Create New (viable) Chaos Units
Posted: Tue 17 Sep, 2013 8:00 pm
I would like to ask some advices and opinions about two new units in which I've been working, with the purpose to turn them into a viable option to have opportunities to be implemented in the mod.
FYI, the models belongs to Shuma.
Possesed Marines
Role: anti everything squad in melee combat with heavy melee
Characteristic: High reward high risk berserker unit.
Models: 4
HP: 4 x 600 = 2400 hp
Maximun level: 4, but with a slooow leveling (Needs tons of XP to level)
Armor: Heavy Infantry
Speed: 5.5
Pop: 5 x model = 20.
Weapons: 30 dps melee heavy_melee mutated sword, 7 dps ranged plasma_damage plasma pistol.
Cost: 750 req/150 energy
Abilities:
- Melee damage aura (40% less damage taken from melee combat)
- Combat Madness: for 20 seconds, the squad enrages, doing 50% more damage and increasing their speed by 1.5. You lose control of the squad, and each model loses 1.5% hp per second for the duration. Needs 1000 damage points to activate it.
- Dark Exorcism: Only works if Combat Madness is on. Each member receives 150 explosive_damage and finish the Combat Madness ability.
- Mini buff when they kill a unit, maybe?
Chosen Marines
Role: Anti-infantry armor ranged squad/Debuffer
Characteristic: High piercing_damage ranged squad with different ammo, ALAS Sternguard.
Models: 4
HP: 4 x 400 = 1600 hp
Maximun level: 4
Armor: Heavy Infantry
Speed: 5
Pop: 4 x model = 16.
Weapons: 18 dps piercing_damage bolters, 19 dps melee combat
Cost: 450 req/40 energy
Upgrades:
- Khorne Gift: The Blood God provides the Hate Ammunition, which makes the enemy squad receive more damage per shot given, but also increases their damage.
- Tzeentch Gift: The Change God provides the Soul Burning Ammunition, which burns the energy of the attacked enemy unit or squad.
- Nurgle Gift: The Diseases God provides the Corrupted Ammunition, which reduces or even negates any health regeneration increase of the attacked squad.
- Slaanesh Gift: The Pleasure God provides the Excess Ammunation, which reduces the enemy Melee Skill, but also makes the squad more resistent to suppression
Abilities:
- Melee damage aura (40% less damage taken from melee combat)
- Chaotic ammunition: Uses the standard Chaos ammo, without additional effect. Allows to the Chosen Marines to regain energy.
- Note: All the specialized ammunitions are locked by default. You need to buy the proper upgrade to unlocked them
- God's Gift: The squad could add some effects to their bolter rounds, depending of the God gift. The use of any gift consumes 1.5 energy per second.
- Hate Ammunition: Increases the damage taken of the attacked squad by 2% per sucessfull hit for 5 seconds, but also increases the the damage they done by 2% per sucessfull hit at the same time. Can stack multiple times.
- Soul Burning Ammunition: Burns 2 energy per sucessfull hit to the attacked squad, but decreases the damage taken by the enemy squad by 2%. This effect lasts 5 seconds. Can stack.
- Corrupted Ammunition: Decreases the health regeneration by 0,15 per successfull hit to the attacked squad for 5 seconds. Can stack multiple times.
-Excess Ammunation: Decreases the enemy melee skill by 1 per sucessfull hit for 5 seconds, but also gives -5 courage damage per hit. Can stack multiple times.
Why?
IMHO this unit fills two roles on the Chaos army which aren't present: a hard ranged-anti-infantry armor squad which don't is based in AOE damage (EW AC CSM or Plague Marines don't fill very well this role IMHO) and a debuffer role.
But this unit requires a bit micro to use well effectively, like Sternguard. But in contrast to them, if you don't micro well the ammo change (or simply forgot to change to the non-energy consume ammo) you turn a battle against you.
Another thing: Yes, I know. Chosen Marines don't have in TT this design (they are ambushers, flank squads and infiltration squads).
Still this units are in a beta state.
Ideas? Possibles different designs?
FYI, the models belongs to Shuma.
Possesed Marines
Role: anti everything squad in melee combat with heavy melee
Characteristic: High reward high risk berserker unit.
Models: 4
HP: 4 x 600 = 2400 hp
Maximun level: 4, but with a slooow leveling (Needs tons of XP to level)
Armor: Heavy Infantry
Speed: 5.5
Pop: 5 x model = 20.
Weapons: 30 dps melee heavy_melee mutated sword, 7 dps ranged plasma_damage plasma pistol.
Cost: 750 req/150 energy
Abilities:
- Melee damage aura (40% less damage taken from melee combat)
- Combat Madness: for 20 seconds, the squad enrages, doing 50% more damage and increasing their speed by 1.5. You lose control of the squad, and each model loses 1.5% hp per second for the duration. Needs 1000 damage points to activate it.
- Dark Exorcism: Only works if Combat Madness is on. Each member receives 150 explosive_damage and finish the Combat Madness ability.
- Mini buff when they kill a unit, maybe?
Chosen Marines
Role: Anti-infantry armor ranged squad/Debuffer
Characteristic: High piercing_damage ranged squad with different ammo, ALAS Sternguard.
Models: 4
HP: 4 x 400 = 1600 hp
Maximun level: 4
Armor: Heavy Infantry
Speed: 5
Pop: 4 x model = 16.
Weapons: 18 dps piercing_damage bolters, 19 dps melee combat
Cost: 450 req/40 energy
Upgrades:
- Khorne Gift: The Blood God provides the Hate Ammunition, which makes the enemy squad receive more damage per shot given, but also increases their damage.
- Tzeentch Gift: The Change God provides the Soul Burning Ammunition, which burns the energy of the attacked enemy unit or squad.
- Nurgle Gift: The Diseases God provides the Corrupted Ammunition, which reduces or even negates any health regeneration increase of the attacked squad.
- Slaanesh Gift: The Pleasure God provides the Excess Ammunation, which reduces the enemy Melee Skill, but also makes the squad more resistent to suppression
Abilities:
- Melee damage aura (40% less damage taken from melee combat)
- Chaotic ammunition: Uses the standard Chaos ammo, without additional effect. Allows to the Chosen Marines to regain energy.
- Note: All the specialized ammunitions are locked by default. You need to buy the proper upgrade to unlocked them
- God's Gift: The squad could add some effects to their bolter rounds, depending of the God gift. The use of any gift consumes 1.5 energy per second.
- Hate Ammunition: Increases the damage taken of the attacked squad by 2% per sucessfull hit for 5 seconds, but also increases the the damage they done by 2% per sucessfull hit at the same time. Can stack multiple times.
- Soul Burning Ammunition: Burns 2 energy per sucessfull hit to the attacked squad, but decreases the damage taken by the enemy squad by 2%. This effect lasts 5 seconds. Can stack.
- Corrupted Ammunition: Decreases the health regeneration by 0,15 per successfull hit to the attacked squad for 5 seconds. Can stack multiple times.
-Excess Ammunation: Decreases the enemy melee skill by 1 per sucessfull hit for 5 seconds, but also gives -5 courage damage per hit. Can stack multiple times.
Why?
IMHO this unit fills two roles on the Chaos army which aren't present: a hard ranged-anti-infantry armor squad which don't is based in AOE damage (EW AC CSM or Plague Marines don't fill very well this role IMHO) and a debuffer role.
But this unit requires a bit micro to use well effectively, like Sternguard. But in contrast to them, if you don't micro well the ammo change (or simply forgot to change to the non-energy consume ammo) you turn a battle against you.
Another thing: Yes, I know. Chosen Marines don't have in TT this design (they are ambushers, flank squads and infiltration squads).
Still this units are in a beta state.
Ideas? Possibles different designs?