PLACEHOLDER PRODUCTIONS
Menu
A NEW WAY TO PLAY AFTERGLOW
Outer Dark is an add-on module for Afterglow. It contains new rules for solitaire and co-op play by introducing an automata system that controls a new enemy humanity encounters: the inscrutable Biocraft. An advanced race of massive space-faring organisms, Biocraft seem intent only on destroying humanity, threatening to push an already-fragile species under siege into extinction. This add-on lets you play out this conflict as you lead STARCORE Commanders and their fleets into the battle against a new alien threat at the tactical and strategic level.
This expansion is designed with solitaire and cooperative multiplayer in mind. It's for players without opponents, who don't like competitive games, or just want a new way to experience Afterglow's hyperlight space combat. The Biocraft are a totally new type of opponent with their own sets of abilities and rules, making them distinct from human opponents completely. There are two major components to Outer Dark: the Biocraft and rules governing their activity during a game, and the Outer Dark campaign.
This expansion is designed with solitaire and cooperative multiplayer in mind. It's for players without opponents, who don't like competitive games, or just want a new way to experience Afterglow's hyperlight space combat. The Biocraft are a totally new type of opponent with their own sets of abilities and rules, making them distinct from human opponents completely. There are two major components to Outer Dark: the Biocraft and rules governing their activity during a game, and the Outer Dark campaign.
BUY IT NOW AT WARGAME VAULT!
A NEW THREAT FROM THE VOID
Emerging from the fringes of human-explored space in the midst of the Afterglow Era's innumerable conflicts, the Biocraft represent a stark contrast to humanity. They appear as a single united front with no anchors to worlds or particular systems. They are organic, having evolved to exist and travel in space; and they seem uninterested in negotiation. To make things worse, they appear to be either undetectable by the Stellar Wardens, or are being ignored by them. This leaves humanity fighting a two-front battle with unknown enemies, to say nothing of internal conflicts.
In-game the Biocraft are a totally autonomous opponent controlled by a few dice rolls. Their behaviour is dictated by modifying a die roll and comparing the result to a small table, with each Biocraft having their own behaviours and abilities. Human players never have to provide any decision-making power to guiding their actions, and rules changes to Afterglow's foundation are minimal. All players have to do on the clock is roll a die for them occasionally, meaning players can focus on making their own choices about how to attack the aliens. Games against Biocraft are still played on the clock as the Stellar Wardens relentlessly search for human ships operating outside safe zones.
Each of the eight types of Biocraft serve their own role in their fleets. Small escort and sensor ships and larger combat vessels, ranging up to the massive carrier that spawns biological torpedo organisms and the "Dozer" that plows through obstacles on the battlefield, devouring them to become faster and more resilient. Playing against any one Biocraft will reveal it's preferred behaviours and way of fighting; when they are combined, they become even more dangerous.
In-game the Biocraft are a totally autonomous opponent controlled by a few dice rolls. Their behaviour is dictated by modifying a die roll and comparing the result to a small table, with each Biocraft having their own behaviours and abilities. Human players never have to provide any decision-making power to guiding their actions, and rules changes to Afterglow's foundation are minimal. All players have to do on the clock is roll a die for them occasionally, meaning players can focus on making their own choices about how to attack the aliens. Games against Biocraft are still played on the clock as the Stellar Wardens relentlessly search for human ships operating outside safe zones.
Each of the eight types of Biocraft serve their own role in their fleets. Small escort and sensor ships and larger combat vessels, ranging up to the massive carrier that spawns biological torpedo organisms and the "Dozer" that plows through obstacles on the battlefield, devouring them to become faster and more resilient. Playing against any one Biocraft will reveal it's preferred behaviours and way of fighting; when they are combined, they become even more dangerous.
A NEW WAR IN THE STARS
The second component of the expansion is the Outer Dark Campaign. This is a series of connected games where players assume the role of a STARCORE Commander designated to protect and evacuate a specific sector of space in the path of the Biocraft vanguard. This game mode blends the tactical space warfare of Afterglow with a strategic element; the player has to manage their fleet resources and local militias in an effort to hold off the Biocraft and evacuate as many people as possible to safety.
Build fleets of transports, research new ways to fight the aliens, and erect shipyards and defense grids to help facilitate the defense of your sector. Both the immediate tactical game and the strategic element reward long-term planning, but there's some unpredictability as well with randomized events using a standard deck of cards. In addition to the map, there are a variety of new counters included to help players keep track of everything.
The campaign is designed to be playable solitaire or with two players, and takes between three and ten hours to play through completely, depending on outcome. There's also lots of replayability with campaign modifiers included for both novices and advanced players who want to modulate the challenge.
Build fleets of transports, research new ways to fight the aliens, and erect shipyards and defense grids to help facilitate the defense of your sector. Both the immediate tactical game and the strategic element reward long-term planning, but there's some unpredictability as well with randomized events using a standard deck of cards. In addition to the map, there are a variety of new counters included to help players keep track of everything.
The campaign is designed to be playable solitaire or with two players, and takes between three and ten hours to play through completely, depending on outcome. There's also lots of replayability with campaign modifiers included for both novices and advanced players who want to modulate the challenge.