Table of contents
Credits p5
1. Introduction p8
Core Rules p12
2. Concepts and Essentials p13
3 Getting Started p17
4 The Game Turn p19
5 Game Play p20
6 Close Assault p26
7 Ranged Assault p29
8 Damage p34
9 Morale p36
10 Casting p38
Advanced Play p41
11 Terrain Rules p42
12 Campaign Rules p49
13 Scenarios p57
14 Elements p61
15 Glossary p64
Templates p75 & 76
Counters p77 & 78
Quick Reference Sheet P79 & 80
4
Core Rules
Samaria
An abandoned planet, a ruined world, a place where few still remember...
Can you imagine what it means when everything falls down?
When the world, as you know it, ends in a flash, what comes next?
Do you give up, fall down, die? Or do you struggle, force yourself to stand, live on? Walk over the bodies
of your family. Kill or be killed. Cling to life no matter where it takes you. Because only then will you
understand how deeds become history.
Only then will you survive Dark Age.
The world of Dark Age is a world of contradiction. Plasma rifles meet crossbows, laser torches meet
horse-drawn ploughs, and future philosophy meets ancient religion. The inhabitants of our world all
share one simple trait, the instinct for survival at any cost.
A politician’s church ruling long abandoned humans with an iron fist.
Self-proclaimed demigods thrusting humanity forward with ancient technology.
An alien race, battling dishonor through warriors’ eyes, defending their adopted home.
Mutated barbarians, thirsting for revenge against those who forsook them.
Vat-spawned nightmares created by a perversion of the evolutionary principle and unleashed by an
insane mother.
And there are others;
humanity’s sins risen up against them,
an angel fallen through scientific pride,
even more secrets held close by a merciless world.
Welcome to Samaria.
12
Core Rules
What You Need To Play Die Rolls - Dark Age utilizes a d20 for all game determinations. By
BATTLEFIELD – You need something to play on, a table or any design, rolling lower is better than rolling higher.
playing surface will do, typically 4’ x 4’.
Critical Success and Critical Failure - Rolling a “1” on
DARK AGE MINIATURES - To play the game you need a the die results in a “Critical Success” and rolling a “20” is a “Critical
number of Dark Age miniatures to represent your chosen Forcelist. Failure.” Most tests have special stipulations for handling such criti-
Each Dark Age miniature comes with a round plastic base to not cal rolls.
only help the piece stand, but also used throughout the rules to rep-
resent the Unit's footprint on the Battlefield. Lowest to Hightest - If a Unit must make multiple die rolls
for one action, such as AR Saves, make all of these dice rolls at once.
TAPE MEASURE (FT) – Dark Age requires a standard Inches/Foot Tape Consider them to occur in order from the lowest result to the
Measure. highest. If you only have one d20, you should note your results
down and resolve them in order of lowest to highest as above.
20-SIDED DICE – Used throughout Dark Age, rolling twenty NOTE: As the die rolls are taken from lowest to highest, if a player rolls
sided dice (d20s) to determine the outcome of statistic rolls and gen- both a 1 and a 20, the roll of 1 would take precedence over the 20.
eral game play. Multiple dice of different colors are preferable, mak-
ing different rolls easier to distinguish. Scatter Roll - A Scatter Roll is a single d20 roll. Each facet, or
side, of a d20 is a triangle shape and the direction of the Scatter is the
TERRAIN – To add life to your Dark Age miniature game you will direction of the triangle point above the number rolled. It is best to
want to use terrain such as miniature-scale hills, rivers, bridges, roll your Scatter die close to the intended target area to make direc-
fences, buildings, and other landscapes. tion determinations easier
COUNTERS & CARDS – Dark Age makes use of various Target Number (TN) - The Target Number (TN) is the num-
counters and templates. Find these at the back of the Forcelist books. ber needed for a successful outcome on any die roll. Determine a
If you decide to use your own Counters and/or Cards, ensure they TN with one or more Statistics and any situational modifiers that
are clearly representative, and that your opponent knows what they may apply to the specific action performed. If the result is equal to
represent before setting up the game. or lower than the TN, you are successful. The TN is calculated for
anything that requires a die roll including attacks, AR Saves, Fear or
Game Play Definitions Panic Tests, etc.
Argument Stopper - Tabletop war games are just that: Army - An Army is the primary and most general classification for
“games.” Although making every attempt to cover all possible combatants in Dark Age. These often refer to a race or nation (e.g.
scenarios and keep game play as smooth as possible, circumstances Forsaken, Dragyri, Skarrd, Brood, etc.). Each Army contains one or
may arise during game play not covered by the rules. If at any point more sub-types, called Forcelists.
you or your opponent have a dispute on a topic and cannot reach an
agreement, simply roll one d20 each. The player that makes a lowest Forcelist (Force) - The Forcelist provides details on all of the
roll wins the decision and the game continues. This will allow you to Units that make up the Force you field on any particular Scenario.
keep your game flowing smoothly. You can always discuss the ruling Each Forcelist’s entries describe Units’ Statistics, Abilities, and Weap-
after the game for future reference. When this occurs, please post the ons for use in the game of Dark Age. Additional books have even
question on the Dark Age forums for a more official ruling. more Forcelists to expand the world of Dark Age further.
NOTE: You may only use one Forcelist per 1,000 points. In games
Measuring - All measurements in Dark Age are in inch- from 1,001 – 2,000 points, you may combine up to two Forcelists
es (in). When measuring the distance between two Units, from the same Army. In games 2,001 – 3,000 points you may
combine up to three Forcelists from the same Army, etc.
13
Concepts & Essentials
Unit - Dark Age represents forces on the Battlefield by Miniatures, Psyche (PS) - The Psyche (PS) statistic indicates the Unit’s bravery
referred to as Units. A Unit is a single Miniature. Grouped into two and willpower. Units with high PS are less likely to suffer from Fear
different categories, Units are either Individuals or Squads. There- or Panic. They are also more likely to resist some Castings.
fore, the term “Unit” may refer to an Individual or a single member
of a Squad. Health Points (HP) - Health Points (HP) show the amount of
damage a Unit can withstand before Dying or removing it from play.
Individual - Individuals are Units that activate on their own.
Point Value (PV) - Point Value (PV) is the worth of each Unit
Squad - Squads are teams of Units that move and attack as a group. in the game. This statistic balances the Forces to ensure every player
A Squad may contain a Leader who generally has different Statistics. has an equal chance of winning. Before a game begins, players decide
the total Point Value for the game.
Unit Card - Using a Unit Card
in Dark Age is a fast way of learn- Special Abilities - Abili-
ing and remembering your Unit’s ties are the representation of a Unit’s
Statistics, Weapons, and Special special talents that other Units may not
Abilities. A Unit Card also helps share. Some Units have the ability to
keep track of which Units have attack multiple times, while
completed their activation each Game others have the ability to use a Casting.
Turn. Unit Cards for each Forcel- Special and Weapon Abilities can be
ist accompany each Forcebook. found in the appropriate Forcelist section.
Special Abilities supersede or modify
Unit Statistics - Each Unit has Sta- how the standard rules apply to the Unit.
tistics to represent how well the Unit can
shoot, attack, Cast, resist damage, move, Size (SZ) - Size (SZ) shows the
and function in the harsh world of Dark physical size of a Unit in the world of Dark
Age. The following Statistics describe the Age. The Size groups are Tiny, Small, Medi
Medi-
fundamental attributes of a Unit used in um, Large and Huge.
Dark Age.
Size Correlates to Base Size
Action Points (AP) - Action Points Tiny, Small,
(AP) represent the amount of activity a Medium = Small Base (30mm)
Unit can participate in during its Acti- Large = Medium Base (40mm)
vation. A Unit spends an AP in order to Huge = Large Base (50mm)
perform single actions such as Movement,
using weapons, abilities, and castings. Equipment - This shows the equipment
and weapons a Unit possesses.
Defense (DF) - Defense (DF) is a Unit’s ability to avoid an attack.
Add this number to an attacker’s AS when the target of an Assault. Squad Size - Each Forcelist provides you with the Unit’s Squad
Size. This statistic is either “Individual” or provides details on the
Armor (AR) - Armor (AR) is the amount of protection the Unit number of Units allowed in a single Squad. If the Squad Size is Indi-
has against most attacks. This can be due to protective equipment, vidual, you pay the PV for each Unit. Individuals may not become
or natural protection from a tough hide, fur, scales, or mutation. part of a Squad unless a Special Ability states otherwise. If the Unit
Subtract the PW of a hit from a Unit’s AR when making an AR Save. is part of a Squad, it must adhere to the minimum and maximum
NOTE: The Unit attempting to avoid damage makes an AR Save, Squad Size restriction usually referenced. Squads must have at least
not the Unit causing damage. Thus, AR Saves ignore any Attackers’ as many Units as the minimum listed, and no more than the maxi-
TN modifiers. mum number of Units listed. The Point Value for any type of Squad
is always ‘per Unit,’ and totaled accordingly.
Move or Movement (MV) - Movement (MV) measures the
number of inches the Unit may travel per AP spent. Terrain and Availability - Availability is a limitation on the number of
obstructions can sometimes modify this amount. Individuals or Squads that you can have in your Dark Age Force.
Availability restrictions range from required Game Size to need-
ing other specific Units in your Force before allowing the
14
Concepts & Essentials
Unit’s purchase. If the listed Availability is “Unique” then you may Weapons created with unstable technology usually have MAL
only ever take one of those Units or Squads per Force. statistics to show the danger of using it. On a roll equal to or greater
than the MAL number something has gone wrong and the weapon
Example 1: “Availability: 1 per 1000 points.” This means that you may has backfired, vented gasses, recoiled unexpectedly or something
only have one of these Individuals every 1000 points, or portion thereof, similarly bad. The Unit using the weapon suffers an immediate hit
which your Force is worth. If you are playing Forces of up to 1000 points, by its own attack. In some situations, it is possible for a weapon to
you may therefore take one of these Units, and you may choose a second both MAL and still hit its target. Simple weapons like swords do not
one of these Units if you are playing 1001 – 2000 points, and so on. The usually have a MAL statistic, so they will be marked with a “-” and
same would be true for the number of Squads with an “Availability: 1 thus can never MAL. Some weapons have special MAL effects found
Squad per 1000 points.” on the Unit Cards or in the Weapon Abilities section of the Forcelist.
Example: 2: “Availability: Up to 2 per Soul Warden of the Ice Caste.” Notes - In the Notes you will find Weapon Abilities and other
This means that you may only ever field this Squad or Individual if you useful information. E.g., the Coil’s Morning Stick has the Ability to
also have a Soul Warden. For each Soul Warden you may have up to two Knock Prone (KP). Weapon Abilities are in the appropriate section
of this Squad or Individual. of each Forcelist. Special Abilities supersede or modify how the stan-
dard rules apply to the Unit.
Weapon Statistics - The following statistics describe the
fundamental attributes of weapons used in Dark Age. Attack Groups (AG) - Weapons and attacks segregate into
groups. These groups are marked in the Unit description as Attack
Weapon Name - Weapons in Dark Age have their own statistics to Group 1, Attack Group 2, etc. Attack Groups show attacks that may
represent their effectiveness against other Units, as well as how effec- be used for 1 AP. When an AP is spent, choose any Attack Group
tively their users’ wield them. As different Units may carry the same you would like to attack with and make one roll for each entry in the
weapons, only the weapon statistics written on a Unit’s card applies group. Each time an AP is spent you may chose a different group.
to that particular Unit. If an Attack Group has more than one attack listed in it, you must
designate the target for all attacks before making any AS rolls. If
Assault (AS) - Assault (AS) shows the combat ability of a Unit you wish, you are not required to make all the attacks in an Attack
with this particular weapon or attack. This Statistic reflects the Unit’s Group.
training and ability, plus the inherent accuracy of the weapon. Add
the AS stat to the target’s DF to find the TN for an attack. Example 1: Chitin has two Toxic Cleavers in Attack Group #1. Chitin
is in Base to Base (BtB) contact with Bane #1 and Bane #2. If Chitin
Rate of Fire (RF) - Rate of Fire (RF) is the maximum number of attacks Bane #1 only, she should roll two dice, and resolve the rolls from
uses in one Game Turn of this weapon. A “-” in this field means the lowest to highest. If Chitin splits the attacks between Bane #1 and Bane
weapon has no limit on the maximum usage per Game Turn. #2, either roll two separate attacks by rolling two different colored dice
indicating which die is for Bane #1 and which die is for Bane #2, or you
Power (PW) - Power (PW) is the strength of a weapon’s attack. could declare intentions to attack Bane #1 first and Bane #2 second, then
Subtract this number from the target’s AR to find the TN for AR resolve your die roll lowest to highest.
Saves. PW is a result of both the strength of the wielding Unit and Example: An Abomination has three Pod Guns in Attack Group #3.
the sheer brutality of the weapon (Thus, different weapons with the Spearslaves #1, #2, and #3 are within 36”. #1 is within 10” so it must
same name may have different PW statistics). A Power Multiplier, be a target. #2 is at 12” and #3 is at 24”. The Abomination wants to
indicated by an “x” and a second number indicates how many AR shoot all three. It must target #1, but it has the option of making #2 or
Saves to avoid any Damage. A PW with no multiplier requires only a #3 his second target. The Abomination declares targeting #1, then #2,
single AR Save. The PW of an attack never drops below 0. An attack then #3. It rolls three dice and resolves lowest to highest; the rolls are 1,
with a PW of 0 automatically fails, stopping any follow up Assaults; 15, and 19. As a result Slave #1 is hit and killed, Slave #2 is missed, and
i.e. an Assault or Armor Save roll is not even made. a Malfunction occurs shooting at Slave #3.
Range (RN) - The Range (RN) statistic is the maximum distance Example 2: X-Cess has a Sword and two daggers in Attack Group #1.
at which the weapon can hit a target. Ranges are always in inches X-Cess is in BtB with Buzzblade #1, #2, and #3. If X-Cess attacks Buzz-
(in). If the weapon is for Close Assault only, it will be marked with blade #1, she should roll three dice at the same time, one die separate
a “CA.” from the other two to denote the Sword. If X-Cess attacks Buzzblade #1,
#2, and #3, either roll three separate attacks, or roll three
Malfunction (MAL) - Malfunction (MAL) is a com mon occur-
rence in a world of such poorly maintained weapons as Dark Age.
15
Concepts & Essentials
different colored dice indicating which die is for Buzzblade #1, #2, and Example: Deadlock fires at a Spearslave with her machine pistols. She
#3 plus note which attack will be the sword. rolls an 8 and a 20. Resolve rolls lowest to highest. The Spearslave first
must make an AR Save, then Dedlock must roll for the AR Save from
Example 3: A Ratchet has Chitin Club (KP 12) & Chitin Short Sword the MAL.
(Paralyzing Poison) in Attack Group #1. The Ratchet is in BtB with
Bane #1 and Bane #2. If the Ratchet attacks Bane #1 you should either
roll two separate attacks, denoting which weapon you are using (because
they have different abilities) or roll two different colored dice indicating
which die is which weapon. If the Ratchet splits the attacks between Bane
#1 and Bane #2, either roll two separate attacks, or roll two different col-
ored dice indicating which die is for Bane #1 and which die is for Bane
#2. Note the weapons used as they have different abilities.
NOTE: Die Rolls always occur lowest to highest. This means even if
you roll a 20 on your attack, it is the last occurring attack, and it does
not supersede the other attacks
16
Core Rules
3. Getting Started
Before playing a game of Dark Age, the players involved need to de- Paul plays Dragyri Ice Caste and chooses the following Forcelist:
cide what kind of game they wish to play. This includes game size,
scenarios or victory conditions, special terrain rules, or any house 1 Spirit Lord 140 pts
rules. 1 Frostbite 75 pts
2 Blizzards (2 x 82 pts) 164 pts
1. Determine Size Of Game 12 Spearslaves 120 pts
Usually the first step is to decide how big a game to play, often Total = 499 pts
dictated by the time available to the players. Given allotted time,
the players will agree on how many points they will allocate for Dean plays Saint Mark and chooses the following Forcelist:
choosing their Forces. Greater point totals allow for larger / more
elite units in each Force. Some recommended point totals, and 1 Saint Mark 132 pts
their corresponding game times, are listed below. These are, how- 1 Reaver 75 pts
ever, estimated times and you will find game times changing for 3 Junkers (3 x 64 pts) 192 pts
varying reasons (such as becoming more proficient with the rules). 2 Shades (2 x 50 pts) 120 pts
Total = 499 pts
Player Amount Point Totals Durations
2 Players 500 points 45 minutes Large Scale Games
2 Players 750 points 60 minutes In games larger than 1000 points, you may combine two Forcelists
2 Players 1000 points 90 minutes of the same Army type. When combining Army Forcelists, the cost
3+ Players 400 points 60 minutes of the primary Forcelist will come from the first 1000 points. The
cost of the secondary Forcelist Units will come out of the next 1000
2. Determine a Scenario points/remaining points, etc. All special rules of the Forcelists still
Scenarios, in the majority of cases, will simulate a ‘meeting engage- apply (e.g. Honor Before Combat).
ment’ where two Forces square off with the goal of eliminating their
opposition. However, players are free to develop whatever scenarios Example: David wants to play a 1500- point game. He plays Forsaken.
they wish to play such as defending a location, protecting a person He decides to take St. Mark in his primary Forcelist and St. Mary for
or asset, attempting to escape an ambush, etc. Whatever Scenario his secondary.
you wish to play, all participating players need to agree to the specific
conditions and rules before the game begins. If you want to play a David’s List
game not using a particular Scenario a default “Kill ‘em All” game Primary List Second List
may be played. The game ends after 5 Game Turns, add up the Points St. Mark St. Mary
Values of all the Casualties on both sides. The Player with the lowest 1 Saint Mark 132 pts 1 Saint Mary 130 pts
total is the winner. 1 Reaver 75 pts 1 Contradiction 70 pts
1 Field Medic 51 pts 3 Clergy Ann 180 pts
3. Select Units for Play 3 Junkers 192 pts 2 Flense 120 pts
Once you and your opponents have selected the size of game to play, 2 Shades 100 pts
you can then proceed with choosing the makeup of your Force. Us- 2 Shades 100 pts
ing the points available to you refer to your Forcelist. Each listing 1 Sister of
has a Point Value or PV. Total up their PV’s to make sure you do Compassion 60 pts
not exceed, even by one point, the total points available to you. This 4 Banes & Leader 205 pts
simulates the resources available for support. Availability and Squad 3 Coils & Leader 185 pts
Size restrictions on Units will also factor into your decisions regard- Total = 1000pts 500 pts
ing which Units to take. You may, only purchase Units from selected
Forcelists for your Army based on the game size.
Example: Paul and Dean decide to play for about 45 minutes, so they
agree to play a quick 500-point game. Each of them then looks at what
miniatures they have bought and cross-references those with the Unit’s
PV’s, available in their Forcelist.
17
Getting Started
Brian plays Dragyri. He chooses Ice Caste as his primary Forcelist, and
Air Caste as his secondary Forcelist.
Brian’s List
Primary List Second List
Ice Caste Air Caste
1 Luck’kit-kaii 170pts 1 Yovanka 128 pts
1 Soul Warde 115 pts 1 Cyclone 70 pts
1 Ice Elemental 160 pts 2 Whispers 136 pts
1 Frostbite 75 pts 13 Spearslaves 130 pts
2 Blizzards 164 pts 1 Slave Taskmaster 36 pts
1 Slave Taskmaster 36 pts
14 Spearslaves 140 pts
14 Spearslaves 140 pts Once Deployment Zones are marked, all players roll a d20 to see
Total = 1000pts 500 pts whom Deploys first. The player with the lowest roll Deploys one
Individual or one Squad, then the player with the next lowest roll
Lay Out Unit Cards Deploys one Individual or one Squad, and so on. When all play-
If you are following the recommendation to use Dark Age Unit Cards, ers have finished Deployment, roll Initiative and begin the game.
then after selecting your Units, simply place each Unit Card face up The player who won the roll for Deployment may choose to
on or near the table so that you will have them handy for your Game. make another player Deploy first, and can even specify ex-
actly which Individual or Squad that player must Deploy.
4. Setting Up The Battlefield Only the Deployment winner can do this and by doing so
A large component of any tabletop wargame is the tabletop itself. they swap places with the player they choose to Deploy first.
Many players enjoy creating and collecting custom built terrain.
Miniature railroad terrain, homemade supplies, and common hard- Example: David, Brian, and Marbella are playing a game of Dark
ware supplies also work perfectly. Specific scenery and even whole Age. They each roll a d20 for Deployment. David rolls a 6, Brian rolls
gaming tables are available from various reputable retailers around 15 and Marbella gets a 12. David is the Deployment winner, however
the globe; many will be perfect for your Dark Age games. There are he chooses to make Brian Deploy first instead (He can also chose exactly
a couple of recommended ways of setting up the Battlefield in a fair which Squad or Individual Brian has to Deploy). David trades places
way for you and your opponent. Obviously, you may use your own with Brian, changing the Deployment order: first Brian, then Marbella,
method instead. and finally David.
OPTION 1 – Players take turns laying down pieces of terrain on the NOTE: You may not force a Unit to Deploy that has an Ability that
table until one player decides to stop. After that each other player in modifies their deployment e.g., Infiltrate or Assasination.
the game may place one more terrain piece should they so wish.
6. Determine House Rules
OPTION 2 – One player sets up the Battlefield, while the other Almost everyone has House Rules, and your games of Dark Age are
players roll off to decide what deployment zone(s) to use. The other bound to have their own as well. House rules could be as simple
player(s) choose in order of lowest to highest, the player who setup as declaring all rivers are shallow and do not limit Movement for
the terrain always chooses last. your Forces. Or, perhaps you and your friends may want to allow
Ultimately, the aim is to make sure that you and your opponents are one re-roll per game. Your House Rules are fine and you are even
satisfied with the fairness of the Battlefield before the game begins. encouraged to use them. If you do, please stop by the Dark Age web-
site and post them for discussion. The only set rule for using House
5. Deployment Rules in Dark Age is: if you do not tell your opponent(s) your House
The recommended table size for a game of Dark Age is 4ft x 4ft. Rules at the beginning of the game, then you cannot use them.
The Deployment Zone for a game with two Forces is a rectangle All players must both agree on their use before the game begins.
extending 6” onto the playing board and stopping 12” from the out-
side edges of the board on opposing sides of the table. This leaves 36” 7. Play the Game
between the two Deployment Zones (see the accompanying diagram). Now that you have assembled your Forces and prepared your Battle-
field, it is time to dive into the action! A “Game Turn” is one full Turn
of play for each player. The Game Turn is broken down into steps
that allow each player to use every aspect of their Forcelist.
18
Core Rules
Game Turn
4. the game turn places with the player they have chosen to activate a Squad or Indi-
Phases are broken into the following steps: vidual first.
PHASE 1 – Preparation Phase Example: Each player rolls a d20. The results are David rolls a 13, Mar-
• Lingering Effects stage bella rolls 12, and Brian gets 8. This means that Brian ‘won’ Initiative
• Reset Unit Cards and the order of the Game Turn: Brian followed by Marbella and then
• Counter Removal (i.e. temporary MV counters, etc) David. Brian could Activate one of his own Units now as he won Initia-
PHASE 2 – Initiative Phase tive, but Brian decides to make Marbella go first and chooses to make her
• Players roll d20’s: Lowest roll wins Initiative. Activate her Bane Squad. When Marbella is done with that Squad, the
PHASE 3 – Activation Phase Game Turn then passes to Brian because Brian took Marbella’s place in
• Select a Squad or Individual. the Initiative order.
• Activate one Unit and use all of that Unit’s Action Points
(AP). If selecting a Squad, Activate one Unit in that Squad Activation Phase
and use all its AP. Continue Activating Units in the Squad Activate A Unit
until all have Activated. Game play passes from player to player in Initiative order with each
• Turn the Unit Card, place temporary Movement counters. player choosing a single Squad or Individual to Activate. Players may
• Repeat this Phase passing play to the next player in not choose to activate a Squad or Individual who already activated
Initiative order until all players have activated all of their Units this turn. If a player has no Units left to Activate, control passes to
PHASE 4 – End of Game Turn the next player in Initiative order who still has Units yet to Activate.
• Return to the first step and repeat until the game ends. This repeats until all of the Units in all of the players’ Forcelists acti-
vate once.
Preparation Phase
Lingering Effects Stage End of Game Turn
Effects or special rules may carry over from the previous Game Turn, When all of the players’ Units have activated, the Activation phase is
referred to as Lingering Effects. These Effects are resolved at this time. complete and a new Game Turn will begin. Check Victory conditions
Some counters, like Poison or Hold, remain in play during the Linger- (If you are using them). Proceed back to the Preparation Phase and
ing Effect stage. These counters have special rules for removing them begin the next Game Turn.
in the Forcelist. Check the rules for all counters before removing them
from play. If multiple Lingering Effects must resolve and the outcomes
may affect each other, each player rolls a d20 to determine which will
happen first. The lowest rolling player determines who will resolve
which Lingering Effect first. This goes between the players, in die roll
order from lowest to highest, until every Effect has been resolved.
Initiative Phase
Initiative is the order players will take their Activation Phase. Play-
ers determine this order by each rolling a d20 and comparing their
results. Game play then proceeds starting with the player with the
lowest result and ending with the player with the highest. The player
who won may choose to make another player go first and can even
specify exactly which Individual or Squad that player must Activate.
Only the Initiative winner can do this and by doing so, they trade
19
Core Rules
Example: Mike wins Initiative and forces Eric to activate the On Hold Example 1: A Soul Searcher activates and is moving from behind a
Coil, wasting its Held Action. As the On Hold action was from Game large boulder (Completely Obscured) to behind smaller rubble (Partial
Turn #1, Eric may still activate the Coil normally. Cover). An On Hold Coil has the Soul Searcher in LOS and interrupts
the movement before the Soul Searcher reaches the smaller rubble. A Coil
Get the Jump – From Hold has a PS of 12 and must roll a 12 or less for the PS check. The Coil rolls
“Get the Jump” is the term used for reacting to a Charge using a a 10, passing the PS check and may now attempt the RA from hold at the
Held action. When an Enemy Unit spends an AP to Move into Base- Soul Searcher, or another Unit (Targeting Priority allowing).
to-Base (B2B) contact with an On Hold Unit, the holding Unit may
attempt to Get the Jump. Both the Charging and the On Hold Unit Example 2: In the first Game Turn, Eric activates a Coil using its first
roll a d20 adding their own DF statistic to their die rolls. The Unit Action Point to move, then using its last two Action Points to go on Hold.
with the lowest total attacks first. (Tie goes to the lower DF Unit. If During the second Game Turn, Mike activates his Buzzblade and is
both Units have equal DF, tie goes to the Charger). After the Unit moving from behind a large boulder (Completely Obscured) to behind
who won the Get the Jump first attack is resolved, resolve the losing smaller rubble (Partial Cover). Eric activates his On Hold Coil to at-
Unit’s attack (if the Unit is not dying or removed from play) tempt a RA-From Hold. (As the On Hold was from the previous Game
Turn) The Coil passes the PS roll, but misses the shot. Eric Activates the
Coil (its normal Activation for this Game Turn), and may shoot
again since he has not used the RF for this Game Turn.
20
Game Play
Example 3: In the first Game Turn, Eric activates a Coil using its first • A Unit may turn without limitation while spending AP on
Action Point to make a RA with its Death Disk, then using its last two Movement.
Action Points to go on Hold. The Death Disk has RF 1, thus the Coil • A Unit may change direction while performing a Free Spin.
may not use its Held action to make an RA-From Hold in this Game
Turn. Eric and Mike’s Units have all activated and a new Game Turn Free Spin
begins. During the second Game Turn, Mike activates his Buzzblade When a Unit not in CA is Charged, it may perform a Free Spin. This
and is moving from behind a large boulder (Completely Obscured) to be- allows the Unit to turn in place (spin) in order to meet the new threat
hind smaller rubble (Partial Cover). RF determines the maximum uses head on. The Unit is not required to make this Free Spin and may
of a weapon per Game Turn (and this is a new Game Turn). Thus, Eric stay stationary if it so wishes. Units on Hold may make a Free Spin
may activate his on hold Coil to attempt a RA-From Hold. As the On if Charged. Prone or Dying Units may not Free Spin. A Unit in CA
Hold was from Game Turn #1, Eric may still activate the Coil normally may use a Free Spin for every AP they spend for a CA or RE Attack.
this Game Turn, but cannot use the Death Disk as it has an RF of 1.
Rear Arc
Evade - From Hold As noted in ‘Attack & Firing Arcs’ a Unit has a 180° Front Arc. The
Evade is the term used for reacting to Area of Effect (AoE) attacks. reverse of this arc is the Unit’s ‘Rear’ Arc. Attacks that originate from
An on Hold Unit hit by an AoE attack must make a PS check. (Roll a Unit’s Rear, with a Range of “CA” or “RE,” gain +1 to the Assault’s
equal to, or under, the Unit’s PS. A Unit within its Leader’s SOI may Target Number and gain +1 PW as well. To receive the Rear Arc at-
use their PS). If the PS check succeeds, the Unit may then move its tack bonus the attacking Unit's Base must be entirely in the target’s
MV in any direction to attempt to avoid the template. If the Unit Rear Arc.
does not have enough MV to clear the Area of Effect, it still suffers
a hit. The effects of the attack resolve normally from the position Line of Sight (LOS)
the Evading Unit ended its Movement. (There is no pre-measuring, Units have a Line of Sight (LOS) of 180°. A Unit must clearly see
declare the direction the Evading Unit will move and measure the its target Unit. This means that, there must be an unobstructed path
distance.) The Held AP is lost regardless of if the Unit passes its PS from some part of the attacking Unit to some part of the target Unit,
check, or if it fails to clear the AoE with its subsequent Movement. and the target Unit must be inside the attacking Unit’s firing arc.
Movement in this manner ending in BtB contact with an enemy Other Units, both friendly and enemy, block this path up to the
Unit is not a Charge. topmost height of the intervening Unit and for the width of its Min-
iature’s Base. Some Dark Age miniatures have elaborate poses, which
Example: A Stream weapon hits an on Hold Forsaken Bane. A Bane has elevate them into the air or lay them flat on the ground. These poses
a PS of 12 and must roll a 12 or less for the Bane to Evade the Stream do not apply to any game mechanics. If players disagree on LOS
attack. The Bane rolls a 9, passing the PS check, and may now move to a Unit because of its Miniature’s pose, use a less elaborate Min-
the Bane up to its MV in inches (3in in this case) in any direction to iature of the same Size (preferably the same Unit type if you have
attempt to clear the Stream template. one). Likewise, flags, banners, weapons, etc. do not count for LOS
purposes when targeting a Unit. When determining LOS make a
Attack &Firing Arc-Front Arc straight line from any point in the Front 180° Arc of the attacking
Units have a 180° Attack and Firing Arc (Front Arc). Draw a line Unit to any point on the target Unit as described above. If that line
through the center of the Unit’s base to create front and back 180° crosses another Unit (Units of smaller Size do not block LOS but
arcs. Marking the Attack Arc on all Dark Age Miniatures' Bases dur- provide Cover) or terrain piece, then the attacking Unit does not
ing painting will reduce any arguments concerning Attack Arcs (all have LOS to its target.
that is necessary are two small lines on the edge of each side of the
base). Anything in front of that line is in the Unit’s Close Assault Movement
(CA) and Ranged Assault (RA) Front Arc. For CA, the base of the Units may spend AP to move on the Battlefield. For every AP spent
Unit must be touching a spot on the target Unit’s base somewhere in on Movement, the Unit may move in any direction up to their MV
this Front Arc. For RA, a line drawn from any point in this arc must statistic as measured in inches (in). Moving Units may turn freely
reach some point on the target. Actual placement of the weapon on as long as the total linear Movement does not exceed their MV. The
the Unit’s miniature is irrelevant. A Unit may change its facing, at- Unit does not have to use its entire MV statistic in a given action,
tack, and firing arc freely during its own Activation with the follow- but any remaining unused distance is wasted. Spending an AP on
ing restrictions: Movement that brings a Unit into BtB contract with an enemy Unit
is a Charge.
• A Unit may not turn after spending their last AP except NOTE: Units cannot end their Movement with their base
when making a Free Spin. overlapping another Unit’s base.
• A Unit may turn while using an AP for a CA or RA.
21
Game Play
Movement Penalties when Prone, or less. These objects are not large enough to stop Move-
Movement Penalties represent certain terrain features that naturally ment but they do take time to cross. A SO costs -1 MV point to cross
slow a Unit down, wasting some of their MV. Only apply the largest it or, if there is enough space for the Unit's base, to be climbed upon
penalty per AP if moving through multiple terrain types. and clear the edge.
NOTE: SO –1MV is in addition to Movement Penalties.
Movement Penalties Steps
1) Spend 1 AP and Measure the distance the Unit is able Stairs and Ladders
to move. Stairs and ladders make moving up hills and walls easier. Stairs or
2) Identify the largest Movement Penalty. ladders avoid normal Movement Penalties for Climbing, Rough and
3) Apply largest penalty to this AP’s MV. Dangerous terrain.
4) Move the Unit. NOTE: Declare and agree upon all terrain areas before the game starts.
NOTE: A Unit can always move at least 1” by spending an AP, unless Moving Through Units
the terrain is Impassible. Units may move through other Units in the same friendly Forcelist,
as long as the moving Unit has an equal or larger Size than the sta-
Example: Frederick wants to move his Broodling over sand, through a tionary Unit. A Unit may not move through a Unit from an enemy
river, and into heavy jungle to attack a Spearslave. There is 3” of sand, Forcelist. Units cannot end their Movement with their base overlap-
3” of river, and 2” of jungle between the Broodling and the Spearslave. ping another Unit’s base. A Unit may not move the base of another
The sand terrain remains Open, while the river is Rough, and the jungle Unit to make room for its own.
declared Dangerous. Frederick spends 1AP and measures the distance the NOTE: Units may move through Dying Units regardless of Size, or
Unit is able to move (7”). friendly/enemy Forcelist.
The Broodling moves through sand and the river applying a –1 MV to Movement Off The Table
his 7” of MV for a total Movement of 6”. Frederick spends a second AP Knocking a Unit off, running off, flying off (Scatter), or even moving
and measures the distance the Unit is able to move (7”). voluntarily off the Battlefield occurs in some cases. If a Scatter or an
action from another player forces the Unit off the Battlefield, they
The Broodling moves through river and jungle too, applying a –2 MV to may move back onto the Battlefield during the next Lingering Effects
its 7” of MV for a total Movement of 5”. Stage. The Unit’s player places the Unit back on the Battlefield edge
at the spot where it left the table. The Unit may not spend any AP
OPEN – Green fields or sandy deserts are examples of open ground. during the Game Turn that it comes back on, it must instead wait
Although not entirely flat, these areas are open enough that a Unit until the following Game Turn to spend AP. Voluntary movement
can move without penalty. off the table, this is considered retreating. Remove Units that inten-
tionally move off the table, and count them as Casualties for Victory
ROUGH – This terrain can be moved through at a slightly reduced purposes.
pace. Such terrain includes swamps, areas of heavy snowfall, or
wooded areas. Units moving through these features cannot move at
full speed. The MV penalty demonstrates the problems to Move-
ment due to dangers and impediments like low hanging limbs, deep
snow, flowing water, or sheer elevation changes. Rough terrain incurs
a -1 MV penalty.
22
Game Play
ROUGH Swamps, heavy snowfall, wooded, moving Example: A Coil wishes to climb a small embankment. The embank-
-1 MV water, etc. ment is 3in high. The Coil starts its Activation at the bottom of the climb
and has an MV of 3. After spending 2 AP it completes the climb, placing
DANGEROUS Mountains, heavy jungle, Marshes, ice the Coil atop the embankment.
-2 MV covered, etc.
Falling
IMPASSABLE May only pass by Air, Jumping, or Special A Unit that Falls from being hit while Climbing, is knocked off a
Ability. high place, or for whatever reason finds that their feet are no longer
on solid ground will take Falling damage and be Knocked Prone.
SMALL OBSTACLES Low walls, barrels, crates, etc. Fall damage is PW 1 for any Fall up to 2in. For every inch above 2
-1 MV that a Unit Falls, add the remaining distance in inches to the PW of
the Fall. Falls shorter than a Unit’s height when Prone do not cause
STAIRS AND Stairs or ladders avoid normal Movement a Damage roll. Units taking Falling damage make an AR Save as per
LADDERS Penalties for Climbing, Rough and normal. If a Unit happens to fall onto another Unit below it, then
Dangerous terrain. both Units take the same PW hit as the falling Unit would have, had
it hit the ground. Both Units must make AR Saves to avoid taking
MOVING THROUGH Friendly Force Only Damage. Falling Units are Prone when they land and should they
UNITS • Moving Unit’s Size is larger – Yes. land on another Unit, place both Prone. Falling is not a Charge.
• Moving Unit’s Size is equal size – Yes. NOTE: You may purposefully fall.
• Moving Unit’s Size is smaller – No.
Example: A Coil shoots a Death’s Device, while it Climbs up a small
FORCED OFF THE A Unit forced off the Battlefield moves cliff face. The Coil manages to damage the Death’s Device and now he
TABLE back onto the table at the spot where it will Fall. The player measures the distance fallen (3 in), this will be a
left the Battlefield during the next PW 2 hit (3in - 2in = +1 PW). The Death’s Device now subtracts that
Lingering Effects Stage. Unit(s) may not number from his AR of 20 (20 - 2 = 18). The Death’s Device rolls his a
spend AP during the Game Turn they die and score an “19.”. Unfortunately for him, that is not 18 or less. The
return. Death’s Device will now take 1 HP of Damage from the Fall in addition
to the Damage the Coil inflicted, and considered Prone.
INTENTIONALLY OFF Remove a Unit voluntarily moving off
THE TABLE Battlefield from play, counting it as Jumping
Casualties for Victory purposes. A Unit can Jump up to half its MV statistic (rounded down, mini-
mum 1) in inches (in) per AP spent. The height of the Jump is 1
inch, unless a Unit has an Ability that affects this. Jumping is used to
Special Movement clear small Impassible terrain features.
Climbing NOTE: You may purposefully jump off terrain to fall.
There may be terrain features on the Battlefield that Units may want
to get on top of or climb over, such as buildings, tall trees, cliff faces, Example: A Unit wishes to cross an impassable fissure that is 2in across.
etc. You must agree on climbable Terrain before the game begins. A Unit with MV 3 would spend 2 AP to Jump the fissure. The Unit
The rate at which a Unit can climb is 1in for every 2in of normal could Jump a total of 2in across (1in per AP spent). The Unit would also
MV. When a Unit clears the edge of a climb, place them standing on jump 1in high.
top of the climbed object.
Prone
It is possible to spend all of a Unit’s AP Climbing and not reach the A Unit may go Prone willingly, be Knocked Prone because of a weap-
top of a terrain feature or, being unable to clear the edge properly, for on’s effect or may be Dying and therefore considered to be in a Prone
any reason. When this occurs, the Unit ends its Activation Hanging position. Prone is considered being down on one knee, lying down,
from the terrain and must continue Climbing during its next Activa- or similar recumbent stance.
tion. While Hanging the Unit is very vulnerable. Attacks against
Hanging Units receive a +4 to the Assault’s Target Number. If
the Unit takes Damage or is Knocked Prone while Hanging,
23
Game Play
24
Game Play
Lack of Support
The last Unit in a Squad is always considered ‘Out of Coherency’ and
receives the -2 for OOC. Trained to fight together, without support
Squads do not function as effectively.
NOTE: This does not apply if the Squad started with only a single
member.
25
Core Rules
6. close assault
In this chapter, you will learn how to attack Units in hand-to-hand You may only spend the bonus Charge AP on a Close Assault (CA).
combat, known as Close Assault (CA). An AP spent on Movement You may not use the Bonus AP for Casting, Abilities, or to perform
that brings a Unit into BtB contact with an enemy is a Charge. any other actions the Unit normally could with an AP. Weapon Abil-
When Units of opposing Forces are in BtB contact, they are in CA. ities are part of the weapon itself, allowing them with this bonus AP.
NOTE: If the Charged Unit is Prone, Dying, or removed from play
CA Steps after CA(s) are resolved, the charging Unit may spend additional
To make an attack using a CA weapon, follow these steps: AP(s) on Movement to reach BtB contact with another enemy, re-
sulting in another Charge. Attacks targeting a Prone or Dying Unit
1. Check RF are in its front arc.
RF is the number of times a Unit may use a weapon per Game Turn.
Once a weapon has been used as many times as its RF statistic, it may Example 1: Saint Mark moves into BtB contact with a Dragyri Soul
not be used again that Game Turn. Searcher. Saint Mark has 4 AP and spends 1 to bring him into CA with
the Soul Searcher. Saint Mark gets a bonus AP to use for a CA. Saint
Example: The Coil’s Morning stick has a “-” in the RF statistic. This Mark spends his bonus AP to make an attack with his Cutter Arm, and
means the Unit may assault with it as many times as the Coil has AP. If receives +1 to both the AS and the PW of the Arm. Saint Mark still has
however, the weapon's RF was "1," the Coil could only attack once per 3 AP remaining for his Activation.
Game Turn with it.
Example 2: A Dragyri Soul Searcher moves into BtB contact with two
2. Spend AP Bane Units. As the Soul Searcher has two weapons in Attack Group #1,
Subtract 1 AP from the Unit’s remaining AP to attempt the CA (All he may split his attack between both Banes, or use both attacks against
CA attacks require a Unit to spend 1 AP, unless otherwise stated). either Bane exclusively. He gains +1 AS and +1 PW for both weapons in
The AP’s spent for the attack are lost whether or not the attack suc- Attack Group #1 regardless of how he splits, or does not split, the attacks.
ceeds. If the Unit does not have the AP to spend, the Assault cannot
occur. Ganging Up
All Units gain +1 AS and +1 PW for every friendly Unit in BtB with
3. Select a Valid Target the same target. This bonus is cumulative with the bonus received for
A Unit must be in BtB contact with another Unit in order to make Charging and any other bonuses the CA may receive.
a CA attack (unless the Unit or its Weapon possesses an Ability that NOTE: The attacking Unit does not gain a Ganging Up Bonus for
says otherwise). If a Unit is in BTB with multiple other Units, it may itself.
choose any of the Units in its front Attack Arc to Assault.
5. Add CA Modifiers
4. Determine TN Circumstances in combat can affect how difficult a target is To Hit.
The player determines the attacking Unit’s TN. First, apply any Special circumstances have blanket adjustments to all Target Num-
modifiers to either the attacking weapon’s Assault (AS) or the target bers (TN) except AR Saves, such as Out of Coherency (OOC), or
Unit’s Defense (DF) statistics. Then, add the defending Unit’s DF to Fear. Players calculate any appropriate CA modifiers and apply them
the AS of the attacker's weapon to determine the TN. to the TN.
Example: The Coil has Charged a Dragyri Spearslave in CA. The Coil 6. Roll D20
adds its weapon’s AS, plus a +1 AS Charge bonus, to the Slave’s DF to get After you determine your TN including any modifiers, roll a d20.
the TN. The Coil’s morning stick has an AS of 4, and the Slave has a DF If the roll is higher than the TN, then the CA fails to hit. If the roll
of 6. The TN would therefore be 11 (4 + 1 + 6 = 11). is equal to or lower than the TN, you are successful in hitting your
target. The target Unit will then have to make an AR Save to avoid
Charging taking damage.
To initiate CA, a Unit spends an AP on Movement to reach BtB
contact with an enemy. The term for this is a Charge. The Charging CA Critical Hits and Failures
Unit will receive a bonus AP, in essence, a free Assault. A Unit end- When making a CA, a roll of a 1 is a Critical Hit. Critical Hits au-
ing in BtB contact with more than one Unit receives only 1 Bonus tomatically succeed and negate all AR Saves. Likewise, all Weapon
AP. Moving into BtB with a friendly Unit may initiate a CA, but Abilities of the attack also succeed. A roll of a 20, conversely, is a
does not gain Charge or Gang Up bonuses. An Assault made with Critical Failure. Critical Failures automatically miss. Furthermore,
this bonus AP receives a +1 AS and +1 PW bonus to all weapons they cost the attacking Unit 1 additional AP (This penalty is not car-
in the Attack Group used for the Charge attack. A Unit with ried over to the next Game Turn if the critical failure was the Unit’s
multiple weapons in an Attack Group may split its Charge last AP). The weapon may also Malfunction (MAL) if applicable.
attack between multiple Units that they are in CA with.
26
Close Assault
NOTE: If a Player wishes, they may choose to convert their Critical Special CA Rules
Hit to a normal success forcing the target to make an AR Save (all Arc Attacks
Weapon Abilities still automatically succeed). Arc attacks are sweeping Close Assaults made on multiple target
Units. The Assault occurs from one side of the Units 180° Front Arc
CA Modifiers to the other. The player chooses the direction of the attack, right to
CHARGING +1 AS and +1 PW + bonus AP. left or left to right. For other Arc Attacks it may be different, such as
GANGING UP +1 AS and +1 PW for every other Tail Arc Attacks where the arc is from the exact rear point of the Unit
friendly Unit in BtB with the same to the exact front of the Unit through the side of the attacker’s choice.
target. The area impacted extends outward from the attacking Unit’s Base for
PRONE TARGET +2 AS. 2 inches. The Unit spends the 1 AP needed for the Arc Attack and
then measures out the range of the Arc to identify affected Units. Roll
PRONE ATTACKER -2 AS. a CA for each Unit, resolving damage before moving on to the next.
NOTE: The first roll is the only one that can Malfunction (MAL).
DYING +4 AS (not cumulative with Prone). For the first Unit hit, apply the PW of the weapon and resolve dam-
REAR ARC +1 AS and +1 PW. age as normal. The PW of the attacking weapon reduces from the
impact of every victim, so the attack receives a –2 PW before being
Breaking Free From CA applied to each successive Unit. This is cumulative with each Unit hit
On occasion, a player may wish to remove a Unit from a particularly by the Arc Attack. If the attack has a Weapon Ability with its own
dangerous CA entanglement. In game terms, this is when you use TN (e.g., KP (15)), it also receives a -2 to the Ability’s TN for each
Movement while in BtB contact with an enemy Unit. While arguably Unit after the first that is hit by the Arc Attack. You can find more
cowardly, and certainly dangerous, Units can walk away from a fight. on Knock Prone (KP) in the relevant Abilities section. The Arc attack
When moving out of CA, the Unit becomes more vulnerable to other will only halt if it hits a Unit and fails to Wound or fails a Weapon
attacks. A Unit may counter this by Distracting their opponent: Ability TN.
NOTE: When using an Arc weapon on a Charge, all attacks gain +1
DISTRACT – The Unit attempts to flee without being hit by AS, +1PW.
Distracting its opponent(s). To move a Unit out of CA, you must
first declare your intention to Distract and spend 1 AP. Choose
1 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 are
made. 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 not
Dying) may move up to it’s MV statistic (for no additional AP)
and complete its Activation normally. The moving Unit may not,
however, enter CA with any of the Units it Broke Free from for the
remainder of its Activation.
NOTE: Units may still not move through enemy Units when
attempting to Break Free from CA.
27
Close Assault
Reach (RE)
Reach weapons represent large axes, long poles, whips or any weapon
capable of a limited reach. This allows a Reach (RE) weapon to make
Close Assault (CA) and short Ranged Assault (RA) attacks. All Reach
attacks that originate from the target Unit’s Rear gain +1 to the As-
sault and +1 to the PW.
28
Core Rules
7. Ranged assault
In this chapter, you will learn how your Units attack with ranged NOTE: You must target the closest visible Enemy Unit in your Threat
weapons, known as making a Ranged Assault (RA). Zone even if it is not currently in your Firing Arc.
2. Spend AP
When making a RA, you must spend the AP before determining a
‘Valid Target.’ You must guess if your desired target will be ‘Valid,’ or
not, before spending the AP. Subtract 1 AP from the Unit’s remaining
AP to attempt the RA (All Ranged Assaults require a Unit to spend
1 AP unless otherwise stated in the Notes). The AP’s spent for the at-
tack are lost whether or not the RA succeeds. Remember that there is
no pre-measuring in Dark Age so if you declare a Ranged Attack and
then measure the distance to be further than the weapon’s maximum
RN, the AP for the attack is wasted.
29
Ranged Assault
5. Add RA Modifiers Stands are ineligible targets for Ranged Assault, nor may
Cover and Range can modify the TN of a Ranged Assault (RA). The they RA outwards themselves. Units that are not 4” or more
following sections explain the various modifiers that may apply to inside the stand receive Cover (Unless agreed upon otherwise
the TN: before the game begins). The players should decide which scen-
ery pieces count as Terrain Stands before the game begins.
RN Modifiers
The TN is modified by -1 for every full 4” of Range between the
attacking Unit and the target.
Cover Modifiers
Players must agree upon the terrain types that provide Cover before
the game begins. Cover can be anywhere between the Unit making a
RA and the target Unit. At any given time, a Unit may only receive
one type of Cover modifier (largest modifier).
6. Roll D20
After you determine your TN including any modifiers, roll a d20.
If the roll is higher than the TN, then the RA fails to hit. If the roll
is equal to or lower than the TN, you are successful in hitting your
target. The target Unit will then have to make an AR Save to avoid
taking damage.
31
Ranged Assault
32
Ranged Assault
Failures occur (Critical Failures only result in a loss of AP, not a miss).
Spray / Stream weapons that have a MAL number also consult the
d20 to see if the weapon Malfunctions (This is a straight unmodified
d20 roll against the weapon’s MAL).
NOTE: While the templates are flat, the effects are cone-shaped.
Should a template targeting one Unit also have the potential of over over-
lapping another Unit stood upon a wall, rotate the template to deter deter-
mine the height/depth the template reaches.
8. damage
Now that you have learned all about how to hit your opponent, it is below). Similarly, a roll of a 20 automatically fails the AR Save and
time to learn how to Damage them. Units hit with RA, CA, some all possible Damage, including that from any Weapon Abilities. If the
Castings and other effects make AR Saves or suffer Damage. player rolls a 20 (Critical Failure) on an AR Save, the target Unit loses
an additional HP. This represents an attack hitting a vital area. For
Armor (AR) Saves weapons with a PW multiplier each 20 rolled on the AR Save causes
After a successful hit, the target Unit must make an AR Save (if ap- the loss of 1 additional HP.
plicable). The weapon, or Casting has hit the target Unit but it may NOTE: When making multiple AR Saves due to Power Multipliers,
not lose any HP. AR can save a target from the nastiest of weapons a 1 negates all damage and effects. However, when making multiple
or spells. Armor is not only the protective clothing a Unit wears, but AR saves due to multiple weapon attacks, a 1 only negates one attack.
can also represent other factors such as a natural hide, mutation, or
the effect of certain drugs. To determine the TN, the player subtracts Example 1: A Ravage makes a RA with a grenade, with Knock Prone,
the weapon’s PW and any modifiers from the target Unit’s AR. If the at a Soul Warden and hits. The Soul Warden rolls a d20 AR Save and the
defending player rolls equal to or less than this TN, the target Unit result is a 1. The Soul Warden takes no Damage, and does not have any
takes no damage. chance of being Knocked Prone.
NOTE: The Unit attempting to avoid damage makes an AR Save,
not the Unit causing damage. Thus, AR Saves ignore any Attackers’ Example 2: A Ravage makes a RA with a grenade, with Knock Prone, at
TN modifiers. a Soul Warden, and hits. The Soul Warden rolls a d20 AR Save and the
result is a 20. The Soul Warden now loses 1 HP, plus another HP for the
Example: A Bane has successfully hit a Soul Warden with his Double Critical Failure, and is automatically Knocked Prone.
Mace. The Double Mace has a PW of 4; the Soul Warden’s AR is 16. The
Soul Warden must now roll equal to or under his modified AR Save of 12 Example 3: A Deaths Device attacks a Bane and hits. The Bane must
(16 – 4 = 12). If the Soul Warden succeeds, he will not take Damage. If now make an AR Save against a PW 10x2, the Bane rolls a 1 and a 20.
the Soul Warden fails, he will have to ‘Apply Damage’ The 1 negates all damage and effects.
Power Multipliers Example 4: A Soul Searcher attacks a Bane and hits with both attacks.
Designed to defeat armor, some weapons are much harder to survive. The Bane must now make two AR saves against PW 7. The Bane rolls a
An ‘x’ multiplier indicates these in their PW statistic (e.g., PW 6x2). 1 and a 20. The Critical Success (1) negates all damage and effects of one
This multiplier indicates the number of AR Saves the target must attack, and the Critical Failure (20) has the Bane lose 1 additional HP,
make to avoid damage. The defending player rolls all of the indicated and suffer all weapon effects.
AR Save attempts at the same time and assumes that they occurred
in order, from lowest to highest. If any of the rolls fail, then the AR Overkill
Save has failed. The exception to this is: if any of the dice rolled are a Sometimes being lucky just isn’t enough to defeat the overwhelming
“1.” In which case, you avoid all possible effects. Keep in mind that might of a weapon’s PW, or the extreme situation of being severely
a roll of 20 would result in a critical AR failure as shown later in this Ganged Up on. To show this, if the TN for an AR Save is 1 or less
Chapter. and the attacking weapon has a PW multiplier, then a single 1 is not
NOTE: As the die rolls are taken from lowest to highest, if a player lucky enough to save you. In these cases, you must roll a 1 for each
rolls both a 1 and a 20, the roll of 1 would take precedence and all multiplier.
possible effects are ignored, including the extra effects of rolling a 20.
Example: A Sister of Compassion (AR 13) franticly defends herself in
Example: A Forsaken Coil fires a Death Disk at a Dragyri Soul Search- a CA, by two Spearslaves. A nearby Death’s Device decides to charge the
er. The Death Disk has a PW of 6x2, meaning that two AR Saves are Sister from behind, as well. He hits and determines the TN for the AR
required. The player must pass both to avoid taking damage. On a roll Save. The Death’s Device’s weapon is PW 10x2, he gains +1 for each
of a 1, the second AR Save is not important because a 1 saves against all Spearslave, +1 for the Charge, and +1 for attacking from the Rear. This
Damage. In this example, the Soul Searcher’s AR is 16 meaning the Soul makes his total PW 14x2 and the Sister now has to make two ‘-1’ AR
Searcher would need to roll 10 or less on both dice to make a successful Saves to avoid damage. In this case, a single 1 on either die is not enough
save. to save her from this overwhelming attack and she must be lucky enough
to roll as many 1’s as the multiplier (which is two). Unless she rolls a
Critical Successes and Failures on an AR Save double 1 she takes the Damage of the attack as normal.
When making AR Saves, a roll of a 1 automatically succeeds and
negates all Damage that the attack could cause, including the
effects of any Abilities. The roll of ‘1’ includes
making Saves against Damage that exceeds their AR rating
(for special cases involving PW multipliers see ‘Overkill’
34
Damage
Apply Damage Example 2: A Dying St. Mark suffers two more Soul Splitter crossbows
All attacks not saved by AR remove 1 HP each time they Damage a hits, and fails both AR Saves, one with a Critical Failure of a 20. This
target. This is the standard damage but, Abilities or Critical Failures drops Mark to –3 HP and means he has now taken twice his original HP
on AR Saves (rolling a 20) cause more. For attacks with ‘Power Mul- in Damage. Regardless of any other Unit’s Abilities, Immediately remove
tipliers’, the defending Unit does not lose HP for each failed roll. 1 St. Mark from play.
HP is lost if any of the rolls fail (this may be modified by Abilities or
Critical Failures). Example 3: Late in a game, St. Mark is on 1 HP. He suffers a hit from
NOTE: Every Critical AR Save failure made against a Power Multi- a Soul Splitter’s crossbow and fails his AR Save. This drops Mark to 0 HP
plier weapon adds 1 to the Damage taken. and he is Dying. Since there are no Abilities in play that will keep Mark
in play, the player removes him from play immediately.
Dying Units
Units reduced to 0 HP or less have suffered a mortal wound and Example 4: A Soul Splitter hits a Firestorm who fails her ‘Kaboom!’
are ‘Dying’. Dying Units are immediately removed from play unless check, and her AR Save. She receives a Fire (12) counter, and is Dying.
a scenario condition or another friendly Ability in the game keeps As this Forcelist also has a Field Medic, her abilities “Just a Flesh Wound”
them in play (see relevant Abilities section in the Forcelists); if the and “Hang In There Boys” keeps the Firestorm in play. Spearslaves Ac-
Unit is Dying and remains in play, mark the Unit with a Dying tivate and end their Movement in BtB with the Firestorm. The Field
counter. Remove Units with Dying counters from play when they Medic Activates, moves around the Spearslaves, and restores 1 HP on
next Activate. If at any point a Dying Unit has lost twice its original the Firestorm. The Firestorm is still Prone and is now in CA with the
HP it is immediately removed from play. Units wounded to this ex- Spearslaves. The Firestorm will resolve the Fire (12) counter normally
treme point are beyond any recovery. A Dying Unit that has its HP next Lingering Effects stage.
raised back to 1 is still considered Prone.
Units may move through a Dying Unit. You may not end your
Movement with your Base overlapping the Dying Unit. Dying Units
do not obscure LOS, nor provide Cover to other Units. They may be
ignored if within your Threat Zone, and do not count as a Unit in
CA. Dying Units do not gain bonus CA attacks for “Cowardice Will
not Be Tolerated” and ignore them for purposes of “Breaking Free
from CA.” Coherency checks ignore Dying Units. If a Dying Unit
regains HP later they must be inside Coherency when they Activate,
or they suffer the -2 OOC until they rejoin their original Squad.
Dying Units keep and resolve all counters normally. Dying Units are
considered Prone with one exception; they are even more vulnerable
to CA. Any Unit making a CA against a Dying Unit gains +4 TN
instead of the normal +2. Charge and Gang up Bonuses affect Dying
Units. All attacks against a Dying Unit are in its Front Arc. At the
end of a game, and for the purposes of Panic, Dying Units count as
casualties. If a Dying Unit is revived prior to the Squad’s Activation
and brings the Squad Size to above half, or more, of their original
Squad Size (rounded down), remove the Panic counter.
35
Core Rules
Morale Tests
9. morale Individual must be within 8” and have LoS of an affected Unit
Combat in the world of Dark Age is a violent and shockingly quick or Unit of a Squad. If the Individual Unit passes a PS test,
experience that can test the mettle of the most tempered warriors. remove one Fear counter. If you remove all Fear counters, all Fear effects
Unexpected casualties, unknown and terrifying enemies, and hor- immediately expire. The Squad does not receive any more Fear
rific environmental conditions are but a few of the things that can counters caused by the same Unit. Fear effects are not cumulative from
break the will of combatants and turn the tide of battle. When these multiple Units that cause Fear or from repeated effects from the same
circumstances occur, the Units affected must test to see if they stand Unit.
their ground or suffer the debilitating effects of broken Morale. This
can include Fear or outright Panic. Make a Morale test by rolling Panic
equal to or under the Unit’s PS statistic on a d20. Units within their Panic is an emotional state caused when a Squad sustains heavy ca-
Leader’s SOI may use their Leader’s PS statistic as normal. sualties or an Individual suffers grievous wounds. A Squad receives a
Panic counter when reduced to half, or less, of their original Squad
Fear Size (rounded down). An Individual receives a Panic Counter when
Fear is a strong emotion that can cause the most powerful warrior to reduced to half, or less, of their original HP (rounded down). Take a
doubt himself and his abilities. Fear alone is not enough to debilitate Panic test every time a Squad or Individual Activates and has a Panic
a Unit completely. It is a common emotion on a violent Battlefield, counter. Only ‘In Coherency’ Units count for this check e.g. a Squad
but it can cause hesitation and reduce a Unit’s effectiveness. of 8 Banes splits into two groups of four. When Activated, each group
will act as if they were a Squad of 4 for Panic purposes.
A Unit that causes Fear has the Ability ‘Cause Fear’ listed in its
statistics. Fear affects all enemy Units within a 8” radius centered To make a Panic test, the Squad or Individual must roll equal to or
on the Unit with Cause Fear. Units that Activate within the 8” under their PS on a d20. If the Panic test is successful, remove their
radius of a Fear-Causing Unit, or Units that move into the Fear radius Panic counter and they may act normally. Once a Squad or Indi-
receive a Fear Counter if their PS is lower than the Fear vidual makes a successful Panic test, they do not need to make any
casusing Unit’s PS. Every Unit in a Squad is affected by Fear further Panic tests for the rest of the game.
the instant a member of the Squad moves into the Fear radius.
When a Panic test fails, the affected Units simply break ranks and
must escape the battle by any means possible. To represent this, make
Fear a Scatter Roll, the direction the Panicked Units will move is set using
FEAR TEST the Panic Counter arrow. Panicked Units will continue to move in
1. Check 8” radius for Units that may be affected. that direction until they recover from Panic, Die or Leave the Table
2. If the Fear causing Unit has a higher PS than the Edge. All members of a Squad will run in the same direction. Pan-
affected units, the affected Units receive a Fear Counter. icked Units must use all available AP to move in the set direction by
FEAR COUNTER EFFECTS the shortest possible path, and must move their full MV in inches
1. All TN’s for the affected Unit are at -1, except AR saves. for every AP spent. Panicked Units may only use AP for Movement.
2. Effects last until the counter is removed or the Fear Panicked Units will only deviate from this direct path to avoid Ter-
Causing Unit moves out of Fear range. rain that is Impassible and even then, they will go around, or over,
the Terrain feature via the shortest route. Panicked Units may move
NOTE: Fear is not cumulative and a Unit never suffers through any other Units (Including enemy Units or Units of a greater
more than -1 TN for Fear at any one time. This does not Size). However, any Unit they move through will get a free CA attack
mean that a Unit cannot have more than one Fear counter against them (See ‘Cowardice will not be Tolerated’ below).
from different Fear-causing Units however. Units must re
move all counters before the -1 TN for Fear no longer Units that were already in CA when becoming Panicked are also sub-
applies. ject to the ‘Cowardice will not be Tolerated’ rule, i.e. they will move
in the direction of their Panic counter and their opponent will auto-
All Units affected by Fear receive a -1 TN (except AR saves). If the matically get a free CA against them.
Squad contains a Leader Unit that has a PS value higher than that
of the Fear Causing Unit, the Squad will not receive a Fear Counter.
The Leader need not be in the 8” radius of the Fear Causing Unit,
but must be in Squad coherency. Individuals may spend 1 AP to
remove a Fear Counter from an affected Squad/Unit, the
36
Morale
Panic Test
1. Determine if a Unit has to test for Panic:
If a Squad is reduced to half its starting Squad Size or
less (rounded down). If an Individual is reduced to
half its starting HP or less (rounded down).
Statistics
10. casting is also a MAL description to describe what happens when the
Used to describe the mystical, mental, and/or biological abilities used Casting goes wrong. The word Normal here means that you
in Dark Age such as Foci, Psychogenics, Bio-Gens, etc. This informa- follow the normal rules for a MAL weapon, i.e. Caster takes the hit.
tion appears in the appropriate Forcelist. Below is an example of a
Focus Card: Range (RN)
Range (RN) is the distance the Casting may be Cast.
Description • Self - The Casting either solely affects the Caster in
Here you will find a description of the Casting itself and any Special some way or it is centered on the Caster.
Effects it may have. • SP or ST means that the Casting uses a Stream or
Spray template.
Assault (AS) / Target Number (TN) • A number represents the range, in inches measured from
Each Casting has either an AS or a TN statistic to show the difficulty the Caster that the effect may reach.
of a particular Casting. Casting uses the Caster’s PS; the TN may NOTE: Having a RN in inches does not mean the Caster cannot
also have a number in parentheses, e.g. PS (2). target itself.
Subtract this number from the Casters PS stat
for purposes of the test. Using a Casting
To Use a Casting you must perform the
Rate of Fire (RF) following steps:
RF is the maximum number of uses in one
Game Turn of this Casting. A “-” means there 1. Check The RF
is no limit on the number of uses per Game RF is the maximum number of uses in one
Turn. Game Turn of this Casting. Factors such as
casting time or the difficulty in handling the
Power (PW) energy needed for the Casting make rapid
Castings create a wide array of effects repre- use difficult. Once a Casting has been used as
sented in the PW Statistic. many times as its RF statistic, it may not be
used again that Game Turn. Unless an AbilAbil-
• A number in this field represents a ity says otherwise, a Unit may not perform a
physical effect, which will require Casting from Hold.
an AR Save from the target Unit on a
successful hit. 2. Spend AP
NOTE: Physical effects follow the When performing a Casting, you must spend
Rules for RA Modifiers. the AP before determining a ‘Valid Target.’
You must guess if your desired target will be
• A PS in this field represents a Psyche ‘Valid,’ or not, before spending the AP. Sub
Sub-
effect requiring PS test from the target Unit tract 1 AP from the Unit’s remaining AP to
to avoid its effects. This may also have a number in parentheses, attempt the Casting (All Castings require a Unit to spend 1 AP unless
e.g. PS (2). This number is subtracted from the target’s TN for otherwise stated in the Notes). The AP’s spent for the attempt are lost
this save. whether or not the Casting succeeds. Remember that there is no pre-
NOTE: Psyche effects ignore the Rules for RA Modifiers. measuring in Dark Age so if you declare a Casting and then measure
the distance to be further than the effect’s maximum RN, the AP for
• A “-“ in this field will follow the relevant Description the attack is wasted.
and Notes to find out what effects the Casting has.
NOTE: “-“ effects are not affected by the Rules for RA Modifiers. 3. Select a Valid Target
To perform a Casting, you must find a Valid Target within your
Malfunction (MAL) Unit’s Arc of Fire and Line Of Sight. The second stipulation for a
Some Castings are particularly difficult to get right and may go Valid Target is that it must be within the RN of your Casting. You
wrong in some way. The MAL represents this possibility, and works must guess if the target is within Range. After you guess, you must
in the same way as a weapon’s MAL number (If the d20 roll is equal measure. Again, spend the AP for the Casting regardless of whether it
to or higher than this number then a MAL has occurred). There was truly in Range or not.
38
Casting
Measure Range (in ‘inches’) to Target Aimed Casting per Game Turn as long as the Casting Unit has the
Measure from the Casting Unit’s Base to the target point (Whether AP’s left and the Casting has a high enough RF.
another Unit or a POI.) If the range is equal to or under the RN of NOTE: Aiming affects all weapons in the Attack Group used in the
the Casting, roll to check for success. If the measurement shows that Casting.
the target point is out of range, the attempt has failed and the AP for
the attempt is wasted. 5. Roll D20
NOTE: There is no pre-measuring in Dark Age and this affects Cast- After you determine your TN including any modifiers, roll a d20. If
ings as well. If a Casting has a physical effect or “-”, you must pick the roll is higher than the TN, then the Casting fails to hit. If the roll
the Unit or POI first before any measuring. is equal to or lower than the TN, you are successful in hitting your
target. If the target is a Unit, it may then have to make a PS or an AR
Example: A Soul Warden would like to Cast ‘Ice Wall’. The Player first Save to avoid the Castings Effects.
places the Ice Wall template where he would like it to be and then mea-
sures the distance from the Soul Warden’s Base to the closest point on the Casting Critical Hits and Failures
Ice Wall template. If this is further than the 12” RN of Ice Wall, then the When making a RA, a roll of a 1 is a Critical Hit. Critical Hits auto-
Casting attempt has failed and the AP is wasted. matically succeed and negate all Saves. Likewise, all additional Abili-
ties of the Casting also succeed. A roll of a 20, conversely, is a Critical
4. Determine Casting TN Failure. Critical Failures automatically miss. Furthermore, they cost
To make a Casting TN check, roll a d20. A roll of equal to or under the Unit 1 additional AP (This penalty is not carried over to the next
the TN is a success; a roll higher than the TN is a failure. Game Turn if the critical failure was the Unit’s last AP). The Casting
NOTE: Only Castings that have a Physical Effect (A number in the may also Malfunction (MAL) if applicable.
PW field) follow the Rules for RA modifiers. NOTE: If a Player wishes, they may choose to convert their Critical
Hit to a normal success forcing the target to make a Save (all Abilities
Example 1: A Soul Warden (PS 16) casts ‘Glacial Dart’ (PS(5)) at a still automatically succeed).
Bane (DF 6) 24” away, behind small rocks (Partial Cover). As ‘Glacial
Dart’ is a Physical Effect it requires an AR Save and is affected by the 6. Check for MAL
rules for RA modifiers. The Soul Warden determines his casting TN: Soul Whether or not the Casting roll fails, there is a chance for a MAL.
Warden PS 16 –‘Glacial Dart’ PS(5) = 11 + Bane (DF 6) = 17 - RN If the d20 roll is equal to or over the MAL stat of a Casting then it
modifier (-2) = 15 - Partial Cover (-2) = 13. The final TN is 13. The has Malfunctioned. Check the MAL listing in the Casting listing for
Soul Warden rolls a 10 for a successful hit. The Bane now must make an the effect.
AR Save against a PW 5. NOTE: In some situations, it is possible for a Casting to both MAL
and still hit its target.
Example 2: A Tribal Father (PS 18) casts ‘Provoking Ridicule’ (PS(5))
at a Bane (DF 6) 30” away, behind small rocks (Partial Cover). As 7. Target Unit Rolls AR or PS Save
‘Provoking Ridicule’ does not require an AR Save it ignores the rules The target Unit may save against some Castings with a PS Save. Oth-
for RA modifiers. The Tribal Father determines his Casting TN: Tribal er Castings simulate Physical Effects requiring an AR Save in place
Father PS 18 - ‘Provoking Ridicule’ PS(5) = 13 + Bane (DF 6) = 19. of a PS Save. For either type of Save, take the target Unit’s relevant
The Final TN is 19. The Tribal Father rolls a 10 for a successful hit. The statistic and subtract either the PS (x) number (for PS Saves) or the
Bane now must make an PS save against a PS(4). PW stat (For AR Saves) to get the TN. The d20 roll to Save must be
equal to or under this number to avoid the effects of the Casting.
Example 3: A Soul Warden (PS 16) casts ‘Ice Patch’ (PS). He picks a
POI 12” away. As ‘Ice Patch’ is an “-“ Effect it ignores the rules for RA 8. Apply Damage or Effects of Casting
modifiers. Soul Warden determines his Casting TN: Soul Warden PS 16 If the target Unit fails an AR Save against a Casting that simulates
- ‘Ice Patch’ (PS) = 16. The Final TN is 16. Soul Warden rolls a 14 for a a Physical Effect, the target Unit loses 1 HP (Unless the Casting or
successful attempt. The BL (6) template is now centered on the POI and Focus has an Ability that says otherwise, e.g. Extreme Damage (ED).
the effects of KP (15) is resolved (if any Units are under the template). For all other Castings, refer to the relevant entries in the Forcelist.
NOTE: A Unit may only be under the affects of one friendly and one
Aiming a Casting enemy Casting at any time.
A Casting Unit may spend 2 AP, instead of 1, to make an Aimed
Casting attempt. The Aimed attempt gains a +2 bonus to the TN.
For a Casting that does not affect a target point (such as those tar-
geting on the Casting Unit) the ‘Aiming’ represents a moment or
two of extra concentration. Units may attempt more than one
39
Quick Reference sheet
GAME TURN COHERENCY AND LEADERSHIP
STEP 1: PREPARATION PHASE Coherency: Units of a Squad within 2” of another Squad-mate.
LINGERING EFFECTS STAGE o 1” added for each SZ above Medium
o Players roll d20s: Choice of effect order, lowest to highest. o Out of Coherency (OOC): -2 all TN’s except Armor Saves.
RESET UNIT CARDS o Check at end of Squad’s Activation.
o Remove all temporary movement markers from Units. o Any Unit not in Coherency, and did not Close Assault, effects
entire Squad.
STEP 2: INITIATIVE PHASE o Last Unit of a Squad is always OOC unless deployed as a Squad
o Players roll d20s: Lowest roll wins Initiative. of 1.
o Game Turn begins with the Initiative winner, first. o Regain Coherency by ending Activation in range.
Winner may nominate another Player’s Squad/Individual, first. o Leader’s Sphere of Influence (SOI): 8”
o Ignore Coherency range while within Leader’s SOI
STEP 3: ACTIVATION PHASE o Use Leader’s Psyche (PS) for all checks of that Stat
o Nominate one Squad or Individual. o Leaders are never Out of Coherency
o Activate one Unit (if Squad) and use all AP.
o Repeat until all Units in that Squad have expended their AP's. FEAR
o Turn the Unit card, place temporary movement markers. o Units within 8” Enemies with ‘Cause Fear’ receive a Fear
o Play passes to the next player in Initiative order for this Turn. Counter if their PS is lower than Fear Causing Unit’s PS.
o Repeat until all players have Activated all their Units. o Fear Counter = -1 to all TN’s except Armor Saves.
o Individuals may roll to remove Fear Counters.
STEP 4: END OF TURN o Effects of Fear are not cumulative.
o May have multiple Fear counters for multiple checks.
PRONE UNITS
GOING PRONE PANIC TEST
o 1 AP to willing go Prone or Stand from Prone. o Panic Counter if Squad is at half or less starting Units.
o Prone Units with a SZ of ’Medium’, ‘Small’ or ‘Tiny’ have a o Panic Counter if Individual is at half or less starting HP.
height of 1”. o Units with Panic Counter PS check at start of Activation.
o rone Units with a SZ of ’Large’or ‘Huge’ have a height of 2”. o Success removes Panic Counter, Unit immune to future Panic.
o Half the Prone Unit’s base MV: round down, minimum of 1. o Failure causes the Unit to flee.
o A Prone Unit moving into B2B with an Enemy is not a Charge. o Fleeing will use all AP to move in Scatter direction.
o CA by a Prone Unit are -2 Assault (AS). o Re-test at the beginning of each Activation.
o CA against a Prone Unit are +2 AS to hit.
o All Attacks on Prone Units are considered from the Front Arc. COWARDICE WILL NOT BE TOLERATED
o RA against a Prone Unit are -2 Target Number (TN) to hit. o All Units (Friendly or Enemy) attack Panicked Units.
o Units fleeing from CA are automatically attacked.
MOVEMENT TABLE o Units that scatter through other Units are attacked.
o Use single Weapon (not Attack Group) with highest PW.
Open No Penalty
Rough -1 MV per AP* HOLD ACTIONS
Dangerous -2 MV per AP* o On Hold: 2 AP, ends Unit’s Activation. Holds 1 AP until next
Small Obstacles (SO) -1 to MV Activation to:
Stairs and Ladders No penalty o Get the Jump: When Charged, attack with CA Attack
Move through... Group.
- equal SZ or smaller Units of same Force No penalty o Both Units roll d20 and add DF.
- enemy or larger SZ Units of same Force Impassable o Lowest attacks first (Tie to lowest DF, else Charger
Jumping Half MV (min 1) per AP spent wins).
Climbing Half MV (min 1) per AP spent o RA from Hold: Shoot as Enemy Activates, during Movement, or
- climbing Units may only climb. No other actions before AP spent
allowed. o Pysche (PS) check (d20 equal to or less than PS stat) to
- assaults against Climbing Units receive +4 TN to hit. fire.
Falling Armor save of 1 PW / 2” fallen o RF may be banked from Game Turn Unit when On-
- if Falling further than Unit’s Prone height. Hold.
- faling onto another Unit causes an equal PW roll. o Evade: Under AoE Template.
- all Units affect by Falling are Prone. o PS check to move MV in inches.
* Only apply largest penalty per AP spent
Quick Reference sheet
CLOSE / RANGED ASSAULT RANGED ASSAULT MODIFIERS
1. Check Rate of Fire (RF)
2. Spend AP Aiming +2 TN To Hit
3. Select Valid Target Range -1 for each full 4”
4. Determine TN (Attacker’s AS + Target’s Defense (DF)) Partial Cover (Less than 50% obscured) -2 Cover TN
5. Add any Modifiers Cover (More than 50% obscured) -4 Cover TN
6. Roll d20, equal or under TN to hit. Firing through Gaps (LOS between Units) -4 Cover TN
oRolls equal or above the Weapons MAL. Firing over Units -4 Cover TN
o Attacker automatically hits itself. Terrain Stands no LOS beyond 8”
o May also still hit target if sufficient TN. Indirect Attack -2 TN To Hit
o MAL BL: Center AoE on attacker. Prone or Dying Target -2 TN
o MAL on ST or SP: Hit attacker and Scatter for direction. Climbing Target +4 TN
o MAL Casting: See individual Casting rules. Firing into CA -2 TN
o Critical Success: (Natural 1 on d20)
o Automatically hits. Friendly Fire TN +2 TN for each Unit in CA with Target
o Negates Armor Saves. If miss Target but under Friendly Fire TN, hits Random Unit in CA
o All Weapon Abilities of the attack succeed.
o Critical Failure: (Natural 20 on d20) Target Priority Threat Zone of 10”
o Automatically misses - Must target closest Enemy in Threat Zone with LOS.
o Costs the Unit an additional AP. - May target another Enemy in Threat Zone and LOS if it has
o May also MAL. fewer negative RA Modifiers.
NOTE: Cover bonuses do not stack for any reason. Use only the
CLOSE ASSAULT MODIFIERS largest penalty.