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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.
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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

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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

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 -
TESLORD-T 6 20 35 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: (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

thanks for reading.

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