APOC-ECLIPSE
War-gaming so big it will block out the sun!
The game is over!
Gallery: There are over 400 pictures! (They are chronologically arranged, but the
time starts over again about half way through.
Internal clocks on some of the cameras were a day off.)
Video: Randall got four nice
videos. Video 1,
Video 2,
Video 3,
Video 4
Objectives:
There were five standard
objectives plus the Daemon Weapon and Fulgrim’s Trophy Kill rule (his corpse
became an objective). We tallied the
objectives every turn.
Totals: Chaos: 12, Imperial: 10
Chaos Victory!
Imperial Army:
Player |
Army |
Points |
Special |
Curt |
White
Swords |
6500 |
Battle
Company, Artemis AA Tank, Haven Command Rhino, The White Sword |
Randall |
Silver
Skulls |
7000 |
Thunderhawk
Gunship, Battle Company |
Steve S |
Imperial
Guard |
9750 |
ATTSUL
1-3, Techpriest Chimera, (counts as) Colonel Schaffer, (counts as) Kayven
Shrike, Emperor’s Hammer, Emperor’s Fury |
Jonnie S |
Tau
Empire |
7550 |
Farsight,
Kroot Mercenaries, Rapid Redeployment, Armored Interdiction Cadre |
Kevin R |
Eldar |
6200 |
2x
Spirithosts, Warlock Titan, Phantom Titan |
Jerry W |
Black
Templars |
10000 |
2x
Baneblade, Shadowsword, 3x Warhounds |
Robert A |
Ultramarines |
10665 |
3x Reaver
Titan, Armored Spearhead, Masters of the Chapter, Calgar, Tigurius |
|
Total |
58665 |
|
Chaos Army:
Player |
Army |
Points |
Special |
Matt P |
Slaanesh |
15500 |
Fulgrim,
Lucius, The Masque, Emperor's Children Warband, Pleasurelord Titan, Reaver
Titan, Warhound Titan, Antiquated Baneblade |
Matt J |
Glory |
10600 |
Abaddon
(Lords of the Black Crusade), Doombringer Annihilation Force, Deathknell
Strike Force, Armored Spearhead, Reaver Titan |
Mike T |
Nurgle |
4500 |
Epidemius |
Scott J |
Nurgle |
10698 |
Mortarion,
Typhus, Linebreaker, Doombringer Annihilation Force |
|
Total |
41298 |
|
Personal Victory Conditions: Ultramarines
There are some that believe it may be possible to
synthesize an antidote to the poison he used to wound Roboute
Guilliman if the Ultramarines can get a hold of one of Fulgrim’s swords.
You must “capture” the Daemon
Primarch Fulgrim.
Fulgrim is a “Trophy Kill,”
which means that his corpse counts as an objective. If this objective is claimed by the
Ultramarines, you win your personal victory condition.
Note that Fulgrim has the
Sustained Assault special rule while the Warp Maw is functioning.
Result: Fulgrim
was killed, but claimed by the opposite side.
Failure!
Personal Victory Conditions: White Swords Space Marine Chapter
At the destruction of something unholy, the spirits of
those sacrificed to feed the thing are often released. Be there to guide them to their final rest.
Free the spirits trapped in
the Warp Maw.
Have a White Swords Space
Marine or Ordo Malleus model (non-vehicle) within 3” of the Warp Maw when it is
destroyed.
Result: Grey
Knights present when the Warp Maw was destroyed. Success!
Personal Victory Conditions: Silver Skulls/Black
Templar Space Marine Chapters
Remain pure!
Slaughter the Nurgle Tallymaster before he can report back to the Plague
Father.
Kill Epidemius (Nurgle
Daemonic Herald Special Character) early and often.
If the Nurgle Tally spends
more time at any level other than the maximum level, you gain a personal
victory.
Note Epidemius has the
Sustained Assault special rule while the Warp Maw is functioning.
Result:
Epidemius’ Tally was only at the maximum level for one turn. Success!
Personal Victory Conditions: Tau Empire
We need this matter-displacement technology for the
Greater Good!
Claim teleporter pads.
If the Tau Empire claims at
least two teleporter pads for two or more turns (or at the end of the game),
you will achieve a personal victory. You
can claim a teleporter pad by having a model within 3” and no enemy models
within 3”.
Result: No pads
claimed by the Tau.. Failure!
Personal Victory Condition: Eldar
Reclaim what was ours!
Destroy the Daemon Weapon.
If someone is able to perform
the Ritual of Purification on the Daemon Weapon (see the Daemon Weapon’s rules
for more details), you achieve a personal victory.
Result: The
bearer of the daemon weapon was killed, and the objectives claimed by Ordo
Malleus, but the weapon was not destroyed.
Failure!
Personal Victory Condition: Imperial Guard
Eons ago, the builders of the castle incorporated the
bones of your ancestors in the mortar and decorated the walls with your
skulls. The greatest affront is the
still-tortured spirit of a revered ancient, clinging to one of the smaller
battlements, a witness to all of the evil of the place and begging for release.
Destroy the small tower in
the fortress.
If the small tower in the
fortress is “Destroyed,” you achieve a personal victory.
Result: The
small tower was destroyed. Success!
Personal Victory Condition: Chaos Glory
They bring their own relics to this battle? Shove it down their throats such that they
choke on the taste of it!
Destroy “The White Sword.”
If the model carrying The White
Sword is slain in close combat, you achieve a personal victory.
Result:
Slaaneshi daemons killed the bearer of the White Sword. Success!
Personal Victory Condition: Nurgle (1)
Let us see how their bodies fail!
Experiment on the Tau.
If Nurgle units kill at least
half of the Tau HQ units in close combat or via a Nurgle-specific ranged
attack*, you achieve a personal victory.
Kroot, Vespid, or other
aligned races count as one “unit” per race.
For example, if there are three Crisis Commanders (including Farsight),
two Ethereal, five units of Kroot, and a unit of Vespid there are a total of
seven experiments to record (3 Crisis, 2 Ethereal, 1 Kroot, 1 Vespid).
*Nurgle-specific ranged
attacks would include Nurgle’s Rot, Plaguestorm (Strategic Asset), Plague Wind
(Mortarion), Pus Cannons, Plague Mortar, Explosion of Filth, or other Gifts of
Nurgle.
Result:
Approximately half of the Tau HQ were killed. Failure!
Personal Victory Condition: Nurgle (2)
The master requests more plague engines!
Claim ruined super heavy
vehicles for Papa Nurgle.
When a non-Nurgle super heavy
vehicle is “Wrecked” (Super Heavy Catastrophic Damage Table 1-3 result) and
there is at least one Nurgle model within 24”, roll a D6. On a 6+, the vehicle is consumed by Nurgle. On a 10, the vehicle suffers an Explosion of
Filth. Add +1 to the die roll for every
6” closer a Nurgle model is.
Distance |
Bonus |
18” – 24” |
+0 |
12” – 18” |
+1 |
6” – 12” |
+2 |
1” – 6” |
+3 |
Base Contact |
+4 |
If Nurgle can claim 3 or more
Super Heavy vehicles in this manner, you achieve a personal victory.
Note that this applies to
friendly Super Heavies as well!
Result: Two
super heavies (Reaver Titans) were claimed by Nurgle. Close!.
Failure!
Personal Victory Condition: Slaanesh
The warriors are an orchestra delicately
conducted. The battle is a symphony, and
every symphony needs a crescendo!
Destroy Super Heavy Vehicles.
If three Super Heavy
Vehicles, including friendlies, suffer an “Apocalyptic Explosion,” you achieve
a personal victory. Extremely discordant
“Explosions of Filth” lower the current total by 1.
Result: Only
one super heavy suffered an Apocalyptic Explosion. Failure!
Updated: 1/09/2009
Outer Walls
Walls:
AV12
Removed by any “Destroyed” result
Take a full 6” Difficult
Terrain move to scale from the front.
Can be moved up freely from
the back (assume ladders).
Impassible for non-Skimmer
vehicles
Towers:
AV14
Removed by any “Destroyed” result
Cannot be scaled from the
outside
Gates:
AV15
Removed by any “Destroyed” result
Can only be opened from the
inside
Teleporter Pads
o A unit can move onto a teleporter pad in its movement phase.
o If your team 'owns' (i.e. as an objective) at least one additional pad, you can deploy on the second pad, shoot, and assault as normal.
o You cannot move onto a pad that the enemy owns, but you can onto one that is contested or owned by neither.
o If you want to move to a pad that you don't own, roll a D6:
Roll |
Result |
1-2 |
Success! |
3-4 |
Success, but you can’t shoot or assault |
5 |
Stay on current pad |
6 |
Go into Reserves |
o If your models cannot be deployed on the target pad, you can choose to lose models or go into Reserves.
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 25 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.
Apocalypse
Clarifications:
1.
Any unit can
claim or contest an objective unless fleeing or specifically stated that it
cannot (i.e. Death Cult Assassins, etc.).
2.
AP1 weapons get a
+1 on the Super Heavy Damage Table. AP-
weapons get a -1 on the Super Heavy Damage Table. This is cumulative with other bonuses.
3.
In 40k5, a
vehicle hit by a scattered blast template is hit from the direction of the
center hole. For the purposes of the
Apocalypse Barrage Template, the ‘center hole’ shall be the number in the
center of the appropriate sub-template.
4.
You may have
multiples of any Strategic Asset that you pay points for. Basically, if you have two formations that
each come with an Orbital Bombardment, for example, 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.
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.
a.
“Traitor” Space
Marines will be any units on the Chaos side that come from Codex: Space
Marines. Of course, if you’ve got too
many loyalist Marines in your army, you should be playing on the Imperial side.
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 before
hand. 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.
6.
Datasheet
sources: Anything higher on the list
supersedes anything lower.
b.
Any that you
submit for your own units/models
c.
Warhammer
40,000: Apocalypse expansion
f.
Imperial
Armour: Apocalypse, it’s FAQ, and the update
to IA:2. We’ll use the Forge World Reaver Titan rules at
1500 points, but only if equipped with WYSIWYG weapons.
g.
7.
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 |
Scott J |
Typhus |
Chaos |
Scott J |
Abaddon |
Chaos |
Matt J |
Epidemius |
Chaos |
Mike T |
Fulgrim |
Chaos |
Matt P |
Lucius |
Chaos |
Matt P |
The Last Chancers (rules only) |
Imperial |
Steve S |
Chaos Daemon
Summoning:
1. This is Apocalypse. You are encouraged to bring units from both Codex: Chaos Space Marines and Codex: Chaos Daemons, especially if you are sticking with a singular Chaos Power.
2. Units from Codex: Chaos Daemons may enter the game via Deep Strike as normal. Alternately, they may enter from a Warp Rift or appropriately-marked Icon (including those carried by units of daemons). An Icon of Chaos Glory can summon any daemons from the player's own army or Undivided daemons from an ally's army. If the daemons deploy off of an Icon or Warp Rift they may run/shoot and assault in the turn in which they arrive.
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 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 |
2. 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.
Timed Turns:
1.
Each phase will
be timed. We’ll start with 45 minute
phases, and will adjust as the game goes on.
Damaging a
Super Heavy:
1.
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.
2.
Any weapon or
ability that causes an “auto-shaken” result instead results in a single “Gun
Crew Shaken” result.
Ranges:
1.
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
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.).