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.
Here's 'Fatality' Compilation Mod.
--Intro & Mod information--
I'm not a modding Pro, so please
don't tell me things like "This mod is bulls**t!" or "I hate you, your mother, your country,
your entire family, & your dog... because of this mod."
If there's a problem, then please give me useful & persuasive constructive critisism (I get
easily upset) for me to learn from & use.
NOTE - The content of the Space Marines Armoury mod has been added to this 'compilation.' & tweaked a bit.
I Was given permission by Compiler to use his files from version 2.1 of his latest mod.
Please don't think anything quite suspicious of this, as I Have been given permission to do this.
The teaked files are not the main part of this mod, so this mod has been "partially created with these
files." They've been tweaked to suit the original purpose of the mod.
Some of the content from the Closer-to-codex mod has also been added. Adrian Smith (one of my
'messangers') told me that we'd been given permission to use these files. Same applies as from
above. If there's anything wrong, please inform me. Thanks to these kind people is at the bottom
of this Readme.
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
things.
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:
To implement the Space Marines Bike. I made the attack bike bits, as with the Kannon (below), &
I'm working with Mudflap (creator of the Nurglings! Mod) to get it textured, animated & most
importantly - into the game;
To implement an Ork big gunz battery Kannon & Lobba (I've already made the Kannon. I just
need someone to convert it into .max format for me, then add grotz & animate it);
Add unique voices to the Vindicator, & other new vehicles, if possible (I know who could help);
Trade with Mudflap, the maker of the Nurglings mod (maybe if I do some modelling for him/her
then I'll be allowed to implement the Nurglings, maybe make new parts for them too!);
--Later Mod Goals to consider completing--
Add more Forgeworld-model Super units, like a Warhound Titan;
Other tanks & stuff not implemented by THQ & Relic.
--Changes--
1.3b:
Added & tweaked the Terminators, Khorne Terminators & Chaos Havocs (many thanks to Medes & anyone
else who helped out in the Closer to Codex mod);
Experimental - added voices to the khorne terminators, vindicator & typhoon;
Pulse laser added to the Falcon grav tank -
The Star cannon is now the 'base weapon' for the Grav tank, & can be upgraded to the pulse laser
(Bright lance with a rate of fire of a shot per 0.8 seconds, & does less damage overall,
in particular to heavy armoured vehilces & buildings, though they still shred them in a matter
of seconds). No FX implemented yet (unless someone wants to help out), sorry;
Prism Cannon & Sniper rifle ranges (all types) increased;
Battle cannons, missle batteries & Earthshaker cannons have their weapon ranges increased
dramatically;
Sniper rifles (all types) have a more variable damage value;
Vehicle HP & armour types changed to match those in the Tabletop game (Since when the hell did
Killa kans have tough armour? Changed Killa Kan's armour type to vehicle_low);
Lascannons have a slower rate of fire, but are more powerful;
To prevent being quickly destroyed by the indirect fire of Defilers, the Battlecannon is
now a non-indirect firing weapon. The indirect fire capability is now an upgrade which
requires the Chaos Daemon pit to obtain.
The Wraithlord's undergone a few changes - experimental. Due to the sheer power of them, the
Wraithlord stone add-on for the support portal requires 'Mobilise for war' research to be researched;
FX for Eldar shuriken weaponry modified, & they now have very small blast radiu's to show the spread
of the weapons;
A few more minor changes that haven't been listed...
1.3a:
Space Marines Armoury mod units added & tweaked (many thanks to Compiler, Goldo, Thudmeizer
& anyone else involved in the mod);
To prevent prevent a premature death thanks to Chaos Predator rushes, Predators now require the
Unholy Monastery HQ upgrade to be built;
Imperial guard regimental command HQ upgrade now really does have an increased sight radius
instead of having it decreased!
Ork Armoured Nob squad size changed to 5 - 10.
Ork Armoured Nobz requre the power klaw research to be produced, to prevent easy Orky victories.
The Vindicator is, well, something to be feared, really;
Melta bombs & Tankbusta bombs should now have half a chance of slowing movement and/or disabling
combat for a few seconds (untested);
Haywire bombs should do the same, only that it has a 100% chance of causing these effects;
A few more minor changes that haven't been listed...
1.2:
Grenade launchers have frag profile;
Set-up time for Battlecannons removed;
A few more minor changes that haven't been listed...
1.2b (public release):
Imperial guard Full scale war research has been cheapened & time-cut much due to being over-run by
other armies too quickly;
Guard now start with a Kasrkin squad in multiplayer games for balancing issues;
Missle launcher turret add-on no longer mkes most of the map visible, The upgrades of the HQ
building do that instead;
Skimmers even faster!;
Bloodthirster is now actually cheapened (research, it seems);
Bloodthirster has a horrifyingly high regeneration rate of 56HP a second when fighting in combat;
Whirlwinds have a max. 3 cap too;
Land Raider's cap is back to one;
Artillery weapons have been strengthened yet again;
Hellfire dreadnought's missile launcher has now got a frag profile (anti-infantry, as described in
Dawn of war);
Morale damages of shooting weapons have been matched with the improved damage values, melee comes later;
Researches that lead to super units have had their research times halved (gain access quicker);
As a compromise to the long production times of slugga boyz (10 per squad minimum), Orks in multiplayer
now start with a shoota boy squad to give them that little edge;
Most special abilities (including grenades & teleporting) have had their recharge times reduced
dramatically to be more useful (Warp spiders are now a real fear!);
A few more minor changes that haven't been listed...
1.2a:
Ork Close combat Boyz & nobs even cheaper;
Most Ork buildings are cheaper to build;
Weaker close combat weapons have been strengthened, especially Orks;
A few more minor changes that haven't been listed...
1.1:
most Close Combat infantry (soldiers) have been cheapened (especially Ork stuff) for balancing;
Imperial guard & Kasrkin squads are cheaper to produce (still 2 squad cap though);
Ork Vehicles (apart from Looted tanks) have been cheapened & take up less support cap;
Baneblade & most other tanks are more expensive to produce;
A few more minor changes that haven't been listed...
Bloodthirster, Avatar & Squiggoth are much cheaper & quicker to produce, also have HP improvements;
Most shooty vehicles are more expensive & take up more Support cap to avoid 'vehicle massacre forces';
Bloodthirster has a triples jump distance & is faster when doing so;
Avatar is slightly faster;
Wraithlords are very tough, like in the tabletop;
Defilers, Fire Prisms & Leman russes (all sorts) have max 3 caps;
" weapons have had increased power values as a result to being capped;
Land Raider's max cap is 2 instead of 1;
Baneblade takes much longer to build;
A few more minor changes that haven't been listed...
1.1b:
Sight values modified to suit weapon rages, for most units that need the sight improvements;
Rate of fire (damage adjusted to keep in sync.) of: Shootas; Big Shootas; Flamers (damage not adjusted
as they've been underpowered); Shuriken weapons & The mighty Inferno cannon!
Scare away your opponent's troops with these weapons!
Winter Assault Campaign is enabled for use (2 errors however, In Order campaign, the Bloodthirster
that appears at the end of mission 2 dies early due to gunfire. Skip this scene.
Start of mission 2, Disorder - Warboss can be killed early & mess up the game, so keep the troops
away from the Orks & let the Boss blab on about his shield).
1.1a:
Basilisk's AP has been 'sorted out;'
Wraithlord has heavy_med infantry armour (again, to be more like the tabletop rules);
Squiggoth's armour has been changed again to High infantry armour;
Skimmers & wheeled vehicles have more & quicker jumps (skimmers), & are generally
faster;
Falcon & Fire prism have compromised & similar HP values to each other;
A few more minor changes that haven't been listed...
1.0b:
Armour penetration values have been 'de-stupified' for certain weapons (in particular - Space Marine
bolter types);
Bloodthirster HP increased;
Avatar HP decreased;
The Bloodthirster is slightly more powerful in close combat;
All Eldar warlocks have less HP but now own Commander armour;
Ork 'semi-leaders' (Nobs) have less HP, weaker armour but are now cheaper to produce);
Many anti-infantry weapons are now no longer 'all-purpose' weapons, as they've been weakened
against vehicles & buildings considerably;
Anti-armour & building weapons are now much more effective, so missile launchers can't be
easily replaced with assault cannons now!
Weapon ranges are now less unique & are more similar to those from the table-top rules, some
weapons that're supposed to be long ranged (e.g. - Sniper rifles, Battle cannons, etc.) have
had their ranges improved;
Original Battlecannon stats from Dawn of War are back (big blast radius!);
Rhinos (both armies) have more HP;
Squiggoth has slightly less HP & has medium monster armour (read the Gargantuan Squiggoth rules
in Imperial Armour update if you think this change doesn't fit the game);
Land Raider now has 6000HP instead of a horrific 10000HP;
Wraithlord now has 3950HP;
Whirlwind has much less than 5000HP, to 'fit it' to having a Rhino chassis!
A few more minor changes that haven't been listed...
--Installation--
Simply enough, extract (using WinRar or whatever expreacts .RAR files) ZR_FatalityCompxxx (x being version
information) to your Dawn of War 'root' directory (e.g. - C:Program FilesTHQDawn of War). Do the
same with the .module file & then select it in the 'mod switcher' (or whatever) & play away.
--'Precautions'--
I don't intend to damage or harm any computer out there with this mod. It may seem strange, but I
just want to include this here in case there is anyone who's extra cautious. Software (as far
as I know, apart from overclocking apparatus) very rarely harms your computer, & never have I
heard of a mod doing serious damage. I assure you that this mod contains no viruses, spyware or
(what I'd consider as) any horrifying trash. So, there you are. Phew!
I also don't want anyone to copy any files from this mod without permission. If you wih to use any
files from this mod, then please e-mail me at: edmund DOT duesbury AT lycos DOT co DOT uk.
--Thanks & Ending--
This mod was inspired by DJ_Oggy's 'Total Masacree' mod, which I enjoyed much, even though it's very old
& is discontinued. It was a bit unsavoury, having wildly increased pop caps & such, but still, it was a
a great yet quite a simple mod.
I'd like to give thanks to the following:
Medes, & anyone else involved in the making of the Closer-to-codex mod, for 'allowing me' to
use some of their files;
Adrian Smith, for asking the Closer-to-codex guys for usage of their files (above);
Compiler, & anyone else involved with the making of the Space Marines Armoury mod 2.1, for
allowing me to use their files;
Qwertypp7 (Chris Leigh) for making some of the speech files;
The folks at THQ & Relic, for making this gret game in the 1st place & releasing the mod tools to
make this mod (& the others out there) possible;
www.pegi.info,, for rating the game (is this necessary?)
Gamespy, (although I don't use it) for multiplayer things;
DivX, for the video formats for the videos in Dawn of war & Winter Assault;
DJ_Oggy, for the 'Total_Masacree' mod (sorry DJ, it's correctly spelt 'Total Massacre')
Everyone who made (however simple it was) a mod for this game;
& all of you who enjoys this!
Zany Reaper