Overview
Dark Future is a post-apocalyptic vehicular combat miniatures game published by Games Workshop in 1988. Set in an alternate 1995 United States where the government has privatized all police forces, players take on the roles of Sanctioned Operatives (“Ops”) – highway mercenaries hired for missions on unpoliced interstates. Players build armed vehicles using a point-based system and race or fight on a scrolling track that simulates rolling highways. The game combines miniature wargaming with a Mad Max-inspired setting.
Components
- Modular road track sections (representing the interstate highway)
- Vehicle miniatures (cars, trucks, bikes)
- Vehicle record sheets
- Templates for turning and weapons
- Dice
- Dashboard/control panels for vehicle systems
- Rules booklet (with basic, tournament, and advanced variants)
Setup
- Assemble an initial stretch of road track.
- Each player designs their vehicle(s) using the point-buy system, distributing points among weapons, armor, engines, and special equipment.
- Record vehicle specifications on record sheets.
- Place vehicle miniatures on the starting positions of the track.
- Determine the mission or victory conditions.
Turn Structure
Each turn:
- Initiative Phase: Determine turn order.
- Movement Phase: Each vehicle moves at its rated speed. Road sections are removed from the rear and added to the front, creating a perpetual scrolling highway.
- Action Phase: Vehicles can perform maneuvers (drifting, U-turns, accelerating, braking, reversing, ramming) and fire weapons.
- Damage Phase: Resolve hits, apply damage to vehicle systems.
- Control Phase: Vehicles that took damage or performed risky maneuvers may need to make control checks.
Actions
Driving Maneuvers
- Accelerate/Brake: Change speed within engine limits.
- Drift: Lateral movement while maintaining forward velocity.
- U-Turn: Reverse direction (dangerous at high speed).
- Ram: Deliberately collide with another vehicle.
- Regain Control: Attempt to stabilize after damage or a failed maneuver.
Weapons Fire
- Fire mounted weapons (guns, missiles, mines) at other vehicles.
- Range, speed, and vehicle orientation affect accuracy.
- Different weapons have different damage profiles and firing arcs.
Vehicle Design
- Before the game, distribute build points among: armor, weapons, engine power, handling, and special equipment (nitro boost, oil slick, smoke screen, etc.).
Scoring / Victory Conditions
Victory depends on the scenario:
- Race: First vehicle to complete the course wins.
- Combat: Last vehicle standing wins.
- Mission: Complete specific objectives (escort, delivery, pursuit) to win.
- Campaign: Accumulate money and reputation across multiple sessions.
Special Rules & Edge Cases
- Scrolling Track: Unlike typical miniatures games played on a static table, Dark Future’s track scrolls forward, creating the illusion of highway driving. Vehicles that fall off the rear are lost.
- Vehicle Design: The point-buy system allows deep customization. Balancing offense, defense, and speed is critical.
- Rule Variants: Starter rules (simplified), Tournament rules (competitive play), and Dead Man’s Curve advanced rules (campaigns, weather, darkness, cybernetics, hacking, gamemasters).
- Campaign Play: Persistent vehicles and drivers that gain experience, earn money, and acquire cybernetic upgrades between sessions.
- Setting: The game has rich lore tied to Games Workshop’s alternate history setting, distinct from Warhammer.
Player Reference
Turn: Initiative → Movement (scrolling track) → Actions (maneuvers/weapons) → Damage → Control checks
Vehicle Systems: Armor, weapons, engine, handling, special equipment
Maneuvers: Accelerate, brake, drift, U-turn, ram, regain control
Win: Depends on scenario – race, combat, or mission objectives