1. Vote on the best bounty the oceans have to offer! The poll for the 34th Modeling Contest has begun.
    Dismiss Notice
  2. Awaken what lies in the heart of your swarm. The 17th Techtree Contest has arrived!
    Dismiss Notice
  3. Check out the Staff Job Openings thread.
    Dismiss Notice
Dismiss Notice
Hive 3 Remoosed BETA - NOW LIVE. Go check it out at BETA Hive Workshop! Post your feedback in this new forum BETA Feedback.
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

[Altered Melee] W40k Vanguard Strike

Discussion in 'Map Development' started by biridius, Mar 17, 2020.

  1. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    An Altered Melee map inspired by Warhammer 40'000, particularly the Dawn of War series.
    Vanguard Strike

    Screenshots:

    Nids vs CSM.png Havocs.png Tyranid Base.png Eldar base.png
    DoW.jpg Horma rows.png guardians in cover.jpg

    Features:
    The map has multiple scripted systems altering the way Warcraft 3 is played.


    • Working AI - the map is playable in both multiplayer and single player.

      Mods, allowing to choose different victory conditions
      - Normal: destroy all enemy buildings
      - Survival: withstand 10 waves of Tyranids
      - Control area: take and hold strategic points on the map
      - Regicide: kill the enemy commander


    • Squad control system
      Allows to control a squad of units as if it was just one unit.
      Each squad can also purchase additional options, such as sergeants, special weapons like flamers, or squad-wise upgrades, like Marks of Chaos or Tyranid biomorphs.

      Horma rows.png Nurgle.jpg

      Reinforcements
      Each squad may purchase additional members anywhere on the map, but only while unengaged.
      If a squad attacks or is attacked by an enemy, they temporarily lose the ability to reinforce.

      Morale
      Squads that seem to be losing a fight lose morale, which can be restored using different abilities, or when you get them out of combat.
      Once morale reaches 0, the squad morale breaks and their attacks will miss.
      If the "-panic" mode is activated, broken squads will immediately run away to the base.
      Chosen in melee.jpg

      Close combat engagements
      Some units may switch between shooting and close combat attacks.
      When a squad is attacked by an enemy melee unit, they may not fire and are forced to fight in close combat.
      Kabalites kicking asses.jpg

    • Camera rotation
      You may rotate the camera during the game using arrow keys, reset by pressing Escape.

      Cover system
      While a unit is within a crater, or behind a stone wall or building, it takes 40% less ranged damage.
      Some weapons like flamers or Eradicator's main gun ignore this modifier.

      Flanking system
      When attacking from behind or flanking, units deal bonus damage.
      Flanking increases damage by 25%.
      Backstabbing increases damage by 40%.
      Melee attacks receive double bonus for this, so +50% or +80%. This makes melee hordes more viable as they are better able to surround the enemy.

      Heavy weapons and Suppression
      Some infantry weapons are Heavy, requiring a setup time after moving before they are able to fire.
      These weapons suppress enemy squads, slowing down their movement by 50% and attacks by 20%.

      Physics system
      Blasts from heavy ordinance, like a tank's main gun, scatter troops they hit.
      Some abilities also have this effect.

      Character protection
      Some units, including heroes, squad leaders and specialists, are protected by other friendly squad members. Damage to them is spread out, stopping them from being easily focused down.

      Deep Strike
      Some units will instantly arrive at the rally point when trained.
      They will be stunned for 5 seconds while entering the battlefield.

      Detachment limit system
      Each unit falls under one of the three roles:
      - Core Troops (0-6)
      - Mobile Units (0-4)
      - Fire Support (0-3)
      Each player can only have a limited number of units from each of these roles.
      For example, as an Imperial Guard player, you can only have up to 3 Leman Russes and Basilisks at once.

    • Vehicle secondary weapons
      Vehicles have more than one weapon.
      For example, a Leman Russ tank has 3 additional Heavy bolters in addition to its main gun.
      The sponsons fire at separate targets, and may fire while the vehicle is moving.
      You may use the "Target sponsons" ability to specify a target for your tank's secondary weapons.
      DoW.jpg

      Vehicle damage system
      When a vehicle takes a hard hit, like from an anti-tank missile, it suffers adverse effects.
      It may get temporarily slowed down or stunned, be unable to fire its secondary weapons, or explode, damaging all nearby units.

      Damage resistance
      Vehicles and buildings take reduced damage from all attacks, by a flat amount.
      - Most vehicles have between 10 and 30 damage resistance
      - Generators have -3, Turrets -8, Most buildings have -20 and HQ buildings -32

      Weak small arms fire or close combat attacks will often have no effect on a vehicle.
      Flanking or backstabbing a vehicle is more effective, as it increases the damage before the flat damage reduction.
      For example, an attack with 30 damage would have no effect on a Leman Russ (damage resistance -30).
      But if you attacked it's rear armor, the damage increases by 40% to 42 damage, resulting in 12 damage after the resistance.

    • There are 3 main resources in the game.

      Power
      Produced by generators over time. Each player has a limited number of generators they can build.
      Generators are fragile and destroying them will hinder the enemy economy.
      When a generator is destroyed, it blows up, damaging nearby units.
      Most races use power as the primary resource to buy and reinforce their units.

      Escalation
      When dealing or taking damage, players gain this resource.
      The attacker generates more Escalation than the one who takes damage.
      Capturing a strategic point on the map instantly grants +50 escalation, and increases amount of escalation you gain from damage by 10% until it is captured by the enemy.
      Escalation is typically used for research or buying advanced units and vehicles.
      It is also used to build more generators.

      Population cap
      The food resource from Warcraft 3 is still used to limit the number of units per player.
      The difference is that it starts at 80 food and is typically not increased by building farms.
      A squad takes up a fixed amount of population cap, no matter how many members it has.




    Credits:
    • IronMaiden
    • Grey Knight
    • Mechanical Man
    • Burning_Dragoon5
    • wraith
    • The_Silent
    • donut3.5
    • HerrDave
    • Ujimasa Hojo

    Intended races: 6
    Orks, Imperium, Chaos, Eldar, Tyranids
    + Necrons (coming in update 1.15)

    Current factions and units as of version 1.14:

    • (~95% done)

      Imperial guard units
      Imperial guard.jpg
      Hero

      Lord Commissar
      - Summary execution - restores morale of a squad and temporarily buffs their attack
      - Lead by example - temporarily makes the hero faster, grants area attacks and knockback
      - Aura of discipline - increases nearby units attack (does not affect vehicles)
      - Stubborness - revives the commissar if he dies

      Units

      • Infantry squad
        Basic ranged unit, may be equipped with up to 4 special weapons after research.
        Infantry squad.jpg

        Support squad
        Fire heavy weapons to suppress enemy squads or take out vehicles.
        SupportSquad.jpg

        Veteran squad
        Catachan jungle fighters with shotguns, good in close combat, may throw demolition charges and be upgraded with invisibility.
        Veteran squad.jpg

        Rough riders
        Fast moving cavalry effective against infantry. Use to quickly capture points or flank vulnerable fire support units.
        Rough Riders.jpg

        Command squad
        Support unit, may buff other guardsmen using special Orders. May add a Sanctioned psyker to detect invisible units, Medic, Company standard or anti-tank Meltaguns.
        Command squad.jpg

      • Chimera
        Fast transport and infantry support vehicle. May be upgraded with an Augury scanner to detect invisible units. While a squad is on board, they may use the vehicle's lasgun arrays mounted on its sides.
        Chimera.jpg

        Hellhound
        Flamer tank effective against hordes and buildings. May be equipped to be more effective against vehicles or heavy infantry.
        Hellhound.jpg

        Basilisk
        Artillery piece with a very long range. May launch a flare to reveal an area from the fog of war.
        Effective against buildings or to disrupt gathered enemies. May not fire at short range, except for its secondary weapon.
        Basilisk.jpg

        Leman Russ
        A versatile and resilient battle tank, may be upgraded with different specialised main guns or secondary weapons.
        LemanRuss.jpg

      • Scout squad
        Stealthy unit with long-range sniper rifles used to suppress infantry or single out enemy heroes or specialists.
        Scouts.jpg

        Assault squad
        Melee unit that may jump over obstacles.
        Assault squad.jpg

        Tactical squad
        Versatile ranged unit that may well fight in close combat and be equipped with specialized weapons.
        Tactical squad.jpg

        Terminator squad
        Very tough infantry that may teleport. Effective against infantry at range and heavy armor in close combat. May be equipped to specialize in close combat or to better kill infantry.
        Terminator squad.jpg

        Dreadnought
        Close combat walker effective against most targets.
        Dreadnought.jpg



    • (~95% done)

      guardians in cover.jpg

      Most Eldar units are hard hitting and very mobile.
      Eldar have webway gates to instantly move around the map where the gates are built. Their buildings and vehicles regenerate.
      Dark Eldar units have vampiric attacks and night vision.

      Hero
      Farseer
      - Executioner - damages 3 enemy units
      - Fortune - protects a squad, absorbing a fixed amount of damage
      - Doom - reduces nearby enemy armor
      - Eldritch storm - slows down and damages enemies in a large area

      Units

      • Guardians
        Builder unit that can deal massive damage at short range, may be upgraded with stealth, grenades, melee weapons, anti-tank meltaguns and long-ranged support platforms.
        Guardians.jpg

        Kabal Warriors
        Main ranged infantry, may have grenades and specialized weapons.
        Kabalites.jpg

        Mandrakes
        Stealthy melee unit, may teleport or shoot baleblasts that slow down targets.
        Mandrakes.jpg

        Warp Spiders
        Hit-and-run unit that can teleport, stun vehicles and deals area damage with their webs.
        Warp Spiders.jpg

        Reaver jetbikes
        Fast unit with vampiric attacks, effective in both range and close combat. May jump over obstacles and take anti-tank weapons.
        Reavers.jpg

      • Dark Reapers
        Long ranged unit with heavy weapons, may be equipped with anti-tank missiles and varied aspect upgrades.
        Dark Reapers.jpg

        Harlequin troupe
        Fast melee unit effective against elites or isolated units, may be equipped with anti-tank fusion pistols.
        Harlequins.jpg

        Incubi
        Elite melee unit with heavy armour, cleaving and vampiric attacks.
        Incubi.jpg

        Warlock conclave
        Melee unit, may cast Destructor to disrupt infantry, provide a healing aura. May be upgraded with additional support auras.
        Warlocks.jpg

      • Talos
        Melee vehicle that can jump over obstacles and heal itself with each attack.
        Has a variety of ranged tail weapons.
        Talos.jpg

        Falcon
        Transport and fire support vehicle. May jump over obstacles and be equipped with a shield that absorbs damage.
        Falcon.jpg

        Fire prism
        Long-range artillery effective against most targets.
        Fire Prism.jpg

        Wraithlord
        Melee walker that may charge and disrupt troops. May be upgraded with different ranged weapons.
        Wraithlord.jpg




    • (~95% done)

      Most Tyranid units cost Escalation instead of Power to represent absorbing biomass of slain enemies.
      Power is used to evolve and upgrade units, making them more powerful over time.

      Hero
      Hive Tyrant - has Superheavy armor unlike other heroes.
      - Paroxysm: while channeled, stuns the target squad.
      - Smash: rams through enemy units.
      - Onslaught: movement speed aura.
      - Catalyst: temporarily makes nearby tyranids regain health and prevents them from dying.

      Units

      • Ripper swarm
        Builder unit/melee horde. Cheap to reinforce, but vulnerable to area attacks.
        May slow down enemy vehicles.
        Rippers.jpg

        Genestealers
        Scout unit, become invisible over 5 seconds if they don't attack.
        Attacks are effective against heavy armor.
        Cost Power instead of "biomass", allowing to tier up faster.
        Genestealers.jpg

        Termagants
        Ranged horde. May be led by a Warrior with an anti-tank venom cannon.
        Termagants.jpg

        Hormagaunts
        Melee horde. May be led by a Warrior with a move speed aura.
        Hormagaunts.jpg

        Gargoyles
        Fast ranged unit similar to termagants, may fly over obstacles.
        Gargoyles.jpg

      • Warrior Brood
        Versatile melee/ranged unit, aura increases armor and morale of nearby troops.
        Default weapons effective against infantry, may upgrade to be better against vehicles and heavy infantry.
        Warriors.jpg

        Raveners
        Fast hit-and-run unit that may burrow under obstacles.
        Raveners.jpg

        Venomthropes
        Fast support unit, poisons nearby enemies, aura reduces ranged damage.
        Venomthropes.jpg

        Biovores
        Long range artillery, cause suppression, effective against infantry.
        Pyrovores
        Flamer unit, effective against hordes and buildings.
        Pyrovores.jpg

        Tyrant guard
        Tough bodyguard melee unit, aura increases hero armor.
        Tyrant guard.jpg

        Hive guard
        Long ranged unit. May be equipped with shockcannons dealing area damage or impalers that cause suppression at longer range.
        Hive guard.jpg

      • These count as vehicles.
        Carnifex
        Melee monster that can charge through obstacles and scatter troops.
        Carnifex.jpg

        Trygon
        Towering and fast moving monstrous creature, may burrow under obstacles and fire electric discharges.

        Exocrine
        Ranged bio-tank, effective against heavy infantry




    • (~95% done)

      Hero
      Daemon prince
      - Baleful gaze - knocksback an enemy unit, dealing damage to all enemies in the way
      - Daemonic flight - allows to jump over obstacles
      - Dreadful presence - saps enemy attack and morale
      - Infernal gateway - damages enemy units and heals daemons

      Units


      • Cultists
        Builder unit, or melee horde.
        Cultists.jpg

        Renegades
        Ranged horde unit equipped with lasguns.
        Renegades.jpg

        Renegade support
        Use heavy weapons to suppress infantry or take out vehicles
        SupportRenegades.jpg

        Chosen
        Elite infantry good at both ranged and melee combat.
        May throw anti-tank grenades. Research allows to suppress enemy infantry.
        Chosen.jpg

        Raptors
        May jump, suppress enemy morale or destroy buildings/vehicles with meltaguns.
        Raptors.jpg

        Possessed
        Melee troops effective against most targets.
        May channel warp energy to become stronger at the cost of losing health.
        Possessed.jpg

        Havocs
        Long range set-up team effective against infantry and light vehicles.
        Havocs.jpg



      • These units cost Escalation to summon.
        Bloodletters
        Melee horde unit, may teleport or quickly charge into combat.
        Effective against infantry. May be equipped with a Banner of Blood or Etherblades.
        Bloodletters.jpg

        Beasts of Nurgle

        Melee unit that slows down nearby enemies.
        Beasts.jpg

        Flamers of Tzeentch

        Attack with coruscating flames that deal area damage at short range, effective against troops in cover and morale.
        Flamers.jpg

        Lord of Change
        Flying monster, attacks with flames at range, may shoot doombolts at long range.
        May cast Boon of Change to hasten and heal allied units, or Tzeentch's Firestorm to damage and slow all nearby enemies.
        Lord of Change.jpg



      • Defiler
        A crab walker crushing enemies in close combat.
        May also fire at long range using "Attack Ground". May stun enemies with its Havoc missile launcher.
        Defiler.jpg

        Rhino
        Fast and sturdy transport, attacks with twin-linked bolters.
        May transport one squad of marines.
        Research allows to equip it with a Havoc missile launcher.
        Rhino.jpg

        Predator
        Fast tank effective against other vehicles.
        Predator.jpg

        Forgefiends
        Ranged daemon engines attacking with autocannons or plasma cannons.
        Forgefiends.jpg




      Mutations and marks
      Cultists, Raptors, Chosen and Possessed can be upgraded with a mark of one Chaos God.
      - Nurgle: increases health regeneration
      - Khorne: increases armor
      - Slaanesh: increases attack and move speed
      - Tzeentch: grants stealth
      Nurgle.jpg

      Any of those units that earns a lot of escalation catches the attention of the Ruinous powers and is rewarded with a random mutation. There are 7 possible mutations, and a squad can have up to 2 of them, leveling up to level 3.


    • (~80% done)

      Squad upgrades such as special weapons cost Escalation instead of Power, to represent scavenging equipment after fights.
      Large squads of orks receive a bonus resistance to morale damage.
      Ork base and army.png

      Hero: Warboss
      - Breakin' 'eads: kills an ork to restore squad morale, boosts damage of the Warboss
      - Krump'em: damages and disrupts nearby enemy units
      - Mega-armor: absorbs damage until it overheats, dealing area damage and increasing movement speed
      - Power of Waaagh!: temporarily increases nearby units attack and grants melee charge

      Burnas.jpg

      Units

      • - Gretchen - builder/meatshield horde, may be given a long range cannon
        - Slugga mob - melee unit with pistols, may upgrade to kommandos or skarboyz
        - Shoota mob - ranged unit
        - Tankbustas - ranged anti-tank specialists
        - Stormboyz - jump pack unit, same stats as sluggas
        - Nob squad - elite melee unit, have a damage buff aura
        - Flash Gitz - elite ranged unit
        - Weirdboyz - ranged unit, disrupt enemy infantry

      • - Lobba - long ranged artillery
        - Gun wagon - transport equipped with a cannon, may upgrade to Deff Rolla with ramming attack and rocket launchers
        - Killa kan - melee walker
        - Mek Traktor - mobile but fragile long ranged walker, pulls enemies closer
        - Mek Smasha - upgrade of the traktor, lifts enemy vehicles and drops them on the ground




     
    Last edited: Feb 18, 2021
  2. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    Done
    - Heavy weapon setup time system: devastators do not fire for the first 3 seconds after they stop moving
    - Escalation system: awards lumber for dealing/taking damage; gold is gained through income increased by generators
    - Ordnance knockback system: Basilisk and Leman russ main guns launch troops into the air on hit
    - Added functionality for weapon requirements (f.e. now you need T2 to get melta/plasma in infantry squads)
    - Some other minor things

    Now there's just transports and special attacks left to make, and then I can move on to making other races and the AI.
     
    Last edited: Mar 18, 2020
  3. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    I should probably add other mods than melee, too.
    - Survival (waves)
    - Capture the flag
    - Any ideas?
     
  4. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,742
    Resources:
    1
    Models:
    1
    Resources:
    1
    Regicide: Start with a hero, and lose when your hero dies.
     
  5. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    Added some eldar units - guardians, kabalites, harlequins, mandrakes, wraithlord, falcon and fire prism.

    Guardians are the builder unit. Instead of repairs, all vehicle/building units regenerate. Grav tanks jump like assault marines and have dodge chance (holofields) but much less hp and damage reduction than guard tanks.

    There is not much anti-tank for now, only melta pistols in harlequins and blasters in kabalites, and they all die hilariously to battle cannon fire flying all over the place and gettnig stuck in terrain. Might add haywire grenades on warp spiders once I make some animations for them.

    I'll work on modes once all the races are somewhat present and have heroes. The -regicide mode kinda works, will refine it later.
    - Imperium: Commissar (for now using the admiral model because it has a funny hat lol)
    - Chaos: there were some chaos lord models I think on xgm
    - Eldar, Orks, Nids - ?
     
    Last edited: Mar 19, 2020
  6. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,742
    Resources:
    1
    Models:
    1
    Resources:
    1
    Orks: Mek, Warboss, Mad Dok.
     
  7. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    Main issue is there are no models for the heroes. I'd also add necrons and tau but both have like 1,5 models available. At least Nids can use zerglings/nerubians for gaunts, crabs for warriors/tyrant guard hydralisks for raveners and ghouls for genestealers. And there is a carnifex model.
     
    Last edited: Mar 19, 2020
  8. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,742
    Resources:
    1
    Models:
    1
    Resources:
    1
    You could always use standard orc models as Feral Orks, either as units or creeps.
     
  9. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    I did find a few ork models, but they are not for hero units. There are storm boyz, shootas/sluggas, burnas, and sluggas with armor.
    Maybe the warlock/witch orc for mad doc/weirdboy, and the warboss could be just a larger ork with a horde rally flag on the back. And some postapoc vehicle models for trukks and such, if I find any.

    Edit: found a huge archive of 40k models, there's even a defiler and all kinds of marine tech
     
    Last edited: Mar 19, 2020
  10. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    Trying to implement the transport system. It works but is a bit wonky for now.
    Eldar get the Falcon and Imperium gets the Chimera, each can transport one squad.

    Guardians got a meltaguns option (like storm guardians in the codex) and a Warlock that can cast Conceal to make the squad invisible for a short time. They are supposed to be a close range unit using transports or conceal to get close enough to use their meltaguns and shuriken catapults, or tie up heavy weapon squads in close combat.
     
  11. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    Attempt to make a Tyranid warrior out of a zergling by making it stand on hindlegs and enlarging left foreleg into a "devourer" gun.
    warrior.jpg
    warrior brood.jpg
     
    Last edited: Mar 22, 2020
  12. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,742
    Resources:
    1
    Models:
    1
    Resources:
    1
    Doesn't seem very visible, maybe use a different color on the arm itself?

    Maybe change the brown over the rest over the body to purple to get the standard 'Nid look.
     
  13. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    I'm not too good with modelling, mostly just messing with animations.
    Tried something like this, but leviathan's purple would be better I guess.
    So far only made some standing animations and a walk animation.
    warrios painted.jpg

    Edit: Hive Fleet Leviathan warriors
    leviathan warriors.jpg
     
    Last edited: Mar 22, 2020
  14. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    Added some nids. The map file is back in the original post.
    - Warriors (with the new model) - switch between melee and ranged, both piercing damage; have vampiric aura
    - Genestealers - become invisible if they don't attack for 5 seconds
    - Carnifex - "living battering ram" ability allows to smash through units, scatters troops like ordnance fire
    Translated nid units I forgot to translate before. I started this map a few years ago but abandoned it; back then it was in russian.
     
  15. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    Added "-survival" mode to have more enemies for testing, "-zoom out" command, and a multiboard showing power income.
    Scouts get same stealth as genestealers. Tyranid Warriors can take deathspitters and one venom cannon per brood.
     
  16. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    Making Chaos now.
    Most infantry can choose a mark of Chaos.
    - Khorne increases armor
    - Tzeentch grants stealth
    - Nurgle regenerates health
    - Slaanesh makes the unit faster

    In addition, when a unit earns Escalation resource by fighting, they may receive a random "Gift of Chaos" (up to 2 different mutations, each can level up to level 3). The mutations permanently buff the squad and any fresh reinforcements to it, an emphasis to avoid losing your squads.
    - Terrifying visage: increases morale damage
    - Warp frenzy: increases attack power
    - Baleful presence: deals area damage like Immolation
    - Cosmic fate: dodge chance
    - Arcane occulum: detects invisible
    - Crystallic body: reduces damage from normal/pierce attacks by a flat amount
    - Temporal distortion: when unit takes damage and is under 50% hp, it becomes invulnerable for a few seconds (drops focus fire)
    Planning to add more later.
     
    Last edited: Mar 27, 2020
  17. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,742
    Resources:
    1
    Models:
    1
    Resources:
    1
    Will it be possible to disrupt spellcasting?
     
  18. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    I don't really plan on making hero spells a significant part of the game, so it won't be necessary.
    Maybe some spells will be channeling and could get disrupted by artillery and other knockback abilities.
    Chosen in melee.jpg Nurgle.jpg
     
  19. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
    2,742
    Resources:
    1
    Models:
    1
    Resources:
    1
    More in a Perils of the Warp sense. Casters getting Silenced, exploding, a targeted spell hitting a different location...
     
  20. biridius

    biridius

    Joined:
    Apr 3, 2018
    Messages:
    217
    Resources:
    4
    Maps:
    4
    Resources:
    4
    That's a great idea, I want to make psykers now lol
    Haven't started making hero spells yet aside from guard command squad.
    Once I get to it will make a system for perils, may be borrow them from a WFB rulebook.

    Edit: though it could make psykers too unreliable to use. And farseers/librarians are supposed to be protected by ghosthelms/psychic hoods, tyranids should be unaffected by perils, so this leaves just orks and chaos.
     
    Last edited: Mar 27, 2020