Epic Remastered
Core Battles Armies
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Detachment Builder Epic 40,000 Compendium
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Core

    • Welcome
      • About this publication
      • Formats of this publication
      • How to use this publication
      • What you will need, to play
    • Main rules
      • Basics
        • Use of dice
        • Units and unit types
        • Data sheets and characteristics
        • Detachments
      • Common rules
        • Strategy Rating
        • HQ units and command
        • Orders and conditions
        • Broken detachments
        • Moves
        • Blast markers
        • Leadership test
        • Barrage templates
      • The turn sequence
      • The Initiative
      • The Start phase
      • The Movement phase
        • Terrain effects on movement
        • Transportation
        • Snap Fire
      • The Shooting phase
        • S1. Add up shooting Firepower
        • S2. Work out Blast markers
        • S3. Work out how many attack dice to roll
        • S4. Determine the target’s lowest Armour value
        • S5. Roll the attack dice and discard misses
        • S6. Allocate hits
        • S7. Remove Casualties
        • Terrain effects on shooting
      • The Assault phase
        • Assault moves and charges
          • Assault move examples
        • Close combat procedure
          • CC1. Add up Assault values
          • CC2. Work out close combat bonuses
          • CC3. Roll to resolve the close combat
          • CC4. Determine the close combat result and place Blast markers
          • CC5. Roll for close combat hits
          • CC6. Broken detachments and retreats
          • Multiple close combats
        • Firefight procedure
          • FF1. Calculate your Firepower total
          • FF2. Work out firefight bonuses
          • FF3. Roll to resolve the firefight
          • FF4. Allocate hits and Blast markers to losing detachments
          • Multiple firefights
      • The Rally phase
        • R1. Roll to remove Blast markers
        • R2. Attempt to rally Broken detachments
        • R3. Attempt repairs
        • R4. Check the game end conditions
    • Special rules
      • Super-heavy weapons
        • Anti-Tank
        • Barrage
        • Close Combat Weapons
        • Death Ray
        • Deathstrike Missile
        • Disrupt
        • Distortion Cannon
        • Heavy Barrage
        • Macro-weapon
        • Mega Cannon
        • Pulsar (X)
        • Ripper Tentacles
        • Super Lifta-Droppa
        • Vortex Missile
      • Special abilities
        • Types of special ability
        • A Dying Race
        • Armour +1
        • Artillery
        • Assault +1
        • Assault
        • Brood Telepathy
        • Cavalry
        • Close Support
        • Dauntless
        • Deep Strike
        • Dodge
        • Firepower +1
        • Flak
        • Has {super-heavy weapon}
        • Heavy Weapons
        • Hero
        • Hit and Run
        • Hitch (X)
        • Holo-fields
        • Ignore Terrain
        • Infiltrators
        • Jump Packs
        • Jungle Fighters
        • Long Range
        • No Retreat
        • Ork Initiative
        • Psychic Beacon
        • Psychic Null
        • Psyker
        • Rampage
        • Rapid Fire
        • Regroup
        • Save
        • Short Range
        • Skimmer
        • Stubborn
        • Summon
        • Support
        • Supreme Commander
        • Synapse Creature
        • Synapse
        • Transport (X)
        • Tunneller
        • Tyranid Objectives
        • Unbreakable
        • Walker
      • War engines
        • War engine movement
        • War engines and Blast markers
        • Shooting with war engines
          • Weapon mount examples
        • Shooting at war engines
        • War engine critical damage
        • War engine catastrophic damage
        • War engine shields
        • War engines in close combat
        • War engines in support of close combats
        • War engines in firefights
        • War engine data sheets
      • Flyers
        • Flyer readiness states
        • Flyer missions
          • Air Transport mission
          • Ground Attack mission
          • Intercept mission
        • Flyers and Flak
        • Hits on flyers
    • More
    • Quick reference
    • Experimental
      • Experimental special abilities
        • Biosave
        • CC Blast
        • Daemonbane
        • Destiny, Not Fate
        • FF Blast
        • Frenzy
        • Guided
        • Manoeuvrable
        • Markerlights
        • Portal
        • Psychic Focus
        • Robust
        • Target Lock
      • War engine barging
      • War engine orders
      • Experimental flyer missions
        • Counter-strike mission
        • Evac mission
Core
  • Armies
  • Battles
  • Contributor's Guide
  • Core
  • Core
  • Experimental

Experimental

This is where we experiment with new or alternate rules for the Core component.

Quick reference Experimental special abilities

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