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Firearms Edition

>What is this?
/TG/ DEVELOPED GAME
IT IS PLAYABLE.
EXPEDITION - an ~1870s era, Jules Verne-inspired retro-futurist, underground blood soaked adventurescape.
It is a Skirmish wargame. Two players with their own expeditions, on a hexgrid map, fight each other for victory.
A campaign mode is planned, and currently in the works. (you) are encouraged to contribute.

3 versions of the rules exist, TWO of which have been playtested:
>1e - proof of concept, recently updated with unit stats
>2e - lead by 2e anon, playtests started, ~75% done. Campaign system is developed here.
>3e - Replaced 4e because it died. Spearheaded by 3e anon, needs more playtests, rules present in the doc

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

>TQ: Should we expand on the firearms loadouts in the main Colonial factions? Most are based on military loadouts and not civilian available weapons.

Previous : >>92067118
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>>92133409
>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 Rule Books, CORE RULES REVISION OUT NOW!
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 Unit Spreadsheet - Currently outdated, requires an update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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Previous thread recap
New profiles! Clockwork Thinker, Time-Stranded Contractor and Pales Dweller.
UR-CA & or vs Rakkad story
Another game from playtest anon!
Morlocks are apparently elite snipers under British command.
New playtest game set for Sunday or Monday.
France book review is almost done (Should be posted today, pretty much only got the bugs pointed out by anons last thread to fix and the weapons/mounts to maybe look at).
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REJECT MODERNITY
EMBRACE GORG
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For the anon who wanted to playtest in the next few days, which time zone are you in?
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>>92133409
>TQ
Martini Henry rules please.
Also why does the 1861 musket only do an [X] wound?
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>>92134088
Eastern Time.
should i start on my list now, or do it day of?
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>>92135526
Get it done early, list making is a longer process than the game itself sometimes.
>>
How does this look for the Martini-Henry?
>Martini-Henry:
Range: 10
Skill: -2
Penetration: 2
Damage: Black
Reload: 2
Cost: 3

It's balanced between the Lee-Metfield and the Bradsburg, and I also took a look at the American Henry 1860 since it's a similar action.
In all honesty I would want cost 2 but that might be excessive.
>>
>>92134674
Initially went with
> Flintlocks & Muskets = X
> Rifles = Grievous.
Which is growing dated, admittedly.
I am also thinking of putting in 2 Accuracy range mods for pistols based on distance, is that too much?
>>92135526
>Eastern Time.
Same, would 19h00~20h00 Monday evening work for you? Listbuilding isn't remotely as long as most other wargames (beside stuff like Horizon Wars where its purposefully set under 2~3 minutes) but I definitely recommend doing it a day in advance.
>>
>>92136003
>list making is a longer process than the game itself sometimes.
Has it been so for you most of the playtest you've done? If so that's an issue I need to fix, probably gonna put a section with preset units and loadouts at the end to make it easier.
>>
>>92137421
>same time zone AND same days off
beautiful. gorg loves us.
>listbuilding
im working on it now as it happens, just tabbed over to ask a question. what does hatred do? i didnt see it in the general rules doc or the USA Expedition doc.
>>
oh. yeah, ~19-20 works well.
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>>92137585
>what does hatred do? i didnt see it in the general rules doc or the USA Expedition doc.
Yup, that's an omission I gotta fix.
Its +1 Strength vs models of that faction. Not much most of the time, but it might be enough to get you to deal the higher tier of damage in melee.
You doing USA?
Also, for other anons, please post era adjacent firearms I might have missed for each factions, in part to boost the weapons list, in part just to feed my /k/ autism.
>>
>>92137633
>You doing USA?
think so, yeah. thinking that the Whalers would make most since to be most associated with the Americans, and since i want to do something with Whalers it only figures.
>please post era adjacent firearms I might have missed for each factions
do my best. what exactly is the time period? 1860-1900? or more like 1860-1911? Time Stranded Contractor makes it seem less modern, but Wild West being extended makes it seem more modern.
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>>92137729
1860s to 1880s more precisely, although anything that stretches this too much but still is kino enough to be included can be justified as some experimental tech or something that got pushed ahead for some reason or another.
Since this is as much about civilian expeditions than military ones there's a lot of leeway both ways, you'd still have flintlocks and muskets in civilian use depending on the region.
But also, you are starting to get stuff like picrel, which I just love so much.
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>>92137963
>>
I like Jezails, I think they're emblematic of that colonial era.
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>>92138188
forgot image
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An attempt was made.
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>>92137729
>think so, yeah.
Awesome. I'll try France, I'll hold off on rebalancing the French firearms until then so as to not give me any undue advantage.
150 Silver is good? Any map preferences? I probably need to make more maps anyways.
>>
>>92138188
Whatever happens, we have got
The Maxim gun, and they have not.
>>92138737
what do you think about Rockefeller being a Whaler faction leader? sense Whaling lasts for longer, instead of going into petroleum he goes into Whaling. sorry this reply took so long. writing is painful for me.
>game
150 is good. from the maps ive seen the one you posted looks best, so that. just to be sure, what is the win condition?
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>>92139073
>so that. just to be sure, what is the win condition?
Highest Chest amount at the end of the game.
Unless you want to add scenario events like Treasures and Mineral Veins, you score the base value of what you kill. Any ability that says "add Silver to your Victory Chest" goes toward that, and Americans have some, so you do have inbuilt "econ" options.
I can add whatever scenario icon to the map.
>>
>>92139108
Oh and you aren't forced to spend your whole 150 Silver, and whatever you don't spend goes to your Victory Chest, so there's that also.
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>>92139111
thank you. very helpful.
im more comfortable without scenario events for now.
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>>92138520
Excellent anon. I'm humbled that someone's actually done something with my shitty photoshop. The background fits the underground cavern lit by the INNER SVN perfectly. Though, there is a little bit of an error to the right of the Eiffel, looks like the image didn't fill in perfectly.
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>>92139388
Yeah, I will try my hand at actual photoshop and not just lazy shitty Paint 3D to correct that issue, but I'm glad you enjoy the background I went with. There will be a better edit eventually, and possibly more as I get better and we touch other locale.
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Final touches on the French book. Will upload soon. In the meantime
> This is the face of your Medic
That's a good incentive to dodge bullets.
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Et voilà!
I will come back to the second Hero to finish it after the playtest, same thing with the dirigible and the weapon list which I will rebalance all across Brits/France/US, so in a way I guess its good to wait until getting to USA. I will probably start the clean up for USA proper on Tuesday, once I have played against them.
Now to build a list. Guess I have to expect a lot of ambushes.
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>>92141536
Cheers!
First of all, since this is a French rule book, not the World book, you could probably trim down the French lore in the beginning. We don't need THAT much background on the Second Republic and some other details further down the line. A good chunk of it was simply written for additional context to justify the changes/integrate them into the bigger picture.
Second, a couple of things:
Page 12
>Once a President, Always a Prince
Not even once a president anymore, so I'd change it to something like "Prince-Commander"
Page 17
>Born Leader
>Born to Lead
Page 33
>Expeditions from the British Empire
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>>92142772
Thank you! I'll fix these once I come back to the weapons. I agree for the lore, I just didn't want to cut any of the anon's awesome work. If the World book becomes a "bible" then yeah it'll fit much better there.
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>>92141536
Are Aux units defined in the core book yet?
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>>92143277
As Followers. There is no limitation to recruiting them, they simply don't get the benefit of rules that target Soldier models.
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>>92142944
how about moving the excess lore to the back of the doc?
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>>92143499
Ah that makes sense.
Reminds me I should put in the ATE lore in the Brit book to.
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>>92142944
>I agree for the lore, I just didn't want to cut any of the anon's awesome work.
Go ahead and cut my work.
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>>92139108
what exactly do you mean by "base value"?
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Captain Rakkad is:
-The descendant of Tipu Sultan, heir to Bundelkhand
-The son of Polish rebels
-Amphibious
-An Atlan admiral who defied the Titanium King
-Sworn to kill the Tyrant of Naples
-Defender of the last Skywhales against UR-CA (Book Accurate!)
-Acquainted with Napoleon
-Quite polite
-The unwilling designer of the CSS Hunley
-A Lemurian Agent
-The final commander of the New Mu diving initiative
-The uncredited co-creator of the Plongeur
-Grudgingly allied with British Naval Intelligence
-Fond of seaweed tobacco
-Nameless
-The Elected king of Libertalia
-Afraid of heights
-In possession of a map to the Alph
-Friend to the Olm-People
-Arch-Enemy of The Golden Syndicate
-The discoverer of The Clockwork Thinker
-Enemy of the British
-The fourth leader of the Lost Men
-Completely insane
-Suing Edison over his Electrical Bullet patents
-A Turk-Hating Greek
-From the year 1917
-Owner of a mysterious island
-Half-Morlock
-The only man brave enough to resist Old Mu’s rule
-Ally of the undersea volcanoes
-Overpowered on water maps
Of course, I missed quite a few details so please pitch in. It's hard to scrape all the old books and battle reports to find all the different backstories.
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>>92146254
>"base value"?
The recruitment Silver cost of the unit, although not including any equipment.
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setting up the room for tomorrow/this evening. Kek just noticed it if wasn't for that thin strip of woods French would be able to shoot into enemy deployment from their own.
To the anon, do you want to do Walls?
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150 France Expedition
Leader : Cmd Charles LNB - Horse (24 Silver)
Specialists : Army Medic - Saber & Lefaucheux, 2x Rations (13 Silver)
Followers :
5x Foreign Legionnaire - Gras Rifle & Bayonet (13 Silver)
2x Tireur d'Elite Cavern Climber - Beaumont Rifle, Dagger, 2x Rations each (13 Silver)
2x Garde Nationale (Moblots) - B. Musket & Bayonet, 3x Mat each (11 Silver)
>>
'CAUSE ITS BETTER TO GORG OUT
THEN TO FADE AWAY
>>
Is the poster count gone for anyone else?
I've occasionally glanced at it to see how many new people we get popping in, but it isn't there for me right now.
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>>92151359
There never were any other posters here, anon. It was all you. The madness of the Deep has claimed you.
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>>92151359
strange. says 6 for me
>>92148004
i think there should be a rule change, so that you dont lose the silver spent from your Victory Chest until the unit dies. otherwise if the difference spent between players is greater than the amount of silver that can be gained by the player that spent more, the player that spent less will always win. lets say i start the game only having only bought a Saur General and 3 Home Guards, you could only gain 21 silver, so as long as i have 22 more silver than you at the start i am sure to win. maybe im mistaken.
>Walls
im okay either way.
>>92151359
strange. says 6 for me
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>>92151534
>the player that spent less will always win.
Ah, kek, never even thought of that.
An alternative would be
> If you get wiped out, you lose your starting Chest and only get what you scored
?
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>>92151858
>If you get wiped out, you lose your starting Chest and only get what you scored
sounds good to me.
>list
i have two more questions, how do Preferred Terrain and Reserving work? can i Reserve whatever units i want?
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>>92151966
>Preferred Terrain
Same thing as Terrain Affinity, you ignore Difficult Terrain (so don't need to spend 2 Move to go through the hex, only 1).
>Reserve
No, only those that say you can Reserve them as part of a rule (which is, for USA, a lot of them). When we'll take turn deploying models, when its your turn you can simply say you Deploy this model in Reserve and put it aside.
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>>92152034
>only those that say you can Reserve them as part of a rule
oh. while im double checking things, The Ranger doesnt say what weapons he can have. what can he have?
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>>92151500
>The madness of the Deep has claimed you.
You're talking to yourself, anon.
>>
Lemuria still needs the Flesh-Construct and Infested Degenerate units. Maybe one or two others I'm forgetting as well.
I can give the construct a crack later, here's what the lore doc says about them:
>Cultivation as a whole is not without risks. While Warriors are not as much at risk of Degeneracy if they do not prophecize, the mix of Chi Cultivation and physical training may, if it isn't well controlled, led someone into turning into a Flesh Construct. The warrior will burst into a Shoggoth-like abomination of muscled limbs, perfectly sculpted abs and bone protrusions. Flesh Constructs often retain a large amount of their former selves, but generally also believe they have simply reached peak performance. Normal Lemurians tend to accommodate them however they can but are also wary, since they are prone to growing a random proboscis just to eat someone's face without even realizing it.
So maybe a 3-hex unit that can "adapt" (spend AP) to survive, kind of like The Thing? Like if you have it stand still and spend some AP it can grow armour but lose mobility, or you can have it go faster at the cost of less damage?
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>>92152484
I'd say anything from the US Range and Melee list should be fine.
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>>92148950
150 USA Expedition
Leader:
Saur General (9S) - Cavesaur, Lever Action (12S)
Heroes:
Ranger, Big Iron & Triassic Ranch Aficionado (7S) – Southwest, Witty Swole Agile Duelist, 2x S&W Schofield, Flysaur (20S)
Officer (3S) - Cascadia, Witty Swole Agile, Lever Action (6S)
Troops:
3x[ Home Guard (4S) Henry 1860, Flysaur (17S) ]
Beast:
Skinwalker (30S)
let me know if i need or should fix anything
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>>92153977
No, that works perfectly well!
We good for 8?
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>>92154138
wonderful! so is 8.
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>>92154312
Here we go!
https://www.owlbear.rodeo/room/r54k2tjh5byl/ThePriorPull
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>>92155058
a hunting we a go.
Home Guard 3 is the Skinwalker..................................................................
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I'm betting on US unless France can get a lot of good ranged hits before the inevitable skinwalker rip-and-tear session.
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>>92133409
Hey, uh. I forgot what I needed to do to get a story published in the lore archive. I wrote Tyrant of Italy a few threads back and I'm ready to do whatever. Do you want a pdf or something?
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>>92156081
just post it here yeah, I'll add it to the mediafire
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>>92156086
Thanks, bro.
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Here’s the Lemurian Flesh-Construct while we wait for the test game to finish (Still betting on U.S)
I’ve made two profiles for this one, a chart-accurate one and one I felt fit the idea better since random stats seems like a bitch to deal with. Here’s the chart-version.

Lemurian Flesh Construct: (21 Silver)
Deep, Elite

AP: 1d3
Movement: 1d3
Accuracy: 1d6
Strength: 1d6+1d3
Discipline: 3d3
Evasion: 1d3
Labour: 1d3
Awareness: 1d6

Health: (Complex Track)
Revolting Mass: (Limbs) 1d3 Box
Pulsating Growth: (Chest) 1d3 Box
Strange Organ: (Head) 1d2 Box

Armour: 1d3-1 in all
Weapon: Death-Jab, 0,0,-1,6,[X]/[Black+X]/free

Aloof:
This model has -1 discipline for every hex it is away from a war shaman. If discipline reaches 0 or the model becomes panicked it becomes a neutral NPC and is counted as dead for scorekeeping purposes.

Recruitment:
This model may be recruited by Lemurian expeditions
Equipment:
This model may be equipped with an Alchemical Artefact, and nothing else
>>
Here's the non-chart version. It's a little more experimental but I quite like the idea. Also the name "grow with the flow" which I'm unreasonably pleased at coming up with.

Lemurian Flesh Construct: (21 Silver)
Deep, Elite

AP: 2
Movement: 2
Accuracy: 5
Strength: 7
Discipline: 6
Evasion: 3
Labour: 2
Awareness: 5

Health: (Complex Track)
Revolting Mass: (Limbs) 2 Box
Pulsating Growth: (Chest) 3 Box
Strange Organ: (Head) 2 Box

Armour: 0 in all
Weapon: Death-Jab, 0,0,-1,8,[X]/[Black+X]/free

Adapt!:
Once a certain condition has been met, this model can spend 1 AP to adapt, changing its stats. It can only have two adaptations active at a time, you may spend 1 AP to discard any currently active ones, but the conditions for activation will need to be met again.

-Bone-Plate: (Available after taking one full box of damage)
Gain 5 armour, reduce movement by 2
-Prehensile Spike: (Available after a melee attack is blocked by armour)
Death-Jab gains an additional -2 penetration, damage is reduced to [X]/[Black]
-Bounding Leaps: (Available after an enemy disengages in melee)
Gain 4 movement, lose 1 Strength
-Horrific Mimicry: (Available after killing an enemy specialist, character, or leader)
Unit can spend 1 AP to give the opponent player 1 dread. Unit loses 1 accuracy.
-Bizzare Toxins: (Available after dealing at least two full black of damage to an enemy model without it dying)
Death-Jab gains the Stun and Poison special rules.

Grow with the Flow:
If this model is next to a chi-counter token, place a fleshy outgrowth tile on the counter. This replaces any terrain modifiers, and works as a barricade for friendly models. It shares armour and health with the Flesh-Construct. Remove this outgrowth if the chi-counter moves away.

Recruitment:
This model may be recruited by Lemurian expeditions
Equipment:
This model may be equipped with an Alchemical Artefact, and nothing else
>>
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Holy shit this was a marathon. 4h30 not including deployment, and we aren't done. Its probably close to the end, but it could have also lasted another 2~3 turn easily. I'll write an indepth report later on but its not looking good for France. USA risked a lot by sending its ranger across to commit warcrimes right from the start and try to backstab my medic, which forced me into either accepting the bait and going into the middle in order to be able to do any damage or wait as he delays until the inevitable deerhead arrives.
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>>92157199
I decided to try and force him to commit since I felt I had more resources for it, but the terrain being so chuck full of forest really made maneuvering shitty. Also, fuck forgetting to affix bayonets.
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>>92157203
Turn 2 Home Guard spawns in my backyard, one Legionnaire dies to fire from the Officer and Saur General, but the Officer is killed in the return exchange. Medic runs for his life.
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>>92157219
Turn 3 sees the death of the Home Guard in my backyard, which does not turn into a deerhead, so at this point I'm pretty confident, looking at the board. A cavern climber also scores a hit on the Saur General, getting him to draw back behind the treeline. The Ranger gets worried he's stuck too deep tho and retreats, but not without taking some damage in the process.
The Medic's string of good luck fails him this once and he takes a hit from a newly spawned Home Guard.
>>
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>>92157242
Turn 4 sees another HG spawns on the USA home turf, and the Ranger flees south (out of frame here, but he's there), but the Legionnaires either have to reload or arent in position to charge him, Cavern Climber has to reload. Some fire was exchanged for to little effect.
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>>92157265
But now turn five starts and HG3 takes off its skin and grows 6 times the size it was before. Had to happen at this point. It charges the to Legionnaires which just skewered his buddy and murders 1 right there.
The Saur General finally realizes he's riding a huge triceratops, and others are not, and decides to show them the error of their ways by charging one of the Moblots which had managed to do FUCK ALL all game (sorry but it can't be that fucking hard to build a barricade its just piling shit up).
So its not looking to good for me when we pick it up. Killing the Saur Gen is about the only possible way I can close the gap now and its easier said than done.
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>>92157295
Here's a more "global" view.
Thanks a lot to the anon who played for having the patience to do this remotely, and honestly brutal play you got the hang of using terrain to fuck me up really damn quickly.
Things that came out
> Crits on the Evasion roll making you dodge the attack makes sense and makes the Evasion roll more meaningful.
> Should we allow to reactivate units that haven't spent all their AP? We did it this way, it allowed the player with lower model counts a lot more freedom to react to a mass and I liked that a lot.
> USA needs a cleanup badly, holy fuck some of the values makes no sense. Will get on to that starting tomorrow morning.
probably forgetting stuff.
>>
>Here's a homeguard
>Here's a homeguard
>Here's a homeguar- just kidding it's a wendigo
Fucking love it
>>
>>92157345
I knew the whole time I was gonna have to deal with it but now its Charles, a Medic and some poor useless conscript listening to the screams of the Legionnaires from beyond the treeline and it probably is the right time to fuck off in the opposite direction...
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>>92157199
beat me too it! glad you got pics.
>Things that came out
water terrain. light blue is Shallow Water, Difficult does not block los or give cover. dark blue is Deep Water and is impassible, does not block los or gice cover. rocks on light blue is a Ford, easy terrain and does not block los or give cover.
>>
>>92157199
>4h30 not including deployment
That's quite different from my own experiences playtesting. What do you think caused it?
>>
>>92137633
I think the problem is that it makes it less useful for ranged attackers (so most colonials). How about also a +1 Acc against Hated and maybe +1 Disc for the rest of the skirmish if the model kills the Hated model. Since Hatred is quite conditional, I think it balances out.
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>>92159278
+1 Disc max, mind you.
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>>92159201
>What do you think caused it?
Being fully remote definitely didn't help with explaining the rules, I'm definitely going to be looking for a voice option.
I assumed (wrongly, this is on me, not him) that the anon would be more familiar with the rules, next time I'll do a different type of intro and show off the mechanics first.
Even tho it was 150 Silver having ~12 models on my side probably didn't help, a more Elite expedition might have made things a lot faster, so I'll take that into consideration also for next playtests.
I did specify to the anon too that if he wanted to pull cheeky plays to 100% go ahead, so he did kite me a lot, and was very good with not exposing some of his minis too much.
The map having so much LoS blocking terrain the way it did didn't help.
>>
There's been a lot of suggestion toward adding units to the USA roster, since we are at this step, would anyone wanna collate all the units mentioned as was done for Brits and France?
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>>92160735
We do our tests with discord for audio, I can't imagine making do without. It definitely also helps that the players have usually done at least a few matches by this point. That and the fact we tend not to have the strongest grasp on advanced tactics beyond "Charge!"
>>92160928
I can get on it in a few hours.
>>
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>>92161615
Awesome, in the meantime
> He is your friend and you should protect him.
>>
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>>92133409
Just wanted to praise the anon(s) which wrote the section about Atlantean religion, as well as the wider setting. I haven't read everything yet, but I already wish I had some of the ideas in what I did see. Wish I could have joined the effort when you guys started, as this seems more promising than the Venaro Sector, Gloria-Etalia and the Iron Century.

Something that might inspire you, and fit the time period/weirdness involved. Pic related. You know that "making frog legs moving with a shock" thing? People then tried to use all sorts of body parts to see how they conducted, transmitted or generated electricity. Imagine a weirdo, obsessed with obsolete 18th century "science", finding out that Morlock livers or Ottoman Husk bones actually do transmit or generate a current!
>>
>>92164073
>Just wanted to praise the anon(s) which wrote the section about Atlantean religion, as well as the wider setting. I haven't read everything yet, but I already wish I had some of the ideas in what I did see.
Collab effort, kind of. Largely spearheaded by one anon.
All my thanks to the original content writer, I
was more than happy to edit it.

>but I already wish I had some of the ideas in what I did see.
>Wish I could have joined the effort when you guys started
Much more still to do. In particular, Lemurian and Mu religions are honestly not so thorough yet.
>>
>>92164073
>You know that "making frog legs moving with a shock" thing? People then tried to use all sorts of body parts to see how they conducted, transmitted or generated electricity. Imagine a weirdo, obsessed with obsolete 18th century "science", finding out that Morlock livers or Ottoman Husk bones actually do transmit or generate a current!

>Electro-animate bestial flesh warriors.
well fuck me I think we just figured out what the Circuit Boys do...
>>
>The power sources for American electro-tech are flesh batteries made from Agarthan fauna
Brutal.
>>
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>>92164073
>Imagine a weirdo, obsessed with obsolete 18th century "science", finding out that Morlock livers or Ottoman Husk bones actually do transmit or generate a current!
Excuse me! I'll have you know that 18th century science is not obsolete at all, it's in fact the cutting edge of modern research! My field experiments in Agartha prove it! All I need is to prove it's applicability to human subjects and Science will be revolutionised! You know, you should come with me if you want to discover more, I need a willing, ah, assistant...
>>
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Oh, what, so its okay for the Brits to call upon demonic Lemurian prophesy to power their fancy future computers, but the Americans make ONE flesh battery and suddenly we're the bad guys?
Sounds like some hypocrisy, to me.
>>
>>92164349
>Demonic Lemurian Prophecy
I say! Our engines have no connection whatsoever to the Ripplies! We are men of SCIENCE and PROGRESS here!
Now if you don't mind I need to go measure some bird populations and take some photographs of the stars to help predict this week's football game.
>>
>>92164349
Don't listen to the monarchists, they are stuck in their old ways.
I bet they don't even have their own, home grown supernatural forces to help them down there. Anyways it's your turn to put the lightning claws on the Wendigo.
>>
>>92164755
>Anyways it's your turn to put the lightning claws on the Wendigo.
Hoooooo-ie! Boy feels like its been forever since I had the chance.
>>
Always remember that the average diet of a "recruited" wendigo is composed of beef jerky strips, whisky, and whatever flavor of Agarthian savage decided to go for a walk that day.
>>
>>92164793
Don't forget fish pudding.
Wendigos love fish pudding.
>>
>>92164800
>Wendigos love fish pudding.
Put that on a bumper sticker and see how many people ask you about it.
>>
AMERICAN UNITS THAT HAVE NOT BEEN ADDED YET: (At least 30% accuracy guaranteed)
Ethically sourced from the Lore Doc, the Linked Unit doc inside of that one, the surface and main charts, and archived threads 27, 28, and 29.

-Miskatonic Advisor
-Arc Rangers
-Edison Cannon (Exact Epithet Elusive)
-Exiled Redshirts
-Paulistaen Golden Syndicate (Sponsor and/or Leader unit only? I have ideas)
-Tinglits (Mentioned, but I think we can leave them in the aux pile. Does U.S even own Alaska in this timeline?)
-The Bohème Society (Sponsor)
-Fenian Husk
-Halifax Survivor (Fenian, also possibly a lost-men unit/merc.)
-Deep Born Aztec
-The G-Man
-The Sled dogs
-Mountie (Mentioned as a part of the western hemisphere rather than the U.S faction)
-Flesh-Battery-Thing
-The Wizard A.K.A Edison (Sponsor)
-Edison’s beloved pet thundermole Jumbo

I’ll say that I think the U.S is in a pretty good space unit-wise. Most armies have 3 subfactions, and right now U.S has Army, Cowboys, and Abolitionists. At the same time Arc Rangers are cool enough to justify a couple Edison themed units so they can get in. As for the rest I have no idea.
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>>92164800
...fish pudding?
oh no
>>
>>92165621
The Officer is only good for cheap deer bait, maybe there is a reason for that.
>>
>>92161882
MEANWHILE IN LEMURIA:
>"The Pale one approaches! The wisdom of Old Lemuria is forthcoming"
Then, a period of silence
>"...Pale One?"
The Pale Dweller gives a thumbs-up
>"Oh, uh, thank you for your wisdom."
The Pale Dweller the pats the Scholar-Prophet on the head before wandering off to cosplay as Duke Cunningham
>>
>>92160928
Speaking of which, how about the Remington-Lee bolt-action rifle for Marines? It could have been created a few years early thanks to advancements in the American firearms industry. https://www.youtube.com/watch?v=aLzqQlQ49oA
>>
>>92165551
>-Edison Cannon (Exact Epithet Elusive)
Edison Electrical Emitter.
>>
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war games are, in essence, a more ‘actualized’ card game. it follows then that factions should be balanced like colors.
maps are the tools of actualization, the map being played on is the primary decider in the strength of a deck.
there are 4 archetypes of deck: hunker; kite; march; dive. hunkering and marching both shape the map in their favor, the former defensively the latter offensively. kiting and diving both use the existing terrain to their favor, the former defensively the latter offensively. the closer two decks fighting are on the chart, the less room there is for the players.
each faction should have 4 'decks', one for each archetype. these four decks should be arranged in one of two ways: 1 really good deck, 2 okay decks, and 1 bad deck; 2 good decks, 2 okay decks. from the balanced and lopsided arrangements, the deck archetypes can be arranged in a balanced or lopsided way. lopsided can be towards any of the 4 sides. call the former arrangement diamond and the latter square. unless my math is fucked, diamond arrangement presents 12 possible combinations and square arrangement 6, that is if only archetypes and their placement within a houses hierarchy are considered.

arrangements can also be applied to maps. for each layer their should be- at least- a map that balances hunkering and rushing and a map that balances kiting and marching on an offensive leaning diamond.
the closer two decks fighting are on the chart the less room there is for the players. i think the currently high power low consistency of most guns combined with the tight AP economy means defense is naturally better, or would be after some Qol changes. for one, Barricades should not require a roll, rather the roll dictates the speed at which the Barricade is built; a similar system could be done for Bayonets. Barricades could have tiers based on the amount of material spent. Healing seems weak, armor is that also 'loose'.
feel Dread needs to be more core, more meaningful.
>>
>>92136352
>>92165767
For rifles I'm seriously thinking of doing a hard rebalance for all weapons as part of this cleanup, starting with the ranged weapons, so this is the right time to suggest new guns and rifles, and suggest stats for them, but the pricing I'm not too sure I wanna commit to right now. I'm thinking many rifles are overcosted by at least 1 right now, and stuff like pistols might see their range slightly lowered but accuracy bumped up... not sure.
>>92165551
Thank you very much for this. Jesus fuck that's a lot. Will get on it right away.
>>
>>92165551
So, for the Leaders, we've already repurposed the Treasure Hunter as a Character for Brits, he was previously a Leader for US, this opens up a slot. Should we similarly put Illinois Jack as a Character too?
>>
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Start of cleanup. Will add the equipment prices next to the item in the profile once they are figured out.
In most cases the Ambush ability will be priced at around 1~2 Silver, except here for the Buffalo Soldier which is more like 3~5. I also added Elite to it, seemed appropriate to limit the number of them given what they bring on the table.
I boosted movement and added Jungle Affinity and Fear Hyperborean to Los Cobras Fumantes for flavor I guess. Some stuff scars you, like seeing half your countrymen getting flayed.
>>
>>92167467
If Buffalo Soldiers are becoming Elite I'd say that Fighting on arrival could be made free instead of having an LP cost.

I think I'll try giving the Golden Syndicate a crack today. I want to base them off the merc subfactions, so they'd only have one unique unit that ties in to some pre-existing but normally separate ones (Kentuckians and Cobras, maybe others)
Of course I still have to figure out if they're a reference to anything historical or fictional so any advice there would be appreciated.
>>
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>>92167917
I assume the author is no longer here and is Brazilian (possibly the same one who made Cobras Fumantes), and the whole thing seems to be an elaborate joke on the modern Sao Paolo's status as the industrial/business capital of Brazil and the general stereotype of locals being soulless workaholics and profit-seekers.
I think we did a decent job integrating it into the lore with the post-Paraguay state of the Americas. They are a criminal organization/cabal of occultists and agarthan scientists experimenting with the looted Hyperborean tech, prowling the Deep looking for artifacts and slaves like the Bandeirantes of old, doing shady deals with the more unscrupulous clients in the other factions and trying to get the Americans and their PACT to fuck off.
>>
>>92167917
I think >>92168157 has it on all front. I would very much doubt the author of that one is still with us, it was really early on and we bled a lot of anons right after, as was expected.
>>
>>92164107
If I come up with something, I'll write it.

>>92164119
>>92164155
>>92164208
>>92164349
Glad to help.

>>92167917
>>92168157
>>92168303
Brazilian anon here. This looks like a bad meme instead of actual fluff. The fact that he cared to use the "~" makes it almost certain he's hue-hue. But he didn't even consider using our Bandeirantes. Any explorer organization from São Paulo would seek to insert that.

There are other things that could fit the setting: the bearded headless men with bows, "Cidade dos Césares", the legendary Icamiabas Amazons which could even have migrated through the Hollow Earth from somewhere else, the Patagonian giants, Amarus before being mixed with European dragons, the Cupendiepe batfolk which come from caves and behead people with axes...

Btw, the Iroquoi have legends about the Ohdowas. These would be an underground dwarf people, small, resilient and brave. Their subterranean realm has forests and plains, full of dangerous and venomous beasts which the Ohdowas guard so the creatures don't invade the "sun-touched lands".

>>92164793
>>92164800
>>92164755
Which sort of Wendigo are we talking about? I noticed North Americans have a very flanderized perception of it. Also consider creatures such as the Yéitso, Uncegila (Wolverine killed it once, read that before knowing who was Wolverine or that the monster was based on actual folklore), Cheeno.
>>
>>92169035
i agree something must do done with giants.
>North Americans have a very flanderized perception of it
what do you mean?
>>92167467
i think the rules for Guerrillas needs to be more clear. i think Los Cobras Fumantes could do with something that isnt Skirmisher, maybe Poison, Quick Strike, or Dogged. a Reduction of Movement for Accuracy, or Strength if Poison was opted for, would be nice. Skirmisher encourages them to be out on their own, but the rest of their kit says you should group up.
The Officer is only good for Skinwalker bait and should be reworked to reflect that. arnt there Morloks living in New England? i dont mind doing this if its agreed its a good idea.
Saur General should come with Triassic Ranch with 4 instead of 3, and The Ranger shouldnt have it at all. i dont think this should effect pricing as the number of dino riders remains the same, and The Ranger would need to speed the same amount of silver if he wanted a Saur.
>>
Just learned about this project
No Twenty Thousand Leagues Under the Sea inspired faction?
>>
>>92169100
on the to do list.
>>
>>92169107
Is this list on any of the docs?
>>
>>92169139
not a literal list, just meant there is something i think there is interest in doing. last thread anon wrote a thing about an UR-CA which brought up lots of ideas, primary ones being a Whaling sub faction and Captain Rakkad. it wouldnt be hard to unit them in some way, maybe the Cuttlefish got sunk by the UR-CA in the stead of the Essex.
>>
>>92169092
The folklore has variations and details that often get lost because few people read the primary sources. That is actually common everywhere, and partially due to written records, mistranslations etc. Like the way most people, specially artists, forget that Cthulhu is described as having an "odd number of eyes", whose quantity is never specified, and given its partially oniric nature when it appears, I wouldn't be surprised if the number changed very few moments, or from which perspective you looked upon it.

Widespread litteracy congeals folklore, and i believe actual tabletop rpg is the closest thing to the original dynamic of someone spicing up Cinderella's story with stuff from a dream and a couple details from Swan Maidens, to entertain his audience around the stove.

Anyways, "Windigos" (name I saw on a scanned 18th or 19th century journal) is sometimes portrayed as a 6 to 9 meters tall giant, and the victim can only escape if also turning into a Windigo and fighting back, both sides uprooting trees and using them as clubs. A tale has the people chopping down the corpse and finding the original man which ate human flesh inside. I'm not sure if the "Whittico" or "Wee tee go" monster, from Cree folklore, is supposed to be a Windigo or not, but is a single evil creature, which requires human sacrifices, and commands spirits which shapeshift into animals. And I saw somewhere the idea that people that consume human flesh become vulnerable to being possessed by Whittico, and then become Windigos. Plus there is the whole aspect of mental illness, (tall?) tales of cannibalism and possibility of prion infection by consuming human neural tissues, implying that the "Windigo condition" is analogous to Mad Cow disease.
>>
>>92169313
oh ok so Rakkad is the Nemo stand in? I'll do some digging now, thanks
>>
Also people seem to forget that Cobras Fumantes were supposed to be an elite Brazilian expeditionary force with "impeccable morale and defense".
>>
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>>92169035
>If I come up with something, I'll write it.
Welcome to the club, my friend!
Hold onto your sanity, while you can.
>>
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>>92169382
Guy who originally brought up the idea of adding the wendigo to the American roster here
Mostly just wanted America to have a big scary monster to throw at people and I am a great enjoyer of "feeding the ATF agents to my pet wendigo" memes. Figured a monster that pops out of a comparatively harmless man was on point for an ambush faction
Suffice to say it is pretty much the 100% flanderized modern North American ideal of a wendigo as opposed to anything based off actual folklore.
I can tell you this about Agarthian wendigos
>They can shapeshift into human or animal form
>They eat people and anything else they can catch
>They have a surprising taste for whisky.
>Cannibalism is probably involved in their creation.
>Deer skulls.
>>
>>92170214
It sounds more like an amalgam of internet meme and Navajo folklore Skinwalkers.
>>
>>92170250
Pretty much, I'm like, 80% sure I originally was referring to them as skinwalkers in my posts
>>
>>92169383
Nemo's real name is Dakkar, according to Mysterious Island.
>>92170263
it is still called that in the book.
>>92169382
>cannibalism
i think people know about this, it just doesnt come up much. i dont mind people changing shit as long its fun.
a Wendigo unit could be neat, id naturally have connections to Hyperborea which is always interesting. i think a Wendigo encounter would be a good Champaign scenario.

>Entrance is found in Labrador
>Scout team gets trapped by a cave in and resort to cannibalism
>One member of the team enjoys it a bit too much
>Filled with the Frozen Will of Whittico
>Munus splendidum mox explebitur!
>Eats everyone
>Rescue team finds the half starving Wendigo near the entrance of the cave
>It charges
>Remnants of the rescue team must put down the Wendigo
>>
>>92169973
>Hold onto your sanity, while you can.
Don't worry, I already lost it on the way here. I think that if I find the echo of the Lisbon earthquake, Gaia might tell me how to find it again. Down there, when it's cold enough, the sounds freeze until you listen carefully, you know? As long as the shadow keeps tilting left, it's alright.

Btw, is it me or is there an implied idea that if one goes up long enough, you end up down there? As if the world was a fusion dance of a Matryoshka Doll and the Ouroboros?

Has anyone here also read Descent and Deeper, by Jeff Long? It sorta goes sideways, bit schizo mixture of themes and ideas, but the whipsplash of a story fits Agartha. It is great in making the underland believable. Telluric lightning crossing your path as a magma flow pierces the rock and starts leaking into the aquifer you navigate. Nuraghi-sized tactile*/mnemonic** maps of trade networks which traded pearls and copper when Neanderthals were still getting used to their Homo Sapiens neighbors. Bodily transmutation triggered by traversing the labyrinth of Gaia's womb.

*https://en.wikipedia.org/wiki/Ammassalik_wooden_maps

**https://en.wikipedia.org/wiki/Lusona

>>92170214
>>92170274
If it wasn't clear, I'm perfectly fine with that. I just asked and provided whatever details I still remembered because something could help, inspire, entertain, whatever.
>>
>>92171018
>Btw, is it me or is there an implied idea that if one goes up long enough, you end up down there? As if the world was a fusion dance of a Matryoshka Doll and the Ouroboros?

We don't know. Nobody's gone down far enough to figure it out, but Napoleon is close.
All we know,
The sky is a psychic illusion painted onto the Firmament.
The depths never end, growing only ever darker and more dangerois.
All we have are theories, the most prominent among them being the Gano-Ducksworth Loop.
>>
>>92169100
>>92169107
A subnautic faction is wide open to draft.
Unfortunately, nobody plays aquatic maps
>>
>>92169035
>Any explorer organization from São Paulo would seek to insert that.
It's very interesting hearing about all these different facets of the world. I wanted to write a Syndicate unit mainly because I like technological units/factions and so the U.S can have a mercenary counter-faction like how the U.K has the Lost Men and France has Napoleon.
After an initial reading on the Bandeirates I totally agree they should be a part of the Syndicate. I was already planning to include Confederado elements too since it fits the time period and gives me an excuse to reference Wild Wild West.
What else should the Syndicate be about in your view? My knowledge rather exclusively lies within the Anglosphere so I'd greatly appreciate your input.
>>
>>92169100
There was some spitballing of ideas for our Nemo equivalent earlier in the thread (With the out-of-setting joke that he has dozens of different conflicting backstories)
>>92147412
>>
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>>92170274
Here's the current wendigo statline that we've been using in test games.
>>
>>92169035
>Brazilian anon here. This looks like a bad meme instead of actual fluff. The fact that he cared to use the "~" makes it almost certain he's hue-hue.
Agreed, I initially read them as evil-nazi-scientists-exiled-in-South-America-before-their-time, and this is in some parts why I didn't bother including them in the first run. Glad to have someone to provide feedback on it this time around, I don't mind including any reference to real world evils as a way to flesh out the world, but given where we are, it was impossible to have this done here and not have some poor taste memery involved. I think we did a good job not including those parts (time traveling nazis, KKK), or including them in a way that's interesting (post confederates).
At this point we are far away from that enough that I feel like we can safely shape them into being just the
> >>92168157
>criminal organization/cabal of occultists and agarthan scientists experimenting with the looted Hyperborean tech, prowling the Deep looking for artifacts and slaves like the Bandeirantes of old, doing shady deals with the more unscrupulous clients in the other factions and trying to get the Americans and their PACT to fuck off.
>>
>>92169857
Apologies about that, I got the feeling initially they were supposed to be poor quality troops, I can redo that profile to be more fair.
>>
>>92172207
>>criminal organization/cabal of occultists and agarthan scientists experimenting with the looted Hyperborean tech, prowling the Deep looking for artifacts and slaves like the Bandeirantes of old, doing shady deals with the more unscrupulous clients in the other factions and trying to get the Americans and their PACT to fuck off.
can they be founded by UR-CA worshiping Whalers, that survived the sinking of the Essex by the grace of UR-CA?
>>
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>>92169100
>Just learned about this project
Based, always glad to hear new folk's perspective, so don't hesitate to ask questions, offer feedback, and if you want to playtest the game we can set up a game here too.
>>92169100
>No Twenty Thousand Leagues Under the Sea inspired faction?
Rakkad has been mentioned already, he's eventually going to be the Nemo stand-in, but he has no mechanics. Otherwise there's Atlantis which is very advanced in its naval tech tree and likely has a large fleet of submarines (they have literal sub-aquatic cavalry).
Mu is adjacent to that theme but with a more horror bent to it. Old Mu Royalty includes many undersea monsters and seeks paths to the lower Layers through the Dalai Sea, so they have the New Mu Diving Initiative, which is just a fancy name for forcing slaves to do ridiculously dives with the shoddiest set up possible.
as usual, apologies for the Slop art, some stuff is hard to find stand in for
>>
Officer Bubbles: Cost 5 Silver
Specialist, Elite, Deep
AP : 2
Stats
Movement: 1 Accuracy: 3 Strength: 7 Discipline: 7 Evasion: 3 Labor: 5 Awareness: 0

Health: Limb 1 Body 1 Head 1
Armor: 000

[Morlock Constitution]

On A Tight Line: This unit gains +1 Discipline & Labor, as well as all buffs its neighbors have. If this Model is ever not neighboring a friendly unit +3 Awareness & Movement, -1 all other Stats, and become Friendly to all factions. For Dread purposes, this unit is a Worker. Can only Take Pickaxe for a weapon.
Or;
Friends In High Places: if thus unit is neighboring a Leader, if Morlock Constitution is successful against a ranged attack, lower the severity of wounds taken by 2, on Crit negate the attack totally.
If an enemy Leader has Los on this model and is within Movement Range, the player that controls the Leader may control Activate this Model with its AP restored by 1. each time Friends In High Places is resolved by an opponent, gain 4 Silver, if all of your opponents have no Deep Units, gain 15 Silver the first time Friends in High Places is resolved by an opponent. Can take a Saber, and Dog Sled or Horse. (2 Silver)

Special Elite Bait: [1LP 1AP]
you may recruit Beasts.
Until this unit is next Activated: This Model counts as itself and two Morelocks when resolving Traits and Dread.
Which ever side kills this unit takes the Dread. When this unit dies, all friendly Beasts must be revealed and or deployed. If

Can not be given any Weapons or a Mount.

>Officer Bubbles is the name given to the Specially breed Morlock/Salmon/Tuna hybrid used by US expeditions as bait, and sometimes payment, for the Skinwalkers. Dont worry, its okay to eat Officer Bubbles because he only has 1/3rd of a given feeling (par with an above average lichen). Despite this, it is quite common for higher ups to become fond of their Officer Bubbles. It has become tradition to Promote a Officer Bubbles that survives a full Expedition to the rank of Officer.
>>
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>>92169857
>>92172235
I don't know how much real life is supposed to orient this, but our FEB, which translates to "Brazilian Expeditionary Force", was the sort of add-on one wouldn't expect much of. Smaller number than promised, using American materiel because we couldn't properly supply them according to what's necessary, but they did everything than was needed and then some. Would it possible for they to have mostly average rules, but a bonus that could be applied for any stat when triggered by adverse situation, making them surprisingly useful in tougher situations? If this was a special rule, you can call it "Gambiarra".
>>
>>92171517
Skinwalker Cost 30 Silver
beast

AP: 2
Stats
Movement: 4 Accuracy: 7 Strength: 8 Discipline: 8 Evasion: 4 Labour: 0 Awareness: 5

Armor: Limbs 2, Body 1, Head 3
Health: Limbs 2, Body 2, Head 1

Weapons:
Giant Claws
(0/XX) [Reach]

Bestial Charge : Whenever this model makes a Charge action, resolve a Mount Charge (B/BX) against the model charged before resolving the Charge Attack itself. If this kills the model charged, you may redirect the Charge Attack against another enemy model within range.

In Sheep’s Clothing : During the Deployment phase, set this model in Reserve and note a specific Troop or Worker model down on a piece of paper. At the end of every turn, check if an enemy model is within 3 of the Troop or Worker model noted down, and if so, remove that Troop or Worker model from play and deploy this Skinwalker model in the hex from which the model was removed.

Like a Big Kitty: [3LP 1AP] When you would be otherwise forced to reveal this unit, sacrifice 1 Morlock for each enemy unit within range of In Sheep’s Clothing to gain the following; -2 Evasion & Movement +1 to all other Stats, may delay revealing by 1 turn for each friendly Morlock Sacrificed by this Trait, must delay at least 1 turn.
>>
>>92172339
I think whalers are shaping up to be their own thing. The lore-doc mentions the Royal Whalers who I think might be a better fit.
>>92172382
Can you explain Friends in High Places? I'm reading and can't really parse what you mean.
>>
>>92166335
>war games are, in essence, a more ‘actualized’ card game. it follows then that factions should be balanced like colors.
I don't necessarily agree with the idea that balancing a wargame and a cardgame should be done in the same way, or that they are straight up comparable, but getting into that will take a bit more time to explain well so I'll address the stuff that relates more directly to the game right now, and come back to it later. You aren't wrong that defining faction archetypes better might lead to better designing, however.
> Deck stuff.
Very interesting stuff, are you referring here to something to do with Campaign play, like an overmap exploration mechanic?
>>92166335
>i think the currently high power low consistency of most guns combined with the tight AP economy means defense is naturally better, or would be after some Qol changes.
Good catch, the investment in both Silver and AP toward aggression is much higher than toward defense. This gets even worse when your main weapons are crossbows and melee, such as Atlantis.
> Barricades should not require a roll, rather the roll dictates the speed at which the Barricade is built. [...] Barricades could have tiers based on the amount of material spent.
This is a good point, I'd combine the two to avoid having to stretch it over multiple turns, so the roll would determine the tier and then after that you can Labour on it again to try and improve the tier or repair it... ?
>a similar system could be done for Bayonets
Yeah Bayonets kinda irked me, its a lot of tracking if we get to a 12 model expedition, and the weapon itself isn't worth the additional cost in AP. I'll try to come up with something.
>Healing seems weak
That's somewhat intended, Healing doesn't cost much, and 1 degree of Severity can still sometimes makes a difference.
>>
>>92172339
>can they be founded by UR-CA worshiping Whalers, that survived the sinking of the Essex by the grace of UR-CA?
I see no reason why they couldn't be, or couldn't have a relationship with UR-CA at the very least.
>>
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>>92172428
>Like a Big Kitty: [3LP 1AP] When you would be otherwise forced to reveal this unit, sacrifice 1 Morlock for each enemy unit within range of In Sheep’s Clothing to gain the following; -2 Evasion & Movement +1 to all other Stats, may delay revealing by 1 turn for each friendly Morlock Sacrificed by this Trait, must delay at least 1 turn.
>>92172382
Being a Morlock truly is pain.
>>
>>92167467
>>92172422
Cobras Fumantes: Cost 7 Silver
AP: 2
Movement: 3, Accuracy: 5, Strength: 4, Discipline: 3, Evasion: 5, Labor: 4 Awareness: 3

[Reserve]
Fear [Hyperborean]

Guerrillas : when you are out of AP on all Models, roll a d3 and Deploy that many of this Model from Reserve. Must Deploy within 3 of a Friendly Leader, Character, or Specialist Model: If a Model could not be deployed following said restrictions, he is deployed instead in your deployment zone.

Gambiarra: while this Model is Shaken, +1 to all stats other than Discipline
>>
>>92172428
Good catch with making the skull have more armour.
Not sure what you were going for with LP ability. Is it a buff? I can't think of a reason you would want to avoid revealing the Skinwalker. Is it meant for enemies to use?
>>
>>92172678
>Being a morlock truly is pain
There is no lowlier form of life in Agartha (except maybe some of the smaller lemurs, but I struggle to call those abominations "alive")
>>
>>92172682
This is really good, feels perfectly in line with what I'm going for.
>>
I BETTER NOT SEE ANY MORLOCK HATRED IN THESE HERE THREADS
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>>92172709
>Not sure what you were going for with LP ability. Is it a buff?
It looks like its intended to be, but its definitely too expensive. Also, it probably defeat its purpose since using it will telegraph to the enemy you have the model in range. But I get the gist of it and I can do something with that, and also something with not necessarily wanting the deerhead to be there too early, so as to justify it.
>>
>>92171437
>>92172207
Lopez acquired an artifact from an actual treasure hidden by Jesuits right? Bandeirantes were the ones to attack and enslave the natives, and then do the same to the missions. São Paulo glorifies these equivalents to Spanish Conquistadors (and which often looked more like the natives they enslaved than actual Europeans). I would lean into that. The Golden Society suspects, or knows, that the Jesuits and/or Guaraní knew where to enter Agartha/find more artifacts, perhaps even tried to escape the Portuguese/Spanish forces by going downwards.

The Confederado elements still fit, because rl Pedro II actually invited a lot of them due to their expertise in cotton plantations*. Both locals and foreigners probably bonded over their fondness of slavery, and now seek the same sort of wealth Bandeirantes sought, just underground: legally acceptable slaves, medicine/spices/cash crops ("Drogas do Sertão" was the broad term), valuable minerals/jewels, plus technologies.

*Google "americana sao paulo confederados".

...Early Portuguese/Bandeirantes used rivers a lot, and they believed that the Rio de la Plata and the Amazon both ended in a big lake somewhere deep within South America. Perhaps they were sorta right, and there is some navigable route for Agartha, underneath the Andes.

...Could the Jesuits actually have rebuilt one or more reductions of priest/natives/Agarthean natives below? Might they actually be a legit benevolent theocracy that's going to be destroyed much like the original ones?

Does this sounds better? What else is needed?

>>92172682
Yes, that's great as far as I'm concerned.
>>
>>92172678
>Being a Morlock truly is pain.
only 1/3 pain!
>>92172709
>>92172786
>Not sure what you were going for with LP ability. Is it a buff?
it is a bluff, its an option. makes Skinwalkers bit more unpredictable. it also gives back the Accuracy i took which makes it something youd want to do anyway, while giving some bonuses to make it not feel too harsh. i agree it is too expensive, i meant for it to be [3LP] with no AP cost. i think the Eva and Move costs are fine. i did think about adding a +1 to Body Health to go with it or +1 AP, but id want to play test as is before going around buffing things.
>telegraph to the enemy you have the model in range
yes, but it hides which model it is and, if you have more than 1 morlock to burn (which you will), what turn it comes out. Special Elite Bait should probably be knocked down to [1AP] cost.
>>92172582
yes. my fault. hope this helps.
https://pastebin.com/xJDHcMrq
>>
must chose between Tight Line and Friends in High Places, with the latter costing 2 Silver. like a cluttered Moblot.
>>
>>92172938
>Could the Jesuits actually have rebuilt one or more reductions of priest/natives/Agarthean natives below?
Atlantis does have a sort of Christian-Adjacent tradition. I'll bet that there are some independent missions down there too, hell even some pre-contact ones like you posit.
I'll get on the Syndicate leader in two or three hours, I think the best way to do it would be to model it after the Deep Drunk commander where you get three focuses you can spec into (Bandeirante, Confederato, and Hyperborean-Industrialist)
Now the only question is what those focuses do. I'd say that copying the phosphorus baron's ability (albiet less powerful) and some of Taiping would be a good start, I'll get back to you on that.
>>
>>92172582
>whalers are shaping up to be their own thing
yeah. they probably work better as a Merc faction like the Warfare Existentialists anyway.
>>92172584
>defense advantage
what do you think should/could be done about it? i think Dread should not decrease between turns, and units that need it can have traits that let them reload faster.
>roll would determine the tier
i dont like that at all, puts way to much on lucj. what if i want 3 tier 1s but end up with 1 tier 3? what if i only packed for 1 tier 2 and roll a tier 3? i was thinking it work something like: rolling under it is built at the end of the turn, rolling over you build it next turn, crit and you build it now. i dont think that is too much to keep track of. what do you think about a no cost barricade that only works when prone?
>lot of tracking if we get to a 12 model expedition
could be that instead of each model having to affix, its a unit wide action. something like, "After the Affix action has been taken once for every three models of a unit type in a expedition, every model of that unit type has their weapons affixed". that way you dont have to have the guy with the bayonet spend any AP on it, while still requiring you to plan ahead. if youre worried about them being too weak, could have a second bayonet for the same price with Quick Strike and Poison but no Reach.
>are you referring here to something to do with Campaign play, like an overmap exploration mechanic?
no. i was thinking about Freeplay, balancing maps and factions. dont think "balance as giving a reason to pick one thing over another" matters much if at all during a Campaign. guess that opens up the question of what Campaign looks like, and its relationship with Freeplay.
>>
>>92173582
>I think dread should not decrease between turns
In my experience playtesting it builds up really quickly as crits pile on, even without that many casualties.
>>
>>92173737
>In my experience playtesting it builds up really quickly as crits pile on,
In this specific game there were only one crit generating Dread, I think I might have missed one at one point tho. With the HG being so low Discipline it almost came to matter a few times, but every time it was right under the point.
One possible option would be that Dread doesn't lower until you've done something specific, build a campfire perhaps or something else... ?
>>92173582
>i dont like that at all, puts way to much on lucj. what if i want 3 tier 1s but end up with 1 tier 3? what if i only packed for 1 tier 2 and roll a tier 3?
I was thinking more
> fail the test : build a Barricade with 1 Health
> succeed the test : build a Barricade with 3 Health
> Crit : whatever more Health I guess
and have it all cost the same amount of Material, but its true that your way doesn't seem heavy at all to track.
>>
>>92173869
>Dread doesn't lower until you've done something specific
yes. maybe Eva Crit lowers your dread, or there is a generic "lower dread" action that checks Awareness. will have to play test different rules for Dread, see what works.
>Barricades
your way is better.
>>
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Bump before work. I'll try knocking down as many US profiles as I can tonight and will post the result in the morning.
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>Golden Syndicate Commander: (14 Silver) [MERC BOOK?]
Leader

AP: 2
Movement: 3
Accuracy: 5
Strength: 5
Discipline: 6
Labour: 3
Awareness: 5
Leader Points: 4

>Armour:
0 in all

>Health:
H: 1 Box
B: 2 Box
L: 2 Box

>Equipment:
This model can be equipped with any weapon from the colonial weapons list. It may be mounted.

>General Rules:
Hatred[U.S]

>Special Rules:
Criminal Conductor:
This model generates silver based on how many artifacts, slave units, and Agarthan materials were collected during the game, equal to their cost. Any of these moved to your deployment zone during the game may be counted as secured and are removed from play with their value immediately added.
>MORE TO BE POSTED ONE MOMENT
>>
>>92175029
>Sinister Combination: During recruitment, you may elect to give this model one of these special rules, paying the cost:
-Bandeirante: (3 Silver)
This model gains terrain affinity [Jungle.] It gains the abilities “Take them alive!” and “March!”
“Take them alive!” (1 LP)
This ability is used whenever an enemy worker or soldier in melee with a friendly unit would die. That unit is removed from the board and converted into a captive token, which counts as equipment.
“March!” (2 AP)
This ability can be used when any captive token is adjacent to the Syndicate Commander. The unit which generated the token is replaced on your side, with -1 movement and the slave keyword. This unit can no longer fight, and will become hostile if discipline reaches broken status. Count the silver value of the unit towards your victory chest.
-Confederato: (3 Silver)
This model gains the soldier keyword and the “Shot of Moonshine” ability from the Kentuckian rebel. It additionally gains the ability “Nothing but Glory”
“Nothing but Glory” (4 LP)
For the next two turns, all friendly soldier units gain +3 movement, Deadly[Bayonets], and 3 discipline. Soldier units dying during this time does not generate dread, all dread which would have been generated instead is put in place after the two turns are over.
-Hyper-Industrialist: (6 silver)
This model gains the diplomat, engineer, and mechanical keywords. Your expedition may recruit clockwork scouts (TO BE FINISHED) as elites. Additionally, the expedition may either take 1d3 random Hyperborean artifacts on deployment, OR recruit ONE non-warmachine non-beast Hyperborean unit.

>Recruitment:
This model may recruit Kentuckian Rebels and Cobras Fumantes as faction troops. It may additionally recruit Underground Railroaders, with the notice that they gain the slave keyword and will turn hostile if broken instead of being removed from play.
>COMMENTARY TO BE POSTED
>>
>>92175037
Not quite satisfied with this one but I’ll need to think before changing anything too much. The idea with Bandeirante is that it’s a less powerful Baron Phosphorus, with the upside that you don’t need to get enemy morale down, you just need to club one of their expedition hard and drag them off. Confederato is entirely designed around the idea that Kentuckian Rebels are not great on their own, but if you position them correctly you can blow the trumpet and pull a Pickett's Charge (Hopefully with better results.) Think of it like the gambling man’s option since you need to get a lot done in those two turns, and you’ll likely take a lot of casualties getting in stabbing range. Hyper-Industrialist I’m worried about but also excited to see what could be done. There aren’t that many hyperborean units around so hopefully it’s not the worst idea. As for clockwork scouts I hope to get them done this week so don’t worry about that one.
Criminal Conductor I think could be something more interesting, maybe a board-control thing. And if prices can be adjusted correctly it might be cool to let a commander take two of the three options, or maybe for there to be two commanders like how Lemuria lets you take five scholar-prophets.
Also, Hyper-Industrialist gets mechanical because the chart image looks like he has clockwork augments and I think that’s pretty cool.
>>
>>92175042
>Not quite satisfied with this one but I’ll need to think before changing anything too much.
Its pretty good for a simple Leader, the only thing that comes to mind is that he could have been made into a Hero with those Traits and the ability to "loan" them, but him being a Merc Leader on a similar level to the Deep Drunk Commander is pretty cool.
>>
>>92172339
With all due respect, UR-CA has enough shit of it's own. I think a better occult Hyperborean connection can be made through the Afro-Brazilian traditions, most notably the cult of the Rainbow Serpent Oxumare (OXMR), associated with wealth (nuff said), cycles, movement and transformation (hence the accelerationist transhumanism).
>>
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>>92177328
>Afro-Brazilian traditions, most notably the cult of the Rainbow Serpent Oxumare
What the fuck, you anons also inserted Oxumarê? I've got to finish reading the docs.
>>
>>92178509
No, but we often use mythological characters and creatures as templates for the psychic emanations (SRTR, TNGR, MRLN, IZNM etc.) spawned by human belief and emotion that the Hyperborean entities resonate with.
>>
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It's been so long. Digging through all this dirt. I've never even seen the sun...
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>>92174621
Sorry about that, had a meeting at work that lasted way longer than my shift was supposed to and I ended up crashing as soon as I got home. Here's some of last night's cleanup. I didn't do much beyond straight up balance, and set the Rough Rider to be without a horse by default, that was something that I had missed on the first go.
>>92169092
>Saur General should come with Triassic Ranch with 4 instead of 3, and The Ranger shouldnt have it at all.
I think giving it to the Saur Gen is good however why remove it from the Ranger? You aren't forced to add it.
>>
>>92181687
>Rough Rider to be without a horse by default
why? hard to be a Rough Rider if you have nothing to ride roughly.
>why remove it from the Ranger?
because i didnt edit that post. youre right.
>>
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>>92181802
>why? hard to be a Rough Rider if you have nothing to ride roughly.
Historically they had to go into battle marching, since they didn't get the time or logistics to carry all of their mounts. Also, before being Roosevelt's Rough Riders they were Wood's Weary Walkers.
>>
Going to give the Clockwork Scout a shot in an hour or so. My current idea is that you have to pre-program its actions in ahead of time and re-wind the mainspring to give it more AP every once in a while.
>>
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>THE CLOCKWORK SCOUT (A.K.A CLOCKWORK COURIER A.K.A CLOCKWORK AUTOMATON): [16 Silver]
Specialist, Worker, Mechanical

AP: 3
Movement: 3
Accuracy: 5
Strength: 5
Discipline: -
Labour: 6
Awareness: 1

>Armour:
5 in limbs, 5 in body, 2 in head (Searchlight)

>Equipment:
This model is always equipped with a Surface Spring-Rifle. This model may be equipped with a one-handed melee weapon, or it may carry 4 pieces of equipment. It may carry an additional lantern or torch without taking up any space.

>Health:
Simple, 2 box

>General Rules:
-Immune to Morale
-Does not generate dread on death

>Special Rules:
-Mainspring:
When deployed, the clockwork scout has 8 AP stored. It can only use 3 per activation. Once it has run out of AP, it is immobilized. Any adjacent unit may attempt a labour test, restoring 1 AP on failure and 2d3 on success. If at any point more than 8 AP is stored in the Clockwork Scout, increase its strength by 2 and potential AP use per turn by 1. Any turn in which it spends 4 AP it must test strength or take a grievous wound. If it dies while having more than 4 AP stored, adjacent units must test evasion or take a [/] wound. If it dies with more than 8 AP stored this increases to [X]

>MORE TO COME
>>
>>92183371
-Pre-Programmed:
When deployed, select up to 8 AP worth of actions. The Clockwork Scout, when activated, must perform these actions in the order specified. When commanding the scout to charge or attack, select a target hex instead of a specific model, The Clockwork Scout will attack any model in that hex. If no model is in the hex the attack automatically misses. When selecting move actions, note down the pattern the scout will move in. It does not move by specific hex, so if teleported or otherwise shifted it will move in the specified pattern, even at the risk of entering a pit or volcanic hex. If the clockwork scout runs out of pre-programmed actions it will remain stationary. Any friendly engineer unit can spend 2 AP to change punch-cards when adjacent, inserting a new set of instructions of up to 8 AP worth of actions. Waiting is a valid instruction.

Recruitment:
This model may be recruited by mercenary factions and colonial factions.

Surface-Spring-Rifle:
Range: 7
Skill: -1
Pen: 1
Lethal: [Black]
Reload: 1
Cost: Free

EXAMPLE PUNCHCARD:
-Move 2 hexes up, one hex northeast (1 AP)
-Melee the hex to your southeast twice (2 AP)
-Shoot 4 hexes north of you (1 AP)
-Reload (1 AP)
-Wait (0 AP)
-Disengage (1 AP)
-Move 6 hexes south (2 AP)

COMMENTARY:
A little complicated, but still neat. I like the idea that if you can bash it off course it will run into a pit or a wall and waste movement. I think I could have made it a bit stronger to offset the disadvantages but I’ll hold off on that for now. 3 AP per turn is pretty good so maybe it balances. In theory expeditions can either use these as something to rush down enemies and then explode or as a backfield excavator/defense spammer. For clarity, waiting is 1 AP worth of time but 0 AP cost.
>>
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Bump as I finish some touches on this night's progress.
>>
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Redid Harriet Tubman, I only changed Her Adumbration to give Nimble and removed Tools of Liberation, which I intend to put on the Steel Working Man instead. I figured despite being really squishy I'd cost her at 25, mostly because stealing models is pretty big and her ability to give out AP is pretty darn good. Her attack is an afterthought, I'm thinking I might add something as a crit to it.
>>
>>92185843
Can you give her a lantern as loadout/optional equipment?
>>
>>92185936
Sure, why not?
>>
bump
>>
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New take on the Saur Gen. Added Goad to give it a bit more action choice as well as Tough because he's going to end up expensive after you buy the Saur and Equipment, and the Ranger's ability as suggested before.
>>
>>92189690
>It also gains quick strike and deadly
The mount's attacks or the generals?
>>
>>92189781
The Mount! I'll make that clearer.
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>>92183371
>>92183381
Made this up and will add it to the Merc book as soon as I clean it up (should be next after US). Its really cool, but I think at 16 Silver it might be expensive for something that could die on its own in 2 turns. But its a huge incentive to repair them so that's good. The rifle being included also compensates.
>>
amendments.
>>92172382
Special Elite Bait: [1AP]
you may recruit Beasts.
Until a Model from this unit is next Activated: As long as this Model is on the board and alive, you may chose when to reveal a Model with [In Sheep's Clothing]. When this Model dies, all friendly Models with [In Sheep's Clothing] must be revealed and the Player that killed this model must take 2 Dread in addition to normal. When a Beast or Mounted Model kills this Model, it regains [1 AP].
>>92189690
25 cost seems a bit much. maybe reduce it to 21 and take away 1 limb health. "Thoroughbred" or "Saur Spur" could be a better name for Goad. i really love the idea of Pre-Progranned, curious to see how it works.
>>
Anyone have a random chart or lore unit they want to see? I've burned through my pool of ones I really wanted to make (Robot, chill alien, the other robot, evil Brazilian Cyborgs and the one or two others I forget) so I'm open for suggestions.
>>
>>92192340
>Anyone have a random chart or lore unit they want to see?
The Toxic Avenger
but Wadsttcoteg
>>
>>92192340
Eloi and Dirtman would be cool.
>>
>Dirtman: (Cost: 8)
Worker, Character(?)
AP: 2
Movement: 3
Accuracy: 3
Strength: 5
Discipline: 2
Labour: 7
Awareness: 4

>Armour:
None (Or maybe 1-2 in all to represent dirt caking)

>Health:
2 Box

>General Abilities:
-Camouflage [Mud Wastes] (Or all desolate maybe)
-Fear[All]
-Training[Pickaxe]

Special Abilities:
-Old Scars:
When deployed, this model has one [X] wound. It may be healed, but the wound reappears on subsequent deployments.
-”Must keep digging:”
This model gains +1 discipline for each consecutive excavate action it has completed. If it does not dig for one turn this bonus resets.
-Excavator:
This model may roll two dice for each excavate action and keep one. This model cannot attempt construction actions.

>Equipment:
This model comes equipped with a pickaxe. It may additionally be given Dynamite.

>Recruitment:
ALL FACTIONS may recruit this model.

COMMENTARY:
Pretty simple, kept close to the chart with this one. The lore doc mentions “Dirt Men” so it’s possible there are more than one, not sure if character tag is needed.
>>
>>92192438
I haven't seen the films so I can't comment, but having seen the design from pop-culture it seems like a hyperborean unit.
>>
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>An Eloi (5 Silver)
AP: 2
Movement: 4
Accuracy: 6
Strength: 4
Discipline: 5
Evasion: 7
Labour: 2
Awareness: 2

>Armour:
0 in all

>Health:
1 box

>General Abilities:
-Immune to Morale
-Nimble

>Special Abilities:
-Evolved:
This model can, under no circumstances, generate a Hyperborean pain counter.
-”Oh dear.” (1 AP)
This ability lasts for the activation. Enemy models hit in melee by this unit during that time must save evasion or take a [BLACK] wound.

>Equipment:
This model may take generic medieval weapons. It may not take any “Two-Handed” weapon.

>Recruitment:
This model may be recruited as a faction unit by Mu or a mercenary by other factions.

COMMENTARY:
A little leary of giving such a cheap unit Immune to Morale, but it’s chart-accurate. It’s also chart-accurate to give it one health box so maybe it balances. Intended loadout is a dagger but that won’t last. Also are bows not in the generic weapons list? They should be.
It’s funny that in picrel the cruel inhuman monster is more likely to be the Eloi than the Neanderthal (Neanderthals looking more like Morlocks and Morlocks looking more like Deep ones in Agartha and all)
Sorry about forgetting evasion with the past few units too. Just give Dirt Man 4 he's here to dig not to dodge.
>>
should Dog Sleds work like a mount or like a usable machine?
>>
>>92193381
Mount, but maybe with the ability to unleash them.
>>
>>92193716
That's what I was thinking about essentially, yes.
Low Movement, provides Terrain Affinity for most stuff, allow someone to carry lots of equipment and can be launched as its own unit.
>>
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So, I thought maybe IJ could be reworked as a Character like Vernes instead of a Leader, here's what I came up with, using mostly the old profile. Not sure yet what to do with the whip.
Drastic change so let me know what you think, I just thought there were too many US Leaders to start with.
>>
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>>92194842
On one hand you're right about the leaders, but I do think that IJ and Treasure Hunter should be able to be leaders. Maybe it could be an upgrade like how Hero does it?
Also I vote that instead of the Quick Whip ability IJ should have a bonus to punching like Eiffel so you can get fistfights.
>>
>>92193381
>>92193716
Dog Sled:
Move: 4, Accuracy 0, Strength +1, Evasion +2, Health 0 Acc 6 Str 6 AP 0 [ 0 ] / [ X X ] Cost: 1
Dog Team: Must take 4 or 6 of Malamutes, Huskies, and Half-Wolfs and Reserve them for each Dog Sled you take.

Half-Wolf: Cost 5
Worker, Dog, Beast, Elite
AP 3
Movement: 3 Accuracy: 5 Strength: 7 Discipline: 4 Evasion: 6 Labor: 0 Awareness: 6
Health: Limbs 2 Body 2 Head 1
Armor: 000

White Fang: [ / ] / [ B ] [Quick Strike]

[Tough]

Call Of The Wild: [1LP] Deploy 4 or 6 Malamutes, Huskies, and Half Wolfs within 3 of every Friendly Model with a Dog Sled. Models Deployed this way have +1 AP for the rest of the turn. After using Call Of The Wild, no friendly model may use Dog Sleds. May be used from Reserve, if it is, Remove the Model that used it from the game.

Can be Recruited by Americans or Russians.
>>
>>92197772
>Russians
U wot mate. Them's the Tsardom.
Good job on the Jack London references, but there is no way in hell that half-wolf should be elite. Quick strike on teeth is also a bit too much.
>>
>>92198005
>no way in hell that half-wolf should be elite. Quick strike on teeth is also a bit too much
fair enough.
>>92197772
Alaskan Malamute: Cost 1
Worker, Dog
AP 2
Movement: 4 Accuracy: 7 Strength: 4 Discipline: 5 Evasion: 6 Labor: 2
Awareness: 4
Health: Limbs 2 Body 2 Head 1
Armor: 000

Bite: [ / ] / [ XX ]

[Dogged]

Can be Recruited by Americans


Siberian Husky: Cost 1
Worker, Dog
AP 2
Movement: 3 Accuracy: 5 Strength: 5 Discipline: 6 Evasion: 4 Labor: 3
Awareness: 4
Health: Limbs 2 Body 2 Head 1
Armor: 000

Bite: [ / ] / [ XX ]

[Dogged]

Can be Recruited by Russians
>>
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Baking new thread, hang on to your hats!
>>
NEW MU MAGICAL BREW >>92198903



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