Epic A QRS
Epic A QRS
Epic A QRS
NET EPIC Armageddon Must be in range and have line of fire 1. Choose target formation
I - STRATEGY PHASE Supressed: 1 unit for each Blast marker no shoot 2. Make charge move (full move)
Roll off d6+ strategy rating Units are supressed from back to front 3. Enemy makes counter-charges
Higher choose to go first or second 5cm | 10cm if Move => 30cm
1. Place 1 Blast Marker 4. Resolve attacks: D6 => CC or FF if within 15cm
II - ACTION PHASE 2. Roll to hit Allocate hits and save same as shooting
I -Nominate a formation 3. Allocate hits from front to back, saving throw 5. Supporting fire: FF of formation within 15cm
II - Declare Action 4. Place 1 Blast Marker for each unit destroyed 6. Work out results
Advance: Move | Shoot Check if formation is Broken [2D6 Pick highest] + assualt modifiers
Engage: Charge | Assault Loser suffers extra hits = difference
Double: Move | Move | Shoot (-1) Crossfire Tied: another round of Assault
March: Move | Move | Move =< 45cm line to friendly unit* crosses target unit 7. Loser withdraws
Marshal: Shoot (-1) or Move | Regroup * not broken or marching units If Broken before assault, formation is destroyed
Overwatch -1 save modifier If not, unit is Broken and must Withdraw
Sustained Fire: Shoot (+1) Place 2 BM for the first unit destroyed Units able to lend support receive Blast Marker
Hold: Move or Shoot or Regroup 8. Winner consolidate
Overwatch Receive Blast Markers = units killed
III - Action Test Choose to shoot if enemy move or unload troops If Broken before assault, no additional BMs
D6 => Formation initiative value Unit is on overwatch until it shoot or new action Move 5cm
-1 if one or more Blast marker Assault Modifiers
-1 if trying to retain the initiative Regroup Each kill during the assault +1
If fail, can take Hold action but +1 Blast marker Remove [2D6 Pick highest] Blast Markers More units then opposing formation +1
More than twice units as the opposition +1
Move Broken You have no Blast Markers +1
Cannot move over friendy unit except for infantry Broken if Blast markers => no. of units 0 Opposition has more Blast Markers +1
Enemy units have Zone of Control of 5cm Remove all Blast markers
Formation Make a Withdrawal III - END PHASE
Must stay within 5cm of one other unit Rally Formations
Out of formation units after Move is destroyed Count as having BM = to no. of units Alternate units, Higher Strategy Rating go first
Transport Vehicles Any additional BM received suffer hit, no save D6 => Formation initiative value
Move to base contact to pick up units Formation broken -2 | Enemy within 30cm -1
Units cannot move in the move they are picked up Withdrawals Fail: Broken units make a Withdrawal
Disembark at the end of any move after picked up Make two Moves, can ignore Zone of Control Pass: Remove half of the Blast Markers
Place within 5cm Any units end within 15cm of enemy is killed
Destroyed transport: units armour save / 6+ cover Check Victory Conditions
AIRCRAFT Aircraft Blast Markers TOURNAMENT RULES
Declare Action: 1 BM if under fire in the Approach move Objective markers
Interception: Fighter & Fighter-bombers only 1 BM if under fire in the Disengagement move Alternate placing
Set-up on your table edge 1 BM for each unit shot down Higher Strategy rating place first
Make an approach move 1 BM if exit a table edge other than own First marker on own half, 2 more on opponent half
Attack enemy aircraft
End phase: Disengagement move & exit Next Action Test: -1 for each BM Capture marker if you have unit within 15cm and
After test, remove all BMs opponent does not
Ground Attack Broken formations or units that have rallied that
Set-up on your table edge TERRAIN Inf AV WE end phase cannot capture or contest objectives
Make an approach move Buildiings 4+ Imp Imp Aircraft that land cannot capture objective on the
Attack enemy ground units Cliffs Imp Imp Imp turn they land but can contest objectives
End phase: Disengagement move & exit Fortifications 3+ * Imp/* Imp
Jungle 4+ Imp Dang Set-up Garrison
Combat Air Patrol (CAP): Fighter & F-Bers only Marsh 6+ Dang Dang Dang * half or more are scounts
Set-up on your table edge River 6+ Dang Imp Dang * max 1 unit has move > 15cm and no WE
Enemy Ground Attack action: Roads * * * * if include units with move of 0
Make an approach move Ruins 4+ Dang Dang Take turns, starting with higher strategy rating
CAP can choose to carry out Interception action Scrub 6+ - - 1 unit within 15cm of objective on own half
Flak attack and Enemy fire Woods 5+ Dang Dang Up to two formations on Overwatch
AV/WE: Inf -1 to hit if touching
Aircraft Approach Move Set-up Remaining Formations
Fighters may make 90° turn after at least 30cm Dangerous: 1 on a D6 destroyed. No BM Take turns, starting with higher strategy rating
Bombers may make 45° turn after at least 30cm Move cautiously: Speed 5cm, re-roll test. Within 15cm of table edge or in reserve
Fighter-Bombers: Approach move as Bombers;
Fighters under any other circumstances BARRAGES Victory Conditions
BP Ex. Temp Ex. BM AP AT At the end of the 3rd and 4th game turn:
Flak Attacks 1 None None +6 +6 Win if achieve 2 goals & more than opponent
Ground units* shoot AA if pass within range 2 None None +5 +6 Blitzkrieg: Capture objective on opponent's side
* not broken or marching units 3 None None +4 +5 Break Their Spirit: Destroy most exp. formation
GA aircraft may shoot at interceptors in fire arc 4-5 One None +4 +5 Defend To Flag: Control 3 objectives on own half
Fighters and Figther-bombers can Jink: 6-7 One One +4 +5 Take and Hold: Capture 2 objectives on opponent
4+ saving throw but may not shoot 8-9 Two One +4 +5 They Shall Not Pass: no unbroken enemy
10-12 Two Two +4 +5 formation in your half of table
Disengagement Move 13-15 Two Three +4 +5
Leave table 16-18 Two Four +4 +5