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HeraldOfTheFree
04-12-2007, 15:00
Here is the link (http://www.specialist-games.com/Default.asp).
How awesome is this? Gorkamorka here we come!

FalcesImperatoris
04-12-2007, 15:34
Now there is no excuse for people not to come to the Dark Future tournament in being held in Bristol in April next year. :)

http://www.bristolvanguard.co.uk/Events.html

Darnok
04-12-2007, 17:34
Excellent. This will be handy as soon as I finish my two "40K racing cars". :evilgrin:

The Dark One
04-12-2007, 18:20
wow now thats very cool

start downloading

:D

Damien 1427
04-12-2007, 18:55
And who says GW never do anything for the veterans?

OrlyggJafnakol
04-12-2007, 19:01
This takes me back! There is lads of stuff here i'll be downloading. Adeptus Titanicus. The Blood Bowl varients and Pit Fighter!

Quality! Well done GW!

carlisimo
04-12-2007, 23:54
What is Dark Future? I thought I was a GW old timer, but apparently not old enough!

OrlyggJafnakol
05-12-2007, 07:00
Dark Future was an apocalyptic driving game set in Amercia after a nuclear war. It was published in the late 80s and supported in White Dwarf for a while. It was popular with bikers and other leather jacket wearing types. You used to get bands like Batfish and Bolt Thrower in White Dwarf playing the game. I thought it was a good concept, though never actually got the chance to play. What I enjoyed the most about it was the ethos that you converted up toy cars into cyber-punked death wagons. Oh, and the novels by Kim Newman about Elvis

Darkseer
05-12-2007, 07:40
That Dark Future tourney looks VERY attractive :)

Darnok
05-12-2007, 07:54
It may sound stupid, but for what scale are the rules of "Dark Future" made? I know you can play it with Matchbox cars, but how easy would it be to scale everything up? I'd like to play it with 40K-models, and right now I have no clue wether that is possible.

FalcesImperatoris
05-12-2007, 08:24
It may sound stupid, but for what scale are the rules of "Dark Future" made? I know you can play it with Matchbox cars, but how easy would it be to scale everything up? I'd like to play it with 40K-models, and right now I have no clue wether that is possible.

Dark Future's 'scale' is the track its played on.

Ranges, movement etc. is all determined by a grid of 'spaces' and 'lanes' printed onto the road.

So in order to scale it up - all you need to do is create a larger track which would be relatively easy (but it would take up a LOT of room, as the normal road covers approximately 6x4 depending on layout).

If people are interested in Dark Future - this is a good website. (and its run by Francis, the chap who worked with me to get the rules up to GW).

http://www.fluency.paintedtarget.org/df/

Darnok
05-12-2007, 08:30
Damn. Then I first have to take a closer look at the rules. I thought it might be something like "multiply all ranges/whatever by 3" and I'm done. :cries:

FalcesImperatoris
05-12-2007, 08:43
Damn. Then I first have to take a closer look at the rules. I thought it might be something like "multiply all ranges/whatever by 3" and I'm done. :cries:

Yeah - Dark Future does not use any 'range' in the traditional sense of either metric or imperial - Its a bit like Space Hulk in this regard, as movement and range is determined by the board.

Of course this is a downside if you are new to Dark Future, as you will need to build your own track and counters. But 30 mins with some scissors, cardboard and a marker pen should see you fine, then just grab some cars, stick guns on them and you are good to go. :cool:

The dependancy on the road I think is part of its charm, as making the road and your placing on it integral to the game which helps create that 'Mad Max' feel of combat on the open road.

It also means you never get arguments over movement or Line of sight with your oponent because its fixed on the grid.
This in turn makes it very tactical, with a chess-like feel to the movement and positioning (and makes it a better game for it in my opinion as the rules are more solid).

Anyway - if people have any other questions on Dark Future, feel free to ask me. (I am a sad old person who has an original copy of the game and have been playing it for years.)

precinctomega
05-12-2007, 14:33
I think I might have to appropriate some of my son's Matchbox cars...

The box of my old Matchbox cars in my parent's house, that my children now play with, still includes several that I converted and painted for Dark Future way back when.

R.

Darnok
05-12-2007, 14:45
Yeah - Dark Future does not use any 'range' in the traditional sense of either metric or imperial - Its a bit like Space Hulk in this regard, as movement and range is determined by the board.


So I could just use upscaled road sections? I had a first look at the rules, and I'm curious on how many sections one would need to play. The rules say something about how many section are in the box, but do you need them all (or even more)?

Is there any more scenery needed? As I said, I just had a first glance at the rules, and so far it always was only "board + cars" with nothing else.

Thanks in advance, I'm sure I'll come up with more questions later. :)

FalcesImperatoris
05-12-2007, 15:13
The absolute minimum in board sections would be 7, due to the way the track falls off and is added to the front end in a rolling fashion as cars move along.

That said you will probably need some variety in there to keep things interesting.

I would suggest a minimum of 6 or 7 straight sections, 2 corners and 2 bends.
(the game originally came with 9, 3 and 3 - but you are unlikely to ever need all those in a normal game.)

There are pictures of the straight sections, curves and bends in the rule-book (on Page 5), so you can use those as a guideline for making your own. Just make the lanes and spaces of a size to fit whatever vehicles you plan on using.
A bit like a chess-board, the size of the spaces is not important (so you can easily scale up your game by just making them larger) provided they are consistent in size, its the location and pattern that counts.

The only thing you might need to know are the speed safety limits on the different lanes on curves and bends, as I cannot recall if it specifically says what these are in the rulebook. (if it doesn't, just ask and I will check my track for what they should be when I next get a chance)

EDIT: I checked and the rule-book doesn't tell you, but I think they should be:

For a Sharp 'Corner', going from inside lanes to outside lane by lane in mph: 30,30,40,40,50,50,60,60
For a gentler 'Bend', going from inside lanes to outside lane by lane in mph: 50,50,60,60,70,70,80,80

(Just neatly write them in each lane on the track edges where they join to the rest of the track)
(Second EDIT note: I have now called the track pieces the same thing as they appear in the rulebook to stop any confusion.)

Other things you might need are:
- counters and markers if you are planning to use passive weapons. These can be just small pieces of card or paper, with a word or letter on one side to indicate what they are, and a blank back so they can be placed face down on the road in secret.
- Road 'debris' and 'sand' markers. Again all you need is bits of paper or card with what they are written on them - but you can make some 3D bits of scenery if you like. Stick some odds and ends together for debris, or stick some sand to card to make sand markers. Of course you don't have to play the game with obstacles, so these can be completely optional.

Other Optional bits are:
- A spin template. You should be able to work out the spin results by looking at the template as its shown in the rule-book. However, if you want to make one to be user-friendly for games, you can just photo-copy enlarge the one in the rule-book till its big enough to fit over your vehicles and cut it out.
- A range ruler. The original game came with a clear plastic range ruler for use with turrets or when shooting on bends (it was similar to the Blood Bowl range ruler if anyone knows that). However with a regular ruler to check lines of sight and some common sense or a regular tape measure to compare the distance, you probably wont ever need this. Its a nice thing to have, but not essential to play the game most of the time. If you want to make one, you just need to make a long straight piece of card, that has singe 'space' markers shown on it down the length and it is the width of two 'lanes'.

So the only essential stuff is:
- cars (and bikes if you want to use them)
- things that look vaguely like weapons to stick on them,
- track sections
- Counters for passive weapons.

Gen.Steiner
05-12-2007, 18:11
Most interesting. I shall peruse this at my leisure... :D

sigur
05-12-2007, 21:57
I just flipped through the rulebook and it looks pretty fabulous. The background feels like coming home to Shadowrun but a little more on the post-apocalyptic and anarchistic side and with less high-tech and scientific gubbins (which is great). You just have to love dystopic 80ies punk stuff. :)

Mahwell Skel
05-12-2007, 22:57
Oh joy thank you GW.

Incidentally I have a 5 off Dark Future voucher I won as a runner up in a WD competition when it was released. (already had it) Can I redeem it for some track?:D

Oh the campaigns were so good with the media and all that jazz.

FalcesImperatoris
06-12-2007, 09:02
Oh the campaigns were so good with the media and all that jazz.

Just to give a health warning to this:
The campaign rules look promising but didn't work terribly well in practice.

The main problem is with the after battle recovery, earnings and salvage bits.
Basically if you beat your opponent, they usually took such a huge hit and you took such a huge gain that it meant they were no longer competitive to carry on. - so most 'campaigns' only had a life of a few games as it quickly polarised the winners and losers out till they could no longer compete with each other.

Based on my recent experience running a campaign, I have been working on a system along similar lines in its 'feel' to Mordheim and Necromunda etc., where losing a game is not so cripplingly bad and the end of your campaign.

That said the media and psychosis rules look great in principle (but again in practice they rarely get to be used as everone has died after the first few engagements). When (if) I get round to finishing the campaign rules I will see if I can get them up on the Future Highways website. (http://www.fluency.paintedtarget.org/df/)

Anyway - this is just my experience with the system, other people may have had more success with the campaign system as its written. (I would like to hear thoughts from anyone who has used it.)

Venomizer
06-12-2007, 14:11
I think a quick study of this may be in order but one thing is a given - My brothers going to be an extremely happy panda

Darkseer
06-12-2007, 21:44
Big box of matchbox cars here we come!
But what do you do about the little people? How do you get the guns?

Christine
07-12-2007, 07:44
Pedestrians where never an important part of dark future, sure there are rules for them but it is primarily a game about driving down the highway blowing the heck out of everything. That said Stan Johansen miniatures sell 20mm Road Warrior miniatures which are the right scale for Dark Future Link! (http://www.stanjohansenminiatures.com/Road.htm)
As to the guns again Stan Johansen sells suitable guns but tbh it shouldn't be to hard to fashion suitable guns for the game.

I think it'll be harder for anyone who wants to play the game to fashion the track sections personally and other related gubbins...

Chrissy

Darkseer
07-12-2007, 08:33
Cheers for the link and info.

I can see my gaming group loving this!

Mahwell Skel
07-12-2007, 08:59
Just to give a health warning to this:
The campaign rules look promising but didn't work terribly well in practice.

The main problem is with the after battle recovery, earnings and salvage bits.
Basically if you beat your opponent, they usually took such a huge hit and you took such a huge gain that it meant they were no longer competitive to carry on. - so most 'campaigns' only had a life of a few games as it quickly polarised the winners and losers out till they could no longer compete with each other.

Now I think about it I did have some good starts. Killing the sanction Op in a V12 interceptor with a crummy renegade being one IIRC!

precinctomega
10-12-2007, 13:13
Interesting fact: when Marc Gascoigne first wrote Dark Future's background, he intended it to be a roleplay game.

I'm thinking about an Inquisitor conversion for Dark Future, now.

R.

Darkseer
11-12-2007, 05:48
Managed to find the board sections cheap on ebay.
Bought some toy cars for me and my mates.

We'll each have
1 interceptor and 3 renegades each
which is all you need with the starter rules.

Gen.Steiner
11-12-2007, 07:49
Managed to find the board sections cheap on ebay.
Bought some toy cars for me and my mates.

We'll each have
1 interceptor and 3 renegades each
which is all you need with the starter rules.

I thought you were leaving the hobby, DS? :angel:

Darkseer
11-12-2007, 18:14
I thought you were leaving the hobby, DS? :angel:

It's only 4 cars.
Besides, I want to paint the renegades like chaos militia!

talismanisland
12-12-2007, 14:36
Big box of matchbox cars here we come!
But what do you do about the little people? How do you get the guns?

You could always find a copy of "Dark Future Lite" aka Thunder Road and nick the models from there...

http://images.boardgamegeek.com/images/pic188075_md.jpg