Post feature RSS The Stats (New Weapons added, Orks!) 2nd post!

The Imperial Guard stats for Weapons, Vehicles, and Units. Weapons damage, health, and so on. Also, possible plot for the Ratling Trailer. Ork units now added, corrections made by suggestion of Garfusa2.

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Weapons and Damage
Lasgun: 25 dmg. (Laser)
Laspistol: 25 dmg. (Laser)
needle rifle: 100 dmg. (Object, Needle)
Hot Shot Lasgun: 50 dmg. (Laser)
Ripper gun: 75 dmg. (Solid Shells)
Flamer: 25 dmg. per second (Support, Flame)
Plasma: INSTA KILL! (except on nobs). (Support, Plasma)
Melta: (vs. vehicle) 200 dmg; (vs. infantry) 275 dmg. (Support, Molten Flame)
Missle: 75 dmg. (Heavy Explosive, Missle)
Lascannon: (vs. vehicles) 500 dmg; (vs. infantry) INSTA-KILL!! (Laser)
Autocannon: 100 dmg. vs infantry and vehicles (Shells)
Multilaser: 75 dmg. (Laser)
Heavy Bolter: 75 dmg. (Shells)
Battle Cannon: 150 dmg. Vs. Infantry and vehicles. (Heavy Ordanance, Shells, Heavy Explosive)
infantry) INSTA-KILL!! (Laser)
Autocannon: 100 dmg. vs infantry and vehicles (Shells)
Multilaser: 75 dmg. (Laser)
Heavy Bolter: 75 dmg. (Shells)
Battle Cannon: 150 dmg. Vs. Infantry and vehicles. (Heavy Ordanance, Shells, Heavy Explosive)
Slugga: 25 dmg. (Blunt object)
Shoota: 25 dmg. (Bullets)
Burna: 50 dmg. (Flame)
Choppa: 50 dmg. (Close Combat Axe, Standard)
Twinshoota: 50 dmg. (Bullets, Heavy Machine Gun)
Rokkits: 300 dmg. (Anti-tank, Rockets)
Tankhammaer: 500 dmg. (Anti-Tank, Close Combat, Suicidal!, Hammer)
Dakka Gun: 50 dmg. (Bullets)
Mines: 250 dmg. (Anti-tank, Explosive)
Soota Knives: 50 dmg. (Instakill on Backstabs)

Infantry Health
Imperial Guard

Imperial Guardsmen: 100 hp, speed: normal
Special Weapons Guardsmen: 100 hp, speed: Faster then Guardsmen, slower than Stormtrooper
Heavy Weapons Guardsmen: 125 hp, speed: slower then Guardsmen
Stormtrooper: 175 hp, speed: Faster then Special Weapons, slower then Ratling Sniper
Ratling Sniper: 75 hp, speed: Fastest Infantry Unit, faster then stormtrooper
Ogryn: 300 hp, speed: Slowest infantry unit, slower then Heavy Weapons Guardsmen

Orks
Ork Boy: 125 hp, speed: Faster then Burna Boy, slower then Stormboy
Tankbusta: 125 hp, speed: Slower then Ork Boy, Faster then Loota
Loota: 150 hp, speed: Slower then Tanbusta, Faster then Meganob
Stormboy: 125 hp, speed: Fastest Infantry Unit, Faster then Ork Boy
Meganob: 300 hp, speed: Slowest Infantry Unit, Slower then Loota
Burna Boy: 125 hp, speed: normal


Vehicle Armor and Weapons

Imperial Guard
Leman Russ Main Battle Tank: 2000 hp, 1 Battle Cannon (Turret) , 1 Lascannon (Hull), 2 Heavy Bolters (Sponson Turrets, 1 on each side)
Chimera Transport Carrier: 1200 hp, 1 Multi-laser (Turret), 1 Heavy Bolter (Hull)
Scout Sentinel: 800 hp, 1 Main Weapon (Multi-laser, Lascannon, Heavy Bolter, Autocannon)
Baneblade: 6000 hp, 1 Baneblade Battle Cannon, 1 Autocannon, 1 Demolisher Cannon, 6 Heavy Bolters (all twin-linked, 2 bolters in right sponson turret, 2 bolters in left sponson turret, 2 bolters on hull, in total 3 Twin-Linked Heavy Bolters), 2 Lascannons (On top of sponson turrets above left and right Twin-Linked Heavy Bolters,

Damage to certain body parts
bodyshot= 75% of full damage
headshot is 300%
arms and legs are only 25%

"Meet the..." Plots

Ratling Sniper
Starts off with inro music, shows Ratlings sniper rifle and apples, (a special treat only for Ratlings) Only music. Go to where Ratling is crawling through the undergrowth of the jungle, stealthing by orks and Guardsmen, trying to get to an excellent sniping spot. Comes upon a hill with a sniper tower that no one can reach except for himself. Close-Up, Ratling grinning evily, pulls out an apple and takes a bite. Second Ratling appears next to First Ratling and together climb the hill. Turns to hilltop where Ratlings climb over the edge then start climbing the sniper tower. Reach top of tower, and set up. First Ratling finds a target, an ork boy who is about to kill a Guardsmen lying on the ground. (Zooms out) First Ratling fires, and force of the weapon firing causes the Ratling to go flying through the Sniper Tower wall, off the hill, into open sky. Is flying through the air when see’s another Guardsmen who is about to die by another ork, lines up the ork in his sights, fires, and changes direction in mid-air, but still flying through the air. Second Ratling fires after tying himself down, fires at a Loota Boy, fails to kill him, then yells "Fuck This!" and runs when he gets shot and wounded by the ork Loota. Ends with the first Ratling touching down on the ground at the Imperial Guard base, pulls out an apple, and movie ends with exit music and picture of whole team.

Comments
Garfusa2
Garfusa2

I had a look through and going with what i know about the tt stats and such. Feel that there is a few changes needed. But great first draft.

If the gun does say 50dmg(like the hellgun which is now a hot shot lasgun btw) then 2-3 shots will kill them. Me personally thinks that the lasgun dmg should be toned down to make it so the ork has a chance to get to close combat. Now in tt the lasgun is crapola. But still in mass volumes it kills.

Orks are tougher than guardsmen. So i think they should have the 125hp and the guardsmen 100. The only tougher unit in the guard roster is the ogryns.(and characters) (which their health i agree with, however ogryns are actually tougher than nobs which is why they cost 40 points each.)

Plus a single plasma gun shot can kill pretty much anything except characters and nobs. And going by your damage ideas if you get shot in the limb you take more damage? Personally i dont think you should. My suggestion is less. Orks have been known to fight with no head and in their codex it is stated they can get their head on another body when blown off.

These are just my thoughts on your idea sir. Dont take it like im trying to force you to change. Its just some suggestions to make it more balanced, which makes it more fun. If youd like some help gimme a pm. Otherwise keep up the good work.

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sirsnipes
sirsnipes

remember these are the base damges, they will be altered by armour of certain units and where you are hit, and logan seems to have misinterpretted the body damage stuff

bodyshot= 75% of full damage
headshot is 300%
arms and legs are only 25%

and thankyou for the input, were posting the first draft to see wat the community thinks

BTW our trailers will be tf2 trailer parodys, first up is meet the meganob

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Cpt.Obvious Author
Cpt.Obvious

thanks Garfusa, I appreciate your comments and will look into changing some stuff. As for the arms and stuff, yeah, I kinda messed that up. Will fix though. Ty

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Cpt.Obvious Author
Cpt.Obvious

Thanks for the comments, will fix A.S.A.P!!!

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Garfusa2
Garfusa2

No probs. I myself am a big TT nut and a have made my own damage systems too for rpgs. Anyway i want this to be as cool as it can and love to see it take shape.

Also a little hint about the Ratlings. they wouldn't have a gun that would get them killed by firing it. They are too worried about thier own hide to fire a what seems like anti tank gun by the description :P

Keep up the good work

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Cpt.Obvious Author
Cpt.Obvious

The Ratlings won't get killed in actual gameplay or in the trailer. The recoil of the gun is so strong to a Ratling that he will literally go through a wall and start flying (but only for the trailer, real gameplay, this will not happen) as for being scared, the Ratling's will only run if they lose almost all their health and are still alive (to give snipers a chance to reheal and return to battle) or if there are a **** load of Orks shooting at them and hitting everywhere near the Raling. Overall, the ratling will not die by it's own weapon and will only run if it seriously needs to heal (Ratlings will be able to heal like Heavies in Team Fortress 2, they will have an apple which regains all their health) or if more than 75% of ther opposing team is shooting at them.

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Savant7
Savant7

You're talking as if no-one is playing as the ratling which sounds confusing to me. Surely it is the player's choice whether they choose to run away and heal or stay and die? There isn't any AI in this mod is there?

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sirsnipes
sirsnipes

lol no

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Savant7
Savant7

I thought so, it just sounds weird the way that he said "the ratling will only run if it seriously needs to heal or if more than 75% of the opposing team is shooting at them".

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Cpt.Obvious Author
Cpt.Obvious

sorry, my bad :(

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Savant7
Savant7

Won't a baneblade be really overpowered? I could understand how in TT the Baneblade is 3 times as tough as a Leman Russ but it will take 12 lascannon shots to take out a BB compared to 4 for the LR. From a plasma or melta point of view it takes between 7 and 10 shots to take out an LR compared to a massive 21 to 30 shots to take out a BB. I know I'm talking about Guard weapons targetting Guard vehicles but it was just for an example.

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sirsnipes
sirsnipes

the baneblade will be for a scenario map once we have a full release, orks will have a equivelant, and remember it will take along time to reload

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