97
Epic 2 nd 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 Rules Assault Marines Jump packs - ignore movement modifiers for terrain Assault Ship Carries up to 20 stands or 10 non super-heavy vehicles. Chaplain Command unit - standard rules apply Any Imperial troop stands within 10cm add +1 to their CAF Commander Command unit - standard rules apply Any Imperial units within 10cm automatically pass any morale checks Dreadnoughts (variation rule from Citadel Journal) All four Dreadnoughts in the detachment must be armed with the same combination of 2 weapons chosen from the following: assault cannon, multi-melta, missile launcher, power fist Drop Pods This card replaces the Rhinos of 1 whole Space Marine company, but the break point of the company remains the same. Assign a number to each pod, noting the contents of each assault pod - you cannot take drop pods without actually putting troops in them. Also, you must note in which turn each pod will land before the game begins. If you are using drop pods with a company that has an irregular number of stands (e.g. Space Wolf Great Companies, Terminator Companies), increase or decrease the number of assault pods to accommodate all stands. Drop pods land after orders are placed but before they are revealed. Place all the numbered markers for the pods that are going to land that turn on a barrage template and hold it 30-40cm above the table. Then sharply flip the template so the markers fall to the table. Place a closed pod where each marker lands, but keep the markers there for reference. A pod is destroyed if it lands off the table, in terrain impassable to vehicles or on a Titan. Titans or buildings hit by falling pods take one hit with a -3 save. If a pod lands on any other troops they are destroyed. Troops on first fire can shoot at the pods as they fall. They fire at the end of the orders phase after orders are revealed. Intervening terrain is ignored and they cannot fire again this turn. Pods on the ground (open or closed) can be attacked as normal At the end of each orders phase, test each pod to see if it opens. They open on a 3+. If it cannot open, test each turn until it does. When it opens troops may disembark and weapons may fire ASSAULT POD - Carries two stands. When they open, the troops inside disembark and have advance orders and can move normally in the movement phase. Detachments must remain in coherency between stands

Epic 2 Data

Embed Size (px)

Citation preview

Page 1: Epic 2 Data

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

Page 2: Epic 2 Data

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

Page 3: Epic 2 Data

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

Page 4: Epic 2 Data

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

Page 5: Epic 2 Data

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

Page 6: Epic 2 Data

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

Page 7: Epic 2 Data

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

Page 8: Epic 2 Data

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.

Page 9: Epic 2 Data

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)

Page 10: Epic 2 Data

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

Page 11: Epic 2 Data

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

Page 12: Epic 2 Data

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

Page 13: Epic 2 Data

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

Page 14: Epic 2 Data

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)

Page 15: Epic 2 Data

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

Page 16: Epic 2 Data

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

Page 17: Epic 2 Data

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

Page 18: Epic 2 Data

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

Page 19: Epic 2 Data

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

Page 20: Epic 2 Data

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

Page 21: Epic 2 Data

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

Page 22: Epic 2 Data

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

Page 23: Epic 2 Data

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

Page 24: Epic 2 Data

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

Page 25: Epic 2 Data

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

Page 26: Epic 2 Data

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

Page 27: Epic 2 Data

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

Page 28: Epic 2 Data

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+.

Page 29: Epic 2 Data

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

Page 30: Epic 2 Data

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.

Page 31: Epic 2 Data

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

Page 32: Epic 2 Data

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

Page 33: Epic 2 Data

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

Page 34: Epic 2 Data

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

Page 35: Epic 2 Data

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

Page 36: Epic 2 Data

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.

Page 37: Epic 2 Data

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

Page 38: Epic 2 Data

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

Page 39: Epic 2 Data

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

Page 40: Epic 2 Data

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

Page 41: Epic 2 Data

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

Page 42: Epic 2 Data

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

Page 43: Epic 2 Data

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.

Page 44: Epic 2 Data

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

Page 45: Epic 2 Data

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

Page 46: Epic 2 Data

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

Page 47: Epic 2 Data

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

Page 48: Epic 2 Data

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

Page 49: Epic 2 Data

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)

Page 50: Epic 2 Data

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

Page 51: Epic 2 Data

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

Page 52: Epic 2 Data

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

Page 53: Epic 2 Data

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

Page 54: Epic 2 Data

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

Page 55: Epic 2 Data

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

Page 56: Epic 2 Data

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

Page 57: Epic 2 Data

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+

Page 58: Epic 2 Data

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

Page 59: Epic 2 Data

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.

Page 60: Epic 2 Data

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.

Page 61: Epic 2 Data

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.

Page 62: Epic 2 Data

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.

Page 63: Epic 2 Data

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:

Page 64: Epic 2 Data

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

Page 65: Epic 2 Data

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

Page 66: Epic 2 Data

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:

Page 67: Epic 2 Data

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+