Warhammer 40,000: Eternal Crusade

Warhammer 40,000: Eternal Crusade

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Introduction to Warhammer 40k: Eternal Crusade
作者: Reiborn
This is a basic introduction to Eternal Crusade,
In this guide you will find information on the game and it's development process.

I'll update this guide as the game progress through development phases.
Currently (26/01/2016) Game is at alpha early access stage.

You can find more info on Eternal Crusade at my blog[reibornxdax.blogspot.co.il].
   
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General Information

Warhammer 40k: Eternal Crusade is an MMO set in the Warhammer 40k universe and is developed by Behaviour Interactive. The game will be a third person shooter which takes it's inspiration from the multiplayer mode of Warhammer 40k: Space Marine and heavily enhance on it.

For those of you which are new to the Warhammer 40,000 universe I highly recommend checking out a YouTube channel called "Vaults of Terra", a splendid gentleman named Ed is creating various of short videos with interesting information and other lore content from the 40k universe.

Subscribe a new account to Eternal Crusade using this link to receive a free gift![www.eternalcrusade.com]

* 4,000 Rogue Trader Points with creations of new account to purchase the game.


The game takes place in the Segmentum Obscurus System called Kharon, and more specifically on the 5th planet which is called Arkhona. The planet was under the control of the Imperium of Man for thousands of years. Recently an Inquisitorial team of the Ordo Xenos have arrived to find the entire planet's population died. Shortly after the Inquisitorial team went missing as well under mysterious circumstances.
Space Marines
Space Marines
[wh40k.lexicanum.com]


The foremost of humanity's defenders, the Space Marines are revered across the Imperium. Clad in ancient power armour and wielding the most potent weapons known to Man, the Space Marines are terrifying foes. They are the God-Emperor's Angels of Death, and they know no fear.
Answering a psychic distress call from across the galaxy, the Space Marines come now to the former Imperial world of Arkhona to purge it of treacherous xenos and the taint of heresy.
Space Marines are organized into independent armies, called Chapters, each harboring a specific gene-seed descended from the Emperor himself. A single squad is enough to threaten a planet, but multiple Chapters come together only in the Imperium's darkest hours.

Faction Leader - Grand Master Belial


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Space Marines Sub-Factions: (there are currently 5 available, more will be added after the launch).

Ultramarines
[wh40k.lexicanum.com]


The Ultramarines are the most honored of all the Space Marines Chapters, and were almost single-handedly responsible for holding the Imperium together after the Horus Heresy. Highly disciplined and selfless warriors, the Ultramarines have remained true to the teachings of their Primarch Roboute Guilliman for 10,000 years.
The peerless tactical acumen of Ultramarines leaders causes them to be inspirational figures not only to their own, but even those outside their Chapter. Whenever the enemies of Mankind threaten the Imperium, the Ultramarines stand ready to face them.

Blood Angels
[wh40k.lexicanum.com]


One of the oldest and proudest of all Space Marine Chapters, the Blood Angels are well known for their bloodthirsty zeal, favouring close combat and the use of jump packs.
Though deeply marred by a curse that drives them to death and madness, they continue to smash the Imperium’s foes, compiling a battle history second to none.

Dark Angels
[wh40k.lexicanum.com]


The Dark Angels were the first Legion created by the Emperor, and are considered among the most powerful and secretive of all the loyalist Space Marine Chapters. They are viewed suspiciously by many in the Imperium, who claim that the Dark Angels follow their own clandestine agenda.
Dark Angel organization differs from the practices used by many other chapters as laid out in the Codex Astartes. Elite formations such as the Deathwing Terminators and Ravenwing Bikers make up their Chapter’s first and second companies.

Space Wolves
[wh40k.lexicanum.com]


Space Wolves, or the “Wolves of Fenris” as they are referred to in their home dialect, are renowned for their anti-authoritarian ways and embrace of savage barbarian culture. Courageous to the extreme, each Space Wolf strives to perform great deeds on the battlefield worthy of song.
Masters of the ferocious assault, their leaders are amongst the most feared and respected warriors of the 41st millennium. With boltgun and frost axe, Space Wolves slay the beasts of the void and destroy the deadliest agents of evil.

Imperial Fists
[wh40k.lexicanum.com]


The Imperial Fists stand as the steadfast defenders of the Imperium and the Emperor’s unwavering shield; since their founding they have been the bulwark against which the armies of traitors and aliens have shattered.These paragons of the principles of the Codex Astartes excel at all aspects of warfare, but show a particular talent for siegecraft.
Chaos Space Marines
Chaos Space Marines
[wh40k.lexicanum.com]


From the depths of the Warp, the traitor Chaos Space Marine Legions emerge to wage war against the Imperium. Slaves to darkness, they seek to bring down the Imperium of Man and destroy all they once swore to protect.
The call from Arkhona was heard not only by the Imperium, but echoed through the halls of the daemons and sorcerers in the Warp. Even the fallen primarchs were roused from their bitter reveries, and they will not see Arkhona lost to them a second time.
While it is in the nature of the various Legions of Chaos to be duplicitous and self-serving, when they put aside their internecine struggles and combine their strength, the universe trembles.

Faction Leader - Abaddon the Despoiler


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Chaos Space Marines Sub-Factions: (there are currently 5 available, more will be added after the launch).

The Black Legion
[wh40k.lexicanum.com]


The Black Legion, under their original title as the Sons of Horus, was the greatest of the nine First Founding Legions of Space Marines that turned traitor during the Horus Heresy in the early 31st Millennium. They became the primary instrument of their Primarch to overthrow the Emperor of Mankind in the name of Chaos.
Now led by Warmaster Abaddon from a nebulae at the edge of the Eye of Terror, the Black Legion exemplify the millennia of hatred and resentment built up by the Chaos Space Marines, and fight to bring about the downfall of humanity.

Word Bearers
[wh40k.lexicanum.com]


The first of the traitor Legions to turn to Chaos, the Word Bearers corrupted the Warmaster Horus and brought about the terrible civil war of the Horus Heresy. Today, these fanatics work to spread the truth of Chaos throughout the galaxy.
The Word Bearers are zealots that venerate each one of the Chaotic pantheon with manic fervour, rebuilding the worlds they conquer into nightmare places of worship dedicated to suffering and slaughter. They are well known for their Dark Apostles, the twisted priests of the Ruinous Powers.

Iron Warriors
[wh40k.lexicanum.com]


Masters of siege warfare, the Iron Warriors’ Primarch Perturabo once claimed that there was no fortress that this Legion could not destroy and even today these scions of Chaos take every opportunity to prove it.
The Iron Warriors are cold-hearted killers who trust their wargear and precious little else. As a result, they have a strong predilection for replacing parts of their bodies with cybernetic enhancements.

Night Lords
[wh40k.lexicanum.com]


The Night Lords are cynical, ruthless warriors who live to inspire terror within the teeming masses, inflicting meticulously enacted atrocities before each battle to weaken the enemy’s resolve before the killing blow is delivered.
Rather than truly devoting themselves to the Chaos gods, the Night Lords put their faith in the use of fear as a weapon, and make extensive use of jump packs to employ their terror-tactics and hit-and-run techniques.

Alpha Legion
[wh40k.lexicanum.com]


The most secretive of the original twenty Space Marines Legions, the warriors of the Alpha Legion are independent and disciplined to a fault. The use the many headed-hydra as their symbol in order to remind themselves of their ultimate purpose and unity of spirit.

The Inquisition holds special loathing for the Alpha Legion for their favored tactics of subverting inquisitorial operations, spreading Daemon cults and cultivating the seed of heresy.
Eldar
Eldar
[wh40k.lexicanum.com]


The last remnants of a proud and ancient civilisation, the Eldar are deadly foes. Inhumanly swift and highly skilled, they are armed with advanced weaponry far beyond the ken of mortal men, and their mastery of the psychic arts is unparalleled.
The history of Eldar goes back to long before the dawn of man, and thus they have had a secret stake in the fate of Arkhona since pre-history. As the warp vomits forth its corrupt spawn, the Imperium musters its greatest warriors and the savage greenskins descend upon it, the Eldar know all others must be prevented from gaining control of this world.
An engimatic race, they are divided into numerous Craftworlds - giant, planetoid-sized spacecraft, each with their own unique character and culture.

Faction Leader - Jain Zar


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Eldar Sub-Factions: (There are currently 5 sub-factions available for the Eldar, more will be added after launch)

Ulthwé
[wh40k.lexicanum.com]


Due to its close proximity to the Eye of Terror, Ulthwé must be on perpetual high alert against the forces of Chaos. The constant preparations and out-and-out warfare has hardened this Craftworld’s citizens.
Ulthwé Craftworld’s rune is a representation of the Tears of Isha, and this Craftworld is well-known for the large number of its population who follow the Path of the Warlock and Path of the Seer.

Biel-Tan
[wh40k.lexicanum.com]


The most martial and aggressive of the Craftworlds, Biel-Tan has made the decision to try and reforge the Eldar Empire by eliminating the younger races who have “usurped” the galaxy. For the Eldar of Biel-Tan the Way of the Warrior, the life-stage that encompasses the Aspect Warriors, is considered the first step upon the Path of the Eldar.
The Eldar of Biel-Tan have a strong honour code and believe that the best way to die is in battle fighting the enemies of Biel-tan.

Saim-Hann
[wh40k.lexicanum.com]


The Eldar Craftworld of Saim-Hann was one of the first Craftworlds to abandon the Crone Worlds as the Fall of the Eldar approached, heeding their Farseers’ warnings. As such they have spent far more time isolated from the rest of the Eldar than the other major Craftworlds.
The Saim-Hann are fierce warriors, who place upon honour a higher value than their sophisticated kin. They are known for their preference for fast, mobile warfare, striking as a serpent before falling back beyond the reach of retaliation.

Iyanden
[wh40k.lexicanum.com]


The Iyanden Craftworld was once one of the largest and most prosperous of all the remaining Eldar Craftworlds. They barely survived an attack by the Tyranid Hive Fleet Kraken, which nearly destroyed the Craftworld and killed four-fifths of its population.
The Eldar of Iyanden rely much more heavily upon the spirits of the dead to defend them because of their low numbers. Iyanden makes heavy use of the Wraithguard and Wraithlords, cybernetic warriors animated by the souls of their fallen kin.

Altansar
[wh40k.lexicanum.com]


The world-rune used by Craftworld Altansar is known as the “Broken Chain” — not only in reference to the escape of Kurnous and Isha from the dungeons of Khaine, but also to the shattering of the links that bound Vaul to his anvil. The broken infinity loop above the world-rune has only been adopted by the craftworld since its narrow escape from an eternity of damnation within the Eye of Terror.
Orks
Orks
[wh40k.lexicanum.com]


Brutal, green-skinned creatures that outnumber possibly every other intelligent race in the galaxy and have more in common with a great savage ape than a man. They delight in carnage and so great is their need for conflict that, without a more obvious opponent, the Orks will indulge in fighting bloody wars with themselves, just to ensure they get a good scrap.
United under a visionary new Warlord, this Ork Waaagh! has been on a sector-spanning crusade that has already seen hundreds of Imperial worlds fall. Driven by visions from their gods Gork and Mork, the Orks now have Arkhona targeted as the site for a truly apocalyptic war.
Orks come from a variety of Clans, each with their own unique battlefield culture. When they put their differences aside to fight for the glory of the Orkoid species, none can stand before the Green Tide.


Faction Leader - Skarblitz Dur Dreg Fangrippa


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Orks Sub-Factions: (There are currently 5 sub factions available, more will be added after the launch of the game)

Goffs
[wh40k.lexicanum.com]


Goffs are the biggest, meanest, and most brutish of their kind – of all the Ork clans, they are the most inspired by the thrill and thunder of battle. They dress predominantly in black, seeing the gaudy colours sported by other clans as inappropriate for a serious Ork warrior.
Goffs will take any excuse to start a brawl, even amongst themselves. As a result, the Goffs are specialists in hand-to-hand combat who prefer their battles up close and personal.

Evil Sunz
[wh40k.lexicanum.com]


The Evil Sunz are dedicated to going fast and making as much noise as possible in combat. Just as the Goffs love violence and aggression, so the Evil Sunz love speed, adopting the old Ork adage that ‘red ones go fasta’ as their motto.
These Orks prize fast vehicles like warbikes and trukks above all else, and even their foot troops are usually just saving up their teef for when they can afford a vehicle of their own.

Bad Moons
[wh40k.lexicanum.com]


Teef are the primary currency of Ork society, and Bad Moons are the richest Orks around because their teef grow faster than anyone else’s. They love gold more than any other metal, and will commonly sport a couple of glinting teef in their avaricious grins.
The Bad Moons have a reputation for showing off, and a mob of them on foot will bristle with personalized kombi-weapons and gold-plated deffguns, sauntering into battle with firepower enough to slaughter whole platoons.

Deathskulls
[wh40k.lexicanum.com]


The Deathskulls are plunderers without equal, tremendously good at looting, borrowing, scrounging, scavenging, and stealing. Once they have stolen something they personalize it to establish ownership once and for all, often painting it blue, the colour which they believe attracts the eyes of their gods and protects it from harm.
It is not uncommon to find looted vehicles among the Deathskulls, as the vehicles of their foes are rebuilt, Orked up and sent back into the fray to wage war on those they once served.

Blood Axes
[wh40k.lexicanum.com]


Held by the other Ork clans to be a bunch of untrustworthy gits.
The trade openly with the Imperium's most isolated worlds, plan their battle in advance and will even consider retreat to be something done on purpose.
Blood Axes like camouflage designs of all kind.
Tyranids (NPCs - For PVE content)
Tyranids (NPCs - For PVE content)
[wh40k.lexicanum.com]


The Tyranids are an extra-galactic composite species of hideous xenos that is actually a space-faring ecosystem comprised of innumerable different bioforms which are all variations on the same genetic theme. The Tyranid race is ultimately dedicated solely to its own survival, propagation and evolutionary advancement.
All Tyranid organisms are synaptic (psychically-reactive), and each Tyranid creature within a Hive Fleet shares and contributes to a communal Hive Mind, allowing the trillions of beings comprising the Tyranid Hive Fleets to communicate and organize instantaneously on a staggering scale.
It is unclear at this time why the Tyranids are on Arkhona or how they got there. Regardless, they remain opposed to all other factions as they advance on their objective to devour all organic matter in the universe.


5th faction will be the Tyranids which is going to be an NPC only faction and part of a mix system of PVE instanced dungeons and "balancing" tool used by the devs in case of a faction having too much territory\manpower over the other factions.
There are also plans (if applicable) to let players control a group of Tyranids while other players are running the underground PVE dungeon.
Regions, Maps and the Open World

According to the new game design there are going to be four regions for servers (US, EU, RU, Asia).
Each region will be a different realm and currently they plan on how to merge the gameplay in some form between them.
At launch there will be a single continent divided to 120+ areas, each one is a unique battleground and there will not be two which are the same.
The continent will be divided into different types of zones:
1. Outpost - this is the smallest type of battlefield, controlling them will grant some sort of bonus, you must control 2 or more of this inside a single territory in order to assault the fortress.
2. Fortress\stronghold - owner will be granted control over the territory on which the fortress is located (currently there will be 1 fortress per territory).
3. Faction Stronghold - this is the main area of each faction and it can't be conquered at this time.


The first continent will be "Malcadia" and there are total of 5 continents on Arkhona, after the game's launch they will add the new continents one at the time.
As you can see on the map the continent is divided into smaller instanced areas, this is due to the game being in early development phases.
At the start the entire continent (16X16 KM) was created as single huge area and then it was divided into territories which in turn were divided into 3 outposts + 1 fortress.
The short term plan is to merge the 3 outposts into one battlefield and then in further down the road merge the 3 outposts zone with the fortress so the entire territory will be a single huge battlefield able to field over 300 players.
The much longer term plan is to merge number of territories into huge maps able to field 500+ players as the master plan was an open world.
Links & More
Subscribe a new account to Eternal Crusade using this link to receive a free gift!
[www.eternalcrusade.com]

Useful Links:

Payment Model & Purchase options
The game is planned to be Buy2Play in which we purchase it once (for 50$ USD) and then we can play without any monthly subscription. There is going to be a Side-grades and Visuals store called "Rogue Trader Store" in which we will be able to purchase various of uniquely looking items or items that function differently for "Rogue Trader Points" Currency.
All the items in the store will be available in game from loot drops (under different name\look) but you'll be able to get same functionality from in-game items as the store will stay optional.
RTP Can be purchased for real money or having a subscription to the game for 10$ USD per month, with subscription you get bonus RTP per month which increases as longer your active subscription is.
DO NOTE, it's not P2W scenario as all items in the store will have Pros and Cons and every item in the store can be obtained in game through various means or item with similar properties will be obtainable instead.


Another option for playing the game is Free2Play Free to WAAAGH!, which will allow anyone to access the game for free and get one character slot that allows him to play as the Ork Boy class in the Orks faction. NOTE: There will be no Free2Waagh! or other f2p option at launch, you can read more here.

The Founders Program allows us as players to show our interest in the game and support the company by pre-ordering the game in one of several "Founder packs", this packs not only include the full game but bonus items as well as large amount of Rogue Trader Points.
This is an extremely worthwhile deal as you practically get the price you paid for the game back as Rogue Trader points + many other bonus items.
Some packs grants access to the game Alpha\Beta testing phases and some will allow you to play in the exclusive "Founder Access".

Founder program for PC will be over at January 25th 2016 (there is planned to be such program for other consoles and platforms), past that date the game will be sold for the regular retail price of 60$.

Right now the game is available via steam at this page.
The game is currently for sale at 40$ instead of 50$, you will also get 20,000 Rogue trader points for the duration of the Early Access sale.


Out of all the packs there are some base ones which serves as milestone and I'll sort them out for you:

Pioneer Pack: This is a 15$ pack meant for Free 2 WAAAGH! players which adds nice bonus items that are only available for the Orks and except for the regular bonuses and RTP you also get extra free character slot (for Ork character only) which is worth alone 10$, so it's great add on for any player. {Pack is removed from the game}.

Warrior Pack: The basic package for the game in which you pay 40$ (which is going to be the price of the game anyway) and you get loads of free gifts, RTP and 4 character slots with full game access. you also get access to the game beta testing and can join the Founders Access (third wave).

Sargent Pack: an upgraded version of the warrior pack which cost 80$. It includes teh full game with 4 character slots, unique items, 80,000 RTP and acess to the Founder Access (second wave) and game's beta testing.

Captain Pack: A more advanced pack which is similar to the Warrior Pack in way it's granting full game access but this pack costs 120$ (but it's balanced in the fact you get 120$+ worth of RTP) , beside all the usual bonuses and beta access you also get first wave instant access to the Founders Access. This is the pack you need if you wish to get most out of the Founders Program.

Dawn of the Imperium Pack: this is a massive pack costing 250$ and beside all the first access, loads of RTP and usual bonuses you get all 4 relic sets. Relic item sets are unique sets of 2 items per faction that Game Workshop granted license for only 500 of each sets to be released in the game. each set is 35$ alone! so all 4 in this pack is worth 140$ alone. {Pack is removed from the game}.


Subscribe a new account to Eternal Crusade using this link to receive a free gift!
[www.eternalcrusade.com]
System Requirements
Warhammer 40,000: Eternal Crusade is being developed for PC, Mac, and SteamOS. We also plan on releasing the game for next-gen consoles; to be confirmed. For now, the Founder program purchases are only for PCs and Mac.

The minimum requirements are:
CPU: AMD FX-8120 – 3.1GHz(Zambezi)
MB: M5A78L-M (socket AM3)
RAM: 4gig DDR3 PC3-10700 (667MHz)
HD: 50GB Free Disc Space
GPU: GeForce GTX 460 1GB Vram
OS: 64-bit Operating Systems (Windows 7, Windows 8, Windows 8.1, SteamOS, MacOS X 10.9)

NOTE: This is just a predicted hardware setup. Details can change slightly over time as the game is still under development. More details to come.

Founders Program
Regarding the Early Access modules, The early access modules and the whole phases access was removed and instead the early access was renamed to "Founders Access",

It was also confirmed that the game will be published to Xbox 1 and PlayStation 4. you can't migrate from PC to consoles the founders packs right now are pure PC version.

Nathan detailed the reason for the changes in his "State of the Crusade II" newsletter, the major bottom line we need to know:

Warhammer 40K – Eternal Crusade – The Founders Access

- One map with 32+ players, siege or assault game modes, multiple attack avenues, destructible objects, defensive turrets.
- Space Marine faction with the Dark Angels sub-faction, hopefully more.
- 4 classes, Tactical, Assault, Devastator and Apothecary.
- 3 vehicles, Rhino, Predator & Vindicator.
- Chaos Space Marine faction with the Word Bearers sub-faction, hopefully more.
- 4 classes, Tactical, Raptor, Havoc & Sorcerer.
- 3 vehicles, Chaos Rhino, Chaos Predator & Vindicator.
- Shooting and melee combat with consumables, 10+ weaponry archetypes, ranging from bolt pistols to plasma cannons and load-out system.
- Combat abilities like psychic powers, buff system, executions, heavy weapons modes, cover system, healing etc.
- Extensive HUD for situational awareness, character status, scoreboards, squad elements, powers and buff status.
- Maps detailing matches, deployments, waypoints, and objective status.
- Group systems, communication rose, auto-barks and of course squads.

The founders access will be followed by a founders beta.


Early Access
This is the new updated version of the Founders Access. Anyone with the game can access it on public alpha\beta\ etc... versions prior to the release and test the current build.

Right now we have 3 maps with 20 players on each side.
5 件のコメント
BobbyDylan69 2017年4月7日 2時26分 
IS IT POSSABLE TO SELL ITEMS IN THE INVENTORY , IV GOT SO MANY DUPLICATE ITEMS , THAT ARE USELESS.
Reiborn  [作成者] 2016年3月4日 7時59分 
you don't need to. you get into early access moment you get the game. my ref only gives you free 4000 coins to the in game store.
KhorneHub 2016年3月1日 17時37分 
If we use your Ref. Code will we be able to get into early acess?
Reiborn  [作成者] 2016年1月28日 2時29分 
Of course it is, this is how referral works.
Referral gives you 4,000 RTP when you subscribe new account and I get reward for each number of people subscribed through my link.
your choice is really use a referral of someone or don't use at all it's not a must.
you got link to the store page at the top.

100% optional.
but free reward is free reward.
Systemkaos 2016年1月27日 22時39分 
In case it bothers anyone else.
The signup link at the top is embedded with his Referral code (without him letting you know).