Games workshop epic armageddon resources


















Brilliant work planning to make them publicly available? Awesome stuff. It's a brave new world! Are you local? How much did it cost you excluding the printer itself?

Yes, I will, but I do need a rest and have to play them for a while first, befor I add other troop types. Yes I did. I didn't count the hours. What I can say the time varies widely between models, the clearer the image in mind is of what the model should look like, the faster the model will be done. Reusing components saves a lot of time and gives the army a coherent look. The Bike was the first model I did and it took close to two days until I was content with the final design.

But this includes the time for two Bike variants an the Ork miniature. The skorcha in contrast took somewhere between 2 and three hours. Interesting choice on the size of your rhino - I would have gone for the old styli I used the Variant for two reasons. First for me there is only one Rhino and that is the old iconic M like version.

And secondly it should fit my existing army and so it had be of this form and size anyway. Yes I agree, it's a fantastic model. It's not of my design so. That's a difficult topic. I do not have the resources to produce the miniatures, the printer is no production tool and I have neither experienece nor interest in mould making. Shapeways could be an alternative. Highest quality from Shapeways is quite expensive 5 Stormboyz for just short of 7,50 euro.

In addition there are potential problems regarding IP. Which can be ignored for family and personal friends as long as no money making is involved, but which is an issue when making stuff available to other people, even if no profit is made. So while I look into it once in a while, I do not really see it coming, as the balance of risk, pain and gain in not favourable.

Automatically Appended Next Post: Malika2 wrote: How much did it cost you excluding the printer itself? Difficult to say. Resin less than 10 Euros. Materials for cleaning and operation also less than 10Euros. Exluding time, bases and magnets. Basically it allows for finer details, but has less build space. They are just releasing a new version 1. I missed the link. But that's very, very interesting.

That printer is quite inexpensive for this kind of technology. What type of gun barrels are you talking about? No, I do not play BFG. But if I remember correctly there are some " BFG supporters" on shapeways, Armand being one who also shows some of his stuff at taccom.

These units either have protective devices or supernatural vitality that will allow them to survive an attack that would kill another creature. They may take this second save against any form of attack, even attacks that would normally not allow a save to be taken.

No modifiers ever apply to the second save. Some units are noted as having jump packs. These units are equipped with special devices that allow them to fly for short distances, usually in a series of long hops.

Units equipped with jump packs may ignore dangerous or impassable terrain as they move they jump over it. They may not land on impassable terrain, and if they land in dangerous terrain they must take a dangerous terrain test. Units equipped with jump packs may also move over other friendly units as they move, but may not land on them. Units with jump packs are affected by enemy units and zones of control normally, and cannot jump over enemy formations.

Some units or characters are noted as being leaders. A formation that includes any leaders may remove one extra Blast marker for each leader whenever it regroups or successfully rallies. Light vehicles include any unarmoured vehicles where the crew is exposed to enemy fire, such as Ork buggies and Space Marine Land Speeders.

The only difference between light vehicles and armoured vehicles is that light vehicles can be affected by AP fire as well as AT fire; in effect they count as infantry targets against AP fire and armoured targets against AT fire.

Light vehicles rely on speed and agility to protect them from enemy fire, and because of this their saving throw is based on these factors rather than the thickness of any armour they may carry. This aside, their saving throw works in exactly the same manner as the saving throw of any other unit, and will be ignored by macro-weapons, can be used against barrages, and so on.

Some infantry units are noted as being mounted , and will either ride on bikes or living creatures such as horses. Mounted units count as vehicles for terrain effects, and as infantry units for all other purposes.

Units with reinforced armour are protected by armour many times thicker than that found on most armoured vehicles and have extremely robust internal construction too.

Because of this they still take their saving throw when hit by macro-weapons see Macro-Weapons. In addition, they may re-roll a failed save against any non-macro-weapon hit, including those inflicted during an assault. Some units are noted as being scouts. These units are trained to operate on their own, scouting ahead of their formation to seek out the enemy. Scout units only have to remain within 20cm of another unit from their formation, rather than 5cm as would normally be the case.

In addition, scouts are trained to spread out so they can cover a wide area, and so have a 10cm zone of control. Note that these abilities only apply to scout units and cannot be transferred to other units in the same formation or transport units carrying the scouts. Some units are noted as being skimmers. These units are equipped with devices that allow them to hover a short distance above the ground, so that they can fly over terrain that would slow other units down.

Note that skimmers do not follow any of the rules for aircraft in Section Aerospace Operations. Skimmers may ignore dangerous or impassable terrain as they move. Skimmers may also move over other friendly units as they move, but may not land on them. Enemy units and zones of control affect skimmers normally.

A skimmer may declare that it is popping up at the start of any action that it takes, including when the skimmer goes into overwatch. A skimmer may not pop up as part of a sustained fire action or a marshal action, but may pop-up when it goes onto overwatch.

Popping up counts as movement for the purposes of triggering firing by enemy units on overwatch. A skimmer that has popped up, pops down at the conclusion of the action. Skimmers on overwatch do not pop down until after they make their overwatch attack. Skimmers with a transport capacity may not embark or disembark units while they are popped up, and if they are destroyed while they are popped up then any units on board will be destroyed with no save.

A skimmer that has popped up is assumed to be flying high enough that nearby intervening terrain that is closer to the skimmer than the target does not block the line of fire. To check if the line of fire is blocked, simply measure the distance between the skimmer and the terrain, and then measure the distance between the terrain and the target unit.

If the skimmer is nearer to the intervening terrain then the line of fire is not blocked. If the skimmer is further from the terrain, then work out the line of fire normally. If the distance is is equal, then both the skimmer and the target unit can fire at each other, but they both count as being in cover and the cover to hit modifier will apply.

Skimmers may always choose to use their firefight value in an assault, even if there are enemy units in base contact with the skimmer. If they do this then the enemy must use their firefight value also. This represents the skimmer lifting off the ground out of reach of enemy ground units. Some infantry units are noted as being snipers. Roll separately when attacking with a sniper unit. If they hit, the attacker can choose which enemy unit is hit from those within range and in the line of fire of the sniper unit.

In addition the target suffers a -1 save modifier. Supreme Commanders represent high-level command units. They count as commanders and leaders see Commanders and Leaders respectively. In addition, each supreme commander unit in the army allows a player to re-roll one failed initiative test of any type once per turn. Some armoured units are noted as having thick rear armour.

These vehicles have equally thick armour all round, and so ignore the -1 save modifier when they are caught in a crossfire. Units with the teleport ability can appear suddenly on the battlefield, either because they have access to technological or arcane devices that allow them to be instantaneously moved from one place to another, or because they are capable of hiding extremely well and then suddenly appear as if from nowhere. Formations where all of the units have this ability may be kept off the table, and can appear at the start of any turn.

Simply place the unit anywhere you like on the table at the start of any turn, before determining who wins the strategy roll. The unit must be placed within 5cms of another unit from its own formation if there are any already in play. So, for example, if a whole formation teleported into play then the first unit could be placed anywhere, but any other units would need to be placed within 5cms of a unit that had already been placed. All units must be placed outside enemy zones of control.

If placed in dangerous terrain then a dangerous terrain test must be taken when the unit is placed on the table. To represent this roll a D6 for each unit that teleports into play. On a roll of a 1 the formation that the unit belongs to receives a Blast marker. Some vehicle units are noted as being walkers. They are able to negotiate dangerous terrain more easily than other vehicles.

To represent this they may re-roll any failed dangerous terrain tests. Re-rolls always apply to single dice rolls—if you rolled more than one dice then the re-roll will only allow you to re-roll one of them unless the rules specifically say otherwise. Some spacecraft units are noted as being slow and steady. They may not be used on the first two turns of a battle unless the scenario specifically says otherwise. Support craft are much like a hybrid between a skimmer and an aircraft. They remain high up in the air, hovering over the battlefield, firing over intervening terrain when possible.

Support craft function identically to a skimmer unit that is always popped up. Support craft fire and are fired at normally i. In an assault, support craft automatically force a firefight in the same manner skimmers may choose. It is assumed that support craft transports or the troops they carry are appropriately equipped to embark and disembark troops as normal. Self planetfall is plotted exactly as planetfall see Planetfall. Both the turn in which the formation arrives and the landing location is plotted.

The only exception is that, because these units are much smaller than orbiting spacecraft, they may be plotted to arrive in the same turn that an enemy spacecraft is present. On the designated turn the self planetfalling unit is activated in the normal activation sequence, as with spacecraft.

Nominate the action for the formation and roll to activate. If the unit fails to activate its arrival is delayed to the next following turn. If the activation is successful, place the formation at the plotted landing zone and determine scatter according to Planetfall as if it were a normal planetfall, including loaded units disembarking up to 5cm. In other words, the formation gets the free move from planetfall placement at the beginning of its action but in all other ways activates as normal.

Note: The action is chosen at activation, before scatter is determined. Choose the action carefully as a poor scatter role could render some actions ineffective. Some units are seen by their allies as ablative or just plain disposable. This may be because the units are specifically created to sacrifice themselves or because the units are simply not valued.

A formation does not receive a Blast marker when a unit with expendable is destroyed, this includes the extra Blast marker from the first casualty of a crossfire and for units destroyed for being out of formation after a move.

If an expendable unit is hit by a weapon with disrupt it does not inflict a Blast marker. If a formation is comprised completely of expendable units then they do not benefit from any of the rules above. Expendable units killed in an assault count for the purposes of working out its result see Work Out Result. Formations where all of the units have tunneler or are transported in units that have the ability may be kept off the table and can appear at the start of the second turn or after.

Any units transported in the tunneler should be placed to one side at this time too. Secretly write down the location where the tunneler will surface at the same time and in the same manner that you record the coordinates of a drop zone see Planning Spacecraft Operations.

You must also secretly record when the tunneler will surface. If it is going to surface in your half of the table it may arrive from the second turn onwards. If it is going to surface in the opposing half of the table, it may arrive from turn three onwards. Set up the tunneler at the start of the stated turn, before placing units with teleport, at the location you wrote down. Any units being transported are allowed to disembark immediately upon surfacing.

Surfacing does not count as movement for the purposes of triggering overwatch fire. Disembarking triggers overwatch fire as normal. If the tunneler surfaces on terrain that is impassable for it, under a friendly unit, or in an enemy zone of control then it is assumed that on-board sensor equipment will divert it towards another entry point. The unit should be moved by the opposing player to the nearest area where it can surface.

Formations of multiple tunneler need only record one location where they will surface. Place a unit at this location, or within 5cm of another unit that has already been placed, so long as all units are placed within 15cm of the location and on the appropriate half of the table.

Some exotic or powerful weapons have special abilities to represent their unique properties. Some of the weapons used in Epic are used in dogfights or to defend against aircraft. These weapons are collectively known as anti-aircraft weapons in the rules. The rules for carrying out AA shooting are described in full in the rules for Aerospace Operations see Aerospace Operations.

Certain weapons are designed to disrupt enemy formations as much as kill enemy troops. To represent this weapons noted as having the disrupt ability inflict a Blast marker on an enemy formation for each hit they inflict instead of for each kill they inflict. Note that the hits inflicted by disruptor weapons are saved for normally.

Any units that fail their save are removed as casualties but do not cause a second Blast marker to be placed on the target formation. Units armed with these weapons receive a number of extra attacks equal to x during an assault. Sometimes the entry will specify a dice roll rather than a fixed number. For example, a weapon that had extra attacks D3 would attack D3 times each time it attacked.

Extra attacks can apply to shooting attacks, close combat attacks, and firefight attacks. Weapons with the first strike ability attack first in an assault. Resolve the attack and inflict damage for the weapon before any enemy units make their attacks. This may result in some enemy units being destroyed before they can attack. If the ability is noted for a weapon with extra attacks see Extra Attacks then only the extra attacks gets the first strike ability; otherwise it will count for all close combat attacks if noted for an assault weapon, or all firefight attacks if noted for small arms.

If opposing units both have first strike weapons then all first strike attacks are resolved simultaneously and their results applied to both sides before other attacks are resolved.

Some weapons are noted as being able to ignore cover. These weapons are designed to negate the effects of cover, either by blasting it apart or simply bypassing it altogether.

These weapons ignore cover to hit modifiers, and negate infantry cover saves. Some of the weapons used in Epic are absolutely huge. These weapons are collectively known as macro-weapons in the rules. Only units with reinforced armour or invulnerable saves receive a saving throw against hits from a macro-weapon see Invulnerable Saves and Reinforced Armour.

Any other type of target that is hit does not get a saving throw at all. Some weapons are noted as being single shot.

These weapons may be used once per battle and may not then be fired again. You may want to record which single shot weapons have been fired on a piece of scrap paper.

Some weapons are noted as being slow firing. These weapons must take one turn to reload after they have fired. This means that if they fire on one turn they may not fire during the next.

We have found that the best way of remembering this is simply to turn the unit around to face away from the enemy when it fires, and then turn it back again when the formation is activated again next turn, but you can use any method you prefer.

Some weapons are noted as being Titan Killers. Enemy units hit by such weapons may not take a cover or armour save, even if they have reinforced armour. In addition, further special rules apply if the target unit is a war engine see War Engines.

In all other ways, Titan killers are treated as macro-weapons. Some weapons that can fire barrages are noted as having the indirect fire ability. Units armed with indirect fire weapons are allowed to fire indirectly if their formation takes a sustained fire action. Units belonging to a formation that fails the action test may shoot normally as part of their hold action, but may not fire indirectly.

In addition, no line of fire is required for an indirect barrage, as it is assumed that the barrage is fired high in the air so that the shots rain down on the target and ignore any intervening terrain.

Co-ordinates for the barrage are provided by spotters that are either in other friendly formations that do have a line of fire, or from orbiting spy satellites or planes. Finally, the high trajectory used by weapons firing indirectly greatly increases their range, but means they cannot fire at targets that are too close by. To represent this, weapons firing indirectly double their range, but have a minimum range of 30cms.

The injuries from the last training exercise have healed well I see. And that new bionic eye should prove most useful for this next exercise. Tell me, how many hours have you had on Land Speeders up to now?

There are a huge number of specialist units and weapons covered by the Epic rules, far too many to be covered in a single training scenario. However, the following variant of the Combined Arms training scenario can give you a taste of what effect specialist units can have on the game.

In order to play the scenario you will need access to the models you used for the Combined Arms scenario, plus models for the units shown on the datasheet section below. Note: The datasheets for this scenario are in Section 5. Space Marines are organised into companies led by hugely experienced and respected commanders, and backed up with heavily armoured Land Raiders and highly agile Land Speeders.

These specialised units allow a force to be tailored to carry out any mission the company may be called upon to undertake. How much like a god he is, that ancient machine, primal of all his kind! He watches over us now as battle joins, and in his shadow we shall advance upon our enemies and defeat them. The battlefields of the 41 st Millennium are home to some awesomely large vehicles, many of which tower high above the battlefield and carry weapons batteries of terrifying potency. Most famous of all of these are the Titans created by the Adeptus Mechanicus of the Imperium, but there are many others including the Gargants fielded by Ork armies and the living bio-Titans fielded by the Tyranids.

All of these creations are referred to as war engines in the Epic rules. Because of their huge size and awesome toughness, war engines are very different to other units, and because of this many of the core game rules are modified when it comes to war engines. That said, the main difference between a war engine and a normal vehicle is that the war engine has a damage capacity abbreviated DC that shows how many kills the war engine can absorb before it is destroyed.

For example, a Warlord Titan has a DC of 8, and it therefore takes eight kills to destroy it. This and all of the other modifications to the core game rules are described in detail as follows. War engines follow the same movement rules as any other unit. War engines that fail a dangerous terrain test suffer a hit see the damage rules below. War engines are so large they usually operate as single units. Although only one unit, the war engine is still a separate formation, and all of the rules that apply to formations apply to it also.

Some smaller war engines like Baneblades operate in formations of more than one unit. War engines have a zone of control like any other unit. In an assault they only lose their zone of control once they have been charged by a number of units equal to their starting damage capacity. Some war engines are capable of transporting other units.

These war engines are an exception to the rule that transport vehicles may only carry units from their own formation. Instead a war engine transport vehicle can carry units from another formation, as long as the entire formation can fit inside the war engine, and as long as the entire formation mounts up as part of the same move.

Note that a war engine may carry other units from its own formation using the normal rules see Transport Vehicles. For a formation to mount up in this way the units that are getting on board must be able to move into base contact with the war engine during their action.

The war engine is allowed to have taken an action before the other formation mounts up, but may not take an action after they have done so. While being transported the units may not shoot or carry out any other actions except to rally in the end phase see Rallying Formations.

Once the units being transported have mounted up, the war engine can move off with them inside as part of one of its own actions in a subsequent turn. It can dismount the transported units at the end of a move in the same way as a normal transport vehicle i. Formations that dismount in this way may not take an action in the turn they dismount, but are allowed to either shoot or fight in an assault if the war engine that was transporting it is able to shoot or assault.

In both cases, the war engine and the transported units are treated as a single formation until the shooting attack or assault has been resolved.

The war engine and the formation that disembarked are treated as being separate formations once the war engine has completely resolved its action. For example, a war engine could take a double action and disembark any troops it was carrying at the end of its move. The war engine and the disembarked units could then shoot together at a target formation, but all shooting would suffer the -1 modifier for shooting while taking a double action.

Alternatively a war engine could take an engage action and dismount any transported units at the end of its charge move.

It and the disembarking units would be treated as a single formation for the purposes of resolving the assault, as if they were making a combined assault see Commanders , paragraph 3. The following special rules apply when shooting either at or with war engines. In general, war engines are treated in the same manner as armoured vehicle targets i. Any exceptions to this are noted below. Normally, you may only allocate one hit to a unit in a formation until all units in the formation have been allocated one hit each.

If a formation includes both war engines and non-war engine units then an attacker must state whether any attacks he makes on the formation will be directed at the war engines or the other units in the formation. Attacks directed at the war engines can only be allocated against war engines if they hit, while attacks directed at other units may not be allocated to the war engines in the formation. Special rules apply to war engines that are attacked by weapons that use templates see Barrages.

Normally these weapons attack each unit that falls under the template once each. However, due to its huge size if a war engine lies directly under the centre of a template, then it is subjected to a number of attacks equal to half its starting damage capacity, rounding fractions up.

For example, a Baneblade DC 3 caught under the centre of a template would be attacked twice. You may wish to make sure that your barrage templates have a small hole in the centre so that you can see if a war engine suffers the full effect of the bombardment or is only attacked once.

Unlike normal vehicles, 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. The weapons used in Epic are so destructive that they have the ability to destroy or damage even the largest target if they hit the right place.

To represent this, any hit on a war engine no matter how it was inflicted 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 normal damage and its damage capacity is reduced by 1 point. On a roll of a 6 the hit has caused critical damage; the war engine still loses one point of damage capacity, but in addition suffers a critical hit. For example, Imperial Titans are vulnerable to hits on their dangerously unstable plasma reactors, while Ork Gargants are renowned for catching fire, and so on.

If a war engine suffers more than one critical hit then the effects of all of the hits are cumulative. Every time a war engine loses a point of damage then the formation it is part of receives one Blast marker. If a war engine is destroyed by the effect of a critical hit then the formation it belongs to receives a number of extra Blast markers equal to the damage capacity the war engine would have had remaining were it not destroyed.

For example, if a previously undamaged Baneblade in a Super Heavy Tank Company were destroyed by a single critical hit then the company would receive three Blast markers. Add the starting damage capacity of any functioning war engines in a formation together in order to find out how many Blast markers are required to break the formation. War engines rally using the normal rules. A broken war engine is assumed to have a number of Blast markers equal to its starting damage capacity for all rules purposes.

If there are any enemy units within 15cms of the war engine after it makes a withdrawal then it suffers one extra point of damage no save allowed for each enemy unit that is within 15cms. Additional hits caused by losing an assault or receiving Blast markers while broken cause one point of damage each.

Roll for critical hits from these extra hits as you would normally. Some units are armed with weapons that are noted as being Titan Killers see Titan Killers. Many of these weapons are capable of taking down a war engine with a single shot. Note that cover to hit modifiers do apply. This updated version was published in Swordwind Part 1 Datasheets for Eldar forces. Swordwind Part 3 Background for the Baran War. Both use the original core rules, and the only slight differences are in the army lists, and sometimes unit stats.

Each army e. Space Marines, Orks, etc. Once an Army Champion is satisfied their list is balanced, they will submit it to the NetERC which makes final decisions on whether to approve it or ask for more testing.



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