MechWarrior Dark Age Rules

MechWarrior Dark Age Rules, In the 32nd century, war rages across the known universe. Battlefields shudder under the strides of 30-foot-tall Battle Mechs, each bristling with enough lasers, autocannons and missiles to level a small city. In their wake pours an army of tanks, battle-armored troops and infantry squads that will hold the ground the ‘Mechs so desperately conquer.

MechWarrior Dark Age Rules is a game you can play on any tabletop within minutes of opening the box. Each figure stands on a unique combat dial with all the information needed to play printed on it. There are no complicated charts, tables, or record keeping for MechWarrior. The rules are easy to learn, and allow for complex strategies.

Dark Age (August 2002)

War rages across the known universe. Battlefields shudder under the strides of 30-foot-tall Battle Mechs, an army of tanks, battle-armored troops, and infantry squads. Challenge your friends in this fight for survival on worlds suddenly thrown into a new dark age!

This MechWarrior: Dark Age Booster Box contains 4 randomly inserted, fully-assembled, pre-painted plastic miniatures – 1 ‘Mech, 1 Vehicle, and 2 Infantry units. Each figure stands on a huge combat dial that includes all the information needed to play. MechWarrior Dark Age Rules.

Fire For Effect (February 2003)

The Republic is failing. Factions vie for power across the stars, and once again the Inner Sphere is engulfed in war. The ways of peace die a hard, painful death. The weapons of war rise from their long slumber. Troops march through shattered cities. Tanks roar to life. The sons of the Grim Reaper, the great Battle Mechs, again stride across the battlefield like kings.

MechWarrior: Fire for Effect is an expansion of the MechWarrior: Dark Age collectable miniatures game. The Fire for Effect set introduces artillery, mercenaries, and transport vehicles to the battles of the 32nd century. This Booster Pack contains 4 randomly inserted, fully assembled, pre-painted plastic miniatures (1 ‘Mech, 1 Vehicle, and 2 Infantry units) and new rules. Each figure stands on a unique combat dial with all the information needed to play.

Death From Above (May 2003)

MechWarrior: Death from Above is an expansion to the MechWarrior: Dark Age collectable miniatures game. Death from Above introduces helicopters and air-combat rules to the battles of the 32nd century. This booster pack contains four randomly inserted, fully assembled, pre-painted plastic miniatures: one ‘Mech, one vehicle, and two infantry units. Each figure stands on a unique combat dial with all the information needed to play.

Liao Incursion (September 2003)

To avenge the stealing of Liao worlds, House Liao is poised to launch a full invasion of The Republic of the Sphere. The Warrior Houses of Liao are some of the most dedicated and fanatical troops in the Inner Sphere. They answer only to the Chancellor of the Confederation, Daoshen Liao, who will unleash them on The Republic at its weakest moment.

The MechWarrior: Liao Incursion expansion introduces faction abilities to the MechWarrior: Dark Age collectable miniatures game. This set also includes more Veteran figures, artillery, transports, and VTOLs. Each figure stands on a unique combat dial with all the information needed to play.

Counterassault (January 2004)

As the battle heats up, ‘Mechs get stronger. The repel the Liao incursion, the Swordsworn must overcome triple-strength myomer and its positive heat effects.

MechWarrior: Counterassault enhances melee combat in the best science-fiction miniatures game ever created – MechWarrior: Dark Age. The set includes 7 new infantry units, 9 new ‘Mechs, and 10 new vehicles, including new transports and VTOLs. Each unit stands on a unique combat dial with all the information needed to play.

Falcon’s Prey (August 2004)

The MechWarrior: Falcon’s Prey expansion introduces the stylized ‘Mechs and vehicles of Jade Falcon to the heart of battle. New special equipment and faction abilities give them the edge they need in any MechWarrior game.

Age of Destruction (January 2005)

The uneasy peace that has slowly unraveled over the last three years has been only a taste of the war to come. Now alliances take shape, old Houses and Clans test the limits of the weakening Republic, and legendary MechWarriors step forward to lead their armies to victory.

This MechWarrior: Age of Destruction Booster Pack contains four randomly inserted, prepainted plastic miniatures and three randomly inserted combat enhancement cards (CECs): one gear CEC, one pilot CEC, and one other CEC.

Firepower (May 2005)

Commanders find new ways to achieve victory as the onslaughts against the faltering Republic of the Sphere intensify. The Knights of the Sphere work to hold the fracturing Republic together as planet after planet falls to the warring factions. Even House Kurita launches its own attacks – targeting their own Dragon’s Fury!

This MechWarrior: Firepower Booster Pack contains 4 randomly inserted, prepainted plastic miniatures and three randomly inserted combat enhancement cards (CECs).

Annihilation (November 2005)

Long-time allies Clan Nova Cat and House Kurita once again join forces, this time to launch a devastating assault against the crumbling Republic of the Sphere. Can The Republic withstand their onslaught, or will it be annihilated?

This MechWarrior: Annihilation Booster Pack contains four randomly inserted, prepainted plastic miniatures and three randomly inserted combat enhancement cards (CECs).

Domination (January 2006)

This MechWarrior: Domination Booster Pack contains four randomly inserted, pre-painted plastic miniatures and three randomly inserted combat enhancement cards (CECs). MechWarrior: Domination introduces 5 new special equipment and 2 new factions to the MechWarrior CMG.

Vanguard (May 2006)

The Republic of the Sphere has withdrawn to Prefecture X, forming Fortress Republic. House Liao is the first to begin reclaiming planets. The Wolf Hunters continue to aid the highest bidder, as they move forward with their own mysterious agenda. And now new R.I.S.C. gear begins appearing throughout the Inner Sphere: These new, devastating weapons bring great risk to those who dare use them, but they can turn the tide of battle.

This MechWarrior: Vanguard Booster Pack contains four randomly inserted, prepainted plastic miniatures and three randomly inserted combat enhancement cards (CECs).

Wolf Strike (September 2006)

For the day will come and our kin will stand on Terra’s firm soil, ready to rebuild. – The Remembrance (Clan WOlf), Passage 72, Verse 22, Lines 14-15

Their name inspires both respect and fear. Clan Wolf’s unconventional tactics have earned them a dangerous reputation. After years of patient planning, Clan Wolf has started their push to Terra.

Each MechWarrior: Wolf Strike Booster Pack contains two ‘Mechs, upping the devastating amount of firepower found in each Booster Pack.

MechWarrior: WOlf Strike also introduces a new type of combat enhancement card (CEC) – squadron cards – that give additional abilities to infantry and vehicles. In addition, MechWarrior: Wolf Strike contains all of our favorite factions.

This MechWarrior: Wolf Strike Booster Pack contains five randomly inserted, prepainted plastic miniatures and five randomly inserted CECs.

Solaris VII (2007)

MechWarrior Solaris VII gives you a different way to play with your MechWarrior miniatures. Solaris VII uses many but not all of the concepts and components common to MechWarrior: Age of Destruction; it even introduces some new mechanics and game play options.

Solaris VII’s an exciting and fast-paced miniatures combat game set in a 32nd-century universe, where war is dominated by three-story-high humanoid vehicles called BattleMechs (or ’Mechs™). Using collectable MechWarrior: Age of Destruction miniatures on the planet of Solaris VII, you and your MechWarriors (’Mech pilots) compete against other players for fame and fortune.

When you and your friends get together for a Solaris VII match, you each customize a ’Mech from your own collection of ’Mechs. You can customize your Mechs hundreds of different ways, using pilots and gear.

You can play Solaris VII with as many people as you like, but the game plays best when there are two, three, or four players, each with his or her own ’Mech.

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