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The Deep Place Edition

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

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

>TL;DR Doc
https://docs.google.com/document/d/1LxdaGoBlJRTMuziMDupG5TeeFwNDnsIW2pfaRAcFDgA
>Main Lore Doc, including links to anon-written short stories and additional lore in "Recommended..." section
https://docs.google.com/document/d/1bRrxdD1BMLmcMDFeszwqg2Rcjrt8DDo7tjAxoOB6KQ8
>3e Rules Doc (READY FOR MORE PLAYTESTS)
https://docs.google.com/document/d/14ZpHhEyUbjt-SCx2xuAd0lyh7Rs4J7rK5kHkljqykhk/
>Unit Spreadsheet - Currently outdated, requires an update
https://docs.google.com/spreadsheets/d/1rcleQtrT4Q0INiBW50-kq2ZXWJ-cjLOeVTLTJg_oX5E
>Unit Design Doc
https://docs.google.com/document/d/1n0X89OdMPXJKQGm6kYcOABjhjE4NZER1fvmpDmDX1JA
Wiki
>https://eadsttcoteg.miraheze.org/wiki/Main_Page
Kaiser Anon's audiodrama (now complete!)
https://www.youtube.com/watch?v=ZwfxQxrHe4M&list=PLKLbVXLsxBBw1EHR-81wTYMJkWKKiQFfH

https://www.youtube.com/watch?v=SecHANDCIxk

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

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

>TQ: What unit profiles need revision?

>Previous Thread
>>98094608
>>
Archived threads in suptg here.

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

https://suptg.thisisnotatrueending.com/archive/2026/98094608/
>>
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>>98322788
Art.
>>
>>98322788
I kneel...
>>
>>98322788
Kek, accurate. Poor INNER SVN...
Haven't done one of these in a while.
> Men constantly search for their own deaths. Some will find it in greed for riches or power, others in pride for a flag or someone else's family name. Captain Friedrich Anton Prince Hohenzollern-Hechingen and his friends of the Garde-Husaren have selected vanity as their tickets, as they trek the wasteland outskirts of Maximiliana looking for a good picture background for the Photographer to take their portrait against. They settle on a suggestively-shaped rock formation, unaware that a small patrol of Russians have lost themselves on its other side.
We both played Cavalry-centric lists, me going for the Uhlan Captain with the Sandwich in the Saddle trait, 3x Garde-Husaren, the Camp Cook, the Red Cross Field Nurse, the Deep-Drunk Demolitionist and an Eloi with a rapier (cheap source of Deep for the DDD to keep him in line). Tsardom anon had the Hero of the People (new Russian hero) with a trait that allows him to gain and give Born in the Saddle & Skirmisher to 3 other models, 3x Cossack, 4 Line Infantrymen, 2 Sharpshooter and the Priest.
>>
I'm noting this in response to something that popped up near the end of the last thread, of ship-based battles being a possibility and how each group would approach such a thing.

Outside of the duels between the sky pirates and water-bound craft which would be insane to imagine, it's important to note that none of the aboveworlders would have massive ships under the world, unlike what most of those already beneath would, or could, possess. The Battle of Hampton Roads would have certainly played out in this setting given how nothing should have interrupted it in 1862, which means the massive shift in naval doctrine would have played out two decades earlier than the setting occurs.

That means that the old wood and sail boats would have been upgraded or replaced by more 'modern' designs with the Ironclads and Ironhulls. Add in how, at least in our timeline, the age of steel hulls began in the late 1870's with the Redoutable, and that means a lot of the 2nd layer naval forces would be looking into transitioning to Steel Hull ships around the time of the setting.

Given everything that happened to France, it would probably be the HMS Iris that would be known as the first steel-hulled ship in Agartha's timeline, which would possibly push the adoption of steel hulls in the US and other international groups a few years back, but that's less important here. The key thing is that by this point the iron-hull ships are the king of the oceans, and would undoubtedly be absolute pains to move into Agartha itself.

Add in how much of a mess it would be to ship a boat through rail lines, and I'd expect that we'd be seeing smaller, iron-plated ships for any group lacking a method to just sail or motor their way down the Layers, ones carefully delivered through manpower and rail lines, ones that are an absolute pain to replace for the Colonials. I could see them getting used to counter naval actions, but I don't see anybody willingly risking them when they don't absolutely need to.
>>
>>98324768
> Austria goes first, with the Field Nurse building a campfire, cooks a Warm Meal and hands it to the Photographer, who will later in the turn Snack on it and then Hide (I like to think "hiding" for him is just very dramatically going under the camera's hood and everyone suddenly forgets he exists). The Cook will prepare 2 Einmanpackung and distribute them. On the Tsardom side, the infantry advances as quick as they can through the Petrified Forest, coming twice under fire of the Husaren, with one Sharpshooter taking a Deep Wound. The Cossacks & the Hero go for a pincer move behind the Wall formation shielding the Austrian camp, making sure to Snack as they go. This leaves them somewhat exposed to the Deep-Drunk Demolitionist, who chucks two dynamites at them, one blast catching one of the mounted man and dealing him a Grievous wound.
>>
>>98324791
> The Tsardom Expedition goes first, which the Hero uses to activate his LP ability and give Skirmisher & Born in the Saddle to the two Cossacks he's with. With a bit of reprieve, the Deep-Drunk Demolitionist throws 2 more dynamites, causing a Grievous on both the Hero and the as-of-yet untouched Cossack. Unfortunately for the explosive enthusiast, the Cossack doesn't take this kindly, Moves in, shoots him once, then charges, the horse running the Demolitionist into the ground, and then goes on to charge the Husaren. This is somewhat good as it leaves the sneaky Eloi free to move in the back of the Cossack and stab him with his rapier, dealing a /G (a rather impressive feat for a 4 foot tall 60 pound egghead). Sadly, the second Cossack also runs down the diminutive duelist, and then proceed to shoot and hit the Husaren. The Uhlan Captain, sitting on a lot of spare AP from himself Snacking and Sandwich in the Saddle, charges in the first Cossack, kills him, then charges the second. The horse hits, but the Captain manages to flail his saber 4x to no effect.
>>
>>98324822
(missed from previous turn)
> The top Husaren charges the third Cossack in the back, dealing in total three Deep and killing it (he already had a previous wound as well).
(now unto turn 3)
> The Uhlan Captain & the remaining Husaren must now deal alone with the remaining Russians. The usual "I backstab you", "oh yeah, then I'll backstab you as well!" strategy plays out, with the Husaren charging one Infantry man in the back, then getting charged by the Hero, then the Captain charging the Hero. Many hits are exchanged, but in the end, only one Line Infantry has fallen.
>>
>>98324847
> At this point both our forces are very exhausted (mine more than Tsardom's, admittedly), so there is little mouvement in the 4th turn, the Husaren who charged into the crowd of Line Infantry finally goes down, and the rest start surrounding the Uhlan Captain. Sabers are swung again, dealing wounds to both Leaders, but they all fall on the ideal locations to keep the fight going.
>>
>>98324891
> Austria goes first on the last turn, and its now time for the Photographer to do his job. He's sitting on something like 8~9 AP, and so he advances to get a good angle on the Captain and the Hero's final moments of struggle. Lucky for me, the Hero fails his Awareness test to detect him, and he goes on to snap shots. I believe I snap 4 shots, stunned one Line infantry out of all its AP, and then the Hero and another Line Infantry lost 1 each, generating 14 Silver in Photographs. It does Stun once my own Captain, but I figure the attempt was worth it. Regardless, the Hero's next swing cuts down the Uhlan Captain, bringing this battle to its conclusion.
> End score
> Austria : 72
> Tsardom : 86
Пoбeдa цapcтвy! (Did I do this right?)
Great game. Not much to say toward the Tsardom units, everything is working perfectly fine as is and seems fairly balanced. Eloi was fun, worked well with the DDD (there's probably even cheaper sources of Deep in Mercs, but probably none that can punish as well and as cheaply as it does).
>>
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>>98324768
>Hero of the People (new Russian hero)
Hero of Our Time. It's a Lermontov reference.
>>98324956
>Пoбeдa цapcтвy! (Did I do this right?)
As a literal translation of "victory for the Tsardom", yes, though a Russian speaker would say "Пoбeдa Цapcтвa!" (Victory *of* the Tsardom/Tsardom's victory, genitive case).
Thank you again for the game.
>>
>>98324776
>it's important to note that none of the aboveworlders would have massive ships under the world
Why couldn't the Great Powers trade in favours or buy passage with the British? Honest question, is there something that realistically fully prevent it? As long as it doesn't start threatening Cunningham's hold over the 3rd and 4th layer seas, I could see both the French and the Germans being allowed limited tonnage down the Iceland Entrance in order to keep their shipping lines and littorals safe, which ultimately profits Britain.
Also, by early 80s, France in Mnemosynia is definitely large enough and has enough shipping power with the surface that it can establish docks and supply them so ships can be built directly in the 3rd. Italy might be able to do the same with the 4th, and trade with Austria (it's fleet in Agartha might just be larger than the one on the Surface...).
There's definitely a much bigger issue with justifying some match-ups, or the presence of naval assets. I don't think France could have anything in the 4th, for example.
Americans building swarms of monitors makes sense in this context.
>which means the massive shift in naval doctrine would have played out two decades earlier than the setting occurs.
A few blurbs were already written on how the setting deviated from the historical doctrine on naval warfare, one hurdle mentioned are the two worldwide economic crisis back-to-back in the 1860s and the delayed development of some of those technologies by the French. Additionally, for about a decade, simply buying off France's ships became an option to the Powers it viewed more favorably. By the time France got back on its feet well enough to spare La Royale some attention, in the late 70s, it had a ~20 year experience gap to catch up to.
>>
>>98325010
>Hero of Our Time. It's a Lermontov reference.
Thank you for the implicit reading suggestion!
>"Пoбeдa Цapcтвa!"
Thanks! Let me know if you wish to play the Brit vs Lemuria game after tomorrow, or anything else.
Speaking of Lemuria, I started updating it to the new format, same with Amazon's and Apeman's, no clue why I went with those first, but yeah. The Amazons I think are pretty much complete, but I could see adding one or two profiles to the Apemen, considering how great MapAnon's art pieces for them are, The Apeman Shaman in particular. For Lemuria I'll go dig for the tiger-clawed assassins, otherwise I think clearing up the language of the Prophecies rules will be most of it.
> your picrel
You bring one old dude to remind your soldiers of their spiritual responsibilities, I bring two guys to make croque-monsieurs. Different priorities, I guess.
>>
Good news fellows, after an hour and a half of fucking around in my computer I finally figured out how to deal with the 8-step Captchas and IP blocks I've been getting since I got back from holiday. Normally you take a week off after getting a ban, but reality decided to play things in reverse this time I guess.

>>98322788
This makes it all worth it.

>>98324776
>>98325080
>Naval Game
I have much to say on this topic, but I'll start with the fact that depth should play a big part (I vote for a roof/low-flying/ground-riverine-coastal-deep differentiation with maybe room for an abyssal depth too)

That way weaker or smaller craft can dart into cover in shallower water or up rivers similarly to how pirates of the 19th century in Asia managed to survive. Otherwise having the crew be the source of AP for ships so that boarding eats up AP to fend them off, having marine complements count as equipment to aid in boarding actions, and having some ships move even without AP but at decreasing speed or in an unpredictable way were all other ideas I had.

>Americans building swarms of monitors makes sense in this context.
That's what they were doing OTL anyways due to the Navy being put on fiscal life support (again) in that time

As for who Cunningham would let through that's an interesting question. The subs we know are going through covertly (possible because of Iceland's canal lock being like it is, I've been meaning to do a writeup on this for a while) but the other stuff is more up for debate. Armed merchant ships would make sense but anything larger I could see him being finnicky about.

Also, ramming must still big even if Lissa does not happen the same as in OTL. Because ramming is awesome.
>>
>>98325559
>Because ramming is awesome.
Also, a number of ram ships were built, and sadly never saw use.
> Depth as a way to provide escape for smaller vessels
Pure genius.
>Otherwise having the crew be the source of AP
Its a good idea, but I'd like to keep open to perhaps not having this work on AP, depending on how the rest would evolve, it might be phases you go down.
> picrel
> The Sachlen & 2 subs attempt to safeguard the german holdings in the 3rd from a massive pirate raid.
I'm thinking about having a core component being "and while the ships are fighting, something else is happening", such as that ships sinking each other is never the whole of it.
>>
>>98324956
Brusilov would be proud. But it is good to see a game where Austria hasn't been entirely torn apart.
>>98325559
Terrain differentiation, effectively, would be absolutely necessary. Also, perhaps drawing up an NPC book, just for this game mode, would be worthwhile. I was watching the Disney Atlantis film again with my nephews this last weekend, and thought that the Scorpion Leviathan was quite appropriate for this setting. Perhaps an NPC or an Atlantean anti-submarine unit.

On that note, perhaps setting the 'technological cap' at around 1906 would be the best practice. All pre-dreadnought. Perhaps give the Brits the edge and give them the actual HMS Dreadnought, at a massive expense. Proceeding in this way lets us pull a bit more from the late coal-fired furnace, steel-hulled era.
>>98325653
I hate to pull up my glasses and 'acktually' you, but it's the Sachsen, not the Sachlen. I agree with maybe pursuing a game order that isn't dependent on AP. Take Naval Thunder: Clash of Dreadnoughts, which seems to be the most popular naval wargame in my area. The process goes something like this:

1. Aircraft & Submarines (If Applicable)If in play, abstracted sorties, anti-submarine warfare (ASW) rolls, and Combat Air Patrol (CAP) engagements occur before surface ships close into firing range.

2. Movement Phase
Ships move sequentially by size class to simulate the tactical advantage of smaller ships observing larger vessels.

Phase A: Battleships move.
Phase B: Cruisers move.
Phase C: Destroyers and PT boats move.

3. Firing & Combat Phase
Gunnery and torpedo attacks are resolved, following the same size-class hierarchy to simulate the initiative of larger guns.

Phase A: Battleships fire.
Phase B: Cruisers fire.
Phase C: Destroyers fire.
Phase D: Resolution of torpedo attacks.
>>
>>98326362
Also, I'm not sure where you're pulling the tokens for the colonial vessels from, but if they manage to have the following, or if it's easy to create the following in the token maker, it might be easier to get the ball rolling than we think. Just jotted down a couple of unit options for the faction's that I've helped write.

GERMANY
Sachsen Class - Ironclad
Siegfried Class - Coastal Defense
Odin Class - Coastal Defense
Brandenburg Class - Pre-dreadnought
Irene Class - Protected Cruiser
Wespe Class - Gunboat
Gazelle Class - Light Cruiser

AUSTRIA
Kaiser Max Class - Ironclad
Monarch Class - Coastal Defence
Habsburg Class - Pre-dreadnought
Zara Class - Torpedo Cruiser
Zenta Class - Protected Cruiser

IMPERIAL JAPAN
Kasturagi Class - Corvette
Fuso Class - Ironclad
Naniwa Class - Protected Cruiser
Hayabusa Class - Torpedo Boat
Maya Class - Gun Boat
Kongo Class - Ironclad
>>
>>98326362
>1906
Since Battletech was mentioned earlier, what we could do is take from there by marking each ship type with a time period of usage. That way we can have everything from the "Colonials must use upgunned Agarthan ships" era to the "Atlantis has turreted steel-armoured warships" timeperiod. Plus, it would let us be a little cheeky with units since certain factions could use hand-me-downs as eras progress much like how OTL nations outside of Europe were eventually able to commission ships or buy older ones (Mu especially seems like a faction that would collect older Ironclads as time creeps on.)

Also, if we are going with 1906 as a cutoff does that mean we get Potemkin? To me it seems like a Lemurian plot of some sort and it amuses me to imagine a faction that's still 90% canoes by 1906 having exactly one battleship
>>
>>98326362
>Take Naval Thunder: Clash of Dreadnoughts
Thank you for the suggestion, I've asked on /hwg/ some reading recommendations, to have a basis of comparison, I might also do the same on /k/, since they have semi-regular wargame threads.
>>98326371
>Also, I'm not sure where you're pulling the tokens for the colonial vessels from
duckduckgo image search for a variation of "ironclad drawing 1880 topdown", pinterest has a lot of colored images. I can probably find most of the ones you posted, there's a lot of Russian and German ships at least. Let me see.
>>98326887
>by marking each ship type with a time period of usage
I was thinking the same, and it seems almost a requirement, given the weird "service" length of some of the ships (I swear, reading on France's production, they built 3/4 of their ships to just tow them around).
Also, it would allow to have refits set in at specific moments, since it as well seemed (at least for France, again) like a meme to keep designing under-gunned ships and then try to have them stay relevant by somehow putting more, smaller guns on them? The hell... I fucking swear sometimes...
But this way the Marceau could start with its 3x4 turret configuration, then at some point you add on the 4 torpedo tubes, then later on you add on the 12x Hotchkiss (probably as some form of Boarding defense mechanic... ) as well as introduce some of the weirder Agarthan Science inspired technologies along the way.
>1906 cut off
Works for me.
I did have a sort of alternative timeline that was brewing in my mind as a way to justify pushing even further and have a bit of "Modern Mechanix" retrofuturistim added on to this one. Not sure if its really necessary to explore, however. There's enough lore to use already.
>>
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Anything like this, with a topdown view, I can cut into a token and load to TTS, a lot of these are in their original language, so I might need a bit of your help deciphering the names.
>>
>>98327768
while lacking in topdown, I have used this site as a resource before:
https://myownonpmirror.com/retro_view/1900/index_1900.html

I'll dig further to see if I do have top downs because I swear I saw some somewhere
>>
>>98327965
Found some on shipbucket, there might be more that aren't tagged properly out there too.

https://shipbucket.com/drawings/search?category=&country=&shipType=&shipClass=&ship=&usage=&author=&startDate=&endDate=1906&view=Plan&drawing=
>>
2e, I sent you the list, 22:00 my time sound good?
>>
>>98328191
Yes! I'll be there!
I should also be available Saturday and Sunday, in case anyone is.
>>
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Neukraft ideas:
Mainly, I think Neukraft should have harsher consequences. Not out of a balance concern, if anything Neukraft units can be made stronger or less expensive to compensate, but to give more flavour to Germany’s weird technology progression. Because what they’re doing here is not just inventing things ahead of their time, but using slightly advanced technology/material science to try and produce extremely advanced results. Gameplay-wise Neukraft should be the kind of thing that forces an adaptive change in strategy rather than an occasionally lowered stat. This also builds tension since time spent repairing a unit is time where the other player can close distances or pick off your own forces, only for your technological marvel to start working again at the darkest hour in a climactic way. Part of this can happen by changing some Neukraft so that it’s always on except when action is taken to deal with it, while other Neukraft checks occur only when the unit is being used in a specific way. This will also cut down on the number of rolls needed to be made while hopefully not reducing the number of times Neukraft results come up.
Assuming all current Neukraft-labelled rules are redone, here’s what I think should take their place (if anything):

Dragoons:
This one is only somewhat ahead of OTL, so its Neukraft check can be lighter. It represents the pneumatic tires blowing out when turning sharply.

Neukraft [Changing hex facing by more than 1 during move/charge (similar to heavy traction)] : If failed, reduce this model’s Movement to 2 until a repair action is completed.

Unterseetruppen:
If the New Mu divers, who are Agarthan natives on relatively good terms with the horrors of the abyss, cannot survive down there for long I do not see how Colonials in loud and bulky suits could do much better. Instead of fussing with Neukraft I suggest just porting the New Mu diver rule over since it’s a bit less complexly worded and imposes a depth time limit.
>>
>>98331198
Unterseeboote:
In the naval wargame the short-range nature of these towed craft would be a lot more apparent. In a regular game of Agartha I think the damage effects and semi-random diving rule already cover the bases fairly well while the dedicated Neukraft rule is superfluous. The change I would want would be that if the sub is scattered onto a non water/swamp hex after diving its movement should be reduced to 0 for the remainder of the battle due to being beached. If we wanted to go further the torpedo should probably have to check to detonate when hitting something, but since the sub would already have neukraft features with resurfacing and torpedoes were a known factor at this point OTL it can be ignored for the non-naval system.

Maschinengewehr Maxim:
This is a weapon that doesn't really even need Neukraft since Maxims, while early in Agartha, are a weapon seen in other factions’ books. It could be buffed and then given an overheating mechanic where if shot a lot it loses accuracy until given rations (water) or dunked in a water hex for that Great War feel, but that seems like the sort of thing that would only be needed if the unit was buffed.

Himmelmenschenabwehr Kanone:
Reducing range by 1 is an extremely pointless neukraft rule. Rather, giving all attacks a wide scatter seems more fitting given the ranges involved in anti-air fire and the very early nature of this type of weapon. Since a lot of flying units are either multi-hex or come in swarms, thus meaning some scattered shots will still be likely to find a target, this won’t cripple the weapon but will give it a more experimental feel. The Neukraft check would then be to spend an AP to attempt to sight it in for its next activation and thereby reduce the scatter rather than something used each time it was shot. (3 Neukraft tests currently vs 1 Neukraft test to sight in with 3 non-Neukraft shooting actions next activation)
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>>98331203
Artilleriegruppe C-93:
The different ammunition types increasing Neukraft chances are a good starting point, but the actual Neukraft result is fairly limited. Instead, for a roll of 10 result for firing it would make sense to me that the weapon targets itself with whatever was being shot, but with a Neukraft check made by the crew to avoid this happening due to proper safety procedures being adhered to.

Zeppelin:
This one is of special interest to me. Mainly, the absence of a hydrogen explosion rule is just plain bizarre. Further Neukraft rules about underpowered engines or a weak frame making it liable to rip itself apart by turning would be accurate in a technical sense but cruel, so focusing on the main thing these machines are known for is the best option. While much has been made of how flammable these airships were, the truth is that there had to be a leak beforehand to ignite in most cases, as bullets themselves would just pass through. Therefore, my vote would be to double the balloon health pool, but have a Neukraft check occur whenever fire damage is dealt to the balloon AFTER at least one grievous wound has occurred in the balloon track. If the Neukraft check is failed it dies, explodes, and flaming wreckage rains upon anyone below. This is harsh, but requires enough steps that it wouldn’t be a concern until later in the game when the chips are down and by that point there’s been time to repair any leaks to prevent this from happening. As a potential buff, the airship could very reasonably come with a Maxim installed (Even if this is based on the early designs they would just about have the space for one on board, though not a battery of them like the later designs. It could be restricted to air-to-air or air-to-ground or kept open for both depending on balance concerns). The diesel engine rule should be kept here for the added risk and to highlight the early nature of the technology.
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>>98331208
Kruppmaschinelaufer Ausf II.:
Porting the rules from the other C-93 is up in the air but would make sense. Much like the submarine I think the damage rules and engine explosion for this cover a lot of the bases in a good way already. As for other Neukraft, I think that having it so that models not recruited along with it as part of the 3 crew (as per the Walker Crew rule) who are riding within suffer a -2 (-3?) penalty to all non-AP stats (motion sickness and the roar of the engines, you see. The crew are used to it by now). That way a list with one does not always have it completely stuffed unless the protection is really needed. If we wanted to add a custom interaction to negate this we could add a Scopolamine item or rule to the chemist to deal with the motion sickness at the cost of raised dread (it causes hallucinations in high doses)
>>
>>98331198
This is excellent stuff. Clearly well thought-through. I agree with your outlook on what the mechanic is meant to represent. At the time of the initial proposal, I didn't have a great understanding of the rules, and figured that simplifying things would at least let us get the book out for some playtests. With every model in the book having at least one playtest (I think the only one that hasn't has been the Unterseetruppen and the Uboat itself), a revision is well in order.

Blauen Dragoner
Seems more than fair.

Unterseetruppen
I'm not familiar with the New Mu diving rules, but they can be copied and pasted without issue. The reasoning seems sound enough.

>>98331203
Unterseeboote
Beaching seems fair. The rules page for the unit is pretty lengthy, but as this isn'tnecessarily a 'Neukraft' triggered issue, it should probably be included.

Maschinengewehr Maxim
I like the water-cooling via rations idea. Maybe up the burst fire from 3 to 4 shots being scattered. Keep the cost as it is. Makes this MG a little different from the French/British analogues.

Himmelmenschenabwehrkanone
No notes. One might tell by this point in the unit roster, I was running out of ideas. This is brilliant, though.

>>98331208
Artilleriegruppe C-93
This one, I'll give a bit of argument over. I would say that, on effectively a critical failure roll of a 10, I would just blank the shot. Call it a dud round, or something to that effect. The benefit of steel-breech loading artillery with sliding blocks is that out-of-battery detonations become extremely difficult to provoke, even when you're abusing the mechanism. That might be too simple, but sinking 45 silver into the cannon and then having it detonate feels a bit harsh. A blast 2 impact resolved against it might almost be a guaranteed kill. I haven't been on the receiving end of the cannon, though, so others might disagree.
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>>98331208
Zeppelin
I agree with this entirely. I also think that applying this kind of 'instant death' consequence would also merit reducing the cost of the Zeppelin by a noticeable amount.

>>98331212
Kruppmaschinenlaufer Ausf. II
I would set the Walker Crew rule to to be modified, to accomodate 5 single-hex units. It's a fairly large vehicle, and both novels reflect that a standard complement is a commander, a loader, a semaphore signaller, a gunner, and a technician. I'll re-add the Take Your Dramamine! rule that I had scrapped before the book went forward. Something to the effect of taking a stat check before the game to see if your crew took the pills, if they didn't, apply the consequence as you describe. There might be a better way to word the rule, but I think that adds a bit more depth.
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>>98331329
>Artilleriegruppe C-93
This one I was a little stuck on, artillery is something I'm more knowledgeable about on the tactical level than the technical. I thought about how to represent the barrel bursting due to the steel of 1884 not being able to handle the power of what the Germans were putting down but that seemed like it would just be taking the unit out of action anyways. Maybe having it give off a shockwave that stuns nearby units when fired instead could work? Stunning is a thing in the rules that could be used more. (This would also tie into the walker where I imagine it would be somewhat worse given the small space)

Thank you for the quick feedback as well.
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>>98331421
Forgot to add with the walker, I looked it up and Dramamine is a very modern chemical while Scopolamine was discovered by a German in the 1880s and used for anti-nausea as well, with the hallucinations just being an added benefit (for flavour anyways)

Part of me suspects that it would be used as an excuse for some of the especially out-there things seen by the Germans.
>Kommander, is that a talking fish with legs?
>Nein soldat, you have only taken too much Scopolamine
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>>98331446
Well, that was an interesting rabbit hole to fall into. Ampules of scopolamine were distributed to German field hospitals from around 1890, until the end of the Second World War. Pic related. I'll rename the rule.
>>98331434
That seems reasonable, though it might be simplified a bit to say that, roll a 10 on your roll to hit, the crew dives for cover, anticipating an over-charged or dud round. Reduce AP to 0 for the remainder of the turn. When this model next activates, it must be reloaded before it may fire.
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>>98332231
This was for the Lemurian game, here's a teaser.
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>>98335019
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Anomaly idea.

Ooze
Constant effect: 1 hex token, Difficult. Models entering this hex must resolve a Trap! test or have their Movement halved (rounded down) and automatically fail all their Evasion tests while affected. Models affected by the Ooze may spend 1 AP to attempt a Strength test to remove the effect, getting a cumulative +1 bonus for every subsequent check.
Trigger: Scatter this token d3 and then replace it with a 7 hex token. All models it moves over suffer the Trap! failure effect.
Artefact: 25 silver, any model that engages a model equiped with this artefact automatically fail their Evasion tests and must succeed on a Strength test to Disengage it.
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>>98335025
bless you sir
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>>98335839
That looks good. As written it seems like the halving of speed lasts for the rest of the game unless a strength test is succeeded, it might be better to remove the test and instead have it only affect units while they're in the 7-hex token.
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TsardomAnon, I've just been told by 2E that he won't be able to make our game at 12PM EST. If you still want to get a game in, I am available, if you'd like.
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On the fourth, where the Dalai meets the southern-most rivers, a conflict between the stout-hearted Austrians, and the bloody-minded Japanese begins to take shape. Nikola Tesla, accompanied by a troupe of Bosniaks, and his select bodyguard of Untergrenzers, seeks to construct a wireless electricity relay, to provide data for whatever arcane experiments the Wizard of Smiljan wishes to see completed. Approaching from the east, Major Hideki Nakasuma takes sight of the foreigners, and sees an opportunity to give his men an opportunity to exercise their skills with bullet and bayonet.

Turn 1
Japan takes the initial deployment, and draws up a denied flank with walls and pits from the north end of the map, all the way down to the center. Neither expedition carries much in the way of labour/excavation potential, and blasting down the walls with either side's cannon would be a waste of ammo. Instead, open lanes in the center and south will be the route to victory. The Japanese begin by pairing off into assault groups, and activating their Seiko chronometers, waiting for the signal to charge screaming down towards the Austrians.

The Hired Hand manages to excavate a wall, and on a critical success on it's labour test, manages to find silver contained therein. This, however, opens up a path of attack for the Japanese, who observe the wall come crashing down, and move forward to intercept. The Japanese foot artillery, more accurate than their Austrian counterparts, put fire downrange, but do not damage the Untergrenzers.

At the end of the turn, the Bosniaks separate, knowing that a parley attempt against the Konoe Guards opposite them to be futile, and the Japanese launch their attack. Two Imperial Japanese soliders come screaming down the dunes towards the Untergrenzers, but only manage to wound one of them. The Japanese officer and his Konoe bodyguard move into position above the dunes, eager to observe how their lower-ranked counterparts perform.
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>>98340645
Turn 2
The Hungarian and Austrian Untergrenzers, despite not being prepared for the unexpected attack, manage to bob and weave around the saw-tooth bayonets of the Japanese soldiers. In the dunes, the Konoe Guard and the Japanese officer begin to suppress the other Untergrenzer with rifle fire, but score no hits. The Japanese cannon, in contrast, strikes the north-most Untergrenzer directly, vaporizing the poor fellow with the force of the 7cm round. The other Untergrenzer attempts to fling several grenades, but fails, managing to drop one of the deadly devices at his feet. The Japanese prove evasive, and no deadly wounds are dealt to them. The Japanese soldiers finish the job, skewering the Hungarian with their bayonets, and moving forward into the gap in the wall made by the hired hand.

In the south, the Konoe Guards, for having failed their discipline checks, activate as normal, and wait for the Bosniaks to pass though the petrified forest, to shower them with rifle grenades.

The Austrian mountain gun in the north fires, and after taking one wound from the Japanese rifle fire, resolves a blast attack against itself, as the round strikes the wall adjacent to the gun crew. The crew are killed, as an overcharged round detonates. Nothing stands between the gap in the wall and Major Nakasuma's attack column, eager to capture Herr Tesla for a hefty ransom.

Effectively, TsardomAnon was shafted by a series of dreadful rolls. His luck was squeezed out entirely by the Lemuria/British game played the other day, it would seem, as the Austrians performed quite poorly. In contrast, the Japanese kept up the initiative, and succeeded in some very lucky long-range shots.
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>>98340679
Turn 3
With the demise of Tesla's Untergrenzer bodyguard, the Japanese soldiers push through the gap. A Bosniak, broken from his formation, takes a Kropatschek shot at the Japanese soldier, who promptly dies. Instead, the Japanese officer, the Konoe Guard, and the remaining soldier in the north end of the map push up into the gap, and pressed into a flank that neither side believed would be worth fighting over.

In the center, the two Osaka arsenal guns begin to pound at the Bosnians, and the remaining Austrian artillery piece. The Japanese artillery adjacent to the Geisha manages to sink a round directly on top of the Austrian mountain gun, and obliterates the crew. The Konoe Guards, after spending the first turn smoking an entire pack of cigarettes, decide to join the attack, and take up position behind the two pits, and manage to injure the forward-most Bosniak. The Konoe Guard sinks his bayonet into the guts of the Hired Hand who knocked down the wall. Herr Tesla makes eye-contact with the Konoe Guard, and watches his electrical relay that he provided to the Hired Hand drop to the ground, covered in viscera.

One Serb, and six Bosnians remain.

I offered to call the game here. I believe TsardomAnon had to sink LP into a rally, as he had hit five dread during the course of the turn. With the Hired Hand dispatched, there wasn't a great avenue to capitalize on Tesla's abilities. Bravely and with chivalric honor, he elected to fight on.
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>>98340713
Turn 4
The rout is effectively completed. In the south, the Konoe Guards rush out from their positions behind the bit, and thrust their bayonets into the guts of the fore-most Bosniak, disposing of him. They take return fire from the other Bosniaks bearing their Kropatschek, but they effectuate only a flesh wound on a single guard.

The Japanese infantry gun and the Geisha move forward, pressing the Austrians into the gap.

In the north, the Japanese officer, his Konoe bodyguard, and the Imperial Japanese soldier press into the gap in the wall, and attack the Austrians in their deployment zone. The Konoe Guard waits for the Bosniaks to rally on Herr Tesla, and launches a rifle-grenade onto the Serbian technologist himself. It explodes, and an explosion strikes all three of the servants of Emperor Maximilian. With shrapnel shredding his sweater-vest, and the Bosnians urging on a hasty retreat, the Austrians quit the field. The Japanese, satisfied with the capture of the wireless electrical relay, do not give chase, and secure the field in the name of the Emperor.

Austria: 21 Silver, 3 Dread
Japan: 98 Silver, 1 Dread (I think)

Victory to Imperial Japan!

As stated above, it seems TsardomAnon used all his luck on the Lemurian game against 2E's Brits on Friday. This was a bit of a poor show. It was largely agreed that the dice decided to punish the Austrians, yet again, but his blowing open the wall, and giving the Japanese an avenue to drive a wedge in the north was what spelled his doom. An excellent game overall, though. The Japs are nasty in close quarters, with all of those stacking bonuses to strength and accuracy on the charge. Sawtooth bayonets may need a damage reduction, but I'd like to vet that through the thread.

It was agreed, however, that a more comprehensive revision to Austria is necessary. Reviving the ethnic chart, and provided bonuses, rather than maluses, is certainly in order.
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>>98340746
Forgot the penultimate image.

Austria certainly needs some love. I'll make some adjustments to the stat buffs, but one excellent idea that was put forward was to resurrect the PKZ, in a more compact, combat-effective fashion. What was envisioned was, in essence, a 19th-century version of an FPV drone, utilizing Tesla's technology. A small, flying unit that is innocuous in and of itself, but acting as a launch platform for the Austrian's many and varied grenades. Perhaps invented by a Ukrainian under Tesla's tutelage.

Unsure what form this would take. Further discussion resulted in considering the creation of an Austrian faction trait, that would allow certain models to be provided the 'Mechanical' keyword, for Tesla's benefits to apply more widely throughout the book. I'll head to the drafting board, and see what can be done about it.
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>>98340756
>Austria certainly needs some love. I'll make some adjustments to the stat buffs, but one excellent idea that was put forward was to resurrect the PKZ, in a more compact, combat-effective fashion. What was envisioned was, in essence, a 19th-century version of an FPV drone, utilizing Tesla's technology. A small, flying unit that is innocuous in and of itself, but acting as a launch platform for the Austrian's many and varied grenades. Perhaps invented by a Ukrainian under Tesla's tutelage.

Please, please, please make them the Bombing Balloons used in the 1849 siege of Venice. You can put rotors or electricity on them if you want, early designs of the balloons actually did involve electrical wires trailing back to the Austrian camps as the means of detonation before they decided on incendiary fuses.
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An extremely rough draft of a re-vamped PKZ.
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>>98342198
>>98340756
Austrians should be able to forcibly marry off enemy commanders mid battle
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>>98343589
Now I want to play a scenario in which they are trying to arrange a political marriage with some tribe in Maximiliana, and something goes awry.
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>>98322788
kek, this is amazing
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>>98322788
lmfao, poor sun just trying to be cool
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>>98343782
I’ve had that idea before as austrias gimmick but the lore kind of evolve into a different direction

Political marriages with some underground reptoids/morlocks/nephilim
Infinite ugly Habsburg children married off into the abyss
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Speaking of Austrian gimmicks, we've had some discussions on revising their Ethnic rules, here's what I came up with. Not all of these are necessarily good ideas, but I hope it helps illustrate what I had in mind.
If your expedition has 4 or more models of one Ethnicity and their number is greater than any other Ethnicity, apply one of the following rules based on the Ethnicity in question:
Austrian: All Austrian models gain Prone Fire from the Germany book.
Hungarian: All Hungarian models may share their bonus AP from consumed Einmannpackungs and Warm Meals with the other adjacent Hungarian models.
Polish: All Polish models count as Dodging against Ranged attacks when adjacent to another Polish model.
Czech: All Czech models may spend their own AP to activate and repair their equiped Kropatschek rifles.
Romanian: All Romanian models generate additional silver when killing hostile models equal to 1/5 of the target's cost rounded down.
Serb: All Serb models become immune to Fear and Terror and gain the Inat rule from the Serbian Rebel profile.
Ukrainian: All Ukrainian models gain Tough.
Croat: All Croat models may Disengage for 1 AP.
Bosnian models count towards either the Serb or Croat model count, favoring the bigger count. If you have an equal number of Serb or Croat you get to pick one of them for the turn.
Slovak models count towards either the Czech or Hungarian model count, favoring the bigger count. If you have an equal number of Czech and Hungarian models you get to pick one of them for the turn.
If at the start of the turn your expedition has at least 6 different Ethnicities or Austrians and Hungarians have an equal model count and you're not eligible for any other Ethnic bonus, you may always choose to activate first.
This could be combined with the old stat boost table or not. The Ethnic roll would also need to be a 1d12 roll, I think, rather than 1d10 to accomodate all of them.
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>>98349273
Fuck, I forgot about the Slovenes...
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>>98322788
kek
At least Napoleon keeps Inner Sun company.
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>>98349273
Each of the individual bonuses are good and all, but it lacks some of the motivation to try and collect different groups of the empire rather than focusing down a single ethnicity. It might be good to let bonuses unlock depending on what percentage of the expedition consists of one group (quarter to a third to unlock?) with only one bonus per turn applying but being able to choose from the unlocked ones.
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>>98347361
Don't fall for its lies. The thing is malicious in the extreme. Notice how it creates itself when making Agartha?

IT CREATES ITSELF
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>>98332231
>>98335025
If your Prophetic Affinity is high enough, this tells you the entire course of the battle.
> Batrep
Even halfway into the 1880s, Agneya remains unknown to most Colonial powers. If one is to meet a Surfacer while tracking its deserts & steppes, it will nearly invariably be a british redcoat of one flavour or another. Many are starting to question the motivation behind Cunningham's obsession with the 6th, which by this point seems to exceeds the interest for Prophecies (Prediction Engine tech is relatively well established) or revenge for the Indian debacle. A few are starting to realize, if the Duke is willing to sacrifice so many lives that Deep, it must be in the search for something specific...
The encroachment is such that the Lemurian High Council has expressed in very clear terms to Kipunada that he would not long remain Chosen King to a people he cannot defend.
> due to a miscommunication (both me and tsardom thought we'd play Lemuria), I made this list very quickly, relying entirely on the BAP and the Bulldog in the most uncreative way possible: the british gunline.
> Walls are placed (almost making the Forbidden Symbol, purely by accident) to force splitting up Lemuria and make it annoying to get the Chariots through.
> Tsardom anon calls a Precognition High Prophecy, as evidenced by >>98332231
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>>98358679
> The British gets the first turn, and with the Lee-Metfield being what it is, and the BAPs being what they are, I start shooting right from the start, without moving, focusing on the 2 Vedic Warriors on Chariots on the South West of the map. Wound already start piling up.
> This does however already triggers Precognition twice, and as such the Chariots manage to charge into the three BAPs overwatching their side of the battlefield.
> Tsardom anon's insane luck starts hitting right there. And by luck I mean truly luck. Because even his bad luck was, in true Lemurian fashion, insanely lucky.
> 10s
> All the 10s in the world.
> The Chariots all failed their Charges (and would continue for the rest of the game). Both Warriors fail to put down one BAP, and the elderly Prophets hilariously managed to deal a few wounds, but in the end, after the BAPs opened fire, one of the Vedic Warrior fell, a much heavier cost to Kipunada than the Bulldog's.
> On the other side, the first Vedic Warrior to emerge from behind the Wall formation was nearly immediately put down. Knowing Kipunada can rush through and engage all the way to my backline, I advance a small group of BAP as a sacrificial speedbump.
> Kipunada indeed charges in, but luckily for me, the Chariot fails, and the line survives, for the moment.
At this point Kaiser anon shows up in the chat, and I mention quickly how I can't see Tsardom recovering.
Absolute hubris.
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>>98358750
> Turns out even the speedbump serves no purpose against Kipunada, since he can just use his crushing wheels ability. The privates account themselves relatively well, with two taking wounds, and then later on getting finished by the trailing Warriors.
> On the other side, the Warriors and the Prophets managed to put down the middle BAP, while the Medic hurriedly patched the previously wounded private.
> All this said, I do manage to put a lot of wounds on Kipunada, filling his limbs and already getting a few scratches in other places.
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>>98358794
> At this point I'm solidly behind, and am fearing Crushing Wheels kart tactics, so I decide to pour all fire into Kipunada. Somehow, all wounds fall perfectly so that he's still alive at the end, and still sitting on 2~3 LP to fuel Not This Way.
> Much, much worse, he rolls his third Precognition roll as his last Evasion roll. And I had been asking him nearly every roll since the beginning, to make sure we didn't forget it.
> All this 10s were leading up to this moment.
> One more private hits the ground, the Bulldog get his face caved in (but survive, only just).
> Unfortunately, at this point, nearly everything has to reload on the 5th turn, and he'll be going first next turn anyway, so I end up giving him the game.
End result
> Britain : 42
> Lemurian : 90+ (I forget the exact score, but it was in those ranges)
Victory to Lemuria!
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>>98358852
I forgot the archer, who definitely managed one sniping shot, but also, once rolled 2x 10s. Not that it mattered.
Tsardom anon suggested reworking Crushing Wheels, removing 1 AP on Kipunada and lowering his cost a bit, as well as debuffing the archer a bit.
>>98327768
I've added the map and some of the ship tokens on the TTS, I've already started on making some movement tools, they should be done shortly.
I have a system in mind for resolving special actions and everything around the ships, so that we aren't constrained too much by the land and air units, but its definitely very... gamey? Anyone knows 5000?
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>>98343538
Almost done reformatting Austria, I will add it.
>>98349273
I was thinking about this, and despite what we said, I keep going back to the same conclusion I had the first time we went over the rule. It can't be written in a way that allows a player to set a single ethnicity from the start reliably, and since there are models which have a set Ethnicity, it'd be easy to build your list to purely have an advantage (austrian & bosniak being the main ones I think).
If we do it that way, the buffs should be tied to a specific turn, or should come with a debuff you want to cycle out of at some point.
I think a much easier way would be to simply spread Balanced Composition to all the Leaders & Heroes and give them their own version of the Lesser Habsburg Noble's rule, as well as try to see if lowering the cost of some units might not fix the faction as a whole.
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>>98358679
>British Gunline, sans Sergeant Major and buffed Aux buddy
U wot m8?

At the risk of backseat expeditioning, that right there predetermined your fate as much as Tsardom's mysterious power over causality. The Sergeant is a unit I'd easily rank as S-tier if we had a competitive scene, funny as that is to imagine.
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>>98358852
In retrospect, this game was like the one where you massacred my Brits with Skobelev and his teleporting hussars, but in reverse.
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>>98360695
Yeah, I was going to say, with a bit more range available to the Skobelev list, but the kopanandi was good enough on his own to match whatever range output I had that game. This was, in the end, a gunline vs a melee fight, it was just a question of seeing who would perform the best at their best job. I do like the universe not pulling any punches and just kicking me in the teeth for daring to say I could not see you recover past the first turn, that was a nice touch.
You Austria game seemed really rough. Just want to make sure, because I saw others make that mistake, you didn't scatter *all* of your grenades, right? Only those that failed to hit?
>>98359254
I was already 10 minutes late to the game when I realized I had to make a new one, I outright said I was going to just rely on the BAP's inner gravitas to carry the game to Tsardom. I did think about the SM and the Aux for the Sun Never Sets, but I didn't want to delay more by trying to build the best aux possible.
Setting aside my Lemuria list for another game. Gonna try to make the Pale Dweller work with the Cultivation Master and a bunch of Flesh Constructs.
So, two options for the Ethnicity gimmick I can see working.
> 1. Add a "on turn x" to these >>98349273 , so that you have an incentive to cycling.
> 2. Keep Composed as it is, but add a version of the Lesser Habsburg Noble rule to Tesla, the Financier, the Uhlan Captain and the Hungarian Treasure Hunter Noble.
Otherwise I will probably lower the cost of many of the 10-15 Silver range models by a few silvers.
Or just give them Gassers and Bayonets by default?
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>>98360875
>Just want to make sure, because I saw others make that mistake, you didn't scatter *all* of your grenades, right? Only those that failed to hit?
Yes, I didn't get to use them much because the grenzers dropped like flies and the kamikaze Serb somehow failed as dropping a grenade in the adjacent hex.
The game is 100℅ on me, though, I should've actually finished my WEP setup before giving Kaiser an avenue of attack.
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>>98360875
>Pale Dweller work with the Cultivation Master and a bunch of Flesh Constructs.
That's an interaction I have not considered before but goodness it could be strong.
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>>98361851
Yeah, at 150 trying to fit in the Enchantress & Officer to use the Construct's dropped Fleshy Outgrowth mechanic makes it really tight, I have to drop 1 available Construct, at 200 Silver I feel it'll work better, but its still a list with only 5~6 fighters in it, really. We'll see how far I can get with the Master.
> picrel
On the naval wargame front, I've checked Seekrieg & the Trilogy Group's ruleset, these are infinitely too "hard" (lol a separate 60 page book for realistic ship damage event outcome... ) as wargames for what I'd enjoy building and playing. I think going for a slightly more realistic feel than 2e would work well, but between something like 2e and something like Seekrieg, there's a lot of spots to settle.
My first instincts would be
> try to respect as much as possible the historical loadouts. This means designing the game in such a way a ship with 24+ cannons, or 12 machineguns aren't breaking the system.
> Some form of directional restriction to firing. Even if its just Port/Starboard/Fore/Chase.
> Maybe some form of turret tracking accounted in the shooting system? I was thinking, you have to Spot a unit before firing at it with a Ship, Spots have a value, if your Spot + Tracking equals or exceeds the target's Movement this turn, it doesn't get an Evasion test. If it does, Evasion rolls that reduce a hit roll to 0 cancels the hit altogether (no crit dodge).
> Try to balance the system so that Ships can have their realistic complements of crews and transported troops. I'm thinking, you get a certain amount of Crew and Officer AP for each Ships, perhaps 1/50 Crew & 1/5 Officers. These are not used as AP to attack or move like in 2e, but rather allow you to improve your Spotting rolls, Reload faster, perform Launches, do emergency heading corrections, Repairs, etc.
> Very simple system for boarding & melees, I'm thinking as simple as (roll 1 Training Test per X model remaining in your unit, do that amount of casualties).
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>>98362354
Now this side here I feel is definitely... weirder, and might put off some players. Since I made some infantry unit markers and mentioned I thought it would be cool to have the game be about the Ships having to divide their attention between the opposing fleets and supporting land units or achieving a specific goal on the map, not just try to sink each other the entire time, Kaiser mentioned we risked turning this into the amalgamed wargame of Warmaster & Man O' War, so I've been thinking about a way to resolve that side of things without it overbearing the game. And for some reason I thought of 5000, which is an old family dice game I used to play 30 years ago with my grandma. Very simple. Players take turn rolling 5xd6. 1s are worth a 100, 5s are 50, rest is trash. Triple Xs are worth X00, with the exception of a triple 1 being worth 1000. 1-2-3-4-5 is The Big One, 1500. Its a push-your-luck, as long as you got one result that scores something on your roll, you can reroll the rest of the dices once more, and can restart if you get result on all 5s. The additional caveat is that you need to break 1000 on a single turn to start scoring at all.
In our case I was thinking, after the Ships have moved and done their side of things, players simply alternate doing this, with 1s allowing to Move a support unit, and 5s allowing to Attack with it. Your faction could provide a list of actions to do with the triples, and The Big One could be something special on the models themselves.
You could have Support units as well like picrel, with a roll result indicated on its card, meaning you can trigger it by rolling that result.
Might be the dumbest idea and I'm blind to it, so let me know
> Wave Motor Buoy
Makes waves. Colonials uses them as the Freemen does with Thumpers on Arrakis, to distract the bigger threats lurking deep.
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>>98362354
It's likely already underway, but some consideration might be paid to the innovations made in naval belt armor during the period that the game covers. If the discussions in this thread are any indication, there seems to be a willingness to add 'ahead-of-time' designs and classes of ships. This necessitates a discussion of what kind of 'attack-wound-armor-save' process the game adopts.
By the period that the game encompasses, Vickers-Armstrong and Harvey United Steel in the Anglophone sphere had moved from bessemer steel, to the eponymous, case-hardened 'Harvey Armor'. To keep from getting too technical, this case-hardened effectively involved carbonizing the front face of the armor plates. This reduces the potential for a critical, penetrating hit, by presenting a harder surface for a projectile to strike, before it passes through the carbonized surface, to then strike the rolled steel behind it, at which point the projectile, ideally, loses velocity, and does not successfully penetrate the second layer.
However, the conundrum presents itself when this type of armour is applied throughout the body of the ship, and tests performed during the period lead to the study of the phenomenon known as spalling. Spalling is a particle physics event, where a projectile strikes a surface, but does not penetrate. Despite not penetrating, the impact force of the projectile on the surface deforms the surface, and the surface sheds fragments of itself, at a slower speed that the initial projectile striking it, throughout the opposite side. Anyone who's studied tank warfare is aware of the phenomenon. This might be a good way to balance colonial ships in this period. Naturally, the Harvey armor, which was adopted early in the pre-dreadnought era, was supplanted by Krupp cemented armor, whose chromium alloy composition allowed for a similar layer of protecting, greater flexibility, and lighter weight.
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>>98362982
I was thinking having armor as bonus health boxes to chew threw instead of a save roll (although, there could also be a save roll involved...), located before the other health boxes (again, assuming we keep something similar to a complex health system as in 2e). So, different type of armour could be marked within those health boxes, such as [HA] for Harvey Armor, with whatever effect being applicable upon being hit. In the same way, you could have [Ammo] (goes boom), [Engine], etc etc. I'm gonna make a sketch of what I mean.
> picrel
So I was thinking, the whole "5000" dice system seems too much of a distraction from the idea of the ship, and doesn't particularly evoke anything about naval warfare either, but I still want to do something with it, and so that something will be a battalion size (? I think that's correct, I'm never sure with these, flags here represents Companies) game. I'll set that aside for the moment, but it'll definitely come back to it (not like caverunner...).
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>>98362354
>>98362407
That sounds rather like the dice game in KC:D.

>>98362982
Notably, we'll also be having older-styled ships as well due to Agarthan tech levels and certain Colonials. Wooden ships are fairly well known for having splinters impaling crew after being hit in a similar vein to metallic spalling.

>>98367868
>flags here represents Companies
Sometimes I think that normal Agartha might actually be a company-level game itself, with the caveat that troops are treated as platoons, specialists as squads/teams, and heros/characters as individuals. The scale is certainly odd with how vehicle/terrain sizes compare to humans.
>>
>>98369706
>Sometimes I think that normal Agartha might actually be a company-level game itself, with the caveat that troops are treated as platoons, specialists as squads/teams, and heros/characters as individuals. The scale is certainly odd with how vehicle/terrain sizes compare to humans.
Remember the golden rule: Hexes Are Perhaps Miles Across
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Outside of the Shiroguni temple, where the winds meet the shining rays Inner SVN, a conflict brews. Major General Michitzura, recently dispatched on a liasion expedition with elements of the Satsuman daimyo's bodyguard, move towards the site of worship. Tracing a path along the wall, the Japanese element encounters Przewalski and his Russian cohort, who intend to explore the sunken temple for treasure. Not letting this blasphemy stand, the Japanese draw up lines for battle against the Tsar's finest.

This was set to be an interesting one. I hadn't tried mixing Imperial Japanese and Satsuma units yet, so this would prove to be a worthwhile playtest. In one corner, the Major General is accompanied with three Imperial Japanese Soldiers, alongside the Satsuman contingent, Hatamota Norabashi, and his two saur-riding samurai bodyguards. The Major General bears rifle grenades into the fight, which would later prove to be instrumental. The Hatamoto bears the Menku Masks, which inspire pure terror in the uninitiated.

In the other corner, Przewalski counts a sizeable infantry contingent of men of the line, several Imperial Guards, A Hero of Our Time, a camp cook, a medic, and a PLASTUUUUN. The field is set for a bloody combat.

Michitizura's terrain abilities permit me to redirect the placement of walls, forming a chokepoint that will allow the Samurai to ride forwards on their bullsaurs, and pile into the enemy ranks, looking to force a terror rout.
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>>98371463
The Russians take the initiative, and win the first activation. A Line Infantryman, unafraid of the armoured, blade-wielding lizard riders, charges forward, and stabs at the Hatamoto with his bayonet, inflicting a wound. The Hatamoto, eager to demonstrate his prowess, strikes forward at the Infantryman, and strikes the top of his head. Further Russian infantry observe the scuffle developing, and move forward to give fire to the Japanese.

The Samurai, over a series of activations, dispense with the brave Russian, and push forward, into the channel between the parallel walls. The Menku Masks inspire a deep terror in the russian ranks, and the dread count begins to stack at the bottom of the turn.

A few stray shots are exchanged, but the true brutality has yet to be revealed.
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>>98371479
The end of the second turn proves to be just as dreadful as predicted. The Japanese samurai press forward, and begin to chop their way through the line infantry. Dread begins to accumulate on the Russian side, which prompts some out-of-ideal-sequence activations, including a rally from their leader.

The Russians give as good as they get, and one of the Imperial Guards lines up a headshot on the rampaging Hatamoto, and press forward, watching their line infantry act as a meaty, albeit effective screen to keep the samurai at bay.

Michitzura and his soldierly contingent move forward, eagerly observing the fine display of bladesmanship from their Shogunate-era counterparts. Despite the felling of five line infantrymen, the russians are unphased. The scuffle descends into a bloody brawl, and the camp cook, eager to demonstrate his usefulness to the Tsar's men, begins distributing meals to the Imperial Guard, who will surely make short work of the remaining Japanese.

However, Michitzura, aware of the felling of the Hatamoto and one of his samurai bodyguards, decides to take decisive action. He loads his Murata with the blank propellant casing, attaches his rifle grenade to it's mount, and fires.

He scores an almost unbelievable critical hit on a 3, landing directly on the camp cook as he clears away a fine plate of Borscht. The cook himself is vapourized into a fine mist, and the shrapnel catches several Imperial Guards unaware as they attempt to take in a meal.

The Tsardom Medic, hearing an ungodly bang from the other side of the campfire, and seeing the camp cook simply evaporate, rushes forward to render aid to the Imperial Guards.

Effectively, the terror from the Menku Masks and the Army of Demons trait given to the Hatamoto begin to cause the Russians to sink LP and AP into rally actions, which would otherwise be better used continuing to shoot down the advancing Japanese. By the end of the second turn, the Russians are approaching 5/6 dread.
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>>98371515
Upon realization that the Japanese will not simply fold after the death of the Hatamoto, the Imperial Guard take up their duties, and begin to pour fire onto the Japanese soldiers. The last samurai, hiding behind a wall, but still within terror radius, ratchets up the Russian dread count to a point where many of the models in the army are compelled to activate last.

The saur-riding samurai turns the corner, and accompanied by Michitzura and the remaining soldiers, press forward towards the Russian camp. Indecisiveness plagues the Russian ranks, and a prompt decision is made to plug the gap. The Hero of Our Time steps into his own, charging forward to meet an Imperial Japanese soldier in a fine duel. His saber strikes, and misses.

Michitzura launches another rifle grenade, which misses, but the blast sinks into the Imperial Guards and the medic, but all are successful in their evasion tests.

The Japanese soldier, unphased by the pretty little swaying motions that the Hero of Our Time displays with his fine sabre, drives a bayonet through the top of the Hero's head, killing him instantly. The Tsardom forces now hit 9 Dread, and, other than their leader, rout from the field at the top of turn 4.

Without breaking his stride, the Japanese soldier takes up his bayonet, and drives his blade straight through the skull of the Russian hero.
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>>98371533
The Russians, at the top of the turn, have no LP left for further rally actions, and the medic, the PLASTUUN, the Tsardom worker, and the remaining Imperial Guards now rout from the field.

Despite the victory, the loss of the Hatamoto and his bodyguard will entail a deep penalty before the Shogun, once Michitzura returns to Kagoshima.

Imperial Japan - 4 Dread
140ish silver, with the routs.
Tsardom - 100 Silver
9 Dread

Victory to Imperial Japan!

This was a much better performance than the Austrians gave against the Japanese. I figured this would be a one-way show, the Russians drawing up a firing line and pounding the melee-focused Japs into marmalade, but the terrain was manipulated to my advantage with Michitzura's rules. I initially believed that this game was TsardomAnon's to win, when the Hatamoto fell to a lucky headshot, but the dread pump from the Menku masks proved difficult to overcome with a faction that suffers from poor discipline stats. The decisive moments included Michitzura's first lucky grenade, and the Hero of Our Time being skewered unceremoniously.

An excellent game, overall. Could have easily gone the other way, had the terrain not been manipulated to the Jap's advantage.
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>>98369706
>Sometimes I think that normal Agartha might actually be a company-level game itself, with the caveat that troops are treated as platoons, specialists as squads/teams, and heros/characters as individuals
Yeah, if you sorta focus out the details like the health boxes and survivability of various units, it works pretty as well as an abstract representation of larger fights than it does at representing properly an "expedition sized" game.
Anyway, I'm thinking for this one, Health = # of Men in a Company, Attack rolls somehow tell you precisely how many casualties you cause, chance of saving XX% through Discipline/Saving rolls, an Attrition mechanic that might kill off a % of your men (modified by Sickness/Poison/Presence of Hostiles/etc...) ...
>>98370195
>Remember the golden rule: Hexes Are Perhaps Miles Across
That's going into the rulebook.
> picrel
I was making these with Kaiser earlier, I might as well post them. I did not have the time to finish the Deutschland, but this gives you an idea of the absolute monster the bigger ships could end up being.
> Vertical & Horizontal hit determination
I initially planned this only for the air & torpedoes, but since its there, I might as well just bite the bullet and have it work for all hits (probably not thinking about modifiers to that based on facing, because that's one of the most annoying part of BT in my humble opinion... )
> Health boxes
For the bigger boats some sections will be two rows of health box, the first one will be the "armor health", I'm thinking each box offers a roll to "tank" the whole hit, preventing damage from spreading beyond. Health boxes that are on a row that have no armour rating are essentially open space, in which the "components" can be put (Engines, Ammo, Boilers, Guns, Tubes, etc... ). Eventually blowing these up will have some effects.
I have yet to decide what's a good rule of conversion. So maybe it'll get even bigger.
> Water line
Crits below that causes Flooding.
>>
>>98371949
More on that front.
> Game size
I think setting a max # of ship per Class regardless of the size of the game (unless players are extremely based and want to play for a whole day), perhaps Class x Class, and using the Troupe de la Marine's designation for Classes (based on crew size, not # of guns), so max 1 of a Class 1 ship, max 4 of Class 2, max 9 of class 3, etc. Class 4-5 will probably not be able to survive more than 1~2 hit from something big, so I'll have to figure some "flotilla" rule for them.
> Movement
I think I'm going to drop the idea of preset voyage from the very start of the game as well, too restrictive. It's probably going to be simultaneous movements of some sort across the same classes, so I'll have to figure out how to do that (cards seems the best idea). Then the one annoying thing we have to face is that going first might not be an advantage, depending on when attacks register (acting behind your opponent becomes a way to represent being faster than him and being able to react to them... most of the time... ).
I'd like to keep the "firing is drawn to the entire path drawn of the ship through its movement" idea I had, otherwise we open up the possibility of Princess-bot tier play. For those unfamiliar, BT has a app allowing to play against a bot, said Princess, which default setting is, well, pretty darn good. I've lost to her commanding 3 Locusts while I was piloting just about anything. She'd 100% find a way to sink a Deutschland with a few Ants. Chase turrets might help a bit against that, but still.
> The map
I've added 20 POI points to the map I uploaded (as well as fixed the rivers in the middle of the sea, thanks Tsardom for noticing those), each player rolls a few times a d20, then another table or draw a token from a bag to spawn whatever it is.
> Ship upgrade, modifications, etc
We should start making a list of upgrades, either normal or Agarthan Science-derived, available to each factions.
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>>98371949
>That's going into the rulebook.
I stole it from Battle for Wesnoth. I felt it appropriate.
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>>98372047
I don't know how well crew size can work as a class basis in a world where multiple eras are hanging around together, especially with any wooden vs iron ships. My vote would be for having classes indicate use-case primarily.
>>
Ok, sorry for taking so long with the battle report. Finally found some time to write it up.

-----------------

For many years, the Spanish Crown has looked at ways to restore the prestige lost during the first third of the century. Between civil wars, coups and an economy that is much slower to adapt to the modern world, Spain finds itself in a difficult position in comparison to the other world powers. In particular, the access to the worlds below has been seen as a possible chance of improving the country’s lot, but without an entrance of their own, they need to find ways to get in while they continue their search. In the meantime, multiple adventuring companies have been formed, signing contracts with the other powers: These businesses can get a great deal of loot from the underworld to bring back home, and in return, their partner country get access to additional manpower and a portion of the shares. The companies often work in areas far from the main power’s area of influence, bringing news, charting the unexplored lands or fighting any violent tribe they may find.
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>>98373650
One of these companies, the “Asociación Cántabra de Exploración de los Mundos Agárticos”, signed a deal with the british authorities to explore the areas closer to the Nelson Pillar, northwest of New Wellington. The area has proven to be quite hostile to british explorers, with many of the tribes living in the area being particularly violent, despite the attempts of parlay. What’s worse, there have been news of raids coming from the area, forcing the british to divert forces somewhere else in the colony. As a means to minimize british loses, in the summer of 1883 they hired the Spanish mercenaries to try to keep these assaults at bay while also gaining enough information about the terrain to send a force to beat the natives into submission.

The news of the arrival of a Spanish mercenary force finally made its way into certain circles living within New Kirkwall. Indeed, the Sebastianist agents within the colony had been years riling up the locals in that area, pulling their strings so they rejected all british overtures, as well as hiding behind their actions to sabotage the growth of the colony in that area. The news of mercenary groups arriving at New Kirkwall, especially catholic mercenaries, represented a particular chance of getting two birds in one stone. If the Spanish force were to be repelled, it could cause further tension for the british authorities regarding the expansion westwards. If the Spanish force were to be wiped out, it could cause a diplomatic incident between Spain and Britain, something that could bring the Carlist government closer to Sebastianist interests. Thus, it was decided to ambush the Spanish contingent near a canyon following a long-dried riverbed.
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>>98373654
However, the sebastianist force could not arrive unseen as planned. Some of the local husks hired by the Spanish as guides alerted them of strange movements at the other side of the canyon, with the local fauna reacting at the arrival of the opposing force. Believing they were going to be ambushed by the locals, they quickly moved into position to try to defend their side of the canyon, to try to resist until a chance of escape could open to them. With their cover blown, the sebastianist forces launched a two prong assault across the canyon. The first of the sebastianist forces moved through the northern side of the canyon, and while they managed to take down one of the husk scouts, cover fire also hit one of the sebastianist skirmishers. On the southern side, the more professional troops moved slower, taking advantage of the terrain for cover to get closer to the Spanish center.
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>>98373656
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>>98373662
The sebastianist forces eventually managed to engage the Spanish mercenaries in close combat. While the northern side of the battlefield saw a hard clash that favored the entrenched Spaniards, in the south, the difference in numbers meant that the sebastianists could advance further, despite the lucky shots of hidden troopers getting a kill.
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>>98373665
After a whole day of battle, however, the sebastianist push began to waver. This allowed the Spanish force to begin a fighting retreat, finally managing to disengage and move to safety before darkness set in.

VICTORY FOR SPAIN
Spain – 121 Silver; 4 Dread
Portugal – 84; Dread

The return of the Spanish force and the news it brought back to New Kirkwall worried the local authorities considerably. As the sebastianists wore no clear iconography on them so as to hide their allegiance, the Spanish mercenaries reported that the locals were in cahoots with epigean renegades, who had sold them guns and ammunition to repel them. They also brought up the possibility of the encounter being a trap, and with that information, the New Kirkwall authorities began organizing counterspying operations. However, the sebastianist infiltrators were prepared, and quickly evacuated the colony before the Spaniards could inform about the battle. After all, chances are plenty, and King Sebastian’s return will come sooner or later…
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>>98373667
As the two factions with the most passive gains of silver available, this game mostly came to the planning of said silver generation. The sevillana was able to generate more in the end, though, since it is immobile while doing so, it could have probably not worked as well as it did against a more offensive list (the more I think of it, an elephant here would hav been catasthrophic for the spanish side, since the spanish side would have had a hell of a time defending against horde and the elephant).
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>>98373656
>Some of the local husks hired by the Spanish
Now I can't help but think:
"And how long have you been working in this region, Mister Vizcaíno?"
>Three Hundred and Fifty endless, painful, years, señor.
"Alright then, very good. And you take payment in silver?"
>"Si."
"Excellent. We'll set out on Monday."
>>
Updated the Tsardom book
https://drive.google.com/file/d/1ELDgRtLPbcbnBJ_NHMxBRiPSvkAbd-Ps/view?usp=sharing
All Leaders cost 3 silver more.
Changed Skobelev's Reconnaisance Raid from straight up teleportation and made it cheaper.
Streamlined/nerfed Przhevalsky's Well-Traveled ability and updated it to the new Terrain system.
Gave Hero of Our Time and Przhevalsky the second Limbs box.
Removed Lava Assault from the Cossack and gave it to the Hussar (Shock and Awe).
Removed Hit-and-Run from Hussar and Uhlan do differentiate them from Cossacks more.
Rewrote the Okhrana agent into a more utility based LP thief unit.
Made Landmines and Crimean Welcome cheaper, now utilizing the "note down hex in secret" mechanic for less clunky implementation.
Gave Baranowsky gun a G+Deadly profile (no Deadly on the bonus attack).
Made Krnka shittier.
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>>98375304
Kek.
> picrel
A Battalion of Infanterie de la Ligne, supported by one Company of the Armée de la Fère artillery and one squadron of light mechanized Cavalry Cuirassier from the Garde Républicaine attempt what I assume will be a very difficult landing, coming upon 3 Companies of Landsknecht positioned behind fieldworks, with one supporting squadron of Blauen Dragoners ready to flank. The Marceau and Arquebuses from which they debark find themselves facing no better odds, with a Deutchsland, a Sachsen and a few uboats looking to block their escape.
> Also
About 75% done with the German book, probably will be completed tomorrow.
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>>98376097
Also rewrote Pillar of Autocracy to somethink more akin to Satsuma's Warrior's Way and buffed Slavophile Spirit a bit (it's much harder to utilize than it seems.)
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>>98372047
>>98373212
Limiting selection of ships per class seems fair. Might be better, rather than using the 'named classes' categorization, to divide the rosters into capital, escort, screen, coastal defence/green water vessels and submersibles? Cost variations within the classes can be allocated according to armor, armament, and other all relevant stats, as was done with 2e.
>>98372047
Upgrades, in the non-Agarthan instance, might include things like armored deck plates, a damage control crew contingent, reinforced rams, perhaps early mine-laying chutes or depth-charge launchers. Agarthan upgrades might be something like Orichalcum steam turbines, titanium armor reinforcements, an Olm piper, neptunium fuel, that sort of thing.

Given that many, if not all the profiles for the naval wargame will be unique in themselves, it may not be necessary to develop faction-specific special rules.
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>>98376100
While I'd rather prefer to fully finish the main tabletop game before moving on to a naval alternative, we do need to add sea monsters to this.
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>>98379861
The main game is pretty well along at this point. Aside from that SSeas-style campaign system I don't think much in the way of mechanics is left. Aside from that big list of rules and units that still need touching up.
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>>98379861
I'm going to echo this sentiment >>98380618
2e is pretty darn close to finished in my mind, we can always add factions & models to it, but beside reformatting and finishing the part of the main rulebook that requires it, and all the add-on bits to it that we wish to add on (I *do* have a few scenarios & conditional rules already mostly done that will be shown soon), I think its in about as close to its final shape as its going to get (again, with the caveat that there's a new version of the rulebook opened on my computer, containing a lot of stuff I haven't yet spoiled yet, that's been screaming at me to get back to it for months). A lot of the great ideas that are propped up to me in conversations are things that require just too much changes, and I have to settle for half-measures based on what is reasonable. Like the 3LP base pool + modifiers from Leaders & some other models, I really wanted to explore that, and 90% of the Leaders would allow it, but those 10% that won't, I'd have to redo completely, some of which I've already spent too much time on (the Khan, the Mother, the King, etc...).
There's also some very early choices we've made that keep the system from working as well as it could, and in the most obvious way it should, which I know we won't walk back on this far in, and in comparison a lot of the tweaks we are making can only "cover-up the gaping wound with a band-aid". I still think 2e works way better than it has any right to. But we'll eventually have to face the fact that we can pump out factions and model for it forever, that it doesn't make it "unfinished".
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>>98379861
Although, I guess you probably just mean getting the rulebook and campaigns out and done, which I understand 100%.
And you are also correct, it 100% will have sea monsters to it. My idea for New Mu
> Apart from perhaps a ship or two, Mu Fleets are solidly stuck half a millennia behind those of Atlan, and further those of Atlantis. The massive City-State Navy serves pretty much only the purpose of transports for their troops, and can only hope to try and swarm Colonial boats and board them, and even that comes at a ridiculously high casualty cost.
> Which is all good and well for a corpse-based economy. New Mu Naval Fleets gain the edge after casualties across players reach a certain point, when they get the Old Mu Royal Navy's attention, and they decide to come have a snack (basically, you have to chum the waters.)
>>98380618
>Aside from that big list of rules and units that still need touching up.
Speaking of this, one thing came up in my last game, just want to be sure the intent was clear, the rule language wasn't.
> Terror
You can only ever take 1 Dread through Terror each turn. It doesn't matter if there's 3 sources of it within 9 models, unless there's something specifically stated that says it triggers more than once, its only just once.
Otherwise you could very easily trigger a full rout within 1~2 turn of purely moving your models, there's no strategy to pulling it off, or avoiding it.
> German Empire book
Almost finished, you still wouldn't want to add a second named Leader, Kaiser?
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>>98381349
>containing a lot of stuff I haven't yet spoiled yet
Might as well start with some stuff.
First two are scenarios (obviously), then a Lemurian Specialist I've been wanting to build for a long time. What it looks like to have achieved the peak of Lemurian Warriordom, a few moments before your Vrill-Chakras spins out of controls and turns you into a Flesh Construct.
Obvious musical theme is obvious :
https://youtu.be/8Wr5rYHyTbg?si=oSpSnCcyN2ASqn2I
Most of the time he just strides on the battlefield, finds the best (INNER SVN) light spot, and strikes a stance so awesome even Degens find themselves motivated to lift.
Will probably rework him a bit to make him make more sense, but he offers you a choice between buffing units that don't generally benefit from Chi Tokens, and using him outright for what he is himself. Make him cost a bit more so the downgrade to Flesh Construct actually hits you harder.
Readiness & Momentum are mostly in prevision of a Battleground scenario I'm working on, that will ask you to build multiple smaller Expeditions and deploy them on certain turns. Eventually it would still become too big, so, that fixes that. I'm thinking it could also work on a few, rare special units profile, or perhaps for a Broken Down Time Machine artefact that might causes it to trigger on some tuns?
Deeper Artefacts will basically just be a reference to a full conpendium of artefacts & special Items I'm mostly done with as an appendix, with a few tables to throw on. There will be place for a "generic" list that isn't tied to any faction as well, if any anon had an idea for a fun item.
A Quick One Before the Eternal Wyrm Devours New Alamo is us playing a game of 2e while the Star Ancestor plays Snakes, that's pretty much the whole idea of it. The Wyrm tokens will be pretty much the same shape as the train tracks. You play multiple games trying to loot the town until its no longer possible.
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>>98381437
>>98381349
In my mind, in regards to the 2nd edition, I have these things we still need to do.

-Fix/Update the faction books with the latest updates. I'll try to fix some of the ones with units with the LD mechanic wrong, and maybe write something for the danish one, since the version in the TTS has a lot of WIP. But I agree with the sentiment that, between the full factions and the mercs, we've pretty much done, doing more is going to complicate things exponentially.

-Revise the bits in red in the rulebook. There are multiple bits in the rulebook that are in red, so they are either WIP or under discussion. Also, some of the terrain/structure tokens either do not appear or do not exist, I'll try to make some for those as well. Also, I wanted to make visual guides for some parts of the rules like pic related. Also, some common special rules aren't in the "common special rules" list, we'll need to check that one.

-Adding extra conditions to the match. I've been thinking of the game being mostly two armies killing each other, and that we do not use the conditional rules that much. Maybe we could have a list at the beginning to see if "special conditions" apply to the match, or maybe objectives that give you extra silver.

-The Campaign rules and mechanics. I'm really curious about what that will shape up.
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>>98381437
Adding Schliemann back into the German book, and perhaps something like this, as well. As far as a named leader, I suppose we could do Tirpitz, but perhaps Diesel might have more potential interaction with the lists and the Neukraft mechanic.

I would add two new rules for Moltke, to justify his cost, and make him an actual leader. He doesn't have LP in the book. Perhaps 4 or 5 LP?

Bewegungskrieg: 2 LP, 1 AP?
After using this ability you may activate up to 3 non-mounted, non-mechanical Soldier models in your expedition, and spend their AP to resolve Move actions. When doing so, they get +1 Movement, ignore Difficult Terrain and may use a single Discipline roll with a +1 Bonus when resolving any Hazard or Trap! tests.

Pour le Merite: Whenever this model resolves a Rally! action, you may check against it's Awareness. If the test is successful, the Rally! action may take place without expending LP.

You can cut Kr.Pr. Wilhelm II's cost down to whatever is appropriate for a mediocre leader. I can't think of how to add any good rules to him to justify his cost.
>>
In regards to the LD issue, I'll fix those non-leaders with LD by adding a common rule, which does add the extra LD to the leader. That way, it does not clash with the leadership rules.
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>>98382614
Ok, but please lower the amount, +6 LP for 10 Silver is insane. Should be +2 at max.
>>98382515
>Adding Schliemann back into the German book
Will do.
>I would add two new rules for Moltke, to justify his cost, and make him an actual leader.
I'd like that very much. 5 LP isn't too much for his cost.
>>98382515
>Bewegungskrieg: 2 LP, 1 AP?
I hesitate between "its perfect" and "its a bit expensive in LP", if we set him at 5 LP then 2 would be fine. Since its also an AP action, it means your opponent will get at least an Activation Phase to answer.
>Pour le Merite
I like that.
> Diesel Leader
Wissenshaftswunder making you want to fail your Neukraft checks first to gain a bonus after is genius.
Would you like to add Passion for Tinkering to it? Same rule as Eiffel & Tesla, whenever you succeed a Repair with him, roll a d10, 1-5, remove 1 Dread, 6-10 regain one spent LP?
Maybe boost his cost a bit to 25? I'm not sure its even necessary. Technical Director means you'll almost never fail repair actions with your Engineers, and you do have access to more of those than any other factions through the Pionere, so he's definitely the obvious Leader to have for a Zeppelin/Uboat/Landschnekt list.
I just noticed his 3 AP - I'd definitely put him at 25S for that. Otherwise it'd be good to go.
>>98382045
I'll split my attention between the rulebook and the german today. I didn't mean by any of >>98381349
>>98381437
That that I'd drop the campaign stuff. But that's kind of a add-on, campaigns could be released years after 2e has taken its final form.
For the campaign, which format interested you the most? I get too scatterbrain with those, since there's a billion possibilities with them.
No matter what, once 2e is "done", know that it'll simply be time for me to start Xe (I know there's already a 4e being worked on, so the order might be a bit weird, but who the hell cares?). It's already somewhat started, picrel.
The Loop is, indeed, very real.
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>>98382045
That's not how climbing works.
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>>98384304
>Ok, but please lower the amount, +6 LP for 10 Silver is insane. Should be +2 at max.
True, this was when that LD was only for itself, it didn't account for the sharing afterwards. Still, maybe I can just increase the cost of its ability, since it is either giving extra LD or using once or twice a very good ability.

>>98384355
It's not?
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>>98382045
>>98384355
>>98384382
It sort of is, but you'd need two activations. One climb action to move into the wall and one move action to move out on the other side

I think.
>>
>>98384355
>It's not?
Not that anon, but I think the diagram implies you can Climb as part of a Move action, when Climbing is written as its own Action, you have to Move first, then do a Climb for another AP.
To be fair, we've played it at least once or twice as something you can do within a Move Action, me and Atlan anon, to try it out.
>>98384382
That's 6 dumped Dread for 10 Silver. Even with making his ability cost 4 LP that alone justifies auto-including him just for that.
>>
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>>98384557
Sure. I've increased its cost to 12 silver and its LD to 4. That way, we can keep its ability intact, since its the main point of this unit.


Also, another thing. I've checked the Danish book in the TTS, and I've revised it a bit, though there are a lot of things that I'd need to clarify before going any further.
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>>98385289
>Mercs
They could use some more, like the Punt Gunner or the photographer.

>Eider Officer
-How much LD should it have? There is no number in the TTS file.

-Any Danish Weapon. So he cannot wield generic colonial weapons? Like a sword or a webley?
-Hyperborean relics. Why? How would they get those, though?
>>
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>>98385304
>Danish Faction traits
They have no silver value included.
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>>98385316
>Krigsveteran
-Hatred. So why does this have "Hatred (British OR German)"? The others have either one or both.
-Attack upon Christendom: Has no silver value.

>Hans Bjelke
-Cavesaur; Bullsaur; Skysaur. How would they even get a hold of those? There are no dinosaurs in Doggerland, from what I've seen in the threads.
-Research Grant: So they have to choose between units or equipment, or can they buy both at once? I imagine the player would have to choose. Also, the unit would need the "Sponsor" keyword.
-D3 Secret Passage. So you leave up to 3 units in reserve, and then you roll to see if you deploy the three of them or just two/one? With the others deploying from your zone as normal if they don't get lucky?
>>
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>>98385342
>Eugene Warming
This needs to have the "Character" Keyword. It's a named character. Also the profile looks incomplete (has no special rules or something that makes it unique, and has stats identical to the jutland pastor).

>Jutland Pastor
Should he have access to that many weapons?
>>
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>>98385355
>Bergen Correspondent
Same equipment from the others, I imagine this is a placeholder.
-Favorable Letter. Does it do anything apart from getting silver at the end of the game? Also, since it is equipment, I imagine there'd be a limit of how many of those it can carry.
-Armed Neutrality: I've added (and NPC) in some of the descriptions of rules that affect the enemy models, for the sake of clarification.

>Butter Broker
Too much discipline. Also, placeholder items and no special rules. If anything, the sponsor rule of Hans Bjelke should be given to this one.
>>
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>>98385372
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>>98385381
>Revanchist volunteer.
Why does it have the "Volunteer" rule again? I thought it was the generic one for the faction. Also, the revanchist should have the Hatred rule.
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>>98385408
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>>98385417
>>
So, rules-wise, what separates a unit with the Aux tag from a regular one?
>>
>>98387102
Nothing specifically from the Auxiliary keyword, it was meant as a "categorization" tag, to have models which are excluded from rules that buff either Soldiers or Workers.
>>
Where's Duke Cunningham's portrait come from?
>>
Updated some wiki pages, mostly porting stuff from rulebooks or previous threads. Swapped in Japan on the front page instead of the Netherlands in the great powers slot. It might not be as great of a power but it's also playable with more lore which I think matters more.
>>
>>98389239
Although on further reflection, it might be better to split that big block of 12 surface nations into the great powers (4-6 of them), any secondary powers, and then take the weirdos (Italy Ottos China) and put them in a special category labelled "Corrupted Epigeans" or something.
>>
>>98388859
It is the portrait of Rear-Admiral Sir Michael Seymour, 1st Baronet.
>>
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I spent too long on a joke that may well be funny only to me.

Atlantis has no spherelings because they only just hit GP after taking the late-game decision to use the war of unification CB on Atlan after westernizing.

I don't know what their flag is supposed to be.
>>
>>98392331
How did it took them so long to westernize with their base literacy and all the bonus events they get if they have good relations with Britain and France?
>>
>>98392722
They weren't able to get the most out of the unciv conquest bonuses because attrition in the 4th layer is brutal and the province travel times are stupid.

>Good relations with Britain and France
I don't know how your runs go, but I always get sphered by the US, who then refuses to join any wars. Then Libertalia gets sphered by Britan which doesn't even make sense lore-wise and of course they're more than happy to join anything against me as soon as they can.
>>
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>>98392331
> "What if some day or night a demon were to steal after you into your loneliest loneliness, and say to you, "This life as you now live it and have lived it, you will have to live once more and innumerable times more; -"
> "- Wait, does that mean I could I learn to code so I can make my own vidya?"
>>
>>98392852
I actually had an idea of making a small text-based colony sim for Agartha but I make no promises.
>>
Seems like the board has been moving faster in the past few days.
>>
>>98392990
If there ever is someone with the skills and willingness to work on a game for us, I' be willing to put money on it to see it happen. Probably not much, but I'm sure Albertans would see it as a good investment of their equalization money.
>>98395068
The board as a whole, or the thread?
>>
>>98395237
board as a whole. The page is dropping faster than I'm used to. At least, I think that's the case.
>>
Updated the wiki some more. Do we have any good edits for the KoB? I ported their description from the merc book over so their article wouldn't be blank.

I also rejigged the main page so that all the factions we currently have pages for (including a few which have blank pages) are linked in an accessible place. A lot of these had no way of being easily accessed short of searching by name beforehand.
>>
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>>98397722
>Do we have any good edits for the KoB?
Mine never rose to the level of MapAnon's, but I do have a few ones for KoB.
>>
>>98397752
Thank you. Any pages you'd like to see worked on next? My figure station is packed up while repairmen are at work so I have nothing else to do for a while.
>>
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>>98397752
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>>98397807
I should probably edit the dragon out of this one, its stands out a bit much.
> "FUCKING SIMP WHITE KNIGHT COLONIALS, SHE WON'T EVEN GIVE YOU AN ADDITIONAL PAIR OF HANDS, WHY YOU DOING THIS"
those rockbreakers, probably.
>>
>>98397819
One wonders if the damsel may in fact be a sorceress preparing to infiltrate the KoB

Knowing the Lemurians, she probably tells the knight her name is Morgan just to rub it in for smugness' sake.
>>
With regards to the CEAIC, Edison, and the NETEC, should they get their own pages or be wrapped into their supporting factions?
>>
>>98397805
>Any pages you'd like to see worked on next?
The 6th & below Layers main pages stands out as sorely missing, 7th and 8th have a few blurbs in the Worldbook you could quickly plug there, or draw inspiration from. If you wish I'll come up with a description of the 9th that's a bit deeper than "its icy and dark down there".
>>
>>98397963
For CEAIC and NETEC keeping them as independents seems alright, I'd only give Edison his own page if we end up doing the same for all named Characters, however. At least, not until he is featured a bit more predominantly in any story/campaign/whatever...
>>
>>98398027
>If you wish I'll come up with a description of the 9th that's a bit deeper than "its icy and dark down there".
We could be cheeky and just rip from the Terror directly:
>There'll be nothing.
>You hear? Nothing lives there.
>Nothing grows.
>You'll eat your shoes again.
>You'll eat worse.
>Death is slow in the Great White Nothing.
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Surfacers call the 6th layer Agenya, as if afraid to acknowledge the sole rulers of the layer. To the Agarthans, it is, and always will be, Lemuria.

>Geographic and Climate Description
Agenya may once have been a layer-wide garden. Dried canals of all sizes pattern the surface like those seen by Astronomers on Mars. The central landmass of the layer would have been a single gigantic continent surrounded by a shallow ocean, but over time the sea has dried and the resulting plateau has split, splintering canyons now separating different regions of the mainland. The INNR SVN lights the layer in a hazy and weak manner, but not dimly.

Much of the land is now only dusty wastes or dried prairie, universally sepia and seemingly abandoned. What little water remains from springs and streams is jealously guarded by closely-growing thickets of semi-jungle and the savage creatures within. Even the Alph will narrow to barely a trickle as it meanders through the bases of cyclopean canals.

The colossal remnants of the Old Lemurians are common across Agenya, be they elevated stone roadways miles wide or stepped cities which seem to almost touch the roof with their crumbling spires. Lemurian Tigers, lesser firesaurs, Megatherii, Arsinoitherii, and the mysterious Garuda bird can be found in the wilds of the layer, but in the cities only the itinerant Lemurians dwell, and even they rarely linger in one for long.
>>
>>98400027
>Known History of the Layer
Old Lemuria had passed from the world even before the fall of Atlantis, their world drying and crumbling to its present state well before written history began. Old Mu and the Olms both showed no interest in the layer save as a place of hurried transit, and so for many ages it sat abandoned. Then, when men of the surface had just begun to rediscover metal, Ozymandius rose. The first prophet led his people down over the course of a generation, settling finally in the ruined layer. From that point onwards little changed outwardly in Agenya itself, the largely nomadic Lemurians leaving few traces of their presence aside from scattered farmsteads and miniscule townships, but outside of the layer the hand of Lemuria had once again begun to pluck the strings of fate. Now with the coming of the Epigeans to Agartha the layer has begun to see a few expeditions, as well as the arrival of the Lost Men in hidden camps amongst the thickets. Lemuria is no longer the sole power in their adopted homeland.
>>
I've had a bit of a thought that while civilization fades the further down you go (Many nations to few to one to no nation from 2-8) the actual urbanization of each layer rises (Untamed wilderness-Reclaimed Wilderness-One big city-many big cities-whole layer city)
>>
Esogea: (Take 2, more mysterious. Took bits from worldbook)
Esogea is described as a tenebrous, hellish place even by the emissaries of Old Mu who call it home, no Epigean is known to have returned from a “visit” to its home in the 7th Layer. Lemurians, with their typical disregard for danger, attempted on multiple occasion to colonize it, each eventually failing. It is now a tradition for its shamans and greatest warriors to brave its dangers and return with the hide of one of its monstrous inhabitants. <br>
On the occasions these are willing to boast about such dangerous treks to Outlanders, they describe a ruined metropolis of impossible size, overtaken by the long dead roots of giant mushroom forests, in which the Mu courtiers and priests go about their affairs, unfazed by their crumbling environment.

>Geographic and Climate Description:
The most common description of Esogea given by New Muans is that of darkness, wetness, and an oppressive pressure in the air. But so too are there reports of airlessness requiring special grafts to survive, a brightness so powerful as to blind the eyes, and a searing heat. The only consistency to these tales is that of a city spanning the whole of the layer, seemingly abandoned save for brief moments where entire peoples spring from hidden doors and passages only to disappear down others just as briefly. If the New Muans are telling the truth, then the greatest danger of Esogea is not being killed on purpose, but merely being swept away by the impossibility of Old Mu.

>Known History of the Layer:
As far as can be determined, Old Mu is the oldest civilization yet standing across the layers. But given their unusual relationship with the passage of time, that description may not be entirely accurate. Is it possible for something timeless to have an age? Did Old Mu always exist, or will they always have existed? Questions like these are what push Epigean scholars further and further towards deep drunkenness each day.
>>
I went somewhat overboard, please help.
>The 8th:
The 8th layer is the bottom of the sieve, the center of the hourglass, the needle’s eye. It is the labyrinth, the palace, and the penultimate challenge.

>Geographic and Climate Description:
The 8th is black. The rocks, foliage, and the few living creatures all bear an obsidian shade to them. Of all the layers, only here does the INNR SVN fail to glow. Everything is hard, much is sharp, and what native life there is exhibits a deadliness unknown to any other layer. Even the Morlocks, friendly and helpful in the worlds above, are only blood-crazed thrashers in the dark waters of the 8th.

The entries to the layer take would-be travellers through truer caves than any other. Winding and labyrinthine, these tunnels twist back upon themselves in smaller and tighter knots for mile after mile. This is as far as any sane man has ever gone into the 8th, Epigean or Agarthan.

Those who have gone further claim that there is an opening beyond, leading to The Palace of Shadows. The 8th layer, according to madmen and fools, is really held within the vast grounds of the palace. There is where Lost King Malcolm is said to have made his bargain with dark forces, and there is where Mother Unknown met Napoleon, many years ago. Along one of the outer walks of the palace, near the edge of a cliff overlooking an endless black sea, is where Akamnandag the Sumerian purports to make his home, while within the palace itself the Lost King perhaps holds court.

Only the faintest and most impossible of tales go further still. A few Lost Men, and Akamnandag himself, tell of the truest 8th layer. Within the center of the labyrinth of caves, at the heart of The Palace of Shadows, is a white field. This place, pale, silent, and serene, is the real 8th layer. The Lost King, perhaps, has forbidden entry to this field, if it exists at all, if even the Palace itself does.
>>
>>98400438
>Known History of the Layer:
No story about The 8th is true.

Lemuria’s Story:
[The one from the worldbook, but edited down for size]

Mu’s Story:
Mother Unknown resides in The Palace of Shadows when necessary. Only beyond the reach of The INNR SVN can her beloved ancestors be reached. It was here that she and Napoleon found a common ground against the force of history, and here that he was allowed to pass.

Old Mu must have built the palace. No force could have made it past them to build such a thing, and they have always been in the 7th. Morlocks, their eternal servants, hold the layer now as living proof of this past, even if the requirements of Old Mu now demand they reside on the larger 7th layer.

Malcolm’s Story:
Lost King Malcolm holds court in The Palace of Shadows when he returns from the 6th layer. His pact with The Shadows must be upheld at this place and this place only. What’s more, the dregs and fools of every layer above inevitably drift down towards The Palace, drawn by forces beyond his understanding. Those strong enough to survive the caverns and knowing enough to pass beyond are permitted to join The Lost Men, and their number seems to rise with each passing year.

The Shadows must have built the palace, for they alone live within the walls at all times. Never mind that they only come forth when Malcolm or an intruder is afoot, but never to any of the Lost Men.

The Deepfolk’s Story:
In the oral tradition of Deep Folk Tribes, The 8th was the prison of the INNR SVN long long ago. It scorched the whole layer black when released, and in so doing vowed to never return to the realm that had once held it.

The jailers of the INNR SVN must have built the palace then, only to be cast into fire upon its escape. Why, when, and for what purpose are not questions the Deep Folk are inclined to ask.
>>
>>98400445
The Olm’s Story:
The 8th is where good Olms become bad. When the dreams of gnashing teeth and soothing mud become too great, The 8th is where Olm-men seek to travel. Their lithe forms and silent movements make them more suited to traversing the twisting layer than any other, though their pale flesh marks them against the stark blackness of The 8th.

The ancient Olms must have built the Palace of The Shadows. The 8th is their ancestral homeland, though it is claimed now by wretched Morlocks. Only Olms can make their way through the tunnels with ease, and only there can the mud of their dreams be found. The question of why the palace is bereft of water of any sort, and designed in a terrestrial manner, is beyond the capacity of any Olm who has seen it to answer.

Akamnandag’s Story:
The 8th is the place where things go to fade and be forgotten. It is both a palace and a prison, refuge and refuse. It is a trial of mind and body to prepare one for the trial of spirit below.

No one built The Palace of Shadows. All of these forces built The Palace of Shadows. Neither of these is any more or less true than any of the other answers. The truth is gone, forgotten and faded like so much else in The 8th. It no longer matters.
>>
I think the stuff I did for The 8th could use a fair amount of work but I don't really have a solid enough grounding in Theosophy to go much further. I feel like it should be weirder at least, somehow.
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>>98400512
Figured out what was bugging me. While collating all of the various tidbits about The 8th people have written over the years was fun from a writing perspective it does not help the mystery whatsoever.
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>>98400512
I think we benefit from not knowing much about the 7th layer onward. From 3rd to 5th, we can describe a lot because there have been plenty of epigean expeditions, plus some contact with the local civilizations. The 6th we could have a general grasp since there have been contact with lemurians. But I don't think there have been enough contact with the deeper layers to know more than legends and tales.

Also, I really like the description of the 9th as a barren wasteland. Almost like the surface of the moon. Something almost anathema to life as we know it, and that makes me wonder how on Earth did Napoleon survive to reach the 10th.
>>
I think I got posting working again.

>>98407503
Would you want the descriptions for the 6th and 7th to be shortened from what they are right now or kept as is?
>>
>>98409291
I think they are good, if this is all the epigeans know about it through legends and telltales from the natives of Agartha.
>>
>>98407503
I don't think Napoleon ever made it past the 9th. He's still dealing with his anti-existential crisis while the Eldest Guard sit around napping.
>>
>>98381702
I like the fleshcrafter a lot. Both because more roads to perfect-ion are always appreciated and because it represents the opposite side of the coin from degeneration on the tabletop.
>>
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Have an oldie but a goodie.
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>>98414256
I should try and fix the cutouts, especially around the mace, I've gotten better at those.
>>98411428
I was wondering if I should have him completely dedicated to "light buffing", but at the same time I also want to do a bit more with the Fleshy Outgrowth, as of now they have only 2 real purposes, one infinitely better than the other (barricades are nice, but they don't compare to free Traits.) I was thinking of having it part of their basic profile that if you have more than X (probably something like 5) you roll and have a chance to "grow" either Poisonous Shroom Forest, a random artefact, or perhaps a Digested Degen (the DD is really good, but the path to obtain one is soooo unlikely to happen, I doubt we'll see one actually matter in a game).
>>98407503
>and that makes me wonder how on Earth did Napoleon survive to reach the 10th.
This, >>98409794 , Napoleon hasn't reached the INNER SVN yet, he hasn't really tried leaving "St. Helena", possibly because he's really broody, or perhaps because he's trying to figure out who put the island there for him to find, and how come he couldn't see it coming considering his Prophetic Affinity is pretty much maxed out, and what it means for his plans. He's still got at least half a decade of leeway to get up his ass, probably more.
>>98400512
>>98400445
I will do what I usually do in these cases, open up my copy of Gnosis : The Nature & History of Gnosticism by K. Rudolph at a random page and try to fit what I find.
> "I am the honoured/and the despised
> 'I am the prostitute/and the respectable woman
> I am the wife/and the virgin
> I am the mother/and the daughter
> I am the members of my mother
Well, that would work for a blurb on the Mother, but for the 8th, that's going to take some tweaking.
> picrel
Some unit flags for most Colonials. Both for the "company" scale game and the naval game, or just for general use. I guess you could play 2e with these to.
Some are a lot easier than others to find.
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>>98415984
For the "company" scale game, since it lends itself a lot more to a "simulationist"-style, perhaps even more so than the naval game, I was hoping to ape these symbols as "mechanics" into the game. So, tokens for taking positions, field-works, cavalry & armor have the ability to put small tokens in front of infantry units to represent being dedicated covering units, etc.
To limit the amount of work I put in this at once, I think I will develop this as scenarios, so that I can do 2 factions at once at most, thinking either the Siege of Paris or the Abomination Wars to start off.
>>
>>98415984
Wait, is that where Black Sabbath got the lyrics for "I"?
Small world.

That said, this reminds me I have a personal source of insanity I should reference more often. The only problem is that prolonged exposure tends to give me a bit of a headache.
>https://the-wanderling.com/

>>98416029
My vote would be for Paris since we could put off dealing with Italy's terrain nonsense and also get some Agarthan factions involved.
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>>98416105
>Wait, is that where Black Sabbath got the lyrics for "I"?
Its from The Thunder : Perfect Mind, an ancient coptic poem. Its "popular" enough that it could very well be (was discovered in 1942). Funnily enough, Paulo Coelho got it listed as The Hymn to Isis, and lists it as about 800 years older than it is.
> "In the statements of the Valentinian Theodotus, as Clement has transcribed them, we are told that the creator is a product of the "passions of desire" This twofold position of Sophia has led Valentinianism to the conception of a higher (incorruptible) and a lower fallen Sophia, or "Sophia of Death". Her dual role becomes visible also in the creation of man in so far as she has a part in it through the implanting of the divine spark (usually of the female sex). The destiny of the this spark in the world of the body is like that of Sophia after her fall, for which reason a number of witnesses draw the two together into one figure and illustrate by it the unity of opposites or the transitoriness of earthly judgement. Such an example is afforded by the Nag Hammadi document Thunder : the perfect Mind. Here in the form of a revelation address there is reference to the two sides of a female figure who has been sent by the Power, that she may be sought and found. Behind her is evidently concealed Sophia, but also the Soul, both in their two manners of existence: as perfect, divine and redeeming power, and as fallen phenomenon exposed to deficiency".
I really wish Confirmation study had been this cool.
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>>98416105
>My vote would be for Paris since we could put off dealing with Italy's terrain nonsense and also get some Agarthan factions involved.
Makes sense. That way we can already have Apeman, Morlocks & tribal Deepfolks and a few Atlan units, which I can use to build more factions and as mercenary units later on.
Since it'll be scenarios, before I can figure out anything with unit costs, what would you think about limiting it to units being based on who you choose to lead your force?
The Infanterie de Ligne (Line Infantry) in 1870 was 100 Regiments (300 Battalions) & 20 Battalions of Chasseur-à-pied, each Battalion being 8 Companies, 6 active and 2 at depot, 120 men of Line & 115 of Chasseurs per Company, so say you choose a Garde Nationale command, you gain 6 to 8 Line and 6 to 8 Chasseurs, with some additional choices. 2 choices of single Squadron (80-100 men) of Cuirassier, Carabiniers, Dragoon, Chasseur a Cheval, Lancier & Guide.
I had worked out a sort of very early draft for an attack resolution system (picrel) but I already see a few flaws with it, and its really hard to read in its current form. I need to stop reflexively trying to put face-to-face rolls in everywhere. I'm probably going to rework this as just a few one, two tests on each side.
>>
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Very quick bump with some Apeman & Morlock tokens.
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>>98416363
>what would you think about limiting it to units being based on who you choose to lead your force?
That'd be more work on the development side to set who can recruit what, but it would make listbuilding quicker and allow for potentially more immersive matchups
>>
Put up the descriptions for Lemuria and Esogea on the wiki.

Also, CEAIC already had a page with art on it, which is why I put it on the front page in the minor factions section, but the only description of it on the wiki is as a paragraph in the Austrian article. Should I clear the preexisting page and leave the Austria version or port the paragraph and then leave a link in the Austria article? I do not know how much material there has been developed across the books, docs, and game conversations with regards to CEAIC which is why I ask.



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