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Hi,
I was bored so I wrote a little presentation of the space marine faction how I would like to see them ingame.
Maybe we can try to do that with all factions, if you want to do it create a new thread with a similar name and try to use my structure.
This way we can compare it to other factions.
To create each content you see here, I used my experience with the game Space Marine and the DoW-Series and also from the novels and the internet.
Vehicles and Chapter specials are coming soon
If you have any questions/suggestions/ideas or found anything that is wrong, just leave a comment below
Space Marines
Classes
I tried to design 5 Spacemarine classes for launch:
Tactical Marine, Assault, Devastator, Apothecary and Terminator.
My actual gameplay concept is based on a Battlefield or PS2 like gameplay, means:
Every time you die you may chose another class but playing the same class frequently let you unlock more options of equip for this class by earning experience.
There is actual 1 special class, the terminator. Picking this class will cost currency and after you die there is a cooldown.
I may add the dreadnought in an update
Tactical Marine
Description:
The all purpose Marine. Is best used against Infantry but can also be dangerous for vehicles with the right equip. Because of his average Armor and good Ranged combat ability he should never fight without cover around. Due to his big Arsenal he can be fit into any situation, only melee combat is not his best situation.
Capturing:
His role is to storm the structure once a breach has been made and clear the structure from enemies.
Squad:
In a squad he should try to take out dangerous enemies like anti-tank- and melee specialists.
Stats:
Health 7/10
Armor 5/10
Ranged Combat 7/10
Melee Combat 5/10
Mobility 6/10
Load-out:
1 Rifle
1 Heavy Rifle (optional) (no combat-rolls)
or 1 Tool
1 Pistol (2 if no melee weapon)
1 1-handed Melee Weapon (2 smalls if no pistol)
2 Grenades/Explosives
Arsenal:
Rifles
Bolter
Stalker Bolter
Storm Bolter
Combi Bolter
Flamer
Plasma Gun
Melta Gun
Pistols
Plasma Pistol
Bolt Pistol
Heavy Rifles
Grenade Launcher
Missile Launcher
Grenades/Explosives
Blind Grenade
Frag Grenade
Krak Grenade
Smoke Grenade
Micro Grenades
Melta-Bomb
1-Handed Melee Weapons
Chain Sword
Power Knife
Power Sword
Power Mace
Power Axe
Tools
Combat Shield
Ammo
Hellfire Rounds
Stalker Silenced Shells
Inferno Bolts
Odysseus Bolts
Metal Storm Frag Shells
Kraken Pen. Rounds
Krak Missiles
Abilities
Combat roll
Shoot while sprinting
Devastator
Description:
Heavy armored and heavy armed makes even a single devastator a dangerous enemy for squads and tanks that get ambushed by him.
Due to his very low mobility his weaknesses are close or fast enemies.
Capturing:
His role is to clear the way into the structure by cracking gates or walls. He also can suppress the enemy with a hailstorm of bolt rounds to make sure your teammates reach the way into the structure.
Squad:
In a squad his role is to support his squadmates with suppression-fire and cracking heavy armored targets and tanks.
Stats:
Health 7/10
Armor 9/10
Ranged Combat 9/10
Melee Combat 4/10
Mobility 3/10
Load-out:
1 Heavy Rifle
1 Pistol
1 1-handed Melee Weapon
1 Grenade
Arsenal:
Heavy Rifles
Soundstrike Missile Launcher
Plasma cannon
Multi-melta
Heavy bolter
Lascannon
Heavy Flamer
Pistols
Bolt Pistol
Grenades/Explosives
Frag Grenade
Smoke Grenade
Blind Grenade
1-Handed Melee Weapons
Power Fist
Chain Fist
Power Knife
Ammo
Frag Missiles
Krak Missiles
Concussion Missiles
Flakk Missiles
Hellfire Rounds
Kraken Pen. Rounds
Abilities
Shooting stance (devastator)
Unstoppable Charge
Assault
Description:
Fast, Strong, Deadly, this words describes an Assault Marine perfectly!
His big arsenal of dangerous Melee weapons makes him the perfect choice for personal contact. His thick armor, high jumps and fast maneuvers allows the assault to get close to anyone who brings a gun to a swordfight! His weaknesses are wide open fields and well-aiming enemies.
Capturing:
While trying to capture a structure, his role is it to thin the lines of the enemy defenders by jumping over enemy cover and bring terror over them.
Squad:
In a Squad he should try to get the enemies out of their cover by jumping right into them and slashing everything in range, or protecting ranged weapon specialists from enemy melee units.
Stats:
Health 7/10
Armor 7/10
Ranged Combat 2/10
Melee Combat 9/10
Mobility 9/10
Load-out:
1 1-handed Melee weapon and 1 pistol or 1 Tool
or
1 2-handed Melee weapon
or
2 1-handed Melee Weapons
1 Grenade + 1 Explosive
Arsenal:
2-Handed Melee weapons
Eviscerator
Power Halberd
Chain Halberd
Thunder Hammer
2-Handed Power Sword
1-Handed Melee weapons
Chain Sword
Chain Fist
Lightning claw
Power Axe
Power Sword
Power Mace
Power Fist
Power Knife
Pistols
Bolt Pistol
Plasma Pistol
Grenades/Explosives
Blind Grenade
Frag Grenade
Melta-Bomb
Tools
Combat Shield
Abilities
Jumppack Jump
Jumppack Meteor
Jumppack Charge
Side jump
Apothecary
Description:
Never field without a medic at your side! He is made to support your mates in many terms. He can buff and heal Teammates, cure from downstate instantly and reveal enemies.
Capturing:
He is made for supporting the storming team with buffs and heals. And he is able to fight too.
Squad:
In an even fight on the battlefield the apothecary should try to support the ranged classes with additional firepower and buffs. He can also easily reanimate teammates in downstate there.
Stats:
Health 7/10
Armor 4/10
Ranged Combat 5/10
Melee Combat 6/10
Mobility 8/10
Load-out:
1 1-handed Melee weapon + 1 Pistol
1 Rifle
or
1 2-handed Melee weapon
+
10 Tools + Narthecium
Arsenal:
Rifles
Bolter
Plasma Gun
Flamer
Pistols
Bolt Pistol
Plasma Pistol
2-Handed Melee weapons
Eviscerator
1-Handed Melee Weapons
Narthecium
Chain Sword
Chain Fist
Tools
Reanimation-packs
Stim-packs
Healing agents
Reductor (only 1)
Ammo
Acid Rounds
Abilities
Infrared scan
Inject
Extract gene-seed
Terminator
Description:
The unmatched Terror of the Battlefield, he is the most tanky Infantry the Space Marines can field. His big ranged and melee weapons make him a dangerous enemy at any range. His weakness is his limited mobility, which make him an easy target for well coordinated squads. This class is a special class and has costs and cooldown.
Capturing:
his role is it to draw enemy fire on himself and suppress the enemy behind their cover he also can use the teleporter to appear out of nowhere and bring death to the enemies behind their walls.
Squad:
In a Squad he can fulfill any role he wants to. drawing enemy fire away from less armored mates, suppress the enemy, destroy vehicles or shred enemy squads in range or melee.
Stats:
Health 10/10
Armor 10/10
Ranged Combat 8/10
Melee Combat 8/10
Mobility 2/10
Load-out:
Can pick 2 different of this:
1 Heavy Rifle
1 2-Handed Melee Weapon
1 1-Handed Melee Weapon + Rifle
1 Tool
Arsenal:
Heavy Rifles
Assault cannon
Heavy flamer
Conversion beam projector
Rifles
Storm Bolter
2-Handed Melee weapons
Dual Lightning Claws
Thunder Hammer
Power Halberd
1-Handed Melee Weapons
Thunder Hammer
Power Fist
Chain Fist
Lightning claw
Power Sword
Power Mace
Power Axe
Tools
Teleporter
Cyclone Missile Launcher
Storm Shield
Abilities
Unshakeable
Unstoppable charge
Teleport
Missile storm
Shooting stance (terminator)
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Comments
Vehicles
To keep it readable I will call Driver, Passenger and Gunner: D, P and G.
The number next to “upgrades” is the number of upgrades a vehicle can get.
All vehicles have a cooldown after they got destroyed. All squads and strikeforces have a limit of useable vehicle types at the same time, the limit is based on the amount of members (active).
Rhino
Standard transportation vehicle with many different purposes and upgrades.
Armor: 2/4
Cannons: 1 Storm Bolter (D)
Abilities: Searchlight (1P), Smoke grenade (D), evacuate (D), Ammunition-depot
Speed: 2/3
Price: 1/4
Positions: 1D, 9P (Cant carry Terminators)
Upgrades 4: Dozer Blade, Hunter Killermissile, Extra Armor,
roof Stormbolter (+1G -1P), Commander Radar
replace D-weapon with twin-linked Lascannons or Multi-Melta,
Bike
Small, fast transportation vehicle.
Armor: 1/4
Cannons: 2 Bolters (D)
Abilities: Jump off(D/G), Melee swing left/right (D)
Speed: 3/3
Price: 1/4
Positions: 1D (Cant carry Terminators)
Upgrades 2: Replace 1 Bolter with Plasma/flamer/metla
Evolution: Attack Bike
Attack Bike
Bigger bike
Armor: 1/4
Cannons: 2 Bolters (D), Heavy Bolter (G)
Abilities: Jump off(D/G), Melee swing right (D)
Speed: 3/3
Price: 2/4
Positions: 1D, 1G (Cant carry Terminators)
Upgrades 2: Replace 1 Bolter with Plasma/flamer/metla
Replace heavy bolter with Lascannon or Multi-Melta
Land Speeder
Fast anti-grav vehicle.
Armor: 1/4
Cannons: 1 Heavy Bolter (G)
Abilities: Jump off(D/G), high jump (D)
Speed: 3/3
Price: 1/4
Positions: 1D, 1G (Cant carry Terminators)
Upgrades 1: replace G-weapon with Multi-melta or Lascannon
Evolution: Land speeder Tornado, Land speeder Toyphoon,
Land speeder Storm, Land speeder Vengeance
Land Speeder Tornado
Fast anti-grav vehicle.
Armor: 1/4
Cannons: 1 twin-linked missile launcher (D), 1 Heavy Bolter (G)
Abilities: Jump off(D/G), high jump (D)
Speed: 3/3
Price: 2/4
Positions: 1D, 1G (Cant carry Terminators)
Upgrades 1: replace G-weapon with Multi-melta or Lascannon
Land Speeder Typhoon
Fast anti-grav vehicle.
Armor: 1/4
Cannons: 1 Heavy Flamer (D), 1 Heavy Bolter (G)
Abilities: Jump off(D/G), high jump (D)
Speed: 3/3
Price: 2/4
Positions: 1D, 1G (Cant carry Terminators)
Upgrades 1: replace G-weapon with Multi-melta or Lascannon, replace D-weapon with assault cannon
Land Speeder Storm
Fast anti-grav vehicle.
Armor: 1/4
Cannons: 1 Heavy Bolter (G)
Abilities: Jump off(D/G), high jump (D), Sabotage Teleport homers
Speed: 3/3
Price: 2/4
Positions: 1D, 1G, 3P (Cant carry Terminators)
Upgrades 1: replace G-weapon with heavy flamer, multi-melta, assault cannon
Land Raider
Heavy tank.
Armor: 4/4
Cannons: 1 Twin-linked Heavy Bolter (1G), 2 Twin-linked Lascannons (2G)
Abilities: Searchlight (1P), Evacuate (D)
Speed: 1/3
Price: 3/4
Positions: 1D, 3G, 8P (Can carry Terminators 2P each)
Upgrades 3: Dozer Blade or Assault ramp, Hunter Killermissile, Extra Armor,
roof Storm bolter/Multimelta (+1G -1P)
Evolution: Land Raider Prometheus, Land Raider Terminus Ultra
Predator
Mid-heavy tank.
Armor: 3/4
Cannons: Autocannon (1G), 2 Heavy Bolters (2G)
Abilities: Searchlight (D)
Speed: 2/3
Price: 3/4
Positions: 1D, 3G
Upgrades 3: Dozer Blade, Extra Armor, roof Storm Bolter(+1G)
Replace Autocannon with twin-linked Lascannons
Replace Heavy Bolter with Lascannon
Evolution: Baal Predator
Vindicator
Siege weapon.
Armor: 2/4
Cannons: 1 Demolisher Cannon (G)
Abilities:
Speed: 2/3
Price: 3/4
Positions: 1D, 1G
Upgrades 2: Siege Shield, Extra Armor, Storm Bolter(D), Hunter-killer Missile
Whirlwind
Longrange tank.
Armor: 2/4
Cannons: Whirlwind multiple missile launcher (G)
Abilities: Missile Barrage (D)
Speed: 2/4
Price: 3/4
Positions: 1D, 1G
Upgrades 2: Dozer Blade, Extra Armor, Storm Bolter (D)
Support vehicles
Thunderfire Cannon
Mobile anti infantry wagon.
Armor: 1/4
Cannons: Thunderfire Cannon
Abilities: Shoot/move stance, can be pulled by a rhino
Speed: 0,5/3
Price: 2/4
Positions: 1D
Tarantula
Main structure defense unit, bought by the war council.
Armor: 1/4
Cannons: 2 Heavy Bolter or 2 lascannon
Speed: 0/3
Price: 2/4
Positions: A.I. controlled
Rapier Armoured Carrier
Mobile anti tank wagon.
Armor: 1/4
Cannons: quad linked lascannon
Abilities: Shoot/move stance, can be pulled by a rhino
Speed: 0,5/3
Price: 3/4
Positions: 1D
Chapter Specials
Land Speeder Vengeance (Dark Angels)
Special heavier land speeder.
Armor: 2/4
Cannons: 2 Plasma Storm Battery (1G), 1 Assault Cannon (1G)
Abilities: Jump Off
Speed: 2/3
Price: 2/4
Positions: 1D, 2G
Land Raider Prometheus (UItramarines)
Special command Heavy tank.
Armor: 4/4
Cannons: Storm Bolter (D), 2 twin-linked heavy Bolter (2G)
Abilities: Searchlight (1P), Smoke grenade (D), evacuate (D), Commander Radar
Speed: 1/3
Price: 4/4
Positions: 1D, 2G, 6P (Can carry Terminators 2P each)
Upgrades 3: roof Storm bolter (+1G -1P), Extra Armor, Dozer Blade or Assault ramp
Hunter-Killer Missile, replace storm bolter with Multi-melta
Baal Predator (Blood Angels)
Special mid-heavy tank.
Armor: 3/4
Cannons: twin-linked assault cannons (1G), 2 Heavy Bolters (2G)
Abilities: Searchlight (D)
Speed: 2/3
Price: 3/4
Positions: 1D, 3G
Upgrades 3: Dozer Blade, Extra Armor, Storm Bolter(D)
Replace twin-linked assault cannons with Flamestorm Cannon
Replace Heavy Bolter with Heavy Flamer
Land Raider Terminus Ultra (Space Wolfs)
Special heavy armed heavy tank.
Armor: 4/4
Cannons: 1 twin-linked Lascannons (1G), 2 twin-linked Lascannons (2G), 2 Lascannons (2G)
Abilities: Searchlight (D)
Speed: 1/3
Price: 4/4
Positions: 1D, 5G (Cant carry Terminators)
Upgrades 1: Extra Armor, Dozer Blade or Assault ramp, Hunter-Killer Missile
be always up to date about Eternal Crusade
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Other EC Sites i'm in:
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Explanations
Stats
Health
The amount of Damage someone could take after his Armor got shred or bypassed and before he would fall in downstate. Regenerates slowly. Higher number equals in higher Healt-pool.
Armor
The amount of Damage someone need to do before he can damage the target.
Regenerates fast. Higher number equals in a higher resistant.
Ranged Combat
The ability and arsenal-range indicator for ranged weapons. Higher number means a bigger arsenal to pick from and a more accurate aiming.
Melee Combat
The ability and arsenal-range indicator for ranged weapons. Higher number means a bigger arsenal to pick from and a longer attack combo.
Mobility
Does not represent the movement speed (it’s the same for all except terminators).
A higher number means more abilities for movements and more accurate in his moves, for example: an assault marine will stop much faster after a sprint then a devastator.
Weapons
Bolter
Standard Space Marine Rifle.
Damage: 5/10
Armor Pen.: 4/10
Rate of fire: 7/10
Accuracy: 7/10
Range: 7/10
Clip-Size: 24
Special: Can be used with different ammunition.
Stalker Bolter
Modified Bolter for sniping.
Damage: 8/10
Armor Pen.: 8/10
Rate of fire: 3/10
Accuracy: 10/10
Range: 10/10
Clip-Size: 10
Special: Can zoom, can be used with Stalker Silenced Shells.
Storm Bolter
Double barreled Bolter.
Damage: 4/10
Armor Pen.: 4/10
Rate of fire: 10/10
Accuracy: 5/10
Range: 5/10
Clip-Size: 48
Special: -
Combi Bolter
A Bolter with a flamer/plasma gun/metla gun attached on it.
Clip-Size 1: 24
Clip-Size 2: half the normal size and no extra clips.
Special: Have 2 fire-modes, stats are the same like the 2 weapons
Flamer
The good old flamethrower.
Damage: 2/10
Armor Pen.: 0/10
Rate of fire: 10/10
Accuracy: 10/10
Range: 2/10
Clip-Size: 100
Special: Heat system, Cone of effect, ignores most armors and cover.
Plasma Gun
Melts through armor.
Damage: 5/10
Armor Pen.: 9/10
Rate of fire: 5/10
Accuracy: 8/10
Range: 7/10
Clip-Size: 50
Special: Heat system, charged shot.
Melta Gun
Nothing can stand a shot of this.
Damage: 10/10
Armor Pen.: 10/10
Rate of fire: 1/10
Accuracy: 10/10
Range: 1/10
Clip-Size: 5
Special: Cone of effect
___________________________________________________________________
Plasma Pistol
The handy armor melta.
Damage: 5/10
Armor Pen.: 9/10
Rate of fire: 3/10
Accuracy: 6/10
Range: 6/10
Clip-Size: 20
Special: can overheat, charged shot.
Bolt Pistol
Standard Space Marine secondary weapon
Damage: 5/10
Armor Pen.: 4/10
Rate of fire: 3/10
Accuracy: 4/10
Range: 6/10
Clip-Size: 10
Special: -
___________________________________________________________________
Grenade Launcher
Damage: 8/10
Armor Pen.: 8/10
Rate of fire: 3/10
Accuracy: 5/10
Range: 4/10
Clip-Size: 10
Special: Area of effect.
Missile Launcher
One-shot anti tank weapon.
Damage: 10/10
Armor Pen.: 10/10
Rate of fire: 1/10
Accuracy: 7/10
Range: 8/10
Clip-Size: 1
Special: Cant be shot while moving. Area of effect.
Lascannon
Big Laser-sniper-rifle.
Damage: 9/10
Armor Pen.: 9/10
Rate of fire: 1/10
Accuracy: 10/10
Range: 10/10
Clip-Size: 5
Special: Cant be shot while moving.
Soundstrike Missile Launcher
Auto loading Missile launcher
Damage: 8/10
Armor Pen.: 8/10
Rate of fire: 4/10
Accuracy: 7/10
Range: 8/10
Clip-Size: 25
Special: Cant be shot without stance. Area of effect.
Plasma cannon
Big brother of Plasma gun.
Damage: 8/10
Armor Pen.: 10/10
Rate of fire: 1/10
Accuracy: 5/10
Range: 6/10
Clip-Size: 30
Special: Heat system, need to charge shot. Area of effect.
Multi-melta
Heavy version of the melta gun.
Damage: 10/10
Armor Pen.: 10/10
Rate of fire: 1/10
Accuracy: 10/10
Range: 3/10
Clip-Size: 5
Special: The user is slowed down, Cone of effect, Cant be shot without stance.
Heavy bolter
Big Bolter.
Damage: 5/10
Armor Pen.: 4/10
Rate of fire: 8/10
Accuracy: 7/10
Range: 7/10
Clip-Size: 200
Special: Heat system, Can be shot without stance with penalty to accuracy and rate of fire.
Assault cannon
Gatling like cannon.
Damage: 5/10
Armor Pen.: 4/10
Rate of fire: 10/10
Accuracy: 6/10
Range: 8/10
Clip-Size: 300
Special: Movement slowed down a lot while shooting.
Heavy flamer
If one flamer isn’t enough, take the double barreled.
Damage: 4/10
Armor Pen.: 0/10
Rate of fire: 10/10
Accuracy: 10/10
Range: 3/10
Clip-Size: 200
Special: Heat system, Cone of effect, ignores most armors and cover.
Conversion beam projector
A heavy energy weapon, the laserbeam explode when hit something.
Damage: 10/10
Armor Pen.: 10/10
Rate of fire: 1/10
Accuracy: 10/10
Range: 10/10
Clip-Size: 10
Special: Need to charge the shot and cant be redirected while charging requires stance.
Overheats if charged to long. Area of effect.
___________________________________________________________________
Eviscerator
Damage: 8/10
Armor Pen.: 5/10
Swing-spd.: 4/10
Block-spd.: 4/10
Range: 3/4
Power Halberd
Damage: 6/10
Armor Pen.: 9/10
Swing-spd.: 3/10
Block-spd.: 6/10
Range: 4/4
Chain Halberd
Damage: 8/10
Armor Pen.: 5/10
Swing-spd.: 3/10
Block-spd.: 6/10
Range: 4/4
Thunder Hammer
Damage: 10/10
Armor Pen.: 10/10
Swing-spd.: 1/10
Block-spd.: 1/10
Range: 3/4
2-Handed Power Sword
Damage: 7/10
Armor Pen.: 8/10
Swing-spd.: 4/10
Block-spd.: 4/10
Range: 3/4
Dual Lightning Claws
Damage: 8/10
Armor Pen.: 10/10
Swing-spd.: 6/10
Block-spd.: 6/10
Range: 2/4
___________________________________________________________________
Thunder Hammer (1-handed)
Damage: 7/10
Armor Pen.: 7/10
Swing-spd.: 5/10
Block-spd.: 4/10
Range: 2/4
Chain Sword
Damage: 7/10
Armor Pen.: 4/10
Swing-spd.: 8/10
Block-spd.: 6/10
Range: 2/4
Power Knife
Damage: 4/10
Armor Pen.: 7/10
Swing-spd.: 10/10
Block-spd.: 8/10
Range: 1/4
Power Sword
Damage: 5/10
Armor Pen.: 8/10
Swing-spd.: 8/10
Block-spd.: 6/10
Range: 2/4
Power Mace
Damage: 5/10
Armor Pen.: 9/10
Swing-spd.: 6/10
Block-spd.: 6/10
Range: 2/4
Power Axe
Damage: 6/10
Armor Pen.: 8/10
Swing-spd.: 7/10
Block-spd.: 5/10
Range: 2/4
Power Fist
Damage: 7/10
Armor Pen.: 8/10
Swing-spd.: 5/10
Block-spd.: 8/10
Range: 1/4
Chain Fist
Damage: 5/10
Armor Pen.: 4/10
Swing-spd.: 9/10
Block-spd.: 8/10
Range: 1/4
Narthecium
Damage: 5/10
Armor Pen.: 5/10
Swing-spd.:: 9/10
Block-spd.: 8/10
Range: 1/4
___________________________________________________________________
Blind Grenade
Special: Blinds enemies who are standing nearby or looking in its direction.
Frag Grenade
Damage: 7/10
Armor Pen.: 3/10
Special: Explodes into shrapnels, leaves hit targets staggering. Small AoE.
Krak Grenade
Damage: 4/10
Armor Pen.: 7/10
Special: Big AoE. Can knockdown.
Smoke Grenade
Special: smokes a big area. Color can be chosen.
Micro Grenades
Damage: 5/10
Armor Pen.: 3/10
Special: Throws a cluster of 10 micro grenades over an area. Small AoE.
Melta-Bomb
Damage: 10/10
Armor Pen.: 10/10
Special: Cant be thrown, needs to be placed on ground, wall or object. Can be detonated manually.
Chapter Specials
All chapter specials are extremely rare and hard to obtain!
Blood Angels
Angelus Bolter (Tactical Marine)
Special Bolter with bigger clip-size.
Damage: 5/10
Armor Pen.: 4/10
Rate of fire: 7/10
Accuracy: 7/10
Range: 7/10
Clip-Size: 35
Special: Can be used with different ammunition.
I nferno Pistol (Assault)
Small Melta gun.
Damage: 10/10
Armor Pen.: 10/10
Rate of fire: 1/10
Accuracy: 10/10
Range: 1/10
Clip-Size: 1
Special: Cone of effect
Exsanguinator (Sanguinary Priest)
Medical device made for combat.
Damage: 7/10
Armor Pen.: 5/10
Swingspeed: 9/10
Block-spd.: 8/10
Range: 1/4
Dark Angels
Corvus Hammer (Assault)
specialized pick which consisted of a hammer modified to provide additional power during impact.
Damage: 6/10
Armor Pen.: 10/10
Swingspeed: 6/10
Block-spd.: 6/10
Range: 2/4
Flail of the Unforgiven (Terminator)
2-Handed Flail which is slow but powerful.
Damage: 8/10
Armor Pen.: 8/10
Swingspeed: 1/10
Block-spd.: 1/10
Range: 3/4
Special: AoE
Furious Vengeance (Tactical)
Special Bolter.
Damage: 5/10
Armor Pen.: 4/10
Rate of fire: 7/10
Accuracy: 8/10
Range: 7/10
Clip-Size: 24
Special: Can be used with different ammunition,
extra damage to chaos space marines
Ultramarines
Gladius (all)
Longer then a dagger, shorter then a sword
Damage: 5/10
Armor Pen.: 7/10
Swingspeed: 10/10
Block-spd.: 8/10
Range: 1,5/4
Gilded Boltgun (Tactical)
Special Bolter.
Damage: 6/10
Armor Pen.: 5/10
Rate of fire: 7/10
Accuracy: 8/10
Range: 7/10
Clip-Size: 24
Special: Can be used with different ammunition
Axe of Ultramar (Assault)
Special Power Axe.
Damage: 6/10
Armor Pen.: 8/10
Swingspeed: 8/10
Block-spd.: 6/10
Range: 2/4
Space Wolfs
Fang of Morkai (Wolf priest)
Medical device made for combat.
Damage: 9/10
Armor Pen.: 4/10
Swingspeed: 8/10
Block-spd.: 7/10
Range: 1/4
Frost Blade (Tactical)
Special Chainsword
Damage: 8/10
Armor Pen.: 5/10
Swingspeed: 9/10
Block-spd.: 5/10
Range: 2/4
Foehammer (Assault)
Special Thunderhammer with teleport device.
Damage: 7/10
Armor Pen.: 7/10
Swingspeed: 5/10
Block-spd.: 4/10
Range: 2/4
Special: Can be thrown, can be teleported to your hand.
Tools
Combat Shield
Can be used to shield yourself from shots and melee weapons. Improves blockspeed of meleeweapon.
Cyclone Missile Launcher
Mounted on a Terminator armor, provides ability Missile Storm.
Cant be mounted when Conversion beam projector is equipped.
Healing agents
Improves the natural regeneration of Space Marines, provides ability inject.
Comes in a pack of 2.
Reanimation-packs
Cures downstate immediately after injection, provides ability inject.
Reductor
Provides ability Extract gene-seed.
Stim-packs
Boosts movement and swingspeed for a short time, provides ability inject.
Comes in a pack of 2.
Storm Shield
Can be used to shield yourself from shots and melee weapons. Improves blockspeed of meleeweapon can be used with Ranged weapons.
Teleporter
Provides ability teleport.
Ammo
Acid Rounds
Prepend health and armor regeneration for some time.
Hellfire Rounds
Extra damage in against tyranids.
Inferno Bolts
The target gets after-burn damage
Kraken Pen. Rounds
lower Damage, high armor-penetration
Metal Storm Frag Shells
Higher Damage, low armor-penetration
Odysseus Bolts
Hit targets get visible on map for some time
Stalker Silenced Shells
no direction indicator silent impact and shot, for Stalker Bolter
Concussion Missiles
anti Fortification/Cover, AoE
Flakk Missiles
anti air, small AoE, heatseak
Frag Missiles
anti Infantry, big AoE
Krak Missiles
anti tank, small AoE
Abilities
Combat roll
Rolls into running direction to be a smaller target. (like in space marine)
Extract gene-seed
Knees down to extract the gene-seed of a fallen battle brother.
Let the owner of the gene-seed respawn immediately. Short cooldown.
Infrared scan
Scans a small area in front of you, detects hidden mines and heat signals behind objects. Long cooldown.
Inject
Injects stim-packs, Healing agents or Reanimation-packs. Short cooldown.
Jumppack Charge
A short horizontal jetsprint into running direction. Mid-long cooldown
Jumppack Jump
A high and long jump. Short cooldown (like in space marine)
Jumppack Meteor
Burst down to the ground out of jump. (like in space marine)
Missile storm
Launches a Missile storm (a mix of 12 Krak/frag missiles) over a chosen area.
After activating the skill you will have a marked area under your crosshair, place it where you want the missiles to go, very long cooldown. (similar to DoW2)
Shoot while sprinting
Can shoot while sprinting with just a small accuracy and speed penalty. (ya bad name)
Shooting stance (Devastator)
Gets into position to shoot heavy weapons.
Required to shoot many heavy weapons. (like in space marine)
Shooting stance (Terminator)
Nails yourself on the ground, getting out of this position taking longer then devastator. Required to shoot Conversion beam projector.
Teleport
Teleports yourself to a chosen area. Needs to charge shortly.
Hold down your abilitybutton, wait for a marked disc to appear, this disc moves into the chosen direction until it reaches its maximum or you release the button, teleport to the disc. Mid-long cooldown
Unshakeable
Cant be knocked down or staggering, less recoil with ranged weapons.
Unstoppable Charge
Replaces sprint. While charging you knockdown every lighter class you hit and leaves heavy classes staggering. Takes more time to stop after the charge.
Vehicles
Weapons
2 Bolters (D)
2 simultaneously firing bolters.
Damage: 5/10
Armor Pen.: 4/10
Rate of fire: 7/10
Accuracy: 7/10
Range: 7/10
Ammo: 200
Assault Cannon (1G)
Gatling like cannon.
Damage: 5/10
Armor Pen.: 4/10
Rate of fire: 10/10
Accuracy: 6/10
Range: 8/10
Ammo: 600
Autocannon (G)
Shots big rounds.
Damage: 8/10
Armor Pen.: 6/10
Rate of fire: 2/10
Accuracy: 7/10
Range: 8/10
Ammo: 120
Special: Small AoE
Demolisher Cannon (G)
Shots very big rounds.
Damage: 10/10
Armor Pen.: 8/10
Rate of fire: 1/10
Accuracy: 5/10
Range: 5/10
Ammo: 25
Special: Large AoE
Flamestorm Cannon (G)
Even bigger then the heavy flamer.
Damage: 4/10
Armor Pen.: 0/10
Rate of fire: 10/10
Accuracy: 10/10
Range: 5/10
Ammo: 300
Special: Heat system, Cone of effect, ignores most armors and cover.
Heavy Bolter (G)
Big Bolter.
Damage: 5/10
Armor Pen.: 4/10
Rate of fire: 8/10
Accuracy: 7/10
Range: 7/10
Ammo: 600
Heavy Flamer (D)
Double barreled flamer.
Damage: 4/10
Armor Pen.: 0/10
Rate of fire: 10/10
Accuracy: 10/10
Range: 3/10
Ammo: 300
Special: Heat system, Cone of effect, ignores most armors and cover.
Hunter Killermissile (D)
Intelligent hunting missile.
Damage: 6/10
Armor Pen.: 5/10
Accuracy: 10/10
Range: 8/10
Ammo: 1
Special: Dodges Obstacles, track target.
Multi-Melta (D)
Heavy version of the melta gun.
Damage: 10/10
Armor Pen.: 10/10
Rate of fire: 1/10
Accuracy: 10/10
Range: 3/10
Ammo: 30
Special: Cone of effect
Plasma Storm Battery (1G)
Vehicle mounted Plasma cannon, twin-linked.
Damage: 8/10
Armor Pen.: 10/10
Rate of fire: 1/10
Accuracy: 5/10
Range: 6/10
Ammo: 200
Special: Heat system, can charge shot for bigger Area of effect.
quad linked lascannon (D)
Nothing can stand a hit of this one.
Damage: 9/10
Armor Pen.: 9/10
Rate of fire: 1/10
Accuracy: 10/10
Range: 10/10
Ammo: 80
roof Multimelta (+1G -1P)
Damage: 10/10
Armor Pen.: 10/10
Rate of fire: 1/10
Accuracy: 10/10
Range: 3/10
Ammo: 30
Special: Cone of effect, the gunner can be hit.
roof Stormbolter (+1G -1P)
Double barreled Bolter.
Damage: 4/10
Armor Pen.: 4/10
Rate of fire: 10/10
Accuracy: 5/10
Range: 5/10
Ammo: 400
Special: The gunner can be hit.
Storm Bolter (D)
Double barreled Bolter.
Damage: 4/10
Armor Pen.: 4/10
Rate of fire: 10/10
Accuracy: 5/10
Range: 5/10
Ammo: 800
Thunderfire Cannon (D)
Like a fast firing auto cannon.
Damage: 8/10
Armor Pen.: 6/10
Rate of fire: 6/10
Accuracy: 5/10
Range: 8/10
Ammo: 40
Special: Small AoE
twin-linked missile launcher (D)
Double 6 barreled Missile launcher.
Damage: 10/10
Armor Pen.: 10/10
Rate of fire: 1/10
Accuracy: 7/10
Range: 8/10
Ammo: 12
Special: Area of effect.
Whirlwind multiple missile launcher (G)
Long range Missile Launcher.
Damage: 10/10
Armor Pen.: 10/10
Rate of fire: 2/10
Accuracy: 8/10
Range: 10/10
Ammo: 60
Special: Area of effect.
Abilities
can be pulled by a rhino
can be attached to a rhino for fast traveling.
Commander Radar
Improved and more detailed radar for this unit and all who are around this unit.
Evacuate (D)
Throws out all passengers immediately!
high jump (D)
this unit can perform jumps.
Hunter Killermissile (D)
Fires a tracking missile on the targeted enemy vehicle.
Jump off (D/G)
Jump off your vehicle, you may take damage if the vehicle was to fast or there is an obstacle.
Melee swing left/right (D)
Use your melee weapon to the left or right.
Melee swing right (D)
Use your melee weapon to the right.
Missile Barrage (D)
Shot your whole missile magazine over a chosen area.
Sabotage Teleport homers (D)
Nearby teleport homers or similar will malfunction.
Searchlight (1P)
Use it to bring light into dark corners or in the night.
Shoot/move stance (D)
Swap between shooting and driving.
Smoke grenade (D)
Shots a big smoke grenade to cut enemy view.
Updates
Ammunition-depot
Infantry can get ammo here.
Assault ramp
A frontal exit for direct storm attacks out of a vehicle
Commander Radar
Unlock commander radar ability
Dozer Blade
Extra front protection and stronger ram damage.
Extra Armor
Extra armor which is not repairable.
Hunter Killermissile
Unlock Hunter Killermissile (D) ability.
Siege Shield
Stronger then Dozer Blade but no extra ram damage.
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i tried to avoid all extreme rare weapons to get no stress with the lorelovers
you can find heavy flamer in the "terminator arsenal" and in the "Explanation weapon section"
or you would like to see it for devastators too?
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Wow Savij, thats some list. Great work.
I was/am a massive fan of Space Marine but if there was one or two things i'd like to have added to the game it would've been:
1) More weapons, something you've addressed
2) More perk slots/load out options.
Really hope Eternal Crusade delivers on those points.
chaplain and librian have terminator armor model. grey knight have apothecary terminator. only techmarine don't use terminator armor (for the servo harness).
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In the weapons section, replace vengeance launcher with grenade launcher. The vengeance launcher was
1) Just a gimmick weapon in Space Marine
2) A prototype grenade launcher from a forge world that would be eaten by Tyranids a few years later, so all means of producing it are lost anyway.
Dreah I'm yunk, wazzit matter to you?
aye sir will do. thanks for your help!
agree on this point i think i will swap this weapon to devastators and maybe terminators too
its an own class for me because the equip is kinda different then for the other classes.
since you will be able to swap classes ingame I think the easiest solution for terminators is it to make it like PS2 did
but tell me how you would like to see it, more like just some heavy armor with some more equip options but your class stays the same?
yes i think a wide range of weapons is very important to not let everyone use the same weapons over and over again ^^
i hasnt thought about perks yet maybe someone could help me with that?
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I think they need to keep one thing in mind about all the classes.
The character is not the class, and the class is nothing more than a combination of equipment
By space marine standards as they "level up" or get rank within a chapter they get specialized and/or gain access to more of the armory.
By the end of a Space Marines career at the highest level they can get Power Armor, Artificer Armor, Master-Crafted Armor, Terminator Armor and all kinds of weapons that they prefer.
Basically what I am getting to is the more options the better as players level up, make it like a tutorial for each weapon as you unlock them on your way to complete the armory selection. Make players select the loadout for the battle and not be restrained to a kit based on their "class"...or if classes must be around in some form make it nothing more than a predetermined loadout that is selected prior to entering the battlefield which you can specialize in to enhance your usage of the equipment.
Only unchangeable class would pretty much be psyker or not pskyer, everything else can be equipment players unlock and train with throughout their "career" as a space marine lol.
The original post would be a great example of equipment combinations and specializations for players to progress through.
i updated my first post
now have a gameplay description to make sure that the terminator isnt a standard unit
working on vehicles atm!
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It'll be interesting to see how Terminators are incorporated and used in EC or what the developers have planned for them. In a way I hope they remain a rare sight as "The scarcity and expense to maintain Terminator suits means they are available only to the elite troops from the veteran companies".
I'd like to see Terminator suits as the ultimate reward for leveling up your character i.e. you've taken your scout/initiate Marine through countless campaigns gaining better wargear, experience, purity seals, perks & equipment etc. He's fought countless enemies and gained Veteran status - then after obtaining more experience/rewards/kills etc as a Veteran he gets the elusive Terminator Armour!
I like your breakdown Savij but i'm not happy about the speed reduction you've given the Termie. These boys are the elite of the elite and should be difficult to kill with very little weaknesses - certainly not in the way of speed/reactions.
I just feel Terminator armour would make an excellent reward or incentive to keep leveling up your Marine and pushing for Veteran status etc.
ya i thinkso too, that you need to reach a certain level till you can use the terminator armour
but you dont want to give it to someone permanently dont you? that would be kinda OP and we would see termies on mass in later campaigns
hmm well i dont want the termie to get baited in any situation but having him mobile like other classes would look abit strange, dont you think so? maybe give him "normal" speed when wielding a melee weapon? so there is no disadvantage for the melee lovers (or maybe the teleporter is enough) need to be tested i think :P
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I thought that too at first. But by the time we start seeing 'mass terminators' the same/similar amount of people playing the other factions will have unlocked their high powered characters/Veterans too? That way you'll probably have similar amounts of 'OP' players/Veterans on each faction?
Taking Space Marina, Call of Duty & Battlefield as an example I frequently come across the odd level 41/Prestige Masters etc but never a whole team of them. And using the right tatics/teamplay against these guys you can still bring them down to a peg or two
I guess what i'm trying to say is out of the thousands of players of these games, only a small percentage of them will be willing to put in the graft/time/energy etc into obtaining the max level (& unlocking Terminator armour). As such I don't think you'll be seeing Terminators on mass?
Maybe I'm underestimating WH40K fans commitment to the Emperor though?
well in battlefield they get more options and stuff but have the same hp/armor pool like beginners
but a terminator has much more armor and bigger weapons so in campaign 5+ a newcomer will have no fun with all this super tough guys around
and we need all this newcommers to keep the game alife!
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I hear what you're saying but it was the same for me when i first started playing Space Marine/Call of Duty etc I was the noob that suffered lots of deaths while trying to level up and unlock better equipment/wargear etc. I'd even retreat and run off to hide so i could avoid coming face to face with the higher level characters who were better skilled and had better weapons etc.
Not saying i didn't engage them when the odds were in my favour, just i tried to pick my battles wisely. In Space Marine the assault marines (lowest armour) can easily take on a devastator with iron halo (highest armour) when using the right tactics and opportunities.
As i think Miguel has stated "war isn't balanced". You're right though, absolutely we want to encourage newcomers and want them to stay to be part of the community so a degree of balance is necessary.
Even the best/strongest players/characters can fall to a simple opportunist grenade, sniper fire or concentrated well thought out outflanking maneuver though?
ya i can understand your point and in the early state of EC i was thinking that way too
but finaly i saw that it will be hard to realice in a game that is based on PS2 and battlefield
for example a squad mate of friends who where always fighting together from the beginning of the very first beta to the 3 campaign and all wear terminatorarmor all the time and work together like they are 1 man
who should stopp a squad like this? and even if there are 100 players who stopp them
who stopps the 90 players beside the 10 termies?
its best to have very limited access to termies and other special units
and maybe even extend the cooldown on termies compared to the number on termies who are ingame atm
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Added the vehicle section + glorious chapter special vehicles!
added the vehicle explanation to the explanation section
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bike will be hard to balance, can be easily become OP, specially if a mounted space marine can use also the personal weapon (shotting with bikeweapon+special weapon).
land speeder look really complex to recreate in game, they arent' simple hover veicle.
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well bikes are fast but low armored and the weapon is hard to aim since you cant turn it alot
and you can hit the driver!
dont know why land speeder should be hard its a light hovering vehicle which is fast
tell me more about it please
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I don't mean to be a NEGATIVE NANCY but I just get the feeling that having some 18 vehicles per faction would be an unreasonable expectation. I'm gonna wager it'll be more along the lines of each faction having a motorcycle, a troop transport and a tank.
ya thats may be right but there are so many iconic vehicles in the lore
they cant be missed !
what would space marines be without a rhino, predator, land speeder or a land raider?
and chapter special vehicles are a nice idea i think! i want the chapters to mean more then different colors
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many veicles are variant of a single chassis.
space marine have:
bike
rhino (predator are rhino with a turret and sponson)
land speeder
land raider
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well but EC does not need to care about this ^^ and i dont understand what does that post want to say
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I think what Gridg was trying to say is that there are many vehicles of the same base. You can have 5 vehicles, just each one can be upgraded differently. Say for a Land Raider, you can have a standard land raider, or upgrade it and have it become a land raider crusader/redeemer. Have a land speeder become a tempest or transport model, have falcons become fire prisms. They can have the standard tanks be upgradable in a similar to PS2 or like DoW. This gives an additional challenge when organizing a large scale attack trying to balance your vehicles for maximum effectiveness. Each variant is specialized in different roles and have different faults, but that will help with game balancing. Just imagine seeing a dozen land raiders rolling in with different weapons burning/purging all the xeno filth, with predators and annihilators in pursuit sweeping the aliens up while the METAWL BAWKSES and razor backs offload fresh troops.