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Thought for the Day

My truth, my light, my death, my Emperor.

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DARK FUTURE


Advantages for Unworthy Opponents

Each Advantage adds points to the cost of the Followers. Followers are normally per point: 10 Threat 1, 5 Threat 2, 3 Threat 3, 2 Threat 4, 1 Threat 5. If you want to have 10 Threat 5 Space Marines that are Tough (2), Lethal and have a Leader they will cost 70 points.

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The Game System

Most in-game actions are handled in one of two ways: Either the GM (the Game Master, or referee; the person running the game) tells you whether or not it works and that’s that, or you roll a few 10-sided dice to see if it works. Yes, that’s right. In Dark Future you use D10’s instead of D6’s. The reason is that the variables on a D6 are too limited for a roleplaying game.

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Secondary Score: Faith

Faith and Faith Points are secondary scores based on your stats. They are measured in points rather than dice: If your Faith score is 7, it's just 7, not 7d.

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Stats and Skills

Like in almost any other roleplaying game each person is defined by a set of characteristics namely: Statistics and Skills. Each characteristic is assigned a value of (usually) between 1 and 10. The higher value a person has for any characteristic the better – for example, a person with a Strength of 6 is stronger than someone with a Strength of 2.

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Character Creation

To play a character you can either choose a troop choice from any of GW’s armybooks and use its stat line (GMs permission of course) or create a character yourself with the rules below).

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Martial Paths
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Optional Rule: Locationless Damage

The Height of a set represents the severity of the wound. There are four wound severities: Superficial, Serious, Critical, and Mortal. You start with a number of damage boxes in each severity equal to your Toughness + Wounds.

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Combat

Fighting uses stat+skill rolls just like other actions, but combat rules are a bit more detailed because the stakes are higher. Combat is handled in rounds, each lasting a few seconds in the game. A round has no fixed length; think of it as “however long it takes everyone in the Weapon Skill to do one thing.”

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Weapons and Armour

Below are rules for weapons, armour and grenades.

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Psychic Powers

Four powers — Physical Control, Energy Manipulation, Psychic Sense, and Mental Influence — cover the known spectrum of Psychic abilities. Each Psychic power is rolled against Leadership+Psychic. To use a Psychic power to do something challenging, you must roll the dice and look for a matching set. If the roll fails, your concentration fails and you don’t use the Warp the way you wanted. However, some can be used without a roll. Like ordinary skills, you can have expert dice and master dice with the Psychic skill.

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Companies - The Big Players

A 'Company' is any group that has a goal and some way of working its will on other groups. In Dark Future, Companies are modeled with five Qualities — Might, Pull, Income, Loyalty and Resources. Qualities determine whether the organization is big or small, mighty or puny, rich or poor, and whether its members are loyal and devoted or grumbling and shifty. Companies can combine their Qualities in various ways to improve themselves, harm their enemies, or combine both activities into a single roll.

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