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==Apocalypse (Specialist Game)== Apocalypse has been announced as its own Specialist Game once more, available in July 2019. Using standard 28mm scale models and movement trays, the system also seems to use d12s, markers, and cards. The announcement video for the new system can be found [https://www.youtube.com/watch?v=PcMQkyGJePA/ here]. Here's what we know so far: *Like 40k proper, an Apocalypse army is made up of Detachments that are set up like their 40k counterparts, but now every unit in a given Detachment is activated at once. Whoever has the highest Ld in a Detachment is the Commander of the Detachment, and units too far away from the Commander risk being routed. **If the Commander is also a Character, they become a Warlord and generate more Command Assets. *The turn structure is made up of Phases. Each player participates in each Phase before moving to the next. **Armies use Alternating Activation by Detachment. *The phases are set up like so: **'''Initiative Phase''': Players determine who has initiative for the turn. **'''Orders Phase''': Set up reinforcements, issue orders to Detachments, and get Command Assets. **'''Action Phase''': Moving, shooting, and assault all happens here. **'''Damage Phase''': Resolve damage and morale for units. Note that since this comes ''after'' the Action phase, a unit that's taken enough damage to kill them off can still do something before they go down! *All models within a unit must end their turn within half an inch of another model in the unit, hence the movement trays. *Stats are heavily altered. Strength and Toughness are no longer inherent to the model, and damage (along with saves) is calculated differently as described further below. The Attacks stat now seems to govern the number of times a unit can shoot as well as the number of times it can make melee attacks (as opposed to 40k where the number of times a unit can shoot is based on their weapon). Weapons now have two Strength scores, one for use against infantry and another for use against vehicles and other larger units; wounding is determined by rolling against a d12, with the target score equal to the corresponding Strength equivalent. For example, a bolt rifle would need to roll a 5+ to wound an infantry unit and an 8+ to wound a tank. This speeds up the process of figuring out whether or not a hit unit has been wounded, and also makes AP obsolete as a stat. **As it's generally harder for most weapons to wound vehicles than it is for them to wound infantry, this means that even normally squishy vehicles will get a boost to their survivability. However, it also appears that many anti-vehicle weapons will have an equally bad chance at wounding infantry, so armies will need to find a balance between anti-infantry and anti-vehicle firepower. *Blast markers track units that have been wounded; if a unit that has received a small blast marker is wounded again in the same action phase, it becomes a large blast marker (every odd-numbered wound after that applies a new small blast marker in the same manner, and every even-numbered wound upgrades the marker). Saves (which are just one roll since AP doesn't exist in Apocalypse) vary depending on the type of marker assigned and are performed for each blast marker present; with a small marker the roll is made with a d12, while a large marker makes it a d6 instead. Units that fail a save take damage markers, and a unit is destroyed if its damage markers are at least equal to their wound count. **Consequently, save numbers for most units have been adjusted for the new system (E.G. MEQs now save on a 6+ instead of a 3+ and TEQs save on a 4+ instead of a 2+). **Units which have a number of damage markers greater than half their wounds count are considered "critically damaged" and have their Attacks stat cut in half. *Command Assets return, and act as a combination of Stratagems and psychic powers. You set up a deck of 30 before the game begins and draw one card per Order Phase plus an extra card for each Warlord present in your army (up to a maximum of 10). These can be universal or specific to certain factions and sub-factions.
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