| Unit | HOTT Equivalent | Move | Vs. | Range | AP | ||||
| Good | Bad | Road | Foot | Vehicle | Air | ||||
| HQ | General | 10" | 10" | 10" | +1* | +1* | +1* | - | Free |
*HQs add 1 to the die roll when the element it is attached to is in combat. HQs can move 10" and attach to another element in its command for a cost of 1 PIP. If the element an HQ is attached to is destroyed roll a d6 for the effect on the HQ:
4,5 = HQ disrupted remove from table for d6 turns, after which it returns to any element in its command. All actions take 2 PIPS in HQ's absence
6 = HQ destroyed remove from table permanently.
All actions take 2 PIPS in HQ's absence
Since the Regiments, Brigades, Divisions of the various nationalities vary so much in size we cannot use a d6 as the command roll for all of them. Instead we use a d2 (head=1; tails =2), d4, d6, d8, d10 or d12, depending on the size of the formation, (excluding transport elements - horse, trucks, APC's etc.) as listed:
formations of 7-10 elements use a d4;
formations of 11- 14 elements use a d6;
formations of 15-18 elements use a d8;
formations of over 18 elements use a d10.
In addition we can now rate the commanders; Poor commanders use a die one level lower than called for [ie. a d6 becomes a d4]; average commanders use the die, as listed; superior commanders use a die one level greater than called for [ie. a d10 becomes a d12].
Unit |
HOTT Equivalent | Move | Vs. | Range | AP | ||||
| Good | Bad | Road | Foot | Vehicle | Air | ||||
| Titan Class vehicle | Behemoth |
6" |
3" |
6" |
+6 |
+6 |
+6 |
12" |
6 |
| Super-Heavy Vehicle | Hero | 5" | 2" | 5" | +5 | +5 | D2 | 6" | 4 |
| Heavy Vehicle | Knight | 3" | 2" | 4" | +3 | +4 | D2 | 5" | 2 |
| Medium Vehicle | Rider | 5" | 2" | 5" | +3 | +3 | D2 | 4" | 2 |
| Light Vehicle | Beast | 5" | 5" | 5" | +2 | +2 | D2 | 4" | 2 |
| Horse-drawn * | Lurker | 2" | 2" | 4" | D0 | D0 | D0 | - | 0 |
| Truck * | Lurker | 4" | 2" | 6" | D1 | D1 | D2 | - | 1 |
| APC's * | Rider | 5" | 2" | 6" | D3 | D4 | D2 | - | 2 |
| Heavy Weapons | Blades | 2" | 2" | 2" | +5 | +3 | D2 | 4" | 2 |
| Assault Infantry | Blades | 3" | 3" | 3" | +5 | +3 | D3 | 0" | 2 |
| Recon | Beasts | 4" | 4" | 3" | +3 | +4 | D4 | 2" | 2 |
| Infantry | Warbands | 3" | 3" | 3" | +3 | +4 | D3 | 2" | 2 |
| Shock Infantry | Hordes | 3" | 3" | 3" | +2 | +2 | D3 | 0" | 1 |
| Cavalry | Warbands |
3" |
3" | 5" | +3 | +4 | D2 | 2" | 3 |
| Heavy Cavalry | Knights |
4" |
2" |
5" |
+4 |
+5 |
D3 |
0" |
3 |
| Engineers | Blades | 2" | 2" | 3" | +5 | +3 | D2 | 0" | 2 |
| Towed Light Artillery | Artillery | 0" | 0" | 0" | +4 | +2 | D2 | 6"/12" | 2 |
| Towed Heavy Artillery | Artillery | 0" | 0" | 0" | +6 | +2 | D2 | 10"/20" | 3 |
| SP Light Artillery | Artillery | 3" | 2" | 4" | +4 | +2 | D2 | 6"/12" | 4 |
| SP Heavy Artillery | Artillery | 3" | 2" | 4" | +6 | +2 | D2 | 10"/20" | 5 |
| Light AT Gun | Shooter | 0" | 0" | 0" | +2 | +4 | D2 | 4" | 2 |
| Heavy AT Gun | Shooter | 0" | 0" | 0" | +2 | +6 | D2 | 6" | 3 |
| Self-Propelled AT | Behemoth | 5" | 2" | 5" | +3 | +5 | D2 | 6" | 4 |
| Heavy Bomber | God | 24" | 24" | 24" | +6 | +6 | D6 | 0" | 4 |
| Fighter Bomber | Dragon | 24" | 24" | 24" | +2 | +6 | D4 | 6" | 4 |
| Fighter | Dragon | 24" | 24" | 24" | +2 | +2 | +6 | 6" | 4 |
| Transport VTOL's | Air Boat |
10" |
10" |
10" |
+3 |
D2 |
+2 |
4" |
2 |
| Attack VTOL's | Air Boat |
10" |
10" |
10" |
+5 |
+3 |
+3 |
6" |
3 |
| Anti-Aircraft | Magician | 0" | 0" | 0" | D1 | D1 | +4 | 12" | 3 |
| Special Forces | Sneakers | 3" | 3" | 4" | +4 | +3 | D3 | 2" | 3 |
| Mines | Lurkers | - | 6" | - | +2 | +2 | na | 0" | 1 |
| Landing Craft | Artillery | - | 3" | - | D4 | D3 | D2 | - | 3 |
Notes |
|||||||||
| * May carry 1 Infantry/artillery/AT gun | |||||||||
| Artillery can fire indirect or at longer range if they have an element from same command in line-of-sight and within 6" of target. | |||||||||
| Engineers may build/destroy bridge on "6" | |||||||||
| D1, D2, D3, D4, D6 = can only be used in defense; attacker cannot be hurt. | |||||||||
Unit |
Quick Killed By | Quick Kills On |
| Titan Class Vehicles (Tank) | Destroyed by Titan when in contact, otherwise recoil | Titan, Tanks,Artillery, Fighter, FB, Bomber, Trucks, Horses, Sp-AT, At guns: Spec Forces flee 6" |
| Super-Heavy Vehicles (Tank) | Destroyed by AT, SP-AT, or Artillery just contacted Otherwise recoil | Artillery, Fighter, FB, Bomber, Tanks, Trucks, Horses, or SP-AT, AT Gun just contacted SpForces flee 6" |
| Heavy Vehicles (Tank) | Destroyed by AT Gun, SP-AT Otherwise recoil | Artillery, Fighter, Fighter Bomber, Trucks, Horses, Lt.Vehicles, Shock Infantry, Infantry or SP-AT, AT Gun just contacted. SpForces flee 6" |
| Medium Vehicles (Tank) | Destroyed in Bad Going Otherwise recoil | Art., Fighter, Figh.Bomber, Trucks, Horses,Lt Vehicles or SP-AT, ATgun just contacted SpForces flee 6" |
| Light Vehicles (Tank) | Destroyed by any Tank in contact Otherwise recoil | Art., Fighter, Figh.Bomber, Trucks, Horses, or SP-AT, ATgun just contacted SpForces flee 6" |
| Horse-drawn * | Destroyed by all | Destroyed by all |
| Truck * | Destroyed by all | Destroyed by all |
| APC's * | Destroyed by any Tank in contact Otherwise recoil | Art.,Fighter, Figh.Bomber, Trucks, Horses, SP-AT, ATguns SpForces flee 6" |
| Heavy Weapons | Destroyed by Infantry or Shock Infantry. Otherwise recoil | Artillery, Fighters, Fighter Bombers, Trucks or Horses. Special Forces flee 6" |
| Assault Infantry | Destroyed by Recon,Shk Inf. Otherwise recoil | Art., Fighter, Fight.Bombers, Trucks, Horses SpForces flee 6" |
| Recon | Destroyed by Tanks in contact Otherwise recoil | Art.Fighter, F.Bomber,Trucks, Horses Destroyed SpForces flee 6" |
| Infantry | Destroyed by Tanks in Good Going Otherwise recoil | Hwps, Assault Infantry, Shk.Inf. Art., Fighter, F.Bomber,Trucks, Horses Destroyed SpForces flee 6" |
| Shock Infantry | Destroyed by Tanks in Good Going Otherwise recoil | Art., Fighter, F.Bomber,Trucks, Horses Destroyed SpForces flee 6" |
| Cavalry | Destroyed by Tanks in Good Going Otherwise recoil | Hwps,Assault Inf, Shk.Inf. Art.Fighter, F.Bomb,Trucks, Horses Destroyed SpForces flee 6" |
| Engineers | Destroyed by Recon, Shk Inf. Otherwise recoil | Art.,Fighter, Fight.Bombers, Trucks,Horses SpForces flee 6" |
| Towed Light Artillery | Destroyed by any in contact | Art., Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
| Towed Heavy Artillery | Destroyed by any in contact | Art., Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
| SP Light Artillery | Destroyed by any in contact | Art., Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
| SP Heavy Artillery | Destroyed by any in contact | Art., Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
| Light AT Gun | Destroyed by any Tank in contact Otherwise recoil | Art.,Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
| Heavy AT Gun | Destroyed by any Tank in contact Otherwise recoil | Art.,Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
| Self-Propelled AT | Destroyed by Art Fighter,Art., Fight.bomber Otherwise recoil | Fighter, Figh.Bomber Trucks, Horses, or Tanks, SP-AT, ATgun just contacted SpForces flee 6" |
| Heavy Bomber | Destroyed by any Fighter, F.Bomber Otherwise recoil | Art.,Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
| Fighter Bomber | Destroyed by any | Art., Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
| Fighter | Destroyed by any | Art., Fighter, Figh.Bomber, Trucks, Horses, SpForces flee 6" |
| Transport VTOL | Flee 6" from AA | Tanks (except Titan), Arty., FB, Trucks, Horses, SP Forces flee 6" |
| Attack VTOL | Flee 6" from AA | Tanks (except Titan), Artillery, Fighter Bomb, Trucks, Horses, SP Forces flee 6" |
| Anti-Aircraft | Destroyed by any in contact | Fighter, Figh.Bombers, Heavy Bombers SpForces flee 6" |
| Special Forces | Flee 6" from all | HQ., BaseCamp, Other SpForces |
| Mines | Destroyed by all | All except Engineers or elements with Engineers in rear-support |
| Landing Craft |
(Highly Recommended)
Limited Recoils
Each element is only allowed a limited number of recoils. Once that limit is reached the element is removed from the table. Conscript = 2 recoils; Regulars = 3 recoils; Veteran = 4 recoils; Elite are removed upon their 5th recoil. For points values multiply the base AP value by the number of recoils allowed (ie. Elite Infantry would be 2 elements x 5 recoils = 10).
Aircraft
Aircraft take only ONE PIP to move
Trucks, horses and APC's are transports and can carry one element of Infantry, Artillery or Anti-tank. There is no cost to disembark - just remove the transport element and replace it with the element stand. Riders cannot disembark while the transport element is in contact with enemy units, however. While riding in the transport the rider cannot fire or melee and suffers the same fate as the transport when hit.
Embarking is more difficult. The combat element must not be in contact with any enemy elements. To embark onto a transport costs each element 1 CP. Place a transport element on the table and remove the element stand.
In Large scale games if an element or group of elements starts a turn more than 6" away from any enemy ground elements and on a road, it may move at as many march moves as the commander has PIPs to spare. Infantry units move at regular road speed. Elements that move via march move cannot make a tactical move at the same time.
Players may want to experiment with instituting flank marches and ambush rules from DBM, as well.
+1 If the element is with a general and in close combat or shot at.
+1 If in close combat and either up hill or defending a riverbank (except AIR).
+2 Target being shot at in cover.
+2 Infantry, Assault, Heavy Weapons, Recon, Sp. Force in close combat while in cover.
+2 Infantry in close combat against cover, with Engineers support.
+2 Infantry in close combat against open with Medium or Heavy vehicle support (tank may not used ranged fire in such a situation).
-1 For each flank overlapped, and/or each enemy element in contact with flank or rear, or for each 2nd or 3rd element aiding in shooting.
GW Epic 40K Lists |
||
| Some sample Units | ||
| Space Marine Task Force | HQ + 1x Hvy Wpns + 4x Infantry + 1x Assault Inf + 1x Recon + 4x Apc's + 1x Heavy Vehicle, 1x Transport VTOL, 1x Lt. Vehicle, 1x SP Lt Arty | 32AP |
| Titan Legion Battle Group | HQ + 3x Titans + 3x Infantry + 2x Hvy Vehicles + 3x APC + 1x Medium Vehicle | 36AP |
| Imperial Guard Regiment | HQ + 1x Titan + 6x Shock Inf. + 1x Assault Inf + 1x Recon + 4x Hvy Wpn + 2x Super Hvy Veh + 3x Hvy Veh + 1x Sp Hvy Arty + 1x Sp Lt Arty + 1x Hvy Atg | 47AP |
| Squat Brotherhood | HQ + 2x Infantry + 1x Hvy Wpn + 1x Ass. Inf + 2x Lt. Veh + 3x towed Lt Arty + 1x Sp Hvy Arty + 2x Titan + 1x AA + 1x Hvy Bomber + 2x Attack VTOL's | 48AP |
| Orc Horde | HQ + 10x Shk. Inf. + 2x Hvy Wpn + 4x Lt.Veh + 4x Med Veh + 2x S-Hvy Veh + 1x Titan + 1x Recon + 1x Lt. Atg + 1x SP Hvy Arty + 2x Hvy Veh + 1x SP Lt Arty | 60AP |
| Eldar | HQ + 3x Inf + 3x Ass. Inf + 1x Hvy wpn + 6x Med veh + 2x Lt. Veh 1x Lt. Atg + 1x Hvy Atg 2x S-Hvy Veh + 2x Sp Lt. Arty 1x Titan + 2x Attack VTOL's | 63AP |
| Chaos Horde | HQ + 1x Titan 3x Inf + 1x Hvy Wpn + 6x Shock Inf + 2x Knights + 1x Sp Hvy Atg + 1x Hvy Bomber + 2x FB + 1x Fighter + 1x Sp Hvy Arty + 3x Hvy Vehicles | 55AP |
| Mobile Infantry Division | HQ + 12x Infantry + 3x Hvy Wpn + 3x Fighter Bomber + 4x Transport VTOL + 4x Med Veh (Power Armor) | 54AP |
| Arachnid Swarm | HQ (Brain) + 20x Assault Inf (Warriors) + 2x Sp Hvy Arty (Plasma Bugs) + 4x Hvy Veh (Tankers) + 3x Recon (Hoppers) | 64AP |
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