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Made in us
You Sunk My Battleship!





Update: We are now LIVE at https://www.kickstarter.com/projects/346620204/zone-raiders-a-miniatures-campaign-skirmish-game


Hey Dakka-friends. Love the community here, and some aspect of lurking and posting about games had some times ago, helped inspire a dream to build a new model-agnostic skirmish game ruleset in the manner of Necromunda, Frostgrave, XCOM, and the like that we all love. Combining these gaming delights with inspiration from stories and media like STALKER, Battle Angel Alita, BLAME!, Dead Space and more, Zone Raiders was created by a small group of dedicated gamers looking to build something we wanted to play above all else.

We’re excited to announce that Zone Raiders, a new open-model 28mm Scifi Campaign Skirmish Game is launching our compaign on Kickstarter on Feburary 5th! Take any model you own and form teams of survivors to tackle the challenges of a unique and deadly setting! For more information, read below and keep up to date at www.facebook.com/zoneraiders. We'll also keep posting here as news closes in on release. Plus for those of you visiting the Las Vegas Open on Feb8-10, meet us there and get some free swag!




Introduction

Zone Raiders is a fast-paced skirmish game where small groups of hardened survivors battle against each other in an unforgiving post-technological world called the Matroshka. Within an unending world of inscrutable science, radiation storms and machines dedicated to exterminating life, players create narrative stories and rewarding tactical gameplay in an open-model skirmish ruleset.

Distinct in our design is an emphasis on mobility, vertical space, and accomplishing asymmetrical objectives before escaping to safety. Your tactical decisions and smart positioning will decide every encounter with the enemy. The world itself is lethal, but can you adapt your strategy, characters and exotic weapons to meet the challenge?


Story Background

Zone Raiders takes place in a distant future far beyond anything we would recognize as our world. Descendants of humanity, the Post-Humans, had created a great achievement as a crown to their civilization: They built a vast mega-structure, a great layered sphere a billion kilometers across and filled with automated intelligent systems. This artificial world was called Matroshka, and it was destined to last for eternity.

This would not come to pass. For reasons unknown, the Posthumans vanished, leaving behind a world out of control. For millennia, Matroshka descended into chaos as it’s systems went rampant, destroying vast swathes of once functional landscape and building vast aimless constructs of twisting metal. Pockets of ‘old-style’ humans, sapient robots and mutant beings called morlocks held out in what few areas of safety exist. Some survivor cultures have built rustic villages from scraps and materials like their hunter-gatherer ancestors, while others reclaimed existing arcology towers to create populous but resource-starved cities.

Between them all is the Dark Zone, a dangerous area filled with ancient malfunctioning machinery of unknown function, bio-domes and twisting towers of scrap. The tech resources people need to survive can only be found in the Dark Zone. Only the bravest survivors called Zone Raiders venture into the Dark Zone to scavenge and explore.

A diversity of terrain and areas exists through the layers of Matroshka. Some are complex and giant machines, in which a man is an insignificant insect. There are vast magma forges, or overgrown forest biodomes and entire deserts made of rusted powder. Each presents a deadly new challenge for Raiders, as well as unique opportunities.

In addition to rival scavengers, deadly machines hunt unwelcome Raiders throughout the Zone. These murderous machines seem to protect the Data-Nodes, access points to a fragmentary information realm at the heart of Matroshka. To them, the existence of life nothing more than a pest to be exterminated from the system.

Despite the dangers, Powerful hyper-tech artifacts, vital resources and forbidden data-lore are all coveted prizes to be won in the Matroshka. Only the bravery of Zone Raiders can secure what their people need to survive.


Why play Zone Raiders?
Combining inspirations from small-scale tabletop wargames, campaign skirmish games, RPGs and tactical turn-based video games, Zone Raiders is a fusion of what we love best about all of these.

We wanted to strike the right chord between tactical depth of play, narrative campaigns and character development along with a commitment to streamlined rules while maintaining sophistication. Combined with a stunningly alien scifi setting that is vast enough to encompass many themes as a player’s imagination can conjure, it’s a game meant to scratch an itch we’ve felt for ages.



Who are we?
Zone Raiders is a labor of love by a very small group who adore tabletop games headed by indie game designer Tony Xiao. Veterans of the game industry, top artists and model painters have collaborated to try and bring the experience we’ve always wanted to life. We wanted to explore new scifi offerings in the campaign skirmish genre, as well as to bring in new players with rich cooperative play. Zone Raiders is our way of doing just that.

Often, the need to drive a business around a game results in decisions that compromise part of the player experience. We want to get away from this, and simply deliver the most fun and lasting value for the players to enjoy for years to come as our passion project.

Open-Model System

We are an Open-Model game, meaning that the rules and setting are designed for what miniatures you may have and adore. There’s numerous fantastic manufacturers out there, and many of us certainly have collections ourselves. Additionally, creating your own group and their stories is all the easier as inspiration can be drawn from all the beautiful models our greater gaming community has created.



Game Features
Zone Raiders has a mixture of elements veteran players will both feel familiar with, and refreshed by. In our ruleset, you will find:

* Rich, Easy to Learn Rules – Combine easy to learn core gameplay with mechanics that reward tactical positioning, maneuver, and applied firepower to outfox your opponents. Practical rule design ensures that no decision is without appropriate consequence.
* Tactical Team Skirmish – Build a Raid Team of 6-12 hardened survivors in your quest to endure. Equip each one with different weapons and specialized skills and watch them grow… or die.
* Dynamic Movement – Feel the mobility of our unique Dynamic Movement system, where your Raiders can be equipped to parkour, wallrun, grapple or powered vault across broken terrain and lethal gaps. Smash opponents off tall ledges, or create forcefield walls to trap them in place!
* Deadly Environments – Your opponent is not the only threat on the battlefield. Protecting ancient relics and scavenge are automated exterminator machines, psionic mind-scorchers, fierce nano-contaminant storms and radiation fluxes. When the lights vanish or unexpected snipers arise during a Dark Emergence Event, can your forces adapt?
* Diverse Factions – Command 7 unique factions with engaging playstyles, from the regimented Reclaimers, the agile Technomads, cunning Zone Stalkers to the evolving robotic NthGen, each force is dripping with flavor and tactical options as well as unique researchable doctrines and equipment.
* Campaign System – Lead your team beyond a single battle, but to victory in a campaign where your strategic decisions have great importance. Will you build up your team’s tech skills, or abort the mission to retrieve an ancient cryopod? Should your team construct a mighty industrial robot, or develop maps of the battleground for a tactical edge?
* Asymmetric Missions – Winning a battle isn’t the same as winning a war. Players can elect different goals during a mission, from capturing prisoners to hacking an automated train. Perhaps it’s worth it to cut your losses during a failed mission, or even change objectives mid game as a new, more valuable prize is discovered!
* Exotic Equipment – Featuring over 100 different types of weapons, armor and survival gear, you will have numerous options on how to equip and defeat your foes.
* Merciless AI Enemies – The Immunocytes are merciless machines that are anathema to all intelligent life. Destroy or outmaneuver their AI-controlled agents during battle, or perhaps even trick them to tie up your opponents!
* Cooperative Play System – Sometimes the enemy of my enemy is my friend. Join forces with other players to take on thrilling Cooperative Missions, where you must employ speed and stealth to defeat overwhelming numbers of AI foes to accomplish cinematic objectives as either single missions or campaign play.



Zone Raiders Sample Pages

Take a quick look into the rulebook with several sample pages, full of art, fluff and rules!


Detailed Section for Each Player Faction

Tactically Rewarding Combat Rules

Detailed Cinematic Missions


Why launch a Kickstarter?
This is the game we wanted to always play, and Kickstarter offers us the chance to connect with the rest of you. Together, we can bring out Zone Raiders in physical form and tell the tale of our characters and their quest for survival in the world of the Post-Singularity. With your help, this is your game, and your story.


Double-sided acrylic tokens to track the action!
*(Photographed models care of our friends at Hasslefree Miniatures, Miniature 13, Reaper Miniatures, Puppetswar, Spiral Arm Studios, Icarus Miniatures and RN Estudio. Painted by Tony Xiao)

For more information, check out www.zoneraiders.com and our group at www.facebook.com/zoneraiders/
We're excited to see you on Feburary 5th!

This message was edited 9 times. Last update was at 2019/03/06 07:20:52


 
   
Made in us
Stoic Grail Knight





Central Cimmeria

Very slick presentation and great photographs and art. I'll be sure to give the Kickstarter a thorough read through when it launches.
   
Made in ca
Experienced Saurus Scar-Veteran





California the Southern

Based on the sheer obscurity of some of those figures in those photos (considering I own a few) already got me impressed when you guys first started teasing this on Facebook.

I'll be keeping an eye on things!

Poorly lit photos of my ever- growing collection of completely unrelated models!

http://www.dakkadakka.com/dakkaforum/posts/list/0/627383.page#7436324.html
Watch and listen to me ramble about these minis before ruining them with paint!
https://www.youtube.com/channel/UCmCB2mWIxhYF8Q36d2Am_2A 
   
Made in us
Stoic Grail Knight





Central Cimmeria

Honestly, this looks like it might just be the ruleset that many a small/indie miniature maker needs.

A ruleset with a broad enough universe to fit almost anything, and (hopefully) the game design to make it worth fighting over.

I could see something with production values this high creating a sort of collective of small/medium sci-fi miniatures producers that all put out independent factions and lore for where their miniatures fit in the Zone Raiders sandbox....or maybe I'm just dreaming.

Either way, I remain excited to see what comes of this. My hope is that the game provides interesting tradeoffs and a focuses on playability over simulation.
   
Made in us
You Sunk My Battleship!





There's sooo many wonderful obscure miniatures out there! Especially as small studios can do some pretty amazing things these days with advances in sculpting and 3d. This project's been a great way to find so many of them.

As a bit of a design goal, we wanted to find a good balance between the extremes we see in tabletop: 'Competitive' vs 'Casual' friendly. 'Simulationist Over-Detailed' vs 'Beer and Pretzels Roll Dice'.

Hope we meet your expectations on that, for the most tactically interesting, hobby friendly, fun campaign game that at the same time doesn't melt your brain playing trying to remember 40 special rules.
   
Made in gb
[DCM]
Stonecold Gimster






I love a new ruleset to read and try out. The presentation and design looks really impressive. The only thing putting me off is the large amount of differing tokens.

My Painting Blog: http://gimgamgoo.com/
Currently most played: Silent Death, Xenos Rampant, Mars Code Aurora and Battletech.
I tried dabbling with 40k9/10 again and tried AoS3 - Nice models, naff games, but I'm enjoying HH2 and loving Battletech Classic and Alpha Strike. 
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

Im digging the open model thing. Would love to design some bits and whay not for this but no idea where to start!

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in us
Crazed Troll Slayer




USA

I've been eagerly watching this through FB for months and cannot wait!
   
Made in us
Stealthy Warhound Titan Princeps







Well, showing a Ygrainne model or two certainly got my attention. Not a huge fan of token heavy miniatures games however.
   
Made in us
Legendary Master of the Chapter





SoCal

As a backer of Gangfight's new open mini rule set, I love the idea. However, I don't know what separates this ruleset from that one or why it would be the superior set for my eclectic collection of miniatures. What's the advantage besides slick production values and an intimate knowledge of wargaming exotica?

   
Made in us
You Sunk My Battleship!





Hey folks, happy to answer questions!~

The game is actually not particularly token heavy. As pictured above are 8 tokens for in-game use. For a team of 8-10 models, perhaps only a few tokens are actually on the table at a given time.
Down (ie, model is taken out and needs healing, or can be picked up for evac.)
Wound Counter
Marked Target (Designated by an enemy for fire bonuses)
Overwatch (Models can reaction fire at a penalty to cover lanes)
Suppression (Penalty on attacks for a round)
Hunker Down (Improved use of Cover)
Armor Failure (Armor-shredding attacks may be used to soften up tanky targets, or destroy their mobility gear)
Ammo Spent (Some powerful weapons need reload between uses)

In practice, substantially less token/counter heavy than Infinity, Warmachine, Rogue Stars, and a few others.

---

As for differentiation: A couple of differences for sure. Perhaps I can help list a few more clearly here!
- Zone Raiders has a very robust campaign system. Gain resources between missions or gear only acquired from appearing in a game, Your entire faction can upgrade along basically research trees, to unlock new abilities or capabilities. Individual models level up as well.
- Likewise, picking your scenario is asymmetrical, where both players pick their own objectives then mush them together to form the mission. In campaign, rewards vary based on scenario as well, so you have a degree of strategy as to aim for what you need for your group. New objectives can arise mid-game as well, such as if suddenly the players discover an ancient fabricating machine mid-battle on the field. Do you stretch to get it and 3d print yourself an ancient artefact device?
- Dynamic Movement: The game is extra-mobile, where many units can be equipped with wall-running, powered leaping, grappling hook, etc type mobility. Very densely packed terrain is as playable as fairly loose ones, and you avoid running into the issue some games have where certain kinds of boards aren't 'playable'. The mobility matters because having the high ground or taking positions to flank have huge impacts on hurting your enemy. Ever run into that scenario where someone at the top of a sniper tower is there all game and can't be reached or get down? Grapple up there and kick him off into a vat of acid.
- Theme: By not being entirely generic in theme outright, we have some advantages in having game elements reflect the story. You can Your Dudes(tm) a squad into the game, but by mechanically tying things to factions, each can be set up to play very differently.
- Co-Op: There's a co-op mode with several missions in the rulebook. We're easily looking into making whole branching campaign modules in the future for folks who want more co-op action as many players (especially with more casual game partners) like teaming up as well.

All in all, there's good games out there that serve different purposes and aim to fill different niches. We want to be the best at the purposes we're aiming for.

This message was edited 1 time. Last update was at 2019/01/31 18:01:00


 
   
Made in us
Crazed Troll Slayer




USA

Question:

What dice does this game use?
   
Made in us
Omnipotent Lord of Change





Albany, NY

 Pugnacious_Cee wrote:
Question:

What dice does this game use?
My number one question as well

More interested in this than I thought I would be, have tons of PW minis without a lot of use at this point, as 40k is leaving me behind again. Annnnd an eye toward EDEN stuff too ...

This message was edited 1 time. Last update was at 2019/01/31 18:06:43


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
You Sunk My Battleship!





Dice! Always a big question there.

Zone Raiders uses D20s, with a fairly straightforward mechanical 'roll equal/under' system for most rolls. Likewise, there is no 'quality of roll', for the most part you either succeed or you don't, so it more closely is similar to smaller dice in that respect but with more range of numbers. Since we all know D20s are often fairly swingy, Risk mitigation is handled by having your actions more directly apply large modifiers (such as for crossfiring targets) or resource-based rerolls for those key roles.

This message was edited 1 time. Last update was at 2019/01/31 19:13:23


 
   
Made in us
Crazed Troll Slayer




USA

Hell yes, d20's are the most fun to roll!
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

Definitely peaking my interest. I don't own a D20 minis game yet, an have been a big fan of sci-fi skirmish since the original Necromunda, but this game looks like it can go to aome pretty creative lengths with enviroment and monsters, due to the setting.



"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in us
Regular Dakkanaut





Boise, ID. US

I really didn't like most D20 systems till I found Infinity. That dice system works excellently. The roll under target but over competition is the way. Warzone's D20 system wasn't too bad but infinity took it to the next level.

I am interested in this though, we'll see how the kickstarter does and what's available. I hope the rules will be fully available in a full non-fluff/picture format for playing the game and maybe even generating interest before the kick starters ships. I imaging I'd forget about the game and models if I had to wait a year or more like typical kickstarters.
   
Made in us
Krazy Grot Kutta Driva





Is there a GM controlling the "AI enemy" or is it truly automated?
I was wondering if you could play this solo or is it 2+ player?
   
Made in be
Fresh-Faced New User




I took a look at the demo rules and while they look cool, the equipment lists suggest this is actually rather hard to translate to a INQ28/40k like skirmish game... Which would be the main selling point for me as I've invested heavily into GW minis lately.

   
Made in us
Stoic Grail Knight





Central Cimmeria

Dirk wrote:
I took a look at the demo rules and while they look cool, the equipment lists suggest this is actually rather hard to translate to a INQ28/40k like skirmish game... Which would be the main selling point for me as I've invested heavily into GW minis lately.


Thankfully, the web is full of other rules trying to give you a reason to use your 40k models. I think it is fair to say this ruleset has a different general theme going on.
   
Made in us
Legendary Master of the Chapter





SoCal

That seems like a selling point to me. I'll keep an eye on this.

   
Made in us
You Sunk My Battleship!





PourSpelur wrote:
Is there a GM controlling the "AI enemy" or is it truly automated?
I was wondering if you could play this solo or is it 2+ player?

The AI Enemy is fully controlled by a short set of rules as to how their different units behave. Two players or solo could play just fine. If you fudge their behavior rules it's really on your choice to make it easier than it's designed, as you're only cheating yourself ;D
Most of the intro co-op scenarios have enemy groups appearing as scanner contacts, which you can evade or trigger to reveal what's inside the group. They then take actions based on short lists of behaviors in ranked order based on what's possible or not. You can however because of the AI, do some advanced tactics like ambush groups before they're allowed to react with traps or bombs, or run decoys to draw them away from where your squads need to get to for the mission.
   
Made in es
Inspiring SDF-1 Bridge Officer






Well, Infinity lost me a long while ago for many reasons, but something simpler on a similar vein might just be what the doctor ordered!

So yeah, quite interested

EDIT: Plus AI rules? Oh my

This message was edited 2 times. Last update was at 2019/02/01 22:40:03


 
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

Dirk wrote:
I took a look at the demo rules and while they look cool, the equipment lists suggest this is actually rather hard to translate to a INQ28/40k like skirmish game... Which would be the main selling point for me as I've invested heavily into GW minis lately.



I dunno, I think something like a box of Genestealer Cult Neophytes would go a really long way for everything you'd need for a force in a game like this. They'd be very visually cohesive and also give a creepy "those guys are NOT normal humans" creepy feel. You just have to use some imagination renaming the weapons to fit the ones from this game.



"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in fi
Stealthy Space Wolves Scout






I am looking for a skirmish game system where I can play with the Zombicide: Invaders minis (and other scifi boardgame minis I have kickstarted, like Project elite).

I wonder if this would be a good system to use for them? Or are the army lists too restrictive for that?

I have the results of the last chamber: You are a horrible person.
That's what it says: A horrible person...
We weren't even testing for that. 
   
Made in us
Regular Dakkanaut





Boise, ID. US

Ai rules and multiple/odd number player games sounds good, co-op sounds good, all around lots of positives to hope for.

The hero project elite models look awesome, and like genestealer cult the various necromunda gangs and even some hasslefree/.

Speaking of hasslefree, these models share some similar looks to various weapons and poses and such, wonder if it's the same sculptor. I do think these have some interesting looks, but it's always nice to find games for those miniatures you don't have a use for.
   
Made in be
Fresh-Faced New User




 AegisGrimm wrote:
Dirk wrote:
I took a look at the demo rules and while they look cool, the equipment lists suggest this is actually rather hard to translate to a INQ28/40k like skirmish game... Which would be the main selling point for me as I've invested heavily into GW minis lately.



I dunno, I think something like a box of Genestealer Cult Neophytes would go a really long way for everything you'd need for a force in a game like this. They'd be very visually cohesive and also give a creepy "those guys are NOT normal humans" creepy feel. You just have to use some imagination renaming the weapons to fit the ones from this game.


Yeah that was my opinion as well, its just the equipment section thats a bit weirdly specific with all the wallrunning and weird names. Considering it is ‘open model’ i’d expect some generic automatic rifle / laser cannon type weapons where you can easily see the similarity. Not just with GW minis.

In any case i’m still very interested in the general concept including the AI stuff. Ive also got an infinity icestorm box that just sits there. I like the models but the infinity game leaves me cold for some reason. So this may fit the bill.
   
Made in us
Thermo-Optical Tuareg





California

Your setting seems like it takes some influences from BLAME! and Warframe. You have my interest. If the rules are easy to learn to boot, even better!

Also, those cyborg samurai, are those kitbashes? I'd be curious to know where they came from.

   
Made in us
You Sunk My Battleship!





 Col Hammer wrote:
I am looking for a skirmish game system where I can play with the Zombicide: Invaders minis (and other scifi boardgame minis I have kickstarted, like Project elite).

I wonder if this would be a good system to use for them? Or are the army lists too restrictive for that?

They'd definitely fit. The factions are broad archtypes, and we have fluff for two example groups for each that are wildly different. For example, your militant 'Reclaimers' faction, who are more armored militaristic humans, can be anywhere from power-armored monastic orders, to starship troopers, to rag-tag merc goons. I really did like the Sci-Fi Zombicide Minis too, so they'd fit here.

Your setting seems like it takes some influences from BLAME! and Warframe. You have my interest. If the rules are easy to learn to boot, even better!
Also, those cyborg samurai, are those kitbashes? I'd be curious to know where they came from.

Right on the nose! Lots of inspirations from those two. The Robo-Samurai are from RN Estudio. They're lovely sculpts with fine detail and clean casts.

Yeah that was my opinion as well, its just the equipment section thats a bit weirdly specific with all the wallrunning and weird names. Considering it is ‘open model’ i’d expect some generic automatic rifle / laser cannon type weapons where you can easily see the similarity. Not just with GW minis.
In any case i’m still very interested in the general concept including the AI stuff. Ive also got an infinity icestorm box that just sits there. I like the models but the infinity game leaves me cold for some reason. So this may fit the bill.

There's more gear and weapons and faction-specific items in the main rules, which have this sorta theme in mind. Again with the Reclaimers, they have 'Powered Armor' and 'Gauss Rifle' to be a little more generalist. Also indeed, a lot of thought came from how many people really enjoyed Infinity-type models, but the game itself wasn't to their taste. Figured that was a niche in our gaming community that could use filling!

This message was edited 1 time. Last update was at 2019/02/02 10:21:03


 
   
Made in fi
Stealthy Space Wolves Scout






OK, it seems this game might indeed be what I've been looking for, so count me interested!

I like your artwork a lot. And the acrylic tokens are nice.

I have the results of the last chamber: You are a horrible person.
That's what it says: A horrible person...
We weren't even testing for that. 
   
 
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