Epic 40k
The Laïtus Prime Tribune Règles Optionnelles The Laïtus Prime Tribune

Index
Rules Author
Smoke Rounds Joseph Looney
Battle Honors Temp
Teleportation Rules Harlequin Master
Air Superiority Gavin Thorpe (typed by 'Mad Dog' McAlister)
Dig In Order Jon "The Psyker" Nielsen

Smoke rounds
Any unit with the "Artillery" modifier may be equipped with smoke rounds at a cost of 5 points per unit with smoke rounds.

The firing units detachment must be on "Special" orders.
Smoke rounds must be fired as part of "Preliminary Bombardment".
A unit may only fire one smoke round per firing phase.
Firing the smoke round counts as the units fire for that phase. They do not get to fire for effect also.
For each smoke round fired place a 6cm circle (a "blast template").
The template block line of site/line of fire for all units, except flyers. Please note that skimmers line of site IS blocked by smoke rounds. The smoke is a pillar, not a hemisphere.
If placed on a unit the unit has it s line of site block, and it is blocked as well. (i.e. you can t see it and it can t see out of the smoke cloud). You must cover at least 3 figures for infantry units and 2 figures for cavalry units. There is no other effect for placing a smoke round on a unit.
During the rally phase smoke rounds are removed after Blast Markers are removed. To remove a smoke cloud roll on die per cloud. Smoke rounds are removed on a 4+.
Optional Rule :
If the template is not removed, you can use the Epic Space Marine scatter die, move the smoke round of 2D6cm in the arrow direction.

Battle Honors
All honors are only available once per WE (War Engine). Those that specify "titan" in the description are only available for titans (same for gargants, also applies to Lord of Battles). Honors apply to entire detachment, but are applied only once for each honor.
For example:
Fast and Tactical Genius would apply to all units in the detachment. Marksmanship effects one weapon system per honor, and may be taken once per unit. (a unit of 3 ShadowSwords could have this honor 3 times - once per tank) Lucky may be used once by the entire detachment per battle.

Crew and Commander honors apply as long as 50% of personnel (units) survive the battle. Upgrades apply as long as the WE they are applied to survives (or 50% if applicable to the entire detachment).

Imperial

  • Crew
    • Damage Control - +1 to all repair rolls (including void shields)
    • Lucky - reroll one die per battle (may be taken more than once)
    • Marksmanship - one weapon system causes criticals on a 5 or 6, death ray shots get +1 to critical roll
    • Accurate - one weapon system - weapon with fp (HWB, and barrages) get +4fp, death ray gets +1 to critical roll, other weapons get +1 to hit
    • Fast - +5 cm additional movement.
  • Commander
    • Berzerker - reroll cc or ff die once per turn
    • Damage Limitation - ignore first critical (apply once per detachment per battle)
    • Legend - WE detachment gains command ability
    • Lightning Reflexes - may always fire first (counts as firing action)
    • Tactical Genius - WE detachment may always choose to move first or last
  • Upgrades
  • Heavy Armor (unavailable for scout titans) - +4 DC, +8 for Imperator, +2 for Superheavy tanks
  • Ejection Pods - Crew survives WE destructionon 2+.
  • Turbo Weapon - One system counts as being on overwatch
  • Extra Shielding - Titan gains 2 additional shields
  • Castellan Head/Devotional Bell (unavailable for scouts) - Titan gains Psyker ability

Eldar

  • Crew
    • Bonesingers - As Imperial Damage Control
    • Lucky - as Imperial
    • Pinpoint Gunnery - as Imperial Marksmanship
    • Fast - as Imperial
    • Hip Shooting - WE may fire during the vehicle fire phase, all SHWs have -1 to hit
  • Commander
    • Damage Limitation - as Imperial
    • Lightning Reflexes - as Imperial
    • Tactical Genius - as Imperial
    • Farseer Commander - gain extra fate card (one per detachment)
    • Agile - WE may make an extra 45 degree turn each move
  • Upgrades
    • Gate - as Imperial escape pods
    • Turbo Weapon - as Imperial
    • Mandi-Blasters - titan gains 4fp at 15cm range (applies to one titan per honor)
    • Reinforced Structure - -1 on all critical damage rolls taken
    • War Cry - as Imperial Berzerker
    • Psychic Conduit/Legend - as Imperial Legend

Ork

  • Crew
    • Super Riggers - as Imperial Damage Control
    • Lucky - as Imperial
    • Shooty Boyz - as Imperial Marksmanship
    • Speed-Freek Mekboy - as Imperial Fast
    • Scaredy Mekboy - gargant automatically has maximum shields, Warboss gets max+2
  • Warboss
    • Dirty Fighter - as imperial Berzerker
    • Very Shouty - WE detachment gains command ability
    • Low Cunning - as Imperial Tactical Genius
    • Escape Plan - warboss survives gargant's destruction on 2+
  • Upgrades
  • Heavy Armor - +4 DC, +8 for mega-gargant, +2 for Battle fortresses
  • Big Gunz - as Imperial Turbo-weapons
  • Extra-Sturdy Bitz/Fire Hoses - -2 to first critical roll (once per detachment per battle), gargant also immune to fires
  • Spotting Platform - as Imperial Accurate

Chaos

  • Crew
    As Imperial
  • Commander
    As Imperial
  • Upgrades
    • Heavy Armor - as Imperial
    • Daemon Weapon - as Turbo Weapon, or cc weapon gains +5 assault and 2 fp at 15cm
    • Extra Shielding - As Imperial
    • Daemon Prince Possession (not available for Khorne) - Titan gains Psyker ability (applies to one per honor)
    • Chaos tail - Titan gains +7 assault (applies to one per honor)
    • Daemonic Aura - Titan causes fear. Opponents must roll Ld test in order to move within ff range, and gain an additional BM when they do so.
  • Power-specific Honors
    • Bloodlust of Khorne - WE gains +1 to die roll when participating in or supporting cc. Titan gains +1 to hit units in cc.
    • Chosen of Khorne - WE may counter one fate card per battle
    • Chosen of Tzeench - gain one additional fate card per battle
    • Chosen of Slaanesh - as Eldar Agile
    • Chosen of Nurgle - as Eldar Reinforced Structure
Note: Chaos titan honors can easily be modified to reflect the individual nature of chaos gifts. Some examples: Soporific Musk or Plague Shroud for Slaanesh or Nurgle version of Berzerk, Fast for a Tzeench titan with wings, etc.

Tyranids

  • Hive Mind
    • Lucky - as Imperial
    • Marksman - as Imperial
    • Berzerk - as Imperial
    • Damage Limitation - as Imperial
    • Lightning Reflexes - as Imperial
    • Animal Cunning - as Imperial Tactical Genius
    • Agile - as Eldar
    • Self-Awareness - as Imperial Castellan Head/Devotional Bell
    • Warp-sight - as Eldar Farseer
    • Improved Hive-mind Nexus - Hive mind improvements survive on 2+
  • Bio-engineering
    • Improved Regeneration - as Imperial Damage Control
    • Fast - as Imperial
    • Heavy Armor - +6 DC
    • Turbo-Weapon - as Imperial
    • Endo-Skeleton - as Eldar Reinforced Structure

Points Cost for one-off games

  • Small WEs (Superheavies, etc.) up to 150 pts - 20pts/unit in the detachment
  • Medium WEs (Scout Titans) - up to 250 pts - 40 pts/unit in detachment
  • Large WEs (Battle Titans) - up to 600pts - 80 pts/unit
  • Extra Large (Imperator and Mega-) - above 600 pts - 160 pts/unit
Notes: The changes to Daemonic Aura make it less powerful, but still makes assaulting the titan quite daunting.
Bloodlust of Khorne is less powerful than psyker when applied to a non-titan, but psyker abilities are restricted to titans. The bonus is increased for titans to make up for the fact that psyker is more powerful and is otherwise available.

Teleportation Rules
Stands that are to be teleported go on Special Orders.
Telporting troops are deployed on the battlefield at the end of the Shooting Phase.
For each stand in the detachment, take a numbered counter.
Mark on a piece of paper the numbers that corrospond to a particular stand i.e. no.1 is for Inquisitor Lord, 2 for Terminator, etc.
From a height of 30cm off the table, drop the counters.
If a counter lands off the table, it has been lost in teleportation and destroyed.
If a counter lands on another stand, then move the counter off the stand and place it next to the stand, teleporters have an inbuilt safety mechanism to prevent teleporting troops from appearing on/in other stands.
After all counters have landed, replace them with the stands indicated on the piece of paper.
Any enemy units within 10cm of teleporting stands may perform Snap Fire.
Any teleporting stands that have survived may then move in the Assault Phase as normal.
Telporting troops always move first in the Assault Phase, regardless of who has the initiative, this represents the lightning attack of teleporting troops.
Continue with the Assault Phase as normal.
In subsequent turns, assuming teleporting troops have survived, they may be given any orders that are appropiate eg March, Assault, etc.

Air Superiority
Here they are. Taken from WD#214 p94. Comments by me ('Mad Dog' McAlister) are within [].

EPIC 40,000- AIR SUPERIORITY

By Gav Thorpe

EVAC! EVAC!

As well as rapidly deploying troops into key areas of the battlefield, another use of transport flyers is to airlift troops out of danger or swiftly relocate them from one part of the war zone to another. This introduces the possibility of another Flyer mission- Evac (short for evacuation, in case you hadn't already guessed). You can only use Evac missions if you have first agreed to do so with your opponent- this is an optional rule, not a sovereign right!

  1. Flyers on Evac are placed and moved just like flyers performing a Transport mission. They may also shoot in the same way- their FirePower is halved and and super-heavy weapons require a 4+ to aquire a lock and fire.
  2. After shooting, the flyer must remain where it is until the end of the movement phase. The troops being evacuated are allowed to make a normal 20cm retreat move, just as if they were broken. As usual, the troops must sacrifice 5cm of movement to board the flyers [so you can go up to 15cm toward them -MDMc]. Flyers which are attacked on the ground (by a preparatory bombardment, for example) are treated like normal vehicles- there is no chance they will be driven off, a hit is a kill [What happens if Night Spinners put BM's on them? What happens if the flyer is detroyed, do the troops inside get the 4+ escape? -MDMc].
  3. At the end of the movement phase, the flyer takes off and zooms back to it's base, taking any evacuated units with it.
  4. When the last unit in a detachment is evacuated it loses any Blast Markers it may have taken (removing these does not affect Army Morale). From the next turn onwards the detachment counts as being in reserve and you should roll to see if it is combat-ready in subsequent turns. When it becomes available it should be returned to the battlefield using a standard Transport mission. The Evacuating flyers must re-arm and re- fuel for a turn as normal.

[Sounds like a good mission, especially for getting away from those Tyranids... -MDMc]

COUNTERSTRIKE

Acheiving supremacy in the skies is a key part to winning a battle. If your flyers can ground attack the enemy without risk of interception they will cause your opponent untold amounts of grief. Air superiority can be achieved in a number of ways. Some commanders put their faith in the ability of their interceptors to shoot the enemy out of the sky in a dogfight. Some armies rely on their superior batteries of anti-aircraft guns. Other army leaders [Dante, are you there? -MDMc] prefer to hit the enemy when they are most vulnerable- while they are on the ground! The new Counterstrike mission detailed below allows you to send your fliers on a ground attack on the enemy airbase. You can only use Counterstrike missions if you have first agreed to do so with your opponent (though I'd recommend them as they can be very entertaining...) [I suppose the mad ones out there could make a model airfield, with troops drop-podding onto it, and so on, but I'll leave that to your imagination... -MDMc]

  1. Flyers performing a Counterstrike mission may be intercepted by enemy flyers , just like a ground attack or transport mission.
  2. The defender may roll one snap-fire attack at each attacking flyer to represent the anti-aircraft defenses around their base. [Tyranids, don't try this at home, unless you enjoy getting Gargoyles killed. -MDMc]
  3. Any enemy flyers performing a mission this turn are not affected by the counterstrike- they are already in the air. Enemy fighters that are re-arming may attempt to scramble. Roll a D6 for each flyer, if the score is equal to or less than the flyers dogfighting value it has managed to scramble and flies clear before the attack strikes home. Any models which roll over their dogfight value or are being repaired are potential targets.
  4. Work out the attack of the counterstrike just as if the flyers were performing a ground attack, treating all the enemy flyers on the ground as a single vehicle detachment in the open. The attackers are assumed to be in range and the player performing the counterstrike mission can allocate hits to any enemy since there are no closest models. Attackers with a barrage count as having a firepower of 2 each (heavy barrages count as 4) when performing a counterstrike. Flyers on the ground are destroyed if they are hit- there is no chance of them being driven off. This attack does not place blast markers.
  5. Flyers that have performed a counterstrike must rearm and refuel as normal next turn.

[Pic of Gav looking stupid. -MDMc]

[OK, the next bunch of things are paraphrased, as I can't be bothered typing the whole thing out (4 pages!) No important stuff has been changed. -MDMc]

CARRYING NON-INFANTRY UNITS

In E40K transport vehicles are only assumed to be able to carry infantry units. However, it is not unreasonable to assume that large transports can carry larger cargoes. The same applies to Flyers with sufficient transport capacity. The following rules only apply to transports which have a capacity of 6 or more, so Thunderhawks only here, I'm afraid.

Thunderhawk Operational Loads:
Standard : 3 squads of 10 marines each. On-board medi-centre and armoury included.
Formido : Replace 1 or more stand of 5 marines with a dreadnought per stand replaced.
Intrepid : Replace 2 squads of 10 marines with a Rhino.
Goliath : Replace all the marines and carry three rhino-class vehicles instead (i.e., all must be based on the Rhino STC).

You can discuss other combinations with your opponents.

TYRANID GARGOYLES

The gist of the half-page: Gargoyles can land and have a Assault of 1, Speed of 15 and the Jump-Packs ability (so their speed is doubled to 30, and tripled in the assault phase). If they wish to leave, they must perform an Evac mission. You should also increase their value by at least 3 points.

SWOOPING HAWKS

Any detachment that consists entirely of Swooping Hawks and Exarches can use the Drop Pods rules in any scenario.

NEW SCENARIOS

GET US OUT OF HERE!- Marines vs. Tyranids

Tyranid Assault on Laqueus, blah, early in the Second Tyrannic War, blah, Ultramarines must buy time, blah, divert the Tyranids into the killing field...

Special Rules : Razorwire, Hidden Set-up, Forrifications, Reserves and Army Morale.

Forces : Decide on a points value for the battle. The Tyranid player gets this many points, the Marine player gets 75% of it (and no imperial guard things, just marines!).

Set-Up: Terrain is set up in some mutually agreeable manner.
Marines deploy first using hidden set up. All army is available, except flyers which are in reserve.
Tyranids start on their table edge (place HQs at setup and move detachment on in first turn).
The Evac mission is used. If you want, you can use the new Transport and Gargoyle rules.

Game length and victory conditions

No objectives are used, but for every Marine detachment that either makes it off the table or is evacuated by Thunderhawks, the morale of that detachment is added to the Marine player's morale. If one army's morale is reduced to zero or less, blah, blah.

THE PURGATION OF XCV-78: Imperium vs. Eldar

Primeval world wich in minerals, blah, strange accidents happen to miners, blah, Eldar invade without warning, blah, defenders muster around Diablos province...

This scenario uses the Blitzkrieg rules, with the following modifications:

The Eldar must spend at least 25% of his / her force on Flyers.
The Eldar player may make D3 Orbital Barrages during the battle (same effect as fate card).
Imperial player may add +1 to his reserves rolls, as there is a high concentration of troops in the area.

'Mad Dog' McAlister, a tired typist.

Dig In Order
How about this house rule: :-)
A detachment on overwach can opt not to fire. If they are charged in the CC phase, they get to shoot at their attackers (no re-rolls) right before these reach them.
This gives could give the attackers some casualties and BM's, making it a bit easier for the defenders to win. The way it is now, a few assault troops can make a large detachment of well dug-in heavy-weapons boys run for the hills, simply by attacking two to one, thereby having 4 times the assault value of the defenders. They win easily even though only 1 of ten defenders actually fight. Giving the defenders a chance to shoot would make this more fair. I also mean that you can prepare to be engaged by "digging-in".

Note from François Bruntz
I think that a digged detachment should not be able to fire "at full power". We can imagine such a detachment has only 2/3 or 1/2 of its fire power as it's difficult to target units which are charging you!