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Thesplurge
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Re: Squad Ideas for Templar Mod
This is my list for what i believe needs to be in the mod:
HQ:
Space Marine Chaplain (possible upgrade to Terminator Armour) (limit 3)
The Emporer's Champion (limit 1)
High Marshal Helbrecht (limit 1)
Units:
Space Marine Crusader Squad (similar to tactical squad, only with Initiates and Neophytes. Different weapon upgrades to tactical squad)
Black Templars Assault squad
Sword Brethren (limit 1)
Black Templars Terminators
Black Templars Assault Terminators
Neophyte Squad (scouts, with an Initiate sergeant)
Devestator Squad
Vehicles:
Venerable Dreadnought
Hellfire Dreadnought
Rhino
Land Raider Crusader (limit 1)
Also I would be more than happy to make some maps for the mod. I have some ideas at the moment which would be quite entertaining.
Last edited by Thesplurge, 2/7/2006, 5:15 pm
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2/7/2006, 4:59 pm
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Zearthling
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Re: Squad Ideas for Templar Mod
cool!!
um i only saw one thing left out .... i dont know if it can be done either ... mabee u can make a group of commanders ( like the imperials commander squad)
and have the chaplain as one of the upgradeable units... and put the champion as the leader... a reg sergent upgrade and whats his face the marshal as another command squad....what kind of deamon wepons are u using just the basic hammer that comes in the ame or are u thinking on reseaching one.... dont the templars have one that was given by the emporor?
oh and nice website ....not to shabby for a starter page,
i reloaded dow and wa yesterday and patched um online 2... any other tips for getting tools to work? mabee some tips on getting the mods i get from dowfiles to work 2 eh?....lol
Zeal is it's own excuse.
--- Come home carrying your sheild or come home on it.

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2/7/2006, 6:48 pm
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Thesplurge
High Marshall
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Re: Squad Ideas for Templar Mod
A command squad would be quite cool to do, but it would be a challenge to model as each member of the squad is unique. As the High Marshall and the Emporers champion are individual characters, it would be easier to have them on their own, but make them attachable to squads.
Daemon weapons are a no go for Black Templars, they are too puritancical to use such artifacts. The Emporers Champion carries the Black Sword, which is non-upgradeable, High Marshall Helbrecht carries a melta-boltgun combi bolter and his own specialised sword. As these two are special characters in TT they cannot be upgraded. The Chaplain is armed with the Crozius Arcanum, and either a bolt pistol/plasma pistol. So unfortunatly weapon upgrades aren't that possible. There will be however rites of battle, that will act like upgrade. They work in a similar way to the I.G. TT doctrines system, and the Space Marines Chapter traits. However this is not TT, so the system will work similarly to the IG researches at their armoury. There will be upgrades to affect morale, C.C power, health etc. Some will only affect certain units, some will affect units within a certain range of the HQ units, others will affect all.
Ill get writing a tech tree, with the full list of upgrades and buildings once people give some more input into how they want it to turn out.
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2/7/2006, 7:43 pm
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Zearthling
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Re: Squad Ideas for Templar Mod
well who els is here but u and me?? lol
any way ok i got u but how abought then putting the chaplains head on a termi and making him attachable to a squad? i seen the fig on a website recently as i was looking up "wouldnt it be cool if kill squads for hulks had chaplains?" and found a termi chap is on the troop type list for black templars....id like to bet thAT would be cool...
--- Come home carrying your sheild or come home on it.

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2/8/2006, 4:06 am
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Thesplurge
High Marshall
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Re: Squad Ideas for Templar Mod
Yeah, its just me and you at the mo!!! lol! If you know any1 else interested in the mod, get them to register.
About the chaplain, in the army list you'll see that ive already mentioned the upgrade to termi armour. A simple head swap would work, but wouldn't look as proffesional. We'd need extra details, as well as a new skin etc. Giving the Chaplain termie armour is the main reason im not going to give him weapon upgrades. These upgrades would have to be shown on the termi model, and if you didnt purchase the upgrades, or only some of them, then you'd need a different model. This would mean having several different models for one character. I believe this is why Relic currently do not do this.
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2/8/2006, 4:31 pm
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Zearthling
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Re: Squad Ideas for Templar Mod
ok then wat do u think of a black templar kill squad of termies ?with the chap as leader and add an apotacary?
man i guess im just a die hard hulk fan lol....
lets just make shure the templars are the most feared of all in close combat....
Zeal is no excuse.
Zeal is its own excuse.
--- Come home carrying your sheild or come home on it.

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2/9/2006, 5:00 am
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Thesplurge
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Re: Squad Ideas for Templar Mod
Yeah, i think thats too space hulky. The Black Templars will be very Cc orientated, with the Crusader and devastoators for support. The standard Crusader squad can have the option to upgrade their boltguns to bolt pistols and chainswords for free. They will get access to assault special weaponry, but not heavy weapons eg Heavy Bolters and Missile Launchers. These will instead be replaced by (this is the upgrade list)
#Flamer (requires armoury)
#Plasma Rifle (tier 2)
#Meltagun (tier 3)
The other weapon slot will be the CC weapons, as you can only have 4 weapon slots.
Devastators will have standard boltguns, as well as a sergeant, and they can have the following weapon upgrades:
#heavy bolter (tier 2{only available on tier 2})
#missile launcher (tier 2)
#lascannon (tier 3)
#plasma cannon (tier 3)
EDIT: as you are the only other member so far, I think you deserve some Karma.
Also, how do u fancy becoming a moderator?
EDIT #2: quote: Zearthling wrote:
i reloaded dow and wa yesterday and patched um online 2... any other tips for getting tools to work? mabee some tips on getting the mods i get from dowfiles to work 2 eh?....lol
Zeal is it's own excuse.
Hmm, im not sure. the mods u download won't work either? Still? Other than what i already tld u on filefront, i dn't know what to suggest. I strongly recommend posting on the problems and errors page on filefront. Also, try asking on relic developers network, thats where all the experienced pros hang out. Someone will definitley have an answer for u.
Last edited by Thesplurge, 2/9/2006, 5:02 pm
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2/9/2006, 4:40 pm
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Zearthling
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Re: Squad Ideas for Templar Mod
regarding the moderator position ... shure... with wat ever that intails ill do my best....
and any way about the termies? i got a drek idea... make their upgrades only the hand to hand ones, eg. chain swords and power claws/ fists and thunder hammer/storm sheild.... got to add the cool brown robes to them and get the termi chap going to ... then whoo hoo!! lol...
and i saw a nice shot of a five piece command squad... i think the idea i had with marine comand squad being like the ig's is a bomb idea that i bet the othermod didnt do... shure its a little more work... but wat vast rewards... and we need to find some one that is making a good mod that could be put in as the templars enimies....
last but not least i havent fully loaded anyof the mods over again yet.... so i dont know yet ... but ill say that the mods for deamonhunters and such didnt unistall easaly.... i had to use a shredder to remove them fully ( a little suspicios)
--- Come home carrying your sheild or come home on it.

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2/10/2006, 5:10 am
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Thesplurge
High Marshall
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Registered: 02-2006
Location: Under your bed. Boooo!!!!
Posts: 347
Karma: 4 (+5/-1)

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Re: Squad Ideas for Templar Mod
Great! Congratulations, you are the first moderator!!!! Go You!
The terminators will be split into Standard terminator squads, with upgrades such as:
Cyclone missile launcher
Assault Cannon
heavy flamer (we will re-code this, as Relic's current one affects friendly units' morale)
The assault terminators will have access to:
Thunder hammer & storm shield
Lightning Claws
Both squads will have a sergeant with a storm bolter and power sword.
As for the command squad, yeah, lets do it. We could get a really unique set of models that would really set us apart from the other mod. I shall get to work on them soon.
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2/11/2006, 9:33 pm
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