Its a bit early but i was really bored last night and thought i would devise some ideas for an expansion
3 Pages of a Word document follow
I appreciate constructive criticism on all contained, plz no flaming saying
OMG NUB NO EXPANSION FOR YEARS!!!1!!11!! i understand that an expansion is a long way off, this is just a collection of my ideas that i think could be put into an expansion, some ideas could just be put in as a big patch
Lizardmen/Skaven Expansion – Jungles of Lustria
World changes:
Tier 5 Globally (could be hard for Chaos Empire as Praag is done, maybe Middenhiem)
New Tier 1-5 in Lustria
Required to have ** End Realm Barracks before Cap City invasion
New equipment models and NPC’s
Racial tactics
Group Transports – Allows 1 mount to carry a whole group, appropriate mounts for each
New Races:
Lizardmen
Lord Kroak and the Slann are becoming more and more concerned towards the chaos invasion.
As the old ones power is dissipating from their temples, the lizards turn the to Empire for support and Aid to keep the world in harmony
Skaven
Corrupted by the want for power, warpstone and the fall of humanity, The Skaven Clans have untied underground to bring down mankind and the ‘clean’ races of order
New Classes:
Old Races:
Order:
Empire: Knight of the Blazing Sun (Tank Class) – as intended before being pulled
Dwarfs:
Slayer (MDPS) – replaces hammerer, can use same system to new concept
Rage: Builds up from being in combat
Damage is increased the lower your health gets, more rage is built up
Rage used to empower abilities (@ 25 rage, deals X, @50 rage, deals X+Y..)
Scales to 100
When Hp under 20%, Damage increased by 25%(99%-80 5%, 79-60% 10%..
3 Masteries
Can use Great Weapons, Hammers and Axes
Crippling – Bleeds and Dots (1 Great Weapon or 2 1h wpes)
Example ability :Flesh wound – deals X damage and deals an additional Y damage over 10 secs
Example tactic: your flesh wound ability now cripples the target, reducing movement speed by 40% for 10 secs
Rank 4 Morale: Hewing Rage, Deals X damage and an additional Y damage over 10 secs to all targets within 10ft
Slaying – Single target high damage (1 Great Weapon)
Example ability: Backswing – a powerful attack that strikes twice for X
Example tactic: Your %%^$ ability deals an additional X over Ysecs
Rank 4 Morale: Sever Skull – A powerful strike that deals X damage and stuns the target for Y secs
Frenzy – AOE damage (2 1h weps)
Example Ability: Cleave – A wide swing that deals X damage to all targets within 5ft cone infront of you
Example Tactic: You gain an additional 2% damage for all stages of rage
Rank 4 Morale: Whirling Dervish – You spin around in a wild fit of rage for X secs, Dealing Y damage to all targets within Z yards
Lizardmen Classes:
Saurus Champion (Tank)
Powerful tank fighter
Uses Shields, Hammers, Great Weapons
Mechanic – Sacred Spawnings
Similar to chosen blessings but with a difference,
Self and group buffs
Eg:
Increases you and your groups toughness by X
When a member of your group is hit, they have a 10% chance to deal X damage back
3 Masteries
Scales – Tanking Tree (1h wep and shield)
Example ability: Hiss – steals X of your targets initiative and stuns them for 2 secs
Example tactic: Your spawning mark that increases toughness now also increases wounds
Rank 4 Morale: You empower your shield with the power of the old ones, increasing your chance to block by an additional 25% and causing X damage to all blocked attackers for Y secs
Flails – Single target dps (great wep or 1h and shield)
Example ability – Barbed Strike – Deals X damage and increases your targets damage taken from physical damage by X% for Y secs
Example Tactic: Increases your strength by 5%
Rank 4 Morale: Hammer Slam – You slam your weapon into the ground, dealing X corporeal damage to all targets in a frontal arc for Y distance
Tails – Short range aoe dmg (2 1h weps)
Example ability: Tail Whip – Deals X damage to all targets within X yards and has a 25% chance to knock down
Example tactic: Empowered Tail – Your Tail whip now has a 30 or 40% chance to knock down
Rank 4 Morale: Dervish of Lustria – you spin wildly, lashing out with tail, jaw and weapon alike, dealing X damage/sec to all targets within Y range, lasts 5 secs, can move whilst performing action
Saurus Rider (MDPS)
Melee DPS
Uses Spears and Shields or 2h Halberd
Mechanic – Mount
Can use a mounted Cold One in combat
Mounted from lvl 10 – Not permanently mounted though, but better off mounted
At lvl 20, can buy an item that you can use to make cold one run at mounted speed, still have to remove buff before combat
Pass the initiation to get your Cold One lvls 1-10, quest at level 10 to get cold one
Cold One Attacks with you, has a pet bar
Joint health
3 Masteries relate to different combat types whilst on Cold One
Teeth Dot, Debuff tree
Example ability: Bits the target, dealing X damage over Y secs
Spears Single Target Dps
Example Ability: Go for the Face – You and your coldone simultaneously attack the target, dealing X damage and silencing them for Y secs
Claws AOE Arc abilities Halberd spec
Example ability: Broad Swing – You swing your halberd in a wide arc, dealing X to all targets in range of Y
Skink Skirmisher (RDPS)
RDPS – Hit n run mechanics
Blowpipes and short spears/swords
Quick damage
Stealth capabilities – Naturally harder to see by the enemy unless attacking
Mechanic – Poisons
Can poison weapons with 6 different types of poison, 2 per mastery
The Skirmisher Damage Poisons – Single Target DPS
Harsh Poison – Extra damage on shots/stabs
Secret Blend – Poison of own concoction that heals you for 10% of any damage delt by a weapon or skill attached to this poison
The Spearman Debuff Poisons Melee dps
Crippling Poison – Deals X damage over Y secs and slows target, Silencing Poison – Deals X damage over Y secs and has a 25% chance to silence for 3 secs (25% chance corresponds to the chance of hitting the neck in the midst of a heated battle, even with training)
The Chameleon Subtle Poisons, prolonged effect
Quiet Poison – Deals X damage on impact and then deals Y damage after 10 secs have passed
Nerve Poison – Target goes into arrest for a brief moment, increasing all damage taken from any source by 5%
Skink Priest (Support/Healer)
Support Healer Archetype
More about support than healing (Archmage with little healing abilities)
Buffer/Debuffer with minor healing and damage capabilities
Mechanic – Balance of Nature
Manage the amount of buff to debuff spells, keeping the balance empowers spells where as an imbalance causes weakening of spells
Masteries:
Heavens – Healing magic
Life – Buffs
Decay - Debuffs
Destruction:
Savage Orc replaces Choppa
Mix of Melee abilities and spells
Combat Caster, potential healing through damage
Mechanic – WIP
Black Guard As per pre-pulled from game
Magus Changes:
Removal of turret Daemons
Now gifts of Tzeench is mechanic
Gift of Havoc, fireball auto attack and extra power to havoc abilities
Gift of Changing Flamer abilities and extra power to changing abilities
Gift of Daemons- Blue horror attacks, extra toughness/armor/wounds and extra power to Daemonology
New Parallel class is Saurus Rider, Mount based (although they are different types of DPS)
New disc concept, acts as independent pet, that moves with you
Has its own pet bar and new abilities
Still you never leave the disc, it just has AI
Skaven Classes (skaven is not my strong point, if anyone wants to fill in, go for it!)
(Tank) Either Rat Ogre Handler or Warlord
Rat Ogre Handler would have a Rat Ogre pet that acts as the tank whilst he DPS/support the Rat Ogre
Warlord would be cross between Marauder and Chosen/KOTBS/Saurus Champ
Too much warpstone has caused mutations, you pick mutations depending on desired effect eg, increased toughness for tanking, increased strength for dps, bad breath for debuff. No major physical transformation Toughness a bit bigger, Str bulkier etc
Assassin (MDPS) – (Parallel to Skink Skirmishers)
Uses Poisons
Warp Engineers (Parallel to dwarven Engineers)
Turrets, Jezzails, Poison Wind Globes, Warpfire Throwers
Grey Seer (Heal/Support) (Parallel to Skink Priest)
Support Buffer, Debuffer with minor healing elements
Racial Tactics:
Available from tome
Points rewarded for discovering more about your race’s story
Provides bonuses for races, deeper level of customization within your race/class
1 slot at 20, 2 slots at 40
Eg:
Chaos
Wrath of Tzeench – Chaos – The changer of ways blesses you with a 10% chance to deal X damage back to any attackers
Lizardmen:
Scaly Skin – Lizardmen – increases your toughness and wounds by X
Group Transports
Mounts that can carry 6 people, allows for quick movement around battlefield as a group
Occupants can leave at any time but if drivers leaves, as does everyone else
Attained lvl 40 for large sum of gold
Race
Order:
Empire-WIP Siege tank?
Dwarves-some incredible cart (see early Dwarf mount concepts, cart powered by Ale
High Elves-large chariot
Lizardmen – Stegadon
Disorder:
Chaos-Daemonic Chariot of Tzeench (see new Daemon Codex or Storm of Chaos campaign book)
Dark Elves – Large Chariot
Greenskins-WIP Probably a Squiggoth, baby one perhaps
Skaven-WIP but im sure they can cook up something that looks diabolical