This is a little mod that I made because I like Space Marines almost as much as the Imperial Guard.
Chem Dog Mod Version 2.0 Dawn of War Winter Assault By: erholmes At: erholmes at cableone dot net Legal:This mod is based on THQ and Game workshops works of Dawn of War Winter Assault and Warhammer 40k. You may use this mod any anyway you see fit as long as I get credit when due. You can not place this mod on a site that requires payment Install: If you have chemdogs version 1.0 delete chemdog folder and module file. Place chemdog folder and chemdog.module in dawn of war directory Game Notes: NO NEW MODELS SORRY, I am a coder only, and I can not use other work from other mods. Do not play sm in this mod I modified some research for IG use. This game is not balanced Chem Dogs are far weaker than normal IG History:(may not be exactly to game content): In a remote section of the galaxy the imperial world of Suban IV fell prey to a Ork Waagh launched from a space hulk that entered the system. A distress signal was sent out immediately. Due to the remote location, limited reinforcements are available. The Drop Pod Carrier Firestorm and its 7th Chem Dog Regiment answered the call, as did the Blood Raven Cruiser Warbird. The Blood Ravens were returning from repulsing a Eldar attack on Yeman III. The limited number of Space Marines would add whatever aid they could but they knew it would be up to the lowly Penal Regiment to save the planet. Taskforce Scimitar must resist the Ork invasion. Game Mods for version 2.0 -------------------------- This is a little mod that I made because I like Space Marines almost as much as the Imperial Guard Removed Guardsman (Tunnel Rats) Added Blood Raven Elements Added Chaplain (Force Commander and Librarian killed) Can Attach Added Apothecary Tier 1 Limit 4 Added Scouts Tier 1 Limit 2 added assassinate (all sniper rifles have scopes) added sabotage (Demo charges from 7th Chem Dog stores) Added Tactical Marines Tier 3 Limit 2 limited to 2 upgrades Added Land Speeder Tier 1 Limit 2 Added Dreadnought Tier 3 Limit 2 cost increased to 3 can not be deep striked due to modifications to drop pods for sentinels Basilisk cannon range increased 5x.(The way artillery really works) Game Mods for version 1.0 -------------------------- Caps Increased Squad to 40 support to 30 Kasrkin renamed Savlar Chem Dogs (Chem Dogs wear bulky resperators, the full helmet of the Kasrkin is close enough) moved them to tier 1 Lowered cap cost too 2 Removed Grenade Launcher as upgrade (The close quarters of tunnels and underground levels would make them dangerous to the user and the rest of the squad. Lowered damage to hellgun and plasma gun Exchanged Sergeant for Commissar (They are Criminals after all) Added Nitro-Chem Inhaler ability (Rally) Guardsman renamed Savlar Tunnel Rats(not to game specs) Lowered cap cost too 1 Removed all weapon upgrades Added Nitro-Chem Inhalers(Rally) Added Inflitrate Added Sabotage/Demo Charge Sergeant replaced by Commissar(They are criminals after all) Can not capture or have other leaders attached Created Reaper Gladiator Trainer(not to game specs) Savlar version of Armageddon Ork Hunters armed with Swords squad Cost 2 Can add 8 Gladiators (Guardsmen Sergeants) Added Nitro-Chem Inhalers (Rally) Added Nitro-Combat Spray (Furious Rage) Increases damage done by close combat weapons for a short time Lowered damage and range of laspistols Can only Capture with Trainer in squad Add a priest to make them real nasty Command Squad renamed Captain Xavier Eclipse added Kasrkin Sergeants as Merchant House Bodyguards sent by Lord Eclipse to protect his son squad size up by 4 with research complete Headquarters removed Commissar cap(unlimited) Infantry Command squad cap increased to 10 Increased garrison to 6 only the first 3 fire Hit points increased Added Deep strike ability (troops and Sentinels may be deep striked) Note: if garrisoned the only way to get them out is to deep strike them. Also first units garrisoned with be deep striked. Works best if a Infantry Command is built at back of base for use of deep striking Tactica Removed both morale boosts (Criminals are not moved by speechs) Removed Sat. Weapon increase (Penal units would not have access to this type of technology) Weapon Specialization renamed Weapon Tinkering (Criminals modify thier weapons for personal use) Kasrkin Armor renamed Improvised Armor (Chem Dogs add additional armor for better protection) Removed Kasrkin Bionics(Criminals would not get Bionics) Added Commissar Powerfist Upgrade (Includes model but does not increase damage also UI turns pink) Added Plasma Pistol Upgrade(Reaper Gladiators and Merchant House Bodyguards get Plasma Pistols with models) Added Reaper Powersword Upgrade(Reapers and Bodyguards get Powerswords, with models) Added Command squad upgrade level 1 and 2 (same as space marine research) Mechanized Command Support Cap raised from 6 to 10 Sentinel hit points lowered to 1000 starts with autocannon can upgrade Heavy Flamer and Multi-Laser (Pink in UI Sorry, also both deadly to infantry) Support Cap 1 Chimera added smoke launchers Hellhound added smoke launchers Leman Russ added smoke launchers Baneblade removed relic requirement increased accuracy of heavy bolters Captain Xavier Eclipse Hit points increased Scrafing run damage increased Command Squad Priest Armed with eviscerator instead of chainsword Pysker Lightning arc damage increased recharge rate decreased Soul strip damage increased recharge rate decreased Listening Posts and add ons hit points increased armor increased weapon range increased turrets Cost decreased sight increased heavy bolter range increased missile reload time decreased mines Cost decreased will explode 30 times regenerate cost lowered hit points increased built time decreased
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