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Author Topic: Shocking Tales of Madness & Mayhem, Issue No. 1  (Read 13729 times)

Offline LidlessEye

  • Mad Scientist
  • Posts: 707
  • Recovering Cultist
Shocking Tales of Madness & Mayhem, Issue No. 1
« on: 04 January 2010, 05:50:08 PM »
The first expansion for Strange Aeons is complete!  Shocking Tales of Madness & Mayhem, Issue No. 1 brings you brand new eldritch content, including:
  • New weapons for both Threshold and Lurker use
  • Promotions for experienced Threshold agents, including access to new skills, companions and experimental equipment
  • Nine completely new Lurkers, plus those we've previously released via our website
  • Our first piece of Strange Aeons fiction
  • A sheet of counters to help you keep track of game effects, and some of your new Lurker minions

This 32-page full-colour expansion will be priced at $16.95 CAD.  In addition, we'll initially be including a free miniature with the book: the Suicide Cultist!

   

UPDATE: Now available at our Online Store (www.unclemikesworldwide.com)!  Shipping commences Jan. 15.
« Last Edit: 11 January 2010, 11:02:41 PM by LidlessEye »

Offline fairoaks024

  • Mastermind
  • Posts: 1576
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #1 on: 04 January 2010, 06:21:58 PM »
Oh my!

well done chaps, that looks fantastic, i will of course be placing my order as soon as it's physically possible to do so :-*

regards

jim
Cult of the black goat cultist No.10

Offline Auton

  • Mad Scientist
  • Posts: 655
    • The Lead Mountain Blog
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #2 on: 04 January 2010, 07:07:32 PM »
Great, that's a must have! Can we pre-order it?

I need to get an order in soon as well, real life meant I haven't been able to order much since the initial releases  :-[

Offline LidlessEye

  • Mad Scientist
  • Posts: 707
  • Recovering Cultist
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #3 on: 04 January 2010, 07:14:22 PM »
I`m planning to put it up for pre-order on the website around Jan 15th, though I may do it sooner if Mike doesn`t mind keeping track of the preorders for a few extra weeks.

Offline Uncle Mike

  • Moderator
  • Scatterbrained Genius
  • Posts: 2595
    • Strange Aeons
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #4 on: 05 January 2010, 04:09:04 PM »
I should have a firm release date by the end of the day, once I've squared it away with the printers. Just gotta brave the snow...

Offline axabrax

  • Mastermind
  • Posts: 1293
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #5 on: 05 January 2010, 06:35:55 PM »
Awesome! I've been looking for an excuse to pick up these rules, and now seems like the time to do it! 

BTW: How hard would it be to shift the campaign to Victorian London?

Keep up the good work...

Steve

Offline fairoaks024

  • Mastermind
  • Posts: 1576
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #6 on: 05 January 2010, 07:15:32 PM »
axabrax:

shifting the setting to victorian london would require so little work even i could do it ;)

regards

jim

Offline LidlessEye

  • Mad Scientist
  • Posts: 707
  • Recovering Cultist
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #7 on: 06 January 2010, 04:49:37 AM »
Well, if you just want to change the weapons up, it's fairly easy.  If, on the other hand, you're looking to introduce some completely new game mechanics, it could easily take a year or so develop...   :-X

Offline Commander Vyper

  • Galactic Brain
  • Posts: 8130
  • Remember Reach.
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #8 on: 06 January 2010, 10:40:34 AM »
Not keen on the suicide cultist personally, not a great sculpt or concept sorry. Far better and more grizzly ways to be rent assunder by the dark ones than any explosive that man to conjure up.

;)
Now water can flow....or water can crash...be water my friend.
Sifu Bruce Lee.




Offline fairoaks024

  • Mastermind
  • Posts: 1576
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #9 on: 06 January 2010, 12:15:35 PM »
commander vyper, you are assuming that when he hits the button he explodes,

it could be equally likely his sacrifice summons some gribbly, drooly horror in his place >:D

regards

jim

Offline Bako

  • Scatterbrained Genius
  • Posts: 2990
  • Loopy as a clock-work orange.
    • Hitting Dirtside
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #10 on: 07 January 2010, 12:28:30 AM »
A suicide cult now too? Any word on cultists armed with rifles and shotguns? I found the first two poses to be easy to modify into having clubs and bigger handguns, but I need a marksman. :)
Everything is better with lizardmen.

Offline loki

  • Scientist
  • Posts: 302
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #11 on: 07 January 2010, 07:36:45 PM »
"Nine completely new Lurkers,...."

Hey,
please can you be so kind and post the names of the Lurkers, so that I can start buying and assembling the minis,
because now I have time  ;)

Offline Uncle Mike

  • Moderator
  • Scatterbrained Genius
  • Posts: 2595
    • Strange Aeons
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #12 on: 07 January 2010, 08:22:08 PM »
New Lurkers are as follows: Giant Vermin, Swarm, Mad Scientist, Rogue Threshold Character, Rogue Threshold Agent, Henchman, Suicide Cultist, Tcho-Tcho, Hybrid, Shambler and Fire Daemon.

And Bako, have models for the Cultists with Shotgun and Tommy Gun...out in a month or two...

Offline loki

  • Scientist
  • Posts: 302
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #13 on: 07 January 2010, 08:37:31 PM »
New Lurkers are as follows: Giant Vermin, Swarm, Mad Scientist, Rogue Threshold Character, Rogue Threshold Agent, Henchman, Suicide Cultist, Tcho-Tcho, Hybrid, Shambler and Fire Daemon.

And Bako, have models for the Cultists with Shotgun and Tommy Gun...out in a month or two...

Sounds good  :D

Are shamblers comparable to dimensional shamblers
and what to compare a Tcho-Tcho?

Offline axabrax

  • Mastermind
  • Posts: 1293
Re: Shocking Tales of Madness & Mayhem, Issue No. 1
« Reply #14 on: 07 January 2010, 08:55:08 PM »
axabrax:

shifting the setting to victorian london would require so little work even i could do it ;)

regards

jim

I think weapons would be sufficient and some tweaks to the background. I can't really think of any "special" rules that would be necessary. What were you thinking?

 

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