Evil Guard Mod

The start of the new Sabbat Crusade did not catch everyone off guard. Khorne himself knew the crusade was coming as chose the Blood Pact as...

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The start of the new Sabbat Crusade did not catch everyone off guard. Khorne himself knew the crusade was coming as chose the Blood Pact as worthy. With the aid of the fallen space marines that followed Khorne, the Blood Pact Army on the Sabbat World of Brimstone Prime was directed to prepare for the coming invasion. With the aid of Khorne the invasion was repulsed and the Blood Pact revenge was sweet. Numerous worlds were attacked, Space Marines, Orcs, and even the eldar felt their wraith. Due to the fact that the Blood Pact does not have access to satellite enhanced weapon improvements or morale doctrines, the Blood Pact relies on mass numbers and tactics to overwhelm Imperial Guard units.

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EvilGuard Mod  A Dawn of War Winter Assault Mini-Mod
By erholmes
AT erholmes at cableone dot net

No new models: If you dont like it, then do not download

Legal: This mod is based on THQ and Gameworkshops Dawn of War Winter Assault.  This mod
may be used in part or whole by anyone.  It may not be placed on a website that requires 
paid membership or pay for download.  All I ask is that I am credited when due.

Installation: Place evilguard folder and evilguard module file in the Dawn of War directory
activate in game manager

Army Painter:  most units are available but note chaos units will change color in painter
but not in game.  Please use Blood Red as primary color for fluff effect.

This mod is made to work against Space Marine, Orks, and Eldar (Do not play against Imperial guard or Chaos)

The start of the new Sabbat Crusade did not catch everyone off guard.  Khorne himself knew
the crusade was coming as chose the Blood Pact as worthy.  With the aid of the fallen space
marines that followed Khorne, the Blood Pact Army on the Sabbat World of Brimstone Prime
was directed to prepare for the coming invasion.  With the aid of Khorne the invasion was
repulsed and the Blood Pact revenge was sweet.  Numerous worlds were attacked, Space Marines, Orcs,
and even the eldar felt their wraith.  Due to the fact that the Blood Pact does not have 
access to satellite enhanced weapon improvements or morale doctrines, the Blood Pact
relies on mass numbers and tactics to overwhelm Imperial Guard units.

Mod Changes version 1.0
------------------------
Race Cap
Squad cap raised to 50
support cap raised to 30

Turrets
hit points increased
armor increased
sight range increased
heavy bolter range increased
missile reload time lowered
cost lowered

Mines
cost reduced
hit points raised
will explode 30 times
slowly regenerates

All buildings have chaos taint abilities (heal allies and damage enemies)

Listening Posts
hitpoints increased
weapon range increased
armor increased

Infantry Command
Hitpoints increased
squad cap raised from 6 to 10

Engineer cap raised to 6

Mechanized Command
support cap raised from 6 to 10

Command Squad replaced with Corrupt General (Chaos Lord)

Psyker replaced with Corrupt Psyker

Commissars and Priests replaced by 1 Sorcerer

Assassin removed

Guardmens replaced by Cultist
Cultist buffed
Cultist given Blood Pact Sergeant Leader
Cultist can still inflitrate

Kasrkin renamed Blood Pact
Lowered to Tier 2
squad cap lowered to 2
all weapons damage lowered
Morale increased due to Blood Pact Displine and fierce devotion to Khorne
upgrades still require Tier 3
All infantry upgrades removed only Kasrkin and Ogryn upgrades available

Ogryn remain the same

Basilisks replaced by Defiler variant (limit 2)

Blood Pact and Ogryn Sergeant given Rally ability

Sentinel
support cap dropped to 1
Autocannon, flamer, and multilaser available
Flamer and multilaser deadly to light infantry
hitpoints lowered

Gift of Khorne
3 Horror squads are available to the Blood Pact
no teleportation deployment

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erholmes


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Registered 12th December 2005

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