QuickStart_Dragyri.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.
SOUL CASTER
A Soul caster is more powerful than a regular Dragyri Caster. They may cast twice per turn
if they do not move or once if they do move. Like the Caster they may choose any Foci
from the applicable Foci Caste List.
- 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.
SHARD WALK
Units with this Ability can move through a Shard Field without risk of detonating it (See
Scatter Shard weapon Ability). Should they, however, be in the radius of a Shard Field that
detonates due to another Unit they will take damage as normal.
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.
SLAVEMASTER
This ability allows the Unit to automatically Rally any Slave Squad who is Panicked and has
at least one Slave within 4” of the Rallying Unit.
KABOOM (x)
These weapons are extremely unstable. Kaboom! is followed by a number, which
indicates the number needed for the ability to take effect. When a Kaboom! Unit is hit
by a CA or RA weapon the player controlling the Unit must roll 1d20. On a roll of the
Kaboom! number or higher the weapon explodes into a 2” Blast (BL2). Any unit under
the template is treated as if the weapon that exploded has made a successful Ranged
Assault on them. A Kaboom! Unit that rolls a MAL is considered to have hit themselves with
the weapon and thus must check for Kaboom!
The Basics
The core basics of the game involve the Unit’s stats. A Unit is one Dark Age miniature,
several Units of the same type are considered a squad. Each Unit has seven stats:
Squad Coherency - Squads must stay in coherency, Small to Medium Units = 2 inches,
Large Units = 4 inches, Huge Units=6 inches. Check for Coherency at the end of the
Squad’s activation, Unit’s in BtB with Enemy Units do not count towards Coherency.
Unit’s out of Coherency are - 2 TN to all checks except AR checks, until they move into
coherency.
AP (Activation Points) - This is the number of Actions each Unit can perform in one
activation. Each Unit gets one Activation per Game Turn.
DF (Defense) - The lower the number the better, this is how hard it is to hit your Unit.
AR (Armor) - The higher the number the better, this is how you avoid from taking a wound
when you get hit.
MV (Move) - This is the Unit’s move in inches per AP spent.
PS (Psyche) - This is used for Morale or to see if you are affected by Fear. Some Force use
this stat for psychic powers.
HP (Hit Points) - How many wounds your unit can take.
PV (Point Value) - Cost per Unit, most quick games start at 300 points, casual games are
played at 500 points. Tournament level games are played at 750 points.
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.
SCATTER SHARDS
Crystal shards are highly unstable mineral pieces that the Slaves use as weapons. Some
have mastered the ability of using these crystal shards as explosive antipersonnel mines. A
Unit with Scatter Shards may spend 1AP to scatter a 1” radius shard ield on the battleield.
No more than 2” away from the Unit’s current position. This ability is automatic and no To
Hit roll is required although the player must still roll to see if the shards Malfunction. Units
in a Close Assault may not use this ability until they have left the combat. Any Unit that
passes through a Shard Field at any point during their movement must make an AS test to
prevent the crystals from exploding. Simply roll under the Unit’s highest AS stat. A failed test
means the Field has exploded and the Unit must make a successful armor test against the
shards PW, or suffer damage indicated on the weapon’s listing. If successful in rolling the
AS test, the Unit moves uneventfully through the Shard Field. However, if the Unit should
again move through the Shard Field, a new test must be taken. Shard Fields do not stack
with each other; thus, a Unit that moves through two different (and overlapping) Shard
Fields simultaneously will only be required to test once, and if failed take damage once.
Any Shard Field that is overlapping another Shard Field that detonates, will itself detonate,
and in turn will detonate any Fields touching it. Only the Unit that moves through the Field
must make the test, if other Units are inside the Field when it detonates they also take
damage from the Field. Once a Field detonates remove it from play.
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:
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.
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.
SHARD SHATTER
When these weapons, made from shards of crystal, malfunction they send crystal shrapnel
out in all directions. This shrapnel affects any Unit holding the weapon as well as any Unit
in BtB contact with them. The Unit malfunctioning and any Units in BtB contact with them
are therefore hit by the weapons normal malfunction effect.
Armor Checks - When you are hit by an attack whether it is a CA or RA you need to make
an AR check to avoid taking a wound. Subtract the PW of the attack from your AR, this is
your TN to roll equal to or under to avoid taking a wound. If you roll a ‘20’ on your Armor
check this is a Critical Failure and you take an extra HP of damage.
Unit - Dark Age represents forces on the Battleield by Miniatures, referred to as Units. A
Unit is a single Miniature. Grouped into two different categories, Units are either Individuals
or Squads. Therefore, the term “Unit” may refer to an Individual or a single member of a
Squad.
Special and Weapon Abilities
Each Unit in Dark Age is unique and may have Special or Weapon Abilities (SA or WA).
These abilities are displayed on the Unit cards. For ease of play the Special and Weapon
abilities for the Units in this Starter Box Set are included here, not all SA’s and WA’s are
detailed, just the Abilities that pertain to the contents of the Boxed Sets are listed here. For
further SA and WA explanations refer to Dark Age Apocalypse: Forcelists or www.dark -
age.com.
Casting Foci - Just as an attack in order to cast a Foci you must irst determine the TN, if
a Foci list the TN as PS(8) the TN will be the PS of the Caster minus ‘8’. To cast a Foci, the
Caster must spend 1AP.
Squad - Squads are teams of Units that move and attack as a group. A Squad may
contain a Leader who generally has different Statistics.
Glacial Spike
Description: The user of this Focus creates an intensely cold spiked projectile in his hand
then ires it at an opponent like an icy arrow.
TN
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.
CULL THE WEAK
You may have the Unit with this ability perform an “auto kill” for 1 AP on a Slave to add +2
to that Slave Squad’s AS stats. This bonus only lasts until the Slave Squad’s next Activation
ends. The Unit must be in BtB contact with a Slave to perform this “auto kill”, does not have
to roll to hit or to wound the Slave and the targeted Slave gets no save. A Unit may only
use this Ability once per Turn.
NOTE: A Unit may not therefore use a weapons RE ability to perform this ‘auto kill’ or use
a RA weapon.
RF
PW
RN
MAL Notes
PS(8) 1
8
12
20 N/A
Duration: Instant.
Malfunction: Normal.
Now that you understand the basic stats of a Dark Age Unit let us further explain how to
play the game.
Ice Wall
Description: This Focus extracts moisture from the ground and compresses it into a large
wall of solid ice, which slowly melts. A Wall of ice is a 2” wide, 4” tall, and 2” thick immobile
obstruction with DF 10, AR 19, and HP 2. During the Lingering Effects phase all Walls of Ice
must make an Armor Test against a (PW) 4 attack to prevent melting. A failed test causes
the loss of 1 HP. Walls of Ice are opaque and block line of sight completely. You may only
cast an Ice Wall where there is room for the template. Any attacks with the Fire Ability do
ED(2) against Ice Walls.
TN RF PW RN MAL Notes
PS 2 - 8 * See Above.
* - The MAL for this Foci is based off the Caster’s PS, if a number is rolled higher than the PS
it is considered a Malfunction.
Duration: Permanent.
Malfunction: Immediately end caster’s Activation with loss of all remaining AP.
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.
I’M THE BOSS
All Slave Units that have at least 1 Slave within 8” of a Unit with this ability may use that
Unit’s PS stat instead of their own for all checks that use the PS stat.
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.
INFILTRATE
Units with this Ability are deployed after all non - Iniltrating Units. A Unit with Iniltrate may
deploy anywhere on the Battleield, but may not be deployed in Line of Sight (LOS) of
an enemy Unit. If more than one Force contains Units with this Ability, all players roll for
Initiative and resolve placement of Iniltrating Units following the result of the dice rolls,
highest to lowest, placing 1 Iniltrating Squad or Individual each, in order, until all Iniltrating
Units have been deployed.
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