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Fear of the Unknown Edition

>What is this?
/TG/ DEVELOPED A GAME
IT IS PLAYABLE. IT HAS BEEN PLAYED.
EXPEDITION is a ~1880s era, Jules Verne-inspired retro-futurist, underground blood soaked adventurescape.
It is a Skirmish wargame. Two players with their own expeditions, on a hexgrid map, explore & fight each other for victory and profit.

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

>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Unit Spreadsheet - Currently outdated, requires an update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
Wiki
>https://eadsttcoteg.miraheze.org/wiki/Main_Page
Kaiser Anon's audiodrama (now complete!)
https://www.youtube.com/watch?v=ZwfxQxrHe4M&list=PLKLbVXLsxBBw1EHR-81wTYMJkWKKiQFfH [Embed] [Embed] [Embed]

>Expedition Agartha Descend for Tabletop Simulator
https://steamcommunity.com/sharedfiles/filedetails/?id=3570649807

>What can I do?
Shitpost, meme, get comfy. Read over the docs to settle in.
Familiarize yourself with rules and ask for an intro game or participate in playtests. If you are interested in designing a faction for a wargame, this is the place.
Contribute if you have ideas. Give feedback on contributions if you don't.

>TQ: What books need a refresh to be brought up to date?

>Previous Thread
>>97163858
+Showing all 169 replies.
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Archived threads in suptg here.

https://suptg.thisisnotatrueending.com/archive.html?searchall=Wargame+Political+Compass
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Previous Thread Archived Here:

https://suptg.thisisnotatrueending.com/archive/2026/97163858/
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>>97397420
That is better.
>>97402865
Are Gorgs still getting a book? Olms could use a Hero. Lost Men and La Ombre are the other older books, so they could probably use touch ups.
>>97403326
It seems natural to me that Lost Men's hero would be a copycat hero that lets you use any Colonial hero for cheap but with worse base stats. So, it'd only need those base stats and Faction Traits.
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Finished my last Redcoats for the moment. I have one or two other figures to try for the British list but I'm doing more Muan spearmen now. These are both Lieutenants in game, with different abilities. There are two of them so I can do Zulu quotes while blasting Agarthans.

Figured I would try my hand at an edit. I used a bit of a different technique but I think it came out alright, even if I'm not too knowledgeable on GIMP. If anyone wants to swap out the sky for one of the classic agartha ones I'd be all for it.
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For the Eloi what unit role are they intended to have? I gave them a crack a while ago but it wasn't what people were looking for. Maybe another approach could work for them.
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Finally found a good illustration of what I think the Weather Control should look like. Perhaps a little too extravagant, especially given that Neuchwanstein may or may not exist, but this general size suits the home, fortress, and laboratory of Duke Cunningham. Alternatively, it could just look like that fortress from Laputa.
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>>97406222
I always figured them to be duelists/assassins, but it could be psychological warfare, or anything, really.
> Unrelated
New map, as well as batrep this evening.
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>>97406921
>That fortress from Laputa
It's called Tedis. Do with this useful information whatever you please.
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>>97406222
Maybe some enthralling skill? Every time an eloi either attacks or is attack, there's a chance of the affected unit being controlled by the eloi, maybe getting a "bodyguard" keyword for the eloi?
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To the first surveyors of the Franklin colonial coast, Copperhead Island was but a small rock, overgrown with palm trees and other, stranger plants, only a short (but incredibly perilous) swim from the mainland's shores. With no ressource and little strategic value, the island was marked as a potential spot for a lighthouse or a fishing community, and quickly forgotten. That is, until a corrupt Alderman realizes that it would make for the perfect opportunity to funnel some more Edison Electrical Co funds into his pockets. Unfortunately for him, the academic community disagrees. United behind Eugene Warming, pioneer of contemporary ecology, the University of Copenhague and the Societe d'Agartha have sent numerous, increasingly desperate pleas to the Franklin Colonial Authority to declare the island a protected land in order to preserve its unique botanical life. In the end, diplomacy was again fruitless, and Warming had to resort to more heavy-handed measures to protect the land.
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>>97407186
>>97411349
How does this look?
>Eloi: (6 Silver)
Follower
AP: 2
Movement: 3
Accuracy: 6
Strength: 3
Discipline: 2
Labour: 2
Evasion: 6
Awareness: 4

>Armour:
0

>Health:
-1 Box

>General Abilities:
-Deadly[Rapier]
-Nimble

>Special Abilities:
-Evolved Beyond Empathy:
This model does not track dread to determine morale. Instead, it becomes shaken while it has [/] damage, panicked when it has [X], and broken after [BLACK] (this is also when it dies but it counts as having been broken in addition).

>Equipment:
May take Rapier, Whip, Cruel Whip, or Shortbow

>Recruitment:
Mu Unit
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>>97412722
>COMMENTARY:
The chart (Praise be) describes them as “Cheap, low health high damage mercs”. I considered the bodyguard suggestion but Mu already has the Hakapalli and some Morlock options there so I decided against. I left off the merc keyword but it could be added on without much issue I think (Having it be a merc primarily for Agarthan factions would be a good change of pace since Colonials seem to get most of the merc love). The idea here is that this is a cheap but delicate melee unit. Deadly on the rapier is not too much of a buff since the strength is so low it will rarely be able to reap the full benefit. If it can keep dodging then it’s ideally hard to kill but once it gets shaken things become easier. (“You hit me! Why would you ever hit me? I can’t believe you would hit me!”)

As for enthralling, I was thinking of pretty much the opposite idea where it counts as deep but only to adjacent units so it can squeeze out some debuffs on colonials it melees (because of an uncanny valley effect) This in tandem with the Cruel Whip could actually enthrall certain (frenzied or NPC) units pretty well I think. I am trying to make simpler units with only one special rule though so let me know if this should be done or if they should just be given the Deep keyword out and out.

A horrible and frail bald elf creature with a laugh like glass shards and the innocently cruel joy of a twisted child. They would make good Hyperboreans, if only they could actually understand that they were causing others pain.

Also, I wanted to make this in the unit template but Microsoft Word has been corrupted on my PC for a few years. I don’t know if it is because this is an unlicensed copy of Windows 10 or what but I cannot open the app or even use it correctly in the browser, despite multiple reinstallations. I do want to start doing units and rules on the template to save other people the work so I intend to try my work computer for this at some point.
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An Academic at heart, Warming turns to his adventurous friend, Hans Bjelke, and ask him to lead a team of daring Danes to sabotage the Edison Electrical Co installations and forcefully evict the technicians. To the saboteur's surprise, the Arc Rangers were accompanied by an entire group of would-be settlers (which the Alderman surely overcharged for the land deeds), none of which were particularly willing to let their new homes turned into a botanical preserve. Also, there's a snake, doing snake things.
> This is an Evening game, meaning Obscurity = the Turn order. Won't change that much, except in a few cases, because most of our soldiers have Light Sources (or my guys will end up being in the Fountain's range)
> The Settlers and Arc Rangers shuffle around their material so as to build most efficiently, I manage to complete my Moonlight Fountain and start on a Lightpost.
> The Danes start advancing, with Bjelke and two other models held in reserve as they are coming down from the Ceiling.
> I gain control of the Snake, and instead of just charging him in, I decide to be a dick and just have him have a really good stretch right in front of the Dane force, just to block their path.
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>>97412762
> Bjelke, one Krigsveteran and a Dane Infantryman lower themselves from the ceiling to the middle of the island, mostly hidden from the US force. The Infantryman overestimate his safety however, and comes out of the central valley to take some shots at the closest Ranger. The shot is a critical, and leaves the Ranger hanging on to a thread, but as a reply he manages to cut down the Infantryman.
> The Lightpost is finished, and the settlers start setting up tents and firecamps for the night, while two decides to scout out on their own.
> Having dropped close to one of the island's Forgotten Flowers NPC, Hans take the time to go and appreciate the tropical wonder, only for it to reveal itself as an enormous Man-Eating Plant. Hans decides to run back to the safety of the mountain, where the flower's enormous barbed roots cannot reach it.
> The Danes start shooting at the snake, and manage a few wounds, but not enough to kill the beast. Once again gaining control of it, I decide to charge it, but apparently this snake like getting threaded on, as he missed both his attacks.
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>>97412852
> Seeing as things are going rather well, one of the Ranger (not an Arc) decides to go south to see what the fuss is all about with those flowers, with a much slower Arc Ranger in tow.
> With a firefight having erupted inland, the Alderman sends his men to investigate, with one Arc Ranger getting jumped by Hans and the Krig, however Atlananon has rolled incredibly poorly since the start and continues to do so, and despite being a beast, the US side takes no casualties.
> During the NPC phase, I gain control of the Man-Eating Plant and force a Trap! test on Bjelke, iirc he fails both , leaving him almost dead. Atlan Anon gains control of the Snake, and Disengages it into my Settler.
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>>97412889
> A well placed shot from a Dane Infantryman finally kills the snake, letting the rest of Denmark soldiery to finally take part into the battle.
> Unfortunately, it doesn't take much more for Hans to fall, soon to be followed by another man to a luck shot from a settler, Shaking a good number of Danes.
> Turns out that the Rangers going South were much too overconfident, as the Krig that was supporting Hans turns around to shoot them in the back. I push another Settler down in the hopes of dealing with it.
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>>97412929
> The Danes recover in part from being Shaken, and in a last minute near reversal, start piling on casualties on the as-of-yet intact american force. Another well-placed shot in the back of the Arc Ranger down south puts him down, and his colleague who had put down Hans soon suffers the same fate. The same happens to the Ranger (not Arc) who was pushing inland
> In return, the Krigveteran who was hiding in the center valley is put down. I believe this ends up causing too much Dread for the rest of the Danes to do anything else.
End of game result (iirc)
USA : 89
Denmark : 60~70
Victory to the USA!
(Sorry for the hazy recollection, this game was played on the 12th.)
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>>97412982
It was fun to see a plant NPC in action compared with the Saurs we normally see
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>On the Linguistic Implications of Mhu’Taaik:
In many instances Agarthan languages have been successfully traced to surface counterparts. While Atlantean holds the clearest example, being mutually intelligible with Ancient Greek under certain specific circumstances, other Deep Folk languages have been found to relate to everything from early Malay to medieval Galician. At the same time, many groups instead speak in tongues so old or diverged as to be unrecognizable, sometimes literally. The impact of degenerated and inhuman physiology on linguistics is only beginning to be investigated, but already the lines between animalistic cries and intelligent communication are academically blurring.
Mhu’Taaik, the trade and court language Mu, presents a special case. Nearly all subjects of Mu can speak it at least passably. This includes not only the innumerable humans of Mu, but also the dark spawn of the Seventh Layer and even the intelligent Psysaurs, though they do so telepathically. Only the Morlocks fail to vocalize the language, though they seem well-adjusted to understanding it. But what makes Mhu’Taaik notable is its composition, not its commonality. Its grammatical structure exists entirely independent of all individual Muan languages, presenting a striking contrast to the often Turkic or Polynesian-derived tongues of the New Mu.
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>>97413084
It lacks accents entirely, even when vocalized by different species. This could potentially indicate it was designed expressly to ease communication across a diverse realm. Other hints at an artificial construction include vocabulary. The Mhu’Taaik word for “taxes” also means “faithfulness”, while the terms for “death” and “reward” are likewise interchangeable. This occurs so frequently and specifically that surface scholars have speculated it is a widespread attempt to mentally condition certain cultural ideas through language. The way the language has changed, often rapidly, further reinforces this idea. Electricity and its associated terminology have been introduced to Mhu’Taaik very recently, in all cases bearing a highly negative association. This is not localized only to regions with American electrical infrastructure, but across all of New Mu. It is speculated that the Tallymen are responsible for propagating these new words, though from where they receive their directives remains unclear.

>I tried my hand at another simple edit and figured I would do some words to go along with it. Impressionistic dinosaurs are surprisingly hard to find. I wanted to put a Revenant in here too but the images I had for them clashed too much with the style.
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>>97408900
What's the name of that monastery that looks like an island at high tide? Maybe it's like that, but with a bridge to the mainland high enough for boats to go under.
>>97404242
I really like how you did the ceiling. Quite clever.
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>>97413111
>What's the name of that monastery that looks like an island at high tide?

https://en.wikipedia.org/wiki/Mont-Saint-Michel
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>>97413111
>What's the name of that monastery that looks like an island at high tide? Maybe it's like that, but with a bridge to the mainland high enough for boats to go under.
Mont-Saint-Michel. Funnily enough I used that design and Tedis for a pulpy NS.11 Airship-themed one-shot I did where the players had to go from one to the other. I think I'm a bit of a sucker for coastal forts.
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>>97413135
You might like this then.
https://www.youtube.com/watch?v=bc9qxyf_suI
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Rare Calico Bullsaur
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>>97413084
>the often Turkic or Polynesian-derived tongues of the New Mu.
Good sir, it is clearly the case that these languages are derived from the Mu tongue, not the other way around. Such blatant academic misconceptions cannot be ignored, and I must inform you that I have written to the Agarthan Institute to request that you be removed from their membership list, and condemned in all the papers. I may seem harsh, sir, but I assure you, I only want the most accurate and honest research in publication, and your seething lies about our generous Mu friends distresses and disturbs me. Indeed, I have even been informed by certain knowing individuals that you have caused great offence in the bright courts of New Mu, and that even our benevolent masters have heard of your disastrous irregularities! You disgrace the profession, sir! You bring shame to the pursuit of truth! I earnestly encourage you to cease all publications and research into the Mu immediately, lest you cause more harm!

A concerned peer,
Prof. Arabesh al Iznib, Umor-Khingun, the 4th layer.

[Note from Dr. Letourneur: I do not recall us ever admitting Mussulmans into the Institute? And I can find no reference to this name in any of our older records. We are however in need of more expertise on the Mu, so perhaps we should make further contact with this "Professor"]
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>>97413641
Man, Muan academics really leaned hard into the "Stop asking questions, you'll doom us all!" school of thought after the whole Diving Initiative incident.
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>>97412722
I like it! It'll probably make the few healers in Mu better as well, or at least, more relevant. Bit weird interaction thematically, but if they got access to alcohol as well you could try to push their utility a bit.
For enthralling, having them count as Deep only when adjacent simply reduce the effect of Fear from 3 hexes to 1, its not a huge effect, but it might impact play in some situations, and it won't be too wordy on paper.
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>>97419489
the Eloi are noted enjoyers of ridiculously convoluted and fruity cocktails.
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>>97413223
Are Calico Bullsaurs also all female or is that a mammal thing?
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>>97419807
I think there are snakes with calico pattern, though I ignore if those are because of the same reason...
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https://www.youtube.com/watch?v=mBjS_KO5kuU
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I really need to redo this one once I find a mask that fits properly.
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Follow us into the deep, follow us into the brine
Behold the dread sea witch that sleeps
In the darkness of Mu and bloody sign.

Follow us beyond the edge, where Ozymandias weeps,
Dream of unknown, unnamed things,
In prophecy and ancient heaps

Of stone from elder days, of which the Emperor sings;
Crumbling, sacred pyramids
To which dark knowledge brings

Of the watching, malevolent, skinless lids
Which stare with jealous gaze
On that which the shadows put their bids,

This hollow earth, and weighs
The fates against each other, yet follow
The only path within the maze.

Yet even they must see it so
Must seek escape although
Despite it all what is above is below.
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I cannot imagine how MapAnon has the patience to do the quality edits that he does. The AI slop still has some cursed features, but from a minimal description of a rulebook cover, having it spit out something like this is pretty impressive.
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>>97428686
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Neo-Mughal are added on the TTS, the Priestess token is missing from those in the disc*rd.
I didn't put it in, but I assume you'd want the Behemoth to have Heavy Armour, right?
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>>97428686
It's a bad sign that I looked at the image and immediately wanted to post about how the backpacks are too modern. It does look neat for all of that still.
>I cannot imagine how MapAnon has the patience to do the quality edits that he does.
Trying to recolour the sky in GIMP for the one I made at the start of the thread was rather eye opening for the bullshit I presume he puts up with.
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New Map!
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>>97432270
I really like those water borders.
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>>97428686
>>97430656
There are a couple of tricks to make it smoother. Having a photoshop file where you save all your cutouts for later use saves a ton of time, and same with the backgrounds (you can always just play with contrast, saturation and transparencies to make them look more varied). Erasing the backgrounds is often the most time consuming part, especially in forests and jungles.
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Did we ever start on a map of the roads between colonies? Need to start on that for the Not!Sunless Sea campaign map.
> The Pass
WiP scenario like the Ruined Temple. If you play a regular game, one player becomes the "Antagonist", gets half the Silver, but may deploy anywhere on the map, as well as places all Walls and Pits. What would have been his Deployment zone gets entirely covered in Walls. In addition to kills, the Protagonists scores everything he manages to exit through the enemy's deployment zone.
Gonna come up with a few more of these.
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>>97433778
>Did we ever start on a map of the roads between colonies?
I don't think so.
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>>97433982
Alright, I'll take some executive decisions, I needed to make a few anyways to add Deepfolks/amazons villages.
We could as well add some dedicated trading outposts/missions to some of the colonial powers that aren't featured in this map.
> unrelated
Added the missing Priestess and fixed the Deepfolks & Amazon tokens that weren't loading properly, as well as 2 maps to the TTS.
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>>97434045
>Added the missing Priestess and fixed the Deepfolks & Amazon tokens that weren't loading properly
Nice.

>We could add more local towns and outposts.
Do you need the complete map images thus far? If you have some ideas for the placing of the railways, we could add local towns and epigean towns outside of the colonial borders to maintain the railways and to protect them from bandits/tribal attacks/saur attacks.
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>>97434373
I should be good for the moment, thank you!
> Company Officers
So, you'll start your Company by choosing a Faction, and you get 100 Silver to recruit Heroes, Specialists and Followers. These automatically become Characters and gain a complex health profile (I might end up saying you have to double the cost of Followers for this, but I'm not sure if that's really necessary).
Then, you get 200/300/500 Silver added to your Chest. Jobs will be generated based on where you are, when accepting one, you dedicate any number of Company Officers to it, and if necessary (it will be), spend Silver from their Chest to boost their Expedition's ranks. These models only remain for the duration of the Job.
Most Jobs will require Expeditions to travel rather far, and any amount of travel in the Deep is highly perilous. Before reaching a Job's destination, a player's Expedition has to go through a number of games vs an Antagonist, who will place all Walls and control all Hostiles (along with having ways to throw random events at players, more on that very soon). These will be relatively low aggression, but will take a toll, and depending on the Job you accepted, might involve a ridiculously high number of games before completion.
An Expedition has to go through one such game per 1 hex along its path to the Job's destination if it has any unmounted, non-flyer, non-floater model, 3 if all models are mounted, transported or embarked on non-flyers, non-floaters, or X if all models are mounted, transported or embarked on Flyers and Floaters, X being the slowest Flyer or Floater of the lot. Add +1 to this amount if you start this Move in a city or town, another +1 if its in faction territory, and lastly another +1 for each 2 hexes of road traveled in this move.
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>>97434609
>Hex encounter rates
So, if I'm reading this right, would an on-foot French expedition moving from 4 to 3 (ignoring roads since none are present right now) have to go through 8 games? Since it starts in a town and French territory, and then moves 10 hexes.
Or would it be 10 hexes total, with three hexes for one game because of starting in a town and french territory, then two hexes because of french territory, then two hexes for the same reason, then three encounters in regular terrain, for a total of six battles?

I do like that this incentivizes getting wagons or cars to transport footsloggers.
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>>97434609
I'm not sure if I've mentioned this before, but I have had an idea for a while that in campaign mode certain units will not always die when they become morale broken. Instead, they become increasingly deep drunk with various effects. Having the Company Officers be the ones who can survive being broken seems like a good way of doing that.
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>>97434973
>Or would it be 10 hexes total, with three hexes for one game because of starting in a town and french territory, then two hexes because of french territory, then two hexes for the same reason,
Then the final game, at least if I understand your intent properly, 3 & 4 refering to the Pillars of >>97433778 right?
I'm not sure where the three encounters come from.
>>97434993
I was planning something else for Deep Drunkness, but this is much better.
> picrel
Since this one is set in what I guess would be the Sub-Atlantic region? the default "filler" games an Expedition will have to go through to reach a Job's destination will have by default 1 roll on the Prehistoric Predator and Murderous Mammals books each (at least to start, if that's too easy I'll adjust).
To add flavour to these filler games, the Antagonist will scatter 3 "?" tokens across the map, before placing walls, which the Protagonist wants to pick up before the end of the game. For each "?" still left on the map at the end of the 5th turn, the player will have to draw a token from a bag and record the result on his Expedition's game. When three identical token has been drawn, something happens next game, or for the rest of this Job. This can be you have to roll on the Eldritch Encounters list and the result keeps spawning each subsequent games, or you stumble upon a criminal hideout, or the Antagonists gets to assemble a small Expedition to throw at you next game, etc... (this is where I was planning to have the Deep Drunkness mechanic, but having it entirely based on draws isn't fun.)
I'm also glad this is gonna give me space to put in the edits that didn't fit as well in other places.
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>>97437315
>I'm not sure where the three encounters come from.
I might need an image of how this is intended to work as the overuse of prophecy has degenerated my mind.
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>>97437315
Do you need some specific art for the quests?
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>>97437351
I'll have one to post a bit later on today.
>>97438109
Nah, not yet.
I don't know how feasible Lost Men edits would be, but if I had some images to request right now, it'd be those.
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>>97438472
>Lost Men edits
If we're talking about people who went full "deep drunk", I can try to find something. I'm not sure how to represent Malcolmites, though.
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>>97440158
>I'm not sure how to represent Malcolmites, though.
Jacobites are probably close enough for Highland Riflemen/Malcolmite Rebels.
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>>97408900
This reminds me we don't know what kind of architecture style would the agarthan powers have.
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>>97438472
>I'll have one to post a bit later on today.
Sorry about that, pipes burst yesterday morning, the plumber is still ripping off the floor right now, this is as far as I could get on this.
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>>97446467
>pipes burst yesterday morning, the plumber is still ripping off the floor right now
Fuck, I'm sorry to hear that.
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>>97446467
That's the worst kind of deluge.
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How much is a Sky Priest supposed to cost? There's no information on the profile.
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>>97447499
In a similar vein, does the "both hands on the wheel" rule of the sky-glider not apply to weapons like javelins that don't have a specified reload cost? (shortbows have a reload of 0 while thrown spears have a reload of "-")
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>>97447499
I removed the cost because it used to be 25 Silver, and that was obviously way too much, I'd say 10 as of now, maybe 15 if Utter Elevation ends up being spamable in some way, but I haven't seen it, and I don't expect it to be broken.
Mapanon started putting LP stats on some Specialist/Special Units and once I test that, this would be a good profile for it.
>>97448650
Correct, except there's no intended difference between Reload 0 and - at the moment (but that's not a bad idea, it might help decrease the value of Shortbows). ! I believe initially the Sky Glider came with a Crossbow, but with that rule it meant that it was purely a single shot weapon, so I replaced the Crossbow with Sky-Bombs and Drops, which can be spammed but are fairly expensive.
>>97446537
>>97447251
Thank you, at least it got resolved "fast". and being on the building's top floor, well, it can only go down.
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>>97441210
I can work with that. Do you need some specific scene?
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>>97451234
If you have anything with creeping shadows, shadow tendrils, or anything that represents the Shapes, that would be awesome.
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>>97453414
I mean, I did this one a long time ago, trying to make something for the oneirophobia. I consider this one somewhat cheating, I haven't really added anything, just removed stuff to try to make it achieve the "uncanny valley".
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>>97453592
Here's the original, btw.

https://www.clevelandart.org/art/1940.1089
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Scheduled a game for tommorow on TTS with a pal. He wanted Sky People and I decided to go for New Mu. Since he's new and I'm rusty it was decided I would make the lists. I'll post them now. Both were kept a little combo-light to avoid requiring any prophetic level foresight to play.
>SKY LIST:
>Noble, Shortbow, Sword (25+1+1)
>Priest (10)
>Bomber, Sky Bombs, Sky Drops[several] (30+2+0)
>2x Jannies w/ Halberds and Shields [Halberd=Pike?] (14+1+4 each)
>3x Skywaymen w/Maces and Gliders (6+5+2 each)
>1 Stinkjuice (3 Silver)
>3 Material (1 Silver)
150 Silver. The Skywaymen fly in and do Skywaymen things, then next turn the Noble shows up and asks for a short-term loan while the bomber smashes shit up and the jannies mop any stragglers. Priest is there to keep bombing and gliders on track. Stink Juice is for buffing jannies or healing priest/noble, material is for burner engines
>>
>>97454019
>MU LIST:
>Master, Born to Lead, New Mu, Monuments, Tally (10+3+5+3)
>Geomancer (6)
>Priestess (15)
>Tallyman (15)
>6x Phalanxmen w/ spear/shield (8+2+1 each)
>1x Blademaster w 2 1-handed swords (16+1+1)
>27 Material (9 silver)
Does Morbid exemption stack? If not I will give the tallyman a staff instead of taking the hero trait. The goal here is to build sumps to slow flying units and then build pits/fortifications in the way of any advancing units to protect the shield wall. Backliners suck silver out of the opponent's pockets or otherwise prove a nuiscance. This one is somewhat more specialist-heavy so dread could be a problem. I am not worried about ranged though since in the time it would take for the other player to get to me with the airship if he didn't want to land anything I could build a shadowsaur summoning pole. "Call the Shadowsaur" is not actually in the Mu book anywhere I can see however, where is the cost?
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>>97454067
>Does Morbid exemption stack?
Yes.
Staves are good however, and especially the fire staff will do work on the flyers. It's unlikely your opponent will deny himself the ability to strike at whatever angle he wants, if he's running sky-bombs, he'll be coming closer to you, probably right on top of you. If you are running a lot of Specialists, the best you can do is not offer them up together, he'll be able to reach them.
> Call of the Shadowsaur missing
Its on the Shadowsaur itself, unless there's some issue with the version uploaded.
I think you overestimate how much time you'll be getting to set up. The Airships can spawn in your deployment zone, behind you, so if you want to have distance you need to split up your force or advance inward.
I would have suggested Psysaurs + Flysaurs but the Mind-Shackled Apes rule would hurt too much the rest of your list. Maybe a Morlock Courtesan to flirt the Jannies into jumping the ship?
Otherwise you may just need to rely heavily on hugging Walls for your Structure and take it on the chin for 1.5-2 turns.
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>>97454983
>Otherwise you may just need to rely heavily on hugging Walls for your Structure and take it on the chin for 1.5-2 turns.
Considering that I do have the phalanxmen I might go for this for the fun of it. Since it's my friends' first game I want to go a bit easy. Having my units hanging out in trenches and fortifications while they prep a big shrine kind of sets up a countdown too which could be a fun thing to work with. Originally I was planning to have a skysaur knight list but something in my heart told me to do a builder one instead.

That being said, the ability to airship up my deployment zone was not something I had thought about so I will probably drop the blademaster in favour of giving staves to the specialists and maybe getting another phalanxman or two.

>Shadowsaur
It's missing the summon rule in Mu005 which is the one I'm working off of

I'm also the one who wrote up the Sky People list so if you have any feedback there please let me know. My biggest concern was if I should spring for more mods on the airship or keep silver distributed between the already hefty investment there and the glider riders as a first wave/screening force for the main show.
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>>97455128
>>97454019
Oh, Halberds aren't the same as Pikes, they may be missing from the Sky People. Pike works a bit better for the Reach + on it, Halberd have more Damage.
The list is cool for an intro, especially showing the potential for weird mechanics/events with Sky-People and Mu, Wind Rules are not that heavy, definitely not as bad as Prophetic Sight.
> Missing
At what time are you plauing tomorrow? If its evening, I might have the time to update, as well as add some tokens for the sumps as well.
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>>97455233
>Time
At a guess 7:00 pm EST or so. Thanks for the rules clarifications so far also
>>
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>>97453414
A bit of an experiment, maybe contrast needs to be higher.

By the way, I was checking the worldbook to get the shadow file, and I was wondering when was the last time we updated the worldbook. There are a lot of things outdated (like the maps) or not yet updated, we kinda moved all the updating focus to the wiki.
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>>97457578
>and I was wondering when was the last time we updated the worldbook.
Exactly as you said, pretty much at the same time as the wiki picked up. I might be able to put some time on it this weekend.
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>>97455128
Both Mu & Sky-Folks books have been updated, as well as added Sump tokens you can drop.
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>>97459612
I'm checking the tokens right now. The chim charger from the Apemen list doesn't load. Also, the nations' map is the one from before we added Germany, so that needs updating. Here's the most current version of said map.
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Game went shorter than expected for reasons which will be enumerated shortly. My illiteracy has cost me dearly in this instance to be sure.
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>>97461190
Jannies and Sky Priest are missing from unit bag. They were substituted with soldiers and a Lemurian Merchant. Opponent wanted to know if Sky Priest could use wind redirecting abilities while reserved off board, we decided no for the moment. I realize now that Sky Gliders can't actually host Skywaymen RAW but we kept it anyway to avoid reworking stuff.
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>>97461205
For wall deployment I had made a sort of cage I was hoping to fortify. I had thought about having phalanxmen to front and back of central cadre but decided it would be better to maximize their bonuses in a clump like pictured. The master started work on the shadowsaur shrine (depicted as a barricade), but at the start of turn 2 I had him start to build a sump instead, almost completing it. This encouraged my opponent to deploy further down. Wind direction had stifled the gliders but was on the side of the bomber when rolled for turn 2.

Then, a moment that will live in infamy:
>"The loadout sheet says I start with 6 bombs."
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>>97461217
>Once per Move Action, you may discard this equipment to resolve the following Ranged Attack. Models transported either as Equipment or Deployed on the model equipped with these may also spend 1 AP to do the same

2 move actions, 4 passengers, six bombs dropped. Multiple scattered in such a way as to hit every unit in the clump.

I rolled for the phalanxmen, who actually held up alright with their buffed heavy armour, before realizing I should do the unarmored specialists first. Then they all died and the remaining units were broken.

This is on me 100% I was warned about clumping and airship deployment, and I didn't read the loadout section of the bomber or how sky bombs actually work. I also didn't get any worker keywork units to build sumps better but that hardly mattered. We did have a lot of fun though because watching a shield wall get saturation bombarded is not something you can get anywhere else.

>Questions I wrote down:
Can offboard Sky Priests do weather manipulation?
Does an incomplete structure have the same armour but less health? How is it targeted?
With explosions, are they only armour saved against and not evaded, meaning shields do nothing?
Does the sky bomb give one armour saveable grievous wound, and then an additional save against explosion damage as per normal? That's how we did it (no evasion check)

The quickstart page was really good and being able to have multiple maps (we used the default but I found the bag) without having to manually construct them on jamboard was divine. Copying the rulebook a few times to have a page open to each unit worked for us organizationally too. I would say an hour and a half for setup, a full turn, and then two rounds of turn 2 with a new player and someone who hasn't played in two years is pretty good.

Sky Bombs are probably a bit undercosted and overpowered though. Especially since the bomber starts out carrying more than it should even be able to since it has a weight limit of 15 but 18w bombs
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>>97461261
Holy hell that's a lot of unlucky scatter.
I may have to cap the Sky Bomb rule to prevent dropping all the bombs at once.
>>97461261
>Does an incomplete structure have the same armour but less health? How is it targeted?
At the moment its unspecified. Could be kept simple to just "lose a build action per Wound taken", I'd rather have that, otherwise just play with its built profile, you are essentially take advance on destroying it, not getting a bonus for destroying it while under construction?
RAW you don't Shields only work on Attacks or Charge, but I'd be up for changing that, its pretty unintuitive.
>>97461261
>Does the sky bomb give one armour saveable grievous wound, and then an additional save against explosion damage as per normal? That's how we did it (no evasion check)
Oh that's why you died so quickly then. Blast grants an Evasion roll by default before having to take the Damage type specified. The Grievous on the profile is dealt to whoever is directly under the bomb, then everyone within 2 of it gets an Evasion roll, if failed, they take the Explosion test.
There are some cases where you skip the Evasion roll, but its specified in the rule.
But the Bomber can probably use some rebalancing.
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>>97461261
>Can offboard Sky Priests do weather manipulation?
Oh skipped that one. No, they need to Activate and spend an AP, which you can't do from Reserve normally.
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>>97461750
>>97461754
Thanks! We were both a bit tired after our respective jobs so I think I wasn't quite in the right mind to comprehend details. I was searching for definitions of Explosion and not blast which is where I think I got mixed up about how things worked.
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>>97465601
Fixing a non-hidden part of the base image.
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>>97412982
Kino.
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>>97465648
Sick image, couldn't resist.
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>>97465981
stylish
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>>97467042
>>97465981
Indeed, makes for a good cover.
I still have to finish setting up the tokens and fixing a few things on the book, but it's 99% done, it'll finish it tomorrow morning.
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>>97467960
Fuck me would work better with the image.
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>>97437351
Took a while, but here we are!
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>>97471726
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>>97471735
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>>97471726
At the end of each travel game, are you allowed to reassess how you are going to proceed forward?
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>>97471750
Whoops, you posted
>>97471735
and answered my question while I was still writing it.
My hubris has cost me dearly.
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Working on campaign "company" and expedition assembly rules and the roster sheets, its not great stuff to post while its still being worked out, but here, this might be fun.
To avoid having filler games too bland or too roll intense (if we said resolve a whole bunch of tables every single one of them, it'd become heavy quickly), and also to justify not beelining to the exit each time, the Antagonist will scatter 3 Mystery tokens, which the players model must pick up. For each remaining on the map, as well as if you failed to exit more than half your models, you have to draw one token from the Event bag. These are more or less going to be color coded, the black and whites are the ones you'll have 3-5 of (depending on if I add more or not), the color ones will be single.
This is a bit weird, but since recruited Followers will not remain with you past a Job's completion, once you complete a Job, your Expedition will come back to its Headquarter (perhaps with some downtime, and perhaps with some option to remain or go somewhere else, not sure yet).
If you have remaining Tokens on your Expedition's sheet at the end of a Job, they must be assigned to a Company Officer, who will then have to transfer them to any Expedition he later joins.
There will be a way to get rid of these between Expeditions, more on that soon.
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>>97477930
Do you have something planned for seafaring missions? I feel some books are way better prepared to deal with those than others.
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>>97478492
>seafaring missions?
I'll be making at least 1 more map for that purpose, to be coupled with the Tropical Island one. Possibly one map completely covered with water, nothing else.
Every faction should have access to the Steamboat at least, and the water map games will likely be filler games, or the Objective will be set to be played on the Tropical Island.
At least, that's where I'm going for the moment.
Finishing the New Kirkwall section right now, and making a nearby "deepfolks" settlement map to use to generate Jobs.
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>>97477930
>more on that soon.
Here!
No profit to be gained here, just managing the accumulating debuffs/events.
So, after a (regular) Job, your Expedition will likely have accumulated some Event tokens it hasn't resolved. These are assigned to any participating Company Officer, and when you later reassign an Officer with standing Event tokens on it, they transfer back to the Expedition (so you can "cycle" Officers.) Taking this "Job" gives you the chance to wipe all these tokens, at the risk of triggering some right then and there.
> Stack all the tokens on a single cheap Officer, send him alone, don't care if he dies.
Just like real life!
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>>97480179
Could you have some mission with the photographer? I feel it's the most unused unit in the whole game. Having to escort and get the photographer to take pictures of peoples/animals/places would be very thematic for the expeditions.
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>>97480967
Absolutely!
And if anons wants to suggests or make some, please go ahead. Its all untested now so Silver amounts may change, but the logic of it won't change too much.
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>>97480967
Gonna fix the language on it, but this is what came to mind.
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>>97481725
A "Fated Battle" event for a Lemurian ambush would be cool. A "Defend Your Honor!" job, or maybe a an event would be a fun excuse for the deep player to use Colonials.
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>>97482039
Neat.
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>>97403851
First im hearing of this, this seems fucking rad, I want to see it move to tables with models.
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>>97482203
Several of us have models/terrain. If you want recommendations on where to get ones for specific factions I can provide. Some factions require 0 conversion effort and some require a lot.
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>>97482282
I have a bunch of Perry Miniature Zulu/Afghan stuff I was just going to use for the British, I need to see if I can rope someone into this to try play against when its more realized. Seems pretty cool so far though.
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>>97482039
I'm glad he finally has a real use.
>pic rel
Remains retrieved from Deep Mammoth Graveyard
>>97482144
Kek. It'd be funny if kinda sleazy if there was a mission for peeping on amazons.
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Fairly random, but I switched to freshening up the Atlantis faction book, along with Lemuria those are the ones that need it the most right now.
Apart from a boat unit and integrating the new Merc models which are applicable, I don't really have much to add to it.
The Atlantean Engineer and Chirurgeon have already been added, I believe both were still missing from the TTS version.
I'm almost completely done with it, it really (for real) should be done by tomorrow evening. I don't know if there was still some work being done on the Artifacts?
All the edits makes all the difference, thanks a billion, Mapanon.
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>>97484872
>I don't know if there was still some work being done on the Artifacts?
On it.
Also, I think the Clockwork Thinker is an Atlantean unit, maybe. Should I repost the profile I came up with for it a few years ago?
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>>97484925
>Should I repost the profile I came up with for it a few years ago?
Yes, please do so!
Hopefully I didn't miss anything else for it...
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>>97484872
Nice. I'll upload to the Dscord the books with the updates so they can be added to the tts.
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>>97484976
THE RELEVANT ENGINEER SPECIAL RULE FOR REFERENCE:
-”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. The Engineer-Specific Atlantean artifacts may only be taken once each.

Atlantean Artifacts: (REDUX)
-The Infamous Repeating Crossbow (Ranged)
Range: 10
Skill: -3
Pen: 0
Lethal: [X]
Reload: 4
Cost: 7
Special:
Ammo Feed 5
Poison 2

Eye of Anomalous Repetition: (10 silver)
Models equipped with this item in an hex containing an Anomaly may spend 1 AP to test Labour, if failed, the model must resolve a Trap! test. If successful, remove the Anomaly, this item gains the same number as the removed Anomaly, is worth 25 Silver and which drops if this model dies. Units carrying this item gain the “Pandora’s Gambit” action while there is a captured anomaly carried.
-Pandora’s Gambit (1 AP)
Select one tile within 6 hexes. Scatter an anomaly of the type captured within 1 hex from that tile. 1AP may be spent on subsequent turns by the bearer to remove that anomaly, but only while adjacent. Gain 1 dread for each placed anomaly on the board.

Wings of Ikaros: (5 silver)
The bearer may exhaust this item for the rest of the battle to gain 4 extra movement, 2 Evasion, and the flyer keyword for two turns. Any hit against the bearer’s limb locations during this time requires it to make an evasion check. If failed, resolve an immediate high-altitude fall check and remove the effects of the Wings of Ikaros.
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>>97485009
Artisan’s Iliad A.K.A The Daedalian Rite: (16 Silver)
The Atlantean Engineer Unit is reserved for any battle while equipped with this item and may not deploy. Instead, 12(?) hexes outside of a deployment zone may be marked as “Tinkered With”. Number these hexes, and write down which of the following effects have been applied, only one may be applied per hex:
-Any number may be converted into difficult terrain for non-friendly units only
-Up to 5 may be marked as hazardous
-Up to 3 may be marked as lethal
-Up to 4 may be marked as Trapped
The Opponent does not know what effect has been applied until they enter a hex, but may excavate these hexes to remove their effect, gaining 2 silver each time. Excavating a trapped hex activates its effect on excavating units.

>COMMENTARY:
Apologies for procrastinating on these. I took the ones described in the unit doc and made them fairly close while also simplifying a bit (removed the melee option from the wings for example). The crossbow is the same as before. The Eye is a rip of the Isolation Jar but stronger since it prevents you from losing the anomaly again and lets you spam copies at risk to yourself. The wings pair well with the Atlantean rifle I would guess, but they might need some creativity to really shine. The Iliad effectively splits the engineer from one unit into 12 terrain pieces and gives the opponent a headache. I find that funny.

The unit doc is a real goldmine sometimes.
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>>97484976
THE CLOCKWORK THINKER: (29 Silver)
Character, Mechanical, Deep, Academic
AP: 2
Move: *
Accuracy: *
Strength: 6
Discipline: 6
Evasion: 3
Labour: 4
Awareness: 9

Armour:
4(H) in all locations.

Health:
3 head, 4 body, 2 limbs

>General Rules:
Vantage Point

>Special Rules:

Stuttering Gait:
This model may only be moved once per turn. When moving, roll 2d3, square the individual dice results, and sum them to reveal movement allowance per turn.

Oscillating Aim:
When testing accuracy, this model succeeds on an unmodified result of 1, 2, 3, 5, or 7.

The Thinking Machine: (1 LP)
This ability allows The Clockwork Thinker to reroll Accuracy, Awareness, or Stuttering Gait tests once per turn.

Equipment:
This model comes with a Rhomphaia, which it may wield one-handed
Recruitment:
This model may be recruited by Atlantis

>COMMENTARY

The basic idea is that it can hold its own in melee for a little bit, absolutely ace any awareness/academic test you want, but getting it into position in time is up to the dice. Not entirely sure how much health it should have and who should be able to recruit it. Does 15 silver seem about right for cost?

>COMMENTARY 2026
I wrote this a long, long, long time ago. It is on page 22 of 290 on my Agarthan unit/lore/story doc. Luckily the idea is so simple and chart-pure that all I had to do was update the cost and equipment. The maximum possible movement in a turn is 18 but the average is 5.

As for hex-size, my view is that the thinker is in the same space as the Titanium Golem where he's big but not big enough to be 3-hex or anything. More tall than wide.
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>>97485036
>>97485033
Very well, I'll add these!
No need to apologize, it is all getting done at a snail's crawl.
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>>97485036
Token for talos. It's a single hex unit, is it?
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>>97486124
The Clockwork Thinker is a single-hex unit.
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>>97485036
>THE CLOCKWORK THINKER
>Only hits on prime numbers
Does it have an effect for this bit?
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>>97485033
>The unit doc
Surprised we haven't had a chart in a while.
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>>97486644
Yes, that's what the Oscillating Aim rule covers. Although after a quick double-check 1 is not prime so the rule may need to be amended.
I hate math so, so very much.
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>>97488341
>1 is not prime
What.
>>
What if one is proved to be not prime at deeper layers? What if math stops working the deeper you go?
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>>97488431
I'm as surprised and upset as you are.
At least it's not as bad as when I found out why factorial 0 equals 1.
>>97488497
Unless you're talking about an advanced form of deep drunkeness I can't quite see that working. Measurements and observations could certainly fail and calculations could fail to account for hidden variables, but math itself exists as a mental construction rather than a physical constant. Unless we're operating under Fallen London rules where literary and numerical concepts can become real.
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>>97489345
>Unless we're operating under Fallen London rules where literary and numerical concepts can become real.
Pretty sure that boat has already sailed.
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>>97488431
https://www.scientificamerican.com/blog/roots-of-unity/why-isnt-1-a-prime-number/
Having just read it, it's pretty sensible.
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>>97489345
I like to imagine that deep drunkenness is a sort of reflex that adapts your mental constructs to the world around you, and it only becomes an affliction (and so recognized as deep drunkenness) is when the reflex fails to respond correctly upon moving to a higher layer. However, it can also fail when moving to a lower layer, although colonials don't really recognize this as an affliction, agarthan's might call it surface sickness.
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>>97489887
>However, it can also fail when moving to a lower layer, although colonials don't really recognize this as an affliction, agarthan's might call it surface sickness.
to epigeans it's just regular old breaking under the pressure, hence why they fail to recognize it
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>He is tall, gaunt-looking old man of nearly four-score years and ten, with a stern, withered face, and deeply sunken eyes, from the cavity of which glitter two fiery sparks. His sullen assistants and slaves of the 'holy guard' are following at a distance. He pauses before the crowd and observes.
>He has seen all.
>And now, his dark, grim face has grown still darker; his bushy grey eyebrows nearly meet, and his sunken eye flashes with sinister light. Slowly raising his finger, he commands his minions to arrest Him....
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I've finally gotten back on the Mu painting wagon and as soon as I went to do the shields the bottle exploded. Is this a foul Lemurian plot or a portent from the Old Ones?
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>>97490327
>the old profile for the grand inquisitor
That needed nerfing badly, it's fixed in the latest version of the portuguese book in the discord.
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>>97494822
Very nice.
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>>97494822
Yeah, this one is going to be a cover somewhere.
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Alright, took longer than expected, but here it is.
INNER-SVN powered trireme. The "Sail" catches the rays and powers a rowing engine, at least in theory. Unfortunately most of Panthalassa is fairly low light so in effect the Akritai have to pick up the slack. Unarmed on its own, as Atlanteans prefer Sea Jousting and Boarding actions to long distance shootouts, but if the need arise an Iconoclast and his experimental gun can be brought along, or even a Heat Ray, and the rowing bank system can be diverted to assist javelin or bola throwers.
its relatively good speed in normal condition, as well as its high AP and Health pool should allow it to stand up against a lot of Colonial ships and artillery, at least for a while.
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>>97403851
Hyperdiver: 15
Elite
AP: 2
Movement: 3, Accuracy: 5, Strength: 6, Discipline: 5, Evasion: 5, Labor: 4, Awareness: 6
Health: 2
Armor: 2 2 5H
Whalur [2]
Unobtrusive

Equipment: Any Medieval, Sabre, Dagger, Lefauchuex, Harpoon Gun, Harpoons, Rations, Alcohol, First Aid Kits, Material, Torches, Lanterns,

Catch The Rainbow: This model may use the Climb action in, or to move into, a Hex containing a PAIN or Emanation token, if successful it becomes Hidden, and is removed from the board. It may only exit the Hidden state by resolving enough Move Actions to be placed on the map in a Hex containing a PAIN or Emanation token. After having done so, it gains 2 Accuracy and Backstab for the rest of the turn. If it is placed in the same hex as a model, enemy or otherwise, it must immediately resolve a Charge against that model. If it fails the Climb test, remove it from play as if it had died. At the end of the third turn this model has spent entirely Hidden, remove it from play as if it had died, then roll on the Firmament Foes list.

Overwhelm: This model Quick Strike against, and counts as behind any model it is in the same hex as it.
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>>97501562
>comments
Meant for the whalurs. It's intentional that he can't take Climbing Gear, which maybe it's wise. I'm not sure what do to for the image. Price is just a guess, but i aimed high. It may be too much, or it may even be too low. I can tell this is a model that will need testing to sort out the price, and the question of Climbing Gear. I like him not being able to take Climbing Gear (how could it help him?), but if that ends up making balancing too hard to balance, I’d be okay with him getting it.
The Intruder NPC was meant to be an NPC version of this. I had in mind something very much like the OP image. It's fine it didn't turn out that way, I just wanted to say. Maybe the NPC could be remained, and the Intruder could be added as a Hyperborean faction unit? Regardless, that leads me into the next profile, that is the Tempting Iron Maiden. I thought I had it prepared, but apparently it is not so, so I’ll post her later tonight. After her, there's one more 'stray' profile I'd like to post, before moving on to Denmark stuff.
I've been up too long in the rainbow sea.
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>>97501562
>>97501567
>Art
One of the versions of Captain Cutler? There are more than the ones in this picture. Or maybe an edit of that one cover of The Thing

How does unobtrusive work again?

For price I would say it is a little low. My recommendation would be to drop movement to 2 (diving suits are heavy) rather than to up the price though. Maybe swap elite for specialist but I could see it going either way there.

Overwhelm should probably have "This model has quick strike against, and counts as behind for, any model..." for clarity's sake since I had to read it a couple of times to get the idea.

RAW I'm not sure he can actually catch the rainbow without climbing gear since the version of the book I have requires climbing gear to use climbing actions rather than giving a bonus. Removing the climbing tag and having it be a generic test would be an easy fix in my mind.
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>>97502220
I forgot my Scooby Doo images.
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>>97502224
Alternatively, whatever the fuck this thing is could work too. I find such strange things when pitching in for Agartha.
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>>97500320
Is this our first non-symmetrical unit? I remember there being some art of ones years ago. How do they move?
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>>97502267
Yes! I figured out how to make funkier shaped tokens and have them come out fairly well, I was sitting on them for an eventual Great War edition/mode/whatever, but I was going in a direction that would pretty much demand a complete additional system added in, that's too much for the moment, the hexcrawl and polishing 2e itself seemed more important.
But I wanted the Atlantean boat to have a lot of presence on the board when it was played, so there it is.
I'll put an image on the profile to specify from which hex Movement is calculated, I guess in this case the most logical would be the back center one, the one with the mast of the sail.
I already mentioned it a while ago, but the image is that of the Solaris, a relic mechanical boat from the Ancient Mu civilization, discovered by conquistadors in search of El Dorado in the Golden Cities kids show. Ancient Mu are the remains of aliens that lost a war against Atlantis thousands of years ago. The whole show is 3 turncoat conquistador, 2 kids and a Mayan princess stumbling through temple ruins and being chased by giant snakes and finding artefacts like this. I wonder if AI will ever be good enough that you could feed them a show and just tell them to replace the background, because you'd really only need to remove the background to convert this to an Agartha kid's show.
> remembers the whole media issue about how weird the relationship between the 40 years old Conquistador and the Mayan princess gets
Or maybe not...
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>>97485036
> Cost
I think 25 is closer to a good price, given you can Repair him, he's fairly tough and can could go up to 18(!) across the map in one turn. He risks being a LP sink and doesn't have that much of a damage output potential that he's broken, but he's definitely worth more than 15.
Mind if I keep the "1" in, for simplicity's sake. I'm almost entirely sure I was taught 1 to be Prime and it bugs me almost as much as the latest Académie changes to pluralization rules in French.
I really like the changes to the Artifacts btw, want to try each of those.
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>>97502554
>>97502554
Would you be open to changing the shape of a few preexisting units at some point? The Outlander Flagship for example is oddly shaped for what it's supposed to represent. This is definitely not a right-now issue though but something I think would be cool to see one day.

>Memories
For me it was Spider Riders. Hidden inner world, battles between ancient forces, spiders. Briefly revisiting it reminded me of how good the world design was and how not good the dub remains. It does make me consider trying some edits outside of the usual art style. I did that impressionist Mu one earlier in the thread but it was a bit tricky to source for. Getting Agarthan anime clips should hopefully be easier. It might also be the only place where good Atlan standins can be easily found.

>>97502675
That all works for me. The price was 29 because it was a prime number rather than any balance concern. I am especially pleased with the trapmaker artifact given that wall placement can let you make an actual labyrinth with them. The wings might need a bit of extra spice.
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>>97502725
>Would you be open to changing the shape of a few preexisting units at some point?
Sure, Movement is already a bit tricky with all multihex units anyways, it doesn't really change much having them at 3 or 7 purely for the sake of doing what we've done in the past, and yeah if the Autotrireme is not a 7hex, the Outlander Flagship probably shouldn't be either.
Tomorrow could either be very quiet or very busy, I might not be able to post regardless until later on, if I can get some quiet time I'll finish the Atlantis book, I've only got the Loadouts to do, putting more art, and making sure I haven't messed up any stats. Otherwise Friday~Saturday I'm off and will be around for some games.
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>>97502830
>Atlantis
Did a quick double-check, where did Alexander the LXXXVIIth go? I swear I've seen him in a battle report but I can't find him in any version of the Atlantis books.
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>>97500320
>Unfortunately most of Panthalassa is fairly low light so in effect the Akritai have to pick up the slack.
An interesting point here is that the region near Beatrice Shores is the brightest of the 5th layer due to being stuck in an eternal sunset which could explain why the British haven't been able to make headway past that point. Atlantean ships can keep up, but only in that region. If Cunningham can work up the support and naval power to break through and establish an outpost further south they'll be able to run rings around Atlantis. Unless Olm boarding parties are more effective than anticipated which is not unlikely.

The south of the 5th layer being in an eternal night/early morning also explains why there's less settlement there since ships would have to go over distances of open water unfriendly to rowed vessels.
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>>97502840
There was a version mix up, whicn is why I didn't understand for a while when anons were pointing out the Engineer was missing, I had it in mine. I've used Alex I think twice, I believe he got wrecked both times. He's already in the new one.
I've just realize, I should put in the Atlantean Pirate, so that's I think the only one I'm missing.
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>>97502220
>My recommendation would be to drop movement to 2 (diving suits are heavy) rather than to up the price though
Fair enough. The idea behind it being Elite is that you're expected to lose at least one of them, and to show that they are playing a numbers game, just chucking whoever is willing into the plain, rather than having trained specialists.
>"This model has quick strike against, and counts as behind for, any model..
The missing "has" is a typo, so that for sure dose need to be fixed. That phrasing sounds more confusing to me, but i'll take your word for it that it's better.
>the version of the book I have requires climbing gear to use climbing actions rather than giving a bonus
That should be updated. We've been playing for a long time where climbing is a strength test, and climbing gear lets you roll two dice and keep the better one.
>>97502267
That picture is pretty damn good, but would need to have the color fixed. I'll try it tomorrow. Shouldn't be too hard because it's already all green.

No Iron Maiden tonight because i got distracted with Danelore. I was trying to find a picture of Peter Christian Lund, which i failed to do.
So that i don't get too far ahead, i'll post something on the matter. I meant to post this last night, but fell asleep.

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