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Law's Laws of Wars (1)
Filename: laws_laws_of_war.rar


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9.16 MB
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Gil713
http://ishouldbegettingpaid...
549
02-22-2011
Mods > Rebalance


Average User Rating: 5.2
Number of Votes: 6
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Law's Laws of Wars (1) - File Description  


Description:
So I made this years and years ago for myself and some friends and it's still unfinished. I've decided to upload it anyway in case anyone wants to check it out or I want to link someone to it.

What this mod does: Modifies certain races to be the extreme of their ideal. That is to say the Imperial Guard are now massive in number while the Space Marines are less but much more powerful individually.

I've also modified the sizes of things to make them closer to canon. Within the limits of the game anyway.

I'm sure there's other stuff I can't remember right now. Well, it probably doesn't matter; I doubt anyone I don't know personally will be trying this out.



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Law's Laws of Wars (1) - Readme  
Readme File:
==X==X==X== Notes ==X==X==X==


A. Cost changes will always be (Requisition/Power).
B. Damage changes will always be (Maximum/Minimum).
C. Size changes will always be (Maximum/Minimum).
D. Cap changes will always be (Squad/Support).
E. There is a missing number in the order of several categories on purpose -- it is to account for the NPC race.
F. In order to find (ctrl+f) a certain category, use the legend following these notes.
G. This .txt file was written in Notepad and is best viewed in Notepad.
H. There ARE going to be errors in this recording. It's bound to happen no matter what steps I take because I am an imperfect being. If anyone else is reading this and spots an error, feel free to contact me so I can fix it and update.


Art ...................... (ART1)
-- Chaos ............... (A0100)
-- Dark Eldar .......... (A0200)
-- Eldar ............... (A0300)
-- Imperial Guard ...... (A0400)
-- Necrons ............. (A0500)
-- Orks ................ (A0700)
-- Sisters of Battle ... (A0800)
-- Space Marines ....... (A0900)
-- Tau ................. (A1000)
Race Ideals .............. (RID1)
Global Changes ........... (GLC1)
Racial Attribute Changes . (RAC1)
-- Chaos ............... (R0100)
-- Dark Eldar .......... (R0200)
-- Eldar ............... (R0300)
-- Imperial Guard ...... (R0400)
-- Necrons ............. (R0500)
-- NPC ................. (R0600)
-- Orks ................ (R0700)
-- Sisters of Battle ... (R0800)
-- Space Marines ....... (R0900)
-- Tau ................. (R1000)
Sound .................... (SND1)
Tuning ................... (TUN1)
To Be Done List .......... (TBD1)
Tools Used and Credits ... (TAC1)
Contact Options .......... (CON1)





==X==X== Art ==X==X== (ART1)


==X== Chaos ==X== (A0100)

- Default Structure Sizes: Sizes increased (+0.1/+0.1)
- Aspiring Champions: Sizes increased (+0.1/+0.1)
- Bloodthirsters: Sizes increased (+1.1/+0.8)
- Chaos Lords: Sizes increased (+0.3/+0.3), replaced the SS model with the DC model
- Chaos Predators: Sizes increased (+0.3/+0.3), length and width adjusted
- Chaos Rhinos: Sizes increased (+0.3/+0.3), length and width adjusted
- Defilers: Sizes increased (+0.25/+0.25)
- Chaos Sorcerers: Sizes increased (+0.15/+0.15)
- Chaos Space Marines: Sizes increased (+0.1/+0.1)
- Cultists: Sizes decreased, now varied (-0.1/-0.15)
- Daemon Princes: Sizes increased, now varied (+0.6/+0.4)
- Heretics: Sizes decreased (-0.05/-0.15)
- Horrors: Sizes increased (+0.35/+0.1), now multicolored
- Berserkers: Sizes increased, now varied (+0.2/+0.15)
- Obliterators: Sizes increased, now varied (+0.35/+0.2)
- Possessed Chaos Marines: Sizes increased, now varied (+0.55/+0.15)
- Chaos Raptors: Sizes increased (+0.1/+0.1)

==X== Dark Eldar ==X== (A0200)

- Default Structure Sizes: Sizes increased (+0.1/+0.1)
- Default Troop Sizes: Sizes preserved
- Talos: Sizes increased (+0.6/+0.6), length and width adjusted
- Ravens: Sizes increased (+1.0/+1.0), length and width adjusted
- Reaver Jetbikes: Sizes increased (+0.3/+0.3), length and width adjusted
- Raiders: Sizes maintained
- Warp Beasts: File created, sizes increased, now varied (+0.4/+0.2)

==X== Eldar ==X== (A0300)

- Default Structure Sizes: Sizes increased (+0.1/+0.1)
- Default Troop Sizes: Sizes lowered (-0.1/-0.1)
- Avatar of Khaine: Sizes increased by (+0.75/+0.75)
- Wraithlords: Sizes increased by (+0.4/+0.4)
- Falcon Grav Tank: Sizes increased by (+0.3/+0.3), length and width adjusted
- Fire Prisms: Sizes increased by (+0.3/+0.3), length and width adjusted
- Grav Platform Brightlances: Sizes increased by (+0.6/+0.6), length and width adjusted
- Grav Platform Shuriken: Sizes increased by (+0.6/+0.6), length and width adjusted

==X== Imperial Guard ==X== (A0400)

- Restored old NPC Guardsmen icons
- Default Structure Sizes: Sizes increased (+0.1/+0.1)
- Default Troop Sizes: Sizes decreased (-0.05/-0.1)
- Baneblade: Sizes increased (+0.4/+0.4), length and width adjusted
- Ogryns: Sizes increased (+0.1/-0.1)
- Guardsmen: Sizes decreased (-0.05/-0.05)
- Guardsmen Sergeants: File created, same as Guardsmen
- Chimeras: Sizes increased (+0.3/+0.3), length and width adjusted
- Leman Russ Battle Tanks: Sizes increased (+0.3/+0.3), length and width adjusted
- Hellhounds: Sizes increased (+0.3/+0.3), length and width adjusted
- Marauder Bombers: Sizes increased (+0.5/+0.5), length and width adjusted
- Priests: Sizes decreased (-0.15/-0.2), now varied
- Sentinels: Sizes increased (+0.15/+0.15)
- Commissars: File created, same as Priests
- Sanctioned Psykers: File created, same as Priests
- Vindicare Temple Assassins: File created, sizes decreased (-0.05/-0.15)
- Tech Priests: Sizes decreased (-0.05/-0.1), now varied
- Ogryn Boneheads: File created, same as Ogryns
- Kasrkin: Sizes decreased (-0.06/-0.6)
- Kasrkin Sergeants: File created, same as Kasrkin
- Imperial Captains: Sizes decreased (-0.1/-0.2), now varied, replaced the SS model with the DC model
- Heavy Weapons Team: Sizes decreased (-0.07/-0.07)
- Heavy Weapons Team Deployed: Sizes decreased (-0.07/-0.07)

==X== Necrons ==X== (A0500)

- Turrets: Sizes increased (+0.3/+0.3)
- Default Troop Sizes: Sizes increased (+0.125/+0.125)
- Builder Scarabs: Sizes reduced by 1/2
- Deciever: Sizes increased by (+0.5/+0.5)
- Night Bringer: Sizes increased by (+0.5/+0.5)
- Monolith: Sizes increased by (+0.25/+0.25)
- Restored Monolith: Sizes increased by (+0.25/+0.25), length and width adjusted
- Tomb Spyders: Sizes increased by (+0.25/+0.25), lengths and widths adjusted
- Necron Lord: Replaced the SS model with the DC model

==X== Orks ==X== (A0700)

- Default Structure Sizes: Sizes now varied (+0.25/+0.05)
- Warboss: Both sizes increased, now varied (+0.5/+0.1)
- Tankbustas: Sizes more varied (+0.15/-0.1)
- Stormboyz: Sizes more varied (+0.1/-0.1)
- Stormboyz Nob: Sizes increased, more varied (+0.15/+0.15)
- Squiggoth: Sizes more varied (+0.15/-0.05)
- Nobz: Sizes more varied (+0.15/-0.1)
- Nob Leader: Sizes more varied (+0.15/-0.1)
- Mega Armoured Nobz: Sizes increased (+0.3/+0.2)
- Grots: Sizes more varied (+0.2/+0.2)
- Flash Gitz: Maximum size increased, now varied (+0.3/+0.1)
- Shootas: Sizes more varied (+0.2/+0.1)
- Sluggas: Sizes more varied (+0.2/+0.1)
- Bad Dok: Sizes more varied (+0.15/-0.1)
- Big Meks: Sizes increased (+0.25/+0.1)
- Fighta Bommas: Sizes increased (+0.8/+0.8)
- Killa Kans: Sizes increased, now varied (+0.8/+0.2)
- Looted Leman Russ: Sizes increased (+0.3/+0.3), lengths and widths adjusted
- Trukks: Sizes increased (+0.35/+0.35), lengths and widths adjusted
- Wartrakks: Sizes increaded (+0.2/+0.2), lengths and widths adjusted

==X== Sisters of Battle ==X== (A0800)

- Default Structure Sizes: Maximum size increased (+0.05/+0.0)
- Default Troop Sizes: Sizes increased (+0.1/+0.05)
- Exorcist Tanks: Sizes decreased (-0.1/-0.1)
- Shrines of St. Celestine: Sizes increased (+0.35/+0.35)
- Immolator Tanks: Sizes increased (+0.45/+0.45), length and width adjusted
- Penitent Engines: Sizes increased (+0.3/+0.3)
- Rhino Tanks: Sizes increased (+0.45/+0.45), length and width adjusted
- Lightning Fighters: Sizes increased (+0.3/+0.3), length and width adjusted

==X== Space Marines ==X== (A0900)

- Default Structure Sizes: Sizes increased (+0.1/+0.1)
- Assault Terminators: Sizes increased (+0.25/+0.25)
- Dreadnoughts: Sizes increased (+0.3/+0.3)
- Drop Pods: Sizes increased (+0.45/+0.45)
- Hellfire Dreadnoughts: Sizes increased (+0.3/+0.3)
- Land Raiders: Sizes increased (+0.4/+0.4), length and width adjusted
- Predators: Sizes increased (+0.3/+0.3), length and width adjusted
- Rhinos: Sizes increased (+0.3/+0.3), length and width adjusted
- Servitors: Sizes decreased (-0.1/-0.2s)
- Terminators: Sizes increased (+0.25/+0.25)
- Whirlwinds: Sizes increased (+0.3/+0.3), length and width adjusted
- Apothecaries: Sizes increased (+0.1/+0.1)
- Assault Marines: Sizes increased (+0.1/+0.1)
- Assault Marine Sergeants: Sizes increased (+0.1/+0.1)
- Space Marine Sergeants: Sizes increased (+0.1/+0.1)
- Space Marines: Sizes increased (+0.1/+0.1)
- Chaplains: Sizes increased by (+0.15/+0.15)
- Librarians: Sizes increased by (+0.15/+0.15)
- Force Commanders: Sizes increased by (+0.15/+0.15), FC from the original DoW restored
- Scout Space Marines: Minimum size decreased, now varied (+0.0/-0.1)
- Land Speeders: Sizes increased by (+0.15/+0.15)
- Tempests: Sizes increased by (+0.1/+0.1)
- Grey Knights: File created, same as Space Marines

==X== Tau ==X== (A1000)

- Default Structure Sizes: Sizes increased (+0.1/+0.1)
- Default Troop Sizes: Sizes decreased (-0.05/-0.1)
- Crisis Suits: Sizes increased (+0.15/+0.15)
- Greater Knarloc: Sizes increased, now varied (+0.4/+0.1)
- Kroot Hounds: Sizes corrected (switched), sizes increased (+0.2/+0.2)
- Kroot Warriors: Sizes more varied (+0.15/-0.1)
- Krootox: Sizes now varied, sizes increased (+0.3/+0.1)
- Broadside Suits: Sizes increased (+0.15/+0.15)
- Barracudas: Sizes increased (+0.15/+0.15), length and width adjusted
- Devilfish Transports: Sizes increased (+0.15/+0.15), length and width adjusted
- Commanders: Sizes now varied (+0.05/-0.05)
- Drone Harbingers: Sizes increased (+0.15/+0.15), length and width adjusted
- Earth Caste Builders: Sizes decreased (-0.3/-0.3)
- Ethereals: Sizes decreased (-0.1/-0.15)
- Hammerhead Gunship: Sizes increased (+0.2/+0.2), length and width adjusted
- Skyrays: Sizes increased (+0.15/+0.15), length and width adjusted





==X==X== Global Changes ==X==X== (GLC1)



- Race Blueprints: Global Quickstart: Starting power and requisition (and souls for Dark Eldar) have been increased by a very large amount for all races. Faith has been set to 100 at starting for Sisters of Battle.





==X==X== Race Ideals ==X==X== (RIL1)



These are my goals for how I want to shape each race. I am working towards allowing every race to have as many of any unit that they desire restricted only by their population, squad or support cap and the resources available to them. If I am able to successfully do this, I hope that it will allow for many more interesting playstyles and strategies for each race. Visual changes have also been made to the units (mostly to do with the size of them), none of which should cause performance issues (hopefully).



- Chaos: Freedom of choice. Chaos Space Marines are less linear than their Imperium counterparts allowing more control of the battlefield

- Dark Eldar: ?

- Eldar: Mobility is key. The Eldar will be constantly aware of the ever-changing battlefield and able to change it to their liking with precise strikes

- Imperial Guard: Strength in numbers. The Imperial Guard will now be relying on even larger armies to wipe out the opposition, allowing for more advanced strategies

- Necrons: Hard to kill. Necron players will look to win a slow but steady victory over their opponents

- Orks: More boyz. The original playstyle of the Orks has been extended further, allowing them to field even more units for a larger waaagh

- Sisters of Battle: Strength through faith. The Sisters of Battle will rely on their unique style of warfare more than ever

- Space Marines: Small squads of powerful units. Squads have been condensed into less units that are more powerful

- Tau: The Greater Good. Heavily reliant on their advanced but expensive technology, the Tau will need to be well coordinated and efficient in order to win





==X==X== Racial Attributes ==X==X== (RAC1)


X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X
X==X==X==X==X Chaos X==X==X==X==X (R0100)
X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X



-----ABILITIES-----

- Chaos Doombolt: Initial damage raised (+50/+50)

- Chaos Corruption: Recharge time halved

- Chaos Chains of Torment: Recharge time halved



-----ADDONS-----

- HQ Addon 1: Cost changed to (270/140)

- HQ Addon 2: Cost changed to (360/270)

- Missile Turret Addon: Cost raised to (25/75)


-----ENTITY BLUEPRINTS-----

- Slaves: Health lowered (-180), armor lowered (-50), cost lowered (-45/-0), time to build lowered (-2), movement speed lowered (-2)

- Cultists: Movement speed increased (+4), cost decreased (-15/-0), armor rating halved

- Chaos Lord: Cost raised (+25/+25), hitpoints raised (+400), regeneration rate increased (+1)

- Chaos Marine Bolter: Cost raised to (85/20) each ((2*85=170)+(2*20=40)=170/40), sight increased (+10), armour changed from Infantry Heavy Medium to Infantry Heavy High, hitpoints raised (+760), regeneration rate quadrupled, time to spawn is now (2*17 seconds=34 seconds), armor lowered (-10), maximum movement speed increased (+2)

- Chaos Aspiring Champion: Cost raised to (115/30), Sight increased (+15), hitpoints raised (+760), regeneration rate quadrupled, armor lowered (-10), movement speed increased (+2)

- Chaos Raptor: Cost raised to (110/20) each ((2*110=220)+(2*20=40)=220/40), sight increased (+10), armour changed from Infantry Heavy Medium to Infantry Heavy High, hitpoints raised (+760), regeneration rate quadrupled, time to spawn is now (2*22 seconds=44 seconds), armor rating lowered (-10), maximum movement speed increased (+2)

- Chaos Raptor Aspiring Champion: Sight increased (+15), hitpoints raised (+760), regeneration rate quadrupled, cost raised to (135/35), armor lowered (-10), movement speed increased (+2)

- Chaos Khorne Berserker: Health raised (+690), regeneration rate doubled, armor rating lowered (-10), sight lowered (-15), keen sight added (+15), movement speed increased (+4), cost raised (+50/+20)

- Chaos Horror; Hitpoints added (+400), regeneration rate added (+2), movement speed raised (+4), cost raised (+0/+50)

- Daemon Prince: Hitpoints increased (+2500), regeneration rate halved

- Bloodthirster: Hitpoints raised (+66000), negative regeneration increased (-4/-4), sight increased (+10), keen sight added, cost raised (+600/+600), time to build increased (+210), armor rating lowered (-50)

- Possessed Marine: Armour rating lowered (-50), regeneration rate tripled, hitpoints increased (+350), keen sight added, time to spawn increased (+16), cost changed to (150/90)

- Sorceror: Hitpoints increased (+250), regeneration doubled

- Obliterator: Armour rating increased (+10), health increased (+300), regeneration rate increased (+2.5), cost increased to (320/180)

- Defiler: Hitpoints increased (+1200), armour rating increased (+25), movement speed increased (+4), cost raised to (170/280)

- Chaos Predator: Cost changed to (220/250), health raised to 4250, armour raised by 1/4

- Hell Talon: Hitpoints lowered (-1400), sight increased (+15), cost changed (150/150)

- Rhino: Armour raised (+25), time to build doubled, hitpoints set to 3000, cost changed to (150/80)



-----RESEARCH-----

- Bloodthirster Research: Cost raised (+600/+600), time to build raised to (300)

- Chaos Max Weapons Research: Cost raised (+75/+100), now only adds 1 upgrade to squads

- Personal Teleporters: Cost raised to (140/125)

- Purge the Weak: Cost raied to (175/125), bonus lowered by 1/3

- Plasma Pistols: Cost raised to (130/100)

- Furious Charge: Cost raised to (120/70)

- Frag Grenades: Cost changed to (50/50), time to research lowered by (27)

- Sorcerer Research 1: Cost raised to (80/80)

- Sorcerer Research 2: Cost raised to (100/100)

- Chaos Champion Melee Research 1: Cost raised to (60/110)

- Chaos Champion Melee Research 2: Cost raised to (75/140)

- Chaos Lord Research 1: Cost changed to (45/45)

- Chaos Lord Research 2: Cost raised to (125/50)

- Daemon Prince Research: Required squad count raised to (100) to avoid problems, cost lowered (-50/-50)



-----SQUAD BLUEPRINTS-----

- Slaves: Maximum squad cap lowered (-2)

- Cultists: Unit maximum raised (+2), squad cap usage lowered (-1), cost to reinforce lowered (-15/-0), squad leader removed

- Chaos Lords: Squad cap usage of 3 introduced, max cumulative squad cap set to 100 to avoid problems

- Chaos Marine Squad: Spawn at 2 units strong, max at 4 units strong, morale increased (+200), cost to reinforce raised to (85/20), maximum weapon upgrades lowered to 1 at start, leader cost raised to (115/30), time to reinforce raised to 17 seconds, squad cap usage raised to 3

- Chaos Squad Raptor: Spawn at 2 units strong, max at 3 units strong, morale increased (+200), cost to reinforce raised to (110/20), leader cost raised to (150/40), time to reinforce raised to 22 seconds, squad cap usage raised to 3, maximum upgrades at start halved

- Chaos Squad Khorne Berserker: Squad cap usage lowered (-2), reinforcement removed, Fear ability recharge time doubled

- Chaos Squad Horror: Squad cap usage lowered (-1), reinforcement removed, morale lowered (-200)

- Daemon Prince: Max squad cap raised (+4), squad cap usage introduced (+5)

- Bloodthirster: Squad cap usage removed, support cap usage added (+20)

- Possessed Marine: Reinforcement removed, squad cap usage increased (+1), reinforcement cost changed to (150/90)

- Sorcerer: Squad cap usage of 2 introduced, maximum cap raised (+9)

- Obliterator: Squad cap usage increased (+1), reinforcement removed, maximum squad cap increased (+4)

- Defiler: Support cap usage raised (+1)

- Chaos Predator: Support cap usage raised (+2), maximum squad cap raise (+1)

- Hell Talon: Support cap usage lowered (-1), maximum squad cap doubled

- Rhino: Maximum squad cap doubled



-----STRUCTURES-----

- Chaos Temple: Cost changed to (230/50)

- Chaos HQ: Health raised to 8000

- Chaos Plasma Generator: Cost raised to (165/0)

- Chaos Sacrificial Circle: Cost raised to (175/100), sight increased (+30), detection added

- Chaos Machine Pit: Cost changed to (245/120)

- Chaos Turret Bolter: Cost raised to (200/80)

- Chaos Listening Post: Cost changed to (70/10)



-----WEAPONS-----

- Knife Cultist: Damages halved

- Chaos Bolt Pistol Lord: Damages doubled, morale damage increased (+16)

- Chaos Plasma Pistol Lord: Morale damage doubled

- Chaos Bolter Tactical: Minimum and maximum doubled, maximum range increased by (+15)

- Chaos Knife Tactical: Minimum and maximum raised by 1/2, morale damaged doubled

- Chaos Chainsword Raptor: Minimum and maximum damage increased by 1/3, morale damage doubled

- Chaos Bolt Pistol Raptor: Minimum and maximum damage doubled, morale damage doubled

- Chaos Chainsword Raptor Champion: Minimum and maximum damage increased by 1/3, morale damage doubled

- Chaos Chainsword Champion: Minimum and maximum damage increased by 1/2, morale damaged doubled

- Chaos Knife Champion: Minimum and maximum damage increased by 1/2, morale damage doubled

- Chaos Bolt Pistol Champion: Minimum and maximum damage doubled, morale damage doubled

- Chaos Bolt Pistol Raptor Champion: Minimum and maximum damage doubled, morale damage doubled

- Chaos Plasma Gun Tactical: Cost raised to (100/70), minimum and maximum damages increased (+50/+50), morale damage tripled

- Chaos Heavy Bolter Tactical: Cost raised to (80/35), morale damage doubled, reload time halved, accuracy lowered (-0.15)

- Chaos Plasma Pistol Champion: Minimum and maximum damage raised by 1/2, morale damage doubled

- Chaos Plasma Pistol Raptor Champion: Minimum and maximum damage doubled, morale damage doubled

- Chaos Power Sword Champion: Damages increased by 1/3, morale damage raised (+5)

- Chaos Power Sword Raptor Champion: Damages increased by 1/3, morale damage raised (+10)

- Chaos Power Fist Champion: Damages increased by 1/3

- Chaos Power Fist Raptor Champion: Damages increased by 1/3

- Chaos Power Fist Obliterator: Damages doubled, morale damage doubled

- Chaos Bolt Pistol Sorceror: Damages doubled, morale damage doubled

- Chaos Bolt Pistol Khorne Berserker: Damages doubled, morale damage doubled

- Chaos Flamer Tactical: Damages set to reflect Space Marine Tactical Flamer, ranges set to reflect Space Marine Tactical Flamer, costs and time to add set to reflect Space Marine Tactical Flamer (Edit: cannot add to CSM)

- Bloodthirster Melee: Damages doubled, morale damage doubled

- Possessed Melee: Damages increased by 1/2, morale damage increased (+17)

- Chaos Flamer Raptor: Minimum and maximum damage doubled, maximum range increased (+5), minimum range introduced (+5), time to add increased by 1/2, cost raised to (60/20)

- Chaos Grenade Launcher: Armour piercing rating halved, damages lowered by 2/3, cost lowered (-10/-0)

- Chaos Heavy Flamer Obliterator: Damages tripled, morale damage tripled

- Chaos Horror Melee: Damages doubled

- Chaos Lascannon Obliterator: Reload time lowered (-1)

- Chaos Obliterator Ranged Group: Reload time halved, damages increased by 1/4, armour piercing rating added (+1)

- Chaos Plasma Gun Raptor: Cost raised to (100/70), minimum and maximum damages increased (+50/+50), morale damage tripled

- Chaos Khornate Chainaxe: Damages increased by 1/2, armour piercing rating added, morale damage increased (+17)

- Chaos Battlecannon: Reload time reduced (-4), accuracy reduced (-0.52)

- Chaos Plasma Gun Cultist: Cost raised to (30/30), minimum and maximum damage doubled, morale damage doubled, squad maximum cap of 3 introduced









X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X
X==X==X==X==X Imperial Guard X==X==X==X==X (R0400)
X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X



-----ABILITIES-----

- Assassinate: Cost changed to (0/40)

- Detection Field: Cost changed to (0/15), ranged reduced to 1/4

- Fanatacism: Cost changed to (20/20)

- Strafing Run: Cost changed to (100/100), range multiplied by 5, recharge time halved



-----ADDONS-----

- HQ Upgrade 1: Cost changed to (350/175)

- HQ Upgrade 2: Cost changed to (450/400)

- Kasrkin Quarters: Cost raised to (75/75)

- Lemon Russ Depot: Cost raised to (150/100)

- Listening Post Upgrade 1: Time to build reduced by 25 seconds, cost changed to (120/20)

- Listening Post Upgrade 2: Time to build reduced by 25 seconds, cost changed to (300/40)

- Ogryn Quarters: Cost raised to (100/50)

- Turret Missile Addon: Cost raised to (100/25)

- Vindicare Temple: Time to build increased by 45 seconds, cost is raised to (75/75)



-----ENTITY BLUEPRINTS-----

- Colonel Brom: Unit restored, given a cost of (125/25), a spawn time of 15 seconds, health has been lowered (-250), movement speed is increased (+2),

- Heavy Weapons Team: Hitpoints set to 500, can now be repaired, price lowered to (125/40), time to build halved, regeneration rate doubled, armour changed from Infantry Medium to Infantry High

- Heavy Weapons Team Entrenched: Armour set to 100, can now be repaired, sight range lowered (-15)

- Guardsmen: Cost reduced to (50/0) per squad, armour reduced by 1/4, hitpoints reduced to 170, regeneration rate reduced by 1/2, movement speed increased slightly (+2)

- Guardsmen Seargent: Cost reduced to (30/10), spawn time reduced by 1/2, armour increased (+25), movement speed increased slightly (+2)

- Kasrkin: Hitpoints increased by 100 each, movement speed increased slighty (+2), regeneration rate increased (+0.2), sight increased (+10), armour raised by 1/5, spawn time increased by 3 seconds each (9 seconds at added at spawn), cost increased to (50/30) per each unit

- Kasrkin Seargent: Cost raised to (75/40), armour raised by 1/5, regeneration rate increased (+0.3), sight radius increased (+10), movement speed increased slightly (+2)

- Ogryns: Cost set to (55/5), armour reduced by 1/4, hitpoints increased (+310), movement speed reduced (-2), sight reduced slightly (-5), hitpoint regeneration rate tripled

- Ogryn Seargent: Cost set to (75/15), hitpoints set to 1100, movement speed reduced (-2), hitpoint regeneration rate tripled

- Assassin: Cost changed to (200/120), armour raised by 1/5, regeneration rate doubled, health raised by 1/2, detection added

- Command Squad Captain: Time to spawn reduced by 10 seconds, cost raised to (150/50), hitpoints lowered by 100, regeneration rate increased by 1/2, sight radius increased (+10), movement speed increased drastically (+4)

- Commissars: Armour increased (+10), sight radius increased (+10), cost reduced to (50/20), movement speed increased slightly (+2)

- Command Squad Commissars: Armour increased by 1/4, sight radius increased (+10), movement speed increased drastically (+4), cost reduced to (50/20)

- Priests: Cost raised to (100/50), movement speed increased slightly (+2)

- Command Squad Priests: Cost raised to (100/50), movement speed drastically increased (+4)

- Psykers: Sight radius doubled, movement speed increased slightly (+2), cost reduced to (50/50)

- Command Squad Psykers: Sight radius doubled, movement speed drastically increased (+4), cost reduced to (50/50)

- Enginseers: Time to spawn reduced by 5 seconds, can be repaired, regeneration rate doubled, movement speed slightly reduced (-1)

- Baneblade: Armour raised by 1/2, movement speed lowered (-4), rotation rate lowered (-10), sight lowered (-15), cost changed to (380/520)

- Basilisks: Cost reduced to (120/170), armour increased by 1/4, sight radius reduced by 1/4

- Chimeras: Cost increased to (125/90), armour increased by 1/4

- Hellhounds: Chance to explode tripled, armour increased by 1/4, hitpoints reduced by 1/4, cost reduced to (120/140)

- Leman Russ: Cost set to (170/260), armour raised (+25), hitpoints reduced by 1/4, movement speed drastically increased (+6)

- Marauders: Hitpoints halved, sight increased (+15), cost reduced to (125/200), movement speed increased by 1/4, rotation rate quadrupled, movement speed increased (+20),

- Sentinels: Cost changed to (120/110), hitpoints reduced (-400), movement speed drastically increased (+6)



-----RACE BLUEPRINTS-----

- Starting Squad Cap: Lowered to 4

- Starting Support Cap: Lowered to 4

- Squad Cap: Maximum raised to 24

- Power Cap: Raised to 650

- Requisition Cap: Raised to 650



-----SQUAD BLUEPRINTS-----

- Colonel Brom: Unit restored, given a cap usage of 2

- Assassin: Morale raised to 600, cap usage of 3 introduced, hard cap raised to 8, can now uncapture points

- Baneblade: Support cap usage raised to 10, hard cap raised to 2

- Basilisk: Hard cap increased to 6

- Chimaera: Cap usage raised to 2, can now be reinforced to 2, ranged shortened to 3/4, hard cap raised to 10

- Command Squad: Usage cap set to 4, cost for Command Squad Captain raised to (150/50)

- Commissars: Squad cap usage of 1 introduced, hard cap raised to 24

- Enginseer: Hard cap raised to 5 (per HQ), can reinforce to squads of 2

- Guardsmen: Cap usage reduced to 1, reinforcement cost reduced by 1/2, squad reinforcement times down by 2 seconds, weapon upgrades lowered to 1/3 until upgraded, reinforcement time reduced by 2/5

- Kasrkin: Spawn at 4 units strong and cap at 6, max upgrades increased to 6, hard cap raised to 8, each unit uses frag grenades seperately now

- Leman Russ: Hard cap raised to 4

- Ogryns: Hard cap raised to 8, spawn at 4 units strong and cap at 10, reinforcement cost set to (55/5)

- Priests: Squad cap usage of 1 introduced, hard cap raised to 24

- Psykers: Squad cap usage of 1 introduced, hard cap raised to 5

- Heavy Weapons Team: Cap usage changed to (1/1), no longer require an upgrade HQ

- Marauder Bombers: Hard cap increased to 5



-----STRUCTURES-----

- Headquarters: Health reduced by 1/4, hard cap increased to 8, control radius raised by 1/3, sight raised by 1/3, spots available in HQ raised to 5, control radius extended, sight range increased, time to build halved, cost to build lowered by (225/0)

- Infantry Command: Cost changed to (80/40), health lowered to 1100, controls radius removed, sight range destroyed, time to build reduced by 1/3

- Listening Posts: Control radius removed, sight radius lowered, cost reduced to (45/15), hitpoints lowered to 1100, time to build halved

- Mars Pattern Command: Cost raised to (250/250), sight lowered by 2/3, control radius removed, sight range destroyed

- Mechanized Command: Cost changed to (175/50), sight range destroyed, control radius removed, health lowered to 1400

- Mines: Cost changed to (25/25), building time halved, hitpoints halved

- Plasma Generator: Sight range destroyed

- Tactica Control: Cost changed to (100/30), build time reduced by 20 seconds, control radius and sight range massively increased. Will be used to continue expansion

- Thermo Plasma Generator: Sight range destroyed, control radius removed, cost lowered to (130/0), hitpoints reduced to 1000

- Turret: Building time lowered by 34 seconds, cost lowered to (60/20), hitpoints lowered by 350, hard cap increased by 4 (per HQ), sight range increased



-----RESEARCH-----

- Full Scale War: Time to research reduced by 40 seconds, cost halved

- Guardsmen Range: Increase in range set to 30%, range bonus increased (+0.2), price has been upped to (150/50)

- Guardsmen Health: Health increased reduced, cost raised to (150/50)

- Power Upgrade 1: Price changed to (200/40)

- Power Upgrade 2: Price changed to (350/100)

- Kasrkin Armor: Cost raised to (150/100)

- Kasrkin Speed: Cost raised to (150/100)

- Upgrade Weapon Specialization: Cost raised to (200/200)

- Command Squad Size: Price changed to (190/80), time to research halved



-----WEAPONS-----

- Guard Knife Guardsmen: Damage halved

- Guardsmen Lasgun: Maximum and minimum damage lowered to (7/6), morale damage halved, range raised to 35

- Enginseer Power Axe: Minimum and maximum damage increased by 1/2 (rounded up at 0.5)

- Kasrkin Hellgun: Morale damage tripled, maximum range set to to 30, set up time of 1 added, reload time reduced by 0.3

- Chimera Lasgun: Maximum range increased (+5), minimum and maximum damages doubled, armour piercing rating halved

- Kasrkin Seargent Hellgun: Stats mirror Kasrkin Hellgun

- Guardsmen Plasma Gun: Cost set to (40/35), armour piercing rating halved, reload time doubled

- Guardsmen Grenade Launcher: Cost raised to (40/25), maximum range reduced by 1/4, minimum range reduced by 2/3, armour piercing rating halved

- Kasrkin Plasma Gun: Cost set to (45/45), morale damage doubled, armour piercing rating halved

- Kasrkin Grenade Launcher: Cost raised to (50/35)

- Assassin Exitus Rifle: Accuracy increased (+0.2), damages lowered (X/2.25X/2.25), reload time lowered (-4), morale damage lowered (-100)

- Assassin Exitus Pistol: An ability of killing the enemy at 5% health remaining introduced

- Heavy Weapons Team Autocannon: Morale damage doubled

- Baneblade Demolisher Cannon: Maximum and minimum damages doubled, morale damage doubled, reload time increased by 1/2, minimum and maximum ranges increased by 10, cost to fire added (10/10), setup time added (+1)

- Baneblade Lascannon 1: Maximum and minimum damages doubled, reload time halved

- Baneblade Lascannon 2: Maximum and minimum damages doubled, reload time halved

- Sentintel Multi Laser: Maximum and minimum damages reduced by 3/4, reload time reduced by 2/3

- Baneblade Autocannon: Maximum and minimum damages halved, reload time halved

- Earthshaker Cannon: Maximum range increased (+40), minimum range increased (+30)





X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X
X==X==X==X==X NECRONS X==X==X==X==X (R0500)
X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X



-----ABILITIES-----

- Listening Post Ability: Recharge time reduced by 2/3

- Lightning Field: Recharge time of (15) added

- Solar Pulse: Recharge time increased (+50)

- Wraith Phase Shift: Recharge time reduced by 2/3



-----ADDONS-----

- Necron Turret 2: Cost raised (+0/+70)

- Necron Listening Post 1: Cost raised (+0/+25), time lowered (-20)

- Necron Listening Post 2: Cost raised (+0/+50), time lowered (-20)



-----ENTITY BLUEPRINTS-----

- Builder Scarabs: Health lowered (-150), time to spawn lowered (-13 seconds), regeneration rate doubled, movement speed increased (+4)

- Necron Warriors: Armor rating increased (+25), health raised (+470), regeneration rate doubled, cost added (+0/+80), time to spawn lowered by (2 seconds), armor type changed from Infantry Heavy Medium to Infantry Heavy High, movement speed lowered (-2), can now be repaired

- Necron Flayed ones: Armor rating raised (+10), health doubled, regeneration rate doubled, cost raised (+70), time to spawn increased (+6), can now be repaired

- Immortals: Health raised (+520), regeneration rate tripled, armor type changed from Infantry Heavy Medium to Infantry Heavy High, cost raised (+0/+45), movement speed increased (+2), can now be repaired

- Necron Wraiths: Health raised (+250), regeneration rate doubled, cost raised (+0/+30), time to spawn lowered by 2/3, can now be repaired,

- Necron Destroyers: Keen sight added, max repairers tripled, health raised (+400), armor raised (+15), cost reduced to 215 (-0/-35)

- Necron Heavy Destroyers: Armor raised (+15), keen sight added, cost changed to (0/240)

- Tomb Spyders: Armor raised (+40), health raised (+100), regeneration rate added (+1), cost raised (+0/+100), movement speed increased (+4)

- Necron Scarabs: Armor halved, health raised (+5), regeneration rate added (+10), cost reduced (-0/-20), Armour type changed from Air Medium to Infantry Medium, is no longer an air unit, can now be repaired

- Necron Lords: Armor rating increased (+10), health raised (+200), can now be repaired, cost raised (+0/+50), can now be repaired

- Necron Lord Destroyers: Health raised (+450), armor rating raised (+20), regeneration rate doubled, cost lowered (-0/-70), movement speed increased (+2)

- Night Bringers: No longer invulnerable, movement speed increased (+12), keen sight added, armour raised (+25)

- Decievers: No longer invulnerable, movement speed increased (+12), keen sight added

- Pariahs: Armour rating raised (+10), health raised (+400), cost raised (+0/+100), movement speed increased (+4), can now be repaired



-----RACE BLUEPRINTS-----

- Squad Cap: Maximum raised to 24

- Support Cap: Maximum raised to 24

- Starting Support Cap: Raised to 4

- Power Cap: Raised to 700



-----RESEARCH-----

- Lightning Field: Cost raised by 1/2

- Nightmare Shroud: Cost reduced by 1/2

- Phylactery: Cost raised by 1/2

- Solar Pulse: Cost raised by (+0/+75)

- Veil of Darkness: Cost reduced by (-0/-75)

- Necron Warrior Boost 1: Health boost raised (+250)

- Necron Warrior Boost 2: Health boost changed to add (400) points instead of multiply by (1.5)

- Necron Wraith Boost: Added a health bonus of (300),



-----SQUAD BLUEPRINTS-----

- Builder Scarabs: Squad minimum set to 3, squad maximum set to 6, morale default and maximum rate lowered (-150 each), morale rate set to 50 (+40), time to reinforce lowered (-37 seconds), maximum squad cap lowered (-2)

- Necron Warriors: Squad minimum set to 1, squad maximum set to 3, squad cap lowered (-1), morale defaults and maximums raised by 1/3, morale regeneration rate raised (+40), cost to reinforced raised (+0/+45)

- Immortals: Squad minimum set to 1, squad maximum set to 3, morale defaults and maximums lowered (-100), morale regeneration rate raised (+40), cost to reinforce raised (+0/+45)

- Necron Flayed Ones: Squad minimum lowered (-3), squad maximum lowered (-5), cost to reinforce raised (+0/+70)

- Necron Destroyers:

- Necron Heavy Destroyers:

- Tomb Spyders: Squad cap usage raised (+3)

- Necron Lords: Squad cap usage added (+3), maximum cumulative squad cap raised (+7), default and maximum morales doubled, morale regeneration rate raised (+49)

- Necron Scarabs: Support cap usage removed, squad maximum doubled, squad minimum raised (+5), cost to reinforce lowered (-0/-15), time to reinforce lowered (-2 seconds), squad cap usage added (+1)

- Necron Lord Destroyers: Support cap usage raised (+1), maximum squad cap raised (+4)

- Restored Monoliths: Support Cap Usage added (+8), maximum squad cap raised (+2)

- Pariahs: Squad maximum lowered to 3, squad minimum lowered to 1, cost to reinforce raised (+0/+100), time to reinforce halved, maximum squad cap raised (+4)



-----STRUCTURES-----

- Monolith: Health raised by 1/2, regeneration rate doubled, control structure radius raised by 1/2, keen sight added, cost raised (+0/+100), time to build increased (+50), maximum cap raised (+1)

- Listening Posts: Cost quadrupled. Regeneration rate added (+1)

- Summoning Cores: Now produce a build radius, cost raised (+0/+55). Can now spawn Builder Scarabs and Necron Warriors. Regeneration rate added (+1)

- Greater Summoning Cores: Now produce a build radius, cost lowered (-0/-30), now share the same modifiers as Listening Posts (will count towards pop cap). Can now spawn Builder scarabs, Destroyers and Heavy Destroyers. Regeneration rate added (+1)

- Forbidden Archives: Cost raised (+0/+50). Regeneration rate added (+1)

- Plasma Generators: Initial cost added (+0/+40). Regeneration rate added (+3)

- Turrets: Cost raised (+0/+45). Regeneration rate added (+1)

- Energy Core: Can now spawn Necron Lords and Lord Destroyers. Regeneration rate added (+1)

- Thermoplasma Generator: Regeneration rate added (+3)



-----WEAPONS-----

- Necron Gauss Flayer Melee: Damage doubled, morale damage multipled by (10)

- Necron Warrior Gauss Flayer Melee: Damage doubled, morale damage multipled by (10)

- Necron Warrior Gauss Flayer Ranged: Damage tripled, morale damage tripled, armor piercing rating added (+2), maximum range doubled, minimum range added (+5), set up time added (+1)

- Necron Guass Flayer Immortal Melee: Maximum damage raised by 1/3, minimum damage doubled, morale damage raised (+29.5)

- Necron Wraith Claw: Armor piercing rating added (+1), damages increased (+15 each), morale damage multiplied by (15)

- Necron Flayed One Claw: Accuracy lowered (-0.2), armor piercing rating added (+2), damage raised by 1/2

- Necron Warrior Gauss Flayer Turret: Damages reduced by 2/3, morale reduced by 2/3, reload time reduced by 2/3

- Necron Warrior Gauss Flayer Turret 2: Damages reduced by 3/4, armour piercing rating added (+1), reload time reduced by 3/4

- Necron Destroyer Melee: Damages raised by 1/2, morale damaged multiplied by (10)

- Necron Gauss Flayer Destroyer: Damages reduced by 2/3, armor piercing rating added (+3), morale damage raised (+32.95), reload time reduced by 2/3

- Necron Gauss Cannon Heavy Destroyer: Damages reduced by 2/3, morale damage doubled, reload time reduced by 2/3, armor piercing rating raised (+2)

- Necron Heavy Destroyer Melee: Damages raised by 1/2, morale damaged multiplied by (10)

- Necron Tomb Spyder Claw: Accuracy raised (+0.2), reload time lowered (-0.5)

- Necron Tomb Spyder Particle Projector: Armor piercing rating added (+10), damages increased (+75 each), morale damage doubled, accuracy raised (+0.2), setup time added (+1)

- Necron Scarab Melee: Armour piercing rating added (+2), damages lowered (-21 each), reload time halved, is now unable to attack air units, is now able to attack ground units

- Necron Warscythe Pariah: Damages doubled, morale damage raised (+19.5), armour piercing rating added (+4)

- Necron Gauss Blaster Pariah: Damages doubled, morale damage raised (+10), armour piercing rating added (+4)

- Necron Lord Staff of Light Melee: Damage increased (+30/+30)

- Necron Lord Staff of Light Ranged: Damage doubled, morale damage multiplied by (5), armor piercing rating added (+2)





X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X
X==X==X==X==X NPC X==X==X==X==X (R0600)
X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X



-----WEAPONS-----

The follow apply to Colonel Brom:

- NPC Bolt Pistol: Minimum and maximum damages doubled, morale damage raised (+4.95), maximum range increased (+5), reload time lowered (-0.3)

- NPC Power Sword: Armour piercing rating of 3 added, morale damage of 5 added, accuracy increased (+25)





X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X
X==X==X==X==X Orks X==X==X==X==X (R0700)
X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X



-----ABILITIES-----

- Fightin' Juice: Cost changed to (35/10)

- Big Mek Tellyporta: Cost changed to (0/5)



-----ADDONS-----

- Gork Totem (Listening Post) Upgrade 1: Time to build reduced by 15 seconds, cost changed to (125/50)

- Gork Totem (Listening Post) Upgrade 2: Time to build reduced by 15 seconds, cost changed to (225/150)

- Ork HQ Upgrade: Cost raised to (400/400)

- Ork Waagh Banner Gunz Addon 1: Cost changed to (75/25)

- Ork Waagh Banner Gunz Addon 2: Cost raised to (100/50)



-----ENTITY BLUEPRINTS-----

- Grots: Cost reduced to (40/0)

- Ork Slugga: Health increased to 600, armour reduced to 10%, regeneration rate tripled, movement speed reduced slightly (-1), squad spawn time reduced (-3 seconds each (-18 seconds)), squad spawn cost reduced (15*6=90/0), rokkit launcha and big shoota upgrades enabled, population cap usage per squad raised to 10

- Ork Shoota Boy: Armour reduced to 1/4, health increased (+165), regeneration rate doubled, cost to spawn lowered to (30/2) ((30*5=150)+(2*5=10=10)=150/10) at spawn), population cap usage per squad set to 10

- Ork Stormboy: Population cap per squad set to 15, armour reduced to 1/4, hitpoints doubled, regeneration rate doubled, cost raised to (45/5)

- Ork Stormboy Nob Leader: Cost raised to (75/30), armour reduced by 1/4, hitpoints increased (+600), regeneration rate doubled, population cap usage removed

- Big Mek: Cost changed to (150/70), pop cap usage raised to 5, health lowered to 850, armour increased by 1/4, can now be repaired, movement speed reduced slightly (-1)

- Ork Nob: Cost per each changed to (50/5), pop cap usage at spawn doubled (5*4=20), armour reduced by 1/2, health increased to 1200 (+550), regeneration tripled, movement speed reduced slightly (-1)

- Ork Nob Leader: Health raised (+600), regeneration rate tripled, movement speed reduced slightly (-1), detection added, population cap usage removed

- Ork Mega Armored Nob: Armour increased to 125, hitpoints raised by 1250, can now be repaired, cost raised to (115/75), pop cap usage raised to 12 for entire squad

- Bad (Mad?) Dok: Time to build halved, pop cap usage set to 3, cost raised to (60/30), armour reduced by 1/2, health reduced by 1/5, regeneration rate quadrupled, movement speed reduced slightly (-1),

- Flash Gitz: Health raised to 1100, health regeneration doubled, movement speed increased (+2), cost per each changed to (45/15) ((5*45=225)+(5*15=75)=225/75), squad cap usage per squad set to 10, armour reduced by 1/2

- Tankbustaz: Time to spawn increased by 2 seconds per unit (+6 seconds), cost raised to (50/15) per each unit ((3*50=150)+(3*15=45)=150/45), pop usage at spawn raised to 6, hitpoints raised by 180, armour lowered by 30%

- Warboss: Cost changed to (210/120), armour is raised by 1/4, health reduced (-440) can now be repaired, movement speed reduced slightly (-1), population cap usage raised to 7

- Killa Kan: Time to build increased by 1/2, cost changed to to (225/250), armour reduced by 1/4, health increased by 1/6, rotation rate doubled, movement speed doubled

- Looted Tank: Cost raised to (225/300), armour raised by 1/2

- Squiggoth: Armour increased by 1/2, health lowered by 1/4, regeneration rate added, cost raised to (400/550)

- Trukk: Cost lowered to (125/90), armour lowered by 1/2, health lowered by 725

- Wartrakk: Cost changed to (80/60), armour reduced to 40%, health reduced to 950



-----RACE BLUEPRINTS-----

- Requistion Cap: Raised to 650

- Power Cap: Raised to 650



-----RESEARCH-----

- Ork Recruitment: Cost raised to (250/250), time to research increased by 1/3

- Ork Requisition Research 1: Cost raised to (100/350), time to research halved

- Ork Requisition Research 2: Cost raised to (200/400), time to research lowered (-30 seconds)

- Ork Tougher Orks 1: Cost raised to (175/50)

- Ork Tougher Orks 2: Cost raised to (175/50)

- Ork Tougher Bosses 1: Cost raised to (125/50)

- Ork Tankbustaz Infiltration: Cost raised to (100/150)

- Ork Killa Kan Rokkit Launcha: Cost raised to (50/50), time to research reduced 1/3

- Ork More Dakka: Cost raised to (125/40)

- Ork Even More Dakka: Cost raised to (150/60)

- Ork Power Research 1: Cost raised to (300/75)

- Ork Power Research 2: Cost raised to (400/125)

- Ork 'Eavy Armor 1: Cost doubled

- Ork 'Eavy Armor 2: Cost Tripled

- Ork Extra Vehicle Armor: Cost reduced by 1/3, time to research lowered by 40 seconds



-----SQUAD BLUEPRINTS-----

- Ork Sluggaz: Squads spawn at 5 units strong, leader pop cap removed, maximum squad count increased to 24, maximum upgrades at start increased to 8, cost to reinforce lowered to (15/0), squad reinforcement time shortened (-2 seconds), morale regeneration rate increased (+8)

- Ork Shootaz: Cost to reinforce lowered to (30/0), leader pop cap removed, max weapon upgrades reduced to 2, maximum units per squad set to 13

- Ork Stormboyz: Squads spawn at 5 units strong, leader pop cap removed, cost to reinforce raised to (45/5), maximum units per squad set to 13

- Big Mek: Hard cap raised to 20

- Ork Nobz: Leader pop cap removed, morale increased by 1/3, reinforcement pop cap removed, cost to reinforce changed to (50/15), pop cap requirement to build reduced to 45, squad max increased to 15, leader cost set to (100/35), hard cap raised to 5

- Bad (Mad?) Dok: Hard cap raised to 33

- Grots: Can now reinforce to 10 units, hard cap raised to 7

- Flash Gitz: Squads start at 5 units strong, squads max at 7 units strong, cost to reinforce changed to (45/25), hard cap raised to 10, morale lowered to 350 (-150), pop cap usage removed for reinforcements, added Pile O' Gunz requirement

- Tankbustaz: Cost to reinforce raised to (60/20), pop cap usage removed for reinforcements, pop cap requirement to build reduced to 45, squad max increased (+1)

- Ork Mega Armored Nob: Cost to reinforce raised to (115/75), pop cap for reinforcements removed, hard cap raised to 10 squads, morale increased (+350), can now have leaders attached

- Killa Kan: Support cap lowered to 3

- Squiggoth: Support cap usage raised to 10, hard cap raised to 2

- Trukk: Support cap usage removed, hard cap of 5 introduced

- Wartrakk: Support cap lowered to 2, weapon upgrade removed

- Looted Tank: Hard cap raised to 4

- Fighta Bomma: Hard cap raised to 5

- Warboss: Hard cap raised to 13



-----STRUCTURES-----

- Ork Boy Hut: Armour reduced by 1/2, hitpoints increased by 1/3, can build outside of radius, time to build halved

- Ork HQ: Req cost reduced by 1/4, armour doubled, health increased by 1/3, time to build reduced by 79 seconds, hard cap raised to 11

- Mek Shop: Cost raised to (280/135), armour reduced by 1/4, health increased by 1/4, can build outside of radius, time to build halved

- Mine field: Cost reduced to (30/30), armour reduced by 1/2, hitpoints halved, time to build halved

- Pile o' Guns: Cost changed to (200/50), armour reduced to 1/4, hitpoints reduced by 1/6, can build outside of radius, time to build halved

- Waagh Banner: Time to build halved, cost changed to (160/30), armour halved, can build outside of radius

- Ork Gork Totem (Listening Post): Cost changed to (60/10), time to build reduced by 20 seconds, can build outside of radius

- Ork Generator: Can build outside of radius, time to build reduced (-15 seconds)



-----WEAPONS-----

- Ork Slugga Slugga: Maximum damage increased by 1/3, minimum damage increased (+6), pop cap usage removed for reinforcements

- Ork Shoota Shoota: Maximum damage increased by 1/2, minimum damage increased by 1/2, morale damage doubled, pop cap usage removed for reinforcements

- Big Shoota Shoota: Cost raised to (60/30), maximum damage doubled, minimum damaged increased (+16), range reduced (-10 (making it the same as the normal shoota range)), accuracy reduced (-0.1), morale damage tripled, pop cap usage removed for reinforcements

- Stormboyz Choppa: Minimum and maximum damage improved by 1/2

- Stormboyz Nob Choppa: Minimum and maximum damage improved by 1/2

- Nob Choppa: Minimum and maximum damage improved by 1/3

- Nob Power Claw: Time to build reduced to 3/10 (-7 seconds), cost lowered to (30/20)

- Nob Leader Power Claw: Time to build reduced to 1/3 (-8 seconds)

- Slugga Burna: Cost raised to (50/20)

- Ork Flash Gitz Kustom Shoota: Damage raised by 1/3

- Big Mek Slugga: Damage reduced by 1/2

- Big Mek Power Claw: Damages reduced by (50/50), morale damaged reduced by 1/3

- Slugga Rokkit Launcha: Cost raised to (60/30), squad max of (3) added, accuracy lowered by (0.2)

- Slugga Big Shoota: Cost raised to (60/30), squad max of (3) added

- Tankbusta Rokkit Launchas: Damage lowered to (180/160), morale damage halved

- Wartrak Rokkit Launcher: Maximum and minimum damages halved, armour piercing rating of 3 added, reload time reduced by 1/5

- Killa Kan Rokkit Launcher: Accuracy reduced (-0.4), reload time reduced to 1/4

- Trukka Big Shoota: Maximum and minimum damages doubled, morale damage doubled





X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X
X==X==X==X==X Space Marines X==X==X==X==X (R0900)
X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X



-----ABILITIES-----

- Chaplain Demoralize: Morale damage halved, recharge time decreased by 1/3

- Frag Grenades: Cost added (25/10)

- Psychic Inquisition: Morale damage doubled

- Psychic Inquisition Children: Morale damage increase from above maintained for every child

- Force Commander Inspiring Aura: Radius tripled

- Melta Bombs: Cost added (25/10)

- Orbital Bombardment: Cost added (150/275), range increased by 1/2

- Librarian Smite: Morale damage doubled

- Rhino Smoke Launchers: Radius doubled, range increased (+15), cost added (20/20)

- Word of the Emperer (Emperor?): Recharge time increased by 2/3, firing cost of (0/50) added



-----ADDONS-----

- HQ Addon 1: Cost changed to (270/140)

- HQ Addon 2: Cost changed to (360/270)

- Missile Turret Addon: Cost raised to (25/75)



-----ENTITY BLUEPRINTS-----

- Servitor: Cost lowered to (25/5), health lowered (-175)

- Scout Marine: Sight increased by 1/3, cost changed to (35/5) making squads cost ((35*2=70)+(5*2=10)=70/10)

- Apothecary: Hitpoints raised (+250), regeneration rate doubled, cost set to (100/15)

- Force Commander: Time to spawn raised (+3 seconds), cost raised to (230/60), hitpoints lowered to 1400, armour raised (+25)

- Tactical Space Marines: Cost raised to (75/15) each ((2*75=150)+(2*15=30)=150/30), sight increased (+10), armour changed from Infantry Heavy Medium to Infantry Heavy High, hitpoints raised (+360), regeneration rate doubled, time to spawn is now (2*15 seconds=30 seconds)

- Assault Space Marines: Cost raised to (100/15) each ((2*100=200)+(2*15=30)=200/30), sight increased (+10), armour changed from Infantry Heavy Medium to Infantry Heavy High, hitpoints raised (+360), regeneration rate doubled, time to spawn is now (2*20 seconds=40 seconds)

- Tactical Space Marine Seargent: Sight increased (+15), hitpoints raised (+360), regeneration rate doubled, cost raised to (100/20)

- Assault Space Marine Seargent: Sight increased (+15), hitpoints raised (+360), regeneration rate doubled, cost raised to (120/15)

- Grey Knights: Cost raised to (120/40), armour raised by 1/4, regeneration rate doubled, sight increased (+10), armour raised from Infantry Heavy Medium to Infantry Heavy High, hitpoints set to 850

- Chaplain: Build time increased by 3 seconds, cost changed to (230/80), armour increased by 25%, regeneration rate increased by 1/3, health increased by 1/3

- Librarian: Build time increased by 6 seconds, cost changed to (180/130), sight increased by 1/2, health changed to 1150, armour raised by 1/4, regeneration rate doubled

- Dreadnought: Cost set to (220/270), armour raised (+25), health set to 3150

- Hellfire Dreadnought: Cost changed to (200/280), armour raised (+25), health lowered to 2800

- Landraider: Armour increased (+40), cost set to (390/430), hitpoints lowered to 7000

- Land Speeder: Hitpoints changed to 2350, armour raised by 1/4, cost changed to (200/60)

- Predator: Cost changed to (220/250), health lowered to 4250, armour raised by 1/4

- Rhino: Armour raised (+25), time to build doubled, hitpoints set to 3000, cost changed to (150/80)

- Skull Probe: Movement speed increased by 1/2, cost changed to (40/10)

- Land Speeder Tempest: Armour raised by 1/4, hitpoints changed to 1850, movement speed lowered by 1/3, cost changed to (160/110)

- Terminator: Regeneration rate doubled, hitpoints raised to 1650, armour raised by 1/2, cost raised to (150/80), time to spawn raised to 40 seconds

- Assault Terminator: Cost raised to (180/50), time to spawn raised to 40 seconds, armour raised by 1/4, hitpoints raised to 1850, regeneration rate doubled

- Whirlwind: Armour raised by 1/4, cost lowered to (140/270), health lowered to 2700

- Land Speeder Tempests: Maximum movement speed doubled



-----RACE BLUEPRINTS-----

- Requistion Cap: Raised to 650

- Power Cap: Raised to 650



-----RESEARCH-----

- Heavy Armor Deployment: Cost lowered to (320/320)

- Marine Accuracy Upgrade 1: Cost raised to (120/50)

- Marine Accuracy Upgrade 2: Cost raised to (145/65)

- Commander Health Research 1: Cost raised to (150/75)

- Commander Health Research 2: Cost raised to (200/100)

- Inspiring Aura: Cost raised to (125/50)

- Battlecry: Cost raised to (175/50)

- Frag Grenade Research: Cost raised to (40/75), time to research lowered by 27 seconds

- Marine Health Upgrade Research 1: Cost raised to (175/60), increase raised from 12% to 24% for Tactical Space Marines and Scout Marines, increase raised from 5% to 25% for Assault Space Marines

- Marine Health Upgrade Research 2: Cost raised to (225/140), increase raised from 12% to 24% for Tactical Space Marines and Scout Marines, increase raised from 19% to 38% for Assault Space Marines

- Librarian Word of the Emperor: Cost raised to (200/75)

- Librarian Weaken Resolve: Cost raised to (100/50)

- Marine Max Weapons Upgrade Research: Tactical Space Marines upgrade reduced to 1 upgrade, Scout Marine upgrade reduced to 3 weapon upgrades, cost raised to (175/175)

- Melta Bomb Research: Cost lowered to (75/40), time to research lowered to 1/3

- Power Research 1: Cost raised to (200/150)

- Power Research 2: Cost raised to (350/150)

- Furious Charge: Cost changed to (110/25)

- Power Weapons: Cost raised to (60/110)

- Power Fists: Cost raised to (75/140)

- Plasma Pistols: Cost raised to 100/130)

- Scout Marine Sniper Rifle: Cost raised to (110/70)



-----SQUAD BLUEPRINTS-----

- Servitors: Can now be reinforced up to squads of 3, cost to reinforce lowered to (25/5)

- Scout Marines: Maximum unit count per squad raised to 5, morale reduced by 1/6, maximum upgrades raised to 3 at start, cost reinforced lowered to (35/5)

- Tactical Space Marines: Spawn at 2 units strong, max at 4 units strong, morale increased (+200), cost to reinforce raised to (75/15), maximum weapon upgrades lowered to 1 at start, leader cost raised to (100/20), time to reinforce raised to 15 seconds, squad cap usage raised to 3

- Assault Space Marines: Spawn at 2 units strong, max at 3 units strong, morale increased (+200), cost to reinforce raised to (100/15), leader cost raised to (140/30), time to reinforce raised to 20 seconds

- Apothecary: Morale doubled, morale regeneration rate doubled, hard cap reduced to 3

- Force Commander: Morale raised by 1/2, squad cap usage of 3 introduced, hard cap raised to 6

- Grey Knights: Cap usage increased to 3, spawn at 1 unit strong, max at 3 units strong, hard cap increased to 6, cost to reinforce changed to (120/40)

- Chaplain: Squad cap usage of 3 introduced, morale increased by 1/2, morale regeneration rate doubled, hard cap increased to 10

- Librarian: Squad cap usage of 3 introduced, morale doubled, morale regeneration rate tripled, hard cap raised to 6

- Dreadnought: Hard cap of 6 introduced

- Hellfire Dreadnought: Hard cap of 6 introduced

- Land Raider: Support cap usage raised to 8, hard cap raised to 2

- Land Speeder: Support cap usage raised to 2, hard cap of 10 introduced

- Predator: Hard cap raised to 3, support cap usage raised to (6)

- Rhino: Hard cap raised to 6

- Land Speeder Tempest: Hard cap raised to 10

- Terminator: Squads spawn at 1 unit strong, max at 2 units strong, cost to reinforce raised to (150/60), time to reinforce doubled, hard cap raised to 6, squad cap usage raised to 4

- Assault Terminator: Squads spawn at 1 unit strong, max at 3 units strong, cost to reinforce raised to (170/40), time to reinforce doubled, hard cap raised to 6, squad cap usage raised to 4

- Whirlwind: Hard cap raised to 5, support usage cap lowered to 4



-----STRUCTURES-----

- Holy Artifact: Cost raised to (175/100), sight increased (+30), detection added

- Barracks: Cost changed to (230/50)

- Headquarters: Health raised to 8000

- Listening Post: Cost changed to (70/10)

- Orbital Relay: Cost raised to (300/175), hard cap raised to 2

- Plasma Generator: Cost raised to (165/0)

- Machine Cult: Cost raised to (245/120)



-----WEAPONS-----

- Tactical Space Marine Bolter: Minimum and maximum damage doubled, accuracy increased (+0.15), maximum range increased by (+10)

- Tactical Space Marine Knife: Minimum and maximum raised by 1/3, morale damaged doubled, accuracy increased (+0.15)

- Assault Space Marine Chainsword: Minimum and maximum damage increased by 1/3, morale damage doubled

- Assault Space Marine Bolt Pistol: Minimum and maximum damage doubled, morale damage doubled

- Assault Space Marine Seargent Chainsword: Minimum and maximum damage increased by 1/3, morale damage doubled

- Tactical Space Marine Seargent Chainsword: Minimum and maximum damage increased by 1/3, morale damaged doubled

- Tactical Space Marine Seargent Knife: Minimum and maximum damage increased by 1/3, morale damage doubled

- Tactical Space Marine Seargent Bolt Pistol: Minimum and maximum damage doubled, morale damage doubled

- Assault Space Marine Seargent Bolt Pistol: Minimum and maximum damage doubled, morale damage doubled

- Apothecary Bolt Pistol: Minimum and maximum damage tripled, morale damage doubled

- Apothecary Chainsword: Minimum and maximum damage doubled, morale damage doubled

- Grey Knight Halberd: Minumum and maximum damage raised by 1/2, morale damage increased (+15)

- Grey Knight Storm Bolter: Morale damage quintupled, minimum and maximum damage doubled

- Terminator Storm Bolter: Morale damage quintupled, minimum and maximum damage doubled

- Tactical Space Marine Flamer: Minimum and maximum damage tripled, morale damage doubled, maximum range increased (+4), minimum range introduced (+15), time to add increased by 1/2, cost raised to (60/20)

- Tactical Space Marine Missile Launcher: Cost raised to (75/30), minimum range introduced (+15), time to add doubled

- Tactical Space Marine Plasma Gun: Cost raised to (90/60), damages increased (+20/+20), morale damage tripled

- Tactical Space Marine Heavy Bolter: Cost raised to (80/35), morale damage doubled, reload time halved

- Scout Marine Sniper Rifle: Cost raised by 1/2, squad maximum cap of 2 introduced, morale damage halved, reload time reduced by 1/3, maximum and minimum damages halved, accuracy increased (+0.1), max range increased (+10)

- Scout Marine Plasma Gun: Cost raised to (60/40), minimum and maximum damage doubled, morale damage doubled, squad maximum cap of 3 introduced

- Scout Marine Flamer: Cost raised to (40/15), minimum and maximum damage doubled, squad maximum cap of 3 introduced

- Tactical Space Marine Seargent Plasma Pistol: Minimum and maximum damage raised by 1/2, morale damage doubled

- Assault Space Marine Seargent Plasma Pistol: Minimum and maximum damage doubled, morale damage doubled

- Chaplain Plasma Pistol: Morale damage doubled

- Force Commander Plasma Pistol: Morale damage doubled

- Librarian Plasma Pistol: Morale damage doubled

- Terminator Heavy Flamer: Cost raised to (110/50), maximum damage tripled, minimum damage raised drastically (+80), morale damage raised by 1/2

- Terminator Assault Cannon: Cost raised to (130/40), maximum range increased by 1/4, damage doubled, morale damage doubled, accuracy decreased (-0.15), time to build doubled

- Librarian Bolt Pistol: Minimum and maximum damage doubled, morale damage doubled

- Force Commander Bolt Pistol: Minimum and maximum damage doubled, morale damage doubled

- Chaplain Bolt Pistol: Morale damage doubled

- Assault Terminator Thunder Hammer: Minimum and maximum damage doubled, morale damage increased drastically (+25)

- Dreadnought Auto(Battle)cannon: Cost raised to (80/70), minimum and maximum damage doubled, morale damage doubled, max range increased by 2/3

- Hellfire Deadnought Assault Cannon: Minimum and maximum damage doubled, morale damage doubled, max range increased by 2/3

- Librarian Power Swords: Maximum and minimum damages raised by 1/2

- Scout Space Marine Bolt Pistols: Maximum and minimum damages doubled

- Tempest Krak Missiles: Cost raised to (70/70), maximum and minimum damages doubled, morale damage tripled, armour piercing rating of 2 added, reload time reduced by 1/3

- Tempest Frag Missiles: Cost raised to (50/50)

- Space Marine Power Sword: Damages increased by 1/3, morale damage raised (+5)

- Space Marine Power Sword Assault Sergeant: Damages increased by 1/3, morale damage raised (+10)

- Space Marine Power Fist Sergeant: Damages increased by 1/3

- Space Marine Power Fist Assault Sergeant: Damages increased by 1/3

- Space Marine Power Fist Terminator: Damages doubled, morale damage doubled, armor piercing rating added (+3)

- Space Marine Knife Pistol: Damages increased (+5/+5)





X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X
X==X==X==X==X Tau X==X==X==X==X (R1000)
X==X==X==X==X X==X==X==X==X
X==X==X==X==X X==X==X==X==X



-----ABILITIES-----

- Target Aquired: Armor piercing rating of (5) added to weapon damage, firing cost of (0/30) added, recharge time halved

- Snare Traps: Minimum and maximum damages of (25/25) added, morale damage of (25) added

- Skyray Missile Barrage: Fire cost of (40/80) added

- Personal Shields: Firing cost of (0/25) added

- Photon Grenades: Maximum and minimum damages tripled, armour piercing rating of 3 added, recharge time halved, firing cost of (15/20) added



-----ADDONS-----

- Listening Post Upgrade 2: Health bonus reduced to 1/3, cost changed to (150/200)



-----ENTITY BLUEPRINTS-----

- Builder: Cost changed to (40/5)

- Firewarrior: Armour increased by 15%, health decreased to 260, cost changed to (45/15)

- Firewarrior Shas'ui: Armour increased by 15%, health decreased to 290, cost lowered to (70/20)

- Kroot Carnivore: Armour halved, regeneration rate tripled, speed increased slightly (+2), cost per each lowered to (35/0), hitpoints raised by 1/2

- Stealthsuit: Armour increased by 15%, health decreased to 300, detection added at half of max sight range, cost changed to (65/5)

- Shas'vre Stealthsuit: Armour increased by 25%, detection added at half of max sight range, cost raised to (85/20), health increased (+100)

- Commander: Armour raised by 15%, hitpoints decreased to 750, cost changed to (170/60)

- Vespid Strain: Cost per each lowered to (35/0)

- Vespid Strain Leader: Cost per each lowered to (50/15)

- Broadside Suit: Armour increased by 30%, armour type changed to Vehicle Medium, health halved, can now be repaired, sight increased by 1/2, cost changed to (200/180), time to spawn halved, movement speed raised by 1/2

- Pathfinder: Cost per each changed to (40/25), time per each to spawn halved, armour increased by 15%, health decreased to 260

- Crisis Suit: Armour raised by 50%, health halved, detection added, cost raised to (200/130), speed increased (+4)

- Kroot Shaper: Cost lowered to (100/10), armour halved, regeneration rate tripled, movement speed increased slightly (+2), detection added, health lowered (-200)

- Devilfish Transport: Armour rai


Law's Laws of Wars (1) - User Comments  
The following comments are owned by the user that posted them. Dawn of War Files is not responsible for their content.

Total comments: 3 | Last comment: 09-09-2011 at 11:57

 #1 - help - 02-22-2011 at 14:22
fatcat234
From:
Joined: August 24th, 2010
Posts: 24
How do i change the size of units? is it possible to do it with cortsix? ps. I like this mod

 #2 - @ FATCAT234 - 04-19-2011 at 03:21
LamboLambo
Joined: June 8th, 2010
Posts: 16
It is possible with corsix`s mod studios.

just go to Data/ Art / ebps / races / %your race% ,/ % troops% / % your troops . LUA

and then add these line in if its not there :

vis_scale_min = a
vis_scale_max = b

[Replace A and b with a number, 1 would be the normal size , 2 will be twice as large, 3 is trice as large and so on.]

p.s this would not chance the size of the selection circle . Im not sure how to change the selection circle size (anyone knows pls help me =D )

enjoy your modding~

 #3 - 09-09-2011 at 11:57
ChiuChunLing
Joined: September 9th, 2011
Posts: 1
I believe that the selection circle and pathfinding size are controlled by the same variables that control them for building entities...under "entity_blueprint_ext" in the entity definition. Changing these values does not affect the visual representation of the entity aside from changing the size of its selection outline. On the other hand, I wouldn't change those values except for the purpose of altering gameplay...such as by making it more or less difficult for units to maneuver in tight quarters.



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