APOC-ECLIPSE
War-gaming so big it will block out the sun!
Updated: 05/17/2010
The Battle is over!
Army Lists
1. Sign up here.
Battle Info:
1. Date/Time: May 22, 2010
at 10AM.
2. Location: Game
Theory, 3120 John Humphries Wynd Raleigh, NC
27612 (919) 787-4449
a. MeetUp
Scenario:
Imperial
(plus Eldar and Tau) vs. Chaos. “Team A” will be whichever team has the least
amount of points. A large imbalance of
points will be compensated for with defensive terrain or other special rules.
Breakout
Summary
In the course of a raging,
planet-wide battle a large battleforce of Team A has
been enveloped by a combined task force of Team B. Knowing that they have little time before
they are destroyed, Team A has seized the initiative by making a rapid assault
at what they perceive as Team B’s weakest point.
Team B must contain the Breakout attempt and complete the
destruction of Team A by further penetrate into their area of control.
Setup
Each team must place five objectives
in their own deployment zones, no further than 12” from “No Man’s Land”.
Teams then deploy according
to the diagram above. Deployment is
simultaneous and players have 30 minutes to deploy. Anything not deployed within the time limit
is placed in Strategic Reserves.
Scenario Rules
1. The Flank March
strategic asset is not available to either team for this scenario.
2. All Players in both teams automatically receive the Careful Planning strategic asset to represent
the extremely rapid and sudden engagement of this battle.
3. Team A automatically gets the first turn. Team B may NOT attempt to Seize the Initiative – Team A has
already seized it!!
Rule Modifications/Clarifications:
1. Damaging a
Super Heavy:
a.
Infantry, Beasts
& Cavalry, Artillery, and Bikes are unable to inflict anything worse than a
Glancing Hit to a Super Heavy Walker in close combat. Note that this excludes Vehicles, Monstrous
Creatures, Jump Infantry, and Jetbikes.
b.
Any weapon or
ability that causes an “auto-shaken” result instead results in a single “Gun
Crew Shaken” result.
2. Ranges: Any ability
that has ‘unlimited’ range in a standard Warhammer 40,000 game has a range of
96”. Abilities that have unlimited range
in Apocalypse battles retain their unlimited range
3.
Claiming Objectives/Scoring Units:
a.
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.
b.
Any vehicle that
is not Immobilized or Wrecked.
c.
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, Death Cult Assassins, Biovores, etc.) are NOT scoring units.
4.
Modifiers to Vehicle Damage Table:
a.
AP1 weapons get a +1 on the Super Heavy Damage
Table. This is cumulative with other
bonuses.
b.
AP- weapons get a
-1 on the Super Heavy Damage Table. This
is cumulative with other bonuses.
5. Destroyer
Weapons:
a. Destroyer
Template Reduction: All Destroyer-strength weapons have their
template size reduced to the next smaller standard size unless specified
otherwise.
1. 10” blast becomes 7” blast.
2. 7” blast becomes 5” blast.
3. 5” blast becomes 3” blast.
4. 3” blast becomes 2” blast. (Yes, we have a 2” blast marker.)
5. Non-blast and close combat weapons are not changed.
b. Destroyer
Cover Saves: Heads
DOWN!: If a unit is in cover and
wounded by a ranged weapon with the Destroyer special rule the unit can choose
to gain a 6+ cover save vs. the weapon in exchange for being Pinned in the
following turn.
6. Flyers in v5:
a. When damaging a flyer, all shots suffer a -1 on the
vehicle damage table. This is cumulative
with other bonuses. This is in response to
them losing the rule that downgraded all hits to glancing. They do not get a 4+ save due to moving “Flat
Out.”
b. If a flyer is operating in Hover Mode all rules for fast skimmers (or super-heavy fast
skimmers) apply. They do get a 4+ save
if they move “Flat Out” and do not get the -1 to the vehicle damage roll. The number of weapons that they fire is
affected by the speed at which they move!
Super-heavy fast skimmers cannot move “Flat Out.”
c. Valkyries, Vendettas, and Storm Ravens are played as Flyers with the Hover Mode special rule.
7.
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.)
8.
Direction of Apocalypse Barrage: An Apocalypse
Barrage template always hits the side (i.e. top) armor.
9.
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.
10. Deep Strikes: In order to avoid a player’s models being scattered all over the table, some Deep Strike mechanics have been changed.
a. Deep Strike Mishap Table is changed to the following:
Die Roll |
Result |
1-2 |
Terrible Accident! (Destroyed) |
3-4 |
Delayed 1 turn |
5-6 |
Delayed 2 turns |
b. Deep Striking Formations: Any force 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.
11.
Double Time!! On Turns 1 and 2, deployed units may opt to
Double Time, increasing their Run distance to 2d6". Double Timing units may not move in the
Assault phase, even if they have the Fleet rule. Unit's which are Double Timing are
concentrating fully on movement and so must re-roll any successful Cover Saves
until the start of the next Attacker Turn.
This rule may be used in conjunction with the "Move! Move!
Move!" Imperial Guard Order - roll two sets of 3 dice and sum the two
highest roles from each set.
Compostion:
1.
Your army should
be of one “force”. The forces available will
be Imperial (Imperial Guard, Space Marines, Inquisition, Titan Legions), Chaos
(Chaos Daemons, Chaos Space Marines, Traitor IG,
Traitor Space Marines, Titan Legions), Eldar, Tau, Necrons,
Tyranids, Dark Eldar, and Orks.
2.
You will need to
come up with a rough point total for your force at least one week before the
game starts, within +/- 500 points.
3.
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!
4.
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! (If you are using a Special Character’s
rules, but not the model, paint scheme, or name, then there can be more than
one.)
5.
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.
a.
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.
6.
Datasheet sources: Anything higher on the list
supersedes anything lower.
a.
Our web page
b.
Any that you
submit for your own units/models. These
will make the web page before the battle.
c.
Warhammer
40,000: Apocalypse expansion
f.
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.
g.
Imperial
Armour: Apocalypse
1.
It’s FAQ. Some
units are unworkable without the FAQ.
2.
The update to Imperial Armour 1: Imperial Guard.
3.
The update to Imperial Armour 2: Space Marines & Inquisition.
h.
Reaver Titan:
1.
If equipped with
appropriately massive weapons we’ll use the Forge World Reaver
Titan rules at 1500 points.
2.
When equipped
with Armorcast weapons only a Reaver Titan is
1400 points.
3.
The Armorcast “flamer” type weapon is to be used as an Inferno
Gun. (This same model can be used on a Warhound and the Warhound cannot
have a Melta Cannon.)
4.
Chaos Reaver
Titans may be Possessed
for +100 points (as in Imperial Armour Apocalypse II).
7.
At this point, we
will not be allowing Planetstrike Terrain to be taken
as part of a player’s composition.
8.
There will be
restricted Strategic Assets, but that will be decided as the scenario is
finalized.
Special
Characters: Any unit marked as “rules only” is not using
the official model or name and does not claim that unit as exclusive.
Special
Character |
Army |
Player |
Mortarion |
Chaos |
Matt J |
Typhus |
Chaos |
Matt J |
Mabras |
Chaos |
Matt J |
Magnus |
Chaos |
Matt P |
M’Kachan |
Chaos |
Matt P |
Ahriman |
Chaos |
Matt P |
Formerly-legal
Models and Units: A lot of the recent codices have made some
models or units illegal. Since this is Apocalypse,
you shouldn’t be required to take apart one of your favorite models just
because a new book came out and the wording changed. (I’m looking at you, Codex: Chaos Space
Marines!) If you have any models or
units that fall into that situation, let us know and we’ll list them here. I’m sure that there are a lot of units that
changed in Codex: Space Marines, but I’m not an expert in that army.
1.
Chaos Space
Marine Lords/Sorcerers, Chaos Space Marine Champions, or Space Marine Sergeants
with more than one special close combat weapon (A power fist and a power
weapon, for example) or weapons that are different than are currently
allowed. Pay the points required for
each upgrade. (This essentially gives
Chaos Sorcerers and Champions access to the Chaos Lord’s weapon options.)
2.
A Thousand Sons
Aspiring Sorcerer may replace his equipment as if he was a Chaos Space Marine
Aspiring Champion (from the Troop squad).
3.
Chaos Space
Marine Terminator Heavy Weapons were previously one per three models, and are
now one per five. Allow them at one per
three. Loyal Terminators may have two
Heavy Weapons regardless of squad size.
4.
A Chaos Space
Marine Daemon Prince may take a Daemon Weapon for 100 points (marked
appropriately).
5.
Space Marine
Vanguard Veterans may take assault weapons as per Sternguard
Veterans.
6.
Space Marine
Assault Squads may take two Melta Guns for +5 points
each & any model may take Melta Bombs for +5
points.
7.
Space Marine
Command Squads may be 5 – 10 models.
Additional veterans may be purchased at 25 points each.
Timed Turns:
1.
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.
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.
3.
If half of the
movement tray is in cover, then the entire tray benefits from cover.
4.
Once one model in
a tray is Engaged in assault, the entire tray is
Engaged as per 40k5.
5.
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.
6.
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.
a.
PDF
Space
Marines:
1.
Battle Company: The Careful Planning Strategic Asset may benefit
other Space Marine units from the same chapter controlled by the same player
(i.e. Dreadnoughts, Land Raiders, Thunderhawk Gunships, etc.).
Titan Legions:
1.
Warlord Command
Tower: A Warlord Titan may be equipped
with a Command Tower for +200 points.
a. At the start of the titan’s movement phase, the titan
may choose to configure the tower in any one of the following Front Line
Assets: Disruptor Beacon, Null Field Generator, Supreme Headquarters, or Shield
Generator.
b. The titan may be equipped with one or more Planetstrike Interceptor Weapons at +100 points each.
Imperial/Chaos:
1.
Any tank based on
the Baneblade chassis can take a second set of sponsons (with a lascannon and
twin-linked heavy bolters) for +100 points.
Log
of changes:
o
5/18/2010: Added
Baneblade sponson upgrade.
o
5/17/2010:
Updated Apoc Barrage Template. Added Warlord Command Tower.
o
5/03/2010: No Planetstrike Terrain, Warlord and Reaver TCCW. Fixed a lot of
Forge World’s broken links.
o
5/01/2010:
Updated for new game. Specified the
Reaver Inferno Gun.