Interesting Ults that are NOT a shout, dash or Stealth

There are tons of active abilities that could be added that are not the basics. Ill list a few i got but there could always be more

Get this out of the way. For Psyker it could be any psyker power, there are lists all over 40k

Veteran:
Militarum Rocket Launcher-self explanatory
Long Las (scoped with multiple charges?)-we need snipers
Melta Bomb- a hand thrown and manually activated (in this case) anti armor bomb commonly used by the guard to dead with vehicles or heavy armor. Throw the bomb, hit the button…watch the boom

Zealot:
The Purifier-A hand flamer taken out to deliver a short range but powerfull blast of blessed promethium. High knockback and damage and catches enemies on fire. Shortish cooldown and possible multi charge (works similar to bounty hunter’s pistol in V2)
Vox Skull- a summon that follows around the zealot and provides moderate but mostly constant buffs to those nearby. Active is the zealot places it at a location where it will taunt enemies until destroyed. Does not provide buffs until re summoned (possible upgrades could be exploding on death or many other things)

Ogryn
Las Cannon- powerfull single shot weapon normally affixed to tanks. Slow, bulky and very powerfull with high damage and peirce but slow to recharge
Ogryn Rage- cast aside your puny weapons and fly into an ogryn rage. Gain a bit of damage reduction and speed and access to a bare handed weapon set for 30 seconds (upgrades to change or enhance buffs and possible upgrade to give more time on kill?)

Inputs on skills or even new ones welcome

1 Like

I think, for veteran, might also be worth considering a man-portable mortar. Its pretty well established in the lore that the Guard make extensive use of them.

My favourite guard regiment, for example:

1 Like

I thought of and would love this but outside of the large open rooms im not sure how it would work, with the ceilings. Why i settled on a rocket launcher.

2 Likes

I’d go with a short adjustable lob aiming arc, kinda like thrown grendes but with more range and bigger boom!

Idk, just a fun thought. I love yours too though. I think the melta bomb is a great one!

(I hope ogryn actually gets some kind of rocket launcher ranged weapon eventually)

1 Like

Please don’t give FS more motives to make Ogryns slower.

1 Like

HOLY HELL
The Ogryn’s ability “Ogryn rage”, that you suggester, ROCKS. I really want to punch some of these gooners with my bare hands :facepunch:

I want to suggest an ability which is a very strong punch or strike with a weapon, pretty boring but somewhat new for everybody but Zealot.

Also, very other suggestion is pretty much a (STRONG) weapon, which is a wierd choice for an ability, I think

1 Like

Ill take 1 please.

Veteran:

Stormtrooper.
Volleygun: Working like VT2’s Outcast Engineer, but with a Hotshot (Volley)Lasgun.
(B) Rad Grenade: low count grenade that create a big AoE slowing and damaging DoT.

Commissar.
Commissar’s watch: Buff a targetted allies, giving them various buffs.
(B) Emperor’s Mercy: Stub Pistol used to execute heretics, high weak point damage, and deal a lot of suppression to enemies near target.

Zealot:

Enforcer.
Cyber Mastiff: Give the Zealot a pet Cyber Mastiff, that will fight alongside it, but can be killed/taken out, which will make the ability return to cooldown. While the Mastiff is up, the ability will make the Mastiff hunt enemies freely while using cyber upgrades.
(B) Concussion Grenades: Impact grenades that will push any enemies too the floor

The mastiff…sort of like necromancer’s skeletons but a dog? Or like thr cyber mastif from hired gun,

Well closer to Necron’s Skeleton I guess.

The way I see that one would be to have it be the biggest talent pool that an ability would have in game by “cannibalising” the keystone

So new branch doesn’t introduce a new keystone and picking the Cyber Mastiff look out other abilities (as usual), but also any of the Keystones.


The ability charge would have 2 effect:

  • Recall the Cyber Mastiff if it’s downed/killed (Long cooldown)
  • Buff the Cyber Mastiff, as well as sending it charging toward the enemies in front of you.

Minor nodes would give the Cyber Mastiff different sub routines that give various effects to it’s attacks during the charge.

  • Malfi protocolle: While active the hound will have augmentic weaponry active and out
  • Sub Sonic voxhailers: While active the Hound will cause lesser enemies to cower

But also give it passives that will be active at all time

  • Shock Jaws: Give the CM additional electric damage
  • Chain Jaws: Increase gamage of the hound as well as giving it bleed

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.