27
The Big Book of Dark Age Scenarios Preview Version Samaria Lives: The Dark Age Players’ Coalition It is the 29th year Secundum Concilium by our reckoning, and the world of Samaria has seen conflicts innumerable. Those who have withstood the predations of their fellow survivors—and indeed, Samaria itself—can only look back with horror at the trail of bloodshed left behind. Within these pages, I, your humble scribe, shall endeavor to record the tales of the greatest battles this world has seen. In this way, those who have fallen may be able to achieve some semblance of immortality. — Foreword to Annalis Mortis, a chronicle of the Holy Prevailer Council Introduction Welcome to The Big Book of Dark Age Scenarios ! In here, you’ll find a collection of scenarios old and new, as well as rules for customizing how scenarios play out. The world of Samaria is home to a great many bat- tles, so naturally the game of Dark Age should have a great many scenarios for you to play. Whether you want friendly pick-up games, something more compet- itive, or even story-focused battles, there’s something here for you. Some of these scenarios are drawn di- rectly from earlier books, some are spiritual successors to classic scenarios, and some are brand new. In addition, this book provides you with tools to change the rules and objectives of all these scenarios through the use of Mutators, allowing even further possibili- ties in portrarying the vast range of potential conflicts. Some of these make games even bloodier, while others add unique new objectives for each force to vie for. We hope that this collection will help keep your games of Dark Age exciting and varied for many years to come. Happy hunting! What You’ll Need Before you get started, make sure you have all the sup- plies you need to play a game (or several!) of Dark Age. Of course, we won’t cover everything in detail here, so the first thing you’ll need is. . . The Dark Age Rules As you may expect, you’ll need a copy of the Dark Age 2017 Master Rules, the main book describing how to play the game. This can be downloaded for free from the official Dark Age web- site at www.dark-age.com. A Battlefield You’ll also need a flat area to set the game up! All Dark Age games take place on a 48 × 48 00 battlefield. Many companies now provide tabletop gaming mats that will allow you to quickly and easily get the shape of your battlefield laid out. Terrain Dark Age games make heavy use of terrain to provide cover and additional strategic depth to the game. Perhaps most importantly, terrain helps balance the game so “gun-line” forces can’t just sit back and safely pick off a melee-focused enemy at long range. For more details on how to set up terrain well, see the Battlefield Setup section. Naturally, you’ll also need miniatures,a measuring device, templates, counters/tokens, and some 20- sided dice. For more information, consult the “Con- cepts & Essentials” chapter in the Dark Age 2017 Mas- ter Rules. 1

The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

  • Upload
    others

  • View
    2

  • Download
    0

Embed Size (px)

Citation preview

Page 1: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

The Big Book of Dark Age Scenarios

Preview Version

Samaria Lives: The Dark Age Players’ Coalition

It is the 29th year Secundum Concilium by our reckoning, and the world of Samaria has seen conflicts innumerable.Those who have withstood the predations of their fellow survivors—and indeed, Samaria itself—can only look back withhorror at the trail of bloodshed left behind. Within these pages, I, your humble scribe, shall endeavor to record the talesof the greatest battles this world has seen. In this way, those who have fallen may be able to achieve some semblanceof immortality.

— Foreword to Annalis Mortis, a chronicle of the Holy Prevailer Council

Introduction

Welcome to The Big Book of Dark Age Scenarios! Inhere, you’ll find a collection of scenarios old and new,as well as rules for customizing how scenarios play out.

The world of Samaria is home to a great many bat-tles, so naturally the game of Dark Age should havea great many scenarios for you to play. Whether youwant friendly pick-up games, something more compet-itive, or even story-focused battles, there’s somethinghere for you. Some of these scenarios are drawn di-rectly from earlier books, some are spiritual successorsto classic scenarios, and some are brand new.

In addition, this book provides you with tools to changethe rules and objectives of all these scenarios throughthe use of Mutators, allowing even further possibili-ties in portrarying the vast range of potential conflicts.Some of these make games even bloodier, while othersadd unique new objectives for each force to vie for.

We hope that this collection will help keep your gamesof Dark Age exciting and varied for many years tocome. Happy hunting!

What You’ll Need

Before you get started, make sure you have all the sup-plies you need to play a game (or several!) of DarkAge. Of course, we won’t cover everything in detailhere, so the first thing you’ll need is. . .

The Dark Age Rules As you may expect, you’llneed a copy of the Dark Age 2017 Master Rules, themain book describing how to play the game. This canbe downloaded for free from the official Dark Age web-site at www.dark-age.com.

A Battlefield You’ll also need a flat area to set thegame up! All Dark Age games take place on a 48 ×48′′ battlefield. Many companies now provide tabletopgaming mats that will allow you to quickly and easilyget the shape of your battlefield laid out.

Terrain Dark Age games make heavy use of terrainto provide cover and additional strategic depth to thegame. Perhaps most importantly, terrain helps balancethe game so “gun-line” forces can’t just sit back andsafely pick off a melee-focused enemy at long range.For more details on how to set up terrain well, see theBattlefield Setup section.

Naturally, you’ll also need miniatures, a measuringdevice, templates, counters/tokens, and some 20-sided dice. For more information, consult the “Con-cepts & Essentials” chapter in the Dark Age 2017 Mas-ter Rules.

1

Page 2: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

Using Scenarios 3Scenario & Point Level Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Mutator Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Force List Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Secondary Objective Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Battlefield Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Deployment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Mutators 5Objective Mutators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Combat Mutators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Environmental Mutators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Standard Scenarios 7Scenario 1: Reconnaissance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Scenario 2: Unexpected Engagement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Scenario 3: Burying the Dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Scenario 4: Duel of Champions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Scenario 5: Ancient & Bloody Wasteland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Scenario 6: Slaughtering Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Scenario 7: Caravan Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Scenario 8: Reassemble the Tower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Scenario 9: Trenches & Foxholes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Scenario 10: Border Conflict . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Scenario 11: Secure the Weapons Platform . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Scenario 12: Marked for Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18Scenario 13: Scavenge Skulls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Scenario 14: Killing Floor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Scenario 15: Open the Void Road . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Scenario 16: Amassing Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Scenario 17: The Captive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Scenario 18: Explosive Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

Asymmetric Scenarios 25Scenario 19: Into the Breach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Scenario 20: Scorched Earth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

Faction-Specific Scenarios 27Scenario 21: Fuel the Ritual Engine (Kukulkani) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

This work has been produced by the community at Samaria Lives (www.samarialives.com), a fan collective dedicatedto the game Dark Age. Published January 3, 2019. Writing: Jim Porter; Diagrams: Jim Porter, Michael Stevens;Scenario Design: CMON Ltd

Dark Age and all related names and insignia are either TM and/or c© CMON Limited. The authors of this work—collectively, “Samaria Lives”—are in no way associated with the owners, creators, or producers of Dark Age. Anycopyrighted content used is strictly from freely-available works. No copyright infringement is intended.

2

Page 3: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Using Scenarios

Before playing a game of Dark Age, there are a numberof things players need to do in order to get set up, suchas choosing the scenario to play and placing terrain onthe battlefield.

Scenario & Point Level Selection

First, players should agree on (or randomly determine)the scenario they’d like to play, as well as choosing thePoint Level of the game. The Point Level limits howmany points worth of models each player may take.Smaller Point Levels make for fast-paced encounters,while larger limits often allow for more variety in forcelist composition. The “standard” Point Level for DarkAge games is 750 points, though players should feelfree to go larger or smaller. 500 points is a commonlevel for “skirmish” encounters, while 1000 allows for amajor conflict on the battlefield.

Note that some scenarios may adjust the limit for oneor both players, so be sure to consult the scenario’srules before building your force.

Scenario Types

Broadly speaking, scenarios are divided into three maincategories: standard scenarios, where each side istrying to complete the same objectives; asymmetricscenarios, where each side has their own unique goals;and faction-specific scenarios, where one (or both)sides must be played by a specific faction.

Standard Scenarios

Standard scenarios, as the name implies, are the mostcommon type of scenario, and the ones most suitablefor competitive play: since both sides have the samegoals and are subject to the same rules, it’s much eas-ier to ensure that one side doesn’t have an inherentadvantage.

Asymmetric Scenarios

Asymmetric scenarios, on the other hand, set out dif-ferent goals for each player. This allows for a variety ofnarratively-rich battles, but does carry some risk thatone side will have an easier time than the other. Whenplaying an asymmetric scenario, players should agreeon which side each of them will play before proceedingpast scenario selection. This will often help to deter-mine what models to bring in each player’s force, aswell as what deployment zone each player will use.

Faction-specific Scenarios

Faction-specific scenarios are a special kind of asym-metric scenario themed around the story and abilitiesof a particular faction. Like other asymmetric scenar-ios, each side has different goals, so certain matchupsmay give one side or the other a slight advantage.Again, players should agree on which side each of themwill play before proceeding past scenario selection.

Mutator Selection

Mutators are optional rules that affect how a scenario isplayed, changing objectives, adding additional hazards,or many other possibilities. As with scenarios, playersshould agree on the Mutators to use for this game, ifany.

While there’s no hard limit to the number of Mutatorsthat can be added to a single game, too many canbog the game down with additional bookkeeping andcomplexity. As a general rule of thumb, try to stick tothree or fewer Mutators for a single game.

Force List Creation

Once the basic parameters of the game have been de-cided upon, each player should construct their forcelist. To create their force lists, players should firstchoose a faction (and subfaction if applicable). Gener-ally, a force may only include models from the selected(sub)faction, though you should consults the faction’srules for exceptions (e.g. adding bounty hunters to yourforce).

To include a model in a force, consult its Point Valueand Availability (both are noted on the model’s statcard). As each model is added to a force, deduct itsPoint Value from the available Point Level for yourforce, as chosen above.

A model’s Availability indicates the maximum quantityof that model type that can appear in a force, based ona particular point level. For example, an availability of“[3] 500” means that you may include 3 copies of thismodel for every full 500 points of Point Level ; in a 750-point game, only 3 copies could be included, but in a1000 point game, you could take 6 copies.

Secondary Objective Selection

Next, each player constructs a Secondary ObjectiveDeck for their force. This deck should consist of at least

3

Page 4: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

16 unique Secondary Objective cards, though playersshould feel free to adjust the card limit however theysee fit.

Since cards in the Secondary Objective Deck are drawnrandomly, the backs of each card should be indistin-guishable from one another. If needed, this can beachieved using card sleeves with an opaque back.

Battlefield Setup

Dark Age games take place on a 48 × 48′′ battlefield.To provide a good balance between ranged and meleecombat, there should be enough terrain to cover at least50% of the play area. To determine the placement ofterrain, first consult the chosen scenario to determinewhere predetermined terrain pieces should go (if any).From there, players should agree on the keywords foreach piece of terrain they have available for placingon the battlefield (for more information, see BattlefieldTerrain in the Dark Age 2017 Master Rules, page 47).

Next, players should each roll a D20. The player withthe lower result is designated Player A, while the otherplayer is Player B. Players then take turns placing ter-rain on the battlefield until both players are satisfiedwith the total amount of terrain (of course, players canalso simply agree to place terrain however they like,such as to make a thematic battlefield).

Many scenarios require players to place a number ofObjective Markers on the battlefield. If the chosen sce-nario is one of these, do this now. Unless otherwisespecified by the scenario, all Objective Markers are rep-resented by 50mm bases (or another object of the samesize) with the following keywords: Does Not BlockLine of Sight, Heavy Cover, Rough.

Regardless of scenario, players may not interact withObjective Markers for Primary or Secondary Objectivesuntil the beginning of Round 2 in a game. Interactionwith Objective Markers for other purposes (e.g. specialabilities) is still allowed.

Deployment

Finally, players begin deploying their forces on the bat-tlefield. If players haven’t already decided which de-ployment zone each will use, Player A may choose ei-ther deployment zone to deploy in. Then, Player Amay either deploy all of their models with a particularModel Name, or select an opponent’s Model Name andforce them to deploy all their models of that name.

From there, Player B chooses a Model Name amongtheir force and deploys all of their models with thatname. Player A then does the same, with each playertaking turns until all models have been deployed onthe battlefield, except where models have special abil-ities that affect deployment. If a special ability allowsfor deploying models later than usual, follow all of theusual deployment rules while taking the special abilityinto account; if multiple players have models with spe-cial abilities that would deploy at the same time, makea Resolution Roll to determine who goes first.

Note: when selecting models by Model Name, the exactname is important! Some models have similar names(e.g. “Bane”, “Bane Leader”), but these are neverthe-less different Model Names for deployment purposes.However, “LE” models do count as having the samename as their “normal” counterparts.

With deployment finished, the game can now begin!For more information about how to play, consult theDark Age 2017 Master Rules, beginning with Measur-ing and Directions on page 33.

4

Page 5: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Mutators

Mutators are optional mechanics that can be added toscenarios to change how they play out. These can beused simply to add variety to the scenarios you play,or even to build a narrative between the forces in yourgaming group. However, do remember that adding Mu-tators to your game can affect the balance in Dark Age.Some mutators can grant a slight advantage to certainfactions or army compositions, so be careful about us-ing Mutators in strictly-competitive environments.

There’s no hard limit to the number of Mutators thatcan be added to a single game. However, too many canbog the game down with additional bookkeeping andcomplexity. As a general rule of thumb, it’s best to usethree or fewer Mutators for a single game.

Objective Mutators

Objective Mutators add additional ways to gain VictoryPoints during a game, in essence acting like a “mini-scenario” added on top of the base scenario.

Typically, Objective Mutators apply to both players ina game, but it’s certainly possible to use an ObjectiveMutator for just one player, or to give each player dif-ferent Objective Mutators.

High-Value TargetA particularly notorious foe has been spotted on thebattlefield. Killing them would be a boon to your force’slong-term plans!

After deployment, each player selects one model in theenemy force with either the Character availability orworth at least 100 points. This is the AssassinationTarget. If the Assassination Target is killed by anymeans, the owner’s opponent gains 2 Victory Points.

MessengerYour forces have an important message that must bedelivered to allies operating deep within enemy terri-tory. This engagement is your best chance to deliverit!

After deployment, each player selects one model intheir deployment zone to give a Message Token to, rep-resented by a 30mm base (or marker of the same shapeand size). The model holding the Message Token mayspend 1 AP to hand the message to any friendly modelin base-to-base contact.

If a model carrying a Message Token is killed, the token

is dropped onto the battlefield where the model died.Any model, friendly or enemy, may pick up a droppedMessage Token by spending 1 AP while in contact withthe token to pick it up.

At the end of each Lingering Effects Phase, a modelcarrying a friendly Message Token and touching theenemy’s table edge discards the token, scoring 2 Vic-tory Points for the owning player.

No QuarterYour superiors have declared that no quarter is to begiven to the foe. Kill them all, and leave none leftalive!

At the end of each Lingering Effects Phase, playersearn 1 Victory Point for every 100 points (rounding“half down” to nearest 100) of enemy models that werekilled during that round. (Example: 75 points wouldyield 1 Victory Point, while 50 total points would yieldnone.)

Combat Mutators

Combat Mutators alter how models behave during agame, granting them new abilities (or additional re-strictions). Like with Objective Mutators, Combat Mu-tators typically apply to both players in a game, butplayers can always agree to apply them to a singleplayer.

AdrenalineSomething has kicked the adrenal glands of each forceinto overdrive. As they face increasing fire, combat-ants feel as though they could overcome even the mostunfavorable odds!

When a model is directly targeted by any attack, themodel gains one Adrenaline Counter. At any time, amodel with an Adrenaline Counter may discard thecounter to add +1 to the TN of any roll made by themodel.

BloodthirstForces in this battle seem fueled by some unholy desireto spill blood for its own sake. As the battle wears on,combatants fight all the more ferociously!

Once per activation, if a model’s action, ability, or ef-fect kills an opponent’s model, the owning player may

5

Page 6: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

choose to immediately grant their model one additionalAP to be used that round.

Environmental Mutators

Environmental Mutators affect the conditions of thebattlefield, including weather conditions and other en-vironmental hazards common to an inhospitable worldsuch as Samaria. As their name implies, Environmen-tal Mutators apply to the whole battlefield, so theyinherently work the same way for both players.

The effects of some Environmental Mutators can benegated by certain models’ special abilities. In thesecases, the exceptions are described in the mutator’srules.

Aggressive Fauna

When preparing for battle, both forces expected to haveto face their opposition to complete their objectives.What they didn’t expect was that creatures of the landitself would challenge them. . .

Whenever a model interacts with an Objective Marker,roll a D20 (in addition to any rolls normally made).On a 19+, this model has disturbed the creature slum-bering within the objective. This creature counts inall ways as a Salt Flat Nomads Moloki, controlled bythe opposing player. However, it cannot award VictoryPoints in any way for either player.

Dead of Night

Whether as part of an ambush or simply by happen-stance, forces have clashed in the middle of the night.The darkness provides cover for troops to move in moreclosely for the kill!

All non-template weapons have their maximum rangereduced to 8′′ (weapons whose range is less than 8′′

are unaffected); models with the Enhanced Opticsability instead have their maximum range reduced to10′′. Further, all Light and Heavy Cover inflicts anadditional −1 AS penalty to ranged attacks.

Dust Storm

Heavy winds have kicked up the dust for miles around,hurting visibility and fouling delicate weapons. At timeslike this, many are glad for a simple blade at their side.

All non-template weapons have their maximum rangereduced to 8′′ (weapons whose range is less than 8′′

are unaffected); models with the Enhanced Opticsability instead have their maximum range reduced to10′′. In addition, any attack with a MAL value suffersa penalty of −2 MAL.

Methane VentsScattered throughout the battlefield, ruptures in theearth are venting a steady stream of methane. Due toits flammable nature, forces must take care when firingat the enemy, lest they trigger a fiery explosion. How-ever, some reckless soldiers have chosen to use this totheir advantage. . .

At the end of battlefield setup, each player takes turns,starting with Player A, placing three Methane Ventseach (for a total of six). Methane Vents are terrainfeatures represented by Blast (3) Templates (or mark-ers of the same shape and size) with the Does NotBlock Line of Sight and Light Cover keywords.

If, when making a ranged attack, the line drawn be-tween the attacker and target (see page 43 of the DarkAge 2017 Master Rules) passes through a MethaneVent, there’s a chance the outgassing may ignite. Afterchecking for malfunction, roll an additional D20. On a16+ (12+ if the attack has the Fire ability), the shottriggers an explosion, represented by a PW 4×2 Blast(2) Template attack with the Fire ability, centered onthe nearest intersection of the ranged attack’s line andthe Methane Vent.

Shifting GroundThe surface of this battlefield is extremely unstable andprone to shifting out from under the feet of even themost experienced warriors.

All open ground on the battlefield (any area not cov-ered by a terrain piece) counts as having the Roughkeyword. Models with special abilities allowing themto ignore Rough terrain (such as Strider) may ignorethis keyword as normal.

Toxic WastesNoxious vapors waft slowly through the battlefield.Those without protection find themselves struggling toward off its debilitating effects.

When activating a model, roll a D20. On a 19+, themodel is overcome by the toxic gases and sufers −1 APfor this round. This penalty extends to any modelssubsequently Squadlinked to the affected model. Mod-els with Enviro Filters, Non-Living, or VirulentFumes ignore this penalty.

6

Page 7: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 1: ReconnaissanceFirst published in Dark Age 2017 Master Rules

Agents of one faction have moved into the territory of an opposing force with the hopes of gathering much neededintelligence on them, but someone has given away their location and defenders have been dispatched to deal with them.

Setup

• Before deployment, each player takes turns, begin-ning with Player A, placing three Objective Markerseach (for a total of six) anywhere in No Man’s Land,as long as they are not placed within 4′′ of anotherObjective Marker or table edge.

• Models using the Infiltrate special ability may notdeploy within 2′′ of an Objective Marker.

Primary Victory Condition

• At the end of each Lingering Effects Phase, play-ers earn 1 Victory Point for each full 100 points offriendly unengaged models currently within the en-emy’s Deployment Zone.

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and theiropponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

Special Scenario Rules

• Players may discard both of their Secondary Objec-tives instead of the normally allowed one during theLingering Effects Phase.

DeploymentZone 1

DeploymentZone 2

12″

12″

No Man’s Land

8″

8″

7

Page 8: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 2: Unexpected EngagementFirst published in Dark Age 2017 Master Rules

Something has caused a stir in the wilderness and locals have taken notice. The soldiers of two nearby forces haveventured into the area to investigate, and have stumbled upon one another. Both forces assume the other is there tostop them!

Setup

• Before deployment, each player takes turns, begin-ning with Player A, placing three Objective Markerseach (for a total of six) anywhere in No Man’s Land,as long as they are not placed within 4′′ of anotherObjective Marker or table edge.

Primary Victory Condition

• A player achieves Primary Victory if they have ac-cumulated 10 Victory Points and their opponent hasnot. If both players have 10 or more VP at this time,the player with more VP is declared the winner. Ifboth players have at least 10 VP and are tied, thegame is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

Special Scenario Rules

• All Secondary Objectives are worth +1 Victory Pointin addition to what is normally scored.

Deployment Notes

• Each player’s Deployment Zone consists of both 12′′

square areas on the same board edge the player haschosen as theirs.

DeployZone 2

DeployZone 1

DeployZone 2

DeployZone 1 12″

12″

No Man’s Land

8″

8″

8

Page 9: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 3: Burying the DeadFirst published in Dark Age 2017 Master Rules

Life on Samaria can be ruthless, especially when conflicts arise. Battles take their toll and forces must eventuallyremove the remains of all they lost—or what is left of them. The forces have come to a well-known depository for thedead and destroyed; one force to protect their fallen brethren from the other force who has come to rob their graves!

Setup

• During battlefield setup, a Blast (3) Template (ormarker of the same shape and size) is placed at thecenter of the battlefield to represent the Open Grave.The Open Grave is an Objective Marker and terrainfeature with the Does Not Block Line of Sight,Light Cover, Rough, and Sunken keywords.

• Before deployment, each player takes turns, begin-ning with Player A, placing two Objective Markerseach (for a total of four) anywhere in No Man’s Land,as long as they are not placed within 6′′ of anotherObjective Marker or table edge.

• Objective Markers in this scenario have the Sunkenkeyword in addition to their normal keywords.

Primary Victory Condition

• Models touching or within the Open Grave can spend1 AP to attempt a PS Check. Success in this PSCheck allows the model to take a Remains Counter.A model may only carry one Remains Counter ata time. If the model with a Remains Counter iskilled, the owning player places a 30mm circular to-ken somewhere in base contact with the model beforeit is removed. Other models may pick up a droppedRemains Counter by spending 1 AP while in contactwith it.

• Any model may spend 1 AP when in contact with theObjective Marker closest to their Deployment Zoneand discard a Remains Counter they are carrying togain 2 Victory Points.

• A player achieves Primary Victory if they have ac-cumulated 10 Victory Points and their opponent has

DZ 218″

18″

DZ 1

No Man’s

Land 18″

18″12″

12″

18″

18″

OpenGrave

not. If both players have 10 or more VP at this time,the player with more VP is declared the winner. Ifboth players have at least 10 VP and are tied, thegame is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

Special Scenario Rules

• Models cannot interact with the Open Grave untilafter the start of Round 2.

9

Page 10: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 4: Duel of ChampionsFirst published in Dark Age 2017 Master Rules

The constant battle and hardship that the factions of Samaria are subjected to result in death and destruction, it’strue. . . but those who survive rise to the top of their forces and become their leaders’ champions. After weeks ofmudslinging and challenges, two of these titans are meeting on the battlefield for the first—and likely last—time.

Setup

• Before deployment, each player takes turns, begin-ning with Player A, placing three Objective Markerseach (for a total of six) anywhere in No Man’s Land,as long as they are not placed within 4′′ of anotherObjective Marker or table edge.

• Objective Markers in this scenario have the Danger-ous keyword in addition to their normal keywords.

• Models with the Infiltrate special ability may notdeploy within No Man’s Land.

• After deployment, each player names one currentlydeployed model their Champion.

Primary Victory Condition

• Players earn 1 Victory Point if their Champion killsan enemy model outside of that Champion’s Deploy-ment Zone. If this is within their opponent’s Deploy-ment Zone, they score an additional Victory Point(for a total of 2).

• If one Champion’s action, ability, or effect kills anopponent’s Champion, the first Champion’s playerscores 5 Victory Points.

• A player achieves Primary Victory if they have ac-cumulated 10 Victory Points and their opponent hasnot. If both players have 10 or more VP at this time,the player with more VP is declared the winner. Ifboth players have at least 10 VP and are tied, thegame is a draw.

DeploymentZone 2

12″

12″

12″

DeploymentZone 1

12″

No Man’s Land

8″

8″

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

Special Scenario Rules

• If a Champion is killed, the closest friendly model towhere the model was removed becomes that player’snew Champion at the start of the following Prepara-tion Phase.

10

Page 11: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 5: Ancient & Bloody WastelandFirst published in Dark Age 2017 Master Rules

The continent of Samaria has taken more lives than bullets or blades over the centuries, and certain areas have becomeso saturated with violence and death that the world itself seems to hunger for it. Two opposed forces on the warpathhave clashed yet again, this time in a place that thirsts for blood as much as they do!

Setup

• Before deployment, six Objective Markers are placedon the boundary lines of No Man’s Land, three onone side and three on the other. These are placedon points 12′′ from the table edge, and on the point12′′ between the first two.

• Objective Markers in this scenario have the Danger-ous and Xenosathic keywords in addition to theirnormal keywords.

Primary Victory Condition

• At the end of the game, players earn 1 Victory Pointfor every 100 points (rounding “half down” to near-est 100) of enemy models that were killed or are cur-

rently waiting to be deployed. (Example: 475 totalpoints would yield 5 Victory Points, while 450 totalpoints would only yield 4.)

• The player with the most Victory Points at the endof 8 game rounds achieves Primary Victory. If bothplayers have the same number of VP, the game is adraw.

Special Scenario Rules

• Models are considered to be killed by the enemy forceno matter what kind of game effect or action removesthem from play. This includes Falling, Malfunc-tions, past ability effects, etc.

DeploymentZone 1

DeploymentZone 2

12″

12″

No Man’s Land

8″

12″12″12″12″

11

Page 12: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 6: Slaughtering FieldsFirst published in March to Immortality 2017-2018

Two opposing forces have met in neutral territory and things are about to get violent and bloody awfully quick!

Setup

• Before deployment, each player takes turns, begin-ning with Player A, placing three Objective Markerseach (for a total of six) anywhere in No Man’s Land,as long as they are not placed within 4′′ of anotherObjective Marker or table edge.

Primary Victory Condition

• At the end of the game, players earn 1 Victory Pointfor every 100 points (rounding “half down” to near-est 100) of enemy models that were killed or are cur-rently waiting to be deployed. (Example: 475 totalpoints would yield 5 Victory Points, while 450 totalpoints would only yield 4.)

• The player with the most Victory Points at the endof 8 game rounds achieves Primary Victory. If bothplayers have the same number of VP, the game is adraw.

Special Scenario Rules

• Models are considered to be killed by the enemy forceno matter what kind of game effect or action removesthem from play. This includes Falling, Malfunc-tions, past ability effects, etc.

• Players may discard both of their Secondary Objec-tives instead of the normally allowed one during theLingering Effects Phase.

DeploymentZone 1

DeploymentZone 2

12″

12″

No Man’s Land

8″

8″

12

Page 13: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 7: Caravan ControlFirst published in March to Immortality 2017-2018

A caravan wagon full of necessary spare parts and other resources is on the move between opposing territories. Twoforces have laid claim to it, but neither will give it up without a fight!

Setup

• During battlefield setup, a 3 × 5′′ rectangular Ob-jective Marker representing the Caravan Wagon isplaced at the center of the battlefield so that there is11/2′′ between its shorter sides and the edges of NoMan’s Land. This Objective Marker has the BlocksLine of Sight, Impassable, and Heavy Coverterrain keywords. Note: in tournament settings, theevent organizers should provide each table with asuitable Objective Marker for players to use.

• Before deployment, each player takes turns, begin-ning with Player A, placing two Objective Markerseach (for a total of four) anywhere in No Man’s Land,as long as they are not placed within 4′′ of the Cara-van Wagon, another Objective Marker, or table edge.

Primary Victory Condition

• During the Lingering Effects Phase, a player scores 1Victory Point if they are In Control of the CaravanWagon. A player scores 2 Victory Points if they areIn Control of the Caravan Wagon and it currentlyis even partially within the opponent’s DeploymentZone.

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and theiropponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

There are many ways that you could choose to represent your Caravan Wagon. The Dark Age team and the SamariaLives community recommend the Caravan Wagon model from Warsenal, found in the Dark Age section on their website:warsen.al

DeploymentZone 2

12″

12″

12″

DeploymentZone 1

12″

No Man’s Land

8″

8″

CaravanWagon

Special Scenario Rules

• The player with more points’ worth of models cur-rently in base contact with the Caravan Wagon isconsidered to be In Control of it.

• Beginning in game round 2, at the start of the Prepa-ration Phase, the player In Control of the CaravanWagon may move it in any direction up to 4′′. TheCaravan Wagon may not move through or end thismovement on models or terrain of any kind.

13

Page 14: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 8: Reassemble the TowerFirst published in March to Immortality 2017-2018

Electricity is important to a lot of Samarian communities, so anything that generates that kind of power is importantto keep functioning. One such generator tower has gone offline and needs new power cells, meaning the force thatinstalls them first will get the boost!

Setup

• During battlefield setup, a Blast (3) Template (ormarker of the same shape and size) is placed at thecenter of the battlefield to represent the GeneratorTower. The Generator Tower is an Objective Markerand terrain feature with the Dangerous, HeavyCover, Obscuring, and Rough keywords.

• Before deployment, one Objective Marker is placedon the center point of each table edge (as shown onthe map diagram below). A single 30mm Power CellCounter is placed on each of these Objective Mark-ers.

• Objective Markers in this scenario have the Danger-ous keyword in addition to their normal keywords.

• Models using the Infiltrate special ability may notdeploy within 2′′ of an Objective Marker.

Primary Victory Condition

• Beginning on game round 2, models touching orwithin the smaller Objective Markers can spend 1AP to attempt a PS Check. Success in this PS Checkallows the model to take the Power Cell Counter (ifthe Objective Marker still has one). A model mayonly carry one Power Cell Counter at a time. If themodel with a Power Cell Counter is killed, the own-ing player places the 30mm circular token somewherein base contact with the model before it is removed.Other models may pick up a dropped Power CellCounter by spending 1 AP (no PS Check needed)while in contact with it.

• Any model may spend 1 AP when in contact with theGenerator Tower and discard a Power Cell Counterthey are carrying to gain 3 Victory Points.

DeployZone 2

DeployZone 1

DeployZone 2

DeployZone 1 12″

12″

No Man’s Land

8″

8″

GeneratorTower

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and theiropponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

Deployment Notes

• Each player’s Deployment Zone consists of both 12′′

square areas on the same board edge the player haschosen as theirs.

14

Page 15: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 9: Trenches & FoxholesFirst published in March to Immortality 2017-2018

Old battlefields find ways of popping back into relevance on certain borders and territory boundaries, especially whenforces begin to ebb and flow in that area again. When that occurs, old abandoned battlements and fortifications areterribly important once more.

Setup

• During battlefield setup, one Objective Marker isplaced in the very center of the battlefield.

• Before deployment, each player takes turns, begin-ning with Player A, placing two Objective Markerseach (for a total of five, including the central Objec-tive) anywhere in No Man’s Land, as long as they arenot placed within 4′′ of another Objective Marker ortable edge.

• Objective Markers in this scenario have the Sunkenkeyword in addition to their normal keywords.

Primary Victory Condition

• Beginning on game round 2, each player’s modelsmay spend 1 AP while in contact with an ObjectiveMarker to make a PS Check. If that check is suc-cessful, that player claims that Objective (and placessomething on the Objective Marker to denote posses-sion).

• Models on 40mm or smaller bases that ends its ac-tivation completely within the area of an ObjectiveMarker automatically claims it (no AP spent or PSCheck necessary).

• A new claim removes any previous one on an Objec-tive Marker.

• At the end of each Lingering Effects Phase, if aplayer has three claimed Objectives, they will receive2 Victory Points. If they have four claimed Objec-tives, they will receive 3 VP. If they have claimed allfive Objectives, they will receive 5 VP.

DeploymentZone 2

12″

12″

12″

DeploymentZone 1

12″

No Man’s Land

8″

8″

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and theiropponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

15

Page 16: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 10: Border ConflictFirst published in March to Immortality 2017-2018

The boundary between two opposing forces is a place for frequent bloodshed, marked clearly by the border fires burningbright. It is time to push past those borders and inflict some damage upon their accursed neighbors.

Setup

• During battlefield setup, six Objective Markers areplaced along the center line of No Man’s Land. Thefirst two Objective Markers are placed in the neutralcorners of the table, the next two are each placed 12′′

along the center line, and the final two are placedanother 12′′ along that center line. Note: The twocenter Objective Markers will be farther than 12′′

apart due to the diagonal measurement of a squarebattlefield.

• Objective Markers in this scenario have the Danger-ous keyword in addition to their normal keywords.

Primary Victory Condition

• At the end of each Lingering Effects Phase, play-ers earn 1 Victory Point for each full 100 points of

friendly unengaged models currently on your oppo-nent’s side beyond No Man’s Land.

• Players also earn 1 Victory Point for each enemymodel killed within 4′′ of any Objective Marker.

• The player with the most Victory Points at the endof 8 game rounds achieves Primary Victory. If bothplayers have the same number of VP, the game is adraw.

Special Scenario Rules

• Models are considered to be killed by the enemy forceno matter what kind of game effect or action removesthem from play. This includes Falling, Malfunc-tions, past ability effects, etc.

DZ 218″

18″

DZ 1

No Man’s

Land 18″

18″12″

12″

18″

18″

12″

12″

12″

12″

16

Page 17: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 11: Secure the Weapons PlatformFirst published as Secure Objective & Destroy Objective in Dark Age 2013 Core Rules

Deep in contested territory, scouts have discovered an inactive C.O.R.E. weapons platform in surprisingly good con-dition. Hoping to use it to turn the tide in their favor, one faction has deployed their forces to take control of it.However, upon arriving, they’ve found that their enemies had the same plan in mind!

Setup

• During battlefield setup, an 80mm base (or markerof the same shape and size) is placed at the centerof the battlefield to represent the Weapons Platform.The Weapons Platform is an Objective Marker andterrain feature with the Does Not Block Line ofSight, Heavy Cover, and Rough keywords.

• Before deployment, each player takes turns, begin-ning with Player A, placing two Objective Markerseach (for a total of four) anywhere in No Man’s Land,as long as they are not placed within 4′′ of anotherObjective Marker or table edge.

Primary Victory Condition

• Any model touching or within the Weapons Platformmay spend 1 AP to place a Control Counter on theobjective. Note: each player should have their owndistinct Control Counters.

• At the end of each Lingering Effects Phase, theplayer with the most Control Counters on theWeapons Platform gains 1 Victory Point (if bothplayers have the same number of Control Counterson the Weapons Platform, neither gain a VictoryPoint). After calculating Victory Points, remove allcounters from the Weapons Platform.

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and theiropponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

DeploymentZone 2

12″

12″

12″

DeploymentZone 1

12″

No Man’s Land

8″

8″

WeaponsPlatform

Special Scenario Rules

• At the end of each Activation Phase, the player withthe most Control Counters on the Weapons Platformmay use it to fire a shot. The Weapons Platform hasthe following profile:

AG#1 AS RF PW RN MAL[1] Fusion Driver 4 1 5×2 16 –· Blast (2)

If both players have the same number of ControlCounters on the Weapons Platform, neither may firea shot.

17

Page 18: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 12: Marked for DeathFirst published in Dark Age 2013 Core Rules

The Kukulkani view life and death as potent energy sources to be harvested and used, and there is no denying theirability to harness this power! Seeking to do the same, two factions have met near the site of a field of mysteriousKukulkani Death Totems. It’s now a race to see which side can harness their awesome power first!

Setup

• Before deployment, each player takes turns, begin-ning with Player A, placing three Objective Markerseach (for a total of six) anywhere in No Man’s Land,as long as they are not placed within 4′′ of anotherObjective Marker or table edge.

Primary Victory Condition

• Any model may spend 1 AP while in base contactwith an Objective Marker to become the Chosen ofDeath.

• Only 1 model may be the Chosen of Death at anytime.

• Any model that kills the Chosen of Death becomesthe new Chosen of Death.

• If the Chosen of Death is killed by any other meansa model may spend 1 AP while in base contact withan objective marker to become the Chosen of Death.

• During each Lingering Effects Phase, if the Chosenof Death is not in base-to-base contact with an Ob-jective Marker, it loses 1 HP. This lost HP cannot behealed.

• At the end of each Lingering Effects Phase, theplayer controlling the Chosen of Death gains 1 Vic-tory Point.

DeploymentZone 1

DeploymentZone 2

12″

12″

No Man’s Land

8″

8″

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and theiropponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

18

Page 19: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 13: Scavenge SkullsFirst published in Dark Age 2013 Core Rules

The Kukulkani seem to store vast knowledge and power within the mystical crystal skulls adorning many of theirwarriors. Following the wake of a bloody battle both players forces have moved onto the battlefield to gather up asmany of these sacred artifacts as possible!

Setup

• During battlefield setup, place one Objective Markerin the center of the table. Then place two additionalOjective Markers 8′′ away to either side of the first,lying on the long axis of No Man’s Land. Numbereach of these Objective Markers 1–3.

• Before deployment, each player takes turns, begin-ning with Player A, placing one Objective Markereach (for a total of five, including the numbered Ob-jectives) anywhere in No Man’s Land, as long as theyare not placed within 4′′ of another Objective Markeror table edge.

Primary Victory Condition

• Any model may spend 1 AP while in base-to-basecontact with a numbered Objective Marker to pickup a Crystal Skull Counter with the same number.(Example: Objective Marker 2 gives Crystal SkullCounter 2.)

• If a model is killed, any Crystal Skull Counters car-ried by that model are destroyed.

• A model carrying a Crystal Skull Counter may spend1 AP while in base-to-base contact with a friendlymodel to give them one of their carried Crystal SkullCounters.

• At the end of each Lingering Effects Phase, eachplayer finds the model in their force carrying themost unique Crystal Skull Counters. If this modelis carrying one unique Crystal Skull Counter, theplayer gains 1 Victory Point; if they are carryingtwo, the player gains 2 VP; if they are carrying allthree, the player gains 5 VP.

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and their

DeployZone 2

DeployZone 1

DeployZone 2

DeployZone 1 12″

12″

No Man’s Land

8″

8″

16″ 16″8″ 8″1 2 3

opponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

Deployment Notes

• Each player’s Deployment Zone consists of both 12′′

square areas on the same board edge the player haschosen as theirs.

19

Page 20: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 14: Killing FloorFirst published in Dark Age 2013 Core Rules

The Kukulkani are brutal and bloody in their training, often pitting their most capable fighters against each other inritual combat. The forces of two factions have come across such a field and now their bravest and most deadly arecompelled to show their might!

Setup

• During battlefield setup, a Blast (3) Template (ormarker of the same shape and size) is placed atthe center of the battlefield to represent the KillingFloor. The Killing Floor is an Objective Marker andterrain feature with the Does Not Block Line ofSight and Light Cover keywords.

• Before deployment, each player takes turns, begin-ning with Player A, placing three Objective Markerseach (for a total of six) anywhere in No Man’s Land,as long as they are not placed within 4′′ of anotherObjective Marker or table edge.

Primary Victory Condition

• At the end of each Lingering Effects Phase after thefirst, the player who owns a model fully or partially

within the Killing Floor while their opponent doesnot receives 2 Victory Points.

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and theiropponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

Deployment Notes

• Each player’s Deployment Zone consists of both 12′′

square areas on the same board edge the player haschosen as theirs.

DeployZone 2

DeployZone 1

DeployZone 2

DeployZone 1 12″

12″

NoMan’sLand8″

8″

20

Page 21: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 15: Open the Void RoadFirst published in Dark Age 2013 Core Rules

The Kukulkani technologies remain a terrifying mystery to the inhabitants of Samaria. Fortunately, it seems your forcehas come across some form of relay belonging to these alien invaders. Now it is a race between you and the enemy tosee who can secure these artifacts first!

Setup

• During battlefield setup, one Objective Marker isplaced in each corner of No Man’s Land, representingthe Kukulkani Relay Markers. The Kukulkani RelayMarkers are Objective Markers and Large terrainfeatures with the Blocks Line of Sight and Im-passable keywords.

• Before deployment, each player takes turns, begin-ning with Player A, placing one Objective Markereach (for a total of six, including the Relays) any-where in No Man’s Land, as long as they are notplaced within 4′′ of another Objective Marker or ta-ble edge.

Primary Victory Condition

• At the end of each Lingering Effects Phase, if aplayer has models in base-to-base contact with twoof the Kukulkani Relay Markers, they will receive 1Victory Point. If they have models in base-to-basecontact with three of the relays, they receive 2 VP.If they have models in base-to-base contact with allfour relays, they receive 4 VP.

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and theiropponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

DeployZone 2

DeployZone 1

DeployZone 2

DeployZone 1 12″

12″

No Man’s Land

8″

8″

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

Deployment Notes

• Each player’s Deployment Zone consists of both 12′′

square areas on the same board edge the player haschosen as theirs.

21

Page 22: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 16: Amassing PowerFirst published in March to Immortality 2016

Explorers of the Samarian wastelands have uncovered the remains of a pre-Abandonment research lab containingcontaining powerful Xenosathic weapon augmentations that could turn the tide in favor of whoever got hold of them.However, two factions have arrived at the facility at the same time, each hoping to take the spoils for themselves.

Setup

• During battlefield setup, place one Objective Markerin the center of the table. Then place two additionalOjective Markers on the left and right edges of thetable, lying on the long axis of No Man’s Land. Thesethree Ojective Markers represent the AugmentationCaches and have the Xenosathic keyword in addi-tion to their normal keywords.

• Before deployment, each player takes turns, begin-ning with Player A, placing one Objective Markereach (for a total of five, including the three Augmen-tation Caches) anywhere in No Man’s Land, as longas they are not placed within 4′′ of another ObjectiveMarker or table edge.

Primary Victory Condition

• A model in base-to-base contact with an Augmen-tation Cache may spend 1 AP to gain 1 PowerCounter. That model may expend this counter whendeclaring an attack to give that attack +2 PW, butalso -2 MAL (Note: a Mal of “–” would becomeMal 19). If this attack kills an enemy, the attack-ing player gains 1 Victory Point.

• If a model is killed, all Power Counters it was car-rying are lost.

• At the end of each Lingering Effects Phase after thefirst, if a player has a model in base-to-base contactwith an Augmentation Cache and no enemy is incontact with that Objective, they receive 1 VictoryPoint. (Note: a Victory Point may be scored for eachof the three Augmentation Caches).

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and their

DeploymentZone 1

DeploymentZone 2

12″

12″

No Man’s Land

8″

8″

opponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

22

Page 23: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 17: The CaptiveFirst published in March to Immortality 2016

A high-value captive has managed to escape from the prisons of one faction. The captors have mobilized their forcesto apprehend their target once more, but another faction has caught wind of this and is attempting to take the captivefor their own purposes!

Setup

• During battlefield setup, a 30mm base (or a modelon a base of the same shape and size) is placed atthe center of the battlefield to represent the Captive.

• Before deployment, each player takes turns, begin-ning with Player A, placing three Objective Markerseach (for a total of six) anywhere in No Man’s Land,as long as they are not placed within 4′′ of the Cap-tive, another Objective Marker, or table edge.

Primary Victory Condition

• Beginning on game round 2, a model may spend 1AP while in contact with the Captive to claim it.Once claimed, anytime that model moves, place theCaptive in base-to-base contact with that model af-ter the move is complete.

• A model that has claimed the Captive may onlyspend 1 AP per round on movement (or abilities thatallow movement), suffers −2 AS to all attacks, andsuffers one automatic PW 1 hit at the end of its ac-tivation.

• The Captive remains claimed by that model untilthat model is killed or is Dying.

• Beginning on Game Round 2, if the Captive is notclaimed by any model at the end of the ActivationPhase, the Captive moves on their own by making ascatter roll and moving the Captive 3′′ in that direc-tion.

• During the Lingering Effects Phase, if the Captive isclaimed by a model, the player owning that modelgains 2 Victory Points.

DeploymentZone 1

DeploymentZone 2

12″

12″

No Man’s Land

8″

8″

Captive

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and theiropponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

23

Page 24: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 18: Explosive ResultsFirst published in March to Immortality 2015

Who can say exactly how a giant bomb appeared on the battlefield? Right now that’s not important! What isimportant is making sure it’s closer to your opponent’s base than yours when it explodes. . .

Setup

• During battlefield setup, an 80mm base (or markerof the same shape and size) is placed at the cen-ter of the battlefield to represent the Mega Bomb.The Mega Bomb is an Objective Marker and Gigan-tic terrain feature with the Blocks Line of Sight,Heavy Cover, Rough keywords.

• Before deployment, each player takes turns, begin-ning with Player A, placing three Objective Markerseach (for a total of six) anywhere in No Man’s Land,as long as they are not placed within 4′′ of the MegaBomb, another Objective Marker, or table edge.

Primary Victory Condition

• A model may spend 1 AP while in contact with theMega Bomb to attempt to push it. First, roll a D20.If the result is 16+, on something has gone wrong: allmodels within 2′′ of the Mega Bomb suffer a PW 5×2hit. Once this D20 roll has been resolved, the modelmay make a Melee PW Check. If the roll is equal toor below the highest PW value they have on a meleeattack (ignoring Power Multipliers), the attempt wassuccessful and they force the Mega Bomb 2′′ directlyaway.

• If any models would block the Mega Bomb from com-pleting its forced move, move those models directlyout of the way (by the shortest distance) in order toplace the Mega Bomb in its new location.

• At the end of each Lingering Effects Phase, if theMega Bomb is closer to your opponent’s DeploymentZone than yours, you score 1 Victory Point. If theMega Bomb is even partially within your opponent’sDeployment Zone, you score an additional VictoryPoint (for a total of 2).

DeploymentZone 2

12″

12″

12″

DeploymentZone 1

12″

No Man’s Land

8″

8″

MegaBomb

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and theiropponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

24

Page 25: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 19: Into the BreachFirst published in The Big Book of Dark Age Scenarios

A large force from one faction has managed to surround their foes, eager to put them down for once and for all.However, enemy commanders have identified a weak point in the opposition’s lines and have staged a daring plan tobreak through with their remaining forces.

Setup

• When selecting this scenario, players should choosewho will be the Attacking Player (automatically des-ignated Player A) and who will be the DefendingPlayer (designated Player B).

• During battlefield setup, mark (or otherwise note)the edge of the board opposite the Attacker Deploy-ment Zone as the Breach.

• Before deployment, each player takes turns, begin-ning with the Attacking Player, placing two Objec-tive Markers each (for a total of four) anywhere inNo Man’s Land, as long as they are not placed within2′′ of another Objective Marker or table edge.

• Models with the Infiltrate special ability owned bythe Attacking Player may not deploy within 12′′ ofthe Breach.

Primary Victory Condition

• Models owned by the Attacking Player in contactwith the Breach are immediately removed from playand gain an Escape Counter.

• At the end of any Lingering Effects Phase, the At-tacking Player may declare that they are finishedwith their mission.

• After 8 game rounds, if the Attacking Player has notdeclared that they are finished, the game concludes.

• At the end of the game, the Attacking Player earns1 Victory Point for every 100 points (rounding “halfdown” to nearest 100) of friendly models that havegained an Escape Counter. (Example: 475 totalpoints would yield 5 Victory Points, while 450 totalpoints would only yield 4.)

Def

ende

r D

eplo

ymen

t Zon

e

Def

ende

r D

eplo

ymen

t Zon

e

6″

6″Attacker

DeploymentZone

18″

20″

No Man’sLand

10″

8″

8″

8″

12″

The Breach

• At the end of the game, the Defending Player earns1 Victory Point for every 100 points (rounding “halfdown” to nearest 100) of enemy models that werekilled, remain on the battlefield, or are currentlywaiting to be deployed.

• The player with the most Victory Points at the end ofthe game achieves Primary Victory. If both playershave the same number of VP, the game is a draw.

Special Scenario Rules

• Models are considered to be killed by the enemy forceno matter what kind of game effect or action re-moves them from play, except when the model hasan Escape Counter. This includes Falling, Mal-functions, past ability effects, etc.

25

Page 26: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 20: Scorched EarthFirst published in The Big Book of Dark Age Scenarios

Attacking forces have gained the upper hand and are sure to take the resource-rich territory held until now by thedefenders. Loathe to give their enemy even the smallest advantage, the defenders have resolved to destroy everythingof value as they withdraw.

Setup

• When selecting this scenario, players should choosewho will be the Attacking Player (automatically des-ignated Player A) and who will be the DefendingPlayer (designated Player B).

• During battlefield setup, place one Objective Markerin the horizontal center of the table along the edge ofNo Man’s Land nearest the Defending Player’s de-ployment zone. Then place two Ojective Markers 8′′

away to either side of the first, lying on the edgeof No Man’s Land. Finally, place two more Ojec-tive Markers another 8′′ away to either side. TheseOjective Markers represent the Defending Player’sSupply Caches.

Primary Victory Condition

• Once per activation, any model owned by the De-fending Player may spend 1 AP while touching orwithin a Supply Cache to attempt to destroy someof the supplies. The model must then make a PSCheck. If the model succeeds, the Defending Playergains 1 Victory Point. In addition, place a FireCounter on the Supply Cache if one is not alreadypresent.

• Supply Caches with a Fire Counter have the Dan-gerous keyword in addition to their normal key-words.

• At the end of each Lingering Effects Phase, the At-tacking Player earns 1 Victory Point for each full100 points of friendly unengaged models currentlybetween the Defending Player’s board edge and theedge of No Man’s Land nearest that board edge.

DefenderDeployment

Zone12″

AttackerDeployment

Zone12″

No Man’s Land

8″

8″

8″ 8″ 8″8″8″8″

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and theiropponent has not. If both players have 10 or moreVP at this time, the player with more VP is declaredthe winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

26

Page 27: The Big Book of Dark Age Scenarios Preview Version · 2019-01-20 · get the shape of your battle eld laid out. Terrain Dark Age games make heavy use of terrain to provide cover and

Scenario 21: Fuel the Ritual Engine (Kukulkani)First published in The Big Book of Dark Age Scenarios

Kukulkani scouts have detected an enemy force approaching a critically important Ritual Engine, clearly intending todestroy it and undermine the divine plan set in motion by the Coatl. The Kukulkani have assembled their own forcewith two goals in mind: repel this affront to their gods and use the life energies of these invaders to fuel the RitualEngine!

Setup

• When selecting this scenario, players should choosewho will be the Attacking Player (automatically des-ignated Player A) and who will be the KukulkaniPlayer (designated Player B).

• During battlefield setup, a Blast (3) Template (ormarker of the same shape and size) is placed at thecenter of the battlefield to represent the Ritual En-gine. The Ritual Engine is an Objective Marker andterrain feature with the Heavy Cover, Obscuring,and Rough keywords.

• Before deployment, each player takes turns, begin-ning with Player A, placing two Objective Markerseach (for a total of four) anywhere in No Man’s Land,as long as they are not placed within 4′′ of anotherObjective Marker or table edge.

Primary Victory Condition

• Any model owned by the Attacking Player mayspend 1 AP while touching or within the Ritual En-gine to place a Bomb Counter on the objective.

• Any model owned by the Kukulkani Player mayspend 1 AP while touching or within the Ritual En-gine to remove a Bomb Counter from the objective.

• During a friendly model’s activation, the KukulkaniPlayer may spend one Bio-Energy to grant thatmodel the ability to remove a Bomb Counter fromthe Ritual Engine while On Hold, provided they aretouching or within the Ritual Engine.

• At the end of each Lingering Effects Phase, if theRitual Engine has a Bomb Counter on it, the At-tacking Player gains 1 Victory Point; otherwise, theKukulkani Player gains 1 Victory Point. After cal-culating Victory Points, remove all Bomb Countersfrom the Ritual Engine.

• After scoring, a player achieves Primary Victory ifthey have accumulated 10 Victory Points and theiropponent has not. If both players have 10 or moreVP at this time, the player with more VP is declared

KukulkaniDeployment

Zone12″

AttackerDeployment

Zone12″

No Man’s Land

8″

8″

RitualEngine

the winner. If both players have at least 10 VP andare tied, the game is a draw.

• Otherwise, the player with the most Victory Pointsat the end of 8 game rounds achieves Primary Vic-tory. If both players have the same number of VP,the game is a draw.

Special Scenario Rules

• Any model killed within 4′′ of the Ritual Enginegrants 1 Bio-Energy to the Kukulkani Player.

• Before the end of each Lingering Effects Phase,if the Ritual Engine has a Bomb Counter on it,the Kukulkani Player loses 3 Bio-Energy. If theKukulkani Player has less than 3 available Bio-Energy, they lose all their Bio-Energy, and suffer a−1 penalty to the TN of all their rolls the subse-quent round for each remaining “point” on the BombCounter. (Example: if the Kukulkani Player only has1 Bio-Energy, they suffer a −2 penalty to the TN ofall their rolls the next round.)

27