This is it pilots! The air raid sirens are wailing & the scramble bell is ringing like hell. Air Flix - The Strategic Dexterity Dogfighting Game launches on Kickstarter June 5th at 7pm BST!
Own the skies with Air Flix on Kickstarter this May!
The latest product to join the Dice Sports line up, Air Flix is a fast paced, Second World War, dexterity based dogfighting game for 2 or more players.
Slick, intuitive game play, multiple game modes & variants combined with components of the highest possible standard, make this the perfect action dogfighting game for both hardened wargamers & casual players alike.
An all action combination of strategy & skill, you will need to out-think and out-flick your opponents to achieve total aerial dominance!
In this update we are talking about the main differences between Exodus & our previous entry into the series: Z War One Damnation. While both games share a lot mechanically there are some subtle and some not-so-subtle differences:
1. Equipment & Crafting. Gone are the days of a magical ammunition re-stock between chapters, Exodus places much more focus on resource gathering, not only are you working to complete your mission objectives, but you are always aiming to finish a chapter with a healthier looking inventory than the one you started with. Searching will be rewarded with much needed ammunition, medical supplies or, much more excitingly, common household objects which can be crafted into brutal instruments of destruction.
2. Upgraded (and generally cooler looking) cards. Sometimes when playing Damnation I use quick fire purely because I can't be bothered to add 2 to my dice rolls. If, like me, you want to spend your table time having fun, not bogged down advanced mathematics, the new Exodus ballistic weapon cards now display BOTH quick & aimed fire tables! There are some other cool additions too, like crafting recipes for home brew equipment, and area effect diagrams for explosives.
3. Less writing stuff down! It's 2017 and we are changing with the times. Replacing the ZWOD tracker pad we have the tracker board. Ammunition, power perks & infection are now tracked using dials. This was mainly due to the addition of ammunition & the "reload" action although you may also note the lack of infection test, this is because infection now automatically ticks down every turn, take just one bite & without the appropriate medical care you will bleed out in 15 turns.
4. Save Tickets. For those that still yearn for the good old days of writing stuff down, the Exodus campaign uses a "save ticket" system. This means that, rather than restarting a mission in the event of a heroes death, you will instead return to a previous save point. You have 3 save tickets for the 7 chapter campaign, upon successful completion of a mission you have the option to use an available ticket. Your save ticket details all the information about your game at the point of the save: ammunition, infection status, perks, equipment etc. in the event of a heroes death, or the player/players choosing to retire from a mission they can restart the campaign from any of their previous save points.
These are just a few of the changes & additions, you will be able to check out them all when we publish the full Exodus rule book really soon!
Check out the teaser for the upcoming Exodus Kickstsarter!
Our goal with everything Z War related has always been for the comic book & the tabletop action to merge into one cohesive experience & in this regard, Exodus has really taken things to the next level, this has been helped in no small part by the talents of our artist Ben who has been busy hammering out some of his finest colour work to date.
So, after nearly 4 weeks on texture work not only do i have blurred vision & a cricked neck, but also a close to final set of Exodus tiles! There will be more detailing and a few tweaks made here and there before the final production run but these are now pretty close to what will be in the box.
At black sites up and down the country Exodus test kits are now in the hands of our crack team of tabletop scientists, each of them trying their damnedest to break my game. Feedback has been great so far, with everyone of the opinion that the changes made since our last outing have made for a much slicker & engaging experience.
In our next update we should have some of the new mini renders to show off and hopefully a launch date for the Kickstarter.
So, as you have probably gathered, much of our upcoming "Exodus - a Z War One Story" takes place in & around the ocean. This has given us the opportunity to do some really exciting stuff with the environments. Here are a few WIP pictures of the tiles we've been working on over the last few weeks.
The Exodus campaign could probably be described as a "road trip" of sorts. One chapter will see the heroes running through the open streets around the harbor, the next one features close quarters battle in the cramped confines of the cargo ship. We even stop off to take a trip out onto the open sea for a dinghy rescue mission! (As for what's in the sea with you... that will have to wait until our next update).
I'll post more stuff as it's completed over the next few weeks, the rule book should be finished really soon & I will make it available for download as soon as it is.
That's all for now.
Hey guys, just got back from an insanely busy weekend at UK Games Expo where we were demoing the upcoming "Exodus - A Z War One Story". Quite a few of you made it down for a demo & feedback was super positive, so roll on August!
In addition to all things Expo/Exodus we finally got around to posting the FAQ and Clarifications .pdf for Damnation and it can be viewed / downloaded right here.
ISSUE 3/4 KICKSTARTER
So, after much deliberation behind the scenes the decision has been taken to cancel the Issue 3/4 Kickstarter which was planned for this year. We looked at what we had already done for issues 3/4 and the stuff we were working on for 5/6 to complete the ark and came to the realisation that story works far better condensed into 5 issues. This means that the Damnation ark will conclude with an "all killer, no filler" parts 3-5 Kickstarter early in 2018.
EXODUS - A Z WAR ONE STORY
Over the last few months whilst Ben has been busy beavering away on parts 3 & 4 of the ZWOD comic, I have been spending most of my time working on another Z War title. Exodus - A Z War One Story is a solo or 2 player co-operative story/game set in the Z War universe (immediately after the Delta 6 Mission "breakwater" to be precise).
The story centres around Captain Kira Chase and Warrant Officer Mike West and their desperate attempt to flee the United Kingdom in the aftermath of the Battle of Glasgow.
Exodus retains many of Damnation's tried and tested mechanics, but also packs a tonne of new & exciting features:
- Tracker Dials - Track your ammunition, turn times & perk usage with rotating dials on your character board rather than pen & paper.
- Reload - Tracker dials mean that you can load ammunition into your active weapon with the reload action.
- Crafting - Bolt together the random junk you salvage to make melee weapons, pipe bombs, med packs & more.
- Save Tickets - On "normal" & "hard" difficulty settings ammunition, equipment & infections all carry over to the next chapter, so scavenging and crafting are essential to keep your heroes alive. In normal difficulty players are given three "save tickets" which allow you save your progress.
- Crates - Random "quick searches" for those all important extra resources.
- New Infected - A host of new unmentionables await you including the truly terrifying Sirens (pictured)
Exodus will be heading to Kickstarter this summer so expect lots of previews and information over the next couple of months. If you can't wait that long to check it out, we will be running Exodus demos on Friday & Sunday at UK Games Expo (stand B23).
Last night's play testing of Chapter 13 "Cold War" had me the most tactically perplexed I have been playing Z War in a long time. Mission starts out with a running battle down the streets, then into a barricaded and defensible facility, then a "skin of the teeth" escape.
Getting into the building was challenge enough, with spawning newborns charging down the street and on you in 1-2 turns. Once inside you have a weird "eye of the storm" moment where all the bad guys are outside clawing at the barricades while your team are doing the mission & hunting for weaponry in the building, all the time dealing with heavy room spawns, it's almost like playing a separate mini game, with the time limit being the barricades..
Then the time comes to make an escape, the barricades (which we wired with C4) collapse, massive explosions take out pretty much everything on the board, but the BFZ is still standing! He's finally cut down as we charge out of the building and off down the ally, stuff's flying in from every angle, the ammo we gathered is just about spent but it looks like we are going to make it...
Then the BFZ gets up, a second BFZ roll has him charging, Sam and goose cant quite make the exit. On the last turn before exit the BFZ reaches Sam and grabs... The grab is fails but Sam is still knocked prone inches from the exit. Next turn he has just the right amount of AP to get up and sprint off the board.
An epic finish to one of my new favorite missions :)
We received word from Wingo today that our shipment of components will be landing in Felixtowe on June 26th. Once we receive delivery of these here at the Dice Sports offices packing of completed sets will begin and shipping will commence. The only unknown quantity currently, is the time to clear customs here in the UK.
We have some exciting news for anyone that took the Delta 6 add on. Instead of the Delta 6 downloadable dossiers being stand alone missions (much like director games) Delta 6 dossiers now make up a separate campaign which runs alongside the main comic book campaign and at some point down the line will intersect with it.
In addition we have added an extra miniature to the Delta 6 set. He is a civilian NPC and will be used in various rescue/escort scenarios throughout the Delta campaign. You can still add the Delta campaign to your pledge here, just leave us a note of your backer number so we can refund the shipping.
UK Games Expo
Last weekend we were at the UK Games Expo and had the pleasure of meeting some of our backers and also had the opportunity to bring Z War to a whole new audience. Feedback from everyone getting some hands on time with the game was, as always, overwhelmingly positive. We also had some Issue 3 stuff running at expo, but there will be more on that in the next update!
As most of you will know, we were aiming to start shipping by the end of the month. Unfortunately, due to several events beyond our control, it saddens me to say that this will no longer be the case...
Our sculptor Iain has suffered an unfortunate injury and his right hand has been broken. He valiantly carried on work for a couple of weeks but following an operation (involving metal rods of some description) he has been put temporarily out of action...
In addition to our "man down", complications following the birth of my second child have lead to me taking impromptu time away from the office. This has slowed down the proofing process with Wingo as last minute changes had to be made to the sample we received last month. My family are now all back at home & well, I have returned to work & Wingo are in possession of final artworks, with production now well under way.
As we at head office are now just waiting on things from various other suppliers, our attention is now focused on the next 2 issues. We have lots of issue 3 & 4 stuff to preview (starting next week) and the 3&4 Kickstarter will be immediately after the first one ships. Our goal is for the entire 6 issue arc to be completed by the end of the year and despite the unfortunate setbacks we are still on target for that to be the case.
Thank you for your continued support, and please accept my sincerest apologies for the delay.