+ Common Core Concepts +
Wednesday, November 19
+ inload: Bloodsong update and Great Gargant +
Wednesday, October 29
+ inload: Fire up the Bigmob +
+ Painting Gargants +
+ Fire the secondary batteries! +
+ Plans and plots +
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.
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. +
+ 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.+ 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:
Monday, April 28
+ inload: Bloodsong quick Q&A and notes +
+ New frontiers +
+ Titanicus wargaming with xenos +
+ The plan, early feedback and FAQs +
+ Playtesting +
- ‘Did they feel like Eldar/Orks?’
- ‘Were they fun to play with?’
- ‘Were they fun to play against?’
+ Early feedback and FAQs +
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?
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?
Are there any plans on the works for Stompas?
What's the reasoning behind Gargants being on round bases?
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?
+ How big's a [+INSERT TITAN HERE+]? +
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| + 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. + |
- 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)
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+] +
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| + 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.
+ What's next? +
+ Tell me more! +
Monday, September 11
+ inload: Bloodsong – Eldar and Orks in Adeptus Titanicus +
+ Bloodsong version 0.5 +
+ Ch-ch-ch-changes +
+ A glimpse into the future +
- 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.

































