hmm no offense but does that look to anyone else that it was made in spore?
hmm no offense but does that look to anyone else that it was made in spore?
It wasnt made in spore its being made in Z-Brush and I already said that its far from done I was using a material to show depth thats all and Ive used spores creature creator its nothing like whats I posted up anyways. For multiplayer what strategies would you use with the units talked about. Like me I would use raptors for setup countering. So post up what you would do.
"Umbra qua me latere, ut ego infirmitatem nosti omnium amore caedis causam inimici tui ego sum tentatio mentem .... Ego indivisibile ... Chaos incarnatus sum. "
"I am the shadow with which you hide , I am the sickness that affects all you know and love, I am the murderous intent of your enemy, I am the temptation of your mind.... I am undivided... I am Chaos Incarnate."
If you want my advice, I say if you're gonna make a daemon prince, then make it a global ability summon. First it starts off in the ground halfway like the Kyras model in the campaign, and then slowly over time it will become mobile once it wrenches itself out of the ground. That'd be my idea, but it's something that might not be possible. The reason why I'd have it start off in the ground, is to hinder it's power for a little while so that enemy players will have time to react to that MONSTER epic-tier beast being summoned.
how about another alternative instead of having it as a call in or a build able unit, how about a kill tally for the lord, once the lord has killed enough you can have the option for him to ascend to Daemonhood, but by doing that you cant build and greater daemons for the rest of the game or in a mp match. I dont know how easy it would be to incorporate a tally system in DOW 2, but would an interesting alternative.
For the Blood God
Death to the False Emperor
Intersting Idea Yanlou but it would be very hard to implement maybe ill have it in mp games the lord can get a kill tally meter or some unique requistion like plague kill a certain amount of units or create a certain amount of spawn or paralyze a certain amount of units in match for the lord that once its reached he can then ascend to daemon hood. Maybe have special melee kills give bonus kills. The animation would probably be like the dow1 way of ascending him flying up then splattering then the daemon Prince is created.
Last edited by The-Purebreed; 30th Apr 11 at 3:42 PM.
yer in single Sp not so much, but mp yer could work.
Could duplicating the red bar thing(can never remember what its called) that pays for powers, be used for the lord and have it scripted in a similiar why to know but scripted solely for the lord?
Yeah that would be cool in MP but im not revealing anything for campaign yet thats still a secretwill reveal some of it later on in May.
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Ohh heres the video for the daemon Prince Transformation that would be used in the mod or
Should I use this transformation method
i think you could pull of the bloodthirstier transformation by using the cultist animation used in the CR campaign then add a blood effect and boom, daemon prince
Last edited by Ltdead; 30th Apr 11 at 11:24 PM.
Thanks Ltdead it is not quite done yet and it still needs to have armor and weapons made and the body finished up, still which would you prefer as a summoning style the first or second one. Ohh and ill be hosting a thread on modb asking who wishes to join the mod.
Thanks Ltdead, Ok for the possessed marines do you want the squad to be a single model used, with a unique sergeant model or have 2 or more unique models and a unique sergeant model.
considering were talking about possessed, it would be better to have each member of the squad to be as unique as possible. Thats if it can be done in dow2.
It can it is a bit more resource cousting but it can be done cyrus in the older campiagn was the same way.
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Ohhh that reminds me for the campaign do you prefer to have squad groups like the older campaigns or stay witht the current campaign method this was bugging me last night.
I would recomend having all possessed marines diffrent due to the fact that a Daemon takes over them and shapes them to a form which suits them, therefore makes each one unique, its alot of work but the payoff is good
I think that the small squad fits the campaign better considering they are elite warriors who dont have the resources regular Astartes do so small hero squads would be good.
Ok so thats 1 fo Ltdead for
1-Squad campaign
0-Army campaign
Ohh was wondering if anyone was interested in helping with the mod
I still need an animator,sound guy,map maker,testers,and people willing to voice for new characters.
Last edited by The-Purebreed; 2nd May 11 at 9:35 PM.
too bad that there are no mod tools for DOWII, it would speed up the mod alot
also i could help with basic fluff if you need it, i would help with mapping but im already doing a mapping project
Last edited by Ltdead; 2nd May 11 at 10:07 PM.
I might be able to help with artwork, if i can get round to printing marine templates (i can draw chaos marines perfectly well, i just cant be bothered to draw multiple marine bodies, not always east to get the proportions right so by printing templates i can create multiple designs for each cult and for each rank and armour types).
Ltdead when you finish your mapping progress i would love your help and Yanlou I would love it if you could do artwork that would be amazing
I still need an animator,sound guy,testers,and people willing to voice for new characters.
Currently have
Modeler-me
Campaign Writer-Chubbs700000 and his bro and Ltdead wants to help with the fluff
Artist- Yanlou if he wants to help
Map Maker- Ltdead when hes done with his map work and if he wants to
Have to ask what is your favorite weapon in warhammer 40,000 pertaining to the imperium and chaos
Last edited by The-Purebreed; 4th May 11 at 9:22 AM.
right now im helping Eigher with his 30+ imperial guard campaign lol so it wont be a while
Hey no worries Ltdead im making the models which are time consuming. Besiseds im just glad to have a possible map maker
Ohh for multiplayer im planning on giving the space marines some new upgrades, give the eldar some new aspect warriors, give the tyranids some new units and upgrades, and give orks some new boyz to use, this is to help the other races due to Chaos getting remade and so that the other players dont feel left out.
Im also gonna fix some of the current upgrades and or abilities ill go further into detail tom.
Last edited by The-Purebreed; 5th May 11 at 5:44 PM.
Ok for the Space marines new upgrades include
Tactical Marines-Can now get a melta gun at tier 3 but it is not very effective towards infantry
Devastators- Giving devastators plasma cannon as an upgrade and removing devastors plasma squad it just seems a little weird why theres 2 versions of the same squad type
Assualt Marines- Can upgrade to have a Lightning claw per squad member
Librarian- May now upgrade to have terminator armor at tier 3 but loses all bonuses he got from original upgrades
And thats it for upgrades for Space Marines
New Eldar Aspect Warriors
Fire Dragons- To give the eldar more close ranged firepower Tier 3 or 2
Striking Scorpions-Adding them in as a tier 3 anti-infantry stealth attack squad
Dark Reapers- Tier 2 long range setup anti infantry troops
Thats the new aspect warriors I will add in
New Tyranid Upgrades and units
Broodlord- Replace the lictor alpha for asthetic value and change some of its upgrades
Biovore- Acts much the same way as the Chimera only it melee attacks instead of ranged attacks very slow
Hive Guard-Tier 2 true setup unit for tyranids can fire through walls but at reduced damge and limited sight moves faster with synapse
Pyrovore- Tier 2 Flamer tank untit anti infantry solely ineffective towards vehicles
Termagaunts- Can upgrade to have dual spin fists less damage but fater rate of fire
all units that can upgrade to have an adrenal gland get the actual adrenal glands on their backs or chest to show it visually
Warrior-Giving warrior back the Venom Cannon upgrade which gives the squad three venom cannons and they can upgrade to have Bone swords, replaces the Adrenal glands but they still get the asthetic gland on back
Ravener- Can be upgraded to get Rending claws
Hive Tyrant-Upgrade to have Bone Swords and a lash whip
Fix the thornback looks and swarmlord looks and a bunch of other cosmetic looks
Orks Boyz
Flash Gitz- Bang bang infantry if you know wha it mean. Anti infantry rapid fire squad tier 1 or 2
Big Mek- Tier 2 or 3 support unit
Mega Armored Nobz- Bassicly turns nobz into super nobs only one squad can turn into MGNz's
Ok thats all anything you want to discuss just post up on the thread as always post if you think this is right, wrong, or you have a good idea
Last edited by The-Purebreed; 6th May 11 at 10:55 PM.
you should increase the squad sizes to be more 40kish (increase SM to 5, IG to 20, eldar to... something, CSM should be the same as SM, orks 15)
melta guns literally melt everything so it wouldnt make sense for them to be bad vs infantry so i would suggest making it a very powerful slow reload weapon.
if memory serves me right fire dragoons are anti tank units so you could replace the d-cannon or whatever the eldar anti tank equivalent is with them
flash gitz are too similair to the loota squad and they are elite shoota boyz so you could put them in tier 3
big mek can just replace the mekboy'
also Shuma has a chaplain that looks awesome if you need one
Last edited by Ltdead; 6th May 11 at 9:19 PM.
Hmm Fire dragons were to add anti tank melta weaponry to their arsenal that is easier for them to use D-cannon is a good setup platform and everyone would get annoyed if I replaced the Wraithguard for them. The chaplain I might take him up on it using him as a hero call in. The flash gitz I wasnt sure on but tier 3 seems approprite like the Melta weapon upgrade idea. Squad sizes are a touchy thing the current mechanincs make sure the game doesnt chomp all the resources in your comp so leaving that one alone, but yes the squads should be bigger for 40kish feel but such is technology. Big Mek was thinking about replacing Mekboy when I was typing the first post, switching their roles around. I just realised no comments on the Tyranids and I wont touch the Imperial Guard just yet unless someone presents a good concept for them like units heros etc. never understood IG fluff its different for each regiment.
Last edited by The-Purebreed; 7th May 11 at 9:59 PM.
Ok for the Big Mek which of these versions do you prefer
Will make models from these pics
Version 1
Version 2
Version 3
Version 4
Which of these do you prefer
i like version 4
about the IG fluff: IG fluff is probably the more understandable fluff than the blown out of proportion grey knights and space marine codexes created by Matt Wardseriously you can read about his ridiculous stories here: http://1d4chan.org/wiki/Matt_Ward (its actualy quite funny)
WOW thats super rage hate for this dude man but still I do agree with a lot of it, like Necrons would be like screw this alliance and kill all the weakened blood angels and feed on their souls, anyways back on topic so you prefer the 4th one ok that makes it way easier to model, ohh for the Tyranids and IG would you like to make a suggestion Tyranids are my favorite race so I ask to know wether people like the idea or not and IG never good with them. So for Chaos Heros need to finish Sorcerer Lord and the Pleasure Lord up will post those up later this up coming week.
Last edited by The-Purebreed; 8th May 11 at 8:01 PM.
tyranids I dont know that much about but i can help you on the imperial guard.
you could add some more leman russ tanks like the eradicator, demolisher, punisher, and exterminator
you could add hellhounds, something that should've come with retribution
hydra tanks would be cool too since it has 4 autocannons >
BASILISKS, something more awesome than that 4 rockets then wait ten minutes to fire again manticore
veteran squad, tier 2 unit has more specialized weaponry then at tier 3 they can get meltas
give the inquisitor and the lord commissar retinues
OK that helps a bunch Ltdead hmm Inquisitors retinue I can work with comissar even better raw material there to. The Hydra tank I checked though is anti air but I can add some new upgrades to leman russ to change it to like an exterminator and etc, and basilisk is a huge ass platfrom tier 3 bombartment for sure Hell hounds ill make as an upgrade to chimeras lose transport ability but gain the ability to shoot corrosive acid and gain the hellhounds ability, Veterans squad are a unique idea but storm troopers already fill that role maybe give them as a sergeant upgrade to storm troopers.
For Gaurd, take your pic from below. All are taken from 5th Edition codex (latest). Have not played the mod yet, so you may have already implemented some of these. Don't do all of them, as that could make IG op
I would have hellhounds as a seperate unit, which can upgrade to a banewolf or devil dog (a short-range anty-tank varient). Veterans are simply more accurate GM (i.e. more damage) while stormtroopers are much better. In TT, stormtrooper weapons go straight through SM armour.
Manticore should fire individual missiles, each missile has a equal chance of firing one, two or three blasts.
HWTs should have 3 guns, 6 men and no sergeant.
General's retinue. Starts as 4 men, they can be given vox-caster, banner (improves melee in small radius), almost any gun the guard can use (heavy guns count for two men), field medic.
Comissar can be added, same as up to two bodyguards.
As BB is too small, and bigger will not work, use Macharius
Mod is still WIP nathaniak its ok to discuss and you do have good concepts
Ok so youre suggesting that hellhounds be seperate units from Chimera hmm I think I can help with both your ideas, you can either upgrade to hellhound or a bane wolf which each would get a unique ability but lose transport wont use devil dogs those sounds way to op for the current Gaurd
Veterans are more of smarter and longer lived Guardsmen so using them as an upgrade for Stormtroopers is a nice idea but I may remove it though from the concept
Manticore is good as it is but may add a chain reaction attack intead of a single barrage style used
HWTs whats that
General can use an extra retinue guy but upgrades are already supportive enough but may change or modify some of the abilities, banner is interesting maybe Banner Bearer has the Badge of the army painter on it, Commissar are already there so ill leave that alone,
BB is already a monster beast when used with guardsmen and the Macharius is almost like a mini-titian in power so defiantly would make it op but good concept may come up with an upgrade for the baneblade from it.
Well...
In codex, chimera is a transport, while the flamer tanks are fast attack. They are different vehicles. They would definatly not be changed on the field.
HTWs are heavy weapon teams - the ones with the big guns. The flamer ones don't have transport. Devil dog is a hyped meltagun. All three are short-ranged vehicles.
i would also have normal GM squads with only 1 special weapon, 9 men standard, commissar/sergeant upgrades add no men, to fit in with codex squad sizes.
I meant malcador not macharius, my mistake. Malcador is about size of current BB model, so no problems there. It's less strong than a BB, but has a LR cannon instead of the main, and lss powerful sponsons. This one.
Or maybe a valdor tank hunter, main gun like BB cannon, but less armour.
Problems would be modelling the things really.
Hmm I might go with the Malcador due to unique look and the Hell Hounds and Banewolfs are based on chimera chasis which are easy to change out due to similiar parts and construction so the upgrade concept is still valid if the Devil Dog is placed in the it would have a serious range reduction but other than that it would be a tier 3 upgrade
Heavy Weapons Teams are unique right now I like the idea of increasing size, but killing off their entrench ability when their in a building its almost impossible to get them out without a flamer or an explosive grenade.
GM squads I do agree need a squad size reduction but the comissar and sergeant would buff the squad though but not give the free reinforce but reduce req cost of reinforce.
ohh and Tier 2 Sorcerer Lord Wargear
Tier 2
Weapon-
Rod of Mutation- Bestows the Sorcerer Lord a ranged Rod of Mutation that is so in tune with Tzeentch’s will of change the Sorcerer Lord can then channel this raw Warp energy into an enemy thus granting the enemy Spawnhood. Grants the ability Bolt of Change
Armor-
Daemon Host-The Sorcerer Lord is so blessed by Tzeentch that he allows Daemons to use his body as a portal into the Material Realm, thus once he is incapacitated he instantly spawns a squad of temporary Horrors that die after they run out of energy.
Robes of Ascension- So close to Tzeentch’s favor is the Sorcerer Lord that he has almost reached Daemonhood but he’s not quite there yet, his power has grown and he is granted the ability Temporal Foresight.
Accessory-
Icon of Tzeentch- Grants the favor of Tzeentch and the Curse of Tzeentch ability
Familiar- A psychic-symbiote used by the Sorcerer Lord to augment his powers, increases energy, energy regeneration, and ability cool down
Abilities-
Bolt of Change- The Sorcerer Lord hurls a bolt of roiling energy, formed of raw immaterium, which causes rapid mutation, melting of flesh and vaporizing of metal turning the unfortunate victim into either a pool of ooze or a spawn.
Temporal Foresight- Tzeentch grants his pawn visions of the future making time seem to slow down in a selected area for 10 seconds.
Curse of Tzeentch- Place a curse on an enemy. The unit will explode and grant energy to allies near it if it perishes while under the effects of the curse.
Last edited by The-Purebreed; 9th May 11 at 4:28 PM.
i like alot of those concepts except having 3 heavy bolters unfortunately it would be to op unless you weakened them and entrench with 3 of those guys will be impossible to destroy
no problems with the sorcerer lord, will he be able to be upgraded with termie armor
IG HWT may get three heavy weapons in TT, but Space Marines get four on Devastators and Chaos Havocs get four heavy weapons as well.
I'd remove the HWT sergeant. There is none in TT. Therefore no entrench = less of an issue.
I personally would have Gm deploy 9 men + sarge, no commissar upgrade. Sarge adds no bonus.
The IG is very dependant organisation. Each unit has a specific role. Other units fil another role. This is so they are less of a threat if they turn to Chaos. So, GM can be good 1on1, but don't scale well against swarms. So bring in the HWTs. You could consider moving HTWs to T2, and allowing GM squads to upgrade with a single gun as well as the single special weapon they are allowed in fluff. Or you could add grenade launchers to GM squads with knockback, to fill the T1 role of HWTs.
And in my opinion, the more vehicles for any race out there, the better!
Although Chaos don't often have the rarer stuff, chaos traitor IG also use corrupted equipment. Give them spikes and skulls and they are ready to go. Could be a bit easier then making new stuff as well.
Ok i think theres been some confusion with the HWT I meant that they get a possible squad size increase by like 2 or 3 not special weapon increase, Sergeant being gone does drasticly change how people would use the but maybe in a good way, and best to keep them in tier 1 where the guard does have a suppression capability other than sentinel stomp.GM could get a single weapon upgrade in tier 1 then once they get a sarge they get another special weapon ex.Plasma gun. so that the sarge upgrade has some meaning.
Posting up complete Wargear Listing of Sorcerer Lord
Tier 1
Weapon-
Sword of the Deciever- This sword hums with psychic energy that is said to copy the wielders own Psychic energy. Grants the ability Psychic Specter
Armor-
Boon of Tzeentch- This armor is said to ripple with Psychic change shifting from being as hard as adamantium, to as brittle as bone, and to as light as a feather and back. Grants increased health and the ability Change made Manifest.
Accessory-
Sigil of the warp-Grants the Warp Rift ability, transporting the Sorcerer Lord and infantry around him from one point to another through the Immaterium.
Abilities-
Psychic Specter- By using the unique Psychic power in the sword the Sorcerer Lord can create a Psychic Specter of himself that cannot cause damage or use abilities.
Change made Manifest- With the power of change at hand the Sorcerer Lord can cause the enemy to either have slower attack, weakened armor, or increased knockdown.
Warp Rift- Teleport infantry and the Sorcerer Lord to a selected point.
Tier 2
Weapon-
Rod of Mutation- Bestows the Sorcerer Lord a ranged Rod of Mutation that is so in tune with Tzeentch’s will of change the Sorcerer Lord can then channel this raw Warp energy into an enemy thus granting the enemy Spawnhood. Grants the ability Bolt of Change
Armor-
Daemon Host-The Sorcerer Lord is so blessed by Tzeentch that he allows Daemons to use his body as a portal into the Material Realm, thus once he is incapacitated he instantly spawns a squad of temporary Horrors that die after they run out of energy.Grants increased health.
Robes of Ascension- So close to Tzeentch’s favor is the Sorcerer Lord that he has almost reached Daemonhood but he’s not quite there yet, his power has grown and he is granted the ability Temporal Foresight.Grants increased health.
Accessory-
Icon of Tzeentch- Grants the favor of Tzeentch and the Curse of Tzeentch ability
Familiar- A psychic-symbiote used by the Sorcerer Lord to augment his powers, increases energy, energy regeneration, and ability cool down
Abilities-
Bolt of Change- The Sorcerer Lord hurls a bolt of roiling energy, formed of raw immaterium, which causes rapid mutation, melting of flesh and vaporizing of metal turning the unfortunate victim into either a pool of ooze or a spawn.
Temporal Foresight- Tzeentch grants his pawn visions of the future making time seem to slow down in a selected area for 10 seconds.
Curse of Tzeentch- Place a curse on an enemy. The unit will explode and grant energy to allies near it if it perishes while under the effects of the curse.
Tier 3
Armor-
Terminator Armor-Permanently equips the Sorcerer Lord with highly resilient Terminator armor. When equipped he loses access to his current wargear and accessories and only has access to Terminator wargear. Grants the Teleport ability. Terminator Armor grants greatly increased health and protection and makes the Sorcerer Lord resistent to most forms of knock back.
Accessory-
Tome of Subjugation- Control a selected enemy unit for an certain amount of time
Terminator Wargear
Weapon-
Warp Blade-The Warp Blade is gifted by Tzeentch to the Sorcerer Lord. It has the power to dissipate and scatter psychic energy directed towards it, as well as being a highly potent close combat weapon. However, its power tends to attract the attention of Daemons. Every hit drains energy from an enemy unit and grants the ability Warp Miasma.
DeathScreamer- A twisted gun that hurls magical bolts that are deadly to those who are less enlightend.
Accessory-
Renegade Psyker- The Familiar that follows the Sorcerer Lord has evolved and his powers have grown tremendously no longer being a source of power to his lord the psyker now attacks enemies using psychic bolts or by being possessed and growing Rending Claws when low on health.
Abilities-
Warp Miasma-The warp blade project a cloud of Warp Miasma that protects allies and turns enemies that die in the Miasma into weak Spawn
Last edited by The-Purebreed; 11th May 11 at 2:02 PM.
Ok gorb has agreed to let me use his Dark repaer concept squad for the mod
Dark Reaper Squad - Unit Choice:
Reasoning:
Because I made the corresponding Exarch and I got bored. Really, simply, that's it. I never intended to come back to this idea given how little feedback I got on my previous two Commander creations, but The_purebreed asked me nicely, so here I am.
Oh, and I suppose this unit is needed for the Temple of Ra. I guess.
Weapons, Abilities and Upgrades:
Default Weapon - Reaper Launcher :: Decent anti-infantry weapon with medium range. Deals moderate damage to heavy_infantry Cannot fire on the move, has a 1 second setup time. Isn't effective in melee. Isn't effective against super_heavy_infantry. Fires in 3 second bursts and has a 2 second reload time.
Default Armour - Aspect Armour :: heavy_infantry armour. Pretty standard; these guys are the most heavily armoured of all Aspect Warriors. Equivalent to the power armour of the Adeptus Astartes.
Health - 160 per member
Energy - 100
Availability - T2
Squad Size - 3
Can reinforce? Yes
Can retreat? Yes
Cost - 500 Req / 100 Power
Abilities - none (remember, Dark Reapers can't Fleet of Foot in the fluff)
Upgrades wrote:
Aspect of the Reaper - increases the squad's damage by 10% (including that of the Exarch's weapons) and renders them immune to knockback when upgraded with an Exarch. Grants the Distort Rounds ability. Requires T3.
Dark Reaper Exarch - adds an extra member to the squad for 100 Req / 35 Power, also armed with a Reaper Cannon. Has 180 Health. Grants the Call of Yn'nead ability.
Can be upgraded with a Shuriken Cannon that causes Suppression for 25 Req / 5 Power. Replaces the default Reaper cannon. Is not affected by Call of Yn'nead.
The Exarch requires T3.
Abilities wrote:
Distort Rounds - an alternate firing mode that consumes Energy, this ability empowers the regular ammunition used by the Reaper Launchers - allowing them to penetrate the most heavily-armoured of targets. Ineffective against vehicles and buildings due to the (relatively) small calibre of shell used. Modifies the damage modifier against infantry as follows:
infantry: from 100% to 125%
heavy_infantry: from 75% to 125%
super_heavy_infantry: from 10% to 75%
Drains 2 Energy / second.
Call of Yn'nead - the squad cycle the chambers of their weaponry in unison without actually loading any rounds. The speed of rotation cause an eerie howling noise that is amplified by the armour systems of the Reapers themselves, generating a field of sonic interference. Reduces melee damage taken by 50% and stuns enemies that were caught in the initial radius. Both the damage mitigation and the stun lasts for five seconds. 75 Energy
Again this concpet is from Gorb and its a very good concept
This is some concept art I worked on while I was working on modeling hope you like its a possible design scheme for a Daemon wont reveal anymore too much spoiler.
![]()
Used Skulltaker as the basis for the picture thanks fo the complement Yanlou ohh and today ill post up the pleasure lords Tier 1 wargear later today hope everyone likes it.
Last edited by The-Purebreed; 13th May 11 at 8:01 AM.
Ok im happy to announce Yanlous art
Skull Lord Concept helmet 1
Skull Lord Concept helmet 2
these 2 were done by Yanlou very impressive artwhich one is your favorite?
and here is the Tier 1 Wargear for the Pleasure Lord
Pleasure Lord
Tier 1
Weapon- Ecstatic Bolter- A variant of Bolter designed to inject the user with chemicals during combat to increase battle effectiveness, know to cause agony and paralysis if injected with too much. Grants the ability Destructive Pleasure.
Armor-
Armor of the Prince- This armor is anointed in oils and has incense dispensers on the armor that dispense the gases around , those that smell this gas go into a drug induced fog and are suppressed, cause less and receive less damage due to being in a numbed state. Grants increased health and increased energy, also grants the ability Blessed Incense.
Accessory-
Pleasure Slave- Has a pleasure slave that empowers him with her dance that puts others in a trance, being very weak and prone to die easily Pleasure Slaves grant the Pleasure lord with increased fortitude and knock back resistance.
Abilities-
Destructive Pleasure- Due to the unique chemicals used for getting the blissful feel a repairing agent is required causing any damage inflicted by the enemy to become a unique healing effect, but at the same time any attacks caused by the Pleasure Lord cause him damage.
Blessed Incense- The Pleasure Lords armor releases a intoxicating gas that makes the enemy suppressed, inflict less damage, and receive less damage.
Personal note any of you who read the above post the pleasure slave gets robes and or a unique clothing look but she isnt gonna show any boobs for those who were thinking it.
Last edited by The-Purebreed; 13th May 11 at 3:31 PM.
first of all, WOW that is a great concept picture for the daemon
i think the first helmet looks the most Khorneish and angry which khorne likes.
ugh... the pleasure lord still creeps me out
I see you liked my concept art thanksI finished up the daemon for tzeentch it took 3 different character pictures to make it.
I personally like the 1st and 2nd ones hard to decide which
Well I got the desired effect with the Pleasure Lord, those who follow Slaanesh are supposed to follow their gods ideal so Slaanesh creeps out anyone its the embodiment of greed , lust , envy , desire and pleasure all wrapped up in one god.
Quick Question would you prefer to have a melee and ranged skill list for the squads like the original squad system in dow2 or like it is right now with only one attack skill tree personally I prefer the dual system
Will be uploading the Tzeentch Daemon later on today and the Pleasure Lord Tier 2 later today or tomorrow or this week
Wow freaky is that like the poor pleasure slaves quote XD
Anyways heres another new Daemon for Tzeentch
and sorry the Pleasure Lord isnt as freaky as he is in Tier 2 so no worries youll see him tom though
Last edited by The-Purebreed; 16th May 11 at 9:16 PM.
I mentioned earlier about Slaaneshi squads having whips instead of axes, which I again implore that you take a look at revising. Slaanesh rules in the codex are the only ones that allow whips (Lucius' lash of torment, the bliss giver, lash of slaanesh) while almost every khornite unit in GW has an axe from Khorne Berzerkers and Khan to Zhurfor the Impaler and the bloodthirster. It would be like giving a tzeentch sorceror a Manreaper :/
But another point, shouldn't you also give the khornite dreadnought the power claws and the nurgle dreadnought the autocannons? It's just that Khorne are all about close combat. In the 3rd edition codex, khornite marines weren't allowed a havok squad since it goes against the way they fight for their god. Nurgle marines however had access to heavier weaponry.
I know that's got nothing to do with Dreadnoughts, but it just fits more with the army themes :/
Now don't get me wrong, the mod is looking great and I can't wait for release, I'm always checking on it and I'm only nit-picking. Do you play tabletop? It's just the little things in 40k hold huge significance.![]()
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