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skaredy
HiveMind
Lord Abaddon
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Lord Abaddon
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Lord Abaddon


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PostSubject: Framework   Framework Icon_minitimeSun Feb 17, 2008 6:29 am

Since the Mod leader, Lictor is absent he declared me (Meeeee woohoooo Very Happy) the second in command.

Suggest stuff for the frameworkd and I'll consider it.

here are the basics

Builder unit- PRODUCED AT STRONGHOLD
3-5RG 6-7CC
FREE
BUILDER UNIT
REPLACES SERVITOR
Nurglites- PRODUCED AT STRONGHOLD
10-15RG 12-18CC
45R
REPLACES SCOUT MARINE
SQUAD 2-7

Plague Marines- PRODUCED AT BARRACKS
20-34RG 15-20CC
120R
CAN UPGRADE UP TO 5 HEAVYWEAPONS (HB, plasma, melta, rokkit launcha) (15R 20P)
REPLACES SPACE MARINE
SQUAD 3-7

Chaos Lord of Nurgle- PRODUCED AT BARRACKS
10-16RG 10-12CC
GETS ALL OF CHAOS SORCERORS ABILITIES
REPLACES FORCE COMMANDER
250R 50P
HARD CAPPED AT 1

PlagueBearers- PRODUCED AT PLAGUE PIT
35-48CC
200R
HARD CAPPED AT 3

Great Unclean One- PRODUCED AT PLAGUE PIT
356-460CC
400R 120P
HARD CAPPED AT 1
RELIC UNIT

Nurgle Daemon Prince- PRODUCED FROM LORD OF NURGLE, RESEARCHED AT PLAGUE PIT
200-425 CC
7500 HP
400R 400P
HARD CAPPED AT 1

Chaos Rhino- PRODUCED AT MECHA PLANT
SAME AS RHINO, NO CHANGES

Nurgle Dreadnaught- PRODUCED AT MECHA PLANT
SAME AS DREADNAUGHT, COMES ALREADY WITH AN ASSUALT CANNON

Decayed Defiler- PRODUCED AT MECHA PLANT
SAME AS DEFILER, INCREASED ATTILLERY

Chaos Predititor- PRODUCED AT MECHA PLANT
SAME AS PREDITIOR, A LITTLE SLOWER AND STRONGER

Plague Marine Attack Squad- PRODUCED AT BARRACKS
SAME AS PLAGUE MARINES, BUT CAN BE UPGRADED WITH MISSLE LAUNCHERS (20R 30P)

Plague Terminators- PRODUCED AT BARRACKS
45-50RG 20-34CC
CAN TELEPORT
150R 50P
HARD CAPPED AT 3
REPLACES TERMINATOR

BUILDINGS
DECAYED STRONGHOLD (HAS THREE UPGRADES STRONGHOLD-MONASTARY-FORTRESS) EACH COSTING 250R 100P
ROTTED BARRACKS
PLASMA GENERATOR

NEW: Standard frag grenades can be researched to Blight grenades Smile
75 PWR and 25 REQ, grenades will reduce morale, morale regen. and health regen. for a while (as well as reducing mov. speed to 60%)

NEW: Poison Gas Grenade - fired from the rhino, same as regular gas grenade, just reduces morale and health regen.
same cost as normal research, plus 25 PWR


Last edited by Lord Abaddon on Sat Feb 23, 2008 12:55 pm; edited 2 times in total
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PostSubject: Re: Framework   Framework Icon_minitimeWed Feb 20, 2008 1:14 am

- 7 heavy bolters? Death Guard are said to get no heavy weapons, not a full squad of them. Plasma, flamers and meltaguns are fair game, though.
- Is the Great Unclean One the uber unit, or the Daemon Prince?
- The Nurgle Lord being a pansy caster is a bit odd when we could just use a Sorcerer for that. Still, no Chaos hero has weak damage, so even said pansy caster should be able to bash things up.
- Plaguebearers being a hardcapped elite unit that is more restricted than Terminators is a touch weird. Daemons are little weaklings enslaved and kicked around by Chaos marines.
- Why does the Nurgle defiler have better artillery than a normal one? They still have the same battle cannon.

Suggestions: - Instead of plasma pistol + power fist Aspiring Champions, how about being unique and having squad leaders with a normal gun? Plaguemarines are much more shooting-based than the mixed Chaos Marines, so a combi-meltagun for Champions could be interesting.
- A hero on a Palanquin of Nurgle would be frikken AWESOME.
- Chosen would be a nice T2 infiltrating elite unit, a sneaky counterpart to Grey Knights.
- Plague Zombies could be a really awesome unit to fit in somewhere. For Soulstorm, we could have them tainting the corpses of their foes (soul gathering) to get a Soul Resource that would allow them to reinforce, so every dead enemy becomes another Zombie. More of a wish than something that would be a great improvement to the mod, but I had to throw it out there.


Last edited by HiveMind on Wed Feb 20, 2008 1:14 am; edited 1 time in total
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Lord Abaddon
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PostSubject: Re: Framework   Framework Icon_minitimeThu Feb 21, 2008 11:35 am

Woo fixed sum stuffs Smile
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skaredy

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PostSubject: Re: Framework   Framework Icon_minitimeFri Feb 22, 2008 12:36 am

@LA: if its fixed then post it... Im making DG tech tree just for fun, if you want I could post it when its done clown
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Lord Abaddon
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PostSubject: Re: Framework   Framework Icon_minitimeSat Feb 23, 2008 12:45 am

Hell yeah!
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TheStormTemplar
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PostSubject: Re: Framework   Framework Icon_minitimeSat Feb 23, 2008 5:54 am

For regular squads: A small increace in Toughness
Slower movement
No Heavy weapons, specials like flamers, plasma guns etc
Maybe Blight Grenades instead of Frags?

Maybe the Chaos Lord can spawn Nurglings for a small sacrafise of health?
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skaredy

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PostSubject: Re: Framework   Framework Icon_minitimeSun Feb 24, 2008 6:15 am

So here is basic TECHTREE - tiers with buildings and units layout... hope youll like it jocolor

DEATH GUARD TECH TREE by skaredy

Tier 1
DECAYED STRONGHOLD=main building
Slave=builder unit
Nurglings=basic infantry

ROTTED BARRACKS=barracks equivalent
Lord of Nurgle=primary hero unit
Plague marines=primary fightin unit
Death Guard Havocks=heavy weapon unit

ARMOURY = research building

PLAGUE PIT - Plague Bearers=excellent melee unit, no ranged weapons

LISTENING POST

PLAGUE DISEASE GENERATOR=plasma generator equivqlent

INFECTED POOL=mine field equivalent

TURRETS=???

Tier 2
DECAYED FORTRESS=1st upgrade
Nurgle Sorcerer=secondary hero unit

ROTTED BARRACKS - Chosen=veteran unit

PLAGUE PIT - Plague zombies=deep strikeable surprise unit
Nurgle Daemon Prince=uber unit

MACHINE PIT - Chaos rhino
Decayed Defiler

GREAT PLAGUE DISEASE GENERATOR=thermo plasma generator equivalent

Tier 3
DECAYED MONASTERY=2nd upgrade

ROTTED BARRACKS - Plague Terminators=finest nurgle warriors

PLAGUE PIT - Great Unclean Ones=relic unit

MACHINE PIT - Chaos Predator
Nurgle Dreadnought

now working on abilities and add-ons... CHEERS Wink
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Lord Abaddon
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PostSubject: Re: Framework   Framework Icon_minitimeSun Feb 24, 2008 8:41 am

"TURRETS=???"

Plague spitter?

"INFECTED POOL"

Blight Mines maybe?

"PLAGUE PIT - Plague zombies=deep strikeable surprise unit
Nurgle Daemon Prince=uber unit"

Teh Zombies look like they'd better fit in the stronghold, as an early fodder unit

"MACHINE PIT - Chaos Predator
Nurgle Dreadnought"

Add a Nurgle's Transport Rhino?

Also the Termies could go to the pit, to deepstrike Smile
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skaredy

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PostSubject: Re: Framework   Framework Icon_minitimeSun Feb 24, 2008 9:50 am

Q-Add a Nurgle's Transport Rhino?
A-its in machine pit in tier2.

Q-"INFECTED POOL"-Blight Mines maybe?
A-I meant somethink like a pit filled with acid and human body parts that slows enemy and causes damage and slowly dries out

Q-"TURRETS=???", Plague spitter?
A-good one albino

Q-Zombies look like they'd better fit in the stronghold, as an early fodder unit
A-in T1 nurglings are meant to be the meat shield, ín T2 comes zombies with deep strike after some research (coz they are sooooo slowly... but tough Wink sthing like flayed-ones)
and in T3.. nurglings can be attached to GREAT UNCLEAN ONES to form a killingdaemonmachine Wink

Q-Termies could go to the pit, to deepstrike
A-BARRACKS are meant to produce marine units, PLAGUE PIT produces daemonic+infected units...
I´ve done similar with researches... ARMOURY for marine abilities, PLAGUE PIT for daemonic and sorcery abilities, STRONGHOLD for general upgrades... simple to understand I think

Termies have the teleport ability but to make the rhino useful in T3 no deep strike for them ;(
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PostSubject: Re: Framework   Framework Icon_minitimeSun Feb 24, 2008 10:54 am

IIRC the rhinos can't transport termies. Or was that the SM?

Regarding the rhino - AAAWG I'M FRIGGIN BLIND!!!
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PostSubject: termie transport   Framework Icon_minitimeSun Feb 24, 2008 12:15 pm

Q-rhinos can't transport termies
A-hmmmm... I dunno, Iam a noob and dont play tabletop so its on you to investigate clown , meantime no deepstrike for termies... rendeer

edit: so I investigated myself and according to 4th Ed. amd 5th Ed. prerelease Rulebook termies cant be transported in rhinos I choosed to give them deep strike ability from barracks after research study
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talon00

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PostSubject: Re: Framework   Framework Icon_minitimeWed Feb 27, 2008 5:57 pm

Hmm a Death Guard mod, now thats got me thinking... study

Mutant Herd (Mutants)
These twisted creatures, once inhabited the world of Barbarus. Deformed by the inhospitable toxic environment these creatures whose mere existence is considered blasphemous, now serve as the death guards slaves, forever bound in service by fear and by the unquenchable thirst for revenge upon the imperium that hunts them and the Emperor that abandoned them.

Type: Builder

Squad: Squad consists of 7 mutant servitors lead by a Bloated One (slaver/enforcer, a crossbreed between a plague bearer and a warhammer ogre or another model which i just came accross on coolminiornot.com made by ultraforgeminitures which can be found here http://coolminiornot.com/183513)

The squad may also be increase by a further 7 mutant retinue, once players choose the Corrupted Conception upgrade

Weapons: The Plague Bearer Enforcer is armed with an icon of Nurgle (taking the form of a plague banner with a skeleton chained across the spokes) as well as a defiled Crozious, or two handed Scythe.

Options: The squad may also be additionally upgraded with up to 7 mutant retinue, equipped with bolters, Virus grenades or Photon Flash Flare grenades. Members of the retinue may also be further upgraded to either support or Apothecary duties; under the condition the retinue can only have one. (Either apothecary or support)
(the other retinue are considered servitors only eg: 7 servitors + 7 mutant retinue)


One member of the retinue maybe upgraded to a Support Fire Retinue and take one of the following armaments: plasma cannon, heavy bolter or multi-melta.

One member of the Retinue maybe upgraded to an Apothecary, and take the following
war-gear : Narthecium, Reductor and a master-crafted chain sword.
(Allowing the retinue to heal, and bolster their fighting strength with battle stimulants)

Special Rules

Sly Persuasion
Under the circumstances, which call for faster construction, it has been known that enforcers/slavers execute a single member of their squad in order to boost moral through fear. (Plague version of frenzy)

Battle Stimulants
Issued to the squad via mutant apothecaries, these battle stimulants have been known to radically increase muscular movement, and thought processing as well in rare cases these stimulants have been known to cause such impact upon the subject as to even cause the body to feed upon itself as to fuel it’s need for energy.

These stimulants also carry a high addiction level, causing subjects to suffer from withdrawal symptoms, resulting in lose of moral concentration.

Virus Grenades
A grenade designed for germ warfare. Though relatively safe, there is an inherent risk of mutation within the toxins, meaning it is rarely used except in cases of strategic destruction. Because of its random nature, this device can be as dangerous to its user as their opponent.
(has a random chance of mutating the targeted squad)

Photon Flash Flare
Explodes with a tremendously powerful flash of light, which will temporarily blind anyone without protection in its area, and may even affect those with protection, such as power-armoured Space Marines.


Framework Img43c64f16e30fe
Possible mutant servitor (sorry bout the image being so large)

https://2img.net/r/ihimizer/img254/6707/savecopypa5.jpg
mutant from the inquisitor range could be used as fire support (soz if the link don't work too well)

I also have other, units/buildings that i have done background on as well if you'd like me to post some more as well
i also have a possible campaign idea as well in the works that i think you might love

and finally i have a solution to your uber unit crisis which i see you facing in the near future, as you are considering implementing both the land raider and the Great Unclean one
SOLUTION: do as relic did with the tau, meaning make branch offs for the uber units.
my suggestion is the RUST (land raider, MORE UPFRONT AGGRESSION....DIE TAU DIE), the Rot (Great Unclean One, BIGGER BULWARK), the Ruin (Plague Reaper, MORE ARTILLERY)
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skaredy

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PostSubject: Re: Framework   Framework Icon_minitimeThu Feb 28, 2008 3:14 am

-my vision was to have 2 branches: rust (chaos-marine based) and plague (daemon based), player will choose in T2 which is better to evolve...
-as death guard is shooty-infantry oriented I didnt meant to include LR in the tech (now Im thinking about excluding the defiler coz as I know its primarily(???) Black Legion´s vehicle)
-mutant herd...not a bad one, but if they are slaves are they supposed to have/use guns???
IMHO slave shoul have low HP, very low morale, average move speed aand under-average building speed, no weapons for slaves(dont forget what Spartacus did in ancient Rome study ), after research (T1) his building speed should increase

... but I dont have any influence on DG tech-tree as Im not a part of modteam (Im doin it just for fun jocolor )
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talon00

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PostSubject: Re: Framework   Framework Icon_minitimeThu Feb 28, 2008 6:11 am

skaredy wrote:
-my vision was to have 2 branches: rust (chaos-marine based) and plague (daemon based), player will choose in T2 which is better to evolve...
-as death guard is shooty-infantry oriented I didnt meant to include LR in the tech (now Im thinking about excluding the defiler coz as I know its primarily(???) Black Legion´s vehicle)
-mutant herd...not a bad one, but if they are slaves are they supposed to have/use guns???
IMHO slave shoul have low HP, very low morale, average move speed aand under-average building speed, no weapons for slaves(dont forget what Spartacus did in ancient Rome study ), after research (T1) his building speed should increase

... but I dont have any influence on DG tech-tree as Im not a part of modteam (Im doin it just for fun jocolor )

ok here we go on answering the logic behind my choices lol, but first i'll address your vision of a death guard tech tree.

the idea where of the twin branch system isn't a bad one in theory, but in practice the death guard tend to use less daemons amongst their forces, then other cults such as word bearers, who use them excessively.
Instead i would view the death guard as more of an infantry based force, driven by their self-hatred and loathing of those uncursed by the filth of Nurgle, and by the teachings of their Primarch who prefer to use a bulwark method.

ok second note being that of the Land Raider inclusion and also why the defiler should not be removed as well.
Well it's simple in strategical terms of keep your options open. Although these vehicles are not a common site amongst smaller death guard forces they are used in certain occasions which do require support fire or the movement of heavy troops (elites) into key frontal positions. Although i do believe that if players wish to use these craft they must do so after choosing the rust (vehicular based).

That also address's my next idea about the vehicles of the death guard. As it is documented most vehicles under the death guard are driven by either nurglings or by demonic engines. This to me brings the idea of allowing players to either choose whether they want their vehicles driven by either erratic packs of nurglings or cold calculated demonic engines, both with their advantages and disadvantages.

And finally addressing the issue of slaves having guns. It is a good question as to why arm these pathetic whelps that the death guard are using mearly as slaves, and the answer is.....Stockholm syndrome. lol i know that isn't a very good reason but it is a likely out come, well either that or their pure hatred of the imperium and their need to survive outweighing their want for freedom. If anything slave isn't a good term in which i used on the mutants i'd rather consider them more along the lines of mercenaries.

The introduction of a building retinue with an array of highly sophisticated weapons allows the Death Guard to get an early foot hold, due to them not suffering the speed penalties that the marines will. Although i do agree that the slaves will have low moral, and low health as well as a slow build speed (well unless you use the sly persuasion), but the Bloated one or slaver, to the mutants is considered a hero or liberator to them. This is caused to their Stockholm syndrome, and works like a furious charge, although if the bloated one is killed the mutants morale is devastated causing them to flee in fear, or in some rare cases become suicidal, or in even rarer cases become homicidal maniacs in combat.
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Lord Abaddon
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PostSubject: Re: Framework   Framework Icon_minitimeThu Feb 28, 2008 6:26 am

Welcome to the forums, talon00. Nice ideas you've got there:)
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PostSubject: Re: Framework   Framework Icon_minitimeThu Feb 28, 2008 6:29 am

lol! Thanks for the warm welcome Lord Abaddon, lol and if you liked those ideas so much maybe you'll be lucky enough to get to see some of my others like my Monastery of Filth affraid
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PostSubject: Re: Framework   Framework Icon_minitimeThu Feb 28, 2008 2:29 pm

Yes, feed your ideas!
There is only one restriction, please keep anything not lore related out, but so far your doing fine.
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PostSubject: Re: Framework   Framework Icon_minitimeThu Feb 28, 2008 3:28 pm

Not completely finished but, i have started to pull away from the Monastery for the moment and will no doubt revisit it later. Instead my attentions have been turned toward the "Rotting Barracks"


Monastery
The Monastery of Filth, the bastion of eternal pestilence and the Citadel of Corrosion.

Type: HQ

Weapons:

Level 1: Toxic Miasma (permanent)

Level 2: Wave of Filth (rechargeable), Hive (rechargeable)

Level 3: Tendrils

Toxic Miasma: a permanent fog emitted by the Monastery, which inflicts excruciating damage to all organisms without air filters.

Wave of Filth: A surge of foul pollution that bursts forth from every crack and craves of the ruinous Monastery, chocking everything in its path. This blinding smog pins all in their place helpless and chocking as they blindly fight their way through.

Hive: The Monastery itself becomes as a bloated carcass festering and decaying under a plague of insect wings. These flying horrors fill the skies with the sound of their flickering wings as they hunt for innocents to feed on. The insect plague itself renews its fellow worshipers of Nurgle as they lay their eggs in the seeping wounds of the followers, but for those who still cling to their deities, they signal the coming of the most horrific death.

Special Rules

Leach’s: these flying horrors, whos main purpose serves as a medical hub require victims to fore fill their role. This in turn means that these creatures are only useful in defense of ones stronghold, under heavy waves of firepower and give the home field advantage to the Plague host.

These horrors although basically invulnerable to most firefights are severely vulnerable to incendiary class weaponry such as flamers and burnas

Short life span: these plague flies only exist for a short period of time (Once their role has been for filled as leech’s, draining the life from one creature and transferring its nutrience to a fellow follower of Nurgle) or in the case where there is no victim then tend to have a life span of around 30 seconds.

Must Feed: Another flaw to this plague of flying horrors is their short life span. Once hatched they must nearly immediately for fill their role by feeding on their enemy, or the followers of Nurgle. This flaw allows for higher priority unties to sustain full health at the expense of their lower ranking followers, who are expended at their cost.

This flaw has also been know to be exploited by enemy forces, by triggering the hive to activate then quickly retreating, forcing the hive to feed upon Nurgle’s followers, thinning their ranks.

Tendrils:

Forth from the warped hull of the Monastery of Filth these foul tendrils lash through the air in frenzied like state. This horrific gift of hull mutation upon the Monastery is a fearsome sight to behold. For these nightmarish spawn constrict their victims bodies into crippled corpses before driving them into the earth bellow.


Special Rules

Fear the flame: from recent battle reports, it has been documented that these tendrils have been seen to be pyrophobic. Exposure to flame in close proximity has been seen to cause the tendrils to retreat back into the hull of the Monastery from which they came.

- i have yet to include the research available from the Monastery that i have envisioned such as corrupted conception, Seven and The Decay, but never fear they will eventually be included if you like them, as well as any others you've been wanting to try out.
-Next on my agenda for buildings (besides the barrack, which is already under way, including a sketch) is a new idea which just recently came to me and has got me all hyped on sugar. I call it the blight thrower!!!! (big drums in the deep movie style sound....or not, what ever) drunken
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PostSubject: Re: Framework   Framework Icon_minitimeSun Apr 06, 2008 11:37 am

I had some spare time this afternoon so I was thinking about some character abilities:

Lord of Nurgle/Plague Master - basic weapons: Sword of Pestilence and bolter, after some research he can be equipped with Manreaper Scythe or Kai Gun - determines his melee/ranged orientation,
- can detect,
- Nurgle Infestation - Lord can be attached to nurgling squad to use it as a meat shield+melee damage bonus,
- Miasma of Pestilence - clouds of pestilent flies and choking vapours surrounds the Lord causing massive morale damage to enemy units in range;

Nurgle Sorcerer - Pandemic Staff - melee weapon,
-can detect,
- Wind of Chaos - stream of bilious, acidic slime infects and burns the target,
- Aura of Decay - psyker surrounds himself in an aura of corruption and filth causing major morale and minor helth damage,
- Nurgle´s Dance - psyker invites the enemy to join him in Nurgles cavalcade - all enemy infantry in the area of effect around psyker are blinded, their accuracy,sight,detection and morale are decreased;

Aspiring Champions - True Grit - provides 100% damage bonus to the squad for a short period,
- Plague Banner - causes morale damage to nearby enemy infantry units,
- Flood of Disease - temporal faster moving for designated squad;

Nurgle Daemon Prince - Filth Mace - melee weapon, oozes pus and slime, can ensnare souls of those it slays
- Ether Lance - D.Prince throws the lance at enemies, knocking them down. Inflicts massive morale damage in the area of effect;

GUO - Nurgles Rot - horrific plagues of Nurgle are summoned and unleashed upon the enemy,
- Nausea - nausea and disorientation is invoked amongst enemy, causing morale damage,decreasing accuracy and speed of enemy infantry,
- Mass Mutation - increases melee damage & HP of targeted friendly infantry.

Lord of Zombies - melee unit,
- Join Us - scream of zombie lord causes morale damage,
- Cannibalize - zombies move to the nearest pile of gibs in sight and start feasting on the remains of fallen infantry units, provides bonus to health .

thats all folks

regards


Last edited by skaredy on Tue Apr 08, 2008 2:13 am; edited 1 time in total
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Lord Abaddon
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PostSubject: Re: Framework   Framework Icon_minitimeMon Apr 07, 2008 10:46 am

"- Wind of Chaos - stream of bilious, acidic slime infects and burns the target,"

A rewrite of mine - Wind of Nurgle - stench fills the air with stink of dead and decay, lowering nearby hostile units morale dramatically.
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PostSubject: Re: Framework   Framework Icon_minitimeTue Apr 08, 2008 12:07 am

sorry man ... lol!
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PostSubject: Re: Framework   Framework Icon_minitimeFri May 30, 2008 12:38 pm

Is this DG team up for a major challenge?

Grim came back to me and he wants to hand over all his DG work to be realized by another team. His work is extensive and even has Advanced Ai (coded by moi). Anyone interested? He wants his vision of DG to stay faithful but obviously some "compromises" can be reached.

His DG is many years ahead of yours thus you'd be right into it as if you'd be working on it for quite some time. Let us know!
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PostSubject: Re: Framework   Framework Icon_minitimeThu Jun 05, 2008 7:10 pm

Anyone? No takers?
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