[Project] Stuff from the Forge

General discussions about the hobby side to Tau & 40K.
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Vay
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[Project] Stuff from the Forge

Post#1 » Nov 06 2013 01:39

Root word - Exocoetidae

This is a high speed version of the D-Fish designed to reach the battle field at the flying speed of the Orca.

Its aerodynamic frame modification and stabilizers allow it to "Skim" the surface of the planet on a near zero gravity well.
As the Fire caste likened it to skipping a rock, if the rock had super charged rockets strapped to it.

So while not true flight, a pilot could navigate the map of the planet via global terrain data and planned jump points. Once at the front line, the Exo-Tide functions very closely to the D-fish with no significant loss of maneuverability.
This modification also allows for outer orbit via space craft and HALO Manta deployment, as the speed allows the Exo-Tide to fall even with the gravity of the planet.

Cost, crew reduction to 6. There are heavy weapon version in research that will attempt to replicate the Hammerhead with like capability.

Earth caste manufacturer point - Farsight Colony XII "Taros II"

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A test version will be completed by the earth caste within the week for actual combat fielding.
Last edited by Vay on Feb 11 2014 09:06, edited 3 times in total.
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Vash
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Re: [Project] Exo-Tide RV1 (AKA the Flying Fish)

Post#2 » Nov 06 2013 03:43

Loving that design.
The weapons on the sides/front I would try to put on supporting struts or something. Welded directly to the hull gives the earth case engineers a hard time to repair them when they get damaged or need to reach some parts behind the weapons (inside the hull).

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Vay
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Re: [Project] Exo-Tide RV1 (AKA the Flying Fish)

Post#3 » Nov 06 2013 08:04

Equipped with test drones, the Exo-Tide prepares for first test flights after a tier one earth caste paint job. Tier two after weapons test.

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All body in Air Caste night attack pattern. Inside in Earth Caste white pattern. All doors and seals operational.

Cleared for take off to flight test ground.
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Megildur
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Re: [Project] Exo-Tide RV1 (AKA the Flying Fish)

Post#4 » Nov 06 2013 08:48

:eek: That is incredibly cool. Very well executed and a good step by step to boot. We are very impressed with the Earth Caste's work. My hunter Cadres' are already begging to be the first to try them out!

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Vay
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Re: [Project] Exo-Tide RV1 (AKA the Flying Fish)

Post#5 » Nov 07 2013 01:10

Exo-Tide field test in city ruins was successful.

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Alpha team reached objective red and evacuated before enemy could respond thanks to the Exo-Tide.

Farsight-AI drone "Door man" - reports 98% accuracy rating for 2100KM/H map of the earth navigation. It seems rocket drone 2 was hit by a bird...
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Jefffar
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Re: [Project] Exo-Tide RV1 (AKA the Flying Fish)

Post#6 » Nov 07 2013 08:16

Very nice looking. I might suggest that the beam guns on the old wing positions don't stand out enough. A differential paint job or slightly longer guns would probably be better.

Another thought would be what would happen if you mated the Sunshark and Devilfish kits somehow.

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Vay
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Re: [Project] Exo-Tide RV1 (AKA the Flying Fish)

Post#7 » Nov 07 2013 09:06

I was thinking the the front "beam" weapons would actually work like a laser guided Air-burst Fragmentation Projectile shot. The main beam from the front sights locks a target,and either AFP chamber would launch a micro AI guided round that shotguns into the target (So it would function like a burst cannon, but look different. You can draw LOS to the main under sight like a BC as well)

By doing that it keeps the functionality of the D-fish, baring the shift of the drone site back to the rear.

If you have any pictures of what you think would work. I can not think of any options that would stay in the tau style.
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Re: [Project] Exo-Tide RV1 (AKA the Flying Fish)

Post#8 » Nov 08 2013 10:16

Weapons and field test.
The Exo-Tide had some odd stats in this combat. 0 weapons fired, 83 human zombies killed. Our earth caste workers just replaced the whole engine system and detonated the old ones. They were pleased to note the efficiency that a Tau engine could suck in and crap out bio mass. Skull shaped dents were also hammered out of the front grill and the whole front optic system had to be replaced.

Also of note, the disruption pattern works very well at distorting images.

Pandorax war zone - Taking the hive city.

Image provided by Tiger shark flying over head.

---image edit---

Now for paint tier 2...
Last edited by Vay on Jan 01 2014 12:15, edited 3 times in total.
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Re: [Project] Exo-Tide RV1 (AKA the Flying Fish)

Post#9 » Nov 08 2013 11:08

Excellent work on this model, and a very streamlined build - I like it.

I would say that a Frag Projector doesn't seem like a great idea for a vehicle that may need to intercept enemy vehicles as it moves to its objective. It'd be hard to fire it correctly when moving quickly if said target is also a fast mover. Perhaps the weapon is instead some sort of guided missile system a la the SMS, but with lesser AI in the missiles to allow them to more rapidly react to close range threats. Perhaps they're even a kind of weaponised hard kill chaff pod?

But please, don't do an image with artificial chromatic aberration and blurring like that. It doesn't suit the vision of a high-tech war machine, and it really, really hurts my eyes and makes it impossible to look at your model in action.

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Vay
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Re: [Project] Exo-Tide RV1 (AKA the Flying Fish)

Post#10 » Nov 08 2013 11:38

I like the SMS fast missile. It is very fragile in transport to the target to Aircraft interdiction. Speed and proximity to the earth are its best defenses.

Also added a spoiler to hide the combat imagery from the assault. The tiger shark was out maneuvering Necron gravity waves when it captured the ground image.
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#11 » Nov 08 2013 07:57

The XV107 R'Varna box has arrived, two projects on the table. Pictures to follow.

All the parts are amazing and crisp. Zero first glance defects! I have never seen that... well ever. Strong details and what looks like a easy clean assembly.
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#12 » Nov 09 2013 06:32

XV107 R'Varna going into paint mode. The model is amazing and really well thought out on how it is built.

Raven with Onager build.

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Last edited by Vay on Jan 01 2014 12:15, edited 1 time in total.
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#13 » Nov 10 2013 12:46

Vay wrote:XV107 R'Varna going into paint mode. The model is amazing and really well thought out on how it is built.

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I can't wait for mine to come in, hopefully it isn't lost in customs. I'm going to give it about another week and a half before e-mailing them. How easy was it to put him together?

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Vay
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#14 » Nov 10 2013 01:43

He was very easy, all the best parts of building the first Riptide + the FW parts cover things perfectly. I had to water bend one rifle, but over all the FW parts had very little too no defects. One of the cleanest kits I have ever gotten from them. I also think it is amazing how much different and cool looking the torso modification are. They stayed very true to the build designs of the XV9 weapon systems with the 107. I think I am going to repaint my XV9s to be from the same forge and sept as the 107. I should have some basic paint photos after this weekend. The 9 month old Nid spawn of mine is putting the Gorgon on my Tau painting time.
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#15 » Nov 14 2013 03:36

Thanks Zombies...

Post the city battles on Pandorax, Ke'lshan earth caste smart dudes have been making a bigger better Exo-Tide RV2.

Modification to the engines and weapon systems were made to handle the unforeseen need to suck zombies into the air intakes. They also say it is for high air debris planets, but ground troops only laughed at that statement. Alpha team is working closely with the earth caste design teams.

Also the terrain hazards of Pandorax have amplified the need for higher altitude aircraft. High loss reports from ground forces attempting to move below mid to high altitude have only increased. 32% D-fish loss to "land dragons" was deemed unacceptable.

Pictures to follow...
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Vay
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#16 » Nov 14 2013 07:47

Exo-Tide RV1 and RV2

A shift back to front mount burst cannon allowed the engineers to increase flight capability and maneuverability. It can also take 700% more human mass objects into the engine and maintain full capability.

Enhanced aviation and electronics also allow it to "fly" better then the first generation Exo-Tide.

---Image edits---
Last edited by Vay on Jan 01 2014 12:16, edited 1 time in total.
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#17 » Nov 15 2013 06:40

I personally prefer the front-bulk look of the new one, are they separate design to differentiate different Counts-As?

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Vay
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#18 » Nov 15 2013 09:52

Both count as D-fish, it is their roles that changed. The RV1 is being used by my Farsight forces on Pandorax. After the heavy city fighting, my Ke'lshan allies noticed ways to improve the design to match their own needs. So they built the RV2. Now both factions have a fast moving D-fish to fly in and support the Orca drop off forces on the front line. (Mental image an Orca with 2 RV's flying in support) - Perfect!

There is something about campaigns and actual battles that makes me go adaption crazy. I think you would have to have seen how many zombies that poor RV1 had to run over to truly find the inspiration for the modifications. On the other side of the coin, I really loved the look of the RV1 on the battle field so it was only a matter of time before I built another one. I have 1 Command and 1 standard D-fish for my Tau forces. 1 RV1 for my Farsight and 1 RV2 now for my Ke'lshan.

Side hobby note, there is something amazing about making all of your Septs (I am working to that goal, about 15% through them). Reading their fluff and building them to support the greater good has been a blast. There is a lot more diversity then I thought once you dive in.

Also of note, the RV2 is air caste piloted were the RV1 is AI-Drone piloted.

These are experimental adaptations for combat in the Pandorax sector. This death world is very good at killing forces that move via ground transport.
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