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/tg/ - Traditional Games

Demonstration Cultivation 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 : We have not mentioned the Wish Granter supposedly at the Center of the Earth for a while now, how could we include it in the lore more specifically? Any idea who is after it?

> 92338736
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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 Unit Spreadsheet - Currently outdated, requires an update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
For anyone wanting to find the Core Rules, Faction books, World Book, tokens & maps more easily, it is in the mediafire :

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Everyone is after it, it's a wish-granter.
As for details, I think we can be light. It's one of the big mysteries after all.
My take is that the source of the River Alph is the big prize for a lot of colonials because you can parallel it to finding the source of the Nile in our own colonial rushes.

Also I got the last two threads on sup/tg/ so we're good there. Lemme know if I fucked it.
It's the Holy Grail. It's the Philosopher's Stone. It's the Sampo, the Fountain of Youth, the Ark of the Covenant, the Ring of the Nibelung.
Everyone has a different idea of what it is, I think, but the undeniable proof is that somewhere down there, in the dark, there is a source of phenomenal cosmic power that everybody wants.
>We have not mentioned the Wish Granter supposedly at the Center of the Earth for a while now, how could we include it in the lore more specifically? Any idea who is after it?
My headcanon is that it had only one wish, and it was used hundreds of years ago by people who didn't know what it was for something entirely benign.
"The Wish of the Legfish"
sounds like a good story ngl
The Wish-Granter is the last active installation of whoever it was that built the Giza Pyramid Complex (not the Egyptians). It's not really a wish-granter per se, but it contains such unimaginable power to change the layers above that they're effectively the same thing. Napoleon is the closest anyone's gotten and even he can't find a way there. Still, there must be a way, since from where did the clockwork automatons come from? This is the theory proposed by the Miskatonic University, so it's obviously wrong, because when have they ever been right?
Clockwork Autos are totally made by the San Paulo guys. Clockwork Thinkers I always presumed were pre-fall Atlantean but we don't really have any way of knowing.
>Early on in history there was a race of sentient, thinking fish
>Never numerous enough to be considered important by any of the factions of the time, like Ancient Lemuria
>The gorgs found out about them and discovered they were tasty
>Gorgs started hunting them en masse, almost to extinction
>One brave fish swam down the river Alph in search of the mythical wish granter
>He actually found it
>Asked it to let the fish race be more like the powerful land walkers, that they might escape the hunger of the gorgs
>It gave them legs
>It gave them legs
>Clockwork Autos are totally made by the San Paulo guys.
We should make that more explicit, I had missed that connection.
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So, starting Merc proper, anything I should look to add on to these?
I was gonna comment on KoB but then I looked at the melee weapons and the strength works. If you give them the ability to be mounted I think it would be perfect.
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Will do!
We do need to have a Merc Hero that can be flavored for the Merc factions, if anyone has any idea.
Also, trying something new for the maps.
I'll get on Rakkad when I have the time, he can work as that
>Friendly Faction Models ignore Obscurity rules while this Model is alive.
>All Friendly Expedition Models affected by Obscurity rules
also, we should be consistent with our phrasing. pick Skill or Accuracy and stick with it across everything. great work otherwise.
I agree that St.Helena either sinking or having an Entrance or both is cooler than him escaping after Waterloo, but i dont think him having never been takes away from the weight of it too much because he still ends up there and him escaping gives him more agency. i guess thats it. the big difference is how much agency you want to give Napoleon.
what about Tesla as a mysterious Swan Knight/High Planes Drifter type figure? The Pigeon Knight.
>In Wake of Earthquake Decorated Ex-Arc Ranger Nikola Tesla MISSING from Colorado Laboratory
something like that.
could be rumors about the Star Ancestor, or just propaganda to get workers and soldiers. maybe both.
kek this is good also.
So how is the colonial division of the world in the surface by the imperial powers? I had an idea for the lore a couple of threads ago, but I'm not sure if it fits the lore.

Basically, the 1890' British Ultimatum to Portugal for control over Zambia-Zimbabwe to connect the Cape-Cairo train occurs much earlier. And that causes a massive political crisis to Portugal, leading revolts threatening the monarchy much earlier than in our timeline. To save itself, the monarchy adopts a very religious stance against the republican and secular rebels. Meanwhile, a prophetess in the town of Fatima says that she saw a divine vision of "the second coming of Sebastian", a king of old that would purge the unbelievers and unite christianity under the portuguese flag, which then would unify the worlds above and below. This leds into a massive religious movement in Portugal, launching hundreds of religious missions as far and as deep as possible to bring the news of the "Second Coming of Sebastian". They would also clash heavily with the british now, both due to then having betrayed them in Africa and due to religious reasons.

Would this work, or am I missing lore details?
Works for me, though I'm not sure how Cape-Cairo is being planned if the Boers and Zulus are still kicking by game start time (We'll just assume the UK is rolling up on Transvaal earlier than anticipated.)
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Chart bump.
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>but i dont think him having never been takes away from the weight of it too much because he still ends up there and him escaping gives him more agency

>never gets exiled to st helena in this timeline
>becomes enraptured by the perfect copy of st helena he finds underground
guys... i think napoleon remembers our timeline
So, should I move Morlocks to Mercs?
Have the Morlock Tall-Fin be the dedicated Mu Morlock leader
Morlocks could be their own dedicated sub-faction like the lost men with the units they have.
All we'd really need to do is re-key the Tall Fin to maybe have different hero traits.
>their own dedicated sub-faction
Yeah, might as well. This will also free up a lot of space for all the Mu units I had missed.
Also, we were speaking of a beastmaster model a few threads ago, anyone got some flavor for it, or should I make a generic circus tamer specialist for Mercs?
For the anon who want to playtest tomorrow, do you want to assemble your own list and post it here before the game? I'll have all the tokens set up beforehand that way.
100 Silver?
I'll play US/Mercs if you play Brits.
Yeah sure, should be able to do that in a bit. Not 100% sure on how balance works, but since I'm learning I'll jus throw together whatever looks cool.
You need 1 Leader, can take max of one of any character or specialists, and up to 2 Elite models at that price point.
Don't worry about taking workers for the moment unless you want to.
Give a gun and a melee weapon to everyone who can take one. If you have the points left you can buy materials or dynamites or med kits but its not much of an issue.
You don't need to spend you whole 100 Silver.
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Alright, how does this work:
>Duke Cunningham: 25 Silver
>The Sergeant Major + Lee-Metfield + Sabre: 22 Silver
>3 Grimsvotn Guard + Lee-Metfield+ Bayonet: 42 Silver
>1x Dynamite: 5 Silver
For a total of 93 Silver if I've calculated everything correctly. How does that look?

Also, I've noticed a discrepancy between the Beaumont rifle in the British book and the main, the range and cost is greater in the main than in the brit book.
Yup, that works!
The Brit's is gonna be the correct one.
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How go your expeditions, friends?
Great! Looking forward to the game.
Excellent, we good in 2 hours?
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For the game we can use the chat function of Owlbear but it is pretty terrible, and it does make everything a lot longer, so if you would prefer the unspeakable alternative...
Well, completed the game, had a lot of fun! Duke Cunningham and his bodyguard taught those damn foolish Americans exactly why he's called the Leaden Duke.

Thanks to 2e anon for organising it and guiding me through the rules. I'll say this for all the other anons around that the game really is intuitive, easy and fun to learn, I built my list purely around what I thought would be a lore expedition without much thought for balancing or efficiency, and with a few crits I won the game by striking such dread into them that they fled in terror from Duke Cunningham!

Game length was great, took us about 80-90 mins on top of some non-game conversation in the middle. Probably would take a bit longer with more units, but a lot of it was me getting my head around the rules at the start. Definitely looking forward to more games in the future!
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>How go your expeditions, friends?
Well, it goes better than these fenians here, who had the bad luck of getting their farm raided by Duke Cunningham himself.
Greater terror than the Lemurs themselves.
There's those darn crits building dread again. In theory you could make something like a morlock spam list and go crit fishing (Morlock pun) with twenty attacks every turn to drive your enemy off the field.
There probably should be some kind of dread mitigation item, like alcohol or something. Stink juice?
maybe, if you wanted, dread should be dealing with higher numbers so we can be more granular. double every units discipline, move it to the back of the stats for autisms sake, and double dread gained from units dying. then crits are proportional to half a dread. you could do the same thing with different proportions depending on how prominent you want crits to be, and the scaling doesnt have to be universal.
pretty sure thats what rations do but i could be wrong about that. last game i played we had a rule about heros and leaders being able to reduce dread by spending AP and LP.
here are some ideas for abilities. i think they would work well on whalers. im bad with numbers, or i guess im afraid of them, so i havent made any units yet. i did draft a Dove Drifter unit, a rather rough draft i dare.

>No Wasted Prayer: this unit generates half dread on death. successful evasion rolls prevent dread from crits.
doesnt have to be half. could be no, or less, or whatever. thematically rather knightly, maybe better suited to portugal. i wanted the whalers to be a kinda cult and have this whole weather warrior knight of the sea and physic skies thing, but if there is going to be a catholic faction then the religious and knightly elements are a bit redundant. redundancy itself isnt god awful or anything, just dont like it myself. and i guess there isnt a rule anywhere saying rules have to be one off, quite the opposite really. well whatever, i think its a cool idea. quality fodder.
>Unbeliever: if a unit is not in Line of Sight of this unit it generates no dread.
put it on a leader that benefits in every other way from grouping up. whaler leader fits, like a fisherman who has heard so many stories that all the new ones just spill over the top. maybe a bit op, could change it to "no friendly model". i like this one more that the one before.
>Good Steward: this unit generates no dread on death if it inflicted the amount of dread it would generate.
Low stats high AP berserker type. portuguese unit. high risk high reward, people like that dont they?
>Heart's Cry: [2AP] must be grievously wounded. if this unit dies this turn heal the difference in its discipline and dread for both players. If this number is negative, both players gain the difference in dread instead of heal it.
weathered whaler witnesses his death. name of a place in newfoundland. wait. Thats Heart's Desire. damn.
>Heart's Desire: This unit does not become Shaken, when it would become Panicked it instead becomes Broken
sounds neat. just like the name.
..to post.

Dove Drifter: Cost: 12
Hero, Charter, Solider, Worker, Engineer, Academic,
AP: 3
Movement: 4 Accuracy: 5 Strength: 5 Discipline: 6 Evasion: 6 Labor: 7 Awareness: 5
Health: Limb 1, Body 1, Head 1
Armor: 5F5F5FF

[Training Stun Baton & Saber]
[Quick Shot S&W Schofield/Single Action Army whatever name we said goes with those stats]

Bad Business: Activating this Model costs 4S

Never Shall You Ask My Name: if any Friendly Model uses LP this Model leaves the game. This model starts off the board and out of reserve. All friendly Leaders gain the action Pious Prayer In Time of Need

Choose up to 3 from the following:

Mourning Dove: +1 AP, may not Attack. Leaves game at start of turn 3 and may not be placed on the board after that point. When this Model would Die or be Shaken it instead leaves the game.
if taken with Living Dynamo, this Model gains +1 AP and may be treated as an Edison Electrical Emitter on your turn whenever you chose.

Living Dynamo: All Melee weapons used by this Model have [Stun] [Electrical] [Reach +2] and +1 Pen. When this Model or an adjacent Model is Attacked, first Resolve a Arc Attack from this Model. If the Arc attack hits any party involved in, the attack ends immediately.

Remote Control: [2AP] any Friendly Model in Line Of Sight and with a lower Discipline than this Model, or any Model in Line of Sight affixed with a Remote Receiver, may be immediately activated. Models Adjacent to the activated model with lower discipline than the activated model may take free move actions so long as they stay Adjacent to the activated Model for the full duration of Movement.
Homing Instinct: For this Model and all Models activated by Remote Control, Disengaging is free.

Telecom: this Models Line Of Sight chains off all Friendly and Models affixed with a Remote Receiver

Teleforce: [3 AP] single use death ray.
if taken with Living Dynamo, All Ranged weapons used by this Model gain Deadly and +1 Acc +2 Range +2 Pen. All Attacks from this model now take 1 AP more.

X Ray: [1AP] Any Chest, Ore Vein, or Temple in this Models Line Of Sight may be checked.
If taken with Living Dynamo, all Proheses cost 1 AP more. If taken with Mourning Dove, all Proheses cost LP

A Darling Coo: Gain 2LP and Leader, ignore Never Shall You Ask My Name. Must take a mount.

Wide Brim: lose 2 Armor on Body and Limbs and gain 4 Armor on the head location. When a friendly Model in this Models Line Of Sight is attacked, this Model may resolve a free Charge towards a location that would block the Attacking Models Line Of Sight to the Attacked Model. If the charge is Successful in Breaking Line Of Sight, This Model take the Attack with hit location predetermined to be Head.

may take USA, Austrian, Lemuria, or Merc faction trait. may only take Pistol, Revolver, and Sword weapons. May only take Flying Mounts. may be recruited by any non Mu expeditions.

Remote Receiver: 2 Material. May be affixed to any unit, costs 1 Material less when affixing to mechanical units. May be used as an attack no reach unaffected by living dynamo, /, if hits head location Remote Reciver is affixed.

Pious Prayer in Time of Need: [1LP] may only use after a friendly model has died, this model had a deep wound, or a unit has become shaken. Deploy the Dove Drifter in a friendly deploy zone or adjacent to this unit in a location where the enemy has no LOS

obvouisly this is a mess currently. id like to know if you guys think this is something worth polishing. the idea is Tesla as a former arc ranger turned mysterious Swan Knight type. coyboy + knight + late tesla.
>Well, completed the game, had a lot of fun! Duke Cunningham and his bodyguard taught those damn foolish Americans exactly why he's called the Leaden Duke.
Based burger crusher.
This game we did have dread mitigation through spending LP, but with my crits and Duke Cunningham's ability 2e anon didn't have enough LP to spend. It was mostly a result of him not building a list with effective dread mitigation, and me getting lucky. We also didn't play with dread automatically lowering each turn, but it wouldn't have mattered much anyway.

>No Wasted Prayer
Would be good for glass cannon type units, or even a buff type priest unit that can give it to others?

>Good Steward
I like the idea of beserker units that encourage fast and brutal trades.

>Heart's Desire:
This is neat. Could do well for a unit with more lore. Crimean war vet?

So Tesla's turned himself into a bit of a cyborg? Far too many rules to be balanced, but I can see some potential. Could cut them and distribute them among some other Electrical units. Did we ever do anything with power company troops?
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>pretty sure thats what rations do but i could be wrong about that. last game i played we had a rule about heros and leaders being able to reduce dread by spending AP and LP.
We only did mitigation through LP+AP this time, costing both at the same time. I also did not plan at all for Dread this turn around because I thought it would be a none issue, but I'm glad I was wrong. Thinking more about it I think I'd be ready to "enshrine" the whole "Dread doesn't go down each turn" with this as an action :
> Rally [1 AP] : Only Leaders, Characters and Heroes may take this action. Lower Dread by 1. Leaders may take this action replacing its AP cost by LP, and may spend any number of LP to lower Dread by 1 per LP spent this way.
>pretty sure thats what rations do
>like alcohol or something
Yeah, Cooked Rations are currently the most available form of Dread management, although if we add Rally we could think of something else to do with Rations. I like the idea of including Alcohol in however. Maybe
> Alcohol : Models which are Shaken may consume this to test Discipline (?), if they succeed they may Activate ignoring Shaken this turn, but suffer -1 to any stat involved in a test during their Activation.
>>No Wasted Prayer
For Whalers this could be themed into Ur-Ca being willing to intervene to help its favourite humans/cultish fanaticism. I think it could be fine for both Catholics and Whalers if you want it.
>doesnt have to be half. could be no, or less
Depends how resistant to Dread you want to the faction to be.
>>Unbeliever: if a unit is not in Line of Sight of this unit it generates no dread.
This would be when it dies?
>>Good Steward
This is good, this would be through Criticals/Terror?
Query: Is the game 2 players only or could you have multiple players and factions on the same board? How would that work? I think it could add a lot of flavour to have a three or four-way battle over some temple or artifact in the middle.
No one has done 3-way before but there are rules for third party NPCs and stuff and I don't see why you couldn't do three way or more players as long as you agreed on who goes when.
id be up for a three way. free next tuesday evening.
>So Tesla's turned himself into a bit of a cyborg
that plus cultivation. certainly cybernetic. of the rules there now, which do you like? Arc Rangers, EEE, Lampost are the electrical units we have plus a commission for the Ranger.
>No Wasted Prayer as a buff
i like that.
it could work on a Catholic charter but its too cold, too hyperborean, for the church. the idea is "pray for the living not the dead" which isnt a common mentality among church goers. will see exactly what i do. i will make it a weaker version, probably half dread.
>This would be when it dies?
>This is good, this would be through Criticals/Terror?
thank you. do you think including deaths would be too strong? i figure the unit would generate more dread than normal, maybe something like 4 dread, and be elite. cheap, decent health, fast, close range.
any thoughts on the rest?
i like it. what about cost? should be fairly cheap i think.
>Query: Is the game 2 players only or could you have multiple players and factions on the same board?
There's no reason why you couldn't play a 3 or 4 way battle whatsoever, the only thing are the special rules that mention "the opposing player" would have to be played to designate a specific player.
>thank you. do you think including deaths would be too strong?
Nah, not really. Both Critis/Special Rules/Kills should be fine. I think this might also work really well for Atlan and Mu units.
>i like it. what about cost? should be fairly cheap i think.
Same, probably just 1 or 2 Silver.
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>People are actually playing a /tg/ made game.
>In a setting made by /tg/.
>It doesn't look like total shit.
Wait, what?
Post your favorite Expedition images please.
the secret ingredient was 19th century autism.
We'll be hitting the one-year anniversary next thread so we should definitely do something for that.
>One year anniversary
Holy fuck, it really has been a year huh
always figured we would have burned out a while ago
>always figured we would have burned out a while ago
Not a chance.
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>One year of Grogposting
Holy shit I'm impressed.
t. Anon who made the expanded morlok units.
Happy eadsttcoversary, gents.
Wish I had more time to drop more art and stories and such instead of just occasional shitposting, but life is life. Fun times either way. Glad to see the torch carried so confidently from those early days.

At any rate, I've slopped+edited up some OP images at least. May they serve us well.
As is frequent with slop, just did a quick & dirty hand shoop fixup.
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>Mourning Dove
I like this one, though I think making it leave the board is a bit complicated. Just a boost to AP, or even other units AP in exchange for not attacking I think is a useful ability.

>Living Dynamo
Also cool, but maybe a little OP.

>Remote Control
This one I really like.

This one is awesome, especially if he can get an indirect fire ability.

Join us! We have discovered a source of sovl on this board and are doing the best we can to create more.
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>always figured we would have burned out a while ago
The secret was indeed
>19th century autism.
Mixed with the granular bumps of 2~3 dudes creating a roster of units about as large as that of one of GW's main line.
If you want to participate in any way, either design, lore or playtesting, you are more than welcome.
Now this is cheating but picrel I think. Hard to depict Hyperborea in a better manner imho.
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And if we allow Slop...
Personally I think using some Slop elements in shitty collage on top of historical pictures has more SOVL however, but as always, let's not turn the thread into either a Slop or a anti-Slop thread.
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Would Pictish themed Lemurians be too barbaric? I think I found a great set to represent them on the tabletop. Also just luv me ape like Neanderthal subhumans.
I was looking at perry Mahdists for Lemurians since they had the right robes on a lot of the bodies, with Victrix celtic chariot for characters since it had the ideal priestess/prophet units and also three chariots.


What set were you looking at? I'm always on the hunt for what would be a good Agartha mini.
Are Satsuma/Meiji going to be the dedicated melee Colonial faction?
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I was looking at Khurasan minis again. Shamefully they are 15mm. Since my friend dipped out before I could set him up with a Mu expedition; I decided to get the lead out and make my own foe for my Brits.

But specifically these Gasgans seem like a good git for my tastes. Even comes with a witch that I can use as a War Shaman.
As a certified random human poster I can say they look perfect for lemurians.
Especially since they're largely shirtless which I'm pretty sure is part of their thing.
Should be free next Tues for a game.

Think so, but I don't think they've had much work done on them yet.
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>the secret ingredient to success
Honestly, I think it's because we've mixed in just about every genre out there and somehow made it work. This is a historical wargame with science-fiction and fantasy elements that started off as a big meta parody of other games before turning into its own thing. We have an equal mix of serious lovecraftian horror and lore with silly shit like the gorgs and pseudo-historical autism. Atlantis, Lemuria, Mu, etc. fill in the fantasy niche and Hyperborea is a catchall for pulp science fiction stuff and modern tech. We have something for everyone and it's completely organic and somehow doesn't tear itself apart.

We can do anything we want. We have a wargame but if people wanted to put in the effort we can have an rpg, BFG ripoff, hell we could even ripoff mechas if we wanted to with our heavy units. It's the perfect setting.
>Ripoff Mechas
Tripods fighting Mubeasts fighting a big Clockwork Thinker would be cool though
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>The German embassy in Paris has always received and sent a suspiciously large amount of shipments from the surface, coinciding with rumours of strange mechanical things walking the paris canals; now British intelligence reports Krupp has finally started work on the Gepanzerter-Maschinenläufer MkII, and the German Parliament is said to be debating the formation of a new international Landsknecht Company...
I think the last time we spoke about it it was mentioned they should be an ambush/melee fast attack army, needing to hit hard and early or face an uphill battle.
>Should be free next Tues for a game.
>id be up for a three way. free next tuesday evening.
I (2e anon) won't be available next week, gotta conference for work and will be out of town until the 19-20.
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I always liked the idea of germany being around WWI tech (I'm the guy who made the chem grenadier, pretty funny watching people have autistic fits when the thread was still hashing out the time period and you have some people INSISTING we had to stay pre-1870 or whatever) and if we really will engage in mech autism we already have a good idea what it might look like if we rip off Iron Harvest/Scythe with a dash of agarthian superscience
I'm leery of giving them actual Great War era tech, but I do like mechs.
My thoughts are that they don't actually have 1914 technology, but that they're trying to recreate it with ~1880 technology because someone or something gave them a sneak peak and they did not like what they saw.
So you get U-Boats that work like early subs where they have to be towed out by another ship (one such ship actually had a pool inside to access the water from, which gave most of the crew the bends. In theory with diving suits inside a sub like that you could have some sort of unterzeetruppen or what have you)
Or maybe they have planes but there's no onboard engine so they just take off with a high pressure steam tank and then glide/crash once it runs out.
Or a Paris gun that's made with worse steel so it can only fire one shot before warping to uselessness.
Or, and this is a hilarious thought, a high seas fleet consisting of late ironclads and a few early predreadnoughts.
Honestly, the idea of WWI designs with tech that is not supposed to handle it powered by agarthian bullshittery is great and fits in IMO
Just don't ask Herr Doktor where he got the schematics for the mech.
That sounds fun, especially with the memes about German overengineering. I can only imagine the nightmare that must be, trying to maintain and build 1914 designs with 1880 tech. I think compensating for losing out on colonialism AND Agartha by going all-in on tech development is a good direction for them, keeps them relatively grounded (though the sole reason for that is I want my mechs.)

Only problem is that they're another faction to an already ridiculous list. Maybe keep them exclusively as a secondary games faction, and they have no appearance in the wargame outside mercenaries? They're already hinted at going in on mercenaries here >>92453979 wouldn't be too much of a stretch to say they keep to themselves otherwise while secretly prepping for the apocalypse. Hell, if we do make a mecha mode I think we should use it as an opportunity to expand the surfacer industrial interests and companies, they need a bit of love.
I'm increasingly thinking the "BFG" naval variant could be instead a "BT" naval variant (BT is already a naval warfare game reskinned) with both Tripods/Mechs and ships. Just adjust the tonnage to make things make more sense, replace the various tech with Agartha-inspired ones.
The one issue is that BT is not a fast game at all.
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if people are amenable I could give the Landsknecht Walker unit a go as a high-cost heavy hitter merc unit with a couple drawbacks cribbed from Titanium Golem and Traction Engine.
>Landsknecht Walker
>Germans dress up their mechs in colorful displays in order to show off wealth, evoking imagery of their namesake
>It is quite an odd sight seeing these bright and colorful mechs spread out amongst the ranks of the Chem Guild soldiers in one of the rare German mercenary companies in agarthia, contrasted against the brutal utilitarian approach many grenadiers take to their appearance while in the field
>An unpainted and unadorned walker means one of two things: Either a mech fresh of the Krupp factory lines or a crew so veteran they'd rather save the money instead of repainting their mech after every battle.
>No this does not mean your unpainted plastic counts as "Veteran" you lazy cheapskate
I speak from experience when I say trying to make a model look like it's been painted gray is a pain the ass.
I find a 50/50 mix of Abbadon Black and one of the Gray colours named after skaven works pretty well with decent edge highlighting.
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>Landsknecht Walker: (100 Silver) (7-Hex unit)
Soldier, Specialist, Mechanical, Artillery
AP: 3
Movement: 3
Accuracy: 7
Strength: 8
Discipline: 8
Evasion: 4
Labour: 4
Awareness: 2

>Health: (Complex)
0-3: Hull: 6 Armour, 5 boxes
4-5: Legs 5 Armour, 4 boxes
6+: Vitals 2 Armour, 3 boxes

>General Rules:
-Deadly [9 cm Kanone C/73]

>Special Rules:
-Teething Troubles:
If this model enters any wetland terrain , it loses all movement points until removed. While in this state, friendly models adjacent may perform a Special Action “Pull it out!” : Test
Labour-5, if successful move the model one Hex. You may have other friendly models adjacent to it spend 1 AP or equipped Material to add +1 to your Labour for this roll. This model may not enter elevated terrain with its move action, and may only move towards the nearest non-elevated terrain if inside an elevated hex.

-Vehicle : Wounds to this model’s Hull location spills over to its Vitals location when Hull is filled. It dies once the Vitals Locations are filled. It is immobilized when its legs location is filled.

-Crew : This model has 3 Crewman, they each have their own Weapons and must track Reload

-Steam Pressure : If this model suffers a Critical to its Vitals Location, it must succeed a Strength test, if it fails it dies immediately, causing an Explosion Blast Range 2, Strength 7 Penetration 3 from itself.

This model comes equipped with a 9 cm Kanone C/73. It may additionally carry 20 pieces of equipment, and be equipped with up to three pistols and three rifles from the colonial weapons list.

-9 cm Kanone C/73: (Ranged)
Range: 16
Skill: -1
Pen: 3
Lethal: [Black]
Explosion : Blast Range 2, Strength 6 AP 2
Reload: 2
Cost: Free
Special: If missed, scatter attack d3

This model may be recruited by surfacers. If recruited by the Warfare Existentialists replace this models specialist keyword with elite, and a single Walker in your expedition may gain the hero keyword.
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>“Our machines do not ‘drunkenly waddle’, they march as soldiers.”
-Uncredited German General responding to comments by a reporter.
More expensive than a Titanium Golem or a Traction Engine, but also with a much higher top speed and better accuracy. Less health and armour, so you should try to keep this thing behind LOS cover and peep out to use the field gun. It’s a closed cab unlike the TA so no firing deck, we’ll say it has ports and a hatch in the top for the crew to use small arms if they want. Warfare Apologists get to recruit more since I imagine the Germans would be pleased to field test their devices in Agartha and the Apologists are happy to get new toys. Hero Keyword option could be extended to general merc usage depending on what people think. It can only move downhill so mountain heavy maps might fuck it sideways, and I pray for your soul if you try to deploy this thing in a swamp as anything more than a half-sunken pillbox.
Let me know if you think it’s too powerful or not powerful enough. I didn’t want to step on any of the other heavy armoured units toes too much so I tried to make it its own thing. Think of it as an ambush predator that can shred light infantry but gets popped quick by counter-battery fire.
The Agartha version is a little smaller than picrel, maybe 2/3rds of the size since only 3 crew.
This looks great and I'll use it as a basis to rebalance the Tripod.
Sorry about the lack of profiles update these last few days, I did some touching up on the main book and have just the equipments left on La Ombre to do, I should be posting it tonight.
Unfortunately, I might not be able to post much in the coming week, at least from Monday until next Saturday.
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>using Iguanodons on the frontline
Might as well charge line infantry with buffalo.
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Do we have Tom Swift and his trusty electric rifle in this setting?
Man. I left 4chan for probably a year? I remember the first few threads for this, I wasn't involved but I'm so proud of you guys for continuing on.
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>Lighting mogog aflame ohohohon
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>lighting Magog aflame onhonhon
fucking hell
Not quite in the right time frame (20th-century) but certainly worth checking out for inspiration.
>Man. I left 4chan for probably a year?
One year Eadsttcoversary is next thread, yup.
Who/what are the characters for Deeptide, the hit Fatshark game?
Thank you, this warms my heart like very few things have recently.
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Happy Anniversary my fellow Underworlders!
>British secret agent type with access to a bunch of different subclasses based around using different flavors of stolen magic artifacts
>French soldier type who is surprisingly tanky for a foppish Frank, La Ombre subclass of course
>Highland Rifleman that everyone just plays as the melee-focused Malcolmite Rebel subclass so they can play demoknight in Deeptide
>Atlantean hetera, pre-order subclass that is blatantly themed after the Pearlescent Princess of Atlan herself for some reason
>Lemurian enchantress, lots of summons and AoE spells
Happy aniversary, guys! Here's to another year of worldbuilding!
>Lemurian enchantress, Malcolmite, AND a Brit
The banter would be interesting I'll give you that much.
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Happy anniversary lads. May the iridescent light of Hyberborea touch you all.
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It's been a whole year...
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Spending a year with you fine men building this up has redeemed all the years I have wasted on this board. Hopefully we keep growing this up.
>Here's to another year of worldbuilding!
That's the spirit!
Do we have a special OP Image in mind for the 1 year thread?
We could use one of the custom arts, or maybe the original chart, or something new if a madman wants to whip anything up.
My vote is for one of Hruk's 1e pieces like the british guy sitting down, maybe with a party hat.
Building off this.
Sir Nigel Wolfe
>Gentleman, Officer, Occultist
>Born and bred aristocrat, the reason the party even exists in the first place
>The exploit in the Gentleman's "Have At You!" ability still hasn't been patched
>Never shuts up about his hunting trips
>Functional alcoholic
Jed Barlow
>Marine, Arc Ranger, Outlaw
>Yes, that is Ellis' voice actor
>Claims to be the best shot this side of the Mississippi, never specifies which side
>A crayon-eater before there were even crayons to eat
>DLC Foreign Legionnaire subclass uses his French dub VA
Lakshmi Savitribai
>Enchantress, Vedic Warrior, Fateless
>Already foresaw the end of their adventure, perpetually bored out of her skull the whole time
>AoE for days
>Vedic Warrior is the dedicated subclass for launching yourself off a cliff at 300 mph
>Jed keeps asking her for betting advice
>Hetera, Maiden, Psycho-Socialite
>Acts like she's better than everyone else, ends up getting into the same dumb schemes
>Great support abilities
>The biggest of red flags
>Don't look her name up on any booru sites
Akechi Gennosuke
>Ronin, Yojimbo, Batto-tai
>Melee-focused character in every subclass
>Probably the only proof Nigel wasn't lying about his time in Japan
>Fan response to the character resulted in Japan getting fleshed out in the setting
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Dunno. Could go with one of Hruk's stuff. Or the chart, though that's been posted a lot recently. There's a lot to choose from.
Will get on it.

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