I have been mulling it over for a while, looking over the threads and thinking, "what do I want in Dredmor?" I have had quite a few Ideas, X-men based skillsets, Watchman based skills and equipment, and many many others came to mind too. However, I have finally settled on what will be my first mod for Dredmor. The Space Marine. I walk through this wonderful game and think, this game need more Space Fascists. So I went about putting together ideas to fix this. Librarian Smite – Fire bolts of psychic lightning at a foe nearby. 10 – (0.25 x ) Minimum 6 (2 x 0.25 x ) Quickening – Grants the Librarian improved reflexes, granting improved dodge, hit and critical chance. +5 , + 5 , +5 , +5 Cost 15 – (0.25 x ) min 4. 1 upkeep every 4 turns. Might of the Ancients – Strength increased dramatically at the expense of you psychic powers. +5 , +2 , +5 , + 5 , +10 , 10 , - 20 . Lasts 8 turns. Knowledge is Power – “Knowledge is Power my brother, Guard it well” and so we shall. +3 , + 3 , +3 , +2 Word of the Emperor – The God-King has spoken to your mind unlocking your true potential as a psyker. + 5 , +2 Cost 35 – (0.6 x ) Minimum 8. 1 upkeep every 4 turns. Vortex of Doom – tear a whole between real and warp space creating a void damaging to foes. Also Creates a warp Vortex around the target area for 5 turns and debuffs the spellcaster for 20 turns. 32 (0.1 x ) Minimum 16. (2 + 0.2 x ) , (2 + 0.2 x ) , (2 + 0.2 x ) . Warp vortex - Weakened by the Warp Self debuff – 4 , - 5 , - 5 , - 2 , - 2 Space Marine Anatomie Astartes – You have 19 implanted organs required for Space Marine creation. You are faster, stronger, hardier and in general more badass than you were before. +1 , +2 , +1 , +1 , -1 , -1 Victory over Death – Short Term boost to life and regeneration as you take your final stand. +10 , +5 , Cannot move for 20 turns. Merciless Strike – Explosive Damage in a forward line 3 squares (2 + 0.3 x ) AoE damage in a straight line in front of the character with a range of 3. 10 turn cool down For the Emprah! – Your steadfast loyalty to the Emperor is unwavering, you take his name into every battle and strike harder in his name. 10 % chance on hit to Proc Battlecry, increasing strength and defence for 8 turns. Can stack 3 times. +1 , +1 Battlecry - + 2 , + 2 Purge the Heresy - Your devotion to the Empire has gifted you a resistance to the magical taint of Chaos +5 , +2 , + 2 Emperor’s Fist – You slam your fist to the ground sending out a shockwave of immense righteous destruction. Righteous destruction sounds good to me. 15 turn cool down (2 + 0.2 x ) + (2 + 0.2 x ) in AoE around the character and knocks them back if there is space. I need some feedback with regards to balance, also the order of attacks may need to change with the rebalancing. Thanks in advance guys. 3 Thunder hammers, a chain sword and a full set of Ultra Marine Power Armour. I shall be updating this for the rest of the week, and then will be taking a break due to being in Portugal for a couple of weeks.
Seen this? http://community.gaslampgames.com/threads/astartes-space-marine-skillset.3651/ Mind you it's on the OP side of things.
No I didn't see that, however that is definately not the direction I wanted to go in. Adding dodge to a space marine is crazy (IMHO), as they are huge. Also, I plan on making Librarian a completely different skill tree, in time if all goes well. I think I will still carry on with this and try to learn from the OP parts of his so I can avoid that. I will be asking for a lot of help balancing this as I am sure I will be useless at it haha.
I fully support the addition of some Blood Raven armor. And some "gifted" equipment perhaps. Angry Marine armor would also be cool.
I am planning to add some more armour sets. I was thinking Ultramarines and Blood Ravens, as they are pretty much the poster boys for 40k at the moment. Maybe have some named gear in there or something with improved stats. Angry Marine armour is a possibility as I could colour swap for yellow quit easily I am sure As for "gifted" equipment, I am not that informed on it, perhaps you could link me to some info on the stuff.
I am trying to make a skill that buffs the user's health and regen for 20 turns but also holds him in place for that duration. Would this work or do I need to do something else? Code: <spell name="Victory Over Death" type="self" downtime="40" consumeItem="0" icon="sprites/skills/spacemarine/victory32.png"> <description text="Necrons never stood a chance, diggles will fair no better!"/> <buff useTimer="1" time="20" stacksize="1" icon="sprites/skills/spacemarine/victory64.png" smallicon="sprites/skills/spacemarine/victory32.png"> <secondarybuff id="0" amount="10"/> <!-- hp --> <secondarybuff id="13" amount="5"/> <!-- hp regen --> <effect type="lockdown" amount="20"/> </buff> </spell>
The whole "gifted" thing is kind of a running joke with the Blood Ravens. They have stuff from other chapters that no one ever remembers giving them, and claim that they were gifts. In one of the Dawn of War games, there's a jump pack from some famous marine who's body was "never recovered" according to the description on the item. And yet they have his equipment.
If you're going to go with a fluff reason to add dodge to librarians and other higher ranks of space marines... it's a force field.
Also i am going to mention the same thing that someone said to me when i made a lot of nimbleness penaltys (i think it was aegho) that the space marines are already at their peak physical capacity and far better then any human meaning that their balance and agility is far superior, yes their armour slows them but without it they would be super humans
They are also huge. Which makes them easier targets. They don't get superhuman dodging, even in Inquisitor. They rely on armor (and in some cases: force fields) to protect them. Their agility and speed just make them more deadly, not harder targets.
(Off topic, do not bother to read) I think force fields cannot enclose a small object without killing it. If you had a force field that was just more than skin tight, it would paralyze you and keep out everything including oxygen. For such a thing to really be effective, it would have to be massive and mobile and full of holes to allow pressure and oxygen and even carbon dioxide to pass. Thus you would be wearing a field the side of a barn that half the shots/blows directed at would pass through without any benefit. To make this usable, you would have it full of holes, yet multi-layered. The idea is that it would be very difficult for something to pass each field without hitting one. And the more effective it was, the larger the interior of the smallest field would have to be to not royally 'eff the person inside. The idea of a directed field bypasses most of these limitations easily, but you have to make sure it is facing the right direction when you need it.
Omni... WH40k force fields are reactive, they trigger when attacked, they are not always-on, also they are not infallible, they don't always activate. Yes always on forcefields have a bunch of problems(although keeping out oxygen is not one of them for power armored space marines, the suits provide), the most depressing of which for a religious zealot super soldier is probably that it would render the one INSIDE the field impotent to harm targets outside as well.
Thank you guys for all the feedback, when I get back from my holiday I will get bang on this. Haha, more a misinterpretation my friend I meant the standard space marine, big and bulky with not a lot to make up for it. The librarian on the other hand, while bulky has psyker powers which can increase speed and mobiity, which I translate in game to dodge I am thinking about adding terminator armour as an armour set after I have finished making the items from the sprites I have made atm. Hopes for the future include a more evil inclined skill set and weapon set. Or maybe a scout set for a more rogueish and ranged play. Who knows, as for me I am heading back into the sun.