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Epic 2nd Edition Data Page 1

EPIC 2nd Edition Data:


for use with Space Marine / Titan Legions

Space Marine Special Rules


Allies - Space Marines can take any of the following armies as allies
 Imperial Guard
 Titan Legions
 Knights
 Tech-Guard
 Squats
 Eldar (if fighting against Orks or Chaos)
General Space Marine Unit-Specific Rules
Assault Marines
Jump packs - ignore movement modifiers for terrain
Assault Ship
Carries up to 20 stands or 10 non super-heavy vehicles.
Chaplain
 Command unit - standard rules apply
 Any Imperial troop stands within 10cm add +1 to their CAF
Commander
 Command unit - standard rules apply
 Any Imperial units within 10cm automatically pass any morale checks
Dreadnoughts (variation rule from Citadel Journal)
All four Dreadnoughts in the detachment must be armed with the same combination of 2 weapons chosen from the
following: assault cannon, multi-melta, missile launcher, power fist
Drop Pods
 This card replaces the Rhinos of 1 whole Space Marine company, but the break point of the company remains the
same. Assign a number to each pod, noting the contents of each assault pod - you cannot take drop pods without
actually putting troops in them. Also, you must note in which turn each pod will land before the game begins.
 If you are using drop pods with a company that has an irregular number of stands (e.g. Space Wolf Great
Companies, Terminator Companies), increase or decrease the number of assault pods to accommodate all stands.
 Drop pods land after orders are placed but before they are revealed. Place all the numbered markers for the pods
that are going to land that turn on a barrage template and hold it 30-40cm above the table. Then sharply flip the
template so the markers fall to the table. Place a closed pod where each marker lands, but keep the markers there
for reference.
 A pod is destroyed if it lands off the table, in terrain impassable to vehicles or on a Titan. Titans or buildings hit
by falling pods take one hit with a -3 save. If a pod lands on any other troops they are destroyed.
 Troops on first fire can shoot at the pods as they fall. They fire at the end of the orders phase after orders are
revealed. Intervening terrain is ignored and they cannot fire again this turn. Pods on the ground (open or closed)
can be attacked as normal
 At the end of each orders phase, test each pod to see if it opens. They open on a 3+. If it cannot open, test each
turn until it does. When it opens troops may disembark and weapons may fire
 ASSAULT POD - Carries two stands. When they open, the troops inside disembark and have advance
orders and can move normally in the movement phase. Detachments must remain in coherency between
stands that are out of pods and those whose pods are still closed. A detachment must remain on advance
orders until all of its stands are free to move.
 SUPPORT POD - Contains a plasma cannon which fires during the first fire phase
 DEATHWIND POD - As soon as it opens it launches it bombs at the end of the orders phase. Any troop
stands or vehicles within 10cm of the pod are hit on 4+. Titans roll 3 dice and are hit for each 4+ rolled.
The Deathwinds are one shot weapons only and have no further effect once fired
Flamer Marines by Clark Chang
 Flamers - ignore to hit modifiers for cover
 You can decide whether to use these as a support card (250pts), or as a special card that allows you to replace a
tactical detachment with a flamer detachment (free)
Grey Knights
 NOTE: Grey Knights can only be taken if fighting against Chaos
 Can be deployed as normal at the start of the game or can be teleported down during any subsequent movement
phase. To teleport, select the destination and roll the scatter dice - on an arrow, place the landing point
2D6cmaway from the intended landing point. Place the first stand on the point and the other three stands within
6cm of the first.
 Not affected by morale rolls due to daemons and suffer no penalties for shooting at them or being in close combat.
 Their close combat and ranged attacks count as psychic attacks
Epic 2nd Edition Data Page 2
Marine Company HQ Units
 Command units - standard rules apply
 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)
Epic 2nd Edition Data Page 3
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
The Terminators automatically pass any morale checks that Tyranids may cause them to make. If the detachment is broken
they must make a morale check as normal
Tarantula
 Fires twice - once during first fire, once during advance
 Move or shoot - can be on charge (move up to 10cm, but not shoot) or first fire (not move, but shoot)
Tech-Marine
 Command unit - standard rules apply
 Any vehicles within 10cm (including super-heavies but not troop stands or cavalry) have an unmodified 5+ save if
destroyed. Tech-Marines can save from the effects of Vortex, Warp Hunter and Plague Wind templates.
Techmarines can also save vehicles destroyed in close combat
Thunderbolt Fighters
Do not combine barrages
Thunderhawk Gunship
 Can carry a detachment of up to 6 stands. If the detachment consists of more than 6 stands, the stands can be split
between 2 Thunderhawks but they must be in formation.
 Vehicles or bikes cannot be carried and any accompanying transports are lost, this does not affect the break point.
Detachment must be placed in the Thunderhawk at the start of the game. Thunderhawks are not part of the units
they transport and can act independently. Standard rules for transport vehicles apply.
 Thunderhawks can start the game off the table and can move on from your edge during any of your movement
phases by placing all Thunderhawks that are entering the game that turn on your table edge and immediately give
it a charge or advance order. While in the air they can not be given first fire orders.
 Once it has moved it may choose to remain airborne or land. It may take off in subsequent turns but it cannot land
and take off in the same turn. Troops with jump packs may not disembark from a flying Thunderhawk.
 While in the air it can only be shot at by units on first fire. Thunderhawks fly at medium level where terrain is no
barrier to shooting from or at a flying Thunderhawk.
Titans
All Titans are single units exempt from chain of command and do not test morale. Warhounds fight separately. See Titans
section for details (when it's built, that is...)
Vindicator Heavy Support Tank
Thunderer cannon - ignores to hit modifiers for cover
Attack Save
TROOP TYPE Move Save CAF Weapons Range To Hit Notes
Dice Modify
INFANTRY

Space Marines
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

Space Wolf Special Rules


Space Wolf armies can use any of the specific Space Wolf cards, but they cannot take any of the following general Space Marine
cards: Veteran, Battle, Tactical, Assault, Devastator, Scout, Land Speeder, Bike, Librarian
The only limit to the size of a Space Wolf army is that you can have no more than 12 Great Companies. The standard rules of 5
support and 1 special card per company still applies
Space Wolf Army Cards
Name Contents BP M VP Cost Source
Epic 2nd Edition Data Page 5
Company Cards
2 det (10 Grey Hunter stands, 5 Rhinos) HQ Unit (4 Wolf Guard
Great Company 18 2 8 800
stands, 2 Rhinos)
2 det (10 Grey Hunter stands, 5 Rhinos) HQ Unit (4 Wolf Guard
Great Company 18 2 9 900
Terminator stands, 2 Land Raiders)

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

Ultramarine Special Rules


Can field an Ultramarine army within the following limits
Company Field as 1 Company Card or... up to 3 Support Cards which may be
1 Veteran or Terminator company Veteran or Terminator detachments
2 Battle company Battle companies are never broken up
3 Battle company Battle companies are never broken up
4 Battle company Battle companies are never broken up
5 Battle company Battle companies are never broken up
6 Tactical company Tactical detachments or Bike squads
7 Tactical company Tactical detachments or Land Speeder squads
8 Assault company Assault detachments
9 Devastator company Devastator detachments
10 Scout company Scout detachments
Companies which are broken up have their HQ behind the lines and are not in the game. You can not exceed the number of
detachments shown above, but other units (e.g. Land Raider companies, artillery, etc) can be taken.
Special Characters
by Doug Veal
These characters are special cards which can be taken for Ultramarine companies only. Your opponent receives victory points for
killing the characters only - they get nothing for destroying any accompanying Rhinos. They are all command units and the
standard rules apply (do not need to test morale, do not need orders)
Epic 2nd Edition Data Page 7
Name Contents VP Cost
Marneus Calgar, Lord of Macragge Marneus stand + Rhino 2 150
Chief Librarian Tigrius Tigrius stand + Rhino 2 150
Chaplain Cassius Cassius stand + Rhino 2 150
Ancient Helveticus Helveticus stand 1 100
Marenus Calgar, Lord of Macragge
 As long as he is alive, you may add +1 to initiative rolls
 Ancient Gauntlets of Ultramar - enemies engaged in close combat with Marenus never get bonuses for ganging up
Chief Librarian Tigrius
 PURGE PSYKER - use against any enemy psyker within 50cm. Roll 2D6 for Tigrius, enemy rolls 1D6. If Tigrius is
higher, the enemy is destroyed. If the enemy's score is more than twice that of Tigrius, Tigrius is killed
 MIND BLAST - range 25cm. Model is hit on a 4+ with no save. Targets with shields have the usual protection. Cannot
be used against robots or daemons. Hits on Titans are worked out by rolling on the head damage table.
 DESTROY DAEMON - range 25cm. Tigrius rolls 2D6. The enemy rolls 1D6 (daemon stand, Chaos android), 2D6
(Wraithguard, Eldar Dreadnought) or 3D6 (Greater daemon, Avatar). If Tigrius is higher, the daemon is killed. If the
daemon's score is more than twice that of Tigrius, he is killed
 HELLFIRE - Choose a target within line of sight and roll 5D6. This gives the range in cm. If the target is within range
it is automatically hit. If the target has multiple wounds it takes D6 hits. No armour save is allowed
Chaplain Cassius
 Any Imperial troop stand within 15cm may add +1 to their CAF
 Any Imperial units with members within 15cm are immune to morale checks caused by Tyranids
Ancient Helveticus
 Chapter Banner - any Ultramarine troop stands within 15cm automatically pass any morale checks
 When Helveticus charges an enemy unit it must make a morale check (unless the unit is
immune to morale).
Attack Save
TROOP TYPE Move Save CAF Weapons Range To Hit
Dice Modify
Marneus Calgar, Lord of Macragge 10 5+ f +8 Storm Bolter 25 2 4+ -1
Chief Librarian Tigurius 10 5+ f +6 Bolt Pistol 15 1 4+ -1
Chaplain Cassius 10 5+ f +6 Bolt Pistol 15 2 4+ 0
Ancient Helveticus 10 - +4 Bolt Pistol 25 1 5+ -

Dark Angels Special Rules


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

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

Blood Angels Special Rules


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

Legion of the Damned Special Rules


The Legion of the Damned can be taken by any Imperial Space Marine army. The following cards are Special cards.
Break Victory
Name Contents Morale Cost Source
Point Points
Legion of the Damned Detachment 6 Legion of the Damned stands 4 - 4 350 CJ
Sergeant Centarius Centarius stand - - 2 150 U
Legion of the Damned
 Are kept off the table until a Space Marine unit breaks in the turn that the unit breaks (the unit is ignored if it is
totally wiped out in that same turn).
 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
Epic 2nd Edition Data Page 10
 Can only be taken if the Legion of the Damned card is taken. If so, then they count as one special card and he is
considered part of the legion and appear when they appear
 Command unit - standard rules apply
 Skull - during the psychic phase he may pick any troop stand anywhere within 20cm and rolls 1D6. The stand is
destroyed on a 5+ (can only save if it has a psychic save). If the unit is destroyed you can place a previously
destroyed Legion stand within coherency distance (you cannot exceed the original number of stands)
 If Centarius charges an enemy unit that unit must make a morale check (unless
immune to morale)
Attack Save
TROOP TYPE Move Save CAF Weapons Range To Hit
Dice Modify
Legion Stand 10 - +4 Bolters 50 1 5+ 0
Sergeant Centarius 10 5+ f +6 Bolt Pistol 15 1 4+ -1

Space Marine Army Cards and Composition


Company Cards | Support Cards | Special Cards
Company Cards
Break Victory
Company Contents Morale Cost Source
Point Points
 3 det (6 Tactical stands, 3
Tactical Rhinos) 15 2 8 750
 HQ (Command stand, Rhino)
 3 det (6 Assault stands, 3 Rhinos)
Assault 15 2 8 750
 HQ (Command stand, Rhino)
 3 det (6 Devastator stands, 3
Devastator Rhinos) 15 2 10 1000
 HQ (Command stand, Rhino)
 1 det (6 Tactical stands, 3
Rhinos)
 1 det (6 Assault stands, 3 Rhinos)
Battle 15 2 9 850
 1 det (6 Devastator stands, 3
Rhinos)
 HQ (Command stand, Rhino)
 3 det (6 Scout stands)
Scout 10 3 5 450
 HQ (Command stand, Rhino)
 3 det (6 Veteran stands, 3
Veteran Rhinos) 15 1 9 850
 HQ (Command stand, Rhino)
 3 det (6 Terminator stands, 3
Land Raiders)
Terminator 10 1 9 900
 HQ (Terminator command stand
+ Land Raider)
 3 det (3 Land Raiders)
Land Raider 5 2 6 600
 HQ Land Raider

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

Imperial Guard Special Rules


Allies - Imperial Guard can take any of the following armies as allies
 Space Marines
 Titan Legions
 Knights
 Tech-Guard
 Squats
 Eldar (if fighting against Orks or Chaos)

Imperial Guard Unit-Specific Rules


Adeptus Psyker
 Command unit - standard rules apply. Can also give orders like Commissars
 May use the following powers:
 EMBOLDEN- each Imperial unit within 15cm (including the psyker) is immune to morale checks and
may add +1 to CAF. Lasts until start of next orders phase.
 TELEPATHIC LINK - until the start of the next combat phase the psyker spots for friendly barrages.
Any indirect barrages aimed at a point visible to the psyker are treated as direct.
 RIGHTEOUS FIRE - make an immediate ranged attack. Range 50cm. 1 attack dice. Hits on 4+. -2 save.
This counts as a psychic attack but normal rules for LOS apply
Al'rahem and the Desert Tigers by Doug Veal
CAPTAIN AL'RAHEM
 Company HQ Command stand - standard Imperial Guard rules apply
 Claw of the Desert Tigers - any unit he charges must make a morale test, unless immune to morale
DESERT TIGERS
 Still subject to normal Imperial Guard command rules
 Raid - before the game begins, all Tigers (including Al'rahem) may move once at up to charge rate. They may not
move closer than 5cm to any enemy models. If both sides have troops like this, roll to see who goes first. Any
support or special cards the Tigers take are not subject to these rules, except for the Commissar
Artillery Company
Consists of 3 artillery batteries - Bombard or Basilisk batteries (or 2 of one, 1 of the other)
Assault Troops
Jump packs - ignore movement penalties from terrain
Basilisk Self-Propelled Artillery Gun
Can fire 2 barrages per turn, both are fired in the same combat segment one after the other. Both shots can be at the same
target or at a different target
Bombard Mobile Siege Mortar
has a minimum range of 50cm
Capitol Imperialis Super-Heavy Mobile Fortress
 Can not double its speed on charge orders (10cm max)
 Has 1+ saving throw all round, has 6 void shields
 Behemoth cannon - place up to 4 barrage templates in a row, the row can be in any shape, provided each
successive marker touches the previous one. They cannot overlap. Any target under the template gets 4BP (-1
save)
 Can carry up to 2 whole Imperial Guard companies, they can be infantry with their vehicles, or tanks. Infantry can
be deployed on the roof and count as being in cover like in a building
Captain Chenkov of Valhalla by Doug Veal
 Command stand - standard Imperial Guard rules apply
 Rerolls - at the start of the game roll a D6 - this is the number of rerolls you can make for failed Imperial Guard
Break tests. Whenever an Imperial company card is broken you gain an additional reroll
Catachan Devils
When in a forest or jungle, Catachan Devils may roll an extra D6 in close combat
Chimera, Chimedon, Chimerax, Chimerro Squadrons
 These are added to an infantry detachment as transport and then becomes part of that detachment and has the same
morale, orders and command restrictions as that unit.
 Chimeras and variants can carry 2 troop stands
Colonel
 Acts like a Company HQ - can give orders to any IG troops that are within 25cm of the Colonel.
 You may change one order counter within 25cm after all orders have been revealed.
Epic 2nd Edition Data Page 13
 The units under the Colonel's command must take a morale check if the Colonel is killed.
 The Colonel's unit will only break if the Colonel is killed.
 Only the Colonel is immune to morale and a command unit, his Personal Guard and transports are not - the
Chimeras and Personal Guard must be given orders as normal.
Commissars
 Get a free Commissar for each company card purchased
 Command units - standard rules apply.
 Commissars can join any one unit at a time within coherency (6cm) and that unit can then be given orders as
normal even if it is outside the chain of command. The Commissar's Rhino can only give orders if the Commissar
is inside it.
 The Rhino is removed if the Commissar is killed.
Commissar Yarrick
 Follows all rules for Commissars
 Any Imperial Guard units that can see Yarrick automatically pass any morale rolls
 Any Ork units attacked by Yarrick in close combat must make a morale test
Confessor
A command unit until he joins an infantry detachment and leads it, after which he stays with that unit for the rest of the
game. Add +1 to the Break Point and Victory Points for that unit. The unit goes into such a frenzy that it is immune to
morale and gets +1 to CAF. He may not give orders to the unit, but if the unit is not given orders their frenzy sends them
onto Charge orders and will charge towards the nearest enemy.
Deathstrike Tactical Missle Launcher
 Can fire only if on first fire orders. If you do this you can fire any, all or none of the missiles. Each missile can
only be fired once.
 When the missile is fired it goes into a high arc and returns to ground level D6 x 10cm directly in front of the
launcher. The missile will fly over non-preferred targets and any terrain. If it descends onto a preferred target you
can explode the missile immediately and work out damage as normal.
 Otherwise the missile travels D6 x 10cm during each subsequent first fire phase. If a 6 is rolled the missile has
malfunctioned, move the missile D6 x 10cm and then explode it. Otherwise, move the missile the full movement,
it can make any turns during its movement. The missile can be detonated at any point in its movement.
 Missiles in flight can be shot at only at a range on up to 25cm by troops on first fire.
 A Deathstrike unit of 3 can be armed with any combination of the following missiles
 BARRAGE MISSILE - position a barrage template where the missile exploded, then place D6 extra
templates so that they touch at least one other. Targets under the barrage are struck for 8BP, -2 save
 HARPOON MISSILE - automatically hits any target in its path. If it is a stand or vehicle, they must pass
a -2 save or be destroyed. If it hits a Titan with operational shields, it loses one shield. If it 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 orders
Hellhound Firethrower
Uses the teardrop template. Aim it anywhere within the 180 arc. All targets under it are hit on 5+, ignoring modifiers for
cover. If it hits a Titan, it hits one area (if it gets through any shields)
Human Bombs by Alan Brain
May detonate at any time. If killed they will also detonate Replace the stand with a barrage template - 5 BP, -2 save
Epic 2nd Edition Data Page 14
Hydra Anti-Aircraft Gun
Can not shoot at ground level, except for at Titans and troops in buildings
Inquisitor
 Command unit - standard rules apply
 Does not suffer penalties for close combat against daemons
 Any Imperial unit within 25cm automatically passes any morale tests
Kreuger's Heroes
 Do not have to be within 25cm of a Company HQ to receive orders, can always give orders as normal.
 Any enemy units within 15cm of any tank in Kreuger's squadron suffer a -1 penalty to morale.
Land Speeders
Skimmers and can make pop-up attacks.
Leviathan Super-Heavy Command Centre
 Command unit - does not need orders or morale checks. Due to its size, rules restricting shooting at command
units do not apply
 Can not double its speed on charge orders (10cm max)
 Has 1+ saving throw all round, has 4 void shields
 Doomsday Cannon - fires towards the front as normal, fires at D6+3 BP (-3 save)
 All other weapons can fire all round
 Can carry a complete infantry company, including company HQ and all transports. These troops are not obliged to
stay close to the Leviathan but can fight as normal
 Used as a Regimental HQ, giving orders to the Company HQs on the battlefield. If the Leviathan is destroyed, the
entire chain of command is broken for the following turn only, after which a Leviathan behind the lines takes over.
If you have more than one Leviathan on the table, the chain is broken only after losing your last Leviathan.
Manticore Rocket Launcher
 Battery can fire at one target as normal or can fire as many templates as there are Manticores in the battery, each
template must touch at least one other in that battery. Each template has 6BPs.
 Either way, the Manticores must spend their next turn reloading, it can still move the turn that it reloads, but it
cannot fire
Marauder Fighter-Bombers
Do not combine barrages
Mole Mortar
 Underground barrage - work out damage as normal. If the target is a super-heavy or a Titan and it survives, roll
another D6 - it is trapped in the crater on a 6. A trapped super-heavy or Titan cannot move while trapped but it can
fire. It can attempt to climb out if on charge and then rolling a 3+, if freed it does not move that turn
 They can be moved like infantry, and can set up and fire from within a building.
Penal Units by Alan Brain
 If a Penitent unit fails its morale check and is within command control, the Commander, Inquisitor or Commissar
will detonate the collars of the stand closest to the friendly table edge - remove the stand and test again. Continue
until test is passed or there are no stands left in the unit.
 Frenzon - on charge orders, reroll any 1 or 2 rolls in close combat
Ratling Snipers
 Each stand acts completely independently and coherency is ignored here. They are not given orders and can move
up to 10cm on charge and always shoot on first fire, but they cannot move and shoot in the same turn. If they are
within cover they cannot be seen at a range of over 25cm.
 VPs are awarded only when all 4 stands are destroyed - if using more than 1 platoon, VPs are awarded for every 4
stands killed.
Rhinos
May carry 2 troop stands
Robots
 do not need orders or morale checks.
 Before the game assign orders to each detachment. Write down the following situations in this order:
5. If there are enemy within charge reach
6. If there are enemy within weapon range
7. If there are enemy within sight
8. In any other situation
 For each of these situations choose a command from the following:
 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
Epic 2nd Edition Data Page 15
 In each orders phase go through the list in order until a situation applies to at least one robot in the unit. Then
implement the relevant order
Rocket Company
Consists of 3 rocket batteries - Whirlwind or Manticore batteries (or 2 of one, 1 of the other)
Shadow Sword Super-Heavy Tank
Volcano cannon - +3 damage (on Titan tables)
Storm Blade Super-Heavy Tank
 Plasma blastgun - can store up to 2 attack dice and starts the game fully charged. When fired, all dice are used and
can replenish 1 dice at the end of each turn (2 if on first fire). The plasma reactor will detonate if the Stormblade is
destroyed, hitting everything within D6cm on a 4+ (no save modifier)
 Hunter-Killer missiles - all fired at once - single use only
 Helion missile - +2 damage - single use only
Storm Hammer Super-Heavy Tank
Side armour same as front, rear is -1 (2+). Weapons fire all round
Tarantula
 Fires twice - once during first fire, once during advance
 Move or shoot - can be on charge (move up to 10cm, but not shoot) or first fire (not move, but shoot)
Thunderbolt Fighters
Do not combine barrages
Titans
All Titans are single units exempt from chain of command and do not test morale. Warhounds fight separately.
Tunnellers (Hellbores, Moles, Termites)
 Are assumed underground at start of game, keep transporters on the table
 May attempt to resurface at any time during its side's movement. Roll a D6 - on a 1 it has struck a rocky
obstruction and cannot emerge that turn. On 2+ it emerges and moves no further that turn. If the transporter can
see the tuneller's intended point of emergence scatter the point D6 x 5cm if an arrow is rolled. If the transporter
cannot see it or is destroyed scatter the point D6 x 10cm for an arrow.
 Troops may not disembark the turn the tunneller emerges but can do so in subsequent turns.
 Cannot double their movement on charge orders - maximum movement is 15cm
 Underground they move like normal vehicles, nothing can stop a tunneller underground. Above ground they must
move in a straight line and can be turned up to 45 at the end of its movement. Marshes and water are impassable
overland, but can move through other terrain without movement penalty.
 Tunellers can emerge under buildings or can plough through then overland. Pass a saving throw for the building or
the building collapses killing all occupants. If the building collapses the tunneller is crushed by the falling rubble
on:
 Hellbore (6)
 Mole (5+)
 Termite (4+)
 Hellbores only - Company HQ - standard Imperial Guard rules apply. Rules for shooting at a command unit do not
apply
 Moles & Termites - if the tuneller is in command control and the platoon is within 25cm of the tuneller it can get
orders.
 Termite Units - Termites use the same tunnel and branch out at the surface. Determine emerging point as usual and
place the first Termite there and place the other 2 Termites within 6cm of the first
 Capacity
 Hellbore: 30 stands
 Mole: 10 stands
 Termite: 2 stands
Mole and Hellbore Companies
Can only have Moles and Termites as support units
Vindicator Heavy Support Tank
Ignores to hit modifiers for cover with its thunderer cannon
Save
Attack To
TROOP TYPE MOVE SAVE CAF WEAPONS RANGE Modi NOTES
Dice Hit
fy
INFANTRY
Troops
Tactical 10 - 0 Lasguns 50 1 5+ 0 .
Assault 15 - +1 Pistols/Swords 25 1 5+ 0 Jump Packs
Heavy 10 - 0 Heavy Weapons 75 2 5+ -1 .
Personal Guard 10 - +2 Lasguns 50 1 5+ 0 .
Catachan Devils 10 - 0 Lasguns 50 1 5+ 0 +1D6 CAF in
Hive Gang 10 - 0 Shotguns 25 1 5+ 0 jungle
Penitent 10 - 0 Lasguns 50 1 5+ 0 +1D6 CAF in/at
Human Bomb 10 - 0 Bomb Harness 0 5 BP . -2 buildings
Epic 2nd Edition Data Page 16
Special Rules
10
Beastmen - +3 Swords/Clubs - 0 0 0 Special Rules
10
Ratling Snipers - -1 Sniper Rifle 50 1 5+ 0 .
10
Grey Knights 6+ f +6 Various 35 2 4+ -1 Special Rules
Special Rules
Special Rules
Command Units 10 - +2 Pistols/Swords 25 2 5+ 0
Company HQ 10 - +4 Pistols/Swords 25 2 5+ 0
Commissar 10 - +4 Pistols 25 1 5+ 0
Confessor 10 - +2 Bolt Pistols 25 1 5+ 0
Adeptus Psyker 10 4+ f +6 Various 35 2 4+ -1
Inquisitor 10 - +4 Pistols 25 2 4+ 0
Colonel 10 3+ +8 Storm Bolter 25 2 4+ 0
Yarrick Al'Rahem Chenkov 10 5+ f +4 Bolt Pistols 25 1 5+ 0
10 5+ f +4 Bolt Pistols 25 1 5+ 0
Gun Batteries
Mole Mortar 5 - -3 Mole Mortar 150 1 BP . 0 Barrage
Rapier 5 - -3 Laser Destroyer 50 1 4+ -1
Tarantula 10 oc - -3 Lascannons 75 1 5+ -2 Fires twice
Thudd Gun 5 - -3 Thudd Gun 75 2 BP . 0 Barrage

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


Carries 2 troop
Chimera 20 3+ +1 Multi-Laser 25 1 4+ 0
stands
Carries 2 troop
Chimerax 20 3+ +1 Autocannon 50 2 5+ 0
stands
Carries 2 troop
Chimedon 20 3+ +1 Battlecannon 50 1 4+ -2
stands
Multi-laser 25 1 4+ 0 Carries 2 troop
Chimerro 20 3+ +1
Hunter missile 50 1 5+ -2 stands
Deathstrike 15 6+ 0 Special Rules
Carries 5 troop
Bolters 15 4 6+ 0
Gorgon 10 1+ +4 stands
Mine Thrower 14 1 4+ -3
2 saves on front
Hellhound 15 3+ 0 Fire Thower Large Teardrop 5+ 0 Ignore cover
Snap fire.
Hydra 15 5+ 0 Autocannon 100 4 5+ -1
Restricted fire
Land Speeder 30 - +3 Multimelta 25 1 3+ -2 skimmer
Battlecannon 75 1 5+ -2
Leman Russ Tank 20 3+ +2 Lascannon 75 1 5+ -1
Bolters 15 1 6+ 0
Manticore 15 5+ 0 Rockets 200 6 BP 0 Barrage options.
Epic 2nd Edition Data Page 17
Reload
Flyer
Battlecannon 50 1 4+ -2
Marauder Fighter-Bomber 20-60 3+ +1 Lascannon 50 1 5+ -1
Do not combine
Missiles 50 4BP . -2
barrages
Tunneler. Holds
Mole 15 max 3+ +3 None
10 stands
Autocannon 75 1 5+ -1
Predator 25 3+ 0
Lascannon 75 2 5+ -1
Rhino 25 4+ 0 Bolters 15 1 6+ 0 carries 2 stands
Tunneler. Holds
Termite 15 max 4+ +1 None
2 stands
Flyer
Autocannon 25 3 5+ -1
Thunderbolt Fighter 30-60 4+ +2 Do not combine
Rockets 25 4BP . -1
barrages
Vindicator 20 2+ +2 Thunderer 50 1 4+ -3 Ignores cover
Whirlwind 20 4+ 0 Multi-Launcher 150 2 BP 0 Barrage

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

Imperial Guard Army Cards and Composition


Company Cards | Support Cards | Special Cards
Company Cards
Break Victory
Company Contents Morale Cost Source
Point Points
Infantry Companies
 3 det (10 Tactical stands)
Tactical 17 4 6 600
 CHQ (2 HQ stands, Rhino)
 3 det (10 Tactical stands)
Catachan Devils 17 4 6 600 WD 198
 CHQ (2 HQ stands, Rhino)
 3 det (5 Assault stands)
Assault 9 4 4 350
 CHQ (2 HQ stands, Rhino)
Desert Tigers  3 det (5 Assault stands) 12 4 5 450 U
Epic 2nd Edition Data Page 18
 CHQ (Al'rahem stand, Rhino)
 3 det (5 Assault stands)
Heavy 9 4 6 600
 CHQ (2 HQ stands, Rhino)
 3 det (10 Beastmen stands)
Beastman 17 4 6 600
 CHQ (2 HQ stands, Rhino)
Hive Gang  4 det (6 hive gang stands) 12 5 3 400 U
 3 det (9 Penitient stands, 1 IG
Penal Legion section HQ) 15 3 4 700 U
 CHQ (2 HQ stands, Rhino)
Mobilized Infantry Companies
 3 det (5 Tactical stands, Gorgon)
Gorgon 11 4 5 500
 CHQ (2 HQ stands, Gorgon)
 3 det (10 Tactical stands, Mole)
Mole 18 4 10 1000
 CHQ (2 HQ stands, Termite)
 3 det (10 Tactical stands)
Hellbore 16 4 10 1000
 CHQ (Hellbore)
Cavalry Companies
 3 det (5 Bike stands)
Bike 8 4 3 300
 CHQ (1 Bike stand)
 3 det (10 Rough Rider stands)
Rough Rider 17 4 6 600
 CHQ (2 HQ stands, Rhino)
Vehicle Companies
 3 det (3 Vindicators)
Vindicator 5 4 5 450
 CHQ (Vindicator)
 3 det (3 Leman Russ tanks)
Leman Russ 5 4 6 600
 CHQ (Leman Russ tank)
 3 det (3 Predators)
Predator 5 4 6 600
 CHQ (Predator)
 3 Artillery Batteries (Basilisk
Artillery and/or Bombard) 6 4 6 600
 CHQ (2 HQ stands, Rhino)
 3 Rocket Batteries (Whirlwind
Rocket and/or Vindicator) 6 4 6 550
 CHQ (2 HQ stands, Rhino)
Baneblade  3 Baneblades (tank 1 is CHQ) 2 4 5 500
 3 Shadow Swords (tank 1 is
Shadow Sword 2 4 5 500
CHQ)
Storm Hammer  3 Stormhammers (tank 1 is CHQ) 2 4 5 500
Stormblade  3 Stormblades (tank 1 is CHQ) 2 4 7 650

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

Titan Legion Special Rules

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

Eldar Special Rules


Allies - Eldar will only take allies if fighting Orks, Chaos, and Tyranids. They may pick from the following.
 Imperial Guard
 Titan Legions
 Knights
 Tech-Guard
 Space Marines
 Squats
Eldar Unit-Specific Rules
Aspect Warriors
 DIRE AVENGERS - can roll for an extra hit for each model or troop stand destroyed when they fire
 STRIKING SCORPION - Mandiblasters - roll an extra D6 in close combat against troop stands. Roll one less
against Titans and vehicles
 SWOOPING HAWKS - wings are like jump packs, hence they ignore terrain when moving
 HOWLING BANSHEES - Psychic Scream - when they charge into close combat, roll for each opponent engaged
during the combat phase before rolling for close combat. On a 5+ the Howling Banshees win regardless of CAF.
Opponents with an armour save are immune to the Psychic Scream
Avatar
 Not given orders. Immune to morale.
 Automatically moves 15cm towards the nearest enemy. If this distance is sufficient to reach the enemy it will fight
it in close combat, if not it will cast its spear at any enemy model within 15cm in any direction during first fire -
the spear always returns to the Avatar.
 Any enemy (except daemons) shooting at or in close combat with the Avatar suffer a -1 modifier. Any unit the
Avatar attacks in close combat must make a morale check.
 The Avatar's saving throw of 2+ is not modified by anything (even if the weapon used destroys its target with no
saving throws allowed), including the Wrecker. The Avatar is not a Greater Daemon in Epic terms.
Deathstalker Prism Cannon
Can fire at another Deathstalker to boost its power. Roll to hit as usual. There is no limit to the number of cannons used in
this way. You can immediately fire once a hit has been transferred (even during first fire and the cannon is on advance).
When it hits an enemy it causes 1 hit plus all the hits transferred to it, and must save against each hit. Hits cannot be retained
in cannons for future turns. Once it has fired a single cannon may not fire again that turn
Doomweaver
 Fires 3 web templates at once. Take one template and place it over the intended target (you must see the target or
can fire indirectly if on first fire). The template scatters 2D6cm whether or not it was fired indirectly. Place the
template number-side up in the location indicated. The other two templates are placed joining the original template
on a random edge - if you roll the same edge twice the template is wasted.
 Any target under a Doomweaver template is automatically destroyed if it does not roll 4+ on a D6 - if it does roll
4+ move the model to the closest outer edge of the web. Titans and any target with a saving throw of 1+ is
automatically moved to the outer edge of the web - if the target is immobilised it is destroyed. Immobilised does
not include being on first fire, although moving a model on first fire will not be able to shoot until advance fire (if
it hasn't fired already). Infantry in buildings roll for 4+ as normal. Immobilised Titans are automatically destroyed
(ignore shields). Roll to see if the template passes through the Ordinatus dispersion field - if it does, remove the
template.
 Until the template is removed, the web counts as impassable terrain to all units. Templates on buildings remain in
play for the rest of the game. In the end phase, turn over any templates fired that turn. Remove these templates in
the following end phase. Any model forced to move into the template is destroyed.
Dreadnought
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
Epic 2nd Edition Data Page 24
 Do not test for morale if fighting Chaos.
 If you lose in close combat you can reroll your dice.
Nightwing
 Due to its speed all firing against it suffers a -1 modifier
 In close combat against skimmers or flyers, CAF = +4 Can attack other flyers at high level
Revenant Scout Titan
 Revenant Titans fight as individual units.
 The Revenant is fast and extremely agile, unlike other Titans it can turn as many times as it wants while moving.
 When a Revenant is on charge orders, opponents have a -1 to hit modifier because it can dodge incoming fire.
 Jump Jets - As long as it has charge orders, the Titan's jump jets allow it to leap over impossible or difficult terrain
up to 15cm wide and 5 cm high when it is moving. This means that on charge the Revenant on charge can make
up to 4 jumps, each jump as the above maximum of 15cm across. If it wishes to jump higher than 5cm, each
additional 1cm height reduces the horizontal jump distance by 2cm.The Revenant may not use its jump jets to land
on top of impassable terrain.
Scouts
 Infiltration - before the game begins the Scouts can be moved at up to charge rate towards the enemy, but they
may not move any closer to enemy than 5cm. If both sides have troops that can do this, roll to see who goes first.
 Cameleoline - Scouts cannot be seen at ranges of over 25cm. Barrages can be fired directly at Scouts only if they
are within 25cm, or indirectly if a spotter is within 25cm of the Scouts
Vibro-Cannon
 When fire draw an imaginary line from the cannon to the target (one cannon in the battery can spot for the whole
battery). Any building along this line is destroyed if it fails its basic saving throw. Any troop stands or vehicles
along this line is hit on 6+. The actual target is hit on a 5+.
 Titans which are hit suffer damage to the lowest leg area (Titan shields and fields are ignored). If the Titan has
fallen over determine the effect randomly.
 If the beams of more than one cannon from the same battery cross a building or model the target is hit
automatically with a save modifier of -1 for each cannon.
Warlock
 Command unit - standard rules apply.
 Remove the accompanying Falcon if the Warlock is killed.
 All Eldar within 10cm of the Warlock can be given orders after all orders are revealed.
 Can use the following powers every turn
 MIND BLAST - use on any target within 25cm. It is hit on a 4+ If hit it is destroyed without a saving
throw. If the target is a Titan roll on the head damage table
 PSYCHIC LOCK - target within LOS and 75cm. Target is pinned on a 4+ and will be unable to move or
fire, but Titans can repair damage and raise void shields as normal. Affected target is exempt from
formation rules. If attacked in close combat do not roll, just use CAF as score. Lasts until the pinned
model can roll a 4+ in the end phase. Also, the Warlock may do nothing else if it wishes to maintain the
lock after the turn's end (moving, psychics, etc). If a flyer with a minimum move is locked it simply
moves in a straight line at minuimum speed.
 ELDRITCH STORM - range 50cm. Place barrage template within range. Any model under the template
will be flung to a random edge of it. Scattered models may do nothing for the remainder of the turn.
Storm blocks LOS and nobody can see, move or shoot through it but barrages can still be fired indirectly
over the storm if a third party can see the target. Stays in place until the end of the turn. If a model with a
psychic save is hit by the storm and it passes its save it is unaffected by the storm. Titans with void
shields can disperse a storm cast on it on a 4+. The Warlock cannot use Eldritch Storm on itself.
Vehicles or Titans which are flung into impassable terrain stop at the edge of the impassable terrain and
suffers no further damage.
Warlock Titan is the same as Phantom Titan but
 If it has a psychic lance, 4+ to hit
 All close combat attack hits count as psychic attacks (kills daemons instantly)
 Doesn't have to choose its orders until intiative is determined and the enemy's orders are revealed
 Psychic save of 3+ on 1D6 (unmodifiable)
 It may use one of its powers in addition to shooting and close combat:
 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
Epic 2nd Edition Data Page 25
 Place barrage marker over target. Scatters twice 2D6cm.
 Anyone under the template rolls scatter dice:
 HIT
 destroyed, no saving throw
 buildings: destroyed if it fails a saving throw
 Titans or super-heavies: target scatters 1D6cm
 ARROW - target is thrown 1D6cm in that direction and may do nothing else that turn
Wave Serpent
 Place template in front of Wave Serpent, it moves with the vehicle, it doesn't affect scenery but any other targets
are moved to the trailing edge and can do nothing for that turn. If the wave passes through a building the building
will collapse if it fails its saving throw, models inside the building are unaffected if the building survives
 The wave can also be fired but it can not be used as a shield that turn. It is fired in the orders phase before any
orders are placed. Move the template 2D6x10 cm with the same effects as before, but also all models pushed aside
suffer a hit on a 4+. Remove the template after use.
 Titans or vehicles which are thrown into impassable terrain by the wave move to the edge of the impassable
terrain and suffers no further damage.
 The wave is impenetrable to any kind of attack. and it is impossible to move through. Opponents in a higher
position that can see over the template can shoot at it (incuding pop-ups and indirect barrages)
 Can carry 2 stands. If so then the Wave Serpents must maintain coherency with its infantry if possible. The break
points and morale are still kept separate so it is acceptable for one unit to fall back while the other stays.
Wraithguard
Will always remain within 10cm of a living Eldar unit and have the same orders as that unit .
If they start a turn over 10cm away they will charge towards the nearest living Eldar unit and
can only enter close combat if the Eldar unit they are moving towards are engage d in close
combat. If the closest unit is a Warlock any orders can be given
Ra Attack Save
TROOP TYPE Move Save CAF Weapons To Hit Notes
nge Dice Modify
INFANTRY
Special
Avatar 15 2+ f +10 Spear 15 1 2+ -3
Rules
Guardians 10 - 0 Shuriken 50 1 5+ 0
Apsect Warriors Jump
20 - +2 Lasguns 25 1 5+ 0
Swooping Hawks Packs
10 - +2 Shuriken 50 1 5+ 0
Dire Avengers Extra Shot
5 6+ f +1 Missile Launcher 75 2 4+ -1
Dark Reapers Psychic
10 - +2 Thermal Gun 25 1 5+ -2
Fire Dragons Scream
10 - +6 Power Sword - - - -
Howling Banshees Roll 3D6
10 - +6 Mandi-Blaster - - - -
Striking Scorpions in CC
Special
Warlocks 10 - +2 Shuriken Pistol 25 1 5+ 0
Rules
Special
Exarchs 20 6+ f +8 Ancient Artefacts 75 2 3+ -1
Rules
Special
Harlequins 15 - +6 Shuriken Pistol 25 1 5+ 0
Rules
Special
Scouts 10 - +3 Lasgun 50 1 4+ 0
Rules
Anti-Grav Lascannon 10 - -3 Lascannon 75 1 4+ -2
Vibro-Cannon 10 - -3 Vibro-Cannon 75 Special Rules
Special
Wraithguard 10 6+ f +1 Wraithcannon 50 1 5+ -1
Rules

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

Eldar Army Cards and Composition


Company Cards | Support Cards | Special Cards | Free Cards
Company Cards
Break Victory
Company Contents Morale Cost Source
Point Points
 3 det (6
Defender Guardian 9 3 5 450
stands)
 3 det (3
Falcon 5 3 5 450
Falcons)
 3 det (6
Guardian
Warhost 14 3 9 850
stands, 3
Falcons)
 2 det (5
Vypers)
Wind Rider 13 3 7 650
 3 det (5 Jetbike
stands)
 2 det (3
Tempest 3 3 9 900
Tempests)
 1 Warlock
stand
 1 det (4
Spirit Wraithguard W - 5 500
stands)
 2 det (4
Dreadnoughts)
Phantom Titan  3 Phantom
- - 6 ea 1200
Squadron Battle Titans

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

Walkers & Cavalry


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

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

Orks Special Rules


Not everything is here as you can see. Nothing about the Ork command rule at the moment.
Natural Instincts - when the command unit is too far away.
 Snakebites will not shoot, move towards enemy at up to the normal rate if you wish to move them. They will fight close
combat normally
 Goffs will not shoot, must move between normal and double rate towards the enemy and must charge the enemy if they
are within range
 Bad Moons will not move, will shoot at the nearest enemy during first fire
 Evil Sunz will not shoot, will move towards the furthest table edge between normal and double rate, will move into
close combat with anything that gets in the way
 Death Skulls will move towards the nearest objective at normal rate and will shoot at any enemy within 25cm during
advance fire
 Blood Axes will move towards the nearest table edge and will only shoot at enemy within 25cm during advance fire,
they will stop moving having reached the table edge where they will simply sit and watch
 Kult of Speed will not shoot, will move at double rate in any direction specified by the Ork player in as straight a line as
possible, they will enter close combat with anybody dumb enough to get in the way
 Renegade Mekboyz have the same behaviour as Evil Sunz
Ork Yoonit-Spesiffik Roolz
Battlewagons
 May carry 3 troop stands
 Battlewagon support cards are not separate units. They are transport for the Nobz or Boyz, in the clan and can be
split any way desired
Bonekruncha & Bonebreaka
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
Epic 2nd Edition Data Page 29
 Subject to the Ork Command rule, but they will only take orders from their Kaptin. The Kaptin is a command unit
only for the Freebooterz. The Freebooterz will not take orders from others even if the Kaptin is killed.
 If the Kaptin is killed the remaining Freebooterz not in close combat will stop where they are and fight over who
gets the top job. Roll a D6 for each Freebooter stand in the end phase. On a 1 remove that stand as the Orks beat
each other senseless. On a 5 or 6 replace the stand with a Kaptin. Stop rolling once a new Kaptin is found.
Gargant Big Mobs
 Consist of any combination of Slasher and Great Gargants. The biggest Gargant is the Boss-Gargant and always
has the maximum number of power fields. The other two Gargants must stay within 20cm of the Boss Gargant to
recieve orders. If too far away, roll for orders: 1-2 first fire 3-4 advance 5-6 charge
 The Gargants will take orders from nobody other than the Boss Gargant. The Boss Gargant is not a command unit
and must still be given orders as normal. If the Boss Gargant is destroyed, all Gargants in the Bigmob must roll for
their orders next turn. At the end of that next turn, the next biggest Gargant will take over as Boss
Ghazghkull Thraka
 Command unit - standard rules apply
 All Ork units within 25cm may add +1 to morale
 Once per game, Ghazghkull may invoke the Waaagh! This lasts for one turn only. Ghazghkull is immune to any
damage, all shooting at Orks suffer a -1 modifier and all Orks roll an extra dice in close combat
Gibletgrinda Battle Fortress
 Not subject to Ork command rule (onboard Nob), but is not a command unit
 Dethrolla - will squash any troop stand it moves over on 4+, if you do not kill the stand you can keep moving. You
can run over troops already in combat with other Orks. Moves through woods and rubble without penalty
Goffik Rokker Tour Wagon
 Allowed any orders but must stay within 10cm of an Ork to recieve them.
 The Tour Wagon and anything within 6cm will get a psychic save of 4+.
 Ork Weirdboyz within 6cm will gain an additional 2D6 power points but his head will explode on a 5+ if he
attempts to use his powers.
 Any Orks within 6cm will pass morale test automatically and gain +1 CAF, but suffer -1 to hit in shooting due to
excessive headbanging.
 If the Wagon is destroyed all Ork units within 6cm must take a morale test, if this test is failed the Orks go into a
frenzy and must charge towards the model that destroyed the Tour Wagon next turn.
 The accompanying Bouncer Boyz must remain within 5cm of the Tour Wagon and have the same orders as the
wagon. They have the same statistics as Goff Boyz. If they pass their morale test from the destruction of the Tour
Wagon they will guard the wreckage ang go onto First Fire for the rest of the game. If they fail they will charge as
above but will move back towards the Wagon next turn until withn 6cm of it and go onto First Fire.
 The Mega Woofer Sound Blaster can only be used once per game. Use the large teardrop template and place the
large end over the intended target. Models under the template will be hit on a 4+ (-1 save). Titan shields are
ignored and damage is to the head. Any unit that has been hit but not killed cannot be given orders next turn as
they recover from the sonic blast, this includes Titans. Troops without orders may not move but can shoot during
the Advance phase.
 The Tour Wagon has D3 power fields, like a Gargant, and can also be penetrated on a 6+
Gretchin
 If have more than one Gretchin Mob card, they all form one big mob, add +2BP +1VP to the Mob.
 The Gretchin mob must be placed within 10cm of an Ork formation at the start of the game, and they will stay
within 10cm of those Orks for the game and must be given the same orders as that unit as they attempt to copy
their every action. If that unit is destroyed the Gretchin will latch onto the nearest Ork formation and annoy them
in the same manner.
Hop Splat Gun
 Cannot move and shoot. If too far from a command unit, will go first fire on the nearest visible enemy unit.
Cannot fire indirect barrage.
 Place first barrage template on target and work damage, then scatter the template 3D6cm and work damage again,
scatter from the second point and work damage a third time.
 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
Epic 2nd Edition Data Page 30
combat, advance fire - in which a stand is killed. Also roll whenever a morale check
is required (even when they are broken) instead of making the morale check.
Madboy Table Run Away! The Madboyz run for it and spend the battle hiding in unreasoning terror. Remove the mob, they count
- roll 2D6 2 as destroyed for the purposes of Victory Points
Ooo, Wotz Dat? The Mob is suddenly distracted by some small creature. The Mob can do nothing else until it is
3
called upon to take another Madboy roll
I tell yer, we're dead! Somehow the Mob get this idea and they lie down and play dead. The mob can do nothing
4 until they must make another Madboy roll. Their performance is so convincing that no enemy are allowed to
attack the Madboyz at all, even if the enemy moves right through them
Da pinz have fallen out! The Mob somehow belive that the pins have fallen out of all of their grenades and throw
them about like hot potatoes until one gets the idea to throw them away. Randomly select one Madboy stand, this
5
is the one that throws them away. He throws them 3+D6cm in a random direction. Place a barrage marker - D6
barrage points, no save modifier, normal barrage
We're too exposed here! Until the Mob makes another roll, they will head towards the nearest piece of terrain and
6 occupy it. If that area is enemy held, the Madboyz will charge them if they can, if they can they are automatically
put on charge orders
I'll tell YOU wotz wrong wiv Da Plan... The Mob is quickly reduced to an all-in brawl. The Mob may do nothing
7 for the rest of the turn. If engaged in close combat, the enemy are so bewildered with the Madboyz' behaviour that
neither side fights. Everything is back to normal next turn.
Shoot 'em! The Mob decide to shoot all they have at the nearest enemy model. If the nearest enemy is out of
range, the Mob will fire away regardless. If the enemy is within range the Madmob gets an extra shot. If they have
8
already shot during this turn they may shoot again immediately regardless of the game phase (even if they are in
close combat). If they haven't shot this turn they shoot twice in the combat phase.
9 We're invincibul! Until they make another roll, they have a 3+ save to represent their unshakable faith.
Waaargh!! The Mob is suddely whipped into a frenzy and become savage killers. Until a new roll is made, all
10
movement rates are doubled, CAF goes up to +8 and shooting to hit is 2+
Get da Tank! The Mob heads towards the nearest enemy tank unit at charge rate. If none are visible, bikes,
vehicles or artillery will do. They will move straight towards the unit and attempt close combat. Their
11
determination so astounds the enemy the Mob have a 3+ save. The Mob will not shoot, but double their close
combat roll. This lasts until a new test is made
Ommm... the Mob begins a Weirdboy chant. if a Weirdboy is within 25cm he gets +4D6 energy points. If there is
are no Weirdboyz within 25cm, the Madboyz overload with psychic energy and explode. All troops within 25cm
12
are hit by the psychic shockwave, they must pass their saving throw or be killed. Tis only applies to vehicles with
crews and living creatures. They can attempt any psychic saving throws
Mekboy Support Cards
 Only 1 Mekboy Support card can be taken per clan, except Blood Axes and Evil Sunz clans which can have 2 and
Kult of Speed can have 5.
 In the case of Shokk Attack Guns, Tinbots and Pulsa Rokkits, there is a maximum of one of each per clan within
the above restrictions - but Blood Axe and Evil Sunz clans can have up to 2 of each within the above restrictions.
 Each Mekboy card allows you to randomly draw 2 Mekboy Repair cards
Mekboy 'Doom Diver' Magna-Kannon
Effect of hit depends on target:
 skimmer on advance or charge, or flyer - target smashes into the ground, avoiding anything on the ground
 skimmer on a pop-up attack - attack is cancelled, skimmer returns to ground facing in direction chosen by you
 Titan or super-heavy ground vehicle - no effect
 anything else - stops their move if snap fired, target can then face any direction the Ork player chooses
Mekboy Dragsta
 Has a move of 35+2D6cm. On charge the move is 70+4D6
 Deflektor field has a 6cm radius. Whenever anything in the field.is shot at and hit roll the scatter die
 HIT = target is hit as normal
 ARROW = shot is deflected from the edge of the field in the direction indicated and travels the
remainder of its shot until it hits something. Barrages are deflected 4D6cm in the indicated direction.
 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
Epic 2nd Edition Data Page 31
 2-5 HUMMM Any troop stands under the template are destroyed on 4+. Vehicles, Titans or buildings
suffer an equal number of hits as rolled for this table, each at -2 save. Any surviving troops or vehicles
are pushed out to the edge of the template and may not fire this turn. Leave the template in position and
roll again next turn.
 1 PHUT! the rokkit feebly unleashes a single ripple of energy before going out. Work out damage as for
2-5 above then remove the template
 After the rokkit has landed it starts to warm up. At the start of the next combat phase replace the template with the
6cm radius template and roll on the table again. If the template remains and roll again next combat phase.
 Only Titans can move through a pulsa field as difficult ground. Only Titans, Skimmers, Flyers and elevated troops
can see through it.
Mekboy Shokk Attack Gun
 Can only be fired if on first fire. Unlimited range, can be fired at anyone in sight. You cannot shoot at Overlords
 Nominate target and roll scatter dice and 2D6
 HIT + DOUBLE = target destroyed, no save . Bypass Titan shields to automatically damage random
location
 HIT + OTHER = fight close combat with target. 2D6 gives Snotling combat score, target makes normal
combat roll (2D6+CAF). If target wins it cannot shoot for the rest of the turn if the target can be pinned
by infantry stands, and the target counts as having already fought one opponent if the target was already
in close combat
 ARROW = shot scatters 2D6cm in that direction. The Snotlings attack the closest target within 5cm -
friend or foe - as above
 Snotlings attack for that one turn only
Mekboy Speedsta
 Save throw of D3+ (1-2 = 1+, etc). Roll to check each time the Speedsta is attacked by a different unit
 Has a move of 30+2D6cm. On charge the move is 60+4D6
 Can be armed with either of the following
 KUSTOM DESTRUTKOR ROKKITS fires barrage directly only. Roll artillery dice to give number of
barrage points. Misfire means that the rokkits fail to fire this turn, nothing serious.
 KUSTOM KANNON roll artillery die to give the number of attack dice for the shot. Each shot hits on a
5+. Misfire means that a shell explodes in the breach and the Speedsta is hit with a -2 save. If it survives
it can fire again next turn.
Mekboy Bubble Chukka Speedsta
 Save throw of D3+ (1-2 = 1+, etc). Roll to check each time the Speedsta is attacked by a different unit
 Has a move of 25+2D6cm. On charge the move is 50+4D6
 Fires at the start of the combat phase but cannot fire if on charge orders. Do not roll to hit as normal - randomly
draw 2 counters from the available 4 for each Chukka (3 say "miss", 1 says "hit") without looking and place one or
two of them next to the target/s (any vehicle or Titan within 50cm). When attacking a Titan shields are no
protection and the shot affects 1 weapon only.
 When the bubbled vehicle or Titan weapon fires reveal the counter:
 MISS = the bubble did not work and the weapon fires normally
 HIT = all weapons bubbled rebound and hit automatically. In the case of Titans the shot hits the weapon
fired (ignoring shields), roll hit location dice to see where the shot finally hits.
Mekboy Lifta-Droppa Speedsta
 Save throw of D3+ (1-2 = 1+, etc). Roll to check each time the Speedsta is attacked by a different unit
 Has a move of 20+2D6cm. On charge the move is 40+4D6
 Roll to hit the target. If their save is failed, the target is lifted into the air and can be dropped anywhere within
6cm. Roll the scatter:
 HIT = bang on target
 ARROW = victim flies 2D6cm before plummeting
 Falling victim is destroyed. Anything it lands on is destroyed unless its saving throw is better than what fell on it.
Titans cannot be picked up but can have stuff dropped on it. Titans lose a shield if hit or will suffer a hit if no
shields. Roll for location as normal and the location is damaged unless the save for the area is better than whatever
hit it.
 Buildings can only be damaged if hit by a super-heavy. Pass a basic save for the building or the building collapses.
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
Epic 2nd Edition Data Page 32
 Command units - standard rules apply. Nobz can act as command units for any Ork formation regardless of clan,
but nobody else will listen to Blood Axe Nobz as they are trecherous gitz.
 Nob Warbikes - each card forms a separate command unit
Blood Axe Rhinos
 May carry 2 troop stands
 Rhino support cards are not separate units. They are transport for the Nobz or Boyz, in the clan and can be split
any way desired
Scorchers
Ignore to hit modifiers for cover
Skullhamma Battle Fortress
 Not subject to Ork command rule (onboard Nob), but is not a command unit.
 When on charge orders it can move up to triple rate (ie. up to 45cm). Carries 5 stands.
Squiggoths
When they are hit and fail their save, roll scatter die:
 HIT = Squiggoth dies on the spot
 ARROW = Squiggoth rampages 2D6cm before dying. Any troops it runs over are hit on 4+, save as normal
Squig Katapult
 Cannot fire indirect. Place one katapult template for each katapult in the battery on the target. Scatter each
template 2D6cm (if you get an arrow). Anything under the template is hit automatically ignoring cover. Orks and
Gretchin are unaffected. Anything else must make a +1 save to survive (models that have no save have a save of
6+ in this case).
 If the squigs cause any casualties they may go into a feeding frenzy. Roll 1D6. A 6 means the swarm moves 2D6
in a random direction. Anything it passes over is hit. Then remove the template
Stompas
Do not need to take morale checks. Are never routed
Stormboyz
The Ork command rule applies as normal, but as they have a Kaptin the Stormboyz can be placed in a remote area. The
Kaptin is a command unit for the Stormboyz only, not for other Orks as they find him to be a rather silly character. But if the
Kaptin is killed, the Stormboyz will respond to orders from other command units
Traktor Kannon
 Roll to hit and make saving throws as normal. If the target fails its saving throw roll a further D6 and add +1 if the
target has no basic saving throw
 1-5 Immobilised: may do nothing next turn
 6+ Squashed: destroyed
 A Titan's shield offer no protection, but use the highest saving throw from all its areas.
 Immobilised model do nothing. If they are command units they cannot give orders. Any psychic powersand
bonuses normally conferred by immobilised models are negated. Immobilised Titans can use their shields as
normal but can do nothing else, including repairs or raising shields
 Immobilised units are exempt from coherency, but must rejoin as soon as possible after effect wear off.
Warbosses and Warlords
Command units - standard rules apply
Warlord and Stompas
 Nobz, Battlewagons and Warlord form a single command unit.
 The Stompas are a separate Mob, they are not command units
Warbuggies and Wartraks
Can tow HopSplat gunz at no movement penalty and can unlimber them at any point in the vehicles move, the Hop Splats
cannot fire that turn. The guns can be limbered again at any point in the move phase as soon as the vehicle touches it, it can
then continue moving. A Hop Splat cannot be limbered and unlimbered in the same turn.
Weirdboy Battletower
 In the end phase of every turn work out how much power the Weirdboy has soaked
up. For each of the following within 25cm add the stated psychic energy points. If
there are multiple towers exposed to the same Orks, both towers draw the full energy
from all Orks in range, regardless of overlap.
Ork Boyz or Nobz stand 1
Ork vehicle, bike stand, Dreadnought, Stompa, artillery piece 1/2
Gargant D6
 If the final amount is over 20, roll a D6: on a 6 the Weirdboy overloads destroying the tower and any troops within
2D6cm
 Assuming the Weirdboy survives, he can fire his psychic bolts during the psychic
phaseaccording to the below table. Attacks are made in the 180 frontal arc. If no
attacks are made, the accumulated energy disperses
Energy Points Range(cm) Attack Dice To Hit Save Modifier
1-5 25 1 6+ -1
Epic 2nd Edition Data Page 33
6-10 50 2 5+ -2
11-15 75 3 4+ -3
16-20 100 4 3+ -4
21-25 150 6 2+ -5
26+ 200 8 2+ -5

Rang Attack Save


TROOP TYPE Move Save CAF Weapons To Hit Notes
e Dice Modify
INFANTRY
Ork Boyz
Bad Moons 10 - +1 Bolters 50 1 5+ -2
Death Skulls 10 - +1 Bolters 50 1 5+ 0
Snakebites 10 - +2 Bolters 50 1 5+ 0
Goffs 10 - +3 Bolters 25 1 5+ -1
Blood Axes 10 - +1 Bolters 50 1 5+ 0
Evil Suns 10 - +1 Bolters 50 1 5+ 0
Command Units
Nobz 10 - +4 Bolters 50 2 5+ -2 .
Warboss 10 - +5 Bolters 50 2 5+ -2 .
Warlord 10 - +7 Bolters 50 2 4+ -2 .
Ghazkhull 10 4+ +8 Kombi Weapon 25 2 4+ -2 Special Rules
Uvver Boyz
Gretchin 10 - -1 Shotguns 15 1 4+ 0 Mimic
Madboyz 10 - +1 Bolters 50 1 5+ 0 Special rules
Wildboyz 10 - +3 Axes - - - - .
Stormboyz 10 - +1 Bolters 50 1 5+ 0 Special rules
Freebooterz 10 - +1 Bolters 50 1 5+ 0 Special rules
Big Gunz
Shokk Attack Gun 10 - 0 Shokk Attack Gun U/L special . Special rules
Hop-Splat Gun 10 - -3 Hop-Splat 50 1 BP -1 Special rules

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

Ork Army Cards and Composition


Clan Cards | Support Cards | Special Cards

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

Bad Moon only


Weirdboy
1 Weirdboy Battletower +1 4 +1 100
Battletower

Evil Suns or Kult of Speed only


Bowelburna
3 Bowelburnas +2 4 +1 50
Squadron
Spleenrippa
3 Spleenrippas +2 4 +1 100
Squadron
Gobsmasha
5 Gobsmashas +3 4 +1 100
Squadron
Nobz Warbikes Mob 5 Nobz Warbikes +3 - +2 200

Snakebites only
Boarboyz Mob 5 Boarboy stands +3 4 +1 100
Squiggoth Mob 3 Squiggoths +2 4 +2 150

Blood Axes only


Rhino Squadron 3 Rhinos +1 4 +1 50
Land Raider
3 Land Raiders +2 4 +2 150
Squadron

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

Squat Special Rules


Allies - Squats can take any of the following armies as allies
 Imperial Guard
 Titan Legions
 Knights
 Tech-Guard
 Space Marines
 Eldar (if fighting against Orks or Chaos)
Rerolls - All Squat troop stands can reroll any close combat dice with a score of 1, and can reroll 1's and 2's when fighting close
combat with Orks

Squat Unit-Specific Rules


Berserker Units (attack units)
Fearless, automatically pass any morale tests if they are in close combat
Epic 2nd Edition Data Page 37
Colossus
 6 void shields, each void shield raised on a 5-6 (like a Titan).
 Doesn't need orders, always fire during first fire and can move up to 10cm, but is not a command unit.
 Iron Eagle recon copter - command unit, lets indirect barrages be fired directly if the copter can see the target.
 Can move and still fire indirect barrages
 Thunderer ignores cover modifiers.
 Battlecannon and bolters can fire all round. Doomsday cannon, missiles and Thunderer can only fire forward.
 Plasma missiles - have 4 missiles only. If you fire more than one the templates must touch.
 If the Colossus is destroyed, the plasma reactor explodes causing a hit on everything within 2D6cm
Cyclops
 5 void shields, each void shield raised on a 5-6 (like a Titan).
 Doesn't need orders, always fire during first fire and can move up to 10cm, but is not a command unit.
 Hellfury cannon - can only fire directly ahead, draw a straight line from the barrel - you can hit one troop stand,
model or building on this line provided it is within range and visible. When fired at models protected by void
shields or power fields roll to hit normally. On a successful hit the first shield is overloaded as normal. The next
shield is knocked down on 3+, the next on 4+, and so on. As soon as you fail an overload roll the beam has no
further effect.. If the beam hits an unshielded Titan, choose roll for hit location as normal. The struck area is hit
with a -6 save modifier. If the armour is penetrated it will automatically suffer a '6' result on the damage table. The
Hellfury can be fired at buildings (-6 save).
 Battlecannon and bolters can fire all round. Melta-cannon and missiles can only fire forward.
 Doomstorm missiles - have 6 missiles only. If you fire more than one the templates must touch.
 If the Cyclops is destroyed, the plasma reactor explodes causing a hit on everything within 2D6cm
Doomanvil Squadron
The Colossus is a command unit for the squadron.The Colossus's copter may act as recon for the Cyclops. Each vehicle must
stay within 25cm of each other in order to class as a command unit, any vehicle out of range must be given orders
Goliath Mega-Cannon
 Has D6+4 barrage points and a minimum range of 50cm. Ignore modifiers for cover.
 It can not be put on advance orders.
Grand Warlord
 Grand Warlord and Hearthguard escort form a single command unit.
 The Squat player can add +1 to initiative once during the game.
 Any Squat units within 10cm of the Grand Warlord automatically pass any morale checks.
Grand Warlord Grimtrek
Any Squat within
 10cm can choose orders after all other orders have been revealed
 15cm gain +1 CAF
 20cm automatically pass any morale checks
Guildmasters
Any squadron led by a Guildmaster gains +1 to morale while the Guildmaster is alive
Gyrocopters
Can fire in any direction, not just the forward 180 . Skimmer - can pop-up
 WAR HAWK - when on first fire only one copter needs to expose itself when firing the laser-guided missiles. Roll
to hit as if all copters can see the target
 STEEL HAWK - can not combine barrages, nor may they fire directly
Land Train
 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
Epic 2nd Edition Data Page 38
 Specialist Battlecars can only be bought if you have bought a normal battlecar card for each train. If the train
wants to have more than one battlecar of each type, it must have at least four different types of battlecars
 FIRE SHIELD BATTLECAR adds +3 void shields. Downed shields may now be repaired on 4+ instead
of 5+
 SKYHAMMER BATTLECAR missiles can snap fire if train is on first fire or advance. Any misses on first
fire may be rerolled once. Ignore to hit modifiers for fast moving targets
 IRON EAGLE BATTLECAR carries an Iron Eagle gyrocopter which can spot for the Land Train (see
Colossus)
Leviathan Super-Heavy Command Centre
 Command unit - does not need orders or morale checks. Due to its size, rules restricting shooting at command
units do not apply
 Can not double its speed on charge orders (10cm max)
 Has 1+ saving throw all round, has 4 void shields
 Doomsday Cannon - fires towards the front as normal, fires at D6+3 BP (-3 save)
 All other weapons can fire all round
Living Ancestor
 Command unit - standard rules apply.
 All Squat stands within 25cm have a psychic save of 5+
 If a Living Ancestor is within 6cm of a Warlord at the start of the orders phase he can advise him. You can place D6
extra order counters on units in the Warlord's Brotherhood. When orders are revealed you can choose which orders to
give your units
Mole Mortar
 Underground barrage - work out damage as normal. If the target is a super-heavy or a Titan and it survives, roll
another D6 - it is trapped in the crater on a 6. A trapped super-heavy or Titan cannot move while trapped but it can
fire. It can attempt to climb out if on charge and then rolling a 3+, if freed it does not move that turn
 They can be moved like infantry, and can set up and fire from within a building.
Overlord Armoured Airship
 Doesn't need orders, always fire during first fire and can move up to 20cm in any direction, is not a command unit.
 Melta bomb attacks - direct barrage, template must touch the flying base
 When hit by a shot roll 1D6:
 1-3 NO EFFECT - hits gas cell, hole is quickly sealed
 4-5 GUNDOLA HIT - make 1+ save (modify as usual)
 6 HULL RUPTURED - crashes 3D6/2D6 cm away from high/low level. Anything it lands on must
make an unmodified save
 Can never be pinned. Only skimmers and jet-pack troops can fight in close combat at low level and flyers at high
 The Overlord can spot for indirect barrages fired into forest.
 Barrages fored at an Overlord are treated as a hit from any other weapon (ie. roll on the above table)
Rhino Armoured Troop Carrier
Carries 2 troop stands
Robots
 Do not need orders or morale checks.
 Before the game assign orders to each detachment. Write down the following situations in this order:
9. if there are enemy within charge reach
10. if there are enemy within weapon range
11. if there are enemy within sight
12. in any other situation
 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
Epic 2nd Edition Data Page 39
 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

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

Guild Trike 30 - +1 Multi-melta 25 1 3+ -2


his
squadron
Guildmaster 30 6+ f +5 Lascannon 50 1 5+ -1 has +1
morale
while alive

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

Rad Bomb special special . -1


Bolters 15 2 6+ 0
Specialist Battlecars
Fire Shield 5 2+ ar +3 Autocannon 50 2 5+ -1
. Bolters 15 2 6+ 0
Skyhammer 5 2+ ar +3 Special
. Bolters 15 3 6+ 0 Rules
Iron Eagle 5 2+ ar +3 Ack-Ack Missiles 75 2 4+ -2

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

Squat Army Cards and Composition


Company Cards | Support Cards | Special Cards
Company Cards
Break Victory
Company Contents Morale Cost Source
Point Points
 1 Warrior unit (1 Warlord, 9 combat stands)
 1 Thunderer unit (1 Hearthguard, 5 heavy
Warrior Brotherhood stands) 17 2 10 750
 1 Berserker unit (1 Hearthguard, 5 attack
stands)
 1 Leviathan
 1 Warrior unit (1 Warlord, 9 combat stands)
 1 Thunderer unit (1 Hearthguard, 5 heavy
Iron-Breaker Squadron 18 2 12 900
stands)
 1 Berserker unit (1 Hearthguard, 5 attack
sdtands)
 2 Biker squadrons (1 Guildmaster, 7 Guild
bikers)
Guild Biker Force  1 Trike Squadrons (1 Guildmaster, 5 Guild 17 2 8 600
trikes)

 1 Battery (5 Thudd Gunns)
Grand Battery  2 Batteries (5 Mole Mortars) 12 2 5 400

Goliath Super-Heavy Artillery
3 Goliath mega-cannon (each is a separate formation) 2 2 5 450
Battery
Iron Eagle Gyrocopter Wing 3 squadrons (3 Iron Eagle attack gyrocopters) 7 2 7 550
3 Overlord Armoured Airships (each is a separate
Air Attack Corps 2 2 7 700
formation)

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

Chaos Special Rules


Allies - 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 orders
Chaos Unit-Specific Rules
Greater Daemons
Angron
 Fearsome roar - can use once per turn. All enemy units within 15cm must take an immediate morale check.
 Skimmer - ignore modifiers for movement
Bloodthirster
 Can fight twice in close combat. If all original opponents are gone it may move up to 10cm to engage new ones
 Skimmer - ignore modifiers for movement.
Fulgrim
 Soporific Musk - any units within 10cm of Fulgrim during the orders phase must take a morale check. If they fail,
that unit is under the control of the Chaos player for that turn. In the end phase, affected units can take another
morale check to try shake off the effect, units outside 10cm recover automatically.
 Skimmer - ignore modifiers for movement
Great Unclean One
 Nurglings - the Great Unclean One never counts as being outnumbered in close combat, so opponents do not get
any extra D6s for multiple attacks.
 Stream of Corruption - spew during the first fire segment. Use the small teardrop template, can only fire within the
180 front arc. Any model under the template is destroyed on a 3+ with no saving throw. If a Titan is affected but
the stream, it loses one shield or takes one hit with a -2 save modifier
Keeper of Secrets
Aura of Slaanesh - cast at very beginning of the advance fire segment before any other firing. Place a barrage template
anywhere within 25cm and roll a D6 for any model that is at least half covered by the template. On a 4+ the victim is killed
with no armour save allowed. Targets with fields/shields ignore the aura on 4+. Titans roll against penetrating the head if
they are affected.
Lord of Battles
 Must always be given advance or charge orders, and must always attempt to move towards the enemy.
Epic 2nd Edition Data Page 43
 Psychic save of 3+
 If the Chaos side is winning, the Lord of Battle gets +1 for to hit rolls, saving throws and +D6 in close combat.
 Head and arm weapons have 180 front fire arc. Firethrowers can fire all round. Can mount any of the following
weapons on the arms: Hell Blade, Chain Fist, Death Storm, Doom Burner.
Lord of Change
 Bolt of Change - cast at the very beginning of the advance fire segment before any other firing. Fire at any target
within LOS and 35cm, hitting on 3+. Targets with shield/fields will stop the bolt on 4+. Otherwise, take a saving
throw with -1 modifier. Titans penetrated take a normal hit with +2 damage. Troop stands or any other models are
replaced with the Chaos Spawn template. Any other models at least half under the template are caught in close
combat with the Spawn and may not move. In the next close combat phase all models in combat with the Spawn
must fight as normal, the Spawn has a CAF of 0 and rolls 4D6. Any model that loses is consumed and destroyed.
Any model that draws with the Spawn may move away as normal next turn. If the Spawn is defeated, remove the
template. An undefeated Chaos Spawn remains in place until defeated and may hold objectives if close enough.
The Spawn can only be destroyed in close combat.
 Skimmer - ignore terrain for movement, but cannot pop-up.
Magnus the Red
 Beam of Power - fire during the first fire segment. Can fire at any target within range and LOS. Ignore modifiers
for terrain. Titans without shields which are hit get +3 damage. Can be used to attack buildings
 Skimmer - ignore terrain for movement, but cannot pop-up
Mortarion
 Plague Wind - can use during first fire segment. Choose an enemy model within 15cm. This model is infected and
must pass a saving throw to survive (models that do not have a saving throw save on a 6+). If the model fails it is
killed and you can choose another model within 15cm of the latest victim. This continues until there are no targets
left or a model passes its armour save.
 Skimmer - ignore terrain for movement, but cannot pop-up
Plague Tower
 Must be given orders normally. Super heavy vehicle.
 Can carry up to 11 stands, regardless of size (even Greater Daemons), when the Tower is destroyed, stands inside
can escape destruction on a 4+
 When in CC with a super heavy vehicle, Titan or building, troops inside the Tower can make a boarding action in
which they gain +D6 to their close assault for that first round of combat only. If they wish to attack other enemy
types (infantry, vehicles, etc) the occupants must disembark as normal, there is no bonus to the Plague Tower as
above.

Lesser Daemons
Androids
 Will deliberately try to misinterpret orders - after all other orders are revealed (even after Eldar) both players roll
1D6 for each Android unit, the highest gives the unit whatever orders they wish. They still move and fight uder the
control of their own side
 Any living enemy (including vehicles with crews) that fights an Android in close combat has -1 to CAF. This
apllies to Space Marine Dreadnoughts but not Grey Knights
Beasts of Nurgle & Plaguebearers
Cloud of flies - any unit fighting either of these units must make a morale test or go on Fall Back orders. Units passing the
check still have -1 CAF.
Bloodtetters
Regenerates on 4+.
Daemonettes
Euphoric Ecstasy - Any unit fighting Daemonettes in close combat must make a morale test, if the unit fails it loses all close
combats it is involved in that round. Does not affect daemons.
Flamers
Shots ignore modifiers for cover.
Fiends
Musk - the fiends get a +1 CAF against infantry, but not vehicles as the musk is not strong enough to affect the enclosed
crews.
Fleshhounds
Immune to psychic attacks.
Horrors
Duplicates - when a Pink Horror is killed, replace the model with 2 Blue Horrors

Daemon Engines of Khorne


If you finish a turn with the most victory points, all your Daemon Engines (including Banelord) get an extra +1 on their saving
and to hit throws, and an extra D6 in close combat. Daemon Engines can not go onto first fire
Brass Scorpion
Can move through woods, counting as difficult ground. Can close assault buildings
Doom Blaster
Can fire two barrage templates, each with 4 BP and -1 save. The two templates must touch. No indirect fire.
Epic 2nd Edition Data Page 44
Banelord Chaos Titan
 Can only be taken as minions of a Bloodthirster or a Lord of Battles.
 Must always be on charge or advance orders and must always attempt to move towards the enemy
 Havoc missile rack and Battlehead have a 90 front arc, both arms have 180 to the front and the tail has 360

Daemon Engines of Tzeentch


For each minion card that has Daemon Engines of Tzeentch, deal one extra Chaos card
Silver Towers
 Not given orders, always move up to 20cm in any direction and fires in the first fire phase.
 As long as the Towers from the same detachment are within 10cm of each other a warding exists between the two
allowing a violation of the formation rule. Any shooting through the warding has -1 to hit. This penalty applies to
indirect firing and other high trajectory attacks but not to shots at the towers themselves
 Moves as a skimmer ignoring terrain but can not pop-up. Can fire in any direction
 Can only be pinned by skimmers
Doom Wing
 Can not be on first fire. Flyer Can attack other flyers at high level
 Due to its speed all firing agianst it suffers a -1 modifier.In close combat against skimmers or flyers, CAF = +6
 Use teardrop template to fire. Anything under it is hit on 4+, do not ignore cover modifiers. Affects buildings. Can
only shoot at high level enemies when at high level. Fires forward only. Can not be pinned in close combat
Fire Lord
Same as Doom Wing, except for CAF bonus and
 Has two flame-cannons, resolve separately Lascannon has 360 and can fire at ground from high level
 Can drop clusters of firestorm bombs as it moves, drop three barrage templates beneath it as it moves, they must
touch in a straight line. If dropped from high level they scatter D6cm. Each model that touches one is hit on 3+
with -3 save

Plague Engines of Nurgle


Contagion
 Plague Catapult - fire like any other barrage (can fire indirectly). 2 BP - roll to hit and take saving throws as
normal. Any infantry stand killed should not be removed but marked somehow (eg. turn the stand over). At the
start of each subsequent orders phase, place a barrage marker over each marked stand. Any model touched by the
marker is a potential victim. Models who are followers of a Nurgle Greater Daemon are immune to the plague's
effects. Each affected model must roll a D6, on a 6 they must pass their basic saving throw (unmodified) or be
destroyed. Infantry stands destroyed in this way are marked as before and will also spread the plague.
 Vomit Cannon - Ignores to hit modifiers from cover.

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

Chaos Army Summary


Greater Daemons and Primarchs | Khorne Minions | Tzeentch Minions | Nurgle Minions | Slaanesh Minions | General
Minions
Greater Daemons and Primarchs
Saving Attack Roll Save
Troop Type Move CAF Weapons Range Notes
Throw Dice To Hit Modifier
Aura Of No Save
Keeper Of Secrets 10 cm 2+ +10 25 cm Special 4+ Use Barrage Template
Slaneesh Allowed
Stream Of No Save
Great Unclean One 5 cm 1+ +7 Special 3+ Special Template
Corruption Allowed
Lord Of Change 15 cm 2+ +8 Bolt Of Change 35 cm 1 3+ -1 Skimmer
Skimmer
Bloodthirster 10 cm 2+ +12 Axe & Whip Close combat only Fights twice in close
combat
Special Rules
Angron 10 cm 2+ +12 Fearsome Roar Special
Skimmer
Special Rules
Fulgrim 10 cm 2+ +10 Soporific Musk Special
Skimmer
Skimmer
May attack buildings
Magnus The Red 10 cm 2+ +10 Beam Of Power 100 cm 1 2+ -6
Ignores cover modifier
to hit
Skimmer
Mortarion 10 cm 2+ +10 Plague Wind Special
Special rules
Daemon Engine
2+
Warp Palace Of Cannons 50 cm 2 5+ -1 Skimmer
Special all +8
Tzeentch Bolters 15 cm 5 6+ 0 Psychic Save 3+
around
Special Rules

Khorne Minions
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

Blue Horrors 10 cm None +1 None


Ignores terrain and
Flamers 15 cm None +1 Flame 25 cm 1 5+ 0
cover modifiers
Disc Riders 25 cm None +2 Lascannon 50 cm 1 5+ -1 Skimmer
Skimmer
Silver Towers Of 2+ All Cannon 50 cm 4 5+ -1
20 cm +3 Daemon Engine
Tzeentch around Beam of Power 75 cm 1 3+ -3
Warding Template
Flyer
Doomwing Special 4+ +6 Flame Cannon template - 4+ -1
Daemon Engine
Lascannon Flyer
50 cm 4 5+ -1
2+ All Flame Cannon Daemon Engine
Firelord Special +3 template - 4+ -1
around Firestorm Up to 3 templates may
template - 3+ -3
Bombs be dropped

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

Beast Of Nurgle 10 cm 3+ +5 None Cloud of Flies


Daemon Engine
Contagion Plague Plague Catapult 75 cm 2 BP 4+ 0
15 cm 4+ +3 Spreads plague
Engines Vomit Cannon 25 cm 1 4+ -1
Ignores cover modifiers

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

Chaos Space Marine Legions


Break Victory
Name Contents Morale Cost Source
Point Points
World Eaters
3 det(5 Chaos Marine stands) Chaos Champion
(Primarch: 8 2 5 500
Reward: Blood Rage of Khorne
Angron)
Thousand Sons
3 det(5 Chaos Marine stands) Chaos Champion
(Primarch: 8 2 5 500
Reward: Magic of Tzeentch
Magnus the Red)
Death Guard
3 det(5 Chaos Marine stands) Chaos Champion
(Primarch: 8 2 5 500
Reward: Nurgle's Rot
Mortarion)
Emperors
Children 3 det(5 Chaos Marine stands) Chaos Champion
8 2 5 500
(Primarch: Reward: Lure of Slaanesh
Fulgrim)
Blood
8 2 5 500 WD198
Slaughterers

Chaos Space Marine Cards


Break Victory
Name Contents Morale Cost Source
Point Points
Infantry / Cavalry
Chaos Marines 5 Chaos Marine stands 3 2 2 150
Chaos
4 Terminator stands + 2 Land Raiders 3 1 3 300
Terminators
Bike Squad 5 Bike stands 3 2 2 150

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

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 Rules


Biovore - Instinct: Nest
 May only fire spore mines if on First Fire orders. Each Biovore fires only a single Spore Mine marker. Can fire at
targets not visible to the Biovore if it is visible to other Tyranid models.
 Place a Spore Mine marker over the desired target and scatter 2D6cm twice.
 If a Spore Mine marker ends up touching an enemy model, it will explode - place a barrage marker over the
marker. Any models at least half under the template, including the model that triggered it, are attacked by a
barrage (6 BP, 4+ to hit, -3 save)
 A Spore Mine blast will affect buildings if they are hit, collapsing them if they fail their save (-3 modifier)
 Tyranid models may be hit by the Spore Mine as well, but they do not have the -3 save modifier.
 If a Spore Mine does not explode it should be left in position on the tabletop. When the Tyranids move in the next
movement phase all Spore Mine drift 2D6cm in a random direction. If the Spore Mine contacts an enemy model at
any point, it will detonate as above. Terrain is no barrier to the Spore Mine's movement. If you roll a double for
the drift distance, move the Spore Mine that distance then detonate it. Markers that leave the table are lost.
Carnifex - Instinct: Rampage
 A unit in close combat with a Carnifex must make a Morale test at the start of the combat phase (unless immune to
morale). Enemy that fail this test must go onto Fall Back orders. If a Carnifex brood enters close combat with a
unit already broken, they must take two Morale tests.
 Regenerates on a 4+ in the end phase.
 Count as Knights for combat, but infantry for movement
Dactylis - Instinct: Nest
Bile pods can fire indirect barrages and will affect buildings if hit.
Dominatrix - Commander, Synapse Creature (6 outgoing arrows on card)
 A unit in close combat with a Dominatrix must make a Morale test at the start of the combat phase (unless
immune to morale). Enemy that fail this test must go onto Fall Back orders. If a Dominatrix brood enters close
combat with a unit already broken, they must take two Morale tests.
 Psychic save 2+
 Regenerates on a 4+ in the end phase. 4 Wounds
 Any Tyranid broods with at least on model within 20cm automatically pass their Hive Mind test
 Can use one of the following psychic powers once per turn
 WARP FIELD - Lasts until the next psychic phase. While in effect, the Dominatrix has an unmodified
3+ save. This save can also be used in close combat, but not against psychic attacks.
 ENERGY PULSE - Place the Energy Pulse template (rectangle - 11x3cm) in line of sight of the
Dominatrix up to 100cm away. The template can be turned to point in any direction, but only models
within the Dominatrix's line of sight are vulnerable to being hit. Any vulnerable models more than half
under the template will be hit on a 4+ (this roll is modified by normal shooting modifiers). Models that
Epic 2nd Edition Data Page 51
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
 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
Epic 2nd Edition Data Page 52
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.
Attack Save Woun
TROOP TYPE Move Save CAF Weapons Range To Hit Instinct Regen? Notes
Dice Mod. ds
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

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

Tyranid Swarm Cards and Composition


Commanders / Synapse Creatures | Independant Creatures | Instinctive Creatures | Mycetic Spores
Commanders / Synapse Creatures
Break Hive Victory
Name Contents Cost
Point Mind Points
Dominatrix 1 Dominatrix 1 1 5 500
Hive Tyrant 1 Hive Tyrant 1 1 2 150

Independent Creatures
Break Hive 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

See the Titan Weapon Tables for the allowed weapons.


Warhound Titan Hit Location Templates
FRONT SIDE REAR

Weapon Head Weapon Weapon Weapon Weapon Weapon Reactor Weapon


2+ 2+ 2+ 2+ 2+ 2+ 2+ 4+ 2+

Legs Legs Legs


3+ 3+ 3+

Leg Leg Leg Leg Leg


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

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

Weapon Range Attack Dice To Hit Roll Target’s Notes


Epic 2nd Edition Data Page 55
Save
Modifier

See the Titan Weapon Tables for the allowed weapons.


Reaver Titan Hit Location Templates
FRONT SIDE REAR

Weapon Weapon Weapon Weapon Weapon


2+ 2+ 2+ 2+ 2+

Weapon Head Weapon Reactor Weapon Head Weapon Reactor Weapon


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

Weapon Leg2 Weapon Weapon Weapon Weapon Legs Weapon


2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+

Leg Leg Leg Leg Leg


2+ 2+ 2+ 2+ 2+

Leg Leg Leg Leg Leg


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

Warlord Titan
Move 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

See the Titan Weapon Tables for the allowed weapons.


Warlord Titan Hit Location Templates
FRONT SIDE REAR

Weapon Weapon Weapon Weapon Weapon Weapon Weapon


2+ 2+ 2+ 2+ 2+ 2+ 2+
Carapac Carapac Carapac
Weapon Head Weapon Carapace Weapon Head
e e e
2+ 1+ 2+ 1+ 2+ 1+
1+ 1+ 1+
Weapon Reactor Weapon Weapon Weapon Weapon Reactor Weapon
2+ 2+ 2+ 2+ 2+ 2+ 3+ 2+

Leg Leg Leg Leg Leg


2+ 2+ 2+ 2+ 2+

Leg Leg Leg Leg Leg


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

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

Wing Wing Wing


2+ 3+ 3+

Weapon Head Weapon Reactor Weapon Weapon WeaponWeapon Weapon


2+ 1+ 2+ 2+ 2+ 2+ 3+ 2+ 3+
Jump
Legs Legs
Jets
2+ 2+
3+
Leg Leg Leg Leg Leg
2+ 2+ 2+ 2+ 2+
Revenant Titan Damage Table
Reactor:
Head:
1-2 May not move or fire, or repair other damage until repaired.
1-2 CAF halved and it may only move or fire if you first roll a
4+ on 1D6 until damage is repaired.
3-4 Reactor offline, if not repaired at end of turn, explodes as
3 CAF halved for the rest of the game.
below (result 5-6).
4 Same as 1-2, except cannot be repaired.
5-6 Reactor explodes in a meltdown! The Titan is removed
5-6 The Titan crashes to the ground as a result of the
from the game. Any vehicles or troop stands within 3D6 cm are
explosions. Decide randomly which way the Titan falls. Any
automatically hit, and must make an unmodified save to avoid
vehicles or troop stands that are fallen on are destroyed.
destruction.
Leg:
1-2 Damaged, speed drops by half, cannot enter difficult terrain
3-4 Damaged heavily. Roll a D6 in each end phase, subtract 2 if
Weapon:
the Titan has Charge Orders, and 1 if Advance orders. If the
1-2 Weapon damaged and cannot be used until repaired.
result is 0 or less, the leg snaps, and the Titan crashes to the
3-4 Weapon destroyed and cannot be used in this battle.
ground and is destroyed. Decide randomly which way the Titan
5 Weapon is blown off the Titan and scatters 2D6cm in a
falls. Any vehicles or troop stands that are fallen on are
random direction. Any models it hit must make an unmodified
destroyed.
save to avoid destruction.
5 Titan crippled. It may not move or turn for the rest of the
6 Weapon is blown off the Titan as above, but there is a
game.
flashback to Titan’s hull. Roll a D6. On 1-2 roll for damage on
6 The leg is blown apart and the Titan collapses to the ground.
the Wing, on 3-4 on the Reactor, on 5-6 on the Head.
Decide randomly which way the Titan falls and place it on its
side lying in that direction. Any vehicles or troop stands that are
fallen on are destroyed.
Wing:
Jump Jets:
1-3 Wing damaged. Titan’s holo fields will not work until it is
1-2 Jump Jets are damaged and may not be used until repaired
repaired.
3-4 Jump Jets are triggered by the hit, blasting the titan 2D6cm
4-5 Wing destroyed. Titan’s holo fields stop working for the
in a random direction. If the titan lands in difficult or
rest of the game.
impassable terrain, it is destroyed.
6 Wing is blown off the Titan and lands within 2D6cm in a
5-6 Jump Jets explode and cause the titan to jump as above.
random direction. Anything it lands on must make a saving
Also make a damage roll on the reactor.
throw or be destroyed.
* A damaged location or a downed shield is repaired by a 4+ on a D6.
Epic 2nd Edition Data Page 58

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

See the Titan Weapon Tables for the allowed weapons.


Phantom Titan Hit Location Templates
FRONT SIDE REAR

Wing Wing Wing Wing Wing


3+ 3+ 3+ 3+ 3+
Wing Wing Wing
Head Wing Head Wing Head Wing
Weapon Weapon Weapon
1+ 3+ 1+ 3+ 2+ 3+
2+ 2+ 2+
Weapon Reactor Weapon Weapon Weapon Weapon Reactor Weapon
2+ 1+ 2+ 2+ 2+ 2+ 3+ 2+

Weapon Leg Leg Weapon Leg Weapon Leg Leg Weapon


2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+

Leg Leg Leg Leg Leg


1+ 1+ 1+ 1+ 1+

Leg Leg Leg Leg Leg


1+ 1+ 1+ 1+ 1+
Phantom Titan Damage Table
Reactor:1-2 May not move or fire, or repair other damage until
Head:1-2 CAF halved and it may only move or fire if you first
repaired.
roll a 4+ on 1D6 until damage is repaired.
3-4 Reactor offline, if not repaired at end of turn, explodes as
3 CAF halved for the rest of the game.
below (result 5-6).
4 Same as 1-2, except cannot be repaired.
5-6 Reactor explodes in a meltdown! The Titan is removed
5-6 The Titan crashes to the ground as a result of the
from the game. Any vehicles or troop stands within 3D6 cm are
explosions. Decide randomly which way the Titan falls. Any
automatically hit, and must make an unmodified save to avoid
vehicles or troop stands that are fallen on are destroyed.
destruction.
Weapon:1-2 Weapon damaged and cannot be used until Leg:1-2 Damaged, speed drops by half, cannot enter difficult
repaired. terrain
3-4 Weapon destroyed and cannot be used in this battle. 3-4 Damaged heavily. Roll a D6 in each end phase, subtract 2 if
5 Weapon is blown off the Titan and scatters 2D6cm in a the Titan has Charge Orders, and 1 if Advance orders. If the
random direction. Any models it hit must make an unmodified result is 0 or less, the leg snaps, and the Titan crashes to the
save to avoid destruction. ground and is destroyed. Decide randomly which way the Titan
6 Weapon is blown off the Titan as above, but there is a falls. Any vehicles or troop stands that are fallen on are
flashback to Titan’s hull. Roll a D6. On 1-2 roll for damage on destroyed.
the Wing, on 3-4 on the Reactor, on 5-6 on the Head. 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
Epic 2nd Edition Data Page 59
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.
Wing Weapon:
4-5 Wing destroyed. Titan’s holo fields stop working for the
1-3 Roll on the Wing Damage table
rest of the game.
4-6 Roll on the Weapon Damage table
6 Wing is blown off the Titan and lands within 2D6cm in a
random direction. Anything it lands on must make a saving
throw or be destroyed.
* A damaged location or a downed shield is repaired by a 4+ on a D6.

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

See the Titan Weapon Tables for the allowed weapons.


Warlock Titan Hit Location Templates
FRONT SIDE REAR

Wing Wing Wing Wing Wing


3+ 3+ 3+ 3+ 3+
Wing Wing Wing
Head Wing Head Wing Head Wing
Weapon Weapon Weapon
1+ 3+ 1+ 3+ 2+ 3+
2+ 2+ 2+
Weapon Reactor Weapon Weapon Weapon Weapon Reactor Weapon
2+ 1+ 2+ 2+ 2+ 2+ 3+ 2+

Weapon Leg Leg Weapon Leg Weapon Leg Leg Weapon


2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+

Leg Leg Leg Leg Leg


1+ 1+ 1+ 1+ 1+
Epic 2nd Edition Data Page 60
Leg Leg Leg Leg Leg
1+ 1+ 1+ 1+ 1+
Warlock Titan Damage Table
Reactor:1-2 May not move or fire, or repair other damage until
Head:1-2 CAF halved and it may only move or fire if you first
repaired.
roll a 4+ on 1D6 until damage is repaired.
3-4 Reactor offline, if not repaired at end of turn, explodes as
3 CAF halved for the rest of the game.
below (result 5-6).
4 Same as 1-2, except cannot be repaired.
5-6 Reactor explodes in a meltdown! The Titan is removed
5-6 The Titan crashes to the ground as a result of the
from the game. Any vehicles or troop stands within 3D6 cm are
explosions. Decide randomly which way the Titan falls. Any
automatically hit, and must make an unmodified save to avoid
vehicles or troop stands that are fallen on are destroyed.
destruction.
Leg:1-2 Damaged, speed drops by half, cannot enter difficult
terrain
3-4 Damaged heavily. Roll a D6 in each end phase, subtract 2 if
Weapon:1-2 Weapon damaged and cannot be used until
the Titan has Charge Orders, and 1 if Advance orders. If the
repaired.
result is 0 or less, the leg snaps, and the Titan crashes to the
3-4 Weapon destroyed and cannot be used in this battle.
ground and is destroyed. Decide randomly which way the Titan
5 Weapon is blown off the Titan and scatters 2D6cm in a
falls. Any vehicles or troop stands that are fallen on are
random direction. Any models it hit must make an unmodified
destroyed.
save to avoid destruction.
5 Titan crippled. It may not move or turn for the rest of the
6 Weapon is blown off the Titan as above, but there is a
game.
flashback to Titan’s hull. Roll a D6. On 1-2 roll for damage on
6 The leg is blown apart and the Titan collapses to the ground.
the Wing, on 3-4 on the Reactor, on 5-6 on the Head.
Decide randomly which way the Titan falls and place it on its
side lying in that direction. Any vehicles or troop stands that are
fallen on are destroyed.
Wing:
1-3 Wing damaged. Titan’s holo fields will not work until it is
repaired.
Wing Weapon:
4-5 Wing destroyed. Titan’s holo fields stop working for the
1-3 Roll on the Wing Damage table
rest of the game.
4-6 Roll on the Weapon Damage table
6 Wing is blown off the Titan and lands within 2D6cm in a
random direction. Anything it lands on must make a saving
throw or be destroyed.
* A damaged location or a downed shield is repaired by a 4+ on a D6.

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

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

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

Weapon Weapon Weapon


2+ 3+ 3+

WeaponHead Weapon Weapon Weapon Head WeaponReactor Weapon


2+ 2+ 2+ 4+ 3+ 2+ 4+ 4+ 4+
Epic 2nd Edition Data Page 61
Leg Leg Leg Leg Leg
2+ 2+ 2+ 3+ 3+

Leg Leg Leg Leg Leg


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

Questor Titan
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

Weapon Weapon Weapon Weapon


3+ 3+ 3+ 3+

Weapon Head Weapon Weapon Head Weapon Reactor Weapon


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

Leg Weapon Leg Leg Weapon Leg Weapon Leg


2+ 3+ 2+ 2+ 3+ 3+ 4+ 3+
Epic 2nd Edition Data Page 62
Leg Leg Leg Leg Leg
2+ 2+ 2+ 3+ 3+
Questor Titan Damage Table
Leg:
1-2 Damaged, speed drops by half, cannot enter difficult terrain
Head:
3-4 Damaged heavily. Roll a D6 in each end phase, subtract 2 if
1 The lascannon mounted in the head destroyed. The Questor
the Titan has Charge Orders, and 1 if Advance orders. If the
only loses one attack die for its lascannon.
result is 0 or less, the leg snaps, and the Titan crashes to the
2-3 CAF halved and it may only move or fire if you first roll a
ground and is destroyed. Decide randomly which way the Titan
4+ on 1D6 for the rest of the game.
falls. Any vehicles or troop stands that are fallen on take a hit
4-6 The Titan crashes to the ground as a result of the
with -3 save modifier.
explosions. Decide randomly which way the Titan falls and
5-6 The leg is blown apart and the Titan collapses to the
place it on its side lying in that direction. Any vehicles or troop
ground. Decide randomly which way the Titan falls and place it
stands that are fallen on take a hit with -3 save modifier.
on its side lying in that direction. Any vehicles or troop stands
that are fallen on take a hit with -3 save modifier.
Reactor:
1 The titan has its movement halved and rolls one die less than
Weapon: normal in close combat, until repaired.
1 Weapon damaged and cannot be used until repaired. 2-3 Damaged heavily. Roll a D6 in each end phase, subtract 2 if
2-4 Weapon destroyed and cannot be used in this battle. the Titan has Charge Orders, and 1 if Advance orders. If the
5 Weapon is blown off the Titan and scatters 2D6cm in a result is 0 or less, the leg snaps, and the Titan crashes to the
random direction. Any models it hit must make an unmodified ground and is destroyed. Decide randomly which way the Titan
save to avoid destruction. falls. Any vehicles or troop stands that are fallen on are
6 Weapon is blown off the Titan as above, but there is a destroyed.
flashback to Titan’s hull. Roll a D6. On 1-3 roll for damage on 5-6 Reactor explodes in a meltdown! The Titan is removed
the Reactor, on 4-6 on the Head. from the game. Any vehicles or troop stands within 2D6 cm are
automatically hit, and must make an unmodified save to avoid
destruction.
* A damaged location or a downed shield is repaired by a 5+ on a D6.

Lord of Battles
Move CAF Shields Weapon Locations 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

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

Head Head Body


1+ 1+ 3+

Weapon Body Weapon Engine Weapon Weapon Body Weapon


2+ 1+ 2+ 2+ 2+ 2+ 2+ 2+
Epic 2nd Edition Data Page 63
Wheel Body Wheel Engine Wheel Wheel Engine Wheel
2+ 1+ 2+ 2+ 2+ 2+ 2+ 2+
Lord of Battles Damage Table
Head: Engine:
1-2 The head-mounted weapon is destroyed. This so enrages 1-2 Engine breached. The Lord's move and CAF are halved
the Lord of Battle that it must be placed on Charge orders next from now on.
turn. 3-4 The engine governer is damaged and pressure starts
3-4 The hit temporarily blinds the Lord of Battle. It may not building up uncontrollably. Move the Lord of Battle 3D6cm
fire weapons for this or the next turn. At the start of the next forward in a straight line. If it runs into impassable terrain such
movement phase the Lord of Battle runs amok, charging as a building it will suffer an automatic hit to the body, roll for
forward 5D6cm in a straight line. Anything in the way has to damage immediately. After the move roll a D6. On 4-6 the
fight it in close combat immediately; roll 2D6 for the Lord's engine explodes as below, on 1-3 the Lord repairs itself.
effective close assault factor in each combat. Keep moving and 5-6 The engine explodes and the Lord of Batlle is destroyed.
fighting until it has expended all of its movement. If the Lord of Any models within 3D6 cm are automatically hit by debris, and
Battle runs into impassable terrain such as a building it will be must make an unmodified save to avoid destruction.
stopped and will suffer an automatic hit to the body, roll for
damage immediately.
4-6 The Lord of Battle crashes to the ground as a result of the
explosions. Decide randomly which way the it falls and place it
on its side lying in that direction. Any vehicles or troop stands
that are fallen on are destroyed.
Body:
1 Armour plating damaged. Add +1 to future rolls on the Body
Wheel:
damage.
1-2 Wheel damaged. The Lord of Battle may no longer turn
2-3 The Lord of Battle rolls one less D6 in close combat for the
towards the side the damaged wheel is on.
rest of the game.
3-4 Wheel destroyed. The Lord of Battle may no longer move
4 The Lord of Battle's close assault factor halves for the rest of
but may turn on the spot.
the game, and it may only move or fire if you first roll a 4+ on a
5-6 The wheel is blown off the Lord of Battle and rolls 2D6cm
D6.
in a random direction. Any unit it rolls over takes an automatic
5-6 The Lord of Battle crashes to the ground. Decide randomly
hit. The unbalanced Lord keels over. Decide randomly which
which way the it falls and place it on its side lying in that
way the it falls and place it on its side lying in that direction.
direction. Any vehicles or troop stands that are fallen on are
Any vehicles or troop stands that are fallen on are destroyed.
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 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

Weapon Head Weapon Weapon Weapon Head Weapon


2+ 2+ 2+ 2+ 2+ 2+ 2+
Weapon Weapon Weapon Weapon Weapon
Ammo Hull Ammo Hull Hull Ammo Hull Ammo
Mount Mount Mount Mount Mount
1+ 3+ 1+ 3+ 3+ 1+ 3+ 1+
2+ 2+ 2+ 2+ 2+
Weapon Hull Hull Hull Weapon Hull Weapon Hull Weapon Hull Hull Hull Weapon
2+ 3+ 3+ 3+ 2+ 3+ 3+ 3+ 2+ 3+ 3+ 3+ 2+

Hull Boiler Hull Hull Boiler Hull Hull Boiler Hull


3+ 2+ 3+ 3+ 3+ 3+ 3+ 3+ 3+
Belly Belly Belly
Foot Hull Hull Foot Hull Foot Foot Hull Hull Hull Foot
Gun Gun Gun
3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+
3+ 2+ 2+
Great Gargant Damage Table
Head:
Belly Gun:
1-2 Add +1 to any future damage rolls against the head.
1-2 Some ammunition explodes but the krew quickly douse it
3-4 The Kaptin is killed. The Gargant must follow the same
down. Add +1 to any future damage rolls against the belly gun
orders next turn while the bridge krew "elect" a new Kaptin.
3-5 The gun is destroyed and the explosion starts a fire. The gun
5-6 The head is blown off the Gargant, starting a fire. It must
may not be used for the remainder of the battle.
follow the same orders as it used last turn, and any weapons
6 The belly gun's magazine explodes, starting 1D3 fires. The
mounted in the head may not be used for the remainder of the
gun is destroyed and the explosion rips into the boiler, so roll
battle. If the Gargant was fitted with a Mork or Gork head, any
for damage against the boiler as well. After you have made this
Orks within 25cm must take a morale check. After the next
extra damage roll, total up all the fires on the Gargant and make
turn, roll a D6 before changing the Gargant's orders; on 4+ you
an immediate roll on the Fire Table.
may change the orders.
Weapon:
Boiler:
1-2 Add +1 to any future damage rolls against the weapon
1-2 The boiler is damaged. Add +1 to any future damage rolls
3-4 The weapon is destroyed and may not be used for the rest of
against the boiler.
the game.
3-4 The boiler is hit and starts to lose pressure. The Slasha's
5-6 The weapon is blown off the Gargant, starting a fire. It
move rates are halved from now on.
lands 2D6cm away in a random direction. Any vehicles or
5-6 The boiler is destroyed, and a fire is started. The Gargant
infantry underneath it are destroyed unless they make their
may no longer move.
basic saving throw
Magazine (ammo):
Foot:
1-3 A large explosion starts a fire. Roll on the Fire Table
1-3 The foot is damaged. Add +1 to any future damage rolls
immediately.
against this foot.
4-6The magazine detonates spectacularly, starting 1D3 fires.
4-5 The foot is destroyed. If the other foot is intact, the Gargant
Roll for damage against the Weapon location as well and apply
may turn in place. If both are destroyed it may not move at all.
any damage. After you have rolled for extra damage, total up all
6 The foot is blown apart and starts a fire. The Gargant may no
the fires on the Gargant and make an immediate roll on the Fire
longer move or turn even if the other foot is undamaged.
Table.
Weapon Mount:
Hull: 1-2 Add +1 to any future damage rolls against the mount 3-5
1-5 The hull is weakened. Add +1 to any future damage rolls The weapon mount is badly damaged. Roll for both of the
against the hull. attached weapons on the Weapon Damage Table.
6 A massive explosion rips a huge hole in the hull and starts a 6The weapon mount is blown off the Gargant, starting a fire. It
fire. lands 2D6cm away in a random direction. Any vehicles or
infantry underneath it are destroyed.
Fire Table:
Roll on this table as required for damage results and at the start of the end phase if any fires are burning on the Slasha Gargant.
Add +1 to the roll for each fire burning on the Slasha Gargant in excess of one. Fire effects 2-5 last until the next roll is made on
the Fire Table.
Adjusted D6 Roll
1-3 With a few scorched Gretchin the fires are brought under control and put out.
4-5The fire is getting out of control. The Gargant may not move, but may fire normally.
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
Epic 2nd Edition Data Page 65
hit by the flying debris and must make an unmodified save to avoid damage.
9+A massive explosion rips the Gargant apart. Remove the model from the table and replace it with a crater if you've got one.
Any units within 4D6cm are hit by the flying debris and must make an unmodified save to avoid damage.

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

Target’s
Weapon Range Attack Dice To Hit Roll Save Notes
Modifier

See the Mekboy Gargant Tables for the allowed weapons.


Mekboy Gargant Hit Location Templates
FRONT SIDE REAR

Weapon Arm Head Weapon Weapon Weapon Head Arm Weapon


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

Hull Boiler Hull Hull Hull Hull Ammo Hull


3+ 2+ 3+ 4+ 3+ 4+ 3+ 4+
Force Force
Foot Foot Foot Foot Hull Foot
Field Field
3+ 3+ 3+ 3+ 4+ 3+
2+ 2+
Mekboy Gargant Damage Table
Head:
Force Field:
1-2 Add +1 to any future damage rolls against the head.
1-2 Add +1 to any future damage rolls against the Force Field
3-4 The shot ricochets off the head, stunning the Mekboyz
Generator.
temporarily. The Mekboy Gargant must roll a D6 in the orders
3-4 The Force Field Generator is destroyed and may not be used
phase next turn: On 1-2 the Gargant has Charge orders, on 3
for the rest of the game.
Advance, and on 4-5 First Fire. On 6, the head blows up,
5-6 The shot hits the Force Field Generator and it detonates
causing an unmodified hit on everthing within 2D6 and
with a flash of energy, starting D3 fires. After you've worked
destroys the Gargant.
out how many fires are started, make an immediate roll on the
5-6 The head is blown off the Gargant, starting a fire. Roll a D6
fire table. The Generator may not be used for the rest of the
as in above (3-4) in every orders phase of each turn from now
game.
on.
Weapon:
Foot:
1-2 Add +1 to any future damage rolls against the weapon
1-3 The foot is damaged. Add +1 to any future damage rolls
3-4 The weapon is destroyed and may not be used for the rest of
against this foot.
the game.
4-5 The foot is destroyed. If the other foot is intact, the Gargant
5-6 The weapon is blown off the Gargant, starting a fire. It
may turn in place. If both are destroyed it may not move at all.
lands 2D6cm away in a random direction. Any vehicles or
6 The foot is blown apart and starts a fire. The Gargant may no
infantry underneath it are destroyed unless they make their
longer move or turn even if the other foot is undamaged.
basic saving throw
Arm: Magazine (ammo):
1-2The arm is damaged. Add +1 to any future damage rolls 1-3 A large explosion starts a fire. Roll on the Fire Table
against the arm. immediately.
3-6 The arm is damaged and starts to flail out of control! The 4-6The magazine detonates spectacularly, starting 1D3 fires.
Gargant staggers D6cm in a random direction immediately at Roll for damage against the Weapon location as well and apply
the end of each subsequent movement phase. Anything within any damage. After you have rolled for extra damage, total up all
6cm of the Gargant in the combat phase will suffer an the fires on the Gargant and make an immediate roll on the Fire
Epic 2nd Edition Data Page 66
automatic hit with a 0 save modifier. Table.
Hull: Boiler:
1-4 The hull is weakened. Add +1 to any future damage rolls 1-4 The boiler is hit and starts to lose pressure. The Slasha's
against the hull. move rates are halved from now on.
5-6 A massive explosion rips a huge hole in the hull and starts a 5-6 The boiler is destroyed, and a fire is started. The Gargant
fire. may no longer move.
Fire Table:
Roll on this table as required for damage results and at the start of the end phase if any fires are burning on the Slasha Gargant.
Add +1 to the roll for each fire burning on the Slasha Gargant in excess of one. Fire effects 2-5 last until the next roll is made on
the Fire Table.
Adjusted D6 Roll
1 With a few scorched Gretchin the fires are brought under control and put out.
2 The fire is getting out of control. The Gargant may not move, but may fire normally.
3 The fire is out of control! Add one to the number of fires already burning. The Gargant may not move or fire its belly gun, and
any other weapons fired are on a -1 to hit modifier due to the clouds of smoke.
4 The fire reaches the magazines! Roll on the Magazine Damage Table for each intact magazine. The Gargant also can't move or
gire its belly gun and suffers -1 on firing as in 4 above.
5 Huge internal explosions wreck the Gargant destroying it and leaving a smoking, blackened heap. Any units within 2D6cm are
hit by the flying debris and must make an unmodified save to avoid damage.
6+ A massive explosion rips the Gargant apart. Remove the model from the table and replace it with a crater if you've got one.
Any units within 4D6cm are hit by the flying debris and must make an unmodified save to avoid damage.

Hierodule
Move 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

See the Titan Weapon Tables for the allowed weapons

Hierodule Hit Location Templates


FRONT SIDE

Leg Leg Leg Leg


4+ 4+ 4+ 4+

Wpn Head Wpn Leg Thrx Leg


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

Leg Leg Leg Leg


4+ 4+ 4+ 4+

Leg Leg Leg Leg


4+ 4+ 4+ 4+

Overall Armor Save 2+ Overall Armor Save 3+

REAR

Leg Leg
4+ 4+

Leg Abdm Leg


4+ 5+ 4+

Leg Leg
4+ 4+

Leg Leg
4+ 4+
Epic 2nd Edition Data Page 67

Overall Armor Save 4+

Hierodule Damage Table


Hit Location/Shooting:
Roll to hit the Bio-Titan as normal. If you hit the Bio-Titan it must make its overall armour save as shown in the 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.
Leg:
1-2 The leg is damaged, forcing the Hierodule to walk with a
Head: pronounced limp. Its movement rate is reduced by 5cm and it
1 The Hierodule staggers D6+4cm in a random direction. may not enter difficult terrain. This damage may be
Any models it moves onto take a hit with a 0 save modifier regenerated on a D6 roll of 4+ in the end phase.
on a roll of 4+ on a D6. If the Hierodule staggers into 3-4 The Hierodule’s leg is crippled. Its movement rate is
difficult or impassible terrain it suffers D6 hits with 0 save reduced by 10cm and it may not enter difficult terrain. This
modifier. damage may be regenerated on a D6 roll of 4+ in the end
2-3 The Hierodule’s nerve core is disrupted. While damaged phase.
its CAF is halved and it must roll a 4+ on 1D6 before it can 5 The Hierodule’s leg is severed, inflicting 1 extra wound
move or shoot. This damage may be regenerated on a D6 roll and permanently impairing its movement as noted in 3-4
of 6 in the end phase. above. If two of the Hierodule’s legs are severed it will
4-5 The Hierodule’s head is punctured, inflicting an extra D6 collapse on the spot, unable to move again, even to turn in
wounds. place, and its CAF is halved but otherwise it may fight and
6 The Hierodule’s head is half blown off, inflicting an extra shoot as normal.
2D6 wounds. 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:
1-2 The Hierodule’s thorax is pierced and leaks colorless 1 The Hieredule’s wepon is knocked aside by the hit and may
slime, inflicting 1 extra wound. not fire this turn.
3-4 The Hierodule’s thorax is split, causing blood and ichor 2-4 The Hieredule’s weapon is smashed by the hit, inflicting
to spray out. It suffers an extra 1D3 wounds. 1 extra wound. The weapon may not fire again until it is
5 The Hierodule’s thorax is ripped open with a spray of regenerated on a D6 roll of 5+ in the end phase.
viscous jelly, inflicing 1D6 wounds. 6 The weapon is blown off the Hierodule and lands 2D6cm
6 The thorax is deeply punctured and starts to pour out body away in a random direction, causing a hit with 0 save
fluids inflicting 1D6 wounds now and 1D6 wounds in each modifier on anything underneath. Ichor boils up out of the
orders phase. This damage may be regenerated on a D6 roll stump and the hit inflicts an extra 1D3 wounds on the
of 4+ in the end phase. 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.

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

See the Titan Weapon Tables for the allowed weapons

Hieropant Hit Location Templates


FRONT
Epic 2nd Edition Data Page 68
Leg Leg
4+ 4+
Leg Wpn Head Wpn Leg
4+ 5+ 6+ 5+ 4+
Leg Leg Abdm Leg Leg
4+ 4+ 5+ 4+ 4+
Leg Leg
4+ 4+
Leg Leg
4+ 4+
Overall Armor Save 2+

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