WH40K Mod

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We are working on a mod in honor of Battlefleet Gothic. We need volunteers however, so anyone interested, please send me an e-mail and let's get our hands on the job.

My e-mail is ac1582@hotmail.com. Any contacts interested in this mod, please don't hesitate to contact me.


By now the progress is slow but steady. I got one for the cause of the mod and hope to attract more. We agreed to start with something small, just a little tryout of the Damocles Crusade.

This mod is currently kinda stuck since we need some who can model the ships, also some one to make a few (very few) heavy modifications on the game, at this point is only one, to activate the use of a formula which lock the passage of the ships trouthg warp holes. (see .-Engines)


Imperium

In the entire galaxy, the Imperium is the most powerful political entity. Most of the major alien races cannot compare in sheer numbers with the mass of humanity. Humanity is spread throughout the galaxy, on a million worlds. Mankind is faced by alien threats from without and by the threats of mutation, dangerous psykers and heretics from within. Mankind and the Imperium survive only by virtue of the endurance, suffering, servitude and sacrifice of both mankind and its Emperor. The Imperium has survived the past ten millennia through faith in their God-Emperor and sheer stubbornness.

The Imperium will have some penalties to their research, since with the loss of the original Standard Template Construct machines, it is difficult to create new weapon systems. That said, they are rather adept at upgrading and improving existing technology found in their STC databases. Their massive population of trillions means their ground forces are nearly limitless, while in space their fleets too are large, comprising primarily of cruisers. Due to their fanaticism in their faith to the God-Emperor, the Imperium suffers in inter-race dealings, finding it hard to trust various xenos. Due to that distrust of aliens, intelligence and trade also is not what it can be between the races. That said, their internal security due to this xenophobia is unparalleled, making it nearly impossible for non-humans to infiltrate the countless departments.

Facilites

Imperial facilities are durable structures that reflect the expectation that a planet might be practically sacked several times in a millennium. Due to this durability, the structures are cheap to maintain and cheap to build too. This inexpensiveness, however, comes at a price as Imperial structures, especially civil and economic improvements, take significantly longer than normal to construct and upgrade.

Ships

Imperial ships are divided into four primary classes: Battleships, Cruisers, Destroyers and Escorts. A support class of vessels, Ironclads, is also available to the Imperial Navy, which are older but nonetheless effective vessels from early in the Imperium's formation, before void shields came into general use. Imperial ships are massive, ranging from three to fifteen kilometers in size, with an average of one man per meter of length. The size of these Imperial vessels means they can be heavily armed and armored, with a thick multi-meter layer of adamantium plating and armed to the teeth with the finest weaponry of the Imperium. The Imperial Navy is divided also into two main fleets, the Imperial Navy proper, but also the space-borne fleet vessels of the Space Marine chapters and their Strike Cruisers and Battle Barges.

Weapons

.-Lances: A Lance is a large, spaceship mounted weapon, often seen on Imperial Navy vessels. The principle of such a weapon is an extremely high-powered laser beam, the efficiency of a Lance turret is increased by the incorporation of several smaller beam projectors into a single beam. The resulting weapon is capable of incinerating straight through the armored hulls of other vessels as if it was irrelevant.

.-Plasma Battery: A weapon found primarily on Retribution and Dominator cruisers, plasma batteries use the same principle as those used on land. Hydrogen or other compressed gasses are activated in a controlled explosion and channeled via magnetic accelerators into the combat zone. These weapons, while very effective, are also somewhat unpredictable, with there being a chance of the weapon exploding, damaging the vessel. Torpedoes and other ballistic weapons can also be outfitted with plasma warheads,

.-Torpedo Launcher: These weapons are the workhorse of the Imperial Navy, capable of firing either ballistic or boarding torpedoes.

.-Ballistic Torpedo: 30 feet or longer and capable of housing nuclear or plasmatic charges, and generally homing in when a few thousand kilometers from their assigned target. In the most common sense, they usually travel three to four times faster than the usual Imperial Cruiser. However, they are very vulnerable to weaponry attacks such as point defense systems and fighter groups. More often than not, they are escorted to their target by fast attack fighters in an attempt to shield them from enemy fire. But should their payload detonate on target, it is quite effective.

Boarding Torpedo: These torpedoes work somewhat differently. The movement is the same, and so is the shielding. Instead of a charge inside, they carry boarding troops that will burst out into the ship they strike. Most carry either an explosive charge to breach once they have dug into the armor of the enemy ship, or some sort of more complex drilling mechanism. That is only found in the older Mechanicus fleet models.

All of the above weapons can also, with the appropriate religious technology level, be blessed by a priest of the Adeptus Mechanicus, giving the weapons a bonus to their range and damage. In the case of plasma weaponry, however, the priest's blessings will prevent these weapons from prematurely detonating.

Command and Control

Religious Artifacts

Tau

The Tau are a young race of technologically oriented beings from the Eastern Fringe. T'au, the Tau home planet, was discovered in 789.M35 by the Adeptus Mechanicus ship Land's Vision. Adeptus Mechanicus records indicate that at that time the Tau species had mastered the use of simple tools and weapons, as well as fire. Before the planet could be cleansed and colonized by the Imperium however, a violent warp storm erupted around the planet. This continued for 6,000 years, making the Tau's homeworld utterly inaccessible.

The Tau will have some bonuses on research since they are adept scientists. They also will have some advantages with ship production, diplomacy, trade and intelligence.

Facilities

The Tau facilities will be highly efficient at their roles, expensive to build and average to maintain.

Ships

The ships of the Tau will reflect the skill of this race. The player will be able only to build vessels from the Kor'vattra(not Demirurg, Kroot or Nisscasar) from both fleets (original and Forge World list). The available fleet will be composed of the Gal'leath Class Battleship "Explorer", Il'fannor Class Cruiser "Merchant" and Lar'shi Class Cruiser "Hero" which will be the first that are able to be produced. Also available will be the newer hulls Il'Pourri Class Cruiser "Emissary", Lar'shi'vre Class Cruiser "Protector", Or'es El'leath Class Battleship "Custodian" and all the scouts, escorts and space/aircraft will be enabled for construction as the player makes further progress in the tech tree. Orbitals will also be of significant importance. The drawback will be that, as they are not as heavy and ponderous as imperial ships, the Tau vessels tend to be outgunned in close quarters and more lightly armored than the imperial counterparts (the early ships will have these differences be especially noticeable). Tau vessels will depend on the firepower of their extremely heavy, long-ranged weaponry.


-)Weapons:

.-Lances:

Ion Cannon(main Ion Cannons): These operate by firing a high-energy stream of ionized particles at a target at very high velocities using an electromagnetic field. These particles react dangerously with solid matter, transferring extreme energy at the atomic level, producing an impact that can cut through armor like butter.


.-Broadside Batteries:

Missile Launchers: Basic seeking missile weapons with explosive warheads of various kinds.

Gravitic Launchers: An enhancement to basic missiles. Faster and more destructive.

Railgun Batteries: These use magnetically accelerated ammunition to destroy the target.

Plasma Cannons: These project a burst of plasma to destroy a target.

Ion Cannons: Smaller, less powerful versions of the Main Ion Cannons.


.-Turrets

Burst Cannons: A plasma 'pulse' which shoots out of the weapon at an incredible rate. Damage is caused by the extreme heat and electrical charge of the plasma. The Burst Cannon is simply a multi-barreled version of this technology.

Smart Missiles: These missile launchers fire a hail of autonomously guiding light warheads which can pepper the target unit with low-yield explosives.

.-Ordnance:

Mantas and Barracudas, but they are other space/aircraft, not weapons.


-)Equipment:

.-Engines:

Ion Engines: Standard, basic Sub-Light engines, not very powerful, but small and practical.

Gravitic Engines: Standard Sub-Light engine. More powerful and can contain more supplies than Ion engine, but these engines are more expensive to build.

Ether Drive: Necessary for the ship to make use of warp points.


.-Shields & Armor:

Gravitic Shields: Standard Tau shield.

Deflector Shields: Improvement over the Gravitic shield.

NanoCrystalline Alloy: Composite material used as regular armor by the Tau in spacecraft and armored units as well.


.-Other Systems:

Tracking Systems: Sensors that allow the vessel to accurately target its weapons upon enemy seekers and ships.

Gravitic Hooks: Gravitic Bays that permit the addition of a scout vessel to the main ship (don“t know how to make it in SEV, if anyone has some idea, please tell me)

Life Support: Same as always.

Launch Bays: Permit the launch and retrieval of Mantas, Barracudas and other small craft.

Ethereal Sanctuary: Improve some aspects of the ship by having an Ethereal Caste member aboard.

Repair Drones: Self repairing drones that repair all components inside and outside the ship.

Security Drones: Armed Drones that aid in the event of a boarding action against the ship.

Research Module: Same as a research lab but in a component for space stations. (Orbitals only)

Fire Caste Gunners: Despite being handled by members of the air caste, the gunners of the fire caste help to manage the weapons of the ship they are posted on, increasing their effectiveness.


As soon as possible we'll be putting the imperial list here, and hopefully get some more help from any volunteer.

This is not death! Work is still in progress, but i really need some fans of Warhammer to helpme out.

March 09, 2008.

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