When I heard that Forge World had compiled a new edition of the Imperial Armour Apocalypse book, I did think twice about buying it - but as they released info on what was in it - I knew | was going to have to have it...
So first glance - theirs something for everyones army (except Sisters as usual), lots of new shiny things and lots of updated rules for others; as they explain in the Introduction, they have listened to feedback from players and brought things in line with WKH40K 5th Edition.
One of the nice things is that even though the book is called 'Apocalypse' they have added 'Classifactions':
1. Warhammer 40,000 Apocalypse Unit - for games of Apocalypse and larger games of
WH40K with agreement between players.
2. Warhammer 40,000 Apocalypse Formation - only for games of Apocalypse
3. Warhammer 40,000 Unit - intended for use in 'standard' games of
WH40K adhering to usual limitations and organisation charts. But should be considered 'official', just make sure your opponent is happy to play against Forgeworld models as they may not know the models rules.
Will be interesting to see if this 'official' is reflected in Tournaments?
So what cought my eye so far in the book - lets check out the rules for two of the models I have from Forgeworld.
Lucius Pattern Dreadnought Drop Pod (
WH40K Allowed)- Still only 65pts to transport your Dreadnought to the surface; note - it can transport all types of dreadnought, assume that includes Comtemptor class.
Still counts as an Assault Vehicle which allows a Dreadnought to assault on landing but now they will have to take a 'Dangerous Terrain Test'!!! So guess you roll a d6 on a 1 your dreadnought immobilises itself as it emerges and fails to make combat.
Nice addition - not an auto-win, plus reading the details it has to be purchased as a separate Fast Attack selection.
Dreadclaw (
WH40K Allowed) - Again is bought as a Fast Attack selection in a Chaos Space Marine army. Rules are much clearer now, it must be allocated a Unit to transport (none of this empty Drop Pod transport sillyness), they are placed in Reserve and follow the normal rules for Deep-strike. Unlike Drop Pods, if it scatters and lands on things and has to roll on the 'Deep Strike Mishap chart', you may re-roll the result.
Once it lands, the transported unit deploys within 2" like normal deep strike (no assaulting from it anymore
)
In following turns it can then move normally, type defined as Skimmer for
WH40K and Flyer/Hover mode for Apocalypse.
In the fluff text it even says the Dreadclaw can be used for extraction of troops. I see a nice special mission for a friendly game around this.
So as to new shiny stuff
Crassus Armoured Assault Transport - nice super heavy transport, why not take a Gorgon? the Crassus has an Overdrive engine which allows it to move 12" than the normal 6" for super heavies and costs 250pts than 400pts and is fully enclosed than the open top Gorgon. downside can only carry 35 infantry but can carry more than 1 squad - interesting
Contemptor Pattern Dreadnought - now this is definately on my Xmas list, 4 different ones listed
Standard - 1 weapon - 1 fist
Blood Angel - 2 fists
Space Wolf - additional Saga's
Mortis Pattern - 2 weapon arms - anyone fancy a bit of double Kheres Pattern Assault Cannon
Finally before I go back to reading the book
Lifta-droppa Wagon - been corrected, you now need to roll a d6 to hit (no auto hit anymore), 4+ to succeed while roll a 1 and have to roll on the Lifta-droppa mishaps table.
I assume that the Stompa version does not have this problem