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Alien Hunters - Deathwatch Development


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#21 Gambit

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Posted 15 May 2018 - 09:40 AM

WHOA!!! MUCH STUFF :twisted:

Excellent man! :thumbsupcool:

 

Let me process them!

 

The thing is that you have included options for ... MANY races, which is a bit tricky to code...

I do not have any issue updating the SCaR (it's a one-day job for me), to be MUCH more adaptable...

....but honestly I would prefer to keep the researches into specific "groups".

 

As I said, for now I have:

>> NECRONS, DAEMONS, TYRANIDS, TAU, ORK, ELDAR, CHAOS, and the GENERAL groups of researches.

(I should perhaps add Dark Eldar as well...)

So, for example:...

TAU -> is for vanilla tau and tau enclaves races

ELDAR -> is for vanilla eldar, craftowrds and harlequins

CHAOS -> is for vanilla chaos and all our chaos races (IW, EC, TS, Rage etc)...

 

We CAN go race-specific (no grouping), but that would be TOO much work, TOO many researches and would be counter-productive...

 

 

Regardless, it seems I would have to RE-WRITE the SCaR :twisted:


Edited by Gambit, 15 May 2018 - 09:41 AM.

-In search of Papasmurf...

#22 Roderick

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Posted 15 May 2018 - 10:54 AM

Do you know that there are special ammunition and other stuff already documented right?



#23 Roderick

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Posted 15 May 2018 - 11:05 AM

Here's a compendium I've gathered with all the fancy stuff and gadgets the DW has. I've written out those which I think are relevant for DoW.

 

I think this can be valuable to help with the design or at least to support the content with lore. Whenever you need I can write ucs entries. How do you guys know which ones are available?

 

 

DEATHWATCH WEAPONS

It is a testament to the Chapter’s status that it has access to the very highest echelons of the Cult Mechanicus, and to technological marvels beyond even the reach of the Space Marines. Perhaps the most obvious expression of this access is to be seen in the many types of
highly specialised ammunition the Chapter uses. Through countless engagements, the Chapter has developed specialised poisons keyed to the biology of specific aliens, and these can be delivered by way of specialised bolt rounds. The Deathwatch makes use of tracking devices that utilise otherwise lost branches of technology, including electro-magnetic scanners, motion detectors and co-efficient prognostication units. Each Battle-Brother commonly bears equipment only carried by specialists in his own Chapter, ranging from melta-bombs to the highly prized vortex grenade.



GRENADES (besides frag, krak, melta)

CONCUSSION GRENADES & MISSILES
These are grenades and missiles packed with volatile high explosives
that create a powerful shock wave and an incredible, deafening din upon impact. Concussion grenades have proven especially lethal in close quarters like ships’ compartments and inside buildings. Concussion missiles are very effective at breaking up fortifications, and are much beloved by the Battle-Brothers of the Imperial Fists garrisoned at Watch Station Erioch.

CRYO GRENADE
Found only in the armoury of Watch Fortress Erioch, these grenades are packed with a chemical gel that freezes solid upon exposure to air. Cryo grenades flash-freeze enemies when they detonate and are deadly against enemies who are susceptible to cold. When a cryo grenade detonates, it immediately deals 4d10+6 points of energy damage to
everything in its blast radius. Any enemy that suffers damage from the attack must make an Arduous (–40) Toughness Test to resist the searing pain as they are splashed with the freezing chemical gel. Those who pass their Toughness Test weather the attack, and receive no further damage. Those who fail continue to take 2d10 Toughness Damage for 1d5
rounds as the gel slowly loses its potency and eventually becomes inert. If a being is reduced to 0 Toughness by a cryo grenade, they are killed and their corpse is frozen solid. Any further damage to the corpse causes it to shatter into dozens of bloody shards.

EMP GRENADE
A rare example of xenos technology employed in limited capacity by the Deathwatch, the exact form of such a grenade varies with its origin. The function of an EMP grenade is to generate a field of electro-magnetic static that interferes with most technology and generally causes machine spirits to malfunction. There are many appellations for this weapon: EMP, Haywire, Scrambler, and it takes many shapes including those found with the Tau and the Eldar.

INHALATION GRENADE
Unloaded, an inhalation grenade is nothing more than an impact-activated canister of pressurized air. However, each of these innocuous devices contains a venting core that can be fi lled with a chemical of the user’s choice, allowing it to deliver substances as harmless as signal smoke or as deadly as genophage toxin. An inhalation grenade affects everyone in its Blast radius (not protected by environmentally sealed gear) with its payload. However, the dispersive nature of this
delivery method reduces the effectiveness of the contents, granting affected targets a +10 bonus to any resistance Tests they would normally make.

MONOBALL GRENADE
An ancient pattern anti-personnel grenade from deep within the Deathwatch vaults, these vicious grenades bear a passing resemblance to heretical Eldar technology. Little more than dozens of metres of monofi lament wrapped tightly around a small explosive charge, these weapons are designed much like leaper mines to destroy massed enemy formations.
Instead of killing with explosive force, upon detonation the grenade dissolves into an expanding cloud of fast-moving monofilament guaranteed to shred un-armoured and lightly armoured enemies. Lethal in the extreme, these grenades are unfortunately in fi nite supply and are guarded jealously by Deathwatch Tech-Priests.

PHOTON FLASH GRENADE
Photon flash or simply flash grenades detonate in a sudden and brilliant flare, blinding anyone nearby and overloading many common vision protection systems such as visors. Those caught without high quality eye protection are usually left blinded and defenceless.

PLASMA GRENADE
These highly lethal grenades use a deliberate plasma containment failure, erupting into blasts of white-hot energy. The dense plasma core of an Astartes plasma grenade is not fully consumed in the initial explosion and leaves a glowing, energized orb that continues to sear the area like a miniature sun. This tiny stellar body continues to do the plasma grenade’s full damage to the Blast area for an additional 1d5 Rounds after the Round it detonated.

VORTEX GRENADE
This dreaded example of lost technology tears open the very fabric of reality, creating a rift into the warp. Needless to say, the results of
such a desperate action are highly unpredictable and almost as likely to backfire on he who used it.

LEAPER MINE
Leaper mines are a vicious anti-personnel mine unique to the Jericho Reach Deathwatch typically deployed against hordes of massed enemies like Orks and Tyranids. Appearing as little more than a discarded heavy bolter shell, when their proximity sensors detect bio-signs within 5 metres these mines leap up rougly two metres and spray an area ten metres across with vicious clouds of shrapnel. A handful of well placed leaper mines can eradicate large groups of enemies before they can even react. Leaper mines have no timer, instead they are triggered by close proximity to a living being.


RANGED WEAPONS: Bolters, pistols, shotguns, rifles, flamers, plasma, melta...

Mk.IX Ultra-Pattern SHARPSHOOTER'S RIFLE
The needle rifle offers the perfect combination of range, stealth, and deadliness. A low-power laser beam propels small slivers of crystallised toxin that, once lodged in flesh, dissolve into the bloodstream almost instantly. Many chemicals can be solidified into such rounds with the right equipment, and a variety are in use by the Deathwatch. The most common compound (and the standard ammunition for this weapon) is a viral toxin that leaves most enemies dead within moments of being wounded. As they have no muzzle flash, needle weapons are ideal for assassinations. The only argument against these exquisite weapons is that the brittle rounds have little penetrating power, making them next to useless against heavily armoured targets.

ASTARTES COMBI-WEAPON
Combi-weapons are actually two different weapons that have been combined into one firearm. The idea is to provide the user with the versatility of two different types of guns, without requiring him to switch between them (not to mention carry them both) on the battlefield. Astartes combi-weapons typically use a boltgun as the primary weapon with a one-shot secondary weapon slung under the barrel.
The most popular variations found in the Deathwatch are the combi-flamer, combi-meltagun, and combi-plasma gun. The profile entry for each of these weapons details the primary boltgun. The secondary weapon on each firearm has a profile identical to a Flamer, Meltagun, and Plasma Gun respectively. Both weapons cannot fire at the same time.

ASTARTES WEBBER
When a battle-brother finds it necessary to take a target alive, or sometimes just incapacitate persistent but innocent civilians, the webber offers a quick and effective means of incapacitating a fleeing assassin or a small crowd of citizens. The weapon fires masses of filaments, which expand to form a sticky, near unbreakable net. The filaments constrict as the target struggles, only further entrapping him if he attempts to escape. In addition to the normal effects of a Snare weapon, each time the ensnared character fails a Strength or Agility Test to escape, he imposes a cumulative –10 penalty on future tests. Should this exceed –30, the victim is hopelessly trapped with
no further escape attempts possible. The webbing breaks down on its own and flakes away after 1d5 hours.

BARRAGE PLASMA GUN
These rare and venerated weapons are jealously guarded by the Techmarines of the Jericho Reach Deathwatch, and issued only to the most honoured Space Marines. Barrage plasma guns are highly tuned, rapid-fire weapons that can lay down incredible volumes of devastating plasma energy. While their ability to fire in semi-automatic and automatic modes make them both versatile and deadly, they use an immense amount of energy and are more prone to overheating than a typical plasma weapon. Deathwatch Space Marines see this as a small price to pay for the ability to spray volleys of plasma energy into charging bands of xenos.

BARRAGE PLASMA PISTOL
These deadly plasma side arms are unique to the Jericho Reach Deathwatch, and few exist even within their hallowed armouries. Like their larger siblings, the Barrage plasma pistols feature a higher rate of fire at the cost of increased overheating and energy consumption.

BALEFIRE GUN
Brutally effective against Orks and other xenos with natural regeneration, this flamer uses highly refined promethium fuel mixed with a number of radioactive compounds to both burn and irradiate foes. Only rarely deployed due to the collateral environmental damage it causes, balefi re guns are used solely by the Deathwatch to cleanse particularly resilient xenos. They are particularly effective in controlling and eradicating Ork infestations.

CONFLAGRATION MELTAGUN
Crafted in very limited numbers by Enthor Calibos, a Techmarine of the Salamanders Chapter garrisoned aboard Watch Station Erioch, these compact, high-output Meltaguns have gained favour among those Battle-Brothers of the Deathwatch lucky enough to have wielded them. Reflecting the fine workmanship and deep love for cleansing flame of their creator, these powerful weapons have higher penetration and damage output at the expense of energy consumption.

IMMOLATION RIFLE
Not a flame weapon in the strictest sense, the Immolation rifle is an ancient, exceedingly rare, and barely understood weapon possessed by Watch Fortress Erioch in limited numbers. It is a brutal anti-personnel weapon that fi res a seething, shortrange beam of intense heat. When used on lightly armoured or un-armoured targets, the beam sears and blisters exposed flesh. This causes a target intense pain and, with enough damage, these weapons can cook enemies alive. While they
are incredibly lethal when used against organic foes, the beams cause no damage to inorganic objects like machinery, bulkheads, and weapons. This makes them extremely useful in boarding actions for use against massed crew, as well as in any situation where collateral damage needs to be minimised.

TECHXORCISM GUN
Brutally effective against highly technological xenos races like the Tau, these weapons are unique among other Deathwatch weapons in their ability to directly attack machine-spirits. Known colloquially as techxorcism guns, they fi re crackling, bright blue bolts of energy that not only damage a machine’s body but can harm or even drive out its machine-spirit. These weapons can even stun living creatures if they hit exposed flesh, and all techxorcism weapons have the Shocking quality.


HEAVY WEAPONS: Besides heavy bolters, multimelta, missile launchers, plasma cannon, etc.

“ARMOURBANE” MISSILE LAUNCHER
The armourbane missile launcher (unique to the Jericho Reach Deathwatch) is a squat, wide-barrelled launcher half as tall as a Space Marine. That’s where the similarities end however, for whereas the anti-aircraft missile launcher is built to take down airborne targets, the armourbane specialises in dealing with heavily-armoured ground units. This launcher is typically loaded with hunter-killer krak missiles, and is fi tted with an array of augurs and special cogitators to guide its missiles smoothly to their targets. Armourbane launchers give a Killteam extra protection against armoured vehicles and large
xenos beasts over and above that of a standard Soundstrike missile launcher. The special augur array mounted to the armourbane combines the benefits of a preysense sight and a red-dot laser sight(..). The
armourbane launcher can be used against flying enemies in an emergency, but isn’t well suited for it.

ATOMIZER CANNON
The atomizer cannon is a relic from the Dark Age of Technology. One of the more horrific weapons of war fielded by the Deathwatch Space Marines of the Jericho Reach, they resemble bulky multi-meltas with a heavily shielded backmounted power unit. The weapon fires a blast of heavily irradiated particles that effectively melts living creatures,
blowing their individual cells apart and boiling them alive from the inside. Atomizer cannons have even been known to set fire to metals and ceramite momentarily before utterly disintegrating them. Only a handful of these frightening weapons exist among the Deathwatch, and their use against humans is heavily proscribed. Many chapters refuse to use them at all, claiming the technology used is deeply heretical and objecting on moral grounds.
Along with their more obvious effects, atomizer cannons also irradiate everything in their blast area—this is reflected in the Toxic Special Quality as listed in the weapon’s profile.

CONVERSION BEAM
A small number of these rare and deadly archeotech devices circulate through the hands of senior Techmarines. By using the energy stored in atomic bonds, a conversion beamer can annihilate creatures, vehicles, or nearly anything its beam reaches, provided it is given time to build to critical mass. When fired, a conversion beamer expels a stream of neutronbombarded particles, beginning an atomic chain reaction that c converts matter to energy in a blazing beam that hurtles towards the target. As the escalating reaction travels, more and more air molecules are converted into a deadly blast that finally consumes the target in an explosive release of energy.
Conversion beamers are more powerful at long ranges as they can absorb more matter into the blast’s strength before it hits.
(Also used by the Ordo Xenos inquisitors)

DEATHWATCH FRAG CANNON
The frag cannon can fire a horde-shredding burst of shrapnel or dense solid shells

DEATHWATCH GRAVITON CANNON
Yet another field expedient modification made to an existing weapon by the Techmarines of Watch Station Erioch, the Deathwatch Graviton Cannon is a higher output and decidedly more deadly version of the more common graviton gun. Where the common graviton gun has but one setting that effects the gravity in a sizeable area, the Deathwatch version can also focus its energies into a continuous tight beam of incredibly dense
gravity waves. When fired as a continuous focused beam, the graviton gun can pin one target up to Enormous size.

FIRESTORM MULTI-MELTA
Created millennia ago by a forgotten Deathwatch Techmarine as a field modification of a damaged Maxima-pattern multimelta, firestorm multi-meltas trade higher energy consumption and shorter range for higher damage yield and the ability to fire short bursts. Although modifi cations of this kind are typically frowned upon by the Mechanicus, the Deathwatch Techmarines of Watch Station Erioch have received special
dispensation to perform this operation on limited numbers of existing weapons.

INFERNUS HEAVY BOLTER
It's a Combi-Heavy-Flamer Heavy-Bolter,

SEISMIC ESCALATION DETONATOR
Originally designed as a tool for use in mining and exploration, these seismic generators were weaponised by the Deathwatch Techmarines of Watch Station Erioch. Favoured by those Deathwatch Space Marines hailing from the Imperial Fists, the unit consists of a powerful sound emitter roughly the size of a man that is planted in solid ground or the walls of a fortifi cation by way of a large spike. Once in place, it broadcasts ultra-low frequency sounds that set up sympathetic vibrations in ground and structures. These units are powered by rechargeable power packs that are good for about one hour of constant operation.
The longer the unit operates, its tremors grow more powerful and it causes more and more damage to surrounding terrain and structures.


SPECIAL ISSUE AMMUNITION

Deathwatch Kill-teams are deployed into a variety of unusual situations and missions that require tactical flexibility. Deathwatch Space Marines often make extensive use of special ammunition in order to achieve victory.

Shotgun:
While not as iconic or widespread amongst Space Marines as the Astartes bolter, the Astartes assault shotgun is a powerful and versatile weapon used by their Scouts (also by full-size Astartes).

BREACHING ROUNDS
These shells are packed with tiny explosive pellets and are used to breach doors and hatches for hasty entry. They also make good (if short-range) anti-personnel rounds when fired into massed enemies.

IGNIS ROUNDS
Filled with a sticky, viscous chemical that bursts into flame upon contact with a target, these rounds turn a weapon into an ersatz flamer

PENETRATOR ROUNDS
Designed to punch through armour, these rounds feature a hardened-adamantine dart contained in a discarding sabot.

SHREDDER ROUNDS
These rounds are packed with shards of razor sharp adamantine and are designed to penetrate light armour and mangle massed hordes.

SLUG ROUNDS
A heavy, solid block of adamantine designed to deal massive damage and inflict as much trauma on a victim as possible. Slug rounds also make good close-range anti-materiel rounds.


Stalker pattern Boltgun: The special Deathwatch Boltguns

Tactical flexibility is paramount given the unknown situations Deathwatch squads are often thrust into. Battle-brothers in the organisation make extensive use of variant bolt rounds that have numerous advantages over even the considerable power of standard bolt shells.

ANTIPHASIC SHELLS
Utilised by Deathwatch Kill-teams, these precious rounds were developed using an unknown technology to help prevent Necrons from "phasing out" and returning to their Tomb complexes. In this way Imperial forces can ensure that even their undying foes stay dead.

DRAGON FIRE BOLTS
Dragonfire Bolts are hollow-shelled bolts used by Sternguard Veterans that explode with a gout of superheated gas that can eliminate the value of cover for enemy troops as any targets struck receive full damage even when partially protected by cover.

HELLFIRE ROUND
Hellfire Rounds have devastating results on organic matter, as the rounds were developed to combat the Tyranids. The core and tip are replaced with a vial of mutagenic acid with thousands of needles that fire into the target upon the shattering of the vial, pumping the acid into the foe. They were originally developed to be fired as single specialised rounds by a Heavy Bolter with an area of effect, but have also been downsized for standard calibre Bolters, where they function as direct-impact penetrators instead.
Heavy Bolters and Infernus Heavy Bolters get Hellfire Shells

IMPLOSION SHELLS
The result of early experiments with alternative krak technology, an implosion shell replaces its explosive core with an infinitesimal amount of antimatter; this creates a violently decompressing vacuum when exposed to matter. Like the standard bolt shell, these rounds activate via their mass-reactive core, meaning they embed partially in their target before the implosion takes effect. The round’s force is therefore not directed at cracking open armour, but to collapsing the unfortunate victim’s body from the inside out—enough to debilitate even a Space Marine.

KRAKEN PENETRATOR ROUNDS
Kraken Penetrator Rounds are powerful armour-piercing rounds. The uranium core is replaced by a solid Adamantium core and uses a heavier main charge. Upon impact, the outer casing peels away and the high velocity Adamantium needle accelerates into the victim, where the larger detonator propels shards of super hardened metal further into the wound. These rounds are effective against heavily-armoured infantry and lightly-armoured vehicles.

METAL STORM FRAG ROUNDS
Metal Storm Frag Rounds are best used against multiple lightly-armoured targets. They detonate before impact and spray shrapnel, shredding their victims. A proximity detonator replaces the mass-reactive cap, and the diamantine tip and uranium core are replaced with an increased charge and fragmentation casing. They are similar to flak rounds and are used against large clusters of enemies.

STALKER ROUNDS (Default?)
Stalker rounds were designed for sniping use in Stalker-pattern boltguns, and that is still where they achieve maximum efficacy.

VENGEANCE ROUNDS
Vengeance Round bolts were created using unstable flux core technology that makes them hazardous to use but extremely potent at penetrating through heavily armoured targets. As their name implies, these bolts were developed by the Imperium specifically to target the Chaos Space Marines of the Traitor Legions.

Actually ideal for dealing with Wraithguard/Greater Daemons/Tyranid Monsters

WITCH BOLTS
Based on a Black Templars design, these bolts release a small core of neuro-inhibitors laced with warp-reductive compounds that disrupt a creature’s connection to the warp.


Webbers

RAZOR-WEB
Razor webs originated in the Calixis Sector, and have made their way into Jericho Reach arsenals during the Crusade. Rather than using the typical sticky bonding agents that form normal webber ammunition, a razor-web is composed of the rare alloys produced in the unique astronomical and gravitic alignment of the Lathe forge worlds. This metal can be used to create super-thin threads that are adamantine-strong and singularly sharp. This deadly mesh is so fine that it is
difficult to even see, but the victim’s slightest movements risk
shredding him to ribbons.


MELEE WEAPONS

In addition to Power Weapons, Power Fists, Thunder Hammers, Lightning Claws, Relic Blades, and Chainswords, the Deathwatch have access to rare and powerful melee weapons.

GUARDIAN SPEAR
Watch masters only. Custodes weapon.

XENOPHASE BLADE
Literally jacking Necron Phase Swords in place of Power Swords. Now that's big against those whose only save is an Invuln (like Harlequins and Chaos Daemons) as well as Necrons. Kill Team Sergeants and Watch Captains can take this.

HEAVY THUNDERHAMMER
Two handed, concussive. One-shot high value commanders, monstrous creatures, and heavy multi-wound thickies like Thunderwolves, Paladins, and Centurions might make it worth it.

ASTARTES POWER FALCHION
The Power Falchion is a heavy, brutal Power Weapon found commonly among those Battle-Brothers of the White Scars seconded to the Deathwatch who serve aboard Watch Station Erioch. Combining the striking power of a Power Axe with the versatility of a Power Sword, it has a broad blade with a single cutting edge that tapers to the hilt and the tip of the blade is heavy and curves up in a dramatic sweep. This makes the weapon more suited to chopping strikes as opposed to deft manoeuvres, and in the hands of a skilled user can rend armour and remove limbs with ease.

TOOLS

INFILTRIOL ENAMEL
On rare occasions, a mission requires a Kill-team to deploy on a planet where the Tyranid threat rages unabated. Although the Adeptus Astartes are mighty indeed, the odds are not in their favour against numberless swarms of Tyranids. A battlebrother would never shirk from such a mission, but his life is too valuable to squander.
To solve this problem, Magos Genetus Iyrzek (attached to the Mechanicus forces of the Achilus Crusade in the Jericho Reach) synthesised Infi ltriol, which takes advantage of the strong scent receptors common in most Tyranids. Infiltriol uses essential pheromones extracted from members of the gaunt genus to mask the bio-signature of the subject receiving an application of this substance. Infi ltriol is formulated for the chem-receptors of Hive Fleet Dagon only. It is currently completely unknown how it could be created for other Hive Fleets. When a battle-brother’s power armour is treated with Infiltriol enamel, most Tyranid organisms do not recognise him as an enemy. This allows him to walk through areas teeming with brood relatively unimpeded. However, drawing too close to more intelligent and perceptive species such as
synapse creatures or vanguard organisms risks revealing the deception and bringing down the Tyranid’s wrath upon the intruder.
A character must be inside an environmentally sealed unit (such as Astartes power armour) for the enamel to be effective. While bio-masked, a character does not warrant notice by members of the applicable Hive Fleet, remaining effectively “invisible” as long as he does not approach closer than 2 x Perception Bonus meters to a Tyranid creature. Once a character enters that range, any Tyranid creature the GM deems appropriate can make an Awareness Test to recognise the character as food.

RELICS

BANEBOLTS OF ERYXIA
Arch-Magister Eryxia spent her entire life in search of the perfect bolt shell. She spent decades working with the Deathwatch, perfecting not only the specialist ammunition of their Chapter, but also the bolter clips that dispensed them. Though few in number, some of her finest creations are still extant, housed within ammunition clips chased in platinum. Whatever the nature of the foe, just one of Eryxia’s Banebolts, when delivered to the centre mass, can slay its target in a second.

DOMINUS AEGIS
This artefact takes the form of an ornate tower shield; when its edge is slammed down hard into the ground, it projects a hemispherical force field that protects all those within its reach from baleful energies. Carried to war by those Kill Teams expected to plunge into the heart of the xenos hordes, it has saved countless lives, the bearer and his team fighting to victory as the dome-like force field keeps the worst of the alien scum at bay.

THE OSSEUS KEY
The ancient clavis known as the Osseus Key is said to be the most powerful of its kind. Where the other such devices that still exist within the Imperium are made from sanctified platinum, the Osseus Key is made from the knuckles and phalanges of deceased Imperial Fist heroes that fought in the Horus Heresy. It was scrimshawed with inhuman care and imbued with the mightiest machine spirits of the age. Only those Deathwatch officers who have proved their valour beyond all doubt are entrusted with the Osseus Key, for no portal can bar its bearer from entry, and no xenos machine can stand before his wrath.

RELIC BLADES

SALVATION OF CORREUS
(Champion Only) The Salvation of Correus is a combat blade from which the slightest scratch causes nightmarish visions and agonising pain.

THE THIEF OF SECRETS
The power sword known as the Thief of Secrets is inhabited by a machine spirit that has an unquenchable thirst for knowledge. When it tastes the vital fluids of an enemy, those liquids are absorbed into the blade and codified by the honeycombed array of logicum cells within. The biological secrets of the impaled creature are then analysed by the blade’s machine spirit, allowing its wielder to exploit the stolen knowledge from that point on.



#24 Kekoulis

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Posted 15 May 2018 - 12:13 PM

 

Research Example: Virgin Saint: Gain a boost to  health and damage for all female members of the faction. Unlock Hero Adrielle Quist.(I am in the progress of making her on an original model).

Adrielle Quist you say? Hmmm....


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#25 Gambit

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Posted 15 May 2018 - 07:17 PM

Brother Roderick wrote:

Here's a compendium I've gathered with all the fancy stuff and gadgets the DW has. I've written out those which I think are relevant for DoW. I think this can be valuable to help with the design or at least to support the content with lore.

YOU ARE A LIFE-SAVER!!!

I was about to do that, so that to start designing the race based on fluff.

AND you have posted only the stuff that makes sense, disclosing topics that are not "game-implementable". Thanks man :thumbsuphappy:

 

 Whenever you need I can write ucs entries. How do you guys know which ones are available?

There is a list of ALL ranges:

https://forums.revor...r-all-projects/

Brother Thud has taken care of that :twisted:

As you can see there, Alien Hunters: DeathWatch use the 17560000 - 17562999 range.

But with all this stuff... I am positive we will exceed l the 2999 upper range limit :p

 

Have a look into the Alien Hunters 0.7 build, I have already created it and put he first entries...

 

Your UCS assistance is "sorely" needed - as well as your design suggestions - thanks for the offer man!


-In search of Papasmurf...

#26 Norwegian_Loki

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Posted 15 May 2018 - 11:31 PM

WHOA!!! MUCH STUFF :twisted:

Excellent man! :thumbsupcool:

 

Let me process them!

 

The thing is that you have included options for ... MANY races, which is a bit tricky to code...

I do not have any issue updating the SCaR (it's a one-day job for me), to be MUCH more adaptable...

....but honestly I would prefer to keep the researches into specific "groups".

 

As I said, for now I have:

>> NECRONS, DAEMONS, TYRANIDS, TAU, ORK, ELDAR, CHAOS, and the GENERAL groups of researches.

(I should perhaps add Dark Eldar as well...)

So, for example:...

TAU -> is for vanilla tau and tau enclaves races

ELDAR -> is for vanilla eldar, craftowrds and harlequins

CHAOS -> is for vanilla chaos and all our chaos races (IW, EC, TS, Rage etc)...

 

We CAN go race-specific (no grouping), but that would be TOO much work, TOO many researches and would be counter-productive...

 

 

Regardless, it seems I would have to RE-WRITE the SCaR :twisted:

Oh don't worry about it. I had to ride the wave when inspiration struck. It turns out it was much more easy to come up with new research when I based them on each factions quirk. Took me a while to just write simple suggestions for each faction without making them step on each others toes, so coding it all would probably take forever. To be honest I realised this when I wrote the suggestion list for just vanilla that it would be a nightmare to make every research be dependant on each faction. :thumbsupxd:

 

The reason I kept going without lumping them together like in the branch path suggestions, is that I figured it would be easy to see the reason behind my suggestions if you saw them in context with the thoughts behind them, and why I suggest the way they will work.  But separating what you would get from each duplicate Ork or Necron faction for example do indeed seem silly. :p

 

Also to Roderick, nice list! The cryo weapons seems extra fun. we have not seen any water based elements in the game so far. Ice effects would be cool to make. :w00t:



#27 Gambit

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Posted 16 May 2018 - 11:20 AM

To be honest I realised this when I wrote the suggestion list for just vanilla that it would be a nightmare to make every research be dependant on each faction.

Well, it requires MUCH work!

I will have to update the SCaR, the AI, UCS, Icons... :p

Needless to say that I WILL DO WHATEVER IT TAKES, but I am first trying to "give it a shape".

But as you said, it is obviously easier to think of researches, when having a SPECIFIC faction in mind.

 

 

And just to tease you...
Feast your eyes!!!

 

 

This outstanding model, is a work of brother Black_Shield78, our dedicated DeathWatch modeller who bears the Emperor's blessing! :twisted:
Brother Kekoulis volunteered to offer his serviced to the Ordo Xenos for more 3D marvels - and his services will be available after his Apothecarion exams !


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#28 Gambit

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Posted 16 May 2018 - 05:42 PM

OK, so from my part I have made many minor (but VERY SERIOUS) AE optimisations to the race.

But most importantly, ... the SCaR code is WIDELY updated :grad:

 

Besides the optimisations a coder always perform when reviewing code (even his own!), I added... Modularity.

 

So now, adding a NEW race/group of researches is MUCH easier.

To that end, I added Dark Eldar to the list (I had it in the same group with Eldar, Craftworlds and Harlequins).

If we need to add more Imperium-related groups, it will be a 10 minutes' job now :thumbsupcool:

But I think we should not.

 

Here is a limitation to consider: Each building can "hold" up to 31 researches. Add more, and they will be rejected.

So if we have 3 to 4 researches per group, and we now have a total of 9 groups ( NECRONS, DAEMONS, TYRANIDS, TAU, ORK, ELDAR, CHAOS, GENERAL and now DARK ELDAR), I think we have reached a good maximum.

We could divide the researches of course...

We will see if the need arises.

 

... Note that there is so much info now (THANKS guys), that I have to "study" it before proceeding :twisted:

 

--------------------------

 

So now, the basis for the race is DONE.

 

STARTING THE GAME THOUGHTS...

The idea is to have a Deathwatch Thunderhawk landing (your HQ - that will also be a squad able to JUMP, mobile!) and inside the first squads that will start "investigating" and initiating the "hunt for aliens".

In game terms I am thinking Scouts, the MAIN Inquisition squad (the one that will be collecting the "genes"), and whatever else we can think of as a "starting" squad.


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#29 Norwegian_Loki

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Posted 18 May 2018 - 08:37 AM

I love the new thunderhawk. Just seeing the small details like those paper seals blowing in the wind, and having a unit ready to fire when the door opens are incredible details. I also like how  smooth it is. Impressive. :xcahik_:

 

Here is a limitation to consider: Each building can "hold" up to 31 researches. Add more, and they will be rejected.

So if we have 3 to 4 researches per group, and we now have a total of 9 groups ( NECRONS, DAEMONS, TYRANIDS, TAU, ORK, ELDAR, CHAOS, GENERAL and now DARK ELDAR), I think we have reached a good maximum.

We could divide the researches of course...

We will see if the need arises.

 

 

I was unaware of such limitations. Good to know. I agree with 9 groups being a good maximum. Maybe overwhelming in some regard. There is a lot of ground to cover on just one group.  :thumbsupdrool:

 

STARTING THE GAME THOUGHTS...

The idea is to have a Deathwatch Thunderhawk landing (your HQ - that will also be a squad able to JUMP, mobile!) and inside the first squads that will start "investigating" and initiating the "hunt for aliens".

In game terms I am thinking Scouts, the MAIN Inquisition squad (the one that will be collecting the "genes"), and whatever else we can think of as a "starting" squad.

 

 

Scout's or other long distance fighters are a must for starter units when you need cover for you geneseed "farmers". I would like to have a team of some type of Hunters too with the ability to close in on enemies for close combat fast. Like that sprint attack Deathwatch, and vanilla Grey Knights does. That way your hunters can quickly enter combat and get some geneseed for your "farmers" early on.  :good:  As early vehicle a transport with smoke launcher  would be good. To fire smoke on your "farmers" to keep them safe when doing the dirty deed.  :shiftee2: Some good early abilities for the hunters would be a sort of snare, or sticky grenade to trap your potential prey. And maybe a temporary turret summon for the "farmers" later.  :aarambo:



#30 Gambit

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Posted 18 May 2018 - 10:03 AM

Well, we can have the "Generic" group to be the Loyalist researches, and have the researched from a different building, to divide them and allow MORE to be researches. We shall see!!!

Based on what I gathered, for now we have 3-5 researches per group :thumbsuphappy:

 

Scout's or other long distance fighters are a must for starter units when you need cover for you geneseed "farmers"...

You got the idea PERFECTLY.

And they will also play the role of the strategic point capturers, as it is with most other faction :thumbsupcool:

 

I would like to have a team of some type of Hunters too with the ability to close in on enemies for close combat fast. Like that sprint attack Deathwatch, and vanilla Grey Knights does.

Ah, a small, fast-attack close-combat kill team then!
 

As early vehicle a transport with smoke launcher would be good. To fire smoke on your "farmers" to keep them safe when doing the dirty deed.

 

Some good early abilities for the hunters would be a sort of snare, or sticky grenade to trap your potential prey. And maybe a temporary turret summon for the "farmers" later.

NICE ideas!!!

Man, we think alike :thumbsuphappy:

 

It will be so, more or less.

Additionally, as a starting squad, I am thinking Servo Skulls with PLETHORA of addons!


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#31 Norwegian_Loki

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Posted 23 May 2018 - 07:25 PM

Is there going to be a special mechanic for the black shields? Like a single surviving squad member has a 15% chance of being turned into one squad? Or some other thing that makes them "disband" from their chapter. They have such an unique history.  :laugh:

 

I also wonder if we should use Redemptor Dreadnought instead of vanilla since that would separate them more from other factions. Unless you want one for the Primaris mod.  :p


Edited by Norwegian_Loki, 23 May 2018 - 07:26 PM.


#32 Kekoulis

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Posted 23 May 2018 - 08:00 PM

Is there going to be a special mechanic for the black shields? Like a single surviving squad member has a 15% chance of being turned into one squad? Or some other thing that makes them "disband" from their chapter. They have such an unique history.  :laugh:

 

I also wonder if we should use Redemptor Dreadnought instead of vanilla since that would separate them more from other factions. Unless you want one for the Primaris mod.  :p

The Black Shields usually stick together. Also,some allowed to use their ''chaos'' equipment,if they come from a traitor legion,as far as I know from the fluff. Will definitely have them.


Edited by Kekoulis, 23 May 2018 - 08:02 PM.

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#33 fuggles

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Posted 13 June 2018 - 09:51 AM

Hurrah! A home for the primaris ;)



#34 thudo

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Posted 13 June 2018 - 11:51 AM

That would be UM actually. ;)


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#35 fuggles

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Posted 13 June 2018 - 04:33 PM

In TT terms they have been rejected but have been seen as a great fit in DW.

#36 thudo

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Posted 13 June 2018 - 04:36 PM

:huh: Err.. except the minute Primaris were unveiled (year ago) it was in complete UM livery to sell them as them Blue Smurfs are the #1 brand for GSW.

 

Mind you, Primaris works fine in DW/Ordo Xenos of course but I think UM comes first just to ensure PoC unless Kekoulis has the cycles. We're demanding a lot here so steady as she goes, mates.


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#37 fuggles

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Posted 13 June 2018 - 06:15 PM

All I'm saying, regardless of gws intention of selling people a ridiculous unit, they gave them lackluster rules. As such no one used them, until the new DW codex and they are now seen as an integral choice and the only good use for primaries.

#38 thudo

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Posted 13 June 2018 - 06:25 PM

Well thankfully Kekoulis is a huge fan of Primaris (as am I) which he paints also so both UM and DW will benefit collaboratively. :wub:


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#39 Kekoulis

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Posted 13 June 2018 - 06:30 PM

The minis are good looking. Guess in which scheme I painted my Primaris Apothecary. ;) As for the DW,will see.


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#40 asterix120

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Posted 18 June 2018 - 03:21 PM

Hmm, I thought that the primaris would be a separate faction)






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