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/tg/ - Traditional Games


Wapaq Edition

>What is this?
/TG/ DEVELOPS A GAME.
IT IS CURRENTLY PLAYABLE.
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, and coming closer.

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, ~60% done.
>3e - Replaced 4e because it died. Spearheaded by 3e anon, needs more playtests, rules present in the doc

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

> TQ1 : What units are missing a profile atm that you really want to see get one?
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>>90673309
>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
>2e Main Rule Book, Expedition & Tokens. Mu, Duosicilians & Lemuria soon to be added!
https://app.mediafire.com/us7vnek39dc6k
>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 Unit Spreadsheet - Currently outdated, requires an update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 EXISTENCE
EMBRACE THE STAR ANCESTOR
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>>90673309
Reposting from last thread.
> I finally started working on the Derelict Tripod today, so just to be sure I don't do this for nothing, since its going to be a single unit army, are we fine with giving it LOTS of rules. Not something completely absurd but at least enough to have it be a real boss encounter. Would probably be aiming at 2 pages.
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>>90673369
Non.
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>>90673409
Sounds good. Lots of rules are fine if it's going to be a boss unit, I've always thought special abilities are more fun than constant number crunching from stats.
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>>90675724
Thanks.
Also, since I'm working on the first Hyperborean unit ever, it might be time to start figuring out what the Hyperborean gimmick is, on the table.
So far what I thought about was
> Hyperborea Death By A Thousand Cut Edition
Hyperborean weapons are very accurate but only ever deal / wounds. Because they want to cause as much pain as possible before killing you I guess.
> Hyperborea Pain Economy edition
Causing wounds to models, perhaps both enemy and friendly, causes somthing to happen, perhaps counters are dropped and can be picked up to fuel special abilities, whatever...
> Hyperborea Rainbow Edition
Emanations are effects that happens on the battlefield. Perhaps Hyperboreans gain specific special rules based on if/which Emanation they stand in, or debuffs are applied if enemy units are in them...
And of course, we could mix all three of those together into a single engine...
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>>90676015
Pain Economy is definitely the way to go in my opinion.
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>>90676015
I like both Pain Economy and Rainbow.
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>>90676015
Pain economy causing the Hyperborean Rainbow effect sounds like a good direction.
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>>90676015
Pain Economy and Hyperborean Rainbow sound awesome, I would love to play that faction
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>>90676142
>>90676188
>>90676537
>>90676870
Thanks, I wanna really nail this one down so the Derelict Tripod version will be a draft of sort, and I'll work on developing the system from there. There might not be a whole lot of "Emanation" causing effect on it since that'll take more time to work out.
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REJECT MODERNITY
EMBRACE GORG
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>>90676015
hyperborean Pain economy sounds best. You could even have some units that provide better upgrades to surrpunding units when hurt, though you'd have to balance that with the fact that players would probably just avoid hurting those units.
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>>90682016
That sounds to me like a good way to mix things up, because opponents will have to find a way to neutralize those units or risk taking losses in an effort to not hurt them.
Possibly causing wounds debuffs units (to prevent players from just ignoring them, the more wounds they apply the more the unit taking them is debuffs and takes more and more losses), and taking wounds provides buffs for the affected unit. To prevent this from being too busted, Hyperborean units will have fewer wounds on average than other factions and fewer healer/support units to play into the celestial dread eschatological army if I understand the lore correctly.
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>>90682337
Buffs and debuffs can be based on different color emanations that other Hyperborean units can pick up or lose. Debuffs applied to enemy units can be exploited by other Hyperborean units, and Hyperboreans can trade buffs between units in exchange for wounds, so you can sacrifice a unit to buff another.
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>>90676015
I think it would be pretty cool to have the pain Economy for the whole army based on how many you apply in an activation, Rainbow Emanations for leader units or abilities, and A Thousand Cuts for certain chaff melee units.
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>>90682426
This is very close to what I'm imagining. But fair warning, I didn't include Emanation colours in on the Tripod because I want to nail those down.
> ITS HERE
Had fun making it. I'm guessing it can work as a sort of blueprint for the faction as a whole, in the sense that his mechanics can be a starting point from where we tweak and develop the faction as a whole.
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>>90683179
>UUUUUUULAAAAAA!!!
Holy shit the madman did it.
Quick question, what does metamechanical do? The wording is a little confusing.
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>>90683550
In 2e the intent is that for complex profiles Limbs transfer into Body, and you die once either Body or Head is filled.
In this case It goes from one to the other up to the Canopy, i.e. all locations transfer wounds unto the next one and and it only dies once the Canopy gets filled.
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Would anyone be up for a game tomorrow, around this time?
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>>90683179
What's the story behind the Hyperboreans?
t. newfag
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>>90686909
They are the denizens of the 1st Layer (so, above our own sky). Space isn't the void we know it to be, but a "psychic sea/swamp" which is held up by a glass(?) ceiling.
Multiple nightmarish alien civilizations and races make up the Hyperboreans as a whole, united by their shared need to feed on psychic manifestation of our suffering. If you believe the Loop theory, Hyperboreans are a sort of endpoint in the Cycle, whereas whatever sentient beings evolve in the 2nd Layer (so, where we are) are eventually pushed into the lower Layers by the increasing raids of Hyperborea, until it itself becomes a nightmare version of itself and reaches the fabled 10th Layer and then itself becomes parts of Hyperborea in the next Cycle of the Loop. The various abhumans Colonials encounter in the Deep are thought to be (in part) remnants of those previous civilizations that descended (this is possibly which the Lemurs hate Colonials so much, they try to push them back up to prevent the end of the Cycle and the final Hyperborean push).
Since its a faction made up of different faction we have a lot of freedom aesthetically, and atm there's the sense that there will be "subfactions" in it, but possibly its going to be more about mixing the working parts of those subfactions together than sticking to a theme... perhaps... Currently we have mentioned
> Historicals
Not a faction per say, but Hyperboreans sometimes create/exalt individuals of a current's Cycle's 2nd Layer who have shown great proficiency at causing suffering and pain. These then lead the raids since Hyperboreans themselves are sometimes too alien to understand what will maximize pain. They are nearly always highly respected despite not being original Hyperboreans because of how great they are at mastering Emanation.
> Mechanicals/Paingineers
Possibly also Martians, or those that replaced the Martians after conquering them, they are the ones that make the machines. Possibly an army of Maschinenmensch...
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>>90687242
> Hyperwarriors
More of a cult/way of life than a civilization in itself, Hyperwarriors are roving bands of retrofuturistc gasmask-clad soldiers obsessed with warring at all cost at all time. There isn't much more to them than that. (I'll admit even that is mostly my own personal and very not canon headcanon so as to make them fit into the faction as a whole).
> and probably much more... seriously if you want to shitpost an hyperborean subfaction as long as its good we'll include it, it needs fleshing out.
Then there's the Emanations. Hyperboreans are represented in art with garish, unnatural aggressive colours in the background, often in a full rainbow effect. This represents their Emanations, which are essentially like northern lights effects that surrounds them and expresses the forms of fears and pains they have fed on or mastered.
Since their entire way of being is predicated on our suffering, Hyperboreans are almost universally only bent on killing/torturing us. The one notable exception currently known, and proof that Hyperboreans *can* interact with Humanity is Ur-Ca, a 1st Layer critter that honed in and monopolized the pain of Skywhales and other cognitively advanced cetaceans. Not only were we the greatest cause of his being well-fed, Vernes bulletship to the Moon ended up cracking the glass "sky ceiling" and allowed him to swim down to hunt directly. He is eternally grateful to Humanity and sees us as genuine friends (his friendship is pretty disturbing tho since his Emanations turns you schizo and he'll randomly bring you skinned baby skywhales as gifts). In game he is going to be a "Sponsor" that you can summon in game to help.
We did come up with a list of Emanations a long time ago but I don't think it was added to the lore doc, I'll go dig them up tomorrow. They represent multiple very specific fears (for example Ur-Ca's Emanation is the fear of dying after seeing your entire bloodline killed before your eyes by a wild beast).
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>>90687430
> Emanations
I found a list, although not with the fears they are supposed to incarnate (not that it matters so much). We could use that to start figuring out what Emanations end up doing on the battlefield.
>>90686909
Oh, also, capitals. Hyperboreans capslock everything, and if possible, write in rainbow colours. Because that's the most painful way to communicate possible.
> SRTR : LAITON's mastery. Possibly linked to his Thousand Cut Technique, or to the fact that he makes people disoriented & nauseous just looking at him.
> IZNM : KUTSUA-CHODAE's Mastery, possibly linked to instant-death mechanics, range extension or corruption mechanics
> MRLN : BRAIN-MANIFOLD's very own Emanation, possibly linked to time-warp shenanigans, or dread through visions of your future death, not sure there isn't much there precisely, he's a sponsor not a unit.
> LNGBKR : Ur-Ca's Mastery. No effect listed but I guess it could be anything that turns you more savage, perhaps something something Frenzy ...
If I'm missing anything let me know.
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>>90687242
Don't forget the other theory that states that the Hyperboreans are the endpoint of whatever civilisation exists in the 2nd layer; Hyperborea will eventually destroy itself and degenerate into lemurs which will develop into a Lemurian civilisation, and so on, while the 2nd layer civilisations will "ascend" and eventually turn into Hyperborea which will destroy itself, etc. etc. It never ends...
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> *Duel of the Fates starts*
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>>90690379
Unaware of the rules for Lemuria, the KoB player decides to offer a duel to a Cultivation Master that is standing in an Chi Flow hex and who will be able to charge Lady Guenevievre directly in between 2 Chi Flow Counters (i.e. he's as tough as he can get). In this scenario the Cultivation master is armed with a Sword while Lady Guenevievre is armed with a Longsword.
> Cultivation Master accepts the Duel and Charges Lady Guenevievre, who reflexively pops up Blade Prodigy.
> Charge attack hits at 4, defense fails at 2 but doesn't trigger Deadly. Cultivation Master's Strength is at 9, well above a Sword's Threshold, and so would deal one Grievous.
> Luckily, Lady Guenevievre's armour holds, with a roll of 5 against Armour 6 ( or 7-1, really).
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>>90690582
> Disturbed by the display of Lemurian speed and strength, Lady Guenevievre flails her longsword blindly, missing the Cultivation Master by a few inches (hit roll of 8 with TN7).
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>>90690653
> Cultivation Master hits back, with Flurry kicking in and lowering Lady G's Evasion by 1. The hit lands on her body but does not trigger Deadly (rolled 5 vs 2).
> Surprisingly, the hit manages to pierce Lady Guenevievre's heavy plating (roll of 10 vs Armour of 8-1). She takes one Grievous wound to her Body, leaving her 1 Health box on that location before she dies.
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>>90690730
> With her last AP left, Lady G is starting to worry she might have picked on the wrong monk.
> Flurry kicks in for her, lowering the Cultivation Master's Evasion to 8 (lol). Her hit however lands this time, with an attack roll of 2 vs defense roll 7. Hits land on the limbs.
> Lady Guenevievre's face turn white as she sees the Cultivation Master's bareskin block her Longsword as if it was plate armour.
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Got called to work in emergency, will finish the fight later on. Not that things are looking well for Lady Guenevievre...
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Looks like I'm shaping up for another 2e game tonight, different guy than the Brits vs Americans one. I'm thinking I'll try an underground faction or mercs today, we'll see what the other guy picks.
Of course there may be flakeage.
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>>90692748
Where do you go to play this? I want to try this with a friend too
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>>90692748
Based, if it happens let me know what factions I'll do a quick review of the books to be sure everything fits.
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>>90693177
I'll let him answer for himself, but otherwise other games have been played on Owlbear. Its fairly easy to set up and you can find the tokens in the 2e doc so you don't have to make your own. If you have trouble figuring it out I might be able to set rooms for you.
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>>90693177
I use google jamboard but you should really use what other anons reccomend.
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>>90692748
Updated Mercs in the Mediafire. I checked Atlan quickly and besides the Mount Charge which doesn't work right now (and can be ignored atm anyways) its good to be used.
Now I need a nap, I'll check the other books in a couple of hours.
I included some very temporary instructions on how to recruit for Lady Guenevievre and the War Existentialist, made them as "subfactions" because that's the easiest and most intuitive way to do it, but its really only so it works at the moment.
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There were delays, there were difficulties choosing a faction, there was even a shameless reuse of the previous map, but we have a game and we'll be dammed if we stop now.
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>>90697794
Absolutely based.
Let me know how Minister Eiffel ends up doing he was one of the first Leaders I made.
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>>90698014
>BATTLE REPORT
>TURN ONE:
Eiffel Buffs one of the Guard, the bike drives up to intercept the scientist, and is promptly shot to bits by the oldest guard and highlander. Malcom uses his shadow ability on one of the replublicans, some movement happens too
>TURN TWO:
the oldest guard fails to break armor of the republicans, L’emmerdeur is shot twice but has dinousaur health block, some shots are missed, and L’emmerdeur attempts a charge but gets dodged. Malcom uses his shadow ability
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>>90698444
>TURN THREE:
The oldest shoots the guard, who shoots Malcom, who uses his shadow ability. The Republican guard on the south side falls to fire, and some movement also occurs.
>TURN FOUR:
One of the remaining two Republican guardsmen retreats some distance to meet up with Eiffel, who gives him overclock and blast shield. The guard is on a single health block with an X in it, but double armor saves ensure he survives another two turns. The other one gets a critical success on Malcom, but unfortunately Malcom makes his armor save. The republican guardsman then dies to a combination of the shadow ability, which Malcom used, and fire from the Oldest Guard.
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>>90698475
>TURN FIVE:
The oldest guard continues to make good shots, but double armor saves stop him for the moment. Meanwhile Eiffel wanders southeast, to be met by a charge from L’emmerdeur, which he manages to evade. Then after a period of rules confusion about his fists of steel, it is decided that a good roll and preexisting damage means that Eiffel punches the dinosaur to death. Malcom uses his shadow ability twice.
>TURN SIX:
The hour is exceedingly late, and the battle is clearly lost. This is emphasized when Malcom uses his shadow ability one last time to drag the remaining Guardsman screaming into the darkness, taking away his last X wound slot. Eiffel stands alone, and it is decided that the match is ended, since chasing him down or trying to beat his armor saves would prove tedious.
>FINAL SCORES:
>Lost Men: 84 Silver in kills
>French: 34 Silver in kills

I could have won this if Malcom didn't make his evasion and armor saves when I critted him, and it did feel like a pretty close match until a bit after that point.
My opponent had a fair amount of confusion as to who could take what (See: L’emmerdeur taking a saur) and I was unable to provide a 100% clear answer myself. Additionally, the French book and mercenary book have different ranges for the Gras Rifle, and the Oldest Guard proved to be exceedingly strong (We forgot to apply the Onion Soup rule on half his attacks and he still racked up the highest killcount)
Eiffel felt a bit slow, but that may have been because I was not using him right. His fist weapons were however confusing, since Brutal is not listed anywhere in the rulebooks (We assumed it meant deadly)
There was also confusion as to if armor saves can still negate critical hits, and how exactly melee charges operate.

All in all though it was very fun. I want to thank 2eAnon for making this possible, and recommend the rest of you get your tabletop group together. The game only took around two hours, and it was my opponents first time.
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>>90698539
>Then after a period of rules confusion about his fists of steel, it is decided that a good roll and preexisting damage means that Eiffel punches the dinosaur to death.
DON'T FUCK WITH THIS MINISTER!
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>>90698539
>>90698475
>>90698444
> People playing my game
> Lawrence Krauss gets killed
You made two of my dreams come true tonight anon, bless you.
>>90698539
>My opponent had a fair amount of confusion as to who could take what (See: L’emmerdeur taking a saur)
Yeah lol. He's already very tough with 3 Health boxes, giving him a trike brings him into stupid tanking territory.
>>90698539
>different ranges for the Gras Rifle
Shit, will fix that. Thank you for letting me know.
>the Oldest Guard proved to be exceedingly strong
I intended him to be very powerful, but I might need to either bring up his cost or have him lose something to compensate.
>Brutal is not listed anywhere in the rulebooks (We assumed it meant deadly)
Brutal is a relic of the first system where you also rolled for Wounds, and worked the same was as Criticals for hits. Back then that was how permanent Armour loss was applied, so the intent is that Eiffel strips your armour with every hit.
I will fix all of this tomorrow.
I'm thinking I'll also reformat the equipment/weapons/mounts section on the profiles to make it easier to read.
>There was also confusion as to if armor saves can still negate critical hits,
It can as of right now.
Maybe I'll look into that.
>and how exactly melee charges operate.
Spend 1 AP, you can change facing at the start only, then move up to your Movement. Then, Attack at +1 Strength.
Also, two questions. What was the Oldest Guard armed with, and do you feel the Republican Guards pulled their weight? Do you think having a 4th one here would have been useful to equalize force?
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Back when I saw Eiffel's almost empty profile and wrote some suggestions for his rules, I never thought someone would actually play that. This feels surreal.
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>>90698960
It is indeed incredibly cool to see unfold.
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>>90676015
borrowing from Khorne Daemonkin in 40k, we can have some sort of ''pain counter'' for the pain economy, where you count the number of wounds dealt this turn, which unlock buffs/summons/abilities etc.

this will encourage players to try and set up a few big turns for loads of damage and access the high level pain economy rewards. alternatively, they can play normally and get consistent minor boons.

only dealing minor wounds is an interesting concept, perhaps this can extend to status effects on victims that deal one damage every turn for the next 3 turns, to keep your pain economy going.

there could also be abilities where units deal self-damage or friendly damage, to boost the pain economy even more
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>>90698539
Nice one anon. I'll definitely try and join in some games once I read through the rules in detail. In the meantime I will continue to be a lazy secondary and write up more silly lore.
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>>90698792
>Also, two questions. What was the Oldest Guard armed with, and do you feel the Republican Guards pulled their weight? Do you think having a 4th one here would have been useful to equalize force?
Oldest guard had a gras rifle, and his 3 AP let him work that thing hard for the whole game. Republican Guard did well I'd say, their issue was less to do with the model and more to do with me not focusing fire, and trying to shoot L'emmerdeur when the man was sitting on leader-tier health. Their armor actually worked really well, and when I tried using blast shield on one of them it took him into borderline invincible territory for two whole turns before Malcom used abilties to kill him instead of attacks.
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>>90701562
>Oldest guard had a gras rifle, and his 3 AP let him work that thing hard for the whole game.
Ok, between his stats, the 3 health box and the Soupe A l'Oignon special rule I can very likely drop him to 2 AP and keep him at the same price.
>Republican Guard did well I'd say
Good to know!
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Something came up so I'm a bit delayed with working on the 2e docs today, will try maybe later on but for the next 2 days or so its gonna be next to impossible for me to post. Hopefully the thread survives, but if it doesn't I'll restart one on Thursday.
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>>90706435
We'll try our best!
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Bump before bed.
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>>90673309
> TQ1 : What units are missing a profile atm that you really want to see get one?
The gunboat. But I admit that it's a silly gimmick unit that's only still around because of the original chart. Might try cranking one out myself actually, see if I can't make steal some really basic rules for naval combat.
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>>90673309
>TQ
For me, it's Rakkad.
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While 2e anon is gone, let me share some potentially retarded ideas on stealth.
So let's say those "assassin"-type models can Hide under certain conditions. Probably when outside of enemy LOS or obscured by cover and/or darkness, we'll need to work this one out. 3e has Darkness rules and 2e version of Janara hexes mentioned Obscurity which I assume is something currently in the works.
When Hidden, they can't be targeted directly and get an Evasion bonus against any AOE. Instead of moving, the Hidden model can save up it's movement actions every turn until the player decides to use them. So such models would be able to cover great distances and the opponent would not be able to know where exactly they'd pop up, representing them sneaking around. This would allow them to suddenly pull a *teleports behind you* on models behind enemy lines.
When a Hidden model attacks another, it rolls Evasion VS enemy Awareness. On success the target does not roll Armor saves and can't react. Maybe the assassin gets some kind of damage bonus too. On failure the attack commences as usual. Either way, the Hidden model is revealed.
On the other hand, other models can roll Awareness VS assassin Evasion within certain range (or maybe use special abilities and items) to reveal the Hidden models and intercept them if they are sneaking through this range. This way you could position such models strategically to block the potential path for enemy assassins.
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>>90708181
>>90710092
>>90711530
>>90714801
>>90717264
Back! Thank you guys for keeping it alive.
>>90711530
I tried coming up with a good way to make the Gunboat within the current context of 2e but I just couldn't figure out how to do it. Simply requiring a % of the map to be water doesn't really work on its own, it just means 90% of the enemy is stuck on the shores.
I could always make it a completely stationary unit that you park at the start of the game beached, with the Expedition deployment being the crew having just landed... But stationary units are not something I'm a huge fan of.
If you want to come up with something tho 100% post it and we'll include it. Even just feeding me ideas long enough will eventually make me drop a profile.
>>90714801
As a dedicated Naval Leader or as an Expedition Leader for 2e? And if for the later, how would you like to see him play, and where? Mercs I assume?
>>90699557
What I had in mind was fairly different from yours but I'll admit keeping the count of wounds to unlock abilities might be more strategically rewarding than what I was thinking.
What I had in mind was
> When playing vs Hyperboreans, every time a model (friendly or enemy) takes any number of Wounds, drop a Pain token in the same hex.
Here there's the option to have the Pain tokens be dropped only by certain models, caused to be dropped by certain models, certain weapons, make it conditional on a failed test (Discipline would be the obvious choice), or just make it happen all the time. I'm leaning toward all the time so that I can predict more easily how many should drop a turn as I build the engine.
> Pain tokens remains in their hex unless interacted with, or an Hyperborean model enters that hex. Perhaps a few models could weaponize Pain tokens directly, but for the most part that would be left to Emanations.
> Contrary to other factions, Hyperboreans all have a Leadership stat, but it starts empty and fills as they pick up Pain Tokens.
...
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>>90717799
> Once an Hyperborean has picked up at least one Pain token, he may starts dropping Emanations. Emanations are simply tokens of a different colour than that of the Pain tokens and all have a basic effect listed that may buff or debuff friendlies/enemies. Models with higher Emanation mastery can stack further effects on Emanations of certain colours.
Here there are a lot of options. You could have Emanations have basically no effect on their own, but the Hyperboreans have special abilities that add effects to all Emanations of a certain colour on the field until the end of the turn or for multiple turns, or you could have them have a basic effect and represent Mastery by being able to interact more with the tokens themselves.
> Ranks could be solidified so that an Origin, a Master, a Conduit etc will have more or less the same sort of ways to interact with the tokens. Say Origins (if we ever have another one than the Brain-Manifold that ends up being on the field) just constantly farts his Emanation from the start, Masters can maybe move them or spawn them in specific places, Conduits can multiply preexisting ones, etc etc...
Please let me know what you think. The Pain counter option does appeal to me but it would take me in a somewhat different direction. Anyone can think of advantages/disadvantages for each side let me know.
>>90717264
>let me share some potentially retarded ideas on stealth.
This is what this game was built on!
>>90717264
>nd 2e version of Janara hexes mentioned Obscurity which I assume is something currently in the works.
Yes. I'm still trying to see if I can come up with something better than what I have right now. I don't want a Fog of War experience unless we are talking 2 players + game master games, so the best I could figure out to make it somewhat fit and be thematic is a simply "add Obscurity level to ALL ranges (attacks or special abilities), unless the target is within 3 of a Light Source, except for models adjacent".
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>>90717264
>>90717264
>So let's say those "assassin"-type models can Hide under certain conditions. Probably when outside of enemy LOS or obscured by cover and/or darkness, we'll need to work this one out. 3e has Darkness rules and 2e version of Janara hexes mentioned Obscurity which I assume is something currently in the works.
>When Hidden, they can't be targeted directly and get an Evasion bonus against any AOE. Instead of moving, the Hidden model can save up it's movement actions every turn until the player decides to use them. So such models would be able to cover great distances and the opponent would not be able to know where exactly they'd pop up, representing them sneaking around. This would allow them to suddenly pull a *teleports behind you* on models behind enemy lines.
>When a Hidden model attacks another, it rolls Evasion VS enemy Awareness. On success the target does not roll Armor saves and can't react. Maybe the assassin gets some kind of damage bonus too. On failure the attack commences as usual. Either way, the Hidden model is revealed.
>On the other hand, other models can roll Awareness VS assassin Evasion within certain range (or maybe use special abilities and items) to reveal the Hidden models and intercept them if they are sneaking through this range. This way you could position such models strategically to block the potential path for enemy assassins.
I tried coming up with something similar a few months back but this is much better. I think that works pretty much as is, so unless anyone has a strong dislike for it I would put it in the 2e rulebook. Hide would be an Action, right?
This might also make sense on Tenebrae instead of the mess of a rule he has.
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>>90718012
Thanks. Yes, Hide would be an Action. For the sake of simplicity, let's also say most models can do an Awareness check covering the adjacent hexes for 1 AP, unless specified otherwise. Intercepting Awareness check can be done by any model, even reactively when it's inactive, as long as it has the necessarry AP. But only if the assassin is moving through the model's Awareness range (enters and leaves) or ends the turn there. Otherwise, just moving up to the target would warrant an interception check from the target itself and that kind of defeats the point of the Evasion VS Awareness test on the assassin's attack.
If the interception is succesful then the Hidden model is revealed and loses the bonus movement. So if it already moved more than 1 regular Move action allows on this turn, it would need to spend AP to move again, like usual.
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>>90718557
>(enters and leaves)
Or enters and *tries* to leave, technically, but I think you get the idea.
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>>90718741
>>90718557
Ok, will add it in the 2e doc tomorrow.
I'll also try and finish Mu and upload it tomorrow. I have a few books started at the same time right now and I don't want it to devolve in never "wrapping" anything up. A small push and I could have 3 more books added before the weekend.
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>>90720840
>A small push and I could have 3 more books added before the weekend.
My word.
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>>90720344
Just saying, you people will have nothing but my paint.net scribbles for maps if nobody with actual artistic skills steps up.
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>>90717799
>As a dedicated Naval Leader or as an Expedition Leader for 2e?
He's definitely gotta be the former. As for how I'd see him play, I reckon he's gotta have a bunch of confusing abilities.
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Didn't someone suggest Rakkad to be Napoleon's buddy some time ago?
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>>90721081
Meh, that's fine, honestly.
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>>90721143
I think I remember something like that.
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>>90721118
If its for a naval version of the game, I think I'm not going to be much help right now, between finishing 2e proper, the World book and the eventual campaign mode I think its more responsible for me to leave that to someone else. But once that's shaped up I would definitely like to contribute or play it. Same with the "mass warfare" version of the game that was mentioned before.
>>90720875
I will post Mu tonight for sure. Even if its not completely finished.
>>90698539
Will also fix and update the French weapons and Eiffel's profile.
We need to include more Mechanical units available in the French roster too, either proper or Merc, otherwise Eiffel will always only boost the Republican Guards. I think someone mentioned a Garde Volante unit very early, but it never made it to the compass, not sure why... Perhaps it was because French Warmachines are supposed to be more stationary/backline then the Brits... ? In any case we really do need to give them something.
Also, since the section of land affected by the Paris Layer-Shift was much reduced, do we keep the Dutch in France? We could easily justify their presence as prompted by the rise of the Imperial Church and relocation of the Vatican in France.
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>>90727908
I took the liberty of moving the Dutch Vrijkorps to mercs in the unit doc after I edited the related bits, so that's my take on it. But I suppose they could be Dutch Catholic volunteers.
Speaking of, now that I think of it the entire Holy League stuff can be seamlessly integrated into France as a kind of Papal subfaction, with the more zealous French Catholics, conservatives, monarchists etc. rallying beind the pontiff, aided by foreign volunteers from Spain, Italian and German exiles, etc.
This would set up an interesting internal split in France. On one side - Agartha-negative Papists who see the recent events as the sign of the End Times and want France to become a new bastion of Catholicism, spiritually and politically, that will rebuke the horrors from Above and Below and take vengeance on the Volcanists and their allies. On the other - Agartha-positive liberal and socialist republicans, radicals and utopian visionaries, centered on Paris, who see Agartha as a key to the advancement of France and humanity at large.
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>>90727908
>>90728872
I mean, we have a bit of a "too many fucking factions" problem and as some have commented, the Holy League's actual ability to commit to the Agarthan colonization is questionable.
I'm also unhappy with their lore because it's basically a placeholder based on my extremely shaky knowledge of the Iberian history and an almost nonexistent one of the Ethiopian. I'd much rather avoid touching things without reason and keep the spotlight on the main factions if we can help it. As far as I'm concerned the Iberian stuff can be scrapped and kept vague for the most part. The Pyrenees entrance can be scrapped, as the Husked Conquistadors kind of imply that any encounters Spain had with Agartha were in the Americas (which would also explain how it became forgotten). Maybe keep the Carlists winning the civil war for flavour, I think that works. Volunteers from Spain often join the Papal-French expeditions. That's it.
Ethiopian stuff still makes sense. Cucking Italy out of an extra entrance is in the interests of France and they've already had a concession in Djibouti by that point, just barely used it. So France could easily send over some volunteers to prop up a friendly Ethiopia without provoking a direct conflict and securing some access rights to Axum. Even if no colonies are established under it, that still helps cement their position as the top dogs of the Thrid Layer and an occasional Ethiopian unit in the French expedition makes sense.
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>>90728885
>we have a bit of a "too many fucking factions" problem
The last two after the ones I've started already and yet to finish, that I really wanna do and think they need to be done, are Sky-People & Pirates and Hyperborea.
After that I could kinda see the rest being folded into Mercs, or maybe even left aside to the story.
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>>90717799
I think I will go ahead and start developing a basic naval gamemode and seeing how far I can go, but looking at the gunboat I think it might just be best to make it a stupid expensive gimmick unit for maps with water. Say, coastal maps where one side of the board is just water, and you place the gunboat there. Cost would mean you can't deploy your usual amount of troops, and if they all get killed then the gunboat is forced to leave. Gunboat has the range and damage of artillery, thick armour, but fast units can easily dodge its shots. I doubt it will ever actually be used in proper games, but it's just a funny thing to have in the rules.
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>>90730789
Absolutely based,
Whatever you come up with I'll be glad to playtest.
Gonna delay loading up Mu to tomorrow afternoon, so that I may come up with a few more Hero traits and maybe the special weapons from the unit doc.
In the meantime here's the Morlock Apprentice. The way I did the summon thing is on the Morlock Staff, which is a special weapon with special rule "spawn a Murlock Grunt if you crit with this weapon".
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>>90732200
>Whatever you come up
At this point I'm just hijacking Battlefleet gothic and putting an Agarthan twist on it. Not 100% identical, but enough that I'd probably get in legal trouble if GW still cared. Also considering including airship units as discussed several threads ago, but at this point I think I'll just keep it to surface combatants and submarines, until a basic core can be played.
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>>90687430
Random idea I had for the Hyperwarriors, but I like the idea of them either being addicted to the cocktail of emotions that battle produces alongside pain, or being the Hyperborean equivalent of vegetarians. Like, rather than feeding on the pain of some poor sod kidnapped from the lower layers and tortured for eternity, they feed off the pain they cause others in battle. sorta like the difference between battery-farmed chicken and free-range. There probably isn't a moral aspect now that I think about it (the only one I could think of would be the whole idea of giving their victims a chance to fight back, but i'm not sure it fits), but they might still get kinda snobby about it.
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I've figured out the exact path of the main Trans-Atlantic tunnel. Some sections near its ends are collapsed, and at many point it is not a 'tunnel' but a paved road passing through the undersea caverns.
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>>90737307
Link to the .kml file: https://files.catbox.moe/g4pmey.kml
I don't have a google account so can't share it on the drive or anything but you can import that to google maps and make any additions, then link it in the lore docs or something.
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>>90737307
>>90737361
Well, the immediate problem I see is that the Mediterranean section won't really work. But otherwise, yes, you can cross the Atlantic by land through Agartha.
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>>90737622
Still writing a bit of lore for it (pre paris-fall) but don't worry the tunnel itself isn't a land route, it it's an actual tunnel. Original idea was that it mainly ran underground beneath the 3rd layer, in a straight line so it would pass underneath all that water, and probably skim across the top of the 4th layer. Planning to leave it conveniently vague anyway.
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>>90735684
So, they don't get buffs from the Emanations themselves but from Pain tokens, for example? Seems like its not something too hard to arrange, especially since I would assume the average Hyperwarrior is not expected to master Emanations anyways.
>>90733586
>At this point I'm just hijacking Battlefleet gothic
Hey that's pretty much 100% fine no need to reinvent the wheel and we can definitely flavour it to fit the Agartha theme.
>>90733586
>but enough that I'd probably get in legal trouble if GW still cared
Can't claim we made profits and unless things changed since I was last in Law School 15 years ago (and obviously they have...), you can't copyright a rule system, they'd need to prove you used their material as a direct source with enough points of commonality (the test change on the jurisdiction) to induce confusion.
But enough of that.
>>90733586
>Also considering including airship units
You need something to ape the boarding actions and squadron mechanics, at the very least some ships should be able to launch Skysaur Fighters and Bombers, Atlantis could have underwater squadrons of Olm Kataphraktoi. Maybe the French went down the "Star Fortress" tech tree in order to have some presence but not overly challenge the Brits, that might fit with their "mechanical infrastructure" theme as opposed to the "mechanical warmachines" part of the Brits.
Mu probably uses sea monsters and aquatic saurs.
I'm not sure what Lemuria and Atlan's navy would look like, Atlan surely has one despite not being mentioned at all yet, since they share a sea with Mu...
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>>90739166
>Atlan's navy
Highly armored boats (maybe like the turtle ships) with very modest long-range offensive capability, their true purpose is to deliver the Atlan boarding and landing parties and do ramming attacks. Maybe the ships are also self-rowing golems.
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>>90740413
>Maybe the ships are also self-rowing golems.
Either that or slave rowers for sure.
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I apologize (once again) for being so lazy. Weeks got real busy real fast in the last two days and I just feel like I've got no inspiration when I sit at the computer. I'm hoping tomorrow's shift will be quieter on account of it being the weekend, and if so I'll try and make good on finishing Mu and possibly get Duosicilians or Lemuria to a point where I can load it up.
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>>90742476
My guy, I don't recall paying you and setting any deadlines, feel free to do things at your own pace.
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>>90728885
>>90728872
I rather like the Holy League concept. In a 19th-century game, I think the forces of arch-Catholic reaction deserve some rep, especially since Austria is being taken in a more liberal direction. As for resources, I see no reason why the factions should all be equally powerful or expansive in their underworld domains; it's balance on the table that matters, and having some factions be geopolitically scrappier adds a bit of texture. Warhammer and Infinity have massive differences in the world-level fluff power of their factions, and are the more interesting for it. And, I mean, we have private individuals as credible forces.

I think the inclusion of Ethiopia is a bit bold. I'm not sure how Carlists and the like felt about black Africans, much less Miaphysite ones. But it's definitely interesting, and the idea of a coalition adds some asymmetry to the contract with the more unified national-imperial factions.

If anything, I'd say the roster lacks representation for idealistic revolutionism, which, imo, are a major element of 19th-century vibes.
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>>90743161
*"asymmetry to contrast with", sry
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>>90742476
What's the lore behind Napoleon? I'm fascinated by characters like him and Malcolm
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>>90743161
I'd say that if holy league were to be a force, my ideal would be something like an inquisitor's retinue from 40k. So, one unique leader guy, one or two unique mooks, and then mercs for the rest.
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>>90743225
Thus far, we know that he discovered something underneath the pyramids in the Egypt campaign and the rest of the Napoleonic wars proceeded as normal, but upon his imprisonment on St Helena the island sunk, or he disappeared with his retinue, it's unclear which. He also may have discovered something about the Spanish husked conquistadores. With his disappearance from the normal world, he proceeded to journey deeper and deeper through the layers, spending some time with the Old Mu Monarchy before leaving/escaping and eventually arriving at the deepest point known to man, the 9th layer. There, in a cold and icy sea, he found St Helena, or a copy, and has resided there ever since, gathering forces about him for some unknown purpose. Very few of those not residing on the 9th know his story, and fewer want to know, or wish they did. Those unfortunate individuals with knowledge of both the multicoloured pain kingdoms of hyperborea and the cold darkness that surrounds St Helena shudder with unwilling trepidation when they think on what it might mean...
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>>90743161
>If anything, I'd say the roster lacks representation for idealistic revolutionism, which, imo, are a major element of 19th-century vibes.
Well, Italy is a story of a 1848 revolutionary movement being used and betrayed by the ambitious and unprincipled pragmatists in power. Which is the most 19th century thing ever.
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Going to need a new thread soon. As foretold.
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>>90746420
what about five tolds?
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>>90746420
the legendary four told gorg
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>>90746420
Oh, I'll get to it in not too long.
>>90743225
I'll write up something for the next thread, we could come up with a World Book entry on him out of it.
>>90673309
Here's what I went with for the Lemurian Perfect. I made him a Leader for the Cultivation side of Lemuria, given that the Master held the spot for Specialist already. I'm trying to come up with something for the Cultivated so that he'll also be a Specialist, a rather shitty one that you want to keep alive throughout multiple games like the Arkodamode for Atlan, with a chance to grow rare items as reward for keeping him alive.
Cost is very low for its stats but that's because the Balance rules really neuters him and leaves you open to have the game dictated by the opponent.
I'll have to come up with something for his fists. Or maybe its time to work unarmed attacks into the game mechanics more meaningfully.
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Rockbreakers!
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>>90750430
>8 Armour
Jesus fuck that's scary
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>>90745319
Oh, absolutely. Quite like the real Risorgimento! But I feel there's gotta be something to keep the Metternichs and McKinleys up at night. (Apart from the pain demons, eldritch horrors, etc.) The spectre of Robespierre. Or Bakunin. Even just a holdout Republican leader as a Duosicilian option.
Also, what does a "fall" look like? I assume Paris wasn't stolen by bats, and a straight 500m drop seems like it wouldn't leave much of Paris left at the bottom. Do they just sort of sink in, like the faces of the degenerated?
Anyway, in the interests of not just complaining, I may take a stab at a Taiping roster.
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>>90752447
>Do they just sort of sink in, like the faces of the degenerated?
In the case of Paris the Layer Shift was rather slow, slow enough that most structures were left standing, if very damaged. I would think at most ~10 feet a minute.
I'll dig up a shitty mspaint I had made for it, but essentially the floor part of a Layer is made of two section, a soft and hard part. In a Layer Shift, the hard part opens up, letting the soft part slip down slowly while mostly keeping its consistency, until it hits something to hold it up.
Paris is probably a lot further down than 500m, but no official distances have been given yet, and the last time we tried coming up with them was one of the bigger shitstorm we had... Some people felt Paris was better at the bottom of a 200m canyon, but that doesn't fit with the existing lore stating it took years for contact to be reestablished, or the Eiffel Tower trip requires frequent stops to acclimate to Deep Drunkness, etc etc...
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>>90750430
>Oi, Magog, what do ya think of the fresh meat?
>I think they look pretty beffy
>Not as beefy as us though
>Hyuk hyuk hyuk hyuk hyuk hyuk
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>>90673309
New
>>90753468

>>90753150
love those dummies



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