ALL YOU NEED TO KNOW ABOUT DAWN OF WAR: WINTER ASSAULT 1.41 ( OUTDATED AS OF 1.5 ) ------------------------------------------------------------------------------------------------------------------------------ Most stuff should be here now. If you spot something that's still missing or if you spot any mistakes, either email me at slow.runner@kanetti.fi or drop me a private message on one of the forums (www.dowsanctuary.com or forums.relicnews.com). ------------------------------------------------------------------------------------------------------------------------------ ARMOR TYPES: inf_low heretic, gretchin, servitor, bonesinger inf_high shoota boy, tankbusta, slugga boy, banshee, dark reaper, rangers inf_heavy_med stormboy, nob, nob leader, stormboy nob leader, warlock, warp spider, marine tactical, assault marine, marine sergeant, raptor, khorne berserker, kasrkin inf_med guardian, cultist, scout guardsmen guardsmen are actually infantry_med, but with base 120 armor instead of 100 that every other unit in the game has inf_heavy_high terminator, assault terminator, grav platform, grav platform brightlance, obliterator, possessed space marine, fire dragons commander farseer, seer council, force commander, librarian, chaplain, chaos lord, sorcerer, big mek, warboss, mad dok, mega armored nobs, commissar, psyker, command squad, priest, assassin, techpriest vehicle_med chaos defiler, chaos predator, dreadnought, hellfire dreadnought, predator, whirlwind, fire prism, wraithlord, looted tank, wartrak, trukk, falcon, leman russ, chimaera, hellhound, basilisk vehicle_low chaos rhino, rhino, land speeder, vyper, sentinel vehicle_high land raider, killa kan, baneblade monster_high avatar, bloodthirster, squiggoth monster_med horrors, ogryns building_low listening posts, waagh banners, webway gates, generators, turrets, mines building_med everything else building_high hq buildings ------------------------------------------------------------------------------------------------------------------------------- INFANTRY CHAOS HERETIC: 60/0. 8 sec. 225 hp. CULTIST: 80/0. 12,5 sec for a squad of 4. 125 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. 10 sec. 650 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. CHAOS SPACE MARINE: 190/0. 26,4 sec for a squad of 4. 300 hp. 300 morale. Can get up to 2 Heavy Bolters for 40/10 with armory. Reinforce for 50/0 in 9 sec. -ASPIRING CHAMPION: 55/0. 15 sec. 650 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. 42 sec for a squad of 4. 325 hp. Reinforces for 60/0 in 12 sec. -ASPIRING CHAMPION: 65/0. 15 sec. 650 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. 32 sec for a squad of 4. 610 hp. Immune to morale. Tier 2. Reinforces for 55/5 in 9 sec. HORROR: 250/50. 35 sec for a squad of 5. 700 hp. 500 morale. Tier 2 from Sacrificial Pit. POSSESSED SPACE MARINE: 220/100/3. 36 sec for a squad of 4. 950 hp. Immune to morale. Gets flamer in one upgrade and the rest in another. 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. CHAOS LORD: 220/50. 59 seconds. 1305/1705/2105 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). CHAOS SORCERER: 150/50. 20 sec. 800/1100/1400 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. 60 sec recharge) and Corruption (deals some damage to everything in the target area for 15 seconds). BLOODTHIRSTER: 400/400/5. 136 sec. 14,000 hp. Tier 4. When researched, sacrifice an aspiring champion or Chaos commander to summon the Bloodthirster. VEHICLES CHAOS RHINO: 95/70/1. 18 sec. 615 hp. Can get the smoke launchers upgrade at the MAchine Pit for 75/25. DEFILER: 150/260/2. 30 sec. 3300 hp. PREDATOR: 150/300/3. 30 sec. 4000 hp. BUILDINGS CHAOS HQ: 450/0. 7500 hp. 185 secs. Each extra HQ costs 250/150 more. *Tier 2: 300/100. 80 sec. *Tier 3: 400/300. 144 sec. LISTENING POST: 90/0. 2250 hp. 27.5 sec. 50 req gift when completed. LP2: 100/75. 2250 hp. LP3: 265/155. 3450 hp. 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. 25 sec. 3000 hp. MACHINE PIT: 200/50. 45 sec. 5000 hp. DAEMON PIT: 100/100. 25 sec. 3000 hp. HB TURRET: 150/75. 37 sec. 1500 hp. *MISSILE UPGRADE: 50/0. 30 sec. UPGRADES CHAOS ARMORY *PLASMA PISTOL: 50/20. 30 sec. Equips Chaos Lord and Sorceror and all Aspiring Champions with plasma pistols. *POWERSWORD: 40/20. 30 sec. Equips Aspiring Champions with powerswords. *POWERFIST: 50/30. 30 sec. Tier 2. Equips all Aspiring Champions with powerfists. SACRIFICIAL PIT *DAEMONIC MUTATION: 100/50. 40 sec. Tier 3. Buffs PSM melee damage by 20% and speed by 50%. *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 and takes 20% more damage himself) 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 15 radius. *DEMONIC PROJECTILES: 500/500. 200 sec. Improves Predator weapons vs vehicles. Allows the Bloodthirster to be summoned. =Tier 4 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: GUARDIAN: 130/0. Reinforces for 30. 170/212/265 hp. 300 morale (400 with a Warlock). -WARLOCK: 55/15. 200 hp. Increases the damage of the squad by 20%. RANGER: 195/0. 175/218/273 hp. 300 morale. Reinforces for 65. BANSHEE: 200/0. 280/364/473 hp. 400 morale. Call of War doubles morale (800) and hitpoints (560/728/946). Reinforces for 50. -SHEE EXARCH: 80/25. 395/513/667 hp. Call of War doubles hp to 790/1026/1335. Increases the damage of the squad by 15%. DARK REAPER: 210/0. 400/500/625 hp. 300 morale. Reinforces for 70. -DR EXARCH: 80/30. 645/806/1007 hp. Increases the damage of the squad by 15%. FIRE DRAGON (SS): 165/30. 500/625/781 Reinforces for 55/10. -FD EXARCH: 70/25. 675/843/1054 hp. 800 morale. Increases the damage of the squad by 15%. WARP SPIDER (SP): 240/60. 615/768/960 hp. 600 morale (868 after Haywires?) -WS EXARCH: 100/25. 865/1081/1351 hp. Increases the damage of the squad by 15%. SHURIKEN plat: 140/60/1. 800 hp. BL plat: 140/105/1. 1100 hp. COMMANDER ELDAR: FARSEER: 240/80. 1050/1450/1750 hp. Guide makes one squad have an accuracy of 100% for a period of 25 seconds. Mind War deals ~300 damage to one model. Psychic storm deals ~150 damage to all enemy infantry (including commanders) in a radius of 10 around the target. SEER COUNCIL (SS): 240/150. 400 hp. Commander armor. Automatic witchblades. 1200 morale (!). AVATAR (AtE): 400/400/5. 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. 760/893 hp. 30/25 for the missile upgrade. FALCON: 150/150/2. 1860/2186 hp. 30/20 for the starcannon upgrade. WRAITHLORD: 100/250/2. 2950/3950 hp. FIRE PRISM (AtE): 150/315/3. 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. 1800 hp. Gives 50 req when completed. LP2: 100/75. 35 sec. 1800 hp. LP3: 250/155. 60 sec. 3000 hp. GENERATOR: 165/0. 30 sec. 1200 hp. Gives 50 power. THERMO PLASMA: 250/0. 45 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: 200/100. 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: 150/75. 37 sec. 1500 hp. 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. *WRAITHBOMB: 50/25. 75 sec. Gives Bonesingers the Wraithbomb 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: 50/0. 25 sec. Allows Rangers to infiltrate. SOUL SHRINE *MOBILIZE FOR WAR 400/300. 144 sec. Unlocks Infantry armor and accuracy lvl 2 upgrades, Haywire Bombs and Annihilate the Enemy researches. *ANNIHILATE THE ENEMY 400/400. 192 sec. Unlocks Fire Prisms and the Avatar. *INFANTRY ACCURACY 1: 100/50. 60 sec. Increases ranged damage for basic Eldar infantry (and Banshee melee) by 25%. *INFANTRY ACCURACY 2: 150/100. 60 sec. Increases ranged damage for basic Eldar infantry (and Banshee melee) by 25%. *INFANTRY ARMOR 1: 100/50. 60 sec. Increases hp on all infantry and their exarchs (not warlocks) by 25% (30 for Banshees and exarch). *INFANTRY ARMOR 2: 150/100. 60 sec. Same as armor 1, and turns Banshees armor from infantry_high to infantry_heavy_med. Adds Warp Spider morale by 25%. *COMMANDER UPGRADE 1: 100/25. 45 sec. Adds 400 hp to the Farseer. Reduces 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. Reduces ability recharge by 10%, increases health regeneration by 0.5 hp/sec and increases melee damage by 20%. *CALL OF WAR: 100/100. 70 sec. Doubles 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. *FORTUNE: 200/50. 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: 250/25. 70 sec. Gives the Farseer the ability to cast Eldritch storm that does ~100 damage to infntry 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. 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: 160/0. 105/120/170/195 hp. 100/200/350 morale. Reinforces for 20. Plasma for 35/15, Grenade launchers for 20/15. -SERGENANT: 55/15. 234 hp. Adds 35 hp and 50 morale. KASRKIN (Tier 3): 200/100/3. 350/438 hp. 400 morale. Reinforces for 40/10. Frag Grenades do damage to everything. Plasma for 30/15, Grenade launchers for 20/15. -SERGENANT: 75/15. 500/625 hp. Adds 100 hp and 150 morale. OGRYN (Tier 3): 180/60/3. 625 hp. 400 morale. Daemon_med armor. Takes up two slots in buildings and transports. -BONE'EAD: 100/20. 850 hp. Adds 250 morale and 150 hp. COMMAND SQUAD: 120/15 -GENERAL: 100/15. 350 hp. 400 morale. -COMISSAR: 80/40. 300 hp. -PSYKER: 100/100. 200 hp. -PRIEST: 90/40. 200 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. 300 hp. 400 morale. Provides morale immunity and healing (2,5 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 50% for 10 seconds. PRIEST (Tier 2): 80/50. 500 hp. 900 morale. Fanaticism gives immunity to damage for short period (10 seconds). Adds 100 hp and 400 morale, increases speed by 33% and gives a 50% damage increase to attached squad (including himself). PSYKER: 100/50. 200 hp. 200 morale. Strip Soul damages one infantry model. Lightning Arc damages one squad, good morale damage. VINDICARE ASSASSIN (Tier 3): 100/50. 350 hp. 450 morale. Very long LoS. Kills most regular infantry in 1 shot and deals massive damage to commanders. TECHPRIEST ENGINESEER: 75/0. 20 sec. 250 hp. Commander armor. Repairs things at 60 hp/sec for 75% the cost. VEHICLES IG CHIMAERA: 100/70/1. 1500 hp. Holds up to 3 infantry units that can fire from firing ports. SENTINEL: 150/150/2. 1450 hp. HELLHOUND: 150/150/2. 2200 hp. BASILISK: 150/300/2. 1150 hp. Limit of 3. Fires Earthshaker rounds for 200/200. LEMAN RUSS (Tier 4): 150/300/3. 5200 hp. Long range. BANEBLADE (Tier 4, Mars Pattern Command): 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. -Psyker addon: 100/25. 30 sec. *Tier 2: 250/150. 80 sec. -Priest addon: 50/0. 10 sec. *Tier 3: 400/300. 144 sec. -Vindicare addon: 50/25. 20 sec. INFANTRY COMMAND: 125/0. 1500 hp. 30 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: 175/50. 2500 hp. 45 sec. LP: 100/0. 2000 hp. 30 sec. 50 req gift when completed. *LP 2: 100/55. 2200 hp. 35 sec. *LP 3: 250/100. 2400 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. No power gift. HEAVY BOLTER TURRET: 150/75. 1200 hp. 30 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 the rate guardsmen recover morale. 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: 100/25. 30 sec. Increases plasma and grenade launcher damage by 50%. Powered bayonettes: 100/75. Boosts Ogryn and Bon'ead melee damage by 25%. Command Squad upgrade: 100/100. Increases the maximum number of Command Squad members to 5. MECHANISED COMMAND Full Scale War: 400/400. 192 sec. Allows building 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%. ---------------------------------------------------------------------------------------------------------------------------- INFANTRY ORKS GRETCHIN: 90/0/0. 9 second build time. 40 hp. Infiltrate available as research at the HQ. SLUGGAS: 120/0/1. 20 sec buildtime for a squad of 4. 200/266/354 hp. Max 3 Burnas (30/5). Max 15 per squad. Reinforce for 30/0 in 6 sec. SHOOTAS: 140/0/1. 22 sec buildtime for a squad of 4. 190/253/337hp. Max 3 Big Shootas (40/30). Max 8 per squad. Reinforce for 35/0 in 5,5 sec. STORMBOYZ (40pop): 160/0/1. 28 sec buildtime for a squad of 4. 220/293/390 hp, 400 morale. Heavy infantry. Reinforce for 40/0 in 10 sec. TANKBUSTAS (50pop PoG): 75/20/1. 20 second buildtime for a squad of 1. 340/453/602 hp. Rokkits on default. Squads of 1-3. No bombs. Reinforce for 75/20 in 15 sec. NOBS SQUAD (50pop PoG): 250/75/2. 40 sec buildtime for a squad of 4. 650/865/1150 hp, 600 morale. Powerclaws at tier 3 (40/20). Reinforce 45/10 in 9 sec. NOB LEADER (31pop PoG): 75/25/2. 25 sec. 900/1000/1100 hp. Adds 150 to morale. STORMBOY NOB (31pop PoG): 75/20/2. 30 sec. 900/1000/1100 hp. Adds 150 to morale. COMMANDERS ORKS BIG MEK: 190/60/2. 1050/1350/1650 hp. 650 morale. 60 sec. Teleport on default. 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. MEGA ARMOURED NOBS (60pop, PoG): 100/40/2. 45 sec. 900/1100/1300 hp, 400 morale and regroups at 300. 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). MAD DOK (Fort): 50/50/1. 15 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. WARBOSS(Fort): 200/75/2. 30 sec. 2240/2640/3040 hp. 700 morale. Adds 200 to morale. Power of the WAAAGH!: gives +33% speed, +15% damage and immunity to morale for 20 seconds in a 20 radius. 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): 190/300/4. 3000/3300 hp. 30 sec. Speed 14. LOOTED LEMAN RUSS (Fort Tier4): 150/300/3. 30 sec. 5044 hp. SQUIGGOTH (70pop Fort Tier4): 400/400/3. 155 sec. 10000hp. Daemon armor. BUILDINGS ORKS ORK SETTLEMENT: 400/0. 169 sec. 3000 hp. Gives 15 pop *ORKY FORT 400/300. 7000 hp with the upgrade. LISTENING POST: 90/0. 1125 hp. 50 req gift when completed. *LP2: 100/75. 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. Requires 16 pop. WAAAGH! BANNER: 165/0. 37 sec. 800 hp. Upgrade costs 50/50 and makes it 1475 HP. 2nd upgrade is 50/50 and makes it 1975 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 Boyz hut and 20 pop. DA MEK SHOP: 260/100. 75 sec. 2000 hp. 55 pop + PoG. 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. Allows grots to infiltrate. 25 sec. LISTENIN POST Requisition increase: 75/250. 50 pop. Increases requisition income by 15%. 60 sec. Requisition increase 2: 100/350. 46 pop + Fort. Increases requisition income by 20%. 95 sec. GENERATOR Power increase: 200/40. 50 pop. Increases power income by 33%. 60 sec. Power Increase 2: 350/0. 46 pop + Fort. Increases power income by 20%. 95 sec. DA BOYZ HUT Mek Kustum Kit: 75/75. 40 pop Adds 15 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). 50 seconds. PILE OF GUNZ More Dakka: 60/20. 16 pop. Buffs Shoota, Slugga, Stormboy, Nob Leader, PoG, Hut, Mek Shop and HQ ranged damage by 15%. 60 sec. Even More Dakka: 80/40. 46 pop + Fort. Buffs Shoota, Slugga, Stormboy, Nob Leader, PoG, Hut, Mek Shop and HQ ranged damage by 20%. 60 sec. Blastier: 100/25. 40 pop. Buffs regular shoota damage as well as Big Shoota damage by 50%. Buffs Wartrukk Big Shootas by 15%. 45 sec. Heavy Armor: 75/25. 30 pop. Adds 33% hp to Sluggas, Shootas, Tankbustas, Stormboys and Nob Squads. 45 sec. Super 'eavy Armor: 75/25. 50 pop + Fort. Adds a further 33% hp to Sluggas, Shootas, Tankbustas, Stormboys and Nob Squads. 45 sec. More Choppy: 100/50. 40 pop. Gives Nob Leaders Power Claws and buffs CC damage for Sluggas, Shootas, Stormies and Nob Squads by 35%. 30 sec. Tuffer Bosses: 100/25. 50 pop. Nob Leaders +100 hp. MANs +200 hp. Mek +200 hp, +0.5 regen, 15% damage. Warboss + 400 hp, +0.5 regen, max damage +30% (+15% dps). Reduces ability recharge by 10% for Mek and Warboss. 45 sec. Even Tougher Bosses: 125/50. Fort. Same hp, ability recharge and regeneration buffs. Mek gets a 20% damage buff. Warboss gets max damage buff +20% (+10% dps). 45 sec. Big Shooty Boss Weapons: 125/50. 70 pop. Gives Big Mek his Mega Blasta and Warboss a Kustom Shoota. 50 sec. MEK SHOP Vehicle speed boost: 40/40. 31 pop. Increases Wartrak and Wartrukk speed by 30%. 50 sec. Extra Vehile armor: 400/400. 60 pop + Fort. Adds 10% hp to all Vehicles. 192 sec. 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. 3) If 50 pop worth of Ork units are withing a radius of 25, all of those Orks gain a 20% damage bonus and doubled charge bonuses. The bonuses stack. UNIT (requires): req/pow/cap. Normal/1st upgrade/2nd upgrade hp. Additional information. ---------------------------------------------------------------------------------------------------------------------------- INFANTRY SPACE MARINES SCOUT: 90/0/1. For a squad of 2. 250/413 hp. 450 morale. Sniper rifles researched at HQ pre-armory. *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. For a squad of 4. 300/495 hp. 300 morale. Upgrade gives 5 Heavy Weapons per squad. *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. ASSAULT SM: 240/0/2. For a squad of 4. 400/660 hp. 600 morale. Reinforces for 55?. -ASM SERGENANT: 75/20. 650/1073 hp. 700 morale. TERMINATOR: 200/100/3. For a squad of 4. 665/1098 hp. 750 morale. *Up to 2 Assault Cannons or 2 Heavy Flamers for 70/40 a piece. ASSAULT TERMINATOR: 200/100/3. For a squad of 4. 800/1320 hp. 750 morale. APOTHECARY: 45/15. 200 hp. 350 morale. Has a healing aura of 4 hp per second for 10 radius and heals units in his squad at 16 hp/sec. FORCE COMMANDER: 260/50. 1500/1900/2300 hp. 700 morale. Can use Orbital Bombardment when the Orbital Relay is built (very 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. 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 16 hp per second. LIBRARIAN: 245/80. 1400/1700/2000 hp. 600 morale. Smite does ~100 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: 75/70/1. 500 hp. LAND SPEEDER: 150/130. 1050 hp. DREADNOUGHT: 170/305. 4780 hp. *Assault Cannon (T2) or Lascannnon (T3) for 30/70. HELLFIRE DREADNOUGHT: 100/250. 3250 hp. WHIRLWIND (Tier 3): 145/260. 5000 hp. PREDATOR ANNIHILATOR (Tier 4): 165/300. 5820 hp. Lascannons on default, no upgrades. LANDRAIDER (Tier 4): 400/400/3. 10,000 hp. BUILDINGS SPACE MARINES HQ: 450/0. 6000 hp. 150 sec. *Tier 2: 250/100. 80 sec. *Tier 3: 400/300. 144 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. 2250 hp. 30 sec. 50 req gift when completed. LP2: 100/75. 2250 hp. LP3: 265/155. 3450 hp. GENERATOR: 135/0. 30 sec. 1500 hp. Gives 50 power. THERMO PLASMA: 275/0. 60 sec. 2000 hp. Gives 100 power. HB TURRET: 150/75. 30 sec. 1500 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: 25/15. 25 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 and have knockback. 75 sec recharge. *MELTA BOMBS: 100/100. 70 sec. Allow ASM use Melta 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. ARMORY: *TARGETING UPGRADE: 100/50. 45 sec. Buffs ranged damage by 50% for all tactical weapons (except missiles), sniper rifles and ASM Chainswords. *BIONICS UPGRADE: 100/50. 45 sec. Adds 65% hp to all SM infantry. Adds 50% morale to tactical, scout and ASM squads. *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 all commanders powerswords. *POWERFIST UPGRADE: 50/20. 30 sec. Equips both Sergeants powerfists and buffs Force Commander 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 infantry in a radius of 20 unable to take damage 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 15 radius. *HEAVY ARMOR DEPLOYMENT:400/400. 192 sec. Allows T4 units (Land Raider, Predator Annihilator) to be built. = Tier 4 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%. ------------------------------------------------------------------------------------------------- REPAIR RATES *Max of 3 units repairing all the buildings and vehicles of Chaos, SM, Eldar and Orks. *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): Enginseer: 60 Chaos Heretic: 15 Bonesinger: 30 Gretchin: 15 Servitor: 30 Big Mek: 20 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): Enginseer: 75% Chaos Heretic: 100% Bonesinger: 20% Gretchin: 100% Servitor: 100% Big Mek: 20%