Round 8 – Battle For The Core – Apocalypse Rules

All life in the system have been drawn to this place. The tempest, violent yet un-moving, has been surrounded by allies and foes. With a base of operations established, and with the knowledge gained from the relics, your forces prepare to move forward to confront your foes, as well as the source of the storm.

This is the final game of the league and is completely optional for players. We will be holding the hobby competition and prize raffle during this game. If you cannot attend the game, you are still eligible for raffle prizes and can submit a unit/model for the hobby competition. See the bottom of this page for details.

WHEN & WHERE

The event is being held at Game Grid in Lehi. Saturday August 10th. Starting at 9 am.

We hope to have dice rolling by 10 am.

APOCALYPSE RULES

Some of you may not be familiar with the Apocalypse rules. We’re very aware of this and have every intention to teach you the rules as we play this game. Its our belief that its faster to teach people the Apocalypse rules while playing this game than play a huge 40K team game.

If you haven’t seen the Apocalypse rules yet, multiple people will have the rulebook and tokens necessary to play at the game. The only thing you’ll need to do is bring the datasheets for your units. Games Workshop has done the unthinkable and made ALL the datasheets, including ones for the Forge World units, free! You can download them here: https://warhammer40000.com/apocalypse/datasheets/. You can also purchase your force’s datasheets in physical form but be aware that they purchased packs do not include Forge World units. As of August 4th, the Warhammer 40,000: Apocalypse data file has been added to BattleScribe as well but as always, its best to double check the accuracy of the BS data.

THE TEAMS

Players should RSVP by Friday, Aug 9th so we can have an accurate count for teams, food, etc. If you are only able to know the day before or even the day of, please feel free to still come!

Good GuysBad Guys
Rich Knudsen – Blood Angels Jason Prue – Death Guard
Scott Knudsen – Raven GuardRobert Graham – Chaos Space Marines
Brian Prue – Grey KnightsDavid Rodriguez – Genestealer Cult
Jacob Coleman – Astra Militarum Max Riley – Death Guard
Anthony Long – Imperial Knights Brett Egbert – Harlequins
Trevor Smith – Space Wolves Jonathan McCarl – Craftworld Aeldari
Tyler Probasco – Salamanders Spencer Goodman – Drukhari
Dave Graham – Adeptus Custodes James Poulsen – T’au Empire
Andrew Buhler – Adeptus Mechanicus Kevin Prue – Craftworld Aeldari

We will try to keep the two teams evenly sized by Power Level and so this may require last-minute adjustments on available Power Level to one team. It would be a good idea for each player to bring 50-100 extra power rating of units if available.

Each team needs to designate a Warmaster Player. This player will be expected to fulfill a couple of ongoing responsibilities: A. Distribute the additional Power Level each team receives, B. Ensure their team is moving along at a decent pace, and C. Try to oversee overall tactics for the team (if they want).

For the purposes of deployment only, each team will need to split themselves in half by players (not by Power Level, units, etc). It is recommended that the split happen along general faction lines if possible; i.e. all Chaos & Ork players together while all Necron & Tyranid players together. After deployment is completed, all team members will be considered on the same team again. See the DEPLOYMENT section below for more details.

THE ARMIES

Each player is to build their own army of up to 150 Power Level. This can include any number of detachments but the largest detachment, based by Power Rating, must be of the player’s LEAGUE FACTION (or as close of a Detachment faction as you can to your league faction).

TEAM & ARMY BONUSES

Each team has an additional 300 Power Level to be given out by the team’s Warmaster to other players (they are welcome to keep some for themselves if they want). Players are encouraged to bring in any big units they wish, as long as they fit within their allotted army sizes.

By taking control of the Warlord Targeting Array in the round 3 team game, the Good Guys team has won the use of the Warlord Titan. Before deployment, the Warmaster Player needs to designate a player who will control the Warlord Titan during the game; this player can be themselves if they so choose. The Warlord will not be able to move during the game at all. The Warlord will be deployed in the middle of one of the Good Guy deployment zones before any other deployment takes place.

Good team has 6 relic points (win condition), and 7 fortification points (+70 PL bonus fortifications)

Evil team has 7 relic points (win condition), and 6 fortification points (+60 PL bonus fortifications)

DEPLOYMENT

The teams will need to split their players in half (as close as possible if there are odd number of team members). In an effort to keep the game running at a good pace, this needs to be based on players, not by detachments, units or other means. One half will be referred to as Force A and the other will be referred to as Force B. After deployment is completed, both forces will be considered a single team again.

The entire battlefield is a 12′ by 12′ area as shown below. The yellow areas are the deployment zones. If necessary, these can be expanded into the purple areas adjacent to the appropriate deployment zone.

The deployment zones will be determined before hand. Look for signs indicating this on the battlefield.

COMMAND ASSETS

Each team’s Warmaster will control one Command Assets deck. This deck may be of any Apocalypse Assets or <Faction> Assets for the players on their team. (Minimum of 20, to a max of 40 cards, in each deck)

At the beginning of each Orders Phase. The teams Warmaster Player may draw a card for each Warlord on their team. To a max of 10 cards in a single round (this includes cards already in play). These cards can be distributed to any of the players on their team to use for that round. Cards not used may be kept for a later round. Any player may freely discard a Command Asset.

No more than 10 Command Asset cards may be “in play” per team. (Example. If a team keeps 4 cards from round 1, they may only draw up to 6 cards for round 2.)

Any Command Asset card may be discarded by a player to re-roll a single die roll. This may only be done once per phase, per player. (A team may have more then one player spend a card in this manner in the same phase.)

BATTLE LENGTH

The game will end after 5 turns or if one team achieves victory.

THE MAELSTROM

The center 4′ by 4′ section of the battlefield is a giant maelstrom of energy.

Units may move through the Maelstrom if they move completely across it in one movement phase. Units cannot end any style of movement within the Maelstrom.

If a unit moves through the Maelstrom, roll a D6 for every 12″ the unit moves through the Maelstrom, rounded up. For every 5+ result, place D3 blast markers next to the unit.

If the Maelstrom is between a unit and it’s target for any shooting action, subtract 1 from any hit rolls for that model.

THE PORTALS

There are 4 portals on the main battlefield with 4 corresponding portals on the core battlefield (explained below). Units may travel through the portals to the Core but cannot travel back from the Core (they are one-way).

Only units without any of the following Keywords can traverse through a portal: AIRCRAFT, TITANIC, or SUPER-HEAVY.

At the start of the Action phase, a unit may traverse through a portal if all models within the unit are within 6″ of the same portal and their detachment’s Action is Advance <the non-charging, moving, “standard” action>. Remove the unit from the main battlefield and set them up within 6″ of the corresponding portal on the Core battlefield and not within 1″ of any enemy models. Units that traverse the portal can then act normally during the remainder of their turn.

A unit that cannot move this turn or Action phase cannot traverse the portal in that same turn. If a unit was within 1″ of an enemy unit before traversing the portal, they count as having done a Fell Back move for any rules purposes.

THE CORE

The core is represented by a 3′ x 3′ battlefield separate of the main battlefield. Units cannot be deployed / placed on the core battlefield by any means other than traversing through the portals.

Units on the core battlefield never count as being ‘Out of Command’ even if their detachment’s commander or warlord is not on the core battlefield.

THE RELICS

Teams will have a predetermined number of relics, based on the victories achieved in previous games. The Relics must be taken into the Core and used to either enhance or suppress the entities power; see the VICTORY CONDITIONS section bellow for details on how that is done.

An INFANTRY unit can carry the Relic by moving into contact with it in the Movement phase – that unit then automatically picks it up. From that point, the Relic remains with the unit (move the Relic with the model to show this) until it is dropped, which only happens if the unit is slain or flees.

A unit carrying a Relic cannot move further than 12″ in any one turn. This includes the turn that the Relic was picked up in. A model with the Relic cannot embark in a TRANSPORT or leave the battlefield (except through a Portal to travel to the Core).

Units carrying a Relic do not ever count as being ‘Out of Command’.

VICTORY CONDITIONS

The Imperial forces feel the hatred for the forces of Chaos emanating from the core and realize that they may have found an ally in their fight against the followers of Chaos. They seek to unleash the entity upon their enemies.

Those who worship Chaos know this ancient enemy of their gods. The gates upon this world must be sealed! The bindings holding the entity within this realm need to be reinforced by the power of the relics they have collected. The Necrons are old enough to remember the power this entity and wish to see it be contained to this realm. The Orks and Tyranids see this as a foe that needs to be subverted, in order to proceed with their own goals unabated. And the Aeldari, though not truly allying themselves with Chaos, know the release of the powers within the Core will result in far more damage than the Imperium and T’au Empire forces may realize and so want to put a stop to it; even if that means sacrificing their own way out of this god forsaken place.

Powers of Malice: The entity’s power fluctuates each turn based on the number of Relics within the core and who controls those Relics. At the beginning of the game, Malice’s power sits at 25. This will go up or down depending on the following. The game ends if Malice’s power ever reaches to 0 (zero) or below, or reaches 50 or above, after a turn has completed.

Enhancing or Suppressing Power: At the end of each turn, each player roll a D6 for each Relic within the core that is currently held by a unit of theirs; these dice cannot be re-rolled for any reason.

If the player is on the ‘good’ team, Malice’s power is increased by the result of the dice.

If the player is on the ‘bad’ team, Malice’s power is decreased by the result of the dice.

ENDLESS ASSAULT

At the beginning of each turn, players roll a dice for each unit of theirs that was destroyed in a previous turn. On a 3+, that unit can return to play in one of the following manners: immediately set up that unit within 12″ of that player’s team battlefield edge or if the unit or army has any sort of ability that allows the unit to enter the battle mid-game (i.e. deep strike like abilities, stratagems, etc), that unit can immediately use said ability as if they were placed aside during deployment from the beginning of the game.

TRANSPORT keyword units must be rolled for separately of any units the player wishes to embark on the transport upon it’s return to the game.

Units cannot return to the game by use of Endless Assault after the fourth battle round.

HOBBY COMPETITION

The hobby competition voting will take place during first battle round. The winning player will receive a custom made prop Space Marine Bolter. If you cannot attend the game, you can still submit a unit or model for the competition. Either drop off the unit/model or send it with someone who is attending the game.

Players wishing to enter the competition must submit a unit or model that is new to them since the first of the year and cannot be a submission for a previous painting competition. The unit or model does not have to be of the player’s league faction but it would be great if it is. The player must be the builder and painter of the model; no commissioned models please.

The model or unit can be one used during the game. If so make sure everyone knows which model or unit you’re submitting. As the voting will be taking place during the game, we cannot remove a unit from the battlefield for too long. If players wish to inspect said model or unit, the owning player must mark the unit’s current position on the battlefield and temporarily remove it from the battlefield. Players wishing to inspect said unit should NOT pickup the unit without asking for permission from the owning player first (this should go without saying but putting it here to emphasize the point).

THE RAFFLE

The raffle drawing will take place during lunch and may continue between battle rounds if necessary. Players are only eligible to receive one major prize. If a player has already chosen a prize and their ticket is drawn out again, it will be discarded and a new ticket will be drawn out.

If a player’s ticket is drawn out and they are not present, the highest valued prize still available will be chosen for them. If two or more equally high valued prizes are available, the league admins will attempt to determine which prize the player will receive (we will look for input from anyone present that knows the player).

THE PRIZES

The available prizes, in value order, are:

Major Prizes

These can be won by anyone who has participated in the league (without having left the league).

  • Apocalypse, Craftworlds Vanguard set (Donated by Game Grid of Lehi)
  • Gold Painting Voucher* – Professional assembly and paint job of ten 25-32mm base sized models, three to five 40-60mm base sized models or one vehicle/large base sized model (may exclude titanic class models, think roughly Predator size and smaller)
  • Rapid Vanguard Terrain (Provided by Hobby Town USA in Orem)
  • Space Hulk (Donated by Blakfyre Games)
  • Warhammer Age of Sigmar starter set (Donated by Hobby Town USA in Orem)
  • Winter Cobbletown Battlemat (Provided by Hobby Town USA in Orem)
  • Silver Painting Voucher* – Professional assembly and paint job of a single 25-50mm base sized model (think one non-monster/vehicle HQ model)
  • Primaris Captain with Power Fist, Store Anniversary Edition

Door Prizes

These can only be won by participating in the Round 8 closing game.

  • Three GW Art Prints (pick one of the 3 available)
  • 2x $10 Games Workshop gift card
  • 2x $10 Game Grid gift card
  • 2x $10 Blakfyre Games gift card
  • Death Guard Dice
  • 5 GW Paints, participant may pick which bottles. (Donated by Blakfyre Games)
  • Chapter Approved 2018 (Donated by Hobby Town USA in Orem)
  • Chapter Approved 2017 (Donated by Hobby Town USA in Orem)

*Vouchers for professional painting represents a strict budget and the given model count/sizes here are for estimated reference only. The quality of the paint job done is inversely related to the size and complexity of the unit/model chosen to be painted. Professional painters are Jeremy Hansen & Janene Oakey. The professional assembly will be done by Robert Graham. These individuals each have several years of experience professionally painting and assembling miniatures.