SUCCESS!

Thank you to all the backers for our Kickstart campaign! Our campaign ended with 12 backers and making $611. That means we received $495.65 (after Kickstarter takes their cut). With that money, we will be making a $500 donation to Children's Hospital of The King's Daughters (CHKD) in the near future! Rewards for all backers will be delivered through MyMiniFactory.com as well as a late backers campaign. So exciting!

You will find all the details about the donation and the late backers campaign on this website!

We sent our Donation! Check it out!

Past Updates

(8/3) All Weapons and Equipment Complete!

WE DID IT! YES... WE DID IT! All weapons and equipment slated for this campaign are done! In the past week I knocked out a bunch of stuff. Must of been on a roll? On top of all that, the core Rules are 99.9% complete, and rules for all the units, weapons, and equipment are too! I'm not joking, we are almost to the point of launching the Campaign! Whew... exhausting. Also, I upgraded the base of the models to be sturdier. I found that over time, the bases started to have issues lifting some of the heavier armor and weapons. So, I remedied this by making them thicker, use bigger screws, and overall solid.

Because I am so happy, here are the rules and stats of all the weapons and equipment I have been making. There may be some last minute changes but it gives you an idea on how all these cool things work in battle.

Hope you enjoyed a sneak peek of the weapon rules. Again, since the core rules are not yet out, some of this may not make sense. So let me give you a quick synopsis of how the game is played with all the interesting rules that I developed.

  • 3ft x 3ft Arena for 2-4 Players, includes cover and terrain

  • Games are 5 rounds with sudden death rules; takes ~ 30-60mins

  • Players create Arena, select their team, create Hangar(Place to keep weapons and equipment) and HQ(place to keep track of team and game stats)

  • Creating your team is based on a 40 point cost limit. You can select Animus Engine, T.E.D. and supporting units. It is up to you on how you create your team composition and how to customize each unit.

  • Players have a Zone of Deployment (place where units will start in the Arena)

  • Players get Retrocoins each round that they can spend on Retrofit and Retroactions

  • Players roll for each unit during a turn to see who go first. Unit taking their turn can

  • Retrofit - spending Retrocoins to equip or change weapons and equipment on unit

  • Retroactions - supporting and opposing actions that cost Retorcoins. This can be healing, reclaiming destroyed weapons, force swapping weapons, Nulling out retrofits, etc.

  • All weapons and equipment have a Retrocoin cost to equip.

  • Attacking and Defending uses D6 dice. The ATK on the weapon tells you how many dice to roll for attack. Defending is the total DEF of the unit's armor. Usually a die roll of 4-6 is a success and a roll of 1-3 is a failure. Players roll both at the same time. HIT and AVOID are other modifiers can enhance these rolls. If attacks are > defends, then a wound is allocated. Weapons can also be used 1-handed or 2-handed (apply 2H modifier).

  • There is a separate wound table that tells us what parts are damaged. Each part has a HP. If that part is destroyed the part is removed. if the body part is destroyed the unit is destroyed. Any weapon or equipment on a pat when it is destroyed is destroyed as well.

  • A unit can take 3 actions: move, free action, do something

  • Movement can be complex, does not have to be a straight line, can move vertically at angles. Use MOV and JMP. Falling an other option.

  • Free actions are actions given by weapons or equipment or game types., e.g. picking up objectives, firing a missile , etc.

  • Do something - This is where a unit can attack., There is Full Attack, Charge + Attack, Steady + Attack, and Run.

  • WYSIWYG system - this uses the physical models to detect line-of-sight and visibility, as well as if weapons and things can attack. Posing is a huge factor in the game that can change outcomes of things. This game is very literal in the sense that we use the physical minis and things for the game.

  • Good sportsmanship - this game promotes courteous and fun game play

So what do you think? If you have thoughts or questions, please email me. I would love to hear your comments. Not there is only one thing left to do for this campaign, and that is the final Animus Engine armor. Once that is complete, I will update the campaign on Kickstarter with all the information and launch it. Stay tuned for launch!

(7/28) Lime Marine Optional Equipment

I swear I must be going crazy. I posted just yesterday about the newly designed Lime Marines, and I already made changes! I thought to myself.. these lime marines are cool but not really customizable... maybe I should change that! Looking at the models, they perfectly fit a 3mmx3mm round magnet to offer customization. So I updated the models, created some optional equipment, and made some rules!

So how does optional equipment work? At the start of a game when Players are selecting their teams, players may pick a support unit that offer a variety of optional equipment. This equipment gives the support unit a special skill or stats to help them in battle. Optional equipment have a cost that is added to the cost of the unit itself. Each support unit is allowed only 1 optional equipment, and that equipment stays the same for the entire game. There is no limit on how many duplicates of an optional equipment is used on support units; only that 1 can be equipped per unit. So let's see what optional equipment a Lime Marine can take:

  • Courage Milk - Cost 1 - Drink em' = Free Action. Select any support unit within 10in and heal for D3. Autohit.

  • Extra Peel - Cost 1 - +2 DEF

  • Light Booby - Cost 1 - Pick me up = Free Action. Select and mark any location within 10in of this unit. If any unit comes within 4in of this location at the end of their movement or turn, any unit within 12in is attacked 2D6. This does not trigger during the same turn it was placed or against units that are already in range during placement. Once triggered, roll 2D6 for each unit in range to see how many attacks are made against them. Units affected can roll to defend as normal. Once triggered and after attacks have been completed, remove this mark from the arena and this mark cannot be triggered again. If not triggered, leave the mark until triggered or game ends. There is no limit to how many marks can be placed or reside in the Arena.

  • Odd Bullets - Cost 1 - +2 ATK

  • Pop Rocket - Cost 1 - +12in MOV, +6in JMP

  • Tater Nader - Cost 1 - Lober = Free Action. Select and mark any location within 16in of this unit. Attack all units within 8in of that location. Roll 2D6 for each unit in range to see how many attacks are made against them. Units affected can roll to defend as normal. No LOS required.

  • Tracker Boy - Cost 1 - Off scale = Free Action. Select an enemy within 16in of this unit. Mark that enemy as tracked. Until the end of the round, add 2 to all attacks made against that tracked enemy. An enemy may only be tracked once per round. No stacking.

Now some of these stats or rules may not make too much sense yet since the new Rules have not been released. But, it gives you an idea the power some of these optional equipment can give a Lime Marine. Side note, I think I lost my mind with some of these designs haha. But it is nice to have a small mini that is easily customizable.... I wish some of the larger game studios made that easier...

(7/27) Support Unit: Lime Marines

In the Arena both Animus Engines and T.E.D. need support once in a while. What better to offer support but a support unit! The Lime Marine is an elite troop of Meowkin that known for their ability to complete difficult missions. A Lime Marine wears an armor made of genetically modified lime, that is 10x harder than steel. They sport a rifle called the Thump Rifle, designed after an artifact discovered in a past human recording.

Support units are there for one thing... support! They are low-point cost, and low health and defense, but they can still hold objectives, attack, respawn, etc. just like their bigger robot brethren. The Lime Marine's thump rifle causes a decent amount of damage with a good range. This weapon is always equipped to the Lime Marine and cannot be changed or swapped in battle. At an additional cost, a Lime Marine can be equipped with a Tracker Boy, which increases all attacks against a selected enemy. A Lime Marine is always a good addition to any team!

Let's look at what other things are currently in progress:

In Progress (Rules - 1x Armor - 5x Weapons - 1x Equipment)

  • Avenger (~50% complete) - Weapon

  • Core Rules (~98% complete)

  • Painless (~75% complete) - Weapon

  • Pro (~25% complete) - Weapon

  • Territory Armor (~12% complete) - Weapon

  • Thing Killer (~50% complete) - Weapon

  • Weapon and Armor Rules (~95% complete)

  • Wylld (~50%) - Equipment

  • Yo (~50% complete) - Weapon

(7/16) UPDATE: Current Campaign Progress

SOOO much to do! Well.... I underestimated how much time it would take to create everything that I want for this campaign. However, I decided to outline my current progress and things I have planned. I am still working hard and I plan to release the campaign in the coming month. I'm really getting pumped about this game as I have made a ton of progress this year. Still plenty more to do, but slowly inching towards the finish line.

Completed (1x BAF - 2x Armor - 13x Weapon - 5x Equipment - 1x T.E.D)

  • Anchors Away - Equipment

  • Baba Yaga - Weapon

  • Banga - Weapon

  • Basic Animus Frame

  • Basic Animus Frame Armor

  • Big Loli - Weapon

  • Broton - Equipment

  • Butterfly - Equipment

  • Cat Nip Armor

  • Commando - Weapon

  • Eye - Weapon

  • Lil' Buddy T.E.D.

  • Question - Weapon

  • Rex - Weapon

  • Rocket - Equipment

  • Scorpio - Weapon

  • Scratch Armor

  • Sephimune

  • Slap - Weapon

  • Tripod - Equipment

  • Uber - Weapon

  • Yeet - Weapon

  • ZFF-2 - Weapon

In Progress (Rules - 1x Armor - 5x Weapons - 1x Equipment - 1x Support Unit)

  • Avenger (~50% complete) - Weapon

  • Core Rules (~95% complete)

  • Lime Marine (~10% complete) - Support Unit

  • Painless (~75% complete) - Weapon

  • Pro (~25% complete) - Weapon

  • Territory Armor (~10% complete) - Weapon

  • Thing Killer (~50% complete) - Weapon

  • Weapon and Armor Rules (~95% complete)

  • Wylld (~50%) - Equipment

  • Yo (~50% complete) - Weapon

Planned but not started (8x Weapons - 3x Equipment)

  • Barrel - Equipment

  • Chunk - Equipment

  • Cobra - Weapon

  • Homing Missile - Equipment

  • No Pain - Weapon

  • Schwartz - Weapon

  • Thumper - Weapon

  • Turtle Soup - Weapon

  • Vegas Vacay - Weapon

  • 2 additional weapons

  • Several campaign stretch goals

  • Build Guides

Personal Stretch Goals

  • Kitten Armor

  • Chubs Armor

  • Another T.E.D. armor

  • More Weapons and Equipment

  • Terrain and Scenery

Potential New Campaign Rewards

  • Arena Contributor - $1 - Name in Rules

  • Arena Basics - $10 - Arena Contributor + 1x BAF, 1x BAF armor, 1x moveable base, 1x jazz hands

  • Meowkin Armor Special - $20 - Arena Basics + 1x Cat Nip armor, 1x weapon hands, 5x weapons

  • Meowkin Single Player Special - $30 - Meowkin Armor Special + 1x T.E.D., 14x weapons, 3x equipment

  • Meowkin Melee Special - $40 - Meowkin Single Player Special + Scratch armor, 5x melee weapons, 3x melee equipment

  • Meowkin Range Special - $40 - Meowkin Single Player Special + Territory armor, 5x range weapons, 3x range equipment

  • Meowkin Super Duper - $60 - Meowkin Melee Special + Meowkin Range Special + Lime Marines + Stretch Goals

(7/1) UPDATE: New Armor - Come meet Scratch!

It's been a while since I last gave an update! Like most folks during summer, things get a little chaotic with family and jobs. Even though I have been super busy, I still manage to complete some awesome stuff and make progress with the campaign. i introduce 3 new things, one in which is a new armor set; took quite a while to get right.

  • C14-W “Scratch” armor - Scratch is the Meowkin melee guru Animus Engine. This Animus Engine is designed to destroy enemies up close; in yo' face! Utilizing an internal proton array, Scratch can enhance its strength in close combat and do massive amounts of damage. It slices, it dices, it goes chop chop!

  • Banga - Rang! This weapon is a sophisticated weapons that is thrown at the enemy and somehow always finds it's way back to the user. This weapons has the interesting ability of hitting multiple targets on a single attack. It swirls all over n the Arena .

  • Tripod - Who doesn't like having more weapons! The tripod is an equipment that gives a Animus Engine an additional arm. This arm can then be equipped with a weapon and give you even more firepower!

And now the hard question.... When will the Campaign launch? This is still a bit TBD as I am continuing to create more things for the game and refine the rules. I had a lot planned for the campaign and I am doing my best to make it all happen. Some of the rewards originally outlined may change,.

(5/27) UPDATE: New Campaign Launch Date

To put it in simple terms, this campaign is kicking my butt! There is so much to do and so little time. To give me more time to develop all the miniatures, especially the weapons and armor, I am pushing back the date of the launch to September. Let me answer a few basic questions:

  • Why delay the campaign 2 months? I figured it would give enough time for me to finish everything up and if I can, I would love to release early, if possible. What takes so long with designing a lot of the stuff for this game, is that I test print everything and ensure it works properly. What happens some times, is that I print something, and have to go back several iterations to make it better. This add more time in creating everything. I try and do things in groups, so I will wait till I have several weapons or items to print & test. On top of that, I am maybe being too overambitious in the number of weapons I have to create. This number may slightly change, but there is a lot of work to be done.

  • What about the Rules? Recently, I have been putting a ton of time and effort in making the new rules. And I have to say the new rules are AWESOME! The rules are totally rewritten! They do have similarities to the the previous version, but the new ones have a ton more great stuff. Here are a few sneak peeks of the new rules to give you a glimpse of what we added/changed:

  • Retrocoins! Arena Tokens are out in favor of the new Retrocoin. Instead of drawing tokens, Retrocoins are currency that a Player can spend on things or actions.

  • Retrofit & Retroactions! During a round you can equip and change weapons and equipment on your units, we call this Retrofit. Retrofit costs Retrocoins and it done once per unit per round. Retroactions also cost Retrocoins but allow a player to do an action during their unit's turn. This can include supporting actions like healing, respawning, and weapon recovery. But there is also opposing retroactions, which are used during another player's turn. This includes stopping a weapon retrofit, stopping a recovery, or forcing a player to swap their retrofit. Instead of tokens that your draw, players now can decide what type of actions they want to do.

  • 1-handed and 2-handed weapons! To give you even more versatility with weapons, all weapons can be used 1-handed or 2-handed style. Every weapon has a 2-handed modifier that makes it even more bada$$.

  • Enhanced team creation, unit customization, actions, movement, cover, and so much more

  • Will there be changes to the campaign prior to launch? Potentially, yes. As I design the rules and continue creating more things for the game, there may be alterations to this campaign. For example, the rewards may change slightly. It's hard to say at this time what till change.

  • Are you still working by yourself on this? Yes

  • Do you plan to do paint these minis or make any new videos about that? I want to paint everything so bad but I just cant find the time. I rather focus on creating everything, then when the dust settles, start painting them up! Painting and videos take a ton of time, and right now there are other priorities.

(5/16) UPDATE: I <3 Weapons!

We need MOAR WEAPONS! And we got them. In this latest update I introduce to you a slew of new weapons, some with moveable parts! We have the Rex, a small snappy dino head that can open and close his mouth! Yep, it's articulated! Next, we have the Rocket. The Rocket is a jetpack with wings that allows you to fly. we also have the Question, which is a beam axe. Can I AXE you a question!? Wow, that was bad. Also have a revised version of Anchors Away, which are large anchors that sit on an Animus Engine's back. The chains in the Anchor are free to move and wiggle all they want. And lastly we created the largest weapon yet, the Sephimune! The Sephimune is giant katana that slices and dices and malfunctions whatever it wounds.

For our next update, we will take a break from weapons and focus on some new armor. Already in the works is Scratch, a melee oriented Animus Engine that likes to get up close and personal. Like everything else I create, everything is tested to ensure it works properly and fits perfectly.

BIG NOTE: I have been working really hard to design and enhance every aspects of this game. Been messing with the rules more and more, and have nonstop-designing/printing. TBH I am starting to burn myself out. Right now this is a "solo act", meaning I have been doing everything alone. Right now I have slated for the Kickstart campaign to begin one month from right now. However, I may have to push this back slightly, and/or I may have to change some of the rewards. We'll see what happens in the coming weeks and I will update everyone/anyone on this site. Thanks!

(5/8) UPDATE: Tons of New Weapons!

We have been working hard developing new and redesigned weapons for the launch of our Kickstarter campaign. Today we will show you the sneak peak of the Slap, Yeet, Butterfly, Commando, Eye, Scorpio, Uber, Broton, and Baba Yaga. The Slap is a multi-hit close combat weapon guaranteed to leave a nice red mark on your enemies. The Yeet is a small hand cannon in which you can divide your attacks and pretend you are in the Wild West. The Butterfly is an articulated equipment that let's you spread your wings and protect yourself from harm. The Commando is a large rocket launcher that causes big aoe damage. The Eye is a special weapon that gives you a chance for an insta-kill. The scorpio is a support weapon that let's you drag your opponents close to you. The Uber is the healing weapon and repairs your friends in the Arena. Broton is a specialized backpack that increases your attack and damage output. The Baba Yaga is a special close combat weapon that resembles a pencil, the closer you are the deadlier it becomes.

Those are the brand new weapons for the campaign. Most of which are part of the Cat Nip and Single Player rewards. We will continue to create more weapons and armor, coming soon!

(4/28) UPDATE: New Weapons and Hands!

We have new weapons , the ZFF-1 and the Big Loli. These weapons are redesigns to fit with the new miniatures! The Big Loli is a giant sugary weapon of pain that knocks back enemies! The ZFF-1 is a futuristic rifle that has a nice little red button that you can't help but to press! Kaboom! On top of that I created some fun hands to be included in all the mini packages. These hands include, thumbs up and pointing. Obviously, a must have hand set for everyone!

(4/16) UPDATE: New T.E.D. Mini!

T.E.D. are the little helpers of the Arena that aide their larger counterparts, Animus Engines. They may be smaller and less armored, but they are cheaper and still pack a huge punch. T.E.D. can do everything an Animus Engine can do, like hold objectives and destroy things, but may not survive as long. For this redesign, I decided to make T.E.D. more interesting and give them similar features as the newly developed Animus Engine. Utilizing a smaller Animus Base Frame, this mini has most of the same features as the new Animus Engine. The new T.E.D. mini has 14pts of articulation, moveable base, swappable armor, swappable hands, and can use the same weapons as the Animus Engine. He's just so darn CUTE! See a few preview pics below!