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Found 22 results

  1. So my local event organizer designed a large-scale battle to cap the year off. This will take all five of the large tables in my FLGS as the community battle over the course of the day. The main forces in this are: Defenders - Xenos Factions (minus Nids) Attackers - All chaos factions, GSC, Guard and Admech (Traitor and dark effectivately) The over arcing mission of this event is to stop the Chaos forces from completing a ritual on a majority of the tables. This is a modified version of the Ritual mission from 9th if my guess is right. The defenders will be divided by faction to protect their assigned area/table. So far there is only one other Tau player in this. However between the two of us we are fielding a combined total of almost 9K (5300 for me, 3600 for him). So this is going to be a semi-packed table. I’m not sure on my counterpart’s force comp, but here is the list of units that I will be bringing to the defense. Dark Wind Cadre 7th Gue'vesa Wing This is pretty much my entire collection, at least the painted portion. I do still have more units to work on, but will not be done by the event (Dec 16th) as I need a break from tau after finishing the Ta’unar. Speaking of which, some pictures I took of the battle ready unit. I want to add another GCS trooper and some flare to the other two engines later. Just ran out of greenstuff and I don’t have access to another trooper. The one I used is from the Ridgerunner kit I have and the splated arms are used from my sister’s spare parts of her GSC collection. For the suits, plan is to consolidate them and do 3 teams of 3 with a commander, this will leave a commander on their own, but the same will happen with the fireblades. My major hope is that I only have to face one of the three Chaos Knight players I know are attending. Honestly I figure the EO will spread them out a bit. The rest is going to be how the first turn goes cause whoever gets it will be causing a large amount of pain in the opening salvo. Also not sure if their will be some version of Sustained Assault, though there is a decent chance there will be.
  2. Hi all! There are quite a few topics on the process of creating xenos armies here, even in a separate forum there are very few of them. Therefore, I decided to dilute the crowds of SM and CSM a little with blue-skinned guys in big robots. In general, it all started with the fact that we decided to gather and play Crusade with a small group of friends. But all the armies have guys in power armor, for this reason I decided to add a little variety and collect tau for myself. And at the same time, he shares with you the process and news from the battlefields (but this is still far away). To start, I decided to build and paint one Fire Warrior and one drone to try out the color scheme I came up with. These are small steps towards a great good. I was pleased with the result. Everything turned out pretty quickly and looks detailed. A little later I will try out the color scheme on big robots.
  3. Collected some pics of my second Tau army during a pair of games. I threw in two Farsight models I actually completed before I went back to my Eldar. Edit: My Tau gallery here at @B&C.
  4. Hello folks - I just finished my initial base for a Codex Demiurg for 9th. Based on the lore and references from the HH and 40k sources. So to be clear these aren't squats but a xenos race with a similar sci-fi/fantasy trope. Right now its mostly expanded lore, units and weapon profiles with point and power ratings. I think after I get some feedback I'll then think about the next phases for Stratagems, Warlord Traits, Relics and then the later work on Crusade rules (which revolve around the whole mining, technocratic and mercantile ideas planted here). Any thoughts please fire away. Presently no artwork so don't take that against me! LIBER XENOS HORRIFICUS CODEX DEMIURG The Demiurg are an ancient race of miners and techno-artisans who reside on the far Eastern Fringe of the Milky Way Galaxy and the Ultima Segmentum. Once the Brotherhoods of the Demiurg operated an almost galactic wide commerce network with many other xenos civilizations and empires. However, after the genocidal campaigns made by the Imperium of Mankind during the Great Crusade, many of their client species were wiped out of existence. Though they will freely trade with human worlds, the commerce fleets of the Demiurg are still an uncommon sight in the Imperium, despite the number of sightings of them having increased over recent centuries. They are an almost purely space-borne in their massive and majestic commerce vessels. Though prone to avoid unnecessary conflict, the Demiurg are capable of aggressive actions when protecting their fleets, mining operations, and production quotas. This document contains all of the rules and additional datasheets that you will need in order to fight battles as the forces of the Demiurg Botherhoods. This is intended to serve as a fan-made Codex to compliment those rules presented in the 9th Edition Warhammer 40,000 Core Book and supplements. Where and if such overlap occurs those parent rules & datasheets will be found in that parent volume instead of being republished here, except in those circumstances where such reproduction is of benefit to the completeness of the Codex. In such instances the rules common to those described below are referenced in the Warhammer 40,000 Core Book as well as in any of the unique datasheets presented here. THE LIBER XENOS HORRIFICUS: CODEX DEMIURG XENOS HORRIFICUS PROFILE: HISTORY The Demiurg reside on the far Eastern Fringe of the Milky Way Galaxy and within the Ultima Segmentum hinterlands. Once more wide spread throughout the Milky Way, their trading networks with numerous other xenos civilizations and isolated human colony worlds collapsed with the arrival of the expeditionary fleets of the Great Crusade. The Demiurg were still until recently an uncommon sight outside of the Galactic East and the Imperium, though sightings of their Commerce Fleets within Imperium Nihilus have increased since the Waning of the Imperium’s influence and the arrival of the Great Rift. The Demiurg are an almost purely space-borne race, traversing the void in their massive and majestic commerce vessels. Known to readily establish trading agreements and commerce rights with numerous other civilizations, they have most recently made alliances with the T'au. Serving as economic allies of that newfound races’ Empire, they were initially introduced to the T'au via their mutual relations with the Kroot xenos. From the Demiurg Brotherhoods of Srry'Tok the T’au gained the knowledge of Ion Cannon technology, which is now used heavily by the T'au in their armies and fleets. The Brotherhood of Thurm is known to have joined the T'au Empire outright in exchange for numerous Asteroid mining rights and fabrication contracts, whilst being provided T’au military support for the protection of such operations in hostile neighbouring Imperial space. The history of the Demiurg, known in the T’au Lexicon as the "Bentu'sin" or "wise-gifted ones", is long and sometimes cryptic. Hailing from an unknown area, likely within the Eastern Fringe, the Demiurg were a technologically mid-level civilizations beginning to explore the void immediately close to their Homeworld. However, this changed with the arrival of an advanced fleet of elegant starships led by the entity the Demiurg would later refer to as Thawl’l, as well as by the other titles of ‘the Great Maker’, ‘the Teacher’, and ‘the First Artisan’. According to the Demiurg, who by nature of their unique silicon-based physiology have an almost eidetic race memory, Thawl’l came to the worlds surrounding the Demiurg’s cradle for resources to begin the Great Imperative, and nurtured the ancient Demiurg in the means by which to harvest and shape the extensive ‘Nightstone’ deposits of which their worlds were plentiful. The Demiurg, in awe of such great scientific and artistry gladly began to assist Thawl’l and his kind in the Great Imperative, craving up their home world’s resources, and those in the neighbouring system, loading the precious Nightstone cargo into the great vessels and transportation gateways of Thawl’ls fleet. However, only shortly after the initial completion of the Demiurg’s efforts, Thawl’l and the fleets of his kind vanished, leaving the Demiurg alone and without a stable homeworld. Seemingly abandoned by Thawl’l and their servitor races, the people of Demiurg decided to follow their teachers’ example and reach out into the wider galaxy. Shouldering the mantle of Great Imperative that they were handed the Demiurg built enormous interstellar Strongholds, robust void craft from which the newly founded Brotherhoods could survive. From these fleets, comprising all the necessary forges, factories and processing plants, and required, the Demiurg and their Ghola mining machines would seek to harvest the resources of the galaxy, and turn those raw materials into marvels with which to trade with the other races they encountered. Where possible the Brotherhoods would teach the knowledge to other species and civilizations in the ways to harvest their own resources and continue to ways of building and craftmanship. And so Thawl’ls Great Imperative would continue until completed. BIOLOGY The Demiurg are a race of short stocky humanoids, with an unusual biochemistry. Evolving on a long-forgotten world of great mineral wealth, the Demiurg have a silicon-based biology meaning that they are composed of a diversity micro-crystalline blockcells and quasi-neural networks. When replicated under certain electromagnetic conditions these crystals can form complex organo-fabricated structures which perpetuate in a mutualistic manner similar to the various cells and organ types in bio-organic lifeforms. The manner by which such silicon-based species and lifeforms evolve are poorly understood by the carbon-centric lifeforms of the universe. However, other such species have been well documented by Imperial scholars, including the parasitic xenos Nekulli Necro-worms and the titanic Void Kraken monstrosities which plague multiple sectors of space. The Demiurg, for example, are known to be exceptional robust in their biology owing to this geo-organic evolution, and appear to be practically immune to many of the poisons, toxins, radiation types that prove exceptionally deadly to bio-organic matter. In fact, it appears that the exposure to certain types of radiation and electromagnetic forces is a necessary component to the life history and reproduction (or more appropriately replication) of the Demiurg species. The Demiurg are a genderless species, in that they reproduce using geo-organic replication of their tissue-like crystalline blockcells and neural structures. Usually, events which require a Brotherhood to replicate further descendants from their original lineages, meaning that reproduction to the Demiurg is never unplanned but a facet of their unending schedule of ore extraction efficiency and the meeting of production quotas. Such events include the loss of multiple Brotherhood commerce clans, such as via mining accidents or armed conflicts, or when a new mining operation of immense size is required that needs new Demiurg Brotherhood clan groups to oversee and operate. However, such replication used by the Demiurg is not cloning however, as the resulting Demiurg produced by the electromagnetic excitation of its progenitors crystalline ‘cuttings’ is never a complete identical copy. As the Geo-organic structures grow and weave together, a number of influences factors be they radiological, electromagnetic or even gravitic can lead to micro changes in the growth of any single Demiurg’s mass, composition and even its silico-crystal neural complex or ‘brain’ in organic terminology. In particular it is the brains of the Demiurg which are very unique even by Silicon-based life-form standards. As the Demiurg reproduce through self-replication they are able to manipulate the silico-crystal matrices that constitute their species memories. As such the Demiurg as a race have a shared also eidetic memory of their past, or at least the past of the particular Brotherhood lineage they are replicated from. Ever focused on the practical over the emotional, the Demiurg have removed information deemed ‘necessary’ from their race memory where it holds no useful place in serving Thawl’ls Great Imperative. Though the Demiurg can remember the past quota schedules and mining acquisition tithes to almost perfect recall from their ancestors, they have forgotten basic historic facts. Such as the location of their home sector, the fact that they previously had more genders which they evolved away from, and the way of life that the Demiurg pursued before the coming Thawl’l and the Great Maker’s Fleet. The Demiurg appear as short solid humanoids with grey ‘skin’, reflective gold-amber eyes and outcrops of bluish fine hair-like crystals that form around their temples. As a Demiurg ages, these outgrowths of crystalize further forming clumped together nodules which steadily crown the head of the individual in a mass of prismatic callosities. Capable of living, if a rock can live, for periods of time measured on the geological rather than organic temporal scale, those Demiurg Overseers, Grandees and Arch-patricians often appear to be unable to stand or walk correctly due to the weight of these massed crystal callosities which serve as a mark of the individuals great age and wisdom. As their bodies are shaped by the silicon-based processes began on their long lost homeworld, the Demiurg mindset is also greatly affected by the same traits of their geo-organic forms as well. Individual Demiurg think more pragmatically than empathically, and will carry on with their decided and planned course of action in the face of other logic forms presented by other species. Many a world has been mined-hollow by the well-intentioned Demiurg Commerce Fleet even in the face of that planets population’s outcry to stop. The concept that any civilized race or culture not wanting to completely harness a planets mineral wealth to further Thawl’ls Great Imperative is completely alien and somewhat beyond a Demiurg’s comprehension. It is also this reason that the Demiurg are particularly resistant to the influence and corrupting power of the Warp and outward Psychic manipulation. This is not by the fact that they actively resist it but are ill-equipped to even perceive it correctly in their rigid stone-like logic. How Thawl’l was able to convince such an innately stubborn and mentally rigid species as the Demiurg towards the Great Imperative is a complete mystery. However, it may have been exactly this quality that made the Demiurg exceptionally suitable for mining the large Noctilith or ‘Nightstone’ deposits required during the ‘War in the Heavens’, which necessitated the start of the Great Imperative in the first place. SOCIETY Currently, it is unknown how many of the Demiurg’s commerce fleets and attending Brotherhoods are full members of the T'au Empire. Either in the capacity of allies, mercenaries or advisors. What is known is that they are involved heavily in commercial and economic relations of the T'au and in particular those relating to the extraction of resources and mass manufacture of technology. The Demiurg have abandoned almost all need for terrestrial interactions in favour of the use of their immense spacecraft. They are known to avoid Imperial space unless invited in by a sector governing body, or an opportunistic Rogue Trader, making them an uncommon sight beyond the edges of the Imperium. Often described as defensively-hostile and non-militaristic, the Demiurg view armed conflict as a necessary facet of the Great Imperatives undertaking. Though the Demiurg will undertake all efforts to establish contact and mutual understanding with other cultures and species, it is the case that there will always be certain factions which misunderstand the ways of the Great Imperative. When conflict does erupt, and a fleets Brotherhoods see the abandonment of their intended mining-resource deemed unacceptable they will turn their immense arsenal of mining machines and automated Ghola constructs upon their enemies with brutal if not workman efficiency. The Demiurg have organized their society based on the structure of related lineages, known by the term "Brotherhoods", which share a heritage with the first Demiurg explorers who set out from their home system countless millennia ago. Each of the surviving Brotherhood lineages represents the skills and specializations, that have been retained via the unique eidetic race memory of the Demiurg, from one of the first explorers. Therefore, these Brotherhoods themselves will be specialists in a given area of the Demiurg’s array of scientific and operational knowledge. For example, the Brotherhood of Srry’Tok trace their lineage back to ‘Srry’Tok the Spirited Armourer’ who was expert in the crafting of Ion technologies, whilst the Brotherhood of Vozlok trace their lineage back to ‘Vozlok the Wise Operator’ who was expert in the crafting and use of Ghola Automatons. There are many such Brotherhood which have survived to the present era due to the fact that the Brotherhoods spread their members out across the Demiurg Commerce Fleets, their members taking up the mantle required for the smooth running of the mining and manufacturing operations required for the Great Imperative. Though there are a variety of Demiurg vessel types, commonly the Bastion-Class and larger Stronghold-Class vessels are the most regularly used, each holding a number of Brotherhood Clan Groups required to undertake that vessels primary tasks. Usually only one Brotherhood is typically present upon a given Bastion-class Commerce Vessel as these usually only undertake one specialist activity if required, whilst two to three specialist Brotherhood Clan Groups are present on the larger Stronghold-class Commerce Vessel. It is usual that these larger Stronghold vessels undertake multiple types of operation, from deep-space asteroid mining to the whole scale manufacturing of new machines, weapons and merchandise for their willing trade partners. When new Commerce Vessel or Fleet production is agreed amongst the Demiurg Brotherhoods for undertaking new opportunities in opening sectors, whole new Clan Groups are produced via their replication technologies from the necessary Brotherhood lineages to maintain, operate and oversee those new vessels. The Head of a Brotherhood, known as the Arch-Patrician, is the oldest surviving member of his Brotherhoods lineage. These greatly encrusted ancient individuals are often unable to move of their own ability, the marked callosities of their age making them like statues of glowing crystalline growth. However, their minds have the oldest intact silicon-matrices and so have the most complete memory architectures dating back to the beginning of the Thawl’ls Great Imperative. They may have also seen first-hand the likely galactic events of Mankind’s first ascent to the stars and its war with their own failed attempts to create artificial servants, as well as the Fall of the Eldar race. Under the Arch-Patrician there are numerous Grandees who are the eldest member of their past Clan, they and their Brother Grandees now the heads of dispersed Brotherhood Clan Groups and their operations. The Grandees too of great age, are often unable to walk of their own ability, so often use hovering Thrones kept aloft by electromagnetic manipulator fields as they inspect the work of their descendants in the Clan Group. The Clan Group is further divided into smaller tasked work groups, kept in check by the directly replicated brothers of the Clans Grandee, known as overseers, as they undertake the various roles of miner, manufacturer, artisan, planner, administrator, prospector, operator and astrotechnician. Though the Demiurg are very capable of defending their interests, be they a deep-space mining operation or a planet-based extraction colony, through the weaponizing of their standard (and exceptional potent) mining machines and cutting beams, they will often seek the martial services of other races and mercenaries to protect their endeavours. This is due to the fact that sometimes when dealing with hostile biological organisms, one needs an allied biological organism to be effective in their dealings. Whereas the Demiurg mind is rigid in the pursuit of furthering the Great Imperative, the Brotherhoods often perceive organic carbon-based lifeforms as often more erratic in its emotions and actions, so gaining advice and council from trusted intermediaries can be of great benefit in avoiding unnecessary conflict and reducing impact on important production quotas. It is not uncommon to see all manner of other xenos species, as well as occasional Imperial renegade bands and non-Imperial humans, within their fleets as advisers, guards and mercenary soldiers. For example, the Kroot seem to have acted as a long-term associate race to the Demiurg and facilitated their meeting and trade negotiations with the growing T’au Empire. Other less commonly recognizable xenos races to even the most experienced Rogue Trader and Ordo Xenos Inquisitor including the mercenary packs of the Tarellian Dog-Soldiers, Piscean Warrior Cohorts, Morrallian Deathsworn, Nekulli Corpse-Harvester Clans, and Scythian Kill-Squads. Most blessed to the Demiurg are those Brotherhoods who boast to have drawn the attention of Thawl’ls own children, the ingenious techno-nomads of the Jokaero of whom the Demiurg hold great honour and praise, which is even more surprising to other non-Demiurg onlookers who have likely never seen a Demiurg quite as animated before then. TECHNOLOGY When the Demiurg abandoned their homeworld, after stripping it bare of all resources to build their initial exploration fleet, they created and invested a high level of technology in their majestic vessels since they are required to perform a number of tasks; Stronghold-class vessels, for instance are often used as the base of a particular endeavour, containing vast factories facilities and processing units, whereas Bastion-class starships are more often configured for use in prospecting for resources, direct asteroid mining, and searching for prospective trading partners. The direction of these fleets’ actions is most likely driven by the opportunities for commerce generated by manufacturing items on-location in the starships is very lucrative when dealing with multiple client species and for resupplying their mining operations with fresh supplies of mining machines and equipment. Of the technology developed, adopted and utilized by the Brotherhoods, three key areas are most unique to the Demiurg race. These include the use of devices which can control and manipulate electromagnetic forces; the manufacture of ranged mining beams and rays which can be turned into effective weapons when the needs arise; and finally, the semi-sentient automatons and mining machines known as ‘Ghola’ which they employ in truly vast numbers across all sectors of the Demiurg’s operations and way of life. When first setting out from their home sector of space, most likely in the Galactic East of the Milky Way Galaxy, the original Demiurg Brotherhood explorers were both thrilled and overwhelmed at the diversity and extent of the resources the wider Galaxy had to offer them in the pursuit of meeting Thawl’ls Great Imperative. Knowing full well that they, a long-lived and slowly replicating species, would likely be unable to undertake the task purely of their own manual power despite the technological advances they had made since the visitation by the First Artisan and the Old Kind. Again, taking guidance from Thawl’l example the Demiurg would create their own servitor race of semi-sentient machines, much like the biological servitor races employed by Thawl’ls own empire. However, the production of such bio-organic lifeforms was beyond the understanding, and even comprehension, of the early Brotherhoods, so instead used their own unique crysto-cerebral neurology to create synthetic minds similar to their own. Thus, the Ghola were first created and have faithfully served the Demiurg since those earliest of times. Though sharing a common synthetic neural-architecture to the Demiurg themselves, comprising great lattices or complex crystalline matrices, the outward appearance of these robots vary to a staggering degree. This is due to a combination of the Brotherhoods personal preferences, the precise operational environment to which the machines are designed to operate within most optimally, and the material resources most available to the Brotherhoods in charge of that Ghola Clades manufacture. From giant hulking multi-limbed monstrosities to small hovering drones, clinker-shelled, comprised of reflective precious metals. Those Ghola most associated to Asteroid Mining and low gravity environments have the appearance of large bulbous arachnids, equipped with multiple stiletto legs, powerful pulverizing jaws and cutting beams of high intensity. However, other designs and models can appear vastly different, from hunched stomping mockeries of early Terran primates glad in golden carapace, to tentacled squig-like cylinders moving on cushions of electromagnetic force composed of clear diamond hard synth-crystal. Usually, these Ghola are not directly controlled by the Demiurg themselves, and operate in a practically automatous manner. This is likely due to the relatively few Demiurg in a given Clan Group’s population in comparison to the huge Ghola workforce they oversee and direct. Furthermore, through great techno-artistry, the Demiurg will often install a workforce of Ghola into an Asteroid or rogue Planetoid to work completely in isolation away from the Commerce Vessel. Ingenious use of Electromagnetic ‘Shunt’ Networks and Conveyor Stations, operated by similar Command-Ghola constructs, propelling these resource-rich interplanetary bodies from prospecting fields to their intended destinations. Sometimes these operations take hundreds of years, a blink in the eye to many Demiurg, but by the time the asteroid arrives in-system the automated mining machines have excavated and processed the arranged shipment of mineral-resources. Though armed specifically to undertake their intended tasks if attacked, and the intended shipment was in danger, these Ghola will activate automatous logic engines and respond in kind. These machines use a territorial logic when left to operate in such extended periods of operation, possessing a territorial logic to protect their masters prospecting rights and acquired resources. The Demiurg are true masters of the development of various forms of energetic manipulation and control. In particular related to the use of high-intensity laser, radiation and microwave-fusion technologies used to excavate their sort after resources to fuel the Great Imperative. However, it is their masterful use of devices for the manipulation of Electromagnetic forces, one of the principle governing forces of the universe, in which they have truly excelled compared to other races and civilizations. From handled manipulators to their largely automated Demiurg vessels, these devices can be used to delicately move matter and energy in precise surgical ways, or brutally force such matter to travel at great speeds. The large commerce vessels of the Demiurg often use such giant Electromagnetic Field Manipulators or ‘E-Mag’ drives to scoop up interstellar hydrogen, which is then compressed inside the vessel and ejected towards the rear, creating a form of fusion ram-jet engine. The engines of Demiurg starships are relatively slow in comparison to Imperial starship technology, however a combination of the robust geo-organic bodies of the Demiurg and the complex shielding systems required to maintain these insitu E-Mag field generators allow the vessels to travel at truly fast levels of acceleration when engaged, compared to Imperial sub-warp engines, that would normally pulverize purely bio-organic lifeforms. Therefore, Commerce Fleets are relatively slow compared to the vessels of other races, lacking any technologies or psykers to utilize any form of effective warp-travel. However, the Demiurg concept of time is greatly different to that of short-lived species, such as humans, and as such this slower yet more purposely accurate form of propulsion more than adequate to the Demiurg’s requirements. Another key piece of technologies developed by the Brotherhoods of the Demiurg is the creation of Ionic Shielding and weaponry. Though to be one of the Demiurg’s earliest technological achievements, these devices are wholly used for the personal defence and armament of the Demiurg’s fighting forces when required. Such technologies, though effective over larger ranges than most of the Brotherhoods arsenal of mining technologies, can still be unstable if used ineffectively, especially by soft-bodied organic lifeforms. As such these are commonly employed by expendable Ghola soldiers manufactured in bulk as required but also traded to other races and civilizations in exchange of aid and potential mining and manufacturing rights. As already shown in recent times, the Demiurg are only too willing to share their Ionic-based technologies to other developing races, such as the T’au, in order to garner allies in their pursuit of Thawl’ls great imperative.
  5. INCOMING TRANSMISSION *********************************************** The Cicatrix Maledictum has split the galaxy in two. Entire systems cut off from Holy Terra or lost forever in the warp. Or so it seems.... Scylla Quintus, a system thought swallowed by the great rift, has come back into view. With the return of this lost system, what mysteries are held and what threats lie in wait? Are you seeking this system to claim newfound glory, seize forgotten arcaeotech or simply to purify this warp tainted system? *********************************************** So the local group is doing another crusade campaign with a twist, we’re adding the old planetary empire rules as well. Got a bunch of tiles and everything. With the new codex dropping and those new crusade rules looking right up my alley (again) I’m going to do T’au for this. And while some might remember my battlesuit heavy force, this is going to be a better mix. Also allows me to be that guy considering I have lots of the frak off guns already. For this I’ll be using my old Darkwind Cadre. This was an army based off the T’au in the Dawn of War 2 game. So all the units are built (as closely) to how they are in the game. I did add a few units that weren’t in the game, just cause I liked the look or it added to my theme of spamming stealth suits. My starting 60 PL (2 RP on roster expansion) is the following: Commander in XV8 - CIB, MP, Flamer, shield generator, shield drones x2, Through Boldness, Victory, Puretide chip 7 Firewarriors - Pulse rifles Shas’ui - pulse rifle, markerlight 7 Firewarriors - Pulse rifles Shas’ui - pulse rifle, markerlight 7 Firewarriors - Pulse rifles Shas’ui - pulse rifle, markerlight 2 Stealth suits - burst cannon x2, counterfire defense system Shas’vre - fusion blaster, counterfire defense system 2 Stealth suits - burst cannon x2, counterfire defense system Shas’vre - fusion blaster, counterfire defense system XV95 GhostKeel - burst cannon x2, cyclonic ion raker, shield generator, counterfire defense system, stealth drone x2 Hammerhead Gunship - Burst cannon x2, High Capacity Railgun Tidalwall Gunrig - Supremacy Railgun Tidalwall Shieldline I have plenty to add and since I don’t have much in HQs for this army pretty much all my RP is going to roster expansion. I have lots to add including more tanks, pathfinders, a riptide, broadsides and FW flyers. Hopefully this will last longer then the 2-3 months most tend to run in my area. If anything it will be another force to keep records on. We’re supposed to start up in two weeks, the GM is still painting the first two maps. Once done I’ll snap a picture since I’ll be modding the image for territory tracking. Also to tide you over, not sure if I showed these here, but this is a portion of my Darkwind force.
  6. Guess who's back?! Hello brothers and sisters! It's been a while but I'm back in the swing of things. This time with some kill team projects! Kill Team is absolutely fantastic for a hobby butterfly like me. Small teams with lots of conversion possibilities! I'm currently working on a Tau and Eldar kill team and already finished some Necrons. There are more ideas in the works, can't go without a Space Marine kill team and maybe some..... heretics?! No blog without pictures of course, so first off, the completed Necrons: The flayed ones were custom made with Warriors, green stuff and Skeleton warrior swords. The highlights on the black armour are much more subdued in real life though. On the working table Eldar and Tau: Stay tuned for more updates and let me know what you think!
  7. Well, Into The Dark happened. Those characterful Kroot sculpts, full of life and fun, and yet another idea sprung to mind... How about a predominantly Kroot force, with remnants of Tau and human support, in the vein of a guerrilla force ? So I imagined a human colony, long forgot by the Imperium as insignificant, happened across by a Tau force, only to be driven to desperate measures as the Imperium suddenly remembered about them, and brought destruction for the lovely xeno huggers. Who promptly scattered into the woods, but not without some resistance... The centre lass was probably the start, a somewhat irregular kind of character that I currently refer to as "the link". Added a charging Kroot friend, and a man of the woods, someone who shunned both Imperial and Tau society, but whose knowledge of local terrain is invaluable. Now, the ITD Kroot were most certainly "guerrilla" enough, but a few of them look more versed in human society, with patches of armour, and the poncho guy. So I started converting up some with this idea further, the Kroot who've lived/worked within society more, as mercenaries, pirates etc. Used some Hired Guns bodies, and I like the look: And the most guerrilla of folks, a conversion of the Ghosts: "But OSS", I hear you cry, "wouldn't they need some kind of mobile home, some sort of base of operations ?" Yes, yes they would: Some bunks for the left, and a kroot kitchen on the right, with lots of little details to add in. Maybe some 'bandage' camo netting on the top. Just a fun litle project (not a legal army) that's entirely killed my painting progress on the Dark Mech, but I've always been more of a builder. C+C welcome, and thanks for looking !
  8. Focslain

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    From the album: Focslain's Datascans

    Starting pic for xenos community event 2017
  9. So...what a dumb title. But not wrong. Hi, I'm Fred and I have Dark Angels, Tau, Guards, Necrons and HH World Eaters...for now Right now the cabinet is a little bit a mess but...yeah there is some stuff Also I started a new instagram account only for my painting stuff (where I'll post some more tutorials and wips) Due this I don't paint for over than a month the same army but I work on some pieces for each one alterning them. Last month(s) I completed those pieces: Some Speeders "primaris" Ezekiel The new Farsight Some Hellbasters (and here you have the green method tutorial) And yesterday I compled this Lord Solar proxy for my guard: Next in the line: Some Dark Angels characters, a command squad for my guard, some bullgryn proxy for the guard!
  10. From the album: Brother Abbot's Dark Angels

    A year in 40K! My Dark Angels, some Tau and some Chaos
  11. Magos Takatus

    DSC 0289

    From the album: Flameboy's dusty archive

  12. Magos Takatus

    DSC 0288

    From the album: Flameboy's dusty archive

  13. Magos Takatus

    DSC 0287

    From the album: Flameboy's dusty archive

  14. Magos Takatus

    DSC 0286

    From the album: Flameboy's dusty archive

  15. Shadowsun: Requiring a Patient Reader - Phil Kelly Well, this is definitely a Phil Kelly book. Ironically, considering the subject matter, I think my issue with this and all of his works is they feel too sterile. The character development is always extremely thin; we don't really get introspection, and Kelly's not skilled enough to make characters compelling through their dialogue and actions alone (though I do appreciate the attempt.) Conversely, the action is easy to follow and Kelly moves the story quickly and strikes a tolerable balance of action and everything else. Being honest, to anyone with a modicum of love for Star Wars: Kelly's Tau are just a (much) worse version of Zhan's Thrawn Ascendancy books. I implore you to go read those instead. I went into this hoping it would be a step up from Farsight, and I guess it was in that nothing outright sucked, but I also feel like Farsight was more interesting. That book had the fun Tau propaganda at the start, the impetus of the story being an expedition is less cliched than a "hold this world" plot, and I liked the Scar Lords as the enemy loyalist astartes (contrast these Death Guard, who are as stock Death Guard as I've ever read.) The only thing that really stands out in this book is the Kroot because its more alien worldview forces Shadowsun to have conversations that aren't the same Tau-to-Tau conversation Kelly populates all of his books with. If I HAD to commission a Kelly Tau book, I'd ensure it was about a ragtag squad of Tau, Humans, and Kroot constantly butting heads while fighting a unified enemy - I think that would FORCE Kelly to write something more interesting (and that KIND OF happens towards the end, here.) And all this blandness is indicative the biggest issue with the book: Shadowsun herself. Despite my issues with Helbrecht and Huron, and their portrayals within, I at least got a good picture of who they were as individuals. Shadowsun reads like Farsight reads like all of Kelly's Fire Caste Tau. I want to like Shadowsun, she's my favourite Tau going by model and codex entries, but there's really not much to her here. The best we get is a 3-ish page flashback where she's in Puretide's Training From Hell, and that's still limited to Shadowsun reacting to things happening to her. Does she have a private life? What are her interests, her hobbies, her hopes, dreams, and fears? Dunno, she's got Death Guard to shoot. Why would she take the idea of the Tau'Va as a diety even remotely seriously? Dunno, she's got Death Guard to shoot. Sundry Cons: Kelly's Ethereals still suck, though this book's character is not as bad as his Aun'Va. I don't need them to be saints; mind control is probably the most evil ability ever - but you'd think if they forced the species into such an advanced state they'd make a well-informed decision every once in a while. Kelly's version of Tau having difficulty with Chaos still boils down to "That gun should have killed them! Big monster!" Yawn. Sundry Pros: The maggots and flies dotting the Death Guard pages were a fun touch. If things like this and the blood splatter in the Angron book are cheap to produce, I'd love to see more! The possibility that the warp may have affected the 4th expansionary fleet Tau's psyche is barely tapped BUT is a much better reason for Tau panic than the aforementioned "hey these guys are impossibly tough." I like it and want to see more. 4.5/10, I cannot in good conscience give this book a pass when it fails to define Shadowsun in any meaningful way. Dark Chaplain stay away. I beg for literally anyone else to write about her.
  16. Been a couple years since I've played 40k, or even modeled anything. I came back to the B&C and saw Maverick Prime's conversion challenge and thought to myself: now that's a capital idea- and a heck of a way to get back into the hobby. A supply runs and hours at the table later and I remember how hard conversion work is. But I digress, here are some extremely work in progress shots of my chaplain for the "Litanies and Legends" conversion challenge. Comments, critique and criticism are encouraged and appreciated. The base model is Ivanus Enkomi of the Minotaurs chapter from the Forge World model company. The head has been replaced with a metal chaplain helmet, the feet will be replaced with the armored boots from the same chopped up metal model. The minotaur/bull head on the chest has been shaved down and slightly green stuffed to resemble a human sternum (figured I might as well considering the chest armor is modeled after a rib cage). A side image of the chaplain conversion work in progress. Just a small detail to note but I green stuffed on a small squareish carpenter style nail into the purity seal. Wax can only adhere to a surface so well, especially something like armor- having it physically nailed into the surface of the armor makes a little more sense in my opinion. According to my fianc
  17. As much as it has consumed my reading for the past year and a half, I've still only scratched the surface of the Black Library's output. As my collection grows and shrinks, I've noticed my main focus is on Space Marines. I'd like to have at least 1 good book for each "faction" down the line, so I was wondering what people would recommend as reading for the main xenos races. That is, recommendations for Tau, Eldar, Tyranids, Necrons, and anything else you can think of. Working through Legends of the Dark Millenium: The Tau Empire at the moment, seems fine so far but nothing mind blowing. Anyone have an opinion on Fire Warrior?
  18. Greeting B and C! This feels a bit odd... Plonking Xenos down but here we go! I have been working on some Tau. For no real reason other than a change to my usual power armour obsession (iron warriors, angels sanguine, plague marines etc). These were really just a painting army. But I went eBay ad and have quite a lot. I will likely sell a lot though to make some space as a hour move is on the horizon but here is the current state of play. http://i.imgur.com/uXzQank.jpg Terrible, over bright pic. Can't see any highlights but it gives you a good idea at least. First suit and fire warriors complete. http://i.imgur.com/dyMlsiU.jpg?1 Second complete suit. Better pic. Ish! But you can see some highlights at least :) Now the WIP. http://i.imgur.com/ohq6rLO.jpg 5 fire warriors to round out the squad. These are painted differently to first batch and I think I prefer them. Just details really and markings then a dull cote and done. http://i.imgur.com/0bLWOG4.jpg Finally a very early ethereal shot. Lot's to do and better pics to be taken. So the theme is crap pictures and lots of white :) After these I might do 3 stealth drones then a couple more crisis suits and some pathfinders. I also have a devilfish. Another 3 stealth as well. Cheers!
  19. Quick question, getting new dex etc etc was wanting to run some pathfinders but since i've been away from the greater good for a while i have no ready idea on how to equip them my sept is Vior'la and i will be running breacher fish units and some stealth suits, a coldfusion commander (most likely) and i have an Ion armed riptide as well... any guidance on Unit use and equipment will be appreciated cheers Mithril
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