Post by fuegan on Apr 22, 2010 10:32:50 GMT -5
THIS IS JUST A BRAINSTORM, NOT A MOD IN PROGRESS OR ANYTHING
Troop Choices exactly as codex but half the squad sizes and +1 with leader.
Ex: Tactical squad at 5 man with a single heavy or special weapon option with grenade pack upgrade and leader CC weapon and combi upgrade.
Ork Sluggas at 15 man with choppas and expensive ard boy upgrade with leader CC weapon and bosspole upgrades. Ork Shootas with a hvy weapon upgrade, frag upgrade, leader kombi and bosspole upgrades.
Dires at 5 man with everything in codex, 5 man rangers with pathfinder upgrade, 10 man guardians with same codex options.
Elite Choices as 1/3 the size with +1 with leader but with exaggerated stats, armor, abilities, and HP with a 50%-100% increase in cost from codex.
Ex. 3 man Sternguard with bolters with 50% faster rate of fire, Kraken rounds with supression and setup time, hellfire round as an ability like Cyrus's sniper round, Vengence as a toggle that drains energy fast but significantly raises damage output, and dem ignore cover rounds as an AoE ability that incinerates the ground. Sgt makes the squad acceptible in close combat and allows them to deploy smoke grenades when they retreat.
Aspects at 3 mans and double codex costs. Banshees with a wall leap with exarch, enemy stun with war shout, masks that affect dps and movement speed. Exarch executioner allows moderate damage to vehicles, mirror swords double attack speed but less damage per attack, and triskele that confers an ability to throw the weapon and cause major damage to a target.
HQs would be much the same they are in DoWII but wargear being less redundent and maybe a few added extras.
ex. Artificier armor has best armor and a variety of abilites while termie armor is much more expensive and lowers movement speed but is immune to supression, has nearly the same armor, and provides an invul since lots of stuff will have armor reduction/ignoring capabilities.
Fast Attack vehicles will be much the same they are in TT while Infantry will be half sizes, 25%-50% increase in cost, and have a unique ability or two. Basicly a mix of elite and troops.
Heavy Suppot vehicles will be pretty badass with immunity to most basic weapons and take many AT shots to kill. But Infantry will have a variety of heavy weapons with secondary effects.
Ex. Lascannons as pure DPS weapons, causing double the damage as most AT weapons. Missile Launchers with secondary effects on vehicles that slow their movement and have chances to disable weapons temporarily and also have a krak round ability as well. Slower rate of fire than a Lascannon. Bright Lances with less dps than a lascannon but has unique secondary effect OR ignores armor types and causes a set amount of damage per hit regardless of target. Dark Reapers as anti-infantry but have a significant chance to hit rear armor regardless of facing while exarch tempest causes supression with a low but set dps regardless of target, shuriken cannon has no setup and causes supression with high dps, fast firing missile launcher with plasma round similar to krak but reduces armor for a duration.
Troop Choices exactly as codex but half the squad sizes and +1 with leader.
Ex: Tactical squad at 5 man with a single heavy or special weapon option with grenade pack upgrade and leader CC weapon and combi upgrade.
Ork Sluggas at 15 man with choppas and expensive ard boy upgrade with leader CC weapon and bosspole upgrades. Ork Shootas with a hvy weapon upgrade, frag upgrade, leader kombi and bosspole upgrades.
Dires at 5 man with everything in codex, 5 man rangers with pathfinder upgrade, 10 man guardians with same codex options.
Elite Choices as 1/3 the size with +1 with leader but with exaggerated stats, armor, abilities, and HP with a 50%-100% increase in cost from codex.
Ex. 3 man Sternguard with bolters with 50% faster rate of fire, Kraken rounds with supression and setup time, hellfire round as an ability like Cyrus's sniper round, Vengence as a toggle that drains energy fast but significantly raises damage output, and dem ignore cover rounds as an AoE ability that incinerates the ground. Sgt makes the squad acceptible in close combat and allows them to deploy smoke grenades when they retreat.
Aspects at 3 mans and double codex costs. Banshees with a wall leap with exarch, enemy stun with war shout, masks that affect dps and movement speed. Exarch executioner allows moderate damage to vehicles, mirror swords double attack speed but less damage per attack, and triskele that confers an ability to throw the weapon and cause major damage to a target.
HQs would be much the same they are in DoWII but wargear being less redundent and maybe a few added extras.
ex. Artificier armor has best armor and a variety of abilites while termie armor is much more expensive and lowers movement speed but is immune to supression, has nearly the same armor, and provides an invul since lots of stuff will have armor reduction/ignoring capabilities.
Fast Attack vehicles will be much the same they are in TT while Infantry will be half sizes, 25%-50% increase in cost, and have a unique ability or two. Basicly a mix of elite and troops.
Heavy Suppot vehicles will be pretty badass with immunity to most basic weapons and take many AT shots to kill. But Infantry will have a variety of heavy weapons with secondary effects.
Ex. Lascannons as pure DPS weapons, causing double the damage as most AT weapons. Missile Launchers with secondary effects on vehicles that slow their movement and have chances to disable weapons temporarily and also have a krak round ability as well. Slower rate of fire than a Lascannon. Bright Lances with less dps than a lascannon but has unique secondary effect OR ignores armor types and causes a set amount of damage per hit regardless of target. Dark Reapers as anti-infantry but have a significant chance to hit rear armor regardless of facing while exarch tempest causes supression with a low but set dps regardless of target, shuriken cannon has no setup and causes supression with high dps, fast firing missile launcher with plasma round similar to krak but reduces armor for a duration.