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Chaos Vehicles - What do you see as defining features?

 Post subject: Re: Chaos Vehicles - What do you see as defining features?
PostPosted: Tue Jan 31, 2012 9:19 pm 
Purestrain
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madd0ct0r wrote:
Aesthetics for the four gods
Khorne-

Binding straps, gleaming oil, plain, unfussy and unsubtle, almost business like compared to undivided chaos. Limited decoratve inlays in bone and skull motifs. Emphasis upon shredding in CC and heavy bore cannons.
Other minor influences are snarling dogs, fire, furnaces and blackened chimneys, brass steel, blackened chains. Bat wings and echoes thereof.

Slaanesh- Whimsical and capricious. Heavily influced by Eldar aesthetics, graceful curves, panel lines, gemstones. CC a factor again, but reliant on speed not strength: katana and rapiers. Silk canopies, contrasted by hints of decay: beautiful torso on a caterpillars body, sleek war tank with ant head.
Other minor influences: Bull head, tongues/tentacles, eldaresque glyphs, golden chains, art nouveau, fish scales.

Nurgle- Ironic toughness. Normally larger, bulging and more organic then others. Nurgle’s domain is in the flesh. Also the most likely to use archaic materials: large monolithic wheels, heavy wooden beams, pitted cast iron plates ect
Other minor influences: flies, maggots, mould, organic bulging contours.

Tzeentech:
most unearthly and unnatural. Opposite to Nurgle. Often covered in Glyhps, runes or other writing. Least likely to follow bio-mimicry i think, but the most likely to have open cyborgisaton instead. Most likely of gods to have architectural flavor to constructions.
Minor influences: electricity, pseudo-circuitry, lab equipment, crystal, copper and polished steel.

Great summary.

However for sepcific vehicles it may not be cost effective if someone had to design and cast 5 separate versions of each vehicle (i.e. 4 major gods and undecided). For that type of thing best to keep fairly generic and show the difference mainly through paint schemes. Unless you can have the core model as generic with separate add-ons to represent the specific faction- i.e. faction specific doors for rhinos/ land raiders.

Obviously if a specific model was being designed that would only be used in one/two specific lists then it would be great if it could include as many as possible of the above features for that specific faction.

Cheers

James


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 Post subject: Re: Chaos Vehicles - What do you see as defining features?
PostPosted: Sun Jan 20, 2013 1:56 pm 
Brood Brother
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This is useful as I'm currently looking at bodging my own variants for Daemon Engines. The one big design aestheti which hasn't been mentioned is Khornate chain weapons.

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 Post subject: Re: Chaos Vehicles - What do you see as defining features?
PostPosted: Mon Jan 21, 2013 1:40 pm 
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It's not my intention of derailing the original topic, but wanted to put my two cents worth in.

Spectrar Ghost wrote:
We should stat not for variants, but for roles.


Hit the nail on the head right there. There's no point in so many variants if they add little to strategic style of play. I'm all for the abstract generalised approach to unit stats.


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