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Humbug Scoolbus posted:
Not necessarily, it's always going to depend on what you're up against.
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# ? Oct 2, 2015 08:10 |
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# ? Apr 24, 2024 08:31 |
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The game seems like it's pretty well balanced between different strategies, so long as you don't go crazily overboard and we have a good spread, so I think it'll be fine. Just make what you want thematically and how you'd like to fight that you think would be fun.
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# ? Oct 2, 2015 08:25 |
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Well sheeeeeeiiiit, looks like I'm too late to this part. Should be fun to watch though.
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# ? Oct 2, 2015 08:42 |
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Well, until Feinne shows what can be done with just overloading a single model (because I'd love to make a Colossus of Rhodes), does anyone have any good advice for getting that feeling of the urchin swarm going for my company? I take it that since Saurus didn't list it it wasn't considered a sensible selection?
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# ? Oct 2, 2015 08:43 |
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I would personally run from every combat with you because I don't want to shoot innocent children, the only way I'd fight against them is if they never actually died, the little blighters. Of course, in real terms this probably means you'll have a lot of the missions to yourself, no one will go up against you. So that fits in with your theme of just going into a house and nicking everything.
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# ? Oct 2, 2015 08:59 |
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By god if a child is on Atlantis I'll give it a good thrashing and have it out by its ear in no time at all! Be d-----d why they're not in the workhouse already! Reading through the rules and this is a nice relaxed rule set perfect for narrative battles. Not going to stress about company lists even though I can see I've made some obvious mistakes! Flash especially should use some work, but seeing how in character he should be hiding whenever possible and blustering whenever not (I resent that slight Flashy, old chap, I've read all the books...) I'm not going to worry about things like arc pistols not being able to fire into combat.
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# ? Oct 2, 2015 09:13 |
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team overhead smash posted:Well sheeeeeeiiiit, looks like I'm too late to this part. Should be fun to watch though. Go ahead and make a company! I think there's room for a few more scoundrels and rogues on this island! lenoon posted:By god if a child is on Atlantis I'll give it a good thrashing and have it out by its ear in no time at all! Be d-----d why they're not in the workhouse already! I am enjoying the hell out of your Flashman posts. GMF would be proud.
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# ? Oct 2, 2015 09:16 |
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Maybe we should add some communication details to our company posts too, since we're meant to do intrigue and stuff copying grey in, and sending him private orders I guess. Or are orders public for some phases?
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# ? Oct 2, 2015 09:22 |
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I'm not worried about that until I've chosen the players. Gamerofthegame has offered to help referee, so I'll be able to increase the intake.
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# ? Oct 2, 2015 09:37 |
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Bacarruda posted:I am enjoying the hell out of your Flashman posts. GMF would be proud. Thanks mate, a little side project I'm slowly working on is filling in one of the great blanks in the flashman saga - the American civil war. Spend a day or two a month reading and researching, putting in people and places and events, writing a chapter or two and editing furiously! One day it'll be done (and I'll put it on my self next to all the others).
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# ? Oct 2, 2015 09:54 |
Grey Hunter posted:I'm not worried about that until I've chosen the players. Gamerofthegame has offered to help referee, so I'll be able to increase the intake. That's good, although I imagine the workload must be large anyways: with 10 groups, even if they all fight each other, thats 5 fights going at once. And didn't you say their would be NPC's around aswell?
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# ? Oct 2, 2015 10:10 |
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The Saurus posted:I would personally run from every combat with you because I don't want to shoot innocent children, the only way I'd fight against them is if they never actually died, the little blighters. Of course, in real terms this probably means you'll have a lot of the missions to yourself, no one will go up against you. So that fits in with your theme of just going into a house and nicking everything. Well, they're not all innocent, but yes that's kind of the theme for the company, and Immortal can mean that instead of being blown to pieces they just fall over and scrape their knee. That's probably preferable to the darker humour of just a neverending stream of completely interchangeable waifs. And I'm not sure how much fighting this company would do. I mainly just like the theme and the possible role-playing opportunities. Of course, if you don't want to fight, the other alternative is allying with yer ol' Uncle Monty and his dear sweet little urchins. I promise yern that I'll splits what we finds 60/60! lenoon posted:By god if a child is on Atlantis I'll give it a good thrashing and have it out by its ear in no time at all! Be d-----d why they're not in the workhouse already! Oh, o' course, o' course, guv, I wallops 'em myself regular like. Jus', you know, giving 'em a bit of hexperience hout in the hopen hair, makin' sure they turns out proper like yerself. 'Ere, you ain't seen any nice lookin' houses around here have you? There's thruppence in it for yer. Or if there's anyfing I can get this lot here to help with, for a reasonable charge to offset expenditures and that?
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# ? Oct 2, 2015 10:46 |
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Bacarruda posted:Go ahead and make a company! I think there's room for a few more scoundrels and rogues on this island! Sweet, well with that in mind: The Esoteric Order of Atlantis Reborn, The Cult of Dagon, The Deep-Folk, The Illuminated Brothers of Deep Oceans, Sea-devils The long-lost native sons of Atlantis have returned along with the lost land. They are changed and both less and more than they once were. Less human, yes, and less powerful too understanding only a tiny fraction of the ancient crystal technology of the old atlanteans. More because they have given themselves over to service of the dark and ancient devil of Atlantean myth, the Great Old One Dagon. The blood of his children has mixed with that of humans and created something else. Those with only a slight tinge of the taint present a reasonable human face to outsiders, while in the dark stranger things yet await. pre:Name Pluck FV SV Speed Cost Father Rt'nthle 2+ +1 +5 +0 98 Fanatic, Inspirational, Leadership +2, Swimming Steel Breastplate, Crystal Stave (Arc rifle + Arc Generator + Spear), Father Rt'nthle is leader of the cult of Dagon and is eager to seize the opportunity of Atlantis's rebirth while being wary of the dangers of outsiders. Wielding an ancient crystal stave created before the fall of Atlantis, he rallies Dagon worshippers around him and empowers them with his oratory and the energising effects of his staff which empowers Atlantean weaponry. Mostly of human blood, he can just about pass for human when clothed enough not to see his webbed fingers, gills or scaled back. pre:Name Pluck FV SV Speed Cost Gre'yth the Pure 2+ +5 +1 +2 69 Berserker, Fanatic, Leadership +1, Swimming, Tough Axe - Large, Improvised Thrown Weapon, Steel Breastplate A rare pure-blooded child of Dagon whose blood hasn't been watered down with cross-breeding, Gre'yth is a tall fierce aquatic beast that can tear a man in half with ease even without his large coral axe. Able to speak a guttural version of the Atlantean tongue, Gr'yth is not clever but does have a certain cunning and is devoted to Dagon. pre:Name Pluck FV SV Speed Cost Half-Breed Deep-one 3+ +4 +1 +2 27 Swimming Tough Skin (Brigandine), Club, Improvised Throwing Weapon These lumbering creatures that seem half-gorilla and half eel and the mixed race off-spring of human and Deep One. They follow Gre'yth into battle to kill the outsiders that try to take their land. pre:Name Pluck FV SV Speed Cost Dagon Cultist 4+ +1 +4 +0 28 Swimming Crystal weapon (Arc Rifle), Brigandine, Club Humans with a tinge of Deep One blood, they have "The Innsmouth Look" as some along America's east coast know it. Spending long hours under the tutelage of Father Rt'nthl, they have learnt some of his wisdom and can use Atlantean weaponry to help scourge the ancient isle of unbelievers. Starting lineup: Father Rt'nthle (98) Gre'yth the Pure (69) 2x agon Cultist (28*2) Half-Breed Deep-one (27) 250 points team overhead smash fucked around with this message at 15:03 on Oct 4, 2015 |
# ? Oct 2, 2015 11:07 |
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Coward posted:Well, they're not all innocent, but yes that's kind of the theme for the company, and Immortal can mean that instead of being blown to pieces they just fall over and scrape their knee. That's probably preferable to the darker humour of just a neverending stream of completely interchangeable waifs. And I'm not sure how much fighting this company would do. I mainly just like the theme and the possible role-playing opportunities. Ah, I didn't know you'd agreed to making them immortal. In that case I'll gladly shoot the icecream off their cones and send them home crying. Of course, teaming up isn't bad plan either. Sharpshooters are always in need of human shields
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# ? Oct 2, 2015 11:11 |
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I'm going to be watching this with keen interest. Also, whoever give Grey that avatar/redtext is a backseat modding jerk. Return Admiral Croctapus at once!
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# ? Oct 2, 2015 11:20 |
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Does it cost anything to add options to your troops if the replacement is no more expensive? Basically I'd like to have the option to swap out the arc rifles for something else if I think/know I'm going to go up against a load of people who are arc-prof or heavily armoured against arc weapons. Would it cost anything to have the ability to swap out Arc irfles for equally expensive Military Rifles?
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# ? Oct 2, 2015 11:20 |
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Hey feinne would it be possible to have an even more devestating set of claws on the boss crab? like -5 -4... though I would assume that starts to get massively expensive, i'm still trying to figureout how to spend those points. (I was considering fireproofing the boss crab if that was cheap enough and giving him a "flamethrower" (IT BREATHES FIRE))
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# ? Oct 2, 2015 12:27 |
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The Saurus posted:Light field guns are +22 points. A good suggestion, I don't have the points now but something to keep in mind for later. The Saurus posted:Also unwanted platypus/Ivan Ivanovich's Bear Cavalry - You still have a hunting rifle even though you don't have the hunter trait, so it's useless. you could switch it for a military rifle and gain 7 points to spend for the same effect. Thanks for catching that! I'll change it post-haste
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# ? Oct 2, 2015 12:47 |
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The list of companies up there seems to have missed mine, so here it is again: The Eniwetok Coven Leading to, in total: Madam Ursula- 4+ pluck, FV+0, SV+2, speed +2, leadership +1, swimming, unearthly beauty, mesmerism, venom touch(5), thrown spear, Coral Brigandine 9 Point cost= 49 Sea Witch Bethesda - 5+ pluck, FV+0, SV+0, speed +2, leadership +1, swimming, unearthly beauty, Shadows of the Deep*, Coral Brigandine 9 Point Cost= 38 Siren - 5+ pluck, FV+2, SV+0, speed +2, swimming, unearthly beauty, spear, Seal Fur Coat 8 Point cost: 24 Mermaid - 5+ pluck, FV+2, SV+0, speed +2, mesmerism, swimming, unearthly beauty, medic, spear, Coral Brigandine 9 Point cost= 43 *Zone of Shadows, renamed My force in total adds up to 250 points: Ursula Bethesda Mermaid Sirens x 5 Slaan fucked around with this message at 02:13 on Oct 3, 2015 |
# ? Oct 2, 2015 12:48 |
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Check top of page 2.
The Saurus fucked around with this message at 13:02 on Oct 3, 2015 |
# ? Oct 2, 2015 12:52 |
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So grey is the aquatic ability some of us have been putting up kosher with you? Since frankly seabeasts gotta seabeast And for a more complete list The Sign of Cancer Long ago when Atlantis had never fallen below the waves the kingdom that lived on it was one of grandeur and decadence. It was a common thing to have a sea creature as a pet and this fad extended even to the royalty. When the city was cast down below the waves and its people left to flee, die ,or worse, those pets were left behind. Some of them survived the cataclysm, this is their story. Mainly composed of the rather intelligent atlanean octopus, these creatures would likely be enslaved once more by whatever faction of land dwellers manages to gain control of their risen continent if not for the determination of their leader to ensure that never happens again. And thanks to the tragic fate of a german warship loaded with a great many weapons and texts of politics and war they might have a chance. Lord Cancer 126 pts Pluck 2+ (16) FV +5 (16) SV +0 (0) "kit" Heavy Carapace (PKS (49)) Crushing Claws (+4 -3 (13)) Traits: Swimming (2) leadership 3 (9) Fearless (10) Immortal (10). The great and glorious leader of the Sign of Cancer, this mighty and large crustacean was once a small and simple pet of a child of nobility. He survived the fall of Atlantis riding with the towers of the city as they fell to the oceanic grave. Some exotic release of energy during the fall awoke the beast to intelligence and he began to seek out portions of the city where the waters had not yet reached and portions of ancient knowledge remained. Over long eons he has endured ever seeking more knowledge and during that time again and again the lesser creatures of Atlantis turned to him for guidance and leadership. And now the continent has risen once more and humans return to the shores of Atlantis to conquer and enslave. THEY WILL FAIL Intelligent Octopode Pluck 6+ (1) FV +0 (0) SV +0 (0) Traits: Swimming (2) Equipment: Carbine (5) Total: 9 points Individually weak and cowardly by nature the octopodes of atlantis are surprisingly intelligent for the breed. Their civilization is primarily peaceful but Lord Cancer has roused them to war and instructed them in the use of the capture German guns. Some further more crafty members of the species have been discovered using acquired helmets as full body armor and heavier weaponry... and rumors state that a few rare indivduals are deadly and powerful users of the secret art of OCTO-FU. Intelligent Octopode Sergeant Pluck 5+ (2) FV +0 (0) SV +1 (1) Traits: Swimming (2) leadership 1 (3) Equipment: Carbine (5) Helmet (Chainshirt steel (4)) Total: 17 points Braver, better shots, more highly trained members of their kind, these ones can be identified by the reinforced helmets they use as improvised body armor. Order of (Crab) Battle Lord Cancer 125 points Squad 1 49 points Sergeant Jeffry (IOS) 17 points Troopers 1-4 (IO) 8x4 = 32 points. Squad 2 49 points Sergeant Catherine the Green (IOS) 17 points Troopers 5-8 (IO) 8x4 = 32 points (27 whole points left. Still need costing on fire/arc proofing and how a flamethrower works.) AtomikKrab fucked around with this message at 13:10 on Oct 2, 2015 |
# ? Oct 2, 2015 12:53 |
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You don't need Aquatic anymore, you can take swimming for 2 points, aquatic was just an example before we knew the real cost.
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# ? Oct 2, 2015 12:59 |
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The Saurus posted:You don't need Aquatic anymore, you can take swimming for 2 points, aquatic was just an example before we knew the real cost. So now I have an additional 11 points. How would say an arc cannon or field gun squad work (those need multiple members correct?) AtomikKrab fucked around with this message at 13:13 on Oct 2, 2015 |
# ? Oct 2, 2015 13:07 |
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OK, this took a bit but I believe I have a working company now! I'll note that I have a few "wobbly" point costs in here, though, since they were listed on the reference sheet but not in the point costs. Notably, I'm assuming that Skirmisher is 5 points and lances are 6 points. In any event, I present to you... The Cataphracts of the Atlanto-Roman Restoration Professor Marinos Istorelo was formerly little more than a scholar on the Eastern Roman Empire with a particular hatred for Gibbons and the word "Byzantine." As time passed, however, he developed an increasing obsession with the Palaiologos dynasty, seeing them as the last bastion of civilization whose fall was a universal tragedy. Matters took an even odder turn when he claimed to have discovered, in certain esoteric texts, proof that the Palaiologos dynasty originated as the royal house of Atlantis before its fall, and that it was the overthrow of the Palaiologos that was responsible for the loss of Atlantis to history, just as it bought down the Roman Empire. He would have remained nothing more than the subject of gentle academic mockery had it not been for two things - the return of Atlantis*, and his "discovery" of a man whom he believed to be the last male descendant of the Palaiologos dynasty extant in the world today - a New York whelk merchant who didn't speak a word of Greek and had absolutely no interest in politics. Assembling a group of his most fanatical students (as well as his long-suffering brother), the good Professor has set out to restore the glory of both Atlantis and Rome, seeking artifacts to prove to the world that the Palaiologos were the rightful heirs of both Atlantis and civilization in general. *Admittedly, the return of Atlantis did leave him slightly miffed - his earlier research indicated it was in Bolivia. He got over it eventually. Professor Marinos Istorelo pre:Pluck 3+ FV +3 SV +2 Speed +0 Talents Inspirational, Leadership 3, Fanatic Transport Bicycle Equipment SRC Breastplate, Lance, Carbine Cost 64 Georgios Istorelo pre:Pluck 4+ FV +2 SV +4 Speed +0 Talents Leadership 1, Marksman, Hunter, Skirmisher, Stealthy Equipment Brigandine, Saber, Hunting Rifle Cost 60 Georgios, like the rest of his bandits, prefers to fight at a distance and make use of cover. He has himself gained more experience than he would prefer on how best to snipe at those whom his brother insists engaging in hand-to-hand combat. Bicycle Cataphracts x2 pre:Pluck 4+ FV +2 SV +2 Speed +0 Talents Fanatic Transport Bicycle Equipment Steel Breastplate, Lance, Pistol Cost 34 They are armed and armored as the cataphracts of old with some modern adaptations, capable of fighting at both range and in melee and dashing about the battlefield wherever they are needed by pedaling as fast as they can. The charge of the bicycle cataphracts is a sight to behold that leaves many foes paralyzed - one way or another. Hill Bandits x2 pre:Pluck 5+ FV +1 SV +2 Speed +0 Talents Stealthy, Skirmisher Equipment Brigandine, Knife, Military Rifle Cost 29 Tomn fucked around with this message at 13:15 on Oct 2, 2015 |
# ? Oct 2, 2015 13:12 |
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Skirmisher is 3 points! Also, gotta love the bike cataphracts. Skepticologist Security Shock Squad, with pictures now! Renamed 'Impervious' talent to 'Skeptic' to fit the fluff, but the effect remains the same Initial squad: The Skeptic [60] Skeptic Sniper [38] Skeptic Skirmisher [38] 3 Skeptic Soldiers [3*38] 250 points total Stats below... Named characters: The Skeptic (Previously known as Father Gregory) Stats: [60 points] - P(3+) SV(+0) FV(+1) Incense burner, Brigandine, Breath preserver, Immortal, Skeptic, Leadership 3, Inspirational, Fanatic Fluff: Orthodox priest turned fanatically atheist. Disbelieves the mystical (including Death itself) so hard it stays the gently caress away from him. Founded the Church of Skepticology centered around the concept of not believing that Xenophon, evil overlord of the Martian Confederacy, lives in an Atlantean volcano and is sending evil spirits at people. After the rise of Atlantis, he set sail for it in order to prove this truth to the entire world. Lacking the funds needed to finalize the expedition, he formed a mercenary band out of his war-minded followers. Extremely charismatic, and extremely insane. Skeptic Support Flora S. Stats: [60 points] - P(3+) SV(+1) FV(+0) Pistol, Chain shirt, Breath preserver, Horse, Immortal, Skeptic, Leadership 1, Medic, Trick riding, Fanatic Fluff: First convert to the Church of Skepticology, this English nurse met The Skeptic while traveling on the Orient Steam Express. Being one of the only two followers of Skepticology who reached the Operating Skeptic Level VIII, she's too insane to actually die. Skeptic Stormtrooper Nikola T. Stats: [90 points] - P(3+) SV(+4) FV(+0) Arc cannon, Magneto static protection barrier, Arc generator, Breath preserver, Strongman, Engineer, Arcproof, Immortal, Skeptic Fluff: Possibly a time-travelling mad scientist, Nikola T. was converted to Skepticology after an incident that involved large amounts of electricity, screaming, and round objects. Being one of the only two followers of Skepticology who reached the Operating Skeptic Level VIII, he's too insane to actually die. Also, turns out digging ditches works wonders for your muscles. Mooks: Skeptic Soldier Stats: [38 points] - P(4+) SV(+3) FV(+2) Military rifle, Bayonet, Brigandine, Breath preserver, Bayonet drill, Skeptic, Marksman Fluff: British veteran and convert to the Church of Skepticology. Quality line infantry, bloodied in the Steampunk Wars in Her Majesty's name. Skeptic Shocker Stats: [38 points] - P(3+) SV(+4) FV(+0) Arc rifle, Chain shirt, Breath preserver, Skeptic Fluff: Trainee of Nikola T. Reached at least Operating Skeptic Level V. Unusual hairdo absolutely required for the job. Skeptic Sniper Stats: [38 points] - P(5+) SV(+3) FV(+0) Hunting rifle, Clothes, Breath preserver, Skeptic, Marksman, Hunter Fluff: American trapper and convert to the Church of Skepticology. How did he meet The Skeptic? Who the hell knows... Skeptic Skirmisher Stats: [38 points] - P(4+) SV(+4) FV(+0) Speed+2, 2xPistol, Chain shirt, Skeptic, Skirmisher, Erudite wit Fluff: Serbian hajduk and convert to the Church of Skepticology. Known for pistol accuracy and sharp wit. Nobody knows where they dig up the chain shirts. Skeptic Swarm Stats: [12 points] - P(5+) SV(+2) FV(+0) Pistol, Skeptic Can equip shotgun instead of pistol for +2 points for a total of [14 points] or an incense burner for +4 points (and a change from SV+2 to FV+2) for a total of [16 points] Fluff: Followers of Skepticology who haven't progressed beyond Operating Skeptic Level I yet. Numerous and expendable. late edit: Fixed the Skeptic Shocker and Skeptic Stormtrooper - they're not allowed to use Marksman with Arc weapons my dad fucked around with this message at 23:57 on Oct 2, 2015 |
# ? Oct 2, 2015 15:40 |
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The Saurus posted:You don't need Aquatic anymore, you can take swimming for 2 points, aquatic was just an example before we knew the real cost. I'd say that for 3 points you can have aquatic, which will be swimming without the chance of drowning. Sound good? (heavy armour will cause problems of course, but your guy will sink to the bottom and spend the rest of the battle cursing and trying to walk back to shore.)
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# ? Oct 2, 2015 15:52 |
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How do grenades work in these games? Is it 6 points per grenade, or 6 points for enough grenades for one battle?
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# ? Oct 2, 2015 15:54 |
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McMurdo's Rangers Captain Roger McMurdo Captain Roger McMurdo is a CSA veteran, a superb swordsman and trained Eskimo Nell himself. Born in Richmond he signed on with Quantrill's Raiders and spent the war learning harassing and guerrilla tactics. Now that he was at loose ends he has decided to up his grubstake and head to the wet and wild realms of Atlantis. With all the interest it's stirred McMurdo is certain somebody will want to hire a professional like him. pre:Pluck 2+ FV +5 SV +3 Speed +0 Talents Leadership 2, Duellist (Sword), Cavalryman Equipment Lined Coat, Saber, Pistol Cost 59 Eskimo Nell Raised from an egg, Nell has been McMurdo's trusty mount for years. An Arctic Raptor from the wilds of the Seward Purchase, Nell is far stronger than your typical cavalry beast. pre:Pluck 3+ FV +4 SV +0 Speed +2 Talents Fearless, Terrifying, Agile 2 Equipment Brig (Scales), Saber (Claws) Cost 48 Sergeant Buford Prendergast Sergeant Buford Prendergast is a crack shot from raptor back and a good man in a fight in any situation. He's been with McMurdo since 1861 and they both rode with Quantrill. He may look quiet, but the Sergeant has a hair trigger temper and woe betide those that raise his ire. pre:Pluck 3+ FV +3 SV +3 Speed +0 Talents Leadership 1, Marksman, Cavalryman Equipment Lined Coat, Saber, Carbine Cost 34 Parson Dan Tyrell Parson Dan Tyrell is rumored to have killed sixty men in gunfights. He hooked up with McMurdo when he was riding with Quantrill and the pair have been thick as thieves ever since. He's called Parson because of the silver crosses inlaid in the grips of his sixguns. 'A gift from his mother' he says. pre:Pluck 3+ FV +3 SV +4 Speed +1 Talents Duellist (Pistol), Cavalryman, Skirmisher, Lightning Draw, Gunslinger Equipment Lined Coat, Pistol x 2 Cost 49 Cavalry Raptor Standard Cavalry Raptors as seen the world over. Most are not as terrifying as their wild brethren, but they make up for it by their trainability and responsiveness to the commands of their riders. pre:Pluck 4+ FV +3 SV +0 Speed +2 Talents Fearless, Agile 2 Equipment Jack (Scales), Saber (Claws) Cost 29 ea. 58 for two. TOTAL COST: 248 Humbug Scoolbus fucked around with this message at 21:15 on Oct 3, 2015 |
# ? Oct 2, 2015 16:36 |
Grey Hunter posted:I'm not worried about that until I've chosen the players. Gamerofthegame has offered to help referee, so I'll be able to increase the intake. That said, I don't know the rules of the game, I am counting on the pick up and play nature of it to get through the meat of it all. And my big familiarity with roll20 to keep things all set up for Grey's sanity, too. If you have the rules and you're willing to check stuff and occasionally roll dice and all that junk by all means put your hat in the ring to help, too. It won't be a huge time commitment unlike some of Grey's other games. Or all of his other games. Crazy bastard. (Really, I'm betting the helper brigade will be stopped by the need for folks to post orders in the thread after ten minutes of shuffling stuff around. Maybe 30 in a messy battle.)
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# ? Oct 2, 2015 16:42 |
Reposting with pictures and starting squad. Her Magisty's Special Situations Company! Tokens here The British Empire is founded on a a few key values: Science, Civilisation, and Profit. These have allowed the greatest empire in the world to expand the light of civilisation to much of the world. But in much of the uncivilised world, there remains mystics and monsters who resist the guiding light of Science, and lash out with their old traditions instead. So the Special Situations Company was developed, with it's men picked for their unwavering fanaticism to the Empire and given special training to resist whatever mystical powers could be thrown against them. Lead by Lord Henry Blackwood, when he heard of the rise of Atlantis he rushed to charter a ship in Her Majesty Name and head to the isle, to clear and mystical elements that could oppose the expansion of the light of Empire to the island. Special Rifles: Pluck 5+, FV+0, SV+3, Speed +0, Magneto-static waistcoat, Military Rifle, Impervious, Fanatic, Skirmisher 30 points The Special Rifles are hand picked from the ranks of the British Army for Loyalty to Queen and Country, and given special training to resist the powers of mystics and shamans. This did cut into their time for bayonet drill, however. Consecrated Highlanders: Pluck +4, FV+3, SV+0, Speed +1, Brigantine, Claymore(Two-Handed Sword), Impervious, Intervention, Fanatic 37 Points Blessed by the Church of Scotland, and going into battle with their ancestral claymores, kilts, and little else, these war-painted Scottish fighters are blessed to hunt down and destroy any heathens who dare approach them. Sir Albert Morningcrest Pluck 3+, FV +4, SV +0, Speed +0, Plate Armour, Two-Handed Sword, Fearless, Leadership 2, Iron will, Greater Sigil, 78 Points Albert fancies himself a medieval paladin, and has got himself a suit of plate armour and trained himself with a sword appropriately. While the church doesn't like him, he's picked up a few tricks from them on how to deal with demons, and is thrilled to be crushing heathens for the empire. Not yet in use Rodrick: Pluck 4+, FV+0, SV+3, Speed +1,Steel Chain Shirt, Hunting Rifle, Impervious, Leadership 1, Hunter, Skirmisher, Marksman 50 points Rodrick is Henry's manservant and dogsbody, and a oddly independent one a that. He take his place in the line with the others, and he's quite popular with the men. Rodrick enjoying some of his master scotch for a job well done. Lord Henry Blackwood: Pluck 2+, FV +3, SV +3, Speed +0 Engineer, Impervious, Leadership 2, Electro-Static Waistcoat, Carbine, British Bulldog Walker(with Carbide Lamps) 104 points. Lord Henry is somewhat of a eccentric, who spent much time on his estate tinkering with dirty machines rather than taking part in high society. When the Army was looking for a suitable officer to lead the Special Situations Company, Henry enthusiasticly volunteered for Queen and Country (and the change to pilot his Bulldog in combat) Henry Blackwood Himself Henry's Bulldog. That's Henry Junior posing in front, by the way. Little Rascal's picked up his fathers love of machines. Starting company is 1x Lord Henry Blackwood 1x Rodrick 2x Consecrated Highlanders 2x Special Rifles Total cost 288 points. Point total: 250(starting) +38(landing)= 288 Nothingtoseehere fucked around with this message at 16:58 on Oct 21, 2015 |
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# ? Oct 2, 2015 16:54 |
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Grey Hunter posted:I'd say that for 3 points you can have aquatic, which will be swimming without the chance of drowning. Sound good? (heavy armour will cause problems of course, but your guy will sink to the bottom and spend the rest of the battle cursing and trying to walk back to shore.) That sounds perfect for purposes, so back to 16 points. Will it remove him from the battle, if so a prehaps an even more expensive version that would prevent even that from stopping him. AtomikKrab fucked around with this message at 17:22 on Oct 2, 2015 |
# ? Oct 2, 2015 17:16 |
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Updated The Sign of Cancer Long ago when Atlantis had never fallen below the waves the kingdom that lived on it was one of grandeur and decadence. It was a common thing to have a sea creature as a pet and this fad extended even to the royalty. When the city was cast down below the waves and its people left to flee, die ,or worse, those pets were left behind. Some of them survived the cataclysm, this is their story. Mainly composed of the rather intelligent atlanean octopus, these creatures would likely be enslaved once more by whatever faction of land dwellers manages to gain control of their risen continent if not for the determination of their leader to ensure that never happens again. And thanks to the tragic fate of a german warship loaded with a great many weapons and texts of politics and war they might have a chance. Lord Cancer 126 pts Pluck 2+ (16) FV +5 (16) SV +0 (0) "kit" Heavy Carapace (PKS (49)) Crushing Claws (+4 -3 (13)) Traits: Amphibious (3) leadership 3 (9) Fearless (10) Immortal (10). The great and glorious leader of the Sign of Cancer, this mighty and large crustacean was once a small and simple pet of a child of nobility. He survived the fall of Atlantis riding with the towers of the city as they fell to the oceanic grave. Some exotic release of energy during the fall awoke the beast to intelligence and he began to seek out portions of the city where the waters had not yet reached and portions of ancient knowledge remained. Over long eons he has endured ever seeking more knowledge and during that time again and again the lesser creatures of Atlantis turned to him for guidance and leadership. And now the continent has risen once more and humans return to the shores of Atlantis to conquer and enslave. THEY WILL FAIL Intelligent Octopode Pluck 6+ (1) FV +0 (0) SV +0 (0) Traits: Amphibious (3) Equipment: Carbine (5) Total: 9 points Individually weak and cowardly by nature the octopodes of atlantis are surprisingly intelligent for the breed. Their civilization is primarily peaceful but Lord Cancer has roused them to war and instructed them in the use of the capture German guns. Some further more crafty members of the species have been discovered using acquired helmets as full body armor and heavier weaponry... and rumors state that a few rare indivduals are deadly and powerful users of the secret art of OCTO-FU. Intelligent Octopode Sergeant Pluck 5+ (2) FV +0 (0) SV +1 (1) Traits: Amphibious (3) leadership 1 (3) Equipment: Carbine (5) Helmet (Chainshirt steel (4)) Total: 17 points Braver, better shots, more highly trained members of their kind, these ones can be identified by the reinforced helmets they use as improvised body armor. Order of (Crab) Battle Lord Cancer 126 points Squad 1 49 points Sergeant Jeffry (IOS) 18 points Troopers 1-4 (IO) 9x4 = 36 points. Squad 2 49 points Sergeant Catherine the Green (IOS) 18 points Troopers 5-8 (IO) 9x4 = 36 points 16 spare points So would sinking take me out of the battle then? Also still no idea what arc/fire proof costs.
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# ? Oct 2, 2015 17:20 |
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I believe I promised to show you what a 250 point model looks like. Well, there's been a lot of talk of Great Powers here, but now it's time for you to meet the representative of a real Great Power. I present the representative of Carcosa's grim master, the dread King in Yellow: Pluck- 2+ (16) FV- +4 (9) I actually had to skimp in points here, and FV was where I did it. There's good reason. SV- +5 (16) Armor- Tatterdemalion of Nightmares (17 Armor) (81) The King in Yellow is dressed in tattered yellow robes. For a person this would be armor 7. He's the avatar of Hastur the Unspeakable, though. Weapons- Backhand Strike (+5, -2 Pluck) (20) A simple hand strike, again rather more threatening than from a normal person. Summons to Carcosa (36" range, +5, -5 Pluck) (31) A ranged attack representing the King in Yellow's ability to forcibly send people to Lost Carcosa. Talents- Arcproof, Antivenom, Coldproof, Fireproof, Impervious, Immortal, Fearless, Terrifying, Leadership +3, Tough, Fanatic (74) For 16+9+16+81+20+31+74 = 247 points. He still has to vanish back home for the fight if you roll a 1 at the wrong time.
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# ? Oct 2, 2015 17:21 |
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Feinne posted:He still has to vanish back home for the fight if you roll a 1 at the wrong time. Give him Intervention to massively reduce the odds of that happening.
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# ? Oct 2, 2015 17:31 |
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question: Is the 5 point revivifier item like a medical kit?
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# ? Oct 2, 2015 17:44 |
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AtomikKrab posted:question: Is the 5 point revivifier item like a medical kit? No it turns them into a zombie after they die. my dad posted:Give him Intervention to massively reduce the odds of that happening. Assuming that costs ten you could reasonably drop Fanatic and go down to +3 FV to do that. It'd slightly reduce his ability to annihilate melee scrubs swarming him but it's certainly an option. The big problem is that no matter how ridiculous a weapon I've given him it's really, really hard for a single model to drop more than one enemy a turn so massed enemy gunfire is still pretty likely to eventually get you. Feinne fucked around with this message at 17:49 on Oct 2, 2015 |
# ? Oct 2, 2015 17:46 |
Feinne posted:No it turns them into a zombie after they die. Do area-effect weapons auto-hit? Its the only way I can see to hit 17 armour without just massing 20+ troops with rifles/swords.
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# ? Oct 2, 2015 17:48 |
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nothing to seehere posted:Do area-effect weapons auto-hit? Its the only way I can see to hit 17 armour without just massing 20+ troops with rifles/swords. They do not normally. One of them does a normal attack at +5, one is poison gas which does automatically hit but is poison, and one is flame (and thus always attacks armor 7 unless you're immune).
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# ? Oct 2, 2015 17:51 |
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What does the Immortal talent actually do? The quick reference sheet just says "Only applicable in campaign games; see IHMN 3.5.4 & 6.0"
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# ? Oct 2, 2015 17:52 |
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# ? Apr 24, 2024 08:31 |
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Leperflesh posted:What does the Immortal talent actually do? The quick reference sheet just says "Only applicable in campaign games; see IHMN 3.5.4 & 6.0" It means if you're taken out in a campaign you don't have to roll Pluck after the battle to survive to fight another day. Just as a thing to note, really don't actually make a single model army of something super gribbled out like that literal avatar of a deity I presented. There are some aspects of the point costs that are not necessarily well balanced and it's going to be more fun for everyone if you don't try and powergame through this poo poo. I mean consider this, the King is almost as powerful in close combat at you can be and he STILL has trouble hitting himself. Feinne fucked around with this message at 17:58 on Oct 2, 2015 |
# ? Oct 2, 2015 17:53 |