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E40k CompendiumPDF

Epic 40k compendium

Uploaded by

Tom Wiseman
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© © All Rights Reserved
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100% found this document useful (9 votes)
2K views465 pages

E40k CompendiumPDF

Epic 40k compendium

Uploaded by

Tom Wiseman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Epic 40,000

Compendium
Unofficial compilation of the Epic 40,000 game rules

Same rules, but easier to use!


Version: 1.1.1 | 21 April 2021
Disclaimer and trademark list
This publication is completely unofficial and in no way endorsed by Games Workshop Ltd.

Trademark list

Adeptus Astartes, Battlefleet Gothic, Blood Angels, Cadian, Catachan, the Chaos device, the Chaos logo, Citadel, the
Citadel device, Codex, Daemonhunters, Dark Angels, Dark Eldar, the Double-Headed/Imperial Eagle device (Aquila),
’Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior,
Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Great Unclean One, Keeper of
Secrets, Khemri, Khorne, Kroot, Lord of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh,
Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid,
Tzeentch, Ultramarines, Warhammer, Warhammer 40k device, Warhammer World logo, White Dwarf, the White Dwarf
logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and
images from the Warhammer 40,000 universe are either ®, ™ and/or © Copyright Games Workshop Ltd, variably
registered in the UK and other countries around the world. Used without permission. No challenge to their status
intended. All Rights Reserved to their respective owners.

What's new
Version 1.1.1 | 21 April 2021

l Done (patch): #1004 — Add missing exception for 'moving past' in the Assault phase
l Done (patch): #1002 — Imperial Supreme Commander shouldn't have a Detachment HQ cost
l Done (patch): #878 — Imperial army list, drop pods — reference the Walkers FAQ
l Done (patch): #851 — Add datasheet entry for Chaos Space Marine Terminators unit

Tip: You can check the status of all reported issues at https://thehobby.zone/issue-tracker/?bugcatid=78

History

For the full version history, please view this topic in the Android app or on the website at
https://thehobby.zone/resources/e40k-compendium/Content/Frontmatter/WhatsNew.htm.

ii
Contents Flyers — Thunderhawk Gunship 18

The Titan Legions 19


Disclaimer and trademark list ii
The Centurio Ordinatus 19
What's new ii
Waaagh, The Orks! 20
Introduction 1
Waaa-Ghazghkull and the Battle for
About this publication 1 Armageddon 20

Origin and intent 1 Da Clanz 21

Source materials 1 Infantry — Da Boyz 22

Changes I've made 3 Big Gunz and Rokkitz 22

Future direction 3 Orky vehicles 23

Formats of this publication 5 Da Bikes 'n' Buggies 23

Formats — choose what works best for you 5 Da Wagonz 23

Addicted to paper? 6 Flyers — Da Flyboyz 24

How to use this publication 6 The Eldar 24

Conventions 6 Forces of the Eldar 25

Notice boxes 6 Ulthwé the Damned 25

Editing notes 7 Eldar infantry 26

Rules status 7 Guardians 26

Components 7 Aspect Warriors 26

What you will need to play 7 Warriors of the Laughing God 27

Lore 9 Vehicles — Swift Death 27

Rule Book 9 Flyers — Rulers of the Sky 28

Battles Book 12 Eldar War engines 28

Armies Book 13 Chaos 28

Forces of the Imperium 15 Warmaster Horus 28

The Imperial Guard 15 Black Crusades 29

Infantry — Imperial Guard 16 Forces of Darkness 30

Vehicles — The Mailed Fist 16 Chaos infantry 30

Artillery 16 Chaos Space Marines 30

Imperial Guard war engines 17 Daemons 31

The Adeptus Astartes 17 Chaos Cultists 31

Infantry — Space Marines 17 Chaos vehicles 31

Vehicles — Armoured Might 18 Daemon engines 32

iii
Chaos artillery 32 The Leman Russ Conqueror 46

Hive Fleet Kraken 32 The Destroyer tank hunter 46

The Hive Mind 33 The Thunderer siege tank 46

The Battle for Ichar IV 33 Lightning — Imperial Fighter 47

Tyranid infantry 34 The Lightning 47

Tyranid Warriors 34 The Lightning Strike variant 48

Termagant gene-strand 35 Warmonger Titans 48

Tyranid vehicles — living tanks 35 The Emperor's Tarot [lore] 49

Tyranid flyers 36 The Tarot deck 49

Harridans & Gargoyles 36 The Emperor's Wisdom 50

Tyranid war engines 36 Squats 51

Magazines 37 The Brotherhoods 51

More on the Imperium 37 Vehicles 52

Supreme Warriors 37 Artillery 52

Fielding the army 37 Air Wing 53

Battle organisation 38 War engines 53

The First and Tenth 38 Land Trains 53

Other Chapters 39 The Tau race 54

Getting more extreme 40 The Tau art of war 54

The Adeptus Mechanicus 41 Tau infantry 55

Infantry 41 Tau vehicles and battlesuits 56

Robots 41 Tau air force 56

Vehicles 41 The Kroot 57

Warriors of Justice 42 Princes of Chaos 58

Innocence is No Excuse 42 Slaves to Darkness 58

Infantry 42 Infantry 58

Vehicles 42 Vehicles 58

Fielding Adeptus Arbites in Epic 40,000 43 Flyers 58

Penal Legions 44 War engines 59

Variants of the Leman Russ tank 44 Suggestions for figures 59

The Leman Russ Vanquisher 45 Knights and Dragons 60

The Leman Russ Executioner 45 Eldar Knights 60

Eldar Exodite Dragon Riders 60

iv
Design notes 61 Leadership tests 73

Lords of Battle [about Titans] 62 S3. Work out how many hit dice to roll 73

Scout Titans 62 S4. Find out target's lowest Armour value 74

Battle Titans 62 S5. Roll for shooting hits 74

Imperator Titans 63 S6. Discard misses 74

Eldar Phantom and Revenant Titans 63 S7. Allocate hits 75

Core rules 64 S8. Remove casualties 76

Basics 64 The Assault phase 76

Using dice 64 Charging into close combat 77

Unit types 64 Other assault moves 77

Data sheets 65 Fighting in close combat [procedure] 77

Detachments 66 C1. Add up Assault values 78

HQs 66 C2. Work out close combat bonuses 78

The sequence of play 67 C3. Roll dice and add close combat
bonuses 79
The initiative 68
C4. Work out difference in combat scores
Strategy Rating 68
and place Blast markers 79
The Movement phase 68
C5. Roll for close combat hits 80
Special moves 68
C6. Broken detachments and retreats 81
Terrain 69
Multiple close combats 81
Dangerous terrain test 69
Firefights [procedure] 82
Roads 69
F1. Add up firefight Firepower 82
Infantry in cover 70
F2. Work out firefight bonuses 83
Transport 70
F3. Roll dice and add firefight bonuses 83
Orks hitching a lift 70
F4. Allocate hits and Blast markers to
Snap-fire 70 losing detachments 83

The Shooting phase [procedure] 71 Multiple firefights 83

S1. Add up shooting Firepower 71 Broken detachments 84

Line of fire 72 The Rally phase [procedure] 84

Fire arc 72 R1. Remove Blast markers 85

Splitting fire 72 R2. Rally broken detachments 85

S2. Work out Blast markers 73 R3. Repair war engine damage and shields 85

Blast marker liabilities 73 R4. Check victory conditions 85

Special rules 86

v
Super heavy weapons 86 Medic 95

Super heavy weapons and Blast markers 86 Open Top 95

Anti-Personnel [weapon] 87 Ordo Malleus 95

Anti-Tank 87 Psyker 95

Barrage 87 Rampage 96

Close Combat Weapons 88 Rapid Fire 96

Death Ray 88 Ravenwing 96

Deathstrike Missile 88 Recovery 96

Disrupt 88 Save 97

Distortion Cannon 89 Skimmer 97

Heavy Barrage 89 Space Wolves 97

Mega Cannon 89 Stubborn 97

Pulsar 89 Supreme Commander 98

Ripper Tentacles 90 Transport (x) 98

Super Lifta Droppa 90 Tunneller 98

Vortex Missile 90 Vehicle variants 99

Specialists and special abilities 91 Tank variants 99

Artillery 91 Anti-personnel [ability] 100

Assault 91 Assault 100

Bridge 92 Fast 100

Brood Telepathy 92 Flak Battery 100

Cavalry 92 Long Range 101

Close Support 92 Self-propelled Artillery 101

Deathwing 93 Shootier 101

Engineers 93 Siege 101

Flak 93 Tank Destroyer 102

Heavy Weapons 93 War engines 102

Hero 93 War engine movement 102

Hit and Run 94 War engine orders 103

Infiltrators 94 Overwatch 103

Jump Packs 94 March 103

Kroot 94 Assault 103

Flak 104

vi
War engines and Blast markers 104 Fighting the battle 117

Shooting with war engines 104 Scenario special rules 117

War engine fire arcs 104 Objectives 117

Shooting at war engines 105 Army morale 118

War engine detachments 105 Detachment morale value 119

War engine critical damage 105 Army morale modifiers 119

War engine catastrophic damage 106 Objectives [morale effects of] 120

War engine shields 106 Hidden set-up 120

War engines in close combat 106 Firing on hidden troops 120

War engines supporting close combats 107 Revealing hidden troops 120

War engines in firefights 107 Mine-fields and booby-traps 121

No retreat, no surrender 107 Fortifications 121

War engine data sheets 107 Reserves 121

Artillery 108 Drop pods 122

Indirect fire 108 Fate cards 123

Preparatory bombardment 109 Dealing Fate cards 123

Flyers 109 Variable Fate cards 123

Rearming and refuelling 109 The Emperor's Tarot [Imperium-only Fate


cards] 124
Ground Attack (flyer mission) 109
Using the Emperor's Tarot Fate cards in
Transport (flyer mission) 110
Epic 40,000 124
Evac! Evac! (flyer mission) 110
The Hand of Fate! (1) [Faction-specific Fate
Counter-strike (flyer mission) 111 cards] 125

Intercepting (flyer mission) 111 Slings and Arrows 125

Flak 112 How to include the new Fate cards in Epic


40,000 126
Hits on flyers 113
Nullifying psychic attacks 127
Blast markers on flyers 113
The Hand of Fate! (2) [More faction-specific
Battles 114
Fate cards] 127
Picking a scenario 114
Placing terrain on the tabletop 128
Forces 115
Classifying terrain types 128
Terrain 116
Terrain conventions 129
Deploying the armies 116
Random terrain generators 129
Picking the 'table edge' 116
How to use terrain generators 130

vii
Hive worlds 130 Refight 4: The Sulphur River 150

Agri-worlds 131 Forces 150

Desert worlds 132 Set-up 150

Ice worlds 133 Victory conditions 151

Forge worlds 134 Optional rules 151

Primaeval worlds 136 Alternative scenario 151

Death worlds 137 Historical forces 151

Daemon worlds 138 Refight 5: Breakout 152

[DIY random terrain generation] 139 Forces 152

The scenarios 140 Set-up 152

Refight 1: Gogard's Last Stand! 140 Victory conditions 153

Forces 140 Special rules 153

Set-up 141 Tactics 153

Gargant krew 141 Force 154

Objectives 141 Battle 1: Meeting Engagement 154

Game length and victory conditions 141 Forces 154

Scenario variants 142 Set-up 154

Refight 2: Rescue 145 Objectives 155

Forces 145 Game length and victory conditions 155

Set-up 145 Battle 2: Escalating Engagement 155

Objectives 146 Forces 155

Victory conditions 146 Set-up 155

Tactics 146 Objectives 156

Optional rules 146 Game length and victory conditions 156

Historical forces 146 Battle 3: Dawn Assault 156

Refight 3: The Hellblade Mountains 147 Forces 156

Forces 148 Set-up 156

Set-up 148 Objectives 157

Objectives 148 Game length and victory conditions 157

Game length and victory conditions 148 Battle 4: Blitzkrieg! 157

Tactics 149 Forces 157

Historical forces 149 Set-up 157

Objectives 158

viii
Game length and victory conditions 158 The Ork army 169

Battle 5: Ambush 158 The Imperial Guard army 169

Forces 158 Special rules 170

Set-up 158 Ork assaults 170

Game length and victory conditions 159 The assaults 170

Battle 6: Planetary Assault 160 The final assault 170

Forces 160 Destroyed vehicles and the hospital 170

Set-up 160 Special events 171

Objectives 160 Refight: Raid on Adraith 171

Game length and victory conditions 161 Forces 172

The Fog of War 161 Setup 172

Forces 161 Special rules 173

Set-up 161 The Warp Gate 173

Objectives 161 Campaigns 173

Missions 162 Map-based 174

Discovering the opposing force's Story 174


mission 164
Ladder 174
Victory conditions 164
Tree 175
More scenarios 165
Are you experienced? 178
Refight: Get us out of here! 165
Epic experience 178
The re-fight 165
Experienced detachments 178
Forces 165
Starting experience 179
Set-up and special rules 166
Gaining experience 179
Game length and victory conditions 166
Being wiped out 179
Refight: The Purgation of XCV-78 167
Replacing casualties 180
The re-fight 167
Alterations 180
Forces 167
Ready to roll! 180
Set-up and special rules 167
The Eternal Crusade 180
Game length and victory conditions 167
The Dorlithe Campaign 181
Refight: Last Stand at Glazers Creek 168
Battle 1 — Attack on Dorlithe II 181
Objective 168
Forces 181
Terrain and deployment 168
The battle 182
Forces 169
Battle 2 — Eldar Incursion 183

ix
Forces 183 Imperial war engines 204

The battle 183 Imperial flyers 205

Battle 3 — Light of the Emperor 184 Force Lazarus [example detachment] 206

Forces 184 Imperial army list extras 206

The battle 185 Space Marine Chapter-specific


detachments 206
Battle 4 — The Tyranid Onslaught 186
Adeptus Mechanicus detachments 213
Forces 186
Adeptus Arbites detachments 215
The battle 187
Penal Legion detachments 216
Armies 190
Ordo Malleus detachments 217
Basics 190
Imperial Tunnellers detachments 218
Choosing and collecting an army 190
Imperial unit summaries 218
Choosing an army 190
Imperial main unit summaries 218
Collecting an army 191
Imperial extra unit summaries 220
Core force 191
Imperial war engine data sheets 224
The miniatures range 192
Medic! Imperial Support Units 234
How to use the army lists 192
Softskin transports 234
Detachment army lists 192
Engineering vehicles 234
War engine detachments 193
Other [support] vehicles 234
Supreme commander detachments 193
Other [support] units 234
Detachment card 193
Missing the points 235
Squads, mobz, packs and all the rest 194
Waaagh! Armies of the Orks 235
Upgrades and special abilities 196
Ork army list 235
Allies 197
Strategy Rating 235
Limiting detachment types 197
Ork special rules 235
Armies of the Imperium 198
Detachment lists 236
Imperial army list 198
Supreme commander 236
Strategy Rating 198
Orks 237
Special rules 198
Ork war engines 239
Detachment lists 198
Ork flyers 239
Supreme commander 198
Badruk's Boyz [example detachment card]239
Space Marines 200
Ork army list extras 241
Imperial Guard 202
Ork unit summaries 243

x
Ork war engine data sheets 244 Strategy Rating 261

Greener is Meaner! 248 Eldar special rules 261

Da Clanz 249 Detachment lists 262

Bad Moons 249 Supreme commander 262

Goffs 250 Eldar 263

Deathskulls 250 Eldar war engines 264

Evil Sunz 251 Eldar flyers 265

Snakebites 251 The Wind Riders of Biel Tan [example


detachment card] 265
Blood Axes 251
[Blank Eldar detachment card] 267
The Green Machine 252
Craftworld army list extras 268
New detachment types 252
Eldar Exodites detachments 268
Freebooterz 252
Eldar unit summaries 269
Dread Mob 252
Eldar main unit summaries 269
Mad Mob 253
Eldar extra unit summaries 270
Stormboyz Korp 253
Eldar war engine data sheets 271
Orky objectives 253
Armies of Chaos 274
Which scenarios? 253
Chaos Black Crusade army list 274
Koprukk and Shaksnik 253
Strategy Rating 274
Noshdakka 254
Detachment lists 275
Gargdreg 254
Supreme commander 275
Gitduff 254
Chaos Space Marines 276
Using Gargdreg and Gitduff 254
Chaos Cultists 277
Third Wave 255
Chaos Daemons 278
Mob Rule 255
Chaos Armoured detachments 278
New units 256
Beloved of Khorne [example detachment
Big Gunz and Rokkits 256
card] 280
Da Bikes 'n' Buggies 256
Daemonic Legions army list 281
Da Flyboyz 257
Strategy Rating 281
Da Wagonz 257
Special rules 282
Tribal Gathering 258
Summoning Daemons 282
Armies of the Eldar 260
Creating Daemon Princes 282
Craftworld army list 261
Using Daemonic Legions 284

xi
Forces of Terror 284 Supreme commander 308

Detachment lists 285 Squats 309

Chaos unit summaries 288 Squat war engines 311

Chaos main unit summaries 288 Squat flyers 312

Chaos extra unit summaries 289 Squat unit summaries 312

Chaos war engine data sheets 290 Squat war engine data sheets 314

Armies of the Tyranids 294 Armies of the Tau 317

Hive Fleet army list 294 Tau army list 317

Strategy Rating 294 Strategy Rating 317

Tyranid special rules 294 Detachment lists 317

Detachment lists 295 Tau unit summaries 320

Supreme commander 295 Armies of the Dark Eldar 321

Tyranids 296 Dark Eldar army list 321

Tyranid war engines 297 Strategy Rating 321

Tyranid flyers 298 Dark Eldar special rules 321

Hive Swarm Prometheus [example Detachment lists 321


detachment card] 298
Supreme commander 321
[blank Tyranid detachment card] 299
Dark Eldar 322
Hive Fleet army list extras 299
Dark Eldar war engines 323
Genestealer Cult detachments 299
Dark Eldar flyers 323
Tyranid unit summaries 301
Dark Eldar unit summaries 324
Tyranid main unit summaries 301
Dark Eldar war engine data sheets 325
Tyranid extra unit summaries 301
More... 326
Tyranid war engine data sheets 303
House rules, frequently asked questions and
Children of the Kraken 306 other nonsense 326

Cult members 306 The Hand of Fate 326

Special abilities 306 History of Epic 327

Breeding the Hybrids 307 FAQ: Infantry basing, old vs. new 327

Summary 307 FAQ: Out of Command units 327

Armies of the Squats 307 FAQ: Marking HQ units 328

Squat Stronghold army list 307 FAQ: Walkers 328

Strategy Rating 307 FAQ: Destroying buildings 328

Detachment lists 308 FAQ: Big Fella's 329

xii
FAQ: Orks hitching a lift 329 Q&A: Vortex missiles 341

FAQ: Snap-fire 329 Q&A: Close combat weapons 341

FAQ: Line of Fire 330 Q&A: Mega Cannon 341

FAQ: Cover 330 Q&A: Pulsar 342

FAQ: Measuring ranges 330 Q&A: Super Lifta Droppa 342

FAQ: Blast markers 331 Q&A: Infiltrate 343

FAQ: What is a 'miss' on Overwatch 331 Q&A: Rampage 343

FAQ: Moving past in the Assault phase 331 Q&A: Save 344

FAQ: Why the obsession with 15cm Q&A: Skimmers 344


engagement ranges? 332
Q&A: Flyers 344
FAQ: Can units with zero Firepower lend
Q&A: Reserves 345
support in close combats? 332
Q&A: Army Morale 345
FAQ: Multiple close combats and firefights 332
Q&A: Choosing an army 346
FAQ: Retreats 333
Q&A: Imperial Guard 347
FAQ: Intercepting interceptors 333
Q&A: Space Marines 348
FAQ: Robin's flyers house rule 334
Q&A: The Orks 349
FAQ: Starting the turn in contact with the
enemy 334 Q&A: The Eldar 350

FAQ: Classifying war engine weapons 334 Q&A: Chaos 350

FAQ: Barrages 335 Q&A: Hive Fleet Kraken 351

FAQ: Re-rolls 336 Designer's notes 351

FAQ: Stubborn 336 Army lists 352

FAQ: Skimmer pop-ups 337 Warhammer 40,000 Codex series and


White Dwarf 352
FAQ: Fate cards 337
The Director's Cut 352
Questions and answers 337
The 'Epic rule we couldn't get to work' rule! 353
Q&A: Strategy Rating 337
Original hit allocation rules 355
Q&A: Charging from transports 338
Optional rules 356
Q&A: Snap-fire 338
Carrying non-infantry units 356
Q&A: Special moves 338
Tyranid Gargoyles 357
Q&A: Shooting phase 339
Swooping Hawks 358
Q&A: Assault phase 339
Deathstrike Missile variants 359
Q&A: Super heavy weapons 340
Using Deathstrike Missile variants 359
Q&A: Barrage 340
Summary of Deathstrike Missile variants 361

xiii
Deathstrike Missiles as Flyers 361 The army lists 378

Artillery ammunition variants and options 362 What's available? 378

Artillery ammunition variants 362 The first detachment (tactical) [Force


Phemeus] 379
Artillery ammunition options 363
The Command 379
Artillery true range and accuracy 364
The Main Force 379
Flak Attack! 366
The Support 379
Epic Siege 367
Other information 380
The basics 367
The second detachment (the tanks)
Armour 367
[Force Cepheus] 381
Shields 367
The third detachment (fast attack) [Force
Damage capacity 367 Geryon] 382

Assault 368 Juggling around 383

Capacity (Transport) 368 Using upgrades 384

Weapons tables 368 The final detachment (heavy firepower)


[Force Praepollo] 384
Critical and Catastrophic damage tables 368
The end is near 386
Moving between fortifications 368
Liber Tacticus [general tactics] 386
Moving through gates 369
Transport vehicles 386
Shooting at fortifications 369
Retreat 388
Close assaulting a fortification 369
The Coiled Spring 388
A note on points values 369
The Thinking Man's Abattoir [general tactics]389
[Fortification data sheets] 370
Logistics 390
Fortification 374
Strategy 391
[Types of fortification, and modelling tips] 374
Tactics 393
Light fortifications 374
Big Pete cardinal rule number 1 393
Hasty fortifications 375
Big Pete cardinal rule number 2 393
[Fortification rules] 376
Big Pete cardinal rule number 3 395
Razorwire 376
Big Pete cardinal rule number 4 395
Tank traps 376
Big Pete cardinal rule number 5 395
Bunkers 376
For the Emperor! [Imperial tactics] 395
Trenches 376
Space Marines 396
Tactics and advice 377
Space Marine Armour 397
Ready for Battle [force selection] 377
Thunderhawk attack! 398

xiv
Imperial Guard tank detachments 399 Across a million worlds… 411

Artillery — the Basilisk 400 Command and control 412

Super Heavy Tanks — the Baneblade 400 One in millions 412

Titans — the Warlord 401 Crushing fist 413

Combined arms 402 Big guns never tire 413

Fist of the Imperium [Space Marine tactics] 403 Super-heavy tanks 414

'Let the Space Marines be Space Waaagh! 'Ere come da Orks [Ork tactics] 414
Marines' 403
The Green Tide 415
Space Marine tactics 404
Da Ork Warlord 415
The Rhino Shield 404
Da Warbands 415
The Firefight Sneak 404
War engines 417
Suppression 405
Da Kult of Speed 417
Fake Disruptors 405
Ork Weirdboyz 418
Hard points 406
Fighta-bommerz 418
Mechanisation 406
Da enemy 418
Imperial Terror 406
Incoming! 419
Containment 406
Da end 419
Morale dumps 407
Sword of the Eldar [Eldar tactics] 419
Titan armament 407
Encirclement 420
Attrition 407
Containment 420
Detachment samples 408
Redeployment 421
Tactical Companies 408
Mono-filament 421
Bike force 408
Morale harvesting 421
Armoured force 408
Terrorisation 422
Terminator assault drop force 408
Disrupt cohesion 422
Assault drop force 408
The Eldar strategy in Epic 40,000 422
Space Marine strategy 408
Stomp Chaos! 422
Stomp Chaos! 408
Stomp Imperial Guard! 423
Stomp Orks! 409
Stomp Space Marines 423
Stomp Imperial Guard! 409
Stomp Squats! (Just before you die of
Stomp Tyranids! 410 tedium) 424

Stomp Eldar! 411 Stomp Tyranids! 424

The Imperial Guard [tactics] 411 Stomp Orks! 424

xv
Stomp Eldar?! 424 To battle… 441

Path of the Eldar [Eldar tactics] 425 Weapon selection 442

Infantry 425 Lords of Battle [Titan tactics] 443

Armour 425 Titan hunter, fire support, or all-rounder 443

Artillery 426 Choosing weapon fits 444

Air power 426 To the battlefield 444

Conclusions 426 Titans and your army 444

Terror and Death [Chaos tactics] 427 Further resources 446

Chaos Space Marines 427 Quick reference 447

Cultists 428

Daemons 428

Daemon engines 428

Flyers 430

Ripping their faces off 430

Putting the boot in 430

Support, support! 431

Spread the word 431

Serve your gods well 431

Attack of the Tyranids [Tyranid tactics] 432

Enemy annihilation plan 1 433

You're gonna get your… plan 2 434

More armies to eat plan 3 435

Swarmin' and spawnin' 436

Consume all 437

Bio-titans 437

Armoured assault swarm 437

Dominatrix 437

Flight swarms 437

Bug Hunt [anti-Tyranid tactics] 437

Big guns never tire [thoughts on Titans] 438

Legio Tormentum [Titan Legion tactics] 439

Gulliver goes to war 439

xvi
Introduction

Introduction
About this publication and how to use it.

About this publication

Origin and intent


This publication makes the Epic 40,000 rules texts easier to use. All the best content for the game in one place, and in
a range of outputs so that you can pick whatever suits you best.

This publication is entirely unofficial and not endorsed by Games Workshop Ltd.

I hope my efforts help you to get more out of this great game, with less confusion. Long live Epic 40,000!

Eric Weston

Source materials
Main books from Games Workshop:

l Epic 40,000 Rule Book (soft cover, released with boxed set, 1997).
l Epic 40,000 Battles Book (soft cover, released with boxed set, 1997).
l Epic 40,000 Armies Book (soft cover, released with boxed set, 1997) .

Other publications from Games Workshop:

Articles from Epic Firepower magazine issue 1

l Adeptus Mechanicus Detachments (page 5 to 9).


l From the Battlefront — Official Rule Amendments and Errata (page 12 to 15).
l Warriors of Justice — Adeptus Arbites (page 16 to 19).
l Air Superiority (page 20 to 27).
l Epic 40,000 — The Director's Cut (page 32 to 34).
l Squat Armies (page 35 to 46).
l Princes of Chaos (page 78 to 86).

Articles from Epic Firepower magazine issue 2

l Supreme Warriors (page 4 to 13).


l On the Wings of Death (page 14).
l For the Emperor! (page 17 to 23).
l Refight: Last Stand at Glazers Creek (page 24 to 26) — with some minor edits for clarity.
l Questions and Answers (page 27 to 35).
l Sword of the Eldar (page 39 to 43).
l Big guns never tire (page 46).
l Legio Tormentum (page 50 to 54).
l Greener is Meaner! (page 66 to 70).
l Terror and Death (page 72 to 78).
l The Hand of Fate! (page 79 to 83).

Articles from Epic Firepower magazine issue 3

l Fist of the Imperium (page 7 to 13).


l The Imperial Guard (page 14 to 20).
l Alternative Guard (just the tweaks from page 25 for the 'Option 3' Imperial Guard Infantry Detachment).

1
Introduction

l Liber Tacticus (page 26 to 28).


l Ordo Malleus (page 31).
l Questions and Answers (page 32).
l Attack of the Tyranids (page 39 to 49).
l Bug Hunt (page 54 to 57).
l Children of the Kraken (page 58 to 61).
l The Green Machine (page 62 to 66).
l Penal Legions (page 78).

Articles from Epic Firepower magazine issue 4

l Medic! Imperial Support Units (page 5 to 6).


l Tribal Gathering (page 17 to 19).
l Epic Siege (page 23 to 28).
l Fortification (page 29 to 31).
l Imperial Tunnellers (page 34 to 36).
l The Thinking Man's Abattoir (page 41 to 47).

Articles from Epic 40,000 magazine issue 1

l Mailbag — missing the points (page 40 to 41).

Articles from Epic 40,000 magazine issue 2

l Vehicle Variants (page 10 to 12).


l Leman Russ (page 14 to 16).
l Third Wave (page 24 to 27).

Articles from Epic 40,000 magazine issue 3

l Path of the Eldar (page 20 to 22).

Articles from Epic 40,000 magazine issue 4

l Its' All in Your Warhead! (page 18 to 21).

Articles from Epic 40,000 magazine issue 5

l Destroyer Leman Russ Variants (page 17 to 18).


l Allocating Hits (page 21 to 22).

Articles from Epic 40,000 magazine issue 6

l Lightning — Imperial Fighter (page 2 to 3).

Articles from Epic 40,000 magazine issue 7

l Warmonger Titans (page 10 to 11).

Articles from Epic 40,000 magazine issue 9

l Tau part 1 (page 12 to 15).


l It's All in Your Warhead, Part II (page 20 to 22).

Articles from Epic 40,000 magazine issue 10

l Tau part 2 (page 20 to 21).

Articles from The Citadel Journal magazine issue 34

l Slaves to Darkness (page 30 to 37).

Articles from The Citadel Journal magazine issue 35

l Knights and Dragons (page 36 to 39).

2
Introduction

Articles from White Dwarf magazine issue 209

l Ready for Battle (page 33 to 39).

Articles from White Dwarf magazine issue 210

l The Emperor's Tarot (page 48 to 49).

Articles from White Dwarf magazine issue 211

l Waaagh! 'Ere come da Orks (page 34 to 41).

Articles from White Dwarf magazine issue 214

l The Hand of Fate! (page 64 to 65).

Articles from White Dwarf magazine issue 215

l Chambers of the Horned Rat (page 88 to 95).


l Are You Experienced? (page 96 to 98).
l Flak Attack! (page 99).
l Final Thoughts… Suggested Points Limits (page 99) — added as a note at Armies on page 190.
l The Eternal Crusade (page 102 to 107).

Articles from White Dwarf magazine issue 224

l Lords of Battle (page 72 to 75).

Changes I've made


For the most part, I have not edited ambiguous or cumbersome sentences — the wording of the rules is exactly as
originally published (with some rare exceptions, mostly for technical reasons, or the odd correction I couldn't resist). I
did make some other changes where it was necessary for effective single-sourcing or to provide a good experience
with the HTML formats:

l Left out many images and short stories, to save effort and to keep file sizes down.
l Made some headings more self-descriptive and unique, and added links between related topics. Together, these
changes make it easier and faster for you to find and check related information when you need to.
l Made some keywords stand out more, and made some capitalisation more consistent.
l Adjusted the structure, especially in the HTML formats. This makes it easier for you to find and digest the rules.
l Made some content collapsible/expandable in the HTML formats. This reduces visual clutter while keeping rules or
notes handy.
l In some cases I've repeated short pieces of content so that you that don't have to flick back and forth between topics
to check a rule or table.

Many of the source files I worked from are poor quality scans which make it difficult to obtain correct text via difficult for
optical character recognition software. I do a lot to tidy up imported content, but I'm only human and some errors do get
through. Please ignore minor typographical errors, but let me know about bigger problems. If you find a mistake (or if
you have an idea to improve this publication), I'd like to fix it — let me know about it at https://thehobby.zone/issue-
tracker.

Or, feel free to discuss with me in the Epic 40,000 Facebook groups (see Further resources on page 446). I look
forward to your feedback.

Future direction
My overall intent for this compendium is to mirror the best of the original content, with the minimum of changes (and
some comments or notes where necessary to highlight problem areas). I think it is also worthwhile to add some useful
content away from the main body of the rules (such as at Further resources on page 446).

3
Introduction

I added most of the original published content to this project during the 'beta' release phase (that is, prior to 'stable'
release version 1.0.0). At the time of writing, there is still some more that I'd like to add, and some improvements that I'd
like to make. So, I expect to release some more versions over time.

I also harbour a desire to start a separate project to rework the text, to improve the usability further, and to tweak or
extend some of the rules. Some others have expressed a similar desire, so perhaps we will get around to a community
project at some point.

4
Introduction

Formats of this publication


I use 'single-source publishing'1 to manage this publication efficiently and to compile a range of formats for you to
choose from. Use whichever format you prefer — the rules content is identical for all formats at any particular release
version.

Formats — choose what works best for you


Responsive website (HTML5)

Get it from: https://thehobby.zone/resources/e40k-compendium

This is the simplest and most reliable way to get this publication at the most up to date version.

Mobile app for Android devices (HTML5)

Get it from: https://thehobby.zone/resources/Downloads/E40kCompendium-release.apk

This is the best way to use this publication when you have an Android device and may need offline
access to the rules.

More about the app

I'm not an expert in Android app development, but this app should work on most devices that use the Android
operating system. I've used it without problems on a range of Android phones, tablets and other devices.

There is no app for Apple iOS. Given the unofficial nature of this publication and Apple's 'walled garden', I could
only provide an app to run on jail-broken devices — which is too much trouble for too small a user base, even if I
had a suitable device to test on. Sorry!

Updates

This app is not in the Google Play app store (or any other app store for that matter), so you can only install or
update by side-loading2 — and you won't get automatic updates either. I will update this publication from time to
time, so please occasionally check the website for new versions as I don't have any alternative notification method
in place at the moment.

Portable Document Format (PDF) file

Get it from: https://thehobby.zone/resources/Downloads/E40kCompendiumPDF.pdf

Use this version if you really want to print the whole thing out. It is sized for A4 paper, but you should be able to scale it
to fit whatever paper size suits you best.

Remember! Print/PDF output is a lot more hassle than the HTML outputs, and I don't even use it myself. So, I
won't always update the PDF to the latest version of the project that you see in the website and/or Android app.

Tip: Print individual topics from the website

If you only want to print a few individual topics, you can print from the website. The print-outs get similar styling to
the PDF file.

If the topic you're printing has an FAQ block or other 'expanding' content, be sure to expand that first unless you
don't want it in your print-out.

1https://en.wikipedia.org/wiki/Single-source_publishing
2https://www.howtogeek.com/313433/how-to-sideload-apps-on-android

5
Introduction

Addicted to paper?
I encourage you to give the HTML5 formats a good try. I like physical paper documents as much as anyone else, but
the HTML5 formats have strong advantages over 'dead tree format' and on-screen PDF:

l More ways to navigate and quickly find the rules you want to check — not only table of contents/navigation menu
but also a handy search tool, hyperlinks to related information and quick access panels on the home page.
l Better page flow — no need to squint at the PDF or pan and zoom, no awkward page breaks.
l Less visual clutter — content that you'll probably want to see less often, such as FAQ sections, are folded up by
default (just tap to unfold).
l Easy to have the latest version at all times — no printing required.
l No weighty tome to carry around — just use the smartphone you probably already carry.

If you still really want a hard copy then I suggest you use a good printing and binding service to process the PDF for
you. I use www.doxdirect.com for this sort of thing as they provide a good service at a good price. It may be less
competitive for you if you're not in the United Kingdom — check https://www.doxdirect.com/help/international-shipping.

I suggest you be kind to the environment and to your wallet by printing only occasionally, after significant updates. I'll
try to keep sensible release notes at What's new on page ii, which should help you to decide when there is enough
change to warrant a new print-out.

How to use this publication

Conventions

Notice boxes

Various notice boxes appear in the rules, where appropriate. These highlight information that merits special attention
or that is useful as an aside to the main content.

Special rule: You will occasionally find these boxes where it is important to understand a special rule that relates
to the main text.

Designer's note: You will find these boxes where an explanation of the concepts and philosophy of particular
rules is likely to be helpful.

You and your opponent are much less likely to dispute or misinterpret rules if you understand why they are written
the way they are.

Example: These boxes contain examples that put rules in context for you, or that show you how to follow the flow
of several different rules that work together.

Tip: These boxes contain advice to help you learn the rules more effectively or get the best out of the game — or
in a few cases, notes about changes I made.

Remember! These boxes contain reminders about things that are important to get right but easy to miss or forget
in the heat of battle.

6
Introduction

Editing notes

[Comment: Inline comments like this highlight some of my notes on problems with the text that I haven't fixed yet, or that
I may not be able to fix directly unless I create a new rule.]

Rules status
You'll notice that I've got to some effort to state the source of rules content in each topic. The core of this compendium is
comprised of the original rules from the three books of the Epic 40,000 boxed set and are therefore inherently 'official'
— but there are many additions from other publications. Where appropriate, I indicate the status of additional rules in
line with statements made in Epic 40,000 magazines, as follows:

l Official 'new rules' that are to be 'used where applicable' are usually integrated into the main body of the rules and
no status is indicated.
l [Experimental rules] indicates 'optional and can only be used with the opponent's consent'.
l [Unofficial house rules] status (as in the rules for Squats) appears in a fan-made summary I'm using to guide me,
but I haven't found a definition yet — probably much the same as [Experimental rules].

Components
[Content from Rule Book page 3.]

[The original Epic 40,000 box set] contains the following models, rulebooks and components:

l 1 Rulebook
l 1 Armies Book
l 1 Battles Book
l Getting Started Leaflet
l 2 Playsheets
l Citadel models: Space Marines, Orks, ruined
buildings
l Detachment card pad
l 22 Dice: 6 Order dice, 10 D6, 6 tiny D6
l 2 Plastic Range Rulers
l 51 Counters
l 12 Fate cards
l 20 Blast markers: 5 large & 1 0 small
l Card Ork Gargant
l [3 card barrage templates, ~6cm diameter]
l [2 card airfields]

What you will need to play


[Content from Rule Book page 5.]

In addition to model armies, a suitable battlefield, (at least) two players with a raging desire to conquer each other's
armies and the components in the game you'll need a few more essential items to begin play. Most of these are
included in the Epic 40,000 box, while the rest are readily available.

Dice. Ordinary six-sided dice. You'll need lots of these. We've included loads in the box but you'll always want more
than you can find at any one time — it's a law of physics.

7
Introduction

Special Dice. There are two sorts of special dice in Epic 40,000. There's the Order dice which has symbols on it which
are used to mark when a group of models is doing something unusual. There's also the itsy-tiny-little dice (professional
term) which are used to mark damage and loss of shields on gigantic war engines (more on this later). You can use the
tiny dice as ordinary dice as well but we don't recommend it, they're really fiddly.

Measuring Instrument. We've included two plastic range rulers in the game (generous to a fault, see?) to measure
move distance and ranges. However, once in a while you will find a retractable measuring tape useful for measuring
long distances.

Paper and Pens or Pencils. You may need to record details of casualties and damage to those gigantic war engines
occasionally during a game so it's useful to have some paper and a writing implement handy. We've included some
roster cards to record details of your army onto and you should feel free to make further copies of these or to devise
your own method of recording unit details and so on.

Related information

Further resources 446

8
Lore

Lore
Background material from the books and magazines.

Rule Book
[Content from Rule Book page 4, front cover, inside front cover and inside rear cover.]

Welcome to the dark universe of the 41st millennium. The book you're holding
contains all of the game rules for Epic 40,000: how armies move and fight on the
battlefield. If you have never played Epic 40,000 before I'd recommend that you read
through the Getting Started sheet [Comment: Not included in this compendium]
before you plunge into this rulebook. That should give you an overall idea of how the
game works before you read the rules themselves.

Whether you're a new commander or a veteran Epic campaigner it's worth reading
through the whole rulebook from the beginning. It doesn't matter if you can't
remember all of the rules straight away, just get a feel for the order of them and
where to find things when you're playing. All of the important stuff is summarised on
the reference sheet and the best way to learn is to play a game and then look up
things as they occur.

The rulebook itself is split into two sections, the core rules and the special rules.
The core rules are the actual nuts and bolts of what you need to play the game. The
special rules are ones which apply to particular kinds of models — Titans, flyers, artillery, that kind of thing. You don't
really need to know the special rules until you start fighting with these units but I'm sure you'll be using them in no time!

We've tried to write this rulebook so that it's as concise as possible without resorting to legalistic jargon with masses of
exceptions and conditions. Instead the rulebook explains the core rules as clearly and simply as possible with plenty of
diagrams and examples.

In a game of such literally Epic proportions occasional situations are bound to arise which aren't covered directly in the
rules. Discussions of some of these and some guidelines on interpreting the spirit of the game are included in the
Battles Book. If you do run into a situation where no clearly defined rules exist you should feel free to improvise a rule
or agree with your opponent on a procedure.

The Battles Book also includes suggested rules for setting up battles, scenarios to play and working out who has won a
game. We regard these as a matter of player choice rather than part of the game rules, which is why we've taken them
out of the rulebook and discussed them in more detail elsewhere.

9
Lore

10
Lore

11
Lore

Battles Book
[Content from Battles Book page 3 and front cover.]

Welcome to the Battles Book. The Epic rulebook covered how to move your armies
around on the tabletop and fight opponents, the Armies Book covers how to collect
and organise an army, the Battles Book is about how to bring together the armies
and rules to fight an exciting battle. We've tried to pack as many ideas as possible
into this book to help you get the most entertainment out of your Epic 40,000 games
and hopefully set you off on your own exploration of the war torn galaxy of the 41st
millennium.

The Battles Book is split into sections which deal with modelling and painting
miniatures, building terrain and setting up a tabletop battlefield. In addition we have
suggested some ways of fighting different kinds of battles and determining who has
won, although we consider this to be an area ripe for the ingenuity of players to
create their own battles and victory conditions. As you can probably guess, there are
a lot of interesting aspects included and in many of these areas we have just
scratched the surface to give you something to think about.

Epic 40,000 is more than a game, it's an entire hobby which embraces all of the aspects of painting, modelling and
gaming. As such it is far more demanding than most pursuits or pastimes which can be mastered and then discarded. It
is far more challenging too. Armies have to be purchased and assembled, carefully painted and organised into fighting
detachments ready for battle. The battlefield itself has to be shaped with terrain and the two opposing forces have to be
given the conditions under which they will fight, their objectives and their means of winning victory.

All this may seem a little daunting but it can all be approached one step at a time, and once you've played an exciting
game on nice terrain with carefully painted miniatures it will reward your efforts handsomely.

12
Lore

Armies Book
[Content from Armies Book front cover and inside front cover.]

13
Lore

14
Lore

Forces of the Imperium


[Content from Armies Book page 14.]

Spanning a million worlds, with a populace running into countless billions, the lmperium has been the bastion of
humanity for over 10,000 years. Four hundred centuries have passed since mankind took its first few tentative steps
into the stars and now much of the galaxy is under the sway of the immortal Emperor. Enemies constantly assail the
Emperor's domain — Tyranids, Eldar, Orks and the ever-present threat of Chaos.

The lmperium must fight eternal battles against these menaces and also crush all rebellions, insurgencies, secessions
and heresies from within its own ranks. These tasks fall to the vast armies and fleets of the Emperor, organisations so
large and so widely scattered that even the Administratum of Earth are not able to tally the men and machines fighting
in the thousands of crusades and warzones.

The armies which fight humanity's wars are drawn from three main fighting arms of the lmperium — the massive war
engines of the Titan Legions, the regiments of the Imperial Guard and the elite Space Marine Chapters of the Adeptus
Astartes. These three elements are sometimes used alone but more often they are forged together into a combined
force which is as deadly a weapon as any commander could hope for.

Related information

Armies of the Imperium 198

The Imperial Guard


[Content from Armies Book page 14 to 20.]

This immense fighting force is the mainstay of the lmperium's ground forces. There are untold thousands of Imperial
Guard regiments, most numbering many thousands of men and tanks. The huge resources of the Departmento
Munitorium are entirely devoted to the arming of the Imperial Guard and even this massive organisation has no exact
idea of the number of warriors filling the ranks. Imperial Guard regiments are raised to order, trained and equipped for
specific battles and campaigns.

Each threat to the lmperium is allocated a catchment area of the surrounding star systems, from which numerous
Imperial Guard regiments will be raised. The more serious the danger, the larger the catchment area. Some particularly
hostile zones, such as the Cadian Gate from which the Black Crusades of Chaos pour forth, have standing orders to
supply regiments on a regular basis, constantly feeding men and machines into an eternal war.

The Imperial Guard is often likened to a sledgehammer — a huge and brutal weapon to use in battle. The Imperial
Guard are not a swift, decisive army like the Space Marines, instead they are used to bludgeon a foe into oblivion in
bloody campaigns taking months or even years. The might of the Imperial Guard can be turned to many specialised
tasks, from sieges and siege-breaking to trench battles over hundreds of miles of battle front and huge armoured
thrusts by whole regiments of tanks. Although one Imperial Guardsman can never be the equal of a Space Marine,
there are thousands of men in each regiment, and it is in these huge numbers that the greatest strength of the Imperial
Guard lies.

Although the numerous tomes of the Tactica lmperium lay down organisational and strategic doctrines, each Imperial
Guard regiment has its own particular character depending upon the world of its raising and the campaign in which it is
fighting. Some of these traits are purely aesthetic: uniforms, minor organisational details and so on. Others go much
deeper and influence the style of fighting and the very character of the individual troopers. For instance, the Jungle
Fighters of Catachan are spirited veterans used to hardship and fighting in close terrain, as their home planet is the
lethal death world of Catachan. In contrast are the Mordian Iron Guard: rigid disciplinarians with an unswerving faith in
their officers and the might of the Emperor. The Rough Riders of Attila are an extreme example — feral hunters who go
to war on horseback, specialising in scouting out the enemy and launching swift and daring raids on enemy supply
lines and reserves.

15
Lore

Infantry — Imperial Guard

The bulk of an Imperial Guard regiment is made up of infantry, with the lasgun as their main armament. Although most
squads usually have some form of heavy weapon, the bulk of the Imperial Guard's infantry firepower resides in its
heavy weapons squads, which combine tank-busting lascannon with the devastating autocannon, heavy boilers and
missile launchers. There are also specialist squads such as Rough Riders, diminutive Ratling Snipers and burly half-
human Ogryns. These auxiliaries are committed to the battle line where and when they are most needed, but they are
not normally part of the standard organisation of a regiment.

Most Imperial Guard detachments are commanded by two or three command squads, each led by a Lieutenant or
Captain. Some Command squads also have a Primaris Psyker of the Scholastica Psykana assigned to them, providing
valuable psychic assistance in combat. The Command squads receive their orders from the army Colonel, or in some
cases the army may be led by a Commissar General if fighting against foes that can only be defeated with discipline
and an unflinching devotion to the Emperor, like Tyranids or Chaos. Occasionally, a member of one of the Inquisitorial
Orders may have overall command, especially if the war is being fought against rebel Imperial forces, a Chaos Black
Crusade or another diabolic and heretical foe.

Vehicles — The Mailed Fist

As well as rank upon rank of infantry, the Imperial Guard also goes to war with vast columns of armoured fighting
vehicles. These range from lightly armed Sentinel recon walkers to Leman Russ battle tanks. Each has its own part to
play in the strategies of the Imperial Guard.

Mechanised columns of infantry in Chimera armoured troop carriers can launch rapid assaults to grab vital objectives
or counter-attack against an enemy offensive. Chimeras can be augmented in a variety of ways, with extra armour or
alternative weapons, creating variants to suit many roles. These are supported by Griffon mortars, which lay down a
covering bombardment of heavy mortars. Deadly Hellhound flame tanks are brought into play when the Imperial Guard
assaults an enemy position. The hissing, roaring blaze of their Inferno cannons gives invaluable support at close
quarters.

The Leman Russ battle tank is the mainstay of any Imperial Guard armoured attack, bristling with lascannon, battle
cannon and heavy boilers for a flexible mix of anti-tank and anti-personnel weaponry. For siege work and defensive
actions, most Imperial Guard Colonels rely on squadrons of Demolisher support tanks, whose heavy cannon, though
shortranged, can hold off foes who outnumber them many times over.

Although the role of reconnaissance is usually fulfilled by the swift Rough Riders, some regiments prefer to put their
trust in mechanised walkers known as Sentinels. Although not heavily armed or armoured like a Leman Russ, when
used in sufficient numbers these scouting machines can also be used to make lightning strikes against weak enemy
positions. These hit and run attacks have been used to great effect in many campaigns over the millennia.

Artillery

The huge, sprawling battlelines of the Imperial Guard sometimes stretch for hundreds of miles. Behind the main line
are the support echelons, ranks of supplies divisions, armoured reserve units and the fearsome Guard artillery,
pounding the Emperor's foes into submission with a steady downpour of shells and rockets. Imperial Guard artillery is
split into two broad categories.

Heavy artillery includes such devastating weapons as the Basilisk assault gun. The heavier siege artillery covers such
awesome weapons of destruction as the Bombard, with its massive siege cannon and the Manticore rocket launcher.
Finally, there are the one-shot Deathstrike missile launchers. These carry huge Vortex missiles, similar to those
mounted on the carapaces of Battle Titans. These are the ultimate tank hunters, able to crush squadrons of enemy
tanks or inflict crippling damage on war engines with a single deadly shot.

Although not specifically artillery, the Hydra flak tank is quite often used in conjunction with artillery batteries, as they
are frequently under attack from enemy flyers. A Hydra's rapid-firing quad autocannon fills the sky with a seething
curtain of flak to bring down flyers, or shred opposing ground forces if they get too close.

16
Lore

Imperial Guard war engines

While the Titan Legions supply the lmperium with its mightiest war engines, the Imperial Guard maintains its own
companies of Baneblade and Shadowsword super heavy tanks. These mammoth machines carry a prodigious amount
of firepower in the case of the multi-turreted Baneblade, or the huge, long range plasma or laser cannon of the
Shadowsword. Heavily armoured and implacable, Baneblades and Shadowswords are deployed to grind through the
toughest enemy defences or form a wall of blessed steel at vulnerable points along the battleline.

Imperial Guard regiments are often commanded from gigantic mobile command centres called Leviathans. Though
seldom used in offensives Leviathans carry their own formidable armament and are heavily protected by void shields.

Flyers — The Imperial Navy

Part of the massive organisational upheaval that followed the Horus Heresy was the ascendancy gained by the
Imperial Navy. No longer would any one commander have the ability to lead his force between the stars. Instead, the
regiments of the Imperial Guard rely on the Imperial fleet to transport them to the war zone and it is Imperial Navy
fighters and bombers that provide the ground troops with air support

The two main aircraft sent into battle are the Thunderbolt fighter and Marauder fighter-bomber. Thunderbolts are useful
interceptors, flying ahead of the Marauders shooting down or driving off the enemy's air cover. When the way is clear,
the Marauders drop from the skies with a deafening roar of quad ramjets. As they reach their target they unleash a
salvo of missiles and battle cannon fire, ripping apart armoured formations and mowing down infantry. When no
Marauders are available, the Thunderbolt is quite capable of making attack runs itself, strafing the enemy with
autocannon shells.

The Adeptus Astartes


[Content from Armies Book page 21 to 23.]

While the might of the Imperial Guard is often compared to a huge hammer blow, the Space Marines of the Adeptus
Astartes are an accurate, decisive fighting force. They are comparatively few in number — each Chapter operates with
around a thousand warriors at one time. They fight with surgical precision, using their swift Rhinos and Thunderhawks
to strike at the heart of the enemy, eradicating their high command and capturing vital installations.

They are also excellent terror-troops — the mere threat of a Space Marine assault has quelled rebellions in the past
and few can withstand the fury of their attack. The Space Marines' tanks are geared towards this role also, with the
rapid Predator and hulking Land Raider battle tanks making up the bulk of their armoured columns. Even their artillery,
the Whirlwinds, are rapid-moving, laying down a cover of supporting fire for the advancing armoured Space Marines.

As well as being terrifying shock troops, Space Marines excel in defensive situations too. Their heavy armour and
special training allows them to withstand attack after attack of seemingly overwhelming odds, coming out at the end of
battle battered but victorious.

Infantry — Space Marines

Each Space Marine represents the pinnacle of human genetic engineering and hypnopsychotherapy. Their bodies are
enhanced by various implants and gene-manipulation from early childhood. Their senses are far better than a normal
man's. Their reactions are lightning-fast while their hyper-tensile muscles make them strong enough to snap an
ordinary human in two. This physical superiority is combined with extensive indoctrination and hypnotic therapy,
ensuring each Space Marine is unswervingly loyal to his Chapter and the Emperor. Space Marines know no fear and
when even the bravest humans would run in terror, they will continue fighting at the forefront, blasting their foes with
their rapid-firing boltguns.

17
Lore

These supreme warriors are also armed and armoured with the best the lmperium can manufacture. The boltgun is an
effective firearm in most hands, but when wielded by a specially-trained Space Marine it can cut down a swathe of
enemies with a single burst. Each Space Marine wears ceramite and plasteel power armour which interfaces directly
with his black carapace bioenhancement via needle-like neural interfaces. The armour becomes a part of the Space
Marine, a second skin with powered actuators, digital senses and an inch-thick ceramite exterior.

Even more deadly are the Terminators of a Chapter's First Company. They are veterans among even the battle-
hardened Space Marines, with decades, even centuries, of experience. Their Tactical Dreadnought armour is like a
small tank, forged millennia ago at the birth of the lmperium by technologies which have long since been lost. On the
other end of the scale are the recruits of the Tenth Company, the Scouts. Their training is incomplete and their armour
is not the same as a normal Space Marine, for they lack the final implant necessary to interact with proper power
armour. However, they are excellent recon troops and are able to infiltrate enemy positions, waylay supply convoys
and capture communications installations and other strategically important sites.

In contrast to these rapid tactics are the more static Rapier Laser Destroyer and Tarantula Multi-cannon support
weapons. These semi-intelligent, cyborg-operated gun platforms are best used in a defensive role, forming hard points
that the enemy will break against and then flee as they are cut down by deadly accurate fire.

Vehicles — Armoured Might

With the exception of the Scouts, each Company of a Space Marine Chapter has its own pool of armoured vehicles,
most of which consists of Rhino transports. These form the mainstay of Space Marine assaults, transporting their cargo
of super-warriors into the heart of the battle. The huge Land Raider fulfils this role for the First Company, its large
armoured hull capable of transporting even the bulky Terminators. Its quad-linked lascannon also give a powerful
punch against enemy tanks and war engines, providing heavy firepower to supplement the Space Marine squads it is
transporting. The Whirlwind and Predator are variants based on the Rhino hull. The Whirlwind mounts a rapid-firing
multiple rocket launcher, which lays down a withering hail of fire as the Space Marines advance. The Predator mounts
a variety of different weapons, mixing the tank-busting lascannon with anti-personnel autocannon and heavy boilers. It
provides a mobile firebase for the Space Marines to anchor on when launching an attack.

The Razorback is a relatively new addition to the armouries of the Adeptus Astartes. It is a compromise between the
troop-carrying Rhino and the gun platform of the Predator. It has the capacity to carry a five-man combat squad of
Space Marines, backed up with a lascannon and twin plasma guns. It is a flexible design which can spearhead the
attack or work in support of more standard formations. The Vindicator, another Rhino variant, was primarily evolved for
fighting in dense cover - thick jungle, urban conflicts and suchlike. Its hull-mounted cannon has a short range but is
devastatingly effective at close quarters. When Space Marines close in for the kill, they are often supported by rolling
salvoes of massive Vindicator shells blasting apart the enemy.

Space Marines also utilise fast attack vehicles such as Bikes and Attack Bikes. The famed Land Speeder is another
classic symbol of the Space Marines — a fast, heavily-armed light skimmer capable of launching devastating attack
runs deep into enemy territory, using speed and anti-gravitic motors as its best defence.

When a Space Marine finally falls in battle, he may be fortunate enough to be installed into the adamantium shell of a
Dreadnought. Thus his near-mortal injuries will be healed, but at the price of eternal confinement within his new
armoured body. Dreadnoughts stride into battle blazing away with their heavy weapons, forming bastions in the midst
of the Space Marines' attack.

Flyers — Thunderhawk Gunship

When the Space Marines arrive at a war zone they must deploy from orbit as rapidly as possible to maintain the
element of surprise which plays such a major role in their effectiveness. To this end, Space Marine warships are
equipped with hundreds of drop pods and vast hangar bays full of fast, deadly Thunderhawks. The contrails of these
aircraft are often the only harbinger of a Space Marine assault. As the sleek war machines plunge down from orbit,
each filled with 30 elite warriors, the foe knows that their fate has been sealed.

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They race across the battlefield with a deafening roar, the fire of enemy interceptors and anti-aircraft weapons pattering
off their armoured hulls, bringing the Space Marines into the heart of the enemy. The initial shock of a Thunderhawk-
based assault can often crush an army before any major fighting has taken place, swiftly breaking up rebellions and
insurgencies as well as devastating alien forces. The Thunderhawks give the Space Marines great flexibility, allowing
them to strategically redeploy their forces as and when a situation requires. The Thunderhawks provide the Space
Marines with such a fast response rate that enemy counter-attacks or outflanking manoeuvres are often stifled in their
infancy.

The Titan Legions


[Content from Armies Book page 24.]

Titans are immense fighting machines, towering monstrosities up to two hundred feet tall. They instil terror by their
mere presence and little can equal their bristling arsenals of weaponry. Few enemies, apart from other Titans, can
stand against them.

Created during the founding of the lmperium, the Titan Legions have crushed the Emperor's foes in countless battles
and wars. Protected by banks of void shield generators, Titans can soak up damage that would smash apart tank
companies and infantry regiments. They march into the thick of battle with their guns blazing, gouging great holes in
the enemy with a fusillade of rockets, shells and plasma, paying little heed to the troops advancing in their wake.

The Titan Legions are maintained by the might of the Adeptus Mechanicus and are sent into battle only with the
blessings of Mars itself. Each Legion is based on a forge world, and the forge worlds are spread throughout the
lmperium so that at any given time at least one Titan Legion can respond to the call to arms. The Legions are an
immensely powerful force in their own right, and the presence of Titans has decided the outcome of many campaigns
during the long history of the lmperium.

The Centurio Ordinatus

Alongside the Titan Legions, the Adeptus Mechanicus also commands the might of the Centurio Ordinatus. This
organisation controls immense war engines, which are specialised to fulfil very particular roles.

Some, like Ordinatus Armageddon, mount a single huge cannon capable of blasting apart enemy war engines and
fortifications. Others carry rack upon rack of huge missiles designed to spread wholesale devastation, as was amply
demonstrated by Ordinatus Golgotha against the Ork horde of Warlord Ghazghkull Thraka. Some even mount
experimental weapons such as the Sonic cannon put to use by Ordinatus Mars during the Horus Heresy, which shatter
an enemy attack and leave the foe vulnerable to a counter-attack by other Imperial forces.

These Ordinatus are deployed only sparingly, and many of them date back to the Great Crusade and have been
meticulously maintained for millennia. They are seen as living icons of the Machine-God and the Cult Mechanicus
reveres them as such.

Related information

Imperial war engine data sheets 224


Warmonger Titans 48

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Waaagh, The Orks!


[Content from Armies Book page 41.]

Orks live for war. It's that simple — if Orks aren't in battle they're not really happy. There is something about the din of
war, the blazing explosions and the feel of a bolter kicking in their hands which stimulates their nervous systems and
makes them feel more alive than at any other time. Even when they're not in battle, Orks amuse themselves with
various psychotic leisure activities such as vicious pit fights, racing bikes and buggies at lethal speeds, and generally
scrapping amongst themselves.

Although the Orks constantly raid neighbouring worlds, this is a minor threat when compared to the devastating ferocity
of an Ork Waaagh! Occasionally an Ork Warlord will rise above the infighting and squabbling and weld together a vast
army to rampage across the galaxy. As the Waaagh begins the Ork gods, Gork and Mork, begin to stir their children,
instilling them with an even greater desire for battle. Things start slowly, the incidence of raids increases, the Orks start
selecting their war leaders and the Mekboyz begin construction of strange weapons and vehicles without really
knowing why, or where the ideas come from.

As the Waaagh gathers pace the Orks become more and more agitated, seeking out fresh enemies, using their traktor
beams to latch onto the space hulks which occasionally drift through Ork space. The Orks from a particular area, which
may be a single planet or a whole group of star systems depending on the power of the Waaagh, start to gather,
coalescing in one place like a swarm. The Mekboyz start constructing ever larger war machines — Battle Fortresses
and Gargants. The Orks' slaves churn out masses of weapons and armour, arming the Orks' massive mobz with bolters
and stikk bomz. Then the green-skinned horde erupts into a war-frenzy, pouring forth across the galaxy like a green
tide of destruction. Whole planets are razed, millions of captives are put to work in crude factories building even more
weapons and vehicles, fuelling the massive Ork thirst for domination.

Luckily the billions of Orks spread through the galaxy spend so much time fighting each other that their desire for battle
is generally sated unless they find themselves faced with an obvious threat. If all the Orks were ever to band together in
a single Waaagh nothing in the galaxy would have the power to stop them.

Related information

Waaagh! Armies of the Orks 235

Waaa-Ghazghkull and the Battle for Armageddon


[Content from Armies Book page 42 to 43.]

One of the most deadly Waaaghs the lmperium ever faced was led by the infamous Ork Warlord Ghazghkull Mag Uruk
Thraka. After suffering a nasty head wound, Ghazghkull became convinced he had been chosen by Gork and Mork to
unite the whole of Orkdom and bring the galaxy under the heel of the greenskins. His rise to prominence was nothing
short of meteoric — going from a simple warrior in the mob to being a Warlord commanding thousands of Orks in a
startlingly short time.

Ghazghkull's wrathful gaze fell upon the Imperial hive world of Armageddon. The overconfident Planetary Governor,
Overlord von Strab, underestimated the power of the huge Ork horde and soon Waaa-Ghazghkull had swamped the
continent of Armageddon Prime. The remaining defence of the planet, and most of its industrial base, lay in
Armageddon Secundus, separated from Armageddon Prime by dense jungles and mountains which van Strab
considered completely impassable to the Orks. Imagine the horror of the Imperial Guard as the Gargants and
Battlewagons poured from the hills to swamp their defensive line. As the Orks rampaged into Armageddon Secundus
their forces split, heading for the different hives that now lay open to them. Millions of Imperial citizens died in the initial
onslaught and even more were enslaved: columns of prisoners miles long trekked across the ashen wastes, the
corpses of the old and infirm left in their wake. The sky was blackened by the smoke from burning hives and factories.

20
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The Orks smashed apart the defenders of Helsreach port, overrunning Imperial lines under cover of a monstrous
psychic storm brought into being by the Ork Weirdboyz. The hardest fighting took place around Hades Hive, where the
Imperial defence was led by Commissar Yarrick, a true Hero of the lmperium. Ghazghkull himself took command of the
attack on Hades, vowing to tear apart every living creature he found until none were left to challenge his might. His fury
at the defenders' tenacity grew as he tried everything to break the hive. But every plan, every assault was thwarted by
the efforts of Yarrick until Ghazghkull was howling with frustration, killing his less talented subordinates almost as soon
as they gained their positions.

As Ghazghkull fretted at Hades Hive the rest of the Waaagh headed for Acheron, the last remaining bastion of Imperial
might to be attacked. However, just as van Strab's men vowed to sell their lives as dearly as possible as the Ork assault
waves poured towards them, the scream of jets filled the air and the Ork horde was torn apart by a series of massive
explosions. The sky was filled with Thunderhawks of the Blood Angels, Ultramarines and Salamanders Chapters
whose furious attack smashed apart the Ork horde and scattered it. Despite the setback Ghazghkull continued to
attack, finally overthrowing Hades and laying siege to Tartarus Hive. However, he was eventually thwarted by a daring
orbital attack by the Blood Angels, who used drop pods to crush the heart of Ghazghkull's force.

Ghazghkull was thought to have been killed in the fighting around Tartarus, but he later reappeared leading an Ork
horde on the world of Golgotha. He plans his revenge on Yarrick for thwarting him and is rumoured to be gathering an
even greater Waaagh, which he swears will not be stopped this time. Until then, the lmperium can only prepare and
wait before the terrifying storm of Waaa-Ghazghkull is unleashed upon humanity again.

Da Clanz
[Content from Armies Book page 44.]

Ork society revolves around its clanz, which form the basic structure of Ork culture. Each clan has its own specific traits
and values and an Ork raised in a particular clan will adopt its virtues and vices as well as its styles of clothing and
reputation. There are many clanz, of which six predominate.

Foremost amongst the clanz are the Goffs, who reckon they're the hardest of the Ork clanz. Goffs prefer to smash their
enemies at close range, finishing them off in vicious hand-to-hand fighting.

The Bad Moons are the richest of the Ork clanz and buy lots of snazzy equipment and guns. This is because Orks use
teef (their own teeth!) as a currency and Orks of the Bad Moon clan grow their teeth faster than anybody else!

The Snakebites are known as traditionalists, preaching the benefits of ancient Ork beliefs, relying on more natural
forms of transport such as war boars and Squiggoths. Snakebites are known as ferocious fighters, the equal of any
opponent in close combat.

In contrast are the Evil Sunz who seem to produce more Ork engineers and mechanics (known as Mekboyz or
Mekaniaks) than any of the other clanz. They have lots of Warbikes and Buggies and many Evil Sunz end up joining
the cult of Speed Freeks, spending their lives trying to go as fast as possible on the most outrageous vehicles
imaginable.

Then there are the Deathskulls, notorious thieves and looterz, who construct large, highly unreliable but potent
weapons known as kustom combi-weapons. These are cobbled together from scraps and remnants left on battlefields,
gathered up by their Snotling and Gretchin servants as booty of war.

Lastly, there are the Blood Axes. Blood Axes see themselves as the most forward-thinking of the Orks. They
unashamedly mimic the lmperium, wearing camouflage uniforms and re-fitting captured Imperial tanks. Many Blood
Axes end up in the Stormboyz Korps, preferring a life of (fairly) rigid discipline, shiny boots and the chest-swelling
tramp of feet as they march proudly to war.

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Infantry — Da Boyz
[Content from Armies Book page 44 to 45.]

Every Ork is a warrior of some sort or another, and the bulk of their armies are made up of infantry — da Boyz. Orks are
seven feet tall when stretched to their full height, and almost twice as broad as a human. Their fanged mouths jut
forward beneath their beady red eyes and their bodies are a mass of slab-like muscles. Orks love really noisy and
obviously lethal weapons such as plasma guns and boilers and these form the main armament of most Ork Mobz.

Some Boyz, such as Deathskull Looterz and the rich Bad Moons, carry even heavier weaponry into battle, laying down
a hail of shells and missiles from their kustom combi-weapons to support their comrades. These are known as Shooty
Boyz, because "Dere ded shooty!".

With typical Orky kunnin', certain members of the Blood Axe clan have learnt how to scout out the enemy, infiltrate the
foe's army and perform ambushes and raids behind the lines. These are the Kommandos, one of the few specialist
troops the Orks can muster. Stormboyz bear an uncanny resemblance to organised troops such as those within the
lmperium. For this reason they are scorned by other Orks who see such organisation as un-Orky, but Stormboyz
Kaptinz have led their Korps to many victories in the past and their willingness to use the quirky and often unreliable
Ork jump packs make them valuable shock troops in the heat of battle.

The Snakebites train vicious warboars which they ride into battle, giving the Orks a fast, hard-hitting cavalry element to
complement the slower foot-slogging mobz.

True to their nature, the Goffs give rise to especially hard individuals known as Skarboyz, whose prowess in hand-to-
hand fighting is amongst the best the Orks can muster.

The hierarchy of the Orks is defined by size, strength and ferocity rather than charisma or intelligence (though some
Ork Bosses display a certain amount of low cunning). The overall commander of the force is generally known as the
Warlord and his direct subordinates (the mobz' commanders) are the Warbosses. Each Warboss has his retinue of
Nobz who bellow orders at the Boyz. Promotion can be achieved in a number of ways. Generally it is done in battle,
with the superior taking an unlucky shot to the head and the Warboss noticing a particularly burly Ork nearby who
could bash heads together and get the ladz to do what they're told. When not at war, most disputes and advances of
this nature are settled by a ritual pit fight. These can be to first blood or a knockout, but generally the two combatants
fight to the death, usually using nothing more than their claws and fangs. The victor's scars will be a subject of pride
and respect, and his authority will be unquestioned until someone else is brave enough to face them in the pit.

The Orks have a servant race, called Gretchin — smaller cousins who do all the running around, message taking and
general dogs-bodying. In battle they may be lucky enough to loot or steal a blunderbuss or autogun and they are
driven towards the enemy by Ork Runtherds. They form an effective skirmish screen and can even push the enemy
back with their weight of numbers if they are lucky. However, they are generally destined to be simple cannon fodder…

Big Gunz and Rokkitz


[Content from Armies Book page 46.]

Ork Mekboyz constantly create a plethora of bizarre weapons and tanks. Many of these are battlefield support
weapons which move forward with the Boyz to lend some heavy firepower to the fight. They take all manner of shape
and design, from the crude but effective Squig Catapults to the strange Traktor Kannons, Smasha guns, Splatta
kannons and Shokk Attack Guns. These are used to pound the enemy into submission from afar, before the weight of
the Ork Boyz closes in to crush the enemy in a final brutal assault.

Another type of Ork artillery is the Pulsa Rokkit. These are fired into the middle of enemy formations and send out a
huge pulsa field which knocks troops to their knees, hurls tanks sideways and generally halts the enemy advance.
They are used to break up enemy attacks or soften up the Orks' adversaries before they swarm forward to cut them
down with a storm of bolter fire and the ferocity of power axes.

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Orky vehicles
[Content from Armies Book page 46 to 47.]

Da Bikes 'n' Buggies

As well as their unceasing love of warfare, some Orks have also developed a strange addiction to speed. These Speed
Freeks principally come from the Evils Sunz clan, though not exclusively. They like nothing better than to roar into the
heat of battle on their fast machines, tearing around at breakneck speeds. Like war itself, this seems to fulfil some deep
requirement within the Orks' psyche and when they are not in battle Speed Freeks spend their time racing around the
Ork settlements or tinkering with their machines to get that extra ounce of speed from them.

Buggies include vehicles such as Ork Wartraks, and Scorchers as well as the ubiquitous War Buggies themselves.

The Orks who ride the impressively armed Ork warbikes are known as Bikeboyz.

Da Wagonz

Along with the Warbike and War Buggy, the primary vehicle for the Orks is the Battlewagon. As with all Ork
constructions these vary wildly depending on the desires of the owner and the particular foibles of the Mekboyz who
build them.

Some are little more than a wheeled chassis with an engine and a gun while others are more like conventional tanks
with armoured hulls, caterpillar tracks and turret-mounted cannons. Most Battlewagons feature outrageous close
combat weapons, and are bedecked with spikes or armed with massive grabbing claws or lethal deff-rollaz. The most
popular designs have a tendency to hang around, being copied by other Meks, and modified to incorporate the latest
innovative teknology. The Ork Mekboyz call all these vehicles different (and outrageous) names like Gutrippas,
Lungburstas, Bowelburnas, Gobsmashas — doubtless to persuade Warbosses of their great lethality, but Orks and just
about everyone else just refer to them all as Battlewagons.

When the spirit of the Waaagh floods through Orkdom, most Meks also manage to nail together strange vehicles for
themselves, creating highly destructive Speedstas that are protected by erratic force fields and which mount immense
weapons such as Lifta-Droppas or Death Rays.

Another variant of the Battlewagon is the Flakwagon, probably inspired in the distant past by the sight of Imperial
Hydras blasting down squadrons of Ork Fighta-Bommerz. A Flakwagon's multiple guns can be elevated to fire at
incoming aircraft, offering the Boyz some much needed protection against death from the skies.

Not all Battlewagons have wheels or tracks. Like most races in the 41st millennium, the Orks have developed their own
peculiar Dreadnoughts. These clanking machines are piloted by a living Ork, mounting a variety of heavy weapons
and crushing close combat grabbers. The massive walking war machines known as Stompas are a particular favourite
for a Warboss who hasn't got enough teeth to field a proper, full-sized Gargant.

Others aren't conventional vehicles at all but are employed in a similar fashion, such as the Squiggoths — mighty
beasts that Orks of the Snakebites clan breed and then take into battle, riding in towering gun decks atop their broad
backs.

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Flyers — Da Flyboyz
[Content from Armies Book page 47.]

Although most Orks prefer to have both feet firmly planted on the ground, there are a few irrational individuals who
have a craving to fly through the air like a bird. Most Flyboyz are Speed Freeks who just can't go fast enough while on
land and so take to the sky for the exhilarating feeling of plunging groundwards at the speed of sound! They are
generally considered to be quite, quite mad by the other Orks, but when the Fighta-Bommerz shoot down the enemy in
a vicious dogfight, even the most die-hard Snakebite would have to admit that there is something very satisfying about
raining death from above.

The Eldar
[Content from Armies Book page 58 to 59, and 60.]

The Eldar are the most ancient of the dominant races of the galaxy. Their civilisation spans countless millennia and
their technology is the most sophisticated and evolved. However, they are a dwindling race, scattered through the
galaxy on their massive Craftworlds, battling against the eternal threat of utter extinction.

In the dim past, the Eldar were a flourishing race. Their technology allowed them to reign over a significant portion of
the galaxy, rivalling the size and strength of the lmperium. Their unique understanding of the warp allowed them to
construct the galaxy-spanning Webway — a series of portals and warp-tunnels which connected worlds to worlds. It
bound their society and allowed them to cross vast interstellar distances with ease.

But the success of the Eldar was also their downfall. With abundant resources and a lack of enemies, the Eldar life
became dedicated to more cerebral pursuits. Art, literature and visual performances were studied in great depth, for the
Eldar lifespan is many times longer than a human's. The Eldar psyche is given to extremes of emotion and they sought
ever more pleasurable ways to pass their long years. The fall from enlightened existence to debauched hedonism was
slow but inevitable.

As they slipped into the grip of ever more depraved activities, there were some amongst the Eldar who foresaw the
coming doom. The Exodites, as they came to be known, left the Eldar worlds to start new lives on feral, untamed
planets. There they could purge their souls of excess in a ceaseless battle against the environment, purifying
themselves with the physical struggle for survival in harsh conditions.

As the Eldar descent continued, their excessive thoughts grew in the warp. Their constant search for even more
pleasure was fuelled by the developing entity that would become the Chaos God Slaanesh, the Prince of Pleasure. As
the foetal god grew in power, it fed off the extravagances of the Eldar and in return fuelled them with an ever greater
desire for satisfaction. This vicious circle continued, with Slaanesh growing in power, yet not quite achieving the full
consciousness of the other Chaos Gods.

Towards the end some of the Eldar suddenly saw the folly of their existence, and set to building massive world-ships
called Craftworlds to escape from the Eldar Homeworlds, which had devolved into a myriad of exotic cults which
battled with each other, indulging their every whim and fantasy in a nightmarish orgy of pleasure and violence. As the
Craftworlds started their flight, Slaanesh awoke. With a birthing scream that crushed planets and wiped out stars, the
new Chaos God was born. A psychic wave poured through the galaxy, eradicating everything it passed over, creating
a massive flux around the Eldar Homeworlds. A vast area of space, thousands of light years across, was sucked into
the warp by this psychic implosion, creating the immense Eye of Terror which is now the haven of billions of Chaos
followers. The Craftworlds that had delayed their departure for too long were dragged into the warp to be devoured by
the ravening hunger of the newly-born Slaanesh.

24
Lore

Now the surviving Eldar Craftworlds and the few Exodite planets are all that remains of the once vast Eldar domains.
The Eldar themselves follow a strict path of study and learning, regulating themselves so that the excesses of the Fall
will never be repeated. For all that they have fallen far from their original greatness, the Eldar civilisation is still a mighty
force to be reckoned with. Their technology and psychic mastery is rivalled only by a few individuals. Within even the
smallest Craftworld resides immense power, the remnants of a race that once controlled the stars themselves.

Forces of the Eldar

In some aspects of warfare, the Eldar have no rival. Their creation of the psychoplastic known as Wraithbone allows
them to create sophisticated weapons and vehicles which resonate with their own psychic energy. Wraithbone can be
used to house spirit stones, letting the souls of the dead interact with the systems connected to it. Thus many Eldar
vehicles have their own sentience, a guiding conscience which can interact with its living crew. This gives Eldar
machines a great deal of speed and manoeuvrability and with their mastery of anti-gravitic drives makes Eldar vehicles
the fastest and most flexible in the galaxy.

The Eldar strengths lie in evasion and avoidance, preferring to strike at their enemies and then melt away before any
retaliation. The Eldar cannot win wars of attrition, they are relatively few in numbers and must strike swift and hard
before retiring to safety from where they can launch further attacks.

Related information

Armies of the Eldar 260


Knights and Dragons 60

Ulthwé the Damned


[Content from Armies Book page 59 to 60.]

All Eldar abhor Chaos and all that it represents and they reserve a particular dread for the creature they created, the
deity Slaanesh. Each Eldar carries a spirit stone to trap his soul upon his death so that it may be kept safe from the
Great Enemy. An Eldar soul that is left to be absorbed into the warp will be devoured by Slaanesh, for the Prince feeds
off those who were its creators.

Of all the Craftworlds, Ulthwe is the most closely associated with Chaos. The Craftworld of the Damned lies in proximity
to the Eye of Terror and must constantly guard against incursions from the immaterial realm. In terms of knowledge
about the forces and manifestations of Chaos, Ulthwe is second only to the Black Library, a legendary repository of
forbidden knowledge guarded by the Eldar Harlequins. In its constant battle against the dark armies of the Chaos
Gods, Ulthwe has studied its foe for over ten millennia. However, by its very nature Chaos corrupts all that encounters
it. To understand Chaos is to risk contamination by it, and the Farseers of Ulthwe must exercise caution in their studies
lest they succumb as their ancestors did.

The Eldar's greatest strength is their mastery of the warp and it is also their greatest peril. Many Webway portals on
Ulthwe are sealed by powerful runes and curses, for they lead to the Crone Worlds where the Eldar's dark brethren
now worship the Chaos Gods. By their divinations and scrying the Farseers of Ulthwe tap into energies which stem
from Chaos and their proximity to the Eye of Terror makes this more hazardous than for other Craftworlds. The other
Eldar, and particularly the Exodites, do not wholly trust Ulthwe, constantly looking for the first telltale signs of corruption.
However, the Eldar of Ulthwe are perhaps the best prepared to deal with the temptations of Chaos, as they constantly
battle against their ancient foe.

The infinity matrix of Ulthwe, its guiding intelligence, is the most powerful of its kind with a vast knowledge and wisdom
that spans thousands of generations. With its help, the Farseers of Ulthwe have averted many catastrophes that could
have destroyed the Eldar in the future, intervening at critical stages to assure the continued survival of the race. Ulthwe
remains the Eldar's greatest weapon against Chaos but if it should fail its loss will be their greatest woe.

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Eldar infantry
[Content from Armies Book page 61 to 63.]

Guardians

Deep in the heart of every Craftworld is a sealed chamber. Inside, upon a smouldering throne, sits an Avatar of the
Bloody-handed god — Kaela Mensha Khaine — a bloodthirsty embodiment of divine fury and ancient hatred. When
the Eldar go to war, a psychic disturbance resonates through the wraithbone core, reverberating with the wakening of
the Avatar. In a long ceremony the Avatar is brought to full life, sending a shattering surge of anger and hatred
resounding through the Craftworld instilling the ancient thirst for blood into the Eldar Warriors. With the awakening of
the Avatar, the Aspect Warriors and Guardians don their armour, perform their rites of sacrifice and prepare for war.

The Guardians make up the bulk of the Eldar's fighting forces and are drawn from the citizens of the Craftworld, for
every Eldar is trained and ready to fight if need be. Squads are assembled from the populace and led by those who
have trodden the Path of the Warrior and have past experience in battle. Equipped with shuriken catapults, they can
unleash a hail of fire which scythes through the enemy. Guardian crews also man the floating support platforms which
mount a devastating selection of weaponry, including Avatar small distort cannons and vibro-cannons as well as more
standard armaments such as lascannon and heavy plasma guns.

Warriors who later tread the Path of the Seer are known as Warlocks and they are trained to use their psychic abilities
in battle, hurling blasts of warp energy or protecting their forces with psychic shields and wards. The most powerful
psykers are the Farseers who can use their runes to predict the future, able to direct the limited forces of the Eldar to
where they are most needed. So few are the Eldar that when they go to war even the dead must fight alongside them.
Spirit stones are taken from the Craftworld's infinity matrix and implanted in armoured shells known as Wraithguard.
They carry the deadly but short-ranged wraithcannon which uses the energies of the warp to destroy their targets.
Eldar Scouts are amongst the most skilled infiltrators and saboteurs in the lmperium. Their cameleoline cloaks conceal
them from enemy fire while their needle rifles are deadly to almost any living creature.

Aspect Warriors

One of the disciplines the Eldar employ to control their heightened psyche is the Eldar Path. Each Eldar dedicates
themselves to a particular area of expertise until they have totally mastered it, when they will move onto another. One
of these is the Warrior Path, where the Eldar learn to control and use their negative emotions such as hatred and
anger. Those on the Warrior Path are known as Aspect Warriors as each takes on a particular aspect of the war god
Kaela Mensha Khaine.

There are many different Aspects but there are some that have shrines on almost every Craftworld. There are the
devastating close combat specialists of the Striking Scorpions and Howling Banshees, while the heavily armed and
armoured Dark Reapers, with their deadly missile launchers, prefer to unleash death from afar. Then there are the
Swooping Hawks whose winged packs allow them to fly through the air with the grace of a bird, striking deep into the
enemy army before withdrawing to strike somewhere else. Seen by some as the most sinister and deadly Aspect, the
Warp Spiders use the Eldar's excellent knowledge of warp technology to warp themselves across the battlefield before
tearing apart their foes with their horrifying death spinners.

Sometimes an Eldar will become trapped on a particular Path, unable to let go of their life to divert themselves to study
another area. Those stuck on the Warrior Path are supreme fighters who have exceptional armour and wield ancient
Eldar weapons. They are known as Exarchs and are regarded with a mixture of awe and fear by other Eldar.

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Warriors of the Laughing God

One other of the Eldar gods survived the cataclysm of the Fall along with Kaela Mensha Khaine, the mysterious deity
known as the Laughing God. The followers of this strange master are known as Harlequins and their role in Eldar
society is not fully understood, even by the Eldar themselves. They perform tasks such as guarding the Webway and it
is they who maintain the infamous Black Library which does not exist in the material realm but within the fabric of the
Webway, where the secrets of Chaos can be found. What other roles they perform even the Eldar do not know, but their
arrival at a Craftworld is an omen of change, though whether for good or bad only time tells. They certainly have their
own reasons for fighting when they do, and do not share their secrets with other Eldar.

The Harlequins treat war as a performance, and don brightly coloured suits and everchanging holo-masks when they
go to battle. They are fearsome shock troops whose great speed belies a strength and ferocity few can match. Amongst
their ranks are those who possess even more deadly powers, such as the Death Jesters with their heavy shrieker
cannon and the enigmatic Solitaires who live amongst the other Eldar for centuries before revealing their true selves.
The Shadow Seers are potent psykers, rivalling the power of the Farseers while each Harlequin Troupe is led by the
Great Harlequin, a vessel for the power of the Laughing God himself.

Vehicles — Swift Death


[Content from Armies Book page 64.]

Eldar vehicles follow the doctrine of speed combined with deadly firepower. Their Wraithbone hulls are resilient, but it
is in their speed and anti-gravitic motors that their greatest strength lies. The standard grav tank of any War Host is the
Falcon. Its turret and hull mounted weaponry can punch a hole through most armour and it has the capacity to transport
a squad of Guardians or Aspect Warriors into the heart of conflict. The Wave Serpent is a more dedicated troop carrier
which is surrounded by a shimmering energy field, warding off enemy attacks before it is pulsed forward to smash
aside tanks and scatter infantry squads as a prelude to disgorging its cargo of warriors.

The Eldar take even more specialised vehicles to war, such as the Night Spinner which propels a cloud of lethal
monofilament webs into the air. As they drift down the enemy must scatter lest they be caught in a mist of wires that
slice through armour and flesh with equal ease. The Fire Prism's sophisticated cannon gathers energy through a
massive crystal prism, which it focuses and unleashes in a series of devastating blasts that punches through the
thickest armour and slays squads of enemy infantry. Sophisticated sensor and tracking arrays allow the Fire Prism to
blast opposing flyers out of the sky, making it as great a threat for airborne foes as ground based troops.

Like other races, the Eldar also employ a variety of walkers, such as the Dreadnought which has no living crew but is
instead controlled by a powerful spirit stone. The War Walker has a living crewman who is protected by a small power
field. Its speed and two heavy weapons make it excellent at striking at the flanks of the enemy, constantly harassing the
foe with punishing volleys of scatter laser fire and lascannon blasts.

The swiftest of the Eldar vehicles are the small but deadly Jetbikes. With their twin shuriken catapult or shuriken
cannon they can cut down the foe in swathes. The larger Vyper mounts a powerful heavy weapon, giving Jetbike
squadrons a powerful, long range punch against even the toughest foes. The speed of Jetbikes and Vypers allows
them to foray deep into enemy territory, capturing objectives and threatening the rear of the opposing army.

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Lore

Flyers — Rulers of the Sky


[Content from Armies Book page 65.]

With their unequalled grasp of anti-gravitic technology, it is unsurprising that Eldar aircraft are the most swift and agile
to fly over the battlefields of the 41st millennium. The Night Wing is a deadly interceptor which can swoop on its prey in
an instant, using batteries of lascannon to blast the enemy out of the skies. The psychosonic charges of the Phoenix
bomber send out an almost unstoppable wave of energy that shatters the nervous system of living creatures and
overloads electronic circuits of vehicles and war engines.

Lastly are the huge Vampire raiders. Favoured by Eldar pirates, these descend from orbit at many times the speed of
sound, cleaving thorough the skies with the ease of a bird of prey. The Vampire carries squads of troops within its
armoured hull which it can ferry into the hardest fighting or deploy deep behind the enemy army.

Eldar War engines


[Content from Armies Book page 65.]

Eldar war engines are unrivalled in their sophistication and technology. The huge machines of other races are crude
and ungainly when compared to the smooth grace of the Engines of Vaul and the fluid, lifelike movements of Eldar
Titans. They are unmatched in other ways too, using image-distorting holo-fields to misdirect enemy shots rather than
void shields and power fields which attempt to shunt off enemy attacks with raw energy.

Related information

Eldar war engine data sheets 271

Chaos
[Content from Armies Book page 76.]

Chaos is the bane of the 41st millennium. The threat of Chaos concerns the High Lords of Terra, the Farseers of the
Eldar and even the crude thoughts of Ork Warlords.

The horrifying forces that seethe through the warp are ready to pour forth without warning, bringing death and
destruction to everything in their path. Chaos raiders reave forth from their twisted daemon worlds within the Eye of
Chaos to bring carnage upon the hated lmperium of Man. Space hulks, brimming with monstrous Chaos beasts and
the deranged supplicants of the dark gods, drift across the face of the galaxy at random, leaving ravaged corpse-
worlds in their wake.

Chaos reigns eternal within the warp and one day the brave warriors battling the unnatural tide of filth and darkness
must falter. Then the raging insanity of Chaos will triumph across the galaxy.

Related information

Armies of Chaos 274


Princes of Chaos 58

Warmaster Horus
[Content from Armies Book page 76 to 77.]

The ultimate triumph of Chaos almost came about at the dawn of the 31st millennium. The growing lmperium of
humanity was plunged into devastating civil war when the Emperor's trusted Warmaster, foremost amongst the Space
Marine Primarchs, Horus, turned his back on the Emperor and embraced the power of the Chaos Gods.

28
Lore

The first act of the Horus Heresy was the virus bombing of lstvaan Ill. Twelve billion lives were ended in an instant in
response to a small insurgency. A small force of loyalists managed to escape and warn the lmperium even as the
Warmaster planned his next assault. From that point on, the fate of the galaxy hung in the balance. If Horus were
successful the might of the lmperium would be his to command and Chaos would spread through the galaxy
annihilating all opposition and tainting everything it touched.

As the Heresy grew, Horus led his core of fanatical Space Marine Legions towards Terra and a confrontation with the
Emperor. All attempts to halt the Warmaster's progress towards Earth were foiled, either by the merciless, brutal attacks
of Horus' army or by betrayal from within the ranks of the defenders. Soon Horus' vast armada circled in orbit over the
Imperial Palace and the minions of Chaos swarmed down to attack the Emperor and his last guardians. To most the
battle for the Imperial Palace and the events that followed have passed into myth during the last 10,000 years, but for
some the fires of hatred and vengeance from that day still burn.

While the Emperor's defences crumbled around him, one chance for victory presented itself. As the battle raged below,
the shields on Horus' battle barge were lowered, perhaps so that the renegade Warmaster could watch the final
destruction of his one-time friend and master. Whatever the reason, the Emperor immediately led an attack by
teleporting into the heart of Horus' warship, bringing with him Sanguinius and Rogal Dorn, two of his most loyal
Primarchs leading forces of their trusted Space Marines. The battle raged on board Horus' ship, and finally the
Emperor and Horus, the two mightiest beings in the lmperium, clashed with each other. The battle was hard and long
fought, but the Emperor triumphed in the end, immolating the Warmaster with his inconceivable psychic powers.

The wounds inflicted by Horus left the Emperor mortally wounded and for the last hundred centuries he has been
confined to the Golden Throne, feeding upon the souls brought to him to sustain his mind while a city-sized support
system keeps his dying body in stasis.

Following the death of Horus the Traitor Legions fled to the Chaos-tainted daemon worlds of the Eye of Terror, from
where they still launch their raids of destruction to this day.

Black Crusades
[Content from Armies Book page 77.]

The threat of Chaos is ever present. Chaos Raiders constantly ravage the galaxy and the insidious worship of the
Chaos gods spreads from world to world in a plague of false belief.

When the power of the warp waxes strong the forces of Chaos pour forth from the Eye of Terror in an unstoppable tide
of horrors, swamping systems and eradicating entire planets. Each of these great Black Crusades is led by an
immensely powerful Champion of Chaos or an immortal Daemon Prince who has spent centuries amassing his
minions. These diabolic individuals, through subtle machinations and feats of martial prowess, manage to weld
together the disparate forces of Chaos into a vast army.

Chaos Space Marine Warmasters, such as the infamous Abaddon, lead their diabolical hordes on destructive
rampages through the lmperium, in what is known as the Long War — the everlasting battle that has raged since the
Horus Heresy was finally crushed. Even the Orks and the Eldar do not escape the attentions of Chaos. The Eldar
Craftworld of Ulthwé drifts near the Eye of Terror and constantly fights battles against the hit and run attacks of Chaos
raiders. The Ork domains are often descended upon by marauding Chaos armies, and are either brutally crushed or
decide to throw their lot in with the Chaos hosts.

The Black Crusades sweep through many worlds, varying in intensity from swift fleets of raiders to massive armadas
that engulf whole sectors and subjugate billions of people. Chaos Cultists rise from their hidden temples to ally with
their mighty masters and swell the ranks of the Chaos horde even further. The carnage and destruction creates a
massive flux in the warp and daemons gather, ready to break through into the material universe, wreaking havoc and
terror to further their gods' aims.

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Lore

The lmperium maintains a constant guard against the Black Crusades, particularly around the Cadian Gate where the
armadas of Chaos must navigate the permanent warp storms around the Eye of Terror to assail the lmperium. The
lmperium has fought hundreds of wars around the Gate, the forces of Mankind striving to check the advancing Chaos
armies before they can break through into the more heavily populated systems further from the Eye of Terror.

Forces of Darkness
[Content from Armies Book page 77.]

There are a myriad minions of Chaos, some more powerful than others. When a Black Crusade erupts from the Eye of
Terror, it may encompass followers of only one Chaos God or be an unholy alliance forged by many disparate troops
with a common goal — the destruction of everything that opposes them. Wild, untrained Beastmen run before the
brightly decorated Noise Marines. The sinister banners of the Black Legion flutter alongside the ragged pennants of
Chaos Cultists. The hideous gibbering and moans of Nurgle's daemons are drowned out by the wrathful bellowing and
war cries of the Khorne Bloodthirsters and the baying of Fleshhounds.

Chaos infantry
[Content from Armies Book page 78 to 80.]

Chaos Space Marines

The core of most Black Crusades are the Chaos Space Marine Legions. Many of these warriors fought in the Horus
Heresy itself — twisted fighters who, through their unnatural existence in the Eye of Terror, have continued to vent their
ancient hatred of the lmperium for over ten thousand years. They are the pinnacle of genetic engineering combined
with the terrifying power of Chaos — supreme warriors who are the bane of their foes. Amongst the ranks of the Chaos
Space Marines there are some whose powers are even greater. The Khorne Berzerkers have a thirst for battle which
can only be quenched by the most bloody of combats. They are always at the forefront of the battle, hurling themselves
in hand-to-hand combat with whatever foe they can reach. Conversely, the Noise Marines of Slaanesh favour weapons
of immense destruction, like the Blastmaster and Doom Siren. They shatter their foes from afar, tearing apart troops
and vehicles with blasts of sonic energy.

Chaos Space Marine Warmasters are Champions of Chaos who have risen amongst their peers to command vast
armies. Not only are they magnificent warriors, able to ruthlessly crush all opposition, but also their centuries, even
millennia, of experience make them excellent strategic and tactical commanders. This applies to the lesser ranks of
Chaos Champions as well: many are Company Captains and other powerful heroes who have fought their way to
positions of power since the Horus Heresy. Perhaps most frightening of all are the Tzeentch Sorcerers, who are not
only excellent warriors, but also wield the tremendous psychic powers granted to them by the Chaos God Tzeentch
who is known as the Great Sorcerer. They use their unearthly powers to annihilate their foes with psychic blasts and to
ward away the attacks of the enemy with psychic shields and mind controlling abilities.

30
Lore

Daemons

Daemons are the true Children of Chaos. They are born from the raw power of Chaos and their form is shaped by its
merest whim. The daemons of Khorne the Blood God are warlike, vicious creatures whose only wish is to hack and
tear at the enemy with their deadly claws and razor-sharp fangs. The Daemonettes of Slaanesh, the Prince of
Pleasure, are wholly different. They are sensuous creatures who revel in every experience of the flesh; hell-born
abominations whose trilling laughter and sweet whispers echo through their foes' minds even as their massive claws
rip them apart. Daemons are not physical, mortal beings in any sense. They are powerful adversaries, able to shrug off
all kinds of damage and wounds that would crush lesser creatures. They are immune to all earthly toxins and poisons
and their utterly alien bodies can simply ignore many weapons which would sear, burn, crush and maim mortal beings.

Some mighty Champions of Chaos are granted the gift of daemonhood by their dark masters, such as N'Kari and
Doombreed who fought alongside Horus during the Emperor's attack on his battle barge. These Daemon Princes are
mighty individuals, whose powers accumulate through aeons of bloodshed and worship. Some have wings and can
skim across the battlefield blasting away with their psychic powers. Other are tremendous beasts, ripping apart their
enemies with enormous fangs and tusks, gouging armour plates with mace-like tails and horns like scimitars. The
mightiest of these creatures lead armies, ruling over their personal Daemonic legion.

Chaos Cultists

Even where the Imperial Cult is rigidly adhered to, there are some who are swayed by the power of Chaos. Secret
cabals spring up even as the Inquisition ruthlessly purges sects and hidden organisations on hundreds of other worlds.
Led by their Demagogue and his secret coven of manipulators, assassins and iconoclasts, a Chaos cult slowly grows
in power, infiltrating every strata of society, from soldiers to factory workers, clerks to high ranking officials.

When the time is right, these insidious groups rise up in bloody revolt, attempting to oust the rightful rulers of the planet
and throw their world at the feet of the Chaos Gods. Cultists perform secret rites in the heart of the Emperor's domain,
summoning hideous daemons to aid them in their insane quest for domination. Many are discovered and swiftly
executed by the Adeptus Arbites and Inquisition, but there are always others willing to trade their soul for the alluring
promises of power and immortality.

Chaos cults offer sanctuary to the twisted Beastmen of Chaos. These individuals are tainted by the Dark Gods, not
wholly man nor animal but an unnatural hybrid of the two. These foul creatures hide out in the most loathsome places,
hoping to avoid the purges of zealous Imperial servants while they muster their strength to strike at those who would
hunt them down. When a Chaos cult emerges into the light, the Beastmen creep from their noisome dens in ever
greater numbers, swelling the strength of the cults even more.

Chaos vehicles
[Content from Armies Book page 80 to 81.]

Like their loyalist counterparts, the Chaos Space Marine Legions employ many types of vehicles and war machines.
However, their vehicles are often twisted mockeries of those employed by the Emperor's troops. Their crews become
melded with their machine as living components which can never leave. Their hulls are bedecked with the icons and
banners of their Chaos masters and even the structure of the tank may be warped so that they sprout horns, fanged
maws, whirling blades and scythes.

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Lore

Daemon engines

Not all daemons gain a physical form when they enter the material realm. Some of them can only manifest themselves
as spirits, entities capable of possessing a mind or inhabiting a machine. The ancient artificers of the Chaos Legions
toil long and hard to create massive engines of destruction for these creatures to inhabit, mighty machines which are
built out of adamantium and steel by millions of slaves. When the Black Crusade emerges from the Eye of Terror,
rituals are performed to open the way for daemonic spirits to possess these machines, turning each vehicle into a living
entity with a will of its own. The followers of the different Chaos Gods mould their creations according to their individual
aims, the character of their masters and their own aesthetic values. Thus the Daemon Engines of Khorne bristle with
crude cannon, snapping blades, saw-like close combat weapons and other lethal appendages. Khorne's followers are
the most lethal inventors of Daemon Engines, building the awe-inspiring Brass Scorpions, Blood Reapers, Towers of
Skulls, Cauldrons of Blood and the mighty Deathdealers.

The Daemon Engines of Nurgle, known fondly as Contagions by the god's worshippers, are even cruder, bearing huge
catapults which sling noxious volleys of plague-encrusted offal at the foe. In total contrast are the sleek Hell-Scourges
and Hell-Knights of Slaanesh. These graceful machines lope across the battlefield, striding into the heart of the
opposing army before unleashing a devastating volley of fire from their cannon. Even more unlike Nurgle are the swift
Firelord and Doomwing flyers of Tzeentch, their warp engines pushing them through the skies with a terrifying roar, as
they drop their payload of warpfire and plasma on the helpless prey below. Behind them the Silver Towers drift over
the heads of their allies, belching a relentless rain of sorcerous fire down upon the foe.

Chaos artillery
[Content from Armies Book page 81.]

Although the troops in a Chaos army generally excel at close quarter fighting, there is still a need for long range
weapons of destruction. Commanders of the Iron Warriors Legion in particular favour massive siege guns like the
Cannon of Khorne, while there are few troops who can withstand continual bombardment by the quad mortars of a
Khorne Doomblaster.

Hive Fleet Kraken


[Content from Armies Book page 95.]

The lmperium now faces its greatest threat since the Horus Heresy. It comes from another galaxy, drifting across the
cold void between stars in pursuit of its ancient need — the horrifying Hive Fleet of the Tyranids. These creatures
hunger after fresh genetic material to fuel their race, an ever-driving battle for survival and evolution that even now is
slowly grinding through the Eastern Fringe of the lmperium, attacking, assimilating and stripping whole worlds in an
everlasting conquest.

The Tyranids need this genetic material to evolve their technology. They do not use standard machines and
equipment, instead every tool, every weapon and every member of their race is genetically engineered to perform a
specific task, whether this is the awesome Tyranid Warriors or bacteria bred to cleanse the insides of a Hive Ship's
internal organs. For unknown millennia the Tyranids have consumed everything in their path until their whole race has
emerged as the ultimate predator, a being that devours worlds, star systems and possibly whole galaxies. The threat of
the Tyranids is so alien, so utterly apocalyptic that nobody is safe, whether they are human, Ork, Eldar or any other
race. The Tyranids make no distinctions, they have no loyalties, they unthinkingly destroy and absorb anything that
they come across and while they endure every race in the galaxy must battle to prevent its own extinction.

Related information

Hive Fleet army list 294

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The Hive Mind


[Content from Armies Book page 95 to 96.]

Each organism within the Tyranid Hive Fleet is a living being, with its own consciousness. This may be as crude as a
virus' need to reproduce itself or as complex as a fully developed sentient warrior's, with its own instincts, reactions and
interpretations. Each of these untold billions of minds form one massive sentience known as the Hive Mind. It links
each Tyranid creature, binds and runs their society, yet it is far more than the sum of its parts.

The super consciousness of the Hive Mind is totally alien, it may not "think" in the same way a man might, and it is
doubtful if it is even aware of minor details which confront the Hive Fleet. However, it does seem to be able to focus on
particular individuals and groups, and from its vast depths stem the Tyranids' psychic powers.

Where there is a large force of Tyranids, the Hive Mind's presence is strong and the single directive of the Hive Mind
will over-rule the individual instincts of the creatures that are fighting. However, the link with the Hive Mind is destroyed
by the death of its synapses, powerful creatures like Hive Tyrants, Dominatrix and Tyranid Warriors. With the synapses
gone the other organisms will revert to their instinctive behaviour to expand, reproduce and slay without motive or
direction.

The magnitude of the Hive Mind's power can only be guessed at, dwarfing the ancient wisdom of an Eldar Craftworld's
infinity circuit and rivalling that of the Chaos Gods. As the Hive Fleet approaches, all warp travel in the area is rendered
extremely hazardous and psychic communication by Astropaths is all but impossible. This psychic void is known as the
Shadow in the Warp, a suitable guardian for a race known as the Great Devourer.

The Battle for Ichar IV


[Content from Armies Book page 96.]

lchar IV is one of the principal hive worlds of the Ultima Segmentum. Its massive manufactories and mines contribute
hugely to the lmperium's defence and so it was with considerable alarm that the lmperium's military commanders
realised that one tendril-like swarm of Hive Fleet Kraken was heading straight for the planet. However, worse was to
come. An insidious Genestealer cult attempted to overthrow the governor of lchar IV in a bloody rebellion and it was
only when Space Marines of the Ultramarines Chapter were brought in to quell the insurgency that order was restored.
However, the revolt had been costly, damaging many factories and weakening the already over-stretched defenders.
And still Kraken came on, intent on devouring everything in its path, including lchar IV.

Every available force was rushed to the planet, arriving even as the first Hive Ships began entering the lchar system.
The Eldar, particularly from lyanden Craftworld which had already fought off another swarm, sent warriors to aid their
Imperial allies against the menace of the Great Devourer. The first assault waves poured towards the Adeptus
Mechanicus facility called Nemesis, while other attacks were directed at the outlying hives of Diel, Oceanos and
Babylon. At Nemesis, the Imperial and Eldar forces were led by Marneus Calgar who, with the aid of the valiant
Admiral Rath, had defeated the earlier threat of Hive Fleet Behemoth at the Battle of Macragge.

The Eldar held the Granikus River which protected the southern approaches to Nemesis, while the Ultramarines and
Imperial Guard stood watch over the hive itself. The first terrifying assault was horrendous to behold, as thousands
upon thousands of Tyranid creatures, many of them new genotypes never before encountered, poured from the
orbiting Hive Ships in mycetic spores. The Eldar held the Granikus crossing, but were almost wiped out doing so,
assailed by monstrous Carnifexes and Genestealers. Meanwhile, the sheer volume of Tyranids attacking from the
north almost overwhelmed the Space Marines under Calgar's direct command, yet somehow the Tyranids were held
back allowing the Ultramarines enough time to regroup and form a second defensive perimeter which held against the
oncoming swarm. Only the Imperial Guard fared well, using their massive cannons to blast apart the Tyranids across
the open terrain of the ash wastes, staining the grey slopes with the purplish blood of the Tyranids.

33
Lore

With their initial attack halted, the remaining Tyranids plummeted to lchar IV, attacking the other hives. The space port
of Midas managed to stem the flow of the attacking beasts, while the western hive of Cambria was almost overrun.
There was bitter fighting across all three continents, yet somehow the Tyranids were held at bay, at a great cost to
human and Eldar lives. After the sudden devastating assault had dissipated, the influence of the Hive Mind was
weakened and hunt and destroy operations were begun, seeking out nests of Tyranid creatures surviving on their
instincts in the wilds. lchar IV had been saved, but nearly a billion lives had been ended during the conflict. And only
one swarm from the vast entity that is the Kraken was stopped. In the chilling vacuum of space, who can tell how many
more swarms lurk in the darkness, ready to pour forth their terrifying warriors in its everlasting thirst for the living...

Tyranid infantry
[Content from Armies Book page 98 to 99.]

Tyranid Warriors

The most numerous Hive Mind synapses are the Tyranid Warriors. These six-limbed creatures stand over twice the
height of a man. They have vicious, sword-like claws to rip apart foes in close combat, as well as more manipulative
limbs with which they wield devastating weapons such as the barbed strangler, venom cannon and deathspitter. The
Tyranid Warriors form the core of almost every Tyranid swarm, using their powerful Hive Mind presence to guide the
creatures around them.

Towering over even the Tyranid Warriors are the Hive Tyrants. 11 is speculated that these are a further evolution of
Tyranid Warriors, as they share the same six-limbed characteristics. However, Hive Tyrants, as well as being
horrendous foes both at range and in close combat, are also powerful psykers. They are able to tap into the vast
energies of the Hive Mind to terrorise their foes and shrivel the minds of enemy psykers. Another evolution of the
Tyranid Warrior gene-strand is the Zoanthrope. These creatures are not much more than physical vessels for the
immense psychic powers of the Hive Mind. Though a powerful hand-to-hand opponent, the Zoanthrope mainly relies
on its ravening Warp Blasts to eradicate the foe, while its psychic field protects it from the enemies' attacks.

Even more hulking and monstrous are the huge Carnifexes. With their four massive scythe-like claws, Carnifexes can
tear apart tanks and sweep through whole units of the enemy. They can also spit forth balls of bio-plasma which
explode with devastating effect, blasting vehicles and searing troops. Slightly smaller, but no less deadly, are the
Lictors. They are the ultimate hunters, able to guide swarms to their prey using a scent trail of pheromones. Their
vicious flesh hooks lash out to seize their prey before dragging them into the deadly embrace of their mantis-like claws.
Their skin is covered in chameleonic scales, which shifts and changes colour to provide an effective camouflage
wherever the Lictor may be hiding.

One of the Tyranids' most devastating creations are the insidious Genestealers. On the battlefield these swift,
clawarmed creatures are used as shock troops, leaping into the heart of the enemy where they can cut down their foe
with their razor-sharp fangs and talons. They are also used to infiltrate entire civilisations, using an ovipositor to implant
their genetic material into an unwitting host. The unfortunate victim will shortly give birth to a Genestealer, frequently
hybridised with characteristics of the host.

The Hybrid has a hypnotic protection that prevents the parent from killing it out of hand, and it in turn will impregnate
other victims, until a flourishing cult is born. Genestealer cults gnaw away at the heart of society, infiltrating the military
and other positions of power. When the Hive Fleet approaches the cult emits a psychic beacon drawing the Tyranids to
their world. Meanwhile, the cult openly attacks the defenders, leaving them weakened for the final Tyranid assault,
during which the cult will be subsumed into the fleet and the Hive Mind once again.

34
Lore

The Biovore is highly specialised, even within the ranks of the Tyranids. Inside its bloated carapace, it nurtures its
symbiotic Spore Mines, which feed off nutrients provided by the Biovore. In battle the Biovore vomits forth clouds of
Spore Mines which drift down onto the enemy, moving along in the breeze until they detect a non-Tyranid lifeform.
Then they explode, shredding the target with shrapnel-like chitin debris, as well as causing massive disruption with a
shower of alkalines, viruses and acido-compounds. Few troops are brave enough to advance in the face of such a
horrifying death.

Termagant gene-strand

One of the most prolific Tyranid genotypes is the Termagant. These creatures form vast broods within the Tyranid
swarm, and their particular evolution has been adapted in a number of ways to create distinct sub-species. The basic
Termagant is six-limbed like most Tyranid infantry, carrying a variety of symbiotic weapons such as the fleshborer and
spike rifle. They are fast and have sharp claws and teeth, and are covered by a chitinous shell which affords them
some protection. In battle, their massed broods charge forwards, cutting down the enemy with deadly fire before
swarming over the survivors, finishing them off with a final assault.

The Hormagaunt is a more refined close combat beast, sporting elongated claws and powerful legs which allow it to
bound across the ground at tremendous speeds. They are terrifyingly fast, able to cover a long distance in a few
powerful leaps, spearing their foes with their claws and gnawing at flesh and bones with their razor-sharp fangs.

Tyranid vehicles — living tanks


[Content from Armies Book page 100.]

As well as vaguely human-sized warriors, the Tyranids also breed immense creatures to fulfil the role of tanks. They
have highly evolved symbiotic weaponry, which may consist of three or four different species created to perfectly
interact with each other (with devastating and often explosive effect). For example the spine of an Exocrine sprouts a
massive bio-cannon, which is powered by the muscular contraction of the head frill. This enables the Exocrine to hurl a
lethal chitin projectile long distances, smashing apart the enemy even as the close combat Tyranid constructs close in
for the kill. The Dactylis also uses similar muscular specialisation. Its forelimbs are designed to bend back to grasp the
parasitic ammunition pods that feed off glands in its back. The tension is then explosively released and the arms snap
forwards with a distinctive cracking noise, hurling their deadly charges far into the enemy.

In marked contrast to the long range firepower of the Dactylis and Exocrine are the Assault Spawn. This category
includes several creatures logged by the Magos Biologis, including Malefactors, Haruspex and Trygons. These
creatures have short ranged bio-weaponry which they use to scythe through the enemy before they close in with
massive claws and tank-sized mandibles to rip the enemy apart. Most Assault Spawn can also carry troops in internal
cavities, or with modified skin and scales that allow other Tyranid creatures to cling onto them as they move. Assault
Spawn are excellent linebreakers, smashing into the enemy to disgorge a swarm of malignant Tyranid horrors.

35
Lore

Tyranid flyers
[Content from Armies Book page 100.]

Harridans & Gargoyles

A massive shadow passes across the sun, leaving the battlefield in darkness. High in the air, immense creatures soar
on the warm thermals of battle, waiting for the moment to swoop down on their hapless foes and rake them with bio-
cannon fire and toxic spore clouds. The Tyranid Harridans are amongst the largest flying creatures in the galaxy,
dwarfing the fighters and bombers of most other races. Their bellies seem to constantly writhe and it is only when they
start sweeping down that enemy troops see the broods of hideous Gargoyles clustered to the Harridans' horny skins.
These creatures are also modified from the Termagant gene-strand, with their upper limbs melding with their maws to
produce vicious flamespurt weapons. Their lower limbs are all but atrophied and their leathery wings allow them to
glide and fly with ease.

Tyranid war engines


[Content from Armies Book page 101. Moved the actual rules elements to the army list.]

Tyranid war engines are monstrous composite creatures, the size of buildings. The unique anatomy of the Hierodule
and Hierophant bio-Titans allows them to clamber over buildings, wade through rivers and trample across forests with
ease.

The Tyranid Dominatrix is one of the most potent psykers of the 41st millennium. They are able to unleash massive
bursts of ravening warp power to smash their foes and they are surrounded by a flickering aura of energy which can
deflect the most lethal attacks.

Related information

Tyranid war engine data sheets 303

36
Lore

Magazines

More on the Imperium

Supreme Warriors
[Content from Firepower #2 page 4 to 12. (And White Dwarf #210 page 32 to 39.)]

Amongst the armies of the lmperium, the Space Marines of the Adeptus Astartes form an elite fighting force. There are
roughly a thousand Chapters of Space Marines spread through the lmperium, each with its own particular style of
organisation and fighting. The majority of Chapters adhere quite closely to the doctrines of the Codex Astartes, an
immense tome of organisational, strategic and tactical information which was written after the Horus Heresy by
Roboute Guilliman, Primarch of the Ultramarines. The knowledge within its many volumes form the basis of the
Ultramarines Chapter and their successors, while many other Chapters, such as the Dark Angels and Blood Angels,
vary from its text in only minor ways. There a few completely unorthodox Chapters, foremost among them being the
Space Wolves, whose organisation and style of war bear no resemblance to the Codex Astartes.

Each of these Chapters is fiercely proud of its heritage and will defend its traditions against all arguments. A Space
Marine Chapter's organisation, battle tactics, uniforms, banners and all other aspects will reflect the character of its
leaders, founding planet (or planets) and Primarch. Even events within the Chapter's history will continue to have a
lasting effect. For example, in one particular battle, warriors from the Dark Angels Deathwing (the first company of
Terminators) saved one of the Chapter's founding worlds from a Genestealer cult. Following the rituals of their home,
the Space Marines repainted their green armour white, which is their colour of death, and did battle with the
Genestealers. From that point on the Deathwing has always worn white armour, in homage to the sacrifice of the brave
warriors who died many millennia ago.

Fielding the army

For extra information concerning the background and organisation of the many Space Marine Chapters, you can look
at the range of Warhammer 40,000 Codex books. Codex Ultramarines details the organisation of the Ultramarines
Chapter itself, and many of the other Chapters that were raised in subsequent foundings using the gene-seed of
Roboute Guilliman, the Ultramarines Primarch. Details of the Dark Angels and Blood Angels Chapters (and their
successors) can be found in Codex Angels of Death, while the Space Wolves also have their own book.

White Dwarf also regularly runs articles on the Space Marines, and we hope to give more information on other
Chapters in the future (particularly the Imperial Fists, White Scars and other remaining First Founding Chapters). Not
only do all these sources provide information for some of the better known Chapters, but they will also spark off ideas
for you to invent your own.

Most of these forces can be represented within the existing Army of the lmperium list, as I'll show. The list has enough
flexibility to allow a wide variety of different formations and detachments, which can be used to emphasise the
character and temperament of the Chapter you are fielding. As well as just choosing your army and detachments in an
imaginative manner, you can take your army one or two stages further. Firstly, you can invent new detachment lists to
choose from, restricting certain troops and allowing a greater choice or numbers of others. Secondly, you can invent
totally new troops, whether from the ground up with their own profile or, more straightforwardly, by inventing a new
special rule or using the existing specialist abilities and upgrades in a new way.

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Battle organisation

As well as the character of the Chapter itself, most Space Marine armies have their own individual style and tactics.
Depending on the nature of the campaign, warriors from different Companies will be sent to fight. If the Space Marines
are responding quickly to a request for help, they will despatch their fastest strike cruisers laden with Thunderhawks,
drop pods and fast attack troops such as Bikes, Land Speeders and Assault squads. Once these troops have
established themselves in the war zone (sometimes just a single hive city or settlement, but also whole continents,
planets or star systems) the heavier firepower will be brought in. Tactical squads, Devastators and tanks will be moved
to the conflict, boosting the strength of the Space Marines even as the first elements of the Chapter attack the enemy
and attempt to sever their lines of supply, breaking up their battle lines and destroying their reinforcements.

Your Space Marine force could reflect this at any stage of its development, and all you have to do is choose the troops
from the lists which fit this character. Whether you want to fight a lightning strike, a steady implacable advance, or opt
for a more static defence, the Army of the lmperium allows you to choose what you need.

The First and Tenth

A Codex Chapter (one which follows the Codex Astartes closely) comprises ten companies, each of which is made up
of a variety of squads depending on the Company. For example, the fourth Company of the Ultramarines is a Battle
Company, comprising 6 Tactical squads, 2 Assault squads and 2 Devastator squads, with attendant support vehicles in
the form of Rhinos, Dreadnoughts, Land Speeders and Bikes. The Company is an organisational unit though, and on
the battlefield most Companies are usually split into smaller detachments, and often combine with elements of other
Companies to fulfil their role on the battlefield. Each Chapter also maintains its own armoury and has a pool of
Vindicators, Predators, Land Raiders and other support vehicles which are assigned to squads on a battle by battle
basis.

The first Company of a Codex Chapter is the Veteran Company, from which the much feared Terminators are drawn. If
you want to field a first Company detachment in your Epic 40,000 army, it's a simple matter to use the lists to represent
this. In terms of the detachment's Main Force you should limit yourself to choosing Terminator squads, with mainly
Land Raiders as support, and some standard Tactical squads to represent the Veterans in power armour. In contrast,
the Tenth Company would comprise Scouts (since the 10th Company is the Scout Company) with any support units
drawn in from other elements of the Chapter. There's a sample detachment card for each of these below.

The army lists for Space Marine detachments in Epic 40,000 are for those Chapters that adhere to the
Codex Astartes, the massive tome which describes the strict rules for the organisation, tactics and
doctrines of a Space Marine Chapter. Whilst most adhere to its teachings there are some that do not.

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Other Chapters

Although the majority of Chapters follow the strictures of the Codex Astartes quite closely there are some whose
organisation and tactics vary wildly from its doctrines. Some, such as the Space Wolves, have strong traditions from
their home planet and Primarch which they revere above the teachings of others. Other Chapters have suffered from
horrendous battle losses, such as the Scythes of the Emperor who faced the initial onslaught of Tyranid Hive Fleet
Kraken. More still are isolated from the lmperium, out on the Eastern Fringe on millennia-long crusades or cut off by
warp storms for centuries, and are forced to adapt and change to survive.

Many of these can be represented with the standard Army of the lmperium lists. All you have to do is impose some
restrictions on what troops you take and therefore build more characterful detachments. For example, if you wanted
your Army to include Space Marines from the Ultramarines Chapter shortly after the Battle of Macragge (during which
the First Company was wiped out) you could include a disproportionately large number of Scout squads and hardly
any Terminator squads (or maybe even none).

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Similarly, you can vary the lists slightly to allow a greater or lesser amount of flexibility. Let's say you've invented your
very own Chapter, let's call them ... erm ... the erm ... (takes a quick look at Ian's list of names in issue 197), ah, the War
Lions. Right, you've decided the War Lions are pretty Codex apart from the fact that one of their founding planets is
also a Forge World of the Adeptus Mechanicus (strange, but possible). So the War Lions like to have lots of tanks and
their greater access to the Tech-Priests' technology means they can maintain a large number of Dreadnoughts in
comparison to other Chapters.

With me so far? Right. So, one of the things you might like to do is allow the Chapter Master to have a Dreadnought
bodyguard, instead of Space Marines. Also, you could allow the War Lions to field Dreadnoughts in a Space Marine
detachment as main force units, rather than in support. Although you can already incorporate the Space Marines and
Dreadnoughts in the same detachment, taking Dreadnoughts as main force units leaves more space for other support
such as Land Raiders and Whirlwinds. With even this simple change, the character of the Chapter is already evident.

All of this is possible without having to write a single new rule. It is simply manipulating the detachment army lists in the
desired way. Of course, if you're going to do anything even slightly wacky you'll have to sort this out with your opponent
first. Remember that you're not creating a Chapter to make an unbeatable army, but to provide your own troops with
extra character and personalisation. Being able to field a force which is uniquely yours is very rewarding and can lead
onto all sorts of ideas for scenarios and campaigns.

Getting more extreme

All I've talked about so far is manipulating the organisation of the detachment lists to achieve a desired result. In many
cases this may well be all you need to do. However, one thing that can make a Chapter really stand out is having a
detachment or troop type which is uniquely theirs. For example, the Dark Angels have the highly skilled Ravenwing,
the Blood Angels have their frenzied Death Company and the Space Wolves squad organisation is wholly different to
any other Chapter.

In this article you will see various new detachments which you can include in your Army of the lmperium. Although they
have undergone slightly more drastic changes than the ones I've talked about so far, they are still pretty
straightforward. As well as altering the composition of the detachments, I've added a simple special rule which further
emphasises their character. For the Space Wolves, White Scars and Ravenwing this is a completely new rule, but for
the Death Company I've simply used some of the special abilities that already exist, namely Assault, Save and
Rampage. You will also notice that their organisation, such as access to Support units, has been changed from normal
too. You will find that even these fairly minor tweaks strongly influence their role and effect on the battlefield, enabling
you to create specific detachments fairly easily.

Adding a special rule to certain troops, or for the detachment overall, is by far the best method for creating specialised
troops. Epic has great scope for this kind of individual characterisation. There's no reason why you should limit yourself
to whole detachments either. For example, you may like to have Commander Dante, Chapter Master of the Blood
Angels, with his jump pack and Veteran Assault squad bodyguard. You can look at existing options and upgrades for
an idea of any change in the points cost needed, and this shouldn't normally be more than two or three points per unit.
Changes which are worth more than this should be given some serious consideration first.

You can take a look at the detachment lists I've devised for the Blood Angels Death Company and the Dark Angels
Ravenwing. Both of these are specific to their own Chapters and show how you can make a Chapter even more
individual with a few simple additions or minor adjustments. Anyway, that's just a few ideas for you to ponder over.
Remember, there's no harm in experimenting if you want to. After all, it's your army and as long as your opponent
agrees it's up to you what you want to do with it.

Related information

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The Adeptus Mechanicus


[Content from Firepower #1 page 5 to 6.]

Continuing our look at the armies that didn't make it into the Epic 40,000 boxed set, this issue Gav presents the
definitive rules for the mighty Adeptus Mechanicus.

The Adeptus Mechanicus has two forces at its disposal. The might of the Titan Legions have ruled the battlefields for
the Machine-God since the founding of the lmperium. Alongside these massive war engines, the Cult Mechanicus also
has its regiments of Skitarii. Known by the uncouth and uninitiated as the Tech-Guard, the Skitarii are raised from the
populations of the Forge Worlds and are armed and trained in a similar fashion to the Imperial Guard. The Skitarii
provide a defensive force for the Forge Worlds and also provide infantry and armoured support for the Titan Legions
when they go on campaign. The warriors of the Skitarii are often bionically altered in some fashion and the crews of the
Adeptus Mechanicus' tanks are cybernetically linked to their machines and can never leave them.

Infantry

The term Skitarii refers to these regiments as a whole, but the different troops that make up the infantry and tank
columns also have ancient titles which refer to their battlefield role and their position within the Cult Mechanicus. The
Hypaspists form the standard infantry squads, and are armed with lasguns. Heavy weapons specialists earn the title of
Sagitarii, while the honoured tank crews are dubbed Cataphracts and are afforded a great deal of respect for their
close links with their machines. The Ballisterai are the artillerists of the Skitarii, experts in raining down fire at extremely
long range. The Ballisterai often field large, experimental weapons, designed to smash or cut through armoured tanks
and enemy strongholds.

Then there are the Praetorians; biologically and bionically enhanced warriors, with brain-stem implants, neuro-linked
processors and alloy reinforced skeletons. Unlike Space Marines who are genetically altered from an early age, the
Praetorians are fully grown men who act as walking test beds for the rediscovered technologies of the lmperium. They
are fearsome fighters whose devotion to the Machine-God makes them zealous combatants willing to fight to the death.
They are the terror troops of the Adeptus Mechanicus, enforcing the will of the Machine-God wherever they are
deployed.

Robots

As well as its partially human warriors, the Cult Mechanicus maintains cohorts of mighty robots. Standing twice the
height of a man and armed with deadly heavy weaponry and close combat weapons, robots are terrifying on the attack.
However, it is as defenders that they really excel, protected by their thick adamantium shells and pouring shot after
shot into their attackers with no pause.

Vehicles

As well as standard Chimera transports, Leman Russ battle tanks and other armoured fighting vehicles, the Adeptus
Mechanicus also field the mighty Knights and Castellans. These huge walking machines provide a mobile, well-
armoured gun platform to lend heavy firepower to the mobile Skitarii. They are protected by a directional power field,
which the crew can direct against incoming attacks. As its power is focused on a small area, these power fields do not
burn out like those on Ork Gargants, but may also provide no protection at all if they are not directed in the proper
fashion. Castellans are fitted with larger guns rather than a chainfist or other close combat weapon, raining even more
heavy fire onto the enemy.

Related information

Imperial army list extras 206

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Warriors of Justice
[Content from Firepower #1 page 16 to 19.]

Adeptus Arbites in Epic 40,000 by Mike Headden

Mike's a bit of an 'old pro' and has been gaming since the mid-60's. He hails from Edinburgh (wot, another Scot? — Ed)
and has two kids who are also GW fans. Mike plays almost every game we've made (including several we'd forgotten!)
but for the instantly recognisable ones he fields Empire, Orc and High Elves in Warhammer, Imperial Fists and Eldar in
Warhammer 40,000 and Imperial Fists, the XXth Cadia Victrix regiment of Imperial Guard and Arbites from the ice-
world, Frigia, in Epic 40,000.

Mike's been interested in the Adeptus Arbites since the old Rogue Trader and. as soon as Epic 40,000 came out he
just had to do some conversions. Now the Adeptus Arbites can lead his troops in their eternal mission to punish the
guilty, in the Emperor's name!

Innocence is No Excuse

The Adeptus Arbites, though sometimes known as the 'Warriors of Justice' are not concerned with Law and Order at an
individual level. Murder, theft and the like are of no interest to them unless such incidents threaten the Pax Imperialis.
Their interest in the stability of the Imperium means that they are employed mostly to deal with more dangerous threats
than internal strife, such as the emergence of Chaos or Genestealer Cults or perhaps dealing with Planetary
Governors who are less loyal than they should be.

Together with the Inquisition, with whom they often work closely, they are mankind's first line of defence. They can be
mobilised to a threatened sector much quicker than can the lumbering Imperial Guard.

Infantry

The bulk of the Adeptus Arbites are made up of infantry armed either for firefights with standard issue Bolters or the
more specific Arbites Shotguns; or for close combat armed with Power Mauls and Suppression Shields generally
utilised in urban pacification

They do not have, as standard, the heavy weapons squads that provide much of the firepower for the Imperial Guard,
but make up for that with the range of grenades that are available: Hallucinogens, Haywire, Photon Flash and the like
which serve to distract and disrupt the enemy. This is because so many of their foes are deluded or easily led rather
than being direct enemies of the Imperium. After all, it is much better subduing the brainwashed population of a
protagonist and traitorous Planetary Governor, executing the leaders and re-educating the masses, than virus-
bombing the planet and wasting a valuable resource (people and industry!).

Adeptus Arbites squads are commanded by Proctors who fulfil the role of sergeants just like in any other Imperial
Force. The main officer corps is headed by Judges, powerful individuals who as the name implies are Judge, Jury and
Executioner, literally their word is the law!

To compensate for the lack of heavy weapons squads, the Adeptus Arbites are regularly backed up by support
weapons such as multiple grenade and missile launchers which fire larger versions of the standard issue grenades.

Vehicles

The Adeptus Arbites employ comparatively few vehicles and those they have are primarily transport vehicles. The
Adeptus Arbites do not use either the Chimera or the Rhino but have instead their own form of transport, the Gorgon.
Armed with a turret-mounted, short-barrelled cannon with grenade dischargers on either side of the passenger
compartment. They are used to 'soften up' opponents before the Arbites close with them. The peculiar design of these
vehicles leaves them open topped, which albeit allows indirect enemy fire to affect the passengers, allows the Arbites
to fire out of the vehicle whilst it is moving and therefore bring more firepower to bear.

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Standard Imperial bikes are often used for reconnaissance and fast support and are occasionally supplemented by
Sentinel walkers, where longer ranged fire is likely to be important.

Fielding Adeptus Arbites in Epic 40,000

I have converted my Arbites from the old Epic Imperial Guard figures. Some had their lasguns shortened to represent
bolters and others had a scrap of paper 2.5mm x 5mm glued to their left arms as a suppression shield and had their
lasguns trimmed down to a tube with a slightly fatter cylinder at the end to represent the power maul. The Judge is a
conversion of the old standard bearer who now has the eagle from the standard fixed to the top of his helmet!

In the picture below, the Judge unit is in the centre, backed by the Command Gorgon with penant, the Support Weapon
and bikes. You can clearly see the Shock Troopers, with their card Suppression shields in the forefront.

I have even made a conversion for the grenade launcher, using a slice of one of the old Epic flagpoles. (ls this man
mad? — Ed) Another slice of flagpole was used to make a searchlight for a Techmarine and another, the Crozius
carried by the Chaplain on the Space Marine Command stand, although I doubt that you can make this out in the big
picture of my Epic army.

Bikes, gunners and sentinels came from the old Imperial Guard sprues and Thudd Gun support weapons from the
Squat sprues.

My colour scheme is based on Judge Dredd — dark blue uniforms, red guns, green boots and gauntlets, yellow
shoulder pads and a red-edged visor on the helmet. Naturally, the vehicles are all done in a moody, dark blue.

The Gorgon transport is available from Mail Order, as is the Tarantula support weapon, but the rest of it you need to
convert from old Imperial Guard and Space Marines. Amusingly enough, the Marine Company right at the back of the
army picture consists entirely of the old metal Marines that were released for Adeptus Titanicus, although I still need
two marines with bolters and a sergeant — anyone out there got a spare? (Well, now you mention it, Mike, I might just
be able to get hold of some… but it'll cost ya! — Ed)

Finally, don't be put off by the diminutive nature and fiddliness of Epic scale miniatures, go ahead and convert them,
you'll be surprised at the results!

Related information

Imperial army list extras 206

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Penal Legions
[Content from Firepower #3 page 78.]

The Penal Legions are the very dregs of the lmperium's fighting forces. When an individual is found guilty of a crime,
such as disobeying orders, cowardice, thieving, murder, blasphemy etc, they are usually sent to a Penal Legion. This
can also be the fate of entire Imperial Guard regiments that are deemed to have failed badly, they are turned en masse
into Penal Legions. Penal regiments can also be raised from penal colonies and prison planets and transported to a
war zone.

The Penatante Prefect is the Judges and Arbitrators who command the detachment. Each Penal Squad is
accompanied by an Arbitrator to keep unruly troops in line and has the power to execute any that refuse orders.

Related information

Imperial army list extras 206

Variants of the Leman Russ tank


[Content from Epic 40,000 #2 page 14 and Epic 40,000 #5 page 17.]

Although the Land Raider may be the most sophisticated of Imperial Tanks, and the Baneblade the most heavily armed
and armoured, it is the Leman Russ which is by far the most important of the armoured vehicles in the Imperial
inventory. It has been estimated that if all of the Leman Russ in Imperial service were placed end to end, then they
would stretch from the Adeptus Mechanicus Workshops on Mars to the gates of the Imperial Palace on Earth. Whether
this piece of statistical sophistry is true or not, it is an appropriate image, for the Leman Russ produced by the
Imperium’s workshops are one of the most elements in the defence of the Imperium.

Although over 90% of Leman Russ in service are the standard model, or the standard model with very minor local
variations, there are dozens of significantly different variants also in service. Some of these are extremely rare. Only
one working prototype of the Leman Russ Arachnos variant, which replaced the tracks with eight robotic legs, is known
to exist, and other variants are equally as rare. However, some of the more successful variants have become well
established over the millennia, and are now a standard part of the inventory of most Imperial Guard armies. Amongst
these by far the most popular are a triumvirate of designs, called the Leman Russ Vanquisher, Leman Russ
Executioner, and Leman Russ Conqueror.

There are many different versions of the standard Leman Russ battle tank, some are built by the Adeptus Mechanicus,
others are field conversions built for a specific task by commanders in dire need. Some designs are more common
than others, the Leman Russ Demolisher is used by most Imperial Guard armies. The Destroyer is a rarer vehicle and
few Forgeworlds now build them. Many other variations on the Leman Russ chassis exist, from bridging and recovery
vehicles to command tanks, fearsomely powerful Vanquishers or flamethrower tanks.

Related information

Imperial unit summaries 218

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The Leman Russ Vanquisher

[Content from Epic 40,000 #2 page 14.]

The Leman Russ Vanquisher is a more sophisticated version of the basic


battle tank. The Vanquisher is becoming increasingly rare as the skills and
technology required for the construction of the vanquisher battle cannon
were lost when the forge world Tigrus was overrun and scoured by Ork
Warlord Arrgard the Defiler in M35. Those Vanquishers that remain in
service are carefully maintained and only granted to tank crews who have
proved themselves in the heart of battle.

Since the loss of Tigrus, the Adeptus Mechanicus has made strenuous efforts
to reproduce surviving Vanquisher cannons on selected forge worlds, those
renowned for devotion and favoured by the Machine God with the most
skilled munitionadepts. These forge worlds have been granted some success. Although slow and fraught with difficulty,
Gryphonne IV and Stygies VIII have both resurrected their own versions of the Vanquisher cannon. Other forge worlds
still continue their own work and pray for similar success.

Imperial Guard regiments equipped from Gryphonne IV or Stygies VIII are now starting to field small but increasing
numbers of Vanquishers again.

The Leman Russ Executioner

[Content from Epic 40,000 #2 page 15.]

The Executioner is one of the oldest variants of the Leman Russ. Records
show that once, during the great Crusade, this vehicle equipped entire
Imperial Guard armoured regiments. Now the Executioner is rarely seen.
Only one forge world still manufactures the Executioner: Ryza, renowned
within the Adeptus Mechanicus for its devout worship of the mystical arts of
plasma reactor and magnetic containment field construction.

Ryza’s own tech guard regiments are almost exclusively equipped with
Executioners.

As with its smaller cousins, the Plasma Destroyer is a temperamental piece of equipment, relying on ancient
technologies that can no longer be replicated. Difficulty in containing the vast energies make the Executioner an
unreliable but potential devastating weapon of war. Commanders complain that the photonic fuel cell lacks the power
to maintain the plasma weapon’s efficiency over an extended engagement, and reloading the cell is overly time
consuming in the heat of battle.

Imperial Guard tank crews do not favour this vehicle, and many old superstitions surround the blessing of the gun are
still observed before battle. Most prefer the tried and tested battle cannon, but those men who do ride to battle as
Executioner crews enjoy a reputation for foolhardy (many would say insane) bravery.

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The Leman Russ Conqueror

[Content from Epic 40,000 #2 page 16.]

The Leman Russ Conqueror variant is built exclusively on the Forge World of
Gryphonne IV, using the secret knowledge of the planet’s Adeptus Mechanicus
munitions adepts. The Conqueror was first used to equip the Tech Guard of
Gryphonne IV supporting the War Griffons Titan Legion during the Relief of Castra
Septus. The Conquerors kept up with the Titans’ advance as two battle groups
launched a lightning attack to encircle the besiegers of Castra Septus, trapping
them inside a pocket, which was eventually annihilated.

Never as widely produced as the STC Leman Russ or Demolisher, a few Conquerors have found their way into those
Imperial Guard armoured regiments equipped from the foundries of Gryphonne IV. It is well liked by its crews, despite
lacking heavy hitting power. Its mobility allows it to get out of trouble, find cover or exploit a breakthrough quickly, whist
maintaining a good rate of fire.

The Destroyer tank hunter

[Content from Epic 40,000 #5 page 17.]

Once, in the distant past, the Destroyer Tank Hunter was a common vehicle
amongst the ranks of the Imperial Guard. But despite centuries of worship, the
Adeptus Mechanicus can no longer easily replicate the weapon’s advanced
technology. Each vehicle now has to be painstakingly hand crafted. This slow and
laborious process means fewer and fewer Destroyers remain in service.

Those Imperial Guard units that do still possess Destroyer Tank Hunters guard them
jealously, and each vehicle is continually patched up and repaired to keep them in
the field. Wrecks which can be reconstructed are highly prized salvage after a battle. These valuable weapons’ main
role on the battlefield is to seek out and eliminate enemy tanks. Their fearsome Laser Destroyer can slice through the
thickest tank armour with ease, even at long range.

Destroyers are usually deployed well back in hiding, weapons trained ready to ambush enemy armoured columns.
After a couple of long range shots the Destroyer will quickly change firing positions to avoid return fire should they
have been spotted. This tank ‘sniping’ makes the Destroyer a notorious hazard to tank crews, who value a confirmed
Destroyer kill far greater than that of a ‘normal’ vehicle.

The Thunderer siege tank

[Content from Epic 40,000 #5 page 18.]

The Thunderer Siege tank is a conversion of the Destroyer Tank Hunter. The
advanced technology of the tank hunter’s main weapon is difficult to manufacture
and repair if the weapon malfunctions or is damaged in battle. Rather than waste an
armoured vehicle chassis the Adeptus Mechanicus often re-gun the tank hunter
chassis with a different weapon. A common conversion is to replace the damaged
Laser Destroyer with a Demolisher cannon, to fill the role of the Demolisher. It is
possible that some Thunderers have been produced as new build vehicles.

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This vehicle is used by commanders whose forces are required to fight in dense terrain, and often find that a regiment
will not have enough Demolisher tanks to directly support all the infantry platoons.

Like the more heavily equipped Demolisher, the Thunderer is usually deployed in close support of infantry platoons,
lacking the range to engage enemy tanks in the open.

Lightning — Imperial Fighter


[Content from Epic 40,000 #6 page 2 to 3.]

Although the Thunderbolt and the Marauder form the backbone of the Imperial Navy’s fighting forces there are many
other aircraft under its command. As well as the spacebound Furies and Starhawks common to the flight decks of Navy
carriers, there are a bewildering array of lesser craft used locally.

Shuttles, dropships, transporters, reconnaissance and spy craft, as well as locally produced attack aircraft, such as the
long ranged ‘Faustus’ class interceptor sometimes employed by battle fleets in the Segmentum Pacificus, are all
examples of the Imperial Navy’s many smaller aircraft. The Lightning is also one such craft.

Although not nearly as widely spread as the Thunderbolt it is well liked by its crews and its service record is
comparable to any other fighter employed by the Navy. Fighter squadrons are always equipped with the same aircraft,
to avoid logistics and repair problems, and a squadron will either be equipped with Lightnings or Thunderbolts, not
both.

The Lightning

Following the Saint-Saen Crusade which liberated twelve worlds in


the Segmentum Obscurus, the STD patterns for the Lightning were
recovered on Karnak II by Adeptus Mechanicus exploration teams.
The plans were immediately placed in the hands of the Adeptus
Mechanicus lords of Cypra Mundi. These ancient lords then sat in
judgement, took readings of the Emperor’s Tarot and the advice of
their oldest and wisest technicians before deciding that the omens
were favourable, and they could begin work with the Machine God’s
favour.

It took over half a millennia of trials, testing, careful research and devotions to the Machine God before the first
Lightning saw service with Battlefleet Obscurus. After initial problems with the swept wing design were corrected, the
fighter was given approved status and went into full production, supplying the Fleet carriers and cruisers.

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Slowly the STC technology has been disseminated to two other major naval centres, at Bakka and Hydraphur, and
Lightning squadrons are now in service alongside the more common Thunderbolts in the fleets of Segmentum
Tempestus and Pacificus as well.

The fighter’s main role is engaging enemy aircraft and establishing air superiority over the battlefield. Based on
orbiting spaceships or on rapidly established forward air bases, squadrons of Lightnings fly patrols and intercept
missions, and supply fighter cover to Marauder bomber missions. Plummeting from orbit or racing from ground
airfields, Lightnings are given licence to engage targets of opportunity on the ground should they identify an enemy
threat. Although this is not their primary function, the twin lascannons mounted on the wing tips and the long
autocannon under the nose make it an effective ground-attack weapon.

The Lightning Strike variant

The Lightning Strike is actually the same aircraft as a Lightning, only


with a different weapons fit. The nose-mounted cannon is removed to
save weight, and rocket racks added under the wings and fuselage
to take six Hellstrike rockets.

This weapons fit is only used on Lightnings that are in a dedicated


ground attack role, with the primary mission of targeting enemy
armour. During a major offensive Lightnings are used in close
support of Imperial Guard infantry on the ground. A ‘taxi rank’ of
Lightning Strikes will circle the battlefield, awaiting contact from a
front line Imperial Guard commander in need of assistance. The
Lightning will then swoop down towards the requested target,
unleashing a barrage of rockets before climbing back to the rank.

This system allows the Imperial Guard to have constant heavy


firepower on call, and makes the movement of enemy armour
difficult.

Related information

Imperial unit summaries 218

Warmonger Titans
[Content from Epic 40,000 #7 page 10.]

[Emperor Class Titans]

Emperor class Titans tower some twenty five to forty metres tall. They mount veritable arsenals of weaponry and are
protected by up to twelve void shield generators and armour so thick it would not be out of place on a planetary
defence installation.

Emperor class Titans are amongst the largest mobile battle units that can be deployed on a planetary surface and each
one forms a vital part of the Imperium’s strategy. Emperor class Titans employ the same technologies as Battle Titans
but on a massive scale, featuring huge plasma reactors to supply their colossal requirements.

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Warmonger Emperor Class Titan

The Warmonger is very similar in structure and appearance to the Imperator Titan, and
most of the comments that apply to the Imperator apply to the Warmonger also. Which
was designed first is now lost to the mists of time, and all that is known for certain is that
both Imperator and Warmongers have served in the Titan Legions since well before the
Horus Heresy.

However, while the two types of Emperor Titan are similar, they perform different functions
on the battlefield. The Warmonger’s weapons fit is configured to provide long range fire
rather than the more flexible configuration of weapons found on the Imperator. In battle,
Warmongers will usually be held back to provide long range support, bringing down
devastating salvoes of missiles and defensive laser fire upon the enemy while other units
forge ahead and drive into the heart of the enemy.

Related information

The Titan Legions 19


Imperial war engine data sheets 224

The Emperor's Tarot [lore]


[Content from White Dwarf #210 page 48 to 49.]

The Tarot deck

The full Emperor's Tarot is a deck of 78 cards, used by his loyal followers to divine his will and aid in making important
decisions. The cards themselves are elaborate works of art, each is a thin wafer of liquid crystal, lovingly hand-crafted
by specialist scribe-artists of the Administratum. Each scribe labours his entire lifetime lavishly illuminating a single
precious card. When laid out in their entirety the cards form a picture of the entire lmperium, its heroes and its foes.
There is a card for each: the Warrior, the Space Marine, the Inquisitor, the Preacher, the Assassin, the Chaplain, the
Astropath and the Judge, to name but a few. The most potent card is that of the Emperor himself. Conversely there are
such horrors as the Daemon, the Traitor, the Warlock, the Mutant, the Heretic, the Hulk and the wild card of the pack, a
card which is notoriously difficult to interpret, the Harlequin.

The picture on each card is never constant. The cards are psychically attuned to the strengthening and weakening of
influences within the warp, but although the image shifts, perhaps due to the reader's state of mind at the time, the
basic meaning remains the same. Interpreting the mutable images is part of the art of understanding the cards.

No reading of the Tarot is ever undertaken lightly. A reading is a sacred ritual with strict codes of conduct that must be
followed. The placing of the cards is highly significant, a circle of five arrayed about two central cards is the most basic
reading. If more cards are used then further into the future can be seen, however, the information gleaned will become
more vague and harder to interpret correctly. Cards mean different things depending on their position upon the table,
their orientation and their relationship to other cards. The ramifications of a large reading can be thousand-fold and
every reader might reach a different conclusion. For especially important events or dangerous threats to the lmperium,
the High Lords of Terra themselves will look to the cards.The senate will convene to debate the card's meaning and
each High Lord is advised by his own council of psykers and seers. The ensuing debates can last for weeks.

In the darkened chamber, its ancient walls shrouded by old tapestries, the wizened old seer sat behind
a large stone table, awaiting his audience. Glow-candles illuminated the yellow smoke of incense
burners. The cloying vapours of sacred herbs lay heavily across the chamber as his patrons arrived, a
silent procession of five men, all dressed in the long ornate robes of the Ministorum. Pontifex-Urba
Judah spoke first.

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Lore

"The cards are prepared, anointed with oils, thrice blessed before the image of Him on Earth, as you
required. Make your reading." He passed a deck of cards, wrapped in silken cloth, to the old man who
carefully shuffled them. Each card was a beautifully worked wafer-thin sliver of crystal. The Pontifex and
his aides took their seals around the stone table.

First the seer took the card of the High Priest. The image was one of a robed figure carrying a hammer
and a book, the picture's face changed to that of the Pontifex himself. The seer placed it face up. "Your
talisman I presume." It was common practice for high-ranking members of the Ecclesiarchy to take this
card as their signifier, the talisman card for whom the reading was to be made.

The seer's laboured breathing became rhythmic as he attuned his senses, then with careful precision
the old man laid seven cards face down on the table. Two inside a circle of five. The reading proper had
begun.

In a trance he addressed the onlookers. "We stand alone facing the universe and seek the path of
wisdom. Each card has its cosmic meaning, for humanity, for this world and for each individual present."
The old seer began the reading with a prayer.

"I invoke thee, beloved Emperor. Infuse these cards that I might attain true insight of things hidden, to thy
greater glory and the salvation of humanity." He turned the cards, one by one, studying the changing
face of each one as he did. Finally he spoke.

"Your true self, the Heretic, but inverted." The Pontifex drew in a sharp breath and shuffled uneasily in
his seat at the implications. The others looked unsettled too. "Do not judge the cards until all is
revealed", warned the old seer. He turned the next card.

"Your perceived self, the Kraken. Two cards of the Discordia Arcana lying together…" the seer
pronounced wanly. Discordia — the Arcana of threats and enemies, around the table suspicions were
further aroused and nervous glances exchanged. The Pontlfex had recently preached against the
dangers of idolatry in the light of the worshipping of four-armed gods by Thalla's native tribesmen. Yet
still the Emperor was trying to warn those present. Beneath the table, the seer secretly eased off the
safety-catch on his laspistol…

The Emperor's Wisdom

The merits of the Emperor's Tarot are the subject of fierce theological debate within the lmperium. Many of the
Emperor's most dedicated servants rely upon the Tarot's prescient powers to guide their actions. They believe the Tarot
is a direct channel to the Emperor's Will, that it is the Emperor himself who, through the medium of the Tarot, warns his
loyal servants of threats to Mankind. Many wars have been fought on information interpreted from the Tarot, many
disasters have been averted. For most this is enough evidence of the Divine nature of the Tarot, that despite being
immobilised within the Golden Throne on Earth, the Emperor maintains his omniscient vigilance over his subjects,
scrying the tides of fate and relating his wishes through the turn of the cards.

For some the Tarot is superstitious nonsense, a diversion from the real business of ruling the lmperium. For others it is
the reader himself, not the Emperor who controls the cards. Factions of the Ecclesiarchy believe the Tarot's readings to
be influenced by the Chaos Gods and that they serve as a channel for secret teachings to be handed down. Many
shun their use altogether, others regard them as a dangerous heresy.

Despite these arguments the Tarot remains a popular tool among many of the lmperium's most powerful men.
Planetary Governors, Imperial Guard Colonels, Inquisitors (especially those of the secretive daemon hunting Ordo
Malleus), Space Marine Commanders, Prefectus of the Administratum, Chancellors and Provost Marshals all regularly
look to the Tarot cards' prophetic powers for guidance.

Related information

The Emperor's Tarot [Imperium-only Fate cards] 124

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Squats
[Content from Firepower #1 page 35.]

Designer's note: The first of our unofficial army lists for Epic 40K provides rules for those stocky, stalwart warriors
— the Squats. These were omitted from the Epic 40K armies book but the demand from ardent Squat players was
overwhelming. So worry no longer... they're back!

Towards the galactic core lie the oldest of this galaxy's stars, ancient pale suns around which orbit huge planets. These
planets are terrible, barren places of rock and dust and they are named the Homeworlds by their inhabitants, the
Squats. These are some of the most inhospitable planets in the galaxy, with little sunlight, high gravity and violent
atmospheric conditions. The tortured surface is torn by lethal dust storms, massive rock slides and heavy meteor
showers. These are grey and cheerless places where few can survive. However, they are also the richest source of
mineral deposits in the galaxy.

The first colonists were miners, who came from Old Earth over fifteen millennia past, in search of mineral wealth. To
survive they shunned the tempestuous surface and instead dug their homes deep into the bedrock of the planets.
Gradually they created large, self contained mining complexes, supported by hydroponically-grown foodstuffs. The
high gravity and harsh conditions slowly took their toll on the settlers. Each generation grew a little tougher, more
resilent, they grew shorter and more squat. The process took thousands of years but eventually a distinct race evolved.

The Squats have adapted to their worlds. As tough, resilent and unforgiving as the planets they inhabit, the Squats
have developed a culture that is quite distinct from that of their distant human forefathers. They have survived unaided
for thousands of years, their worlds cut off from outside help by warp storms. Internal strife, environmental disaster, the
repeated invasions of Orks and the rampages of Chaos, all have afflicted the Squats yet still they endure. Long periods
of isolation have created a very independant race, who have preserved a practical attitude to technology and a
hierarchical culture based around service to their Stronghold.

Squat society is very rigid; a feudal arrangement of lords, lesser lords and workers. Squats live in Strongholds, great
impregnable fortresses surrounded by mines and enormous underground complexes. Each Stronghold is ruled by a
Stronghold Lord, and a council of lesser Warlords, usually the Stronghold Lord's relatives, command the Stronghold
Brotherhoods. Brotherhoods are clans of inter-related Squats who owe fealty to a Warlord. They live, work and fight
together, their close blood-bond being unbreakable, even in battle.

The Squats technological knowledge is remarkable. The Technomagi of the Adeptus Mechanicus suspect that the
Squats still retain machines and weapons from the Dark Age of Technology, including STC (Standard Template
Construct) devices. All this knowledge is guarded by the Squat Engineers Guild. The Guild protect their engineering
secrets well, believing such knowledge too dangerous for others to use, particularly in the light of the infamous
Contagion of Ganymede.

Related information

Armies of the Squats 307

The Brotherhoods
[Content from Firepower #1 page 35 to 36.]

The bulk of the Squats fighting forces are made up by the Brotherhoods. Hardy warriors, all Squats will serve in the
Brotherhoods at some time in their long lives. Many become veterans of wars across the galaxy, defending their
Stronghold's interests or being hired out as mercenaries. The Brotherhood fights in one of three ways. As doughty
Warriors; who are tactically flexible troops, capable of many different battlefield roles; as Berserkers, courageous and
fierce Squats used for fighting in the cramped confines of mine tunnels and attacking the enemy at close quarters, or as
the notorious Thunderers who can lay down a withering hail of fire with their heavy weapons.

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Lore

The Brotherhood is led into battle by a Warlord, invariably a close relative of the Stronghold Lord. Resplendent in his
exo-armour a Squat Warlord is a powerful foe. On the battlefield a Warlord is protected by his Hearthguard, made up of
the most capable and trusted warriors. A Warlord is often aided and advised by a Living Ancestor. Living Ancestors are
those Squats who can commune with the ancients. Especially powerful or old Living Ancestors become Ancestor
Lords, truly awesome individuals who demand even greater respect than Stronghold Lords. Ancestor Lords often take
overall command of Squat forces when fighting against an especially dangerous foe, using their wisdom and the
advice of the Squats millenia of ancestors to guide the Brotherhoods in battle.

Vehicles
[Content from Firepower #1 page 36.]

Squat Homeworlds are rugged places and the Squats vehicles reflect this. Squats still produce Rhino armoured
personnel carriers for themselves, and the Brotherhoods use them, in small numbers, as battlefield transport.

Much of their world's terrain is too hazardous even for Rhinos, and to reach these inaccessible places the Squats have
constructed highly specialised transporters. The Squats are a subterranean race and many of these vehicles are
tunnellers. Termites and the larger Mole are equipped with stone-splitting boring devices to carve out tunnels deep
below the ground. Below the surface these vehicles are very safe, but once they surface they are rather cumbersome
and slow. Brotherhoods favour them for launching surprise assaults against enemy fortifications, or grabbing
objectives quickly.

The Engineers Guild also provide the Squats with vehicles. Their own Guild members ride bikes and heavy weapons
trikes, giving Warlords the option of a fast raiding force. The Guild still maintain and use many robots such as converted
mining robots carrying heavy weapons. A robots programming means they are slow to react to rapidly changing
battlefield situations but their heavy weapons make them particularly effective defensive troops.

Artillery
[Content from Firepower #1 page 37.]

Squat strongholds are protected by some truly massive artillery pieces. These big guns pound away at any enemy who
should attempt to besiege or assault a stronghold. Foremost amongst these weapons is the Goliath Mega-Cannon, a
huge weapon capable of breaking enemy forces single-handed. The Goliath flings massive shells high into the
atmosphere before they plunge to earth with devastating effects. Support weapon batteries are shorter ranged
weapons, like Thudd Guns and Mole Mortars, used for direct fire support and point defence roles by the Brotherhoods.

The Squats do not have any true air power, but to protect them from the constant threat of enemy air attacks they have
developed the Thunderfire cannon, a three barrelled anti-aircraft weapon which can unleash a hail of flak against
enemy fliers. Squat forces have learnt to make good use of Thunderfires to cover their advances and artillery positions.

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Air Wing
[Content from Firepower #1 page 37.]

The Squats do not use true flyers, the turbulent atmosphere of the Homeworlds makes it impractical, but the Guild still
build and maintain two flying vehicles. There are the famous Overlord armoured airship. These dirigibles were first
developed to 'harvest' the dense liquid atmospheres of gas giants. Built to withstand the immense pressures within
these gas giants they have become a common sight on Squat Homeworlds. Armed with batteries of battle cannons and
a payload of high explosive bombs the Overlord hovers above the Brotherhoods, pouring down fire and bombing the
enemy in close support of the ground troops.

The Iron Eagle Gyrocopter is the eyes and ears of slow moving Squat convoys, skimming the contours on scouting
missions and reconnoitring the convoy's route. Armed with a battle cannon and autocannons the Iron Eagle makes an
effective strike aircraft, but lacks the high speeds to be able to intercept and dogfight with enemy high speed flyers.

War engines
[Content from Firepower #1 page 38.]

The Squats build huge vehicles to operate as mobile mining platforms on newly discovered worlds. The Guild have
converted these huge hulls into lumbering juggernauts of destruction. Armed to the teeth with weapon batteries, mega
cannons or worse, these war engines are a common sight amongst Stronghold forces. Their relentless advance often
spearheads Brotherhood attacks. The first of these war engines is the Leviathan; identical to the Imperial guard
Leviathan it is primarily a troop transporter used for assaulting well defended enemy positions. Next is the Colossus, a
mobile fortress that bristles with weapons, including two mega cannons and rocket launchers. The Colossus also has a
landing pad for an Iron Eagle Gyrocopter and operates like a landbound aircraft carrier, with gyrocopters re-arming
and re-fueling before lifting off on new reconnaissance missions.

The third war engine is the fearsome Cyclops. The doom of Titans and enemy war engines the Cyclops is mounted
with a massive Hellfury cannon. Usually used to make up weapon batteries on intestellar merchant vessel and battle
cruisers, a Hellfury is an awesome weapon capable of destroying a Titan in a single shot.

Land Trains
[Content from Firepower #1 page 38.]

Squats use Land Trains to transport raw materials, foodstuffs and vital equipment between the scattered strongholds.
They can weather the electrical storms, earthquakes and landslides that make the surface of the Homeworlds so
dangerous. A Land Train comprises of a huge armoured locomotive, a powerful engine towing up to 4 seperate cars.
The engine contains a void shield generator for protection as well as a large weapons battery. In times of war the usual
transport cars of the Land train are replaced by Battlecars. The Battlecars are designed for a variety of roles, and each
also has an additional void shield generator which contributes to the total void shield capacity of the Land Train, and
the overall damage capacity. The Dragon battlecar mounts a large firethrower and is used to defend the Land Train a
close range. The Berserker Battlecar carries Squat Brotherhood warriors, who can be deployed to shield the Land train
from ambushes. The Mortar Battlecar mounts a heavy siege mortar, capable of blasting apart enemies at long range.
The Bomb Battlecar acts as a launcher for a deadly vortex missile.

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To the Squats each Land Train is a venerable servant, a survivor of countless epic battles and journeys. They are
always given titles as a mark of respect, like the Pride of Imbach, Alle's Revenge, the Hammer of Thrund. Lovingly
maintained by the Engineers Guild, an individual Land Train can be many thousands of years old, a trusty old guardian
of their Stronghold. Warlords favour using the Land Trains in one of two ways, to plough into the heart of the enemy
before disgorging hordes of Berserkers, supported by fire throwing Dragon Battlecars, or, as long range support,
equipped with heavy mortars and vortex missiles.

The Tau race


[Content from Epic 40,000 #9 page 12.]

Far from Terra, in the galactic east, lies the empire of the Tau. Based around their homeworld of T'au and
encompassing over a hundred colonised worlds the empire is expanding rapidly. The Tau themselves are a young
race, but they have developed highly advanced technology. Their empire has already enveloped some lesser alien
races. Foremost amongst these subsumed races are the Kroot, a fierce barbaric race who the Tau use extensively as
mercenaries.

Tau society is divided into castes. The Fire caste are the warriors, whose task is to protect all the other castes. The
Earth caste are artisans and workers. The Water caste are polllicians and bureaucrats. The Air caste are messengers
and couriers, as well as pilots. There Is also the Ethereal caste; these are the rulers of the Tau, who unite the other
castes to one single purpose. Tau society is strongly united, with all the castes working together for the good of all.

Related information

Armies of the Tau 317

The Tau art of war


[Content from Epic 40,000 #9 page 12 to 13.]

The Fire caste are the specialist warrior caste of the Tau — they have always been sturdier and more aggressive than
the other castes and were successful plains hunters in their races early history. Tau battle tactics still derive from the
discipline of the hunt and are based on effective coordination of the hunters and correct selection of the position from
which to make the kill, and the weapon with which it is to be made.

Tau military forces are organised in teams of warriors originating from the same Sept. These learns are grouped into
Hunter cadres under the leadership of a Commander and/or an Ethereal. The Fire caste are entirely committed to
mobile warfare in which targets are identified, tracked and killed in an efficient and cautious manner. The Tau regard
close combat as primitive and always plan their attacks around the application of firepower.

When they absolutely must storm defences, the attack will be led by auxiliary troops such as the Kroot. The assault
troops are not used as pawns — the Tau way of war does not recognise the concept of expendable troops. Instead
their safety is entrusted to the troops providing the covering fire who must identify and kill enemy firebases before the
assault force suffers serious harm. The Kroot are frequently used as stormers because their natural fieldcraft skills
allow them to make the best use of cover as they advance. There is a variant of this type of attack, where precisely
planned strikes are launched (often by Crisis teams) against a careful selection of targets which, when destroyed,
compromise the entire defensive position. This technique is the hallmark of a master strategist.

The Tau are good night fighters and when darkness falls they move into range of the defences and systematically
destroy them.

On the rare occasions when the Tau are compelled to defend a vital resource, they still apply their traditional
techniques.They launch lightning last forays out of the defences, each aimed at killing the enemy that pose the greatest
threat. They also use a feigned retreat from the perimeter to draw the attacker into a well-prepared kill zone.

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Lore

As the Tau empire expands, the need to light large scale engagements has caused the purist Fire caste approach to
be questioned and, at the suggestion of the Ethereal caste, large numbers of auxillaries have been incorporated into
the Tau military, the most common being the mercenary Kroot. The auxiliaries are used to maintain a battle line around
which the highly mobile Tau Hunter Cadres operate. This change has allowed the Tau to fight wars on a large scale
where previously they would have been limited to raids.

Tau battle plans are very complex as each Hunter Cadre is assigned specific targets, locations and times. Teams are
briefed at length beforehand and simulations are widely employed. The Tau may start a battle with elaborate flowing
attacks, each launched with perfect planning, but sooner or tater their prepared scenarios cease to apply and they lose
momentum. When this occurs they will disengage and plan anew.

It is important to note that the Tau regard territorial gain as militarily irrelevant compared to the destruction of enemy
forces. Ground is for position from which to make the kill; once the kill is made the ground is for the taking. A Tau army
will gladly retreat from a strong enemy attack to preserve Tau lives while it awaits its opportunity to strike back
decisively.

The Tau attribute no dishonour to prudent retreat and see last stands as a lack of imagination or the last refuge of an
incompetent commander. Unlike the Imperium of Man, the Tau empire cannot draw on limitless manpower, so the
strategy of attrition is unknown to them.

Tau infantry
[Content from Epic 40,000 #9 page 13 to 14.]

Fire Warriors Teams

These are ever present in Tau forces. They form the backbone of any Hunter Cadre. They are effective troops,
well-armoured, equipped with pulse rifles and often mounted in Devilfish transport vehicles. They move and
deploy rapidly and in battle rely on the firepower of their pulse rifles and avoid close quarters fighting if possible.

Pathfinder Teams

These are the eyes and ears of a Tau army, moving ahead of the main force, identifying targets and finding
positions to fight from. They are masters of battlefield positioning, patience and proud. They are equipped with
Markerlight target designators, which select and guide Seeker missiles fired from vehicles or aircraft.

Stealth Teams

These are the 'lone wolves' of a Tau cadre. Equipped with lhe XV-5 Stealth battlesuit they have freedom to range
the battlefield, ambushing isolated enemy troops and intervening to support their own troops when hard pressed.
They are the Tau's 'wild card' and are not restricted to the Tau's more predictable tactics.

Gun Drones Squadrons

Drones are independent, artificially intelligent, machines, programmed to fight for the Tau. They are flat disks,
powered by anti-grav motors and the Tau use them for tedious or highly dangerous missions. Drones may be
equipped with all sorts of equipment, but the most common on the battlefield are equipped with pulse carbines.

55
Lore

Tau vehicles and battlesuits


[Content from Epic 40,000 #9 page 14.]

Tau technology is highly advanced and incorporates many systems to allow Fire caste warriors to fight more efficiently.
The Tau employ battlesuits with a variety of equipment for different roles. Likewise they have a basic vehicle design
which is adapted to different roles. The vehicles are all powered by anti-grav motors, whilst the battlesuits contain jump
packs for battlefield mobility.

Crisis Battlesult teams

Those Fire Warrior teams that prove themselves in battle earn the right to wear a battlesuit. They are experienced
warriors whose loyalty is beyond question. A Crisis team will have fought together for many years and are 'bonded'
together, swearing to put the welfare of the team and team members before their own desires. Crisis battlesuits carry
an array of heavy weapons, such as burst cannons, plasma rifles and fusion blasters, and support equipment such as
targeters and shield generators. On the battlefield they lend heavy firepower to the Fire Warriors.

Broadside Battlesuits

These carry the heaviest weapons, massive and deadly rail guns, capable of destroying a tank. Their jump packs are
removed to free up weight for the heavy guns. On the battlefield Broadsides must engage and destroy the enemies
heavily armoured targets.

Devilfish Troop Carrier

The Devilfish troop carrier is the workhorse of Tau ground forces. It can carry 12 men and is armed with rapid firing
burst cannons. Skimming across the battlefield on anti-grav motors it moves rapidly to any location on the battlefield,
disembarking troops and lending fire support.

Hammerhead

The Hammerhead gunship is the Tau's main battle tank. It cannot carry troops but uses the heaviest weapons available
to Tau forces, equipped with either an ion cannon or a railgun, as well as other secondary weapon systems, such as
burst cannons or missile pods.

Tau air force


[Content from Epic 40,000 #9 page 14.]

Barracuda

The Barracuda is the Tau's main air superiority fighter. Fast and well armed it is crewed by Air caste pilots.

Tiger Shark

This is the Tau's main bomber, larger and more heavily armed than the Barracuda and crewed by two Air caste pilots.
As well as its weapons, the Tiger Shark. also carries drone racks, and can deliver a payload of drone squadrons, which
float to earth before skimming off in search of targets.

Manta

The Manta is a dropship, many times larger than a Space Marine Thunderhawk. Each Manta can carry a full Hunter
Cadre, as well as their vehicles and support equipment. Troops equipped with jump packs can be deployed from it at
high attitude. The Manta is well protected and armed with railguns and ion cannons lo bombard ground targets with.

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Lore

The Kroot
[Content from Epic 40,000 #10 page 20.]

The Kroot are a fierce, savage and technologically primitive alien race originating from the jungle planet of Pech. Their
homeworld now falls within the Tau empire and, as such, the Kroot have become the long time allies of the Tau. They
are a common site fighting in Tau armies.

In return for their aid, the Tau have gifted the Kroot with many technological advances. With the Tau's aid, the Kroot
have developed basic inter-galactic spaceships and have expanded to colonise more worlds close to Pech.

The Kroot themselves are tall, slender and very strong. They seem to have evolved from avians, and still retain a
vestigal beak and long quill-like spines. All Kroot are voracious camivores, and it is through eating their dead enemies
that they incorporate useful genetic material, and thus can influence their future evolution.

Kroot society is organised into Kindreds, led by their Shapers, who are larger Kroot, responsible for the entire Kindred's
development. In battle warriors commonly wield the Kroot rifle, a development of the Kroot's original black powder
weapon. The rifle is also equipped with fighting blades for close combat. Kroot warriors are also aided by other related
creatures native to Pech, like Kroot Hounds and the large Krootox. Both are different strands of the same evolutionary
process.

Kroot Carnivore Squads

The basic Kroot warrior is brave and fierce. They have a well developed code of honour. Being larger and stronger
than Humans, the Kroot excel in close combat, especially when wielding their traditional Kroot rifle, fitted with
blades on the muzzle and strong and wielded as a stave. Kroot Camivore squads are the main stay of the Kroot
fighting force.

Shapers

The leaders of Kroot Kindreds are called Shapers. It is the Shaper's knowledge that will dictate the Kindreds future,
as he guides them in all matters, most importantly in what creatures to eat. In battle Shapers lead the warriors and
the entire Kindred is led by a respected Master Shaper.

Stalkers

Due to their diet of predator flesh, Stalkers are Kroot who have become adept at hunting and tracking. They range
ahead of the Kroot warriors, setting ambushes and traps for the enemy.

Vultures

Due to their diet, these Kroot have retained small wings. Whilst not capable of full flight they can still glide on
updrafts and swoop down upon their foes.

Kroot Hounds

Fast moving packs of these voracious hunters often accompany the Kroot into battle. Kroot Hounds are closely
related to their more intelligent cousins.

Krootox

These are large riding beasts. In battle the beast will have a large Kroot gun lashed to its back, with which the rider
lends the warriors fire support. The creature's large bulk also makes it a dangerous enemy in close combat.

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Lore

Princes of Chaos
[Content from Firepower #1 page 78.]

Daemon Princes of Chaos are amongst the most valued servants of their twisted gods. Physically they can rival, or
even surpass, the power of a Greater Daemon. However, they have something far more valuable than raw power, they
also have the advantage of independence. Daemons of the Chaos Gods are slaved to their master's whims and
desires and their very existence stems from their god in a very direct way. Daemon Princes are great Champions of
Chaos, like the Primarchs of the Traitor Legions, who have proved their prowess and devotion over the millennia and
have been rewarded by their unnatural masters for their great service. Daemon Princes are more akin to mortal
servants of Chaos, with their own desires and goals, strengths and weaknesses and although they are still subject to
the powers of their dark master they have their own destinies to fulfil.

Everybody starts with ignorance

But I saw the truth

And heard the lies

Mighty Tzeentch has blessed me above all others

Lord, what fools these mortals be!

C'Thrawl, Daemon Prince of Tzeentch

Related information

Chaos 28
Armies of Chaos 274

Slaves to Darkness
[Content from The Citadel Journal #34 page 30 to 34.]

Bring me your young and bring me your old, bring me your huddled masses — and I will slaughter them all…

Archon Tchaeul

Dark Eldar infantry as fast moving and diverse, ranging from the blade clad Warriors to the wild and deadly Wyches,
Scourges borne aloft on their bat-like wings, horrific Warp Beasts whipped into a frenzy by their masters and the
elusive Mandrakes lurking in the shadows.

Infantry

Although renowned for being fast and deadly, the Dark Eldar are just as vulnerable to enemy fire as their Craftworld
cousins and hence seek to close with their enemies as quickly as possible — the better to rend them.

Vehicles

Dark Eldar vehicles are for the most part, akin to their infantry, fast and vicious in close combat, but fairly fragile to
heavy fire. Raiders sweep back and forth across the battlefield, disgorging their cargoes of warriors to where the
enemy is weakest, covered by hit and run strikes from the Reaver jetbike squadrons.

Fearsome Talos stalk relentlessly towards their prey, lashing out with wild volleys of fire at the enemy, while Ravager
weapon platforms dart back and forth to strike at armoured vehicles and bunkers alike.

Flyers

Where Craftworld Eldar flyers are akin to great birds of prey, the Wraith Raider lives up to its name, an indistinct shape,
cloaked in shadows. It appears suddenly like a ghost amongst their enemies, lacerating them with thousands of
poisonous shards before disgorging a swarm of Dark Eldar warriors to take advantage of the confusion and carnage.
Despite its size, the Wraith Raider is infeasibly agile and deadly against other flyers.

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Lore

War engines

The few Dark Eldar war Engines that are used are a sickeningly twisted parody of their fairer brethren, the Craftworld
Eldar.

Dark Eldar War Engines are protected by a Shadowfield, which acts in all ways exactly the same as an Eldar holo-field.

Suggestions for figures

Here are some suggestions borne out of my own (albeit minimalistic!) converting techniques for miniatures to use in
simulating the Dark Eldar forces. Most of these are very simple conversions of existing plastic and metal Epic models,
with a few other more bizarre ideas thrown in:

Dark Eldar Lord, Haemonculus: Chaos Lord


Dark Eldar Lord mounted on Jet Bike: Vyper
Dark Eldar Warriors: Eldar Guardians
Dark Eldar Warriors with Sybarite: Guardian+Harlequin
Reaver Jet Bikes: Plastic Eldar Jet Bikes
Hellions: Disc of Tzeentch
Scourge: Exarchs, Swooping Hawk Aspect Warriors
Wyches: Howling Banshee Aspect Warriors, Harlequins
Incubi: Chaos Space Marines
Grotesques: Beastmen/Pink Horror/Ogryn all mixed together
Warp Beasts: Flesh Hounds
Raider: Wave Serpent (old Epic Range)
Ravager: Fire Prism
Talos: Brass Scorpion with extra bits!
Wraith Raider: Vampire Raider
Barge of Delights: Man o' War Dark Elf Black Ark
Shadow Stalker Titan: Eldar Titan — when I get around to it will stick lots off the spiky bits from the Dark Eldar
Warrior box onto mine!

I hope you recognise the Talos from the pictures — you may have to squint a Iittle! Well, the photos might well flatter it a
bit [Comment: I haven't included any images from the source article because the quality of the scans I'm working from is
too low to make them worthwhile.]. Basically, all I did was to take an old Warhammer 40K plastic Ork Heavy Plasma
Gun. I then glued a claw attachment from the new Battlewagons for Epic onto the front, together with a turret at the rear
and spikes along side. Finally paint Black with boltgun metal for claws and guns. A great deal of black paint was
involved in all aspects of my painting for my Dark Eldar Epic forces, together with gold and red as a contrast.

Give it a go; it’s far simpler than you’d think…

Tip: You have far more options these days — see especially the 'Stygian' miniatures by Onslaught Miniatures
(also available from Vanguard Miniatures).

Eric Weston

Related information

Armies of the Dark Eldar 321


Refight: Raid on Adraith 171

59
Lore

Knights and Dragons


[Content from The Citadel Journal #35 page 36 to 39.]

[Unofficial house rules] by Mark Norfolk

Mark is a pleasantly deranged chap from Woking in Surrey and has been a subscriber to the journal since issue 1. He
has survived the changes in format and image not to mention Editors a good few times - now that's what we call a
dedicated follower. Mark has been following Games Workshop for longer than he can remember and Epic has
remained his stalwart favourite game. So, without further ado, take it away Mark…

It's starting to sound like a cliché these days, but I've been an Epic player right back from Adeptus Titanicus (six plastic
Titans and six polystyrene buildings was a wargame in those days back then) . I avidly devoured White Dwarf articles
as they emerged: new Titans, infantry, Eldar (those Pulsars, arrgh!), Orks (with their Gargants that required a
completely different way of resolving fire). I loved it. Epic was great — whole detachments would die at the roll of a die.
Over the years the game has evolved into the version it is today. For large engagements and sweeping battles Epic is
the game. If you haven't played it, I recommend it.

Many moons ago, during the first incarnation of the game, White Dwarf published rules for Imperial and Eldar Knights.
Smaller than a Titan, these large walkers were used to control the megasaur herds on Imperial agri-worlds and Eldar
Exodite settlements. After several comebacks Imperial Knights are alive and well in Gav Thorpe's Adeptus Mechanicus
army list. The Eldar Knights however have faded into memory.

Strangely enough, I have never collected an Eldar army for the Epic system. I was content to wage war using clumsier,
more heavily armoured armies, predominantly the dark forces of Chaos. When the new version of the game emerged I
decided time was right to add this declining power to my collection. To set my army apart from my regular opponent's
vast Eldar army, (and because I thought they were cool) I thought it was high time to resurrect the Eldar Knight.

The presence of an Eldar Knight force isn't too hard to justify in the background. As the millennia roll by, the Craftworlds
of the Eldar would come into contact with their Exodite kin who had separated themselves from the majority of their
race to escape the approaching fall. Some colonies would want to be left in isolation but others may be glad of the
contact and webway portals may be set up between the Exodites and the ever travelling Craftworld. In times of trouble
and when military aid is required, troops and vehicles could pass from one to another as the Eldar come together to
preserve their dying race…

Eldar Knights

The inspiration for the Imperial Knights came from human and Eldar settlers uneasily co-habiting the same world.
However, the Eldar Knight was faster, more deadly, and just as tough. They take many forms and all of the variants are
armed with the deadly Maelstrom cannon — a heavy laser weapon which is equally at home strafing infantry or
vehicles.

The Fire Gale: This is the basic Eldar Knight and the workhorse of Exodite Knight armies. This knight is a deadly
combination of heavy firepower and close combat assault.

The Bright Stallion: A much faster variant, requiring great skill to manage the centauroid form. This knight's greater
speed allows it to be used for heavy support for the rapid moving jetbike squads. 'Stallion only' squadrons can be used
to rush forward and use their weaponry to wear down an enemy's tougher units.

The Towering Destroyer: The most powerful of the Eldar knights, this four-armed machine is a nightmare for the
enemies of the Eldar. It's presence in an assault can be decisive.

Eldar Exodite Dragon Riders

With the arrival of the Eldar codex for the second edition of Warhammer 40,000 the Eldar Exodite obtained a new form
of transportation: the Dragon! For WH40K this meant: converted cold ones, but for Epic something more substantial
would be required. With technology at a premium, it seemed only natural that Eldar colonies on worlds or a more
'Jurassic' nature would make use of these giant lizards in warfare.

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Lore

Tip: Converting the models

Some models of some dino-riding Eldar did appear briefly at a Games Day long ago but never since. Luckily,
replacements can be found lurking in various toy shops.

[These days, you have more options — for example, Microworld Games make some nice Lizard Riders
(https://www.microworldgames.com/collections/6mm-scifi/Lizardriders) and other dinos
(https://www.microworldgames.com/collections/6mm-fantasy/Lizardmen). Eric Weston]

Dragons to the Exodites are either food to be herded or predators to be avoided. Their forms are in many and varied.
For battlefield purposes they can broken down into three broad categories: giant herbivores, vicious predators and
flyers, or Gigantisaur, Camosaur and Pterosaur. They tend to be large and heavy, and with a primitive nervous system,
impervious to all but the most overwhelming attacks.

Eldar Exodites ride the backs of these monsters usually with weapons to enhance their abilities or to protect their
weaknesses.

Design notes

Although the driving force of this article was nostalgia, and a desire to bring back the old models to the table, I was also
attempting to add something to the Eldar army other than a profile you pay points for and then deploy. This meant
looking at the Eldar army as a whole fighting force as well as considering the background.

The Knights themselves were based in part on the Imperial Knights in Firepower magazine (for which I hope there are
more issues to come) . The Bright Stallion can be used with jetbike support to make a small but tough rapid response
or scouting force capable of damaging tough or dug in forces. The Fire Gale provides some short ranged but mobile
anti-tank ability. The Towering Destroyer beefs up the close combat ability of a knight force, the guardian support can
stop the knights being swamped by numerically larger detachments and allows the formation of a small self-contained
Exodite army.

For the Dragon Riders a more 'feral ' theme was required, easily done via the Rampage ability. No other Eldar unit, bar
the Avatar, has the ability, but it suits the savage but slow-brained megasaurs. The Dragon Riders do seem to be fairly
good all-rounders but Rampage is a double-edged sword and they will suffer if they lose an assault.

Since both detachment types represent isolated Eldar who had given up on the traditional trappings of their race and
probably short on resources, only guardians and bikes were given as support options. The backbone of the
detachments needs to be provided by the 'big guys' themselves.

In battles both detachment types developed into a support role. The dragons were held back over an objective ready to
strike back at a deep incursion by the enemy. The Knights would either keep areas of the table clear by standing on
overwatch with their Maelstrom Cannon, or move from trouble spot to trouble spot aiding fellow troops with their Anti-
tank or (with Towering Destroyers) their Assault scores. The most common cause for fatalities for either troop types was
heavy barrages from mass artillery or (for the knights) assaults from more expensive detachments with a larger assault
score.

It's fun designing troop types for my favourite GW game, filling in some of the blanks, as it were. The next plan is to
design another army from scratch like Necrons perhaps, where the most fun will be designing and modelling the War
Engines.

Epic's a great game with a great background so if you don't play it, give it a go. If you do play it why not add to it, design
something, don't just hang around waiting for the next issue of Firepower.

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Lore

Lords of Battle [about Titans]


[Content from White Dwarf #224 page 72 to 75.]

Wherever the flames of war burn most fiercely, huge machines stride through the hellish inferno. These behemoths of
death bear down relentlessly upon the foe as lethal retribution rains from their awesome arsenal, and the enemy,
whether he's a simple infantryman or commander of a heavily armoured battle tank knows that he is doomed.

Titans are the largest ground vehicles to be used in combat, and each carries several staggeringly powerful weapon
systems easily capable of vaporising tanks or shredding whole companies of infantry. Most are more or less humanoid
in appearance as this allows excellent mobility in combination with an elevated firing position.

Each race builds huge war machines like Titans to suit their very different combat tactics. Orks for example call theirs
'Gargants'. Each Gargant is a sprawling, ramshackle affair, absolutely bristling with enormous and often dangerously
unstable weapons. Both the Imperium and the forces of Chaos are served by the same Titan classes. The lmperium
considers Titans to be amongst the most sacred creations of the Machine God and so Imperial Titans take the role of
fearsomely armed mobile shrines, cleansing and absolving the impure with fire and death.

On the other hand those traitor Titans which marched alongside the Warmaster into damnation have become warped
in the service of Chaos. Some are still crewed beings that are more or less human whilst others have been chosen as
mounts for the most powerful servants of the Dark Gods and these infernal engines fuse Daemon with machine in an
unholy celebration of death.

Like their builders, Eldar Titans are swift and deceptively powerful. Instead of metres of armour plating, they rely on
speed, agility and sophisticated technology to protect them from harm. As you might expect, the Tyranids do not use
mechanical constructs at all. Their Titans are actually gargantuan creatures which have evolved natural defences just
as potent as any weapon system. Scuttling across battlefields upon their many Iegs, they inspire a horror beyond even
that of other Titans.

Scout Titans

Titans can be broadly categorised into three types. The smallest type is the Scout Titan. These are still vast by any
normal standard; an Imperial Warhound Titan tor example stands around fifty foot tall. Scout Titans are often used as
reconnaissance vehicles tor Titan legions or as rapid response units in a more mixed force. Most Titans of this class
carry two or three of the smaller Titan weapon systems; speed and agility not brute firepower are their main
advantages. Most races build small Titan classes; the Eldar have their Revenant Titans, Warhound Titans serve both
the Emperor and the fell forces of Chaos although the Heretics also use semi-daemonic engines such as the Questor
and Subjugator in the same roles.

The main disadvantage of a Scout Titan is that it towers above lesser vehicles, making it an easy target, while not
being as heavily armoured or as well protected as a Battle Titan. For this reason they are rarely used in open terrain or
for straight firefights with well armed foes. A strong anti-tank force can bring ruin to a Scout Titan so their commanders
are usually the wildest of Titan pilots. They tend to fight as hunters, stalking their prey, waiting for an unguarded
moment to pounce, then escaping before the rest of the enemy army can react to the blow. Often they hunt in packs,
combining their firepower against powerful targets and splitting it against lesser ones.

Battle Titans

Most Titans fall into the category of Battle Titan. This is a fairly loose description that covers many disparate types.
Reaver Titans, Warlords, Phantoms, Gargants and Bio-Titans all fall into this category as do many Daemon Engines.
Battle Titans are the mainstay of most Titan forces and are usually the largest vehicles to be committed to a land-based
conflict. Each Titan is capable of carrying at least three super-heavy weapons and often more.

62
Lore

So tall that they are rarely able to make use of any real cover and so ponderous that avoiding incoming fire is usually
out of the question, most Battle Titans rely instead on banks of power fields or void shields as well as immensely thick
armour plating for protection. Even the heaviest fusillade can be deflected or absorbed without serious effect. Battle
Titans are most often used to plough great holes in the enemy lines, allowing infantry and armoured companies to
advance and consolidate in their wake. Individual Titans may carry wildly different armaments — some may be geared
specifically to deal with other Titans for example, while others may be fitted with devastating barrage weapons to
obliterate infantry. However they are armed, Battle Titans are awesome shock assault vehicles.

Imperator Titans

Finally, the largest and rarest class of Titan is the Imperator Titan. Only the Imperium and the Orks build Titans this
large. The Imperium builds them as an act of ultimate worship and a symbol of absolute power, Orks because they can
and because they aren't about to be upstaged by some "poncy 'oomans". The Imperator Titan itself is a magnificent
machine, standing taller than most tower blocks. Not only does it carry weapons that are capable of demolishing whole
cities, but it also ferries an entire platoon of troops within its massive armoured legs. The Mega-Gargant of the Orks is
hardly less fearsome. The Orks nail and weld colossal weapons onto every available surface. Whole tribes of Gretchin
riggers scurry throughout its vast bulk to keep it rolling inexorably forward. To the Orks fighting alongside it, it becomes
an idol to the Ork gods Gork and Mork, and they become inspired by its presence even as their foes quail before it. A
single Imperator class Titan is the equal of a whole squadron of lesser Titans and they are only committed to the
fiercest and most critical campaigns.

Eldar Phantom and Revenant Titans

Eldar Titans are unrivalled in their sophistication and technology. The huge machines of other races are crude and
ungainly when compared to the smooth grace and lifelike movements of Eldar Titans. They are unmatched in other
ways too, using devastating pulsar lasers and image-distorting holo-fields to misdirect enemy shots rather than void
shields and power fields which attempt to deflect enemy attacks with raw energy. They benefit not only from the
experience of their crews (who are brought up with the Titans from birth) but from the collective consciousness of a
large spirit stone which contains the ghosts of many Eldar. Titans are built around a wraithbone core which permits the
spirits contained within to flow freely through the whole machine. This gives the Eldar Titan a consciousness of its own
which, combined with its living crew, makes it a deadly fighting machine.

Although Eldar Titans are very lightly constructed compared to the metres-thick armour of an Imperial Titan or the
regenerative abilities of Tyranid bio-Ttians, they are protected by a holo-field which is projected from wings mounted
atop their carapace. This fractures the image of the Titan, making it appear to be a swirling, dancing cloud of coloured
motes. It is very hard to target an Eldar Titan with any degree of certainty and even the most advanced tracking systems
are thwarted by the swirling energies of a holo-field.

The pulsar is used exclusively by the Eldar. It is a highly sophisticated laser cannon and amply demonstrates the
Eldar's consummate skill in constructing laser weapons. The pulsar fires short volleys of extremely powerful laser
energy, each pulse of energy in the volley being separated by a few milliseconds from the next one.

Scout class Revenant Titans are extremely fast, using their long legs and small jump jets to move across the battlefield
with astonishing speed. Their twin pulsars can cut through foes many times their own size, as well as devastating
detachments of smaller adversaries.

Related information

Lords of Battle [Titan tactics] 443

63
Core rules

Core rules
The main rules you need to know to play the game.

[Content from Rule Book page 6.]

The core rules are just that, the core of the Epic 40,000 game. Once you've read through this section you'll be ready to
fight out battles using Epic scale vehicles and infantry. The core rules are concerned only with how units (that's to say
any kind of troops, tanks and so on) move and fire on each other and participate in assaults. What else is there to
know? I hear you ask. Well, all sorts of stuff to do with using massive war engines, swift flyers, artillery and so on. These
are covered at Special rules on page 86. There is also the matter of what kind of battle is fought and what terrain it is
fought over, which is discussed in some detail in the conveniently named Battles Book [Battles on page 114].

Basics

Using dice
[Content from Rule Book page 5.]

In Epic 40,000 you'll need loads of ordinary six-sided dice to resolve shooting, fighting in close combat and close
range firefights. These are referred to as 'D6'. If you need to roll more than one dice and add the totals together, this is
written as 2D6 (for two dice added together, giving a score between 2 and 12) or 4D6 (the total of four dice rolled
together, for a score between 4 and 24) and so on. If you have to add something to the total of the roll, this is added
afterwards. For example, D6+6 means roll one dice and add 6 to the score to get a total between 7 and 12.

Occasionally you will need to roll a D3. This could be a bit tricky, since there isn't such a thing as a 3-sided dice!
However, a D3 is worked out like this. Roll a D6 as normal, then halve the score, rounding fractions up. This means a
roll of 1 or 2=1, 3 or 4=2 and 5 or 6=3.

On some occasions, a player is allowed to 're-roll' a dice. This is exactly what it sounds like — the player can pick up
the dice and roll it again. However, you must abide by the second result, even if it is worse than the first! No dice may
be re-rolled more than once.

Unit types
[Content from Rule Book page 7.]

Epic 40,000 lets you fight battles with everything from lowly infantry to the terrifying war engines that dominate the
battle zones of the 41st millennium. From the smallest to the greatest, every warrior and weapon has its part to play and
must complement one another in combat — war engines fighting in cities need their own infantry to enter buildings and
drive out enemy troops, infantry in the open need support from their own tanks or they will be swept away by enemy
war engines.

The Citadel miniatures used to play Epic 40,000 are referred to as units in the rules that follow. Each unit is an
individual playing piece with its own capabilities. A unit may consist of a single miniature or several models mounted
together on a base, but in the rules both of these things are simply referred to as units.

Units can have very different capabilities so they are separated into four different types: Infantry, Vehicles, War Engines
and Flyers.

64
Core rules

From left to right: Whirlwind, Space Marine Tactical unit, Space Marine Dreadnought & Space Marine
bikes

Related information

FAQ: Infantry basing, old vs. new 327

Data sheets
[Content from Rule Book page 8.]

In the Battles Armies Book [Armies on page 190] you can find a set of data sheets for the vehicle and infantry units
used in Epic 40,000. War engines have a longer data sheet, which is described in the War Engine rules [War engines
on page 102]. The vehicle and infantry data sheets give you a set of characteristics for units which tell you how tough,
fast, shooty or fearsome they are. For example, here's the data for an Ork infantry unit (a "Boyz mob" to the Orks) and a
Space Marine squad:

Unit datasheet
Unit Speed Range Firepower Assault Armour Notes
Orks 10cm 30cm 1 2 4+
Space Marines 10cm 30cm 1 3 5+ Rapid Fire, Stubborn

Unit: The name of the unit.

Speed: The speed of the unit. This is the distance in centimetres the unit can move each turn while still firing its
weapons fairly effectively. It is possible for units to move faster than this if you wish, but their shooting will be far
less effective.

Range: The maximum range of the unit's weaponry in centimetres.

Firepower: This number represents how effective the unit is when it shoots. The higher the number the better.
Some units are armed with super-heavy weapons that make special forms of attack. These units will usually have
a word (eg, 'barrage' or 'anti-tank') in place of their Firepower value.

Assault: This number shows how effective the unit is at close combat. It is used when the unit charges an enemy
unit, or is charged itself. In assaults the Space Marines' genetically enhanced bodies and superior training give
them an advantage over Orks so they have a higher Assault value.

Armour: This number shows how well protected and/or difficult to damage the unit is. Basically, the opponent has
to roll this number or higher on a D6 to score a hit on the unit when he fires at it. Both Space Marines and Orks are
tough but the Space Marines' power armour makes them even tougher so they have a higher Armour value.

Notes: If any special rules apply to the unit, they will be noted here. An explanation of what effect these rules have
can be found at Special rules on page 86. As you can see, the rules for Rapid Fire and Stubborn apply to Space
Marines, whereas no special rules apply to Orks.

65
Core rules

Detachments
[Content from Rule Book page 9.]

On the battlefield vehicles and troops don't just mill around individually, instead they are organised so that they fight as
a unified whole. In Epic 40,000 a body of troops and war machines that fights together on the battlefield is referred to
as a detachment. They are called detachments because the troops will have been detached from a larger force like a
Space Marine Chapter or an Ork clan. Detachments are led by a Headquarters unit which issues orders and
coordinates the actions of the detachment with others on the battlefield.

All units are organised into detachments in an Epic 40,000 battle, even if the detachment only comprises one unit.
Detachments will be made up of either infantry and/or vehicles, war engines or flyers. The Armies book shows what
types of detachments you may field, and what types of unit can be used in them. Within the restrictions of the army list
you can tailor a detachment to include any number of units you like, from one upwards, and you may include pretty
much any type of unit you like within the detachment. Below are three sample Imperial Space Marine detachments.

Force Firestorm Force Danton Force Lazarus

1 x Space Marine Captain with Land 1 x Space Marine Captain 1 x Space Marine Commander,
Raider (HQ unit) mounted on a bike
(HQ unit) (HQ unit)
1 x Space Marine Terminator squad
2 x Space Marine tactical squads 9 x Space Marine Bike squadrons
1 x Space Marine Devastator squad
(2 units per squad)
(2 units per squad) 2 x Space Marine Tactical squads
2 x Rhinos (2 units per squad)
1 x Space Marine Assault squad
1 x Whirlwind (2 units per squad) 1 x Rhino

1 x Dreadnought 1 x Dreadnought 2 x Razorbacks

1 x Razorback 4 x Land Speeders

1 x Land Speeder

1 x Predator

Force Firestorm

HQs
[Content from Rule Book page 10.]

All detachments have an HQ (headquarters) unit, which must be the most 'senior' unit in the detachment, as shown on
the Chain of Command section of the detachment's army list. If an HQ unit is eliminated the next unit in the chain of
command for the detachment takes over. The chain of command is shown in each detachment list. You must choose
the most senior possible unit to take over, but you can choose which to use if several units are of equal rank. The unit
that takes over must either be noted with a suitable marker, or recorded on a piece of paper.

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Core rules

Only units within 30cm of their HQ unit at the start of a phase are 'in command' so they can move and/or shoot in that
phase. So, for example, units that start more than 30cm from their HQ can't move in the Movement phase or Assault
phases, or shoot in the Shooting phase. The phases are explained in more detail in the section on the turn sequence
later, suffice to say that you resolve your movement in the Movement phase, shooting in the Shooting phase and so on.

Note that you check to see whether units are in command at the start of each phase (eg, a unit that was within 30cm of
its HQ in the Movement phase could move, but if it was no longer within 30cm of the HQ in the Shooting phase it
couldn't shoot, and couldn't move in the Assault phase either).

You do not need to be 'in command' to carry out any of the following actions: snap-fire, fight or lend support in an
assault, shoot in a firefight. These actions are explained in detail later in the rules.

Related information

FAQ: Out of Command units 327


FAQ: Marking HQ units 328

The sequence of play


[Content from Rule Book page 11.]

An Epic 40,000 battle is fought over a number of turns. How many turns a game lasts is determined by the players
themselves or the scenario they are playing.

Each turn in Epic 40,000 is split into four phases. Both sides move their units in the Movement phase, fire their
weapons in the Shooting phase and so on. An action may only be performed in the appropriate phase, for example,
you can't move in the Shooting phase. Note that both players carry out actions in each phase, so both move in the
Movement phase, shoot in the Shooting phase, and so on.

Epic 40,000 uses the following sequence of play:

1. Movement phase
1. Declare flyer missions
2. Determine initiative
3. First player movement
4. Second player movement

2. Shooting phase
1. Determine initiative
2. Shoot with vehicles and infantry
3. Determine initiative again!
4. Shoot with war engines

3. Assault phase
1. Determine initiative
2. Resolve the first player's assault moves, close combats and firefights
3. Resolve the second player's assault moves, close combats and firefights

4. Rally phase
1. Roll to remove Blast markers
2. Roll to rally broken detachments
3. Repair war engine damage and shields
4. Check scenario victory conditions

67
Core rules

The initiative
[Content from Rule Book page 12.]

In each phase you have to determine which player has the initiative. Who has the initiative is used to decide who
carries out any actions first in the phase, so it can be of vital importance in grabbing an important location or getting the
first shots off in an engagement. Just who has the initiative is determined by drawing an Initiative counter from a cup or
mug.

At the start of the turn five counters are placed in the mug: three for the player whose army has the higher Strategy
Rating (see Strategy Rating below), and two for the player whose army has the lower Strategy Rating. Whenever the
initiative needs to be determined a counter is drawn from the mug, and the player whose counter is drawn out has the
initiative from then until another counter is taken. Any counters drawn from the mug are left out until the end of the turn.

Strategy Rating
[Content from Rule Book page 12.]

All armies have a Strategy Rating listed at the start of their army list. This is used to determine how many Initiative
counters are used by each player and other matters of over-arching strategy.

If both armies have the same Strategy Rating, each player rolls a D6 at the start of the battle. The player who rolls
highest is considered to have the higher Strategy Rating for that battle.

Related information

Q&A: Strategy Rating 337

The Movement phase


[Content from Rule Book page 13.]

In the Movement phase the player with the initiative may choose to move his units either before or after the other
player. Whoever goes first must move all of their eligible units, and then their opponent moves all of his.

Units move a distance in centimetres up to their Speed value. They may turn freely as they move. A unit is never forced
to move in the Movement phase. However, once a player has moved a unit and removed his hand from the model, the
move may not be changed.

Special moves
[Content from Rule Book page 13.]

Instead of making a normal move, detachments have the following special movement options. Mark the detachment by
using the Order dice with the appropriate symbol if it uses a special option.

Overwatch: A detachment on overwatch holds its current position and concentrates on directing heavy,
accurate fire at the enemy. Units from the detachment may move up to 5cm in the Movement phase and may
re-roll any hit dice that miss when they shoot in the Shooting phase. They may not move in the Assault phase.

Assault: A detachment on assault advances quickly to engage the enemy at close quarters, but the
detachment's firing is reduced in effectiveness because the units are 'firing from the hip' as they advance.
Units from the detachment may move normally in the Movement phase, but their Firepower is at half value in
the Shooting phase. They may move again in the Assault phase, and must move towards the enemy.

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Core rules

March: A detachment which marches sacrifices all of its firing in order to move at top speed. While marching
is a good way of moving a detachment around quickly its units become very vulnerable to enemy fire as they
are not making use of cover. Units from the detachment may move at up to triple speed in the Movement
phase, but may not shoot in the Shooting phase. The detachment's units may not move in the Assault phase, and the
detachment's Assault and Firepower values are halved if it is engaged in close combat or a firefight.

Related information

Q&A: Special moves 338


Preparatory bombardment 109
Flak 93
Ravenwing 96

Terrain
[Content from Rule Book page 14 to 15.]

Terrain can affect a unit's movement and provides vital cover for units once the shells start flying. Terrain affects units in
Epic 40,000 in one of three ways:

i. The terrain has no effect on the unit when it moves through it, or
ii. The terrain is impassable to the unit so it cannot move through the terrain under any circumstances, or
iii. The terrain is dangerous to the unit, so the unit can attempt to enter the terrain but it might get bogged down and
stop moving or even take damage. When a unit tries to enter dangerous terrain it must pass a Dangerous Terrain
test to keep moving.

The Terrain above gives some examples of common types of terrain and the different columns show how they affect
different unit types. For example, rubble and ruins have no effect on infantry but they're dangerous terrain for vehicles
and war engines.

Terrain effects table


Terrain Infantry Armour Bonus Infantry Vehicle War Engine
Fortifications +2 No Effect Impassable Impassable
Buildings +1 No Effect Impassable Impassable
Ruins, Rubble +1 No Effect Dangerous Dangerous
Woods +1 No Effect Dangerous Dangerous
Marsh, Swamp 0 Dangerous Dangerous Dangerous
River 0 Dangerous Impassable Dangerous
Roads 0 See Roads below
Open Ground 0 No effect No effect No effect

Dangerous terrain test

Roll a D6 when a unit enters dangerous terrain, or when it starts to move if it's already in the terrain. On a roll of a 1 the
unit must immediately halt. If the unit is halted, roll the D6 again. If the second roll is also a 1 the unit takes a hit. Hits
from dangerous terrain can't cause critical damage on war engines.

Roads

All units add 5cm to their Speed if they spend the entire movement or Assault phase on a road. Note that the bonus is
to the unit's basic Speed before modification. For example, a marching unit of Ork infantry would move 45cm if it stayed
on a road throughout its movement (the Orks' Speed of 10cm + 5cm road bonus x3 for marching = 45cm).

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Core rules

Infantry in cover

Infantry gain special benefits from being in cover because they can take best advantage of the concealment it supplies,
ducking into holes, lurking behind walls and so on. Infantry units in cover increase their Armour value by the amount
shown on the Infantry Armour Bonus column up to a maximum of 6.

For example, infantry in woods increase their armour by +1. In the case of Orks this would increase their Armour value
from 4 to 5.

Related information

FAQ: Walkers 328


FAQ: Destroying buildings 328

Transport
[Content from Rule Book page 15.]

Some units have a Transport special ability listed in their notes. Special abilities are explained in more detail at
Transport (x) on page 98 but since transport is so vital in the Movement phase we've put it in here too.

Units that can transport are able to carry other units across the battlefield. It costs a Transport unit 5cm of its movement
to pick up or set down a passenger unit or cargo.

Units being carried must also pay 5cm of their movement to be picked up and/or set down. You may pick up a unit and
drop it off again in the same turn. Units may perform no other actions whilst being transported, so they cannot shoot for
example. Obviously, when they have dismounted they can behave normally!

If a transport which is carrying units is destroyed roll a D6 for each unit on board. On a roll of 4, 5 or 6 the unit survives
and is deployed in contact with the destroyed transport; on a 1, 2 or 3 the unit perishes with the transport.

Orks hitching a lift

Ork infantry units can hitch a lift on battlewagons and Battle Fortresses by hanging on to the outside of the vehicle. Orks
can't move on their own in the same phase if they hitch a lift, but the vehicle's move is unaffected. Units hitching a lift in
this manner are simply picked up and dropped down as the vehicle makes its move. A unit of Orks can only hitch a lift
once per phase. Battlewagons can carry one unit, Battle Fortresses can carry up to four.

Related information

FAQ: Big Fella's 329


FAQ: Orks hitching a lift 329
Carrying non-infantry units 356

Snap-fire
[Content from Rule Book page 15.]

If a unit moves within 10cm of an enemy unit during the Movement phase, then the enemy can take a snap-fire attack
at it. Stop the moving unit at the point the attack is made (you can ask an opponent to "bring the model back" to a point
it occupied, as long as he hasn't started to move another unit).

The unit can move no further — the sudden burst of enemy fire causes it to halt. In addition the attacker rolls a D6 to
see whether they get a hit. Note you always roll 1 D6, no matter what the Firepower of the attacker. If the D6 roll equals
or beats the moving unit's Armour value it takes a hit in addition to being halted. The effect of hits is explained in The
Shooting phase [procedure] on the next page.

A unit may snap-fire any number of times in a single turn, but no more than once at a single target. Snap-firing has
absolutely no effect on a unit's ability to shoot normally later in the same turn. You can only snap-fire in the Movement
phase, you can't snap-fire at units moving in the Assault phase.

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Core rules

Related information

FAQ: Snap-fire 329


Q&A: Snap-fire 338

The Shooting phase [procedure]


[Content from Rule Book page 16.]

The Shooting phase is split into two parts. In the first part vehicles and infantry shoot, in the second part war engines
shoot. The initiative is determined separately for each part of the Shooting phase. In each part the players alternate
shooting detachments, starting with the player with the initiative (the player with the initiative shoots with a detachment,
the opposing player shoots with a detachment, and so on). A player can always opt to pass on an opportunity to shoot,
waiting until later in the Shooting phase.

When a player picks one of his detachments to fire he also picks an enemy detachment as its target. Firing is resolved
by adding up the Firepower values of units from the detachment and then rolling a number of dice based on the total
Firepower it can bring to bear against the target detachment. Any dice rolls which equal or beat the Armour values of
units in the target detachment destroy enemy units. There's a summary of the shooting procedure below and in this
section of the rules we'll work through it step by step.

Shooting procedure

S1. Add up shooting Firepower 71

S2. Work out Blast markers 73

S3. Work out how many hit dice to roll 73

S4. Find out target's lowest Armour value 74

S5. Roll for shooting hits 74

S6. Discard misses 74

S7. Allocate hits 75

S8. Remove casualties 76

Related information

Q&A: Shooting phase 339

S1. Add up shooting Firepower


[Content from Rule Book page 16 to 18.]

Measure the range from units in the firing detachment to the target detachment using the range ruler. Add up the
Firepower values of attacking units that have a line of fire and are within range of at least one target.

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Core rules

Example: Adding up Firepower


A Space Marine detachment consisting of 4 Space
Marine units, 2 Devastator Space Marine units and 2
Predator tanks fires at an Ork detachment. Their
Firepower is worked out as follows.

Three of the Space Marine units are in range (3


Firepower). Both Devastator units are in range (4
Firepower). Both Predators are in range, though one of
them is behind a wood and so has no line of fire to the
Orks — only one Predator adds its Firepower to the
total (2 Firepower). This gives a total of 3+4+2=9
Firepower.

Line of fire

Units must have a 'line of fire' to at least one unit in the target detachment in order to fire. Line of fire is blocked by
terrain features such as buildings, hills, woods etc but not by other units. Units which are higher up can see over and
be seen over any terrain that is lower than they are. Buildings and woods don't block the line of fire to or from units that
are in the terrain itself. Terrain conventions and line of fire are both discussed in more detail in the Battles Book [House
rules, frequently asked questions and other nonsense on page 326].

Fire arc

Vehicles and infantry can shoot in any direction in Epic 40,000. You can turn the miniatures to face their targets before
firing if you prefer.

Splitting fire

Each unit may only fire once in the Shooting phase but a detachment may split its Firepower between as many different
target detachments as it likes when it shoots. Work out the shooting against each target detachment separately.

Example: Splitting fire


A Space Marine detachment is faced by two Ork
detachments. The Space Marine player elects to split
his fire between the two enemy detachments.

The Space Marines have a total Firepower of 21. They


direct 14 of this towards one detachment and 7 against
the other. Each attack is worked out separately, hits
being allocated against units in the specific
detachments as usual.

Related information

FAQ: Line of Fire 330


FAQ: Cover 330
FAQ: Measuring ranges 330

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Core rules

S2. Work out Blast markers


[Content from Rule Book page 18.]

Whenever a detachment is fired at it can accumulate Blast markers. Blast markers represent the combined effects of
heavy fire: infantry units being forced into cover, damage to vehicles, confusion, explosions, mayhem and all the other
calling cards of war.

The number of Blast markers a target detachment takes depends on the total Firepower directed at it by an attacking
detachment before modification (for Assault orders, Blast markers on the detachment, etc). Simply look up the
Firepower on the Blast Marker table below to find out how many Blast markers are inflicted.

Blast Marker table


Firepower Blast markers
1–7 One, if any hits are scored by the attack
8–15 One
16–23 Two
24 or more Three

Blast marker liabilities

Detachments with Blast markers on them suffer penalties when they shoot. For each Blast marker on a detachment its
Firepower is reduced by 1. For example, if a detachment with a Firepower of 9 had 3 Blast markers its Firepower would
be reduced to 6. In addition, detachments with Blast markers cannot move without passing a Leadership test and suffer
penalties in close combat and firefights [as you will find in the relevant topics].

Leadership tests

A detachment with one or more Blast markers must pass a Leadership test in order to move in the Movement phase, or
to set overwatch, or to move in the Assault phase. (Exception: Broken detachments may make a retreat move without
taking a Leadership test — see Broken detachments on page 84).

To pass the Leadership test the player must roll over the number of Blast markers affecting the detachment on a D6.
Detachments that currently contain 15 or more units add +1 to the dice roll. A roll of '6' prior to modification always
succeeds.

Related information

FAQ: Blast markers 331

S3. Work out how many hit dice to roll


[Content from Rule Book page 19.]

Once you've placed Blast markers you can move on to see whether you inflict any kills with your shooting. Look up the
total Firepower you've got on the Firepower column of the Firepower Table.

Now look across the top of the table to find the kind of target you're shooting at (eg, if it's vehicles or infantry in cover
use the Vehicles or Infantry in Cover line). Where the Firepower row and Target column cross you'll find a number
which tells you how many dice you roll to hit. If the Firepower totals 21 or more work it out as one Firepower 20 attack
and a second attack at the remaining Firepower. For example, Firepower 26 = 20 Firepower + 6 Firepower.

If a target detachment has some units in cover and some in the open, you can choose to fire only at the targets in the
open if you want to. If you do then no hits can be allocated to units in cover.

Always use the Marching column if the target detachment is marching, even if some units are in cover.

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Core rules

Related information

FAQ: Cover 330

S4. Find out target's lowest Armour value


[Content from Rule Book page 19.]

Next find out the lowest Armour value in the target detachment so that you know what you need to roll t o hit For
example, an Ork detachment contains Gretchin (Armour 3+), Orks (Armour 4+) and battlewagons (Armour 5+), so any
dice you roll which score a 3 or more will score a hit.

Remember that infantry in cover adds +1 to its armour rating, so if the Gretchin were in cover their Armour value would
increased to 4.

S5. Roll for shooting hits


[Content from Rule Book page 19.]

Roll the hit dice. You may wish to pause at this juncture and grin evilly at your opponent before rolling the dice, and/or
inform him that all his men/Orks/tanks are going to die. Then roll the dice.

S6. Discard misses


[Content from Rule Book page 19.]

Remove any hit dice which scored less than the target detachment's lowest Armour value, the remaining dice are hits.

Related information

FAQ: What is a 'miss' on Overwatch 331


FAQ: Cover 330

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Core rules

S7. Allocate hits


[Content from Epic 40,000 #5 page 21 to 22.]

Designer's note: Official update

Following Epic Magazine Issue 1 and the Experimental Rules by Mark [Mullins] for allocating hits from shooting,
here are the final version. As many of you will know we ran a poll on our website, asking players to vote on
whether they liked the rules or not. Approximately 70% of all the people who voted said yes, they liked the rule
and would use it. So we have made it an official New Rule for Epic 40,000.

The following explanation is meant to replace stage 7 of the shooting procedure [Rule Book page 20]. The rest of
the firing shooting procedure remains exactly the same. So working out, Firepower, placing Blast markers,
working out hit dice using the target detachment's lowest armour value are all unchanged, until it comes to
allocating hit dice.

Next you allocate your hit dice against units from the target detachment. Allocate one dice at a time. Dice are allocated
to the closest target first, then the second closest, and the third closest, and so on. Each die must be allocated to a unit
whether it can affect it or not. The attacking player can choose in which order he allocates the dice but must apply a
dice to the first available target. This is explained in more detail below.

i. Each dice must be allocated against the nearest unit in the target detachment regardless of whether it can be
affected or not. (eg, you must use a hit dice that rolled a 4 against a closer unit, even if its Armour value means it
cannot be affected, you cannot ignore a closer unit to hit a unit behind it. If this is the case then the shot is wasted, it
bounces off harmlessly). You can allocate dice in any order you like. Remember that targets in cover can't be hit
unless you used the cover column on the Firepower table.
ii. Hits may only be allocated against units that are in range and in the line of fire of at least one unit from the attacking
detachments (you can't be hit if you can't be shot at!).
iii. You may only allocate one hit to each unit in a target detachment that can be affected until all of the units that can
be affected have taken a hit. Then you may allocate each unit a second hit starting with the closest. If all the units
have taken two hits you may allocate a third, and so on.[Comment: Poor choice of words in first sentence — 'that
can be affected' seems to contradict step (1), though clearly it shouldn't.]

Example: Allocating hits step (i)

A detachment of Space Marines is firing at a mixed detachment of Orks and Battlewagons. The Space Marines
have a Firepower of 9. Some of the target detachment are in cover, some of them are in the open.

The Space Marine player decides to ignore the Orks in cover to fire at those in the open. Consulting the Firepower
table he sees that firing at infantry and vehicles in the open gives him five dice. He scores a 5, 4, 4, 3 and 2. The
lowest Armour value in the target detachment is 4+ for the Ork Boyz. The 2 and the 3 are discarded as misses.

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Core rules

Example: Allocating hits step (ii)


a. The closest unit to the Space Marines is a Boyz
unit, the Space Marine player allocates one of the
4's to it and it is destroyed.
b. The second closest unit is a Boyz unit in cover. As
he did not fire using the cover column or the
Firepower table this unit cannot be hit and is
ignored.
c. The next closest unit is a Battlewagon. The 5 is
allocated to it and it is destroyed.
d. The next closest unit is another Boyz unit in cover,
again this is ignored.
e. The next closest unit is another Battlewagon
behind a wood. No Space Marine unit in the firing
detachment has a line of sight to it, and therefore it
cannot be hit.
f. The next closest unit is a third Battlewagon. The 4
must be allocated to this, and as a Battlewagon is
Armour 5+ the shot bounces off harmlessly.

Firepower 9 also places one Blast marker on the Ork detachment [already noted at S2. Work out Blast markers
on page 73].

NB. In firing shooting as described in the rulebook, the final 4 would have been able to hit and destroy the Ork
Boyz unit behind the third Battlewagon. As the 4 Is unable to harm its Armour value of 5+ it would have ignored
the Battlewagon. The change is that now the 4 must be allocated to a closer target, even though it is ineffective.

Related information

Original hit allocation rules 355

S8. Remove casualties


[Content from Rule Book page 20.]

As you allocate the hits remove destroyed units from the table. Alternatively you can flip them over, mark them with
black smoke or replace them with beautifully detailed wreck models or whatever you do with the dead 'uns.

The Assault phase


[Content from Rule Book page 21.]

In the Assault phase detachments which are assaulting are allowed to move again. An assaulting detachment can
use this extra move to engage an enemy detachment in close combat and short-range firefights.

The player with the initiative is allowed to decide whether he will make his assaults first or second. The player going
first then makes his assault moves, and fights out any close combats and firefights that result from these moves. Then
the player going second makes any moves and resolves their close combats or firefights.

Moving in the Assault phase is subject to all the rules you used in the Movement phase, except that enemy units may
not snap-fire in the Assault phase.

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Core rules

Remember! Detachments that have Blast markers on them will not be able to move unless they pass a
Leadership test.

Related information

FAQ: Moving past in the Assault phase 331


FAQ: Multiple close combats and firefights 332
Q&A: Assault phase 339

Charging into close combat


[Content from Rule Book page 21.]

During the Assault phase a player may move and attack with detachments that were placed on Assault orders in the
Movement phase.

You can declare that any or all of your assaulting detachments are charging into close combat in the Assault phase.
This is the only time that units are allowed to move into contact with enemy units. Infantry are allowed to move at
double speed when they are charging into close combat if it will bring them into contact with the enemy.

Related information

Q&A: Charging from transports 338

Other assault moves


[Content from Rule Book page 21.]

Assaulting units must move at least 5cm, unless they can move less and get into close combat. They never have to
move more than 5cm.

Assaulting troops must move towards the enemy, but they don't have to move towards the nearest enemy, and they
don't have to charge into close combat unless you want them to. You may simply want to manoeuvre into range for a
firelight or to grab an objective for example.

However, units making Assault moves may not move past any enemy units unless those enemies have already been
engaged in close combat by another friendly unit. Rather than get bogged down in a lengthy explanation here this is
discussed in greater detail in the Battles Book [FAQ: Moving past in the Assault phase on page 331].

Fighting in close combat [procedure]


[Content from Rule Book page 22.]

Close combats are fought when there are opposing detachments in base-to-base contact after a player has made all of
his assault moves. If a detachment has any units in base contact with an enemy detachment a close combat must be
resolved between the two detachments. The close combat is resolved before the opposing player gets a chance to
move his assaulting units. The player with the initiative decides which order close combats are resolved in.

Close combat is resolved by both players rolling a dice with the highest roll winning the combat. The roll of the dice is
modified by various factors like the skill of the units fighting and the numbers involved.

The more one player beats the other's dice roll by the greater his victory and the more casualties he will inflict, although
both sides are likely to suffer losses in close combat.

Enemy detachments defeated in close combat are also driven back and suffer extra Blast markers.

77
Core rules

Close combat procedure

C1. Add up Assault values 78

C2. Work out close combat bonuses 78

C3. Roll dice and add close combat bonuses 79

C4. Work out difference in combat scores and place Blast markers 79

C5. Roll for close combat hits 80

C6. Broken detachments and retreats 81

Multiple close combats 81

C1. Add up Assault values


[Content from Rule Book page 22.]

Each player starts by adding up the Assault values of units in base-to-base contact with the enemy. A maximum of two
units can 'gang up' on each enemy unit.

Any other units from the detachment involved in the combat which are within 15cm of the enemy each add a further +1
to the total, representing the effects of their supporting fire.

Related information

FAQ: Why the obsession with 15cm engagement ranges? 332


FAQ: Can units with zero Firepower lend support in close combats? 332

C2. Work out close combat bonuses


[Content from Rule Book page 23.]

Each player receives bonuses in close combat for the Assault value of their units, whether they are supported by
psykers, which side has more Blast markers, and so on. These are summarised on the Close Combat Bonuses table
below.

Note that the bonus you receive for the Assault value of your units depends on how it compares with your opponent's
Assault value, you don't add your Assault value straight onto your dice roll!

Close Combat Bonuses table


The opposing side has 5 or more Blast markers +1
The opposing side has more Blast markers than your side +1
Your own side has the most psykers fighting or supporting the combat +1
Your own total Assault value is higher than the enemy's +1*
Your own total Assault value is double the enemy's or more +2*
Your own total Assault value is triple the enemy's or more +3*
Your own total Assault value is quadruple the enemy's or more +4*
*These modifiers are not cumulative so only use the best one that applies.

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Core rules

C3. Roll dice and add close combat bonuses


[Content from Rule Book page 23.]

Each player rolls one D6 and adds their combat bonuses to the score. The player with the highest total score has won
the combat. If the combat is a draw (ie, both totals are the same) place one Blast marker on every detachment in the
combat and roll again.

C4. Work out difference in combat scores and place Blast markers
[Content from Rule Book page 24.]

The difference between the two total combat scores dictates how great a victory the combat was for the winner and
how crushing a defeat it was for the loser. Work out how much the winner's score beats the loser's by and look it up on
the Close Combat Results table below. For example, a score of 6 versus 8 means the winner has won by 2.

Close Combat Results table


Combat Difference Result Hit Numbers
Winner Loser
+1 Narrow Win 4+ 4+
+2 Forced Back 3+ 4+
+3 Driven Off 3+ 5+
+4 Hurled Back 2+ 5+
+5 Overwhelmed 2+ 6+

The loser receives a number of Blast markers equal to the difference between the two scores. If more than one
detachment was involved on the losing side each one receives a number of Blast markers equal to the difference
between the two scores.

Important. The maximum number of Blast markers a detachment can suffer in close combat is equal to the number of
units it had fighting in the close combat (ie, the ones in base-to-base contact with the enemy, not just lending
supporting fire).

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Core rules

Example: Close combat bonuses


In this combat, the Orks have 3 Boyz units (Assault
value 2 each) in contact with 2 Space Marine units.
They also have 6 Battlewagons and another 4 Ork
units within 15cm to lend supporting fire. This gives
them a total Assault value of 2+2+2+ 10= 16.

As well as the 2 units in actual combat (Assault value 3


each), the Space Marines have 2 units that can lend
support, giving them a total of 3+3+2=8. They've been
pretty shot up already and have 6 Blast markers on
them.

The bonuses for the ensuing assault are:

Orks Space Marines


Double Assault value +2 No bonuses
Less Blast markers +1
Enemy has 5+ Blast markers +1
Total +4 Total 0

The Orks add 4 to their dice roll while the Space Marines get no bonus at all — it doesn't look good for the
battered Space Marines!

C5. Roll for close combat hits


[Content from Rule Book page 25.]

In close combat Armour values are ignored and instead you get a hit if you equal or beat the hit number shown on the
Close Combat Results table below. Look up the combat difference on the table to find out the hit numbers for winning
and losing units.

Roll a D6 for each of your units in base-to-base contact with the enemy, even if you lost. Don't forget that a maximum of
two units can attack one enemy unit in close combat. You can choose which enemy units to apply hits against but as
with shooting you can only put a second hit on a unit once all of the enemy units have been allocated one hit each.

Close Combat Results table


Combat Difference Result Hit Numbers
Winner Loser
+1 Narrow Win 4+ 4+
+2 Forced Back 3+ 4+
+3 Driven Off 3+ 5+
+4 Hurled Back 2+ 5+
+5 Overwhelmed 2+ 6+

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Core rules

Example: Rolling for hits


In this combat, the Space Marines have scored 8 while
the Orks have only managed to score 5 — a difference
of 3 points. As well as placing 3 Blast markers on the
Orks, the result is looked up on the Close Combat
Results Table. This shows that the Space Marine
player needs to roll 3+ to kill the Orks, who in turn
need scores of 5+ to eliminate the Space Marines.

The Space Marine player has 6 units in contact and so


rolls 6 dice, scoring 3, 3, 5, 5, 5 & 6 — an astounding
roll that wipes out the 4 Ork units in contact (the excess
hits are wasted). The Ork player rolls 4 dice and
scores 2, 3, 5 & 6 which inflicts 2 hits. He assigns
these to the Space Marines on his flank, hoping to
increase the surviving Orks' chances of withdrawing
safely.

C6. Broken detachments and retreats


[Content from Rule Book page 25.]

Finally, mark all the detachments on the losing side as being 'broken' (you can do this with the Order dice). Broken
detachments must then retreat as explained at Broken detachments on page 84.

Multiple close combats


[Content from Rule Book page 26.]

Several close combats may need to be fought in the same Assault phase if a number of different detachments enter
close combat with enemy detachments. In an ideal world these would each only involve one detachment per side, but
things being what they are it's inevitable that units from several detachments will end up fighting each other. Where two
or more detachments are in contact with one or more enemy detachments, resolve the fight as a single large combat.

81
Core rules

Example: Multiple close combats


Two Ork detachments charge into a Space Marine
detachment. Both Ork detachments and the Space
Marines have models in base contact with the enemy
so any units not in contact but within 15cm can add
supporting fire (see Close Combat Procedure [The
Assault phase on page 76]).

The second unengaged Space Marine detachment


has no models involved directly in the assault and so
may not lend any support.

The Assault values of both Ork detachments are added together to find the Orks' total. If they lose both
detachments will have the same number of Blast markers placed on them, will both be broken and will have to
retreat.

Firefights [procedure]
[Content from Rule Book page 26.]

A firelight takes place if there is an enemy detachment within 15cm after a player has resolved his close combats. Note
that it is possible for a detachment to be involved in a close combat and then take part in a firelight immediately
afterwards. If a detachment has any units within 15cm of an enemy detachment a firelight must be resolved between
the two detachments. When several firefights occur in the same turn the player with the initiative may decide what order
to resolve them in.

Firefight procedure

F1. Add up firefight Firepower 82

F2. Work out firefight bonuses 83

F3. Roll dice and add firefight bonuses 83

F4. Allocate hits and Blast markers to losing detachments 83

Multiple firefights 83

Related information

FAQ: Multiple close combats and firefights 332

F1. Add up firefight Firepower


[Content from Rule Book page 27.]

Count up the Firepower values for every unit within 15cm of the enemy.

Related information

FAQ: Why the obsession with 15cm engagement ranges? 332

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Core rules

F2. Work out firefight bonuses


[Content from Rule Book page 27.]

Each player receives bonuses in firefights for the Firepower value of their units, whether they are supported by psykers
and so on. These are summarised on the Firefight Bonuses table below. As in close combat the bonus you receive for
the Firepower of your units depends on how it compares with your opponent's Firepower, you don't add your Firepower
straight onto your dice roll!

Firefight Bonuses table


The opposing side has 5 or more Blast markers +1
The opposing side has more Blast markers than your side +1
Your own side has the most psykers in the firefight +1
Your own total Firefight value is higher than the enemy's +1*
Your own total Firefight value is double the enemy's or more +2*
Your own total Firefight value is triple the enemy's or more +3*
Your own total Firefight value is quadruple the enemy's or more +4*
*These modifiers are not cumulative so only use the best one that applies.

F3. Roll dice and add firefight bonuses


[Content from Rule Book page 27.]

Each player rolls one D6 and adds their firefight bonuses to the score. The player with the highest total score has won
the firelight. If the combat is a draw (ie, both totals are the same) place one Blast marker on every detachment in the
combat and roll again.

F4. Allocate hits and Blast markers to losing detachments


[Content from Rule Book page 27.]

Each detachment on the losing side takes one hit on the nearest unit to the enemy and receives one Blast marker.
Losing detachments are also broken and must retreat.

Related information

FAQ: Retreats 333

Multiple firefights
[Content from Rule Book page 28.]

Once again, in an ideal world you should be able to resolve discrete firefights between detachments. However, as any
detachment with units within 15cm of the enemy is automatically involved in a firelight (it can't choose not to be
involved), firefights between multiple detachments are inevitable.

Where one or more detachments are within 15cm of two or more enemy detachments, resolve the whole thing as a
single large firefight. It is possible that you could end up with several detachment vs detachment firefights and some
multiple firefights in the same turn.

83
Core rules

Example: Multiple firefights


Here, 2 Space Marine detachments have cornered the
Orks and both have units within 15cm. In the
subsequent firefight they add together the firepower of
all the units within 15cm, from both detachments. This
gives them one total to compare with the Orks'
firepower. If the Space Marines lose, both
detachments will take a hit and receive a Blast marker.
They will both be broken and have to retreat.

Broken detachments
[Content from Rule Book page 28.]

Mark broken detachments with the Order dice.

A detachment becomes broken if:

i. It loses a close combat.


ii. It loses a firelight.

A broken detachment must retreat when it breaks, and may make a retreat move in a subsequent Movement phase if
the player desires. It is not allowed to move or shoot otherwise, and has its Assault value and Firepower halved for
close combat and firefights. Note that the only type of move a broken detachment can make is a retreat move; a broken
detachment is not allowed to move normally, or march, enter overwatch, etc.

A retreat move may be up to 20cm, regardless of a unit's actual Speed. Retreat moves may be made in any direction,
and the normal terrain rules apply, but if a unit ends a retreat within 15cm of the enemy, it is destroyed (it is 'killed while
trying to escape'!). Units that are 'out of command' (more than 30cm from their detachment HQ unit) are not affected if
their parent detachment is broken (so they don't have to retreat). Conversely, if a unit that is out of command is broken,
then it is destroyed with no other effects on the parent detachment.

After Blast markers have been removed in the Rally phase broken detachments can attempt to rally by passing a
Leadership test. A detachment can't rally if the number of Blast markers on the detachment is equal to or greater than
the number of units in it.

Related information

FAQ: Retreats 333

The Rally phase [procedure]


[Content from Rule Book page 29.]

In the Rally phase the opposing armies have a chance to muster their forces and take stock of the damage.

84
Core rules

Rally procedure

R1. Remove Blast markers 85

R2. Rally broken detachments 85

R3. Repair war engine damage and shields 85

R4. Check victory conditions 85

R1. Remove Blast markers


[Content from Rule Book page 29.]

Remove D6 minus 1 Blast markers from each of your detachments, rolling separately for each. This means you will be
taking off between 0 and 5 markers from each detachment.

R2. Rally broken detachments


[Content from Rule Book page 29.]

Take a Leadership test for each broken detachment. Roll a D6. If you score over the number of Blast markers on the
detachment the unit has passed the test — remove the Broken Detachment marker. Otherwise, the test is failed —
leave the marker in place!

A detachment is not allowed to rally if the number of Blast markers on the detachment is equal to or greater than the
number of units in it.

R3. Repair war engine damage and shields


[Content from Rule Book page 29.]

Any war engines that have suffered minor damage can attempt to make repairs at this point and war engines with
shields which have been knocked down can attempt to raise them again. Shields and damaged locations are repaired
on a D6 roll of 4 or more. War engine repairs and shields are explained in more detail at War engine critical damage
on page 105 and War engine shields on page 106.

R4. Check victory conditions


[Content from Rule Book page 29.]

The various scenarios explained in the Battles Book [The scenarios on page 140] have victory conditions which will
tell you which player has won (or is winning) or has lost (or is losing). At this point you check to see how both sides are
doing.

85
Special rules

Special rules
Extra rules to add more depth to the game.

[Content from Rule Book page 30.]

Now you know all about basic units you get to find out about some of the really good stuff: gigantic all-conquering war
engines, flyers, other special units like heroes, jump pack troops, artillery and many others. These kinds of units have
special abilities which often break the core rules in some way — war engines never retreat from combat for example,
artillery doesn't need a line of fire to shoot and so on. The special rules are not particularly complex, you can start
playing with them more or less straight away, they are separated out purely so they do not introduce lots of special
cases and exceptions while you're reading the core rules.

Super heavy weapons


[Content from Rule Book page 31. Errata from Firepower #1 page 13 to 14]

Super heavy weapons are ones that don't have a preset Firepower value or sometimes don't even have a Firepower
value at all. Super heavy weapons are most commonly found on war engines, but some specialist vehicles like tank
hunters or long range artillery units may be armed with them as well. Note that these rules only tell you about the
effects of these weapons, the range of the weapons depends on the unit carrying them.

Super heavy weapons can be fired at any target within range, so, for example, they can pick out individual targets
within a detachment. Super heavy weapons which are used by units making an Assault must roll a 4 or more on a D6
in order to lock on and be able to fire in the Shooting phase. Units in Overwatch may re-roll misses for super heavy
weapons as usual. In firefights a super heavy weapon which doesn't have a basic Firepower value always counts as
having a Firepower value of 1 instead.

Super heavy weapons and Blast markers


When a detachment with super heavy weapons fires it places Blast markers on the target detachment. The number of
Blast markers placed depends on the number of super heavy weapons fired by an attacking detachment before
modification for Assaulting, Blast markers etc.

Look up the number of super heavy weapons being fired on the Super Heavy Weapons Blast Markers table below to
find out how many Blast markers are generated. If a detachment is firing with both Firepower and super heavy
weapons it places Blast markers for both attacks.

Super Heavy Weapons Blast Markers table


Super Heavy Weapons Firing Blast Markers
1–3 *
4–8 1
9 or more 2
* = 1 Blast marker if you score any hits, otherwise none.

Each Blast marker on a detachment reduces its super heavy weapon shots or Firepower by one each. The
detachment's firepower is always reduced first, and if the Blast markers exceed its Firepower the remainder are
deducted from its super heavy weapons shots.

Related information

Q&A: Super heavy weapons 340

86
Special rules

Anti-Personnel [weapon]
[Content from Epic 40,000 #2 page 11.]

[Experimental rules] [See also Anti-personnel [ability] on page 100]

When shooting with an Anti-personnel super heavy weapon roll a number of dice equal to the units Firepower. Discard
any 6’s that are rolled, and then discard misses and allocate hits with the remaining dice as you would for a normal
Firepower attack. Note: you do not use the Firepower table for this attack.

Anti-Tank
[Content from Rule Book page 32.]

Some units are armed with a weapon or combination of weapons that are particularly good at destroying a single
target unit, regardless of how well protected it is. A classic anti-tank unit is the Space Marine Land Raider which
mounts quad tank-busting lascannon and is quite capable of punching holes in the most heavily armoured targets.

Anti-tank shots always roll 1 dice to hit regardless of cover (the shot is so powerful it will simply blast through it!). More
importantly an Anti-tank shot always treats the target's Armour value as 4 even if it's 5 or 6 (i.e, always roll 1 dice to hit,
hitting on a 4+ ). Note that (despite the name) you can fire Anti-tank shots at infantry units or war engines as well as
vehicles.

Designer's note: When firing Anti-tank shots the player shooting must specify whether he is shooting at infantry or
vehicles. The casualty removal rules apply for Anti-tank shots as for normal Firepower, with the closest infantry or
vehicle units being removed first depending on which was specified as a target.

[From Firepower #1 page 12.]

Barrage
[Content from Rule Book page 32.]

Barrage weapons fire salvoes of shots, shells or rockets which explode on impact to wreak indiscriminate destruction
across a wide area. Barrages are far more effective against an enemy detachment which is densely packed together.
An example of a vehicle which is armed with a barrage weapon is the Space Marine Whirlwind.

When a unit fires a barrage weapon take the Barrage template and place it over the target detachment, trying to fit as
many enemy units as possible under the template. The barraging unit's Firepower is equal to the number of units from
the target detachment which can be fitted under the Barrage template; you must cover at least three trooper models for
an infantry unit to count or any part of a vehicle or war engine. The Firepower of a barrage is added to the attacking
detachment's Firepower; the barrage does not count as a super heavy weapon for placing Blast markers.

Related information

FAQ: Barrages 335


Q&A: Barrage 340

87
Special rules

Close Combat Weapons


[Content from Rule Book page 32.]

Close combat weapons are giant chainfists, power rams, claws, short ranged burners, wrecking balls and other
devices which are fitted to war engines so that they can mangle other war engines in close combat. A war engine
armed with a close combat weapon has a massive advantage in hand-tohand combat over another war engine.

War engines armed with close combat weapons double their Assault value if they are fighting against enemy war
engines in close combat. If a war engine armed with a close combat weapon wins a close combat against an enemy
war engine it automatically inflicts catastrophic damage on it. Make one roll on the losing war engine's Catastrophic
Damage table to find out what happens to it.

Related information

Q&A: Close combat weapons 341

Death Ray
[Content from Rule Book page 33.]

Death Rays are huge energy weapons designed to obliterate a single target at almost any distance. Almost every race
uses a Death Ray weapon of some sort, although the actual type might vary between giant lasers, plasma
accelerators, fusion lances and so on.

Death Rays are like super anti-tank weapons. They always roll one dice to hit, and always treat the target's Armour
value as being 2, regardless of what it actually is (i.e, always roll 1 dice to hit, hitting on a 2+). Because of the awesome
potency of these weapons Death Ray hits always cause critical damage against war engines: roll on the Critical
Damage Table on the war engine's data sheet.

Deathstrike Missile
[Content from Firepower #1 page 12.]

These are now the missiles used by Deathstrike Missile Launchers and Ordinatus. Treat these as Vortex Missile which
inflict D6 Anti-tank shots instead of Death Ray shots.

Related information

Vortex Missile 90
Deathstrike Missile variants 359
Deathstrike Missiles as Flyers 361

Disrupt
[Content from Rule Book page 33.]

Disrupt weapons are ones which inflict slight casualties but cause a great deal of disruption to the target detachment
by damaging vehicles or scattering infantry. Eldar monofilament web spinners are good examples of Disrupt weapons
— they fire a drifting web of monofilament wire towards the target, forcing the target to take cover before the web lands
and slices them to pieces.

Roll a D6 for each Disrupt weapon fired at an enemy detachment: on a roll of 4,5 or 6 place one Blast marker on the
target in addition to any other Blast markers that would normally be placed. Disrupt weapons inflict no other damage.

88
Special rules

Distortion Cannon
[Content from Rule Book page 33.]

Distortion cannon bore an unstable warp hole in the fabric of reality. Anything caught in the warp hole in the brief
moment before it collapses is sucked through and lost forever! Large targets like war engines are unlikely to be
dragged through completely but will still suffer severe damage if they are hit.

When a Distortion cannon is fired roll a D6 and multiply the score by 5, giving you a number between 5 and 30. If the
score equals or beats the target unit's basic Speed value, you've hit it (a roll of 6 is always a hit, a 1 is always a miss).
War engines which are hit take a single critical hit, ignoring shields. Targets with a Damage Capacity of 1 (which is
anything except war engines) which are hit are destroyed.

Heavy Barrage
[Content from Rule Book page 33.]

Heavy barrages are very similar to ordinary barrages but the salvoes are heavier and far more destructive. Because of
this a heavy barrage hits with a Firepower value equal to twice the number of units under the template.

The shells or missiles for heavy barrage weapons are so huge and cumbersome that it takes vehicles a full turn to
reload after firing a heavy barrage. Turn the models around or make notes to show that they can't move or fire on their
next turn while they reload. War engines carry masses of ammunition for their heavy barrage weapons so they may fire
every turn without having to reload.

Related information

FAQ: Barrages 335

Mega Cannon
[Content from Rule Book page 33 to 34.]

Mega cannon are giant pieces of ordinance which lob a single, huge shell when they fire. The tremendous explosion
of the shell when it lands is similar in effect to a barrage but even more dangerous.

When a Mega cannon is fired place a Barrage template over the target unit(s). Roll a D6 against the Armour value of
each unit under the template, if the D6 equals or beats the target's Armour value it takes 1 point of damage. The
tremendous power of a Mega cannon means that infantry armour bonuses for cover are ignored and each Mega
cannon attack places one Blast marker on the target detachment in addition to any other Blast markers that would
normally be placed.

Related information

Q&A: Mega Cannon 341

Pulsar
[Content from Rule Book page 34.]

The Pulsar is an Eldar weapon which demonstrates the consummate skill of the Eldar at constructing lethal laser
weaponry. The Pulsar fires rapid bursts of laser energy capable of reducing several targets to molten slag in a single
salvo.

When it is fired the Pulsar generates the equivalent of D6 Anti-tank shots which may be fired at targets within range.

89
Special rules

Related information

Q&A: Pulsar 342

Ripper Tentacles
[Content from Rule Book page 34.]

Ripper tentacles are a bio-engineered symbiote weapon used by Tyranid bio-Titans. They are metre-thick ropes of
muscle and sinew which are controlled by separate nerve bundles so that they writhe and strike with a mind of their
own.

When in close combat with another war engine the ripper tentacles can be wrapped around one close combat
weapon, preventing the opposing Titan from using it.

Super Lifta Droppa


[Content from Rule Book page 34.]

The Super Lifta Droppa is a powerful Ork weapon which defies the understanding of human tech-priests. It works by
latching a traktor beam onto the target and lifting it up into the air. The Ork Mekboys operating the weapon then try to
drop the contents of the traktor beam onto some other choice victims nearby.

The Super Lifta Droppa is used to pick up vehicles and war engines, infantry units can't be picked up. In order to grab
and lift a target you have to roll a D6 and beat its damage capacity (1 for vehicles; war engines have a Damage
Capacity of 3 or more depending on their type). The target can then be moved by up to 1 cm for each point the D6
score beats its damage capacity by before it is dropped. The dropped unit is destroyed automatically (roll for
catastrophic damage on war engines). Anything dropped on takes 1 point of damage on a D6 roll of 4, 5 or 6.

Related information

Q&A: Super Lifta Droppa 342

Vortex Missile
[Content from Rule Book page 34.]

A Vortex missile is a devastating one-shot weapon. When the missile is fired the warhead explodes into a whirling
vortex of energy which consumes anything in contact with it before it implodes. This ravening vortex is in effect a giant
warp hole like the one created by a Distortion Cannon and is particularly deadly against war engines.

When a Vortex missile is fired place a Barrage template over the target unit(s). Every unit under the template suffers the
equivalent of D6 Death Rayhits shots. Once the Vortex missile has been fired it is expended and may not be used
again during the battle.

Designer's note: We've found Vortex missiles to be rather too powerful except as a replacement for a Titan
weapon system. Therefore Vortex missiles are now limited to use by Titans only. Also note that Vortex missiles
inflict D6 Death Ray shots, not hits as noted in the rulebook.

[From Firepower #1 page 12.]

Related information

Deathstrike Missile 88
Deathstrike Missile variants 359
Deathstrike Missiles as Flyers 361

90
Special rules

Specialists and special abilities


[Comment: There doesn't seem to be any useful distinction between 'Specialists' and 'Special abilities', either in the
Rule Book or in the magazines. So, for the sake of simplicity and usability I have merged the abilities into a single
alphabetical list in this section. The original definitions that introduced the separate sections are as follows.]

Specialists

[Content from Rule Book page 35.]

Certain units, generally only infantry, can effectively change their characteristics by specialising in one particular
aspect of war. By varying what equipment they carry these units become better than normal in assaults, able to
move more quickly and so on. For example, Space Marine Devastators carry more heavy weapons than normal
Space Marine squads, giving them a longer range and better firepower. The army lists will tell you what specialists
you can buy for your forces; the powers of the various specialists are listed below [in this section].

Special abilities

[Content from Rule Book page 36.]

Special abilities are ones [abilities] which allow units to 'buck the rules' in some way. This is usually because the
units themselves are unusual due to their training, equipment or temperament. Some special abilities are integral
to particular units and as such will be included in their description; others can be purchased as upgrades for units
through the army lists in the same way as specialists. For example, an Imperial Guard command squad can
include a psyker, and if you pay the points for it that command squad will count as having the Psyker special
ability. On the other hand, a Space Marine Librarian is always a psyker — it's part of his unit description.

Related information

FAQ: Re-rolls 336

Artillery
[Content from Rule Book page 36.]

Artillery units are capable of arcing their fire up into the air so that it will go over intervening terrain. This means they
can fire at any target detachment within range even if they don't have a line of fire. Artillery units are also capable of
making a special preparatory bombardment attack. This is detailed fully at Artillery on page 108.

Assault
[Content from Rule Book page 35. Errata from Firepower #1 page 15]

Assault units are optimized for fighting in close combat with pistols, grenades, chainswords, axes and other hand-to-
hand weapons. While this gives these units a big advantage in close combat it means that their long range firepower is
greatly reduced.

Assault units count +1 to their normal Assault value but their weapons Range is reduced to 15cm.

Assault specialists with Heavy Weapons on page 93 keep a 45cm range but still have their Assault value halved after
adding +1 to it.

91
Special rules

Bridge
[Content from Firepower #4 page 6.]

[Experimental rules]

The unit can place a bridge over one river, stream, trench, ravine, or other such terrain which is up to 10cm wide. The
bridge is placed during the Rally phase and will remain in play even if the Bridge unit is destroyed.

Once the bridge is placed any normal unit may move across the bridge as normal terrain. A bridge may also be placed
against a cliff, wall or other vertical obstacle. Infantry units (only) may then cross the obstacle, but treat it as dangerous
terrain.

A unit can only place one bridge per game.

Brood Telepathy
[Content from Firepower #3 page 58 to 59.]

[Official rules]

The strong psychic link between [Genestealer Cult] brethren is denoted by the Brood Telepathy special rule which
simulates the Hive Mind telepathy between all the Cult members. This gives the Cult a very strong resistance factor as
they will only start to take Morale [Leadership] tests when all synapse creatures or equivalent are destroyed. For a
Genestealer Cult, I have taken these to be [these are] the Patriarch and Magus.

Cavalry
[Content from Rule Book page 35.]

On primitive, barbaric worlds in the galaxy cavalry still rule the battlefield and many armies of the 41st millennium still
use them for their speed and shock value. Cavalry are also useful in long range patrols and scouting missions
because they can forage for food as they go. Cavalry might be riding horses, cyboars, giant lizards, daemon steeds or
something even weirder depending on which army they're from.

Cavalry units have their Speed [value] doubled, and during the Assault phase their Speed [value] is tripled if they
charge into close combat. Because you can't ride a horse through a building very easily, take cover properly and so on
Cavalry [units] are counted as vehicles. Cavalry also add +1 to their Armour value, up to a maximum of 6+.

Close Support
[Content from Rule Book page 36.]

Close Support units are armed with weapons which are devastating at close quarters, such as firethrowers or heavy,
short-ranged cannon. The deadly supporting fire of these units makes a big difference in close combats.

Close Support units count their Firepower value in support during close combat, instead of only adding +1. Note that
they still use their Assault value if they are attacked directly so they do need to be used in support of other units.

92
Special rules

Deathwing
[Content from Firepower #2 page 14.]

Members of the [Dark Angels Space Marines] Deathwing are known for their unwillingness to back down in the face of
horror. To represent this the Deathwing special ability allows detachment members to automatically pass all
Leadership tests, and remove D6 Blast markers in the Rally phase (note the difference from the normal D6-1).

Engineers
[Content from Firepower #4 page 6.]

[Experimental rules]

[An Engineers] unit can clear one mine counter during the Rally phase by making an Assault move into the minefield.
This ability does not give the unit protection from mines. Check for hits from mines as normal when the unit moves into
the minefield.

The unit may create a fortification or barbed wire razorwire during the Rally phase by remaining stationary for an entire
tum. The unit may also destroy a fortification by assaulting it. Remove the fortification at the end of the Assault phase if
the unit is in contact with it and the Engineers unit's side wins the assault.

Related information

Fortifications 121

Flak
[Content from Rule Book page 36.]

Flak units are designed to shoot down enemy flyers, either by tracking their course with complex scanning devices and
then shooting at them or simply filling the skies with so much lead that flyers are bound to be hit by some of it. Details of
how Flak units work can be found at Flak on page 112.

Heavy Weapons
[Content from Rule Book page 35.]

Some units are equipped with more long ranged and potent weaponry than is normal for their type. Ork Shooty Boyz
and Space Marine Devastators are both good examples of infantry heavy weapons units. Of course the down side to
toting this amount of cumbersome weaponry is that the unit becomes more vulnerable in close combat.

Heavy Weapons units count +1 to their Firepower value, increase their Range to 45cm, but have their Assault value
halved (round up).

Hero
[Content from Rule Book page 36.]

Heroes are exceptional units or individuals which fight with tremendous bravery and warcraft. Being heroes they also
tend to get all the best equipment as well! Space Marine Captains and Ork Warbosses are both examples of Hero
[units]. Note that a vehicle with a tough, hard-bitten crew could be a 'Hero' just like an infantry squad.

93
Special rules

Hero [units] have a save (see Save on page 97) and their Assault value is doubled.

Hit and Run


[Content from Firepower #2 page 11.]

[Comment: This rule was originally published in the context of White Scars Space Marines detachments — but you may
see the same rule used in other contexts too.]

The White Scars attack from nowhere, unleash a devastating volley of fire or brief charge into close combat, and then
disappear as suddenly as they arrived. To represent this, White Scars detachments can always make a retreat move
after a close combat or firefight, even if they win. This enables them to attack the enemy and then withdraw to safety to
avoid an unfavourable assault or firefight from other enemy detachments close by.

This rule applies to every unit in the detachment, including support. Note that if they choose to make a retreat move
they will be destroyed as normal if they end their move within 15cm of the enemy.

Infiltrators
[Content from Rule Book page 37.]

Infiltrators are special units that are trained to scout ahead of a main force, sneaking through enemy lines to set up
ambushes, sabotaging installations and causing all sorts of trouble.

Infiltrators units count as being within command distance if they are within 60cm of their detachment HQ. They may
deploy up to 30cm outside the normal deployment zone, or add +30cm to their first move if they are not deployed at the
start of the battle. An Infiltrators unit which is more than 30cm from its HQ unit is still destroyed if it is broken in close
combat or a firefight.

Related information

Q&A: Infiltrate 343

Jump Packs
[Content from Rule Book page 35.]

Jump pack units are equipped with powered jets, wings, long legs or anti-gravitic devices which allow them to travel in
a series of very long, very high leaps. Jump pack infantry are a popular choice for many assault detachments.

Jump Packs units have their normal Speed [value] doubled and during the Assault phase their normal Speed [value] is
tripled if they charge into close combat. Because they can jump over terrain when they are moving, Jump Packs units
can ignore the effects of a piece of terrain as long as they don't end their move in it.

Kroot
[Content from Epic 40,000 #10 page 21.]

All Kroot and Kroot creatures are native of the jungle world of Pech and, as such, are well adapted to jungle fighting. To
represent the [Kroot units'] native skills they treat woods and jungle terrain as fortifications. They gain a +2 Armour
value when in jungles and woods instead of the usual +1.

94
Special rules

Medic
[Content from Firepower #4 page 6.]

[Experimental rules]

During the Rally phase, when [army] morale loss is calculated, a detachment that has at least one Medic [unit] counts
as having one less Blast markers for the purposes of [army] morale loss.

Related information

Army morale 118

Open Top
[Content from Firepower #1 page 18.]

[Experimental rules]

Up to half of the Transport capacity of the vehicle worth of infantry units may fire or melee as normal while being
transported but any Barrage or Heavy Barrage weapon automatically inflicts a hit on the passengers if it hits the
vehicle.

Ordo Malleus
[Content from Firepower #3 page 31.]

[Experimental rules]

An Ordo Malleus unit can double its Assault value in close combat with daemons.

Psyker
[Content from Rule Book page 37.]

Psykers have the power to manipulate energies from the alternate dimensions of the warp. They can use their powers
in many subtle ways but on the battlefield their attacks tend to be of the most violent and unsubtle kind: blasting targets
with spectral fire, obliterating enemies with astral lightning or destroying minds with brain bursting bolts of psychic
energy.

In a close combat or a firefight the side with the most [Psyker units] either supporting or participating will have a distinct
advantage and gains a +1 modifier. Also Fate cards (which are explained in the Battles Book [Fate cards on
page 123]) can be used to make a special Psychic Blast attack with Psyker units. Fate cards can also be used to nullify
psychic blasts by enemy [Psyker units ]as long as you have [Psyker units] of your own.

95
Special rules

Rampage
[Content from Rule Book page 37.]

Units which rampage fight with boundless ferocity in close combat, tearing into their opponents with a berserk fury
which gives no thought to their own survival.

Normally a unit only rolls 1 die to try to score hits in close combat. However, a unit that has the Rampage special ability
rolls 2 dice to score hits in close combat. Rampage units are so berserk that they may not retreat from combat. This
means Rampage units are always caught by the enemy and destroyed if they lose a close combat.

Related information

Q&A: Rampage 343

Rapid Fire
[Content from Rule Book page 37.]

The Space Marines of the lmperium are an elite fighting force trained to fight against impossible odds and win. Part of
their training to overcome the numberless hordes of the Emperor's foes is in the use of rapid fire. The Space Marines
hold their position and pour heavy and accurate fire into the enemy, often at point blank range.

Space Marine infantry units with the Rapid Fire ability double their Firepower [value] when they are in Overwatch.
Space Marine units with the Heavy Weapons specialisation may not use Rapid Fire.

Ravenwing
[Content from Firepower #2 page 9.]

The [Dark Angels Space Marines] Ravenwing may go onto special Dodge orders at the start of the Movement phase.
The detachment uses all of its speed and skill to make themselves a blur of movement, making it extremely difficult for
the enemy to accurately target them. Indicate this by placing the Order dice with the '!' face up next to the detachment.

If the Ravenwing is on Dodge orders the detachment may move normally in the Movement phase. All units in the
detachment may add +1 to their Armour value (up to a maximum of 6+) but must then halve their Firepower (rounding
up).

Recovery
[Content from Firepower #4 page 6.]

[Experimental rules]

If recovery vehicles are in play, any vehicles that are lost due to dangerous terrain are turned on their side rather than
removed from play. A vehicle with Recovery ability may recover these vehicles by moving into contact with them.
During the Rally phase the player may roll one die. On a roll of 1–3, the vehicle is lost to the dangerous terrain. On a
roll of 4–6, the vehicle is turned upright and may move as normal in the following turn.

96
Special rules

Save
[Content from Rule Book page 37.]

Some units can survive the most outrageous cataclysms relatively unscathed while lesser beings around them die like
flies. This might be because the unit is incredibly skilled, naturally tough, protected by superior armour or energy fields,
or simply so alien that many weapons can't harm them.

Units with the Save special ability get a saving throw against each hit inflicted on them. If they can roll a 4, 5 or 6 on a
D6 when they suffer a hit for any reason the hit is discounted and has absolutely no effect! Blast markers are still
placed on units which make their saves.

Related information

Q&A: Save 344

Skimmer
[Content from Rule Book page 38.]

Skimmers are units which are propelled by jet engines, wings, or anti-gravitic devices. Normally they hover just above
ground level but they are capable of boosting their height sufficiently to clear trees, buildings or other terrain.

A Skimmer unit may ignore terrain when it moves, but if it starts or ends its move in dangerous terrain it must still take a
dangerous terrain test. A Skimmer [unit] may also 'pop up' in the Shooting phase, rising above any blocking terrain so
that it can trace a line of fire over it when it shoots. A Skimmer [unit] which has popped up may also be shot at ignoring
any intervening terrain. A popped up Skimmer [unit] returns to ground level at the end of the Shooting phase.

Related information

FAQ: Skimmer pop-ups 337


Q&A: Skimmers 344

Space Wolves
[Content from Firepower #2 page 12.]

Space Wolves [Space Marines] are renowned for their ferocity in close combat, and any unit with the Space Wolves
ability adds +1 to their Assault value after doubling for the Hero ability or halving for Heavy Weapons, not before.

This rule only applies to Space Wolves infantry and Bikes, Attack Bikes and Land Speeders. Space Wolves armoured
vehicles, including Dreadnoughts, gain no additional benefit.

Stubborn
[Content from Rule Book page 38.]

Stubborn units are highly disciplined, heavily indoctrinated, well motivated or just plain 'ornery. When shells are
thundering down around them and the air is thick with enemy fire Stubborn units are liable to keep going when lesser
mortals quail and falter.

Stubborn units may re-roll the dice for any failed Leadership tests.

Related information

FAQ: Stubborn 336

97
Special rules

Supreme Commander
[Content from Rule Book page 38.]

Supreme Commanders are the guiding force of an army on or off the battlefield. They are tremendously inspirational
figures who can stop a rout or orchestrate a breakthrough simply by being in the right place at the right time. Each army
list contains an entry for Supreme Commanders; it is possible that an army may have a choice of more than one
commander.

Any detachment with its HQ within 30cm of the Supreme Commander unit becomes Stubborn so it may re-roll any
Leadership tests. Also, if the Supreme Commander unit (not just its bodyguard) fights in a close combat or contributes
its Firepower to a firelight then you may re-roll the dice for that close combat or firelight. If you re-roll the dice, you must
abide by the second result!

Transport (x)
[Content from Rule Book page 38.]

Transport units can carry infantry units, giving them more mobility on the battlefield. The 'x' designates just how many
units of infantry a Transport unit can carry, so if the notes for a vehicle say Transport (2) [then] it can carry two units of
infantry. Mounting or dismounting a Transport unit costs 5cm of both the Transport unit and the infantry unit(s)
movement for a turn. It is possible for infantry to mount up, be transported to a new location and then dismount at a cost
of 10cm movement to both the infantry and the transport.

Note that a Transport unit does not gain the special abilities of infantry which it is transporting. For example a Transport
[unit that is] carrying a Hero [unit] does not gain a Save or double its Assault value.

Tunneller
[Content from Firepower #4 page 34.]

[Official rules]

'The Governor stood deep within his command post. Without warning, the ground began to shake.
Looking out across the main hangar he saw the floor began to break up. Through the broken shards of
plascrete, massive screws appeared followed by the bodies of various sized digging machines pushed
forward on massive thrusters. With a venting of gas, locking bolts fired clear of the vehicles to allow their
contents of assault troops to disgorge directly into the heart of the fortress.'

There are times when the best way to deploy troops is from underground. When this is the desired course of action,
specialist tunnelling vehicles are deployed. The most common are the Mole and the Termite. While these vehicles are
maintained by the Imperial Guard they are used to deploy both Imperial Guard and Space Marines.

l Termites, Moles and Hellbores [Units with the Tunneller ability] operate exactly the same as Drop Pods; the only
difference is that the Termite, Mole or Hellbore [Tunneller unit] that replaces the Drop Pod counter remains on the
tabletop and may continue to act as a normal detachment or war engine. Before deploying Tunnellers make sure
that you have clearly indicated which units are occupying which vehicles.
l Like Drop Pods, Tunneller detachments always count as Reserves.
l Termites, Moles and Hellbores [Tunneller units] do not count as Drop Pods in Planetary Assault scenarios, but may
be deployed with their free transport vehicle.

98
Special rules

Related information

Drop pods 122


Reserves 121

Vehicle variants
[Content from Epic 40,000 #2 page 10 to 11.]

[Experimental rules]

Until now it has been common to represent different vehicle variants in Epic with the same set of characteristics. For
example, all of the different Ork battlewagons are represented by the same set of characteristics. This has been
something of a bone of contention between the old school ‘Net Epic’ and Space Marine players who love the detail of
the old system (where such vehicles were different, and the new breed of Epic 40,000 who love the playability and
greater tactical depth of the new game. Now, it will come as no surprise to hear that I place myself firmly with the later
group. However, both myself and fellow Epic 40,000 designer Andy Chambers have come to feel that we can allow for
some variation between different types of broadly similar vehicles, just as long as we’re careful not to end up disrupting
the smooth Epic game system as we do so.

The answer we feel is to apply the principles of the ‘Specialists’ and ‘Special Ability’ rules to variant vehicle designs, in
much the same way that they apply to infantry units. For example, an Imperial Guard Heavy Weapon squad is shown in
the Guard list by the notation ‘As Imperial Guard +Heavy Weapons’. It seemed to us that we could apply just the same
principle to vehicles as well, representing, for example, the old DeathRolla by the notion ‘As Battlewagon +Assault’.

Unfortunately just using the existing Specialist rules didn’t always work, so we’ve come up with the following list of
‘Vehicle Variant’ special rules. In this issue of EpicMag we make use to these new rules and principles in the articles
about the Leman Russ Tank variants and in the new 3rd edition Ork Detachment rules. We also expect to use these
rules in future articles about other tank variants.

Tank variants
Sometimes models of a common vehicle will be modified to carry out certain specialised tasks. Just like specialist
infantry, the vehicles are modified to become better in assaults, fire at longer ranges, act as transport vehicles, and so
on. For example, the Leman Russ Conqueror is a variant of the Leman Russ with a lighter gun that allows it to shoot
more easily on the move, allowing it to move more quickly around the battlefield. The effect of these different vehicle
variants on the Epic rules are listed below in this section.

Important: Sometimes the ‘vehicle variant’ rules may apply to a unit which is ‘technically’ an infantry unit under the
Epic rules (a variant artillery piece, for example); this makes no difference to the way that the rules in this section are
applied.

In addition the rules in this section can be applied to flyers; once again this makes no difference, except that
modifications that would reduce the flyers speed instead reduce both the flyer’s assault values by 1 each per 5cm of
movement reduction.

99
Special rules

Anti-personnel [ability]
[Content from Epic 40,000 #2 page 11.]

[Experimental rules]

The vehicle has had its normal weapons replaced with weaponry which can lay down a hail of fire that is especially
effective against infantry and light vehicles.

[Anti-personnel units] ignore their original Firepower value and instead count as being armed with an Anti-personnel
super heavy weapon. This is a new type of super heavy weapon which works as described at Anti-Personnel
[weapon] on page 87.

Assault
[Content from Epic 40,000 #2 page 11.]

[Experimental rules]

The vehicle has been modified to carry very short-ranged and close assault weapons such as flame-throwers and
spiked rollers.

Assault units add +1 to their normal Assault value but their Range [value] is reduced to 15cm.

Fast
[Content from Epic 40,000 #2 page 12.]

[Experimental rules]

The vehicle has been stripped of its heavier weapons and/or its armour to allow it to travel more swiftly across the
battlefield.

Fast vehicle variant [units] have their Speed value increased by +5cm. However their Firepower [value] is reduced by 1
point. If this would reduce the [unit’s] Firepower to ‘0’ then its Armour [value] is reduced by 1 instead.

Flak Battery
[Content from Epic 40,000 #2 page 12.]

[Experimental rules]

The vehicle has been modified to carry weapons and targeting equipment capable of engaging enemy flyers.

[Flak Battery units] have their Firepower value halved (rounding up), but gain the Flak special ability.

100
Special rules

Long Range
[Content from Epic 40,000 #2 page 12.]

[Experimental rules]

The vehicle's main armament has been extended and it can now shoot at a greater range.

[A Long Range unit's Range value] is increased by 15cm but due to the extra weight of the larger gun the [unit's] Speed
[value] is reduced by 5cm.

Self-propelled Artillery
[Content from Epic 40,000 #2 page 12.]

[Experimental rules]

The vehicle's normal weapons have been replaced with one or more long range artillery pieces.

[A Self-propelled Artillery vehicle unit's Range value] is doubled, but it may not fire at targets which are closer than its
original range (i.e. a [unit] with a Range [value] of 30cm would have a new Range [value] of 30–60cm). In addition the
[unit] can now use the artillery special rules [as at Artillery on page 108].

Shootier
[Content from Epic 40,000 #2 page 12.]

[Experimental rules]

The vehicles normal weapons have been supplemented by additional weapons which increase its firepower. However
the extra weight of the weapons and their ammunition slows the vehicle down.

[A Shootier unit’s Firepower value] is increased by 1, but its Speed [value] is reduced by 5cm. [Shootier units] with Anti-
tank or Anti-personnel super-heavy weapons receive one extra shot instead. [Shootier units] with Barrage super-heavy
weapons improve to Heavy Barrage instead.

Siege
[Content from Epic 40,000 #2 page 12.]

[Experimental rules]

The vehicle has been modified to carry short-ranged weapons designed to support other troops making an assault
against fortifications.

Siege units count as having the Close Support special ability but their Range [value] is reduced to 15cm.

101
Special rules

Tank Destroyer
[Content from Epic 40,000 #2 page 12.]

[Experimental rules]

The vehicle’s main gun has been replaced with a new gun designed to be especially effective against enemy
armoured vehicles.

[Tank Destroyer units] ignore their original Firepower value and instead count as being armed with an Anti-tank super
heavy weapon.

War engines
[Content from Rule Book page 39.]

War engines include all very large fighting machines, such as Titans, Ork Gargants and Imperial super heavy tanks.
The main difference between a war engine and a normal unit is that the war engine has a Damage Capacity
(sometimes referred to as 'DC') which shows how many hits it can take before it is destroyed.

Each type of war engine has a data sheet. An example of a War Engine data sheet is included at War engine data
sheets on page 107.

War engine movement


[Content from Rule Book page 39.]

War engines are not allowed to March or enter Overwatch, but they also don't need to be given Assault orders to move
or attack in the Assault phase (see War engines in close combat on page 106).

War engines are huge, ponderous giants so they cannot turn or manoeuvre as quickly as vehicles and infantry. War
engines must generally travel directly ahead when they make their move, though they may turn by up to 45 degrees for
free as part of their move. War engines can make more turns but their speed is reduced. Any additional turns cost 5cm
of the war engine's move per 45 degrees (or fraction of 45 degrees) turned.

Example: War engine movement


The Great Gargant, Korps Grinda, is advancing on the
Space Marines. It has a Speed of 15cm. However, it
must negotiate the woods ahead. It moves forward
5cm, then takes its free 45° turn. It then moves forward
5cm and spends its last 5cm of movement making
another 45° turn towards the Space Marines to bring
its weapons into position.

War engines must make Dangerous Terrain tests just like any other unit. If the test is failed the war engine is unable to
move into the dangerous terrain. Even if the second roll indicates the war engine suffers a hit there is no chance that it
will inflict critical damage (see War engine critical damage on page 105).

102
Special rules

Designer's note: Reverse movement

As an additional bonus Baneblades, Shadowswords and Battle Fortresses may move backwards by going into
reverse gear. It costs 5cm of the super heavy tank's movement to make a move in reverse gear, the movement
cost is paid in each phase the superheavy tank uses any reverse movement.

[Content from Firepower #1 page 13.]

War engine orders


[Content from Firepower #1 page 14.]

Designer's note: A little while ago Big Pete showed me a set of War Engine orders that the guys down at his club
had cooked up (see also 'Is there anybody out there?' Citadel Journal 27). I've used these in a number of games
and they do a fine job of putting war engines on a more even footing with infantry and vehicle detachments —
especially by giving them an opportunity to use Overwatch (heh! heh! heh!).

Remember! Immobilised war engines may not use special orders. If they are immobilised while special orders
are in effect the orders are cancelled and the war engine is treated as being immobilised under normal orders.

Overwatch

The war engine pauses in its advance to unleash a rapid salvo or a more accurate one.

1. The war engine may move as normal in the Movement phase.


2. In the Shooting phase it may either:
l Fire in the vehicle and infantry Shooting phase, or
l Fire in the war engine Shooting phase with re-rolls to hit.
3. In the Assault phase it may make one turn but may not move otherwise.

March

The war engine shifts power from weapons to engines in order to get into battle.

1. The war engine may move at triple its speed in the Movement phase, but may not move at all in the Assault phase.
2. The war engine may only its free turn, it may not expend 5cm of its move for additional turns.
3. The war engines fire power is halved in the shooting and Assault phases. Super heavy weapons need to lock on by
rolling a 4+ in order to fire.
4. The war engine's assault value is halved.

Assault

The war engine closes rapidly without halting to fire to cut clown on enemy targeting opportunities.

1. The war engine's firepower is halved in the shooting and Assault phases. Super heavy weapons need to lock on by
rolling a 4+ in order to fire.
2. Any firing against the war engine is treated as being against a vehicle or infantry detachment rather than a war
engine.
3. The war engine may use close combat weapons against vehicle and infantry opponents in order to double its
assault value.

103
Special rules

Flak

The war engine uses its superior sensors to detect enemy flyers early in their attack runs and plot fire solutions to
counter them.

1. The war engine may not shoot in the Shooting phase as all guns are pointing skywards.
2. May Snap-fire at any enemy flier within arc and range of at least one operable weapon.

War engines and Blast markers


[Content from Rule Book page 40.]

War engines always count as having the special ability Stubborn so they may re-roll the dice when they take a
Leadership test in order to move. They also add +1 to the dice roll if their starting Damage Capacity was over 15.

Note that if a war engine fails to move because it doesn't pass a Leadership test it doesn't count as immobilised for the
purposes of shooting.

Shooting with war engines


[Content from Rule Book page 40.]

War engine detachments do their shooting after all vehicle and infantry detachments have completed theirs. Draw
initiative again for the war engines shooting and then alternate firing war engine detachments, starting with the player
who won the initiative.

War engines usually mount multiple weapons, either batteries of heavy weapons or individual super heavy weapons.
A war engine can split its firing between several target detachments if desired, but the Firepower of individual weapon
batteries may not be split up.

War engine heavy weapon batteries may combine their firepower together if they are shooting at the same target
detachment. Super heavy weapons are fired individually.

Each war engine data sheet shows the arcs of fire for the various weapons carried by the war engine. A weapon may
only be fired at targets that fall within its fire arc and are also in range and line of fire of the war engine.

War engine fire arcs

The various weapon mounts on a war engine are limited in their field of fire. The different fire arcs are:

l Left/right side — The weapon has a 180° field of fire to that side.
l Front — The weapon can fire in an arc 90° to the war engine's front.
l All round — The weapon has 360° traverse and can fire all round the war engine.

104
Special rules

Related information

FAQ: Classifying war engine weapons 334

Shooting at war engines


[Content from Rule Book page 41.]

Shooting at war engines is resolved in the same way as normal shooting, although war engines have their own target
category on the Shooting Table Firepower table on page 448. Some critical damage (see War engine critical damage
below) immobilises war engines and makes them easier to hit. Immobilised war engines in the open are not listed in
the categories because they are such huge targets that attackers roll one hit dice for every point of Firepower directed
at them.

Unlike normal units, war engines are able to absorb more than one hit before they are destroyed. The number of hits a
war engine can take is shown by its Damage Capacity. Each hit scored will reduce the war engine's Damage Capacity
by 1 point, and the war engine is only destroyed when its Damage Capacity is reduced to 0.

We've included some tiny dice so that you can use them to conveniently mark lost damage points on war engines by
placing them behind the war engine model. Alternatively you can note the damage on a piece of paper or use some
other method if you wish.

War engine detachments


[Content from Rule Book page 41.]

War engines are organised into detachments consisting only of war engines, and may not be included in detachments
with other types of units. Most war engine detachments consist of a single unit but super heavy tanks, Scout Titans and
other small war engines can be fielded in larger detachments. When firing is resolved against these detachments don't
forget that any hits scored have to be distributed evenly amongst the war engines which are within the range and line
of fire of the attackers.

War engine critical damage


[Content from Rule Book page 41.]

The weapons used in the lmperium are so destructive that they have the ability to destroy or severely damage even the
largest target if they hit it in the right place. To represent this, any hit on a war engine has a chance of causing critical
damage.

Roll a D6 for each hit scored on a war engine. On a roll of 1–5 the target suffers no extra damage. On a roll of 6 the hit
has caused critical damage and a further 2D6 roll must be made on the Critical Damage Table on the war engine's
data sheet to find out what has happened to the war engine.

The Critical Damage Table describes what systems, if any, are damaged by the hit. It also tells you how many extra
damage points are deducted from the war engine's Damage Capacity.

In addition to causing extra damage points critical damage can disable weapons, start fires, cripple engines and so on.
These special effects are described in detail on the individual war engine data sheets, but suffice to say they range
from minor irritations to major catastrophes depending on how high the 2D6 roll was.

105
Special rules

Certain results indicate the war engine is 'immobilised', mark it with the Order dice. An immobilised war engine cannot
move and is easy to shoot at. Many damage results cause special effects on the war engine 'until repaired'. You may
attempt to repair each damaged system on a war engine in the Rally phase, after broken detachments are rallied. Roll
a D6 for each repairable system: the system is repaired on a roll of 4, 5 or 6.

War engine catastrophic damage


[Content from Rule Book page 42.]

Once a war engine has its Damage Capacity reduced to 0 it suffers catastrophic damage and is destroyed. The death
throes of such massive machines are spectacular and can devastate a wide area, raining destruction on friend and foe
alike. If a war engine is destroyed roll a D6 and look up the results on the Catastrophic Damage Table on its data
sheet.

War engine shields


[Content from Rule Book page 42.]

Many war engines are protected by banks of power field or void shield generators. Both types work in a similar way,
each generator raising an energy field which is able to absorb 1 hit before being knocked 'down'. Each hit that is
absorbed will have no effect on the war engine itself and no critical damage rolls are made. When all of a war engine's
shields are down any further hits will cause damage as normal. Use the tiny dice to mark lost shields by placing them
just in front of the war engine to show the number of shields remaining.

The main difference between the two types of shield is that power fields are destroyed as they go down, while void
shields can be repaired and raised again. In the Rally phase of each turn, roll for each 'downed' void shield — on a roll
of 4, 5 or 6 it comes back on.

War engines in close combat


[Content from Rule Book page 42 to 43.]

War engines may always move in the Assault phase, and can charge into close combat if the player desires. Moving in
the Assault phase does not affect the war engine's ability to shoot in the Shooting phase in any way; it always fires at
full effect.

War engines have an (exceptionally high) Assault value noted on their data sheet. Fortunately for lesser units more of
them can fight against war engines in close combat.

Ordinary units can only be ganged up on by a maximum of two enemy units, but war engines can be attacked by a
number of units equal to half of their starting Damage Capacity. Units attacking a war engine in close combat must be
in contact with the war engine model or its base.

War engines can also do a lot more damage in close combat. Instead of rolling a single hit dice for each war engine in
base-to-base contact with enemy unit(s), roll a number of hit dice equal to half the war engine's remaining Damage
Capacity, rounding up. Note that a war engine can't destroy more units than it is fighting even if it scores excess hits.

Each enemy unit fighting back against a war engine rolls a hit dice as described in the Assault rules. Again, the limit of
two attackers per defending unit does not apply if the defender is a war engine; the number of units which can roll for
hits against a war engine is equal to half of its starting Damage Capacity. Hits scored in close combat ignore void
shields and power fields and damage the war engine directly. Roll for critical damage normally.

106
Special rules

Example: War engine close combat


The Great Gargant Korps Grinda has managed to
assault the Space Marines. In the subsequent close
combat, when rolling for hits the Ork player rolls 9 dice
to kill the Space Marines, as this is half its damage
total. The Space Marine player may still only roll a
number of dice equal to the number of units in contact
— in this case, 4 dice.

War engines supporting close combats


[Content from Rule Book page 43.]

Unlike normal units, war engines are allowed to support other detachments which are in close combat. In order to lend
its support to a close combat a war engine must be within 15cm of an enemy unit which is fighting in, or lending
support to, the combat and the war engine can't be in close combat itself. The supporting fire of a war engine adds a
bonus equal to half the war engine's current Damage Capacity.

The number of Blast markers a supporting war engine is carrying is not counted in the close combat itself and war
engines that support close combats do not take any Blast markers if they are on the losing side. Each war engine can
only support one close combat in each player's Assault phase.

War engines in firefights


[Content from Rule Book page 43.]

War engines participate in firefights just like other units. They may use any weapon batteries which have enemy units
in their fire arc and who are within 15cm. Super heavy weapons count as having a Firepower of 1 in firefights.

No retreat, no surrender
[Content from Rule Book page 43.]

War engines can never be broken, and do not retreat if they lose a close combat or a firefight. They don't take a hit for
failing to retreat more than 15cm from the enemy.

Related information

FAQ: Starting the turn in contact with the enemy 334

War engine data sheets


[Content from Rule Book page 44.]

This is the data sheet for an Ork Gargant. Data sheets for this and all the other war machines can be found in the
Armies book [Armies on page 190].

107
Special rules

Artillery
[Content from Rule Book page 45.]

Most armies include some form of artillery, be it the powerful siege artillery of Imperial armies, the 'Big Gunz' of Ork
armies, or the silent but deadly web spinners of the Eldar. All these different forms of artillery share a number of
common traits, which are described in this section. All artillery units include the word 'artillery' in the notes section of the
unit's data sheet.

Related information

Artillery ammunition variants and options 362


Artillery true range and accuracy 364

Indirect fire
[Content from Rule Book page 45.]

Artillery can fire indirectly by shooting over terrain that gets in the way and would normally block their line of fire.
Therefore artillery units only need to be within range of their target to fire at it, they do not need a line of fire.

108
Special rules

Preparatory bombardment
[Content from Rule Book page 45.]

Artillery units can opt to open fire in the Movement phase, laying down a preparatory bombardment which will 'soften
up' the foe before an attack is launched or disrupt an enemy assault before it moves forward.

To undertake a preparatory bombardment, place a marker dice to show the 'special orders' or "!" face by the
detachment at the start of the Movement phase, before initiative is drawn. This shows that the artillery units in
the detachment can fire a preparatory barrage in the Movement phase instead of moving.

The preparatory bombardment can be fired at the start or end of the opposing player's movement. Work out the attack
using the normal Shooting rules, but only the artillery units in the detachment will fire.

Note that if the artillery from a detachment fires a preparatory bombardment, then the artillery units can't move. Any
other units from the same detachment may move up to 5cm. After the bombardment has been fired you can put the
entire detachment on Overwatch if you wish, but the artillery units may not fire again that turn. Units firing a preparatory
bombardment are not actually on Overwatch orders and so get no re-roll for their firing.

Related information

Special moves 68

Flyers
[Content from Rule Book page 46.]

Flyers are not set up with other units. They are kept off table (where it can be imagined they are 'in orbit' or stationed at
a nearby airbase) but can fly onto the board in the player's Movement phase. Each detachment of flyers can fly one
mission in a turn. Missions that can be flown are: Ground Attack, Intercept, or Transport. Players take it in turn to say
which mission each of their detachments will fly at the start of the turn, starting with the player whose army has the
lower Strategy Rating.

Related information

Q&A: Flyers 344

Rearming and refuelling


[Content from Rule Book page 46.]

After completing each mission a detachment of flyers must miss its next turn rearming and refuelling. You can use the
card airfields supplied to keep track of your flyers' readiness.

Ground Attack (flyer mission)


[Content from Rule Book page 46.]

1. Ground attacks take place in the player's Movement phase. The flyer enters the board anywhere along any table
edge. Place the flyer(s) on the edge of the table. This shows the start of their 'ground attack run'.
2. Flyers have an unlimited move, but can only travel straight ahead. Enemy units can Snap-fire at them as they move.
However, unlike other units, flyers don't have to halt when snap-fired at.

109
Special rules

3. The flyer may halt its move at any point and make its 'ground attack'. Work this out as normal using the flyer's
Firepower or other attack. The target detachment must be in the flyer's forward 90° arc, and in range. Don't worry
about line of fire (the flyers can climb high enough to see over any intervening terrain).
4. After the flyers have made their attack, they are assumed to hit the after-burners and disengage by climbing straight
back up into orbit or high altitude. Remove them from the table — you may use them again after they have rearmed
and refuelled.
5. If the flyers are in a detachment they are all placed at the same time, and must all be facing in exactly the same
direction. They move together 'in formation', and must all deliver their attacks at the same time (though not
necessarily at the same detachment).

Related information

FAQ: Robin's flyers house rule 334

Transport (flyer mission)


[Content from Rule Book page 46 to 47.]

1. Transport flyers are placed and move in exactly the same way as those on a ground attack mission. However, when
a transporting flyer fires its Firepower is halved and super heavy weapons need to roll a 4+ on a D6 to lock on and
shoot. Other flyers in the same detachment that are not transporting troops fire at full effect.
2. After shooting. the transporting flyers disgorge their cargo at the point where they made their attack. The units being
dropped off lose 5cm from their move as normal; the flyer is unaffected. Troops landed by flyer can be ordered to
Assault on the turn they land. They may not go into Overwatch or March.
3. Flyers with a transport capacity can carry troops from other detachments in the same army, in which case they are
kept off-board with the flyers until deployed. If the transport is destroyed while carrying units, then any transported
troops are lost with it (no 4+ saves in this case!).
4. If all of the units in a ground detachment can't fit into the available transport flyers at the same time, then any excess
are left behind and can be brought into play on a future turn. Note that troops brought in later like this will be out of
command unless landed within 30cm of their HQ. Also note that it is a very good idea for the HQ to be in the first
wave!
5. After transport flyers have disgorged their cargo, they take off and disengage by climbing straight up. Remove them
from the table — you may use them again after they have missed their next turn to rearm, refuel and load their next
cargo.

Related information

FAQ: Big Fella's 329


Carrying non-infantry units 356

Evac! Evac! (flyer mission)


[Content from Firepower #1 page 20 to 21. (Also White Dwarf #214 page 94.)]

As well as rapidly deploying troops into key areas of the battlefield, another use of transport flyers is to airlift troops out
of danger or swiftly relocate them from one part of the war zone to another. This introduces the possibility of another
flyer mission — Evac (short for evacuation, if you hadn't already guessed). You can only use Evac missions if you have
first agreed to do so with your opponent — this is an optional rule, not a sovereign right!

1. Flyers on Evac are placed and moved just like flyers performing a Transport mission. They may also shoot in the
same way — their Firepower is halved and any super heavy weapons require a 4+ to lock-on and fire.
2. After shooting the flyer must remain where it is until the end of the Movement phase. The troops being evacuated
are allowed to make a 20cm retreat move, just as if they were Broken. This means they can move even if they are
marked by lots of Blast markers. As usual, the troops must sacrifice 5cm of their movement to board the flyers.
Flyers which are attacked while on the ground (example: by a preparatory bombardment) are treated like normal
vehicles — there is no chance they will be driven off, a hit is a kill.
3. At the end of the Movement phase the flyer takes off and zooms back to its base, taking any evacuated units with it.

110
Special rules

4. When the last unit in a detachment is evacuated it loses any Blast markers (removing these does not affect Army
Morale). From the next turn onwards the detachment counts as being a flyer detachment in reserve and you should
roll to see if it is combat-ready in subsequent turns. When it becomes available it may be returned to the battlefield
using a standard Transport mission. The evacuating flyers must refuel and re-arm for a turn as normal.

Counter-strike (flyer mission)


[Content from Firepower #1 page 21. (Also White Dwarf #214 page 95.)]

Achieving supremacy in the skies is a key part to winning a battle. If your flyers can ground attack the enemy without
risk of interception they will cause your opponent untold amounts of grief. Air superiority can be achieved in a number
of ways. Some commanders put their faith in the ability of their interceptors to shoot the enemy out of the sky in a
dogfight. Some armies rely on their superior batteries of anti-aircraft guns. Other army leaders prefer to hit the enemy
when they are most vulnerable — while they are on the ground! The new counter-strike mission detailed below allows
you to send your flyers on a ground attack on the enemy airbase. You can only use counterstrike missions if you have
first agreed to do so with your opponent (though I'd recommend them as they can be very entertaining...).

1. Flyers performing a counter-strike may be intercepted by enemy flyers, just like a Ground Attack or Transport
mission.
2. The defender may roll one Snap-fire attack at each attacking flyer to represent the anti-aircraft defences around
their base.
3. Any enemy flyers performing a mission this turn are not affected by the counter-strike — they are already in the air.
Enemy flyers that are re-arming can attempt to scramble. Roll a D6 for each flyer, if the score is equal to or less than
the flyer's dogfighting value it has managed to scramble and flies clear before the strike hits home. Any models
which roll over their dogfight value or are being repaired are potential targets.
4. Work out the attack of the Counter-strike just as if the flyers were performing a Ground Attack, treating all the enemy
flyers on the ground as a single vehicle detachment in the open. The attackers are assumed to be in range and the
player performing the Counter-strike mission can allocate hits to any enemy since there are no closest models.
Attackers with a Barrage count as having a Firepower of 2 each (Heavy Barrage as 4) when performing a Counter-
strike. Flyers on the ground are destroyed if they are hit — there is no chance of them being driven off. This attack
does not place Blast markers.
5. Flyers that have performed a Counter-strike must re-arm and refuel as normal next turn.

Intercepting (flyer mission)


[Content from Rule Book page 47.]

1. Instead of having an Assault value, flyers have a 'Dogfight value' shown as two numbers like this: "2/2". The first
number is the flyer's 'Intercept value', and represents its speed, agility and overall manoeuvrability. The second
number is its 'Gunnery value', and represents how much firepower it can bring to bear against an opponent if it can
get them in its sights.
2. When an opposing flyer detachment is placed on the table to carry out a Ground Attack, Transport or Intercept
mission, you may declare that you want to intercept it with one of your own flyer detachments if it is on an Intercept
mission. Place your interceptors by the enemy detachment to show what is going on.
3. Starting with the flyer with the highest Intercept value, each flyer is allowed to attack one enemy flyer. In the case of
a tie flyers on an Intercept mission attack first. If both detachments are on Intercept missions and have the same
Intercept value alternate attacks, starting with the player who won the initiative.
4. Each flyer attacks individually, rolling a number of to hit dice equal to its Gunnery value. Each dice that equals or
beats the target's armour scores a hit. Apply any damage on the target immediately and then move on to the next
attack.

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Special rules

5. Once all of the flyers involved in the combat have attacked, remove the interceptors from the table. Any surviving
flyers on Ground Attack or Transport missions then carry on with their mission.
6. Detachments on Intercept missions do not have to refuel and rearm until they have attacked an enemy flyer
detachment, so they can potentially 'loiter' over the battlefield for several turns if they do not attack.

Related information

FAQ: Intercepting interceptors 333

Flak
[Content from Rule Book page 47 to 48.]

Some units are noted as being 'flak' units. Flak units are specially designed to be able to attack flyers. A detachment
containing flak units may be placed on alert when flyer missions are being declared. If you want to do this, mark the
detachment with an Order dice showing they have special orders ('!').

Designer's note: Overall, using flak vehicles seems to be a waste of time unless you're protecting an immobile
target like an artillery battery. In order to make flak units a bit more useful the following rule now applies.

Flak units may Snap Fire at flyers and drop pods at up to their maximum range, no special orders are needed.
Note, however, that any special abilities the flak unit has do not apply to snap shots (i.e the Fire Prism's Anti-tank
ability). If on special (!) orders the flak unit works as described in the rules.

By way of a clarification it is possible to place a detachment on special orders and have the flak units fire at flyers
and the artillery units prep barrage. The intention to use a preparatory barrage must be stated at the time when the
order dice is placed on the flak to put it on alert.

[From Firepower #1 page 13.]

Flak units on special orders may not move or fire in the Shooting phase, they fire at flyers in the Movement phase
instead. Other units in a detachment on special orders count as being on Overwatch, so they can move 5cm and re-roll
any misses in the Shooting phase.

A flak unit on special orders can shoot at enemy flyers if any part of their flight path is within the unit's range. Roll 1 D6
per point of Firepower the flak unit has. Each dice that equals or beats the flyer's Armour value scores a hit. A flak unit
can split its firepower amongst several flyers if you wish. Once a flak unit has rolled 1 D6 for each point of its firepower
it has completed all of the firing it can do in one turn.

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Special rules

Example: Flyers and flak

A. A squadron of 5 Ork Fighter-bomberz starts a Ground Attack mission. The squadron is placed on the table
edge. However, the lmperium has a squadron of 5 Thunderbolt fighters on an Intercept mission. These dive
into the attack and are placed next to the Fighter-bomberz. The Thunderbolts fire first because they are on an
Intercept mission. They are unlucky and only drive off two Ork planes while two of their own number are driven
off and one is destroyed. The Thunderbolts then return to orbit.
B. The remaining Fighter-bomberz move towards the Space Marines. As they pass over the battlefield they are
attacked by an Imperial Hydra on Flak special orders. It shoots down 1 Fighter-bomber and the rest of its
detachment counts as having Overwatch orders for the rest of the turn.
C. The Fighter-bomberz reach their target. However, the Ork player has slightly misjudged the distances and a
Space Marine unit snap-fires at one of the flyers, missing it. The last 2 Fighter-bomberz resolve their barrage
attack before leaving the battlefield.

Hits on flyers
[Content from Rule Book page 48.]

Roll a D6 each time a flyer takes a hit. If the dice roll equals or beats the flyer's Armour value then the flyer has been
shot down and is destroyed. If the dice roll is less than the flyer's Armour value then it has only been damaged. A
damaged flyer aborts its mission immediately: remove it from play. It must spend the following turn being repaired, and
then be rearmed and refuelled on the turn after that.

Blast markers on flyers


[Content from Rule Book page 48.]

Flyers don't pick up Blast markers at all. They can never take part in close combats or firefights, and can never be
broken.

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Battles

Battles
Fighting [How to fight] an Epic 40,000 battle.

[Content from Battles Book page 4.]

So — you've got your armies together, you've read the rules and you're ready for a game. In order to play a game the
players must do a bit of preparation first. Here's the check list:

l Pick a scenario, and decide who will be the attacker and who will be the defender, if this is required by the
scenario.
l Sort out the troops that make up the armies.
l Set up the terrain on the wargames table.
l Deploy the armies.
l Fight the battle!

Picking a scenario
[Content from Battles Book page 4.]

There are a number of scenarios included with Epic 40,000, the details for which are listed later. Refight 1: Gogard's
Last Stand! on page 140 and Refight 4: The Sulphur River on page 150 are probably the simplest scenarios and so
are a good starting point.

The scenarios are split into two broad categories: Refights and Battles. Relights are based on a situation that
occurred in a battle in the Warhammer 40,000 universe and offer you a chance to relight the battle using your own
army. The Battles scenarios are more generic, and are designed to recreate situations that occur again and again on
the battlefields of the 41 st millennium (or any other millennium, for that matter!).

Some of the scenarios use special rules for things like fortifications, morale and so on. All the scenario special rules
can be found grouped together in their own section.

Picking a scenario can be a bit of a bind sometimes so we've laid out the scenarios in a table format below which lets
you generate one randomly. This isn't the only way to pick a scenario — it's far better to decide on a fun-sounding one
with your opponent or start a mini-campaign by playing each one in turn, but you can always just roll randomly to
decide if you like.

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Battles

Scenario generator chart (roll a D6)


1 2–5 6
Historical Refights. Roll Battles. Roll a D6: The Fog of War on
a D6: page 161
1. Refight 1: Gogard's Last Stand! on 1. Battle 1: Meeting Engagement on
page 140 page 154
2. Refight 2: Rescue on page 145 2. Battle 2: Escalating Engagement
on page 155
3. Refight 3: The Hellblade Mountains 3. Battle 3: Dawn Assault on
on page 147 page 156
4. Refight 4: The Sulphur River on 4. Battle 4: Blitzkrieg! on page 157
page 150
5. Refight 5: Breakout on page 152 5. Battle 5: Ambush on page 158
6. Re-roll or count as The Fog of War 6. Battle 6: Planetary Assault on
on page 161 page 160

Forces
[Content from Battles Book page 5.]

Before you can play a scenario you will need to decide what forces are involved — in other words what vehicles,
troops, war engines and flyers are in each army. The historical relights can be played by any forces, though the original
sides which fought are noted at the end of the scenario. However, with the Battles scenarios it's up to the players to
decide what forces will be used by picking their own armies to a certain points total.

When you are picking an army to a points total you obviously need to decide how many points you will be using. This is
best done when you first arrange the game and are deciding on a time and place for the battle to take place, rather
than actually at the start of the battle itself. For example, you might say something like "Let's play a 2,000 point Epic
battle at my house next Sunday". Remember that you don't necessarily have to decide what scenario you're going to
play at the same time as deciding on the forces, it's a lot of fun to try and pick an all-round battle force which can fight
(or at least try to fight) in any scenario.

The choice as to exactly how many points you use will be limited by the number of miniatures you have to play the
game (can you actually field a 6,000 point force?) and how long the game will last (do you really have the 8 or more
hours required to complete a 6,000 point game?). You should also take into account the type of forces you will be
using. Games that consist mainly of war engines tend to play faster than games that involve a lot of vehicles and
infantry, for example.

On the whole, 1,500–2,000 points will provide an interesting game for two players that can be completed easily in an
evening. A battle of 3,000 to 5,000 points will make for a longer game and it's a good idea to have two players a side to
handle all the forces (and bicker over tactics). Anything over 5,000 points should be saved for marathon sessions when
you've got a group of players and at least a full day to play the game.

In general the best rule of thumb for what size of army to choose is the size of playing area. A traditional full-size
wargames table is 6 to 8 feet (approximately 180cm to 240cm) wide by 4 to 6 feet broad (120cm to 180cm). This should
not be taken as an absolute limit — 12' by 6' makes a good playing area but is difficult to squeeze into most houses.

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Battles

A good guideline to use is a maximum limit of 10 to 20 points per centimetre of table width (eg, 2,400 to 4,800 on an 8'
wide table). The amount of overcrowding that will happen depends primarily on what forces are involved, Orks always
need far more room to fight than the lmperium for example. You'll quickly get an idea of what forces suit your playing
area, just bear in mind that it's hard to be tactical when everything's shoulder to shoulder — it looks great of course so
you may not care about that anyway.

Terrain
[Content from Battles Book page 5 to 6.]

Set up the terrain for the battle in any mutually acceptable manner. A random 'terrain generation system' is included at
Random terrain generators on page 129, but a better alternative is for one player to set up the terrain, and for his
opponent to pick which table edge he will set up on. When you set up the terrain for a battle try to ensure that it makes
some kind of sense and has a bit of 'internal logic' to it. For example, if you have a cluster of buildings by a river make
sure that there's a bridge, a ford or a wrecked bridge at least connecting the buildings to the rest of the world on the
opposite side of the river.

Likewise, if a road terminates abruptly in the middle of nowhere it usually leads to something like a building, a farm, a
mine or whatever. By actually investing a little bit of time and energy in imagining how the different pieces of terrain on
the battlefield work together you can make it a far more interesting area to fight over than by simply slapping down
some hills and woods in a random fashion.

We'll be looking at different sorts of terrain and table set-ups in more depth later.

Deploying the armies


[Content from Battles Book page 6.]

The set-up instructions for the scenario you have chosen to play will tell you how to set up your army, and who has to
set up first. Units may be set up anywhere on the table within the restrictions of the set-up, as long as no unit is placed
in terrain it could not normally move into. Units may be placed in dangerous terrain during set-up if you wish, but if you
do this then you must make a Dangerous Terrain test for the unit as you set it up. On a 1 the unit may not deploy there.
Roll again — on a 1 the unit takes a hit.

Picking the 'table edge'


In many scenarios it's important to know which is your 'edge of the table'. Sometimes this is dictated by the scenario,
and sometimes the player is allowed to choose. When you have the choice, you can either pick a long edge, or a short
edge, or a corner (half way up each long and short edge). An example of each choice is shown in the diagram below.

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Battles

Note that if you pick a corner, then the half-way line down the table will run from corner to corner as shown (it's
important to know where the half-way line is for some scenarios).

Fighting the battle


[Content from Battles Book page 6.]

All that remains is to fight the battle. The scenario will tell you how many turns the game lasts, and how the winner is
decided. As mentioned earlier, some scenarios have special rules that are only used if playing particular scenarios.
These are included Scenario special rules below.

Scenario special rules


[Content from Battles Book page 7.]

Some scenarios require special rules to cover unusual circumstances such as bringing on reserve forces or capturing
objectives. These are all described in this section. Like the special rules in the rulebook you only need to know the
special rules for the particular scenario you are playing so don't worry about learning them all at once. Players
inventing their own scenarios should feel free to modify and adapt the scenario special rules for their own purposes or
come up with completely new ones as appropriate.

Objectives
[Content from Battles Book page 8 to 9, plus 'morale effects' from page 12. Amendments from Firepower #1 page 12.]

In some scenarios once all the scenery is set up, 'objectives' must be placed on the table for the opposing forces to
fight over. Each scenario specifies what type of objectives can be placed (if any), and by which player.

Unless stated otherwise, an objective is only valid for the player who placed it; the opposing player can gain nothing
from holding it (apart from denying it to the enemy of course). There are several different kinds of objective.

Different objectives have different restrictions on where they can be placed, as described below. In addition to these
restrictions a player may not normally place his objectives within 15cm of each other unless the scenario stipulates
otherwise. Likewise, an objective may not normally be placed within 15cm of the edge of the table unless the scenario
stipulates that the player's forces enter from that edge — in which case the edge of the table is their deployment zone!

A set of Objective counters is supplied in the game but we would suggest replacing these with small terrain pieces to
represent them if you can. In our games we've found that battling over an actual bunker or fuel dump is far more
visually appealing than having your forces sell their lives for a flat cardboard counter!

Take & Hold

This objective represents a vital fire position or other important area of the battlefield which must be held for as long as
possible. Unless the scenario states otherwise the objective must be placed either in the enemy's deployment zone or
more than 90cm from your own deployment zone. If a player has a unit within 15cm of the objective and is closer to the
objective than any enemy units in the Rally phase then he holds it that turn.

Morale effect: Each Take & Hold objective that you hold at the end of the turn adds D3 points to your army morale
level. Note that you get D3 points per Take & Hold objective per turn.

Rescue

This area contains something vital to both armies that must be captured. This may be a spy, vital plans or even an

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Battles

important leader. Unless the scenario states otherwise the objective must be placed in cover, more than 90cm from
your own deployment zone.

When a friendly unit moves onto the objective it is 'picked up'. The unit can then move normally, taking the objective
with it. If the unit carrying the counter is destroyed, leave the counter in place until another unit moves onto it and picks
it up. If the escorting unit is destroyed in close combat then one of the attacking units may immediately claim the
objective as its prize! Note that the objective can be captured by the enemy once it has been picked up.

Morale effect: If one of your units has the objective at the end of the turn then your army morale level goes up by 1
point, and the opposing army's morale level goes down by 1 point.

Bunker

This objective designates an area that needs to be destroyed, such as a command post, missile silo, communications
relay point or other strategic site. Unless the scenario states otherwise the bunker must be set up in the enemy
deployment zone. A bunker has the following characteristics:

Unit Speed Range Firepower Assault Armour Notes


Bunker 0cm 0cm 0 2 6 Damage Capacity 3

You must attack the bunker as if it were an enemy detachment. For the purposes of shooting it is treated as an
immobilised war engine that has an Armour Rating of 6 and a Damage Capacity of 3. Any critical hits destroy it
automatically. The bunker may also be assaulted, in which case any enemy units within 15cm of it can lend it support
in the assault segment.

Morale effect: If you destroy the bunker then the enemy's army morale level immediately goes down by D6 points.

Capture

This objective is a site that has a one-off benefit, such as a fuel dump or ammunition store. Once you've captured it you
can take what you need and get on with the battle. Unless the scenario states otherwise the objective must be set up in
your opponent's deployment zone. If you have a unit in base contact with the objective at the end of the turn, then you
can either destroy the objective or capture it.

Morale effect: If you have a unit in base contact with the objective at the end of the turn you can choose to either
capture it or destroy it. You add D6 points to your army morale value if you decide to capture the objective, or
subtract D6 points from your opponent's army morale value if you destroy it. The objective is then removed.

Cleanse

This objective represents an area that you want to keep out of the enemy's hands. Unless the scenario states otherwise
the objective must be placed in your own deployment zone. If a player has a unit within 15cm of the objective and
closer to the objective than any enemy unit's, then he holds onto it.

Morale effect: As long as you hold this objective you may add 1 point to your army morale value at the end of the
turn.

Related information

Army morale 118

Army morale
[Content from Battles Book page 9 to 12. Amendments from Firepower #1 page 12.]

Army morale represents the will of an army to fight and how many casualties and setbacks a commander's forces will
take and still believe that victory is possible. In many scenarios the winner is the first player to reduce the opposing
side's army morale to 0 or less, or have the highest army morale level at the end of the game.

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Battles

When playing a scenario that uses army morale each player's army is given a number of Morale points at the start of
the game. Over the course of the game this number will change as units are destroyed and objectives are lost or
captured.

If a player's army morale is reduced to 0 or a minus number, his army's will to fight has been eroded to such an extent
that it can no longer undertake offensive actions. In most scenarios the battle ends at this point, it being assumed that
the army disengages from the enemy. In exceptional circumstances the battle may continue.

Detachment morale value

Each detachment has a morale value worked out using the following formula:

(Detachment morale value = points cost/50, rounding up)

So, for example, a detachment worth 200 points has a morale value of 4, a detachment worth 120 points has a morale
value of 3 and so on.

Add up the morale values of all the detachments in your army. The total is your initial army morale value. Because
detachment morale values are rounded up one army may have a slightly higher starting morale than another.

Army morale modifiers

Army morale is changed at the end of each Rally phase, after Blast markers have been removed and war engines
have made repairs but before you check victory conditions to see who's won. The following things change your army's
morale value:

1. If any of your own detachments have been reduced to half their starting Strength or less in the turn, or if a war
engine detachment has been reduced to half its starting Damage Capacity or less you must subtract the
detachment's morale value from your army morale.

Example: Morale (1): A detachment which started the game with 20 units is reduced to 10 units or less. In the
Rally phase its detachment morale value is deducted from the army morale value.

Example: Morale (2): A war engine detachment of three Baneblades has a total Damage Capacity of 12 (4
DC each). The Baneblade detachment has its morale value deducted from the army morale value when it is
reduced to a total Damage Capacity of 6 or less.

2. If an enemy war engine suffers a catastrophic damage result which destroys it (instead of just wrecking it) you add
half the war engine's morale value to your own army morale value. This represents the morale-boosting effect the
spectacular destruction of an enemy war engine has on the army! Note that this applies even to war engines which
fight in detachments of two or more models, but you only add half the value of the individual war engine, not half the
value of the detachment as a whole.
3. Each Blast marker which is still on your detachments reduces your army morale value by 1 point. If a detachment is
wiped out during the turn all of the Blast markers on it at the time of its demise are deducted from the army's morale
immediately!
4. Objectives modify your army morale value (see Objectives [morale effects of] on the facing page). Note that the
points for reducing a detachment to half strength may only be taken once each per detachment, on the turn that the
detachment is reduced to half strength or below.

Players should note that this list of modifiers is not exhaustive and can be manipulated in many ways to show the
differences between leaders or armies, particularly in a campaign environment. For example, an army which has lost
against a foe time and again might have its starting morale reduced by a certain amount either at the start of the game
or each turn, or conversely an army fighting for its life or being led by a legendary individual might have its effective
morale increased. Particular units or objectives (see Objectives [morale effects of] on the facing page) could have
their morale values increased to represent their special importance and so on.

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Battles

Objectives [morale effects of]

Objectives affect army morale levels as follows:

l Take & Hold: Each Take & Hold objective that you hold at the end of the turn adds D3 points to your army morale
level. Note that you get D3 points per Take & Hold objective per turn.
l Rescue: If one of your units has the objective at the end of the turn then your army morale level goes up by 1 point,
and the opposing army's morale level goes down by 1 point.
l Bunker: If you destroy the bunker then the enemy's army morale level immediately goes down by D6 points.
l Capture: If you destroy the bunker then the enemy's army morale level immediately goes down by D6 points.
l Cleanse: As long as you hold this objective you may add 1 point to your army morale value at the end of the turn.

Related information

Q&A: Army Morale 345


Objectives 117

Hidden set-up
[Content from Battles Book page 12 to 13.]

In some scenarios the defender has had sufficient time to conceal his forces and lay some unpleasant surprises for the
enemy in the form of booby-traps and mine-fields. As with objectives we recommend replacing the Hidden Set-up
counters supplied in the game with small terrain pieces. Hidden Set-up markers can be represented by clusters of fox
holes or strongpoints concealed by camouflage netting for example. The extra effort these pieces require is well
rewarded when the battlefield is set up.

When using Hidden Set-up the defender takes one Hidden Set-up marker for each of his infantry/vehicle detachments
(including those in reserve or otherwise not starting on the tabletop). War engines cannot set up hidden. Each marker
should have a number or letter on it. The player using Hidden Set-up writes down the numbers of the counters he has
taken, and which detachment each number represents.

When forces are set up on the table, the player deploys the Hidden Set-up markers instead of his units. A marker may
be placed on any terrain, as long as it can be moved into by at least one unit from the detachment.

Firing on hidden troops

A Hidden Set-up marker can be fired at but the detachment it represents suffers no casualties. However, any Blast
markers inflicted are placed by the Hidden Set-up marker and when the detachment is revealed the Blast markers are
transferred onto it. This rule allows attackers to suppress the hell out of where they think the enemy is, or alternatively
waste time shooting up the countryside for no effect whatsoever. Blast markers inflicted on Hidden Set-up markers
have no effect on army morale levels.

Revealing hidden troops

A hidden detachment must be revealed before it can move or fire. The owning player may choose to reveal a
detachment at any time during the turn, interrupting his opponent's move if necessary. Hidden detachments are also
revealed as soon as an enemy ground unit moves within 15cm of the marker; flyers cannot reveal hidden detachments
at all.

If the marker is for a detachment that is in reserve or that may not deploy on the table for any other reason, then it is a
special 'dummy' counter and no units are placed when it's revealed. Your opponent won't know this until the counter is
revealed, of course, and what's more the dummy counter may turn out to be a mine-field or booby-trap!

When a detachment is revealed, one unit (owning player's choice) is placed at the point occupied by the counter. The
remaining units are set up within 15cm of the first, provided no unit is placed closer than 15cm to an enemy unit.

When a hidden detachment is revealed the owning player may place it on special orders if he wants to (eg, Overwatch
or Assault), but if there are any Blast markers on the detachment it must pass a Leadership test first.

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Battles

Mine-fields and booby-traps

Dummy Hidden Set-up markers may represent mine-fields or booby-trapped areas. Roll a D6 when a dummy Hidden
Set-up marker is revealed by an enemy unit moving within 15cm of it. On a roll of 1–3 it was simply a dummy and can
be discarded (along with any Blast markers). On a roll of 4–6 it can be either a booby-trap or a mine-field at the
controlling player's choice. Note that only dummies revealed by enemy movement can be mine-fields or booby-traps;
those voluntarily revealed are always simply dummies!

Booby-traps

The attacking unit that revealed the dummy counter takes a hit on a roll of 2+. The counter is then discarded along
with any Blast markers on it.

Mine-fields

If the defender has a suitable model (eg, barbed wire, Achtung Minen signs etc) he may set up a mine-field in the
position occupied by the dummy counter. Mine-fields can be up to 15cm long by 5cm wide. Any enemy unit that
enters a mine-field is immediately attacked with a Firepower of 1 (ie, always roll one hit dice). Mines bypass power
fields or void shields, affecting the target directly. Mine-fields can attack any number of different units in a turn, but
can only attack the same unit once. Units that start a turn within a mine-field are attacked only if they move.
Skimmers and jump pack troops are affected by mine-fields but flyers are not.

Fortifications
[Content from Battles Book page 14.]

In some scenarios one or both sides' troops can set up in fortified positions, which means that the troops (apart from
war engines) can start the battle either dug-in or in fortifications. This is represented on the table in two ways:

Trenches, Entrenchments and Bunkers

If the player has suitable models he may set up any amount of trenches, entrenchments or bunkers in his
deployment zone. These provide cover for the troops inside as noted on the Terrain Effects Table. Before you go
mad and fortify half of the table you should bear in mind that the more fortifications there are in play the greater the
risk that they will be overrun and occupied by the enemy.

Razorwire

If the player has suitable models he may set up any amount of razorwire anywhere in an area that is within 15cm
of his units and/or Hidden Set-up markers. Razorwire may not be crossed by vehicles or infantry who are marching
or assaulting. War engines, skimmers, flyers and troops with jump packs can move over razorwire without penalty.

Reserves
[Content from Battles Book page 14 to 15.]

Reserves are detachments that are held back behind the front lines to reinforce vulnerable areas under attack.
Alternatively they may be detachments following behind a vanguard or reconnaissance force which will advance when
the enemy is discovered. In some scenarios some of the player's army are in reserve so they are not deployed on the
table at the start of the battle. These reserve detachments will then enter play once the battle is underway.

The turn when a reserve detachment arrives is determined by the speed of the slowest unit in the detachment, as
shown at Reserve Detachment Arrival table below. Roll a D6 for each reserve detachment at the start of the turn. If
you equal or beat the number shown on the table the detachment arrives. No reserves can enter play on the first turn.

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Battles

IMPORTANT: At least one reserve detachment must enter play each turn after the first. If a player rolls for all of his
detachments and fails to make the dice rolls required for any of them to arrive, then the fastest reserve detachment will
enter play that turn. If two or more detachments have an equal Speed randomly determine which of them turns up.

Reserves enter play anywhere on the table edge that runs along the player's deployment zone. Place the detachment's
HQ on the table edge. The position where the HQ is placed shows where the units from that detachment will enter play,
and is where their move must be measured from on the first turn. If several detachments want to enter at the same point
(along a road, for example) simply place the HQs in a row, one in front of the other, and measure the moves from the
rearmost HQ in the row.

Reserve Detachment Arrival table


Turn number
Detachment Speed 1 2 3 4 5 6
Up to 30cm - 4+ 4+ 3+ 3+ 2+
Over 30cm - 3+ 3+ 2+ 2+ 2+
Flyers - 3+ 2+ 2+ 2+ 2+

A detachment which is transporting another detachment (such as transport flyers or a war engine for example) is
treated as a single detachment for the purposes of rolling for reserves. If the transporting detachment is available its
passengers automatically come too, the passengers aren't rolled for separately.

Related information

Q&A: Reserves 345

Drop pods
[Content from Battles Book page 15.]

Drop pods are specialised, one-use landing craft which are launched from ships in high orbit and plummet down
through the atmosphere before landing on the battlefield. A detachment in drop pods always enters as Reserves
(counting as having a reserve Speed of up to 30cm). When the detachment arrives it may be dropped anywhere on the
table at the start of the owning player's movement in the Movement phase.

To determine where the pods land you'll need to make some Drop Pod markers by tearing or cutting up a load of paper
squares (about 1 cm across) and writing a number or letter on each one. Number the units in the detachment being
dropped so that they correspond to the numbers on the Drop Pod markers. Each pod can only carry one infantry unit.

Next, place all the markers for the detachment on a Barrage template, and hold the template 30cm above any part of
the table. Invert the template sharply so that the markers fall on the table, then replace each marker with its
corresponding unit. Markers which land off the table or in terrain which is impassable to vehicles are automatically
destroyed. Enemy units can snap-fire at models coming down in drop pods if they land within 10cm. Flak units on
Special (!) orders may also fire on them as if they were flyers (use the Armour value of the unit inside). The detachment
(or what's left of it) may now move and fight as normal.

Designer's note: Units emerging from drop pods are limited to using assault or normal orders.

[From Firepower #1 page 12.]

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Tip: Drop pod models

Although drop pods don't need to be represented as models it's a nice touch to have some empty pods to strew
around the battlefield in the wake of a drop pod landing. Desperate commanders can also use drop pods as cover
if they have them modelled up! Drop pod models can be made out of all sorts of spare debris — beads, bottle tops,
pieces of plastic kits (wheels in particular), shields, Space Marine shoulder pads etc etc. Warwick's even made
some mycetic spores (the Tyranid equivalent of drop pods) out of nutshells!

Fate cards
[Content from Battles Book page 16.]

Wars can take the form of anything from a minor skirmish to huge campaigns sprawling across continents, planets and
even whole star systems. Although the battles you fight in Epic Warhammer 40,000 are massive conflicts, with
hundreds of troops and vehicles on each side, there are some circumstances that still remain beyond the scope of a
single battlefield. War is never totally predictable — hardened veterans have been known to break at the first sign of an
enemy war machine, while raw recruits have held their ground and defeated their foes against all odds.

The unpredictable tides of battle are represented in Epic Warhammer 40,000 by a deck of Fate cards. Each card
represents an unusual event or circumstance which might crop up to help your army or hinder the enemy during a
battle. Using Fate cards is optional and is not restricted to particular scenarios (which is why they are not in the
Scenario Special rules). However, we highly recommend them as a way of adding extra spice to a game, and flattening
out some of the wilder rolls that can occur in firefights and close combats. If psykers are being used by either side Fate
cards should definitely be used as the psykers' powerful attacks are represented by playing Fate cards.

Tip: See Downloads on page 446 for a complete set of re-drawn Fate cards that you can print for use in your
games.

Dealing Fate cards


At the start of the battle the Fate card deck is shuffled and four Fate cards are dealt out to each player. The cards are
kept secret from your opponent until they are played (there's no point in spoiling the surprise!). Compare the points
totals of both armies — the army with the lower total points value is dealt an additional card (so there is a good reason
to end up a few points under the total points allowed for the game!). The cards themselves detail their effects and when
they can be played during the battle. After they have been played, Fate cards are discarded; each one may only be
used once in every battle.

Note: Counter-attack and Psychic Blast are both represented by one card. You can play the card either as a Counter-
attack or a Psychic Blast, but not both.

Variable Fate cards


The method above can provide too many cards for a small battle and too few for a big battle. An alternative method for
dealing Fate cards is to deal 1 card to each player per 500 points in their army total (rounding up), plus one to the army
worth the lowest total. For example, 1,000 point armies would mean two cards each. If you wanted to get really random
about it you could roll dice for the number of cards each player gets (D3 or D6-1 for example). Another approach would
be to tie in the number of cards to the scenario and/or the race of the army.

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Related information

FAQ: Fate cards 337

The Emperor's Tarot [Imperium-only Fate cards]


[Content from White Dwarf #210 page 48 to 49.]

By Warwick Kinrade

The deck of Fate cards which comes with the Epic 40,000 game is an entertaining way of including the unpredictability
of battle in your games. However, we thought we could add even more character if we did a deck specifically tailored to
an individual army. Enter the Emperor's Tarot …

The card section this month contains a new deck of Epic 40,000 Fate cards, the Emperor's Tarot, specifically for use by
armies of the Imperium. As there aren't special cards for everyone (yet!) it's only fair that you get your opponent's
permission before you use them in your Epic 40,000 battles.

Tip: See Downloads on page 446 for a complete set of re-drawn Fate cards that you can print for use in your
games.

Using the Emperor's Tarot Fate cards in Epic 40,000

In this issue we have provided a new deck of Fate cards for Epic 40,000, based on the Emperor's Tarot. An Army of the
lmperium may draw cards from the Emperor's Tarot instead of using the normal Fate card deck from the Epic 40,000
game. Armies of the lmperium must draw from one deck or the other, not both.

The Emperor's Tarot works exactly like the normal Fate deck except that the cards come in four Arcana. Each card can
be used in one of two ways. Firstly as the power of the individual face card, which is given on the card itself, for
example the Judge, the Space Marine or the Emperor. Alternatively, each card can also be used as its Arcana.

The Arcana, or suits, are as follows:

l Adeptio — the Arcana of heroes, servants and great deeds (blue).


l Discordia — the Arcana of enemies and threats (green).
l Mandatio — the Arcana of government, stability, wealth and leadership (purple).
l Excuteria — the Arcana of the unknown, exploration, the future and the mind (red).

As well as its face ability, each Arcana has another power associated with it, as follows:

Adeptio and Discordia cards: Any cards of these Arcana can be used to re-roll a single close combat or firefight
die. Only one re-roll is allowed per close combat or firefight. Play the card after rolling the die for a close combat or
firefight for the first time.

Note: The Harlequin card is an exception to this. Although it is of the Discordia Arcana it cannot be used as a re-
roll like other Discordia cards; it is a wild card and has a special ability of its own:

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The Harlequin

This card cannot be used as a re-roll like other Discordia cards, instead The Harlequin can be used as a wild
card. The Harlequin can be played at any time, allowing the Imperial player to take a card at random from the
unused Tarot deck. He must play this new card immediately, using it either as the face card or its Arcana. If
this new card cannot be used because of the battlefield situation or because it must be played at a certain
time, then it must be discarded and The Harlequin is wasted.

Mandatio and Excuteria: Any card of these Arcana can be used as a psychic blast. Pick an enemy unit within
30cm of one of your psykers. The unit takes a hit unless the opposing player nullifies the attack by playing a
psychic attack card of a higher value. Each card has its psychic blast value marked on it.

These powers are also summarised on the card. Although they have two powers each card can only be used once
per battle. Each card also indicates when it can be played.

Example: Using The Emperor's Tarot Fate cards

The Assassin card is from the Adeptio Arcana. It can be played at any time to attack an enemy detachment
commander or psyker — place a Blast marker on the detachment. Alternatively it can be used as a re-roll, played
after rolling the dice for a close combat or a firefight. Once the card has been used in either way then it is
discarded.

Related information

The Emperor's Tarot [lore] 49

The Hand of Fate! (1) [Faction-specific Fate cards]


[Content from White Dwarf #214 page 64 to 65.]

This month White Dwarf includes some special Fate cards for Epic 40,000 which have been specifically created for
Eldar, Ork, Tyranid and Chaos players. Now the forces of Chaos can summon infernal magics against their enemies,
Tyranids can terrorise their helpless prey, Eldar Farseers can confound their foes with their runic powers and Ork
Warlords can unleash the ferocious energy of the Waaagh! Robin Dews tells us all about them…

Tip: See Downloads on page 446 for a complete set of re-drawn Fate cards that you can print for use in your
games.

Slings and Arrows

When we started to develop the Epic 40,000 game system one of the things we wanted to capture was the sense of a
whole game of Warhammer 40,000 condensed down into a single Assault phase in Epic. Games of 40K normally start
with the opposing armies about 24" inches apart (bolter range) and generally end with one or both of the forces being
badly mauled but with one player victorious. In Epic 40,000, we recreated this sense of a decisive engagement by the
resolving of combat with a single competitive die roll (with the addition of a number of bonus factors to reflect the
combat status of the troops) that makes the assaults a knife edge part of each battle.

However, whenever you decide things In a game with a single D6 roll the vagaries of chance can come into play.
Despite stacking the odds in your favour by outnumbering your opponent, covering him with Blast markers, and having
psykers on your side, the fickle finger of fate can always turn against you and when your opponent rolls a '6' and you
roll a '1' there is nothing you can do but howl in fury! Thus the Epic 40,000 Fate cards were born.

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Battles

Initially, the cards were designed as simple re-rolls to help iron out some of the slings and arrows of fortune. However,
as we began to develop the system we saw the opportunity to include other events in the deck such as 'Orbital
Barrages' and 'Forced March' to give players the opportunity for an extra edge at critical moments in the battle. We also
saw how the Fate cards would give us the opportunity to further develop the characteristics of the different warring
races in the 40K universe by giving the Orks some Orky Fate cards and the Eldar their own set and so on.

In the Epic 40,000 game, we included a deck of 12 Fate cards that are used by both players regardless of the armies
involved in the battle. This often means that in an average 2,000 point game, one side has four cards and the other
player has five. This means that there are only three 'dead' cards left in the deck, giving you a fair chance of guessing
your opponent's hand. I normally work on the assumption that if I'm not holding the 'Orbital Barrage' (a 3D6 Firepower
attack anywhere on the battlefield!) then the chances are that my opponent has it in his hand and I try to avoid making
March moves too early in the game as this is usually one of the first cards to be played. However, if I'm holding 'Curses
Foiled Again' then I know that whatever he throws at me, I can turn the tables and play his card back against his own
force.

We always intended to increase the size of the basic Fate deck, and a few months ago we published the 'Emperor's
Tarot' in White Dwarf issue 210. This is a special deck of 16 cards that can only be used by Imperial players.

Now it's the turn of the Ork, Tyranid, Eldar and Chaos players! On the card sections of this issue of White Dwarf you'll
find four sets of four new cards specifically created for each of these armies. Each of the four new cards for each race
are used together with the twelve cards from the standard fate deck to create a new 'custom' deck of sixteen cards. This
larger deck generates greater fog of war and makes it far harder for your opponent to guess what cards you hold In
your hand!

In generating the new cards and giving them to some of the big Epic fans in the Studio to playtest, we discovered that
they can be used in a number of different ways depending upon the armies involved in the battle. We've listed two of
the most obvious ways here, together with a handful of other ideas, but if you or your gaming group come up with
alternate suggestions, then give them a try and write in to let us know. The most important principle is that you and your
opponent should agree on which method to use before you start to draw any cards.

How to include the new Fate cards in Epic 40,000

Method 1

If the battle involves an Imperial player against any non-Imperial army, then the Imperial player can choose to pick from
either the 'Imperial Tarot' or the standard Fate deck. If he chooses the 'Imperial Tarot' then his opponent simply
removes 4 cards randomly from the standard fate deck and shuffles his eight race specific cards into the remaining
Fate deck to create a new custom deck of 16 cards. Then he draws his cards normally.

If you don't have a copy of the 'Imperial Tarot' or the Imperial player chooses to draw from the standard deck, then
simply mix in the race specific cards for the other player and deal them out in the normal fashion (usually one card for
each 500 points in your army, with an extra card going to the player who's army points total was the lowest!).

If the Imperial player receives any of his opponent's army cards, then he simply puts them to one side and draws new
Fate cards until he has the correct number of cards in his hand. The non-Imperial player can of course use either
standard Fate cards or the new race specific ones.

Method 2

If no Imperial forces are involved in the battle, then both players should shuffle their eight race specific cards in with the
standard Fate deck to create an expanded super-deck of twenty eight cards. Cards are then dealt as normal, and if
either player receives cards from their opponent's set, they place them to one side as before and draw new cards until
their hand is full.

In addition to the above, we've decided to list some of the wilder suggestions from the Studio staff. Please be aware
that these have not been extensively tested and could lead to some unpredictable results!

Method 3

Ignore the normal method of drawing Fate cards. Instead each player draws D3 cards from both the standard deck and

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their new set of race specific cards, so that each player will have a random number of cards ranging from 2 to 6!

Method 4

Mix the new set of Fate cards for each player into the standard deck before dealing out Fate cards as normal. Imperial
players can draw eight random Emperor's Tarot cards to add to the deck. Players who receive Fate cards they cannot
use are allowed to redraw them (or not if you prefer).

Method 5

Each player is allowed to choose six cards to make up the Fate card deck. Cards can be chosen from the standard
Fate deck or the players' special eight card sets (or up to four from the Emperor's Tarot for Imperial commanders). Once
the deck has been chosen, shuffle it and deal out Fate cards as normal. If either player is dealt a card they cannot use
then the card is discarded and another one dealt to replace it. If there are no cards left the player doesn't get a
replacement at all!

Nullifying psychic attacks

The new Fate cards include many different kinds of psychic attack that players can use to blast their enemies.
However, the method for nullifying these attacks remains the same regardless of what they are called. Any fate card
that has a number value printed on it is counted as a Psychic Blast for the purposes of nullifying. Hence any psychic
attack can be nullified by the opposing player if he can play a card with a higher value on it before the attack is
resolved.

Well that's about it for now. Let us know how you get on with the new cards, but most of all just have fun!

The Hand of Fate! (2) [More faction-specific Fate cards]


[Content from Firepower #2 page 79 to 83.]

[Experimental rules]

White Dwarf 214 included some special Fate cards for Epic 40,000 which have been specifically created for Eldar, Ork,
Tyranid and Chaos players. Well, the back cover of Firepower contains another set of 4 cards for each race, to add to
the Fate deck using one of the methods below. Any of the methods is fine, as long as both players agree and both are
using the same method.

[See The Hand of Fate! (1) [Faction-specific Fate cards] on page 125 for explanation and methods.]

WD214 was the turn of the Ork, Tyranid, Eldar and Chaos players! On the card sections of this issue of Firepower you'll
find four sets of four new cards specifically created for each of these armies. Each of the four new cards for each race
are used together with the twelve cards from the standard fate deck to create a new 'custom' deck of sixteen cards. This
larger deck generates greater fog of war and makes it far harder for your opponent to guess what cards you hold in
your hand!

Tip: See Downloads on page 446 for a complete set of re-drawn Fate cards that you can print for use in your
games.

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Battles

Placing terrain on the tabletop


[Content from Battles Book page 49 to 51.]

Of course, having lots of terrain is one thing — placing it on the tabletop to make an exciting battlefield is quite another.
Having a good terrain set-up to play over really makes an incredible difference to the game by adding a whole wealth
of background and visual excitement to your miniature armies as they fight.

Usually the best way to start is by placing 'contours' onto the table — hills, ridges, bluffs, mesas, cliffs, crags, buttes,
scarps etc. Basically, anything which might have more terrain placed on top of it later. The amount of contour the
battlefield should have depends on what kind of area the battle's being fought over. In a city, for example, it's pretty rare
to come across a lot of cliffs and crags, a few large and small hills are more likely. However, in a mountain range most
of the battlefield would be, well, mountainous with only a few valleys of relatively smooth ground in-between the peaks.
Take a look at bits of the real world on TV or out of the window to get ideas and just copy the kind of layout that you like
best.

As you place your terrain it's best to try and create a particular scene or give the battlefield a theme. For example you
might decide to go for a giant industrial zone amidst slag heaps, a river valley, or rolling wooded hills which flatten out
to a grassy plain and a town at one end of the table.

Having established the contours and theme of your landscape the next thing to do is introduce features into it. What
kind of features to use and how many to place very much depends on what kind of world your battle is set on and what
theme you have chosen. For example a jungle world would mean lots of jungle areas and scrub land, perhaps with a
few rocky areas and a river or two, whereas an atomic desert would include very few features — perhaps a few ruins
and some rocky areas.

In general, try to avoid choking the board with too much terrain; remember that your troops and more importantly, your
war engines, are going to have to manoeuvre over, around or through whatever terrain you place. In this respect roads,
rail/monorail lines etc. are a useful tool and are important for connecting buildings and urban areas together to make
the battlefield look more realistic.

Classifying terrain types


Once you've placed all the terrain you want to make up the battlefield take a few moments to think about what you want
to classify the different areas as. Discuss the terrain with your opponent so that everybody has the same idea of what's
going on — you don't want to get bogged down by some confusion cropping up during the game.

You may decide some areas of your terrain don't fit anything on the Terrain Table in the rulebook. Don't be afraid to just
wing it and say "That counts as ruins" or "That counts as a river".

Obviously the Terrain Table is only a representative sample of what might be found on a billion different worlds across
the galaxy. Most terrain types can be classified as things off the table, sometimes with a modicum of modification.
Some broader interpretations are listed below.

Fortifications

Bunkers, redoubts, towers, citadels. Trenches, gun pits, fox holes etc can also count as fortifications but these will
only be impassable to war engines if they're very large.

Buildings

Anything with four (or more) walls and a roof, but see Ruins, Rubble below.

Ruins, Rubble

Anything with less than four walls and a roof, craters, boulder strewn ground, open-work industrial buildings like
refineries. You may wish to count particularly flimsy buildings (ones built of wood, mud or straw for example) as
rubble on the assumption that vehicles and war engines can crunch through them.

Woods

Forests, jungles, extremely heavy vegetation of any sort. Death world jungles would count as dangerous terrain to

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infantry too.

Marsh, Swamp

Tar pit, cooling lava flow. If vehicles treat it as dangerous the swamp line can also be applied to thick mud, deep
snow, quicksand, fen, soft sand, thick dust, dunes, deep ash wastes and so on.

River

Canal, inlet, lake, ocean etc. If the river is of corrosive acid, radioactive pollutants or something even more
unpleasant, make it impassable to infantry and (possibly) war engines as well.

Roads

Could include (smooth) dried-up river and stream beds, cooled lava flows, airstrips, space port landing fields, very
very flat plains and deserts (not for infantry).

Open Ground

On some worlds even 'open ground' should give infantry an armour bonus for cover. Jungle or agri-worlds for
example, where dense vegetation is growing virtually everywhere, or areas where the ground is riddled with
cracks/crevasses and other hidey holes for infantry.

On top of all this you can just make individual rulings about terrain areas. For example we rule that some of our cliffs
can be climbed by infantry, counting as dangerous terrain, even though cliffs are normally impassable by definition.
Likewise we rule that all the slopes in the ash wastes are dangerous terrain to everything a few units have been
swallowed up by them during playtesting!

Terrain conventions
It's always difficult to write very specific rules about terrain because it can be made in so many different ways and
miniatures can then be moved across it, attacked from many angles and so on. It is generally assumed that areas of
ruins, wood, trenches, marshes etc. will be mounted on a base for convenience, or at least marked out so that they form
discrete areas on the battlefield — life gets hard if you can't tell where a wood begins and ends for example. At the
other extreme you may well have pieces of 'free standing' terrain like walls, rocks, craters and so on.

When we play we generally assume that if a unit is on the base of a terrain piece it counts as being 'in' that terrain. So,
even if a model is outside the walls of a ruined building, for example, but is on the ruin's base it counts as being in the
ruins. However this may not be appropriate if you have particularly wide bases for your terrain pieces, in which case
you should count the terrain pieces on the base as 'free standing terrain'. With 'free standing terrain', we assume a
model is only in cover if it is actually touching the terrain and the cover lies between it and the enemy fire, it only counts
as moving over the terrain if it actually moves over it (usually this only poses problems for war engines).

Finally, the Line of Fire rules assume that woods and buildings are about 15cm long and 15cm wide. If you have
woods and buildings larger than this it's a good idea to imagine that they are divided into several areas for Line of Fire
purposes.

Random terrain generators


[Content from Battles Book page 52.]

If you find the idea of just laying out the terrain a bit daunting or you've done it so many times you can't think of a new
approach you may find it useful to randomly generate some terrain to use. You should bear in mind that the results you
get from a terrain generator will be, surprise surprise, very random and the set-up you get may not make a lot of sense
on the table top. Because of this don't hesitate to move terrain around or discard bits until you have a good battlefield
— the terrain generator is really there just to suggest pieces.

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Battles

We've written up a number of generators for different types of worlds on the following pages, and some notes on how to
create your own generator. What is a lot more interesting than the generators themselves is how the different types of
terrain are classified and how they go together to make a desert world set-up or a forge world set-up (my personal
favourite) and so on.

How to use terrain generators


First divide up the table top into chunks about 60cm square and mark them with dice, range rulers or whatever. Then
roll a D3 for each chunk to see how many kinds of terrain it contains. To find out what the pieces of terrain are, roll two
different coloured D6 and then read the scores down the side and along the top of the appropriate generator. Each
terrain piece should occupy an area of about 15–20cm square, though hills and other contours can be quite a bit
bigger. The piece generated is placed on the appropriate chunk of the table and then you move onto generating the
next piece and so on.

Hive worlds
[Content from Battles Book page 53.]

On hive worlds it is assumed that battles are fought in the wastelands surrounding the hives. The hives themselves are
massive and even a small part of one would fill a wargames board many times over.

Hive World Terrain table


D6 1 2 3 4 5 6
1 Old Ruin Ash Dunes Mine Settlement Sludge Ash Waste
2 Chem Waste Chem Waste Ash Waste Ash Dunes Ash Waste Ash Dunes
3 Ash Dunes Ash Waste Sludge Ash Waste Old Ruin Ash Waste
4 Old Ruin Settlement Old Ruin Chem Waste Mine Ash Dunes
5 Mine Sludge Ash Waste Old Ruin Chem Waste Settlement
6 Old Ruin Ash Waste Ash Dunes Sludge Sludge Old Riun

Old Ruin

The ancient remains of a former settlement half buried in the ash. Old ruins count as ruins.

Chem Wastes

Here old chemicals have come to the surface, staining the ash lurid colours. The chemicals can be highly
corrosive or poisonous. Chem Wastes count as dangerous terrain to vehicles and infantry, but have no effect on
war engines.

Sludge

his is either a sludge river or canal, a sludge pit or the edge of a sludge sea. Although foul smelling it is not lethal.
Sludge terrain is treated just like rivers. Alternatively, it could be a Sulphur river. These are highly corrosive and so
impassable to everything except via bridges.

Settlement

A small community of outlaws or renegades. A shanty town of tents, huts and lean-tos, gathered around a
nutritious slime hole. This counts as ruins.

Ash Waste

Layers of grey ash cover the ground. Ash wastes are counted as open ground but due to the danger of sinking and
the difficulty of moving at speed through thick ash no units may march move on ash wastes.

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Battles

Ash Dunes

Wind-blown ash has created deep dunes. These dunes are notoriously unstable and count as dangerous terrain
for anything trying to traverse them.

Mine

A working or disused mine complex, with attendant buildings, huts, railway lines and slag heaps.

Agri-worlds
[Content from Battles Book page 54.]

Agri-worlds Terrain table


D6 1 2 3 4 5 6
1 Hill Fields Plantation Fields Fields Fields
2 Plantation Fields Herd Farmstead Fields Hill
3 Fields Barn Hill Barn River Plantation
4 Settlement Hill Fields Barn Reservoir Fields
5 Farmstead Reservoir Farmstead Reservoir Farmstead Herd
6 Herd Farmstead River River Plantation Herd

Fields

A field of crops counts as open ground. They can be very large and might be occupied by massive harvesting
machines. The limits of the field should be marked by hedgerows or fences. Infantry in a field always count as in
cover on the Firepower Table but do not receive any armour bonus.

Plantation

A plantation is a uniform type of woods with trees in straight lines. It counts as woods but is not dangerous terrain
for vehicles.

Herd

A large herd of grazing animals. Infantry moving through a herd count it as dangerous terrain; vehicles and war
engines are unaffected because the animals move out of the way. The herd itself does not move. Especially large
herd creatures, like megasaurs, might cause vehicles to take Dangerous Terrain tests as well.

River

A natural river or a series of man-made irrigation canals.

Reservoir

For the storage of irrigation waters, reservoirs are very deep and impassable to everything. May have attendant
pumping stations and are connected by canals.

Barn

A single large building.

Farmstead

A small collection of buildings, outhouses and agricultural equipment, sometimes surrounded by a protective wall,
usually with a road running to it.

Optional: The "Get off my land" special rule. Any infantry unit approaching within 10cm of a farmstead during the
Movement phase will be snap-fired at by an irritated farmer.

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Settlement

A town or small city, with many buildings and roads.

Desert worlds
[Content from Battles Book page 55 to 56.]

Desert Worlds Terrain table


D6 1 2 3 4 5 6
1 Sandstorm Cliff Hill Hill Dune Dune
2 Cliff Oil Pit Oil Pit Hill Rock Spires Dune
3 Rock Spires Cliff Hill Hill Complex Hill
4 Cliff Road Road Complex Rock Spires Quicksand
5 Complex Road Hill Road Rock Spires Oasis
6 Oasis Road Complex Cliff Dune Sandstorm

Complex

A complex could be any collection of buildings, such as a desalination plant, hydroponics installation, refinery,
mine head, derrick or workers' hovels. These are generally constructed of open girder work which impedes the
movement of vehicles and provides cover to infantry hiding in them, but doesn't give them a +1 armour bonus.

Cliff

A cliff is a hill with at least one side which is impassable (although you could say it is only dangerous for infantry if
they want to try and climb it). It's a good idea not to have every approach to the summit impassable as attacking
troops will need some way to get at troops who may be deployed on the crest

Hill

This is a standard hill. You may like to nominate particularly steep slopes as dangerous terrain to all units, as the
shifting sands can swallow up troops who try to cross them.

Dune

This is a very low hill which may extend over a wide area but does not rise particularly high.

Rock Spires

These are strange columns of sandstone (or whatever material prevails on the planet) carved by aeons of biting
winds from the bare rock. They can vary wildly in size, from huge towering pinnacles that a Titan could hide
behind, to a low series of gullies and defiles which you could count as a forest for the purposes of movement

Oasis

A rare find in the bleak desert, oases are small ponds or lakes, crowded with vegetation. An oasis will probably
comprise a pool surrounded by appropriate vegetation, counting as a river surrounded by woods.

Oil Pit

Either bubbling naturally up to the surface, or dumped by a nearby industrial outlet, a noxious slick of oily sludge
seeps through the desert, bogging down anyone who tries to cross it The oil pit can be treated as a marsh.

Road

A road runs through this part of the desert, connecting some installation to its base. Roads in the desert may be
hard, concrete and tarmac affairs raised slightly off the surface, with portions swept with debris that negates its
benefits along certain sections. Alternatively, it may be no more than a recently used caravan route, allowing

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Battles

vehicles and infantry to move faster along its tightly packed surface but conferring no benefit to heavy war engines.

Quicksand

Quicksand can be found in a small pool, and is treated like a marsh. Alternatively, fluid may be moving sluggishly
beneath the surface of the region, creating a hazardous, almost invisible river which can only be crossed by
pontoon bridges or more permanent constructions.

Sandstorm

Or chromestorm, saltstorm, cobaltstorm (and so on). A whirling sand devil is tearing up that part of the battlefield
and is liable to move randomly across the desert throwing men and tanks into disarray. It is represented by a
swirling column of cloud, with the same diameter as a Barrage template (6cm). At the start of every turn, the
sandstorm moves D6x5cm in a random direction. Any detachment it passes through during its movement
immediately takes D3-1 Blast markers as it tosses vehicles around, knocks soldiers to their knees and generally
wreaks havoc!

Other options for a desert world include a massive pipeline which stretches from a refinery to some distant outlet.
Or what about a wind farm (you've seen them — rows and rows of little sticks with fans on the top) which might
count as a forest. Alternatively you could have a collection of native huts or tents, which don't exactly provide
cover, but could be fun as a bit of decoration ...

Deserts may be littered with ancient alien ruins, half-submerged wrecks of past battles and crashed spaceships,
plus almost anything else you can think of!

Ice worlds
[Content from Battles Book page 57.]

Ice Worlds Terrain table


D6 1 2 3 4 5 6
1 Glacier Thin Ice Ice Cliff City Entrance Lake Ice Crevasse
2 Hill Lake Hill Research Station Iceberg Hill
3 Iceberg Hill Thick Ice Ship Wreck Glacier Research Station
4 Ice Crevasse City Entrance Research Station Blizzard Ice Crevasse The Sea
5 Hill The Sea Thin Ice Hill Lake Thin Ice
6 Lake Glacier Ship Wreck Thick Ice Hill Blizzard

City Entrance and Research Stations

The inhabitants of ice worlds generally live underground to avoid their planet's sub-zero temperatures and
blizzards. The entrances to their cities are surrounded by bunkers. City entrances are classed as fortifications and
research stations are classed as buildings.

The Sea and Lakes

Sometimes the only inhabitable places on ice worlds are the largest icebergs. The sea should be put on a board
edge — you could have your whole board surrounded by the sea if you want! The sea and lakes count as rivers.

Icebergs

Smaller icebergs float around the sea and lakes. Icebergs may only be used if there are some lakes or parts of the
sea on the board, and they float around in random directions. The whole boar