Having worked as a farmer and woodcutter for most of my life i became determined to do something that would leave my mark after i was gone. Since then i got back to studies, and i have now a master degree in Electrotecnical Engineering as well as a degree on Electromechanical Engineering. On my free time i like playing and so i became interested in creating my own games or, in the shorter term, modding games to get something closer to what i would like games to be.

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Report RSS RG009A01 - Tzeentch Coven (view original)
RG009A01 - Tzeentch Coven
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Gambit_1
Gambit_1 - - 2,537 comments

Outstanding!
That would be a nice addition to Thousand Sons :)

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GreenScorpion Author
GreenScorpion - - 1,935 comments

Thanks Gambit :)

I think they fit quite well with the rest of the army.
This faction is getting really close to completion and that is good :)

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Gambit_1
Gambit_1 - - 2,537 comments

Excellent brother GS!
Just a question: Do they have the build and repair anims? I am unable to OE, and unable to FFE those to the whe. Since the Tzeentch Cultists in TS have the builders' role, this is mandatory...

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GreenScorpion Author
GreenScorpion - - 1,935 comments

I thought you already had a model for that purpose?
Aren't they working as desired?

I could likely code some build and repair actions in OE using existing animations (like i did in this case Moddb.com ).

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Gambit_1
Gambit_1 - - 2,537 comments

OOppsss...!!
Mistook Tzeentch Cultists for Thrall Wizards :)

Yes, the Thrall Wizards (builder) of the TS project are already excellent, with all needed build/capture/repair anims.

But since the above model shares the same anim basis, I thought if it could perhaps be used as the leader of Thrall Wizards (or the opposite).

But that's an idea, nothing more.

I know that they were created to serve the role of Tzeentch Cultists of course - this is the main idea here.
But do they have any ranged weapons?

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GreenScorpion Author
GreenScorpion - - 1,935 comments

They have a laspistol.

I could give them something like this psychic attack as a ranged attack:
Moddb.com
But I wonder if that wouldn't degenerate into a light show ingame. In my case it is a unique squad and with upgrade limits it would likely be ok but would depend on the final implementation.

They are mostly psychic support so they compensate the lack of ranged weapons with abilities.

PS: Things are not necessarily used as I initially design them, not even I do that as I often find better roles for a concept :)

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Gambit_1
Gambit_1 - - 2,537 comments

Aha. I agree that a psychic attack as a ranged attack would be much - especially for a squad of cultists. Such an effect should be kept as an ability indeed.
But having that as well, is a good addition anyway - I already have a nasty idea on how it could be used!

Well, I can only speak based on how they would be best implemented in Thousand Sons :)
With that in mind, I do not see how they would fit as Tzeentch Cultist...

That is why I initially mentioned a role as Thrall Wizards' leaders - they fit better there.

Just saying...

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Description

The Favoured Champion of Tzeentch surrounds itself with a coven of warriors dedicated to the Lord of Change.
Each squad member reduces the recharge time of the abilities of the entire squad.
Useful for disruption tactics and already integrated in the AI.