Torn Armor is a fantasy skirmish miniature game based on the rich lore of "Torn." It features anthropomorphic creatures such as cat, mouse, monkey, and rhino-headed creatures in their desperate defense of their homeland against the Spartan-like "Sisk" invaders.
Each side is beautifully brought to life through 39 expertly crafted miniatures, ranging from the 20mm "Mu" (mice-men), through to the lumbering war golems that tower a spectacular 60mm on the game board.
Miniatures are pre-assembled and unpainted.
The core boxed set includes:
- 39 x highly-detailed miniatures (pre-assembled, unpainted)
- 1 x Full color rule book
- 1 x Full color scenario book
- 8 x Double-sided color battle posters
- 8 x Terrain Cards (rubble and trees, used to alter the battle posters each game.)
- 8 x Magical Item cards
- 8 x Spell cards
- 5 dice of 5 different colors (25 dice in total)
Playtest rules download link: http://tornworld.com/assets/tornrules.pdf
An Introduction to The Torn World: http://tornworld.com/assets/AnIntroductionToTheTornWorld.pdf
A free short story of "Ghost & Riftblade." http://www.tornworld.com/assets/Riftblade_and_Ghost_by_J_Strange.pdf
View all miniatures high-resolution image here:
Example miniatures. Torn Armor miniatures are supplied unpainted:
Gameplay is intended to be fast and furious. 10 minute set-up time, 30 minute whirlwind action across playing areas the size of a coffee table. While you can certainly set up a table-tennis sized surface if you wish and sprawl out half a dozen Torn Armor battlemats, the core game is intended to be played in a manner conducive to your modern lifestyle: the gameplay is quick, the required playing surface is small, and you'll get plenty of games into just an evening of play.
Gameplay video #3: 34 minutes, 4 units each. Check the TornWorld.com website for the latest gameplay videos.
Gameplay video: 28 minutes, 4 units each. Chronologically this came before the longer video below.
In this gameplay video Alyssa and Jack go head-to-head using two hex-based battle posters, each measuring 22.51”x34.68”. This is the long video due to a lot of introductory conversation, actual gameplay is just 30 minutes!
During this kickstarter we unlocked a massive 8 stretch goals!
ACHIEVED: At 50k we unlocked the Hwacha (manned by 3 vanaran artillerists) and Ballista (manned by 3 Sisk). Each is a complete artillery unit and will be available to all "stretch goalers" and as add-ons.
ACHIEVED: At 55k we unlocked custom dice - using faction symbols instead of crossed swords. These will be available as add-ons. *ALSO* we are unlocking variable unit cards.
ACHIEVED: At 60k we unlocked variable poses for some units (different heads, weapon positions, legs etc). You will be able to literally field a whole new looking unit. PLUS WE HAVE ADDED A SPECIAL CLOCKWORK DRAGON SCENARIO AND MAP.
ACHIEVED: At 65k we unlocked 3d terrain
(Units marked with the axe symbol are mercenaries and can be recruited on either side prior to play).
Alyssa Faden had the good fortune to be born in England and therefore did all of the usual geeky things - live roleplay, Dungeons & Dragons, drawing fantasy places - while in the middle of real-world castles and ancient barrow mounds. Not many are honored to have grown up in a city established by the Romans, with intact Roman walls and a Colosseum, but Alyssa was and she fully embraced it in every respect. Is it any wonder that she was the first to be playing Dungeons & Dragons in her school? With a lust for the unknown and the magical country of "America," she emigrated in 1998 and has been spreading 'home country historical goodness' via the mediums of cartography and table-top games ever since. Alyssa has recently worked for Paizo, Gygax Magazine, Kobold Quarterly, Silver Gryphon Games, R.Scott Taylor, and Jon Brazer Enterprises and is the creator of the Torn World setting.
Jack has been involved in the publishing world for over a decade. Having been a tabletop roleplayer his entire life, he decided to combine his experience in writing with his love for gaming, and helped form Torn World RPG with Alyssa Faden back in 2010. Today, he spends his time as art director, editor, and heads character development for the company.
Ross A. Isaacs began his career in 1995, freelancing for Chaosium, Inc. Soon after, he was producing material for AEG, Holistic Game Design, and White Wolf. In 1997, he joined the staff of Last Unicorn Games, as Line Developer for their Star Trek: The Next Generation Roleplaying Game. He received the Origins Award for Best RPG for this title in 1998. Soon after, he worked briefly for Wizards of the Coast, before moving on to Decipher. There, he held the title of Line Developer for yet a second Star Trek RPG. He currently lives in Brooklyn, NYC.
jim pinto is a 15-year veteran of the gaming industry, with numerous credits in about a dozen categories, including writing, design, development, art, and editing. He’s written everything from gaming adventures to board games to comics to screenplays to hot tub catalog copy. jim pinto is a multicultural savant. He knows ‘hello’ in twenty languages, as well as most of the world’s capitals. His first book in the gaming industry was about Japanese culture, favorite novel is French, favorite movie is Chinese, favorite country is Romania, favorite food is Indian, and favorite wife is Korean.
He might have also won a few ENnies, an Origins Award, a Player’s Choice Award from Inquest magazine, and $50 from a college fiction contest. He’s not sure.
He has no children, pets, or lice. jim pinto is allergic to capital letters.
Maybe it would be better to say "what has Jason Wiebe not done in the sculpting industry?" His portfolio goes on forever. So we're just going to show you what he has done for Reaper.
Creatove director at Age of Tyrants, Warheads: Medieval Tales, and Urban War.
Jeff Laubenstein is an illustrator, art director, graphic designer, and concept artist. Beginning his career at the FASA Corporation in the mid 1980′s he cut his teeth creating images, graphic design, and layouts for Battletech, Mechwarrior, Star Wars, and the Doctor Who role playing game systems. He worked on and illustrated the game worlds of Shadowrun, Renegade Legion, and Earthdawn where he helped develop the look of the iconic creatures, characters, and settings for the games. As a freelancer Jeff worked on the collectable card games: Magic the Gathering, Battletech, and Harry Potter, as well as creating extensive interior illustrations for the industry benchmark gaming magazines Dungeon and Dragon. His clients have included, Wizards of the Coast, White Wolf, CCP Games, Redbrick, Paizo, Catalyst Games, Hidden City, Moon Design, Black Gate, and Castle Nystul. Jeff is currently the Chief Creative Officer for the FASA Corporation.
Eric Lofgren was born and lives in Western Canada. He's had a long history of working in one graphic field or another. Beginning with two years working in a commercial sign shop and 10 years running his own sign business. Also one year as a digital photo-retoucher, a year full time as a landscape painter and two years as a tattoo artist. And finally, a recognized freelance illustrator in the RPG and CCG markets since 1999.
Unit balance, Gold Piece cost per unit, equipment, and spells, and the matrices to make our heads spin. Matthew is the genius behind the math.
Risks and challenges
First and foremost allow us to reassure you that the Torn Armor team has been compiled from industry experts with a proven track record of delivering award winning products on time. You are not investing in a vaporware game with a team that is about to figure out how things work once the kickstarter ends. Believe me, you're in good hands.
Secondly, Alyssa Faden has 7 years as a Production Director delivering dozens of half a million dollar projects all at the same time. With 7 years in the role and hundreds of projects delivered, not one was past schedule. Juggling multiple resources, handling risks, setting milestones, understanding if a project is on schedule - or behind schedule - months ahead of time is exactly what she is trained to do. When you back the Torn Armor kickstarter, you hire this expertise.
Alyssa Faden herself has invested significantly into Torn Armor. This gives her a personal and deep-level drive to make this happen: for you and for her.
Of course there are risks to any endeavor and foolhardy would be the person to say otherwise. We believe that we have thoroughly mapped out the project plan, identified key milestones, and all avenues of potential challenge. Through judicious use of back-up plans, and in some instances back-ups to those backups, we feel confident that we have done everything humanly possible to deliver a quality product on time.
One of the earliest challenges would be that of sculpting. We have employed two of the industries finest sculptors to deliver the finest miniatures possible. But things can happen, and maybe one or both of them delivers late. Production on the game cannot start until that have all of the miniatures for it!
So we at Torn Armor have created the entire miniature line in a set of high quality 3D models. We already have these. If the sculptors hit a snafu, we are ready with a solution.
Another challenge could be the production company, which is why we have taken out all of the guesswork and we're going with the same guy who brought you DUST. And let's face it, this is not their first rodeo.
Plus the delivery timeframe that they told us - we padded that. We gave ourselves a little bit of leeway here. Worst case scenario? They deliver after they said they would ... and it's exactly when we promised it would be.
But let's say something disastrous struck and the production company was suddenly no longer available to us. That's okay, because we have already negotiated with THREE other companies, all capable of delivering a top-notch game with quality components. Now that's what you call redundancy.Learn about accountability on Kickstarter
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