plasma pistol (it’s a travesty it’s still not in the game)
power fists (small version for Vet and big version for Ogryn with different movesets)
m32 grenade launcher for arby, vet, zealot (3 marks with different nade types)
ripper saw for hive scum and zealot (knife-type weapon that has eviscerator’s special)
dual axes for hive scum and zealot, similar to Saltzpyre’s axe and falchion
inferno pistol for zealot which is a flare gun with infinite burn stacks but low damage (shoot the enemy for additional layer of damage → switch to melee and finish them)
some cold trader weapons for psyker (eldari pistols?)
mind control staff for psyker that turns enemies against each other
area denial staff for psyker (places tornado on the ground which slows/damages enemies)
biomancy staff that buffs and inspires allies, giving various buffs (like giving personal bubble to one ally or giving them a thorn armor that damages enemies around them or giving them damage boost with a separate cooldown for each teammate)
some kind of daemon-infested weapon for Zealot and/or Psyker which deals corruption damage when you use its strongest attacks, basically a new type of relic blade with slightly different mechanics (instead of managing cooldowns you sacrifice your own HP during fighting)
Melta was datamined already, so no point in listing it. It’s coming soon.
Power Sword and Shield (Crusader) for Zealot - special activation would be like Power Falchion/Relic Sword (heat mechanic) - so no bull rush ability, but you can block gunfire with stamina and activate the sword to do more damage.
Saltz’s Skullsplitter line → Zealot’s 1h Thunderhammer line (Mono; Buckler; Dual; not book)
Otherwise, I mostly want “smarter” weapons implementation, introduce weapons that aren’t marks but are made with the intent of reusing already made animations in the game:
From current:
Force Axes: Taking either the Combat/Tactical Axes or the Chain Axes’s animations/base mechanics, and giving a new special.
Forcehammer/Deamonhammer[1]: Taking the Thunderhammer’s animations, and replacing the special.
Coach Gun: As “3rd Mark” of the Double barrel shotgun, but replacing the payload with Rifle rounds.
Great Shock Maul: Crusher mixed with one of the Shock Maul, basically a 2h Shock Maul
Shotpistol: Using the Revolver’s animations (I do know that the Shotpistols are quite bigger) making 2 marks, one with ADS, and the other with the “Fanning the hammer” stance
From new:
Wyld Bow (Necromunda: Escher Gang)
Wyld Bow: Bow with special letting you put a special payload arrow (Explosive; Acid/Poison)
Force Bow: Same base animations, but use the Warp to empower the arrow the longer they’re held (Giving different effects depending on mark)
Flails: Shared base animations
Power Flail: Either Relic Sword typed or Crusher typed
Thunder Flail: Thunderhammer but Flail
Force Flail: Special being various Warp stuff
Chain Flail: Probably not workable with the same animations (due to how chain would make it react)
Hunting Lance:
Shock Lance: Special working like the Shockmaul (Vet+Arb)
Krak/Inferno/Plasma/Melta: Special setting the explosive (Vet)
Poison: Special wiping poison on or off (Vet+Scum)
Catachan Hunting Glaive: Use only parts of the animation set, but has more letting it do more varied attack (Using the maul at the other end, using the hook…)
Saying that, I do not really think our Psyker match well with the 2h Force Hammers; 1h do exist in lore, but aren’t shown quite as frequently ↩︎