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We're actually playing the game now holy shit edition

>What is this?
/TG/ DEVELOPS A GAME
EXPEDITION - an ~1870s era, Jules Verne-inspired retro-futurist, underground blood storm hellscape.
It is a Skirmish wargame. Two players with their own expeditions, on a hexgrid map, fight each other for victory.
A campaign mode is planned, but is far from completion.

3 versions of the rules exist, TWO of which have been playtested:
>1e - proof of concept, recently updated with unit stats
>2e - lead by 2e anon, playtests started, unified document is in the works
>3e - Replaced 4e because it died. Spearheaded by 3e anon, needs more playtests, rules present in the doc
>TEST GAMES HAS BEEN PLAYED!
>A GAME HAS BEEN PLAYED ON /TG/!

>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.

THE OLD ONE
>>89713196
>>
>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
>1e Doc (No units list, unless 1e anon posts a new version)
Click the picture
>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 Unit Spreadsheet - Currently outdated, requires an update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
>>
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REJECT MODERNITY
EMBRACE GORG
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>>89792722
Thinking of ways I can improve 2e, mostly to streamline stuff, make it easier to read right now.
1) Replace mod stats by normal value stats. I.e. Skill, Labour, Strength and Evasion. Mod stats made sense at the beginning to get a feel of the "range" of values necessary, but now less so, and it makes some stats awkward (Labour and Evasion in particular). Since many "tests" have a flat "+5" included in them, I'd reword it so that you use only the value (so a Skill 1 dude would become a Skill 6 dude on average).
2) Replace Will with Awareness. I suggested adding Will as a stat because it made sense to have a "mental" stat separated from Skill Labour and Discipline, but as another anon pointed out, it is more or less used interchangeably with Discipline in the unit doc. Awareness would fit the bill nicely, and would have the advantage of introducing a stat that can be used for Stealth checks if that ever becomes a thing.
3) In the unitial 2e doc I had thought of making multi-hexes unit, such as vehicles, warbeasts, ect. This is awkward, and doesn't actually bring any value to the game. I'm thinking all units could be single hex units, even if they are huge fuckers. Any rl variant that could hypothetically get played (thinking bout you Steam Engine anon) could simply have rules set for it to compensate, eventually.
>>
>>89794177
>3) In the unitial 2e doc I had thought of making multi-hexes unit, such as vehicles, warbeasts, ect. This is awkward, and doesn't actually bring any value to the game
I honestly agree.
Its possible Vehicles could be implemented as things in the campaign mode but not seen on the actual hexgrid?
>>
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>>89794196
I don't really have a leg to stand on on that one, either way is fine by me, the only thing is that we do have the Traction Engine anon being the one anon working on modelling right now and I wouldn't want to turn around and say his unit won't potentially see play midway through.
But otherwise maybe we can hold off any mechanized/transport unit for the meantime, at least anything much bigger than picrel.
>>
>>89794302
Oh, and another thing I was thinking of, for streamlining purpose.
Armour Saves.
Armour saves are the only "roll equal or over" tests left (in 2e at least), I don't think that ever got challenged, perhaps because roll equal or under is so imprinted on us for Armour Saves, I don't know.... But there's really no issue at all with it being a roll just like every other rolls. And it would make Armour Boost special rules a tiny bit easier to parse for some (+ means better to most, usually).
None of this would take up too much time to fix.
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>>89794344
>>89792722
So that the Bicycle Soldier profile would now look like this.
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>>89794493
and the Garde Republicaine would look like this.
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>>89794493
>So that the Bicycle Soldier profile would now look like this.
the correct term would unironically be "Bicycle Dragoon"
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>>89794493
Ooooo, that looks clean anon. The readability I feel has improved with those tweaks.
>>
>>89794493
I think "Skill and Strength" could be better terms
Strength is fine, but Skill doesn't quite imply "Accuracy with ranged weapons" in english very well.

"Marksmanship" is long but might easily understandable at a glance.
"Aim" is still a bit vague, but fast to read.
>>
Also, a lot of anon mentioned we should incorporate the rites & religions of the underworld factions into the Hero profiles, so based on the Atlantis write up (I left the Hyperborean one out because, well... I think its self explanatory) :
> Titanic Rite : Friendly Models within 3 of this one count has having +1 Discipline and Awareness. (Main rite, baseline, slight buff to morale and mental stats... )
> Dodekatheonic Rite : You may recruit up to three Colonial Soldier models. (friendly with colonials club, because they are also mostly Epigean... Not sure about this one?)
> Gigantic Rite : Friendly models within 3 of this one gains Hatred [Enemy Faction]. (xenophobe club)
> Orphic Rite : Whenever this model must pass an Awareness test, it may immediately lower its Discipline by 1 to set its Awareness to 9 for this test. (hippie cult)
> Oracular Rite : This model may use Prophesies and gain +1 Awareness (I assume there would be some sort of table for generic Prophesies that would be used by all...?)
Pharonic Rite : Aristocrat Models within 3 of this one count has having +1 Skill. (nobility cult)
> Tartaric Rite : Model gains Deadly [one melee weapon], and friendly Models within 3 gain Deadly for that same melee weapon. (torture cult)
> Lemuric Rite : This model may use Prophesies and gain +1 Strength (same as Oracular but also focus on getting buff)
> Muic Rite : This Model and Friendly models within 3 gain Hatred [Mu] and Hatred [Deep]. (Xenophobe club but for Mu and corrupted folks)
> Christic Rite : This Model can always Heal as if he had Medkits on him. (not too sure about that one).
> Mithraic Rite : This Model and Soldier Models within 3 count has having +1 Skill and ignore low-lighting conditions. (sun + soldier theme)
>>
>>89794867
There was a moment when Skill could have been a stat used also for a lot of other stuff than combat, including Evasion, Labour, etc... I agree it no longer evokes what it means, because now its solidly just combat related, its how good you are at hitting stuff with melee or range weaponry. "Combat"? "Lethality"? Not sure.
>>
>>89794977
>, its how good you are at hitting stuff with melee or range weaponry. "Combat"? "Lethality"? Not sure.
Both melee and range? Doesn't STrength cover Melee?

"Attack" would be the most generic and clear word for the combat stat, honestly.
>>
>>89795108
Not in 2e, no. At least not at the moment.
"Skill" is to hit with either Melee and Range and to determine where you hit.
Strength is melee Armour Piercing + Wound Severity.
>>
>>89795255
>"Skill" is to hit with either Melee and Range and to determine where you hit.
>Strength is melee Armour Piercing + Wound Severity.
Riiight right right.
So yes, "Accuracy" or "Hit" might just be the right word.
In fact, Hit seems perfectly readable.
>>
>>89794930
I propose we save the Hyperborean Rite’s bonuses for last, along with the stats for Hyperborean units. It’s such a cool faction but that also means it’s best to save the technicalities of its design until we have more practice statting other factions and units.
>>
>>89796853
Sounds good to me. Better to make sure we have a good grasp of what the baseline is before we get too deep into the actual statting for Hyperborea. General ideas wouldn't be a bad idea though, going for effect rather than how it achieves the effect.
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>>89796853
I agree, it makes sense to keep it for after we figure out what we want to do with Hyperborea as a faction.
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how fucking dare they take the name of /ourgame/ then take such a good tagline, then have it be a mediocre first person hack and slash.
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>>89798597
I tried watching a few minutes of it on youtube, why the fuck is it even named Agatha and not Pirate Hack 'n Slash?
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>>89798597
>Sephirot-shaped skill tree
>Mixed with chakra motifs
>Ability to shoot lightning via enlightenment
In fairness, it's at least a little bit Lemuriacore.
>>
bump.
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The prophecy stated that we would be bumped on page seven...
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>>89800203
>bumped on page one
heh
just as foretold
>>
bump on page seven
>>89798429
anything more intense than skinslaves and hyperwarriors is probably best saved until after The Deluge
>>
OK so all the willing playtesters, can we just agree on a couple things:
1. Use European calendar system for scheduling. Not days cuz that gets confusing
>Day. Month. Year.
2. Use GMT time when talking about times. I and others keep looking time zones up. At least now everyone will be disadvantaged.
>Don't call it EST call it GMT-7 please.
2.5 Or just schedule things in GMT. Work your clocks. And when you start using the GMT system it would be a lot easier to add up.
>Lets standardize for fuck's sake
>>
>>89801742
So now that that is in place, I am available today, 3.8.23 from 16:00h GMT onwards. I understand we will be playtesting 3e. Now is that with or without the lighting rules? Im guessing we are going to test out the new rules as a balance between melee and ranged units.
>>
>>89801768
I've really sorry anon, will have to cancel today, rl shit came up. Sorry for the confusion with the timezones,
>>
Gorg inspo?
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>>89802621
damn, that's sad. If anyone else wants to playtest today I'm free at the same time
>>89801768
>lighting rules
I'm sceptical about them. The way the rules are written rn I can already say that any colonial faction will get folded immediately. Setting Darkness Level to 3-5 could work, but anything less is suicide for them. Also, you can see more the higher the Darkness Level? What? Just call it Ambient light or something
Ranged weapons are powerful, but I feel like this is a bit too much

Also to 3e anon and anyone else adding new rules to the doc, please add numbers and specific examples when doing so. Even if they are not really balanced, having things be vague is 10 times worse as they can't be tested.
Like, for example, in the section on Light and LoS:
> Items like a torch or a lantern will illuminate a 3 tile circle centered on the user.
There are no more mentions of lanterns or torches in the doc. You have to come up with interpretations on the spot. The rules would be vastly better with 2 more short sentences.
> Each model starts with a lit torch/lantern, represented by a small token
> The model may douse or light the lantern/torch by spending 1 AP
Now the rules can actually be used and tested

I'm not trying to shit on anyone's work or insult anyone, but some sections read less as rules and more as a collection of rough ideas
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>>89802621
np fren, But I do wish for some systematization for the future.
>Also, you can see more the higher the Darkness Level?
I know its oxymoronical but since we dont really want a celling on the visibility I feel likr this is better. Think of it as DEFCON levels. The hire it its the more fucked you are.
All colonial factions need to have a source of light on them at all time. Now the real question is how much light should it give. I think 3 for now but maybe 5 is better? 4 the sweet spot? I want them to be able to shoot once or twice before going into melee.
>There are no more mentions of lanterns or torches in the doc.
True, but thats because I don't see a reason for making them more prevalent or important until we test the system. The idea is that it would be a pice of gear that Models can equip before a battle. Something that would gave a grater importance in the campaign setting. They can also have certain disadvantages like having to use one arm to carry it, so only certain unit would use them and serve as support units. Maybe adding a special unit armed with a flare and a torch. Im sorry for keeping it brief but I would translate the idea a bit better when the playtest started. For now think its enough just to set the Darkness lvl to 3 or 4 and se how it does. Also you are apsolutely right when saying that some sections are
>collection of rough ideas
cuz they are
Anyway Im free to test so when do you want to do it?
>>
>>89802957
I'm down in like an hour
>>
>>89794930
I think there might be too many rites to be honest. Hyperborean Rite already covers all the torture-murder cult needs and connects with the overall metaplot better than the Tartaric.
Lemuric and Oracular overlap too much. I'd fold the Lemuric into Oracular as the rite secretly using the Lemurian-like Prophesies, while seeing them as the "true'' and "pure" form of the Inner Sun/Hyperion/Apollo oracular arts as opposed to corrupted Lemurian versions. Maybe leave Lemurics around as actual secret Lemurian-aligned cultists based in Atlantis.
Same could be said for Muic, really, who would work better as actual secret adherents of the Muic "break the cycle but, like, literally" religion.
Mithraic was a silly random idea of my own, and I'll be happy to axe it if need be.
The whole approach reminds of Lux Invicta (CK2 mod), where every single religion had a culture-specific offshoot or a syncretic variant combined with another religion. It worked well for a map-painting game mod that was, as far as I know, a single Antiquity autist's passion project, but less so for this. I'm a believer in less is more and would prefer thicker content density to a scattering of seemingly cool ideas that end up going nowhere.
Gameplay-wise Dodekatheonics might have some sort of bonus for checks they've already failed to play into the whole "redemption" shtick.
I'm also not sure if every Rite, including blatantly illegal, should actually be playable.
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>>89803106
ok Im back.
Are you on the playtest Disc*rd Server?
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>>89804200
yeah
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>>89804281
oh lmao ill be in the VC
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>>89804200
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>>89802744
Looks almost perfect honestly. The Lee Dehr image has black eyes though. No pointy ears too, does he clip them to look more human?
... poor enslaved Gorgs, stripped of their helmets...
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From the expedition of 13 brave men, only one returned, babbling incoherently about innumerable monsters in the dark. Upon examination by the camp surgeon, his whole body was discovered to be covered in grievous bites. It is a miracle the poor chap survived at all.

The camp's men have been extra vigilant since, but the surroundings have remained silent. The silence is grating on me. I pray that we may one day leave this God-forsaken land, never to return.
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>>89806746
hahaha oh no
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>>89802771
>damn, that's sad.
Really sorry for it, I will make it up to you eventually, I swear. Probably won't be until the beginning of next week, but I will do it.
>>89802957
>The idea is that it would be a pice of gear that Models can equip before a battle.
That's what I always thought it should work. Darkness rules would only really be complex if we have to keep track of multiple localized levels of lighting, if its just a broad condition set at more or less the same level, then its just becomes a question of tracking the light sources. Nothing much more complex than the few "within x hexes of this model" rules which almost every Expedition will already have.
Also I feel we should just really find a way to include them because underground-exploration-turns-into-skirmish-battles feel like there should be some environmental rules making it about exploration.
>>89802771
>I can already say that any colonial faction will get folded immediately.
Range sounds pretty strong as is across all versions, right? Colonials don't have to be fucked necessarily, just have a couple of worker models on standby with a lantern ready. This could become an additional reason to take workers.
> Also, concerning workers and excavation
Since I feel we are drawing closer to making an game with excavation, I was thinking about something regarding them. One of the dangers I foresee is that including excavations in dense maps may lead to conga lines situations, or bottlenecks where your one worker fucking up his excavation means a large part of your expedition just wasted its turn.
So I was thinking, in order to simplify things, maybe
1) Set up Excavation so that it either works and you clear the hex or you don't, no tracking the number of "durability" or whatever the wall has.
2) Add to the Excavation or Mining action that after the model rolls for the test, successful or not, he may then move 1 away.
>>
Damn I was looking forward to popping in and seeing the results of another playtest.
Hopefully one can be set up again.
>>
I propose we begin doing thread questions to get the creative juices flowing. Whoever makes the next thread, add one.
>>
>>89809530
Not a bad idea. TQ's do get the posts rolling.
>>
>>89808864
I agree with this, it might help bring more direction to the threads.
>>
>>89810313
I guess the first thread question should be
>"What's a good thread question?"
>>
>>89810332
I propose our inaugural TQ is the following:
>"What is your favorite piece of Expedition: Agartha Descent lore/mechanics that you wrote?"
>>
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Anyone available to do a playtest on Saturday? I can be on as early as 5PM PST
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>>89811075
Saturday MIGHT work for me, but don't want to commit. Hopefully someone else can fill the slot so I don't have to be uncertain.
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>>89811135
No biggie my man, I can wait for another if you’re not sure.
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>>89811218
I just have a community project that's ongoing and never know when I'm going to get a call to do some work.
I'll be up for it if I'm free though, hope you can get a more solid yes from someone else.
>>
>>89806746
The game it self lasted about 2h, maybe a bit less, and we have ideas on how to make it even faster. The actual session took a bit longer, but that's because of the new and improved owlbear and the fog of war gimmick add on. It did help a lot tho.
>>
>>89810671
The melee system for 3e.its elegant, it's deadly and it's fast. Hit, block, parry. I'm also proud of the lighting system. It works great with fog of war. Really balances the game nicely. Our playtesting last night was actually quite close. I won 1 model.
>>
>>89811075
Anon please, >>89801742. Someone add this to the next thread too
>>
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>>89813518
Apologies, I made that post right before I conked out for the night. Now, let me do it right

I am available for a playtest on:

05/08/23 12:00AM GMT
>>
>>89813508
You rules anons are seriously doing so much heavy lifting around here. Cheers, mate.
>>
>>89813651
NP anon. I will also probably be available then. What do you plan on playtesting? I need to edit some stats and THEN I think 3e will go even faster. Nice pics btw
>>
>>89801742
Agreed.
We do have the D*scord too but I don't want the link in the thread. A mention that invites to the discord can be provided in the game room might be good too.
>>
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>>89814797
I’d be happy to try 3e! But I’m down to do any edition you would prefer since this is my first play test.
>>
>>89801742
>>89813651
>Having a real system for setting up playtests
THE GAME
ITS COMING ALIVE
>>
>>89816903
Welp I may be bias but I think that 3e is the simples and fastest one to play. Ill be a bit short on time on the 5th (today) but Im sure I can manage to seize in 2-3 hours.
>>
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>>89810671
>"What is your favorite piece of Expedition: Agartha Descent lore/mechanics that you wrote?"
I was there, at the start.
>>
HYPERWARRIORS should have a light auxillary unit called SUPER TROOPERS. The name is funny and it would give them an intermediate unit between HYPERWARRIORS (heavy infantry) and SKIN SLAVES (cheap cannon fodder).
Maybe have them be as expensive as HYPERWARRIORS, less tanky but faster.
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>>89820236
Maybe call them SUPERMEN but they're horrific lobotomised brains in a robot body? Like something straight out of 20th century sci-fi.
>>
>>89820481
(Or we could have both, SUPERMEN are the leaders of the SUPER TROOPERS.)
>>
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>>89810671
>TQ
Morloks
I wasn't the guy who made the first Morlok portrait. But I did make the Shaman, Apprentice, and I came up with the whole swarm concept.

But it's also tied with Lee-Dehr. And I'm really glad that art anon made a pixel portrait of the guy. He was just supposed to be another Grog joke unit for the sky people, but him and the Morlocks have a life of their own now.

My secret third favorite is the Scion. Because I'm a sucker for spooky unknown shit in a setting, so I HAD to make something for Nappy.
>>
>>89820481
I want a city inspired by the 1920s film Metropolis that’s filled with the things. Excellent idea anon!
>>
>>89820572
>Morloks
I really want to use the term "Morlock Voivode" somewhere, considering it was the very first suggestion, even if it wasn't paired with a jak.
I propose that truly ancient Morlocks, so large they are forced to crawl when out of their lake-principalities and on dry land, are referred to as Voivodes. Beasts of such prodigious size are virtually impossible to keep as slaves and will typically only occur in feral Morlock populations. When forced into battle, they wear great harnesses that let them carry small cannons on their backs. These cannons are then operated by the Voivode's younger spawn, the ones too small to wield a spear in battle.
>>
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>>89810671
the creation of Imperial Japan's faction, by me.
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>>89820481
I honestly quite like SUPERMEN.
But what about UBERMEN.
>>
>>89810671
I created the Samurai, quite proud of that. My entire thought process was: "We need a weeb analogue. I know, literal Samurai even though they all got wiped out!" After that it was a simple matter creating Samurai paradise underground. I've also been a big proponent of THE CYCLE, though I didn't actually create the Gano-Ducksworth theory. The lore of this fake-now-real game is so much fun to create, and it somehow works as a genuine setting despite everyone making shit up as we go along.
>>
>>89816903
Anon you here?
>>
>>89820236
As another anon said, maybe Übermen?
>>89820481
Have them be like robocop/skitarii/dreadnought vibe from 40k or something like that. Once a great warrior, mortally wounded, not their own suffering fuels their immortal machine bodies. Fast, Low HP, but regen maybe? Maybe more AP the more suffering they inflict. High evasion? In the campaign we can makit so every Hyperborean troop that gets Morally wounded can be recycled into this one after a operation or something idk. I have a lot of ideas for adding them in 3e but I need someone who actually knows their lore to help me out
>>
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>>89821692
M8 you have like 1 unit. You need to buff those number up. Start making stuff up. Japan will most probably have a lot of conflict with the Russian and Mu. Keep in mind this is 1880s Japan and not WW2 Kamikazes.
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>>89813651
ah shit Anon, I wont be able to come today. I will be available from 7.8.
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>>89823796
That’s fine bud, thank you for letting me know!
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>>89820690
I like the image of a voivoide being carried by several Tallfins on a palanquin or something similar
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>>89823698
Was I supposed to be? Ah, fuck I think I messed up the GMT time. I’m so sorry anon I didn’t mean to waste your time.
>>
>>89810671
I wrote the Ranger Green short stories. My mind caught on cowboys fighting in caves against the threats below ground, and it snowballed from there.
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>>89810671
Other than some Morale rules which may or may not make it into further iterations of our wonderful game, it was probably drawing this background gag.

KO’ and behold, like a Lemurian Prophecy, the WHORELOCK was born several threads later whichistorallycanonshutupshutupshutupyoucanttakeherfrommenotlikejumpmannononoshutup
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>>89824273
Consider the following: A bunch of lesser Morlocks carrying/hauling the Voivode while Tallfins crack whips and the Voivode is fed rancid fish by a Muic slave (This is the height of Morlock comedy)
>>
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>>89810671
>>"What is your favorite piece of Expedition: Agartha Descent lore/mechanics that you wrote?"
Ur-Ca
LegFish
Lemurian Flesh Construct
Otherwise I really like the Episodic Campaign mode I started to work on so long ago and put on hold until a decent game was set up. Ultimately that's what I really want to be working on.
>>
Sadly, I have been invited to a family get together and it is at exactly 5PST.
Perhaps I can be on later, (8 your time maybe?) )but that time literally exactly ended up not working for me.
>>
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>>89826970
Fug, we’ll that’s fine, my friend sprung the first session of his Campaign on us this morning which will be around 7 or 8 my time. So perhaps we’ll have to save this for next week. I know my next free evenings are this upcoming Tuesday and Wednesday. I’ll be sure to check in later and see if anyone is available then.
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>>89827072
>So perhaps we’ll have to save this for next week.
Double fug with the campaign timing, hope it goes great. Remember to make HUMAN MALE FIGHTER!
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>>89827092
I’m sorry anon but I made A Deep One Priest. Gotta spread the good word of Father Dagon.
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>>89827148
>a deep one priest
you filthy pagan
my HUMAN MALE FIGHTER blade will run you through!
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we're so back
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Threadly reminder to kill s*ssenachs
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>>89823771
right now the imperial Japanese army is basically an extension of the french colonial army. Their officer corps are taught by the french, all their military wear french-styled uniforms, they're drilled in french tactics, the only thing they have is arisaka rifles, nambu revolvers and kyu gunto swords. Their advantages are that they can make any colonial unit into a leader character if they're unnamed, like the sergeant major, thanks to their "foreign advisor" rule. They also gain a bonus in melee, whether it's attacking or defending.
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>>89827426
Perhaps importing shit can be the Japanese gimmick? Easy access to wacky undergrounder weapons as a result of rapid modernization efforts and a willingness to learn the strange new form of warfare in the deep?
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>>89827443
>willing to learn
>infamous for being stubbornly set in their ways
come the 1890s they made everything on their own and said fuck off to nearly the whole of the rest of the world, 1905 was basically the proving ground of their geopolitical power. Realistically though, I could imagine them having the ability to field hotchkiss cannons of they take the industrialist as a leader character.
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>>89827528
Willing to learn, by which we of course mean “desperately interested in stealing foreign technology and intelligence in order to not get Commodore Perry’d again”
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>>89827797
they did eventually get field guns but this raises a bigger issue. Asia will become a hotspot for conflict once the sino-japanese war starts. How will this kino be handled?
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>>89828392
>How will this kino be handled?
Poorly, by all sides. Agarthan interference is sure to make it a long and bloody conflict.
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>>89828433
don't know, the whole war was laughably one sided despite the Guangxi having a million manpower numerical advantage.
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Perhaps a better thread question for next thread would be "what units would you want to see added to the Japanese roster", or something like that, since we already answered the previous one... ?
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>>89829033
7 cm mountain guns.
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>>89824317
No I confused AM and PM. I usually call 12 Am 00, but yours is correct too. For this and other reasons I prefer to use 24h measurements.
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>>89829033
Next thread should be Hyperboreans and Japanese edition. Making the Japanese a bit better at melee then other colonials would fill a nesh. Them turning any character into a hero sounds like a double edged swords, which is good but we didn't really make any rules for Hero characters yet. Since Heroes, at least in my mind were supposed to be powerful Models that supported friendless or just desemated Enemy units. Their entire thing is that, once they are dead, they are gone. Maybe we can just give the Japanese the Ability yo recruit other colonial officer units?
Unrelated to this. The 3e unit sheet is slowly getting bigger and bigger. I think we should either make a new document for each one, like a Army book that will contain all their units, stats and lore. Or we should finally get some use out of that old and messy Exel document.
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4CHAN NOT DED
EADSTTCOTEG LIVES ON
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Maybe we should make Japan a more radical mix of Agartha and Colonial tech? The French are developing their own steampunkish thing, but the Japanese are making Titanium Katanas, attaching armstrong guns to cloudellafants, and kidnapping Koreans to bore third eyes in their heads.
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>>89830685
Idk... Sounds a bit too random/out there. I also don't know where did you get the French Steam punk thing from.
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>>89831462
Probably from shit like Eiffel and the Garde Republicaine
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>>89830685
> radical mix of Agartha and Colonial tech
That's France's niche

I'm against making more overworlders radicals desu. Removes their main shtick and makes the French not unique
Ottomans don't count, the husks are a long-lasting calamity, most people are trying to return to normal life
The whole point of the lands beneath the earth is how weird they are - people prophesy future, fight with swords, ride dinos, etc.
The factions above are meant to be the anchor for players/readers, they're relatable because they're normal-ish. Making them too weird waters them down
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>>89832029
Then, perhaps because of Satsuma, Japan is radically anti-Agartha? They send expeditions down purely for intelligence gathering and sabotage efforts, they refuse to use the strange mystical materials within Agartha, and they actively consider the entire underworld to be taboo. Mortal men are not supposed to venture into Izanami’s realm, and they have developed elaborate cleansing rituals for Agarthan explorers before they can even hand in their reports or receive medical treatment.
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>>89830260
>Next thread should be Hyperboreans and Japanese edition.
I would be very much down for that. I'd like to get a more specific feel for Hyperboreans, even if its only temporary.
> OH LAWD HE COMIN
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>>89831462
>I also don't know where did you get the French Steam punk thing from.
That's been there pretty much from the start.
Its not Steampunk as in Warmachine's Steampunk, mind you, its just weird and futuretech happening clumsily much before hand. Like Eiffel building an elevator we probably wouldn't be able to build ourselves nowadays.
The Garde Republicaine rides on top of pneumatic stilts, the Tiger Brigade have early 20' cars 40 years in advance. Heck even the Mitrailleuse which caused so much issue last thread was literally mentioned months ago in the units doc as being one of the default weapons of the Garde Republicaine.
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>>89832029
>I'm against making more overworlders radicals desu.
I kinda agree, its enough that there is the Ottomans and Italy already.
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>>89834037
Paris is fucking weird. It fell, but few people died, and a later census seemed to imply that there were more people in Paris after its fall than before.
The streets are long and winding and constantly moist. The roads go in strange directions, and visitors to the city find it difficult to navigate the further you get from the main roads. The buildings are all crammed together, and there's so many of them, so many apartments and shopfronts and little bistros that they all seem to blur together and become the same.
Paris fell. France survived. But, perhaps it should not have.
All quite normal to the Parisians, of course.
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>>89834161
>It fell, but few people died
I like the idea that if it fell and very few people died, then it must have fell pretty slowly. Whole city wondering wtf is happening for hours if not days while it slides down a few feet a minute
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>>89834363
Fast enough to be noticed, and certainly a lot of damage to various buildings (perhaps even some of historical value), with most of the injuries coming about as a result of falling rubble.
But not fast enough to kill. The city lived, the city lives.
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This looks awesome, how have I never seen this before. Going to read through the rules in the morning.
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>>89834037
"that's been there since the start"
no it hasn't, you just want to pull something out of your ass to make le zany random xD faction for the sake of doing, fuck everything preceding. Secondly we already have the satsuma samurai that hasn't even been touched since it was developed they use raptors. Maybe I don't know, develop shit before brainstorming a whole ass faction or angle for a pre-existing one?
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>>89834834
>no it hasn't, you just want to pull something out of your ass to make le zany random xD faction for the sake of doing, fuck everything preceding
Jesus fucking Christ you oblivious troll go hang yourself.
From the lore doc itself
> Garde Républicaine
> Elite infantry corps of France post-fall
> Pneumatic stilts allow them to ignore hard to cross terrain and geographic barriers
> Ignore cover too, evidently though they cant use cover either.
> High risk deployments, rarely ever exit their harnesses
> Good armor (for a colonial)
> Too many gear options, such as:
> Modele ‘82 Grenade dropbox, high crowd control but very poor range and lengthy reload times with the ability to be ammo-racked on critical hit taken
> Guillotine Talons, serrated cleats in the feet of their stilts gives them a high melee stat, their low durability despite the brass superstructure means speed is a key defense
> Mitrailleuse Gun Mount, high fire rate, less effective than a maxim in essentially every way, combined with mobility is a horde’s worst nightmare, raises cost like hell
> Telescopic Carbine, Although the base loadout of the Garde Republicaine is the Lebel rifle, design quirks of the Whiteworth rifle and the advanced telescopic sights developed in America came together in French gun smithing to produce a scoped carbine, expensive and specialized, allowing these units to act as character snipers.
Stop shitting the thread every single time you post.
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>>89834834
> "Unhinged by the fall of Paris and the influence of a continued access to the underworld, they are willing to use experimental methods and technology to secure their capital and understand the place it landed in."
> After the creation of the Eiffel Tower and his work to build up the underworld territory, Eiffel, widely popular, was named Minister of Under Engineering and Planning (don’t worry too much about his metal obsession).
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>>89834917
>>89834932
>his only example is a faction not developed or effortposted by him in any way
>the entire point of France is to be esoteric
>unlike every other colonial country
so, proving my point then. Thanks you oblivious nigger. Now fuck off, we're too busy actually contributing to listen to a retard.
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>>89835007
kill yourself atlan hater anon, no one is fucking entertained.
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>>89835024
>malding attard needs attention otherwise he has a tantrum
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>>89835007
>>89835117
>we're
A royal We, I assume? Every time you show up you say something retarded that betrays your ignorance of the most basic ideas about this project and have the rest of the thread tell you to fuck off. Despite this you still seem to be under some sort of delusion that you're the big bad OG who knows how everything is supposed to be and everyone else is a "bandwagonner" or what have you. Get off the fucking wagon then, clearly it's not yours.
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>>89836377
Aw, anon just let him fume. He seems to piss on his own eventually from what little I’ve seen of him.

Speaking of the project at large, when we eventually get to the Campaign rules, I should see if I can commission someone to make a fancy expedition roster/base camp sheet using this style of illustration.
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Updated 2e France to the latest changes, fixed the Mitrailleuse image, added Charles L.N.B. and to one anon's much satisfaction, I'm sure, renamed Bicycle Soldiers to Bicycle Dragoons.
Also slightly upped the cost. A lot of mentions of aiming for a faster gameplay were made and one very easy way to do that is just to include units with more lethality and have slightly less units (it seemed pretty easy to reach 15-20 models consistently without too much choice before).
>>
This is probably pretty far off, but does anyone think we should eventually incorporate the results of our campaigns into the lore? Say, we write out a general campaign outline, play the battles, and then write the results into canon? E.g, the Atlans and French are competing for an ancient Lemurian artifact, they travel across Agartha to find it, and then L'Ombre turns up to steal it from under their fingertips. Our community is pretty small, enough that I think it wouldn't be an issue turning every campaign we run into proper lore.
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>>89837218
Clearly the answer is we just have Hyperborea win after soundly losing three campaigns in a row. Problem, Napoleon?
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>>89837218
>but does anyone think we should eventually incorporate the results of our campaigns into the lore?
100%. Eventually we should strive to run a global campaign to develop key moments of the lore.
>>89792722
Requesting feedback for the Generic Prophesies, since I want to work the Analytical Engineer into the British Faction. As of right now I went with watered down versions of the ones the Heroes have, or in the case of the ranged attack one it was reference to in some profile. Would probably need 3-4 more.
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>>89836377
>>89836454
keep sucking each other's cocks, I'm sure you'll still continue to self-project as per usual, faggots.
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If (You) don’t like the way lore is developing, perhaps consider writing and proposing alternative lore instead of making inflammatory statements.
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Bump for Ur-Ca
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>>89837218
Things should be vague. Maybe battles occur, but due to the nature of the Underground timelines shift around, and dispatches can be exaggerated?
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found some good depiction for Atlan's main force. Who says they have to be greek? I think the idea that they wear what looks like full plate, but the design is uncanny in that it doesn't correlate with any european armor, could be interesting.
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>>89839824
Actually looks great. Very in style, not quite european, looks bulky but is sleek. I dig it. Maybe a different helmet though.
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>>89837465
The only obvious one missing is the Vision of Victory, the one that let's you reroll-drop-the-worse-result your next attack. But we really need to get our noggins jogging, cause I sure am drawing a blank otherwise.
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A few things I've thought about the light system after a 3e playtest
>Range
To be honest I feel like we can completely ditch the range stat for non-melee weapons, replacing it with model's vision. Weapons already differ in damage, ammo, rate and special rules (like pistols being bad damagewise but very good in melee). The issue of being sniped from the corner of the map shouldn't be present due to how dense the terrain is and due to the next point

>Light
Currently it works by increasing the model's vision. Points of light can be easily tracked either by drawing circles (easy to do, but not precise) or by using a multihex token (e.g. a radius 3 hex flower to represent light from a lamp).
I propose we specify which models are targetable:
> A model can see another model if it is:
> In an illuminated tile
> Within Vision Range of an illuminated tile or this model
> It is possible for a model to see another model, but not vice versa
Vision Range is pretty much darkness lvl, but giving the models their own vision range creates room to design special abilities that influence it
So instead of measuring range from model to model, you draw a straight line to see if anything is in the way and then check the distance from the nearest light source. It's a bit more complicated, but not by that much
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>>89843056
(cont.)
Factions should also have access to tools that create light, most obvious one is a flare gun/flares. For stuff like this you could definitely just use the scatter rules for grenades. I propose a 3-hex light radius that disappears at the end of the second round for the time being

>Terror from darkness
Doc mentioned that being in darkness should give terror. I propose we change it a bit:
> A model that can't draw light of sight to any illuminated hex is considered to be "In the Dark" (name pending)
> At the end of the round all "In the Dark" models suffer a point of Terror
It makes sense that being in pitch black darkness would incur terror, but this also makes it possible to hide in the dark without half of your expedition panicking
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>>89843069
>light of sight
meant to say line
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>>89843056
vision determines the minus value of your unit, the darker it is the higher the value which means having your units stick together (and where torches are held) is basically a necessity. It also means the more losses you take, the lower the amount of visibility due to no direct contact with the enemy and the "torches" being snuffed out. However if the battle takes place in daylight, vision simply means "what isn't obscured by foliage".
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>>89841362
here's some more, in that case.
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>>89844282
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>>89844282
>>89844312
Love those, it fits the initial vision I had when reading about Atlan.
>>89843056
>To be honest I feel like we can completely ditch the range stat for non-melee weapons, replacing it with model's vision.
I'm not at all against that, it might be a good way to implement "range bands" easier. As of right now in 2e you shoot as well from anywhere in range. I thought I'd eventually figure out a way to implement this but if we go for "rangeless".
I would however suggest something much more simple than those Light rules. Mentions of Awareness can be switched to Vision for the purpose of different editions.
> Range weapons have no limit range, however ranged attacks rolls are lowered by how far the enemy is relative to the Attacker's Accuracy rating (other actions which may be sight based could use Awareness for this).
> Calculate distance between attacker and target, then add Darkness rating.
> Divide this by the Attacker's Accuracy, rounding up. Lower the Attack's Target Number by that much.
So a BAP Accuracy 6 attacks a Lemurian 10 inches away in Darkness 5, for a total of 15 away. BAP model will suffer -3 to his TN for this attack.
> Light Sources lower the Darkness level locally (say within 3 tiles) for models targeted and apply to both to friendly and enemy models.
You want to have your light sources illuminating the enemy and not giving up your positions. So Say the BAP has a friend holding an Storm Lantern (-3 Darkness) 3 away from the Lemurian, the total distance+darkness is lowered to 12, and the BAP only suffers -2 to his shot.
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>>89841445
>Vision of Victory
Will add it.
>But we really need to get our noggins jogging
How about something to fuck up terrain placement? Not too powerful, often powers that drop obstructions become auto-includes in these types of games but say, something like
> Foresight of Layer Shift : If this Prophesy is successful, you may turn one empty hex within 3 of this model into a Wall hex or a Pit hex, or turn a Wall hex or a Pit hex within 3 of this model into an empty hex.
Limiting it to one hex would mean you could obstruct sight or charge lanes to a few models but not that many. Pit hexes could become a problem if spammed but they don't stop sight and some units ignore them straight up. And any Prophesy which needs to be spammed multiple times to become truly effective is inherently dangerous.
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quick bump
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bumpen for TOTAL SINO DEATH.
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Does this work for Duke Cunningham? I think the uniform is maybe 10 years late but otherwise...?
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>>89847219
the face is accurate but like you said, a bit dated.
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>>89847219
George is too recognizable, it really fucks with me.
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>>89848390
>>89847219
Yeah, it's a nice uniform but George V/Nicky II's face is too iconic. Probably best off using a random British admiral's portrait, like so.
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>>89846758
joke's on you
we die only to grow stronger
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>>89848390
>>89848641
Thank you, will do.
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To be honest there's one big conceptual issue with fallen paris as a whole;
we already have evidence of what a sunken city looks like, with the ruins of Alexandria. It wouldn't be a massive cave, it'd be like Venice.
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>>89849158
Layer contraction, bro.
A crater implies it can be lifted back up.
What goes does not return.

How do you think the Eiffel Lift was constructed OVER Paris? Did you think it was just a whole?
No, the Earth swallows its fill. It does not vomit its filth back up.
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>>89849158
It's a metaphorical sort of sinking, not a literal one. Paris is just gone.
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>>89849158
Layer shifts aren't sinkholes opening anon.
I swear I have the png some anon drew up months ago saved somewhere, I'll have to find it, but essentially the epicenter slides down while pulling the surrounding area, closing the hole (mostly) back up in the process. It then settles down on top of the next Layer or whatever is strong enough to support it.
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> Edward “Leaden Duke” Cunningham, aka Edward “Rain Pain on Danes” Cunningham, aka Edward “Sink Atlantis Again” Cunningham and aka Edward “New Mu Mutilator” Cunningham, First Lord of the Admiralty, Duke of Iceland.
Seems like a very strong Leader, hence the cost. The Dread pump is the obvious thing, as long as you get some way to regain 1 Leadership Point you can start putting a lot of pressure on your opponent to manage his Morale, but the Movement buff will always be useful, and it isn't like the Brits are slow at all. The weapon restriction lift rule will probably end up creating some broken combo lists.
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>>89850477
Seems pretty good.
>The weapon restriction lift rule will probably end up creating some broken combo lists.
That's where all the fun is.

Though should his labour be so high if he's a leader unit? Also there's some typos, Strenght should be Strength and Snear should be Sneer.
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>>89833719
Now THAT, sounds interesting. We were missing a "Destroyer" faction, as I like to call them (Think of Delta Green or Global Occult Coalition or hell, even Spain in most fiction regarding the new world). I mean if you were to venture into hell, and you manage to come out alive, surely you wouldn't use anything you find there, and you would want to make sure that you are clean, spiritually speaking. They are one of the reactions to the unknown. Don't know or understand it? Destroy it. Just to make sure. We can make them thick headed and empowered by destruction. ex they have a free will save every time they destroy a number of underworld creature or something like that. Call it a Banzai! meter or something like that. When it gets charged all Japanese units get an Extra AP or get to activate all at once or something like that.
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>>89834037
Theres a difference between Steampunk (TM) and Jules Verne-inspired retro-futurism.
>Eiffel building an elevator we probably wouldn't be able to build ourselves nowadays.
What are you talking about? Its not a Space elevator, Paris didn't sink 20.000 miles under the ground it fell like 300m. The towers IS the Elevator. That part of Paris is mostly normal. It still has sunlight, a bit of it. But as you go further from it, the stranger it becomes. You start to enter the unknown of the deep dark.
>The Garde Republicaine rides on top of pneumatic stilts
On what? Perhaps I missed that thread when that was in the works but that just sounds retarded.
>Tiger Brigade have early 20' cars
I was and still am against this but if its the only wacky thing then sure I can let it slide.
Also the whole Mitrailleuse discussion was fucking retarded because its not a prototype or some made up steam punk thing, it was a legit weapon, that was used. Verne managed to write fiction and technology that was believable and realistic. Having something wildly impracticable in widespread use just for the sake of "its new technology" is stupid. France is a Ruined Empire. A empire Ruined by its leaders by unknown means. But It managed to live trough it, it adapted. France is fun because its the exiting incident of this setting, more or less. The main problem with France is that it doesn't have a clear idea for it self as a faction in game. Its more of a lore thing.
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>>89837218
>>89837465
I mean yeah, thats the idea. But Until we are able to make one giant global campaign, small and funny events will do. EG: Ottomans and Atlans meeting each other for the first time. A long as battle begins that has almost no losses, so both sides gain respect for each other. Atlans only have diplomacy open with the Ottomans, not because they are scared or want to work with them, but because they know battles would take way too long and there would be no winners. The event itself was an incident, and as both factions have Kill on Sight policy, they didn't think twice before attacking each other. This happened when we tested the ottomans and Atlans for 3e
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>>89839824
Look too european. We already have some examples of how Atlans could look. Its in 3e Tokens we use for play testing
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>>89843056
>>89843069
You make some good point anon. The ranges were absurdly short anyway. We should just have, Ranged, Melee and Reach X weapons. But I still want to implement some kind of range for Shotguns. I feel like thats needed. Maybe the closer you are the more dice you roll? Point blank being 4d4 and 16 tiles being a 1d4?
Feel free to ad the specifications into the doc. because I wont be able to edit the doc for a couple days. More light sources will be added, but all in due tile. As for Dread in the Dark, it was meant to happen at the end of the Round for every effected model separately. I don't thing the LoS to a illuminated tile is necessary as the scary part is not being able to see in front of you/where you are. Its good to know that there's light behind you but if it doesnt help you see it doesnt really help a lot. Also not having LoS to any friendly units is already a cause for Dread so its not really needed. IT will just be even more brutal when you are in the dark. Because if 2 friendly units are in the dark but far apart, they still cant really see each other.
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Decided that the Brits needed a more elite unit, different from the Black Watch, so I present the Grimswater Guards, an elite unit in the garrison of Iceland.

The Grimswater Guards
>Stationed on a permanent basis in Iceland
>Elite, but no record of participation in battles since the seizure of Iceland
>Rumoured to guard strange iron vaults beneath the ice
>Members often deployed to Agartha on secret missions for the Duke
>Unclear if British parliament is aware of these expeditions
>One of the only colonial units to use armour
>Can take hits meant for leader units as bodyguards

Not 100% on the name of these guys, thinking about switching it to a simple “Icelandic Guards” or Grímsvötn Guards (Icelandic volcano). Basically Duke Edward’s pocket regiment which he may or may not be extrajudicially deploying to Agartha. Also bodyguard mechanics, I think we should incorporate that more, especially for the colonials. I also think there’s a good source of potential conflict on Iceland between the Brits and Italians, considering the amount of volcanoes in the area, potentially a campaign storyline or something.
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>>89833719
I mean, I was under the impression we had samurai riding around on dinosaurs in Japan, but I could've just gotten confused with another faction. That or Japan's doing a full blown Rape of Africa in Agartha.
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>>89852320
>Paris didn't sink 20.000 miles under the ground it fell like 300m.
Lol what no, it sunk to the bottom of the third layer. What you think layers are 300 meters deep?
>Perhaps I missed that thread when that was in the works but that just sounds retarded.
Then you missed it a long fucking time ago mate, that ship passed. I didn't make any of the France units initially, but those profiles date back from May.
>I was and still am against this but if its the only wacky thing then sure I can let it slide.
You realize Minister Eiffel is a Senator Armstrong clone, but replace nano-tech with weird Agarthean "science", right? I didn't make him either, just built a profile from the unit doc info. "Wacky" was baked into France from the start, the first ever shitpost mentioning them was to complain that it was bullshit that French could drop Foreign Legion off of Skyships Sardaukar-like...
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>>89854429
>I mean, I was under the impression we had samurai riding around on dinosaurs in Japan
This, Satsuma has dino riders.
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>>89854429
Well, Satsuma is not Imperial Japan proper, they are disaffected samurai who rebelled and fell underground. I imagine they'd still have to reach some sort of compromise for a full Japanese faction to be implemented. Something like the emperor ruling above, while the samurai get to have their own autonomous government below. But the Satsumans and Surface Japanese may very well have different perspectives on Agartha by that point.
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>>89854559
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>>89854567
>>89854559
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>>89852320
>Paris didn't sink 20.000 miles under the ground it fell like 300m.
This is the fluff blurb on the Eiffel Elevator, there's no distance mentioned but "several stops along the way to mitigate deep-drunkenness" suggests a much longer ride than 300m.
> Eiffel Tower: Grand underground tower rising from Paris to connect it to Orlean above through an elevator system - with several stops along the way to mitigate Deep Drunk symptoms. It is mainly used for cargo, but civilian passengers are permitted. The route is swift, but unpleasant - although there is an emerging romanticism about its ‘beauty’.
>>
>Deep Drunkness is just The Bends but for your souls
makes sense to me
>>
>>89837465
Since we are playing with Darkness and Light rules...
> Focus of the Inner-Sun's Light
> If this Prophesy is successful, select a friendly faction model within 3 of this model. Until the end of the turn this model either becomes a Light Source (3) or increases the Darkness rating within 3 hexes by 3.
>>
Started working on including the more esoterical weapons and equipments into the Atlantis 2e book, and folded in weapon costs into the profile too.
>>
>>89852200
we could have it so Russia, Japan and the papal loyalists of the Iberian are staunchly anti-agartha. That would explain the congo understate, the voortrekkers now becoming spelunkers, the british colonization and France's vested interest despite their capital city literally disappearing, because the Russo-Japanese sphere have put a time limit on their efforts. They could even have a neo-inquisition in the form of Okhrana and the Kempeitai. Fun fact about the Kempeitai, there exists no photos of them during the 1880s and only photos from ww2. That's how tightknit and ghostlike they were in their activities.
>>
>>89854551
and here's this fag again pretending to be the ordained loremaster of a community made /tg/ setting. Fuck you, the rule is vernian technology and themes. Half of France's shit fit neither or just barely.
>>
>>89854551
>Lol what no, it sunk to the bottom of the third layer. What you think layers are 300 meters deep?
some areas of layers are higher than other areas. Topography exists.
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>>89857320
Aaaand its the Atlan hater cunt, as expected.
Opinion once again disregarded.
>>89857411
It took somewhere between 5 to 10 years for France to discover that Paris had survived. You think expeditions have to stop every 50 meters in order to stave off Deep Drunkness? No, the ride is miles long.
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>>89857528
>source: my ass
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>>89857546
If you'd bother to read the lore doc, you'd know you are talking out of your own.
>>
>>89857320
>Fuck you, the rule is vernian technology and themes.
I'd bet hard money you've never read a single one of Verne's stories, otherwise you would know what "vernian technology" goes up to and include the internet, holograms, cellphones, electric engines, videoconference and helicopters.
>>
>>89857643>>89857577
yes and guess what retards, it was already discussed shit like that would be endtimes-level things, 1912 was considered the cutoff point for all of this.
Secondly you fucking knuckle dragging niggers, that doc is fit to change when things need to be, it's good that you brought up how stupid it is that the entire nation of France sat on its balls and did nothing for five years after their capital dissapeared, now everyone can see how dumb that sounds.
>>
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I am amazed how committed this person is to shitting up the threads lmao.
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>>89857682
>yes and guess what retards, it was already discussed shit like that would be endtimes-level things, 1912 was considered the cutoff point for all of this.
Dude its so fucking transparent when you post why are you even trying? Everyone who's been here from the start recognizes you when you pop your head in, breathe free when you finally decide to leave for a month, and then gain 1 Dread again when you come back to shit on the changes. Want me to fucking timestamp you the first profile I made for the Republican Guard, which anons noted the picture wasn't even futuristic enough for? Fuck off. And I have every single fucking docs saved on my comp so don't even fucking try to go and edit it with your shit taste. Just fuck off once again and leave us again for another month.
>>
>>89857682
>1912 was considered the cutoff point for all of this.
No, that would be mid 1870s.
I've been slowly editing the lore and ~1876-1878 is the range where the "Present" lore happens.
>>
>>89857812
I'd be wary putting a hard date on things just yet. I don't think we should allow things to go all the way to the 20th century (for now), but I think it's good to have some flexibility with the time period; my general opinion is that it should be broadly 1875-1885 for the current lore. Also I want to write pre-dreadnoughts in and it's difficult if it's still the 1870s
>>
>>89859497
Not a hard date.
That range of dates is just literally where almost everything in the current lore lands.
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>>89859517
Oh, okay then. That's good, plenty of room for expansion in hypothetical later editions.
>>
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>>89859497
> Also I want to write pre-dreadnoughts in and it's difficult if it's still the 1870s
It would be fun to start looking into the naval warfare ruleset that was suggested so long ago.
>>
>>89860036
We do need to fit many of the naval characters...
problem is, a lot of them are subnautic
so we'd need underwater combat rules too
>>
>>89860139
New gamemode?
>>
>>89860392
fuck yeah bud
>>
>>89860139
At that point we might want to even wrap aerial combat rules into it. This could be set apart from the main timeline, not necessarily "endtimes" but leading up to it, and with a few older units in it that can be played in era if you want to. This might make the presence of Skyships and other really weird tech a bit less grating to some.
Added in the more exotic weapons from Atlantis unit doc so that I can remove use of Epigean explosives, which were just a placeholder rule at the moment. The intent with the Lux Bomb Thrower is that Iconoclast can take them as a deployable weapon but that Prometheans can mount them on their armour and ignore the "Deployed Weapon" rule.
>>
>>89860420
>Land
>Aquatic
>Aerial
Sounds like we're starting to step into campaign mode stuff.
Different theatres of war?
>>
>>89860434
Absolute insanity mode :
3 boards per game, one underwater, one surface, one air, units have "silhouette" tokens that tracks their position on the board levels they aren't on. Armies have very low count, 3-8, so tracking the whole thing isn't impossible.
>>
>>89860468
oh
and the Underwater and Air boards are sideways instead of topdown.
>>
>>89860468
>3 boards per game, one underwater, one surface, one air, units have "silhouette" tokens that tracks their position on the board levels they aren't on. Armies have very low count, 3-8, so tracking the whole thing isn't impossible.
Another option is some sort of "Tile" system or something with large scale "theatre of war" generation?

... a deck of playing cards laid out on a table?
>>
>>89860486
>Another option is some sort of "Tile" system or something with large scale "theatre of war" generation?
Jesus Christ this thing is going to become like BT with higher tier rules to calculate how many restrooms you have to give your accountants to keep them happy, isn't it?
I fucking love it.
>>
>>89860496
fuck it that might be a way to use a deck of cards actually...
Lay a full deck face down on a table.
Flip them up to "Dig."
Suit determines battlefield type? Number something else?
>>
>>89860502
>Flip them up to "Dig."
Ooh I like that. I don't know what I'd want it to do but I really like that, as a sort of way to determine how well you deploy and how quickly you move up maybe?
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>>89860560
OH, the number on the card could definitely determine, say, how many movement points it takes to move through?
"Face" cards could have different effects....

Say, Spades or Clubs = land. Diamonds = water, hearts = sky or something?
>>
>>89860578
So, like, you start with an empty board, flip cards and fill the board with terrain and units? I guess since this would be a "theater of war" mode the combat would be very very abstracted? Maybe the whole game would be unit placement and maneuvering and the combat result is determined entirely at the end?
>>
>>89860603
I don't know
using two jokers you get 54 cards,

shuffle and arrange into a face down 9 x 6 square
worker can flip adjacent hexes up?
>>
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>>89860634
>the jokers are lemur holes
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>>89860695
>holes
never fear
we have Jump Men.
>>
>>89860634
I was thinking something a lot larger scale, where workers would not get involved, or perhaps in the logistics lines.
>>
>>89860710
How big exactly? If it's a system that determines terrain, there's not going to be much upper limit on how big it can go short of full sized countries. Another thing we can do is the suite determines terrain type, e.g Water, Land, Treacherous Land, Sky, and number determines other features, e.g towns, lemur nests, lost temples and such. Depends on how big you want to go.
>>
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>>89860707
Oh yeah, and that worked so well for us the last time as I recall.
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>>89860789
HE WAS SICK THAT DAY, OKAY!?
AND WE HAD LEMURIAN SLAVES INSPECT HIS JUMP JETS THAT ONE TIME.
>>
>>89860760
Well, initially I thought this might be a simple naval wargame, with very few units and maybe layers to keep things interesting.
But when "theater of war" was mentioned I started thinking about something much larger, kinda like picrel, very abstract, perhaps to represent how factions expand influence over newly explored territory, perhaps? Maybe the conflict isn't the whole point of it but maxing territory control and being the one holding the important points after the end of the game?
This is shifting into a few different things in my mind, maybe the card game would work as a very large scale long term expansion game, I'm not sure it works for a "naval, submarine and aerial game".
>>
>>89860760
Just thinking it might work well as a way to generate random scenarios and maps too, if we ever wanted to do that.
>>
>>89860843
>>89860834
>>89860760
Say you start with an empty hex map and an army roster of numbered battalions, ships, submarines and aerial units, each numbered.
A Player designates an Hex and flips a card. Suites tell you the type of terrain for the designated hex, number is movement cost. Player then goes to flip another card, hoping to get the same card of a different suite. If he does, he removes both cards and can deploy a regiment with the same number from his roster.
>>
A gentle bump.
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slow day huh? bump.
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>>89857763
nah. I won't. Might as well watch yous seethe like the shit idea spewer you are.
>>
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>>89857812
how fucking boring. too bad.
>>
>>89864552
Yeah, last night's brainstorming on new game modes was great, but now I'm stuck with what I feel are like 3 different "games" in my head which I equally want to develop.
> One classic low scale naval warfare game which includes flyers and submarines. 3-5 units each side. Possibly two boards, one vertical one horizontal, I know this sounds like a mess but I'd really like to try that out.
> One "theater of war" very large scale very abstracted game were you control a large part of a faction's military during a conflict over a large territory, possibly the "endtime" format.
> One scenario & terrain engine (the card game) which allows you to generate a map for other modes of game.
>>
It's still so fucking weird to see anons argue about dates when the date of ~1870s give or take 10 years has been settled on before there was even a name for this project

Also the thread has reached the 7 day bump limit, so it would be nice if someone could make a new one once we reach page 9 or 10
>>
>>89865522
>how fucking boring. too bad.
Put the work in.
Write new lore for the era you want or stop complaining.

>>89866046
>has been settled on before there was even a name for this project
For real. There have been a few dates tossed around like 1885 a few times, but editing the lore, nearly everything settles into the late 1870s territory. Events leading up to the game's "present" trend toward the 1860s and early 1870s. Very few things mention anything later than the 1870s.
We do, factually, simply have a relatively settled range of dates for events within the setting to take place. They're loose enough to have some wiggle room, but anything in the 20th century is pretty much off limits as far as I am concerned, as the person who has been trying to keep the lore edited and tidy. (That is, the person who has read over what us anons have put together multiple times.)
>>
Also anyone up to bake?
As mentioned, we've hit 7 days.
>>
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>>89810671
The Lemurian Rockbreakers, and a dumb little journal greentext of a rockbreaker where I gave him a bullshit name I made up on the spot
Gog.
>>
whoever bakes
for the love of gog, remove the phoneposting bit
>>
>>89868448
lmao right
>>
THE NEW ONE
>>89869127



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