Showing posts with label Great Gargant. Show all posts
Showing posts with label Great Gargant. Show all posts

Wednesday, November 19

+ inload: Bloodsong update and Great Gargant +

+ 'Ere We Go – Great Gargant +

+ Before the paint is dry on the first, a second Great Gargant has emerged from the Meks' workshop, eager to get into combat with the 'oomie Titans. +


As the great philosopher Udgrub of Gaff had it: 'Woss ded ard and ded shooty? A Gargant. Woss even arder and shootier and krumpier? Two Gargants!' Who am I to argue with such a paragon of kultur?

The finer points of ork warfare aside, I'm delighted with this print, which was given to me over a pint at the local. Drawing from the same original sculpt, the two 3D-sculptors have given slightly different results, as you can see below. The new one is slightly more broad in the chest and the arms are proportionally a little lower, and I think these differences help to suggest an individuality that's fitting for Gargants. After all, each is a kustom job – even when orks try to copy each other, there's inevitably some variance.


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+ Gaming +

Besides making a very attractive set of bookends, why would two Great Gargants be useful? Well, what if you had a set of rules that let you play Orks – or Eldar, if that's your breakfast fructose pulp-preserve of choice – in Adeptus Titanicus? Well, I'm pleased to say that such a supplement exists, and pending a couple of permissions for featured artworks, it's just about ready to release.

You can judge for yourself whether I've been successful in my initial aims – the first article on the project was written back in September 2018 [+noosphericinloadlink embedded+], and it's been more actively polished and revised in the years since.

I've been beavering away on Bloodsong for just about as long as the new version of Adeptus Titanicus has been out. We're now up to beta version 14, and I'm on track to publish the free, finished, ready-to-play booklet as a Christmas thank-you to readers. 


+++

+ What's new? +

Well, if you've already given the expansion a try, I hope you'll be pleased to hear that it's more refinement than rework. 

The Eldar, who benefitted from being much more similar to Imperial Titans, haven't thrown up any huge problems in playtesting, and are largely untouched. The big exception is the psychic lance, which has been considerably toned-down following playtesting – terrifying it might be in background terms, the older rules were both powerful to the point of being oppressive, and also a pain to use in practise.

As for everyone's favourite space-hooligans, ork shields seemed uncharacteristically reliable in early turns – not a problem when you've just got one on the table, but the more you had, the more oppressive it turned out to be. The solution? I looked back into Adeptus Titanicus '87 for inspiration, and found a rule about Power Fields occasionally allowing shots through gaps. There's thus now a (small) chance for a shot to go through and set off a fire. This gives 'feels-good' factor for the opponent, and also gives the Ork player something to juggle in otherwise quiet early turns. Win-win.

In addition to that, the shields/boiler relationship now has a smaller 'sweet-spot', so it's much harder for an Ork player to simply avoid touching their boiler. There's also a bit more of reward/encouragement for pushing, introduced through adjustments to the Gargant's speed value.

The Maniple equivalents – Conclaves for Eldar, Mobs for Orks – were a relatively late addition, and  while the Eldar ones seem to have worked out okay, playtesting revealed some fairly elementary problems with the ork's Godbreaka mob; which has been defanged and reworked.

It's not all down-tuning for the orks, however. The gun decks – those key elements for the 'land battleship' feel – now kick out two shots per Krew assigned, making them a genuine alternative to other parts of the Gargant, for example. In recompense for the reduction in their durability, they've also seen some of their more characteristic weapons tweaked upwards; increasing a little in S, range or coming down in cost.

+++

Besides the crunch, there's now lots of lovely pictures submitted by talented hobbyists like jgnstudios, Gary C, MeshyMesh and Johnpaints, to give you an idea of how to build and paint your Gargants and War-Clans.



I've worked up some silhouette illustrations for the various Maniple equivalents...


... and you've got new background and lore, all lovingly re-interpreted from the original material and aiming to reconcile newer and older lore.


The book has also received reference sections for each faction, so you've got quick comparisons for weapon stats, Command Terminals and more.


+ Tactics and strategy +

Overall, I'm very pleased with how playtesting has refined things, but as always, these rules are explicitly designed for Open Play. I hope they give you fun, balanced games, but the key aim is to allow Xenos players the chance to get involved, and provide a new challenge for Imperial players.

Quite a few playtests threw up a common point that's worth addressing: Imperial players who used an existing force sometimes found it difficult to adapt in their first game – those who tooled up to take on the aliens they were facing tended to fare better. I wanted to make sure that each faction provided a new and interesting challenge to the Imperials, as it's as much an expansion for them as it is for Xenos players. After all, Imperial/Traitor players are likely to make up the vast majority of games you'll get in.

As a result, a lot of the weapons and tactics that are optimal against other Imperial/Traitor Titans aren't necessarily ideal for tackling the Xenos – and that's intentional. The lower armour ratings and shieldbane trait make the oft-derided lasers surprisingly useful against Gargants, for example, while a combination of weight of fire (to deal with holo-fields) and precision shots (once they're knocked down) are your friend against Eldar, rather than specialist Titans.

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+ Back to the point +

But enough on the rules, let's look at some more pictures of the Great Gargant!











Wednesday, October 29

+ inload: Fire up the Bigmob +

+ Painting Gargants +

+ Waa-ork! The boiler's nearly at full, so let's go full steam ahead on getting a Bigmob of Gargants ready for Adeptus Titanicus play. +




I'm having fun picking away at this Gargant – I hope that the slightly mismatched look almost inevitable with this approach should add to the feel. For all my protestations of disliking painting big things like tanks, this year seems to have alternated between giant Titans and teeny-weeny Epic figures, with very little in between. Funny how things work.

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Since last time, all I've really done is work on the muted olive green of the superstructure with washes. I've had a variety open on my painting desk, ranging from Gryphonne and Seraphim Sepia to Agrax Earthshade and whatever the red, green and blue ones are called.


The effect gives a textural result that I really like – I think once some contrasting plates are in place, it'll provide a bit more 'pop'. Regardless, I'm finding more and more that I'm simply enjoying the process of painting, rather than the finished result. 

I'm not sure that's entirely a good thing – I can't imagine it's quite so interesting to everyone else, but the relaxing nature of gradually building up and refining is certainly relaxing.

+++

+ Fire the secondary batteries! +

This Gargant has been a bit of an experiment in avoiding primary colours, and substituting them for secondaries. I've used lots of reds, blues and yellows recently (along with highly-saturated greens), and thought another palette might be a fun experiment.

Enter the secondary colours, and in muted, earthy hues. I like working within restrictions like this – it'll help to give a coherent finish, and the nature of picking a colour scheme means that groups of colours like this (a triad) will always tend to work.


The washes have been laid in around the seams and rivets in a fairly hotch-potch fashion; varying the colours across the surface. While wet, I've used a clean dry brush to selectively lift out some of the pooling wash from raised areas, as well as dropping in other wash colours for variety here and here. I've also used some kitchen paper and swiped with my thumb to remove washes in more textural ways.

As I hope you can see, the results are starting to build up into the appearance of mottled, dusty, rusty and oily textures across the surface. I think this sort of textural greebling goes a long way to selling the idea of scale. Compare the effect on the front with the back, where things are mostly at an earlier stage.


I'm planning to have some brighter areas to suggested internal lighting – showing through in the various little 'huts' and portholes/windows, and to have some plates made up of metals taken from looted foes.

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You'll note the base has been worked up in various browns up through yellow ochre to an ivory colour for highlights. This matches my Iron Skulls (Legio Metalica) forces and the rest of my Armageddon-themed miniatures. I'll probably add a few tufts and bits and bobs. The huge bases of Titans and similar War Engines provide a great canvas for stuff that helps set the scale, like barrels and infantry figures. You'll spot a little mek poking out of the hatch at the top of the Gargant's head. He's from Vanguard Miniatures' Skinners range [+noosphericexloadlink embedded+].


+++

+ Plans and plots +


The eventual plan for this is to have a 'maniple' of each of the 40k factions I find iconic for Epic – Eldar, Orks and Imperials. I'll be using the Bloodsong expansion, [+noosphericexloadlink embedded+] which is entering its final beta testing stage over the next couple of weeks.

Duplication is anathema to the orks, and I managed to find another Great Gargant sculpt, which a friend of mine has kindly printed. This version is a bit more refined than the other, I think; a bit more natural looking. 

I've not received the figure, but he should fit in very nicely alongside our unnamed friend above.


Speaking of names, it struck me that it might be fun to have name generators or a list of suggestions in Bloodsong, so I'm very open to any ideas or suggestions for Ork Gargant and Eldar Titan names – exload 'em into the comments here, or pop them up on the +Death of a Rubricist+ Facebook group [+noosphericexloadlink embedded+], where you can ask any questions you like about the project.


A couple more 'glamour shots' of the WIP Great Gargant. He's magnetised at the head, and the torso is also unglued in order to allow things to rotate freely. 


The weapons are magnetised, mostly using 5mm rare earth magnets – apart from the shoulder guns (part of the gun decks, rules-wise), where I realised I could use some spare corsage magnets instead. These Gargant models are quite substantial, and so larger, cheaper magnets seem sensible.

I haven't got a pict-capture of them on the Great Gargant, but you can see them nice and clearly on this smaller Gargant:


... and while they're at an early stage, I thought I'd show the rest of the bigmob as they currently stand:




This head is based on the original Great Gargant one – I found a couple cheap second-hand, and have bulked it up a bit (it looked a bit pin-headed originally!)







Monday, October 13

+ inload: Great Gargant musings and Deathskulls in Battle for Armageddon +

+ Great Gargant WIPs +

+ The playtesting for Bloodsong ticks along, and what excuse is really needed to paint up tiny Titans? In this case, it's an Ork Great Gargant that's had a little work done. +

Progress is minimal – this is behind my squat Kill Team in the painting queue – but since it's looking like the Legions Imperialis game planned for a few weeks time might be derailed, I thought I'd slap a little bit of paint on this Great Gargant, which has sat with uncharacteristic patience since Lucifer216 gave it to me.

The scheme's a bit of an experiment. A brown undercoat was followed up by directional spraying of dark green, khaki and finally off-white (GW's Wraithbone) to create a slightly spotty, textural feel like the cast iron of WWII tanks.

I've then gone in with some exploratory washes on the head, and picked out a few details with various blacks and browns. My taste for orks is to make them look a bit patchwork, so I've jumped from place to place. The plan is essentially to work gradually down the Gargant and then back up, getting things loosely in place on the first way down, and then tightening and refining things on the way up.

Back in the dim and distant days of 014.M3, I spooled out an inload on painting faces [+noosphericinloadlink embedded+], and since then I've often found myself working up the focal area of a model to give me the enthusiasm and 'oomph' to carry on.


Nowhere do I find this principle more useful than painting Titans and similar giant war engines like this Great Gargant. I find the wealth of structures and textures and odd bits and bobs across such a big model can feel intimidating – but giving the piece some character really helps to inspire the rest. Here, I went for a lop-sided approach to the eyes, having fun painting a swirly green eye alongside a simple orange one. 

I'm tempted to try developing the orange eye a bit further and building up a reflection of Armageddon's burning hives as I did on the Salamanders' Thunderhawk below:

I do like the retro sci-fi look of clean bulbous round glass, but I shall have a think while I work down and back up the War Engine.

+++

+ What clan? +

Indecision on this is a big part of why I've prevaricated on painting the thing, and the colour scheme is still very up in the air. For the moment, I'm content to keep it 'battle green', as that's a suitably generic colour for all orks, and reminds me of the Gargants from a battle report in White Dwarf 136 – one of the earliest issues I read, and formative in how I picture ork armies.


Killboss, pictured above, is a Smasher Great Gargant with a head turret. Commanded by none other than Warlord Burzuruk himself, it's a Goff Gargant – but not the all-black we'd probably expect today.

+++

+ Talking of Orks +

Back to Armageddon Prime [+noosphericinloadlink embedded+]: I've drawn the tokens up to match the originals as closely as possible, so they're all planned to be 25mm/1in square.

Ghazghkull's sent two forces into Armageddon Prime – the Blood Axes and Snakebites, while he led the Goffs, Evil Suns and Bad Moons through the jungle into Secundus. The Chaos Attack expansion had a  number of 'what if?' scenarios, one of gave you the option of swapping out the tribes. Supplied with that expansion were 18 Snakebite units and 18 Blood Axe units.  The service I'm planning to use can do sheets of 42 counters, which brings up a nice opportunity to include some Death Skulls.

While it's not quite enough to fit all three on one sheet, I thought it'd be fun to work up the idea:


Still WIP, but it finally brings the Deathskulls into the party. Conspicuously absent from the original – likely because what makes their faction identity special didn't really lend itself easily to this scale of warfare – I tried to iterate from what was there. I therefore started with the seemingly standard five ork hordes of two different qualities; two Nobz, three gretchin and one Madobyz token.

To that I added a fourth Gretchin stand (in the Epic ork army list from White Dwarf 128, it notes that the Deathskull's penchant for looting attracts lots of mischievous gretchin), and then added a couple of tokens that appear in more than one of the other clans: Battlewagons and Bike boyz.

The others are innovations that are intended to evoke what's special about the Deathskulls. The Looted Tanks were a halfway house between the 'oomie vehicles of the Blood Axes and the Battlewagons of the other orks in terms of stats; while the three Lootaz counters use a mechanic from the daemons in Chaos Attack (rolling to determine their Attack and Defence values at random) to represent their rather temperamental/random reliability.

You'll note that the Deathskulls, like the Blood Axes and Snakebites, don't have Gargants. That was partially for symmetry with the other expansion forces, and also the lootas have plenty of potential to punch above their weight. Generally, they'll be around as effective as the Snakebites' squiggoths, and I didn't want to also give them a reliable heavy-hitter.

I'd love to hear your thoughts on the Deathskulls – and if you get a chance to playtest them (or Gargants for Bloodsong!), please do let me know the fallout.

+++

Monday, April 28

+ inload: Bloodsong quick Q&A and notes +

+ New frontiers +

+ Titanicus wargaming with xenos +


+ Getting the gang back together – from left to right, Ork Great Gargant; Imperial Warlord Titan, Eldar Phantom Titan. + 

+ I've held off a bit on posting pics of the various Titans, mainly because I haven't got any painting done for weeks and weeks; hobby time being taken up elsewhere. Nevertheless, with Bloodsong out in the wild [+noosphericexloadlink embedded+], and some feedback coming in already, I though the pic above gave a good indication of my take on things. +

+ This inload will look at the plan for Bloodsong, and address some early playtesting feedback. +

+++

+ The plan, early feedback and FAQs +

First off, thanks for everyone who's downloaded, read and given Bloodsong a go so far – please do let me know how you're getting on with it, and any feedback – positive or negative – is very welcome!

'Wombo combos' are exactly what I'd like to see you playtest to pressure test the rules; the playtesting so far has explicitly been Open Play and aimed at making sure the rules work mechanically, so seeing the live playtest results of more competitive players will be very helpful indeed. 

However, please do try 'em out 'in the round', as it were – there's lots that I was concerned was overtuned, but seems to work fine in our (admittedly rather soft!) games. Feel free to pop your findings in a message to me (I'm not thin-skinned, so don't worry about hurting my feelings!), or better yet, in a comment on the PDF, so they're all collected together.

The plan is for three months of playtest feedback to pin down the Terminals, Maniple equivalents and Weapons. (And gather artwork and model pics). Those are the core that anyone using the rules will have to engage with. After that, adding in the Legio equivalents, new weapons and new units (the Mekboy Gargant/Supa-Stompa) will be relatively easy.

… and August is therefore the plan for release of an updated version, which I hope will be a 64 or 80pp one, containing the lore and missions for a mini-campaign alongside the rest.

+ Playtesting +

Bloodsong is all, of course, unofficial, and I'd emphasise that your game is yours, whoever's rules you're using as a kicking-off point. If you're lucky enough to have someone willing to play unofficial rules, I imagine both you and they are already open-minded and creative enough to make some tweaks to better fit your take on things.

With that said, a common set of rules is necessary to make meaningful tweaks and adjustments, so when playtesting and providing feedback, I'd please ask you to give things a try as they're presented – or please let me know what changes you've made, so I can take into account.

When providing feedback, the 'big questions' I want to answer are:
  • ‘Did they feel like Eldar/Orks?’
  • ‘Were they fun to play with?’
and most importantly,
  • ‘Were they fun to play against?’
After that, please feel free to get as granular and detailed as you like. Think a particular weapon stinks? Think the pricing's off? Want to know why X Y or Z was done? Let us know. 

There's a thread on the + Death of a Rubricist + Facebook group for discussion, or you can send me a message through the comments and contact details here, if you prefer.

+ Early feedback and FAQs +

Some quick response answers to unclear areas:

Orks
I read it as all sizes of Gargant need to have a belly gun and two arm guns but the Mega-Gargant's towers and kustom job are optional, is that correct?

Yes, that’s right.

Gargants can use weapon cards from their size or smaller, so a Great or Mega Gargant could use either the Great Gargant sized Gut Buster or the Gargant sized (half the points for the same weapon but less armoured), correct?

Typo here! Great Gargant version should be S10 and Blast (5in); hence the heftier price. This is flagged on the PDF for change. 


If you have 2 dice of krew in the weirdboy tower, is the strength determined by adding the 2 values together?

Yes, add the values together… although this is one of those bits that I’m very keen to hear feedback on. If you’re finding it oppressive, please let me know.

Are there any plans on the works for Stompas?

Knights and equivalent are beyond the scope of this project for the moment at least, but the Mekboy Gargant is definitely on the drawing board – currently occupying a specialist supporting role somewhat like the Imperial Dire Wolf or Warbringer Nemesis. Their weapon cards will be akin to (and  possibly interchangeable with) the Mega Gargants' Kustom Job cards. This unit will be included in the updated version, with a more 'normal' weapon option allowing you to field it as a Supa-Stompa.

[As an aside on terminology, the Mekboy Gargant, present in Epic: Space Marine 2nd edition and Titan Legions as the Mekboy Gargant, disappeared after Epic: 40,000, and was replaced by the Supa-stompa in Epic: Armageddon. Confusingly, the current 40k-scale Stompa is (in-universe) about this size – so you can see why I've got a bit tied in knots about whether Stompas are in or not!]

This unit will be great to proxy with your old Epic Gargant or Steam Gargant models.


What's the reasoning behind Gargants being on round bases?

We tried them on both, and found round bases gives more of a solid, unwieldy ‘feel’ in-game that helps to distinguish the orks from the other factions, and makes the model appear chunkier.

Round bases also opened up some interesting little tactical considerations – since the gun decks can fire in the side arcs, it allows Gargants to protect themselves from flanking knights or help an ally strip shields without turning. They can also fire slightly behind themselves, which gives a nice ‘navy battle cruiser’ feel. 

With that said, there’s not a huge amount in it, so feel free to adapt and use oval bases if you wish, or they better frame your models – these are, after all, homemade rules, so adapt them as you like.


Eldar

Can Revenants use their jump jets jump over titans?

No; cinematic as the visual is, I think that causes mechanical and gameplay problems. Feel free to playtest, but my instinct is that Revenants are already had enough to draw a bead on! 


Imageine a Warhound squadron attacks a Revenant.  The first shot from the first weapon hits the shield vanes, so the attacking Warhound finishes the rest of its attacks with no holofield active. When the second Warhound attacks, are the holofields active, or do they stay down until all squadron attacks are completed?

I’d suggest the shields are back in place for the second and subsequent Warhounds, as it’s a different unit. The mechanic is intended to encourage focussed fire from individual Titans, and since the holofields are the only defence the Revenant has, it seems harsh to allow an entire squadron to benefit (particularly once various Legio/Maniple bonuses are factored in). 

Some of the critical damage effects have names that are not defined in the booklet.  Do we assume they are analogous to what's in the main rulebook? e.g. Spiritmesh disturbed does not have a reference in the rulebook I can see; Steersman wounded, and Soulstone compromised are not defined in the rulebook, but I think its a safe assumption that they are analogous to MIU feedback, etc? 

Yes, the critical damage results started as ‘fluffy’ equivalents, with no mechanical difference – while some are now different, assume the others are as you’ve outlined. I’ll clarify this in the next update.


+++

+ How big's a [+INSERT TITAN HERE+]? +

Scale and size (particularly base size) have an impact on the game; from interactions with terrain to line of sight issues and arcs of fire, so the supplement contains a few notes that allude to it. However, I didn't want to bog down what's meant to be a practical gaming supplement with endless screeds of conversion suggestions – that's what this noospheric node is for!

On model size, you'll see that the fluid lines between Gargants and Great Gargants is mentioned a few times in Bloodsong, and that's to help when converting. With no official figures, you'll be forced to convert, find third-party sculpts, or scratch build – and that's complicated by the fact that there are lots of different interpretations of the various units; both officially and in fan-made material. 

+ This looks 'right' to me, weaned as I was on the original Adeptus Titanicus – but there's a decent argument that the modern Phantom, for example, should be nearer Reaver in size. +

I've tried to provide some structure in Bloodsong but leave lots of wiggle room – the last thing I want to do is tell someone they can't use their cool model because it doesn't match the letter of these rules. As long as it's clear to both you and the other player(s) what's what, than I think you can go a long way by being generous with line of sight etc. If you're converting or scaling things, I'd aim for the following height from base to top of head:
  • Gargant between 9–12cm (3½–5in)
  • Great Gargant between 12.5 and 15cm (5–6in)
  • Phantom Spectre 15cm (6in) and larger
  • Phantom Shade 12.5cm (5in) and smaller
  • Revenant 9–10cm (3½–4in)
These are the assumed sizes used in Bloodsong, based partially on the background; on comparisons of the old Epic models to the new Titanicus models; on comparisons of the 28mm Eldar Forgeworld Titans to the 28mm Imperial Forgeworld Titans, and a hefty dollop of practicality – which models I found myself able to source. 

I really want Bloodsong to be accessible, so you'll note that the sizes suggested mean that you can essentially 'demote' the old Epic Phantom and Great Gargant to stand in as Revenants and (standard) Gargants respectively. These are relatively easy to find second-hand, and all the various generations of the official sculpts will be in the right ballpark.

+ Taller and more gracile, and shorter but stockier – you could use the Phantom Shade rules for one and the Phantom Spectre for the other; but equally you might just treat them as different styles of the same type. +

Part of the reason for the Shade/Spectre versions of the Phantom is to allow different interpretations to better match people’s models and conversions – but again, if you dislike the idea of having different types of Phantom, then by all means just pick one and stick with it. If you're converting your own, I’d suggest the Wraithlord is small but in the right ballpark for the Phantom. 

+++





Wednesday, April 23

+ inload: Bloodsong goes public +

+ Bloodsong complete + 

+ Free Adeptus Titanicus expansion with rules for Eldar Titans and Ork Gargants +

+ No time to waste? Just need the Google Drive link? +
+ Manifold access, my Princeps: [+noosphericexloadlink embedded+] +

+ Command new forces; engage new enemies! +

+++

+ Changes and updates +

... and now that everyone who just wants the free Bloodsong expansion has blithely closed this noospheric node, those that remain suckling on the datafeed can enjoy the inner secrets of the project.

Way back in 2018, shortly after the release of the new Adeptus Titanicus, I (rather fatefully) wrote:

I'll preface this by saying that these rules are only intended to tide players over until we get some official rules.

Well, seven years have passed, and not so much as a squeak from Games Workshop on any official rules for Eldar and Orks, so since 2023 I've been tinkering away on creating a full print-ready expansion for the game so xenos enthusiasts and those looking for a new Open Play challenge can get involved. 

The result is Bloodsong, which has gone through nine 'alpha' iterations, being playtested and tweaked in a small pool in various back rooms and on the + Death of a Rubricist + Facebook group (thanks for all feedback thus far!). It's now complete to the point that it's ready for more broad distribution, with everything from custom Command Terminals and Weapon Cards to instructions for how to print the 50pp booklet to the right size. Perhaps most importantly, it explains how to use the supplement with the official rules to create all-Eldar or all-Ork forces.

For anyone who's already been using the supplement, this new public version includes the following improvements:

  • Practical additions: 8 Maniple equivalents – 4 each for Eldar and Orks.
  • Extensive improvement and refinement of the Ork section, polishing it to match the Eldar. Clarification of suggested base sizes and conversion ideas for Gargants.
  • Mega Gargant rules clarifications.
  • Useability improvements: a table of contents, 'How to use this book' and development notes throughout.
  • Single page formatting (view it on Acrobat in two-page view with cover page)
  • Terminology tweaks – the Wraithtension table had started to annoy me, so it's now the Wraith Matrix table, which feels a bit more 'Eldar' to me.
+++

+ Find new enemies and allies for your Imperial and Traitor Titans for Open Play Titanicus! +

+ What's next? +

Next, I hope, is for the supplement to get more feedback from other gaming groups, which will help to tweak and adjust the points values to make for more fun and exciting games, and highlight any glaring clangers I've made.

Besides the nuts and bolts of the mechanics, my next priority is improving the look of the layout by adding some artwork and more background material: example Titan/Gargant pictures for the maniple equivalents, nicely styled in-action battle pictures, and some design flourishes to make it as professional as possible – I've been aiming to make it as user-friendly, polished and attractive as I can.

If you can help – either by supplying pictures of your own models, or suggesting artists I can ask, please do let me know in the comments, either here on the blog, or on the Facebook group – or through the Google Drive link:

+++

+ Tell me more! +

Glutton for punishment, eh? Want to know more about the process and past development? By using the [+insphere contentsieve+] at the top right of the page, you can search for Titanicus and read through all the various changes and designer's notes – here's a good start, if you fancy looking at the philosophy and process behind the project [+noosphericinloadlink embedded+].

+++

Monday, September 11

+ inload: Bloodsong – Eldar and Orks in Adeptus Titanicus +

 + Bloodsong version 0.5 +



+ A quick riffle through the [+ Insphere contentsieve +] (the search function for this noospheric node, to the right of the body of the post) will reveal that I've been working on rules for introducing xenos to Adeptus Titanicus – specifically Eldar Titans and Ork Gargants. +

+ I've just uploaded version 0.5 of the Bloodsong pack to the +Death of a Rubricist+ Facebook group. The files can be downloaded freely and shared as you like – and as always, I welcome playtesting notes and feedback on the group.

A direct link to the files can be found here: [+noosphericexloadlink embedded+]. You will need to be a member of the Death of a Rubricist Facebook group – and if you're new to it, please answer the three questions when prompted: it's the only way I can screen for bots! +

+ Of course, there's nothing stopping you from joining, downloading and leaving immediately (not even hard feelings!), but I do encourage you to stick around and get involved. +

 + A new fan sculpt I picked up second-hand +


+ Ch-ch-ch-changes +

+ v0.5 brings some big updated: Eldar get access to the Revenant Scout Titan and its weapon cards, and – perhaps of more interest to some readers – brings the orks out to play. You get Gargants, Great Gargants and their weapon cards.+

+ Long-time inloaders might recall the first draft of the ork rules a while back – [+noosphericexloadlink emebdded+] well, they're updated and available now, including terminals and cards. +

+ I'm very pleased with how these rules work – I think they really capture the feel of directing Gargants, and would love to hear your battlefield experiences when using them: both good and bad! +

+ Based on feedback received I've also tweaked the Eldar stats a little – nothing major, but it is worth your time replacing the old cards and terminals with these. I've also squashed some gremlins). 

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+ A glimpse into the future +

+ The Warlock is on the horizon, and I'm also planning to revise the Phantom into two sub-classes: the Phantom Shade and Phantom Spectre. +

+ This is because there are two broad schools of thought for the Phantom: one that sees it as the equivalent to the Warlord Titan, and one that sees it as something more akin to a Reaver. +

+ In keeping with my 'nothing new without good reason' philosophy, the most elegant way I could think of to square this circle is to allow both to co-exist. The Shade and Spectre classes are a throwback to the classifications for the Phantom, from the original Codex Titanicus supplement – in essence, equivalent to the Deathbringer, Eclipse, Nemesis variants for the Imperial Warlord. +

+ The Phantom Shade and Phantom Spectre will not differ greatly. They will share the same weapon cards, for example. The nearest equivalent I can think of is that between the Reaver and Nemesis Warbringer – fundamentally the same chassis, but with slight variation in Infinity Circuit, armour etc. +

+ Ultimately, the splitting of the two is for three major reasons:
  • To allow a broad church of players to get a Phantom that matches their vision for the Titan, whether that's slightly heavier or slightly lighter.
  • To give some slight variation and increase the tactical choices available to Eldar players.
  • There are a number of quite different fan-sculpts of the Phantom Titan around, and I've always preferred the 'model-led' approach to writing rules. 
+ My hope is that this approach will let people differentiate their models if they wish – or just opt for a single type without impacting their chances in-game. +

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