Based on Warhammer 40,000 this expansion adds all-new units and strategies to the exciting gameplay offered by Dawn of War. The Imperial Guard brings new weaponry, including heavy armor, new troop units as well as defensive and ranged tactics overwhelming numbers. Coupled with new abilities, this fighting force is as lethal as they come.
Chem Dog Mod 1.0.
Chem Dog Mod Version 1.0 Dawn of War Winter Assault
By: erholmes
At: erholmes at cableone dot net
Legal:This mod is based on THQ and Game workshops works of Dawn of War Winter Assault
and Warhammer 40k. You may use this mod any anyway you see fit as long as I get credit
when due. You can not place this mod on a site that requires payment
Install: Place chemdog folder and chemdog.module in dawn of war directory
Game Notes: NO NEW MODELS SORRY, I am a coder only, and I can not use other work from other mods.
Do not play sm in this mod I modified some research for IG use.
This game is not balanced Chem Dogs are far weaker than normal IG
History:(may not be exactly to game content): During the last Armageddon War many units
of the Savlar Penal Regiments fought and were massacured by the orks. One of the surviving
regiments was the 7th Chem Dogs also known as the Tunnel rats for their actions in the lowest
levels of various hive cities. Captain Xavier Ecilpse, son of Lord Eclipse one of the richest
Merchants on Savlar commands the regiment. Xavier refuses to accept a Colonels rank, he fights
for the Emperor, and believes that high rank confines a officer to more of a paper pusher than
warrior. As with all Savlar Penal units, the soldiers fight for the right of war booty and
to escape the toxic environment of Savlar. By the end of the Armageddon war, the 7th Chem Dogs
Chimeras were full of war booty that individual soldiers could not carry. What makes the unit
unique is the 1 kilometer long modified ore carrier FireStorm, Lord Eciplse did not want his
son to fight but, if he could not stop him, he would aid him the best way he could. Collecting
the many disgarded drop pods that littered the Armageddon battlefield, the Firestorm was modified
as a Drop Pod carrier and troop transport. The 7th Chem Dogs is the only Penal Regiment with
its own transport and has deep strike capabilites. Hearing of the success of Armageddon Ork Hunters,
Captain Eciplse created Reaper squads, formed around the survivors of the Savlar Prison Gladiatoral
Arenas that men like his father would attend and bet on. The 7th now had close combat specialist
available for campaigns against the Orks, which the Imperium had designated them as Ork Specialist after
their success on Armageddon.
Game Mods for version 1.0
--------------------------
Caps Increased
Squad to 40
support to 30
Kasrkin renamed Savlar Chem Dogs (Chem Dogs wear bulky resperators, the full helmet of the Kasrkin is close enough)
moved them to tier 1
Lowered cap cost too 2
Removed Grenade Launcher as upgrade (The close quarters of tunnels and underground levels would make them dangerous
to the user and the rest of the squad.
Lowered damage to hellgun and plasma gun
Exchanged Sergeant for Commissar (They are Criminals after all)
Added Nitro-Chem Inhaler ability (Rally)
Guardsman renamed Savlar Tunnel Rats(not to game specs)
Lowered cap cost too 1
Removed all weapon upgrades
Added Nitro-Chem Inhalers(Rally)
Added Inflitrate
Added Sabotage/Demo Charge
Sergeant replaced by Commissar(They are criminals after all)
Can not capture or have other leaders attached
Created Reaper Gladiator Trainer(not to game specs) Savlar version of Armageddon Ork Hunters armed with Swords
squad Cost 2
Can add 8 Gladiators (Guardsmen Sergeants)
Added Nitro-Chem Inhalers (Rally)
Added Nitro-Combat Spray (Furious Rage) Increases damage done by close combat weapons for a short time
Lowered damage and range of laspistols
Can only Capture with Trainer in squad
Add a priest to make them real nasty
Command Squad renamed Captain Xavier Eclipse
added Kasrkin Sergeants as Merchant House Bodyguards sent by Lord Eclipse to protect his son
squad size up by 4 with research complete
Headquarters
removed Commissar cap(unlimited)
Infantry Command
squad cap increased to 10
Increased garrison to 6 only the first 3 fire
Hit points increased
Added Deep strike ability (troops and Sentinels may be deep striked) Note: if garrisoned the only way to get them out
is to deep strike them. Also first units garrisoned with be deep striked. Works best if a Infantry Command is built
at back of base for use of deep striking
Tactica
Removed both morale boosts (Criminals are not moved by speechs)
Removed Sat. Weapon increase (Penal units would not have access to this type of technology)
Weapon Specialization renamed Weapon Tinkering (Criminals modify thier weapons for personal use)
Kasrkin Armor renamed Improvised Armor (Chem Dogs add additional armor for better protection)
Removed Kasrkin Bionics(Criminals would not get Bionics)
Added Commissar Powerfist Upgrade (Includes model but does not increase damage)
Added Plasma Pistol Upgrade(Reaper Gladiators and Merchant House Bodyguards get Plasma Pistols with models)
Added Reaper Powersword Upgrade(Reapers and Bodyguards get Powerswords, with models)
Added Command squad upgrade level 1 and 2 (same as space marine research)
Mechanized Command
Support Cap raised from 6 to 10
Sentinel
hit points lowered to 1000
starts with autocannon
can upgrade Heavy Flamer and Multi-Laser (Pink in UI Sorry, also both deadly to infantry)
Support Cap 1
Chimera
added smoke launchers
Hellhound
added smoke launchers
Leman Russ
added smoke launchers
Baneblade
removed relic requirement
increased accuracy of heavy bolters
Captain Xavier Eclipse
Hit points increased
Scrafing run damage increased
Command Squad Priest
Armed with eviscerator instead of chainsword
Pysker
Lightning arc damage increased
recharge rate decreased
Soul strip damage increased
recharge rate decreased
Listening Posts and add ons
hit points increased
armor increased
weapon range increased
turrets
Cost decreased
sight increased
heavy bolter range increased
missile reload time decreased
mines
Cost decreased
will explode 30 times
regenerate
cost lowered
hit points increased
built time decreased