Apocalypse
Game Length: 5 Hours
Deployment: A 4' x 8' table is used for the Apocalypse Battle. Draw an imaginary line diagonally from the bottom right hand corner to the top left hand corner of the board. This line defines the two deployment zones. Roll for first turn and deployment as per normal 40k rules. You may not deploy within 6" of the dividing line. The area within 6" of the dividing line is known as No Man's Land. Each side will have 15 minutes to deploy their army, any units not deployed in 15 minutes are placed in reserve.
Reserves: You may place any units you wish in reserve during deployment. You do not roll for reserves to come on the battlefield. On Turn 2 half of your reserves (round up) may enter the battle. On Turn 3 your entire army still in reserve must enter the battle.
Terrain: Play the board as set-up.
Objective: Each side alternates placing three objectives. One in their own deployment zone, one in the enemy deployment zone, and one in no man's land.
Victory: Capture the most objectives. An objective is considered captured if a player has a scoring unit within 6" of the objective and no enemy units are with 6" of the objective.
Wipeout: A player that completely wipes out their opponents army by the end of the game wins regardless of objectives.
Special Rules:
Each side has 1 Vortex Grenade and 1 Orbital Bombardment
Vortex Grenade: At the start of the battle pick a single model that is carrying your vortex grenade. The model chosen may be a vehicle. You must tell your opponent who has the grenade. If the unit carrying the grenade is destroyed/killed, the grenade immediately triggers where the unit was killed.
The vortex grenade has a range of 6" and uses the small blast template. Roll for scatter as normal when fired. Any unit touched by the vortex grenade is destroyed as is any terrain. The vortex does not go away when used. Use the small blast template to mark the position of the vortex. The Vortex moves every turn. If there are two vortexes then they both move. At the start of the turn, roll 2d6 + scatter die to see where the grenade moves. If doubles are rolled on the 2d6 the vortex disappears.
Orbital Bombardment:In the shooting phase for your sides turn roll a D3, if it is equal to or less than the current turn the the orbital bombardment may be used. If the roll does not succeed you may attempt it again next turn. Once the bombardment has succeeded you may not use it again.
Place the Apocalyptic barrage template anywhere on the table. Roll 4 times to determine units under the template are hit. Each hit is a Str8 Ap3 Ordnance, Pinning hit on any units fully or partially under the template. Armor penetration rolls are made against the side armor of vehicles.
Game Length: 5 Hours
Deployment: A 4' x 8' table is used for the Apocalypse Battle. Draw an imaginary line diagonally from the bottom right hand corner to the top left hand corner of the board. This line defines the two deployment zones. Roll for first turn and deployment as per normal 40k rules. You may not deploy within 6" of the dividing line. The area within 6" of the dividing line is known as No Man's Land. Each side will have 15 minutes to deploy their army, any units not deployed in 15 minutes are placed in reserve.
Reserves: You may place any units you wish in reserve during deployment. You do not roll for reserves to come on the battlefield. On Turn 2 half of your reserves (round up) may enter the battle. On Turn 3 your entire army still in reserve must enter the battle.
Terrain: Play the board as set-up.
Objective: Each side alternates placing three objectives. One in their own deployment zone, one in the enemy deployment zone, and one in no man's land.
Victory: Capture the most objectives. An objective is considered captured if a player has a scoring unit within 6" of the objective and no enemy units are with 6" of the objective.
Wipeout: A player that completely wipes out their opponents army by the end of the game wins regardless of objectives.
Special Rules:
Each side has 1 Vortex Grenade and 1 Orbital Bombardment
Vortex Grenade: At the start of the battle pick a single model that is carrying your vortex grenade. The model chosen may be a vehicle. You must tell your opponent who has the grenade. If the unit carrying the grenade is destroyed/killed, the grenade immediately triggers where the unit was killed.
The vortex grenade has a range of 6" and uses the small blast template. Roll for scatter as normal when fired. Any unit touched by the vortex grenade is destroyed as is any terrain. The vortex does not go away when used. Use the small blast template to mark the position of the vortex. The Vortex moves every turn. If there are two vortexes then they both move. At the start of the turn, roll 2d6 + scatter die to see where the grenade moves. If doubles are rolled on the 2d6 the vortex disappears.
Orbital Bombardment:In the shooting phase for your sides turn roll a D3, if it is equal to or less than the current turn the the orbital bombardment may be used. If the roll does not succeed you may attempt it again next turn. Once the bombardment has succeeded you may not use it again.
Place the Apocalyptic barrage template anywhere on the table. Roll 4 times to determine units under the template are hit. Each hit is a Str8 Ap3 Ordnance, Pinning hit on any units fully or partially under the template. Armor penetration rolls are made against the side armor of vehicles.
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Posted on January 05, 2012 15:13
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