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Kickstarter – Code Zero, skirmish game (4 posts)

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  • Avatar Image shinlocke8p said 1 week, 2 days ago:


    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 to 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.

    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. The game systems utilizes an action/reaction system that allows both players to interact in a method to keep everyone entrenched with the battle and interacting with each other. By allowing a limited amount of activations between turns, it reflects a great amount of realism and flexibility, providing players with a wide variety of tactical and strategic options that they can employ during the game.

    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.

    Size Comparison

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

    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 Active Player will be able to activate 1-2 units before players switch roles, Active Player becomes the Reactive Player and vice-versa.

    The Reactive Player will have two opportunities to respond to the Active Player’s actions. The first time the Active Player activates a unit and declares their first action, the Reactive Player can choose to “Steal Initiative” and spend 1AP to activate one of their own units. This will essentially temporary swap roles between the two players. The Reactive Player’s unit will get to take 2 short actions or 1 long action, resolving those actions first. Keep in mind that opposing player can response to any reactions as well.

    If the Reactive Player chooses to pass instead, 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 reaction 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 will give it negative modifiers having an impact on their abilities.

    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.

    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.

    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 Facebook thread. The winner will then be contact directly.

  • Avatar Image shinlocke8p said 1 week ago:

    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 <a href="]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.


    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!

  • Avatar Image shinlocke8p said 5 days, 22 hours ago:

    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.

  • Avatar Image shinlocke8p said 1 day, 18 hours ago:

    Here are some painted examples of our miniatures thanks to spiralingcadaver.