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Made in us
Hoary Long Fang with Lascannon





Seattle, WA

Recently started my Thousand Sons, and purchased an old plastic Deimos pattern Rhino. I plan on painting different shapes, faces, etc in black, white, and metallics, then going over with Ghost Tint blue to give it a shifty Tzeentch feeling. I recently saw other Post-Heresy Thousand Sons and Tzeentch tanks, which had tentacles coming out, etc. I'd never really thought before about what changes the vehicles they'd have would go through, just that they'd be fairly left a lone aside from some minor wear and tear, like the Rubrics. However, I don't know that that's the case. The vehicles aren't resurrected like the Rubrics which would justify less weathering and damage on the infantry, but what would keep the vehicles from mutating?

What are your thoughts, Dakka, on the amount of weathering, and mutation appropriate for vehicles of such a force? Some of my infantry may also have light mutations, as they'll be a Tzeentch warband, rather than Thousand Sons (to save money on models, and do some work while the Thousand Sons sit back and reap the benefits). I've yet to read much Thousand Sons lore, other than the Ahriman book I'm mostly through, so I'm not sure what condition their equipment is in. Also, I don't see what would stop them from looting working vehicles from defeated Astartes. Ahriman's case is a bit different, so I'm sure he'd have to deal with duct tape, spit, and hope to hold some vehicles together like TItan Child. That wouldn't necessarily be the case for other Thousand Sons. I've seen nothing about Chaos Marines yet, that would lead me to believe they don't do maintanence and upkeep, at least to some extent. Maybe with the exception of Nurgle Marines. I'm thinking a few patches of warped/melted metal (or is it flesh?), maybe some tentacles, but mostly just shifty faces and some battle damage.

Sven Bloodhowl's Great Company 2750
Nihilakh Dynasty WIP
Loki's Thousand Sons: 700 WIP

DQ:80-SG-M++B--I+Pw40k13#-D++A+/fWD-R+T(M)DM+ 
   
Made in nz
Longtime Dakkanaut





New Zealand

One easy-ish Tzeentchy mutated vehicle conversion is to remove all tracks/wheels and have the vehicles float in mid-air (via a flying base hidden underneath), being careful to make each vehicle still about the height of its wheeled/tracked equivalent (to avoid rules arguments). Most vehicles will end up with a few gaps where the wheels/tracks used to be - fill those with tentacles or any other chaotic bits you have around, or even plasticard panels.

Opponents should have no problems, so long as you point out that the vehicles still count as normal vehicles rules-wise.
   
Made in us
Hoary Long Fang with Lascannon





Seattle, WA

That's a neat idea, I'll keep that in mind!

Sven Bloodhowl's Great Company 2750
Nihilakh Dynasty WIP
Loki's Thousand Sons: 700 WIP

DQ:80-SG-M++B--I+Pw40k13#-D++A+/fWD-R+T(M)DM+ 
   
 
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