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/tg/ - Traditional Games

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Fallen Paris Skyline Edition

>What is this?
EXPEDITION - an ~1870s era, Jules Verne-inspired retro-futurist, underground blood soaked adventurescape.
It is a Skirmish wargame. Two players with their own expeditions, on a hexgrid map, fight each other for victory.
A campaign mode is planned, and currently in the works. (you) are encouraged to contribute.

3 versions of the rules exist, TWO of which have been playtested:
>1e - proof of concept, recently updated with unit stats
>2e - lead by 2e anon, playtests started, ~75% done. Campaign system is developed here.
>3e - Replaced 4e because it died. Spearheaded by 3e anon, needs more playtests, rules present in the doc

>What can I do?
Shitpost, meme, get comfy. Read over the docs to settle in.
Familiarize yourself with rules and plan some playtests.
Contribute if you have ideas. Give feedback on contributions if you don't.

>TQ: How important are the minor factions like the whalers and secret societies? Should we do more to expand their lore and give them units?

Previous: >>92133409
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>TL;DR Doc
>Main Lore Doc, including links to anon-written short stories and additional lore in "Recommended..." section
> Unit Spreadsheet - Currently outdated, requires an update
>Unit Design Doc
I like how the current secret society merc factions (Ombre, Lost Men) do it where they primarily rely on units from other factions but have one to three unique ones max.
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Thank you for baking!
>How important are the minor factions like the whalers and secret societies?
Varies enormously. La Ombre I'd think would be Freemason-tier, a finger in every pie type of organization. Many of its lower agents probably have no clue who or what they are working for.
The Lost Men are similar but less established, more nascent, and more directed against the Brits as a whole.
The Warfare Apologists are probably a very large organization well embedded in a lot of different cities, and might have had huge political influence locally if it wasn't for the fact that politics are diplomacy, and well...
> Immune to Diplomacy
The KoB is relatively very small, its essentially a university club, they might have 30~50 members at a time and have to rush recruitment after a bad expedition so that the university doesn't shut them down.
>Should we do more to expand their lore and give them units?
We could definitely expand their lore, explain what they are involved in at the moment. The Scion is left to be done for La Ombre, and the Apeman general (forget his name right atm) for The Lost Men but otherwise I don't necessarily think they need a specific roster each.
Still pondering if I should keep them in the Merc book or give them their own tho.
Also, if anyone has engravings, etchings or sketches of locales similar to the Paris one in OP which would work underground, please post them, I'll try to do some more cave ceiling/ Inner Sun edits.
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>Still pondering if I should keep them in the Merc book or give them their own tho.
I'd say give them their own book but only once we get all the known units they'll have done. (Scion, Neanderthal, etc)
Also, I've been thinking about making one fateless unit and one generic "Lost Man" unit. Fateless makes sense to add but for the Lost Man I'm not sure if the pre-existing mercs fill the slot well enough already.
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I bet you could put a sketch of a saur on this one and have the guy be pointing at it.
Also, the past two or three threads haven't been archived on sup/tg/, the site is working again so we should get on that since we had a lot of good stuff last thread.
>one fateless unit
What do you mean, fateless, like Napoleon is for the Lemurians? I don't think that should be a generic thing. You must be speaking of something else?
>one generic "Lost Man" unit.
I have no issues with it myself, one thing I failed to pick up at the start was that Malcolm wasn't supposed to use his own countrymen anymore, if you want to make something before I get to that clean up I'll include it in the faction mechanics!
>I bet you could put a sketch of a saur on this one and have the guy be pointing at it.
Thank you, I'll try something!
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Lazy edit, I'll try something better later on.
>What do you mean, fateless, like Napoleon is for the Lemurians?
I mean the Lemurian deserters who are part of Libertalia and the Lost Men in the lore. They're all called fateless right? I thought Napoleon's title was "Fatebreaker" or something different like that
>I mean the Lemurian deserters who are part of Libertalia and the Lost Men in the lore.
Ah, thank you. Then yeah for sure go ahead.
And yes well Napoleon is a "fateless" and thought to be "The Fatebreaker", iirc.
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I don't even think this one needs that much editing, maybe some ice floes in the background. I'll try to find one of St Helena itself.
I think I already have a few ones of St Helena saved from a previous thread, I'll check, however yours is perfect, I'll 100% do something with it.
If the anon who playtested last week is there, wanna pick up the game on Monday evening?
i know i was the one who said we should finish proper, but now i would rather start a new game. i think it would be a better use of our time, play test some of the many new ideas from the last thread. what do you think?
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>what do you think?
Might as well yes, are you also free on Tuesday evening?
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>are you also free on Tuesday evening?
Reason why I ask is if you are I'll be able to get the US book updated by the time you want to make your list.
Here's what I went with for the Ordnance Sergeant. Made significant changes to it, so let me know what you think. His infinite Dynamite thing might be broken but if you spend the whole game just having him hand them over I think you'll have wasted the unit's potential.
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And to be clear, even if you aren't free on Tuesday evening we can still do it on Monday.
i dont know if i will be so monday is better.
>Ordnance Sergeant
Master Sergent seems op. the infinite dynamite is a stalling tool.
Its set for tomorrow! I'll be making a new map for it, you mind if we try playing with Chests/Mineral Veins/Ruins?
The 18th and 19th century had a lot of unbuilt monuments, fantastic/exotic drawings, and the Capriccios, which were immaginary etchings after etchings of real places became too bland. The list is too big to put it all here, but I think these links are worth browsing.









I've known about these for a while but never the name. Thank you dearly for this gift.
Ooh, these are nice. Perhaps a good aesthetic for Atlantis/Atlan? I quite like the overgrown ruins thing, and I imagine there'd be a lot of those from when Atlantis was swallowed by the waves. A kind of lost glory feeling, a constant reminder of better days long past.
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Btw, I included Newton's Cenotaph because I imagined that someone, somewhere, tried to build a globe of Agartha, but as we're talking about a hollow planet, the thing is kinda like a multilayered planetarium.

I used to search public domain images for my fantasy heartbreaker, so I have or know plenty of them, but not sure what would be of interest. For example, does pic related fits the German Industrial Complex?

You're very welcome.

Yes, it fits. Piranesi is your man for this. His touristic etchings of Rome, plus the Capriccios he made, are so good he inspired Kentaro Miura, M. C. Escher and others.
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I wonder... perhaps we should turn Germany into a nation of rabid industrialists, ignoring Agartha and pursuing technological progress above all else, a kind of echo of the proto-Hyberborean nations of the future? They turn the entire country into an industrial wasteland in an effort to bring themselves to parity with the nations involved in Agartha.
I like the conception that they're possibly the sanest nation still around (Even the UK is getting funky with computers)
But then again heavy industry does make me feel things in my special area so I'm not sure.
Archived one of the threads we've been missing on sup/tg/ as a test. I haven't used that site to archive anything in a few years so let me know if I fucked something up.
If it worked I'll do the other 1-2 we're missing tommorow.
Nice, archives are always sick.
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>new map
Very open map, thought we'd switch around from last time with all the LoS blocking terrain. We can play with Walls tho, just need to scatter them before hand.
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>Lost Man: (3 Silver)
AP: 2
Movement: 3
Accuracy: 4
Strength: 5
Discipline: 3
Evasion: 5
Labour: 4
Awareness: 4

2 Box

>General Rules:
>Special Rules:
-Outcast Dregs:
On deployment, select one friendly soldier model that is not a leader, specialist, character, elite, or deep model. This unit gains the stats and special/general abilities of said model for the duration of the battle, equipment and armour are not replaced. This unit reverts to its original statline if it becomes shaken. Each model copied in this way may only be done so once per deployment. (I.E, I have one serb, one kentuckian, two lost men. I can copy the serb and the kentuckian once each but not the serb twice. If I had two serbs and two lost men I could copy each serb once.)
This model may take equipment from the mercenary lists
This model may only be recruited by the Lost Men Faction
This idea is that after enough time with the Lost Men all the individual deserters blend together into a less disciplined less-skilled rabble. But at the same time they still have that background of training. The silver you save by taking a few Lost men and a few regular mercs compared to just taking the same amount of regular mercs is not too much, maybe enough for one or two units.
It might be less powerful in regular battles than in campaign, but in campaign the ability to effectively swap out units for free each battle is pretty good I imagine. This whole thing hinges on there being more merc units so I’ll have to get on that though (I know Austria-Hungary is intended to be a full faction but I think I’ll still make Mystery-Meat a merc to start with)
>Fateless Deserter: (8 Silver)
AP: 2
Movement: 3
Accuracy: 4
Strength: 5
Discipline: 6
Evasion: 6
Labour: 4
Awareness: 7

2 Box

>General Rules:
-Prophetic Sight

>Special Rules:
-Nothing is Written: (2 AP)
When any model succeeds a prophecy this unit may immediately interrupt it and attempt an awareness check. If successful the prophecy is canceled but does not count as failed. If this unit fails its awareness check count it as a failed prophecy for this unit.

This model may be equipped with a dagger. It may carry equipment.
This model may be recruited by Lost Men expeditions.
Essentially just a worse and more expensive Scholar-Prophet for the Lost Men. The unit doc mentions that Lost Seer Jayanyati lets Fateless units leech of prophecy rolls so Nothing is Written serves as a precursor rule to that. I assume that Jayanyati also lets you recruit these as non-elites or maybe give them weapons/other buffs.
Funnily, this unit also serves to fuck up British lists with Analytical Engines which fits with the Lost Men’s overall theme of “Fuck England”
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-Lost Seer Jayanyati:
She gives buffs to Fateless and lets them leech prophecies for buffs according to the unit doc. Should she be a leader exclusively or can you take her with Malcom for a power couple build?
- Bleg of Ook
Focused on Agarthan Merc units, Cannibalism, and Surface Guns. Pretty simple, but a lot of different facets to deal with. Some small evil part of me wants to let him take any colonial artillery unit but I think the implications of monkeys with a Traction Engine or an EEE are too horrifying to consider.
Not confirmed as a Lost Men leader but I want an excuse to write up Penzance-Style Pirate units. We’ll just say he hangs around enough to get invited to Malcolm’s bi-weekly chess game with the other Lost Men and sometimes Napoleon.
-Penzance-Style Pirate Units:
Tarantara! Tarantara!
-Other ideas:
Having a sky-people aligned Lost Men Leader could be fun as an excuse to have colonial-adjacent sky-pirates but I’ll leave off until they get their book.
Thank you for these!
I will try to rush the US book out today so the playtest can be made with it, any idea what I could do with Arc Rangers?
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We good to rename the AmExCo to the Marine and otherwise keep the same profile?
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Here we go. The only thing I changed is that I gave them a simple Health profile, I see no reason to give them a complex one. Since the Half Dog is supposed to be a lynchpin to the others I gave him an extra health, since they are stuck trying to melee I don't think that's too much. Instead of Elite I think I'll simply set him up in the Special Unit section and limit him to 1 per Expedition unless you have a specific Hero along.
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>any idea what I could do with Arc Rangers?
Well, faraday suits let you do this:
But they need an electrostatic generator to be able to do it. I'll believe a lot of weird things in Agartha but the idea that Edison would ever accept an AC using Tesla-Coil device is too out there even for me. Picrel on the other hand is a DC electrostatic machine. So what you could do is have Arc Rangers build a large structure like picrel, have one of them crank it up, and then it starts shooting out arcs which can be furthered by having arc rangers standing close together? Like thundermoles but they need to keep the generator working to be able to do it.
I would also say that giving them tazers/cattleprods and regular guns too would be nice.
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>But they need an electrostatic generator to be able to do it.
No, they just need a suit, based upon the most advanced firefighting apparatus, lined with galvanic plates and the Edison Electrostatic Engine, a brass backpack with a few pounds of alchemically preserved electrocytes extracted from Agarthan knifeels, constricted by a pneumatic pendulum.

The cumbersome panoply and its powers dulls their senses, so they have the battlefield awareness of a drunk donkey. Mr. Edison promises to rectify this, as he is working on a electromechanical gadget to enhance volumes, enabling Arc Rangers to both hear and speak louder.

He also mentioned satisfactory field trials with the Edison-Franklin Repeater, using a gas concocted from Agarthan metabolic processes to pneumatically propel Leyden Bullets*, each glass ball storing enough power to put down a Brown Bear!

>Chests/Mineral Veins/Ruins
sounds good.
Mind if we start a bit later, around 9pm? Gotta do some errands during the evening, but the game is my priority.
that works really well for me.
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personally I prefer the executioners hood/faceless veil design of the faraday suit but there's no reason firefighter style ones can't also be present.
Its set!
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I've noticed not a lot of work has been done on Neanderthals. Which is okay, they were always meant to be minor, but I'd like to take a look at them again.

Just ideas:
>Ook is a militaristic city state, home to a grand arsenal that while not the peer of any surface nation is still the largest native military of the Third Layer. It is from this complex of shipyards and armories that the pikemen and musketeers of Ook march forth towards the Atlan and Mu colonies - to serve as mercenaries for their conflicts in layers below. Ook's government is authoritarian and militaristic, with a Doge elected by a council of generals. Politics are cutthroat but out in the open, with duels common. Ook was one of the first Neanderthal settlements contacted, and their sense of honor and military prowess earned the begrudging respect of the Fallen Parisians in the early years.
>Eek is the counterpart of Ook, with a tradition of maritime trade and maintaining various sub-colonies throughout the Neo-Tethys. They practice a strange form of caste-based democracy that fits no human norm, and as a result their politics are difficult for the Surface nations to keep track of. They are led by what could be called a 'Senate', and the wealthy 'Senators' belonging to this body also serve as generals in times of war - with their profits from trade expected to help arm citizen-soldiers that rally around their banner. Mercenary bands are formed under the same system. Eek was eager to trade with Fallen Paris, and now Eekian merchants sail across the Surface Oceans with pride.
>Ack is the oldest, largest, and most mysterious Neanderthal city state - a labyrinth of ruined temples and teeming favelas. Although on the surface peaceful and theocratic, digging deeper will reveal a priesthood that openly preys on the weak - particularly naive Surface visitors. Never agree to dinner. Ackians are scheming and duplicitous, their mercenaries easily switching sides for coin or to avoid a defeat.
Not sure how I feel about Eekians trading directly on the surface, the rest is really evocative and unique though.
Also, as the newly crowned "Neanderthal-lore-anon" do you think that Bleg should be able to take the French Artillery unit in his lists?
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>the implications of monkeys with a Traction Engine or an EEE are too horrifying to consider.
I think you mean too hilarious.
can we play with some of these rules, just to see how they work out? dont worry about it if youve already built your list.
>Dread does not decrease between turns
>Leaders my spend 1AP or 1LP to lower Dread by 1.
>Heroes and Named Charters may spend 1AP to lower Dread by 1.
>Barricades are always built, still requires labor check. failing the check means 1HP Barricade, succeeding the check means 3HP Barricade, Crit on check means 4HP Barricade.
>when 1 Model of a given Unit Affixes a given Weapon, all Models belonging to that unit are said to have Affixed that Weapon.
Give em the Traction Engines and EEE but make them constantly roll for breakdown checks, if it fails they explode spectacularly.
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Yes, all of these works fine for me!
Rushed version of the US book with the latest profiles. I'll get back to it after the playtest. If you already got a list its 100% fine too.
wonderful! working on list as we speak.
Running a bit late doing the same, setting up as we speak shouldn't be too long
Ok, done, lol, we'll see what that does.
Minister Eiffeil 30
5x Material

Fallen Paris Surivor 6
Socialist 6 Strong Limbed 1 Eiffel's Student 2 Chevalier A Vapeur 4 Silver
Lefaucheux Sabre 23

Chevalier a Vapeur 14 (18)
Sabre 2 Lefaucheux 2

Garde Republicaine 20 (26)
Beaumont Rifle Sabre

Moblot 7
Lefaucheux, Material X4 (14)

where is the profile for the Whip?
>Should she be a leader exclusively or can you take her with Malcom for a power couple build?
Would be interesting if we had a few leaders who had specific pairings they could operate with.
also, dynamite profile?
oh shit missed that
( -1 / -1 / -1 / X / [X /] / Reach 2 )
Dynamite is in the Mainbook.
Range5 Skill-1 Blast Range1 Strength6 AP-1

Commander Grant (30Silver) 3 Material (3S)
Illinois Jack (18Silver) 3 Material (3S)
The Hiker (2Silver) Flintlock, Dagger.
Ordinance Sargent (15S) 3 Material (3S)
7x[ Cobras Fumantes (7S) B. Musket, Bayonet (3S) ]

Total Cost In Silver:
Did someone say vast unbuilt buildings? Friedrich Gösling's design for the German Reichstag, 1895:
London necropolis pyramid, 1829.
Here's one that was built: the old Stockholm telephone tower (in use from 1887 to 1913).
And some later stuff, early Soviet dreaming, but it fits the mood.
Holy shit IJ who finds 50 Silver worth of Gold on his first turn...
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>This shit is still going.
I almost put "Eekian ships", but I realized your criticism and instead had it as individual Eekians doing the trading.
>do you think that Bleg should be able to take the French Artillery unit in his lists?
Oh, and regarding this, I think Neanderthals with artillery is fine. Their tech level, at least in my mind, was always 'early Pike and Shot'; and while their artillery isn't Napoleonic, it's certainly able to adapt to modern cannonry. I'd say that cannons aren't their go-to siege weapon, though, as they were still experimenting with their use before Humans showed up. So any native artillery should be obsolete. Organ guns, swivel guns on ships and forts, bombards. That sort of thing. You want them to be distinct from the regular factions, and either "better but with drawbacks" (turkish style bombard) or obsolete but available in quantity (organ gun). Putting those cannons on the Tartaradon is an Lemurian thing, I believe. It's been a while.

They're mercenaries for all factions. So whatever works within that mechanic. Neanderthals working under a faction shouldn't break the faction's overall mechanics, but rather supplement it. Fill in gaps, unique variants, etc.
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You have no idea how much this shit is still going on.
> Minister Eiffel wishes to convey to the Americans his thoughts on their new plans for national parks in the 3rd Layer.
But there is much Profit to be made! Mineral Veins, Treasure Chests and perhaps more (actually no, that's it) are around! Also, the Roof is rather low in this area, forming a tunnel at the middle.
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> Illinois Jack starts the game by moving up to a chest, opening it and finding 50 Silver worth of Gold bars in them.
> Survivant and Moblot moves, both check Mineral Veins, both get Iron, 2 Silver x2.
> Grant does the same but finds Asbestos.
> Eiffel Overclocks one Chevalier and installs Guillotine Talons on a Garde
> Cobras start spawning.
Forgot to add
> Overclocked Chevalier runs across the map to open one of the Chest. Results is Titanium Bars, 100 Silver worth. This is now about who can protect their riches and steal the other.
> Garde with the Guillotine runs up to join the center
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> My turn to go first so I push the Guillotine Garde in the Snake's face.
> The Chevalier with no Overclock decides to foolishly check the Chest and triggers a Trap!, taking 2 Deep wounds in the process.
A nice mess is forming in the middle.
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> Eiffel advances
> Chevalier with Overclock falls back in front of Grant and shoots at the Hiker, missing. The Hiker shoots back, dont recall if he hits or not.
> The Cobras next to the Guillotine Garde fails one trap test and takes a Deep. I believe he fails to hit the Garde this exchange.
> But a newly spawned Cobras picks up the slack and Crits the same Garde twice, starting the steady climb of Dread.
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> The Cobras continue to Crit/Hit Garde 1, however the Garde replies by killing one Cobras with a Crit himself.
> Ordnance Sergeant builds an Infirmary.
> Overclocked Chevalier decides to risk it since he's got a boiler full, and charges the Hiker, kills him which again bumps Dread by 2 for the USA. Some Cobras are Shaken! He then books it for the other side of the map.
> Grant continues to advance toward him. Cobras are spawned and run in the back of the Chevalier carrying the Titanium Bars.
> The Chevalier who go wounded by the Traps nevertheless joins the Garde in the melee against the Cobras and IJ in the middle.
> The Survivant who did nothing until now except find some Iron moves in, possibly to repair the Chevalier/Knights, possibly to take their place should they fall.
> The Guillotine Garde continue to get pincushionned by bayonets but still holds on.
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Got few pictures as things develop but
> 2 Cobras are spawned to block Eiffel
> Characters start spending AP and LD to lower Dread, this is a really cool mechanic I think.
> In the middle 2 cobras are killed, while the Garde also gets taken down (he tough tho so that's why he's still there), bringing back the Dread.
> IJ takes on the Survivant
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> Grant shoots Eiffel, hits, but the bullet ricochet.
> Eiffel Charges Grant, hits him once and fails one.
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> Grant, unsure of himself, spawns some more Cobras to come and help him, and uses his ability to give them additional AP.
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> The Cobras that managed to run past Eiffel luckily doesn't manage to kill the Chevalier carrying the Loot, however I'm unable to affect much change in the melee in the middle, Dread is too high for the Moblot to act even tho he wouldn't do much.
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Should specify we said the game would end after 5 turns since there are econ factors and we could have just spend the night playing minecraft.
> Last turn Dread is too high for anything to happen, the Survivant hits IJ but fails to kill him. Eiffel breaks Grant's arm as a final "và te faire foutre".
End of Game Score
> France : 161 Silver, 6 Dread
> USA : 95 Silver, 4 Dread
Obviously the Treasure Chest loot mechanic will have to be reworked 50 & 100 are way too much for a 150 point game, but I do think it was cool to introduce this side of absolutely wanting to protect your one dude. We got lucky and both had a high value one.
I'm thinking the solution is to have it scaled by Expedition size. Its a bit weird but at least it won't necessarily make it either broken or irrelevant. And traps are mean.
I absolutely loved the Dread not going down and the ability of Characters/Specialist/Leaders to spend LD or AP to lower it. I didn't bother/think of lowering mine at the right moment and even without any rules to cause it, it became a relevant factor in the game. It also makes both LD and Characters more relevant.
>Commander Grant will remember that
This demands a rematch.
Bayonets are either not good enough or too expensive. Reach came in very useful for the USA (I think) at a few times because it allowed some Cobras and IJ to hit without having to engage, thus not forcing them to disengage on the next turn, as well as avoiding the Guillotine, but in exchange the regular / as Weak attack takes way too long to hurt anyone.
France and US are 1-1 tied now, right?
For me yes.
I think the other playtest anon played Eiffel vs Saur General himself and also won.
Grant also took a bullet in the head from the Brits.
Reposting from last thread as I pick it back up.

-Miskatonic Advisor
-Arc Rangers
-Edison Cannon (Exact Epithet Elusive)
-Exiled Redshirts
-Paulistaen Golden Syndicate (Sponsor and/or Leader unit only? I have ideas)
-Tinglits (Mentioned, but I think we can leave them in the aux pile. Does U.S even own Alaska in this timeline?)
-The Bohème Society (Sponsor)
-Fenian Husk
-Halifax Survivor (Fenian, also possibly a lost-men unit/merc.)
-Deep Born Aztec
-The G-Man
-The Sled dogs
-Mountie (Mentioned as a part of the western hemisphere rather than the U.S faction)
-The Wizard A.K.A Edison (Sponsor)
-Edison’s beloved pet thundermole Jumbo
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I changed a few things in order to have the Captive token thing be a bit more relevant, otherwise I think there was an argument just straight up killing models would be better, since it scores you the same profit. Might see some touching up.
Anyone got any idea what I can use for art for the Arc Rangers?
I wanted to playtest too but I was never invited to the discord.
We don't have one to my knowledge. When I say I playtest over discord I mean with my current Tabletop Group not with anyone from here. (No offense but that's an uncrossable boundary.)
none taken, to the best of my knowledge there used to be a group. That's all I am referring to.
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I could whip up another edit like this but it might take a few days to get around to it since things have tightened up.
use a power ranger for a place holder.
what do you think about adding back AmExCo as its own thing?
>Does U.S even own Alaska in this timeline?
absolutely. once PACT is formed, the fist thing it does it take Alaska. its PACT's homecoming game.
by the way, is Greenland North American or European?
>Is Greenland North American or European?
It's probably Lord Cunningham's. Not even British, just his.
>what do you think about adding back AmExCo as its own thing?
I have no issue with it, would you have any ideas as to how to differentiate them from Marines?
Sorry about that! The Discord was only used early for a few games as chat, there is nothing on it. If you want to playtest (or just play) you should ask here! If you want we can certainly set up something, for myself I'm usually free Monday~Tuesday evenings EST.
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Is there any news on the RPG front, or should we assume that's defunct as of now? (Only asking because I think that should really end up being something eventually.)
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>by the way, is Greenland North American or European?
Greenland became devoid of all human life around the same time as the Fall of Paris. To this day none who have set foot on the island have returned unless they remain within sight of the shore. Those who return report an eerie, uncomfortable feeling, and an urge to return to their ships as soon as possible. Even so, the British and Americans maintain a joint blockade of Greenland, preventing any entry from the more foolhardy and suicidal explorers. Fishermen who claim to have snuck past the blockade report they have seen steam or smoke rising from the most distant glaciers, but these are officially dismissed as rumourmongering from drunks telling tall tales. Fishing in the waters around Greenland has become quite poor in recent years anyway, catch becoming scarce, and most of it diseased or covered in strange, inexplicable growths. Said fish have become a delicacy among certain obscure elements of society, and there is reportedly a high demand from the New Mu city-states for these new "Greenland Ghoulfish".

Additionally, though The Whalers still operate in those waters, they steadfastly refuse to speak about their work to even the most insistent authorities.
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Love it.
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Still figuring out what to do with Electrical Damage, I'm thinking its gonna be a variation on the Fire Damage rule, possibly test the Armour of the location hit once again after the Attack, capped at some number (because metal armour wouldn't be better than some other material).
For the EEE the first version I went with was that you don't throw to hit or scatter, you throw for the distance, and you HAVE to target one model at exactly that distance (friendly or enemy), and then it arcs by 1/2 exactly until you can't target someone at all or range reaches 0. The mechanic I had made was too complicated for that purpose tho so I will rewrite it to simplify, but otherwise is that something that you guys think would be cool?
The "can repair Electrical building" is for something I have in mind for the Sponsor rules.
Also, should we do Edison as a Leader/Character, a Sponsor, or both?
EEE idea sounds good to me. Edison should definitely just be a sponsor and not a character in game.
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Here we go!
Next will be the Miskatonic Advisor and the G-Man.
I will try to come up with Sponsor rules tonight too.
Discovered this in a bookshop recently. Haven't actually read it before, so it should be good inspiration for mores stuff!
Which edition? If you've got a 1e book you should scan it at the sharethread since those are rare.
I'm sorry what? The G-Man?
Like, THAT G-Man?
G-Man is a general term Gaben did not invent it.
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Kek, whoops, forgot the picture.
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" The sea—the sea," I cried. " Yes," replied my uncle, in a tone of pardonable pride
" The Central Sea. No future navigator wiU deny the
fact of my having discovered it ; and hence of acquiring a
right of giving it a name."
It was quite true. A vast, limitless expanse of water, the end of a lake if not of an ocean, spread before us, until it was lost in the distance. The shore, which was very
much indented, consisted of a beautiful soft golden sand,
mixed with small shells, the long deserted home of some
of the creatures of a past age. The waves broke incessantly, and with a peculiarly sonorous murmur—^to be
found in under-ground localities. A slight frothy flake arose as the wind blew along the pellucid waters ; and
many a dash of spray was blown into my face. The
mighty superstructure of rock which rose above to an in- conceivable height, left only a narrow opening—but
where we stood, there was a large margin of strand. On
all sides were capes and promontories and enormous cliffs, partially worn by the eternal breaking of the waves, through countless ages ! And as I gazed from side to side, the mighty rocks f^ded away like a fleecy film of cloud.
It was in reality an ocean, with all the usual characteristics of an inland sea, only horribly wild—so rigid, cold and savage.

Going to post some excerpts from "Journey" of the Inner Sea, i.e the Neo-Tethys. Also that bay near New Kirkwall needs to be renamed the Lidenbrocke Sea, in honour of its discoverer.
One thing startled and puzzled me greatly. How was
it that I was able to look upon that vast sheet of water in- stead of being plunged in utter darkness ? The vast land- scape before me was lit up like day. But there was wanting the dazzling brilliancy, the splendid irradiation of the sun ; the pale cold illumination of the moon ; the bright- ness of the stars. The illuminating power in this subter- raneous region, from its trembling and flickering character, its clear dry whiteness, the very slight elevation of its temperature, its great superiority to that of the moon, was
evidently electric ; something in the nature of the aurora
borealis, only that its phenomena were constant, and able
to light up the whole of the ocean cavern. The tremendous vault above our heads, the sky, so to speak, appeared to be composed of a conglomeration of nebulous vapors, in constant motion. I should originally
have supposed, that under such an atmospheric pressure
as must exist in that place, the evaporation of water could not really take place, and yet from the action of some
physical law, which escaped my memory, there were heavy
and dense clouds rolling along that mighty vault, partially concealing the roof. Electric currents produced as- tonishing play of light and shade in the distance, es- pecially around the heavier clouds. Deep shadows were
cast beneath, and then suddenly, between two clouds, there would come a ray of unusual beauty, and remarkable intensity. And yet it was not like the sim, for it gave no
The effect was sad and exeruciatiagly melancholy. In- stead of a noble firmament of blue, studded with stars, there was above me a heavy roof of granite, which seemed
to crush me.
Gazing around, I began to think of the theory of the English captain, who compared the earth to a vast hollow
sphere in the interior of which the air is retained in a
luminous state by means of atmospheric pressure, whUe
two stars, Pluto and Proserpine, circled there in their mysterious orbits. After all, suppose the old fellow was
right I In truth, we were imprisoned—bound as it were, in a
Vast excavation. Its width it was impossible to make out; the shore, on either hand, widening rapidly imtQ lost to sight ; whUe its length was equally uncertain. A haze on
the distant horizon bounded our view. As to its height we could see that it must be many miles to the roo£ Looking upward, it was impossible to discover where the stupendous roof began. The lowest of the clouds must
have been floating at an elevation of two thousand yards, a height greater than that of terrestrial vapors, which cir- cumstance was doubtless owing to the extreme density of
the air.

One thing I would draw anons attention to is the narrators observations about the INNER SVN - He describes it not like moonlight or sunlight, but electric. Something very interesting there...
Some other details in the book:

There's also talk that the compass needle points not to the North Pole but to something between the Pole and the underground layer, i.e something buried beneath the Pole. What could it be I wonder? The ruins of a previous loops Hyperborea, or something else?

The area where the party sets off is named Port Grauben, so I propose that should be the main port for New Kirkwall.

Will update more once I finish the book.
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> A lone Immortal stands guard in front of an Atlan border fortress in the 4th Layer.
> Atlantean children playing with their pet Thunder Mole.
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Been a while since the chart got posted.
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>I will try to come up with Sponsor rules tonight too.
Ok, sorry about the delay here, nightshift is starting to take its toll in that its really hard to motivate myself to do anything productive or creative, last night I stared at my screen and could barely summon the will to do these >>92242472 >>92243411 >>92248729 shitty edits.
I threw these quickly just now, so they'll obviously see some rework, and inclusions of stuff like post-confederate and abolitionists.
Still working on the others, let me know what you think.
It's fine, don't burn yourself out. Looks like things are pretty quiet around here anyway.
Sorry about delay with Bleg, world is a fuck currently.
After I wrap up Lost Men I might give the whalers a look if that one guy who likes them wants me to. UR-CA already has stats IIRC so I'd only need to make one unit to tie in with that.
>After I wrap up Lost Men I might give the whalers a look if that one guy who likes them wants me to.
I don't know who that is but speaking for myself, sure, go ahead!
A true classic.
Since you're working on the US book, how about an incomplete ranged weapon list?

>M187X Remington-Lee Rifle
After a piece of yellow journalism reported the slaughter of a company of Marines, attributing it to their single-shot Springfield rifles being too slow to fend off a Morlock horde, the Navy Department (in collaboration with other concerned parties) began purchasing this rifle in limited numbers in hopes of replacing the Springfield. Firing 5 rounds of 45-70 from a detachable magazine, this bolt-action rifle is the go-to for expeditions that aren't afraid to splurge. Made cheaper with [Private Purchase] maybe call this rule Gun Nut or Arms Industry Connections?

>M1870 Springfield Trapdoor
Proof of Occam's Razor. Made by converting old muzzle-loaders, the Springfield has faithfully accompanied the Stars and Stripes up and down the layers. As the "default" for US infantry, it's cost-effective, accurate, and can put down anything from a silt-fly to an ancient horror. Comes in a carbine variant for cavalry units.

>Sharps-Whitworth Rifle
The premium in accuracy at range. After hearing stories of the efficiency of Confederate sharpshooters armed with the Whitworth rifle during the Civil War, Zebulon Hayes of the Sharps Rifle Manufacturing Company obtained a captured Confederate Whitworth at an auction in 1869. Over the next two years, he would fuse the Whitworth's remarkable accuracy with the falling-block design of his company's namesake rifle. Creating a functional metallic cartridge proved difficult, as Hayes had little experience doing so. To solve this, he cabled the Whitworth company itself in order to find a solution, something that nearly earned Sharps a lawsuit. After an arrangement was made, the new rifle began production, wowing the public with its phenomenal accuracy during several exhibitions. Can be fitted with a scope, which is free with the [Private Purchase] ability.
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Thank you for this, I'll add them up to the roster and will include something for Private Purchase in either the Sponsors or some characters/specialist profiles (or both). Really love the lore inclusion and technical details with them btw.
Excuse you, I think you mean "Benjamin bombs"
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Can't you get a Leyden jar to explode if you overcharge it? Thing looks 99% like a grenade already.
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Here's what I did with the G-Man, figured it would work as a saboteur/assassin/stealth specialist, any idea of something I could add on for a bit of flavor?
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I honestly can't remember what I wrote for him. I'll have a look in the archives. I remember something about him being a bumbling fool who still knew a little too much, making you unsure of whether it was all an elaborate ruse or luck. Maybe something like that, if he encounters an environmental effect or gets low on health he can change to be either much stronger or much weaker? Sort of a skinwalker-lite, with more randomness.
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>I remember something about him being a bumbling fool who still knew a little too much, making you unsure of whether it was all an elaborate ruse or luck.
I can work something with that!
In the meantime
> ... and in the 9th Layer, La Ombre stirs!
(This will not take priority over finishing up USA)
AmExCo: Cost 14
Elite, Soldier
AP: 2
Movement: 3 Accuracy: 6 Strength: 5 Discipline: 7 Evasion: 7 Labor: 5 Awareness: 7
Health: Limb 1, Body 1, Head 1
Armor: 000

Terrain Affinity: [Wall Adjacent] [Edge Adjacent]

Everyday American Hero: while this unit is Shaken gain +3 AP and Hero Keyword

Comes with Climbing Gear
May take Flysaur or Dog Sled mount.
>Everyday American Hero: while this unit is Shaken gain +3 AP and Hero Keyword
I really REALLY like that.
Too tired now to explain in detail why, but I will after I get some sleep. Its pure genius.
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Had my sleep.
So, at first I read this and went "5 AP, that's insane". Then I took some time to think about it.
> Elite + Discipline 7 means you may have to walk a real tight line between allowing Dread to accumulate & protecting the few AmExCo you bring. By the time this hits the whole rest of your Expedition is Shaken except your Leader, even 5 AP on 2~3 models may not be enough to switch this around.
> BUT you do get a chance to turn things around, at least. Last ditch efforts mechanics are good to balance random events going against you.
> This opens up a new strategy of being fine with throwing one part of your army to the grinder early game while doing everything to protect the other part for later on.
> It builds on the Cobras mechanic, reinforcing the faction's cohesion.
What we really need to do soon is test the "Dread doesn't go down" variant vs an Expedition with Terror or other Dread build-up mechanic.
On that topic anyone wanna play monday-tuesday evening? I know one anon mentioned wanting to participate in the playtest last thread, you still here?
Tried to get a playtest together today, but things didn't quite work out (having too much fun hanging out with fren who I hadn't seen in a long time to actually test.)
The good news is the prep is still up so we can hopefully jump into the game when we have the time.
In the meantime I REALLY need to get a working reference sheet for Agartha to help new players.
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>In the meantime I REALLY need to get a working reference sheet for Agartha to help new players.
Ok, will try to make one up these next few days.
Here's what I went with it. Didn't intend it to but the G-Man and Miskatonic Advisor will pair up well.
you know, I think Morlocks might secretly be the friendliest faction in Agartha for surfacers, somehow.
Maybe they think it's their chance to stop getting abused by New Mu and everyone else, only for them to unfortunately get abused by the surfacers instead.
At least they get better uniforms.
>you know, I think Morlocks might secretly be the friendliest faction in Agartha for surfacers, somehow.
It'd say that's right, Amazons are much rarer and Apemen are more territorial so Morlocks will be the most common source of friendly encounter apart from Deep Folks.
I thought making them somewhat eager to integrate human society and seen as helpful if a bit repugnant instead of sneaky eldritch monsters out to spread miscegenation was a nice twist on the original Lovecraftian take. It shows the setting becoming weird and deranged in a better light imho.
Baking time is upon us!
I'll do it now, won't be able to later.

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