Greetings fellow taccom folks!
Please allow me to present you my work. It was great fun to create it and actually that was it's purpose; to write down whatever came up from my mind or from someone else. A big collection of ideas and "what if..."-s around Epic Armageddon.
I have no intention, other than sharing it with you. Really.
Think of it as posting a painted model or batrep or anything except home made rules...

Enjoy reading!
THE LINK TO DESTRUCTION!! YOU HAVE BEEN WARNED!!https://drive.google.com/open?id=0B9dL4 ... 2xLRHdzSUkEDIT: FINALIZED VERSION OF EPIC ALIGHT, 2.34 version: Release Date: 2022.10.18ANOTHER EDIT: I copy here the comparison summary to reflect the finalized version!
Epic Comparison!The following summary will show the major differences between Epic Armageddon and Epic Alight rulesystem I created in the past 7 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 are just negative armour save modifiers. 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 shooting modifier within a single attack order.
SHOOTING SYSTEM ADDITION: Split fire. And the aforementioned hiding! (as a defence against shooting)
ASSAULT SYSTEM OVERHAULED: It definietly changed to be more player friendly, from any unit / matchup perspective!!!
REGROUP SYSTEM BIG CHANGE!: Dice roll eliminated. Logistic Points introduced.
WAR ENGINES: 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! Selectable option for Counter Operation only, Planetfall only or Bombardment + Pin-Point strike only intervention. Or stay with good ol' full house intervention!
New players may opt to play without spacecraft!RALLY: Gained more opportunities for players to influence it. It distinctively represent morale, rather than physical supply (which is done through the newly introduced Logistic Points!)
CHARACTERS: They can earn experience points.
New Players may opt to play without it!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!
New players may opt to play without Chaos armies. ARMY ORGANIZATION SYSTEM: Factions have core army lists, no sub-faction lists. Formation obtaining is almost totally flexible, a player can pick any type assuming working solutions!
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 (garrison), 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!
Added a highly intensive but optional to use, tie breaker! [Duel]
FACTIONS TO PLAY WITH: Imperial Guard, Traitor Guard, Space Marines, Chaos Space Marines, Ork, Eldar, Dark Eldar, Necron, Tyranid, Tau Empire, Tau Seceder, Squat Republic, Chaos Squat, 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 several units and wargear here and there. I brought 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. Alight is a different branch in the 40k timeline since I started it before GW proceeded to next gen Ultras and Gulimán, which I simply lack the effort to follow up and integrate. It's fan made, all right goes to them.
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 30% army build, 45% player preparedness with all the decision on the table, 25% plain luck...
or maybe I just wished to be there, who knows.

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!