+ Common Core Concepts +
Wednesday, November 19
+ inload: Bloodsong update and Great Gargant +
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.
+ What's next? +
+ Tell me more! +
Tuesday, April 1
+ inload: Eldar Titans and Ork Gargants in Adeptus Titanicus +
+ Bloodsong designer's notes +
+ An inload to put some thoughts in order on the next stages of the Bloodsong supplement, which introduces Eldar and Orks to Adeptus Titanicus and Legions Imperialis – and a request for any playtesting feedback to be popped up on the Facebook group [+noosphericexloadlink embedded+]. +
+ State of play +
+ Where are we? +
| + Shade and Spectre-type Phantoms – I've tried to cleave closely to established background, and the use of the very old terms here is to make things more hobbyist-friendly. + |
- Eldar Phantom Spectre Titan
- Eldar Phantom Shade Titan
- Eldar Warlock Titan
- Eldar Revenant Titan
- Ork Gargant
- Ork Great Gargant
- Ork Mega Gargant
+ What's next? +
| + The basis for a potential Conclave (Maniple) – a Phantom and two Revenants. + |
+ How can I help? +
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.
Tuesday, March 28
inload: Eldar Titans and Ork Gargants
+ Eldar and Orks for Adeptus Titanicus +
+ Rules, playtesting and a plea +
+ Models +
Monday, March 27
+ inload: Ork Gargant rules for Adeptus Titanicus +
+ 'Ere We Go! +
+ Ork Gargants in Adeptus Titanicus +
+++
+ Ork Gargant rules for Adeptus Titanicus +
+ I've been beavering away polishing and tinkering with the rules for running Gargants in Adeptus Titanicus. They're now in a playable state, and the playtest pack can be inloaded for free from the files section of the +Death of a Rubricist+ Facebook group [+noosphericinloadlink embedded+]. +
+ The pack, entitled ATEC v04, contains:
- Full rules for using Ork Gargants in games of Adeptus Titanicus
- Print-ready Command Terminals for Gargants and Great Gargants
- Print-ready double-sided weapon cards.
- Info for submitting playtest notes, but do just feel free to have fun with them!
+ The rules are an iteration of those that I've been exloading here on occasion. Feel free to use the Insphere Contentsieve search function in the left-hand column of the blog to look for 'Gargant' if you'd like to read over some early thoughts. In summary, however, I've followed the following general design principles:
- Being orky, Gargants should be tough, and kick out a lot of firepower.
- Unsubtle but entertaining, they should be generally less reliable than their Imperial equivalent, but have the potential – with luck and good planning – to outshine their opponents' equivalent War Engines.
- Playing a mob of Gargants should feel like you are an ork Kaptin managing his krew, and reward aggressive play.
- Playing a mob of Gargants should not be a frustrating experience.
- Using Gargants must abide to the core rules as seamlessly as possible while maintaining character.
+ Playtesting da Waaaagh! +
+ Had a very enjoyable weekend over at my brother's house. I'd sent him and my nephews a pile of bits and a letter (faithfully dictated by Nikkit the gretchin) from the Warboss asking his meks to build him some dead snazzy Gargants to krump some spiky gitz. +
+ Well, the Meks came good and the Warboss was greeted by a proppa stompy Gargant Mob to take into battle. I think they're just brill – each very distinctive and full of orky character and creativity. They were built using air-drying clay over household bits and bobs. Couldn't have asked for better results; well done, ladz! +
[+{APPENDNOTE=This autoscribe humbly apologises for forgetting to note down the ork's own names for these beasts of steel, so presented here are my loose human translations – do correct me and I'll update the names!+]
+ Great Gargant Zodwort's Revenge. +
+ Gargant Waaagharella. +
+ Playtesting and designer's notes +
| + The Command Terminal on the right of the picture shows an early-game snapshot: just one fire having begun, and plenty of krew remaining. + |
+ First playtest findings +
+ Second playtest findings +
| + 'Ere we go! + |
Tuesday, October 2
+ inload: Engine War – Gargants for Adeptus Titanicus IV: Command Terminals +
+ Great Gargant Command Terminal +
+ Related inloads +
+ Playtesting +
+ Suggested models +
+ Terminology +
Note: This is an example of how Rules text appears.
+ Machine Spirit +
+ Orks have a pragmatic and experimental approach to both engineering and religion. If pressed, most orks will agree that a Gargant is a body for Gork or possibly Mork, but they tend to admire rather than worship the Gargants directly. Gargants also tend to lack any sort of universal systems akin to an Imperial Mind-Impulse Unit; instead relying on a command deck crew like a naval cruiser. This crew will invariably contain a Kaptin, who commands the Gargant; a flagboss, who relays orders both within the Gargant and to nearby Gargants; and various other important cronies and henchmen of the Kaptin. ++ As a result, Ork Gargants do not have Machine Spirits, instead relying on an array of wheels, levers, buttons, valves and tubes to get things done. However, things can – and do – go wrong; generally for the worst, but occasionally for the benefit of the Gargant. +
Machine Spirit: Ork Gargants do not have Machine Spirits. When Pushing the Reactor, a Cog result on the die will result in the Boiler Pressure venting unexpectedly. Move the Boiler Pressure marker D6 spaces downwards. If it cannot move downwards, move it as far as possible, then start a Fire in a region determined by rolling the Location die.
+ Shields +
Power Fields: Ork Power Fields are treated in an identical manner to Void Shields, except that they always provide a 4+ save, and cannot be repaired.
When making Power Field saves, if more than one dice shows a '1' result, a generator has blown spectacularly. The shield(s) is/are knocked down as normal, and a fire marker is started in an area determined by rolling the location die.
At the start of the game, place a marker at the top of the Power Field track, and move it downwards after each failed save. When the last Power Field save is failed, remove the marker – the shields blow out as for Imperial Void Shields.
+ Krew +
+ The Krew area on the Command Terminal represents the number of mobs of oilers, riggers, stokers, meks, runtherds, gunners and assorted enthusiastic hangers-on that make up the crew of all Gargants. Gargant krew mobz may be made up of the mekboyz and spannaz that built the Gargant, intimately familiar with its workings and able to repair and tune it on the go. They may equally be made up of press-ganged slaves, orks nursing hangovers, or enthusiastic but inept Wildboyz. ++ A Gargant will carry dozens or hundreds of orks and gretchin, but greenskins aren't the most organised of species. As a result, unless properly 'motivated' by an nob overseer, they will tend to get bored and wander off to peer out of portholes at the battle, or try to wrestle their way into having a go on one of the deck gunz. A network of shouting tubes allows the Kaptin to assign his krew where he wishes – most of the time. +
Krew are represented by dice rolled during the strategy phase, which can be assigned to the marked spaces on each area of the Gargant. The Krew dice are used just like markers on the Command Terminal, and should be kept with the same face upwards.
Assigning Krew: Krew dice are moved from the Krew area to the marked spaces on the Command Terminal during the course of the turn. For example, if the Kaptin wishes to make a special order, a Krew die must be assigned to the Head. Once a Krew dice has been assigned, it cannot be moved or reassigned.
Krew quality: The number rolled indicates the quality of the krew in the mob. In the End Phase, they can be used to repair or fight fires: the higher the number, the more reliable and useful the krew.
+ The Gun Decks +
+ In addition to the mighty primary weapons on the arms and belly, most gargants sport half a dozen or more additional turrets on their shoulders, clustered on the front of the torso, and occasionally on the head. The krew often congregate on the gun decks, brawling over who gets to fire the guns, and who has to help load and carry ammunition. Relatively exposed, the orks and gretchin here can enjoy basking in the glory of the battle from a great vantage point – though they need to watch out for stray shots! +
Gundecks: A Gargant's secondary guns can be fired by Krew assigned here (see command terminal). When rolling the location dice, a Special result indicates the gundecks are hit; assign the damage to the Krew area. Fires cannot start in the Gundecks – instead assign one point of damage to the Krew area.
+ The Boiler +
+ No two Gargants are alike. Gargants are powered by a dizzying array of different motive systems rather than the largely standardised Plasma Reactor of an Imperial Titan. The sheer power required to move a Gargant on a war footing means that the boiler thrums with barely-contained energies. As more fuel is added, the ever-present roar of the Boiler is joined by increasingly loud sounds of strain – venting steam, yelling mekboyz, and the ping of rivets popping across the cavernous space. +Boiler: A Gargant's Boiler is treated in much the same way as an Imperial Plasma Reactor. When pushed – in order to fire weapons with the draining quality, or to put Power to Stabilisers, for example, move the counter upwards.
+ Addenda to the Core Rules +
+ Strategy Phase +
HEAD
No Krew: The order roll is made with a -1 modifer.
One or two Krew: The order roll is made as normal.
Three or more Krew: The order roll is made with a +1 modifier.
+ Movement Phase +
Krew in the Body have no effect beyond being able to attempt to Fight Fires or Repair damage in the Repair phase.
No Krew: The Gargant may not declare Power to Stabilisers or Power to Locomotors.
One or more Krew: No special effects.
GUN DECKS
Rules for Krew in the gun decks are covered on the Gargant's command terminal.
[Rules pending – for the moment, I suggest you use the Warlord Titan Weapon cards with the following Krew rules:
No Krew: Attack Rolls are made at an additional -1.
One or two Krew: No special effects.
Three or more Krew: The weapon gains the Maximal Fire trait.]
+ Damage Control Phase +
1–2: Pfft: The boiler goes out. Apply the rules for Shutdown orders to the Gargant.3–5: Boiler leak: The Gargant suffers a strength 9 hit to the body, bypassing Power Fields.
6–8: Minor explosion: The Gargant suffers D3 strength 9 hits to the body, bypassing Power Fields. In addition, A Fire immediately starts in an area determined by the location die.
9–10: Towering Inferno: The Gargant suffers D3 strength 9 hits to the body, bypassing Power Fields. In addition, D3 Fires immediately start in a single area determined by the location die.
- Repair disabled weapon (X) – see Weapon card.
- Vent boiler (4+) Move the Boiler Pressure marker down one space.
- Repair Critical Damage (5+)
- Fight Fires (5+)
+++
+ Combat Phase +
[Critical damage rules pending.]
+ End Phase +
Fires: In the end phase, roll a D6 for each area of the Gargant that contains at least one Fire marker. If the total is greater than the number of Fire markers in that area (or the result is a 6 regardless of the number of fires) the fire does not spread, and nothing happens. If the total is equal to or lower that the number of Fire markers, the fire spreads. Add another Fire marker to the area. If the region is filled with Fire markers, it will spread to another area – roll the location die to find the area.
Boiler Pressure: If there are no Krew in the Engine Room, the Boiler Pressure drops D3 spaces.