Data Card baisicsTo start M, WS, and BS remain the same, and you still roll a d6 for fighting and shooting. A major difference is that the wounds on the datacard are not for individual models but are instead for the entire unit, same goes for attacks. For example, 10 warriors have 2 attacks total and 2 wounds for the entire squad. Where as 20 warriors has 4 for each respectively. Another key difference from regular 40k is the save profile on units. You will notice that the warriors above have an 8+ save. If we look at their guns we notice quite a few changes. We have an attack profile that says user, which means that when they fire their gauss flayers you roll dice equal to the units attack profile. So either 2 or 4 depending on squad size. With rapid fire doubling this at half range. Other weapons will have a number for their attacks which is used instead. Some weapons have a modifier such as x2, which is a modifier that you would apply to the units attack characteristic. We also don’t have a Strength or a toughness anywhere , instead we have SAP and SAT which stands for Strength Against Personnel and Strength Against Tanks respectively. You now roll a D12 to see if your attack wounds, the target number depending on if your targeting Vehicles/ Monstrous Creatures, or personnel(infantry). Which of these a unit falls under is listed on their datasheet. Also, there is currently no points system, instead we have power level, which you use when building your list.
Army BuildingHere are some example detachments, in Apocalypse these work very similarly to how they work in 40k with a few differences. In these detachments there is no requirement for an HQ, also they don’t give you command points. In fact there are no command points in Apocalypse. However, if you take an HQ or someone with the character keyword you can nominate them to be the detachments warlord. If the detachment doesn’t contain a character you can instead nominate a unit to be the detachments commander. You then nominate one of your warlords to be your Warmaster.
Command AssetsCommand asset cards are replacing command points, Stratagems, and Psychic powers. In addition to building your army list you will make a deck of 30 of these cards.
DeploymentIn Apoc you alternate deploying entire detachments, you can even put some into tactical reserves, but this may change depending on the scenario.
The Game TurnYou start by rolling of with you opponent using a D12. whomever rolls higher is said to have initiative for the game turn. Start by checking to see if the detachments units are out off command range, which is more than 12″ from your commander or warlord from that detachment. If the Uint is to far away it gets an out of command token. This can have a big impact later in the game turn. In this step you can set up any units that were set up as reinforcements. Be it outflanking, forward positions, or a form of deepstriking. You then draw your Command Asset Cards, you draw one card plus the Number of Warlords in your Army. You Have 3 orders you can use, and in this step you issue Order tokens to each detachment. Placing the tokens face down next to that detachments commander. Once all order tokens have been placed, all players flip over their tokens at the same time.
Order Token BreakdownOrders dictate what your ENTIRE detachment will do in the Action Phase. Each with their own benefits and limitations.This one is the most flexible, it lets your detachment move, then either shoot or fight in combat.The Detachment cannot move, but you get a +1 to hit rolls when shooting. The downside is you will take a -1 to hit penalty if you get locked in combat. So proper planning will be important if you plan to use this. You don’t get to shoot, but you get to double your movement! Then you get to fight in close combat! Its important to know that there is no charge phase or overwatch in Apocalypse. So, if you move base contact with an enemy unit you are locked in combat with that unit.