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Daemon Hunters (Exclusive)

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v0.4 Highlights: We tried to make the Daemonhunters adhere more to their codex and the fluff that is described there. (i.e. GK Deep Strike, GK Nemesis Force Weapons, Assassins, decision which
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ally to call upon by an Inquisitor) Changes: - HQ is now the Inquisitor’s Thunderhawk Drop-Ship (the honourable inquisitor has arrived) - Inquisitors are now available immediately, Inquisitor Lord requires at least one relic - Altered Tech-Tree: (now similar to Eldar Aspect Portal) Inquisitor now has the choice to use Grey Knights and/or Inducted Imperial Guard. Access to these units is granted via an add-on of the HQ. You no longer need an Armoury to build Grey Knights. Just requisite them in the HQ. - Exterminatus Activatus (Orbital Relay) is now already available at HQ Level 1. Taking into account that Grey Knights possess the special ability to Deep Strike their troops (teleport them into position where they are needed most) even if a ”normal” scenario would not allow this option. GK Terminators und Exterimatus still need a HQ Level 2. - Nemesis Force Weapon Upgrade for Grey Knights (Level 1 and 2) - Gk psycannon did not fire while moving. It might haven only been a display problem, but to be sure we now use the plasma gun as psycannon placeholder. - You need at least one relic to requisite a GK Grand Master Bug Fixes: - Lord Inquisitor now automatically gains the psychic power „Smite“, as soon as the HQ is upgraded to HQ Level 1. - Some weapon codes still used Space Marines values. These errors were fixed. - GK Terminator Psybolter missed each time termi moves. - Now only GK units and no other Daemonhunters units can use the deep strike ability. - GK Psycannon was much too expensive. In codex it is twice as costly as a heavy bolter. That’s the way we will keep it in the Mod as well. (Req. 80, Power 20)

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File Name:
daemonhuntersmodv04dowfiles.exe
File Size:
13.43 MB
Date Added:
18/12/2004
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