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40K Apocalypse: Orders & Faction Rules

2 Minute Read
Jun 30 2019
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We’re back with more Apocalypse. Today we’re taking a look at how Orders work, and how you can get the most out of your Factions.

Time to take a deeper dive into the ruleset of the Apocalypse. We’ll be taking a look at the different Orders you’ll be giving your detachments, then we’ll take a look at how some of the Faction rules work.  It’s a preview-palooza today at BoLS, so let’s get right to it. Now, we’ve talked about Orders before but today we’re looking at what the different orders actually do.

Each of these orders gears your detachments to doing one thing better. If you want to shoot good give an Aimed Fire order, if you want to fight, Assault will get you in. Want to move and shoot? Advance is the way to go–and sure, you could also Fight, but you’re basically giving up some extra movement. Aimed Fire is great for hitting an enemy, but its penalty makes you want to be cautious of leaving yourself open to an Assault.

But even so, Orders are pretty straightforward. Same thing goes for Faction Abilities. They’re basically the reason that detachments matter–if all your units in a detachment share a keyword like Adeptus Astartes orDrukhari, then you’ll gain your faction’s special rules:

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This is where each of the armies gets and keeps their flavor. Though the balance does seem to be in an interesting place at the moment. Compare something like Adeptus Astartes’ And They Shall Know No Fear, to something like the Asuryani’s Battle Focus or the Genestealer Cults’ Cult Ambush. Whatever faction you’re leaning towards, they’re all represented here, each with their own diverse abilities ready to blow up the battlefields of the 42nd Millennium.

Bet of luck generals! Be sure and stay tuned later for an unboxing of the Command Assets and movement trays!

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Author: J.R. Zambrano
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