I’ve been working on additional rules for the local Apocalypse Events that I frequently host. I can honestly say that with 4 years and 20 successful apocalypse events under my belt, a lot of thought has gone into these optional rules.
These are house rules and are in no way endorsed or sponsored by Games Workshop. Feel free to use them for your events.
Choosing your army: Power Level points will be used. All models will follow the “What you see is what you get”. Levels may be subject to change during each event.
Getting Set Up:
One person will be chosen by their teammates to represent their side as Warmaster. This person will make rolls for their side, place objectives and pick stratagems. Most importantly it is this person’s job will be to keep their side moving along during the player turns. The Warmaster’s Warlord becomes an objective worth 3 command points.
Timed Turn Length Option: Player turns will not exceed 40min.
All Core turn rules are the same with the exception of the fight phase.
Replace sentence “After all charging units have fought. . . ” with the following:
After all charging units have fought, all the players on a side alternate choosing eligible units to fight with (starting with the players turn it is) until all eligible units on both sides have fought once each. If sides are uneven in player count involved in the Fight phase, then a side may not choose more than the minimum number of players involved on a given side. I.e. if there are 4 players on team A and 5 players on team B involved in the Fight phase, then no more than 4 eligible units can be chosen at a time per side
Other things of Note:
Claiming an Objective: A side controls an objective marker if they have more models within 6” of the centre of it than their opponent. Any special rules regarding claiming objectives, such as the Space Marines ability “Defenders of Humanity” apply. Each objective is worth 2 command points unless otherwise stated for the mission. Objectives are scored at the end of every game turn.
Reserves: No reserve roll is required and units may enter play counting as moved during the movement phase.
Command points entering the game are based on Detachments only. The 3 cps base does not apply. (this is to keep things even in case of one side having more players than the other)
The Command Points are then tallied up for the side and stratagems are picked by the Warmaster. Stratagems can be used more than once, but not more than once in the same phase.
Terrain and Cover:
-All area terrain, obstacle, barricades, etc. You must subtract from the units charge distance.
-All infantry models of a unit must be partially in the terrain to receive cover. Touching is not considered “in” or “on” the terrain.
-In addition, the 50% obscured applies to all models out of terrain as well, so long as the target unit is 50% obscured from view by the targeting model. Players please give the benefit of the doubt when it comes to the abstractness that is deciding what is 50% obscured from the view of the shooting unit. Infantry can take advantage of this rule so long as each model in the unit is 50% obscured. So just like area terrain, they do not gain the benefit unless everyone in the unit is obscured.
(Below is Work in Progress)
Blind Barrage: “A thick barricade of smoke protects your troops advance” The opponent must subtract 1 from any hit rolls when shooting at your units if they are more than 12” away.
Camouflage: Nominate a friendly HQ unit. All friendly models within 24” add 1 for cover to their saving throw.