-------------------------------------------------------------- -- ALL YOU NEED TO KNOW ABOUT DAWN OF WAR: DARK CRUSADE 1.2 -- -------------------------------------------------------------- STILL WORK IN PROCESS AND MOSTLY NOT YET UPDATED TO MATCH 1.2 VALUES ------------------------------------------------------------------------------------------------------------------------------ Most stuff should be here now. If you spot something that's still missing or if you spot any mistakes, drop me a private message on one of the forums (www.dowsanctuary.com or forums.relicnews.com). DC 1.11 values can be found at http://koti.mbnet.fi/juhama84/DC1.11all.txt WA 1.41 values can be found at http://koti.mbnet.fi/juhama84/WA1.41All.txt WA 1.51 values can be found at http://koti.mbnet.fi/juhama84/WA1.51All.txt ------------------------------------------------------------------------------------------------------------------------------ ARMOR TYPES: building high chaos hq, eldar hq, eldar hq sp msoe05, guard hq, monolith, ork hq, space marine hq, tau hq, tau shrine of kauyon, tau shrine of montka, tau shrine of purpose, building low chaos listening post, chaos mine field, chaos plasma generator, chaos turret bolter, chaos turret missile launcher sp, eldar listening post, eldar mine field, eldar support platform cannon sp, eldar support platform scatterlaser, eldar warp generator, guard listening post, guard mars pattern, guard mines, guard plasma generator, guard tactica, guard thermo plasma, guard turret heavy bolter, guard turret missile launcher sp, necron listening post, necron plasma generator, necron turret, necron turret missile sp, ork generator, ork gork totem, ork mine field, ork waagh banner, ork waagh banner missile sp, ork waagh banner turret sp, space marine generator, space marine listening post, space marine mine field, space marine sp thunderhawk, space marine turret bolter, space marine turret missile sp, tau listening post, tau missile turret sp, tau plasma generator, tau turret sp, building med chaos armoury, chaos greater sacrificial circle, chaos machine pit, chaos sacrificial circle, chaos single player only sacrificial circle, chaos temple, chaos thermo plasma generator, eldar advanced warp generator, eldar aspect portal, eldar soul shrine, eldar support portal, eldar webway gate, guard infantry, guard mechanized, necron energy core, necron forbidden archive, necron greater summoning core, necron summoning core, necron thermoplasma generator, necron tunnel, ork bigger generator, ork boy hut, ork mek shop, ork pile o guns, space marine ability building, space marine armoury, space marine barracks, space marine drop pod building, space marine interface relay, space marine orbital relay, space marine orbital relay stronghold sp, space marine single player only drop pod building, space marine thermo generator, space marine vehicle building, tau barracks, tau kroot nest, tau research building, tau thermoplasma generator, tau vehicle building, commander: chaos lord, chaos sorcerer, eldar farseer, eldar harlequins, eldar warlock seer, assassin, guard leaders captain, guard leaders commissar, commissar command squad, priest, priest command squad, leaders psyker, psyker command squad, guard support enginseer, necron lord, necron lord destroyer necron night bringer, ork armored nob, ork bad dok, ork mek boy, ork warboss, chaplain, force commander, librarian, tau commander clone, tau ethereal clone, tau kroot shaper clone, tau commander, tau ethereal, tau kroot shaper inf heavy high: chaos obliterator, chaos possessed marine, eldar fire dragon, eldar fire dragon exarch, eldar grav platform, eldar grav platform brightlance, necron pariah, sergeant, sergeant assault marine, terminator, terminator assault, tau broadside battlesuits clone, tau kroot hound clone, tau vespid auxiliary clone, tau broadside battlesuits, tau crisis suit, tau kroot hound, tau shasui fire warrior inf heavy med: chaos aspiring champion, chaos aspiring champion cultist, chaos khorne berserker, chaos marine bolter, chaos raptor, chaos raptor aspiring champion, eldar warp spider, eldar warp spider exarch, guardsmen sergeant, kasrkin, kasrkin sergeant, necron basic warrior, necron flayed one, necron immortal, necron wraith, ork flash gitz, ork nob, ork nob leader, ork stormboy, ork stormboy nob leader, ork tankbusta, apothecary, assault marine, grey knights, space marine tactical bolter, tau crisis suit clone, tau fire warrior clone, tau fire warrior, tau vespid auxiliary, tau vespid strain leader infantry high: eldar banshee exarch, eldar banshees, eldar dark reaper exarch, eldar dark reapers, eldar rangers, ork shoota boy, ork slugga boy, tau kroot carnivore clone, tau kroot carnivore infantry low: chaos slave, eldar bonesinger, necron builder scarab,ork grot, servitor, skull probe, tau builder clone, tau builder, infantry med: chaos cultist, eldar guardian, eldar warlock, guard heavy weapons team, guard infantry guardsmen, scout marine, tau pathfinder clone, tau stealth suit clone, tau pathfinder, tau shasvre stealth suit, tau stealth suit monster high: chaos bloodthirster, chaos daemon prince, eldar avatar, ork squiggoth, tau greater knarloc clone, tau greater knarloc monster med: chaos horror, ogryn, ogryn sergeant, tau krootox clone, tau krootox vehicle high: guard vehicles baneblade, necron restored monolith, ork killa kan, land raider, tau hammerhead gunship clone, tau hammerhead gunship vehicle med: chaos defiler, chaos predator, chaos rhino, eldar falcon grav tank, eldar fire prism, eldar vypers, eldar wraithlord, basilisk, chimera, hellhound, lemanruss, necron destroyer, necron heavy destroyer, necron tomb spyder, ork looted tank, ork trukk, ork wartrak, dreadnought, dreadnought hellfire variant, predator, rhino, whirlwind, tau drone harbinger clone, tau skyray clone, tau drone harbinger, tau skyray vehicle low guard vehicles sentinel, necron scarabs, land speeder, tau devilfish troop carrier clone, tau drone squad clone, tau devilfish troop carrier, tau drone squad, tau harbinger drones ------------------------------------------------------------------------------------------------------------------------------- INFANTRY CHAOS HERETIC: 60/0/0. 8 sec. 280 hp. Forced labour speeds up build and repair speed at cost of health. Max of 5 heretics. CULTIST: 80/0/2. 12,5 sec for a squad of 4. 155/255 hp. 300 morale. Can get plasma for 20/5 and grenade launchers for 20/10. Reinforces for 20/0 in 4 sec, 12 in combat. -ASPIRING CHAMPION: 75/0. 15 sec. 650/1500 hp. Adds 50 morale. Requires armory. Can activate Berserker Fury (?), during which the squad does +40% damage, receives 50% less morale damage and takes 20% more damage, 10 sec duration and 120 sec recharge. CHAOS SPACE MARINE: 190/0/2. 26,4 sec for a squad of 4. 375/475 hp. 300 morale. Up to 2 Heavy Bolters for 40/10 with armory. Reinforce for 50/0 in 9 sec. -ASPIRING CHAMPION: 65/0. 20 sec. 650/1500 hp. 350 morale. Requires armory. Can activate Berserker Fury (?), during which the squad does +40% damage, receives 50% less morale damage and takes 20% more damage, 10 sec duration and 120 sec recharge. RAPTOR: 240/0/2. 42 sec for a squad of 4. 405/505 hp. Reinforces for 60/0 in 12 sec. Jump costs 2/3 of the jump bar (default is 0,5 jump bar per jump of 1). -ASPIRING CHAMPION: 65/0. 20 sec. 650/1500 hp. Requires armory. Can activate Berserker Fury (?), during which the squad does +40% damage, receives 50% less morale damage and takes 20% more damage, 10 sec duration and 120 sec recharge. KHORNE BERZERKER: 200/20/3. 32 sec for a squad of 4. 610 hp. Immune to morale. Tier 2. Reinforces for 55/5 in 9 sec. Mark of Khorne ability terrifies any nearby units, making them flee uncontrollably. HORROR: 250/50/2. 35 sec for a squad of 5. 600 hp. 500 morale. Tier 2 from Sacrificial Pit. Breaking means taking more damage without loss in dps. POSSESSED SPACE MARINE: 220/100/3. 36 sec for a squad of 4. 950 hp. Immune to morale. Once upgraded with demonic flames, high ranged morale damage. Tier 3, built from Sacrificial Pit. Reinforces for 55/25 in 10 sec. OBLITERATOR: 240/75/3. 30 sec for a squad of 3. 1100 hp. Tier 3 + Relic. Summoned from the Daemont Pit. Reinforce for 80/25 in 11 sec. COMMANDERS CHAOS CHAOS LORD: 220/50. 59 seconds. 1630/2030/2430 hp. Can get Symbol of Chaos ( +10% damage to all nearby infantry, 15 radius), Daemon strength (+50% melee damage and takes 20% more damage himself). Chaos Lord also increases the morale regeneration rate in the squad he's in by 12 (the same value for the warboss is 3, Force commander has 2). Can cast Tainter Auspex that detects infiltrated units in a radius of 17. CHAOS SORCERER: 150/75. 40 sec. 1000/1300/1600 hp. Builds from the HQ. Tier 2. Doombolt deals physical and moral damage to a squad, 120 second recharge. Can be upgraded with Chains of torment (deals ~90 damage to a unit and holds it in place for 10 seconds. 80 sec recharge) and Corruption (deals some damage to everything in the target area for 15 seconds). DAEMON PRINCE: 250/250. 60 sec. 5000 hp. Daemonic Roar breaks the morale of nearby units. Daemon strength (+50% melee damage and takes 20% more damage himself). BLOODTHIRSTER: 400/400/5. 214 sec. 14,000 hp. Tier 4. When researched, sacrifice an aspiring champion or Chaos commander to summon the Bloodthirster. VEHICLES CHAOS RHINO: 95/70/0. 18 sec. 2000 hp. Can be upgraded with Smoke Launchers ability that reduces all ranged damage (morale and normal) by 50% in 15 radius. Range 30, reload 90 seconds. 3 slots for units. Limit of 3. DEFILER: 150/260/3. 30 sec. 3300/3800 hp. PREDATOR: 150/300/4. 30 sec. 4000/5000 hp. Can be upgraded with Lascannons in T4. Left and right sponsons for 10/5, 7.5 sec. Autocannon to twin lascannon for 15/10, 15 sec. BUILDINGS CHAOS HQ: 450/0. 7500 hp. 185 secs. Each extra HQ costs 250/150 more. *Tier 2: 300/105. 80 sec. *Tier 3: 300/300. 90 sec. LISTENING POST: 90/0. 2812 hp. 27.5 sec. 50 req gift when completed. LP2: 100/75. 2812 hp. LP3: 265/155. 4012hp. GENERATOR: 135/0. 30 sec. 1900 hp. Gives 50 power. THERMO PLASMA: 250/0. 65 sec. 2500 hp. Gives 100 power. CHAOS TEMPLE: 300/0. 57 sec. 2200 hp. ARMORY: 200/75. 45 sec. 3100 hp. SACRIFICIAL Pit: 100/50. 35 sec. 3000 hp. MACHINE PIT: 200/125. 45 sec. 5000 hp. DAEMON PIT: 100/100. 25 sec. 3000 hp. HB TURRET: 90/45. 40 sec. 1125 hp. *MISSILE UPGRADE: 50/0. 30 sec. UPGRADES CHAOS ARMORY *PLASMA PISTOL: 50/30. 30 sec. Equips Chaos Lord and Sorceror and CSM and Raptor Aspiring Champions with plasma pistols. *POWERSWORD: 40/20. 30 sec. Equips CSM and Raptor Aspiring Champions with powerswords. *POWERFIST: 50/30. 30 sec. Tier 2. Equips CSM and Raptor Aspiring Champions with powerfists. *HEAVY WEAPONS: 75/100. 45 sec. Allows CSM, Raptors and cultists to equip 2 more heavy weapons per squad. +100% damage for HBs. *PURGE THE WEAK: 100/75. 45 sec. Tier 2. Gives ACs an ability that adds 100 hp to other squad members. Increases Raptor and AC champions hp to 1500. *FURIOUS CHARGE: 50/60. 25 sec. Buffs cultist and CSM melee damage by +25% and increases speed by 20%. *CULTIST INFILTRATION: 100/75. 45 sec. Infiltrates Cultist squads. Requires T2. *MARINE INFILTRATION: 150/100. 60 sec. Infiltrates Chaos Space Marine squads. Requires T3. SACRIFICIAL PIT *DAEMONIC FIRE: 150/50. 40 sec. Tier 3. Gives PSM their flamers. *COMMANDER UPGRADE 1: 100/25. 45 sec. Tier 2. Adds 400 hp to Lord, 300 hp to Sorceror. Buffs CC damage by 15%, health regeneration +0,5 hp/sec. Decreases ability recharge by 10%. *COMMANDER UPGRADE 2: 125/50. 60 sec. Tier 3. Adds 400 hp to Lord, 300 hp to Sorceror. Buffs CC damage by 20%, health regeneration +0,5 hp/sec. Decreases ability recharge by 10%. *CHAINS OF TORMENT: 50/40. 45 sec. Tier 2. Gives Chaos Sorceror the Chains of Torment ability which deals damage and traps one unit for 10 sec. *CORRUPTION: 50/40. 45 sec. Tier 2. Gives Chaos Sorceror the Corruption ability which infects an area for 15 seconds and deals damage to all units in a radius of 12. *CHAOS SYMBOL: 60/20. 70 sec. Tier 2. Gives the Chaos Lord the Chaos Symbol ability that increases the damage of nearby infantry by 10%. *DAEMONIC STRENGTH: 100/25. 80 sec. Tier 3. Gives the Chaos Lord the Daemonic Streangth ability (+50% melee damage). MACHINE PIT *SMOKE LAUNCHERS: 75/25. 20 sec. Equips Rhinos with Smoke Launchers ability that reduces all ranged damage (morale and normal) by 50% in 20 radius. Range 30, reload 90 seconds. *CHAOS ENERGIES: 400/400. 100 sec. Adds 1000 hp to Predators and 500 hp to Defilers and allows the Predator to upgrade weapons to lascannons. Allows the Bloodthirster to be summoned. =Tier 4 GREATER DAEMON PIT *PERSONAL TELEPORTERS: 125/75. 60 sec. Equips Obliterators with personal teleporters. *DAEMON PRINCE: 250/250. 60 sec. Allows the Chaos Lord to transform into a Daemon Prince. *BLOODTHIRSTER: 400/400. 90 sec. Allows the summoning of a Bloodthirster by sacrificing the Chaos Lord, Chaos Sorceror or an Aspiring Champion. LISTENING POST *GLOBAL REQ UPGRADE 1: 250/75. 60 sec. Tier 2. Increases your total requisition income by 15%. *GLOBAL REQ UPGRADE 2: 350/75. 95 sec. Tier 3. Increases your total requisition income by 20%. GENERATOR *GLOB POWER UPGRADE 1: 200/40. 60 sec. Tier 2. Increases power income by 33%. *GLOB POWER UPGRADE 2: 350/0. 95 sec. Tier 3. Increases power income by 20%. ---------------------------------------------------------------------------------------------------------------------------- SS=Soul Shrine SP=Support Portal AtE= Annihilate the Enemy INFANTRY ELDAR: BONESINGER: 45/0. 6 sec. 215 hp. GUARDIAN: 130/0. 17 sec. 210/262/328 hp. Reinforces for 30 in 6,6 sec. 300 morale (400 with a Warlock). -WARLOCK: 55/15. 30 sec. 250/312/390 hp. Increases the damage of the squad by 20%. RANGER: 200/25. 32 sec for squad of 5 (max 8). Reinforces for 40/5 in 10 sec. 280/322/370 hp. 300 morale. BANSHEE: 200/0. 28 sec. 350/402/483 hp. 400 morale. Call of War doubles morale (800) and increases hitpoints (581/667/800). Reinforces for 50 in 10 sec. -SHEE EXARCH: 80/25. 15 sec. 395/513/616 hp. Call of War doubles hp to 790/1026/1335. Increases the damage of the squad by 15%. DARK REAPER: 210/0. 24 sec. 450/517/595 hp. 300 morale. Reinforces for 70 in 9 sec. -DR EXARCH: 80/30. 15 sec. 645/806/1007 hp. Increases the damage of the squad by 15%. FIRE DRAGON (SS): 165/30. 21 sec. 500/625/781 Reinforces for 55/10 in 11 sec. -FD EXARCH: 70/25. 15 sec. 675/843/1054 hp. 800 morale. Increases the damage of the squad by 15%. WARP SPIDER (SP): 240/60. 32 sec. 615/707/884 hp. Reinforces for 60/15 in 12 sec. 600 morale (868 after Haywires?) -WS EXARCH: 100/25. 15 sec. 865/1081/1351 hp. Increases the damage of the squad by 15%. SHURIKEN plat: 140/60/1. 800 hp. Slows down the hit model. BL plat: 140/105/1. 1100 hp. Increases the damage the hit model receives by 75%. COMMANDER ELDAR: FARSEER: 240/80. 57 sec. 1310/1710/2010 hp. Guide adds to the accuracy of one squad 35% one squad. Recharge 150 seconds, duration 25 seconds. Mind War deals ~375 damage to one model. 110 second recharge. Psychic storm deals ~123 damage to infantry_med and ~150 damage to other infantry (including commanders) in a radius of 10 around the target. 155 second recharge. HARLEQUIN: 125/125. 30 sec. 625/775/925 hp. SEER COUNCIL (SS): 240/150. 600 hp. Commander armor. 1200 morale (!). AVATAR (AtE): 400/400/5. 180 sec. 15000 hp. Increases Eldar infantry cap to 24 and vehicle cap to 30 (provided you have enough webways). Makes all Eldar units within a radius of 30 immune to morale. Doubles the production speed of Aspect portal and Webway Assembly. VEHICLES ELDAR VYPER: 115/95/2. 14 sec. 1200/1410 hp. FALCON: 150/150/3. 20 sec. 1860/2186 hp. 30/20 for the starcannon upgrade. WRAITHLORD: 100/250/3. 20 sec. 2950/3950 hp. FIRE PRISM (AtE): 150/315/5. 30 sec. 5285/6210 hp. BUILDINGS ELDAR HQ: 360/0. 4800 hp. 120 secs. Each extra HQ costs 250/150 more. LISTENING SHRINE: 80/0. 24 sec. 2250 hp. Gives 50 req when completed. *LP2: 100/75. 35 sec. 2250 hp. *LP3: 250/155. 60 sec. 3450 hp. GENERATOR: 165/0. 30 sec. 1200 hp. Gives 50 power. THERMO PLASMA: 250/0. 60 sec. 1600 hp. Gives 100 power. ASPECT PORTAL: 100/0. 36 sec. 2000 hp. *BANSHEE STONE: 50/0. 11 sec. *DARK REAPER STONE: 50/0. 10 sec. *FIRE DRAGON STONE: 50/0. 10 sec. *WARP SPIDER STONE: 120/30. 45 sec. SOUL SHRINE: 250/200. 100 sec. 4000 hp. SUPPORT PORTAL: 200/140. 60 sec. 3200 hp. *VYPER STONE: 75/0. 11 sec. *WRAITLORD STONE: 50/0. 15 sec. *PRISM STONE: 100/50. 30 sec. Requires Annihilate the Enemy research. SUPPORT PLATFORM: 80/40. 27 sec. 790 hp. *D-CANNON: 50/0. 30 sec. Upgrades support platform to Anti-vehicle and building damage weapon with area of effect damage. WEBWAY GATE: 100/0. 22 sec. 1000 hp. Emits a control aura of radius 20 and adds 3 to both squad and vehicle cap. UPGRADES ELDAR: WEBWAY ASSEMBLY (HQ) *PLASMA GRENADES: 25/75. 42 sec. Equips Guardians with plasma grenades that do ~90 damage and some knockback to the targeted units in a radius of 4. *WRAITHTOMB: 50/25. 75 sec. Gives Bonesingers the Wraithtomb ability which prevents a targeted building from shooting and producing anything for 30 sec. *FLEET OF FOOT: 50/50. 60 sec. Gives all Eldar infantry except Warp Spiders the Fleet of Foot ability which, when on, gives 50% more speed and reduces accuracy by 50%. *MYSTICISM: 150/75. 55 sec. Gives the warlocks in guardian squads three abilities that can be used as long as the warlock is alive: -Entangle: stops an enemy unit from moving or jumping for 5 seconds. -Embolden: when activated gives the squad 200 more morale for 20 seconds. -Conceal: reduces all ranged damage the unit receives by 25% (applies to the Seer Council). ASPECT PORTAL *HAYWIRE BOMBS: 100/50. 45 sec. Allows WS use Haywire Bombs that do 600-675 damage to vehicle_high and _med and building_med and the full 800-900 against rest of the buildings and vehicles. 120 sec recharge. *RANGER INFILTRATION: 50/50. 25 sec. Allows Rangers to infiltrate. SOUL SHRINE *MOBILIZE FOR WAR 300/300. 96 sec. Unlocks Infantry armor and accuracy lvl 2 upgrades, Haywire Bombs and Annihilate the Enemy researches. *ANNIHILATE THE ENEMY 300/300. 90 sec. Unlocks Fire Prisms and the Avatar. *INFANTRY ACCURACY 1: 100/50. 60 sec. Increases ranged damage for Warp Spiders and Fire Dragons by 25%, Dark Reapers by 40%, Dark Reaper exarchs by 25%, Guardians by 25% and Banshee melee by 12,5%. Also conciderably improves Ranger ranged weapons. *INFANTRY ACCURACY 2: 150/100. 60 sec. Increases ranged damage for Fire Dragons by 25%, Dark Reapers and Warp Spiders by 40%, Dark Reaper exarchs by 25%, Guardians by 25% and Banshee melee by 17,5%. Also conciderably improves Ranger ranged weapons. *INFANTRY ARMOR 1: 100/50. 60 sec. Increases hp on Guardians, DR and Rangers (not warlocks) by 15%. Warp Spiders and their exarchs, Banshees, FDs and exarch and DR exarchs get +25%. Banshee exarchs gets +30%. *INFANTRY ARMOR 2: 150/100. 60 sec. Increases hp on Guardians and DR and Rangers (not warlocks) by 15%. Banshee exarch gets +20%. DR exarch, Warp Spiders and their exarch get and FDs and exarch get +25%. Banshees get +30%. Turns Banshees armor from infantry_high to infantry_heavy_med. Adds Warp Spider morale by 25%. *CALL OF WAR: 100/100. 70 sec. Adds 66% to Banshee and exarch hp and morale. Buffs Banshee damage by 50%. Increases speed by 33%, gives charge bonuses and equips the Banshee exarch with the executioner. *COMMANDER UPGRADE 1: 100/25. 45 sec. Adds 400 hp to the Farseer, 150 to the Harlequin and Warlocks in Guardian squads. Reduces Farseer's ability recharge by 10%, increases health regeneration by 0.5 hp/sec and increases melee damage by 15%. *COMMANDER UPGRADE 2: 125/50. 60 sec. Adds 300 hp to the Farseer, 150 to the Harlequin and Warlocks in Guardian squads. Reduces Farseer's ability recharge by 10%, increases health regeneration by 0.5 hp/sec and increases melee damage by 20%. *FORTUNE: 100/50. 45 sec. Gives the Farseer an aura that reduces the ranged damage done to all Eldar units (even vehicles) in a 15 radius by 10%. *ELDRITCH STORM: 150/50. 70 sec. Gives the Farseer the ability to cast Eldritch storm that does ~100 damage to infantry and ~1000 damage to vehicles and buildings in a radius of 10 of the target and has a massive knockback and slows units down to 75% of their original speed. SUPPORT PORTAL *HOLOFIELD: 75/125. 60 sec. Gives all Eldar vehicles 17,5% more hitpoints. WEBWAY GATE *WEBWAY HEALING: 50/25. 45 sec. Allows webway gates to multiptly health regeneration of all Eldar units in a radius of 15 by 4. *WEBWAY RELOCATION: 100/100. 60 sec. Allows all Eldar buildings to relocate to where ever there is a webway gate. *SHROUD: 100/100. 60 sec. Allows all Eldar buildings in a radius of 20 of a webway gate to cloak. LISTENING POST *GLOBAL REQ UPGRADE 1: 250/75. 60 sec. Requires the Soul Shrine. Increases your total requisition income by 15%. *GLOBAL REQ UPGRADE 2: 350/100. 95 sec. Requires the Soul Shrine and SUpport Portal. Increases your total requisition income by 20%. GENERATOR *GLOB POWER UPGRADE 1: 200/40. 60 sec. Tier 2. Increases power income by 33%. *GLOB POWER UPGRADE 2: 350/0. 95 sec. Tier 3. Increases power income by 20%. ---------------------------------------------------------------------------------------------------------------------------- INFANTRY IG GUARDSMEN: 150/0. 20 sec for a squad of 5. 160/175/225/250 hp. 100/200/350 morale. Reinforces for 20 in 7 seconds. Plasma for 35/15, Grenade launchers for 20/15. -SERGENANT: 55/15. 200/350 hp. Adds 35 hp and 50 morale to all members of the squad. KASRKIN (Tier 3): 200/100/3. 35 sec for a squad of 5. 385/485/610 hp. 400 morale. Reinforces for 40/10. Frag Grenades do damage to everything and have a high knockback. Plasma for 30/15, Grenade launchers for 20/15. -SERGENANT: 75/15. 500/625 hp. Adds 100 hp and 150 morale. Requires Kasrkin quarters and Tactica. OGRYN (Tier 3): 180/60/3. 21 for a squad of 3. 690/940/1065 hp. 400 morale. Takes up two slots in buildings and transports. Reinforces for 50/15 in 11 sec. -BONE'EAD: 100/20. 850/975 hp. Adds 250 morale and 150 hp. Requires Ogryn quarters and Tactica. HEAVY WEAPON TEAM: 250/50/2. 45 sec. 650 hp. Takes only 50% of ranged damage and 60% of melee damage done to it. - can take either Lascannon upgrade for 50/50 and 30 seconds or Autocannon upgrade for 75/30 and 40 seconds. COMMANDERS IG COMMAND SQUAD: 120/25. 23 sec. -GENERAL: 100/25. 20 sec. 435/560/660 hp. 400 morale. Can call down an airstrike that is effective at breaking morale and disruption. -CS COMISSAR: 80/40. 25 sec. 375/500/600 hp. -CS PSYKER: 80/40. 25 sec. 250/375/475 hp. Strip Soul damages one infantry model (*not sure about damage* for 510 damage (330 for commanders)). Lightning Arc damages one squad, good morale damage *really not sure how the damages work*. Curse of the Machine Spirit disables weapons and movement for 15 seconds. 40 range, recharge of 45. -CS PRIEST: 90/40. 35 sec. 250/375/475 hp. Adds 100 hp and 400 morale to attached squad and increases speed by 33% and gives a 50% damage increase. Fanaticism gives immunity to damage for a short period of time (10 seconds). COMISSAR: 80/40. 25 sec. 375 hp. 400 morale. Adds 200 morale and healing (3 hp/sec). Execute (T2) kills one trooper in the squad to make all squads in a radius of 30 immmune to morale and increases maximum damage of guardsmen lasguns, Kasrkin hellguns and Ogryn melee in the area by 200% for 10 seconds. PRIEST (Tier 2): 80/50. 25 sec. 500 hp. 900 morale. Fanaticism gives immunity to damage for short period (10 seconds). Adds 125 hp and 400 morale, increases speed by 33% and gives a 50% damage increase to attached squad (including himself). PSYKER: 100/50. 200 hp. 25 sec. 200 morale. Strip Soul damages one infantry model (*not sure about damage* for 510 damage (330 for commanders)). Lightning Arc damages one squad, good morale damage *really not sure how the damages work*. Curse of the Machine Spirit disables weapons and movement for 15 seconds. 40 range, recharge of 45. VINDICARE ASSASSIN (Tier 3): 200/100. 25 sec. 350 hp. 450 morale. Scope ability doubles damage (cc too) and range for 15 seconds. 40 seconds recharge. TECHPRIEST ENGINESEER: 75/0. 20 sec. 310 hp. Commander armor. Repairs things at 60 hp/sec for 75% the cost. Doesn't receive morale damage. VEHICLES IG CHIMAERA: 100/70/1. 20 sec. 1500 hp. Holds up to 3 infantry units that can fire from firing ports. SENTINEL: 150/150/2. 20 sec. 1450 hp. HELLHOUND: 20 sec. 150/150/2. 2200 hp. Has the Let it Burn ability that sets a spot on fire for X seconds. BASILISK: 150/300/3. 30 sec. 1150 hp. Limit of 3. Fires Earthshaker rounds for 200/200 that do 1000-1400 damage to regular infantry, buildings and vehicles, 700-980 to heavy_med and monster_med, 600-840 to monster_high, 500-700 to infantry_heavy_high and 400-560 to commanders. LEMAN RUSS (Tier 4): 30 sec. 150/300/3. 5200 hp. Long range. BANEBLADE (Tier 4, Mars Pattern Command): 75 (120 sec with Mars Pattern Command) sec. 400/400/3. 10,000 hp. BUILDINGS IG HQ. 450/0. 6000 hp. 150 sec. Gives out Control Zone ie. allows buildings to be built nearby. Provides 4 infantry cap. Detection field ability reveals cloaked units in a radius of 15 for 30 seconds (requires Tactica). 60 second recharge. -Psyker addon: 100/25. 30 sec. *Tier 2: 250/150. 80 sec. -Priest addon: 50/0. 10 sec. *Tier 3: 300/300. 90 sec. -Vindicare addon: 50/25. 20 sec. INFANTRY COMMAND: 125/0. 1500 hp. 36 sec. Provides 6 infantry cap. Gives out Control Zone ie. allows buildings to be built nearby. -Kasrkin: 50/15. 20 sec. -Ogryn: 50/15. 20 sec. MECHANIZED COMMAND: 200/50. 2500 hp. 45 sec. Provides 6 vehicle cap. Gives out Control Zone ie. allows buildings to be built nearby. -Sentinel Depot: 50/25. 15 sec. -Hellhound Depot: 100/50. 15 sec. -Basilisk Depot: 50/25. 15 sec. -Leman Russ Depot: 100/50. 30 sec. MARS PATTERN COMMAND: 200/50. 2000 hp. 45 sec. Provides 6 Vehicles cap. Gives out Control Zone ie. allows buildings to be built nearby. TACTICA CONTROL: 150/50. 2500 hp. 45 sec. LISTENING POST: 100/0. 2500 hp. 30 sec. 50 req gift when completed. *Listening Post 2: 100/55. 2700 hp. 35 sec. *Listening Post 3: 250/100. 2900 hp. 45 sec. PLASMA GENERATOR: 165/0. 1500 hp. 30 sec. Gives 50 power when completed. THERMO PLASMA GENERATOR: 250/0. 1600 hp. 60 sec. Gives 100 power when completed. HEAVY BOLTER TURRET: 90/30. 1000 hp. 40 sec. *MISSILE UPGRADE: 50/0. 30 sec. UPGRADES IG TACTICA CONTROL Trooper morale 1: 75/15. 20 sec. Adds 100 morale and 15 hp. Doubles guardsmen morale recovery rate. Trooper morale 2: 75/15. 20 sec. Adds 150 morale and 25 hp. Trooper Armor: 100/50. 45 sec. Adds 50 hp to guardsmen and 150 to guardsmen sergeants. Satellite targeting: 100/25. 30 sec. Increases guardsman plasma and lasgun range by 20%. Kasrkin speed: 100/50. 60 sec. Increases Kasrkin speed by 33%. Kasrkin armor: 100/50. 60 sec. Increases Kasrkin and Kasrkin Sergenant hp by 25% (88 hp to Kasrkin and 125 hp to Sergeant) Weapon Specialization: 100/100. 45 sec. Increases plasma and grenade launcher (both Guardsmen and Kasrkin) damage by 50%. Powered bayonettes: 100/75. 60 sec. Boosts Ogryn and Bon'ead melee damage by 25%. Command Squad upgrade: 100/100. 60 sec. Increases the maximum number of Command Squad members to 5 and adds 100 hp to all each member. Vindicare Infiltration: 150/100. 40 seconds. Allows the Vindicare Assassin to infiltrate. MECHANISED COMMAND Full Scale War: 400/400. 192 sec. Allows production of Mars Pattern command and Leman Russ tanks. LISTENING POST *Global req upgrade 1: 250/75. 60 sec. Tier 2. Increases your total requisition income by 25%. *Global req upgrade 2: 350/100. 75 sec. Tier 3. Increases your total requisition income by 25%. GENERATOR *GLOB POWER UPGRADE 1: 150/50. 60 sec. Tier 2. Increases power income by 33%. *GLOB POWER UPGRADE 2: 250/100. 75 sec. Tier 3. Increases power income by 33%. ---------------------------------------------------------------------------------------------------------------------------- NECRON INFANTRY BUILDER SCARAB: 0/0/0. 225 hp. Builds in 18 seconds, reinforces in 40 seconds NECRON WARRIOR: 0/0/3. 530/625/1000 hp. Reinforces for 35 power in 25 sec. 400 morale. 25% to get back up at 30% hipoints. Max squad size of 8. NECRON IMMORTAL: 0/135/2. 36 sec for a squad of 3. 400 hp. 700 morale. Reinforce for 35 in 12 sec. 25% to get back up at 50% hipoints. Max 5 per squad. NECRON FLAYED ONE: 0/120/3. 36 sec for a squad of 4. 700 hp. Immune to morale. Reinforce for 30 power in 30 seconds. NECRON WRAITH: 0/60/2. 45 sec for a single Wraith. 500 hp. 60% ranged damage reduction, 80% with the upgrade. Phase Shift makes wraiths immune to damage and knockback, but also disables their melee capabilities for 10 seconds. NECRON PARIAH: 0/200/4. 40 sec for a squad of 4. 1000 hp. Reinforce for 50 power in 4 seconds. NECRON VEHICLES ATTACK SCARAB SWARM: 0/125/1. Starts with 5 scarabs. Max of 4 Swarms. 40 hp. Max of 15 scarabs per swarm. Reinforces for 25 power in 4 seconds. NECRON DESTROYER: 0/250/3. 30 sec. 2000 hitpoints. NECRON HEAVY DESTROYER: 0/300/3. 30 sec. 3000 hp. LORD DESTROYER: 0/350/3. 30 sec. 1250hp. Can possess an enemy vehicle within 8 of the Lord, takes 8 seconds. Can cast stasis every 60 seconds, freezing all units in a radius of 5 for 30 seconds. TOMB SPYDER: 0/250/3. 60 sec. 2700 hp. Cap of 3 Spyders. Can create Attack Scarab swarms in exchange for a third of its hitpoints every 10 seconds. NECRON COMMANDERS NECRON LORD: 0/175/0. 60 sec. 1800 hp. Every new tier upgrade on the monolith increases cost by 50 power. T3 increases health by 50% to 2700 hp. -Can be upgraded to transform into ESSENCE OF THE NIGHTBRINGER for 60 seconds. 6500 hp. While transformed he gains 40% of the damage he deals back as hitpoints and is completely invulnerable to damage. -Can be upgraded with different artifacts from the Forbidden Archives. NECRON BUILDINGS NECRON MONOLITH: 175 power. 5000 hp. 100 sec. Each extra monolith costs X extra power. *TIER 2 ADDON: 300 power. 60 seconds. Cumulatively increases Necron Lord's cost by 50 power. Increases the Monolith's health by 50% (to 7500hp). *TIER 3 ADDON: 350 power. 60 seconds. Cumulatively increases Necron Lord's cost by 50 power. Increases Necron Lord's hp by 50% (to 2700 hp). POWER GENERATOR: 1600 hp. 45 sec. Each generator adds 22% to the build time and 20 to the cost of the next. SUMMONING CORE: 120 power. 70 sec. 2000 hp. FORBIDDEN ARCHIVE: 150 power. 45 sec. 3000 hp. ENERGY CORE: 500 power. 45 sec. 3000 HP. NECRON TURRET: 125 power. 45 sec. 1125 hp. *HEAVY GAUSS CANNON 50 power. 30 sec. NECRON RESEARCH SUMMONING CORE *WARRIOR BOOST 1: 200. 30 sec. Boosts warrior ranged damage by 35% and increases warrior hitpoints by 95. *WARRIOR BOOST 2: 200. 30 sec. Boosts warrior ranged damage by 35% and increases range by 4. Increases warrior hitpoints by 318 extra hp. *WRAITHFLIGHT: 75. 45 sec. Increases Wraith speed by 25%, changes armor type to infantry_heavy_high and increases the ranged damage reduction from 60% to 80%. POWER GENERATOR *POWER INCREASE 1: 300. 90 sec. Increases the power income by 33%. *POWER INCREASE 2: 500. 90 sec. Increases the power income by 20%. FORBIDDEN ARCHIVES *LIGHTNING FIELD: 100. All melee attacks against the Lord as well as the melee damage he does charge up the lightning field, which can then be released to deal damage to all units in a radius of 10. The lightning field also reflects back 90% of the melee damage received to the attacker. *PHYLACTERY: 150. Triples the health regeneration of the Necron Lord and halves all ranged damage he receives. *CHRONOMETRON: 100. Slows down enemy units in a radius of 20 to 60% speed for 15 seconds and then to 90% speed for an extra 15 seconds in a radius of 10. *SOLAR PULSE: 125. Prevents all ranged fire in a radius of 15. Recharge of 70 seconds, 15 second duration. *PHASE SHIFTER: 75. While activated, all necron units in a radius of 10 don't take damage, attack, engage in melee and regenerate health at +10 hp/sec for 15 sec. Recharge time of 90 seconds. *RESURRECTION ORB: 275. Brings all Necron squads in the area back to life up to 24 infantry cap. *VEIL OF DARKNESS: 325. Allows the Necron Lord to cloak all Necron units and buildings in a radius of 20 as long as the Lord is at at least 50% health. *NIGHTMARE SHROUD: 350. When activated, makes all enemy units flee uncontrollably in terror. ENERGY CORE *NIGHTBRINGER RESEARCH: 750. 60 sec. Allows the Necron Lord to transform into the Essence of the Nightbringer for 60 seconds every 5 minutes. ----------------------------------------------------------------------------------------------------------------------------------------------------- INFANTRY ORKS GRETCHIN: 90/0/0. 9 second build time. 100 hp. Infiltrate available as research at the HQ. SLUGGAS: 120/0/4. 18 sec for a squad of 4. 250/332/442 hp. Max 3 Burnas (20/10). Max 15 per squad. Reinforce for 30/0 in 6 sec. -NOB LEADER (31pop PoG): 75/25/2. 25 sec. 900/1000/1100 hp. Adds 150 to morale. SHOOTAS: 140/0/4. 30 (24 due to Hut) sec buildtime for a squad of 4. 235/312/415hp. Max 3 Big Shootas (40/10). Max 8 per squad. Reinforce for 35/0 in 6,5 sec. -NOB LEADER (31pop PoG): 75/25/2. 25 sec. 900/1000/1100 hp. Adds 150 to morale. STORMBOYZ (30pop): 160/0/4. 28 (22.5 due to Hut) sec buildtime for a squad of 4. 275/365/486 hp, 400 morale. Reinforce for 40/0 in 10 sec. -STORMBOY NOB (31pop PoG): 75/20/2. 30 sec. 900/1000/1100 hp. Adds 150 to morale. TANKBUSTAS (50pop PoG): 150/30/3. 24 (19.2 due to Hut) second buildtime for a squad of 3. 360/479/636 hp. Reinforce for 50/10 in 10 sec. NOBS SQUAD (50pop PoG): 250/75/2. 40 (32 due to Hut) sec buildtime for a squad of 5. 650/865/1150 hp, 600 morale. Reinforce 45/10 in 9 sec. Powerclaws at tier 3 (40/20, 10 seconds). -NOB LEADER (31pop PoG): 75/25/2. 25 sec. 900/1000/1100 hp. Adds 150 to morale. FLASH GITZ (Orky Fort) : 210/30/6. 30 sec (24 seconds due to Hut) for a squad of 3. 450 hp. 500 morale. Reinforces for 70/20 in 10 sec. Quite mad morale regeneration (50 per second). COMMANDERS ORKS BIG MEK: 190/50/2. 1310/1610/1910 hp. 650 morale. 60 sec (48 due to Hut). Teleport on default with a recharge of 120 sec. Force Field (reduces ranged damage received by 10% on a radius of 20) and Tank Zappa (stuns all vehicles in a radius of 10 for 10 seconds, 90 second recharge) in one upgrade for 75/75 at the Hut. Adds 150 to a squad's morale when attached. Detector. MEGA ARMOURED NOBS (60pop, PoG): 100/40/2. 45 sec. 900/1100/1300 hp, 400 morale and regroups at 50. Can't cap/decap. Reinforce: 100/75. 20 secs. Power Surge: Doubles speed for 15 seconds for the cost of 10 hp per second (coupled with regeneration = 8 hp/sec). Detector. MAD DOK (Fort): 75/75/1. 20 sec. 500 hp. Fighting juice makes target unable to die for 20 seconds (still takes damage but doesn't go below 1 hp). Healing aura of 4x the base regeneration in a radius of 10. Max 4 Doks. Can plant a Burna Bomb that explodes in 6 seconds, dealing massive damage to everything around, full damage of 1200-4000 to vehicles and monster_med, 30% (500-1200) to infantry, 25% (500-1000) to monster_high and 20% (500-800) to buildings and commanders. The bomb has 500 hp and can be destroyed to stop the countdown. WARBOSS(Fort): 200/75/2. 30 sec. 2240/2640/3040 hp. 700 morale. Adds 200 to morale. Detector. Power of the WAAAGH!: gives +33% speed, +15% damage and immunity to morale for 20 seconds in a 20 radius. 120 sec recharge. VEHICLES ORKS TRUKK (50pop): 150/135/2. 25 sec. 1975/2173 hp. TRAK (50pop): 145/100/2. 20 sec. 1850/2035 hp. Start with rokkits, Bomb Chucka (50/50) comes in addition to Rokkits. KILLA KAN (60pop): 190/275/4. 30 sec. 3000/3300 hp. Speed 14. LOOTED LEMAN RUSS (Fort Tier4): 150/300/3. 45 sec. 5044 hp. Max 2 tanks. SQUIGGOTH (70pop Fort Tier4): 400/400/3. 155 sec. 11000hp. Daemon armor. BUILDINGS ORKS ORK SETTLEMENT: 400/0. 169 sec. 3000 hp. Gives 15 pop. Each extra HQ costs 250/150 more thatn the previous one. *ORKY FORT 300/300. 90 sec. 7000 hp with the upgrade. LISTENING POST: 90/0. 35 sec. 1125 hp. 50 req gift when completed. *LP2: 100/75. 35 sec. 1725 hp. *LP3: 250/145. 2380 hp. GENERATOR: 150/0. 35 sec. 750 hp. Gives 50 power. BIGGA GENERATOR: 275/0. 60 sec. 1000 hp. Gives 100 power. WAAAGH! BANNER: 165/0. 37 sec. 1250 hp. *Big Shoota Upgrade costs 50/50, makes it 1925 HP and increases detection radius. *Rokkit upgrade is 50/50 and makes it 2600 HP. DA BOYZ HUT: 225/0. 40 sec. 1200 hp. Builds everything 20% faster (NOTE: take into account when looking at buildtimes). Requires the settlement. PILE OF GUNZ: 150/50. 50 sec. 1200 hp. (Requires 20 pop) DA MEK SHOP: 235/135. 60 sec. 2000 hp. (55 pop + PoG or Boyz Hut) MINE FIELD: 50/50. 34 sec. 500 hp. A mine goes off every 4 seconds. Doesn't regenerate. All ork buildings regenerate 5 hp/sec when not in combat. UPGRADES ORKS SETTLEMENT Grot infiltration: 50/0. 25 sec. Allows grots to infiltrate. LISTENIN POST Requisition increase: 75/250. 50 pop. 60 sec. Increases requisition income by 15%. Requisition increase 2: 100/350. 46 pop + Fort. 95 sec. Increases requisition income by 20%. GENERATOR Power increase: 200/40. 50 pop. 60 sec. Increases power income by 33%. Power Increase 2: 350/0. 46 pop + Fort. 95 sec. Increases power income by 20%. DA BOYZ HUT Mek Kustum Kit: 75/75. 40 pop. 50 seconds. Adds 15 (12 because of the Hut) seconds to Big Mek build time. Gives him Kustum Force Field (10% less ranged damage in 20 radius) and Tank Zzappa (stuns a vehicle for 10 seconds). Increases Mek's detection radius. Stormboy Speed Boost: 25/35. 31 pop. 40 seconds. Increases Stormboy speed by 30%. PILE OF GUNZ More Burny: 50/50. 16 pop + PoG. Increases Burna damage by 60%. Even More Burny: 50/50. 60 pop. Increases Burna damage by 60%. More Dakka: 60/20. 16 pop. 60 sec. Buffs Shoota, Slugga, Stormboy, Nob Leader, Flash Git, PoG, Hut, Mek Shop and HQ ranged damage by 15%. Even More Dakka: 80/40. 46 pop + Fort. 60 sec. Buffs Shoota, Slugga, Stormboy, Nob Leader, PoG, Hut, Mek Shop and HQ ranged damage by 20%. Increases Flash Gitz kustom shoota and Trukk Big shoota damage by 15%. Blastier: 100/25. 40 pop. 45 sec. Buffs regular shoota damage and Big Shoota damage by 50%. Buffs Wartrukk Big Shootas by 15%. Heavy Armor: 75/25. 30 pop. 45 sec. Adds 33% hp to Sluggas, Shootas, Tankbustas, Stormboys and Nob Squads. Super 'eavy Armor: 75/25. 50 pop + Fort. 45 sec. Adds a further 33% hp to Sluggas, Shootas, Tankbustas, Stormboys and Nob Squads. More Choppy: 100/50. 40 pop. 30 sec. Gives Nob Leaders Power Claws and buffs CC damage for Sluggas, Shootas, Stormies and Nob Squads by 35%. Even More Choppy: 150/100. Fort + 65 pop. 30 sec. Buffs CC damage for Shootas, Stormies and Nob Squads by 35% and Sluggas by 10%. More Sluggas! 200. Fort. 45 sec. Makes sluggas squads free. Doesn't affect reinforce cost. Tuffer Bosses: 100/25. 50 pop. 45 sec. Nob Leaders +100 hp. MANs +200 hp. Mek +200 hp, +0.5 regen, 15% damage. Warboss + 400 hp, +0.5 regen, +15% damage +30%. Reduces ability recharge by 10% for Mek and Warboss. Even Tougher Bosses: 125/50. Fort. 45 sec. Same hp, ability recharge and regeneration buffs. Mek and Warboss get a 20% damage buff. Big Shooty Boss Weapon: 125/50. 70 pop. 50 sec. Equips Big Mek with his Mega Blasta and Warboss with his Kustom Shoota. Stormboy Speed boost: 50/50. 30 pop. 30 sec. Gives Stormboys the Speed Boost ability. MEK SHOP Vehicle speed boost: 50/50. 30 pop. 30 sec. Increases Wartrak and Wartrukk speed by 30%. Extra Vehile armor: 400/400. 60 pop + Fort. 96 sec. Adds 10% hp to all Vehicles. Upgrades Nobs and Nob Leaders to infantry_heavy_high armor type. MOB BONUS!! 1) If 15 pop worth of Ork units are within a radius of 15, all of those orks get a 30% morale regeneration increase. 2) If 30 pop worth of Ork units are within a radius of 20, all of those Orks gain IMMUNITY to morale damage. The bonuses stack. UNIT (requires): req/pow/cap. Normal/1st upgrade/2nd upgrade hp. Additional information. ---------------------------------------------------------------------------------------------------------------------------- INFANTRY SPACE MARINES SCOUT: 90/0/1. 12 sec for a squad of 2. 295/368 hp. 300/450 morale. Sniper rifles researched at HQ pre-armory. Reinforce 45 in 9 sec. *Sniper rifles (research at HQ) for 40/20, Flamers (Armory) for 40/10 and Plasma guns for 40/5 (T2). TACTICAL SM: 190/0/2. 26,4 for a squad of 4. 390/488 hp. 300/450 morale. Upgrade gives 5 Heavy Weapons per squad. Reinforce for 50 in 9 sec. *Flamers (Armory) or Heavy Bolter (T2) for 40/10 a piece, Plasma Guns (T2) for 40/15 and Missile launchers (T2) for 60/15 a piece. -SERGENANT: 75/0. 650/1073 hp. 550 morale. Rally restores morale to full. ASSAULT SM: 220/0/2. 32 sec for a squad of 4. 465/581 hp. 450/600 morale. Reinforces for 55 in 8 sec. -ASM SERGENANT: 75/20. 650/1073 hp. 700 morale. Rally restores morale to full. TERMINATOR: 240/100/3. 28 sec for a squad of 4. 665/998 hp. 750 morale. Reinforce for 50/25 in 10 sec. *Up to 2 Assault Cannons or 2 Heavy Flamers for 70/40 a piece. ASSAULT TERMINATOR: 240/100/3. 28 sec for a squad of 4. 800/1200 hp. 750 morale. Reinforce for 50/25 in 10 sec. Thunder Hammers can stun enemies. APOTHECARY: 60/15. 15 sec. 500 hp. 350 morale. Has a healing aura of 4 hp per second for 10 radius and heals units in his squad at 8 hp/sec. GREY KNIGHT: 180/60/3. 30 sec for a squad of 3. 800 hp. Reinforce for 60/30 in 13 sec. Psychic Inquisition does 80-85 damage to heavy infantry, 60-64 to light infantry, 64-68 to commanders and 40-43 to monster_high and vehicles and 25 morale damage for each model hit in a radius of 8 every 4 seconds for 25 seconds. Total of 7 blasts, 120 second recharge. COMMANDERS SPACE MARINES FORCE COMMANDER: 260/50. 57 second buildtime. 1875/2275/2675 hp. 700 morale. Can use Orbital Bombardment when the Orbital Relay is built (effective against buildings and vehicles). Can be upgraded with Inspiring Aura and Battle Cry at the Sacred Artifact (See "UPGRADES SPACE MARINES" below). CHAPLAIN: 260/50. 57 sec. 1200/1450/1700 hp. 700 morale. Demoralising shout does 500 morale damage to one squad and decreases it's speed by 80%. Heals all units in a 25 radius for 4 hp per second and all units in a 10 radius by 8 hp per second. LIBRARIAN: 245/80. 54 sec. 1400/1700/2000 hp. 600 morale. Smite does 240-320 damage, 20 morale damage and throws units around in a 7,5 radius. Can be upgraded with Weaken Resolve and Word of the Emperor at the Sacred Artifact (See "UPGRADES SPACE MARINES" below). VEHICLES SPACE MARINES RHINO: 75/70/0. 15 sec. 2000 hp. Smoke Launchers ability that reduces all ranged damage (morale and normal) by 50% in 20 radius. Range 30, reload 90 seconds. 3 slots for units. Can't transport terminators. Limit of 3. LAND SPEEDER: 19 sec. 150/130/1. 1050 hp. DREADNOUGHT: 30 sec. 170/305/3. 4780 hp. *Assault Cannon (T2) or Lascannnon (T3) for 30/70. HELLFIRE DREADNOUGHT: 30 sec. 100/250/3. 3250 hp. WHIRLWIND (Tier 4): 30 sec. 145/260/4. 5000 hp. PREDATOR ANNIHILATOR (Tier 3): 30 sec. 165/300/5. 5820 hp. Can be upgraded with Lascannons in T4. Left and right sponsons for 10/5, 7.5 sec. Autocannon to twin lascannon for 15/10, 15 sec. LANDRAIDER (Tier 4): 90 sec. 400/400/3. 10,000 hp. Machine Spirit ability reduces received ranged damage by 40% for 15 seconds. 90 sec recharge. Can transport terminators. BUILDINGS SPACE MARINES HQ: 450/0. 6000 hp. 150 sec. *Tier 2: 250/100. 80 sec. *Tier 3: 300/300. 90 sec. BARRACKS: 250/0. 2500 hp. 45 sec. ARMORY: 175/50. 2500 hp. 45 sec. SACRED ARTIFACT: 125/50. Tier 2. 1600 hp. 30 sec. MACHINE CULT: 200/50. Tier 2. 4000 hp. 40 sec. ORBITAL RELAY: 150/50. Tier 3. 1500 hp. 30 sec. LISTENING POST: 100/0. 2812 hp. 30 sec. 50 req gift when completed. LP2: 100/75. 2812 hp. LP3: 265/155. 4012 hp. GENERATOR: 135/0. 30 sec. 1500 hp. Gives 50 power. THERMO PLASMA: 275/0. 60 sec. 2000 hp. Gives 100 power. HB TURRET: 90/45. 30 sec. 900 hp. *MISSILE UPGRADE: 50/0. 30 sec. MINE FIELD: 50/50. 30 sec. 1000 hp. A mine goes off every 4 seconds. UPGRADES SPACE MARINES HQ: *SNIPER TRAINING: 70/35. 35 sec. Allows Scouts to be equipped with Sniper Rifles. *SCOUT INFILTRATE: 100/150. 50 sec. Allows Scouts to infiltrate. CHAPEL BARRACKS: *FRAG GRENADES: 25/75. 42 sec. Allows tactical squads use Frag grenades that do ~90 damage to most infantry, stun the squad for 3 seconds and knocks the units around. 75 sec recharge. *MELTA BOMBS: 100/100. 45 sec. Allows ASM use Melta Bombs that do 400-450 to building_high, 600-675 damage to vehicle_low and building_low and the full 800-900 to the rest of the buildings and vehicles. 120 sec recharge. ARMORY: *TARGETING UPGRADE: 100/50. 45 sec. Buffs tactical Plasma guns, Flamers and sniper rifles by 50%, Heavy Bolters by 35%, tactical bolters by 25% and ASM Chainswords by 37,5%. *BIONICS UPGRADE: 100/50. 45 sec. Adds 65% hp to both terminators, 35% to tacs and scouts, 25% to ASM. Adds 150 morale to tacticals, scouts and ASM. *PLASMA PISTOL UPGRADE: 50/20. 30 sec. Equips both Sergeants and all commanders Plasma pistols. *POWERSWORD UPGRADE: 50/20. 30 sec. Equips both Sergeants and Chaplain with powerswords and the Force Commander and Librarian with their force weapons. *POWERFIST UPGRADE: 50/20. 30 sec. Equips both Sergeants powerfists and buffs Force Commander and Librarian damage by 20%. SACRED ARTIFACT: *COMMANDER UPGRADE 1: 100/25. 45 sec. Buffs commander hp (400 FC, 300 Librarian, 250 chaplain), default CC weapons (15%) and ability recharge (10%). *COMMANDER UPGRADE 2: 100/25. 45 sec. Buffs commander hp (400 FC, 300 Librarian, 250 chaplain), default CC weapons (15-20%) and ability recharge (10%). *WORD OF THE EMPEROR: 50/40. 45 sec. Makes all SM infantry in a radius of 20 unable to die and doubles their morale regeneration for 20 seconds. *WEAKEN RESOLVE: 50/40. 45 sec. Decreases morale regeneration rate of enemy squads in a 10 radius by 70% for 15 seconds. *INSPIRING AURA: 100/35. 90 sec. Gives all SM infantry (includes commanders) in a 15 radius a permanent 10% damage boost. *BATTLE CRY: 150/75. 80 sec. Gives all SM infantry (includes commanders) in a 15 radius a 40% damage boost and adds 200 morale for 10 seconds. MACHINE CULT: *SMOKE LAUNCHERS: 75/25. 20 sec. Equips Rhinos with Smoke Launchers ability that reduces all ranged damage (morale and normal) by 50% in 20 radius. Range 35, reload 90 seconds. *HEAVY ARMOR DEPLOYMENT:400/400. 192 sec. Allows T4 units (Land Raider, Predator Annihilator) to be built. = Tier 4 ORBITAL RELAY: *PERSONAL TELEPORTERS: 125/75. 60 sec. Equips Terminators and Assault terminators with personal teleporters. LISTENING POST: *GLOBAL REQ UPGRADE 1: 250/75. 60 sec. Tier 2. Increases your total requisition income by 15%. *GLOBAL REQ UPGRADE 2: 350/100. 95 sec. Tier 3. Increases your total requisition income by 20%. GENERATOR *GLOB POWER UPGRADE 1: 200/40. 60 sec. Tier 2. Increases power income by 33%. *GLOB POWER UPGRADE 2: 350/0. 95 sec. Tier 3. Increases power income by 20%. -------------------------------------------------------------------------------------------------------------------------- TAU INFANTRY EARTH CASTE BUILDER: 65/0/0. 10 seconds. 250/450 hp. Limit of 4. STEALTH SUIT: 85/0/1. 10 seconds. 250/450 hp. Reinforce in 12 sec. Can be upgraded with fusion blasters for 50/10 in 15 seconds. -STEALTH SUIT SHAV'RE: 75/20. 30 sec. 300/500 hp. Adds 250 hitpoints to all squad members. EMP grenades stun all enemy vehicles in a radius of 10 for 20 seconds. 25 range and 90 second recharge. FIRE WARRIOR: 210/0/2. 24 sec for a squad of 3. 340/374/574 hp. Reinforces in 9 seconds. -FIRE WARRIOR SHAS'UI: 70/20. 20 seconds. 550 hp. Equipped with a Photon Grenade that deals 85 damage to all units in a radius of 10, 70 second recharge. -SHIELD DRONE: 40/40. 20 sec. Can activate the personal shield that reduces all ranged damage the squad receives by 50% for 20 seconds. 80 second recharge. ETHEREAL BODYGUARD: 0/0/2. 0 sec. Reinforces for 75/0 in 10 sec. 700/900 hp. Summoned by the Ethereal every 120 seconds. PATHFINDER: 150/40/2. 24 second buildtime for a squad of 2. 350/550 hp. Reinforces for 75/20 in 12 seconds. The Mark Target ability increases the damage dealt to the target by 75%, 20 sec duration, 45 sec reload. Each hit from their rifle slows down the target (squad) by 8%. VESPID AUXILIARY: 150/30/2. 18 seconds for a squad of 3. 330/485/685 hp. Reinforces for 50/10 in 12 seconds. 3 jumps that recharge in 30 seconds per jump. Rend ability deals 20 damage to a building every seconds during 10 seconds for a total of 200 damage. Also increases damage received by that building by 50% for the 10 seconds. Recharges in 45 seconds. Sonic Pulse ability deals 50 damage and throws enemy units around in a radius of 15. 60 second recharge. -VESPID STRAIN LEADER: 75/25. 30 seconds. 875/1075 hp. Adds 50% hitpoints to the vespid squad members. TAU BROADSIDE: 240/120. 45 sec. 2250/2450 hp. CRISIS SUIT: 180/40/3. 2500 hp. Can be upgraded with a flamer (15/25, 15 sec) or a missile pod (15/45, 15 sec). KROOT UNITS KROOT CARNIVORE: 180/0/2. 24 seconds for a squad of 4. 310/610/810 hp. 300 morale. Reinforces for 45/0 in 8 seconds. Max of 10 per squad. - Can cannibalize on the bits left by dead infantry for 25 extra hp for all carnivores per bit to up to 300 extra hitpoints. KROOT SHAPER: 100/50/0. 30 sec. 1000/1200 hp. Increases speed and health regeneration of the squad by 25%, health by 10%. KROOT HOUND: 260/60/3. 30 sec for a squad of 4. 600/800 hp. Reinforce for 50/15 in 10 seconds. KROOTOX: 150/275/3. 30 sec. 6500/8775/8975 hp. Max of 2 Krootox. GREATER KNARLOC: 400/400/5. Either Command Post, relic. 30 sec. 8000/10800/11000 hp. TAU COMMANDERS TAU COMMANDER: 250/55. 50 seconds. 1000/1200 hp. Target acquired ability deals 200 damage to any infantry unit, range 35, recharge 120 sec. Can lay snare traps every 10 seconds for 35 power. *SNARE TRAP: 20 hp. When the trap goes off, it slows enemy units in a radius of 8 down to 10% and multiplies reload time by 3. Default weapon burst cannon can be upgraded to a fusion blaster (50/50, 30 sec) and then a plasma rifle (75/75, 25 sec). Can be upgraded with a flamer (50/25, 20 sec) and a missile launcher (50/50, 20 sec). TAU ETHEREAL: 175/200. 40 sec. 1150 hp. Has the passive "For the Greater Good" ability that adds 200 morale and hitpoints to all Tau units. - Can summon a Fire Warrior body guard squad every 2 minutes. - Can create a holograph of any single unit or squad every 45 seconds, the clones last for a minute and take 3x the normal damage and deal none in return. TAU VEHICLES SKYRAY: 100/225/3. 30 seconds. 1000/1200 hp. Can be upgraded with the Missile Barrage ability (see below on "TAU RESEARCH") DEVILFISH TRANSPORT: 50/75/1. 30 sec. 750/950 hp. Can hold up to 3 infantry units. DRONE SQUAD: 120/210. 30 sec. 325/525 hp. Reinforces for 70/40 in 20 seconds. Can burrow into the ground, cloaking themselves. Deal 50-100 damage to all enemy units in a radius of 10 When unburrowing. Explode upon death, dealing following damage: 180-300 to all infantry and vehicle_med, 120-200 to commanders and builders, 90-150 to Krootox and building_low, 75-125 to monster_high, 210-350 to vehicle_low, 150-250 to vehicle_high, 60-100 to building_med and 30-50 to building_high. DRONE HARBINGER: 100/200/5. 30 sec. 750/1013/1213 hp. -HARBINGER DRONE: 0/30. 2 sec. 325/525 hp. HAMMERHEAD GUNSHIP: 165/315/3. 45 sec. 4000/4200 hp. TAU RESEARCH -TAU HQ- STEALTH BURST CANNON ENHANCEMENTS: 75/50. Kroot or Tau Barrakcs. 60 sec. Triples the damage Stealth Suit Burst Cannons and melee weapons do. JUMP JETS: 50/25. 20 sec. Gives Vespids, Tau Commander and Stealth Suits their jumps. Boosts the speed of the Tau Commander by 25%. -PATH TO ENLIGHTENMENT- TARGET LOCK: 75/50. 30 sec. Makes Stealth suits 100% accurate at all times, boosting dps in the process. ADVANCED PULSE RIFLE: 50/100. 25 sec. Increases the ranged damage of Fire Warriors and Stealth Suit ranged damage by 35% and increases the range of Fire Warriors by 5 and all Stealth Suit weapons by 3. (improved_power_source) FERAL LEAP: 75/50. 30 sec. Gives Kroot Carnivores the Feral Leap ability that allows them to leap to CC with their enemies. MISSILE BARRAGE: 100/100. 45 sec. Gives Tau Skyrays the Missile Barrage ability that fires 19 missiles into an area, each one dealing 60:75-150 to infantry_med, 50:62,5-125 to infantry_high ,45:56-113 to heavy_med, 35:44-88 to heavy_high and monster_med, 30:38-75 to infantry_low, building_low, vehicle_med and vehicle_high, 25:31-62 to vehicle_low, building_med and commanders and 20:25-50 to building_high. The ability has a recharge time of a minute and a range of 40. TARGETING OPTICS: 100/100. Kanyon. 25 sec. Increases the sight range of Fire Warriors and Stealth Suits by 10, Fire Warrior weapon range by 10 and Stealth Suit Burst Cannon range by 15. IMPROVED METALLURGY: 150/150. Kanyon. 25 sec. Adds 10% hp to Fire Warriors and gives them infantry_heavy_high armor class. Adds 35% hp to Drone Harbinger, Drone squad, Skyray, Greater Knarloc and Krootox. TAU BUILDINGS TAU BARRACKS: 150/0. 35 seconds. 2000 hp. KROOT NEST: 135/0. 45 seconds. 2500 hp. Regenerates at 5hp/second. PATH TO ENLIGHTENMENT: 200/200. 100 seconds. 3000 hp. Gives 6 more support cap and 5 more squad cap. VEHICLE BEACON: 300/100. 60 seconds. 4000 hp. Adds 2 to support cap. o_0 COALITION CENTER: 300/100. 50 seconds. 2000 hp. Gives 6 more support cap. KAUYON COMMAND POST: 400/300. 144 seconds. 4000 hp. Gives 6 more support cap and 5 more squad cap. -Path to Krootox and Improved Metallurgy and Targeting Optics. MONT'KA COMMAND POST: 400/300. 144 seconds. 4000 hp. Gives 6 more support cap and 5 more squad cap. -Path to Crisis Suits and Hammerheads. TAU GENERATOR: 150/0. 30 seconds. 1400 hp. TAU LISTENING POST: 100/0. 25 seconds. 2000/2400/3200 hp. *LP2 100/75. 30 seconds. Adds 400 hitpoints. *LP3 250/155. 60 seconds. Adds 800 more hitpoints. ----------------------------------------------------------------------------------------------------------------------------------------------- REPAIR RATES *Max of 3 units repairing all the buildings and vehicles of Chaos, SM, Eldar, Orks, Necron and Tau. *Max of 1 unit repairing all IG vehicles and buildings, except the HQ. HEALTH REPAIRED PER SECOND (ie. how many hitpoints get restored per second): Big Mek: 20 Bonesinger: 30 Builder Scarab: 30 Chaos Heretic: 15 Earth Caste Builder: 30 Enginseer: 60 Gretchin: 15 Servitor: 30 Percent of Target Cost for Full Repair (ie. if a vehicle or building gets repaired from 1 hitpoint, how much of it's cost you'll end up paying): Big Mek: 20% Bonesinger: 20% Builder Scarab: 75%. Chaos Heretic: 75% Earth Caste Builder: 75%. Enginseer: 75% Gretchin: 75% Servitor: 75%