OMG yes, Squats plz! That would be so great. Thanks to the OP for starting the thread. This is fun and a nice diversion from some of the...salt, let's say, other places on the forum. I think it would be fun to have Sisters in Eternal Crusade. The thought that popped into my head was running into a point with bad LoS to the terminal and finding a whole room full of nuns with flamethrowers and meltas. FLEEEEE, lol. And so's we don't have to go digging through everywhere to find everything, I'd welcome other write ups.
As long as factions are not tied together, I am fine with that. I want Imperial Guard. I want to put las holes in you genetic freaks called Space Marines.
ayy, good to see that my Tau concept thread inspired some more discussion. Good stuff! I'd like to see what you make of playable Necrons actually, as I'm not particularly clued into what that faction's classes could be. So that'd be interesting for me at least
So my take on Necrons would roughly be as follows: Standard (Tact/Traitor/DA) - Necron Warrior Heavy Weapon - Destroyer Jump Assault - no direct jumpy equivalent, but Wraiths can phase so that might work Ground Assault - Pariahs or Flayed Ones Healer/Magic - Tomb Spyder Those are the closes analogs I can think of off the top of my head. Any constructive criticism welcome, or we can take it to another thread. Destroyers and Tomb Spyders might be tough to get in the game, because they're both wide and floaty.
Heavies would likely be Necron Immortals, and the Destroyer probably an Elite class instead. My best guess for Healer/Magic/Fifth Class would be, like, Lesser Cryptek or something
IMPERIAL GUARDS Faction specific: The Imperial Guards powerful military and logistical means provide them with a variety of support from artillery strikes, to deployable cover, turrets, and aerial strikes. To account for their squishiness, they may call in fire support, which classes should be allowed to do so depends on balance, I guess. Any class belonging to the guards ( Veterans, Scions, Hvy) can cap points. They all are squishies. Spawn timers for guards and vehicles is better. Basic classes: Standard: Veteran and or deathkorp grenadier and or kasrkin (see subfaction at bottom) Because they are troop choice, are still better than regulars or conscripts, can have carapace armor to justify a bit more durability. Lasguns and mods can be inspired by the game dark heresy where I recall you could have very different pattern of lasguns. Of course still has access to plasma, melta, etc. Heavy: Heavy Weapon team Can't use cover because there is two guys, however must "deploy" themselves. Vulnerable on the move, they can setup "trenches like" defense (think DOW1, sandbags in a circle, will account for more "toughness"). Have access to Autocannon, Lascannon, heavy bolter, missile launcher (frag, krak and flak). Autocannons could have different firing modes or different mods from marines and chaos. JUMP: Scions (can infiltrate, bonus damage, better aim or something, can deepstrike behind enemy lines, can't really jump), gets to call a couple of fire support and use special orders which are some kind of equipable "taunts"). Ground Assault : HERE IT IS SPECIAL: SENTINELS! Lacking tough guys, sentinels can be deployed as scouts, vanguards, equipped with multilaser, AC, Plasma Cannon, or Lascannon, they can "groundstomp" melee units to stun them long enough for other classes to fight. Sentinels with their higher mobility and small format can go inside buildings and decap points, perhaps even cap it. Support: Priests (buffs, heals, chainsaw), servitors, techpriest engineseer (vehicles) ELITES Commissar Scions (if not in base) Kasrkins Veterans (if not basic) or perhaps actually have them be Sergeants Ogryns Ratlings HEROES Commissar Lord Lord General Inquisitor VEHICLES Chimera with option for multilaser or autcannon, one hvy weapon team can fire from the rear hatch, other solider can shoot lasguns from the sides. chimera is tougher than other transports, and with lots of firepower to compensate for the weak guards. Leman Russ Main Battle Tank and variants Leman Russ Demolisher and variants Hydra flak tank (if flyers /call ins can be interupted/disabled). Special Call ins: Battle cannon turret, Vanquisher turret, Multilaser turret Executionner turret Quad gun Basilisk Artillery bombardment Manticore missiles strikes valkyrie strafing run (aimes infantry in a narrow line) Vendetta Strafing run (aims vehicles in a narrow line) marauder bomber how about certain types of aerial strike or deepstrike scions that can autocap a point if it isn't claimed back by the enemy, or faster cap rates for scions? All the current build assumes everyone already has TEQ, dreadnought EQ, flyers/strafing runs/strike capabilities, Techmarine Equivalent/turrets. Subfactions, or elites? Cadians, Elysian, Harakoni warhawk, death korps, armagedon steel legion, The problem with them being subfactions is the amount of VERY different models required for subfactions. So perhaps some of these could be represented in elites. Death korps are known to be die hards who never falter and do not fear death, they seem like the tough guys cadians are numerous, disciplines, and seem to have very good equipment (armor, carapace, and very good elites (kasrkin). Harakoni have "jump troops" that hunts giant monsters in the air for food...heavy airbased army Elysan: light infantry airborne army with rapid strikes and manoeuver warfare armagedon: mechanised. Etc. So basically, how to depict them? I'm sure they could all have their own elites. We can also think about forgeworld, i.e. graia pattern laser destroyer for heavies? There was a type of "platform" for heavy support that was immobile but was with a heavy weapon guys, I forgot the name. I understand devs stated guards would be cannon fodder, but seriously, there is so much goodies from the Imperium, I may not expect to play a conscript, but there's gotta be a difference between penal legionnaire, conscripts, regulars, veterans, scions, kasrkins, sergeants, etc. that warrants them having some love. And guards have such a varied arsenal of weapons with unique stuff such as sentinels, multilasers, vanquisher guns, etc. I'd generally avoid the whole "you control a squad" type of class, because I can see the problems with cover when you take cover on a wall, etc. what defines the models hitbox, etc. Heavy weapons being an exception (2 guys) because they wouldn't be allowed to take cover at all, outside of "deploying" themselves in a fight position.
What kind of customisation would you guys expect from other factions? Necrons all look alike to me . How about color scheme, clothing/armor/faces etc. Do Necrons have access to many weapons per class? Just asking because I don't know much of them outside of DOW, Never fielded/went against them on tabletop. I'd be curious what kind of customisation Necron players would like. Guards helm with no visor, the heavy weapon team helm with sunglasses, the hostile environment respirator. flak armour, carapace armor, kasrkin, death korps style helm, cloak, gaz masks, etc. lasguns do come in many shape and form in lore, I recall in dark heresy they were a playable class with mods, like faster rate of fire, better aim, more power/range, scopes, bayonets or not. of course many different regiments can be displayed. Vehicles could have standard template construct but also variable pattern like mars pattern, ryza, etc. Tau got a lot of love in the lattest edition so pretty sure there is a ton of material to work from. what do you guys think?
There's some alternate paint schemes to go with the expanded lore, including the Thokt dynasty, Shawn Gibson did up a variant that looks like this, which I personally would love to see in game As for alternate wargear, the troops Necron Warriors can only take a gauss flayer, which isn't so bad when you consider that it kills tanks. The elite/heavy choice (now a troop in 7th) Necron Immortals have a bigger gauss blaster, but also the option for a tesla carbine, kind of a lightning flamethrower weapon. That's basically the theme of the army, few weapons/units, but what they have works really well. Given reanimation protocols, necrons might not need a dedicated healer (although the cryptek is totally a class we want in game, but maybe elite/hero, or is it veteran/hero?). I'm glad that the four base factions are all analogous to each other, but I think as future factions come in we can push into alternate game mechanics that don't require the same setup. I'd certainly like to see D. eldar put in such a way that they aren't "C. eldar only more poison," and Tau even more so. I think necrons could do with the same treatment. Gosh am I boring. Ok, for people who haven't downloaded the Necron codex, here's some cool toys they have. Flayed Ones: Only claws, sorry Deathmarks: Sniper rifle of death! Lychguard: Probably an elite unit, but some cool gear. They can take warscythes (big killy two handed polearm) or swap out for hypherphase swords and dispersion shields (powersword and stormshield) Triarch Praetorian: I love these guys, also probable elites. Jump infantry, and they can optionally take voidblades and particle casters (supersword and pistol combo). I say optionally, because I personally love their normal weapon, the Rod of Covenant, which is a lightning blasting staff of melee. Preferences differ, and that's cool. Destroyer: hover-craft men of destruction with a really big gauss weapon. As people above said, not for day to day use. Wraiths: They flicker in and out of existence, and are kind of scary. Would make an interesting "jump" class. Weapons are there, but you play them for the ghosting. Edit: If you looked at that necron and said, I want more, here's his link http://www.glaven.net/ Edit2: I don't agree with a lot of it, but here's the dark eldar fun page idea http://forum.eternalcrusade.com/threads/dark-eldar-dlc-idea.54785/