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 The chart will be added to at a later date WEAPON ATTACKS SPECIAL EFFECTS RP USED BY automatic rifle 2 +1 to card draw 10 all tesla gun 5 -1 to card draw 60 T,BB pistol 1 12 max range 3 all laser rifle 2 +2 to card draw 12 RD,BB,T,ST Heavy gatling 4 may not move and shoot 40 all bow and arrow 2 12 max range 15 OO,WR,ST Flamethrower template auto hit template 40 BB,NG,WR shotgun 3 -2 to card draw 10 RD,WR,ST Sniper rifle 1 auto hit 25 ST,T,BB
ARMOUR SAVE SPECIAL EFFECTS RP USED BY cloth - - - all leather pad 10+ - 5 all leather stud 9+ - 10 BB,OO Metal Pad 7+ - 12 RD,ST,WR Metal plate 7+ -1 movement 20 BB,OO,ST Carapace 6+ - 25 NG,T powered 4+ -1 movement 30 BB,T Tesla 4+ - 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
The game works in turns: (when using cards shuffle before each draw)
PRIORITY PHASE PLAYER ONE COMMAND PLAYER TWO COMMAND PLAYER ONE MOVEMENT PLAYER TWO MOVEMENT PLAYER ONE SHOOTING PLAYER TWO SHOOTING 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
Melville - The Russian Face of Germany - An Account of The Secret Military Relations Between The German and Soviet-Russian Governments (Abmachungen) (1932)