So I’m pretty excited about the idea of Auric-level operations and Maelstrom missions. While I’m not sure what new conditions Maelstrom missions will provide just yet, I was thinking about changes that could impact currency rewards without completely flooding the banks, so to speak. This is kind of a rehash of a suggestion I posted a little while back – essentially, that it’d be cool if monstrosity kills provided small crafting material bonuses. In lieu of that, I’d dig a new condition (presumably unique to the Auric-level board) along the lines of…
CONDITION: Bounty Hunt
“Each and every last heretic in the mission area is priority marked for termination. Each enemy slain will increase the payout after you successfully complete an operation. High-value targets provide even greater bonuses.”
This is just a rough draft, but here are a few basic outlines of what kinds of bonuses kills could provide. Obviously these wouldn’t be the final values, and if this condition was implemented, I’d probably expect them to be lowered or raised. I’m going off the assumption that these operations would have high intensity Damnation levels of mobs, where you can see upwards of 1500+ lesser enemies, 75-100+ elites, and 35-50+ specials, which is what I’m basing my math off of. Some bounties could have fixed rewards, while others may vary, depending on the challenge they present.
REWARDS:
- Adds 1 docket per kill: Lesser enemies. Groaners, poxwalkers, dreg & scab bruisers
- Adds 2 dockets per kill: More dangerous lesser enemies. Dreg & scab stalkers, scab guardsmen
- Adds 5-15 dockets per kill: General elites. Gunners, shotgunners, ragers, maulers
- Adds 35-50 dockets per kill: More dangerous elites. Crushers, bulwarks, reapers
- Adds 60-80 dockets per kill: Most specialists. Poxbursters, flamers and tox flamers, pox hounds and snipers
- Adds 100-125 dockets per kill and may add a tiny chance to receive an additional Profane (grey) item (item would be a primary or secondary weapon of a random type and stat distribution): “Disablers”, or any specialists that can single-handedly turn a run upside down. Mutants, trappers, and bombers. IMHO, hounds are a little too easy to kill to provide greater rewards than other specials. Honestly, I feel like bombers are pushing it too, but I know some players totally hate their explode-y guts.
- Adds 500-750 dockets per kill and may add a tiny chance to receive an additional primary or secondary weapon or curio (has a random type and stat distribution beginning at Profane and scaling up to Exalted/purple): “Standard” monstrosities. Beast of Nurgle, Plague Ogryn
- Adds 750-1000 dockets per kill, and a bonus of 100-150 plasteel or diamantine: Chaos Spawn. My logic here is that they’re usually tougher than Beasts and Plague Ogryns, but you literally have to fight them when they show up, so it isn’t really going out of your way to kill them
- Adds no additional currency, but has a small chance to improve the quality of your Emperor’s Gift: Scab Captain. I figure the reward for taking on an assassination target is already rolled into the end of the mission, but maybe we’d get a little something extra for going into a Bounty Hunt operation
- Adds 1500-2500 dockets per kill, ~100-125 Marks, and ~100 Plasteel or Diamantine: Daemonhost. You have to go out of your way to kill these, they can easily bury your entire team, and it may be a matter of weighing risk vs. reward, especially if Bounty Hunt’s challenge level and mob density is similar to High Intensity Damnation
VARIABLES (these could impact the final reward. Clearly, the proposed numbers would REALLY need to be adjusted to make any of this work):
- Maybe there’s a timer, and depending on how much time you take, the overall amount of dockets received is reduced. I.E. Clearing a Bounty Hunt in less than 21 minutes = full rewards, 21+ minutes remaining = 80% rewards, 30+ minutes = 60% rewards, 45+ minutes = 50% rewards
- Conversely, maybe it would be better if each ‘time bracket’ had its own multiplier. Clearing a bounty hunt in less than 21 minutes = 1.4x reward, 21+ minutes = 1.25x reward, 30+ minutes = 1.15x reward, 45+ minutes = no multiplier, you ‘only’ receive the bonuses from extra kills for completing a Bounty Hunt
POTENTIAL UPSIDES:
- Due to the increased mob density and amount of challenging mobs, this could be a very high risk vs. reward condition, and I feel like it could help add some additional ‘spice’ to the endgame that some of us are after. You could possibly walk out with a haul of 10,000+ extra dockets, a few hundred more plasteel or diamantine, additional Marks, and an improved Emperor’s Gift or additional loot that you can either sell or upgrade, on top of the normal rewards for Auric operations. I’m assuming quickplay bonuses would still apply to the Auric operation itself, but it wouldn’t multiply the rewards from Bounty Hunt.
- Rewards us when we take risks by going into missions and taking on other conditions, modifiers, and enemies we may not normally wish to tackle (i.e. daemonhosts)
- May provide a reasonable influx of dockets and crafting materials even for groups that skip a lot of loot, but still rewards those who work quick and efficiently and/or vacuum up chests along the way
- Additional means to accrue Marks, even during or after completion of weekly contracts could help counter the issue of “Ah, Melk’s selling a fancy new gadget that I literally can never afford” after spending all the definitely-fungible-not-at-all-questionable tokens you earned that week
POSSIBLE DOWNSIDES:
- Conversely, may lead to groups pulling daemonhosts without warning or before the group is ready (this is something that was brought up in my previous post, but as that same poster noted, it’s not like that’s any different from how things are now, but I digress)
- If the rewards are outlandishly better than other conditions, this could potentially lead to players ‘camping’ the Auric board and only targeting operations with the Bounty Hunt condition


