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Dark War RPG and Skirmish Game
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Dark War RPG and Skirmish Game

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It's 1985

West Germany teeters on the brink of defeat. The American V Corps is all but crushed, and Soviet armored formations rush to the French border. In a small town near the North Sea, a temporary POW camp holds hundreds of NATO soldiers, not all of them human. A handful make a break for freedom...

Welcome to Mark Walker’s Dark War: a roleplaying game set in the midst of World War III, thundering with authentic skirmishes, and screeching with the bone-chilling cries of the dark entities unleashed by the war’s massive bloodletting. 

A Simple Game

Dark War uses a simple system, based on a single rule. Anytime you role a 4 or greater you get a success. That success might mean you pump two AK-47 rounds into a werewolf, or that your nurse heals a team member, or a witch gains control of a weak-minded soldier, forcing him to fire on his comrade. What varies are the dice that you use. When building your own character, you assign a fixed number of dice (4 x D4, 3 x D6, 2 x D8) to seven attributes--Shooting, Melee, Speed, Intelligence, Charm, Will, and Dodge-- to determine what type of individual you control. The more dice and the better the dice assigned to an attribute, the greater chance you have or rolling successes. But the customization doesn't end there. You can use experience points to buy Kickers, such as "Rifles," which adds an extra D6 when firing a rifle or "Power of Prayer" that allows a character to heal a teammate within two squares. Two many options? Just choose a group of pre-generated characters from the bestiary, slap them on the provided map, and have at it. Or, if you prefer, you can fight out one of the three, included skirmishes 

Obviously attributes such as Charm and Intelligence can be put to great use when roleplaying, but Dark War's unique Action Cards ensure they are relevant even when fighting a quick skirmish.  For example, when an opponent activates a character you can slap the Fear Action Card on them, forcing them to pass an Intelligence test or lose all their actions. Other Action Cards can reload a weapon, add a die to melee, or even heal a wound. 

When the fighting breaks out, characters determine initiative by rolling a combination of their Speed and Intelligence dice. The total determines when they act (higher is better, obviously) the number of successes determines how many Actions they have. Simple, fluid, and highly interactive. 

Many RPGs say "Here are the rules, now go buy your own stuff to play with." Dark War is different. In each game you get the core rule book, 18 Action Cards, a 17" x 22" battle map depicting a West German village, and 70 1" square counters that include Russian and American soldiers, civilians, werewolves, vampires, witches, dead folks, zombies, and more. Just add stands and it's like having your own set of Dark War minis. Furthermore, the rules include three ready-to-play skirmish scenarios (In the Beginning, Stranger Things, My Enemies' Friend) and a beginning-level, one to two session adventure titled, The Escape, complete with generated characters.  When we say "Ready to play," we mean it.

It's a small unit skirmish game, it's a roleplaying game, it's straight-up fighting or weird war combat. It's whatever you make it. It's the Dark War Roleplaying game.

Each Game Includes
  • a 48-page set of core rules including three skirmish scenarios and a pre-generated adventure.
  • a beautiful 17" x 22" battle map representing a West German village.
  • 70 good looking game chits. Lay 'em flat or stand up up.
  • 18 full-color Action Cards.
 
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Reviews (0)
Discussions (3)
Customer avatar
Tom B August 10, 2018 8:18 pm UTC
PURCHASER
Just purchased, couple of questions after reading on my lunch;

Why wouldn't you run all the time versus move?

There shooting kickers adding a 1d6 but none for melee?

Game looks cool.
Customer avatar
4351792084335776 S July 30, 2018 1:47 pm UTC
PURCHASER
I'm a sucker for urban fantasy and having this setting in a post-WWIII apocalypse was icing on the cake. As a simplistic RPG and skirmish game Dark War fits the bill quite nicely. Unfortunately for me, the game has few rules for dealing with high tech. It's worried more about firearms and the supernatural. There are no rules for any of the hardware that might be found and no rules for vehicles (other than a mention of using Charm (Streetsmarts) to hotwire a car). This was problematic to me, but I tend to think a lot more about this sort of thing. There is no attribute that governs driving a vehicle or operating machinery or electronics. Maybe I missed it in the novel text- it's certainly possible that EMP wiped out any sophisticated tech in this environment.
Customer avatar
July 27, 2018 4:54 am UTC
PURCHASER
I purchased the game and it looks fun! One thing I'm not clear on. What is the points value of a generated player character? I see points values in the Bestiary, but I'm not sure how to calculate the points for player characters. I want to figure out how to balance the encounters.
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Product Information
Author(s)
Pages
48
Publisher Stock #
TB039
File Size:
143.08 MB
Format
Original electronic
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File Last Updated:
August 27, 2018
This title was added to our catalog on June 30, 2018.