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Epic 3ed Quick Reference Card PDF

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103 views3 pages

Epic 3ed Quick Reference Card PDF

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TM

SEQUENCE OF PLAY
1: Movement Phase
• Declare flyer missions
• Determine initiative
• First player moves
• Second player moves
2: Shooting Phase
CLOSE COMBAT
• Determine initiative
AND FIREFIGHT TABLE
• Vehicles and infantry shoot Roll a D6 and apply any of the modifiers below,
• Determine initiative the highest score wins.
• War engines shoot Close Combat / Firefight Modifiers
3: Assault Phase Enemy has five or more blast markers +1
• Determine initiative
Enemy has more blast markers +1
• First player assaults and firefights
• Second player assaults and firefights Own side has more psykers +1
4: Rally Phase Own assault/firepower total is higher +1*
• Roll to remove blast markers Assault/firepower value is twice the enemy’s +2*
• Roll to rally broken detachments Assault/firepower value is three times the enemy’s +3*
• Repair war engine damage and shields Assault/firepower value is four or more times enemy’s +4*
• Check victory conditions
* Apply the highest bonus only

CLOSE COMBAT RESULTS


BLAST MARKERS The difference
in scores
Combat
Result
Score required for the
Super Heavy Weapon Firepower Blast Markers Winner to kill Loser to kill
1-3 1-7 1 blast marker Narrow win 4+ 4+
4-8 8 - 15 1 blast marker 2 blast markers Forced back 3+ 4+
9+ 16 - 23 2 blast markers 3 blast markers Driven Off 3+ 5+
- 24 + 3 blast markers 4 blast markers Hurled Back 2+ 5+
1 blast marker if you score any hits 5+ blast markers Overwhelmed 2+ 6+

TARGET FIREPOWER TABLE


Marching Vehicle or Infantry - -
In Open Mobile War Engine * Vehicle or Infantry -
In Cover Immobilised War Engine Mobile War Engine Vehicle or Infantry
1 1 1 1
2 2 1 1
3 2 2 1
4 3 2 2
5 4 3 2
6 5 3 3
7 5 4 3
8 6 4 3
FIREPOWER

9 7 5 4
10 8 5 4
11 8 6 4
12 9 6 5
13 10 7 5
14 11 7 5
15 11 8 6
16 12 8 6
17 13 9 7
18 14 9 7
19 14 10 7
20 15 10 8
* When firing at immobilised war engines in the open number of dice rolled equals firepower
ORDER DICE SYMBOLS

MARCH BROKEN ASSAULT OVERWATCH SPECIAL IMMOBILISED

TERRAIN EFFECTS TABLE


Terrain Infantry Armour Bonus Infantry Vehicle War Engine
Fortifications +2 No Effect Impassable Impassable
Intact 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
Open Ground 0 No Effect No Effect No Effect
Roads 0 Add 5cm to unit’s Speed if entire phase is spent on a road.
No Effect = No effect! Dangerous = Roll a D6 when you enter, or when you start to move if already in the terrain. On
a roll of 1 the unit must immediately halt. If the unit is halted, roll the D6 again. The unit takes a hit
Impassable = May not enter if the second roll is also a “1”. Hits can’t cause criticals on war engines.

SUPER HEAVY WEAPONS


Anti-Tank Roll a D6 to hit, target’s Armour value counts as 4 (always roll 1 dice to hit, hitting on a 4+).
Barrage Firepower equals number of units from target detachment under Barrage template.
Disrupt Roll a dice: on a roll of 4+ place Blast marker on enemy. No casualties inflicted.
Heavy Barrage Firepower equals number of units from target detachment under Barrage template x 2.

SPECIALISTS AND SPECIAL ABILITIES


Artillery Artillery does not need a line of fire and can make a Preparatory Bombardment attack.
Assault Assault units add +1 to their Assault valuebut Range is reduced to 15cm.
Cavalry Double Speed, triple when charging in assault phase. Treat terrain as for vehicles.
Add +1 to Armour (max. 6+).
Close Support Count their Firepower value in close combat support instead of +1.
Flak When on Special Orders fire at enemy flyers as they perform transport/ground attacks.
Heavy Weapons +1 Firepower, increase Range to 45cm, but halve Assault (round up).
Hero Heroes have a Save (see below) and their Assault value is doubled.
Infiltrators Infiltrators are within command if within 60cm of HQ. They deploy up to 30cm outside
normal deployment or add +30cm to their first move.
Jump Packs Double Speed, triple when charging in assault phase. Ignore terrain when moving, but
must test if starting or ending in dangerous terrain.
Psyker Advantage in close combat/firefight. Some Fate cards are directed through Psykers.
Rampage Roll two dice to score hits in close combat. Rampage units are always caught by the
enemy and destroyed if they lose a close combat.
Rapid Fire Double Firepower when on Overwatch (does not apply to heavy weapons).
Save Ignore any hit on a D6 roll of 4, 5 or 6.
Skimmer Ignore terrain when moving. If starts or ends in dangerous terrain must take test.
Skimmer can ‘pop up’ to trace a line of fire anywhere (and if targeted from anywhere).
Stubborn Stubborn units may re-roll dice for any failed Leadership tests. The second roll counts.
Supreme Any detachment within 30cm of HQ becomes Stubborn. If Supreme Commander is in
Commander close combat or firefight, may re-roll the dice once.
Transport (x) Transport units can carry X infantry units. Mounting or dismounting costs 5cm to both
the transport unit and the infantry unit. Can mount and dismount in the same turn.
Troops in destroyed transport escape on a 4+.
ORDER DICE SUMMARIES
MARCHING ASSAULT BROKEN
May triple speed, no May move normally in Become broken when
shooting, opponent uses the movement phase. Fire at half lose close combat/firefight.
Marching column on the effect in shooting phase. Must Can only make 20cm Retreat
Firepower table. Marching move again in assault phase move. Cannot shoot. Broken
units halve their Assault and towards the enemy (and can units must halve their
Firepower values. enter close combat). Firepower and Assault values.

IMMOBILISED SPECIAL OVERWATCH


Used to indicate Used to indicate orders May move up to 5cm.
immobilised war engines. such as Flak and Preparatory May re-roll misses once when
Opponent uses appropriate Bombardment. See the shooting.
column on Firepower table. Special rules.

SUPER HEAVY WEAPONS


Close Combat Double Assault value versus other war engines. Always causes catastrophic
Weapon damage on war engines if you win.
Death Always roll one dice, needing 2+ to hit. Hits on war engines automatically
Ray cause critical damage
Distortion Roll D6x5. If total equals or beats target’s speed, it causes a hit. Hits ignore
Cannon shields and automatically cause critical damage on war engines.
Mega Place Barrage template. Roll to hit all units affected by template
Cannon (ignoring cover). Each attack places additional Blast marker on target.
Pulsar Fires D6 anti-tank shots.
Ripper Tentacles Stops enemy war engine from using one close combat weapon.
Lifta Droppa Cannot pick up infantry. Lifts target if it beats its Damage on a D6. Target is
moved 1cm for each point damage beaten by. When dropped, the target is
destroyed, and anything underneath takes a hit on 4+.
Vortex Missile Place Barrage template. Roll D6 Death Ray attacks against each affected unit.
Pulse Laser Fires D3 anti-tank shots.

OBJECTIVE SUMMARY
Take & Hold Adds 1D3 to your army morale in each rally phase.
Rescue Adds +1 to own army morale and deducts -1 from enemy’s in each rally phase.
Bunker Deducts -5 from enemy’s army morale when destroyed.
Capture Adds +D6 to own army morale if captured or deducts D6 from enemy’s
army morale if destroyed.
Cleanse Add +1 to own army morale if there are no enemy closer and within 15cm in rally
phase.

RESERVES TABLE
Detachment Speed: Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6
Up to 30cm - 4+ 4+ 3+ 3+ 2+
Over 30cm - 3+ 3+ 2+ 2+ 2+
Flyers - 3+ 2+ 2+ 2+ 2+

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