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EPIC Fathomless Destruction [Fan made rule-extension]

 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Tue Aug 18, 2020 10:43 am 
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The Tau Seceder Movement generally shook the Empire, loosening the influence of the Ethereals over their subordinates. For the Kroot, it has been revealed that the Ork Invasion against their homeworld was orchestrated by the Tau Empire in order to appear as saviours, which later dramatically weighed in forging the alliance. (thus making available a large number of troops for later, successful expansion campaigns for the Tau Empire.)

Today the Kroot leadership have understood that the Empire is using them as a cannon fodder, covered by a belief in Greater Good, which never meant to extend to them.
However the roots of Seceder Movement (Artifical Intelligence possessed by Daemons!) leads back to Chaos, which the Shapers already have a keen scent for (for example forbidding the eating of Chaos believers body!).

These revelations erupted major changes within the various Kroot Warbands forecasting a total annihilation to their kin.
There are those who stay with the Empire following the original path of a mercenary sticking to the largest payment... and Tau Empire pays well... and as power balance shows, they just don't have the luxury to sever from the big brother.
Others are enraged by the sudden revelation, and are up for a revenge. Since their homeworld were well hidden and protected, the Orks would have never found them without the help of the Tau! (many have lost their relatives in that war, which was the darkest hour in Kroot history.)
But the strands of Chaos already began circling around everyone tied up the Seceder Movement, that will eventually lead to a disastraous end, which is yet to be unfold...

Searching the solution, while the campaigns and expansions going on, the Kroot leadership have suddenly found themselves in an allegiance with a more sinister faction, highlighting perfectly their desperate situation.

An old and once really powerful race, that ruled the galaxy for some millenia, cast back to their shadows, now have regained their strenght, built up their army and sending out war parties to re-conquer planets once more.
A faction that has developed a vicious, yet effective way to repel the touch of Chaos!
A faction meeting a huge demand of troops to further push out and retain control over the newly established footholds out of the Webway.
A faction engulfed in Darkness, now fighting back with all the power they amass, all the tools they can get their hands on!

For the Kroot, it is another sellsword duty for someone more powerful, again with a promise. (defence against Chaos)
For the Dark Eldar, it is what it is. A large amount of troops to be thrown into the thick of it!

Enjoy!

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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Wed Nov 18, 2020 8:56 pm 
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"Another Day! Another Victory!"
A moderate update is going up here. According to the local gaming group; and playtests, the lists and unit stats, and of course the base of the Epic Alight rules seems stable. Either that, or I am overlooking something terribly for years. I would highly appreciate to hear more about others opinion here, or even battle reports. Just being curious, how others see it, or fare understanding the rules. If there are any questions; feel free to ask! I'm actively developing this, and years after years, returning to Epic and always having great fun, seeing how things work out. [giving me the impulse to re-read, fine tune and clarify the ruleset]

CHANGES

--Combined Arms Bonus: a tiny advantage to favour large formation over multiple smaller ones.
--Battered Formation: gentlemen agreement and an encouragement for players who lack the sufficient number of models.
--New Army Strategy: allowing to Pass once / turn: introducing Pass to the game. It is an available option for every faction!
--Representing more powerful sub-factions: Currently I can only offer the big "codex-like" army lists, and there are scarce amount of special units. To implement the huge amount of sub-factions would take too much work, and also a complete lore overhaul to fit into Epic Alight! So as of now, to create a much more powerful sub-faction, simply use up more Army Strategies at once! [If someone requests a specific unit here and there, I can make up a solution to implement it. Feel free to ask! :) ]
--Off-Board Air Deterrence: similar to the off board artillery from the previous update. It is just a logical followup, and a bit more defense against aircraft.
--High Ground adds +10cm range for heavy weapons.
--You may risk 1D6 roll on assault with characters or notorious formation, instead of 3D6/[middle]: On one hand I aimed to make this game more predictable and larger impact of player skill on the board. But on the other hand, I wish to keep the exciting, high risk - high reward solutions. It is also an extra touch for characters and notorious formations, allowing them to take hazardous actions! They are the "face" of your army for a reason, aren't they? :)
--Mounted units gain flanking ability in an assault!
--War Engines mixed with non-War Engines had an issue while the formation being broken. It is addressed. Since I have pulled them off the overall "breaking" system, it needed a fix for that.
--Orbital Bombardment retailored. Success is more precise, failure is more chaotic.
--Chaos Undivided Bargain roll changed from 2D6-1 (keeping higher) to 1D8 - 1D6. Looking close, Undivided is an option where you try to adapt CHAOS into your playstyle, which will always hold a great risk to it, while Dedicated players adapt themselves to the playstyle fitting for the corresponding Dark Entity, fulfilling their wish.
--Objective Capture & Contest can be done with 1 unit left. I returned that from minimum 2 units. Every piece of model represent a full fledged combat capable unit, able to fulfill a mission on a battlefield scale.
--Necrons gain Quantum Shield Bearer [defensive character]
--Tyranid gain Tactical Adaptation as Hive Tyrant Symbiote [to have some character at all, apart from commander, utilizing it's benefits]

Enjoy!

UPDATE: --Hidden formations disengagement before an assault got rewritten. In the old rules, they only needed to go outside of enemy ZoC, which could mean they still will be intact on an objective. Now they have to go 30 cm away, also keeping 15 cm from other enemy formations, plus they get a Passive marker doing so. (to negate possible fire support, crossfire situtation as "free move" without activation!)

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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Mon Nov 23, 2020 10:51 am 
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This weekend brought me the long awaited stress tests. Damn things can get real fast, if tests are involved! :D
--War Engines rules got reverted, as I tried to distinguish them more, which led to become almost unstoppable.
--To sum up: to suppress and break a WE unit, it takes one and a half of it's STARTING DC amount of blast marker.
to put on a penalty (-1 to shoot aka weapon damage) it takes as many or more blast marker as ACTUAL DC.
This way War Engines will do have a resilience which I aimed to achieve (as in Epic Alight it is easier to pack up large amount of firepower!), yet blast markers do affect them, and dropping some shots and damages actually matters.
--Along with this all WE towering war engine DC stats have been modified.
--War Engine CC against other WE fine tuned, clarified.
--Necron Towering War Engines cost increased.
--generally the Necron army upgunned with PT:1 firefight, as their use of weaponry suggest.
--IG, TG, Tau, TauSC unitstat sheets became more printfriendly.
--Characthers got a closer look, and refined, recosted.
--Fixed the limit to 1 CH / 1 unit.
--Introducing new ability: psychic shield.
--Hit allocation sequence has been a debate for a time, as it can favour either the shooter, or the targeted formation, for who ever decides the order of allocation. Now it is ruled to favour the shooter as basic, however the targeted formation snatches it if it has Passive or Broken marker. Passive marker can be put on a formation voluntarily, anytime! ;)
--Minefields in the same 15 cm zone can pack up their BP, however they can be diminished as a single one.
--Rally phase LP expenditure revamped:
In the old version it were just simply 2:1 ratio. Since it was expensive, it were rarely used in std battles, while in huge battles it allowed to retain super clean formations where it mattered the most. I didn't like either.
In the new version it is 1:1 as with regroup, however it can only halve BMs after rally test, and also it cannot clean the last one! This way the well supplied army will still have some advantage but cannot simply overdepend on it and automatically sway forward like a Khornate army!

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***Action is our prayer. Victory is our offering.***


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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Sun Jan 31, 2021 11:37 am 
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New Year's update!

--Tyranid Army list were missing their aircraft formations. Now they got it!
--Scout zone of control changed from 10 cm to 12,5 cm. In Epic Alight the measure is done from the center of the unit, instead of the edge of bases, which we used to in our club. That small amount difference is now addressed in some cm addition. (Regarding aura effects, for Night Claw, Tyranid Swarming, Necron Reserve Metal)
--Swarming is rewritten for Tyranids.
--Aircraft recosted, upgunned, fine tuned for all factions!
--Aircraft transport embark range is increased to 10 cm. (disembark is still 5 cm!)
--Point costs in army lists have been greatly modified for all factions!
--New defensive option: If a formation being shot at, moves away from the firing formation, reduces the Penetration value by 1! Only exception is against aircraft which follows up on it's target, therefore ground formation cannot outrun them!
Against Spacecraft the bombarded area must be left to apply this rule!

Have Fun! Keep rolling!

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***Action is our prayer. Victory is our offering.***


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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Wed Mar 10, 2021 12:17 pm 
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By the time we have reached 30.000 views since the beginning!
Thank you for your attention! (salute!)

And now, to the update report.

--Minefields changed to be more deterrent
--Added Eldar Anti-Air heavy support platform
--Marine Drop pods changed
--Armed Wrack removed from Dark Eldar
--Trueborn removed from Dark Eldar
--Added Necron Artillery (stripped from obelisk / monolith)
--Added Necron Anti-Air (stripped from obelisk / monolith)
--Added Necron Knight
--Tau Crisis gained AA
--Same goes for Seceder Crisis
--Tyranid Characters strenghtened
--Command Staff Bonus (free Army Commander, and free second in-command officers based on the total army point and the faction. All subsequent characters are bought by points as normal.)

Enjoy!

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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Thu Apr 08, 2021 9:42 pm 
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Titan armour saves for all factions, except Eldar, Dark Eldar, have been improved.
Avatar armour save have been improved.

With some PT3 titanhunter formations, it were too easy to bring down Titans, or damage them enough to finish off with the rest of the army.
While all formations can start in reserve, and almost everyone can hide, it is already more easier to avoid the Titans -to deal with anything else-, than in the original game.
The latter can be countered since Epic, (and of course Epic Alight) is about the synergy of the formations.
But the first one was way too hard or too expensive to defense against, leading to defeat for the army with a large titan.
Stronger armour not only means a greater defense against titanhunter specialist but also repels the swarm of tanks, and infantry better. It is more fitting for the vision of a building size warmachine god, that is almost impenetrable and fearsome!

Enjoy!

EDIT: Follow-up to the Titan armor update. Now their guns got upped and synchronized (like support weapon ability for extra FF attacks) for all factions!
Also built-in AA defense for every battle class titan. The reasons for the changes are quite the same as with the armor. Titans firepower needed to be more formidable. Similar weapons loaded on other WE are untouched. For now they are considered a lesser version for the smaller vehicle to handle.

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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Sun Jun 06, 2021 7:12 pm 
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Soldified ruleset calls for some unit addition. These new units may not have available models, or even be part of the official GW line, but my creations to 40k universe fitting the gaps, needs the playable armies of Epic Alight.
Next to that, the usual fixing of the rulebook (even after hundreds of re-read all these years, I could still find some bugs relating to lot earlier versions! Haha!) with some touch here and there.

NEW UNITS

ORKS
-Eavy Tank Wagon (long range shooting heavy tank)
-Eavy Rokkit Wagon (disrupt style AT heavy tank)
-Eavy Burna Wagon (ignore cover style AP heavy tank)
-Csinook (skimmer transport -> looted Valkyrie with a different look)
-Blastanook (the same as above, but with disrupt style AT)
-Drop Gargant (Ork style planetfall)

NECRONS
-Night Wraith (wraith tailored to FF)
-Seraptek Turret Consctruct (long range)
-Seraptek Siege Consctruct (ignore cover)
-Seraptek Heavy Consctruct (Necron knight)
-Elysium Drop Tube (Necron style planetfall --> a portal)
-Anchor Lych (fancy new character... check it out!)

TYRANIDS
-Ravenylis (fast unit)
-Termapex (fire support tank)
-Venompex (ignore cover tank)
-Barbed Trygon (Trygon tailored to FF)
-Tyrannolys (super heavy artillery)

GAME RULES
-Inspiring Rally bonus range changed from 10 cm to 20 cm
-IG commissar ability range changed from 10 cm to 20 cm
-Attackers intermingling friendlies changed from 10 cm to 20 cm. (Predator Pack Army Strategy follows up with 30 cm!) The defenders remain unchanged, with 10 cm.
-Aircraft formations can merge / detach with each other during battle as an initial part of the Aerial Order!
-Rapid Strike Scenario fine tuned, and added a way new tie breaker duel mode that could work hilariously for other scenarios.
-Removed Evasion as a general rule, and added it to Eldar, Dark Eldar Army Strategy.
-Two Army Strategies can be chosen instead of one!
-Lots of new Army Strategies for every faction!

As always. Any opinion, suggestion, battle report, and wishes are welcome!

Enjoy reading! Enjoy gaming!

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***Action is our prayer. Victory is our offering.***


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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Thu Jun 24, 2021 11:47 am 
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Unit addition and a few changes. This update brings more Light Vehicles to the meta, also finishes the heavy tank requirement for other factions which is started in the earlier one.

New SM, CSM Units

-Support Pod
-Servitor Guns (Rapier Laser Destroyer, Thudd Gun, Thunderfire Cannon)

New IG, TG Units

-Tauros
-Tauros Venator

Sentinel gains planetfall

Ork

Skorcha FF5+, IC changed to FF4+, IC

New Eldar Units

-Magna Prism (heavy tank)
-Storm Spinner (heavy artillery)

Wraith Guard, Wraith Blade become LV

New Dark Eldar Units

-Imbricated Ravager (heavy tank)
-Imbricated Reaper (heavy close support tank)
-Araspida (std shooting vehicle)

Tyranid

Toxicrene, Harpy become LV

New Tau Empire, Seceders Units

-Hammerhead Heavy Guntank
-Hammerhead Heavy Assault Guntank

Space Marines get a new tactical ability with Support Pods: restock. It allows to regain lost health & armour (and ammo) during battle. This will further improve Marine resilience, far superior to other factions!
Guard gets drop sentinels to actually have planetfall option.

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***Action is our prayer. Victory is our offering.***


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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Sun Jul 04, 2021 6:36 pm 
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Short update:

--Attack Order: compiled the Sustained Fire, Advance, Double, into a single order to make it more simple.
--First turn organizing formations: similar formations with similar units with different wargear can be switched, adapting to the opponents army.
--Dangerous Terrain: made it more dangerous from 1/6 for blast marker chance to 1/2! (this will increase the value of pioneer, sapper units, and DaDT will actually be more deterrent)
--Hide fixed -> Hidden formation can only call false assumption if they remain unexposed during the assault!
--Characters can spend any experience point for a single re-roll, allowing for heroic deeds of high level ones.
--Aircraft cannot Rally, not even landing on the battlefield. For them the physical status of their plane is essential and it cannot be overrid by morale.
--Airpower gaming: even the disembarked formation may embark back at the end of the turn, as was with original E:A. Epic Alight has a lot more options to counter air assaults or combat landings, so it's okay to have it and no longer needs what E:A needed with Errata.
--Pin-Point Strike for Spacecraft will not scatter if the Operation runs successful. To attack on TWE, must not scatter off of it's base!
The PPStrike firepower change is only against TWE!
--Necron's Teleporting Withdraw fixed
--Tyranid Swarming points grant 3 INF or 2 LV or 1 AV
--Tau Guided missiles text, unit stat reference got shortened a lot. (rules unchanged)
--Off Board Air Deterrence fixed
--I forgot to mention the last update's surprises: we got some scenarios added! ... Siege and Apocalyptic Siege! Check them out, if you haven't found yet!

Enjoy!

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***Action is our prayer. Victory is our offering.***


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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Wed Aug 18, 2021 9:45 am 
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Epic Alight have reached it's milestone as a stand alone wargame. After 6 years I can say that the ruleset, units and army lists become coherent, playable and balanced enough to offer enjoyable gaming experience.
Before I just developed and updated it ad-hoc, and most of the time skipping the bookkeeping as things were too raw and fresh.
Now and for the future I hold on for current version, say it's finalised, and will only touch it, if battle reports, reviews definietly suggest. Those will be others point of view, while I have arrived to the peak of mine. This is the version I wanted to create 6 years ago.
Of course there are lots of ideas that could be hammered into Epic Alight, or simply adding more content by new units, or even new factions, but those again will need further experimenting, testing, developing time to finish.
What we have now IS the finished version, and I feel it more satisfying to have something reliable and full, instead of always carving for neverending, unfinished, bigger and bigger goals.

Thanks for all the responses, suggestions and attention! It was an honor to wear the unrelenting commissar's coat, ever onward to victory!

For newcomers I will sum up the major differences beetween Epic Armageddon and Epic Alight in the next post, which also will be edited into the first post.
And when that is done, it is done. I'll take a step back, and only watch from the background, just like the natural way a father seeing his children growing up into fully fledged adulthood. They become strong, independent, and just go...
...but whenever they look back...you are there... as always have been.

For the Emperor!

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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Wed Aug 18, 2021 3:03 pm 
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Epic Comparison!

The following summary will show the major differences between Epic Armageddon and Epic Alight rulesystem I created in the past 6 years.

CORE STRATEGY: Turn starting is fixed (no dice roll), activation roll is only about blast markers and movement speed (all orders, initiative retains can be issued even at failed activation!)
CORE STRATEGY ADDITIONS: Stealing initiative, hiding!, reaction!,
MOVEMENT SYSTEM: Transporting is simplified. Dangerous terrain does not kill units, but slows and places blast marker on them.
SHOOTING SYSTEM: Revamped the type of covers and shooting modifiers, all of them as a distinctive layer that can be added on one another. Barrage simplified. Macro, and Titankiller streamlined into Penetration value. Reinforced armour can be a different number. Replaced the free blast marker on shoot with havoc (1 blast for every 6 shot). The ability to move units differently and having different modifier within a single attack order.
SHOOTING SYSTEM ADDITION: Split fire. And the aforementioned hiding! (as a defence against shooting)
ASSAULT SYSTEM: It definietly changed to be more player friendly, from any unit / matchup perspective!!!
REGROUP SYSTEM BIG CHANGE!: Dice roll eliminated. Logistic Points introduced.
WAR ENGINGES: Removed their Achilles heel: critical. They can be suppressed (-1 to shoot), but can hold more Blast Markers.
AERIAL SYSTEM: Simplified a lot! They can be even merged into one formation or split during battle.
Basically it's more about blast markers that will eventually hold off aircraft for 1 or 2 turns. Which is also connected to Logistic Points, that are key to repair, refuel, rearm the planes. On the other side aircraft is super flexible terror that is only there to strike on enemy units, but unable to capture / contest objectives.
SPACECRAFT: They become big. Bigger strike, bigger punch, bigger scatter, and more turns of action, not just one!
CHAOS ARMIES: In Armageddon, they mainly have demon units to summon, and the wargear differentation according to lore. In Alight I just copied loyalists, deteroriated overall discipline and for those in return... they get intimidating powers!

ARMY ORGANIZATION SYSTEM: Factions have core army lists, no sub-faction lists. Formation obtaining is almost totally flexible, a player can pick any type and number. Formations can be organized freely, even the entire army can be gropued up into a single formation! [it's more about how to utilize them best, instead of piling up restrictions.]
ADDITION TO ARMY BUILD: Bonuses are provided to favour big formation armies with proper amount of commanding officers on the field. Also there are general perks / abilites for the entire army to pick. [more initiative retain, buffed up deployment, bonuses to exact orders, the ability to pass initiative!!! etc.]
DEPLOYMENT: Most restrictions of the original game is removed, and standard reserve (ground reinforcements) added to suffice any kind of strategy. The whole army can be set into half the map (garrision), or all of them can be held back in reserve!
To give advantage to original deployment, it allows formations to hide! After that, it is heavily player dependent how he / she set up the army!

SCENARIOS: Created a scenario for small battles (minigeddon), with it's own unique rules. [Rapid Strike]
Created a scenario for large battles on multiple table with probably more players (megageddon), with mostly the same rules. [Apocalyptic Battle]
Created a scenario for attacker / defender matchup as a standard [Siege], and as a large battle. [Apocalyptic Siege]
For tournaments of course, there is the good ol' standard battle scenario!

FACTIONS TO PLAY WITH: Imperial Guard, Traitor Guard, Space Marines, Chaos Space Marines, Ork, Eldar, Dark Eldar, Necron, Tyranid, Tau Empire, Tau Seceder, Daemon (non-tournament)

LORE: As you can see, Tau Seceder is non-canon and is my creation to have a "Chaos Tau" force. Same goes with some units and wargear here and there. I brought some logic, new units and COHERENCY across all the armies back and forth! Some may like it, some may hate it, some may proxy the new stuff.
And by the time I finished this work, GW has proceeded with the new era Primaris, Gulimán and differently named Eldars etc. I just lack the effort to follow up with, and instead (just as with Armageddon) I stick with the old lore, where Cadia is still standing. [it's already cool enough 40k]

OVERALL THE SYSTEM: Players have lot more control over their armies during battle. The influence of luck has been decreased. Army building meta is more flexible. In my point of view it is 35% army build, 45% player skill, 20% luck, or maybe I just wished to be there, who knows. ;D

The only thing that really didn't change... the blasting upside-down Epic feeling from one activation to the next during a 3 hour long battle session!

Enjoy!

https://drive.google.com/drive/folders/ ... sp=sharing

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Epic Commander of the Prassium Invasion Troops 214th Regiment
***Action is our prayer. Victory is our offering.***


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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Thu Aug 19, 2021 10:46 pm 
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Quick fix: Army lists got screwed up somehow it slipped my attention, until tonight of final reprinting the whole work.
From now on, the army lists are printer friendly.

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