Updated: 12/6/2015

Compostion:

  1. Allies
    1. Your army should be of one "force" The forces available will be:
      1. Imperial (Imperial Guard, Space Marines, Grey Knights, Sisters of Battle, Inquisition, Titan Legions)
      2. Chaos (Chaos Daemons, Chaos Space Marines, Traitor IG, Traitor Space Marines, Titan Legions)
      3. Eldar (we will allows some Dark Eldar cross over as long as the paint schemes are the same)
      4. Tau Empire (allow Imperial Guard allies as long as the models are painted in a unified scheme)
      5. Necrons
      6. Tyranids
      7. Dark Eldar
      8. Orks.
    2. The rules for allies in 40k7 apply for player-army interaction, such as attaching characters to units.
    3. For example, you cannot bring Necron allies to a Space Marine force because Necrons do not fit in our definition of an Imperial Force.
  2. Everything must be WYSIWYG and painted to a table-top standard. We're letting you take whatever you want, but we need some way of being able to identify what you've brought!
  3. You can bring any Legendary Formation, Apocalypse unit (Baneblade, titan, etc.), or Special Character that you'd want, but you have to announce it to the group beforehand. We don't want two Abaddons on the table!
    1. If you are using a Special Character's rules, but not the model, paint scheme, or name, then there can be more than one.
    2. Units and models can only be a part of one formation.
  4. No Free Assets: If you bring a Legendary Formation, Apocalypse unit, or Special Character you do not get the one "free" Strategic Asset. This is to allow people without "special" units to do fun things as well.
    1. A player can bring up to ONE Strategic Asset that requires a marker for +1000 points as long as they have an appropriate marker. This includes all battlefield assets, Vortex Grenade, and Blind Barrage.
  5. Datasheet sources: Anything higher on the list supersedes anything lower.
    1. Our web page
    2. Any that you submit for your own units/models. These will make the web page before the battle.
    3. Imperial Armour Aeronautica
      1. Note that most flyers have a new datasheet.
      2. The Thunderhawk's bomb payload has been cut to about 33%.
    4. Apocalypse Reload
    5. GW Apocalypse Web Page
    6. Warhammer 40,000: Apocalypse expansion
    7. Imperial Armour 11: The Doom of Mymeara
    8. Imperial Armour: Apocalypse Second Edition
    9. Imperial Armour Apocalypse II. Changes of note:
      1. Hydra Autocannons get AA mounts
      2. Manticore missile launcher gets its choice of 3 different missiles
      3. Lightning has a greater selection of missiles/bombs
      4. Chaos Reaver Titans may be Possessed for +100 points. Warhounds for +50 points.
    10. Imperial Armour: Apocalypse(First Edition)
      1. Its FAQ. Some units are unworkable without the FAQ.
    11. The update to Imperial Armour 1: Imperial Guard.
    12. The update to Imperial Armour 2: Space Marines & Inquisition.

Rule Modifications/Clarifications:

  1. Warlord Traits, Mysterious Terrain, purchasable Defensive Fortifications, and permitted strategic assets will be addressed by the specific scenario. If they are not addressed, assume they work as normal.
  2. Wound Allocation:
    1. We have found that the Warhammer 40,000 7th edition method of allocating wounds and saves within a unit takes an extraordinary amount of time in games of Apocalypse, so we are modify its use.
      1. If a unit contains models with different saves, divide the wounds up proportionally amongst the models as in 40k5. If there is only one save value, simply roll the dice.
      2. Remove casualties from any model type within the unit. For models with multiple wounds, remove whole models whenever possible. (There should only ever be one wounded model per group.) This way, special weapons or unit champions can be the last to die if you so choose.
      3. Independent Characters attached to a unit may be allocated to as their own group (as in 40k5) or taken as part of another group with the same save.
        1. "Look Out, Sir!" Is not used. For a game with less than 5,000 points per side, this restriction may be lifted.
  3. Challenges:
    1. Non-independent characters, such as unit champions, cannot declare challenges.
    2. Challenges are limited to 1 per player per assault phase. We really don't need to bog the game down.
      1. Named Special Characters can always issue challenges.
      2. Models using the rules for a Named Special Character but not the miniature are considered to fall under the 1 Challenge limit.
  4. Pile-In
    1. On Movement Trays: Pile-in moves are unnecessary due to the Movement Tray rules (see below).
    2. Not on Movement Trays: Everyone Pile-In at Init 10.
  5. Converting Apocalypse Unit-Types to 40k7: Work as standard in the Apocalypse rulebook with the following additions:
    1. Flyers (non-Super Heavy):
      1. May drop any number of bombs in a single bombing run.
        1. All bombs must be of the same type.
        2. Resolved as an Apocalypse Barrage (X), where X is the number of bombs dropped.
          1. Any bombs that are Blast(3") are resolved Barrage(X).
    2. Super Heavy Vehicles (non-walkers):
    3. Gargantuan Creatures:
    4. Super Heavy Walkers:
      1. Imperial Warlord Titan, Reaver Titan, and Warhound Scout Titan are played with rules from Horus Heresy Book Five: Tempest.
        1. Exception:  If a Super Heavy Walker or Gargantuan Creature has a Close Combat Weapon, it can choose to hit a Reaver, Phantom, or Warlord Titan using its WS instead of 5+ as usual.
      2. Eldar Revenant Titan:  Will have the Towering Monstrosity rules from the Warhound Scout Titan:
        1. Can't be locked in Assault
        2. Immune to Haywire, Dangerous Terrain, and non-Witchfire Psychic Attacks
      3. Eldar Phantom Titan:  Has a subset of the Reaver Titan rules:
        1. Can't be locked in Assault
        2. Immune to Haywire, Dangerous Terrain, and non-Witchfire Psychic Attacks
        3. Can only be hit on a 6 by Infantry and Monstrous Creatures in assault or a 5-6 by Super Heavy Walers and Gargantuan Creatures (unless equipped with a CCW, as noted above).
      4. Psychic Powers:
        1. Psychic Blessings cannot affect Warhound, Reaver, Warlord, Revenant, or Phantom Titans. This does NOT include Knights.
        2. The only Psychic abilities that affect titans are those that are Witchfire type.
    5. Super Heavy Fast Vehicles:
      1. Moves as standard Fast Vehicle.
    6. Super Heavy Skimmers:
      1. Moves as a normal skimmer.
    7. Super Heavy Fast Skimmer
      1. Moves as a normal Fast Skimmer
    8. Super Heavy Flyers:
      1. Deployed and moves as a normal flyer in 40k7.
      2. May be shot at using the true location of the model on its stand.
      3. A Zooming Super Heavy Flyer that takes its first Immobilized result halves its maximum move. The second Immobilized result causes Locked Velocity.
      4. Bombing Runs, Inferno, and the disembarking of Jump Troops works as described in the Apocalypse rulebook.
  6. Ranges:
    1. Any ability that has "˜unlimited' range in a standard Warhammer 40,000 game has a range of 72".
    2. Abilities that have unlimited range in Apocalypse documentation retain their unlimited range
  7. Claiming Objectives/Scoring Units:
    1. Any squad at or above 50% starting unit strength as long as they are not fleeing. Multi-wound models count as whole models regardless of number of remaining wounds.
    2. Any vehicle that is not Immobilized or Wrecked.
    3. Units that would otherwise qualify as one of the above but are specifically stated as being non-scoring in their codex entry (such as swarms, Spore Mines, etc.) are NOT scoring units.
  8. Destroyer Weapons:
  9. Titan Close Combat Weapons: Warlord and Reaver Titan Close Combat weapons may hit Monstrous Creatures and Vehicles. (All other Titan Close Combat Weapons can hit any target unit type.)
  10. Apocalypse Mega Blast (5/10/15 vs 5/7/10)
    1. Vehicle with 12 Hull Points or More: Use 5/10/15 blast for all explosions and blasts.
    2. Vehicle with 11 Hull Points or Less: Use 5/7/10 blast.
  11. Apocalypse Barrage
    1. Direction of Apocalypse Barrage: An Apocalypse Barrage template is a barrage and always hits the side (i.e. top) armor.
    2. The firing player can choose which Apocalypse Barrage they use (Cloverleaf vs. Linked Blast)
  12. Strategic Assets:
    1. No Free Assets: If you bring a Legendary Formation, Apocalypse unit, or Special Character you do not get the one "free" Strategic Asset. This is to allow people without "special" units to do fun things as well.
      1. A player can bring up to ONE Strategic Asset that requires a marker for +1000 points as long as they have an appropriate marker. This includes all battlefield assets, Vortex Grenade, and Blind Barrage.
    2. Formations: Non-weapon assets granted by a formation may only be used by the models in that formation. Exceptions as appropriate (i.e. We will decide that on a case-by-case basis).
      1. Example: Flank March is only available to the models in the formation that grants it.
    3. Multiple Strategic Assets: You may have multiples of any Strategic Asset that you pay points for. For example, if you have two formations that each come with an Orbital Bombardment, then you can have two Orbital Bombardments. Since having a formation will stop you from getting a "˜free' Strategic Asset, you will only have assets you pay points for.
    4. If you bring a Legendary Formation, Apocalypse unit, or Special Character you do not get the one "free" Strategic Asset. This is to allow people without "special" units to do fun things as well.
      1. A player can bring up to ONE Strategic Asset that requires a marker for +1000 points as long as they have an appropriate marker. This includes all battlefield assets, Vortex Grenade, and Blind Barrage
  13. Deep Strikes: In order to avoid a player's models being scattered all over the table, some Deep Strike mechanics have been changed.
    1. Deep Striking Formations: Any formation that arrives as one "˜unit' but Deep Strikes separately will not scatter off of the main unit. If any of the units Mishap, they all do.
    2. All Reserves come in by turn 4, regardless of the result of the Mishap table in earlier turns.
      1. Any Delays in turn 4 or later are just in Ongoing Reserves. Try again next turn.
    3. The Deep Strike Mishap Table is changed to the following:
 
Die Roll Result
1 Terrible Accident! (Destroyed)
2-4 Delayed 1 Turn
5-6 Delayed 2 Turns
 

Timed Turns:

Each phase will be timed. We'll start with 45 minute phases, and will adjust as the game goes on.
 

Movement Trays:

The purpose of movement trays is to make the use of large quantities of infantry faster and more efficient.
 
  1. Infantry movement trays will be treated as a single model for movement purposes.
  2. Ranked-Up Models (i.e. Fantasy Battle style):
    1. Blast Weapons count their number of hits as HALF what is covered unless the whole movement tray is covered.
  3. Shooting will be measured from each individual model, as if they were all different guns on a large vehicle. If it is reasonable to assume that a model would have range or LOS to a target if that model was allowed to move freely in the space occupied by the tray, then they will be allowed to have range or LOS.
  4. If half of the movement tray is in cover, then the entire tray benefits from cover.
  5. Once one model in a tray is Engaged in assault, the entire tray is Engaged.
  6. Pile-in moves are unnecessary since every model on a movement tray is considered engaged with every enemy model in base contact with their movement tray.
  7. Casualties can be removed from anywhere on the tray, but effort should be taken to keep the unit as densely-packed as possible. 2" coherency still applies.
  8. Any model may change places with any other model on the tray at the start of a movement phase without counting as moving.
 

Tools:

  1. Army tracking sheet. This convenient sheet will help a player keep track of the large number of units that may be on the battlefield.
    1. PDF
    2. Word Document