dark age - chronicles forsaken

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Dark Age - Chronicles Forsaken

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  • 1WWW.DARK-AGE.COM

  • 2WWW.DARK-AGE.COM

    Dark Age Chronicles are story-driven scenarios specially designed to allow players to experience unique aspects and conflicts throughout the history of the featured faction. Dark Age Chronicles scenarios and special characters are NOT balanced for tournament play and in many cases present a unique and highly challenging Primary Objective to accomplish where victory may seem grim. Dark Age Chronicles and are designed to be fun experiences for the

    intended factions in each scenario.

    RULES The game will be played by the rules listed for that mission. Players will then have an opposing roll of 1d20, the player rolling the lowest becoming

    Player A and the player that rolled the highest becoming Player B for the Primary Objectives scenario. Players will then follow any set-up rules for the Primary Objective.

    Players will then shuffle their Secondary Objective Deck and, in secret, draw two cards at random. The player may look at these cards at any time, but should keep them hidden from their opponent. Once these steps have been completed resume deployment as normal.

    The Primary Objective offers a means for players to accumulate Victory Points over the course of the game. Each Primary Objective will list its specific rules.

    Many Primary Objectives place Objective Markers around the battlefield. Objective Markers are represented by 50mm bases.

    Secondary Objectives are secret missions and tasks which award a player Victory Points upon being completed. Unless specified otherwise, completing a Secondary Objective awards 1 Victory Point.

    Once a Secondary Objective is complete it is discarded until the next tournament round. At the end of each Game Round, each player may discard 1 of their Secondary Objective

    cards. Once this is done, each player will then draw until they have 2 Secondary Objectives. Unless specifically noted otherwise in the Primary Objective, Victory Points cannot be

    obtained until the beginning of Game Round 2.

    Each game is composed of 8 Game Rounds, to be played until completion.

    A special thanks is given to the Dark Age community member David Moffit for his characters used in the Scenario: Convert!

  • 3WWW.DARK-AGE.COM

    THE LAST STANDForsaken vs CORE

    After the CORE slaughtered her entire force, Marguerite was the only one to survive the Red Mesa massacre. Carrying the head of her fallen comrade, she was given orders to flee and warn her superiors. It has been three years since that deadly encounter; her fear of the steel murderers had festered inside and turned into hatred. The CORE have launched an attack on New Ashkelon and Marguerite was called to defend the North-Eastern wall. Her time of revenge has come.

    SET-UP Beginning with The CORE player, each player takes turns placing 3 Objective Markers (for

    a total of 6 in play) anywhere within No Mans Land, as long as it is not placed within 4 of another objective marker or a table edge.

    Objective Markers are a terrain feature with the Blocks Line of Sight, Heavy Cover, and Impassable keywords.

    Forsaken forces will deploy in No Mans Land. CORE forces will deploy in the 12-inch table deployment on both sides.

    RULES Forsaken Gain 2 VP if at Lingering Effects Phase there are no CORE models in No Mans Land. Core gain 1 VP for having models in No Mans Land in the Lingering effects phase. The Forsaken Player gains access to the optional Character: Marguerite (See Stat Cards at

    the end of this document).

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    Core Deployment Zone

    Core Deployment Zone

    8Forsaken Deployment Zone

    No Mans Land

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    CONVERT!Forsaken vs Outcasts

    Adaar, the man who as come to be known as The Light of the Council (or the Fist of the Council in hushed whispers) has been called upon to acquire a small farming village to the west of New Ashkelon that is known for producing many crops. The Council wants this farming village under their control with as little bloodshed as possible. Conversion of such a small community into the Forsaken way of life is usually quick and without any problems, however, there is one man stopping Adaar from a swift acquisition: Hadrian, his freak-born twin brother.

    SET-UP Each player then takes turns, beginning with Player A, placing Objective Markers into play

    anywhere in No Mans Land, as long as it is not placed within 6 of another Objective Marker or a table edge, until there are 5 on the battlefield.

    Objective Markers are a terrain feature with the Blocks Line of Sight, Impassable, and Light Cover keywords.

    RULES The Forsaken player may spend 1 AP while in contact with an objective marker to gain a

    civilian counter. Place the civilian counter in base contact with the Forsaken model.

    Civilian counters will have a Stat Card. Use the Civilian card listed at the end of this document. While in base contact with a Forsaken model the civilian counter will stay in base to base

    contact with the model. If two or more models are in base to base contact with the civilian counter then the Forsaken player can choose which model the civilian counter will move with.

    If at any time the Civilian Counter is not in Base contact with a Forsaken model or a Forsaken model controlling the Civilian Counter is knocked prone, the Outcast player gains control of the Civilian Counter in the Preparation Phase.

    Forsaken Score 1 VP for each Civilian counter brought into their Deployment. Outcasts score 2 VP for each Civilian counter that makes it to their Deployment.

    Death Before Conversion: The Civilian Counter may be targeted by attacks from the Outcast player.

    The Forsaken Player gains access to the optional Character: Adaar (See Stat Cards at the end of this document).

    The Outcast Player gains access to the optional Character: Hadrian (See Stat Cards at the end of this document).

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    No Mans Land4ft

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    8

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    SINNERS PURGEPrevailers vs Skarrd

    The Eclipse Protocol has many facets besides a new initiative for the council to rapidly exert their control over the masses; it is also used to spy upon their targets and gather as much data on them as possible before swiftly and efficiently eliminating them. Their reach has spread far under the direction of Lilith and it is time for the Boogeymen in the north to know fear.

    SET-UP Beginning with Player A, each player takes turns placing 3 Objective Markers (for a total of

    6 in play) anywhere within No Mans Land, as long as it is not placed within 4 of another objective marker or a table edge.

    Objective Markers are a terrain feature with the Does Not Block Line of Sight, and Light Cover keywords.

    RULES For each 100 points (rounded down) of the enemy force killed or removed from play you

    score 1 Victory Point (Example, killing 451 total points would yield 5 VP, 450 would yield 4 VP).

    Victory Points may be scored by this Primary Objective during Game Round 1. The Forsaken player will ONLY score these points after all of the same type of Skarrd

    models are removed from play (example: The Forsaken player will only score points from Buzzblade models once ALL Buzzblade models are removed from play).

    Utter Annihilation: If the Forsaken player destroys all of the Skarrd models before turn 6 then they will score an additional 3 VP.

    The Forsaken Player gains access to the optional Character: Sarika (See Stat Cards at the end of this document).

    1 ft

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    No Mans Land4ft

    APlayer

    BPlayer

    8

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    SUPERIOR PROGRAMMINGSaint Isaac vs CORE

    Isaac has always known that the AI controlling the CORE was dangerous and erratic. What he did not know is how their entropic batteries worked in a way that kept them sustained for such a long period of time. Luckily for him, the destroyed CORE outside of the walls of New Ashkelon would provide more than enough samples for him to research. It was just a matter of re-activating his test subjects in limited capacity.

    SET-UP Each player then takes turns, beginning with Player A, placing Objective Markers into play

    anywhere in No Mans Land, as long as it is not placed within 6 of another Objective Marker or a table edge, until there are 5 on the battlefield. Objective Markers are a terrain feature with the Does Not Block Line of Sight, Impassable, and Light Cover keywords.

    RULES Beginning on Game Round 2, each players models may spend 1 AP while in contact with an

    Objective Marker to place a friendly Override Counter on it or remove an enemy Override Counter.

    An Objective Marker may only have 1 Override Counter on it at any time. At the end of each Game Round, the player with the most claimed Objective Markers gains

    1 Victory Point. At the beginning of any round, if an opponent ever has 0 non-Dying (or otherwise

    incapacitated) models remaining on the battlefield then this Primary Objective deactivates, meaning no further Victory Points may be gained from it.

    Complete Override: If a player controls all 5 Objective Markers at the end of any Game Round, they will score 3 VP instead of the normal 1.

    At the End of the Lingering Effects phase, starting with the player who won initiative, each Objective Marker with your Override Counter will cause an automatic PW 4x2 hit on each enemy model within 2of the Objective Marker.

    The Forsaken Player gains access to the optional Character: Tacita (See Stat Cards at the end of this document).

    1 ft 1 ft

    1 ft 1 ft

    8 in No Mans Land

    APlayer

    APlayer

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    BPlayer

    BPlayer

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    SACRIFICIAL LAMBSSaint Joan vs Kukulkani

    With every life Joan takes her Father Gene gets stronger and much harder to suppress its wicked capabilities. She was sent back into the jungle to find answers to what exactly the Kukulkani are planning. Little did she know that she has stepped foot into sacred ground for the aliens, nor was she aware that this hallowed ground amplified her psychogenic powers.

    SET-UP Place 1 80mm base in the center of the battlefield. This is the Grand Altar. The Grand Altar is a terrain feature with the Blocks Line of Sight and Light Cover keywords. After this, each player takes turns placing 2 Objective Marker each (for a total of 4 in play)

    anywhere in No Mans Land, as long as it is not placed within 4 of another Objective Marker, the Grand Altar, or the board edge.

    Objective Markers are a terrain feature with the Dangerous, Does Not Block Line of Sight, and Rough keywords.

    RULES When a friendly model kills an enemy model give the friendly model 1 Blood Trophy

    Counter. A friendly model can have more than one Blood Trophy Counter at a time. Blood Trophy Counters can be gained in Game Round one.

    If a model carrying Blood Trophy Counters is killed, all Blood Trophy Counters are lost and removed from play.

    A model may not drop or give Blood Trophy Counters to another model. Starting on Game Round 2, while a model holding one or more Blood Trophy Counters is in

    base-to-base contact with the Grand Altar, that model may spend 1 AP to remove a Blood Trophy Counter and Gain 1 VP. This can be done multiple times until the model runs out of Sacrifice Counters.

    When VP are scored from Blood Trophy Counters, the scoring player will also gain an equal number of Vengeful Soul Counters. Vengeful Soul Counters are kept in a pool to the side.

    While in contact with the Grand Altar, a friendly model may spend 1 AP to deliver an automatic PW (X) hit to each enemy model in No Mans Land. (X) is equal to the number of Vengeful Soul Counters spent. This attack can generate Blood Trophy Counters.

    The Forsaken Player gains access to the optional Character: Brand (See Stat Cards at the end of this document).

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    No Mans Land4ft

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    1 ft1 ft

    8

  • 8WWW.DARK-AGE.COM

    DEFIANCESaint Johann vs. Forsaken

    Many had whispered of that ill-fated day that The Council sent forces to deal with the Heretic and his blasphemous followers. Although it is well-documented that Johann was driven off and the cost of lives was great, few knew what that madman was truly capable of and to what lengths his grafting heresy had grown.

    SET-UP Place 2 80mm bases in No Mans land on the center line, each one touching the opposite

    table edge. These bases are Power Platforms. The Power Platforms are terrain features with the Does Not Block Line of Sight and Rough keywords. After this, each player takes turns placing 3 Objective Markers each (for a total of 6 in

    play) anywhere in No Mans Land, as long as it is not placed within 3 of another Objective Marker, a Power Generator, or the board edge.

    Objective Markers are a terrain feature with the Blocks Line of Sight, Heavy Cover, and Impassable keywords.

    RULES Beginning on Game Round 1, each players models may spend 1 AP while in contact with a Power

    Platform to place a friendly Activation Counter on it or remove an enemy Activation Counter.

    A Power Platform may only have 1 Activation Counter on it at any time. The Gates are Down! : If the Forsaken (non-Johann) player has an Activation Counter on both

    platforms, the Objective Markers are no longer considered terrain features. If at any time there are not Activation Counters on both Power Platforms, the Objective Markers will revert back to normal.

    Use Your Gifts! : If the Saint Johann player has an Activation Counter on both Power Platforms, all malfunctions rolled by Saint Johann forces while in No Mans Land or on their half of the table will be considered Critical Hits. If at any time there are not Activation Counters on both Power Platforms, the Use Your Gifts! ability goes away.

    Beginning on Game Round 2, at the end of each round the Forsaken (non-Johann) player has models on the Saint Johann players half of the table they will score 1 Victory Point. If the Forsaken (non-Johann) player does not have models on the Saint Johann players half of the table, the Saint Johann player will score 1 Victory Point.

    The Saint Johann Player gains access to the optional Character: Neenah (See Stat Cards at the end of this document).

    1 ft

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    No Mans Land4ft

    APlayer

    BPlayer

    8

  • 9WWW.DARK-AGE.COM

    Hold Position! Saint John vs Brood

    The Crusade into the Blackmire was long and treacherous. Saint John took the lead in pressing further into the treacherous landscape, slogging through waist-high, brackish waters and spongy God knows what underfoot. Unfortunately for John, he led them right into an ambush by the Brood! He may have been caught by surprise, but Saint John was not about to retreat.

    SET-UP Place 1 Blast(2) Marker in the center of the table. Then each player places one additional

    Blast(2) Marker within 8 inches of the Blast(2) Marker in the middle of the table. These additional Blast(2) Markers do not need to be located in No Mans Land.

    After this, each player takes turns placing 3 additional objective marker each (for a total of 6 in play) anywhere in No Mans Land, as long as it is not placed within 4 inches of another objective marker.

    Objective Markers are a terrain feature with the Does Not Block Line of Sight, Rough, and Light Cover keywords.

    RULES Beginning on Game Round 3 if, at the end of any round, the Forsaken player has at least one non-

    dying (or otherwise incapacitated) model with its base at least partially inside of two of the three Blast(2) Markers while the Brood player does not, the Forsaken player scores 1 Victory Point.

    If at the end of any round, the Forsaken player has at least one non-dying (or otherwise incapacitated) model within all three Blast(2) Markers while the Brood player does not, the Forsaken player scores 3 Victory Points.

    Beginning on Game Round 3 if, at the end of any round, the Forsaken player does not have at least one non-dying (or otherwise incapacitated) model with its base at least partially inside of two of the three Blast(2) Markers while the Brood player does not, the Brood player scores 1 Victory Point.

    The Forsaken Player gains access to the optional Character: Caelab (See Stat Cards at the end of this document).

    1 ft 1 ft

    1 ft 1 ft

    8 in No Mans Land

    APlayer

    APlayer

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    1 ft 1 ft1 ft 1 ft

    BPlayer

    BPlayer

  • 10WWW.DARK-AGE.COM

    LAST MAN OUTSaint Luke vs Fire Caste

    In one fell swoop, Saint Luke managed to make vicious enemies of The Blood Cult and the Fire Caste. Upon entering the facility, Lukes forces set about destroying Mayhems followers and blowing up the Altegran Gate. Now the facility buried deep inside of the mountain is collapsing. Lukes forces must rush to escape with their lives! SET-UP

    Each player then takes turns, beginning with Player A, placing 3 Objective Markers each (for a total of 6 in play) anywhere in No Mans Land, as long as it is not placed within 6 of another Objective Marker or a board edge.

    Objective Markers are a terrain feature with the Blocks Line of Sight and Impassable keywords.

    RULES For each 100 points (rounded down) of Forsaken forces that end the round completely within

    the Dragyri Deployment Zone the Forsaken player will score 2 Victory Points (Example, ending the round with 451 total points in Dragyri Deployment would yield 5 VP, 450 would yield 4 VP).

    Any Forsaken models that count towards scoring VP from the Primary Objective are removed from play (not counted as being killed or removed by the enemy player) after scoring VP.

    At the end of the Game, The Dragyri Forces score 1 VP for every 100 points of Forsaken models that do not end their turn and are removed from scoring VP in the Dragyri Deployment Zone, rounded down.

    The Forsaken Player gains access to the optional Character: Gerik (See Stat Cards at the end of this document).

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    4ft

    6 in

    8

    12 in 12 inFire CasteDeployment Zone

    Luke Deployment Zone

    No Mans Land

  • 11WWW.DARK-AGE.COM

    DEFEND YOUR LIEGE!Saint Mark vs. Ice Caste

    It is no secret that Saint Mark was the first to encounter the Dragyri on the surface of Samaria. As he has told it many times his sweeping victory over the aliens was swift and without much opposition in the face of such a wise and brilliant commander such as himself. The Ice Caste remembers the battle as well. They remember the tactics that Those Without Honor used that fateful day. They also remember the men that were sent crashing into their blades only for Saint Mark to walk away

    SET-UP Beginning with Player A, each player takes turns placing 3 Objective Markers (for a total of

    6 in play) anywhere within No Mans Land, as long as it is not placed within 4 of another objective marker or a table edge.

    Objective Markers are a terrain feature with the Blocks Line of Sight, Heavy Cover and Impassable keywords.

    RULES Saint Mark must be included in the Forsaken players force. Beginning on Game Round Two, if Saint Mark is still alive at the end of the round, the

    Forsaken player will score 1 Victory Point.

    For every point of damage inflicted by a Dragyri force model on Saint Mark, The Dragyri player will score 1 VP.

    The Dragyri player will score 3 VP if Saint Mark is killed. The Forsaken Player gains access to the optional Character: Shad-rak (See Stat Cards at the

    end of this document).

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    4ft

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    6 in

    8

    Forsaken Deployment Zone

    No Mans Land

    1 ft

    1 ft

    Ice Caste Deployment

    Zone

  • 12WWW.DARK-AGE.COM

    UNRELENTING FURYSaint Mary vs Toxic Cult

    Saint Mary has spent years hunting down her captor, Father Curwen. Finally she has traced him back to the mountains near her captivity in the Dendrobate Caves. Flashbacks and nightmares of her tortures plague her mind continuously, gnawing away at her psyche and her soul. Now that she has found Curwen she is going to make him pay for every moment that she suffered!

    SET-UP Beginning with Player A, each player takes turns placing 3 Objective Markers (for a total of

    6 in play) anywhere within No Mans Land, as long as it is not placed within 4 of another objective marker or a table edge.

    Objective Markers are a terrain feature with the Blocks Line of Sight, Heavy Cover and Impassable keywords.

    RULES Saint Mary must be included in the Forsaken players force. Father Curwen must be included in the Skarrd players force. Beginning on Game Round Two, if Father Curwen is still alive at the end of the round, the

    Skarrd player will score 1 Victory Point.

    For every point of damage inflicted by a Forsaken force model on Father Curwen, the Forsaken player will score 1 VP.

    The Forsaken player will score 3 VP if Father Curwen is killed. The Forsaken Player gains access to the optional Character: Sara (See Stat Cards at the end

    of this document).

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    6 in

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    Toxic Cult Deployment Zone

    No Mans Land

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    Saint Mary Deployment

    Zone

  • 13WWW.DARK-AGE.COM

    3

    3

    16

    4

    16

    2 Commander*(5)

    SHAD-RAKAG#1 AS RF PW RN MAL

    [2] Dual Katanas 8 0 - 6Critical Strike(2)Decapitate

    Special AbilitiesCabal(Saint Mark)Combat ReflexesCommanderFurious Charge

    With divine wrath I shall strike them down!

    10030mmM

    2015

    CMay only be fielded in Dark Age Chronicles: Forsaken

    CABAL(x): If this model begins its activation within 8 of (x), it may re-roll 1 attack roll this activation.

    COMBAT REFLEXES: Enemies never gain bonuses for Charging or Gang-Up against this model. This model may stand up from prone for no AP cost.

    COMMANDER: This model counts as having all Squadlink Keywords.

    CRITICAL STRIKE(x): This attack Critically Hits on attack rolls of (x) or less.

    DECAPITATE: If this attack Critically Hits, its target loses 1 additional HP.

    FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.

    Ravage (4)

    3

    6

    18

    3

    14

    2

    AG#1 AS RF PW RN MAL[2] Double Maces

    AG#2 AS RF PW RN MAL

    [1] Grenade 6 *

    Knockdown(10)

    [*] Frag

    [*] StunStun

    MARGUERITE

    4 0 -

    1 8 19

    7

    Knockdown(10)6

    -

    Blast(2)

    Special AbilitiesOrder(Ravage)(Furious Charge)Furious ChargeQuick Draw

    7530mmM

    2015

    CMay only be fielded in Dark Age Chronicles: Forsaken

    FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.

    KNOCKDOWN(x): When this attack hits a model, after AR Saves are made, roll a d20. If the number rolled is equal to or under (x) then the target is Knocked Prone. Melee attacks suffer -2 to (x) for every size smaller the attacking model is than the target and +2 to (x)for every size larger the attacking model is than the target.

    ORDER(x)(y): When this model squadlinks with (x), those models gain (y) this activation.

    QUICK DRAW: This model may spend 1 AP to make an Aimed ranged attack, or move up to their MV value and make a ranged attack.

    STUN: Models hit by this attack gain 1 Stun Counter. Stun Counter: The next time this model activates, it immediately loses 1 AP, and then removes 1 Stun Counter. A model may only have 1 Stun Counter at any time.

    Firestorm (4)

    3

    6

    12

    3

    10

    1

    AG#1 AS RF PW RN MAL[1] Flamethrower

    FireVictimize

    NEENAH

    6 * 17

    [*] Spray SP

    [*] Stream ST Reaction Strike

    Special AbilitiesExplosive End(PW: 4x2, Fire, Victimize)Sadist

    e heretics path ends in damnation and re.

    *

    2

    1

    4x2

    5030mmM

    2015

    CMay only be fielded in Dark Age Chronicles: Forsaken

    EXPLOSIVE END(x): When this model is killed, place a Blast(2) template with the center hole anywhere completely over this models base. Each model under the template suffers an automatic hit from (x), and then this model is removed (this is a Template Attack).

    FIRE: Models hit by this attack gain 1 Fire Counter. Fire Counter: This model may spend 1 AP to roll a d20. On a result of 10 or less remove the Fire Counter. This model suffers 1 automatic PW: 4 hit for each AP it spends on actions other than removing the Fire Counter. Resolve these automatic hit(s) after the action is completed. A model may only have 1 Fire Counter at any time.

    REACTION STRIKE: Once per round, when an enemy comes within range of this attack, this model may perform this attack for free against that enemy. This free attack occurs before charge attacks are resolved.

    SADISTIC: This modes melee attacks gain +2 PW when targeting a model with a Panic Counter.

    VICTIMIZE: Models hit by this attack gain 1 Panic Counter.

    3

    4

    16

    3

    14

    1 Luke (4)

    GERIK

    AG#1 AS RF PW RN MAL[1] Breaching Spear 6 * -

    Special AbilitiesEnviro FiltersFurious ChargeSmoke BombVault

    4

    Finishing Blow[*] Impale RE

    Knockdown(12)[*] Sweep Arc

    No mercy for the sinful.

    5030mmM

    2015

    CMay only be fielded in Dark Age Chronicles: ForsakenENVIRO FILTERS: This model ignores Smoke Clouds.EXTREME DAMAGE: Models that fail an AR Save caused by this attack lose 2 HP.FINISHING BLOW: This attack gains 1 additional power multiplier and Extreme Damage when targeting models that are prone.FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.KNOCKDOWN(x): When this attack hits a model, after AR Saves are made, roll a d20. If the number rolled is equal to or under (x) then the target is Knocked Prone. Melee attacks suffer -2 to (x) for every size smaller the attacking model is than the target and +2 to (x)for every size larger the attacking model is than the target.SMOKE BOMB: This model may spend 1 AP to place 1 Smoke Cloud anywhere completely within 6 inches. This may be done as an On-Hold Action. Smoke Cloud: This terrain piece is represented by a Blast(3) Template. Models in a Smoke Cloud gain Heavy Cover. All melee attacks targeting models in a Smoke Cloud suffer -4 AS. Remove this terrain piece at the end of the next Lingering Effects Phase.VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain as well as intervening models. If this move results in a charge, this model gains and additional +1 AS and +1 PW to the charge attack.

  • 14WWW.DARK-AGE.COM

    Joan Psychogenic

    Description1 model within 6 gains 1 Precognition Counter. Precognition Counter: This model may discard this counter to re-roll 1 failed attack roll or AR Save. A model may only have 1 Precognition Counter on it at any time.

    MALFUNCTION: Caster loses 1 HP.

    TN RF RN MAL16 2 * 19

    PRECOGNITION FORSAKEN

    PSYCHOGENIC

    Skylancer (3)

    3

    3

    14

    3

    12

    2

    SARIKA

    Special AbilitiesBackstabGuerrilla TacticsPower Generator Skylancer Jets

    AG#1 AS RF PW RN MAL[1] Shock Lance

    Point BlankStun

    7

    ConductionPoint BlankStun

    [*] Powered Lance

    2 6 6 19

    7 2 6 SP 17

    7530mmM

    2015

    CMay only be fielded in Dark Age Chronicles: Forsaken

    BACKSTAB: This model gains +2 AS and +2 PW to all attacks made against a model that has not activated this round.CONDUCTION: This attack gains an additional power multiplier against the highest AR model hit. In the case of a tie, the attacking model decides who suffers the additional multiplier.GUERRILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 away. This model only spends 1 AP to Break Away.POINT BLANK: This ranged attack may be used while engaged. If used while engaged, this attack must target an enemy this model is engaged with.POWER GENERATOR: When this model activates it may power either its armor or specific attacks. If armor is selected, roll 1 additional d20 when making AR Saves, discarding the highest result. After this is done, if there is a result of 16 or higher, this model automatically fails its AR Save and loses 1 additional HP. If attack is selected, the attack must use the profile listed under its Powered version. These benefits last until the beginning of this models next activation.STUN: Models hit by this attack gain 1 Stun Counter. Stun Counter: The next time this model activates, it immediately loses 1 AP, and then removes 1 Stun Counter. A model may only have 1 Stun Counter at any time.SKYLANCER JETS: When this model powers its Armor via Power Generator it gains +1 MV and may ignore models and terrain when moving this activation.

    Faithful (4)

    3

    6

    16

    3

    14

    2

    CAELAB

    AG#1 AS RF PW RN MAL[2] Warhammers 8 0 -

    Special AbilitiesParryUnstoppable

    6

    Stun

    For Saint and Glory!

    7530mmM

    2015

    CMay only be fielded in Dark Age Chronicles: Forsaken

    PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS Check. If the check is successful it may discard 1 non-critical hit from those attacks.

    STUN: Models hit by this attack gain 1 Stun Counter. Stun Counter: The next time this model activates, it immediately loses 1 AP, and then removes 1 Stun Counter. A model may only have 1 Stun Counter at any time.

    UNSTOPPABLE: Each time this model would be reduced to 0 HP, it may make a PS Check. On a success, this model remains at 1 HP, but gains 1 Weakened Resolve Counter. Weakened Resolve Counter: This model suffers -4 PS (Weakened Resolve Counters are cumulative).

    Clergy Ann (4)

    3

    4

    14

    3

    14

    2

    SARA

    AG#1 AS RF PW RN MAL[1] Scourge 6 0 -

    [1] Pistol Whip 6 0 -

    Special AbilitiesCrack ShotFurious ChargeFinal StrikeRage

    4

    2Bleed

    Stun

    AG#2 AS RF PW RN MAL[1] Hell re PistolFire

    6 8 18 6 2

    7530mmM

    2015

    CMay only be fielded in Dark Age Chronicles: Forsaken

    BLEED: Living Models hit by this attack gain 1 Bleed Counter. Bleed Counter: During the Lingering Effects Phase roll a d20. On a result of 11+ this model loses 1 HP, otherwise, remove the Bleed Counter. A model may only have 1 Bleed Counter at any time.

    CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover.

    FINAL STRIKE: When this model would be killed, it may make a PS Check. On a success it may select and perform 1 of its attacks before being removed.

    FIRE: Models hit by this attack gain 1 Fire Counter. Fire Counter: This model may spend 1 AP to roll a d20. On a result of 10 or less remove the Fire Counter. This model suffers 1 automatic PW: 4 hit for each AP it spends on actions other than removing the Fire Counter. Resolve these automatic hit(s) after the action is completed. A model may only have 1 Fire Counter at any time.

    FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.

    RAGE: This models melee attacks gain +2 PW for each missing HP.

    STUN: Models hit by this attack gain 1 Stun Counter. Stun Counter: The next time this model activates, it immediately loses 1 AP, and then removes 1 Stun Counter. A model may only have 1 Stun Counter at any time.

    7530mmL

    2015

    CMay only be fielded in Dark Age Chronicles: ForsakenBRUTAL: The Parry special ability may not be used against this attack.EMPOWER: This attack gains 1 additional power multiplier each time it is used after the first. These bonus power multipliers last until the next Lingering Effects PhaseGUARD: When a friendly model within 4 and line of sight is targeted by a non-template ranged attack, this model may become the target of the attack instead (Guard may not trigger another models Guard ability).MASOCHIST(x): At the start of this activation, this model may gain (x). If it does so, it loses 1 HP at the end of this activation.NEVER PANIC: This model may never gain Panic Counters. SADISTIC: This models melee attacks gain +2 PW when targeting a model with a Panic Counter.

    UNSTOPPABLE: Each time this model would be reduced to 0 HP, it may make a PS Check. On a success, this model remains at 1 HP, but gains 1 Weakened Resolve Counter. Weakened Resolve Counter: This model suffers -4 PS (Weakened Resolve Counters are cumulative).VICTIMIZE: Models hit by this attack gain 1 Panic Counter.

    Deathknight (4)

    3

    6

    18

    3

    12

    2

    BRAND

    AG#1 AS RF PW RN MAL[1] War Flail 6 RE -

    Special AbilitiesGuardMasochist(War Flail: Empower)Never PanicSadisticUnstoppable

    6

    BrutalVictimize

    Vita est delor.

  • 15WWW.DARK-AGE.COM

    3

    4

    14

    4

    8

    2

    AG#1 AS RF PW RN MAL6 0 20

    Special AbilitiesNon-LivingProgram(Free Move Action)Program(Stealth Counter)Program(Laserbeam: Conduction)StriderSurvivalist

    6

    Controller (1)

    AG#2 AS RF PW RN MAL[1] Laserbeam

    Stun

    6 1 ST 17

    TACTICA

    6Point Blank

    [1] Stun Claw

    Kinda creepy... But theyll save your life.

    C 7540mmL

    2015

    May only be fielded in Dark Age Chronicles: Forsaken

    CONDUCTION: This attack gains an additional power multiplier against the highest AR model hit. In the case of a tie, the attacking model decides who suffers the additional multiplier.NON-LIVING: This model may never gain Panic Counters. This models PS may never be modified by enemy effects.POINT BLANK: This ranged attack may be used while engaged. If used while engaged, this attack must target an enemy this model is engaged with.PROGRAM(x): This model may remove 1 Controller Counter from a friendly model it is squadlinking with. If it does so, it gains (x) this activation. Each Program may only be selected once per activation.TOUGH AS NAILS: This model ignores Critical AR Failure.STEALTH COUNTER: This model always has Heavy Cover. Remove this counter at the start of this models next activation.STRIDER: This model ignores the Rough keyword of terrain pieces. This model may stand up from prone for no AP cost.STUN: Models hit by this attack gain 1 Stun Counter. Stun Counter: The next time this model activates, it immediately loses 1 AP, and then removes 1 Stun Counter. A model may only have 1 Stun Counter at any time.SURVIVALIST: If this model only spends AP on Movement during its activation, it may go On Hold for free at the end of that activation.

    3

    6

    10

    3

    10

    1

    CIVILIANAG#1 AS RF PW RN MAL

    [1] Shove 4 0 - -Knockdown(8)

    Special AbilitiesNone

    2015 2015

    30mmM

    2015

    KNOCKDOWN(x): When this attack hits a model, after AR Saves are made, roll a d20. If the number rolled is equal to or under (x) then the target is Knocked Prone. Melee attacks suffer -2 to (x) for every size smaller the attacking model is than the target and +2 to (x)for every size larger the attacking model is than the target.

    3

    5

    15

    3

    12

    2

    HADRIAN

    Special AbilitiesJury RigMedicSuperior Maintenance(2)Scavenge

    AG#1 AS RF PW RN MAL[1] Fixin Wrench 6

    4

    0

    -

    AG#2 AS RF PW RN MAL[1] Mind Shredder 6 2 4 12 17

    Restoration

    Paralysis

    8030mmM

    2015

    CMEDIC: Other friendly, Living, models reduced to 0 HP while within 8 of this model are not killed, but instead gain 1 Dying Counter. Dying Counter: This model is prone and may not activate. If this model would ever lose HP, it is killed. At the start of the Lingering Effects Phase, if a friendly, non-dying, model with Medic is not within 8, kill this model. Remove this Counter if this model is ever healed.PARALYSIS: Living Models hit by this attack gain 1 Paralysis Counter. Paralysis Counter: When this model activates, roll a d20. On a 11+ it loses 1 AP and must roll again, continuing until a 10 or less is rolled, or it runs out of AP. Once this is complete, remove the Paralysis Counter. A model may only have 1 Paralysis Counter at any time.RESTORATION: This attack may target, and automatically hit, friendly models. Friendly models hit by this attack suffer no damage and instead heal 1 HP. A model may only be healed by Restoration once per game.JURY RIG: This model may discard 1 Scavenge Counter to re-roll a failed attack roll (the Scavenge Counter benefit still applies for that attack).SCAVENGE: While a model with Scavenge is in play, whenever a model is killed or removed from play, place 1 Scavege Counter in contact before it is removed. Any model with Scavenge may automatically pick up Scavenge Counters by moving over them. Scavenge Counter: This model gains +1 AR , and +1 AS and +1 PW to all attacks, for each Scavenge Counter. If this model is killed or removed from play, place all Scavenge Counters it has in contact with it before it is removed. A model may have up to 3 Scavenge Counters at any time. SUPERIOR MAINTENANCE(x): (x) times per game, when a malfunction is rolled from a non-psychogenic attack, that model may ignore the malfunction. This ability functions even if this model is killed.

    7530mmM

    2015

    CMay only be fielded in Dark Age Chronicles: Forsaken

    FIRE: Models hit by this attack gain 1 Fire Counter. Fire Counter: This model may spend 1 AP to roll a d20. On a result of 10 or less remove the Fire Counter. This model suffers 1 automatic PW: 4 hit for each AP it spends on actions other than removing the Fire Counter. Resolve these automatic hit(s) after the action is completed. A model may only have 1 Fire Counter at any time.

    REACTION STRIKE: Once per round, when an enemy comes within range of this attack, this model may perform this attack for free against that enemy. This free attack occurs before charge attacks are resolved.

    STUN: Models hit by this attack gain 1 Stun Counter. Stun Counter: The next time this model activates, it immediately loses 1 AP, and then removes 1 Stun Counter. A model may only have 1 Stun Counter at any time.

    SUPERIOR MAINTENANCE(x): (x) times per game, when a malfunction is rolled from a non-psychogenic attack, that model may ignore the malfunction. This ability functions even if this model is killed.

    VICTIMIZE: Models hit by this attack gain 1 Panic Counter.

    3

    4

    14

    3

    12

    2

    AG#1 AS RF PW RN MAL[1] Rifle Bash

    FireStun

    ADAAR

    2 0 -

    Special AbilitiesSuperior Maintenance(3)

    AG#2 AS RF PW RN MAL[1] Flamethrower

    FireVictimize

    8 * 17

    [*] Spray SP

    [*] Stream ST Reaction Strike

    *

    2

    1

    4x2

    6