Modiphius Entertainment is in the midst of a crowdfunding run for the 6mm science fiction miniatures game Hardwar. In the game, players lead small elements of troops, vehicles, and mechs in battle in the not so distant year of 2100. The Kickstarter is fully funded and there are a variety of pledge levels ranging from the rulebook in print and PDF for a pledge of approximately $21.00 all the way through all 97 models on offer, terrain, the rules, dice, and more for a pledge of approximately $550.00 through July 31 with an expected delivery on the rulebook in February and the rest in April 2026.
You can check out Hardwar with the free quickplay here.
About Hardwar:
It’s 2100… The time of wars with soft assets is over, making way for Hardware-Warfare.
Hardwar is a fast-paced tactical wargame set in a realistic sci-fi universe at the turn of the 22nd century. Using an innovative dice resolution system and 6mm-scale miniatures, Hardwar creates brutal combat between mech, vehicle, and air elements, mixing classic armoured warfare with futuristic experimental weapons, cybernetics, electronic warfare, and sentient combat swarms for strategic flexibility.
Players take on the role of corporations, paramilitary contractors, or even revolutionary leaders fighting dynamic battles for financial and political supremacy. Starting with a company of 6-10 models each, players use cunning tactics and awesome firepower to destroy their opponents’ forces and complete objectives in a series of gripping, interconnected scenarios.
Models, known as Elements, get two action tokens and commanders take it in turn to activate one element and can choose from a number of actions.
To make an attack, the attacker rolls a number of D12s equal to the Element’s Attack rating, and the defender rolls a pool of D12s based on their Defense rating. The attacker’s target number is the range in inches to the defending Element, plus the defender’s Armour rating and any Cover. Rolls of 12 explode, letting each side roll an extra dice for each 12. Any defender’s dice that match the attacker’s dice cancel the dice out. Each group of remaining attacker dice that can be assembled that equal or exceed the target number generate 1 hit, and if the group includes a double, it’s a Critical Hit.
The defender marks the damage on one of the Element’s abilities as well as the main damage track. If there are any Critical Hits, the attacker can choose which ability takes the hits. There are different results for reducing each of the ability tracks ranging from immobility, disabling an element, or even destroying it. If the damage exceeds the remaining number on the main damage track, the element is eliminated.
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