[Project] Stuff from the Forge

General discussions about the hobby side to Tau & 40K.
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Vay
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#21 » Nov 25 2013 11:14

Arial photos from long range scouts from the 43 Elysian drop troops team showing the forces of Farsight working with T'au and Ke'lshan.

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An Ethereal?

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Sensors detected and destroyed the drone shortly after.

<<< with in 24 hours all communication from planet 7794AE have gone silent >>>
Shas'O Kais Vay Shone’nan

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

Post#22 » Nov 26 2013 02:41

So here is my dilemma, I want my Air Caste forces to be the same. They were 2 or 3 different Air caste support cadres, but the divergent schemes bother me more then they do for ground forces.
- From a fluff perspective, what are the agreed Air caste camouflage patterns?
(I have Taros as my best reference so far)

- Does my polygon pattern fit for Air Caste night fighter pattern?

* polygon pattern
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* wave/tiger-strip
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* distortion pattern
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** Solid color

RL versions

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Shas'O Kais Vay Shone’nan

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

Post#23 » Dec 04 2013 04:22

XCOM Enemy Within has done more damage to my ability to paint and focus then makes sense. Any one seen a 28mm that looks like the MEC unit you can build? I think I am going to try and make a Tau version.

---image edit---
Last edited by Vay on Jan 01 2014 12:14, edited 1 time in total.
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#24 » Dec 04 2013 05:17

Also just got Tactica Aeronautica and expansion. Some really cool ideas in there.
- love the AX2-2
- Also answered a lot of my questions above on Air Caste Camo patterns
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#25 » Dec 29 2013 03:44

The Murlock

Piranha with legs, for worlds where our hover technology is in effective. The Murlock light walker fills the roll of fast scout anti-tank/infantry.

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

Post#26 » Dec 29 2013 05:05

That is a very nice conversion Vay, quite inventive. All I can hear when I see it though is "Mrrggrrrgrglll!" :)
He who has a why to live for can bear almost any how

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

Post#27 » Dec 30 2013 11:59

And for light aircraft support for the RV-1 and RV-2 we now have the LRV-1.

Pilots are missing, but the prototype is ready. Note the nose mounted (like an A10 Warthog) BC. It is also supporting latch release Seeker missiles and ground/air target radar.

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

Post#28 » Jan 01 2014 12:43

Paint booth update:

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

Post#29 » Jan 01 2014 04:47

Hey Vay. I'm really a fan of some of these conversions; particularly the 'Piranha with Legs'. I'm rather curious of how you imagined the Murlock to function. Would it stay true to the idea of a duel-piloted vehicle (essentially a walker in all but rules), or did you imagine it as more of an abstract battlesuit? In any case, I look forward to seeing it, and your other conversions, painted up. :D

Also, could I request that you begin using an image resizer (such as Photobucket)? I've already taken care of the major offenders, however there were a number of images that were forcing my monitor to scroll from side to side to see them in full. We have an image posting guide here that explains the parameters of how we expect images to be posted. Resizing only takes a couple of minutes, and it makes your work much more conveniently viewable to members with smaller monitors.

Regards,
Por'vre Tier.
Truth was flame against a sleeping lake of petrol.

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

Post#30 » Jan 01 2014 12:13

Sorry for the images that were out of size. I will be better about adjusting pull-over images.

The Murlock counts as a piranha. It is an adaptation on the design like the RV1 and RV2 (for the Dfish) that was based around campaign advancement. Visually it also fits in with my Battlesuit heavy lists amazingly. (looks cool as hell sprinting out ahead of my Battlesuits)

Kinda like the RV1/2 and the LRV-1 - These adaptations where for my rapid advancing cadres that needed to keep pace with the Orca for distant assaults. They all have an Air Caste modified theme and design. (and the RV-2 has more engines for sucking in zombies. 66% precent more!)(because campaign zombies always Death or Glory) (according to the Earth Caste, the design was not just for wood chipping zombies but our Fire Caste swear by it)

The Murlock is like that, but it is a Fast Skimmer (Walker)(Battlesuit)(Think a very agile Mech) for areas of combat operations that need a ground mobile force (high gravity, bad skimmer weather, fighting with mag boots on the back of a space hulk with an orbiting asteroid field). The Murlock is a combination of anti-grav and XV104 mobility design. It is AI operated and forms a "hunting" link with its drones once it is in the area of operations.

() - is thoughts and design ideas
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#31 » Jan 01 2014 01:17

I'm really liking the murloc conversion. It might also be useful as a counts-as battlesuit, either an older version, an auxiliary battlesuit, or an entirely new model battlesuit. In any case I like the creative use of the riptide legs. Great work!

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

Post#32 » Jan 01 2014 04:46

Wow, never thought of that. Has any one ever built a "Mark 1" battlesuit?

The legs worked pretty well, used a few different drill bits to make the right size leg sockets. And by shortening the frame, the body does not over size the legs.

Thank you for the kind words!

Vay

Force at New Years:

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Bigger Picture
http://s1272.photobucket.com/user/Tau-Vay/media/A6B64AB5-03B4-4251-82EB-4C619808CBA6_zpsdchdbwid.jpg.html

The Ethereals around the center are a project I am working on. 1 Ethereal and 1 Warrior per Sept, they spiral out by phase of expansion. Most of second and third phase will be custom Ethereals. The Main Aun is in the paint booth so he is missing from the center.
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Re: [Project] Exo-Tide RV1 and XV107 R'Varna

Post#33 » Jan 06 2014 02:08

I can not get this out of my head now... Thanks BabaGanoosh.
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So I am going to start with the T-Series.

Drawing board:
- Theory 1: The Tau Battlesuit evolution seems to always get bigger. XV8-9-104 or XV15-25 are my best examples of technology increase equals size increase.
- Theory 2: The original Battlesuit would have filled the special weapons role for the FW.
- Theory 3: XV15 seems like the logical start point for size.
- Theory 4: The pre-T series was fossil fuel-powered, possibly more space marine jet pack like, and limited armament
- Theory 5: Functionally a Jump unit, likely equip-able like a space marine powersuit.
- Theory 6: XV8 is a V-series, So XT8 is a T-series.

- Question: What does power equal to as far as advancement? More = Bigger guns? just maneuverability? More Armor? Red paint job?
- Is there more then the T and V series? XT-8 and the XV8?

Any further guiding light on our technological history?
Contesting theory's?
Pictures of agreeable conversions?


Earliest prototype:
Field-tested during the early stages of the First Sphere Expansion
- Pre T-Series

- T-Series Battlesuits:
Circa 576.M39
Improvements in anti-gravitic motors. (More armor? Bigger?)
The original fossil fuel-powered

- V-series:
Upgraded to fission reaction - radiation poisoning proved problematic (?)

Second Expansion
- Post V-Series
Particularly in the areas of power sources (?)
Increased potency of weapon load-outs. (More load-outs and better weapons)
Repulsor jump jet technology (JSJ?)

Third Expansion
- X-Series (Guess)
Currant XV8
Taros Models
XV9
XV104
XV107
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Re: [Project] Pre T series, LRV1 and XV107 R'Varna

Post#34 » Jan 06 2014 11:14

Attempt 1: Fuel combustion engine with light weapons.
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ARC'Thunder
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Re: [Project] Pre T series, LRV1 and XV107 R'Varna

Post#35 » Jan 06 2014 11:21

This is an interesting project, Vay.

My response below was typed up just before you posted the above, but I'm glad to see that it looks as though we were thinking along similar lines.

Personally, my belief is close to your 4th and 5th theories. Most of what we have to work with is on pg 41 of the codex:
  • "The original fossil fuel-powered T-series was quickly replaced with the V-series, which used fission reaction..."
  • "... great strides had been made in battlesuit design, particularly in the areas of power sources and increased weapons loadouts."
  • "By the end of this period, the repulsor jump jets came into their own.."

Given these facets, I don't think materials improved significantly over the course of the XT-XV lifespan, so I believe the level of protection likely hasn't changed; meaning an armor save like the standard suits is probable. In regards to the jump jets, it might be that the anti-gravitic jets coupled with fission engines enabled the suits to jump at all; previous incarnations were likely just bulky, heavy infantry keeping pace due to the exoskeletons of the suits.

Something to note is that in previous incarnations of our codex XV8s needed to purchase multi-trackers as additional equipment. Much like rail rifles debuting with Gets Hot! because of their experimental nature, I believe that the previous XT/XV suits likely did not have access to multi-trackers. That weapons loadouts were "increased" signals to me that this was before the advent of the multi-tracker or perhaps even easily twin-linked weapons. Also, certain weapons may not have been available to the original T-series due to the power limitations of the era. Burst cannons, missile pods, and flamers were likely the standard requiring less power and advanced tech than CIBs, plasma rifles, and fusion blasters.

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Re: [Project] Pre T series, LRV1 and XV107 R'Varna

Post#36 » Jan 07 2014 10:27

ARC'Thunder - LOL, what you missed was a V1.001 version that had a plate armor look. Think micro version of the Dreadnaughts. I got all of that armor on the suit, stopped, and went back to what would the T-series really have. After doing a retake, all that armor came off and I went back to just adding what we know.

I completely agree that armor and basic "functions" of the suit seem baseline and have not changed through XV8-88-9-104-107. Even 15-22-25 have the basic build. I also came to the conclusion that size categories started at XV8 size. The smaller and bigger variants are all technological advances in some way.

I really like your thoughts on the multi-tracker and options. I did not mount excessive electronics as I felt most of the suit power would be taken by the weapon (BC) or for jumping. The suits fuel would be used via the flamer and the engine. So the pilot is trying to balance the limited resources of the T-Series.

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The back is a fuel combustion engine with 45 degree adjustable dual thrusters (for short controlled bursts). Fuel is in high pressure micro containers under the engine and behind the butt/waist. An older version of the flamer with a feed line that goes into the shoulder is on the right hand, a older model BC with plate shielding is on the left. I imagine a tech around early Mark 2-3 in design, so the jump capability is limited and very basic function. The model mostly allows for a higher weapons load out on the FW trooper.
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Re: [Project] Pre T series, LRV1 and XV107 R'Varna

Post#37 » Jan 07 2014 10:31

What did you use for the head on the suit I can't really tell from the angle you shot the pics. Really like the way it looks like.
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Vay
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Re: [Project] Pre T series, LRV1 and XV107 R'Varna

Post#38 » Jan 07 2014 11:04

One of the older style looking heads from the Chapter house heads line.
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There will be better front pics as the evolution continues.
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