The latest Meeples & Miniatures podcast, Episode #124, has a very interesting discussion with Ken Whitehurst about his upcoming 6mm scifi ruleset Polyversal. The game is being published by Collins Epic Wargames of Spearpoint 1943 fame.
The game was announced months ago but with very little information. Ken’s interview is the best information we’ve had on Polyversal to date. The game will be a 6mm scifi miniatures game covering company to battalion level battles. It sounds very interesting but listen to the show and judge for yourself.
Collins Epic Wargames will be launching the game via Kickstarter sometime later in 2014. They will hopefully be partnering with a number of 6mm mini manufacturers so you won’t be locked into any one miniature line. Even better, the folks they are talking to are the major 6mm manufacturers so if you play any 6mm now you probably already have some of the forces you will need for the game.
We looked at a number of 6mm miniatures awhile back. Unfortunately since then Old Crow ceased production. Aintsy Castings picked up their line but so far have only produced the 15mm models not the 6mm. This is a shame as the Hammer’s Slammers 6mm minis were superb.
But there are plenty of other choices out there and Plasmablast, as we noted, is outstanding as well. We recently ordered some Microworld figures so we’ll report on those later. Oddly missing from the Polyversal list is Ground Zero Games’ Dirtside and Future Wars miniatures. These are also quite good but some of the models are slightly on the small side compared to the other manufactures.
We look forward to hearing more about Polyversal and seeing it hit Kickstarter.
Following up on our recent look at various Star Trek ship miniatures, we stumbled upon the Furuta line of Star Trek ship miniatures. These are plastic, pre-painted display miniatures. They are sold blind but are easy to find from retailers as specific ships.
First the bad news: Some of these are now essentially collectables and are extremely expensive.
The good news though is many are still very reasonably priced especially considering their strengths. As you can see from the photos below the quality of the miniatures is outstanding. They are as good or better than anything out there. They come in just a few pieces and snap together — We used a bit of plastic cement on ours — in just a few minutes. The paint jobs range from very good to outstanding and also include decals. They are easily equal to or better than what many modelers will be able to do themselves and they are ready to go in literally minutes.
The other good news, as you can see in the photos, is that they also scale very well with other miniatures for gaming. In the photos we put in a Starline 2500 ship miniature for comparison. The new generation Star Trek ships are supposed to be twice the size, or more, of the original ships. The problem with this from a gameplay standpoint is it just looks odd. The Furuta ships are 25% or so larger (depending on the model) than the Starline 2500 ships and that gives them a nice sense of size without being ridiculous. They mount easily on stands for gaming (we use the CorSec Engineering stands) and are perfect for Star Trek: Attack Wing or Federation Commander.
The last bit of bad news is that the Furuta line basically consists of mostly Federation ships. There are a few Klingon, Jem’Hdar, Romulan and Borg ships but the choices are very limited and often now expensive. Also if we see one more large Klingon Bird of Prey we’re gonna beam ourselves into space. But there is always hope Furuta will expand the line in the future. On the plus side, because the scale works well you can use Starline 2500 and AMT Klingon models with these just fine.
If you have any interest in Star Trek and especially if you play Attack Wing or Federation Commander you can’t get any better than the Furuta line.
Note: Here is a nice guide to actual Star Trek ship sizes. As you can see for gaming, keeping miniatures true to scale would get strange especially as you mix in the alien races that have some truly huge ships.
[Note: This post is now superseded by Dust Warfare/Battlefield Resources — June 2014] Battlefront released a somewhat confusing set of posts (one and two) regarding Dust Warfare. It seems that FFG still has the rights to all current models (at least until stock runs out) as well as the rules for Dust Warfare. Battlefront will be releasing all new models (with the new DW cards) and campaign PDFs. But it seems that Dust Warfare itself is still in the hands of FFG. I guess we’ll have to see how this goes in 2014.
- TheWorldofDust.net (Dust Tactics.Com) — This is the new official home for all things Dust.
- Official Forums — The new official Dust Warfare forums are on TheWorldofDust.net.
- Dust Warfare Force Cards – The cards that come with the miniatures are actually for Dust Tactics. While one could modify those cards easily enough it seems a shame not to keep them for games of Dust Tactics. Plus there are some unique DW attributes that are difficult to add. Well Rodney Smith and others to the rescue. Rodney has created a great set of Dust Warfare specific cards you can print out and use. So far there are two sets: The Core Set and the SSU Set. Also see post 449. There will be official DW cards in 2014. They will ship with all new Dust boxes as well as be available as sets.
- Dust Warfare Force Builder — So far there is no official Army Builder app or anything for Dust Warfare. Luckily C. Jackobson decided to just build his own. It is a website that gets the job done and produces basic text output for your army.
- Paolo Parente’s Dust Site — The man who started it all. Here you can see the Premium Models as well as the unique Dust 48 line. There is also Dust Terrain and of course Dust publications. If you can’t find these things at your local retailers or favorite online store you can order from Paolo and he will ship out quickly.
- Dust Warfare PDF Rulebooks — You can get the PDF versions of the rules from Wargame Vault along with the expansion/campaign books.
- Dust Chronicles — A fanzine devoted to Dust Warfare and Dust Tactics. Very well done.
- Fantasy Flight Games’ Dust Warfare Forum — While TheWorldofDust.net has the official forums FFG’s Dust Warfare forum still seems available.
- BattleTactics TV — BTTV has some excellent videos that cover the Premium Models as well as other aspects of the game.
- Beasts of War Dust Warfare Coverage — The blokes over at The Beasts of War occasionally have some good DW bits including video unboxings of new units. Also see their YouTube Channel.
- BoLS Dust Warfare Coverage — The Bell of Lost Souls occasionally pulls itself away from 40K and covers Dust Warfare.
- Unit Forward — Unit Forward is a Dust Warfare site with excellent coverage. Great photos and lots of AARs and game resources. Also home of Zero Station a Dust Warfare podcast.
- Dust-War — Another fan site with solid Dust Warfare coverage.
- Watch It Played — A series of videos on how to play Dust Warfare.
- Esoteric Order of Gamers — Dust Warfare play sheets
[Note: This post supersedes our original set of links to Dust Warfare resources.]
We’re a bit late to the party but we recently got in a few games of WizK!ds’ Star Trek: Fleet Captains. As Russ noted in the excellent D6 Generation Review of the game, it is a great title. It is not only an excellent game but a great operational starship game in general. It really gives you the feeling of commanding a fleet of ships accomplishing a variety of missions. The latest Romulan Empire expansion not only adds the ability to have a game with three players but provides a whole new faction for two player games.
ST:FC contains 24 nicely detailed plastic miniatures (and Romulan Empire adds 12 more). The ships are all unpainted but of crisp hard plastic. As you can see from the photos below they paint up very well with minimal effort.
If you have any interest in Star Trek then Fleet Captains is a must get. If you like operational starship games give it a look as well.
But after our look at the new Star Trek: Attack Wing we had a particular interest in the miniatures. As previously noted, ST:FC comes with 24 nicely detailed plastic miniatures. They are all based on HeroClix bases so we decided to pick up a few ships from Star Trek: Tactics to compare them.
Well it turns out that the ships from Star Trek: Fleet Captains, Attack Wing and Tactics are all identical. Of course different ships in the various lines may be released in the future but for the same ship the model across all three game lines is identical. ST:FC and ST:T both use the Clix base but the stats are different. Attack Wing of course uses the FlightPath bases. As mentioned, the ST:FC minis are unpainted. The Attack Wing and Tactics minis are fully painted. They are almost identical but the Tactics minis have just a few more details picked out and some ships have a semi-gloss finish but they are so close that one can consider them the same.
This cross pollination of ship models has a few consequences. First, it gives Attack Wing fans a glimpse as to what is probably coming down the road for future releases. Secondly, it also means if you own any of the other models they could be mixed in with the other games. So, for example, if you have, or can get cheap, some Tactics minis you can pop them off their base and replace the unpainted ST: Fleet Captains’ models and bingo you have a nicely painted ship with almost no effort. Because Attack Wing ships come with a couple versions you could take the model from one of the other games instead of buying a second Attack Wing version.
With the new Star Trek: Attack Wing game out we thought it might be useful to look at a few models of the Enterprise to get an idea of their relative sizes. As you can see from the photos the new ST:AW mini is by far the smallest at 1.5″ in length. The other ships in the ST:AW line are so far around 3″ in length. So if you simply want a larger Enterprise then swapping it out with one of these options is a simple affair and it will fit in well with the other ships.
The Starline 2500 line is now mostly metal and far better than the original resin releases. The AMT models are excellent but if you want to use the Enterprise-B or -D they start to get big at around 10″ long. The AMT Klingon ships are roughly the same size as the Starline 2500 Klingon ships. But if you are playing smaller games with just a few ships per side these sizes work quite well and give you the feeling of commanding large ships.
Also see our look at Star Trek: Fleet Captains.
We picked up WizK!ds’ latest Star Trek: Attack Wing and a couple booster packs and thought we’d relay our impressions. WizKds licensed the same FlightPath game engine used by FFG’s X-Wing game. As a result, the rules are essentially identical but with different terms. This is of course good and bad. If you like X-Wing you will probably like ST:AW. If you didn’t you won’t. Whether or not the similarity is a turn off or not is certainly just a personal preference.
The game does have its differences from X-Wing. Each ship has a captain and add-ons such as weapons and crew. These are themed to Star Trek and give a unique flavor to the game. Those combined with the different ship models do give a bit of a different feel from X-Wing. But where we think Wizkids missed an opportunity is in not making the game feel more different. One easy example would be slowing movement down a tad and utilizing more fire arcs. Currently, the game essentially has the same feel as X-Wing with respect to maneuver and fire. Most weapons fire forward and a few special ones fire all around or aft. To us it seems like some sort of power usage mechanic could have been added to give players the choice of reinforcing shields, powering weapons or increasing speed but this was not really done.
Huge starships should not feel like fighters, right? Of course the problem with this opinion is that in the movies and even many of the TV episodes the ships are often shown flying around like fighters. So whether Star Trek ships should properly feel like fighters or naval ships is up for debate. A few TV and movie moments feed the naval ship impression but it probably really comes more from follow on games like Star Fleet Battles and of course just the size and general operation of the vessels in general. But if you fall into the naval ship camp the game will perhaps disappoint a little.
Ok, how about the miniatures? Well, again, comparing with X-Wing is hard to avoid. Both games utilize the same flying stands. The miniatures themselves are also roughly the same size but the scale is far different. The original Star Trek Enterprise is roughly 289m long and the A-Wing is around 12m long. In game scales both are about the same size. Of course Star Trek ships vary widely in size unlike Star Wars fighters. The Enterprise-D is three times the length of the original Enterprise and the new alternate Enterprise is supposedly even larger than that. Worse the Romulan D’deridex class ship is twice the size of the Enterprise-D. This large variance in size shows up in the game but perhaps not in the best way. Whereas X-Wing has the standard fighter size along with the somewhat larger ships and the new, probably ponderous, huge ships, Star Trek: Attack Wing instead has an almost ridiculously tiny 1.5″ Enterprise (smaller than an A-Wing) and a 3″ Enterprise-D. Of course this scale (somewhere around 1/3000 or so) does allow them to do the even larger ships, such as the Sovereign-class, without really even getting to the size of a Millennium Falcon but for some reason they chose to make the Romulan D’deridex a little smaller than the Enterprise-D. So if they mean to take advantage of the scale they seem to have already missed the opportunity. In addition, to choose a scale that puts one of the most iconic ships at 1.5″ in size seems perhaps unwise. The situation also does not help convey the feeling of fighting battles with large warships either. Perhaps the real tragedy is that one can not help but wonder what might have been if they had done the original Enterprise at 3″ and the larger ships similar in size to X-Wing’s Millennium Falcon. The price point would have been higher but I suspect fans would have been happier. Moreover, players are likely to field smaller fleets than in X-Wing so larger models, and a bit more game detail, would probably be a better choice.
Size aside, the miniatures themselves also suffer a bit in quality compared to the X-Wing miniatures. Physical quality does seem to be at least as good but the paint jobs exhibit no weathering at all, which then gives them more of a toy like appearance. But for those willing to do a little paint work themselves they could look very nice. But we do think they look better in person than they appear in photos and videos so that’s a plus. Even better, some of the models indeed are quite nice such as the Klingon Gr’oth.
Additionally, Star Trek fans have a number of good miniature options that could be used to replace the official miniatures if one wanted larger miniatures. There is the Starline 2500 line for original era and the AMT models for the classic and newer generation of ships. Both of those lines scale together somewhat closely depending on the model. Of course with the AMT 1/2500 scale ships the Enterprise-D is around 10″ long, which may not be ideal to say the least. There are also Hero Clix ST:Tactics models that are identical to the Attack Wing miniatures but pre-painted and based on the Clix bases. So no help with scale there.
If you are a Star Trek fan you might want to give the game a look. The Dice Tower has a nice review of the game with which we agree. If you are a huge X-Wing fan and want something a little different but that you already basically know how to play it could be worth a shot as well. It is really not a bad effort it just seems to fall a bit short of where it could have been and suffers a bit from direct comparison to X-Wing. But use some different models and add a few house rules and it could be a quick fun Star Trek game that is a lot lighter and faster playing than most out there.
Hawk Wargames made a big splash with the announcement of their newest Dropzone Commander starter set. Unlike their previous starter sets this one is for two players and contains the v1.1 rulebook, maps, card buildings, dice, tape measure, reference cards and plastic miniatures for the Scourge and UCM.
The miniatures look very nice. The detail is not quite as good as the resin miniatures but plastic is far easier to work with and will not have the random quality control issues the resin miniatures occasionally have. Moreover, they’ve made some minor changes to the miniatures such as the UCM Condor Dropship now has a clear canopy and the Bear APC has a one piece top hull so no more seams to fill!
Overall this is quite an amazing set. Considering it is coming from a new and small game publisher is even more surprising. Hopefully the plastic miniatures, as well as new sets, will be available separately in the future.
If you haven’t tried Dropzone Commander yet this is an excellent way to start. If you are a veteran it might be worth it for the miniatures and v1.1 rulebook (if you haven’t bought it yet).
For a nice intro to Dropzone Commander see the Blue Table Painting DzC videos;
I have now finished all of the missions in the game. Simply, it is Space Hulk! The game is very close to the original board game. The minor changes are noted below. For many, especially veteran players, this is a good thing. But it can present a mild hurdle to new players. The game has a good introduction but one will still need to spend a bit of time reading the rules to fully understand what is going on — and some of the current bugs can cause new players even more confusion. Mission variety seems very good but there are only 12 missions in the campaign plus the training missions. The AI also seems quite good. It is not amazing but puts up a reasonable fight. Three levels of difficulty help players match their skills with the AI.
Changes from the Board Game: As noted by the designers,
“We have made a video game out of the board game, and not made a 1:1 translation. There are certain rules and mechanics that we changed to make it play as a video game.
- Flamer uses a template and does not target a section only (since those do not exist in a video game)
- As long as a unit has action points left, you can return to it and do actions on it
- We automated move+fire against visible enemies for Storm Bolters. Terminators will shoot while moving if they have an enemy in line of sight. Targeting doors is a manual process using the “Set move and fire target” button. Manual process is also required for limited ammo weapons like the assault cannon.
- You can move multiple units at the same time
- Space Marine timer is optional
- Reworked and automated the command point usage in the enemy turn. Jammed weapons will automatically unjam if there are command points left. Interrupting enemy turn is not possible
- Librarians charge their force axe automatically if they would otherwise lose a close combat fight
- Guard mode and parry rolls are automated”
I wanted to comment on one complaint that some are making regarding the changes. Some are claiming that the ability to intermix unit commands fundamentally changes the game. I disagree with this sentiment. While this change is certainly a departure from the literal rules of the board game it is a very natural change. In fact, I was on the second mission before I even realized I was mixing the actions of units because it is such a natural thing to do. Doing this in the board game would be tricky as one would have to track the remaining APs for everyone. This change is of course a departure from the board game but one can argue it makes it better and provides for more tactical choices. The change does perhaps make it a little easier for the Marine player because you can now see the outcomes of actions and decide on actions that in the board game you could not. But overall it still retains the spirit and fundamental play of the board game even if it is not a strict implementation of it. Moreover, this change does not force you to play that way. If you want to play with the board game rules of having to perform all APs on a particular Marine before moving to another then you can. So you have the best of both worlds.
The counter argument to the above is that the AI moves the Genestealers with the same intermixing of APs. True but I just can’t see how this really matters. Either a Genestealer is being fired at when it moves or it is not. If it is not under fire then all units are going to be able to move as they wish anyway. If it is under fire then either it is killed or not and the unit behind revealed. The one situation where this matters is when a group of Genestealers is advancing and being fired on by Overwatch. In the board game it would be one Genestealer at a time moving. So say you had three squares of movement under Overwatch. Each Genestealer would have to brave the full three squares of fire. In the computer game one Genestealer could move up behind another and thus get cover for the portion of that movement where the lead Genestealer survived. This can make it slightly harder on the Marine player but considering the AI could generally use a tad bit of help this seems like a good thing. Yes it is a departure from the board game and if you are concerned over whether the game is a literal translation of the board game then this is indeed a difference, but also one that simply does not matter to the spirit and play of the game. Lastly, in my last two missions I watched for this action specifically and did not see the AI employee the tactic even once. It sent the Genestealers at me one at a time. So if the AI does use this ability it is certainly not frequent.
Of course when playing against a human opponent the above changes make a larger impact. But considering both sides gain an advantage I, again, don’t think it fundamentally changes the game. Whether it changes the balance of some missions will only be known after dozens if not hundreds of plays. Again, both sides could agree to use all APs for each unit to emulate the board game so players still have a choice.
One could argue the flamer rule change is significant as well but we played with essentially the same change as a house rule to the board game for decades because the tile-based flame rule simply never made any sense to us. In fact, over the years we have made all sorts of house rules and balance changes as we’ve played. Does this mean we were not playing Space Hulk? It just seems like an argument without purpose. It is still Space Hulk. Enjoy!
Bugs: Version 1.03 is now available. I finished the entire game with the only bad bug being the Mission 6 bug fixed in 1.01.
- Even in 1.02 there are still problems with the Manual. Some omissions and typos and many of the images are not visible.
Minor Complaints: The character animation is quite good but the Marines move very ponderously. Realistic and fitting perhaps but after a few minutes you’ll wish they’d just hurry up. Surprisingly, while I was very annoyed by this slow pace at first after a few missions it became a non-issue because you learn to give an order and move on to another Marine while the prior one is moving. Between that and just thinking of tactics the Marine pacing stopped mattering. But I do think there should be an option to speed the Marines up. I can understand how it will really bother some players. Panning the screen with the mouse is too slow but you can right-click and drag it around quickly. Keyboard commands work just fine. It can be a bit difficult to see doors in the 3D view and you have to sometimes pan/zoom around or jump to the strategic map to see what is going on. Door location and status is very important in Space Hulk so this is a concern. Animations can sometimes be off with shooting going off on a tangent yet still killing the target. It would also be nice to maybe be able to play as the Genestealers against the AI although the AI may not be able to pose a good enough challenge as the Marine player. Lastly, the inability to customize the look of your forces or pick other Chapters is disappointing, but I suspect this will come as an add-on later for sure.
A larger issue is the lack of a true campaign where you follow units through various missions and see them increase in abilities. This could hurt larger acceptance among some gamers. Ultimately Space Hulk is about sacrificing some units to achieve the mission so such a campaign system would need to be designed well and/or have unique missions. Of course XCOM showed you can have a good campaign even where units die a lot.
Graphics and Sound: I almost hate to comment on these because they really come down to personal preference. Space Hulk does not have the latest cutting edge graphics and effects. It is more than good enough for me but only you can judge that for yourself. There is a fair amount of clipping. I am enjoying the 3D view more as I play. Some of the levels are quite nice with walkways that go over seemingly bottomless pits and equipment that hums and glows. I’ve found myself just zooming around sometimes looking at things from different points of view just because it looks cool. Considering this is not a first person shooter it all seems more than adequate. Animations are ok with some better than others. If you are expecting amazing flawless animations you will be disappointed. Certainly some of the zoomed-in ‘action’ shots show some oddities. Sound, when it isn’t being buggy, is good but not great. There is nice ambient noise. The various sound effects are ok but not amazing. Overall I’d say graphics and sound are good and more than sufficient for a turn based game.
Conclusion: Overall if you liked the board game you will probably like the computer game. If you liked XCOM you should give the game a try. It is a bit slower paced and somewhat less varied than XCOM but it is still an interesting and tactically challenging game with good atmosphere. The ability to play over the Internet and hotseat (not to mention against the computer) should keep re-playability high. But Space Hulk has always been a good occasional pick-up game not something you play constantly over the long term and the computer version does not really change that. I look forward to seeing how they expand the game in the future.
For a somewhat more negative look at the game see Wot I Think: Space Hulk from Rock, Paper, Shotgun but this was written before the 1.01 patch. I think the current issues are minor annoyances at worst (unless you are suffering from a technical issue).
- Right-click and drag the map to move it around quickly.
- You can stack orders, you don’t have to wait for one unit to finish before going to the next.
- Don’t forget to check your Command Points at the start of your turn to see if you want to re-roll.
- Clicking the square behind a Marine backs him up. Clicking more than one square causes him to turn around and walk to the spot.
- Use the strategic Map (M key) to easily check for door location/status.
- Don’t forget to check you have given orders to ALL your units before ending your turn; it is easy to forget a few Marines.
- Consider saving a Command Point or two so units on Overwatch can clear a jam.
We actually do get some painting done on occasion. Back in Now THAT’S a Tank! we looked at the Khurasan 15mm Advanced Superheavy Grav Tank. In some of the pictures for comparison were the Khurasan Mid-Tech Humans in Power Armor troops. Well we finally got around to getting the troops painted. The tank is almost done.
The bases we used are custom Litko 3mm plywood bases. For 15mm sci-fi we take the approach that in the future troop unit sizes are smaller and forces more nimble. So having smaller bases with fewer troops makes sense. Individual figures at 15mm seem a bit too fiddly so this approach strikes a good balance. Moreover the bases can be used at skirmish to represent the 1-3 troops on the base or at larger scales could be a fire team, squad or even an entire platoon.
For higher tech forces we go with 1″ x 1 1/4″ for command and some support units (this is the ‘small’ Flames of War base size) and troops and other support units we put on 1″ x 1 1/2″ bases. For horde type troops we put them on 2″ x 1 1/4″ bases (Flames of War ‘medium’ bases). For powered armor troops we go with two troops per base (unless they are very large) and two on command bases. For more mid-tech armor troops we go with three or even four figures per base. Hordes are three or more per base depending on the size of the figure. We have found this basing system works well across a number of rule systems including Gruntz, Strike Legion, Quadrant 13 and Hammer’s Slammers.
The paint job we did is Imperial Fist inspired. The figures have enough detail that they paint up easily and details are easy to pick out without being overwhelming. While Khurasan calls them ‘mid-tech’ troops they fit the traditional power armor mold very well and have just enough bulk to be larger than ‘normal’ troops without being overly large. We think they mix well with other lines. The basing scheme is supposed to be sort of a Mars-ish barren effect. We may add something to them later because they are perhaps a bit too stark but work fine for now.
As you can see in the photos our basing sizes also work well with the Spaceship-X tiles for corridor battles. You can also see something new we tried. For the Khurasan Aliens we wanted that ‘horde stream’ feeling and so based the Aliens on the base the long way. This gives the units some depth. The hammerhead Aliens are a bit smaller than the regular Aliens so we left them on our normal bases to represent that they would fill a more scouting/infiltrating role and are perhaps harder to hit but weaker units.
Mantic Games has a new Kickstarter. This time it is for a sci-fi miniature skirmish game with a twist. The game passed its funding goal in just over 30 minutes and blew past $300,000 in funding with 3o days still to go. Designed by Jake Thornton, Deadzone, set in the Warpath universe, is a unique blend of board and miniature game. It is played on a 3″ grid for movement but with 3D terrain. In fact part of the Kickstarter is a whole new line of injection molded plastic terrain pieces that can be used to make custom buildings over which to fight.
The alpha rules are available and they look quite good (Kickstarter supporters now have the full rules PDF and it is very well done). There is also a FAQ. The game is I-Go-U-Go but with special action cards and a nice overwatch mechanic to break up the flow. Movement is simply by 3″ squares but where you move within the square matters. Line of site is also a basic if you can see it you can shoot it. We suspect there is more depth hiding behind the simplicity. How you move your troops and to where in the square will have an effect. How you choose to react and what cards you choose to play and when you play them will matter. Even the game length itself is set by the first player to go through their deck so length will be variable from game to game. All of these simple mechanics should combine to create a tactically challenging game.
In addition to the great plastic terrain, a very nice rubber gaming mat has funded along with a number of new models. While the game is set in the Warpath universe and uses its existing races, all of the sculpts are new for Deadzone. So far they seem to range from good to outstanding. Our favorites are the Enforcers and the Plague.
The Deadzone Kickstarter closed at $1,216,482. Backers can look forward to a ton of good stuff.