QuickStart_Outcasts.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.
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.
- Tape Measure (Inches)
- 4’ x 4’ table top
- Terrain
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.
SCAVENGE
Units with this ability have the ability to scavenge weapons and armor from the battleield
to improve their own weapons and armor. When any Unit is Removed From Play place a
Scavenge token where the Unit was last on the tabletop. A Unit with the Scavenge ability
may move adjacent to the token and spend 1AP to pick up the token. A Unit may have
up to 3 Scavenge tokens. Each token gives the Unit a +1 bonus to AR and RA PW. When a
Unit picks up more than one token replace the multiple tokens with one token that reads
+2 or +3 Scavenge as applicable. If a unit with a +2 or +3 token is Removed from Play
place a single Scavenge token down instead of the multiple token counters.
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.
SURVIVALIST
If all AP are used for Movement the unit’s gains the Elusive Special Ability until the start of
its next activation.
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.
TAKE CHARGE
This Ability represents that an Individual has strong ties to a particular Squad type. They
will regularly train with a Squad of such troops in advance of a mission and lead them
into battle personally. The Ability will have the choice of Units the Individual can lead
in parentheses after it e.g. Take Charge (Coils). Should an Individual choose to lead a
Squad in this way they are permanently attached to the Unit for the entire Game. They
are considered part of the Squad for all purposes, act as the Unit’s ‘Leader’ in all ways,
and all ‘Leader’ rules apply to them and the Squad they are leading. They still retain
their ‘Individual’ status and related abilities such as Rallying Troops however, and all their
personal Special Abilities apply as normal. Should an Individual ‘Take Charge’ of a Squad
they do not count towards a Squad size, nor do they stop a Squad having a Leader of
it’s own. If a Squad also has a Leader of it’s own that Leader also retains full use of all of
it’s Leader rules.
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.
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.
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:
TOUGH AS NAILS
Units with this Ability do not take an additional HP of damage on a critical Armor Save
failure (A roll of a 20). Any special effects, like Knock Prone, still automatically affect the
Unit. Tough as Nails also gives a +2 modiier to Poison Tests.
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.
BRUTAL
A CA or RE attack from a Weapon with this ability may not be Parried.
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.
EXTREME DAMAGE (ED)
Weapons with this Ability cause larger amounts of Damage than normal weapons. The
number in parentheses after ED is the amount of HP lost to a successful attack. I.e. ED (2)
= 2 HP lost due to a failed Armor save, ED (3) = 3 HP lost due to a failed Armor save and
so on.
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.
HOOK (x)
The ammo for this weapon is hooked and barbed allowing it to stick into the target.
Hooked weapons also trail a cable or rope so that the hook can be used to pull the target
prone. Once the target is hooked the iring model may spend an AP to knock the target
prone. Each AP will cause another damaging hit from the weapon as well as a KP equal
to the (X) on the ability. For each Hooked counter on the target add +2 to the KP check.
If a model is hooked by a weapon it may not move beyond the range of the weapon
unless it removes the counter irst. Once hooked there is only 3 ways for the target to
remove the counter.
1) If the hooking model ires the weapon at another target remove its hooked counter
from the original target.
2) If the iring model is killed remove any hooked markers.
3) A model hooked may spend an AP to remove the barb. This results in a second hit from
the weapon. Roll AR save to prevent the damage.
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.
BLOK STOPPER (x)
This models carry large items that can be used to obscure there progression across the
Battle Field. This ability increases the level of cover the model is behind. If the ability has a
(X) then increase the cover by that many levels.
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 8” 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.
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.
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.
GRAPPLE (x)
(X) represents the distance in inches that grapple can effect. Models with this ability gain
the use of grappling weapons. With them they can climb much safer than units without.
Also these items can be used to help clear distances like moving building to building. To
Represent this when Jumping the unit can move there movement - 1 per AP rather than
½ movement per normal rules. Also units with this ability can scale surfaces as if a ladder
was in place up to the distance of the grapple ability. Falling less than the range of the
grapple results in no damage.
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.
WHIPLASH
A weapon with this ability causes a loss of 1 AP if the target unit makes a successful
Armor check. This effect is cumulative.
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
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