2+
Epic 2nd Edition Data Page 58
Weapon2+
Leg2+
Leg2+
Weapon2+
Leg2+
Weapon2+
Leg2+
Leg2+
Weapon2+
Leg1+
Leg1+
Leg1+
Leg1+
Leg1+
Leg1+
Leg1+
Leg1+
Leg1+
Leg1+
Phantom 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.
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 Titan’s hull. Roll a D6. On 1-2 roll for damage on the Wing, on 3-4 on the Reactor, on 5-6 on the Head.
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 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 are destroyed. 5 Titan crippled. It may not move or turn for the rest of the game. 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 are destroyed.
Wing: 1-3 Wing damaged. Titan’s holo fields will not work until it is repaired. 4-5 Wing destroyed. Titan’s holo fields stop working for the rest of the game. 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.
Wing Weapon: 1-3 Roll on the Wing Damage table 4-6 Roll on the Weapon Damage table
* A damaged location or a downed shield is repaired by a 4+ on a D6.
Warlock TitanMove CAF Shields Weapon Locations Notes
20 cm +12Holo Field
2+ 2 wing weapons
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.
Holo Field Saving Throws
Depends on ordersFirst Fire: 4+ Advance: 3+ Charge: 2+
Saving throws are unaffected by the
attacker’s 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 Target’s Notes
Epic 2nd Edition Data Page 59Save
Modifier
See the Titan Weapon Tables for the allowed weapons. Warlock Titan Hit Location Templates
FRONT SIDE REAR
Wing3+
Wing3+
Wing3+
Wing3+
Wing3+
Wing Weapon
2+
Head1+
Wing Weapon
2+
Wing3+
Wing Weapon
2+
Head1+
Wing3+
Head2+
Wing3+
Weapon2+
Reactor1+
Weapon2+
Weapon2+
Weapon2+
Weapon2+
Reactor3+
Weapon2+
Weapon2+
Leg2+
Leg2+
Weapon2+
Leg2+
Weapon2+
Leg2+
Leg2+
Weapon2+
Leg1+
Leg1+
Leg1+
Leg1+
Leg1+
Leg1+
Leg1+
Leg1+
Leg1+
Leg1+
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. 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.
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 Titan’s hull. Roll a D6. On 1-2 roll for damage on the Wing, on 3-4 on the Reactor, on 5-6 on the Head.
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 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 are destroyed. 5 Titan crippled. It may not move or turn for the rest of the game. 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 are destroyed.
Wing: 1-3 Wing damaged. Titan’s holo fields will not work until it is repaired. 4-5 Wing destroyed. Titan’s holo fields stop working for the rest of the game. 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.
Wing Weapon: 1-3 Roll on the Wing Damage table 4-6 Roll on the Weapon Damage table
* A damaged location or a downed shield is repaired by a 4+ on a D6.
Epic 2nd Edition Data Page 60
Subjugator TitanMove CAF Shields Weapon Locations Notes
30 cm +5Glamour of Slaanesh (-1 to hit)
4
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.
Weapon Range Attack Dice To Hit RollTarget’s Save Modifier
Notes
Psi-Pulse 75 1 3+ -3 2 attack dice on First Fire
Lascannon 75 1 5+ -1
Bolters 15 4 6+ 0
Hell Claws Close combat only +D6 CAF, +1 Damage roll
See the Titan Weapon Tables for the allowed weapons.Subjugator Titan Hit Location Templates
FRONT SIDE REAR
Weapon2+
Weapon3+
Weapon3+
Weapon2+
Head2+
Weapon2+
Weapon4+
Weapon3+
Head2+
Weapon4+
Reactor4+
Weapon4+
Leg2+
Leg2+
Leg2+
Leg3+
Leg3+
Leg3+
Leg3+
Leg3+
Leg4+
Leg4+
Subjugator Titan Damage TableHead: 1 The lascannon & psi-pulse generator destroyed. The psi-pulse loses one attack die and can only fire a maximum of 1 die per turn for the rest of the game, regardless of orders. 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.
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 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.
Weapon: 1 Weapon damaged and cannot be used until repaired. 2-4 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 Titan’s hull. Roll a D6. On 1-3 roll for damage on the Reactor, on 4-6 on the Head.
Reactor: 1 The titan has its movement halved and rolls one die less than normal in close combat, until repaired. 2-3 Damaged heavily. Roll a D6 in each end phase, subtract 2 if 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 are destroyed. 5-6 Reactor explodes in a meltdown! The Titan is removed 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.
Epic 2nd Edition Data Page 61
Questor TitanMove CAF Shields
Weapon Locations
Notes
30 cm +5Glamour of Slaanesh (-1 to hit)
4Slaanesh 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.
Weapon Range Attack Dice To Hit RollTarget’s
Save Modifier
Notes
Tormentor 50 6 5+ -1
Lascannon 75 2 5+ -1
Bolters 15 4 6+ 0
See the Titan Weapon Tables for the allowed weapons.Questor Titan Hit Location Templates
FRONT SIDE REAR
Weapon3+
Weapon3+
Weapon3+
Weapon3+
Weapon3+
Head1+
Weapon3+
Weapon3+
Head2+
Weapon4+
Reactor3+
Weapon4+
Leg2+
Weapon3+
Leg2+
Leg2+
Weapon3+
Leg3+
Weapon4+
Leg3+
Leg2+
Leg2+
Leg2+
Leg3+
Leg3+
Questor Titan Damage TableHead: 1 The lascannon mounted in the head destroyed. The Questor only loses one attack die for its lascannon. 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.
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 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.
Weapon: 1 Weapon damaged and cannot be used until repaired. 2-4 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 Titan’s hull. Roll a D6. On 1-3 roll for damage on the Reactor, on 4-6 on the Head.
Reactor: 1 The titan has its movement halved and rolls one die less than normal in close combat, until repaired. 2-3 Damaged heavily. Roll a D6 in each end phase, subtract 2 if 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 are destroyed. 5-6 Reactor explodes in a meltdown! The Titan is removed 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.
Epic 2nd Edition Data Page 62
Lord of BattlesMove CAF Shields Weapon Locations Notes
15 cm +10 none 4
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.
Weapon Range Attack Dice To Hit RollTarget’s
Save Modifier
Notes
Head Cannon 50 1 4+ -2
Hull Firethrowers 15 6 5+ 0 Ignore modifiers for cover
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 SIDE REAR
Head1+
Head1+
Body3+
Weapon2+
Body1+
Weapon2+
Engine2+
Weapon2+
Weapon2+
Body2+
Weapon2+
Wheel2+
Body1+
Wheel2+
Engine2+
Wheel2+
Wheel2+
Engine2+
Wheel2+
Lord of Battles Damage TableHead: 1-2 The head-mounted weapon is destroyed. This so enrages 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.
Engine: 1-2 Engine breached. The Lord's move and CAF are halved 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.
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
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.
Epic 2nd Edition Data Page 63direction. 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.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 GargantMove CAF Shields Weapon Locations Notes
Charge: 11-15cmAdvance: 10cm
+156 + 1D6Power Fields
4 + centreIf given Charge orders, the Gargant must move
towards the nearest enemy
Weapon Range Attack Dice To Hit RollTarget’s
Save Modifier
Notes
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 SIDE REAR
Weapon2+
Head2+
Weapon2+
Weapon2+
Weapon2+
Head2+
Weapon2+
Weapon Mount
2+
Ammo1+
Hull3+
Ammo1+
Weapon Mount
2+
Hull3+
Weapon Mount
2+
Hull3+
Weapon Mount
2+
Ammo1+
Hull3+
Ammo1+
Weapon Mount
2+
Weapon2+
Hull3+
Hull3+
Hull3+
Weapon2+
Hull3+
Weapon3+
Hull3+
Weapon2+
Hull3+
Hull3+
Hull3+
Weapon2+
Hull3+
Boiler2+
Hull3+
Hull3+
Boiler3+
Hull3+
Hull3+
Boiler3+
Hull3+
Foot3+
Hull3+
Belly Gun3+
Hull3+
Foot3+
Hull3+
Foot3+
Belly Gun2+
Belly Gun2+
Foot3+
Hull3+
Hull3+
Hull3+
Foot3+
Great Gargant Damage TableHead: 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.
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.
Boiler: Weapon:
Epic 2nd Edition Data Page 64
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.
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
Foot: 1-3 The foot is damaged. Add +1 to any future damage rolls against this foot. 4-5 The foot is destroyed. If the other foot is intact, the Gargant may turn in place. If both are destroyed it may not move at all. 6 The foot is blown apart and starts a fire. The Gargant may no longer move or turn even if the other foot is undamaged.
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.
Hull: 1-5 The hull is weakened. Add +1 to any future damage rolls against the hull. 6 A massive explosion rips a huge hole in the hull and starts a fire.
Weapon Mount: 1-2 Add +1 to any future damage rolls against the mount 3-5 The weapon mount is badly damaged. Roll for both of the attached weapons on the Weapon Damage Table. 6The weapon mount is blown off the Gargant, starting a fire. It 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 Roll1-3 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. 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 GargantMove CAF Shields Weapon Locations Notes
Charge: 20-30 cmAdvance: 20cm
+10Kustom Force
Field2
If given Charge orders, the Gargant must move towards 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.
Weapon Range Attack Dice To Hit RollTarget’s
Save Modifier
Notes
See the Mekboy Gargant Tables for the allowed weapons.Mekboy Gargant Hit Location Templates
FRONT SIDE REAR
Epic 2nd Edition Data Page 65
Weapon3+
Arm3+
Head2+
Weapon3+
Weapon3+
Weapon4+
Head3+
Arm4+
Weapon3+
Hull3+
Boiler2+
Hull3+
Hull4+
Hull3+
Hull4+
Ammo3+
Hull4+
Foot3+
Force Field2+
Foot3+
Foot3+
Force Field2+
Foot3+
Hull4+
Foot3+
Mekboy Gargant Damage TableHead: 1-2 Add +1 to any future damage rolls against the head. 3-4 The shot ricochets off the head, stunning the Mekboyz temporarily. The Mekboy Gargant must roll a D6 in the orders phase next turn: On 1-2 the Gargant has Charge orders, on 3 Advance, and on 4-5 First Fire. On 6, the head blows up, causing an unmodified hit on everthing within 2D6 and destroys the Gargant. 5-6 The head is blown off the Gargant, starting a fire. Roll a D6 as in above (3-4) in every orders phase of each turn from now on.
Force Field: 1-2 Add +1 to any future damage rolls against the Force Field Generator. 3-4 The Force Field Generator is destroyed and may not be used for the rest of the game. 5-6 The shot hits the Force Field Generator and it detonates with a flash of energy, starting D3 fires. After you've worked out how many fires are started, make an immediate roll on the fire table. The Generator may not be used for the rest of the game.
Foot: 1-3 The foot is damaged. Add +1 to any future damage rolls against this foot. 4-5 The foot is destroyed. If the other foot is intact, the Gargant may turn in place. If both are destroyed it may not move at all. 6 The foot is blown apart and starts a fire. The Gargant may no longer move or turn even if the other foot is undamaged.
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
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.
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.
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.
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 Roll1 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.
HieroduleMove CAF Psychic Save Wounds Weapon Locations Notes25cm +10 4+ 6 2 Regenerates
Weapon Range Attack Dice To Hit RollTarget’s
Save Modifier
Notes
Epic 2nd Edition Data Page 66
See the Titan Weapon Tables for the allowed weapons
Hierodule Hit Location Templates
FRONT SIDE
Leg4+
Leg4+
Leg4+
Leg4+
Wpn4+
Head5+
Wpn4+
Leg4+
Thrx4+
Leg4+
Leg4+
Leg4+
Leg4+
Leg4+
Leg4+
Leg4+
Leg4+
Leg4+
Overall Armor Save 2+ Overall Armor Save 3+
REAR
Leg4+
Leg4+
Leg4+
Abdm5+
Leg4+
Leg4+
Leg4+
Leg4+
Leg4+
Overall Armor Save 4+
Hierodule Damage TableHit 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 hit-location 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.
Head:1 The Hierodule staggers D6+4cm in a random direction. Any models it moves onto take a hit with a 0 save modifier on a roll of 4+ on a D6. If the Hierodule staggers into difficult or impassible terrain it suffers D6 hits with 0 save modifier.2-3 The Hierodule’s nerve core is disrupted. While damaged its CAF is halved and it must roll a 4+ on 1D6 before it can move or shoot. This damage may be regenerated on a D6 roll of 6 in the end phase. 4-5 The Hierodule’s head is punctured, inflicting an extra D6 wounds.6 The Hierodule’s head is half blown off, inflicting an extra 2D6 wounds.
Leg:1-2 The leg is damaged, forcing the Hierodule to walk with a pronounced limp. Its movement rate is reduced by 5cm and it may not enter difficult terrain. This damage may be regenerated on a D6 roll of 4+ in the end phase. 3-4 The Hierodule’s leg is crippled. Its movement rate is reduced by 10cm and it may not enter difficult terrain. This damage may be regenerated on a D6 roll of 4+ in the end phase. 5 The Hierodule’s leg is severed, inflicting 1 extra wound and permanently impairing its movement as noted in 3-4 above. If two of the Hierodule’s legs are severed it will collapse on the spot, unable to move again, even to turn in place, and its CAF is halved but otherwise it may fight and shoot as normal.6 The Hierodule’s 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:
Epic 2nd Edition Data Page 671-2 The Hierodule’s thorax is pierced and leaks colorless slime, inflicting 1 extra wound.3-4 The Hierodule’s thorax is split, causing blood and ichor to spray out. It suffers an extra 1D3 wounds.5 The Hierodule’s thorax is ripped open with a spray of viscous jelly, inflicing 1D6 wounds.6 The thorax is deeply punctured and starts to pour out body fluids inflicting 1D6 wounds now and 1D6 wounds in each orders phase. This damage may be regenerated on a D6 roll of 4+ in the end phase.
1 The Hieredule’s wepon is knocked aside by the hit and may not fire this turn.2-4 The Hieredule’s weapon is smashed by the hit, inflicting 1 extra wound. The weapon may not fire again until it is regenerated on a D6 roll of 5+ in the end phase.6 The weapon is blown off the Hierodule and lands 2D6cm away in a random direction, causing a hit with 0 save modifier on anything underneath. Ichor boils up out of the stump and the hit inflicts an extra 1D3 wounds on the Hierodule.
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.
HieropantMove CAF Psychic Save Wounds Weapon Locations Notes
25cm +14 3+ 8 3Regenerates, may carry 5 infantry
stands
Weapon Range Attack Dice To Hit RollTarget’s
Save Modifier
Notes
See the Titan Weapon Tables for the allowed weapons
Hieropant Hit Location Templates
FRONT
Leg4+
Leg4+
Leg4+
Wpn5+
Head6+
Wpn5+
Leg4+
Leg4+
Leg4+
Abdm5+
Leg4+
Leg4+
Leg4+
Leg4+
Leg4+
Leg4+
Overall Armor Save 2+
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