Aces of the Apocalypse

POST APOCALYPTIC WARGAME BY THE GROUP OF GAMERS core rules written by Max Hixon. ACES OF THE APOCALYPSE A POWERFUL ELEC

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POST APOCALYPTIC WARGAME BY THE GROUP OF GAMERS core rules written by Max Hixon.

ACES OF THE APOCALYPSE A POWERFUL ELECTRO-SCIENCE COMPANY CALLED TESLA-CORP (OWNED BY A MAN KNOWN ONLY AS NICHOLA THE THIRD) BUILT A PORTAL INTO A NEW WORLD THE WAS CALLED TESLAND AND WORK STARTED TO BUILD A

CITY FOR THE RICH AND FAMOUS.THE RICHEST NATIONS OF THE WORLD SENT THEIR CONVICTS TO BUILD LARGE SETTLEMENTS IN THE FRESH NEW LAND. AN ORGANISED GROUP CALLED “THE IRON HAND” INTERCEPTED A RUSSIAN NUCLEAR WARHEAD AND BOMBED THE PORTAL SEALING THE PORTAL FOR ETERNITY AND TRAPPING THOSE INSIDE IN A HARSH NUCLEAR WASTELAND. ---------------------------------------------------------------------------------------------------------------------------WELCOME TO THE NEW WORLD: Aces Of The Apocalypse is a 28mm skirmish miniature wargame set in a post-apocalyptic setting.To play the game you will need: -A set of playing cards -A selection of miniatures (three to four miniatures for a small game) -A roster sheet and a rulebook --------------------------------------------------------------------------------------------------------------------------BUILDING THE FORCES To start with you will need to select what kind of “gang” you want to build: The Wanderers - nomadic scavengers trying to find a place to live. The Settlers- settlers who have created small pockets of civilisation. The Raiders- people who want to kill you and then take your food. The Brazen Brotherhood-a fractured group of knights recovering “relics”. The New Government- Group who want to build a country. Teslites -a dwindling group of high tech warriors with unclear aims. The Old Order-people who believe that the ways of the past are better. THE GANGS CHANGE WHAT YOU CAN HAVE IN YOUR FORCE: abbreviations:

special rule:

The Wanderers=WR

one free weapon

The Settlers= ST

place one piece of defensive terrain

The Raiders=RD

one free heavy gatling + auto rifle

The Brazen Brotherhood=BB

one free power suit

The New Government=NG

3 free auto rifles

Teslites = T

none

The Old Order= OO

free bow and arrow for all

BASIC EQUIPMENT CHART: RP= requisition points WEAPON

The chart will be added to at a later date

ATTACKS

SPECIAL EFFECTS

RP

USED BY

automatic rifle

2

+1 to card draw

10

all

tesla gun

5

-1 to card draw

pistol

1

12” max range

laser rifle

2

+2 to card draw

Heavy gatling

4

bow and arrow

2

Flamethrower

template

3

all

12 RD,BB,T,ST

12 “max range

15 OO,WR,ST

auto hit template

40 BB,NG,WR 10 RD,WR,ST

3

-2 to card draw

Sniper rifle

1

auto hit

SAVE

T,BB

may not move and shoot 40 all

shotgun

ARMOUR

60

SPECIAL EFFECTS -

25

ST,T,BB

RP

USED BY

cloth

-

-

leather pad

10+

-

5

leather stud

9+

-

10

Metal Pad

7+

-

12 RD,ST,WR

Metal plate

7+

Carapace

6+

powered

4+

Tesla

4+

-1 movement

all all BB,OO

20 BB,OO,ST

-

25 NG,T

-1 movement -

30 BB,T 33 T

every model counts as having a close combat weapon. To begin building your gang you need to select a basic Archetype from below: NAME

MOVEMENT

WOUNDS

RP

SPECIAL RULES

KNIGHT-BB

6

20

30

Commanding

SERGENT - BB

6

15

25

Commanding

SQUIRE- BB

6

10

20

Bravery

SERVANT-BB

5

5

15

Martyr

LORD-OO

6

20

30

Commanding

ASSASSIN-OO

7

15

20

Assassin

HUNTSMAN-OO

7

10

15

Deadly shot

SARGENT-NG

6

15

25

Commanding

TROOPER-NG

6

10

20

Bravery

CONSCRIPT-NG

5

5

10 35

-

TESLORD-T

6

20

Commanding

SPY-T

6

10

25

Stealth

AGENT-T

6

10

25

Bravery

VULTURE-WD

5

20

30

Commanding

SCAVENGER-WD

6

10

20

scavenge

COURIER-WD

8

10

20

-

THANE-RD

6

20

30

Commanding

BERZERKER-RD

7

15

28

berzerk

FIEND-RD

6

10

20

-

SLAVE-RD

3

3

5

run off

SHERIFF-ST

5

20

30

Commanding

GUNMAN-ST

5

10

20

Bravery

MINUTEMAN-ST

5

5

10

Bravery

PLAYING THE GAME: The game works in turns: PRIORITY PHASE PLAYER ONE COMMAND PLAYER TWO COMMAND PLAYER ONE MOVEMENT PLAYER TWO MOVEMENT PLAYER ONE SHOOTING PLAYER TWO SHOOTING

(when using cards shuffle before each draw)

PLAYER ONE ASSAULT PLAYER TWO ASSAULT PRIORITY: During the priority phase both players draw a card to see who is player one and player to that turn.The person with the highest may decide who is who. COMMAND PHASE: For every model with the “Commanding” Special rule take a card from your deck and don't let the opponent see it.you may play the card in any phase. A card of Hearts allows you to heal wounds on any of your models equal to the value of the card ( J=11 Q=12 K=13 A=1) A card of Spades allows you to take the amount of wounds off of an enemy model equal to the value of the card. A card of Clubs Allows an extra 6” movement on your models. A card of Diamonds makes you pick up two more cards from the deck. A joker outright kills an enemy model. MOVEMENT: To move select the model you want to move look at its movement stat and move in any direction.the model must go around any terrain and must finish the move on one side of a wall in it.Use common sense.Apply any modifiers. To Run you draw a card from your deck and add that value in inches to the movement of your model. IF YOU RUN YOU CANNOT SHOOT. During your movement phase you must move into base contact with an enemy model if you want to assault them.You may move out of an assault on a 8+ draw.If you fail you are stuck in combat at - 2 wounds.

SHOOTING: Select the model you want to shoot with and select the target you want to shoot at maximum range is 25” if any cover is in the way and blocks line of sight you may not shoot at the enemy model if it partially blocks line of sight add -1 to their armour save.Draw as many cards as there are attack and apply modifiers if over the army's shooting skill it is a success and causes a wound for every successful card then take armour saves where necessary for each affected wound. SHOOTING SKILL The Wanderers 7+ The Settlers = 5+ The Raiders=9+ The Brazen Brotherhood =7+ The New Government =7+ Teslites = 6+ The Old Order= 10+

ASSAULT: when in assault both player draw a card ( or more if any modifiers are taken) the person with the highest score wins the assault and causes the difference in numbers in wounds ,of course the score must be higher or equal to the assault skill to cause a wound otherwise it is just parried away.if you have more than one card then you still battle the draw against the card drawn by the opponent. Take all necessary armour saves.

SPECIAL RULES:

RP:

COMMANDING: see command phase

10

BRAVERY: extra wound for one turn

10

SCAVENGE: pick up an enemy weapon on the spot he was killed

10

BERZERK:extra close combat attack one turn

10

STEALTH:may deploy 12” or more away from the enemy mini

15

ASSASSIN:stealth rule plus extra shot for one turn

20

CHAINSWORD:2 attacks in close combat at -1 to wound

20

BALLISTIC FIST:2 attacks in close combat at -2 to wound

25

HORSE:(or something along the lines of one)moves 12”

20

ARTILLERY STRIKE:take three a wound off of an enemy model

20

thanks for reading.