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.
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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