TEXT: EPIC ARMAGEDDON OFFICIAL ERRATA 
   
  This document is the official errata for the Epic Armageddon rules system. It 
  corrects mistakes in the Epic Armageddon rules and army lists, and also revises 
  some of the rules in light of feedback from players and further development by the 
  design team. At a future date we plan to incorporate the errata into a new edition of 
  the online versions of the rules 
   
   
  1.7.5: Paragraph 3: Change the end of the 
  paragraph as follows: “… or if the 
  formation is broken by Blast markers, etc). 
  If the transport unit is destroyed, then any 
  transported units may make their normal 
  armour save OR make a 6+ cover save. 
  See 2.2.6 if a transport is destroyed by a 
  macro-weapon." 
   
  1.8.4: Open Ground Paragraph: Change 
  the first sentence to the following: 
  “Infantry count as being in cover (-1 to hit 
  modifier) and receive a 5+ cover save if 
  they are on Overwatch in Open Ground.” 
   
  1.9.6: Add 3rd Paragraph: “If an 
  attacking formation scores hits both 
  with normal weapons and weapons 
  with the macroweapon ability, then the 
  opposing player must allocate and 
  make any saves for the normal hits 
  first, and then allocate and make any 
  saves for the macro-weapon hits. Hits 
  from 
  macro-weapons 
  can 
  only 
  be 
  applied to units that are in a position to 
  be hit by a macro-weapon (Note: With 
  the exception of War Engines (see 
  3.3.2), during an assault, all units up 
  to 15cm away are valid targets for 
  allocation, regardless of whether the 
  hits are from CC or FF.). 
  1.9.8: Change the Barrage Table to the 
  following: 
  To 
  Hit 
  Rolls 
  Barrage 
  Points  
  Extra 
  Template 
  Extra 
  Blast 
  Marker 
  AP 
  AT 
  1  
  None  
  None  
  6+  6+ 
  2  
  None  
  None  
  5+  6+ 
  3  
  None  
  None  
  4+  5+ 
  4-5  
  One  
  None  
  4+  5+ 
  6-7  
  One  
  One  
  4+  5+ 
  8-9  
  Two  
  One  
  4+  5+ 
  10-12  
  Two  
  Two 
  4+  5+ 
  13-15  
  Two  
  Three 
  4+  5+ 
  16-18  
  Two  
  Four  
  4+  5+ 
   
  1.9.8: Indirect Fire Rules: When the rules 
  are updated these rules will be moved to 
  the special abilities section so that they can 
  be used by other types of unit. 
   
  1.12.5: The assault rules are changed as 
  follows. This is a major change aimed at 
  dealing with some of the stranger 
  situations that can occur when friendly 
  units are set up to lend support to a small 
  attacking force. 
   
  1.12.5 Resolve Assault (change) 
  All units have two assault values: a 
  close combat value and a firefight 
  value. Units that are in base-to-base 
  contact with the enemy use the close 
  combat value, while units that are not 
  in base contact but are within 15cm 
  and have a line of fire to the enemy 
  can use their firefight value. Units that 
  are armed only with close combat 
  weapons and do not have any small 
  arms or other ranged weapons may 
  only attack if in base contact with the 
  enemy. 
  Roll 1D6 for each unit that may attack. 
  Note 
  that 
  Blast 
  markers 
  do 
  not 
  suppress 
  units 
  from 
  formations 
  involved in an assault – it is assumed 
  that the proximity of the enemy means 
  that everyone joins in! Compare the 
  dice roll to the unit’s close combat 
  value if it’s in contact with the enemy, 
  or its firefight value if it’s within 15cm 
  of the enemy but not in base contact. 
  If the dice roll is equal to or greater 
  than the relevant value, then a hit is 
  scored on the enemy. No modifiers 
  ever apply to these dice rolls. 
  
  Each player allocates the hits and 
  make saving throws in the same 
  manner as they would when allocating 
  hits from shooting. Hits may only be 
  allocated to units that were directly 
  engaged in the combat (i.e., that 
  belonged to the attacking or defending 
  formation 
  and 
  which 
  were 
  within 
  15cms of the enemy after charge and 
  counter-charge 
  moves 
  were 
  completed). 
  Infantry 
  units 
  from 
  formations taking a charge action may 
  not 
  take 
  cover 
  saves 
  (they 
  are 
  assumed to have left cover to charge 
  the enemy), but other infantry units 
  may take cover saves normally. 
  If all of the units in the defending 
  formation have been killed and at least 
  one 
  attacker 
  survives, 
  then 
  the 
  attacker wins and the assault is over 
  (go straight to 1.12.8). If all of the 
  attacking units directly engaged in the 
  assault are killed then the assault has 
  stalled and the defender wins (go 
  straight to 1.12.8). 'Directly engaged' 
  means 
  being 
  within 
  15cm 
  of 
  a 
  defending 
  unit 
  after 
  charge 
  and 
  counter-charge 
  moves 
  have 
  been 
  completed. If even one of the original 
  attackers that were within 15cms of 
  the enemy survives, then the attack 
  has not stalled.  In any other case, 
  both sides can call on support (see 
  1.12.6).  
  Important Note: Kills inflicted in an 
  assault do not count for placing blast 
  markers or for breaking a formation 
  until AFTER the result of the combat 
  has been worked out. Also note that 
  the attacker must completely destroy 
  the defending formation to win at this 
  stage, while all the defender has to do 
  is to kill all the attacking units that 
  made it to within 15cms of a defender. 
  1.12.6 
  Supporting 
  Fire 
  (addition/change) 
  Both sides may call upon support 
  unless the defender has been wiped 
  out or the attack stalled as described 
  above. Calling on support allows units 
  from other formations to attack with 
  their firefight value if they are within 
  15cm and have a line of fire to an 
  enemy unit directly involved in the 
  assault. In this case ‘directly involved’ 
  means belonging to the attacking or 
  defending 
  formation(s) 
  and 
  in 
  a 
  position to attack. This rule represents 
  units from both sides that are not 
  directly involved in the assault lending 
  supporting fire when they see their 
  friends coming under attack. Units 
  from formations that are either Broken 
  or Marched this turn cannot lend 
  support. 
  Roll to hit using the firefight values of 
  the supporting formations, and then 
  allocate hits and make saving throws 
  as you would do for shooting attacks. 
  Once all casualties have been removed 
  you must work out the result of the 
  attack (see 1.12.7). 
  1.12.7 
  Work 
  Out 
  Result 
  (addition/change) 
  After 
  both 
  players 
  have 
  removed 
  casualties, the outcome of the combat 
  must be decided. 
  First, if one side completely wiped the 
  other side out, then it is the winner. If 
  this isn’t the case then each player 
  rolls 2D6, and adds any modifiers that 
  apply from the chart below to the 
  single D6 that rolled highest. Note that 
  you don’t add your dice rolls together, 
  but use the single dice with the highest 
  score. Whoever has the higher score 
  after any modifiers have been added 
  wins the assault. 
  In the case of a tied dice roll fight a 
  second assault using any surviving 
  units, starting with step 4 (i.e. roll 
  dice, allocate hits, make saves and 
  resolve the combat all over again with 
  any survivors). Units from both sides 
  are allowed to make a counter charge 
  move before the second round is 
  fought, with the attacker moving his 
  counter 
  charging 
  units 
  first 
  (see 
  1.12.4). If a second round is fought 
  then any casualties from the first round 
  carry over when working out the result 
  of the combat. 
  1.12.7 & 1.12.8: Take the third, fourth 
  and fifth sentences from the first 
  paragraph of 1.12.8, and add them as 
  a 
  new 
  paragraph 
  after 
  the 
  first 
  paragraph in 1.12.7 (Eg, the following 
  takes place in 1.12.7, rather than 
  1.12.8: 
  “In 
  addition, 
  the 
  losing 
  formation suffers a number of extra 
  hits equal to the difference between 
  the two sides’ result scores. There are 
  
  no 
  saves 
  for 
  these 
  hits, 
  which 
  represent units being hacked down as 
  they turn and run, or disintegrating 
  into a panic-driven rout as they flee. 
  Remove these additional casualties as 
  you would hits inflicted in the assault 
  phase (ie, units in base contact first, 
  then those closest to the enemy, 
  etc).”) 
  1.12.8 Loser Withdraws (add the 
  following at the start, before the 
  first paragraph) 
  After the result of the combat has been 
  worked 
  out 
  (either 
  because 
  all 
  defending units were destroyed, or the 
  attack stalled, or through a result roll), 
  then the loser is broken and must 
  withdraw, 
  and 
  formations 
  on 
  the 
  winning side receive Blast markers for 
  the casualties they suffered. 
   
  2.1.3: Replace the 2nd paragraph with the 
  following: “Units that are Fearless are 
  immune to damage from losing an assault 
  (both the additional hits and being wiped 
  out if already broken) and from the 
  damage inflicted by Blast markers if 
  broken. When broken or otherwise forced 
  to take a withdrawal move, Fearless units 
  may choose not to withdraw, and if the 
  unit elects to withdraw it will be destroyed 
  only if it ends its move within 5cm of the 
  enemy rather than 15cm. Fearless units 
  that remain stationary do not take 
  additional damage. Note that other units in 
  the formation that are not fearless will be 
  affected normally by additional hits for 
  Blast markers or losing an assault or 
  whatever – just don’t allocate any of the 
  hits to the units that are immune, but hand 
  them out as normal to units that are not.” 
   
  2.1.13: Replace the 3rd paragraph with the 
  following: “A skimmer may declare that it 
  is popping up at the start of any action 
  that it takes, including when the skimmer 
  goes into overwatch.  A skimmer may not 
  pop up as part of a sustained fire action or 
  a marshal action, but may pop-up when it 
  goes onto overwatch.  Popping up counts 
  as movement for the purposes of 
  triggering firing by enemy units on 
  overwatch.   
  A skimmer that has popped up,  ‘pops 
  down’ at the conclusion of the action.  
  Skimmers on overwatch do not pop down 
  until after they make their overwatch 
  attack.  Skimmers with a transport 
  capacity may not embark or disembark 
  units while they are popped up, and if they 
  are destroyed while they are popped up 
  then any units on board will be destroyed 
  with no save. 
  A skimmer that has popped up is assumed 
  to be flying high enough that nearby 
  intervening terrain that is closer to the 
  skimmer than the target does not block the 
  line of fire.  To check if the line of fire is 
  blocked, simply measure the distance 
  between the skimmer and the terrain, and 
  then measure the distance between the 
  terrain and the target unit. If the skimmer 
  is nearer to the intervening terrain then 
  the line of fire is not blocked. If the 
  skimmer is further from the terrain, then 
  work out the line of fire normally. If the 
  distance is is equal, then both the skimmer 
  and the target unit can fire at each other, 
  but they both count as being in cover and 
  the cover to hit modifier will apply.” 
   
  2.2.1: Sentence 4: "... has a Firepower of 
  AT4+/AA5+" should be "... has a Firepower 
  of AT4+/AA4+" 
   
  2.2.6 Allocating Hits: Remove the example 
  that appears in parenthesis at the end of 
  this paragraph. 
   
  3.2.5: Add to the end: “When allocating 
  Titan killer hits that may cause multiple 
  points of damage, roll for damage 
  immediately after allocating the hit. The 
  War Engine counts as having been 
  allocated a number of hits equal to the 
  damage rolled.  This is solely for purposes 
  of allocation.  Damage is applied as 
  normal, only after all hits have been 
  allocated.  
   
  Example:  A formation of Shadowswords 
  scores 3 Titan Killer (d3) hits against a pair 
  of Warhounds.  The first hit is allocated 
  and the roll for damage is 2.  The first 
  Warhound counts as having 2 hits allocated 
  to it.  Because it has 3 Damage Capacity, 
  the front Warhound can still be allocated 
  an additional hit.  The second Titan Killer 
  hit is therefore applied to the front 
  Warhound.  The die is again a 2.  Multiple 
  Titan Killer hits don’t “spill over” to other 
  units in the formation, so the lead 
  Warhound will take all 4 hits.  As the 
  number of hits allocated exceeds the 
  Damage Capacity of the lead Warhound, 
  
  the final Titan Killer hit will be allocated to 
  the second Warhound.  Note that even if 
  the lead Warhound had been damaged and 
  the 2 points of Titan Killer damage from 
  the first shot would be enough to destroy 
  it, damage is only applied after allocation.  
  The Warhound would remain in play until 
  all hits were allocated exactly as above.  
  Once allocation was complete, the damage 
  would be applied and the Warhound 
  removed.” 
   
  4.2 
  Combat 
  Air 
  Patrol: 
  Add 
  the 
  following to the end of the second 
  paragraph about Combat Air Patrols: 
  “Formations that are on CAP remain on 
  CAP until they make an interception. If 
  they haven't made an Interception by 
  the end of the turn, then they can 
  either stand down and return to base 
  normally, or remain on CAP into the 
  following turn.” 
  4.2.3: Add the following sentence to 
  the end of the 2nd paragraph: “Aircraft 
  that 
  are 
  carrying 
  out 
  a 
  CAP 
  or 
  Intercept action may add +1 to all of 
  their to hit rolls.” 
  4.2.4: Add the following sentence to the 
  end of the second paragraph: “Flak units in 
  formations which have taken a move 
  action during the turn fire with a -1 to-hit 
  modifier during the end phase.” 
   
  4.2.7: Replace the first sentence of the 
  first bullet point with the following: “Any 
  aircraft formation that suffers any attacks 
  (from ground flak or being intercepted) 
  receives one Blast marker for ‘coming 
  under fire’.” 
   
  4.4: Add the following sentence to the end 
  of the 3rd paragraph: “Landing does not 
  count as movement for the purposes of 
  triggering enemy overwatch fire. 
  Disembarking triggers overwatch fire as 
  normal.” 
   
  5.1.1: Replace the last two bullet points 
  with the following: 
   
  * Space Marine formations only count 
  half their number of blast markers in 
  assault resolution (rounding down - 
  note that assault resolution will not 
  receive +1 for having no blast marker 
  if the formation has 1 blast marker 
  before rounding down).  Halve the 
  number of extra hits suffered by a 
  Space Marine formation that loses an 
  assault, rounding down in favour of the 
  Space Marines. 
  * When a broken Space Marine formation 
  rallies then it receives a number of Blast 
  markers equal to the number of units, 
  rather than half this number.  Space 
  Marine units with the Leader special ability 
  remove 2 Blast markers instead of 1. 
   
  Page 84: Space Marine Landing Craft 
  datasheet: “Type War Engine” should be 
  “Type War Engine Aircraft”, AND “3 x Twin 
  Heavy Bolters, Firepower AP4+” should be 
  “3 x Twin Heavy Bolters, Range 15cm, 
  Firepower AP4+/AA5+” 
   
  Page 85 : Drop Pod: Delete the Scouts 
  from the list of units that may be 
  transported. 
   
  5.4: Modify Titan weapon ranges and 
  firepower as follows: 
   
  Gatling Blaster Range: 60cm  
  Turbo-Laser Destructor Range: 60cm  
  Rocket Launcher Range: 60cm Firepower: 
  3BP 
  6.1.4: Add the following to the end of the 
  4th paragraph: “Aircraft which have landed 
  may not capture an objective on the same 
  turn that it lands. However, a landed 
  aircraft may immediately contest an 
  objective.” 
   
  6.1.5: Add the following paragraph to the 
  end of this section: “Each player may start 
  up to two of their garrisoned formations on 
  Overwatch. These formations represent 
  sentries deployed as a trip wire and to 
  provide security at the objectives. They are 
  assumed to have gone on Overwatch in 
  their previous Action phase. That 
  Overwatch is ‘carried over’ into the first 
  turn.” 
   
  Page 131: Space Marine Detachments: Add 
  the Hunter to the upgrades for the Land 
  Raider, Predator and Vindicator 
  detachments.  
   
  Page 131: Space Marine Upgrades: Change 
  the text for the Razorback upgrade to “Add 
  any number of Razorbacks, up to the 
  number required to transport the 
  formation.”  
   
  
   Page 139: Warband Core Units: “…and 
  two Gretchin” should be “…and two Grotz” 
   
   Page 164: Imperator Titan datasheet: 
  “Speed 30cm, Armour 5+, Close Combat 
  4+, Firefight 4+” should be “Speed 15cm, 
  Armour 4+, Close Combat 3+, Firefight 
  3+” 
   
   Page 165: Quake Cannon: “Firepower 
  3BP, Macro-weapon” should be “3BP, 
  Macro-weapon, Slow-firing” 
   
   Page 171: Salamander Command and 
  Salamander Scout: “Count As Salamander” 
  should be “Count As Chimera” 
   
   Page 188: Warlord Titan: “Gatling Blaster 
  Firepower 4 x AP5+/AT3+” should be 
  “Gatling Blaster Firepower 4 x AP4+/AT4+” 
   
   Page 189: Landing Craft: Add “DC 4, Crit 
  – see datasheet“ AND “Transport” should 
  be “Transport 12+4/6” 
   
   Page 189: Strike Cruiser: “Transport (20)” 
  should be “Transport (One Company)” 
   
   Page 189: Battle Barge: “Transport (60)” 
  should be “Transport (Three Companies)” 
   
  Page 190: Imperial Guard Infantry: “Close 
  Combat 5+, Firefight 4+” should be “Close 
  Combat 6+. Firefight 5+” 
   
   Page 190: Imperial Guard Support squad: 
  “Firefight 5+” should be “Firefight 4+”. 
   
   Page 190: Shadowsword Volcano Cannon: 
  “Firepower MW2+ TK(D3)” should be 
  “Firepower MW2+ TK(D3) FxF” 
   
   Page 191: Oddboyz Suppa-Zzap-Gun: 
  “Firepower MW3+ TK” should be 
  “Firepower MW3+ TK (D3)”. 
   
   Page 191: Kommandos: “Firepower 
  AP5+/AT6+” should be “Firepower 
  AP6+/AT6+”. 
   
   Page 191: Warbikes: “Firepower 
  AP5+/AT6+” should be “Firepower 
  AP5+/AT5+”. 
   
   Page 191: Warbuggies/Wartraks: 
  “Firepower AP5+/AT5+” should be 
  “Firepower AP5+/AT6+”. 
   
   Page 191: Flakwagon: “Firepower 2 x 
  AP5+/AT5+/AA6+” should be “Firepower 2 
  x AP6+/AT6+/AA6+”. 
   
   Page 191: Supa Stompa: “Type AV” 
  should be “Type WE” 
   
   Page 191: Great Gargant Lifta-Droppa: 
  “Range 45cm, Firepower AP5+/AT5+, FXF, 
  OR Range base contact, Firepower Assault 
  WPN, TK (D3), +1A” should be “Range 
  60cm, Firepower MW3+, TK (D3) FXF, AND 
  Range base contact, Firepower Assault 
  Wpn, TK (D3), +1A”. 
   
   Page 191: Landa: “Transport (10)” should 
  be “Transport (10+4)” 
   
   Page 191: Battlekroozer: Add “Transport 
  (10 Landa’s filled with troops)” 
   
  White Scars: Change the 2nd and 3rd 
  paragraphs 
  of 
  the 
  White 
  Scars 
  Transport Special Rule to: “Note that 
  many 
  formations 
  don’t 
  receive 
  transports, usually because they can’t 
  fit into them. Detachments that come 
  with vehicles will be noted as having 
  “plus transport” in the Units section of 
  the detachment list below. White Scars 
  detachments must take the transport 
  vehicles for a detachment – you cannot 
  leave them behind in order to use the 
  unit as a garrison. You can only choose 
  to ignore this if the detachment is 
  instead to be deployed by air transport 
  (Thunderhawk or Landing Craft). 
  Alternately, you may choose to deploy the 
  White Scars force with drop pods.  If you 
  choose to do this, all detachments in the 
  army which are eligible to be deployed 
  from drop pods must do so. If you do 
  choose to use drop pods, then the affected 
  detachments will enter play in drop pods 
  using the rules for Planetfall (see section 
  4.4). Note that you will require at least one 
  Space Marine strike cruiser or battle barge 
  to deploy the drop pods from.  Formations 
  which are not eligible to be deployed from 
  drop pods must adhere to the 
  transportation requirements above.” 
   
  White Scar Detachments: Add the Hunter 
  to the upgrades for the Land Raider, 
  Predator and Vindicator detachments.  
   
  White Scar Upgrades: Change the text for 
  the Razorback upgrade to “Add any 
  number of Razorbacks, up to the number 
  
  required to transport the formation.”  
   
  White Scars Titan Legion Battlegroups: 
  Change the points cost to 250. 
   
  White Scars Summary Sheet: Remove the 
  extra attack from the Bike Squadron so 
  that it is the same as the datasheet. 
   
  Swordwind 1.1.1: Replace the text with 
  the following: “Eldar Farseers are able 
  to partially unravel the threads of time, 
  allowing them to foresee events that 
  may affect his army, and act to 
  counter them. To represent this, any 
  Eldar formation that includes a unit 
  with Farsight may ignore the -1 Action 
  test penalty when they try to retain the 
  initiative.  
  In addition, once per turn the Eldar 
  player may attempt to retain the 
  initiative twice in a row (i.e. the Eldar 
  player can retain the initiative and take 
  another 
  action 
  after 
  having 
  successfully retained the initiative once 
  already). Any Eldar formation may be 
  chosen, including those that do not 
  include a unit with Farsight but at least 
  one unit with Farsight must still be in 
  play 
  and 
  on 
  the 
  battlefield. 
  The 
  formation must still pass an initiative 
  test in order to carry out the action, 
  and will suffer the –1 modifier for 
  retaining 
  the 
  initiative 
  unless 
  it 
  includes a unit with Farsight.  Once the 
  action has been taken the initiative 
  returns to the opposing player. 
  Swordwind 
  1.1.3: 
  Delete 
  Pulse 
  Weapons 
  and 
  Spirit 
  Stones. 
  All 
  weapons that had the pulse ability lose 
  it, but have 2 x shots instead. 
  Swordwind: Falcon  & Wave Serpent 
  Datasheet 
  and 
  Summery: 
  Remove 
  Warp Spiders from transport list. 
  Swordwind: Wave Serpent Datasheet 
  and Summery: Remove Warp Spiders 
  from transport list. 
  Swordwind: 
  Phantom 
  & 
  Warlock 
  Titans: Add Leader to list of abilities. 
  Swordwind: Eldar Biel Tan Craftworld 
  Army List: Add Warp Spiders to the list 
  of units that may not be transported in 
  Falcons and Wave serpents on the list 
  of ‘extras’ for Aspect Warrior Warhosts. 
   
   
   
  
  Minor Spelling Mistakes & 
  Grammatical Errors 
   There are quite a few minor typos 
  scattered through the Epic rules. None of 
  these should cause any confusion, but out 
  of a sake of completeness they are listed 
  below. 
   
   Page 2: 2nd column; 2nd paragraph; A 
  few seconds later the ground shock…” 
  should be “A few seconds later the ground 
  shook…" 
   
   Page 2: 2nd column; 3rd paragraph; 1st 
  sentence: "Ghazgkhull" should be 
  "Ghazghkull" 
   
   Page 4:“3.2.3 Critical Hita” should be 
  “3.2.3 Critical Hits” 
   
   Page 15: Example Of Play, last sentence: 
  “Blast makrer” should be “Blast marker” 
   
   1.1; Units; Paragraph 1; last line: "war 
  wngines" should read "war engines" 
   
   1.3: Paragraph 1, last sentence: "last 
  markers" should read "Blast markers" 
   
   1.4.2: Abilities Used - space required 
  between Abilities and Used in the box-out 
  title. 
   
   1.6.3: Retaining The Initiative; Example of 
  Play; Paragraph 5; sentence 3: "receives a 
  blast makrer" should be "receives a blast 
  marker" 
   
   1.9.7: Example of Play; Paragraph 1: 
  "...within the Devastators'," - no comma 
  required 
   
   1.10: Overwatch; Paragraph 4: "They may 
  not to choose to…" should be " They may 
  not choose to… " 
   
   1.11: Example of Play; Paragraph 2: 
  "lascannon are inneffective" should be 
  "ineffective" 
   
   1.12.5: Paragraph 1; sentence 2: "take 
  place simulatenously" should be 
  "simultaneously" 
   
   1.15.4: Force Beta: "four Space Marine 
  Devestators" should be "Devastators" 
   
   2.1.17: paragraph 2; sentence 1: 
  "Formations where allof" - space required 
  between all and of 
   
   2.2.4: Sentence 3: "only the extra attacks 
  getsthe" - space required between gets 
  and the 
   
   2.2.6: Paragraph 2, sentence 6: "or 
  invulnerable receive" should be “or 
  invulnerable saves” 
   
   4.2.7: Sentence 1: "… but are effected by 
  them rather differently.” should be "… but 
  are affected by them rather differently.” 
   
   4.3.1: paragraph 5: "coordinates of 
  thedrop zone" - space required between 
  the and drop 
   
   4.3.3: Paragraph 3, sentence 2: "Not that 
  you don’t…" should be “Note that you 
  don’t…” 
   
   Page 62: paragraph 3: "At the time of 
  Ghazkhull's" - should be "Ghazghkull's" 
   
   Page 68: paragraph 1: "mile high 
  hivecities" - space required between hive 
  and cities 
   
   Page 69: paragraph 1: "a Space Marine 
  takes in aggressive, rather than defensive, 
  battlefield role." - should say "an 
  aggressive" 
   
   Page 79: Space Marine Bike Squadron, 
  2nd column: "the bike mounted White 
  Scars , the" - comma should be after 
  Scars, not next to "the" 
   
   Page 80: Land Speeder Typhoon; 2nd 
  Column: "making two further passe" - 
  should be "passes" 
   
   Page 81: Predator Destructor; column 1: 
  "the traitor Von Strab ,effectively" - 
  comma on wrong side of space 
   
   Page 81: Predator Destructor; column 2: 
  "Battle Fortresses where they forced to" - 
  "were" needs inserting between they and 
  forced 
   
   Page 81: Predator Destructor; column 2: 
  "Battle Fortresses where they forced to" - 
  "were" needs inserting between they and 
  forced 
   
   Page 84: Landing Craft datasheet notes: 
  “additio,n" should be “addition”, and a “)” 
  
  needs to be added to the end of the note. 
   
   Page 85: Drop Pod datasheet notes: 
  “Devestator” should be “Devastator”. 
   
   Page 98: Shadowsword Critical Hit Effect: 
  "The Volacno" should be "The Volcano" 
   
   Page 100: Imperial Navy icons are facing 
  to right instead of left 
   
   Page 101: Thunderbolt Weapons: 
  "StormBolters" - space required 
   
   Page 102: Paragraph 2: "throughout the 
  galaxy,." - no comma required 
   
   Page 102: Warlord Class Battle Titan; 1st 
  column: "for there few war engines" should 
  read "for there are....." 
   
   Page 102: Warlord Class Battle Titan 
  weapons: "Volocano Cannon" should be 
  "Volcano Cannon" 
   Page 103: Reaver Class Battle Titan: 
  "Mard pattern" should be "Mars pattern" 
   
   Page 124: 6.1.2; Paragraph 3; last 
  sentence: "could lead to anunbalanced 
  game." should be "could lead to an 
  unbalanced game." 
   
   Page 125: 6.1.4; Paragraph 3; sentence 
  2: "In our game,s" - comma needs to be 
  moved. 
   
   Page 134: Special Rule 6.4.1 box-out; for 
  consistency, body text should be in italics 
   
   Page 138: Special Rule 6.5.1 box-out; for 
  consistency, body text should be in italics, 
  and last sentence should refer to Nobz 
  rather than Nob. 
   
   Page 143: Breakout Scenario; Paraggraph 
  1: ""held a vital position on the flak of the 
  Imperial defense line" - flak should be 
  flank 
   
   Page 146: Paragraph 5; sentence 3; "Thus 
  the Steel Legion infantry company does 
  represent... but something about half way 
  in between" - should read "does not 
  represent" 
   
   Page 148: Paragraph 1: "before you 
  unleash and a Chapter" - should read 
  "before you unleash a Chapter" 
   
   Page 149: Gaming Area: "...we decided to 
  but together" - should be "butt together" 
   
   Page 151: 6.7; Tournament Game 
  Leagues; Paragraph 4: "...if you wanted to 
  know how may goals a player..." should 
  read "how many goals" 
   
   Page 155: Highlighting: "THese are..." - 
  section may need retitling to "Highlights", 
  or the first sentence needs rewriting to 
  something along the lines of "Highlights 
  are raised areas...." 
   
   Page 157: Examples of Rhino colour 
  schemes at bottom of page: Third example 
  should be “Gunmetal spray paint for Silver 
  Skulls” 
   
   Page 158: Gaming Boards; Paragraph 2 
  starts one space in from the norm for some 
  reason 
   
   Page 159: Battlefield Features, paragraph 
  3: Delete the second sentence, and start 
  the third sentence “It’s easy…” 
   
   Page 166: Paragraph 1: "...almost 
  completely redeisigned.." should read 
  "...almost completely redesigned..." 
   
   Page 166: Paragraph 1: "...with the 
  appearanace of the..." should read "...with 
  the appearance of the..." 
   
   Page 166: Paragraph 3, penultimate 
  sentence: "...Ookkits..." should read 
  "...Rokkits..." 
   
   Pages 172 to 183: Page numbers are 
  missing. 
   
   Page 173: 2nd question: 
  "move>shot>move" should be 
  "move>shoot>move" 
   
   Page 173: 4th answer: "Four: one for 
  being shot at, plus two for destroying the 
  transport unit...." – should be "Four: one 
  for being shot at, plus one for destroying 
  the transport unit...." 
   
   Page 182: 1st answer; 2nd paragraph: 
  "...get hold of anymore would simply 
  p**** players off..." should read - "...get 
  hold of any more would simply p*** 
  players off..." 
   
   Page 184: 2nd paragraph: "and the 
  
  Devestator detachment" should be 
  "Devastator"  
   
   Page 184; 2, Action Phase: "Remember 
  thatyou" should read "Remember that you" 
   
   Page 185: 2.B, Force Actaeon’s Action, 
  2nd Paragraph, sentence 2: Add space 
  after full stop. 
   
   Page 186: 4th Paragraph, sentence 3: “In 
  an assault units, fight…” should be “In an 
  assault, units fight…” 
   
   Page 187: 3, End Phase; 3rd paragraph: 
  "they may still try toraly" should read 
  "they may still try to rally" 
   
   Page 189: Bike unit: “Bolt Pistols” should 
  be “Bolters” 
   
   Page 191: The commas between AP and 
  AT values should all be replaced with “/” 
   
   Page 191: Big Gun unit: “Big Twin Gun” 
  should be “Big Gun” 
   
   Page 192: Action Test Table: “Formation is 
  trying to retain the initiative- <gap> 1” 
  should be “Formation is trying to retain the 
  initiative <gap> -1” 
   
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Warhammer Epic Games/Epic 4th Edition/Epic 40k - 4 Editon - Epic_Errata_2008.pdf