Zany Reaper (& Co.) presents to you the Tabletop Round-up modification for Dawn of War: Winter Assault 1.41

This mod was primarily designed to increase the damage values to more 'realistic' values for those people
(like myself) who can get easily bored with games because of the sheer amount of time it takes to complete

I've particularly improved the damage of many guns & most other miscellaneous ranged weapons, but as
Dawn of war has also weakened close combat weapons (though not as horribly as ranged weapons), I
have improved the majority of them too, some more than others.

However, as Orks are a Close-combat heavy army, they were affected by my changes considerably. Their pop
cap has now been doubled, the max slugga boyz in a squad is now 20, & shoota boyz & slugga boyz take
slightly less time to produce & re-inforce. Wartraks, Trukks & Killa Kanz have their HP reduced to
Table-top similarities, but are now cheaper & quicker to produce.

Monsterous things, such as the Avatar, have had little improvements to their damage values (apart from
Squiggoth shooty weapons) as they're already powerful. The bloodthirster however has been made tougher
& stronger, like in the Tabletop game, to match or even beat the Avatar.

This mod was made on knowledge I have from the rules of the tabletop miniature game (Warhammer 40 000),
so if you don't know much about the miniature game, then expect a few surprises!
If you're curious, I've also modified the damage-based special abilities & even the special attacks that
some units have access to, some vehicle death explosions have also been tweaked slightly.

--Mod Goals--

In the next few versions, the main additions & changes I wish to make are:

Get the mod to work with Dark Crusade;
Add a few more new units;
Balance the mod better.

New content in this mod:


Chaos & Khorne terminators;
improved codex stuff from Medes (thank you);
Khorne, Beserker & Nurgle Champions;
Chaos Land raider (Kjon)
Dreadnought (Kjon);
Khorne Bloodletters

Imperial Guard:

Closer-to-codex Hellhound & Chimera models, from Medes;
Imperial Guard Heavy Weapons teams (3 weapons);
Leman Russ Vanquisher, Exterminator & demolisher variants;
Griffon mortar tank;
Hydra AA tank;
Shadowsword titan destroyer;

Da Orks:

Medes' Slugga & shoota boyz + Nobz with original DOW weapons;
Battle Fortress;
Battle Wagon;
Big gunz battery;
Codex - Gargantuan squiggoth;
Grot gangz;
Grot tanks (DOWpro have the LUAs for these, apparently);
Boomy Box (building);
'Ard Boyz

The Enigmatic Eldar:

Portal of Vaul (building);
Scorpion Super-heavy grav tank;
Revised Vypers (added the other 3 weapon options);
Storm Guardians;
Dire Avengers;
Scatter laser & Starcannon heavy weapon platforms

The Space Marines:

Compiler's: Vindicator; Razorback; Land speeder variants; Dethwing turret & improved Rhino;
Medes' Closer-to-codex Assault Marines;
Land Raider Helios;
Venerable Dreadnought;
Land Speeder Tempest

The Necrons (old winter assault ones however):

Necron Lord;
Gauss Defence structure;
Heavy Destroyers.

For contact, please visit our forums here:

Image RSS Feed Screens
Revised IG command squad Team-colourable Kustim Stompa Kustim Stompa #1

A beta for the mod has just been released to our testers & a few select members of the public!

For those that know, the Tabletop Round-up mod is one that makes Dawn of War more like the Tabletop game, with a few other tweaks & functions.

This particular beta features the Warhound titan.

The changelog for the beta is as follows:

Warhound Titan (all weapon types available too) added to the new map “City Of Titanic tales (4).” It can be used when the central critical location is captured for a certain time. (Model & texture by Winterdyne, animations & the rest by myself, Map by Buster_wounds);
Another weapon overhaul: Close combat weapons have been adjusted to be more in accordance to tabletop (so that close combat squads are now a lot better than non-hitty ones);
Heavy support cap added to simulate the Heavy support category in the Tabletop Force Organisation charts. All races apart from Orks use it. This feature is experimental however, & isn’t fully functional. Certain units use this, such as basilisks & Leman Russ tanks;
Hydra AA tank added. There’s a limit of 2 on these due to the model’s high-poly count. This was originally Havoc’s model. Texture systems were changed slightly to avoid colour-bleed;
More adjustments made to fast-firing weapons, where rate of fire has been modded so that weaker infantry don’t die too quickly. Damage has been changes in proportion;
Flame weapons now have less of an impact on morale (including the inferno cannon), but are still just as powerful;
The Inferno cannon is weaker against heavy infantry & Bloodletters\Avatar\Bloodthirster;
Chaos Bikes added (thanks to GreenPhero). Many bugs though that will need fixing;
Land Speeder Tempest added to the Space Marines (original model by the adeptus aviatus team, textures & everything else is my part);
Griffon Mortar tank added to Imperial guard (original model & texture by the Cadian Inquisition, my animations);
Bloodletters & Khorne Terminators are now MUCH more useful, as the morale issues are fixed;
Bloodletters & Horrors now have ‘Invulnerable saves’ (automatic ability);
Revised Chaos terminators introduced, thanks to the C2C team;
Hit point doubling script added, many thanks to Incarnate added (More information on this after the change log);
Conscripts are now colourable (thanks to Carcharodon);
Support sentinel added (all my work) – Rocket pod & missile launcher options;
Necron Living metal armour introduced, which is more resistant to bright lances, melta weapons etc than typical vehicles;
Codex Vypers introduced for the missing weapons (starcannon, scatter laser & bright lance options now available);
Few other minor changes…

Thank you for reading.

Tabletop Round-up: Dark Crusade version 1.35

Tabletop Round-up: Dark Crusade version 1.35

7 years ago Full Version 4 comments

A modification that aims to make Dawn of War: Dark Crusade more like tabletop, containing a vast selection of new units & features.

TTRU Modification V1.2 for WA

8 years ago Other 10 comments

At last! The release of 1.2 of the Tabletop Round-up mod is here. It's a BIG download = 120MB of extended hell! Firstly, this mod is NOT for Dark...

Post comment Comments  (70 - 80 of 181)
Tyranick Jan 13 2007 says:

This looks awesome!, im going to try it out now! :D

+1 vote     reply to comment
Ultramarine_40000 Jan 9 2007 says:

haha, nice man. I cant wait for it Zany


+1 vote     reply to comment
Zany_Reaper Creator
Zany_Reaper Jan 9 2007 says:

I've even got a new Orky Voice actor for the Kustim Stompa too!

+2 votes   reply to comment
Ultramarine_40000 Jan 9 2007 says:

hehe sweet stompa! cool, i was just wondering.


+1 vote     reply to comment
Zany_Reaper Creator
Zany_Reaper Jan 6 2007 says:

Sorry I haven't replied for a while. Forgot about this place.

Anyways - I have some new screenshots to post here of the Stompa ingame now. Gemme some minutes to upload them.

I usually work from the Hurricane.SCAR script, which was a great map.
I got some help from incarnate with the Warhound's map however.

I soooo want the Orks on the BF to be smaller. I might do that some time later on, just maybe...

+2 votes   reply to comment
Zany_Reaper Creator
Zany_Reaper Jan 20 2007 says:

It's now team-colourable! I'll post some screenshots once I get some decent ones of it.

+2 votes   reply to comment
Ultramarine_40000 Jan 3 2007 says:

damnit, sorry for triple post, but i saw the stompa.... MUHUHAHAHAHA! die humies... it looks very perty ;)


+1 vote     reply to comment
Ultramarine_40000 Jan 3 2007 says:

oh, ya. I found a problem when i first played as orks. I dont know if this is a little late, but when you increased the size of the battlefortress, the orks inside it got bigger too... so know there is giant orks in the back of it, and it looks... well... odd ;) btw... i love the death animation for the squig... especially the poor bastard who falls on the squigs pointed tail. :D


+1 vote     reply to comment
Ultramarine_40000 Jan 3 2007 says:

ya, thats the only thing im worried about with the Witch Hunters mod. If my comp can ran them without lag ill be in heaven... same as with a nice STOMPA! HAHA! ya, you said to be truthful, and i was :) but hey... your mod still rocks TITAN ***! :D


btw. zany... do you do the scar coding on your maps or do you have someone else do it?

+1 vote     reply to comment
Zany_Reaper Creator
Zany_Reaper Jan 2 2007 says:

Well yeah, the Witchhunter's mod is extremely high-quality, but the models could also take up an enormous amount of processing power, which isn't so good.

But you were honest. I saw what you said about the Nids mod somwhere else.

I've updated the Relic Forums Thread with Kustim Stompa Pictures - IT IS INGAME!

+2 votes   reply to comment
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Released 2007
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