Command Squad ideas?
Posted: Wed 21 Oct, 2015 6:40 am
I have my own mod (True 40K) and i need a lot of help redesigning a hero that I already made for the Space Marines. I made this hero 2 years ago and I feel now is the time to change him. The Hero is a Command Squad and what i have created lacks luster to me. I feel like it needs massive changes or a completely redo in how the hero is designed. So i'll give a pretty brief explanation on what my goal is for the hero. Please feel free to give me advice or completely change his hero around so i can make a something that people would enjoy playing.
Keep in mind all squads in my mod have increased squad sizes ( examples: guardsmen max is 16 when fully upgraded, guants are 15 fully upgraded and are least level 3)
When I first started designing the command squad it was supposed to be the basic functionality of all the Space Marine hero along with some support abilities to make him a little different. I wanted him to be a little durable and have some fluff. So the Squad (hero) is lead by a Company champion, and 2 Space Marine tactical marines accompany him. Similar to the LG the tacs will die before the Company Champion (CC).
One Of these tacs cost 83 req to reinforce and they can do so in the field while taking 15 seconds to reinforce. Their weapons also change based on what the weapon upgrade is. Their starting hp is a bit better than normal tacs at 375 health. Their damage per hit with their bolter is 18 (lowered tac bolter to 18 as well) and their melee is also 18 (same as tacs)while their melee skill is 60.
The Company Champion has worse stats in general than his companions. I didnt want it better because then he would be way too tanky early game. His starting health is 300. his pistol (while 38 max range) does 15 damage per hit (same dps as an assault marine with bolt pistol). He does 20 power melee per hit and has a melee skill of 60.
now to his upgrades (needs big changes here).
First his accessories, these add to his squad like LG. Each squad member was supposed to add to a specific build. Apart from the Apothecary upgrade of course. All of these models have 60 melee skill.
The first is an apothecary. All he does is a heal, and the range on the heal is 20. It cannot level but the heal increase based on health the targeted squad has. Because there is two instances to the heal. One is a flat 45 health heal. The other is a 10% of max health heal. 60 energy and 30 seconds cooldown time. Starts with a bolter (same stats as the tacs in the Command Squad). 120/20
The second is a Veteran. All he does is add pure damage to the squad. No abilities. When you get certain weapon upgrades his loadout will change (Bolter, same stats but melee is a bit better). Used to have an ability that increase range damage bad weapon range but i removed it awhile ago. 120/30 t2
The third (and it will be removed since although I makes fluff sense it doesn't fit in the game atm). Is a banner bearer. Since this is a specific model i cannot change his wargear options so that's why he will be removed. But he buff nearby units (passively and at a very close range of 10) and increases their melee skill by 1 and increases their max health by 20 hp flat. But it will be totally removed. 100/20 t2
Weapons now. The Weapon upgrade are to be offensive and pretty much add but bring more damage to the table but not be overwhelming in how much he brings. I have made 3 weapon upgrades.
One is a combat shield upgrade that increases his damage in melee by 100% (40 power melee per hit) gives his squad chainswords (same as apothecary default weapon at 25 damage per hit and bolt pistols doing 15 damage per hit), increases their melee skill by 10 and alsos the Company Champion alone to have a 30% chance to knockback and enemy when his in melee (almost no flight distance and knockback strength), so affected units would get up in a good half a second. This would give the apothecary a chainsword and bolt pistol (same stats). Veteran would get a plasma pistol and a power claw (15 damage per hit on plasma pistol, 40 power melee damage per hit with power claw). 135/30 t1 (note that this upgrade doesn't give him a charge, felt that the amount of damage he alone can do in melee should be kiteable and the pistols have a max range of 22)
Hellfire bolts. Similar to Plague Marines, PC and Sternguard, this allows DoT to units hit by the bolters (and cc's bolt pistol) in the squad. Does increase their initial dps but adds a 1.5 damage per second for 5 seconds when hit. 100/25 t2
Plasma guns. The CC get a plasma pistol, the apothecary doesn't get any love from this upgrade, the tacs and the veteran get the plasma guns. They do 30 plasma damage per hit and the plasma pistol does 15 (range is 38 though). 120/30 t2
I only have two armor upgrade and they are to buff targeted squads.
One is to increase a squad's movement speed by 3.5 for 5 seconds costs 75 energy with a cooldown of 30. Can only be targeted on a Space Marine unit (cannot target self). The speed increase is exclusive so it doesn't stack. 100/25 t2
The other is pretty much an energy pack. What i does is add energy and increases their energy regen. for 5 seconds. However if a squad uses an ability while under the effect of this buff then any ability they use has its cooldown reduced by 40%. If the ability is already in cooldown when the squad get hit by this buff then its ability does not get a benefit from the ability cooldown. 120/30 t2
The his exclusive global is,
Hold Fast! : Break suppression. When a squad is in cover they cannot be knocked down or suppressed and take 15% less damage from all sources (exclusive). 75 red.
then I copied and pasted hellfury strike.
I tried to have the Hold fast! global and the armor upgrade be the way that this hero supported his units (since buffing a whole SM army is just stupid OP) and defending to an extent.
The weapon upgrade and the veteran member was supposed to be this squad offensive ability and not offering anything more than just more damage. The weapons were also supposed to make the whole squad into a single type of unit and fit into a role and changing the weapon made the whole squads role change (another reason why banner bearer has to go). Bu the hero wasn't supposed to excel at doing the damage just help out or baby sit (the combat shield weapon).
The apothecary is something i wanted to add because of the fluff and because i wanted the Command squad a little of every commander just not as effective in the same role. I added the health percent because i didn't want the heal to be completely useless on terminators but good in infantry and vice versa. The apothecary doesn't get a healing aura too. Just want to point that out.
The only things that will not be removed from the Hero is it being a squad, the apothecary, and the Hold Fast global. Although I will listen to changes as always.
I think this hero i created back then is shit and needs big changes. And if anyone want to give me some ideas or suggest a change that is all welcome. And If you need more information about something i'll provide that too when asked.
Keep in mind all squads in my mod have increased squad sizes ( examples: guardsmen max is 16 when fully upgraded, guants are 15 fully upgraded and are least level 3)
When I first started designing the command squad it was supposed to be the basic functionality of all the Space Marine hero along with some support abilities to make him a little different. I wanted him to be a little durable and have some fluff. So the Squad (hero) is lead by a Company champion, and 2 Space Marine tactical marines accompany him. Similar to the LG the tacs will die before the Company Champion (CC).
One Of these tacs cost 83 req to reinforce and they can do so in the field while taking 15 seconds to reinforce. Their weapons also change based on what the weapon upgrade is. Their starting hp is a bit better than normal tacs at 375 health. Their damage per hit with their bolter is 18 (lowered tac bolter to 18 as well) and their melee is also 18 (same as tacs)while their melee skill is 60.
The Company Champion has worse stats in general than his companions. I didnt want it better because then he would be way too tanky early game. His starting health is 300. his pistol (while 38 max range) does 15 damage per hit (same dps as an assault marine with bolt pistol). He does 20 power melee per hit and has a melee skill of 60.
now to his upgrades (needs big changes here).
First his accessories, these add to his squad like LG. Each squad member was supposed to add to a specific build. Apart from the Apothecary upgrade of course. All of these models have 60 melee skill.
The first is an apothecary. All he does is a heal, and the range on the heal is 20. It cannot level but the heal increase based on health the targeted squad has. Because there is two instances to the heal. One is a flat 45 health heal. The other is a 10% of max health heal. 60 energy and 30 seconds cooldown time. Starts with a bolter (same stats as the tacs in the Command Squad). 120/20
The second is a Veteran. All he does is add pure damage to the squad. No abilities. When you get certain weapon upgrades his loadout will change (Bolter, same stats but melee is a bit better). Used to have an ability that increase range damage bad weapon range but i removed it awhile ago. 120/30 t2
The third (and it will be removed since although I makes fluff sense it doesn't fit in the game atm). Is a banner bearer. Since this is a specific model i cannot change his wargear options so that's why he will be removed. But he buff nearby units (passively and at a very close range of 10) and increases their melee skill by 1 and increases their max health by 20 hp flat. But it will be totally removed. 100/20 t2
Weapons now. The Weapon upgrade are to be offensive and pretty much add but bring more damage to the table but not be overwhelming in how much he brings. I have made 3 weapon upgrades.
One is a combat shield upgrade that increases his damage in melee by 100% (40 power melee per hit) gives his squad chainswords (same as apothecary default weapon at 25 damage per hit and bolt pistols doing 15 damage per hit), increases their melee skill by 10 and alsos the Company Champion alone to have a 30% chance to knockback and enemy when his in melee (almost no flight distance and knockback strength), so affected units would get up in a good half a second. This would give the apothecary a chainsword and bolt pistol (same stats). Veteran would get a plasma pistol and a power claw (15 damage per hit on plasma pistol, 40 power melee damage per hit with power claw). 135/30 t1 (note that this upgrade doesn't give him a charge, felt that the amount of damage he alone can do in melee should be kiteable and the pistols have a max range of 22)
Hellfire bolts. Similar to Plague Marines, PC and Sternguard, this allows DoT to units hit by the bolters (and cc's bolt pistol) in the squad. Does increase their initial dps but adds a 1.5 damage per second for 5 seconds when hit. 100/25 t2
Plasma guns. The CC get a plasma pistol, the apothecary doesn't get any love from this upgrade, the tacs and the veteran get the plasma guns. They do 30 plasma damage per hit and the plasma pistol does 15 (range is 38 though). 120/30 t2
I only have two armor upgrade and they are to buff targeted squads.
One is to increase a squad's movement speed by 3.5 for 5 seconds costs 75 energy with a cooldown of 30. Can only be targeted on a Space Marine unit (cannot target self). The speed increase is exclusive so it doesn't stack. 100/25 t2
The other is pretty much an energy pack. What i does is add energy and increases their energy regen. for 5 seconds. However if a squad uses an ability while under the effect of this buff then any ability they use has its cooldown reduced by 40%. If the ability is already in cooldown when the squad get hit by this buff then its ability does not get a benefit from the ability cooldown. 120/30 t2
The his exclusive global is,
Hold Fast! : Break suppression. When a squad is in cover they cannot be knocked down or suppressed and take 15% less damage from all sources (exclusive). 75 red.
then I copied and pasted hellfury strike.
I tried to have the Hold fast! global and the armor upgrade be the way that this hero supported his units (since buffing a whole SM army is just stupid OP) and defending to an extent.
The weapon upgrade and the veteran member was supposed to be this squad offensive ability and not offering anything more than just more damage. The weapons were also supposed to make the whole squad into a single type of unit and fit into a role and changing the weapon made the whole squads role change (another reason why banner bearer has to go). Bu the hero wasn't supposed to excel at doing the damage just help out or baby sit (the combat shield weapon).
The apothecary is something i wanted to add because of the fluff and because i wanted the Command squad a little of every commander just not as effective in the same role. I added the health percent because i didn't want the heal to be completely useless on terminators but good in infantry and vice versa. The apothecary doesn't get a healing aura too. Just want to point that out.
The only things that will not be removed from the Hero is it being a squad, the apothecary, and the Hold Fast global. Although I will listen to changes as always.
I think this hero i created back then is shit and needs big changes. And if anyone want to give me some ideas or suggest a change that is all welcome. And If you need more information about something i'll provide that too when asked.
