[Epic] Epic 3.0 min rules (long)

From: <e.scheuermann_at_...-stuttgart.de>
Date: Thu, 16 Jan 1997 09:55:41 +0200

The unofficial version 3.0 of the Space Marine rules

Welcome to this first draft set of rules for 6mm miniatures, based on the GW
Epic Space Marine rules. In this version I will assume that everyone using
these rules will already be familiar with the 2nd ed. rules of SM, therefore
I will leave out all sections that have not changed yet.
This text is freely distributable and all copyrights that are not already
owned by GW are claimed by the authors of this thing:

Stefano Lanticina and
Erik Scheuermann

Contents: 1.0 Putting your new army together
                1.1 Army selection
                1.2 Point values
                1.2.0 Classifications
                1.2.1 BVC
                1.2.2 BWC
                1.2.3 SCT
                1.2.4 VCT
                1.2.5 Design
                1.2.6 Final notes
                2.0 Movement
                3.0 Combat
                3.1.0 Ranged combat
                3.1.1 Shooting
                3.1.2 Damage and saves
                3.2 Close combat
                4.0 Charts and tables
                4.1 Weapon Charts
                4.1.1 Infantry Weapons
                4.1.2 Light Weapons
                4.1.3 Heavy Weapons
                4.1.4 Vehicle Weapons
                4.1.5 Titan Weapons
                4.2 Vehicle Templates
                5.0 Glossary
                6.0 Final note

1.0 Putting your new army together

1.1 Army selection.

This is of course the starting point for every army. The selection itself
will not change at this stage, with five support cards and one special
card per company card. The point values on the 2nd ed. cards will become
void when using the new rules.

1.2 Point value calculation.

To improve standardization we have designed a new system to calculate the
point values for the different units. This makes it of course possible to
include any new units.

1.2.0 Basic classification

Every unit consists of two basic parts, the actual vehicle and the
weapon systems. Each unit of the same type has the same basic stats
regardless of what it is combined with, with one notable exception and
that is the to hit roll, which can be improved through the use of
targeters mounted into the vehicle.
The vehicle (or trooper) is characterized by its move,
armour, CAF value, hardpoints and basic vehicle class (BVC for short).
All this is included in the standard chassis template (SCT).
The weapon covers the save modifier, range, to hit roll (I'll
assume all races to be equal shots short for simplicities sake) and
basic weapon class (BWC). Each troop stand has at least two weapon systems,
their basic infantry weapon and some kind of support weapon.
The actual combat unit (chassis, weapons and further improvements) is then
reflected by the Vehicle Combat Template (VCT)

1.2.1 BVC

Each vehicle can only be member of one single BVC. The basic vehicle class
mainly effects the weapons it can carry and the weapons it can be attacked
with, as well as the max number of hardpoints. The four BVCs are:

Trooper (TR), open vehicles (OV), armoured vehicles (AV) and titan class
vehicles (TC) (vehicles with multiple hit locations or negative saving throw).

Troopers are pretty self explanatory, everything that usualy goes five to
a base is a trooper (including Wraithguard). This class can be attacked
with whatever weapon is availible. The largest weapon it can carry
is the heavy weapon (single barreled), but theoreticaly it could carry
five of them (one per trooper) although this will probably never happen.
Troopers is the only class that can enter Buildings.

Open vehicles includes everything that goes two to a base, as well as all
other vehicles that have larger vulnerable part (normaly the driver) in
an exposed position (one exception is the Gorgo assault carrier, which is
an armoured vehicle unless under a barrage template for which purposes it
counts as open for the troops it's carrying, not for the pilots, they
are better armoured.). Again these vehicle can be attacked by all kinds
of weapons and carry heavy weapons as max. Support weapon platforms are
also members of this group.

The next group is the armoured vehicles. Pratically every tank in
the game, also including dreadnaughts. These vehicles can be attacked
by antitank weapons only, weapons with different settings must use the
antitank setting. These machines can carry every weapon up to, but not
including the Titan weapons.

The last group is the Titan class which inlcudes all vehicles that
have either a target matrix or the new negative saving throw. These are
the only vehicles that are equipped with a plasma reactor or a similar
device, therefore they can carry Titan class weapons. Again you need
antitank weapons to attack them, the same applies to any shields they
might carry.
1.2.2 BWC

The BWC is mainly defined by the size of the weapon as well as power
source and availibility.
The five bwc's are:Infantry (IW), light support (LSW), heavy (HW),
vehicle (VW) and titan (TW).

Infantry covers all basic infantry weapons, mainly bolters, lasguns
and shuriken catapults as well as their pistol variants. These weapon
class can only attack open vehicles or other troopers, neither can
they be used to knock down power fields or void shields. They only have
an Infanry save modifier. Each trooper stand is considered to shoot
as one unit shooting one weapon.

The light support weapons contain all "bigger" anti infantry weapons
(Flamers, shuriken cannons, meltaguns). Usually these weapons are too
weak to attack any other targets then normal infantry weapons. There
are some excpetions here like the meltagun, which has an "anti infantry"
as well as an "antitank" setting, and therefore can attack all bvc's.

The next group is the heavy wepons, a group that is identical to the 40k
group of the same name. Most of these weapons have different settings like
the meltagun (most notably the missile launcher, multi melta or the heavy
plasma gun).You can attack anything you like with these weapons, but if
they have a setting specifically for anti infantry this will usually attack
more then one target (by barrage or following fire). Troopers can only fire
these weapons on first fire orders. The setting must be announced before

The vehicle weapons include all heavy weapons too big and cumbersome
to be carried by infantry, this includes battlecannons,
multilaunchers or mortars.

Titan weapons at last contain all the weapons that are either too
large for a normal vehicle to carry, use too much ammo or require a plasma
reactor to power them. A vehicle that is not a Titan can carry a maximum of
one Titan class weapon (single barreled of course).

1.2.3 SCT

Many different vehicles are based on common design and only differ in
armament and armour (the best example is the imperial Rhino which is
father of a large group of vehicles). This template is used to characterize
such chassis' and is used for design purposes only.

|NAME : |
|CLASS (CL) : |
|Maximum Load (ML) : |
|Fixed Mounts (Fx) : |
|Swivel Mounts (Sw) : |
|Turret Mounts (Tr) : |
| |
|Special : |
| |
| |

Mounts are the points on a vehicle ready to take a weapon, each mount has
a distinctive arc of fire :

Fx: 90 deg
Sw: 180 deg
Tr: 360 deg

Except for the turret mount a third letter is added to indicate the direction
of the mount:

R: right
L: left
F: forward
B: back

Examples: SwL: 180 deg. on the left side; FxF: 90 deg. forward....

The other value that chracterizes a weapon mount is the weapon grade, that
means the maximum number of barrels and class the weapon mount can take.
For a better understanding see the example for the Rhino chassis.

|NAME : Rhino |
|CLASS (CL) : Armoured Vehicle |
|MOVEMENT (MOV) : 25 cm, tracked |
|Maximum Load (ML) : 2 VW |
|Fixed Mounts (Fx) : FxFw 1VW |
|Swivel Mounts (Sw) : SwL SwR 2HW |
|Turret Mounts (Tr) : 2 VW |
| |
|Special : The FxF and the Tr mounts |
| are alternative and cannot|
| be occupied at the same |
| time |

1.2.4 VCT

The SCT is only a design tool and has no actual use in the game. In the
game the VCT is used.


|CLASS (CL) : |
| |
| |
|Type (T) Mount (Mnt) Barrels (BAR) Load (LO)|
| |
| |
| |
| |
| |
| |

1.2.5 Design

Basically this is the step from SCT to VCT. First of all take a SCT from
any chassis you like and an empty VCT. Now enter the variant name and
the BVC.
The movement on the SCT is the max move of this chassis. A chasis can
never move faster, but of course you can reduce the move by up to 10 cm.
You get a 5 pts "price"- reduction for each full 5cm of move reduction.
The propulsion type can also not be changed.
The next thing is the save, it can be increased for 10 pts per point,
each extra point of armour takes up the space equal to one heavy weapon.
Saves cannot be reduced since the basic save represents the structural
design of the vehicle. Usually the minimum save is 1+ unless the vehicle
is a TC and already had a lower save in its SCT, the effects of this
will be discussed in section 3.1.2.
The close assault factor can be increased for 5 pts per point for a max
difference of 5 to the SCT. As with armour the CAF cannot be reduced.
Morale depends on the race driving the babe.
Now that we have come so far we get to the fun section and that's adding
the weapons. Each chassis has a maximum load which characterizes
the maximum weight a vehicle can carry as well as the biggest weapon you
can bolt onto it. The size of each grade equals two of the next lower grade,
with the exception of infantry weapons, but you can never "upgrade" a mount.
So for example a vehicle with the ML of 1VW could carry a one barreled VW
or two HW with a single barrel or a HW with two barrels. A vehicle with
the ML 2HW on the other hand could carry the same combinations of HWs but
it would be not possible to mount any VWs on it.
I tried to design the weapons in a group as equal as possible so each
weapon costs the same:

LSW: 5 pts; HW: 10pts; VW: 20pts; TW: 40pts
When you add up your total load don't forget to add you extra armour (1HW for
each extra point of armour). If you're over the max load, start removing

Of course every weapon must be mounted on a suited mount, so no double
barreled Battlecannon on the SwL 2HW mount on the side of the landraider ;).
Troop carrying capacity also affects the ML, 1 troop stand takes the space
of one VW.

Restrictions: Troopers can only carry one single barreled Weapon additional
              to their basic weapon, these weapons are considered to have
              a 360 deg fire arc. Theoreticaly each trooper could carry
              a LSW or HW, giving a stand a potential 5 HW, this should be
              avoided as it doesn't make much sense.

              Because of the recoil VW must be FxF, FxB or Tr mounted on
              armoured vehciles, this does not apply to Titan class

              Titan Weapons must also be mounted FxF, FxB or Tr on all
              Vehicles that are not Titans.

Example: For this example I designed a vehicle build by a mekaniak around
         an old Rhino chasis

|VARIANT NAME : Beakyburna |
|CLASS (CL) : Armoured vehicle |
|MOVEMENT (MOV) : 25 cm |
| |
| |
|Type (T) Mount (Mnt) Barrels (BAR) Load (LO)|
|Heavy Plasma FxF 1 1HW |
| |
| |
| |
| |
| |
|OVERALL COST : 60 pts |

So let's see: Final load: 3*extra armour = 3HW
                          armament = 1HW
                          final load = 4HW
That equals the ML of a Rhino chasis of 2 VW, the mount is also possible.
So far a legal vehicle, now for the point cost:
                Basic cost 10 pts
                3*extra arm 30 pts
                1 HW 10 pts
                +2 CAF 10 pts
                overall cost 60 pts

Now we have a block of metal with enough room inside to cramp in one driver
and a gunner with his weapon ;).

1.2.6 Final notes

Basicly the design section is pretty fix, and for our experience it worked
pretty good. Two things are not quite solved, one is moral for which I have
not yet a good point solution. The other more important thing is the CAF.
In the close combat section you will find several new aproaches to this
procedure which differ from the old rules, we can only speak a final word
on this when the other thing is decided.

2.0 Movement

This section has not yet changed from the original rules, but we're working
on it.

3.0 Combat

This section contains all the vital information on the important question:
How do I make all the enemy scum go down?

3.1.0 Ranged Combat

This covers the two big questions: Did I hit it? and Does it blow up?

3.1.1 Shooting

Basically the shooting procedure has not changed much from the 2nd ed. rules.
The main difference is that the to hit roll is now resolved on a d10
instead of a d6. In the charts and tables section you will find the new
values for the weapons. Any modifiers from the 2nd ed. stay the same
we just wanted to increase the range of possible results.
For troop stands there is a new option for firing and that's concentrated
fire. For concentrated fire two restiction apply:
        1) The detachment will fire at only one target

        2) Only the models with LOS count for concentration.
           Members of that detachment that have no LOS cannot
           shoot at another target, they have wasted their shots.

At the moment concentrated fire is only possible with infantry weapons.
Count the number of stands that fire and check them against the concentrated
fire table.

# To hit Dice
1 8+ 1
2 5+ 1
3 3+ 1
4 4+ 2
5 2+ 2
6 3+ 3

Of course 6 is the max number, because this is the largest possible
If the stand contains troopers with special weapons (LSW or HW) it can
use concentrated fire as usual if it has no more then two special weapons.
Then it can also fire these weapons seperately.
If it has more then two special weapons the player must decide wether he
wants to fire concentrated with its basic weapon or fire the heavy weapons.

Some weapons have the possibility of using following fire (FF), this means
they can fire more then once as long as it hits its target.
To use this your weapons must be in the right setting, then roll as many d6
as in the description of the weapon. This is the max number of shots and as
long as you hit your target you can keep shooting, either at the same target
or another target within 6cms.

3.1.2 Damage and saves

Under the new rules there are not one but two types of saving throws as
already mentioned under the BVC. These are the infantry save and the armour
save, with their corresponding saving throw modifier. A weapon with only
an infantry save mod. can only attack targets with an infantry save (the
same applies to weapons with different settings on the anti infantry
setting), it is too weak to penetrate real armour. If a target is hit by
a weapon with the corresponding modifier the save is made as usual.
If an "infantry" target is hit by an "antitank weapon" it's destroyed,
no save possible. The next thing I wanted was to make the larger tanks
a bit more survivable. To achieve this I invented the negative
saving throw. If a vehicle with a negative save is hit by a shot, resolve
this shot as if it is a vehicle with the saving throw of one. If it is saved,
alright, if not go to step two. Now check if you would have penetrated the
armour including the negative save the vehicle is destroyed, if not it is
only damaged. This means that a random weapon is destroyed or some troopers
aboard are killed.

Random damage location (roll d10):

        1-2 Random weapon destroyed
        3-4 Troopers aboard killed (if there are no troopers aboard still
            count this hit for the possibility of a second)
        5-6 Engine hit, reduce move by 5 cm
        7-8 Controls damaged draw orders for this vehicle randomly
        9-0 Structural damage reduce save by 2

With the exception of the last location any second hit on a location will
destroy the vehicle.
For this second calculation you can use damage modifiers (if existing) as
extra negative saving throw modifiers.

Example: A Skullhamma (sv -2) is hit by a Quake Cannon (Macro Cannon, sv -3).
         The saving throw is 3, which beats a save of 1 and therefore the
         hit damages the vehicle. The saving score is 0 which is more then
         -2 and therefore the vehicle is not destroyed, only damaged.
         Now roll on the random damage table.
         Now assume the Quake Cannon was a Vulcano Cannon (Defence Laser,
         sv -4, +3 damage modifier). The saving score would be -1 still not
         enough, but the VC has a damage mod, which can also be applied to
         to the score which modifies it to -4. The only thing that remains
         of this vehicle is a rather large crater ;).

3.2 Close Combat

This chapter is pretty much under construction but two main concepts have
evolved so far. The first is the introduction of a offensive and a defensive
CAF. Close combat is a fast and furious thing where weapons count little
skill and guts count.
The offensive CAF (OCAF) depends on the skill and training of the tropper,
assault stands will have a high OCAF as well as fast moving or heavily
armoured vehicles.
The defensive CAF (DCAF) depends a lot on the moral of the troops, troops
with a high moral will have a better DCAF, while tanks for example are
relatively difficult to defend and have a low DCAF.

The second concept is different close combat for different opponents here
is some kind of CC table, although this is not yet fully developed.

        Attacker Defender Combat resolution
        Infantry vs. Infantry OCAF vs. DCAF the old way
        Infantry vs. Armour OCAF vs. CAF calculated this way

        Infantry vs. Titan Stand can fire any applicable
                                        weapon (grenade ?) inside the
                                        Titan shields but runs the danger
                                        of being killed before on a 3+ on a

        Armour vs. Infantry Infantry dodges, difficulty
                                        determined by the distance moved
                                        (speed) 5 cm: 2+; 10 cm: 3+...
                                        If the Inf blow their dodge:
                                        Pancake day!!!

        Armour vs. Armour Ram, save vs. save, lower number

        Armour vs. Titan Ram against leg armour of the Titan
                                        if succesfull, make a saving throw
                                        or be destroyed as well.

        Titan vs. Infantry Stomp, Infantry is fataly deformed
                                        on an attack roll depending on the
                                        size of the Titan:

                                        Emperor, Mega Gargant 2+
                                        Garagant, Phantom, Warlord 3+
                                        Slasher, Reaver 4+
                                        Warhound 5+
                                        Knight 6+

                                        If a stand survives and makes a moral
                                        roll it can fire its weapons inside
                                        the Titans shields.

        Titan vs. Armour Stomp as with Infantry, count as
                                        -3 sv. If attack is succesfull a
                                        Titan suffers leg damage from the
                                        exploding vehicle on a 6.
                                        If the vehicle survives it can fire
                                        it's weapons inside the shields.

        Titan vs. Titan OCAF vs. DCAF the old way.

4.0 Charts and tables

4.1 Weapon Tables

4.1.1 Infantry weapons

The pistol version have the same stats as their bigger brothers, only
with a shorter range

Name Range to hit Infantry save mod,

Las Gun/Pistol 35(20)cm 8+ 0
Bolt Gun/Pistol 30(15)cm 8+ -1
Shuriken Cat/Pistol 25(15)cm 8+ -2

4.1.2 Light Weapons

Trooper stands must be on first fire to fire these weapons.

Name Range to hit Inf/Arm sv mod. Special

Melta Gun 20 cm 6+ -4/ -1 1" template on
                                                        anti inf setting
Plasma Gun 40 cm 8+ -2/ -1 up to 1d6 shots
                                                        FF on anti inf
Flamer Template 4+ -1/--- No modifiers for
Grenade Launcher 40 cm 9+ -1/-2 2" template on
                                                        anti inf
Vehicle Bolter 15 cm 8+ -1 up to 2d6 FF

4.1.3 Heavy Weapons

Trooper stands must be on first fire to fire these weapons.

Name Range to hit Inf/Arm sv mod. Special

Autocannon 50 cm 6+ -3/ -1 up to 1d6 shots FF
                                                        on anti inf
Lascannon 75 cm 5+ --/ -2 no anti inf setting
Missile Launcher 75 cm 8+ -1/ -2 2" template on
                                                        anti inf
Multi Melta 25 cm 6+ -3/ -3 2" template on
                                                        anti inf
Heavy Bolter 50 cm 5+ -2 up to 2d6 shots FF
                                                        no anti armour setting
Heavy Plasma 75 cm 7+ -3/ -3 up to 1d6 shots FF
                                                        on anti inf
                                                        1 turn to reload
                                                        after anti armour

4.1.4 Vehicle Weapons

This stuff can only be mounted on vehicles.

Name Range to hit armour sv mod. special

Battlecannon 75 cm 7+ -2 2" template
Multi Launcher 100 cm 8+ -2 2" template

4.1.5 Titan Weapons

Name Range to hit armour sv mod. special

Defence Laser 100 cm 4+ -4 +3 to damage roll
Macro Cannon 100 cm 5+ -2 2" template
Plasma Cannon 100 cm 5+ -3 2d6 shots FF

4.2 Vehicle Templates (again)

|NAME : |
|CLASS (CL) : |
|Maximum Load (ML) : |
|Fixed Mounts (Fx) : |
|Swivel Mounts (Sw) : |
|Turret Mounts (Tr) : |
| |
|Special : |
| |
| |


|CLASS (CL) : |
| |
| |
|Type (T) Mount (Mnt) Barrels (BAR) Load (LO)|
| |
| |
| |
| |
| |
| |

5.0 Glossary

Empty at the moment, please make proposals.

6.0 Final notes

Well, that's it at the moment, we hope you enjoyed reading these rules.
Of course this is only part of the way to new and truly improved tm rules,
and we need any feedback we can get. So if you got criticism, encouragement
or any ideas you like to see in here please mail them to:


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