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Afterglow
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Afterglow

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Afterglow is a wargame of hyperlight space combat set in the distant future. Players are STARCORE Commanders, a hybrid of human consciousness and alien supercomputer used to conduct interstellar warfare at speeds the unaided human brain can not percieve. Ships blink into and out of higher dimensions, attack each other with relatvistic munitions and rely on electronic countermeasures, positioning, and stealth to survive.

Afterglow: FTL Warfare Sunders The Stars is designed from the ground up fron print-and-play, with multiple options for token sheets and stellar obstacle templates included. With well under an hours' work the game is fully playable. It's rules support the use of both tokens and miniatures to represent ships, and any type of model that can stand on a 1" token can be used to represent a player's warships.

Unlike most space combat games, Afterglow's portrayal of space combat does not involve management of ship inertia where hulks lumber past each other in carefully plotted paths, blasting away with broadsides. Instead, ships with FTL drives can traverse the entire field in a single action and any attack that hits a target destroys it. The "terrain" is also highly interactive; it's not just a shield that can protect you from incoming attacks, but a place to hide and reduce your sensor signature and means to backlight enemies and improve your attack ranges. Planets and stars can be destroyed, creating debris fields that block FTL travel lanes and destroy ships caught in the blast radius.

There are no dice or randomizers: the outcome of a game is entirely determined by the player's choices. Games are short, whether they are played using a timer or not, as an alien menace lurks in the void to ensure human warships can't wander too far from their safe zones.

With the purchase of Afterglow you will receive:

  • 48-page main rulebook: Both standard and printer-friendly versions. This document includes everything you need to know to play, plus an extended example of play, six symmetrical and asymmetrical scenarios, and some useful hobbyist resources.
  • Token sheets and Player References: Both square and round, six differently colour-coded sets.
  • Obstacle Templates: Both full-colour and printer-friendly options are included to represent debris clouds, planets, and other stellar obstacles.
  • Ship Cards: The cards used to design Ships, with a card representing one vital system or the Ship's hull. Using the five Hull types and twenty-four System cards, players can customize Ships to accomodate their preferred style of play.

Afterglow also has a full solitaire and co-op suppliment available: Afterglow: Outer Dark. This suppliment has rules for a new automated opponent for players to confront, the alien Biocraft, and rules for a full campaign using both a strategic map with asset management and new rules for tactical combat against the Biocraft.


 
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Discussions (2)
Customer avatar
Michael P May 03, 2021 11:57 pm UTC
PURCHASER
I purchased both this and outer dark and was wondering if there are any plans to create any play through videos? Thanks
Customer avatar
Andy C May 05, 2021 6:39 pm UTC
PUBLISHER
The only video I'd planned to do was the introduction video here: https://www.youtube.com/watch?v=vBoOASDV_3A

Between a lack of skill and personal inclination to making videos, I probably won't be doing any more. If you have any rules questions please feel free to contact me at my e-mail address for a prompt response.
Customer avatar
Adam K March 29, 2021 9:42 pm UTC
PURCHASER
Two questions: how many ships i need per player and how big table is needed ?
Customer avatar
Andy C March 30, 2021 2:29 am UTC
PUBLISHER
The maximum number of ships a player can control by the book is 3, so six ships for a two player game is plenty. Some people will prefer playing one ship, while some prefer a swarm strategy (playing lots of ships can be very mentally taxing!). I have played this with five players once, with each player controlling one ship, and probably wouldn't want more without expanding the size of the battlezone.

The game is designed with a 36"x36" play space in mind, but it doesn't have to be that big. The game also functions fine in a larger space. Because of the way the FTL movement works, large distances can be traversed instantly, so big spaces mostly mean more opportunities to hide ships. In testing it was played in spaces as small as 18"x18" (and irregular sizes, like a circular table) and it worked fine, even with a full load of terrain. Players just have to adapt a bit; the closer-ranged weapons, for example, can gain or lose value, and weapons that leave behind debris fields to block...See more
Customer avatar
Adam K March 31, 2021 9:31 pm UTC
PURCHASER
Thanks.
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Product Information
Author(s)
Artist(s)
Pages
48
File Size:
4.6 MB
Format
Original electronic
Scanned image
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Original electronic format
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File Last Updated:
March 28, 2021
This title was added to our catalog on March 29, 2021.
Publisher
Placeholder Productions