Warhammer 40,000: Dawn of War delivers a level of visual detail never before seen in an RTS. Hundreds of units clash on the battlefields of the dark future, unleashing massive destruction through a stunning battery of long-range weaponry before closing in for the finish. Incredible kill animations bring science fiction combat to life like never before, and the gritty future-gothic Warhammer 40,000 setting provides a striking tableau for the chaos and carnage of this grim, dark future, where there is only war!

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Dawn of Criminals Mod (present) Orks da best! Orkz is made fer' two fings! Fightin', and winnin'
Blog RSS Feed Report abuse Latest News: Some Chaotic developments on Veteran Mod

About [DC] Veteran Mod with 6 comments by GreenScorpion on Dec 11th, 2014

The armies of Chaos are seductive to almost every single type of people. From the poor inhabitant of the lower levels of a hive world to the rich and powerful planetary governor, the influence of the Dark Gods always finds a way to corrupt those that are not dedicated enough to the service of the Emperor.
Chaos as race provides some freedom in terms of gameplay ideas since the origins of its warriors are many and some may bring their expertise from being in Imperial Guard or other military force.

Lately I've been working on some Renegade related concepts, both visual and gameplay concepts although obviously most of what I will show here is the visual part.

  • Exalted Champion - pretty much a veteran version of a renegade champion with improved combat capabilities. Possesses a trophy rack to demonstrate its rank among renegade forces by displaying the results of his combat capabilities.
  • Renegade Medic - the name says pretty much everything. This guy is a renegade with a medkit and probably some experience as battlefield medic.

Renegade medic concept

  • Renegade Vox - a renegade operating a vox, likely a guard once with some knowledge about IG communitcation procedures and probably capable of deceiving IG air support or artillery to hit their own soldiers or at least capable of transmiting orders from one renegade group to another.

Renegade Vox

  • Renegade Champion with Banner - a champion carrying the banner of the chaotic force it serves, inspiring renegades nearby to fight harder (banner changes according to banner chosen in the army painter just like it happens with aspiring champions).

Renegade Champion with army banner

  • Preachers - filling the role of IG priests preacher in renegade armies would inspire the surrounding troops in a similar way.

Renegade preacher concept

  • Disciples - the most dedicated renegade forces, the disciples would be the equivalent to IG stormtroopers/kasrkins or veterans.

Renegade Disciples militia based Concept
(check this for more images Moddb.com )

Most of these concepts still need some texture work and some fx work to get them to look a bit more chaos like but are functionally working which was the initial objective.

Some more chaos concepts were also done related with cultists, including the "heavier" melee version of the cultist. Based on a renegade champion conversion with cultist parts, this concept is related with the creation of an heavier melee variation of the cultist that can do serious damage to enemies before getting killed. As with the basic cultists these guys will likely serve as a fast moving meatshield mostly useful at eliminating long range specialists or occupy units so heavier chaotic troops can take them out.

More images of the melee cultists Moddb.com

An heavier ranged variant of the cultist was also created based on a conversion of the renegade militia. From autoguns/lasguns, passing through plasma guns and going to missile launchers, these cultists can be equipped with a great variety of weapons.

Chaos cultist militia concept

More images of the ranged cultists Moddb.com

Ingame comparison of "traditional" cultists, renegades and the ranged version of the cultists.

Cultist militia ingame comparison

Renegade putrid projection
Pretty much the nurgle related renegades are intended to have an explosion on death kind of thing healing allies or hurting enemies (because of how explosion on death works it is only one thing at a time, either it would heal or it would cause damage with 50% of chance for each one). I based the associated fx on an already existing blood fx mixed with the plague cloud usually seen on the nurgle champion while breathing. What do you think? I must say i am not a fx expert. Weapons fx still need to be changed (i may have changed it and then forgetting about it didn't convert the whe again before going to object editor, will have to check) and will be changed when the rest is working as desired.

WARNING: THIS VIDEO MAY CONTAIN CULTISTS SCREAMING LIKE GIRLS! (one of my watchers at my moddb profile requested me to put this kind of warnings)

On renegade based concepts i would like to thank meloo who created the renegades militia and champion models and RT2 who did some body synchs that allowed me to do some of the conversion concepts based on meloo's work.

Not all is chaos though and other armies have also received some work like IG for example:
IG Defensive bunker concept
How it works:
It begins with 3 basic weapons available, namely wall mounted lasguns, plasma weapons and missile launchers. The north weapons are being used by the bunkers own soldiers but external squads are required to man the south, east and west defenses (check the bunker more to the right it only fires from one side until its is garrisoned by some squads). This means this is a directional defense, which is not that useful if your manned weapons are not pointing in the direction where the enemies come from but with a few additional men inside additional directions are safe from enemy interference.
It can be upgraded with additional weapons through add-ons (banners indicate bought add-ons), first with flamers for close ranged defense against infantry and later with heavy bolters for long range, low reload time anti-infantry capabilities.
Two additional add-ons will cover other areas than adding weapons, providing passive defensive bonus to nearby troops, making it easier to mount a strong defense with the Imperial Guard.
Banners are currently not implemented but will reflect the nature of the add-on so it is easy to notice what building has certain add-ons available and which are lacking. This modified infantry command is based on the already modified DoW Pro infantry command bunker with 4 add-ons available with respective banners.

Lootas choosing their own weapons
If you check the video you will notice those lootas change weapons up to 3 times after spawning. This random weapon choice is as much a visual change as it is a stats change as every weapon they may choose has different stats. This was possible using a version of the lootas with some OE code done by GrOrc and an interesting detail that exists in jONES's Black Templars mod.
Your lootas will be fighting way happier now that they have weapons of their own choosing! First 2 weapons will of course appear more easily than the last 2 as it is probability related.

As always feel free to comment below. Thanks for reading and seeing the images and videos above.

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Bug FIX
Dawn of War

Bug FIX

Dec 14, 2014 Dawn of Conflict - Planetary Conflict Patch 3 comments

fixes bugs with Deathwing race, I hope you get him to run modification

patch on the taskbar
Dawn of War

patch on the taskbar

Dec 14, 2014 Dawn of Conflict - Planetary Conflict Patch 0 comments

patch on the taskbar, open access to additional buildings!

Dawn of Conflict - Planetary Conflict 1.5.23 part3
Dawn of War

Dawn of Conflict - Planetary Conflict 1.5.23 part3

Dec 12, 2014 Dawn of Conflict - Planetary Conflict Demo 24 comments

This mod is based on an all-out war with massive armies, resize, orcs and all the equipment, there are new units, abilities, icons, voices in Dawn of...

Dawn of Conflict - Planetary Conflict 1.5.23 part2
Dawn of War

Dawn of Conflict - Planetary Conflict 1.5.23 part2

Dec 12, 2014 Dawn of Conflict - Planetary Conflict Demo 0 comments

This mod is based on an all-out war with massive armies, resize, orcs and all the equipment, there are new units, abilities, icons, voices in Dawn of...

Dawn of Conflict - Planetary Conflict 1.5.23 part1
Dawn of War

Dawn of Conflict - Planetary Conflict 1.5.23 part1

Dec 11, 2014 Dawn of Conflict - Planetary Conflict Demo 2 comments

Part 1 of the modification of 3 mod changes the campaign, adds two new races - Steel Legion and Deathwing Resizes equipment, power tools There are new...

Steel Legion Hotfix - Heavy Weapons Team Speech
Dawn of War

Steel Legion Hotfix - Heavy Weapons Team Speech

Dec 10, 2014 The Imperium of Man Patch 0 comments

Fixes Heavy Weapon's team speech files and incorrect spotting files. Will be in major patch, it is for those that can't wait. To install: Simply extract...

Post comment Comments  (460 - 470 of 626)
street_rider69er
street_rider69er Aug 15 2006, 5:48pm says:

hey just one thing the new dow game has not had its name change its still dark crusade and why would they put two new races in and not tell ne one cause if it did they would make money offthem but there will tau and necrons for sure but them races may be in the campain along the way or they will be armys which start on the map with like a squad of nids just nertual things but no major thret

+1 vote     reply to comment
nidmeister
nidmeister Aug 9 2006, 5:03am says:

no its still a mod, it modifies the game doesent it, or are you telling me you can somehow get tau on winter assault without this mod.

+1 vote     reply to comment
nidmeister
nidmeister Aug 11 2006, 5:58am says:

actually i thought thay did a good job with the balance, even though it takes a long time to get around all the upgrades, ive never lost at the beginning, you just have 2 get used to the style of play where you build a load of fire warriors at the start(4 or 5 fire warrior squads) and then defend your base up untill you expand your base and defences untill youre fully happy with it and then expand your army. it always works 4 me. im not saying i never lose, just not at the start.

+1 vote     reply to comment
archaon
archaon Aug 11 2006, 1:05am says:

when u get dark crusade u'll have 2 Tau races the official and the modded one... i say wait for the expansion...

+1 vote     reply to comment
archaon
archaon Aug 11 2006, 1:04am says:

wow balance, did u ever play the tau mod, the Tau in that mod r way to weak in the beginning and way to strong at the end, i don't like the idea off losing when u just started and winning before u send ur troops...

+1 vote     reply to comment
archaon
archaon Aug 9 2006, 8:50am says:

why would u want the Tau on winter assault, if u have dark crusade, u already have the Tau and even the Necron, i rather have the expansion, it's not even an expension, because dark crusade is stand alone... u don't need the other games DoW and WA, and that makes is so COOL... forget the Tau mod, Get dark crusade!!!

+1 vote     reply to comment
archaon
archaon Aug 8 2006, 2:31am says:

it's not a Tau mod, anymore but a campaign...

+1 vote     reply to comment
nidmeister
nidmeister Aug 7 2006, 11:14am says:

actually the tau modders are still going they never stopped, they are concentrationg on a different campaign though, they are making there own and also the kroot are not available in the tau mod and never will be, thats a seperate mod alltogether.

+1 vote     reply to comment
archaon
archaon Aug 6 2006, 4:22am says:

since they heard about dark crusade the necron modders and Tau modders have stopped...

+1 vote     reply to comment
nidmeister
nidmeister Aug 10 2006, 1:44pm says:

because dark cruisade is going to be different, possiby in the cap, the units you can build and most certainly the balance, which we all know never perfect in officia thql games. and you get tau free, wheres the point in paying money to waste more space on your hard drive for a whole expansion pack when u can install the tau mod, which comes with a capaign. dark crusaide has a campaign but it has battles in a non linear style of play which removes the story apect from it, although i like the idea of choosing where to fight next, the story is gone, the only thing you see worth fighting for is gaining control over that land. and besides ill probably get both so i dont know why im wasting my time telling you why the tau mod is not a complete waste of time. i mean you get tau, now, before dc, what more do you want?

+1 vote     reply to comment
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Dawn of War
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THQ
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Released Sep 19, 2004
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Highest Rated (19 agree) 10/10

For 6 years now I have been playing Dawn of War. Modding it gave me that extra plus.

8/10 because it is a really good game. I am however ashamed that Relic stopped at Soulstorm.

10/10 because I always experienced something new in it.

10/10 100% warhammer

10/10 for Dawn of War I and Winter Assault campaign

7/10 for Dark Crusade and Soulstorm campaign

10/10 for your epic stories and hard work combined.

Oct 27 2011, 4:50pm by Lord_Cylarne

Lowest Rated (3 agree) 5/10

So much more could have been done, that was ignored during development.
Betas should of had more input.

Only saving grace is that there is a Modding community with which to complete the incomplete game... :(

Sep 8 2012, 12:33pm by RT2...

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