aliens

Author Topic: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded  (Read 27802 times)

Offline lurker

  • Sergeant
  • **
  • Posts: 15
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #15 on: January 01, 2021, 09:51:24 pm »
So I'm getting the codex crashes. I tried the links to Arsenal v7 above but I'm being denied access. Where's the link to the latest release?

Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #16 on: January 02, 2021, 12:11:51 am »
Just noticed it reversed access, should be good to go now. And I fixed the codex crashes in the latest version (some ammo types missing code entries).

Now also included:

Galgalim Assault Cannon + Ammo


De'az Stormbolter


Redeemer Shotgun + 4 ammo types.


Retributor Mk.2 Boxmag Heavy Bolter.


Potestas Heavy Kombi-Bolter


New page link of v7 latest version:
https://drive.google.com/file/d/13jTf7RsEwCVcPA1m0PoLoswaErzbH4Ou/view?usp=sharing
« Last Edit: January 07, 2021, 12:05:43 pm by Leflair »

Offline lurker

  • Sergeant
  • **
  • Posts: 15
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #17 on: January 03, 2021, 01:44:47 am »
New crash

At the end of this battle, I believe I may have wounded and captured the nearest repentia causing a crash. The crash is exactly after the mission ends and before the score appears. If you can't reproduce it, maybe it's because of the capture.

Also, this is the first mission I'm using the MkII heavy bolter, Grenade Launcher, and Throne missile launcher. Surely that's got nothing to do with it.

Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #18 on: January 03, 2021, 06:25:59 pm »
I'll look into it, not seeing the usual crash notification in the crash log, did you get a segmentation fault or some other error message?
Did you capture the nearest repentia and abort mission with her aboard, right away, or complete the entire mission? (Should be some autosave closer to the abort than mission start then).

edit: found a misnamed live capture entry, which might have caused that crash
try replacing your rose mod items_40k.rul file with this version:
https://drive.google.com/file/d/1h9xKy1RRv7ugtaWjBcpG7nascn1bEeVL/view?usp=sharing

Manual fix inside your items_40k.rul file:
Search for STR_KHORNE_SISTERREPENT_LIGHT
Replace name with STR_KHORNE_SISREPENTINFERIOR

« Last Edit: January 03, 2021, 06:58:47 pm by Leflair »

Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #19 on: January 03, 2021, 07:42:59 pm »
New Arsenal test version 8 with some minor fixes for bugs I've found (sound on some added guns, some potential research issues, the Repentia capture crash bug), as well as a new weapon:

The Dekker Pattern Twin Core Plasma Gun:
- Chaos version
- Imperial version
No Adeptas restriction here, if you grab the chaos version you can research it and the Imperial Dekker variant.
They use its own ammo charge with damage between the normal plasma rifle and the heavy plasma gun.
The Twin Core Plasma Gun has a autofire mode that shoots a "Double Tap", 2 shots.
The Gun is accurate out to 24 tiles, i.e further out than the shorter 18 tiles of the other Plasma guns. Consider it a marksman or "long rifle" version of the Plasma rifle.
Enemies on the higher tech tier will be fielded with it, mainly Tzeentch and Slaanesh Forces but also some Chaos Marine leaders.
It has 16 rather than 15 shots per ammo mag to account for that double tap shot, and weight a little more.

Second new plasma gun is the Carbine / Light Plasma Rifle:
De'az Pattern Adeptas version.
Chaos version.

I've changed the "Plasma spray charge" ammo into Light Plasma Charge, both the Carbine and the Plasma Spray Gun uses the same magazine.
The Carbine has a couple tiles more range and higher snap accuracy, its autofire is 2 shots instead of the 4 that the Spray Gun has (higher accuracy and range though). The Plasma Rifle (standard one) has even further range and higher damage, but no autoshot ability.
The Carbine has a bayonet attack and is light weight, Chaos forces will use it as an earlier plasma option.

Other changes: Cash from selling plasma weapons have been adjusted down to 20k-40k range, previously around 100k for certain weapons.
I've changed the new Adeptas Stormbolter, Gravgun and Assault canons to be adeptas high tier dependent for research.

Download link:
https://drive.google.com/file/d/1CXctZTq0JwB9db1go9GDKFgyRcjvI_EO/view?usp=sharing
Version 8.3 is now the latest.
Fixes some capture bugs with the new Orks by giving them live alien entries.
Fixed some missing late game new ammo ufopedia non-entries (without it, they cause crashes in the codex if flipping through, even if they have no entry on their own).
[Shield] rebalance for many (enemy) sisters. The formula was a bit more complicated than I first thought, but now you will not bump into Khorne sisters with 600+ HP shields! Instead there are 3 broad types. The low tier ones with "anger" shields, they'll start with 20 HP and if damaged, recover 50% of the shield the next turn and then 5 hp recovered per turn to full if left uninjured. This will make them survive another shot or two, and may mostly be dangerous to anyone trying to solo them with a pistol before they can get up close with a chainaxe.
The next step up has 66,6 starting HP (of course), and recovers 50 HP on turn 2 if the shield is dropped to zero. It will take 6 turns to recover to "full", so consider them to have around 50-60 Shield HP. I.e, about 1 shot absorbation per turn, which is mostly useful against snapfire/reaction fire.
The more elite enemies will have a starting shield of 100 and it will work in a similar fashion, recovering 66% after 1 turn and then gradually going to full if you let them get away.
The toughest enemy shield is the one that the Slaanesh Demon Princess has, which starts at 200 and recovers 75% in one turn if dropped to zero. It will take many more turns to recover to full though, so concentrate firepower to bring her down!

I cannot change the color of the shield just yet, and all the shields work without damage modifiers, so it's just a bundle of extra HP that recovers per turn. Anything that does damage will work if concentrated enough.
« Last Edit: January 06, 2021, 04:56:20 pm by Leflair »

Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #20 on: January 07, 2021, 01:10:50 pm »
Minor patch to Arsenal test v8 today (Same link):

-Fix for a codex entry bug (Dominion Halberd) and a image bug.
-Fix for codex bug Galgalim clip.
-Added new BigOB Inventory Sprite for the Dominion Halberd. Small buff to damage at cost of TU (fewer swings).
-Added new BigOB Inventory Sprite for the Power Klaw, as well as coded in a Power Klaw entry. Less accurate, but slightly higher damage compared to other powerfist/claw weapons. Some Kommandoz and Meganobz for example have this weapon.
-Added Inventory Sprite Doll for the Burnaboyz.


-Added Inventory Sprite Doll for Light Kommandoz.


-Added codex images for the Burna Boyz interrogation and armor.
-Addex codex images for the Meganobz armor.
-Addex codex images for the Warbiker.
(Still having some issues with getting the codex entries to appear as they should for armor/living).
-Fixed some missing plasma hit animations on the new plasma weapons.

-Added in spritesheet for the Stormboyz + floorOB. Ersatz corpse sprite and inventory sprite for now, but you can try fighting them in Mission Gen. Look for the Stormboyz list amongst enemies.
v9 will include some of them in various ork missions in the campaign.


Stormboyz are not particularly heavily armed, early on they'll use a combo of slugga and choppa, with one ork grenade.
On higher tiers they'll use the new krakstikkbombz, and on the highest tier they are also armed with disposable ork tankbusta stikkrokkits.
They're always equipped with adorable leather pilot caps and tiny stubby yellow wings though.

Next version features:
1 New Weapon.
Heavy Bolter accuracy rebalance (buff).
More Ufopedia fixes.
« Last Edit: January 10, 2021, 12:49:37 am by Leflair »

Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #21 on: January 11, 2021, 05:52:43 pm »
Arsenal Test Version 9:
https://drive.google.com/file/d/1kR_bg8ZemuyEwbrcNR_3Y_MRSkJlA1Ek/view?usp=sharing

Contains a big overhaul of ufopedia/research. Right clicking on a bunch of orks inventories will now work, although not all codex art is done (Kommandoz, Stormboyz). Yuo can research both live captures and do autopsies although no real gameplay impact right now though.

New Weapon:
Neural whip!

You can now buy the Neural Whip for 50k, no research required (for the moment, may change).
It has 3 settings: Motivational, Stun and Kill. The later two are slightly ranged, out to 3 tiles, while the motivational requires the user to be right next to a friendly unit.
The motivational whippin' restores some morale, TU and energy, at the cost of a little HP (for the target) and some energy+TU cost for the wielder. It will not cause wounds.
The attack settings are ranged out to 3 tiles, with an attack power of 40 with damage between 0%-200%. It ignores a fair amount of armor (80%), and does damage to enemy morale (60), TU (20), energy (20) and causes 20 health and stun damage, as well as 10% to wound. The kill setting launches two attacks at the cost of 25 TU and 10 energy, at 70% accuracy. The wielder can hit themselves as the radius is set to 1! So keep distance.
Due to the high randomness of the damage, you're not guaranteed to capture enemies alive, but it can be an option for early stun damage and capture.

The codex image has some artifacting bugs (transparency probably), still looking for a solution beyond the usual irfanview approach. If you know the settings to solve it, give me a heads up!

Work in progress, but a fair bit away is the owner of said weapon, the Repentia Superior:

Probably coming in a enemy format as well.

Balance change:
-Heavy bolter buff, the changes in range cut the accuracy by more than intended after some testing (basically, drop off starts after 10+ tiles instead of 20+ tiles with this mod), as it interracted with weight and recoil formulas as well. I've given the heavy bolters a hefty boost in accuracy, so see how you like it. Remember they fire more autorounds than normal bolters, so a little less accuracy isn't that much of a deal. Also, some of the new "marksmen" bolters are supposed to have higher accuracy further out. Still subject to change, give it a spin and see how you like it.
-The Cantus bolter accuracy has been nerfed a little, as its low weight and recoil made it a little bit better than intended.

Bonus mockup, Nurgle Traitor Guard:

Although Orks and Sisters hold priority due to our limited time, a more expanded lower-tier Nurgle racelist is in the plan, containing Nurgle Traitor Guard, Poxwalkers, Nurgle Zombies and Ogryn.
I don't have time to work on it myself right now, but if you're feeling the urge to try out sprite-arting, it's a good starting point, or if you just happen to be a big nurgle fan and feel like helping out.
« Last Edit: January 11, 2021, 11:09:02 pm by Leflair »

Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #22 on: January 15, 2021, 10:40:05 pm »
Arsenal Test Version 9 updated. Use link in main post or previous post.

New stuff:
-Hand Flamer with fuel tank.

Single hand light flamer.

-Dominion (Adeptas) Power Axe

Requires researched Chaos Axe to unlock.
Quite good against armor, but slow to swing.

Chaos Beamer Meltagun

It has replaced the Adeptas Harmonic Beamer Meltagun amongst chaos forces. It's very popular in the forces of tzeentch in particular.
Adeptas Beamer Meltagun is now dependent on this in the research. Eventual generic imperial or Space Marine Beamer Melta can also use this.

Ufopedia updates:
-Kommandoz Origins and armor artwork added.
-New Ufopedia entry for promoting Sisters to Sister Superior, and an updated version of the Promote to Canoness to reflect the changed requirements.
-Requirements for promoting to Sister Superior lowered, now only requires 50+ stats in firing and melee skill, 80 bravery and 40 devotion. Devotion requirement for canoness dropped to 60.
-New ufopedia entries and art for Heretic Sisters and Sisters of Filth (Nurgle) including their armor pages. I've photoshopped up a lot more artwork that will be added over coming updates, mainly for the mod chaos sisters.
Working on some background lore entries for the various Chaos Sister factions. Only wholesome heresy and damnation, with a touch of grimdark. Also on the planning list: Some uses for captured Sisters of Chaos!
-New ufopedia artwork for the Dominion Halberd.
-New ufopedia artwork for the added Dominion Power Axe and Handflamer (handflamer ufopedia art modified from the melee mod).
-Inventory doll sprite added for the Juggernaut, curtesy of Xom126.

New Enemies and spritework:
-New BigOB Corpse Sprite for the Sister of Filth.
-Added the new Tzeentch Twisted Sister, which is the basic/low tier Tzeentch Sister enemy. She got battlesprite, bigOB sprite and floorobSprite.
She's got better front armor that others of her tier (110 front armor) and slightly better side armor (75), she's weak to melee (120%) damage and flanking. Her aim and reactions are good, but she's not as accurate or strong in melee (and doesn't have melee weapons aside for the bayonet). Her armarment is basic on low tech tiers, with boltpistol and De'az bolter configurations, secondary weapons include krak grenades and the disposable Faust krak rocket. She can appear with a flamethrower, and on higher tiers use plasma pistols and the plasma spray gun.
-New Battlesprite, BigOB sprite and Floorob sprite for the Tzeentch Radical Inquisitor. She now got her own armor (With personal shield) and corpse code.

Balance changes:
-Chaos Bolter has gotten the new range implementation, it should now be more accurate and have further range + 4 round autofire, posing a bit more of a threat.


Still working on implementing her ufopedia, trade in and research code.

Going to aim to complete some more sprites for the next update (which will probably go back to standard ROSE format), got a bunch of themed ideas for Nurgle and Tzeentch sisters, although finishing Khorne takes priority.
« Last Edit: January 16, 2021, 04:54:19 pm by Leflair »

Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #23 on: January 24, 2021, 03:58:27 pm »
New Submod version, Sisters of Rage edition:
We're back to the "Standalone" submod naming scheme, as well as the standard Sisters starting base .rul file, latest version is found here or in the main post:
https://drive.google.com/file/d/19usDJTYkHV1xOoXehQv90P-2hqZLhlwY/view?usp=sharing


-Standin art for the Khorne Superior, for now.

New stuff:
-Added sprite sheets for the Khorne Retributor and Superior.



-Added BigOB corpse sprites for Rookie Khorne Sisters (Unbloodied), Sisters of Rage, Retributors and Retributor Superior.
-Added codex entries and artwork (+armor sprites) for them and the Slaanesh Chosen Assassin.




-Removed the "shield" from the lowest tier of Khorne sisters.
-Added the Heavy Khorne Retributor racelist, it may now appear in certain terror and retaliation missions (low odds).
-Also added slight randomization to the standard Khorne list, Retributors may now appear here as well.
-Gave Space Marines Terminators a slight armor buff.

Inventory sprites will be coming later.

Gameplay wise the Chaos Retributors are tough, but not as deadly as some later enemies or Chaos Space Marines like Havocs or Obliterators. Retributor weapons are more inaccurate, shorter range and lean more towards incendiary or anti-armor damage. They will mess up a close cluster of unarmored guardsmen, but then again so will most things.
The more dangerous configurations wield the multimelta or heavy flamer, but those come in later as tech advances.
« Last Edit: January 24, 2021, 04:11:19 pm by Leflair »

Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #24 on: January 30, 2021, 11:40:00 pm »
Update 20210130:
https://drive.google.com/file/d/19usDJTYkHV1xOoXehQv90P-2hqZLhlwY/view?usp=sharing

Minor update, mostly spritework:
-Elohim Pattern Armor inventory doll:


-Retributor Pattern Armor inventory doll:


-Sister Superior Pattern Armor inventory doll:


Full set of sprites for the Choir Projector Gun:


And the handOB and floorOB for the Dominion halberd:



Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #25 on: February 07, 2021, 02:10:17 pm »
Update 20120207
Download link:
https://drive.google.com/file/d/19usDJTYkHV1xOoXehQv90P-2hqZLhlwY/view?usp=sharing

-New Enemies:

Enter the Valkyries.

Based on the Khorne Demon Princess Valkia I've added Khorne "Valkyries". Basically Khornate Daemonettes, but none of that zombification stuff, just decapitation!



Wingless variants for now, they are a form of "demi-bloodletterers" as standin for Khorne Chosen/Possessed Sisters that's gotten a little much of the good stuff.
They got custom daemon spears, also in the image of Valkia, although no shield for now. Not quite as powerful as the black blades of the Bloodletters, they do have some armor piercing.



These will appear in mid-later game khorne forces. Quite tough and fast, they are not very well armored. Some will be wielding ranged weapons while others will favor melee.

In addition, *some* "Khorne Blessed" Khorne Sisters, Armored sisters (Sisters of Rage), Retributors and Retributor Superior can now transform into Khorne Valkyries upon death, as a reward from their patron god.


OG Art by Huai yu Wang

There's 4 different variants with small visual differences depending on their origin sister body. The Superior version is the toughest. The Khorne Valkyries that spawns in this manner will only have their built in weapons, demoralizing fireballs and melee abilities.
These *blessed* Khorne Sisters will be mixed into the existing lists and some new ones, with varying chance of appearing.
They have custom spawn sounds on death, and custom death sounds for their Valkyrie forms.

Gameplay effect will be that grenades and other explosives will be slightly less effective as the lone "Finisher move", as they can "spawn" these new enemies.

Bug fixes:
-Removed the Meltagun and ammo from the starting setup for the Sisters, as it is not researched at game start.
-Fixed 2 name string errors for corpses and trade in.
-Gave the Winged Khorne Daemon new sound effects for its self-defense fireball. It will no longer sound like a marine!
-Fixed some under the hood errors.

Changed:
The Gravgun AoE effect has now been changed with a new method to get it to display on just 1 loop/tile by Xom126s experimentation. Will change it up more in the future to get it *just right* but I think it looks pretty ok for the moment.

Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #26 on: February 11, 2021, 06:55:24 pm »
Next update will be a bit... meatier?



or these guys:


I will be fleshing out the forces of Chaos further, with some early/mid-game enemies.

Work in progress planning/dev postin':
The next big update will contain two faction additions focused on the forces of Slaanesh.
The first list of units will be centered on the Slaangor, i.e Slaaneshi Beastmen.
They'll be mid-tier, but contain enough units that they can fit in on a low tier and up to the basic high tier. Lacking armor, they have speed and health to compensate somewhat.
Their slaaneshi traits and weapons will be "close" combat focused, armor rending, panic/stun/energy drain. Not a lot of AoE or long ranged weapons.
They'll be pretty slow about killing your units, and instead kindly strip off unneeded things like armor, and make your troops stick around for the party (on account of being energy drained/stunned/panicked).



The higher tiers of the Slaangor list will have snippity pincers.

New units Listed top to bottom:
Slaaneshi Fiendgor: I wanted an alternative Slaaneshi terror unit to the Daemonette, something not quite as instant-kill, lower tier and preserving the daemonette for "Special occasions" and the higher tiers of enemies.
The Fiendgor will have pale skin/fur, two big pincers that go snippity snip and a majestic set of horns. Lots of health, carapace tier daemonic armor. Fast, armor rending/piercing, panic inducing, energy drain/stun. Faster and tougher than the average bloodletter, it might not be quite as kill-focused.
Slaangor Bullgor: Beefy warband leader, "chosen", got one giant pincer and wields some form of pistol or special weapon.
Slaangor "Gor": Your run of the mill muton but with less armor, quite quick with good reactions, but not very accurate. Can wield heavy two-handed weapons, right now focused on heavy-stubber with new slaaneshi ammo and a custom webber.
Slaanungor: Got tiny horns, somewhat beefier than a human. Might use some light bolters or other "heavy" weapons, but otherwise melee focused.
Slaaneshi Bray: No horns, light beastmen features. Run of the mill slaaneshi beastmen-mutant. Around cultist level of threat, mainly meant for low tier.

Some of the Slaangor terror units can be mixed into other slaaneshi or cultist racelists.

The second group of units are an alternative, slaaneshi themed cultist list, designed around the new Slaaneshi Hedonite army list.
-Shardspeaker Sorceress/Priestess making use of some mindcontrol/seduction abilities.
-Painbringers as tough/heavy cultists. Sporting either special melee configurations or some of the heavy weapons, they provide most of the ranged firepower.
-Twinsouls respawning-on-death enemy, might turn into some form of Slaangor to spice things up. Otherwise mediocre stats. May give these some slightly better ranged options
-Hedonite, basic slaaneshi cultist, melee focused or twin-shot lasgun.
-Depraved some low tier zombie/gimp cultist. May or may not turn into a terror unit, through the magic of pseudo-randomization.

May also mix in some of the slaaneshi assassins I've already made for this list, or use Slaangor terror units.

I'm open for ideas to make the Hedonites a little more spicy, some ideas I'm juggling:
-Slaaneshi-Chaos Spawn. Cool, but rather difficult to put together from scratch, got a couple of ideas but nothing clicking just yet. Preferably this would be a 4 tile unit, but I've not tackled that yet.
-Slaanesh daemon Herald, naga themed (snake-lower half, easiest to put together) or a pincer armed daemonette thing.
-Slaanesh Seeker. One of those weird seahorse daemon-steeds.
-The Constrictor: Free forming it a little, creating a lesser daemon of Slaanesh in the vein of a Pink Horror. I have an idea for a slim, toothy and smooth lad of a HR Giger daemon. Very pink/purple. Loves to snuggle.
-A daemon form based on one of the Slaaneshi spells, a big floating hollow head with a bunch of whips-for-tongue.
-Possessed Hedonite, tentacles/pincers for arms, possibly a Ogryn for a big base.

New Slaaneshi weapons, not all daemonic:
-Slaaneshi ammo types, armor piercing/rending, panic/stun/energy drain. Rather low on damage, may lean more towards causing wounds (but not as much as BLIGHT, nurgle rounds).
-A custom (damaging) webber,
-Some sort of whip weapon (single target and possible a AoE version),
-Some other slaaneshi melee blades. Curved blades, so scimitar, kukri and of course, masterfolded katanas. Focus on stripping off armor and whittling down the enemy for sport (Khorne forces would be a lot more direct about it).
-A low tier small arms (staying away from bolters), going a bit with the Slaaneshi focus on perfectionism I'm leaning more towards a precision lasgun than some sort of pain-rodeo autogun, but there's room for both. A two-shot, reaction focused lasgun, no autofire option.
The Slaaneshi Autoguns would focus on armor rending, and be a little more like say, Shuriken catapults. That or a needle/toxi-gun, might be more in Nurgles ballpark though.
-Slaanesh grenade, a fun-time drug/gas grenade that causes panic and drains energy/stuns.
-On the special weapon side I got a close combat or short ranged mind control weapon. Domination Rod, Geas Mirror, that kind of thing. Either a bonk on the head, or very short ranged but with a small AoE. Used by the Sorceress and champions.
I want to stay away from the sonic weapons, as its more of a Noise Marine thing, but maybe there's some suitable way to fit in a weaker/different version.

Got any ideas to add? 40k Slaanesh need some lovin'.

Slaangor in the field:


All spritework done aside for the inventory (got a new suitable WIP piece though).
New sound effects, 6 death sounds and aggro sound (I got several here, but I've not figured out if there's a way to randomize them).

Got a Slaanesh Chainsword and short blade in the works, for now they're using ersatz chaos guns.
I've mixed these boys into some of the Slaanesh lists for ROSE until I can get more work done on their fellows.

I've updated the download link with the latest version.





« Last Edit: February 14, 2021, 02:44:49 pm by Leflair »

Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #27 on: February 20, 2021, 11:47:56 pm »
Subupdate: Slaanungor  + Slaanesh Weapon Pack Mk1 edition.

I've uploaded a new version of ROSE, grab it at the usual download link in the main post.

What's new:


Slaanungors have been added, these are the mainliners for early Slaangor forces and have been mixed into a couple of Slaanesh aligned racelists for early encounters.
Some Slaangors have been removed as a result, and will now instead show up in the terror units for these lists.
A new Slaangor Warband list has been added, although I've not added it to any mission rotation yet.

-Visually, they only have the two slim horns, gold details have been replaced for silver, they've lost the nosering and the studs on the right leg and they are also somewhat slimmer than the bigger Slaangors.
-For VFX, I've swapped out 2 deathsounds for 2 new ones, so they'll be somewhat audibly distinct as well.
-For weapons they wield a mix of the new Slaanesh Laspistols + various new slaanesh melee weapons, and the new Slaaneshi Lasgun (with bayonett). At max tech, they bring the new Slaanesh Heavy Stubber w/custom ammo.
-They also carry the new Slaanesh gas grenades.
-For armor they have 30 front armor, and are weapon to fire and melee damage. They take 100% damage from lasguns, and 90% damage from AP rounds.

Slaanesh Weapons Pack Mk1:


I've been a busy bee and added a bunch of custom Slaanesh themed baseline weapons.

Small Arms:
Laspistol
Lasgun w/ Bayonet
Plasma Pistol
Unique traits: Twin snap shot, Armor piercing and armor "sunder"/render.
They are quite the nasty overwatch weapons, and will damage armor quite a lot with repeated shots.
They do 60-70% HP damage to compensate, and be fluffy with how Slaanesh might prefer battles to play out, drawn out, elegant and painful affairs!
These weapons will be standard issue in most dedicated Slaanesh forces.
I've added new sound effects, so you'll be able to tell them apart.

Heavy Stubber
Unique traits: Armor Sunder, extra snap shots.
Quite similar to the normal Heavy Stubber, this one is slightly better in overwatch and against armor.
It will be wielded by Slaanesh "Heavies", and eventually Slaanesh cultists/traitor guard/ogryn etc.

Special:
-"Constrictor" Webber
Unique traits: Stun, Energy Drain, Wounding, Morale damaging, Armor Crush (Sunder).
This is mainly a stun weapon like the normal Webber, but it also does a fair bit of armor damage, drains energy and causes wounds.
Slaangors and some Slaanesh Sisters will wield it.

Melee:
-Blade
-Long Blade
-Chainsword
Unique Traits: Armor Sunder, Armor Piercing, Energy Drain, Wounding, Morale damage.
Like other Slaanesh weapons, these trade pure health damage for armor shreddin' traits and other demoralizing attacks.
Not as good at wounding as Nurgle BLIGHT or as good against Morale as Tzeentch weapons, they're quite lethal at wearing down your forces.
They'll be wielded by Slaanesh forces universally, like Slaanesh Sisters.

Grenades:
-Slaanesh (Gas) Grenade
Unique traits: Stun, Morale Damage, Energy Drain. Laughter. Small radius.
This grenade does minimal health damage and has a small radius, but it can wreck havoc on your forces if they have low morale.

-Sonic Grenade
Unique traits: Armor Ignoring, Stunning, Small Radius.
Like the Sonic gun based weapons, this grenade ignores 70% of armor and causes health and stun damage.
Noise Marines have been equipped with these, as have some of Slaanesh elite sisters.

Other stuff:
-New inventory sprite for the Demi Daemonette
-New more daemonic death sound effects for her and the Daemonette.
« Last Edit: February 21, 2021, 02:38:23 pm by Leflair »

Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #28 on: February 28, 2021, 02:16:45 pm »
Subupdate: Slaanbraygor + Slaanesh Weapon Pack Mk2edition.


Sprite fixes:
-All gors legs adjusted to remove a midriff gap.
-A stray pixel on the Slaanesh lasgun handob removed.

Bugfixes:
-Some codex fixes
-Thanks to Buschers scripting, self-flaggelation is now a thing of the past with the Neural Whip.
-Edit: Fixed an old bug I hadn't encountered with a wrongly attributed floorOB sprite on the Faust thanks to a bug report. Please report any bugs you encounter either in this thread or by DM, it helps!

Ufopedia:
-Added text entries for some weapons in the first weapon pack.

Research:
-Cleaned up some Adeptas ROSE weapon reasearch requirements.
-Added the slaanesh plasma pistol as a possible path to unlock the Plasma Pistol.

Balance changes:
Most small arms effective range bumped up by 2-3 tiles. Most bolters will now operate in the 8-12 tile range, with some upgraded/scoped ones having up to 14 effective range.
Retributor and Lascannon range also bumped.
Lasguns will operate in 16-20 range range.
Guardsmen lasgun autoshots restored to 3. More coming here in the future.
Slaanesh Lasgun and pistol damage reduced by 5 and toHealth damage reduced by 0.05. Their anti armor capabilities are quite good on their own!

NEW STUFF:


The Slaangor Roster, currently.

Added the new Slaanesh Braygor (Slaanbraygor), these are the runtiest of Gors, lacking horns and being physically smaller.
In game they have 20 front armor, slightly more health and strength than a Guardsman, and use the lightest of the new slaanesh small arms. They serve mostly in the grunt soldier role.
I have some Turnskins planned as real fodder, but those will come later.

Racelist and mission changes:
-Added Early and midgame Slaangor Warherds that will show up in appropriate missions like Abduction and Terror.
-Added Braygors to various Slaanesh early lists.

Slaanesh Weapon Pack Mk2:


Adds Slaanesh themed:
-Lascarbine w/bayonet. Uses slaanesh laspistol ammo (now set to 20 capacity).
-Autogun w/custom ammo. A truly depraved... bullpup that only Slaanesh followers can love (please report to your nearest Inqusuitor if you're feeling urges towards this gun).
-Light Bolter w/bayonet and custom ammo.
-Standard Bolter w/bayonet and custom ammo.
-Scoped Bolter version w/Bayonet. Uses same ammo as the standard slaanesh bolter.
-Sonic Kombi Bolter with underslung Sonic Blaster with custom sonic charge, does slightly less damage than the standard Sonic Cannon.

The custom ammo have less health damage, but will rend and penetrate armor quite well. They are also very good at snap fire, using Slaanesh double shot.
Looking at ways to buff vehicle ammo to compensate a bit, will come in a later version.

These guns have been distributed amongst Slaanesh forces according to tech level and type of unit (Slaanesh Sisters will be mostly using the Light Bolter version, Noise Marines the kombibolter).
Once Hedonites are added, the lighter weaponry will be appearing with them as well. Right now its mostly the Brays that use the autogun and carbine.


Finally, a bonus Morrigan mockup for a flying Daemonette:
« Last Edit: February 28, 2021, 06:33:11 pm by Leflair »

Offline Leflair

  • Colonel
  • ****
  • Posts: 252
    • View Profile
Re: [ADDON] ROSE - Rebalanced Orks and Sisters, Expanded
« Reply #29 on: March 07, 2021, 02:05:49 am »
First March update, and it's a big one. Some cleanup, and two new units+weapons.

Codex fixes:
-Phosphor grenade now universally available to those who research Smoke Grenades, and the codex should also be available.
-Added entries and deepest lore for Novices, Cantus and Frateris Militia. Still need some custom images for the Cantus and Novices.
-Added an entry for the Cantus Bolter.
-Throne Missile Launcher moved slightly with ammo to not stack with the normal Missile Launcher
-Added a bunch of requirements to the Slaanesh weapons and ammo so they don’t show up in the Codex at game start.

Weapon availability changes:
- Seraphim boltpistol and ammo now unlocks for purchase when you research the Seraphim armor.
- Reedemer Shotgun now properly limited to Adeptas.
- De’az Pattern Bolter limited to Adeptas.
- The Hand Flamer and ammo now restricted to Adeptas. Ditto for the Mephisto flamer fuel tank. Tidying up a little here for players of other factions.
- Malthus and its ammo given slightly changed index numbers to not bunch up with the standard Lascannon.

Balance fixes/changes:
-Weapon list overhaul as part of the deployment overhaul to remove/reduce the “dual wielding” issue.  Custom Weaponlists given to all remaining units and existing ones cleaned up and updated. Some instances may still occur, but it should be greatly reduced. Consider it a bit of a beta thing and report anything weird that pops up.
-"Spawner" Units health nerfed to make them slightly less tough in combo with their spawned units.
-Tzeentch bag of tricks to be updated. For now only Flamers will burst forth.
-Added recoil to the new slaanesh Bolters and Sluggers.
-Slaanesh bolter rounds AP nerfed by 5%, and power nerfed by 5.

Honor grind balance reduction:
-Honor trade changes, heavy chaos units now require less corpse trade ins per honor token. Ex. Berzerkers, Warptalons (15->10), Chaos Sorcerer and Lord (2 and 1 corpses from 5). You still need a truckload of cultist and traitor guard corpses however.

New Units:


-Weird Boyz joins the Orks with glee. Xom126 has been a busy bee, so I’ve added his Wyrd Weirdboy sprite to the Ork Roster! It's very fancy with animated little particle effects.


With a Wyrdboy stikk, this unit provides quite a few dangerous ranged psi attacks to the orks (3 different sets, depending on enemy tech level).
Two single target "spells", one beam based, one gravity-crushing.
One multi-melta like Da Krunch based ability.
One summon ability.
In addition, they can also cause panic with psyker attacks and have a competent melee attack.

Take them out quickly, and preferably from afar.

They'll be appearing in the "leader" slot, and shared with Nobz, so there shouldn't be too many of them.



Complete with codex entry and inventory sprite.

The Ork Weird Boyz corpses can be traded in for honor tokens, at a good value.

Xom, gem that he is, also helped with a Stormboyz inventory sprite:



Now for the Slaanesh side of things, I've made a new unit and some art for it:





-Slaanesh Anointed have been sent into the field by Slaanesh to bolster the forces of the Dark Prince. These Chosen have been blessed by the Dark Prince to take on the form of the Serpent (and Fulgrim, I suppose).  These guys are top tier Slaanesh enemies, so be careful.

Codex illustration by myself, as there’s nothing suitable from official sources. The design is loosely based on the old Slaanesh Champion metal figure + a Slaanesh Fiend head. As Noise Marines are technically the “Chosen” marines of Slaanesh, consider these Anointed a step up (or possibly a step to the left and then up diagonally).



Wielding the Slaanesh Sonic Kombi Bolter and the new (for the mod that is) Potreus II missile launcher. A heavy multi-missile launcher, this weapon can be quite dangerous for everyone involved. It can autofire slaanesh gas, sonic and [redacted] missiles, being smaller than “large” rockets, their radius, range, accuracy and power is reduced vs other missile launchers.


I put this together with the recent Forgeworld release as reference.


Inventory sprite for the Anointed.

The Anointed have been added in two versions to the Slaanesh race lists, one using the new Slaanesh Bolters and one using the new Slaanesh Missile launcher. Other late game army lists have also had a few Anointed added, mainly as terror units.
A new late game Slaangor list have been added with some Anointed in it, replacing the Slaangor_mixed in those deployments odds. Some other reshuffling of Slaanesh lists have also taken place.

New sound effect: Less BOOMy, and more poofy, I’ve added a open source smoke grenade sound.
I’ve also added a few more sonic weapons and daemonette sound effects.
« Last Edit: March 07, 2021, 01:26:07 pm by Leflair »