recent UPDATES
DOW2 W40K MOD v3.0 update
* Decreased Hero Health Multiplication from 3x to 2x.
* Maximum Squad Sizes again availabe, while still starting with the Minimum.
* Reinforce Speed of all basic Troop Choices set to 0 -- instant.)
(basic troop choices are not Tyranid Warriors/Genestealers, but the Gaunts and Rippers. For Chaos only Cultists and regular Chaos Marines are considered "basic" in regards to setting reinforce speed to 0)
* Reinforce Speed of Thousand Sons, Khorne Bezerkers, Plague Marines and Chaos Terminators has been multiplied by 3x. This is to balance their reinforce on the field ability.
* Former Supression Weapon dmg has again been increased a little; they had become a slight bit underpowered.
DOW2 W40K MOD v2.9 update
* Turret Power Nodes and Army Heroes no longer add to Popcap.
* All Squad Sizes with more than 10 units have been decreased to Max 10 units (except Rippers). This also makes up for all the work i've added into squad capping units. With the gigantic sizes, you'd hardly make use of the true to the w40k rule unit type capping system.
* You no longer start with 2 Troop Choices. I've deleted them and provided you with 500 Requisition in return so you can make your own choice on what to start with.
* Removed Modified Resources upon death of a trooper and simply reduced all units marked as Trooper their Reinforce Costs to 0
* Decreased DMG caused by exploding vehicles
* WarpSpider Jump Range increased
* Removed Wargear Leveling System
* Balance Edits:
Banshees - After leaping/charging they receive a noteworthy increase in Melee Skill which enables them to perform special attacks more often, the artists of war. I've also increased their Power Blade's dmg output by 33%
Warpspiders - Dmg increased by 33% + slightly increased the chance of triggering a passive Entangle effect.
Stormboys - Stormboy Choppa Dmg reduced by 33%
Chaos Havoc, Dreadnought and Predator, BoomTank AutoCannon Dmg reduced by 33%
Former Supression Platforms and Turrets (such as Heavy Bolters, Shuriken Cannons etc):
Damage_HP_Range_Modifier:
0 - 36 short: 100%
36 - 72 medium: 66%
72 - 108 long: 33%
108 - 144 distant: 16%
DOW2 W40K MOD v2.8 update
* All buildable objects have their HP equally adjusted.
* All buidable objects now add up to the population cap.
Power Node Turrets = 150 population
Shrines, Plague, Ravener, Tech and Mek Turrets = 75 population
Webway Gates, Ork Banner, Spawning Pool, Beacon = 50 population
* Power Node Turrets require Tier 2.
* Going Terminator again no longer causes Tier 2 and Tier 3 units to become unavailable.
* Supression removed from all weapons that do not cause PINNING according to w40k rules.
DOW2 W40K MOD v2.6 update
* More powerful normal unit oriented wargear now has a level requirement. IE:
While the Flamer and Heavy Bolter are directly choosable from the start, the Missile Launcher requires the Squad to be Level 2. Those goes for a lot of upgrades so that you will be somewhat forced to both be careful with your troopers and fight alot with them as well, so that you`ll actually level up.
* Did some fiddling with the requisition and power income. At first you wont have alot, but later in game it should be adequate.
* Tier 2 Requires Hero Level 4
* Tier 3 Requires Hero Level 7
(your Hero simply need to be close to combat; doesnt even need to kill alot, simply be around it. Have other squads near your Hero to back up the Hero when doing the killing. Spill lots of blood and you`ll quickly see your Hero level increase to the desired minimum of 4 to begin the construction sequence for Tier 2.)
* Did some range editting for certain abilities i forgot to add. If you want that certain abilities, due to the overal weapon range increase, themselves need a range increase as well, simply say so and i`ll add it; there are alot of abilities and its quite logical that i have forgotten some.
DOW2 W40K MOD v2.5 update
* Sternguard, Vanguard and Chaos Terminator Description should work now. If not, i`ll commit genocide.
* All units marked as a TROOP choice can be considered cannon fodder and as such will supply you with 100% requisition of their cost upon death.
* Turret minimum range has been increased.
* Balancing edits.
* Tier 2 Requires Hero Level 3
* Tier 3 Requires Hero Level 5
DOW2 W40K MOD v2.4 update
* Added Sternguard Ammo options.
* Editted some UI Textures.
* Did some correcting and stuff...![]()
DOW2 W40K MOD v2.3 update
* New Accuracy / To Hit system.
Average Space Marine To Hit chance: (Ranged & Melee)
tiny: 33%
small: 50%
medium: 66%
large: 83%
huge: 100%
Average Eldar To Hit chance: (Ranged & Melee)
tiny: 16%
small: 33%
medium: 50%
large: 66%
huge: 83%
Average Ork To Hit chance: (Ranged)
tiny: 0%
small: 16%
medium: 33%
large: 50%
huge: 66%
Average Ork To Hit chance: (Melee)
tiny: 33%
small: 50%
medium: 66%
large: 83%
huge: 100%
Unit Size:
Tiny = Rippers
Small = Average Eldar, Ork and Tyranid
Medium = Space Marines, Chaos Marines, Nobs, Warriors, Raveners, Turrets
Large = Terminators, Juggernauts, Warboss, Hive Tyrant, Tyrant Guard, Generators, Listening Posts
Huge = Vehicles, Dreadnoughts, Carnifex, Avatar, Greater Unclean One, HQ
etc.
Because of this new accuracy system, battles are not only more true to the fluff, but will also last longer. Keep in mind that heroes will have a much higher chance of hitting an enemy, depending on their W40k Ballisitic Skill or Weapon Skill.
* Units begin at maximum strength, their full squad capacity. This is mostly done since alot of players will be fighting against the AI and because of starting with full squads, AI will provide some greater challenge.
* Added new units! Sternguards, Vanguards for Space Marines and Chaos Terminators for Chaos!
* Thanks to OneProduct, choosing FFA and TFFA will no longer cause a .scar error.
* Removed price cost of both Tier 2 and 3 upgrades, so players can focus more on upgrading and buying units. Hero Level Requirement is still present. FC in Terminator Armour will now begin at lv3, no longer disabling Tier 2 and 3 units.
* New Khorne Bezekers models added, made by Shuma. (technically the model represents a Khorne Lord)
* Increased Jump, Teleport and Burrow range. Even though W40K tabletop rules say otherwise, i felt it was needed to give "fast attack" that extra needed edge.
* Reduced all solo HUGE labeled units their health to double that of the vanilla amount. Vehicles, Dreadnoughts, Avatars and such will still be strong, but not insanely strong. Play Tactical!
* Cover defensive bonus provides MORE cover. Stay in cover!!!
DOW2 W40K MOD v2.2 update
* There is no version 2.2![]()
DOW2 W40K MOD v2.1 update
* There is no version 2.1![]()
DOW2 W40K MOD v2.0 update
* Reduced all solo units their hp by 1/4th. Dreadnoughts in particular seemed way to indestructable. 10-20 lascannon shots or more where needed. Survivability is cool, but that was just a little too much. (please correct me if the current hp for solo units is still on the overkill side)
* Decreased ranger long rifle damage from 160 to 100.
* Removed global requisition point cost from units formerly labeled as Dedicated Transport. Since these units, for the sake of balance, have been dubbed Fast Attack and share a their squad cap, they don't need the extra red point cost.
* Performed some minor AI_Tuning edits.
* Placed units (from left to right) from cheap to expensive. (except for Chaos, even their ui needs to be chaotic!)
DOW2 W40K MOD v1.9 update
* Added 500, 1000 and 1500 popcap annihilate winconditions.
* FFA and TFFA are currently bugged and present a scar error. Sorry
* Added a version number to the launcher. Yay!
* Added a gigantic huge map i made myself a while ago, named Forgotten Glory which is a 3vs3 map.
lots of Forgotten Glory screenshots
DOW2 W40K MOD v1.8 update
* All rangers now come equipped with Long Rifles, except their "exarch" which has the Kinetic Pulse ability. (i chose to keep at least one ranger equipped with close combat weapons because i think their melee stance looks cool!)
* Moved Lootas from Tier 2 back to Tier 1.
* Reduced the cooldown on Destructor (which received knockdown), Smite (received knockdown) and Zzap (which received Stun).
DOW2 W40K MOD v1.7 update
* Corrected some bugs, adjusted the UI (with regards to wargear) a little and did some minor balancing.
* Decided to keep Dedicated Transport as Fast Attack and have them be restricted by that specific squad cap, also for the sake of balance, since both Chaos and Tyranids do not have Dedicated Transport options.
* Also decided not to add any new units untill i get a useful idea of a multitude of real players regarding the current balance of armies, so this means i need more input from you!
DOW2 W40K MOD v1.6 update
* Ork, Tyranid and Eldar base requisition gained from HQ has been reduced to the same value as that of the Space Marines and Chaos again, because it was simply overpowered. I still need some useful info from players regarding balance if you think certain armies are too weak. I`m not a pro player with every race, so i can't really judge that perfectly by myself.
* Corpses dissapear from the battlefield after 3 minutes instead of 10 minutes.
DOW2 W40K MOD v1.5 update
* DEDICATED TRANSPORTS have been dubbed FAST ATTACK and make use of the FAST ATTACK squad cap for balance purposes.
* When out of the upgrade-spawner range, the desired upgrade will mention (in red) that it requires a Reinforce Radius. Wargear can now be queued and the upgrade will no longer dissapear when outside the Reinforce Radius. Wargear will still queued until within range and the upgrade will begin.
* Ork base requisition gained from HQ has been tripled, Tyranid base requisition gained from HQ has been tripled and Eldar base requisition gained from the HQ has been doubled. This is done since the backbone of these armies consists of rather squishy units that die quite easily, which made it unnecessary hard for players choosing these "swarmies".
Enjoy!
DOW2 W40K MOD v1.4 update
The Population Cap and Victory Point cap feature is now working as intended.
Examples: (choose from these new winconditions)
500 Population, 250 Victory Points
500 Population, 500 Victory Points
500 Population, 1000 Victory Points
1000 Population, 250 Victory Points
1000 Population, 500 Victory Points
1000 Population, 1000 Victory Points
1500 Population, 250 Victory Points
1500 Population, 500 Victory Points
1500 Population, 1000 Victory Points
This will be specially useful to players who can't handle extremely large 3vs3 battles but still want to play my mod. Simply select a 500 or 1000 Population cap wincondition so you can play smaller scaled 3vs3 battles with my mod. The 500, 1000 and 1500 population cap are also done so that, just like in w40k battles, you can decide how big your battle, point wise, is going to be.
Enjoy!
ps.
(currently the 1000 Population, 1000 Victory Points option still allows you to choose from the Number of Tickets box.
Simply ignore this for now).
DOW2 W40K MOD v1.3 update
* Found some small hidden bugs that i quickly corrected.
DOW2 W40K MOD v1.2 update
* Doubled Global Nuke Damage
* Decreased Tier 2 cost to 300 Global Requisition.
* Increased Tier 3 cost to 600 Global Requisition.
* Quadrupled all Solo units their health, which are the Avatar, Big Fat One, Librarian, Weirddude, Heroes and Vehicles.
(keep in mind that in my mod Killa Kans and Carnifex come in mobs/brood of 3, so they did NOT have their hp increased.)
W40KMOD Steam Community
Steam Group W40KMOD
If you'd like to play this mod against other people, just add yourself to the community.
We don't have to be best friends forever or anything, you don't need to talk with me or anybody else unless you really, really want to; the only reason for this "community" is so that you can enter groupchat and ask "anybody up for a a can of asswhooping w40k style"? thats it; no obligations; just something to make it easier playing against others with the same mod and have some fun in the process!
Greetings Relic Forum,
i've taken the liberty to create my own variant on a Table-Top-ish approach. I wanted MultiPlayer to be more akin to Warhammer40k, sadly without it being turnbased, because that's way out of my knowledge how to make that happen. Anyway, i've taken my own approach, there are more mods out there that are trying to make the game more like w40k and this is what i think it should be like. I will adress all the edits i made and throw in a few vids for those with a visual apetite, which can be viewed here:
EPIC ALL OUT BATTLE @ YOUTUBE
SPACE MARINE Preview @ YOUTUBE
That should suffice, though in short, if you like bloody, messy epic large-scaled battles, then this mod is for you.
(and yes, strangely the sound is out of sync)
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Abilities
Abilities
*I've added one special new "ability" which disallows certain races, under the certain requirements, to upgrade in the field. Apart from Tyranids, which can "evolve" anywhere on the field, all the other armies must be near their HQ to be able to upgrade their units. (when you cannot upgrade, all the upgrade icons will have dissapeared from view; this will NOT update by itself, you`ll need to deselect the unit you are viewing and reselect it to be able to upgrade it).
* Certain armies have field upgrade possibilities (these are often spawners as well). The Razorback, the Falcon, The Trukk, the WebWay Gate, Techmarine Beacon, Ork Teleport Poll Banners and Chaos Champions (whom by default have a Chaos Icon of their favoured God allowing field reinforcement as well) all provide a small upgrade radius. Tyranids are the only race that can upgrade in the field without resorting to spawner entities etc.
* Throwing grenades has become alot more fun. Instead of throwing one grenade, your entire squad will shower your foes with multitude of explosives. Damage has been compensated.
* Generaly speaking, Global Requisition, referred to by some as "Red" or "Waaagh" has been used in different ways. Most Global Abilities no longer have a cost at all, so they can be used at your leisure. Global Requisition is now to fuel upgrades and the purchase of units tagged as either HQ, ELITE or DEDICATED TRANSPORT. (dedicated transport cost global requisition because, unlike the other buildable units, these are one of the few units without a squad cap.)
* All units capable of either jumping, teleporting or burrowing have received a passive jump, teleport or burrow move and charge. The Force Commander in particular already starts of using a rendered model of the Teleporter, but this only enables him to use passive teleports; if you want to actually teleport, you`ll need to buy the upgrade itself. Jumping, Teleporting and Burrow moves through the ability have their range adjusted so that it mimics the range allowed by rules of W40k.
* Almost every unit, once they receive squad leader, will be able to toss grenades and or meltabombs, as well as using the And They Shall Know No Fear or Swamp Em abilities. All units according to the Codex that are fearless have a much lower chance of getting supressed and even if they do, their courage regeneration is much higher. The Eldar can use the Fleet of Foot ability to escape supression.
* Tyranid Synapse allows the swarms to become immune to supression. Synapse Creatures themselves can be supressed, but will recover quite quickly. Best way to deal with swarms is to kill the Synapse Creature first, as this will also cause knockdown on the entire swarm.
* Some Global abilities have been changed. Tyranid Mycetic Spores can be used to drop 3 Squads in the battlefield. The Ravener can call in 3 Hormagaunt broods and the Lictor 3 Genestealer broods. Keep in mind that these units still count towards the TROOPS cap, so you cannot use Without Number or these Mycetic Spores when you have more than 4 TROOP choices in the field.
* Instead of summoning Bloodletters, the Chaos Sorcerer can summon a squad of 9 Thousand Sons unto the field of battle, which can directly reinforce themselves up to 18 units should you wish to do so.
* Almost every non vehicle unit can ressurrect a commander.
Projectiles
Projectiles
* Vehicles will blow up in your face without forgiveness. Stand clear of vehicles that are undoubtly going to die within the next second or you`ll regret it. Every vehicle-type and structure, as well as the Avatar and the Big Fatty Dude (except Listening Posts, WebWay Gates, Shrines and Spawning Pools) will explode causing knockdown within a large radius and will do dmg, sometimes ALOT. Keep this in mind. Also, these explosions aren't picky and will damage everything in their surroundings. Tactics can be adjusted to exploit this. Blow up that enemy generator to blast away the defenders, or cause that enemy tank, surrounded by enemy infantry, to explode and disrupting their formation... big time. Carnifexes will not cause damage to their own kind, as the filt which erupts from their bodies during such an explosion is not something that would harm their own kind. Finally, Carnifexes will also spawn a squad of Rippers upon death to annoy your enemy.
EBPS PVP Races
EBPS PVP Races
* Next to building Generators near a Power Node, players can now finally build a much desired supression turret with a shooting radius of 360 degrees. Actually, ALL turrets, have receives this improved radius. Handle with care. You can consider building 3 Turrets around a Power Node instead of 3 Generators, the choice is yours. Turrets will automatically spawn without build time, but will cost you Global Requisition as well as Power. Turrets have no cap and do not count towards your population.
* Spawning Pools, WebWay Gates and even the Ork Teleporter Banner have become spawners. You can now reinforce near these positions as well as mark them as a point of retreatment. All these devices have small power cost and a small global requisition cost.
* All units have an increased charge range, the range has been increased to 24, to mimic the 6" charge range from the TableTop experience. To mimic Furious Charges i've given these units a high probably of knocking down enemies upon completion of the charge move. Other units with high initiative have receives an increased melee skill upon completing a charge. These units will perform alot of of special attacks when in combat. Furious Charge is mostly used by Khorne Bezekers as well as alot of Orks and the occasional frenzied Tyranid frontliner. On a side note, i've enabled all units, killed in melee by a final melee blow, to die a synchronised death move. Sit back and enjoy the show.
* All units have increased sight range (and detectors have their detector sight range increased) to aid their increased shooting range. Weapon range has now been increased accordingly to the W40k rules. For instance, Lascannons can shoot almost over the entire battlefield. Fire Prism cannons can even go beyond this. You will experience an entirely new form of battle; long ranged fire fights, which makes for impressive visuals. Keep in mind that every army has its fair share of long ranged weaponry and ofcourse, please try to play it as tactically as possible. Do not charge units miles away from you without using LOS exploitations, unless you want to lose.
* Corpses and Blood, Blood and Corpses. We all love it, so do i. The Blood God is pleased with the amount of blood spilled on the battlefield and i helped him a hand in maintaining this visual gore fest. Corpses will remain on the battlefield for 10 minutes and then dissapear. Well, i had to make a small compensation for those with lousy pc's, such as myself, i`m playing my mod with Medium settings. Anyway, blood will be dropped upon kills and it will stay on the ground until the end of times, or well, until you quit the match.
* Unit cost has been adjusted according to W40k rule books. All units will have the same cost as they do in their respective army rules. For instance, a single Ork Boy will cost you 6 points of requisition; a Guardian will cost 8 points of requisition; a Terminator wil cost 40 points of requisition. Some units will also cost power, this is for extra wargear choices. Units that cost Global Requisition as well as normal requisition and power, are either HQ, ELITE or DEDICATED TRANSPORT. Also, each unit will add as much population to your maximum as it costs requisition. So, an Ork Boy of 6 requisition points, also adds 6 points to your population total. This is so that you can mimic the Warhammer 40k battle point system, where you can agree on playing either a 500, 1000 or 1500 point battle or even more. As for my mod, next to choosing the amount of victory points played for, you can also choose with how big an army you`ll want to play, point wise. You can also choose in the menu which Tier will be the maximum. Perhaps you want to play a victory point based game for 500 victory points, with a 1000 point army, with players only be able to use Tier 1 and Tier 2 units.
* Since unit cost has been decreased, it is only natural that the amount of resources and power gathered from your HQ and Strategic Locations is minimised as well. You`ll find that you`ll still have plenty of resources available, but it has been scaled down towards the renewed point cost. Also, when starting a new game, like with all Warhammer 40k battles and army choices, you will begin with 1 HQ choice and 2 Troop Choices. I've taken the liberty to provide you with a second troop choice, but in return, ive reduced the starting amount of requisition to 0. Important to note, that while Eldar's socalled second troop choice by vanilla standards where the Banshees, these fatal women are in fact, Elite units, which now cost global requisition. So instead you`ll be provided with Rangers, which are, equally lethal (in their own well used way) due to their increased sniper range.
* Chaos Dreadnoughts can become crazed regardless of their weapon upgrade. And... Khorne Bezekers as well. While these guys cannot retreat from battle, they receive a high melee skill bonus when furiously charging into combat and you can decide for them to become crazed. Blood for the Blood God, even if the Blood is your own.
Formation & Squad Distribution
Formation & Squad Distribution
* As you can field squads up to 30 orks, 20 chaos space marines, 20 guardians, 30 tyranids, i needed to alter the used formation. When fielding these large groups, they will no longer huddle together like a bunch of addicted sex maniacs, but rather stand in a visually pleasing squad coherency of 2" between each unit.
RACEBPS
RACEBPS
* Increased the max popcap to 1500, but since i already mentioned that this is done to compensate for the sometimes huge population cap tolls payed when buying certain units. For instance, the Librarian will add 100 extra popcap, since he will cost 100 requisition points. The Dreadnought will add 105 population points, and so and so on. Also, important to note, UPKEEP HAS BEEN REMOVED ENTIRELY. So don't worry about fielding large armies.
* Its also important to note that OneProduct has added new victory conditions. You can choose to have battles with max popcap of 500, 1000 or 1500 and you can even combine it with Tier 1, 2 or 3 requirements. For instance, you can decide to play a W40k 1000 points battle, with only Tier 1 and 2 units, disallowing you to field Tier 3 units, upgrades and abilities. Currently, however, the number of choosable victory points is malfunctoning, so if you want to play long battles, you`ll have to play either FFA or annihalte, or simply agree to both capture a 1 Victory Point and don't touch them again.
SBPS PVP Races
SBPS PVP Races
* Well, like i said, squad sizes have increased to the max. You`ll start ov with the smallest amount allowed by the rules. Orks start with mobs of 10, Marines with squads of 5 etc. Those familiar with the rules will feel right at home. I've also done ALOT of UI editting, like adding alot of lore oriented background as well as for the choosable upgrades. Most importantly you`ll see in the description values what type of unit it is, HQ, ELITES, TROOPS, FAST ATTACK, HEAVY SUPPORT or DEDICATED TRANSPORTS. Each unit will have a squad cap according to the rules as well. For instance, building a 1 squad of Devastators, and 2 Predators, will disallow you to build any more HEAVY SUPPORT marked units until one of those 3 is destroyed. You can build any combination you like, but 3 HEAVY SUPPORT choices is the max. This goes FOR ALL types.
* For those not familiar with the W40k rules, your commander is 1 HQ choice, next to the commander you can make 1 more HQ choice, if your current commander allows this. (some commanders, like the plaguemarine are the only unit in the Chaos army that can field the Great Unclean One, while the Hive Tyrant is the only unit in the Tyranid Army that may feeld Tyrant Guards etc). So for Space Marines, next to the commander being the 1st HQ choice, you can field a second HQ choice, which for them, is the Librarian. You can select 3 ELITES choices. Once you've made 3 choices (regardless of what type of combination) you`ll have reached the squad cap for the Elites mentioning that you`ll need less than 3 ELITES choices in order to build another ELITES unit. Then we have the TROOPS choices, you can field 6 of these, in any combination and then once again, you reach a cap. (important to note that i've considered Tyranid Rippers, while marked as a TROOPS choice, not worthy enough to count towards a TROOPS choice. These Rippers will never count towards the squad cap of 6 TROOPS) Then onto the FAST ATTACK choices, you can build 3 of those, again in any combination, but as all armies only have 1 FAST ATTACK unit, you can simply build 3 of the same and then you reach the cap. (again, important to note, Spore Mines are considered FAST ATTACK as well, but, while they are marked FAST ATTACK in my mod as well, these, like the Rippers, can be build without end and will never count towards any squad cap, allthough population cap is still in order.) And finally, the above mentioned HEAVY SUPPORT of which you can make 3 choices before the squad cap kicking in. There's also the option to build DEDICATED TRANSPORT. These have NO squad cap, but because these are considered special, and quite annoying on the battlefield en masse, ive added a little global requisition cost to them.
* Its worth mentioning that some units can now actually reinforce themelves, whereas in vanilla dow2 MP, they were solo units. The Ork DeffDread, is now classified as a Killa Kan, and comes in squad formation of max 3 units. The Carnifex is considered a brood and you can field 3 of them as a single unit. Meaning you`ll be able to field 3 broods consisting of 3 Carnifexes as 3 HEAVY SUPPORT choices. Yikes. Lictors broods, reinforce them up to 3, as well as Zoantrope Broods, reinforce them to 3. Finally, the Bloodcrushers, reinforce these babies up to 8, the sacred number of Khorne. Go forth and spill blood.
* Its perhaps also worth noting that certain units can only be build with a certain commander, for instance. The Chaos Lord will only be able to build Khorne oriented units and daemons, while the Nurgle Champion is the only commander that can build the Great Unclean One or field Plague Marines as troopers. The Tzeentch Sorcerer is the only unit to field the might of the Thousand Sons and instead of summoning Bloodletters as the global ability, he will teleport a squad of 9 Thousand Sons unto the field of battle. Also, the Hive Tyrant is the only commander that can field Tyrant Guards... duh, otherwise they would have been named Ravener Guards or Deathleaper guards.
Tuning
TUNING
* Another major change, i`m not a very forgiving modder and frown upon bad tactics. Mistakes are not rewarded kindly and as such, retreating has never been more deadly. While the ranged damage reduction and melee dmg increase upon retreating has still remained, you can still be supressed and knockdown upon retreating and even certain abilities that slow you down will be in effect. My advise, plan ahead, do not retreat out of a bashing mob of battlelust crazed orks; you`ll die. Period. Equally, when charged by a group of Assault Marines and you know you`ll not live when they indeed charge, retreat before, or you`ll die. Like i said, i've programmed retreat to be unforgiving. Fools deserve to be punished
* Last but not least, supression, instead of annoying you with an increased cooldown on your ranged weapons (in between shots), you can now still shoot, but with a decreased accuracy.
UPGRADES
UPGRADES
* The upgrade system has changed a little. Like i said, you can only upgrade near spawners if you are a regular army. The only armies that can upgrade in the field are Chaos because of their Champion with Favoured Icons. The Chaos HQ units are considered to already have a personal icon, so they can receive their unholy blessing by the Dark Gods in the field. Sorcerers from within the warp stand ever ready to teleport the much needed equipment to their battle "brothers". Tyranids evolve on the battlefield, ever adjusting and the other armies simply need DEDICATED TRANSPORTS or other reinforce type of devices that can allow you to upgrade in the field.
* That being said, the most interesting changes are that of cost. Again, the cost of wargear has been made so that it mimics the W40k rules. As an example, you can build a Tactical Marine squad and reinforce it to have 7 Marines. Then you upgrade your squad with 1 Sergeant, 1 SPECIAL weapon choice and 1 HEAVY weapon choice. Like with squad caps, every combination is possible, so have fun. This also counts for Devastators. According to the rules these badasses can field 4 HEAVY weapons; building a Devastator squad in my mod will field 4 Bolter Marines and 1 Corporal, then you can uprade your squad with any type of HEAVY weapon you wish, though 4 is the max. 2 Heavy Bolters, 1 Plasma Cannon and 1 Lascannon? No problem, just select the upgrades and the models will be teleported to your side, providing that you are near a spawner radius which also allows you to upgrade. Perhaps you rather choose 3 Lascannons and 1 Missile Launcher? Again, just select it. Another important note is that units like Sergeants, or Squad Leaders for every army, as well as units which are teleported into play carrying a special or heavy weapon, will die LAST. This might come in handy as well as being less frustrating to have your squad leader dying and needing to pay the extra global requisition.
* Thats right, ALL upgrades, next to the normal codex approved costs, will cost global requisition. For clarity, wargear upgrades cost power, where as the units themselves cost requisition. A Devastator unit will cost 16 points of requisition, but you`ll also have to pay up 35 points of power for a might lascannon. And then, you`ll also have to pay global requisition. Commander upgrades only cost Global Requisition and you`ll notice that i have not mimiced their cost of the w40k TT rules, simply because these guys can buy upgrades which aren't even mentioned in the w40k rules, so i decided not to treat them in another way. Also, Tier 2 costs 500 global requisition (and your hero needs to be at least lv2), Tier 3 costs 500 global requisition (your hero needs to be at least lv3) and the army nuke costs 1000 global requisition.
* I spoke of description edits, while these do not mention anything useful regarding their dmg, you can simply follow this simple rule. A weapon will have the description of being HEAVY, ASSAULT, RAPID FIRE or CLOSE COMBAT, marked in blue text. Heavy weapons can only be fired when stationery, Assault weapons can be fired on the move and Rapid Fire weapons do double dmg within medium-short range.
WEAPONS
WEAPONS
* The last part of my mod's explanation. The used weaponry has their range increased ALOT. Make no mistake, the battles are alot more deadly because of this, but not impossible or overpowered. You just need to adjust your approach to dow2 warfare. Another couple of edits i made are to that of the used weapons. ALL turrets can fire within a 360 degree radius. HEAVY weapons no longer have a setup time, but simply cannot fire while on the move. ASSAULT marked weapons can fire while on the move and weapon marked with RAPID FIRE do double dmg within short to medium range. Weapons with RAPID FIRE are usually bolters and or PISTOLS. Pistols as well, do double dmg within short to medium range. Furthermore, generally speaking, everything which has the word CANNON in it, will have a good chance to cause knockback. Weapons that could can cause explosions on the battlefield, will probably cause knockback. Weapons which fire extremely rapid salvo's of ammunition will have a good chance to supresses you, as does the flamer! Speaking of flamers, ive added the Burna Boyz to the Orks with a little suprise. Should one of these guys die, theres a chance he`ll explode! TOASTY! Ow the fun. You`ll see a lot more stuns caused by laser oriented weapons or simply heavy blasts, but also the Deathspinners, not only do these weapons cause supression, but they also have a slight chance of entangling an opponent. Nasty! Anyway, you`ll find that all weapons behave according to (my vision of) logic.
Please keep in mind, this mod will provide you with the most fun when played against other real people. The AI is shit, so don't suspect any form of challenge when playing against these guys, although, 1 real player vs 3 AI controlled, might be interesting, or FFA can stil be fun.
Final Note towards people i'd like to thank:
-Copernicus: it's his tool and his tool alone that provided me with the will to actually make this mod, if i had to do this with the old tools, i would have cried myself to sleep, with a repeat action set to 0.
-OneProduct: is there anything this guy doesnt know? seriously, i've learned alot thanks to you and in a way, if it werent for you, i probably would never have completed the mod in this state it is now. Most importantly, thank you for your work in enabling my mod to let players choose how much population cap will be used in the game through the menu.
-Shuma: your models are the craziest, and well, the only models available hehe. Thanks alot for your awesome models, especially the amazing Thousand Sons and devilish Khorne looks.
-Hanger8: for his superb looking badges mod, no selfrespecting w40k fan can do without!
-3RaZoR: for showing the error of my ways regarding the supression of heavy bolters. May the Emperor never spank me for this!
-Myself: well, what did you expect, i`m a narcissist.
-You: if you decided to play and have fun with my mod
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CLICK ME TO
DOWNLOAD THE DAWN OF WAR 2:
WARHAMMER 40.000 MOD v3.0
(mod version updated @ 18:00 - 10/7/2010)
The downloaded zip/rar file will hold a Dawn of War 2 folder. Simply extract this folder ontop of your own Dawn of War 2 folder and select the supplied .exe file to start up and go crazy. Important to note that the zip file also holds a folder named English, which has a DOW2.ucs file inside it; should you be from another country, you`ll have to copy paste this UCS file into the language folder you are currently using in order to see the renewed squad descriptions. If you're experience -no range- descriptions, please (temporarily) remove all other .UCS files (except DOW2.UCS) before placing the Warhammer_40k.UCS in your language folder.
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SPACE MARINES
Space Marines
HQ max 2
(keep in mind that the commander already counts as 1 HQ choice.)
Librarian - 100 requisition points per model, comes on the field battle with all his power available. Upgrades can be bought to equip the staff and increase both health and energy.
ELITES max 3
Terminators - 40 requisition points per model, have a passive teleport charge and will teleport over obstacles. Can be upgraded with 2 Terminators wielding any combination of Heavy Flamers, Assault Cannons or Cyclone Missile Launchers. Can reinforce up to 8, 10 including upgrades.
Assault Terminators - 40 requisition points per model, have a passive teleport charge and will teleport over obstacles, can receive the Lightning Claw upgrade which will replace 6 models their Thunder Hammer and Storm Shield. The Storm Shield provides the a unit with the ability to enable an invulnerable shield.
Dreadnoughts - 105 points per model, come with 2 close combat weapons, can upgrade to the multi-melta (with melta-sweep) for free, or equip an assault cannon for 10 power points. Can also shoot smoke grenades.
Venerable Dreadnoughts - 165 points per model, come with 2 close combat weapons, can upgrade to the multi-melta (with melta-sweep) for free, or equip an assault cannon for 10 power points. Can also shoot smoke grenades.
TROOPS max 6
Tacticals - 17 points per model, can be reinforced up to 7 models, can take a multitude of both heavy and assault (lascannon, plasma cannon, missile launcher, heavy bolter, plasma gun, flamer, meltagun) upgrades, increasing the the amount of units maximally to 9 and can buy a squad sergeant with different types of wargear. Can throw grenades, the sergeant a meltabomb and use the Know No Fear ability.
Scouts - 14 points per model, can be upgraded with 3 shotgun units, 3 sniper units or any combination in between. Can also choose either 1 heavy bolter or missile launcher. Squad sergeant can wield different types of wargear, can throw meltaboms and provides the squad the ability to throw frag grenades and use the Know No Fear ability.
DEDICATED TRANSPORTS no max.
Razorback - 40 requisition points per model. Enables units to upgrade their wargear on the field of battle when units are within range. Select and deselect your units multiple times untill you see the upgrades appear again.
FAST ATTACK max 3
Assault - 19 requisition points per model. Can reinforce itself up to 7 units, can be further reinforced up to 9 units through weapon upgrades, flamers or plasma pistols. The Sergeant can choose from different types of wargear such as powersword and shield, lightning claw or the mighty thunderhammer. The Sergeant provides the squad with Frag Grenades and Know No Fear as well as being able to throw Melta-Bombs himself. The Storm Shield can provide the Sergeant with an invulnerabe shield.
HEAVY SUPPORT max 3
Devastators - 16 points per model. Can reinforce itself up to 9 units through weapon upgrades such as the Lascannon, PlasmaCannon, Missile Launcher or Heavy Bolter. Sergeant can upgrade its weapon to chainsword, poweraxe or powerfist and comes with meltabombs; also provides the squad with Frag Grenades and Know No Fear.
Predators - 60 requisition and 25 power points per model. Can be upgraded with Lascannon.
ORKS
Orks
HQ max 2
(keep in mind that the commander already counts as 1 HQ choice.)
Weirdboy - 55 requisition points per model, comes on the field battle with all his power available. Upgrades can be bought to increase both health and energy.
ELITES max 3
Nobz - 20 requisition points per model, can be reinforced to 10 units. Can be upgraded with either a Big Choppa or Twin-Linked Shoota.
Burna Boyz - 15requisition points per model, can reinforce themselves up to 12 Burna Boyz and upgrade the squad with 3 meks wielding a variety of weapons such as the Kustom Blasta, Rokkit Launcha, Big Shoota or Choppa and Slugga. The Meks provide the squad with the Swamp Em ability
Tankbustas- 15 points per model, can be reinforce up to 12 units wielding Rokkit Launcha's. Can reinforce themselves to 14 units through 2 Tankhammer weapon upgrades and can be upgraded with a Rokkit Launcha wielding Nob providing the Squad with the Swamp EM ability.
Lootas - 15 points per model, can be reinforced up to 12 units wielding Deffguns and can upgrade the squad with 3 Meks wielding a variety of weapons such as the Kustom Blasta, Rokkit Launcha, Big Shoota or Choppa and Slugga. The Meks provide the squad with the Swamp Em ability
Kommandos - 15 points per model, equipped with close combat weapons. Can be reinforced to 12 units. Further reinforcements through weapon upgrades such as Burna, Rokkit Launcha or Big Shoota in any combination you like. Nob can be equipped with Choppa and Slugga, or Big Choppa or Twin-Linked Shoota, also provides the mob with the Swamp Em ability.
TROOPS max 6
Slugga Boyz - 7 points per model, can be reinforced up to 26 orks. Begin with Stun grenades, can use Stikkbombs when upgraded with a Big Choppa wielding Nob. Nob provides the Mob with Swamp Em. Squad can be reinforced with 3 more orks through 3 weapon upgrades choosing between Rokkit Launchas or Big Shootas.
Shoota Boyz - 7 points per model, can be reinforced up to 26 orks. Can use Stikkbombs when upgraded with a Twin-Linked wielding Nob. Nob provides the Mob with Swamp Em. Squad can be reinforced with 3 more orks through 3 weapon upgrades choosing between Rokkit Launchas or Big Shootas.
DEDICATED TRANSPORTS no max.
Trukk - 35 requisition points per model. Enables units to upgrade their wargear on the field of battle when units are within range. Select and deselect your units multiple times untill you see the upgrades appear again.
FAST ATTACK max 3
Storm Boyz - 12 requisition points per model. Can reinforce itself up to 14 units, can be upgraded with a Nob wielding Slugga and Choppa, which can be upgraded to a Big Choppa. The Nob also provides the Swamp Em ability and enables the squad to throw Stikkbombs. (i`ll update the squad size asap to 19 units and 1 nob instead of 14 units and 1 nob.)
HEAVY SUPPORT max 3
Killa Kans- 35 points per model. Can reinforce itself up to 3 units. Can be upgraded with Skorchas.
Looted Tank/Wagon - 35 requisition and 105 power points for the boomgun and heavy bolter sponsons per model.
ELDAR
Eldar
HQ max 2
(keep in mind that the commander already counts as 1 HQ choice.)
Avatar Of Khaine - 155 requisition points per model.
ELITES max 3
Wraithlord - 90 requisition points per model (though officially the Wraithlord is heavy support, i think its quite ridiculous that his lower "cousins" are deemed Elite. Wraithlords and Wraithguard should be the equivalent of Dreadnoughts and Terminators, hence my choice to make the Wraithlord ELITE as well.
Wraithguard - 35 requisition points per model, can be reinforced to 10 units. Can be upgraded with a Warlock that can use Destructor.
Howling Banshees - 17 requisition points per model, can reinforce themselves up to 9 units. Can upgrade the squad with an Exarch which enables the squad to throw plasma grenades. The Exarch can be upgraded with 2 Mirror Swords or 1 Executioner. Fleet of Foot can be used to break supression.
TROOPS max 6
Rangers - 20 points per model, can be reinforced up to 9 units and upgraded with 1 Ranger "exarch". (according to lore they do not have an exarch, but now they do.) The exarch provides the squad with Plasma Grenades. The squad starts out with 3 Snipers, and can be upgraded to wield 9 snipers in Tier 2. Can use Fleet of Foot to break free from supression.
Guardians - 9 points per model, can be reinforced up to 20 guardians. Can upgrade the squad with either 1 Shuriken Cannon Platform or Brightlance Platform. Can purchase a Warlock that can Embolden the squad, while battle equipment enables the usage of Plasma Grenades.
DEDICATED TRANSPORTS no max.
Falcon - 115 requisition points and 35 power points per model and directly have Holo-fields. Enables units to upgrade their wargear on the field of battle when units are within range. Select and deselect your units multiple times untill you see the upgrades appear again. ( i chose to make the Falcon Dedicated Transport, while codex wise it is Heavy Support)
FAST ATTACK max 3
Warp Spiders - 22 requisition points per model. Can reinforce itself up to 9 units, can be upgraded with an Exarch. Currently throwing Haywire Grenades as a Squad, but will reduce this to the Exarch only to mimic the MeltaBomb balance. Deathspinners cause supression and have a chance to entangle opponents.
HEAVY SUPPORT max 3
Support Weapon Battery- 30 points per D-Cannon. Can reinforce itself up to 9 units, 3 of which are D-Cannons. Can be upgraded with a Warlock that provides the squad with Embolden.
FirePrism - 115 requisition and 35 power points. Comes with the Holo-Field and the only weapon with the furthest range of the entire game.
TYRANIDS
Tyranids
HQ max 2
(keep in mind that the commander already counts as 1 HQ choice.)
Tyrant Guard Brood - 60 requisition points per model, can be reinforced up to 3 units. Only available with Hive Tyrant as Hero.
ELITES max 3
Lictor - 65 requisition points per model. Can be reinforced up to 3 units.
Zoanthropes - 60 requisition points per model, can be reinforced to 3 units.
TROOPS max 6
Tyranid Warrior Brood - 30 points per model, can be reinforced up to 9 units. Can be upgraded with Toxin Sacs and Adrenal Glands. Can choose either 1 Barbed Strangler or Venom Cannon.
Genestealer Brood - 14 points per model, can be reinforced up to 20 Genestealers. Can be upgraded with Scything Talons, Adrenal Glands and Toxin Sacs.
Termagant Brood - 5 points per model, can be reinforced up to 30 units. Can be upgraded with Adrenal Glands and Toxin Sacs.
Hormagaunt Brood - 6 points per model, can be reinforced up to 30 units. Can be upgraded with Adrenal Glands and Toxin Sacs.
Ripper Swarm Brood - 2 points per model, can be reinforced up to 50 units. Can be build without end, no caps. Will also be spawned upon the death of a Carnifex.
FAST ATTACK max 3
Ravener Brood - 30 requisition points per model. Can reinforce itself up to 9 units, can be upgraded with the Devourer ability as usual. Raveners passively burrow charge into melee combat and passively burrow move under obstacles.
Spore Mines - 10 requisition points per model. Can reinforce itself up to 6 units, can be build without end, no caps.
HEAVY SUPPORT max 3
Carnifex Brood- 160 requisition and 20 power points per model. Can reinforce itself up to 3 units and comes with the Bio-Plasma ability. Can be upgraded with a Heavy Venom Cannon or Stranglethorn Cannon.
CHAOS
Chaos
HQ max 2
(keep in mind that the commander already counts as 1 HQ choice.)
Great Unclean One - 160 requisition points and 70 power points per model, can only be chosen when your commanding hero is the Champion of Nurgle
ELITES max 3
Bloodcrushers of Khorne - 40 requisition points per model. Can be reinforced up to 8 units. Can only be chosen when your commanding hero is the Lord of Khorne. Bloodcrusher ability charge is best used in close range since they tend to charge against each other and consequently stop the charge. To compensate i have given them a passive charge almost equal to the ability itself.
Chaos Dreadnought - 90 requisition points per model. Can be upgraded with the Missile Launcher or Power Claws. Dreadnought can use the Crazed ability.
TROOPS max 6
Traitors - 8 points per model, can be reinforced up to 8 units. More units will mess up their circle and make it look stupid and since the the Mark of Chaos bears 8 points, 8 heretics is fitting, with a worshipped Champion in the middle. Can be upgraded with an Agitator, labeled as Champion. The Traitors can choose from, 2 flamers, 2 meltas, 2 plasma guns or 2 grenade launchers as a single upgrade.
Chaos Space Marines - 15 points per model, can be reinforced up to 17 units. The squad consists of mixed melee and range units. Can be upgraded 1 Autocannon, 1 Lascannon, 1 Heavy Bolter, 1 Missile Launcher, 1 Plasma Pistol, max 2 Flamers, max 2 Meltas or max 2 Plasma Guns> 2 weapons in total though. Champion comes with chainsword, or powersword or powerclaw, meltabombs and enables the squad to throw frag grenades. Depending on the commanding hero you chose, the Champion will bear the mark of that particular Dark God and will provide your squad with fitting improvements as well as being able to reinforce and upgrade in the field.
Plague Marines - 21 points per model, can be reinforced up to 12 units. The squad consists of mixed melee and ranged units. Can be further reinforced through weapon upgrades, choosing from flamers (bile spewers), meltaguns, plasmaguns or plasma pistols. Max 2 weapon upgrades. The Champion comes equipped with a power fist and also grants the squad the use of Frag and Blind grenades. Can only be chosen with the Champion of Nurgle as commander.
Khorne Bezerkers - 21 points per model, can be reinforced up to 16 units. Can be upgraded with 2 Plasma Pistols. Can use the Crazed ability. Blood for the Blood God, even if the blood is that of your own army! Cannot retreat. The Champion like the other champions, comes equipped with meltabombs and provides the squad with frag grenades. Can only be chosen with the Lord of Khorne as your commander.
Thousand Sons - 23 points per model, can be reinforced up to 18 units. Very slow moving units which can use an invulnerable shield when things get nasty. Cannot be supressed. Their "champion" is a Doombolt and Forcestaff wielding Sorcerer. The Sorcerer has meltabombs. This squad can only be used when your commander is a Sorcerer of Tzeentch.
Bloodletters of Khorne - 16 points per model, can be reinforced up to 16 units. Can only be chosen when the Lord of Khorne is your commander. Also, these daemons will never retreat.
FAST ATTACK max 3
Chaos Raptors - 20 requisition points per model, can be reinforced up to 17 models. Can be further reinforced up to 19 models through 2 weapon upgrades. You can choose from flamers, meltaguns, plasmaguns or plasma pistols. Champion comes with chainsword, or powersword or powerclaw, meltabombs and enables the squad to throw frag grenades. Depending on the commanding hero you chose, the Champion will bear the mark of that particular Dark God and will provide your squad with fitting improvements as well as being able to reinforce and upgrade in the field. They entire squad has the raptor jump ability which i pimped some more visually wise as you can see in the first youtube movie i posted.
HEAVY SUPPORT max 3
Chaos Havocs- 15 requisition per model. Can reinforce itself up to 15 units. Can be further reinforced to 19 units through a maximum of 4 weapon upgrades. Choose from flamers, meltaguns, plasmaguns, autocannons, lascannons, heavy bolters or missile launchers in any combination you like. Champion comes with chainsword, or powersword or powerclaw, meltabombs and enables the squad to throw frag grenades. Depending on the commanding hero you chose, the Champion will bear the mark of that particular Dark God and will provide your squad with fitting improvements as well as being able to reinforce and upgrade in the field
Chaos Predator - 70 requisition points per model and 30 power points for the heavy bolter sponsons. Can be upgraded with a lascannon.
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If it weren't for modders and the guys like you and Shuma, among others, creating your masterpieces of goodness. I would just waste my time.
with a big WIN!!!
Dance

