Forum Navigation
You need to log in to create posts and topics.

Epic 40k (aka Epic 3rd edition) Resources


Yay, yet another game system to divide our limited brain space on!

For bigger games of Epic, the edition before Epic Armageddon runs a lot smoother, and (big bonus) requires a lot less brain space for the rules and for odd interactions...

Anyway, most of the documents needed are available here:

E40k Rulebook is the core rules and the first thing to read.

E40k Armies Book includes the stats and army lists for Guard + Marines + Titans (you can mix and match freely between them), Orks, Eldar, Chaos (Marines, Cults and Daemons, freely mixed) and Tyranids.

E40k Battles Book contains scenarios, extra rules like Drop Pods and also the rules for army-level morale - which is pretty important, as it's the main victory condition...

The four Firepower files are the four releases of the dedicated Epic 40k magazine, containing army lists, scenarios, errata and FAQs:

FP1 includes the Squat and Admech Army Lists, and a variant army list for Chaos Daemons.

FP2 includes Deathwing and Death Company detachments.

FP3 includes Ordo Malleus and Genestealer Cult Army Lists, and variant detachments for Orks, Chaos and Guard.

FP4 includes variant detachments for Guard, medics and engineers, and tunnellers.

Other important files are a summary sheet ( which is pretty thorough but is based only on the main rulebook, without any of the errata or FAQs.

But the errata and FAQs can be found in a single file here: with the exception of a later update to the hit allocation rules. This is the same info as in Firepower issue 1, but is a lot easier to read because it's not in a scanned PDF...

I'm currently working on a summary sheet that will include all three of these things combined.

So,how is Epic 40k different to Epic Armageddon?

Streamlining, first and foremost. Profiles are simpler and the rules are pared down as much as possible while still giving a feel of the 40k universe, and  there are far fewer odd rules interactions (not non-existent, but rarer). This means that it can cope with a lot more stuff on the table at once, making big battles a lot more maneagable.

In particular, War Engines and Flyers are much better integrated into the main rules.


Turn Structure

E40k is a mix of I Go You Go and alternating activation. Movement is IGYG, with player order based on drawing a chit from a cup. Shooting is then alternating between players (again drawing a chit to see who shoots with a detachment first), then a second shooting phase for War Engines to represent them being slow and lumbering. Assault (including movement for detachments that chose Assault Orders) is again IGYG.



There are no AP/AT values, or saves. Instead, each unit has an Armour value, which is what you need to hit (and kill!) them. Each unit has a Firepower value and range, so you add up the FP values of everyone in the detachment who is in range and LoS, and a chart then tells you how many dice to roll, then you allocate rolls to targets that they rolled high enough to hit. So if shooting Guard (Armour 3+) and Chimeras (Armour 5+) you’d allocate lower number hits to the Guard and 5s and 6s to the Chimeras. Blast Markers are  based on the amount of Firepower going into the target rather than the number of kills, so they are accumulated more slowly. This means that you can freely split FP between target detachments, unlike EA.

There are then a fairly small set of special weapon rules to cover things like Volcano Cannon, barrages etc. Notably, Disrupt Weapons inflict extra Blast Markers, but don’t do any actual damage.

Blast Markers, Leadership tests & Broken Detachments

BMs work similarly but different to EA. Each BM on a detachment reduces the total Firepower by one, rather than suppressing a specific unit. This means that detachments of very shooty unit’s like Leman Russes (Firepower 3 each) can be hard to suppress, but it also means that War Engines get affected almost identically to other types of detachment.

In the Rally phase at the end of each turn, each detachment removes d6-1 BMs.

There is no limit to the number of BMs on a detachment, and BMs cannot break a detachment - but broken detachments can’t rally unless they have fewer BMs than unit’s.


Leadership tests are roughly equivalent to activation tests, and are made whenever a detachment tries to go on Overwatch, or move in the Movement phase, or move in the Assault phase. To succeed, roll over the number of BMs on the detachment (+1 to the roll if the detachment has 16+ units).


Broken formations cannot move or shoot, and fight in Assaults and Firefights at halved effectiveness. Detachments only break by losing an Assault or Firefight. Broken formations can rally in the end phase by making a successful Leadership test, after BMs are removed.

War Engines never break, but still make Leadership tests and have their shooting reduced by BMs.



Assaults and Firefights

These are subtly but importantly different from EA.


Assault Movement

The player who wins initiate in the assault phase moves all their detachments on Assault Orders. This requires a Leadership test if there are any BMs, and must be at least 5cm closer to the enemy. Infantry can make a double move, but only if this will reach base contact.



Then, every one of their detachments that reached base contact fights an assault. This is resolved in the opposite manner to EA - you work out who won, and that decides how much stuff dies! The main factor is the relative assault values of the two detachments - add up the Assault value of every unit in base contact, then had 1 for every unit outside base contact but within 15cm (even without LoS). The difference between these totals is the main modifier on the chart, which looks similar to the EA one. Have a higher total and get +1, double it and get +2, up to +4. The loser will break, and will gain BMs equal to the difference in scores, but limited to how many units they had in base contact. Units in base contact now Attack, with their Roll to hit depending on the difference in combat res - for example if it’s within 1 then both sides are hitting on 4+, get to a difference of 5 and the winners hit on 2+ and the losers on 6+. Note that only units in base contact can be killed, and again a hit is a kill unless you’re a War Engine or have a Save (basically, Terminators and Heros). The broken formation has to retreat 20cm, and get outside 15cm, so encircling the target with another formation is deadly.



Every detachment within 15cm of an enemy now does a Firefight Combat. This is similar to an assault, but instead you compare the Firepower totals of all units within 15cm (again, LoS not required), and make he same combat res roll, but the losing formation takes a single BM and a single hit. They’re still broken, but unless you’ve managed to pile on BMs from some other source, they’re probably going to rally in the end phase as rallying is the same ‘roll over the number of BMs on the formation’ roll as you take to move, and every formation just removed d6-1 BMs...

Summary sheet now done:

I've also started on a Detachment builder, using the Armyforge templates from Epic Armageddon:

Fairly major updates have been made to the detachment builder, this is now the 'final' URL:

Paul H - the Death Company Detachment is up on I added Death Company Dreads as well.

Paul T - the White Scars Drop Pod/Thunderhawk Detachment is up.