Keep the discussion to the topic and try to focus on giving your opinion rather than addressing other people's if you can. Don't want endless quote-quote back and forth arguments. Try to end your opinion with a "I like this idea" or "I don't like this idea" type summary. Posts that veer off too much will be removed (ie, don't use this topic to discuss the balance of existing wargear without context). Want this topic to stay clean.
If you have an idea, post it. I will add them to the first post if they are formatted well, and then delete your initial idea post so that all the ideas stay at the top where others can easily see them.
Try to resist the urge to reply to people's posts about your suggestion. It's just a clean way to post ideas and get feedback on them. If you wanna change something let me know and I'll update first post, and post a message saying that it was updated.
PLAGUE CHAMPION
Herald's Launcher (Indrid)
A T3 missile launcher that does DoT.
Availability: Tier 3
Cost: 150/50
Weapon Family: missile_pvp
Damage: 130 explosive_pvp on impact, followed by 1.4 explosive_pvp per second for 5 seconds
Firing Pattern: Same as Plague Marine's missile launcher; no wind-up, small wind down, long reload (shoots about every 6 seconds I think?)
Total DPS: 17.68 explosive_pvp (approx.)
Note: Does not snare targets
Ability: Blight Missile - Target terrain (within range 40), after 3 seconds (visual cue) a missile is launched at target area that causes weapon_knockback in radius 15, and initiates infection in same radius that spreads to other units (like Blight Grenade). Initial impact deals no damage. 45s cooldown, 60 energy cost.
A strong T3 AV option for the PC with some disruption potential. No snare so that it does not stack with the Plague Marine's missile for a very annoying combo. Hindered by the PC's low mobility, but made powerful by Breath of Nurgle survivability synergy and protecting himself from being tied up with Unholy Stench.
Potential Balance Concerns
Out-shining the Plague Fist: It's more of a dedicated AV option than the fist, which I don't think many people get to specifically counter vehicles due to the PC's mobility, but rather for Pestilent Strike.
It's too good! PC is too versatile/resilient to have this! - This is perhaps a concern. Comparing it to the KNob's Rokkit - same availability and price, Rokkit has more up front damage but no DoT (Rokkit is 16.25 DPS), can be combined with infiltration to hunt vehicles solo. The Herald's Launcher is more of a backline option, the PC standing alongside his units/allies and using his other wargear to support.
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Herald's Bolter (idea from Lost Son of Nikhel, but name from Indrid)
A T2 Plague Bolter with very few direct damage but good DOT.
Availability: Tier 2
Cost: 150/30
Weapon Family: direct damage piercing_pvp, DOT damage plasma_pvp
Damage: 3 piercing_pvp damage on impact, followed by 5 plasma_pvp per second for 5 seconds in ranged combat. 15 sword_pvp on impact in melee combat.
Firing Pattern: Same as any Bolter, but with 1 second of burst duration (normal is 2 seconds)
Total DPS: In ranged stance is variable, because depends how many DOT ticks have the unit/squad. In melee stance 15 dps sword_pvp.
Icon:

Model:

Potential Balance Concerns
This weapon is underpower/overpower!:
People tends to underestimate the power of the DOTs. Good players learn to be very careful with low hp squads/(sub)commanders when there is a PC on the field, and learn to retreat earlier their squads or force retreat the enemy PC first.
Have in mind that the DOT damage AFAIK ignores cover, garrisons and the retreat ranged protection. And the ranged damage taken reduction if one squad is in melee combat too IIRC.
Is overpower then? IMHO No. It's a specific weapon against HI/SHI/Commander/Subcommander units/squads. Due to his plasma_pvp damage DOT, his damage it's even a bit lower than the default Plague Bolter against Infantry. Due his design, it needs time to be really effective.
So, why is the reason to buy this weapon? His constant damage in almost any situation.
Where the (for example) vanilla Techmarine bolter is going to shred his target in open field, his damage is going to be lower if the objective is in heavy/light/garrison cover. And of course, except if is a very wounded squad, the enemy squad could retreat without lose too much additional health/squad members.
On the other hand, the PC with the Herald's Bolter is going to do less damage in open ground than the TM bolter, but much more if the objective is in any cover. And of course, if the player underestimate the DOT damage, could lose more easily squad members or even the full squad if he don't retreat earlier his squad.
With this bolter, you forces the micro of your opponent, because he have to decide if he focus the damage on your PC to avoid the possible model loses if the combat turns against him and have to retreat wounded squads or in other squad like your heretics and forces him to be much more careful with low HP squads and even retreat them earlier to avoid model loses for the potent DOT damage.
In the beginning I said that this Bolter is created to give the PC a late T2 and T3 ranged weapon against HI and SHI, not Infantry. For this reason, and to avoid too much massacre in low hp high model squad I decide to make this DOT plasma_damage type, more effective against Terminators, Nobz, Super Units.
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Armour of Corruption (idea from Lost Son of Nikhel, name from Indrid)
An armour which increases the ranged weapons power and gives some terrain preparation ability in form of mines.
Availability: Tier 2
Icon:

Cost: 155/35
Description:
This armor, which was in the beginning owned by a Mars Techmarine, is filled now with the Nurgle's unholy life essence. This armor increases the DOT damage of any PC Bolter by 2 and gives to the Bile Spewer the ability to increase the damage taken by 10% to the affected squads (apart of his default debuffs) . Gives the Nurgling Trap ability, plague mines which slows vehicles and infantry. Also increases the energy by 50.
Purpose/Role: increase the effectiveness of the PC ranged weapons.
- The default Plague Bolter it's a good anti-Infantry weapon with retreat killing possibilities, and is liked for a variety of players. With this armor, the PC retains his default bolter and increases his ranged effectiveness.
- The Bolter of Silent Diseases obtains more DOT damage, which with the BoSD and the Armor of Corrupted Life the PC have a 12 damage per seconds for 5 seconds against HI and SHI. (60 damage per shot in almost any situation)
- The Bile Spewer buff it's the most difficult to think: a damage increase will allow the PC to burn genfarms too much quickly; a range increase would be not bad, but... I decide to a damage taken debuff for the PC main role: defensive strategy.
Ability: Nurgling Trap
Icon

Cost: 40 energy, 4 seconds to construct it.
Burrows an Nurgling that explodes in a mucus puddle when enemy units come too close. When the trap is created, takes 2 seconds to activate and infiltrate itself. The Nurgling Trap slows enemy infantry squads or vehicles in radius 10 for 12 seconds. No other additional effects.
Purpose/Role: anticipation / terrain preparation for a future battle. The PC is a defensive commander, and can create a good bunker with his abilities + Nurgle Shrine + his Turret + heretics. But I feel he could have more terrain preparation to complement his defensive skills.
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COMMISSAR LORD
Master Crafted Bolt Pistol (Indrid)
A ranged side-arm option for the Commissar Lord that can disrupt and weaken enemies.
Availability: T1
Cost: 125/30
Weapon Family: bolter_pvp
Damage: 28 DPS piercing_pvp
Firing Pattern: Same as other bolt pistols
Abilities: Successful hits with the MCBP on enemies have a 50% chance of causing weapon_knockback to the target (passive).
Demoralising Shot: Target enemy infantry unit within radius 30, that unit has -1 speed and takes 50% more damage from the Commissar Lord for 10s. 45s cooldown, 50 energy cost.
Doesn't do a lot of damage by itself, but the passive chance to KB and debuffing gives the Commissar Lord the option of having use in the backline, allowing Aura of Disipline to do its work (but won't be able to tie things up). Demoralising Shot should scale well and help against melee units in T1 with a triple Guardsmen build, and generally make him a bit more of a threat to a single unit for 10s if you are willing to spend the energy (which of course depletes his shield).
Potential Balance Concerns
Demoralising Shot + Inspire Terror combo: Has the potential to be OTT vs enemy commanders/sub-commanders, the damage buff might need rebalancing or simply made to not affect damage from Inspire Terror. Demoralising does have a long-ish cooldown though.
The KB is OP! - Well this wargear is not cheap at 30 power, and the Lulock can do the same thing but with 100% chance and another passive from melee attacks (stop comparing commanders Indrid!!)
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FORCE COMMANDER
Hammer of the Righteous (Max Power)
A dedicated AV option for the FC terminator armor.
Availability: Tier 3 (requires Terminator Armor)
Cost: 200/100
Weapon Family: blunt weapons - hammer -> melee_heavy
Damage: 105 melee_heavy dps on impact
Swing Pattern: The same as the normal thunder hammer assault terminators
Ability: Hammer of the Emperor - ability knockback - radius 10 (cooldown 50 seconds - 50 energy) .
Bonus: +500 HP
It would give the terminator armor of the force commander a good av option, cause right now, the only av he has is the power fist that comes with the terminator armor (and im just talking about the terminator armors av options - so yes i know that the normal fc has a good power fist). The kb ability means that he has some staying power on the field.
Potential Balance Concerns
It's too good! FC is too potent/versatile to have this (i.e. Max u FC fanboy - u just want buffs)! This could indeed be a problem, i mean u would get a 3000 hp teleporting hive tyrant with crushing claws. But - the tier it comes out and the price make up for that i guess - i mean the armor + the wargear would cost 400 req and 200 energy - if u didnt get any other wargear for ur hero.
Also maybe the terminator FC power fist should get a damage nerf, because it is only a sidearm after all.










