HiveMind
26th May 07, 7:11 PM
Features: - Choose which of the four Ruinous Powers to worship as Chaos, each with four special units.
- Imperial Guard can follow either the Imperial Hammer doctrine, crushing the enemy under the weight of hundreds of men and the mighty tanks of the Guard, or the Artillery Barrage, pinning the enemy down in their base and then pounding them into the dust from afar.
- 28 new units spread across the races.
- A variety of new technologies, heavy weapons and squad leaders.
- AI coding for all new units and technologies.
NEW: Patched! This patch is a full download, but I'll start using a normal patching system for any further patches. Download Link (http://files.filefront.com/Dawn+of+War+Take+2rar/;9562170;/fileinfo.html). Its name does not suggest a patch, but it is.
- Land Raider Crusader model.
- Plenty of model randomisations.
- Honour Guard models.
- All Chaos terminators are represented by Undivided Chaos Terminators.
- Berserker Aspiring Champion model used by all units with the Berserker model
- Nerfed Stealth Suit damage.
- Fixed Easy and Standard AI, this also works in Campaign.
- Fixed profile resetting bug.
- Removed plaguesword HP reduction until I can figure out why it's making Cultists unkillable.
- Made Warp Scream only deal morale damage until I can find out why it affects the user.
- Removed Tank Shock, which didn't really work.
- Chaos Temples are free in Tier 1. The cost of getting to tier 2 has been increased to what it was before. They take 5 seconds to research, so you aren't badly punished for misclicks.
- Added campaign compatibility.
- Nerfed Vyper area of effect and, thus, knockback.
- Replaced Justiciar sight penalty with a slight damage reduction.
CHANGELOG
GENERAL
- Most of the changes in the no-brainer fix list (http://forums.relicnews.com/showthread.php?t=143127) have been implemented.
- Uber units have their icon displayed like commanders and cost no cap.
- Most units are more vulnerable to morale.
- All units have armour values based on their armour save in TT. The exception is commanders and ubers; commanders have commander armour and uber units have vehicle_high or monster_high.
- Fire on the move accuracies are now based on the TT weapon type. Rapid fire is 15, pistol is 30 and assault is 50. Flamers always have 100% accuracy.
- All tanks have rampage (tank shock). Note that this is only proper tanks, skimmers and walkers do not have a rampage.
CHAOS
FIXES
- Gave Heavy Bolters proper armour penetration values. Come on, Relic, you can do better than that!
- Possessed Marines are vulnerable to morale.
- The Bloodthirster has a regeneration rate of 10 while in combat. He may only be summoned on the Sorceror.
- Cultists do not take longer to reinforce while in combat.
- Heretic has a health regeneration rate.
- Increased Corruption damage and removed its friendly fire.
- The Daemon Prince has Commander armour.
- The commander buff technologies affect the Daemon Prince.
- Aspiring Champions take 12 seconds to add. They require the Desecrated Fortress add-on instead of the Armoury.
- Raptors cost 55 requisition. A new squad costs 220.
- Raptor flamers cost 35/10.
- Furious Charge increases Raptor melee damage.
- Buffed Obliterator power fist damage hugely.
- Obliterator plasma guns are weaker against Infantry. Their lascannons have been changed from killing everything other than tanks to anti-tank weapons (wtf Relic?).
- Doubled Cultist Plasma Gun damage.
- Gave Horrors a health regeneration rate.
- Defiler Battlecannon deal less damage. The the Unholy Monestary add-on greatly increases its infantry disruption capability.
- Mark of Khorne technology and Khorne Berserkers require Temple of Khorne (see below).
NEW STUFF
- Khorne Berserkers can be upgraded with Berserker Champions. They are powerful leaders.
- Havocs can be built from the Chaos Temple. They require the Desecrated Fortress. They are squads of Chaos Space Marines equipped with missile launchers.
- Added four new technologies: Temples of Khorne, Nurgle, Slaanesh and Tzeentch. They cost 100/0. They are researched from the Chaos Temple, which can now only research one technology. They require for the Desecrated Fortress add-on, which costs 200 requisition. The Armoury researches frag grenades and raptor speed boost. The HQ researches cultist detection.
- The Chaos Temple builds Plaguemarines, Noise Marines and Rubric Marines. They and Khorne Berserkers require their respective Temple.
- Plaguemarines have more HP than normal tier 2 Chaos troops and can be upgraded with flamers instead of heavy bolters. Their cloud of flies reduces ranged damage that is dealt to them.
- Noise Marines have longer line of sight than normal Marines and detect infiltrated units. They excel at breaking morale and disrupting infantry. Their Warp Scream ability stund nearby enemy squads. They are represented by Khorne Berserkers.
- Rubric Marines have 1400 HP and a move speed of 5. They do not have any penalty for firing on the move. They are represented by Necron Warriors.
- The Daemon Pit can build Terminator Berserkers, Pestilent Terminators, Slaaneshi Terminators and Rubric Terminators. They require their respective Temple.
- Terminator Berserkers are vicious close combat specilialists. They may be upgraded with up to two heavy weapons: heavy flamers or plasma pistols.
- Pestilent Terminators are tough all-rounders. They may be upgraded with up to two heavy weapons: heavy flamers or reaper auotcannons.
- Slaaneshi Terminators excel at breaking enemy morale. They can be upgraded with infantry disruption and anti-tank weaponry. They have the Warp Scream ability.
- Rubric Terminators are almost unkillable but slow, and have no penalty for firing on the move.
- Bloodletters, Plaguebearers and Daemonettes are built from the Sacrificial Circle. They all require their respective Temple. Bloodletters and Plaguebearers are represented by Horrors, Daemonettes by Howling Banshees.
- Bloodletters are expensive but fast and very powerful in close combat.
- Plaguebearers have plagueswords, which function like Pariah warscythes. Their cloud of flies reduces the ranged damage they take. They are fairly durable.
- Daemonettes are fast and deadly. They have the Flayed One morale draining aura.
- The Great Unclean One, Keeper of Secrets and Lord of Change can be built from the Daemon Pit. They all require their respective Temple. They are represented by the Bloodthirster.
- The Great Unclean One has an enormous amount of HP and a large regeneration rate. He is fairly slow. He also has the cloud of flies and warscythe abilities. He is built from the Daemon Pit.
- The Keeper of Secrets is very fast, but fairly fragile for an uber unit. Its Chains of Ecstasy ability works like Chains of Torment, but deals high damage to both HP and morale. It has an improved Warp Scream ability and an improved version of the Deamonette aura.
- The Lord of Change is fragile and fast, and has a jump. It has three abilities. Eye of Tzeentch expands its line of sight and detection range to fill the entire map. Will of Tzeentch causes one enemy squad to do nothing for a moderate amount of time. It also has a buffed Doombolt.
- Nurgle's Rot technology may be researched from the Armoury. It has the same requirements as Mark of Khorne, but requires Temple of Nurgle instead of Khorne. It allows Plaguemarines and Pestilent Terminators to use the Nurgle's Rot ability, which causes an enemy unit to lose HP instead of gaining it for a short time.
ELDAR
FIXES
- The Avatar of Khaine has a regeneration rate of 5, which is unmodified by combat. It adds 4 support cap instead of 10.
- The Farseer has an improved version of Conceal.
- The Falcon is effective against Infantry. It may be upgraded with either twin starcannons or twin brightlances, making it effective against heavy infantry or vehicles, respectively.
- The Vyper's missile launcher is weaker against vehicles but stronger against buildings. It also has an extra jump and more speed, making it perfect for base harassment.
- Because they now have infantry_low armour, Harlequins have a very high resistance to ranged attacks and a small HP bonus.
- Fire Dragons no longer have ridiculous mass. As far as I'm aware, they don't have those funky mass things in TT, and I don't care if I'm wrong, because infantry are meant to be disruptable in DoW.
- Webway Gates do not count for the Annihilate win condition.
- Increased Psychic Storm and Eldritch Storm damage.
NEW STUFF
- Veteran Aspects may be researched from the Aspect Shrine after Mobilize for War has been researched. It increases the power of all Aspect Warriors. It is the prerequisite for Haywire Bombs.
- Wraithguard may be produced from the Support Portal. They are tough and powerful, but slow. They excel at taking out uber units and commanders with ranged attacks.
- Striking Scorpions may be built from the Aspect Portal. They are powerful and tough close combat units than can infiltrate after a technology is researched.
- Shining Spears may be built from the Aspect Portal. They are fast glass cannons that speed up and deal good damage when they charge into melee. They can also jump.
IMPERIAL GUARD
FIXES
- Imperial Guardsmen cannot be built from the Field Command.
- Guardsmen cost 1 squad cap and do not gain extra squad members when you upgrade the Field Command. Their reinforce cost is reduced to 15. Lasgun damage is decreased slightly. Heavy weapon upgrades take 15 seconds.
- The Command Squad costs no squad cap.
- The Regimental Command upgrade's build time is halved.
- Hellhounds and sentinels have no requirements.
- The Assassin does not require a research to infiltrate. His damage against commanders has been doubled. The Assassin has 100% accuracy.
- Weapon Specialisation does not increase the number of special weapons your squads can be upgraded with.
- Buffed Hellhound damage hugely and reduced its HP to 1000.
- Heavy weapon teams cost 180/30 instead of 250/50. Their build time has been reduced by 25%.
- Ogryn and Kasrkin damage and HP have been increased by roughly 25%.
- Psykers outside the Command Squad have the Telepathic Order ability, making the squad they are attached to immune to morale.
- The Psykers' abilities do not deal morale damage to their squad.
- Because they have infantry_med armour when entrenched, heavy weapons teams have 1200 HP and take less damage from ranged attacks due to sandbags.
- Each HQ addon considerably increases the damage that Guardsman lasguns deal.
- Strip Soul has been restored to its former glory: 300 damage and 75 armour penetration against commanders. It deals morale damage.
- Uncommon Valour increases the HP of all Command Squad members by 50% instead of increasing it by 100. It requires the Battle Command.
- Basalisks cost less. Their reload time has been decreased to 7 seconds. Their area of effect has been increased to 10.
- Brought the Imperial Guard economy-boosting technologies back in line with those of other races.
- Leman Russ Battle Tanks have an area of effect and disrupt infantry, but have slightly less firepower. They do not require Full Scale War. They have no hard cap and cost 3 cap instead of 5. They are built from the Artillery Barrage Doctrinal Command (see below).
- Basalisks require only the Artillery Barrage Doctrinal Command. Ogryns require only Imperial Hammer. Kasrkin only require either (see below).
- The Baneblade is built from the Imperial Hammer Doctrinal Command (see below).
NEW STUFF
- The Field Command produces Conscripts. These cost no squad cap but are hard capped to 6, and come in very cheap squads of 15. However, they fight like gretchin. They are, however, good for capping and are ideal meat shields. They are represented by guardsmen, their icon is a cultist.
- After the Battle Command has been built, Guardsmen may be equipped with meltaguns, short-ranged anti-tank weapons.
- The Artillery Barrage Doctrinal Command and Imperial Hammer Doctrinal Command can be built. They are incompatible with each other. They both use the Mars Pattern Command model, which cannot be built.
- Leman Russ Thunderers can by built from the Artillery Barrage Doctrinal Command. They are Leman Russes armed with a demolisher cannon (the main cannon on the Baneblade) with much reduced range. They have less HP than the other Leman Russes. They use the Whirlwind icon.
- Leman Russ Destroyers are powerful anti-tank vehicles built from the Imperial Hammer Doctrinal Command. Their icon is a heavy destroyer. Leman Russ Exterminators are also built there. They specialise in killing infantry and heavy infantry. The icon for Exterminators is a plasma gun.
- You can research Kasrkin Infiltration from the Tactica Control. As the name suggests, it allows Kasrkin to infiltrate. It uses the Chaos Marine Infiltration icon.
- The Artillery Barrage Doctrinal Command can produce the Shadowsword. It is a Baneblade equipped with only three heavy bolters and a volcano cannon. The cannon has the same range as a basalisk's earthshaker cannon and deals high damage. However, it has a large minimum range as well. It uses the Baneblade's model and icon.
- Either Doctrinal Command can produce Leman Russ Vanquishers. These are Russes with vanquisher cannons instead of battle cannons. Vanquisher cannons are powerful anti-tank weapons.
ORKS
FIXES
- Wartrakks come in squads of 1-3. Their HP is reduced to 900. Their cost is reduced to 125/80.
- Killa Kans cost 110/200 and 2 cap and take 23 seconds to build. Their HP has been nerfed and their speed increased from 14 to 16.
- Wartrukks cost 115/110 and takes 18 seconds to build and 2 cap. They deal less damage.
- The maximum Ork Pop is 150. Banners add 15 Pop instead of 10. Ork Pop requirements have been adjusted accordingly.
- All Ork units are cheaper.
- Reduces Shoota Boy cost and damage greatly and added them to the Settlement.
- Looted Tanks do not require Extra Vehicle Armour. They are limited to 3 instead of 2. They cost 4 cap instead of 5.
NEW STUFF
- Painbosses can be built from the Settlement. These are Mad Doks with a more powerful healing aura and the ability to summon up to three Cybork squads. Cyborks are very powerful and tough close combat troops.
- Battlewagons can be built at the Da Mek Shop. They require Extra Vehicle Armour. They have three Big Shootas that can upgrade to Zzzap Guns. They can transport up to 3 squads and have the Turbo Boost ability.
- Kommandos can be built from the Da Boyz Hut. They are infiltrating Slugga Boyz that deal good damage against buildings.
NECRONS
FIXES
- All Necrons other than Pariahs, Tomb Spyders and the Monolith and Necron Lord have a 50% get back up chance. They all get back up on 100% HP.
- All Necrons other than Attack Scarabs, Pariahs and the Monolith have the same morale as the Necron Lord in every respect. This includes both types of destroyer and tomb spyders!
- The Monolith does not start surrounded by the corpses of three Tomb Spyders and the Necron Lord. However, they still spawn from their bodies if they are killed.
- All Necron ranged weapons have a minimum of 5 armour piercing against all targets.
- Destroyers and Heavy Destroyers have 1250 HP and no regeneration rate. They both cost 250 power.
- The Necron Lord can attach to Necron Warrior, Immortal and Pariah squads. He cannot teleport until the Awakened Monolith add-on has been built. He has 1600 HP.
- The Summon ability may only be used to summon to the Monolith.
- Builder Scarabs do not detect infiltrated units.
- Necron Warriors have HP equal to that of Space Marines. A squad of Necron Warriors costs 60 power.
- Flayed Ones and Wraiths have HP equal to that of Space Marines.
- Immortals are not anti-vehicle. They are hard-capped at 3. They deal double Necron Warrior damage. Each Immortal costs 45 power. Their HP has been increased to 450.
- Hugely nerfed Tomb Spyder morale damage in melee.
- Pariahs' reinforce time is increased by 200%.
- The Necron Lord's abilities have a global cooldown time.
- Wraithflight increases Wraith HP by 20%.
- Disruption Field and the imroved version take 45 seconds to research.
- Necron Lord abilities require the Forbidden Archive.
- The upgraded Gauss Turret's weapon deals poor damage against infantry. The normal turret's range has been reduced.
- Increased the effectiveness of the Chronometron.
- Doubled the damage of the Tomb Spyder and took away one claw. The second arm is automatically upgraded to a Particle Projector.
- The Tomb Spyder cannot spawn Immortals.
- The Obelisk costs 75 power and has 1500 HP. It increases your Power income by 5.
- Generators are limited to 4 per Monolith.
NEW STUFF
- Advanced Sensors technology may be researched at the Summoning Core. It requires the Awakened Monolith. It gives Builder Scarabs a keen sight range of 25.
SPACE MARINES
FIXES
- Buffed Terminator close combat damage massively.
- Terminators have a very low fire on the move penalty.
- Replaced Weaken Resolve with Fear of the Darkness. Fear of the Darkness causes all enemy squads within an area of effect to have a large penalty to morale regeneration.
- Nerfed Smite damage.
- Land Raiders have been returned to their vanilla use: a heavy transport. They are hard capped at 2.
- Slightly reduced Missile Launcher cost.
- Whirlwinds have friendly fire and less HP. They do not require Heavy Armour Deployment. They deal considerably less damage but are fantastic at disruption.
- Grey Knights are built from the Sacred Artifact.
- Increased Space Marine plasma damage.
- Scout sniper rifles require the Armoury.
NEW STUFF
- The Space Marine uber unit is now the Land Raider Crusader, a Land Raider with devastating firepower against infantry of all kinds.
- Grey Knights have the Justiciar leader unit. He is very powerful in combat, and reduces the sight range of nearby enemies.
- Honour Guard can be built from the Chapel-Barracks after Heavy Armour Deployment has been researched. It is effectively a squad of Force Commanders.
TAU
FIXES
- Increased the damage of all Tau tier 3/4 units.
- Crisis suits cost 1 squad cap and take 25 seconds to build instead of 30. They are limited to 4. They have a regeneration rate. They deal double damage, but have less HP. Their flamers deal less damage to vehicles and buildings and slightly more to other targets.
- Targeting Optics requires the Mont'Ka Command Post instead of the Kauyon.
- The Improved Metallurgy technology increases the Fire Warrior HP by the normal 1.35 instead of increasing it by 1.1 and improving its armour.
- Because they went from infantry_heavy_high to infantry_low, kroot hounds now have 1050 HP instead of 600.
- The Fire Warrior Shas'ui gives his squad +100 morale and +3 to its morale regeneration rate.
- Halved the damage Vespids deal to buildings and increased their damage against infantry.
- Increased Devilfish cost and speed.
- Reduced the cost of reinforcing Fire Warriors to 55 requisition.
- Reduced the cost of the Command Posts to 300/300.
- Increased Krootox and Greater Knarloc speed to 20.
- Reduced the build time of Kroot Shapers and Kroot Hounds.
- Reduced the excessive range of some Tau weapons and increased their damage.
- Stealth Suit burst cannons deal half damage. Their reload time is divided by 4.
- Stealth Suits scale from a 2-man scout squad into a squad of 3 uber anti-vehicle and -building warriors. They are hard-capped at 4.
NEW STUFF
- The Path to Enlightenment may research the Kroot Adaptation technolog after the Kauyon Command Post has been nuilt. It increases the damage, health, speed and sight of all Kroot units except the Krootox.
- The Path to Enlightenment may research the Improved Mercenary Equipment technology. It increases the HP of Kroot Shapers and Vespid Stingwings and equips them with vastly improved ranged weapons.
There are also probably some other changes I've made and forgotten about.
I have no way to do graphics, so all models are stand-ins.
Download Link (http://files.filefront.com/DoW_T_2rar/;7616117;/fileinfo.html%3C/a%3E)
Simply extract to your Dark Crusade folder and enjoy!
- Imperial Guard can follow either the Imperial Hammer doctrine, crushing the enemy under the weight of hundreds of men and the mighty tanks of the Guard, or the Artillery Barrage, pinning the enemy down in their base and then pounding them into the dust from afar.
- 28 new units spread across the races.
- A variety of new technologies, heavy weapons and squad leaders.
- AI coding for all new units and technologies.
NEW: Patched! This patch is a full download, but I'll start using a normal patching system for any further patches. Download Link (http://files.filefront.com/Dawn+of+War+Take+2rar/;9562170;/fileinfo.html). Its name does not suggest a patch, but it is.
- Land Raider Crusader model.
- Plenty of model randomisations.
- Honour Guard models.
- All Chaos terminators are represented by Undivided Chaos Terminators.
- Berserker Aspiring Champion model used by all units with the Berserker model
- Nerfed Stealth Suit damage.
- Fixed Easy and Standard AI, this also works in Campaign.
- Fixed profile resetting bug.
- Removed plaguesword HP reduction until I can figure out why it's making Cultists unkillable.
- Made Warp Scream only deal morale damage until I can find out why it affects the user.
- Removed Tank Shock, which didn't really work.
- Chaos Temples are free in Tier 1. The cost of getting to tier 2 has been increased to what it was before. They take 5 seconds to research, so you aren't badly punished for misclicks.
- Added campaign compatibility.
- Nerfed Vyper area of effect and, thus, knockback.
- Replaced Justiciar sight penalty with a slight damage reduction.
CHANGELOG
GENERAL
- Most of the changes in the no-brainer fix list (http://forums.relicnews.com/showthread.php?t=143127) have been implemented.
- Uber units have their icon displayed like commanders and cost no cap.
- Most units are more vulnerable to morale.
- All units have armour values based on their armour save in TT. The exception is commanders and ubers; commanders have commander armour and uber units have vehicle_high or monster_high.
- Fire on the move accuracies are now based on the TT weapon type. Rapid fire is 15, pistol is 30 and assault is 50. Flamers always have 100% accuracy.
- All tanks have rampage (tank shock). Note that this is only proper tanks, skimmers and walkers do not have a rampage.
CHAOS
FIXES
- Gave Heavy Bolters proper armour penetration values. Come on, Relic, you can do better than that!
- Possessed Marines are vulnerable to morale.
- The Bloodthirster has a regeneration rate of 10 while in combat. He may only be summoned on the Sorceror.
- Cultists do not take longer to reinforce while in combat.
- Heretic has a health regeneration rate.
- Increased Corruption damage and removed its friendly fire.
- The Daemon Prince has Commander armour.
- The commander buff technologies affect the Daemon Prince.
- Aspiring Champions take 12 seconds to add. They require the Desecrated Fortress add-on instead of the Armoury.
- Raptors cost 55 requisition. A new squad costs 220.
- Raptor flamers cost 35/10.
- Furious Charge increases Raptor melee damage.
- Buffed Obliterator power fist damage hugely.
- Obliterator plasma guns are weaker against Infantry. Their lascannons have been changed from killing everything other than tanks to anti-tank weapons (wtf Relic?).
- Doubled Cultist Plasma Gun damage.
- Gave Horrors a health regeneration rate.
- Defiler Battlecannon deal less damage. The the Unholy Monestary add-on greatly increases its infantry disruption capability.
- Mark of Khorne technology and Khorne Berserkers require Temple of Khorne (see below).
NEW STUFF
- Khorne Berserkers can be upgraded with Berserker Champions. They are powerful leaders.
- Havocs can be built from the Chaos Temple. They require the Desecrated Fortress. They are squads of Chaos Space Marines equipped with missile launchers.
- Added four new technologies: Temples of Khorne, Nurgle, Slaanesh and Tzeentch. They cost 100/0. They are researched from the Chaos Temple, which can now only research one technology. They require for the Desecrated Fortress add-on, which costs 200 requisition. The Armoury researches frag grenades and raptor speed boost. The HQ researches cultist detection.
- The Chaos Temple builds Plaguemarines, Noise Marines and Rubric Marines. They and Khorne Berserkers require their respective Temple.
- Plaguemarines have more HP than normal tier 2 Chaos troops and can be upgraded with flamers instead of heavy bolters. Their cloud of flies reduces ranged damage that is dealt to them.
- Noise Marines have longer line of sight than normal Marines and detect infiltrated units. They excel at breaking morale and disrupting infantry. Their Warp Scream ability stund nearby enemy squads. They are represented by Khorne Berserkers.
- Rubric Marines have 1400 HP and a move speed of 5. They do not have any penalty for firing on the move. They are represented by Necron Warriors.
- The Daemon Pit can build Terminator Berserkers, Pestilent Terminators, Slaaneshi Terminators and Rubric Terminators. They require their respective Temple.
- Terminator Berserkers are vicious close combat specilialists. They may be upgraded with up to two heavy weapons: heavy flamers or plasma pistols.
- Pestilent Terminators are tough all-rounders. They may be upgraded with up to two heavy weapons: heavy flamers or reaper auotcannons.
- Slaaneshi Terminators excel at breaking enemy morale. They can be upgraded with infantry disruption and anti-tank weaponry. They have the Warp Scream ability.
- Rubric Terminators are almost unkillable but slow, and have no penalty for firing on the move.
- Bloodletters, Plaguebearers and Daemonettes are built from the Sacrificial Circle. They all require their respective Temple. Bloodletters and Plaguebearers are represented by Horrors, Daemonettes by Howling Banshees.
- Bloodletters are expensive but fast and very powerful in close combat.
- Plaguebearers have plagueswords, which function like Pariah warscythes. Their cloud of flies reduces the ranged damage they take. They are fairly durable.
- Daemonettes are fast and deadly. They have the Flayed One morale draining aura.
- The Great Unclean One, Keeper of Secrets and Lord of Change can be built from the Daemon Pit. They all require their respective Temple. They are represented by the Bloodthirster.
- The Great Unclean One has an enormous amount of HP and a large regeneration rate. He is fairly slow. He also has the cloud of flies and warscythe abilities. He is built from the Daemon Pit.
- The Keeper of Secrets is very fast, but fairly fragile for an uber unit. Its Chains of Ecstasy ability works like Chains of Torment, but deals high damage to both HP and morale. It has an improved Warp Scream ability and an improved version of the Deamonette aura.
- The Lord of Change is fragile and fast, and has a jump. It has three abilities. Eye of Tzeentch expands its line of sight and detection range to fill the entire map. Will of Tzeentch causes one enemy squad to do nothing for a moderate amount of time. It also has a buffed Doombolt.
- Nurgle's Rot technology may be researched from the Armoury. It has the same requirements as Mark of Khorne, but requires Temple of Nurgle instead of Khorne. It allows Plaguemarines and Pestilent Terminators to use the Nurgle's Rot ability, which causes an enemy unit to lose HP instead of gaining it for a short time.
ELDAR
FIXES
- The Avatar of Khaine has a regeneration rate of 5, which is unmodified by combat. It adds 4 support cap instead of 10.
- The Farseer has an improved version of Conceal.
- The Falcon is effective against Infantry. It may be upgraded with either twin starcannons or twin brightlances, making it effective against heavy infantry or vehicles, respectively.
- The Vyper's missile launcher is weaker against vehicles but stronger against buildings. It also has an extra jump and more speed, making it perfect for base harassment.
- Because they now have infantry_low armour, Harlequins have a very high resistance to ranged attacks and a small HP bonus.
- Fire Dragons no longer have ridiculous mass. As far as I'm aware, they don't have those funky mass things in TT, and I don't care if I'm wrong, because infantry are meant to be disruptable in DoW.
- Webway Gates do not count for the Annihilate win condition.
- Increased Psychic Storm and Eldritch Storm damage.
NEW STUFF
- Veteran Aspects may be researched from the Aspect Shrine after Mobilize for War has been researched. It increases the power of all Aspect Warriors. It is the prerequisite for Haywire Bombs.
- Wraithguard may be produced from the Support Portal. They are tough and powerful, but slow. They excel at taking out uber units and commanders with ranged attacks.
- Striking Scorpions may be built from the Aspect Portal. They are powerful and tough close combat units than can infiltrate after a technology is researched.
- Shining Spears may be built from the Aspect Portal. They are fast glass cannons that speed up and deal good damage when they charge into melee. They can also jump.
IMPERIAL GUARD
FIXES
- Imperial Guardsmen cannot be built from the Field Command.
- Guardsmen cost 1 squad cap and do not gain extra squad members when you upgrade the Field Command. Their reinforce cost is reduced to 15. Lasgun damage is decreased slightly. Heavy weapon upgrades take 15 seconds.
- The Command Squad costs no squad cap.
- The Regimental Command upgrade's build time is halved.
- Hellhounds and sentinels have no requirements.
- The Assassin does not require a research to infiltrate. His damage against commanders has been doubled. The Assassin has 100% accuracy.
- Weapon Specialisation does not increase the number of special weapons your squads can be upgraded with.
- Buffed Hellhound damage hugely and reduced its HP to 1000.
- Heavy weapon teams cost 180/30 instead of 250/50. Their build time has been reduced by 25%.
- Ogryn and Kasrkin damage and HP have been increased by roughly 25%.
- Psykers outside the Command Squad have the Telepathic Order ability, making the squad they are attached to immune to morale.
- The Psykers' abilities do not deal morale damage to their squad.
- Because they have infantry_med armour when entrenched, heavy weapons teams have 1200 HP and take less damage from ranged attacks due to sandbags.
- Each HQ addon considerably increases the damage that Guardsman lasguns deal.
- Strip Soul has been restored to its former glory: 300 damage and 75 armour penetration against commanders. It deals morale damage.
- Uncommon Valour increases the HP of all Command Squad members by 50% instead of increasing it by 100. It requires the Battle Command.
- Basalisks cost less. Their reload time has been decreased to 7 seconds. Their area of effect has been increased to 10.
- Brought the Imperial Guard economy-boosting technologies back in line with those of other races.
- Leman Russ Battle Tanks have an area of effect and disrupt infantry, but have slightly less firepower. They do not require Full Scale War. They have no hard cap and cost 3 cap instead of 5. They are built from the Artillery Barrage Doctrinal Command (see below).
- Basalisks require only the Artillery Barrage Doctrinal Command. Ogryns require only Imperial Hammer. Kasrkin only require either (see below).
- The Baneblade is built from the Imperial Hammer Doctrinal Command (see below).
NEW STUFF
- The Field Command produces Conscripts. These cost no squad cap but are hard capped to 6, and come in very cheap squads of 15. However, they fight like gretchin. They are, however, good for capping and are ideal meat shields. They are represented by guardsmen, their icon is a cultist.
- After the Battle Command has been built, Guardsmen may be equipped with meltaguns, short-ranged anti-tank weapons.
- The Artillery Barrage Doctrinal Command and Imperial Hammer Doctrinal Command can be built. They are incompatible with each other. They both use the Mars Pattern Command model, which cannot be built.
- Leman Russ Thunderers can by built from the Artillery Barrage Doctrinal Command. They are Leman Russes armed with a demolisher cannon (the main cannon on the Baneblade) with much reduced range. They have less HP than the other Leman Russes. They use the Whirlwind icon.
- Leman Russ Destroyers are powerful anti-tank vehicles built from the Imperial Hammer Doctrinal Command. Their icon is a heavy destroyer. Leman Russ Exterminators are also built there. They specialise in killing infantry and heavy infantry. The icon for Exterminators is a plasma gun.
- You can research Kasrkin Infiltration from the Tactica Control. As the name suggests, it allows Kasrkin to infiltrate. It uses the Chaos Marine Infiltration icon.
- The Artillery Barrage Doctrinal Command can produce the Shadowsword. It is a Baneblade equipped with only three heavy bolters and a volcano cannon. The cannon has the same range as a basalisk's earthshaker cannon and deals high damage. However, it has a large minimum range as well. It uses the Baneblade's model and icon.
- Either Doctrinal Command can produce Leman Russ Vanquishers. These are Russes with vanquisher cannons instead of battle cannons. Vanquisher cannons are powerful anti-tank weapons.
ORKS
FIXES
- Wartrakks come in squads of 1-3. Their HP is reduced to 900. Their cost is reduced to 125/80.
- Killa Kans cost 110/200 and 2 cap and take 23 seconds to build. Their HP has been nerfed and their speed increased from 14 to 16.
- Wartrukks cost 115/110 and takes 18 seconds to build and 2 cap. They deal less damage.
- The maximum Ork Pop is 150. Banners add 15 Pop instead of 10. Ork Pop requirements have been adjusted accordingly.
- All Ork units are cheaper.
- Reduces Shoota Boy cost and damage greatly and added them to the Settlement.
- Looted Tanks do not require Extra Vehicle Armour. They are limited to 3 instead of 2. They cost 4 cap instead of 5.
NEW STUFF
- Painbosses can be built from the Settlement. These are Mad Doks with a more powerful healing aura and the ability to summon up to three Cybork squads. Cyborks are very powerful and tough close combat troops.
- Battlewagons can be built at the Da Mek Shop. They require Extra Vehicle Armour. They have three Big Shootas that can upgrade to Zzzap Guns. They can transport up to 3 squads and have the Turbo Boost ability.
- Kommandos can be built from the Da Boyz Hut. They are infiltrating Slugga Boyz that deal good damage against buildings.
NECRONS
FIXES
- All Necrons other than Pariahs, Tomb Spyders and the Monolith and Necron Lord have a 50% get back up chance. They all get back up on 100% HP.
- All Necrons other than Attack Scarabs, Pariahs and the Monolith have the same morale as the Necron Lord in every respect. This includes both types of destroyer and tomb spyders!
- The Monolith does not start surrounded by the corpses of three Tomb Spyders and the Necron Lord. However, they still spawn from their bodies if they are killed.
- All Necron ranged weapons have a minimum of 5 armour piercing against all targets.
- Destroyers and Heavy Destroyers have 1250 HP and no regeneration rate. They both cost 250 power.
- The Necron Lord can attach to Necron Warrior, Immortal and Pariah squads. He cannot teleport until the Awakened Monolith add-on has been built. He has 1600 HP.
- The Summon ability may only be used to summon to the Monolith.
- Builder Scarabs do not detect infiltrated units.
- Necron Warriors have HP equal to that of Space Marines. A squad of Necron Warriors costs 60 power.
- Flayed Ones and Wraiths have HP equal to that of Space Marines.
- Immortals are not anti-vehicle. They are hard-capped at 3. They deal double Necron Warrior damage. Each Immortal costs 45 power. Their HP has been increased to 450.
- Hugely nerfed Tomb Spyder morale damage in melee.
- Pariahs' reinforce time is increased by 200%.
- The Necron Lord's abilities have a global cooldown time.
- Wraithflight increases Wraith HP by 20%.
- Disruption Field and the imroved version take 45 seconds to research.
- Necron Lord abilities require the Forbidden Archive.
- The upgraded Gauss Turret's weapon deals poor damage against infantry. The normal turret's range has been reduced.
- Increased the effectiveness of the Chronometron.
- Doubled the damage of the Tomb Spyder and took away one claw. The second arm is automatically upgraded to a Particle Projector.
- The Tomb Spyder cannot spawn Immortals.
- The Obelisk costs 75 power and has 1500 HP. It increases your Power income by 5.
- Generators are limited to 4 per Monolith.
NEW STUFF
- Advanced Sensors technology may be researched at the Summoning Core. It requires the Awakened Monolith. It gives Builder Scarabs a keen sight range of 25.
SPACE MARINES
FIXES
- Buffed Terminator close combat damage massively.
- Terminators have a very low fire on the move penalty.
- Replaced Weaken Resolve with Fear of the Darkness. Fear of the Darkness causes all enemy squads within an area of effect to have a large penalty to morale regeneration.
- Nerfed Smite damage.
- Land Raiders have been returned to their vanilla use: a heavy transport. They are hard capped at 2.
- Slightly reduced Missile Launcher cost.
- Whirlwinds have friendly fire and less HP. They do not require Heavy Armour Deployment. They deal considerably less damage but are fantastic at disruption.
- Grey Knights are built from the Sacred Artifact.
- Increased Space Marine plasma damage.
- Scout sniper rifles require the Armoury.
NEW STUFF
- The Space Marine uber unit is now the Land Raider Crusader, a Land Raider with devastating firepower against infantry of all kinds.
- Grey Knights have the Justiciar leader unit. He is very powerful in combat, and reduces the sight range of nearby enemies.
- Honour Guard can be built from the Chapel-Barracks after Heavy Armour Deployment has been researched. It is effectively a squad of Force Commanders.
TAU
FIXES
- Increased the damage of all Tau tier 3/4 units.
- Crisis suits cost 1 squad cap and take 25 seconds to build instead of 30. They are limited to 4. They have a regeneration rate. They deal double damage, but have less HP. Their flamers deal less damage to vehicles and buildings and slightly more to other targets.
- Targeting Optics requires the Mont'Ka Command Post instead of the Kauyon.
- The Improved Metallurgy technology increases the Fire Warrior HP by the normal 1.35 instead of increasing it by 1.1 and improving its armour.
- Because they went from infantry_heavy_high to infantry_low, kroot hounds now have 1050 HP instead of 600.
- The Fire Warrior Shas'ui gives his squad +100 morale and +3 to its morale regeneration rate.
- Halved the damage Vespids deal to buildings and increased their damage against infantry.
- Increased Devilfish cost and speed.
- Reduced the cost of reinforcing Fire Warriors to 55 requisition.
- Reduced the cost of the Command Posts to 300/300.
- Increased Krootox and Greater Knarloc speed to 20.
- Reduced the build time of Kroot Shapers and Kroot Hounds.
- Reduced the excessive range of some Tau weapons and increased their damage.
- Stealth Suit burst cannons deal half damage. Their reload time is divided by 4.
- Stealth Suits scale from a 2-man scout squad into a squad of 3 uber anti-vehicle and -building warriors. They are hard-capped at 4.
NEW STUFF
- The Path to Enlightenment may research the Kroot Adaptation technolog after the Kauyon Command Post has been nuilt. It increases the damage, health, speed and sight of all Kroot units except the Krootox.
- The Path to Enlightenment may research the Improved Mercenary Equipment technology. It increases the HP of Kroot Shapers and Vespid Stingwings and equips them with vastly improved ranged weapons.
There are also probably some other changes I've made and forgotten about.
I have no way to do graphics, so all models are stand-ins.
Download Link (http://files.filefront.com/DoW_T_2rar/;7616117;/fileinfo.html%3C/a%3E)
Simply extract to your Dark Crusade folder and enjoy!