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CustomTitle

  1. Templar-izing my Outriders I already have a pretty large bike force for my Black Templars so I've been waiting excitedly for the Outriders. I added some of my existing bike conversion parts to the mix along with the heavy guardbrace on the shoulder pads. For the exhausts, I removed the thinner segment of the exhaust pipe filed it smooth then attached my resin upgrades rather than just drilling out the tube. Because they are so small they can be a bit fiddly but IMO it's worth the effort. It helps to add them before attaching the side pieces to the bikes, while you can still do it at any point it's just easier while it's still separate. I use a jewelry saw to remove the tube tips on the exhaust since it makes a nice clean & controlled cut, then filed everything smooth before attaching the resin tips. I use the tip of my hobby knife or a sewing needle carefully touched between the vents and help pick it up so I can eyeball that everything is straight before pressing it in place. The guardbrace was heated in very hot water for about 15 seconds then bent around the shoulder pad. (Hot enough to make tea) If you mess up they can be reheated and they'll flatten back out. Just make sure they aren't too cold when you go to bend them or they could crack. If's it's heated correctly it'll be very pliable. I used one of the Templar vehicle crosses on the hood and the shrine on the rear is a press molded copy of the top of the buttress piece from the Imperial Sector city fight terrain. Link for where to find the conversion parts: https://www.reddogminis.com/human-scaled-infantry.html
  2. From the album: Indomitus

    Mission I for the Segewold Campaign (first campaign) of the Indomitus Project (Space Hulk 3rd edition expansion) - variant 5-2
  3. From the album: Indomitus

    Mission I for the Segewold Campaign (first campaign) of the Indomitus Project (Space Hulk 3rd edition expansion) - variant 5-1
  4. Brother Tyler

    DSC00810

    From the album: Indomitus

    Revised map from another angle.
  5. Brother Tyler

    DSC00809

    From the album: Indomitus

    Brother Scipio about to be rejoined with his Primarch. Brother Tyler got his revenge, but Gillyfish lasted about 5 times longer and went through both the entire stack of blips and all of the Genestealer models (okay, Bill, not the Broodlord).
  6. Brother Tyler

    DSC00808

    From the album: Indomitus

    The revised map. Gillyfish (Space Marines) versus Brother Tyler (Genestealers) re-match. Things don't look good for the Adeptus Astartes.
  7. Brother Tyler

    DSC00805

    From the album: Indomitus

    The revised map. Alex is to the left and blackoption is to the right. The game has just begun. Victory is ultimately secured by blackoption (all five Terminators survived!).
  8. Brother Tyler

    DSC00802

    From the album: Indomitus

    Sergeant Lorenzo goes down fighting (Gillyfish spanks Brother Tyler, playtest game 1 with Mission I Variant 4-1).
  9. From the album: Indomitus

    Indomitus Project, Thetus Crusade, Mission 1 (Forcible Entry), Map v 1 for playtesting
  10. From the album: Indomitus

    Shield of the Segewold Crusade, incorporated into the Crusade banner and modified for use as the campaign badge worn upon the right pauldron of battle-brothers (sans cross in that usage).
  11. SKIP ME! >>>Go to current playtest version<<< Mission 1 FORCIBLE ENTRY FORCES & DEPLOYMENT Space Marines: The Space Marine player has a Sergeant with storm bolter and power sword, a Space Marine armed with assault cannon and power fist, and three Space Marines armed with storm bolters and power fists. Genestealers: The Genestealer player begins with one blip on each of the squares indicated. In addition, the Genestealer player receives two reinforcement blips per turn which may enter play through either of the entry areas on the map. Once a bulkhead is secured, the Genestealer player receives only one reinforcement blip per turn. Once both bulkheads are secured, the Genestealer player no longer receives reinforcement blips. SPECIAL RULES Bulkheads: Bulkheads are much tougher than ordinary doors and can be sealed permanently shut. Bulkheads are placed as open doors at the start of the mission. During the mission the Space Marine player can close bulkheads in the same way as any other doors. Once closed, bulkheads cannot be re-opened. Bulkheads are so thick that they cannot be destroyed. VICTORY The Space Marine player wins if he secures both bulkheads and destroys all of the Genestealers on the map. Failure to achieve either objective is a Genestealer win. DESIGN NOTES This mission is based on the Seize and Secure mission from the Harbinger of Despair campaign, though it has been reduced (one squad of Terminators vice two, smaller map). I've also rearranged the map, though not with any serious forethought, so I imagine we may see some significant changes as a result of playtesting. The intent with this mission is simply to introduce players to the basic rules of the game. It is intended to be fairly short without a complex strategy for either player. PLAYTESTING I've provided a cartesian grid underlay to enable clear communication of which spaces players may refer to. For example, the first Space Marine to enter the map is placed on square AG19, whereas the initial Genestealer blips are placed at squares T22 and P27. Feel free to suggest changing things around, though the desired end state is that we'll have a fairly simple map and strategy. The mission should by no means be a cakewalk for the Space Marine player - he should suffer 3 casualties on average. This one is a beginner mission. The one thing that I'm worried about is the inclusion of the bulkheads. These are not part of the 3rd edition game, but players can easily represent them using standard door tiles. Still, they may be considered "advanced" even though the concept and mechanics of the bulkheads is merely an adaptation of the standard doors. I think that we can get away with them since Indomitus is additive to Space Hulk - anyone playing must already have Space Hulk and will likely be familiar with the rules and game play.
  12. While I've been working on the rulebook (still finalizing a few bits of rules, as you can see be current discussions), it occurred to me that something we might want to cover is advice/guidance on how to use the rules we're developing in the project for custom missions/campaigns. For those that have been following the terrain/battlefield objects discussion, my intent has been to create a range of terrain and battlefield objects that players can use in their own missions (or in updating missions from older editions of the game). For example, I'd originally forgotten about the autofire weapons that appeared in the Last Stand campaign of the 1st edition. Luckily, someone pointed out the oversight and autofire weapons have been incorporated (expanded and updated!). As I went through the process of creating a new version of the autofire weapons, it occurred to me that what we haven't really covered so far is advice on how to create missions and campaigns. We've created rules that players can use for characters, weapons, and terrain/battlefield objects, but we haven't really synthesized everything with the core issue - creating new missions. I'm starting to repeat myself. Sorry. Now I don't claim to be an expert on the game. Nor do I have a monopoly on good/interesting/different ideas on how to create missions. My experience has shown me that there are plenty of people out there who have useful input. So I'm looking for input from other fans of the Space Hulk game. Areas I'd like to cover include (but aren't limited to): Achieving balance in missions (this is a very difficult task!) Campaign development (storylines, progression, etc.) Alternate setting ideas (i.e., fighting Space Hulk battles in locations other than space hulks - aboard ships, within hives, within underground complexes, etc.) Anything else we can think of Two other things I'm considering adding are playing without tiles (which relates to many players using third party models for spaceships/hulks) and alternate terminator models (i.e., how to adapt your regular WH40K Terminators to Space Hulk). One note on the playing without tiles issue - this forces an adjustment to the area effect weapons, but not much else (or rather, nothing else has occurred to me). This is minor, though. One limitation - we're sticking to the (Chaos) Space Marine Terminators versus Genestealers, and we're not developing special rules for different Chapters/Legions/warbands/whatever. The key concept of Indomitus is to expand the options available while preserving the basic balance of the published game as much as possible. Note that all of this is intended to be included in the basic Indomitus rulebook, though I expect that to be a living document that will be updated as necessary. It will definitely be available as a pdf that you will be able to download and print (or just view on your eReader or tablet or whatever).
  13. G8Keeper

    Outrider Squadron

    From the album: G8Keeper

  14. G8Keeper

    Outrider

    From the album: G8Keeper

  15. I'm toying with building and painting a Victrix "company" using a lot of "normal" units painted with White trim, and Elite Shoulder Pads but using normal rules (to keep a balanced but still thematic list) while also trying to include the new models for the current state of the Ultramarines in the Fluff: (Victrix = Calgar, Indomitus = Guilliman) First up, we have the Warlord you all know and love, Robute Guilliman. He will be surrounded by his electronic protection in the form of 10 Infiltrators lead by a Phobos Librarian to so the 12" Catch-22 Denial. his chief advisor the Chief Librarian Tigurius will be leading a 10 man squad of Hellblasters. Lieutenant Titus will be leading the 10 Assault Intercessors while waiting for his audience with the Primarch, and the last leader involved is the Chaplain in Terminator Armor leading the 10 man Terminator Assault Squad, and they will be supported by 10 HINTS, and 10 Intercessors, List form: Guilliman Tigurius Chaplain in Terminator Armor Lieutenant Titus 10 Terminator Assault Squad 10 x Assault Intercessors (Battleline Role, Close Support pad) 10x Hints (BattleLine both) 10x Intercessors (BattleLine both) 10 Infiltrators (Other Role, Battleline Pad) 10 Hellblasters (Heavy Support Pad) Fluff Wise Tiggy is definitely attached to the Primarch at the hip. Titus is more likely with Calgar, but he fits better here and I suspect after running into Calgar he probably gets summoned to meet Guilliman. Now 60 Infantry, still 30 10 10 split on both Roles and pads.
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