40K Apocalypse: Damage & Command Assets Explained
Games Workshop is previewing more of the rules for 40k Apocalypse. Come learn how Damage works and how to use Command Assets!
Yesterday, we did a quick round-up of all the rules we know so far that are coming to Apocalypse. Today, GW has drop some BIG news on how the Blast Markers will apply Damage Markers – and how Command Assets will be setup and used.
Dealing Damage In Apocalypse
When attacking, you use a D6 to see if you’ve hit the target, just as you would in Warhammer 40,000. However, to represent the larger scale of Apocalypse battles and the masses of deadly weapons, you use a D12 to see if you’ve caused a wound. If you roll above the SAP or SAT for the weapon that you’re using, then the target unit gets a small blast marker.
If a unit already has a small blast marker at this point, it is removed and replaced with a large blast marker.
So right off the bat, we have confirmation of a few things – yes, the “To-Wound” roll uses a D12 and there are indeed two types of Blast Markers. We also have even more confirmation Damage is applied at the end of the turn. And here is where things get interesting:
At the end of each turn, in the Damage phase, you then take a saving throw for each blast marker that a unit has but you roll a D12 for each small blast marker and a D6 for each large blast marker! For each failed saving throw the unit gets a damage marker, and when the number of damage markers equals the unit’s Wounds characteristic the unit is destroyed.
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Whoa! Okay, let’s take a step back for a second. We got to see a few different unit stats already – like Intercessors:
Those are the stats for the 5 man squad. It’s only got 2 wounds! Which means if you fail two saves, that 5 man unit is GONE. Suddenly a lot of other things are coming into focus that’s for sure. If Apocalypse really is a “Detachment” level game, then treating all the units in the detachment as their own condensed entities makes sense. That’s a big change and it means that things are going to get blown-up really quickly – and hey, it’s Apocalypse so that’s kind of what we would expect!
That change also explains why damage application moving to the end of the turn makes even more sense. It really does suck the fun out of a game to not get to use the models you bring. At least this way you’ll get one full round with them before they get removed from the tabletop.
That also means the big Heroes like Roboute Guilliman as going to be prime targets. He’s only got 2 wounds – now that we know how damage works, that’s really not that much! On the flip side, he does come with a 3+ save. So against small blast markers, that’s a D12 save. And even against large blast markers he’s still getting a decent 3+ save on a D6. Mass blast markers will be a problem – but that’s pretty true for everyone now!
GW also noted one more thing about blast markers – you apply them one at a time. So those Destroyer weapons that deal two blast markers each are really deadly. Basically each hit that wounds from a Destroyer weapon is a large blast marker. Brutal!
Command Assets
There are two kinds of Command Asset – universal (which say “Apocalypse” on them and can be used by anyone) and Faction specific (which will have the name of the Faction they are for).
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Now, some keen eyed readers may have already noticed there are further restrictions on Command Asset cards. For example, Psychic Powers can only be included in your Command Asset Deck (which we’ve learned is 30 cards) if you actually bring a Psyker in your list.
So, before the game starts, you create your Deck of 30 cards. During your Orders Phase, you draw one card PLUS one additional card for each Warlord in your army, up to a maximum of 10. Remember – each detachment can have it’s own Warlord as well, but each army can only have ONE Warmaster.
Each card will also have text on it explaining when the card can be used. So it’s important to remember that when you’re building your deck out of the 400 card options!
Games Workshop also showed off a handful of cards as examples, too:
Vortex Grenades are back! Although, it’s not quite as devastating as it used to be…It’s still dangerous, but it doesn’t just wipe the unit out automatically any more. Maybe that’s for the best?
This is an ability to keep your units alive. It doubles the result of any saving throws made for the defending unit. Roll that 3 and it counts as a 6!
Gift of Chaos is at least a blast marker. But if you’re lucky, you can net a Chaos Spawn!
Honour the Chapter allows you to get a free Fight action – and those attacks re-roll wound rolls! I can get behind that.
We’ve got a lot more to chew on now that we know how Damage works in Apoc. What do you think so far?