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Monsters of Old Mu Edition

>What is this?
/TG/ DEVELOPED A GAME
IT IS PLAYABLE. IT HAS BEEN PLAYED.
EXPEDITION is a ~1870s era, Jules Verne-inspired retro-futurist, underground blood soaked cook-off adventurescape.
It is a Skirmish wargame. Two players with their own expeditions, on a hexgrid map, cook off and fight each other for victory (and the best meal).
A campaign mode is currently in the works, hoping to post a first Campaign Scenario within the next week or two. (you) are more than encouraged to contribute.

3 versions of the rules exist, TWO of which have been playtested. The main one is 2e, to be found :
> https://app.mediafire.com/us7vnek39dc6k
as with maps, tokens and lore ressources.

>TL;DR Doc
https://docs.google.com/document/d/1LxdaGoBlJRTMuziMDupG5TeeFwNDnsIW2pfaRAcFDgA
>Main Lore Doc, including links to anon-written short stories and additional lore in "Recommended..." section
https://docs.google.com/document/d/1bRrxdD1BMLmcMDFeszwqg2Rcjrt8DDo7tjAxoOB6KQ8
>3e Rules Doc (READY FOR MORE PLAYTESTS)
https://docs.google.com/document/d/14ZpHhEyUbjt-SCx2xuAd0lyh7Rs4J7rK5kHkljqykhk/
> Unit Spreadsheet - Currently outdated, requires an update
https://docs.google.com/spreadsheets/d/1rcleQtrT4Q0INiBW50-kq2ZXWJ-cjLOeVTLTJg_oX5E
>Unit Design Doc
https://docs.google.com/document/d/1n0X89OdMPXJKQGm6kYcOABjhjE4NZER1fvmpDmDX1JA

>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.

> TQ1 : Please suggest names for Map Anon's settlement maps (see next posts). It doesn't need to come with with any large blurb, the name itself is fine, if you have a reason and want to explain it go for it, same for a little bit of lore, but its not 100% necessary.
> TQ2 : Please provide feedback on the suggested rule changes (will repost), in particular Armour.

old
>>94264995
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1 - https://suptg.thisisnotatrueending.com/archive/2023/88453902
2 - https://suptg.thisisnotatrueending.com/archive/2023/88499775
3 - https://suptg.thisisnotatrueending.com/archive/2023/88521841
4 - https://suptg.thisisnotatrueending.com/archive/2023/88546020
5 - https://suptg.thisisnotatrueending.com/archive/2023/88573764
6 - https://suptg.thisisnotatrueending.com/archive/2023/88609944
7 - https://suptg.thisisnotatrueending.com/archive/2023/88644608
8 - https://suptg.thisisnotatrueending.com/archive/2023/88673440
9 - https://suptg.thisisnotatrueending.com/archive/2023/88692518
10 - https://suptg.thisisnotatrueending.com/archive/2023/88708594
11 - https://suptg.thisisnotatrueending.com/archive/2023/88727682
12 - https://suptg.thisisnotatrueending.com/archive/2023/88778228
13 - https://suptg.thisisnotatrueending.com/archive/2023/88870359
14 - https://suptg.thisisnotatrueending.com/archive/2023/88914758
15 - https://suptg.thisisnotatrueending.com/archive/2023/88977888
16 - https://suptg.thisisnotatrueending.com/archive/2023/89025754
17 - https://suptg.thisisnotatrueending.com/archive/2023/89115225
18 - https://suptg.thisisnotatrueending.com/archive/2023/89200203
19 - https://suptg.thisisnotatrueending.com/archive/2023/89297989
20 - https://suptg.thisisnotatrueending.com/archive/2023/89382116
21 - https://suptg.thisisnotatrueending.com/archive/2023/89461008
22 - https://suptg.thisisnotatrueending.com/archive/2023/89544852
23 - https://suptg.thisisnotatrueending.com/archive/2023/89631080
24 - https://suptg.thisisnotatrueending.com/archive/2023/89713196
25 - https://suptg.thisisnotatrueending.com/archive/2023/89792722
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26 - https://suptg.thisisnotatrueending.com/archive/2023/89869127
27 - https://suptg.thisisnotatrueending.com/archive/2023/89947037
28 - https://suptg.thisisnotatrueending.com/archive/2023/90025795
29 - https://suptg.thisisnotatrueending.com/archive/2023/90105561
30 - https://suptg.thisisnotatrueending.com/archive/2023/90181640
31 - https://suptg.thisisnotatrueending.com/archive/2023/90257150
32 - https://suptg.thisisnotatrueending.com/archive/2023/90336310
33 - https://suptg.thisisnotatrueending.com/archive/2023/90413108
34 - https://suptg.thisisnotatrueending.com/archive/2023/90499203
35 - https://suptg.thisisnotatrueending.com/archive/2023/90584650
36 - https://suptg.thisisnotatrueending.com/archive/2023/90673309
37 - https://suptg.thisisnotatrueending.com/archive/2023/90753468
38 - https://suptg.thisisnotatrueending.com/archive/2023/90829747
39 - https://suptg.thisisnotatrueending.com/archive/2023/90908926
40 - https://suptg.thisisnotatrueending.com/archive/2023/90986494
41 - https://suptg.thisisnotatrueending.com/archive/2023/91065344
42 - https://suptg.thisisnotatrueending.com/archive/2023/91137325
43 - https://suptg.thisisnotatrueending.com/archive/2023/91204984
44 - https://suptg.thisisnotatrueending.com/archive/2023/91275538
45 - https://suptg.thisisnotatrueending.com/archive/2024/91338794
46 - https://suptg.thisisnotatrueending.com/archive/2024/91416168
47 - https://suptg.thisisnotatrueending.com/archive/2024/91510472
48 - https://suptg.thisisnotatrueending.com/archive/2024/91592820
49 - https://suptg.thisisnotatrueending.com/archive/2024/91701936
50 - https://suptg.thisisnotatrueending.com/archive/2024/91784100
51 - https://suptg.thisisnotatrueending.com/archive/2024/91857566
52 - https://suptg.thisisnotatrueending.com/archive/2024/91925480
53 - https://suptg.thisisnotatrueending.com/archive/2024/92067118
54 - https://suptg.thisisnotatrueending.com/archive/2024/92133409
55 - https://suptg.thisisnotatrueending.com/archive/2024/92198903
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56 - https://suptg.thisisnotatrueending.com/archive/2024/92268614
57 - https://suptg.thisisnotatrueending.com/archive/2024/92338736
58 - https://suptg.thisisnotatrueending.com/archive/2024/92416368
59 - https://suptg.thisisnotatrueending.com/archive/2024/92493882
60- https://suptg.thisisnotatrueending.com/archive/2024/92579565/
61- https://suptg.thisisnotatrueending.com/archive/2024/92646124/
62- https://suptg.thisisnotatrueending.com/archive/2024/92679993/
63- https://suptg.thisisnotatrueending.com/archive/2024/92748455/
64- https://suptg.thisisnotatrueending.com/archive/2024/92815189/
65- https://suptg.thisisnotatrueending.com/archive/2024/92949461/
66- https://suptg.thisisnotatrueending.com/archive/2024/93012689/
67- https://suptg.thisisnotatrueending.com/archive/2024/93073590/
68- https://suptg.thisisnotatrueending.com/archive/2024/93142524/
69- https://suptg.thisisnotatrueending.com/archive/2024/93213106/
70- https://suptg.thisisnotatrueending.com/archive/2024/93343390/
71- https://suptg.thisisnotatrueending.com/archive/2024/93406555/
72- https://suptg.thisisnotatrueending.com/archive/2024/93611222/
73 - https://suptg.thisisnotatrueending.com/archive/2024/93679678/
74 - https://suptg.thisisnotatrueending.com/archive/2024/93813764/
75 - https://suptg.thisisnotatrueending.com/archive/2024/93876241/
76- https://suptg.thisisnotatrueending.com/archive/2024/93937759/
77 - https://suptg.thisisnotatrueending.com/archive/2024/94053855/
78 - https://suptg.thisisnotatrueending.com/archive/2024/94152611/
79 - https://suptg.thisisnotatrueending.com/archive/2024/94264995/
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>>94388717
>score kill from Profile Cost + Mount, rest to be looted
I think this is a good starting place. Although, that might encourage taking cheap models with expensive equipment over expensive models with cheap equipment too much. Another way could be "half now, half later", where you get half the total cost on kill, and the other half after looting. Personally, i would say you round down when scoring the kill, but that isn't that important either way, i don't think.
>>94389705
>The "or" is the current version, however last thread and this one a few people mentioned it should be Leader only and LP based to make Dread more relevant.
I think taking it away from Characters and Heroes by default is good, but i very strongly believe that it should be "or". The last play test also supports it being "or over "and".
>>
>kill wall priest
Changed my mind. I think he should be fused with Toltiakos. Having the Wall Priest and other such buffing/support units helps justify taking less models. He mostly focuses on Icons, and Icons are all more powerful and expensive units with restricted recruitment. So not only does it work against separating Atlan and Atlantis by weakening the already lose Icon keyword, but it also works against having smaller expeditions. Tolkaikos is the poster child for for the now somewhat disgraced proto-proto-Mayan idea.
Merge it into one 'Iconophile' unit, i say. Take the best from both, and leave the rest.
>>
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> I think it should be reduce all wounds by 2 always
My initial dislike to reduce by 2 was entirely due to it not being linear, I do get that its weird from a representational point of view that a successful armour roll would reduce by so little, but I was thinking about it more, and I think there's a good mechanical argument to make against it as well, in that most source of damage are X or /, so this would not change much from the current state of things, in fact it would be the same as just distributing Concussive on all weapons with a Grievous.
> is to reduce all by 2 if your Armor roll is successful and under your Evasion roll, and all by 1 if successful but over.
Feels a bit fiddly for a general mechanic, a simpler way to do this and keep and the possibility of reducing by 2 would be "reduce by 1 if you succeeded the Evasion roll, then 1 if you succeed the Armour roll".
>>94405905
>I think taking it away from Characters and Heroes by default is good, but i very strongly believe that it should be "or".
I tend to think the same way. Morale can be a bit clunky at times, I want to try and smooth when it kicks in and its effect, so I want to keep an open mind, but I don't see the ability to spend LP in emergency as much of an issue, especially if we make sure there's a huge opportunity cost to it (other LP actions). Its not going to feel any better if your expedition gets all Shaken 2nd turn and it takes forever to get out of it.
>>94405914
>>kill wall priest
>Changed my mind. I think he should be fused with Toltiakos.
>Merge it into one 'Iconophile' unit, i say. Take the best from both, and leave the rest.
This could work very well I think, since its a "legacy" unit change (lol), could we get other anons to weight in? I'm good with it.
I think making the Retiaroi's net ability a bit easier to pull off could also help a lot to counter fast moving opponents without needing to give movement boosts.
>>
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> I wanted to write an intro to the British book that was a bit more general (didn't focus specifically on the Malcolmite Resurgence) and gave a better sense of the faction's spirit, I pulled from parts of other texts as well as including references to various new aspects. The ending is crap but I was running out of fuel. Let me know what you think.

To many Epigeans, Crown subject or not, Britain remains the one herald of normalcy and rationality in these uncertain times. Americans would obviously not voice these opinions publicly, or Frenchmen too proudly, but most are learning to appreciate the Englishmen dogged obstinacy in the face of the current madness. For all the boons Agartha can bring, tenfold curses are just as likely. New vices, virulent diseases, infestations of otherworldly beasts and even enigmatic infiltrators flow upwards from entrances as colonists head below. This has not stopped the British migration Underground, but it has certainly defined it, and made it stood apart from that of other Nations.
>>
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>>94406848
America has the Mammoth Caves, and France has Paris. These entrances are centrally located, safe, easy to access and dedicated mostly to civilian and commercial traffic. Britain had no such luck, early on, with Doggerland being the only access they could claim, and no one had any desire to claim such a hellhole. Once revealed, Iceland proved to be too perfect a target to ignore. Its seizure was claimed to be an existential necessity to the Empire, something few were in a position to do anything about. The Crown bore the diplomatic controversy by stoically ignoring it, an attitude which would quickly turn into its default policy toward anything relating to Agartha, and meant that others would be left with the occasion to direct British affairs in the Underground. Duke Cunningham, 1st Lord of the Admiralty and engineer of the Seizure, made absolutely sure he and his troops would be the main representative of the Empire in Agartha.

Cunningham turned the Snaefellsjokull canal into a multi-layered fortress, designed both to keep out and keep in. The vast majority of the British thrust Underground goes through here, with each ship coming up through the canals being carefully inspected thoroughly when it enters the locks and when it leaves. No chances are taken, both with shipping holdups or chances of infiltration, and as such boats that fails inspections are unceremoniously sunk. The Admiralty also insures that as many Expeditions as possible are given an escort of loyal British soldiers, both to defend British subjects and to report any interesting find back.
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>>94406857
Unconcerned with oversight, Cunningham was able to capitalize on the Empire’s naval might to push the establishment of British colonies further than any other Epigean nation. The civilian population in these tend to keep to the limit of its walls, barely interacting with the Deep proper, leaving the task of securing and taming the outer lands to the contingent of Privates which is invariably attached to it. This resulted in particular in a growing sense of hostility toward Atlantis, and quite a few skirmishes that could probably have been avoided through a minimum of reasonable diplomacy. On the other hand, no one can deny that The so-called “Silent Blockade” has ensured Britain is one of the last places where a veil of normalcy can reign. The only Morlock population on the island exists in the London Zoo, the only Deep Tribals allowed to walk free are those entirely free of abnormality, and the only official place where Agarthan Artefacts can be stored or studied is the Royal Society itself.
>>
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>>94406868
This state of affairs is only beginning to change. For over a decade after the discovery of Agartha, the British Crown refused to implicate in its matters, more out of distaste for what seemed to be an inherently uncivilized land than any other specific reason. Now events have forced Queen Victoria to turn her attention to the Underground and to begin questioning Cunningham’s aggressive expansionism. This change in attitude, among other things, has allowed a new understanding of the extent of the Deep’s influence on Surface matters to be brought forward, as for the first time multiple different British departments pooled their intelligence together in order to present the Queen with a complete representation of the subgeopolitical situation. The Sepoy Rebellion of 57 and the Malcolmite Resurgence of 58 showed how pernicious the influence of the Deep had been, even before its revelation. The Admiralty alone could not be trusted to resolve the Halifax Crisis, not without costing the Empire its strongest, if perhaps most troublesome ally. Its assurances as to the impervious nature of Fortress Iceland were revealed to be exagerated, as artefact and even beast smuggling rings were exposed. The cooperation between the Miskatonic Institute and the Agarthan Society further revealed the threat of Hyperborea, which obviously cannot be contained in the same manner as the Underground. And despite their perceived distance from its source, it was undeniable that British subjects had become affected in some degree by the pervasive madness that seemingly seeps in from the Deep. The signs are much more subtle than with Americans, French or Italians. Eccentricities are exacerbated here and there, usually an early onset sign of Deep Drunkness, but in most cases, this remains stable. (...)
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>>94406885
(...) Students styles themselves knights of the round table and somehow manages to establish an ongoing presence in the lower Layers. Bureaucrats, some of which simply read reports on Agarthan matters, often become impossible to deal with, the institution they head becoming asylums run by the mad.

At the same time, Queen Victoria could not deny that some boons were too profitable to be kept within the hands of the Admiraly alone, or denied purely on aesthetic grounds. Neptunium promises to overtake both coal and petroleum if its exploitation could become more reliable. The use of Prediction Engines was extended to various financial entities, in particular the insurance industry. The Queen has also assented to the Department of Agarthan Affair’s request to form Morlock and Neanderthal auxiliary regiments, who had already been performing unofficial duties in some of the least favoured Expeditions.

The Empire must now find a balance between its Epigean and Agarthan colonial ambitions, between its distrust of the Deep and the growing danger of the Firmament, between the Admiralty’s approach and that of the Queen, between reason and madness.
>>
How about successful armour roll reduces by 1 by default, but add an additional (H)eavy armour rule that reduces by 2 to that location, and rework T and O accordingly?
>>
>>94406893
I like what you're going for with knitting together a bunch of our ideas and such, but I think a grammatical pass or two must be done before this is put in the faction book. Right now it is too disjointed.
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>>94407132
Yeah, you are right. I'll try again, but I'm not the most qualified for it.
In the meantime, anyone got suggestions for Anomalies?
>>
>>94406743
>a good mechanical argument to make against it as well, in that most source of damage are X or /, so this would not change much from the current state of things
Well, that's partly the point.
>in fact it would be the same as just distributing Concussive on all weapons with a Grievous.
You're forgetting that the idea is contingent on Skilled/Sharp being well spread, and that plus Deadly being exempt from Armor reductions. Also, it would apply to ranged weapons too. There was a third idea that was "reduce total wounds received by 2, no exemptions", so that XX would become // instead of being negated, and two Grievous would become XX, and XG would become /X. It is essentially the same as the first idea, only is fairer on certain edge cases.
On Skilled and Sharp, Sharp could be the version that goes on weapons, while Skilled is the version that goes on profiles, functioning identically. The reason for having them separate is that it would allow them to stack.
>Feels a bit fiddly for a general mechanic
I think it would be fine in practice, but it isn't my first choice either.
>Its not going to feel any better if your expedition gets all Shaken 2nd turn and it takes forever to get out of it.
Exactly. And that's with the comparatively better AP only. LP only, or having an LP requirement, means you could very easily get stuck without the ability to Rally at all. Having the LP requirement also makes sniping the Leader even better than it already is.
>>94406989
>How about successful armour roll reduces by 1 by default, but add an additional (H)eavy armour rule that reduces by 2 to that location, and rework T and O accordingly?
That's fine with me, though, ofcourse, not preferred. I worry reducing by 1 will matter very little on models without high Armor values, to the point that it barely feels worth it to roll. Even on models with fairly high armor, after pen, i think it will often feel like a waste of time.
>>
>>94408713
Gas Pocket: Attacking in this hex has a chance of causing an explosion, damaging every unit within d3 of it
Quick Rock: Exiting this hex requires a
strength check or the unit is just deleted
Shine-ren's Call: A patch of difficult terrain that lures units close to it on a failed morale check. Can be destroyed with sufficient force, giving the battle winner some extra silver.
Spring Water: Entering this water hex gives any non flyer the flyer tag for a turn. If they end their turn above solid ground, roll to crash land
Pyroclastic Flow: This magma flow moves towards the nearest unit every turn. If it enters a water hex, it turns into difficult terrain instead and stops.
>>
>>94408713
Time trap could force a model into reserve for an unspecified amount of time and then spit it out wherever the trap has moved (trapped until the model saves or the anom does something?)

An anomaly that lures models towards it would be cool like the Antlion from the Metro books.
Also I can't remember if I answered the question someone asked about the first book last thread but I liked it. It was pretty picaresque and definitely a bit darker than the games in parts but I think the translation held up. (I have no idea if anything major was lost but I never felt confused)
>>
>>94408789
>Spring Water
Fizzy lifting drink?
>>
I think it's better to start out with softer rules, and let people restrict themselves if they want. That's another part of my reasoning for "or". I could see an AP requirement for the first Rally you do on a turn.
>>94408713
Overflow Event: A model killed in this area comes back as a hostile with the Husk keyword at the start of the next turn. scattered 3d6 from the hex it died in (it can leave the game this way).
>>94408789
>Gas Pocket
This page is good inspiration for such things https://en.wikipedia.org/wiki/Firedamp
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>>94408812
There are natural carbonated springs. That's how the notion of drinking fizzy water came along. I'm thinking more "You step on the water, you go flying."
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>>94406848
>didn't focus specifically on the Malcolmite Resurgence
To the Lost Men, the Malcolmite Rebellion is perhaps the single most important event in their history.
To the English, it was just another provincial revolt to be blamed on Lemurian interference and Catholic nonsense.
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>>94408758
>You're forgetting that the idea is contingent on Skilled/Sharp being well spread
Skilled/Sharp is somewhat redundant if any of the general armour process is tied to Evasion.
>plus Deadly being exempt from Armor reductions
I never really considered it should apply.
I think if we make such a broad change to the system it needs to be necessary, effective and the simplest way to do so. I definitely do not like the idea of multiple different steps varying damage output to be there by default, it should be set or max 1 step to determine, and if we ever do more than 1 it should be really easy to work out and follow.
If the point was to have more granularity in the result of wounds, having armour lowering by 1 and perhaps evasion too by default will achieve that much more often than armour lowering by 2, and skips the whole thing about Skilled/Sharp. It ends up allowing for the same result but with a bit more variation.
>>94408758
>I worry reducing by 1 will matter very little on models without high Armor values, to the point that it barely feels worth it to roll. Even on models with fairly high armor, after pen, i think it will often feel like a waste of time.
I understand, but I think it would give us tools to vary a bit more unit handling. Right now my preferred version would be
> Either Success or Success + Beat the Attack Roll reduces all wounds by 1 degree
> Success on Armour reduces all wounds by 1 degree
> Heavy Armour have a (H) special rule on top of other that say reduce by 1 further on a succesfull Armour roll.
This way feels the most intuitive to me, and would allow to roll other special rules resolution more easily into it. We might also just want to be a bit more liberal with a third Health box on the profiles that matters.
>>
>>94413605
Or
> "Normal" Armour : Upon a Success, reduce one Wound by 1
> (L)ight Armour : Upon a Success, reduce up to 2 Wounds by 1 (must be different wounds)
> (H)eavy Armour : Upon a Success, reduce all wounds by 1.
>>
I've been out for a while due to work becoming worse. Has there been any suggestions for the map while I was gone?
>>
>>94413721
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>>94413736
I need to do one of these for the 5th layer.
>>
>>94413721
>>94413736
>>94413748
I think you got them all.
I suggest Iram of the Pillars for New Mu 21 or 24
Ubar for 22
6 to Z. Just "Z".
12 to Urgench
23 to Ctesiphon
>>
>>94413965
>Iram of the Pillars
I think we already had a sky people city based on that? Or we could always write it as part of New Mu.
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>>94414007
>I think we already had a sky people city based on that?
That was also my initial thought, I was sure I had seen it somewhere, but a crtl-f throughout the old lore doc didn't find any.
Its a weird one because it could fit in 3 different places, thematically. Mu for the "lost cities" angle, Sky-People for the Pillar, and Atlantis, since it was called the "Atlantis of the Sands" (could be a colony stuck in a desert).
>>94408789
Here's a start on the anomalies. For Spring Water how do you see it behaving? Like a videogame geyser, or like some weird water you step on and is projected up?
>>94408808
>An anomaly that lures models towards it would be cool like the Antlion
>>94408789
>Shine-ren's Call
I'm not familiar with the book one, are these similar?
>>
I distorted Iram to produce Errum. I figured it would work as a “people on the surface have had periodic contact with agartha and knowledge of the deep has always wound up heavily distorted until very recently” type thing. We could always change Errum to Iram to cement the connection a little better.
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>>94414140
>>
Does anyone have the Political Compass meme?
I want to show it to my friends to get them interested.

Also, I remember a while ago someone mentioned that they might run a /qst/ for the skirmish gameplay and lore. Did anything come of that?
>>
>>94416445
It's in the 9th archived thread on sup/tg/ if you navigate over there.
>>
>>94416722
Awesome, thanks man
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>>94414417
>I distorted Iram to produce Errum.
Ah, that's part of what I expected, than scratch Iram for Mu, and we might as well keep it as such for now.
>>94416445
>Also, I remember a while ago someone mentioned that they might run a /qst/ for the skirmish gameplay and lore.
Nah, we never went over to /qst/, I try to put any games I play into context, and when it seems appropriate to include small references to them in the lore.
There are multiple campaigns "modules" in the works, I should get back to them its always something that slips to the back of my mind.
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>>94413692
What about this?

Evasion:
>Success + Over Attack Roll = Reduce one Wound by 1
Armor:
>Success = Reduce one Wound by 1
>Success + Under Evasion Roll = Reduce one Wound by 2
(H)eavy Armor:
>Success = Reduce one Wound by 2
>Success + Under Evasion Roll = Reduce one Wound by 3

If the extra step of comparing Evasion Roll to Armor Roll doesn't seem worth it, that's fine, it isn't integral. I think it will feel better to play with Armor if it is there (which is the point for me), and don't think it is too complex. It offers a consolation for fucking up your Evasion, which is good because Deadly would suddenly be much stronger against Armor.
I take back what i said about reducing by 1 not being worth it, that was wrong. In a good number of cases, doing a less than a Grievous is enough for a model to take another hit, and in some cases doing Graze won't really matter (though it is much better than nothing, if only because it feels better).
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>>94418355
>If the extra step of comparing Evasion Roll to Armor Roll doesn't seem worth it, that's fine, it isn't integral.
We can try both ways, with or without it, or perhaps also just having crit rolls on armour being the "reduce by 2/3", which would avoid recalling to the previous roll and would lock armor reducing by 2/3 to 10%. I think comparing evasion to armour is going to be a tiny bit too much for a general rule resolution, but it might work well as an special rule to further boost the survivability of low model counts Expeditions further.
I think what we should do is, instead of a game, we should test this across a bunch of different scenarios and combination of models. Just come up with lists of models to "duel" each other, so we can compare both resolution and see how it'll feel. It'll also let us figure out which model's rules we are fucking up by doing this change and how we could rework it.
I assume I'm speaking to Atlan anon, but I'd also like feedback from other anons as to this, its a very broad change, it might end up invalidating a lot of special rules and mechanics, but at the same time I think it'll give us tools to further define factions apart properly.
For example, Brits are currently themed (in my mind anyways, let me know if it fits) mechanically as
- Awesome Range Output
- Great Morale
- No Survivability
The last part comes off as being the same as other Colonial factions, they have little to no armour, to reinforce this I had to avoid giving them too many special rules that reinforce survival, or only giving them stuff like Bodyguard and Dogged/Tough. There's few ways to make Brits a bit more "fragile" than French or Americans that works well, but if we did something like >>94418355
we could perhaps lower Brit's Evasion rating all over, thus lowering the odds of getting that / reduction, which may be nothing, but may also end up being clutch.
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I'm going to post this one also as text in post to make it easier to refer to.

> The British Empire

> Faction Strengths : Range Damage, Morale, Econ
> Faction Weaknesses : Survivability, Board Control

> General Playstyle
> Combat : Good to Excellent Accuracy. Damage output at range is among the highest and very sustainable, melee is alright but not competitive (little consistent support for it)
> Speed : Alright to Fast (with Mounts.), however pulling off their abilities tend to slow them down a lot.
> Armour : Laughable.
> Morale : Highest

> Faction Mechanics :

> - Line Fire
> - Widespread synergy buffs
> - Bodyguard/Dogged/Tough to limit/control model removal
> - Slight adaptability to situations through Beauchamps & Prediction Engine
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>>94419730
> Design Quirks :
> - Faction has good base Discipline and ways to boost it reliably (Lieutenant, Cunningham), so to make Morale a bit more relevant and interactive, spread Fear [Deep] on most models, with some ways to negate it through the game.
> - Faction should have strong mechanical integration of the Soldier/Auxiliary distinction


> Suggested Changes
> 1.Lower Evasion across by 1~2, setting for an average of 4, even 3 in some cases.
> 2.Add benefits to having mixed forces of Auxiliaries & Soldiers, or Auxiliaries and Workers, adding an opportunity cost to running purely Line Fire-based Expeditions.
> 3.Add a few more ways to distinguish between Admiralty/Crown/Private Expeditions.
> a)Press Gang mechanics to turn Colonial Criminals (and perhaps just Criminals, if we add that as a keyword) into auxiliaries for the Admiralty?
> b)Mercenary support for Private? There is already a few strong Econ support models in faction so we need to be careful here.
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>>94419738
>>94419730
I also suggest adding a more or less generic [x] Settler profile to all Colonial factions that are missing one (the American Prospector could be the stand in for this one on the US side, for example). Sort of an in-faction Hired Hand (but probably worse to justify taking the Hired Hand instead, maybe not through its stats but because something happens if you don't keep them alive?)
Another thing is a generic weaponless Attack to be defined as available to everyone, otherwise the Dagger was kinda the implied default but a few occasions came up where a model had no weapons and I think this would be better.
> Acc 0 Evasion -3 Pen 0 [Stun / "/"]
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>>94419883
Could be as simple as making the Hired Hand notably cheaper than most other worker options. Cheap and reliable, as compared to expensive and exceptional (Steel-Driving Man) or dirt cheap and passable (Titanium Miner) worker options.
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For maps & scenario generation rules, what I was going with was, simultaneously :
Option 1 : Players choose a premade map and add premade scenarios or conditional rules as they wish.
Option 2 : Players choose an empty Biome map and add the features they wish, then play whatever premade scenario or conditional rule mix they wish
Option 3 : Determine the Layers player's Factions might come in contact with each other in, roll on a table, this will give you a list of Biomes applicable, roll between these.
Biomes are the base maps with only 1 or 2 most common terrain types across.
Then you roll on a Landscape list, probably one determined or restricted by the Biome. This determine vegetation, hills, things which are more likely to block LoS and need to be limited a bit. These are added as tokens to the map if you do not have the time to edit the base map. This is where water tile inclusion would be important for Aquatic models...
(I thought about doing some mix of Biome x Main Landscape maps but I think its going to explode too fast too quickly to be reasonable).
Then roll on a Risk table (i.e NPCs, Anomalies, Pits(?)) and a Reward table (i.e. Chests, Ruins, Mineral Veins, ?) and you have your whole scenario.
Also
This might just be me but I find the slopbot's warped take on 19th century maps to fit somewhat well with the setting's aesthetic. I was thinking of editing some of these to keep the borders, add in a cavern's background, and then clear the rest to replace it with the hex map.
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I'll have to get better at these but here's a first try for a completely blank map.
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>>94421398
reminds me of how the major general's blog would do painted backgrounds for their wargames.

Also I agree with the earlier anon who posted about hired hands being good enough and not needing a unique worker unit for each faction. (Although I may be somewhat biased since I wrote the unit. My intention was them to be a fairly universal pick since the chart seemed to indicate that)
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>>94419419
I was trying to avoid having it be Crit, but if it too much that's a fine substitute.
>think comparing evasion to armour is going to be a tiny bit too much for a general rule resolution
It would be easy if playing physical, for what it's worth.
>I think what we should do is, instead of a game, we should test this across a bunch of different scenarios and combination of models. Just come up with lists of models to "duel" each other, so we can compare both resolution and see how it'll feel. It'll also let us figure out which model's rules we are fucking up by doing this change and how we could rework it.
That's a good idea.
>>94419883
I'm for the in faction settler. I agree that Hired Hand is already good, just by being so cheap and having 5 Labor. Prospector is five times as expensive. I think starting with the prospector as a base, and just changing the Sp.Rule and equipment is enough for now.
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Haven't caught up on the last thread or two, anyone mind giving me a tl;dr of what's happened? I remember seeing something about Atlan maybe getting reworked and some other rules changes.
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>>94427574
>I remember seeing something about Atlan maybe getting reworked and some other rules changes.
I was going over Atlan and Atlantis and kinda realized they didn't really stand apart as well as I wanted them to, and suggested we try and bring them back a bit to their original theme of "low-count, little to no-range, high survivability". Remove/rework some movement buffs, make sure we limit the mounts we give to them so it isn't too easy to make a fast cavalry list (or making them fast isn't as well the best way to make them tougher... ), etc...
From a lore perspective a suggestion was made to have the Atlan/Atlantis split be relatively recent (at least, more recent than 7k years ago...) I think it makes a lot of sense if we can find a good justification for it and for Atlan turning out how it is as a result, and save their understanding of the incoming Deluge, but it was across a few post, so I really invite you to go through it and offer your opinion.
Rules wise I've brought forward a lot of different suggestions that had been made, Looting mechanic, Damage types reworks, trying to get a lot more variability in wounds being dealt... All of this led eventually to looking at the basic combat resolution mechanic and armour resolution. The initial idea was to have Armour success reduce Wounds instead of just saving them, and what I want to try right now is some variation of "success/beating on Evasion face-to-face reduces all Wounds by 1 degree" then "success on Armour reduces all Wounds by 1 again", with some tweaks, and see if that isn't too much to go through to resolve. I think it'll be fine and would allow for a lot more granularity in wounds being dealt, and would give some nice space to develop mechanics out of it. I want to see it in action before I make up my mind further however.
Also the thing about tightening the theme of Atlan is not exclusive to it, I want to do this to France, US and Atlantis as well (UK I feel is mostly fine).
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>>94427574
Re the list of suggested changes posted >>94428175 its a bit old it already evolved a bit I think.
> Sharp/Skilled is probably going to be redundant if we go with the 2-step wound reduction system, its already baked in (which is part of why I like it). I think Deadly would need to be reworked as well, possibly as a Crit effect.
> That version of the Armour rework is probably not going to be the one to be used, either success on armour is going to be set to 1/2 by base, or a special rule will boost it from 1 to 2, not a crit.
> For Looting I think the best option so far is to score half now and put half of it on the Corpse token to be Claimed later on. I'm really not sure anymore, its probably the best mechanical way to do it but it feels very weird. I almost feel like it'd be worth it to turn this into a faction gameplay aspect, as in you have to loot even the opponent's models, but factions might have different ways appropriate to their strength to do so... Not sure.
>>94421415
>Also I agree with the earlier anon who posted about hired hands being good enough and not needing a unique worker unit for each faction
>I'm for the in faction settler.
My idea was to represent actual colonists in each factions, a British Colonist, a French Colonist, an Duosicilian Colonist, etc through nearly identical profiles in a way similar to the Medic being shared across the French Brits and Italians. Making them workers was really just the default, and because yeah, the American Prospector kinda already fit by name. I was thinking of workers you want to really keep alive until the end, so something bad happens if they die, something good happens if they are alive by the end of the game? Promotion?
This is part of reinforcing the theme by representing hapless colonists being caught up in the events, but if you guys feel its not necessary or works against that, let me know.
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So the Tiger Brigade Renault clearly needed to be reworked, it and a single crew of Tiger Brigadier ran over half of an American expedition last time it was used. After the Sky-People playtest I think reworking it to a simple transport rather than something you want to charge with all the time is going to be a lot better.
Anons had suggested the "combat cars" a while ago and I thought it could work well as a (much) lighter but meaner version of the Tiger Brigade Renault. Basically a go kart with a tiny Montmigny Mitrailleuse on it. Heavy Traction + Almost No Suspension will make it very variable in its speed.
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>>94429359
If it's a lighter version why is it the one that gets battering ram? That seems unintuitive.
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>>94429540
They both have it, but the Renault's a bit better because it has Strength 7.
Its lighter because you can stop it in its track with one lucky shot (either immobilizing it or killing it)
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Anybody working on Whalers?
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>>94434519
Aside from the 3-4 units that were already posted I had the idea for some sort of hero unit, but not any traits to go with it.

Subfaction-wise, since we're doing a runthrough of units, they're meant to be a sort of "hyperboria-light" with a focus on anti-beast, anti-deep, and anti-amphibious operations
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>>94435138
>I had the idea for some sort of hero unit, but not any traits to go with it.
Mind posting what you had, it might kick things up for others.
Unrelated but why is the board so goddamn fast these past few days? We getting raided?
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>>94435308
Well, the Whalur captain is the main leader character and Ahab knockoff, so I figured some sort of quartermaster maybe.

Maybe one trait for each enemy type, then one or two to do something with pain tokens and emanations? One of the things I had going when I was writing for them is that they generate emanations but are not immune to them without investment (I remember some emanations being really strong but they might have been changed or maybe I was misreading them.)
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Perhaps the Whalurs could get a fire and brimstone preacher type as a counterpart to the Pain Priest of Hyperborea?
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>>94435907
It goes a little contrary to the Moby Dick reference, but at the same time we're hardly chained to that.
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>>94435928
Ideally the unit would be just as nutty about whales and pain as the rest of them, just through the lens of a former protestant ship's pastor.
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>>94435928
I was looking for any real life references to Ahab's devilish mahometan whalers, they always stuck with me, but unfortunately I couldn't find any, I guess Melville pulled them out of his ass? I remember also a chapter in his visit to an old sailor's Church, I'll go reread it.
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People forget one of the most important characters in Moby Dick - Fedallah. He was a Zoroastrian and often spoken of as a priest of Satan. Most importantly, he was the one who prophesied that Ahab would die strangled by his own harpoon lines and skewered to the whale. If you want a reference, there you go.
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>>94436399
my experience of reading the book was pretty feverish. The constant tangents and slice-of-life nature made it a little tricky to keep track of what was going on precisely so after a while I just let the mood of the work roll over me like so many waves.

I think I prefer 2 years before the mast as a sailing book but Moby Dick definitely wins for atmosphere
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>>
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Pitch for balance between Colonial Factions
I was thinking we could very broadly set Brit-France on a scale such as this :
Strongest to Weakest
Brit : Range - Morale - Movement
France : Movement - Morale - Range
These are faction "Strengths", so this doesn't mean Brits have bad Movement, or French have bad Range, just that they have more focus and better support rules for the appropriate ones.
USA could simply have those strenghts more centered along the "curve", meaning the difference between their strongest and weakest strengths are a bit less pronounced.
Effectively, I'm trying to strike a balance for French having high speed and not being too crappy at range either, the thing is that high movement is probably the next best thing to have beside high accuracy/high range/ammo feed to support a range list.
I also think its preferable to dial back their high base Movement values and emphasize movement shenanigans over just being overall faster.
Also,
>>94422527
>I'm for the in faction settler.
I had forgotten about the Oldest Guard, once added to the French list it kinda gives off much more the feeling of being able to represent a settler's expedition, between the Survivant, the Oldest and the Petroleuse.
Perhaps its just the British book that feels too militaristic, but its also kinda part of its charm as well.
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>>94443435
His he planned to be part of Sky People?
>>94441612
>USA
Moral - Movement - Range? Not necessarily really good discipline, but having lots of rules that tie into moral in some way. That pretty much already is their theme, i'd say.
>>94441612
France and Dousicily are meant to have the biggest underground populations, right? If that's the case, i think another civilian type unit is justifiable for France, and Dousicily could really use one. Even if the Brits don't get one, they should. Come to think of it, Ordinance Sargent might would benefit from a similar cloning treatment.
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>>94413721
Adelaide, Liddell, or Alice Springs for New Kirkwall 2.
Alice Liddell is *The* Alice, of Wonderland fame, and her father, was dean of Christ Church and Vice Chancellor of Oxford at this time. Alice in Wonderland was published in Novemeber 1865. Adelaide is a variation / long form of Alice, and the name of an old British Queen. Adelaide also happens to be the name of a city in Australia, which is a nice joke. Alice Springs is also the name of a city in Australia, and explaining the "Springs" part of the name could lead to some nice lore (my first thought is some kind of anomalous hot springs). Liddell just sounds nice to me, and could imply the city having a number of academics. Even if Liddell or Alice Springs isn't used, we could still try and use any ideas they bring up.
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>>94444169
>His he planned to be part of Sky People?
The Sky-Gorg Prince was the Sky-People Gorg leader in my mind, I was planning on having Lee-Dehr either be a Merc Leader, or perhaps the Leader of a Gorg mini-faction? They have enough profiles and it would cut down the Merc's book size a bit...?
>>94444169
>Not necessarily really good discipline, but having lots of rules that tie into moral in some way. That pretty much already is their theme, i'd say.
USA probably have too many different strengths/aspects and need some dialing back in order to give us more room to make them hold together really well. Its a large book and unless we completely cut one or even two "subfactions" from it its not going to get much smaller than it is no matter what, so I'd like to avoid going down that road and find an alternative way of getting it to gel together.
Ambush & wide access to mounts makes them really quick when they want to. They have really good range options without needing to bring out Hyperborean weapons (but they can), and Ambush + High Move means they generally chose the best spot to shoot from. Their morale doesn't suck at all as it is.
Perhaps if their high strength is supposed to be morale, and to not impinge on the Brits having high stat and avoid devaluing Dread further, perhaps their strength is passing Discipline tests? Instead of the usual "while [y] is (in your Expedition and alive/within [#] of[x]/within LoS of [x]), [x] gains +1 Discipline" what they could have is "whenever you need to test Discipline, if this model (in your Expedition and alive/within [#] of[x]/within LoS of [x]), x counts as having +3 Discipline for that test"?
This would help you somewhat dealing with Dread through Alcohol consumption, but you would still have to worry about it, and it would also help Grant's Faith in the Flag ability.
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>>94436316
Father Mapple is a character in Moby Dick, and he was an ex-whaler to boot. I think you have your excuse.
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>>94446735
Ah, thank you!
I'll come up with a design doc for Whalurs as a faction to get the ball going for other anons if they want to add a few units or features.
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Here's the France Faction Pitch, let me know what you think of the suggested changes and adding the Patrie to the roster. For the Faction traits, since they are too powerful as they are right now, I was thinking without changing too much their spirit :
Republican - Your Leader (whether it is this model with Born Leader or someone else) gets extra 2 LP. When this model or friendly models within it's LOS crit, you regain 1 LP. (Aux armes, citoyens!) (6 Silver)

Orleanist - When your Dread is lower than your opponent's, this model, Friendly Leaders, Heroes & Characters within 3 gain Quick Strike/Shot and Nimble (8 Silver)

Legitimist - When your Dread is higher than your opponent's, this model, Friendly Leaders, Heroes & Characters within 3 gain Deadly and Tough (10 Silver)

Bonapartist - This model gains Hide, additionally, it or models within it's LOS can be activated when Shaken in addition to the one you can always activate. That model suffers permanent -1 to Evasion and Accuracy for the rest of the Battle for each such activation. (Apres nous, le deluge!) (8 Silver)

Socialist: All Workers get +1 Labour, can equip any French weapons (paying its cost) and anytime they would use Accuracy, if it would be lower than 5 after all buffs are applied, use 5 instead. (Qui a du fer, a du pain) (6 Silver)

Orleanist & Legitimists may end up being to strong even as they are but you'd have to lean in on the Character & Hero list to really use it, I think it would be alright, and your opponent may be able to shed its effect.
I really like how the Socialist trait and Old Guard profile mesh together perfectly despite having been made more than a year apart.
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I get the feeling if I wait until we've reached consensus on all the new rules to start playtests again, we'll wait months for further batreps, and I really like having those regularly enough. So I think a better way would be to start with the Loot system and test it with the current version of other rules. I would also like to test these with multiple players to get as much feedback from folks as possible. I should be available Monday for a game, although not too late in the evening if possible at all.
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Finally got around to doing this little fella.
I gave him extra item space to further justify taking him, 10 isn't that much.
I also added the Gorg Stink Juice connection, most likely won't matter most of the time so I didn't bump his price at all for it.
I'm glad I waited this long, I only came across the art for it in another thread this morning.
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>>94451410
Kek. "A Massachusetts Morlock in King Perseus' Court"
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>>94451410
>OOGA BOOGA WHERE DA WHITE WOMEN AT?"
> - Massachusetts Morlock
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>>94451410
>"Is this the barbershop?"
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>>94453279
>"But you have so much to live for! My dear fish, what could possibly drive you to this?"
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>>94453375
>"Well, it's been a while since I last had a shave. My wife won't let me back in the house until I look presentable"
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>>94451410
> Morlock walks into Atlantean beauty salon/brothel.
> "Wait this isn't the public pool!"
> Psycho-Socialites are just being their usual dramatic selves.
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Pitch for new mini-factions, Gorgs, and Apemen &/ Neanderthals.
Gorgs need barely anything to work as a faction, Lee-Dehr and maybe some ways to deal with the fact they have no range.
Apemen &/ Neanderthals don't have anything more than Bleg and the Condots so there's a lot more room to build. Please suggest stuff.
I'll be doing La Ombre and Lost Men today.
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>>94454515
Monkeyman Performer
Boosts morale with his shenanigans. Good at climbing and jumping, a natural acrobat. Very speedy. Can pick pockets to steal items.
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>>94451410
I love this setting.
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"Oh don't worry, I heard those weren't aggressive."
- Most common last words by Colonials
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>>94451410
>Hey khed I'm going to Dunks you w-What the fuck is this shit Lyle?!
>I'm having a fuckin Orgy Luke the fuck does it look like?
>Why the FUCK did you open the door?!
>You were going to Dunks
>I AINT PICKIN YOU UP DUNKS NOW YOU FUCKING PERVERT
>FUCKING AYE YOU WERE OFFERIN
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>>94457619
Added this guy to the Merc book, I'll try to work some more on the merc mini-factions tomorrow and upload its new version.
Since I didn't get anyone to pick up for a game tomorrow I'll try to get the map system further along as well.
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Here's a design pitch for La Ombre.
I think Nappy deserves to be set more or less as the greatest threat anyone can face on the board, but at the same time I don't want it to be boring to play against.
I came across a short content vid a few days ago going over an MMO/RTS designers process to build new enemies, being the Damage - Toughness - Speed pyramid, critters should have 2 of these at most to allow players a way to deal with each, bosses have 2 of those at a time and may cycle through the combination, but not all 3. If something has all 3 at the same time, its because avoiding it is supposed to be the right strategy and something available.
(If this seems flawed please let me know.)
Obviously not being an RTS or MMO muddles things up a bit, "Toughness" for us is a function of how much Health a model has, its Armour, its Discipline, its Evasion and how much AP it has (more or less in that order I think).
I don't know if this is worth exploring but it made me think we could make sure there's always a "mechanical" distinction in place between Bosses and well... Nappy, which you need to avoid instead of kill...?
The Khan is currently more or less set up as a "Boss" in this way, as his strengths can be alternated between his normal and True Form modes.
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>>94461104
>at the same time I don't want it to be boring to play against.
La Ombre matches could reward silver to the opponent for getting his units off the board before they can be killed in addition to any objectives. To sell the "oh shit, run!" atmosphere of Napoleon striding out of the darkness.
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>>94461303
>La Ombre matches could reward silver to the opponent for getting his units off the board before they can be killed in addition to any objectives. To sell the "oh shit, run!" atmosphere of Napoleon striding out of the darkness.
Yes, perhaps with some added mechanics to reward figuring out part of Napoleon's current plot?
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>>94461430
A parley action to start him monologuing? I'm not sure how it would work
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>>94462018
I'm gonna try a complete rework of him, I'll post something up later on this evening. I'm gonna see how far I can push him seeming like playing a special scenario without specifically setting it up as such.
Also, I realized I hadn't replied, but
>>94454770
Perfect. Would thematically pair well with the eventual Barnum circus trainer dude.
How do you see the faction playing?
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>>94462760
>How do you see the faction playing?
Everything revolves around either killing shit in melee, or supporting the guys who kill shit in melee. Best native ranged options would be chucking rocks at things. Maybe some weird units that do weird shit (Copycat "monkey see, monkey do" type, a monkey businessman, etc.) to spice things up.
A real pile o' violence faction. Probably some heavy overlap with the Gorgs there, but I imagine the Gorgs focus more on resource management with stink juice than the Apes do.
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>>94462915
I always figured they (neanderthals) would have ranged units with the joke being that they're all awful, and that speccing into gunpowder with Bleg only makes them more destructive.
>>
>>94454515
Neanderthal Grenadier
Monkey Spider (basically an in faction Speleologist)
The 3rd Cavalry of Ack ("third time's the charm")
Monkey Monk (meditate and drink for different bonuses. mediation bonuses stack and last until end of game, but requires taking no actions; drinking bonuses are immediate and have no requirements but Alcohol, but don't stack, prevent mediation bonuses, and ends after 2 or three turns. you need the bonuses for the model to work, other wise it's stats are just too low)
Sunkey (Light Source? Fire damage? I don't really know, just a stupid pun.)
>>94462760
>How do you see the faction playing?
Climbing as the main 'gimmick'. Thrown weapons, strong unarmed attacks, stealing opponents equipment to use, focus fire bonuses, self damage, ambush and weird deployment; ideas for secondary 'gimmicks'.
Bad stats across the board (save strength which is good, and moral which is barely working), higher than normal AP and small but reliable buffs.
>>
>>94462915
>A real pile o' violence faction. Probably some heavy overlap with the Gorgs there, but I imagine the Gorgs focus more on resource management with stink juice than the Apes do.
>>94462915
>I always figured they (neanderthals) would have ranged units with the joke being that they're all awful, and that speccing into gunpowder with Bleg only makes them more destructive.
>>94463769
>Climbing as the main 'gimmick'. Thrown weapons, strong unarmed attacks, stealing opponents equipment to use, focus fire bonuses, self damage, ambush and weird deployment; ideas for secondary 'gimmicks'.
>Bad stats across the board (save strength which is good, and moral which is barely working), higher than normal AP and small but reliable buff
Alright I'll try to strike some balance between those ideas.
>>
>>94465106
>>
>>
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>>94468959
>>94465106
>>94463769
>>94463729
>>94462915
Beside Uncoordinated being put in multiple spot, for general rules
>"They Came from the Canopy!" : Models in this book (Apeman keyword?) can always Climb as if they had Climbing Gear equipped, additionally they may do so in Light or Dense Forest & Jungle tiles, if they succeed, they no longer Engage or are Engaged by models unless they have Reach 2 or more, and only do so from adjacent hexes. (maybe add something for them leaping from it? Or have it be they no longer Engage/are Engaged AND no longer count as occupying the hex they are in?)
> Stick and Stones : Apeman & Neanderthal models with no weapons equipped (or after they have used/lost their last weapon), or which have Climbed a Forest or Jungle, count as equipped with a Sling, however increase the Reload by 1.
> Primal Punch : replace the standard unarmed attack by the following one :
Acc 0
Evasion -2
Pen 0
[Stun, / / ]
>>
Knight of the Three Cities
Apeman Hero
Traits based on various primate heritages
Probably the best armored Ape unit, good melee line holder
>>
>>94454515
The Monster should be available as an Apeman leader, I think.
>>94463769
>Monkey Monk
Make him an orangutan.
>>
>>94471506
Already had this one for it, yours is better.
We going for full swarm or halfway?
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I reiterate, anyone would be willing for a game this coming weekend?
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>>94472994
I know it's a lot farther into the future but I would be free in 3-4 weeks to try an online game for the first time.
>>
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>>94474577
Fucking awesome mate, once you have a bit more details let me know. What time zone are you in?
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>>94463769
>>94462915
>>94454770
Ok, so far what I'm going with is
> High unit count, but not as high as Morlocks, no re/spawning in faction.
> Stats beside Movement & Strength are bad across the board. Movement & Strength are above average.
> Faction engages really fast. Your opponent doesn't have to move up much for Condots to charge 1st turn, but this will be somewhat sub-optimal because...
> Pulling off a proper pile-in is going to be required. Spamming Condots+Pikes won't let you squeeze as much juice out of your starting Silver total in comparison to a mix of them and other troops. And...
> Faction has a very low tolerance for taking losses. You don't lose as much offensive power early on however, because everything frenzies, and you are fast enough to more likely be in a position to choose attacking an enemy than a friend... but it'll still happen, and you'll want to Rally a lot to avoid your crappier Followers not getting Panicked as well.
> Bonus AP generation mechanic will be on the Leaders and perhaps some Specialists so as to control them. I'm going to start by always having a clause saying each model can only gain 1 bonus AP through these rules (individually, so those mechanics might stack, and will do with Rations/Warm Meals, so, yeah... lots of attacks but again, shitty stats).
> Overall a relatively simple Faction rule wise, its not going to be all pure aggression all the time, you will have some Parley actions to gain some edges, but ultimately it'll be about ripping faces and trying to find the edge while dragging yourself and your opponent through a near perpetual shitshow.
I started a few profiles, waiting for inspiration for mechanics for the Leaders before I show my work. I want to keep this one relatively simple so I should be good to do so later on this evening. Let me know if what I've got works so far for the playstyle.
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Here we go.
Baboonish Barbarian is meant to be thrown early on at the enemy, so that Condots can charge in and engage with their spears and or pikes from behind. If you lack targets or can't line them up properly, an option remains to set them up in trees so that you can throw rocks but its pretty risky because of Frenzy. They probably aren't worth equipping with much.
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>>94478645
Eek has a Senate made of old generals and rich merchants, and I wanted at least one Parley-based Leader in the lot, so here it is. The "count as Friendly but not controlled" is something I will try to build around, since it could potentially mesh well with Frenzy.
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>>94478712
I really quite like this one.
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>>94480801
Thanks! I think it'll also be something I really want to try out. The idea of making enemy models count as friendly to trigger something else when Frenzy kicks in feels like it could work really well mechanically as well as thematically, the enemy Leader tries some Diplomacy just for another part of the Expedition to charge in like maniacs...
Now picrel I'm not too sure what to do with them. Are they equipped with Bradsburg, another Colonial weapon, or something they acquired second hand from Atlantis...? I was thinking of giving them a version of Line Fire that required a successful Discipline roll to kick in every turn, depending on how bad the "long" acc mod to their rifles are, they are still going to suck balls at shooting, perhaps even hitting on 1 only at long.
Removing Uncoordinated seemed to go too much against the faction theme no matter what, but if it feels alright for you guys let me know.
>>
>>94482472
Maybe uncoordinated could only apply to ranged weapons like guns and bows, but hurling rocks and grenades by hand is simple enough that they can do it?
>>
>>94482527
Just for Grenadiers, or for all models in the books?
>>
>>94482563
I think it wouldn’t hurt much everything got it, but maybe it could reflect the specialized training of the grenadiers if only they got it, or maybe they could get a conditional ability to offset their penalties to all ranged attacks?
Also, perhaps the grenadiers are a result of Bleg’s tactics seeing further adoption by the city states? Both a source of shame (Bleg is monstrous by ape standards) and a sign of technological advancement.
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>>94463769
>Monkey Monk
Here is what I went with.
You'll probably want to use him as an anchor to make sure your Leader does not end up in a Frenzy at the wrong moment, if you bring some backline throwaway models he'll insure they hit a bit more often, and you may want to launch him at the enemy at some point, but even with his alcohol boost you'd be mistaken to think of him as a melee brute or a tank, hence his relatively low cost.
>>
>>94413965
>>94444682
Added. I'll post the updated maps next thread, so we don't clog the current threads with the same maps.

Also, while we're talking about the maps, we ought to make the geographical maps with the names of every landmark.
>>
>>94485353
I like it, but I think the Kong-Fu ability could be split in two to be more concise. Something like:
> Kong-Fu
When this model would deal Wounds to a Friendly model, you may choose the hit model to suffer Knockback instead.
> Simian Sensei
Friendly models that activate within 3 of this model gain the Quick Strike [Unarmed] ability and the Kong-Fu special rule until the end of their Activation.
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>>94486493
>but I think the Kong-Fu ability could be split in two to be more concise.
Good idea!
Also, trying something new for the maps. Picrel.
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So this, along with the Knight of the Three Cities depending on the build, will be the faction beatstick among beatsticks (aside from the appropriate Leaders as well).
Dual Wielding + the extra Charge attack should make his damage output more reasonable, and the ability to chain in extra charges turns him into a reasonable "assassination" piece by allowing him to chain charge toward the wanted target.
I want access to reliable (or even semi-reliable) combat pieces to be limited so that's why he's a specialist, I'll put something in either the Faction traits or the Knight's traits to turn them into Elites instead of Specialist, as usual.
I also want to avoid blowing up the number of units in this book too much so I thought perhaps The 3rd Cavalry of Ack ( >>94463769 ) could be a Knight's trait granting access to Mounts?
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This is still a rough attempt, figuring out Hex Kit as I go... Gonna try a few of these, let me know which style you prefer, or if there's any you particularly hate.
>>
>>94489238
I think it needs just a little bit of color to help distinguish tile types.
>>
>>94489238
>>94489895
Yeah I agree, more colour or something to make the different tiles more distinguishable. Hard to tell the difference at the moment, though that might just be down to image compression.
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>>94490561
>though that might just be down to image compression.
>>94489895
I think that's mostly what it is. I wish Hex Kit had a way to export the grid as a .png without any other data, but I can't figure it out. These are the larger icons.
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>>94472994
Atlan Anon here, sorry for the short notice, and the general inactivity lately, but could play tomorrow evening 8pm+, or Sunday morning 8 or 9. Atlan v Atlantis? You have something in mind?
>>94487225
Those look wonderful.
>>
>>94487225
Although, thinking about it, they aren't very distinct at a distance.
>>94479806
>counts as a Friendly model until the end of the turn (you do not gain control of it)
"Friendly Uncontrolled" might be a useful term.
>>94482527
>Maybe uncoordinated could only apply to ranged weapons like guns and bows, but hurling rocks and grenades by hand is simple enough that they can do it?
Seconding this. At least, Grenadiers should have an exception for thrown weapons.
>>94482472
Do you mind if i try this one? I have something very specific in mind. I was thinking it would be a Merc too, like Condot, and a quality if gimmicky unit. Closer to 12 or 14 in price is what i have in mind.
>>
>>94490810
>or Sunday morning 8 or 9. Atlan v Atlantis? You have something in mind?
Glad to hear from you, Sunday morning it is! Atlan vs Atlantis works for me.
>>94490918
>Do you mind if i try this one?
You mean doing the profile? Sure, no issue.
>>
>>94475600
EST, sorry for delay in response
>>
>>94491705
Works perfectly, and no issue, there's no rush.
>>94490810
>Atlan v Atlantis?
I assume you play Atlan.
Mind if we try 200 Silver? I'd really like trying the higher tier Followers from Atlantis and they make less sense at 150.
>>
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>>94492365
Sorry, something came up. Literately any other morning or evening would work.
200 is good. I haven't played at that level before, so I really should.
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>>94494343
Wednesday morning?
I tried doing the map again to keep as much details from the png as possible, here's what it gives on Owlbear. I'll try this set next >>94487225 to see if it really looks too hard to distinguish.
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>>94494712
and zoomed in.
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Couldn't find any spider monkey in clothes/holding weapons, so this will have to do.
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So what's the lore on the four-armed white apes?
I think they're not the same species as the Ape-Men/Neanderthals, but something related. Perhaps twisted in some ancient pit by Muic biomancy, or perhaps by the Olms of Old.
Whatever their origin, I think that the Ape-Men and the White Apes are weirdly hostile to each other; to the Ape-Men, they're barbaric by Ape standards and a threat to be wiped out wherever possible. To the White Apes, some animal instinct in the dim recesses of their skulls tells them to kill Ape-Men with particular vigor.
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>>94495411
I'd suggest they aren't related, or believed to be. The additional pair of arm thing suggests a connection to Lemurs, perhaps they are to Ancient Lemurians what Apemen are to us (while modern Lemurs would be closer to Devolved Deepfolks)? This could mesh well with the idea that they are found almost exclusively guarding ancient Ruined Temples (old Lemurian ruins they have some residual instinct to call home) and are particularly hostile to Neanderthals & Apemen (the same way Lemurs are particularly hostile to Colonials...)?
>>
>>94495505
>I'd suggest they aren't related, or believed to be.
There's probably at least a fringe theory somewhere that suggests it, but I'm fine with having them be unrelated species.
Tying them to Lemurs makes sense.
>>
I'm going to make a set of random lookup tables for E:AD. Currently brainstorming "Fringe Scientific Theories", is there anything else anyone would like to be able to randomly generate?
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>>94495968
>a set of random lookup tables
What do you mean? >>94490918
>Although, thinking about it, they aren't very distinct at a distance.
Does this looks workable?
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>>94496836
>What do you mean?
Basically, a table for randomly generating stuff relevant to E:AD. Potentially useful if anyone wants to run an RPG in the setting, or just for fun or fluff otherwise. Something like picrel, where you roll on a few charts to get a description of something you can build off of.
>>
>>94496868
Kinda like Rift's random scenario generator, if I understand those well. That's awesome, and yeah, could definitely be useful for a lot of things, including 2e.
I'm sure plenty will come later on, but quickly,
> Geographical locales
> What some random village culture is like
> Legends to be explored
> Colonial activities in the area
> You meant a nomad group, what is that group's intent, what is its makeup, etc
> Deep-Drunkness symptoms
> What loot can be found in a [x]
>>
>>94494712
>Wednesday morning?
Yes.
>>94496836
That's fine, but isn't a super fair test, as much distinction isn't needed. Still, it's probably fine, although i think the other set is clearer.
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I might reword the Gorilla Tactics rule on this one, perhaps so that you may spend 1 LP to reserve Specialists among the 5 other models.
More of a tank than a beatstick, and obviously using your Leader as your tank is not the smartest of choice.
Ape Air Assault will at least provide some (limited, but hilarious) answer to airship lists.
Next is the Spider Monkey and the Knight of the 3 Cities, I'll put in the Local Chief with the appropriate traits as well as the Neanderthal Mercenary Tartarodon, and unless there's something else you guys really want to include, that'll be it for the faction. Grenadiers will be updated when provided.
>>
>The Lord of the Jungle: (24 Silver)
Character, Leader
AP: 3
LP: 3
Movement: 4
Accuracy: 5
Strength: 7
Discipline: 6
Labour: 4
Evasion: 6
Awareness: 6

>Armour:
0 in All

>Health:
2 Box Head
3 Box Body
1 Box Limbs

>General Abilities:
-Terrain Affinity [Jungle and Forest]
-Dogged
-Training [Spear]

>Special Abilities:
The Wild Man (1 LP): When this model would kill an NPC from the prehistoric predators or tribal trouble NPC lists, you may elect to state the NPC is befriended instead. Gain the silver you would get for killing it, and treat the NPC as friendly. Do not deal damage from the last attack which would have killed the NPC.

Enemy of Civilization: Units recruited by this model may not equip any firearms or explosives. You may recruit [SPECIFIC TYPES OF NPC BEASTS] as faction units.

>Equipment:
Any Thrown W, Spear, Bow, torch

>Recruitment:
Neanderthal Faction leader

>COMMENTARY:
I’m a little sick, or maybe full of worms or something right now. I have not read any of the books but I can sing strangers like me with 30% accuracy.
The Wild Man ability is okay for battles with good placement and some softening up (the unit you get will be 1 hit away from death unless you heal it) but in campaign mode I can see it snowballing pretty fast to the point where your army becomes full of terrorsaurs. That’s the idea anyway.
Lore-wise he is not a fan of the city-apes. He lives out in the jungle.
Where are the NPC statblocks stored? I didn’t see them in the corebook or the merc one.
Also, which thread had all the Neanderthal lore posted? I can copy that over to the lore doc if I can dig it up.
>>
>>94504245
>Also, which thread had all the Neanderthal lore posted?
#78
Was there anything in that lore dump that we wanted to tweak before it gets added?
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>>94504245
>Where are the NPC statblocks stored?
I pulled them from the main book to put them in a Beastiary, I was nearly finished with it but then figured I had to redo the tables and put them on a curve for them to work at all, I started a bit, a few days ago, will continue on it tomorrow, hopefully post the book in a few days.
Also, more maps.
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>>94469448
While we are on the topic, i think Climbing and Thrown Weapons should be added to the list of this to change. Climbing could be more useful, and Thrown Weapons could be more distinct. Climbing in particular needs it.
I'm thinking a flat +1 Acc and Eva to models that have Climbed, and then a general rule we can give that gives an additional +1 Acc and Eva if the model has Vantage Point. Another rule that allows rolling two dice when attempting to Climb would be good, that way a 'climber' doesn't have to have ridiculous strength to be viable. Reducing the penalty for failing to / might be good too, otherwise, if you fail once it's almost certainly better to give up, and that harshness makes Climbing too risky to bother with most of the time. That said, rolling two dice and a potential +2 Acc and Eva, or even +1, would probably soften it enough that keeping it an X for failing is fine.
Less sure on Thrown Weapons, thinking allowing them to be used at the end of a Charge, and always having the Acc penalty unless used in that way, would be good. I don't think this is half as important as changing Climb, but now would be the time to bring it up.
>>
>>94508308
>While we are on the topic, i think Climbing and Thrown Weapons should be added to the list of this to change. Climbing could be more useful, and Thrown Weapons could be more distinct. Climbing in particular needs it
Agreed on all accounts. I was thinking yesterday while looking at arts for hexes that some regular terrain could require a Climbing check to enter, or to gain a similar bonus to the Apemen climbing trees? Would also make Alpini and Cavern Climbers more relevant.
For Thrown Weapons, maybe allow free throws after Movement & Charges?
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Was going over Atlantis today in order to build my list for the next game, a few changes I'd suggest in order to balance them, reinforce their theme and push them a bit further from Atlan...
> Lower Akritai to Accuracy 5 (-1)
> Lower Sharpshooter's Accuracy to 5 (-1)
> (Have both rely on some outside unit buff to bring it back to 6)
> Lower Iconoclast's cost to 8, add (G) to its Head (-2, balanced by his Critical Instability and middling stats)
> Lower the Kataphraktoi's Accuracy to 7 and Strength to 5 (-1 each case, balanced by Mount choice), add (G) to his Head
> Give Armourclad their own version of the Fire Cart?
> Rework the Promethean so that he gets free attacks with the special weapon on the Armour Mount when resolving other Actions, set the special weapons to get Limited Ammo in each cases, bump the cost to ~13 (+3, it was already undercosted).
> Combat Alchemist should have more on him to make him more relevant.
Also, someone mentioned a couple of threads ago that the Chirurgeon was still missing, was that a profile someone made and posted and I missed it or just a mention that we were still missing rules for it?
For Discipline I was thinking the basic Atlantean Discipline stat could be set pretty low, perhaps even dangerously so (3-4) but they would get an abundance of stacking +1 so that as long as they have their heroes on, they can hold the line as well as anybody else. This would barely require any changes, with their current stats they probably have too many stacking +1.
For the Special Weapons, I suggest adding Smoke to the Greek Flamer, Lux Bomb Thrower, and Apples of Melanion.
Perhaps the Combat Alchemist could buff Smoke effects and turn them into Chem?
>>
>>94510183
>Also, someone mentioned a couple of threads ago that the Chirurgeon was still missing, was that a profile someone made and posted and I missed it
I believe so, here's what I have in my storage pile of many units. Also combat engineer is definitely missing too, let me know if you want it written up (I want my repeating crossbows)
>Atlantean Field Chirurgeon (15 Silver)
Medic, Specialist
AP: 2
Movement: 3
Accuracy: 5
Strength: 5
Discipline: 5
Labour: 6
Evasion: 5
Awareness: 6

>Armour:
0 in all

>Health:
2 Box

>General Abilities:
-Poison[Any melee equipped]

>Special Abilities:
-Surgeon’s Strike:
On a critical strike in melee this model gains Deadly for the remainder of the attack.

-Epionic Expertise: (1 LP)
When a model within 3 of this unit would suffer burn damage, immediately resolve a healing check to ignore the damage. Only spend the first aid kit is successful.

-Alchemical Administrator: (1 AP)
Select an adjacent model and test labour. If successful, that models weapons gain [poison] for the remainder of the turn if melee, and until the next shot if ranged.
Alternatively, if this model is selected to administer ambrosia you may test awareness when doing so. If successful, increase the stat benefit provided to +2. (Failure condition? [Degeneration like homo?])

>Equipment:
As Hierophant + Kopis (For amputations)

>Recruitment:
Atlantean

>COMMENTARY:
If the Steel Driving Man is the worker unit who fucks then this is the medic who fucks.
Maybe not as frequently or as hard but if you go ham with attacks you’re going to crit eventually and poison is no slouch either.
Chart said he buffs and debuffs with tonics, and also that he heals burns and crits wells. Kind of all over the place in my opinion.
Should there be a downside to the Administrator rule like the chance to poison himself or degenerate someone?
He’s half as expensive as Hierophant but also hopefully less good.
>>
>>94510702
Thank you so much for this, I'll add it on.
>>94510702
>Also combat engineer is definitely missing too, let me know if you want it written up (I want my repeating crossbows)
Sure, go ahead.
>>
Scatter on Thrown weapons only happens when you miss, right? Isn't in the general rule book.
>>
>>94512252
>Scatter on Thrown weapons only happens when you miss, right?
Nah, those are only for explosives and stuff that drop tokens. Thrown went through a few iterations, at the moment it doesn't do anything on its own beside denote a weapon type.
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Atlananon we still good for tomorrow morning, 9am?
Not to rush you but if you could have your list ready tonight I'll set the room up this evening.
>>
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I thought about doing the hexes the same way as the Action shortlist, here's a start, will add a few more, I still have to get water tiles down right.
Some of the png will be changed such as the Desert which is too close to the Barren one.
Given how busy >>94505469
>>94494712
can turn out to be, and how much of an impact LoS blocks and Difficult Terrain can have on a game, the additional terrain features will likely be placed as you would Walls (they'll probably replace a good number of Walls in most cases), anywhere on the map outside your opponent's deployment zone.
>>
>>94517908
Still good. Making list now.
>>94510183
Those changes all make sense to me.
>Perhaps the Combat Alchemist could buff Smoke effects and turn them into Chem?
I particularly like this. Will bring up again Blue Powder and Blue Powder Horn ideas (Sp. Ammo turns Smoke from gun into Chem, Sp.Item that does the same thing).
>>
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>Atlantean Engineer (A.K.A: Combat Engineer): (8 Silver)
Engineer
AP: 2
Movement: 3
Accuracy: 3
Strength: 3
Discipline: 3
Labour: 5
Evasion: 4
Awareness: 6

>Armour:
0 in All

>Health:
2 Box

>General Abilities:


>Special Abilities:
-Pet Project:
You may recruit one Atlantean engineer for each mechanical unit in your expedition, or for every three sharpshooters. (I.E: one heat-ray and three sharpshooters means you can recruit two engineers.)

-Archemediean successor:
This unit may target friendly models equipped with Atlantean rifles using the repair action to remove the wound-debuff the weapons gain when damaged. Friendly Atlantean Heat Ray models gain dogged while this model is alive.

-”To Preserve, or to Progress”:
Choose on recruitment. This model may either take an Atlantean artifact as equipment, or it may use the build action twice for each AP spent, and gains a 1 material discount on any engineer-only buildings.

>Equipment:
Atlantean Rifle, Arbalest, Rations, Alcohol, Torch, Lantern, Medkit, The Infamous Repeating Crossbow

-The Infamous Repeating Crossbow (Ranged)
Range: 10
Skill: -3
Pen: 0
Lethal: [X]
Reload: 4
Cost: 5
Special:
Ammo Feed 5
Poison 2

>Recruitment:
Atlantis
>>
>>94520651
>COMMENTARY:
The Clockwork Thinker is somewhere in the unitpile, it would go well with this unit. The Engineer’s stats aren’t actually that good for an engineer unit but the idea is that you take more than one to make up for that. It may or may not also be to encourage doping them with ambrosia so they can frenzy build for a turn or two like a coke-fuelled design team. (The relatively recent introduction of Ambrosia could explain why they’re inventing some of the shit they are.)
The unit doc said they get artifacts but I have yet to write the ones which were listed except the crossbow. I will repost them to get feedback from the thread before trying to write up what was in the doc.
This unit represents the eternal struggle of Atlantis to either preserve its ancient culture or embrace new peoples and technologies. Previously they would have been lowly technicians for things like the heat ray, but now they’re starting to upstage alchemy with their new-fangled engineering. Some of them are just stealing colonial ideas but others are going off the deep end with their inventions because of the bullshit that Agarthan material sciences can enable.

The crossbow is infamous for a reason but only these guys can take it and they’re awful combat units so hopefully it balances.
>>
Eye of Anomalous Repetition: A large spherical device of brass, the luminous complex pit at its core abounds with pushing and pulling energies. Should your expedition encounter an anomaly, and the Engineer survives the encounter, the Anomaly can be retained inside the Eye and deployed in following engagements. The RNG nature of this kit and the fact anomalies can affect all combatants makes this a niche pick
Polybolos Prefect: An efficient damage dealer kit for the Engineer that requires very little nuance to use in game, the weapon has a very high hit rate and ok crit damage, an average range for the type of tool and a relatively low AP stat. used as the “standard arms” of the Engineer’s guild, largely because it is fancy and intricate, over actual effectiveness compared to other ranged alternatives.
Wings of Ikaros: This harness of light metallic joints covers the upper body like an external skeleton. Fitted with wings and an alchemical engine, it allows the Engineer to fly at impressive speed for a limited amount of time. A flying Engineer can perform a powerful diving melee attack with a built-in retractable arm blade or simply rain bolts down on his enemies using his increased flanking ability. However, the longer he stays in the air the more likely he is to crash, taking great damage and possibly even exploding. Sustaining a critical hit yields the same result.
Artisan’s Iliad: A large, bronze cornered, leather hard cover book as old as the engineer’s guild. This particular volume is dedicated to traps, snares, triggers, and enigmas of violent intent. The Iliad allows the player to tailor traps on the engagement map if on the defending side. the fact it requires creativity and the agreement of the opposing player to not watch the table until his opponent is finished makes this an off pick of kit. It is, however, very fun. The Engineer is taken out of play in every engagement if this kit is used, and traps consume a considerable amount of resources.
>>
>>94520663
Here are my initial takes I had while reading them:
>The Eye is similar to the trap that someone poster for colonials earlier, that works fine
>Crossbow is already done and based heavily off the Chinese equivalent (including the poison)
>Wings are really complicated as written and I might want to replace the melee/bolt option with sky-drops from Sky-People
>I don't even know where to start with Iliad item but having a trapmaster role who can screw up the map beforehand is a cool idea.
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I also learned about this guy during research.
I'm a little tempted to make an Atlantean Vending machine NPC statblock now.
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Last one from me.
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>>94520678
Neat video about this
https://www.youtube.com/watch?v=-TpKR_UPlmk
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>>94520511
>Still good. Making list now.
Awesome, same for me, having a hard time making choices.
>>94510702
Done! Only changed the Alchemical Admin rule to simply last until end of turn, Poison is not that powerful imo that it needs to be limited to 1 ranged shot.
>>94520651
Great stuff, thank you!
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>>94520868
Damn forgot pic.
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>>94520511
>Still good. Making list now.
Here we go for mine!
Also, I only have a few of the new maps done/not finished, we can talk about it tomorrow before the game and finalize it.
Strategos Hyas 30
-Shield 1
-Kopis 1
-Rations 1
(33)

Scion 7
Mithraic Rite 10
Regal Entourage 15
Pigheaded 3
-Shield 1
-Kopis 1
-Olm 4
- Rations 1
(41)

3x Kataphraktoi 15
- Olm 4
- Kopis 1
- Shield 1
- Rations 1
(66)

3x Iconoclast 10
- Greek Flamer 8
- Kopis 1
- Rations 1

(60)

200 Silver
>>
>>94520872
The ambrosia option on the administrator rule was intended to be another option for the action not an either or thing
I'm fine if you leave it out though since ~3 special abilities is already good for a specialist.
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>>94521005
Ah, I'm sorry it wasn't intentional, I completely missed it. More Ambrosia inclusion is good but it is indeed pretty busy as it is, perhaps for the reworked Alchemist?
Also, just wanted to post this ahead of time because I'm once again really fucking glad of how the game looks right now. First time I try Olm Kataphraktoi.
>>
>>94521049
it knits together reeeaaal nice.
>>
last minute, but can we push the game to this evening, 7-9 your choice. I barely slept.
>>
>>94522365
That's actually kinda perfect because I didn't either, and still haven't finished my list.
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>>94522365
7 is preferred.
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>>94523151
I'll be there!
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New map.
Snow maps have always been hard to do, they just look too much like crap from afar usually, so let me know what you think.
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>>94524456
can we see what it looks like with units on it? Both bright ones and duller coloured ones.
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>>94524896
>>
>>94520976
Leader: 29
War Master (9+3), Wall Veneration (3), Barrel Chested (2) Pigheaded (3) Fast (2) Spy (1), Shield (2) Hasta (1) Ration x2 (2) {30}

Specialist: 93
Wall Mystic (45)
Resonant Representative (20) Tuning Bident (1) {21}
2[ Veiled Daughter of the Knife (10), Ration x2 (2) Stiletto ] +Material x3 (3) {27}

Follower: 79
3[ Atlan Immortal (17) Shield (2) Hasta (1) Ration (1) ] {63}
Reconqueror (10) Rhomphia (3) Ration (2) {14}

Should be 200 exactly. Didn't see price for ResRep or Tuning Bident, so I used Wall Priest price and defaulted to 1 silver.
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>>94525365
>>
>>94525367
Nice, I'll get to it!
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>>94525365
I think it works alright. It's pretty cool how Napoleon and buddy match the colour scheme of the layer they inhabit.
>>
I may be a little late, hopefully no later than 20 minutes.
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>>94525568
No issue at all!
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>>94525713
All set.
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>>94525990
Gonna be 5-10 minutes on my side, just time to run to the corner store and back.
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>>94525990
Getting on right now!
https://www.owlbear.rodeo/room/j-G3cl76twQ-/TheNarySob
>>
> The ongoing Atlan vs Mu war in the higher Layer has given Atlantis the leeway it needed to start reclaiming the massive chunks of territory lost during the Civil War. Already stretch lines have been depleted from much of their Slave Soldier components, leaving the Panthalassan Atlan corp severely undermanned.
> Seeing this, Strategos Hyas has petitioned for greater involvement from Atlantean elite regiments, in particular bringing forward Olm Kataphraktoi units, which are, as most aristocracy-drawn corps from the Sunken City, generally kept comfortably at home.
> While patrolling one of the many wetland area along the contested lines, Hyas spots one of the Atlan pickets, formed by three Immortals, one Reconquerer and a Warmaster, supported by what looks like a bunch of old men and women, probably camp followers. The occasion to push back the "secessionists" is too good to pass.
>>
>>94527740
> The Veiled Daughthers cooks, one fails once, giving Warm Meals to Wall Mystic, Warmaster & Immortal 3
> Hyas gives Lodestar (test Discipline at the beginning of every turn, if successful, gain +1 AP) to Kataphraktoi 1 and moves
> The Scion & all Iconoclasts moves ahead
> The Kataphraktoi do the same, and all eat their Rations (too soon it'll turn out), the one with Lodestar goes for a cheeky flanking move.
> The Atlan main force starts to move ahead as well, but conservatively since they don't want to range too far ahead of the Resonant Rep and Daughters.
>>
>>94527773
> The Iconoclasts start moving ahead into the central swamp area & eat their Ration, I set one as bait, but Atlan anon doesn't bite (wisely).
> The Veiled Daughers & Wall Mystic moves up
> The Scion goes and hide behind the Walls because he's the most fragile unit I have, and would cause a lot of Dread if he died, but...
> The Resonant Rep uses Titanic Resonance, thus giving all Walls Terror...
> After much stalling and baiting and refusing to be baited, the Reconquerer moves up behind the Forest closest to the Atlan side, which allows my Kataphraktoi to Charge (albeit after spending 2 AP to line up the Charge). Kat2 charges but everything except the Olm attack is blocked or misses, forcing me to send in the Kat with Lodestar on it and spend 4 AP to finish the job, which he does with a Deadly hit, then moves up in the Swamp south of the Atlan force.
> Kataphraktoi 3 moves up and position himself in the opposite swamp to the north.
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>>94527823
> The Iconoclasts are finally in range to start pouring some fire. The first Immortal manages to sidestep the splurt of greek fire, but unfortunately the Warmaster standing behind him takes it instead, causing a Deep to its Limbs and Body once its done.
> The Resonant Representative uses his Morphic ability and grand Titanium to all Atlan models.
> Another Iconoclast moves in and lays some fire on the Immortals, but once everything is done, only two shows some Grazes (I WILL NOT DIE TODAY was actually true for once)
> Immortal 2 Charges one of the 2 Iconoclasts closest, Crits, and I fail on my Critical Instability roll (despite somehow saving against the criting Titanium Wp...). The Iconoclast explodes in a fiery screaming burst. Lucky for the one standing next to him, his Orichalcum armour safeguards him from the flames.
> Incensed and carbonized, the Warmaster decides to charge in one of the Kataphraktoi, and with the backing of the Wall Mystic, manages to land 2 Deep Wounds on the Atlantean Knight. One Attack misses, and the other lands on the shield.
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>>94527862
> However, in one of the greatest display of martial skills in recent Olm Chivalry records, the Kataphraktoi that was just charged swings back, getting 2 Criticals through, then one Deadly hit on the Warmaster Head, lopping it off with his last strike. Atlan goes from 2 Dread to 7, its entire force is immediately Shaken, and has no way to Rally whatsoever.
> Atlan anon concedes the game, and I would assume the good knights of Atlantis would allow the Immortals, Daughters and some old dudes to leave the field, even if its the fucking dumbest thing ever, and Atlan would never give the same privilege to its cousins.
Endgame Score
> Atlantis : 4 Dread 43 Silver
> Atlan : 7 Dread 20 Silver
Victory for Atlantis!
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So, Kataphraktoi are too good. -1 or -2 Accuracy is necessary, I'd do the same with Evasion as well.
Flamers felt alright, very swingy, messed up the Warmaster good but barely left a scratch on the Immortals. Given its very high cost I don't think giving it Smoke is too much to add.
Immortals should get Deadly. Also, possibly, since they are supposed to be big enough to block LoS, they could also block Spray weapons, that would given them a needed edge vs Atlantis.
Also, if we are making Climbing more relevant (and we should), neither Atlan or Atlantis have climbing Followers. Reconqueror and Akritai would be good spots for it I think.
>>
Also, very random late night idea, but...
I turned sour to including Wolly Bats in Atlan purely because including access to fast flyers, especially if the Heroes can take them, would allow to build very hard hitting forces too easily, but then I was thinking about where it could fit without having the same effect, if it could help some units, and I thought on the Retiarioi it would help him a lot, he's more of a skirmisher specialist already, and he would threaten much more with his net, possibly pinning down units to disrupt an advance before the rest of the Atlan force comes into play...
But then I thought he already has the Mole Rat, so he'd need to choose between that and the bat, and that made me think... Mole Bats.
The Woolly Bat is cool but it can be included elsewhere. So there. This whole thing just to say I think we could add Mole Bats to the Retiarioi profile.
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>>94527862
>The first Immortal manages to sidestep the splurt of greek fire, but unfortunately the Warmaster standing behind him takes it instead
Not the best bodyguard I'll admit.
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>>94529779
The Warmaster needs a buff in terms of survivability, he's clearly meant to be a common backup Leader but with all the changes to his traits I think we removed the main ones to buff his Armour rating. I'm thinking we could bump up the starting cost a bit and give him another health box everywhere, that would free up his other traits.
Also, unrelated, but a general change I think might be really good, if really harsh : changing Shaken to "immediately lose all remaining AP".
The issue I have with Shaken right now is the timing. Models can enter and exit Shaken multiple times throughout a turn, and so the weird thing is 1) the "one Shaken model can activate" thing, which isn't fully clear in intent if it triggers again, if you only ever activate 1 Shaken model despite going in and out, tracking the one model for each Shaken phase, etc...
And 2) it makes Shaken almost completely meaningless if you have a single source of Rally or equivalent, or so fucking harsh having that 1 model to activate doesn't change anything, such as in yesterday's game. There was nothing Atlan anon could meaningfully do by activating a single Immortal each turn.
Instead of having that one model be able to Activate, I was thinking some morale support pieces like the Ordnance Officer could get a rule allowing them to pay the AP lost instead of the Shaken model, allowing you some flexibility in who you lose. Otherwise other morale support pieces could just get the option to Rally so that while you lose your AP this turn, you have a relatively good chance to have exited Shaken by the next morale phase.
Thoughts?
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Deadland map!
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Jungle map!
I want to do another one for "cavernous" areas and then I'll have enough to go back to the main map & conditions system.
>>
For Thrown weapons, a few options :
> can be thrown for free during a Move or Charge Action, range is based on how much you move?
> Range is based on model Strength (for example, Range would be [Strength -1, can always throw at adjacent models...])
> Accuracy mod always applies
> Mix of all/some of the above?
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>>94530763
I agree wholeheartedly with the shaken changes.
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>>94482472
Neanderthal Grenadier: Cost 14
Beast
AP: 2
Movement 3, Accuracy: 5, Strength: 7, Discipline: 5, Evasion: 4, Labor: 2, Awareness: 4
Health: 2
Armor: 000
Terrain Affinity: Forest, Jungle
Tough

Brutish Bomber
This model’s Thrown attacks have +2 Range, but always scatter if possible. This model may carry up to 5 Grenades in addition to it’s normal Equip Load.

A Dreadful Din
If an Explosive Thrown by this model goes off within 2 of a Friendly model, after resolving the Attack, that model must test Discipline, and if failed the owner takes 1 Dread. A player may not gain more than 2 Dread per turn in this way.

Critically Unstable

Wild

Equipment: All Grenades, Tomahawks
Recruitment: Neanderthals, Lost Men, Atlantis, Sky People, All Colonials but Brits.

>comments
Grenadier in the most literal sense. Meant to be the premium Neanderthal mercenary, and a way for lists to get elemental damage. No Uncoordinated, but no guns either. Tomahawks that way they have a non explosive option and a melee weapon, but grenades are going to be the main thing. High discipline (for a monkey) and Tough, but Critically Unstable and Wild make up for it.
>>
>>94530763
I think War Master is safe to not get another box on Limbs. Just 2 on body and limbs as a base should be fine.
>shaken change
Just removing the allowance might be enough. Removing Dread from Crits would be a good idea if any form of this goes through, might be a good idea regardless.
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>>94533056
Will add him in!
Almost feel like he could have a few included grenades given his cost.
>>94533128
>Just removing the allowance might be enough
Yeah, it might be simpler and require less going over the special rules.
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So, here's what I'm settling on for the map & conditions system. I will probably add another 2d6 table for econ objective such as mineral veins and others.
The Landscape roll will replace the current Wall placement, instead of taking turns placing just walls players will take turn placing what is rolled here, either 3 or 5 times, not sure, we can test both. So a roll of 7 on the landscape would have each player deploy 3 Woods, 3 Forests and 3 Walls.
For the Weather I'm still thinking about it but I believe I'll go with something like
> Clear : Nothing (duh)
> Rain : Counts as Obscurity 2, but doesn't trigger special rules associated with Obscurity (so no Shapes coming out of the mist). Torches become consumables.
> Downpour : Counts as Obscurity 4, but doesn't trigger special rules associated with Obscurity (so no Shapes coming out of the mist). Torches become consumables. +1 Reload to Firearms.
> Warm : Not sure yet, any suggestion?
> Sweltering : Worse version of Warm I guess?
> Cold : Not too sure. Entering Water and Swamps causes you to test for Poison (as in, catching a really bad cold?). And/or models that did not eat a Warm Meal or are not Activating next to a Fireplace or equipped with Torches or Lantern by the Xth turn lose 1 AP for each subsequent turn?
> Freezing : Worse version than Cold?
We don't need to have dozens of these, as you can see the purpose here is mostly to limit the Colonial vs Deep discrepancy in power, and to add small variations to gameplay, but if you have some that come to mind and are not too insane, please post them!
Hopefully this and making an Arctic map will justify using the dogsled...
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>>94538025
Would having a system like the terrain type picker for choosing gamemode be in the pipeline?
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>>94538183
By gamemode you mean the "scenario" like conditional rules like Lemurs in the Walls, Shapes in the Shadows, Against the Horde, etc?
Yes. The question I'm asking myself right now is if I wrap that in these same tables (as well as the Anomalies) of if I keep those separated...? I got the impression rolling 5 tables by default was already a lot if you want to do the whole set up with hostiles, so the other(s?) might be on its own and player agree to roll on it or trigger them somehow (for example through a recruited model or the Fragment item...)
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Suggested change to the Promethean.
I lowered a few stats to balance it, its Movement will now be a limited factor for it, and I suggest we remove the Mounts as options as well so that they are stuck being either slow or have to ride in a Fire Cart.
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Suggested rebalance of the Kataphraktoi. I lowered a few stats by 1, added (G) back from earlier version, made it it can lose Amphibious through a lucky headshot. Bumped his cost by 2 and added (O) to compensate for the whole thing.
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Suggestion for the Combat Alchemist.
Greek Fire Grease works perfectly to replace its original Tartarus ability and accomplish something similar (I could always rename the ones there to keep the name if you want). I was thinking about maybe let him Cook some through some alchemy but I'm not sure that's better than just giving it to him and just allowing it to have additional effects.
Yes, he is meant to be able to turn any consumable into Chemical Smoke, Alcohol, First Aid Kits, Snake Oil, Ambrosia, even Rations and Warm Meals. Such feats are nothing to atlantean science.
Beside getting this one >>94520651
done that's what I had in mind for Atlantis. I'll think a bit more about the artifacts for the Engineer and post some suggestions shortly, but beside that & Blue Power I think that's enough, I'd like to get back to the monkeys now...
>>
Some more reworked terrain types.
FUCK YOU FLOATERS REEEE
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>>94544979
Why does it trigger for all flyers? Aren't some able to walk on the ground? I vote it halves their speed or reduces it to 1 instead.
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>>94545003
I was just thinking it might be a lot more fair to reduce it to "count as difficult terrain for Flyers".
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Atlan anon, we had mentioned a game/test of the new rules tomorrow, I won't be able to do it unfortunately, but Monday and Tuesday anytime you prefer.
also, since this is a slow thread, and since we may be putting it aside indefinitely until the rule changes are worked out, do you mind if I post the settling campaign? It won't show off much, but it might be enough to grab some attention, show where we're headed, how we could restrict it, etc etc
>>
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>>94547937
that was one of the inspirations for the traction engine. (Alongside the Steam Sappers, Boer War equivalents, Crimean Steam Ram, and Steamboy)
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>>94546982
You mean next week? Tomorrow is Monday.
>spoiler
No such thing as a good time, i suppose. Yeah, i don't mind, it's probably a good idea.
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>>94549507
>You mean next week? Tomorrow is Monday.
Could be Tuesday morning if you wish.
>>94547937
Yeah, I trolled the webz for some inspiration last night, soon as I saw it I knew I had to save it for an edit, will do that soon. Got a few nice ones along with it.
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>>94520663
>>94520659
>>94520671
For the Artefacts, should they be something you equip, something you build, or both? Or it depends on the item?
I could also make [Artefact] just a keyword and allow the Atlantean Engineer to repair them? I could rework the Visor and the Heat Ray this way and reword the Archemediean Successor rule accordingly.
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>>94550184
Having Artefact as a tag could work, would it extend to other factions or would it be [Atlantean Artefact] that could only be dealt with by Atlantis/Atlan units?
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>>94550590
When I posted it I was only thinking in terms of Atlantis but if we make it a keyword then it would make sense to extend it a few other places, the Muic Staves and the Lemurians Artefacts for example.
If I do so, should we give a "universal" theme to them? Perhaps like the Visor, people who equip them get a malus after the first wound? Have all Academics get a bonus to Claiming Artefacts?
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>>94550735
We could do it so that there's factional artefacts (meaning they can only be used by specific faction units) but since they have artifact in the tag they still benefit for academics looting or campaign objectives or what have you.
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>>94550838
>meaning they can only be used by specific faction units
Ambitious Evzones will see someone's faction-specific artefacts lying around, ask "is anyone gonna use that?" and then not wait for an answer.
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>>94520659
>>94520663
>>94550876
>>94550838
Does this work? I shitposted the bit about repeating actions in the Eye one.
I'm scratching my head hard at how to implement the Artisan's Illiad. I'll figure it out but it might be ... really fucking weird.
What's the difference between the Polybolos and the repeating crossbow (beside, I know, torsion...)? Size?
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>>94549921
Sorry for late. I'm confused, you said you couldn't do tomorrow, and suggested Monday or Tuesday instead, but "tomorrow" and "Monday" are both the 9th.
This Tuesday is good.
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>>94554295
Sorry for the confusion, would tomorrow evening ~7 be fine?
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>>94556013
Yes.
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>>94556232
Awesome, thank you for the flexibility.
I want to move ahead with the new rules tests, so if that's okay with you, it won't be a full game, no need to make a list, I'll have something prepared instead so we can test the Armour rules, as well as perhaps a revised version of Damage types.
Looting makes less sense to test outside of a full game I feel, so I think we should hold that for after.
Do you feel like >>94539100, >>94538971, >>94544541 works, especially the Kataphraktoi?
>>
Could someone post all the current terrain tiles?
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>>94556232
It just now occurs to me that there's probably some kooky British or American magnate out there who's started his own Jurassic Park using Saurs he's captured on hunts in the Savannah. Considering the time period, maybe he even hosts Saur fights?
>>
>>94557157
Bear baiting was pretty popular in England for a while, but the Cruelty to Animals Act of 1835 (as well as the prohibitive cost of importing bears) killed it off. Dogs, roosters, and bulls remained popular for use in animal blood sports despite the bill.
The bill specifically forbids bulls, dogs, bears, badgers or "other Animal (whether of domestic or wild Nature or Kind)" from use in such sports. I feel like someone might try to argue some wiggle room in whether or not Saurs qualify as either domestic or wild animals. They're clearly not wild, as they are frequently used as mounts in Agartha. They're clearly not domestic, as they are man-eaters all.
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>>94556841
Here. Still WIP.
>>94520663 >>94520671
>Polybolos Prefect
How about an Artefact automated artillery piece? Starts as an Artefact item, requires Set Up, when you do you leave it in a hex and designate a target hex within its range. At the beginning of each turn it shoots once (unless picked up or destroyed) at the target hex, and scatters a bit. Adjacent Academics and Engineers could adjust its fire...? Not a replacement for the Lux Bomb Thrower or the Iconoclast Artillery, more of an area denial piece? (Maybe that would mechanically and thematically fit more into Atlan?)
>Artisan’s Iliad
I'm thinking something that pretty much turns the game into a special scenario. If you have one equipped, all Engineers may Deploy up to halfway up the map, get one free Activation before the start of the game, and an extra action which allows them to move back in Reserve, the controlling player either notes down an hex within 3 of it to cause Trap! tests, a Labour Action and which hex it is built on or an Artefact to be Set Up? Revealed whenever appropriate?
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>At the moment, Dr. Hit is in Mexico treating alcoholic priests.
Sounds like something that would be in this.
>>94557157
Triassic Ranch is something that's been around a while, though it isn't all that fleshed out.
>>94544541
I don't see the point of Conlictual Chemistry given how prevalent Orichalcum is.
>Toxic Tincture
Would you be able to Reload before firing, just for the effect? I don't think it should require a Reload, and that Combat Alchemist himself should have the option to use it. Maybe Chem is stronger than i remember. I think 5 Armor on Body could be justified, and that he should be stuck with the Gas Mask (and maybe only 4 armor) on Head. 3 Movement would be nice.
>>94538971
I think Armour Mounting Point should apply to all recruited Prometheans (like with Moblot on Garde Nationale), or else it the options should be halved as it would make it much easyer to keep track of.
>>94539100
>Amphibious Armour
Would Olm Steeds lose Amphibious then? I think it's a good idea. Stat and Cost changes make sense.
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>>94557402
>I don't see the point of Conlictual Chemistry given how prevalent Orichalcum is.
Not a bad point. It would still help Sharpshooter & Akritai based list, as well as perhaps some that would rely on Specialists, but not the Promethean or Iconoclast so much, which is a bit weird.
>I don't think it should require a Reload
Sure.
>I think 5 Armor on Body could be justified, and that he should be stuck with the Gas Mask (and maybe only 4 armor) on Head.
I'll switch it to 4/5/4, point is that its only two Fire damage rolls instead of 3 for other models (and 2 nearly guaranteed).
>3 Movement would be nice.
That's what it is.
>>94557402
>I think Armour Mounting Point should apply to all recruited Prometheans
Its an Elite, you can't get more than 3-5 anyways, I don't think it'll be that hard to keep track of.
>>94557402
>Would Olm Steeds lose Amphibious then?
Either that or put a clause in the Amphibious/Woodsmen/Dunefigher rules that state Mounts needs it too or is lost.
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>>94520651
Here we go! This is the best I could do with that image, everything showed borders or didn't have enough details.
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Back to the monkeys.
This is a bit more of a menace than the other profiles, Hide + Backstab and such high Movement means he could potentially turn into a proper assassination piece, but his stats aren't terribly high, and Wild means you have to gauge how much Dread you can afford to accumulate to avoid having him charge at the wrong moment/wrong target (especially since he'll be Hidden most of the time, and probably more likely to have LoS to your own guys than the opponent's). You also have an opportunity cost to going that route in that it might be better to target multiple models with your Parley action in a single Activation, build up value and get the hell out out of there and protect him until the end of the game.
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>>94562859
For the Criminal/Authority(Lawmen?) keyword, I'm thinking
> For each pair of Criminal and Authority models you have in your Expedition, start the game with +1 Dread.
Meaning if you take 1 Criminal and 3 Authority models you start with 1 Dread. 2 Criminals & 5 Authority = 2 Dread. 3 Criminals & 7 Authority = 3 Dread.
And rework the Blackwatch Bulldog & Malcolmite Rebels so that his native +1 Dread rule triggers off of that instead.
> Loot
I'm still thinking about what to do with the Loot system, lately I've been wondering about testing a Victory Point system, perhaps something like
> When you kill a model, gain VP equal to the amount of Dread the kill generated.
> Looting/Claiming gets you the Silver value added to the Chest
> If you didn't Route (lost all models/ended the game Panicked) you may buy VP (perhaps a limited amount) with your Silver.
> Remaining Chest amount is the tie breaker.
Regardless of going with this or with the other Looting options, I was also thinking of tieing Loot & Claim itself to the Worker & Soldier keywords (in that order), to incentivize taking Workers in your Expedition.
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>>94556232
Sorry Atlan anon, something came up last minute, is there another evening this week or weekend to do this instead? If its next weekend it could be in the morning too.
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>>94562971
I like the criminal/authority idea, you could extend it to other things too I bet. (When I wrote hired hand and gave them fear[deep] I intended it to apply to friendly models too so you would want to keep them away from the Analytical engines or saurs or such but having a naive surfacer tag to counter deep might be a good idea.)
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>>94564558
Tomorrow, Thursday but it would have to be 8 or later. 13th-16th is no for sure, after that I can't say yet.
>>94562971
>I was also thinking of tieing Loot & Claim itself to the Worker & Soldier keywords (in that order), to incentivize taking Workers in your Expedition.
I think this is unnecessary. Workers will naturally be good looters by virtue of being cheap and not slow, and already have a place in campaign type game modes.
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>>94557291
>Maybe that would mechanically and thematically fit more into Atlan?
Maybe. I was thinking Artisan's Iliad fit Atlan better. Wall Adoration / Veneration is basically a trapping tool.
>>94520663
>Wings of Ikaros
Only work while obscured? Grants +1 Movement, Flying, and Counter Charge? This seems like it would work better as it's own unit.
>>94520678
I like this idea best.
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>>94565949
>Thursday
Thursday it is, it'll be fine, shouldn't last hours.
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>>94504245
I do not remember reading Tarzan of the Apes as a kid, must have watched/read the Jungle Book in nearly a dozen different version/medias however...
Is there anything with the NPCs that do not work? He seems to nearly always be fighting felines and apes in the drawings I find online, is it a meme?
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> "C'mon, Bob, just one cheek! I haven't had grilled amazon ass in so long!"
> "Screw you John, find your own big tiddy amazon gf, this one I'm keeping aside to marry."
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>>94566316
>Maybe. I was thinking Artisan's Iliad fit Atlan better. Wall Adoration / Veneration is basically a trapping tool.
It does mention that there's multiple volumes to it, so I could make two (or more) and tailor each to the faction's needs. I'm not sure if Atlantis as a well defined weakness that could be shored up through it... beside some of its units having random death conditions its perhaps too well rounded.
In Atlan it seems easier to define, you need stuff to pin models into place or force them closer to you, or stuff that limit the AP discrepancy. Honestly any form of secret traps laying mechanic feels like they would help Atlan a lot, even regular ones that causes Wounds because that about the best compensation for having lower AP.
>>94566316
>>Wings of Ikaros
>Only work while obscured?
I was thinking of something like that too but dropped it because Atlantis doesn't have Obscurity-causing rules.
>This seems like it would work better as it's own unit.
And also that, Sky-People have essentially the same thing, so it could just be to allow Atlantis to get those and some other way to launch them than airships.
>>94566316
>I like this idea best.
I will include it, keeping it for last because its a bit more abstract than other suggestions.
>>94564605
>having a naive surfacer tag to counter deep might be a good idea.)
Yeah, having a Surface/Deep dichotomy like that could be worked in pretty easily I think.
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We still good for ~8pm tonight Atlan anon?
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>>94578552
Yes.
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>>94579079
Excellent, getting ready!
As I said I wanted to test things "in a vacuum" so it'll first take the form of a fight between an Immortal and his Slave Soldier and 2 Akritai
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>>94571845
>Atlantis doesn't have Obscurity-causing rules
I would probably do him with the Obscurity mechanic regardless, and just let it be a niche pick. Could also bake the obscurity into the model, like with models that require water (Gunboat). It's not like it would be a key piece, so i don't see a problem with it not being always available.
What about combining the trap master and flyer into one unit. It could be for Atlan or Atlantis, or maybe different variations for both, one based off Icarus and one based off Perdix (lore reason being the ones on the Atlantis side defected). Icarus would place Obscurity 'traps', and Perdix would place Pit 'traps'. (Perdix unit can't fly properly, he just ignores pits and maybe water, can reroll high altitude fall).
>>
Sorry for being comically late with this… if only I had an excuse it would go here.
Things that stuck out to me while list making
>Titanium Weapon is ridiculously restrictive.
Both Heroes and Immortals should have access to that on all weapons by default, and giving Reconquerors the option to get it on a fitting weapon or two by default wouldn't hurt. Titanium is core Atlan, and in many cases the buff isn't even all that, it shouldn't be locked behind Specialists and Traits.
>Mounts are too plentiful
This on the other hand is exactly the kind of thing that should be locked behind Specialists and Traits. Molebat is a must. (Don’t all the best ideas come when your half asleep?)
>Faction Hero Traits are lack luster
Not much to say here. A good number of them are ‘thorns’ effects, and those are always hard to do right. Aside from many of the effects not fitting on Heroes, they also tend to have too abstract names (this is 100% my fault). Brick in the Wall is the worst offender in both regards.
>No Climbing Gear
It's another way to interact with Walls, another core Atlan theme, and they have no access to it. Reconquers and Spring Gunners would be good candidates for it.
>Caltrops
Everybody should have them, or nobody should have them. Being exclusive to Atlan, or any faction, makes no sense. It’s like if only Atlan could build barricades and walls.
>Mantraps
I like the idea behind these, and think they are fine. Probably much more useful in a campaign. I like Titanium Nets better, and think they could have a cool interaction with the Spring Gun.
>Terror Tonic
I never really liked this. Feels like stepping on Atlantis’s toes. Burden Balm was me hoping that doubling down would make it feel less out of place, but I think all it really did was make another ill fitting item.

Will follow up on this later, but I’ve sat on this too long already so I need to go ahead and post it.
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>>94580126
Should go to
>>94530763
The other balance thing, i'm just remembering, was to bring ResRep to 3 AP, and have Titanic Grace on Wall Mystic give Deadly also while bringing his cost down to 40.
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Room is ready!
https://www.owlbear.rodeo/room/j-G3cl76twQ-/TheNarySob
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>>94557291
Do you mind me doing a new set of hexes for these?
With the goal of making them more visually readable at a glance.
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>>94580919
I would very much appreciate it, I'm not at all the best at doing these.
>>94580183
> New legfish art
Sweet!
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>>94580957
>I would very much appreciate it, I'm not at all the best at doing these.
I'll whip up a quick sample.
What size would be best for the hex PNGs? As in, easiest to slap onto the map without trouble. Like 600pix wide? Smaller?
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>>94580986
Don't worry about that I bought hex kit for that purpose! I saved the other ones as 256x256, but I can pretty much adjust everything upon loading the set.
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>>94581289
Mostly done. Should be posted shortly, just a few more to go.
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>>94581301
We've hit image limit, are you on the disc*rd?
Otherwise it shouldn't be much longer until next thread anyways.
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>>94581343
I still have to do all the stitching and final touches and whatnot. It can wait for the next thread, probably.
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>>94581343
Posted the first one in the d*scord while I finish up the rest for the next thread.
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In regards to this night's playtest, unfortunately I can't post images, and it wouldn't translate too much, but we tested the
> Evasion roll over the Accuracy during Face-to-Face lower Lethality by 1.
> Successful Armour roll reduces by 1
> Some (in this case Immortal) have (H)eavy Armour which reduces by 2 instead.
2 Akritai (Spears&Shield) vs 1 Immortal (2h Axe) and 1 Slave Soldier (Sword).
The Slave Soldier fell first, but not ridiculously quickly, that's good. The Immortal hit once an Akritai and had the wound reduced to a / through beating Evasion & succeeding armour despite the Pen 3, which felt a lot better than having it canceled outright. Many hits later, only two attacks on the Immortal went through and, left it at an X, before he was able to dispatch the two Akritai.
It took 4 turns, even with Atlan being slower everyone was engaged end of turn two, and the Immortal was able to pull off a charge. I asked Atlan anon and he said he really liked the new process and it didn't make it any more complex, and I agree, even that 1 / from the Immortal was not only psychological (but it was, and it felt good), but it was relevant because that added to an X, and with the finishing blow having Deadly even with both Evasion and Armour roll I couldn't avoid getting killed at that point.
I'm pretty sure it could have gone the other way pretty easily, there's some tweaks stat wise to balance both Akritai and Immortals but not much more than that.
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>>94581396
I replied on it on the discord, really looking forward to your other stuff, its exactly what I wanted it to look like but couldn't get there.
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>>94581447
>I replied on it on the discord, really looking forward to your other stuff, its exactly what I wanted it to look like but couldn't get there.
I have a bit of experience at image layout stuff precisely like this. Happy to contribute.
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>>94580183
>Leg fish confirmed for carnivore of other fish
>And a filthy thief.
Dire. Horrifying.
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>>94581646
He’s got a Jump Man to feed, a fish has to make ends meet somehow.
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>>94582332
Jump Man do be burning a lot of calories....
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2e Anon, turns out i'm clear 100% Saturday and Sunday, both evening and morning, if you wanted to play a game or do some testing.
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>>94585124
Awesome, I definitely want to push ahead testing, is tomorrow morning ~9h good for you? Otherwise evening is fine as well.
Wanna test some form of Colonial vs Immortal, and some form of crappy shortbow list (probably Mu nomad) vs both.
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>>94585186
That works.
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>>94585200
Done!
> in other news
Reworking Climb.
> (old) Climb : (1 AP) Only models equipped with Climbing Gear may resolve this action. Test Strength, if successful, this model moves 1 into a Wall hex, ignoring the fact that it is otherwise Impassable. This model is considered visible by any model which could otherwise draw a LoS to it if the hex was Clear, and cannot gain Cover. A model who Climbed a Wall must resolve another Climb action to exit it, and may only enter a Hex which is adjacent to a non-Wall hex. If it fails the Test to Climb into another Wall hex or out of a Wall Hex, it takes 1 Deep Wound and is placed in the open Hex directly facing away from the one it was in.
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>>94585389
(new) Climb : (1 AP) Only models in or adjacent to a Climbable hex may use this Action. Test Strength, if successful, this model moves 1 into a Climbable hex, ignoring Impassable if it is, and gains Elevated.

(+) Elevated : This model is considered visible by any model which could otherwise draw a LoS to it if the hex was Clear, does not prevent other models from entering the hex and cannot be Charged. A Elevated model must resolve another Climb action instead of a Move, and may do so to enter another Climbable hex in the same Action. A model who fails a Climb Action takes a / Wound to its Limbs.

(and) Cl Gear : Roll two dices when resolving Climb Actions, keep the one you want.

I thought about making it an X upon a failed test, but that seemed too high a risk to justify spending 1 AP. I might add something so models can't Engage you unless they are in the same Hex as you, and that might make it good enough to justify the risk of an X.
Should I add something to it so you can't stack dozens of models on the same hex? I think it would make more sense if something like this was a bit more limited, as is the rule doesn't prevent you from stacking your entire Expedition on a single hex...
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>>94580126
>Both Heroes and Immortals should have access to that on all weapons by default,
Agreed on that, I'll add it more liberally to the loadout list, I'll post the new version early next thread.
>>94580126
>This on the other hand is exactly the kind of thing that should be locked behind Specialists and Traits. Molebat is a must
You are right about that, especially if they are functionally varied (so you just don't medley them to build a high speed list regardless) Specialists are the perfect spot fot those outliers, the Retiaroi and your Perdix idea could play the role of a very fast harasser/utility, others could have access to the tankier ones (although those don't need to be as limited, Movement 3 won't break Atlan's theme). Heroes should perhaps be a bit more limited because they are so often used as Leaders.
>>94580126
>Climbing Gear
That works.
>>94580126
>Everybody should have them, or nobody should have them.
What item/traps could we replace them by? Also, Caltrops as they are works weirdly in Atlan because wasting the other player's AP is good, and preventing Charges does that, but if that's the choice given to the enemy usually he won't let you capitalize on it so much and will opt to rely on its range advantage, which will just prolong the game... A Net Trap like you suggested would probably the best thing for them. Caltrops as they are right now is just a simpler, quicker Barricade anyways...
>>94580144
>was to bring ResRep to 3 AP, Wall Mystic
Yes! gotta remember to do that.
The Wall Mystic cost is something that keeps bugging me, we need to test it after we settle on Looting as well so that we can see how far its Wall Union saves you on it being on the clock all the time.
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bump
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>>94587343
Almost at the limit. Very nice.
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>>94587398
Yeah, without the 7-day limit these get pretty long-winded, especially when its mostly about gameplay mechanics.
>>
Also, I want to post Apemen & Neanderthals early next thread, anyone's got any ideas left for them?
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Posted all the updated terrain tiles in the D*scord.

Including a stitched version with one PNG that has all of them. Hope you dig 'em.
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>>94587593
megagorilla but recruitable?
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>>94587642
I'll go check them!
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>>94588040
The Lord of the Jungle allows you to do so, >>94571420, should it be available to other Leaders?
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>>94587642
Holy fuck those are nice. I especially love the Canyon and Butte ones. I'll get unto updating the maps with them.
Good advice for the Sump and Squeeze too.
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>>94588242
I'll hover around in case you need any more.

I'm already considering separating the terrain tiles into different biomes. Like, having a Temperate set, an Arctic set, a Cave set etc. instead of having them all lumped into one big superset.
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Next thread, new terrain tiles edition?
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>>94588247
Yeah, I really like where the new maps and hexes are going, its (obviously) one of the most striking improvement to the game as of yet, so we should hammer on it.
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>>94588277
Hell yeah man. Visuals go a long way to catching attention.
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>>94588247
Sorry, >>94588277 was meant for >>94588253
Not wasted post at this point anyways...
When you say seperate them in biomes, do you mean having a set for "arid mountains, arid hills, arid rivers", then one for "temperate mountains, temperate hills, temperate rivers, etc" so the maps are entirely tagged to the biome?
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>>94588294
>When you say seperate them in biomes, do you mean having a set for "arid mountains, arid hills, arid rivers"
Yes exactly.

You could arrange it like a chart. Each Biome would have its default "No effect" (Plains, Salt Flats, Snowdrifts for example) "Blocks movement" "Difficult" (Forest vs Dunes) columns, then maybe a few special tiles for each.

Makes this easier to follow mapping wise. You could just reference the biome you're playing in, rather than having to double-check what every tile does in the big pile'o'tiles.
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>>94588040
I initially misread that as Mechagorilla. Anyone got any thoughts? I feel like the Apemen and Neanderthals would be stupid enough to try and put an analytical machine in a gigantic gorilla after meeting the colonials.
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>>94588452
>I initially misread that as Mechagorilla. Anyone got any thoughts? I feel like the Apemen and Neanderthals would be stupid enough to try and put an analytical machine in a gigantic gorilla after meeting the colonials.
Seconded for neanderthal Mechagorilla supremacy.
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Running late for the game, barely slept, will probably be an hour or so, could we push this one too to the evening?
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>>94589752
That seems best. 8 again?
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>>94589768
It will, thanks again for this.
I'll bake and then go sleep in a bit.
>>
New!
>>94589801



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