Code Zero - Anazi Dynasty (Canceled)
Creating new 32mm resin sci-fi miniatures for one of the factions of our skirmish game.
Code Zero - Anazi Dynasty (Canceled)
Creating new 32mm resin sci-fi miniatures for one of the factions of our skirmish game.
Code Zero are planets and sections of space that are considered frontier, uncontrolled and lawless zones on the fringes of the Core controlled by the various nations. They are considered dangerous and should be avoided without backup, which makes them perfect for corporations and nations to do off the book operations.
Code Zero is a 32mm resin 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.
Anazi Dynasty (AD) was founded and created by the Anasazi Corporation. They are not considered the strongest or largest state but they are the leaders when it comes to medical knowledge, genetic manipulation and bioware. That knowledge came at a high cost and what some might label a curse, because of the genetic experimentation the rest of the galaxy refers to them as mutants.
Lacking the military might of the United Republic, psionic gifts of the Europa Confederation, or technological advancements of the Shingen Empire they were left with the scraps. They settled and colonized in unwanted and dangerous planetary systems with extreme environments. The first benefit was when they encountered the Char’iza, making first contact with the first alien species, a lizard like race who eventually joined the AD.
In order to continually survive it required conditioning and altering their genetics so they could survive. Ultimately gene-splicing allowed them to survive the harsh living conditions and saved them but at what cost. The modifications in the beginning were simple at first depending on the area, fur for warmth, animal ears/eyes for enhanced senses, thicker skin for protection, some cases of claws for survival. It wasn’t until hundreds of years later they found out that modifying the genetic markers permanently passed these traits to their offspring. Childbirth started to have random mutations triggered from these markers, that they couldn’t control. Although technically human, a large core of the AD no longer looked human.
Not everyone mutated and they found the issue with the genetic markers. Although they could prevent future mutations, the offspring of many would deal with this for the rest of their lives. Those who were more human became diplomats and ambassadors. Eventually the rich and privileged from other nations would travel to AD to get cosmetic changes, they could afford them. Real cat ears and tails became a fad for a while, and a few mercenaries have gotten their eyes changed. Gene-splicing although expensive was cheaper than cybernetic enhancements, not to mention they didn’t have to pay for continued maintenance.
However because of the mutations, the Core was closed off and they became more xenophobic. Many remembered how harsh people were to psions when they first started to emerge in humans. Very few outsiders have traveled to the Core, which has left them shrouded in mystery. It is rumored that the inhabitants are mutated beyond recognition. Since no one has really traveled to their Core, they are rumored to be monsters, which of course the AD do nothing to change. They also use that psychology to their advantage by adding horns and special contact lenses to security so no one knows for sure if they are human or something else.
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 resin 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.
Code Zero originally evolved from a card game design that was similar to some popular TCG (Trading Card Games). The players gain X resources a turn, these resources are used to do actions and other players react to those actions. From there we evolved that into a miniatures skirmish game, keeping with the action/reaction system. From the brief description it can sound similar to other popular miniatures game with similar systems, but the experience is much different. The main focus of the game becomes almost like a chess match, where one player’s actions can have more of an impact or interaction with the other player. The game has a good ebb and flow, with the back and forth between players putting the strategy more on timing and maneuvering.
You can download the Alpha Rules here. Keep in mind these rules are not complete nor are they in their final version. Rules are added as we roll out additions, updates. There are some parts missing from this doc as this was a compilation of mostly to test layout and design of the rule book.
Units and Army
A unit can refer to a single individual hero model, to a fireteam or squad as a whole. The players will be commanding 1-2 squads that are made up of fireteams. Players select a point value to build with, that is your currency to create your amy. Pick your faction, pick your heroes and then your fireteams without going over the point value.
Hero: Hero models are commanders or elite characters that have a rank allowing them to command units. They typically have a rank of Lieutenant, Sergeant and Corporal which determine how many fireteams they can command. You can field multiple unique heros but you do have to assign one as your main Commander.
Fireteam: A fireteam is made up rank and file units that make up the backbone of your army. The faction and fireteam determine the maximum amount you can field in that fireteam. A minimum of 3 units, usually to a maximum of 5.
Players roll for initiative, the winner determines if they want to choose which player has the first turn or which player deploys first.
Players deploy their army by alternating, Player A deploying then Player B, back and forth until all units have been deployed. Player A deploys 1-2 units within their deployment zone, then Player B deploys 1-2 units. They continue alternating until all units have been deployed.
The game is divided into 8 turns, with each turn consisting of three phases: Start Phase, Player Phase, End Phase. During the Start Phase, abilities, status effects and triggers that say "At Start of Turn" resolve. Then we move to the Player Phase, both players alternate between the Active and Reactive Player roles. Finally the End Phase, this is usually a cleanup but there are some abilities and effects that state "At End of Turn" which would resolve then.
- 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)
Activation Points are generated based on the unit type. Heroes generate 1 AP, while fireteams (3-5 models) generate 3 AP. A squad of 10 miniatures could consist of 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. The Activation Points are what allows a player to activate a unit so they can move, shoot, etc.
Some popular games action/reaction involves 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.
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 Reactive Player response can be to Steal Initiative by spending 1AP to 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 in response to the Reactive Player's Trigger Point. This can only be done once per round.
Most 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. If a Active Player's unit moves within line of sight of the Reactive Player's unit then the Reactive Player can choose to respond. It doesn't require them to spend an AP, there are only a few responses they can make and they don't get access to their full rate of fire.
Every project needs a good team behind them in order to be successful. Although we are a small company we have worked quite a few different people and groups over the years. From our experiences we've assembled a great team for this project.
Chiihun, Illustrator and Artist - Chiihun has done a phenomenal job in bringing our concepts to life given my descriptions. Chiihun has been able to understand what we are trying to create as well as having great ideas to helping with direction and design. Since we have a lot of same interests it has been easier to develop a great working relationship, understanding and rapport.
Barruz Studio, Digital Sculptors - Barruz Studio is a digital sculpture studio specializing in character modeling at any scale, from 28mm miniatures to 1/4 scale collectible figures. They have worked on many projects, including Infinity, Iron Golems, Star Players, as well as others in advertising for clients such as Prada or AXN Channel. Barruz Studio offers various services that include complete character creation, such as 2D and 3D conceptualization, and modeling for 3D printing, animation or video games.
Scale 75, 3D Printing and Casting - Scale 75 are no stranger to casting and production as they are well known for their figures. They have a great line of 75mm collectibles, Fallen Frontiers, Smog Riders, and even paints. I have gotten great results with my initial production runs with them in quality and efficiency compared with other partners we have worked with.
Shipping costs are not included in the pledge amounts. The shipping fees will be collected after the Kickstarter, through the Pledge Manager. We will be utilizing a pledge manager which will allow you to tell us what miniatures you want.
Please note that these are estimates only. We will be charging the actual shipping cost. The estimate to shipping the contents of a Captain pledge and Stretch Goals:
- USA - $7
- CANADA - $15
- EU - $25
- ROW - $35
Risks and challenges
There are always risks and challenges that any project can encounter. We have done everything in our power to make sure that they are limited to as few as possible.
This is a small Kickstarter, with a simple goal in mind. It doesn’t have a lot of stretch goals for this reason. We did not want to suddenly increase creation and production time because of extra unplanned miniatures. We have accounted for the time to create the current project as well as the listed stretch goals and a bit more if we surpass that. It is meant to be a small but yet adventurous and an exciting Kickstarter.
To minimize delays as well to ensure a good product, we are working with outside contractors in terms of sculpting and casting. In case there is an issue, we do have multiple backup sources for both. However we do not foresee any real issues with them. We also chose to outsource the casting, even though we can do it in-house. Often creators try to take on too much and then have increased delays due to “real life” or “personal issues” which has led to many small Kickstarters going astray. We are working with an experienced and great team.Learn about accountability on Kickstarter
- (32 days)