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$2,161
pledged of $8,000pledged of $8,000 goal
28
backers
Funding Unsuccessful
The project's funding goal was not reached on Thu, November 20 2014 9:22 AM UTC +00:00
$2,161
pledged of $8,000pledged of $8,000 goal
28
backers
Funding Unsuccessful
The project's funding goal was not reached on Thu, November 20 2014 9:22 AM UTC +00:00

About

Bestial wars is a stubborn game, carrying on the great tradition of the 80’s and 90’s, all miniatures are hand sculpted and casted using lead free metal.

...we just can’t help but love things that weigh !!!

Bestial wars uses a 12mm scale for all its models, from troops to creatures. Thanks to the small size of the models, Bestial Wars battles are going to feel and look epic; furthermore, the limited number of bases in which miniatures are arranged will allow for fast and smooth deployment and movement. This structure makes the grand battles of Bestial Wars playable with the ease of a skirmish game!

In the lands of Zaneoss, monstrous hordes fight to dominate the kin living in the forgotten realms.

The call of battle horns echoes inside the guardian towers.

The enemy draws near…

Zaneoss is the continent where the most ancient brood of Dabbath lives, tribes, huge reigns and hordes of hideous creatures were born and died during the ages of these bestial lands.

The climatic areas of the continent differ a lot, from the Northern Sea to the Seas of the West, from the lethal frost of the eternal ice of Amoth’s lands to the torrid heat of the infinite sandy wastelands of the Red Desert. Most of the territory of Zaneoss consists of wild lands, huge deserts or rugged snowy mountains, civilized lands occupy just a small part of the continent.

The scientists of the White Tower reign have studied the migration of some of the huge birds flying over the Tentacular Sea, the Ulgurants; their path feeds hopes in theories regarding the possible existence of another continent on the east side of Zaneoss, hopes that led to many expeditions being sent to discover new lands beyond the sea, but none has ever returned.

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Bestial Wars uses a simple game system based on colored dice: Each die is distinguished by a color that is tied to a specific success difficulty level.

Examples:

Black dice are the default ones, used in most tests, they grant you success on a 4+ roll.

White dice are used by heroes , they succeed on a 3+.

Purple Dice hit on a 2+.

Each model has a scale value indicated by small dots (also called scale degrees) placed underneath the silhouette of the model/unit in the game card.

A model without small dots has a 0 scale value.

The regiment troops have scale 0 and are placed on regular 20mm x 40mm bases.

Skirmishing troops are placed on round 30mm bases.

Heroes and some special models are placed on round 16mm bases.

Creatures with scale ● are placed on round 30 mm bases.

Creatures with scale ●● are placed on round 40mm bases.

Creatures with scale ●●● are placed on round 50mm bases.

Creatures with scale ●●●● are placed on round 60mm bases. 

With this kickstarter we offer you two armies of the world of Bestial Wars, the woods folk known as “Defenders” and their viscious rivals feared with the moniker of “Tentaculars”.

On the east side of the kingdom of White Tower lies the Forest of the Ancients. This ancient and primordial land is the home of the tree men, the elves and of all the creatures of the forest. The protectors of the forest, known simply as the Defenders, are people who ignore rules of civilization, preferring to live in symbiosis with their surrounding nature, to which they are closely  bonded since birth. The inhabitants of this green kingdom are as ancient as the world, their slow paced movements are difficult to notice, they do not march for glory or to crave for power, but for the will of Cernos the ancient, for the eternal defense of the green kingdom. Worst enemies: Bestial Hordes, Tentaculars.

In an unknown location between the Northern Seas and the Tentacular Sea, stands the city of Yelh'rit, land of the tentacled creatures. Some scientists of the empire believe that the mysterious tentacled creatures come from a stellar progeny fallen eons ago in the depths of the deepest Tentacular Sea.

These amphibious creatures have the ability to create an abominable offspring from their filthy slimy carcasses; due to their shapeless bodies, the Tentaculars are versatile and fearsome warriors: some of them vomit long ranged acid regurgitation, causing panic among the enemies even before the battle has begun; others are able to collect and regenerate lethal blows. Worst enemies: Amoths, Defenders, Marinids.

The world of Dabbath is a dark planet inhabited by terrible creatures, some of them already begun their unstoppable march towards the realms of men and the elven forests.

...who knows what other hideous beasts lurk in the depths of Zaneoss...

? = the question mark if for models still in WIP stage.

Some WIP, left to right: Q' thulu {size●●●●}, Trebuchet, Zombie and dead horse.

Amoth

Far north, the lands of Amoth, the ancient viking folk, are mostly covered by cold tracts of ice and rugged mountain ranges.

The Amoths are strong warriors, the last bastion of humanity at the northern continent’s border. Thanks to their bravery and their skills in war they managed to defend themselves (at least until now) from the creatures coming from the border’s mountains and from the Tentaculars, inhabitants of the most secret and inaccessible shores.

Amid Amoths’ ranks are strong barbarians, majestic giants of ice and huge mammoths, topped by heavy crowbars from which the hunters are launching their deadly ranged attacks.

Worst enemies: The Undead, Tentaculars, Bestial Hordes, Dark Alliance.

Dwarfs

On the mountains of the border, by the southern side of Amoth' s Realm, lies the dwarven kingdom of Ernuat. The dwarfs of Ernuat are a folk of strong warriors and terrific miners that are able to find precious stones and any kind of metals by digging deep down the earth. It’s because of their immense wealth that the dwarfs succeed in increasing the prestige of their reign and of its three cities.

Each dwarven stronghold raises on a different mountain, they are connected by secret underground viaducts.

The dwarfs do business with the Amoths, in name of an old alliance renewed during the centuries. The dwarven armies are made up of formidable troops like the savage dwarfs, the golden warriors, the icy giants and the ancient juggernauts.

Worst enemies: Bestial Hordes, Dark Alliance, inhabitants of Moloch.

The undead

On the east side of the continent of Zaneoss lies the isle of the Dead. Here, among the grim ruins of the Arnitis, strewn with corpses of the ancient folk from whom the Amoths and the White Tower folk descended, the necromancers find putrid breeding ground for their sick kind of magic.

Almost nothing is known about the ancestral evil which is spreading from the isle to the reigns like a cruel disease. The hated necromancers, connoisseurs of the spells of the dead, are insane experts of the occult arts who decided to embrace the studies of immortality. These outcast magicians live in the crypts of the Isle of the Dead, where the reigns have no dominions and the dead wander undisturbed, a perfect place to deepen the arts of necromancy. Zombies, skeletons, putrefied giants, cadaver devourers and vampires are the nightmare creatures who shall be faced by whom will dare to fight the dead.

Worst enemies: none.

Bestial hordes

The north is mostly made of wild lands without dominions, inhabited by creatures like trolls, cyclops, wolves and goblinoids, united in tribes which moved over the years and found shelter on the mountains (their presence is recorded on both mountain ranges, Border and Groudbreak). The bestial hordes are gathered in primitive and disorganized tribes and for this reason, although their number is steadily increasing, they don‘t constitute a threat to the domains of other folks. These disordered groups of creatures are controlled by tribal chiefs often competing with each other; the acrimony between the various leaders does not preclude, however, that these savage hordes reach an agreement as soon as there is an opportunity to pillage and burn entire towns in order to quench their greed and amass plunder.

Worst enemies: Dwarfs, Amoths, White Tower.

Kingdom of White Tower

The kingdom of White Tower is the domain of men and extends from the Border Mountains to the Groundbreak Mountains.

The people of White Tower, also known as "Lords of Castles", live in large ramparts, strong fortresses capable of resisting the sieges of terrible monsters coming from the wild lands.

Their domains are perhaps among the most protected of the continent, being located between the two mountain ranges of the Border and Grounbreak. Due to this strategic position it is one of the most coveted territories by the enemies‘ legions.

The kingdom of White Tower is well known for its use of great war machines with an unmatched destructive capacity; also the armored militia of the kingdom is well known, feared by enemies and loved by protected ones, which runs into battle side by side with deadly white magicians, only connoisseurs of the power of light.

Worst enemies: Bestial Hordes, Inhabitants of Moloch, Dark Alliance.

The gnomes of Mirovin

The elves are not the only young folk to live in the shadow of the Forest of the Ancients. Near the eastern border of it, on the coast of the Enchanted Lake, in bizarre dwellings set within large old shrubs and huge mushrooms, live the gnomes of Mirovin. These harmless-looking clever little men are experts in mechanics, and thanks to this ability they were able to build formidable irrigation structures and to cultivate their land. Defenders of nature, they love to live in funny old houses set within shrubs or inside dead colossal mushrooms. The Miconids, the knights of Mirovin riding dogs or sturdy ponies, hunters, tree men and many other creatures are the defenders of this little fairy kingdom.

Worst enemies: none

Lizardfolk

On the south of the Groundbreak Mountains there’s the barren wasteland and even further south there’s the Red Desert. At its center stands the city of Selss, whose structures are inhabited by the lizard men. Historians believe that the Lizardfolk are the oldest civilization of the continent. The customs and traditions of these creatuers are closely tied to their ancestral religion; within the titanic city of Selss there is the great temple where the Selssian priests (the highest rank in the social scale of the Lizardfolk) celebrate their masses for the snake God. The warriors of Selss march into battle joined by the desert snakes, sand dragons and other threatening creatures.

Worst enemies: The Undead

Minoc

Minoc is the southernmost of the kingdoms of men and is inhabited by the descendants of the ancient people of Arniti. They are the only people to know gunpowder. The people of Minoc have always kept a neutral position during the wars of the kingdoms of the north, but the recent alliance with the kingdom of Whitetower involved them in the struggles between the northern people.

Recently, the fearsome mobile fortress of Minoc has been spotted marching north. It’s a terrifying vision of a gigantic mass of rocks and cannons, capable of devastating entire battalions, thanks also to the use of the secret weapon of the people of Minoc: gunpowder.

Worst enemies: The Undead; Bestial Hordes; Dark Alliance.

Dark alliance

The camps and the towers of the dark alliance may be encountered in the most vile and hidden wild lands. The wizards exiled from the kingdom of Whitetower have found refuge in bleak and distant towers adorned with spiers and gargoyles. From these places of terror they have been able to bound alliances with the cruel and fearsome hobgoblin mercenaries. A few powerful dark wizards have tightened occult pacts with far more ungodly beings, it is not difficult to see these hordes accompanied by the powerful lords of the devils.

Worst enemies: Whitetowerers, Amoths, Dwarfs

The Molochians

The creatures known to men as demons have appeared in the continent after the advent of the first Moloch moon, a mysterious red satellite, with irregular shape and of unknown origin. Demonologists believe that it comes directly from the hellish dimensions. The inhabitants of Moloch are an offspring of demons that due to this blasphemous satellite are able to invade the lands of men. Some of the grim inhabitants of the underworld, through the moon Moloch, have come to the hidden realms in the wilderness; rites of desecration and dark sabbaths are consumed among the ruins of the ancient temples of gods denied, waiting for the next molochian advent.

Worst enemies: White Tower.

Dilmunians of the Atrahasis civilization

Atrahasis the wise is he who survived the universal flood of the cosmological genesis of the “Other World”.

His immortal remains were sealed in the dabbathian world in the distant shores of the Bahrayn Island, situated on the edge of the world. Among its tropical lands you will find the legendary Dilmun, a huge city invisible to men; here the remains of Atrahasis came back to life and gave birth to the divine offspring of the Dilmunians or Xisouthrasians, as they are still called by their native worshippers who live on the island.

A mystical civilization of ancient knowledge, jealous of its heavenly wisdom and totally indifferent to the “problems of the world“; their appereance on the Zaneoss continent dates back when the Dilmunians, shortly after the discovery of the route to the mysterious island of Bahrayn, appeared in large numbers with their mighty and “technological“ ships on all the shores of the Northern Sea and of the Sea of Leviathan. They arrived hiding themselves among the most indented coastlines and stayed there waiting to annihilate everyone who who dared to take the route to the kingdom of Dilmun.

Worst enemy: none

Merfolk {sons of Leviathan}

In the most hidden coasts and in the wildest islets live the creatures known as Merfolk. Few people know that these creatures as well as being formidable swimmers are also able to move on the mainland as they possess the ability to breathe in both environments. The stories of sailors tell of colossal structures, placed in the deepest oceans. Siren songs and sounds coming from the horns of the tritons, chiseled marble columns of a style remote and forgotten and altars erected in the name of the god Leviathan lead to the entry at the gates of the sunken city.

Fishmen, webbed tritons and sea dragons are just some of the creatures belonging to the great family of Merfolks.

Worse enemies: Tentaculars

BESTIAL WARS IS MADE IN AND SHIPS FROM ITALY.

SHIPPING COSTS TO ITALY NEVER EXCEEDS 14$.

COMBINING DIFFERENT PLEDGES/SHIPPING COSTS:

ANYWHERE IN THE WORLD, ADD THE FOLLOWING $ AMOUNTS TO THE MOST EXPENSIVE SHIPPING COST :

+2$ FOR EVERY ADDITIONAL MINIATURE PLEDGE (QUERCUS, BLIND GUARDIAN, MAMMOTH, FROST GIANT AND BERSERKERS, CYCLOPS AND GIANT WOLVES).

+5$ FOR EVERY ADDITIONAL STARTER BOX PLEDGE.

+8$ FOR EVERY DELUXE ARMY BOX PLEDGE.

CUSTOMER IS RESPONSIBLE FOR CUSTOMS, DUTIES AND TAXES.
APPROXIMATELY 25% OF THE SHIPPING COST IS PAID BY US TO EASE FROM HARD TO PREDICT EXTRA COSTS.

FOR QUESTIONS REACH US HERE:

https://www.facebook.com/bestialwars

bestialwars@gmail.com

Credits

Created by: Danilo De Francesco and Marco Sano

With the help of Marco Sfacteria and Claudia Alizzi

Collaborators: Antonio Orlando, Luigi Micalizzi, Orazio Basile, Vincenzo Cannata,  
Sculptures and rules done by: Danilo De Francesco
2d art by: Marco Sano
Translation by: Mirko De Domenico & Giuseppe Rotondo
Miniature paintings by: Danilo De Francesco e Orazio Basile

Playtesters: Danilo Danilo De Francesco, Marco Sfacteria, Marco Sano, Giorgio Fois, Lino Raccosta, Orazio Basile, Vincenzo Cannata, Antonio Orlando, Luigi Micalizzi.
Thanks to: Nino and Lino of the “Antro dell’orco” in Messina for their support...

Dedicated to Danilo' s daugther Morgana.

Risks and challenges

Bestial Wars is a game made by long time fans of miniature games.
Most of the miniatures for the “Defenders” and “Tentaculars” armies have been already sculpted and their master molds been made, we will check our miniature production as closely as possible looking out for casting errors, confident in delivering a high quality product.
The most realistic and common risk we might face is delivery delays, but we did most of the job ahead just so we could reduce if not prevent it from happening.
Our goal is to give new life to 12mm wargaming with a project that has been developed and tested with love and care.
Thanks for your support!

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    DIGITAL BUNDLE,
    Includes the following:
    BESTIAL WARS RULEBOOK,
    TENTACULAR ARMY BOOK,
    DEFENDERS ARMY BOOK,
    STAT CARDS for all the existing models .

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    MINIATURE PLEDGE 2:
    FROST GIANT X1, BERSERKERS X3 BASES.

    SHIPPING COSTS:

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    MINIATURE PLEDGE 1:
    CYCLOPS X1, GIANT WOLVES X3 BASES.
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    MINIATURE PLEDGE 3:
    BLIND GUARDIAN X1.

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    MINIATURE PLEDGE 4:
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    DEFENDERS STARTER PACK PLEDGE.
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    COMBO PLEDGE 1
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    Choice of one ot he following:
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    -CYCLOPS X1, GIANT WOLVES X3 BASES
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Funding period

- (30 days)