Quick Start Rules 2010 Dark Age

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    Table of contentsTable of Contents

    4

    Credits p51. Introduction p8

    Core Rules p122. Concepts and Essentials p133 Getting Started p174 The Game Turn p195 Game Play p20

    6 Close Assault p267 Ranged Assault p298 Damage p34

    9 Morale p3610 Casting p38

    Advanced Play p4111 Terrain Rules p4212 Campaign Rules p4913 Scenarios p57

    14 Elements p6115 Glossary p64Templates p75& 76

    Counters p77& 78 Quick Reference Sheet P79& 80

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    SamariaAn abandoned planet, a ruined world, a place where ew still remember...

    Can you imagine what it means when everything alls down?When the world, as you know it, ends in a fash, what comes next?

    Do you give up, all down, die? Or do you struggle, orce yoursel to stand, live on? Walk over the bodieso your amily. Kill or be killed. Cling to lie no matter where it takes you. Because only then will you

    understand how deeds become history.Only then will you survive Dark Age.

    Te world o Dark Age is a world o contradiction. Plasma rifes meet crossbows, laser torches meethorse-drawn ploughs, and uture philosophy meets ancient religion. Te inhabitants o our world all

    share one simple trait, the instinct or survival at any cost.A politicians church ruling long abandoned humans with an iron st.

    Sel-proclaimed demigods thrusting humanity orward with ancient technology.An alien race, battling dishonor through warriors eyes, deending their adopted home.

    Mutated barbarians, thirsting or revenge against those who orsook them.Vat-spawned nightmares created by a perversion o the evolutionary principle and unleashed by an

    insane mother.And there are others;

    humanitys sins risen up against them,an angel allen through scientic pride,

    even more secrets held close by a merciless world.

    Welcome to Samaria.

    Core Rules

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    In this chapter, you will learn some of the basic and essential conceptsyou will need to know when playing Dark Age. If you ever have anyquestions not found in this rulebook regarding Dark Age, feel free to

    stop by the website, http://www.dark-age.com, and visit the forum.Tere you will nd many interesting articles on the varying aspects ofthis hobby including specic articles on the dierent tactics you canuse in the game of Dark Age and plenty of useful downloads.

    What You Need To Play

    BALEFIELD You need something to play on, a table or anyplaying surface will do, typically 4 x 4.

    DARK AGE MINIAURES - o play the game you need anumber of Dark Age miniatures to represent your chosen Forcelist.Each Dark Age miniature comes with a round plastic base to notonly help the piece stand, but also used throughout the rules to rep-

    resent the Unit's footprint on the Battleeld.

    APE MEASURE (F) Dark Age requires a standard Inches/Foot apeMeasure.

    20-SIDED DICE Used throughout Dark Age, rolling twentysided dice (d20s) to determine the outcome of statistic rolls and gen-eral game play. Multiple dice of dierent colors are preferable, mak-ing dierent rolls easier to distinguish.

    ERRAIN o add life to your Dark Age miniature game you will want to use terrain such as miniature-scale hills, rivers, bridges,fences, buildings, and other landscapes.

    COUNERS & CARDS Dark Age makes use of variouscounters and templates. Find these at the back of the Forcelist books.If you decide to use your own Counters and/or Cards, ensure theyare clearly representative, and that your opponent knows what theyrepresent before setting up the game.

    Game Play Definitions

    Argument Stopper - abletop war games are just that:games. Although making every attempt to cover all possiblescenarios and keep game play as smooth as possible, circumstancesmay arise during game play not covered by the rules. If at any pointyou or your opponent have a dispute on a topic and cannot reach anagreement, simply roll one d20 each. Te player that makes a lowestroll wins the decision and the game continues. Tis will allow you tokeep your game owing smoothly. You can always discuss the rulingafter the game for future reference. When this occurs, please post thequestion on the Dark Age forums for a more ocial ruling.

    Measuring - All measurements in Dark Age are in inch-es (in). When measuring the distance between two Units,

    always measure the shortest possible distance between the twoMiniatures Bases. When determining Movement, measure from thenearest point in the desired direction on the Miniatures Base, up to

    the correct distance. Ten move the Unit, placing the same point ofthe base at that location. Tere is no pre-measuring in Dark Age. Ifyou measure a distance, you must follow through with the action.NOTE: Round all fractions down.

    Die Rolls - Dark Age utilizes a d20 for all game determinations. Bydesign, rolling lower is better than rolling higher.

    Critical Success and Critical Failure - Rolling a 1 onthe die results in a Critical Success and rolling a 20 is a CriticalFailure. Most tests have special stipulations for handling such criti-cal rolls.

    Lowest to Hightest - If a Unit must make multiple die rollsfor one action, such as AR Saves, make all of these dice rolls at once.Consider them to occur in order from the lowest result to thehighest. If you only have one d20, you should note your resultsdown and resolve them in order of lowest to highest as above.NOTE: As the die rolls are taken from lowest to highest, if a player rollsboth a 1 and a 20, the roll of 1 would take precedence over the 20.

    Scatter Roll- A Scatter Roll is a single d20 roll. Each facet, orside, of a d20 is a triangle shape and the direction of the Scatter is thedirection of the triangle point above the number rolled. It is best toroll your Scatter die close to the intended target area to make direc-tion determinations easier

    Target Number (TN) - Te arget Number (N) is the num-ber needed for a successful outcome on any die roll. Determine aN with one or more Statistics and any situational modiers thatmay apply to the specic action performed. If the result is equal toor lower than the N, you are successful. Te N is calculated foranything that requires a die roll including attacks, AR Saves, Fear orPanic ests, etc.

    Army - An Army is the primary and most general classication forcombatants in Dark Age. Tese often refer to a race or nation (e.g.Forsaken, Dragyri, Skarrd, Brood, etc.). Each Army contains one ormore sub-types, called Forcelists.

    Forcelist (Force) - Te Forcelist provides details on all of theUnits that make up the Force you eld on any particular Scenario.Each Forcelists entries describe Units Statistics, Abilities, and Weap-ons for use in the game of Dark Age. Additional books have evenmore Forcelists to expand the world of Dark Age further.NOTE: You may only use one Forcelist per 1,000 points. In gamesfrom 1,001 2,000 points, you may combine up to two Forcelists

    from the same Army. In games 2,001 3,000 points you maycombine up to three Forcelists from the same Army, etc.

    2. concepts and essentials

    Core Rules

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    Unit - Dark Age represents orces on the Battleeld by Miniatures,reerred to as Units. A Unit is a single Miniature. Grouped into twodiferent categories, Units are either Individuals or Squads. ere-

    ore, the term Unit may reer to an Individual or a single membero a Squad.

    Individual - Individuals are Units that activate on their own.

    Squad - Squads are teams o Units that move and attack as a group.A Squad may contain a Leader who generally has diferent Statistics.

    Unit Card - Using a Unit Cardin Dark Age is a ast way o learn-ing and remembering your UnitsStatistics, Weapons, and Special

    Abilities. A Unit Card also helps

    keep track o which Units havecompleted their activation each GameTurn. Unit Cards or each Forcel-ist accompany each Forcebook.

    Unit Statistics - Each Unit has Sta-tistics to represent how well the Unit canshoot, attack, Cast, resist damage, move,and unction in the harsh world o Dark

    Age. e ollowing Statistics describe theundamental attributes o a Unit used inDark Age.

    Action Points (AP) - Action Points(AP) represent the amount o activity aUnit can participate in during its Acti-vation. A Unit spends an AP in order toperorm single actions such as Movement,using weapons, abilities, and castings.

    Defense (DF) - Deense (DF) is a Units ability to avoid an attack.Add this number to an attackers AS when the target o an Assault.

    Armor (AR) - Armor (AR) is the amount o protection the Unithas against most attacks. is can be due to protective equipment,or natural protection rom a tough hide, ur, scales, or mutation.Subtract the PW o a hit rom a Units AR when making an AR Save.NOTE: e Unit attempting to avoid damage makes an AR Save,not the Unit causing damage. us, AR Saves ignore any AttackersTN modiers.

    Move or Movement (MV) - Movement (MV) measures thenumber o inches the Unit may travel per AP spent. Terrain andobstructions can sometimes modiy this amount.

    Psyche (PS) - e Psyche (PS) statistic indicates the Units braveand willpower. Units with high PS are less likely to sufer rom Feor Panic. ey are also more likely to resist some Castings.

    Health Points (HP) - Health Points (HP) show the amount damage a Unit can withstand beore Dying or removing it rom pl

    Point Value (PV) - Point Value (PV) is the worth o each Unin the game. is statistic balances the Forces to ensure every playhas an equal chance o winning. Beore a game begins, players decithe total Point Value or the game.

    Special Abilities - Abities are the representation o a Unispecial talents that other Units may nshare. Some Units have the ability

    attack multiple times, whothers have the ability to use a CastinSpecial and Weapon Abilities can ound in the appropriate Forcelist sectioSpecial Abilities supersede or modhow the standard rules apply to the Un

    Size (SZ) - Size (SZ) shows tphysical size o a Unit in the world o Da

    Age. e Size groups are Tiny, Small, Meum, Large and Huge.

    Size Correlates to Base Size

    Tiny, Small,Medium = Small Base (30mm)Large = Medium Base (40mm)Huge = Large Base (50mm)

    Equipment - is shows the equipmeand weapons a Unit possesses.

    Squad Size - Each Forcelist provides you with the Units SquSize. is statistic is either Individual or provides details on tnumber o Units allowed in a single Squad. I the Squad Size is Indvidual, you pay the PV or each Unit. Individuals may not becompart o a Squad unless a Special Ability states otherwise. I the Unis part o a Squad, it must adhere to the minimum and maximuSquad Size restriction usually reerenced. Squads must have at leaas many Units as the minimum listed, and no more than the maxmum number o Units listed. e Point Value or any type o Squis always per Unit, and totaled accordingly.

    Availability - Availability is a limitation on the number Individuals or Squads that you can have in your Dark Age Forc

    Availability restrictions range rom required Game Size to neeing other specic Units in your Force beore allowing the

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    Units purchase. If the listed Availability is Unique then you mayonly ever take one of those Units or Squads per Force.

    Example 1: Availability: 1 per 1000 points. Tis means that you mayonly have one of these Individuals every 1000 points, or portion thereof,which your Force is worth. If you are playing Forces of up to 1000 points,you may therefore take one of these Units, and you may choose a secondone of these Units if you are playing 1001 2000 points, and so on. Tesame would be true for the number of Squads with an Availability: 1Squad per 1000 points.

    Example: 2: Availability: Up to 2 per Soul Warden of the Ice Caste.Tis means that you may only ever eld this Squad or Individual if youalso have a Soul Warden. For each Soul Warden you may have up to twoof this Squad or Individual.

    Weapon Statistics - e following statistics describe thefundamental attributes of weapons used in Dark Age.

    Weapon Name - Weapons in Dark Age have their own statistics torepresent their eectiveness against other Units, as well as how eec-tively their users wield them. As dierent Units may carry the same

    weapons, only the weapon statistics written on a Units card appliesto that particular Unit.

    Assault (AS) - Assault (AS) shows the combat ability of a Unitwith this particular weapon or attack. is Statistic reects the Unitstraining and ability, plus the inherent accuracy of the weapon. Addthe AS stat to the targets DF to nd the TN for an attack.

    Rate of Fire (RF) - Rate of Fire (RF) is the maximum number ofuses in one Game Turn of this weapon. A - in this eld means the

    weapon has no limit on the maximum usage per Game Turn.

    Power (PW) - Power (PW) is the strength of a weapons attack.Subtract this number from the targets AR to nd the TN for ARSaves. PW is a result of both the strength of the wielding Unit andthe sheer brutality of the weapon (us, dierent weapons with thesame name may have dierent PW statistics). A Power Multiplier,indicated by an x and a second number indicates how many ARSaves to avoid any Damage. A PW with no multiplier requires only asingle AR Save. e PW of an attack never drops below 0. An attack

    with a PW of 0 automatically fails, stopping any follow up Assaults;i.e. an Assault or Armor Save roll is not even made.

    Range (RN) - e Range (RN) statistic is the maximum distanceat which the weapon can hit a target. Ranges are always in inches(in). If the weapon is for Close Assault only, it will be marked witha CA.

    Malfunction (MAL) - Malfunction (MAL) is a com mon occur-rence in a world of such poorly maintained weapons as Dark Age.

    Weapons created with unstable technology usually have MALstatistics to show the danger of using it. On a roll equal to or greaterthan the MAL number something has gone wrong and the weapon

    has backred, vented gasses, recoiled unexpectedly or somethingsimilarly bad. e Unit using the weapon suers an immediate hitby its own attack. In some situations, it is possible for a weapon toboth MAL and still hit its target. Simple weapons like swords do notusually have a MAL statistic, so they will be marked with a - andthus can never MAL. Some weapons have special MAL eects foundon the Unit Cards or in the Weapon Abilities section of the Forcelist.

    Notes - In the Notes you will nd Weapon Abilities and otheruseful information. E.g., the Coils Morning Stick has the Ability toKnock Prone (KP). Weapon Abilities are in the appropriate sectionof each Forcelist. Special Abilities supersede or modify how the stan-dard rules apply to the Unit.

    Attack Groups (AG) - Weapons and attacks segregate intogroups. ese groups are marked in the Unit description as AttackGroup 1, Attack Group 2, etc. Attack Groups show attacks that maybe used for 1 AP. When an AP is spent, choose any Attack Groupyou would like to attack with and make one roll for each entry in thegroup. Each time an AP is spent you may chose a dierent group.If an Attack Group has more than one attack listed in it, you mustdesignate the target for all attacks before making any AS rolls. Ifyou wish, you are not required to make all the attacks in an AttackGroup.

    Example 1: Chitin has two oxic Cleavers in Attack Group #1. Chitin

    is in Base to Base (BtB) contact with Bane #1 and Bane #2. If Chitinattacks Bane #1 only, she should roll two dice, and resolve the rolls fromlowest to highest. If Chitin splits the attacks between Bane #1 and Bane#2, either roll two separate attacks by rolling two dierent colored diceindicating which die is for Bane #1 and which die is for Bane #2, or youcould declare intentions to attack Bane #1 rst and Bane #2 second, thenresolve your die roll lowest to highest.Example: An Abomination has three Pod Guns in Attack Group #3.Spearslaves #1, #2, and #3 are within 36. #1 is within 10 so it mustbe a target. #2 is at 12 and #3 is at 24. Te Abomination wants toshoot all three. It must target #1, but it has the option of making #2 or#3 his second target. Te Abomination declares targeting #1, then #2,then #3. It rolls three dice and resolves lowest to highest; the rolls are 1,15, and 19. As a result Slave #1 is hit and killed, Slave #2 is missed, anda Malfunction occurs shooting at Slave #3.

    Example 2:X-Cess has a Sword and two daggers in Attack Group #1.X-Cess is in BtB with Buzzblade #1, #2, and #3. If X-Cess attacks Buzz-blade #1, she should roll three dice at the same time, one die separatefrom the other two to denote the Sword. If X-Cess attacks Buzzblade #1,

    #2, and #3, either roll three separate attacks, or roll three

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    dierent colored dice indicating which die is for Buzzblade #1, #2, and#3 plus note which attack will be the sword.

    Example 3: A Ratchet has Chitin Club (KP 12) & Chitin Short Sword(Paralyzing Poison) in Attack Group #1. Te Ratchet is in BtB withBane #1 and Bane #2. If the Ratchet attacks Bane #1 you should eitherroll two separate attacks, denoting which weapon you are using (becausethey have dierent abilities) or roll two dierent colored dice indicatingwhich die is which weapon. If the Ratchet splits the attacks between Bane#1 and Bane #2, either roll two separate attacks, or roll two dierent col-ored dice indicating which die is for Bane #1 and which die is for Bane#2. Note the weapons used as they have dierent abilities.

    NOTE: Die Rolls always occur lowest to highest. Tis means even ifyou roll a 20 on your attack, it is the last occurring attack, and it doesnot supersede the other attacks

    Concepts & Essentials

    Example: Deadlock res at a Spearslave with her machine pistols. Sherolls an 8 and a 20. Resolve rolls lowest to highest. Te Spearslave rsmust make an AR Save, then Dedlock must roll for the AR Save from

    the MAL.

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    Before playing a game of Dark Age, the players involved need to de-cide what kind of game they wish to play. Tis includes game size,scenarios or victory conditions, special terrain rules, or any house

    rules.

    1. Determine Size Of GameUsually the rst step is to decide how big a game to play, oftendictated by the time available to the players. Given allotted time,the players will agree on how many points they will allocate forchoosing their Forces. Greater point totals allow for larger / moreelite units in each Force. Some recommended point totals, andtheir corresponding game times, are listed below. Tese are, how-ever, estimated times and you will nd game times changing forvarying reasons (such as becoming more procient with the rules).

    Player Amount Point otals Durations

    2 Players 500 points 45 minutes2 Players 750 points 60 minutes2 Players 1000 points 90 minutes3+ Players 400 points 60 minutes

    2. Determine a Scenario

    Scenarios, in the majority of cases, will simulate a meeting engage-ment where two Forces square o with the goal of eliminating theiropposition. However, players are free to develop whatever scenariosthey wish to play such as defending a location, protecting a personor asset, attempting to escape an ambush, etc. Whatever Scenarioyou wish to play, all participating players need to agree to the specicconditions and rules before the game begins. If you want to play a

    game not using a particular Scenario a default Kill em All gamemay be played. Te game ends after 5 Game urns, add up the PointsValues of all the Casualties on both sides. Te Player with the lowesttotal is the winner.

    3. Select Units for PlayOnce you and your opponents have selected the size of game to play,you can then proceed with choosing the makeup of your Force. Us-ing the points available to you refer to your Forcelist. Each listinghas a Point Value or PV. otal up their PVs to make sure you donot exceed, even by one point, the total points available to you. Tissimulates the resources available for support. Availability and SquadSize restrictions on Units will also factor into your decisions regard-ing which Units to take. You may, only purchase Units from selectedForcelists for your Army based on the game size.

    Example:Paul and Dean decide to play for about 45 minutes, so theyagree to play a quick 500-point game. Each of them then looks at whatminiatures they have bought and cross-references those with the UnitsPVs, available in their Forcelist.

    Paul plays Dragyri Ice Caste and chooses the following Forcelist:

    1 Spirit Lord 140 pts

    1 Frostbite 75 pts 2 Blizzards (2 x 82 pts) 164 pts12 Spearslaves 120 pts

    Total = 499 pts

    Dean plays Saint Mark and chooses the following Forcelist:

    1 Saint Mark 132 pts1 Reaver 75 pts

    3 Junkers (3 x 64 pts) 192 pts 2 Shades (2 x 50 pts) 120 pts

    Total = 499 pts

    Large Scale GamesIn games larger than 1000 points, you may combine two Forcelistsof the same Army type. When combining Army Forcelists, the costof the primary Forcelist will come from the rst 1000 points. Tecost of the secondary Forcelist Units will come out of the next 1000points/remaining points, etc. All special rules of the Forcelists stillapply (e.g. Honor Before Combat).

    Example:David wants to play a 1500- point game. He plays Forsaken.He decides to take St. Mark in his primary Forcelist and St. Mary forhis secondary.

    Davids List

    PrimaryList SecondListSt. Mark St. Mary1 Saint Mark 132 pts 1 Saint Mary 130 pts1 Reaver 75 pts 1 Contradiction 70 pts1 Field Medic 51 pts 3 Clergy Ann 180 pts

    3 Junkers 192 pts 2 Flense 120 pts 2 Shades 100 pts 2 Shades 100 pts1 Sister ofCompassion 60 pts4 Banes & Leader 205 pts

    3 Coils & Leader 185 ptsTotal = 1000pts 500 pts

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    Brian plays Dragyri. He chooses Ice Caste as his primary Forcelist, andAir Caste as his secondary Forcelist.

    Brians ListPrimary List Second ListIce Caste Air Caste1 Luckkit-kaii 170pts 1 Yovanka 128 pts1 Soul Warde 115 pts 1 Cyclone 70 pts1 Ice Elemental 160 pts 2 Whispers 136 pts1 Frostbite 75 pts 13 Spearslaves 130 pts 2 Blizzards 164 pts 1 Slave Taskmaster 36 pts1 Slave Taskmaster 36 pts14 Spearslaves 140 pts14 Spearslaves 140 ptsTotal = 1000pts 500 pts

    Lay Out Unit Cards

    If you are following the recommendation to use Dark Age Unit Cards,then after selecting your Units, simply place each Unit Card face upon or near the table so that you will have them handy for your Game.

    4. Setting Up The Battlefield

    A large component of any tabletop wargame is the tabletop itself.Many players enjoy creating and collecting custom built terrain.Miniature railroad terrain, homemade supplies, and common hard-

    ware supplies also work perfectly. Specic scenery and even wholegaming tables are available from various reputable retailers aroundthe globe; many will be perfect for your Dark Age games. ere area couple of recommended ways of setting up the Battleeld in a fair

    way for you and your opponent. Obviously, you may use your ownmethod instead.

    OPTION 1 Players take turns laying down pieces of terrain on thetable until one player decides to stop. After that each other player inthe game may place one more terrain piece should they so wish.

    OPTION 2 One player sets up the Battleeld, while the otherplayers roll o to decide what deployment zone(s) to use. e otherplayer(s) choose in order of lowest to highest, the player who setupthe terrain always chooses last.Ultimately, the aim is to make sure that you and your opponents aresatised with the fairness of the Battleeld before the game begins.

    5. Deployment

    e recommended table size for a game of Dark Age is 4ft x 4ft.e Deployment Zone for a game with two Forces is a rectangleextending 6 onto the playing board and stopping 12 from the out-side edges of the board on opposing sides of the table. is leaves 36between the two Deployment Zones (see the accompanying diagram).

    Once Deployment Zones are marked, all players roll a d20 to swhom Deploys rst. e player with the lowest roll Deploys oIndividual or one Squad, then the player with the next lowest ro

    Deploys one Individual or one Squad, and so on. When all plaers have nished Deployment, roll Initiative and begin the game player who won the roll for Deployment may choose make another player Deploy rst, and can even specify eactly which Individual or Squad that player must DeploOnly the Deployment winner can do this and by doing they swap places with the player they choose to Deploy r

    Example: David, Brian, and Marbella are playing a game of DaAge. ey each roll a d20 for Deployment. David rolls a 6, Brian ro15 and Marbella gets a 12. David is the Deployment winner, howevhe chooses to make Brian Deploy rst instead (He can also chose exacwhich Squad or Individual Brian has to Deploy). David trades pla

    with Brian, changing the Deployment order: rst Brian, then Marbeland nally David.

    NOTE: You may not force a Unit to Deploy that has an Ability thmodies their deployment e.g., Inltrate or Assasination.

    6. Determine House RulesAlmost everyone has House Rules, and your games of Dark Age abound to have their own as well. House rules could be as simpas declaring all rivers are shallow and do not limit Movement fyour Forces. Or, perhaps you and your friends may want to alloone re-roll per game. Your House Rules are ne and you are eveencouraged to use them. If you do, please stop by the Dark Age wesite and post them for discussion. e only set rule for using HouRules in Dark Age is: if you do not tell your opponent(s) your HouRules at the beginning of the game, then you cannot use them

    All players must both agree on their use before the game begi

    7. Play the Game

    Now that you have assembled your Forces and prepared your Batteld, it is time to dive into the action! A Game Turn is one full Tu

    of play for each player. e Game Turn is broken down into stethat allow each player to use every aspect of their Forceli

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    Game Turn

    Phases are broken into the ollowing steps:

    PHASE 1 Preparation Phase Lingering Efects stage Reset Unit Cards Counter Removal (i.e. temporary MV counters, etc)

    PHASE 2 Initiative Phase Players roll d20s: Lowest roll wins Initiative.

    PHASE 3 Activation Phase Select a Squad or Individual. Activate one Unit and use all o that Units Action Points

    (AP). I selecting a Squad, Activate one Unit in that Squadand use all its AP. Continue Activating Units in the Squaduntil all have Activated.

    Turn the Unit Card, place temporary Movement counters.

    Repeat this Phase passing play to the next player inInitiative order until all players have activated all o their Units

    PHASE 4 End of Game Turn Return to the rst step and repeat until the game ends.

    Preparation Phase

    Lingering Effects StageEfects or special rules may carry over rom the previous Game Turn,reerred to as Lingering Efects. ese Efects are resolved at this time.Some counters, like Poison or Hold, remain in play during the Linger-ing Efect stage. ese counters have special rules or removing themin the Forcelist. Check the rules or all counters beore removing themrom play. I multiple Lingering Efects must resolve and the outcomes

    may afect each other, each player rolls a d20 to determine which willhappen rst. e lowest rolling player determines who will resolve

    which Lingering Efect rst. is goes between the players, in die rollorder rom lowest to highest, until every Efect has been resolved.

    Face Up Unit CardsPlayers using cards will take this opportunity to turn all UnitCards back to their starting direction (ace up, acing theplayer) this efectively resets the table or the upcoming Game Turn.Remove Temporary Movement CountersPlayers using temporary Movement counters will take this oppor-

    tunity to remove all counters used in the previous Game Turn torepresent Unit Movement.

    Initiative Phase

    Initiative is the order players will take their Activation Phase. Play-ers determine this order by each rolling a d20 and comparing theirresults. Game play then proceeds starting with the player with thelowest result and ending with the player with the highest. e player

    who won may choose to make another player go rst and can evenspeciy exactly which Individual or Squad that player must Activate.Only the Initiative winner can do this and by doing so, they trade

    places with the player they have chosen to activate a Squad or Indi-vidual rst.

    Example:Each player rolls a d20. Te results are David rolls a 13, Mar-bella rolls 12, and Brian gets 8. Tis means that Brian won Initiativeand the order o the Game urn: Brian ollowed by Marbella and thenDavid. Brian could Activate one o his own Units now as he won Initia-tive, but Brian decides to make Marbella go frst and chooses to make herActivate her Bane Squad. When Marbella is done with that Squad, theGame urn then passes to Brian because Brian took Marbellas place inthe Initiative order.

    Activation Phase

    Activate A Unit

    Game play passes rom player to player in Initiative order with eachplayer choosing a single Squad or Individual to Activate. Players may

    not choose to activate a Squad or Individual who already activatedthis turn. I a player has no Units let to Activate, control passes tothe next player in Initiative order who still has Units yet to Activate.is repeats until all o the Units in all o the players Forcelists acti-vate once.

    End of Game Turn

    When all o the players Units have activated, the Activation phase iscomplete and a new Game Turn will begin. Check Victory conditions(I you are using them). Proceed back to the Preparation Phase andbegin the next Game Turn.

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    Action Points (AP)

    Action Points (AP) represent the amount of activity a Unit canparticipate in during its Activation. A Unit spends APs to perform

    single actions such as Movement or using weapons, Abilities, andCastings. Units also spend APs to perform special movement such asgoing Prone, standing up, Climbing, and Jumping. Any unused APsare lost (unless the Unit goes On Hold). You are, however, allowedto spend APs in any way you choose for the current Game urn.Once a Unit spends all its APs, it cannot perform any further actionsthis Game urn. You can do multiple actions in a Game urn if youhave the APs to do so, but these actions must take place in the sameGame urn. E.g., a Unit may move, shoot, and move again. It mayalso shoot, move, and jump; however, you must have the AP to carryout all the actions.NOTE: Although Units are forced to activate every Game urn, Unitsare not forced to use all of their APs. Tey may choose to Activate,

    do nothing and end their Activation. If a Unit does this, you may notactivate it again that Game urn regardless of how many APs it has left.

    Holding an Action-On Hold

    Units not currently in Close Assault (CA) may Hold an action byspending their last 2 AP to Hold 1 AP in reserve for Getting the

    Jump, Ranged Assault or Evading. It doesnt have to be their last2 AP but once a Unit has spent these 2 AP they are considered onHold regardless of any APs left over, if they spend any more APsduring that Activation their Hold is wasted. In an On Hold state,the Unit is waiting to react to the enemy. Te AP is Held until thatUnit is next Activated. If the Held action remains unused when theUnit next Activates, the Held action is lost. As members of a Squad

    activate individually, it is possible for members of a Squad to Holdan action while other members of their Squad do not. Be sure to usecounters to keep track of what Units are on Hold. Getting the Jump,RA-From Hold, or Evading do not count as the Units activation.NOTE: Using the you go rst-Initiative rule, you may choose anOn Hold Unit to Activate, wasting their Held Action.

    Example:Mike wins Initiative and forces Eric to activate the On HoldCoil, wasting its Held Action. As the On Hold action was from GameTurn #1, Eric may still activate the Coil normally.

    Get the Jump From Hold

    Get the Jump is the term used for reacting to a Charge using aHeld action. When an Enemy Unit spends an AP to Move into Base-to-Base (B2B) contact with an On Hold Unit, the holding Unit mayattempt to Get the Jump. Both the Charging and the On Hold Unitroll a d20 adding their own DF statistic to their die rolls. Te Unit

    with the lowest total attacks rst. (ie goes to the lower DF Unit. Ifboth Units have equal DF, tie goes to the Charger). After the Unit

    who won the Get the Jump rst attack is resolved, resolve the losingUnits attack (if the Unit is not dying or removed from play)

    Example:A Deaths Device charges an On Hold Ravage. Both roll and add their DF. Deaths Device rolls a 10 (10 + 5 = 15) and the Rage rolls a 10 (10 + 5 = 15). As this is a tie, and both units have e

    DF (5), the tie goes to the attacker. e Deaths Device resolves his attthen the Ravage (if not Dying or removed from play) resolves its atta

    RA - From HoldIf a Unit is On Hold, it may interrupt an action by another Uin LOS, spending its Held AP to make a Ranged Assault (RBefore making this RA attempt, the Unit must make a PS check. (equal to, or under, the Units PS. A Unit within its Leaders SpherInuence (SOI) may use their PS). If the PS check fails, the Umay not make the RA and their Held Action is wasted. Ran

    Assault from Hold allows you to leverage your Rate of Fire (RA Unit on Hold, with RF left to spend, may use this RF evea new Game urn starts (but before the Holding Unit Activa

    Tis is the only time when you may carry over unspent RF fthe previous Game urn. Conversely, a Holding Unit withany remaining RF may make a Ranged Assault from Hold aftnew Game urn begins (but before the Holding Unit ActivaTis will consume the RF from the current Game urn as nor

    Te use of RA from Hold Interrupts a Unit in LOS actions duthe Activation phase:

    You may interrupt a Unit when it activates. You may interrupt any type of movement at anytime. You may stop a Unit spending an AP and resolve your

    from Hold before they spend the AP. You may not interrupt an action that has already starte

    (e.g., multiple weapons in an attack group, AoE weapothat eect multiple targets, etc,. If you allowed the AP be spent, you must resolve all weapons/eects before thinterrupt occurs)

    NOTE: RA from Hold must still follow argeting Priority rules. may interrupt any Unit in your LOS and then attack a dierent U

    Example 1:A Soul Searcher activates and is moving from behilarge boulder (Completely Obscured) to behind smaller rubble (PaCover). An On Hold Coil has the Soul Searcher in LOS and interrthe movement before the Soul Searcher reaches the smaller rubble. A has a PS of 12 and must roll a 12 or less for the PS check. e Coil a 10, passing the PS check and may now attempt the RA from hold aSoul Searcher, or another Unit (Targeting Priority allowing).

    Example 2:In the rst Game Turn, Eric activates a Coil using itsAction Point to move, then using its last two Action Points to go on HDuring the second Game Turn, Mike activates his Buzzblade anmoving from behind a large boulder (Completely Obscured) to behsmaller rubble (Partial Cover). Eric activates his On Hold Coil totempt a RA-From Hold. (As the On Hold was from the previous GTurn) e Coil passes the PS roll, but misses the shot. Eric Activate

    Coil (its normal Activation for this Game Turn), and may sagain since he has not used the RF for this Game Turn.

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    Example 3:In the frst Game Turn, Eric activates a Coil using its frstAction Point to make a RA with its Death Disk, then using its last twoAction Points to go on Hold. e Death Disk has RF 1, thus the Coil

    may not use its Held action to make an RA-From Hold in this GameTurn. Eric and Mikes Units have all activated and a new Game Turnbegins. During the second Game Turn, Mike activates his Buzzbladeand is moving rom behind a large boulder (Completely Obscured) to be-hind smaller rubble (Partial Cover). RF determines the maximum useso a weapon per Game Turn (and this is a new Game Turn). us, Ericmay activate his on hold Coil to attempt a RA-From Hold. As the OnHold was rom Game Turn #1, Eric may still activate the Coil normallythis Game Turn, but cannot use the Death Disk as it has an RF o 1.

    Evade - From HoldEvade is the term used or reacting to Area o Efect (AoE) attacks.

    An on Hold Unit hit by an AoE attack must make a PS check. (Roll

    equal to, or under, the Units PS. A Unit within its Leaders SOI mayuse their PS). I the PS check succeeds, the Unit may then move itsMV in any direction to attempt to avoid the template. I the Unitdoes not have enough MV to clear the Area o Efect, it still sufersa hit. Te efects o the attack resolve normally rom the positionthe Evading Unit ended its Movement. (Tere is no pre-measuring,declare the direction the Evading Unit will move and measure thedistance.) Te Held AP is lost regardless o i the Unit passes its PScheck, or i it ails to clear the AoE with its subsequent Movement.Movement in this manner ending in BtB contact with an enemyUnit is not a Charge.

    Example:A Stream weapon hits an on Hold Forsaken Bane. A Bane has

    a PS o 12 and must roll a 12 or less or the Bane to Evade the Streamattack. e Bane rolls a 9, passing the PS check, and may now movethe Bane up to its MV in inches (3in in this case) in any direction toattempt to clear the Stream template.

    Attack &Firing Arc-Front Arc

    Units have a 180 Attack and Firing Arc (Front Arc). Draw a linethrough the center o the Units base to create ront and back 180arcs. Marking the Attack Arc on all Dark Age Miniatures' Bases dur-ing painting will reduce any arguments concerning Attack Arcs (allthat is necessary are two small lines on the edge o each side o thebase). Anything in ront o that line is in the Units Close Assault(CA) and Ranged Assault (RA) Front Arc. For CA, the base o theUnit must be touching a spot on the target Units base somewhere inthis Front Arc. For RA, a line drawn rom any point in this arc mustreach some point on the target. Actual placement o the weapon onthe Units miniature is irrelevant. A Unit may change its acing, at-tack, and ring arc reely during its own Activation with the ollow-ing restrictions:

    A Unit may not turn ater spending their last AP exceptwhen making a Free Spin.

    A Unit may turn while using an AP or a CA or RA.

    A Unit may turn without limitation while spending AP onMovement.

    A Unit may change direction while perorming a Free Spin.

    Free Spin

    When a Unit not in CA is Charged, it may perorm a Free Spin. Tisallows the Unit to turn in place (spin) in order to meet the new threathead on. Te Unit is not required to make this Free Spin and maystay stationary i it so wishes. Units on Hold may make a Free Spini Charged. Prone or Dying Units may not Free Spin. A Unit in CAmay use a Free Spin or every AP they spend or a CA or RE Attack.

    Rear Arc

    As noted in Attack & Firing Arcs a Unit has a 180 Front Arc. Tereverse o this arc is the Units Rear Arc. Attacks that originate roma Units Rear, with a Range o CA or RE, gain +1 to the Assaults

    arget Number and gain +1 PW as well. o receive the Rear Arc at-tack bonus the attacking Unit's Base must be entirely in the targetsRear Arc.

    Line of Sight (LOS)Units have a Line o Sight (LOS) o 180. A Unit must clearly seeits target Unit. Tis means that, there must be an unobstructed pathrom some part o the attacking Unit to some part o the target Unit,and the target Unit must be inside the attacking Units ring arc.Other Units, both riendly and enemy, block this path up to thetopmost height o the intervening Unit and or the width o its Min-iatures Base. Some Dark Age miniatures have elaborate poses, whichelevate them into the air or lay them at on the ground. Tese poses

    do not apply to any game mechanics. I players disagree on LOSto a Unit because o its Miniatures pose, use a less elaborate Min-iature o the same Size (preerably the same Unit type i you haveone). Likewise, ags, banners, weapons, etc. do not count or LOSpurposes when targeting a Unit. When determining LOS make astraight line rom any point in the Front 180 Arc o the attackingUnit to any point on the target Unit as described above. I that linecrosses another Unit (Units o smaller Size do not block LOS butprovide Cover) or terrain piece, then the attacking Unit does nothave LOS to its target.

    Movement

    Units may spend AP to move on the Battleeld. For every AP spenton Movement, the Unit may move in any direction up to their MVstatistic as measured in inches (in). Moving Units may turn reelyas long as the total linear Movement does not exceed their MV. TeUnit does not have to use its entire MV statistic in a given action,but any remaining unused distance is wasted. Spending an AP onMovement that brings a Unit into BtB contract with an enemy Unitis a Charge.NOTE: Units cannot end their Movement with their base

    overlapping another Units base.

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    Movement Penalties

    Movement Penalties represent certain terrain features that naturallyslow a Unit down, wasting some of their MV. Only apply the largest

    penalty per AP if moving through multiple terrain types.

    Movement Penalties Steps1) Spend 1 AP and Measure the distance the Unit is able

    to move.2) Identify the largest Movement Penalty.3) Apply largest penalty to this APs MV.4) Move the Unit.

    NOTE: A Unit can always move at least 1 by spending an AP, unlessthe terrain is Impassible.

    Example:Frederick wants to move his Broodling over sand, through a

    river, and into heavy jungle to attack a Spearslave. Tere is 3 of sand,3 of river, and 2 of jungle between the Broodling and the Spearslave.Te sand terrain remains Open, while the river is Rough, and the jungledeclared Dangerous. Frederick spends 1AP and measures the distance theUnit is able to move (7).

    Te Broodling moves through sand and the river applying a 1 MV tohis 7 of MV for a total Movement of 6. Frederick spends a second APand measures the distance the Unit is able to move (7).

    Te Broodling moves through river and jungle too, applying a 2 MV toits 7 of MV for a total Movement of 5.

    OPEN Green elds or sandy deserts are examples of open ground.Although not entirely at, these areas are open enough that a Unitcan move without penalty.

    ROUGH Tis terrain can be moved through at a slightly reducedpace. Such terrain includes swamps, areas of heavy snowfall, or

    wooded areas. Units moving through these features cannot move atfull speed. Te MV penalty demonstrates the problems to Move-ment due to dangers and impediments like low hanging limbs, deepsnow, owing water, or sheer elevation changes. Rough terrain incursa -1 MV penalty.

    DANGEROUS Tis terrain is dense or treacherous to the point offorcing the Unit to slow down considerably. Tis can include treach-erous mountain passes, heavy jungle, or ice-covered sections of rock.Dangerous terrain incurs a -2 MV penalty.

    IMPASSIBLE Tis terrain is not passable for a Unit on the ground.Te only way to cross this terrain is the air or in some cases througha special Movement type such as Climbing, Jumping etc.

    SMALL OBSTACLES (SO) Tese include fences, low walls,hedges, barrels, and crates...anything that is as tall as a Unit

    when Prone, or less. Tese objects are not large enough to stop Movment but they do take time to cross. A SO costs -1 MV point to croit or, if there is enough space for the Unit's base, to be climbed up

    and clear the edge.NOTE: SO 1MV is in addition to Movement Penalties.

    Stairs and Ladders

    Stairs and ladders make moving up hills and walls easier. Stairs ladders avoid normal Movement Penalties for Climbing, Rough aDangerous terrain.NOTE: Declare and agree upon all terrain areas before the game star

    Moving Through Units

    Units may move through other Units in the same friendly Forcelias long as the moving Unit has an equal or larger Size than the stionary Unit. A Unit may not move through a Unit from an enem

    Forcelist. Units cannot end their Movement with their base overlaping another Units base. A Unit may not move the base of anothUnit to make room for its own.NOE: Units may move through Dying Units regardless of Size, friendly/enemy Forcelist.

    Movement Off The Table

    Knocking a Unit o, running o, ying o (Scatter), or even movivoluntarily o the Battleeld occurs in some cases. If a Scatter or action from another player forces the Unit o the Battleeld, thmay move back onto the Battleeld during the next Lingering EeStage. Te Units player places the Unit back on the Battleeld edat the spot where it left the table. Te Unit may not spend any A

    during the Game urn that it comes back on, it must instead wuntil the following Game urn to spend AP. Voluntary movemeo the table, this is considered retreating. Remove Units that intetionally move o the table, and count them as Casualties for Victopurposes.

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    Movement TableOPEN Greenfelds,sandydeserts,openground,NoPenalty etc.

    ROUGH Swamps,heavysnowall,wooded,moving-1MV water,etc.

    DANGEROUS Mountains,heavyjungle,Marshes,ice-2MV covered,etc.

    IMPASSABLE MayonlypassbyAir,Jumping,orSpecial Ability.

    SMALLOBSTACLESLowwalls,barrels,crates,etc.-1MV

    STAIRSAND StairsorladdersavoidnormalMovementLADDERSPenaltiesorClimbing,RoughandDangerousterrain.

    MOVINGTHROUGHFriendlyForceOnlyUNITS MovingUnitsSizeislargerYes. MovingUnitsSizeisequalsizeYes. MovingUnitsSizeissmallerNo.

    FORCEDOFFTHEAUnitorcedotheBattlefeldmovesTABLE backontothetableatthespotwhereit lettheBattlefeldduringthenext LingeringEectsStage.Unit(s)maynot

    spendAPduringtheGameTurnthey return.

    INTENTIONALLYOFF RemoveaUnitvoluntarilymovingoTHETABLE Battlefeldromplay,countingitas CasualtiesorVictorypurposes.

    Special MovementClimbing

    eremaybeterraineaturesontheBattlefeldthatUnitsmaywanttogetontopoorclimbover,suchasbuildings,talltrees,cliaces,etc.YoumustagreeonclimbableTerrainbeorethegamebegins.erateatwhichaUnitcanclimbis1inorevery2inonormalMV.WhenaUnitclearstheedgeoaclimb,placethemstandingontop otheclimbedobject.

    ItispossibletospendalloaUnitsAPClimbingandnotreachthetop oaterraineatureor,beingunabletocleartheedgeproperly,oranyreason.Whenthisoccurs,theUnitendsitsActivationHangingromtheterrain andmustcontinueClimbingduringitsnextActiva-tion.WhileHangingtheUnitis veryvulnerable.AttacksagainstHangingUnitsreceivea+4totheAssaultsTargetNumber.ItheUnittakesDamageorisKnockedPronewhileHanging,

    itautomaticallyalls(seeFalling).NOTE:Unitsmayclimbdownterraineaturesaswell,ollowingalltherulesorClimbingupward.

    Example:A Coil wishes to climb a small embankment. Te embank-ment is 3in high. Te Coil starts its Activation at the bottom of the climband has an MV of 3. After spending 2 AP it completes the climb, placingthe Coil atop the embankment.

    Falling

    AUnitthatFallsrombeinghitwhileClimbing,isknockedoahighplace,ororwhateverreasonfndsthattheireetarenolongeronsolidgroundwilltakeFallingdamageandbeKnockedProne.FalldamageisPW1oranyFallupto2in.Foreveryinchabove2thataUnitFalls,addtheremainingdistanceininchestothePWotheFall.FallsshorterthanaUnitsheightwhenPronedonotcause

    aDamageroll.UnitstakingFallingdamagemakeanARSaveaspernormal.IaUnithappenstoallontoanotherUnitbelowit,thenbothUnitstakethesamePWhitastheallingUnitwouldhave,hadithittheground.BothUnitsmustmakeARSavestoavoidtakingDamage.FallingUnitsarePronewhentheylandandshouldtheylandonanotherUnit,placebothProne.FallingisnotaCharge.NOTE:Youmaypurposeullyall.

    Example:A Coil shoots a Deaths Device, while it Climbs up a smallcli face. Te Coil manages to damage the Deaths Device and now hewill Fall. Te player measures the distance fallen (3 in), this will be aPW 2 hit (3in - 2in = +1 PW). Te Deaths Device now subtracts thatnumber from his AR of 20 (20 - 2 = 18). Te Deaths Device rolls his a

    die and score an 19.. Unfortunately for him, that is not 18 or less. TeDeaths Device will now take 1 HP of Damage from the Fall in additionto the Damage the Coil inicted, and considered Prone.

    Jumping

    AUnitcanJumpuptohalits MVstatistic(roundeddown,mini-mum1)ininches(in)perAPspent.eheightotheJumpis1inch,unlessaUnithasanAbilitythataectsthis.JumpingisusedtoclearsmallImpassibleterraineatures.NOTE:Youmaypurposeullyjumpoterraintoall.

    Example:A Unit wishes to cross an impassable ssure that is 2in across.A Unit with MV 3 would spend 2 AP to Jump the ssure. Te Unitcould Jump a total of 2in across (1in per AP spent). Te Unit would alsojump 1in high.

    Prone

    AUnitmaygoPronewillingly,beKnockedPronebecauseoaweap-onseectormaybeDyingandthereoreconsideredtobeinaProneposition.Proneisconsideredbeingdownononeknee,lyingdown,orsimilarrecumbentstance.

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    It costs 1 AP to go Prone willingly, and 1 AP to stand from a Proneposition. A Unit will do this to reduce its exposure to enemy RA(Ranged Assault receives a -2 N penalty). Going Prone, however,

    exposes them to CA (Close Assault attackers receive +2 AS versusProne targets). Conversely, the Prone Unit itself has a more diculttime attacking in CA (Prone attackers receive -2 AS for making anyCA while they are Prone).

    Prone Units with a Size of Medium, Small, or iny have a height of1. Large and Huge Units have a height of 2. Te Prone Unit mayonly move half of its MV statistic (rounded down, minimum 1), andmay not Jump or Climb. Prone Units do not count for Ganging Upbonuses. Prone Units may also not Charge or hold opponents in CA,and enemies may therefore move without suering an attack from aProne enemy if a Break Free attempt fails.

    A Unit moving from Prone to standing while in BtB with anotherUnit is in CA as normal, but the Movement is not a Charge.NOTE: A Unit may not willingly go Prone on Small Obstacles (SO),and may never go Prone or be Knocked Prone while in Impassibleterrain.

    Prone Units A Prone Units MV statistic is halved (rounding downwith a minimum of 1), and may not Jump or Climb.

    RA against a Prone Unit suers a -2 N penalty. CA against a Prone Unit gains a +2 AS bonus.

    Prone Units making CA suer a -2 AS penalty. A Prone Unit may not Charge. All attacks against Prone a Unit are in its Front Arc. Medium, Small, or iny Size Prone Units are 1 tall. Large and Huge Size Prone Units are 2 tall. While atop a SO Units may not willingly go Prone. Units inside Impassible terrain may never be Prone.

    Special MovementCLIMBING MV per AP spent.

    All attacks against Climbing Units receiver a +4 N bonus.

    FALLING Falling Units suer a PW 1 hit for up to 2 height,

    +1 PW per additional inch. Falling Units are Knocked Prone. Falling onto another Unit causes both to take full Falling

    damage, and both Units are Knocked Prone.

    JUMPING MV per AP spent.

    PRONE

    Going Prone 1 AP. Standing from Prone 1 AP.

    Coherency

    Individuals

    Individuals act alone on the Battleeld. In game play, Individuals anot bound to Coherency.

    Squad Coherency

    Although Units in Squads activate independently, they still flow certain Coherency restrictions. All members of a Squad muremain within 2 of another member of their Squad. Larger Unmay separate an additional 1 per Size above Medium and rema

    in Coherency. In mixed Squads, use the most common Size for dtermining Coherency limits, with the larger Size resolving ties. Onestablished, the Coherency limit remains for the game and not recculated due to Casualties.

    Leaders Sphere of Influence (SOI)

    Squads with a Leader enjoy slightly more leeway in their Movment. A Squads Leader has a 4 radius Sphere of Inuence. ASquad member may move freely within 4 of their Leader withobeing Out of Coherency. Should they leave this 4 SOI they mufollow normal Coherency rules, i.e. remaining within 2 of anothmember of their Squad. Squad members who are within their Leaders SOmay also use the Leaders PS stat for any PS checks they may need to tak

    Out of Coherency (OOC)

    Check for Coherency at the end of the entire Squads ActivatioAny Unit who did not participate in a CA and is outside their Coheency limit, will mark the entire Squad as Out of Coherency (OOC

    Any Unit in an OOC Squad who did not themselves participate inCA receives -2 N on all rolls they make, except AR Saves. Tis pealty applies until the Squad ends its Activation in Coherency again

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    Leaders Take Charge

    When Units get scattered, Leaders step up to keep their Squads ontrack. At the end of a Squads Activation, if any Squad member is

    Out of Coherency and did not participate in a CA, the whole Squadwould normally receive the -2 N. Leaders are specially trained asstand-alone ghters in order to direct their Squad in these situations.Leaders never suer from Lack of Support, or Out of Coherency.Furthermore, any Unit within its Leaders Sphere of Inuence (SOI)is also immune to Out of Coherency penalties.

    Diagram: Five members of a Squad, which includes a Leader (A),separate. Te Leader's 'Sphere of Inuence' means that two membersof the Squad are still in Coherency with Him. However, the last two

    members of the Squad (D and E) are both outside the Leader's SOIand not within 2 of another Squad member. Terefore, Squad mem-bers D and E have a -2 OOC penalty.

    Dying Units and Coherency

    Units reduced to 0 HP or less have suered a mortal wound andare Dying. Dying Units are immediately removed from play

    unless another Ability in the game keeps them in play (see relevantAbilities sections in the Forcelists); if the Unit is Dying and remainsin play, mark the Unit with a Dying counter. Remove Dying Unitsfrom play when the Unit is next Activated. Ignore Dying Unitsduring Coherency checks. Dying Units that later regain HP mustbe inside Coherency when they Activate or they suer the -2 OOCpenalty until they rejoin their original Squad. Te rest of the Unitsoriginal Squad believes the Unit dead, so they do not receive the -2for OOC.NOTE: Units removed from play, for any reason, do not count forCoherency checks.

    Lack of Support

    Te last Unit in a Squad is always considered Out of Coherency andreceives the -2 for OOC. rained to ght together, without supportSquads do not function as eectively.NOTE: Tis does not apply if the Squad started with only a singlemember.

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    In this chapter, you will learn how to attack Units in hand-to-handcombat, known as Close Assault (CA). An AP spent on Movementthat brings a Unit into BtB contact with an enemy is a Charge.

    When Units o opposing Forces are in BtB contact, they are in CA.

    CA Steps

    o make an attack using a CA weapon, ollow these steps:

    1. Check RF

    RF is the number o times a Unit may use a weapon per Game urn.Once a weapon has been used as many times as its RF statistic, it maynot be used again that Game urn.

    Example:Te Coils Morning stick has a - in the RF statistic. Tismeans the Unit may assault with it as many times as the Coil has AP. Ifhowever, the weapon's RF was "1," the Coil could only attack once per

    Game urn with it.

    2. Spend AP

    Subtract 1 AP rom the Units remaining AP to attempt the CA (AllCA attacks require a Unit to spend 1 AP, unless otherwise stated).Te APs spent or the attack are lost whether or not the attack suc-ceeds. I the Unit does not have the AP to spend, the Assault cannotoccur.

    3. Select a Valid Target

    A Unit must be in BtB contact with another Unit in order to makea CA attack (unless the Unit or its Weapon possesses an Ability thatsays otherwise). I a Unit is in BB with multiple other Units, it may

    choose any o the Units in its ront Attack Arc to Assault.

    4. Determine TN

    Te player determines the attacking Units N. First, apply anymodifers to either the attacking weapons Assault (AS) or the targetUnits Deense (DF) statistics. Ten, add the deending Units DF tothe AS o the attacker's weapon to determine the N.

    Example:Te Coil has Charged a Dragyri Spearslave in CA. Te Coiladds its weapons AS, plus a +1 AS Charge bonus, to the Slaves DF to getthe N. Te Coils morning stick has an AS of 4, and the Slave has a DFof 6. Te N would therefore be 11 (4 + 1 + 6 = 11).

    Chargingo initiate CA, a Unit spends an AP on Movement to reach BtBcontact with an enemy. Te term or this is a Charge. Te ChargingUnit will receive a bonus AP, in essence, a ree Assault. A Unit end-ing in BtB contact with more than one Unit receives only 1 Bonus

    AP. Moving into BtB with a riendly Unit may initiate a CA, butdoes not gain Charge or Gang Up bonuses. An Assault made withthis bonus AP receives a +1 AS and +1 PW bonus to all weaponsin the Attack Group used or the Charge attack. A Unit withmultiple weapons in an Attack Group may split its Chargeattack between multiple Units that they are in CA with.

    You may only spend the bonus Charge AP on a Close Assault (CAYou may not use the Bonus AP or Casting, Abilities, or to perorany other actions the Unit normally could with an AP. Weapon Ab

    ities are part o the weapon itsel, allowing them with this bonus ANOE: I the Charged Unit is Prone, Dying, or removed rom plater CA(s) are resolved, the charging Unit may spend addition

    AP(s) on Movement to reach BtB contact with another enemy, rsulting in another Charge. Attacks targeting a Prone or Dying Unare in its ront arc.

    Example 1:Saint Mark moves into BtB contact with a Dragyri SoSearcher. Saint Mark has 4 AP and spends 1 to bring him into CA withe Soul Searcher. Saint Mark gets a bonus AP to use for a CA. SaiMark spends his bonus AP to make an attack with his Cutter Arm, areceives +1 to both the AS and the PW of the Arm. Saint Mark still h3 AP remaining for his Activation.

    Example 2:A Dragyri Soul Searcher moves into BtB contact with tBane Units. As the Soul Searcher has two weapons in Attack Group #he may split his attack between both Banes, or use both attacks againeither Bane exclusively. He gains +1 AS and +1 PW for both weapons Attack Group #1 regardless of how he splits, or does not split, the attac

    Ganging Up

    All Units gain +1 AS and +1 PW or every riendly Unit in BtB withe same target. Tis bonus is cumulative with the bonus received Charging and any other bonuses the CA may receive.NOE: Te attacking Unit does not gain a Ganging Up Bonus itsel.

    5. Add CA Modifiers

    Circumstances in combat can aect how dicult a target is o HSpecial circumstances have blanket adjustments to all arget Numbers (N) except AR Saves, such as Out o Coherency (OOC), Fear. Players calculate any appropriate CA modifers and apply theto the N.

    6. Roll D20

    Ater you determine your N including any modifers, roll a d2I the roll is higher than the N, then the CA ails to hit. I the ris equal to or lower than the N, you are successul in hitting yotarget. Te target Unit will then have to make an AR Save to avotaking damage.

    CA Critical Hits and Failures

    When making a CA, a roll o a 1 is a Critical Hit. Critical Hits atomatically succeed and negate all AR Saves. Likewise, all Weapo

    Abilities o the attack also succeed. A roll o a 20, conversely, isCritical Failure. Critical Failures automatically miss. Furthermorthey cost the attacking Unit 1 additional AP (Tis penalty is not caried over to the next Game urn i the critical ailure was the Uni

    last AP). Te weapon may also Malunction (MAL) i applicab

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    NOTE: If a Player wishes, they may choose to convert their CriticalHit to a normal success forcing the target to make an AR Save (all

    Weapon Abilities still automatically succeed).

    CA Modiers

    CHARGING +1 AS and +1 PW + bonus AP.GANGING UP +1 AS and +1 PW for every other

    friendly Unit in BtB with the sametarget.

    PRONE TARGET +2 AS.

    PRONE ATTACKER -2 AS.

    DYING +4 AS (not cumulative with Prone).REAR ARC +1 AS and +1 PW.

    Breaking Free From CA

    On occasion, a player may wish to remove a Unit from a particularlydangerous CA entanglement. In game terms, this is when you useMovement while in BtB contact with an enemy Unit. While arguablycowardly, and certainly dangerous, Units can walk away from a ght.

    When moving out of CA, the Unit becomes more vulnerable to otherattacks. A Unit may counter this by Distracting their opponent:

    DISTRACT e Unit attempts to ee without being hit byDistracting its opponent(s). To move a Unit out of CA, you mustrst declare your intention to Distract and spend 1 AP. Choose1 CA weapon and roll against each enemy Unit in the CA.Enemy Units not hit receive a bonus AP they may immediately

    use to execute their own CA before any further Distract rolls aremade. Enemy Units hit by a Distract roll do not take damage,that Unit has been Distracted and does not receive a bonus AP.

    After resolving all Distract attempts, the Unit breaking free (if notDying) may move up to its MV statistic (for no additional AP)and complete its Activation normally. e moving Unit may not,however, enter CA with any of the Units it Broke Free from for theremainder of its Activation.NOTE: Units may still not move through enemy Units whenattempting to Break Free from CA.

    Break free from CA

    1. Spend 1 AP and declare a Distract attempt.2. Roll against each enemy Unit in CA:

    To Distract, choose one weapon and roll as a CA.3. Any Unit not Distracted receives a bonus AP To

    immediately execute a CA.4. e Breaking Unit (if not Dying) may then move

    up to its MV statistic (for no additional AP).

    Special CA RulesArc Attacks

    Arc attacks are sweeping Close Assaults made on multiple target

    Units. e Assault occurs from one side of the Units 180 Front Arcto the other. e player chooses the direction of the attack, right toleft or left to right. For other Arc Attacks it may be dierent, such asTail Arc Attacks where the arc is from the exact rear point of the Unitto the exact front of the Unit through the side of the attackers choice.e area impacted extends outward from the attacking Units Base for2 inches. e Unit spends the 1 AP needed for the Arc Attack andthen measures out the range of the Arc to identify aected Units. Rolla CA for each Unit, resolving damage before moving on to the next.NOTE: e rst roll is the only one that can Malfunction (MAL).For the rst Unit hit, apply the PW of the weapon and resolve dam-age as normal. e PW of the attacking weapon reduces from theimpact of every victim, so the attack receives a 2 PW before being

    applied to each successive Unit. is is cumulative with each Unit hitby the Arc Attack. If the attack has a Weapon Ability with its ownTN (e.g., KP (15)), it also receives a -2 to the Abilitys TN for eachUnit after the rst that is hit by the Arc Attack. You can nd moreon Knock Prone (KP) in the relevant Abilities section. e Arc attack

    will only halt if it hits a Unit and fails to Wound or fails a WeaponAbility TN.NOTE: When using an Arc weapon on a Charge, all attacks gain +1

    AS, +1PW.

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    Diagram: Luckkit-kaii is in BtB with three Banes. Tey are all inhis Front Attack Arc and thus eligible targets for his Axe Arc At-tack. Te Axe Arc has a 2 range so rst measure 2 out from hisbase, this is easily enough to hit all 3 Banes but doesnt reach anyUnits behind them. Luckkit-kaii rolls a CA against the rst Bane.Te Axe Arc has an AS of 11 plus the Banes DF of 6 = N 17. Herolls a 14, and hits. Now the Bane gets to roll an AR Save, if hepasses he will not take any damage and the Axe Arc will not hit thenext Bane in line. If the rst Bane fails his AR Save however, hetakes the damage of the attack and Luckkit-Kaii rolls a CA on thenext Bane in line (with a -2 to the PW).

    Reach (RE)

    Reach weapons represent large axes, long poles, whips or any weapcapable of a limited reach. Tis allows a Reach (RE) weapon to ma

    Close Assault (CA) and short Ranged Assault (RA) attacks. All Reaattacks that originate from the target Units Rear gain +1 to the Asault and +1 to the PW.

    REACH CLOSE ASSAULT Resolve as a normal CA except Rweapons make Breaking from CA harder. In order to Break froCA without being attacked by a Unit with a Reach weapon, tBreaking Unit must make two successful checks. If either fail, tBreaking Unit is attacked as normal. Only one free attack generaeven if both attempts fail.

    REACH RANGED ASSAULT A weapon with Reach will have Rfollowed by a number in parentheses in the RN eld of the weapo

    statistics e.g., RE (2). Te number in parentheses is RA range, inches. Reach Ranged Assaults resolve as a normal RA, see beloand they also may use the Fire from Hold action. RE weapons mRA when in Base-to-Base contact with an enemy Unit. Tey malso make Ranged Assaults over Units of equal or lesser Size with penalty and they ignore the arget Priorities and Firing into Crules.NOTE: If an Ability like Pin or KP are on a RE weapon from Rang

    Assault, if the Unit Breaks the Pin or stands from the KP they not considered in BtB contact.

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    RA Modifers RANGE-1toTNpenaltyforeachfull4inches.

    PARTIAL COVER-2toTN,Coverpenalty.

    COVER-4toTN,Coverpenalty.FIRING THROUGH GAPS-4toTN,Coverpenalty.FIRING OVER UNITS-4toTN,Coverpenalty.TERRAIN STANDS-4toTN,Coverpenaltybasedon

    terraintype.BlocksLOSif8+inchesthick.INDIRECT-2TNpenalty.AIMING+2TNbonus.PRONE-2toTNpenalty.

    Aiming

    AUnitmayspend2APtomakeaRAinsteadof1toAimatatargetUnit.eAimedRAgainsa+2bonustotheirAS.AUnitcanmakemorethanoneAimedRAaslongastheweaponsRFpermitstwoor

    moreshots,andtheUnithasenoughAPtopayforboth(2APforeach).NOTE: AimingaectsallweaponsintheAttackGroupusedintheRA.

    Example 1:A Coils Death Disk costs 1 AP to fre. An Aimed RA withthe Death Disk costs 2 AP, total. e Aimed RA receives a +2 to the TN.

    Example 2:A Weaponsmiths Gods Wraith Rie costs 1 AP to fre AttackGroup #3. An Aimed RA with the Gods Wraith Rie costs 2 AP, total.e Aimed RA receives a +2 to all three attacks in Assault Group #3.

    6. Roll D20

    AfteryoudetermineyourTNincludinganymodiers,rollad20.IftherollishigherthantheTN,thentheRAfails tohit.IftherollisequaltoorlowerthantheTN,youaresuccessfulinhittingyourtarget.etargetUnitwillthenhavetomakeanARSavetoavoidtakingdamage.

    RA Critical Hits and Failures

    WhenmakingaRA,arollofa1isaCriticalHit.CriticalHitsauto-maticallysucceedandnegateallARSaves.Likewise,allWeaponAbil-itiesoftheattackalsosucceed.Arollofa20,conversely,isaCriticalFailure.CriticalFailuresautomaticallymiss.Furthermore,theycosttheattackingUnit1additionalAP(ispenaltyisnotcarriedovertothenextGameTurnifthecriticalfailurewastheUnitslastAP).e

    weaponmayalsoMalfunction(MAL)ifapplicable.NOTE:IfaPlayerwishes,theymaychoosetoconverttheirCriticalHittoanormalsuccessforcingthetargettomakeanARSave(all

    Weapon Abilitiesstillautomaticallysucceed).

    Special RA RulesFiring Into a CAIntheswirlingchaosofcombat,riskyshotsaresometimesnecessary

    tosavecomrades.However,theseshotscangoawryandotherUnitsinvolvedintoCAmaytakethehitinstead.Despiteallthis,youmayreintoCA.WhenringintoaCA,theattackersTNismodiedby-2,thismodieriscumulativetoanyothermodiers,suchasRange,

    Aiming,etc.OnceyouhavegeneratedyourTNyoumustthengener-ateaFriendlyFireTN.isisdonebyadding2totheTNforeachUnitinCAwiththeTargetUnit.Nowmaketheattackandrollad20.IftheresultisequaltoorundertheTN,youhittheTargetUnitandresolvetheattackasnormal.IftheresultisabovetheTN,butequaltoorbelowtheFriendlyFireTN,thenyouhitoneoftheotherUnitsinvolvedintheCA.RandomlydeterminewhichoftheotherpossibletargetUnitsmaygethit(e.g.ifthereare2otherpossibletargets,AorB,thenrollad20,1-10isUnitAand11-20isUnitB).

    Example:ABane franticlydefendsitselfinCAwitha twoDragyriSpearslaves7awayfromaCoil.eCoilattemptstoassisttheBanebyringintotheCA.First,theCoilpickshistargetUnitandworksouttheTN.Inthiscase,theCoilsASis5,theSpearslavesDFis6.FactorintheRNmodieris1andthenapplythe2forFiringintoCA.

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    Indirect Attacks

    Some weapons allow RAs at Units that not visible through a normalLOS check. Te Indirect Ability indicates weapons capable o such

    attacks. An Indirect attack requires a Spotter, who must have LOS tothe target Unit, to use signals directing the attackers Assault. First,the AP or the attempt is spent. In order to make an Indirect Attack,the Unit making the RA and the Spotter may not be urther apartthan the attacking Units PS in inches. Next, measure the distancerom the attacking Unit to the target Unit. I this distance exceedsthe weapons maximum RN then the shot is wasted. Te indirect shotis made with the fring Units AS with that weapon but any Covermodifers are based on the Spotters perspective. Tere is an addi-tional -2 N or making an Indirect Attack.NOTE: Indirect shots must be able to land on their target so Indirectshots will not penetrate Architecture or other similar scenery.

    Diagram: A Squad o Ravages is behind a 3in high wall and has noLine o Sight to an approaching Soul Searcher. A nearby Bane at-tempts to act as a Spotter. Ravage A spends the AP or the attemptand chooses his POI. Measuring the distance between him and thePOI, it is within the maximum RN o the Ravages attack. As there isno Cover or RN modifer the Ravage will just have the 2 N to theattempt. Ravage B attempts to do the same but fnds itsel 14in awayrom the Spotter, which is more than their PS o 13, and thus cannotmake the attempt.

    Area Of Effect (AoE) Weapons

    Some weapons are more powerul than normal and may impact alarge area. Tese will usually be o the type Blast, Stream, or Spray.Examples o these are explosives, grenades, poisonous gas, irradiatedclouds, etc. Te Weapons statistics clearly note these types o attacks.Consult the ollowing rules to see how to resolve each type o attack.

    Blast (BL) Attacks

    Tis is a large Blast radius such as rom a grenade. A Blast (X) labin its RN or Notes specifes a Blast weapon. Each possesses an a

    companying number, e.g. BL (2). Te number specifes the radiusinches (in) that the Blast aects rom the target Point o Impact. AUnits whose Bases are at least partially within the Blast radius suthe eects o the attack. Find examples o all templates at the backthis rulebook.

    Targeting a Blast Attack

    Units making Blast Attacks do not target other Units; instead, thtarget a specifc point on the Battlefeld called the Point o Impa(POI). Tis POI may be anywhere within their normal Line o Sigincluding another Units Base. Units making Blast attacks may nore normal argeting Priority rules and the POI may be anywhe

    within their normal Line o Sight and Attack Arc. Te DF o the PO

    is always 3 and never aected by Cover modifers (range and othmodifers are taken into account as normal).NOE: While the Blast templates are circular, the Blasts themselvare spherical. Should a Blast go o at a point such as the base o wa

    with a Unit standing on top, use the radius o the Blast attack or theight the Blast reaches.

    Scattering Blast Attacks

    Blast attacks generally dont just go away on a ailed roll, but wImpact somewhere that they were not intended to. Roll a Scatter Rto fnd where the new Point o Impact is. Divide the number rollby 2 (rounding down) to fnd the number o inches the POI Scatteplace the template in the new position, and work out the resultsnormal. Te maximum a Blast can Scatter is hal the distance btween the Attacking Unit and the targeted POI (rounded down). IBlast weapons Point o Impact Scatters to a point urther than mamum Scatter, the extra distance is ignored and the template is placat the point o maximum Scatter.NOE: I intervening terrain causes the fnal position o a scatterBlast to be out o LOS or the attacker (or its spotter), center ttemplate at the point where the LOS ends.

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    Diagram: A Ravage attempts to throw a grenade amongst a Squadof Spearslaves. He chooses his Point of Impact, rolls and misses. Henow makes a Scatter Roll. Te roll comes up a 13 and the trianglepoints towards a Squad of Soul Searchers. Te Point of Impact ismoved 6 (13 / 2, round down) in the direction of the triangle on thed20, placing the grenade template at the new POI.

    Blast Attacks Critical Success And Failure

    When making a Blast attack, a 1 automatically succeeds and calleda Critical Success. Te closest Unit under the template to the Pointof Impact receives no AR Save and suers all extra eects. Calculate

    the Damage for all other Units normally. On a roll of a 20, the Unitmaking the Blast attack loses an additional AP (Tis penalty is notcarried over to the next Game urn if the critical failure was theUnits last AP). Te weapon may also Malfunction (MAL) if appli-cable.

    MAL of Blast Attacks

    When a MAL occurs with a Blast weapon, center the Blast templateover the Unit making the RA, then resolve the attack as normal.

    Spray(SP) / Stream (ST) Attacks

    Spray Attacks are short, directional attacks that are cone shaped.Stream Attacks are longer, almost rectangular shaped directional at-

    tacks. Both use a template. Spray and Stream Attacks hit every Unittouched by the template, starting with a point at the edge of theattacking Units Base and extending to a rounded edge at the endof the template. Te Unit with the Spray or Stream weapon mustchoose a target Unit and follow normal argeting Priority rules. Teymust then place their template so that nearest point of the templatetouches the closest part of the attacking Units base. Te centerline ofthe template must cross through the center of the target Units base(or as close as possible). As Spray / Stream attacks simply placetemplates, a Ranged Assault roll is not necessary to hit. A die isrolled however, to determine if Critical Successes or Critical

    Failures occur (Critical Failures only result in a loss of AP, not a miss).Spray / Stream weapons that have a MAL number also consult thed20 to see if the weapon Malfunctions (Tis is a straight unmodied

    d20 roll against the weapons MAL).NOTE: While the templates are at, the eects are cone-shaped.Should a template targeting one Unit also have the potential of over-lapping another Unit stood upon a wall, rotate the template to deter-mine the height/depth the template reaches.

    MAL of Spray / Stream Attacks

    Even though these weapons have a designated Area of Eect, theystill have the capability to Malfunction. On a MAL nd the newdirection of the attack by making a Scatter Roll, and then place thetemplate pointing so that the topmost point of the template is fac-ing in the direction of the Scatter. Te attacking Unit automaticallysuers a hit and the normal rules for Units under, or touched by, the

    template apply.

    Area of Effect Weapons and Terrain

    Even though these weapons use a template that does not mean theycan penetrate terrain that completely obscures a Unit. You must havea Valid arget to use an AoE weapon. Should the AoE template crossterrain that that would normally prevent targeting then the eectstops there even if the template touches the unit.

    Example: Two Soul Searchers are behind a large boulder (CompletelyObscured) with a Deaths Device in front of the boulder. A Firestorm usesa Stream Attack on the Deaths Device (which is a Valid Target withinArc of Fire, LOS, range and closest in reat Zone.) e template also

    touches the Soul Searchers. As the Soul Searchers are Completely Ob-scured they are not eected by the Stream attack.

    Firing AoE Weapons into CA

    Area of Eect weapons do not follow the rules for Firing into CA asthey utilize either a POI or a placed template to resolve their attacks.

    AoE weapons must follow their normal targeting rules and work outthe attack as normal.

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    Now that you have learned all about how to hit your opponent, it istime to learn how to Damage them. Units hit with RA, CA, someCastings and other efects make AR Saves or sufer Damage.

    Armor (AR) Saves

    Ater a successul hit, the target Unit must make an AR Save (i ap-plicable). e weapon, or Casting has hit the target Unit but it maynot lose any HP. AR can save a target rom the nastiest o weaponsor spells. Armor is not only the protective clothing a Unit wears, butcan also represent other actors such as a natural hide, mutation, orthe efect o certain drugs. To determine the TN, the player subtractsthe weapons PW and any modiers rom the target Units AR. I thedeending player rolls equal to or less than this TN, the target Unittakes no damage.NOTE: e Unit attempting to avoid damage makes an AR Save,not the Unit causing damage. us, AR Saves ignore any Attackers

    TN modiers.

    Example:A Bane has successfully hit a Soul Warden with his DoubleMace. Te Double Mace has a PW of 4; the Soul Wardens AR is 16. TeSoul Warden must now roll equal to or under his modied AR Save of 12(16 4 = 12). If the Soul Warden succeeds, he will not take Damage. Ifthe Soul Warden fails, he will have to Apply Damage

    Power Multipliers

    Designed to deeat armor, some weapons are much harder to survive.An x multiplier indicates these in their PW statistic (e.g., PW 6x2).is multiplier indicates the number o AR Saves the target mustmake to avoid damage. e deending player rolls all o the indicated

    AR Save attempts at the same time and assumes that they occurredin order, rom lowest to highest. I any o the rolls ail, then the ARSave has ailed. e exception to this is: i any o the dice rolled are a1. In which case, you avoid all possible efects. Keep in mind thata roll o 20 would result in a critical AR ailure as shown later in thisChapter.NOTE: As the die rolls are taken rom lowest to highest, i a playerrolls both a 1 and a 20, the roll o 1 would take precedence and allpossible efects are ignored, including the extra efects o rolling a 20.

    Example:A Forsaken Coil res a Death Disk at a Dragyri Soul Search-er. Te Death Disk has a PW of 6x2, meaning that two AR Saves arerequired. Te player must pass both to avoid taking damage. On a rollof a 1, the second AR Save is not important because a 1 saves against allDamage. In this example, the Soul Searchers AR is 16 meaning the SoulSearcher would need to roll 10 or less on both dice to make a successfulsave.

    Critical Successes and Failures on an AR Save

    When making AR Saves, a roll o a 1 automatically succeeds andnegates all Damage that the attack could cause, including theefects o any Abilities. e roll o 1 includesmaking Saves against Damage that exceeds their AR rating(or special cases involving PW multipliers see Overkill

    below). Similarly, a roll o a 20 automatically ails the AR Save aall possible Damage, including that rom any Weapon Abilities. I tplayer rolls a 20 (Critical Failure) on an AR Save, the target Unit lo

    an additional HP. is represents an attack hitting a vital area. Fweapons with a PW multiplier each 20 rolled on the AR Save cauthe loss o 1 additional HP.NOTE: When making multiple AR Saves due to Power Multipliea 1 negates all damage and efects. However, when making multip

    AR saves due to multiple weapon attacks, a 1 only negates one attac

    Example 1:A Ravage makes a RA with a grenade, with Knock Proat a Soul Warden and hits. Te Soul Warden rolls a d20 AR Save and result is a 1. Te Soul Warden takes no Damage, and does not have achance of being Knocked Prone.

    Example 2:A Ravage makes a RA with a grenade, with Knock Prone,

    a Soul Warden, and hits. Te Soul Warden rolls a d20 AR Save and result is a 20. Te Soul Warden now loses 1 HP, plus another HP for Critical Failure, and is automatically Knocked Prone.

    Example 3:A Deaths Device attacks a Bane and hits. Te Bane mnow make an AR Save against a PW 10x2, the Bane rolls a 1 and a 2Te 1 negates all damage and eects.

    Example 4:A Soul Searcher attacks a Bane and hits with both attacTe Bane must now make two AR saves against PW 7. Te Bane roll1 and a 20. Te Critical Success (1) negates all damage and eects of oattack, and the Critical Failure (20) has the Bane lose 1 additional Hand suer all weapon eects.

    Overkill

    Sometimes being lucky just isnt enough to deeat the overwhelmimight o a weapons PW, or the extreme situation o being severGanged Up on. To show this, i the TN or an AR Save is 1 or leand the attacking weapon has a PW multiplier, then a single 1 is nlucky enough to save you. In these cases, you must roll a 1 or eamultiplier.

    Example:A Sister of Compassion (AR 13) franticly defends herselfa CA, by two Spearslaves. A nearby Deaths Device decides to charge Sister from behind, as well. He hits and determines the N for the ASave. Te Deaths Devices weapon is PW 10x2, he gains +1 for eaSpearslave, +1 for the Charge, and +1 for attacking from the Rear. Tmakes his total PW 14x2 and the Sister now has to make two -1 ASaves to avoid damage. In this case, a single 1 on either die is not enouto save her from this overwhelming attack and she must be lucky enouto roll as many 1s as the multiplier (which is two). Unless she rolldouble 1 she takes the Damage of the attack as normal.

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    Apply Damage

    All attacks not saved by AR remove 1 HP each time they Damage atarget. Tis is the standard damage but, Abilities or Critical Failures

    on AR Saves (rolling a 20) cause more. For attacks with Power Mul-tipliers, the defending Unit does not lose HP for each failed roll. 1HP is lost if any of the rolls fail (this may be modied by Abilities orCritical Failures).NOTE: Every Critical AR Save failure made against a Power Multi-plier weapon adds 1 to the Damage taken.

    Dying UnitsUnits reduced to 0 HP or less have suered a mortal wound andare Dying. Dying Units are immediately removed from play unlessa scenario condition or another friendly Ability in the game keepsthem in play (see relevant Abilities section in the Forcelists); if theUnit is Dying and remains in play, mark the Unit with a Dying

    counter. Remove Units with Dying counters from play when theynext Activate. If at any point a Dying Unit has lost twice its originalHP it is immediately removed from play. Units wounded to this ex-treme point are beyond any recovery. A Dying Unit that has its HPraised back to 1 is still considered Prone.

    Units may move through a Dying Unit. You may not end yourMovement with your Base overlapping the Dying Unit. Dying Unitsdo not obscure LOS, nor provide Cover to other Units. Tey may beignored if within your Treat Zone, and do not count as a Unit inCA. Dying Units do not gain bonus CA attacks for Cowardice Willnot Be olerated and ignore them for purposes of Breaking Freefrom CA. Coherency checks ignore Dying Units. If a Dying Unit

    regains HP later they must be inside Coherency when they Activate,or they suer the -2 OOC until they rejoin their original Squad.

    Dying Units keep and resolve all counters normally. Dying Units areconsidered Prone with one exception; they are even more vulnerableto CA. Any Unit making a CA against a Dying Unit gains +4 Ninstead of the normal +2. Charge and Gang up Bonuses aect DyingUnits. All attacks against a Dying Unit are in its Front Arc. At theend of a game, and for the purposes of Panic, Dying Units count ascasualties. If a Dying Unit is revived prior to the Squads Activationand brings the Squad Size to above half, or more, of their originalSquad Size (rounded down), remove the Panic counter.

    Example 1:Late in a game, St. Mark is on 1 HP. He suers a hit froma Soul Splitters crossbow and fails his AR Save. Tis drops Mark to 0 HPand he is Dying, As this Force also has a Field Medic, her Abilities Justa Flesh Wound and Hang In Tere Boys keeps Mark in play. St. Markis Dying and given a Dying counter. Te player will remove Mark fromplay during his next Activation if he is still dying.

    Example 2:A Dying St. Mark suers two more Soul Splitter crossbowshits, and fails both AR Saves, one with a Critical Failure of a 20. Tisdrops Mark to 3 HP and means he has now taken twice his original HP

    in Damage. Regardless of any other Units Abilities, Immediately removeSt. Mark from play.

    Example 3:Late in a game, St. Mark is on 1 HP. He suers a hit froma Soul Splitters crossbow and fails his AR Save. Tis drops Mark to 0 HPand he is Dying. Since there are no Abilities in play that will keep Markin play, the player removes him from play immediately.

    Example 4:A Soul Splitter hits a Firestorm who fails her Kaboom!check, and her AR Save. She receives a Fire (12) counter, and is Dying.As this Forcelist also has a Field Medic, her abilities Just a Flesh Woundand Hang In Tere Boys keeps the Firestorm in play. Spearslaves Ac-tivate and end their Movement in BtB with the Firestorm. Te Field

    Medic Activates, moves around the Spearslaves, and restores 1 HP onthe Firestorm. Te Firestorm is still Prone and is now in CA with theSpearslaves. Te Firestorm will resolve the Fire (12) counter normallynext Lingering Eects stage.

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    Morale Tests

    Combat in the world of Dark Age is a violent and shockingly quickexperience that can test the mettle of the most tempered warriors.

    Unexpected casualties, unknown and terrifying enemies, and hor-ric environmental conditions are but a few of the things that canbreak the will of combatants and turn the tide of battle. When thesecircumstances occur, the Units aected must test to see if they standtheir ground or suer the debilitating eects of broken Morale. iscan include Fear or outright Panic. Make a Morale test by rollingequal to or under the Units PS statistic on a d20. Units within theirLeaders SOI may use their Leaders PS statistic as normal.

    Fear

    Fear is a strong emotion that can cause the most powerful warrior todoubt himself and his abilities. Fear alone is not enough to debilitatea Unit completely. It is a common emotion on a violent Battleeld,

    but it can cause hesitation and reduce a Units eectiveness.

    A Unit that causes Fear has the Ability Cause Fear listed in itsstatistics. Fear aects all enemy Units within a 8 radius centeredon the Unit with Cause Fear. Units that Activate within the 8radius of a Fear-Causing Unit, or Units that move into the Fear radiusreceive a Fear Counter if their PS is lower than the Fearcasusing Units PS. Every Unit in a Squad is aected by Fearthe instant a member of the Squad moves into the Fear radius.

    Fear

    FEAR TEST

    1. Check 8 radius for Units that may be aected.2. If the Fear causing Unit has a higher PS than the

    aected units, the aected Units receive a Fear Counter.FEAR COUNTER EFFECTS1. All TNs for the aected Unit are at -1, except AR saves.2. Eects last until the counter is removed or the Fear

    Causing Unit moves out of Fear range.

    NOTE: Fear is not cumulative and a Unit never suersmore than -1 TN for Fear at any one time. is does notmean that a Unit cannot have more than one Fear counterfrom dierent Fear-causing Units however. Units must remo