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Made in us
Infiltrating Prowler





Portland, OR

KICKSTARTER LINK

Who doesn't love free stuff? To celebrate the launch of our Kickstarter we are giving 1 customized fireteam of Anazi Dynasty light infantry scouts (5 miniatures). You get to choose which 5 miniature out of a selection of 10 different configurations that you want. The winner would be one of the first people to get them into their hands and they don't even have to back the Kickstarter.





To participate you just visit our Facebook post and follow the instructions for it which are:

1| Like The Post.
2| Make a Comment using the hashtag #CodeZeroGame answering the following question: "What color scheme would you use to paint them?"
3| Share The Post.

On April 19th, a winner will be chosen randomly from those that followed the instructions above, and announced in the thread. The winner will then be contact directly.

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Code Zero is a 32mm miniatures game which simulates skirmishes and combat set within a sci-fi universe. Players take control of a small squad of troops, broken up into fireteams, competing with each other to achieve one or several objectives and complete their mission. These combat situations take place within a theater of war, on the borders along the core worlds of various factions. This area is often referred to as Code Zero - “To refer to a dangerous place or situation that should be avoided or at least only be entered with significant backup.”

Code Zero is designed to create a cinematic feel of gameplay, while reflecting the dynamic ebb and flow of the battle that can happen within any given engagement. We do this by utilizing an action/reaction system, allowing both players to interact in a method keeping everyone engrossed with the battle.



A typical game consists of 8 turns, with each turn consisting of three phases: Start Phase, Player Phase, and End Phase. Players gain Activation Points (AP) depending on the units within their control. There are two basic types of units; Heroes which are single models usually someone who has a rank, and fireteams which consist of 3-5 models. Heroes generate 1 AP each, while each fireteam generates 3 AP.

During the Player Phase, both players alternate between the Active Player and Reactive Player roles. The Active player will choose one unit (hero or fireteam) to activate by spending one AP which allows that unit take 2 short actions or 1 long action. These actions are usually broken up into three different types, move, shoot or special action.

The Reactive Player will then have two opportunities to respond to the Active Player actions. The first time is after the Active Player declares their first action, at that point the Reactive Player can choose to spend one AP to activate one of their own units. The Reactive Player will take their actions first, then the Active Player actions will resolve. If the Reactive Player chooses to pass, then the second time they could respond is when an enemy unit moves within line of sight of one of their units, allowing them to respond with a snapfire. Note: This does not use up an AP, but they do not have access to their full rate of fire.

After the active units have resolved their actions, the Active Player can then choose to pass or choose to activate a 2nd unit. Afterwards, the Active Player will now become the Reactive Player who in turn will become the new Active Player. They will each take their turns alternating between Active and Reactive Player roles until both players are out of activation points. The game then moves to the End Phase and a new turn begins repeating the cycle.

The majority of units can only be activated up to two times. The Active Player could choose to activate more than two units or a unit that has been activated twice, this decision will however come at a cost. The activated unit gains “fatigue” status which will have a negative impact on their abilities.

SIZE COMPARISON


From left to right: Wild West Exodus, Warhammer 40K, Code Zero, Infinity, WarmaHordes

SOMETHING DIFFERENT

We will be approaching our Kickstarter a bit different than the traditional method.

A traditional Kickstarter sets a goal to create a full game. That goal is usually short of what is actually needed, with stretch goals/add-ons generating the funds for the remainder. This can often cause the core game to run into late delivery issues, creating multiple waves of shipping, or in rare cases, may even result in not delivering at all. By the time the backer receives the product, it has been so long that excitement has worn off or they have even forgotten about it.

The goal of this Kickstarter is to fund the creation of the Anazi Dynasty miniatures, one of the factions involved in the Code Zero game. We would like nothing more than for this kickstarter to be hugely successful, allowing us to fully fund the game and miniatures all at once, but decided on taking this different approach for many reasons.

Our plan by creating miniatures for each faction, one faction at a time, allows us to ensure we provide our best in a timely manner. This will let us run a smaller campaign, putting the full focus into each faction as we expand the game bit by bit. That means we can fund at a smaller amount which allows us to put the product into our backer’s hands quicker. Instead of waiting two years for something, you’ll have product within a fraction of the time.

Meanwhile we can start small and build the miniatures line while we release the Code Zero game rules in beta format to our backers. Although we are confident we can test and implement it in the traditional time, that often leads to rules being rushed out too soon. This results in sub-par rules, something that needs to be heavily revised within a few months of release. Our method will give backers a unique opportunity to help shape, adjust, and improve the game as we continue to build the product line. We really do value your feedback, and although we might not be able to implement every suggestion or idea, we will definitely listen and make adjustments where needed.

Although we have chosen the faction to produce first, backers will be able to help determine the next faction moving forward as well as what it could unlock. But don't worry, that does not mean we will be launching multiple campaigns at once! The plan is to fund, deliver, and then move on to the next campaign. That will allow us prove ourselves to you, the backers, as well as continuing to foster the growing trust we develop with you, our community. It also means we can learn, adjusting to any mistakes or issues encountered on the way. The slow and steady pace will allow us to better grow Code Zero with our community.

3D RENDERS:
Spoiler:

This message was edited 15 times. Last update was at 2017/04/06 17:40:03


 
   
Made in us
Thermo-Optical Tuareg





California

I recognize some of that artwork. I definitely recognize the power armored guy. He's from Kingmaker Games' failed War Prime Kickstarter. Did you purchase the assets from them?

   
Made in us
Infiltrating Prowler





Portland, OR

 Barzam wrote:
I recognize some of that artwork. I definitely recognize the power armored guy. He's from Kingmaker Games' failed War Prime Kickstarter. Did you purchase the assets from them?
Yes early on we looked for other projects that were similar 'design-wise' to what we were looking for. We reached out to see what their plans were and since they didn't have any plans in the foreseeable future we went forward to acquire them. Since some of their designs worked into our universe, we felt it was a shame to have the work put into the concepts and sculpting go to waste.

The designs will be going through some reworking. Parts like the giant shoulder pads which I believe was originally done to make them look more not-Marines but they don't mesh into our universe. Placement of the head and a few other pieces have been redone.


Original (left), Modified (right)


Some of the the things will be making an appearance in other factions, while other assets may be used for a different game entirely. There was a bit of concept art that we will be utilizing for various projects as most of them were never made public or shared.

This message was edited 2 times. Last update was at 2017/03/02 15:59:30


 
   
Made in us
Prospector with Steamdrill




Indiana

Can you provide a few bullet points on how this game will compare/contrast with Infinity? From my layman's view it appears very very similar.

The Anazi miniatures look very nice, by the way.
   
Made in us
Legendary Master of the Chapter





SoCal

What material will the miniature be cast in?

   
Made in us
Infiltrating Prowler





Portland, OR

 BobtheInquisitor wrote:
What material will the miniature be cast in?

They will be cast in resin.

 Clanan wrote:
Can you provide a few bullet points on how this game will compare/contrast with Infinity? From my layman's view it appears very very similar.

The Anazi miniatures look very nice, by the way.
Thank you!

I can see from the initial look that most games will always compare action/reaction to Infinity as it is for the most part the largely recognized version utilizing it, although it wasn’t who originated it. It would probably be easier to state the similarities than the differences. LOL! Forgive me if I get some things wrong in reference to Infinity, since I do play Infinity but I don’t play it enough regularly. I mostly love and collect the miniatures, art and story.

Initiative and Deployment

Infinity: The winner of the roll determines to keep initiative or keep deployment. Initiative is used to establish turn order which maintains throughout the game, mostly IGO-UGO with a action/reaction system. When they deploy all but one of their units. The other player places all but one of their units. Then they place the final unit.

Code Zero: It is similar in fashion but player turn order can change through multiple methods in the game. Turn order is not IGO-UGO but more like Player A activates/moves 1-2 units, then Player B activates 1-2 units with a action/reaction system. (I’ll have turn examples later to demonstrate this, we’re taking pictures to illustrate this better). Deployment is alternating deployment. Player A deploys 1-2 units within their deployment zone, then Player B deploys 1-2 units. They alternate until all units have been deployed.

Game Sequence

Infinity: The game is played in a series of Rounds, each Round divided into two Player Turns. The Active Player does their whole turn, while the other player is the Reactive Player. The next turn the Reactive Player becomes the Active Player and vice versa and does their whole turn.

Code Zero: The game is divided into 8 turns with each turn consisting of three phases: Start Phase, Player Phase, End Phase. Start Phase, start of turn stuff happens. During the Player Phase both player alternate between the Active Player and Reactive Player roles. End Phase, end of turn stuff happens.

Game Turn
Start Phase
Player Phase
  • Round A: Player 1 Active Player, Player 2 Reactive Player
  • Round B: Player 2 Active Player, Player 1 Reactive Player
  • Round C: Player 1 Active Player, Player 2 Reactive Player
  • Round D: Player 2 Active Player, Player 1 Reactive Player (and so forth until no more AP to spend)
  • End Phase

    Units and Activation Points

    Infinity: Individual single model units generate orders. Orders are used to activate and assign actions to their units. 10 models/units = 10 orders. Infinity does not have fireteam/squad makeup, the closest they have is link teams. One order activates one unit, which lets it do stuff and they can activate as many times as they have orders. The player would activate all their units, generally using up all their orders during their active turn while the reactive player gets ARO. They alternate, basically in a IGO-UGO fashion.

    Code Zero: Activation Points which are the equivalent of Orders to a degree are generated based on the unit type. Single model heroes generate 1 AP, while fireteams (3-5 models) generate 3 AP. 10 models could be 2 heroes and 2 fireteams (4 models each). The 2 heroes generate 2 AP and the 2 fireteams generate 6 AP for a total of 8 AP. AP activates a unit to allow them to move, shoot, etc.

    To explain how really AP works it is probably better to ask if you have ever played the card game, Magic the Gathering or World of Warcraft TCG? If you have then I don’t have to explain the triggers or how action/response go on the stack/chain and resolve (first in, last out) sort of thing. If you haven’t played MtG then this may make more sense when I do the turn example with pictures.

    Action/Reaction System

    Infinity: The Active Player spends orders to activate units to do things. The Reactive Player gets to respond with an ARO when the Active Player moves one of their units within line of sight of the Reactive Player’s unit. The only interaction a Reactive Player gets with a Active Player is generally through an ARO.

    Code Zero: Instead of a IGO-UGO with action/reaction, we built the system with a action/response system based at certain trigger points. There are two opportunities for a Reactive Player to respond usually. The Active Player spends an AP and chooses a unit to activate, this can be a single hero or a whole fireteam. After they declare their action it creates a Trigger Point, this is the first opportunity that the Reactive Player can choose to respond. The response at this point can be to spend an AP and activate one of their own units, which would resolve their actions first. The Active Player could also choose to respond and spend an additional AP to activate a second unit.

    Units can only be activated twice in a turn. You place the AP token next to the unit when you activate it the first time with the green side up. The second time it is activated, the AP token is flipped over to red side. Any additional activations will give it “Fatigue” status which reduces their abilities. A player can also only activate up to two units in a round, if they choose to activate an additional unit, that unit will gain “Fatigue” status.

    The second opportunity that a Reactive Player can respond is when the second Trigger Point is created similar to an Infinity ARO, if a Active Player unit moves within line of sight of the Reactive Player unit then the Reactive Player can choose to respond.

    It sounds a bit wordy and complex at first but really game play is smooth in a MtG type of fashion. Since everything can resolve differently based on the order of events, the game comes out a very different experience than Infinity. The main focus of the game becomes more like a chess match, where one player’s actions can have more of an impact or interaction with the other player. It gives the game a good ebb and flow, with the back and forth giving more of a focus on maneuvering. Instead of waiting for a player to move all their units, players can intercept and cause interesting choke points due to the system as well.

    I think that hits most of the relevant points. Let me know if you would like more information or have other questions. Thank you.

    This message was edited 2 times. Last update was at 2017/03/06 21:40:57


     
       
    Made in us
    Prospector with Steamdrill




    Indiana

    Fantastic explanation. Thanks very much, Dark Severance. The Action/Reaction system appears complicated but I can see it moving swiftly once the players grasp it. It also sounds like a fun addition to the tactical complexity. Interesting comparison to MtG too (which I've only dabbled in).

    My unsolicited advice is to definitely include a similar comparison (with pictures) in the KS since my initial reaction was, "why not play Infinity since it's already successful and has community?"

    For now I'm definitely interested!

       
    Made in us
    Infiltrating Prowler





    Portland, OR

     Clanan wrote:
    Fantastic explanation. Thanks very much, Dark Severance. The Action/Reaction system appears complicated but I can see it moving swiftly once the players grasp it. It also sounds like a fun addition to the tactical complexity. Interesting comparison to MtG too (which I've only dabbled in).

    My unsolicited advice is to definitely include a similar comparison (with pictures) in the KS since my initial reaction was, "why not play Infinity since it's already successful and has community?"

    For now I'm definitely interested!
    Thank you for your interest. The game originally evolved from a board/card game design with action/reactions similar to MtG. The player gains resources (AP) a turn based on X, you use the resources to do actions and the other player can react to those actions. Then from there it evolved into a miniatures skirmish game. We did experiment with different ways to present it, even trying to come up with new labels for the Action/Reaction rounds. At the end of the day, relabeling something doesn’t change what it actually does and the names fit for what you can do in those rounds.

    Although the Kickstarter is more to fund and create the miniatures, we will have a breakdown of the fundamentals of the skirmish game on there. I didn’t include more in my original post because I didn’t want to flood it with a wall of text and it is more fun interacting with people. ^_^ We should also have an initial download available of the Alpha version of the rules for everyone to look over.

    I had originally planned to include a follow-up post with an example of a game round simply using shapes to explain things. I didn’t like the way it looked so scrapped that idea. And although most of my terrain isn’t in a painted state, I thought it would be better to show than an example with blocks and circles. The initial pictures I took didn’t look good so I will be redoing them this weekend. Trying to take the perfect top down shot, that gets everything on the game board with a camera phone isn’t the easiest. LOL! I think I have rigged a tripod with something to use as a lateral arm which should help get me more uniform pictures.
       
    Made in us
    Prospector with Steamdrill




    Indiana

    That makes sense. Your explanation of its roots in board/card games definitely helps to differentiate it. I don't have much experience with MtG but I do with Hearthstone, which is somewhat similar. Overall, that history provides another source of interest since it reads as more than "scifi skirmish game #25".

    Looking forward to the KS!
       
    Made in us
    Infiltrating Prowler





    Portland, OR

    “Greetings and salutations! Welcome to the Archives. I am your guide, HA-L235, or simply Hal. I do not get travelers often. Here at the Galactic Archive VIII, we compile all entries and records within the database to create the most accurate historical account possible. This archive is maintained by Appregio.

    WARNING! Historical records after Terra Fall are not complete. Other than what was already downloaded into the existing databases, all other information was recorded manually. It may not be completely factual, or consistent, as records were pieced together. Information may be biased based on individual recordings, thus, we can not vouch for the accuracy of the records. For the most accurate records I suggest you access Archive at /*REDACTED*/.”




    Terra, once the shining jewel of humanity, is a planet rich in history, and the birthplace for many millenniums of stories and events. Humanity in its inception had not been kind to her, and years of war and pollution took their toll, leaving her scarred and tarnished. To find answers and solutions, humanity had to look to the stars.

    Almost two millennia have passed since Terra Fall, when it vanished and was lost to humankind. Humanity was still in their infancy as they spread their influence to the stars to create new opportunities. During that process, and with Terra gone, they lost memory of their origin, and the only remains of humanity's history had to be preserved and pieced together from remnants. Great museums, such as The Record in the Kaelius system and The Census Bureau, hold collections of what is left of Terra's history. Bits and pieces of information have been mended into a story that provides a shell of an existence for humanity.

    It is said that things like race and morals are considered social constructs. Nothing tests that theory more than when the history of a whole species vanishes. After Terra Fall, there only existed a few hundred terrabytes of information between the databases in the Orbital Relays, the newer colonies, as well as what was available on the part of the net that survived. Given the circumstances, there were only a couple organizations willing to collect, datamine and archive the information. Historical information was the least of humanity's problems as they struggled to survive.

    Cut off from Terra, there was a vacuum of leadership and government for almost every country. A few took this as an opportunity to stake a claim for themselves, while others banded together with other nations to stabilize some of the already established frontier systems. Under the guise of bringing order to chaos, war erupted over control of the best planets. It was swift and deadly, ultimately resulting in the splintering of nations and resources.

    /*REDACTED*/



    /*REDACTED*/

    "Further information is no longer accessible from this particular archive. We have vlogs, audio records, and images but given their incomplete nature, actual events of the following few hundred years are conjecture.”

    "/*REDACTED*/
    ...
    ERROR ID10...
    ..
    /*REDACTED*/
    ERROR; unauthorized entry.
    ...humanity must be cleansed.
    ... ERROR...
    Holonovel, "Corsair Rising", loaded.”


    ---------------------------------------------------------------------------


    "He sells his loyalties to the highest bidder. Shouldn’t even a mercenary have morals? That’s the textbook definition of a whore!" - Nadia Scieva

    Gethrel City on the planet Zhaan, in the United Republic and Anazi Dynasty Corridor


    The air around the streets smelled like poodak, unclean and foul as if it has never rained to wash away the cesspool. That wasn’t too far from the truth since it never did rain on Zhaan. The air was moist and sticky, warm but the atmosphere was still in the early stages of terraforming. Those who grew up or have lived on these types of planets were used to breathing the lower oxygen air which made it easy to spot off worlders or those used to better lives because of the rebreathers they used.

    It would be close to 500 years before rain might really fall on this planet. For now, there was the sonic drones which would sani-pulse away the physical dirt but it wasn’t the same as a real shower with soap and water. You could make the place look visibly clean but it did nothing for the acrid stench of unwashed masses.

    Things could always be a lot worse, at least that is what Jason Cross constantly tells himself. It was his own way of trying to stay positive no matter how bad the situation was. The problem was he never truly believed it. In reality, he was already planning for everything to go sideways, trying to stay two steps ahead of the eventual bad luck that followed him.

    He was now just another merc trying to eke out a living. If he wanted to take some high risk bounty hunter jobs or high end security detail it would be a lot easier. With his experience and ranking as a Corsair, there were even cushy jobs to take as options to work within the core worlds.

    Core worlds were the prestigious and wealthy planets within each nation. Each faction had their own core worlds where their ideals were the strongest and they had the military power and force to back it up. They were considered the most secure and lawful parts of the nations although that didn’t mean criminals didn’t exist there. It just was a different breed of crime. The dominant nations controlled the galaxy, each hard their own set of core worlds they protected. They were the cream of the crop, protected by the best security and military personnel that the 51st century could offer.

    Around each of the core worlds was an area of space referred to the outer rim notoriously known as code zero, serving as a buffer between the nations. They were also known as corridor worlds because the borders were often shared between multiple factions. This was the wild frontier, planets deemed less important. Some were still in the process of terraforming while others didn’t have any real value except serving as a buffer to protect the core from riff raff.

    Some people were starting to wonder if Jason really earned his current rank or somehow played the system since he always seemed to take lower rated jobs. Others were always trying to run towards the core while he seemed to avoid it like the plague.

    The Syndicate is a neutral party and broker that manages Corsairs, licensed mercenaries. The Corsair Agreement allowed them to handle testing, licensing, insurance and employment disputes which would in-turn be reflected by a Corsairs CNet ranking. Any nation could refuse to accept the license for multiple reasons and laws, unless someone was an outright terrorist usually bans were temporary. It just meant a Corsair had to move on to someplace else for a time. It was hard to find experienced soldiers and some nations need the import and export of Free Traders so everyone tried to stay legit. That didn’t mean there weren’t other ways to make things tough on a Corsair like taxes or fees for business deals.

    Gethrel City was like any other corridor world, filled with hard working people trying to survive surrounded by pirates, rogues and thieves with no real law enforcement around. There hadn’t been a large scale conflict since the 2nd Galactic War but that didn’t stop skirmishes or invasions from happening, resulting in these corridor worlds changing hands almost yearly.

    Like most outer rim worlds, there were military outposts that had local Sheriffs and Marshals. The problem was there was never enough manpower or weaponry to deal with everything, and the best was dedicated to protecting the 1st class citizens and core worlds. The military were only about protecting their own, bullying others out of the way.

    Jason took another sip of his Zen cooler, trying to look like an average citizen down on his luck and drowning his sorrows of another workday away. He was slouched over the table, resting almost all his weight on it, shoulders sore and aching from a long 12 hour shift. He would scrape his foot against the ground, rotating his ankles trying to stretch the stiffness from them. When someone worked 12 hours on their feet the whole time, every pressure point would be tingly and cause pain.

    That was of course all an act, he wasn’t a worker and he hasn’t worked a 12 hour shift in quite a few years. Not to mention he didn’t have normal muscles like humans, he was technically classified as a military grade full body cyborg. The only organic part of him was probably just his brain, he couldn’t remember anymore. No one looking at him would be able to tell him visually apart from a normal human. Even his skin was synthetic but simulated warmth, color and a heartbeat like everyone else. Being a cyborg however wasn’t cheap, maintenance, parts, and fine tuning all required credits.

    A female voiced quietly into his comm, sounding electrical and synthetic like it was fed through a voicebox said, “He’s late. Are you sure he didn’t take the money and run?”

    He brought the bottle to his lips, pretending to take another drink while quietly saying, “I doubt it. He was skeevy but according to the Dark-Net, he delivers. You’re supposed to be on standby, not watching me.” Jason took a real drink now, then sighed loudly like he just lost his job today.

    “I can do both, be on standby and watch, besides who do you think you are talking to,” she said.

    Ayame Izumi, one of the galaxies best hackers although not completely because of her skill and talent. She was a Cyberoid but unlike her counterparts in the Shingen Empire, she wasn’t part of the collective. Cyberoids were technically humans, not robots or artificial intelligences or constructs but the next step in human evolution according to Shingen. Most of the nation shed their frail bodies to be reborn as a Cyberoid. They were very similar to cyborgs like him, but with a few key differences.

    Citizens of the Shingen Empire are birthed in essentially test tubes called birthing chambers. While in the birthing chamber their growth is accelerated, sending electrical impulses into the body downloading data to the brain and preparing the body for processing.

    One year later they emerge from the birthing chambers in a mature eighteen year old body. The side effect of the process is that their human body is more frail than the average person. If they don’t undergo processing, which is a personal choice and not everyone does it, then they might live until they are forty. Otherwise they spend a couple years in classes, preparing and training them how to integrate into the collective.

    When they go through processing, their anima, a person's soul, along with their intelligence gets downloaded into a Cyberoid shell. They spend another two years in school before their are assigned a role within the Empire. Joining the collective does have its benefits, they share things with each other through a net. Their purpose is for the sole purpose of the Shingen Empire.

    Many would consider Ayame defective in need of conditioning. They might have even purged her to protect the secret that Cyberoids were just like humans, flawed in their own way. Express individuality was frowned upon since it created ebbs against the society they were trying to create. She should have been able to be part of and hear the collective but it was something she was always able to block out. When they suppressed key emotions, instead of loyalty to the Shingen Empire being heightened her survival instincts and loyalty to herself kicked in. She knew she would always choose herself first and that was why she originally ran. It wasn’t until she met Jason she stopped running.

    Jason said, “I don’t want this Op blown because we really need the creds. I want enough to at least afford a real bath.”

    She laughed again, it sounded electronic, almost forced like she knew she was supposed to laugh but didn’t actually feel the need to expend the energy to express it. “If anyone gets caught it is always you. Besides you are a Cyborg with synthflesh which means bacteria doesn’t even grow on you.”

    “That doesn’t change the fact that I love how I feel floating in the water, I can still feel the water.” Even more quietly under his breath he muttered, “Besides I like how the soap smells.”

    The last comment seemed to silence Ayame for a bit. It wasn’t that she didn’t know what something smelled like, it just didn’t trigger certain memories and feelings like it does with most humans. Sometimes food to others reminds them of comfort, home and growing up but for her it was just food. She wondered to herself, if that was a human trait then did it mean she truly wasn’t human afterall.

    “Don’t go there. You are human. Don’t think every human is the same copy of another, we’re all unique in our own ways just like you,” he said in a solemn whisper before taking another drink.

    “I… do not know what you are talking about. I am observing and trying to find the target.” Was this agitation? She didn’t understand what exactly these emotions were, the cyber circuits were trying to make sense of them. Most of all she didn’t understand why Jason treated her like a human, instead of a machine which is what most people outside of Shingen do. It was like that the first time they met.

    ---------------------------------------------------------------------------


    "I apologize, I am not sure what happened. There appears to be some database corruption. I am attempting to make corrections to compensate.”
       
    Made in us
    Stoic Grail Knight





    Central Cimmeria

    I've been reading your posts about miniature company creation off and on for a while Dark Severance. I look forward to supporting you on Kickstarter. I like the poses on the miniatures.
       
    Made in us
    Infiltrating Prowler





    Portland, OR

    Thank you. Hopefully you have enjoyed them as much as I like writing and sharing as much as the process I can. I think it is always interesting to see different processes that people utilize.
       
    Made in us
    Automated Rubric Marine of Tzeentch




    Looking forward to this as well! Your description did make me think very much of mtg, which really I'm really interested in seeing in action in a tabletop wargame. What time will it be going live on Sunday?

    Also, I know this kickstarter is for one faction (which looks good!), but can you give a quick rundown of the factions? What are the motivations of the Anazi? What about the others? This won't affect my supporting this ks, though! I just like knowing as much as I can about factions before settling on one, so if you're going to reveal the info when it's time for us to help determine the next faction up, that's cool too.
       
    Made in us
    Repentia Mistress






    Ah nice -- cool that you guys were able to acquire Eric's stuff. Are you doing the digital side of this also?


     
       
    Made in us
    The Last Chancer Who Survived





    Norristown, PA

    Count me in too!

     
       
    Made in us
    [DCM]
    -






    -

    I like what we've seen so far, and absolutely look to support a fellow Dakkanaut as well, so, let's go!!!

       
    Made in us
    Infiltrating Prowler





    Portland, OR

    Launch Time: March 19th, 10:00 AM PST

    We are still crunching to finalize pledge rewards. I know down to the wire. LOL! We're trying to be aggressive but at the same time we have to be reasonable since the purpose is to build up and expand.

    Thankfully Kickstarter has new rewards options that allows creators to set a time limit as opposed to simply a backer reward limit which is traditionally how Early Birds were done. One of the disappointing part of Early Birds because of the limit, someone who would be excited would miss out if they weren't around for the exact launch time. Instead we believe we can hit a pretty good middle ground by giving an Early Bird for the first 48 hours which gives plenty of time to backers. This rewards early adopters, those that stick around for the whole campaign as well as also being the best bang for the dollar.

    Our initial funding goal will have 3 fireteams available to choose from. Two of them are for the Anazi Dynasty, light scout infantry which I've shown pictures of the miniatures already. The other we just have renders, but posing is almost complete so should have 3d prints in a week for the Federated Commonwealth, heavy infantry power armor.

    PLEDGE REWARDS

    $50 - *EARLY BIRD* SERGEANT (Available for first 48 hours)
  • 2 fireteams of your choice
  • PDF Beta Rules
  • Access to Add-ons
  • Stretch Goal Rewards

  • $1 - RECRUIT
  • PDF Beta Rules
  • Access to Add-ons

  • $10 - PRIVATE
  • 1 miniature of your choice
  • PDF Beta Rules
  • Access to Add-ons

  • $30 - CORPORAL
  • 1 fireteam of your choice
  • PDF Beta Rules
  • Access to Add-ons
  • Stretch Goal Rewards

  • $60 - LIEUTENANT
  • 2 fireteams of your choice
  • PDF Beta Rules
  • Access to Add-ons
  • Stretch Goal Rewards

  • $90 - CAPTAIN
  • 3 fireteams of your vhoice
  • PDF Beta Rules
  • Access to Add-ons
  • Stretch Goal Rewards

  • ADD-ONS
    $9 - Individual miniatures
    $35 - Additional fireteams

    This message was edited 1 time. Last update was at 2017/03/27 07:43:35


     
       
    Made in us
    Infiltrating Prowler





    Portland, OR

    We are now live and active, KICKSTARTER LINK.

    I should have a battle report to demonstrate gameplay up within the next day or so.
       
    Made in us
    [DCM]
    -






    -

    In for an Early Bird Sergeant - everything's looking good!

       
    Made in gr
    Thermo-Optical Spekter





    Greece

    Its up already? I thought it was next week, well, in for a sergeant, good luck!
       
    Made in us
    Infiltrating Prowler





    Portland, OR



    The initial scout fireteams for the Anazi Dynasty are unique in that most of their pieces are interchangeable. The differences in design between A and B is the head sculpt, where one has a facemask/exposed hair while the other is in a shemagh and their weapons. The legs poses are the same between the two fireteams but combined with the different torso, arms, weapon configurations you can create a dynamic group of miniatures. We also will have weapon/arm packs if you wanted to have a specific weapon makeup to create one for long range or short range. Originally we wanted to bring a group set, then have users be able to create their own versions. Unfortunately in resin this isn't economical in terms of pricing unlike if this was a plastic kit so the decision was made to make them separate configurations. We may revisit more customization in the future.


    This is an example of using a different arm, weapon configuration within one of the fireteams.

    The other fireteam is from the Federated Commonwealth, although not part of the Anazi Dynasty we needed to have an opposing unit because it is no fun simply fighting the same units. There are 4 individual models within this fireteam, which will be bigger than the Anazi as they are in powerarmor. These are the 2nd generation powersuits which are smaller but self-contained suits. They were decommissioned by the United Republic when they developed their newer current gen suits which were larger and bulkier. The Federated Commonwealth purchased the demilitarized units originally equipping them for mining asteroids and resources from less hospitable environments.

       
    Made in us
    Infiltrating Prowler





    Portland, OR

    Who doesn't love free stuff? To celebrate the launch of our Kickstarter we are giving 1 customized fireteam of Anazi Dynasty light infantry scouts (5 miniatures). You get to choose which 5 miniature out of a selection of 10 different configurations that you want. The winner would be one of the first people to get them into their hands and they don't even have to back the Kickstarter. To participate you just visit our Facebook post and follow the instructions for it which are:

    1| Like The Post.
    2| Make a Comment using the hashtag #CodeZeroGame answering the following question: "What color scheme would you use to paint them?"
    3| Share The Post.

    On April 19th, a winner will be chosen randomly from those that followed the instructions above, and announced in the thread. The winner will then be contact directly.
       
    Made in us
    Infiltrating Prowler





    Portland, OR


    Kickstarter Update #2
    Ready, Steady, Go!

    Thank you everyone for backing my campaign.

    We appreciate everyone who jumped in early and hope you stay with us for the whole journey. We have spent a lot of time and resources working on this game, to get it to a point to where we can start production on the miniatures line. We want to breath life to this universe that we have created, which we can not do without your help. For that we are deeply grateful.

    We really want the backers to actually be a real part of this process and feel like they have had an impact on the campaign. There are various discussions about Kickstarter being a pre-order system and if backers are investors, which we am not going to get into here. But it is important to us that backers, which help make these opportunities happen, aren't simply just a source of blood. We are not vampires... although one us might be one. ^_^ We are not a big company or corporation, but instead a simple family and friends who are gamers first. We want to create games and miniatures that other gamers and families will enjoy.



    In the Works

    Miniatures Promotion

    If you would like set of free miniatures, be sure to visit our Facebook page here for details.

    Painted Miniatures

    We previously sent out miniatures to a couple painters to get a more professional paint scheme done on the miniatures we have produced. Awaken Realms has 15 of the miniatures to paint up for us. They will hopefully be completed before the campaign ends, but they may not be depending on the queue. Locally in Portland we sent off a set to Nick Wirt, known as spiralingcadaver who like us is a DakkaDakka local. That will provide us with some great examples to truly show what you can do with them. Although we love to paint miniatures, we aren't professional painters and can't really do these justice.

    Templates

    We will also adding an additional add-on soon that are some MDF and Acrylic movement rulers, teardrop and scatter templates. We are just finalizing the design, so we can get updated costs. That should be completed in a couple days. We are also looking into some tokens and lasercut scatter terrain or a building or two. We hope to have more information on that sometime next week.

    EU/UK Friendlier Shipping

    I know that international shipping options for a small Kickstarter like this are not always the best. We are looking at multiple methods to bring this down but also so VAT and customs aren't an issue for backers. There are some options like ShipNaked and even Amazon that are being looked into. The main issue is they tend to have a chunky setup charge for accounts and for the volume we are doing, are not necessarily the best option. We have also reached out to Scale75 to see if there are some other options, like shipping with them, since the miniatures will be cast by them across the pond already.

    Let Us Know



    Let us know what you would like to hear more of; Do you want more background and information for the various factions? Would you be interested in us talking about the game design and rules? Maybe you would rather hear about the miniature production and casting?

    With everything in the background we are also doing some reworking on one of the alien species. The original concept art for the Char'iza was a good start. They were originally humanoid in size. With some changes to faction adjustments and power armor, we are increasing their size to make them larger. Some of the changes are because of alterations in the history/lore which explains the different generations of power armor. The original concept was reptilian in nature but very generic so we want to improve on that initial design.

    What version or combinations do you like best?

    Please be sure to share this Kickstarter with your friends on Facebook, Twitter, etc.

    Thank you again! You guys are all awesome!
       
    Made in us
    Infiltrating Prowler





    Portland, OR



    Capital Planet: New Sydney
    Colonization: Majority of colonists originated from Australia and islands along the Pacific Rim.
    Government: Constitutional Monarchy

    The Federated Commonwealth is one of the smaller empires, only having six planets that makeup their Core Worlds. They were originally part of different mining corporations and resource management firms belonging to the United Republic. During the first galactic war, forced to survive on their own to defend against pirates and other militia groups, they banded together. They became a Federation forming under a Commonwealth and declared independence.

    The fringe worlds, not technically part of the Federated Commonwealth, commonly referred to Zero or Code Zero worlds were dangerous. Many of the planets were deep within systems with chaotic asteroids and gravitational fluxes, making them unsafe conditions for those not familiar with them. It was one reason they were a favorite place for smugglers.

    The Federated Commonwealth lacked the large strength to expand and protect all the mining colonies, so they settled for protecting their Core. That doesn’t mean they left them defenseless but it did mean there wasn’t a large fleet presence patrolling.

    Hard workers, miners, mechanics, and even mercenaries they were mostly made up of what would be considered blue collared workers. It was probably one of the reasons the United Republic didn’t really put up a fight, since they were essentially second class citizens to them anyways.



    Corer Power Armor

    Core Suits are heavy infantry power armor suits, much smaller than the 1st Generation units which were basically small tanks with legs. When the United Republic created their newest 2nd Generation units they mothballed the Core Suits. The power armor was perfect for mining, able to withstand harsh conditions of space and planetary weather. They were self contained, perfect in case of collapse and even suitable for mining in the ocean. With the contract over with, they picked up the demilitarized versions and modified them to run their drilling equipment.

    Although the contract wasn’t considered a civilian contract and not military, there wasn’t a huge difference between the civilian and military version. After upgrading the operating system, it was easy for them to make them perfect for peacekeeping and military operations, giving them a fighting chance again. After all a good portion of the citizens of the Federated Commonwealth spent their time maintaining them back when they worked for the United Republic. They weren’t as big or as strong as the 2nd Generation units, but they were versatile for many environments making them great for operations on Code Zero worlds.
       
    Made in us
    Infiltrating Prowler





    Portland, OR

    Kickstarter page has been almost completely revamped with better images and pictures. Add-ons and Stretch Goals were updated. Pledges made clearer to understand.
       
    Made in us
    Infiltrating Prowler





    Portland, OR

    For those that might not know, I've been diligently working on a few games and a line of miniatures over the past couple years. Besides bringing my ideas into being and sharing them with other gamers, my long-term goal is to create a miniatures line that I can design and produce with my son. We're not sure what the future will hold for him, in terms of work, because of his autism. He has been working on digital sculpting and 3D in school and at home, and he not only enjoys it, but has quiet a talent for it as well. Creating and casting miniatures is something he can do, and it will be amazing to work on it together.

    The first step in our miniatures line is on Kickstarter right now. It is a modest project and is already 40% funded, but we need your help to get the rest of the way there. Even if you are more into boardgames than miniatures games or miniatures painting, there could be people in your networks who might be interested, and we would very much appreciate a like and a share even if you can't back us at this time.

    Also, why not enter in a giveway for a set of free miniatures that have already been cast. It is free, and doesn't require you to back us. Just check out this link for instructions.

    Help us make this dream become a reality. Thank you!

    And now some painted examples of our miniatures thanks to spiralingcadaver.
    Spoiler:






    This message was edited 1 time. Last update was at 2017/03/28 14:44:35


     
       
    Made in gb
    Decrepit Dakkanaut




    UK

    at least one of those photos is doing something weird and shoving my screen way over to the right so I've got to scroll ages to get to them (and not even dakka's normally excellent auto fixing is helping)

    they look good though

     
       
    Made in us
    Infiltrating Prowler





    Portland, OR

     OrlandotheTechnicoloured wrote:
    at least one of those photos is doing something weird and shoving my screen way over to the right so I've got to scroll ages to get to them (and not even dakka's normally excellent auto fixing is helping)

    they look good though
    Thank you and thank you spiralingcadaver for painting them. It may be because I have it centered. I removed the centered tag and put a spoiler tag around them. That should at least help if it doesn't resolve the screen issue.
       
    Made in gb
    Rotting Sorcerer of Nurgle





    Portsmouth UK

    just got to say:
    whenever i scan the news & rumours page & see this thread, my mind reads 'Coke Zero'!
    Anyway - good luck with the project.

    Check out my gallery here
    Also I've started taking photos to use as reference for weathering which can be found here. Please send me your photos so they can be found all in one place!! 
       
    Made in gb
    Decrepit Dakkanaut




    UK

     Dark Severance wrote:
     OrlandotheTechnicoloured wrote:
    at least one of those photos is doing something weird and shoving my screen way over to the right so I've got to scroll ages to get to them (and not even dakka's normally excellent auto fixing is helping)

    they look good though
    Thank you and thank you spiralingcadaver for painting them. It may be because I have it centered. I removed the centered tag and put a spoiler tag around them. That should at least help if it doesn't resolve the screen issue.


    that fixed it, the screen's working fine now

     
       
     
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