Reading this thread viewtopic.php?f=2&t=811 about a new subcommander for space marines, and knowing that a new Chaplain main character is in project, I wanted to share my own ideas about a new Chaplain as Hero instead of as secondary character.
Animations: he would start using the animations of the Space Marine Commander, he would come equiped with Bolt Pistol and Crozius Arcanum, this last one would work as a power axe, slower than sword but more powerful against non-heavy infantry.
Stats: he should be weaker than the Force Commander, but stronger than the Apothecary in melee.
Abilities: his abilities would be based in auras that can be activated and affect all nearby enemies for the duration of the ability, or maybe auras that, ocne active, consume the chaplain's energy untill deactivated. More details in the gear descriptions.
Initial Abilities:
- Lithany of the Chapter: when this ability is active the chaplain proyects an aura that reduces the courage damage taken by nearby allies significatively (or maybe make them immune to supression).
- Fanatic: the chaplain is immune to suppression but can't retreat (or his retreat speed is not faster than his normal speed).
- Rosarius: works like the Force Commander's Iron Halo.
Weapon Options:
T1- Word of Purity: the chaplain is equiped with a Combiflamer, that works very similar to the Chaos Lord's combiflamer. The bolter is loaded with Dragonbreath Ammunition (spreads damage, ignores cover, good against light infantry).
T2- Consecrated Crozius Arcanum: Crozius Arcanum improvement, makes it more powerful and also improves the Lithanies of the Chapter ability, which also improves nearby allies melee attack and melee skill when active.
T3- Fingers of the Martyr: Replaces the Crozius Arcanum for a decorated Power Fist and gives the "Chapter's Judgement" ability. This ability makes the Chaplain punch the ground with the fist; knocks back and supresses nearby enemies.
Armor Options:
T1- Righteous Carapace: gives higher health and improves the charge speed.
T2- Helmet of Faith: gives higher health and gives the ability "Honor of the Chapter"; this ability targets an enemy unit and makes the Chaplain deal extra damage against it for a short time.
T3- Bones of the Dead Ones: gives higher health and energy and reduces energy cost of Lithany of the Chapter.
Accesory Options:
T1- Book of Resolution: the Chaplain gets higher energy and energy regeneration.
T2- Wings of Fury: it gives a Jump Pack to the Chaplain, allowing him to jump like Assault Marines. Moreover, after each jump the Chaplain uses Lithany of the Chapter automatically without extra energy cost. This free use also benefits from the Chaplain's gear that improves the Lithanies of the Chapter ability.
T3- Relic of Avenging Spirit: the Chaplain's Lithany of the Chapter aura makes nearby allies more resilient against damage.
General Army Ability (red cost)
T1- Primarch's Honour: all the units of your army on Retreat stop and come back to normal state.
Ideas for Hero Chaplain
Ideas for Hero Chaplain
Last edited by Aertes on Mon 21 Apr, 2014 1:50 pm, edited 2 times in total.
Re: Ideas for Hero Chaplain
I like Chaplains, but what you seem to suggest is although he is a sub commander, how can he have so many wargear options like a regular commander does?
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- BaptismByLoli

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Re: Ideas for Hero Chaplain
With all the 'Litany of the Chapter' buffs in your suggestion, it kinda makes most of these wargear purchases redundant and also makes the other Abilities like 'Fanatic' and 'Rosarias' near useless.
At least let some of your other wargear give more or improve existing abilities.
Oh and 3 abilities on 1 commander combined with having 90% of his wargear that only focuses on buffing 'Litany Of The Chapter' is just derp.
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At least let some of your other wargear give more or improve existing abilities.
Oh and 3 abilities on 1 commander combined with having 90% of his wargear that only focuses on buffing 'Litany Of The Chapter' is just derp.
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- BaptismByLoli

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Re: Ideas for Hero Chaplain
Swiftsabre wrote:I like Chaplains, but what you seem to suggest is although he is a sub commander, how can he have so many wargear options like a regular commander does?
DontTouchMyCrumpets is working on a UI mod that will allow GK to have their own slot rather than being with SM and will also allow other races to have 4 Heroes to choose from rather than 3.
If successful, the fourth hero in question for SM will be the Chaplain.
I.e. Chaplain = New Hero Unit. Not a new Sub-Commander unit
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Re: Ideas for Hero Chaplain
But Discreet, all the buffes to Lithany of the Chapter" ability are Gear Options, so you can only have one active (this means only one buff) at a time, I just gave the chance of choosing the one that fits better the player's style.
- BaptismByLoli

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Re: Ideas for Hero Chaplain
In exchange for the other abilities getting no love such as buffs or changes to the way they are used?
Furthermore, having all these wargears buffing just 1 ability is a waste for a Support Commander. He needs;
A) A single and only wargear that really improves Litany of the Chapter
B) Have all the other wargear give other supporting abilities. Furthermore, these abilities need to have a different flavour and usage compared to the other wargears IMO.
Having a Support Hero have only 1 ability that gets all the love sounds dumb.
Imagine the Farseer losing all her abilities and instead, have 90% of all her wargears buff here 'Guide' only while her other ability, Fleet of Foot is just left there to quickly tie things up.
Or the Sorceror starting with Warp, Doombolt and Coruscenting(?) Flame but only have 90% of his wargear buffing only 1 of these abilities
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Furthermore, having all these wargears buffing just 1 ability is a waste for a Support Commander. He needs;
A) A single and only wargear that really improves Litany of the Chapter
B) Have all the other wargear give other supporting abilities. Furthermore, these abilities need to have a different flavour and usage compared to the other wargears IMO.
Having a Support Hero have only 1 ability that gets all the love sounds dumb.
Imagine the Farseer losing all her abilities and instead, have 90% of all her wargears buff here 'Guide' only while her other ability, Fleet of Foot is just left there to quickly tie things up.
Or the Sorceror starting with Warp, Doombolt and Coruscenting(?) Flame but only have 90% of his wargear buffing only 1 of these abilities
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Re: Ideas for Hero Chaplain
Well, I just gave a general idea of my vision of a Chaplain, if you think that would be better, why not.
- BaptismByLoli

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Re: Ideas for Hero Chaplain
No, just saying that some of these suggestion were not that good IMHO. Didn't mean to offend you at all. Sorry for sounding harsh =p. Just wait and see what other people think I guess.
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Re: Ideas for Hero Chaplain
Well, you can make several gears that improves his "main" ability if they take the same slot and add different effects, like LG buffs except tied to already existing basic ability instead of being separate abilities exclusive to each other.
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Re: Ideas for Hero Chaplain
I changed a couple of things in the main post. Gave the Chaplain a couple new things isntead of the main ability's buffs, including a Jump Pack, wich I think is very handy for a Chaplain to allow him follow the Assault Marines and Terminators.
Re: Ideas for Hero Chaplain
One thing I'd agree with is the inclusion of jump pack indeed, so yeah.
When in mortal danger, when beset by doubt
Run in little circles, wave your hands and shout
Run in little circles, wave your hands and shout
Re: Ideas for Hero Chaplain
Aertes wrote:General Army Ability (red cost)
T1- Primarch's Honour: all the units of your army on Retreat stop and come back to normal state.
Err, that seems a bit strange. I know you could say this about a lot of red abilities, but isn't this very, very hit or miss? For a start you just retreat your army out, gaining that range resistance and extra speed, get far eough away that the faster tanks of the enemy follow you, then bash that button and your Infantry AV can just turn around are maul their pursuers. Imagine missile tacs doing that?
On the other hand, it could be used with that in mind and instead just get the army gunned down by the massed firepower of the advancing enemy. Just seems a little risky. High rewards yes, but potentially at what cost.
Now some pro will come along and bash this post for being completely inaccurate. I try.
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