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  1. #1

    Default MAGE Company - Ninja Division Official Thread

    Hi everyone,

    Aether Captains returns on Kickstarter in April 18th by MAGE Company & Ninja Division! An asymmetric steampunk board game of villainous sky pirates and heroic naval zeppelins in epic conflict above the skies of Arkady! We currently develop the Kickstarter page by adding videos, images etc.

    What's Aether Captains?

    A steampunk board game for 1-5 players here one player commands the mighty naval zeppelins of the Grand Compact: Dauntless and Dominion. As Commander, you have been tasked by the Emperor to defend the Grand Compact and Arkady from the merciless sky pirates. With your staunch crew of steam welders, engineers, navigators and gunners, you fly with honor to confront the pirates threatening Arkady.

    The remaining players command waves of attacking sky pirates, each with their own unique objectives which may pit them against any player when it results in the greatest profit for themselves. Infamous and feared, you have risen through the cutthroat cadres to become a War Captain. You swear to never rest until you control the skies and the Grand Compact falls!

    In this thread we will post all the news about the game's progress.

    Click image for larger version. 

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  2. #2

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    Aether Captains offers a unique gaming experience and playstyle which begins with the different roles players assume. The Navy Commander protects Arkady from the raiding War Captains, using a “points selection” system. The War Captains who are attacking Arkady play using an “action choice” system. Although War Captains have the same goal of raiding Arkady, they do not play cooperatively except when it will result in the greatest benefit for them based upon each player’s unique objectives.

    [URL="https://www.kickstarter.com/projects/magecompany/56249778?token=e237ce24"]Preview Link[/URL]

    Aether Captains use 6-sided dice to form the different ships which compose the fleet of the Navy Commander and the War Captains. These “dice-ships” play a strategic role in the game, but players do not roll them. The dice-ships represent the power and life of each player’s fleet. All ships begin the game with their starting face up. As the ships take damage, players turn the die face to the next side. Each side of the ship’s dice represent several numbers: attack, strength, and value.

    Each War Captain recruits a fleet of up to three dice-ships with a value equal to or lower than five points. Each War Captain plays the game with their own unique objectives. Each objective card creates different elements and conditions in the game, increasing the replayability. Each objective has an Entry Point, which specifies a city or an area on the game tiles where the War Captain’s fleet begins the game.

    Aether Captains uses twelve-sided dice (d12) as a randomizer for attacking, damage, value of resources, and other elements of the game which require a randomizer. Aether Captains attributes are mechanically built upon a small set of cardinal numbers: 2, 3, 4, 6. A D12 nicely combines with these cardinal numbers for multiplying and dividing, and provides the game with a smooth and natural feeling.

    The ship miniatures are used to mark your fleet’s location and movement on the game board as they make their way over the skies of Arkady. Movement can be affected by not only other players’ ships, but by the wind and weather. Choose the path you take carefully. The enemy is waiting, hidden in the clouds—ready to attack!

    The dice used in the game act as miniature ships for the players. As a ship takes on damage, the dice are rotated to show different faces and the players can see the damage to their ships mounting. So you get a nice realtime visual effect of the ship in trouble. Cannons on sections of the ship also lose range as damage is taken so it is important for the player to spend time repairing the ship which takes away from attack and defense so there is a strategic balance to contend with. Here you see all the 6 dice of a zeppelin ship from the top to the bottom. From the left to the right you see the different faces of each die while it gets damaged more and more.


  3. #3

  4. #4

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    Ninja Division is excited to bring this experience to players! Keep your eyes on Kickstarter:
    [url]https://www.kickstarter.com/projects/magecompany/56249778?token=e237ce24[/url]


    Arkady is divided into three regions. The South is home to the Grand Compact and its allies. Nomadic tribes of weapon makers live in the North. In the West, Air Pirates have their bases and supply depots.

    The Grand Compact is made up of ten powerful city-states. Some city-states are centers of learning and study; others are industrial hubs for Arkady. While ruled by the Emperor, there exist several classes of nobles and commoners. It is, however, an egalitarian society with men and women from all strata serving equally in His Majesty’s Aethernavy as well as employed in all other forms of work.

    The Grand Council was established by the Emperor in the Grand Compact’s founding years. The purpose of the Council is to distribute the more quotidian duties of the Emperor into the hands of the city-states that make up the nation. They are responsible for the general health, wellness and prosperity of the Grand Compact.

    The Grand Council has a representative from each of the 10 city-states and, while it does not convene on a regular schedule to make decisions, it is held responsible as a whole for the general prosperity of the land. Within the council there are several positions of honor that are held by those most suited and devoted to the Council’s tenants.

    The Federation of Air Pirates is ruled by an ever-changing lineup of Pirate Bosses from the remote Black Canyon, a location that shifts as often as the leadership of the Federation. The Air Pirates are a constant menace to the free peoples of Arkady. Their ranks are filled with slavers, black marketers, and disgraced engineers. Most Pirate Captains are law unto themselves and rule their ships as tiny kingdoms, using Revenants as shock troops to keep crew and slaves in line as well as to harry the zeppelins of the Grand Compact.


  5. #5

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    Aether Captains: Clash of Corsairs was added today to the Kickstarter preview page for Aether Captains. Be prepared!
    LAUNCHING DATE: APRIL 18 - 9:00 AM UCT
    [url]https://www.kickstarter.com/projects/magecompany/56249778?token=e237ce24[/url]


  6. #6

    Default

    The 2nd expansion of Aether Captains is complete and ready for the upcoming campaign on Monday: Fleet of Doom -


  7. #7

    Default Aether Captains - An asymmetric steampunk board game now on Kickstarter

    Aether Captains is now live on Kickstarter: [url]https://www.kickstarter.com/projects/magecompany/aether-captains-0[/url]

  8. #8

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    Yay! You hit another stretch goal and you unlocked new Stats Boards! Stats boards allow to War-Captains to store Resources, Fuel and carry Crew Members. However, the Stats boards are different and you must choose them wisely based on your Objective. There are only 2 Stats Board that are perfect in the base game but there is a penalty you pay in case you choose them. You play with random Objective instead of choosing it.

    [url]https://www.kickstarter.com/projects/magecompany/aether-captains-0[/url]



    Next Stretch Goal.. a new city Thoia and a new ability will be added to the game!


  9. #9

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    Let's dig in a bit the add ons and especially Spikeminer! This one is an exclusive kickstarter and plays with the War-Captains. Each single die-ship comes with 6 Action cards. It has Strength 4 and Attack 4 and that's the initial statistics of the die-ship. Having Strength 4, it means it can take 4 strikes and the Navy Commander will also need to give a final 5th strike in order to destroy it.

    However, you can also repair-upgrade to have Strength 5, or even 6, meaning it can take more strikes in case of losing a combat. When a ship-die is upgraded, aside the fact that the statistics change, the background color also changes. What is so special with Spikeminer?





    Is the first ship that has its own ability, a unique one. Due to its strange construction, it can move fast and avoid the Storm and general is not affected by weather phenomena. Is this important? Yes because when storm is moving to a hex tile, any ship on it, it takes a damage. You will also be able to move against the wind without spending any Fuel which is also very important when you want to complete an Objective.

    Does it worth to add it to your fleet? Yes. It's unique ability will make things a bit easier for you during the game.

    For further info check our the campaign: [url]https://www.kickstarter.com/projects/magecompany/aether-captains-0[/url]


  10. #10

    Default Aether Captains - An asymmetric steampunk board game now on Kickstarter



    Awesome! We hit another stretch goal. Thoia City and new hex tiles are now unlocked. These hex tiles expand the land of Arkady.
    [url]https://www.kickstarter.com/projects/magecompany/aether-captains-0[/url]

    Thoia City has a new ability: When you move your ship there, you can exchange one of your resources with another of your choice. Among the rest hex tiles you will find: A Snow field-Drop Zone, a Rock field-Target Zone, a Sand field-Target Zone and 2 Sky hex tiles.

    Drop Zones are areas where you can transfer Crew members or Resources based on the Objective you have chosen. Target Zones are neutral areas and each time you move your ship through a Target Zone you take automatically 1 damage.

    Next Goal: New dice: Scorpion Grappler, Action cards and board!


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