DoW Rebirth Mod

The purpose of this mod is to help make Dawn of War a more enjoyable experience by addressing bug and balance concerns and incorporating cha...

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The purpose of this mod is to help make Dawn of War a more enjoyable experience by addressing bug and balance concerns and incorporating changes to make the game adhere more to the table top game on which Dawn of War is based. This mod is the product of not just our ideas, but also those belonging to the more active members of the Dawn of War community.

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Mirage Knight and n0z3k1ll3r proudly present...


DoW Rebirth: A Community Enhancement Mod  v0.2 Beta
---------------------------------------------------------------------

The purpose of this mod is to help make Dawn of War a more enjoyable experience by addressing bug and balance concerns and incorporating changes to make the game adhere more to the table top game on which Dawn of War is based. This mod is the product of not just our ideas, but also those belonging to the more active members of the Dawn of War community. 

To install, simply drag the contents of this zip to your base Dawn of War Directory (usually C:\Program Files\THQ\Dawn of War) and run the file DoW_Rebirth_Mod.bat in your base Dawn of War directory or use the ingame mod enabler. If you're updating a previous version of this mod, delete that version's directory before copying over the new files. Please note that Compiler's Rhinoz Mod version 2.1 or higher is now required in order to run this mod. The Mod is available seperately at http://dawnofwar.filefront.com/file/Rhinoz_Mod;43379
or http://spacedragons.free.fr/

Version 1.3 of Dawn of War is also required in order to run this mod. Older versions of Dawn of War WILL NOT be able to run this mod.


v0.2 Changes


Chaos
----------
-Chains of Torment research now increases Chaos Sorcerer's cost by 15 req and 5 power after completion.
-Chaos Lord now gives 1 Pop.
-Corruption research now increases Chaos Sorcerer's cost by 15 req and 5 power after completion.
-Cultist HP increased to 125. They now use a regular Chaos Marine as a leader.
-Daemonic Talons now benefits Horrors as well.
-Defiler AP values for the Autocannon fixed so that they inherit properly from the Predator's (some values were higher than they should have been). Damage is now 1.5 times that of the Predator's AC.
-Defiler build time and cost returned to DoW 1.2 values. Default attack stance set to melee.
-Frag Grenades fixed so they'll actually do damage within their blast radius.
-Havoc Squads no longer equipped with frag grenades. Movement rate reduced to 14 from 16. Each squad now takes up 1 Pop and 1 Support. Each squad member now costs 50 Req and 15 Power.
-Obliterator plasma weapon now does double the damage of regular Chaos Plasma Guns.
-Rhino now has 2 transport slots and takes up 1 support. Requisitioned from the Armoury.
-Tactical Squads now take up 2 transport slots.


Eldar
--------
-D-Cannon no longer inflicts morale and physical damage on friendly units.
-Dark Reaper squads now take up 2 Pop and 1 Support.
-Death Spinners now have a half second setup time (except dual Spinners).
-Dire Avengers can now use the Fleet of Foot ability.
-Eldar combat knifes (except for those used by Warpspiders) now do damage similar to the Dark Reaper's.
-Eldar ranged infantry weapons now get a 20% increase in damage instead of 15% after Infantry Accuracy Research 2, bringing the research in line with the other races'.
-Eldritch Storm Research now increases Farseer's cost by 15 req and 5 power after completion.
-Grav Tanks cost and build time standardized. 150 req and 350 power with a build time of 30 seconds.
-Guardian reinforce time increased to 7 seconds and req cost increased to 35 from 30. Starting squad size of 3 members instead of 4 and build time per squad member member increased from 4 to 5.32 (to compensate for smaller starting squad)
-Holo Field research no longer adds HP to Eldar skimmer vehicles. Instead, it reduces ranged damage by 25%.
-Howling Banshee squads now take up 3 Pop.
-Long Rifle damage reduced by half. Morale damage remains the same however.
-Prism Cannon Range increased to 45.
-Reaper Cannon AP vs infantry_low, medium, and high reduced slightly.
-Warp Spider squads now take up 3 Pop.
-Wraithlord changed to use vehicle_medium armour type and HP boosted to 4000 HP.


Orks
-------
-Pile o' Guns now adds 10 Population to Ork Population pool
-Killer Kans no longer require the Orky Fort addon.
-Mad Doks now require 54 Population
-Mob bonuses from 1.3 patch incorporated. 
-Nob Leaders now require 46 Population.
-Ork Resource display problem fixed.
-Ork Rokkits range set to 35 for all Rokkits. (With regular DoW, some were set at 30, others at 40)
-Ork Shootas now have an AP value for tp_infantry _low of 29.750 (previously it never had one)
-Ork Slugga, Shoota and Tank Busta Boyz now only add 10 morale per Ork to a squad instead of 20.
-Ork Slugga and Shoota Boyz cost per Ork reduced to 30 Req from 35.
-Ork Storm Boyz Slugga pistols now have the same damage as Slugga pistols for Slugga Boyz (this is an improvement!)
-Slugga Boyz now better at engaging enemies in CC.
-Shoota Boyz knife damage reduced by 10%
-Shoota damage increased by 5%
-Squad cap imposition removed.
-Tank Bustas now cost 55 Req each and use armour type infantry_heavy_medium.
-Tank Busta Bombs research now equips Tank Bustas with Rokkits as well. TB squads can still  manually upgrade to Rokkit Launchas if need be. After research, Squads will be equipped with Rokkit Launchas by default.
-Tank Busta Rokkit accuracy raised slightly.
-Twin Shoota range for Ork Totem / Listening Post increased to 30 from 25.


Space Marines
------------------------
-Devastator Squads no longer equipped with frag grenades. Movement rate reduced to 14 from 16. Each squad now takes up 1 Pop and 1 Support. Each squad member now costs 50 Req and 15 Power.
-Damocles command / sensor vehicle now available. @
-Frag Grenades fixed so they'll actually do damage within their blast radius.
-Force Commander now gives 1 Pop.
-Krak Grenades are now usable by Tactical Squads. They have half the damage of Melta Bombs but can be used on individual squad members or vehicles. Available after Wargear: Tactical Grenades is researched.
-Land Raider now has 2 transport slots.
-Razorback can now be upgraded with a Multi-Melta turret.
-Rhino APC now has a Strike ability, similar to the Ork Squiggoth's Rampage ability. In addition, it now has frag defender grenades, 2 transport slots and takes up 1 support. Requisitioned from the Armoury.
-Scout Squad HP increased to 250.
-Tactical Squads now take up 2 transport slots.
-Terminator Heavy Flamer no longer inflicts morale and physical damage on friendly units.
-Terminator Squads are now requisitioned from the Orbital Relay and take up 2 transport slots. HP raised to 900 and cost 4 pop.
-The Emperor's Gifts research now increases Force Commander's cost by 15 req and 5 power after completion.
-Wargear: Frag Grenades research renamed to Wargear: Tactical Grenades. Research cost increased to 50 Req and 100 power.
-Word of The Emperor research now increases Librarian's cost by 15 req and 5 power after completion.


General
-------------
-Cleaned up some of the custom icons.
-A maximum of six turrets can be built per HQ built for Chaos and Space Marines. Incremental cost system for turrets scrapped.
-General weapon types should now inherit AP and damage values properly and do more consistant damage.
-Most melee weapons now no longer have a setup time.
-Pistol weapons no longer have reduced accuracy when firing while moving.
-Research for all Hero abilities now increases Hero build time by 5 per ability researched.


v 0.1

Chaos
----------

-Autocannons have slightly improved AP vs vehicles. Range increased to 35.
-Autocannons now have penetration values for medium and heavy infantry.*
-Battlecannon setup time reduced to 0, Accuracy reduction while moving reduced to -1 from 0. Minimum firing range of 20.
-Blood Thirster now benefits from Chaos Taint Healing. In addition, it now has 12200 HP
-Bolter Turrets do improved damage against infantry rushes. In addition, their initial cost is 100 req. However, turret cost increases by 50 req and power every time another is built.
-Chaos Lord now requisitioned from Desecrated Stronghold. Requires Chaos Temple. HP increased to 1400 from 1305 and no longer takes extra damage when Daemonic Strength is active.
-Chaos Taint now extends from ALL Chaos buildings. 
-Chaos Taint Morale healing rate increased. Commander healing rate increased to 4x HP regeneration.*
-Corruption Ability now affects Heavy Infantry.*
-Cultists now have 115 hp, reinforce every 8 seconds, deal slightly less laspistol damage, build as units of 5, reinforce up to 15, and cost 15 req each. They can field an extra 2 heavy weapons after the research from the armoury, bringing them up to 5 total. 
-Cultist GL damage reduced by 50%.
-Defiler HP raised to 2600. Cost is 140 req + 310 power.
-Defiler Autocannon now has AP identical to Chaos Predator Autocannon. Damage is double that of the Chaos Predator's.
-Defiler Autocannon fixed. It will fire at leat 90% of the time and in conjunction with the Defiler's Battlecannon
-Furious Charge research now increases CSM and Cultist Knife damage by 15%.
-Havoc Squads (new!) buildable from Chaos Temple. 2 members reinforceable to 4. 90 Req and 10 power for each member - standard loadout is Chaos Heavy Bolter, upgradable to Chaos Tactical Missile Launcher. Requires Armoury.
-Health upgrades now benefit Aspiring Champions.
-Heavy Bolters now do identical damage based on stats for Tactical Heavy Bolter. Reduced AP vs buildings and vehicles.
-Heretic cost reduced to 45. Can now regenerate health like other units.*
-Horror Squad can now regenerate health like other units. In addition they are now also reinforcable. Reinforce time of 18 seconds and costs 120 req and 40 power.
-Lascannons now do identical damage based on stats for side mounted Predator Lascannon. Twin mounts do double damage.
-Marines, Raptors, and Aspiring Champions mass increased from 15-18 to 22.
-Machine Pit now gives 3 Cap.
-Max Support Cap is now 21 instead of 20.
-Obliterator Squad now 2 pop and reinforce time reduced to 20 seconds. Restricted to a single squad allowed due to increased effectiveness of combat abilities.
-Obliterator Lascannon damage now identical to side mounted Predator Lascannon.
-Plasma Generators give back 55 power instead of 50.
-Rhino is now 0 pop but only a maximum of 4 can be built. Smoke Launchers enabled by default. Hp increase to 850 and armour type raised to vehicle_medium.
-Smoke Launchers now have a duration of 15 seconds, a range of 30, and a recharge time of 60 seconds.
-Tier Three Add-On cost reduced to 400/150 and takes 100 seconds.*
-Troops no longer received extra melee damage when Furious Charge is active.


Eldar
--------

-Aspect Stones for all Eldar Warriors now require the Soul Shrine, cost 120 req and have a build time of 16 seconds.
-Avatar now no longer takes up pop and gives back pop and support - only offers other previous bonuses. In addition, it now has a health regeneration rate of 2 and requirements updated to reflect change in Aspect Stone research. HP increased to 12000.
-Brightlance Weapons tweaked to do minimal damage to infantry. AP vs hard targets improved slightly and range increased to 40. Reload time decreased to 2.5 (from 3). AP value against building_low reduced slightly.
-Dark Reaper squad now reinforceable to 8 members (+ Exarch).
-Dark Reaper Exarch now uses Shuriken Cannon from Vyper Jet Bike.
-Dire Avengers Aspect Warriors added (no stone required) 230 HP and 45 req per member, reinforce time of 6 seconds. Squad buildable from Aspect Portal. Note: currently using Guardian models as a placeholder.
-Dire Avenger's Shuriken Catapult similar to Guardians - but accuracy raised from .7 to .8 and damage is upped from 6-8 to 8-10 with minimum damage raised from 1 to 2. 
-Eldar Commander Veterancy Upgrades now give +100hp to members of the Seer Council.*
-Eldar level 1 listening posts are now better at defending against Tac Marine and Ork Boyz rushes.
-Eldar level 2 listening posts are now better at defending against vehicle rushes.
-Exarchs for Howling Banshees, Dark Reapers, and Warp Spiders now use armour type infantry_heavy_high.
-Falcon Grav Tank's Bright Lance functional. Grav Tank cost is 150 Req and 340 Power
-Falcon Aspect Stone replaces Vyper Aspect Stone. 100 req cost and 15 second build time.
-Falcon Grav Tank turret traverse speed increased from 90 to 180 - bringing it in line with Fire Prism turret traverse speed.
-Falcon Scatter Laser damage and AP values are now on same level of Scatter Laser Support Platform. Slightly improved AP vs all infantry types.
-Far Seer build time reduced to 50 seconds from 57.
-Fire Prism cost is 130 req + 300 power. 40 second build time. 
-Fire Prism Aspect Stone 175 req cost and 30 second build time.
-Grav Platforms are now repairable. Movement equal to Guardians.
-Grav Tanks now take up 3 pop and have 2250 HP.
-Healing Aura radius from Webway Gates increased from 15 to 20.
-Howling Banshees squad members now cost 60 req and 5 power each. HP upped to 400 - Exarch HP upped to 540.
-Long Rifles AP vs vehicles and buildings reduced considerably. Damage reduced slightly. Minumum damage reduced to 2 from 15. In addition, range increased to 40 and reload time lowered to 2. 
-Melee Knives do slightly better damage in hand to hand combat.
-Morale for Elite Aspect Troops (ones that require Aspect Stones) increased to 400. Exarch adds 100 morale.
-Prism Cannon AP vs. buildings and vehicles increased to 100 - damage increased to 450 - 550 with a minimum damage of 50 and a minimum range of 10. AP vs all infantry types reduced to 5 and splash damage radius reduced to 5 from 10.
-Rangers now cost 50 req as opposed to 65. Squad now buildable from Webway Assembly - but requires Aspect Portal and limited to 7 members max. 
-Reaper Cannons have slightly improved AP vs vehicles.
-Star Cannons damage and AP values now consistent, based on Wraithlord Star Cannon values. Improved AP vs infantry_heavy_medium & infantry_heavy_high. 
-Seer Council squad starts at 2 members, reinforceable to 5, and takes up 0 pop. Council members now use Commander type armour. Cost of 100 req and 50 power. In addition, each member adds 50 morale to the group.
-Seer Council Shuriken Pistol damage increased to 24-32 - same as Farseer's.
-Shuriken Cannon AP values against structures reduced to 5.5 (from 10+ in some entries).
-Shuriken Cannon Grav Platform now has a setup time of 2 seconds, bringing it in line with the Bright Lance Plat.
-Standardized damage done by Brightlance weapons.
-Squad Leaders for all squads can now be added while squad is moving.*
-Support Platforms now cost 125 req, however the cost increases by 50 req and power every time another is built.
-Vyper Jet Bike is now base unit upon completion of Support Portal. Support increased to 4 but can be reinforced like a squad with a maximum of 3 vehicles.
-Vyper Jet Bike Missiles now do knock down similar to SM / CSM Missiles. Blast radius set to 5.
-Vyper Jet Bike special weapon mount traverse speed increased from 45 to 90.
-Warp Generators give back 45 power instead of 50 power
-Warp Spider squad members now cost 60 req and 20 power each and have 400 hp - teleport recharge rate increased from .5 to 1. 
-Warp Spiders' Haywire Bomb recharge time reduced from 120 to 90.
-Warlocks (including Seer Council) use armour type Commander and add 100 Morale to the squads they attach to.
-Webway Gates now give 3 Squad Cap and 3 Support Cap per Gate. Cost increased to 125 Req and 25 Power. Zone of control reduced to 10 to reduce defense platform and portal spamming of Critical Locations.
-Wraithlord now uses vehicle_high instead of vehicle medium. Cost is 160 req 400 power and takes up 3 pop.
-Wraithlord Aspect Stone 250 req cost and 45 second build time.


Orks
-------

-Big Mek build time increased to 45 seconds from 42. 
-Heavy Shootas AP now consistent. Heavy Shootas on average slightly better against Marines than they used to be.
-Killa Kan Big Shoota now has penetration values for infantry_heavy_high and monster_med.*
-Kustom Force Field research will now increase Big Mek cost by 15 req and 5 power and build time by 5 secs when completed.
-Kustom Teleporta research will now increase Big Mek cost by 15 req and 5 power and build time by 5 secs when completed.
-Looted Tank HP reduced to 4200 from 4585. Build time reduced slightly and armour type is now vehicle_high.
-Looted Tank Heavy Bolters benefit from Big Shoota upgrades at the Pile of Guns
-Looted Tank Heavy Bolter turrets accuracy increased from 40% to 50%.*
-Mad Dok build time increased to 20 seconds. The fact that he has Healing Aura and Fighting Juice upon completion justifies this.
-Mad Dok Healing Aura tweaked so that HP isn't recovered as quickly. HP Regen modifier set to 2 and 4 as opposed to 4 and 4. Aura is now area of effect and benefits commander units as well.*
-Mad Dok Fighting Juice tweaked so that Commanders cannot be affected.
-Max Ork Pop raised to 150 to compensate for the squad cap imposition.
-Mega Blaster reload time increased from 2 seconds to 3.
-Mek Shop population requirement increased from 31 to 46.
-Nob Leader Power Klaw now has identical stats to Nobz Squad Power Klaw
-Nob Leader cost increased to 90/30. SB Nob Leader is 95/35
-Nob Leader Power Klaw research now requires 56 Orky pop, not 46. Build time reduced to 12 seconds from 15.
-Nobs mass increased to 18 from 15. In addition, Nob Squad now requires a Relic. It's good enough to warrant one
-Orks now have a squad cap in addition to their unit cap. Squad cap starts at 6 instead of 10 for other races, but as you gain +2 per WAAAGH banner, I feel this is fair. Squad Cap can go as high as 20, unless you have a Warboss in which case it can reach 30! Grot Squads take 1 cap, Sluggas and Shootas 2, Tankbustas and Stormboyz 3, and Nob Squads 4. No other unit takes squad cap
-Ork Listening Posts now return 45 req when built, not 50. The upgraded LP has 25 range now instead of 35, but does notably more damage.
-Ork level 2 listening posts and Waaagh! Banners are now slightly better at defending against vehicle rushes.
-Ork Rockit Launchas Damage and AP consistent. Stats based on Tankbusta Rockit Launchas. Ork Wartrakk Rockit Launcha does double damage.
-New research at the armory called More Gunz! - allowing Shoota Boyz to field an extra 2 heavy weapons.
-Rokkit Launchers now require 46 population.
-Slugga Boy, Shoota Boy, Stormboy, and Tankbusta squads now have a new morale modifier. In addition to the morale given by Nob Leaders, every Ork in a squad adds 20 Morale to the base morale - meaning large squads will have more morale. Base morale for a new squad is still 300 but will go up 20 points for each additional member.
-Squiggoth now has a health regeneration rate of 2 and has 9500 HP. It does not, however, benefit from Ork vehicle armour upgrade research.
-Stikkbombs cheaper to research and have a larger throw range + blast radius, making them more effective in an assault
-Stormboyz Choppas set to same damage as Slugga Choppas.
-Stormboyz HP increased from 175 to 190.
-Stormboyz Nobs now benefit from Speed Boost research + Tougher Bosses upgrade.*
-Stormboyz weapon penetration vs Heavy Infantry fixed.*
-Tank Bustin' Kit research will now increase Big Mek build time by 5 secs when completed.
-Ork Charge range has been more than doubled. Orks should now start charging at 15 meters, not 7. This should make massed Ork frontal assaults more viable.
-Wartrak build time increased slightly from 18 to 20 seconds.
-Wartrak Rokkit AP values against all infantry types reduced by 50%
-Wartrakk Rokkit Launcha and Bomb Chukka upgrade times increased from 9 to 20 seconds.
-Wartrakk population requirement increased from 46 to 61.
-Wartrukk population requirement increased from 31 to 46


Space Marines
------------------------

-Apothecary HP increased from 200 to 300. Cost increased slighty from 45 Req to 50 Req and build time increased to 15 seconds.
-Apothecary Chainsword does identical damage to Assault Marines Chainsword.
-Assault Cannons now have reduced AP vs all buildings. Range for Dreadnaught and Land Speeder Autocannons reduced to 25.
-Autocannons now have penetration values for medium and heavy infantry.*
-Bolter Turrets do improved damage against infantry rushes. In addition, their initial cost is 100 req. However, turret cost increases by 50 req and power every time another is built.
-Devastator Squads (new!) buildable from Barracks. 2 members reinforceable to 4. 90 Req and 10 power for each member - standard loadout is Heavy Bolter, upgradable to Tactical Missile Launcher. Requires Armoury. () 
-Dreadnaught HP standardized at 3800 HP. Cost is 170 req + 400 power. Regular Dreadnaught starts out with Assault Cannon which can be upgraded to a second Close Combat Weapon or a Twin Lascannon mount.
-Force Commander now requisitioned from Stronghold. Build time reduced from 57 to 50. Default melee weapon is now a Power Sword which can be upgraded to a Daemon Hammer through Inspiring Aura research.
-Force Commander's Daemon Hammer now does 100 AP vs monster_high and monster_medium armor types. Stun length reduced to 2 seconds from 4
-Health upgrades now benefit Seargents.
-Heavy Bolters now do identical damage based on stats for Tactical Heavy Bolter. Reduced AP vs buildings and vehicles.
-Hellfire Missile Launcher now does damage identical to Tactical Missile Launcher. Reduced cone of fire entry to 5 from 90 so that firing animation looks cleaner.
-Hellfire Ranged weapons accuracy increased by 5%.*
-Inspiring Aura renamed to The Emperor's Gift. In addition to granting the Force Commander the Inspiring Aura ability, it will also upgrade his Power Sword to a Daemon Hammer. Research cost and time remain the same.
-Land Raider tweaked to do same amount of damage as a fully upgraded Predator. Cost increase to 500 Req and 600 power from 470 Req and 555 Power. Smoker Launchers enabled by default.
-Lascannons now do identical damage based on stats for Predator Lascannon. Twin mounts do double damage.
-Marine Scouts now use Space Marine Bolters and Knives and take up 2 pop. HP reduced to 200, max squad size increased to 5 and a Scout Sergeant with a sight range of 40 can be added. Sight range increased to 35 from 30 and mass increased from 12 to 15
-Marine Scouts now only receive 1 special weapon upgrade slot upon completion of Armory structure. A total of 2 upgrades are available to Scouts after Marine Max Weapons has been researched.
-Plasma Generators give back 55 power instead of 50.
-Predator Heavy Bolters now use Tactical Heavy Bolter damage model.
-Razorback infantry support vehicle added. 1000 HP and mounts twin Heavy Bolters as standard which can be upgraded to twin Lascanons after Tier 3 is reached. Costs 200 req and 75 power with a build time of 30 seconds.@
-Rhino HP increased to 1000 and now buildable from the Armoury as well. Smoke Launchers enabled by default and armour type increased to vehicle_medium. In addition, they can now be upgraded with Storm Bolters and Dozer Blades (which give Rhinos an additional 800 hp).
-Second upgrade to Listening Post uses Assault Cannon weapon instead of Storm Bolter weapon.
-Storm Bolters have reduced AP vs all buildings and vehicles - Terminator ranged weapons are now geared almost exclusively toward anti-infantry work.
-Smoke Launchers now have a duration of 20 seconds, a range of 35, and a recharge time of 60 seconds.
-Standardized damage done by Assault Cannon, Bolter, and Plasma weapons.
-Tactical Marines mass increased to 22 from 18.
-Terminator and Assault Terminator squads can now be upgraded with Terminator Sergeants. #
-Tier Three Add-On cost reduced to 400/150 and takes 100 seconds.
-Vindicator Seige Vehicle added. Mounts a Demolisher Cannon and Dozer Blade for frontline assaults at Tier 3 and has 1800 HP. Costs 335 req and 110 power with a build time of 30 seconds. Great for breaking up massed infantry and neutralizing defenses, but vulnerable to flanking attacks by anti-armor squads.@
-Weaken Resolve Ability now nullifies morale regeneration while effect lasts.*


General
------------

-All missile-type weapons now have a blast radius of 2.5 (previously set to O)
-All walkers now take up 3 pop.
-All vehicle construction buildings now give 3 support cap, not 2.
-Fixed numerous redundancies in the weapon AP tables where one set of values were being superceded by others and whole AP values vs certain armor types were missing altogether. Many weapon types now do consistent damage and AP for their respective classes. 


THE TEAM
------------------

Creative Direction  & Coding:
-Mirage Knight- 
n0z3k1ll3r 

3D Modelling  / Coding and Texturing:
dibujante
personalfable

Additional Texture Art and Detailing:
Hangar-8


Credits:
----------

This mod was partially based on luas made by Compiler for his Rhinoz Mod. The Rhinoz Mod allows Space Marines players to add several several vehicles to their Dawn of War game :
- Assault Rhino armoured transport with Rampage and Frag Defenders abilities
- Razorback Armoured transport, with a twin Heavy Bolter mount updatable to a twin Lascannon mount or a Multi Melta.
- Vindicator Assault Gun
- Damocles ECM/ECCM tank with sensormap ability

These luas were used with permission from Compiler and the mod itself is available at http://dawnofwar.filefront.com/file/Rhinoz_Mod;43379
or http://spacedragons.free.fr/


*Fixes and balance changes made by Aetherfox.

#Feature change courtesy of Rudy86. 

@ New vehicle / weapon  / ability courtesy of compiler.

() New model courtesy of Giskard. 


In addition, we'd like to thank Grimnar42 for helping us get the tooltips system for our custom units set up properly. A special thank you goes out to eveyone on The Friendly Players List who's helped test this mod and given us valuable feedback. Last but not least, thanks to everyone on the Relic Forums for all your ideas, suggestions, criticisms and such. You've all helped make this mod what it is. If there's anyone we've forgotten, our apologies. 

Feedback is welcome and highly encouraged. This Mod will only be as good as the feedback that we receive. If there are features or elements present in this mod that you wish to see officially incorporated into the game, let the Developers at Relic Entertainment know - but if you choose do, please do it in a constructive and polite manner. In the meantime, we hope you enjoy the mod!

Disclaimer: 

This is an unofficial modification of the PC game Warhammer 40K: Dawn of War and as such is in no way endorsed by Games Workshop Limited, nor by Relic Entertainment or THQ. We cannot guarantee that this Mod will work in concert with other mods - only that it SHOULD work with a normal installation of Dawn of War v1.3 This Mod is available for free distribution ONLY and must include the file you are reading now. You may use elements of this mod on the condition that permision is requested and granted by their respective authors and credit is given for their effort.

40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2005, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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Mirage Knight


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