Download Epic Armageddon Rules, part 1 PDF

TitleEpic Armageddon Rules, part 1
TagsArmoured Fighting Vehicles Barrage (Artillery) Heavy Bomber Infantry Military Technology
File Size4.4 MB
Total Pages26
Document Text Contents
Page 1

“It is the purest folly to believe that an individual can save Armageddon. Wars are not won by heroes, they
are won by firepower and force, and the application of strategy and tactics.”

Commissar Yarrick

On the following pages you will find the core rules for the
Epic game system, covering all of the basic mechanics of
the Epic game. The core rules describe how units (that’s
to say any kind of infantry or armoured vehicles) move
and fire on each other and participate in assaults.

Scattered through the rules you will occasionally find
Special Rule boxes. Most special rules are described in
rules sections 2.0-4.0, but some rules you really need to
know about earlier on and because of this we’ve included
them with the core rules. You will also find Design
Concept boxes that explain certain fundamental
principles of the rules. We’ve put these off to one side
rather than include them in the rules proper in order to
save repetition, and also to allow us to explain in rather
more detail the concepts and philosophy behind the
rules. The author feels quite strongly that disputes or
misinterpretation of the rules can be minimised if you
understand why a rule is written the way it is.

We highly recommend that you play several games using
the core rules before fighting battles using the full range of
Epic scale vehicle and infantry miniatures that use the
special rules. In order to help with this we’ve included a
number of ‘training scenarios’ at the end of the core rules
that will allow you to try the rules out quickly and easily.

1.0.1 What You Will Need To Play
In order to play you will need to get hold of Epic scale
miniatures. These miniatures are available from
Games Workshop stores and Direct Sales as well as
independent specialist hobby shops.

You will also need a small amount of gaming terrain. You
can use the hills and trees made for Warhammer or
Warhammer 40,000 and available from the same places as
Epic miniatures if you don’t have any Epic scale terrain, or
just lay a cloth over some books to create rolling, hilly
terrain. Forge World sells a wide array of detailed resin
terrain pieces to expand the boundaries of your battle

In addition to models, a suitable battlefield, and players
you’ll need a few more essential items to begin play:

Templates: Certain weapons in Epic, such as the huge
Imperial Earthshaker Cannon, have an area effect rather
than targeting a specific unit. These attacks are
represented by placing a circular template over the target
and attempting to affect any units under it. Two types of
template are used in Epic, a Barrage template that has a
diameter of 7.4cm, and a larger Orbital Bombardment
template that has a diameter of 12cm. The type and
intensity of the attack will dictate which template is used

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An Imperial Guard
Leman Russ

Examples of different forms of Blast marker

A Space Marine
Land Raider

and how many templates may be required. Copies of both
templates can be found at the end of the core rules, or
you can use the plastic Blast and Ordnance templates
produced by Games Workshop. You can also make your
own versions of the templates from card or acetate.

Measuring Instrument: You will need some kind of
measuring instrument marked in centimetres (cms) in
order to play Epic. You will find a retractable measuring
tape most useful for measuring movement and shooting
distances. If you only have a measuring instrument
marked in inches then you can use it by halving any
distances measured in centimetres and using the result as
a distance in inches instead. For example, if the rules said
5cm you would count this as 2.5" instead. Please note that
if you decide to measure any distances in inches then
both players must do so!

Paper and Pens or Pencils: You may need to record
details of casualties and damage to those gigantic war
engines occasionally during a game, so it’s useful to have
some paper and a writing implement handy.

Dice: In Epic you’ll need buckets full of ordinary six-sided
dice to resolve shooting and fighting in an assault. These
are referred to as a D6. If you need to roll more than one
dice, then this is written as 2D6 (for roll two dice) or 4D6
(for roll four dice) and so on. If you have to add
something to the total of the roll, this is added afterwards.
For example, D6+6 means roll one dice and add 6 to the
score to get a total between 7 and 12. If asked to roll a D3
simply roll a D6 and count a roll of 1-2 as a 1, a roll of 3-
4 as a 2, and a roll of 5-6 as a 3. In some cases a unit or
formation will need to roll a 1 or higher on a D6. In this
case the roll automatically succeeds and no dice roll is
strictly necessary (though you can roll anyway if you

Blast Markers: An army in battle tends to get worse at
fighting as it is subjected to enemy fire and loses close
combats. In Epic, Blast markers represent this. You can
either make your own Blast markers, or use the Battle
Markers produced by Games Workshop, or keep track of
things with paper and pencil or some other method if you
prefer. As long as you know how many Blast markers a
formation has accumulated during the game then
whatever method you use is fine with us!

Epic lets you fight battles with everything from lowly
infantry to the terrifying war engines that dominate the
battle zones of the 41st Millennium. From the smallest to
the greatest, every warrior and weapon has its part to play.
Different types of unit complement one another in
combat – war engines fighting in cities need infantry to
enter buildings and drive out enemy troops, infantry in
the open need support from their own tanks and war
engines lest they be swept away by enemy war wngines.

No matter what their size, the Citadel miniatures used to
play Epic are referred to as units in the rules that follow.
Each unit is an individual playing piece with its own
capabilities. A unit may consist of a single model tank, a
gigantic war engine, or several infantry models mounted
together on a single base, but in the rules all of these
things are simply referred to as units.

IMPORTANT: The core rules on the following pages only
cover infantry and armoured vehicles. The rules for
specialist units in section 2.0 introduce several new unit
types and characteristics, rules for Titans and other war
engines are introduced in Section 3.0, and rules for
aircraft in Section 4.0.

1.1.1 Unit Types
All units in the core rules are subdivided into two broad
categories: Infantry and Armoured Vehicles.

Infantry (INF): This designation includes all personnel
not mounted inside a vehicle. Infantry are represented by
between three and seven Epic infantry models mounted
on a single base (see 1.1.2 for details). Field artillery such
as Ork Big Gunz also fall into this category, as do infantry
that ride on bikes or horses.

Armoured Vehicles (AV): As their name implies, these
vehicles are covered with thick armour plate. The
category includes tanks such as Leman Russ and Land
Raiders, as well as armoured troop carriers like the Rhino.
Armoured vehicles are represented by a single model.

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1.9.3 Shooting Procedure
This is a summary of the shooting procedure. We’ll work
through it step–by–step in the rules that follow.

I – Place one Blast marker on the target formation.

II – Roll to hit.

III – Allocate hits, make saving throws and remove

IV – Place additional Blast markers for casualties and
check to see if the enemy formation is broken.

1.9.4 Place Blast Marker
The target formation automatically receives a Blast marker
as long as at least one attacking unit can shoot at the
formation. An additional Blast marker is received for each
unit that is destroyed. A formation receives a Blast marker
for coming under fire even if none of the attackers can
cause any damage (eg, armoured vehicles coming under
heavy bolter fire).

1.9.5 Roll To Hit
The player must decide at this stage whether weapons
will fire with their AP or AT values if they have both. Then
roll a D6 for each shot being directed at the target
formation. You must roll equal to or higher than the
appropriate ‘to hit’ value to score a hit (eg, if the weapon
has an AT 4+ , you must roll a 4 or more to hit). The dice
roll is modified for the following reasons. However a roll
of 1 before modification is always counted as a miss.

1.9.6 Allocate Hits & Make Saving Throws
You must allocate hits inflicted on your formation against
targets that are within range and line of fire of the enemy.
Hits are allocated ‘from the front to the back’ of a
formation. Note that this is the opposite of suppression.
AP hits can only be allocated against infantry units, and AT
hits may only be allocated against armoured vehicles. Hits
must be allocated to the closest potential target first. You
may not allocate a second hit to a unit until one hit has
been allocated to every potential target, or allocate a third
hit until all targets have been allocated two hits, etc.

Once all hits have been allocated, make saving throws for
each unit that has been hit, using the unit’s armour value
from its datasheet or the cover save from the terrain table.
Roll a D6. If the score is lower than the armour value or
cover save value then the unit fails its save, and is
destroyed and removed from play. If the roll is equal to or
greater than the armour or cover save value then the unit
is saved and it remains in play. Make a separate save for
each hit the unit suffers. Remember that the target
formation receives a Blast marker for each unit that is

1.9.7 Check To See If Target Breaks
Once the attack is completely resolved, you must check to
see if the target formation has been broken by the Blast
markers it has received. The formation breaks if the
number of Blast markers equals or exceeds the number of
units in the formation. Note that formations do not break
part way through a shooting attack – only once it has been

Example of Play: Shooting
A Space Marine Devastator Detachment in Rhinos has
just made an advance action (to get within range of the
enemy). All units have made their move, and now are
permitted to shoot. They decide to shoot at an Ork
warband nearby. The Space Marine player measures the
range (which is within the Devastators’, range and line
of fire) and places a Blast marker.

There are four Devastator units in the formation, each
with two missile launchers, making for a total of eight
shooting attacks. All the units in the target formation are
infantry, so the Devastators elect to shoot using their AP
value, which is AP 5+.

The player controlling the Devastators then rolls eight
dice, scoring 1, 2, 2, 4, 4, 5, 6 and 6 – making for a total
of 3 hits.

The nearest units in the enemy formation are all Ork
Boyz stands, three of whom suffer a hit.

The Ork player then attempts to make saves for these
three units, rolling one dice for each. The Ork player fails
to roll any 6s, meaning that all three units are destroyed.

A further three Blast markers are placed on the warband,
taking the total number of Blast markers up to four – not
enough to break the warband (since it has more than
four units remaining).

If to hit modifiers result in a required score of
7 or more to hit then it is still possible to score
a hit, though very unlikely. As it is impossible to
roll a 7 on a D6 (go on, try if you don’t believe
us), you will first need to roll a 6, and then, for
each dice rolling a 6, you will need to roll a
further score as shown on the chart below. So,
for example, to roll an 8 you must roll a 6
followed by a 5 or 6.

Target D6 rolls needed

7 6 followed by 4, 5 or 6
8 6 followed by 5 or 6
9 6 followed by 6
10 May not be hit

Target is in cover -1*

Attacker is carrying out a double -1
or marshal action

Attacker is carrying out a +1
sustained fire action

*The attacker can choose to ignore the cover modifier
if it applies to some units in the target formation but
not to others. However, you can’t score hits on units
in cover unless you take the -1 to hit modifier.

To Hit Modifier Table

Needing 7+ To Hit

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Many artillery pieces, rocket launchers and some other weapons fire a barrage of shots causing mass destruction on
the enemy. When these guns or launchers are grouped together in an attack they always fire a single barrage at the
same target. On their datasheets, these weapons have no to hit rolls – instead they have a number of barrage points
(BPs). The main difference between a barrage and a normal attack is that the barrage covers a substantial area and
so may hit several units.

To fire a barrage, first take a Barrage template (see 1.0.1) and place it on the table where you want the barrage to
land. Each weapon contributing to the barrage must be within range and have a line of fire to at least one unit under
the template. Weapons that are not in range or do not have a line of fire to an enemy unit that falls under the template
may not fire at all this turn. You are allowed to place templates over your own units, or units from several enemy
formations if you wish but all units under the templates – friend and foe alike – are attacked. Any formation that is
attacked receives a Blast marker for ‘coming under fire’ (see 1.9.4). Next, refer to the data sheet to work out the total
number of Barrage points. The whole formation fires at once, so the number of Barrage points for each weapon that
is in range and has a line of fire is added together. When you have worked out the total number of barrage points
refer to the barrage table below. Note that a formation may only fire one barrage per turn – a single formation may
not fire separate barrages at different targets.

The Barrage table lists the hit roll required to hit each unit under the Barrage template. Roll to hit all units (friend
or foe) under the template with the appropriate to hit values. In order to speed dice rolling we recommend rolling to
hit all units of exactly the same type together, and then removing any casualties from those closest to the enemy first.

Extra Barrage Templates: Large barrages may receive extra Barrage templates. The Barrage table will tell you if a
barrage receives any extra Barrage templates. Place any extra templates so that they touch the first template that was
placed, and so that no templates overlap. All units under the templates are attacked with the barrage’s to hit values.
Note that once the first template has been placed, the attacker may choose where to place the additional templates,
as long as they are touching the first template, and no line of fire, placement or range restrictions apply (see below).

Extra Blast Markers: Really large artillery barrages are very effective at suppressing enemy troops as well as killing
them. To represent this, a large barrage may inflict one, two or three extra Blast markers, as shown on the barrage
table. The Blast markers are placed in addition to any Blast markers placed on a formation for it coming under fire
or for any casualties that it suffered. If several formations are being attacked then each receives the appropriate
number of extra Blast markers.

Indirect Fire: Some weapons that can fire barrages are noted as having the indirect fire ability. Units armed with
indirect fire weapons are allowed to fire indirectly if their formation takes a sustained fire action. Units belonging
to a formation that fails the action test may shoot normally as part of their hold action, but may not fire indirectly.
Units firing an indirect barrage receive the +1 modifier for taking a sustained fire action. In addition, no line of fire
is required for an indirect barrage, as it is assumed that the barrage is fired high in the air so that the shots rain
down on the target and ignore any intervening terrain. Co-ordinates for the barrage are provided by ‘spotters’ that
are either in other friendly formations that do have a line of fire, or from orbiting spy satellites or planes. Finally, the
high trajectory used by weapons firing indirectly greatly increases their range, but means they cannot fire at targets
that are too close by. To represent this, weapons firing indirectly double their range, but have a minimum range of

Using Barrage Templates: Deciding which enemy units have been caught underneath a circular Barrage template
is another one of the things that can cause endless arguments during a game. The method we use (and the default
you should use unless you have a different convention that you prefer) is that a unit is affected if any part of the
model falls under the template, or at least one model on a stand. In addition, templates must be placed in such a
way as to get as many enemy units from the target formation under them as possible within the restrictions for lines
of fire and range. This stops players ‘sniping’ at important units with artillery.

Barrage Points Extra Templates Extra Blast Markers To Hit Rolls

1 None None 6+ 6+
2 None None 5+ 6+
3 None None 4+ 6+

4-5 One None 4+ 5+
6-7 One One 4+ 5+
8-9 Two One 4+ 5+

10-12 Two Two 4+ 5+
13-15 Two Three 4+ 5+
16-18 Two Four 4+ 5+

Barrage Table

1.9.8 Barrages

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1.15.3 Armoured Training Scenario
Space Marines make use of a number of different types of
armoured fighting vehicle. Among the most common is
the Predator Destructor, a nicely balanced fighting
machine with weapons suitable for engaging both
armoured and vehicle targets. This scenario is based on
the training exercises used to teach Space Marines the
skills required to work as a member of the crew of a
Predator tank.

Force Alpha: Two formations each with four Space Marine
Predator Destructors. The force has a strategy rating of 5
and all formations have an initiative value of 1+.

Force Beta: Two formations each with four Space Marine
Predator Destructors. The force has a strategy rating of 5
and all formations have an initiative value of 1+.

Gaming Area: Same as Basic Training (1.15.1)

Deployment: Same as Basic Training (1.15.1).

Victory Conditions: Same as Basic Training (1.15.1).

Special Rules: Same Basic Training (1.15.1).

1.15.4 Advanced Training Scenario
Space Marine armies include a number of specialised
formations and troop types such as Space Marine Assault
units equipped with Jump Packs, and Space Marine
Devestators equipped with additional heavy weapons.
This scenario is based on the advanced training missions
used by the Space Marines to show how the presence of
these units affects the tactics learned during basic

Force Alpha: Two formations each with six Space Marine
tactical units and three Rhinos, plus one formation of four
Space Marine Assault units. The force has a strategy rating
of 5 and all formations have an initiative value of 1+.

Force Beta: Two formations each with six Space Marine
tactical units and three Rhinos, plus one formation of four
Space Marine Devestators. The force has a strategy rating
of 5 and all formations have an initiative value of 1+.

Gaming Area: Same as Basic Training (1.15.1).

Deployment: Same as Basic Training (1.15.1).

Victory Conditions: Same as Basic Training (1.15.1).

Special Rules: All Space Marine units may use the ‘Know
No Fear’ special rule, and Assault Marines may use the
‘Jump Pack’ special rule.

Some units are noted as having jump packs.
These units are equipped with special devices
that allow them to fly for short distances,
usually in a series of long ‘hops’.

Units equipped with jump packs may ignore
dangerous or impassable terrain as they move
(they jump over it). They may not land on
impassable terrain, and if they land in
dangerous terrain they must take a dangerous
terrain test. Units equipped with jump packs
may also move over other friendly units as they
move, but may not land on them. Units with
jump packs are affected by enemy units and
zones of control normally, and cannot jump
over enemy formations.

Jump Packs

Type Speed Armour Close Combat Firefight

Armoured Vehicle 30cm 4+ 6+ 5+

Weapon Range Firepower Notes

Autocannon 45cm AP5+/AT6+ ––

2 x Heavy Bolter 30cm AP5+ ––


Type Speed Armour Close Combat Firefight

Infantry 30cm 4+ 3+ 5+

Weapon Range Firepower Notes

Bolt Pistols (15cms) Small Arms ––

Chainswords (base contact) Assault weapon ––

Notes: Jump Packs

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1.15.5 Combined Arms Training Scenario
In most circumstances, a Space Marine commander will

field a combined arms force. This scenario teaches the

vital skills needed to weld infantry, artillery and armoured

vehicle formations into a single fighting force.

Force Alpha: Two formations each with six Space Marine
tactical units and three Rhinos, plus one formation of four

Space Marine Assault units, one formation of four

Predator Destructors, and one formation of three

Whirlwinds. The force has a strategy rating of 5 and all

formations have an initiative value of 1+.

Force Beta: Two formations each with six Space Marine
tactical units and three Rhinos, plus one formation of four

Space Marine Devestator units, one formation of four

Predator Destructors, and one formation of three

Whirlwinds. The force has a strategy rating of 5 and all

formations have an initiative value of 1+.

Gaming Area: Set up a playing area approximately
90-120cm square. Set up any scenery you have in a

mutually agreeable manner. You can set up as much or as

little scenery as you like, but try to make sure that you

have at least a couple of hills and either a built-up area or

some woods for the troops to hide behind or take cover

in. Place an ‘objective counter’ in the very centre of the

battlefield (a coin will do just fine). Then each player

must set up another objective 45cms away from any other

objective. There should be a total of three objectives once

they have all been set up.

Deployment: Same as Basic Training (see 1.15.1)

Victory Conditions: You capture the objective if you
have a unit within 15cms of it in the end phase and your

opponent does not. To win the game you must capture

two objectives and hold them both for one full game turn

at the same time.

Special Rules: Same as Advanced Training (see 1.15.6)

Tabletop wargaming is an imprecise science
and can often generate rules questions. The
sheer number of variables thrown up by the
rules, army lists and varied tabletop terrain
pretty much guarantees that at some point
during any game you and your opponent will
have a discussion about how exactly to deal
with a situation that has occurred, or you will
find that you play the game using slightly
different methods or conventions.

Usually, you will be able to overcome these
differences by simply chatting about them with
your opponent, but occasionally you will find
that you each feel a rule or situation should be
interpreted in a diametrically opposed way.
Such a situation can lead to a very heated
debate that might spoil your enjoyment of the
game, and because of this, when these
situations occur try not to argue about the
rules, and instead simply smile and say “Okay,
let’s play it your way!” Trust me, you’ll find
that this method of play is much more relaxing
and fun than bickering about rules, and you
may find that you actually prefer your
opponent’s method to your own. It’s also the
mature approach, which I think is rather
appropriate for a game like Epic, which when
all is said and done is designed for experienced
wargamers rather than experienced rules
lawyers. ‘Nuff said, I hope!

Rules Questions


Type Speed Armour Close Combat Firefight

Infantry 15cm 4+ 5+ 3+

Weapon Range Firepower Notes

2 x Missile Launcher 45cm AP5+/AT6+ ––

Type Speed Armour Close Combat Firefight

Armoured Vehicle 30cm 5+ 6+ 5+

Weapon Range Firepower Notes

Whirlwind 45cm 1BP Indirect Fire

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