Post by Liam Thompson on Jul 31, 2008 7:27:02 GMT
Hey all. As I've previously discussed, I'm interested in organising a massive club-wide game of Apocalypse. I've come up with some additional rules which should hopefully help me do this. So, I'd like it for any Warhammer 40,000 players to read on.
I'm aiming to try and set a common ruleset for club games of Apocalypse, so it won't take too long to organise other games in the future. As part of this, I'm looking for feedback to these rules, which I'd appreciate being posted here for other people to read and discuss.
At this point, please read the "game organiser" to mean myself (Liam).
What follows is a replica of the 7 page rules supplement I handed out to some of the Apocalypse players at last night's (September 17th) meeting. The line breaks represent a page change, but should not be considered a break in topic. Both the printed version and this electronic version are identical, except where you see text like this - this indicates additions made since the latest printing.
The Kaurava system is in the middle of a heated war. Trapped by a warp storm of unprecedented size, multiple factions vie for control. The Imperium struggles to maintain its hold on the system. The forces of Chaos seek to convert the system into a base for further forays into the surrounding Imperial space. The Necrons have awoken from their age-old slumber, ready to destroy the younger races who claim their tomb worlds for themselves. The Tau Empire, having set up a forward base on the moon of the second planet, intends to both prevent the warp storm from spreading to their region of space and also claim the system for their own use. The native Orks, having long lived within the system despite attempts by the Imperium to wipe them out, are following a new leader; a prophet of the Waaagh! who came to them from the stars, promising them the fight of their lives. The motives of the mysterious Eldar are, as ever, unknown, and those of their piratical cousins even more so.
It was thought that the warp storm was so powerful that nothing could pass through it. The sudden emergence of a Tyranid splinter fleet through the warp storm has taken everyone by surprise, not least the Imperium who had previously not known of Tyranid activity in that region of space. Beset upon all sides and seeing the potential ruination of everything they have worked for, the Inquisition, overall head of the Imperial forces, concocts a desperate final plan. By massing their remaining forces on the plains of Kaurava II, they intend to draw their foes to them, and strike a devastating hammer blow to them. Whether this plan will succeed or not will be up to you…
Picking your Army:
Each player must choose an army list to use, such as Space Marines, Cadian Shock Troops, or Tyranids. They must then pick an army according to their chosen army list, up to the points value agreed beforehand. They may only choose units, legendary units, and battle formations from the army list they chose, unlike in standard Apocalypse games.
Non-standard army lists or units (such as out-of-print army lists like The Lost and the Damned or fan-created army lists such as the Bell of Lost Souls’ Genestealer Cult army list) may be used, subject to permission to by the game organiser. Likewise, if a player wishes to choose multiple army lists (such as combining Imperial Guard and Space Marines) they may do so, again subject to permission by the game organiser. In this latter case, looking at the Apocalypse allies matrix (reprinted at the end of this leaflet) and choosing two armies that are trusted will be more likely to be allowed than two distrustful armies, which will again be more likely than two armies considered hated enemies.
Remember that in Apocalypse, unit limitations (such as the 0-1 limit on Daemonhunter Inquisitor Lords or the need to take an Imperial Guard Infantry Platoon before taking an Armoured Fist squad) and the force organisation chart (1-2 HQ, 0-3 Elites etc.) are suspended. This means you may take any number of any type of unit, as long as you adhere to the standard squad sizes and upgrades allowed. In the case of unique units, such as named special characters, a different name or designation will be required for each unit, each representing a different renowned unit with equivalent game effect.
Each player may also choose a single Strategic Asset that will apply to their army, according to the rules given later.
Each player will be required to bring along and provide a physical copy of their army list. As part of this, each player will need to name each Independent Character they have in their army (for those armies that wouldn’t have names for their ICs, such as Tyranids, an “Imperial designation” will suffice) and also to note which is the most expensive Independent Character in their army. This is due to some datasheets and strategic assets which interact with Independent Characters. Also, highlighting which units were purchased from the Troops section of the army list will also be helpful.
As part of writing your army list, and to allow players without access to any of the Apocalypse books to use them, the game organiser will make himself available to any and all players and will freely offer advice if desired.
Modelling:
As per usual at the club, models are not required to be painted nor 100% Games Workshop. However, as detailed on page 18, paragraph 2 of Warhammer 40,000 Apocalypse, ‘upgrades absolutely must be represented on the model,’ so WYSIWYG will be strictly adhered to. Therefore, no kind of proxying will be allowed, especially when it comes to the strategic assets noted down later as requiring models or markers. Scratchbuilt and converted models are allowed as long as they are well representative of the model they are being used for and look appropriate for the Warhammer 40,000 universe.
Playing the game:
The game will run from 10:30am (or as close to it as I can) and will end at 4pm. As is standard for a game of Apocalypse, if a game turn is still in progress when the time limit expires, the game will continue until the end of that game turn. If a player does not turn up by the time that the ‘bids’ for the first turn are revealed, they will be considered to be late. If a player is late, then their troops will simply count as being in Strategic Reserve, so they can enter play when the player arrives. However, such a player will have lost the opportunity to use any strategic assets that required them to be there at an earlier time.
Each side will need to nominate a “leader” for their side. This leader will be the player with the most expensive Independent Character, and will, nominally, be in charge of their side. Amongst other things, the leader will be in charge of, and have the final decision over, their side’s ‘bid’ for the first turn.
Note that the mission played will be the Apocalypse mission as detailed in the Apocalypse book, with the following amendments.
'No-man's land' will be determined by splitting the table in two, lengthways, down the halfway line. As usual, 'no-man's land' will extend 6" from either side of this line. As a result of this, friendly units entering the table from strategic reserve may count their own board edge and the sides of the table, up to the edge of 'no-man's land', as a suitable entry point.
The outflanking rules as detailed in the Warhammer 40,000 rulebook will not be used. If you wish to do something similar to that, then I recommend looking at the Flank March strategic asset.
Scoring Units do not function exactly as mentioned either in the Apocalypse book nor the Warhammer 40,000 rulebook. Please see the following section for details on Scoring Units.
Each player's army is considered a single and independent entity from those of his allies. This means that rules affecting one player's models do not apply to his allies' models. Examples of this include, but are not limited to:
Each side will be given a period of time for each section of the game; 10 minutes each for the movement, shooting and assault phases. A warning reminder will be given at the 2 minute, 1 minute and 30 second time interval so players are duly warned that the phase is coming to an end.
At the end of each game turn, a short 5 minute break will take place for players to rest, have a break, grab a bite to eat or drink, or any such activity.
Scoring Units:
For the purposes of capturing Apocalypse objectives, a unit is considered scoring if:
Please note that the Hold at all Costs strategic asset partially amends the second case.
Units that have the Swarm special rule or specify that they are never scoring units are NEVER scoring units, even if they fulfil either of the above criteria. Note also that a non-scoring unit may never prevent a scoring unit from holding an objective.
Certain other units are considered scoring, but this will be noted in their individual unit/datasheet entry (such as the Loota Wreckin’ Krew datasheet).
Datasheets:
All datasheets found in the following locations are legal, unless stated otherwise;
Datasheets not available at any of these locations (such as fan created datasheets) may be used subject to approval from the game organiser.
Please note that to use the Chaos Space Marine Warp Rift datasheet, a suitable marker must be modelled and painted.
Strategic Assets:
Each player may choose a single Strategic Asset when they choose their force, subject to the following limitations.
When a player uses an asset, its benefits (and penalties, if any) apply only to the models in their own army; they do not extend to any other models on their side regardless of the wording of the asset. So whilst the models belonging to a player who had picked the Camouflage asset would gain its bonus, his teammates’ models would not.
Assets are unique to each side, so, for example, two players on the same side could not both choose Vortex Grenade! To avoid this, the game organiser will note down, in advance, which asset a player has chosen and prevent further players on the same side from picking it.
Whilst a player may only choose a single asset, any asset which is gained from choosing a particular datasheet or from fulfilling game criteria (see below) is not counted towards this total. So, for example, a player choosing the ‘Emperor’s Talons’ Recon Troop will gain the Recon asset as described in the datasheet’s entry and may also choose a further asset. Also note that assets gained in this way do not count towards your team’s limit. So, in the above example, taking the ‘Emperor’s Talons’ Recon Troop would not prevent another player from picking the Recon asset themselves and applying it to their own troops.
As detailed in Warhammer 40,000 Apocalypse Reload, army-specific strategic assets may only be picked if you are playing with that specific army.
Notes and clarifications for specific strategic assets:
Hold at all Costs: As noted above, this asset amends which units count as scoring in your army.
Vital Objective: You may only claim the bonus from this asset if it is YOUR troops that hold the objective, not just your side’s troops.
Tunnels, Minefields, Obstacles, Disruptor Beacon, Null Field Generator, Supreme Headquarters, Shield Generator, Blind Barrage, Defence Line, Strongholds, Effigy of Gork (or possibly Mork), Mek Workshop, Darkstar Warhead, Icefire Warhead, Waygate, Spore Chimneys, World Digestion, Chaos Altar, Webway Assault: To use any of these assets, a player will need to bring along a number of the appropriate markers or models, suitably modelled (as per the modelling rules).
Bunkers: To use this asset, a player will need to bring along a number of bunker models, appropriately modelled. Whilst your troops must initially man these bunkers, any models from your side may use them and may also be deployed within (if the model is sufficiently large enough to allow more than one squad inside).
Jammers: This asset is banned, and may not be taken, regardless of whether allowed to by a datasheet or whether a player wishes to choose it. If a datasheet gives this as a bonus asset, the game organiser will assign a suitable replacement.
Scheduled Bombardment: Drawing a map of the battlefield and noting down the target points, with ranges in inches, would be greatly appreciated.
Game bonuses:
In order to encourage players to get into the Apocalypse mindset, the following bonuses will be given out to players who fulfil the appropriate criteria.
Army list
Models
During the game
Rules Amendments and clarifications:
Since the release of Warhammer 40,000 Apocalypse, there has been a new edition of Warhammer 40,000 released. As a result of this, there could be a few confusions in the middle of gameplay which this section should hopefully be able to clear up. If any problems crop up in the middle of the game, the game organiser will make a decision on the spot to allow the game to keep going. The game organiser’s decision is final (though will be open to discussion about it after the game).
Flyers: Despite the fact that the rules for skimmers moving fast has changed, flyers still consider all damaging hits to be glancing (and thus take a -2 on the damage table) even if the armour penetration roll would beat the flyer’s armour.
Codex: Space Marines: Whilst some attendees may have access to the new Space Marines codex, it is certainly not on general release yet. Therefore, the older version of Codex: Space Marines (which includes Traits) is still valid, and the newer version of the codex may NOT be used. Exceptions may be made if a player has no access to the older Codex, but only on a case by case basis. Please contact the game organiser before the game if this is the case.
On the day itself:
The game will take place at the club’s usual venue; the Rushden Scout Headquarters behind Orbit Tyres. If you are unsure where this is, please check out the club website at phoenixgaming.wordpress.com/about/
The date of the game is Saturday the 27th of September. The hall will be open from 10am and will close at 5pm. I would like it for players to turn up as close to 10am as possible so we can get started as soon as possible.
If a player is late, then their troops will simply count as being in Strategic Reserve, so they can enter play when the player arrives. However, such a player will have lost the opportunity to use any strategic assets that required them to be there at an earlier time.
The attendance cost will be £4 per person; please bring this on the day itself.
Considering the length of the game, it is highly advisable to pack your own lunch and refreshments. We will be taking frequent, but short, breaks so you can consume your food.
Things to bring:
Please note that Datasheets and Strategic Asset details will be provided by the game organiser, so you do not need to bring copies along if you do not wish to.
Problems?
If you have any problems, or wish to clarify anything presented here, please feel free to contact the game organiser, Liam, by PMing maskedthespian on these forums.
I'm aiming to try and set a common ruleset for club games of Apocalypse, so it won't take too long to organise other games in the future. As part of this, I'm looking for feedback to these rules, which I'd appreciate being posted here for other people to read and discuss.
At this point, please read the "game organiser" to mean myself (Liam).
What follows is a replica of the 7 page rules supplement I handed out to some of the Apocalypse players at last night's (September 17th) meeting. The line breaks represent a page change, but should not be considered a break in topic. Both the printed version and this electronic version are identical, except where you see text like this - this indicates additions made since the latest printing.
presents a game of
The Kaurava system is in the middle of a heated war. Trapped by a warp storm of unprecedented size, multiple factions vie for control. The Imperium struggles to maintain its hold on the system. The forces of Chaos seek to convert the system into a base for further forays into the surrounding Imperial space. The Necrons have awoken from their age-old slumber, ready to destroy the younger races who claim their tomb worlds for themselves. The Tau Empire, having set up a forward base on the moon of the second planet, intends to both prevent the warp storm from spreading to their region of space and also claim the system for their own use. The native Orks, having long lived within the system despite attempts by the Imperium to wipe them out, are following a new leader; a prophet of the Waaagh! who came to them from the stars, promising them the fight of their lives. The motives of the mysterious Eldar are, as ever, unknown, and those of their piratical cousins even more so.
It was thought that the warp storm was so powerful that nothing could pass through it. The sudden emergence of a Tyranid splinter fleet through the warp storm has taken everyone by surprise, not least the Imperium who had previously not known of Tyranid activity in that region of space. Beset upon all sides and seeing the potential ruination of everything they have worked for, the Inquisition, overall head of the Imperial forces, concocts a desperate final plan. By massing their remaining forces on the plains of Kaurava II, they intend to draw their foes to them, and strike a devastating hammer blow to them. Whether this plan will succeed or not will be up to you…
Picking your Army:
Each player must choose an army list to use, such as Space Marines, Cadian Shock Troops, or Tyranids. They must then pick an army according to their chosen army list, up to the points value agreed beforehand. They may only choose units, legendary units, and battle formations from the army list they chose, unlike in standard Apocalypse games.
Non-standard army lists or units (such as out-of-print army lists like The Lost and the Damned or fan-created army lists such as the Bell of Lost Souls’ Genestealer Cult army list) may be used, subject to permission to by the game organiser. Likewise, if a player wishes to choose multiple army lists (such as combining Imperial Guard and Space Marines) they may do so, again subject to permission by the game organiser. In this latter case, looking at the Apocalypse allies matrix (reprinted at the end of this leaflet) and choosing two armies that are trusted will be more likely to be allowed than two distrustful armies, which will again be more likely than two armies considered hated enemies.
Remember that in Apocalypse, unit limitations (such as the 0-1 limit on Daemonhunter Inquisitor Lords or the need to take an Imperial Guard Infantry Platoon before taking an Armoured Fist squad) and the force organisation chart (1-2 HQ, 0-3 Elites etc.) are suspended. This means you may take any number of any type of unit, as long as you adhere to the standard squad sizes and upgrades allowed. In the case of unique units, such as named special characters, a different name or designation will be required for each unit, each representing a different renowned unit with equivalent game effect.
Each player may also choose a single Strategic Asset that will apply to their army, according to the rules given later.
Each player will be required to bring along and provide a physical copy of their army list. As part of this, each player will need to name each Independent Character they have in their army (for those armies that wouldn’t have names for their ICs, such as Tyranids, an “Imperial designation” will suffice) and also to note which is the most expensive Independent Character in their army. This is due to some datasheets and strategic assets which interact with Independent Characters. Also, highlighting which units were purchased from the Troops section of the army list will also be helpful.
As part of writing your army list, and to allow players without access to any of the Apocalypse books to use them, the game organiser will make himself available to any and all players and will freely offer advice if desired.
Modelling:
As per usual at the club, models are not required to be painted nor 100% Games Workshop. However, as detailed on page 18, paragraph 2 of Warhammer 40,000 Apocalypse, ‘upgrades absolutely must be represented on the model,’ so WYSIWYG will be strictly adhered to. Therefore, no kind of proxying will be allowed, especially when it comes to the strategic assets noted down later as requiring models or markers. Scratchbuilt and converted models are allowed as long as they are well representative of the model they are being used for and look appropriate for the Warhammer 40,000 universe.
Playing the game:
The game will run from 10:30am (or as close to it as I can) and will end at 4pm. As is standard for a game of Apocalypse, if a game turn is still in progress when the time limit expires, the game will continue until the end of that game turn. If a player does not turn up by the time that the ‘bids’ for the first turn are revealed, they will be considered to be late. If a player is late, then their troops will simply count as being in Strategic Reserve, so they can enter play when the player arrives. However, such a player will have lost the opportunity to use any strategic assets that required them to be there at an earlier time.
Each side will need to nominate a “leader” for their side. This leader will be the player with the most expensive Independent Character, and will, nominally, be in charge of their side. Amongst other things, the leader will be in charge of, and have the final decision over, their side’s ‘bid’ for the first turn.
Note that the mission played will be the Apocalypse mission as detailed in the Apocalypse book, with the following amendments.
'No-man's land' will be determined by splitting the table in two, lengthways, down the halfway line. As usual, 'no-man's land' will extend 6" from either side of this line. As a result of this, friendly units entering the table from strategic reserve may count their own board edge and the sides of the table, up to the edge of 'no-man's land', as a suitable entry point.
The outflanking rules as detailed in the Warhammer 40,000 rulebook will not be used. If you wish to do something similar to that, then I recommend looking at the Flank March strategic asset.
Scoring Units do not function exactly as mentioned either in the Apocalypse book nor the Warhammer 40,000 rulebook. Please see the following section for details on Scoring Units.
Each player's army is considered a single and independent entity from those of his allies. This means that rules affecting one player's models do not apply to his allies' models. Examples of this include, but are not limited to:
- A Space Marine Commander's Rites of Battle will only apply to his own troops,
- A Necron player's army's Phase Out limit is reliant only on his own models,
- Multiple Ork players may each call a WAAAGH! move, but their WAAAGH! will only affect their own Orks.
Each side will be given a period of time for each section of the game; 10 minutes each for the movement, shooting and assault phases. A warning reminder will be given at the 2 minute, 1 minute and 30 second time interval so players are duly warned that the phase is coming to an end.
At the end of each game turn, a short 5 minute break will take place for players to rest, have a break, grab a bite to eat or drink, or any such activity.
Scoring Units:
For the purposes of capturing Apocalypse objectives, a unit is considered scoring if:
- It comes from the Troops portion of your army list and is not a vehicle, or
- It is above half strength (as described on page 300 of the Warhammer 40,000 rulebook).
Please note that the Hold at all Costs strategic asset partially amends the second case.
Units that have the Swarm special rule or specify that they are never scoring units are NEVER scoring units, even if they fulfil either of the above criteria. Note also that a non-scoring unit may never prevent a scoring unit from holding an objective.
Certain other units are considered scoring, but this will be noted in their individual unit/datasheet entry (such as the Loota Wreckin’ Krew datasheet).
Datasheets:
All datasheets found in the following locations are legal, unless stated otherwise;
- Warhammer 40,000 Apocalypse,
- Warhammer 40,000 Apocalypse Reload,
- Imperial Armour: Apocalypse. Please take note of the errata and FAQs downloadable from www.forgeworld.co.uk/downloads40k.htm,
- Any datasheet printed in a UK White Dwarf,
- Games Workshop’s website, specifically uk.games-workshop.com/apocalypse/datasheets/1/ . Please note that the Chaos Annihilation Force, Ork Pulsa Rokkit, Steel Fury Baneblade Company, Tau Ranged Patrol Wing, Terminus Ultra Land Raider, The Green Tide, Nurgle Plague Tower, Sunstorm Squadron and The Great Court of the Young King datasheets, as downloadable from this website, are no longer legal as they have been reprinted and updated in Warhammer 40,000 Apocalypse Reload.
Datasheets not available at any of these locations (such as fan created datasheets) may be used subject to approval from the game organiser.
Please note that to use the Chaos Space Marine Warp Rift datasheet, a suitable marker must be modelled and painted.
Strategic Assets:
Each player may choose a single Strategic Asset when they choose their force, subject to the following limitations.
When a player uses an asset, its benefits (and penalties, if any) apply only to the models in their own army; they do not extend to any other models on their side regardless of the wording of the asset. So whilst the models belonging to a player who had picked the Camouflage asset would gain its bonus, his teammates’ models would not.
Assets are unique to each side, so, for example, two players on the same side could not both choose Vortex Grenade! To avoid this, the game organiser will note down, in advance, which asset a player has chosen and prevent further players on the same side from picking it.
Whilst a player may only choose a single asset, any asset which is gained from choosing a particular datasheet or from fulfilling game criteria (see below) is not counted towards this total. So, for example, a player choosing the ‘Emperor’s Talons’ Recon Troop will gain the Recon asset as described in the datasheet’s entry and may also choose a further asset. Also note that assets gained in this way do not count towards your team’s limit. So, in the above example, taking the ‘Emperor’s Talons’ Recon Troop would not prevent another player from picking the Recon asset themselves and applying it to their own troops.
As detailed in Warhammer 40,000 Apocalypse Reload, army-specific strategic assets may only be picked if you are playing with that specific army.
Notes and clarifications for specific strategic assets:
Hold at all Costs: As noted above, this asset amends which units count as scoring in your army.
Vital Objective: You may only claim the bonus from this asset if it is YOUR troops that hold the objective, not just your side’s troops.
Tunnels, Minefields, Obstacles, Disruptor Beacon, Null Field Generator, Supreme Headquarters, Shield Generator, Blind Barrage, Defence Line, Strongholds, Effigy of Gork (or possibly Mork), Mek Workshop, Darkstar Warhead, Icefire Warhead, Waygate, Spore Chimneys, World Digestion, Chaos Altar, Webway Assault: To use any of these assets, a player will need to bring along a number of the appropriate markers or models, suitably modelled (as per the modelling rules).
Bunkers: To use this asset, a player will need to bring along a number of bunker models, appropriately modelled. Whilst your troops must initially man these bunkers, any models from your side may use them and may also be deployed within (if the model is sufficiently large enough to allow more than one squad inside).
Jammers: This asset is banned, and may not be taken, regardless of whether allowed to by a datasheet or whether a player wishes to choose it. If a datasheet gives this as a bonus asset, the game organiser will assign a suitable replacement.
Scheduled Bombardment: Drawing a map of the battlefield and noting down the target points, with ranges in inches, would be greatly appreciated.
Game bonuses:
In order to encourage players to get into the Apocalypse mindset, the following bonuses will be given out to players who fulfil the appropriate criteria.
Army list
- Including at least one Super Heavy Vehicle or Gargantuan Creature in your army,
- Including at least one datasheet which costs more than 1000 points,
- Including at least one flier in your army,
Models
- Having a fully painted (3 colours minimum and based) Apocalypse army (3000 points minimum),
- Providing a fully painted and modelled objective marker for use in the game,
During the game
- The first player to destroy a Super Heavy Vehicle,
- The first player to kill a Gargantuan Creature,
Rules Amendments and clarifications:
Since the release of Warhammer 40,000 Apocalypse, there has been a new edition of Warhammer 40,000 released. As a result of this, there could be a few confusions in the middle of gameplay which this section should hopefully be able to clear up. If any problems crop up in the middle of the game, the game organiser will make a decision on the spot to allow the game to keep going. The game organiser’s decision is final (though will be open to discussion about it after the game).
Flyers: Despite the fact that the rules for skimmers moving fast has changed, flyers still consider all damaging hits to be glancing (and thus take a -2 on the damage table) even if the armour penetration roll would beat the flyer’s armour.
Codex: Space Marines: Whilst some attendees may have access to the new Space Marines codex, it is certainly not on general release yet. Therefore, the older version of Codex: Space Marines (which includes Traits) is still valid, and the newer version of the codex may NOT be used. Exceptions may be made if a player has no access to the older Codex, but only on a case by case basis. Please contact the game organiser before the game if this is the case.
On the day itself:
The game will take place at the club’s usual venue; the Rushden Scout Headquarters behind Orbit Tyres. If you are unsure where this is, please check out the club website at phoenixgaming.wordpress.com/about/
The date of the game is Saturday the 27th of September. The hall will be open from 10am and will close at 5pm. I would like it for players to turn up as close to 10am as possible so we can get started as soon as possible.
If a player is late, then their troops will simply count as being in Strategic Reserve, so they can enter play when the player arrives. However, such a player will have lost the opportunity to use any strategic assets that required them to be there at an earlier time.
The attendance cost will be £4 per person; please bring this on the day itself.
Considering the length of the game, it is highly advisable to pack your own lunch and refreshments. We will be taking frequent, but short, breaks so you can consume your food.
Things to bring:
- Your models. Remember that, as usual, models are not required to be painted nor 100% Games Workshop. However, WYSIWYG MUST be adhered to.
- Your army list (preferably printed for ease of reference). As a subset of this, a list of each of your Independent Characters, named and with costs (though not necessarily detailing their equipment) will also be required.
- Your army’s Army Book and the 5th Edition Warhammer 40,000 rulebook. If you own a copy of the Apocalypse rulebook, bringing this along would be very much appreciated.
- Standard gaming equipment. This includes tape measures, dice, templates (particularly Apocalypse templates, if owned), pen/pencil and paper, counters, and superglue to repair breakages.
- Lunch and refreshments (as mentioned above).
Please note that Datasheets and Strategic Asset details will be provided by the game organiser, so you do not need to bring copies along if you do not wish to.
Problems?
If you have any problems, or wish to clarify anything presented here, please feel free to contact the game organiser, Liam, by PMing maskedthespian on these forums.