Thursday, May 22

+ inload: Legio Maximal background and the Warlord Titan 'Consequens Indevitatus' +

+ The Wages of Sin +


+ In which we look at a Lucius-pattern Warlord Titan, scribble down some notes on Legio Maximal, and consider whether to fight Eldar or Orks first. +

+++

+ Who are the Legio Maximal? +

The Vigilants (Legio Maximal) are the brainchild of the Adeptus Titanicus and Legions Imperialis podcast Maximal Fire – hence the name – who ran a contest to explore the background of their Titan Legion, and their surrounding domain. My entry seemed to catch their imagination, and I was lucky enough to win a lovely pile of loot! 

A YouTube video on the background for the Vigilants, or Legio Maximal, can be found on the Maximal Fire Podcast channel in this vid-link [+noosphericexloadlink embedded+] (go subscribe!), but if you prefer written content, here's the text:

Wednesday, May 21

+ inload: Legions Imperialis Corsair Gambit painting +

+ Drake Hunters – 5th Company Salamanders +

'The 5th has a reputation of destroying large enemy constructs and alien horrors. Its members specialize in slaying the salamander drakes of Nocturne. As a Reserve Company, they rarely fight together but instead are used to reinforce other companies during campaigns. In battle, they favor acting as mobile weapons platforms instead of static defense and use a large amount of Dreadnoughts. They also make extensive use of attack craft and heavy gunships.'

– Codex supplement: Salamanders

***

One of the great appeals of Epic-scale gaming is that you can easily make armies that feel like armies, throwing whole companies into the conflict. If you're into the pseudo-historical side, there's a lot of fun and creativity possible in designing colours or markings or campaign banners that fit well into the established material. 

Codex: Armageddon [refcapture={ABOVE}] has a few variants and ideas in yellow, while this artwork shows a yellowy-orange pauldron for the 5th. In the post-Primaris landscape, the 5th Company is a definite orange, rather than yellow with orange shadows, but that's part of the fun of painting your own models – you get to choose.


The Salamanders don't have anywhere near the amount of background lore and artwork as the 'Big Chapters', but there's still a huge amount from which to draw inspiration. With that said, if you want to be really strict and 'rivet-countery', I think the Salamanders aren't a great place to start, with lots of retcons, overlooked details and contradictory information. 

As I've noted in earlier inloads, I think regarding the lore as 'true for a certain period of time' is about as good as you'll get. Of course, that also makes them a great place to start being creative!

+++

As you can see, I've painted these marines to have yellow pauldrons with black Legion/Chapter icons. Having different markings on these figures to the rest of the army (which are green with black as a secondary and white details) is very useful from a practical point of view – it's easier for everyone involved to distinguish formations from one another, and is also more interesting for me to paint, keeping me engaged. 

The Epic scale makes it easy to handwave a great deal of otherwise curious wibbly-wobbly timey-wimey stuff and allow these figures topull double duty for both HH-era and Armageddon-era gaming; but I still find it fun to make something that'll fit neatly in both – after all, this is a collaborative hobby, so I want to make sure that those who lean harder into the 'historical' side of Legions Imperialis/Epic aren't too offended. 

It's partially for that reason that I picked yellow as the heraldry colour. It's got precedent in both HH and 40k eras as an accent colour, and helps to make the base green pop. 

+++

+ Roll call +


What have we got here? I had sufficient models to put together 9 Tactical stands (by drafting in sergeants, the odd veteran and squad banner bearers, you can have five on each stand and still stretch it), 2 Plasma Support squads and 2 Missile Support squads.  Besides that, I put together a Command stand, too, with a converted banner bearer and a Terminator Sergeant standing in for the Officer. I like a bit of variety in the HQ models.

I think it's important to remember that these are 8mm models, and meant to be fielded en masse. Detail and precision aren't necessarily your friends here, as they'll stretch the time needed to get your forces on the board. Sometimes, 'fair and finished' is the goal, rather than jewel-like individuality.


As an example of what I mean, looking at a stand chosen at random reveals the hideous daubings importance of abstraction at this scale. I think the freehand Salamanders symbols on the pauldrons do a pretty good job of evoking the drake's head Legion icons, and when seen at actual size, the effect is fair. Nevertheless, they're far from perfect. Where you decide you want to strike the balance is worth thinking about in your plan... just don't let your aspirations stop you from getting started.

+++

+ What's next? +


These infantry mark the last in the list for this coming weekend; fittingly the reserve company being used to expand and plug gaps in the line of battle.

That leaves the vehicles to polish up and the Warlord to paint. I'm feeling quietly confident about this, as the tanks are nearly there. They'd be fine to field as-is, but I think an evening's spit and polish will do wonders to bring a sparkle to the battlefield.

To do, then:
  • 6 Land Raiders
  • 6 (well, 7, as there's an extra) Land Speeders
  • 4 Rhinos
  • 2 Kratos (Kratoi?)
  • 3 Predators
  • 2 Contemptor Dreadnoughts
... which sounds like I lot, but as you can see, isn't too arduous:


These have all been basecoated, washed, had the blacks and metals picked out, and basically need the decorative metallics (the bronzes) added, along with the tracks and markings. Should – cross fingers – be relatively quick.



Which leaves the elephant in the room, Consequens Indevitatus, Warlord Titan of the Vigilants. The base, thank the good Lord, is done; and the metallics laid down. 

It's now whether I can make a good stab at painting the rest of it over the course of two evenings, while also not falling asleep at the event!


But is it an event if it's not a caffeine-fuelled-late-night-painting-the-day-before-deployment event?

+++








Tuesday, May 20

+ inload: Ultramarines on Armageddon +

 + We March for Macragge +

+ Still firmly WIP! +

+ It's been a long time since I've tackled those boys in blue, but since they were involved with the Second War for Armageddon, I couldn't resist starting working up a new figure – the Captain above. +

+ I've exloaded before about why I find Armageddon such a rich canvas to work upon, and it'll be fun to play around with some 40k-era Ultramarines, rather than the Great Crusade-era warriors of the 15th Chapter, Praetors of Calth. +

+ You can read the technique I used for my older Ultramarines (pictured) in this inload [+noosphericinloadlink embedded+]. +


+++

+ Pseudo-historical nerdery +

Fittingly for the uptight strait-laced Warrior-Kings of the XIIIth, I've been trying to work out who was in command of each Company during the Second War for Armageddon. In the case of the Salamanders and Blood Angels, it's been a bit woolly, but the Ultramarines turned into a rather enjoyable research deep dive, benefitting as they do from being the 'default' Chapter for GW to explain things.

Here, then, is a rough timeline for who's who in the Ultramarines officer corps at different points in history. It struck me that it might be fun to see whether we have enough information to see who succeeded and preceded who in particular posts – for example, who was Captain of the Second at a particular point; and how much things have changed since the resurrection of the Avenging Son and the Cicatrix Maledictum.

Take this all cum grano salis, as the background is twisting and often slightly contradictory, and often with gaping lacunae. Nevertheless, here's a vision of the Ultamarines during three in-universe periods which roughly parallel and represent 90s-era/2nd ed. Ultramarines; the mid-00s 5th ed. Ultramarines; and current-day 10th ed. Ultramarines. 
 

Key – 

† Death and date
* Promoted to the role and date
? Best guess.


+ The First Tyrannic War 745.M41–746.M41 +

  • Chapter Master – Marneus Calgar
  • 1st Captain – Saul Invictus †746
  • 2nd Captain – Severus Agemman
  • 3rd Captain – Jehnnus Ardias †745
  • 4th Captain – Idaeus
  • 5th Captain – Cato Sicarius
  • 6th Captain – Maximus Epathus
  • 7th Captain – Gerad Ixion?
  • 8th Captain – Captain Hellios?
  • 9th Captain – Captain Sinon?
  • 10th Captain – Captain Antilochus?

...and as a bit of interest, the 2nd Company saw a lot of change during this period. Lucian Trajan served as First Sergeant to Severus Agemman. As Agemman was promoted to the 1st, Trajan became captain of the 2nd, with Demetrian Titus (of Space Marine fame) serving as his First Sergeant. They fought together 'for a century afterwards', before Trajan was killed by Eldar on Beta-Arcturus. Titus then because Captain – which must be somewhere around 840.M41. He was only Captain for a handful of years, because 'soon after Sicarius became Captain, he was announced the Suzerain of Ultramar in 849.M41'.

+ The Second War for Armageddon 941.M41–943.M41 +

  • Chapter Master – Marneus Calgar *
  • 1st Captain – Severus Agemman *from 2nd 746.M41)
  • 2nd Captain – Cato Sicarius *from 5th ~848.M41)
  • 3rd Captain – Mikael Fabian
  • 4th Captain – Idaeus †7~997/999
  • 5th Captain – Caito Galenus *unknown
  • 6th Captain – Maximus Epathus
  • 7th Captain – Gerad Ixion
  • 8th Captain – Captain Hellios
  • 9th Captain – Captain Sinon
  • 10th Captain – Captain Antilochus
Between these wars, we had the Assault on Black Reach; and then the return of Guilliman. After the Terran Crusade, Sicarius disappeared and Acheran, who served under Sicarius (presumably in some role like First Sergeant). On his return, Sicarius was transferred to become the commander of the Victrix Honour Guard.

Galenius is noted noted as being promoted 'in the wake of the Battle for Macragge, but Sicarius wasn't promoted away 'til 848ish; so presumably around then? He must have served for around 50 years, as he is noted as active into M42. 

The poor old 2nd must have wondered what was going on, as their other former Captain, Titus, returned as the same time, and currently serves as a Lieutenant! 
 

+ Post-Plague Wars M42 onwards +

  • Primarch Roboute Guilliman*
  • Chapter Master – Marneus Calgar
  • 1st Captain – Severus Agemman
  • 2nd Captain –Sevastus Acheran *from within ~999.M41
  • 3rd Captain – Mikael Fabian †?012.M42 (MIA)
  • 4th Captain – Uriel Ventris *from within ~997/999.M41
  • 5th Captain – Phelian *~012.M42
  • 6th Captain – Ferren Areios
  • 7th Captain – Gerad Ixion
  • 8th Captain – Captain Hellios
  • 9th Captain – Captain Sinon
  • 10th Captain – Captain Antilochus

+++

+ The Model +

As is hopefully clear, the Captain is inspired by this 2nd edition-era Captain model:



The plan is to bring in the laurels and banding on the legs through painting. The basic model is one of the many (many) Space Marine lieutenant variants we got, with the head from the Horus Heresy Praetor. 


Painting-wise, I started this a few months back; leaving it with the base done and blues and golds blocked in. I drifted away from the project, and am waiting for enthusiasm to take hold again.


Given my recent enthusiasm for 2nd edition 40k, it'd be quite fun to paint him up to field alongside the Steel Legion of the 7th Army...

Wednesday, May 7

+ inload: Salamanders reinforcements for The Corsair Gambit III +

+ Combat Strategy +

+ Salamanders reinforcements for The Corsair Gambit III +

+ Another Epic-scale campaign event is coming up – the closing part of Maximal Fire's Corsair Gambit. You can get a ticket here [+noosphericexloadlink embedded+], if you fancy joining in. Having taken the Salamanders to the first two, I wanted to be there in the closing stages, too. +

+ Into the Fires of Battle! +


+++

+ Plans and preparation +

The event pack notes that the game size has increased to 3,000pts, so I've got some building and painting to do – though in a pinch I have plenty of Epic Ultramarines and various Titans that can fill in some space, so the pressure is off. Nevertheless, I'd like to have a nice cohesive army, and it'd be good to round off the Salamanders and apply some of the lessons I learned at the previous events. 

You can pick up on the previous panic-painting sessions here [+noosphericinloadlink embedded+], if you're interested in what the rest of the army looks like.

Long-time inloaders will know I like to build campaign-specific stuff for events like this, and since the fighting is taking place on the forgethrone of Legio Maximal, Nabed-Paleae, I'm planning to take a Warlord Titan. The points restrictions for allies (no more than 30%) mean that I'll have to replace Profugon Iratus, the Reaver who spearheaded the previous campaigns, but I do want to make sure that there's at least one Titan from the Legio there, fighting for its homeworld.

+++

+ Salamanders +

While a Warlord Titan will gobble up a significant amount of points (and also help to keep the number of Detachments/Formations down to help with game speed), I've also got some new Space Marines to paint. This is a mix of infantry and armour:


I think Epic-scale games looks best when there's a combined arms approach, with a range of everything from infantry, armour, aircraft and War Engines involved. Happily, GW's new FAQ for Legions Imperialis has addressed quite a few of the bits I disliked about the base ruleset, and has gone some way to rein in the strength and flexibility of infantry.

Nevertheless, what Space Marine army doesn't have lots of Space Marines? I had some Marines left on-sprue from previous events, so it's time for their time in the sun – and guilt-free, as they'll now behave more reasonably than their super-speedy previous incarnation. On the blocks are:
  • 8 stands of Tactical Marines
  • 2 stands of Plasma Support Marines
  • 2 stands of Missile Support Marines
  • 2 Command stands.

These won't add up to a huge amount of points, but will allow me to bulk up Detachments and give my marines some real sticking power around objectives. The Salamanders Legion special rule makes them very resilient morale-wise, and this will combine well with the Demi-Company Formation special rule, which makes supporting non-infantry better at supporting them when capturing objectives.

As you can see above, I have created a monstrous 'painting sprue' to hold the marines while I spray and paint them. To do this, simply snip off the extraneous supports, trim those below, and glue it to the remaining sprue so the models stand upright, in a consistent orientation. The two-part missile marines and plasma marines, some of which are oriented differently to the Tacticals, are cut off individually and superglued straight to the bit at the front of the painting sprue.

Once in position, you can prime with brown (I use Colour Forge's Hyrax Brown), then do a zenithal spray of Salamander Green – that is, keep the sprue at a consistent angle, and spray downwards onto the models, so the brown remains visible in the lower recesses.


The same zenithal spraying approach was taken for the vehicles, though since they're considerably larger, I also turned them upside-down and gave them a quick spritz with a darker green to suggest reflected environmental light. The additional armour units are:
  • 6 Land Raiders
  • 3 Predators
  • 2 Kratos
  • 5 Land Speeders
  • ... and 4 Rhinos, which don't currently have a place in the list, but are on standby to fill in space.
The Kratos are that rare thing in my army – a unit that doesn't have any place in previous editions of the game, and are included slightly begrudgingly as the only Heavy Armour choice currently available to Marines. With that said, I like the models a lot more now I have them in hand, even if they do have the weird half-visible tracks that I find so odd about the newer Marine Armour (Sicarans likewise flashing a bit of thigh).

In terms of armament, I've picked one of each Kratos main gun – primarily to try each one out. These will be Command Tanks, and if time allows, I'd like to go to town on these a little bit with markings and freehand. The Predator squadron is armed with lascannon turrets and heavy bolter sponsons as a bit of a change from the others, which have the old-school autocannon turrets and lascannon sponsons.

+++

+ A minor rant on list-building +

You'll spot that I've got 'spare' Rhinos that may or may not make the list, and that's because I can't bring myself to write a formal list just yet. I find army building in Legions Imperialis a chore. There's loads of fiddly technical hoops to jump through – 'you must have X'; 'you can't have Y'; 'you're only allowed 30%' – but they don't really do much to rein in abuse, as the stories of LI tournaments attests, with armies made of hundreds of Missile Support Marines, Dreadnoughts and Warmaster Titans, with a scant few stands of Tactical Marines to make it legal.

Secondly, the divided nature of the army list across loads of books makes experimenting with lists more awkward; and then there are odd decisions of iconic units like Whirlwinds and Vindicators still not being out, or the Land Raider, the Space Marines' battle tank for forty years inexplicably being made into a Transport...

Oof. All exhausting, and another unnecessary bit of 'mental friction' that prevents people from picking up what is at root a very simple and fun game.

+++

+ Painting +

Once dry, I started painting both infantry and vehicles using the technique outlined in this inload: [+noosphericinloadlink embedded+]. They're ticking over nicely, but I think I'll have to pick up the pace a bit to get them all up to scratch in time for the event. 

Of course, this is where future-proofing comes in handy, because I've got a pile of bases ready and waiting from the last big batch of Epic Salamanders I did – once the marines and Land Speeders are painted, it'll just be a case of gluing them in place.


Speaking of the Land Speeders, the squadron needs a sixth member – en route from the piractical forge-moons of eBay – and because the only ones I can find are pairs, I'll end up with six with the flamer and multimelta option.

It may be objectively worse than the plasma and heavy bolter variant, but who cares when I can indulge the pyromaniacal desires of my mean green Space Marines?

+++

+ What else is new? +

I've got a game of 2nd edition 40k lined up with Bob Hunk – his orks are coming out to give my Steel Legion a kicking – and as you'll see below, there are some 32mm Salamanders awaiting a bit of painterly love.


Oh, and this...





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 bits and bobs – 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.
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+ 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+].

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Friday, April 11

+ inload: 8th Squad, 2nd Company +

+ Squad Greon; 8th of the 2nd Company +


+ Another inload that's been lurking ready to polish off. I can't quite believe that, apparently, I finished these in 2023(!). I guess in between other projects and painting their Epic-scale counterparts, it has been a while. +

+ This inload has remained embargoed in this noospheric node because it was orginally intended as a series – but rather than sit on it forever, I thought you might like to have a grand sweep! +

+ Below, then, is the extent of my finished Salamanders – though there are more on the way. After all, what reinvigorates interest in a project more than taking a look back over the finished ones? +

+++


Unlike the others, his measure of patience had run dry some time ago. Another breakdown. Another pause. Volkaeus Orurr breathed out testily.

Looking for a distraction, he reached for the rail and clambered up to the Rhino's roof one-handed, his boltgun in the other. Magnificence was not the fastest transport in terms of raw speed, but unlike the convoy vehicles, he mused darkly, it could keep going. 

The transporters were not vehicles intended for service in hostile environments like the Dune Seas. With a regularity that struck Orurr as perversely ill-fitting to their mechanical reliability, every few hundred klicks one or another of the tankers or luggers would slew to a halt as filters clogged, tyres slumped, or the over-stimmed and under-rested hiveborn crew passed out in the unaccustomed heat. The convoy would pause, on edge and nervy, as the errant vehicle was coaxed back into life, winched back onto the track, or otherwise repaired. 

The worst were the failures that billowed thick, oily smoke – as potent a signal as any the orks might hope for. Easy pickings here, the coiling smoke suggested.

Not for the first time, the Salamander cursed the name of Herman von Strab. According to Captain Mir'san, it was largely owing to the Imperial Commander's arrogance and mismanagement that these intra-hive transports were all that was available for the backline armies. Hurriedly fitted with bulky external breathers and heat shielding before being filled with vital water, fuel and materiel, the vehicles were slow and unreliable – and thus the convoys were perfect targets for the roving greenskins.

The cream of Armageddon's armies had been lost in the early conflict, and the replacements far from confident. Upon his arrival, Chapter Master Tu'Shan had been appraised of the situation by Captain Galenus of the Ultramarines' 4th, and had immediately taken it upon the Salamanders' broad shoulders to ensure the world could fight; that its vital roads and arteries would be protected from roving marauders. Clapping his cousin on the shoulder in gratitude, Calgar had made his gratitude clear that the Ultramarines would be freed to prosecute the offensive. 

+++


The ever-present chemical tang was acerbic; but the height afforded by the Rhino gave him a moment's relief. The vehicle crews needed rebreathers in the hot, dry air, but the Space Marine's genewrought might made the air merely unpleasant. He wrinkled his nose in distaste and looked about him.

Armageddon's sun was low in the sky, red and ominous. Dark spots across it marked orbital defences – or more likely the wreckage of the same. The ground was seemingly an endless sea of yellow-grey dunes; the road all but hidden. Orurr's belted helm knocked against his leg as he straightened up. 

Nothing for five hundred miles in any direction. No landmarks save the distant hive – and that had long been swallowed by the dust. Not even Astartes' vision could penetrate that.

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+ V'reth Tardisdemi +

Previously known as Man'Ekes Kenndh, he adopted the name V'reth Tarsidemi following his tempering. Noted as 'Melancholy of aspect and pensive by nature', Tarsidemi appeared to regard his promotion to the Battle Companies as part of a great cycle; an inevitable result of his forebear's consumption in the pyres of warfare, rather than as a result of any exceptionalism on his part.

Regarded as over-analytical and tiresome by his previous squadmates in the 6th Company, he was an uneasy fit amongst the Flamehammers. He found a more fitting place within the Defenders of Nocturne, where both his asceticism and his appreciation for aesthetics came to be regarded as strengths.

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+ Cassax Fo'ken +

Bastards. That was what they always were. Fo'ken had fought seven different species of Xeno bastard, and been involved in wars on seventeen different campaigns involving human bastards. Oh, they varied – different weapons or tactics or heights, novel spines or scales or ululations – but all that mattered, to Cassax Fo'ken, was that they were bastards that he had to kill.

The orks were no different. Not for him the Salamanders' ritual term – the gurm kenndh, or 'Old Enemy'. No, to him, the greenskins were simply bastards. Small bastards, big bastards, bastards with big guns... It mattered little to him.

In truth, he was an outlier. The first to be assigned to Greon's squad, Fo'ken was as dependable as any of his brethren – though few sought him out for comradeship.


+ Typhak Numatone +

Unequivocal and single-minded from an early age – 'from the cradle,' joked his parents – the boy who was to become Brother Typhak Numatone had the given name of Br'Tra, which meant 'supremacy' in his city's tongue. Whether through destiny, a sense of filial duty, or simple nominative determinism, Br'Tra doggedly purused Ascension, believing it to be the only way to do honour to his family. Such ambition is not infrequent on Nocturne, but Numatone was able to moderate raw drive to avoid pride and become a considered – if impulse-driven – addition to the 2nd Company.
 
The reinforcing studs on his left greave are an example of the customisation that Salamanders are wont to practise on their armour. Famously, every Salamander creates his own armour – and while this is broadly true in terms, it remains the purview (and responsibility) of those inducted into the Cult Mechanicus to truly render it into Power Armour. 
 
+++

+ On Armour +

During their time in the Seventh company, each Scout will work under the auspices of a Techmarine to forge the external plates of what will become their suit of armour. Not all will prove of battlefield quality, and Scouts are encouraged to retain the items they have forged – thus a talented individual will be proudly 'bare-celled'.
 
The pattern of armour a Scout will undertake to create will be suggested after consultation with the Techmarine, Officers of the Seventh, and (usually) a representative of the Promethean Cult. Thus a Scout may begin to manufacture a suit of any STC-approved mark – and in exceptional cicrumstances, even beyond these. By far the most common in the centuries approaching the Badab and Armageddon campaigns was Mark VII plate, vulgarly known as 'Aquila Armour' on account of its prominent eagle-headed breastplate.
 

When the time comes for a Scout to advance to a Reserve Company, they will present their plate to one of the three Masters of the Forge for inspection and sanctification. The Forgelords will assign an underling – usually a Techmarine, but occasionally an adept and sanctioned Battle Brother who has chosen to sponsor the Scout – to convert the suit of inert plate into functioning Power Armour.
 
The newly-ascended Reservist will then use the armour going forward. Most Salamanders will continue to refine their craft, expanding their skills in the forge by creating additional plates or even full suits. Some focus on aesthetic changes such as lizard-scale trimming or patterning visible only to those with Firesight. Others favour practical augmentation of their existing suit, adding sub-surface reinforcement or back-ups to keep their armour functioning under stress. 
 
A few petition the Techmarines to allow them to attempt other patterns of armour, seeking the challenge of inviting the notoriously fickle 'ruh' (machine spirit) of ancient patterns into their creations – this accounts for the relatively high number of seemingly ancient armour patterns in a Chapter that practices ritual destruction of grave goods. Of course, since a warrior will wear only one suit of armour, other surviving suits may remain as relics – and as with other Chapters, it is relatively common for such relic suits to be used for honorifics, either in whole or in part.

+++


+ Yaptan Greon +

+ Adrak Ush'en +

He had filtered out the rattling creak of the tracks, the ever-present squeaks and groans of Magnificence, and Sepor's private murmured mantra. It was harder to ignore the bucking as Magnificence's suspension made heavy work of this rutted, ill-maintained section of road. The Marine opposite, Numek, hammered a gauntlet on the internal door after a particularly rough jolt.

"Zer Nazan, Ka – much more of your driving and we won't need the gurm to kill us."

The driver yelled back an expletive.
 
Ushen grinned. He could have connected his autosenses to the Rhino's slaved pictcapters, but – jolts and knocks notwithstanding – preferred using his own eyes to peer through the vision slits. 

The war was visible. Immanent. Explosions within the smoke lit the low, disturbed clouds. The horizon seemed to smoulder. Ushen's eyes –as yet still dark by nature – glittered as though kindled. 

Even at this distance, the greasy shimmer of the hives' void shields were visible. They illuminated the dust storms around them, each hive a dim and eerie beacon to the invading gurm kenndh. He wondered, idly, if the convoy drivers could see them.

Ushen was under no illusions that the distance from the primary hives protected him or the others from attack – but he was equanimous about this. The Promethean Cult had long since taught him to anneal resignation or fatigue into stoicism and self-reliance. His faith was firm, deep-set; and built on the sturdy framework of childhood tales that had proven very real. The mythic cycles of the stormlizards; the galactic presence of the dusk wraiths; and – of course – the intrinsic evil of the gurm kenndh: humanity's old enemy.

It was as elemental as the dust or the ground. If he were to meet his end here, it would make no odds to his faith.

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+ Illor Hak'phast +

+ Mulbaku Numek +

+ On Geneseed+

Those invested with the geneseed of Vulkan demonstrate measurable physiological superiority to transhuman norms in relation to cellular repair. While making them no more resistant to direct damage than any other Space Marine, they have a baseline advantage in overall resilience – in short, making them fractionally harder to put down and swifter to return to battle than other Astartes.

For the Salamanders long history, this has repeatedly proven a critical boon. Most recently, during the mournful Badab War, the veterans of the Second Company were treacherously attacked during a parley. It was partially owing to their unexpected resilience that they were able to survive the attack.

On Armgeddon, their extreme temperature tolerance and radiological resistance – again markedly superior to those of other Astartes – made them well-suited to the hostile chem-and atomic-spoiled environments in which they found themselves embroiled. They are remembered in song on Armageddon for being those Space Marine most closely associated with the populace. While the noble Blood Angels and courageous Ultramarines took the war to Ghazghkull and his horde, spearheading numberless assaults and thwarting key ork advances, the Salamanders under Tu'Shan and his Captains instead turned to the numberless petty battles that raged across the continent.

Fragmented and frequently isolated, the geneseed gifts of their Primarch sire – along with mental resilience cultivated by their peculiar practises – allowed them to operate at peak efficiency. That they are so fondly remembered by the people of Armageddon is particularly notable when one considers the other aspect of Vulkan's gift: their inhuman appearance. 

The Primarch Vulkan is usually pictured as a coal-skinned giant with glowing red eyes. Whatever the truth of the matter – and ten thousand years separates the modern Imperium from the days of gods and monsters – the bulk of his descendants certainly demonstrate similar physical differences. These emerge gradually, and with varying speed. 

+ Nomix Nor'jargan +

+ Dakad Ka +



+++



Apropos of nothing, it's been quite fun sorting out the markings and thinking about the not-quite-Codex organisation of the Salamanders. I keep having to remind myself that the squad system doesn't work like the Ultramarines. Minor stuff, but it's in such details that we can find diversion and enjoyment.




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