Post your character!

Modding discussion.
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Orkfaeller
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Re: Post your character!

Postby Orkfaeller » Sat 31 Aug, 2013 3:31 pm

A Death Company Blood Angel was something that I allready thought about.

Think it would be cool if we had from most of the Big Chapters a very iconic uh Token Marine.

An Ultramarines Tyranid Hunter.
- switches munition types and sticks Grenades on enemys.

Blood Angels Death Company
- Fast and agressive Berserker style hero.

Space Wolves' Grey Mane
- masters all the heavy, setup weapons

Black Templar Champion
- Melee Specialist that can force enemys into duel situations

etc
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GrimReaper
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Re: Post your character!

Postby GrimReaper » Sat 31 Aug, 2013 4:39 pm

If you are making it moba style (like dota) why not make each hero have 4 or 5 abilities that are unlocked/improved automatically each time they level up?

Also heres my hero:

SINDRRRRRRIII

srsly though lore: After his failure in acquiring the maledictum sindri was sent to Tzeench castle for punishment. After years in the warp he convinced the lord of Change to give him a second (and last) chance.

He´s a rather squishy ranged hero with crowd control and damaging spells which could include:

Vision from the warp: aoe that makes surrounding enemies flee in terror centered in sindri himself

Bolt of change: A single bolt of concentrated warp energy, causes great damage

Fire of Tzeench: Like the fire global which name i cant recall

Possession: Sindri remains static and gains control of a target unit, within line of sight, until it dies

Infernal gate: Sindri opens a fissure on the warp sucking all enemies close to it (like a singularity but red or purple for the chaotic effect ;) )

As for the model he could use the regular sorc skin with the last stand dlc helmet maybe some more extras

I do hope this mode can be made cause it would rock!
The odds are not on my side, but escaping would be cowardice
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Orkfaeller
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Re: Post your character!

Postby Orkfaeller » Sat 31 Aug, 2013 4:54 pm

Yes, Sindri, I LOVED Sindri. Allways thought they should have brought him back instead of Eliphas.

But he would need a Ability called "All Power demands Sacrifce", I dont care what it does, but it has to be there.



_________________________________________________________________


Name:
- Legioner of the Damned

Model:
- Legion of the Damned Marine

Voice:
- None ( Members of the Legion are silent )


Wargear Ideas:

- Weapons
-- Starts with a Bolter
-- Meltagun
-- Power Axe and Plasma Pistol
-- Heavy Flamer

- Armour

-- Armour of the Flame
The Flames that decorate this Armor come to life in the presence of enemies burning them to ashes if they dare to get to close.

Hulls the wearer with a flame aura that puts close enemies on fire.

-- Armour of the Void
It is told that the Legion of Damned fights in complete silence. They hail no war shouts, bark no commands and dont scream in death or defeat. In fact their pure presence seems to swallow the thunders of battle around them.

Enemies near the Legioner get silenced and are unable to use any abilities / or / get their energy drained.

-- Armour of the Legion
The Legion never stops in their advance till either all enemies or themselves are slayed.

The wearer becoms "Slow but Purposeful", getting advanced accuracy on the move, imune to supression and no longer has to deploy heavy weapons, but suffers from reduced movement speed.

- Accessory

-- From the Shadows
The Legion arrieves and vanishes from the Battlefield with no sound or indication where they came from and where they went.

Grants the Teleport ability but without any flash our sound that might reveal the Legioners Position.

-- Ghostly
Reports tell that even the most powerful weapons tend to harmlessly pierce through the members of the Legion.

Gives the wearer a passive X% chance to negate incoming ranged damage also grants the Warpshift Ability ( like Blood letters )

-- No Traces of their Presence
When the Battle is over the Legion vanishes with all their fallen, leaving no Corpse of a Battle Brother behind.

Gives a passive Resurect ability. If Resurect is off cooldown when the Legioner gets killed he revives back at Base. ( or somewhere )
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Forestradio
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Re: Post your character!

Postby Forestradio » Sat 31 Aug, 2013 5:37 pm

Force Commander Hairgel.

For all intents and purposes, let's assume he was sent to the the Eye of Terror for a crusade of pennance, instead of becoming a Chaos Lord or being executed by Gabriel Angelos.

Thunder Hammer FC, uses his old model from CR.

AoE melee commander who completely trashes hordes of enemies.

Passive Traits

Righteous Fury: all special attacks hit like Merciless Strike

Redemption: The FC, driven by his desire to redeem himself, cannot be suppressed or knocked back.

Blood Magpie: Even in exile, the FC is constantly on the watch for artifacts to "gift" to the chapter. If he spots a weapon or armor upgrade on a model that would fit well into the Blood Ravens chapter armory (all weapons and armor fit well in their armory), he deals 50% more damage to that model.
Example for this ability since it is confusing: does more damage to units with weapon upgrades like barbed strangers and big shootas, but not "default" weapons like heavy bolters.

Starting Abilities:

Battle Cry: buffs nearby allies' damage and makes him do special attacks for every attack.

To Victory!!!: charges to a specific location, damaging, knocking down, and disrupting enemies.

Upgrades:

Furious Victory: replaces To Victory!!! with Furious Victory, which has a lot longer range and deals significantly more damage. Think Diomede's violent charge from the campaign.

Inspiring Cry: Battle Cry gives a bigger damage boost to nearby allies and restores some of their energy.

Accessory:

Jump pack: grants assault jump ability, and gives the FC an assault-marine style melee charge

Iron Halo: grants energy shield ability, and a +10% ranged damage resistance.

Battle Standard: Increases the health regen and speed of the FC, and grants the Rally ability, which heals nearby allies and breaks suppression.
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Jazz-Sandwich
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Re: Post your character!

Postby Jazz-Sandwich » Sat 31 Aug, 2013 6:13 pm

Commissar Ciaphas Cain

A Black Library favourite, this Hero of the Imperium is adept with both chainsword and laspistol. Uses commissar Lord model, ideally without bionic eye if at all possible. If not, no big deal.

I primarily suggested this one because of the entree about multiple heroes on the part of the defenders, and I thought that some interesting synergy could arise.

Also comes with retinue member (or possible accessory?) Commissarial Aide Gunner Jurgen, equipped with lasgun.

Primary weapons: laspistol, chainsword.

Abilities:

Swordsmaster: temporarily increases melee skill by 10/20 (or whatever proves best in testing/balance testing) and melee damage by 30% (whatever proves best in testing/balance.)

Impeccable aim: a single, well-aimed shot at a single target with the laspistol that ignores armour.

Frak this!; Cain retreats 30% faster than the usual Commissar Lord.

Passive inspiring aura, reduces courage damage taken by nearby allies.

Unholy stench: attributable to Jurgen's delightful presence.

Upgrades:

-Bionics: steadies the Commissar's aim, greatly increases laspistol accuracy and/or damage.

- Melta gun: upgrades Jurgen's lasgun to a melta gun.

-[SPOILERS TO THOSE WHO HAVE NOT READ ANY OF THE BOOKS:

[spoiler] Upgrade Jurgen with a 'Blank' ability, denies enemy ability usage in a radius around Jurgen similar to BC's canticle of absolution. Unless Jurgen comes as an accessory in the first instance, since he would more or less nullify Cain's melee capabilities since Jurgen has pretty much none.[/spoiler]


But apart from his laspistol/chainsword skill and Jurgen, why bother? Some interesting effects rendered by other IG commanders.

Keeping up appearances: When in proximity to a Lord-General, is rendered immune to suppression.

The things I do for that woman...: Damage increased by 50% when in proximity to an Inquisitor.


(Is this a joke post? Only if it can't be done! Plus a whole bunch of other wargear options can be nicked from the commissar lord, the main 'flavor' of the character comes from his aide, his relationship with the other heroes, and his relative retreat speed!)

Edit: Now that I think about it, the Emperor's Wrath upgrade would be perfectly suitable, seeing as the good Commissar served with a Basilisk battery for several years.
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Aleris
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Re: Post your character!

Postby Aleris » Sat 31 Aug, 2013 10:48 pm

Ordo Xenos Inquisitor

Primary long range hero, that can be customised to perform close range roles, if necessary, with taking advantage of his gear and speed. Focuses on dealing high ammount of damage in short ammount of time.

Let's say Lord Generals body(primary one, without the metal armour over it)'cause of the armour(should be black), if a coat Lord General currently has could be made cape it would work awesome or something like that, or maybe stormtroopers body without the backpack, maybe SM scouts head, whatever really on that matter.

Primary weapons: Power Sword, Bolt Pistol.

Abillities: (in accordance with the gear and weapons)

Default - Xenology Adept - Inquisitors knowledge of xeno species and Imperiums enemies allows him to deal 30% more damage for limited ammount of time(10 seconds?)

Burst Shot - Inquisitor knocks back units in affected area and slows their movement speed for 5 seconds.

Surprise! - Inquisitor deals high ammount of damage to a single target in close range.

Focus - Inquisitor uses his superior mental regime training to pick off his targets therefore slowing the unit and enabling nearby allies to do 20% increased damage to affected unit.

Righteous Wrath - Unleashes psychic energy from the Warp through the Inquisitor dealing AOE damage to units caught in its boundaries and stuns them for 5 seconds.

Kill Marine(s) - Allows Inquisitor to call down Deathwatch Kill Marine(s) droping via Drop Pod. (depends do you wish it to be a 1 Kill Marine, or a full Kill Squad) They should also have changing ammo, multiple heavy weapons options and be pretty durable IMO.


Upgrades:

I
Hotshot Lasgun - Inqusitors training with all weapon types known to Imperium alows him to wield this heavily modiffied Lasgun which gives the Inquisitor excellent long range versus all infantry type units. Gives the Burst Shot abillity.

Hell Pistol - Quick firing pistol that replaces default Bolter Pistol and gives Inquisitor Focus abillity.

Xeno Witchblade - Sword of xeno origins made of psychically active material that unleashes full psyker potenital of Inquisitor, replacing the default power sword. Gives him the Righteous Wrath abillity.

II
Stealth Armour - Increases health and health regen of Inquisitor while also enabling him to Infiltrate.

Jokaero Ring - Rare type of accesorie/weapon made by xenos race known for its digital weapons mastery. Inquisitor deals exceptionaly high amount of damage to a single target that has engaged him close range. Gives the Surprise! abillity.

Armour Of The Inquisitor Lord - Master crafted armour given only to the most important Inquisitors. Increases health, energy and regen of both. Gives the Inquisitor Kill Marine(s) abillity.

III
Augmented Bionic Visor - Allows Inquisitor to manage different tactical views of the battlefield enabling him to deal with his enemies more efficient and estimate potenital dangers.
Reveals infiltrated units and gives him 15% speed increase.

Personal Force Field - Force field that, when enabled, drains energy instead of health.(this as a means of providing durability if going for melee build Inquisitor)

Vengeance Grenade - Basicaly AV and anti-monster grenade that temporarily stuns/disables it.


It might not be completely thought through, especially with the wargear combos in some ways, but i'm tired, so this is first draft of my suggestions.
Xanthum
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Re: Post your character!

Postby Xanthum » Sun 01 Sep, 2013 9:07 am

Kaptin Faceshredda
Ork Freebooter


Model:
Kaptin Bluddflagg

Voice:
Kaptin Bluddflagg

Concept: An Ork leader that can engage any foe, melee or ranged, or draw fire away from his allies. I tried to come up with something creative for his abilities and equipment, but it's hard to do that for a race that's so simple and crude.

Lore:
Warboss Faceshredda was the leader of a group of Orks that would come to oust him from his own clan for possessing too much teef. With a handful of Orks still loyal to him he shot, stomped, and smashed his way to a nearby Krooza that he would use to make his escape from his former clan. He sails the stars accepting/shanghaiing any Ork willing, or otherwise, to join his crew and lending his services to anyone that can afford him.

Starting Abilities:
Waaagh!

What's a kaptin without his crew?
Summons a random assortment of Orks, excluding trukk and Battlewagon, of no specific number to fight for the Kaptin and his allies for a short amount of time before being teleported back to his Krooza

I'm da biggest Ork dere iz!
The Kaptin is ever eager to goad others into fighting him and he will happily take on anyone brave enough to take him up on his offer.
Taunts all nearby enemy units into attacking the Kaptin. Increases defense by x% for a certain amount of time.

More Dakka!
What's the point of all that flash if you're not gonna use it? The Kaptin stands his ground as he unloads his snazzgun on everything and anything that moves.
As long as this ability is active the Kaptin will not move but will not stop shooting and does not need to reload. Rate of fire is increased.

Wargear:

Weapons:
Starting equipment - Chainaxe and Twin-linked shoota

Snazzgun - Twin-linked shoota upgrade.
The Kaptins immense wealth allows him to afford the snazziest of shootas tailor made to his specifications.
This upgrade increases the ranged DPS of the Kaptin and allows him to reload less frequently. Grants the Kaptin the MORE DAKKA ability.

Kaptin's Kutlery - Melee upgrade
In Faceshredda's lifetime, he has used every form of Ork weaponry and then some. He is almost always seen with his favored weapon; A large chain-choppa in the form of a cutlass that cuts down anything or anyone foolish enough to face the Kaptin.
Increases melee damage and is effective versus Heavy Infantry.

Power Klaw - Melee Upgrade
As much of a status symbol as it is a weapon; Faceshredda isn't one to shy away from the biggest and choppiest that Ork weaponry can provide.
Drastically increases melee damage and is effective versus all units. Attack speed is significantly lowered.

Armor:
Cybork Bitz

The Kaptin has been in plenty of skirmishes when he was both warboss and a freebooter. These bitz here are proof of that.
The Kaptins defense is increased and can no longer be knockbacked.

Angry Armor <---- a bit uninspired
The Kaptin loves to be in the thick of it and believes that anything that takes him out of that experience is a detriment to his combat high. Just enough to keep him alive but just enough to make it hurt.
The Kaptin's damage is increased every time he takes damage. Defense is also increased.

Eavy Armor <--- uninspired again
These pieces of metal offer the best protection, by ork standards, that the Kaptin could buy.
The Kaptin's life and defense increase by a significant amount.


Accessories:
The Cybork eye

This bit make it easier for the Kaptin and his boyz to locate gits to smash.
The Cybork eye grants the Kaptin and his allies with improved accuracy by x%.

The Boss Pole
A boss and his pole should never be parted. Even though he is technically a Kaptin.
Enhances the Kaptin's Waagh ability by keeping a squad of Nobz or Flash Gitz on the field after the duration is over. Provides a minor health increase to his allies and minor suppression resistance.

Personal Tellyporta
The Kaptin used this to get from fight to fight as soon as possible.
Grants the Kaptin the ability to teleport.
LeanMeanMachine
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Re: Post your character!

Postby LeanMeanMachine » Sun 01 Sep, 2013 2:16 pm

Name: Dutch Boram

Description: known to the rest of the Imperium as the 'Lean Mean Killing Machine', Dutch is a Catachan lone wolf who doesn't belong to a regiment.

A man who's been trained to ignore pain, ignore weather, to live off the land, to eat things that would make a billy goat puke. On Cadia his job was to dispose of enemy personnel. To kill! Period! Win by attrition. And Dutch is the best.

He joins the defenders for his own reasons, none of which are known.

Image

Model: Catachan devil with knife
Voice: Merrick, alternatively Catachans
Portrait: Merrick (Retribution)

Design/Role: Melee Specialist, no ranged firepower, can be suppressed.

Starts with the "Stick around" active ability, which snares a squad and does minor damage.

Wargear

Armor
Flak Jacket: Grants extra HP plus the "If it bleeds, we can kill it." ability (passive). Each time Boram kills an enemy model, his allies recieve a 5-10% damage bonus. Stacks up 3-5 times (a dreadnought like buff).

Camo: Grants the "Let's do some huntin'!" active ability. Dutch can infiltrate. Also grants a minor buff to health regeneration.

Boots: Grants the "I'm no tourist." upgrade - +1 speed (passive). Dutch can no longer be knocked back.

Weapons
Knife (icon+model, Knob knife): grants the "Trained to kill! Period!" active ability. Does massive single model damage. (Knob assassinate ability). Knife itself grants extra DoT.

Machete (no visual upgrade per se) grants the "THAT's a knife" active, AoE damage + supresses enemies. (Lictor Alpha like)

Big Bertha(icon: Knob shotgun, alternatively Scout shotguns. Dunno if its techincally feasable, but switch the model to a catachan devil with shotty).

Dutch can now shoot, loses some melee effectiveness. Gains the "I'll give you a war you cannot imagine" active ability: K-nob shotgun blast ability which supresses (in adition to damage and KB)

Accessories
Aid Kit (icon, any of the apo oneS): Grants the "Eat things that would make a billy goat puke!" active ability (alternatively, call it "I ain't got time to bleed."). Restores health, cannot be used on allies.

'Nades (Apo grenade icon): Grants the "Knock-knock" active ability. Basically Catachan nades ability.

'Plosives (any icon): Grants the "No sport" active abillity. Dutch can plant charges.

Bandana: Grants the "Out here, I am the LAW!" passive. Similar to "Lone Hunter" (LA), Dutch becomes more effective (30% damage buff) when he is on his own.
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Kvek
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Re: Post your character!

Postby Kvek » Sun 01 Sep, 2013 4:23 pm

Artinus
Blood Raven Techmarine

Ranged hero, high damage, extremly vulnerable (like a manti, but with commander armor)

Weapons

Techmarine starts out with a Bolter
Effective against Infantry.
Gives the High powered shot ability


Plasma Gun
Extremly effective against Heavy Infantry/Super Heavy Infantry.
Gives the Charged Shot ability, Charges up the plasma gun to deliver a large superheated ball of plasma.


Storm Bolter
Basically a more powerful Bolter
Gives the Rain of Fire, suppresses enemy units in an area, but deals no damage.

Armor

Servo Arm
Gives the ability to build turrets, cover (like guardsmen) but makes him slower

Artificer Armor Adds a crapload of hp, but lowers his damage output

Accesory

Chosen of the Omnisiah
Gives the ability to drop down a Dreadnought, starts with an Assault Cannon, can be changed to a Multi Melta/Melee Dread/Inferno Cannon
Last edited by Kvek on Sat 05 Oct, 2013 3:49 pm, edited 1 time in total.
viggih
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Re: Post your character!

Postby viggih » Sun 01 Sep, 2013 7:05 pm

@ LeanMean Just change the name of that Catachan guy to Sly Marbo and you've got canon
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Castle
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Re: Post your character!

Postby Castle » Mon 02 Sep, 2013 11:46 pm

Edited and updated 9/18/2013

As for a hero idea:

Athus
Vanguard Veteran Assault Space Marine


Interrupt and AV/heavy melee specialist. Medium tank type, mobility and interrupt-timing very important, vulnerable to lots of vehicle fire or melee swarms.

Incredible shock trooper

Weapons

Can take any melee weapon available to Space Marines.

Melta Gun or Assault Bolter for tactical choices if player wants to invest. Bolter gives option for various tactical rounds at additional cost or levels, and a hellfire/frag grenade option as well unlock-able as well (grenades remain available to ranged build only). Ranged options should be a significant build cost choice, while character still maintains decent default melee skill and the option to purchase melee weapon. Even being able to switch between Ranged and Melee (with cooldown times? Outside of combat?) as character progresses.

Examples of additional unlocks as round progresses

*Including levels, if leveling is a part of the play process

Level 1

Air-Cooled Thrusters: Longer Jump, faster ability refresh cooldown(s) for jet pack use.

and/or

Hammer allows Merciless Strike, Power fist allows Victory Charge with short, random chance for passive AV stun. Chain Sword would allow for special attack knockdown, extensive damage to infantry, with some damage-over-time to biological or specific targets. Perhaps healing with certain purity seals etc. unlocked later.

level 2

Devastating Assault: For 20/30 seconds (balance issues depending), all assault jumps do 20 melee lightening damage in area around Athus with the Hammer or 20 explosive damage in area around Athus with the power fist; ability knock back; no minimum jump distance during this time.

and/or

Relic Armor (or some other fitting name) increases armor rating appropriately and melee critical chance with Crushing Blows passive (melee attacks deal additional dmg in area around attacker)

level 3

will edit and add soon

level 4 ...up to level 10, if there will be a leveling process at all ;)

will edit and add more later

Here is a decent pic of where this character is going, but probably Prator Oreus or a white type model

Image
Last edited by Castle on Wed 18 Sep, 2013 8:51 am, edited 4 times in total.
krakza
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Re: Post your character!

Postby krakza » Tue 03 Sep, 2013 12:15 am

Mekboy Sparkleteef Concept

Overview:
The theme of this concept is to have a commander which does not rely on his right clicks but moreso on ability management to be useful. To this end, when thinking about wargear I have reversed roles - weapons carry more of a support role compared to armour and accessories.
The Armour slot is the foundation of this hero. Each armour slot is a different 'Meksuit', which dictate the hero's playstyle and abilities. This means that all his wargear slots will synergise with each other, hopefully creating a fair multitude of viable combinations to experiment with.
I also wished to rework his mobility into his wargear, in an attempt to make it more dynamic than a simple teleport click.
I have only given general ideas in this concept, as I don't feel qualified enough to start adding numbers to the abilities/etc.

Sparkleteef as a character is a Mek who experiments more with gadgets and his self-dubbed "Meksuits" as opposed to developing da big dakka. To this end, his only weapon and weapon options will be a shoota, to which he attaches multiple gubbins and Mek bitz which cause it to double up as any tool he desires.


Initial Equipment and Abilities
Multiplayer Mekboy as a base.
Remove teleport. Possible health buff to mitigate initial loss of mobility.
Has 'Luv Da Dakka'.
Has weapon: 'Me Best Multi-Tool' - Generic shoota.


Weapon Slots

'Me Best Wrench' - Ork Shoota.
- Increases build and repair speed.
- Increases turret damage.
- Turrets can be upgraded to Beamy Deffguns.
- Waaagh banners have the 'Frazzle' ability.
- Increases Turret Damage.

'Me Best Gitfinda' - Ork Shoota.
- Increases sight range (and weapon range?).
- Grants ability 'Git Finda': A high cooldown skill that works like Farseer's 'Farsight'.
- Grants ability 'Git Found!': An ability which works like Techmarine's 'Mark Target'.
- Grants stealth detection (balance issues?).

'Me Best Net-gun' - Ork Shoota.
- Grants ability 'Nettedz Ya!': Works like Entangle.
- Grants ability 'Lotsa Netz': AOE Slow, similar to Plague Champion's 'Bilious Discharge'. (Perhaps not as powerful a slow as BD?).


Armour Slots

'Floaty Gubbinz Meksuit'
- ++ Health and ++ Energy
- Anti Gravity themed suit.
- Grants ability 'Graverty Shenaniganz': Mekboy is knocked flying backwards. Anti-Gravity field/grenade is left at the Mekboy's starting position.
- Grants ability 'Wot'z 'appenin'!?': The Mekboy has a chance to be suspended in a gravity field when attacked in melee. When the duration is over, the Mekboy is thrown in a random direction, and causes AoE knockback when he lands. The Mekboy is temporarily invulnerable while suspended. (Passive).

'Supacharged Meksuit'
- +++ Health and + Energy
- Overcharged electricity themed suit.
- Grants ability 'Kustom Force Field': Ranged damage resistance aura (Passive)
- Grants ability 'Force Field Overcharge': Makes the Mekboy invulnerable for a short period.

'Battzery Meksuit'
- + Health and +++ Energy
- Battery themed suit.
- Grants ability 'Powa sucka': Drains health and energy from the target. Not quite decided on the dynamic. Maybe similar to Chaos Lord's Drain Life, except Energy is the priority over Health. Health is just a small bonus if the Mekboy is immobile like with Drain Life.
- Grants ability 'Defibberylator': Ability charges as the Mekboy takes damage. If the ability is fully charged, the Mekboy will revive upon death.
- Grants ability 'Elektrik Armour!': Same as current.
- Grants ability 'Teleport'

'Big Bommz Meksuit'
- ++ Health and ++ Energy
- Explosive Meksuit
- Grants cosmetic change: Stormboy Rocket Pack
- Grants ability 'Boom Boy Charge!': Charge move. The Mekboy explodes causing knockback but no damage at the end of the charge.
- Grants ability 'Boom Boy AWAYZ!': Usable only if the Mekboy is in the middle of 'Boom Boy Charge'. Causes a low damage but large radius explosion at the Mekboy's current position and knocks him flying forwards. Causes a high damage but low radius explosion at the Mekboy's landing position.
- Grants ability 'Jump (Stormboyz)


Accessories

'Mek'z Favrit Bullits'
- Grants specialised ammunition depending on Meksuit

- No Meksuit: 'Krakky Bullits': Acts as Kraken Bolts (uninspired/not sure)

- Floaty Gubbinz Meksuit: 'Graverty Bullits': Chance to suspend target hit in a gravity field. Single targets only. (Passive).

- Supacharged Meksuit: 'Supacharged Bullitz': Minor AoE damage on ranged attacks. (Passive).

- Battzery Meksuit: 'Leechy Bullitz': Leeches/Chance to leech energy on ranged attacks. (Passive)

- Big Bommz Meksuit: 'Rokkit Bullitz': Soft AV damage on ranged attacks. (Passive)

'Combi-Gizmoz'
- Grants a specialised weapon ability depending on Meksuit

- No Meksuit: 'Combi-Burna': Acts as Immolate (Chaos Lord).

- Floaty Gubbinz Meksuit: 'Combi-Floata': Launches an anti-gravity grenade which activates on impact. (Projectile works like plasma cannon perhaps).

- Supacharged Meksuit: 'Combi-Blasta':Causes a short ranged explosion (Shotgun blast) which can damage all unit types.

- Battzery Meksuit: 'Combi-Zappa': Acts as 'Ave a Taste.

- Big Bommz Meksuit: 'Combi-Rokkitz': Acts as 'Right In Me Crosshair'. Maybe something additional such as AV grenade functionality, or if it's possible - tank knockback on hit?

'Mega-Rumblah': Same as current, except as an accessory.


Obvious issue here is the likely insane amount of coding this would take, but I really just wanted to exercise my brain to make a unique concept.
Even if Sparkleteef doesn't make the cut, I'd be happy if any of my ideas inspire others or make it in the mode in another form.

Thanks
Osinski
Level 1
Posts: 25
Joined: Tue 30 Apr, 2013 1:45 am

Re: Post your character!

Postby Osinski » Tue 17 Sep, 2013 3:31 am

OK I'll play.

Cadaras Grendel
Iron Warrior Legion

In the lore, his signature weapon is the melta gun, and I think we can all agree, melta guns are fucking awesome.

Abilities could be things like:
The Iron Within: Increased melee damage for a short time.
The Iron Without: Increased resistance to ranged weapons.

Keeping in the Iron Warrior theme, he could get abilities like call down artillery. Iron Warriors have a number of basilisks and what not for siege. They're also masters of holding positions, so perhaps he, or his starting squad/body guard squad (?) could build cover.

I don't know exactly what's envisioned for this mode but it sounds interesting.

Image
SirSid
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Re: Post your character!

Postby SirSid » Tue 17 Sep, 2013 7:19 am

This is a cool idea ill give it a stab not really sure what this is 100% but sounds great.

Infiltrated Lictor:

A lictor Alpha that has incorporated itself into a Dreadknot frame

Abilitys :

Hook Fist of Doom: lictor Hooks 1 units and pulls it into the Dread claw for a crusing blow.

Seaping death : The lictor secreats a poision that seaps out of the dread frame Slowing units around it.

Nid Slam : The dread slams the ground damaging and knoking back units around it Also drains life to the lictor.

Upgrades :

The lictor upgrades the armour by morphing into it .

A bile spewer changing the dread flamer into a poision wepon.

Thorns armour damaging the units that attack it in melley.

Thornback armour , HP bounous + a charge ability .

A passive regen upgrade to heal the unit.
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Pandemic
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Re: Post your character!

Postby Pandemic » Wed 18 Sep, 2013 6:47 am

a
Last edited by Pandemic on Tue 25 Jul, 2017 3:04 am, edited 13 times in total.
Darkbulborb
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Re: Post your character!

Postby Darkbulborb » Wed 18 Sep, 2013 9:18 am

Name:

- Weirdboy SkulKrumpa

Model:

- Normal weirdboy model, with a slightly bigger skull on his staff (if possible)

Voice-set:

- Weirdboy's (possible new lines?)

Design/Role:

- Supporting the others with buffs and minions
- With this idea I sort of want to create the hive tyrant last stand feel, uncontrollable resurrected zombie orks (or maybe controllable) which support the team.

Background:

- Possibly one of the greatest Weirdboys of all, also the most ferocious one. He is dangerous for any ork, warboss or gretchin, they all fear him.

He grew up on a planet, not yet discovered by anyone in the universe, it is a planet, filled with plants, a great jungle and all sorts of animals, dangerous and not, but he survived all. As he grew, he discovered something about himself, that he had one particulary aspect that he managed to control while he grew older and older; He had the power to resurrect.

He still carries the skull of his first killed beast on his staff as he believes that is what gave him the power to resurrect.

Wargear Ideas:

Weapons:

- Me shiny staffy:

He starts with his standard staff, but can only attack melee, including that special knockback attack. (he only uses his staff in this stage for buffing and casting spells) He can also resurrect tiny mobs of orks with this at this stage (refer to abilities)

- Da staff wiff bigga skull:

His buffs will become stronger and will spawn bigger mobs (refer to abilities)

- Me biggest trofy:

He now can resurrect champions and heroes too, instead of right clicking on an hero and reviving him. Resurrected heroes will have a temporary speed buff as well. With this staff he can also fire his ranged bulbs.

Armour upgrades:

- Bigga Brains:

Straight out of multiplayer (don't know if it's the right one though) but more energy and HP

- area o' resistuns:

Something to defend himself and his teammates with. Skulkrumpa and allies will receive 10% less damage in radius (viable) around Skulkrumpa

- area o' da Waaagh! :

Skulkrumpa lets out a Waaagh! (let's face it, he's still an ork) and somehow manages to inspire his teammates as well, it provides suppression resistance in radius (viable) when you activate the ability "keep goin' boyz" what comes with this. Also slightly improves health and energy (less than bigga brains)

Accessories

- Waaagh! flow:

This will increase the rate of energy Skulkrumpa produces

- Mork's Vision:

Reveals an area for 10 seconds, this also unlocks the "Ruuun!" ability

- Gork's Vision

Reveals the heroes, champions of the oncoming enemies, also grants "More Powah!" ability

Abilities

- Resurrekshun

Depending on which staff you have, Skulkrump can spawn this amount of mobs:

Me shiny staffy: 1 mob
Da staff wiff bigga skull: 2 mobs
Me biggest trofy: 3 mobs


Skulkrumpa will do the same animation of warp vomit, it doesn't stun, anything, does nothing, pure visual. Out of the warp vomit will spawn random (zombie(still normal looking)) orks, which will assist you for 25 seconds or till they die. I have made a list of possible orks which could spawn:

1. Slugga boys (team of 3)
(+ 1 when you have Da staff wiff bigga skull)
(+10% health and attack damage with Me biggest trofy)

2. Shoota boys (team of 3)
(+ 1 when you have Da staff wiff bigga skull)
(+10% health and attack damage with Me biggest trofy)

3. Loota
(No set up time with Da staff wiff bigga skull)
(adds one extra loota with deffgun (so two deffguns) with me biggest trofy)

4. Stormboys (team of 2)
(+ 1 when you have Da staff wiff bigga skull)
(increase jump range and grants the bommaboyz ability, which does a bit more damage than in multiplayer, when you get me biggest trofy)

5. Stikkbommaz (team of 2)
(+ 1 when you have Da staff wiff bigga skull)
(they throw an extra stikkbomb when you have me biggest trofy)

6. Tankbustas (team of 2)
(increase fire range when you have Da staff wiff bigga skull)
(Unlock rokkit barrage ability with me biggest trofy)

7. Nob (1 nob from the nob squad)
(gets spawned with a 'uge 'ammer when you have Da staff wiff bigga skull)
(gets spawned with hammer and also unlocks frenzy)

8. Kommandos (team of 3)
(gets spawned with their respective rokkit launcha nob when you have Da staff wiff bigga skull)
(they unlock their bombs and stuff with me biggest trofy)

9. Flash gitz (team of 2)
(they spawn with their blastas when you have da staff wiff bigga skull)
(+1 git (so yes, full team of gitz) with me biggest trofy)

Note: only the buff with the respective staff will happen, so you get for example with flash gitz, the blastas with the bigga skull staff, and 3 gitz with me biggest trofy. If you upgrade to bigga skull first, and then biggest trofy, you wont have 3 gitz with blastas)

- Keep goin' boyz (unlocked with area o' da Waaagh!)

Provides suppression resistance in a certain radius around Skulkrumpa

- Ruuun! (unlocked with Mork's Vision)

Makes an ally run faster, good for tactics

- More Powah (unlocked with Gork's vision)

Makes an ally very strong, good for bloodshedding
----------------------------------------------------------------
I didn't include any statistics because I purely want to give you guys an idea, how you do stuff with balancing isn't really a job I could do, because I seem to be rather uncommon with that. This all above is of course discussable and I would love to receive feedback on this idea and also if this is even possible.

Cheers!
TheMadCat
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Re: Post your character!

Postby TheMadCat » Thu 19 Sep, 2013 10:50 am

I love the idea of a new Ork champion like wat Darkbulborb is talking about. The weirdboy has allready a great concept and I think it would be a lot of fun playing with as a weirdboy.

I also liked the idea of Mekboy Sparkleteef Concept bij krazka, in general I think ork could have some attention with by giving them a new hero in this mod.
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Commissar Vocaloid
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Re: Post your character!

Postby Commissar Vocaloid » Sun 22 Sep, 2013 7:50 am

Sergeant Ironhide

A Catachan sergeant, he wears numerous scars from decades of fighting and is the grittiest of the Catachan XXIII Regiment. Having fought all kinds of xenos, from tryanids to eldar - he brings with him years of experience to the battlefield.

Idea behind Ironhide:
A support and disrupting commander. Emphasizes the use of traps, abilities for knockback and infiltration to help him protect the zone of operation for him and his allies. He has moderate health but high damage (depending on his loadout) and is versatile depending on the situation - reflective of the general nature of a catachan trooper.

Model:
Catachan Sergeant

Starting Loadout:
Las Pistol ("Ole Betsy") and Knife
Ranged Damage: **
Melee Damage: *****

Possible Upgrades:
Heavy Flamer
Ranged Damage: ***
Melee Damage: ***

Shotgun
Ranged Damage: ***
Melee Damage: *****

Sniper
Ranged Damage: *****
Melee Damage: **

Autocannon
Ranged Damage: ****
Melee Damage: *

Abilities:
Infiltration: Catachans are trained in guerrilla warfare and are versatile in the art of stealth, camouflage and infiltration. This ability is lost when Autocannon is equipped.

Mines: Allows Ironhide to place some mines to slow the progress of troops vehicles. Small damage and snares vehicles.

Booby Trap: Allows Ironhide to place a demolition charge with a detonator to activate the charges. High damage to all targets within a small blast radius.

Taste Promethian (requires Heavy Flamer):
Nothing puts a smile on a catachans face more than the smell of burning xenos. Ironhide will ignite the ground in front of him, immolating and area in front of him for several seconds.

Load and Slug (Requires Shotgun): Catachans are versatile with their variety of weapons. In particular, the shotgun is a favorite among many catachan regiments, and many of these warriors spend years improving their efficency with the weapon. Ironhide can enter an extreme state of focus, loading explosive slugs at an increase rate of reload, enabling him to do more damage for a short duration with a chance for knockback.

Right Between the Eyes (Requires Sniper): Disposing of high priority targets is often an effective way of demoralizing the enemy when it comes to guerrilla warfare. Some catachans specialize in this sort of warfare, and are some of the best marksmen around. Enables the High Powered shot, doing large damage to a single target and knockback.

Explosive Salvo (Requires Autocannon): Deathworlds happen to have some of the roughest terrains known to the Imperium of man. As such, catachan regiments often find it difficult to field any mobile support other than sentinels due to difficult terrain. In order to combat vehicles and heavier infantry, Catachans make great use of lascannons, heavy bolters and autocannons. When wielding the autocannon, Ironhide can temporarily increase the rate of fire of his autocannon, allowing him to suppress enemies caught in it's range for a short duration.

Accessories:
Tyranid Tooth: A trophy picked up from one of his previous campaigns. Temporarily allows Ironhide to ignore suppression and buffs his speed slightly.

Improved Explosives: Increases the damage and reduces the costs of mines, and improves the radius of booby traps.

Soot-Covered Medallion: Catachans, unlike other imperial guard regiments, don't wear their medals and other merits proudly for the world to see. They dirty anything shiny and reflective to help them better blend in with their surroundings. The Medallion allows Ironhide to infiltrate at no cost and provides him with 30 extra energy.

Armor:
Flak Vest: Its often rare that you'll see a Catachan with any form of protection because of how cumbersome armor can be in jungle environments. Nonetheless, when they do carry a vest, it provides them with considerably more protection than whatever little they were wearing before. Boosts Ironhide's health by 150 hp.

Extra Webbing: Surviving the harsh elements is what a catachan's known best for. In order to do that, they need a few basic supplies to help them along the way. Extra webbing lets them stock up on a few extra tools and supplies as a result of the increased numbers of pockets. Gives Ironhide 50 energy and the "Patch Up" ability, which allows him to heal himself or a friendly unit by 50 hp and a subsequent 10 hp per second over 12 seconds.

Beret: Another particular piece of the catachan outfit is the beret or headband. Favoring weight reduction and ease of movement, Catachans often forego the use of standard issue guardsmen helmet. As a grizzled sergeant, Ironhide dons his lucky beret and maintains all authority on the field. When equipped, Ironhide increase suppression resistance of him and all nearby allies and gains the "Mortar Strike" ability, which calls in several shells to be shot down upon a marked position, causing moderate damage and knocking back all enemies in the vicinity of the exploding shells.
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Tex wrote:Torpid + Riku sittin in a tree, A-R-G-U-I-N-G, first comes opinion, then comes a bias, then comes a never ending loop of philosophical retorts in response to childish finger wagging.
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Unconscious
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Re: Post your character!

Postby Unconscious » Sun 22 Sep, 2013 3:28 pm

aka Alexander / Eye0fHoruS.
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Caeltos
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Re: Post your character!

Postby Caeltos » Sun 22 Sep, 2013 4:29 pm

Mapwise - I've been doing some very rough sketches on the general map design, but I'm doing continous revisions and reworks on it. So nothing is really set-in stone.

Nothing to show so far, but it's going to be something of a medium-sized map, so that the combat is continous and little to no downtime. It's all about fast-paced brutal combat. :mrgreen:

Obviously, not ALL community characters can make it in in 1 go. However, I think having possibly a weekly/monthly swap around on the community characters would be a very respectable and commendable thing to do. (Given how Tier-Layouts are) , or we could just do like DOTA1 had, with several buildings, so there's a good room for character picks.

The idea is to be Order vs Disorder, but I'm willing to give room for variety and for the sake of having generally "fun" gameplay.
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GUNSMASHA
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Re: Post your character!

Postby GUNSMASHA » Wed 02 Oct, 2013 9:56 pm

I love this topic ! I really hope this game mode will be completed one day (good luck to those who will work on it btw ! ;) )

I hope you'll like my character, don't hesitate to tell me what's good or bad about him. ^^

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

Imperial Guard Heavy weapon gunner Allan Nook "Al"

Model:
Imperial guard HWT

Voice:
Imperial guard HWT

Concept:
A Heavy weapon gunner and his comrade, good at supporting, setting defenses and escaping. Doesn't have burst damage but can put respectable sustain pressure on the enemy forces.

Lore:
Allan Nook is a very nervous guardman that hates melee fights.

Becoming a heavy weapon gunner was quite natural for Allan. To him, the enemies of the Imperium are beasts or inhuman mad beings, the last thing he wants is them getting closer.

Knowing the way out is a basic survival rule, so he quickly became very skilled at preparing escaping paths and defensive zones.

Like every guardman, a heavy weapon is to big to be used and moved on his own, that's why Allan always have a trusty mate to help him around with ammo.

But those fellow guardsmen tend to die easily, reminding him what will happen if he get caught.

Starting abilities :

I need ammo !
Active (energy): A Valkyrie drops a ammo crate on the targeted area, if an ally or Allan picks it up, he temporarily has a reduced reload time for his ranged weapon.

A helpful hand
Passive : If Allan's partner is alive he gain a permanent 50% building/repairing speed for any structure or vehicle. See Memento mori to see what happens on his partner's death.

Memento mori
Passive : Allan's partner will always die first. If this happens, Allan will have a temporary movement speed boost and reduced de-set up time. Allan can replace his partner on the field if he dies by reinforcing anywhere on the map, but this cost him a lot of energy.

Don't touch me you bastards !
Active (energy): Allan's move back without de-setting up to stay away from the enemy. While being set up, if you activate this ability, Allan will slowly walk back from the direction he's facing. While doing so he will not de-set up and he can still fire normally.

Wargear :

Weapons :
Starting equipment : Standard heavy bolter.


Vostroyan Heavy Bolter
Improved damage than standard heavy bolter.
Give the Impact rounds ability that remove suppression but increase damage and give a knockback chance while draining energy (turn on/off).

Mordian Autocannon
Same characteristics than a regular autocannon.
Give the Power shells ability that temporarily give a stun chance to your standard ranged attacks (cost energy).

Armageddon Lascannon
Same characteristics that a regular lascannon, passively slow vehicles on hit.
Give two abilities : Blood shower Passive : If an infantry unit is killed by a lascannon hit, it will explode on death dealing damage in a small AOE.
Overcharged shot Active : Deals a big chunk of damage to a single infantry model, if the model doesn't die he is knocked back far away.

Armor :
Force Field :

Increase defense and give knockback immunity.

Carapace Armor :
Increase health regen, increase slightly defense and health, allow Allan to drop a bunker that can be use by him or any ally. Cannot be upgraded or trapped. (Building speed increased by A helpful hand)

Bionic eye :
Increase slightly health and allow to detect invisible units (detect radius is smaller than sight radius).
Give the This one... shoot him ! ! ability that increase the damage received by a targeted squad for a few seconds (like the Techmarine Mark Target ability).

Accessories :
Entrenching tools :

Allow Allan to build a tunnel that allies can use afterwards (same characteristics than the Ravener tunnel, cost energy). He can also build deployable cover (like guardsman squads, no cost) and repair building/vehicles. (Building/repairing speed increased by A helpful hand)

Laser designator
Allan gained the friendship of his regiment's artillery section. He can call a Basilisk Creeping Barrage (same as the Lord General, cost a lot of energy).

Portable Radio
Allan gained the friendship of his regiment's tank section.
Give the Bring in the cavalry ! ability : three Leman Russ go through the map in the designated direction without stopping, firing everything they got to random enemy targets. (Cost a lot of energy)
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Orkfaeller
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Re: Post your character!

Postby Orkfaeller » Sat 05 Oct, 2013 2:52 pm

Really like the idea of a two-man-hero.

I think it would be interessting if you'd tie even more abilties to the loader/spotter, but increase the backlash/debuffs you suffer when he dies.

Also, not sure how well the backing-off/fighting-retreat thing would look, with the Gunner surfing backwards, since there isnt an animation for that.
Softis Neleris
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Re: Post your character!

Postby Softis Neleris » Sat 07 Feb, 2015 7:56 am

Chapter Master Softis Neleris
(please excuse any relation to my username, it's an old RP name I use)
This Space Marine leads a previously unknown chapter that forges lasting alliances with xenos. His chapter's geneseed causes a significant change; In the closing stages of implantation, a number of very small secondary brains grow through the Space Marine's body. The cumulative effect vastly increases memory and mental processing (and also confers a high natural resistance to psychic powers due to the incredibly complex conscious thought processing) at the cost of increased rate of fatigue. As a warrior, Softis Neleris leads his allies from the front, characterized by his unpredictable and ruthless joint-assaults between his forces and other races such as Imperial Guard and Eldar.
Appearance would be like a standard Sterngaurd Veteran, with helmet.
Default wargear: Bolter with increased accuracy, default armor offers bonus defense.
Passive: Increased resistance to Psychic attacks
Weapon Wargear:
Shuriken Catapult (gifted by Eldar allies) - high damage rate, effective versus Infantry. Grants the Strike Now! ability which increases the movement speed and fire rate of Softis and nearby allies for a short time.
Heavy Bolter - Suppression weapon effective versus infantry. Requires set-up. Grants the Stand firm! ability which makes Softis and his allies break suppression and briefly immune to knockback.
Power Axe - Melee weapon effective vs Infantry and Heavy Infantry. Increased damage to vehicles. Comes paired with a Bolt Pistol with slightly increased rate of fire effective vs Infantry
Armor Wargear:
Armor 1 - Adds significantly improved health and Energy.
Armor 2 - Increases energy regeneration and grants the We are his troops ability that deploys a squad of basic gaurdsmen infantry by valkyrie at a nearby location.
Armor 3 - Reduced health but increased melee damage. Grants the Silently ability that infiltrates both Softis and the target unit/squad while reducing movement speed. Effects Lasts for 60 seconds. Activation cancels the effects of other abilities, while attacking, using abilities, or getting too close to enemies will cancel the offender's instance of Silently.
Accessory Wargear:
Jump Pack - Incompatible with Heavy Bolter weapon. Grants the Assault Jump ability.
Advanced Communications - Grants the Web of Anarchy ability which summons several squads of invulnerable Warp Spiders which throw stun grenades and attack enemies for a few seconds before teleporting away.
Crux Terminatus (or some other badge of valor) - Grants the For the Emperor! ability that is charged by damage. When activated, grants massive increased shoot rate, removes set-up time for heavy weapons, improves melee damage and adds AoE to melee, and grants immunity to all damage, knockback, and suppression all for a few seconds. Also triggers on critical damage, which leaves Softis incapacitated after the effects.

Overall, Softis is a skilled Space Marine warrior but works best with well-coordinated allies. He has wargear options for virtually every situation which makes him extremely versatile, but also unusually quick and stealthy for a Space Marine. This versatility is his key asset; the possible tactics are limited only by imagination, whether leading a charge, defending a position, or sneaking up on enemies as a lone warrior, pack warrior, or leader.
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Swift
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Re: Post your character!

Postby Swift » Sat 07 Feb, 2015 12:41 pm

I'd never seen this thread before. Reminds me there was old mod for vanilla which turned it into a moba.
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Daddy
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Re: Post your character!

Postby Daddy » Sat 07 Feb, 2015 10:16 pm

This would be a great way to introduce the Dark Eldar Hero.

This will be good for a couple reasons,

First, It will introduce something new, Like the Tau commander did.

Secondly, It will allow for more creativity in concept and functionality. Something different from the choices that we have currently.

Thirdly, it will be a good way to test abilities and gameplay for possible future implementation of Dark Eldar.

Lastly, It is a good way to slowly introduce new armies to the game. That way, you don't need to create a full roster of the Dark Eldar army. Just only make the warriors and Hero playable.

GO GO Dark Eldar ^_^
Atlas

Re: Post your character!

Postby Atlas » Sat 07 Feb, 2015 11:25 pm

Image

But yeah, I don't think anything came of this. Think there's other focuses on the project before we see an update.
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Swift
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Re: Post your character!

Postby Swift » Sun 08 Feb, 2015 9:35 am

Atlas wrote:Image

But yeah, I don't think anything came of this. Think there's other focuses on the project before we see an update.

That card. :D

Yeah this was probably laid to rest, I don't know why someone posted here.
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egewithin
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Re: Post your character!

Postby egewithin » Sun 08 Feb, 2015 11:51 am

There was a character in Youtube, made by Flashgitz animation. Remember the Space Hulk 2. Sadly, the video was removed because of GW.

The leader of the Blood Angels there, who sings Creeping Death at the begining, please put him in there. Okay, he can be in a Terminator armor but Chaos Lord is in it too. We can balance it. I will give you some cool ability stuff later on. You know What I mean if you were able to watch the video on Youtube.
Roey
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Re: Post your character!

Postby Roey » Mon 09 Feb, 2015 11:53 am

Along with aforementioned, I woukd like to see a defensive, tanky hero. My idea is a Iron Hand Morlock who carries a huge shield and an interchangeable weapon: Bolter, plasma gun, grav gun etc and has abilities similar to the FC's current shield ability, and can perhaps build small but heavy, pieces of cover? Maybe those steel X shaped things that are supposed to stop tanks..



(yes I realise this thread is old, but why not restart it and ask what happened?)
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Commissar Yarrick
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Re: Post your character!

Postby Commissar Yarrick » Tue 10 Feb, 2015 11:26 pm

Name: Commissar Werner

Affiliation: Death Korps of Krieg

Appearance: Krieg commissar with no chest plate armor piece, possible medals and ornaments added

Weapons: Power./chainsword and stormbolter (sidearm)

Bio: Throughout his military career, Werner has held fast to one basic rule: get the job done. He has been called cold, calculating, and brutal. His reputation for ruthless efficiency makes his fellow soldiers and commissars alike wary of him for he uses terror and fear to inspire his men fight till victory or death.
Image

Abilities: Till the last!: Execute will make the squad and commissar himself temporarily invulnerable (or unkillable, as in can take damage) but cannot retreat.

Dreadful presence: Commissar will motivate men fight harder by fear of punishment. Men will fight harder as their health decreases by taking damage. (less HP = X% more damage.)

Ps. Note one ability may be ditched
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