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Zone Raiders: Deadly Skirmishes of the Post-Singularity (Mecha Punching Art and Battle Report)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
You Sunk My Battleship!





Hey all! Long time Dakka-ite, aiming to share some of a project I've been working on for some time...

I'm proud to announce ZONE RAIDERS, a 28mm Skirmish Miniatures Game set in a crumbling technological megastructure in the distant future. Zone Raiders is a model-agnostic game, meaning you can use of any model of your own to build customizable forces and engage each other in deadly struggles for survival. The gameplay is focused on the importance of maneuver and tactical decisions, while providing a campaign driven ruleset. Your personalized teams of survivors will battle each other, uncontrolled machine life and deadly nano-storms, creating a unique narrative for each playgroup.

This has been a great passion project for our team who are all enthusiasts for tabletop gaming and enigmatic survivalist sci-fi, and we hope to share to you the game we’ve always wanted to play built with lessons from over many, many hours at the gaming table. The project is in active development and aiming to launch later in the year. In the meanwhile, please feel free to check out our previews at facebook www.facebook.com/zoneraiders and our website at www.zoneraiders.com





Also check out some of our art and models (courtesy of multiple manufacturers, including Spiral Arm, Mantic, Miniature 13, RN Estudio, Hasslefree, Scotia Grendel and Black Hat UK)

This message was edited 7 times. Last update was at 2018/10/11 19:02:23


 
   
Made in gb
Fresh-Faced New User




Carlisle

Will keep my eye out for this one, im getting a lot more interested in games where you can use any mini

Drinking decaf coffee is like going to a hooker for a cuddle 
   
Made in ca
Infiltrating Moblot







Lovely models and terrain! I'll keep my eyes on this!

You all don't understand. I'm not locked in here with you; you're all locked in here with me.

Follow me on YouTube!

Follow me on Facebook!


Check out my Blog at Guerrilla Miniature Games 
   
Made in pl
Sniping Gŭiláng





Warsaw

looks cool. How "interactive" will terrain be? Only static cover, difficult ground and hazards or will there be dynamic elements (like moving walls, interactive consoles and the like)?


"Any problem caused by a tank, can be solved by a tank." - Peter Griffin

 
   
Made in us
Longtime Dakkanaut




Hi,

Your links seem to be broken.

I did see its a d20 system and roll to your stat and under. Seems Infinity lite, which would make me a very happy camper.

Will you be releasing a demo/quickstart rules for this to give it a try? If so timeframe?
   
Made in us
You Sunk My Battleship!





 Kubik wrote:
looks cool. How "interactive" will terrain be? Only static cover, difficult ground and hazards or will there be dynamic elements (like moving walls, interactive consoles and the like)?

There's some more dynamic elements, as I really do love exotic terrain. Some hazards will move, either creeping in from a board edge or being drifting clouds of gas for example. Others include interactive consoles, interactable nano-printers that can produce equipment, NPC enemy generators and mobile force walls. Oh, and red barrels. Always watch out for red barrels.

Hi,

Your links seem to be broken.

I did see its a d20 system and roll to your stat and under. Seems Infinity lite, which would make me a very happy camper.

Will you be releasing a demo/quickstart rules for this to give it a try? If so timeframe?

Thanks for the catch! Looked like some quirk of trying to color and link in the forum code. Fixed.
The basic dice mechanic is a single d20, roll equal-under with a lot of modifier control based on player action. Keeping the ruleset tight is a priority as well!
As for a demo, that is in the works! Hopefully we'll have more news in a few weeks.

   
Made in us
Longtime Dakkanaut




Cool,

Looking forward to a demo version. I have been on the fence about selling off my infinity collection but now curious if they would fit in here rather well and best to keep them.
   
Made in pl
Sniping Gŭiláng





Warsaw

 Fractal Basilisk wrote:
 Kubik wrote:
looks cool. How "interactive" will terrain be? Only static cover, difficult ground and hazards or will there be dynamic elements (like moving walls, interactive consoles and the like)?

There's some more dynamic elements, as I really do love exotic terrain. Some hazards will move, either creeping in from a board edge or being drifting clouds of gas for example. Others include interactive consoles, interactable nano-printers that can produce equipment, NPC enemy generators and mobile force walls. Oh, and red barrels. Always watch out for red barrels.


That sounds really fun. Can't wait for the demo

"Any problem caused by a tank, can be solved by a tank." - Peter Griffin

 
   
Made in us
You Sunk My Battleship!







Mild update: We've had a few blog posts about game design philosophy, and what is important to us as players. Given that there's a lot of people here who are also huge fans of skirmish games and what they offer, I wanted to ask what you folks like the most in general about Skirmish Games as a feature?

http://zoneraiders.com/f/design-pillars---part-1
http://zoneraiders.com/f/design-pillars---part-2
http://zoneraiders.com/f/game-round-overview
   
Made in us
Longtime Dakkanaut




For me...

Simple to Semi complex rules that are easy to learn, hard to master and skill involved.

Objective based game. Run up and kill is fine for learning, but over all want objectives that forces you to move

Interesting dice system. D6 is to limiting and meh. d10 or above is what I prefer. Gives more variation

Some sort of easy reaction system. I like infinity in many ways, but its to bloated and to many modifiers to keep track of. Plus everyone reacting is a little to much. also an activation system that interesting. Maybe a way to push your luck and have 2 guys go or such
   
Made in pl
Sniping Gŭiláng





Warsaw

My favorites things in skirmish games:

1. Low model count. 10 is great.
2. Option for reactions (x-com style overwatch)
3. Some kind of exp based statline progres
4. Campaign rules (this one is big. Base management, resources, out of game encounters, campaign map)
5. Balance. Some way to counter the snowball effect of one player losing his top characters and another one winnig 3 games in a row with powerful loot.
6. Narrative and cinematic style of game. Story based missions,( no abstract "claim 4 objectives").
7. Mayde Some hidden objectives. Asymetric missions.

"Any problem caused by a tank, can be solved by a tank." - Peter Griffin

 
   
Made in us
Longtime Dakkanaut




Any update on where there is demo rules coming?
   
Made in us
Battlefield Tourist




MN (Currently in WY)

Campaign play in skirmish games is a must.

Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing 
   
Made in us
You Sunk My Battleship!





Good to hear the ideas! They're actually quite--- quite on the ball with what we've got going on. The Campaign's key, and some mechanics are quite reminiscent of a certain computer tabletop-like skirmish game mentioned earlier

Agreed on easy reactions and very discrete results with good die variance. The Campaign too is really what the game's built around as well---

Been updating Faction Articles on our website and facebook if folks are interested. Aiming to get the Demo out within early July.
   
Made in us
You Sunk My Battleship!





Hey Dakka-ites! So after a bit of a quiet spell here (been keeping busy elsewhere), I'd like to announce our Demo Ruleset called First Encounter! It features two pre-made teams of Zone Raiders, and a 3-mission narrative mini-campaign to get your feet wet into the setting. You'll get to play through our tactical ruleset, narrative mechanics, and the art that we're quite excited to share.
http://zoneraiders.com/f/first-encounter-download-now-available

Feel free to check it out or our Facebook for more information. Been having a blast with the local playtesters in giving things a go, and we're hoping to share the same with you!

This message was edited 3 times. Last update was at 2018/07/17 04:34:57


 
   
Made in us
Speedy Swiftclaw Biker




Port Richey, Florida

This is very interesting. I’ll be reading the the website and the “First encounter” thank you for sharing your work.

It is your shock and horror on which I feed.... 
   
Made in om
Longtime Dakkanaut





Muscat, Oman

I started reading the PDF. I'm enjoying the fluff a lot, and the whole thing is very well put together. Unfortunately I haven't had time to really sit down and absorb the rules; maybe this weekend.

--Lord of the Sentinels Eternal-- 
   
Made in us
You Sunk My Battleship!





Thanks! It's been a lot of fun to put together indeed as well. Been going through the demo campaign with locals, and always enjoying seeing people's initial reactions.
   
Made in pl
Sniping Gŭiláng





Warsaw

Rules seem really cool.
Reading them I've been thinking It would be really fun to add something like a Craft to function simultaniously as a team base and an offboard entity with it's own activation. Players could spend RU for upgrades giving te Craft the option to mark enemies, lay suppresive fire, place extraction zones, giving larger deployment area (or even giving additionaln deployment options), buying additional "slots" for team members and the like. That would be something fresh and new.

Just brainstorming

"Any problem caused by a tank, can be solved by a tank." - Peter Griffin

 
   
Made in us
You Sunk My Battleship!







Hey folks! got a new update on Bell of Lost Souls. This time, it's a preview of the between-mission campaign elements, and following a player's force through their post-mission changes.
Check it out for some photos of minis and more art!

http://www.gamewire.belloflostsouls.net/?p=113969&preview=true
   
Made in us
You Sunk My Battleship!





Posting a bit from a recent article from the facebook: https://www.facebook.com/ZoneRaiders/posts/682360985474457?__xts__[0]=68.ARCAOKsJkKr0P0XYdxq_GnSZ_NHMg0qAAA57uC630IkHOPSpdEOuREO-F7O-xWWuVQ6DUWel3FfHwbUD_KO9rFSvDozo4wAoJRTx6Neo7DS_GqK4Hn6km4Oh1G_gJhASCy0cpFU&__tn__=-R

Cooperative Missions

One of the most exciting features of Zone Raiders is the built-in support for Cooperative Play. Many players enjoy challenging scenarios that are not built around player-on-player competition, and it seemed only right to develop the game with that desire in mind. Today, we'll look into a preview of the Co-Op Play Module that will be part of Zone Raiders.

Co-Op play is supported in both campaign play as well as individual matches where rival teams may band together against greater threats.

Introducing Adversarial Intelligences (AI)

In a Co-Op Scenario, Player Teams face off against deadly opposing forces known as Adversarial Intelligences (AI). AI Forces include the deadly Immunocytes, killer machines that seek to destroy sapient life. They also feature the mysterious Marauders, a militant humanoid sect that worships dark technology. Each force behaves differently and pose unique threats. To take on such daunting foes, Player-lead Raid Teams can combine their forces to send in hand-picked groups to attempt and accomplish daring missions against these stacked odds.

Co-Op Missions can be played as one-off games or as part of a campaign where the results of a mission can have ongoing impact.

Co-Op Missions

Since the AI holds the advantage, Raid Teams must use stealth and timing to achieve their goals. Each mission has guidelines on deployment and specific objectives that must be accomplished, such as collecting high value scrap, eliminating key targets or defending evacuating civilians.

In many missions, Raid Teams begin the game concealed with the AI unaware of their presence and patrolling the map at random as sensor contacts. When Raiders of the Team encounter one of these contacts, the number and type of enemies are revealed and deploy to fight the team. The noise of battle can attract other contacts, so the player team must work together to eliminate their opponents quickly or draw off approaching patrols to accomplish their goals.

AI Behavior System

Of course Co-Op wouldn’t be as interesting without a system of how AI units behave. Every AI model follows its own brief behavior rules, indicating what actions they take and in what order. Some models may attempt to close recklessly to engage in melee, while others skirt ranges and snipe at a distance. Others have unique powers of command or revel in attempting to sneak up on the players. When attacked, most models take defensive reactions to keep themselves alive or frustrate what the players may attempt to do.

The AI Behavior system is designed to be streamlined while offering a high degree of variation in tactical challenges players must face.

Stronger Together
Matrioshka is an unforgiving environment where sometimes even rivals must join forces for survival against the greater danger of the world. Against the Adversarial Intelligences, will you rise up with your fellow Raiders to face the challenges ahead?

Learn more at www.facebook.com/zoneraiders/ or www.zoneraiders.com

   
Made in om
Longtime Dakkanaut





Muscat, Oman

I'm very interesting in trying some co-op miniatures games right now, so it's great to see this included! I'm looking forwards to the official game launch!

--Lord of the Sentinels Eternal-- 
   
Made in ca
Hauptmann





This is sounding pretty good. Love the BLAM! inspirations in it, I like the general scale it operates at, and having something that can stand in as Infinity-lite will be a big boost for getting my group to try it (especially with a proper campaign system in there).

The rules themselves are pretty interesting. They have a nice, visceral, kinetic feeling to them, but don't get bogged down in minutiae. Co-op is also pretty damn neat as well.

Definitely going to be picking this up when you launch it.
   
Made in us
Longtime Dakkanaut




How goes the progress?

Itching to get to try this game out when released
   
Made in us
You Sunk My Battleship!





Progress is coming along quite well! Check out our facebook at www.facebook.com/zoneraiders, where we have a link for a detailed Battle Report and some new art.

Last of the book art has arrived as well, and we're looking for appearing at the Las Vegas Open. Aiming for a preview print run soon as well.

This message was edited 1 time. Last update was at 2018/10/11 18:58:11


 
   
Made in us
You Sunk My Battleship!





Just a bit of a bump! But our Kickstarter is now LIVE and over halfway mark!
https://www.kickstarter.com/projects/346620204/zone-raiders-a-miniatures-campaign-skirmish-game


Gonna defer the thread to the one in news for now, https://www.dakkadakka.com/dakkaforum/posts/list/30/770766.page
Thanks for your interest and support so far!
[Thumb - throne-smaller-halffund.png]

   
Made in us
Fresh-Faced New User




Just picked up a late backing, exciting read, very excited about the parkour elements.

Say, Fractal Basilisk, do you have blank versions of the demo army lists? The design is great, and being relative noobs to wargames, a nice layout we could fill in on the PC helps with finding everying in the midst of a game.
   
 
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