"Smart" development of weapons

Rather than “easy”, I think the best scenario would be “smart”, making weapons isn’t fast (see VT2’s weapon dlc that was pushed back last year and on which we have no news about still, most likely will be for Skull tbh).

Do note that most/all of this would still need massive amount of work, it isn’t “easy”, it’s applying work in the goal of reu-using it more.



Picking a couple of examples:

  • Force Axes: Taking the Combat and/or Tactical Axe, giving them a new appearance, changing the cut effect (easy), and adding a new special
    → Give a new weapon, doesn’t require much new animations (mostly on the special)

  • Force Hammer/Deamonhammer: Taking the THammer, giving them a new appearance, changing the impact effect (easy) and a new special (or even keeping the same one, but with a different balancing thing as you’d have the peril to manage the special)
    → Give a new weapon, practically no new animations
    → Do want to say that its animations would be less fitting on our Psykers, but would work lorewise (would rather see us have a 1h Force Hammer)

  • Coach Gun (Stub Rifle): Taking the double-barrel Shotgun, but replacing the payload from Shotguns to rifle rounds
    → New animations for the Braced → ADS, but other than that nothing more

  • Coach Gun (Bolt): Taking the double-barrel Shotgun, but replacing the payload from Shotguns to adapted Bolt rounds
    → Possibly needing new animations for the Braced → ADS (unless kept as braced)

  • Great Shock Maul: Take the Crusher, and give it a Shock effect instead of its current one (Either the Arbite’s or normal Shock attack)
    → Slight adaptation to the special to work better

  • Shotpistol: Take the model of the Shotpistol&Shield, but adapt it on the Revolver (Shotpistol as quite bigger than the Revolver)
    → Giving 2 mark to the Arbites that work quite differently from the Shotpistol&Shield, and I love the Revolvers.

  • Repression Baton: Reuse the animations of the Duelling Sword, but act closer to the Arbites Shockmaul



New weapons:

  • Wyld Bow:
    Origin: Esher Gang, Wyld Runner

    • Wyld Bow → Acid/Poison
      Allocation: Hive Scum
      Working as an alternative to the Needle Gun, being able to apply Toxins on the special (Maybe the animation being fiddling about on the Arrow point) to apply the payload
    • Wyld Bow → Explosive
      Allocation: Hive Scum, Zealot
      Working as an alternative to the Bolter (?), being able to pierce or explode depending on whether or not the special is active (Similar animations to the Acid/Poison weapon)
    • Force Bow
      Allocation: Psyker
      Set around background that Pysker are able to infuse power into “mundane” weapons aided by glyphs and runes (not sure what difference can be taken from the 2)
      Working around a weapon that has both ammo and Peril management, maybe enabling the charging to give various effects to the Arrows on release
  • Flails:
    Various, mostly Dark Heresy and Only War.

    • Power Flail:
      Allocation: Zealot, Veteran, Arbites
      Set around common pool of move sets, with the special being the Power activation
    • Thunder Flail:
      Allocation: Zealot
      Set around common pool of move sets, with the special being the Power activation
      (Never really understood why the only Thunder weapon was the hammer.
    • Shock Flail
      Allocation: Arbites, possibly Zealot and Veteran
      Set around common pool of move sets, with the special being similar to the Arbite Shockmaul
    • Force Flail:
      Allocation: Psyker
      Set around common pool of move sets, with the special being the special Psyker stuff
    • Chain Flail (Possible animation making it too difficult to work or at least needing specialized animations
      Allocation: Zealot
      Set around common pool of move sets, with the special being similar to the usual Chain weapons
  • Spears:
    Various: TT (Rough rider), Only War and Dark Heresy

    • Hunting Lance → Inferno/Krak/Melta/Plasma
      Allocation: Veteran
      Set around common pool of move sets, being able to apply the explosive on the special (Maybe the animation being fiddling about on the spear point) to prime the payload, with either a cooldown, or needing to be reloaded afterward
    • Hunting Lance → Shock
      Allocation: Veteran, Arbites, possibly Scum
      Set around common pool of move sets, being able to activate the shock on the special (Just a button push)
    • Hunting Lance → Poison
      Allocation: Veteran, Scum
      Set around common pool of move sets, being able to apply Toxins on the special (Maybe the animation being fiddling about on the Arrow point)
    • Catachan Hunting Glaive
      Allocation: Veteran
      Set around common pool of move sets, special using different parts of the weapon (Beak: Piercing or Hooking; Butt/Maul: Stagger)
  • Whip (Less likely due to animations, we never got any in VT2, and there are some iconic ones they could have added)
    Various

    • Shock Whip
      Allocation: Scum (Escher Champion), possibly Zealot and Arbites
      Set around a common pool of move sets, special activating the shock aspect
    • Power Whip
      Allocation: Zealot
      Set around a common pool of move sets, special activating the Power aspect à la Crusher
    • Venom Whip
      Allocation: Scum
      Set around a common pool of move sets, special doing a special attack ?
      Weaker damage but can apply Toxins ?

I am a simple man. I see spears … I like the post!

One day I hope Fatshark exceeds your expectations and gifts you with a zealot exclusive Lever Action Boltgun

Nice work! This kind of approach would be great for future weapon marks given how similarly some of these weapons behave to what we currently have (Coach guns to DB shotties, Shotpistol to Revolver, ect.).

Fatshark could also use these re-usable weapon ideas to accompany weapons that are more stand-alone like your Meltas and Hotshots, that way the updates could be beefy enough to be satisfying without running the risk of running out of ideas too soon (though given the sheer amount of stuff in 40k, that’d be hard to pull off.)

I like your ideas.

Here is one new ability I can up with on the fly:

Orbital Strike
Allocation: NEW Class: SCRIBE
Reuse Arbites pointing animation.
Deletes about 25% - 50% of the map & enemies outright.
May crash the game.

Upgrade:
Cyclonic Torpedo
Allocation: NEW Class: SCRIBE
Reuse Arbites pointing animation.
Deletes 100% map & enemies outright.
Instant (pyrrhic) victory.
High chance to crash the game.

good list but id argue for shock lance being on ogryn since packmaster uses it alongside scum getting the human version see miguel’s art

I did not consider that, because it would require its own separate models and animations.

But I did consider it for Scum.