Thoughts about new enemy types (non-daemon)

Hello all,

Just had some thoughts about new enemy types and figured I’d type them down and see what the community thought about them? Some in the community might even come up with new ideas of their own I hadn’t thought about.

Emplaced Autocannon (Elite)
Emplaced heavy weapons are a standard aspect of any Astra Militarum arsenal, including traitor ones unfortunately. These are particularly useful for locking down areas of a hive when deployed at chokepoints.

  • Heavy damage
  • Forces players to either take cover, throw a grenade or find a way to flank.
  • Limited traverse due to sandbags.
  • Pre-set spawn locations (Normally on chokepoints)
  • Has to reload after 6 shots, giving players the opportunity to push, or the veteran to shoot between the shield.
  • Crewed by a standard (possibly reskinned) Moebian trooper or gunner.
  • The gunner will pull the bolt when made aware of the players, resulting in a loud ‘Ker-Chak’ which serves as a warning to players on approach as well as when the weapon is reloaded.

Just as Daemonhosts force us to find alternative routes by avoiding its wrath, we can also have emplaced weapons; an active threat that makes us approach the problem by means other than charging right in. I went for Autocannons because I feel Lascannons would vaporise players in one shot, and Heavy Bolters would combine too much damage with prolonged fire. Autocannons, however, seem to me like they would only have six shots before reloading, making them a more tactical challenge.

Traitor Missile Trooper (Elite)
Tertium is known for tank production and, although missile launchers are quite impractical in the tight spaces of the hive city, there are plenty of areas vast enough for a Leman Russ or even a Valkrye to be utilised. Therefore the Mobian VI has brought some of their heavy weapons along just in case.

  • Explosive Damage
  • Instantly staggers shield ogryns
  • Similar to snipers in that they hang back.
  • Slow to move and easy to kill

Because we need something to challenge shield ogryns, and a krak missile to the face seems like just the thing.

Traitor Scout Sentinel (mini-boss)
The Mobian VI have a mechanised reconnaissance detachment that are usually deployed in vast open battlefields. In the hive, however, their role has been changed to a form of heavy support.

  • Exclusive to certain maps (or mission types) with large spaces.
  • Vicious at range, using either a heavy flamer or a multi-laser.
  • Ranged weakness is the driver, but the driver is hard to hit from its elevated position.
  • Melee weakness is the lower joint on the legs that jut behind it.
  • Poor manoeuvrability compared to players, but can swivel its turret to target players quite easily.

I feel that at some point we need a reminder that we are in fact fighting an entire traitor guard regiment, with all the weapons and resources of the Astra Militarum. Obviously tanks and aircraft are not feasible, but it would be cool to see at least a sentinel to challenge players. When I say maps with large open spaces, I mean places like the courtyard outside the Oubliette or in the wider streets of the spire missions.

Traitor Sentinel Power-lifter (mini-boss)
Logistic personnel in the Mobian VI have found that power-lifters are useful not just for moving goods, but for effortlessly tearing an Ogryn limb from limb.

  • Exclusive to certain maps (or mission types) with large spaces.
  • Vicious in melee with a power-claw that can do immense damage.
    Meant to be outmanoeuvred rather than tanked.
    Default attacks either sweep across, or ‘punch’ players with its claws.
    Can grab players with its lifters. While this does little damage at first, the Sentinel needs to suffer a set amount of damage to drop the player or the damage will escalate rapidly. This grab is particularly dangerous for shield Ogryns.

A melee version of the Sentinel.

Chaos Psyker (Assassination Boss)
Under Imperial control, most psykers in the service of the Mobian VI lived a miserable life of mistrust, hatred, and fear of execution. They have since found that Chaos offers them a new place in the hierarchy, encouraging them to experiment with their powers in the hopes that one day, they might become sorcerers in the name of the Greatfather and know true power.

  • Randomised alternative for Captains in Assassination missions.
  • Powerful sorcery attacks.

Just a thought for an alternative to the traitor Captains we are always seeing in assassination missions. It would be fun to mix it up a bit.

Heretek
As the Moebian VI broke from the strict doctrines of the Imperium, some agents of the Mechanicum realised a certain sense of liberation. No longer having to hide their heretical cogitations, they were now free to explore the limits of their mechanical experiments. Those agents that stood true to the tenets of the Omnissiah, well… they made excellent spare parts.

I honestly don’t know enough about the Dark Mechanicus to know what role they could play, but I would love to at least see a low ranking Heretek as maybe an assassination target. They are so different to most other aspects of Chaos and can probably provide a unique challenge with attacks/weapons not seen within the forces or Nurgle or the traitor guard.

Daemons
I won’t include Daemons just yet as I actually suspect Fatshark are already planning on introducing them gradually as DLC comes out, following a certain narrative of the plague spreading further and the influence of Chaos getting stronger. When we do, we’ll certainly see Plaguebearers, Nurglings, possibly smaller Rot Flies, etc, all of which will do nasty corruption damage.

(P.S. There are already plenty of threads about the state of the game. This one is about enemy types and the suggestions are made without context to development priority or how long it would take to be implemented. So, stay on topic please?)

4 Likes

I like the ideas but feel a Sentinel boss would require an arena designed for it. Sentinels are far too large to fit through the doors and corridors in most maps. It could work as an end level fight though.

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The traitor scout sentinel should be a static end-level boss, I think. The idea is great, but a sentinel is way too powerful. Mini-bosses don’t have ranged weapons, this one should follow the pattern.

Hard disagree. Shield ogryns certainly are not something that needs to be countered.

I like the other ideas, an autocannon could be problematic though.

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Emplaced weapon I think might happen in 2 ways:

  • Story/Mission dependent, like Shadow over Bogenhafen where we have to run through the docks while being shot at
  • Horde Mode with buy able upgrades (mine fields, Emplaced weapon, barricades…)

As for the Sentinels I do not think they have much size problems, at full extension they are at 5 meter high, while operating height is closer to 3, 4 meters

For Chaos Psyker and Sorcerer, they will appear in multiple ways:

  • Dreg Assassination (With modulable kit, like the Scab Captain, like Plague Sword or Scythe, and 2 spells to chose from)
  • Specials (Like the Leech and the Plaguecaster in VT2)

As for Hereteck, I think it would only happen if it’s part of a certain faction (Like Slaanesh Noise Cultist with a traitor Tech Priest), but neither part of the Scab nor the Dreg.

Daemon I think will come earlier than later, with the last Vox being about them (never being human, chants → Plaguebearer), most likely being part of the Dreg (Being Elites)

well… the game runs like garbage or not at all for half the people wanting to play and the servers are made out of paper mache for half of everyone else. so i wouldnt expect new content other than maybe some “new” half baked classes or rehashed maps for the next year or so.

Personally I want/see 2 way to add enemies:

  • Single Units to the Scabs and the Dregs (Eg: PlagueBearer, Bilepiper, Nurgling, Plague Toads, Psyker, Sorcerer…)
  • Additional Factions(Mostly Chaosite, Khornate/Slaanesh/Tzeentch)

Each shouldn’t just be cultist recoloured but have their own aesthetic and focus, where Nurgle does number and disgunstingly resilient (No Armour) the other cults would centre around other things:

Khorne: Taking Enforcers and Corpse Grinder Gang aesthetic
And having higher melee dudes than the Bruisers, having Flack armour but sometime even having shields (Much weaker than Bulwark, being able to be knocked down or broken)

Slaanesh: Taking Noise Cults instead of just S#x
And having more ranged attackers, but less armoured and stuff

Tzeentch: Psyker Coven
Instead of having high number of units they would have Psyker in their elites that act as ranged attackers

I like them. Maybe make the missile troops only stagger a shielded orgyn on a direct hit but anyone not behind cover (said orgyb obviously counts as cover) gets sent flying like a barrel blast. Add a decent flight time and might lead to some interesting situations.

That said you missed one really classic idea.

Grenadier: a trooper of the Moebian VI who traded in their rifle for bags of frag and krak grenades.
Uses the same AI, mechanics, an general model as the bomber but instead of creating areas of fire they just do a lot of damage. Of course if struck by a fire-setting or melee weapon has a chance of exploding messily… Good for preventing players from making “have the shield orgyn block the door” as their sole plan for hab clearing.

Love it! Have a friggin enemy that teaches players to retreat and use cover instead of leeroy every turn 20 meters ahead of the other 3.

I like it, but having something require ammo vs melee is tough, especially since ammo is misused by players just picking up a full bag after spending 1 round. The bosses have to be melee focused. I could see this be a boss with an arena and mechanics the require little ammo. Because lets face it, its a game and a team with no ammo has to be able to kill a boss in some way.

Yes! I was wondering where are the Mobian Psykers! even a special would be nice.