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Author Topic: Strange Aeons: Second Edition...  (Read 62222 times)

Offline harleyface

  • Scientist
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Re: Strange Aeons: Second Edition...
« Reply #75 on: 04 April 2014, 10:07:36 PM »
Bundle deal
printed and pdf !!!!!!!!!!!



Cultist#83

Offline Theatralic

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Re: Strange Aeons: Second Edition...
« Reply #76 on: 05 April 2014, 12:38:24 AM »
Current plan is to release the PDF edition simultaneously.

Glad to hear that, thanks  :)


My Vintage Dwarfs: leadadventureforum.com/index.php?topic=42987.0

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #77 on: 09 April 2014, 05:21:42 PM »
Playtesting continues. Quite happy with the progress thus far. The game seems fresh to me, which is what I was shooting for after playing a few thousand games... ;D Lidless wins the cultist of the week award for getting the second edition rules compiled in such a frightening manner; the playtesting is a breeze with all those rules in one place! Also, thanks to James and Elton (and myself, of course!) for getting those new cultists painted up sharpish. The plan for world domination continues to advance to it's inevitable conclusion!

It is killing me not to post pictures of the new stuff or battle reports...things moving along as they are it shouldn't be so long though...

Offline styx

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Re: Strange Aeons: Second Edition...
« Reply #78 on: 09 April 2014, 06:12:14 PM »
Playtesting continues. Quite happy with the progress thus far. The game seems fresh to me, which is what I was shooting for after playing a few thousand games... ;D Lidless wins the cultist of the week award for getting the second edition rules compiled in such a frightening manner; the playtesting is a breeze with all those rules in one place! Also, thanks to James and Elton (and myself, of course!) for getting those new cultists painted up sharpish. The plan for world domination continues to advance to it's inevitable conclusion!

It is killing me not to post pictures of the new stuff or battle reports...things moving along as they are it shouldn't be so long though...

So, that explains where my Kulten Porn has gone to!  lol
Check out my blogs!

Warhammer 40k, Fantasy and more!: http://armyoftheweek.blogspot.com

Warhammer Historicals: Legends of the High Seas and Old West, Gladiator: http://diceoflegends.blogspot.com/

Strange Aeons: http://strangeraeonsadventures.blogspot.com

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #79 on: 15 April 2014, 07:34:28 PM »
This is true. The cults take a break...for now...

Offline obsidian3d

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  • Posts: 2010
Re: Strange Aeons: Second Edition...
« Reply #80 on: 16 April 2014, 06:53:45 PM »
It is killing me not to post pictures of the new stuff or battle reports...

Eep, I just posted a battle report...at least it was spoiler free.

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #81 on: 18 April 2014, 03:32:19 PM »
Not a problem Sir. Today I'm working on Skills and Special Agents...the project continues to expand...

Offline superflytnt

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Re: Strange Aeons: Second Edition...
« Reply #82 on: 18 April 2014, 06:51:18 PM »
I was recently doing a bit of research (I know next to nada about firearms) and realized how backwards we have the single and double barreled shotguns.  Double-barrel should be a break-action weapon that requires reloading when both barrels are fired, and I think the cost could be reduced to 1 point in that case.  Potentially very nasty in the hands of a model with Lightning Fast though.

E-mail me if you want information on weapons. When it comes to firearms, I know more than a small amount.
www.superflycircus.blogspot.com
Board Game Reviews And Social Commentary At Its Finest

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #83 on: 20 April 2014, 02:38:45 PM »
The cover is finished for the second edition rulebook. It looks wicked!  :-*

Offline Argonor

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Re: Strange Aeons: Second Edition...
« Reply #84 on: 21 April 2014, 01:51:05 PM »
The cover is finished for the second edition rulebook. It looks wicked!  :-*

Pics, or it didn't happen!!  >:D  lol
Ask at the LAF, and answer shall thy be given!


Cultist #84

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #85 on: 21 April 2014, 02:29:16 PM »
It will be secret for a time...still, super-cool!

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #86 on: 23 April 2014, 02:45:44 PM »
Re-tooling the Lurkers at present. Thought this was just going to be a few 'tweeks' to the rules...it has become bigger than that now. Since it is on my plate this week any Lurkers you hate? Love? Are too expensive? Crazy abilities? Thoughts are much appreciated.

Offline Mason

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Re: Strange Aeons: Second Edition...
« Reply #87 on: 23 April 2014, 02:53:24 PM »
Seeing as you ask: I have always thought that the High Priest (not sure if that is the correct name, at work, no books....) and the Witch were a little too high for what they are.

Also the Construct, as a sensible player can avoid one quite easily....for a while, at least.


Offline Basement Dweller

  • Librarian
  • Posts: 163
Re: Strange Aeons: Second Edition...
« Reply #88 on: 23 April 2014, 05:00:47 PM »
Agree on the High Priest and Witch...I think balancing spell casters is a always a tricky one in games due to the varability in spells and combos...

The Construct too high?  That is a first I've heard on this...while I agree he can be avoided it seems people struggle with him even at 20...
leadadventureforum.com/gallery/16/1338_04_02_14_4_41_04_1.jpg

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #89 on: 23 April 2014, 06:32:35 PM »
Keep in mind that these numbers are not 'final' and still require some playtesting at present.

The High Priest is still 12 pts but has seen a few improvements. Read Languages, Improved Command and a re-roll when rolling for spells before game to name a few.

The Witch has been reduced to 5 pts, gained a point of Con. (5 now...'cause 4 is just sooooo useless...) and the Familiars are now 1 pt each, also with a Con. improvement (now 4...) as well as a blanket 5+ Save against all attacks.

The Construct has had a few changes as well...more on these at a later date...

Many Lurkers have come down in points to make them more usable in game and many more have been completely re-worked...and more yet have been newly added for second edition. I think that quite a few first edition add-ons (from Shocking Tales 1-3) were costed slightly higher than they are actually worth, just to be on the safe side...now there will be no safe side.  >:D

 

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