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73,245 downloads

Uploaded:20/08/2005

Daemon Hunters Mod

daemonhunters_mod_v0.8.exe | 59.87 MB

research teams for the freedom of movement and resources they can provide. The Order also works with the Techno-Mages of Mars, exchanging for study any scraps of technology they find in return for their wisdom. Their forces are the Deathwatch, small groups of specially selected Space Marines from the ordinary chapters spread throughout the galaxy so that they might quickly head to an alien influence and destroy it. Deathwatch members are volunteers from Space Marine Chapters that rigidly adhere to the Codex Astartes. These teams are expected to exterminate alien-influenced cults, recover alien technology and destroy alien infestations of Genestealers, Enslavers and Orks.

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58,768 downloads

Uploaded:01/07/2005

Tau Mod

tau_mod_v1_3b.zip | 8.25 MB

42.5 - Gundrone attack range fixed - Gundrone build time decreased - Gundrone no longer invincible - Ethereal balanced to lose more easily - Crisis suit attack no longer drains self morale or hit points - Turrets now fully upgradeable, no icon bug

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47,766 downloads

Uploaded:21/04/2005

Daemonhunters Mod

daemonhunters_v075_ordomalleus_ordohereticus.exe.exe | 71.03 MB

complains about too many units and second MasterRobertus started his own Steel Legion Mod. It will contain all Steel Legion models you already know from the 0.7 plus new unseen models .. so stay tuned. Check out the Steel Legion Mod forum for more details: http://www.11chor.at/steel_legion_mod/ Highlights The Daemonhunters Mod now offeres you two races: • Ordo Malleus (Grey Knights + Steel Legion) • Ordo Hereticus (Grey Knights + Sororitas + Assassins ) Changes - GK Terminators and Land Raider are already available at Librarium Daemonica (HQ 2.5) - GK squads have now a max member size of 8 (like SM) - Banishment Ability (only effective against Daemons but very powerful) - Convent (Sororitas) now another ally option Ordo Hereticus race, Daemonhunters without Steel Legion but with access to Adeptus Sororitas and Grey Knights - Automatically gained Command ability upgrades - less upgrades, less Steel Legion units - hopefully streamlined tech tree - better documentation The following units have been removed: - Steel Legion Command Platoon - Steel Legion Salamander Command Vehicle - Steel Legion Colonel - Steel Legion Hellhound - Rhino, Inquisitorial forces now use the Chimera, too. Credits - Emperor James send us the new Loading Screens - ByTe provided us with the knowledge to make our own library (SGAs), thus future releases can be made easily via small updates

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46,709 downloads

Uploaded:18/09/2005

Steel Legion Mod

steel_legion_mod_v1.00.exe | 63.54 MB


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40,169 downloads

Uploaded:21/10/2005

Tyranids

tyranidmod213.exe | 5.87 MB

imperium from the edge of the galaxy, living only to feast upon the flesh of their foes. They are a fearsome adversary, but an even better ally! That's why our mod allows you fight with and for the great Tyranid race, swarm the enemy with hundreds of hormagaunts, stamp on your foes with the huge carnifex and devour your opponent from within with the deadly lictor. We aim to show players of Dawn of War what the fantastic Tyranids are and attempt to keep as true to the feel of the race as possible.

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39,917 downloads

Uploaded:07/06/2005

Daemonhunters Mod

daemonhunters_mod_v0.77_1.30_enabled.exe | 30.82 MB

reviewed – new model and new weapons based on the codex (see the vehicle section for more details – page 25) • Some weapon codes have been fixed. Balancing issue (once more) • Henchman were too week compared to their costs and other races. They now use more squad cap, are more expensive and can be compared to Eldar Guardians or even SM Scouts • Grenade Launcher for Henchman was not available due to a bug that has been fixed, “new” weapon upgrade available when the Librarium has been build • GK Squads take one more squad cap than their equivalent SM counterpart, thus GK SM cost 3 cap • Gun-Servitor a new troop type giving Daemonhunters increased Heavy Firepower like Heavy Bolter, Multi-Melta and Plasma Cannon. • Melta Damage has been reduced, while the rang has been increased, that should make them more useful. Multi-Melta is now available for Gun-Servitors, Dreadnought Multi-Melta is now as powerful as the previous Melta variant. (no matter how short ranged a weapon is DoW always use max range 25’’ thus Pistols (TT 12’’) and Shuriken Catapults (TT 12’’) double their range. In previous versions the melta gun had a range less than 15 and thus not always fired, now the range has been increased to 25’’ but the damage has been reduced dramatically) • Steel Legion gets access to grenade launchers as soon as a Librarium is build. • Acolyte has no longer access to Melta Bombs, use Henchman Melta Guns to counter enemy tanks. • GK Dreadnought and Hellfire Hitpoints have been considerably reduced. • Steel Legion Sergeant has no more Melta-Bomb • Land Raider gains the “Machine spirit” ability at HQ2 and has less HPs than the SM variant • Sacred Hull and Blessed Fist researches were too powerful, have dramatically been reduced, should be balanced now • Steel Legion Sentinels are no longer a squad of 1-3 but single units like any other vehicle, thus no more path finding problems and a lot weaker unit, squad cap is calculated correctly, too • Steel Legion Heavy Weapon Team armour type has been changed, they are more vulnerable now but still very good (infantry heavy high) • Inquisitorial Stormtrooper are much more expensive – like normal Space Marines – and have therefore a lot more hitpoints • Reduced cost of tier 3 by 100/50 and 25 seconds (like SM or Chaos) • Justicars and Acolyts gain this health increase, too (like Aspiring Champions and Space Marine Sergeants)

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33,650 downloads

Uploaded:18/12/2004

Camera Zoom

camerazoommod1.2.rar | 6.88 KB

good (it curved the edges) amd the angle was reverted because I didn\'t like it. The previous stuff still remains the same.

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31,270 downloads

Uploaded:27/03/2005

Daemon Hunters

daemonhunters_mod_v0.7.exe | 45.71 MB

still too hard to stop. Thus the following changes have been made: - Squad Leader gain the Melta Bomb ability as soon as the Mechanicus Creatus is available (now also available for Captain Brother and Acolyte) - Henchman will gain the Melta upgrade as soon as Mechanicus Creatus is available - Stormtrooper gain the Melta gun much earlier – this is their main advantage - Hellfire Dreadnought can use the Lascannon upgrade at tier 1 not at tier 2 like the Space Marine variant, thus even GK forces without Steel Legion support can stop the Defiler rush Please note Grey Knight will never become tank hunters, but they should not be completely helpless against tank attacks. - GK moral has been reduced at the beginning but will increase as tier upgrades - Steel Legion Chimeras will be only available AFTER the assigned unit is purchased, thus it will not be possible to have a Chimera rush that early – it was simply an unbalanced advantage - Steel Legion Heavy Weapon Team gains Lascannon Upgrade only at Tier 2 - Librarium Daemonica is no longer needed for requisition of units, only certain very powerful researches are only available when this Addon is researched and it is still needed to upgrade to the last Tier 2 and lots of bug fixed, too

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29,535 downloads

Uploaded:07/11/2004

Chaos Extension

mod.zip | 72.17 KB


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27,112 downloads

Uploaded:07/02/2005

Mission Maps

mission_maps_data.zip | 19.41 MB

likes to play coop 2 vs. 6 on Insane.---- The numbering is funny, but you will find it very flexible from 1 vs. 1 or teams so on the bigger maps you are at opposite ends. Oh..ya, I added some MP maps that I changed

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24,167 downloads

Uploaded:29/03/2006

Tyranid Mod 0.3

tyranidmod03.exe | 10.62 MB

imperium from the edge of the galaxy, living only to feast upon the flesh of their foes. They are a fearsome adversary, but an even better ally! That's why our mod allows you fight with and for the great Tyranid race, swarm the enemy with hundreds of hormagaunts, stamp on your foes with the huge carnifex and devour your opponent from within with the deadly lictor. We aim to show players of Dawn of War what the fantastic Tyranids are and attempt to keep as true to the feel of the race as possible.

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22,316 downloads

Uploaded:16/05/2005

Cadian Inquisition - 1.3 compatible

cadinq56.exe | 17.61 MB

Doctrine (Infiltration, Veteran, Lemanruss Variant) New Models (Kasrkin, Hardened Veteran, Sniper, Sentinel, Chimera) New units (Griffon, Hardened Veteran, Sniper) Improved Models (Building, Firesupport, Platoon) Balance (Air Support vehicle, Doctrine values, Tank, GK, Many weapons) AI now use Doctrine AI bug (Firesupport weapon upgrade, Abilities) So download this baby now, and purge the enemies of the Imperium with the Cadian Guard!

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20,176 downloads

Uploaded:06/04/2005

Spacehulk mod

sh_dtp_demo.exe | 36.28 MB

their struggle on cleaning the Space Hulk of alien abominations.

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18,695 downloads

Uploaded:16/06/2005

Daemonhunters Mod

daemonhunters_mod_v0.77v0.78_updater_v1.30_enabled.exe | 30.83 MB

fixed. (The only problem is that the SM Force Commander still gets the DHs colours, all other units are \"clean\") - Win condition fix (Assassination, Anhilation and Destroy HQ have been fixed) - Area damage hurts own units Special attacks, flamers and frag grenades hurt friendly units and even the originator. This severe bug has been fixed. - Assassins Several problems with Assassins has been fixed. Culexus Assassin is now a very efficient Commander-Hunter.

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18,195 downloads

Uploaded:15/11/2004

Cadian Inquisition

cadian_inquisition_installer_v01.44.exe | 1.35 MB

should be written. Sorry for inconvinience. As usual remove old mod folder before installing this new one.

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18,150 downloads

Uploaded:13/02/2005

Deamonhunters Mod

daemonhunters_mod_v0.6modelrelease_english.exe | 31.78 MB

the documentation for the Object Editor (OE) is simply none existing and Relic Support for the Mod Tools is a disgrace - to all our various post not a single response from a Relic official. I would like to thank all the other Mods out there who supported our course by giving hints and advices (tutorials) or for sharing their models with us – especially the His Righteous Mod of the Imperial Guard and the Necron Mod.

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17,679 downloads

Uploaded:09/07/2005

Cadian Gate Mod

cadinq57.exe | 12 MB

Squad) Improved Models (Building, Vulture) Paratrooper drop animation Little UI change (All doctrine visible from start, Ork pop help icon) New icons for building (Make by Gaz-1) Balance (Air Support vehicle, Doctrine values, Tank, Many weapons) AI now use Doctrine better Kill the Waaagh banner message bug Added a new separate "exploration" version (with more doctrine points)

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17,139 downloads

Uploaded:15/12/2004

Blood Angels

blood_angels_ver_0.02.rar | 235.71 KB

their zeal for the Emperor seems to drive them to acts of bloodshed. This bloodthirsty behavior has raised eyebrows among the Blood Angels’ Imperial allies and raised questions within the Inquisition. What those outside the Blood Angels fail to realize is that each member of this Chapter is haunted by the constant danger of falling into the Black Rage. 10,000 years ago, when their noble Primarch Sanguinius was slain fighting the traitorous Warmaster Horus, the self-sacrificial and brutal manner of Sanguinius’s death scarred his descendents for eternity. To this day, the memories of this final moment lurk in the minds of all Blood Angels. This is their blood-curse. A mere moment of inattention will cause them to lose their minds to their fury over their Primarch’s sacrifice. Like Sanguinius, the Blood Angels are masters of close combat. This is due to their unending desire to tear the enemies of the Imperium to pieces, barehanded when possible. Those Blood Angels who are consumed by the Black Rage form special suicide squads known as the Death Company. These Space Marines would rather die fighting the enemies of the Imperium rather than degenerate into raving madmen. Regardless of the thirst for bloodshed, no one in the galaxy can dispute the Blood Angels’ battle record. This Chapter has been at least partially responsible for many of the major victories of the Imperium’s long history

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15,785 downloads

Uploaded:25/05/2006

Dawn of War: Rebirth: Codex Edition

dow40k20beta320setup.exe | 67.38 MB

buildings, with the exception of HQ’s, Power Gens, and LP’s, cost power. In addtion, weapons like Power Klaws and Lascannons which punch through infantry saves with panache in TT will do exactly that in this mod. Almost everything has been converted over. Toughness / Wounds to HP...armour and invulnerable saves...weapon Strength vaules...even points to req costs. With this system it’s far easier to add in and balance new units and weapons - and every unit feels like it’s worth every point spent on it. By basing stats on a system that is known to work, a far more balanced and rewarding W40k RTS experience has emerged. It returns options that were removed in Winter Assault. It all but eliminates lame spam tactics, early rushing and unit redundancy. It adds polish, depth and balance to Dawn of War that have been missing for some time and boasts an AI that is far more adaptive and brutal than what comes out of the box. For good measure we’ve even added new units and models to the mix to give players even more choices and options. If you’re a fan of the table top game or just a gamer that wants a Warhammer 40,000 experience that will rock your RTS world, then this is definitely the mod you want to play.

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15,245 downloads

Uploaded:20/11/2004

Eye of Terror

eye_of_terror_v0.7.3b.rar | 724.66 KB

working to get those we have done into the game, and working on more. 3) The local files may not work with non-english versions. We are working on this. 4) Some squad sizes reduced for balence. I know this moves away from our earlier goal of keeping to the codex. But this works better. 5) There are many new abilities, such as close-combat spikes on bikes and terminators. 6) Revision history included for those who are interested in such things.

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15,125 downloads

Uploaded:30/08/2005

Tyranids Mod

tyranids0212.rar | 3.6 MB

animations! Just so you know, this isn't a balanced version of the mod. Still lots of stuff to be added, and the only new model being the genestealer. However, that one Genestealer does look awesome, so enjoy!

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15,058 downloads

Uploaded:21/07/2005

Blood Angels Mod Beta

blood_angels_beta_wip.zip | 48.54 MB

squads for Devastator, Veteran Space Marine's, Furioso Dreadnaught & Baal Predator. -New Character's, Captain Tycho, Librarian Mephiston & Commander Dante. -New Model's, The Death Company, Chaplain Lemartes Guardian of the Lost & Compilers Rhinoz Mod. -New Texture's, codex friendly & including Squad Helmet Colour-Coded textures. Please Note the Rhinoz mod by Compiler MUST be installed for this mod to work. It is available here on Dawn of War files http://dawnofwar.filefront.com/file/Rhinoz_Mod;43379 Blood Angels Mod website: http://bloodangels.dowfiles.com/ Installation: Double click on the Blood Angels.exe icon, and follow the instructions. This mod will install the following files/folders on your computer: -Blood_Angels_Mod folder -Blood_Angels_Mod.module -Blood Angels shortcut -Read Me.txt Description: The New Blood Angels Mod Team Present Version 1.o Patch 1.3 compatable Blood Angels Mod. This Mod allows you to play the Blood Angels Chapter of the Space Marines. It includes new Models of the Death Company, Chaplin Lemartes. As well as Blood Angels specfic Textures Banners and Badges. Legal: This mod is free to distribute amongst anyone who may enjoy it.You are NOT allowed to commercially exploit this Mod for profit in any way,including but not limited to, putting it on a CD ROM or any other medium that is sold in or out of retail channels, for any amount of money. You MAY distribute this mod through any electronic network provided you include this file, leave the files intact, and do not charge a fee for access to this file. The Mod has been tested and checked to the best of our ability however no guarantee or warranty is implied or given and we are not responsibility for any possible damage use of the mod may cause. All we ask is credit is fairly given and you visit http://bloodangels.dowfiles.com/ to post feedback and help us improve the mod.

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13,686 downloads

Uploaded:27/03/2005

Cadian Inquisition

cadinq55.exe | 12.65 MB

nice list of things that weve added and changed, it may seem a small list, but the mod is litterally NEW and IMPROVED! * New Graphic interface * New doctrine point system * New research * New units * New icons * New building * Added Firesupport and Platoon animated models * Added Sentinel and building non-animated models * Techtree modifications * Improved AI * Added new languages support * Added french translation * Improved Balance of guardmen and autocannon * Lots of other small changes and balances

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13,532 downloads

Uploaded:21/02/2005

Daemon Hunters

daemonhunters_mod_v0.6v0.65_updater.exe | 6.6 MB

Most of the limitations have been removed to allow you to play Online Games with other races. • We included some researches into the Headquarter upgrade (Tier 1 and 2). So now as soon as you upgrade your HQ to Tier 1 or 2 your units will improve automatically. 1.) Grey Knights Nemesis Force Weapon damage is increased 2.) Grey Knights Space Marine, Inquisitorial and Steel Legion troops health increases 3.) Grey Knights max amount of Weapon Upgrade +1 per Tier • We removed the Honourable Inquisitor. You will start with a worthy Command unit instead - Inquisitor Lord Coteaz himself. • Holy Inquisition is no longer needed for the Librarian building. Thus you can start building Chamber Militant (Grey Knights) or Steel Legion Barracks and have weapon upgrades. Well the building itself is no longer needed. The production of units was transferred into the Thunderhawk. • The Exterminatus Activatus building is no longer needed. The Chamber Militant has been altered to allow Deep-Striking Grey Knights right from the beginning (as mentioned in the codex) • The Grey Knight Brother Captain is only available as Terminator squad leader upgrade. But cannot be purchased any longer as a “command” unit. • The Grey Knight Grand Master is necessary to have access to Terminators and Dreadnoughts and Land Raider. But no Relique is required anymore for the Grey Knights, just like it is mentioned in the codex. • Assault Terminators are no longer available. • Research for the Assassins is now included in the base price and will be available as the Tier (HQ level) increases. • The Steel Legion had a hard time. Mainly because they hit nothing due to low accuracy. Well DoW offers the possibility to upgrade units by spending more resources than usually. We did it that way and now the Guard hits 20% better and cost 5 resources more. So now they are nearly as good as Space Marines concerning the accuracy. They still die like flies Bugfixes • Thunderhawk Stormbolter Firing Animation was buggy • Steel Legion Heavy Weapon Team had a looping die animation • Chimera, Salamander and Rhino could be placed and transported in each other this is no longer possible • The GK upgrades made them too strong in the end. The GK are now better in the beginning, but not as powerful as they were once full maxed up • Squad Leader Upgrades were too expensive, now the cots are calculated correctly • Acolytes were build too fast, no it takes more time to upgrade them • Squad Leader had not enough hitpoints, their values has been increased • Command Platoon is more expensive but has therefore more hitpoints

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13,169 downloads

Uploaded:11/11/2004

His Righteous

hismod_1.1.rar | 770.44 KB

weapon -Special/Heavy weapons team starting size is 3 -Max Demolishers is now 4 -Adjusted Melta and Lascannon -Many minor tweaks

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13,061 downloads

Uploaded:25/10/2004

Space Wolves

spacewolves09.rar | 814.29 KB

Venerable. Land Raider Crusader added. Hurricane Bolters and Twin linked Assault cannon. Check it out please. Some Scar Files fixed, more win conditions should work.

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12,582 downloads

Uploaded:21/11/2005

Depth of Heresy: Black Crusade

depth_of_heresy_black_cursade_v01.3.2.exe | 17.81 MB

installing!! ******************************************************************* Depth of Heresy\'s aim is to bring Dow/WA alive with new units, abilities and weapons from the Space Marines and Chaos codex. It\'s not a attempt to make them more fluffy but give a deeper view of the SM and Chaos. IG is slated for Depth of Heresy v0.4 then Eldar for v0.5 and Orks for v0.6. Other races will receive new units and models along the way **************************************** Install Run .exe file and install to DoW dir IMPORTANT!!!! [DOW ONLY] Run game from in game mod manager/short cut [WA ONLY] Run game from Shortcut ----------------- Change log 0.3.2

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12,400 downloads

Uploaded:30/01/2005

Death Guard Mod

death_guard_mod.rar | 2.53 MB


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12,287 downloads

Uploaded:25/10/2004

Assy\'s Table Top Mod

dowmod46.rar | 3.02 MB

at higher range Eldar Holofield is now more effecient. Fixed a bug with Space Marine Minefields. 4.1 Fixed some Stats (lowered costs) from Daemon Prince. Banshees now do 35% more moral damage! Fixed the HPs from Veteran Sarge from 620 to 650 The Havocs now fire slightly more accurate as normal Marines New Banners and Badges / teamcolours from Hangar-8 (THX) Chaso predator has now a smoke launcher 4.0a Fixed a bug who show the Assault Termi Sarge as pink Box 4.0: Much Fixes, the coversymbols over the Units and the Builder-idle Symbol are back!! Much other small Unit fixes!! All SM Tanks have now the Smoke Grenade Launcher. Mod Description: New Banners convertet some Beta Banners to new Game Banners! New Badges! Dead Units stay some seconds longer on the battlefield after death Higher Pop/Veh Limit for all Races Higher Camera Zoom Out New Units: Marines: SM Veterans max size 5+Sarge more costs/no hvy Weapons, with Meltabombs, more expensive, more HPs/Moral Termis same hps, more moral, more costs, rally option(!), higher teleport range max size 9 inclusive Termi Sarge , 3Pop costs* Devastors other form from Space Marines but more costs, no Flamer, OTHER Weapon Priorities, they fire first on the bigger things Land Speeder is now a Squad up to 3! little more firepower, more costs, more jump range, Pop-cost is now 4 New Commander like FC but without Bombardement and w/o Weaponupgrade only 1000HPs with moralboost abilty Hellfire Cybot has now near the same HP like the normal Cybot at higher costs Rhino costs 1 Veh-Pop otherwise its useless, with this i think now there is a chance to see some of them?! Scouts now max size is 6 up to 4 upgrades Orks: Dreadnought takes the place for The Killa Kan Killa Kan is now a squad up to 3 without wep-upgrade, lower costs, faster than dreadnought less tall/big, very funny! Pop-cost is now 4 Some adjustments to battlecannons, to lower accuracy. Lowered Firepower-accuracy and add more Damage to standard melee Weapons about 10% Higher Population Limit Orks are close combat fighter not shooter! Eldar: Vypers are now in Squads up to 3 like the Kan/LS Pop-cost is now 4 Falcon Grav Tank costs 1 Veh-Pop Chaos: Lowered accuracy from Battlecannon. Havocs (new) these are like the Devastors! Chaos Marines size limit is now 12 instead 10 Chaos Rhino costs 1 Veh-Pop I am open to implement new units if they fit to the TT universe with her fluff.[/quote]

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12,043 downloads

Uploaded:09/01/2005

Daemonhunters (Exclusive)

daemonhunters_mod_v05_dowfiles.exe | 18.36 MB

researches are useful and worth the costs and to give you a hint, they are now a “must have” for all of you. - Explanation of the new Tech-Tree. We decided to create our own tech-tree and don’t stick to the Space Marines tech-tree as we did in the previous releases. This will be a lot of fun, once you worked out, how to use it. In order to help you, to get familiar to it, we ship a tech-tree description. - Problems to survive the first waves of enemy forces has been addressed and in our judgment been solved. New Units/Features: - Honourable Inquisitor’s Familiar Grants the psychic power “Smite” to it’s master, as long as the familiar is still alive. Has no ranged weapons, only very basic close combat abilities - Officio Assassinorum – new building where you can recruit: Vindicare, Culexus, Callidus and Eversor Assassins. - New textures for: GK Dreadnought, GK Land Raider, Rhino, Thunderhawk - Capture points now will show the Inquisitorial banners - Inquisitorial Storm troopers and Inducted Cadian Platoons now have a squad leader upgrade (Veteran Sergeant – who can be equipped with Melta-Bombs) - Inquisitorial Storm troopers can be equipped with Frag Genades Changes: - squad_cap_usage for Inquisitorial henchman has been set to 1 instead of 2, thus more units will be available without costly upgrades (i.e. Squad Increase) - new unit “Honourable Inquisitor’s Henchman” 4-9, with the Familiar as squad leader upgrade - Call-upon “global” upgrades in the HQ Thunderhawk have been removed. They were introduced, in order to establish mutually exclusive conditions. But it seems that this feature is not supported by the DoW engine – even if there are hints in the code itself .. new use: build the desired building and recruit the available units - We got complains that we offer to much researches and that they are kind of confusion. To ease this flaw we provide a detailed tech-tree description and made some researches automatically they will be available as soon as the needed tier level is reached via HQ upgrade. - Inquisitorial Storm troopers and Inducted Cadian Platoon are now automatically equipped with frag-grenades as you reach tier level 1. (the cost have been added to the HQ upgrade) - Cadian Veteran Sergeant and Justicar are now automatically equipped with melta-bomb as you reach tier level 2. (the cost have been added to the HQ upgrade) - GK had access to frag-grenades, well they shouldn’t so this ability was removed - New icons to meet our CI - Inquisitorial Henchman – Skull Probe don’t suffer the HPs loss any more, but therefore does no longer posses the sabotage ability. They will merely add to the attached units sight radius – very good feature for long rang weapon teams. - Researches for the GK vehicles were too powerful. They have been split into level 1 and 2 with less overall “impact”. - Honourable Inquisitor should have been a command unit, but did not have this armour type and thus was very vulnerable to most other enemy units. Now he possesses the better armour value and also gained 100 HPs. This should help you to survive the first enemy waves till Grey Knights are available. - The Psychic Power Smite – granted through the presence of a familiar – increases the power of the Honourable Inquisitor furthermore.

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11,645 downloads

Uploaded:09/08/2006

Heroes DoW RPG

heroes.dow.rpg.v2.zip | 108.33 KB

the end of the battle, some of your troops may be legends. This is Dawn of War to the Nth degree. Combine this with a collection of tweaks that turn Dawn of War into an action-packed, fast-paced game of deadly warfare. All the old options are still there for you old-school types who love the details, but the details are taken care of automatically for you big-picture types. This mod is fully compatible with all other mods. No gamefiles are replaced, no customization needed, and it can be turned on/off without needing to restart DoW. All Relic Dawn of War races are supported, plus the Steel Legion race.

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10,626 downloads

Uploaded:17/02/2005

Death Guard Mod

death_guard_mod.rar | 8.11 MB


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10,620 downloads

Uploaded:24/04/2005

Spacehulk Patch

sh_patch_v067.exe | 5.84 MB

launcher -2 new 1st edition skirmish maps -2 new Hulk skirmish Missions -pit view radius reduced -New door texture\'s -Termi doesn.t get stuck in flame animation if killed -Servitor now gets attacked by horrors in Mission 2, 3 & 4 -Tactical view time increases when not in use -Terminator response time increased -Code supports 2 squads -some other general map fix\'s

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10,578 downloads

Uploaded:31/01/2005

Dark Angels

darkangels_modv0.1.zip | 4.99 MB


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10,126 downloads

Uploaded:24/03/2006

DoWpro 1.55

dowpro155.zip | 39.24 MB

loading screens and of course the awesome skirmish AI. For those new to DoWpro you couldn\'t have picked a better release to start on. DoWpro is a complete rework of vanilla and WA\'s gameplay, units, tech trees and balance. Don\'t let the \"pro\" deceive you - the pro stands for the goal we have set for the quality of the mod. DoWpro is about providing the best possible gameplay experience in 1v1 AND team games - it really needs to be seen in order to appreciate exactly what we\'ve done. It\'s more than just a balance mod, it\'s a whole new DoW experience - Gameplay, Content, Community and Fun.

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9,744 downloads

Uploaded:24/09/2006

Max Population Mod

max_population_mod.zip | 7.19 KB

support caps.

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9,619 downloads

Uploaded:27/01/2005

Spacehulk mod

mod_spacehulk_v051_nomusic.zip | 4.89 MB


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9,021 downloads

Uploaded:08/11/2004

Total War

total_war_minimod_v1.16b.zip | 173.02 KB

now temporarely make power. - Starting armies have been abolished, except for one commander unit and builder units.

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8,543 downloads

Uploaded:01/07/2005

Tau Mod

tau_mod_v1_3.zip | 19.03 MB

you have Dawn of War 1.3 installed. If you fresh installed Dawn of War, you will need to patch to 1.01, 1.1, 1.2 then 1.3. - Download Tau_Mod_1.3.zip - Extract Tau_Mod_1.3.zip into your Dawn of War folder, (Usually located in c:/Program_Files/THQ/Dawnofwar/) This should create a Tau_Mod folder in your Dawn of War directory, Tau_Mod_Module.mod and Pipeline.ini - Run Dawn of War 1.3 - On the main menu, go to the Mod Manager and enable the Tau Expansion, then head back to the Main Menu The Tau Mod should now be enabled. You can now play as the Tau Race in skirmish and multiplayer mods. You will still need to select the Tau in the army selecter! Suggestions and Feedback: Please register at our site and leave any feedback in the appropriate forums located here- http://www.xv15mods.com/tau/index.php

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8,408 downloads

Uploaded:21/09/2005

The Dance Macabre

thedancemacabre02.zip | 31.33 MB

information and of course Aknowledgements. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ NOTE FOR 1.4 Compatible build. THanks to the 1.4 patch all mods suffer from the problem of not being able to add squad leaders to squads. This is unfortunately a product of Relic not informing us of the change in the code structure, until we know the correct syntax for adding squad leaders back in we are stuck without squad leaders. There are other effects that are less obvious but i have tweaked the units to make these other problems less apparent. Also the AI from 1.3 is not included in this build due to Relic changing a whole bunch of AI code. So unfortunately for the time being the Harlequins do not have any AI. This means that you should not set Skirmish opponents / Allies to random or Halrequins until the AI update is out. As soon as these issues are dealt with I will release another update so that people can continue to be made. For a more enjoyable Harlequins experience with far superior all round AI I would suggest running Dawn of War on the 1.3 patch and installing the other build of thedancemacabre available on Dawn of War Files. This update was just made for those who want to play with the latest patch and still give the mod a try at least. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Installation Instructions This mod is compatible with the 1.4 patch for Warhammer: 40k Dawn of War. If you do not yet have this patch, then I would advise installing it as this mod will not work with older versions of the mod. This build is a hotfix with certain features removed due to the problems of 1.4 patch. I have just released it due to popular request. To install the game first delete any old versions of the mod. Make sure there is no folder named thedancemacabre in your Dawn of War directory. Then simply extract the zip file into your Dawn of War directory. If installed correctly your file structure should look like THQ\\Dawn of War\\thedancemacabre. There will also be a thedancemacabre.module file in your Dawn of War directory . To play with the mod simply start up the game, click on Game Manager at the main menu. You will see The Dance Macabre mod on the list, click on this and then click activate. If it activated you will see the Dawn of Harlequins logo on the top right, and you will find that the Harlequins are available in the army painter. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- If you have any feedback or problems please don\'t hesitate to visit the forums at www.thedancemacabre.com/forum You can also check here for updates, screenshots, concept art and general discussion about the modification. This is the first public release and the mod is still in very early stages, yes all the models will be replaced eventually.

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8,241 downloads

Uploaded:18/12/2004

Daemon Hunters (Exclusive)

daemonhuntersmodv04dowfiles.exe | 13.43 MB

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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7,352 downloads

Uploaded:25/01/2005

Ultramarines

ultramarines_modv0.40.zip | 4.15 MB


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7,160 downloads

Uploaded:23/10/2004

Epic Legions

epic.zip | 110 KB

Note! This is in the Alpha stages of production!

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7,157 downloads

Uploaded:29/06/2006

Mike's Mods: Necrons

necrons.zip | 9.87 MB

super happy to mirror it here for you! Some changes to this version are: Added Destroyers and Heavy Destroyers Added some custom icons Immortal life increased to 890 Refer to the readme for complete information and credits.

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7,055 downloads

Uploaded:16/02/2005

Total War

total_war_minimod_v1.20a.zip | 418.69 KB

research, and Eldar webway gates and ork Waagh! banners has been modified to accomodate the changes to the unit cap. Scroll down to read the updates in this release. This release no longer has the Imperial Guard. Read the Comment Questions section for details.

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6,842 downloads

Uploaded:30/11/2004

Daemonhunters DOWFiles Edition

dowfiles_version.exe | 9.18 MB

the Daemonhunters Mod. frod joined the Mod team as modeller. CADster offered his help as freelance modeller and last but not least the Mod Team around Emperors Teeth (HIS Righteous Mod of the Imperial Guard) will share their models with us. We are in deep dept to those brothers-in-arms. We also teamed up with DOWFiles (http://dawnofwar.filefront.com) to give Daemonhunters Mod users a place to get free additional goodies for DOW. And we are proud to offer you the latest Daemonhunters Mod version 0.3 with lost of new units and features (multiplayer, research for Grey Knights and Inquisition and Imperial Guard,…) We put the Daemonhunters through Hell and back. Too many battle-brothers were lost, but the prize was worth all the agony. We consider this release to have the up most quality, we could provide. Check it out.

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6,623 downloads

Uploaded:06/10/2005

Total War2

dowtotalwarv21.1.exe | 8.85 MB

Marines\'s cap research, and Eldar webway gates and ork Waagh! banners has been modified to accomodate the changes to the unit cap. Scroll down to read the updates in this release. Although this version of this release doesn\'t have any races attached, the Imperial Guard thanks to the Cadian Inquisition mod, are added to the CI+AC version. Read the Comment Questions section for details. If you were looking for the Total War: Armageddon version, please check the website for details, as you downloaded the wrong version. - The Legacy thelegacy@gmail.com http://totalwar.moddb.com *************** NOTICE: THIS v2.1 STANDALONE REQUIRES A TOTAL UNINSTALL OF THE TOTAL WAR MOD. *************** Installation Note: This is a release based on a new patch, and because of this you will need to reinstall the mod. Use the uninstaller from the previous version before installing. MAKE SURE THAT YOU ARE RUNNING v1.40 DAWN OF WAR BEFORE RUNNING! THIS MOD WILL NOT WORK WITH EARLIER VERSIONS! *************** Installation Instructions: Extract the contents inside the zip file, into your Dawn of War main folder, and run the game using either the included shortcut or the ingame interface. *************** Uninstallation Instructions: When you are ready to uninstall this mini-mod, simply run the uninstall program listed under the Start menu. *************** Patch v2.1 Information: Patch Fixes: - Special Total War AI has been temporarily removed from the v1.4 Dawn of War patch. Expect the games to be easier until they have been returned. *************** Patch v2.0 Information: Patch Fixes: - All races have been updated to version v1.30 patch standards. - You can now build three Bloodthirsters (though require to be dropped, similar to Terminators). (Thanks to the Hardcore War mod for this code bit) - Total War logo added to menu screens and screenshots. - Loading screen background has been changed. - Computer AI has been upgraded to \'Total War\' standards. *************** Patch v1.20a Information: Patch Fixes: - Space Marine cap data has been repaired (Special thanks to Ken Wong for letting me know, and so quickly!). - Imperial Guardsmen has been removed from the barracks. (Thanks again...) *************** Patch v1.20 Information: Patch Fixes: - Number specific units have been fully fixed. - The Imperial Guard has been removed (read below for more information). - Redone the readme and install package for ease of use. - Game balance has been fixed. *************** Patch v1.16b Information: Patch Fixes: - The game no longer crashes on loading. (Special thanks to Giskard!) - Number specific units have been partially fixed (I think) - The Imperial Guard listening post and Barracks can now temporarely make power. - Starting armies have been abolished, except for one commander unit and builder units. *************** Patch v1.15b Information: Patch Fixes: - The Eldar and Orcs now can build less webway gates/waaaagh banners to reach their cap limits. - Number specific units (eg. Squiggoth, Avatar, Force Commander, etc) now can be built three fold (eg 3 Squiggoths, 12 Apothecarys, 3 Force Commanders etc.) - The IG Lemun Russ now has the equivelent hitpoints and costs of its orkish cousin. *************** Patch v1.1 Information: Patch Fixes: - Mod now starts with a shortcut, which keeps your original install intact. - The Imperial Guard now has a starting base, with a limited tech tree. - The Colonel and infantry have their buildtimes and costs updated. - Imperial Guard units now have a cap value. - Imperial Guardsman units can now capture strategic points. Patch Upgrades: - Army Painter now includes all single player and standard units, as well as their respective barracks structure. - The Imperial Guard has some new structures, as well as its own Rhino transport and servitor. - The Imperial Guard can upgrade their missile turrets to lascannon turrets. Known Glitches: - Most Army Painter preview units aren\'t animated; some are zoomed too close or too far. - Some unit previews have multiple hands on one arm holding gun and close-combat weapon and a banner. (Unknown how to fix at this time) Thanks to Hamish for the heads up for some of these issues. Some of these glitches I do not know how to fix, so please let me know how to fix them! *************** Common Questions: Q: Why does your mod crash when the mod loads up? A: This is because either the mod or the game are the wrong versions. Your best bet is to install all the patches for Dawn of War, and get the latest version of the mod. This is a known Dawn of War glitch. Q: Why did you remove the Imperial Guard? A: Simply put, with the official expansion (which will include the Imperial Guard), and at least two other Imperial Guard mods, there is absolutely no reason why I should compete against them. However, I plan to integrate the expansion into the mod at a later date, as soon as it is released, so don\'t give up on Total War yet! As well, the Cadian Inquision and Armoured Company have signed on, so the Total War: Armageddon mod will be arriving soon with them combined with Total War... Q: Isn\'t the game unbalanced with three Orbital Bombardments, 3 Squiggoths...? A: You have to think about the whole picture. You may get three super units instead of one, but you also get three times the army to go with it. So if you play the mod like you controlling three armies at the same time, there shouldn\'t be an issue. However, if you focus too much on one aspect, then just like the regular game of Dawn of War, you will probably fail. Think of this mod like \'Team Melee\' for Starcraft. Q: Why isn\'t the cap higher than 60? There\'s another mod with 1000 cap... A: I made it this way for a few reasons. First off, if it gets over 60, the game becomes so archaic that the game loses meaning (like Total Annihilation once you get 500 units for example). Secondly, without the need to upgrade or build cap, a major strategic part of what makes Dawn of War so great is gone. Thirdly, Over 60 cap would kill even the most powerful computer when there are more than two armies. Considering that a 1v1 maxed out while playing on a 1300mhz PC causes some very serious lag, this should be a godsend anyway, because without a limit, it\'s simply whoever can build the fastest wins, and in that kind of battle, the Orks would most definitely win due to their speed. See my point? :) Q: Why did you finally plan to re-add the Imperial Guard to your mod? Why the Cadian Inquisition mod? A: First of all, I added the Cadian Inquisition mod because it was the most complete of the IG mods, and because not everyone will be able to buy or afford Winter Assault, there has to be a \'second best\'. Secondly, I re-added the Imperial Guard because the IG is most definitely the big reason why people liked this mod in the first place. Q: Who created the Cadian Inquisition mod? Mod Coordinator/PR(ish) - Colonel Lead Coder - Meppa Coder/Webdesign/AI Coder - Ultdrake 3d Artist/ 3d Animator/ Voice Actor - CMRVSUK Voice Actor - Luug 3d Artist - IronFist - TheWhiteRider - Soulja Tester / Concept Artist - Muzza - Lassar - Gaz-1 - Matt And they have a website here: http://cadinq.dowfiles.com/. PLEASE give all Imperial Guard related compliments and complaints to them instead, as I for the most part had nothing to do with the mod! Q: Are there any chances of having the _______ race added to your mod? A: Very likely, but only if either I\'m approached or I find it on the web sometime in the next millenia. So don\'t hesitate to let me know if a good race is shaping up! I\'d love to have Tyranids on this mod personally.... *************** Disclaimer: I am not responsible for any damages your computer may suffer from installing this mod. On that note, text files and images aren\'t likely to do any damage... *************** Notes: - No unit stats (except for build limits) have been changed. The exception is the Lemun Russ. - This mod can be easily deleted by deleting the files that this mod installed. *************** Starting Forces: Space Marines: - 4x Servitor - 1x Force Commander Chaos Space Marines: - 4x Slave - 1x Chaos Lord Orks: - 3x Grot - 1x Big Mek Eldar: - 4x Bonesinger - 1x Farseer *************** Contact Information: To contact me, please e-mail me at thelegacy@gmail.com. Please do not spam, and I would like to hear any comments, glitch reports, or balancing issues you may have. :) I also have forums, which would be much more preferable, at: http://earthdefenseforce.dowfiles/phpBB2/index.php

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6,387 downloads

Uploaded:01/04/2005

His Righteous

hisrighteousmod0.33.exe | 4.12 MB

Look out for mechansied assaults now! - Lastly but by no means least, the hellhound also has some a model, and some of the most terrifying FX you can think of! - His Righteous Mod apeased the Machine God with offerings and now has AI. (Courtesy of Grenadier from our Forum. Now that\'s community spirit!) - The Techpriest Enginseer and normal servitor have been combined and re-worked into an upgradeable starting builder unit. - Vehicle Cap is now held within the Imperial Guards generators! The more power you have, the more vehicles you can support. - The conscript and infantry stats have been tweaked to better define their battlefield roles. - Vehicle speeds have also been altered to improve gamplay. - *Known issue: The Sentinel does NOT have any FX at the moment, this will be changed for the next update (we\'re still learning lol!) - *Known issue: Some units, such as the chimera have some weird pathfinding issues. If anyone can spot why feel free to let us know ;) - *Known issue: If you max out your platoon HQ\'s you will find you are unable to add lieutenants to them. This is a bug in DoW itself, not the Mod.

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6,052 downloads

Uploaded:23/12/2004

Daemonhunters Mod (DOWFiles Exclusive)

daemonhunters_mod_v0.45_dowfiles.exe | 15.42 MB

available as long as you own at least one relic. The squad is deployed with maximal amount of GKs, thus make them the choice to be send into the heat of battle - A special GK Terminator Deep-Strike squad is available if a GK Grand Master is present. This squad (one of each type: normal and assault) will be deployed with max squad strength (6 Terminators). - GK Justicar und GK Brother Captain now uses Storm Bolters - Melta-Bomb research for GK Justicar - Sergeant Upgrades now affect GK Justicar and GK Brother Captain - Sergeant Ranged Upgrades Storm Bolter à Psycannon Bolts - I took a closer look at the Weapon upgrades of Daemonhunters Command units and found some inconsistencies that result in a weaker Inquisitor Lord once the Sergeant Melee Upgrade was effective. These issue was addresses and fixed.. now there is an increase in power and damage. - GK Terminators and Justicar use now the same Nemesis Force Weapon “ which is a power weapon. Thus GK Terminators do less damage in close combat unless you have completed the œNemesis Force Weapon Research which is highly recommended for GK forces! - GK Terminator squad can now have a GB Brother Captain as Squad leader upgrade - I just realised that Coteaz can have up to 15 henchman with max 4 of each kind, thus the numbers have been adapted (i.e. 4 weapon upgrades) - GK do not receive a fixed bonus of 60 HPs due to their Aegis suites but get a multiplier of 1.2 (nothing changes for GK squads, but œbetter units get more HPs) - Moral Bonus for GK Justicar, Brother Captain and Grand Master were slightly increased. Expression the œinspiration GKs profit from when one of their leaders is around. - GK vehicle research: œSacred Hull (all GK vehicles), œBlessed Fist (Dreadnought) Bug fixes: - GK accuracy upgrade research (level 1 and 2) were troublesome ..  now fixed and recommended - Accuracy of GK melee weapon was too low - Upgrade Level 2 of the CadInq œSharpshooter Doctrine was useless, now fixed and recommended to use ;-)

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5,933 downloads

Uploaded:23/01/2005

Unified Conflict

unified20conflict2006.exe | 33.05 MB

is the Mod Teams Authorised Unified_Conflict V06 formerly Known \"Super_Mod\"

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5,926 downloads

Uploaded:19/11/2004

Daemonhunters Mod

daemonhuntersmodv002dow10x.zip | 227.85 KB

Rhino, Grey Knight Dreadnought, Grey Knight Hellfire Dreadnought, Leman Russ, Grey Knight Land Raider (Chimera and Sentinal, Grey Knight Land Raider Crusader scheduled)

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5,866 downloads

Uploaded:25/07/2005

Deadbodies Installer

deadbodies_installer_131.exe | 3.69 MB

mod, so you can install several times if you want

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5,862 downloads

Uploaded:18/03/2005

Brothers of Darkness

brothers_of_darkness_super_dreadnoughts_full_army_beta.rar | 7.54 MB

they are called \"Brothers of Darkness\" Nothing survives there for long..... Hidden under the surface is a Fortress carved out of the rock. \"The Lair\" as it is referred to is the home of the valiant warriors known as the Brothers of Darkness The Imperium calls upon them in desperate times of need for they are Loyal servants. Unlike most chapters the setup is slightly different. They use no vehicles exept Dreadnoughts.Resources mean only Dreads are made and used by them In fact they are thought to have more Dreads than many chapters put together. They use several variants, Venerables,Cyclonedreads(Artillary) and close combat Dreads. All Dreadnoughts are much reveered and respected.....

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5,706 downloads

Uploaded:04/07/2005

Rhinoz Mod

rhinoz_mod_english.exe | 9.42 MB


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5,667 downloads

Uploaded:23/10/2004

Veteran Terminator

terminator_vets.zip | 5.29 KB


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5,565 downloads

Uploaded:27/10/2004

DOW Max Units

dowmaxunits.zip | 5.63 KB

locations or plan flanking actions. Instead your forced to use turrets to defend locations because you simply do not have enough troops to defend and attack the enemy. With this in mind I increased the troop limit by 33% for all armies. This gives you enough troops to do almost anything. The extra 33% really gives you a nice army without effecting the games performance too much. Vehicle limits have been increased by 100%, giving you twice as many vehicles so, tank combat is now a possibility on a large scale. On the marine side this gives 2 Land raiders, 2 preditors and 3 Dreadnoughts roughly. I am releasing this mod because not all players may want a mod that does everything I am planning to do, a mod that simply increases the existing unit limit may be prefered by some players.

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5,467 downloads

Uploaded:18/06/2005

Legion of the Damned

legion_of_the_damned_version_31.0_full_working_army.rar | 11.92 MB

eye on Brother Deathclaw he wanders. New Legions have been added. Notice now that the animations for the force commander are both Force hammer & power sword.Also included in this version with kind permission by Compiler are the upgradable Rhinoz & Vindicator and thanks to Rudy for his brilliant Vets squad!!!

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5,167 downloads

Uploaded:11/07/2006

Dawn of War Skirmish AI Mod

dawn_of_skirmish_v1.8_ai_mod_install.rar | 525.01 KB

and allies. For more info, check the readme below. Now download this sucker and enjoy!

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4,899 downloads

Uploaded:25/10/2005

Half Scale

half_scale_1.14.exe | 1.25 MB

larger armies, on effectively huge maps! You now have a choice of playing with doubled or tripled unit caps. This also lets you build/summon more Avatars, Squiggoths, and Bloodthirsters, as well as Gretchins, Heretics, Apothecaries and Mad Doks. The AI has been tweaked to let it take full advantage of these increases. Half Scale can also easily be played with the Dawn of Skirmish AI mod. Simply choose the option from the Game Manager or Start Menu. You'll need to install Dawn of Skirmish separately, available here: http://dawnofwar.filefront.com/file/Dawn_of_War_Skirmish_AI_Mod;47401 This mod replaces Half-Scale 1.04.

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4,618 downloads

Uploaded:30/11/2004

Left-Out Units

left_out_units_mod.rar | 2.2 MB

of most boss units to make them like the ones from campaign. See: What to expect when you play the it for more details on this extrodinary mod.

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4,378 downloads

Uploaded:29/10/2004

Blood Angels

blood_angels.zip | 203.66 KB

than their zeal for the Emperor seems to drive them to acts of bloodshed. This bloodthirsty behavior has raised eyebrows among the Blood Angels’ Imperial allies and raised questions within the Inquisition. What those outside the Blood Angels fail to realize is that each member of this Chapter is haunted by the constant danger of falling into the Black Rage. 10,000 years ago, when their noble Primarch Sanguinius was slain fighting the traitorous Warmaster Horus, the self-sacrificial and brutal manner of Sanguinius’s death scarred his descendents for eternity. To this day, the memories of this final moment lurk in the minds of all Blood Angels. This is their blood-curse. A mere moment of inattention will cause them to lose their minds to their fury over their Primarch’s sacrifice. Like Sanguinius, the Blood Angels are masters of close combat. This is due to their unending desire to tear the enemies of the Imperium to pieces, barehanded when possible. Those Blood Angels who are consumed by the Black Rage form special suicide squads known as the Death Company. These Space Marines would rather die fighting the enemies of the Imperium rather than degenerate into raving madmen. Regardless of the thirst for bloodshed, no one in the galaxy can dispute the Blood Angels’ battle record. This Chapter has been at least partially responsible for many of the major victories of the Imperium’s long history. That was quoted from the games workshop site. Anyway this is what I\'ve changed in the actual game itself. All blood Angels have an inherant bonus in mellee combat. Commander Dante: This guy subsititues for your force commander but due to animation limitations hes isn\'t the killer that the regular Force commander is. However he has a melta pistol which is great and he is an assualt model. He alos has the death ability which has a morale reducer on enemies in close combat. He also has the Blood Rage abilities. Librarian: He is essentially the same except he has the quickening ability which gives an attack bonus in melee. Baal Predator: This is an extremely powerful anti-infantry Tank. It can really lay the smack-down on enemy infantry. Furioso Dreadnought: This is a dreadnought that use only melee attacks. It can also use the over-charge ability to chase down escape. He actually has an underslung melat gun. It ignores vehicle armour. Tac squad: They now only have two upgrades after all insane blood thirsty killers can\'t be trusted to weild heavy weapons. Death company: These guys are bad. They are really hard to kill and are best meatsheidls in the game. However the red thirst casues them to slowly lose health. Also they upgrade to a chaplain leader. Honor Guard: These guys are the shiznite! They have powerful weapons and can really tun the tide of battle. Terminators: The only change I\'ve made her is to add a sergeant. Anyway Im always interested in feed back.

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4,357 downloads

Uploaded:26/02/2005

Legion Of The Damned

legion_of_the_damned_full_army_beta.rar | 13.62 MB

version of the Legion is set out as thus: 1x Magnum Deathstalker(force commander)with Power sword as standard item. HP 1500 1x Baltazor Deathblazer (librarian) HP 1400 1x Angelus Doombearer (Apothecary) (with color to match units) HP 1200 1x Brother Valorous (Sergeant) only available with Scouts HP 900 1x Scout Legion 1X Devastator Legion (Heavy weapons) 1X Ranger Legion (Jump packers) 1x Veteran Legion (thanks to Rudy :)) 1x Deaths Head Legion (Ex termi unit Apothocary animations) 1x Prowler Legion (ex Termi Assault, Veteran textures) 1x Brother Gabriel Dreadnought HP 8000 1X Brother Magnus Dreadnought HP 8000 1x Rhino (uprated hit points) HP 2000 1x Whirlwind Mobile Command HP 4000 1x Predator HP 6000 1x Spirit of Damnation (Land Raider) HP 8000

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4,336 downloads

Uploaded:23/01/2006

DOW Pro

dowpro_151_setup.exe | 8.78 MB

that is evident to anyone who plays. Players are encouraged in DoWpro to use many of the different troops, upgrades, abilities and researches that in vanilla DoW are simply not worth taking and were oversimplified in WA. Every single unit, research and upgrade has been tweaked and adjusted to form a useful role.

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4,286 downloads

Uploaded:06/11/2004

Eye of Terror

eye_of_terror_v0.7.2b.rar | 765.19 KB

Reinstalling DoW and patches seems to fix it. 3) Support Dreadnought Plasma Cannon id text fixed. 4) Havoc Marines upgrade crash, - Fixed 5) Sabotage, not sure if works right, hard to tell, it is a minor ability anyway. 6) Daemons and Beasts build correctly, are held in squad bay, and now correctly deploy on summon command 7) Chaos undivided now updated to reflect the changes made to chaos with the 1.1 patch from Relic.

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4,235 downloads

Uploaded:12/06/2005

Denizens of the Warp Mod

denizens_of_the_warp_0.055.exe | 17.02 MB

Warhammer 40k: Dawn of War. Death Guard Is the primary army for the Chaos God, Nurgle, Lord of Decay. Currently new units in game are being replaced by place holder models. I hope to soon have Original models in game so keep checking on progress. 2. Installation: Just Extract Denizens_DG_Mod.module, Denizens_DG_Mod.Bat and the Denizens_DG_Mod folder to the Root folder. ie: C:\Program Files\THQ\Dawn of War 3: Version info: Version 0.055- 1. Fixed several UCS errors 2. fixed the advanced(harder and Insane) AI error [b]IMPORTANT[/b] : Because the internal Mod Manager still has some bugs the mod must be started with the enclosed bat file in the Dawn of War folder.

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4,162 downloads

Uploaded:23/05/2005

Dead Bodies

dead_bodies_13_mod.zip | 396.66 KB

bodies.

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4,060 downloads

Uploaded:23/11/2004

Half-scale

halfscalev0.9.zip | 1.18 MB

leader abilities now have their full original radius of effect - Eldar Eldritch Storm - Chaos Doombolt - Chaos Symbol of Chaos - Chaos Corruption

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4,053 downloads

Uploaded:23/11/2004

Daemonhunters Mod

daemonhuntersmod.zip | 2.67 MB

ranged. Melta is based on Eldar Wraithlords Brightlance but only has a range of 10 (i.e even laspistols have a range of 20) so you have to bring your troop real close to targeted tanks. (please not that a SM missile launcher has nearly the same damage code) - Cadian Sentinel is now available for Daemonhunters as inducted imperial guard forces (light walker (very light version of a dreadnought), cadian variant: extra armour, autocannon (predator))

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4,008 downloads

Uploaded:11/04/2005

Rhinoz Mod

rhinoz_mod_english.exe | 5.55 MB

against infantry, and reinforced against damage (giving it a damage resistance a little above the landspeeder). The Razorback is a light support tank whose main role is to transport troops and deliver them in the middle of the fight. It can transport single man units (characters), scouts or combat squads (available at the marines barracks) It has twin heavy bolters, efficient against infantry, that can be upgraded to lascannons (at tech level 3) It is not as resilient as the Predator and cannot sustain prolonged heavy fighting, but is cheap and quick to produce. The Vindicator is a heavy assault cannon (available at tech level 3). It has a big gun, very effective against buildings and vehicles. It is not very resistant to damage, though. The combat squad is a new unit, composed of 3 marines, upgradble to 4 marines + 1 sergeant. It can be upgraded with 2 special/heavy weapons and can embark in the Razorback. It costs half the cost of a regular squad.

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3,949 downloads

Uploaded:27/12/2004

Harlequin : The Dance Macabre

thedancemacabre_01.zip | 305.7 KB

great game (and Mod tools) from Relic available, I\'ve had a go at seeing these guys on the PC. The Mod is based loosely on the scraps of information available to me from the Games Workshop world.

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3,857 downloads

Uploaded:24/07/2006

True War

furretos_true_war.zip | 1.1 MB


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3,798 downloads

Uploaded:03/04/2005

Demons of Razgriz

demons.of.razgriz.alpha.build.02.zip | 7.78 MB

War directory before installing this version. To install, simply extract the .zip file\'s contend into the DoW folder, double click on razgriz.bat and you can play. Changes in alpha build 0.2: - Fixed some bugs - Custom icons for all units and buildings - Vehicles and buildings 20% bigger - Infantery units vary in size - Implementation of the Pariah Blast ability

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3,785 downloads

Uploaded:14/12/2004

Spacehulk mod

spacehulk_mod.zip | 1.41 MB


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3,760 downloads

Uploaded:18/09/2005

Dawn of War Skirmish AI Mod

dawn_of_skirmish_v1.4_ai_mod_install.exe | 334.5 KB

satisfying AI opponent on the field of war. We hope you will agree that has been achieved with the understanding more is to be done in the future. Our work continues to evolve and in the coming months will make current efforts pale in comparison. However, you have to start somewhere and hot damn what a jumpstart! Its been a slice from start to, well, continuing! We\'re so looking forward to enhancing the AI even further in the coming months!

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3,582 downloads

Uploaded:29/03/2005

Terminator Captain

terminator_captain_v.1.rar | 1.69 MB


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3,546 downloads

Uploaded:02/06/2005

Space Marines Veterans

sm_veterans_1.3_060305.rar | 8.24 MB

scratch. SPACE MARINE VETERANS They are the best of the best of the best, the backbone of the First Company and the entire Chapter. Space Marine Veterans are yours to command once you have upgraded your HQ to level 2 (Monastery). * Space Marine Veterans are available in squads of five, plus a Veteran Sergeant. They may take one additional attachment (a commander or a medic). * Space Marine Veterans are armed with Power Swords and Plasma Pistols. Two of them may replace their Power Swords with Power Fists. The Veteran Sergeant is armed with the Power Fist and the Plasma Pistol. * Each Veteran has 500 HP, and the Sergeant is blessed with a healthy 750 HP. They wear medium heavy armour, just like the regular Space Marines. The Veterans may use Melta Bombs and Frag Grenades. Because of their superior skills, these abilities recharge quicker than normal and do noticeably more damage. * The Veterans may capture strategic points. * The Veterans consume 4 Squad Cap Points. * This squad makes an excellent Command Squad and/or bodyguards for your unique characters.

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3,459 downloads

Uploaded:06/10/2005

Total War

w40kdowtotalwarv21.0.exe | 8.92 MB

Marines\'s cap research, and Eldar webway gates and ork Waagh! banners has been modified to accomodate the changes to the unit cap. Scroll down to read the updates in this release. Although this version of this release doesn\'t have any races attached, the Imperial Guard thanks to the Cadian Inquisition mod, are added to the CI+AC version. Read the Comment Questions section for details. If you were looking for the Total War: Armageddon version, please check the website for details, as you downloaded the wrong version. - The Legacy thelegacy@gmail.com http://totalwar.moddb.com *************** NOTICE: THIS v2.0 STANDALONE REQUIRES A TOTAL UNINSTALL OF THE TOTAL WAR MOD. CERTAIN FILES HAVE HAD A FILE FORMAT CHANGE SINCE THE LAST RELEASE. *************** Installation Note: This is a release based on a new patch, and because of this you will need to reinstall the mod. MAKE SURE THAT YOU ARE RUNNING v1.30 DAWN OF WAR BEFORE RUNNING! THIS MOD WILL NOT WORK WITH EARLIER VERSIONS! *************** Installation Instructions: Extract the contents inside the zip file, into your Dawn of War main folder, and run the game using either the included shortcut or the ingame interface. *************** Uninstallation Instructions: When you are ready to uninstall this mini-mod, simply run the uninstall program listed under the Start menu. *************** Patch v2.0 Information: Patch Fixes: - All races have been updated to version v1.30 patch standards. - You can now build three Bloodthirsters (though require to be dropped, similar to Terminators). (Thanks to the Hardcore War mod for this code bit) - Total War logo added to menu screens and screenshots. - Loading screen background has been changed. - Computer AI has been upgraded to \'Total War\' standards. *************** Patch v1.20a Information: Patch Fixes: - Space Marine cap data has been repaired (Special thanks to Ken Wong for letting me know, and so quickly!). - Imperial Guardsmen has been removed from the barracks. (Thanks again...) *************** Patch v1.20 Information: Patch Fixes: - Number specific units have been fully fixed. - The Imperial Guard has been removed (read below for more information). - Redone the readme and install package for ease of use. - Game balance has been fixed. *************** Patch v1.16b Information: Patch Fixes: - The game no longer crashes on loading. (Special thanks to Giskard!) - Number specific units have been partially fixed (I think) - The Imperial Guard listening post and Barracks can now temporarely make power. - Starting armies have been abolished, except for one commander unit and builder units. *************** Patch v1.15b Information: Patch Fixes: - The Eldar and Orcs now can build less webway gates/waaaagh banners to reach their cap limits. - Number specific units (eg. Squiggoth, Avatar, Force Commander, etc) now can be built three fold (eg 3 Squiggoths, 12 Apothecarys, 3 Force Commanders etc.) - The IG Lemun Russ now has the equivelent hitpoints and costs of its orkish cousin. *************** Patch v1.1 Information: Patch Fixes: - Mod now starts with a shortcut, which keeps your original install intact. - The Imperial Guard now has a starting base, with a limited tech tree. - The Colonel and infantry have their buildtimes and costs updated. - Imperial Guard units now have a cap value. - Imperial Guardsman units can now capture strategic points. Patch Upgrades: - Army Painter now includes all single player and standard units, as well as their respective barracks structure. - The Imperial Guard has some new structures, as well as its own Rhino transport and servitor. - The Imperial Guard can upgrade their missile turrets to lascannon turrets. Known Glitches: - Most Army Painter preview units aren\'t animated; some are zoomed too close or too far. - Some unit previews have multiple hands on one arm holding gun and close-combat weapon and a banner. (Unknown how to fix at this time) Thanks to Hamish for the heads up for some of these issues. Some of these glitches I do not know how to fix, so please let me know how to fix them! *************** Common Questions: Q: Why does your mod crash when the mod loads up? A: This is because either the mod or the game are the wrong versions. Your best bet is to install all the patches for Dawn of War, and get the latest version of the mod. This is a known Dawn of War glitch. Q: Why did you remove the Imperial Guard? A: Simply put, with the official expansion (which will include the Imperial Guard), and at least two other Imperial Guard mods, there is absolutely no reason why I should compete against them. However, I plan to integrate the expansion into the mod at a later date, as soon as it is released, so don\'t give up on Total War yet! As well, the Cadian Inquision and Armoured Company have signed on, so the Total War: Armageddon mod will be arriving soon with them combined with Total War... Q: Isn\'t the game unbalanced with three Orbital Bombardments, 3 Squiggoths...? A: You have to think about the whole picture. You may get three super units instead of one, but you also get three times the army to go with it. So if you play the mod like you controlling three armies at the same time, there shouldn\'t be an issue. However, if you focus too much on one aspect, then just like the regular game of Dawn of War, you will probably fail. Think of this mod like \'Team Melee\' for Starcraft. Q: Why isn\'t the cap higher than 60? There\'s another mod with 1000 cap... A: I made it this way for a few reasons. First off, if it gets over 60, the game becomes so archaic that the game loses meaning (like Total Annihilation once you get 500 units for example). Secondly, without the need to upgrade or build cap, a major strategic part of what makes Dawn of War so great is gone. Thirdly, Over 60 cap would kill even the most powerful computer when there are more than two armies. Considering that a 1v1 maxed out while playing on a 1300mhz PC causes some very serious lag, this should be a godsend anyway, because without a limit, it\'s simply whoever can build the fastest wins, and in that kind of battle, the Orks would most definitely win due to their speed. See my point? :) Q: Why did you finally plan to re-add the Imperial Guard to your mod? Why the Cadian Inquisition mod? A: First of all, I added the Cadian Inquisition mod because it was the most complete of the IG mods, and because not everyone will be able to buy or afford Winter Assault, there has to be a \'second best\'. Secondly, I re-added the Imperial Guard because the IG is most definitely the big reason why people liked this mod in the first place. Q: Who created the Cadian Inquisition mod? Mod Coordinator/PR(ish) - Colonel Lead Coder - Meppa Coder/Webdesign/AI Coder - Ultdrake 3d Artist/ 3d Animator/ Voice Actor - CMRVSUK Voice Actor - Luug 3d Artist - IronFist - TheWhiteRider - Soulja Tester / Concept Artist - Muzza - Lassar - Gaz-1 - Matt And they have a website here: http://cadinq.dowfiles.com/. PLEASE give all Imperial Guard related compliments and complaints to them instead, as I for the most part had nothing to do with the mod! Q: Are there any chances of having the _______ race added to your mod? A: Very likely, but only if either I\'m approached or I find it on the web sometime in the next millenia. So don\'t hesitate to let me know if a good race is shaping up! I\'d love to have Tyranids on this mod personally.... *************** Disclaimer: I am not responsible for any damages your computer may suffer from installing this mod. On that note, text files and images aren\'t likely to do any damage... *************** Notes: - No unit stats (except for build limits) have been changed. The exception is the Lemun Russ. - This mod can be easily deleted by deleting the files that this mod installed. *************** Starting Forces: Space Marines: - 4x Servitor - 1x Force Commander Chaos Space Marines: - 4x Slave - 1x Chaos Lord Orks: - 3x Grot - 1x Big Mek Eldar: - 4x Bonesinger - 1x Farseer *************** Contact Information: To contact me, please e-mail me at thelegacy@gmail.com. Please do not spam, and I would like to hear any comments, glitch reports, or balancing issues you may have. :) I also have forums, which would be much more preferable, at: http://earthdefenseforce.dowfiles/phpBB2/index.php

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3,455 downloads

Uploaded:27/01/2005

DOW Enhancement Mod

dow_enhancement_modv1.1.zip | 155.89 KB

balance issues and inconsistencies. While a fair amount of the coding change was done by myself, I cannot and will not take total credit for this. This mod is borne out of more than a few discussions on the forums and represents ideas and concerns that are not necessarily my own. Credit goes out to Aetherfox, komninosm, n0z3k1ll3r, [Vertigo], and Meppa on the Relic Forums for their direct and indirect help with this Mod. Special thanks go out to Aetherfox and n0z3k1ll3r for giving me the go ahead to use their tweaks and fixes in this mod. If there\'s anyone I might have forgotten, my apologies. While it\'s far from complete and polished, I think it\'s a good start. I hope this mod in some way helps make Dawn of War an even better game than it is. Feel free to PM me, Mirage Knight, on the Relic Forums or email me at mirageknight32@hotmail.com with any feedback and suggestions. And without further ado, the changelist.

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3,327 downloads

Uploaded:06/12/2006

40k Ultimate Mod

40k_ultimate_mod.zip | 377.31 KB

for more. Note, this mod is compatible with Skirmish AI.

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3,231 downloads

Uploaded:06/03/2005

The Unforgiven Full Army

the_unforgivenfull_army_beta.rar | 3.84 MB

planet of Calsis Major,the Unforgiven\'s home planet is of key importance. That is why a chapter was founded there. For many millenia nothing was heard from The Unforgiven and it was thought that they had succumbed to the way of chaos, but after a lull in the eye the wandering chapter returned after years of fighting the Heresy. Being such a small chapter with no other foundings and limited resources they have adapted to using Only certain machines, namely Land speeder squadrens(called the S\'Lor & limited Dreadnoughts. The S\'Lor is a special Unit of dedicated warriors who run all the Land speeder units. They are differnt to the rest as all there machines & uniforms are black, to show other units that death holds no fear for them.... Each unit consists of... 1x Venarable Dreadnought(in this case Tigerus) who has the capability of smoke launchers,battlecry % orbital bombardment 10000hp 1x Hellfire Dreadnought (Calgaris MkVI dreadnought) just upped to 6000hp(hero upgrade) 1x Spirit of Unforgiveness Land Raider 8000hp 1x Land Speeder Squadren (up to 3 landspeeders) upped to 2500hp(called the S\'Lor) 1x Rhino upped to 2000hp 1x Pantherus Hellhammer, force commander, 2300hp 1x Siberus the Holy Apothecary dude 1500hp (hero)(Sergeant animator) 1x Jaguar Hellblazer,Librarian 1700hp tactical troops readily available upped to 500hp Fast Assault readily available upped to 600hp Deep strike squadren upped to 750hp (animations of Apothecary) Only available for Deep striking!!! Assault Squadrens upped to 750hp (as above animations) Only available for Deep striking!!! No other vehicles available!!!! to use install \"the Unforgiven\" bat file,mod file & folder into THQ/dawn of war/ directory Hope you enjoy comments welcome!!! Brevitbare@hotmail.com

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3,162 downloads

Uploaded:17/04/2005

His Righteous Mod UPDATE

hisrighteusmodupdate.zip | 4.13 MB

file to run the mod in the first version.

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3,103 downloads

Uploaded:13/11/2005

Leftout Units Mod

leftout_units_mod_1.51.rar | 2.63 MB

guardsmen, and inquisitor mordecai inquisitor. - Chaos fatal ai error when the ai summons the daemon prince is now removed. - Orks can now make single nob leaders. - Chaos now have Heretic Isador (Evil Librarian) added. - Baneblade limit increased to 3. - Squiggoth limit increased to 2. - 1000 squad/vehicle cap for all sides (cannot be increased any further). - Chaos can now summon the daemon prince on any chaos sorcerer. - Bloodthirster health increased to 15000. - Bloodthirster can now only be summoned on a chaos lord or any aspiring champion, no the sorcerer no more. - Orks now have full WAAAGH meter from the start. - Ork Mega Armored Nobz now have no limit to how many u can build. - Comissars, priests, and psykers now have no build limit. - Squiggoth health increased from 11000 to 13200.

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3,102 downloads

Uploaded:21/09/2006

Ork Swarm Mod

ork_swarm_mod_.2beta.zip | 2.28 MB


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3,085 downloads

Uploaded:04/06/2005

Terminator Sergeants

sm_terminator_sergeants_060405.rar | 4.3 MB

helmets. * Both Sergeants cost 150 Requisition and 30 seconds of time. * Terminator Sergeant is armed with a standard-issue Terminator stormbolter and powerfist. * Assault Terminator Sergeant is armed with the standard-issue thunder hammer and shield. * Both Sergeants are blessed with 815 HP. * Just like regular sergeants, they will Rally your broken troops.

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3,037 downloads

Uploaded:19/06/2005

Rhinoz Mod

rhinoz_mod.zip | 9.89 MB


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3,018 downloads

Uploaded:06/11/2004

Max units

dowmaxunits1.2.zip | 18.21 KB

locations or plan flanking actions. Instead your forced to use turrets to defend locations because you simply do not have enough troops to defend and attack the enemy. With this in mind I increased the troop limit by 33% for all armies. This gives you enough troops to do almost anything. Vehicle Limits increase slightly differently. For example Eldar get 30pts now where as Marines get 27pts. Orks and Choas points have also been increased After much testing on all sides I found the ballance is maintained because of the default games power system. So this mod should cause any inballances in your own games. Players going for a quick Vehicle rush will probably lose to masses of ground troops. The mod does not really change the standard games early base building proceedure, the vehicles really are a great late game addition because its in the late game they really shine with this mod. Prior to that its about troops. I am releasing this mod because not all players may want a mod that does everything I am planning to do, a mod that simply increases the existing unit limit may be prefered by some players. All sides now have to research the unit or vehicle cap to get the extra units. In early versions the Marines jumped from 20 to 30 support points at not extra cost. So this adds a feature to fix that problem.

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3,003 downloads

Uploaded:17/11/2005

Naughty Nurse Mod

nurse_mod.zip | 16.11 MB

mod. It\'ll work with patches 1.3 through 1.41! Be warned, this mod does contain nudity. If this offends you, please do not download this file.

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2,993 downloads

Uploaded:21/03/2008

mod combiner for dc

newraces.rar | 11.83 MB


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2,917 downloads

Uploaded:11/11/2004

Deathwing Mod

deathwing_mod_14.zip | 78.95 KB


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2,898 downloads

Uploaded:04/01/2005

Super Mod

super_mod03b.zip | 17.23 MB

Assasin Mod (remoded into a vindicare SM race) -- \"cant find one\" Chaos Death Guard mod -- one comming soon daemonhuntersV045 -- http://www.innocence-proves-nothing.com/ His Righteous mod -- http://www.hisrighteousmod.com/ DOW Heros Ultramarines -- cant find yet \"need link\"

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2,829 downloads

Uploaded:09/06/2005

Hardcore War

hardcore_war.zip | 562.82 KB

Win Condition------------ This win condition works for every mod you use and for the regular game as well. It is a basic adjustment of the annihalate win condition. I made it so you don\'t lose if you still have a chance. I thought it was pretty silly to make it so if you lost all your building you lost the game EVEN if you had a massive army. I say if you can win then you should win so now to win you must kill ALL their buildings except the stuff likes mines, listening post, relics, ect. If the enemy can build units they dont lose. If they can still kill you with their army they dont lose. So like I said to win you must destroy all building (minus exceptions) and their entire army to the last guy.

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2,819 downloads

Uploaded:10/12/2004

His Righteous

hismod01.24.rar | 1.47 MB

slows the enemy. * First new models implemented! Razor Wire and the Earthshaker (no animation). * New GUI. It\'s still wip and some parts incomplete, but its nearly done. * A preliminary test of the Army Painter for basic Guardsmen! * Hellhound damage increased lots. * Sentinel weapon additions and upgrade changes * \'Entrench\' is now \'Duck and Cover\' and slows down units to 1/3rd speed rather than freezing them. * Lieutenants must now be upgraded in Platoon Command Squads like Sergeants. * Infantry Squads can now have 2 weapon upgrades instead of 1. * Leman Russ (and variants) upgrades now work! * The usual array of minor bugs/changes that you\'ll probably never notice!

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2,730 downloads

Uploaded:28/03/2005

Demons Of Razgriz

razgriz.alpha.01.zip | 3.52 MB

psykers; hence the organisation of the chapter varied significantly from the Codex Astartes. The special, newly created geneseed of the chapter produces Pariahs, Marines which are virtually \"soulless\", and therefore practically immune against warp influence, similar to the Due it\'s relative youth the chapter has only few Dreadnoughts and makes it up with a high number of vehicles. The Demons of Razgriz also field many battle servitors, since the process of creating a Space Marine with the new Razgriz geneseed has a high failure rate. The chapter was declared traitor after an incident in their home star system, involving an Ordo Malleus Inquisitor, several Space Marine Chapters and alien races. What exactly happend is not clear, the only fact is that the Chapter is on the run, with the local Adeptus Mechanicus forces of their homeworld, who also were declared traitors.

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2,724 downloads

Uploaded:31/03/2005

Left-Out Units

leftout_units_mod_11.20_imperial_guard_version.rar | 15.89 MB

Guard credit goes to the Cadian Inquisition team for their superb Imp Guard mod (applauds).

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2,697 downloads

Uploaded:24/02/2005

Full Scale

fullscale_6.zip | 13.63 MB

a marine. The Mod was extensively tested on 90 percent of the available maps with no problems in movement, it is bug free and stable. There are no new models in the mod but I have made extensive use of the Relic supplied Fxs to Link them to new weapons and weapon properties eg: Power sword now gives an electrical discharge on hit or the Frag missile launcher will hit with an area impact and damage to match: Any units below marked LG. have these Fx and more included. The Mod is primarily designed for Solo play using 2-3 Ai ally teams against 2-3 Ai enemies with the settings Hard/Harder-slow/normal/resource standard for the best results but it can be played on any other setting but you will miss some of the effects.

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2,669 downloads

Uploaded:09/09/2005

The Dance Macabre

thedancemacabre01.zip | 33.52 MB

information and of course Aknowledgements. Installation Instructions This mod is compatible with the 1.3 patch for Warhammer: 40k Dawn of War. If you do not yet have this patch, then I would advise installing it as this mod will not work with older versions of the mod. It is not compatible with the 1.4 patch that was released today. You will have to wait until the expansion Winter Assault is released later this month, I will be releasing a new version of the mod once this is released. To install the game run the setup.exe that came with this pdf. Point the installer your Dawn of War directory e.g. C:\\Program Files\\THQ\\Dawn of War\\. If installed correctly there should be a folder inside your Dawn of War folder named thedancemacabre. To play with the mod simply start up the game, click on Mod Manager at the main menu. You will see The Dance Macabre mod on the list, click on this and then click activate. I would suggest restarting the game after this as the mod manager as the mod manager doesn’t update the team colour information when switching mods. To uninstall the mod simple go into your add / remove programs list in control panel and find Harlequins Mod. You can uninstall by just clicking remove. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Background The Harlequins (Eldar: Rillietann) are a uniquely Eldar social and military institution - a caste of fighters and entertainers who exist beyond conventional Eldar social structure. They owe no allegiance to any craft-world or other Eldar community and travel amongst Eldar - and other races - at will. The Harlequins see no distinction between art and war, and their outlook can best be explained by reference to the legend of the Fall of the Eldar; one of their self-appointed duties is to keep this legend alive through their performances. The central figure of Harlequin belief is the Cegorach - the Great Harlequin, also known as the Great Fool, the First Fool or the Laughing god. According to legend, this deity survived the Fall because his mocking nature distanced him from the corruption and decadence that became Slaanesh. The Great Harlequin is the only authority that the Harlequins recognise. There are stories about Harlequins and other Eldar who have met the Laughing god in the guise of a Harlequin without realising his identity until afterwards. Harlequins travel constantly, presenting entertainments based on Eldar tradition and centred on the body of lore which has sprung up around the Laughing god. They have been known to stage their dance-dramas for Humans and other non-Eldar, since they believe that the Fall of the Eldar holds a lesson from which all races may benefit. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ For much more information on the Harlequins background you should visit www.thedancemacabre.com If you have any feedback or problems please don\'t hesitate to visit the forums at www.thedancemacabre.com/forums You can also check here for updates, screenshots, concept art and general discussion about the modification. This is the first public release and the mod is still in very early stages, yes all the models will be replaced eventually.

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2,650 downloads

Uploaded:12/01/2005

His Righteous Mod

hisrighteous0.26.rar | 1.51 MB

Unit descriptions for all units and buildings that are useful!

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2,558 downloads

Uploaded:05/01/2005

Ultramarines

v0.3ultramarines_mod.zip | 2.11 MB


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2,556 downloads

Uploaded:27/10/2004

King Size Mod

king_sized_mod.zip | 514.2 KB

of 50.) - Makes ALL infantry except Heros build 2 times faster. - orks now get waagh! points 4 times faster. - most tanks/artillery cost a little bit more. - most tanks/artillery do about 2 times more dmg. - minor equality prblems fixed (e.g. gaurdians get +1 to squad cap, las pistols do a bit more, etc.) - ork waagh! towers give +40 to pop limit instead of +10. - added sniper unit to space marines. - orbital relay holds 12 instead of 6. - lascannons for tanks and dreadnaughts do about 2x more. - looted tank has better accuracy. - there might be some more stuff i forgot, you can email me if you find anything else.

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2,481 downloads

Uploaded:09/02/2005

Full Scale Mod

full_scale_mod_v0.5.zip | 5.06 MB

a marine. The Mod was extensively tested on 90 percent of the available maps with no problems in movement, it is bug free and stable. There are no new models or textures in the mod but I have made extensive use of the Relic supplied Fxs to Link them to new weapons and weapon properties eg: Power sword now gives an electrical discharge on hit or the Frag missile launcher will hit with an area impact and damage to match: Any units below marked LG. have these Fx and more included. The Mod is primarily designed for Solo play using 2-3 Ai ally teams against 2-3 Ai enemies with the settings Hard/Harder-Very slow/Slow/resource standard for the best results but it can be played on any other setting but you will miss some of the effects.

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2,454 downloads

Uploaded:29/05/2006

Heroes of the Imperium

heroes_of_the_imperium_installer_v11.61_1.6fix.zip | 556.36 KB

the young king + farseer or seer councill (2 farseers + 13 warlocks) working heavy weapon trooper with deploy function minor fixes v1.61 bug in code fixed if you wish to use any part of my mod in yours send an email to scorpia@hotmail.co.uk or message me on the relic dawn of war forums you may use this mod freely but you cannot utalise it in any way to make profit you may distribute the original instaler as long as it is not eddited in any way[/quote]- SSA

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2,443 downloads

Uploaded:21/11/2004

Codex Table Top Sim

codex_table_top_sim_03a.zip | 4.81 MB

weapons for guard and space marines *space marine weapons *multimelta devistator *heavy flamer devistator *heavy bolter devistator *lazcannon devistator *plasma cannon devistator *devistator cannon "joke gun for our 40k expert to yell about" *guard *multimelta armord fist *lazcannon armord fist *autocannon *heavy bolter *missle launcher

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2,437 downloads

Uploaded:08/01/2005

Unified Conflict Pack

unified_conflict.zip | 34.33 MB


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2,414 downloads

Uploaded:25/03/2005

Terminator Captain

terminator_captain.rar | 757.08 KB


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2,239 downloads

Uploaded:24/10/2004

Eldar Aspects

eldar_aspects.zip | 167.7 KB


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2,228 downloads

Uploaded:07/03/2008

Dark Angels Icon Pack

dark_angels_icon_pack_final.rar | 17.28 MB

it! ~Gaffer

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2,211 downloads

Uploaded:29/10/2004

Genestealer Model

genestealer.zip | 262.31 KB


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2,178 downloads

Uploaded:25/07/2005

DoW Rebirth Mod

dow_rebirth_mod_v0.2.zip | 13.22 MB

which Dawn of War is based. This mod is the product of not just our ideas, but also those belonging to the more active members of the Dawn of War community.

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2,159 downloads

Uploaded:29/04/2006

Dogs of War Mod

dogsofwar_modv1.0.zip | 4.85 MB

140000 hp! To the improved Avatar of Khain that has 1500000hp! I also included my kill team in this mod too! All of these units have commander amour, insane damage and lots of health! Now you can play against the computer on harder difficulty settings and kick ass with one squad and watch the pathetic enemy fall to its knees!

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2,156 downloads

Uploaded:28/01/2005

Imperiums Push Mod

imperiums_push_mod.zip | 1.08 MB

cult Their are some more research caps and servitors can take points and tons of other changes. NOTE...for more information read the read_me file in the Imperiums_Push_mod folder

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2,105 downloads

Uploaded:26/01/2005

Pre Setup Armies Mod

psa_vb041.ace | 31.76 KB

as well as in a skirmish game. Once you have installed the mod you will have a new victory condidtion that you must check to activate it. The new victory condition will not trigger a win. So you also have to use another victory condition as well. As of Beta 0.4 you can use the editor to edit your army lists. See below for further instructions. The next step will be to create an online-capable application that will do the file-management for you, allowing easier startup of an online game. But even now you can play online with your friends! Instructions on how to do that are as follows The army list files supplied with the mod are not race specific. The editor can switch races while editing a single army list file. The different races armies will then be spawned, depending on your in.game race choise. Editing more than one (or any) race specific army for the different slots is optional. ----------- -CHANGELOG- ----------- changelog beta041 -fixed bug with squads having less than max weapons -fixed bug in presetupgame.scar that would crash scar when spawing tankbustas. Sorry \'bout that -changed army list syntax slightly to ease loading of files. That made old files incompatible - sorry. But they should stay for some time now. -added load functionality Changelog beta04 -initial editor release

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2,084 downloads

Uploaded:21/11/2004

Daemonhunters Mod

daemonhuntersmodv010dow11.zip | 460.92 KB

troops (Cadian regiments).

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1,989 downloads

Uploaded:26/10/2004

Blood Angels

blood_angels.rar | 191.53 KB

their zeal for the Emperor seems to drive them to acts of bloodshed. This bloodthirsty behavior has raised eyebrows among the Blood Angels’ Imperial allies and raised questions within the Inquisition. What those outside the Blood Angels fail to realize is that each member of this Chapter is haunted by the constant danger of falling into the Black Rage. 10,000 years ago, when their noble Primarch Sanguinius was slain fighting the traitorous Warmaster Horus, the self-sacrificial and brutal manner of Sanguinius’s death scarred his descendents for eternity. To this day, the memories of this final moment lurk in the minds of all Blood Angels. This is their blood-curse. A mere moment of inattention will cause them to lose their minds to their fury over their Primarch’s sacrifice. Like Sanguinius, the Blood Angels are masters of close combat. This is due to their unending desire to tear the enemies of the Imperium to pieces, barehanded when possible. Those Blood Angels who are consumed by the Black Rage form special suicide squads known as the Death Company. These Space Marines would rather die fighting the enemies of the Imperium rather than degenerate into raving madmen. Regardless of the thirst for bloodshed, no one in the galaxy can dispute the Blood Angels’ battle record. This Chapter has been at least partially responsible for many of the major victories of the Imperium’s long history. That was quoted from the games workshop site. Anyway this is what I\'ve changed in the actual game itself. All blood Angels have an inherant bonus in mellee combat. Commander Dante: This guy subsititues for your force commander but due to animation limitations hes isn\'t the killer that the regular Force commander is. However he has a melta pistol which is great and he is an assualt model. He alos has the death ability which has a morale reducer on enemies in close combat. He also has the Blood Rage abilities. Librarian: He is essentially the same except he has the quickening ability which gives an attack bonus in melee. Baal Predator: This is an extremely powerful anti-infantry Tank. It can really lay the smack-down on enemy infantry. Furioso Dreadnought: This is a dreadnought that use only melee attacks. It can also use the over-charge ability to chase down escape. He actually has an underslung melat gun. It ignores vehicle armour. Tac squad: They now only have two upgrades after all insane blood thirsty killers can\'t be trusted to weild heavy weapons. Death company: These guys are bad. They are really hard to kill and are best meatsheidls in the game. However the red thirst casues them to slowly lose health. Also they upgrade to a chaplain leader. Honor Guard: These guys are the shiznite! They have powerful weapons and can really tun the tide of battle. Terminators: The only change I\'ve made her is to add a sergeant. Anyway Im always interested in feed back.

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1,980 downloads

Uploaded:05/11/2004

Codex SM Race

sorce_codexedtor_sm01d.zip | 7.45 MB

game going like that there is all ways one person who just dosent get it and messes the whole thng up. and the way the game is its not like the table top game i know so im trying to modify it to meet me and my frends needs for 40k and not piss people off with a table full of lettle modles all night or 4. officialy I am the only one working on this and it is far from finshed. but there are 3 others who dont want mention yet that had a lot to do with this. but the one workin on the code is me so please send any comments here

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1,929 downloads

Uploaded:24/10/2004

No Base Building

w40k_dawn_nobasebuilding.exe | 450.91 KB

significantly if one could just order a complete army within the resource limits. To accomplish this, the research- and building-requirements were disabled. The results of research are mostly hardcoded now, please contact the developer if features are found to be lacking. Campaign - Is playable, though building/research restrictions are removed here too. Skirmish - The computer players in skirmish games don\'t seem to be bothered too much by these changes. Multiplayer - Works fine if all players use the same mod. Players without the mod, get dropped. Balance has not been tested.

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1,911 downloads

Uploaded:23/04/2005

Dawn of Skirmish v1.1 AI mod

dawn_of_skirmish_v11.1_ai_mod_install.exe | 336.5 KB

(except Take and Hold). A must have for everyone who plays skirmish games, and great to check out even if you don\'t!

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1,911 downloads

Uploaded:09/11/2004

His Righteous Demo

igmod.rar | 765.01 KB


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1,909 downloads

Uploaded:28/06/2005

Map Mod

map_mod_v1.11.zip | 12.8 MB

supplied with the RDN Mod tools.

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1,885 downloads

Uploaded:13/08/2005

Orky Survival (download link fixed)

orky_survival.zip | 3.49 MB

the space marine weapon upgrades aren’t fully implemented, so if you find some of the SM waves a little easier, that’s because they haven’t been tooled up yet! I wanted to release it to the community to get a feel for the difficulty level.

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1,874 downloads

Uploaded:29/05/2005

Full Scale Mod (1.3 Compatible)

full_scale08.rar | 22.77 MB

a marine. The Mod was extensively tested on 90 percent of the available maps with no problems in movement, it is bug free and stable. There are no new models in the mod but I have made extensive use of the Relic supplied Fxs to Link them to new weapons and weapon properties eg: Power sword now gives an electrical discharge on hit or the Frag missile launcher will hit with an area impact and damage to match: Any units below marked LG. have these Fx and more included. The Mod is primarily designed for Solo play using 2-3 Ai ally teams against 2-3 Ai enemies with the settings Hard/Harder-slow/normal/resource standard for the best results but it can be played on any other setting but you will miss some of the effects.

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1,849 downloads

Uploaded:21/11/2004

Xen\'s Terminator TexMod

xen_term_texmod_1.zip | 920.11 KB


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1,838 downloads

Uploaded:29/05/2005

DOW Mission Maps

dow_missionmaps.exe | 20.47 MB

be played in skirmish or multi-player. I set all the maps to hold 8 players, not because they should! But because coop nuts like myself can play 2/3 vs 6/5. I have also set up the numbering position in the high controversial JOE (me) style. Which means auto-team will not work! But you can easily play 1 vs 1 or 2 vs 2, at either end of the map (not right next to each other!). When you run the installer you will be given 2 options to set the maps up as a mod. So that you will have to activate the mod in order to play the maps. This is a good idea for online because you will be able to see the other players wanting to play those maps. Or Setup directly into the Dawn of War directory. Which is the traditional map setup and can be played with other mods active. Installer has instruction on the differences. By BrSgt_Burns.

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1,801 downloads

Uploaded:05/12/2004

Camera Zoom

camerazoommod.rar | 6.37 KB

seeing things harder when zoomed out any farther than I have them. As you may notice you can start to see the fog a little from this distance (it\'s a faint white haze). As of now, I do not know how, if it is even possible, to turn these off and allow for more zooming. The only way I know how to get it kind of turned off is in the Mission Editor that comes with the RDN ToolSet. However this only works while in the ME, and even if you do save it, it does not carry over to the game.

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1,770 downloads

Uploaded:07/04/2006

Automatic Ability Use

autoabils1.v1.1.zip | 68.38 KB

in addition to this mod triggering them automatically otherwise. It bothers me that so much attention to detail is required to bring minimal effectiveness to combat. It\'s my opinion that troops should do their utmost to wreak destruction on valid targets without waiting for the general to tell them to do so. It\'s good to have the ability to micromanage available, but it shouldn\'t be required. With this mod you will never have squads on the other side of the map dying with unused abilities when you\'re not paying attention. The abilities will be used when within effective range, with greater precision and coordination than could be achieved by most players. Using this mod leads to some glorious battles as all squads are triggering grenades, magic, and buffing. It also makes the Imperial Guard Assassin extremely fun as he triggers his Assassinate ability automatically when it would lead to a shot.

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1,731 downloads

Uploaded:10/04/2005

His Righterous Mod

hisrighteousmod0.34.exe | 4.14 MB

* Coding issues with the servitor and other units were fixed * MkII of the Hellhound is also complete. Updating the cannon design to a more modern style. (See the top corner of this page.)

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1,704 downloads

Uploaded:13/03/2005

Supa servitor

dow_mod_supa_servitor.zip | 7 KB

modded are explained step by step. The tutorial is available on my website link. If you want to learn how to make a mod like this, don\'t forget to visit the SUPA SERVITOR mod tutorial page here:http://tutorials.moddb.com/58/

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1,687 downloads

Uploaded:27/05/2005

Denizens of the Warp Mod

denizens_of_the_warp.exe | 16.82 MB

by place holder models. I hope to soon have Original models in game so keep checking on progress. [b]Note:[/b] Requires Patch v1.3 to play it!

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1,686 downloads

Uploaded:28/11/2004

Krazy Mod

redeemers_krazy_mod_1.10.zip | 76.95 KB

or if you think a unit is overpowered you can always email me at: pinkfluffyrat@hotmail.com and ill get to work fixing your problems

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1,655 downloads

Uploaded:28/10/2004

Scout Sergeant

dowmod_scout_sergeant.zip | 8.47 KB

little less durable (as befits the squad they command). Currently Scout Sergeants use the standard Sergeant model, but are able to use the Infiltrate ability if the rest of the squad can. -The Max Heavy Weapons Increase tech at the Armory now applies to Scouts as well as Tactical Marines, meaning you can now have Scout squads armed entirely with sniper rifles. Because four sniper rifles are so ridiculously dangerous, their damage has been toned down slightly, as has their morale damage. Also the Scouts now take up two Squad Cap units instead of one. Basically the Scouts are now a useful combat unit later on in the game, but despite being extremely lethal to infantry the Scouts are still very vulnerable if the enemy can take the fight to them. The Sergeant adds a little protection though, and Scouts are less prone than usual to morale breaking.

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1,653 downloads

Uploaded:23/02/2006

PDF Mod (v1.0)

pdfguard_modv1.0zip.zip | 3.21 MB

was devoid of all life, a dead planet. The only things they found there were strang carvings on rock and symbols, they quickly dismissed these things and went about exploring their new world. Now strang creatures have a wakened from their tombs and are killing the enhabatins of the planet! They are called Necrons! The PDF of the planet was quickly dispatched under the command of a colonel. Now it is up to you to decied wether the Imperium of Man keeps the planet or the ancient Necron kill all life on it again!

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1,653 downloads

Uploaded:26/10/2004

DOW Demo Mod

demomodwithbetamaps.rar | 5.94 MB

mob meks mob kommando mob (infiltrates) shoota boys, sluga boys mob increase to 30 stormboy mob increased to 20 resize of looted leman russ and dread wartrak squad size 3 destroyed vehicles and dead men stay only for 30 seconds because of sp mission scripting marines landraider, landspeeder, predator, rhino, whirlwind, dreadnought+HFdread model resize landspeeder squadron of 3 thunderhawk gunship usable can transport troops(use jump though) devastator squad scout sergeant terminator sergeant for assault squad aswell veteran squad tactical marines sergeants guilliman2\'s idea chaplain destroyed vehicles and dead men stay for 120 seconds contains the gaurd mod aswell with resized leman russ and their vehicles and dead men stay for 120 seconds 5 beta maps (unsure about a release of these though)

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1,643 downloads

Uploaded:14/01/2006

Leftout Units Mod

leftout_units_mod_1.53.rar | 6.99 MB


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1,607 downloads

Uploaded:07/12/2004

Ultramarines 4th Company

ultramarines_4th_company_wtp.zip | 814.32 KB

with Ultramarines logo in primary color. Tactical and Assault insignia now white rather than weapon color, and has IV for 4th Company inside. Belt buckle changed from trim color to red-ish metal, and has embedded golden skull instead of the round button. Changed sergeant\'s eye-color to blue. Skull and wing on bolter changed to golden rather than trim color.

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1,579 downloads

Uploaded:03/12/2004

Left-Out Units

left_out_units_mod_1.10.rar | 79.04 KB


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1,538 downloads

Uploaded:10/01/2006

Black Templar Icons

black_templar_icons_mod.rar | 1.15 MB


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1,490 downloads

Uploaded:09/03/2008

Space Wolves Icon Pack

space_wolves_icon_pack.rar | 2.14 MB


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1,426 downloads

Uploaded:22/09/2005

Heroes Of The Imperium

heroesoftheimperium.zip | 4.23 MB

the space marines, imperial guardsmen for the space marines and deamon hammer researches for inquisitor and space marines.

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1,406 downloads

Uploaded:19/03/2005

Full-Scale Total Carnage

full_scaletotal_carnage.zip | 15.56 MB

different gameplay with different strategies EG; STANDARD is mostly based on infantry play but is still hard to complete----Enemies may attack or go defensive They may make a certain kind of troop this time but a different one next.There was extensive playtesting on a trial and error basis to achieve the result. The result is that gameplay is very challenging and unpredictable----The system is stable with no crashes. This is not the final version of Full-scale that will be DOGS OF WAR when the new models are completed---However I completed this mod as a "Fill in" and to see what the reaction was to the new Ai. Again this is really suited to single-play I have never tried it on multi-play.If you liked the other versions of Full-Scale then you will like this ----If you did not Then please dont download it as it is based on the same principle. Note* When you first start a game BUILD the sentry First in repect of the Sms and chaos races This will free up building slots ---The ai sorts its own sentrys out. The Sms and chaos have sentry Turrets, The Eldar have a plasma barrier attached to Hq and the orks have better turrets. These were developed to help stop a early Rush (If it now happens which is rare) Again this mod was developed with one thought in mind----Enjoyable gameplay and Fun.

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1,384 downloads

Uploaded:20/01/2005

Enhancement Mod

dow_enhancement_mod.zip | 137.77 KB

balance issues and inconsistencies. While a fair amount of the coding change was done by myself, I cannot and will not take total credit for this. This mod is borne out of more than a few discussions on the forums and represents ideas and concerns that are not necessarily my own. Credit goes out to Aetherfox, n0z3k1ll3r, [Vertigo], and Meppa on the Relic Forums for directly and indirectly helping out with this Mod. Special thanks go out to Aetherfox for giving me the go ahead to use his tweaks and fixes in this mod. If there\'s anyone I might have forgotten, my apologies. While it\'s far from complete and polished, I think it\'s a good start. I hope this mod in some way helps make Dawn of War an even better game than it is. Feel free to PM me, Mirage Knight, on the Relic Forums or email me at mirageknight32@hotmail.com with any feedback and suggestions.

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1,343 downloads

Uploaded:06/11/2004

Codex SM Race Patch

codex_patch_01a.zip | 1.64 MB

space wolves like the first verson online cadin inquisition 3. somthing and the zoom feature form epic and total war along with the vet-terminator so lots of combined mods and well now codex_space_marine._race will now work

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1,342 downloads

Uploaded:15/05/2005

Space Wolves Skin Pack

space_wolves.zip | 11.53 MB


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1,341 downloads

Uploaded:16/07/2009

Dawn of War: Tactical Assault

dawn_of_war_tactical_assault.rar | 6.5 MB

distinguished itself from other RTS games by eliminating Resource Management. DoW: TA takes this a step further by eliminating bases. Yup that's right, like DoW II, the only "bulding" you have is your HQ. Units are now trained from LISTENING POSTS. This represents armies sending reinforcements through Strategic Points. Tech Trees will also change to represent this. During my play-test, battles are even more intense, forces everyone to be even more aggressive due to the already fast paced nature game play this mod has implemented. This mod is very usefully for players who want to step up their micro-management with their sqauds, as base building is now gone; thus, players will control their army more often now. Also, for those who havn't bought DoW II, this is an excellent way of getting the feel for the game, as this mod is like DoW II in some ways. [b]KNOWN BUGS:[/b] -You CANNOT play Space Marines vs Space Marines. This is because the changes will interfere with the game's AI thus causing the game to crash. -For Dawn of War demo users, there is no Relic Point model, just a pink box. For now I humbly ask you to deal with it. -As this is a pre-beta release balance is not perfect, and there may be some damage/unit problems but those are expected. -Unit and building descriptions are NOT adjusted accordingly. Play around to figure out which builds what and what needs what. Check it out!

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1,332 downloads

Uploaded:19/06/2006

Venerable Dreadnought

vd_01.6.zip | 1.03 MB

I\'m assuming the same model etc has been used :) - Anyway, I guess it\'s \"download if you want\" :)

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1,315 downloads

Uploaded:08/11/2004

Single Player Campaign Redux

dow_sp_reduxchaos_beta5.rar | 121.22 KB

you do so before playing with this mod so as not to spoil anything, as many missions are clearly designed around the fact that the player is playing as the Space Marines and not some other race.

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1,290 downloads

Uploaded:17/11/2004

Xen\'s Dreadnought texture

xen_dred_texmod1.zip | 2.11 MB


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1,278 downloads

Uploaded:05/05/2006

Tactical Rules

tacticalrules.v1.zip | 107.47 KB

the carnage? Then this mod is for you! This is a collection of Rules designed to emphasize the tactical element of Dawn of War while de-emphasizing the Real-Time Strategy nonsense. They do not replace any existing game files, do not interfere with other mods, and can be turned on/off without having to restart the game. The installer will create several new "Win Conditions" in the Game Options. Turn them all on for complete mayhem, including Automatic Ability Use, Fallback, Fast Abilities, Health Moderator, Increased Visibility, and Support Services. Or only enable the ones you want to customize your game. All races from Dawn of War and Winter Assault are supported, as well as the Steel Legion mod.

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1,272 downloads

Uploaded:12/03/2008

Ultramarines Icon Pack

ultramarines_icon_pack.rar | 2.2 MB

paint scheme you should install this pack to go with it. ~Kouen

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1,268 downloads

Uploaded:12/05/2009

NPC race

racenpc.zip | 28.1 MB

Structures: NPC HQ, NPC Barrack, NPC Generator, NPC Armoury, NPC HQ Addon, NPC Vehichel Building, NPC ability, NPC Listpostion [*] Colonel Brom, there are in NPC Barrack, Colonel Brom have very strong power Bolt Pistol. [*] Imperial Guards, there are in NPC Barrack, strong with weapon but too bad attack enemy. Just will more power when use weapon Plasma Gun. [*] Lemun Russ, there are in NPC Vehichel Building. Just long range and power morale and kill fast to Infantry, [*] Heavy Infantry, Commanders. But too bad against Vehichel but it's ok against building. [*] Inquisitor, there are in NPC ability, power health and spells.

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1,262 downloads

Uploaded:24/10/2004

Jenette\'s Balance

jenettes_balance.zip | 953.33 KB

allowed, all copyrights given to their respective owners, no copyright infringement intended, this mod is for enertainment putposes only. This mod is still underway so feedback is definately welcome and desired. Send all feed back to jenettedowning@hotmail.com with the title DW MOd Feed back.

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1,258 downloads

Uploaded:03/10/2005

Mark VI Armour Mod

mark_vi_mod.zip | 4.05 MB

shoulders, and helmet. The helmet is in the classic \'beak\' style, which will gain appreciation from many people, I assume ;) Remember, this mod will NOT work on Winter Assault OR the 1.4 patch! If you have upgraded to either, this mod will not work for you. Ideally, it works best on 1.2, but mod creator Mudflap has stated it is also compatible with the 1.3 patch.

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1,248 downloads

Uploaded:27/05/2006

Warriors of Mars

ad_mech_public_1.zip | 9.08 MB

articles, and such, this should be a neat little package ;) - SSA

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1,227 downloads

Uploaded:05/12/2004

Alejandrinus Feral Orks Texture

alejandrinus_feralorks0.1.zip | 1.13 MB

golden demon squad entry(in think...) or maybe just a freak idea :) of myown These is an early version of what i wanna do but heres the first result: Orks troops: -Skin colour blue -Changes the body with naked chest, tattoos, piercings and collar -no primary colour for now...(maybe it will be the tattoos) -changes the metalbelt for a leatherbelt -stell knee pads -trim, eyes, weapon is the same as the original -badges is the same as the original (maybe i\'ll put in the back)

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1,214 downloads

Uploaded:25/01/2005

Pre Setup Armies Mod

psa_vb04.ace | 29.26 KB

as well as in a skirmish game. Once you have installed the mod you will have a new victory condidtion that you must check to activate it. The new victory condition will not trigger a win. So you also have to use another victory condition as well. As of Beta 0.4 you can use the editor to edit your army lists. See below for further instructions. The next step will be to create an online-capable application that will do the file-management for you, allowing easier startup of an online game. But even now you can play online with your friends! Instructions on how to do that are as follows The army list files supplied with the mod are not race specific. The editor can switch races while editing a single army list file. The different races armies will then be spawned, depending on your in.game race choise. Editing more than one (or any) race specific army for the different slots is optional.

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1,204 downloads

Uploaded:16/11/2004

Xen\'s \"Codex\" Space Marine Texture

xen_sm_texmod_11.zip | 997.42 KB

layer alpha layers to limit pixel artifacts when using ATI video cards *white skull badge on HB magazine now changes with trim color *winged fist on left knee now changes with trim color *brightened sgt\'s face tattoo

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1,143 downloads

Uploaded:07/04/2005

Full Scale: Total Carnage Patch

full_scale_patch.zip | 2.36 MB

troops radically overhauled with new troop types (Khorne) weapons and fx Sms--fine tuned Eldar--fine tuned Orks--improved

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1,142 downloads

Uploaded:23/11/2005

Malhavok\'s Legion of the Damned Replacement

lotd_mod.rar | 3.66 MB

Mel Danes, used with permission, although slightly modified to show the badge on the space marines.

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1,140 downloads

Uploaded:04/12/2004

No Intro Movie

intromovieremover.rar | 593 Bytes


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1,098 downloads

Uploaded:18/01/2005

Balance & Bug Fix

balance_and_bug_fix_02.zip | 78.9 KB

plan to have 1 or 2 of. (02) Taking into account the Ork Mob Bug I have reduced the mob values required until I or someone else figures out how to fix the Ork Mob Bug. I have reduced the required mob values by 20% for each level of bonus and increased the search radius by 5. So now the level 1 bonuses are acquired by having 12 population of orks in radius 20, level 2 bonuses by having 24 population in radius 25, and level 3 bonuses by having 40 population in radius 30. Orks will now easily obtain mob bonuses when they first charge out of their base, but quickly lose them when sustaining casualties and will not regain them by reinforcing, they have to regroup in the base and pop in and out of a building to regain them. Perhaps this will encourage more mob ork armies rather than mechanized rushes. =\\ (02) Fixed Eldar Seer Council WitchBlade Upgrading (minor typo in last balance change) (02) Fixed FirePrism Jumping (major bug in last balance change) (02) Warlock Power Weapon upgrades now costs 70/40 and takes 45 seconds, in line with SM and CSM leader melee upgrades. Previously it cost 150/100 and took 60 seconds. (02) Warlock WitchBlade upgrade now costs 70/40. Previously it cost 20/30. (02) Eldar Commander Veterancy Upgrades now give +100hp to members of the Seer Council. (reduced Seer Council hit points back to 500hp as it was previously and cost further lowered to 80/35). (02) Weaken Resolve now completely disables squad morale regeneration. (02) Weaken Resolve now has no prerequisites (previously required word of the emperor research and tier 3 upgrade). (02) Rhino Smoke Launchers are included as default on Rhinos (no research required). Cooldown halved to 60 seconds, previously 120. (02) Rhino Vehicle Cap consumed is 1 instead of 2. (02) Chaos Rhino Smoke Launchers are included as default on Rhinos (no research required). Cooldown halved to 45 seconds, previously 90. (02) Chaos Rhino Vehicle Cap consumed is 1 instead of 2.

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1,088 downloads

Uploaded:17/11/2004

Chaos Raptor fix

xen_raptorfix1.zip | 1021 KB

weapon details *fixed alpha layers on trim and secondary levels to allow team coloring of weapons and some other small areas (some changes are very slight, but the weapons can all now be seen properly)

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1,082 downloads

Uploaded:06/05/2010

Super Space Marines

super_space_marines.zip | 744 Bytes

more enemies than normal. Space marines also start with 3 Squiggoths!

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1,039 downloads

Uploaded:22/11/2004

Force Commander Power Sword

fcword_attrib.zip | 3.9 KB

thread. The fc does indeed look better with the sword, and it does the same damage as the daemon hammer, so dont worry about balance issues.

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998 downloads

Uploaded:28/11/2004

FC Sword

fcsword12.zip | 4.45 KB


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973 downloads

Uploaded:10/07/2005

First Wave Mod

firstwavebeta.zip | 8.24 MB

mass squads and vehicles smash through any defense and march on a base destroying it in seconds. I’m a big 40K fan, since the first rules Rogue Trader :). So I thought it would be good to see some 1500-2000 point size armies battle it out. But like the Table Top use more abilities to influence the outcome. At this stage I am only 1/2 way through Marines and Chaos. But thanks to Thud and team’s AI, it has really boasted the Orks as well. I could List all the changes, but it would be too long, so heres the short and sweet: Space Marines =========== Attack - Average Defense – Good Defense Gun Range - Average Deployment - Excellent Unit Cap - 10 Vehicle Cap - 7 New Things --------------- Psychic Sense Ability – reveals map for 10 seconds Satchel charge 2 orbital relays Relay’s can order more units Chaos =========== Attack - Good Defense – Good Defense Gun Range - Good Deployment - Average Unit Cap - 10 Vehicle Cap - 7 New Things --------------- Chaos firestorm Ability Demon prince Orks ============ Attack - Excellent Defense – Average Defense Gun Range - Poor Deployment - Poor Unit Cap - 20 Vehicle Cap - 7 Imperial Guard ============== Attack - Excellent Defense – Poor Defense Gun Range - None Deployment - Poor Unit Cap - 10 Vehicle Cap – 7 I have also added, just for fun the Imperial guard. There is no AI for this so you can play them but not against the machine. They are a very simple race, but it is fun to see a hundred of little humans running into the meat grinder. Special Thanks to Thudmeizer and Team for the AI & xytremdys, for his help with the firestorm Ability. Install ======= Just run the installer and follow the prompts :)

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924 downloads

Uploaded:24/11/2005

Scout Sergeants

scout_serg_v1.41.zip | 868.86 KB

upgrade. As this allows for a 4 man squad of scouts with leader this slightly unbalances the game.

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910 downloads

Uploaded:16/10/2005

Heroes of the Imperium

heroes_of_the_imperium_v11.2.zip | 4.3 MB

¯ 1.2 for dawn of war with the 1.3 patch i will try to make a 1.4 version when the new tools come out thanks to everyone on the relic forums for helping solve various problems all the testers this mod contains v1.0 the deamon prince for chaos summoned by chaos lord or sorcerer eldar dire avengers ( a moddel for them may be included at a later date thanks to mirage knight) an inquisitor for the space marines imperial guardsmen mor the space marines deamon hammer researches for inquisitor and space marines assault squads can be deep striked a load with rhinoz mod module v1.1 name fixes for eldar asault squads not loaded into the barracks v1.2 support platform added as a new unit for eldar if you wish to use any part of my mod in yours send an email to scorpia@hotmail.co.uk or message me on the relic dawn of war forums you may use this mod freely but you cannot utalise it in any way to make profit you may distribute the original instaler as long as it is not eddited in any way |¯ |¯ |¯| |¯| |¯| | /¯\ ¯| |_ |_| |¯\ |¯ | |¯| ¯ This Mod is completely unofficial and in no way endorsed by Games Workshop Limited, nor by Relic or THQ. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2005, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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907 downloads

Uploaded:12/03/2008

Blood Angels Icon Pack

blood_angels_icon_pack.rar | 2.77 MB

do I see a blue Marine in there? o.O If you use the Blood Angels color scheme in your game, grab these icons to make the experience a little more consistent. ~Kouen

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879 downloads

Uploaded:21/11/2004

Xen\'s Vehicle pack

xen_vpack1.zip | 4.21 MB


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876 downloads

Uploaded:27/05/2006

Blue Blood Regiment

bluebloods_modbeta.zip | 100.04 KB

read that. - Also, as the ReadMe says, this is a Beta only, so don\'t expect too much :) - SSA

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863 downloads

Uploaded:27/10/2004

Kitty\'s DOW Mod

kittys_game_mod_data.zip | 337.38 KB

) 5. all units have grenades 6. used the thunderhawk as a transport for men /vehicles (only 1 unit at a time , no guns on the thunderhawk as i think it dont look right when i had weapons from the land radier lua on it ) 7.orks have tankhunter squads + flash gitz / burna boyz /ork nob in mega armour 8. choas have havoc squad + standerd bearer + bits and bobs

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854 downloads

Uploaded:01/11/2004

Redeemers Krazy Mod

redeemers_krazy_mod.zip | 75.57 KB

changed the stats of a lot of Squads and added new units only available in single player previously. To see a list of the changes look below . I WILL TELL EVERYONE THIS NOW THIS MOD IS NOT INTENDED AS A BALANCE IT IS PURELY FOR FUN . However on a lighter note if you find any bugs or problems or if you think a unit is overpowered you can always email me at: pinkfluffyrat@hotmail.com and ill get to work fixing your problems The Space Marines and Chaos Space Marines\'s cap research has been modified to accomodate the changes to the unit cap. Also the Webway Gate and Waaaargh Banner Population Modifiers have been changed I believe i could do much more to this game but until relic brings out modding tools we have to work with what we have got `Sigh`

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854 downloads

Uploaded:19/08/2005

DOW Pro

dowpro_v1_32.zip | 1.26 MB

that is evident to anyone who plays. Players are encouraged in DoWpro to use many of the different troops, upgrades, abilities and researches that in vanilla 1.3 DoW are simply not worth taking. Every single unit, research and upgrade has been tweaked and adjusted to form a useful role. You don\'t have to be a \"pro\" to play....just enjoy fun, intense and balanced gameplay. DoW 1.3 is known for its varied imba and limited gameplay. If you\'re sick of repetitive games and want a new and exciting DoW experience that rewards good micro, racial understanding and strategic thinking then get into DoWpro!

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840 downloads

Uploaded:16/12/2005

Guard Mod

guard_mod.zip | 107.46 KB

med/high inf and low armour vehicels and buildings and monsters, and is similar to defiler autocannon but has less range and less inf penetration and more armour penetration and does less morale damage. Models for weapons exist and new icons are included. 2. adds smoke launcer research to guard vehicle building and added launching ability to hellhounds and chimeras. Smoke cost and recharge time heavier than space marines since I felt it may be exploited due to chimeras and hellhounds actually being useful vehicles. Smoke is otherwise identical to SM smoke but has the orgin of the projectile tweaked to originate from the guard vehicles smoke launchers on the model.

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840 downloads

Uploaded:21/04/2006

Kill Team Mod

killteam_mod.zip | 1.53 MB

enemy leaders. They are highly skilled!

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833 downloads

Uploaded:13/11/2004

Codex Table Top Sim

codex_table_top_sim.02a.zip | 2.64 MB

dont think i added just edited space marines got thunder drop ship and some of the stuffmencioned in the codex sm race release hase been compelated like renforcements well there still there but i hop this help some be happyer and lots lots more... no starting pick editor this time but check back in a week or two it should be ready and in better shape than the last one..

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824 downloads

Uploaded:31/07/2005

Half Scale

half_scale_093.zip | 2.79 MB

larger armies, on effectively huge maps! Some things were deliberately not rescaled, and several other changes were made to reflect the large scale combat, like doubling the unit caps. The AI has also been tweaked to let it take full advantage of these increases. Half Scale can also easily be played with the Dawn of Skirmish AI mod. Simply choose the option in the Dawn of War Mod Manager, from the main menu. This assumes, of course, that you\'ve installed Dawn of Skirmish, available here: [url]http://dawnofwar.filefront.com/file/Dawn_of_Skirmish_V_12_Ai_Mod;45164[/url]

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814 downloads

Uploaded:25/05/2006

Zke's Tau Banners

zke_tau_banners_2.zip | 203.85 KB


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787 downloads

Uploaded:28/02/2005

Table Top Mod

tt_mod_beta.zip | 711.63 KB

something. Leave a message in the forum in the mod section and I\'ll look into it. Remeber touch any of the files past the ones to get the mod started. If moved or changing anything in the mod folder you might not be able to play online with this mod.

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774 downloads

Uploaded:18/11/2004

Dawn of War: ASSAULT!

assault_mod_010a.zip | 81.28 KB

forces from a single unit production structure. Other features: * Movement and jumping abilities of most units buffed to increase the pace of the game. * New assault skills, such as grenades, now available to most units. * Each race trimmed to leader, scout, assault, heavy assault and fire support squads. * Two vehicle types per race: speeders/vypers/traks and walkers. * Low squad and support caps. * Simplified tech trees, based on a combination of capturing SPs, building and research. * Structures limited to a single production building, static defenses and listening posts.

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726 downloads

Uploaded:09/12/2004

Ryilos Land Raider

landraidertextryilo.rar | 2.64 MB

Look at screenshots for a better description ;) Those textures can be used online, so you just need to install them.

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725 downloads

Uploaded:31/10/2004

Covers Symbols

cover_symbols_mod.zip | 5.7 KB


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724 downloads

Uploaded:21/09/2006

Ork Swarm Mod

ork_swarm_mod.zip | 2.28 MB


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716 downloads

Uploaded:17/10/2005

Half-scale Mod

half_scale_files.zip | 2.95 MB

larger armies, on effectively huge maps! You now have a choice of playing with doubled or tripled unit caps. This also lets you build/summon more Avatars, Squiggoths, and Bloodthirsters, as well as Gretchins, Heretics, Apothecaries and Mad Doks. The AI has been tweaked to let it take full advantage of these increases. Half Scale can also easily be played with the Dawn of Skirmish AI mod. Simply choose the option from the Game Manager or Start Menu. You'll need to install Dawn of Skirmish separately, available here: http://dawnofwar.filefront.com/file/Dawn_of_War_Skirmish_AI_Mod;47401

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713 downloads

Uploaded:27/11/2005

Force Commander Mod

force_commander_mod.rar | 1.82 MB

by looking at the screenshots.

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708 downloads

Uploaded:27/10/2004

Pre Setup Armies

presetuparmiesmodvb_03a.zip | 9.37 KB

as well as in a skirmish game. Once you have installed the mod you will have a new victory condidtion that you must check to activate it. The new victory condition will not trigger a win. So you also have to use another victory condition as well. As of Beta 0.3 you must still hand-edit your army lists. Instructions for this can only be found online under http://forums.relicnews.com/showthread.php?t=40804 since this is meant to be a temporal issue only. For the coming releases this mod will get a grapical interface that allows you to create new army lists as well as edit existing ones. The next step will be to create an online-capable application that will do the file-management for you, allowing easier startup of an online game.

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687 downloads

Uploaded:23/05/2005

Vetern Squads

veteran_squads.zip | 35.05 KB

Equipped with a bolt pistol and close-combat weapon, these men are equal to the fearsome Terminator Squadrons in devotion and fervor. Veteran Assault Squads are some of the deadliest men at a Space Marine Commander\'s disposal. Combining the skill of a seasoned warrior, the deadliness of a PowerFist, and the mobility of an Assault Squad, these men strike fear into the hearts of the enemy.

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676 downloads

Uploaded:13/12/2004

Ryilo Predator Color Scheme

ryilos_predator_skin.rar | 2.56 MB

Look at screenshots for a better description ;) Those textures can be used online, so you just need to install them.

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671 downloads

Uploaded:17/11/2004

Xen\'s Chaos Lord

xen_cl_texmod1.zip | 976.89 KB

face now changes to reflect weapon color *right eye changes with eye color *skulls and other \"eyes\" now glow slightly with eye color *chaos-star medallion glows with eye color *army badge appears on cape (yes, i know its stretched. it has to do with the UVW mapping coords on the CLs\' backpack and cape, which appear to be slightly enlongated)

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661 downloads

Uploaded:07/04/2006

Fallback Mod

fallbackmod1.v1.1.zip | 65.15 KB

also automatically try to use any special Morale-boosting abilities while broken. This will boost squad morale, and may interrupt the movement back to the nearest SP.

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612 downloads

Uploaded:16/11/2004

Xen\'s FC texture

xen_fc_texmod_11.zip | 884.54 KB

shoulder gem creating odd colored specular highlights

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605 downloads

Uploaded:03/11/2004

Transport mod

rhino.zip | 11.1 KB

Unfortunately i cannot host it, so if you want it, just contact me. It is very much in progress, so any feedback is welcome.

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605 downloads

Uploaded:11/06/2005

Denizens of the Warp Patch

denizens_of_the_warp_patch_0.05_to_0.055.exe | 897.74 KB

race (So far) to the game Warhammer 40k: Dawn of War. Death Guard Is the primary army for the Chaos God, Nurgle, Lord of Decay.

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587 downloads

Uploaded:12/01/2006

Medes Touch

medestouch.rar | 5.02 MB


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573 downloads

Uploaded:31/10/2004

Universal Defense Force

udf_kogar.rar | 116.21 KB

not really enjoy it (For PnP/Dice games, I prefer more role playing), the PC version is a different story. Relic has taken a shot at the elusive RTS bullseye, and came away with an almost perfect score. Thank you Relic for making such a great game, one that all other RTS games will have to be judged against. I have been modding games for a few years now, and when I find a game I like I just have to bend it to my will...Can\'t help it, it\'s in my blood...Hehehehehe So, when I started modding DoW I did like most others and made large, cheap forces that walked all over the opposition. But, let\'s face it...That can get boring...So, I came up with a design that gave a better challenge to the game play. The UDF is designed for smaller, but stronger, unit sizes (The caps have been DECREASED, not increased!!).

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545 downloads

Uploaded:11/10/2005

Heroes Of The Imperium

heroesoftheimperiumv1.1.zip | 4.24 MB

imperial guardsmen for the space marines.

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531 downloads

Uploaded:15/11/2004

Fall Back Mod

fallback_mod.zip | 3.49 KB


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522 downloads

Uploaded:07/04/2006

Support Mod

supportmod1.v2.0.zip | 67.04 KB

upon available targets.

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474 downloads

Uploaded:07/04/2006

Increased Visibility Mod

increasedvisibility1.v1.1.zip | 64.11 KB

war. The range of visibility is still limited, making scouting squads much more effective.

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473 downloads

Uploaded:27/12/2005

IG Redesign+ (1.4.0)

ig_redesign_1.4.0.zip | 2.61 MB

to swarm te enemy. The Space marines are now very good generalists, able to adapt to the battlefeild conditions as the situation dictates, especially since they have the upgrades to keep their tactical squads alive late game. Chaos, like the Space Marines, are also now very good generalists, but have a very diffrent style of play, with all the demons and spells. The Eldar are now a race of highly specialized units, each one excelling in one task, but fall short in other tasks, like reapers in melee will die, but dominate at range. The Orks, the hardest to do, in my opinion, are a close combat mob race. Like the IG, they swarm the enemy, but, instead of mass fire power ranged combat, they are close quarter combat masses, who, when in large numbers, can dominate close combat, but still not have a good anged army, unless you completely sacrifice all CC.

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465 downloads

Uploaded:20/01/2005

NoTanx

notanxv1.exe | 753.62 KB

anything wrong, u can post in Relic forums or e-mail me! Also the AI in skirmish Cheats, it will still use vehicles even tho i have removed the ability to build machine factory, ill have ot work on that, so for now its just for lan and personal multiplay games!

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460 downloads

Uploaded:18/06/2005

Rhinoz Mod

rhinoz_mod.zip | 9.35 MB


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456 downloads

Uploaded:27/09/2005

DOW Ref Marine Mod

new_ref_marine.zip | 415.8 KB

Everything is to scale, but you\'ll have to do the rigging yourself.

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440 downloads

Uploaded:10/03/2006

Red

red.rar | 246.19 KB

have not been able to find out how this handles online, i would appricaiate it if some poeple could do that for me (THIS IS NOT A FINAL VERSION) Installation:extract in dawnofwar folder and take out module from mod folder *things i have done* _Space Marines_ -added a command squad for the force comander -changed the whirlwind squad limit to 3 per squad -changed the squad limit for land speeders to 5 -added a command squad for the librian -tweaked the predator range -doubled the holding capacity for the orbital relay -changed the maximum size and upgrades of the terminator squad -changed the squad limit for the tactical marines and upgrade cap -changed the squad limit and upgrade limit for the snipers -changed apothacary limit to 12 -some other stuff i cant quite remember _Chaos Space Marines_ -added a command squad for the chaos lord -changed the squad limit for obliterators -changed the squad limit for horrors and allowed them to be reinforced -changed the squad limit for the chaos tacical squad -changed the squad limit for cultists -altered the defiler limit to 3 per squad -changed the squad limit for possessed marines -got rid of the health decay on the blood thirster -changed the raptor squad limit -doubled the holding cap for the greater sacraficail cricle -doubled the holding cap for the sacraficail circle -some more stuff i cant remember _Eldar_ -added a command squad to the farseer -increased the squad limit for guardians -increased the squad limit for dark reapers -increased the squad limit for fire dragons -doubled the webway max capcity -changed the rangers squad limit -changed the limit for the warp spiders -other crap i cant remember _Orks_ -added a command squad to the warboss -increased the limit for mad docs -changed the squad limit and restrictions for the armored nobs -changed the squad limit and upgrade limit for nobs -changed the squad limit and upgrade limit for shoota boyz -changed the squad limit for slugga boyz -changed the squad limit for stormboyz -changed the squad limit for tankbustaz -modified the banners to have more health when upgraded -yet more stuff i forgot _Imperial Guard_ -souped up the comand squad -increased the assassain limit -changed the guardsmen squad limit -changed the kasrkin squad limit -changed the oryn squad limit _Universal Changes_ -tripled the squad limit for each race -tripled the super unit count for each race _things i cant quite figure out_ -how to get the blood thirster limit to 3 NOTE: this was created by Mac_Man, i would not be pleased to find this material on another mod so please notify me if you want to use it #Mac_Man#

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438 downloads

Uploaded:08/09/2005

1.4 Mod

1.4.zip | 113.4 KB

entire Readme- Some changes noted by Relic were rather ambiguous, and I intepreted them My Way :D Included are the modified .LUA files along with the binaries, so tweak to your heart\'s content :D

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429 downloads

Uploaded:07/06/2005

Orky Mod

orkymod_v1_6.zip | 236.92 KB

sluggas and Stormboys tougher (more hitpoints) BUT raised their cost accordingly. I did the same for the generators, HQ and the Waaghbanners. That was all it needed! I played almost 40 skirmishes under different settings with and against the \"new\" Orks. And they seem much easier to play with, but not because they are OP, but simply they don\'t need as much micro as before!!! Remember those fights were you left e.g. four Orksquads for a moment to build a generator and returned to find nothing left? Well this mod changes that, the orks behave now like the other three races. They still have their old weaknesses and strengths and you will still loose if you make dumb things, but now the orks are as \"forgiving\" as the other races, you don\'t have to be a \"microing-god\" anymore to at least keep up with the enemy. ----------------------------------- I added a weaker defiler and a chaos sorcerer with inreased buildtime. If you don\'t want those last changes delete all chaos folders in the mod folder, the mod should still work properly. ----------------------------------- Installation: Copy all files \"MyOwn.module\" and the MyOwn-folder in your DoW directory. Activate the mod in the Mod manager. Done. To uninstall simply delete the folder and the module-file. This mod was made for the 1.3 patch. Have fun. YOu can contact me here: http://forums.relicnews.com/showthread.php?p=981655&posted=1#post981655 *********************** Update : Removed the shoota/slugga squad-member-limit of 4. (introduced by old modversion) Reduced the cost of their reinformencts by 5 req. Increased the cost for the \"start squad\" for 5 req. This was made to make large troops more desirable. The Grotz got more hitpoints to finally be the meatshield the manual calls them. ***********************

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407 downloads

Uploaded:06/05/2006

Movie Eldar Mod

movie_eldar.zip | 1.81 MB

own, you must use a combination of all 4 backed up by Guardians, Rangers and Warlocks to win the day.

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396 downloads

Uploaded:10/04/2010

Space Marines Sergeants with Helmet

20sm_sergeants_with_helmet.zip | 4.38 MB

play with has it set up in the same way, and needs to be removed with equal care. Although the readme suggests to install it directly into W40K or DXP2, we suggest users only put it into another mod to make sure you don't make a mistake and have to reinstall your whole game to play in multiplayer again. It would be best if the developer repackaged it, but other than that, it looks like a fun add-on especially if you are tired of looking at those SM sargents!

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392 downloads

Uploaded:07/04/2006

Health Mod

healthmod1.v1.0.zip | 64.97 KB

battles are more brutal and end more quickly. All weapons do the same damage as before, but with less health it doesn't take five minutes to kill a Dreadnought. Because buildings are unaffected, Listening Posts and Turrets (and Ork buildings) are now effective defensively.

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390 downloads

Uploaded:07/04/2006

Fast Abilities Mod

fastabils1.v1.0.zip | 63.4 KB

introduce severe balance issues. This mod does not replace any game files, and will work with any content (eg user-created races).

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374 downloads

Uploaded:20/06/2005

New Unit Icons

new_unit_icons.zip | 584.55 KB

MOD that he is currently working on, but since other people were developing MODs that also included units he is including (such as the Fire Dragons unit MOD), he has decided to release these icons as a ZIP on Filefront to help out the other modders.

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372 downloads

Uploaded:15/11/2004

Xen\'s \"Codex\" Space Marine Texture

xen_sm_texmod_1.zip | 1.06 MB

detail to the Heavy Bolter feed belt *flames on heavy Bolter (not teamcolorable at this time) *white skull badge on HB magazine *wings on cuirass are always gold (as it should be!) *replaced skull on cuirass with gemstone (changes with eye color) *shaded eyes slightly for a better \"glow\" look *\"astartum\" scroll on left greave *winged fist on left knee changes with \"secondary\" color *detailed sgt\'s powersword *service marks under right eye indicating 20 years\' service, adjust with \"trim\" color (not shown) sergeant\'s shoulder badge. will replace \"arrow\" shoulder on sgt model eventually

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371 downloads

Uploaded:11/11/2004

Half-scale

halfscalev0.8.zip | 599.35 KB


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370 downloads

Uploaded:25/12/2006

Heavy Weapons Orks

heavy_weapons_orks.zip | 3.61 KB

sure about that). [i]Note: You should extract the w40k folder not copy it[/i] -Slash

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350 downloads

Uploaded:14/11/2004

Xen\'s FC texture

xen_fc_texmod_1.zip | 901.77 KB

changes according to the \"weapon\" color *The Gem on the shoulder changes with the \"eye\" color *the winged fist on the right knee changes according to the \"trim\" color *the cape changes (slightly) according to the \"secondary\" color *there is a strip of trim on the bottom of the cape. it changes with the \"primary\" color *the badge is now displayed on the cape. this makes it alot easier to pick your FC out in a crowd! *there is an eagle on the left shoulder where the badge used to be. It changes with the \"trim\" color. I addapted this from a \"forgeworld\" resincast eagle. visit their excellent site at http://www.forgeworld.co.uk *The right shoulder and cuirass eagles are always gold. this is as it should be since they are imperial icons and no self respecting marine would ever have them in any other color! ;-)

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319 downloads

Uploaded:31/01/2005

n0z3k1ll3r Balance Mod

n0z_mod.rar | 57.71 KB

simply restructures certain units and their roles, while changing certain other aspects of the DoW game in a manner to hopefully improve game balance. Changes can be seen below:

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299 downloads

Uploaded:03/10/2011

The Last Stand Retribution Update

lsru_3.1.rar | 16.37 MB

If you\'ve played LSU during Chaos Rising you already have an idea of what to expect here. Nothing but the best. This is the best Last Stand mod available for Dawn of War 2 Retribution. Enjoy

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270 downloads

Uploaded:23/10/2004

Rioniku\'s Gameplay Balance

rionikudowbalancemoddaemon.zip | 29.15 KB

6 rhinos. - Melta Bombs are now on a 80 seconds timer (Down from 120 seconds). Chaos : - Obliterators now start at 2 per squad. The cost has been upped to reflect his, as well as the construction time. - Chaos Rhinos are down to 850 HP (From 950). Squad cap 6. Eldar : - The Falcon is now more like a tank than a transport. It has 2000 HP, medium vehicule armor and a slightly more damaging Star Cannon. It is back to 2 support.

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233 downloads

Uploaded:28/03/2006

Automatic Ability Use

autoabilitiesv1.zip | 3.76 KB

in addition to this mod triggering them automatically otherwise. It bothers me that so much attention to detail is required to bring minimal effectiveness to combat. It's my opinion that troops should do their utmost to wreak destruction on valid targets without waiting for the general to tell them to do so. It's good to have the ability to micromanage available, but it shouldn't be required. With this mod you will never have squads on the other side of the map dying with unused abilities when you're not paying attention. The abilities will be used when within effective range, with greater precision and coordination than could be achieved by most players. All effort was made to avoid any AI-like behavior. This mod will not check for the effectiveness of particular abilities against different targets (e.g. Tank Zappa), or appropriateness in a given situation (e.g. Orbital Bombardment against friendlies). However, some basic filtering was required to avoid frivolous abilities triggering: The same squad may not use multiple abilities consecutively; a different squad somewhere must use an ability first. This should not present a problem in large battles, where all squads are using abilities in fairly rapid succession, but will also prevent a powerful character from unloading in a small skirmish. A valid target must have at least one-third of the health of the attacker before abilities can be triggered. This threshold can be adjusted by editing the AutoAbilities.scar file and changing the following from the default: health_bias = 3.0 While debugging, there were several times when I wondered why my squad's abilities weren't triggering, in some pretty hairy situations. Then after the smoke clears and I haven't lost a single unit or used any abilities, I realize that this criteria is working out well, and it's that my squad is b'dass. Using this mod leads to some glorious battles as all squads are triggering grenades, magic, and buffing. It also makes the Imperial Guard Assassin extremely fun as he triggers his Assassinate ability automatically when it would lead to a shot.

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205 downloads

Uploaded:09/05/2006

Table Top Rules Conversion

ttsc_dow_v1.zip | 1.69 MB


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199 downloads

Uploaded:01/06/2005

Balance BS

balance_bsv0_2.rar | 117.19 KB

health to 150 HP. Decreased cost per unit for rangers to 60 requisition. Changed Warp Spider cost to 30 power, 45 requisiton. Increased Warp Spider health to 330 HP. Space Marine Changes Slightly increased scout accuracy while moving. Increased Hellfire Dreadnought health to 2200 HP. Also increased piercing damage of it's missile launcher against vehicle_heavy. Ork Changes Made more choppy affect nob leader power klaw damage. However it does not increase power klaw damage as much as it does for choppas. Shoota Boyz now have better accuracy than slugga boyz with the big shoota. Slugga boyz' accuracy with rokkit launchers has been reduced. Tankbusta accuracy with rokkits has been increased. Reduced cost of big shoota to 25 power. Reduced gunz upgrade cost for waagh banners by 10 power. Increased base waagh banner health to 900 HP. Power Generators now have no pop requirement. Rokkits now are available at pop 36, not 46. Chaos Marine Changes Halved defiler base autocannon damage. Also reduced it's penetration versus vehicle and building armor drastically. In addition, defiler health was reduced to 2400. Sorcerer build time increased to 30 seconds. Cost increased to 75 power 200 requisition. Increased his hitpoints to 1000 as well. v0.2 General Changes Added farseer, sorcerer, big mek, and librarian to the color preview screens. Eldar Changes Fleet of Foot has been given a one second delay, when you activate it, a second will pass before units are affected by it. Banshees now have a charge speed modifier but not as powerful as it was in 1.2. Warp spider cost twaked to 20 power 40 requisition, health buff remains. Eldar D-Cannon fix: Nerfed it's damage to buildings but kept friendly fire. Ork Changes Slugga choppas and stormboy choppas now stun for a brief moment (.5-1 second). Sluggas now have a better charge speed modifier (1.5 as opposed to 1.3). Slugga rokkits now do less damage than shoota rokkits, and tankbusta rokkits do more damage than shoota rokkits. Rokkits have also been pushed forward to 26 pop requirement.

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184 downloads

Uploaded:21/04/2006

Kult of Speed Mod

kult_of_speed_mod.zip | 117.77 KB

just a general concept now, and a few other non-speed-freek things have been changed to make things better for the Orks.

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176 downloads

Uploaded:28/03/2006

Fallback Mod

fallbackmodv1.zip | 2.5 KB

also automatically try to use any special Morale-boosting abilities while broken. This will boost squad morale, and may interrupt the movement back to the nearest SP. In my opinion, fallback makes for more realistic battles, as broken troops usually run for safety. Fallback makes for more interesting battles, for example, taking a Control Point may require high-morale troops. And Fallback makes for cleaner battles, as the ineffective broken units are not cluttering the field and hampering movement. Fallback also makes scouts and recon units more effective, as they will run back to base (for possible redeployment) instead of being destroyed in the wild the moment you take your eyes off them.

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166 downloads

Uploaded:13/12/2004

Not So Serious Army Color Schemes

not_so_serious_schemes.zip | 501.04 KB

some of the most fearsome and hideous colors known to Man, Ork, Eldar, and Chaos... Pastels. There are four scheme files included in this zip, turning your drab, dark-colored Chaos into the Cherry Pepsi Raiders; your stuffy old Marines into Starburst Shock Marines; your already odd Eldar into the Rein-Bo\'s; and your already silly Ork into the Lolly-Pop Boyz. The enemy will cower in fear as they gaze upon your new colors, and will scramble and run from you in their horror-induced confusions. With the mighty powers of Pastel Pink and Lavender, you will rule the universe and crush your opposition! Or simply make them a little uneasy, which is also good, I think. And yes, the badges and banners are just placeholders. But if you are running around here looking at mods and the like, you should be used to that by now, right?

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151 downloads

Uploaded:28/03/2006

Support Mod

supportmodv1.zip | 2.86 KB

upon available targets. I personally don't like to micromanage my games, and that made artillery a waste for me. With this mod I simply move my artillery into position and they do the rest. Now I actually enjoy using artillery; there's nothing quite like having your bacon saved by the sudden arrival of ten Whirlwind missiles. They also make for great chokepoint management. Every attempt was made to avoid programming any sort of AI into this mod. However, some basic filters do assist in preventing the artillery squads from behaving foolishly. First it will pick squad targets, and then fire upon buildings when no squads can be hit. Instead of choosing nearest targets and potentially bombarding your own troops, attackers will prefer targets closer to the 50-meter range. You can adjust this preferred target range by editing the SupportMod.scar file and changing the following line from the default: sweet_spot = 50

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141 downloads

Uploaded:11/11/2004

Weakened Orbital Strike

wos_mod_11.zip | 5.42 KB

likely to use it.

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125 downloads

Uploaded:15/01/2011

M!cR0 T4CT!C Mod by Lambo Lambo

mcr0_t4ctc.rar | 7.92 MB

units individualistically, instead of having them all in a squad doing one thing? This mod allows you to do just that! Having all squads to become a single unit, you controll them right down to the details, the game now requires more tactics then just, waiting and see who shoots of who, while moving units back and forth with simple micro tactics. There is sort of a Tier 3 to it, in case the game seems endless =) Mod Details : - All squads have only 1 unit. - Very Micro Intensive. - More fun with more players. - AI`s are not really good, playing it online with other players , especially good ones will truly let you feel the fun. - Allows players to win 1 vs 3 or 4 scenarios.(NOT on AIs, Humans) Note to people who used on Winter Assault , Dark Crusade & Soul Storm expansion packs,Eldars, Orks, and Chaos race has been disabled. Hope you enjoy the mod! -Any Balancing Suggestion please Leave at the Comment box at the Download Page. Thx! -This is a Beta Version, there might have some bugs or things which might go the way it is ment to be, if you do notice any, please inform me via comment box at the download page. -The next version will include more balancing, based on comment box responses, and more races will be released. --Cheers, LamboLambo

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97 downloads

Uploaded:04/06/2005

Orky Mod

myown.zip | 76.11 KB

balance was clearly in favour of the orks. No change in units, so no screens.

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91 downloads

Uploaded:28/03/2006

Increased Visibility

increasedvisibilityv1.zip | 2.26 KB

squads and structures and checking the blueprints. If a new blueprint is found, it creates a modifier that increases the visual range for all entities of the same blueprint. This means that there are no edited data files, and the mod will work on new races. It doesn't seem cool that enemy squads generally aren't visible until within weapon range. I believe that allowing the players to see and respond to enemy movement introduces a tactical element. The range of visibility is still limited, making scouting squads much more effective. If you want even more visibility, you can edit the IncreasedVisibility.scar file and change the following lines: vis_increase_squads = 2.0 vis_increase_bldgs = 3.0 Screenshots will also be more attractive without so much fog of war.

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56 downloads

Uploaded:24/03/2010

Unit Cap to 10

unit_10.zip | 16.22 KB

shorter, but more powered game. Expect to see more deamons and Avatars in skirmishes. Was inspired my Dawn of War II, but I found it useful on my netbook when large action could result in a bit of screen lag.