EA Rules Revamp
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EA Rules Revamp Unofficial rewrite of the Epic Armageddon game rules Same rules, but easier to use! Version: 2.0.0 | 14 April 2020 Disclaimer and trademark list This publication is completely unofficial and in no way endorsed by Games Workshop Limited. 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 Summary of changes in this version. Version 2.0.0 | 14 April 2020 This release embodies more changes and bigger additions than I'd first intended. So, I'm treating this as a 'major' release (v2.0.0). The main rules and gameplay remain the same of course. l Done (minor): Add 'Further resources' topic l Done (patch): Remove some redundant in-line comments l Done (minor): Add the 'Farsight' special ability rule (from the Eldar army lists) l Done (patch): Various small improvements to layout and typography l Done (patch): Apply keyword styling where special abilities are stated l Done (patch): Detail the source materials for this project in the 'About this publication' topic l Done (minor): Move 'Example sequence for shooting' to its own topic at the end of the shooting procedure l Done (minor): Remove quick access links from the home page and add the floating action button (FAB) instead l Done (minor): Improve home page styling for better use of space l Done (minor): #744 — Merge top-level 'Core' rules sections l Done (patch): #743 — Minimise image file sizes l Done (minor): #742 — Add and populate an 'Optional rules' section l Done (minor): #741 — Add and populate new 'Scenarios' top-level section l Done (minor): #740 — Add the 'Lance' special ability rule l Done (patch): #731 — Make the 'local' navigation consistent (mainly affects HTML formats) l Done (patch): #437 — Print button on the toolbar doesn't work in the Android app Notable ongoing issues l #441 — Table of contents in the PDF is very long Tip: You can check the status of all reported issues at https://thehobby.zone/issue-tracker/?bugcatid=24 History For the full version history, please view this topic in the Android app or on the website at https://thehobby.zone/resources/ea-rules-revamp/Content/Frontmatter/WhatsNew.htm. ii Contents Initiative values 11 Blast markers 12 Disclaimer and trademark list ii About Blast markers 12 What's new ii Game effects of Blast markers 12 Introduction 1 Game turns and the sequence of play 13 About this publication 1 Game turns 13 Origin and intent 1 Sequence of play 13 Source materials 1 Effects to resolve at the start of a game turn 13 Changes I've made 2 Phase 1: Strategy 14 Formats of this publication 2 Strategy Rating 14 Formats — choose what works best for you 2 Strategy roll 14 Addicted to paper? 3 Phase 2: Action 14 How to use this publication 4 Actions 15 Conventions 4 The Action test 15 Notice boxes 4 Retain the initiative 16 Editing notes 4 Example sequence for retaining the Things you need to play Epic 4 initiative 16 A note about rules questions 6 Movement 17 Core rules 7 Multiple moves 18 Basics 7 Moving through other units 18 Dice, scores, modifiers and values 7 Zone of control 18 Definitions 7 About the zone of control 18 Dice: Single rolls 7 Entering enemy zones of control 18 Dice: Multiple (batch) rolls 8 Leaving enemy zones of control 19 Modifiers 8 Consequences for incoherent formations 19 Values and required scores 8 Transport vehicles 19 Units 8 Embarking and disembarking units 19 Unit types 9 Transporting embarked units 20 Stands (infantry units) 9 Terrain and cover 21 Unit datasheets 9 Terrain effects 21 Formations 10 Effects on movement of units 21 Composition of formations 10 Effects of particular terrain types 21 Formation coherency 11 Dangerous Terrain test 23 iii Shooting 'to hit' modifier for cover 23 Assault values 43 Infantry cover saves 24 Check which units can attack 44 Shooting and shooting procedure 25 Make combat attacks 44 S1: Pick a target and check who may shoot 25 Determine the outcome 44 Picking a target 25 A5: Resolve stalled combat with supporting fire 45 Who may shoot 25 Call in supporting fire 45 Line of fire 26 Make supporting fire attacks 45 Range 26 A6: Work out the result of the stalled Weapon fire arcs 26 combat 46 Suppression and suppressed units 27 A7: Loser: Break, and withdraw from the S2: Place a Blast marker for 'coming under assault 47 fire' 28 A8: Winner: Receive Blast markers and S3: Roll to hit 28 consolidate 47 S4: Allocate hits 29 Receive Blast markers 47 S5: Attempt saves and remove casualties 30 Consolidate 47 Crossfire 31 Regrouping and Broken formations 48 S6: Place Blast markers for casualties 32 Regroup 48 S7: Check to see if the target is Broken 33 Becoming Broken 48 Example sequence for shooting 33 Withdrawals 48 Shooting with barrage weapons 34 When to withdraw 48 About barrages and barrage weapons 34 Making a withdrawal 49 Firing a barrage 34 Broken formations and Blast markers 49 Overwatch 36 Phase 3: End 49 Duration of overwatch 36 Rally formations 50 Triggers for overwatch shooting 37 Check the victory conditions 50 Using overwatch shooting 37 Advanced rules 52 Example sequence for overwatch 37 Special abilities 52 Assaults and assault procedure 39 About special abilities 52 A1: Choose a target for the assault 40 General rules for special abilities 52 Intermingled formations 40 Anti-Aircraft 54 A2: Make the charge move 41 Character 54 A3: Make counter charge moves 42 Commander 54 A4: Resolve combat attacks 43 Disrupt 55 iv Expendable 55 Slow and Steady 65 Extra Attacks 56 Slow Firing 65 Farsight 56 Sniper 66 Fearless 57 Support Craft 66 First Strike 57 Supreme Commander 67 Ignore Cover 58 Teleport 67 Indirect Fire 58 Planning Teleport operations 67 Using Indirect Fire 58 Carrying out Teleport operations 67 Effects of firing indirectly 58 Thick Rear Armour 68 Infiltrator 58 Titan Killer 68 Inspiring 59 Tunneller 68 Invulnerable Save 59 Planning Tunneller operations 68 Jump Packs 60 Carrying out Tunneller operations 69 Lance 60 Walker 69 Leader 60 War engines 69 Light Vehicle 60 War engine damage capacity (DC) 70 Macro-Weapon 60 War engine formations 70 Macro-Weapon effects 61 War engine zone of control 70 Applying Macro-Weapon effects 61 Transport war engines 71 Mounted 62 Transport war engines in mixed formations 71 Planetfall 62 Transport war engines in separate formations 71 Reinforced Armour 62 Embarking a formation in a war engine 71 Scout 62 Disembarking a formation from a war Self-Planetfall 63 engine 71 Single Shot 63 War engines and shooting 72 Skimmer 63 Targeting war engines and allocating hits 72 Skimmer units and movement 64 Targeting war engines 72 Skimmer units in assaults 64 Allocating hits to war engines 73 Pop-up attacks 64 War engine critical hits 73 Popping up 64 Checking for critical hits 74 Effects while popped up 64 Critical hit effects 74 Popping down 65 War engines and Blast markers 74 v Blast markers for damage to war Flak attacks 84 engines 74 Who can make flak attacks 84 Suppression of war engines 74 Making flak attacks 85 Broken war engine formations 75 Transport aircraft 86 War engines and Titan Killer weapons 75 Use of aircraft to transport ground units 86 Damage from Titan Killer weapons 75 Landing 87 Allocating Titan Killer hits and damage 75 Air Assault 88 War engines and assaults 76 Effects while landed 89 War engine charge moves and base Aircraft disengagement moves 90 contact 77 Aircraft and Blast markers 90 War engine close combat and firefight attacks 77 Placing Blast markers on aircraft in flight 90 War engines and working out the result of Effects of Blast markers on aircraft in flight 90 an assault 78 Blast markers and landed transport aircraft 91 Aerospace operations: Aircraft 78 Aerospace operations: Spacecraft 91 Aircraft: Units, formations and setup 78 Spacecraft units 91 Aircraft units 78 Spacecraft effects in the game 91 Aircraft formations 79 Planning spacecraft operations 92 Aircraft setup 79 Carrying out spacecraft operations 92 Aircraft actions 79 Orbital bombardments 93 Actions you can choose for aircraft 79 Orbital Bombardment templates 93 Action tests for aircraft 79 Make an orbital bombardment 93 Interception 80 Pin-point attacks 94 Making an interception 80 Making a planetfall 94 Ground Attack 80 Pre-requisites for making a planetfall 94 Combat Air Patrol (CAP) 81 Making a planetfall during the game 94 Putting your aircraft on CAP 81 Training 96 Making a CAP interception 81 Core rules training scenarios 96 Stand Down 82 Training scenario 1: Basics 96 Aircraft