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Adeptus Mechanicus
Alpha Legion
Armored Company
Black Legion
Black Templars
Blood Angels
Cadian Interior Guard
Cadian Shock Troops
Chaos
Craftworld Eldar
Daemon World Hosts
Dark Angels
Dark Eldar
Death Guard
Death Korp of Krieg
Eldar
Elysian Guard
Emperors Children *Thanks to Catwell.*
Executioners
Gaunt's Ghosts
Genestealer Cult
Grey Knights
Harlequins
Harakoni Warhawks
Imperial Fists
Imperial Guard
Inquisition Daemonhunt
Iron Hands
Iron Warriors
Kanak Skull Takers
Kroot Mercenaries
Lamenters
Mantis Warriors
Minotaurs
Mordian Iron Guard
Necrons
Night Lords
Orks
Praetorian Guard
Raven Guard
Red Corsairs
Red Scorpions
Relictors
Salamanders
Sisters Of Battle
Space Marines
Space Wolves *Thanks to Codex Mod Team.*
Steel Legion
Tallarn Desert Raiders
Tau
Thousand Sons
Traitor Guard
Tyranids
Ultramarines
Vostroyan Firstborn
White Scars
Witch Hunters
Word Bearers
World Eaters *Thanks to Catwell.*
(59 as of now)
Flyers now automatically fall back to their designated point of origin or nearest building of the designated type. This is still in the early stages of development so expect bugs and dysfunctional behavior but when it works as intended it makes flyers an entirely new element of game play in that they have to be managed in different fashion than other units, with multiple point plotted routes being the standard method of employment.
Destructible objects on a given map are neutral entities until a player (ai or human) has an entity within a predetermined range of it.
Once they have an ebps in that range the NEUTRAL entity becomes possession of the player, making it target-able by enemy players and thus destructible (yes you can even delete it like you would one of your own buildings),
And finally once you have no ebps entities within X distance of a given map entity it reverts back to neutral state making it "claimable" by another army.
Tank Traps: Stop/Slow and damage vehicles that hit them, can be camouflaged
Razor-Wire: Stops/Slows infantry, does minor damage and reveals stealthed units, can be camouflaged
Sandbags: Provide damage reduction, small chance of not being hit and a heavy cover bonus
Shield Generators: Repel most enemy fire and keeps enemies from moving into the shielded area.
Walls: Large redoubts common to such forces as the Iron Warriors and Imperial Fists, Walls not only provide excellent protection but help the defender dictate enemy troop movements.
Trenches: Dug in defensive lines that provide fantastic defense against artillery to nearby infantry units and also provide said infantry with a tremendous advantage vs. approaching enemy infantry. The best infantry counter to this is using melee specialists+teleportation/droppod/jump packs/etc; to get right into the trench and get to grips with the infantry hiding there.
One final note, moment of infantry (both allied and foe) is slower than normal while in trenches.
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А где такой мод скачать можно?
На момент релиза она будет доступна. Извините за плохой русский.
If you need some help with locale, I can help you.
I know a little about coding, so I can help with him.
And also I'm a good tester, Battle reports will be permanent.
It's been quite a while since I've looked into mods in general, but I like what you're trying to do. Really hope it works :)
Do you guys plan on adding the Primarch Corvus Corax for the Raven Guard faction?
Most likely not, and that goes for any Space Marine primarch. Corvus Corax, along with all the other surviving and still functional loyal primarchs, has been missing for 10,000 years and has not (at least to any official fluff I know of) ever been seen again on a battlefield supporting Imperial troops.
The surviving Chaos primarchs on the other hand are a different matter, and over time we will prospectively add all of them as you have seen with Angron.
Please post some screenshots...
Sure, we have already posted 150+ screenshots. Help yourself.
Some new screenshots would be welcome...
Hey, do you need texture maker? I am not very experienced, but i can help ;)