Epic 3ed Quick Reference Card PDF
Epic 3ed Quick Reference Card PDF
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
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
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+