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View Full Version : Trawling for Apocalypse Ideas and Gimmicks (or, Making the Hive Mind Work for You!)



Macerio
01-06-2013, 02:12 AM
Hey all,

Running an Apoc game in a couple of weeks. I've been brainstorming some ideas, but nothing has firmly taken hold of my mind as the "RIGHT" idea yet. So I figured I'd turn to you all and see how others "out there" have done it.

What've been some of the best Apocalypse games you've seen? What cool rules have you seen that meshed with the background story? Or even if it was a crappy story ("we're here, let's rumble!"), what cool gimmicks have you seen?

Best, and with thanks,
Macerio

hisdudeness
01-06-2013, 08:46 AM
I would start with the IA books or other published campaigns. This will give you a good idea of balancing story rules so they don't take away from the game itself.

Once you've done research just look at the armies that will be on the table and write down any ideas you can think of on way they may be meeting on the field. This is more important if you have multiple people fielding greatly differing armies. The new allies chart is a good place to see how armies interact with each other. I had one where is was a chaos IG, CSM, Grey Knights and Nids. We had to really sit down and get some fluff.

Also unless you are going for a surprise (IMO, I would not...let people build armies to match the mission) for the players, talk to them about what they have always wanted to do. In the above game, the Nid player always wanted to have an endless wave of nids so we scaled his points down but found a mechanic for his destroyed units to have a chance of being brought back on the table. Apoc story games are best if the players get to play out missions they have only read about.

rpricew
01-06-2013, 09:53 AM
Here is a game I ran last year. It was great fun. Turned out to be 66,000 points of death and destruction. We didn't limit timed turns and that was the only complaint.

http://gigabitescafe.com/forum/index.php?topic=5601.0

I would suggest 45 min turn 1
1 hr turn 2
1 hr turn 3

and limit people to one body per 10,000 points to help move models

Pictures here: http://gigabitescafe.com/forum/index.php?topic=5222.105

rpricew
01-06-2013, 01:26 PM
Here is an Apocalypse Game that I ran last year that was huge fun. It was a 3 way death match. The only problem that we had was we didn't time the player turns. We also had 22,000 points per team, so the game turns were 2.5 hours each. I would run this again, but this time limit the Player Turns to 45 minutes. This keeps people focused. You're welcome to use it to inspire your own scenario.

Board was 8' x 18' with a 36" No Mans Land Vanguard Deployment. The AOBS controller was placed in the center of the board. Secret deployment was Flank March for the Tyranids.


TYRANID APOCALYPSE – “TO THE VICTOR…GOES THE SPOILS”

SET THE SCENE:
Vital technology, critical to stopping a massive Tyranid Hive Fleet invasion, has been discovered on Vector Solaris IV, a research world protected by an Automated Orbital Battle Station. Learning of the recent discovery, the Forces of Order have banded together, dispatching its forces to recover this vital technology. However, also aware of the discovery, the forces of Disorder, who also wish to recover the technology, have launched their own Battle Force to recover this ultimate weapon. While the forces of Order have pure motives, the forces of Disorder are only looking out for themselves. Their plan is to not only protect their worlds, but allow the Tyranids to eliminate their arch enemies for them, only to later release the weapon against the Tyranids and take control of the Universe.


Upon reaching the Vector Solaris system, the forces of Order & Disorder discover that the Tyranids have already reached the solar system and the Automated Orbital Battle Station around Vector Solaris IV, designed to protect the research planet, lies dormant. Both sides are vastly outnumbered by the invading Tyranids, and are forced to make emergency landings on Vector Solaris IV. Their only hope in escaping is to get the Automated Orbital Battle Station back online to hold back the Tyranid forces long enough to recover the lost technology. Picking up the signal beacon from the capital city, both parties make their way towards the ancient spaceport hoping to secure the lost technology, find transportation off the planet and flee the encroaching swarm.


MISSION OBJECTIVES:
• Take control of the Space Ship; Escape in one piece (15 points)
• Get the Automated Orbital Battle Station online (5 points/Controlling Player Turn = Max 25 points per team)
• Recover the additional Lost Technology: 5 Objective, 5 Points each = (25 points)
• Destroy the Enemy for a maximum of = Max (20 Points) Forces/Order and Max (50 points) Tyranids


Expected Points per side (20,000 for Order, 20,000 for Disorder, and 16,000 for Tyranids)
Army lists and Strategic Assets should be completed (as much as possible) prior to game day.
Table should be 8’x18’ (See Attached Deployment Map)
Game = 5 Turns


GAME SCENARIO:
The forces of Order & Disorder bid to determine first turn per the rules in the Apocalypse rulebook. Winner of the bid chooses to take first or second turn.
Pick table corners
Pick Extraction Points
Place Secondary Objectives
Deployment (Infiltrate, Scout Moves)


Turn 1: Forces Advance on the Research Facility
Team #1 (whoever takes first turn)
Team #2 (The other team)


Turn 2: “Death from above” The Tyranid invasion begins
Team Tyranids (Mycetic Spore Invasion, Lictors, Infiltrating Genestealers, Tunneling)
Team #1 (1st Wave Reserves)
Team #2 (1st Wave Reserves)


Turn 3: Tyranids Galore!!!
Team Tyranids (All remaining Tyranid forces arrive via secret deployment)
Team #1 (2nd Wave Reserves)
Team #2 (2nd Wave Reserves)


Turn 4: Extraction Points are revealed
Team Tyranids (Qualified Endless Swarm units re-deploy via secret deployment)
Team #1
Team #2


Turn 5: Last Round (Victory conditions are counted)
Team Tyranids (Qualified Endless Swarm units re-deploy via secret deployment)
Team #1
Team #2


SPECIAL CONDITIONS:
STRATEGIC ASSETS:
Each team can add any number of Strategic Assets to their army providing they meet the point requirements (within 50 points or mutual agreement of all teams) with the following exceptions:


The Ambush Strategic Asset can only be taken by the Tyranid Team. (This is to help set the atmosphere; the forces deployed by both sides are only interested in getting in and out as fast as possible. All resources available are set to ensure the success of the mission and any ambush units would certainly be left behind). However, advance forces for the Tyranids could be waiting for you behind every bush…


The Endless Swarm: All Tyranid units (except unique characters and Gargantuan Creatures) have the Endless Swarm special rule. Any qualifying Tyranid unit that is wiped out immediately re-spawns next turn and enters play using any of the normal rules associated with that unit. If the unit had a Mycetic Spore and the Mycetic Spore was killed with the unit, then the unit may Deepstrike in under the Mycetic spore rules. If the Spore was not killed at the time of the unit being killed, then the unit comes in via Secret Deployment or Tunnel created by the Tyranid forces (i.e. Trygon Tunnel or Subterranean swarm).


Assaults: Assaults are resolved at initiative steps. I know it may get a little messy but I think we can work through them pretty quickly. Assaults will possibly be 3 phases and we will have to agree that Psychic Powers or effects will have to work until the next normal time that the power/effect would. For Example: The Broodlord can cast Aura of Despair that normally lasts until the end of the next players turn. In this game it would last until the end of the last player’s turn or it would end right before the Tyranid’s next turn. However, Hypnotic Gaze only lasts during the Tyranid assault phase so it would expire as normal. Another example is Hammerhand. The rule says that the Grey Knights can cast Hammerhand every player turn. I have no problem letting the Grey Knight players do this. It’s Apocalypse!! (it’s supposed to be crazy) Let me know if this is a problem. I don’t know all of the Psychic Powers or effects.




EXTRACTION POINTS (EP):


• After the bid for first turn has been determined and First Turn is assigned, but before any models or Secondary Objectives are place on the board, both sides will mark their “Extraction Point” (EP) on the provided sheets by the Organizer.
• These EPs represent pre-determined extraction points (to board the Ork Landa) by the respective forces of Order & Disorder by the opposing forces and will be the only place, other than the Ork Landa, that forces can leave the planet.
• The EP can be anywhere on the board that is outside of the Defensive Perimeter (DP), including the opposing team’s deployment zone.
• The EPs location is kept secret and may be revealed by the owning Team at the beginning of any player turn.
• The EPs must be revealed by the beginning of each respective team’s Turn 4. When revealed place a 5” Large Blast Marker (or suitable equivalent) on the board to represent the location of the EP.
• Since the EP represents a specific set of coordinates and not an actual item, the EPs cannot be destroyed (although they can be overrun by a never ending horde of Tyranids).
• All armies on the same team use the same EP. Only one per team.
• An army can Extract as many units as the team wants that has a model in base contact with the EP
• Units do not have to disembark from their vehicles to extract from the planet.
• Flyers can leave the planet from any table edge and do so during the movement phase of the controlling team. At the end of the game, any flyer that has left the board is considered evacuated and not destroyed.
• Extractions begin at the end of the controlling team’s turn, after all pile in and consolidation moves have been made.




ANCIENT SPACE SHIP (ORK LANDA EQUIVALENT):

Commissioned as the most luxurious Ork Cruise liner (It’s really a trap designed to deliver the Anti-Tyranid technology directly into the heart of the Tyranid forces.) for the most eccentric of clientele the LANDA does not have any armament except (2) Twin Linked Big Shootas. One forward Pintle-mounted and one Rear facing Pintle-mounted. These follow the rules for emplaced weapons. Unmanned they shoot at BS2. These count as Primary Weapons.
The Ork Landa has a Teleportation Device installed which allows units to embark from designated Team Extraction Points. Only the controlling team can embark additional units from their extraction points.
The Ork Landa follows all the rules for flyers with the following exceptions:
The Ork Landa can move up to 18” in any one direction while in Hover Mode.
The Ork Landa was designed with a View, so it has 12 Fire ports (6 per side measure from the hull) that can be used when the vehicle is in Hover Mode. Due to its immense size models always count as stationary when shooting from an Ork Landa (Ancient Space Ship). Embarked Tanks/vehicles can use the fire ports but can only fire a single primary weapon.
Flyers cannot embark on the Ork Landa however they can leave the board via their normal rules. (Consider them as escort vessels)
The Ork Landa has 5 Structure Points, Armor 13 on all 4 sides. The Ork Landa has ‘Eat Shieldin and is immune to the added effects of Melta and also has a Unique High Teck version of the Kustom Force Field providing a 4+ Cover Save.
The Ork Landa must be piloted by a “Crew”. (See rules for creating a Crew below)
The “Crew” can only fire the Emplaced weapons and up to 1 additional carried weapon for every 2 models in the crew.
The Landa can only be boarded when it is in Hover Mode or Unmanned.
Due to its immense size and just to make the story line work, the Ork Landa can carry your entire team if you want it too! (Up to 20,000 points)
Units wishing to embark on the Ork Landa can do so by moving into BTB contact with it or their Team Extraction Point. At the end of the Controlling Player’s turn after all assaults have been resolved and consolidation moves have been made, any unengaged units with a model in B2B contact with the Ork Landa or Team Extraction Point can choose to embark. Remove the models from the board and count them as being embarked.



DEFENSIVE PERIMETER (DP):
The Defensive Perimeter represents an ancient fortress that was designed to protect the lost technology. Any unit wishing to Deepstrike into or fly over the defensive perimeter is subject to Anti-Aircraft fire to represent the still functioning (although malfunctioning) defenses of the Fortress with the following exceptions:


Grey Knight Units that rely on Teleporting (Strike Squads, Terminators, Paladins, Interceptors, DreadKnight with Interceptor pack)
Eldar Warp Spiders
Necron Wraiths
Webway Portals
Demons
Summoned Units


“There is no way for me to list all of the units out there… this is a fluff rule to represent Anti-Aircraft fire shooting at anything that flies over or inside of the Defensive Perimeter. If your army has technology/abilities that allow it to tunnel or teleport into the facility, then the guns aren’t going to shoot at you. If you have wings, or jump packs, or you Deepstrike in by falling from the sky… then you’re going to get shot every round you try to fly inside the perimeter. As long as you move on the ground, you’re not going to be shot.”


Flyers & Skimmers are hit automatically with D3 Str 7 AP 4 Rending hits for each Player Turn they fly over or stay inside the Defensive Perimeter. If any part of the model passes over the Defensive Perimeter it will trigger this effect. For vehicles inside the Defensive Perimeter, count the vehicle facing from the nearest corner of the Defensive Perimeter once the vehicle has finished its move. Fly over hits are taken on vehicle’s side armor. Fly over hits are taken when the vehicle moves into the Defensive Perimeter. Follow the Vehicle Rules to determine damage taken from Anti-Aircraft Fire.


Jump Infantry Units are hit automatically with D3 Str 7 AP 4 Rending hits for each Player Turn they use their flying ability to move inside the Defensive Perimeter (Except the above teleporting abilities). This does not apply to Jet Packs Assault moves, but it does apply to jet bikes.


Units that either tunnel (Raveners, Trygons, and Rippers) or incorporate technology that allows them to teleport (Grey Knights, Warp Spiders) into the facility are not affected by the Defense Lasers as they naturally bypass these automated defenses (which specifically target flying or falling objects).


(The forces of Order/Disorder cannot use the Tunnel Strategic Asset to bypass the Defensive Perimeter, however units allowed to enter play normally using tunneling, example: IG Hades Breaching Drill, may choose to enter play this way)


OBJECTIVES:
PRIMARY OBJECTIVE “ESCAPE WITH YOUR LIVES”: (15 Points)



Complete this Objective by taking control of the Ancient Space Ship and evacuating the planet by meeting your forces at the designated EP.
In order to take control of the Ancient Space Ship, have at least a single non-Tyranid “Scoring” unit move into base contact with the Ancient Space Ship. At the end of any assault phase, if a “Scoring” unit is unengaged, has at least 3 models (including any ICs joined to that unit), and the opposing team does NOT have a “Scoring” unit in base contact with the Ancient Space Ship, then that unit is removed from the board to simulate becoming the “Crew” of the Ancient Space Ship.
In dire situations, multiple “Scoring” models from different units (from the same team) can combine to form a single “Crew” of the Ancient Space Ship. (There must be a minimum of 3 models however; there is no limit to the number of models in the “Crew”.)
Example #1: If an Ork Warboss and his unit of 30 Boyz makes it into base contact with the Ancient Space Ship and are the only “Scoring” unit in base contact at the end of their assault phase; remove the Ork Warboss and the unit of 30 Ork Boyz from the table and put the Ancient Space Ship in play under the control of that “Crew’s” team.
If multilple “Scoring” units join together to form a “Crew” then all models from all “Scoring” units involved are removed from the board. Individual “Scoring” models cannot join other units for any other purpose unless they are an Independent Character or as part of the Ancient Space Ship “Crew”.
Example #2: If a unit of Grey Knights falls to 2 models, but is joined by a Guardsman from the Imperial Guard, then all 3 models can join together to form the “Crew” of the Ancient Space Ship. Remove the Grey Knights and the Guardsman from play and put the Ancient Space Ship in play under the control of the “Crew’s” team.
Once the Ancient Space Ship has been activated, then it is fully functional and fights under the control of the owning player’s “Crew”.
The Controlling Team receives (5 Points) for activating the Ancient Space Ship.
The Controlling Team receives (5 Points) for reaching their EP with the Ancient Space Ship.
At the end of the game, any team that has a model in base contact with their team’s extraction point (or within 3” of model that’s in base contact, receive (0.5 points per unit) and counts as having been extracted safely.
If the Opposing Team (The one not in control of the Ancient Space Ship) destroys the Ancient Space Ship before the game ends, then award 5 points to the Opposing team plus (1 point) for each Scoring unit that made up the “Crew”.
Each Structure Point taken off of the Ancient Space Ship awards a point to the owning team of the shot/hit. (Since you’re going to die anyway…why not?)
If the Tyranids destroy the Ancient Space Ship before the game ends, then consider it added to the Biomass Pool and the Tyranids receive (5 points) for destroying the Ancient Space Ship and the Kill Point value for killing the “Crew”.


PRIMARY OBJECTIVE: “COVER OUR ESCAPE” (5 Points per Controlling Player Turn)


Complete this Objective by Recovering the Control Panel to the Automated Orbital Battle Station (5 Points/Controlling Player Turn)
In order to take control of the Orbital Battle Station have a single non-Tyranid “Scoring” model move into base contact with the Control Panel. The Control Panel follows all rules for coherency and movement just like an Objective Marker.
If the AOBS Control Panel is under the control of either the forces of Order or Disorder, then at the start of Each Subsequent Player Turn (Order, Disorder & Tyranid) the controlling team may choose to activate the Automated Orbital Battle Station.


Shooting the AOBS:
Place a 5" Blast Marker on the spot you want the AOBS to fire on. Then roll a D6 to randomly determine which automated weapon fires from the Space Station. Roll for the amount of shots and resolve the attacks based on the different weapon profiles. If the Vortex missile is rolled twice, then re-roll. Resolve all blast markers using full 3D6 scatter unless otherwise noted.

Heat Ray: D3 Str 7 AP3 Melta Hellstorm Templates (place the large end of the Hellstorm template and roll for scatter, rotating the narrow end to point in the direction opposite the scatter die and move the large end 3D6 in the direction of the scatter die) Resolve each Template separately.
Planetary Bombardment: D3+2 Str6 AP5 10" Blast Markers (resolved separately)
Precision Strike: D3+1 Str 10 Ap1 5" Multiple Barrage (2D6 scatter)
Planet Buster: 10" D weapon (Every unit within 6d6 takes a pinning check at -1)
Vortex Missile: (See Warlord Titan – One Shot)
Anti Aircraft Flak: Divide the table into 6 sections, All Flyers & FMCs in the designated section automatically take D3 Str 7 AP4 Rending hits.




SECONDARY OBJECTIVE: Recover Lost Technology of the Ancients (25 Points)
Objective Markers are used to represent looted technology from the fortress that has been scattered around the area. Before any models are placed on the table, but after Extraction Points are determined, place (5) 40mm Objective Markers (OM) on the board.


Each OM counts as 5 points
OMs cannot be placed inside of the Defensive Perimeter and cannot be placed within 12” of any table edge.
OMs cannot be closer than 18” from each other.
The Team that won the roll-off for First Turn gets to place the first objective alternating objectives between the two teams.
Only Scoring units can claim OMs. This is done by moving into base contact with the OM with a Scoring model.
Non Transport Piloted Vehicles cannot claim OMs. Example: An Ork Fighter could not claim an OM, however a Storm Raven with Grey Knights on board could. The OM would be considered part of the Grey Knight unit and not the Storm Raven.
Once the OMs are claimed (Located), then the OM moves, in coherency, with the unit following all of the normal movement rules of the Scoring unit.
OMs cannot be destroyed and are ignored for all other gaming purposes (Assaults, Blocking LOS, etc.)
If the Unit is killed then the OM is dropped where it is. It can be subsequently picked up by another Scoring unit.
OMs are very valuable and cannot be willingly dropped or discarded. They also cannot be left unattended in unmanned vehicles (pilots don’t count because they are busy driving)
Points are scored by moving the OMs to the EP of the controlling team and Extracting the Unit off world.
Any OM left on the board at the end of the game awards 5 points to the Tyranid Team.


KILL POINTS: Max (25 Points) per team and Max (50 Points) for Tyranids.


Every enemy unit follows the basic rules for kill points in the Apocalypse Rulebook with the following changes:
Scoring units count as (1 Point)
Independent Characters (0.5 Point)
Unique Characters (0.5 Point)
Non Scoring units counts as (0.5 Point)
Regular Vehicles counts as (0.5 Point)
Super Heavies and Gargantuan creatures count as (2 Points)

VICTORY CONDITIONS:
Major Victory: 40+ Points
• Your opponents are all dead, and you have won the day retrieving the Ancient Space Ship & Technology!

Medium Victory: 30-39 Points
• Most of your forces escape with either an impressive kill tally, some of the tech or the Ancient Space Ship

Minor Victory: 20-29 Points
• You get out by the skin of your teeth, maybe a few new kill marks on your armor

Minor Loss: 10-19 Points
• You go home with your tail tucked between your legs

Major Loss: 0-9 Points
• You get added to the Biomass Pool!

Archon Charybdis
01-06-2013, 02:42 PM
Like hisdudeness mentioned, the IA Apocalypse books have a number of fun variant Apocalypse missions that you could either use entirely or steal bits from. Also, do you know what the teams are going to be? Is there a fluffy distribution of armies that you could theme the mission rules around? For example, if you have multiple Eldar players you could make use of Webway Gates that allow you to jump around the table (or from table to table if you're using more than one). My last Apoc game was Chaos VS Imperials and I modified a mechanic from Battle Missions to represent random warp portals that jumped people from table to table. If you have any semblance of story based on the armies involved, it's pretty easy to come up with fun mechanics that fit.

lobster-overlord
01-06-2013, 06:27 PM
because I run BA and IG, and my buddy runs Orks, we've done a couple of Armageddon style battles. If your armies fit fluff, then play it up.

Mystery.Shadow
01-06-2013, 07:49 PM
Some of the best Apocalypse games have been 'themed'. Thus far, the best have been the "Battle for Terra" series my FLGS has hosted every year. It's Loyalists: Marines, Grey Knights, Sisters of Battle, Imperial Guard, etc vs Chaos Space Marines, Chaos Daemons, and Traitor Guard.

With the CSM Codex fresh off the presses, there was plenty of Chaos to go around!

rpricew
01-07-2013, 09:45 AM
I've tried replying to this twice with a scenario but the mods keep blocking it. Sorry bro, I think its a good idea but I can't seem to post it for some reason. I can't post a link or just embed the text. PM me if you want my write up.