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W arhammer 40k Apocalypse Event
1) READ THE MISSIONS CAREFULLY
Apoc Missions that seem familiar may have an unusual twist, so make sure that you fully understand the missions.
2) SLOWPLAY WILL RESULT IN GOATBOY-ING (EWWW!)
The game will be run on a clock, so be prepared. If you dont have enough time to use every unit, its your call who gets the short straw.
3) BE PREPARED FOR SURPRISES
Have fun, and expect the unexpected. You’ve been warned!
infantry means any models that are not vehicles or Monstrous Creatures. Water features provide 6+ cover. have a capacity of 16 models. Any shot that draws LOS across a terrain base is assumed to be fired between two elements of the terrain (and thus give cover to infantry). LOS Blocking occurs by actual blocked LOS. Craters provide 4+ cover and are difficult terrain for all models. so there is no need to discuss the terrain every game. Wooden Buildings are AV 12 Buildings. Barricades provide 4+ linear cover. Hills provide 4+ cover to infantry being shot from below their position or who are behind the crest of the hill from the firer. Any Piece of Terrain with a Base provides 4+ cover to infantry and is difficult terrain to any model touching or moving onto the base. If in doubt. and 2 firing ports on each side. have a capacity of 16 models. give a reduced save. Ruins provide 4+ cover to infantry in them or on their bases. Amphibious models treat water features as clear terrain for movement purposes.GREAT CRUSADE Mercy Killing W arhammer 40k Apocalypse Event Schedule and Terrain Rules Schedule: We are going with the following schedule for this Apocalypse Event: TURN 1: 15 minutes per phase (45 minutes per player turn) TURN 2-3: 12 minutes per phase (36 minutes per player turn) TURN 4+ : 10 minutes per phase (30 minutes per player turn) Terrain: has set values for this event. Trees aren’t considered too dense to see through unless you can’t see through them. Water features are difficult and dangerous terrain to all models that do not have the Amphibious rule. Imperial Bastions are AV 14 Buildings. and 2 firing ports on each side. If you want a judge to rule. Wrecked Vehicles provide 4+ cover to infantry and are difficult and dangerous terrain for all models. All Other Terrain pieces provide 4+ cover to infantry on or touching the terrain and are difficult terrain. Each story of a ruin is 3” of movement to enter or leave. We did not model terrain to the very edges of most bases to make it easier to actually put models on the terrain pieces. Use True LOS to determine if enough of a vehicle or Monstrous Creature is obscured enough to gain cover saves.net . For purposes of defining terrain. we will. Aegis Defense Lines provide 3+ linear cover. etc. Destroyed Buildings (that did not start the game as ruins) provide 4+ cover and are difficult and dangerous terrain. www.flylords.
2) MANDATORY TEAM CAPTAINS Pick your most senior player per side. His job is to keep your team playing efficiently.flylords. Only after both sides are balanced. as the Strategic Assets pool is not balanced. instead of having to worry about big-picture stuff (they can if they want to) -He is available to roll for anything on his team if no-one is around to watch or take care of something. 6) NO “BIG GUYS” WITHOUT APPROVAL The following units must be pre-approved for use: -Any super-heavy with more than 3 Structure points -Any Gargantuan creatures with over 6 wounds -Any Forgeworld Gargantuan Chaos Major Daemon -Any super-heavy flyers www. it gets pulled from the table. It is difficult for a single player to command more than that in a timely manner. They should select these as a pair and dole them out to key team members so there are no surprises. not counting war machines. 3) NO WRECKS Keep the table clean. Not only does the team captain carry out grand strategy with his team. then have the team captains both select a small number per team that they both agree on. These should not be secret. Assume both teams have none. -He mans the clock (bring an egg timer if you need to) and keeps the turn phases moving for his side.net . To many Strategic Assets will ruin the game and tick off most of your players. 4) NO DESTROYER WEAPONS WITHOUT APPROVAL No one gets to bring Destroyer weapons by default. 5) NO STRATEGIC ASSETS WITHOUT APPROVAL Same as with Destroyers. do the team captains decide whether they wish to each take an equal number of Destroyer weapons. he is also there to: -Let the individual players focus on their parts of the table. If any non-warmachine is destroyed. and need to be agreed on by both sides.W arhammer 40k Apocalypse Event Fly Lords House Apocalypse Rules 1) REASONABLE POINTS PER PLAYER We recommend 3500 pts per person.
Any Eldar unit. have a player assigned to that board section who can roll quickly for anything required. 11) HAVE FUN Remember that Apocalypse is about FUN and telling a great story. or unit with psychic powers within 12” of one. 9) WATCH THOSE RESERVES Enforce the reserve rules. If stuff is not on the table by the start of turn 3. ELDAR WARPGATES Each table has an Eldar Warpgate on it.well what do you expect from warp travel! If a unit using a Warpgate is in assault. so don’t get bent out of shape and just relax. The most important skill in running Apoc games is to KEEP THE GAME MOVING. 10) DON’T SWEAT THE LITTLE STUFF Stuff like going to ground.flylords. they take their opponents with them and will be in a continued assault on the new table (you have been warned). Alternatively you should mark pinned or broken units in some blatant way so they will not get overlooked next turn. or having units which could rally do so automatically and having understrength broken units automatically destroyed). About half of all games will end in ties.Have the team captains determine which of these will be allowed per side. in the bathroom. or anything else. Determine if you wish to skip these mechanics altogether or streamline them into something that can be resolved immediately (such as counting pinning results as an extra d6 casualties. but if he is busy. The biggest time killers are slow setup (use the time bidding system and stick to it). If the turns don’t line up right between games. Keep in mind that these become more powerful the smaller the game. and folks milling around towards the end of each phase (team captains need to enforce time limits per phase). rolling elsewhere. 8) “ZONE DEFENSE” Assign team-members parts of the board to roll for. may be placed on another table within 12” of it’s Warpgate at the start of it’s movement phase. and even break checks get forgotten all the time (especially from turn to turn). Its easy for a single player to devise and implement nasty combos. 7) ONE WARMACHINE/FORMATION PER PLAYER This just keeps things simple. its DEAD. First priority always goes to a model’s owner of course. Its harder to coordinate such tricks between different people. and prevents lots of unbalanced combos. www. and may need to balanced out with Destroyer weapons as well. .net .
The Imperial side sets up their forces in their deployment zone. On a 3. and must begin in play on turn 1.6 the Ork forces go first. and had decimated the Imperial Army across the world’s massive Ash Wastes.Battle in the Ash Wastes The Orks in this warzone were cunning innovators.66-68) SCENARIO SPECIAL RULES Deep Strike (Imperials only) SCENARIO SPECIAL RULES Character units are gained for free by both sides.War of Compliance: 27-164 Warzone Alpha ." -Eldrad Ulthan www. Roll a d6. Effigy of Gork (AR p. STRATEGEMS Imperials gain: Crusade Banner (AR p. MISSION OBJECTIVE Use the standard Apocalypse objective rules to determine victory. Imperials: Horus: Orks: the Burninator of Thraka HISTORICAL ENEMIES Sons of Horus. Character units cannot be harmed till turn 2.5. Any forces not set up are held in Strategic Reserve.67) Orks gain: Hammer Blow. and determine the deployment zone vector based off of it using the standard Apocalypse setup rules. 1 2 3 4 The Orks side set up their forces in their deployment zone.net . We strike while he is unaware of his place in the Great Scheme.4. Other Space Marine Legions vs Orks and Eldar "The Primordial Annihilator has prepared a champion to put the galaxy to the torch. All vehicles MUST deploy. Any forces not set up are held in Strategic Reserve.flylords. SET-UP Mark the center of the table. An Imperial force under Horus would be needed to match wits with them in a maneuver war to tie down Ork reserves while two other task forces would hold and destroy the xenos.
or wounded. and determine the deployment zone vector based off of it using the standard Apocalypse setup rules. Replacements (AR p.Terminate with Prejudice The climax of the campaign came with the chance to eliminate the Ork mastermind MekBigBoss Orkimedes. Imperials: Angron Xenos: MekBigBoss Orkimedes HISTORICAL BATTLE Decoys: Place three large urban features across no mans’s land. If the real objective is found. If a decoy mega-nob is charged.net . Other Space Marine Legions. Replacements (AR p. Character units cannot be harmed till turn 2. STRATEGEMS Imperials gain: Hammer Blow. award the Imperials 2 Objective VPs. Place one objective on each of these. At the start of turn 2. 1 2 Use the bidding system to determine who goes first. Custodes (Grey Knights) vs Orks "You call that an axe greenskin? THIS is an axe!" -Angron www. SET-UP Mark the center of the table. The Ork player notes on paper at the start of the game which one is the real objective. An Angron led killteam with a detachment of Custodes were dispatched to terminate Orkimedes but they would have to find him first. and must begin in play on turn 1. MISSION OBJECTIVE Use the standard Apocalypse objective rules to determine victory taking the Decoys rule into account.66-67) SCENARIO SPECIAL RULES Night fight (turn 1) SCENARIO SPECIAL RULES Character units are gained for free by both sides. award the Orks 2 Objective VPs. If it survives the battle.flylords. place a model representing a mega-nob on each of these. before he fled into waiting Ork lines. HISTORICAL ENEMIES World Eaters.6667) Orks gain: Defense Lines.War of Compliance: 27-164 Warzone Beta . remove it from play and place an objective at its location.
66-67) Orks gain: Dea Big WAAAGH.66-68) SCENARIO SPECIAL RULES Character units are gained for free by both sides. Mortarion and Ork faced off in a battle to the end with no quarter asked nor given. the last Warboss vowed to take at least one Primarch down with him.6 the Imperials go first.5. Imperials: Mortarion Xenos: The Uberdog of Calvera SCENARIO SPECIAL RULES Deep Strike HISTORICAL BATTLE To the Bitter End: Mortarion and the Uberdog are each worth an Objective. HISTORICAL ENEMIES Death Guard.Against a Rok and Hard Place With his reinforcements tied down and their other leaders dead.net . On a 3. Replacements (AR p. All units not capable of deepstriking MUST deploy. SET-UP Mark the center of the table. The Orks side set up their forces in their deployment zone. and must begin in play on turn 1. Replacements (AR p. Imperial Guard vs Orks "You Astartes think your backs will never bend. All units in assault become fearless.War of Compliance: 27-164 Warzone Gamma . Any forces not set up are held in Strategic Reserve. Take a look at what good old Terran sweat can accomplish!" -Colonel Harcutt Garciaz. and determine the deployment zone vector based off of it using the standard Apocalypse setup rules. Crusade Banner. All units not capable of deepstriking MUST deploy.flylords. 1 2 3 4 The Imperials side set up their forces in their deployment zone. MISSION OBJECTIVE Use the standard Apocalypse objective rules to determine victory taking the To the Bitter End rule into account. The fate of 27-164 came down to this one final siege. Trophy Kill. Merican Fusiliers www. Character units cannot be harmed till turn 2. STRATEGEMS Imperials gain: Defense Line. Any forces not set up are held in Strategic Reserve. Roll a d6.4.
lay it on its side. placing the small end within 12” of the Burninator (similar to the Imperial Guard hellhound) using the following stats: S 6 AP 3. This armor ignores all shooting wounds caused by weapons of S:4 or less as well as any caused by ranged poison weapons. or Fearless that turn (choose at the beginning of your turn). .net Special Rules • Independent Character • Fearless • Furious Charge • Waaagh! • Colossus • Raiders Mega-Burna: the Mega burna fires using the Apocalypse Hellstorm template. On a 4+ Place this model back in play within 3” of its original location with d3 wounds remaining. Scion of the Emperor: When this model is killed.Horus Horus WS BS S 8 8 6 T 6 W 6 I 6 A Ld Sv 4 10 2+/3i "The day will not save them. any ability that would remove this model from the game outright instead has no effect. At the beginning of each subsequant turn. On a 3+. He is immune to instant death. that unit MAY assault that turn. all friendly Sons of Horus units are either Stubborn. burninating all da beakies" -Burninator of Thraka Unit Type: • Monstrous Creature. Colossus: An Ork of truly stupendous size. rending. 67) Warmaster’s Garb: This ornate suuit of Terminator armor was special made by the most talented Mechanicus Magos on Mars. making the wearer virtually impervius to small arms. Raiders: The Burninator and any warbiker squad he joins gain the Hit and run USR. roll a d6. any ability that would remove this model from the game outright instead has no effect. Also. slow but powerful. Roll a d6 for each Sons of Horus unit that deepstrikes via Droppod. and we own the night. Also." -Warmaster Horus Unit Type: • Infantry Number/Squad: • 1 Wargear: • Master-crafted storm bolter w/ special issue ammunition • Master-crafted lightning claw • Warmaster’s Garb • Teleport homer • Orbital Bombardment Special Rules • Independent Character • For the Warmaster • Speartip • Scion of the Emperor • Legion Relic (AR Pg. or Teleportation. The Burninator of Thraka Burninator WS BS S T 6 2 6(8) 6 W 5 I 3 A Ld Sv 5 10 2+/4+ "Burninating da countryside. Bikes Number/Squad: • 1 Wargear: • Choppa • Mega-burna • Bosspole • Mega armor • Warbike G www.flylords. For the Warmaster: If Horus is on the table. Speartip: Horus’ lightning attacks are legendary. It also counts as a power weapon that adds +2 to the wielders strength in close combat.
Scion of the Emperor: When this model is killed. the squid never appears (even if a Hit is scored) and roll a D6 on the following table. MekBigBoss Orkimedes Orkimedes WS BS S 5 4 6 T 6 W 5 I 2 A Ld Sv 4 10 4+/2+ "Red rova. roll a d6.red rova. Ordnance. Once all squigs (or markers if you run out of squigs) are placed.net Special Rules • Independent Character • Furious Charge • Mob Rule • Waaagh! Calvera Shokk Attack Gun: Orkimedes trained his grots to herd bomm-ladden squiggoths into his oversized Shokk Attack Gun. until one of them decides to stop. Ordnance. Bloodlust: Angron radiates an aura of merciless bloodlust.flylords. At the beginning of each subsequant turn. 6: Squigoth Warp Mutation: Center an Apocalypse Barrage (7) template on the target unit (S: Destroyer). 2-5: Too Many Squiggoths!: The Ork player places a squig in contact with a unit of his choice. ignoring difficult terrain. It explodes on contact or at the end of its 18” move. but only we have the will to do what they know must be done. The Axe of Rage grants +d6 attacks on the charge. On a 4+ Place this model back in play within 3” of its original location with d3 wound remaining. Shots are resolved by placing a bomm squig at the final scatter location. and rolls 2d6 penetration versus vehicles with an armor value. lay it on its side. much to the horror of his targets." -Angron Unit Type: • Infantry Number/Squad: • 1 Wargear: • Master-crafted plasma pistol • Axe of Rage Special Rules • Independent Character • Fearless • Furious Charge • Fleet • Bloodlust • Scion of the Emperor Axe of Rage: This horrific blood drentched axe has a span larger than a man and was forged by Ferrus Mannus. they detonate simultaneously! Resolve each S: 9 AP: 3. let the squiggoths come over. It immediately charges moves into contact with closest unit (friend or foe) up to 18” away. 7” Blast. 1: Bomm Squiggoth Loading Mishap: Center an Apocalypse Barrage (5) template on Orkimedes (S: 9 AP: 3). any ability that would remove this model from the game outright instead has no effect. Pinning hit in the order it was placed. AP: 3. . This continues.Angron Angron WS BS S 9 6 7 T 6 W 6 I 7 A Ld Sv 8 10 2+/4i "They call us savages. All World eaters within 24” and with line of sight of Angron have +1 Attack and the Counter-attack USR. Pinning. alternating between the two players." -Orkimedes Unit Type: • Infantry Number/Squad: • 1 Wargear: • Choppa • Mek’s tools • Calvera shokk attack gun G www. The Ork’s opponent then places a squig in contact with any unit. This weapon is Assault 1. Also. If doubles are rolled on the scatter distance dice. Center a 7” blast template on the squig and resolve hits at S: 9.
with only invulnerables allowed. he is no longer engaged.Mortarion Mortarion WS BS S 8 8 6 T 7 W 7 I 5 A Ld Sv 5 10 2+/3i "He who can undure the impossible is invicible." -Mortarion Unit Type: • Infantry Number/Squad: • 1 Wargear: • Lantern • Manreaper Special Rules • Independent Character • Fearless • Feel no Pain • Draught of Barbarus • Scion of the Emperor Lantern: This ornate pistol of unknown origin. da bigga the choppa. It will inflict d2 automatic hits on all models in base to base contact with the Uberdog and possibly launch him clear of the combat. it glances on a 3 or 4. Scion of the Emperor: When this model is killed. Also. slow but powerful. On a 4+ Place this model back in play within 3” of its original location with d3 wounds remaining. penetrates on a 5 or 6. This is a thunderhammer that strikes at normal initiative. Colossus: An Ork of truly stupendous size. leabing only dusty outlines of its targets. Place him 2d6 inches in a random direction. roll a d6. www. any ability that would remove this model from the game outright instead has no effect. which could be unleashed in a barely controllable whirlwind of destruction. If he clears the combat. Enemy models within 12” of Mortarion count their Toughness as -1 from its normal value (this counts for Instant Death).net . any ability that would remove this model from the game outright instead has no effect. Also. (See the Gargantuan/super heavy rules for how to handle them in this case) Manreaper: Counts as a power weapon that wounds on 2+. It has the following profile: R:12” S:8 AP:2 Pistol - Targets struck by the Lantern are removed from play on a d6 roll of 5+. it can be set to “krumpin speed”. At the beginning of each subsequant turn. He is immune to instant death. Against vehicles. strikes like a thunderclap.flylords." -Uberdog of Calverna Unit Type: • Monstrous Creature Number/Squad: • 1 Wargear: • Giga-Choppa • Shoota • Bosspole • Mega armor G Special Rules • Independent Character • Fearless • Feel No Pain • Furious Charge • Waaagh! • Colossus Giga-choppa: A rocket powered thunderhammer. lay it on its side. At the beginning of each assualt phase. Draught of Barbarus: Mortarion walks enshrouded by the most potent poisons harvested by Barbarus. The Uberdog of Calvera Uberdog WS BS S 6 2 6 T 6 W 6 I 2 A Ld Sv 5 10 2+/4+ "Da bigger the 'umie.
Earn +1 Objective : Kill Horus with an Eldar unit WARZONE BETA: Bring down the Bigguns! Earn +1 Objective :Destroy every Imperial superheavy/gargantuan creature. so much the better Earn +1 Objective: Ensure that no Allied Custodes (Grey Knights) forces survive the battle. WARZONE GAMMA: Krump da Beakies! www.IMPERIUM WARZONE ALPHA: Bring down the giants! Earn +1 Objective: Destroy every xenos superheavy/gargantuan creature.flylords.XENOS WARZONE ALPHA: The Primordial Annihilator’s champion must be destroyed.net . WARZONE BETA: If the Eyes of the Emperor are put out. You cannot in any way direct fire at your own units.SECRET BRIEFING . WARZONE GAMMA: Hold the Line! Earn +1 Objective: Kill the Uberdog with an Imperial Guard nnit SECRET BRIEFING . Earn +1 Objective :Ensure no non-HQ Space Marines survive the battle.
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