Hey forums. Being the efficient time waster I am, I've drafted a few new Space Marine elites for the heck of it, which I thought I'd post just for fun. This being the internet, it goes without saying, but feel free to trash my ideas or, of course, build upon them! So without further ado....
Scout Sergeant Cyrus (3 EP)
Presence and Command
- Cyrus' Presence: Rejuvenating Shadows
- Scouts and Scout Snipers heal when in Stealth Cover
- Alternative: Scouts and Scout Snipers gain a shield when entering Stealth Cover (internal cooldown of 10 seconds to prevent abuse)
- Cyrus' Command: Explosive Ammunition
- Scout Snipers now have access to the High Powered Shot ability
- Maximum 3 charges. Snipers fire a single, powerful shot at the chosen target. Deals light AOE damage around the target. Uses recharge over time.
Wargear
- Shotgun
- Close range, normal damage. Hits multiple targets in a cone.
- Sniper Rifle
- Long range, true damage. Single target.
Abilities
- Weapon Swap: Shotgun
- Weapon Swap: Sniper Rifle
- Lightning Reflexes
- Temporarily increase Cyrus' attack speed, allowing for powerful burst potential.
"Stats" and Summary
- Low health, no shields
- Cyrus is an early game assassin unit with greater mobility than most Space Marine units, having the same speed as Scouts. His ability to swap between shotgun and sniper rifle give him a unique adaptability for combat situations, and his Lightning Reflexes ability gives him a strong burst potential. His weakness lies in his weak melee damage and low health pool.
Apothecary (4 or 5 EP)
Presence and Command
- Apothecary's Presence: Larraman's Blessing
- Apothecary's Command: Angels of Death
- When an Assault Marine squad kills an enemy unit, they gain a stack of light health regeneration (short duration, stacks up to 3 times, stacks increase duration, not intensity)
- Alternative: Same as above, but applied for Tactical Marines
Wargear
- Chainsword
- Bolt Pistol
- Jump Pack
Abilities
- Combat Stimulants (2 uses, 1 charge per 30 seconds)
- Target squad deals increased damage while taking decreased damage
- Medical Kit (60 second cooldown)
- Target squad receives a strong heal. Cannot target vehicles
- Angel's Flight
- Same as the Assault Marine's leap, but upon landing, the Apothecary gains a shield
"Stats" and Summary
- Medium health, no shields
- The Apothecary should be a strong front line support who fights best when with allies. He differs from Diomedes due to his lessened ability to individually tank, varied support capabilities, and superior mobility.
2
Comments
Guziol
Not bad. I miss Steve Bl... i mean Cyrus and would like some more scout oriented things. I also really miss shotgun scouts from dow 2.
CANNED_F3TUS
Why not make apoth a singular line unit? But without jump pack. Never heard of a apoth with jump packs.
redScare
Yep, Apoth with jump pack strikes me as very odd. Do they even exist in TT? I also suspect that combat heals are a no-go by design in DoW3, there are very few abilities granting heals, and I think all them have "out of combat requirement" or similar restriction (scrap heal). So apoth will be likely about buffs and debuffs, not straight healing.
PaperBaG
Hmm so basically make SM dow2 heros into elites 0.o?
Stoner
SM can heal with Gabe presence from Drop Pod a bit, and T3 banner basically heals my entire army to 100% in combat. Also Chaplain starts to heal army across the map on max charge. Gorgutz heals army pretty well with full swing duration as well as Waaagh! trigger iirc. Eldar don't need it, they have shields and insta-relocating wraiths...
So, I don't see problem with adding Apo, but NOT AS ELITE ffs. I'd rather have Chaplain as battle support-healer-tank Elite and Apo being line unit who can be attached to infantry... A man can dream, right?
40kek
I'll be honest, the jump pack was kind of a spur of the moment idea, I should have looked into the lore before happy-go-lucky-ing it. I'd also be down for Apothecary not being an elite and more like a Dawn of War attachable leader for squads or just as a unit in general, this was just a random concept I had. Thanks for the replies guys!
CANNED_F3TUS
Yeah i would love to see relic adding the apoth and tech marine as attachable units to yoyr line infantry.
You can only build 2 apoths and it gives your squads increased health generation and comat drugs that increase toughess momentarily.
Tech marine could build tarantula turrets only, have an improved heal for vehicles and be equipped with a melta gun with orbs of ominssiah that stuns and damages vehicles?
MilosVarcakovic
Only me wanting to see a Techmarine and / or a landraider as an elite?
tritol
the apothecary could work something like those wraith passives for eldar, he could collect gene seed and with that help with building new units .. something like reducing cost or faster build time ... or make him mobile reinforce platform like trukks where you could reinforce units based on gene seeds collected ... (now when I think about it do you remember meat wagons from warcraft 3 and necromancers ?)
now when turrets are going to be added they could make techmarine with tarantulas
n0ave_
SCOUT SERGEANT CYRUS (3 EP)
This would be awesome!!!!
Also a Techmarine
0riginal_z0M
How about if having an apoth was something you could upgrade TSM squads with in your armoury at T2 for example.. once upgraded you can increase TSM to x6units by adding an apoth (options being apoth, flamer or plasma), and he gives them a slow heal ability once activated or.. increased health buff for a duration orrr.. a shield
Stoner
Would be totally nice if options for tacs would be Sergeant/Apo/Plasma/Flamer/Rocket. Let's face it: they are pretty useless by late game, I usually see transition into Devs/Lascannons post T2 and it works much better.
40kek
That sounds pretty cool! I think it'd really help the later game presence of tacticals!
Quoting because I wanna use this as kind of a joining point with the stuff above. The additions of the Sgt and Apo as tactical upgrades would provide the defensive / utility upgrades that the tacticals are missing at the moment, minus the Arsenal blanket infantry upgrades. I really like the idea of squad leaders coming in as purchasable upgrades come T2 to help earlier squads stay relevant (at a cost, of course).
Perhaps the Sgt could slightly increase squad fire rate, provide increased weapon range, or grant access to krak grenades (though personally I'm a fan of the frags becoming standard and krak replacing the current frag doctrine idea) while the Apo functions like how z0M states (or if someone has cool lore functions for Sgt, fire away).
I can't believe I forgot about the Techmarine though! I know lots of you have mentions you'd rather have him as a normal unit, but bringing him up has kind of inspired me to try to draft him out as an elite for fun!
TheCreature
The Apothecary should have Gene-Seed Extraction: SM units can reinforce, one unit at a time, near him at no cost, but only if he has charges built up (3 charges on a timer of 1 every 2mins) each charge gives one unit. Also, Combat Drugs: Has a passive aoe 15% damage and toughness buff in a 15 foot circle around himself, to any human unit, including allies. Buff lasts 15secs if out of his range. Does not affect elite units. After buff is up, unit has a 15% slow debuff for 15sec, until its within range again. Can be toggled on/off.
CANNED_F3TUS
You got dreads, wraith blades guards, any of the ork walkers. They all have elite level DPS or even higher.
CANNED_F3TUS
You basicly want a super tanky support DPS units that are buildable in game and are not elite. Yet are powerful and technically belong in elite roster. Land raider and avatar are both super units. They pretty much excel at alot of things. Sounds like a future elite unit to me.
CANNED_F3TUS
3 superunits is more than any other DoW game ever had. The rosters of the races probably will get 1 or 2 more line units but Landraider will be an elite if added. Whats the point of using a 10 point knight when you can buy a landraider with resources and get it out on the field earlier.
People would not bother with them and rather front load lower point elites than waste time with high point elites that would come far later than a land raider or avatar.
CANNED_F3TUS
Oh thanks for mentioning another flaw. Calling them in simultaniously. Definantly sounds cool not fun in a big game though because every player than will have the potential to summon a tide turning superunit it would make for very trolly games and the flame relic would get for that in the
3 v 3 crowd would be awsome!
The option of fast teching to a high tier unit exist already.... Each race has their own high tier unit. And you say a land raider will be faster or easier to tech too than a Predator?
n0ave_
Scouts would use a proper leader like Cyrus.
That would be awesome, I recently started to replay dow2 campaigns and I can't wait to play with SM do use Cyrus and some sneaky C4s and pro sniping!