While i have been considerably busy lately i still found some time to develop a few concepts on several areas like kitbashes and attribute coding.
Guardsmen leaders concept:
The 4 leaders for the guardsmen squad are the sergeant obviously, ammo carrier which increases rate of fire (globaly so the more ingame the better guardsmen are at killing), vox soldier which will have some abilities active/passive and finnaly the corporal which will provide some more melee power to the squad by being a tough melee fighter.
Kasrkin leaders concept:
4 leaders for this squad also (damn ogryns will be harder to get done). Basically there is the regular sergeant, a commando priest (minor priest) with eviscerator as upgradable weapon perhaps by research, a psyker commando (kasrkin that had already most of the training complete when the psychic powers were discovered) and finnaly a corporal with the possibility to change the sword into a powerfist and if i desire, the capability to employ an execute animation.
Raptors with melee weapon upgrades
Assault Apothecary (leader concept not attachable unit)
Bad Dok with power claw upgrade
The gifts of the dark gods are many and the cultits always try to receive more and more of them. While this can lead them to devolve into chaotic mutants the risk is compensated by the greater power received. In this case the gift is an aura of chaotic flames always burning around the cultists and dealing damage to surrounding units while leaving its bearer unharmed. This power is not available from the begining, being unlocked through a research related to the cultists specifically.
As always comments and feedback are appreciated.
waz up! keep it up! cultist research power looks cool!
Thanks! As you might have noticed being a flamer based attack it hits enemy morale pretty fast which combined with the furious charge from the cultists makes them some nice demoralizers even though a single heavy bolter can probably kill the entire squad pretty fast.