[v5.0] Core Rules Part II

From: Peter Ramos <primarch_at_...>
Date: Sat, 20 Apr 2002 11:50:00 -0400

Hi!

Ongoing polls will continue until the end of the revision of the core rules. Flier rules as well as rules for buildings and fortifications.

III. The Combat Phase
Segments of the Combat Phase
The combat phase consists of three segments:

1. First Fire segment
2. Close Combat segment
3. Advance Fire segment

Firing
Selecting a Target
Firing takes place with units eligible to shoot in the current segment. In order of initiative, one player will select a detachment (or single model like a Titan), nominates a target model for every attack (you don’t have to target a single unit but may spread your fire around) and assigns attack dice, of those available, to each target. (Under this system you may hit one model multiple times and completely miss another.) Units that have multiple shots may split their shots among several targets. Once the detachment has completed firing the opposing player selects a detachment and follows the same procedure. This continues with players alternating firing detachments until all units eligible to fire in the current segment have done so.

A Player may not pre-measure the distance to targets. If your nominated target is out of range of some attacks, those attacks automatically miss and all attack dice are wasted. All measurements are made from the center of the firing model to the center of the target model.

>No change

Targets
Except for barrages a model may only fire at a target in its Line of Sight (LOS) and in the case of vehicles and Titans may only fire weapons that can be brought to bear on a target model.

Firing Arc
Firing arcs are the areas that can be hit by a model’s weapons. Models have the following firing arcs by class:
Troop Stands - Troop stands are extremely mobile and as such have 360 degree firing arcs.
Vehicles/Flyers - All vehicles possess limited mobility and have only have 180 degree firing arcs to their front half. Exceptions to this are noted in individual model descriptions.
Vehicles armed with bolters are considered to have 360 degree firing arc for these weapons only.
Vehicles that possess turrets have a 360-degree firing arc with respect to the turret-mounted weapons. Units with bolters and turrets will be listed in their corresponding unit description (they will be in the units note section listed as “turret”). Also see the section Vehicles in Close Combat.
Titans - All Titans possess limited mobility and only have 180 degree firing arcs and LOS to the front half. Exceptions to this are noted in individual Titan and weapon descriptions.

>No change.

Vehicles with Bolters
All vehicle bolters have a 360-degree field of fire. Vehicles with bolters may always use them on first fire against infantry charges, even if they are given other orders. A charged vehicle may shoot as many shots as it has bolters. A vehicle with 6 bolters can shoot 6 shots at 1, or 1 each to 6 attackers, or anything in between (as per the general rule) as the player sees fit. Bolters fired in this fashion cannot be fired again in that turn. If the unit has fired previously in the turn then it may not fire its bolters in this way.

>No change.

Line Of Sight
Many terrain features can block line of sight, like buildings and forests. Other models (your own or the enemies) also block line of sight. Essentially, if you cannot see more than half of the model you wish to target it is out of line of sight and cannot be fired upon. Sometimes it may be better to get a model’s eye view to better appreciate line of sight. These are guidelines, so use your judgment (and fairness) to determine LOS for targeting:

1. Line of sight to models in wooded terrain is restricted to models on the woods edge. Models deeper within the woods are considered hidden and cannot be targeted.
2. Line of sight to models in buildings is limited to the side of the structure the targeted models are adjacent to.
3. Line of sight of models in buildings is limited to the side of the structure the models are adjacent to.
4. At least half the model must be seen to target it.

>No change.

LOS: Troop Stands
Due to the disproportionate size of infantry stands they do not block line of sight to non-infantry models, they do however block line of sight to other infantry stands.

>No change.

LOS: Titans & Praetorians
Due to their large size, Titans & Praetorians may be targeted even if less than half of the model is visible. If a Hit Location is fully visible to the firing model, that location may be targeted (see the sections on Titans and hit location templates).

>No change

Special Rule: Targeting a Command (HQ) Unit
Command units cannot be targeted unless they are the closest unit of the same class within range. Classes of units are described under pinning rules in the close combat section. An exception to the above rule is command models in buildings. Buildings are obvious targets and may be targeted normally, regardless of the presence of a command model (Hiding command stands in buildings by themselves is an invitation to an attack.). Another exception is a barrage template aimed at a closer “normal“ stand but which covers a command stand as well.

Example: A command infantry stand in a group of other troop stands cannot be targeted unless it was the closest within range. A command infantry stand standing among Titans or super heavy vehicles stands out like sore thumb, so it can be targeted.

>I would like to stress this rule more, since command units get abused a >lot. The rule means that an HQ is only "safe" if you can screen it with >troops of the same pinning class. An infantry stand in the middle of >vehicles stands out and may be fired just as well as a vehicle HQ in the >middle of infantry.

Hitting and Saving
Hits
A successful hit is determined on a D6 roll equal or greater to the firing model’s To Hit Roll (these are found on each unit’s profile). A roll of one is always considered a miss regardless of modifiers.

Armor Saves
Once a model is successfully hit it is allowed to make an Armor Save to avoid destruction. An armor save is successful if a d6 roll is equal to or greater than the models Save statistic adjusted for any weapon modifiers. If the armor save is failed the model is destroyed. Models that do not possess an armor save are destroyed when hit.

>No changes.

Special Rule: Side and Rear Shots
Armored vehicles have their heaviest armor at the front with lighter armor on the sides and rear. An armor save penalty is used for shots that hit the side and rear armor of a model as follows: -1 for a shot to the side and -2 for a rear shot. Shots to the side or rear are determined using a 90-degree arc from the ‘corners’ of the model. For shots that cannot easily be determined what arc they fall in, a D6 roll should be used to decide.
Thrusters, being subject to fire from all direction, are constructed in a way as to give them equal protection from all angles. Thruster armor is therefore considered to be the same all around.

>We need to add this applies to all vehicles including super heavies, but not to titans or praetorians (any unit with templates)

>I'm not sure about knights, what say you?

Special Rule: Target to Hit Roll > 6
Targeting models in cover incurs penalties on the to hit roll and sometimes a score of greater than 6 is required to score a hit. It is still possible to hit the target and the following system is used: For every 6 rolled an extra D6 is rolled. A roll of 4 on the extra D6 equals 7, 5 equals eight and another roll of 6 equals a 9!

>No change.

Healers
Units like Space Marine Tech-Marines and Medics, or Eldar Bonesingers offer saving throws to destroyed or damaged vehicles or troops belonging to their armies. We call these units Healers. For the details on their functions see the corresponding sections pertaining to the relevant armies. The following general rules apply to all Healers:

1. Extra saves given by Healers, being unrelated to the healed unit’s save values and being taken after them, are unmodified.
Example: A Tech-Marine saves a Land Raider by rolling a 5+ on a D6, whether it is destroyed by a bolter (no TSM) or a Volcano Cannon (-4 TSM).
2. All Healers must disembark from their vehicles to be able to render their healing functions.
3. Healers are not gods. They cannot save an infinite amount of troops or vehicles from death or destruction. To represent this saves are limited to 5 per turn. Use a die or counter to keep track, if needed. Their armor saves (if any) are not affected by this rule.
Healers like Space Marine Medics or Ork Painboys, which administer to infantry stands, can heal wounded stands (i.e. revive “killed” stands) even if they have been killed in close combat.

>No changes.

Super Heavy Vehicles
Super Heavy vehicles are huge heavily armored huge machines of destruction that are very difficult to destroy. The following damage table to use with Super Heavies reflects this added resiliency. When a hit on a Super Heavy vehicle is scored and the save fails, roll a D6:

D6 Effect
1 No effect.
2-3 The vehicle will now have a –1 to hit penalty when firing its weapons. This damage is
cumulative and lasts for the duration of the game, unless repaired. * A second occurrence of this damage on an already damaged Super Heavy will destroy the vehicle.
4-6 The Super Heavy is destroyed.

* Damage can be repaired by healers of the appropriate type (Tech-Marine, Bonesinger etc). The healer can only repair a single level of damage per turn. A super heavy repaired from destruction (4-6) will always have a –1 to hit penalty (regardless of the situation before destruction), and this has to be repaired separately in the following turns.

Example: A Chaos Titan scores 3 hits on a Stormhammer with a Plasma Cannon, which has a Target’s Save Modifier of –4. To save the first hit the player rolls a 5, and saves. For the other two he rolls 2 and 4, thus these are unsaved. Now the opposing player will roll on the damage table. He rolls a 2 and a 3. The first one gives the –1 to-hit penalty to the tank, which means the Stormhammer’s cannons will now need 5+ (instead of 4+), and its bolters need 7+(instead of 6+) to hit. The second roll, the tank already being damaged, disables it completely. A nearby Adeptus Mechanicus (see IG new units) attempts to repair the damage and save it from destruction, and with a roll of 6, succeeds. The survived Stormhammer has survived and now has a –1 to-hit penalty, and can hit on 5+ with its cannons and on 7+ with its bolters.

This will continue as a "basic" rule. Under advance rules we will include a line telling players to use the more detailed charts under each army list.
 

Special Rule: Barrages
Firing with Artillery Units
Artillery is capable of laying devastating area fire. This is represented in the game by the use of the barrage template. This is a circular piece of cardboard with a diameter of 6cm. Instead of a To Hit value, artillery possesses Barrage Points. All fire from models of an artillery detachment is concentrated into one barrage template, unless indicated in the unit’s description. The probability to inflict a hit is determined by adding all the barrage points from each firing model in the detachment, according to the following table:

Total Barrage Points To Hit Roll
1 - 2 6+
3 - 4 5+
5 - 6 4+
7 - 8 3+
9 or more 2+

Artillery may place a barrage template anywhere within range and line of sight. This is called direct barrage. After the barrage template is placed calculate the total barrage points to obtain the to hit roll needed for every model at least partially covered by the barrage template. Use your judgment here; just touching the side or corner of a model is not enough the template must cover at least some of the figures or a large portion of the actual model (at least 3 or 5 models on a troop stands or half of the vehicle).

Optionally, artillery may fire at targets they do not directly see. This is called an indirect barrage. Two criteria must be met in order to fire indirectly. First the artillery detachment must be on First Fire orders and second some other unit from your army must be able to see the targeted model(s). Indirect barrages are very imprecise and are likely to deviate from the intended target. To represent this, when firing an indirect barrage, roll the scatter dice and 2D6. If the scatter dice result is an arrow deviate the template in the direction of the arrow a number of cm equal to the 2D6 roll. If the scatter die result is the “Hit”, the barrage has landed on target and does not deviate. Artillery units that voluntarily hold fire from First Fire to Advance may not fire indirect barrages.

Note that, when placing a barrage template, the template need not be centered on a target model. It may be placed in any way to maximize the amount of troops targeted.

If a barrage is fired at a model with a to hit template then this is treated as any other normal shot.

Artillery, due to their fire arc, may not fire at models engaging them in close combat. If only some models in an artillery detachment are engaged in close combat, those that are unengaged may fire barrages as normal, reducing the total points of the barrage for models that are not firing. Artillery may not Snap Fire.

>Pretty standard stuff anything else to add?

Close Combat
Sometimes subduing your opponent with firepower is not enough and you must come to grips with the enemy in vicious close combat. Close combat not only involves physical combat but also short-ranged fire and the use of grenades.

You may only move models into close combat if they are on Charge Orders. A model must be physically able to enter the terrain or structure where the close combat will take place in order to fight close combat (a vehicle can not close combat a stand that is in a building!).

>No changes.

Pinning
A friendly model may pin an opposing model if the friendly model belongs to the same or larger size class. Pinning is usually used to force a model into close combat. Size classes, in order from largest to smallest are:


1. Titans/Praetorians
2. Super Heavy Vehicles/Knights
3. All other vehicles
4. Troop Stands/cavalry/bikes
5. Skimmers

Classes distinguish models on their size. Usually a large model will have no trouble bringing a smaller classed model to close combat. A smaller classed model will have trouble bringing a larger classed model to close combat as the larger model can move out of combat if it moves second. Usually the only way to force close combat with larger class models is to engage the larger model after it has completed its move. The concept of pinning refers to the ability of a model to physically restrict the breaking off from combat by another model. In effect, models of larger size categories pin models of smaller size categories.

Example: A Titan can pin a Land raider Tank but the tank cannot pin the Titan since it belongs to a larger size category.

Note: No friendly model may be closer than 1 cm away from enemy models unless the friendly model is engaged in close combat. This rule avoids unnecessary proximity for firing purposes. In other words if you’re closer than 1 cm to an enemy you should be in close combat!

No changes.

Skimmers in Close Combat
Due to their means of movement (anti-gravity motors) these models are hard to pin and may only be pinned by another skimmer. They may however voluntarily allow themselves to be pinned in close combat and thus may not be fired upon from outside the close combat. If they survive they may move away as normal.

>Note a player MUST declare he is allowing himself to be pinned. Otherwise he may be shot at.

Flyers in Close Combat
Flyers do not belong to any pinning class, because in effect they cannot be pinned at all. Not even by other flyers. This is important for close combat resolution because flyers on advance orders engaged in dogfights (close combat) CAN still fire if they survive combat. This is similar to what happens when a unit of lower pinning class engages a unit of higher pinning class that is on advance orders, if it survives it fires in the advance phase normally.

This will be removed to the fliers section.

Close Combat Resolution
Close combat is resolved by each player rolling 2 D6 and adding the close assault factor of the engaged model to the dice result, these values appear in each unit’s description. Once the dice are rolled and the close assault factors (CAF) added the player with the highest total wins. The losing player removes the model. Close combat is extremely deadly, and to reflect this no armor saves (unless otherwise noted) are allowed for models that lose close combat. The loser is automatically removed.
In the event where the close combat result is a tie both models remain engaged in close combat (neither is eliminated) until the next turn where they will again fight another round of close combat. Note models that are not pinned may move out of close combat in the next turn as normal (if they choose too).

Example: An Eldar guardian troop stand (CAF 0) is engaged with one Space Marine stand (CAF +2). The Eldar player rolls a 9 on 2 D6. The marine player rolls an 8 on 2 D6, but he adds his CAF (+2 in this case) for a total of 10, The Eldar Guardian has a CAF of 0 so his die roll remains at 9. The Eldar stand loses the fight and is removed from play (had it been a Land Raider tank, that has a save of 2+, it would not have mattered since losers of close combat do not receive a saving throw!).

> Obviously not much to add here.

Multiple Combats
Frequently large close combats involving many models per side will happen. The simplest way to resolve them is to pair off the opponents and the player with the most models, after all the opponents stands (within charge range of the attacking detachment) are engaged at least once, can double up on one opponent. Three or more against a single opponent is not allowed until all others have been engaged by at least two. This is to avoid the unrealistic singling out of a stand.
Furthermore, the player who has more models in a close combat, may decide in which order this close combat is resolved (i.e. which models will attack first and which last).

Once this is done combat is resolved in the following way: Each player rolls two D6 and adds the models CAF. For every extra model engaged with the same figure you receive an extra D6. You continue to receive extra dice as long as the enemy model survives.

Example: Three troop stands with a CAF of zero attack a single stand with a CAF of 6. The first stand attacks and rolls a 7 on two D6, since he has no CAF bonus the 7 is not modified. The single enemy stand rolls a 5 on two D6, but it is modified by his CAF to 11. The first attacker is destroyed! It’s the second stands turn, since he is an extra attacker he receives an extra D6 to his roll for a total of 3 D6. The second stand rolls 12 on 3 D6. The single enemy stand rolls seven on 2 D6, but with his CAF modifies to 13 and destroys the second stand! The last stand counts as yet another additional attacker and receives an extra D6 over what the previous troop stand received. The last stand rolls 4 D6 and gets 20! The single enemy stand rolls 2 D6 and gets, with his CAF, a combined total of 14, so he is finally destroyed by overwhelming odds!

>Comments on wording?

Firing into Close Combat
Troops with First Fire orders that are pinned by a charging enemy model must fire upon the model(s) that charged them, if they fire at all. Models that are charged by enemy models that cannot pin them may fire at any target using the normal targeting rules, as well as the non-pinning model that engaged it. Models not involved in the actual combat may fire into a close combat if the target model is not pinned.

Example 1: A troop stand on First Fire charged by a tank must fire at the tank that charged it.
Example 2: A troop stand charges a super heavy vehicle on First Fire orders, the super heavy vehicle is not pinned by the troop stand and may fire at any target, not limited to the troop stand.
Example 3: a land raider charges a troop stand. A nearby supporting tank may fire at the land raider since it is not pinned by the troop stand. The troop stand on the other hand is pinned by the land raider and therefore cannot be legally targeted.

>No changes.

Special Rule: Cold Blooded
Orks, Tyranids and Chaos may fire barrages into close combat since they do not mind slaying their own troops.

>No changes.

Vehicles in Close Combat
Most vehicles fight like any other troop stand in combat and their CAF reflects the ability to run over troops and use short ranged fire.

Vehicles with Bolters
Vehicles with bolters may always use them on first fire against infantry charges, even if they are given other orders. A charged vehicle may shoot as many shots as it has bolters. (See the section on Firing above).

Vehicles with Troops
When the enemy charges a vehicle that is transporting troops, the transported can fight in Close Combat providing that:
1. They have Charge orders (this should be explicit; in Net Epic the vehicle and the troops can be given different orders),
2. The vehicle is unmoved (if it has completed its move, there won't be any time for the troops to disembark).

>No changes.
        
Titans in Close Combat
Titans are very powerful and lesser models have difficulty engaging them in close combat. Special rules for close combat with Titans are found under the sections dealing with Titans.

> I propose to remove all rules on titans and praetorians to each army list >containing them. Even though it will be repeated, in my experience the army >list books are the most used during games and it gets cumbersome to look up >the core rules for titan/praetorian rules. In fact the only thing core >rules get look for is precisely titan rules, so it's better to have it in >the appropriate book.

Units on fallback orders and close combat
Units on fallback orders that are engaged in close combat must immediately roll a morale check (see rules on morale checks below). If they fail they are routed and removed from play. However if they pass their morale check they may fight, but at a –2 penalty to their CAF.

>No changes.
 
Psychic Powers & Special Abilities
Certain units display potent attack forms such as psychic powers or other special abilities. When a model can use psychic powers is determined by their given orders and/or the power description. If the psyker is on Advance Orders it may use its power in the Advance Fire segment of the combat phase. Units on Charge Orders may not use psychic powers.

>No changes.

The exceptions to the above rule are Command Units. Command unit psykers may move up to their Charge movement distance and still use psychic powers in the First Fire shooting segment.

>This will need to change depending on the poll results.

No special ability (like the Medic’s power) or psychic power may be used from within a transport. Models must disembark to use psychic powers and special abilities.

>No changes.

Psychic powers come in two forms:
 
1. Physical - Physical psychic powers represent tangible force that is created to strike and cause palpable physical damage. These powers function as normal firing weapons and possess to hit values, save modifiers and require line of sight. Physical psychic powers must hit active shields to knock them down as they represent a physical force like normal shots. Psychic saves (explained below) do not protect against this type of psychic power since it is basically physical in nature.
2. Non-physical - Non-physical psychic powers are arcane powers that do not create a physical force to deal damage. These powers bypass armor and shields (shields offer no protection against these mystic forces themselves but they do grant a psychic save as long as they are active) and directly attack the model. These powers can only be avoided if the attacked model has a Psychic save. Powers will be classified as physical or non-physical in their respective unit descriptions.

>When we do the army lists each power will be defined accordingly.

Non-Physical Psychic powers and shields
Power and void shields can protect a model from the effects of psychic powers. When non-physical psychic powers are used against a shielded opponent the power will be nullified by a D6 roll of 4+. Once all shields are taken down the psychic save benefit is lost.

Psychic saves
Some units have extraordinary resilience to psychic intrusion due to innate force of will or if they possess something that interferes with psychic attacks. Units that possess such a skill are deemed to have a psychic save. Psychic saves are only useful against non-physical psychic attacks. Units with psychic saves will be noted in their corresponding unit descriptions.

>No changes.

Playing Psychic Cards
Chaos Reward Cards or Tyranid Psychic Barrage cards are played in the same phase that the unit who “casts” the power goes. In case of Tyranid cards it may be done at any point in the combat phase and counts as the player’s action for that activation (just as if a detachment of models is activated).

>This should be removed to the appropriate book.
 
Morale
Breaking
Troops can only take so much before their discipline breaks and they decide to flee the battlefield. Its Break Point and Morale roll determines how long a unit will continue to fight.

Once a company or Support Card reaches its Break Point (the amount of casualties inflicted after which VPs are awarded) it must make a break test. A break test consists of a D6 roll that must be equal to or greater than the unit’s morale value (printed with the breaking point on the army card).

1. If the roll is successful the unit maintains discipline and can be given orders normally.
2. If the roll is unsuccessful, the unit must Fall Back and the appropriate counter is placed on the unit.

When a Company reaches the Break Point, each detachment in the company must make a break test (regardless of whether that individual detachment is still intact!). In the case of a Support Card, only the detachment it represents need make the break test.

The break test for each unit is taken in the End Phase.

>No changes.

Morale check
A morale check is made anytime a strenuous “shock” towards the units fighting effectiveness occurs during the course of the game. It differs from a break test in that a break test occurs only once per game for a given unit. Morale checks can be made unlimited times if the circumstances are right. Morale checks may occur as a consequence, but not limited to: fear or terror caused by enemy units or powers or being engaged in close combat while routed. Some units have no morale values (fearless). These units never make morale checks (unless some pre-arranged scenario rule or game effect dictates otherwise) nor do they have to save versus powers that involve morale (meaning they are immune to such powers). Whatever the source the resolution is the same as a break test. Roll a d6 and use the unit’s morale value as a target number. If the roll is equal to or higher than the unit’s morale value the check is passed. If not the unit receives fallback orders and acts accordingly or the power has no effect.

The effects of a failed morale check unlike a break test occur immediately. They do not wait until the End Phase.

>No changes.

Rally Check
A unit that has failed morale will remain on Fall Back Orders for the remainder of the turn and all of the next. In the end phase of the following turn the unit may attempt to rally. A morale roll is taken:

If successful the unit may be given orders normally in the following turn. If failed the unit remains on Fall Back Orders.

Routing
A unit that is on fallback orders that takes and fails a second morale check roll, for whatever reason, becomes routed. A routed unit is destroyed and all units are removed from the battle and count towards the break point and VP’s.

>No changes.

V. The End Phase

Several things are determined in this phase:
Procedures like creature regeneration, Titan repairs etc. are done in this phase. Complete information will be in their corresponding descriptions.
Units on Fall Back orders may be rallied.
Any eligible units within 15 cm of the objective counter claim objectives. Only the player with the closest unit in range can claim it
Break tests are taken
Victory Points are awarded for all army cards that have reached breaking points during the turn.

Anything else to add?

If any or both players reach the preset VP total the game ends and either a victory or tie is declared.


As you can see there wasn't much to change or add for perhaps some change in wording. These rules represent the "heart" of the epic system and changing stuff here has dangerous and sometimes unseen implications (trust me I've tried). If any one has any ideas to tweak or make the rules more tactical now's the time.

Peter
Received on Sat Apr 20 2002 - 15:50:00 UTC

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