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EPIC 40K

AERONAUTICA
Epic 40K Aeronautica is a non-profit fan-based expansion to Aeronautica Imperialis, which brings Epic 40k
models into the current edition of Aeronautica Imperialis (by Alistair Cleave [Version 1.1, May 2022]). The
concept of Build Points [pages 2-6] was copied from Ground Installations, a separate fan-based expansion to
Aeronautica Imperialis (By Stuart West [Version 1, Sept 2019])).

The main rulebook covers the rules for playing Aeronautica Imperialis, and are not reproduced here. You will
need a copy of the main rulebook to fully play Epic 40k models in Aeronautica Imperialis.

All references lifted from Warhammer 40k, Epic 40k and Aeronautica Imperialis [including logos, terms, unit
names, titles and rules] are property of Games Workshop.

Version 1.1: Addition of Weapon Profile Adjustments for Weapon Types. Updated Titan Rules.
GROUND INSTALLATIONS
GROUND INSTALLATIONS STEP ONE: CHOOSE INSTALLATION'S SIZE
Ground Installations is a term that covers all forms of First you need to decide how large you want your
hard ground targets, be they buildings, airfields, military ground Installation to be. The size will determine the
bases, strong points, trench lines, factories, warehouses minimum and maximum number of Build points you
and any other form of building that constitutes a viable can spend on the installation, and how many defensive
target for attack. weapons the installation can have.

The main rulebook covers buildings as ground targets Size Build Points Defenses
and gives a basic list of hits for different sizes of
buildings. This chapter expands upon those rules and,as Min Max
well as providing more examples of building targets,
allows players to design their own ground installations. Small 4 8 0

INTRODUCING BUILD POINTS Medium 9 16 1


Build Points are an alternative to Point values. Spending
Build Points allows a player to buy buildings of various Large 17 24 2
sizes, modify their construction type then add extra
features like landing pads and anti-aircraft defenses. Very Large 25 32 3
Build Points can also be used to introduce Epic 40K into your
games of Aeronautica, whether its part of the Ground Huge 33 Any 4
Installations, or a stand alone army trying to shoot down your
aircraft or fighting amongst themselves.
A small Installation might be a single building, bunker
or front-line command post.
DESIGNING GROUND INSTALLATIONS
Players will generally have an idea of the type of Ground
Installations they want to have, be it a base, airfield, A medium Installation might be a single larger
industrial facility or complex. These rules provide a building, a collection of small buildings, a small supply
general framework for designing a Ground Installations, base or a small strongpoint.
assigning Build Points and Hit Points.
A large Installation might be a collection of larger
To design your ground installation follow the step-by- buildings, a single large building, a small airbase or a
step process below. factory.

A very large Installation might be an airbase, a barracks,


a factory complex or a fortress.

A huge installation might be a star port or a large


factory complex.

Example: Designing my ground installation I decide


it will be a lar ge installation, actually a forwar d
command base. I therefore have between 17 and 24
Build points to spend and c an have up to two defenses
for the installation.
STEP TWO: CHOOSE BUILDINGS Example: Of my three buildings, one small structure
Your ground installation must include at least one will be of r einforced c onstr uction, for +1 B uild point.
building, but can include as many buildings as you like. Both the other buildings will be bunkers, i.e. har dened
Each building costs a basic number of Build points, constr uction for +4 B uild points total. This gives me
which can then be modified by the construction type. one reinforced small building with 2 hits, one
har dened small building with 3 hits, and one
Build Points Hits har dened medium building with 4 hits.

Small structure 1 1 STEP FOUR: CHOOSE DEFENSES


Most ground installations have some form of defense
Medium building 2 2 against attack, For Aeronautica Imperialis we are only
concerned with an anti-aircraft defenses. The number
Large building 4 4 of defenses is determined by the size of the
installation. For each defense you may choose one anti-
Very large building 6 6 aircraft weapon for free. These weapons are taken in
addition to any ground defenses bought from the
Huge building Special as above squadron lists. Each weapon included costs 1 Build
point.
A small structure can be a hut or shack, or maybe a statue.
Multiple small structures could fit within a single hex. Anti-aircraft weapons
Medium building fills most of a single hex, and is between Choose from either:
2-3 floors tall. Large building either fills two hexes at 2-3 Imperial
floors tall, or a single hex at 4-6 floors tall. Very large Sabre Gun platform, Hydra or Heavy Flak gun
building either fills three hexes at 2-3 floors tall, two
hexes at 4-6 floors tall, or a single hex at 7-9 floors tall. Tau
Sky Ray
Huge buildings are too large to be dealt with as a single
building. Huge buildings should be constructed as Orks
several smaller buildings. A huge building may contain as Flak Wagon or 'Envy Flak kannon
many smaller buildings as you like, and each part is
assigned its own hits and is attacked as a separate target. Eldar
Fire Storm
Example: My command base will contain three buildings. Two
small structures and one medium building. These cost me 4 Chaos
Build points. Captured Sabre Gun platform, Hydra or Heavy Flak gun

STEP THREE: CHOOSE CONSTRUCTION TYPE Example: As a lar ge installation I c an lake two
Each building should be assigned a construction type, defenses for my command base. I will include two
which can be either standard, reinforced or hardened. Hydr a platfor ms, costing me 2 Build points. So far I
have spent 11 B uild points in total.
Standard construction - This is well made but not
designed to resist attacks. Buildings of standard
construction have their standard number of hits andcost
no extra Build points

Reinforced construction - As above, but the buildings has


been reinforced to resist attacks with blast shutters,
interior bracing, etc. A reinforced building gains +1 hit
and costs +1 Build point

Hardened construction -These buildings ere specifically


designed to resist attacks. They are made of rockcrete,
reinforced ferrocrete, plasteel and flakboard, etc. Usually
used on military buildings like bunkers and pillboxes.
A hardened building gains +2 hits and costs an extra 2
Build points.
ADDING LANDING PADS ADDING OTHER FEATURES
Your ground installation can also include landing pads. Other features are other Items that you might wish to
You cannot spend more than half your total Build include in your ground installation.
points on landing pads.
These items add character to a ground installation, and
If your installation has a lending pad then aircraft in in certain scenarios can be assigned extra Victory
your force may be allowed to start a game on the landing points or other victory conditions. So an attacker might
pad. The scenario should detail this special rule. get a bonus 20 Victory points for destroying a shield
generator, whilst the defender would get the bonus if
Build Points Hits it survived intact.

Small landing pad 2 2 Build Points Hits

Medium landing pad 4 4 Small supply dump 1 1

Large landing pad 6 8 Power generator 1 1

A small landing pad is large enough for one fightersized Shield generator 2 2
aircraft.
Bunker entrance* 5 4
A medium landing pad is large enough for two fighter
sized aircraft or one bomber.

A large landing pad is large enough for four fightersized Vehicles


aircraft or two bombers.
light vehicle 1 1
Example: My supply base will have a medium landing padfor 4
Build points. I have now spent 15 Build points. I muststill Armoured vehicle 2 2
spend another 2 Build points to equal the minimum required
for a large installation. Super heavy vehicle 3 3

Once an underground bunker entrance is destroyed,


any additional damage has a chance of destroying the
bunker below. Roll a dice for each additional point of
damage, on a 6 the bunker is destroyed. A destroyed
underground bunker is worth 20 Victory points. The
entrance is worth 0 Victory points unless the bunker
below is destroyed.

Example: My base will include a single ar moured


vehicle (a Chimer a) for 2 B uild points. I have now
spent the minimum required 17 Build points, but
could spend up to another 7 If I wished.

In the end my forwar d command base contains the


following:
• Small building - 2 hits
• Small building - 3 hits
• Medium building - 4 hits
• 2 x Hydr a platfor ms - 2 hits eac h
• A Landing Pad - 4 hits
• A Chimer a - 2 hits
GROUND INSTALLATIONS SAMPLE BUILDINGS
& VICTORY POINTS Here are a few examples of buildings from Forge
Ground installation can be attacked by enemy aircraft, world's Epic buildings range. If you use those buildings
and the attacker will score Victory points for each partof as targets then use the rules below. If you are making
the Installation he causes serious damage to (ie, inflicts your own buildings then these act as a guide to how
at least half damage or more), as described in the main large your build should be, and how many hits to give
rulebook. it.

Ground defenses which are part of the ground


installation are worth their standard points cost in
Victory points. so even though a Hydra platform is free,
it will still be worth 12 Victory points if destroyed and 6
points if seriously damaged.

Any parts of the installation which are undamaged (ie,


have received no hits at all), will give the defender bonus
Victory points equal to their total hits multiplied by 3. So,
if a building with 4 hits is undamaged, it is worth 12
bonus Victory points at the end of the game.

USING GROUND INSTALLATIONS


Not every game is suited to using ground installation,
and in most games only the defending side will have a
ground installation. It makes little sense to both sides to
have ground installation on the table, although players
can probably imagine some situations where this might
happen. Where ground installation are situated on the
tabletop Will be dictated by the scenarioyou are playing. Librarum (Small installation)..................................... 2 hits
Medium building, Standard construction,
The rules for ground installation are really for use when
creating your own scenarios or campaigns. The bonus
Victory Points and access to free ground defenses do
make them worth considering in one-off or tournament
games, as they cost no points, but this should be pre-
arranged so that both players are aware that one side
will be attacking the others ground installation. This
gives the attacker a chance to tailer his squadron
selection appropriately.

For example, when play the Air Supremacy campaign


and the mission is an Air Raid, you could use the ground
installation rules to create a target for the raid.

Administratum Building (Small installation) ...... 4 hits


Large building, Standard construction,
Cathedral Building (Large installation)
Huge building (5 buildings)

1 - Main Tower and Nave .................................................................. 7 hits


Very large building, Reinforced construction
2 - East Tower .......................................................................................... 5 hits
Large building, Reinforced construction
3 - West Tower ........................................................................................ 5 hits
Large building, Reinforced construction
4 - East Transept .................................................................................... 2 hits
Small building, Reinforced construction
5 - West Transept................................................................................... 2 hits
Small building, Reinforced construction

Censorium Tower (Small installation) .............................. 5 hits


Large building, Reinforced Construct,
Imperial Fortress (Huge installation)
Huge building (5 buildings)

1 – Main Gate (1) .................................................................................... 2 hits


Small building, Reinforced construction
2 – Gate House and Main Towers (1) .......................................... 10 hits
Huge building, Reinforced construction, 2x Defenses
3 – Tower Section (2+) ........................................................................ 4 hits
Large building, Reinforced construction, 1x Defenses
4 – Wall Section (2+) ............................................................................ 4 hits
Large building, Reinforced construction
CONVERTING EPIC 40K
USING GROUND INSTALLATIONS **Increasing the Squad size of a unit may result in the
The following guidelines have been applied when Hits points increasing more than usual [for example
generating rules for Warhammer 40K Epic models in Hits points of a unit is 1, but after increasing Squad
Aeronautica Imperialis. size the Hits points increases to 3 instead of 2].

STEP ONE: GENERATE BUILD AND HIT POINTS INTRODUCING SQUAD STAT
For Vehicles the general Build Points and Hits for Ground Just like in Warhammer 40K, the size of many units
Installations is applied: can be increased above the minimum requirement.
This is referred to as increasing the Squad size, and is
Build Points Hits indicated on the EPIC 40K datasheet as Squad +X;
where X is the number of times this unit’s Squad size
Light Vehicle 1 1 can be increased. If the Squad value is -, or no Squad
stat is given, then this unit can not increase its Squad
Armoured Vehicle 2 2 size.
FINE TUNING BUILD AND HIT POINTS
Heavy Armoured 3 3 Not every Vehicle will fit neatly into these categories;
Vehicle
as such the following general rule was applied, in that
for ever 6 Wounds in Warhammer 40K, 1 Build Point
Lord of War Vehicle 4 4
and 1 Hit point was assigned.
Example: Light Vehicles would include vehicles which tend to Note this rule wasn’t applied to Infantry, due to the
have a Toughness value of 5 or 6 in Warhammer 40K, such as higher numbers and Wounds would skew the
Sentinels, Tauros, Artillery, Centaur. numbers and not compensate for how squishy
Armoured Vehicle would include your usual vehicles which tend Infantry are compared to Vehicles.
to have around 10-12 Wounds in Warhammer 40k, such as
Chimera, Leman Russ, Rhino, Predator. Build Points Hits
Heavy Armoured Vehicle would include those slightly larger
vehicles which tend to have around 16-18 Wounds in 10x Unit of 1Wound 1 1
Warhammer 40k, such as Malcador, Landraider. [Light Infantry]
Lord of War Vehicle would include vehicles which are Lord of
5x Unit of 2Wounds 1* 1**
War type in Warhammer 40K, such as Gorgon, Macharius,
[Armoured Infantry]
Spartan, Falchion.
5x Unit of 3Wounds 2 1**
For Infantry the general Build Points and Hits for Ground [Heavy Armoured
Installations is applied: Infantry]

Build Points Hits 4x Unit of 3Wounds 1* 1**


[Light Cavalry]
Light Infantry / 1 1 2x Unit of 3-4Wounds 1 1
Cavalry / Beast [Armoured Cavalry]
2x Unit of 6-7Wounds
Armoured Infantry / 1* 1** [Heavy Armoured Infantry] 2 2
Cavalry / Beast

Heavy Armoured 2 1 ** Vehicle <=8Wounds 1 1


Infantry
Vehicle 10-14Wounds 2 2
Greater Daemon / Primarch 3 3
Vehicle 16-20Wounds 3 3
Exalted Greater Daemon 4 4
Vehicle 22-26Wounds 4 4
*Increasing the Squad size of a unit may result in the Build
Points cost being greater than the starting cost [for Vehicle 30Wounds 5 5
example Build Points of a unit is 1, but to increase Squad
size the Build Points increases to 3 instead of 2]. Vehicle 36Wounds 6 6
STEP TWO: GENERATING SPECIAL RULES STEP TWO: CONVERTING RATE OF FIRE
To compensate for the now much broader range of Next we need to generate the X and Y values above
Toughness values available, the following new Special using the number of shots, again using Warhammer
Rules are applied, based on the Toughness of a unit in 40K weapon type stats.
Warhammer 40K. X(Y)
Special
1 1(1)
2 Squishie
2 2(1)
3 Flesh is Weak (DMG+2)
3 2(1)
4 Flesh is Weak (DMG+1)
Flesh is Weak (DMG+1) 4 3(2)
5 Lightly Armoured (DMG+1)
6 4(2)
6 Lightly Armoured (DMG+1)
8 4(3)
7
10 5(3)
8
12 6(3)
9 Heavily Armoured (DMG-1)
20 10(6)
10 Heavily Armoured (DMG-1)
D3 2(1)

CONVERTING WEAPONS INTO AERONAUTICA 2D3 3(2)


IMPERIALIS
A comparison was made between existing weapons stats in 3D3 4(2)
Aeronautica Imperialis and their Warhammer 40K
equivalent, and a series of conversion guidelines D6 3(1)
developed. However while these guidelines appear to line
up with the existing weapon stats for Imperial Guard, 2D6 4(3)
Imperial Navy, Tau, Orks & Space Marines; more recent
releases such as Eldar and Necrons appear to buck this 3D6 6(4)
general trend.
4D6 8(5)

STEP ONE: CONVERTING RANGE 6D6 10(6)


First we need to take the distance of a weapon in
Warhammer 40K and convert it into a FPR to generate X
and Y values. TWIN AND QUAD WEAPONS
FPR Existing Twin and Quad Weapons in Aeronautica
Imperialis don’t see their FPR double and quadruple
0-12” X-0-0 as might be expected. Instead for Twin there is a 50%
increase on the X value, while for Quad, the X and Y
0-24” X-0-0 value is broadly double that for Twin.

0-36” X-Y-0 DMG FPR

0-48” Y-X-0 Heavy Bolter 5+ 2-1-0

0-60” Y-X-Y Twin Heavy Bolter 5+ 3-1-0

0-72” Y-Y-X Quad Heavy Bolter 5+ 6-3-0

0-120” 0-Y-X Lascannon 2+ 0-1-1

Note that special rules may apply to some ranges shown Twin Lascannon 2+ 0-2-1
above. For example weapons with a range of 0-12” are
considered very short, and gain the special rule ‘Short’ – Quad Lascannon 2+ 0-4-2
additional special rules are explained in a later step.
MELEE WEAPONS *The DMG stat of a Strength S8 weapon appears to
Currently there are no Melee weapon profiles in differ in Aeronautica, though my interpretation has
Aeronautica Imperialis; as such FPR of Melee weapons has been that physical/solid projectiles have DMG 3+ [for
been calculated as X = ½ the Attack value of the unit in example Shells & Missiles], while energy weapons
Warhammer 40K (rounded up). This is applied for all units have DMG 2+ [for example Melta & Las]. An exception
with 1 or 2 models; however it doesn’t carry for larger to this is that Lance and Grav weapons also appear to
units like 10+ models of Light Infantry – this is because in be DMG 3+.
Warhammer 40K not ever model in larger units would be
able to take part in any given round of Close Combat. As Note that for Plasma and similar weapons which can
such for most Infantry units, X is capped at 3; though Melee be overcharged for a 2nd profile with a higher Strength
focused Armies (for example Tyranids, Orks and Daemons) in Warhammer 40K, the lower Strength is applied
may have higher X value. here, and a new Special Rule ‘Overcharged (2+)’ is
applied – additional special rules are explained in a
UNIT OF RANGED WEAPONS later step.
Similar to Melee Weapons, the X value of a Unit of a Ranged
weapons is capped at X = 3; this is to stop Units of 10 Light
Infantry being disproportionally higher FPR compared to EXISTING WEAPON EXAMPLES
over Infantry with a similar BP value. Below are a list of some existing weapon profiles in
Aeronautica Imperialis which appear to conform with
STEP THREE: GENERATING DMG the conversion guidelines generated above.
Next we’ll generate the DMG value using the Strength value
of the Weapon in Warhammer 40K. DMG FPR

DMG Special Heavy Bolter 5+ 2-1-0

S3 6+ Small Arms Lascannon 2+ 0-1-1*

S4 5+ Small Arms Assault Cannon 4+ 1-2-0

S5 5+ Autocanon 4+ 1-2-0

S6 4+ Avenger Bolt Cannon 5+ 3-7-0

S7 4+ Basilisk Cannon 2+ 1-2-1


3+ * [Anti-Air]
S8 2+ Extra Damage (6+)
*This is an example of where a Warhammer 40K
S9 2+ Extra Damage (6+) weapon profile doesn’t appear to conform to
interpreted conversion guidelines; it is possible that
S10 2+ Extra Damage (5+) this is another example of where there are differences
between physical profiles and energy weapons, where
S12 2+ Extra Damage (5+) energy weapons may have a longer than usual FPR.

S14 2+ Extra Damage (4+)

S16 2+ Extra Damage (4+)

S20 2+ Extra Damage (3+)


WEAPON TYPES
The latest addition of Eldar and Necron Armies to LAS
Aeronautica Imperialis has shown that the one set of From the AI, Eldar has 3 examples here [Bright Lance,
rules for converting Warhammer 40k Weapons to Pulse Lasers and Scatter Laser]; Bright Lance and Pulse
Aeronautica no longer accurately reflects the weapon Laser have a Range 1 higher than expected, though all
profiles for these new armies. As such the following three the main FPR is ~1x the number of shots in 40k
adjustments for Weapon Types has been establishing [which is roughly 2x previous conversions], though the
using the AI Weapon Profiles. DMG is 1 lower than expected for Pulse Laser and
Scatter Laser for their Strength.
CONVERTING BY ELDAR WEAPON TYPES
SHURIKEN
This suggests that weapon profiles may account for
Only AI example here is the Shuriken Cannon (and Twin),
weapon behaviors as well within weapon types.
where the Range is 1 longer than expected for 24”, the
main FPR is ~2.5x the number of shots in 40k [which is
roughly 5x higher than previous conversions], but the It is noted however that when compared to the AI
DMG is 1 worse than expected for Strength 6 at DMG 5+. example of Lascannon, the Lascannon follows a similar
trend of Range 1 higher, and main FPR is 1x the number
PLASMA of shots in 40k. Also when compared to the AI example
Again the only AI example here is the Starcannon (and of Multi-Laser, the Multi-Laser also follows a similar
Twin), where the Range is as expected for 36”, the FPR is trend of Range 1 higher, and main FPR is 1x the number
~1x the number of shots in 40k [which is roughly 2x than of shots in 40k, and DMG is 1 worse than expected for
previous conversions], and the DMG is 1 better than the Strength. Furthermore, when compared to the AI
expected for Strength 6 at DMG 3+. example Turbo Laser Destroyer, the main FPR is also 1x
the max number of shots in 40k – though the Range and
VORTEX DMG are already max so no need to mention them here.
Again the only AI example here is the Heavy D-Scythe,
where the Range is 1 longer than expected for 16”, the
CONVERTING BY NECRON WEAPON TYPES
main FPR is ~1x the max number of shots in 40k (or could
TESLA
be ~1x average +1) [which is roughly 2x than previous
Only AI example here is Tesla Destructor, where the
conversions], and the DMG is as expected for Strength 12,
Range is 2 higher than expected for 24”, the main FPR is
though the Extra Damage of 3+ is 2 higher than expected.
~3x previous conversions [which may actually be
something to do with the special rule in 40k causing 3
MONOFILAMENT
hits on a 6], there are 3 FPR values [X-Y-Z] (which still
Again the only AI example here is the Doom Weaver,
half each time as expected), and the DMG is as expected
where the Range is 1 higher than expected, and the value
for Strength 6 at DMG 4+, though it also has Extra
is X-X-Y; the main FPR is ~1/2x max number of shots in
Damage 6+.
40k (as per previous conversions [though the X is 1
higher, and Y is ½ of X rounded down instead of up]), and
the DMG is 1 lower than expected for Strength 7 at DMG ENERGY
5+. Only AI example here is the Death Ray, where the Range
is 1 higher than expected for 24”, the main FPR is either
MISSILE LAUNCHERS ~1x +1 max number of shots in 40k or 2x average
From the AI example of Phoenix Missile Launchers, the number of shots in 40k, and the DMG is 1 worse than
Range is as expected, though with the X and Y FPR values expected for Strength 10 at DMG 3+, but with the Extra
the opposite order [as if one category lower on the Damage of 4+ is 1 better than expected.
conversion table], the FPR values are ~1/2x max number
of shots in 40k (as expected), and the DMG is as expected ANTI-MATTER
for Strength 6 at DMG 4+.
Only AI example here is the Death Sphere, though in 40k
this doesn’t have its own weapon profile and instead is
a special bombardment rule; as such a comparison
cannot be sought.
CONVERTING BY IMPERIUM WEAPON TYPES
BOLTER
From the AI, Imperium have 2 examples here [Heavy
Bolter, and Avenger Bolt Cannon]. Both are 36” in 40k;
however the main FPR occurs in a different range for
each, and the ratio from number of shots in 40k to main
FPR also differs. The FPR for Heavy Bolter could be either
1x -1 number of shots in 40k or ½ [rounded up] number
of shots in 40k – the second works against Twin and Quad
Heavy Bolter as well. While alternatively the FPR for
Avenger Bolt Cannon appears to be 1x -1 number of shots
in 40k.
For now it is assumed that the change in main FPR range
is to do with the higher Strength.
The DMG is calculated as expected, though the Avenger
Bolt Cannon has Extra Damage (6+); as such it is also
assumed that Bolters apply this rule from Strength 6 as
opposed to Strength 9 as is the case with Las Weapons.

AUTO
From the AI, Imperium have 3 examples here [Heavy
Stubber, Autocannon, and Hydra Flak]. The FPR for Heavy
Stubber appears to be ½ [rounded down] number of
shots in 40k, while FPR for Autocannon 1x number of
shots in 40k. The Hydra Flak is just an Anti-Air Quad
Autocannon and its main FPR matches that of a Quad
Autocannon [6], which its FPR applies 3 values [X-Y-Z]
decreasing in incremental amounts; and despite having a
longer range, the main FPR for the Hydra Flak occurs at a
shorter range to the Autocannon – this may be a factor of
it being ground-to-air and may be a reflection of the
effective altitude.
The Range and DMG is per previous calculations, though
the difference for FPR is unknown. For now Heavy Auto
Weapons are assumed for have a main FPR 1x number of
shots in 40k.

ROTARY BALLISTIC
From the AI, Imperium only have Punisher Cannon. The
Range is 1 longer than expected for 24”, though the main
FPR is ½ number of shots in 40k [as per previous
calculations], and the DMG of 5+ is as expected for
Strength 5.
It is noted that the Avenger Bolt Cannon, which is also a
type of Rotary Ballistic Weapon, also had the main FPR 1
longer than expected for its Range in 40k.
WEAPON PROFILE ADJUSTMENT(S) BY WEAPON TYPE
As part of the Weapon Profiles developed for use with Epic 40k Ground Units, the following adjustments and/or Special Rules
have been applied [note these adjustments have not been applied to Units of Weapons as these trend to be Small Arms which
have their own adjusted rules]:

Description

Arc Weapons No special adjustments yet [no AI examples available].

Auto Weapons Adjust calculated FPR by x2.

No special adjustments yet [no AI examples available].


Biomorph Weapons
Melee Biomorph use normal Melee Weapons.
Adjust calculated FPR by x2 -1. Add ‘Extra Damage (6+)’ Special Rule for any Strength 6 or
Bolt Weapons
greater [note ‘Extra Damage’ cannot exceed 6+].
Use normal Melee Weapons.
Chain Weapons
Use normal Melee Weapons.
Close Combat Weapons

Daemon Weapons No special adjustments yet [no AI examples available].


Khorne Melee use Power Melee Weapons.
Slaanesh Melee add ‘Precise’ Special Rule.
Nurgle Weapons add ‘Plague’ Special Rule.

Dark Matter Weapons No special adjustments yet [no AI examples available].


No special adjustments yet [no AI examples available].
Digital Weapons
Add ‘Pistol’ Special Rule.
No special adjustments yet [no AI examples available].
Flame Weapons
Add ‘Flamer’ Special Rule.
Use normal Power Weapons.
Force Weapons
No special adjustments yet [no AI examples available].
Gauss Weapons

Graviton Weapons Add ‘Pinned’ Special Rule.

Grenades Not included in Weapon Profiles.

Inferno Weapons No special adjustments yet [no AI examples available].

Adjust calculated FPR by x2. Increase calculated Range by 1 [longest range = Y value unless
Lasers / Las Weapons
already calculated as X]. Consider DMG equivalent to that calculated for 1 less Strength.
No special adjustments yet [no AI examples available].
Melta Weapons
Adjust calculated FPR by +1. Increase calculated Range by 1 [shortage range = X if it was X
Monofilament Weapons
previously, otherwise = Y]. Consider DMG equivalent to that calculated by 1 less Strength.
Adjust calculated FPR by x2.
Ordnance Weapons

Ork Firearms Add ‘Dakka(X)’ Special Rule, where X = Main FPR +50%. Shortest Range is aways X (even if
its calculated as Y). Add ‘Extra Damage (6+)’ Special Rule for any Strength 6 or greater [note
‘Extra Damage’ cannot exceed 6+].

Ork Mek / Energy No special adjustments yet [no AI examples available].


Weapons
Description

Phosphor Weapons No special adjustments yet [no AI examples available].

If the Plasma Weapon can overheat in 40k then no special adjustments, but add ‘Overcharge
Plasma Weapons
(2+)’ Special Rule.
If the Plasma Weapon cannot overheat in 40k then adjust calculated FPR by x2, and improve
calculated DMG by +1 (e.g. 4+ becomes 3+).
Use normal Power Weapons.
Powered Weapons

Projectiles Missile’s Range & FPR default to 2-2-2 [note this is Missiles & Missile Arrays, not Missile
Launchers], and have ‘Extra Damage (6+)’ Special Rule.
Bomb’s Range & FPR default to 4-0-0, and have ‘Extra Damage (5+)’ Special Rule.
Big Bomb’s Range & FPR default to 6-0-0, and have ‘Extra Damage (4+)’ Special Rule.
Huge [1 off] Bomb’s Range & FPR default to 10-0-0, and have ‘Extra Damage (3+)’ Special
Rule.
Use AI weapon profiles.
Rail Weapons
Use normal Power Weapons.
Shock Weapons
Adjust calculated FPR by x4. Decrease calculated DMG by -1 (e.g. 4+ becomes 5+).
Shuriken Weapons
No special adjustments yet [no AI examples available].
Sonic Weapons

Splinter Weapons No special adjustments yet [no AI examples available].

Tesla Weapons Adjust calculated FPR by x3. Default Range is X-Y-Z [where Z is ½ Y]. Add ‘Extra Damage
(6+)’ Special Rule for any Strength 6 or greater.

Volkite Weapons No special adjustments yet [no AI examples available].

Adjust FPR by x2. Any ‘Extra Damage (X+)’ Special Rule calculated is improved by +2 (e.g.
Vortex Weapons
‘Extra Damage (6+)’ becomes ‘Extra Damage (4+)’).
RULES - THE BASICS
GROUND UNIT CLASS Transport Unit
Epic 40k in Aeronuatica allows players to fight dramatic
Transport Units are specific units with a BP value no
battles in the mud-strewn wilderness of alien planet
greater than 2. Transport Units can only transport
surface. The models used to play Epic 40k in Aeronautica
Troop Units and HQ Units which don’t have the
represent various models of the 41st Millennium. These fall
‘Bulky’ special rule.
into the following categories:
In addition a Transport Unit can share a hex with the
HQ Unit unit it can transport. If this hex is targeted by an
HQ Units are leaders or infantry unit with specialist skills attack, on a successful hit roll a D6; 1-4 hits the
apted to supporting their army. Each HQ Unit is capable of Transport Unit, 5-6 hits the Infantry.
using one of the following skills per turn [if listed on
profile]: Elite Unit
Command - As long as this unit didn’t move this round; Elite Units tend to be Heavy Armoured Infantry,
once per round this unit can command an adjacent friendly Beasts, Lightly Armoured Vehicles or Single Manned
Troop Unit; till the end of this round that friendly ground Walkers. Elite Units can move and attack with any of
unit can re-roll all attacks, though the re-roll must be their weapons as usual.
accepted.
Elite Command - As long as this unit didn’t move this Fast Unit
round; once per round this unit can command an adjacent
Fast Units tend to be Cavalry, or Vehicles with a Move
friendly Elite Unit; till the end of this round that friendly
characteristic greater than 1. Fast Units can move
ground unit can re-roll all attacks, though the re-roll must
and attack with any of their weapons as usual.
be accepted.
Fast Command - As long as this unit didn’t move this round;
once per round this unit can command an adjacent friendly Heavy Unit
Fast Unit; till the end of this round that friendly ground unit Heavy Units tend to be Monsters, or standard
can re-roll all attacks, though the re-roll must be accepted. armoured Vehicles. Heavy Units can move and attack
Tank Command - As long as this unit didn’t move this with any of their weapons as usual.
round; once per round this unit can command an adjacent
friendly Heavy Unit; till the end of this round that friendly Lord of War Unit
ground unit can re-roll all attacks, though the re-roll must Lord of War Units are Large Vehicles, Large
be accepted. Monsters, Knights or Titans. Lord of War Units can
Mechanic - As long as this unit didn't move this round; once move and attack with any of their weapons as usual.
per round this unit can remove 1 damage from an adjacent
friendly Heavy Unit or Lord of War Unit.
Fortifications
Medic - As long as this unit didn't move this round; once
per round this unit can remove 1 damage from an adjacent Fortifications are structures and other immovable
friendly Troop Unit. units; they are placed on the board during initial
Furthermore, some HQ Units have additional special deployment [usually as part of your Ground
features [if listed on profile]: Installations] and cannot be moved for any reason –
Unique - Some HQ Units are Unique. In this case your army unless they are destroyed then they are removed
may only contain a maximum of 1 of this HQ Unit. from the board as per usual.
Bulky - Some HQ Units are Bulky. This HQ Unit is not able Some Fortifications may have a Transport value; this
to embark Transport Units or Fortifications. means eligible units may enter as per normal rules
for Transport Units, with the exception that you can
Troop Unit not share the same time while not embarked.
Troop Units can only move and attack with Small Arms and
Melee weapons; unless they have the Move and Shoot
special rule.
GROUND UNIT TYPES Light / Armoured Cavalry
In addition to Ground Unit Class; ground units also fall into Any model on a mount or bike is considered cavalry. Cavalry
a Ground Unit Type. In most part this doesn’t affect any is usually always a Fast Unit. Cavalry will have between 2 and
rules, but is useful when applying the conversion rules 4 models per 25mm round [or 10x40mm] base, depending on
covered previously as part of consistency. the number of Wounds in Warhammer 40k.
All Cavalry have the Flesh is Weak(X) Special Rule.
Infantry
Many HQ Units, and almost all Troop Units will be Infantry. Monster
These tend to be 1 or 2 Wound models in Warhammer 40k Any model which has the Monster Keyword in Warhammer
and should usually be 5 models per 25mm round [or 40k is considered a Monster here.
10x40mm] base. Unless they have the Bulky Special Rule, Monsters are usually a Heavy Unit. Monsters should be 1 per
Infantry can enter Fortifications, Buildings and Transport 25mm round base.
Vehicles as long as it’s within the permissible Transport
value. Vehicle
All Infantry will have Flesh is Weak(X) Special Rule. Tanks and Walkers are Vehicles. Any Vehicle not considered a
Lord of War should be 1 per 25mm round base.
Swarm Tanks tend to be Heavy Unit, unless its primary purpose is not
Smaller than Troops, Swarms tend have multiple pieces for attack (e.g. repair Vehicles), in which they will be an Elite
per model, with 5 or more models per 25mm round [or Unit. Faster, lighter Vehicles tend to be a Fast Unit and will
10x40mm] base. have the Lightly Armoured(X) Special Rule.
Swarms are usually a Troop Unit, but they cannot go in Walkers tend to be Elite Unit.
Fortifications, Buildings or Transport Vehicles.
All swarms have the Squishie Special Rule. Lord of War
Any unit considered a Lord of War in Warhammer 40k will
Light / Armoured Beast also be a Lord of War here.
Any model which is larger than standard Infantry, but not A Lord of War cannot Squad Up and will take up a hex by its
counted as a Monster in Warhammer 40k is considered a self, so can be based appropriately.
Beast.
Beasts are usually always an Elite Unit.
All Beast will have the Flesh is Weak(X) Special Rule.
GROUND UNIT PROFILES Hits [5]
A Ground Unit profile is broken down into the following The number of damaging hits a ground unit can take before it
sections: is destroyed. Note this is similar to Structure for aircraft.

Name [1] Speed [6]


The name by which ground units of this type are commonly The maximum speed at which the ground unit can travel. Note
known. ground units by default have a minimum speed of 0.

Class [2] Transport [7]


This is the ground units class. For most ground units, this isn’t recorded on the profile, and
means it has a value of ‘-‘.
Build Points [3]
How many build points the ground unit costs, used when Squad [8]
creating a force. If the Squad value is -, or no Squad stat is given, then this unit
cannot increase its Squad size.
Special Rules [4]
Some ground units benefit from special rules; such rules Weaponry
are detailed elsewhere in this book. The normal profile for weaponry in Aeronautica Imperialis is
applied to ground unit profiles.

4
BP

HITS 4

WEAPON FIRE ARC FPR DMG AMMO SPECIAL


Baneblade Cannon 2-6-4 2+ UL Extra Damage (6+)
Demolisher Front 2-0-0 2+ UL Extra Damage (5+)
Twin Heavy Bolters Sponsons 3-1-0 5+ UL -
Lascannons Sponsons 0-1-1 2+ UL Extra Damage (6+)

2
BP

HITS 2

WEAPON FIRE ARC FPR DMG AMMO SPECIAL


Heavy Bolter Front 2-1-0 5+ UL -
Autocannon* 1-2-0 4+ UL -
Multi-Laser* 2-4-1 5+ UL -
Twin Heavy Bolter* 3-1-0 5+ UL -
THE TURN Phase 2 – Initiative:
The normal rules for Turn Phases in Aeronautica Imperalis The normal rules for this phase apply.
is applied, with the following differences for ground units.
Note the rules for using Epic in Aeronautica is kept
Phase 3 – Tailing Fire:
reasonably simple, so that the focus remains on the
This phase is not applied to ground units.
Aircraft, with some subtle action developing amongst any
ground units. Note if a ground unit chose to use the Ambush Fire
Manoeuvre then it is enacted in this phase.
Phase 1 – Choose Manoeuvres:
Aircraft manoeuvres do not apply to ground units; instead Phase 4 – Movement:
ground units have the following manoeuvres: Phase Sequence
Ground units are much slower than aircraft, as such
Stand Ground ground units take their movement phase after all
This ground unit chooses not to move and forgoes the aircraft have taken theirs. The player with the
Movement Phase. initiative will decide which player’s ground units
goes first in the movement phase.
Change Facing
This ground unit plans to change its facing.
Movement Speed
Any ground unit with a Speed ‘-‘ cannot change its facing;
Any ground unit which has chosen to try and move
however such units tend to have weapons with 360o firing
can move up to X adjacent hexes equal to that units
arc.
Speed. With the exception of units with the Fly
Special Rule, or Titanic Special Rule striding, you
Move Hex(es)
cannot move if there are no empty hexes adjacent.
This ground unit plans to move to another hex which is not
already occupied. Only ground units with the Fly special
rule can move through occupied hexes. Phase 5 – Firing:
Any ground unit with a Speed ‘-‘ or ‘0’ cannot move hexes. The normal rules for this phase apply.
Unless specified overwise, all ground unit weaponry
The following are optional advanced manoeuvres which is ground-to-ground fire with an affective altitude 0,
you can include if you wish to add some more flair to your and can only target Aircraft units if they are in hover
ground units gameplay. mode or otherwise at altitude 0.
Any ground unit weaponry which is ground-to-air
Overwatch fire cannot be used to target other ground units.
This ground unit forgoes the Movement and Firing Phases
this turn to try and get a head start on the opposition
Phase 6 – End Phase:
ground units. Place a marker on this ground unit; if an
This phase is not applied to ground units.
opposition ground unit moves to another hex within the
front corridor arc of this ground unit, this ground unit can
attempt to fire a ranged weapon. Normal rules for firing
apply, with the exception that the D6 roll required to hit is
always a 6+.
Note Melee weapons cannot be used for Overwatch.
Note Overwatch cannot be triggered against Aircraft units.

Ambush Fire
If this ground unit starts this turn in the rear arc of an
enemy unit within Short Range [i.e. within 4 hexes], then it
can attempt an ambush in the Tailing Fire Phase against
that enemy unit.
In the Tailing Fire Phase, this unit can attempt to fire a
ranged weapon at the ambushed enemy unit. Normal rules
for firing apply, with the exception that the D6 roll required
to hit is always a 6+.
Note Melee weapons cannot be used for Ambush Fire
unless you are in the adjacent hex to the enemy unit.
Note only Infantry, Beasts and Cavalry may attempt an
Ambush.
SPECIAL RULES
WEAPON SPECIAL RULES Pinned
Below is a list of new weapon special rules generated as On a successful DMG, this weapon pins the targeted
part of the new weapon profiles for Epic 40k: enemy unit:
- A Pinned ground unit can not move in their next
Small Arms movement phase;
All units can move and shoot with Small Arms.
- A Pinned Aerial Unit is forced down -1 Altitude and
A Small Arms weapon can never cause more than 1 damage
is Stalled; if this forces the unit to an Altitude of 0
per round.
when the unit crashes and is destroyed.

Melee
All units can move and attack with Melee weapons. Precise
Melee weapons can only hit enemy units in an adjacent hex. This weapon gets +1 to any HIT rolls made.
Melee weapons can only hit enemy ground units.
Infantry, Beast and Cavalry Units can only use Melee Focus
weapons if they dont use any Ranged weapons (with the As long as this unit didn’t move this round; instead of
exception of Pistols) in the same round. firing all weapons, this unit may choose to fire its
A Melee weapon of DMG 5+ (with the exception of Tyranid main weapon [1st weapon listed] twice as long as the
Units) can never cause more than 1 damage per round to target is in a direct line forward on the Front Arc.
Monsters, Vehicles or Fortifications.

Impact
Short
Some Ranged weapons have a very short range, and can If this unit moved closer to the targeted enemy unit
only hit a target up to a distance of 2 hexes instead of the this turn, this Melee weapon improves its DMG roll by
minimum 4 hexes. +1 this turn (to a maximum of 2+).

Pistol Extra Damage (X+)


Pistol is a Ranged weapon which can be used by Infantry, For each successful DMG caused by this weapon, roll
Beast and Cavalry Units on the same turn as any Melee another D6; on a roll of X+ this weapon causes 1 extra
weapons. damage to the target unit.
Pistol weapons always have the Short special rule. Note this effect doesn’t affect any unit with more than
1 model per base [e.g. Infantry, Cavalry, Beasts].
Flamer
Flamer is a Ranged weapon that gets +1 to HIT rolls.
Sponsons
Flamer weapons always have the Short special rule.
Duplicate weapon profile to unit, one with Fire Arc:
Left, and one with Fire Arc: Right. Alternatively the
Overcharge (X+)
Weapon profile can be used once combined with Fire
This weapon deals 1 extra damage on a roll of X+; however
Arc: Front.
a roll of 1 means the shot fails and the firing unit suffers D3
mortal wounds.
Throw
Psychic This Melee Weapon is so large that if it successfully
This weapon type is a Psychic Attack. destroys an enemy Vehicle or Monster [with
exception of any with Titanic special rule], it can
immediately throw that unit at another enemy unit in
the hex immediately behind it. To determine this,
draw a line from the back of your unit to the back of
the destroyed enemy unit. The throw attack has a
short FPR value equal to the thrown units Build
Points value.
Any eligible enemy unit is hit on a 5+, DMG 2+.
GROUND UNIT SPECIAL RULES Blank
Below is a list of new unit special rules generated as part of
This unit cannot be damaged in any way by Psychic
the new unit profiles generated:
Attacks.

Flesh is Weak (DMG+X)


When this infantry unit is targeted by an enemy weapon, Fly
the enemy gets +X to their damage roll. This unit is able to fly over hexes occupied by enemy
ground units.
Lightly Armoured (DMG+X) This unit can move on top of a Fortification or
When this vehicle unit is targeted by an enemy weapon, the Building in an adjacent hex and still use its weapons
enemy gets +X to their damage roll. in the same turn.
This unit can descend safely from the top of a
Squishie Fortification or Building to an adjacent empty hex,
When this infantry unit is targeted by an enemy weapon, and still use its weapons in the same turn.
the enemy weapon always damages on a roll of 2+, no
matter the weapons profile. Select Weapon Profile
Some weapons can be operated in multiple modes.
Switch to Anti-Air
Before using this weapon each turn, select and use
As long as this unit didn’t move this round, instead of firing
one profile only.
all weapons, this unit may choose to switch to Anti-Air
mode. If this unit switches to Anti-Air mode, it can only fire
the selected weapons that turn, but gains Ground-to-Air, Scout
and Effective Altitude (X) rules. At the start of game before either side has taken a
turn, this unit may move 1 hex.
Recovery
As long as this unit didn't move this round; once per round Drop Troops
this unit can remove 1 damage from an adjacent friendly This Infantry Unit is able to disembark safely from an
Heavy Unit or Lord of War Unit. airborne vehicle.
Drop Troops can descend safely from the top of a
Primitive
Fortification or Building to an adjacent empty hex,
This unit can only ever hit on a 6+.
and still use its weapons in the same turn.

Move and Shoot


This infantry unit can move and shoot with any of its Meltdown
ranged weapons, not just Small Arms. When this mode is destroyed, roll 1D6 before
removing it from play. On a 6+ it explodes, and each
Reload(X) unit (both friendly and enemy) in adjacent hexes
As long as this unit didn’t move this round; once per round suffer 2D3 mortal wounds [roll for each unit
this unit can add 1 ammo to an adjacent friendly ground separately].
unit [only works weapons which have an ammo value of 1,
2, 3 etc (i.e. not UL)]. Open Topped
While this unit is transporting Infantry, the Infantry
Deepstrike Unit(s) can still fire their Ranged weapons as if they
Instead of starting the game on the board, this unit can were not in the Transport Vehicle.
choose to stay in reserve. From Round 2 onwards this unit Note Infantry cannot use their Melee weapons this
may enter the board via deepstrike; place the ground unit way.
on any 1 hex on the board of your choice. Any unit still in
reserve at the end of the game is considered to have been
Special Unit
destroyed.
These are special, limited or otherwise non-standard
Psyker units; as such you can not take more than 1 hexes
This is a Unit is considered a Pysker. Pysker can use a given worth of the same special unit in any given
Psychic Attack during the shooting phase like any other detachment.
weapon. Note this means that if the Special Unit is eligible to
increase Squad size, then still can as the Squad still
occupies 1 hex.
Ignore Damage(X+) [text] Collisions
Some ground units have Force Fields or other Relics Titanic models cannot voluntarily move through
(depicted by the [text]) which allow it to shrug off Damage. other Titanic models, or through blocking terrain [e.g.
After any successful Damage is allocated to a ground unit, Medium or larger Buildings]; but Titanic models can
but before any Hit Points are deducted, this ground unit risk damage by running into another Titanic model or
can choose to Ignore the Damage. On a D6 roll of X+, the blocking terrain. If a model does so, it will stop in
Damage is ignored and the Hit Point is not lost. base-to-base contact with the model or terrain piece,
then it will suffer a collision.
TITAN MODEL SPECIAL RULES
Titanic(X)
If a Titanic model collides with another Titanic
Some units are especially large and are classified as Titanic;
model, each one inflicts D6 hits on the other, at a
such ground units have a size profile [both in terms of
profile equivalent as shown in the table below:
hexes and height] equal to the X value.

DMG Special
Such units are able to fire their weapons at aircraft with an
effective altitude of X.
Titanic(0) 4+ -
Such units are so bulky that they cannot end its movement
Titanic(1) 2+ Extra Damage (6+)
phase on a hex adjacent to another hex occupied by
another Titanic model.
Titanic(2) 2+ Extra Damage (5+)
Example: A Warhound Titan has Titanic(1) special rule; which
Titanic(3) 2+ Extra Damage (4+)
means it takes up 1 entire hex, and equivalent altitude height
of 1. While a Warlord Titan has Titanic(3) special rule; which Titanic(4) 2+ Extra Damage (3+)
means it takes up 3 entire hexes, and equivalent altitude height
of 3.
If a Titanic model collides with blocking terrain, the
blocking terrain will suffer D3 hits at a profile
When a Titanic model takes up more than 1 hex, all hexes
equivalent as shown above, while the Titanic model
should be adjacent to each other [i.e. not in a line] as shown
will suffer D6 hits at a profile equivalent as shown in
below for Titanic(3):
the table below:
DMG Special

Small Structure - -

Medium Building 6+ -

Large Building 5+ -

Very Large Building 4+ -

Split Fire Huge Building As above As above


Titanic models are so large that they do not have to focus
all of their weapons on the same enemy unit. When using a
Titanic model in the Firing Phase nominate the target for Remember that huge buildings are too large to be
each separate weapon profile [noting that any multiple of dealt with as a single building, and are represented
the same weapon will target the same enemy unit due to by several smaller buildings. The profile used relates
shared weapon profiles] before firing. If an enemy unit is to the size equivalent for the hex that suffers the
targeted with multiple weapons in this way, but is collision.
destroyed before all of the weapons have been rolled for,
the remaining weapon attacks are discarded.
If a blocking terrain is destroyed in this way, it is
removed from the tabletop and replaced with rubble
Focus Fire
which is difficult terrain.
If a Titanic model chooses to fire all eligible weapons
against the same target, then it can re-roll any Hit rolls of 1.
If any weapons are not eligible to roll to Hit the target, then
those attacks are discarded.
Striding and Crushing Void Shields(X)
Titanic models [Walkers and Monsters only] are so large Many Titanic Models have Void Shields [or
that they can simply stride over the top of non-Titanic equivalent]. When a Titanic Model with the ‘Void
models, difficult terrain and Small Structures; however Shields(X)’ Special Rule is targeted for the first time
doing so risks crushing that which is under foot. with a Ranged Weapon, the first X damage is ignored.
During the End Phase, if this model still has any Void
A Titanic model cannot end its movement phase on top of Shields active, then roll 1D6 for each Void Shield
an occupied hex, however if it strides over the top of an removed that turn; on a roll of 5+ that Void Shield has
occupied hex, the non-Titanic unit or small structure(s) in returned for next turn.
the occupied hex suffers D3 hits, at the same profile Note if all remaining Void Shields were removed this
equivalent as shown previously for Titanic Collisions. turn, the Void Shields have Collapsed and you cannot
roll to re-activate any during the End Phase.
Firing Arc: Carapace Note Void Shields do not work on Melee Weapons.
Such weapons are mounted up so high that they cannot hit
ground targets in the immediate adjacent hexes, even if the Macro
weapon profile has a short range value on the FPR. Such Some Titanic Model Weapons have the ‘Macro’
weapons have a minimum range equivalent to the Special Rule; this means that on a successful hit [once
Titanic(X) value. per turn], that weapon automatically causes a
number of damage equal to the Titanic(X) value of the
Example: A Titanic model with the Titanic(4) ‘Special Rule’, Titanic Model using it, in addition to any other
cannot use any Carapace Weapon to target an enemy Ground Damage subsequently caused.
Unit within 4 hexes. Note that in this specific example, it would
mean the Short Range FPR for that Weapon could not be used, Example: A Titanic Model with ‘Titanic(4)’ Special
even if it would normally have a Short Range value. Rule uses a weapon with the ‘Macr o’ Special Rule; it
successfully hits the tar get at least once, causing 4
Damage automatic ally; the Titanic Model then r olls
DMG rolls etc as per nor mal. If the tar get enemy
unit has any rules whic h allow it to save against
Damage caused, it may still so against this
additional damage.
SCENARIOS
TERRAIN Impassible Terrain
Some hexes may be designated as Terrain Hexes. A Terrain Terrain Hexes like rivers or pools of lava are
Hex is a hex that contains a prominent terrain feature such considered Impassible Terrain for Ground Units. Only
as a hill, building or forest. flying units can move directly over Impassible
Below is a list of new terrain rules generated as part of Terrain; though Ground Units with the Fly Special Rule
using Epic 40k Ground Units in Aeronautica Imperialis. cannot end their movement on such a hex.

Terrain Height
In the event a Ground Unit ends up on an Impassible
For every 50mm of height, terrain is considered to have an
Terrain hex, the effects of Dangerous Terrain
additional altitude of height. For buildings 50mm
immediately take affect.
corresponds to approximately 5 stories. This means that
Small Structures and Medium Buildings have a height
equivalent to altitude 0, while Large Buildings can have a Dangerous Terrain
height equivalent to altitude 1. Very Large Buildings can Terrain Hexes like minefields or cracks of lava are
have a height equivalent to altitude 2. considered Dangerous Terrain for Ground Units. Only
flying units can move directly over Dangerous Terrain;
Blocking Terrain though if any Ground Unit [without the Fly Special
Any prominent terrain feature that fills an entire hex and is Rules] moves onto such a hex, or any Ground Unit ends
at least 2 stories high [approximately 20mm] then the its movement on such a hex, roll a D6; on a roll of 1
considered blocking terrain. Only flying units can move that Ground Unit suffers 1 DMG which cannot be saved
directly over Blocking Terrain as if it isn’t there; though for any reason.
Ground Units with the Fly Special Rule are limited to
maximum height of altitude 1. If a Ground Unit [without the Fly Special Rule]
happens to move over and/or onto multiple
Blocking Terrain obscures Ground Units from firing at Dangerous Terrain Hexes in the same movement
other Ground Units, if the Blocking Terrain is directly phase, then roll a D6 as per above for each hex.
between the two Ground Units.
OCCUPIED HEXES
Partially Obscuring Terrain Other Ground Units [friendly and enemy] occupy a
Small Structures are usually limited to 1 stories high and as hex and prevent other Ground Units from moving
such are only partly obscuring between Ground Units. onto or through that occupied hex; though Ground
Ground Units can share a Terrain Hex containing only Units with the Fly Special Rule can move over
Small Structures, and Ground Units move around or over occupied hexes unimpeded. Ground Units (with the
Small Structures unimpeded. exception of those with the Titanic(X) Special Rule)
are considered to have a height equivalent to altitude
Partially Obscuring Terrain does not obscure Ground Units 0.
from firing at other Ground Units.
Occupied Hexes are only considered partially
Difficult Terrain
obscuring in terms of firing, and do not obscure
When a Blocking Terrain is destroyed, it is reduced to a hex
Ground Units from firing at other Ground Units.
of uneven rubble which is considered Difficult Terrain.
Irrespective of the original Blocking Terrain, Difficult
RESERVES
Terrain has an altitude of 0. Ground Units can move onto or
The normal rules for Reserves can also be applied to
across Difficult Terrain, but this will reduce the Ground
ground units.
Unit’s Speed Profile by -1 (to a minimum of 1); not that any
Ground Unit with the Fly Special Rule can move over
Difficult Terrain unimpeded. NIGHT FIGHTING & BAD WEATHER
The normal rules for Night Fighting and Bad Weather
can also be applied to ground units.
WEAPON PROFILES
COMMON WEAPONS
Below is a list of new common weapon profiles generated using the guidelines provided.

FPR DMG AMMO Special

Unit of Close Combat Weapons 3-0-0 5+ UL Melee

Heavy Close Combat Weapons 2-0-0 3+ UL Melee, Extra Damage (6+)

Giant Close Combat Weapons 2-0-0 2+ UL Melee, Extra Damage (5+)

Unit of Power Weapons 3-0-0 4+ UL Melee

Flamer 2-0-0 5+ UL Flamer

Heavy Flamer 3-0-0 5+ UL Flamer

Unit of Lasguns 3-0-0 6+ UL Small Arms

Unit of Laspistols 3-0-0 6+ UL Pistol

Unit of Boltguns 3-0-0 5+ UL Small Arms

Unit of Boltpistols 3-0-0 5+ UL Pistol

Unit of Special Ranged Weapons 5-0-0 5+ UL Small Arms

Unit of Heavy Weapons 4-6-1 4+ UL

Lesser Smite 1-0-0 4+ UL Psychic, Overcharge (2+)

Smite 1-0-0 3+ UL Psychic, Overcharge (2+)


FAQ
Q: When converting Epic 40k into Aeronautica Q: Can I use Build Points instead of Points Cost
Imperialis, why have you used Warhammer 40k for my Aircraft for Aeronautica Imperialis; or
Datasheets and not existing Epic 40k Datasheets? use Points Cost for my Ground Units instead of
Build Points?
A: When I first started working up a conversion method,
I found it easier to map the profiles for Aircraft in
A: Possibly; however, at this time I haven’t
Aeronautica Imperialis with their Warhammer 40k
established a method of converting between the
Datasheets, and then applied this to Ground Units in
two. Also given the difference in complexity of the
Warhammer 40k to make Profiles usable in Aeronautica
rules between using Aircraft in Aeronautica
Imperialis via the Ground Installations fansub rules.
Imperialis, and using Epic 40k Ground Units, each
would most likely need their own ratios when
Q: I have several Epic 40k models for which you
converting between the two.
haven’t provided Profiles for use in Aeronautica
Imperialis.
Q: When converting Epic 40k into Aeronautica
A: I am aware, and again my focus was on what was Imperialis, which version of Warhammer 40k
available in Warhammer 40k, rather than what had has been used?
existed in Epic 40k. One of the main reasons for this is
that with current methods of manufacturing [e.g. 3D A: Warhammer 40k 8th Edition has been used,
printing], many 6-8mm Warhammer models available specifically the Indexes at its launch; this is because
are designed on Warhammer 40k counterparts and the launch of 8th edition saw everything re-
weren’t previously available in Epic 40k. In the event you baselined.
have an Epic 40k model which doesn’t have a
Warhammer 40k counterpart, then I would suggest using
an existing Profile and count as is where possible.

Q: How do Ground Units affect Victory Conditions?

A: Unless you homebrew a Campaign Mission where the


conditions for winning or loosing revolve around Ground
Units, I would suggest you continue to focus on the
Aeronautica Imperialis aspects; most Ground Units wont
be able to target your Aircraft [unless they go into Hover
Mode or Land]; it just adds a bit of spice to ground
activity.

Q: Can I play a game of just Ground Units without


using Aircraft for Aeronautica Imperialis?

A: Yes; though the rules presented here for Ground Units


was kept simple on purpose so that the focus of the action
was still on the Aircraft using Aeronautica Imperialis.

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