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[[Image:Apoc.jpg|350px|thumb|right|Epic epicness of epic]]
A system for running massively huge games of [[Warhammer 40,000]] in 28mm scale, an alternative to [[Epic]]. Some of the primary changes include the lack of a Force Organization Chart, Apocalypse Datasheets with extra rules to represent formations, special Apocalypse-only super-heavy units (like much of what [[Forge World]] puts out), and "strategic assets," which are various factors used to balance out the two sides (including one that, hilariously, [[troll|prevents team-members from communicating while setting up their forces if they have a numerical advantage]]).
A system for running massively huge games of [[Warhammer 40,000]] in 28mm scale, an alternative to [[Epic]]. Some of the primary changes include the lack of a Force Organization Chart, Apocalypse Datasheets with extra rules to represent formations, special Apocalypse-only super-heavy units (like much of what [[Forge World]] puts out), and "strategic assets," which are various factors used to balance out the two sides (including one that, hilariously, [[troll|prevents team-members from communicating while setting up their forces if they have a numerical advantage]]).



Revision as of 12:23, 3 March 2013

Epic epicness of epic

A system for running massively huge games of Warhammer 40,000 in 28mm scale, an alternative to Epic. Some of the primary changes include the lack of a Force Organization Chart, Apocalypse Datasheets with extra rules to represent formations, special Apocalypse-only super-heavy units (like much of what Forge World puts out), and "strategic assets," which are various factors used to balance out the two sides (including one that, hilariously, prevents team-members from communicating while setting up their forces if they have a numerical advantage).

The Warhammer Fantasy Battle variant of this game is Storm of Magic, with a heavy empathis on magic, monsters and high-point battles.

How Did This Happen?

One day, the Games Workshop CEO cast his eyes downward from his golden throne in Lenton, noticing with dismay that people still had money to buy things other than tiny plastic figures. An emergency staff meeting was called to rectify the situation. "How did this happen?" shrieked one board member. "When did they slip through our fingers?" gnashed another. "SILENCE!" bellowed the hallowed CEO. "JUST MAKE IT BIGGER." The designers looked at one another uncomfortably. Finally, the lead designer hesitantly stepped forward and asked, "Sir, we should make what, exactly, bigger?" "EVERYTHING! RESIN MODELS! SIX BY EIGHT TABLE! FIVE THOUSAND POINTS STANDARD!" boomed the CEO. "But won't that be impossible to balance? The game was never designed to accommodate such large forces..." said the designer, with a look of utter horror. "We'll just release new books that add special rules if you own enough models!" the first board member tittered, as the full extent of the CEO's glorious plan dawned on him. "And then we'll add expensive units from the fluff that are even more overpowered!" cackled the second, as he too realized the genius of Games Workshop's fearless leader. "A Reaver Titan will cost eight hundred dollars!" howled a third triumphantly. "I don't think that's even remotely close to the actual value..." began a Forge World modeler, before the frenzied CFO tore his throat out.

And so it was that amid much feasting and sacrifices to their dark gods, Games Workshop laid the foundations for what would become Apocalypse.

How Can I Run an Apocalypse Game?

  1. Sell your belongings, body, and any siblings or children you may have on the street in order to acquire the Imperial Armor books and Forge World models (unless you play Orks and can model).
  2. Find a place big enough to play. Abandoned warehouses work well.
  3. Find some people to play with, preferably people you're OK not being friends with anymore.
  4. Deploy forces and experience the undiluted bullshit that is Apocalypse "balance".
  5. Weep.