Nuclear Renaissance is a tabletop miniature wargame produced by Ramshackle Games, set in a science fiction, Post-apocalypse Earth setting. Nuclear Renaissance was created by Gil Harrison and Curtis Fell in 2005 Setting Nuclear Renaissance takes place in some undetermined time in Earth's future, in the aftermath of a long forgotten war. "Wars, over-consumption and the wanton destruction of [the] environment has left the earth as a barren rock". Nuclear bombs, biological agents, and poisons have scoured the Earth's surface leaving only a handful of humans alive. A nuclear winter has occurred devastating the biodiversity of the planet, leaving the remaining humans to scavenge and battle for what limited resources were left. The radiation has deformed and mutated many humans, so they appear in a wide range of sizes. Makeshift vehicles cobbled together from old wrecks form an important part of the survival of the marauding bands that roam the scorched earth. Gangs Each character a player buys is classed as Hero, Soldier, or Goon in descending order of cost/ability. They have 650 points to construct a gang and equip them with weapons, skills, and vehicles. Thus, a gang may consist of 2 or 3 highly valued members, or 20 expendable ones. Players may also purchase specialists, who are classed as soldiers. Types of specialist are: Mechanic – can fix damages vehicles on the field. Medics – can treat wounds of injured characters. Bards – can rally troops and remove shock tokens. Alternatively, characters may have these skills purchased for them individually. Character Statistics Each character has 7 statistics Aptitude – Dictates order of play and general ability of character Combat – Shows relative close-quarters combat ability Ranged – Shows ranged weapon ability Dodge – Shows ability to avoid ranged attacks Dodge Dice – Number of dice player rolls when dodging Action Points – How many different actions a character can make in a turn Points – Overall value/cost of character Game Mechanics Nuclear Renaissance is turn-based, with each player activating one figure at a time during that turn. When all players have activated all figures the turn ends and a new turn begins. 10-sided dice (D10) are used. Each figure has a set amount of Action Points that they can use to move, shoot, aim, &c. When all Action Points are used up, that figure's turn is over and the next player moves a figure. No figure may move more