Variant and new enemy ideas

Making a more focused thread on potential enemy variants and new enemy ideas with a bit of a writeup for each. Feel free to comment or contribute ideas.

Scab Sapper

Equipment: Shovel, las pistol, smoke grenades, Stun Mines

Role: Enemy support and player disorientation

Lore: A common profession in the Mobian 6th, a sapper is usually tasked with clearing obstacles and providing support during assaults. Sappers helped clear through Atoma’s defenders in the early days of the siege with explosives and a variety of tools. Sappers are also responsible for covering flanking routes with traps and using their demolition and sabotage skills to blunt counter attacks. Due to the heretic need to bolster their forces and proximity to friendly forces they have be relegated to using less lethal solutions for supporting their comrades in heretic controlled areas

Dreg Poacher

Equipment: Shock prod and Dog pole

Role: enemy separation and displacement

Lore: Dregs had many job before the rot overtook Atoma. One such job was dealing with pests and escaped animals that wandered their ways into the upper hives or important systems. Since converted these animal retrieval specials known as “poachers” have employed these same tools to ambush and drag off unsuspecting throne agents into dark corridors to make them easy prey for surrounding heretics. Be cautious when dealing with poachers as their shock prod can make retrieving a hooked ally a dangerous proposition

Dreg Exterminator

Equipment: full chemical sealed suit, Gas grenades, acid vials

Role: area denial and sight blocking

Lore: Atoma being a hive city naturally attracts pests, as such a large number of citizens were designated the dangerous job of exterminating various insects, rodents, and unknown flora/fauna to keep daily operations going. Once the darkness overtook the hive city many heretics found themselves repurposing the chemicals to clear out entrenchments and poison frontline troops with the very same chemicals that once kept Atoma operating within acceptable standards.

Dreg apothecary

Equipment: surgical saw, healing device, combat stims

Role: buffing and large enemy healing

Lore: many times workers would have an on hand apothecary to make sure that minor injuries such as survivable amputations or burns did not disrupt the flow of work. Since the invasion many such apothecaries have been working with the heretics to bolster their human forces and keep them in the fight. Using a modified mobile surgical device they can heal major injuries or apply a stim to make enemies even more ferocious in battle

Ogryn Skirmisher

**Equipment: Ogryn Trench Club, Kickback flachette damage

Role: Gap closer and heavy mid / close range damage

Lore: A fairly standard load-out for Mobian Ogryns a skirmisher was commonly employed to clear entrenched positions and take on foes in mixed combat. Now this hulking mass pushes in by engaging ranged attackers with the kickback till they can disrupt a frontline up close.

Heretic Weapons Squads

equipment: las guns, grenade launcher, plasma gun, rocket launcher, hellbores

Role: heavy fire support and suppression

Lore: Common in Imperial and Renegade factions alike weapons squads are specialized groups equipped with a mixture to weapons to make them effective against tanks, emplacements, heavy infantry and more. Groups of specialists together are especially deadly due to their high degree of training and ability to lock down most threats at range.

Boss: Mutated Death Rider

Equipment: Bolt pistol, poisoned lance

Role: large monstrosity / boss enemy, fast attacks, disruption, multi phase

Lore: mentioned in hushed tones and redacted reports the mutated rider is something of a mystery. Scouts that survived encounters give carrying reports of a normally mounted man on a large mutated beast and a thing that is an amalgamation of rider and man. The beast and the man can attack separately with hooves and teeth supported by a bolt pistol and lance. While not a common sight in Atoma’s tight hallways they have been spotted in open areas such as in the hour glass and the wastes around the hive city

Boss: Rogue Psyker

Equipment: corrupted staff, las pistol, psy shield

Role: highly dangerous caster, teleportation and reality manipulation powers.

Lore: Imperial psykers are sanctioned and trained to channel their powers for the good of man while kept on a close watch and a short leash to avoid the possibly of madness or being overtaken by dark powers. Rogue Psykers are found in the ranks of many imperial regiments turned traitor and are instead encouraged to exorcise their power recklessly to achieve the warband’s goals. A fight with a trained Psyker is a perilous one and any acolyte encountering one must use caution.

Boss: Tech heretic

Equipment: Combi flamer and las gun, corrupted servitors and servo skulls

Role: strong ranged attacker with unique minions which harass acolytes.

Lore: while many in the machine cult either perished or joined the imperium on the fight for Atoma some have embraced the dark powers and now serve the ruinious powers by providing and maintaining their arms and armor. Tech heretics are tough armored attackers with unholy weaponry and possessed machines to guard them. Hydron in particular designates them as a priority threat

summoning circle

Mockup

  • a group of cultist with one entry lvl psyker.
  • if the psyker is killed they no longer are capable of conducting the ritual.
  • if a cultist is killed the ritual time is cut by the portion he presents of the group.
  • the higher the difficulty the more cultists accompany the psyker

Equpment

  • equipped with melee weapons that inflict corruption onto players the cultist pose only a threat in numbers
  • where the psyker is capable of a ranged projectile that is slow but homing and leaves behind a small vortex that corrupts the health of those who stand in it
  • in harder difficulties he also gains acess to a dome that protects from ranged fire and kockdown

Behavior
they will start a ritual, with a beckoning sound notifying of their presence,
giving enough time to push them.
the psyker will send out cultists to delay the players,
if interrupted the psyker will try to retreat, reattempting the ritual further away.

  • if successful a Rift opens spawning nurglings.

  • if alive the psyker now will attempt to strengthen the connection to the warp, by sacrificing his cultists.

  • if enough cultists remain to be sacrificed it will upgrade to lvl2 where now plaguebearers start pouring in.

  • if still alive the psyker will attempt to continue to strengthen the ritual by sacrificing more cultists

  • if enough cultists remain and he is successful he will receive the blessing of nurgle and transform into a random demonic boss enemy closing the gate and ending the process

Pretty good theories gene stealers are coming.

Yeah I’ve seen rumours of it but in this case kept it to the currently released theme.

I do think it would be funny if Atoma eventually just hits a Dark Crusade level of “worst planet to be on at this specific time ever” moment due to different factions showing up.

At what point is it hard and harder to stave off exterminatus as a justification?

I think the next sets of enemies that the game will have are Plaguebearers, as Ogryn level Elites, a Preacher of sort, either being e Sorcerer Lord (Assassination target) or a Special, and some sort of new assassin unit, though not sure what it could be.

I do not think that the GSC are gonna happen tbh, it’s way to early, and a lot of things people see as “this mean there are gonna be GSC” is more of a conjecture than anything.

I don’t know… Maybe intact STC or more likely clue to get one? Since we are fighting Nurgle, maybe Panacea STC resurfaced (different copy) after all this time? But then again Ark Mechanicus would be taking over investgation… And Mourningstar… And all the techpriests aboard… Also all servitor compatible Crew.