QuickStart_Brood.pdf

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What you need to play:
- Dark Age Miniatures
- 2 20 sided Dice
The Game Turn
Each Game Turn of Dark Age consists of 4 distinct Phases:
Phase 1 - Preparation Phase. This Phase contains the Lingering Effects. Any Game Effects
that are in play from the previous game turn take place here.
Phase 2 - Initiative. Roll a D20 just like the Deployment, lowest roll wins.
Phase 3 - Activation Phase. Each Unit/Squad gets ONE Activation per turn, irst player
activates a Unit/Squad then the Second player Activates a Unit/Squad. Alternate until all
Unit/Squads have been Activated.
Phase 4 - End of Game Turn. Any End of Game Effects take place at this time.
with the second Attack Group listed with the Latch On Ability. Additional attacks during
this activation from the second Attack Group listed automatically hit. Units may not Parry
the automatic hit.
- Tape Measure (Inches)
- 4’ x 4’ table top
- Terrain
NEVER FEAR
Units with this SA are not affected by Fear.
What makes Dark Age Different?
- True skirmish system, no facing requirements.
- Rolling LOW is good, ‘20’=BAD, ‘1’=GOOD
- Alternate Activation, you activate a Unit/Squad, then your opponent activates a Unit/
Squad.
- Not a lot of miniatures are needed, Forces can contain 6 - 16 miniatures per side.
- Squad based Activation, each Squad member activates separately, i.e. move each
Squad member before moving onto the next Squad member.
- Activation Points, you can customize how you activate your Units.
NEVER PANIC
Units with this SA are not affected by Panic
Game Play
Activating Units/Squads - Each Unit gets one Activation per game turn, when a Unit is
activated you may spend all or none of it’s AP , if you don’t use the AP for that Game
Turn, then the Unit may not activate later during the current Game Turn but may activate
as normal in the next Game Turn. When you Activate a Squad Activate one Unit at a
time, completing all of it’s actions before moving onto the next Unit in the Squad.
REGENERATION
The Regeneration ability allows Units to rapidly heal fatal wounds. During every Lingering
Effect phase, a Unit with Regeneration will automatically attempt to heal if it has a Wound
counter(s). The numbers in parentheses after Regeneration indicates how many D20 are
used for the test. Each roll equal to or less than 10 recovers 1 HP. Units with this ability are
not Removed from Play immediately upon Dying. Instead, Dying Units with Regenerate
receive a Dying counter and remain on the Battleield until: they next activate, take twice
their original HP in Damage, or if the Unit is unable to Regenerate to at least 1 HP during
the Lingering Effects. If that is not possible (i.e., the Unit has Regeneration (1), and is at - 2
HP), the Unit is immediately removed as a casualty during Lingering Effects.
The Basics
The core basics of the game involve the Unit’s stats. A Unit is one Dark Age miniature,
several Units of the same type are considered a squad. Each Unit has seven stats:
Squad Coherency - Squads must stay in coherency, Small to Medium Units = 2 inches,
Large Units = 4 inches, Huge Units=6 inches. Check for Coherency at the end of the
Squad’s activation, Unit’s in BtB with Enemy Units do not count towards Coherency.
Unit’s out of Coherency are - 2 TN to all checks except AR checks, until they move into
coherency.
AP (Activation Points) - This is the number of Actions each Unit can perform in one
activation. Each Unit gets one Activation per Game Turn.
DF (Defense) - The lower the number the better, this is how hard it is to hit your Unit.
AR (Armor) - The higher the number the better, this is how you avoid from taking a wound
when you get hit.
MV (Move) - This is the Unit’s move in inches per AP spent.
PS (Psyche) - This is used for Morale or to see if you are affected by Fear. Some Force use
this stat for psychic powers.
HP (Hit Points) - How many wounds your unit can take.
PV (Point Value) - Cost per Unit, most quick games start at 300 points, casual games are
played at 500 points. Tournament level games are played at 750 points.
SCOUT
After all players have deployed their Units and after all Iniltrate Units or those with Iniltrate
like effects have been deployed the player that has at least one unit with this ability
in their force may redeploy one squad or unit in their force. Normal Deployment and
Iniltrator rules apply. A player may not redeploy more than one Unit/Squad even if they
have multiple Unit’s with the Scout SA.
Movement - You may spend as much of your AP you want in Moving, simply choose a
spot you want to move to, measure the distance and calculate how much AP it will take,
or simply move your Unit the amount of MV you can per each AP spent. If you get into
Base - to - Base (BtB) then it is considered a charge.
Line of Sight (LoS) - Each Unit has a 360 degree arc. LoS is true LoS, so if an obstacle is
between you and the target they may receive Cover if enough of the model is obscured.
SPOTTER
Any Unit with Iniltrate (or an Ability that acts as Iniltrate) may not deploy within this Unit’s
PS stat in inches.
Close Assault (CA) - When you move a Unit into BtB with an enemy Unit this is considered a
Charge. Even if you had spent all your AP in moving you get a free AP to use one of your
AG’s in CA. To hit add your AS of the attack(s) to the targets DF, this is your Target Number
(TN) to roll equal to or under to hit. If you have an attack that has multiple attacks you
may split the attacks if you want between two different enemy Units if you are in BtB with
Multiple enemy Units.
Attack Groups (AG) - These are your attacks. There are two types of Attacks they are:
Close Assault (CA) and Ranged Assault (RA). You spend an AP to make an attack. Each
AG has stats, they are:
VAULT
The Unit may spend 1 AP to make 4” movement ignoring any terrain less than 4” high for
that 1 AP. This can only be done once a turn. When Spring Leap is used to Charge, the
Unit gains +2 TN +2 PW. Spring Leap does not beneit from Gang Up. Spring Leap may
not be used with a Knock Back weapon.
AS (Assault) - The higher the number the better, this is you chance to hit.
RF (Rate of Fire) - How many times you can use the attack, a dash means you can do this
attack as many times as you have AP.
PW (Power) - Higher the number the better, when you hit your opponent must make an
Armor Check. If you see a ‘x2’ or ‘x3’ that indicates the number of dice you opponent has
to roll to make their Armor Check.
RN (Range) - If it says CA then this attack may only be used in BtB. If there is a number
then that is the max range in inches you may use that attack.
MAL (Malfunction) - If you roll this number or higher you hit yourself, sorry!
Charging - When you get in BtB with an enemy Unit it is considered a Charge. You gain a
free AP to use with one AG as well as a +1AS/+1PW to all attacks in the chosen AG.
KNOCK BACK (KB)
Knock Back (KB) attacks create such force that opponents are sent staggering back.
On a successful attack, before the Armor save, a Unit with this ability rolls a d20. If the
number that was rolled is less than or equal to the KB number in parenthesis, the Unit is
then knocked back directly D20/2”. For every size larger the attacking Unit is than the
target Unit, add 2 to the KB target number. For every size smaller the attacking Unit is
than the target Unit, subtract 2 from the KB Target Number. If the target hits an equal, or
larger sized Unit, it stops in BtB contact, is knocked Prone and immediately resolves a PW
attack equal to 1/2 the distance in inches (round down) knocked back. If the target hits
dangerous/impassible terrain, or a small linear obstacle it stops in BtB contact, is knocked
Prone, and immediately resolves a PW attack equal to ½ the distance in inches (round
down) the distance knocked back. A knocked Back Unit moves over Units of a smaller
size, knocking them Prone. If the Unit being knocked back ends on top of a smaller sized
Unit, push the smaller sized Unit back to make room for the knocked back Unit. (Pushed
Units are not knocked Prone) Unit(s) moved out of CA as a result of a Knock Back action
do not require any type of Break test and are not subject to the free attack for breaking
combat. Prone Units are knocked back ½ distance. After completing all effects of
Knock Back, resolve the initial Armor save. Knock Back weapons do not gain Ganging
Up bonuses.
Ranged Assault (RA) - If you have a ranged attack you may spend 1 AP to make the
attack. Then measure if you have range. If you do add the AS of your attack to the
target’s DF, this is your TN to roll equal to or under to hit.
Armor Checks - When you are hit by an attack whether it is a CA or RA you need to make
an AR check to avoid taking a wound. Subtract the PW of the attack from your AR, this is
your TN to roll equal to or under to avoid taking a wound. If you roll a ‘20’ on your Armor
check this is a Critical Failure and you take an extra HP of damage.
Unit - Dark Age represents forces on the Battleield by Miniatures, referred to as Units. A
Unit is a single Miniature. Grouped into two different categories, Units are either Individuals
or Squads. Therefore, the term “Unit” may refer to an Individual or a single member of a
Squad.
Special and Weapon Abilities
Each Unit in Dark Age is unique and may have Special or Weapon Abilities (SA or WA).
These abilities are displayed on the Unit cards. For ease of play the Special and Weapon
abilities for the Units in this Starter Box Set are included here, not all SA’s and WA’s are
detailed, just the Abilities that pertain to the contents of the Boxed Sets are listed here. For
further SA and WA explanations refer to Dark Age Apocalypse: Forcelists or www.dark -
age.com.
Squad - Squads are teams of Units that move and attack as a group. A Squad may
contain a Leader who generally has different Statistics.
Target Number (TN) - The Target Number (TN) is the number needed for a successful outcome
on any die roll. Determine a TN with one or more Statistics and any situational modiiers that
may apply to the speciic action performed. If the result is equal to or lower than the TN, you
are successful. The TN is calculated for anything that requires a die roll including attacks,
Saves, Fear or Panic test, etc.
BROODMERE
All Brood Units have Never Fear and Never Panic and are not affected by Lack of Support.
KNOCK PRONE (KP)
A Knock Prone (KP) weapon is capable of knocking the opponent to the ground. The Ability
is followed by a number in parentheses. This number is the TN needed to successfully KP
the target. A KP roll is made for every successful hit regardless of damage (If an opponent
has any Abilities that may reverse the successful hit they may make that attempt before
the KP roll). If the attacking player rolls equal to or under the TN, the target Unit has been
Knocked Prone, and the Unit is marked as Prone. For every size larger the attacking Unit
is than the target Unit add 2 to the KP target number. For every size smaller the attacking
Unit is than the target Unit subtract 2 from the KP target number.
Now that you understand the basic stats of a Dark Age Unit let us further explain how to
play the game.
ELUSIVE
Ranged Assaults against this Unit that originate from Units 6” away, or more, away suffer
double the normal range modiiers (i.e. for every full 4” 2 to the TN To Hit). Elusive Units
automatically pass the PS check to ‘Evade’ template attacks.
Setting up the Battleield
As mentioned before you need a table top board 4’x4’ or smaller to play the game. For
the purposes of playing the game with demo armies or learning how to play the game for
the very irst time we are going to assume that you are using a 2’x2’ table. Make sure you
have plenty of terrain. Ruined buildings, rocks, and hills are ideal for any Dark Age setting.
INFILTRATE
Units with this Ability are deployed after all non - Iniltrating Units. A Unit with Iniltrate may
deploy anywhere on the Battleield, but may not be deployed in Line of Sight (LOS) of
an enemy Unit. If more than one Force contains Units with this Ability, all players roll for
Initiative and resolve placement of Iniltrating Units following the result of the dice rolls,
highest to lowest, placing 1 Iniltrating Squad or Individual each, in order, until all Iniltrating
Units have been deployed.
PARALYZING POISON
Whenever a weapon with this Ability successfully hits an enemy Unit, they immediately
lose 1 AP. (If the Unit has 0 AP due to other reasons than Paralyzing Poison; carry this
penalty over to the next Game Turn). Paralyzing Poison is a cumulative effect, and does
not affect Units with the “Nonliving Unit” Ability. Paralyzing Poison is subject to “Immunity
to Poison” Paralyzing Poison does not remove free AP gained from charging.
Deployment
Once the battleield is set up now you must deploy your Forces onto the table. Each
player rolls a D20, the person with the lowest roll wins.
The winner then can either deploy one of their Unit/Squads irst OR nominate an exact
Unit/Squad of their opponent’s to deploy irst. Once the irst Unit/Squad is deployed then
both players alternate deploying their Unit/Squads until there are no more Unit/Squads
to deploy.
LATCH ON
A Unit with this Ability may Latch On to an enemy and make additional attacks. The Attack
Group required to trigger a Latch On attack will be listed irst, followed by the Attack
Group that is used for the free attack. e.g. LATCH ON (AG #1/AG #2) If all weapons in
the irst Attack Group listed hit the same Unit using a single AP, the Unit with the Latch On
Ability may make an immediate attack (for no additional AP cost) against the same Unit
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