New GK Unit: Vindicare Assassin
Posted: Sun 06 Oct, 2013 1:30 am
Suggestion for additional T2 GK subcommander: Vindicare Temple Assassin
General Role: energy intensive subcommander who helps fill some gaps in the GK roster: controlling powerful melee commanders, some soft AV, consistent model bleed
Reskinned scout sniper or ranger model
600 health, commander armor, small unit size. No melee resistance aura.
Upkeep would be fairly high, since its a non-bleeding unit that bleeds your opponent a lot
Cost: 400 req, 45 power
Can level to four, same as any other subcommander.
gives same XP reward as other subcommanders do, don't recall the exact value
Does the same damage per shot as a scout sniper (170), so he can't one-hit models off havocs or devastators. He would fire slightly faster however, and have the same range as other snipers.
I don't know what the exact DPS calculations would turn out to be. DPS on burst damage isn't really important, it's all about damage per shot and how fast you shoot. He has to set up and unsetup, same as any other sniper squad.
Speed is slower than scouts, but faster than rangers, since he doesn't get FoF.
Melee DPS is 10. He is not a melee oriented unit.
Abilities: Vindicare must be setup in order to use the rounds.
Infiltrate: 5 energy cost to start infiltrating, drains 1/s after that.
Shell Breaker Round: 50 energy cost. 120 sniper damage. Drains 50 energy from target. Intended to put some more pressure on stuff like ASM and energy-dependent commanders
Hellfire Round: 50 energy cost. 120 sniper damage. DoT effect. does 10 piercing damage per second for 5 seconds. (This adds up to 170 damage, but the DoT is not affected by retreat modifiers)
Turbo-penetrator Round: 50 energy cost. Can only target vehicles and monstrous creatures. Deals 150 melta damage. Snares for 5 seconds, but less of a speed reduction than a melta bomb or lascannon does. Has the same range as Full Auto does (need to be reasonably close to the vehicle to use this)
Shell Breaker Round and Hellfire Round share a cooldown (around 25 seconds or so).
Reasoning behind the unit/why is this not OP:
First off, energy cost. GK get fantastic energy synergy. The specialized ammo types all cost a lot of energy, and combined with infiltrate, make energy management very important to the Vindicare. Using canticle/purification rites on him is important. And if you are giving him extra energy, it affects how well you can buff your interceptors. The vindicare does no more than a scout sniper squad, so he will still one-hit shootas, dire avengers, gaunts, and the like. But he can't one-hit power armor squads like tactical marines unless he uses an ability on the same model he already shot with a normal attack. Making his two anti-infantry specialized rounds share the same cool down makes sure that you can't fire off three sniper rounds one after another, even at full energy.
TL:DR: The Vindicare can at most pick off two models from any squad before having to reload.
Shell Breaker Rounds could alternatively knock back a single model, but this wouldn't really be helpful vs Chaos Lords or Hive Tyrants, who GK have issues with IMO. Energy drain also goes along well with the whole GK anti-pysker and anti-demon thing.
Hellfire Rounds have some nice retreat-killing potential, but you have to be setup to use them, so you can't chase low health squads (compare to sorc teleport and sword of flame or even interceptors with canticle jumping after a target). The DoT and initial damage only add up to a single normal shot, but as stated above, can kill on retreat. Hellfire rounds also only affect a single model, and can devastate low-health commanders if used properly.
Turbo round gives GK an AV snare (krak nades too easily dodged). But using it has risk: lack of melee capabilities and no melee resistance means that if you over extend your assassin, he can get wiped very easily.
Possible counters to him are pretty much every jump unit. Vehicles such as tanks also put a lot of pressure on him. If caught by detectors that do ranged DPS (big shootas, Tcsm), then he can easily be focused down. Lacks AoE damage abilties, support, and disruption of other sub-commanders, but is capable of constant model bleed and controlling enemy commanders and other subcommanders.
If starting out with all three specialized Exitus Rifle rounds seems too good for only 400/45, the Turbo Round could be made into a 75/20 upgrade.
This new subcommander rounds out a fairly thin GK T2, gives them some extra soft AV, and some nice constant model bleed. However, the Vindicare is prone to dying if ever caught in melee, relies on energy replenishing abilities to stay effective, and offers no support to the rest of the GK army.
General Role: energy intensive subcommander who helps fill some gaps in the GK roster: controlling powerful melee commanders, some soft AV, consistent model bleed
Reskinned scout sniper or ranger model
600 health, commander armor, small unit size. No melee resistance aura.
Upkeep would be fairly high, since its a non-bleeding unit that bleeds your opponent a lot
Cost: 400 req, 45 power
Can level to four, same as any other subcommander.
gives same XP reward as other subcommanders do, don't recall the exact value
Does the same damage per shot as a scout sniper (170), so he can't one-hit models off havocs or devastators. He would fire slightly faster however, and have the same range as other snipers.
I don't know what the exact DPS calculations would turn out to be. DPS on burst damage isn't really important, it's all about damage per shot and how fast you shoot. He has to set up and unsetup, same as any other sniper squad.
Speed is slower than scouts, but faster than rangers, since he doesn't get FoF.
Melee DPS is 10. He is not a melee oriented unit.
Abilities: Vindicare must be setup in order to use the rounds.
Infiltrate: 5 energy cost to start infiltrating, drains 1/s after that.
Shell Breaker Round: 50 energy cost. 120 sniper damage. Drains 50 energy from target. Intended to put some more pressure on stuff like ASM and energy-dependent commanders
Hellfire Round: 50 energy cost. 120 sniper damage. DoT effect. does 10 piercing damage per second for 5 seconds. (This adds up to 170 damage, but the DoT is not affected by retreat modifiers)
Turbo-penetrator Round: 50 energy cost. Can only target vehicles and monstrous creatures. Deals 150 melta damage. Snares for 5 seconds, but less of a speed reduction than a melta bomb or lascannon does. Has the same range as Full Auto does (need to be reasonably close to the vehicle to use this)
Shell Breaker Round and Hellfire Round share a cooldown (around 25 seconds or so).
Reasoning behind the unit/why is this not OP:
First off, energy cost. GK get fantastic energy synergy. The specialized ammo types all cost a lot of energy, and combined with infiltrate, make energy management very important to the Vindicare. Using canticle/purification rites on him is important. And if you are giving him extra energy, it affects how well you can buff your interceptors. The vindicare does no more than a scout sniper squad, so he will still one-hit shootas, dire avengers, gaunts, and the like. But he can't one-hit power armor squads like tactical marines unless he uses an ability on the same model he already shot with a normal attack. Making his two anti-infantry specialized rounds share the same cool down makes sure that you can't fire off three sniper rounds one after another, even at full energy.
TL:DR: The Vindicare can at most pick off two models from any squad before having to reload.
Shell Breaker Rounds could alternatively knock back a single model, but this wouldn't really be helpful vs Chaos Lords or Hive Tyrants, who GK have issues with IMO. Energy drain also goes along well with the whole GK anti-pysker and anti-demon thing.
Hellfire Rounds have some nice retreat-killing potential, but you have to be setup to use them, so you can't chase low health squads (compare to sorc teleport and sword of flame or even interceptors with canticle jumping after a target). The DoT and initial damage only add up to a single normal shot, but as stated above, can kill on retreat. Hellfire rounds also only affect a single model, and can devastate low-health commanders if used properly.
Turbo round gives GK an AV snare (krak nades too easily dodged). But using it has risk: lack of melee capabilities and no melee resistance means that if you over extend your assassin, he can get wiped very easily.
Possible counters to him are pretty much every jump unit. Vehicles such as tanks also put a lot of pressure on him. If caught by detectors that do ranged DPS (big shootas, Tcsm), then he can easily be focused down. Lacks AoE damage abilties, support, and disruption of other sub-commanders, but is capable of constant model bleed and controlling enemy commanders and other subcommanders.
If starting out with all three specialized Exitus Rifle rounds seems too good for only 400/45, the Turbo Round could be made into a 75/20 upgrade.
This new subcommander rounds out a fairly thin GK T2, gives them some extra soft AV, and some nice constant model bleed. However, the Vindicare is prone to dying if ever caught in melee, relies on energy replenishing abilities to stay effective, and offers no support to the rest of the GK army.

