POST APOCALYPTIC WARGAME BY THE GROUP OF GAMERS core rules written by Max Hixon. ACES OF THE APOCALYPSE A POWERFUL ELEC
Views 148 Downloads 0 File size 34KB
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.