HD Intro video: click here
Undertown is first in a series of urban sets for Infinity the Game but is also suitable for other 28-32mm sci-fi, near-future or cyberpunk games.
Buildings are pre-painted using our 'Pristine' system that leaves surfaces clean of laser marks.
Once constructed buildings are table ready, letting you create great tables with minimal effort and can be expanded upon with thematic resin add-ons.
Buildings have differing colours on the interior and exterior faces, varying colours of trim, windows, doors and door frames. We make use of varying thicknesses and colours of acrylic with 'reverse-etch' and many of the buildings can be illuminated to produce visually stunning gaming tables.
Undertown is part of a much larger "Metro" system of scenery that will develop in the future. Each part of the 'Metro 378 'system comes with everything you need to bring life to your table and transform your gaming from abstract blocks to living streets.
1) "Whiskey Jacks" is an American style bar with a main bar area, office on the ground floor and exterior stepped access to a residential unit above the bar.
This building can be broken down into two separate structures each with their own entrance and rooftop.
2) "Hac Tao" is a tattoo parlour with a small residential unit over its internal office.
It comes with external removable shutters for doors and windows.
Length: 248 mm
Width: 148 mm
Height: 128 mm
This building can be broken down into two separate structures each with their own entrance and rooftop.
3) SOMP Pharmacy is single-story L-shaped building with secure drug area and rear office, plus store area.
It has external shutters for the doors and large windows.
Height: 63mm (excluding signs & Air-con)
4) METRO Police Station is a very large building with many features:
A secure residential unit at the rear of the station protected by two secure doors, office door to server area, 2 more doors to a front-desk and main office, secure elevator, double doors to a public entrance with service-panel and double-front doors.
First Floor: Secure elevator that leads to two cells with acrylic doors, emergency exit and stepped access to ground level (exterior).
Roof: Rooftop elevator to a landing pad and drone area, plus ladder access to 'Comm Array' on top of elevator.
Height: 245mm to top of comms-array.
Other Features: This building can be broken down into two separate structures each with their own entrance and rooftop.
5) "Cage's Capsules" is our largest building in terms of components and is a multi-level Capsule-Hotel for the very cheapest place to sleep.
Ground Floor: Double door public entrance with dual elevator areas, service/payment hatch to office secured behind secure doors, 1 office door.
First Floor: Dual-elevator area that leads to two parallel sets of 8 Capsules, featuring MDF and etched-acrylic frontages with acrylic emergency exits.
Second Floor: Same as first floor but with roof that comes with 2 air-con units.
This building is designed to be lit on the interior using an ambient light system and looks fabulous when illuminated.
6) The "Tenements" block represents a grade up from a capsule but are still tiny rooms with very limited facilities.
Ground Floor: Open entrance on one side of building that leads to two tenement rooms (both with hinged MDF doors) and elevator to first floor:
First Floor: Elevator area that leads to L-shaped corridor and two tenement rooms (with hinged MDF doors) - elevator leads up to
Second Floor: Elevator that opens on to corridor that has two tenement rooms (with hinged mdf doors) - the corridor exits to external steps that lead to the open rooftop.
height: 190mm to Roof.
Note: Upper floor is larger due to external steps and also reaches higher due to wall that leads on to roof.
Other Features: With an extra roof this building can be broken down into two buildings.
7) Owning a "flat" is the height of luxury in Undertown and is also possibly the most secure residential building. It features the following:
Ground Floor: Scenic entrance area that leads to hinged secure MDF Flat Door and short hidden corridor to elevator.
First Floor: Elevator leads to open balcony with hinged secure mdf door to flat.
Second Floor: As above with elevator that leads to roof:
Rooftop: Elevator access to open rooftop.
Height: 230mm to top of elevator
8) Stepped Tenements: This building is similar to the Tenements but instead of internal elevators it has external steps.
Ground Floor: Open entrances either side that lead to two tenement rooms with hinged MDF doors and external steps that lead to:
First Floor - Steps lead to a corridor that passes two Tenement rooms with hinged MDF doors and the corridor exits the other side of building to external steps that lead to:
Second Floor - Corridor that passes two tenement rooms with hinged MDF doors and an exit that leads to external steps to the roof.
Height: 190mm to roof.
Other Features: With extra roofs this can be broken down into 3 separate structures.
Click here for Pledge Chart
Design concepts and how they affect the scenery:
At Antenociti’s Workshop we truly want to "Bring your game to life" and doing so is more than making something that looks pretty: it is tempered by other requirements such as “ease of use”, rules compatibility and structural durability.
Good scenery has to offer a range of tactical challenges that make the player think how they can move around the table. Different buildings should present different challenges as this combines with layout to produce the most challenging environments.
As the popularity of ITS has evolved there has been a surge in what we call “castles”: “Castles” are structures whose rooftops, buttresses and walkways give *guaranteed* cover to figures across the majority or all of their surfaces.
This style of ‘building’ has the side-effect of making the interiors of building under-utilised: why go inside a building for cover, when it’s guaranteed on the rooftop and you can see further?
It may have led to a functional decrease in tactical challenge on tables: If every walkway and rooftop gives a figure cover there isn’t much planning required for moving around a table.
Another side-effect of “castle” tables is that they have become steadily more abstract: Infinity tables can look like sets of blocks thrown together at random, without interiors or discernible exterior details; castle after castle with connecting “castled” walkways to join them.
At Antenociti’s we offer you a different path:
Every building presents you with a different challenge, your streets will be alive with scenery that immerse you into the rich background of Infinity the Game.
Scenery is also a tool to help you build great tables, thematic add-ons that are designed to deal with specific game functions such as blocking LOS or offering cover in specific circumstances.
These elements are moveable and modular, allowing you to vary your tables’ challenge even without moving buildings. They will allow you to build tables that cater to all weapon ranges and be both functional and fantastic.
Key Design Elements:
1) Roofs must be easily, but securely, removable to offer safe access to the inside of buildings.
2) Sub-levels must be easily accessible with minimal fuss and without disturbing figures on higher levels.
3) Recognise that getting to the top of a building should not always be the “best” option and acknowledge that there should be a variable Risk V Reward factor when moving in the game.
4) There must be methods of controlling Line of Sight, countering long lanes of fire, from tall buildings or along roads, but there also should be some long lanes of sight on tables.
How do we do this?
1) Roofs lift straight off using a resin scenery element that is screwed onto the MDF (you dont want your figures falling to the ground as a weak glue-paint bond breaks) with signs magnetically attached to the roof you won't move figures or lose positions.
2) Sub-levels: Our unique structural design means that building layers lift straight off their sub-layers and can be placed back just as easily.
In normal positions the design physically prevents building levels from sliding or moving about.
So no fancy MDF locking mechanism, no awkward latches to remove, or magnets to adjust - just lift them on and off.
3) Looking for that perfect "perch" for a sniper is a part of the game. In real life not every building has cover along every side, but that doesnt mean that rooftops should be open kill zones:
We've created billboards and AC-units that offer modular cover, that you can move around and make your rooftops either cover-free kill-zones or "castle-up" with cover-granting signage.
4) We have multiple ways of controlling LOS: free-standing scenery, billboards and hanging signs that allow you to control LOS from any structure.
We build our buildings from the Interior outwards. This is done so that we know there is enough room to place figures in specific areas when internal scenery is added, that certain cover options are open (or not) and to ensure that doors can open to let figures into rooms.
This often results in fairly sparse Interiors - other than adding scenery to the walls (which we do) this tenement interior, f.ex, cannot accept any more scenery inside the room.
Some doors can open fully, others cannot - this is by design and offers different tactical choices and places to stand out of LoS.
In some buildings the interiors are quite complex even without scenery
See here for a comprehensive photo collection of the buildings exteriors and interiors.
Different add-ons are available to different Pledges - please check the "Pledge Chart" to see which add-ons are available to each pledge.
Our rooftop signs are designed to work using magnets (not provided) so that they stay attached to the roof when it is picked up.
They can be fitted to the sides of buildings and can also clip over MDF up to 3.2 mm thick, so can be used to attach to other manufacturers scenery.
These are designed to hang off the side of structures utilising magnets and come in a variety of shapes and sizes - they also look pretty cool and adverts tailored to fit in with the Infinity backstory.
Control Lines of Fire:
Incursions barriers offer you a great way of blocking LoS/LoF along open spaces such as footpaths and roads. Unlike most road barriers they are vertically orientated to offer total cover for certain silhouette sizes opening-up "Cautious Move" options for crossing roads or other open spaces.
Breaking up long lanes of fire has never been easier:
Stand Alone Vendors are the perfect partial-cover scenery element for any urban environment: detailed on all sides they can be placed in the open, along walls or inside corridors and rooms. They don’t look out of place anywhere other than in the middle of a road and you can create groups or walls of them without them looking out of place. £7.00p per pack.
Upgraded Tri-Ads with a more stable base and new images for Undertown. Can be placed anywhere other than inside buildings and on roads - offer partial cover to many silhouette sizes.
These are designed to give elevation to 25mm or 40mm based figures, allowing easier access to building levels, low rooftops or seeing over walling.
Huge set of walls: great way of blocking off, or blocking-in, areas of the board, blocking LoS along the flanks of the board. Ideal for our Graffiti decals.
Stick them on a path, beside a road or in the middle of a plaza – they look great, add a dash of colour to your board and offer partial cover. 4 per Pack
Waste bins allow you a large cover area and a means of getting on to lower roofs… you can put them against pretty much any building or structure without them looking out of place – great for making constricted alleyways between buildings.
Large upright terminals that offer good cover in one axis, good for blocking open areas such as plazas or other open urban areas. £8.00p
Offers full cover to many silhouettes in both axis. 2 per pack.
(Note: SleepBox™ is a registered Trademark, used with permission)
Building Lights are an easy way to add a dash of "neon" to your table and the "holder" that they sit in can accept our Door & Window Status Indicators. 20 per pack - £6.00p
Status Markers are a system that allow you to mark the open/shut/locked status of any door, window or other opening. They plug into 'holders' and can be interchanged at will. 20 indicators and 20 holders per pack.
Not the black market, but not legitimate either. The Grey Market is a set of six stalls with different products on display.
Pre-painted MDF, photo-prints for company badges, un-painted resin display products, clear-cast resin lanterns..
And if Pupnik-dogs are your thing you can now go mobile in your very own mobile!
"Data Trust" is a "Corporate Entity" that can be found in any part of the METRO 378 system.
Features an open ground floor corridor with small office and external steps to a first floor with small office and a further set of external steps leading up to functional rooftop.
£20.00p excluding Resin (Resin £14.00p)
Exterior - White and Orange with Black Trim
Interior - Orange and Grey
Door Frames: Orange &/or Black
Windows Frames: Orange
2mm rubber-backed cloth faced game mats.
These game mats are designed to work with all of our buildings, scenery and vehicles and with future projects such as "Midtown", "Uptown" and "Plaza".
They are also scaled to fit seamlessly with our Urban Hex-bases and also work well with other partner products
6 x 4 Isometric Mat.
4 x4 Modular and 4 x 2 Extension:
You can pledge for the 4x4 game mat (£35.00) or the 4x4 + 4x2 extension (£45.00) which allows you to produce different road layouts to change how your table plays.
Bundles are available to certain pledge levels only - Please check the Pledge Chart.
Block LoS from ground level to second story level. The bundle comes with 2 small and 2 large Ads + Terminus with 4 stop signs.
Work out the weight of your pledge using this postage calculator
Risks and challenges
1) Why Kickstarter?
We need to fund our mouse-mat style game mats which come with a fairly substantial minimum order requirement - This KS is therefore setup to specifically raise the funds for those mats.
2) Pledge Number Limitations:
We have limited numbers of pledges available so as to limit our total production time and fit comfortably within our manufacturing capabilities with room for manoeuvre should anything unanticipated come up.
Whilst this may leave some disappointed, as they are unable to get their desired pledge, using this method we've achieved on-schedule dispatch and delivery of our last two kickstarters.
3) Fixed Colour Options:
One of the most significant time-overruns in our (first) Forward Base kickstarter was due to offering a largely unlimited number of colour options - the colours of building in this kickstarter are fixed.
We will be using BackerKit as the post-KS survey and management tool as this has proven itself as an invaluable aid to post-KS delivery.
There are two key delivery dates the first, for "Early Access" pledges starts in March, the second for the rest of the kickstarter starts in May.
As with all of our Kickstarters we do not dispatch everything together - we dont have the space or resources to do so.
As such we will dispatch in small regular batches, starting on the scheduled Month and continuing until completion.
The "estimated delivery" date for pledges is therefore when dispatching starts, not when it is finished.
- (12 days)