Nhumrod Site Admin
Clan Leader & GM
Joined: 09 September 2002 Location: Scotland Posts: 13897
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Posted: 07 November 2006 at 12:39am | IP Logged
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Global
• Turrets
o Turrets can be placed anywhere o Turrets detect infiltrated units
• The Infiltration system has been enhanced and better integrated into Dark Crusades:
o Infiltration on units is no longer activated with an action button. The effect is persistent and passive. o Units can attack while infiltrated. o Units can capture while infiltrated. o Commanders no longer detect stealth. See each race for a list of detectors.
• Reduced the cost and research time of Tier 3 upgrades • Reduced the research time of Tier 4 upgrades by 50%
Space Marines
• New unit: Grey Knights
o New ability: Psychic Inquisition - Tortures units within the area with psychic energy. This energy haunts an area, dancing around seeking victims. o New ability: Furious Charge - Allows Grey Knights to approach enemies at blinding speed. The momentum is converted into a devastating attack
• Reduced the train time of Land Raider to 90 seconds. • Skull Probes now require an Armory instead of a Monastery and can now detect infiltrated units. • Librarians
o Librarians can detect infiltrated units. o Increased damage and reduced cooldown of Smite o Increased duration of Weaken Resolve o Weaken Resolve now requires tier 2, not tier 3
• Reduced squad hold of Orbital Relay from 6 to 4 • Increased Space Marine Deep Strike delay from 5 to 10 seconds • Space Marine Force Command and Chaplain plasma pistol
o Reduced penetration versus heavy high from 50 to 45 o Increased penetration versus building low from 25.5 to 30
• Space Marine Force Command and Chaplain Power Sword
o Penetration to building low increased from 20 to 25 o Penetration to commanders increased from 30 to 40
• Increased setup time on Space Marine Tactical Heavy Bolter from 1.5 to 2 • Space Marine Inspiring Aura research
o Cost reduced from 100/35 to 80/35 o Research time reduced from 90 to 60
• Space Marine Commander health 2 research time reduced from 60 to 45 seconds • Terminators and Assault Terminators
o Increased cost from 200/100 to 240/100 o Heavy Flamer:Morale damage increased from 35 to 50 o Assault Cannon: Cannot fire on the move, Increased damage from 12-20 to 30-50, Increased range from 30 to 40 o Increased stun effect from 10% to 25%
• Tech Tree changes
o The Armory no longer requires the Chapel Barracks o The Monastery (Tier 2) now requires either the Armory or the Barracks, not both. o The Fortress Monastery (Tier 3) now requires either the Machine Shop or the Sacred Artifact, not both.
• Elite unit caps
o Assault Terminators now have a squad cap of 1 o Terminators now have a squad cap of 1 o Predators now have a squad cap of 2 o Whirlwinds now have a squad cap of 1
• Support cap costs
o Increased Predator support cap cost from 3 to 5 o Increased Whirlwind support cap cost from 2 to 5 o Increased Dreadnought and Hellfire Dreadnought support cap cost from 2 to 3
Imperial Guard
• New unit: Heavy Weapons Platoon
o New ability: Entrench - Heavy Weapon's Platoon sets up a powerful fortification combining defensive cover with increased firepower.
• New ability: Long-range scanner - Located in the HQ, this ability detects infilitrated units. • New ability: Let it Burn - The Hellhound, in Tier 3, can set an area on fire for a limited duration. Any unit takes damage while in this area. • Reduced the train time of the Baneblade to 90 seconds • Guardsmen squads can reinforce to 12 members (up from 9) once reaching Tier 2. • Pyskers can detect infiltrated units. • Priest morale boost reduced from 400 to 50 • Assassin
o armor penetration versus monster high reduced from 100 to 50 o armor penetration versus commanders reduced from 100 to 75
• Guard Commanders improvement versus vehicle high and monster high armor types
o guard_chainsword_priest: Armor piercing against monster_high from 0 to 25, Armor piercing against vehicle_high from 0 to 25 o guard_power_sword_commissar: Armor piercing against vehicle_high from 0 to 20 o guard_power_gauntlet_captain: Armor piercing against vehicle_high from 0 to 20 o guard_power_gauntlet_captain: Armor piercing against vehicle_high from 0 to 29 o guard_psychic_spike_psyker: Armor piercing against monster_high from 0 to 25, Armor piercing against vehicle_high from 0 to 25
• Weapon Specialization Research cost increased from 100/25 to 100/100 • Kasrkin Knife’s penetration to building low reduced from 65 to 45 • IG Command Squad Commissar Power Sword penetration to building low reduced from 50 to 33 • Command Squad Priest Chain Sword penetration to building low reduced from 33 to 23 • Command Squad Captain power Gauntlet penetration to building low reduced from 50 to 35 • Command Squad Captain power cost increased from 15 to 25 • IG Psyker Curse of the Machine Spirit hotkey set to "C" • Tech tree changes
o The Tactica Control no longer requires the Infantry Command o The Battle Command (tier 2) now requires either the Infantry Command or the Tactica Control, not both
• Elite unit caps
o Ogryns now have a squad cap of 1 o Kasrkins now have a squad cap of 1 o Leman Russ Tanks now have a squad cap of 2
• Support cap costs
o Increased support cap of Leman Russ from 3 to 5
Orks
• New unit: Flash Gitz - Tier 3 ranged infantry • New research: More Sluggas - makes recruitment of slugga boyz squads free. • New ability: Burna bomb - Mad Doks can place this device, which explodes after a brief countdown. • The Big Mek and War Boss can still detect infiltrated units (unlike most other Commanders) • Armored Nobs can now detect infiltrated units. • Reduced the train time of Squiggoth to 90 seconds. • Ork Warboss Claw penetration to building low increased from 31 to 60 • Ork Nob Choppa
o Armor penetration to monster high increased from 0 to 15 o Armor penetration to vehicle high increased from 0 to 15 o Armor penetration to building high increased from 0 to 15
• Ork Rokkit Launcher Listening Post
o Armor penetration to vehicle high increased from 5 to 10 o Armor penetration to vehicle med increased from 7.5 to 20 o Armor penetration to vehicle low increased from 12.5 to 20
• Ork Big Shoota Twin Waagh Banner
o Armor penetration to building low increased from 0 to 25 o Armor penetration to building med increased from 0 to 20 o Armor penetration to building high increased from 0 to 10
• Reduced health of Tankbustaz from 400 to 360 • Tech Tree changes
o Pile of Gunz no longer requires a Boyz Hut o Orky Fort add-on no longer requires Da Mek Shop o Orky Fort add-on now requires either Da Boyz Hut or Pile of Gunz, not both. o Da Mek Shop now requires either Da Boyz Hut or Pile of Gunz, not both. o Mega Armored Nobs no longer require a Boyz Hut
• Elite unit caps
o Nobs now have a squad cap of 3 o Looted Tanks now have a squad cap of 2
• Support cap costs
o Increased Looted Tanks support cap from 3 to 5 o Increased War Trukks support cap from 2 to 3 o Increased War Trakks support cap from 2 to 3
Chaos
• New unit: Daemon Prince - The Chaos Lord can upgrade into the Daemon Prince in Tier 3.
o New ability: Daemon Roar - The Daemon Prince breaks the morale of surrounding enemies with a fearsome roar.
• New Ability: Tainted Auspex - Chaos Lord drops a taint, which detects infiltrated units. • Cultists now detect infiltrated units. • Sorcerers now detect infiltrated units. • Chaos Predator damage increased by 25% • Chaos Marines now have Plasma Weapons (tier 3) • Reduced the train time of Bloodthirster to 90 seconds. • Chaos Lord Plasma Pistol penetration to building low increased from 25.5 to 30 • Chaos Missile Turret
o Armor penetration to building low increased from 0 to 25 o Armor penetration to building med increased from 0 to 15 o Armor penetration to building high increased from 0 to 10
• Obliterators no longer requires a Relic • Standardized Obliterator Damage
o Assault Cannon range increased from 30 to 35 o Lascannon weapon: Min damage from 145.38 to 258, Max damage from 177.69 to 290, Armor piercing against infantry_low up from 20 to 60, Armor piercing against infantry_med up from 20 to 100, Armor piercing against infantry_high up from 20 to 90, Armor piercing against infantry_heavy_med up from 20 to 100, Armor piercing against infantry_heavy_high up from 20 to 91, Armor piercing against vehicle_low up from 29.91 to 43, Armor piercing against vehicle_med up from 22.45 to 32, Armor piercing against vehicle_high up from 10.36 to 14, Armor piercing against monster_med up from 0.00 to 100, Armor piercing against monster_high up from 9.93 to 14, Armor piercing against commander up from 0.00 to 36, Armor piercing against building_low up from 49.14 to 70, Armor piercing against building_med up from 18.35 to 26, Armor piercing against building_high up from 21.80 to 31 o Plasma Twinlinked weapon: Max range up from 30 to 35, Armor piercing against infantry_low up from 21.25 to 45, Armor piercing against infantry_med up from 36 to 78, Armor piercing against infantry_high up from 31.5 to 68, Armor piercing against infantry_heavy_med up from 40.07 to 80, Armor piercing against infantry_heavy_high up from 40.40 to 70, Armor piercing against vehicle_low up from 10.91 to 33, Armor piercing against vehicle_med up from 10.45 to 24, Armor piercing against vehicle_high NO CHANGE, Armor piercing against monster_med up from 40.44 to 80, Armor piercing against monster_high NO CHANGE, Armor piercing against commander up from 25.18 to 27, Armor piercing against building_low up from 15.14 to 53, Armor piercing against building_med up from 18.35 to 20, Armor piercing against building_high up from 0.80 to 25
• Tech tree changes
o The Chaos Armory no longer requires the Chaos Temple. o The Desecrated Fortress (tier 2) now requires either the Chaos Armor of the Chaos Temple, not both. o The Machine Pit no longer requires the Sacrificial Circle o The Unholy Monastery (tier 3) now requires either the Machine Pit or the Sacrificial Circle, not both.
• Elite unit caps
o Obliterators now have a squad cap of 1 o Possessed Marines now have a squad cap of 1 o Predators now have a squad cap of 2
• Support cap cost
o Increased support cap cost of Predators from 3 to 5 o Increased support cap of Defilers from 2 to 3
Eldar
• New unit: Harlequin
o New ability: Harlequinn's Kiss - The Harlequin drives a tube into her victim liquefying his innards killing the target instantly. The boiling blood splatter injures all surrounding units. o New ability: Dance of Death - Eldar Harlequin jumps from enemy to enemy, knocking them down, displaying acrobatic attacks
• The Guardian Warlock can now detect infiltrated units. • Reinforced Armor and Enhanced Reinforced Armor
o Increased health effect on Guardians from 15% to 25% o Increased health effect on Guardian Warlocks from 0% to 25% o Increased Warp Spider health and morale boost from 25% to 40%
• Seer Council
o Now requires tier 3 o Increased health from 400 to 800 o Increased melee knockdown chance from 10% to 50% o Increased damage by 25% o Increased Conceal bonus versus ranged damage from 25% to 50% o The Seer Council can now detect infiltrated units.
• Reduced cost of Brightlance Platform from 140/105 to 125/75 • Warp Spider
o Increased armor penetration versus infantry heavy high targets from 32 to 38
• Superior Optics
o Increased ranged damage boost of Warp Spiders from 25% to 40% o Increased melee damage boost of Banshees from 10% to 20%
• Increased Optics effect on Dark Reapers from 25% to 40% • Webway Gates increase support by 3 (instead of 2) • Eldar Rangers Infiltration research cost increased from 50/0 to 50/50 • Reduced cost of many Eldar ability researches. • Eldar D-Cannons no longer deal friendly fire damage • Eldar Fire Dragons Fusion Gun penetration to building high increased from 6 to 12 • Tech Tree changes
o The Soul Shrine no longer requires the Aspect Portal
• Elite unit caps
o Fire Prisms now have a squad cap of 2 o Warp Spiders now have a squad cap of 3
• Support cap costs
o Increased Wraithlord support cap from 2 to 3
o Increased Falcons support cap from 2 to 3
Edited by Demonboy on 07 November 2006 at 12:40am
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