On the following pages, you will find a variation of the Games Workshop’s Epic Armageddon rule set. This covers amended rules for use in your games. You will find information detailing the design concepts behind some of the rules in that section. These explain the ‘why’ behind the changes and have been included to assist readers in understanding the reason(s) behind the change.
What You Will Need to Play
To start, you will need approximately 1/275 scale miniatures. These miniatures are available from several sources. While the rules are an adaptation of Games Workshop’s Warhammer 30,000 and 40,000 universe, players should not feel compelled to use GW miniatures exclusively. Any miniatures at the right scale will work, to support this, the ruleset includes guidelines around basing and modeling your miniatures. These guidelines assist players in displaying the different unit types found in this ruleset. You will also need a small amount of terrain to represent your battlefield, whether that be a ruined hive city or the rolling plains of some far off Xenos planet. In addition to models, a suitable battlefield, and an opponent you’ll need a few more essential items to play.
Templates. Certain weapons have an area of effect rather than targeting a single unit. These weapon effects are represented by placing a circular template over the target and attempting to hit units under it. There are two types of template, a barrage template that has a diameter of 7.4cm, and an orbital bombardment template that has a diameter of 12cm. The weapon characteristics will dictate which template is used and how many templates may be required. You can make your versions of the templates from card or acetate as long as they conform to the dimensions specified in these rules.
Measuring Device. You will need a device to measure distance on the battlefield. These rules use centimetres. You will find a retractable measuring tape the most useful for measuring movement and shooting distances. However, some players find fixed measuring markers useful for common distances such as 5cm or 15cm. In Epic Armageddon, pre-measuring before committing an action or target is allowed and assists players in determining which orders to give during battle.
Writing Implements. You may need to record details of casualties or damage to those gigantic war engines during a game. Some special rules, such as Planetfall, require you to secretly plot locations on the battlefield, it’s useful to have some paper and a writing implement handy to mark these details down before commencing battle.
Dice. You will need ordinary six-sided dice, a lot of them, to resolve ranged and close quarter combat. These are commonly referred to as D6. If you need to roll more than one dice, then this is written as 2D6 (for two dice) or 4D6 (for four dice) and so on. If you have to add a modifier to the total of the roll, this is added after the value of the dice is calculated. For example, D6+6 means roll one dice and add 6 to the score to get a total between 7 and 12. If asked to roll a D3 simply roll a D6 and count a roll of 1–2 as a 1, a roll of 3–4 as a 2, and a roll of 5–6 as a 3. In some cases, a unit or formation will need to roll a 1 or higher on a D6. In this case, the roll automatically succeeds and no dice roll is strictly necessary (though you can roll anyway if you wish!).
Blast Markers. The psychological effect of war can destroy an army as quickly as casualties. In this game, blast markers represent the shock of combat. You can use a range of custom tokens to represent blast markers. As long as you know how many blast markers a formation has accumulated during the game. The amount required will depend on the type of army you play.
Units. Epic Armageddon lets you fight battles with everything from dismounted infantry to the terrifying war engines that dominate the battle zones of the era. From the smallest to the largest, every warrior and weapon has a part to play. No matter their size, the miniatures used to play Epic are referred to as units. A unit may consist of a single tank, a gigantic war engine, or several infantry models mounted together on a stand, but are simply referred to as units.
A stand represents a group of models such as infantry, where moving the individual models on their own would be awkward with small scale models. The size of a stand and the number of models must fall within the following limitations: A stand may be no more than 40mm and no less than 5mm across in any direction. A stand must be at least 20mm across in one direction (i.e., a 5mm by 5mm stand is not allowed, but a 5mm by 20mm stand would be okay). Stands representing infantry units must have at least three infantry models and may not have more than seven. Infantry mounted on bikes or horses must have between two and four models mounted on each base. Stands representing artillery must have between one and two artillery pieces and up to six crew models.
Formations. On the battlefield, a group of units is referred to as a formation. All units must be organised into formations at the start of the game. Every unit in a formation must be no further than 5cm from at least one other unit in the same formation. All units must form a chain without any gaps of more than 5cm. Sometimes the units in a formation will become separated due to enemy fire or assault. When this happens, the formation must close back up again into a legal formation when it next takes an action.
All units fall into a specific category: Infantry, Light Vehicles, Armoured Vehicles, War Engines, Aircraft and Spacecraft.
Characters (CH). These units represent important individuals rather than groups of soldiers. They are not represented by a separate model on the tabletop and are instead an upgrade to another unit in the formation. The unit the character is added to receives the weapons and abilities that the character has detailed on their datasheet, in addition to those normally afforded to the unit. Characters can be added to any other type of unit, including vehicles and war engines. The unit and the character must operate together throughout the entire battle. The character can be transported in any vehicle allowed to transport the unit that they upgrade and does not take up extra space.
Infantry (INF). This covers troops not mounted inside a vehicle. Infantry are represented using between three and seven models mounted on a single stand.
Light Vehicles (LV). This includes a number of vehicles and monsters that are significant enough to be targeted with anti-vehicle weapons but lack the armour to ignore anti-personnel weapons. Examples include vehicles like the Solar Auxilia Tarantula.
Armoured Vehicles (AV). As their name implies, vehicles or monsters covered in armour plating. This category includes Leman Russ tanks and Land Raiders, as well as armoured troop carriers like the Rhino. Armoured vehicles are represented by a single model either mounted on a stand or not.
War Engines (WE). These are titanic vehicles or creatures that dwarf regular vehicles, infantry and even small buildings. Towering above everything but their rival War Engines, examples include ork gargants and imperial titans.
Aircraft (AC). These vehicles have the ability to fly across the battlefield and beyond at great speeds. Aircraft have unique rules to represent the brief time that they are overhead and their interactions with the surrounding battlespace.
Spacecraft (SC). Vehicles or creatures operating in low orbit above the battlefield, able to bring devastating firepower down on enemies and even launch reinforcements directly into battle.
Datasheet. Each unit has a datasheet that describes how mobile, lethal and survivable the unit is. Each datasheet provides the following information: Type. What category the unit belongs to.
Speed. 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, but their shooting will be far less effective. When moving units, no part of the model or stand can move more than the specified movement or range.
Armour. This number represents how survivable the unit is. If a hit is scored against this unit then you must roll this number or higher on a D6 to save the unit from the damage or destruction.
Close Combat. This number shows how effective the unit is at close combat. It is used when the unit is in base to base contact with an enemy unit during an assault.
Firefight. This value shows how effective the unit is when involved in a short-range firefight. A unit’s firefight value is used during an assault when the unit is not locked in base contact with another unit. A D6 roll equal to or above this value represents a hit.
Weapons. This section of the datasheet lists what weapon effects the unit can produce. If a unit carries more than one of a type of weapon then this will be noted as a multiplier by the weapon’s name. For example, a Space Marine Tactical squad is noted as having a Missile Launcher, while a Space Marine Devastator squad is noted as having 2 × Missile Launcher.
Range. The range of the weapon in centimetres. A weapon is in range if any bit of the attacking model is within range of any part of the target model (or at least one of the models on a target stand).
Firepower. The value listed for a weapon is the roll required on a single D6 to generate a hit. Firepower is grouped into three categories: Anti-Personnel (AP), Anti-Tank (AT) and Anti-Air (AA). AP fire is used against infantry unit types, AT fire against armoured vehicle unit types and AA is used when shooting at aircraft. A weapon that has one, two or all types may choose to use either one when it attacks, but may not use both in the same turn.
If a weapon’s firepower value is preceded by a multiplier (x) then a number of dice equal to the multiplier should be rolled instead. For example, a weapon with a firepower value of AP5+ would roll one D6 to hit, while a unit with a firepower of 3 × AP5+ would roll three D6. Sometimes the entry will specify a dice roll rather than a fixed number. For example, a weapon that had D3 × AP5+ would attack D3 times during a single shooting action.