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Showing all 123 replies.
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Archived threads in suptg here.

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

https://suptg.thisisnotatrueending.com/archive/2026/97917053/
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File: world.jpg (2.0 MB)
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Professors say that the earth is round and made up of layers like an onion. Fools say it is flat. But the elect knowers of the truth understand that its shape is beyond rational comprehension, and that all the popular theories entertained by the public are misunderstandings borne of their unhappy ignorance. How can the earth be a sphere help up by tiny pillars of rock? How indeed can it be flat like a disk? Gentlemen, follow not the crowd! Think beyond it! The Earth as we know it is merely a small part of a much, much larger body, whose limits we have only begun to explore! Journey with me beyond the Antarctic wastes to the New World which awaits us, free from the terrors of the underground, free from the foul demons and false-men of Agartha!
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>Bundt Earth
An invention of a diseased and deranged mind, nothing more.
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>>98093187
>Also is there anywhere that has the First Sky Empire stuff? It's not in the wiki for the Sky-Clans, and I can't find anything in my copy of the worldbook.
Much like Atlan religion, what Napoleon found beneath the pyramids, or what the fuck an "Olm-Wife" is, this lore exists mostly in the mind of a specific anon. Luckily in this instance that Anon is me, so please ask any Sky Empire questions you may have. Not about Olm-Wives though I can't help you there.
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>>98092254
>>98092265
>>98092277
>>98093187
Something like this maybe? I ripped the base from Leviathan and then made it red. Replace the first line with:
>Sustained by the INNR SVN and forgotten artifice
or something like that maybe
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>>98096372
>Not about Olm-Wives though I can't help you there.
I wrote the original Morlock Wife lore. I will write the Olm-Wife lore.
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>>98096503
this cannot end well
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>>98096596
I do actually sort of agree with this anon.
Anyway, though the phrase is generally rendered as Olm-Wife in English, the Atlantean term is probably closer to Olm-[Herder/Nun/Matron]. A religious function, the Olm-Wives do not marry and spend their days serving as both liasons to Olm communities and helping train Olm-Steeds. They have something of a reputation as a means for middle-class women to escape arranged marriages that they do not want, at least in the realm of Atlantean fiction, but the truth is more that your average Olm-Wife is simply a woman who trained at a temple to become one.
As part of their religious function, Olm-Wives have secret techniques to avoid the natural bloodlust of the Olm-Steeds and make frequent use of the animals in their religious duties. Of note is a ritualized drowning associated with certain sects of the Titanic Rite wherein a person (usually a new soldier, before a significant campaign) is sunken to the bottom of a city's harbor and then rescued. Olm-Steeds are used to swiftly carry the person undertaking the ritual to and from the bottom. The Olm-Wives are skilled divers and will both drive the Olm-Steed and resuscitate the soldier upon resurfacing.
Olm-Wives are largely responsible for the legal protections Olms enjoy in Atlantean society, having been responsible for championing their wards' rights in the Atlantean senate.
Olms, for their part, have their own religious significance that they ascribe to the Olm-Wives. They speak of ancient pacts between Atlantis and their ancestors, pacts which the Olm-Wives are the modern arbiters of, but have been able to offer little verifiable information. Details vary widely across Atlantean territory, but a connection to the ancient Olm society (the same that once fought Old Mu to a standstill) is a common motif.
The Olm-Wives have no records that describe the origins of their profession. It may date back to the earliest settlement of Atlantis, but that is only a theory.
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>>98096711
>Anon's Notes
Olm Wives in an expedition would probably be there to buff Olm-Steed cavalry, but perform poorly outside of that niche. Maybe some utility as medics.
I wanted to allude to a possibility that Altantis has secret origins as a client state of the Old Olms, maybe similarly to the relationship between Old and New Mu. I don't want to set that in stone, though. That's just something that scholars might believe and it's probably an unpopular theory in Atlantis itself.
Atlanteans probably don't really like the phrase Olm-Wife and how it makes Epigeans assume that they fuck the Olms. It's a bit like how Catholics can get real cranky at the idea of nun porn. They occupy a similar social niche for Atlantis.
The phrase Olm Wife might be used by Epigeans familiar with the Morlock Wife story as a way to invert the story, someone (especially an ally or lover) you thought you couldn't trust but who turned out to be trustworthy, but this would be a folk etymology and has no relation to the Atlantean Olm-Wives.
If there are Bad Olms, are there Bad Olm-Steeds?
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>>98096372
Well, I guess my main questions would be what is the First Sky Empire, what happened to it, and how do the Sky-Clans of today descend (or claim descendance) from it?

>>98096443
It's okay, but I wanted it to be a mixture of human and machine so much that you weren't sure which one was the original. More of a deus ex reference than Laputa really, I felt like making him a robot was too on the nose.
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>>98096443
Changed.
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>>98097441
> More of a deus ex reference than Laputa really, I felt like making him a robot was too on the nose.
For what it's worth we aren't hurting for cyborgs in Agartha. France, The Golden Syndicate, Atlantis, and Hyperborea all have them to varying degrees
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>>98098170
you forgot something
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>>98096711
>>98096723
Considering that the Olm-Wives lore was supposedly introduced in relation to Strategos Hyas, part of me wonders if he was a foundling raised by the temple, explaining how he gets to be a commoner in the cavalry because he has a special connection to the steeds compared with the average Cataphract. The (alluded in-universe) controversy then comes not from the Olm-Wives being Olm wives but from Hyas' having special lore which I can see (in-fake-universe) people getting mad about if his whole thing was supposed to be that he came from the ranks of the common people.
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>>98096723
>Bad Olm-Steeds
I would assume that if a steed gets loose and can survive all the way down to the 8th and the special mud then that's how you get a Wyrm, with those being the Bad-Olm equivalents.
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>>98097441
>First Sky Empire
The way I think of it is that it was an extremely powerful but very brief-lived polity that seems extremely old but was probably relatively recent in terms of the dead powers of Agartha (At a guess I'd place it before Atlantis had any serious influence in the 3rd layer but well after the Atlantean Deluge)

Culturally it's a midpoint situation between Atlantis and Lemuria, where the Sky People are the same people who did the first empire and not merely imitating, but they would be unrecognizable in many aspects to their forerunners.

The modern confederation is based around static cities for example, while flying cities like Laputa or proto-Errum (the ruins of which form the modern city) were what made up the First Sky Empire. Worship of the INNR SVN was also much more common compared to now where a more generalized Sky and Wind is worshiped while the INNR SVN is merely acknowledged and placated. This old religion is a good reason why most Agarthan powers have a taboo about the SVN since while the First Sky Empire was able to become unbelievably powerful in a single lifetime they also fell in the same span as a result of that same power, the INNR SVN being a spiteful and fickle force at the best of times. The modern Sky People are by and large descended those who were too poor or rural to live on the flying cities, the resting places of the urbanites now only remembered through cyclopean escarpments of rubble in strange places across the 3rd.
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>>98101328
The First Sky Empire used to be seen as a warning about ambition by the Sky People, greedy as they can often be, but with the arrival of Paris and especially the later fall of Irrum the context has begun shifting to be about what a single man can achieve with more and more warlords wanting to be the man behind the next Sky Empire. The Confederation meanwhile is more pragmatic about the whole thing since they have to continue sharing power amongst factions to keep together, hence the split between those who want an Empire and those who back the Yazata Assembly.
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I like the idea that there's several competing factions who all want to unite the Sky People, but because none of them want to kneel to any of the others, the Sky People fundamentally cannot unite.
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>>98101436
Gelek and Lee-Dher are both coming closer than average probably because one doesn't even want to be there and the other only wants to make friends rather than conquer.
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>>98101454
I don't see Gelek coming out on top of a new Sky Empire, but I could easily see him winding up in a position to decide who the new emperor is.
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Reposting all of the factions/units that need revision for now.

>British Empire (FACTION)
-Units need the "British" keyword.
-Proposed faction trait (Stiff Upper Lip: Replacing "Fear (Deep)" for "Hatred (Deep)") is not in the book.

>France (FACTION)
-Units need the "French" keyword.
-Proposed faction trait (Parisian Outposts: At the beginning of the game, you can deploy half of your units (rounded down) that aren't multi-hexed up to 2 hexes further from your deployment zone") is not in the book.
-Minister Eiffel: "Hidraulic Ligaments" needs to specify how much armor takes away

>Italy/Duosicilian Republic (FACTION)
-Units need the "Duosicilian" keyword.

>Tsardom (FACTION)
-Units need the "Tsardom" keyword.
-Things mentioned in >>98043269 >>98043391
-Latest updated book and tokens are not in the TTS

>Austro-Hungary (FACTION)
-Units need the "Austrian" keyword.
-Faction mercenaries marked in red, only 2 faction traits Sponsors rules in red
-PKZ0: Incomplete (special rules incomplete in red)

>German Empire (FACTION)
-Units need the "German" keyword.
-Luftkommando faction trait has no price
-Oberleutnant: Incomplete (no traits, alcohol marked red)
-Unterseeboote: Weapon incomplete (H1U torpedoe marked in red)
-Artilleriegruppe C-93: Incomplete (longitude marked in red)

>Ottoman Empire (FACTION)
-Latest updated book and tokens are not in the TTS

>United States of America (FACTION)
-Units need the "USA" keyword.
-Paulistaen and Triassic Ranch rules are incomplete
-The Officer Bubbles:
-The Skinwalker: No keyword

>Kingdom of Spain (FACTION)
-Latest updated book not in the TTS

>Holy Kingdom of Portugal(FACTION)
-Latest updated book not in the TTS
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>>98103438
>Kingdom of Denmark (FACTION)
-Units need the "Danish" keyword.
-The “Damn Dane”: Not in the book
-No intro, no mercenaries,
-Eider Officer: Incomplete (fluff blurb)
-The Krigsveteran: Incomplete (opt equipment in red)
-Hans Bjelke: Incomplete (opt equipment in red)
-Eugene Warming: Incomplete (opt equipment in red)
-Jutland Pastor: Incomplete (opt equipment in red)
-Bergen Correspondent: Incomplete (opt equipment in red)
-Scandinavian Sailor: Has the same icon as the NS Revanchist

>Neo-Mughal Empire (FACTION)
-Latest updated book not in the TTS

>Heavenly Kingdom of Taiping (FACTION)
-Latest updated book not in the TTS

>Satsuma Domain/Imperial Japan (FACTION)
-Latest updated book and tokens not in the TTS

>Mu (FACTION)
-Units need the "Mu" keyword.

>Atlan (FACTION)
-Units need the "Atlan" keyword.
-Atlan Battlefield Engineering: Incomplete
-Slave Soldier: Needs the "worker" keyword.
-Titanium Golem: Incomplete ("in his image" rule is not written)

>Atlantis (FACTION)
-Units need the "Atlantis" keyword.

>Lemuria (FACTION)
-Units need the "Lemuria" keyword.
-Lady Pythivati: Incomplete (no rules)

>Sky People (FACTION)
-Units need the "Sky Clan" keyword.
-Cloduelepant mount token not in the TTS, updated cloudelephant rules not in the tts.
-Bat Berserker: Not in the book, token not in the TTS
-Silk Thrower Scout: Not in the book, token not in the TTS
-Airborne Pyroman: Not in the book, token not in the TTS
-War Cloudelephant: Not in the book, token not in the TTS

>Hyperborea (FACTION)
-Units need the "Hyperborea" keyword.
-Incomplete (hyperborean structures have no tokens; faction traits are in red)
-Oliver Cromwell: Oliver Cromwell and the Returned Noble have the same token
-Derelict Tripod: Incomplete (lacking rules)

>The Lost Men (FACTION)
-Units need the "Lost Men" keyword.
-No Faction Trait

>Amazons (FACTION)
-Units need the "Amazon" keyword.
-No Faction Trait
-Mercenaries in red
-Amazon Apprentice: No tags
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>>98103444
>Apemen/Neanderthals (FACTION)
-Units need the "Apemen" keyword.
-No Faction Trait
-The Knight of the Three: Incomplete (has no rules)
-Chimp Charger: TTS TOKEN DOES NOT WORK

>Morlocks (FACTION)
-Units need the "Morlock" keyword.

>Olm Men (FACTION)
-Units need the "Olm" keyword.
-Olm-Man: Has no keyword

>Deepfolk Tribes (FACTION)
-Units need the "Tribal" keyword.
-No faction traits
-Tribal Warrior: Has no keyword
-Tribal Hunter: Has no keyword

>The Whalurs (FACTION)
-Units need the "Whalur" keyword.

>MERCS
-El Tribunal Del Santo Oficio de la Inquisicion: Still needs to get stats adjusted
-The Unhusked Exile: Has the same token as the Deep Drunk Commander
-The Returned Noble: Updated profile not in the book; Oliver Cromwell and the Returned Noble have the same token
-Local Chieftain: Incomplete (FULL RED) Tribal Figure and Local Chieftain have the same token
-Aeronaut Professor: Incomplete (anomalist rule)
-Clockwork Scout: Incomplete (pre-programmed)
-Battlefield Photographer: Incomplete (unwritten rules)
-Cave Merchant: Incomplete (marked in red)
-Ethiopian Miner: needs the "ethiopian" keyword. And maybe access to shovel/pickaxe
-The Punt Gunner: Not in the book
-"El Lince", the White Lynx: Not in the book
-The Manbull: Not in the book
-The Lion Guard: Not in the book
-Ethiopian Chieftain: Not in the book
-Oromo Cavalry: Not in the book
-Abyssinian Warrior: Not in the book
-Oppressed Townsfolk: Not in the book
-Escaped Slave: Not in the book
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>>98103444
Deep Drunk Commander: Updated profile not in the book
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>>98104299
do we want to consider getting a temporary new mediafire page or making an offshoot of the TTS mod so that we can update the pdfs until such time as 2eAnon returns? Keeping the new files on the chatpit seems like a short-term solution.
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>>98104353
I mean, I don't know which anon has access to which book to make the appropiate updates. I think using the discord is fine for now. Making bigger changes will depend on when will 2eAnon come back.
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>>98103451
>Olm-Man, no keyword
This is technically fine as per the rules, right? So long as it is in the follower section of the book the follower keyword (If that is a keyword and not a definition) is assumed I thought.
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>>98105533
I don't know much how the olm book works, but considering the profile, it could use the "soldier" keyword.
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>>98105761
but why? There's nothing that works with the soldier keyword in the Olm book, and as I said keywords are not necessary beyond the basic follower/specialist/etc delineation.
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>>98105824
Fair enough, just seems weird to have a keywordless unit.
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Thinking about the every-mythical navy mode again...
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>>98108860
While doing the regular game in a 28mm scale (for humans anyways, the hex system means terrain is extremely compressed) is fairly intuitive I do wonder what scale a naval one could be in. Most eras are dominated by one scale or another so if we went with a scale that had many ironclads we'd be losing out on as many things like sailing ships or triremes for Agarthan factions.
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>>98103438
I always assumed when rules specify faction name, it means unit from respective book that's not a merc.
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>>98110331
I know, the "Units need the "faction" keyword" is a bit redundant on my part, but still, better to make sure it differenciates between the faction unit and the merc, since the merc shouldn't get the faction trait effect.
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>>98103451
>>98103444
So what faction trait could the Lost Men and the Apemen have?
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>>98110403
Then wouldn't that be solved by making "mercenaries don't benefit from faction traits" a core rule?
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>>98111897
don't apes already have a faction rule with that canopy thing?
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>>98103444
>Lost Men Faction Trait
Maybe they all treat obscurity as less than it is? Not fully ignoring it but a mild bonus.
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>>98111918
Probably a good idea for the book factions. Still think they should have the keyword, though.
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>>98103444
>>98103451
Wait, what do you even mean when you say "Faction Trait"?
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>>98116005
Most faction books have a "faction trait", which applies to either all or to most of the units with thr [faction] keyword. It was something that was added after the british and french books, since those did not have faction traits (hence the proposals discussed here and in the previous thread).
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>>98111966
Yes, I rechecked. They do have it. Nevermind, then, my bad.
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>>98116080
>Most faction books have a "faction trait", which applies to either all or to most of the units
Well, it's not just French and British.
Factions have gimmicks that affect their playstyle, sure, but that need not always be achieved through some overarching rule. Atlanteans have fire and poison access and Leaders that buff commoners/aristocrats - is that a "faction trait"?
Americans have a lot of units you can reserve and deploy in special ways and electric fuckery - is that a "faction trait"?
Atlans are slow and tanky - is that a "faction trait"? Titanium access may fit the definition, I guess.
You say the Amazons have no faction trait, but as someone who played against them, they clearly do have a well defined playstyle as quality over quantity glass cannons supported holistically by all of their unit rules, Leader/Hero traits and abilities, including special Armor rules - does it not fulfil the same purpose?
Likewise Apemen do have special rules that allow them to utilize Climbing and engage in literal gorilla warfare with Sticks and Stones - does it not fulfil the same purpose?
British have access to memory engines and constant Line Fire access - does it not fulfil the same purpose? Will anything be changed fundamentally by giving them the proposed "Fear to Hatred" ability?
Even the French are supposed to have a tech gimmick, but it does seem a bit underdeveloped.
My point here is that I don't necessarily understand what we're trying to achieve here other than checking boxes for the sake of checking boxes and adding more rules to an already hilariously bloated system. It's one thing if a faction truly doesn't feel like it offers a unique or fun playstyle, it's another if it doesn't fit some arbitrary quota.
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>>98116342
>British have access to memory engines
Kek Hyperborean slip
I meant analytical engines obviously
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>>98116342
I mean, the USA has the faction traits, they are the USA factions' special rules, with some special rules for each. Atlan has access to Titanium armor and weapons, Amazons have "Hatred (men)" (which, at this point is one of the best traits, considering how many units it affects). Atlantis has Orichalcum and Multifarious traits. Even Lost Men have "diplomacy of the deep" and "pact of the shadows" (another mistake of mine, I thought they had no faction trait, they do).

All books have faction traits, even if they appear as "faction special rules" (tomato, tomato). The ones that don't have are the brits and the french.
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>>98116534
Well, Cromwell is British. Technically.
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Today and Yesterday I painted everyone's favorite character bar none.

Please excuse any lumpiness, Reaper Bones figures don't take well to zenithal priming and I forgot to write down what I did last year to resolve that. You will also not be seeing the left side of her face since there was a mold line that I removed, but in doing so I gave her a two-face level scar near her left ear.

That being said this is the first woman I've painted after 150+ figures and I am quite pleased with the results even after the slip ups. Now I just need an Illinois Jack figure and some sort of depressive kleptomaniac gentleman to represent Beauchamp and I can recreate the much-maligned Agarthan Society Love Triangle from the novels.
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>>98118869
Nice.
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By the way, it's been a while since we've discussed the geography of the world. We still have to name a ton of places in both the 3rd and the 4th layer.
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>>98121383
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>>98121395
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>>98121383
Some colony names can double as geographic names, like with New Wellington and Franklin since those areas seem unnamed otherwise.
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>>98103451
>-Chimp Charger: TTS TOKEN DOES NOT WORK
As in there's no image on the token or in that it won't even show up?
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>>98124110
Every time I try to bring up the token, the message "Load Image failed, unsupported format: UNKNOWN", and asks me to upload one.
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The Sky Janissaries:

The Southwestern peaks of the Gaian Range in Mnemosynia are isolated in the extreme. They lie beyond the reach of the Neanderthals, Mu, and even Atlan. Few Agarthans would ever make the journey there, having to choose between Atlan to the East, untamed jungles to the West, and especially vicious Amazon tribes to the North. The native inhabitants then were left largely to their own devices. Though archeological investigations into the region have been sparing, it has been roughly established that the people of The Southwestern Gaians have always lived in and around the stalagmites of the region, especially venerating the tallest. Compared with pillars, these structures are both easier to climb and less likely to contain deadly Lemurs or other such fauna. This goes some of the way to explaining why the Southwestern Gaians chose stalagmites exclusively, although their foundational myth of having literally fallen from grace certainly played into the choice as well. Their early faith seems to have placed great importance on reaching towards the ceiling, but on never actually touching it until death. At that point it was believed that the spirit would rise to the roof, their afterlife. Higher elevation was believed to result in an easier journey, flight apparently being quite taxing on the soul.

This state of affairs was shattered when traders and raiders of the Sky People arrived. Seeing an obvious opportunity these individuals immediately proclaimed themselves as roof-spirits come to raise up the worthy, taking gold and other treasures as offerings to do so. Soon, more and more Sky Clans were making the journey until it seemed as if the entire population of Gaians would be taken up to the roof. But then, the offerings ran dry. Many of the clans left as quickly as they had come with their new passengers, but those who stayed decided to begin accepting the military service of the Gaians in lieu of payment. Thus were born the Sky Janissaries.
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>>98124272
In the modern era, the Sky People travel Southwest once or twice a year to take hopeful young men into heaven while they still live. None return, but those who win gold and glory are allowed to send back for their friends and family to join them. Many eventually leave the Janissaries and join the Sky People outright, though they retain their strange groundling customs. The influence of these former Janissaries on the culture of the Sky People overall has been slow but noticeable. The idea of Utter Elevation, that a Sky Person touching the ground is an impure act, is believed to have originated with them before spreading outwards to many across the roof. In battle the Jannisaries are well-known for their use of very heavy armour, an array of polearms, and most of all for their propensity to drop out of moving airships at astonishing altitudes to crush the foes of the Sky People. While their armour is specifically padded to help survive high-altitude falls, this is still an incredibly dangerous technique and often requires the physical encouragement of a Sky-Clan nobleman to undertake. Because for all of their reverence of the sky and its inhabitants, even the pious Sky Janissaries know a limit to their devotion when on the edge of an airship.

I'll put this to the wiki tomorrow after any further edits are made, feedback appreciated.
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>>98124275
This is their central homeland but they're likely spread around a wider region.
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>>98124272
>>98124275
>>98124277
Good shit.
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>>98124275
How do these sky janissaries fall down into combat? They are heavily armored, if they use ropes to go down, their armor's weight might snap them. They could actually be very useful in a Sky Clan vs Sky Clan scenario to take over enemy ships, something like roman galleys serving as platform for foot soldiers to fight.
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>>98125632
>How do these sky janissaries fall down into combat?
Freefall. Their armour has padding and they probably have baggy pants to act as a primitive drogue chute but that only takes a guaranteed fatal fall to a potentially fatal and guaranteed crippling fall if they miss their target. Hence the pushed around rule on the unit profile.
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Updated the Tsardom book
https://drive.google.com/file/d/13r5WDoM998-UEQ1f_DlvTOYhmTX136po/view?usp=sharing

Also during the recent game there was a lot of confusion about the Dread rules since I'm used to the older version (the activate only one Shaken model per turn deal).
It's not clear how the current Shaken status works. Does it make you lose your AP once, then allow you to regain AP and activate the model as normal?
If it gets Steady then gets Shaken again, does it lose the AP once more?
Is the underlined part about activation a carryover from the older version?
What does anyone think/know about that change in the .07 rules in general.
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>>98127383
My guess would be that this version works like previously, but now a shaken model also has to be the last you activate in a turn and the first turn it becomes shaken it loses all remaining AP. If it got steady then shaken again it would probably lose AP again.

The underlined thing is probably a holdover though
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Finally finished yesterday's battle report.
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The fall of the British Raj in 1858 gave way to a new period in the Indian subcontinent. With the long-standing british presence and influence gone, the hundreds of fiefdoms, princedoms and other miniature nations began struggling to recover their lost authority, all the while the Neo-Mughal emperor tried to keep them all in line. This convulsing period was rife with crime, as authorities were busy elsewhere to keep an eye on local matters. Out of all of the groups that rose from this period, the most infamous of them all is the Thuggee Cult. Active from centuries, these criminals were believed to be a sect of Kali worshipers, whose modus operandi centered around attacking passersby and small groups in the less guarded roads. Once they had targeted their prey, they would rob them blind, and then sacrifice them to their deity in strange rituals, to then disperse in the countryside or the jungle to avoid the authorities. The british had been pursuing these cells for many decades, and in the 1830s they launched a massive anti-thuggee campaign, with the East India Company creating the Thuggee Department solely to pursue and neutralize these murderers. Despite claiming that the cult had been wiped out by the end of the 1840s, the fall of the Raj and the consequent chaos in the subcontinent allowed the survivors of the cult to rise once again. While the Neo-Mughal authorities pursue thuggee hunts with great vigor, many with grudges against the Mughal lords have been known to host and hide thuggees within their territories to disrupt the Mughal’s authority in the eyes of the population.
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Am I the only one with issues posting? I keep getting error messages.
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>>98129642
Let's see.
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Added the Janny section to the wiki. Here's hoping Map Anon can return to posting the batrep. Worst case scenario he can relay what he wants posted via secret and terrible channels and I can put it up
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However, the thuggees’ action do result in more than just problems for local authorities. Thuggee raids have been known to target foreign trade, especially in areas far from the control of the Emperor’s protection. After all, disappearances in such a big nation are hardly surprising, and whatever wares that became lost often become part of the Thuggee’s offerings to their god. Such was the case in the 1872’s thuggee assaults in the Chintral region. Bordering south of the Kingdom of Afghanistan, the area was a known trade route with the Tsardom, using the Wakhan Corridor to bring western goods across the mountains. Throughout the year, multiple tsardom caravans had been lost when crossing the region, something the military governor could not allow. The relatively young Fergana Oblast was still taking root in the region, and the numerous reports of attacks arriving at the Governor’s Palace in Margilan could not be ignored. As such, a military operation was organized to catch these criminals and bring them to justice. Disguising themselves as a merchant caravan, they crossed the Wakhan passes, while a small detachment of the Imperial Army followed in secret. However, the jagged and narrow passes forced the unit to split across different gaps, and as a snowstorm forced the caravan to stop, that was when the thuggee assault began.
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>>98134633
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Initial Deployment
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>>98134704
As the trap was sprung against the cultists, the cossack in the eastern pass quickly move to break the lines of footsoldiers, clashing with the Thuggee’s camelry. Surprised by the assault, the thuggees are stopped in their tracks, though the cossack’s charge is likewise stopped by the ranks of thuggees. Then the tsarist infantry got to shoot them from afar, falling down one of the cultists. On the western side, the rugged terrain meant that both sides were moving slowly across the snow.
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>>98134709
Finally, both sides were close enough to launch their initial attack. Like in the eastern pass, the Tsardom’s cossacks charged at the line of thuggees, whereas the cultists unleashed their lemurian abomination. Taking hits that could have felled multiple men, the faceless abomination managed to cut down multiple infantrymen, with the remaining of the tsarist forces kept shooting at it.
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>>98134718
After the initial clashes, the numbers of the thuggees began eroding the ranks of the tsarist infantry. Many of the shots from their ranks missed the cultists, whereas the thuggees began rushing down the enemy cavalry, bringing them to the ground one by one. With the lemurian abomination causing havoc at the western pass, the rest of the tsarist infantry could not safely pass, though the monster eventually fell, its body riddled with bullets. On the eastern pass, the thuggee lord managed to keep the growing anxiety of his men at ease, while slowly pushing their opponents back where they had come from. Meanwhile, while the tsarist officer was also pushing his men to continue the fight, his rallies could not be heard across the entire battlefield, and thus the forces at the eastern side of the pass began faltering and retreating. Sensing that the cultists’ forces could begin an enveloping maneuver, he ordered a withdrawal, hoping to regroup his forces in a safer point.
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>>98134728
Tsardom: 41 Silver, 4 Dread

Neo-Mughal: 60 Silver, 3 Dread

Victory for Neo-Mughal

While the Thuggee were victorious, the fruits of their triumph were bitter, as they discovered the caravan was a decoy, being completely void of anything of value. With their hands empty, they began going back to their hideouts south of the mountains. Meanwhile, the reports of thuggee’s numbers being much higher than initially expected forced the Tsardom authorities to reinforce the roads connecting trade between Central Asia and the Indian Subcontinent. For now, the threat of the road stranglers continues unabated, marking a mounting threat to the region’s stability, one of the many growing pains suffered by the Neo-Mughal Empire in its quest to finally reach stability.
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>>98134740
This was a fun game, sorry for being a bit rusty with some of the rules. The thuggees do need a bit of a nerf, taking the saber for a sword and limiting their max number to 8 instead of 10 should be enough for now.
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>>98134763
Honestly, I think the thugees were fine. I lost due to poor Dread management, otherwise it was a pretty fair matchup.
That said, I think Crits straight up causing Dread gain might be a bit excessive. I suggest making Crits trigger a Discipline test, giving Dread on failure.
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>>98135305
I would still take their saber for a sword. The point of the thuggees is that they increase their stats by finishing off units, so their stats at their start should be slightly below average. I hadn't realized the saber gave them +1 accuracy.
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>>98135305
Crits triggering a discipline test seems like it would be excessive for the amount of effort. Maybe making it so that a only crit which kills gives 2 dread? Or 1, or some other number.
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>>98137581
If there's ever a 3rd ed., I'd still want to make like pic related so it visually clarify the more common situations.
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File: volcano.jpg (1.5 MB)
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>>98121875
Any more examples of this?
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>>98118869
Awesome. Great job anon.

>>98121383
I feel like the straights in pic related need a name. It would be quite a strategic area to hold, we should probably add a British or French outpost there too. Maybe name that bay, The Bay of Lost Ships, the peninsula to the North-west the Olm's Tooth, and the northern coast on the other side the Storm Wall. And the pillar in the middle something like the Obsidian Spear.
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>>98138943
Anon, there is 3e, there's a link to it in the OP. The "editions" have always been a way for people to make their own version of the rules if they wanted.
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>>98142625
>we should probably add a British or French outpost there too
I don't think we should expand their holds that much, considering they haven't had the time to consolidate most of their holdings, plus they'd still be exploring most areas.
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>>98142625
So which straits do you mean? Also, I've added numbers to the possible nameable bodies of water, so it's better to name them.
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>>98145295
Where is Errum also? I've been confused as to that before
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>>98147633
I think Errum is here.
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>>98145295
Hell, thought I attached the image, sorry about that.
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>>98142625
>>98145295
So 12 would be the Bay of Lost Ships?

>And the pillar in the middle something like the Obsidian Spear.
Good point, we haven't named the pillars. Weird oversight that.
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This way we can start naming the pillars.
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>>98151214
I like the idea of "The Polar Walls" for the top and the bottom but I am unsure of how to differentiate them
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>>98154470
I've always thought that there should be something hidden behind the pillars at the north and south, especially since they're so much larger than the rest, but I'm not sure what it should be. The ruins of some mythical kingdom perhaps, or an unblemished, idyllic land, or perhaps even THE INNER SVN
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>>98151214
One, obviously, must be named Autumn. For no particular reason at all.
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>>98154821
I imagine they are the ones mostly holding up each layer. All layers below the 2nd have massive polar pillars.
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>>98157255
And, if we go with the theory that the firmament is toroidal, it would overlap the rough positions of the polar pillars (and perhaps even extend into them)
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>>98151214
In a similar vein to the colonies thing, any pillar with an entrance can be named after that entrance. 5 on layer 3 would be the Mammoth Pillar for example, while 38 on 4 would be the Clearwater (Or Sarawak) pillar
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Adding the 5th pillar map to name the pillars.
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>>98103451
For the Clockwork Scout and the Cave Merchant, I was never quite sure as to what about them was incomplete. I provided full rules (albeit extremely overwritten) when posting the units so my working idea is that 2e wanted them simpler to understand, but that may not be the case.
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File: MalcOLMite.png (67.3 KB)
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Here's an image from the Leviathan threads.
But for us, he is a MalcOLMite.
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>>98151221
The Atlan central pillar with a large valley could be named "Jaws of Kronos".
>>98160584
The eastern long Pillar could be named "Ophion's Spine".
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>>98160584
I vote the Polar pillars be called Olympus and Tartarus.
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