Welcome to the Dawn of Coalescence Thread. This is a mod for Dawn of War Soulstorm (1.20).
Links:
[Removed] Said best by kirbanator in Post #662
The size of the file to be downloaded is 2.04 gigabytes. Do NOT let this fool you. Uncompressed and put into an installation of Soulstorm with be about 32.6 gigabytes.
These Mods will be required as separate downloads:
Tyranids
Witch Hunters
Inquisition Daemonhunt
Steel Legion
Features of the mod include:
Destructable Terrain
Flyer SCAR
SCAR Info
Flyers now automatically fall back to their designated point of origin or nearest building of the designated type. This is still in the early stages of development so expect bugs and dysfunctional behaviour but when it works as intended it makes flyers an entirely new element of gameplay in that they have to be managed in different fashion than other units, with multiple point plotted routes being the standard method of employment.
Defensive Placements
List of Placements
Tank Traps: Stop/Slow and damage vehicles that hit them, can be camoflauged
Razorwire: Stops/Slows infantry, does minor damage and reveals stealthed units, can be camoflauged
Sandbags: Provide damage reduction, small chance of not being hit and a heavy cover bonus
Shield Generators: Repell most enemy fire and keeps enemies from moving into the shielded area.
Walls: Large redoubts common to such forces as the Iron Warriors and Imperial Fists, Walls not only provide excellent protection but help the defender dictate enemy troop movements.
55 Different Playable Races
Army List
Alpha Legion
See Post #270
Armoured Company
See Post #320
Black Legion
Army Info
Black Legion employ a mark based system similar to the Eldars Aspect portal, with each mark in each building unlocking different relevant units, unlike many mark systems the Black Legions are not exclusive allowing them to field slaanesh and khorne units (for example) side by side (abbaddons that good at persuading), and in fact if you try to stick to just one mark you will severly hamper your forces size and strength, greater daemons ARE however exclusive atm as its my intention that only Word Bearers forces be allowed multiple greater daemons of opposing marks. New units of note include Annihilation Force, Decimator, Doom Wheel(forthcoming), Abbaddons Chosen, and of course Abbaddon himself. Defilers have double the normal cap (they are abboaddons invention after all).
In summary Black Legion are a flexible hard counter force that ultimately relies on diversity (can't just spam one unit of one mark all game) and Eldar like hard counter decisions (ie decisions like plague marines or noise marines first) to gain victory. Much more information and screenshots forthcoming, questions are helpful and welcome in better elaborating on the details.
Unit List:
Abbaddon
Annihilation Force
Bloodletters
Bloodthirster
Caligula Titan
Chaod Dreadnought
Chaos Lord
Marines
Predator
Ravager Titan
Banelord Titan*
Abbaddons Chosen
Cultists
Daemon Prince
Daemonettes
Decimator (model pending catwells permission)
Defiler
Feral Titan
Great Unclean One
Havocs
Horrors
Icon Bearer
Keeper of Secrets
Khorne Berzerkers
Khorner Terminators
Chaos Land Raider
Chaos Lieutenant
Lord of Change
Bikes
Noise Marines
Noise Terminators
Nurglings
Obliterators
Plague Marines
Plague Terminators
Possessed Marines
Raptors
Chaos Rhino
Rubric Marines
Slaves (builder)
Sorcerer
Terminators
Buildings:
Armoury
Greater Sac Circle
HQ
LP
Machine Pit
Plasma Gen
Sac Circle
Temple
Thermoplasma Gen
Placeables:
Razorwire
Tank Traps
Bolter Turret
Missile Turret
Symbol of Chaos
Mines
Black Templars
Blood Angels
Cadian Interior Guard
Army Info
Unit List:
Baneblade
Basilisk
Colonel
Chimera
Commissar
Demolisher
Demolitions Team
Firesupport Squad
Grey Knight Justicar
Deathwatch Marines
Grey Knight Terminators
Grey Knight Dreadnought
Griffon
Hellhound
Imperator Titan
Inquisitor
Junior Officer
Kasrkin
Leman Russ
Lieutenant
Medic
Paratroopers
Sentinel
Servitor (builder)
Sniper
Guardsmen
Hardened Soldiers
Stormblade
Valkyrie
Veterans
Vulture
Buildings:
Field Armoury
Air Control Tower
Barracks
Gen
Inquisitorial Barracks
Heavy Armour Building
HQ
LP
Officers Barracks
Thermoplasma Gen
Vehicle Building
Placeables:
Walls
Turrets
Mines
Cadian Shock Troops
Army Info
Units List:
Baneblade
Basilisk
Captain (Ursarker E. Creed Model Req.)
Chimera
Commissar
Conscripts (and/or Youth Armies?) (Retexture required)
Defense Laser (Model required)
Enginseer (builder)
Eversor Assassin
Eversor Execution Force
Griffon
Guardsmen
Heavy Weapons Team
Hellhound
Hydra
Junior Officer
Special Weapons Teams (retexture required)
Kasrkin
Leman Russ Conqueror
Leman Russ Exterminator
Leman Russ Vanquisher
Vox
Medic
Psyker (retexture required)
Sentinel
Shadowsword
Support Sentinel
Vindicare Assassin
Vindicare Execution Force
Warhound Titan
Buildings:
Field Command HQ
Infantry Command
Listening Post
Mars Pattern Command
Mechanized Command
Generator
Tactica Control
Thermo Plasma Generator
Space Port (Imperial and Space Marine models Req.)
Placeables:
Bunker
Mine Field
Heavy Bolter Turret
Missile Turret
Razor Wire
Tank Trap
Sandbags
Chaos
Added Units
New Units:*
Chaos Land Raider
Chaos Terminators
Chosen
Defiler Assault Force
Havocs*
Placeable defenses
Craftworld Eldar
Daemon World Hosts
Army Info
Special thanks to ChaosReigns for the EXCEEDINGLY thorough Daemon World Host write up.
Within the Eye of Terror are a number of different planets. Many of them once great utopias at the center of the Eldar Empire of old. These planets have been, over the long centuries, tainted and twisted by the unholy power of Chaos, so that they are no longer utopias, but veritable visions of Hell where thousands of deluded heretics and foul mutants raise their hoarse voices in praise to the Dark Gods.
As one might expect, each of these "Daemon Worlds" is ruled over by a great champion of Chaos, who shapes the world into a form that he or she finds suitable or pleasing. Most of the time the rulers of these worlds are either Daemon Princes or Greater Daemons, and each of the Daemon Primarchs (barring Fulgrim) has his own Daemon World to lord over. However, it is not totally unheard of for a Chaos Marine lord or mortal champion to become lord of a Daemon World, it's just that it's fairly uncommon.
In any case, as one might expect the Chaos Gods and their servants constantly make war against one another for control of these Daemon Worlds. The Daemon Worlds, excepting those owned by the Traitor Legions, frequently change hands.
The "Daemon World" army was first featured (and has not been featured since, much to my chagrin) in the Second Edition Codex: Chaos, which included rules for creating Chaos Space Marine armies, Chaos Cult armies and Daemon World armies. Unlike the Chaos Cult army, which was composed mostly of Cultists and Traitor Guardsmen armed with "modern" weaponry (and a smattering of daemons) the Daemon World army was something totally different. The greatest and most interesting difference is that most of their units are equipped with Medieval wargear. The Daemon World units wear plate armour or mail and carry swords, axes, maces and the like. They do have limited access to power weapons and guns, but at an increased cost as upgrades.
As for units, virtually every daemon available to other Chaos factions is, unsurprisingly, available to Daemon World armies. However, for the sake of balance daemons should be fairly expensive and limited in some way, so that there isn't a great mish-mash of daemons from opposing gods happily fighting alongside one another. However, true to the codex, all daemons should be available to the Daemon World player, just not without penalties.
The units are as follows. It's possible that Chaos Marks could be represented by different units, or could simply be upgrades. How modern wargear is to be implemented is yet to be decided.
Commanders:
-Exalted Champion
-Mounted Champion
-Magus
"Infantry":
-Beastmen
-Chaos Warriors
-Mounted Chaos Warriors
-Chaos War Hounds
-Minotaurs
-Trolls
-Chaos Spawn
Lesser Daemons:
-Bloodletters
-Flesh Hounds
-Daemonettes
-Fiends of Slaanesh
-Horrors
-Flamers
-Nurglings
-Plague Bearers
Daemon Princes:
-Doombreed
-N'kari
-M'kachan
-Foulspawn
Greater Daemons:
-Bloodthirster
-Lord of Change
-Keeper of Secrets
-Great Unclean One
Epic Tier Units:
-Chaos Dragon
In terms of commanders, the Daemon World armies have several choices.
They have Chaos Warrior Champions, who, while only being humans armed with Medieval armour and an axe actually have very high stats. Furthermore they may be upgraded with power weapons, power fists, las pistols and flak armour if the player chooses to do so. They may also be given a Mark of Chaos, and these have various benefits. However, these champions are still only human (and armed with Medieval weaponry/armour to boot) and as such are no match for a "true" Chaos Lord, or indeed for many of the alien commanders that lead their forces to war. Therefore I'd be inclined to say that they should play in a manner similar to Commissars and other Imperial Guard secondary commanders.
Please note that there are two varieties of Warrior Champion. There are "Mighty Champions" who lead individual squads of Chaos Warriors and there are "Exalted Champions" who are the ones I detailed above.
As an aside, Chaos Warrior Champions can be mounted on Chaos Steeds (which are basically daemonic horses) for a speed boost at a small cost.
There are also Beastmen Champions, who are armed in a manner similar to Warrior Champions, but are unable to get any modern wargear. These guys should act as "sergeants" to Beastmen squads, as their stats are inferior to the Warrior Champions and they would prove to be only a nuisance to some of the more fearsome warriors of the galaxy.
The final mortal commanders in a Daemon World army are the Chaos Magi (singular Magus). They are human sorcerers who are of about the same skill as Imperial Guard Psykers. At some later date I'll write up more info on what these guys get as psychic powers, but for now, suffice to say that they are armed with Medieval gear (axe or sword and Medieval armour) and may be upgraded in the same manner as Warrior Champions.
Under the "characters" heading in the codex are also Greater Daemons and Daemon Princes, but I imagine that those will be late game units rather than commanders.
Now, in terms of standard units the Daemon World army is also a bit strange. Their units also utilize Medieval wargear as their basic equipment. Now this isn't to say that they can't get some "modern" weaponry as upgrades, but by and large they tend not to use a lot of it. They also have no tanks of any description (although Defilers and other daemon engines could reasonably be included if need be) and instead make use of various mutant monsters to fulfill the role of "heavy support". Their units are as follows:
Chaos Warriors:
Highly skilled and ferocious mortal barbarians who are the basic infantry in the Daemon World army. They are, however, only marginally hardier than Imperial Guardsmen (they do, however, have a better armour save, lol). They are armed for close combat with axes, swords and basically any manner of Medieval melee weapon you like. Squads of them may have between 5 and 20 units.
Mounted Chaos Warriors:
Interestingly enough Chaos Warriors can be mounted on daemonic horses to form cavalry squads. They are exactly the same as regular Chaos Warriors more or less, just faster and slightly more expensive. They have the same squad size and everything.
Chaos Hound Pack:
Mutant war hounds (as in dogs that have been mutated by Chaos, not the titans Razz) that go to battle beside other servants of Chaos. These guys are actually tougher than Chaos Warriors and have the same weapon skill (WOW!). They even have one more attack than Chaos Warriors. They're also faster right off the bat, by quite a bit, and, much to my surprise, are cheaper than Chaos Warriors as well. However, Chaos Hounds do have significant drawbacks as well. First of all their morale is terrible and as such, if they're expected to fight in a protracted battle or meet an enemy that they can't slaughter quickly they're going to break easily. They also have no armour of any description and as such do not get an armour save. They need to be protected from weapons-fire long enough that they can get into melee. Lastly, they're less numerous than Chaos Warriors. They can have between 5 and 10 Chaos Hounds per squad.
Beastmen:
I'm not sure what's up with these guys. They cost the same amount of points as Chaos Warriors, but they're decidedly inferior. Their stats are virtually the same, but their morale is worse and their unit champions cannot get any modern weaponry. I would recommend making them cheap and awesomely expendable. I'm going to say between 5 and 25 in a squad, armed with close combat weapons and minimal armour (they only get a 6+ save, whereas Chaos Warriors get a 4+). They may be upgraded with shields to increase their durability. In fact, I'm thinking that Beastmen should be the Daemon World capper unit.
Minotaurs:
Effectively Beastmen on steroids, these (relatively) giant mutants are the shock troops of the Daemon World army. They are armed with axes and wear minimal armour, but they are horrendously tough and virtually fearless. They can also be equipped with an additional close combat weapon of any sort (including power swords, power first etc.). Effectively they serve the same purpose as Ogryns and function in a very similar way (except that they have no ranged weapon. A Minotaur squad is composed of between 3 and 10 Minotaurs.
Also note that in Second Edition TT Minotaurs suffered from a trait called "Blood-greed" which did not allow them to make a sweeping advance (to kill all of the models in an enemy squad) after they had won an assault. Instead, I'd like to see a Kroot Carnivore style system implemented where the Minotaurs can eat dead enemies to regain health, but not to increase their maximum health.
Trolls:
The other giant mutants in the Daemon World army, Trolls are actually not all that different from Minotaurs stats-wise. They have one less weapon skill and one more strength. They can also not be upgraded with additional close combat weapons. However, they do have regenerative powers, which should be implemented in game through very fast regen on their squads. A squad of Trolls consists of between 3 and 5 Trolls.
Chaos Spawn:
One of the more interesting Daemon World units, actually. So basically any Daemon World commander unit, including squad sergeants, had a chance to become a Spawn at the beginning of the game. The Spawn's stats were partially random, basically you took the commander's base stats and added between 1 and 3 to each after rolling the dice. By and large the Spawn, were close combat monsters, especially with the stats boost that each of them received. However, if one of the Daemon World player's Magi turned into a Spawn he lost all of his psychic powers and could not cast them for the rest of the game.
Now besides this Spawn had some other funny features. First of all the Daemon World player actually had very little control over his Chaos Spawn. He would elect a direction for the Spawn to move in and then roll some dice. Whatever he got on the dice was the number of inches the Spawn could move. Any squad/unit the Spawn touched during its movement it would subsequently attack, devoting all of its close combat attacks to the squad/unit that it touched, even if the squad/unit touched belonged to the Daemon World player. If the Spawn rolled doubles during its movement roll it would take a number of wounds equal to the number of the doubles (ie. if you rolled two 4's the Spawn would take 4 wounds). This means that sometimes a Spawn would simply die in the middle of the game, the toll its mutations taking on its body finally too much for its ruined form to withstand.
Also note that the Spawn was invulnerable to close combat attacks of any sort and could only be wounded by ranged weapons or psychic powers.
Chaos Dragon:
Although technically not a codex-correct unit, Chaos Dragons do exist in Warhammer Fantasy and are gruesomely powerful. Though fearsome in close combat they are most dangerous because of their ability to breathe great gouts of flame that can engulf entire squads (so very high area of effect damage). They can also fly. Forge World's Chaos Dragon is veritably (Warhound) titan-sized and is horrendously durable stats-wise. Between Daemon Princes, Greater Daemons and the Chaos Dragon the Daemon World army should be fairly well off in the Epic tier, however...
On the matter of Daemon Engines:
There are a whole bunch of Epic-sized daemon engines in 40k. If you like, Iron Warrior, these could believably be included in the Daemon World army to combat other races Epic-tier units. In addition there are three 40k sized daemon engines that currently have models (that I know of) and can serve as Daemon World vehicles if need be. These are the Defilers, which are already represented in game, as well as Blood Slaughterers and the Blight Drones. Pictures of both are below:
Blood Slaughterer (scroll down for painted pictures and a size comparison):
http://www.forgeworld.co.uk/bloodsl.htm
Blight Drone (again, scroll down for pictures and a size comparison):
http://www.forgeworld.co.uk/blightdrone.htm
Now with regards to the Blood Slaughterer and the Blight Drone, rules for them will be released in Forge World's upcoming "Siege of Vraks III" book, so I can't really help you on that account.
Second Edition Daemon Princes:
In Second Edition all of the Daemon Princes were special characters and all of them led Daemon World armies. There are four Daemon Princes, one corresponding to each Chaos God (although two of the four are not "true" Daemon Princes strictly speaking). Now it may be, Iron Warrior, that you would rather disperse the Daemon Princes throughout other Chaos factions, which is fine.
Doombreed:
Doombreed was one of Khorne's first Daemon Princes, a great tyrant of ancient earth whose armies ruined nations. He is even higher in Khorne's sight than Angron and outstrips even the Daemon Primarch of the World Eaters in sheer brute power, despite his origins as a lowly mortal man.
As one might expect Doombreed is a terrible foe in close combat. I am going to post his stats, as well as the stats of the other Daemon Princes for the sake of comparing and contrasting between them.
(although this is irrelevant as Doombreed is fearless)
His special rules are as follows:
Hates Slaanesh: Doombreed utterly hates any daemons of Slaanesh, or models bearing the Mark of Slaanesh. As such he will not fight in an army that contains any Slaaneshi units.
Axe of Khorne: Any model wounded by Doombreed's axe must take a leadership test. If they fail this test then they take an addition 1-3 wounds depending a roll of the dice. The axe also adds an additional 1 point of strength to Doombreed in close combat. The codex is ambiguous as to whether or not this is included in his profile. It doesn't say, so logically speaking the answer would be that his strength is in fact 8 in close combat.
Rod of Khorne: Doombreed's most powerful weapon. The Rod continually drains the wounds (ie. health) from any psykers within a certain distance of Doombreed. In addition the weapon strikes with his own formidable strength of 8 and ignores enemy armour.
Chaos Armour: Doombreed wears armour blessed by Khorne himself which gives him an armour save of 2+. This armour save is as good as the one Terminators get in TT, which would make Doombreed very hard to kill.
Collar of Khorne: Doombreed is immune to psychic powers and force weapons.
Praise of Khorne: Doombreed may re-roll any failed armour save once.
Terror: Doombreed causes terror, any units attempting to attack him in close combat must take a leadership test. They cannot charge him unless they pass that test.
Fly: Doombreed "flies" like a vanilla DoW Bloodthirster.
N'kari:
A Daemon Prince of Slaanesh, N'kari was born on a world that has been trapped within a warp storm, and as such lost to the Imperium, for centuries. On several occasions the Chaos Gods have tried to conquer this world by corrupting its populace, but each time they have only been partially successful and as of yet the planet has not wholly turned to Chaos worship. During one of these attempted conquests N'kari betrayed his people and pledged his soul to Slaanesh. He proved to be a very dedicated servant of Slaanesh throughout countless battles and was rewarded by his master with the gift of Daemonhood.
(again, N'kari is fearless)
Special rules are as follows:
Hates Khorne: Same idea as Doombreed's rule, except pertaining to Khornate units.
Terror: Same as Doombreed's rule.
Aura of Slaanesh: Models actually have to pass a leadership test to hit N'kari in close combat. That's pretty crazy. Not sure how that'll be implemented in game.
Mark of Slaanesh: As stated N'kari is totally fearless, that's all the Mark does for him.
Psyker: N'kari is an immensely powerful psyker and knows every spell from the Lore of Slaanesh. In game terms maybe just give him whatever the Emperor's Children Sorcerers are casting these days. Razz
Doombolt: N'kari may also cast Doombolt without passing a psychic test. His version of Doombolt seems to be terribly powerful however, equally capable of obliterating squadrons of infantry or ruining armoured vehicles (and by extrapolation, buildings as well).
Rod of Command: Once per battle N'kari may command a single friendly squad or unit to move twice in a single turn. In game terms N'kari should just have an aura that makes units around him move faster.
Foulspawn:
One of Nurgle's most diseased and disgusting champions (if not the most disgusting) in times of old, Foulspawn was actually "blessed" with the dubious gift of Spawndom and not elevated to Daemonhood. Make no mistake however, Foulspawn is still a very powerful foe, even if he's not quite on par with the other Second Edition Daemon Princes.
(Foulspawn is fearless also)
Terror: Same as the rule for Doombreed.
Chaos Spawn: Foulspawn is a mindless mound of diseased flesh and moves erratically. He moves based on the roll of the dice and moves as many inches as he scores on that roll. Also, he can move through squad, friend or foe, but must attack any unit he touches, apart from other daemons.
Absorb Bodily Tissue: Any wounds inflicted by Foulspawn replenish any wounds he has lost throughout the battle. This may not take his total number of wounds higher than 18, however.
Toad-like Tongue: Foulspawn may "shoot" his tongue like a toad (that's what it says in the book anyway) at any enemy model within 12 inches. The enemy model is then dragged into base contact with Foulspawn, who may proceed to engage it in close combat.
Nurgle's Cloud of Flies: Foulspawn is surrounded by a veritable cloud of fat-bodied flies, which swarm over nearby enemies. All enemy units within 6 inches of Foulspawn have their weapon skill and ballistic skill reduced by 1.
Psychic Powers: Foulspawn is, surprisingly enough, a psyker and knows all of Nurgle's psychic powers. Again, he can just have whatever the Death Guard Sorcerers get.
M'Kachan:
Technically not a Daemon Prince proper, M'Kachan is actually a Lord of Change that was given the rank of Daemon Prince by Tzeentch. He disdains physical combat, especially melee, preferring instead to outsmart his opponents or obliterate them from afar with his enormous psychic power.
(M'Kachan is, unsurprisingly, fearless)
Hates Nurgle: The same as Doombreed's rule, but directed towards Nurgle units.
Terror: The same as Doombreed's rule.
Destiny of Tzeentch: M'Kachan's side always gets to use the first psychic power of the game, regardless of who actually is taking the first turn.
Fortune of Tzeentch: M'Kachan may nullify enemy psychic powers on a roll of 3+.
Psychic Powers: This will need to be discussed further, but M'Kachan should be a very formidable psyker, one of the best in the mod, perhaps.
Master of Illusion: M'Kachan may disguise himself, using his formidable psychic powers, as any model within the player's force. For example, M'Kachan may, at the beginning of the game, appear to the player's opponents as a standard Chaos Warrior Champion, or any other Daemon World unit you like. M'Kachan functions as if he really were the unit he as disguised as until he takes a wound or chooses to reveal himself (can happen at any time). He then functions as he normally would for the remainder of the game. Note that the player's opponent is not initially told which unit is secretly M'Kachan and only finds out when he reveals himself.
Incredibly Cunning: This rule wouldn't fit in DoW, as it has to do with who gets the first turn (among other things). Instead I propose that M'Kachan should instead have an ability that allows all of the player's Daemon World units on the field to infiltrate temporarily. Either that or the fog of war temporarily parts for the Daemon World player using the power. These two things should perhaps cost resources, as well as having a very long recharge time.
Therefore, in summary...
Gameplay: Daemon World armies are heavily reliant on massed close combat fodder troops, supported by larger, more powerful mutant creatures and fearsome daemons. They have no single "primary" commander, rather their leaders can be bought in bulk in the style of vanilla Imperial Guard commanders. Also, because of their lack of technology they have very few shooting units, just the daemon engines, if they are included and the psykers in their list. They also have no titans, however, to make up for this they have several Greater Daemons, Daemon Princes and the Chaos Dragon at their disposal. They also may have Epic-sized daemon engines, which will help them against other races' titans.
Economy: I have a few vague ideas for making the Daemon World economy unique (as it should be), but for the moment they need to be developed more and in fact, I'm not sure if I'll like any of them at all. This part is more open for discussion than anything else at the moment.
Tactics: Throughout the game the Daemon World army relies on vast hordes of expendable close combat infantry to overwhelm the enemy in a tide of Chaos. However, to counter the enemy's vehicles and more powerful units, the Daemon World player is also going to want to get access to daemon units as quickly as possible. These can tie up the enemy to allow the generally low durability Daemon World mutant/mortal infantry to reach the enemy's units relatively unscathed or supplement the Daemon World's meager ranged abilities. Later in the game Greater Daemons and Daemon Princes will be very important for countering the other races' titans and Epic units and may even give army wide bonuses (I need to think about this more).
Strengths: Overwhelming numbers of standard infantry, strong close combat skills, lots of daemons both great and small, powerful mutant infantry
Weaknesses: Lack of hardy infantry until Minotaurs, Trolls and daemons become available, virtually no ranged fire power, daemons are expensive, no vehicles (debatable), some difficulty destroying buildings/vehicles until later in the game
Motives: As the Daemon World armies are not a singe unified force (just as Chaos is not a single unified force) each Daemon World army will have a different agenda based on the interests of its god and the schemes of its champions. Generally speaking however, Daemon World armies are usually interested on battling each other for control of the (Daemon) worlds within the Eye of Terror, for the purposes of gaining the favour of the Chaos Gods. When the armies of Chaos unite however, particularly during Black Crusades and other significant invasions, the Daemon World armies will serve the chosen champion of the Gods in his attempt at subjugating Imperial or alien worlds.
Features:
Tons of daemons
Medieval-style tech
Almost no ranged fire power
Few vehicles (?)
Lots of monstrous creatures
Daemon World Wargear:
Chaos Steeds:
These unholy beasts are daemonic horses that allow the warriors of Chaos to ride upon their backs in battle. Unlike mortal horses they are very vicious and have a maw full of razor sharp teeth. They will bite and kick the enemies of Chaos while their rider hacks at them with his axe or sword. Of course, being daemonic in nature they do not require conventional armour to protect them on the battlefield.
Chaos Steeds may be bought for Exalted Champions and Magi. Chaos Warriors (including their Mighty Champion squad leader) may also buy Chaos Steeds. However, if one unit buys a Steed all of the units must buy a Steed. Chaos Steeds can run considerably faster than Chaos Warriors and also contribute an attack (faster attack speed?).
Marks of Chaos:
In the Daemon World army Marks of Chaos are very expensive. Commanders and Chaos Warriors may take Marks, although if one Chaos Warrior takes a Mark, his entire squad must have that same Mark.
Mark of Khorne:
The unit is equipped with Chaos Armour that increases its durability (through a very high armour save). In addition the unit is affected by the Frenzy special rule in close combat (increase melee damage). Khorne hates psykers. Therefore, Magi may not take the Mark of Khorne.
Mark of Slaanesh:
The unit enjoys pain like any other sensation and is fearless as such.
Mark of Tzeentch:
There is a 50% chance that the unit may not be affected by a psychic power that targets them. I would also like to see the squad leader get access to a basic psychic power.
Mark of Nurgle:
The unit's toughness is increased (health is increased).
Assault Weapons:
Daemon World units may be equipped with the following weaponry, some of it modern:
Characters only (commanders or "sergeants"):
-Power Weapon (ie. power sword, power axe, power mace etc.)
-Power Fist
-Plasma Pistol
Mounted units only:
-Lance (increases damage when charging)
Any units:
-Chainsword
-Two-handed Weapon (ie. battle axe, great sword etc.)
Both of the chainsword and the two-handed weapon increase the close combat damage of units equipped with them. The two-handed weapon has potential to do more damage, but has a much slower attack speed.
-Laspistol
-Bolt Pistol
-Hand Flamer
-Stub Gun
The Bolt Pistol and Laspistol function exactly like their vanilla DoW counterparts and can be bought for any unit for a small fee. The Hand Flamer works exactly like a flamer but is a one handed weapon, so the bearer can use a melee weapon in close combat. A stub gun is effectively a semi-automatic assault rifle and so will function like a rapidly firing lasgun.
Dark Angels
Dark Eldar
Added Units
New Units:
Tormentor Titan
Kashnarak Beast
Warrior Formations
Grotesques
Greater Webway
More slave options
Death Guard
Death Korp of Krieg
Army Info
Centeral Command Bunker
HQ
Engineers (builder)
Commissar
Quartermaster
Comms Operator
Tank commander
Field bunker
Barracks
Engineers (builder)
troopers
company commander with command squad
Grenadiers
Death Riders
Field armoury
reasearch building
Laser Targeters
Basic armour
Advanced armour
Explosives
Lethal gasses
Bionic Enhancements
Ragnarok Chasis
Heavy weapons deployment centre
HW teams
Heavy weapons team
Anti tank team
Heavy Mortar team
Thudd gun team
Heavy Artillery Carriage
Minefield
Blockade
Heavy Weapons Station
Turret
Anti-tank add on
Battle cannon add on
Theromo Power Generator
Strateigic lookout
LP
Engineers (builder)
Add on 1
LP Add on 2
req upgrade
req upgrade 2
Power Generator
power upgrade
Power upgrade 2
Vehicle Requisition Centre
Vehicle building
Centaur
Seigfreid
Hellhound
Bombard
Gorgon
Grenadier centaur
Ragnarok
Relic units (Max 1 of 2)
Macharius
Malcador
(we may remove 1 of these)
Trench System
Heavy defense structure/chokepoint blockage
Heavy Stubber nests
Bunkers
[/spolier]
Eldar
Added Units
New units:
Autarch
Cobra Grav Tank
Farseer+Jetbike
Jet Bikes
Phantom Titan
Revenant Titan
Scorpion Grav Tank
Striking Scorpions
Sunstorm Squadron
Swooping Hawks
Wave Serpent
War Walker
Warlock Titan
Wraithguard
Elysian Guard
Emperors Children (pending Catwells permissions)
Executioners
Army Info
Lexicanum: Executioners
Executioners, Swagger and Daring
Unknown Founding
The Executioners hail from an unknown founding. Of the four rebel chapters, the
Executioners were the most recently assigned to duties guarding the Maelstrom. Under
Master Lavoisier, the chapter joined the rebellion not out of deep-seated philosophical
arguments, but simple loyalty to their brothers in arms.
For seven years, the Executioners defended Vigilance and fought a war that they
believed was warranted for the mutual defense of their brother’s homeworlds. While
they displayed the least capable naval operations, they were never bested in surface
combat. The chapter stood down voluntarily when they believed their honor had been
satisfied, and even now have performed with aplomb on their penitent crusade.
The Siege of Vigilance
The primary characteristic fostered by the Executioners was a mix of swagger and daring. The chapter's battlebrothers
were both exceedingly brave and willing to take extraordinary battlefield risks. During the siege of
Vigilance these qualities were brought to bear on the Sons of Medusa.
Fighting in the rugged mist-shrouded mountainous terrain of their homeworld, the chapter performed at peak
efficiency. Time and time again, the Executioners would hold surrounded positions for weeks, only to mount
aggressive counter-assaults at a moment's notice sapping their foe's will to fight. Faced with the futility of
further battle Lavoisier stood down voluntarily after a year of siege, his chapter's honor served.
Special Characters, Units, Items: Master Lavoisier, Axe Bearers Veteran Squad
Other notes: In TT count as being Fearless in assault, and inflict double the standard number of no-retreat wounds on enemies.
Additionally, any Executioners squad may elect in the assualt phase to strike as I:1 in exchange for +1 S. Lavoisier was famed for beheading opponents with a single stroke of his relic-axe. Lavoisier’s close
combat attacks cause Instant Death on any to-wound roll of 6.
executioners apothecary
executioners assault marines
executioners assault terminators
executioners axe bearers
executioners devastators
executioners force commander
executioners landraider crusader
executioners landraider spartan
executioners landspeeder tempest
executioners landspeeder tornado
executioners landspeeder typhoon
executioners marines (FEARLESS)
executioners master lavosier
executioners open topped rhino
executioners predator annihilator
executioners predator destructor
executioners razorback
executioners saboteur scouts
executioners servitor
executioners tech marine
executioners terminators
executioners thunderhawk
Gaunts Ghosts
Genestealer Cult
Harlequins
Harakoni Warhawks
Army Info
Lexicanum: Harakoni Warhawks
Units List:
armoured fist
Basilisk Emplacement
command squad
commissar
Conscripts
Drop Sentinel
Guardsmen
Hydra Emplacement
Jetbikes
Jump Troops
Lander
Leman Russ Conqueror
Lieutenant
Lightning Fighter
Manticore Emplacement
Maruader
Maruader Destroyer
Master Vox
Medic
Mega Basilisk Emplacement
Missile Team
Mortar Team
Salamander
Special Weapons Teams
Stormblade
Stormsword
Stormtroopers
Techpriest
Valkyrie
Vindicare Assassin
Vulture
Warhound Titan
Carapace Armour upgrades for most infantry
Imperial Fists
Imperial Guard
Inquisition Daemonhunt
Iron Hands
Army Info
The Iron Hands space marine chapter faction is now in game and largely fully functional. Only a few reskins/models are seriously needed at this time to make everything truely public release worthy. What follows is merely a rough synopsis of whats in game from memory as my time is currently limited.
Unit List:
hero
iron father+servitors+can repair+builder
marines
dreads
vet marines+can repair
termie squad leaders
robot warriors
scouts
termie sarge
assault marines
bikes
land speeders tornado
land speeders typhoon
land speeders squadron
hero +can repair
librarians+can repair
command squad+can repair+can build
venerable dreadnought (attachable commander unit)
devastators
predator annihilator
predator destructor
vindicator
land raider
leviathan
whirlwind
tech marine
apothecary
servitor
retinue combat servitor
All Iron Hands infantry have the "get back up" feature a la necron warriors owing to their concominant bionics. This results ina slight increase in cost which works out to about 10 req extra per model.
Many Iron Hands leader units have the capacity to repair.
Infantry is tougher due to bionics but heals more slowly, still working out the details on iron hands infantry health, as making them repairable doesn't appear to be particularly functional atm.
Similar to the Red Scorpions space marine chapter faction i intend for the Iron Hands to fire upon ANY (not just xenos/mutants) allies who break morale in their LOS.
more to come soon.........
Iron Warriors
Kanak Skull Takers
Kroot Mercenanaries
Lamenters
[spolier=Army Info]
Lexicanum: Lamenters
LAMENTERS
21st Founding
The Lamenters are a product of the “Cursed Founding” of M36. Their gene-seed is believed
to be derived from the Blood Angels, with measures taken to weed out the impurities that
afflict the Sons of Sanguinius. While they show no signs of the Black Rage, the chapter has
suffered from recurring bouts of ill-fortune and tragedy.
The space-based chapter rebelled alongside the Astral Claws and fought an 8-year raiding
war against Battlefleet Maelstrom and the loyalist Astartes chapters who reinforced them.
They were defeated by the Minotaurs and sentenced to a 100 year penitent crusade.
The Ministry of Chaplain Athaloc
Master Thrasamund led the Lamenters during the Badab War. He was an accomplished naval commander and was
responsible for the Lamenter's deadly reputation among the Imperial Navy. With Thrasamund devoted to grand
strategy, it fell to Chaplain Athaloc to inspire the battle-brothers and lead their many offensive actions.
Athaloc cast the war in the light of Astartes sovereignty and considered the actions of the Inquisition during the
Punitive Expeditions to be dubious if not illegal under the mandate of the chapter's founding charter. As zealous
as Athaloc was on the pulpit, he was obedient on the battlefield. He led countless raids and brutal boarding
attacks against Battlefleet Maelstrom and the loyal Astartes vessels who stood in their assigned spacelanes, yet
not once destroyed merchant shipping. Athaloc survived the Badab War, falling to the Tyranids of Hivefleet
Kraken decades later during the Lamenters penitent crusade.
Special Characters, Units, Items: Chaplain Athaloc, Cursed Knights Veteran Squad, Cursed Duke, Book of Lamentations, Banner of Tears
Other notes: Made from the Blood Angels geneseed but lack the black rage, notoriously ill fortune, defensive grenades for all infantry free,
amenters apothecary
lamenters assault marines
lamenters assault terminators
lamenters assault terminators
lamenters baal predator
lamenters banner bearer
lamenters banner of tears bearer
lamenters chaplain athaloc
lamenters cursed knights
lamenters devastators
lamenters devastators
lamenters furioso pattern venerable dreadnought
lamenters landraider crusader
lamenters landspeeder
lamenters librarian
lamenters predator
lamenters razorbacks
lamenters rhino for each sm squad
lamenters terminators
lamenters thunderhawk
lamenters vindicator
Mantis Warriors
Army Info
Lexicanum: Mantis Warriors
MANTIS WARRIORS
Unknown Founding
The Mantis Warriors were created during the Maelstrom Defence Decree of M35. Of the
Guardians of the Maelstrom, they stood apart as the patient hunters. Mantis Warriors battle
brothers were famed for their cunning ambushes and deadly fire that left most opponents dead
or crippled before they even knew they were in combat.
Their rebellion came to a close with their defeat and loss of their chapter master at the hands
of the Space Sharks during the Siege of Tranquility in 907.M41. The wayward chapter was
sentenced to a 100 year penitent crusade from which they have yet to emerge.
The Siege of Tranquility
The Mantis Warriors are masters of the kill from afar. The chapter equips its 1st company veterans not with
traditional special issue ammunition, but Stalker pattern silenced shells, and they train relentlessly with their
weapons. The Veteran Sniper Squads are capable of setting up a firing position, acquiring a target, and firing in the
time it takes most Astartes snipers to simply sight in their scopes.
Through the yellow jungles of their homeworld, these "Tranquility Veterans" took a terrible toll on the Space
Sharks. They littered the jungles with dozens of Space Sharks dead, and specialized in picking out leaders and
weapon specialists. The Mantis Warriors might well have repelled their invaders had they not previously lost
most of their fleet and the ability to guard their world from constant orbital attack and surveillance.
Special Characters, Units, Items: Master Mantodea, Tranquility Veteran Sniper Squad,
Other notes: All infantry gain the "Scout" special rule in TT, known as "Masters of the kill from afar"
mantis warrior*
mantis warrior apothecary
mantis warrior assault
mantis warrior assault terminator
mantis warrior bikes
mantis warrior chaplain
mantis warrior devastators
mantis warrior dreadnought
mantis warrior fc
mantis warrior first company veterans
mantis warrior hellfire dreadnought
mantis warrior landraider
mantis warrior librarian
mantis warrior master mantodea
mantis warrior mortis pattern dreadnought
mantis warrior scouts
mantis warrior sergeant
mantis warrior servitor
mantis warrior tactical
mantis warrior terminator
mantis warrior tranquility veteran snipers
mantis warrior venerable dreadnought
Minotaurs
Army Info
Lexicanum: Minotaurs
MINOTAURS
21st Founding
The Minotaurs were another result of the “Cursed Founding.” They are a highly aggressive
space-based chapter renowned for their unshakable assault operations. The Minotaurs
arrived in 906.M41 after a series of crippling raids on Battlefleet Maelstrom facilities. The
chapter was assigned a specific mission, the location and destruction of the Lamenters fleet.
For years they hunted across the sector, until they destroyed their quarry in the Battle of
Null Point in 908.M41. The Minotaurs stayed on to clear the space lanes during the Siege of
Badab, and serve to this day as a Guardian of the Maelstrom.
The Battle of Null Point
The Battle of Null Point almost never occurred. Only chance brought the Lamenters Strike Cruiser Banshee's
Cry into detection range deep within the secret warp conduits of the Maelstrom. While his officers suggested
an immediate attack, the hunter within Captain Minos decided to lay in wait, pursuing the ship from afar. Minos
understood that the Lamenters had mastered the Maelstrom and only through their knowledge could he come to
uncover them.
When the rebel base was discovered in the Null Bastion, Minos wasted no time. He ordered boarding after
boarding, leading several himself. The Lamenters fought back with skill and dedication but only managed to
scuttle a handful of their vessels. It is said that once a vessel's master has allowed Minotaurs onboard, he is merely
leasing the ship from its true owners.
The Lacrima Vex
The Battle of Null Point culminated with a
daring boarding action aboard the Lamenter's
flagship Lacrima Vex. The entire contingent of
Taurus Guard teleported aboard and ruthlessly
cleared the ship of all defenders, save the
command deck. Master Thrasamund succeeded
in destroying his vessel, as the Taurus Guard
teleported to safety in the nick of time.
Special Characters, Units, Items: Captain Minos, Taurus Guard
Other notes:In TT Infantry have cc weapon and bolt pitsol as well as the Hit and Run and Counterattack special rules, Minos gains +2 attacks when charging.
minotaurs apothecary
minotaurs aspirants
minotaurs assault bikes
minotaurs assault marine
minotaurs captain minos
minotaurs chaplain
minotaurs dreadnought
minotaurs dreadnought hellfire
minotaurs landraider crusader
minotaurs librarian
minotaurs predator destructor
minotaurs predators annihilator
minotaurs razorback
minotaurs rhino
minotaurs sergeant
minotaurs servitors
minotaurs tactical squad
minotaurs taurus guard
minotaurs tempest
minotaurs terminators
Mordian Iron Guard
Necrons
Added Units
Dowpro slag is used but several more buildings can be attached to it including the Pylon Cannon, the super slag generator, gauss crystal formations, and webway like gauss conduits
New Units:
Warriors
Warrior Formation
Scarab Builders
Scarab Swarm
Necron Lord
Destryoyer
Heavy Destroyer
Lord Destroyer
Tomb Spyder
Tomb Stalker
Ancient Dreadnought
Flayed Ones
Immortals
Stalker
Obelisk Tank
Aeonic Orb
Restored Abattoir
Wraith
Wight
Spyke
Nightbringer
Deceiver
Living Pariah
Pariah
Restored Monolith
Pylon Canon
Night Lords
Army Info
Unit List:
battle barge squad*
bike scout squad*
daemon prince squad*
command squad*
dreadnought squad*
commander squad*
furies squad*
hell talon squad*
jetbike squad*
possessed squad*
predator squad*
raptor squad*
rhino squad*
servitor squad*
sorcerer squad*
terminator squad*
warhound squad*
zso sahaal squad*
raptor ranged squad
Praetorian Guard (pending permission from ??????)
Army Info
Lexicanum: Praetorian Guard
Gameplay/strenths/weaknesses:Praetorians rely on precise formations and movements, action are organized and deliberate, general organization, and patient discipline.
Must take an abhuman squad (Ogryns or Ratlings) before taking any Veterans or Kasyrkin/Stormtroopers
Due to their colorful uniforms they get a penalty to their cover saves
Infantry and HWT's will have a "Volley" ability which will temporarily increase accuracy greatly
Infantry will have a "Fix Bayonets" ability giving them a small damage bonus in melee, as well as boosting their own morale and weakening that of the squad being bayoneted
Army List (WIP)
Astropath,
Bugler
Commissar
Company Command Squad
Company Standard
Conscript Platoon
Hardened Veterans
Heavy Weapons Teams
Infantry Platoon
Leman Russ
Master of the Ordinance
Medic,
Medusa
Ogryns
Ratling Snipers
Regimental Standard,
Scientist
Sergeant Bastonne
Slave Levy
Specialist
Tank Commander
Valkyrie
Raven Guard
Red Corsairs
Red Scorpions
Army Info
The Red Scorpions are a quick strike, transport oriented force who place apothecaries in high positions within their command structure and also field them as leaders of basic squads. Red Scorpion apothecaries may also be given terminator honors as well as subsequent relevant armoury choices. They also make heavy use of the Helios pattern land raider and whirlwinds laying down an almost IG like field of bombardment upon the enemy before racing in with transports to disgorge their assault in the laps of the enemy. Finally the Red Scorpions are prideful to a fault, eschewing the use of infiltration entirely.
Unit List:
land raider helios (formations)
commander (force commander)
lord commander (chapter master)
hatred of mutants and xenos (will hopefully mow down xenos/mutant allies who break morale within their line of sight via scar)
apothecary squad leaders
apothecary access to terminator honors
no stealth units whatsoever
limited scout and scout bike squads, 1 of each
modified tac squad disposition-apothecary, flamer, melta, plasma gun leaders (only one other heay weapon allowed)
The Red Scorpions will have access to an unprecedented number of "single-death" (a al FoK's chapte master) special characters including but not neccessarily limited to the following:
first company veteran sergeant raum
first company veteran vjalka
first company veteran thain
first company veteran neahn
first company veteran yanek
first company veteran sergeant haas
first company veteran kalz
first company veteran zohran
first company veteran mawdri
first company veteran ramtha
first company veteran brother auhr
first company veteran dalan
first company veteran etche
first company veteran aric
first company veteran maun
chief apothecary rael
First Company Veteran Brother Dayn Veteran Termie
First Company Veteran Commander Culln
brother halar (venerable dreadnought)
The Red Scorpions command squad is replaced by the Apothecarion a squad of up to 3 senior apothecaries upgradeable with terminator honors etc.
tarantular defense turrets
The Red Scorpions make heavy use of razorbacks rhinos and thunderhawks, giving them a wide variety of troop deployment choices.
Relictors
Army Info
Apprentice Librarian squad leaders
Army List
Assassins (each requires an seperate addon, unlocks execution forces later)
Assault Marines
Chaplain
Chimera
Command Squad
Daemonhost
familiar
Illuminated Conclave Marines
Inquisitorial stormtroopers
Land Raider (Formation)
Land Speeder (Formation)
Librarian
Librarian Council
Marines
Mystic
Predator (Formation)
Radical Inquisitor
Radical Inquisitor Lord
Rhino
Sage
Scouts
Tempest
Warrior
Apprentice Librarian squad leaders
no bikes
Chapter Master Bardane
Wargear-
Artificer Armour
Frag Grenades
Krak Grenades
Master-crafted Bolt Pistol
Iron Halo
Adamantine Mantle
The Screaming Scourge
Special Rules-
Fearless
Independent Character
Rites of Battle
The Screaming Scourge:
The Screaming Scourge is a unique daemon weapon*. In addition to the normal benefits bestowed by a weapon of this nature, the Screaming Scourge will instantly kill any model it wounds that fails to pass a leadership test. No saves of any kind are allowed against this effect.
Chief Librarian Decario
Wargear-
Terminator Armour
Force Weapon
Power Fist
Psychic Hood
Pentagrammic Wards
Psychic Powers-
Destroy Daemon
Might of Heroes
Storm of the Emperor's Wrath
Special Rules-
Independent Character
Fearless
Psyker
Deep Strike
Destroy Daemon:
This psychic power may be used at the beginning of any assault phase when fighting daemons. It allows Decario to re-roll any to hit or to wound rolls for that assault phase. If the results of either of these is re-rolled, the second roll must be the one used.
Pentragrammic Wards:
Any daemons attempting to charge Decario or his squad (if he is attached to one) must take a leadership test. If they fail they may not assault at all that turn.
First Captain Pediese
Wargear-
Power Armour
Frag Grenades
Krak Grenades
Storm Bolter
Power Weapon
Iron Halo
Shard of the Monolith
Special Rules-
Independent Character
Rites of Battle
Shard of the Monolith:
The Shard is a tiny piece of Angron's Monolith recovered from Armageddon. It is in fact not a daemon weapon at all, but a small shard of obsidian set into a necklace of consecrated lead. The Shard bestows upon its bearer an additional 1+ strength and initiative, but the owner must always charge enemy units if possible and must always make a Sweeping Advance when possible.
There is a second version of Pediese that has him wielding the Sword of Saint Aquitaine instead of bearing the Shard of the Monolith. In this case simply decrease his strength and initiative by 1 and increase his points cost to 170. Wargear-wise replace his Power Weapon and the Shard with the Sword of Saint Aquitaine.
The Sword is a unique daemon weapon. If the Sword causes a wound and the bearer passes a Leadership test, the player that owns Pediese (or indeed any unit that is equipped with the Sword, but again, only one unit can ever wield it at a given time) may choose to play the game under the Night Fight rules for the rest of the game.
*A Note on Daemon Weapons- Daemon Weapons are power weapons that add +1 to the strength of their wielder. This stat increase is not included on the profile of Bardane or the Sword-wielding Pediese. However, every time the wielder attempts to make an attack in close combat he must roll a die. If he rolls a 1 he takes a wound and cannot make any close combat attacks that turn.
Salamanders
Sisters Of Battle
Space Marines
Steel Legion
Tallarn Desert Raiders
Tau
Thousand Sons
Traitor Guard
Tyranids
Ultramarines
Vostroyan Firstborn
White Scars
Witch Hunters
Word Bearers
Army Info
Unit List:
Chaos Dreadnought
Banelord
Bloodletters
Bloodthirster
Caligula Titan
Icon Bearer
Chaos Land Raider
Chaos Marines
Chaos Priest
Chaos Predator
Chaos Terminators
Council of Sicarus
Cultists
Daemon Prince
Daemonettes
Dark Apostle
Discords
Corphyas
Flesh Hounds
Furies
Great Unclean One
Havocs
Horrors
Juggernaut
Keeper of Secrets
Lord of Change
Daemon Primarch Lorgar
Nurglings
Possessed Marines
Raptors
Ravager Titan
Slaves (builder)
The Annointed
Buildings:
HQ (chaos monastary with chaos laud hailers upgrade)
Temple
Greater Sac Circle
Armoury
LP
Machine Pit
Gen
Sac Circle
Warp Gate
Thermoplasma Gen
Placeables:
Walls
Mines
Tank Traps
Bolter Turret
Missile Turret*
here's some things we've discussed (in point form, more or less).
The first thing was the role of the Coryphaus vs. the First Acolyte vs. the Dark Apostle. Now, we didn't come to a hundred percent decision on this, but basically it was decided that the Coryphaus would be the effective Chaos Lord. In other words a melee monster with abilities centering around buffing the Word Bearers troops. The First Acolyte is the Dark Apostle "lite", with a little bit of "divine" sorcery and some morale boosting powers, as well as being a competent warrior. The Dark Apostle is the overlord who drives the Word Bearers onwards, we had talked about him allowing daemons to summoned more cheaply, converting enemy units, making his own Chaos Marines fearless and being able to pray for the intervention of the Chaos Gods themselves.
The Anointed were also mentioned (apparently it's only spelled with one "n"). We talked about how the Anointed are the only Terminators within any given Warhost, so that the Word Bearers will have to rely on other units besides Terminators (as they can only get one squad of Anointed in the Epic Tier).
Next came Icons and Symbols, I can't quite recall which were which, but one boosted the combat prowess of nearby troops and one did the opposite to enemies.
Discords, the daemonic preachers of Chaos, spew insane litanies of hate that corrupt and warp the minds of the Word Bearers' enemies whilst simultaneously strengthening the resolve of the Word Bearers and their thralls.
Lastly, we talked about Chaos corruption as an optional resource. We discussed having Chaos temples that increased the stats of daemons and, after a certain number of temples had been built, the Word Bearers player received a hefty discount to daemons.
World Eaters (pending me helping Catwell finish to his satisfaction)
The Team past and present:
IronWarrior42 - Founder/Creator, coder, bad skinner, scar coder in training, map maker in training.
Razgriz - Had to quit do to demanding college opportunity too good for him to pass up, I wish him the best of luck and thank him for his contributions
Corrupted_Sol - DeLiutenant (title created in honor of one delolith for his lengthy service and help with this project), Second in command, Tester, Designer and Archivist.
Deekindaboss - Tester, Designer, Model maker in training.
Delolith - Coder, Tester, Designer-MIA
Helbrecht - Coder, Tester, Design ideas
Hellboy - Models, FX, Animations, Textures, OE; Creator of Imperator titans!
xPaperxHeartx - Tester, Provider of lulz, Chronic urinator-MIA
Tieago - Iconographer, Texturer, Tester
{Wereturnip} --TRAITOROUS EXCOMMUNICATUS--
PsykoTenshi - Tester, Troubleshooter
Whiteshield - Texture and Skin Assistance.
Hellfire - Models, FX, Animations, Textures, OE




























