Ideas for a Grey Knight sub-commander: GK Techmarine

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Aertes
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Ideas for a Grey Knight sub-commander: GK Techmarine

Postby Aertes » Wed 30 Apr, 2014 3:11 pm

It was noted in another topic that Grey Knights lack an advanced reinforcing spot aside from the T3 Land Raider.

I thought about giving them an option in T2 to have advanced static reinforcing spots in the shape of a new sub-commander: a Grey Knight Techmarine.

Costs: about 250 R and 80 E.

Stats: he'd be similar to a space marine librarian, about 600 health.

Model: he could use the current space marines' Techmarine model, with an apropiate Grey Knight helmet and other minor modifications to his armor.

Animations/Weapons: he could use the Grey Knights Strike Squad Justicar animation, equiped with a forearm-mounted storm bolter and a nemesis force sword. He could also use the same weapon stats as the said Justicar.

Abilities: he would have the basic Repair ability.

Options:
- Fleet Contact: gives him the ability of building Beacons (just like the Space Marine Techmarine hero) that provide a static reinforcement point.
- Rad Grenades: gives him the ability of throwing a Rad Grenade. These don't deal damage but mark all infantry units within the explosion range and make them take more damage from all sources for a short time.
- Reconstruction: increases his Repair speed, but makes him loose energy while he repairs.

This way, he would work as a support sub-commander. The GK player wouldn't have the versatility and mobility of reinforcing transports, but could set reinforcing spots to keep the fight up with their expensive units. Also, the GK Techmarine can make a good sinergy with Inquisitorial Stormtroopers and Strike Squads in T2, allowing them to deal better ranged damage with the Rad Grenades. The Reconstruction ability is taken from the background, its a psychic power that all GK Techmarines have.

As a secondary option, in T2 the inquisitorial stormtroopers could get the option of adding a GK Techmarine to the squad (maybe limited to 1 at a time). He would work as an aditional sergeant that increased the squad's Repair speed and brought the Build Relay beacon and Rad Grenades ability. Maybe too many abilities for a single squad?.
Last edited by Aertes on Sat 03 May, 2014 10:55 am, edited 1 time in total.
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Re: Ideas for a Grey Knight sub-commander: GK Techmarine

Postby Caeltos » Wed 30 Apr, 2014 4:00 pm

This is not feasible due to UI restrictions at the moment. Save the post and tell me when I can remove the thread.

Sorry.
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Re: Ideas for a Grey Knight sub-commander: GK Techmarine

Postby Raffa » Wed 30 Apr, 2014 4:04 pm

Yet another non-detailed, useless fantasy.

Jesus.
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Re: Ideas for a Grey Knight sub-commander: GK Techmarine

Postby Orkfaeller » Wed 30 Apr, 2014 4:10 pm

GK Techmarines? Is that really a thing from the latest codex?

Oh god, please, don't.

Its not a good fluff addition, nor do I want to see it here :l
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Re: Ideas for a Grey Knight sub-commander: GK Techmarine

Postby Swift » Wed 30 Apr, 2014 5:39 pm

My main problem is that GK already have two subcommanders in T2, which is more than the other factions (Orks of course have the Weirdboy in T2 and Painboy in T1). A third is just completely insane. Aertes, really don't be surprised that some people are really finding these grating. And yes, Orkfaeller, it is the new thing in their latest Codex.
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Re: Ideas for a Grey Knight sub-commander: GK Techmarine

Postby Aertes » Wed 30 Apr, 2014 5:57 pm

I dont understand what UI means, but you can delete it whenever you like of course.
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Re: Ideas for a Grey Knight sub-commander: GK Techmarine

Postby BaptismByLoli » Wed 30 Apr, 2014 6:00 pm

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Commissar Yarrick
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Re: Ideas for a Grey Knight sub-commander: GK Techmarine

Postby Commissar Yarrick » Thu 01 May, 2014 7:04 pm

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Re: Ideas for a Grey Knight sub-commander: GK Techmarine

Postby BaptismByLoli » Thu 01 May, 2014 7:16 pm

Commissar Yarrick wrote:Image


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Re: Ideas for a Grey Knight sub-commander: GK Techmarine

Postby GG_Codex » Sat 03 May, 2014 2:43 am

Interesting take on the GK techmarine. I'm actually adding one to my mod. The GK techie doesn't use servitors which makes him a bit more vulnerable in the field, but he can have up to three servo-skulls. The fact that he doesn't have gun servitors in his retinue means that you can't kit him out for fire support.

In TT he has artificer armor, so as a single unit he's pretty tough, and like all GK he gets a force weapon and access to things like Pysbolt ammo for his storm bolter. Giving him servo skulls and all the different grenade types from the codex would set him apart, as he'd be a super tough melee tank with various debuff/battlefield changing clickies.

To keep things simple, reconstruction could just be an instant vehicle heal kind of like the apo heal, which restores a chunk of hp right when you need it. Shouldn't be TOO much of a heal, but enough to save a dreadnought that's just one brightlance shot away from biting the dust.

Being able to set traps like Empyrian brain mines (low dmg but stuns units) would also be cool.
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Re: Ideas for a Grey Knight sub-commander: GK Techmarine

Postby lolzarz » Sat 03 May, 2014 9:44 am

Swiftsabre wrote:My main problem is that GK already have two subcommanders in T2, which is more than the other factions (Orks of course have the Weirdboy in T2 and Painboy in T1). A third is just completely insane. Aertes, really don't be surprised that some people are really finding these grating. And yes, Orkfaeller, it is the new thing in their latest Codex.


Wait. 2? I know about the Terminator Librarian, but what's the other one? The Vindicare Assassin, as a sniper, doesn't really count.
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Aertes
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Re: Ideas for a Grey Knight sub-commander: GK Techmarine

Postby Aertes » Sat 03 May, 2014 10:51 am

I didn't pretend a possible GK Techmarine as a tank, but a support unit that allowed Inquisitorial Storm Troopers and Strike Squads to be more consistent ranged oponents from T2 on through the Rad Grenades.

Also, he could provide what GK lack: advanced reinforcement points. Eldars have portals to go back to their base, tiranids have their nodes, Guards Marines and Orks have their transports, even Chaos have the Nurgle Altars. GK are the only race that can't get an advanced reinforcement point untill T3. I thought a GK Techmarine that built Relay Beacons could be a good idea.

Thinking about it carefully, another possibility would be for a single Inquisitorial Stormtrooper squad to be allowed to have a Gk Techmarine as aditional "sergeant", that could bring these possibilities without the need of a new unit. He could also increase the squad's Repair speed to represent his skill. I'll edit the first post with this possibility.
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Re: Ideas for a Grey Knight sub-commander: GK Techmarine

Postby fankater » Sat 03 May, 2014 3:15 pm

Lol Aertes, you spamming topics like crazy. Why no put all your ideas in one topic :?:
For the Emperor skurwysyny !

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