Warhammer 40K MMO in development

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HereComesPete
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Post by HereComesPete »

Nup, a space marine as far as the stories go can crush limitless numbers of normal human types, deal with all but the biggest orks, smash most eldar to the ground and generally hold well against all bust the biggest gribblies that the tyranids have to offer.

A space marine would have to be nerfed, as would the biggest orks and the fastest eldar, if it had necrons in then they would have to be royally nerfed because in the stories that contain them it's only superhuman efforts of loads of men versus a few necrons that win, and their space ships never lose unless they attack things like star forts.

The drastic differences that exist within the fiction and even on the board (the variety that THQ had to iron out a lot in DOW) would have to be lessened a lot or removed completely, and this would then become just another mmong, it's only strong point being that it's got a richer back story than any other including wow.

Would be good if they put the fifth chaos god in.
buzzmong
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Post by buzzmong »

Hold on, I see a gap!

End class: New Space Marine in a chapter that sticks to the Astartes, therefore, they'd be Scout Troopers.

Which laughably, would still offer serious amounts of pain to anyone standing up to them.
HereComesPete
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Post by HereComesPete »

The astartes marines are scouts when they are fully integrated with their implants but haven't been deemed worthy of full power armour, non-astartes chapters such as the space wolves like to use non fully upgraded aspirants for their scout work but it could be done if you used scout classes as a marine start point.

It would also work with eldar/dark eldar/tau and orks too because they all grow bigger/harder (twss) as they age, with chaos you could start as a heretic and be blessed with the change into a fully fledged chaos marine when you levelled far enough.

Imperial guard wouldn't really work well, they are all soft as shite until you get to their big famous commanders like macharius or yarrick.

Being an imperial assassin aspirant would be rather win, becoming a callidus or vindicare type as you progressed and picked your specialty, I'd go eversor and become a frothing at the mouth war machine that ripped stuff apart.

Damnit, this game has got me beirding heavily.
buzzmong
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Post by buzzmong »

BEARD FAIL.

Space Wolves drop all initiates into power armour once they've passed the tests as Blood Claws, and Scouts are mostly vetern 'Wolves whose packs (squads) have been obliterated apart from themselves.

/played Space Wolves and has stubbly knowledge on them.

The reason why I mentioned astartes scouts, is because they're not equipped with power armour, therefore killable without the use of extreme horse.


Either way, with so many balance issues would be hard to implement, not less all the weapons and equipment, plus the handling of chapter's artifacts.


We'll just have to wait and see.
HereComesPete
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Post by HereComesPete »

My beard isn't fail!?! Your beard is fail!!

Canon fiction - the 'Space Wolf' series by William King, a man whose written GW stuff for so long that his new characters get models made for them (eg gotrek and felix) and the rulebook for the tabletop back me up on this -

Blood claws wear power armour and carry their helmets because their new senses are dulled by the things, they are lead by lone wolves (the veterans who's own pack mates are dead) and their implants haven't fully matured. Once they implants work properly and the aspirants have spent a few decades as blood claws they get accepted into their pack properly and become wolf brothers.

Astartes scouts on the board used to have carapace and now have power armour. But regardless of that an ork with a big choppa can cut through space marine armour on a 4+, a nob in mega armour with a big choppa can on a 3+ (which pisses me off no end because they still cost bugger all points).

Each race has uber stuff that would unbalance it, but maybe that would be good, you have nublets in pissy armour hitting each other with crappy plastic knives etc and you have the uber types using living saints and crozius against daemon weapons and mutating powers of the warp.
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Post by Dog Pants »

HereComesPete wrote:nob
:lol:
HereComesPete wrote:big choppa
:lol:
HereComesPete
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Post by HereComesPete »

TNWSS!
buzzmong
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Post by buzzmong »

When the pizzle did Astartes scouts get Power armour, must have been in the last few years shirley?

In that case, all conversation is null and void as I'd assumed they'd be in carapace armour, therefore slightly less bastardized killing machines that "normal" marines are.
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Post by HereComesPete »

Don't call me shirley!

In the last few years there's been two total revisions of the rules and as a result there is a lot of differences between chapters compared to a few years back. Scouts can have carapace or power armour, it depends a lot on chapter individuality the space wolves have in stories sent their scouts out in power armour but to conform back in the day they had to wear carapace, now you can choose and pay the points if your chapter allows it, so space wolves, black templars, white scars etc can pick the heavier armour.

They still aren't as hard because they don't have the same levels of weaponry, tactics, strength or speed as fully fledged marines, it could be worked out with a bit of jiggery pokery.
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Post by buzzmong »

Shame, I liked the 'Wolves scouts in the older versions, I must have been on version 2 codex then, seeing as they were just litteraly fully fledged with skills and stats, just not wearing power armour.

Still, I'm not overly bothered, I'm not going to spend £20 on a codex ever again.
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Post by Joose »

Like I said, if it were squad based you wouldnt have as much of a problem. You could play a handfull of marines, or slightly more eldar, or a fuckton of imperials. It would all balance out then like it does on the tabletop games: more powerfull individuals get out-numbered by masses of weaklings.

Of course, that would require deviating from the WoW template, which no money-man will fund. Alas.
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Post by amblin »

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Last edited by amblin on May 5th, 2014, 19:16, edited 1 time in total.
HereComesPete
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Post by HereComesPete »

Pfft 12' range, we only use dice with six sides now gramps. I bet you had ambitions for a squat army filled with thudd guns and ratling snipers.
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Post by HereComesPete »

buzzmong wrote:Shame, I liked the 'Wolves scouts in the older versions, I must have been on version 2 codex then, seeing as they were just litteraly fully fledged with skills and stats, just not wearing power armour.

Still, I'm not overly bothered, I'm not going to spend £20 on a codex ever again.
It's a chapter approved thing, you could still have your scouts with carapace armour and most people do, the armour save isn't really worth the points.

Also £20?! I wish, the codex is £30 unless you want it hardback, then it's £50. The prices are what made me give up, I bought a 2500 point tau army at gamesday 2k3 and had everything painted and playing by gamesday 2k4, where they released a load of new models and new sprues of the old ones, they looked a lot better but cost a third again in price so I gave the whole thing a middle finger and started spending a lot moar time and money on pc's and games.
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Post by Anhamgrimmar »

HereComesPete wrote:Pfft 12' range, we only use dice with six sides now gramps. I bet you had ambitions for a squat army filled with thudd guns and ratling snipers.









Ratling snipers are not available anymore? not allowed thudd guns? what madness is this?! You'll be telling me that sentinels don't look like eggs on stilits and don't have auto-lasers anymore! MY IMPERIAL GUARD REGT IS RUINED!

/may not have played 40k in over 15 years, but the funny lead men still lurk.....
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Post by amblin »

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Post by Dog Pants »

Eh? I've got a squad of Ratling Snipers and I only bought them 5 years ago (despite not having played in about 12 years).
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Post by Joose »

HereComesPete wrote: Also £20?! I wish, the codex is £30 unless you want it hardback, then it's £50.
Erm, I think you may have "Codex" mixed up with "Main Rule Book" there sir. The codex are only £12 each.
HereComesPete
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Post by HereComesPete »

V true. But I think 'mong did too. I still remember paying £6 for my first codex, catachans it were.

Also sentinels have been redesigned, they still use autolasers but most people change that for a las cannon, they still look a bit eggy too. You can still use ratling snipers, but one unit, and they cost loads so most people use their armies normal snipers. I've still got my thudd gun somewhere, I used to use it as an emplacement that needed to be attacked/defended because it was just too damn good to leave in the box.
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Post by buzzmong »

Well, I remembered paying £12 for my Space Marines codex back in, err...'00/01.

I expected the price to have risen narf, I know the kits have a bit.
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