New Archtype: Tech Adept

Tech Adept

Personalities:

The Inventor - The always mumbling to itself and losing conversations. Think of a very autistic person who constantly is thinking of how to fix, improve and create new machines every second. They do not socialize well with people and instead prefer the company of machines.

The Master - This person is very much like Hadron, very dismissive and blunt. This person has little humanity to them even before they became a servant of Mars.The Master is very dismissive of allied injuries, emotions and always criticizing their actions and failings.

The Explorer - Thai person is like the eternally thrilled person to see the machines of Tertium and wants to save them all. Think of a person who loves animals and would save them all but its machines instead.

Aura:

Relentless Advance - Allies have less movement penalty when aiming down sights of their weapons and flinch less when their toughness breaks.

Blessed Weaponry - Weapon handling is improved. Ranged weapons reload, ADS/Brace and Swap faster. Melee weapons have faster activations, swap faster and less stamina reduction when blocking.

Ammo Mule - You have 50% increased ammunition capacity and when picking up ammunition, allies gain 10% of that ammunition.

Blitz:

Cluster Mines - Thrown device that arms after 2s and remains for 30s. When an enemy enters its radius, it scatters small bomblets and detonates them. Charges x2

Razorwire Autospool - Throws device that scatters into razorwire horizontally. Slows enemies and damages them based on their hit mass. Durability decays as enemies pass through it based on their hit mass. Charges x2.

Meltabomb - Thrown device that can be detonated by re-activation of the Blitz. Deals heavy damage and knockback to all enemies, and allies, in its radius. Charges x2.

Ability:

Summon Tarantula - Summons a Tarantula turret armed with a single Multi-Laser that will fire upon enemies in its range for 30s or until it is destroyed. Will prioritize enemies marked by the player if possible.

Summon Servo Gun Skulls- Summons a pair of Servo Skulls with guns that will follow the player around shooting at enemies for 30s. Will prioritize enemies marked by the player if possible.

Summon Servitors - Summons a trio of Servitors armed with Servo-arms that will go about attacking enemies for 30s in melee until their duration expires or they die. Will prioritize enemies marked by the player if possible.

Keystone:

Dark Age Technology - Ammo boxes placed by the player have double the uses and empower the ranged weapon of players who interact with it for 10s. Medipacks placed by the player have double the duration and increase allied melee attack speed while in its radius.

Archeotech Ammunitions - Ranged weapons used by the player do not have ammunition. Instead they build heat in the same way as the Psyker builds peril. Killing Elite and specialist enemies reduces heat build up by 10%.

Omnissiah’s Will - Killing specialist and Elites enemies builds up Omnissiah’s Will. When enough enemies have been killed you get a free use of your ability. You cannot have more than one ability active at a time.

Unique Weapons:

Meltagun -

Volkite Charger -

10 Likes

this is way better than your other thread ngl.
though “- Ammo boxes placed by the player have double the uses and empower the ranged weapon of players who interact with it for 10s”
this i feel would make players spam uses and waste charges just for the buff

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  • Arc Maul
  • Arc Pistol
  • Arc Rifle
  • Omnisian Axe
  • Phosphor Blast Pistol
  • Radium Carbine
  • Radium Jezzail
  • Radium Pistol
  • Transonic Blade
  • Transonic Razor
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Yes, I could see this becoming a problem. Unfortunate.

1 Like

Why would it be Tech Adept exclusive, when both the IG and the Ecclesiarchy are really more known for using it ?

Volkite weapons are tad to high compared to what we have access.

And the Charger doesn’t exist in non-SM variants. There are Volkite weaponry that isn’t made for SM, like the Serpenta, Blaster and Caliver.

But they too are basically to rare in 40k to be seen (even in 30k it would be strange to see it in our hands.)

As for the rest, having all the abilities be summons would be very uninteresting to me, I’d prefer to have 1 branch that center around them, with a Blitz (Guardian Skull), and an Ability (Servitor).

And letting the rest of the tree center around other aspects of the Admech.

4 Likes

they already do with the Vet for grenades. Perhaps they can slap a cooldown on the effect.

My original post was to convey ideas, however some people seems to assume i was saying these all should be in the next patch. so i made a post in the thread but it didn’t get noticed so i reposted it here.

2 Likes

I have had a lot of players say they want a dedicated summon class. I personally don’t like the Ogryn class as he is very boring and i find the Psyker to be very narrow as half their abilities are trivial at best.

So its okay if players don’t want to play every class.

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It was just a starter for unique weapons. I also did a Rogue Doctor idea on another thread.

2 Likes

Don’t worry, I was just adding my piece! :wink:

You mean, like, a playable Oska Krall sort of guy?

Edit: Just skimmed over it and I’m not very sure about it at all, if I can be honest. It feels like it would be hyperspecialised bloat compared to the likes of a Tech-Adept Archetype. The same issue applies to this point that @Heretical_Cactus made:

1 Like

I think there is a difference.

For example, what if the Zealot had as abilities:

  • Relic/Book that does what it currently does
  • Relic/Book that does something offensive
  • Relic/Book that does something offensive but from affar

And putting all the Abilities into summons do also mean not exploring quite a lot of what the lore could offer

1 Like

See I would be interested in that because the other abilities are objectively ass anyways.

Regardless it all depends on what your interested in playing. Personally i don’t see any other interesting ideas for the Tech Adept outside a more defensive/summoner build. everything else fits in the existing classes and thus would render the build of a new archtype pointless.

A cyber guy sounds cool!

Ok, then do the same exercise but with the Dash, you get the normal dash, an alternate dash and a leap.

Well different archetype can feature similar abilities without it being pointless (though Stealth being used twice is a tad too much for me)

But lore based abilities that I would see:

  • Servitor Squad: Using sub nodes to change the weapons the Servitor has
  • Mind Scrambler Protocol: Melee stance, increase attack speed and create pulses that stagger and suppress any enemy close by, letting you act as a blender
  • Mechadendrite: Activate multiple Mechadendrites that will shoot or attack enemies on their own (Ideally I’d prefer Mechadendrites being 2 melee weapon families)
  • Integrated weapon: Like Mechadendrite, except it’s your hand that open up to reveal a hidden weapon
  • Honour the weapon: Support ability, that boost allied ranged weapon speed, damage and rate of fire.
  • Voltagheist Field: Generate an area of effect that create Arcs of electricity around the play, which will jump from one enemy to another
  • Transonic Emiters: Throw out an Emiter, which make ranged weapon better (damage, rate of fire, reload…, could be fused with Honour the weapon)

And there are many that I don’t have under hand.

Some of those would be stretching what Rejects would be given access to, but if we’re on the point of giving them Teleportation arrays then why not, it’s less of a stretch.

Dark Age Technology and Archeotech Ammunitions are both ranged spec keystones, but you have no abilities that synergize with player ranged damage.

All classes in this game have a melee damage spec, a ranged damage spec, and a tank spec. I don’t see this changing, as it’s good to have versatility in builds, and while FS is really bad about making versatility be one of three possible ways to build a character in this game, it’s still better than three different summoners that you’ve outlined here. You would need to swap out one of the two keystones mentioned above with a melee oriented option. Probably Archeotech Ammunitions as I’m reasonably sure this would just be imba with weapons like the boltgun. Many weapons in this game are balanced totally by how much spare ammo they hold.

The three summon abilities all have counter synergy with “Omnissiah’s Will” if you can’t double up – the player would just be constantly replacing summons, unable to summon if summoning is restricted while a summon is up, or worst of all wasting their free casting on a passive horde since there’s no way to designate whether you want a casting to be free or not, and presumably you would want this to only trigger when you would use the ability twice versus on a small pack where it would cooldown before the next horde anyways. Omnissiah’s Will should probably just give a free casting of a Blitz (i.e. a free grenade instead).

Summoner would be a good add to the game for how many people like to play – just need to swap out most of the skills here as there’s no real synergy in what this class does.

This idea has some very loaded and broken skills.
The auras are loaded or very complecated.
Relentless Advance is kinda niche, giving reduced aim move penelty and toughness break aniamtion. It is very niche that a decent amount of time it wont be noticed or make a difference.

Blessed Weaponry makes everything better. This is a reload, swap speed, and block efficiency talent along with the other goodies.

Ammo Mule is loaded as hell. That is the combination of both ammo capacity talents of both vet and orgyn and gives ammo to others. This is a more broken version of survivalist.

These auras are ether too much in terms of complexity or just being busted.

The meltabomb is just the orgyn bomb but has the possiblity of unintentionally or intentionally trolling and has 2 of them.

The abilities are kinda lack luster, since all of them are summoning. One summon is fine but all three being summons are kinda lacking in terms of variety.

2 Likes

imo admech character should use entirely unique weapon families, like the ogryn, i mean its a unit from another faction, why not go all in

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I like that idea! I’m fairly certain that all of my listed Weapon suggestions were Admech-specific, actually. Although, Transonic Blades and Arc Mauls would probably be VERY similar to Power Swords and Shock Mauls respectively.

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So we have a Summoner build, a ranged build and what else you guys think fits?

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While i’m all for this, lets be honest FS likely will not and i don’t blame them. there is enough complaints about the ogryns weapons and overall kit, so it may be best to stick to weapons already in game with some unique weapons.

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Probably a Support Build. Something Biologis-themed, perhaps.

I’m thinking something like this:

  • Left Branch: Ranged Build.
  • Middle Branch: Support Build.
  • Right Branch: Summoner Build.