Hello, I made a private compiler mod, using the following great mods by :
Project WARhammer v0.2 Alpha by Aliblabla
Link to thread : http://forums.relicnews.com/showthread.php?t=224149
The Squad Mod 2.2 by Jaylo138
Link : http://forums.relicnews.com/showthread.php?t=216937
Brothers of the 4th 1.5.1 by Zetrial
Thanks to Shuma's great models and textures:
NOW MOD DOWNLOAD LINK HERE :
3.00 Beta NEW Dreadnoughts
Warpstorm Over Aurelia by Horusheretic, Mirage Knight and Fleshp0int :
I have been given permission to use the Chaos Raptor and SM tank lascannon models, which I will put in the mod soon.
Thanks to Kresjah and Chaos Godstone for the Listening posts mod:
My aim was to get all these great mods into one, so that I could play them all. Switching between 3 mods is especially hard.
The new Chaos Rising release is almost ready.
I am not sure about all this legal lawyer talk.
So if Relic Entertainment is offended about some of the units I put in, than please contact me here , in this forum. I do NOT check my email, so please write any complaint here.
I will try NOT to make anything exploit-like, so it should be safe.
This mod now officially needs Chaos Rising.
You must have Chaos Rising in order to play this mod, and every release.
(Unless I specifically release a non- Chaos Rising version, with CR stuff cut out, but than I will notify it.)
Copyright and other wierd lawyer stuff here :
This mod might have a few new stuff, but will NOT unlock the Chaos Race or Chaos Campaign, unless you have Chaos Rising installed.
This also works backwards.
If you do not have vanilla game, than you will NOT be able to play with any other race beside Chaos, and you will not be able to play the Bughunting vanilla campaign.
The Last Stand heroes will not be unlocked.
So this mod is not a cheat.
I am only resposible for the mod I upload here in this thread that I made. I will try to do everything legally, but if by some mistake or misunderstanding I do something I should not , please notify me here, and I will take down the download, cut the trouble making content, and upload the editied version.
I am taking only responsability for what I do with this mod, and I also only volunteer to correct my mistakes.
I am not responsible if someone edits my mod, and uploads it with some explicit content.
(Of course I will never give permission to do such a thing.)
Any permissions I give only refer to legally correct modification and distribution of my mod.
My permission does not authorise anyone to upload anything not legal.
Warhammer 40k is copyrighted to Games Workshop, so this mod must be distributed for FREE. No one can be charged money for downloading this mod, or using it.
(Unless of course Games Workshop buys it and decides to sell it, but that is extremely impropable.)
I hope I covered every confusing lawthing. Please tell me if I missed something out.
I am not responsible for damage done to your computer.
Games Workshop, Relic or THQ did not endorse this mod.
Legal rant ends here.
2.9 Normal mod:
2.8 Normal mod:
2.7 normal mod:
2.7 alternate mod:
2.6 normal mod:
2.6 alternate mod with few enemies:
REAL 2.5 mod:
The Wrath of the Blood Ravens 2.5 for 2.5 Chaos Rising.
Alternate 2.5 mod with less enemies:
The Wrath of the Blood Ravens 2.4 for 2.4 Chaos Rising.
Patch fix, a more harder Primarch and Captain difficulties for campaign, and the new Shuma Chaplain!
The Wrath of the Blood Ravens 2.3 for 2.31 Chaos Rising.
2.4 quick fix module: put it in the main DoW2 folder and replace the old module, after the mod is installed.
Extract to DOW2 main folder. This is only the normal mod.
The alternate mod crashes to desktop, I'm trying to fix it.
The Wrath of the Blood Ravens 2.2 for 2.3.0 Chaos Rising.
The Wrath of the Blood Ravens 2.1 for 2.2.2 Chaos Rising.
Here is the quick fix for 2.2.3 patch module.
Put it in your main dow2 folder.
Here is a quick fix for the 2.2.3 patch. A new few error fix patch is coming, but I posted the module file here just as a temporary solution.
Put the dow2.module in your main dow2 folder.
You can open them with 7-zip, a better version of the windows zip. I use it because it compressess twice better.
Now, select the archive you choose. Ignore the other one.
1. Make a back-up copy of DoW2.module You can do this by making a zip file of the DoW2.module file.
2. Copy the files and folders from the mod into the Dawn of War 2 main folder.
2. Alternately simply extract the archive into your dow2 main folder.
3. Play the game!
Help with errors:
If the mod is not running, check these:
0. Is your module the correct one?
1. Did you extract the archive correctly into the DoW2 main folder?
2. Make sure everything is in the right folder where it should be.
3. Did you try to lower your graphical and/or sound settings?
How to play with the normal game again?
1: make a back up zip file of the moded module file.
2: restore the original DoW2.module from the back up.
How to make the mod run again:
1: make a back up of the original module file again.
2: Extract the moded module file from the back up into the DoW2 main folder
THIS IS THE NORMAL MOD WITH HUGE ENEMY SQUADS!
Unit roles-Space Marines :
-Strenght: good health, ranged and melee damage, fast units.
-Weakness: Expensive and few units. Vulnerable to harassment and swarming, can't hold larger territories.
-Traits : Gets stronger at later tiers, suffers from harassment.
Force Commander: Melee commander, vulnerable to ranged fire. Deadly at close combat. Must be overpowered by swarms.
Apothecary: Support commander, who is best used to support other marine units. Less good at combat, try to get him alone. Must be overpowered by swarms.
Techmarine: Support commander, vulnerable to melee attacks. Deadly at range. Must be overpowered by swarms.
Terminator Commander: Very powerful unit, good at both ranged and melee combat. Must be overpowered by swarms.
Scouts: These are fragile ranged units, dealing medium damage. Best used for flanking and stealth actions. Good at flanking heavy weapons.
Tactical Marines: Flexible and tough ranged squad, can get special or heavy weaponry to improve its provess against specific enemies. Grenades are useful for swarms. Weakness against melee and heavy weapons.
Assault Marines: Heavy melee units with good health, Assault Marines are good for melee assault, or knocking down heavy weapons. Powerfists make them good against vehicles. Weak against heavy weapons.
Devastators: Extreme ranged firepower, but has fewer members and less durability than the others. Weak against melee and/or jump troops.
Chaplain: Melee hero, good at close combat and supporting allies or demoralising enemies. Must be overpowered by swarms.
Vanguard Veterans: Elite melee jump squad, similar to assault marines, but stronger. Power swords deal heavy infantry damage fast, Power axes knock back, power fists crush vehicles.
Sternguard Veterans: Elite ranged squad, can have heavy weaponry. Same as tacticals, just stronger. Good at longer ranges.
Deathwatch Kill team: Elite ranged squad, can have special weaponry. Same as tacticals, just stronger. Good at medium ranges.
Razorback: Reinforcement APC. Good against infantry. Vulnerable to anti vehicle attacks, especially melee ones.
Predator: Heavy tank, good against everything. Vulnerable to anti vehicle attacks, especially melee ones. Can be upgraded for tank hunting.
Librarian: Ranged support hero, good at smiting enemies with abilities. Must be overpowered by swarms.
(Venerable) Dreadnought: Very powerful walker, with different weapon options. Vulnerable to anti vehicle attacks, especially ranged ones.Good against any unit type, with specialisation upgrades. Must be overpowered by swarms.
Terminators: Very powerful units. Good at melee and ranged attacks. Must be overpowered by swarms.
Assault Terminators: Very powerful melee units. Must be overpowered by swarms, preferbly by ranged fire. Only melee unit.
-Chaos Space Marines :
-Strenght: good health, ranged and melee damage, fast units.
-Weakness: Expensive and few units. Vulnerable to harassment and swarming, can't hold larger territories.
-Traits : Gets stronger at later tiers, suffers from harassment.
Chaos Lord: Very powerful melee hero. Must be overpowered by swarms.
Chaos Sorcerer: Ability hero, good at support and ranged spellcraft. Must be overpowered by swarms.
Plague Champion: Good at ranged or melee combat. Must be overpowered by swarms.
Cultists : Cannon fodder, use for capturing enemy shirnes or worshipping. Useful, but as support rather than front line units.
Havocs: Extreme ranged firepower, but has fewer members and less durability than the others. Weak against melee and/or jump troops.
Chaos Tacticals: Very flexible and powerful units, can be geared towards ranged heavy or special weaponry, or melee combat. Lacks grenades, but have better damage. Weakness against melee and heavy weapons.
Khorne Berzerkers: Very fast and powerful melee units. Weakness against heavy weapons.
Bloodcrusher: Powerful melee unit, weak to anti tank fire. It is best to swarm it if you do not have Anti tank units. Weakness against heavy weapons. Only melee unit.
Bloodletters: Very fast and strong melee units. Deal more damage than berzerkers, but have lower health. Weakness against heavy weapons. Only melee unit.
Plague Marines : Very resilient ranged units. Can be upgraded with special weapons. Weak against melee enemies. Best used to absorb damage from cover.
Chaos Predator: Heavy tank, good against everything. Vulnerable to anti vehicle attacks, especially melee ones.
Chaos Dreadnought: Very powerful walker, with different weapon options. Vulnerable to anti vehicle attacks, especially ranged ones. Good against any unit type, with specialisation upgrades. Must be overpowered by swarms.
Chaos Terminators: Very powerful units. Good at melee and ranged attacks. Must be overpowered by swarms. The Lightning claw upgrade makes them similar to Assault Terminators.
Greater Unclean One: Very powerful walker-hero unit. Must be overpowered by swarms.
-Strenght: good damage, very fast and non-expensive units.
-Weakness: fragile units. Vulnerable to heavy firepower.
-Traits : Specialists, fast but fragile.
Warlock: Powerful melee hero with damaging abilities. Must be overpowered by swarms.
Farseer: Powerfil melee hero with support abilities. Must be overpowered by swarms.
Warp Spider Exarch: Fast ranged commander. Must be overpowered by swarms.
Guardians: Fragile units, good for swarming and attacking at range. Grenadier upgrade is very useful. Vulnerable to enemy attacks.
Warp Spiders: Good against light infantry, and can teleport. Vulnerable to melee.
Howling Banshees: very fast and dangerous melee unit, but suffers from low health. Vulnerable to heavy weaponry.
Suriken Platforms: Fragile but deals very high damage to infantry. Vulnerable to melee and heavy weaponry.
Brightlance platforms: Fragile but deals heavy anti vehicle damage. Vulnerable to melee and heavy weaponry.
D-Cannon : Fragile platform that deals good area of effect damage agaist anything. Vulnerable to melee and heavy weaponry.
Seer Council : Elite unit strong at both melee and ranged combat. Must be swarmed.
Wraithguard: Slow but tough unit with good are of effect damage. Vulnerable to anti-vehicle attacks and melee attacks.
Wraithlord: Powerful walker, vulnerable to ranged anti-vehicle attacks. Good against any unit type, with specialisation upgrades.
Falcon: Fast tank good against any unit type. It can reinforce units, vulnerable to anti vehicle attacks, especially in melee.
Fire Prism: This tank can fire either anti-tank or anti-infantry laser beams, vulnerable to anti vehicle attacks, especially in melee.
Avatar: Very powerful walker-hero unit. Must be overpowered by swarms.
-Strenght: Hordes of cheap units. Single high damage attacks only kill one ork.
-Weakness: Individual orks die fast. Vulnerable to area of effect attacks.
-Traits : Good all around damage and health, but must use swarms.
Warboss: Very powerful melee hero. Must be overpowered by swarms.
Kommando Nob: Stealth commander who can deal good damage. Has powerful offensive abilities. Must be overpowered by swarms.
Mekboy: Ranged commander with very heavy set-up weapons and support abilities. Must be overpowered by swarms.
Slugga boys: medium melee unit, good at swarming anything, especially ranged units. Vulnerable to ranged weapons and heavy weapons.
Burna boys: Medium ranged unit, good against massed light infantry at close range. Vulnerable to ranged and heavy weapons.
Shoota Boys: Medium ranged unit, good against infantry. Heavy shootas good against heavy infantry. Vulnerable to melee and heavy weapons.
Stikkbombas: Medium bomber unit, good against infantry with grenades. Fragile in actual combat.
Stormboys: Medium jump melee unit, good against ranged and heavy weapons. Should be jumped to avoid heavy casaulities.
Wartrukk: Fragile and fast vehicle, reinforces orks. Good against infantry. Vulnerable to anti-vehicle attacks and melee attacks.
Deff Dread: Powerful walker, vulnerable to ranged anti-vehicle attacks. Good against any unit type, with specialisation upgrades.
Lootas: Heavy weaponr unit, fragile but deals high damage. Vulnerable to melee.
Kommandos: Stealth medium ranged unit, with high damage. Stronger than shoota boys, with useful abilities.
Looted Tank: Tough ranged unit, good against all kinds of targets. Vulnerable to anti-vehicle attacks and melee attacks.
Nobs: Powerful melee unit, can deal with most threats. Vulnerable to ranged anti-infanty fire. Hammers good against tanks. Must be overpowered by swarms.
Flash Gits: Powerful ranged unit, knocks back and slaughters infantry. Vulnerable to melee units and vehicles. Must be overpowered by swarms.
-Strenght: Hordes of cheap units. Single high damage attacks only kill one bug.
-Weakness: Individual bugs die fast. Vulnerable to area of effect attacks.
-Traits : Specialist units very good at their jobs, but must use swarms.
Hive Tyrant: Very powerful melee hero. Tough, but slow. Must be overpowered by swarms.
Ravener Alpha: Ranged hero, mobile but weak in melee. Must be overpowered by swarms.
Lictor Alpha: Melee stealth hero good at killing single tough targets. Must be overpowered by swarms.
Hormagaunts: Melee unit. Weak, but very cheap. Good for distraction or swarming.
Termagaunts: Ranged unit. Weak, but very cheap. Good for distraction or swarming.
Rippers: Melee swarm, good for distraction.
Warriors: Tough unit, with good damage. Upgrades make them deadly anti-infantry, anti-vehicle or melee units. Good at taking damage un-upgraded. Vulnerable to heavy weapons.
Raveners: Good damage jump unit. Useful for taking out enemy heavy weapons. Has average combat abilities.
Genestealers: Fragile but very fast close combat units, with very heavy damage. Vulnerable to ranged and heavy weapon attacks.
Lictor: Stealth Unit, good against single powerful enemies. Vulnerable to swarms.
Zoantrhope: Ranged artillery, deals heavy damage, but it is slow and fragile. Vulnerable to swarms and melee.
Spore Mines: Explosive suicide units. Good if they get close. Vulnerable to ranged fire.
Tyrant Guard: Very tough melee walker, good at soaking up enemy fire. Vulnerable to enemy vehicles and anti-tank weaponry.
Carnifex: Tough walker unit, especially with upgrades. Vulnerable to anti-tank weaponry. Best attacked by ranged anti-tank weapons.
Warrior Alpha: A more powerful Warrior variant. Good against any unit type, with specialisation upgrades. Must be overpowered by swarms.
Carnifex Alpha: Powerful walker, with useful upgrades. Good against any unit type, with specialisation upgrades. Must be overpowered by swarms.
It has New Chaos helmets, Aspirign Sorcerer for Rubric Marines, Zoanthrope Alpha, new Ravener Alpha looks, and an upgrade on pvp tyranid weapon boost.
SM Lascannons for Predator sponsons and Razorback.
CSM plasma gun for Nurgle Champion hero and plasma cannons for Havoks (little glitchy).
CSM Raptors are in, Tier1 and can get 2 powerfists.
Carnifex Alpha is now limited to 3, instead of 2.
Barbed Stranlger for Hive Tyrant.
Eldar grenade boost.
Minor balance and typo fixes.
Spelling and wargear fixes.
New helmets for CR and DoW2.
Better supression resistence for heroes and some non-sm units.
Improved fire prism damage.
Termagaunt ability added.
New helmets for FC and Chaos Lord wargear.
Frag grenades for Chaos marines, Blight grenades for Plague marines.
Plasma grenades for Aspect warriors and rangers.
RELEASE 2.6 : Patch fix.
-Angel Gate mission 2 crash bug fixed, thanks to Chaos Godstone.
-Campaign wargear descriptions fixed.
-Campaign is now harder on Primarch and Captain difficulties.
-Eldar and Ork healing abilities fixed to heal the units properly.
-Eldar tank shields can now absorb 1000 damage.
-Eldar platforms come now with 3 per squad, instead of 5.
-Brightlance, pulse and scatter laser dps drastically increased.
-Plague Marine health increased.
RELEASE 2.5: Patch fix.
Campaign Meltas and grenade launchers do more damage, shotguns always knock back.
Charge improved for all melee units.
Predator autocannon fixed.
Lightning claws added for ASM and Vanguards.
Some Chaos Sorcerer and Plague marine spell damage improved.
Apothecary can now heal himself properly.
RELEASE 2.4: Patch fix.
Captain and Primarch difficulty is now harder.
MP: Techmarine plasma gun cost reduced.
Librarian Ignite Soul ability does less damage, but effects larger area.
Chaos and SM anti-tank turret upgrades are cheaper, and no longer need tier 2. Turrets are cheaper too.
Tarkus formation fixed.
More squad members added.
Healing kit bug fixed.
Chaos Terminator voice fixed.
Avatar, Berzerkers and Plague marines are tougher.
Bloodcrusher is weaker.
CSM and SM anti tank turrets now has 360 firing arc.
Greater Unlcean one no longer costs population.
Plague Champion power fist damage increased.
RELEASE 2.1 :
Small bug fixes.
Predator fix for SP.
Spelling errors fixed.
Alternate mod added.
The Alternate mod is made for obsolete computers.
The alternate campaign has less enemies (25% of normal mod).
The alternate multiplayer has smaller squads (around 33% of normal mod, close to DoW2 original).
Hints, tips and errors.
-For some reason the CR corrupt campaign Traitor mission does not appear for me.
-Disequip all wargear from Tarkus before doing the first angel gate mission. Do not use terminator armour on this mission.
-Do not use terminator armour on the second Angel Gate mission.
-There is a bug with the first CR mission when you reach Tarkus. It only happens around 50% of the time, and with a re-try you can finish it.
You can also solve this bug by sending Cyrus and Avitus back to the start point, out of weapon range from the traitor guardsmen attackign Tarkus. After that, attack with only the Commander. That should be fine.
If you got error:
-Check if the mod is installed correctly.
-Start a new campaign!
-Check if you do not have other mods equipped.
-Make sure "-dev" is NOT enabled. This mod should be run like normal DoW2.
-Check if your game is up to date!
-Check for damaged files!
RELEASE 2.0 :
Your marines now have helmets, except for Cyrus.
A lot of wargear is added (around 30 new items). The list is very long, and I should better let you find all of them out yourself .
Some pure, and a lot of corrupted wargear is added.
If you have DoW2, be sure to carry over the Armour of the Demonslayer and the Arcanatum Energis to Chaos Rising, as these items will spawn a new and more powerful Chaos Rising version if donated.
Chaos Marines and enemy tanks are more powerful.
Chaos Marines drop more loot.
Tank drop pod is added.
Chaos Terminators are added.
Bolters for normal Tacticals and Chaos Marines are a little more deadly.
Chaos Missile Launchers can launch a devastating frag missile.
Resource gain rate is slightly increased.
Aliblabla, Jaylo138, Zetrial for making their super mods and support.
Special Thanks to Shuma for his unit models.
Netrogor and Rodzaju for their inspiring modding.
Predi and Leves for the faithul testing and ideas that they provided.
Predi (Malcador) again for the help with the item descriptions!
Corsix, Exo Elite and TheEndlessGrey, Copernicus and Dekhranic for their great tools and wisdom.
Buguba, Miguel and Gorb for advices.
Darrius86 for his Chaplain.
Shuma for the wonderful Chaos Terminators, Rubric marines, Khorne berzerkers and Space Marine Helmets.
Nerevarine for his help with the corrupted Chaos Marines.
Kolaris for the Sternguard Ammunition mod.
Chaos Godstone for fixing the angel gate bug.
All the helpful players who supported the mod and/or gave feedback.
1.9 version. THIS VERSION REQUIRES YOU TO HAVE CHAOS RISING.
You must have bought Chaos Rising to play this mod!
Chaos Rising patch 2.2 is required.
1.8 version. THIS VERSION REQUIRES YOU TO HAVE CHAOS RISING.
You must have bought Chaos Rising to play this mod!
Chaos Rising patch 2.2 is required.
Now it should work with CR campaign.
1. Make a back-up copy of DoW2.module
2. Copy the files from the mod archive into the Dawn of War 2 main folder.
3. add the " -dev" extension to your DoW2 shortcut and play.
It should look like this :
"C:\Program Files\Steam\Steam.exe" -applaunch 20570 -dev
4. Optionally, you might use the pre-made shortcut included- If you have installed Steam to the standard folder. If you installed Steam elsewhere, please adjust the file, or make your own as in step 3.
Credits: Thanks to Jaylo, Zetrial, Aliblabla and Darrius for their help and permission to use their mods and Chaplain Crozius.
Thanks to Horusheretic for help.
Special thanks to Predátor, Leves and BloodRaven121 for testing.
You should start a new game!
Several ability, wargear, spawn and scar errors fixed. Including Angel forge, I hope!
Elite eldar enemies were made more powerful, such as warp spiders, howling banshees, warlocks and ranger who will now come in fewer numbers.
Librarian is now stronger. Dreadnought has more health, but lower damage.
The old files are meant for the 1.9 release. They don't work with Chaos Rising.
Download the normal Mod:
Download the Alternate mod with fewer enemies:
1 Extract the files from the rar to the Dawn of War 2 main folder.
2 make sure pw_c.sga is in the Wrath of the Blood Ravens folder. (It should be there.)
3 Use Astartes.bat to play!
RELEASE 1.6 :
Changelog 1.6SP :
Angel Gate bug is most likely fixed. Still never use Terminator armour in Angel Gate.
Bolter and Plasma weaponry now has fluff-like magazine sizes.
Power Weapons are better against vehicles.
Space Marines are now heavy infantry.
Minor bug fixes.
Bolter and Plasma weapons have fluff wise magazine sizes.
Space Marines are now heavy infantry.
Minor bug fixes.
NEW Space Marine Squad :
Deathwatch Kill team, featuring 5 members with hellfire bolters, dealing additional damage over time and slowing enemies.
Can be equipped with Flamers or Plasma guns. Can get melta bombs.
Has the Frag, Krak, Blind and Plasma grenades.
New Space Marine hero : Chaplain (with new skin, thanks to Jaylo)
Holy power axe and storm bolter.
Energy-stealing axe like the Apothecary's and a storm bolter wielded like a pistol. Very good at decimating infantry.
Holy Power fist and plasma pistol.
Grants the Flesh over Steel ability, and gives the Chaplain a very good damage versus tanks and heavy infantry.
Holy Power sword and Strom shield.
Gives the Defend ability, and makes the Chaplain effective against swarms of lesser enemies.
Sacred Robes of Faith
Outfitted with loud hailers, this armour allows the Chaplain to bellow his prayers with increased volume. Grants the Chaplain the ability to increase the damage of a nearby allied squad.
Holy Mantle of Retribution
Engraved with the Prayer of Hate, this armour deals damage to any enemy who strikes the Chaplain in close combat.
Blessed Armour of Righteous Wrath
Scenes of bloody slaugher adorn this midnight black armour, making the Chaplain a truly terryfing figure to behold. Grants the Chaplain the ability to supress nearby enemies.
The Chaplain's skull helmet is shaped in the image of the Holy Emperor , inspiring nearby Astartes to fight with even greater valour.
Grants the ability to throw extremely power grenades which cause massive damage in the target area. Similar to D-Cannon singularity.
Grants the ability to absord enemy damage by draining energy, same as the FC's halo.
Scouts, most ork and eldar infantry are randomised in their looks.
Army painter now has almost every unit for every race.
Angel gate bug should finally be fixed, alongside some scar based alterante mod errors.
Version 1.5 :
RELEASE 1.5 :
Space Marines ranged weapons damage reduced by 20%. Some found wargear level requirements fixed.
Fixes: Sword of Purity, Blighted Armor awargear level and level requirements fixed.
Finally every entry that says "Vulcan" for the Salamander's home planet has been fixed to say "Nocturne" or refer to the Primarch Vulcan. Someone at Relic watched too much Star Trek .
Weapons now do more gibbing damage.
Bolters, power axes/swords, chainswords, Dreadnought fists and plasma pistols : 30% chance to explode enemies.
plasma cannon, plasma gun and missile attacks : 100% and 90% chance.
Assault cannons, Power fists and Thunder hammers (all of them) has a 40% chance.
Davian Thule health, melee combat damage , melee combat special attack chance increased. Melee sync kill chance reduced to 10 from 25.
All Eldar infantry damage and health increased.
Space marine missile weapon damage slightly increased.
Carnifex damage and health reduced (now it is on the same level as a Wraithlord).
Now starts with 2 heavy bolter marines, who can upgrade their gear to Missile Launchers or Plasma cannons.
The squad can add either two plasma cannons, or two missile launchers or 2 heavy bolters.
The sergeant equips the weapons used by the two original squadmates .
I hope this Devastator squad is more "customizable" , while retaining the fluffly awesomeness of Long Fangs or Avitus-style BR Devastator squads (every sm has a heavy weapon).
Heavy bolters are good against infantry whenever they are bunched toughether or drawn out.
Krak missiles are good against vehicles, Frag missiles against blobs of infantry. Both missiles knock back the target.
Plasma cannons are awesome in every way, but they are inaccurate against moving targets (and I can't fix it yet).
Burna boyz, tier 1, 15 members. These burna boys are good at both melee and ranged damage, but they are not exactly durable.
Carnifex Alpha : This is a more powerful carnifex, in tier 3 you get two of them.
They have the Seismic Roar, Psychic Scream, and a fast-recharge charge and Bioplasma abilities.
They can have all normal Carnifex upgrades, but do more damage with them.
Warrior Alpha : You can have three of this elite shock squad. 6 members, each tougher and better than normal warriors, with the same upgrades,but they do more damage with them .
They have the Flesh Hooks, Toxic burst and Toxic cloud abilities, all to be better melee combatants (although their ranged weapons are better too).
Larger squads have been reduced to smaller ones. This does NOT effects overall army size, but reduces pathing issues.
Extra gibbing added.
Wargear effectiveness for Eldar, Tyranid heroes and Mekboy and Kommando are increased to be balanced with the gear of SM heroes and Warboss.
FC jump pack is fixed.
Stern and Vanguard graphical update.
SM squads are more expensive. (+10% to +30% cost )
SM Tacticals upgraded with missile launchers can now change krak/frag grenades like a Fire Prism changes its firing mode.
Krak missile damage reduced.
Plasma cannon charge-up time removed. Overcharge ability added. Reload time increased due to extreme firepower.
All sergeants have helmets added, and more ornate armour.
Venerable Dreadnought can have an Assault cannon upgrade, which is stronger than regular one.
SM weapons have more devastating FX, I'm not sure if I'll keep it tough.
Sm have 5 per sec health regeneration. Terminators got 8 per sec.
SM Tactical and Assaults squads will now have 3-3-3 custom looking marines. Their statistics are unchanged.
SM missiles are more accurate, power weapons do slightly less damage against heavy infantry.
Assault Marines can now have 2 power fists.
SM Teleporter wargear replaced with Master Crafted Helmet. Adds 500 health and increases detection radius by 50 (so the detection radius will be the same as normal Line of sight).
Force Commander Terminator Hero new wargear:
Cyclone launchers: Gives the ability to launch missiles.
Void Shields : Adds the shield that drains energy instead of health.
Crux Terminatus : Boosts nearby SM like Sacred standard.
Enhanced Actuators: Gives the TFC the Sprint ability.
Thunder hammer and storm shield : Powerful melee weaponry.
Plasma cannon projectile changed back to normal.
Eldar plasma grenade explosion animation added to plasma cannon hits.
Tyranids got general weapon damage boost.
More HP for tyranid warriors and raveners, lictors.
Carnifex moved to tier 2.
Tyranid gaunts move in small swars, have adrenal glands /Toxin sacks upgrades, and are extremely fast.
Gaunts have increased health regeneration, 3 per sec.
Other tyranids have very fast health regeneration,from 8 per second to 25 per second.
Termagaunts's devourers now slow down enemies on hit.
Eldar units are faster and deal more damage.
Fire Prism has the same shield as the Falcon.
Bright Lance, Fire Prism, D-cannon, Pulse and Scatter laser range increased.
Mek hero starts with big shoota, and can get rokkit launcha.
Small orks have medium health regeneration 4per sec), Nobs and Flash Gitz have 8 per sec.
Kommando health increased by 20%.
Ork squad sizes reduced by 25%
Version 1.4 :
Changelog 1.4It adds Apothecary Gordian and Techmarine Martellus to the game, deployable by drop pod that drops around level 6-7.
Gordian is armed with a power axe and a plasma pistol.
He has an area of effect heal ability, combat stimulants that increase a marine squad's damage, toxin grenades that deal damage over time, and Iron Halo.
Martellus is armed with a plasma pistol, and he can repair vehicles.
He has Iron Halo, and can throw Plasma, Vortex and EMP grenades.
The Force Commander no longer has toxin grenades, and has a better chance of using his area-of-effect melee special attack.
Davian Thule and the Commander are now tougher.
Minor bugs and spelling mistakes are also fixed.
Version 1.3 download:
1 Choose which version would you like.
2 Extract the files from the rar you choose to the Dawn of War 2 main folder.
3 Put pw_c.sga in the Wrath of the Blood Ravens folder.
4 Use Astartes.bat to play!
SM squads by Zetrial, he made every one of them look unique.
New items, textures and enemies by Jaylo138.
My changes: More enemies ( much, much more in every mission), tougher marines. Old items are more powerful, as are the new ones.
The Space Marines can now wear Iron Halos and Banners as accessories.
All Terminators now have helmets.
The commander has a Mark7 helmet for standard, and has a Mark6 with Jetpack, and is bareheaded with teleporter. He also overcame his muteness, and now speaks. He is alone.
Tarkus can now wield heavy weaponry.
Arc of fire removed from heavy bolters and plasma cannons.
Setup time reduced, teardown time deleted.
White items no longer drop, but named ones have a higher chance of dropping.
Maximum Armour have been increased to 300. SM armours now give more defense rating.
Storm shields can now be equipped by FC and Thaddeus. There are only currently 4, but more can be made.
Ironshield, level 5: 20 armour, 5 melee skill and +20% melee damage.
Dauntless, level 10: 30 armour, 10 melee skill and +30% melee damage.
Bulwark of righteusness, level 15: 40 armour, 15 melee skill and +40% melee damage.
Indomitable shield of Faith, level 20: 50 armour, 20 melee skill and +50% melee damage.
An epic level 20 :
bolt pistol: Damnation of Heretics, it deals area of effect damage. It uses the Pistol of Baal model.
power sword: Arcanatum Energis, a vortex blade which is VERY nasty. It has a quite acceptable new model, made of the epic and rare powerswords. There is extremely low clipping, thank the Emprah.
power armour: Holy mantle of the Daemonslayer
is added. It is the awesome retexture of the "Company Champions armour" by Jaylo. Best armour in game.
Terminator armours are now stronger.
The Aegis of Hurios is a melee armour, the Eternal Crusader ranged, and the Armour of Azariah is balanced.
Purity seals now grant their bonuses to the whole squad. Accessories like Mines are now usable by all squads.
Jaylo's squad abilites have been slightly changed. Avitus can now drop turrets and order artillery strikes, while Thaddeus can use the Rosarius. Tarkus can throw EMP grendes.
I am planning on adding Krak and Plasma grenades to SM. Perhaps even making EMP grenades an item.
Weapons now have a longer range, like the Project Warhammer weapons.
Changes from Aliblabla's PW mod:
All heroes and tanks are made tougher and have more energy. Eldar and Tyranid race added. Firing arcs and teardown times are completely removed. Set-up times decreased. Zeal/psy/WAAGH/biomass limit set to 100.000.
SM Terminators are stronger, but they are reduced to 5 members. My aim is to let you have 2 terminators of either category. However due to my incompetence now you can have terminators until you have two squads of one of them. So you can have 2 assaults and 1 normal, or 2 normal and 1 assault.
Sternguard veterans added, 5 bolter and 1 plasma marine at Tier2. Have a limit of 2 per player.
First company veterans are given jetpacks, reduced to 5 members, given more health to compensate, and renamed Vanguard veterans. Limited to two squads.
Tatical Sergeant now wields a pistol and chainsword.
Devastators now have 3 heavy bolters, 1 plazma cannon and 1 rocket launcher. Sergeant can be added, he wields a rocket too. Only two squads can be built. Focus fire now works like Campaign, draining energy.
Tacticals have 2 weapons per squad. Missile launchers (every one) damage had been severly reduced. Now the Techmarine can't 3 shot a HQ, and the Tacticals can not knock out a Dreadnougth or an Avatar with 3 missiles.
Venerable Dreadnought upgraded to Project Warhammer standards. Predators are limited to 2, Razorbacks to 3, Dreadnought to 1.
Most AStartes squad have frag grenades, except Terminators. Blind grenades are present with Veterans and Scouts . Veterans also have Plasma grenades (Hellfire from TLS).
New units from Jaylo138's The Squad Mod:
Chaplain at tier 1 for SM. He has Iron Halo, grenades, can use Demoralising shout to supress nearby enemies, and use Litanies of Hate to increase a fellow SM squad's damage.
Librarian at tier 3: He has a force axe and plasma pistol. He has the following powers : Smite (Warlock lightning), Gate of Infinity (Mass teleport), Fury of the Ancients (Warlock flame attack), Force Dome (Defend of the FC with shield) and Warp Vortex (D cannon black hole).
They both have 10 levels.
They have the ability to turn to Chaos, summoning a Chaos Lord for 1000 zeal (I think it will be 3000). The Lord can throw fireballs, leech health from a single enemy infantry, and summon 15 Bloodletters for 500 zeal.
Vehicles, Kommandos, Kommando and Mek commanders are upgraded to Project Warhammer squads.
Flash Gitz added at Tier3 as a heavy damage dealer infantry. They have a limit of 2. Nobs have a limit of 3.
Wartrakks got a limit of 3, because otherwise the CPU spams them in their dozens.
Eldar: All squads are bigger, have more health, and do more damage.
Aspect Warriors and rangers : 15
Platforms: 5 platforms and 10 guardians
New buildable tier 3 squad : Seer council, limited to 4. Has 10 members, good at both ranged and melee combat.
For some reason the Avatar is still very weak, no matter how much health I give him. He seems to have no armour, even after I made him have the same as the Carnifex.
Carnifexes and Warriors have all their upgrades back.
All warriors upgrade to Barbed Stranger/Venom Cannon. Raveners are tier 1 and stronger. Rippers are not buildable.
Gaunts are almost free, and come in packs of 30. They are just cannon fodder to screen the warriors and Raveners tough.
Both Eldar and Tyranid weapons have a longer range, to be fair with SM and orks.
I would like to respectfully ask Aliblabla, Jaylo 138 and Zetrial to give me their permission to upload this mod.
All glory and fame goes to them for creating such good mods. My own Eldar and Tyranid race are inferior to Aliblabla's ones, but they have not been released for so long that I needed to edit them.
I do NOT take credit for their work, and will not publify (make it public) this mod (or cut out the content) if they don't allow me.
I would give them (and their helpers if they have some) full credit, a link to their threads in the readme... and I'm willing to help them in their projects if they ask me.
My mod REQUIRES Project Warhammer, it freezes without it. I can also make it require Squad Mod and Brothers of the 4th. ( It is fairly easy, I need to add their SGAs to the module file to load. )
My current information is that Zetrial is not visiting this forums regularly.
I intend to wait for him, I won't release the mod until he gives me his opinion.
The multiplayer mod supports up to 4 players, tested by my two loyal friends and self.
6 players can cause heavly lag, if there are ork and tyranid players.
Also, a lot of metallic colours (more than half of the units) also gives lag.
Recruit difficulty is just a big slaughter, for players who like to win.
Sergeant offers a little challange.
Captain offers a fair and equal fight.
Primarch is very hard, only recommeneded for experts. (Not this humble noob, who has a hard time with Captain).
Firing arcs are not completely removed, but set to 360 degrees.
Thank you, and thank all the 3 noble modders whom without this mod would not be possible. The mod will be on filefront and Strategygameinformer.
Here is the newest 1.2 version:
http://www.easy-share.com/1908408726... Ravens 12.rar
Changelog 1.2This version uses SGAs.
Changelogs: Enemies are now tougher. Unique looking armours are level 18 and better.
Crash bug with tyranid defense missions fixed.
Place the Astartes.bat, the the Wrath_of_the_Blood_Ravens.module and Wrath_of_the_Blood_Ravens folder (which has 3 SGAs in it) into your Dawn of War 2 main folder. Click on Astartes.bat to run the game.
No module change or -dev command is needed. The normal DoW2 exe starts the game as vanilla, making this mod very easy to use.
Here is the 1.1 version :
It is the whole mod with the lastest bugfixes, install it like the old one.
You can delete the old mod, or simply overwrite it.
This is standalone version, it does not requires the old one.
Edit : IMPORTANT: Sp voices are fine and fixed. The mod needs the ORIGINAL DoW2 to have sounds.
Thunderhammers can now be wielded by Thaddeus. All Thunder hammers have more damage. All SM are tougher and more dangerous.
All SM squads are faster.
Leveling is twice as slow as the vanilla one.
Changelog 1.1Levelup done. Max level 20 XP is now 40000 (doubled).
Supply Drop rates: reduced to 25% of previous.
Assault will receive bonus:
1 +10% ranged damage, and +20% melee. +40 health
2 +10% ranged damage, and +30% melee. +50 health
3 +15% ranged damage, and +40% melee. +60 health
4 +20% ranged damage, and +50% melee. +70 health
1 +20% ranged damage, and +10% melee. +40 health
2 +30% ranged damage, and +10% melee. +50 health
3 +40% ranged damage, and +15% melee. +60 health
4 +50% ranged damage, and +20% melee. +70 health
1 +20% ranged damage, and +10% melee. +20 health
2 +30% ranged damage, and +10% melee. +30 health
3 +40% ranged damage, and +15% melee. +40 health
4 +50% ranged damage, and +20% melee. +50 health
1 +15% ranged damage, and +15% melee. +40 health
2 +20% ranged damage, and +20% melee. +50 health
3 +30% ranged damage, and +30% melee. +60 health
4 +40% ranged damage, and +40% melee. +70 health
Veterans +50% ranged damage, and +50% melee. +100 health
All Terminators get +25% ranged and melee damage, and +100 health.
The previous modifier was:
+30 health to all,
Veteran Tacs who got 60.
Scouts who got 20.
Terminators got 100.
These do NOT affect the Sergeants.
Thunder hammers (both Daemon and Terminator types) got a massive damage bonus. Now it will worth losing assault jump with the ASM.
Thaddeus can now wield Thunder Hammers after getting the "power weapon aptitude" trait.
I gave all bosses a passive ability that triples their health and damage. I hope this makes boss fights challenging again.
UCS problem solved, there should be no more "NO RANGE 1145200" lines.
Terminator armour Aegis of Hurios drops at level 10, and Crusade Eternal at level 15.
MP : Carnifex starting health increased from 4000 to 6000.
Carnifex normal :
Basic damage increased : 500 --> 700.
Sweeping AOE damage : 150 --> 450
Thornback Carnifex :
Basic damage increased: 700 -->1000.
Sweeping AOE damage : 400 -->700.
The old 1.0 version:
1 Extract the Enlgish.rar into : Dawn of War 2\GameAssets\Locale\English
2 Extract the Data.rar into: Dawn of War 2\GameAssets\Data
3 Make a back up copy of your own original DoW2.module file.
When done, replace the original with the DoW2.module provided with the mod.
4 Download Project WARhammer mod from here:
5 Put pw_c.sga from the Project WARhammer mod into : Link to thread : Dawn of
6 Use the " -dev" parameter to start the game.
"C:\Program Files\Steam\Steam.exe" -applaunch 15620 -dev
It should look like something as this.
7 Play the mod, and remember to start a new campaign.
Full readme for this mod and used mods is in the RAR file.
BugsFor some reason, the SM Terminator FC's flamer, iron halo and missile barrage abilities won't remove themselves when their wargear is replaced by another one.
The armour-given abilities work fine.
At the first Angel Gate mission, you can not have terminator armour equipped, or it will crash.
At the second Angel Gate mission, it sometimes freezes. This problem seems to be completely random.
For me, restarting the mission will fix it.
For others, pressing the ESC button repeatedly while cinematics play, or using only Vanilla dow2 wargear (no modded or pre order) will fix it.
Some people doesn't even have this error.
MP SM armyPlasma cannons in action
Devastator Marines with heavy bolters
Tactical Marines with plasma guns
Assault Marines with power fists
Campaign picturesMartellus and Gordian in Campaign
Azarius in the Mantle of the Daemonslayer, by Jaylo.
Thaddeus in Isador's Folly, by Jaylo.
Abilities show nicely.
Tyranid rush stopped.
AstartesStandard of Angelos. Its hammer time!
Standard of Azariah. With the planets of Aurelia
Neverending Hail of Devastation. Now with purity seals!
Dreadnought epic assault cannon, Chorus of the Righteous dead. Avitus has the Pitiless Lance of Vengeance, which had also been pimped out.
Avitus with the golden skull iron halo
Tarkus with the silver halo
Power axe gift of Blackmane and Diadem of Dante
Power fist Defiant Rynn
Power fist Crushing Fist of Cortez
Tarkus with the Gift of the Seraphim and Heraldy of Davian Thule.
"Ere komes da boyz!" Defense mission, wave 2.
Here comes WAAAGH!
"Too much dakka!" Neverending Hail of Devastation wracks merry havoc on the orks.
2.4 Chaplain by Shuma