Fireteam Zero (Canceled)
Fireteam Zero is a fast and furious cooperative boardgame of brutal squad tactics versus a relentless onslaught of horrifying foes.
Fireteam Zero is a cooperative game for up to four players who must cut a path through an endless swarm of deadly monsters in order to discover and defeat the ultimate evil behind them. Each player possesses a set of brutal combat skills that are represented by a deck of cards unique to that character. Play cards to devastate the creatures in your way, help your teammates survive the onslaught, or even reshape the tactical landscape with the proper application of explosive ordnance.
Each player will become a member of Fireteam Zero and commit acts of badassery against different families of monsters while trying to capture or destroy the arcane artifacts that are creating them.
Everyone has played a ton of 'guys on a board fighting monsters' games. The question is: What are we bringing to the table that's worth your time? The answer:
By which I mean playing heroes that aren't your typical investigators or survivors trying to face the darkness with a hockey stick and a stiff upper lip. Don't get me wrong, I love survival horror, but that's not the game we wanted to build. Our goal was to deliver heroes that were potent and whose actions were decisive and effective. If you're going to fight unspeakable evil to save the world, competence is the bare minimum requirement for the job.
Which, of course, means that the enemy is no pushover. Just because you're bringing a crack team of neck-stompers into battle doesn't mean you're guaranteed a win. As tough as the heroes are, the monsters are pound for pound just as deadly. Not only do they hit hard, but each one comes with an attack, a special attack, and an always-on unique ability to make them just that much more delightful. Oh, and they outnumber the heroes. And they never stop coming. So they got that going for them.
We spent a lot of time stripping out mechanics that don't pull their weight. If there's an action you can take or a mechanic that can be invoked, then it has a direct impact on your success or failure. Most importantly, we tried hard to make sure that every action a hero commits to means giving up something else in terms of available options or survivability. Or both.
Fireteam Zero: The Core Set
- Hero Cards x 64
- Hero Upgrade Cards x 32
- Hero Focus Cards x 24
- Monster Cards x 9
- Monster Twist Cards x 24
- Mission Objective Cards x 9
- Hero and Specialist Figures - 40mm x 6
- Children of Typhon: Corrupted Animals - 40mm x 8
- Children of Typhon: Corrupted Humans - 50mm x 3
- Children of Typhon: The Cupbearer - 60mm x 1
- Infested: Baitbag - 40mm x 8
- Infested: Consumed Baitbag - 50mm x 3
- Infested: Mother of Worms - 60mm x 1
- The Fetch: Bone Fetch - 40mm x 8
- The Fetch: Skin Fetch - 50mm x 3
- The Fetch: Harvester - 60mm x 1
- Custom Attack Dice x 4
- Custom Monster Die x 1
- D12 Spawn Die x 1
- Large Map Tiles (12x12) x 8
- Recon Tokens x 12
- Spawn Tokens x 12
- Lucky Coin Token x 1
- Threat Track x 1
- Spiral Bound Operations Field Guide x 1
- Game Manual x 1
The Africa Cycle
Go head to head against the Thornspawn in this expansion!
- 8 x Thornspawn Minions
- 3 x Thornspawn Elites
- 1 x Thornspawn Boss
- Search the battlefield for useful items
- Add Gear to your hero as you progress
- 4 double sided map tiles
- The Man from Carthage
- The Vow
- Hidden Sun
The Europe Cycle
Face the Bloodless in the Old Country!
- 8 x Bloodless Minions
- 3 x Bloodless Elites
- 1 x Bloodless Boss
- Specialists get their own decks
- 4 double sided map tiles
- The Battle of Lost Children
- Lightning Hunt
- Last Road
Deluxe Grunt: Contains four new Hero upgrade packs, ten new Monster twist packs, and two additional mission packs - over 150 new cards total.
Heavy Assault: Contains two Minion packs of three 30-40mm figures each, four Elite figures measuring 50mm each, and three Unique monster figures measuring a whopping 60mm each. 13 figures in all, plus the addition of fully voiced mission briefings for all core set and expansion missions!
Commander: Contains a full set of variant Hero figures (Leader, Close Combat, Marksman, and Demolitions) and three variant Specialist figures. It also contains two new locations, each one with new missions, map tiles, and cards!
When setting up a game, you'll pick an Operation, which will give you an overall goal and pit you against a monster family. You can think of an Operation as a kind of mini-campaign.
Within an Operation, there are three Missions. Each Mission takes place on a map and provides a specific scenario. The Missions are sequential and tell the story of a particular arcane Artifact and monster family, so they are typically named Act 1, Act 2, and Act 3.
You can choose to play the missions back to back, or if you prefer, you can play one mission per game session without having to track a bunch of game states. We make it easy to start any mission in an Operation without a lot of messy housekeeping.
What's going on during a Mission?
The missions are where all the action takes place. Heroes enter a monster-filled map with two goals in mind: complete the Mission Objectives and try not to die. Not necessarily in that order.
The following things will be happening during a Mission:
- Heroes will search the map for Objectives
- Monsters will politely decline to assist the heroes
- Each turn spent dilly-dallying on the map will bring more monsters
- As time passes, the monsters will develop new and unpleasant abilities to kill players with
- Heroes will push their luck, kill monsters, and deploy battlefield altering tactical actions (like showing the monsters what an artillery strike looks like close up)
How do you win?
Like war, it's all or nothing. Surviving a map and completing your objectives will win you a battle, but that's all. It grants you access to the next map and some much-needed upgrades, but to win the game you have to get through all three maps and defeat the boss at the end.
All you need is clever tactics, teamwork, and luck.
Piece of cake.
Meet the Team
A huge thanks to Logan Harris at Eastex Productions for his expert help with the video. Skilled, fast, and thoughtful. What more could we ask?
The music was provided by Jewelbeat.com, highly recommended!
And the reel-to-reel sound effects were from nemoDaedalus, thanks!
Risks and challenges
While Emergent Games is new to the gaming scene, the folks behind it are not. Independently, the team has been involved with making games for years and has several successful, award-winning titles under their belts.
That said, there are two things that we are paying close attention to: manufacturing and international shipping.
We're lucky to have a fantastic manufacturing partner that has helped us get this massive beast under control, but with this many moving parts, there are bound to be some bumps in the road. We'll be very hands on during the entire process, so we will be able to resolve problems quickly when they arise. We're big fans of communication, so if anything comes up that might cause a delay, we'll let you know early and honestly.
International shipping can be tricky if you're trying to keep both costs and complexity low, but we're going to be using Shipwire to make things as efficient as possible. We will also be using an international shipping consultant to ensure that we make effective use of all the options available to us.
We've put as much thought and effort into our supply chain and fulfillment plans as we have the game itself because a successful Kickstarter is more than just having a great product. It's also about repaying your trust in us with diligence, hard work, and timely delivery.
Thanks for backing,
The Emergent Games TeamLearn about accountability on Kickstarter
- (30 days)