Sunday, July 7, 2013

Apocalypse Rules - Part I - Q & A




I got to ask someone with an Apocalypse Rulebook some questions.  Here is the first of them along with answers straight from the Rulebook.


1)  What Titans are in the book?

Phantom, Revenant.  Imperial Reaver and Warhound.  Harridan and Hierophant Bio-titan for tyranids.  The imperial reaver and warhound are in the warzone armageddon section, so maybe there's some more in the limited edition warzone?

2)    What about Flank March?

Use this strategic asset when an Apocalypse Formation enters play from strategic reserve.  That formation may enter play from any table edge.

3)    Explain how Super Heavy Vehicles work.

Structure points are removed, only Hullpoints now, but for old models 1 structure is 3 hullpoints.  They're immune to shaken/stunned/weapon destroyed/immobilised.  An explode result removes an extra D3 hull points.  When it loses the last hull point it always explodes, there's a table with how bad the explosion is.  Basically:

Roll a D6

1= D/4/2 AP2/4/6
2-3= D/8/4 Ap2/3/5
6=D/10/5 AP2/3/4

I'll explain why there are so many numbers.  You use the 15" template for this. for the the inner circle (5"), 2nd circle you use 2nd (5"-10") and last number for 10"-15"

There are some weapons that work like that aswell.

Movement 6", walkers 12".

4)  Explain the Destroyer Weapons Table.


You roll on the table instead of rolling to wound or armour penetration.  No saves of any kind (even invulnerable, Feel No Pain or Necron Reanimation Protocols) can be taken against them now.

vs vehicles D6 roll:

1= target suffers penetrating hit.
2-5 Super heavies lose D3+1 hull points, other normal vehicles suffer
Explode! result.
6= as above but D6 +6 hull points lost for super heavies.

vs non-vehicle D6 roll:

1= avoid shot
2-5 model loses D3+1 wounds (I like this as monstrous creatures can
survive 2 or 3 shots now so daemons and tyranids will be happy)
6= D6+6 wounds

The last table count for gargantuan creatures as well.



That's it for now.  "D" weapons got crazy powerful!  Your invunerable save/FNP/Necron RAP is worthless against that "D" weapon now!  And regular vehicles are TOAST!

I see "D" weapons being severely house ruled from here out.

Loken


9 comments:

  1. Is there any inclusion of the reduction in blast house rule for D weapons. I could honestly see them losing Blast altogether if this is true.

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  2. I never did understand the hate for the D-strength weapons. I'm thrilled to hear they've gotten more powerful. In our Apoc group the constant issue had always been that forces aren't dying fast enough across the board.

    Sure, they are extremely unbalancing if one side has lots of D-weapons and the other doesn't, but so what? That's not the weapon's fault - it's the team fault how how players organize their teams and forces?

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  3. From the author:

    No there is no reduction for blast range for D weapons, everythings the same. Although the Lord of Skulls doesnt have any shooting D weapons (just his CC attacks) and the Tesseract
    vault and transcendant C'tan (he's a gargantuan creature, when compared to the other C'tans he's smaller...)have a hellstorm template D weapon but nothing long ranged.

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  4. Thank you for this.

    Any Gargantuan Creatures besides the Transcendent C'tan in the book?

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  5. Tanscendant C'tan, Hierophant bio-titan, harridian, barbed hierodule, gargantuan Squiggoth

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  6. I'd like to ask a few questions:
    What does the Obelisk actually do to flyers?
    What's the advantage of the Necron War Council?
    What does the infinite phalanx for Necrons actually do?
    What sort of stats/weapons does a transcendent C'tan have?
    Have the gargantuan creature rules changed at all?

    Thanks very much! =)

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  7. Wait, Daemons didn't get any Gargantuan Creatures? Wow.

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  8. So that description of D weapons seems nice, I kind hope it does leave saves and the like intact (to be overridden as normal by ignores cover/AP/etc... since that will leave us some variation on the D gun besides number of shots and size of blast.

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