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An
abandoned planet, a ruined world, a place where few still remember...
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. |
The Basics
Dark Age: Genesis is a, fully scaleable, skirmish level wargame played in
the 28-33mm scale. The Genesis Core Rulebook contains everything you will need
to play Dark Age including 2 fully realized Forcelists, St. Mark and Ice Caste
Dragyri. Each new Forcebook released will contain another 2 full Forcelists made
up of 2 opposing factions. Every Forcebook will contain everything you need
(Except the Core Rulebook) to play that particular Force, all special rules,
counters and templates etc. will be included.
Dark Age Games is committed in it's intention to make this game the
benchmark for overall quality in the industry. With art from the inimitable Brom
and Dark Age's own in-house artists, premium quality miniatures from the world's
top sculptors such as Werner Klocke, Kevin White, Steve Buddle and Gael Goumon
painted by some of the best painters money can buy: Alexi Z, Arjay, Wappellious
and more. A robust and well-tested game engine rounds off the package, developed
and expanded over years of hard work and dedication.
All miniatures are pewter and range in size from 5mm to over 60mm, with the
average human male coming in at around 32mm. Miniatures are shipped in
clamshells with larger boxsets also available.
Gameplay and Mechanics
Dark Age is a fast paced, bloody skirmish game. Combat is strategic but
intuitive and most definitely not for the faint-hearted with the edge normally
given to aggressive play. The game utilizes many specific characteristics
including...
- D20s: Dark Age only uses one dice type, the d20. High is bad and low is
Good. There are many rules throughout the game to represent the "Law of
1 and 20" so special effects take place when rolling either of those 2
numbers.
- Action Points (AP): Every Unit has a specific number of Action Points
(average is 2) which they can use to perform actions such as Move, Shoot,
Make a Close Assault etc.
- Alternate Unit Activation (AUA): Rather than the usual IGOUGO method, Dark
Age uses AUA. Each player moves one Individual or Squad then the next player
moves one and so on. When moving a Squad each member within the Squad
exhausts their APs before the player moves to the next member.
- Malfunctions (MAL) : Not everything works very well on the world of
Samaria. To take this into account most technology has a MAL number and
should you roll over it then are hit by the effects, some of which can be
quite devastating.
- Special Abilities: Dark Age splits up Abilities into 3 categories; Weapon
Abilities, Special Abilities and Force Specific Abilities.
- Weapon Abilities are exactly what they sound like, abilities specific to a
weapon rather than the wielder. These include such every day ones as Extreme
Damage, Blast and Knock prone through to more unique ones such as Numb,
Point Blank and Piercing.
- Special Abilities are specific to Individuals themselves. Again they
include such mainstays as Never Panic, Infiltrate and Hatred through to the
more strategic or weird like Command, Nonliving Unit and Major Focus.
- Force Specific Abilities are inherent abilities of each Faction. These
will be expanded on in the Factions section below.
- Cowardice will not be Tolerated: Like Malfunctions this was a popular idea
amongst playtesters. Surviving on Samaria is not for the yellow-bellied and
should you show such weakness you are unlikely to be forgiven and tucked up
warm in bed. Cowards are dealt with harshly during combat so should a Unit
find itself fleeing they should really try hard not to go too near their
fellow 'comrades'.
Factions
Forsaken - The Forsaken are the survivors of the Great Collapse and
the central society of our story. Approximately 500yrs ago Samaria was known as
Attr and was a little known fringe planet used by the various megacorps of the
United Worlds for such *cough* almost legal *cough* activities as genetic
engineering, weapons manufacturing etc. Then the United Worlds split apart and
such fringe planets abandoned practically overnight. The millions abandoned were
left to survive on a planet with very few resources and plenty of dangers. ~50
years ago religion swept through Forsaken society like a brushfire and today
they are a full Theocracy with non-believers keeping very quiet about it.
The Forsaken are further split into sub-factions. The Saints are individual
heroes, controlling a portion of the Forsaken army (normally dictated by
geography) as well as their own unique troops while the Prevailers are the core
army of the Church itself.
The Forsakens force specific abilities are Leaders and Mercenaries:
- Leaders: As a committed and trained army the Forsaken make great use of
Squad Leaders and their relevant special rules.
- Mercs: Although most of the Individuals under this heading do not sell
their services and are full servants under the great banner of the Church,
they still possess a certain autonomy and may move between the various
sub-factions and even refuse to work with some.
Dragyri - The Dragyri are an enigma to the Forsaken. An alien society
living right under their noses (or rather their feet) for their entire planetary
stay and only majorly encountered within the last year.
The Dragyri are themselves, like the Forsaken, survivors of a catastrophe but
one more natural and much older. Approximately 5000 years ago the planet wasn't
quite so hazardous to life and harbored an element very interesting to a passing
alien vessel. The aliens decided to attempt mining of this crystalline element
but were stopped short when an asteroid made an appearance and not only shook
the planet but threw billions of tons of the now pulverized crystal into the
atmosphere. The Dragyri retreated deep underground and stayed there. Until now.
The Dragyri are one society made up of two distinct races, simply known as
Trueborn and Slaves. The Trueborn are huge ~10ft aliens with resemblances to
varying animal types such as amphibians and reptiles. A warrior society deeply
imbued with a strict, yet largely unintelligible to human eyes, code of honor.
The Slaves are much, much smaller and more fragile but completely devoted to the
Trueborn.
The Dragyri force specific abilities include the use of Focus and Slaves:
- Slaves: As mentioned above Slaves are devoted to the Trueborn and Trueborn
are 'never' seen without at least a small complement of them (Slaves are a
mandatory purchase in Dragyri forces). On the Trueborns' part their Honor
system makes personal combat a great boon for an enemy and an opponent first
must prove themselves worthy of facing a Trueborn in HtH, which is where the
Slaves come in.
- Focus: Having spent millennia surrounded by the strange crystalline
element throughout the planet, the Dragyri have come to both notice and
start to make use of some of it's more unusual properties. Their spiritual
leaders, the Soul Wardens, have found that they can use the crystal to
enhance their minor elemental powers to greater extremes including summoning
massive physical representations of the elements.
Skarrd - Coming Soon!
Brood - Coming Soon!
Support Structure
- An official playtester program with direct feedback into the development cycle.
- An official demo team program with extensive support and work-based
incentives.
- A large website with an official and busy forum, downloads (including Army Builder
files and spare templates and counters), an online store, event coverage, articles from the design
staff and much more.
- Frequent releases of new products with numerous planned expansions (races, settings, war machines, etc).
- Planned global and downloadable campaigns and scenarios available to all
directly from the Dark Age website.
Dark Age Games is a young and vibrant company striving to make the highest quality products, with the highest levels of customer, distributor and retail support available.
With extensive backing and long term development plans, DAG is a strong player bringing an extremely strong product line to a hungry market.
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