Just felt like brainstorming a bit,
are there any units YOU'd love to see in DoWII / ELITE? Realisticly or not?
Any favourites back from the DoW days? And how would they work here?
GENE STEALER CULTISTS wrote:GENESTEALER CULTISTS
squad size
- 8 models
weapons
- six autoguns and two grenade launchers
upgrades
- can get a Gene Stealer Patriarch squad leader in T2GENE STEALER PATRIARCH wrote:When upgraded with a Patriarch they exchange their autoguns and grenade launchers to auto pistols and melee weapons.
The Patriarch grants his Cultist squad synapse.
similar as the T3 Warrior and Venom Brood leaders do to Terma- and Hormagaunts
The Patriarch can be killed and causes a synaptic backlash on his cultists if he does so.
abilities
- One Family, One Mind
- Spore Grenade Barrage
- Tyrannic ParasitesONE FAMILY, ONE MIND wrote:Allows to worship capillary towers to increase the range / effectiveness of its synapse.SPORE GRENADE BARRAGE wrote:Launches a barrage of Spore Grenades at the designated location, doing grenade damage and supression in a radius.*
*similar to actual spore minesTYRANNIC PARASITES wrote:Infects an enemy unit with a parasite that reveals their position through the fog of war for a while.
GRETCHIN wrote:
I for one was deeply disapointed at the lack of Grots / Gretchins in DoWII.
They used to be one of my most favourite units back in DoW days.
How could we loose both Grots and Squigs in the transition from DoW to DoWII?
A huge part of the Ork society just missing ( the new Ork "naraitor" is hilarious, admittedly )
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Gretchin pack
unit size:
~ 8+ Grots models (?)
can be upgraded with a herder*
unit type:
Infantry Armour.
Small Target ( like Absorbers )
abilities / special rules:
Gretchin can decap but do not cap ( like Sentinels )
repair
build Mek turrets and WAAAGH!-banners
Gretchin do not level / gain experience
Gretchin can't WAAAGH!
weapons:
Gretchin fight with a mixture of both Choppaz, Sluggaz and Shootas.
I'd imagine they'd shoot like Slugga- and fight like Shootaboyz, all in all.
purpose:
Gretchins are strong in numbers and small targets making them great to absorb fire for your Ork boyz.
They are quicker than your regular Slugga- or Shootaboyz and thanks to their small size a bit more resistant to ranged fire, making them useful to harass the enemy by rushing into enemy territory decapping requisition- and victorypoints.
They are cheap repair crews later into the game to relieve Sluggas.
Synergy with the Painboy. Painboys are often followed by Orderlies - http://static4.wikia.nocookie.net/__cb2 ... inboy3.jpg -. These Gretchin would make a cheap and attractive target for Unstable Fuel Injection.
*The herder is not a Nob but a simple Ork boy.
The Herder dies last and allows the Gretchin Pack to WAAAGH!
and improves the Gretchins` repair speed to that of Guardsmen.











