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Epic Seconde Édition Data Pour Utilisation Avec SM-TL
Epic Seconde Édition Data Pour Utilisation Avec SM-TL
Space Marines
Bolters Ignore
Tactical 10 - +2 50 1 5+ 0
Flamers Cover
Flamer 10 - +3 15 1 4+ 0
Pistols/Swords Jump
Assault 15 - +3 25 1 5+ 0
Heavy Packs
Devastator 10 - +2 75 2 5+ -1
Weapons
Scout 10 - +2 50 1 5+ 0
Bolt Pistols
Veteran 10 - +4 50 1 5+ 0
Bolters
Terminator 10 6+ f +6 25 2 4+ -1
Storm Bolters
Grey Knights 10 6+ f +6 35 2 4+ -1
Various Special
Rules
Command Units
HQ Unit 10 - +4 Bolt Pistols 25 2 5+ 0
Terminator HQ 10 6+ f +7 Storm Bolters 25 2 4+ -1
Commander 10 - +4 Bolt Pistols 25 2 5+ 0
Chaplain 10 - +4 Bolt Pistols 25 2 5+ 0
Medic 10 - +2 Bolt Pistols 25 1 5+ 0
Librarian 10 - +4 Bolt Pistols 25 1 5+ 0
Tech-Marine 10 - +2 Bolt Pistols 25 1 5+ 0
Inquisitor 10 4+ f +6 Various 35 2 4+ -1
Artillery
Mole Mortar 5 - -3 Mole Mortar 150 1 BP . 0 Barrage
Rapier 5 - -3 Laser 50 1 4+ -1
Scorpion 10 oc - -3 Destroyer 75 1 5+ -2 Snap Fire
Tarantula 10 oc - -3 Lascannons 75 1 5+ -2 Fires
Tarantula 5 - -3 Lascannons 75 2 BP . 0 Twice
Thudd Gun Barrage
Epic 2nd Edition Data Page 4
CAVALRY
Bike 30 - +3 Bolters 15 1 6+ 0
WALKERS
Dreadnoughts
Standard 10 5+ +2 Autocannon 75 1 5+ 0 .
CJ Variant 10 5+ +3 Assault 25 3 4+ -1 .
Cannon 15 1 4+ -3 .
Multi-melta 50 4 BP . -2 .
Missile . . . . +1 CAF
Launcher
Power Fist
VEHICLES
Drop Pods
Carries 2
Assault - 4+ 0 none . . . .
stands
Support - 4+ 0 Plasma Cannon 75 1 5+ -2
.
Deathwind - 4+ 0 Bombs 10 special 4+ 0
.
Lascannon 75 2 5+ -2 Carries 2
Land Raider 20 2+ +3
Bolters 15 1 6+ 0 stands
Land Speeder 30 - +3 Multimelta 25 1 3+ -2 Skimmer
Flyer
Battlecannon 50 1 4+ -2 .
Marauder Fighter-
20-60 3+ +1 Lascannon 50 1 5+ -1 Does not
Bomber
Missiles 50 4BP . -2 combine
barrages
Autocannon 75 1 5+ -1
Predator 25 3+ 0
Lascannon 75 2 5+ -1
Cannot
Plasma Guns 50 1 5+ -1 divide fire
Razorback 25 4+ 0
Lascannon 75 1 5+ -1 Carries 1
stand
Carries 2
Rhino 25 4+ 0 Bolters 15 1 6+ 0
stands
Flyer
Autocannon 25 3 5+ -1 Does not
Thunderbolt Fighter 30-60 4+ +2
Rockets 25 4 BP . -1 combine
barrages
Flyer
Rockets 50 6 BP . -2 Carries 6
Thunderhawk Gunship 60 4+ 0 Battlecannon 50 1 4+ -2 stands
Bolters 15 3 6+ 0 Special
Rules
Shot
Vindicator 20 2+ +2 Thunderer 50 1 4+ -3 Ignores
Cover
Multi-
Whirlwind 20 4+ 0 150 2 BP 0 Barrage
Launcher
Support Cards
Grey Hunter Pack 10 Grey Hunter stands, 5 Rhinos 8 2 4 350
Blood Claws Pack 5 Blood Claw stands 3 2 2 150
Long Fang Pack 4 Long Fang stands, 2 Rhinos 6 2 3 250
Blood Claw Bike
5 Bike Stands 3 2 2 150
Squad
Blood Claw Land
5 Land Speeders 3 2 2 200
Speeders
Special Cards
Rune Priest Rune Priest stand + Rhino R - 1 100 CJ 4
WD
Ragnar Blackmane Ragnar stand + Rhino R - 2 150
158
WD
Njal Storm Caller Njal stand + Rhino N - 2 150
158
WD
Ulrik the Slayer Ulrik stand + Rhino U - 2 150
158
Bjorn the Fell-Handed Bjorn (1 Dreadnought) 1 - 2 150 CJ 12
Bjorn the Fell-Handed
Command unit - standard rules apply
Lightning Claws - allow Bjorn to reroll one dice in close combat
Heavy Flamer - shot automatically hits
Blood Claws
Any enemy charged by any Blood Claws unit must make a morale check, unless immune to morale
Blood Claw infantry stands have jump packs - ignore terrain penalties for movement
Njal Storm-Caller
Command unit - standard rules apply
You are allowed to include both Njal and Ragnar in the same Great Company counting as one special card, but they do
not need to be within 6cm of each other
PURGE PSYKER - use against any enemy psyker within 50cm. Roll 2D6 for Njal, enemy rolls 1D6. If Njal is higher,
the enemy is destroyed. If the enemy's score is more than twice that of Njal, Njal is killed
MIND BLAST - range 25cm. Model is hit on a 4+ with no save. Targets with shields have the usual protection. Cannot
be used against robots or daemons. Hits on Titans are worked out by rolling on the head damage table.
DESTROY DAEMON - range 25cm. Njal rolls 2D6. The enemy rolls 1D6 (daemon stand, Chaos android), 2D6
(Wraithguard, Eldar Dreadnought) or 3D6 (Greater daemon, Avatar). If Njal is higher, the daemon is killed. If the
daemon's score is more than twice that of Njal, he is killed
WIND BLAST - place barrage template within 25cm. Any stand or vehicle under it that doesn't have a saving throw is
pinned by the wind and may not move or shoot and has -2 CAF
PSYBER RAVEN - Njal does not need line of sight to use powers
Ragnar Blackmane
Command unit - standard rules apply
You are allowed to include both Njal and Ragnar in the same Great Company counting as one special card, but they do
not need to be within 6cm of each other
While Ragnar is alive, add +1 to your initiative rolls
Once per game at the start of any movement phase, Ragnar can utter his battle howl. Any Space Wolf infantry unit that
has a model within 35cm immediately change their orders to charge. The charge is at triple rate. Only Long Fangs do
not have to go onto charge orders
Rune Priest
Command unit - standard rules apply
COURAGE OF RUSS - makes all Space Wolves within 15cm immune to morale checks and may reroll rice for close
combat (second roll is final). Lasts until start of the next combat phase
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
Epic 2nd Edition Data Page 6
FANGS OF FENRIS - select a target within 25cm, this target is attacked by shadow-wolves (CAF = +5). Fight a round
of close combat immediately. If the wolves win, they can immediately attack another model within 5cm of the last
target. Second and subsequent targets get an additional D6 for being secondary attackers. As soon as the wolves draw
of lose, they dissipate. The wolves are not substantial and cannot be shot at on first fire.
Ulrik the Slayer
Command unit - standard rules apply
Any Space Wolf stands within 15cm may add +1 to their CAF
Any Space Wolf stands within 15cm that are slain may then make an unmodified 5+ save
As long as Ulrik is alive any Space Wolves may reroll failed morale checks
Wolf Guard (Marines or Terminators)
Command unit - standard rules apply
Imperial troops within 10cm add +1 to their morale
CA Attack Save
TROOP TYPE Move Save Weapons Range To Hit Notes
F Dice Modify
INFANTRY
Grey Hunters 10 - +3 Bolt Weapons 50 1 5+ 0
Jump Packs
Blood Claws 15 - +3 Bolt Pistols 25 1 5+ 0
Morale test on charge
Long Fangs 10 - +3 Heavy Weapons 50 2 5+ -1
Wolf Guard 10 - +4 Bolt Pistols 25 2 5+ - special rules
Wolf Guard Terminators 10 6+ f +6 Storm Bolters 25 2 4+ -1 special rules
Rune Priest 10 - +5 Bolt Pistols 25 1 5+ - special rules
Ragnar Blackmane 10 4+ f +8 Bolt Pistol 15 2 4+ -1 special rules
Njal Storm-Caller 10 5+ f +7 Bolt Pistol 15 1 4+ - special rules
Ulrik the Slayer 10 5+ f +7 Combi-weapon 15 1 4+ -2 special rules
CAVALRY
Blood Claw Bike 30 - +3 Bolters 15 1 6+ - Morale test on charge
WALKERS
Assault Cannon 25 3 4+ -1
Bjorn the Fell-Handed 10 5+ +4 Lightning Claw - - - - special rules
Heavy Flamer 5 1 auto -
VEHICLES
skimmer - popup
Blood Claw Land Speeder 30 - +3 Multi-Melta 25 1 3+ -2
Morale test on charge
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
Azrael stand + Rhino A - 2 150 U
Angels
Ezekiel, Grand Master of
Ezekiel stand + Rhino E - 2 150 U
Librarians
Brother Bethor, Bearer of the
Bethor stand - - 1 100 U
Sacred Standard
Asmodai, Interrogator Chaplain Asmodai stand + Rhino A - 2 150 U
Army Organisation
Dark Angels armies can use any of the specific Dark Angels cards, but they cannot take any general Terminator or Veteran Space
Marine army cards
A Dark Angel army can be fielded within the following limits. The standard rules of 5 support and 1 special card per
company still applies
Epic 2nd Edition Data Page 8
Company # Field as 1 Company card or ... ... up to 3 Support cards which may be
1 Deathwing company Deathwing detachments
2 Ravenwing Land Speeder or Bike detachments
3 Battle company
4 Battle company Battle companies are never broken up into separate detachments
5 Battle company
6 Tactical company Tactical detachments
7 Tactical company Tactical detachments
8 Assault company Assault detachments
9 Devastator company Devastator detachments
10 Scout company Scout detachments
Companies which are broken up have their HQ behind the lines and out of the game. You cannot exceed the number of
detachments shown above, but other units (vehicles, artillery, etc) can be taken
Special Characters
by Doug Veal
Azrael, Grand Master of the Dark Angels
Command stand - standard rules apply
Force field - Azrael's force field is the size of a barrage template centred on the stand. If the enemy shoots and hits
something in or behind the field, roll a scatter dice, on an arrow the shot is deflected or absorbed by the field and has no
further effect. On a hit the shot penetrates, roll for damage as normal
Ezekiel, Grand Master of Librarians, Keeper of the Book of Salvation
Command stand - standard rules apply
Librarian - standard rules apply
Book of Salvation - if Ezekiel is killed place a marker on the spot to give the last location of the book. Until retrieved,
all Dark Angel troop stands can only be given charge orders, automatically pass any break or morale tests and get +1 to
their CAF. The enemy gains 5 VP while the book is unretrieved. And Dark Angel model may pick up the book by
moving into base contact with it. Once reclaimed your troops revert to normal and the enemy loses the 5 VP. Enemy
models can not pick up the book.
Brother Bethor, Bearer of the Sacred Standard
Command stand - standard rules apply
Can carry one of the following into battle. The standard affects any Dark Angel troop stands within 15cm:
STANDARD OF RETRIBUTION - if stand is killed in close combat, the model that killed it is also killed
STANDARD OF DEVASTATION - may fire twice if on first fire.
STANDARD OF FORTITUDE - automatically pass any morale or break tests
Asmodai, Interrogator Chaplain
Command stand - standard rules apply
Chaplain - any Imperial troop stands within 15cm may add +1 to their CAF
Blades of Reason - if in close combat with an opponent with multiple wounds roll an
extra D6 for combat score
Attack Save
TROOP TYPE Move Save CAF Weapons Range To Hit
Dice Modify
Grand Master Azrael 10 special +8 Combi Weapon 50 2 4+ -1
Grand Master of Librarians Ezekiel 10 5+ f +6 Bolt Pistol 25 1 4+ 0
Brother Bethor 10 - +4 Bolt Pistol 25 1 5+ 0
Interrogator Chaplain Asmodai 10 5+ f +6 Bolt Pistol 15 1 4+ -1
Support Cards
Break Victory
Name Contents Morale Cost Source
Point Points
Infantry
Tactical Detachment 6 Tactical stands, 3 Rhinos 5 2 3 250
Flamer Detachment 6 Flamer stands, 3 Rhinos 5 2 3 250 U
Assault Detachment 6 Assault stands, 3 Rhinos 5 2 3 250
Devastator Detachment 6 Devastator stands, 3 Rhinos 5 2 4 350
Scout Detachment 6 Scout stands 3 3 2 150
Veteran Detachment 6 Veteran stands, 3 Rhinos 5 1 3 300
Terminator Detachment 4 Terminator stands, 2 Land Raiders 3 1 3 300
Grey Knight Detachment 4 Grey Knight stands 2 1 4 400
Cavalry
Epic 2nd Edition Data Page 11
Bike Squad 5 Bike stands 3 2 2 150
Walkers
Robot Detachment 4 Robots 4 - 1 100
Dreadnought Squad 4 Dreadnoughts 2 2 1 100 (CJ 12)
Vehicles
Land Speeder Squadron 5 Land Speeders 3 2 2 200
Razorback Squadron 3 Razorbacks 2 2 2 150 WD 181
Vindicator Squadron 3 Vindicators 2 2 2 150
Whirlwind Squadron 3 Whirlwinds 2 2 2 150
Predator 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 50
Thunderbolt 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 50
Thudd Gun Battery 3 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
Special Cards
Break Victory
Name Contents Morale Cost Source
Point Points
Characters
Medic Medic stand, Rhino 1 - 1 50
Chaplain Chaplain stand, Rhino C - 1 50
Inquisitor Inquisitor stand, Rhino I - 1 100
Tech-Marine Tech-Marine stand, Rhino 1 - 1 100
Librarian 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
6 Razorbacks +3 2 +2 200 WD 181
Detachment
Assault Ship 1 Assault Ship 1 - 10 1000 U
Special Units
Flamer Marines 6 Flamer Marines 5 2 3 - U
5 Terminator stands, Thunderhawk
Scythes of the Emperor 1 - 1 50 WD 198
Gunship
Titans
Warhounds 2 Warhound Titans 1 - 5 500
Reaver 1 Reaver Titan - - 5 500
Epic 2nd Edition Data Page 12
Warlord 1 Warlord Titan - - 9 900
CAVALRY
Bike 30 - +3 Bolters 15 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
SUPER-HEAVY VEHICLES
Battlecannon 75 2 4+ -2
Baneblade 10 1+ +8 Lascannon 75 2 5+ -1
Bolters 15 10 6+ 0
Behemoth Carries 2 IG
25 4 BP -1
Capitol Imperialis 10 max 1+ a.r. +10 Cannon companies
15 8 6+ 0
Bolters 6 void shields
Tunneler. Holds
Hellbore 15 max 1+ +12 None
30 stands
Lascannons 6
75 5+ -1 Command unit
Battlecannon 1
75 5+ -2 Holds infantry
Leviathan 10 max 1+ a.r. +12 Doomsday D3+6
200 . -3 company
Cannon BP
15 6+ 0 4 void shields
Bolters 12
Volcano Cannon 100 1 3+ -4 Volcano cannon:
Shadow Sword 10 1+ +6 Lascannon 75 2 5+ -1 +3 damage on
Bolters 15 6 6+ 0 Titans
Plasma Blastgun
50 2* 3+ -4 Special rules
Battlecannon
50 1 5+ -2 .
Helion Missile
Storm Blade 10 1+ +6 50 1 3+ -4 One shot
Hunter-Killer
50 4 3+ -1 One shot
Missile
15 8 6+ 0 .
Bolters
Side armour =
front
Cannon 50 4 4+ -2
Storm Hammer 10 1+* +10 Rear armour -1
Bolters 15 14 6+ 0
All weapons fire
360deg
Support Cards
Break Victory
Name Contents Morale Cost Source
Point Points
Commissar Commissar stand + Rhino - - - -
Infantry
Tactical Platoon 10 Tactical stands 5 4 2 200
Assault Platoon 5 Assault stands 3 4 1 100
Support Platoon 5 Heavy stands 3 4 2 200
Beastman Platoon 10 Beastman stands 5 4 2 200
Ogryn Platoon 4 Ogryn stands 2 3 1 100
Ratling Sniper Platoon 4 Ratling stands 4 - 1 100
Penal 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 2 200
Chimera Squadron 3 Chimera transports +2 - +1 100
Chimedon Assault Squadron 3 Chimedon assault troop carriers +2 - +2 150 WD 185
Chimerax Assault Squadron 3 Chimedrax assault troop carriers +2 - +2 150 WD 185
Epic 2nd Edition Data Page 19
Chimerro Assault Squadron 3 Chimerro assault troop carriers +2 - +2 150 WD 185
Termite Unit 6 Tactical stands, 3 Termites 5 4 2 150
Mole Unit 10 Tactical stands, 1 Mole 6 4 3 250
Cavalry
Rough Rider Platoon 10 Rough Rider stands 5 4 2 200
Bike Squad 5 Bike stands 3 4 1 100
Gun Batteries
Rapier Battery 3 Rapier laser destroyers 2 4 1 50
Thudd Gun Battery 3 Thudd Guns w sql 2 4 1 100
Mole Mortar Battery 3 Mole Mortars w sql 2 4 1 100
Tarantula Support Unit 5 Tarantulas w sql 3 4 1 100
Walkers
Robot Detachment 4 Robots 4 - 1 100
Sentinel Squad 5 Sentinels 3 4 1 100
Vehicles
Vindicator Squadron 3 Vindicators 2 4 2 150
Hellhound Squadron 3 Hellhounds 2 4 2 150
Land Speeder Squadron 5 Land Speeders 3 4 2 200
Leman 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 2 150
Bombard Battery 3 Bombards 2 4 2 200
Basilisk Battery 3 Basilisks 2 4 2 200
Manticore Battery 3 Manticores 2 4 2 200
Hydra 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 187
Marauder Squadron 3 Marauder fighter-bombers 2 2 4 350 WD 187
Super-Heavy Vehicles
Baneblade 1 Baneblade 1 4 2 200
Shadowsword 1 Shadowsword 1 4 2 200
Storm Hammer 1 Storm Hammer 1 4 2 200
Stormblade 1 Stormblade 1 4 3 250
Special Cards
Break Victory
Name Contents Morale Cost Source
Point Points
Characters
Inquisitor Inquisitor stand, Rhino I - 1 100
Adeptus Psyker Psyker stand, Rhino P - 1 100 CJ 4
Imperial Confessor Confessor stand +1 - +1 100 CJ
Commissar Yarrick Yarrick stand, Rhino Y - 2 150 WD 152
Captain Chenkov of Valhalla Chenkov stand, Rhino C - 2 200 U
Colonel stand, 5 Personal Guard stands, 3
Colonel C 3* 3 250 CJ
Chimera
Special Units
Human Bombs 4 Human Bomb stands 4 4 0 0 U
Kreuger's Heroes, Leman Russ
3 Leman Russ tanks 2 4 2 200 WD 198
Squadron
Super-Heavy Fortresses
Capitol Imperialis 1 Capitol Imperialis 1 3 3 250
Epic 2nd Edition Data Page 20
Leviathan 1 Leviathan 1 - 4 350
Titans
Warhounds 2 Warhound Titans 1 - 5 500
Reaver 1 Reaver Titan - - 5 500
Warlord 1 Warlord Titan - - 9 900
Allies - Titan Legions, Knights and Tech-Guard can take any of the following armies as allies
Space Marines
Imperial Guard
Squats
Eldar (if fighting against Orks or Chaos)
Knight companies can take Imperial Guard support and special cards.
Titan Legion Unit-Specific Rules
Assault Troops
Jump packs - ignore movement penalties from terrain
Basilisk Self-Propelled Artillery Gun
Can fire 2 barrages per turn, both are fired in the same combat segment one after the other. Both shots can be at the same
target or at a different target
Chimera, Chimedon, Chimerax, Chimerro Squadrons
These are added to an infantry detachment as transport and then becomes part of that detachment and has the same
morale, orders and command restrictions as that unit.
Chimeras and variants can carry 2 troop stands
Hydra Anti-Aircraft Gun
Can not shoot at ground level, except for at Titans and troops in buildings
Knights
Shields - Any shot that strikes a Knight on the front 90 has an unmodified save throw. Barrages are considered to
hit the Knight from the direction of the firer.
Shock Lance - When a Knight armed with a Lance charges into close combat, CAFx2 for the first round. Knights
with lances will only assist each other in close combat if against a Titan or super-heavy to avoid accidental
discharge. If they gang up on anything else they will not use their lances.
PALADIN - Can attack Mega-Gargants and Emperor Titans in close combat.
ERRANT - Can attack Mega-Gargants and Emperor Titans in close combat. +2 to damage in close combat.
LANCER - Power Lance - used only if on charge orders, don't have to be in close combat to use it but if you are it
must be fired at the opposing target. Used at the very start of the close combat phase before resolving any combat.
Then continue game as usual. The Power Lance does not prevent use of the Shock Lance.
BARON - Command Unit. Knight formations within 10cm of a Baron gain +1 to morale checks
Manticore Rocket Launcher
Battery can fire at one target as normal or can fire as many templates as there are Manticores in the battery, each
template must touch at least one other in that battery. Each template has 6BPs.
Either way, the Manticores must spend their next turn reloading, it can still move the turn that it reloads, but it
cannot fire
Marauder Fighter-Bombers
Do not combine barrages
Ordinatus
Are not given orders, instead they can always move up to 10cm and fire in the first fire segment.
The plasma reactor will explode if the Ordinatus is destroyed, inflicting a single hit on all models within 2D6cm
(no save mod).
Dispersion Field - strength of field weakens through the game. If a shot penetrates the
field, it hits the Ordinatus at normal. The shield also gives a fixed 4+ psychic save
Turn Shot Penetrates shield on
1 6
2 5-6
3 4-6
4 3-6
5+ 2-6
GOLGOTHA - has 6 Hellfire missiles. Can fire 1 or 2 per turn. Each missile is totally independent and fires D3
barrage templates each at 8BP. The 2nd and 3rd templates must touch the original. Indirect fire does not scatter
and there is no need for friendly units to spot targets. Any unit which suffers any casualties from a Hellfire attack
must pass a morale test or fall back.
Epic 2nd Edition Data Page 21
MARS - The Sonic Disruptor fires a barrage using the teardrop template. Place the template anywhere on the field,
the narrow end pointed at the Ordinatus. Anything at least half under the template is hit on a 2+ (10BP), ignoring
cover. Anything that is hit has a save of 5+ on 1D6. Targets protected by energy fields or void shields lose one
shield.
ARMAGEDDON - At the start of every turn roll D6+3 to determine how much plasma is
available for the Nova Cannon. Allocate these to pulse fire or maximal fire., both
have range 150cm For each counter on pulse fire, you can fire one attack dice on
pulse fire (4+ to hit, -1 save). After pulse fire you can then fire all remaining power
on maximal fire. Maximal fire can affect buildings. When using maximal fire at a
target that uses a hit location, roll for location and damage to that location as normal -
but every adjacent location is also hit. The save modifier for this further damage is
half of that from the initial blast rounded down to a minimum of -1
No. Power Roll to Hit Save Mod
1 4+ -1
2 3+ -2
3 2+ -3
4 2+ -4
5 2+ -5
6 2+ -6
7 2+ -7
8/9 2+ -8
Storm Blade Super-Heavy Tank
Plasma blastgun - can store up to 2 attack dice and starts the game fully charged. When fired, all dice are used and
can replenish 1 dice at the end of each turn (2 if on first fire). The plasma reactor will detonate if the Stormblade is
destroyed, hitting everything within D6cm on a 4+ (no save modifier)
Hunter-Killer missiles - all fired at once - single use only
Helion missile - +2 damage - single use only
Tech-Guard Mechanised Assault Company
Any combination of Chimerax, Chimedon and/or Chimerro assault vehicles may be chosen as transport
Thunderbolt Fighters
Do not combine barrages
Titans
Each Titan must remain within 25cm of at least one other Titan from the group. If a Titan is
too far away it must go into advance orders until it is back within 25cm from another Titan in
the group in the Orders phase of a subsequent turn. Warhound detatchments and Special card
Titans operate as separate units, each Warhound fights separately. Titans cannot be broken
and do not need morale checks. If Battle Groups are supported by Tech-Guard units, any of
the Titans in the group can act as a company HQ to those detatchments and give orders, but
the Titans do not count as command units for the purpose of orders, shooting, etc. Titans
taken as support or special cards cannot give orders
Tech-Guard Army Cards and Composition
Company Cards | Support Cards | Special Cards
Company Cards
Break Victory
Company Contents Morale Cost Source
Point Points
Titans
Warlord Battle Group 3 Warlord Battle Titans - - 8 ea 1500
Reaver Battle Group 3 Reaver Battle Titans - - 5 ea 1000
Knights
2 det (3 Paladins)
Paladin Household 4 2 6 550
CHQ Paladin
2 det (3 Lancers)
Lancer Household 4 2 6 550 WD182
CHQ Lancer
Errant Household 2 det (3 Errants) 4 2 5 450 WD182
CHQ Errant
Epic 2nd Edition Data Page 22
Tech-Guard
3 det (6 tactical stands)
Titan Defence Company 10 3 4 400
CHQ (HQ stand)
3 det (6 tacticals, 3 chimeras)
Mechanised Company 15 3 7 700
CHQ (HQ stand + Chimera)
3 det (3 Chimera var, 6 assault
Mechanised Assault
stands) 15 3 9 850 WD185
Company
CHQ (HQ stand + Chimera)
3 det (3 Leman Russ Tanks)
Leman Russ Company 5 4 6 600
CHQ (Leman Russ Tank)
Stormblade Company 3 Stormblades (tank 1 is CHQ) 2 4 7 650
Support Cards
Break Victory
Name Contents Morale Cost Source
Point Points
Titans
Warhound Detachment 2 Warhound Scout Titans - - 3 ea 500
Knights
Paladin Detachment 3 Knight Paladins 2 2 3 250
Errant Detachment 3 Knight Errants 2 2 2 200
Lancer Detachment 3 Knight Lancers 2 2 3 250
Crusader Detachment 3 Knight Crusaders 2 2 5 450
Castellan Detachment 3 Knight Castellans 2 2 5 450
Tech-Guard
Heavy Platoon 6 Heavy Troop stands 3 3 3 250
Heavy Mechanised Platoon 6 Heavy Troop stands + 3 Chimeras 3 3 4 350
Chimera Squadron 3 Chimeras +2 - +1 100
Chimerax Assault Squadron 3 Chimerax +2 - +2 150 WD 185
Chimedon Assault
3 Chimedon +2 - +2 150 WD 185
Squadron
Chimerro Assault Squadron 3 Chimerro +2 - +2 150 WD 185
Leman Russ Squadron 3 Leman Russ Tanks 2 4 2 200
Basilisk Battery 3 Basilisks 2 4 2 200
Manticore Battery 3 Manticores 2 4 2 200
Hydra Battery 3 Hydra AA guns 2 4 3 250
Stormblade 1 Stormblade - 4 3 250
Thunderbolt Squadron 3 Thunderbolt Fighters 2 3 3 250 WD 187
Marauder Squadron 3 Marauder Fighter-Bombers 2 3 4 350 WD 187
Special Cards
Break Victory
Name Contents Morale Cost Source
Point Points
Titans
Imperator Titan 1 Imperator Emperor Class Titan - - 23 2250
Warlord Titan 1 Warlord Battle Titan - - 9 900
Reaver Titan 1 Reaver Battle Titan - - 5 500
Knights
Baron 1 Baron - - 2 150
Epic 2nd Edition Data Page 23
Ordinatus
Armageddon 1 Ordinatus Armageddon - - 4 350 WD 191
Golgotha 1 Ordinatus Golgotha - - 4 350 WD 191
Mars 1 Ordinatus Mars - - 4 350 WD 191
CAVALRY
Jet Bike 35 - +3 Shuriken Cannon 15 1 5+ -1 Skimmer
Vyper Jet Bike 35 - +3 Shuriken Cannon 25 2 5+ -1 skimmer
WALKERS
Special
Dreadnought 10 5+ +2 Lascannon 75 1 5+ -2
Rules
Lascannon 75 1 5+ -2
War Walker 25 - +1
Scatter Laser 25 3 5+ 0
Epic 2nd Edition Data Page 26
VEHICLES
Doomweaver 25 3+ +1 Wire thread Special Rules Skimmer
Special
Deathstalker 25 3+ +1 Prism Cannon 75 1 3+ -2 Rules.
Skimmer
Carries 2
Falcon Grav-Tank 25 3+ +1 Lascannon 75 1 4+ -2 stands.
Skimmer
Skimmer.
Firestorm 25 3+ +1 Laser Battery 100 3 4+ -2
Snap fire
Lascannon 75 1 4+ -2 Special
Nightwing 35-100 3+ +2 Shuriken 25 4 5+ 0 Rules
Missiles 50 4 BP . 0 Flyer
Warp Hunter 25 3+ +1 Warp Cannon 75 Special Rules Skimmer
2D
Carries 2
Wave Serpent 25 3+ +1 Warp Wave 6x1 Special 4+ -
stands
0
SUPER-HEAVY VEHICLES
100
Tempest Laser 2 4+ -3
Tempest 25 1+ +4 Shuriken 2 6+ 0 skimmer
15
Shuriken Cannon 1 5+ -1
15
Support Cards
Break Victory
Name Contents Morale Cost Source
Point Points
Defender
6 Guardian stands 3 3 2 150
Detachment
Guardian 6 Guardian stands, 3
5 3 3 300
Detachment Falcons
Epic 2nd Edition Data Page 27
Wraithguard
4 Wraithguard stands 4 - 1 100
Host
Aspect Warriors
Dire Avengers 4 Dire Avenger stands 2 2 1 100
Fire Dragons 4 Fire Dragon stands 2 2 1 100
Striking 4 Striking Scorpion
2 2 2 150
Scorpions stands
Howling 4 Howling Banshee
2 2 2 150
Banshees stands
4 Swooping Hawks
Swooping Hawks 2 2 1 150
stands
Dark Reapers 4 Dark Reaper stands 2 2 3 250
Vehicles
Vyper Squadron 5 Vypers 3 3 3 250
Falcon
3 Falcons 2 3 2 150
Detachment
Tempest
3 Tempests 2 3 5 500
Squadron
Warp Hunter
2 Warp Hunters 1 3 1 100
Squadron
Wave Serpent
2 Wave Serpents 1 3 2 150
Squadron
Doomweaver
2 Doomweavers 1 3 2 150
Squadron
Nightwing
3 Nightwings 2 3 3 300
Squadron
Artillery
Lascannon
3 Anti-Grav Lascannon 2 3 1 100
Battery
Vibro-Cannon
3 Vibro-Cannon 2 3 1 100
Battery
1 Deathstalker Prism
Prism Cannon 1 3 1 50
Cannon
Firestorm 1 Firestorm 1 3 2 150
Titans
Revenant
2 Revenant Scout Titans - - 3 600 WD 186
Detachment
Special Cards
Break Victory
Name Contents Morale Cost Source
Point Points
1 Warlock stand, 1
Warlock W - 1 100
Falcon
Scouts 4 Scout stands 2 2 1 100
Epic 2nd Edition Data Page 28
Exarchs 4 Exarch stands 2 - 4 400
Harlequin
4 Harlequin stands 2 2* 2 150
Troupe
Phantom Titan 1 Phantom Titan - - 6 600
Warlock 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.
Break Victory
Name Contents Morale Cost Source
Point Points
Avatar 1 Avatar - - 2
Alaitoc Scouts 4 Scout stands 2 2 1
Black Guardians
6 Guardian stands 3 3 1
of Ulthwe
Saim-Hann Wild
5 Jetbike stands 3 3 1
Riders
Iyanden Ghost
4 Wraithguard stands 4 - 1
Warriors
Biel-Tan Dire
4 Dire Avenger stands 2 2 1
Avengers
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 rules
Mekboy Tinbot 10 4+ +4 Autocannon 25 2 4+ 0 Special rules
VEHICLES
Carries 3
Battlewagon 25 4+ +1 Autocannon 50 1 5+ 0
stands
Bonebreaka 20 4+ +4 Battlecannon 75 1 4+ -2 Deathrolla
Bonecruncha 20 4+ +4 Autocannon 50 2 5+ -1 Deathrolla
Braincrusha
Braincrusha 15 4+ 0 100 1 3+ -3
Cannon
Scorcher 30 6+ +1 Scorcher 15 1 4+ 0 Ignores cover
Squig Swarm 50 special +1
Squig Katapult 15 3+ +1 Special rules
Tower Guns 25 2 5+ 0
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 only
Weirdboy Battletower 25 4+ +1 None - - - - Special rules
Epic 2nd Edition Data Page 34
Blood Axe only
Rhino 25 4+ 0 Bolters 15 1 6+ 0 Holds 2 stands
Land Raider 20 2+ +3 Lascannon 75 2 5+ -2 Holds 2 stands
Bolters 15 1 6+ 0
Evil Sunz only
Bowelburna 30 5+ +1 Scorcher 15 1 4+ 0 Ignores cover
Gobsmasha 25 5+ 0 Autocannon 50 1 5+ 0 .
Spleenrippa 30 5+ 0 Battlecannon 75 1 4+ -2 .
Goffs only
Gutrippa 20 3+ +4 Battlecannon 50 1 5+ -2
Lungbursta 20 3+ +1 Battlecannon 50 1 5+ -2
Snakebites only
Squiggoth 10 3+ +5 Rampages
Bombards 50 2 4+ 0
2D6cm when
Swivel Guns 25 3 5+ 0
dead
Dragsta 35+2D6 3+ +2 Deflektor Shield Special rules
Doom Diver 20 4+ 0 Magna-Cannon U/L 1 5+ - Special rules
50+?
Pulsa Rokkit 5 4+ 0 Pulsa Rokkit special Special rules
D6
Speedsta - Rokkit 30+2D6 1-3+ +3 Destruktor Rokkits 75 2-10 BP -2 Special rules
Speedsta - 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 rules
Speedsta - Lifta-Droppa 20+2D6 1-3+ +2 Lifta-Droppa 75 1 4+ -4 Special rules
SUPER-HEAVY VEHICLES
Deathrolla.
Gibletgrinda 15 1+ +8 Autocannon 50 5 5+ -1 Carries 5
stands
Carries 5
Skullhamma 15 1+ ar +4 Battlecannon 75 2 4+ -2 stands. Charge
at triple
Battlecannon 50 1 3+ -4
Stompa 10 1+ +8 Ignore morale
Bolters 15 4 6+ 0
50
Cannon 3 5+ -1
10 Special rules
Goffik Rokker Tour Wagon 10 1+ ar +10 Bolters 4 6+ 0
Templ One shot
Sound Blaster . 4+ -1
ate
Clan Cards
Break Victory
Clan Contents Morale Cost
Point Points
Kult of Speed HQ (5 Nob Warbikes) 2 Mobz (5 Warbuggies) 8 4 4 400
Deathskull HQ (4 Nobz stands) Boyz Mob (15 Boyz stands 10 4 5 500
Bad Moon HQ (4 Nobz stands) Boyz Mob (15 Boyz) 10 4 6 600
HQ (3 Nobz stands+ Battlewagon) Boyz Mob (15 Boyz stands + 5
Evil Sunz 12 4 6 600
Battlewagons)
HQ (4 Nobz stands) Boarboyz Mob (5 Boarboyz) Boyz Mob(15 Boyz
Snakebite 12 4 6 600
stands)
HQ (4 Nobz stands + 2 Rhinos) Boyz Mob (12 Boyz stands + 6
Blood Axe 12 4 6 600
Rhinos)
Goff HQ (8 Nobz stands) Boyz Mob(15 Boyz) 12 4 7 650
Mega-Gargant 1 Mega-Gargant - - 14 1400
Support Cards
Infantry
Madmob 4 Madboyz stands +2 4 +1 -
Epic 2nd Edition Data Page 35
Gretchin Mob 4 Gretchin stands +2 4 +1 50
Wildmob 4 Wildboyz stands +2 4 +1 50
Extra Boyz 4 Boyz stands +2 4 +1 100
Extra 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 +1 100
Dreadnoght Mob 4 Dreadnoughts +2 4 +1 100
Vehicles
Scorcher Squadron 3 Scorchers +2 4 +1 50
Warbuggy Squadron 5 Warbuggies +3 4 +1 100
Wartrak Squadron 5 Wartraks +3 4 +1 100
Battlewagon
3 Battlewagons +2 4 +1 100
Squadron
Bonebreaka
3 Bonebreakas +2 4 +2 150
Squadron
Bonecruncha
3 Bonecrunchas +2 4 +2 150
Squadron
Braincrusha
3 Braincrushas +2 4 +2 200
Squadron
Super-Heavy Vehicles
Gibletgrinda 1 Gibletgrinda Battle Fortress - 4 1 100
Skullhamma 1 Skullhamma Battle Fortress - 4 1 100
Stompas Mob 3 Stompas +2 - +3 250
Gun Batteries
Traktor Kannon
5 Traktor Kannon +3 4 +1 100
Battery
Hop-Splat Battery 5 Hop-Splat Gunz +3 4 +2 150
Squig Katapult
3 Squig Katapults +2 4 +2 200
Battery
Mekboy Cards
Doomdiver Magna
1 Magna Kannon +1 4 +1 50
Kannon
Shokk Attack Gun
4 Shokk Attack Gunz +2 4 +1 100
Team
Dragsta 1 Dragsta +1 4 +1 100
Rokkit Speedsta 1 Rokkit Speedsta +1 4 +1 100
Kannon Speedsta 1 Kannon Speedsta +1 4 +1 100
Bubble Chukka
1 Bubble Chukka Speedsta +1 4 +1 100
Speedsta
Lifta-Droppa
1 Lifta-Droppa Speedsta +1 4 +1 100
Speedsta
Tinbot Mob 5 Tinbotz +3 - +2 150
Pulsa Rokkit Battery 3 Pulsa Rokkits (max 1 card/clan) +2 4 +3 250
Goffs only
Gutrippa Squadron 3 Gutrippas +2 4 +1 100
Lungbursta 3 Lungburstas +2 4 +1 100
Squadron
Epic 2nd Edition Data Page 36
Snakebites only
Boarboyz Mob 5 Boarboy stands +3 4 +1 100
Squiggoth Mob 3 Squiggoths +2 4 +2 150
Special Cards
Break Victory
Name Contents Morale Cost
Point Points
Gargants
Mekboy 1 Mekboy Gargant - - 5 450
Slasha 1 Slasha Gargant - - 6 600
Great 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 - 4 350
Warlord and
1 Warlord + 5 Nobz + 2 Battlewagons + 3 Stompas 6 - 5 500
Stompas
Renegade Mekboyz Any 8 Mekboy vehicles (Dragstas and Speedstas) 4 4 6 600
Goffik Rokkerz 1 Goffik Rokker Tour Wagon + 5 Bouncer stands (Goff Boyz) TW 4 4 400
Attack Save
TROOP TYPE MOVE SAVE CAF WEAPONS RANGE To Hit NOTES
Dice Modify
INFANTRY
Squads
Attack (combat) 10 - 0 Lasguns 50 1 5+ 0
Berserker (attack) 10 - +2 Bolt Pistols 25 1 5+ 0
Thunderer (heavy) 10 - +1 Heavy Bolters 75 3 5+ -1
Hearthguard 10 6+ f +6 Bolters 50 1 5+ -2
Command Units Special
Warlord 10 6+ f +6 Bolters 50 2 5+ -2 Rules
Grand Warlord 10 6+ f +6 Bolters 50 2 5+ -2
Living Ancestor 10 6+ f 0 Laspistols 25 1 5+ 0
Grimtrek 10 3+ f +8 Bolter 50 2 5+ -2
Gun Batteries
.
Rapier 5 - -3 Laser Destroyer 50 1 4+ -1
Fires twice
Tarantula 10 oc - -3 Lascannon 75 1 4+ -2
Barrage
Thudd Gun 5 - -3 Thudd Gun 75 2 BP . 0
Special
Mole Mortar 5 - -3 Mole Mortar 150 1 BP . 0
Rules
CAVALRY
Guild Bikers 30 - +4 Bolters 15 1 6+ 0
WALKERS
special
Robots 10 5+ +2 Autocannon 75 1 5+ 0
rules
VEHICLES
Gyrocopters. Skimmers
Iron Eagle 40 4+ +3 Battlecannon 50 1 5+ -2 .
Epic 2nd Edition Data Page 40
Autocannon 50 2 5+ 0
Steel Hawk 40 4+ +3 No indirect
. Multimelta 25 2 4+ -2 barrages
War Hawk 40 4+ +3 Rockets 25 4 BP . 0 .
Bolters 15 1 6+ 0 Special
Missiles 50 1 3+ -2 Rules
Land Train Battlecars
Mortar 5 2+ ar +3 Siege Mortar 50-150 6 BP . -3
. Bolters 15 2 6+ 0
Dragon 5 2+ ar +3
+1 void
. Firethrower special special 4+ 0
shield per
Berserker 5 2+ ar +3 Bolters 15 2 6+ 0
car
.
Special
Bomb 5 2+ ar +3 Autocannon 50 2 5+ -1
rules
Bolters 15 2 6+ 0
Bolters 15 2 6+ 0
Carries 10
Mole 15 3+ +3 None
stands
Carries 2
Termite 15 4+ +1 None
stands
Carries 2
Rhino 25 4+ 0 Bolters 15 1 6+ 0
stands
SUPER-HEAVY VEHICLES
8 Special
Battlecannon 75 D6+3 4+ -2 rules
Doomsday Cannon 200 BP . -3 6 void
Colossus 10 max 1+ ar +12 Thunderer 50 1 3+ -3 shields
Missiles 100 6 BP . -1 Carries
Bolters 15 each 16 0 Iron Eagle
16 Gyrocopter
Battlecannon
75 2 5+ -2
Hellfury Cannon 5 void
100 1 2+ -6
Melta-Cannon shields
Cyclops 10 max 1+ ar +12 35 4 3+ -3
Doomstorm Special
100 4 BP ea . special
Missiles rules
15 10 6+ 0
Bolters
Super-Heavy D6+4 Ignores
Goliath Mega-Cannon 10 oc 5+ 0 50-250 -3
Howitzer BP cover
4 2 void
Battlecannon 75 4+ -2
D6+3 shields
Land Train Engine 10 1+ ar +6 Doomsday Cannon 200 . -3
BP Special
Bolters 15 6+ 0
8 rules
Command
unit
6
Lascannons 75 5+ -1 Holds 30
1
Battlecannon 75 5+ -2 stands
Leviathan 10 max 1+ a.r. +12 D3+6
Doomsday Cannon 200 . -3 4 void
BP
Bolters 15 6+ 0 shields
12
Special
rules
Overlord Armoured 20 max special +5 Battlecannon 75 6 5+ -2 Special
Airship Autocannon 50 4 5+ 0 rules
Epic 2nd Edition Data Page 41
D6+2
Melta Bombs 0 . -2
BP
Bolters 15 6+ 0
6
Main Cannon
125 1 5+ -3
Thunder-Fire Cannon 0 4+ 0 Secondary Snap fire
75 2 5+ -2
Cannons
Support Cards
Break Victory
Name Contents Morale Cost Source
Point Points
Infantry / Cavalry
Warrior unit 1 Hearthguard, 9 combat stands 8 2 4 250
Berserker unit 5 attack stands 4 2 2 150
Thunderer unit 5 heavy stands 4 2 4 300
Guild Bikers Squadron 1 Guildmaster stand, 7 Guild biker stands 6 2 3 200
Guild Trike Squadron 1 Guildmaster stand, 5 Guild trike stands 5 2 3 200
Guild Robot Unit 5 Robots 5 - 1 100
Mobilised Infantry
3 Termites carrying 1 Berserker unit (1 Hearthguard
Termite Unit 7 2 3 200
stand + 5 attack stands)
1 Mole carrying 1 Warrior unit (1 Hearthguard stand + 9
Mole 9 2 4 300
combat stands)
Vehicles
Rhino Squadron 3 Rhinos 2 2 1 50
Iron Eagle Squadron 3 Iron Eagle gyrocopters 2 2 2 200
Steel Hawk Squadron 3 Steel Hawk gyrocopters 2 2 2 200 CJ14
Epic 2nd Edition Data Page 42
War Hawk Squadron 3 War Hawk gyrocopters 2 2 2 200 CJ14
Overlord Armoured Airship 1 Airship - 2 3 250
Land Train Battlecars 3 Land Train Battlecars +2 +2 200
Specialist Battlecars 3 Specialist Land Train Battlecars +2 +2 200 CJ14
Artillery
Rapier Battery 3 Rapiers 2 2 1 50
Tarantula Battery 5 Tarantulas 4 2 1 100
Mole Mortar Battery 5 Mole Mortars 4 2 2 150
Thudd Gun Battery 5 Thudd Guns 4 2 2 150
Thunder-Fire Battery 2 Thunder-Fire cannons 1 2 2 150
Goliath Mega-Cannon 1 Mega-Cannon - 2 2 150
Special Cards
Break Victory
Name Contents Morale Cost Source
Point Points
Characters
Living Ancestor 1 Living Ancestor stand 1 - 1 100
Grand 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 4 350
Land Train 1 Land Train Engine + 1 Battlecar - 1 4 350
Cyclops 1 Cyclops - 1 5 450
Colossus 1 Colossus - 1 5 500
Doomanvil Squadron Colossus (HQ) + 2 Cyclops 2 1 9 900 CJ14
Lesser Daemons
Androids
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
Mortal Followers
Juggernaut
Juggers that have been killed during first fire can still fight in close combat. If they win remove both the Jugger and victim
Warbands
If the Chaos Champion is killed the warband will go on charge orders for the rest of the game, engaging the nearest enemy
as possible in close combat. The only exception to this rule is the Troll Warband.
Trolls
Regenerate in the end phase on 4+.
Do not place orders, roll a die: 1-2: advance orders 3-6: charge.
If the champion is dead, 1-3 no orders, 4-6 charge.
Slaanesh Daemon-Knights
Glamour of Slaanesh - any to hit roll (except barrages and other templates) against a Daemon-Knight suffers a -1 to hit. 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 Titans
Glamour of Slaanesh, see above Slaanesh Scout Titans can turn as many times as they want while moving. When Titan is on
charge orders, opponents suffer a -1 to hit roll. Including the Glamour of Slaanesh this gives a -2 to hit.
Subjugator
Psi-Pulse - Psychic attack performed in the psychic phase in a similar fashion to the Ork Weirdboy Battletower
(no psychic save allowed for Titan shields). Can roll 1 attack dice if on advance orders, 2 if on first fire.
Hell Claws - extra D6 in close combat, +1 damage
Questor
Tormentor - the 6 attack dice in the profile is split three to each side weapon. If one weapon is destroyed reduce
the Tormentor to 3 attack dice.
Epic 2nd Edition Data Page 45
Lascannon - there are 2, one in the head, the other beween the legs. Same rules apply to weapon loss
Khorne Minions
Saving Attack Roll Save
Troop Type Move CAF Weapons Range Notes
Throw Dice To Hit Modifier
Immune to Psychic
Fleshhound 20 cm None +2 None
Attacks
Bloodletters 10 cm 4+ +5 None Regenerates
Always Completes
Juggernauts 15 cm 5+ +5 Bolters 25 cm 1 6+ 0
Charge
Barrage
Cannon Of Khorne 10 cm 3+ +1 Warp Cannon LOS Special Varies -4
FF Orders to shoot
2+ All Cannon 50 cm 5 5+ -1 Daemon Engine
Tower Of Skulls 15 cm +5
around Bolters 15 cm 6 6+ 0 360 degree fire
Gatling Cannon 25 cm 6 5+ 0
2+ All Daemon Engine
Death Dealer 15 cm +7 Tower Gun 50 cm 1 5+ -2
around Carries 5 Stands
Bolters 15 cm 4 6+ 0
2+ All Use Special Template
Cauldron Of Blood 15 cm +5 Blood Cannon Special Template 4+ -1
around Daemon Engine
Skull Cannon 50 cm 2 5+ -2
Blood Reaper 15 cm 2+ +4 Daemon Engine
Tower Guns 50 cm 4 5+ -1
Scorpion
3+ All 25 cm 6 5+ 0 Special Rules
Brass Scorpion 15 cm +7 Cannon
around 50 cm 3 5+ -1 Daemon Engine
Jaw Gun
Barrage
Doom Mortars 75 cm 6 BP 4+ -1
Doom Blaster 15 cm 2+ +4 Special Rules
Bolters 15 cm 2 6+ 0
Daemon Engine
Tzeentch Minions
Saving Attack Roll Save
Troop Type Move CAF Weapons Range Notes
Throw Dice To Hit Modifier
Pink Horrors 10 cm 4+ +4 None Duplicates
Epic 2nd Edition Data Page 46
Nurgle Minions
Saving Attack Roll Save
Troop Type Move CAF Weapons Range Notes
Throw Dice To Hit Modifier
Plaguebearers 10 cm 4+ +4 None Cloud of Flies
Slaanesh Minions
Saving Attack Roll Save
Troop Type Move CAF Weapons Range Notes
Throw Dice To Hit Modifier
Daemonette 10 cm 4+ +4 None Euphoric ecstasy
Slaanesh Beast
20 cm None +3 Bolters 25 cm 1 6+ 0
Riders
Melta- Beam 25 cm 1 3+ -2
Hell-Strider 20 cm 4+ +2 Glamour of Slaanesh
Lascannon 50 cm 2 5+ -1
Castigator 50 cm 5 5+ -1 Glamour of Slaneesh
Hell-Scourge 30 cm 2+ +3
Bolters 15 cm 2 6+ 0 12 cm coherency
Thermal Lance 50 cm 2 4+ -3 Glamour of Slaanesh,
Hell-Knight 30 cm 2+ +3
Bolters 15 cm 2 6+ 0 infiltration
General Minions
Saving Attack Roll Save
Troop Type Move CAF Weapons Range Notes
Throw Dice To Hit Modifier
Command unit
Daemon
Chaos Champion 10 cm 6+ Fixed +4 25 cm 1 5+ 0 Special rules
Weapon
Psychic save 4+
Stupidity
Trolls 10 cm 6+ Fixed +5 None
Regenerates
Minotaur 10 cm 6+ Fixed +5 None
Beastmen 10 cm None +3 Swords / Axes
Cultists 10 cm None 0 Lasguns 50 cm 1 5+ 0
Chaos 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 Rules
Chaos Dreadnought 10 cm 5+ +2 Various 50 cm 2 5+ 0
Missile
Chaos Marine 10 cm None +3 50 cm 1 4+ -1 Elite
Launcher
Command Unit
Chaos Magus 10 cm None +4 Bolt Pistols 25 cm 1 5+ 0
Psychic Powers
Epic 2nd Edition Data Page 47
Chaos Magus Rules
- from Citadel Journal 4
A Chaos army may include up to one Chaos Magi stand for 100pts (1 VP). Command unit. Does not have a patron
daemon but may be affected by chaos cards as usual. The Magi does not take up a minion card allotment but must be
of the same chaos power as one of your Daemons.
Attack Save
TROOP TYPE Move Save CAF Weapons Range To Hit Notes
Dice Modify
Chaos Magus 10 - +4 Bolt Pistols 25 1 5+ 0 Command unit
Tzeentch Magi
TERROR WAVE (5+) - place the template touching the Magi at the centre so the arrow is pointing in the desired direction. Move
the template D6x10cm in that direction. Any enemy model the wave passes over must make morale check (except for those not
affected by morale), a roll of 1 always fails. Roll a D6 for each model that fails. On a roll of 1-2 the model is destroyed. 3-6
means the model is immobilised, they may not move or fire and get -2 CAF. If the wave moves into contact with a shielded
Titan, roll to see if the power is nullified. The wave moves 2D6x5cm each subsequent turn after any nullify attempts have been
made. If a double is rolled for movement, remove the wave. Can only have one wave in play at a time. Template is something
like an opened Wave Serpent template.
MIND WARP (5+) - affects all enemy units within 25cm. Affected units must roll 5 or 6 or else go on fall back orders. If a 1 is
rolled remove the model. Psykers may reroll but the second roll is final. Titans will suffer head damage if the shields fail to
nullify the power and the Titan 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 Magi
Cloud of flies - Any enemy in close combat with the Magi has -1 CAF
NURGLE'S STENCH (4+) - any model that is not a follower of Nurgle (friend or foe) must make a saving throw (+1 modifier) or
die in retching vomiting agony
CORRUPTING GLARE (5+) - may attack D3 targets within LOS and 50cm, including buildings. Hit on 4+. -2 save
CORPULENT FLESH (4+) - Magi gains an unmodified 4+ save, can use it in close combat. Lasts until nullified.
Slaanesh Magi
Aura - any non-Slaanesh model (friend or foe) which starts the turn within 15cm of the Magi must roll a D6 before placing
orders. A roll of 1 means they may not move or shoot that turn and have CAF reduced -2
PROMISE OF SLAANESH (4+) - place a barrage template within LOS and 50cm. Each stand under the template must pass a
morale check or be destroyed. A roll of 1 fails. Models immune to morale are unaffected
TEMPTATION OF DAEMONS (5+) - place a barrage template within LOS and 50cm. Each model under the template must win
a close combat with these daemons or be destroyed. Roll 3D6 for their final combat score
LEWD ENCHANTMENTS (4+) - if a model wishes to shoot at the Magi they must pass a morale check or be
persuaded to shoot at another target. Roll of 1 fails. Models immune to morale are unaffected. Lasts until nullified
Chaos Army Cards and Composition
Greater Daemon Cards | Minion Cards | Chaos Space Marine Legions | Chaos Space Marine Minion Cards | Special
Cards
Greater Daemon Cards
Name Contents Victory Points Cost Source
Khorne
Bloodthirster one model 3 300
Primarch: Angron one model 3 300
Lord of Battles one model 5 500
Abominatus 1 Abominatus Chaos Imperator Titan 23 2250 CJ13
Tzeentch
Lord of Change one model 3 300
Primarch:
one model 3 300
Magnus the Red
Warp Palace of
one model 4 400 CJ16
Tzeentch
Nurgle
Great Unclean one model 3 300
One
Epic 2nd Edition Data Page 48
Primarch:
one model 3 300
Mortarion
Plague Tower one model 4 400 WD188
Slaanesh
Keeper of Secrets one model 3 300
Primarch:
one model 3 300
Fulgrim
Minion Cards
Break Victory
Name Contents Morale Cost Source
Point Points
Khorne
Fleshhounds pack 5 Fleshhounds 3 1 1 100
Bloodletters pack 5 Bloodletters 3 1 2 150
Juggernauts 5 Juggernaut stands 3 1 2 150
Cannon of Khorne 3 Cannon 2 3 2 200
Daemonic
Any 3 Daemon Engines of Khorne 2 1 3 300
Engines
Banelord 1 Banelord Chaos Titan - - 9 900
Tzeentch
Flamers pack 5 Flamers 3 1 1 100
Horrors pack 5 Pink Horrors 3 1 2 150
Disc Riders unit 5 Disc Riders 3 2 2 200
Doom Wing
3 Doom Wings 2 1 3 250
Squadron
Firelord 1 Firelord - 1 3 300
Silver Towers of
2 Towers 1 1 4 350
Tzeentch
Nurgle
Plaguebearers
5 Plaguebearers 3 1 2 150
pack
Beasts of Nurgle
5 Beasts of Nurgle 3 1 2 200
pack
Contagion
3 Contagion Plague Engines 2 1 2 200 WD188
Detachment
Slaanesh
Fiends pack 5 Fiends 3 1 1 50
Daemonettes pack 5 Daemonettes 3 1 2 150
Beast Riders unit 5 Beast Rider stands 3 2 2 150
Hell-Strider 3 Hell-Striders 2 1 2 150 WD 189
Hell-Scourge 3 Hell-Scourges 2 1 4 350 WD 189
Hell-Knight 3 Hell-Knights 2 1 4 400 WD 189
Subjugator
2 Subjugator Scout Titans - - 3 ea 450 WD 189
Squadron
Questor Squadron 2 Questor Scout Titans - - 3 ea 450 WD 189
General
Android Squad 4 Android stands 2 2 1 100
Dreadnought
4 Chaos Dreadnoughts 2 2 2 150
Squadron
Epic 2nd Edition Data Page 49
Cultists 10 Imperial Guard stands 5 4 2 200
Chaos Squat
Chaos Champion + 5 Chaos Squat stands 3 3 2 150
Warband
Beastman
Chaos Champion + 10 Beastmen stands 6 3 2 200
Warband
Minotaur
Chaos Champion + 10 Minotaurs 6 3 3 250
Warband
Troll Warband Chaos Champion + 10 Trolls 6 4 3 250
Warlord Titan 1 Warlord Titan - - 9 900
Reaver Titan 1 Reaver Titan - - 5 500
Warhound Titans 2 Warhound Titans 1 - 5 500
Vehicles
Rhino Squadron 3 Rhinos 2 2 1 50
Thunderhawk
1 Thunderhawk Gunship 1 2 1 50
Gunship
Razorback
3 Razorbacks 2 2 2 150 WD181
Squadron
Vindicator
3 Vindicators 2 2 2 150
Squadron
Whirlwind
3 Whirlwinds 2 2 2 150
Squadron
Predator Squadron 3 Predators 2 2 2 200
Land Raider
3 Land Raiders 2 2 2 200
Squadron
Land Speeder
5 Land Speeders 3 2 2 200
Squadron
Thunderbolt
3 Thunderbolt fighters 2 2 3 250 WD187
Squadron
Marauder
3 Marauder fighter-bombers 2 2 4 350 WD187
Squadron
Epic 2nd Edition Data Page 50
Gun Batteries
Rapier Battery 3 Rapier Laser Destroyers 2 2 1 50
Thudd Gun
3 Thudd Guns 2 2 1 100
Battery
Mole Mortar
3 Mole Mortars 2 2 1 100
Battery
Tarantula Support
5 Tarantulas 3 2 1 100
Unit
Scorpion Battery 5 Scorpion anti-aircraft guns 3 2 2 150 U
Genestealer 15 - +6 Claws - - - - I
Termagants 10 - +1 Fleshborers 25 1 5+ 0 H
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
Venom
Hive Tyrant 10 2+ +1 50 2 5+ -2 C 2 Yes Special
Cannon
VEHICLES
Biovore 10 4+ +1 Spore Mines 100 special 6BP -3 N Special
Bile Pods 75 3 BP . -2
Dactylis 15 2+ +4 N
Spore Cysts 15 2 6+ 0
Bio-Cannon 75 2 5+ -3
Exocrine 15 2+ +3 N Special
Spore Cysts 15 2 6+ 0
Haruspex 15 2+ +7 Acid Jets 25 2 5+ -2 R
Epic 2nd Edition Data Page 53
Frag Spines 25 2 BP . 0
Frag Spines 25 4 BP . 0 Holds 2
Malefactor 20 2+ +5 R
Spore Cysts 15 3 6+ 0 stands
specia Holds 1
Mycetic Spores 4+ - none
l model/stand
SUPER-HEAVY VEHICLES
Bio-Cannon 75 6 5+ -3
Dominatrix 10 2+ +10 C 4 Yes Special
Spore Cysts 15 12 6+ 0
Spore Cloud special 12 BP . 0 Flyer
Harridian 25 2+ ar +5 I 3
Bio-Cannon 50 4 5+ -3 Special Rules
Trygon 20 1+ +8 Bio-Shock D6x10 Template 3+ -2 H Special rules
Independent Creatures
Break Hive Victory
Name Contents Cost
Point Mind Points
Tyranid Brood 5 Tyranid stands 3 1 2 200
Harridian 1 Harridian - 1 2 150
Genestealer Brood 5 Genestealer stands 3 1 2 150
Lictor Brood 5 Lictors 3 1 2 200
Hierodule 1 Hierodule Bio-Titan - 1 5 450
Hierophant 1 Hierophant Bio-Titan - 1 7 650
Hierodule Brood 3 Hierodule Bio-Titans - 1 5 ea 900
Hierophant Brood 3 Hierophant Bio-Titans - 1 7 ea 1300
Instinctive Creatures
Break Hive Victory
Name Contents Cost
Point Mind Points
Instinct: Rampage
Carnifex Brood 3 Carnifexes 2 4 2 150
Malefactor Brood 3 Malefactors 2 4 2 150
Haruspex Brood 3 Haruspex 2 4 2 200
Instinct: Hunt
Trygon 1 Trygon - 4 1 100
Termagant Brood 10 Termagant stands 5 4 2 150
Hormagaunt Brood 5 Hormagaunt stands 3 4 1 100
Gargoyle Brood 5 Gargole stands 3 4 2 150
Instinct: Nest
Zoanthrope Brood 3 Zoanthropes 2 4 1 100
Exocrine Brood 3 Exocrines 2 4 3 250
Dactylis Brood 3 Dactylis 2 4 2 200
Biovore Brood 3 Biovores 2 4 2 200
Mycetic Spores
Epic 2nd Edition Data Page 54
Number of Spores Contents Cost
1 to 5 Spores 1-5 Mycetic Spores (One Brood) 50
10 Spores 10 Mycetic Spores (One Brood) 100
Warhound Titan
Move CAF Shields Weapon Locations Notes
Warhound Titans are very agile and they can make as many turns as they
2 Void
25 cm +8 2 like when they move. When they are on Charge Orders opponents have a -1
Shields
To Hit modifier for Warhound Titans can dodge incoming shots.
Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier
Reaver Titan
Move CAF Shields Weapon Locations Notes
20 cm +12 4 Void Shields 3
Warlord Titan
Move CAF Shields Weapon Locations Notes
15 cm +14 6 Void Shields 4
Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier
Epic 2nd Edition Data Page 56
Revenant Titan
Move CAF Shields Weapon Locations Notes
Revenant Titans are very agile and they can make as many turns as they
30 cm +7 Holo Field 3 like when they move. When it is on Charge Orders opponents have a -1 To
Hit modifier for a Revenant Titan can dodge incoming shots.
Holo Field Saving Throws Saving throws are On Charge Orders, the Revenant Titan’s jump jets allow it to leap over
Epic 2nd Edition Data Page 57
unaffected by the
Depends on orders
attacker’s save
First Fire: 4+ impassable or difficult terrain 15cm wide and 5cm high when it is moving.
modifiers.
Advance: 3+ The Revenant may not use its jump jets to land on impassable terrain.
Barrages ignore
Charge: 2+
holo fields.
Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier
Pulse Laser 75 cm 1 3+ -2 D3 hits or 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
Phantom Titan
Move CAF Shields Weapon Locations Notes
2+ Phantom Titans are very agile and they can make as
20 cm +12 Holo Field
2 wing weapons many turns as they like when they move.
Holo Field Saving Throws
Depends on orders
First Fire: 4+
Advance: 3+
Charge: 2+
Saving throws are unaffected by the attacker’s save modifiers. Barrages ignore holo fields.
Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier
Warlock Titan
Move CAF Shields Weapon Locations Notes
All close combat attack hits count as psychic attacks (kills daemons
instantly),
Doesn't have to choose its orders until initiative is determined and the
Holo 2+
20 cm +12 enemy's orders are revealed,
Field 2 wing weapons
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 It may use one of its powers once per turn in addition to shooting and close combat: Doom - on
Depends on orders any model within sight of 50 cm. All shots against that model will hit on a 3+. If that model is in
First Fire: 4+ CC its CAF is halved. Models with shields have a 4+ save against Doom. Psychic saves may be
Advance: 3+ made against Doom. This lasts until nullified. Witch Sight - all enemy firing at the Titan in this
Charge: 2+ combat phase suffer an extra -1 to hit modifier. In close combat, opposing Titans and vehicles use
Saving throws are one less dice. If the Titan is immobilized it can not use Witch Sight. Mind Shout - all enemy
unaffected by the models within 25 cm must immediately pass a morale check or go onto Fall Back orders. Rolls of
attacker’s save 1 fail automatically. Even models that are exempt from making morale checks must still test. All
modifiers. Barrages friendly units with models within 25 cm can immediately roll to rally from Fall Back
ignore holo fields.
Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier
Subjugator Titan
Move CAF Shields Weapon Locations Notes
Slaanesh Scout Titans are very agile and
they can make as many turns as they like
Glamour of Slaanesh
30 cm +5 4 when they move. When it is on Charge
(-1 to hit)
Orders, opponents have an additional -1 To
Hit modifier as it can dodge incoming fire.
Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier
Psi-Pulse 75 1 3+ -3 2 attack dice on First Fire
Lascannon 75 1 5+ -1
Bolters 15 4 6+ 0
Questor Titan
Weapon
Move CAF Shields Notes
Locations
Glamour of Slaanesh Scout Titans are very agile and they can make as many turns
30 cm +5 Slaanesh 4 as they like when they move. When it is on Charge Orders, opponents
(-1 to hit) have an additional -1 To Hit modifier as it can dodge incoming fire.
Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier
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
Lord of Battles
Move CAF Shields Weapon Locations Notes
Lord of Battle must always be given Advance or Charge Orders. It has a
saving throw of 3+ on a D6 against psychic attacks. If the Chaos player is
15 cm +10 none 4
winning, all Lords of Battle get +1 on their saving and To Hit rolls, and roll
an extra D6 in close combat.
Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier
Head Cannon 50 1 4+ -2
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
Great Gargant
Move CAF Shields Weapon Locations Notes
6 + 1D6
Charge: 11-15cm If given Charge orders, the Gargant must move
+15 Power 4 + centre
Advance: 10cm towards the nearest enemy
Fields
Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier
Epic 2nd Edition Data Page 64
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
Mekboy Gargant
Move CAF Shields Weapon Locations Notes
Charge: 20-30 cm Kustom Force If given Charge orders, the Gargant must move towards
+10 2
Advance: 20cm Field the nearest enemy
Kustom Force Field represents a special sustained power field. While the field is operational the Mekboy Gargant is
impervious to damage. At the start of each turn you may decide to shut down the kustom field. Once shut down it remains
so for the rest of the game. Roll a D6 in the end phase of each phase it is functional, on a roll of 10+ the field overheats and
causes damage. An additional D6 is added each turn (2 D6 in the second turn, 3 D6 in the third, and so on) to make this
check. If 10+ is rolled roll immediately for damage in the force field generator location on the hit location template, and
apply the results. Mekboy Gargants destroyed this way earn VP's to the opponent in the same turn the check was made.
Weapons that bypass shields will also penetrate this shield without affecting it. In case of a vortex missile the field is
inactive while it remains in the area of effect of the vortex blast. As other Ork shields this one also flickers on a roll of 6 on
a D6.
Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier
Hierodule
Move CAF Psychic Save Wounds Weapon Locations Notes
25cm +10 4+ 6 2 Regenerates
Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier
REAR
Leg Leg
4+ 4+
Leg Leg
4+ 4+
Leg Leg
4+ 4+
Epic 2nd Edition Data Page 67
Hieropant
Move CAF Psychic Save Wounds Weapon Locations Notes
Regenerates, may carry 5 infantry
25cm +14 3+ 8 3
stands
Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier