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SOCAL APOCALYPSE CLUB GAME PROCEDURES AND RULE SET

TABLE OF CONTENTS
SOCAL APOCALYPSE CLUB..........................................................................................1 GAME PROCEDURES AND RULE SET...........................................................................1 TABLE OF CONTENTS..................................................................................................1 ARMIES.......................................................................................................................3 ARMY SELECTION.............................................................................................3 WHAT CAN IMPERIAL ARMIES TAKE?................................................................3 WHAT CAN CHAOS ARMIES TAKE?....................................................................3 WHAT CAN XENOS ARMIES TAKE?....................................................................4 FAQ.................................................................................................................. 4 MODELS...................................................................................................................... 4 GENERAL RULES FOR MODELS.........................................................................4 WYSIWYG.........................................................................................................4 HOUSE RULES.............................................................................................................5 RULES CLARIFICATIONS..............................................................................................7 STRATEGIC ASSETS..........................................................................................7 MAKING THE GAME RUN SMOOTHLY...........................................................................9 CAPTAINS.........................................................................................................9 SHOOTING........................................................................................................ 9 ASSAULT...........................................................................................................9 NO WRECKS.....................................................................................................9

ALECS RULES OF APOCALYPSE................................................................................10 APOCALYPSE FAQ.....................................................................................................11 APOCALYPSE DATA SHEET ERRATA..........................................................................13

APOCALYPSE GAME PROCEDURES AND HOUSE RULES


The following is meant to help a very large Apocalypse game run smoothly and in the allotted time. Please note that additional rules may be set down at the sole discretion of the Administratum!

ARMIES
ARMY SELECTION 1) You may bring any forces allowed by the Apocalypse Rulebook, Apocalypse Reload, Imperial Armor Apocalypse I & II and any Imperial Armor book, so long as they belong to one Codex (with Allies as noted below). 2) Please note that the new entry always applies. Many items have been updated in subsequent volumes of codexes. 3) No captured items.

WHAT CAN IMPERIAL ARMIES TAKE? 1) All Imperial lists can be played as one Army. (Space Marines, Imperial Guard, Demonhunters, Witchhunters etc.) 2) You can also play different Marine lists, meaning Imperial Fists and Blood Angels, etc. As long as the list is part of the Imperium, one can assume they are fighting together. However, each chapter must have its own commander (HQ). WHAT CAN CHAOS ARMIES TAKE? 1) Chaos, Demons and Traitor Guard (Imperial Guard turned traitor) can be played together. But you CANNOT use any other Imperial lists. No Demonhunters as Chaos or Dark Angels (yeah, I know, they can be pretty evil, but tough luck to you my friend!). 2) Note that per page 117 of the Apocalypse Rulebook, Chaos can use any Imperial Guard Data Sheet, or Space Marine Data Sheet, with the proviso that they must have the item in their codex (such as a Vindicator) or it has been made clear that Chaos has those war machines (such as a Chaos Baneblade). This means Chaos may NOT take any Space Marine Datasheet for items that are not in their codex (such as a Damocles Rhino or a Land Raider Variant or a Whirlwind Suppression Force) unless playing a pure traitor codex Space Marine list as noted below. 3) You may play a traitor Space Marine list, meaning you are Codex Space Marines turned traitor. In that case you can have anything a Codex Space Marine player

can, but no Chaos items. You may be assumed to be a chapter that recently went to the forces of Chaos (heretics!). 4) The Purpose of this rule is clear. Chaos should not get everything the Imperium has, plus everything they are already entitled to. There is a reason different codexes have different items, to balance the game. The rule on Page 117 is not a back door for Chaos to get access to models reserved for Space Marines. WHAT CAN XENOS ARMIES TAKE?

1) You can only play ONE Xenos list. That means Orks, Tau, Tyranids, Eldar, Dark Eldar and Necrons cannot be fielded with any other lists. They all fight alone. So you must have one cohesive list.

FAQ 1) The official GW FAQ is controlling 2) For all questions not answered by the official GW FAQ, we use the Adepticon FAQ v4.0 3) All Forgeworld FAQs and updates are here

MODELS
GENERAL RULES FOR MODELS 1) All models must be GW miniatures. Customizations are encouraged. Scratchbuilt models must be approved by the Administratum.

2) All models must be fully painted and based. This means 3 colors on the model. The base must be at least painted one color.

WYSIWYG 1) All armies are strict WYSIWYG. There are NO proxies. 2) Two exceptions: a. Specific minor wargear on infantry, such as grenades, which must be assigned to every model of all similar units to claim this exception. (Meaning all models may be assigned frag grenades, even though they are not modeled that way).

b. Models that GW does not have a model for (such as a StormRaven). All custom and scratch-built models must be identified as to what model they represent. 3) In addition, all models of a specific type (such as Veteran Sergeants) must be assigned the same exact upgrades; otherwise those upgrades must be modeled. (Meaning every Sergeant in your army has Melta Bombs, even though they are not modeled). You cant say that this Veteran Sergeant has Melta Bombs and this one doesnt.

HOUSE RULES
1) Abilities for normal vehicles in 40K do not transfer over to Super Heavy Vehicles (such as Tech Priest repairs, Mek Boy force fields etc.). 2) GW has stated that it makes sense to allow Valkyries to be used as Flyers in games of Apocalypse. There are even formations for this. We allow Valkyries to be used as Flyers with the following proviso. Any Valkyrie (or variant) used as a Flyer is armor 10 at all times. The rule that allows Valkyries to be used as Flyers is fun and makes sense, but there is no way a Valkyrie should have the same armor as a Thunderhawk. Almost every flyer in the game has armor 10 and so should the Valkyrie. You may use a Valkyrie as an armor 10 flyer OR an armor 12 skimmer, but not both! This rule applies to the Blood Angels Stormravens as well. 3) Any Strategic Reserves not on the table by the start of Turn 3 are DEAD. Exceptions: 1. Deep Strike units that were put back in reserve due to a mishap in Turn 2. However these units must attempt to enter play in the same place they did in Turn 2. 2. Units that are allowed to be off table (In a flyer for example).

Players arriving late and just throwing things onto an Apocalypse table late in a game will destroy the flow of the game and often give their side a decisive lategame advantage. 4) Players entering from Reserves may ALWAYS enter on their board edge and not be affected by any Disruptor Beacon. Reserves are assumed to have been just behind the front lines and moving up, and thus not easily misdirected. This ONLY applies to models moving on from your own board edge. However, these models must arrive at least 6" away from the neutral zone (and then may move as normal).

5) Wrecked vehicles are always removed from the board. If it had a unit inside, they get a 4+ cover for the rest of that turn. 6) Flyers vs. Titans - Flyers are always considered outside a Titan's void shields 7) Destroyer Template Size Reduction Rule Any weapon which is strength "D" has a 1 size reduction in template diameter from the published rules. 1. 2. 3. 4. 10 blast becomes 7 blast 7 blast becomes 5 blast 5 blast becomes 3 blast 3 blast becomes 2 blast

8) While Titan models usually do not have bases, follow the following rules when targeting a Titan with any blast template. You must target the dead center of the model.

9) Special Rules - If you take allied armies, special rules from one army DO NOT carry over to the other armies. For example, Vulcan He'stan's special rules ONLY affect your codex Space Marines, and not any allied Witchhunters, Demon hunters, or non-codex marines (e.g. Blood Angels). Special characters only effect units from your own codex and declared on army list for the purposes of army-wide effects, as in changing scoring units, etc. In addition, any one player can only have one of any given special character. Lastly, even if chosen from the same codex, if the units are given an obviously different scheme the effect will not extend to the second 'subforce' such as when a player brings two chapters of Codex Space Marines or Chaos Space Marines to the board, or two different Hive Fleets for example. 10) The Ork Plusa Rokkit is outlawed. Sorry, this is totally broken.

11) The Chaos Conclave counts as a single Disruptor Beacon centered on Abbadon. 12) The Deathstrike Vortex Missile is limited to one per player. You must have at least 5,000 points of IG or Traitor Guard to use one.

13)

Unlimited range weapons are limited to 120 in Apocalypse.

RULES CLARIFICATIONS
1) Destroyer weapons inflict ONE wound on a Gargantuan Creature. (RAW) 2) Once destroyed or wrecked, a Super Heavy cannot be brought back for any reason. 3) When shooting at Flyers, you always add 12" to the range. However, flyers do not add 12" when shooting at targets. (RAW) 4) Flyers do not take up space on the board or block units from moving through them. (Clarification) 5) Abilities and other things that apply to your army ONLY apply to your army. IE homing beacons cannot be used by your allies, summoning daemons using another players icon, using psychic powers on other allies models, etc. (Clarification) 6) Any model that is touched by an Apocalyptic Barrage template is hit at full strength. There is no hole in this template. (Clarification) 7) The Hydra costs 75 points and has an AA mount (IA Update v1.1), the codex version does not have an AA mount, but the IA Update takes precedence. 8) The Manitocre in the Imperial Armor Apocalypse 2 rulebook has different rules and a different points cost. To use these rules you must have the Forgeworld model.

STRATEGIC ASSETS 1) Each player gets one Strategic Asset, or each side will get a set # of assets if there are different #s of players.

2) Jammers may not be chosen. We want to have fun, and preparing for the battle is part of the fun.

3) Flank March may not be taken. If you get it as part of a specific formation, then it only applies to that formation, not your whole army.

4) Super Heavy vehicles and Gargantuan Creatures may not Flank March or Outflank for any reason.

5) The "Replacements" strategic Asset may only be used on units of 600 points or less. 6) Named character formations may not be duplicated per side for any reason. (such as the Chaos Conclave or Lysander Titan Hammer Squad). 7) Vital Objective may not be chosen because of the way we count objectives every turn.

MAKING THE GAME RUN SMOOTHLY


CAPTAINS 1) There are Captains assigned to each team. Their job is to keep your team playing efficiently. Not only do team captains carry out grand strategy with their team, they are also there to let individual players focus on their parts of the table, instead of having to worry about big-picture stuff (they can if they want to). 2) Apocalypse is an objective-based game. Captains need to keep their team focused on the objectives, or else players will just focus on killing stuff! 3) Captains assign orders to all players each turn. It is the players job to fulfill those orders. 4) The Captain is available to roll for anything on his team if no one is around to watch or take care of something. Always feel free to ask a Captain for assistance. 5) Captains are players willing to be an active part of the game beyond their own army. They help their teammates, roll dice for them when needed, keep the game moving, and help resolve rules questions. SHOOTING 1) Identify a target and ask whose unit it is. If no one responds, find a player, friend or foe, and ask him to watch you shoot at the target unit. That player will then take any saves (if the saving throw is known or simply mark wounds if not) and mark results on a piece of paper, which he will place next to the unit. If the owning player does not take the casualties by the end of the Shooting Phase, any player may take the casualties, but such removal must be to the benefit of the unit, and not the enemy. 2) The shooting player will place a token in front of his unit after it has shot so all players know that unit has shot. 3) Shoot one complete unit at a time and then move to the next unit. 4) When you have finished shooting you should assist other players to complete their shooting. ASSAULT As per Shooting.

NO WRECKS Keep the table clean. If any vehicle is destroyed, it is pulled from the table. Apocalypse games are notorious for getting all jammed up at critical areas of mass carnage, and becoming parking lots of dead models that make the board very difficult to play on. Just get the dead vehicles out of there. Put a crater in the place

vehicles silhouette. This is difficult terrain. Walkers are simply removed, as all that is left of them is two wrecked stubby legs! The most important skill in running Apocalypse games is to KEEP THE GAME MOVING.

ALECS RULES OF APOCALYPSE

1) HAVE FUN! Remember that Apocalypse is about FUN and telling a great story. About half of all games will end in ties, so do not get bent out of shape and just relax. 2) NO WHINING! No one likes a whiner. We all want to play with good sports, so learn to laugh when fortune does not smile on you. This includes whining about how cheesy a unit is. 3) IT ALL DIES! Your beautifully painted butt-kicking unit that you planned out a beautiful strategy to win the game with, will probably die in Turn 1 when the Titan next to you blows up in an apocalyptic explosion killing everything within 3D6 with a Destroyer hit. So get used to it and laugh when that happens!

APOCALYPSE FAQ
1. SCORING UNITS - What counts as a scoring unit for controlling objectives? Any unbroken unit as per 4th Edition or only troops per 5th Edition? Troops Only per 5th edition 1.b. HOLD AT ALL COSTS - If 5th Edition scoring is in effect, do formations with the Hold at All Costs asset get a replacement asset, or is it interpreted to mean nontroop, non-vehicle units become scoring? The latter. Non-troop, non-vehicle units become scoring 2. FLYERS - Do flyers (following rules as skimmers moving over 12) have penetrating hits downgraded to glancing hits (per 4th Ed. Apoc.) or does it get a 4+ cover save (per 5th Ed. BRB). They get a 4+ cover save as per skimmers. 3. THUNDERHAWK DROP ASSAULT The Thunderhawk assault ramp allows units disembarking to conduct a same turn assault. Flying Transports allow jump infantry a special Drop Run disembark as a Deep Strike (which normally does not allow assault). May jump infantry on a Drop Run type disembark from a Thunderhawk also assault in the same turn? NO, the Assault Ramp is specifically for a Thunderhawk in "Hover Mode". 4. Superheavies and pivoting. Are superheavies limited in how far they can pivot in the Movement phase? No, as per normal 40K rules, vehicles can pivot and not count as moving. 5. Superheavies and firing at different targets. When do you declare the targets for the weapons on your superheavy vehicle (Ie, one after the other or all at the same time)? Do you have to choose all targets before firing any weapons, or can you wait to see the effects of one weapon before firing another? Can one weapon be fired at a transport and then another fired at any disembarking passengers? All targets must be declared before any weapons are fired. No, you cannot target one weapon at the vehicle and another at the passengers as vehicles are assumed to shoot all weapons simultaneously. 6. Superheavies and thunder hammers. Do thunder hammers (p42 of the rulebook) or similar have any special effect against Superheavies, since they don't have a "Crew Shaken" result on their damage table? Count "Crew Shaken" as "Gun Crew Shaken".

7. Superheavies and AP1 weapons. Do AP1 weapons add +1 to the Superheavy Damage Table? By RAW they do not, but there is a good RAI argument for allowing it. AP1 weapons, such as meltas and multi-meltas, do get the +1 against super heavy vehicles. While not RAW, Apocalypse was written under 4th edition rules, so it makes sense that under 5th edition rules, it would include the +1 for AP1 weapons. 8. Flyers and bombing runs. Can a flyer initiate a bombing run on the turn it arrives from Reserve or re-enters play after disengaging? Yes 9. Gargantuan Creatures and Force Weapons. Do Force Weapons fall under weapons that cause the Instant Death rule (and thus only cause 1 wound against GC's), or do they cause D3 wounds as they are specifically stated as an example of such weapons on p91? Bear in mind the change in rules that Force Weapons have had in 5th edition and that Apoc was written with 4th edition rules. They cause D3 wounds 10. Co-axial weapons and ordnance. Do you follow the rules on Apoc p96 for rerolling Ordnance scatter (ie just re-roll the scatter die) or do you follow the rules on BRB p30 for re-rolling blast scatter (ie re-roll both the scatter die and the 2D6)? Re-roll both the scatter die and 2D6 per main rulebook. 11. Multiple shots and power fields. If a unit fires multiple shots at a model with a power field (and, by extention, void shields) and causes more damaging hits than there are power fields, can it damage the vehicle itself as well? Example: a Devastator Squad with 4 Lascannons shoots at a titan with one void shield left, do you roll one die at a time to determine whether the void shield is destroyed and then use the remainder against the titan itself? Yes, the damage carries over. Remember all firing happens simultaneously from any given unit. In the example above, you would resolve the damage one at a time to determine which die took down the shields. The remaining dice would be taken against the units armor value. 12. Codex-specific abilities. Do abilities conferred by wargear or rules in one Codex affect allied units in another Codex? Examples: Icons in CSM squads being used by Daemons from C:CD to prevent scatter; Epidemus (Nurgle Daemon special character) and his Tallyman ability working with Nurgle-marked CSM; Space Marine Chaplains joining non-SM units conferring the Litanies of Hate bonus, etc. Should it be decided on a case-by-case basis? Well, this answer is a bit case-by-case. First, your items can never affect your teammates army. You can't use his Icons, or Locater Beacons etc.

For all intents and purposes, these are two separate armies. Even those that indicate affecting a "friendly" model. Apocalypse is simply too big to keep track of these and the chance for abuse too great. Yes, your CSM icons can be used for YOUR Codex Daemon units. It is all your army. But not for your teammates. Similarly, if you have a Blood Angels and Deathwing Army, your Deathwing could use YOUR Blood Angels Locater Beacons, but your teammate couldn't. And no, you can't have one codex character join another codex's unit. That simply isn't allowed. 13. Armoured Spearhead and extra armour. The Armoured Spearhead Landraider formation allows the vehicles in range of the command vehicle to ignore Crew Shaken results. Is this accumulative with the effects of extra armour--that is, does extra armour reduce a Crew Stunned result to Shaken, which is then ignored if in range of the command vehicle? Correct 14. Traitor Formations. Apoc p117 mentions that Chaos forces can use Loyalist formations to represent Traitor equivalents. Do these Traitor Formations use the units (and, therefore, upgrades) from Codex: Space Marines, or do they use equivalents from Codex: Chaos Space Marines? If you take a "traitor" Space Marine force, you should either use a Chaos Space Marine list or a pure Codex Space Marine list. The latter would be represent a Space Marine chapter that has just gone over to Chaos. As such they may use any Space Marine formations. A Chaos Space Marine list may not and is limited to Chaos formations. 15. Sever the Head, Slay the Body. Apocalypse: Reload, p17 refers to a non-existant strategic asset. Is this meant to be something else (eg Trophy Kill) or should it be ignored? It should be ignored.

APOCALYPSE DATA SHEET ERRATA


APOCALYPSE RULEBOOK Hydra Flak Tank Use rules from Imperial Armor 1 Update v 1.1. "Emperors Talons" Recon Troop Replace "Sentinel Squadron" with "Scout Sentinel Squadron"

Masters of the Chapter "Command Squad" should be changed to "Honor Guard" APOCALYPSE RELOADED Lord Castellan's Supreme Command Replace "Lord Castellan Ursakar E. Creed" and "1 Command squad containing a heroic senior officer" with " Company Command Squad containing Lord Castellen Creed, Colour Sargent Kell, Astropath, Officer of The Fleet and Master of Ordnance" Replace "1 Sanctioned Psyker" with "1 Primaris Psyker" Replace 1 Commissar with 1 Commissar Lord Replace "1 Priest" with "1 Ministorum Priest" Replace "3 Command Squads containing Senior officers" with "3 Company Command Squads. These squads cannot contain Astropath, Officer of The Fleet or Master of Ordnance regimental advisors " 'Imperial Shield' Infantry Company Replace "1 Command Platoon" with "1 Company Command Squad" Replace " Note: Platoons May Select Optional Support Squads and Advisors as normal." with "none of the units in this formation may take a dedicated transport." 'Armoured Fist' Mechanized Company In the 'Armoured Fist' Mechanized Platoon section, Replace "3 Imperial Guard Armoured Fist Squads. One Chimera must be Designated as the platoon command tank." With "1 Infantry Platoon. All Squads must take a Chimera as a dedicated transport and no Heavy Weapons Squads, Special Weapons Squads, or Conscripts may be taken. In the 'Armoured Fist' Mechanized Company section, replace "1 Command Squad" with "1 Company Command Squad" IMPERIAL ARMOR APOCALYPSE Siege Dreadnought Profile should include Search Light and Smoke Launchers GW ONLINE DATA SHEETS The Legion of the Damned All references to Tactical squad should be replaced with Legion of The Damned Squad Reference to Commander should be replaced with Space Marine Captain.

Commander, Command Squad and Terminators gain Fearless, Unyielding Specters and Slow and Purposeful as a result the Captain now costs an additional 50pts, the Command squad costs an additional 70pts and Terminators cost an additional 100pts for the base squad and an additional 18pts per additional Terminator. The Aid Unlooked For Rule replaces the Reserves rules in the Strike Force section of the Data Sheet. Predator Assassin Squadron The References to Predator Destructor and Annihilator should be replaced to say that all predators must have the same turret weapon. Titanhammer Terminator Squads Remove the reference to the Terminator squads upgrading a model to have a heavy weapon. Chaos Space Marines Khorne Lord of Battles Type should read Super Heavy Walker, also the Hellblade is a Titan close combat weapon.

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