I have to say: I play in a pretty cool meta! The players in the the greater San Antonio area are a pretty cool crowd and we regularly have big narrative games. Check it out, friends. Here are the rules and the background for the huge (100K+ points) Apoc game we are going to play in a few days. Check it out! How does this stack up to what you see in your area?



The Peril at Port Maw
An ALAMO Apocalypse 40k Narrative Event


"How came you this information?" His words carried an unearthly echo, a blessing reserved only for the most indulgent of Slaaneshi champions. It was hauntingly pleasant and chilling when combined with the warrior's ancient Doric accent.


"A half dead Imperial Commander. Larkin is his name. A devotee found him near death from an Eldar inclusion. He let slip praises of Lanshor in his anguish. We saved him from the darkness of the false emperor. Our infiltrators confirm it's accuracy." The purple-clad cultist nervously paused as he watched the mighty gauntlet of the chaos marine clutch the Imperial tactical report. He yearned to earn Lucius' favor. To date, he had only received his contempt.


"Port Maw's defense network...the keystone of the Gothic sector. If it falls, the rest lay within our grasp." A smile crept upon the stretched, contorted lips of the Emperor's former child. "A decadent glory isn't oft presented for free. Where is this Larkin you spake of?"
The cultist lurched backward, careful to avoid showing his back as he left his lords chamber. He soon returned with Larkin, shuffling forward in shackles; a menacing grin upon his grey whiskered face.
Lucius motioned his giant arm towards the captured plans scrolling through the holo display. "Trust you, shall I?" Larkin leaned in to understand, thrown off slightly by the dread marine's manner of speech.


"Trust me? Ha!" Larkin spat back in a gravelly voice. His eyes momentarily gleamed in anticipation. With a brutally elegant maneuver only a seasoned veteran could execute, Larkin lunged at his cultist escort. In a spinning motion he wrapped his chains around the poor soul's neck, jerking it wildly. A sickening crack reverberated through the chamber as the lifeless body snapped backwards and slumped to the floor.


Larkin quickly rummaged through the cultist's robes, producing a bolt pistol and blasting through his restraints. Grasping the weapon with both hands, he leveled the weapon cooly at Lucius' left eye. The retinue of the ancient horror responded by leveling their own collection of doom sirens, bolters, and sonic weapons.The old guardsman scanned the room, assessing the threat. His eyes returned to Lucius. With a cocky smirk, Larkin lowered his weapon. Lucius returned the gesture by waving his retinue to stand down.


"Can you trust me...is that what you're askin'? Probably not." The Necromundian slid the bolt pistol into his trousers and turned to look out the chamber viewer. Clusters of stars left traces as the massive warship hurtled through warp space.
Larkin paused to collect his thoughts, then turned to face the scion of chaos. "For decades, I've fought for the Emperor. My Sump Rats and I battled for hundreds of planets. I had to drink a bottle of synthehol just to get through the damnable hymns praising Holy Terra after each victory. What did we earn? Nothing...only to be shipped off again for some other lost cause. My only real joy came from thinking of innovative ways to frag commissars and making it look like 'friendly fire.'"
Rage began to consume Larkin's face as he reflected on his long career and the deaths of so many beloved comrades. "Those were MY victories! Those were MY men! How DARE the God of Man claim my indisputable glory? As I lay dying, I heard promises of glory whispered in my ears. Slaanesh offered me pride in my murders...a life of significance and glory."


"Why should you trust me?" Larkin turned again to peer out into the void of space. "I, too, want to watch this galaxy burn."


Lucius caressed his chin as he listened. This manling wasn't a sycophant like his late attendant. Perhaps he was a gift from the Dark Prince.
"What do you propose, Larkin?"


Larkin continued to stare into the void, knowing he could no longer turn back. "Chum the outer rim territories with millions of your slaves to draw the hive mind farther in the system. Bribe the Orks to launch a new campaign. Pit our Imperial allies against one another. And...when they send forces to respond...strike Port Maw with everything available. The defenders cannot maintain their hold on the sector if we all strike simultaneously."


Lucius offered a nod to his chief advisor. He was eager to allow his newest vassal a chance of glory...the doom of Port Maw was at hand.


The Rules
What is a narrative 40k Apocalypse event?
A 40k narrative Apocalypse event is an incredible experience. It's like writing your own 40k story with your friends-and then gaming to see how it all ends! The tournament organizers will create the base background nod allow the players to fill in the blanks.


The event day is not tournament. 40K Apocalypse game that will determine the fate of the Gothic Sector and the critical Imperial stronghold of Port Maw. All armies area are welcome to play--The Gothic sector suffers from many incursions, Xenos and Heretic alike. All we ask is that you invest as much energy into helping your opponent having a good time as you would for yourself. Overly-competitive, argumentative, or rude players will not be allowed to play in future events.

What armies are allowed?
All current codex armies, Apocalypse formations from the two new rule books, Chapter Approved White Dwarf armies, and armies listed in any current Imperial Armor book may be used.


If there are more than one listing, the most current set of rules MUST be used. You must have a copy of the rules to field any apocalyptic unit/formation/super heavy. Any other units/formations must be approved by the tournament organizer (TO) by December 20th, 2013 to Dan Norris (via post on Alamo Gamers Facebook page or via IM). All decisions are intended to ensure a fun experience.

How are victory points awarded?
Victory Points (VP) are used by the a Tournament Organizers (TO) to not only assess what side is winning, but to reward players with special abilities like activating Strategic Assets, returning destroyed units to the table top, etc. There are many ways to earn VPs; pay attention to the rules below to find out how!


What other special rules are there?While painted armies are encouraged, we will allow primed and unpainted armies to play. The central worlds will require 100% painted due to photos and video battle reports. As a general rule-similarly painted armies will play against one another. We will not have someone's detailed White Dwarf army play a against a hastily glued together unpainted horde. :-)
Additionally, fielding a painted army will help your allies significantly with extra victory points. All painted/flocked will earn 2 VP per side, mostly painted and flocked (i.e., 80% of models are finished/based) will earn 1 VP, and anything less than 80% painted/flocked will receive 0 VP. Additionally, TO reserves the right to award any army an additional VP for extremely well painted armies, extensive conversions, and cohesive themes.


TO will award VPs to players who contribute background stories (Fluff) on Alamo Gamers FB page. Background fluff is a great way to add flavor to the game, incite rivalries, and create awesome gaming memories with your friends. 1 VP will be awarded to those who submit background stories about their units, how they relate to the battles, etc. The TO reserves the right to offer those with exceptionally detailed or compelling stories a bonus VP. All stories must be posted on Alamo Gamers FB page the day before the event to be eligible for points.


There will be Secret Missions!
I'd tell you more about them...but they are SECRET! All players will receive a sealed envelope with their secret mission on game day. Achieving a secret mission is worth 2 VPs. Any player who shares their secret mission prior to accomplishment forfeits any points they would have earned. Loose lips sink ships, fellas!


Players are encouraged to send in their army list and photos of their army to TO by December 15th, 2013. All players who do so will receive an additional VP. The purpose of this is to organize the tables and match opponents. Their may be some last minute shuffling, but we will do our best to have your opponents and battle finalized well before game day (We don't want to miss out on all the smack talk and strategy, do we?).

PLEASE NOTE-- you can adjust your list after submittal; this is just to help the TO match opponents and further develop story lines.

Players who help set up tables the night before game day earn a VP. A player who has his his allies and opponents prepared for deployment and complete deployment the night before earn a VP. This is designed to keep things organized and allow people to immediately get in the action the next morning. Plus-- you will need every VP possible, suckas! ;-)


To ensure a fun, fast-paced day, each round will be limited to 45 minutes. Two general breaks and a lunch will be scheduled to calculate VPs and to allow players to stretch, get food, smoke, etc. We all know that combat can be difficult and many poor decisions are made due to the "Fog of War." To represent this, a player MUST finish all their turn actions before the next round concludes. Any actions left unfinished are forfeit-- everything stops where it is and moves to the opponents turn (including close combats, etc.). If it's important to your battle plan...This is designed to keep things fun, respectful, and balanced for both sides. Anyone purposely slowing down an opponent will be severely dealt with by being locked in a porta-potty with a vicious squig.


Deployments will be wagered. Lowest time deploys first, goes first. No one may wager over 20 minutes or less than 1 minute. Ties will be resolved using a D6. Opponent may attempt to seize the initiative as normal. Troops not deployed (for any reason) are considered to be in reserve. Up to half of reserves (players choice) can be deployed at the start of TURN TWO, the remainder on TURN THREE.


Each table will need to elect one Warmaster per side. Each player must have a warlord for their troops. Any warlord may be elected to Warmaster (as per the Apocalypse rules) and benefit from the advantages of both.


Each player can select one Strategic Asset available to their warlord's army.
Assets are exciting,thematic ways to enhance a Apocalypse game and can be found in the main rules. IMPORTANT--you must use a VP to activate an asset! Read that sentence again...it's very important. It's designed to force hard choices on the table top and make some bizarre asset combo more risky to attempt.


As per the new rules, you may exchange 1 VP to bring back any formation/unit previously destroyed in battle. It takes the sting out of having your favorite new and hastily painted model vaporized on turn one.


Divine Intervention (pg 24), Finest Hour (pg 26), Sons of the Primarch (pg 28), and Strategic Reserves (pg 37) from the Apocalypse rule book are in effect. Also...Unnatural Disasters (pg 38) may have a chance of impacting a random table.


As the game progresses, the TO will award advantages to the sides who have more VPs at the break. These determine the control of planets, and when combined with other planetary battled, determine supply lines. Your TO will announce these advantages and how they work as they become available on game day.


Any player who does not attend the actual game will forfeit any points earned
Players will need to bring a minimum 3,000 point list. Larger point values may be allowed-ask if your interested when table assignments are made. All units (including vehicles, swarms, etc.) can claim and contest objectives. No force organization, but allies rules are in effect. No Grey Knight/Daemon/Tyranid combos, ya weedy grots!


You may strategize all you like! Nothing better than beer and burgers with friends to hatch your evil plans...


We request all players donate 10 dollars to pay for the hall. We will award some swag if we bring in more cash than the hall requires for payment.


REMEMBER: Apocalypse is more about having fun than competitive play. There are situations where the rules may be unclear or disputed. If the spirit of the rule isn't obvious, roll a D6 to resolve or ask a TO for help. Be advised...the time clock doesn't stop and the TO may get the rule wrong, but his word is final. You might just want to stick with the D6 roll! Educate him after the game if his ruling isn't correct-but please don't carry a grudge if he gets the call wrong!


Is there more information on the background?
The Peril At Port Maw is the latest in a series of narrative Apocalypse games stretching back over three years by Alamo Gamers. Larkin evolved as a central character and has fought with/against the likes of beloved 40k characters as Pedro Cantor, Eldrad, Urien Rakoth, Ghazgul Thrakka, and many more we've developed ourselves. We look forward to seeing how you add to the story!


To get you started-please read the part of the intercepted message Larkin surrendered to his new dark masters:

+++INTERCEPTED MESSAGE+++ +++Date: 1405.009M42+++ +++Access point: Port Maw Station Astropathic Relay+++ +++Security Clearance: Gamma Epsilon+++ +++Ref: 140500920340-AS-ZSS-CStn+++ +++Thought for the day: It is better to die for the Emperor than to live for yourself. +++ +++SUBJECT FOLLOWS+++
Strategic and Political Assessment of the Gothic subsector, Imperial Calendar 05.009M42. My Liege,
As requested, I am offering an assessment of the a Gothic sub sector. This communication will be entrusted to Commander Larkin and his Necromundian Regiment. While crude and unrefined, I've found his ability to accomplish missions unparalleled.
I shall break this report into two sections. First I shall offer an overview of the sector, then discuss emergent threats and the activities of other races.


OVERVIEW The Imperium of Mankind are still the dominant power in the subsector, controlling the most populous and valuable planets of which Port Maw (Sector Naval Base/Hive World), Leith (Munifactorum World) and Walpurgis (Penal World) are considered most important from a defense perspective.


Port Maw continues to be the most critical port in the sector. No transport may make it through the sector without passing through its mighty defense network. Several basilicas and hives have thrived near the base, giving shelter to over20 billion souls. The main Imperial Fleet, lead by Admiral Donovan of the Grand Cruiser "Zealous Fury," calls Port Maw it's home. It's value strategically cannot be underestimated; to lose Port Maw would put the sector at risk from Xenos and heretic forces alike.
Since its invasion last year, Walpurgis has seen much fighting with an insurgent cultist element attempting to take control of the planet. It is suspected that Governor-Warden Parsons is sympathetic to this movement and is being closely monitored by Inquisitor Ruether. The labor forces of this penal planet must not drift from the Emperor's light.


Leith has been well maintained due to its proximity to Port Maw, and is responsible for the majority of tanks and superheavy war machines of this sector. Unfortunately, many Ork clans have desired to loot this world of its resources, but have been unable to unite to form any legitimate threat.
Krell is an agri-world that supplies nearby systems with food, clothes, and beasts of burden. Some of the continents include features not normally found in nature (geometrically congruent mountains, shorelines, etc.), causing speculation of the corrupting power of Tzeentch. However, it was determined the early colonists participated in terra-forming. What other reason could there be?
Two other worlds, Gideon VII and Genessee, are mining worlds. They also serve as critical relay stations and staging points for Imperial crusades.


Politically the Imperium is weak with little centralized control, with Space Marine Chapters and Imperial Guard units fighting uncoordinated battles. However, their overwhelming superiority in resources and manpower is (for the moment) preventing this lack of command and control from becoming a terminal issue (as it did in the Aleph subsector). A new Warmaster is about to be appointed to the entire sector, so this may change.


THE TAU The Tau suffered reverses earlier in the year, losing two bases in the Rim Worlds to the strengthening Chaos powers. To compensate, they have now established supply points in the Shadow Worlds (Hylas and Memnon) by displacing the Orks who had previously controlled the system.
On Tarsis, the Tau are achieving their objectives at a high cost. It is critical that a breakout on Tuva be achieved in the next six weeks or Shadowstrike may lose his ethereal support and the campaign may be called off. This could be problematic for our forces by destabilizing the sector.
Supply lines for the Tau are quite vulnerable. The Tau are united in their efforts to protect their trade touted. This is currently the primary reason behind their continued expansion in the Zadoc subsector, though fatigue and lack of supplies has seen the Tau activity drastically diminish over the last few weeks. However, our operatives believe the Tau are about to launch a new offensive.
THE RUINOUS POWERS OF CHAOS Those who have pledged themselves to the foul Gods have had mixed fortunes of late. The combined might of Chaos, which looked likely to sweep aside all resistance on Tarsis Major, has crumbled into a divided set of factions. The Night Lords have retreated to their Rim World holdings after disappointment on Tarsis, abandoning the Iron Warriors to their fate. These few remnants have fought on in Merrin but are now extremely close to utter capitulation.
THE ORKS At the time of the Tarsis Prime invasion, the Orks were at the zenith of their power in the subsector. Waaagh! Nazghat had brought the inhabitable planets of the Shadow Worlds to heel after a prolonged battle with the Dark Angels and the three major Ork warlords had put aside their differences to fight together.


Since the invasion, which Nazghat opposed strongly, the Ork fortunes have taken a turn for the worse. Da Verminator's forces were crushed on Tarsis and those that escaped were massacred at Memnon and Hylas by the Tau.


Warboss Snazteef did not give up on Tarsis Major. A bitter to-and-fro war has since raged across the North Tuva Plain. Twice the greenskin horde have reached the capital-twice they have been repulsed. For the time being, the Orks are once again bottled up in the north, but this does not mean they will not erupt once more.


The divisions and diverging objectives within the greenskin commanders have no doubt led to the collapse of the Ork power in the region, but with their powerful armies still largely intact, a full scale Waagh! is still possible, though unlikely, without a new war boss. Praise the Emperor.
EMERGENT THREATS At the beginning of 05.009M42, contact was lost with Betor. Scouting reports from our operatives described a new and alarming resurgence of the Tyranid species. Attacks by vanguard organisms were recorded on Kallack and a number of other small outposts. Biological testing confirmed their DNA was not of the same root as those previously encountered in the sector. This was a new Hive Fleet- code named "Nemesis" by the Imperium. Its origins are unknown, though the fleet's eccentric path through the galaxy is extremely concerning as it appears to be maneuvering in a way previously undocumented in our records.


We have now made contact with a senior Imperial Inquisitor, the Tau Empire, and the Eldar of the Ulthwe craftworld in order to combine our efforts against this new threat. Kallack and Betor appear to be the likely candidates for invasion, but the bio- diverse planets of Alphe, Memnon and the Eldar Exodite worlds in the Mabb Nebula would also be logical targets, so there is a threat to all civilised races. In addition, our Xeno-biologists are working hard to develop biological weapons which may prove useful in the countering of this new threat.


ACTIVITIES OF OTHER RACES There has been little if any Necron activity of late, and the Dark Eldar, while conducting punitive raids on Tarsis Major, are of little consequence. Many field generals agree, but I feel they are underemphasizing the risks. We are at a tipping point-any new emergent threat can spell disaster.


Ever Faithful, Inquisitor Gibran