40K Apocalypse: Table of Contents & Rules Reference
The Apocalypse is here and with it comes a whole host of new rules and ways to bring the massive battles of the 42nd Millennium to your tabletop. Here’s an overview of everything in the box!
That’s right it’s Apocalypse time folks. There’s so much to cronch into in this release, with a 120 page book, loads of new sets (and new units) you might finally be able to get enough skulls for the skull throne in a single battle. Let’s start off the whole shebang with a look at the table of contents:
The majority of the book is rules, plus a look at the armies of the apocalypse (most of which are outlined in detail in the online datasheets). You’ll find six new missions, 8 new War Zones, and a mission generator that feels pretty spicy. We’re excited to put it to the test. But for now, let’s take a look at the Rules Reference.
Here’s an overview of the entire game, from start to finish. Choose your mission, muster an army, pick your Commanders and your Warmaster, and get all your fancy abilities ready to go.
The turn order outlines a few of the things we know. Here are a few of the big changes in case you missed them: your units are organized in detachments. d12s and d6s are both in play here, things like Stratagems and Psychic Powers are now Command Assets which you’ll play, and units don’t take damage until the end of the turn.
How do they manage that one? Well it’s alternating activation, so you’ll always at least have one turn with your favorite units before they get shot off the table because your opponent decided to go with plan “roll sixes.”
Anyway, this is just a brief look into the Apocalypse. Stay tuned for more as we take you through the Apocalypse Release!