Topic: Project Industrial Fantasy

My work on Brotherhood and Mishima forces having been stalled by something of a writer's block, and having recently finished both Jeff VanDerMeer's City of Saints and Madmen and Chína Míeville's Iron Council which put me into alternative/industrial fantasy frame of mind, I decided to try my hand at writing something a bit alternative for Defiance as well.

Hence, Project Industrial Fantasy (PIF for short). Here's some initial background info on one of the major powers in the PIF universe, the Kingdom of the Sun, and its forces:

For ten millennia, the Kingdom of the Sun has dominated the North-East corner of Terannor. Not always without rival as the fortunes of the Sun King and the Moon Queen have waxed and waned, and once, more than a thousand years ago, brought to the brink of destruction by the Black Ships from the skies, it nevertheless has always been a force to be reckoned with. Now, with the advances in thaumaturgy and alchemy and the recent forays into mechanismics and elyctrics, the Kingdom is at the height of its power and stands ready to conquer the entire continent.

Troops

Standard Infantry

Artillerists --- Quality: Veteran
Technically challenging, the position of an Artillerist is a well paid one but one that receives little praise from the normal footsloggers, who regard hanging back and barraging enemies to submission more than a little unmanly. Nevertheless, the devastating weapons at their disposal make the Artillery Battalions the solid backbone of any heavy assault or dedicated defence.

Firebrands --- Quality: Veteran
Another highly technical battlefield role, that of a Firebrand calls for training in alchymics as well as mechanismics. Enemies of the Kingdom of the Sun dread the day when the Royal war schools are able to produce truly significant numbers of these specialists.

Foot Lancers --- Quality: Veteran
Usually found deployed against some of the hardest opposition the enemy can muster, from Juggernauts to heavy cavalry, the job of the Foot Lancer is one of the most demanding in the Royal army. Lately, the elyctric shield technology has enhanced their chances against even the most overwhelming odds.

Grenadiers --- Quality: Regular
Lightly armoured and armed with hand weapons and a deadly array of bombs, the Grenadier Battalions are much in demand and often stretched thin to meet the Kingdom's need. Grenadiers are often underappreciated and underpaid considering the thankless task of creeping within charge distance of the enemy in order to inflict damage upon them.

Juggernaut Hunters --- Quality: Fanatic
A few of the most desperate and foolhardy soldiers dedicate their military career to a single purpose: hunting down and despatching Juggernauts. With unwieldy demolition tools in hand, brandishing Hand Cannons and throwing Platebuster Bombs, they charge against the massive metal constructs and to either unrivalled fame or an early grave.

Knights --- Quality: Veteran
Once thought to be a dying breed, the Knight Companies consisting solely of nobles in their heavy, bright armour that limits their mobility and makes them easy targets for modern firearms now have a new lease on life thanks to the advent of elyctric shield technology. When they reach hand to hand combat, few can stand against their greatswords and  other heavy melee weapons wielded with consummate skill.

Mechanists --- Quality: Elite
Seldom seen on the field of battle, Mechanists sometimes participate in combat action in order to oversee the Juggernauts they create and outfit. While their main purpose is to observe these constructs, they can also make their presence felt with a few nasty weapons appropriated from the war laboratories.

Mounted Lancers --- Quality: Veteran (SZ=3)
Apart from Knights in their shining armour, nothing really captures the imagination of the ordinary folk back home like Mounted Lancers on their trusty steeds, silhouetted against the rising sun. Every bit as hardy as the Foot Lancers, the Mounted Lancers are getting somewhat rare in the face of advances of firearms, but they are still a force to be reckoned with.

Rangers --- Quality: Regular
Scouting the land ahead of the Royal army's advance is tasked to the Ranger Corps. Recruited from the areas where they are deployed, their knowledge of the terrain makes them consummate infiltrators.

Riflemen --- Quality: Regular
The Rifle Battalions are where most men (and some of the women) joining the Royal army today are recruited. Steadfast in defence and ferocious in attack, they are the workhorse of the entire military might of the Kingdom of the Sun.

Rocketeers --- Quality: Regular
Perhaps the least technical of the specialized roles in the Royal army today, a Rocketeer needs fairly little training apart from handling the rockets without blowing himself and his fellows up. Many Rocketeers enlist in hopes of eventually getting promoted to Artillery Battalions.

Shock Troopers --- Quality: Veteran
Shock Trooper Battalions draw the fiercest and the downright most violent of the recruits. They are send in when the fighting gets close up and dirty, into cramped quarters where Lancers can't wield their elegant weapons effectively enough. Life expectancy for them is low but they do earn a lot of respect from other warriors, as well as respite from certain menial duties.

Snipers --- Quality: Elite
The opposite of a ferocious Shock Trooper, the Sniper performs his precise and elegant elimination work from afar. Cool and steady by nature, they can be seen aiming, firing and reloading with almost clockwork-like precision. A bullet from a Sniper's Jezzail has been the bane of many an officer and Thaumaturge

As usual, I'm not able to promise any timeline but I'll try to move this too ahead when time and interest permit.

Re: Project Industrial Fantasy

Well so far this rocks! Excellent work!

Re: Project Industrial Fantasy

Hey, SmokingWreckage isn't dead!  Here I assumed you'd been struck by a meteor or eaten by a kangaroo or something...   :?

So, still want those Kryomek figs?

Rich

Re: Project Industrial Fantasy

Looks great!  It sounds like the setting has a lot of effective ranged fire weapons, making me confident that it will point balance just fine.

-Demian

Re: Project Industrial Fantasy

Heh, this sounds a little like 'War Machine'....

Not bad, actually - I like it. Where's the 'Juggernaughts'?
:-)

Re: Project Industrial Fantasy

Well, since WARMACHINE is the most widely available example of an industrial fantasy game (I don't feel comfortable categorizing it as steam punk), it's inevitable that some of the troops pilfered from... erm, inspired by it appear here, if only to allow for the possibility of people finding models to represent the frames. That said, Dark Age and Confrontation lines also can be used to provide many of the models.

As for the Juggs, you'll have to wait a bit longer I'm afraid.

Here's some fluff on the weapons of the Royal army, however:

Weapons

Standard Infantry

Blunderbuss
This rather primitive and inherently inaccurate firearm is used to fire a light version of grapeshot: hundreds of tiny metal pellets (or, in a pinch, even small stones) enable each shot to saturate a considerable area. This gives the Blunderbuss its alternate name of Scattergun. It is the favoured weapon of Shock Troopers.

Bow/Crossbow
Rarely seen now, these rather archaic weapons still have sufficient potency for modern battlefield use when employed by skilled marksmen. The arrows do considerable damage against an unarmoured target, but lack the power to punch through modern body armour.
       
Caliver
Regular sidearm used by many troops in the Royal Army, this pistol is reliable but has low hitting power and short range.

Clockwork Pistol
An advanced attempt to overcome the rate of fire limitations of Calivers, Clockwork Pistol is preloaded with a number of cartridges it can fire at a devastating rate. Unfortunately it is also impossible to reload under battlefield conditions.

Double Caliver
Essentially simply two Calivers build into a single casing, this heavy pistol allows for a higher rate of fire at the cost of some inaccuracy. Higher production cost limits its availability to veteran and elite troops.

Field Cannon (crew served weapon)
Crewed by experienced teams of artillerists, this weapon can fire both armour piercing warheads and fragmentation bombs over vast distances. It can also be used to hurl the latter ammo over obstacles and can therefore also take the role of a mortar.

Fire Thrower
A highly devastating but complex and temperamental weapon firing combustive or corrosive chymical from a pressurised canister, a Fire Thrower is primarily suited only for highly trained operators versed in some basic alchemy. High production cost also limits its availability.

Flame Lance
Combining a traditional hafted weapon with the latest advances in alchemy and elyctricity, a Flame Lance's tip is mounted with a pod containing a mix of chymicals similar to that in a Fire Thrower. By pressing a release valve, the wielder can release a destructive burst of the deadly liquid over his foes. While there is only capacity for a single shot, the weapon is also much easier to use and manufacture than a full fledged Fire Thrower and can therefore be issued in larger numbers.

Hand Cannon/Shield Cannon
This unwieldy piece of ordnance has short range, tremendous recoil and it is impossible to load under battle field conditions, but the heavy shells it fires can punch through even a Heavy Juggernaut's thick armour plating with ease. For antipersonnel purposes, it can also be loaded with grapeshot. The name Shield Cannon stems from the fact that Tactical Juggernaut Armour tends to feature this weapon incorporated into the shield arm or even the shield itself instead of it being carried in the regular manner.

Harquebus
This reliable firearm is the standard weapon of the Rifle Battalions. It is often fitted with a bayonet for hand to hand purposes.

Jezzail
Otherwise known as Long Rifle, this heavy-calibre weapon boast the longest range of all man-portable fire arms today. Expensive to manufacture and difficult to aim while on the move, it is usually fitted with a telescope targeter and used for sniper work.

Lightning Rod
This is an elyctrochymical weapon that uses similar pod-like arrangement to that of a Flame Lance to entice a powerful elyctric arc to spring from the tip. This “miniature lighting” can easily melt through any infantry armour, but the downside is that the arc generated tends to ground before hitting if the target is not carrying enough metal (such as body armour) on his person to draw it.

Mounted Motorgun (crew served weapon)
The most destructive antipersonnel weapon ever devised, the rightly feared Motorgun can reduce entire companies of men to minced meat in mere minutes. The prodigious rate of fire comes at a cost however as the weapon and the massive is much too heavy to carry by normal foot troops. The weapon is also, despite years of work done on the clockwork mechanism, still somewhat unrealiable. It is issued to Artillery Battalions as a mounted weapon serviced by two skilled crewmen.

Multiple Rocket Launcher (crew served weapon)
At its most primitive, this is simply a number of rocket launch tubes strapped together and mounted on a tripod or on wheels. More durable versions (capable of firing more than one or two rounds before shattering) are build in the war factories at considerable expense, but the destructive effect they are capable of unleashing in the form of rocket barrages tend to make up the exorbitant cost of fielding them.

Rocket Launcher
A fairly simple weapon, this is basically just a tube where a rocket carrying the actual warhead is crammed. The tube is then simply used to target the initial launch of the rocket as it careens wildly into the sky. More developed models feature a flintlock system to lit the fuse of the rocket. Rockets themselves can feature any type of warhead from alchymic to thaumaturgic

Re: Project Industrial Fantasy

tnjrp wrote:

Well, since WARMACHINE is the most widely available example of an industrial fantasy game (I don't feel comfortable categorizing it as steam punk), it's inevitable that some of the troops pilfered from... erm, inspired by it appear here, if only to allow for the possibility of people finding models to represent the frames. That said, Dark Age and Confrontation lines also can be used to provide many of the models.

Yep, it's a bit unique in it's viewpoint - the reason I picked it up.

tnjrp wrote:

As for the Juggs, you'll have to wait a bit longer I'm afraid.

Oh, MAN! I hate it when that happens!
tongue

tnjrp wrote:

Here's some fluff on the weapons

SNIPPAGE....

Blunderbuss
This rather primitive and inherently inaccurate firearm is used to fire a light version of grapeshot: hundreds of tiny metal pellets (or, in a pinch, even small stones) enable each shot to saturate a considerable area. This gives the Blunderbuss its alternate name of Scattergun. It is the favoured weapon of Shock Troopers.

Bow/Crossbow
Rarely seen now, these rather archaic weapons still have sufficient potency for modern battlefield use when employed by skilled marksmen. The arrows do considerable damage against an unarmoured target, but lack the power to punch through modern body armour.

Bows HAD the penetration to get through even modern body armor - sorry, but I've been on many lists where this was discussed. The real reason Longbows were abandonded in favor of gunpowder weapons was threefold:

- The greater ease of manufacture. Almost any competent Smith could turn out at least 2-3 a week(if not more) , given supplies. With a bow, you had to grow a TREE, you didn't make good bows outta just ANY wood.

- Greater ease of training "Arquebusiers". A few weeks for the gun-toter, the longbowman took a LIFETIME - ya pretty much had to grow em.

- Arrows put a strain on the manufacturing and supply train. The lighter load of lead pellets (and as you say - gravel) and black powder put less of a strain on the supply train to supply arrows.

Caliver
Regular sidearm used by many troops in the Royal Army, this pistol is reliable but has low hitting power and short range.

Clockwork Pistol
An advanced attempt to overcome the rate of fire limitations of Calivers, Clockwork Pistol is preloaded with a number of cartridges it can fire at a devastating rate. Unfortunately it is also impossible to reload under battlefield conditions.

I like the clockwork pistol....Skorpion, anyone?


Double Caliver
Essentially simply two Calivers build into a single casing, this heavy pistol allows for a higher rate of fire at the cost of some inaccuracy. Higher production cost limits its availability to veteran and elite troops.

Field Cannon (crew served weapon)
Crewed by experienced teams of artillerists, this weapon can fire both armour piercing warheads and fragmentation bombs over vast distances. It can also be used to hurl the latter ammo over obstacles and can therefore also take the role of a mortar.

Fire Thrower
A highly devastating but complex and temperamental weapon firing combustive or corrosive chymical from a pressurised canister, a Fire Thrower is primarily suited only for highly trained operators versed in some basic alchemy. High production cost also limits its availability.

Flame Lance
Combining a traditional hafted weapon with the latest advances in alchemy and elyctricity, a Flame Lance's tip is mounted with a pod containing a mix of chymicals similar to that in a Fire Thrower. By pressing a release valve, the wielder can release a destructive burst of the deadly liquid over his foes. While there is only capacity for a single shot, the weapon is also much easier to use and manufacture than a full fledged Fire Thrower and can therefore be issued in larger numbers.

Hand Cannon/Shield Cannon
This unwieldy piece of ordnance has short range, tremendous recoil and it is impossible to load under battle field conditions, but the heavy shells it fires can punch through even a Heavy Juggernaut's thick armour plating with ease. For antipersonnel purposes, it can also be loaded with grapeshot. The name Shield Cannon stems from the fact that Tactical Juggernaut Armour tends to feature this weapon incorporated into the shield arm or even the shield itself instead of it being carried in the regular manner.

Harquebus
This reliable firearm is the standard weapon of the Rifle Battalions. It is often fitted with a bayonet for hand to hand purposes.

Jezzail
Otherwise known as Long Rifle, this heavy-calibre weapon boast the longest range of all man-portable fire arms today. Expensive to manufacture and difficult to aim while on the move, it is usually fitted with a telescope targeter and used for sniper work.

Lightning Rod
This is an elyctrochymical weapon that uses similar pod-like arrangement to that of a Flame Lance to entice a powerful elyctric arc to spring from the tip. This “miniature lighting” can easily melt through any infantry armour, but the downside is that the arc generated tends to ground before hitting if the target is not carrying enough metal (such as body armour) on his person to draw it.

Mounted Motorgun (crew served weapon)
The most destructive antipersonnel weapon ever devised, the rightly feared Motorgun can reduce entire companies of men to minced meat in mere minutes. The prodigious rate of fire comes at a cost however as the weapon and the massive is much too heavy to carry by normal foot troops. The weapon is also, despite years of work done on the clockwork mechanism, still somewhat unrealiable. It is issued to Artillery Battalions as a mounted weapon serviced by two skilled crewmen.

Multiple Rocket Launcher (crew served weapon)
At its most primitive, this is simply a number of rocket launch tubes strapped together and mounted on a tripod or on wheels. More durable versions (capable of firing more than one or two rounds before shattering) are build in the war factories at considerable expense, but the destructive effect they are capable of unleashing in the form of rocket barrages tend to make up the exorbitant cost of fielding them.

Rocket Launcher
A fairly simple weapon, this is basically just a tube where a rocket carrying the actual warhead is crammed. The tube is then simply used to target the initial launch of the rocket as it careens wildly into the sky. More developed models feature a flintlock system to lit the fuse of the rocket. Rockets themselves can feature any type of warhead from alchymic to thaumaturgic

I Like these! Great work.....

How about a pack-version of the Rocket Launcher?
2 guys - the pack-bearer, and the reloader/fuselier

Re: Project Industrial Fantasy

Been a while since I've done anything on this subject yadda yadda...

Anyway, here's some new stuff:

Troops

Powered Infantry

Juggernaut -- Quality: Matrix (SZ=3)
A marvelous product of the new synergy of all schools of magic and mechanistics, a Juggernaut is an artificial warrior, a massive construct of metal, leather, wood and more exotic substances. Inside their armoured shell, a chucking miniature steam engine conveys motive power to the legs and arms via a mindbogglingly complex system of cogwheels, levers and pulleys. Yet this feat of engineering is but a child's stick figure next to an artist's canvas when compared to what motivates the movements thus enabled: a humming crystalline metaclockwork engine the size of a human head. Parts of this fantastic device, combining the arts of alchemy, elyctricity and thaumaturgy, operate outside our plane of existence. The metaclockwork engine is used to interpret combat instructions encoded onto metallic command cylinders that are inserted into it before battle and to convey these instructions to the hull mechanismics via elyctric cables, thus bringing the Juggernaut to "life". Although a Juggernaut's artificial mind isn't anywhere near as versatile as that of a human, the construct is obviously much stronger and more durable than any mortal can ever hope to be. Organized into special Iron Guard Maniples, they are used to mount weapons -- of both ranged and melee variety -- that are too heavy for any single human to wield and to spearhead assault against the hardiest of the Kingdom's foes.

Tactical Juggernaut Armour -- Quality: Veteran (SZ=3)
Since the introduction of the Iron Guard, the Royal Army's demand for Juggernauts has been on the constant increase, while their production numbers have lagged behind, largely due to the inherently unpredictable process of creating metaclockwork engines. Observing that the steam-powered Juggernaut hulls are easier to manufacture than the controlling "minds", enterprising mechanists of the war laboratories came up with a way to alleviate the problem somewhat. They managed to rearrange internal workings of the Juggernaut hull so that a human pilot could fit inside the casing to control the hull's movement while benefiting from added protection of the extra armour and enhanced strength of the artificial musculature. Thus, Tactical Juggernaut Armour was created. Piloted by the most experienced of Knights and the few merchants both extraordinarily wealthy enough to afford the suit and reckless enough to enlist in the Royal Army, TJAs are a rare sight on the battlefield, but one that spells certain doom for the enemies of the Kingdom.

Thaumaturge -- Quality: Elite
Despite the Magnificient University's millennia of slow progress at making magic a science instead of an art, still only a precious few are born each generation with both a significant ability for thaumaturgy and the presence of mind necessary to achieve the discipline required to exercise their craft under battlefield conditions. This cream of the crop is almost invariably, sometimes forcibly, drafted into the Royal Army to serve as Battle Magi. Summoners, including those capable of the once outlawed practice of Necromancy, are especially in demand as they are able to swell the ranks of the Army with their unliving creations. As can be expected, the Kingdom spares no expense when equipping the Thaumaturges: specially crafted hand weapons and body armour embedded with crystal lattices and encasing their Foci are capable of channeling and enhancing their arcane energies to provide them with supreme protection as well as superhuman strength and stamina. For ranged combat, they use a variety of fear-inspiring Puissant Guns that fire thaumaturgically charged ammunition.

Re: Project Industrial Fantasy

Love the fluff.

When do we get to see the stats?  smile

Re: Project Industrial Fantasy

Right about when... wait for it... I actually get around to writing them :wink:

Re: Project Industrial Fantasy

That is not dead that can eternal lie... No, wrong quote. Let's try again: by the fell art of Thread Necromancy I thee resurrect! Behold the first preview* of the soon-to-be-published (I kid you not!) Project Industrial Fantasy: Army of the Sun!

http://herosgames.homestead.com/files/PIF_AOTS.pdf

---

*) strategic parameters & weapons only, but with fluff and stats!

Re: Project Industrial Fantasy

Update! Added Standard Infantry frame profiles and fluff. The file of course is the same as above:
http://herosgames.homestead.com/files/PIF_AOTS.pdf

Re: Project Industrial Fantasy

This is really looking great, tnjrp.  We could post this on the website when it's finished, with your permission of course.

Re: Project Industrial Fantasy

You can post any of my lists on the site if you like. Provided I'm not of a mind they might infringe some copyrights. It should be obvious from the credits entry if I believe they might. Other than that, I give you a carte blanche to publish them anywhere Defiance related. After all it's not as if I'm building them for the money :wink:

Re: Project Industrial Fantasy

PIF is still alive, although I've been rather overtly busy lately... Anyway, a small update -- added the Powered Infantry frames and corrected a few minor errors:
http://herosgames.homestead.com/files/PIF_AOTS.pdf

Re: Project Industrial Fantasy

It hasn't quite been 2 years and already the first PIF force, Army of the Sun is complete!

Rulewise, that is -- I'm thinking of adding an appendix featuring model suggestions and maybe a little more fluff later on. Some corrections may be required as well of course.

Anyway, find it here, as usual:
http://herosgames.homestead.com/files/PIF_AOTS.pdf

Re: Project Industrial Fantasy

Hey guys,

I just finished a little drawing for the upcoming D:EoA book, and thought I'd share it - its an Industrial Fantasy Mecha. Nothing too fancy, but it seemed appropriate to put it in this thread...

Re: Project Industrial Fantasy

grendeljd wrote:

Hey guys,

I just finished a little drawing for the upcoming D:EoA book, and thought I'd share it - its an Industrial Fantasy Mecha. Nothing too fancy, but it seemed appropriate to put it in this thread...

Coolness! big_smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Project Industrial Fantasy

What the boss said 8)

Anyone reading please note that AFAIK the force list given above has only very passing resemblance to forces you can produce with the D:EoA Industrial Fantasy genre modification. In any case it is not a sneak peek, unlike the pic.

Re: Project Industrial Fantasy

Grendeljosh: Nice! I can look at it and really imagine how it could roll and flex its shoulders. Unlike with, say, a space marine, who would crush his head like a grape if he raised both his hands at once.

I think you need some greeblies or texture where those pistons disappear into his neck, though, and I hope D:EoA features varied and colourful footwear wink

Will EoA render all my half-built armies even more half-built?