Dark Passage

rulebook cover

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"The concept was developed during a hectic 'Tour of Duty' in 1998, which first introduced the Dropwing system around numerous clubs and conventions via a well travelled participation game. As the convention season progressed, so did the terrain over which the games were being fought, and the steady increase in the number of buildings appearing on the battlefield led to the inevitable 'What happens if...' style of question.' By mid-season some very basic 'localised' rules to cope with fighting in and around buildings had been improvised, but the seed had also been sown for the development of something more comprehensive to be added to the 'Dropwing Universe.' It soon became apparent that not only could the new rules be used to resolve combat within confined spaces on the Dropwing battlefield, but that they could be developed into a game which would stand up in it's own right...The result thus far is this volume..."

- Postscript,
Dark Passage, pg. 38

Getting Started

To begin with, Dark Passage is a scenario-based game. That is, there is no "game" as such without someone having first made up a scenario. The rulebook provides a detailed 6-page example scenario - Rat Catcher, about a "Resource Acquisition Team" (RAT team, or kidnappers...) trying to abduct a top scientist from a corporation's research world. Unfortunately, their rescue ship has been delayed, and now they must hold out in a remote Refuge Shelter from an assault by the corporation's special forces. Just to make matters more complex (or fun...), this happens to be a low-gravity, high-heat world, so everyone better suit up (or suffer the consequences...).

Once players have read or participated in the sample scenario, they should be able to design their own, or at least tweak the original scenario enough to give it some replay.

All characters in the game have two vital statistics, the value of which is set by the scenario designer prior to play. OP Allotment Per Phase is how many OP's (Option Points) a character can spend per turn - with more points, you can do more. Awareness Level controls when in a turn you get to take your actions, with higher scores meaning you get to act rather than be acted upon.

Beyond these scores, most characters will also have two or more skills. Anyone who expects to fight should have both Ranged Combat and Close Combat skills. Other skills - there are 13 in the game system - give characters competency with special equipment (such as tool kits, security systems, or combat suits). The Group Leader skill gives leaders the ability to influence their companions - on the right dieroll, all characters in a leader's vicinity may "share" his Awareness Level for one turn (i.e., move together, hopefully before most of the enemy).

Characters will also be packing weapons and other equipment with them (again, as assigned by the scenario designer). The rules specify 11 ranged weapon types, which vary chiefly by the number of shots per magazine, which modes they can fire in (single, semi-automatic, and/or full-automatic), and their Impact rating (damage):

  • automag
  • shotgun
  • carbine
  • rifle
  • assault carbine
  • S.M.G.
  • E.M. rifle
  • laser carbine
  • laser rifle
  • hydroplasmer
  • stealth rifle

There are 8 categories of ranged weapons, with modifiers for Attack and Defence, and Impact ratings:

  • bare hands
  • club/improvised weapon
  • armoured glove
  • combat knife
  • long blade
  • fixed bayonet/polearm
  • force blade
  • power glove

Armour is rated from 0 to 8, with the types being:

  • none
  • synth-leather
  • evap
  • flak
  • battle suit
  • combat armour
  • power armour

The rules also cover Hype weapons (designed to inject various drugs in their targets), Electro-Stunners ("fires" a conductive filament through which an electric charge can be sent) and the Packer system (a family of specialty grenades, which can be thrown or fired from a launcher).

Other equipment, though not deadly, should prove just as useful to mission teams. The book covers respirators, optical compensators, protective clothing, tool kits, hand scanners, and electronic scrambling equipment.


How the Game is Played

The game is played in Phases (turns), with characters activating one-at-a-time in Awareness Level order. If two or more characters have the same Awareness Level, dice are rolled to determine which activates first.

When a character activates, he (or she) spends Option Points (OP's) to accomplish various actions. More than 30 possible actions are defined, costing between 1 and 6 OP's each, such as:

  • firing a single shot (1 OP)
  • upright, moving forwards 1 movement unit (1 OP)
  • change weapon firing mode (1 OP)
  • turning, 90 degrees or less (1 OP)
  • opening a hinged door (2 OP)
  • lifting a heavy object (3 OP)
  • crawling 1 movement unit backwards, in difficult footing (6 OP)

A character can choose to Delay his actions, letting other, lower-Awareness characters take their moves. However, a delaying character can interrupt at any time to resume his turn. In addition, if a character wants to be able to do something later in the phase, he can set up an Aim Zone (allows him to "save" OPs to use when firing at anyone entering that zone) or put himself in a Defensive Posture (allows a character to "save" OP's for use if attacked in close combat).

If a skill is used, the result is determined by rolling a 6-sided die, adding the character's skill level modifier, and comparing the result to the required Success Number (set by the scenario designer).

When a weapon is fired, a similar procedure is used. Two dice are rolled, with the character's Ranged Weapon skill modifier added to the result. In addition, there are sixteen possible modifiers which may apply, depending on the situation (i.e., +1 for "using a braced weapon"). If the final modified result is "7" or more, a hit is scored.

When a character is in close combat with an enemy, his attack is resolved by rolling one die, and adding his Close Combat skill modifier and the weapon's Attack rating. The defender also rolls a die, adding his Close Combat skill modifier and his weapon's Defence rating. The results are modified, if any of the eight close combat modifiers apply. The results are then compared:

  • if the attacker wins, a hit occurs
  • if they tie, there is a "stand off" (no damage)
  • if the defender wins, he gets a chance to counter-attack (but only if he has OP's to pay for the action)

When combat causes a hit to occur, damage is resolved by rolling the number of dice indicated by the weapon's Impact rating. The total is compared against the target's Armour value. If the damage exceeds the armour rating, the difference between the two is permanently subtracted from the target's two vital statistics (Awareness Level and OP Allotment per Turn).

The combat rules also cover speculative fire, guided attacks, the benefits of cover, and semi-automatic and fully-automatic firing modes.

Example: Candy is trying to escape the scene of her heist, but a lone security guard (Sam) stands in the cross-corridor between her and the exit. Candy would ordinarily move first, but damage has decreased her Awareness from 20 to 16 - a tie with Sam. They roll to see who goes first - and Sam wins.

Sam has an OP Allotment of 12. He spends 3 OP's to move into the center of the corridor, 1 more OP to turn and face Candy, and 1 OP to aim (5 OP's spent). It only takes 1 OP to fire his shotgun (firing in single-fire mode, as Sam only has 1 shot left).

To resolve the first shot, the player rolls two dice and gets 1 and 4 - for a result of "5." Sam is Average at Ranged Combat, so his skill modifier is +1. Modifiers apply due to Sam having moved (-1), and Candy being stationary (+1) and upright (+1). Sam's final result is 5 + 1 - 1 + 1 + 1 = 7. Since all hit rolls are successful if the result is 7 or greater, Sam has hit Candy.

To determine how much damage is done, Sam's player rolls two six-sided dice (the shotgun's Impact rating) and gets 5 + 3 = 8. Subtracting Candy's Flak armor rating of 3, he finds that Candy loses 5 points of Awareness and OP Allotment.

Fortunately for Candy, Sam just fired his last bullet. He ejects the magazine (1 OP), takes out a new magazine from his pouch (3 OP's), and reloads his weapon (2 OP's). That spends all of his remaining OPs...

Candy, who now only gets 7 OP's/phase after her injuries, chooses to advance (2 OP's) and strike at Sam in close combat (1 OP) with the butt of her empty grenade launcher (an improvised weapon). She rolls one dice, gets a "6," adds +1 (Attack rating for an improvised weapon) and +2 (Experienced rating in Close Combat), for a final result of "9." Sam rolls a "1," to which he adds +1 (Average in Close Combat) and +2 (the Defence value of his SMG, also an improvised weapon), for a final result of "4." Candy wins by a margin of 5, so Sam has been hit.

To determine the damage taken, Candy rolls two six-sided dice (the Impact rating for an improvised weapon) and gets 6 + 3 = 9. Sam is wearing synth-leather (armour rating of 1), so Candy's attack knocks 9 - 1 = 8 points from Sam's vital statistics.

With two OP's remaining, Candy can attack twice more, and has a good chance of disabling Sam before he can get off his remaining shots...


Last Updates
9 November 1999page first published
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