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Imagine Space Marine Faction

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

  • SavijSavij Member Posts: 341

    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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  • SavijSavij Member Posts: 341

    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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  • grigdushergrigdusher Member UncommonPosts: 139
    no grav gun and combi grav? no heavy flamer? 

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  • SavijSavij Member Posts: 341
    Originally posted by grigdusher
    no grav gun and combi grav? no heavy flamer? 

    i tried to avoid all extreme rare weapons to get no stress with the lorelovers :D

    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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  • AcontiAconti Member Posts: 20

    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.

  • grigdushergrigdusher Member UncommonPosts: 139
    Originally posted by quotheraving
    Originally posted by aconti

    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.

    Seconded 

     

    However there's a couple of things I'd change.

     

    Firstly if you plan on making the troop roles very distinct it may not be a great idea to allow Tactical marines the option of carrying lascannons since these are pretty much the heaviest of heavy weapons.

     

    Secondly, why hive off the terminator as a class of it's own when you could have it as a calldown booster for any of the other classes, a bit like a MAX in PS2 - 

    Afterall Terminators can be Assault oriented when equipped with lightning claws, thunderhammer / storm shield or fill a more Tactical role when equipped with a storm bolter, or even serve as a Heavy weapons trooper when packing an assault cannon. I'm not 100% sure, but I think even support specialists such as Apothecaries or Chaplains can be equipped with Tactical Dreadnought Armor. 

     

    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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  • BeerSamuraiBeerSamurai Member Posts: 69

    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?

  • SavijSavij Member Posts: 341

    Originally posted by BeerSamurai

    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.

    aye sir will do. thanks for your help!

     

    Originally posted by quotheraving

    Originally posted by aconti

    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.

    Seconded 

     

    However there's a couple of things I'd change.

     

    Firstly if you plan on making the troop roles very distinct it may not be a great idea to allow Tactical marines the option of carrying lascannons since these are pretty much the heaviest of heavy weapons.

    agree on this point i think i will swap this weapon to devastators and maybe terminators too

     Secondly, why hive off the terminator as a class of it's own when you could have it as a calldown booster for any of the other classes, a bit like a MAX in PS2 - 

    Afterall Terminators can be Assault oriented when equipped with lightning claws, thunderhammer / storm shield or fill a more Tactical role when equipped with a storm bolter, or even serve as a Heavy weapons trooper when packing an assault cannon. I'm not 100% sure, butI think even support specialists such as Apothecaries or Chaplains can be equipped with Tactical Dreadnought Armor.

    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?

    Originally posted by aconti

    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.

    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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  • irpugbossirpugboss Member UncommonPosts: 427

    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.

    image
  • SavijSavij Member Posts: 341

    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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  • AcontiAconti Member Posts: 20

    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.

  • SavijSavij Member Posts: 341
    Originally posted by aconti

    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".

    ya i thinkso too, that you need to reach a certain level till you can use the terminator armour

    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!

    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

    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.

    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

    I just feel Terminator armour would make an excellent reward or incentive to keep leveling up your Marine and pushing for Veteran status etc.

     

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  • AcontiAconti Member Posts: 20
    Originally posted by Savij

    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

    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? ;)

  • SavijSavij Member Posts: 341
    Originally posted by aconti
    Originally posted by Savij

    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

    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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  • AcontiAconti Member Posts: 20
    Originally posted by Savij

    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 newcomers to keep the game alife!

    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?

  • SavijSavij Member Posts: 341

    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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  • SavijSavij Member Posts: 341

    Added the vehicle section + glorious chapter special vehicles!

    added the vehicle explanation to the explanation section

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  • grigdushergrigdusher Member UncommonPosts: 139

    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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  • SavijSavij Member Posts: 341
    Originally posted by grigdusher

    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.

    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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  • PolicenautPolicenaut Member Posts: 21

    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. 

    image
  • SavijSavij Member Posts: 341
    Originally posted by Policenaut

    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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  • grigdushergrigdusher Member UncommonPosts: 139

    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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  • SavijSavij Member Posts: 341
    Originally posted by grigdusher

    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

    well but EC does not need to care about this ^^ and i dont understand what does that post want to say :D

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  • DecisiveRaindropDecisiveRaindrop Member Posts: 17

    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.

  • DecisiveRaindropDecisiveRaindrop Member Posts: 17
    Now what I feel would be an interesting aspect is if we are allowed to use thunderhawk gunships and rain down death as we tank shots capable of blowing up a predator :D
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