12076 lines
1.6 MiB
Plaintext
12076 lines
1.6 MiB
Plaintext
550000 Dawn of War: Soulstorm
|
||
550001 Continue the Campaign
|
||
551000 Squad limit reached! Cannot complete unit! Increase your Squad Cap at your HQ (Space Marines and Chaos), or by building Webway Gates (Eldar), Slave Chambers (Dark Eldar), Infantry Commands (Imperial Guard), Obelisks (Necrons), Waaagh! Banners (Orks), research buildings (Tau), or Adepta Sororitas Convent (Sisters of Battle).
|
||
551001 Vehicle limit reached! Cannot complete unit! Increase your Vehicle Cap at your HQ (Space Marines and Chaos, or by building Webway Gates (Eldar), Slave Chambers (Dark Eldar), Mechanized Command (Imperial Guard), Obelisks (Necrons), research buildings (Tau), or Manufactorum (Sisters of Battle).
|
||
551002 Relocate
|
||
551003 Using Webway Gates Eldar buildings can be teleported to new locations. Left-click this button and then select the new location. You can only relocate buildings to locations near Webway Gate buildings.
|
||
551004 Transport Unit
|
||
551005 Click on this button to move this unit from its current building to this building.
|
||
551006 Squad Cap
|
||
551007 Determines how many infantry squads you can deploy. Increase your Squad Cap at your HQ (Space Marines and Chaos), or by building Webway Gates (Eldar), Slave Chambers (Dark Eldar), Infantry Commands (Imperial Guard), Obelisks (Necrons), Waaagh! Banners (Orks), research buildings (Tau), or Adepta Sororitas Convent (Sisters of Battle).
|
||
551008 Vehicle Cap
|
||
551009 Determines how many vehicles you can deploy. Increase your Vehicle Cap at your HQ (Space Marines and Chaos), or by building Webway Gates (Eldar), Slave Chambers (Dark Eldar), Mechanized Command (Imperial Guard), Obelisks (Necrons), research buildings (Tau), or Manufactorum (Sisters of Battle).
|
||
551100 Time Bonus
|
||
551101 Accelerates all Necron construction, training and research times. Increase your Time Bonus by using Builder Scarabs to capture Strategic Points and Relics, then to build Obelisks upon them.
|
||
551200 Produce Squads
|
||
551201 Left-click to access the production menu, which contains all the squads this unit can produce.
|
||
551301 Too damaged. Repair first.
|
||
551317 Necron Summoning
|
||
551318 Summon the selected units to a Necron building anywhere in the game world.
|
||
551319 The selected Necron units cannot currently be summoned.
|
||
551320 Teleport
|
||
551321 The unit can't currently be teleported because it is too damaged.
|
||
551322 Summon Nightbringer
|
||
551323 Left-click to possess the Necron Lord unit with the Essence of the Nightbringer. The Necron Lord will be temporarily replaced with the Nightbringer.
|
||
551330 Launch %1unitname1%.
|
||
551331 cannot launch because it's too soon after previous launching.
|
||
551332 Ready to launch.
|
||
551337 Summon a squad of elite bodyguards.
|
||
551338 Cannot summon bodyguards because it's too soon after previous summoning.
|
||
551339 Cannot summon bodyguards because the population limit has been reached.
|
||
551340 Ready to summon. Left-click to summon bodyguards.
|
||
551345 Ready to launch. The launch will cost %1cost1% power.
|
||
551346 Cannot launch because the required %1cost1% power is not available.
|
||
551350 The squad cannot be spawned because your Squad Cap has been reached.
|
||
551352 Spawn a squad of %1unitname1%.
|
||
551353 Cannot spawn because it is too soon after the previous spawning.
|
||
551354 Cannot spawn because the required resources are not available.
|
||
551355 Cannot spawn because the unit's health is too low.
|
||
551356 Cannot spawn because not all of the requirements have been met.
|
||
551357 Cannot spawn because the population limit has been reached.
|
||
551358 Ready to spawn.
|
||
551360 Artifact Limit: Can only have %1LIMIT% artifacts.
|
||
551361 Artifact Limit: %1DIFF% more artifacts can be researched in the Forbidden Archive.
|
||
551370 Artifact Acquired: %1NAME%
|
||
551371 %1ITEM%
|
||
551372 %1ITEM%, %2ITEM%
|
||
551373 %1ITEM%, %2ITEM%, %3ITEM%
|
||
551374 %1ITEM%, %2ITEM%, %3ITEM%, %4ITEM%
|
||
551380 Possess Enemy Vehicle
|
||
551381 Take possession of an enemy vehicle.
|
||
551382 Left-click on an enemy vehicle to take possession of it.
|
||
551383 Cannot take possession of an enemy because a valid target was not selected!
|
||
551390 Nightmare Shroud
|
||
551391 Allows the Necron Lord to strike terror into enemy units. Terrorized enemy units will cease attacking and flee.
|
||
551395 Holographic Projection
|
||
551396 Clones the selected squad. Clones survive for a limited time and inflict no damage but appear real to the enemy. Clones do not count toward caps or cost resources.
|
||
551400 Veil of Darkness (Enabled)
|
||
551401 Veil of Darkness (Disabled)
|
||
551402 Infiltrate all your units near the Necron Lord. If the Necron Lord's health falls too low, this ability is temporarily disabled.
|
||
551405 Entrench
|
||
551406 Uproot
|
||
551407 Entrenched units have fortified their positions and become temporarily immobile in order to bring heavy weaponry to bear.
|
||
551410 Stasis Field
|
||
551411 Surround enemy units in a stasis field, freezing them in time. Frozen units are immune to most attacks but vehicles can be possessed.
|
||
551420 Burrow
|
||
551421 Burrow into the ground and infiltrate.
|
||
551422 Burrow out of the ground and come out of hiding.
|
||
551423 Explode out of the ground, damaging nearby enemy units.
|
||
551430 Lightning Field.
|
||
551431 Discharge the Lightning Field on a selected ground position to damage nearby enemy units.
|
||
551432 Left-click on the ground to set the centerpoint for the Lightning Field.
|
||
551440 Rally Point.
|
||
551441 Set the Rally Point for Attack Drones
|
||
551442 Left-click on a location in the game world to have the selected unit place a Rally Point on that location.
|
||
551452 Left-click on a building in the game world to summon the selected units to it.
|
||
551453 Cannot summon the selected units to that location.
|
||
551460 Dance of Death
|
||
551461 Left-click to activate the Dance of Death. The Harlequin gracefully pounces from foe to foe in a brilliant display of acrobatics.
|
||
551462 Dance of Death maneuver needs to recharge.
|
||
551463 Cannot activate the Dance of Death because there are no enemies nearby!
|
||
551470 This unit cannot capture points!
|
||
552000 %1TITLE%Warhammer 40,000: Dawn of War: Dark Crusade
|
||
552003
|
||
552006
|
||
552009 %2SUBTITLE%Art Director
|
||
552012 Ian Cumming
|
||
552015
|
||
552018 %2SUBTITLE%Lead Designer
|
||
552021 Jonny Ebbert
|
||
552024
|
||
552027 %2SUBTITLE%Lead Programmer
|
||
552030 Nick Waanders
|
||
552033
|
||
552036 %2SUBTITLE%Lead Audio
|
||
552039 Jason C. Ross
|
||
552042
|
||
552045
|
||
552048 %1TITLE%Art
|
||
552051
|
||
552054 %2SUBTITLE%Senior Animator
|
||
552057 Joe Schober
|
||
552060
|
||
552063 %2SUBTITLE%Animators
|
||
552066 Richard Panholzer
|
||
552069 Michael Moore
|
||
552072 Cody Paulson
|
||
552075
|
||
552078
|
||
552081 %2SUBTITLE%Senior Artists
|
||
552084 Claudio Alvaro
|
||
552087 Alexei Nechytaylo
|
||
552090 Ross Young
|
||
552093
|
||
552096 %2SUBTITLE%Artists
|
||
552099 Carlo Balassu
|
||
552102 Jacob Binkowski
|
||
552105 Kristian Bourdage
|
||
552108 Jason Brackman
|
||
552111 Tom Burns
|
||
552114 Allan Dilks
|
||
552117 Stephen MacDonald
|
||
552120 Claire Roberts
|
||
552123 Shawn Woods
|
||
552126 Michael Yuki
|
||
552129
|
||
552132
|
||
552135 %1TITLE%Design
|
||
552138
|
||
552141 %2SUBTITLE%Senior Designers
|
||
552144 Damon Gauthier
|
||
552147 Daniel Kading
|
||
552150
|
||
552153 %2SUBTITLE%Designers
|
||
552156 Chris Becker
|
||
552159 Matthew Berger
|
||
552162 Richard Bishop
|
||
552165 Philippe Boulle
|
||
552168 James Mouat
|
||
552171 Darwin Yuen
|
||
552174
|
||
552177 %2SUBTITLE%Localization
|
||
552180
|
||
552183 %2SUBTITLE%Supervisor
|
||
552186 Arnaud Lebesnerais
|
||
552189
|
||
552192
|
||
552195 %1TITLE%Production
|
||
552198
|
||
552201 %2SUBTITLE%Producer
|
||
552204 Jonathan Dowdeswell
|
||
552207
|
||
552210 %2SUBTITLE%Associate Producers
|
||
552213 Mike Doyle
|
||
552216 Tim Lewinson
|
||
552219 Freddy Ouano
|
||
552222
|
||
552225
|
||
552228 %1TITLE%Programming
|
||
552231
|
||
552234 %2SUBTITLE%Senior Programmers
|
||
552237 John Lydon
|
||
552240 Szymon Mazus
|
||
552243
|
||
552246 %2SUBTITLE%Programmers
|
||
552249 Kris Botha
|
||
552252 Beau Brennen
|
||
552255 Glendon Holst
|
||
552258 Jordan Isaak
|
||
552261
|
||
552264
|
||
552267 %1TITLE%Sound
|
||
552270
|
||
552273 %2SUBTITLE%Sound Design
|
||
552276 Tony Gronick
|
||
552279
|
||
552282 %2SUBTITLE%Dialog Recordist
|
||
552285 Chris Ove
|
||
552288
|
||
552291 %2SUBTITLE%Dialog Mixer
|
||
552294 Jo Rossi
|
||
552297
|
||
552300
|
||
552303 %1TITLE%Relic Studio
|
||
552306
|
||
552309 %1TITLE%Executive Staff
|
||
552312
|
||
552315 %2SUBTITLE%General Manager
|
||
552318 Tarrnie Williams
|
||
552321
|
||
552324 %2SUBTITLE%Executive Producer
|
||
552327 Jonathan Dowdeswell
|
||
552330
|
||
552333 %2SUBTITLE%Director, Finance & Operations
|
||
552336 Curtis Terry
|
||
552339
|
||
552342 %2SUBTITLE%Director of HR and Chief Privacy Officer
|
||
552345 Paula Fellbaum
|
||
552348
|
||
552351
|
||
552354 %1TITLE%Directors
|
||
552357
|
||
552360 %2SUBTITLE%Audio Director
|
||
552363 Jennifer Lewis
|
||
552366
|
||
552369 %2SUBTITLE%Cinematics Director
|
||
552372 Owen Hurley
|
||
552375
|
||
552378 %2SUBTITLE%Design Director
|
||
552381 Jeff Brown
|
||
552384
|
||
552387 %2SUBTITLE%Technology Director
|
||
552390 Thierry Tremblay
|
||
552393
|
||
552396
|
||
552399 %1TITLE%Administration
|
||
552402
|
||
552405 %2SUBTITLE%Controller
|
||
552408 Carol Richards
|
||
552411
|
||
552414 %2SUBTITLE%AP/ Administrative Assistant
|
||
552417 Courtney Inman
|
||
552420
|
||
552423 %2SUBTITLE%Administrative Assistant
|
||
552426 Lisa Caughill
|
||
552429
|
||
552432 %2SUBTITLE%Administrative Assistant
|
||
552435 Nicole McGowan
|
||
552438
|
||
552441 %2SUBTITLE%HR Recruiter and Retention Specialist
|
||
552444 Tara Kemes
|
||
552447
|
||
552450 %2SUBTITLE%HR Generalist
|
||
552453 Winnie Sin
|
||
552456
|
||
552459
|
||
552462 %1TITLE%Relic Balance Team
|
||
552465
|
||
552468 %2SUBTITLE%Game Balance Manager
|
||
552471 Samson Mow
|
||
552474
|
||
552477 %2SUBTITLE%Supervisors
|
||
552480 Tim Jones
|
||
552483
|
||
552486 %2SUBTITLE%Balance Testers
|
||
552489 Byron Chow
|
||
552492 Matthew Cooper
|
||
552495 Ryan Dullum
|
||
552498 Taylor Fales
|
||
552501 Stefan Haines
|
||
552504 Charis Hoo
|
||
552507 Tae Yeon (David) Kim
|
||
552510 Allen Ko
|
||
552513 Josh Long
|
||
552516 Matt Watt
|
||
552519
|
||
552522
|
||
552525 %1TITLE%Relic Test Team
|
||
552528
|
||
552531 %2SUBTITLE%Development Test Manager
|
||
552534 Matt Kernachan
|
||
552537
|
||
552540 %2SUBTITLE%Senior Development Tester
|
||
552543 Lino Conti
|
||
552546
|
||
552549 %2SUBTITLE%Development Testers
|
||
552552 Chris Chegwidden
|
||
552555 Ben Geliher
|
||
552558 David Gibbons
|
||
552561 Andrew Lockhart
|
||
552564 Ryan McGechaen
|
||
552567 Luis Moscoso
|
||
552570 Jing Nie
|
||
552573 Nick Riley
|
||
552576 Emil Shpolyanksy
|
||
552579 Quentin Wallis
|
||
552582 Lateef Yang
|
||
552585
|
||
552588
|
||
552591 %1TITLE%IT Department
|
||
552594
|
||
552597 %2SUBTITLE%Manager
|
||
552600 Frank Roberts
|
||
552603
|
||
552606 %2SUBTITLE%Senior IT Systems Specialist
|
||
552609 Alvin Chung
|
||
552612
|
||
552615 Jeff Lydell
|
||
552618 Joshua Nilson
|
||
552621 Vanna Tea
|
||
552624
|
||
552627
|
||
552630 %1TITLE%Games Workshop
|
||
552633
|
||
552636 %2SUBTITLE%Licensing Manager
|
||
552639 Erik Mogensen
|
||
552642
|
||
552645 %2SUBTITLE%Licensing Co-ordinator
|
||
552648 Graeme Nicoll
|
||
552651
|
||
552654 %2SUBTITLE%Licensing and Acquired Rights Manager
|
||
552657 Simon Moorhouse
|
||
552660
|
||
552663 %2SUBTITLE%Head of Group Legal & Licensing
|
||
552666 Andy Jones
|
||
552669
|
||
552672 %2SUBTITLE%Intellectual Property Manager
|
||
552675 Alan Merrett
|
||
552678
|
||
552681 Special thanks to the Games Workshop studios for all their hard work!
|
||
552684
|
||
552687
|
||
552690 %1TITLE%Additional Audio
|
||
552693
|
||
552696 %2SUBTITLE%Original Music
|
||
552699 Inon Zur - www.inonzur.com
|
||
552702
|
||
552705 %1TITLE%Airwaves Sound Design
|
||
552708
|
||
552711 %2SUBTITLE%Director of Sales and Marketing
|
||
552714 Derick Cobden
|
||
552717
|
||
552720 %2SUBTITLE%Dialog Recordist
|
||
552723 Chris Ove
|
||
552726
|
||
552729 %2SUBTITLE%Dialog Mixer
|
||
552732 Jo Rossi
|
||
552735
|
||
552738 %1TITLE%Sharpe Sound Studios
|
||
552741
|
||
552744 %2SUBTITLE%Title Movie Mix
|
||
552747 Kelly Cole
|
||
552750
|
||
552753 %2SUBTITLE%Studio Manager
|
||
552756 Laurie Melhus
|
||
552759
|
||
552762
|
||
552765 %2SUBTITLE%Voice Talent
|
||
552768 Brian Dobson
|
||
552771 Paul Dobson
|
||
552774 Brian Drummond
|
||
552777 Tim Lewinson
|
||
552780 Scott McNeil
|
||
552783 John Novak
|
||
552786 Nicole Oliver
|
||
552789 Lee Tockar
|
||
552792
|
||
552795
|
||
552798 %1TITLE%Special Thanks
|
||
552801 Ron Moravek, Relic GM, VP, THQ Product Development (July 2006)
|
||
552804 All our third-party technology partners.
|
||
552807 Andy Lang
|
||
552810 Andrew Chambers
|
||
552813 Dominic Mathieu
|
||
552816 Erich Salloch
|
||
552819 Russ Ang
|
||
552822 Sean Megaw
|
||
552825 Jon Moyes
|
||
552828 Leo Sakuae
|
||
552831 Dan Finkelstein
|
||
552834 Relicnews, Dawn of War Planet, Neo-GAF forums, and our fans and fansites around the world.
|
||
552837 Everyone who helped deliver the original Dawn of War.
|
||
552840 All our loved ones, family and friends whose support helped us stay the course.
|
||
552843
|
||
552846
|
||
552849 %1TITLE%THQ Inc.
|
||
552852
|
||
552855 %2SUBTITLE%Executive Vice President - Worldwide Studios
|
||
552858 Jack Sorensen
|
||
552861
|
||
552864 %2SUBTITLE%Executive Vice President Worldwide Publishing
|
||
552867 Kelly Flock
|
||
552870
|
||
552873
|
||
552876 %1TITLE%Product Development
|
||
552879
|
||
552882 %2SUBTITLE%Senior Vice President, Product Development
|
||
552885 Steve Dauterman
|
||
552888
|
||
552891 %2SUBTITLE%Director, Product Development
|
||
552894 Richard Browne
|
||
552897
|
||
552900 %2SUBTITLE%Creative Director
|
||
552903 Sean Dunn
|
||
552906
|
||
552909 %2SUBTITLE%Associate Creative Manager
|
||
552912 David Langeliers
|
||
552915
|
||
552918
|
||
552921 %1TITLE%Global Brand Management
|
||
552924
|
||
552927 %2SUBTITLE%Senior Vice President - Worldwide Marketing
|
||
552930 Bob Aniello
|
||
552933
|
||
552936 %2SUBTITLE%Vice President Licensing
|
||
552939 Germaine Gioia
|
||
552942
|
||
552945 %2SUBTITLE%Director, Global Brand Management
|
||
552948 Brad Carraway
|
||
552951
|
||
552954 %2SUBTITLE%Brand Manager
|
||
552957 Monica Robinson
|
||
552960
|
||
552963 %2SUBTITLE%Associate Brand Manager
|
||
552966 Damian Garcia
|
||
552969
|
||
552972 %2SUBTITLE%Global Localization Manager
|
||
552975 Amy Small
|
||
552978
|
||
552981 %2SUBTITLE%Director, Creative Services
|
||
552984 Howard Liebeskind
|
||
552987
|
||
552990 %2SUBTITLE%Creative Services Manager
|
||
552993 Kirk Somdal
|
||
552996
|
||
552999 %2SUBTITLE%Video Production Manager
|
||
553002 Christopher Folino
|
||
553005
|
||
553008 %2SUBTITLE%Video Production Coordinator
|
||
553011 Melissa Rivas
|
||
553014
|
||
553017 %2SUBTITLE%Instruction Manual Text
|
||
553020 Off Base Productions
|
||
553023
|
||
553026 %2SUBTITLE%Packaging Design
|
||
553029 Origin Studios
|
||
553032
|
||
553035 %2SUBTITLE%Special Thanks
|
||
553038 Rocco Scandizzo
|
||
553041 Joshua Austin
|
||
553044
|
||
553047 %2SUBTITLE%Director, Quality Assurance
|
||
553050 Monica Vallejo
|
||
553053
|
||
553056 %2SUBTITLE%QA Managers
|
||
553059 Mario Waibel
|
||
553062 Michael Motoda
|
||
553065
|
||
553068 %2SUBTITLE%Test Supervisor
|
||
553071 David Sapienza
|
||
553074
|
||
553077 %2SUBTITLE%Test Lead
|
||
553080 Bennett Weisman
|
||
553083 Shinyan Liu
|
||
553086 Sean Jenkinson
|
||
553089
|
||
553092 %2SUBTITLE%Testers
|
||
553095 Willis Kemp
|
||
553098 Ross Pitto
|
||
553101 Areana Grassia
|
||
553104 Brettney Williams
|
||
553107 Curtis Pickrell
|
||
553110 Dewey DeShong
|
||
553113 Genady Bragarnik
|
||
553116 Gregory Keefe
|
||
553119 Josh Glover
|
||
553122 Julian Sanchez
|
||
553125 Martin OMalley
|
||
553128 Matthew Glynn
|
||
553131 Nick Voight
|
||
553134 Raul Herrera
|
||
553137 Scott Tester
|
||
553140 Simon Castillo
|
||
553143 Walter Sexton
|
||
553146 Nick Welch
|
||
553149 Kevin Rowles
|
||
553152 David Yeager
|
||
553155 Gerard Lumban
|
||
553158 Jon Bloch
|
||
553161 Dustin Weimer
|
||
553164 Timothy Retzinger
|
||
553167 Russell Lueth
|
||
553170 Eric Swartz
|
||
553173 Ali Zandi
|
||
553176 Alexei Keats
|
||
553179 Max Ziegler
|
||
553182 Scott Eades
|
||
553185 Arik Garry
|
||
553188 Chris Velez
|
||
553191 Damian Horeczky
|
||
553194 David Andorka
|
||
553197 Josh Yarnold
|
||
553200 Kelly Costanza
|
||
553203
|
||
553206
|
||
553209 %2SUBTITLE%PC Supervisor
|
||
553212 Jim Krenz
|
||
553215
|
||
553218 %2SUBTITLE%Localization Supervisor
|
||
553221 Eric Ellicock OKeady
|
||
553224
|
||
553227 %2SUBTITLE%QA Technicians
|
||
553230 Richard Jones
|
||
553233 David Wilson
|
||
553236 Michael Zlotnicki
|
||
553239
|
||
553242 %2SUBTITLE%Mastering Lab Technicians
|
||
553245 Glen Peters
|
||
553248 Anthony Dunnet
|
||
553251 T. Ryan Arnold
|
||
553254 Heidi Salguero
|
||
553257
|
||
553260 %2SUBTITLE%Remastering Project Manager
|
||
553263 Charles Batarse
|
||
553266
|
||
553269 %2SUBTITLE%Database Administrator
|
||
553272 Jonathan Gill
|
||
553275
|
||
553278 %2SUBTITLE%Database Applications Engineer
|
||
553281 Brian Kincaid
|
||
553284
|
||
553287 %2SUBTITLE%Game Evaluation Team
|
||
553290 Scott Frazier
|
||
553293 Matt Elzie
|
||
553296 Eric Weiss
|
||
553299 Chris Emerson
|
||
553302
|
||
553305 %2SUBTITLE%Human Factors Design Specialist
|
||
553308 Ray Kowaleski
|
||
553311
|
||
553314 %2SUBTITLE%QA Operations Coordinator
|
||
553317 Steve Nelson
|
||
553320
|
||
553323 %2SUBTITLE%HR Generalist
|
||
553326 Eve Waldman
|
||
553329
|
||
553332
|
||
553335
|
||
553338
|
||
553341
|
||
553344
|
||
553347
|
||
553350
|
||
553353
|
||
553356
|
||
553359
|
||
553362
|
||
574999
|
||
575000 Summon Daemon Prince
|
||
575001 Left-click to possess this unit with the Daemon Prince. The Chaos Lord will transform into the Daemon Prince.
|
||
575050 Let it Burn
|
||
575051 - Sets the ground on fire for a limited duration.
|
||
575052 - Units inside the fire are continually scorched by the flames.
|
||
575100 - Effective against Infantry and Heavy Infantry.
|
||
575150 Plasma Rifle
|
||
575151 - Upgrades the commander's XV22 Battlesuit with a high yield Plasma Rifle.
|
||
575152 - Long range.
|
||
575153 - Good versus all targets.
|
||
575200 Infantry
|
||
575201 Heavy Infantry
|
||
575251 - Effective against all units.
|
||
575252 - Chaos Lord who has abandoned all humanity and ascended to daemonhood.
|
||
575253 - If destroyed, Chaos Lord must be retrained.
|
||
575300 - Chaos Lord who has abandoned all humanity and ascended to daemonhood.
|
||
575301 - If destroyed, Chaos Lord must be retrained.
|
||
575350 Flash Gitz
|
||
575351 - Heavy Infantry.
|
||
575352 - Orks carrying destructive Kustom Shootas.
|
||
575353 - Take great pride in their special weapons.
|
||
575354 - Superior ranged attack.
|
||
575400 - Temporarily increases the Daemon Prince's damage.
|
||
575401 - Daemon Prince will take more damage from enemy attacks while active.
|
||
575402 - Possesses the Daemon Prince with daemonic energy.
|
||
575450 - Left-click to activate.
|
||
575501 - Scout/Fast moving detector unit with a good sight radius. No weaponry.
|
||
575502 - Detects infiltrated units.
|
||
575551 - Scout/Fast moving detector unit with a good sight radius. No weaponry.
|
||
575552 - Detects infiltrated units.
|
||
575601 - Infantry. Commander retinue.
|
||
575602 - Detects infiltrated units.
|
||
575651 - Detects infiltrated units.
|
||
575652 - Infantry. Commander retinue.
|
||
575701 - Effective against Infantry and Heavy Infantry.
|
||
575702 - Can be possessed by the Bloodthirster.
|
||
575703 - Can use Berserk Fury ability to boost attack damage and morale.
|
||
575704 - Can be upgraded with powerful close combat weapons (Chaos Armory).
|
||
575705 - Leader Unit effective at close combat and boosting squad morale.
|
||
575706 - Can be upgraded to detect infiltrated units.
|
||
575751 - Can replace its default weapons with anti-vehicle weapons.
|
||
575752 - Effective against infantry units.
|
||
575753 - Emplaced turret equipped with twin-linked Heavy Bolters.
|
||
575754 - Detects infiltrated units.
|
||
575800 - Also acts as a turret and reveals infiltrated units, effective against infantry units.
|
||
575851 - Can replace its default weapons with anti-vehicle weapons.
|
||
575852 - Effective against infantry units.
|
||
575853 - Detects infiltrated units.
|
||
575901 - Can replace its default weapons with anti-vehicle weapons.
|
||
575902 - Effective against infantry units.
|
||
575903 - Emplaced turret equipped with twin-linked Heavy Bolters.
|
||
575904 - Detects infiltrated units.
|
||
575950 Resurrection Beacon
|
||
575951 - Ancient structure radiating loathsome Necron energies
|
||
576000 Catacomb Entrance
|
||
576001 - Entryway to abandoned passages in the Thur'Abis catacombs
|
||
576002 - Move troops between entranceways to avoid the enemy
|
||
576050 Hellstorm Cannon
|
||
576051 - Mighty weapon torn from an Imperator Titan during the Horus Heresy.
|
||
576052 - Recharged and operated with Thermo-Plasma Generators.
|
||
576053 - Firing the cannon destroys any units in the trench before it.
|
||
576100 Death Mask Wargear
|
||
576150 Death Shroud Wargear
|
||
576200 Death Grip Wargear
|
||
576250 Gauss Flayer Wargear
|
||
576300 Mantle of Doom Wargear
|
||
576350 Necrontyr Sigils Wargear
|
||
576400 Reaping Blades Wargear
|
||
576450 Heart of Darkness Wargear
|
||
576500 Skinning Blades Wargear
|
||
576550 Reinforced Body Wargear
|
||
576600 Accursed Crozius Wargear
|
||
576650 Banner of Chaos Wargear
|
||
576700 Daemonic Armor Wargear
|
||
576750 Daemonic Gauntlets
|
||
576800 Helm of Lorgar Wargear
|
||
576850 Manreaper Wargear
|
||
576900 Melta Gun Wargear
|
||
576950 Pauldrons of Doom Wargear
|
||
577000 Plasma Pistol Wargear
|
||
577050 Runic Boots Wargear
|
||
577100 Gauntlets of Isha Wargear
|
||
577150 Ghosthelm Wargear
|
||
577200 Rune Aura Wargear
|
||
577250 Runes of Warding Wargear
|
||
577300 Runes of Witnessing Wargear
|
||
577350 Shuriken Pistol Wargear
|
||
577400 Singing Spear Wargear
|
||
577450 Twin Shuriken Pistol Wargear
|
||
577500 Witchblade Wargear
|
||
577550 Wraithbone Armor Wargear
|
||
577600 Carapace Chest Plate Wargear
|
||
577650 Carapace Greaves Wargear
|
||
577700 Master-Crafted Power Claws Wargear
|
||
577750 Carapace Pauldrons Wargear
|
||
577800 Plasma Pistol Wargear
|
||
577850 Power Fist Wargear
|
||
577900 Victory Sash Wargear
|
||
577950 Storm Bolter Wargear
|
||
578000 Targeting Optics Wargear
|
||
578050 Storm Bolter Wargear
|
||
578100 Daemonhammer Wargear
|
||
578150 Champion's Gauntlets Wargear
|
||
578200 Azariah's Cincture Wargear
|
||
578250 Custom Greaves Wargear
|
||
578300 Iron Halo Wargear
|
||
578350 Plasma Pistol Wargear
|
||
578400 Alexian's Blade Wargear
|
||
578450 Veteran's Pauldrons Wargear
|
||
578500 Teleporter Wargear
|
||
578550 Big Horns Wargear
|
||
578600 Kustom Shoota Wargear
|
||
578650 Bigga Claw Wargear
|
||
578700 Boss Pole Wargear
|
||
578750 Fasta Legz Wargear
|
||
578800 Mega Blasta Wargear
|
||
578850 Mega Claw Wargear
|
||
578900 Mega 'Eavy Armor Wargear
|
||
578950 Red Iron Gob Wargear
|
||
579000 Skullz Wargear
|
||
579050 Advanced Sensor Array Wargear
|
||
579100 Flamer Wargear
|
||
579150 Fusion Blaster Wargear
|
||
579200 Iridium Armor Wargear
|
||
579250 Jetpack Wargear
|
||
579300 Missile Pods Wargear
|
||
579350 Plasma Rifle Wargear
|
||
579400 Stealth Field Wargear
|
||
579450 - Honor Guard unit.
|
||
579500 - Honor Guard unit.
|
||
579550 - Honor Guard unit.
|
||
579600 - Honor Guard unit.
|
||
579650 - Honor Guard unit.
|
||
579700 - Honor Guard unit.
|
||
579750 - Honor Guard unit.
|
||
579800 - Honor Guard unit.
|
||
579850 - Honor Guard unit.
|
||
579851 - Can Transport infantry units.
|
||
579852 - Can be upgraded to be effective against heavy infantry or vehicles.
|
||
579853 - Effective against Infantry and Heavy Infantry.
|
||
579900 - Honor Guard unit.
|
||
579950 - Honor Guard unit.
|
||
579951 - Farseer's Taldeer Warlock advisors and personal retinue.
|
||
580000 - Honor Guard unit.
|
||
580050 - Walker Vehicle. Most effective in close combat.
|
||
580051 - Honor Guard unit.
|
||
580100 - Honor Guard unit.
|
||
580150 - Honor Guard unit.
|
||
580200 - Honor Guard unit.
|
||
580250 - Honor Guard unit.
|
||
580300 Veteran Kasrkin
|
||
580301 - Heavy Infantry.
|
||
580350 - Honor Guard unit.
|
||
580351 - Fast moving walker vehicle that can uncapture Strategic Points.
|
||
580400 - Honor Guard unit.
|
||
580450 - Honor Guard unit.
|
||
580452 - Can capture Strategic Points.
|
||
580500 - Honor Guard unit.
|
||
580550 - Effective against Infantry.
|
||
580551 - Fast moving unit good for raiding.
|
||
580552 - Powerful Necron Warrior mounted on skimmer body.
|
||
580553 - Honor Guard unit.
|
||
580600 - Honor Guard unit.
|
||
580650 - Effective against most unit types, with strong close combat abilities.
|
||
580651 - Honor Guard unit.
|
||
580700 - Honor Guard unit.
|
||
580750 - Honor Guard unit.
|
||
580800 - Honor Guard unit.
|
||
580850 Mega Armored Nobz Squad
|
||
580851 - Honor Guard boyz.
|
||
580900 - Honor Guard unit.
|
||
580950 - Honor Guard boy.
|
||
580951 - Makes da best fightin' juice in da whole Waaagh! Yum!
|
||
581000 - Honor Guard boyz.
|
||
581050 - Honor Guard boyz.
|
||
581100 - Honor Guard trukk.
|
||
581150 - Honor Guard wartrak.
|
||
581200 - Honor Guard unit.
|
||
581201 - Chaplain Reclusiarch Mikelus carries the faith and honor of the chapter with him into battle.
|
||
581202 Reclusiarch
|
||
581203 - Powerful melee attack.
|
||
581250 - Honor Guard vehicle.
|
||
581300 - Honor Guard unit.
|
||
581350 - Honor Guard unit.
|
||
581400 - Honor Guard unit.
|
||
581401 - Detects infiltrated units.
|
||
581402 Senior Librarian
|
||
581403 - Epistolary Anteas is the senior Blood Ravens Librarian on Kronus.
|
||
581450 - Honor Guard unit.
|
||
581500 - Honor Guard unit.
|
||
581550 - Veteran of centuries of battle, serving with in the legendary First Company.
|
||
581600 - Honor Guard unit.
|
||
581650 - Honor Guard unit.
|
||
581700 - Honor Guard unit.
|
||
581750 - Makes da best fightin' juice in da whole Waaagh! Yum!
|
||
581751 - Gorgutz's personal serjun.
|
||
581800 Warp Portal
|
||
581801 Destroy all components of the Word Bearer's Warp Portal to seal the gateway into the Immaterium.
|
||
581802 Destroy all components to seal the gateway into the Immaterium.
|
||
581803 One of several components forming the Word Bearer's Warp Portal.
|
||
581850 One of several components forming the Word Bearer's Warp Portal.
|
||
581851 Destroy all components to seal the gateway into the Immaterium.
|
||
581852 Warp Portal
|
||
581900 Eliphas the Inheritor
|
||
581901 - Commander of the Word Bearers on Kronus.
|
||
581902 - Black Apostle of Chaos Undivided.
|
||
581903 - Boosts morale recovery when attached to squads.
|
||
581950 - Commander of the forces of Craftworld Ulthwé on Kronus.
|
||
581951 Farseer Taldeer
|
||
582000 Governor-Militant's Command Squad
|
||
582001 - Led by Governor-Militant Lukas Alexander, commander of the First Kronus Liberators.
|
||
582002 - The Governor-Militant can add other leaders to the squad (such as a Commissar or Priest).
|
||
582050 Warlord Gorgutz 'Ead'Unter
|
||
582051 - Boss of the Waaagh!
|
||
582100 Beacon of the Deceiver
|
||
582150 Beacon of the Void Dragon
|
||
582200 Chronometron Beacon
|
||
582250 Footstompaz Banner
|
||
582251 - The banner Gorgutz gave the Footstompaz.
|
||
582252 - Destroy the banner and the Footstompaz will rebel.
|
||
582300 - Destroy the banner and the Headcrushaz will rebel.
|
||
582301 - The banner Gorgutz gave the Headcrushaz.
|
||
582302 Headcrushaz Banner
|
||
582303
|
||
582350 Reveal
|
||
582351 - Use the Communications Tower to send out a localized pulse that will disrupt the enemy’s stealth.
|
||
582352 - Left-click on any visible location to reveal units there.
|
||
582400
|
||
582401
|
||
582402
|
||
582403
|
||
582450
|
||
582451
|
||
582452
|
||
582453
|
||
582500 - Equips the Chaos Sorcerer and all Aspiring Champions with Plasma Pistols.
|
||
582550 - Equips all Sergeants with Power Swords.
|
||
582600 - Equips the Librarian and all Sergeants with Plasma Pistols.
|
||
582650 - Equips Stealthsuits with jetpacks
|
||
582700
|
||
582750
|
||
582800 - Produces: Force Commander, Space Marines, Assault Marines, Grey Knights, and Terminator Squads.
|
||
582850 - Produces: Obliterators, the Bloodthirster, and the Daemon Prince.
|
||
582900 - Capture with Builder Scarabs by selecting your Scarabs, right-clicking on this point, and then waiting until the point is fully captured.
|
||
582901 - Build Obelisks on Relics to secure the point and gain a training time bonus on all Necron units and researches.
|
||
582902 - Many enemy races require Relics to build their strongest units.
|
||
582903 Communications Tower
|
||
582904 - Place any unit beside the Tau Communications Tower to gain control of it.
|
||
582905 - Use its Reveal ability to target an area and reveal infiltrated units hidden there.
|
||
582951 - When captured, Critical Locations offer a training time bonus on all Necron units and researches.
|
||
582952 - Obelisks cannot be built on Critical Locations.
|
||
583001 - Build Obelisks on Strategic Points to secure the point and gain a training time bonus on all Necron units and researches.
|
||
583002 - If playing the Control Area win condition, the game can be won by capturing and holding over 66% of the Strategic Points on the map.
|
||
583050 War Shout
|
||
583051 Insert War Shout Description In Squad Blueprint Squad_Fear_Ext
|
||
583100 Power Claw Research
|
||
583101 - Outfits all Nob boyz with a Power Klaw.
|
||
583150 - Increases damage of Slugga Boy, Storm Boy, Shoota Boy and Nob Choppaz.
|
||
583151 - Does not affect Power Clawz.
|
||
583200 Tankbusta Infiltration Research
|
||
583201 - Allows Tankbustaz to use the infiltration ability.
|
||
583250 Skull Probe Infiltration Research
|
||
583251 - Allows Skull Probes to use the Infiltration ability.
|
||
583300 - Upgrades the health of all Slugga Boyz, Shoota Boyz, Stormboyz, TankBustaz, and Nob Squads.
|
||
583350 Mark of Khorne
|
||
583351 - Allows Khorne Berserkers to paint the dreadful Mark of Khorne into the air.
|
||
583352 - Causes nearby enemy units to flee for a short period of time.
|
||
583400 Chaos Marine Infiltration Skill
|
||
583401 - Allows Chaos Marines to use the Infiltration ability.
|
||
583402 - Infiltrated units are invisible to most enemies.
|
||
583403 - Infiltrated units can attack without revealing themselves.
|
||
583450 - Increases damage dealt by Slugga Boy flamethrowers
|
||
583500 - Increases the maximum health of the Eldar Farseer, Harlequin and Guardian Warlock.
|
||
583550 - Increases the maximum health of the Eldar Farseer, Harlequin and Guardian Warlock.
|
||
583600 Infiltration
|
||
583601 - Allows the Assassin to use the Infiltration ability.
|
||
583602 - Infiltrated units are invisible to most enemies.
|
||
583603 - Infiltrated units can attack without revealing themselves.
|
||
583650 - Can be upgraded to be effective against vehicles and buildings.
|
||
583651 - Effective against Infantry.
|
||
583652 - Can be upgraded to be effective against vehicles and buildings.
|
||
583653 - Heavy Tank.
|
||
583700 - Heavy Tank.
|
||
583701 - Can be upgraded to be effective against vehicles and buildings.
|
||
583702 - Effective against Infantry.
|
||
583703 - Can be upgraded to be effective against vehicles and buildings.
|
||
583750 - Less effective against infantry.
|
||
583800 - Less effective against infantry.
|
||
583850 - Less effective against infantry.
|
||
583900 - Less effective against infantry.
|
||
583950 - Less effective against infantry.
|
||
584000 - Less effective against infantry.
|
||
584050 - Less effective against infantry.
|
||
584100 - Less effective against infantry.
|
||
584150 - Dramatically increases the Chaos Lord's melee damage for a short period of time.
|
||
584200 - Chains of Torment briefly immobilizes a targeted enemy unit.
|
||
584250 Unholy Sight
|
||
584251 - Allows Cultists to detect infiltrated units.
|
||
584252 - Expands the awareness of your Cultists, allowing them to see with the sight of the damned.
|
||
584300 - Can be upgraded to detect infiltrated units.
|
||
584350 - Upgrades the health of all Slugga Boyz, Shoota Boyz, Stormboyz, TankBustaz, and Nob Squads.
|
||
584400 - Second of two possible upgrades.
|
||
584401 - Increases the damage of the Ork Wartrukk.
|
||
584450 Dark Eldar
|
||
584451 Dark Eldar
|
||
584500 Sisters
|
||
585400 Infantry
|
||
585450 Infantry
|
||
585500 Infantry
|
||
585651 Ecclesiarchal Citadel
|
||
585704 Pristine Sanctuary
|
||
585750 - Effective against infantry.
|
||
585751 - General combat unit, effective at melee.
|
||
585752 - Heavy Infantry.
|
||
585801 Adeptus Mechanicus Workshop
|
||
585855 Inferno Turret
|
||
585904 Holy Reliquary
|
||
585950 Warp Beast
|
||
585951 - Daemon.
|
||
585952 - Shock unit, effective at melee.
|
||
585953 - Effective against infantry, heavy infantry, and vehicles.
|
||
585954 Shrine of the Living Saint
|
||
586006 - Effective against infantry, heavy infantry.
|
||
586007 Inferno Tower Add-on
|
||
586054 Fortified Inferno Tower
|
||
586100 - Daemon.
|
||
586850 Planetary Raid
|
||
586851 - Increases resources available to warp in from Commoragh.
|
||
586852 - Allows construction of advanced buildings.
|
||
586853 - Allows construction of advanced buildings.
|
||
586900 - Allows construction of advanced buildings.
|
||
586901 Planetary Raid
|
||
586950 Combat Knife
|
||
586951 Infantry
|
||
587000 Bolt Weapons
|
||
587050 Flamer
|
||
587051 Flamer
|
||
587100 Bolt Weapons
|
||
587150 Dreadnought Close Combat Weapon
|
||
587200 Heavy Flamer
|
||
587250 Cherubim
|
||
587300 Cherubim Squad
|
||
587350 Acolyte Squad
|
||
587400 Acolyte Squad
|
||
587450 Canoness
|
||
587500 Canoness
|
||
587550 Inquisitor Lord
|
||
587600 Inquisitor Lord
|
||
587650 Battle Sister Squad
|
||
587700 Veteran Superior
|
||
587750 Battle Sister Squad
|
||
587800 Penitent Engine
|
||
587850 Penitent Engine
|
||
587900 Ministorum Incarcerator
|
||
587950 Ministorum Incarcerator
|
||
588000 Immolator Tank
|
||
588050 Immolator Tank
|
||
588100 Exorcist Tank
|
||
588150 Exorcist Tank
|
||
588200 Living Saint
|
||
588250 Living Saint
|
||
588300 Seraphim Veteran Superior
|
||
588350 Seraphim Squad
|
||
588400 Seraphim Squad
|
||
588450 Sister Repentia Squad
|
||
588500 Mistress
|
||
588550 Sister Repentia Squad
|
||
588600 Death-Cult Assassin
|
||
588650 Death-Cult Assassin
|
||
588700 Arco-Flagellant Squad
|
||
588750 Arco-Flagellant Squad
|
||
588800 Chainsword
|
||
588850 Celestian Squad
|
||
588900 Celestian Banner Carrier
|
||
588950 Celestian Squad
|
||
589000 Animus Vitae
|
||
589050 Crucible of Malediction
|
||
589100 Hell Mask
|
||
589150 Stinger
|
||
589200 Sudden Strike
|
||
589250 Terrorfex Grenade
|
||
589300 Short Circuit
|
||
589350 Mandrake Infiltration Research
|
||
589400 Planetary Raid Research
|
||
589450 Sudden Strike Research
|
||
589500 Terrorfex Grenade Research
|
||
589550 Tower of Dominance Addon
|
||
589600 Tower of Carnage Addon
|
||
589650 Left-click on an enemy vehicle or building to use a Krak Grenade on it.
|
||
589651 This ability can only be used on enemy vehicles or buildings!
|
||
589652 Krak Grenades
|
||
589700 Wargear: Krak Grenades
|
||
589750 Wargear: Phosphor Grenades
|
||
589800 Left-click on enemy infantry to throw a Phosphor Grenade at them.
|
||
589801 This ability can only be targeted directly on enemy infantry units!
|
||
589802 Phosphor Grenades
|
||
589850 Chaplet Ecclesiasticus
|
||
589851 - Increases the Morale of most infantry squads
|
||
589900 Laud Hailers Research
|
||
589950 Laud Hailer
|
||
590000 Inquisitorial Mandate
|
||
590001 - Affects all friendly infantry units near the Inquisitor Lord.
|
||
590002 - Provides a bonus to attack damage.
|
||
590003 - The Inquisitor Lord's presence inspires nearby infantry.
|
||
590050 Purgatus
|
||
590051 - need tech
|
||
590052 - Removes any buffs on the targeted enemy squad for a duration.
|
||
590053 Purgatus ability not cast successfully!
|
||
590054 Left-click on an enemy unit or squad to remove buffs for 15 seconds.
|
||
590100 Rosarius
|
||
590101 Left-click to activate Rosarius ability.
|
||
590102 - need tech
|
||
590103 - While active, units are invulnerable to damage.
|
||
590150 Short Circuit Research
|
||
590200 Wildfire
|
||
590250 Commander Veteran Upgrade
|
||
590251 Combat Drugs
|
||
590300 Commander Hero Upgrade
|
||
590350 - Stuns an enemy infantry squad for 15 seconds.
|
||
590351 - Left-click and target an enemy.
|
||
590352 Divine Pronouncement
|
||
590400 Divine Pronouncement Research
|
||
590450 - Drives the Sister Repentia Squad to fight harder, to their detriment.
|
||
590451 - left-click to activate. Left-click again to de-activate.
|
||
590452 - While active, the Sister Repentia Squad will do increased damage.
|
||
590453 - While active, the Sister Repentia Squad will take damage.
|
||
590454 - Beware! The sister Repentia Squad can die from this ability.
|
||
590455 Righteous Fervor
|
||
590500 Righteous Fervor
|
||
590501 - Passive ability.
|
||
590502 - Righteous Fervor only works if Sister Repentia Squad is in the Assault Stance.
|
||
590503 - The momentum from the lightning-fast movement is converted int oa devastating attack.
|
||
590504 - Allows Sister Repentia Squad to approach enemies at blinding speed.
|
||
590550 - Allows Sister Repentia Squad to approach enemies at blinding speed.
|
||
590551 - The momentum from the lightning-fast movement is converted int oa devastating attack.
|
||
590552 - Zealot Charge only works if Sister Repentia Squad is in the Assault Stance.
|
||
590553 - Passive ability.
|
||
590554 Zealot Charge
|
||
590600 Heavy Weapon Increase
|
||
590601 - Upgrade maximum number of heavy weapons Battle Sister squads can carry.
|
||
590650 Heavy Bolter
|
||
590700 Martyr's Gift
|
||
590701 - Returns a small amount of the faith resource whenever a faithful unit dies.
|
||
590702 - NEED TECH
|
||
590750 Battlefield Medics Research
|
||
590751 \
|
||
590800 Battlefield Medics
|
||
590801 - NEED TECH
|
||
590850 Holy Icon
|
||
590851 - NEED TECH
|
||
590900 Reinforced Hull Plating
|
||
590950 Repressor Tank
|
||
591000 Repressor Tank
|
||
591050 This ability can only be targeted on locations within the game world!
|
||
591051 Left-click on a location in the game world to fire a Smoke Grenade at that location.
|
||
591052 Smoke Launchers
|
||
591100 Wargear: Smoke Launchers
|
||
591150 Wargear: Holy Promethium
|
||
591151 - NEED TECH
|
||
591200 Heart of Worship
|
||
591201 - NEED TECH
|
||
591250 Act of Faith: Ascension
|
||
591251 - NEED TECH
|
||
591300 - NEED TECH
|
||
591301 Act of Faith: Ascension
|
||
591350 Sacred Battle Standard
|
||
591351 - NEED TECH
|
||
591400 - NEED TECH
|
||
591401 Sacred Battle Standard
|
||
591450 Act of Faith: Divine Retribution
|
||
591451 - NEED TECH
|
||
591500 Witch Hammer
|
||
591501 - NEED TECH
|
||
591550 - NEED TECH
|
||
591551 Witch Hammer
|
||
591600 - NEED TECH
|
||
591601 Act of Faith: Holy Passion
|
||
591650 Act of Faith: Divine Light
|
||
591651 - NEED TECH
|
||
591700 Act of Faith: Emperor's Touch
|
||
591701 - NEED TECH
|
||
591750 Shield of Faith
|
||
591751 - NEED TECH
|
||
591800 Ar'Ka System Controls
|
||
591801 - Controls both the Cannon itself, and the base's Orbital Defenses
|
||
591802 - Left-click and target ground to activate.
|
||
591803 - Capture by taking the nearby Critical Location.
|
||
591850 Gruesome Display
|
||
591900 Penumbra Research
|
||
591950 Hell Mask Research
|
||
592000 Crucible of Malediction Research
|
||
592050 Gruesome Display Research
|
||
592100 Barbed Walls
|
||
592150 Darklance Sweep
|
||
592200 Energy Field
|
||
592250 Horrorfex Bomb
|
||
592300 Penumbra
|
||
592350 Terrorfex Grenade
|
||
592400 Torture Amp
|
||
592450 Research Dark Energies
|
||
592500 Research Dark Energies II
|
||
592550 Raid Requisition
|
||
592600 Raid Requisition II
|
||
592650 Research Night Shield
|
||
592700 Research Soulseeker Ammunition
|
||
592750 Research Power Scythes
|
||
592800 Research Agonizers
|
||
592850 Research Destructors
|
||
592900 Research Agonizers
|
||
592950 Dais of Destruction
|
||
593000 - NEED TECH
|
||
593001 Hunter-Killer Missile
|
||
593050 Conflagration
|
||
593051 - NEED TECH
|
||
593100 Burn Captive
|
||
593101 - NEED TECH
|
||
593150 Capture Heretic
|
||
593151 - NEED TECH
|
||
593200 - NEED TECH
|
||
593201 Psyker Burst
|
||
593250 Rampage
|
||
593251 - NEED TECH
|
||
593300 - NEED TECH
|
||
593301 Holy Rage
|
||
593350 Dark Lance
|
||
593400 Dark Lance
|
||
593450 Disintegrator
|
||
593500 Dais of Destruction
|
||
593550 Disintegrator
|
||
593600 Disintegrator
|
||
593650 Blessing of the Omnissiah
|
||
593700 Power Halberds
|
||
593750 Techmarine
|
||
593800 Techmarine
|
||
593850 Chaos Dreadnought
|
||
593900 Chaos Dreadnought
|
||
593950 Multi-Melta
|
||
594000 Power Halberd
|
||
594001 - NEED TECH
|
||
594050 Gun Wagon
|
||
594051 Miraculous Intervention
|
||
594100 Release
|
||
594101 - NEED TECH
|
||
594150 Wargear: Carapace Armor
|
||
594200 Wargear: Psyocculum
|
||
594250 Wargear: Power Weapons
|
||
594251 - Equips theCanoness with the Brazier of Holy Fire.
|
||
594252 - Equips Veteran Superior's and Imagifer's with Power Swords.
|
||
594253 - Equips Celestian Imagifers with Power Swords.
|
||
594254 - Power Swords ignore armor, making them very effective against Heavy Infantry.
|
||
594255 - Equips Veteran Superior's and Imagifer's with Power Swords.
|
||
594256 - Power Swords ignore armor, making them very effective against Heavy Infantry.
|
||
594300 Wargear: Power Fist
|
||
594301 - Increases the damage done by the Cannones' Brazier of Holy Fire.
|
||
594302 - Increases the damage done by the Inquisitor Lord's Power Stake.
|
||
594303 - Equips Veteran Superior's and Imagifer's with Power Fists, powerful close combat weapons.
|
||
594304 - Power Fists ignore armor and greatly increase the user's strength.
|
||
594305 - Power Fists are effective against most unit types, including vehicles, Infantry, and Heavy Infantry.
|
||
594350 Wargear: Blessed Ammunition
|
||
594400 Wargear: Inferno Pistol
|
||
594401 - Equips the Canoness, Celestian Imagifer and all Veteran Superiors with Inferno Pistols.
|
||
594402 - Increases the damage done by the Inquisitor Lords Bolter-Stake Crossbow.
|
||
594450 Left-click to activate Seal of Purity ability.
|
||
594451 Seal of Purity
|
||
594452 - While active, units are invulnerable.
|
||
594500 Celestian Veteran Superior
|
||
594550 Burn Slave
|
||
594600 Trailblazing Research
|
||
594650 Wraithguard
|
||
594700 Wraithguard Aspect Stone Add-On
|
||
594701 Multi-Melta
|
||
594750 Demolisher Depot
|
||
594800 Leman Russ Demolisher
|
||
594850 Leman Russ Demolisher
|
||
594900 Wraithguard Squad
|
||
594950 Piranha Light Skimmer
|
||
595000 Piranha Light Skimmer
|
||
595050 Essence of the Deceiver
|
||
595100 Essence of the Deceiver Research
|
||
595150 Essence of the Deceiver
|
||
595200 Living Saint
|
||
595250 Living Saint
|
||
595300 Tame Warp Beasts
|
||
595350 Celestian Imagifier
|
||
595400 Celestian Imagifer
|
||
595450 Multi-Melta Celestian
|
||
595500 Power Stake
|
||
595550 Bolt Weapons
|
||
595600 Eviscerator
|
||
595650 Inferno Pistol
|
||
595700 Power Sword
|
||
595701 Infantry
|
||
595702 Heavy Infantry
|
||
595750 Brazier of Holy Fire
|
||
595800 Power Fist
|
||
595801 Infantry
|
||
595802 Heavy Infantry
|
||
595803 Vehicle
|
||
595804 Infantry
|
||
595805 Heavy Infantry
|
||
595806 Vehicle
|
||
595850 Infantry
|
||
595851 Heavy Infantry
|
||
595900 Power Stiletto
|
||
595950 Power Stiletto
|
||
596000 Whip Scythe
|
||
596050 Rhino Transport
|
||
596051 Mega Basilisk
|
||
596100 Rhino Transport
|
||
596150 Rend Soul Research
|
||
596200 Sadism Research
|
||
596250 Screams of the Damned Research
|
||
596300 Grand Reaping Research
|
||
596350 Rend Soul
|
||
596400 Sadism
|
||
596450 Screams of the Damned
|
||
596500 Soul Shock
|
||
596550 Ecclesiarchal Servitor
|
||
596600 Ecclesiarchal Servitor
|
||
596650 Missionary
|
||
596700 Missionary Squad
|
||
596750 Imperial Convoy Vehicle
|
||
596800 Imperial Convoy Vehicle
|
||
596850 Space Marine Beacon
|
||
596900 Driver
|
||
596950 Confessor
|
||
597000 Confessor
|
||
597050 Mace of Valaan
|
||
597100 Ecclesiarchal Mandate
|
||
665009 - Requisitions Fire caste infantry units.
|
||
665010 - Produces: Tau Commander, Fire Warriors, Pathfinders, XV88 Broadsides and XV8 Crisis Suits.
|
||
665011 - Allows Building: Path to Enlightenment.
|
||
665012 Tau Barracks
|
||
665054 - Contains research to activate jump units.
|
||
665055 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
665056 - Produces: XV15 Stealth Teams, Vespid Stingwings, and Earth Caste Builders.
|
||
665057 - Tau Empire Headquarters building.
|
||
665060 Cadre Headquarters
|
||
665101 - Requisitions specialized Kroot units.
|
||
665102 - Produces: Kroot Shaper, Kroot Hounds, Krootox and the Greater Knarloc.
|
||
665103 Kroot Shaping Center
|
||
665104 - Allows Building: Path to Enlightenment.
|
||
665151 - Place on Strategic Points and Relics.
|
||
665152 - Increases the Requisition resource production rate.
|
||
665153 - Solidifies your hold on a strategic location by placing a building on it.
|
||
665154 - Can be upgraded with weapons and to produce more Requisition.
|
||
665155 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
665156 Listening Post
|
||
665201 - Generates the Power resource.
|
||
665202 - A single Cadre Heaquarters can only support a limited number of generators.
|
||
665203 - Plasma Generators are volatile and will damage anything nearby when they are destroyed.
|
||
665204 Plasma Generator
|
||
665254 Path to Enlightenment
|
||
665256 - Contains research to improve infantry units, commanders and vehicles.
|
||
665257 - Allows for the building of more advanced units.
|
||
665259 - Increases both Squad Cap and Vehicle Cap.
|
||
665261 - Allows Buildings: Mont'ka Command Post and Kauyon Command Post.
|
||
665306 Kauyon Command Post
|
||
665308 - Dedicated the cadre to the Kauyon tactics of the patient hunter.
|
||
665309 - Incompatible with the Mont'ka Command Post.
|
||
665310 - Allows units: Kroot Hounds, Krootox.
|
||
665311 - Allows advanced research.
|
||
665312 - Allows building: Coalition Center.
|
||
665357 Mont'ka Command Post
|
||
665359 - Dedicated the cadre to Mont'ka tactics (the killing blow).
|
||
665360 - Incompatible with the Kauyon Command Post.
|
||
665361 - Allows units: XV8 Crisis Suits, Hammerhead Gunship.
|
||
665362 - Allows building: Coalition Center.
|
||
665363 - Allows advanced research.
|
||
665401 Coalition Center
|
||
665402 - Coalition Center sanctifies the Tau castes working together for the Greater Good
|
||
665403 - Produces the Ethereal, a powerful unit with special abilities
|
||
665404 - Allows production of the Greater Knarloc
|
||
665451 - Generates the Power resource at a higher rate than Plasma Generators.
|
||
665452 - Can only be built on top of Slag Deposits.
|
||
665453 - Thermo Plasma Generators are volatile and will damage anything nearby when they are destroyed.
|
||
665454 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
665455 Thermo Plasma Generator
|
||
665503 Vehicle Beacon
|
||
665504 - Requisitions non-battlesuit vehicle units.
|
||
665505 - Produces: Devilfish Troop Carriers, Sky Ray Missile Gunships, Drone Harbingers, Drone Squads, and Hammerhead Gunships.
|
||
665506 - Increases Vehicle Cap.
|
||
665550 Teachings of Kauyon
|
||
665556 - Allows units: Krootox and Greater Knarloc.
|
||
665557 - Advances the Tau down the path of Kauyon.
|
||
665600 Teachings of Mont'ka
|
||
665606 - Allows units: Hammerhead Gunship and Greater Knarloc.
|
||
665607 - Advances the Tau down the path of Mont'ka.
|
||
665650 Advanced Pulse Rifle
|
||
665651 - Increases the damage and range of Fire Warrior and Stealthsuit ranged weapons.
|
||
665700 Ion Shield
|
||
665701 - Equips Fire Warriors with Ion Shields
|
||
665702 - Ion Shields absorbs damage from ranged weapons
|
||
665750 Targeting Optics
|
||
665751 - Dramatically increases the range and line of sight of Fire Warriors and Stealthsuits.
|
||
665752
|
||
665753
|
||
665800 Improved Metallurgy
|
||
665801 -Equips Tau with Advanced Armor
|
||
665802 -Dramatically increases the maximum health of the Tau Commander, Fire Warrior, Drone Harbinger, Skyray Missile Carrier, and Krootox
|
||
665850 - Pathfinders use markerlight target designators to light up enemy units.
|
||
665851 Mark Squad
|
||
665852 - Infantry commander in advanced XV25 Stealthsuit.
|
||
665853 - Infiltrated unit able to attack and capture points while stealthed.
|
||
665854 - Leadership ability increases the health of all squad members
|
||
665855 XV25 Stealthsuit Shas'vre
|
||
665856 - Marked units become more vulnerable to fire from all Tau units.
|
||
665857 - Equipped with EMP grenades to disable enemy units.
|
||
665858 - Equipped with jetpack to move across and over the battlefield.
|
||
665859 - Left-click and target an enemy squad to activate.
|
||
665860 - Equipped with Fusion Gun to kill vehicles.
|
||
665900 Fire Warrior Shas'ui
|
||
665901 - Infantry commander.
|
||
665902 - Veteran Fire Warrior to lead the team.
|
||
665903 - Can throw photon grenades at enemy squads.
|
||
665950 Burst Cannon
|
||
665951 - Upgrades one member of the squad to the indicated heavy weapon.
|
||
665952 - Effective against infantry.
|
||
666000 EMP Grenade
|
||
666001 - Throws an EMP grenade which emits a powerful electromagnetic pulse.
|
||
666005 - Temporarily disables enemy Vehicle fire and movement.
|
||
666006 - Left-click and target a location or enemy vehicle.
|
||
666050 Photon Grenade
|
||
666051 - Throws a grenade at the targeted location or enemy.
|
||
666055 tau_photon_grenade
|
||
666057 - Damages enemy infantry and stuns them temporarily.
|
||
666058 - Has no effect on vehicles or buildings.
|
||
666059 - Left-click and target a location or enemy squad to activate.
|
||
666100 Energy Shield
|
||
666101 - Drone activates a powerful energy shield.
|
||
666102 - Left-click to activate.
|
||
666103 - Shield protects the entire squad by absorbing enemy ranged attacks.
|
||
666104 - Left-click to activate.
|
||
666150 Flamer
|
||
666151 - Equips the XV8 Crisis Suit with a heavy flamer.
|
||
666152 - Short range.
|
||
666153 - Short range.
|
||
666154 - Effective at breaking enemy morale.
|
||
666155 - Effective at breaking enemy morale.
|
||
666205 Fusion Blaster
|
||
666206 - Upgrades XV15 Stealthsuit with a Fusion Blaster.
|
||
666207 - Short Range.
|
||
666208 - Effective against vehicles.
|
||
666250 Fusion Blaster Crisis Suit
|
||
666251 - Upgrades one member of the squad with a Fusion Blaster.
|
||
666252 - Short range.
|
||
666253 - Effective against vehicles.
|
||
666300 Commander Fusion Blaster
|
||
666301 - Upgrades commander's XV22 Battlesuit with a fusion blaster.
|
||
666302 - Short range.
|
||
666303 - Effective against vehicles.
|
||
666350 - Upgrades the Tau Commander with a fusion rifle
|
||
666351 - Effective against vehicles and buildings.
|
||
666400 Shield Drone
|
||
666401 - Has ability to shield entire squad.
|
||
666402 - Long ranged attack.
|
||
666403 - Effective against Infantry and Heavy Infantry.
|
||
666450 Jetpacks
|
||
666451 - Equips Stealthsuits and the Tau Commander with jetpacks
|
||
666452 - Allows Vespid Stingwings to buzz across the battlefield
|
||
666500 Target Lock
|
||
666501 - Stealthsuits become highly accurate, even while on the move.
|
||
666550 Mass Resurrection
|
||
666554 - Left-click to activate.
|
||
666555 - Revives nearby Necron corpses, who rise with reduced health.
|
||
666556 - Necron Lord uses resurrection Orb to revive his fallen warriors.
|
||
666557 - Left-click to activate.
|
||
666558 - Allows army size to surpass Squad Cap.
|
||
666600 Wailing Terror
|
||
666602 - Breaks morale of enemy squads.
|
||
666604 - Inflicts damage and knocks enemy squads into the air.
|
||
666605 - Left-click and target a location to activate.
|
||
666650 First Company Veteran
|
||
666651 - Veteran Space Marine from the Blood Ravens First Company.
|
||
666656 - Centuries of campaign experience have bestowed this Space Marine with deep wisdom and fearsome battle prowess.
|
||
666657 - The Blood Ravens Chapter Master has tasked this revered warrior with accompanying Captain Thule into battle.
|
||
666658 - Broad range of weapon upgrades. Can be upgraded to be strong against most unit types.
|
||
666659 - Effective against Infantry.
|
||
666700 Veteran Space Marine
|
||
666750 Veteran Assault Marine
|
||
666800 Veteran Assault Marine
|
||
666801 - Veteran Assault Marine from the Blood Ravens First Company.
|
||
666806 - Centuries of campaign experience have bestowed this marine with deep wisdom and fearsome battle prowess.
|
||
666807 - The Blood Ravens Chapter Master has tasked this revered warrior with accompanying Captain Thule into battle.
|
||
666808 - Can jetpack quickly around, and over, the battlefield.
|
||
666809 - Effective against Infantry.
|
||
666810 - Effective against Infantry.
|
||
666850 Veteran Assault Terminator
|
||
666851 - Veteran Assault Terminator from the Blood Ravens First Company.
|
||
666852 - First Company Terminators are drawn from the deadliest, most devout warriors in the chapter.
|
||
666853 - Vested in sacred Terminator armor, which carries a small piece of the Emperor's own power armor.
|
||
666854 - Effective against most unit types in close combat.
|
||
666855 - Foregoes ranged weaponry for additional close combat damage and defense.
|
||
666856 - The Blood Ravens Chapter Master has tasked this mighty warrior to protect Captain Thule's person.
|
||
666900 Assault Terminator Veteran
|
||
666950 Veteran Assault Terminator
|
||
666951 - Honor Guard unit.
|
||
666952 - Veteran of centuries of battle, serving with in the legendary First Company.
|
||
666953 - Sent to Kronus by the Chapter Master to aid Captain Thule's mission.
|
||
667000 First Company Terminator
|
||
667001 - Veteran Terminator from the Blood Ravens First Company.
|
||
667002 - First Company Terminators are drawn from the deadliest, most devout warriors in the chapter.
|
||
667003 - Vested in sacred Terminator armor, which carries a small piece of the Emperor's own power armor.
|
||
667004 - The Blood Ravens Chapter Master has tasked this mighty warrior to protect Captain Thule's person.
|
||
667005 - Weapon upgrades effective against infantry and breaking morale.
|
||
667050 Chosen Champion
|
||
667052 - One of the Word Bearers' most veteran Chaos Space Marines.
|
||
667054 - Powerful all-purpose combat unit.
|
||
667055 - Honor Guard unit.
|
||
667100 Possessed Champion
|
||
667105 - Honor Guard unit.
|
||
667106 - Drawn from the Word Bearers' most hideously warped Possessed Marines.
|
||
667108 - Has powerful melee attacks and wields daemonic flames.
|
||
667150 Raptor Champion
|
||
667154 First Company Veteran
|
||
667155 - Honor Guard unit.
|
||
667156 - One of the Word Bearers' most veteran Chaos Raptors.
|
||
667157 - Powerful jump infantry unit.
|
||
667158 - Honor Guard unit.
|
||
667159 - Centuries of campaign experience have bestowed this marine with deep wisdom and fearsome battle prowess.
|
||
667162 - The Blood Ravens Chapter Master has tasked this revered warrior with accompanying Captain Thule into battle.
|
||
667163 - Broad range of weapon upgrades. Can be upgraded to be strong against most unit types.
|
||
667200 Chosen Possessed Squad
|
||
667201 - These Possessed Marines are picked from Eliphas' most able warriors.
|
||
667202 - Effective against Infantry and Heavy Infantry.
|
||
667203 Veteran Assault Marine
|
||
667204 - Honor Guard unit.
|
||
667205 - Centuries of campaign experience have bestowed this veteran with deep wisdom and fearsome battle prowess.
|
||
667206 - The Blood Ravens Chapter Master has tasked this revered warrior with accompanying Captain Thule into battle.
|
||
667207 - Equipped with jump pack and melta-bombs.
|
||
667250 Daemonkin Obliterator
|
||
667251 - Honor Guard unit
|
||
667252 - Among the Word Bearers' most feared Obliterators, favored by the daemons of Sicarus.
|
||
667253 - Effective against all units.
|
||
667300 Chosen Obliterator Squad
|
||
667301 - These Obliterators are picked from Eliphas' most able warriors.
|
||
667302 - Has a weapon effective against all targets.
|
||
667350 Berserker Champion
|
||
667352 - Drawn from the Word Bearers' most voracious Khorne Berserkers.
|
||
667354 - Chosen Champion of Eliphas the Inheritor.
|
||
667355 - Honor Guard unit.
|
||
667356 - Powerful close combat unit.
|
||
667402 - These Khorne Berserkers are picked from Eliphas' most able warriors.
|
||
667403 - Quick movement speed allows Khorne Berserkers to quickly close with enemy units.
|
||
667404 Chosen Khorne Berzerkers
|
||
667450 - Chosen Champion of Eliphas the Inheritor.
|
||
667451 - One of the Word Bearers' most veteran Chaos Space Marines.
|
||
667452 - Powerful all-purpose combat unit.
|
||
667453 - Can be possessed by the Bloodthirster.
|
||
667454 - Effective against Infantry and Heavy Infantry.
|
||
667455 Chosen Champion
|
||
667500 - Chosen Champion of Eliphas the Inheritor.
|
||
667501 - One of the Word Bearers' most vicious Raptor Champions.
|
||
667502 - Powerful jump infantry unit.
|
||
667503 - Can be possessed by the Bloodthirster.
|
||
667504 - Effective against Infantry and Heavy Infantry.
|
||
667505 Raptor Champion
|
||
667550 - Chosen Champion of Eliphas the Inheritor.
|
||
667551 - Effective against Infantry and Heavy Infantry.
|
||
667552 - Quick movement speed allows Khorne Berzerkers to quickly close with enemy units.
|
||
667553 Berzerker Champion
|
||
667554 - Drawn from the Word Bearers' most voracious Khorne Berserkers.
|
||
667555 - Powerful close combat unit.
|
||
667600 - Chosen Champion of Eliphas the Inheritor.
|
||
667601 - Drawn from the Word Bearers' most hideously warped Possessed Marines.
|
||
667602 - Has powerful melee attacks and wields daemonic flames.
|
||
667603 Possessed Champion
|
||
667650 - Chosen Champion of Eliphas the Inheritor.
|
||
667651 - Among the Word Bearers' most feared Obliterators, favored by the daemons of Sicarus.
|
||
667652 - Effective against all units.
|
||
667654 Daemonkin Obliterator
|
||
667700 'Eavy Slugga Boyz
|
||
667702 - Good at killin' Infantry an' 'Eavy Infantry.
|
||
667703 - Theze here iz Gorgutz's 'Eavy Slugga Boyz.
|
||
667704 - They bash stuff up right an' proper.
|
||
667705 - Good at killin' Infantry an' 'Eavy Infantry.
|
||
667750 'Eavy Slugga Boyz Squad
|
||
667753 - They bash stuff up right an' proper.
|
||
667754 - Good at killin' Infantry an' 'Eavy Infantry.
|
||
667755 - Theze here iz Gorgutz's 'Eavy Slugga Boyz.
|
||
667756 - Honor Guard boyz.
|
||
667800 - Theze here is Gorgutz' 'Eavy Shoota Boyz.
|
||
667801 - They shootz real good. Better than other Orks even.
|
||
667802 - Good at killin' Infantry an' 'Eavy Infantry from far away.
|
||
667803
|
||
667804 'Eavy Shoota Boyz
|
||
667805
|
||
667851 - Theze here is Gorgutz' 'Eavy Shoota Boyz.
|
||
667852 - They shootz real good. Better than other Orks even.
|
||
667853 - Good at killin' Infantry an' 'Eavy Infantry from far away.
|
||
667854 'Eavy Shoota Boyz Squad
|
||
667856 - Honor Guard boyz.
|
||
667900 - Theze here iz Gorgutz's 'Eavy Stormboyz.
|
||
667901 - Theyz good at jumpin' around an' smashin' stuff. Dat'z good.
|
||
667904 'Eavy Stormboyz
|
||
667952 - Theyz good at jumpin' around an' smashin' stuff. Dat'z good.
|
||
667954 'Eavy Stormboyz Squad
|
||
667955 - Theze here iz Gorgutz's 'Eavy Stormboyz.
|
||
667956 - Honor Guard boyz.
|
||
668000 - Theze here iz Gorgutz's 'Eavy Tankbustaz
|
||
668001 - Theyz good at blowin' up trukks and buildings and stuff. Gorgutz like watchin' stuff blow up.
|
||
668002 - Sneaky too.
|
||
668005 'Eavy Tankbustaz
|
||
668051 - Theze here iz Gorgutz's 'Eavy Tankbustaz
|
||
668052 - Theyz good at blowin' up trukks and buildings and stuff. Gorgutz like watchin' stuff blow up.
|
||
668055 'Eavy TankBustaz Squad
|
||
668056 - Honor Guard boyz.
|
||
668057 - Theyz pretty sneaky too.
|
||
668100 - Heavy Infantry.
|
||
668101 - Leader unit effective at close combat and boosting squad morale.
|
||
668102 - Can be upgraded with powerful close combat weapons (Through Pile O Gunz!).
|
||
668104 - Effective against Infantry and Heavy Infantry.
|
||
668150 - One of Gorgutz' Big 'Eavy Nobz.
|
||
668151 - Bashes real good.
|
||
668152 - Bashes other Orkz. Makes dem fight real good.
|
||
668153 - Some of dem thinks they can be boss too.
|
||
668154 - They'z good at killin' Infantry an' 'Eavy Infantry.
|
||
668155 Big 'Eavy Nob
|
||
668200 Big 'Eavy Nob Squad
|
||
668202 - These here iz Gorgutz' Big 'Eavy Nobz.
|
||
668203 - They bash up other Orkz an' make 'em fight real good.
|
||
668204 - They'z good at killin' Infantry an' 'Eavy Infantry.
|
||
668206 - Honor Guard boyz.
|
||
668250 Reclusiarch Mikelus
|
||
668251 - A revered Chaplain from the Blood Ravens First Company.
|
||
668252 - This Chaplain's fanaticism and piety have qualified him to shoulder the demanding spiritual duties of the Blood Ravens First Company.
|
||
668253 - Effective against Infantry and Heavy Infantry.
|
||
668254 - Can issue a shout that demoralizes and slows enemy units.
|
||
668255 - Dramatically increases the regeneration rate of surrounding units.
|
||
668256 - The Blood Ravens Chapter Master has sent this fearsome Chaplain to attend to the spiritual needs of Captain Thule's marines.
|
||
668300 Epistolary Anteas
|
||
668301 - One of the more feared Librarians from the Blood Ravens First Company.
|
||
668302 - Gifted with fearsome Psyker abilities that can be devastating in combat.
|
||
668303 - The Blood Ravens Chapter Master has sent Anteas to provide Captain Thule with foresight and guidance.
|
||
668350 First Company Apothecary
|
||
668351 - Veteran Apothecary from the Blood Ravens First Company.
|
||
668352 - Enhances regeneration rates of nearby infantry.
|
||
668353 - Healer unit.
|
||
668354 - This Apothecary has been chosen by the Blood Ravens Chapter Master to watch over the health of Captain Thule.
|
||
668400 First Company Terminator
|
||
668401 - Honor Guard unit.
|
||
668402 - Veteran of centuries of battle, serving with in the legendary First Company.
|
||
668403 - Sent to Kronus by the Chapter Master to aid Captain Thule's mission.
|
||
668450 Vindicare Assassin
|
||
668451 - Operative from the Vindicare Temple sent on behalf of Segmentum Command.
|
||
668452 - On Kronus to eliminate those opposing the Imperium's rule.
|
||
668453 - Should Governor-Militant Alexander fail, he could well end up on the Assassin's list of targets.
|
||
668456 - Honor Guard unit.
|
||
668457 - Infiltrated unit effective against Infantry and hero units.
|
||
668500 Regimental Commissar
|
||
668501 - Honor Guard unit.
|
||
668502 - Regimental Commissar Anton Gebbet serves as Governor Alexander's second in command.
|
||
668503 - Any squad he is attached to is immune to morale damage.
|
||
668550 - Operative from the Vindicare Temple sent on behalf of Segmentum Command.
|
||
668551 - On Kronus to eliminate those opposing the Imperium's rule.
|
||
668552 - Should Governor-Militant Alexander fail, he could well end up on the Assassin's list of targets.
|
||
668555 - Effective against Infantry and hero units.
|
||
668600 Regimental Commissar
|
||
668605 - Regimental Commissar Anton Gebbet serves as Governor Alexander's second in command.
|
||
668606 - Sent by the Imperial High Command to ensure the loyalty of the troops.
|
||
668607 - Stands ready to assume the Governor-Militant's command should he not prove vigorous and expeditious in his duty to the Emperor.
|
||
668608 - Can execute cowards to make other Infantry fight harder.
|
||
668650 Regimental Confessor
|
||
668651 - Honor Guard unit.
|
||
668652 - Father Martel is Governor Alexander's own confessor and the highest-ranking agent of the Ordo Ministorum on Kronus.
|
||
668653 - Increases the damage output of any squad he is attached to.
|
||
668654 - Fanaticism ability can make his squad temporarily invulnerable.
|
||
668702 Regimental Confessor
|
||
668703 - Priest of the Ordo Ministorum.
|
||
668704 - Father Martel is Governor Alexander's own confessor.
|
||
668705 - Increases the damage output of any squad they are attached to.
|
||
668706 - Fanaticism ability can make any squad he is attached to temporarily invulnerable.
|
||
668750 Sanctioned Psyker
|
||
668752 - Honor Guard unit.
|
||
668753 - Detects infiltrated units.
|
||
668754 - Serves as advisor and chief interrogator to Governor-Militant Alexander.
|
||
668755 - Can use his abilities to turn the tide of battles.
|
||
668800 - High-ranking Psyker from the Ordo Telepathica.
|
||
668802 - Detects infiltrated units.
|
||
668803 - Can use his powerful psyker abilities to turn the tide of battles.
|
||
668804 - Serves as advisor and chief interrogator to Governor-Militant Alexander.
|
||
668805 Sanctioned Psyker
|
||
668850 Regimental Bodyguard
|
||
668851 - Honor Guard unit.
|
||
668852 - Guardsmen who serve as Governor Alexander's bodyguards.
|
||
668903 Regimental Bodyguard
|
||
668904 - Honor Guard that serves to protect the person of Governor-Militant Alexander.
|
||
668905 - Conscripted from local Imperial loyalists and hand-picked to serve the Savior of Kronus.
|
||
668906 - Effective against Infantry and Heavy Infantry.
|
||
668950 Veteran Kasrkin Squad
|
||
668951 - Can move more quickly than other Infantry.
|
||
668952 - Deal high damage and have a long range.
|
||
668953 - Elite commandos, veterans of many battles on Cadia.
|
||
668954 - Honor Guard unit.
|
||
669002 Veteran Kasrkin
|
||
669003 - Chosen from the senior officers of Governor-Militant Alexander's Kasrkin squads.
|
||
669004 - This squad of hardened veterans is used by the Governor-Militant to perform surgical strikes on key battlefield locations.
|
||
669005 - Effective against Infantry and Heavy Infantry.
|
||
669050 Bone'ead Squad
|
||
669051 - Honor Guard unit.
|
||
669052 - Chosen from those Ogryn Bone'eads who show the most potential for primitive cognitive abilities.
|
||
669053 - These elite Ogryn serve to protect Governor-Militant Alexander from the gravest threats on the battlefield.
|
||
669054 - Effective against Infantry and Heavy Infantry.
|
||
669100 Bone'ead Squad
|
||
669104 - Chosen from those Ogryn Bone'eads who show the most potential for primitive cognitive abilities.
|
||
669105 - These elite Ogryn serve to protect Governor-Militant Alexander's person from the gravest threats on the battlefield.
|
||
669106 - Effective against Infantry and Heavy Infantry.
|
||
669150 Veteran Ranger
|
||
669151 - Taldeer's Rangers have sought signs of the Necrons for centuries and are dedicated to the Farseer.
|
||
669161 - Infiltrated scout unit equipped with powerful long-range rifles.
|
||
669162 - Effective against Infantry.
|
||
669200 Veteran Ranger Squad
|
||
669201 - Honor Guard unit.
|
||
669202 - Infiltrated scout unit equipped with powerful long-range rifles.
|
||
669203 - Taldeer's Rangers have sought signs of the Necrons for centuries and are dedicated to the Farseer.
|
||
669250 - This council is composed of the three eldest Banshee Exarchs from Craftworld Ulthwé.
|
||
669251 - Serve as Taldeer's special advisors and personal protectors.
|
||
669252 - Taldeer has summoned these ancient warriors to help her in the crusade against the Necrons, and against those foolish enough to ignore the Necron threat.
|
||
669253 - Close combat specialists.
|
||
669254 - Effective against Infantry and Heavy Infantry.
|
||
669255 Banshee Exarch Council
|
||
669300 - Council composed of the three deadliest Dark Reaper Exarchs from Craftworld Ulthwé.
|
||
669301 - Serve as Taldeer's personal protectors and are often called on to serve as the anchor of her forces.
|
||
669302 - Effective against Infantry and Heavy Infantry.
|
||
669303 - Ranged combat specialists.
|
||
669304 - Taldeer has summoned these consumate warriors to deal with the rising threat on Kronus.
|
||
669305 Reaper Exarch Council
|
||
669350 Reaper Exarch Council
|
||
669352 - Serve as Taldeer's personal protectors and are often called on to serve as the anchor of her forces.
|
||
669353 - Council composed of the three deadliest Dark Reaper Exarchs from Craftworld Ulthwé.
|
||
669354 - Ranged combat specialist.
|
||
669355 - Honor Guard unit.
|
||
669400 - Council composed of the three greatest Fire Dragon Exarchs from Craftworld Ulthwé.
|
||
669401 Fire Dragon Exarch Council
|
||
669405 - Effective against vehicles and buildings.
|
||
669407 - Often called upon to deal with the enemy's heaviest vehicle assaults, and to strike the heaviest fortifications.
|
||
669408 - Taldeer has summoned these fearless warriors from the Craftworld to deal with the quickly escalating conflict on Kronus.
|
||
669409 - The deadly nature of their role tragically shortens their lifespan, a sacrifice that pains Taldeer deeply.
|
||
669450 - Also known as "Taldeer's Swift and Striking spear," they use their warping abilities to cripple the enemy at their weakest point.
|
||
669451 - One of two councils formed of the most legendary Warp Spider Exarchs from Craftworld Ulthwé.
|
||
669452 - Taldeer has summoned these deadly warriors to allow her to strike quickly at crucial points on the battlefield.
|
||
669453 - Can teleport short distances.
|
||
669454 - Effective against Infantry and Heavy Infantry.
|
||
669455 Warp Spider Exarchs
|
||
669500 Fire Dragon Exarch Council
|
||
669501 - Often called upon to deal with the enemy's heaviest vehicle assaults, and to strike the heaviest fortifications.
|
||
669504 - Effective against vehicles and buildings.
|
||
669506 - Honor Guard unit.
|
||
669507 - Council composed of the three greatest Fire Dragon Exarchs from Craftworld Ulthwé.
|
||
669550 Warp Spider Exarchs
|
||
669552 - Also known as "Taldeer's Swift and Striking spear," using their warping abilities to cripple the enemy at their weakest point.
|
||
669553 - One of two councils formed of the most legendary Warp Spider Exarchs from Craftworld Ulthwé.
|
||
669554 - Effective against Infantry and Heavy Infantry.
|
||
669556 - Honor Guard unit.
|
||
669600 XV8 Crisis Guard
|
||
669601 - Part of the Honor Guard provided to O'Kais.
|
||
669602 - Piloted by elite Shas'vre Fire Warrior tasked with defending Kronus by Aun'el himself.
|
||
669603 - Can jetpack quickly around, and over, the battlefield.
|
||
669604 - Weapons can be upgraded to heavy flamers or missile launchers.
|
||
669650 Veteran Stealth Team
|
||
669651 - Advanced stealth and recon unit assigned to O'Kais's Honor Guard.
|
||
669652 - Piloted by elite Shas'vre Fire Warrior tasked with defending Kronus by Aun'el himself.
|
||
669653 - Stealth generators allow XV25s to attack enemies of the Greater Good from hiding.
|
||
669654 - Equipped with powerful fusion blaster and jetpack.
|
||
669700 Crisis Suit Guard
|
||
669701 - Honor Guard unit.
|
||
669702 - Piloted by elite Shas'vre Fire Warrior tasked with defending Kronus by Aun'el himself.
|
||
669703 - Can jetpack quickly around, and over, the battlefield.
|
||
669704 - Weapons can be upgraded to heavy flamers or missile launchers.
|
||
669750 Vespid Elder Strain
|
||
669751 - Honor Guard vehicle.
|
||
669752 - Strain formed entirely of elder Stingwings from Vespid itself sent to protect the colony on Kronus.
|
||
669753 - Effective at destroying buildings.
|
||
669754 - Cannot capture or uncapture Strategic Points.
|
||
669800 Vespid Elder
|
||
669801 - Strain formed entirely of elder Stingwings from Vespid itself sent to protect the colony on Kronus.
|
||
669805 - Can regenerate health by devouring building armor.
|
||
669850 Kroot Alpha Squad
|
||
669851 - Kroot squad formed entirely of alpha carnivores.
|
||
669852 - Effective against Infantry and Heavy Infantry.
|
||
669853 - Fast attack close combat unit.
|
||
669854 - These Kroot hail from the Janus Savannah and pledge their service to Commander O'Kais in order to protect their hunting grounds there.
|
||
669855 - Shaper Harbyx has helped the alphas become elite warriors.
|
||
669900 Kroot Hunting Pack
|
||
669901 - Kroot Hounds bred by the Kroot Shaper Harbyx.
|
||
669902 - Highly skilled hunting hounds that chase down select prey O'Kais marks for death.
|
||
669903 - Effective against Infantry and Heavy Infantry.
|
||
669904 - The Kroot provide these hounds to Commander O'Kais as a gift for liberating their homes in the Rhean Floodlands.
|
||
669950 Kroot Hunting Pack
|
||
669951 - Honor Guard unit.
|
||
669952 - Kroot Hounds bred by the Kroot Shaper Harbyx.
|
||
669953 - Highly skilled hunting hounds that chase down select prey O'Kais marks for death.
|
||
669954 - Effective against Infantry and Heavy Infantry.
|
||
670000 - Elite Fire Warriors tasked with guarding members of the Ethereal caste.
|
||
670001 - General combat unit with a powerful ranged attack.
|
||
670002 - These seasoned veterans can stabilize key positions and provide heavy cover fire.
|
||
670003 - Heavy Infantry.
|
||
670004 Fire Warrior Bodyguard
|
||
670050 Crypt Warrior
|
||
670054 - Effective against Infantry and Heavy Infantry.
|
||
670055 - Necron Warrior entombed with the Necron Lord of Kronus.
|
||
670056 - Serves in his honor guard, cleansing life in his name.
|
||
670057 - Sent to the forefront of the Necron purge.
|
||
670058 Shield Drone
|
||
670060 - Can activate Energy Shield, which protects squad members from enemy ranged fire
|
||
670061 - Drone unit that supports Fire Warrior teams
|
||
670100 Crypt Immortals
|
||
670101 - Only effective against infantry in melee combat.
|
||
670102 - Equipped with Gauss Blasters that are calibrated to penetrate vehicle and building armor.
|
||
670103 - Necron Immortals interred in the same great crypt as the Necron Lord of Kronus.
|
||
670104 - These elite warriors stand as their Lord's bodyguard.
|
||
670105 - Unquestioning and pure, they exist to carry out the great purge of the Necrons.
|
||
670150 Crypt Immortal
|
||
670151 - Necron Immortal entombed alongside the Necron Lord of Kronus.
|
||
670152 - Elite warrior who serves as his Lord's personal bodyguard and retinue.
|
||
670200 Crypt Pariah
|
||
670201 - The newest breed of Necron, Pariahs are revolting combinations of Necron metal and human flesh.
|
||
670202 - Each swipe of a Pariah's Warscythe slows the target's movement speed and lowers maximum health.
|
||
670203 - This effect remains until the Pariahs are eliminated.
|
||
670250 Catacomb Flayed One
|
||
670251 - Flayed One from the great Catacombs of Kronus
|
||
670252 - Chosen by the Necron Lord to be among his special shock troops
|
||
670253 - They cannot rest until the noise of life is silenced forever.
|
||
670300 Crypt Warrior Squad
|
||
670301 - Necron Warrior entombed with the Necron Lord of Kronus.
|
||
670302 - Serves in his honor guard, cleansing life in his name.
|
||
670303 - Honor Guard unit.
|
||
670350 Catacomb Flayed Ones
|
||
670351 - Flayed One from the great Catacombs of Kronus
|
||
670352 - Chosen by the Necron Lord to be among his special shock troops
|
||
670353 - Honor Guard unit.
|
||
670400 Crypt Immortal Squad
|
||
670401 - Necron Immortals entombed alongside the Necron Lord of Kronus.
|
||
670402 - Honor Guard unit.
|
||
670450 Crypt Pariah Squad
|
||
670451 - Honor Guard unit.
|
||
670500 - Honor Guard that serves under El'ores' direct supervision.
|
||
670501 - These battle-hardened veterans will gladly give their lives to save El'ores from harm.
|
||
670502 - General combat unit with a powerful ranged attack.
|
||
670503 - Each of these warriors has been chosen for their outstanding bravery, and selfless devotion to The Greater Good.
|
||
670504 Purge The Weak
|
||
670505 - Increases the health of all Aspiring Champions.
|
||
670508 - Bestows Fear Aura on Aspiring Champions, which improves the health of all squad members.
|
||
670553 Ulthwé Avatar of Khaine
|
||
670554 - Craftworld Ulthwé's Avatar of Khaine.
|
||
670555 - Effective against all units.
|
||
670556 - While alive, all Eldar units are produced faster.
|
||
670557 - Inspires all infantry near him, making them immune to morale.
|
||
670558 - Said to be summoned from a shard of Khaine's fiery heart.
|
||
670600 Ulthwé Avatar of Khaine
|
||
670650 Farseer Taldeer
|
||
670651 - Leader of the Ulthwé Craftworld.
|
||
670700 Farseer Taldeer
|
||
670750 Gorgutz da Warlord
|
||
670751 - Warlord Gorgutz, also known as the scourge of Lorn V.
|
||
670752 - Effective against all unit types.
|
||
670753 - Excels at close combat.
|
||
670754 - Ability upgrades provide attack bonuses for himself and troops.
|
||
670755 - Has managed to organize a Waaaaugh that has ravaged the entire sector.
|
||
670800 Gorgutz da Warlord
|
||
670850 Captain Davian Thule
|
||
670852 - Supreme Commander of the Blood Raven operations on Kronus.
|
||
670853 - Commander Unit (Primary).
|
||
670854 - Supreme Commander of the Blood Raven operations on Kronus.
|
||
670900 Captain Davian Thule
|
||
670901 - Supreme Commander of the Blood Raven operations on Kronus.
|
||
670953 - Ethereal Shi'ores
|
||
670955 - Conversely, all Tau suffer a large morale, health, and damage penalty if El'ores dies (temporary effect).
|
||
670956 - All Tau gain a morale, health, and damage bonus while El'ores is alive.
|
||
670957 - Inspires all Tau units on the map to fight with greater fervour.
|
||
670958 - Commander Unit (Secondary).
|
||
670959 - Tau governor of Kronus.
|
||
670960 Aun'el Shi'ores
|
||
671000 Ethereal Aun'el Shi'ores
|
||
671050 Missile Barrage
|
||
671051 - Enables Missile Barrage ability on Skyray Missile Carrier.
|
||
671052 - Skyray can fire its entire payload at a concentrated target.
|
||
671100 - Allows Chaos Space Marines to use the Infiltration ability.
|
||
671101 Cultist Infiltration Skill
|
||
671102 - Allows Cultists to use the Infiltration ability.
|
||
671150 Nightbringer
|
||
671200 XV88 Broadside Battlesuit
|
||
671201 - Heavy Infantry battlesuit armed with dual missile launchers.
|
||
671202 - Anti-Vehicle Unit
|
||
671203 - Can transform into a powerful weapon platform.
|
||
671210 - Effective against vehicles.
|
||
671211 - Can entrench to bring its railguns to bear, becoming a powerful fixed weapon platform.
|
||
671212 - Uses squad cap.
|
||
671213 - Entrenched Battlesuits have a minimum range and are effective against all targets.
|
||
671250 XV88 Broadside Team
|
||
671252 - Heavy Infantry battlesuit armed with dual missile launchers.
|
||
671253 - Effective against vehicles.
|
||
671254 - Can entrench to bring its railguns to bear, becoming a powerful fixed weapon platform.
|
||
671258 - Entrenched Battlesuits have a minimum range and are effective against all targets.
|
||
671259 - Uses Squad Cap.
|
||
671300 Command Shield Drone
|
||
671301 - Drone unit that supports Commander Kais
|
||
671303 - Transport. No weaponry.
|
||
671305 - Equipped with Anti-Gravity technology
|
||
671307 Devilfish Troop Carrier
|
||
671308 - Can transport infantry units
|
||
671309 - Can activate Energy Shield, which protects Commander from enemy ranged fire.
|
||
671350 Gun Drone
|
||
671351 - Has a short-ranged attack that is effective against infantry and vehicles.
|
||
671352 - Explode violently when low on health.
|
||
671354 - Improves speed and health of squad.
|
||
671355 - Commands Kroot Carnivore and Kroot Hound squads.
|
||
671356 - Commander Unit (secondary)
|
||
671357 Kroot Shaper
|
||
671400 Shield Drone Wargear
|
||
671404 Entrench
|
||
671405 - XV88 Broadside Battlesuits entrench into a defensive position.
|
||
671408 - Entrenched units are immobile and have a minimum range.
|
||
671409 - Firepower and range both increase signficantly.
|
||
671410 - Allows Broadsides to fire their powerful railguns.
|
||
671450 Gun Drone Wargear
|
||
671500 Essence of the Nightbringer
|
||
671501 - A manifestation of the Nightbringer, one of the C'tan deities of the Necrons.
|
||
671502 - Damage has no effect on the Nightbringer, but transfers to the Necron Lord when he reverts to his normal form.
|
||
671503 - Effective against all units.
|
||
671551 Essence of the Nightbringer
|
||
671552 - A manifestation of the Nightbringer, one of the C'tan deities of the Necrons.
|
||
671554 - Effective against all units.
|
||
671555 - Damage has no effect on the Nightbringer, but transfers to the Necron Lord when he reverts to his normal form.
|
||
671600 Eliphas the Inheritor
|
||
671601 - Boosts morale recovery when attached to squads.
|
||
671602 - Commander of the Word Bearers on Kronus
|
||
671603 - Black Apostle of Chaos Undivided
|
||
671650 Farseer Taldeer
|
||
671651 - Commander of the Craftworld Ulthwé forces on Kronus.
|
||
671700 Governor-Militant Lukas Alexander
|
||
671701 - Led by Governor-Militant Lukas Alexander, commander of the First Kronus Liberators
|
||
671702 - The Governor-Militant can add other leaders to the squad (such as a Commissar or Priest).
|
||
671750 Warlord Gorgutz 'Ead'Unter
|
||
671751 - Boss of the Waaagh!
|
||
671800 Necron Lord of Kronus
|
||
671801 - Commander of the Necrons reborn on Kronus.
|
||
671850 Shas'o Kais
|
||
671851 - Military commander of the Tau forces on Kronus.
|
||
671852 - Serves at the side of Aun'el Shi'ores
|
||
671853 - Pilots an experimental XV22 Battlesuit that can receive powerful wargear upgrades.
|
||
671900 Curse of The Machine Spirits
|
||
671901 - Temporarily immobilizes the target vehicle.
|
||
671902 - Deactivates the vehicle's weapons.
|
||
671903 - Can only be cast on vehicles.
|
||
671950 Snare Trap
|
||
671952 - Throws a Snare Trap on the targeted area.
|
||
671953 - Left-click and target a location to activate.
|
||
671954 - Traps infiltrate after a small delay and trigger when an enemy unit passes over them.
|
||
671955 - Snared units temporarily lose movement speed and attack strength.
|
||
672000 Fire Bomb
|
||
672001 Snare Trap
|
||
672002 - Snared units temporarily lose movement speed and attack strength.
|
||
672003 - Traps infiltrate after a small delay and trigger when an enemy unit passes over them.
|
||
672050 Nightmare Shroud
|
||
672051 - Allows the Necron Lord to strike terror into enemy units.
|
||
672052 - Terrorized enemy units will cease attacking and run away in fear.
|
||
672053 - Nightmare Shroud also makes the Necron Lord immune to morale damage.
|
||
672100 Essence of the Nightbringer
|
||
672101 - Allows the Necron Lord to transform into the Essence of the Nightbringer.
|
||
672102 - This powerful manifestation of the terrible C'tan deity can lay waste to your enemies.
|
||
672150 - Infantry
|
||
672153 - Psychic unit with many powerful abilities focused on weakening enemy resolve.
|
||
672154 - Detects infiltrated units.
|
||
672200 - Causes damage to enemy units
|
||
672250 - Infantry Unit
|
||
672253 - Psychic unit with many powerful abilities focused on weakening enemy resolve.
|
||
672254 - Detects infiltrated units.
|
||
672300 Stealth Burst Cannon Enhancements
|
||
672301 - Increases damage of all Stealthsuit weapons.
|
||
672350 Feral Leap
|
||
672351 - Enables Kroot Carnivores and Hounds to close on enemy units with powerful leaps.
|
||
672352 - Feral Leap inflicts damage and knocks down the target.
|
||
672401 - Heavy Infantry.
|
||
672402 - Elite infantry troops with Psyker abilities.
|
||
672403 Grey Knights
|
||
672404 - Highly effective against Daemons.
|
||
672405 - Heavy Infantry.
|
||
672406 - Space Marines from a secretive chapter serving the Emperor's Inquisition.
|
||
672450 Grey Knight
|
||
672452 - Elite infantry troops with Psyker abilities.
|
||
672453 - Highly effective against Daemons.
|
||
672454 - Heavy Infantry.
|
||
672455 - Space Marines from a secretive chapter serving the Emperor's Inquisition.
|
||
672500 - Detects infiltrated units.
|
||
672502 - Good at interrupting enemy infantry.
|
||
672503 Harlequin
|
||
672504 - Fast attack, close combat unit.
|
||
672505 - Enigmatic servant of the Eldar Laughing God.
|
||
672506 - Commander unit (secondary)
|
||
672550 Harlequin
|
||
672551 - Commander Unit. (Secondary)
|
||
672552 - Enigmatic servant of the Eldar Laughing God.
|
||
672553 - Good at interrupting enemy infantry.
|
||
672554 - Fast attack, close combat unit.
|
||
672555 - Detects infiltrated units.
|
||
672600 Flash Gitz
|
||
672602 - Orks carrying destructive Kustom Shootas.
|
||
672603 - Heavy Infantry.
|
||
672604 - Take great pride in their special weapons.
|
||
672605 - Superior ranged attack.
|
||
672650 Heavy Weapons Team
|
||
672651 - Heavy Infantry.
|
||
672652 - Entrenches into a defensive fortification to deploy heavy weapon.
|
||
672653 - Sandbag encampment protects team while entrenched.
|
||
672654 - Can upgrade to anti-vehicle weapons.
|
||
672700 Heavy Weapons Team
|
||
672701 - Heavy Infantry.
|
||
672702 - Entrenches into a defensive fortification to deploy heavy weapon.
|
||
672703 - Sandbag encampment protects team while entrenched.
|
||
672704 - Can upgrade to anti-vehicle weapons.
|
||
672750 Kasrkin Bodyguard
|
||
672751 - Highly trained Kasrkin commando.
|
||
672752 - Acts as the Governor Militant's personal bodyguard
|
||
672753 - Heavy Infantry
|
||
672800 Governor's Raiment Wargear
|
||
672850 The Greater Good
|
||
672851 - Fills Tau troops with the Greater Good
|
||
672852 - Heals all surrounding Tau troops
|
||
672853 - Heals all surrounding Tau troops
|
||
672854 - Improves morale and quickly regenerates health of all nearby Tau
|
||
672900 Burna Bomb
|
||
672901 - Puts down a Burna Bomb that blows up after it counts down.
|
||
672902 - Left-click and target a location to activate.
|
||
672903 - Left-click and target a location to activate.
|
||
672904 - Don't get blasted by yer own bomb!
|
||
672950 - Explodes in fiery death after the countdown time expires.
|
||
672951 - Get yer boyz away from it!
|
||
673000 - Prepares the Chaos Lord's ascension to a Daemon Prince.
|
||
673001 - Once prepared, the Daemon Prince can be summoned on the Chaos Lord.
|
||
673002 Daemon Prince Summoning
|
||
673050 - Once prepared, the Bloodthirster can be summoned on the Chaos Sorcerer or any Aspiring Champion.
|
||
673100 Harbinger Drones
|
||
673103 - Contains a limited power cell.
|
||
673104 - Drones launched from the Drone Harbinger vehicle.
|
||
673105 - Light Vehicle.
|
||
673150 Psychic Inquisition
|
||
673151 - Generates a psychic energy that tortures enemy units.
|
||
673152 - This energy haunts an area, dancing around seeking victims.
|
||
673200 - Lets out a fearsome roar, which breaks the morale of nearby enemies.
|
||
673201 Daemon Roar
|
||
673202 - Left-click to activate.
|
||
673250 - Part of the Honor Guard summoned by the Ethereal
|
||
673251 - Can jetpack quickly around, and over, the battlefield.
|
||
673252 - Weapons can be customized to deal with different opponents.
|
||
673300 Honor Guard
|
||
673350 Disruption Field
|
||
673352 - Improves Necron Warrior health and damage.
|
||
673353 - Unnatural energies pulse across the living metal of the Necron Warriors.
|
||
673400 Enhanced Disruption Field
|
||
673401 - Further improves Necron Warrior health and damage.
|
||
673450 Long Range Scanner
|
||
673451 - Scans an area for infiltrated units.
|
||
673452 - Left-click and target a location to activate.
|
||
673500 More Sluggas
|
||
673501 - Makes Slugga Boyz squads free to recruit.
|
||
673502 Wraithflight
|
||
673503 - Further reduces the amount of ranged damage that Wraiths receive.
|
||
673505 - Improves Wraith movement speed.
|
||
673506 - The ancient energies of the Necron augment their ghostly units.
|
||
673507 - Makes Slugga Boyz squads free to recruit.
|
||
673508 - Get more Boyz fer da Waaagh!
|
||
673550 Vespid Strain Leader
|
||
673551 - Heavy Infantry commander.
|
||
673552 - Fast attack close combat unit.
|
||
673553 - Taint sinks into the ground making it difficult to spot.
|
||
673554 - Tainted wards in the soil reveal infiltrated enemies who pass nearby.
|
||
673555 Tainted Auspex
|
||
673557 - Can jump quickly around, and over, the battlefield.
|
||
673558 - Effective at disrupting enemy infantry and destroying buildings.
|
||
673559 - Cannot capture or uncapture Strategic Points.
|
||
673560 - Improves health of Vespid squad.
|
||
673600 Lascannon
|
||
673602 Tainted Auspex
|
||
673603 - Can place tainted wards in the soil that reveal infiltrated enemies who pass nearby.
|
||
673605 - Placed wards sink into the ground making them difficult to spot.
|
||
673606 - Left-click to place a ward at your current location.
|
||
673609 - Effective against vehicles.
|
||
673610 - Upgrades the team's heavy weapon to a lascannon.
|
||
673650 - Medium to Long Range.
|
||
673651 Autocannon
|
||
673653 - Effective against vehicles.
|
||
673700 Spaceport Servitor
|
||
673702 - Capturing these Servitors will ensure your ability to run the spaceport.
|
||
673703 - A Servitor with data indicating how to operate the Pavonis spaceport.
|
||
673750 - A Servitor with data indicating how to operate the Pavonis spaceport.
|
||
673751 - Capturing these Servitors will ensure your ability to run the spaceport.
|
||
673752 Spaceport Servitor
|
||
673800 Veteran Pathfinder Team
|
||
673801 - Shas'ui Pathfinders who have served with Commander O'Kais in many conflicts.
|
||
673802 - Act as the Commander's eyes and ears, scouting ahead and spotting enemy positions.
|
||
673803 - Armed with markerlights to mark enemy units, making targets more vulnerable to attack.
|
||
673804 - High firepower with low health.
|
||
673850 Shaper Harbyx
|
||
673851 - Elder Shaper Harbyx is native to the Orestan Plains, but respected among Kroot across Kronus.
|
||
673852 - He bred the Hunting Hounds and Kroot Alphas, and serves with O'Kais to free his world.
|
||
673900 Kroot Elder Shaper
|
||
673901 - Elder Shaper Harbyx is respected among Kroot across Kronus.
|
||
673902 - He bred the Hunting Hounds and Kroot Alphas, and serves with O'Kais to free his world.
|
||
673903 - Commands Kroot Carnivore and Kroot Hound squads
|
||
673904 - Honor Guard unit.
|
||
673950 Veteran Pathfinder Team
|
||
673951 - Honor Guard unit.
|
||
673952 - Shas'ui Pathfinders who have served with Commander O'Kais in many conflicts.
|
||
674000 Veteran Stealth Team
|
||
674001 - Honor Guard unit.
|
||
674002 - Piloted by elite Shas'vre Fire Warrior tasked with defending Kronus by Aun'el himself.
|
||
674003 - Stealth unit able to attack and capture points while infiltrated.
|
||
674004 - Equipped with powerful fusion blaster and jetpack.
|
||
674050 - Entrenches into a defensive fortification to deploy heavy weapon.
|
||
674051 - Sandbag encampment protects team while entrenched.
|
||
674052 Heavy Weapons Team
|
||
674053 - Heavy Infantry.
|
||
674054 - Can upgrade to anti-vehicle weapons.
|
||
674100 Heavy Weapons Team
|
||
674101 - Heavy Infantry.
|
||
674102 - Entrenches into a defensive fortification to deploy heavy weapon.
|
||
674103 - Sandbag encampment protects team while entrenched.
|
||
674104 - Can upgrade to anti-vehicle weapons.
|
||
674150 - Commander of the Necrons reborn on Kronus.
|
||
674151 Necron Lord of Kronus
|
||
674200 Shas'o Kais
|
||
674201 - Military commander of the Tau forces on Kronus.
|
||
674202 - Serves at the side of Aun'el Shi'ores
|
||
674203 - Pilots an experimental XV22 Battlesuit that can receive powerful wargear upgrades.
|
||
674204 - Has no melee attack.
|
||
674205 - Plants Snare Traps, which slows enemy movement and attack speed.
|
||
674206 - Effective against all unit types.
|
||
674250 Autocannon
|
||
674251 Rapid-fire heavy weaponry designed to eliminate heavy infantry or light vehicles.
|
||
674252 Long range.
|
||
674254 - Long range.
|
||
674255 - Rapid-fire heavy weaponry designed to eliminate heavy infantry or light vehicles.
|
||
674256 - Upgrades the team's heavy weapon to an autocannon.
|
||
674300 Chronometron
|
||
674301 - Allows Necrons to act out of phase with the normal time flow.
|
||
674302 - Necron units advance normally while their opponents move in slow motion.
|
||
674303 - Left-click to activate.
|
||
674350 Devilfish Troop Carrier
|
||
674351 - Light vehicle.
|
||
674352 - Stealth transport that can deliver infantry across the battlefield unseen.
|
||
674353 - Burst cannon provides close defense.
|
||
674354 Harlequin's Kiss
|
||
674355 - The Harlequin drives a hollow spike into her victim and deploys the monofilament wire inside it, killing the target instantly.
|
||
674356 - Causes splashes of boiling blood that injure surrounding units.
|
||
674357 - Left-click and target an enemy squad to activate.
|
||
674361 - Left-click and target an enemy squad to activate.
|
||
674400 Devilfish Troop Carrier
|
||
674401 - Light vehicle.
|
||
674402 - Stealth transport that can deliver infantry across the battlefield unseen.
|
||
674403 - Burst cannon provides close defense.
|
||
674450 - Honor Guard vehicle.
|
||
674451 Harbinger Drones
|
||
674455 - Contains a limited power cell.
|
||
674456 - Drones launched from the Drone Harbinger vehicle.
|
||
674457 - Light Vehicle.
|
||
674500 - Honor Guard unit.
|
||
674501 - Honor Guard unit.
|
||
674502 - Aun'el has hand-chosen each of these warriors from among the veterans of past conflicts.
|
||
674503 - These elite Shas'ui can stabilize key positions and provide heavy cover fire.
|
||
674504 - General combat unit with a powerful ranged attack.
|
||
674550 - Honor Guard unit.
|
||
674600 - Honor Guard vehicle.
|
||
674650 - Allows Grey Knights to approach enemies at blinding speed.
|
||
674654 - Furious Charge works only if Grey Knights are in the Assault stance.
|
||
674655 - The momentum from the lightning-fast movement is converted into a devastating attack.
|
||
674656 Furious Charge
|
||
674657 - Passive ability.
|
||
690010 Blood Ravens Chapter
|
||
690011 1st Kronus Regiment
|
||
690012 Craftworld Ulthwé
|
||
690013 Gorgutz' Waaagh!
|
||
690014 Word Bearers Legion
|
||
690015 T'au Strike Force
|
||
690016 Kronus Tomb World
|
||
690080 Cadian 412th Command
|
||
690081 Cadian 412th Strike Force
|
||
690082 Cadian 412th Company
|
||
690083 Ulthwé Command
|
||
690084 Ulthwé Strike Force
|
||
690085 Ultramarine Strike Group
|
||
690086 Mob Gorgutz
|
||
690087 Clan Gorgutz
|
||
690088 Blood Legion of Khorne
|
||
690089
|
||
690090
|
||
690150 Flame Thrower
|
||
690200 Sergeant
|
||
690201 - Infantry Commander.
|
||
690202 - Adds Hit Points to every squad member.
|
||
690203 - Adds Morale to the squad.
|
||
690204 - Upgrades one member of the squad to the indicated heavy weapon.
|
||
690205 - All plasma weapons use magnetic fields to project super-heated streams of molten plasma.
|
||
690206 - Effective against Heavy Infantry.
|
||
690207 - Weapon can be fired while unit is moving, but is less accurate than if the unit were stationary.
|
||
690208 Plasma Gun
|
||
690250 Kasrkin Sergeant
|
||
690251 - Heavy Infantry Sergeant.
|
||
690252 - Commando unit leader.
|
||
690253 - Adds Hit Points to each squad member.
|
||
690254 - Adds Morale to the squad.
|
||
690255 - Upgrades one member of the squad to the indicated heavy weapon.
|
||
690256 - Fires fragmentation grenades.
|
||
690257 - Medium to Long Range.
|
||
690258 - Effective against Infantry.
|
||
690259 Grenade Launcher
|
||
690301 - Ogryn Leader.
|
||
690302 - Can take more punishment than the standard Ogryn.
|
||
690303 Ogryn Bone'ead
|
||
690304 - Has a Powerful melee attack.
|
||
690305 - Adds Hit Points to each squad member.
|
||
690306 - Adds Morale to the squad.
|
||
690351 - The primary unit of the Imperial Guard.
|
||
690352 - Infantry.
|
||
690356 Imperial Guardsmen
|
||
690359 - Attach Commissars or Priests to greatly increase their power.
|
||
690360 - Powerful when massed in large numbers.
|
||
690361 - Weak in small numbers or without leaders.
|
||
690362 - Effective against Infantry and Heavy Infantry.
|
||
690400 - Heavy Infantry.
|
||
690401 - Heavy gunner that is weak when undeployed but powerful when deployed.
|
||
690402 - Strong against Infantry and Heavy Infantry.
|
||
690403 - Immobile when deployed but takes little damage.
|
||
690404 - Strong against Infantry and Heavy Infantry.
|
||
690405 - Immobile when deployed but takes little damage.
|
||
690406 - Mobile when undeployed but vulnerable.
|
||
690407 - Effective against Infantry and Heavy Infantry.
|
||
690408 - Immobile when deployed but take little damage in this state.
|
||
690409 - Mobile when undeployed but vulnerable in this state.
|
||
690410 - Effective against Infantry and Heavy Infantry.
|
||
690411 Heavy Weapon Platoon
|
||
690412 - Can be upgraded with anti-vehicle weaponry.
|
||
690455 Kasrkin
|
||
690456 - Elite commando units.
|
||
690457 - Deal high damage and have a long range.
|
||
690458 - Can move more quickly than other Infantry.
|
||
690459 - Effective against Infantry and Heavy Infantry.
|
||
690500 - Heavy Infantry.
|
||
690501 - Powerful melee attack.
|
||
690506 Ogryn
|
||
690510 - Large size requires them to use two slots in transports and building garrisons.
|
||
690511 - Effective against Infantry and Heavy Infantry.
|
||
690512 - Can take heavy punishment.
|
||
690513 - Strong ranged attack but highly inaccurate.
|
||
690550 - Infiltration unit.
|
||
690551 - Can kill most Infantry units with one shot.
|
||
690552 - Equipped with a long range sniper rifle.
|
||
690553 - Assassination Scope allows the Assassin to temporarily increase range.
|
||
690555 Assassin
|
||
690556 - Effective against Infantry and hero units.
|
||
690600 - Infantry Commander.
|
||
690601 - These fearless leaders are the backbone of the Imperial Guard.
|
||
690606 Commissar
|
||
690608 - Boosts the Morale and health regeneration of any squad he is attached to.
|
||
690609 - Can execute cowards to make other Infantry fight harder.
|
||
690650 - Infantry Commander.
|
||
690651 - Inspire squads to fight courageously.
|
||
690652 - Add hitpoints and morale to any squad they are attached to.
|
||
690654 Priest
|
||
690655 - Fanaticism ability can make their squads temporarily invulnerable.
|
||
690656 - Increase the damage output of any squad they are attached to.
|
||
690700 - Support Unit.
|
||
690705 Psyker
|
||
690707 - Strip Soul ability can do high damage to single humanoid units.
|
||
690708 - Lightning Arc ability can decimate entire Infantry squads.
|
||
690709 - Can use their abilities to turn the tide of battles.
|
||
690710 - Detects infiltrated units.
|
||
690761 Command Squad
|
||
690762 - Led by the Imperial General.
|
||
690763 - The Imperial General can add other leaders to the squad (such as a Commissar or Priest).
|
||
690764 - This squad can counter the heroes of the other races.
|
||
690800 - Builder Unit.
|
||
690801 - Legendary builders from the Adeptus Mechanicus.
|
||
690802 - Can repair units more quickly and efficiently than the builders of other races.
|
||
690803 - Their exoskeletons allow them to take more punishment than other builder units.
|
||
690804 Techpriest Enginseer
|
||
690850 - Heavy Vehicle.
|
||
690851 - The ultimate assault vehicle.
|
||
690852 - Equipped with unmatchable firepower.
|
||
690853 - Can take enormous amounts of punishment.
|
||
690855 Baneblade
|
||
690900 Basilisk
|
||
690901 - Heavy Artillery.
|
||
690902 - Has incredibly long range.
|
||
690903 - Does heavy damage in an area of effect.
|
||
690907 - Effective against Infantry and buildings.
|
||
690950 Chimera
|
||
690951 - Assault Vehicle.
|
||
690952 - Transport vehicle that can hold up to 3 squads of Infantry.
|
||
690953 - Firing ports allow Infantry to fire out while garrisoned inside.
|
||
690954 - Effective against Infantry.
|
||
691000 Hellhound
|
||
691001 - Assault Vehicle.
|
||
691002 - Flame thrower unit that can take heavy punishment.
|
||
691003 - Effective against Infantry.
|
||
691004 - Excels at taking down buildings.
|
||
691050 Leman Russ Battle Tank
|
||
691051 - Medium Tank.
|
||
691052 - Assault tank that can take heavy punishment.
|
||
691053 - Effective against both Infantry and vehicles.
|
||
691100 Sentinel
|
||
691101 - Light Vehicle.
|
||
691102 - Fast moving raiding unit that can uncapture Strategic Points.
|
||
691103 - Effective against other vehicles.
|
||
691150 Field Command
|
||
691151 - Imperial Guard HQ
|
||
691152 - Produces: Enginseers, Guardsmen, Commissars, Priests, Sanctioned Psykers and Assassins
|
||
691153 - Telepathica Temple addon allows the production of Psykers
|
||
691154 - Ministorum Temple addon allows the production of Priests
|
||
691155 - Vindicare Temple addon allows the production of Assassins
|
||
691156 - Vindicare Temple addon allows the production of Assassins
|
||
691157 - Ministorum Temple addon allows the production of Priests
|
||
691158 - Telepathica Temple addon allows the production of Psykers
|
||
691159 - Projects a Control Area that allows other buildings to be built nearby
|
||
691200 - Requisitions Infantry units.
|
||
691201 - Produces: Guardsmen, Heavy Weapons Teams, Command Squad, Ogryns and Kasrkin.
|
||
691202 - Heavy Weapons Vault addon allows the production of Heavy Weapons Platoons.
|
||
691214 Infantry Command
|
||
691216 - Each Infantry Command increases the Squad Cap by 6.
|
||
691250 - Place on Strategic Points and Relics.
|
||
691251 - Increases the Requisition resource production rate.
|
||
691252 - Solidifies your hold on a strategic location by placing a building on it.
|
||
691253 - Can be upgraded with weapons and to produce more Requisition.
|
||
691254 - Projects a Control Area around itself, allowing other buildings to be built nearby.
|
||
691255 Listening Post
|
||
691256 - Solidifies your hold on a strategic location by placing a building on it.
|
||
691257 - Place on Strategic Points and Relics.
|
||
691258 - Can be upgraded with weapons and to produce more Requisition.
|
||
691259 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
691260 Tower of Loathing
|
||
691261 Listening Post
|
||
691300 - Allows you to research weapon upgrades for your Infantry units.
|
||
691301 - Allows the addition of Sergeants to Infantry squads.
|
||
691302 - Required to upgrade your Field Command to a Battle Command.
|
||
691303 Tactica Control
|
||
691350 - Produces the most powerful Imperial Guard unit: the Baneblade.
|
||
691352 Mars Pattern Command
|
||
691400 - Requisitions vehicle units.
|
||
691406 Mechanized Command
|
||
691409 - Each Mechanized Command increases the Vehicle Cap by 6.
|
||
691410 - Required to upgrade your Battle Command to a Regimental Command.
|
||
691450 Mine Field
|
||
691451 - Mine Fields contain mines that will explode when enemy units pass over them.
|
||
691452 - Mine Fields cannot be seen by most enemy units.
|
||
691453 - Once detected, enemies can attack and destroy Mine Fields.
|
||
691454 - After enough mines are triggered the Mine Field will be destroyed.
|
||
691455 - Commanders can detect Mine Fields.
|
||
691456 eldar_icons/mine_field
|
||
691457 - Mine Fields contain mines that will explode when enemy units pass over them.
|
||
691458 - Mine Fields cannot be seen by most enemy units.
|
||
691459 - Once detected, enemies can attack and destroy Mine Fields.
|
||
691460 - After enough mines are triggered the Mine Field will be destroyed.
|
||
691461 - Commanders can detect Mine Fields.
|
||
691462 Mine Field
|
||
691463 Purgatus Mines
|
||
691500 Plasma Generator
|
||
691501 - Generates the Power resource.
|
||
691502 - A single HQ building (Field Command) can only support a limited number of generators.
|
||
691503 - Plasma Generators are volatile and will damage anything nearby when they are destroyed.
|
||
691504 - Generates the Power resource.
|
||
691505 - A single HQ building (Kabal Fortress) can only support a limited number of Generators.
|
||
691506 - Plasma Generators are volatile and will damage anything nearby when they are destroyed.
|
||
691507 Plasma Generator
|
||
691508 Plasma Generator
|
||
691550 Thermo Plasma Generator
|
||
691551 - Generates the Power resource at a higher rate than Plasma Generators.
|
||
691552 - Can only be built on top of Slag Deposits.
|
||
691553 - Thermo Plasma Generators are volatile and will damage anything nearby when they are destroyed.
|
||
691554 - Projects a Control Area around itself, allowing other buildings to be built nearby.
|
||
691555 Thermo Plasma Generator
|
||
691556 - Generates the Power resource at a higher rate than Plasma Generators.
|
||
691557 - Can only be built on top of Slag Deposits.
|
||
691558 - Thermo Plasma Generators are volatile and will damage anything nearby when they are destroyed.
|
||
691559 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
691560 Thermo Plasma Generator
|
||
691601 Heavy Bolter Turret
|
||
691605 - Effective against Infantry units.
|
||
691606 - Emplaced turret equipped with twin-linked Heavy Bolters.
|
||
691607 - Detects infiltrated units.
|
||
691650 Basilisk Depot
|
||
691651 - Permanent addon to the Mechanized Command.
|
||
691652 - Allows the production of Basilisks.
|
||
691653 - Basilisks are effective against Infantry and buildings.
|
||
691700 Heavy Weapon Vault
|
||
691701 - Permanent addon to the Infantry Command.
|
||
691702 - Allows production of the Heavy Weapons Platoon.
|
||
691703 - The Heavy Weapons Platoon is good for fortifying key positions.
|
||
691750 Hellhound Depot
|
||
691751 - Permanent addon to the Mechanized Command.
|
||
691752 - Allows the production of Hellhounds.
|
||
691753 - The Hellhound is effective against Infantry and buildings.
|
||
691800 Battle Command
|
||
691801 - Upgrades your Field Command to a Battle Command.
|
||
691802 - The Battle Command allows for the production of more advanced buildings, units, and vehicles.
|
||
691803 Ecclesiarchal Cathedral
|
||
691850 - Upgrades your Battle Command to a Regimental Command.
|
||
691851 - The Regimental Command allows for the production of more advanced buildings, units, and vehicles.
|
||
691852 Regimental Command
|
||
691900 Kasrkin Quarters
|
||
691901 - Permanent addon to the Infantry Command.
|
||
691902 - Allows the production of Kasrkin.
|
||
691903 - Kasrkin are effective against Infantry and Heavy Infantry.
|
||
691950 - Permanent addon to the Mechanized Command.
|
||
691951 - Allows the production of Leman Russ Battle Tanks.
|
||
691952 Leman Russ Depot
|
||
691953 - The Leman Russ is effective against Infantry, Heavy Infantry and Vehicles.
|
||
692000 - Fortify this Strategic Point.
|
||
692001 - Fortified Positions produce the Requisition resource at a higher rate.
|
||
692002 - Fortified Positions are tougher, and are equipped with a turreted weapon effective against Infantry and Heavy Infantry.
|
||
692003 Fortified Position Addon
|
||
692050 - Permanent addon to the Battle Command.
|
||
692051 - Allows the production of Priests.
|
||
692052 Ministorum Temple
|
||
692053 - Priests greatly enhance the power of Infantry squads.
|
||
692100 Heavily Fortified Position Addon
|
||
692101 - Heavily fortify this Strategic Point.
|
||
692102 - Heavily fortified positions produce the Requisition resource at a higher rate.
|
||
692103 - Heavily fortified positions are tougher, and are equipped with a turreted weapon effective against Infantry and Heavy Infantry.
|
||
692150 - Permanent addon to the Infantry Command.
|
||
692151 - Allows the production of Ogryns.
|
||
692152 Ogryn Quarters
|
||
692153 - Ogryns are powerful melee units that can take heavy punishment.
|
||
692154 - Effective against Infantry and Heavy Infantry.
|
||
692200 - Permanent addon to the Mechanized Command.
|
||
692201 - Allows the production of Sentinels.
|
||
692202 Sentinel Depot
|
||
692203 - Sentinels are effective against vehicles.
|
||
692250 - Permanent addon to the Field Command.
|
||
692251 - Allows the production of Psykers.
|
||
692252 Telepathica Temple
|
||
692253 - Psykers are powerful caster units.
|
||
692300 - Permanent addon to the Regimental Command.
|
||
692301 - Allows the production of Assassins.
|
||
692302 Vindicare Temple
|
||
692303 - Assassins are effective against Infantry and heroes.
|
||
692350 Weapon Specialization
|
||
692351 - Trains Guardsmen and Kasrkin to specialize with their upgraded weapons.
|
||
692352 - Doubles the damage of the Grenade Launcher and Plasma Gun.
|
||
692353 - Increases the number of heavy weapons a Guardsman squad can carry by 2.
|
||
692400 - Provides a global bonus to Requisition resource production rates.
|
||
692401 - Perform this research if you have an excess of Power but not enough Requisition.
|
||
692402 - First of two possible upgrades.
|
||
692403 Escalate Engagement Research
|
||
692450 - Second of two possible upgrades.
|
||
692451 Ordo Exterminatus Research
|
||
692500 - Provides a global bonus to Power resource production rates.
|
||
692501 - Perform this research if you have an excess of Requisition but not enough Power.
|
||
692502 - First of two possible upgrades.
|
||
692503 Improved Power Grid Research
|
||
692550 - Second of two possible upgrades.
|
||
692551 Plasma Battery Storage Research
|
||
692600 Powered Bayonets
|
||
692601 - Fixes powered bayonets to the Ogryn Ripper.
|
||
692602 - Increases the melee damage done by Ogryns.
|
||
692650 Satellite Targeting Resolution
|
||
692651 - Allows Guardsmen to fire at distant targets selected by satellite comlink.
|
||
692652 - Increases the range of the Guardsmen Lasgun.
|
||
692700 Battle Armor
|
||
692701 - Outfits your Guardsmen with improved armor kits.
|
||
692702 - Makes Guardsmen more durable.
|
||
692750 Kasrkin Armor
|
||
692751 - Outfits your Kasrkin with elite commando armor.
|
||
692752 - Increases the durability of your Kasrkin.
|
||
692800 Genetic Enhancement
|
||
692801 - Outfits your Kasrkin with limited genetic enhancements.
|
||
692802 - Increases Kasrkin movement speed.
|
||
692850 Death before Dishonor
|
||
692851 - Publishes a decree that retreating in battle will be punished with death.
|
||
692852 - Increases the Morale of Guardsmen.
|
||
692900 Will of the Emperor
|
||
692901 - Intensive propaganda campaign educating your men on the importance of this campaign.
|
||
692902 - Further increases the Morale of Guardsmen.
|
||
692950 Assassination Scope
|
||
692951 - High powered scope that doubles the range, sight, and damage of the Assassin's Exitus Rifle.
|
||
692952 - Can only be used for limited periods of time due to the rifle overheating.
|
||
693000 Fanaticism
|
||
693001 - Sends the Priest and his squad into a fanatical frenzy.
|
||
693002 - Squad is immune to all damage while in this frenzied state.
|
||
693050 - Infiltration unit.
|
||
693051 Assassin
|
||
693052 - Equipped with a long range sniper rifle.
|
||
693053 - Can kill most Infantry units with one shot.
|
||
693054 - Assassination scope allows the assassin to temporarily increase range.
|
||
693055 - Effective against Infantry and hero units.
|
||
693100 - Heavy Vehicle.
|
||
693101 - The ultimate assault vehicle.
|
||
693102 - Equipped with unmatchable firepower.
|
||
693103 - Can take enormous amounts of punishment.
|
||
693104 - Effective against all units.
|
||
693105 Baneblade
|
||
693150 - Heavy Artillery.
|
||
693151 - Artillery unit with incredibly long range.
|
||
693152 - Does heavy damage in an area of effect.
|
||
693156 Basilisk
|
||
693158 - Effective against Infantry and buildings.
|
||
693200 - Assault Vehicle.
|
||
693201 - Transport vehicle that can hold up to 3 squads of Infantry.
|
||
693202 - Firing ports allow Infantry to fire while garrisoned inside.
|
||
693203 - Effective against Infantry.
|
||
693204 Chimera
|
||
693250 - Led by the Imperial General.
|
||
693251 - The Imperial General can add other leaders to the squad (such as a Commissar or Priest).
|
||
693252 - This squad can counter the heroes of the other races.
|
||
693253 Command Squad
|
||
693300 - Infantry Commander.
|
||
693301 - Fearless leaders that are the backbone of the Imperial Guard.
|
||
693304 Commissar
|
||
693306 - Boosts the Morale and health regeneration of any squad he is attached to.
|
||
693307 - Can execute cowards to make other Infantry fight harder.
|
||
693350 - Builder Unit.
|
||
693351 - Legendary builders from the Adeptus Mechanicus.
|
||
693352 - Can repair units more quickly and efficiently than other races.
|
||
693353 - Their exoskeletons allow them to take more punishment than other builder units.
|
||
693354 Techpriest Enginseer
|
||
693400 - Infantry.
|
||
693401 - The primary unit of the Imperial Guard.
|
||
693402 - Weak in small numbers or without leaders.
|
||
693403 - Powerful when massed in large numbers.
|
||
693404 - Attach Commissars or Priests to greatly increase their power.
|
||
693405 Guardsmen
|
||
693406 - Effective against Infantry and Heavy Infantry.
|
||
693450 - Heavy Infantry.
|
||
693451 - Immobile when deployed but takes little damage in this state.
|
||
693452 - Mobile when undeployed but vulnerable in this state.
|
||
693453 - Effective against Infantry and Heavy Infantry.
|
||
693454 Heavy Weapon Platoon
|
||
693500 - Assault Vehicle.
|
||
693501 - Flame thrower unit that can take heavy punishment.
|
||
693502 - Excels at taking down buildings.
|
||
693503 - Effective against Infantry.
|
||
693504 Hellhound
|
||
693550 - Elite commando units.
|
||
693551 - Deal high damage and have a long range.
|
||
693552 - Can move more quickly than other Infantry.
|
||
693553 - Effective against Infantry and Heavy Infantry.
|
||
693554 Kasrkin
|
||
693600 - Medium Vehicle.
|
||
693601 - Assault tank that can take heavy punishment.
|
||
693602 - Effective against vehicles and Infantry.
|
||
693603 Leman Russ Battle Tank
|
||
693650 - Heavy Infantry.
|
||
693651 - Powerful melee attack.
|
||
693652 - Strong ranged attack but highly innaccurate.
|
||
693653 - Can take heavy punishment.
|
||
693654 - Effective against Infantry and Heavy Infantry.
|
||
693655 - Large size requires them to use two slots in transports and building garrisons.
|
||
693656 Ogryns
|
||
693700 - Infantry Commander.
|
||
693701 - Inspire their squads to fight courageously.
|
||
693702 - Add hitpoints and morale to any squad they are attached to.
|
||
693704 Priest
|
||
693707 - Increase the damage output of any squad they are attached to.
|
||
693708 - Their Fanaticism ability can make their squads temporarily invulnerable.
|
||
693750 - Support Unit.
|
||
693751 - Can use their abilities to turn the tide of battles.
|
||
693752 - Lightning Arc ability can decimate entire Infantry squads.
|
||
693753 - Strip Soul ability can do high damage to single humanoid units.
|
||
693754 Psyker
|
||
693756 - Strip Soul ability can do high damage to single humanoid units.
|
||
693757 - Lightning Arc ability can decimate entire Infantry squads.
|
||
693758 - Can use their abilities to turn the tide of battles.
|
||
693759 - Detects infiltrated units.
|
||
693800 - Light Vehicle.
|
||
693801 - Fast moving raiding unit that can uncapture Strategic Points.
|
||
693802 - Effective against vehicles.
|
||
693803 Sentinel
|
||
693850 - Upgrades one member of the squad to the indicated heavy weapon.
|
||
693851 Plasma Gun
|
||
693852 - All plasma weapons use magnetic fields to project super-heated streams of molten plasma.
|
||
693853 - Effective against Heavy Infantry.
|
||
693854 - Weapon can be fired while unit is moving, but is less accurate than if the unit were stationary.
|
||
693900 Khorne Berzerkers
|
||
693901 - Heavy melee unit.
|
||
693902 - Quick movement speed allows Khorne Berzerkers to quickly close with enemy units.
|
||
693903 - Heavy Infantry.
|
||
693904 - Effective against Infantry and Heavy Infantry.
|
||
693950 - Heavy Infantry.
|
||
693951 - Heavy melee unit.
|
||
693952 - Quick movement speed allows Khorne Berzerkers to quickly close with enemy units.
|
||
693953 - Effective against Infantry and Heavy Infantry.
|
||
693954 Khorne Berzerkers
|
||
693955 Mark of Khorne
|
||
693956 Causes nearby enemy units to flee for a short period of time.
|
||
694000 - Commander Unit.
|
||
694001 - Has a devastating melee attack.
|
||
694002 - Dramatically increases the regeneration rate of surrounding units.
|
||
694003 - Can issue a shout that demoralizes and slows enemy units.
|
||
694004 Chaplain
|
||
694005 - Effective against Infantry and Heavy Infantry.
|
||
694050 - Commander Unit.
|
||
694051 - Has a devastating melee attack.
|
||
694052 - Dramatically increases the regeneration rate of surrounding units.
|
||
694053 - Effective against Infantry and Heavy Infantry.
|
||
694054 Chaplain
|
||
694100 - Elite Squad.
|
||
694104 Mega Armored Nobz
|
||
694106 - These short bursts of speed cause damage to the Mega Armored Nobz themselves, because of the shoddy electrical systems in their armor.
|
||
694107 - Slow moving but have the ability to move quickly for short periods of time by surging their powered armor.
|
||
694108 - Heavy melee unit that can take incredible amounts of punishment.
|
||
694109 - Detects infiltrated units.
|
||
694150 - Elite Squad.
|
||
694154 Mega Armored Nobz
|
||
694156 - These short bursts of speed cause damage to the Mega Armored Nobz themselves, because of the shoddy electrical systems in their armor.
|
||
694157 - Slow moving but have the ability to move quickly for short periods of time by surging their powered armor.
|
||
694158 - Heavy melee unit that can take incredible amounts of punishment.
|
||
694159 - Detects infiltrated units.
|
||
694200 - Heavy Infantry.
|
||
694201 - Short-ranged assault Infantry.
|
||
694202 - Effective against vehicles and buildings.
|
||
694203 - Grav stabilizers allow them to quickly recover from knockdown effects.
|
||
694204 Fire Dragon
|
||
694250 - Heavy Infantry Leader.
|
||
694251 - Carries a specialized fusion gun that does additional damage.
|
||
694252 - More resilient than the standard Fire Dragon.
|
||
694253 Fire Dragon Exarch
|
||
694300 - Heavy Infantry.
|
||
694301 - Short-ranged assault Infantry.
|
||
694302 - Effective against vehicles and buildings.
|
||
694303 - Grav stabilizers allow them to quickly recover from knockdown effects.
|
||
694304 Fire Dragon
|
||
694354 - Increases the armor of Howling Banshees, making them more durable.
|
||
694355 - Upgrades the power swords of Howling Banshees to do more damage.
|
||
694356 - Increases the movement speed of Howling Banshees.
|
||
694357 - Upgrades Howling Banshee Exarch's Power Sword to the more powerful Executioner.
|
||
694358 - Allows the use of the War Shout ability.
|
||
694359 - When triggered War Shout does massive morale damage to any enemies nearby.
|
||
694360 - Provides a speed bonus when charging into close combat.
|
||
694400 Mysticism
|
||
694401 - All Warlocks gain the Conceal ability (reduces the amount of ranged damage received by the squad).
|
||
694402 - All Warlocks gain the Embolden Ability.
|
||
694403 - All Warlocks gain the Entanglement ability.
|
||
694404 - Warlock weapons are upgraded to power weapons.
|
||
694450 Flame Thrower
|
||
694500 Strafing Run
|
||
694501 - Allows the Command Squad to call in an Air Strike.
|
||
694502 - Air Strikes are devastating barrages that can destroy entire squads.
|
||
694550 Execute
|
||
694551 - Allows you to execute one of your own units.
|
||
694552 - Executing a unit frightens nearby units into fighting harder.
|
||
694553 - Nearby units will double their firing rate.
|
||
694600 Earthshaker Round
|
||
694601 - Devastating shot that can annihilate whole squads of Infantry.
|
||
694602 - Earthshaker Rounds are custom forged on Mars and very expensive.
|
||
694603 - Each shot uses 200 Requisition and 200 Power.
|
||
694650 Fragmentation Grenade
|
||
694651 - Incendiary grenade that can wreak havoc on enemy squads.
|
||
694652 - Does moderate damage to vehicles and buildings.
|
||
694700 Force Field Throw
|
||
694754 - Devastating attack that targets whole squads.
|
||
694755 - Damage is scaled according to squad size.
|
||
694756 Lightning Arc
|
||
694757 - Has a chance to jump to a nearby squad, doing additional damage.
|
||
694800 Strip Soul
|
||
694801 - Unleashes a wave of deadly psychic energy on the mind of the target.
|
||
694803 - This ability is best used against powerful hero units.
|
||
694804 - Has a small chance of backfiring and killing the Psyker himself.
|
||
694850 - Allows the Imperial General to add more leaders to the Command Squad.
|
||
694851 - Increases the maximum size of the Command Squad by 2.
|
||
694852 Missile Turret Upgrade Add-on
|
||
694853 Uncommon Valor
|
||
694854 - Permanently replaces the weapon on this turret with twin-linked Missile Launchers.
|
||
694855 - Missile Launchers are effective against vehicles.
|
||
694856 Multi-Melta Turret Upgrade Add-on
|
||
694900 Heavy Mortar
|
||
694901 - Excellent for throwing enemy troops into disarray.
|
||
694902 - Does high damage to Infantry.
|
||
694903 - Does moderate damage to vehicles.
|
||
694950 Heavy Lascannon
|
||
694951 - Mounted lascannon that that fires a high-intensity bolt.
|
||
694952 - Does high damage to vehicles.
|
||
695000 Heavy Bolter
|
||
695001 - Turret mounted heavy bolter.
|
||
695002 - Does high damage to Infantry.
|
||
695050 Demoralizing Shout
|
||
695051 - A litany of curses that demoralizes an enemy squad.
|
||
695052 - Squad movement speed reduced to 25% of normal for 10 seconds.
|
||
695100 Power Surge
|
||
695101 - Temporary energy surge to the Mega Amored Nobz' power armor.
|
||
695102 - Doubles the movement speed of the squad for 15 seconds.
|
||
695103 - Power surge causes 10 electrical damage to the squad for every second the ability is active.
|
||
695150 Heavy Armor Deployment
|
||
695151 - Upgrades your Machine Cults to handle the deployment of Heavy Armored Vehicles.
|
||
695152 - Allows Predators to be upgraded to Predator Annihilators.
|
||
695153 - Allows requisition of the Land Raider.
|
||
695154 - Allows requisition of Whirlwind artillery tanks.
|
||
695155 - Allows requisition of the Land Raider.
|
||
695200 Predator
|
||
695201 - Effective against Infantry.
|
||
695202 - Heavily armed and armored weapon platform.
|
||
695203 - Heavy Tank.
|
||
695204 - Can be upgraded to be effective against vehicles and buildings.
|
||
695250 - Improves the armor of Nob squads, Nob Leaders and Stormboy Nob Leaders.
|
||
695251 - Increases the health of all Ork vehicles.
|
||
695252 - Allows the production of Looted Tanks.
|
||
695253 - Allows production of the Squiggoth.
|
||
695300 Annihilate the Enemy
|
||
695301 - Escalates the war to a conflict of total annihilation.
|
||
695302 - Allows for the production of Fire Prisms.
|
||
695303 - Allows for the summoning of the Avatar of Khaine.
|
||
695350 Full Scale War
|
||
695351 - Escalates the current engagement to a Full Scale War.
|
||
695352 - Allows the requisition of Leman Russ Battle Tanks.
|
||
695353 - Allows the Mars Pattern Command to be built.
|
||
695400 - All Vypers, Falcon Grav Tanks, Wraithlords and Fire Prisms gain Holo-field ability increasing their health.
|
||
695450 - The ultimate melee combat unit.
|
||
695451 - Effective against Infantry and Heavy Infantry.
|
||
695452 - Have a variety of upgrades to make them more effective (Sacrificial Circle).
|
||
695453 - Heavy Infantry.
|
||
695500 Fortress Gates
|
||
695501 - Impassible gates that block your advance.
|
||
695502 - Can be attacked to clear the way through.
|
||
695550 Tainted Fortress Gates
|
||
695551 - Chaos have tainted this Gate making it nigh invulnerable.
|
||
695553 - You must break through it by any means.
|
||
695600 Prison Gate
|
||
695601 - A gate holding the Squiggoth Trainer captive.
|
||
695602 - Destroy it to gain access to the Squiggoth Trainer.
|
||
695650 Burnaboyz Banner
|
||
695651 - The banner Gorgutz gave da Burnaboyz.
|
||
695652 - Destroy the banner and the Burnaboyz will rebel.
|
||
695700 - The banner Gorgutz gave the Headcrushaz.
|
||
695701 - Destroy the banner and the Headcrushaz will rebel.
|
||
695702 Headcrushaz Banner
|
||
695750 - The banner that Gorgutz gave the Rokkitrangaz.
|
||
695751 Rokkit Rangaz Banner
|
||
695752 - Destroy the banner and the Rokkitrangaz will rebel.
|
||
695800 - The banner that Gorgutz gave the Kwimekz.
|
||
695801 Kwik Mekz Banner
|
||
695802 - Destroy the banner and the Kwikmekz will rebel.
|
||
695850 Titan Weapon
|
||
695851 - One of the minor hull defense weapons.
|
||
695852 - Able to be controlled and used to destroy enemies.
|
||
695853 - Holds immense power.
|
||
695900 Sewer Pipe
|
||
695901 - An exposed sewer pipe.
|
||
695950 Destroyed Sewer Pipe
|
||
695951 - A destroyed exposed sewer pipe.
|
||
696000 Necron Warriors
|
||
696001 - Heavy Infantry.
|
||
696002 - Slow but extremely powerful alien warriors.
|
||
696003 - Destroyed Necron Warriors slowly regenerate over time and rejoin the battle.
|
||
696050 Necron Warrior
|
||
696051 - Heavy Infantry.
|
||
696052 - Slow but extremely powerful alien warriors.
|
||
696053 - Destroyed Necron Warriors slowly regenerate over time and rejoin the battle.
|
||
696100 Necron Monolith
|
||
696101 - Moveable base.
|
||
696102 - Incredibly powerful.
|
||
696103 - Heavy weapons deal immense damage to all units.
|
||
696150 - Daemon.
|
||
696152 Horror Squad
|
||
696154 - A horrific creature summoned directly from The Warp.
|
||
696155 - Effective at ranged combat, ineffective at close combat.
|
||
696156 - Is summoned (teleported) directly onto the battlefield.
|
||
696157 - Effective against Vehicles.
|
||
696200 - Effective against Vehicles.
|
||
696250 - Allows the building of more advanced buildings and units.
|
||
696251 - Contains research to improve Eldar units.
|
||
696300 - Produces: Servitors, Scouts and the Space Marine Chaplain.
|
||
696301 - Space Marine Headquarters building.
|
||
696302 - Contains research to increase the number of units that can be built.
|
||
696303 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
696350 - Produces: Rangers, Howling Banshees, Dark Reapers, Warp Spiders, Fire Dragons, The Avatar, and The Farseer.
|
||
696351 - Contains research to improve certain Infantry units.
|
||
696352 - Requisitions Infantry Units.
|
||
696353 - Allows Building: Soul Shrine.
|
||
696400 - Ork Headquarters building.
|
||
696401 - Each Ork HQ costs incrementally more resources to build.
|
||
696402 - Produces: Gretchin, Slugga Boyz, Mad Doks, Mega Armored Nobz, and the Warboss.
|
||
696403 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
696450 - Allows the Monolith to requisition vehicle units.
|
||
696451 - Allows for the production of: Destroyers, Heavy Destroyer, Attack Scarabs.
|
||
696452 - Contains research to improve the Chaos Lord, Chaos Sorcerer, and Possessed Marines.
|
||
696453 - Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.
|
||
696454 Energy Core
|
||
696500 - Produces: Heretics, Cultists and the Chaos Sorcerer.
|
||
696501 - Chaos Headquarters building.
|
||
696502 - Contains research to increase the number of units that can be built.
|
||
696503 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
696504 - Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.
|
||
696550 - Requisitions Infantry units.
|
||
696551 - Produces: Chaos Lord, Chaos Space Marines, Raptors, and Khorne Berserkers.
|
||
696552 - Allows Building: Armory. Desecrated Fortress add-on (Desecrated Stronghold Structure).
|
||
696553 - Projects an aura that increases your units' regeneration rate, and hurts enemy morale regeneration.
|
||
696600 - Dark Reapers are ranged units that are effective against all Infantry types.
|
||
696601 - Allows the building of Dark Reapers from this building.
|
||
696602 - Upgrades this building with a Dark Reaper Aspect Stone.
|
||
696650 - Warp Spiders are Heavy Infantry with teleportation capabilities.
|
||
696651 - Allows the creation of Warp Spiders from this building.
|
||
696652 - Upgrades this building with a Warp Spider Aspect Stone.
|
||
696653 - Effective against all Infantry types.
|
||
696705 - Heavy Infantry.
|
||
696714 Summon Bloodthirster
|
||
696716 Left-click to possess this unit with the Bloodthirster. This unit will transform into the Bloodthirster.
|
||
696718 - Effective against Infantry and Heavy Infantry.
|
||
696719 - Can be possessed by the Bloodthirster.
|
||
696720 - Uses many powerful abilities focused on damage and limiting enemy movement.
|
||
696721 - Boosts morale recovery when attached to squads.
|
||
696722 - Detects infiltrated units.
|
||
696750 - Can be upgraded with Heavy Bolters to make them more effective against Infantry.
|
||
696751 - Effective against Infantry and Heavy Infantry.
|
||
696752 - Can be upgraded with Infiltration (stealth).
|
||
696753 - Resilient general combat unit strong at ranged and close combat.
|
||
696754 - Heavy Infantry.
|
||
696800 - Can be upgraded with Heavy Bolters to make them more effective against Infantry.
|
||
696801 - Resilient general combat unit strong at ranged and close combat.
|
||
696802 - Heavy Infantry.
|
||
696803 - Can be upgraded with Infiltration (stealth).
|
||
696804 - Effective against Infantry and Heavy Infantry.
|
||
696850 - Contains research to improve the Force Commander, Chaplain and Librarian.
|
||
696900 - Heavy Infantry.
|
||
696901 - The ultimate melee combat unit.
|
||
696902 - Have a variety of upgrades to make them more effective (Sacrificial Circle).
|
||
696903 - Effective against Infantry and Heavy Infantry.
|
||
696950 - Can teleport over short distances.
|
||
696951 - Builder Unit.
|
||
696952 - Constructs all Eldar buildings.
|
||
697000 - Can teleport over short distances.
|
||
697001 - Constructs all Eldar buildings.
|
||
697002 - Builder Unit.
|
||
697051 - Also have the ability to inflict fear in enemy units, causing them to flee in terror.
|
||
697052 - Have the ability to infiltrate.
|
||
697053 - Can take heavy punishment.
|
||
697054 - Powerful melee attack.
|
||
697055 - Heavy Infantry.
|
||
697056 - Effective against Infantry and Heavy Infantry.
|
||
697057 Flayed Ones
|
||
697058 Necron Lord
|
||
697102 - Can use Berserk Fury ability to boost attack damage and morale.
|
||
697103 - Can be upgraded with powerful close combat weapons (Chaos Armory).
|
||
697104 - Leader Unit effective at close combat and boosting squad morale.
|
||
697105 - Heavy Infantry.
|
||
697106 - Effective against Infantry and Heavy Infantry.
|
||
697107 - Can be possessed by the Bloodthirster.
|
||
697108 Summon Bloodthirster
|
||
697109 Left-click to possess this unit with the Bloodthirster. This unit will transform into the Bloodthirster.
|
||
697154 - Able to teleport short distances to escape or catch fleeing units.
|
||
697155 - Effective against all unit types. Excels at close combat.
|
||
697156 - Boosts morale recovery when attached to squads.
|
||
697157 - Detects infiltrated units.
|
||
697200 - Contains research to improve the Big Mek.
|
||
697201 - Requisitions Infantry units.
|
||
697202 - Produces: Big Mek, Slugga Boyz, Shoota Boyz, Flash Gitz, TankBustaz, Stormboyz, and Nobz.
|
||
697203 - Allows building of the Pile O Gunz! and Da Mek Shop.
|
||
697250 - Increases the maximum health and health recharge rate of all Commander units.
|
||
697251 - Increases the recharge rate of all abilities of all Commander Units.
|
||
697252 - Increases the maximum damage dealt by all Commander Units.
|
||
697300 - Increases the maximum health and health recharge rate of all Commander Units.
|
||
697301 - Increases the recharge rate of all abilities of all Commander Units.
|
||
697302 - Increases the maximum damage dealt by all Commander Units.
|
||
697350 - Lightning Arc ability can decimate entire Infantry squads.
|
||
697400 - Eldar Headquarters building.
|
||
697401 - Produces: Bonesingers, Guardians, the Seer Council, and the Harlequin.
|
||
697402 - Contains Fleet of Foot Research that allows most Eldar Infantry to move faster.
|
||
697404 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
697405 - Contains Research to increase the power of Bonesingers, Guardians and Warlocks.
|
||
697450 - Haywire Grenades are effective against Vehicles and Buildings.
|
||
697500 Valkyrie
|
||
697550 Valkyrie
|
||
697600 - Commanders can detect Mine Fields.
|
||
697650 - Commanders can detect Mine Fields.
|
||
697700 - Commanders can detect Mine Fields.
|
||
697750 - Commanders can detect Mine Fields.
|
||
697800 - Disables any weaponry on a building (but does not disable Manned Turrets on Imperial Guard buildings).
|
||
697850 Vehicle
|
||
697851 Building
|
||
697900 Infantry
|
||
697901 Heavy Infantry
|
||
697950 - Artillery is highly inaccurate when firing blind.
|
||
698000 - Puts the Stormboyz' Jump Packs into turbo mode!
|
||
698001 - Temporarily increases the Stormboyz' movement speed.
|
||
698050 - Left-click and target a location or enemy units to activate.
|
||
698051 - Unleashes damaging bolts of psychic energy.
|
||
698052 - Effective against enemy Infantry.
|
||
698100 - Improves ranged weapon accuracy for Guardians, Rangers, Howling Banshees, Dark Reapers, Fire Dragons and Warp Spiders.
|
||
698150 - Improves ranged weapon accuracy for Guardians, Rangers, Howling Banshees, Dark Reapers, Fire Dragons and Warp Spiders.
|
||
698200 Necron Monolith
|
||
698201 - Moveable base.
|
||
698202 - Incredibly powerful.
|
||
698203 - Heavy weapons deal immense damage to all units.
|
||
698250 Shuriken Cannon Platform
|
||
698251 - Weapon Platform that can be used to suppress enemy units.
|
||
698252 - Suppressed enemy units move at a slower speed while being fired upon.
|
||
698253 - Fires in a wide arc to do area effect damage.
|
||
698254 - Uses Vehicle Cap.
|
||
698300 Brightlance Platform
|
||
698301 - Weapon Platform that uses a modified Bright Lance.
|
||
698302 - Does no damage to units but seriously weakens their armor for a short period of time.
|
||
698303 - Armor weakening effect does not stack.
|
||
698350 Destroyer
|
||
698351 - Vehicle
|
||
698352 - Effective against Infantry.
|
||
698353 - Uses Vehicle Cap.
|
||
698354 - Weapon Platform that can be used to suppress enemy units.
|
||
698355 - Suppressed enemy units move at a slower speed while be fired upon.
|
||
698356 - Fires in a wide arc to do area effect damage.
|
||
698400 Heavy Destroyer
|
||
698401 - Effective against Vehicles and Buildings.
|
||
698402 - Uses Vehicle Cap.
|
||
698403 - Weapon Platform that uses a modified Bright Lance.
|
||
698404 - Does no damage to units but seriously weakens their armor for a short period of time.
|
||
698405 - Armor weakening effect does not stack.
|
||
698450 - Can be possessed by the Bloodthirster.
|
||
698451 - Cultists and Chaos Space Marines become imbued with the fury of the Chaos Gods.
|
||
698452 - Permanently increases the amount of damage these units deal in melee combat.
|
||
698453 Furious Charge
|
||
698500 Infantry
|
||
698550 Infantry
|
||
698600 Infantry
|
||
698601 Vehicle
|
||
698602 Building
|
||
698650 Infantry
|
||
698651 Vehicle
|
||
698652 Building
|
||
698700 Infantry
|
||
698701 Heavy Infantry
|
||
698702 Vehicle
|
||
698703 Building
|
||
698750 Infantry
|
||
698751 Heavy Infantry
|
||
698752 Vehicle
|
||
698753 Building
|
||
698800 Infantry
|
||
698801 Heavy Infantry
|
||
698802 Vehicle
|
||
698803 Building
|
||
698850 Infantry
|
||
698851 Heavy Infantry
|
||
698852 Building
|
||
698900 Infantry
|
||
698950 Infantry
|
||
699000 Vehicle
|
||
699001 Building
|
||
699050 Infantry
|
||
699100 Infantry
|
||
699101 Heavy Infantry
|
||
699150 Infantry
|
||
699200 Infantry
|
||
699250 Infantry
|
||
699251 Heavy Infantry
|
||
699252 Vehicle
|
||
699253 Building
|
||
699300 Infantry
|
||
699301 Heavy Infantry
|
||
699302 Vehicle
|
||
699303 Building
|
||
699350 Infantry
|
||
699400 Building
|
||
699401 Vehicle
|
||
699450 Heavy Infantry
|
||
699451 Building
|
||
699452 Vehicle
|
||
699500 Heavy Infantry
|
||
699550 Heavy Infantry
|
||
699600 Heavy Infantry
|
||
699650 Heavy Infantry
|
||
699651 Infantry
|
||
699700 Heavy Infantry
|
||
699701 Infantry
|
||
699702 Vehicle
|
||
699703 Building
|
||
699750 Heavy Infantry
|
||
699801 Infantry
|
||
699802 Heavy Infantry
|
||
699803 Vehicle
|
||
699804 Building
|
||
699850 Building
|
||
699900 Vehicle
|
||
699901 Building
|
||
699950 Heavy Infantry
|
||
700000 - Upgrades this buildings with a Fire Dragon Aspect Stone.
|
||
700001 - Allows the training of Fire Dragons from this buildings.
|
||
700002 - Fire Dragons are effective against vehicles and buildings.
|
||
700003 Fire Dragon Aspect Stone Add-on
|
||
700050 Kustim Gadjitz Research
|
||
700051 - Equips the Big Mek with a Tank Zappa Field.
|
||
700052 - Tank Zappa temporarily disables vehicles.
|
||
700053 - Allows the Big Mek to detect infiltrated units from a greater distance.
|
||
700100 - Increases damage dealt by Slugga Boy flamethrowers.
|
||
700101 - Increases the damage done by rockets.
|
||
700102 - First of two possible upgrades.
|
||
700150 - Increases damage dealt by rokkit-based weapons.
|
||
700151 - Includes Rokkit Launchas carried by Tankbusta squads, and on many turrets and vehicles.
|
||
700200 - Infantry.
|
||
700201 - Basic melee unit.
|
||
700202 - Effective unit for charging the enemy and soaking up enemy fire.
|
||
700203 - Effective against Infantry and Heavy Infantry.
|
||
700204 - Slugga Boyz in a squad become more effective as the squad gets larger.
|
||
700250 - Infantry.
|
||
700251 - Basic ranged combat unit.
|
||
700252 - Can take less punishment than most Orks but do more damage.
|
||
700253 - Effective against Infantry and Heavy Infantry.
|
||
700254 - Can be upgraded with Big Shootas to increase their damage.
|
||
700300 - Melee combat unit.
|
||
700301 - Effective against Infantry, Heavy Infantry and Artillery.
|
||
700302 - Jetpacks quickly around, and over, the battlefield.
|
||
700303 - Heavy Infantry.
|
||
700350 - Infantry.
|
||
700351 - Anti-vehicle unit.
|
||
700352 - Can use Infiltration (stealth).
|
||
700353 - Equipped with handheld Rokkit Launchas.
|
||
700354 - Effective against Vehicles and Buildings.
|
||
700400 - Heavy Infantry.
|
||
700401 - Effective against Infantry and Heavy Infantry.
|
||
700402 - More effective than Slugga Boyz at charging the enemy.
|
||
700457 - Able to teleport short distances to escape or catch fleeing units.
|
||
700458 - Effective against all unit types. Excels at close combat.
|
||
700459 - Boosts morale recovery when attached to squads.
|
||
700460 - Detects infiltrated units.
|
||
700500 - Heavy Infantry.
|
||
700501 - Leader unit effective at close combat and boosting squad morale.
|
||
700502 - Effective against Infantry and Heavy Infantry.
|
||
700503 - Can be upgraded with powerful close combat weapons (Through Pile O Gunz!).
|
||
700550 - Heavy Infantry.
|
||
700551 - Leader unit effective at close combat and boosting squad morale.
|
||
700552 - Effective against Infantry and Heavy Infantry.
|
||
700553 - Can be upgraded with powerful close combat weapons (Through Pile O Gunz).
|
||
700600 - Commander Unit (Primary).
|
||
700606 - Effective against all unit types.
|
||
700607 - Excels at close combat.
|
||
700608 - Ability upgrades provide attack bonuses for himself and troops.
|
||
700609 - Boosts morale recovery when attached to squads.
|
||
700610 - Detects infiltrated units.
|
||
700650 - Heavy Tank.
|
||
700651 - Artillery Unit.
|
||
700652 - Artillery can be fired at very long range, and does not require line of sight.
|
||
700654 - Effective against most unit types.
|
||
700655 - Artillery is highly inaccurate when firing blind.
|
||
700700 - Counts as Vehicle.
|
||
700701 - Heavy Transport / Weapon Platform.
|
||
700702 - Can Transport Infantry.
|
||
700703 - Effective against all unit types.
|
||
700750 - Vehicle.
|
||
700751 - Fast Light Transport, equipped with basic weaponry.
|
||
700752 - Can Transport Infantry.
|
||
700753 - Effective against Infantry.
|
||
700802 - Fast attack unit.
|
||
700803 - Vehicle.
|
||
700804 - Effective against Vehicles.
|
||
700805 - Can be upgraded with a Bomb Chucka to disrupt Infantry.
|
||
700850 - Increases damage dealt by all Shootas and Big Shootas, available on Ork squads and on turrets and vehicles.
|
||
700851 - Dramatically increases the damage of Shoota Boyz.
|
||
700901 - Outfits all Nob Leaders with Power Clawz.
|
||
700950 - First of two possible upgrades.
|
||
700951 - Increases health on the Warboss, Big Mek, Mega Armored Nobz and Nob Leaders.
|
||
701000 - Increases health on the Warboss, Big Mek, Mega Armored Nobz and Nob Leaders.
|
||
701001 - Second of two possible upgrades.
|
||
701050 - Basic ranged combat unit.
|
||
701051 - Can take less punishment than most Orks but do more damage.
|
||
701052 - Can be upgraded with Big Shootas to increase their damage.
|
||
701053 - Effective against Infantry and Heavy Infantry.
|
||
701100 - Basic melee unit.
|
||
701101 - Effective unit for charging the enemy and soaking up enemy fire.
|
||
701102 - Slugga Boyz in a squad become more effective as the squad gets larger.
|
||
701103 - Effective against Infantry and Heavy Infantry.
|
||
701150 - Anti-vehicle unit.
|
||
701151 - Can use Infiltration (stealth).
|
||
701152 - Equipped with handheld Rokkit Launchas.
|
||
701154 - Effective against Vehicles and Buildings.
|
||
701200 - Fast Light Transport, equipped with basic weaponry.
|
||
701201 - Can Transport Infantry.
|
||
701202 - Effective against Infantry.
|
||
701203 - Vehicle.
|
||
701250 - Effective against all unit types.
|
||
701300 - Vehicle.
|
||
701301 - Fast attack unit.
|
||
701302 - Effective against Vehicles.
|
||
701303 - Can be upgraded with a Bomb Chucka to disrupt Infantry.
|
||
701352 - Commander Unit (Primary).
|
||
701356 - Effective against all unit types.
|
||
701357 - Excels at close combat.
|
||
701358 - Ability upgrades provide attack bonuses for himself and troops.
|
||
701359 - Boosts morale recovery when attached to squads.
|
||
701360 - Detects infiltrated units.
|
||
701400 - Anti-Infantry unit.
|
||
701401 - Fires rockets that do area effect damage and disrupt enemy Infantry.
|
||
701402 - Effective at dealing with massed Infantry.
|
||
701403 - Walker Vehicle.
|
||
701450 - Effective against Infantry.
|
||
701451 Predator
|
||
701452 - Heavy Tank.
|
||
701453 - Heavily armed and armored weapon platform.
|
||
701454 - Can be upgraded to be effective against vehicles and buildings.
|
||
701500 - Artillery Tank.
|
||
701502 - Superior to the Hellfire Dreadnought for dealing with massed Infantry.
|
||
701503 - Artillery is highly inaccurate, especially when firing blind.
|
||
701504 - Artillery can be fired at very long range, and does not require line of sight.
|
||
701505 - Vehicle.
|
||
701550 - Superior to the Hellfire Dreadnought for dealing with massed Infantry.
|
||
701551 - Artillery is highly inaccurate, especially when firing blind.
|
||
701552 - Artillery can be fired at very long range, and does not require line of sight.
|
||
701553 - Light Artillery Tank.
|
||
701554 - Vehicle.
|
||
701600 - Effective at dealing with massed Infantry.
|
||
701601 - Fires rockets that do area effect damage and disrupt enemy Infantry.
|
||
701602 - Anti-Infantry.
|
||
701603 - Dreadnought variant that foregoes close combat for more ranged weaponry.
|
||
701604 - Walker Vehicle.
|
||
701650 - Equips all Space Marine squads with Target Finder wargear.
|
||
701651 - Improves ranged weapon accuracy for Space Marine squads.
|
||
701652 - Dramatically increased the damage done by all Space Marine ranged weapons.
|
||
701700 - Equips all Space Marine squads with Bionics wargear.
|
||
701701 - Dramatically increases maximum health of Space Marines, Assault Marines, Terminators, Assault Terminators, Sergeants, and Scouts.
|
||
701702 Wargear: Bionics
|
||
701703 - Increases the Morale of Space Marines, Assault Marines, and Scouts.
|
||
701750 - Upgrade maximum number of heavy weapons Space Marine squads can carry.
|
||
701800 - Anit-Infantry Vehicle. Transport Tank.
|
||
701801 - Effective against Infantry and Heavy Infantry.
|
||
701850 - Close combat upgrades available (HQ).
|
||
701851 - Detects infiltrated units.
|
||
701900 - Effective against Infantry and Heavy Infantry.
|
||
701901 - Call of War upgrade (Soul Shrine) increases their hitpoints and damage.
|
||
701950 - Effective against Infantry and Heavy Infantry.
|
||
701951 - Call of War upgrade (Soul Shrine) increases their hitpoints and damage.
|
||
701952 Terrifies nearby enemies for a limited duration.
|
||
702000 - Effective against Infantry and Heavy Infantry.
|
||
702050 - Effective against Infantry and Heavy Infantry.
|
||
702100 - Effective against Infantry and Heavy Infantry.
|
||
702150 - Effective against Infantry and Heavy Infantry.
|
||
702200 - Effective against Infantry and Heavy Infantry.
|
||
702250 - Effective against Infantry and Heavy Infantry.
|
||
702300 - Effective against Infantry and Heavy Infantry.
|
||
702301 Banshee Exarch Council
|
||
702303 - These Exarchs serve as Taldeer's special advisors and personal protectors.
|
||
702304 - This council is composed of the three eldest Banshee Exarchs from Craftworld Ulthwé.
|
||
702305 - Close combat specialists.
|
||
702307 - Honor Guard unit.
|
||
702350 - Anti-Infantry Vehicle. Transport Tank.
|
||
702351 - Effective against Infantry and Heavy Infantry.
|
||
702400 - Mobilize for War allows the production of more advanced units and abilities.
|
||
702402 - Required for Annihilate the Enemy Research.
|
||
702450 - Increases the armor piercing ability of Possessed Chaos Space Marines.
|
||
702451 - Increases the max movement speed of Possessed Chaos Space Marines.
|
||
702452 - Increases the max movement speed of Possessed Chaos Space Marines.
|
||
702500 - Taps into the deeper energies of Chaos and the brings blessings of the Chaos Gods.
|
||
702501 - Allows Predators to be equipped with ancient Lascannon relics.
|
||
702502 Chaos Energies
|
||
702503 - The favor of the Chaos Gods also allows the summoning of the Bloodthirster.
|
||
702504 - Allows the summoning of the Bloodthirster.
|
||
702505 - Allows Predators to be equipped with ancient Lascannon relics.
|
||
702506 - Increases the health of Predators and Defilers.
|
||
702550 Sniper Training
|
||
702551 - Allows you to upgrade your scouts with sniper rifles.
|
||
702552 - Snipers are feared by most troops for their ability to kill indiscriminately at a distance.
|
||
702553 - Effective against Infantry and for breaking enemy morale.
|
||
702600 - Equips the Force Commander with the Daemon Hammer.
|
||
702601 - Power Swords ignore armor, making them very effective against Heavy Infantry.
|
||
702602 Wargear: Power Weapons
|
||
702603 - Power Swords ignore armor, making them very effective against Heavy Infantry.
|
||
702604 - Equips all Sergeants with Power Swords.
|
||
702605 - Power Swords ignore armor, making them very effective against Heavy Infantry.
|
||
702606 - Equips all Sergeants with Power Swords.
|
||
702607 - Equips the Librarian with a Force Weapon.
|
||
702650 - Power Fists are effective against most unit types, including vehicles, Infantry, and Heavy Infantry.
|
||
702651 - Power Fists ignore armor and greatly increase the user's strength.
|
||
702652 - Equips all Sergeants with Power Fists, powerful close combat weapons.
|
||
702653 - Increases the damage done by the Force Commander's Daemon Hammer.
|
||
702654 - Power Fists are effective against most unit types, including vehicles, Infantry, and Heavy Infantry.
|
||
702655 - Power Fists ignore armor and greatly increase the user's strength.
|
||
702656 - Equips all Sergeants with Power Fists, powerful close combat weapons.
|
||
702657 - Increases the damage done by the Librarian's Force Weapon.
|
||
702658 - Power Fists are effective against most unit types, including vehicles, Infantry, and Heavy Infantry.
|
||
702659 - Power Fists ignore armor and greatly increase the user's strength.
|
||
702660 - Equips all Sergeants with Power Fists, powerful close combat weapons.
|
||
702661 - Increases the damage done by the Chaplain's Crozius Arcanum.
|
||
702700 - Calls in a strafing run on the selected target.
|
||
702701 - Strafing runs are highly inaccurate but do massive amounts of damage.
|
||
702702 Strafing Run
|
||
702750 Tuffer Orkz
|
||
702800 - Increases maximum health of Guardians, Rangers, Howling Banshees, Dark Reapers, Fire Dragons and Warp Spiders.
|
||
702850 Soul Stone
|
||
702851 - Incredibly powerful ability.
|
||
702852 - Does immense damage but has extremely long recharge.
|
||
702853 - Should only be used against the most powerful of foes.
|
||
702900 Heavy Infantry
|
||
702950 Infantry
|
||
702951 Heavy Infantry
|
||
702952 Vehicle
|
||
702953 Building
|
||
703000 Heavy Infantry
|
||
703001 Vehicle
|
||
703002 Building
|
||
703050 Heavy Infantry
|
||
703100 Heavy Infantry
|
||
703150 Heavy Infantry
|
||
703151 Building
|
||
703200 Heavy Infantry
|
||
703250 Heavy Infantry
|
||
703300 Heavy Infantry
|
||
703350 Heavy Infantry
|
||
703351 Vehicle
|
||
703400 Building
|
||
703450 Heavy Infantry
|
||
703451 Vehicle
|
||
703500 Building
|
||
703550 Heavy Infantry
|
||
703600 Heavy Infantry
|
||
703601 Building
|
||
703650 Heavy Infantry
|
||
703700 Heavy Infantry
|
||
703701 Vehicle
|
||
703750 Heavy Infantry
|
||
703800 Building
|
||
703801 Infantry
|
||
703850 - Heavy Infantry.
|
||
703900 Heavy Infantry
|
||
703950 Heavy Infantry
|
||
704000 Lightning Field
|
||
704050 Nightmare Shroud
|
||
704051 - Allows the Necron Lord to strike terror into enemy units.
|
||
704052 - Terrorized enemy units will cease attacking and run away in fear.
|
||
704053 - Nightmare Shroud also makes the Necron Lord immune to morale damage.
|
||
704100 Phase Shifter
|
||
704101 - Allows the Necron Lord and nearby friendly units to phase out of the material universe.
|
||
704102 - Phase shifted units are immune to all forms of damage, but cannot attack.
|
||
704150 Phylactery
|
||
704151 - Surrounds the Necron Lord with thousands of tiny scarabs.
|
||
704152 - These scarabs greatly reduce the amount of ranged damage the Necron Lord takes.
|
||
704153 - These scarabs repair the Necron Lord's body.
|
||
704201 - Allows the Necron Lord to periodically unleash massive photon bursts.
|
||
704202 - All infiltrated units in a large area are revealed.
|
||
704203 - All enemy units in the area are blinded for several seconds.
|
||
704204 - Blinded units cannot fire ranged weapons in the affected zone.
|
||
704205 Solar Pulse
|
||
704250 Phase Shift
|
||
704251 - Causes the Wraith to shift out of the material universe, becoming invulnerable.
|
||
704252 - Wraith is invulnerable while shifted but can do no damage and cannot use abilities.
|
||
704300 - Causes the Energy Auxiliary to surge out into a magnetic maelstrom.
|
||
704301 - Energy Auxiliary's components temporarily become a storm of deadly projectiles that damage all nearby units.
|
||
704302 Magnetic Storm
|
||
704350 Destabilization
|
||
704351 - Vespids use their neutron blasters to temporarily resonate an asynchronous frequency.
|
||
704352 - The effect causes the targeted building to take double damage for a short period of time.
|
||
704354 - This frequency has a devastating effect on building armor and weakens it considerably.
|
||
704400 Drone Self Destruct
|
||
704401 - Temporary ability that allows the player to manually self-destruct the Drone Squad.
|
||
704402 - Simulates the Drones' automatic self-destruct sequence when low on health.
|
||
704450 Synapse Inhibitor
|
||
704451 - Snare Trap that can temporarily disable the synapses of enemy units.
|
||
704452 - Enemy units in the area of effect are temporarily immobilized.
|
||
704453 - Left-click and target an enemy unit to activate.
|
||
704500 Magnetic Blast
|
||
704501 - Causes the Energy Auxiliary to send out a concentrated burst of magnetic energy.
|
||
704502 - All enemy units in the path of the blast are thrown aside and take heavy damage.
|
||
704550 Missile Barrage
|
||
704551 - Causes the Skyray to fire its entire payload at a concentrated target.
|
||
704552 - Focuses massive amounts of damage onto a small area.
|
||
704553 Air Caste Strike
|
||
704555 - Generates a massive, expanding pulse of destruction.
|
||
704556 - Calls down a strike from Air Caste orbital weaponry on the targeted location.
|
||
704557 - Left-click and target a location to activate.
|
||
704558 - Left-click and target a location or enemy squad to activate.
|
||
704600 Sonic Pulse
|
||
704601 - Concentrated burst of sonic energy fired from Vespid neutron blasters.
|
||
704602 - Can disrupt and disorient nearby enemy infantry.
|
||
704603 - Also has the ability to temporarily stun the crew of a vehicle.
|
||
704604 - Left-click to activate.
|
||
704650 Target Acquired
|
||
704651 - High-powered shot that can pierce almost any armor type.
|
||
704652 - Can only be fired intermitently to prevent over-heating of the XV22's weapon systems.
|
||
704653 - Left-click and target an enemy squad.
|
||
704654 - High-Powered shot that can pierce almost any armor type.
|
||
704700 Awakened Monolith
|
||
704701 - Brings several of the Monolith's dormant systems back online.
|
||
704702 - Allows the Monolith to summon more advanced units from their tombs below the planet's surface.
|
||
704703 - Increases the power of the Necron Lord.
|
||
704750 Engaged Monolith
|
||
704751 - Brings most of the Monolith's dormant systems back online.
|
||
704752 - Allows the Monolith to summon more powerful units from their tombs below the planet's surface.
|
||
704753 - Further increases the power of the Necron Lord.
|
||
704800 Fortified Obelisk
|
||
704801 - Fortify this Obelisk.
|
||
704802 - Fortified Obelisks have higher health and can better protect Strategic Points.
|
||
704805 - Fortified Obelisks gain the Wailing Doom ability.
|
||
704850 Heavily Fortified Obelisk
|
||
704851 - Heavily Fortified Obelisks further reduce the time Necrons require to complete researches and summon units.
|
||
704853 - Heavily Fortified Obelisks activate Gauss weaponry.
|
||
704854 - Further fortify this Obelisk.
|
||
704900 Heavy Gauss Cannon
|
||
704901 - Permanently upgrade the weapon on this turret to a Heavy Gauss Cannon.
|
||
704902 - The Heavy Gauss Cannon is more effective at penetrating vehicle armor.
|
||
704950 - Fortify this Strategic Point.
|
||
704951 Fortified Position Add-on
|
||
704952 - Fortified Positions produce Requisition at a higher rate.
|
||
704953 - Fortified Positions are tougher, and are equipped with turreted pulse rifles effective against infantry and heavy infantry.
|
||
705000 Heavily Fortified Position Add-on
|
||
705001 - Heavily fortify this Strategic Point.
|
||
705002 - Heavily Fortified Positions produce Requisition at a higher rate.
|
||
705003 - Heavily Fortified Positions are tougher, and are equipped with a turreted railgun effective against infantry and heavy infantry.
|
||
705050 Dormant Monolith
|
||
705051 - Necron Headquarters building. Produces Necron infantry, vehicles, and the Necron Lord.
|
||
705052 - Bring the Monolith's systems back online to summon more powerful Necron units.
|
||
705053 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
705054 - A fully restored Monolith becomes a deadly mobile fortress that can annihilate your enemies.
|
||
705055 - Contains research to increase the number of units that can be built.
|
||
705100 Energy Core
|
||
705101 - Component required to bring the last of the Monolith's systems back online.
|
||
705102 - Once the Energy Core is built you may upgrade the Monolith to a mobile fortress.
|
||
705103 - Once upgraded, the Monolith will be ready to lay waste to your enemies.
|
||
705104 - Allows the Necron Lord to manifest the powerful Essence of the Nightbringer
|
||
705105 - Also contains research to allow the Necron Lord to manifest the powerful Essence of the Nightbringer.
|
||
705150 Forbidden Archive
|
||
705151 - Contains terrible artifacts that the Necron Lord can wield.
|
||
705152 - Each artifact bestows unique powers on the Necron Lord.
|
||
705153 - The Necron Lord can choose a maximum of three artifacts.
|
||
705200 Greater Summoning Core
|
||
705201 - Allows the summoning of more advanced Necron units from their tombs below the planet's surface.
|
||
705202 - Allows the production of Destroyers and Tomb Spyders.
|
||
705203 - Allows further upgrades of the Monolith.
|
||
705250 Obelisk
|
||
705251 - Place on Strategic Points and Relics.
|
||
705252 - Solidifies your hold on a strategic location by placing a building on it.
|
||
705253 - Can be upgraded with heavier fortifications, and to further reduce research and summoning times.
|
||
705254 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
705255 - Reduces the amount of time required to complete researches and summon units.
|
||
705256 - Increases both Squad Cap and Vehicle Cap.
|
||
705300 Plasma Generator
|
||
705301 - Generates the Power resource.
|
||
705302 - A single Monolith can only support a limited number of generators.
|
||
705303 - Plasma Generators are volatile and will damage anything nearby when they are destroyed.
|
||
705350 Summoning Core
|
||
705351 - Allows for the summoning of more advanced infantry units.
|
||
705354 - Required to bring more advanced Monolith systems back online.
|
||
705357 - Unlocks the Summoning feature, which allows buildings to summon certain Necron units.
|
||
705358 - Contains Necron researches.
|
||
705359 - Allows for the production of Wraiths.
|
||
705400 Thermo Plasma Generator
|
||
705401 - Generates the Power resource at a higher rate than Plasma Generators.
|
||
705402 - Can only be built on top of Slag Deposits.
|
||
705403 - Thermo Plasma Generators are volatile and will damage anything nearby when they are destroyed.
|
||
705404 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
705450 Gauss Turret
|
||
705451 - Emplaced turret equipped with a Heavy Gauss Flayer.
|
||
705452 - Effective against infantry units.
|
||
705453 - Can upgrade to anti-vehicle weapons.
|
||
705454 - Detects infiltrated units.
|
||
705500 Necron Warriors
|
||
705501 - Heavy Infantry.
|
||
705505 - Effective against Infantry and Heavy Infantry.
|
||
705506 - When destroyed, some Necron Warriors may reassemble themselves and rejoin the battle.
|
||
705507 - Made of a flexible, regenerative metal.
|
||
705508 - Armed with powerful gauss weapons.
|
||
705509 - Effective against Infantry and Heavy Infantry.
|
||
705550 Flayed Ones
|
||
705551 - Heavy Infantry.
|
||
705552 - Powerful melee warriors.
|
||
705553 - These grotesque warriors drape themselves with the skin of their victims in a horrid parody of the living.
|
||
705554 - Radiate fear and revulsion, and are a steady drain on the morale of nearby enemy units.
|
||
705555 - Effective against Infantry and Heavy Infantry.
|
||
705556 - Like Necron Warriors, some Flayed Ones may reassemble themselves when destroyed.
|
||
705600 Immortals
|
||
705601 - Heavy Infantry.
|
||
705602 - These elite warriors were among the first to swear allegiance to the C'tan.
|
||
705603 - Equipped with Gauss Blasters that are calibrated to penetrate vehicle and building armor.
|
||
705604 - Only effective against infantry in melee combat.
|
||
705605 - Like Necron Warriors, some Immortals may reassemble themselves when destroyed.
|
||
705650 Pariah
|
||
705651 - Heavy Infantry.
|
||
705652 - The newest breed of Necron, Pariahs are revolting combinations of Necron metal and human flesh.
|
||
705656 - Effective against Infantry and Heavy Infantry.
|
||
705657 - Each swipe of a Pariah's Warscythe slows the target's movement speed and lowers maximum health.
|
||
705658 - This effect remains until the Pariahs are eliminated.
|
||
705700 Wraith
|
||
705701 - Heavy Infantry.
|
||
705707 - The Wraith cannot be harmed while phased, but also cannot attack or use special abilities.
|
||
705708 - Has the ability to phase out of the material universe.
|
||
705709 - Takes reduced damage from ranged attacks, and has a devastating melee attack.
|
||
705710 - This lightning-quick raiding unit can travel quickly around the battlefield.
|
||
705711 - Detects infiltrated units.
|
||
705750 - Commander Unit (Primary).
|
||
705751 - Can equip himself with artifacts that greatly increase his power.
|
||
705752 - Uses many powerful abilities focused on increasing the power of surrounding troops.
|
||
705753 - Increases in power as more of the Monolith's systems are restored.
|
||
705754 Necron Lord
|
||
705755 - Left-click to possess this unit with the Essence of the Nightbringer. The Necron Lord will temporarily transform into the Nightbringer.
|
||
705757 - Damage inflicted by the Nightbringer is transferred as health to the Necron Lord.
|
||
705800 - Builder Unit.
|
||
705805 - Only Necron unit that can capture Strategic Points.
|
||
705806 - Can reinforce.
|
||
705807 - Constructs all Necron buildings.
|
||
705808 - Detects infiltrated units.
|
||
705809 Builder Scarabs
|
||
705850 - Powerful Necron Warrior mounted on skimmer body.
|
||
705851 - Fast moving unit good for raiding.
|
||
705852 - Effective against Infantry.
|
||
705853 - Uses Vehicle Cap.
|
||
705854 Destroyer
|
||
705900 - Fast moving unit good for destroying enemy vehicles or bases.
|
||
705901 - Effective against Vehicles and Buildings.
|
||
705902 Heavy Destroyer
|
||
705950 - Fast moving unit with powerful abilities
|
||
705951 - Can possess enemy vehicles, countering other races' heavy armor.
|
||
705952 Lord Destroyer
|
||
705957 - Lesser Necron Lord mounted on skimmer body.
|
||
706000 - Fully restored mobile fortress.
|
||
706001 - Still functions as the Necron Headquarters.
|
||
706003 - Able to lay down a rain of destruction upon all enemy units.
|
||
706004 - Slow moving but capable of teleportation.
|
||
706005 Restored Monolith
|
||
706050 Attack Scarabs
|
||
706051 - Small Necron scarabs with the ability to chew through any armor.
|
||
706052 - Fragile but able to overwhelm larger units with sheer numbers.
|
||
706053 - Effective against vehicles and buildings.
|
||
706100 Tomb Spyder
|
||
706101 - Effective against most unit types, with strong close combat abilities.
|
||
706102 - Can create Attack Scarabs at a cost to its own health.
|
||
706103 - Can repair destroyed Necrons lying in the field and restore them to fighting condition.
|
||
706104 - Uses Vehicle Cap.
|
||
706150 Centaur Auxiliary
|
||
706151 - Heavy Artillery.
|
||
706152 - Can fire archaic projectiles over large distances.
|
||
706153 - Projectiles explode on impact with devastating effect.
|
||
706154 - Effective at disrupting Infantry and Heavy Infantry.
|
||
706200 XV8 Crisis Battlesuit
|
||
706201 - Heavy Infantry battlesuits reserved for the most elite of Fire Warriors.
|
||
706202 - Can jetpack quickly around, and over, the battlefield.
|
||
706203 - Can jetpack quickly around, and over, the battlefield.
|
||
706204 - Equipped with heavy firepower that can be fired from a great distance.
|
||
706205 - Weapons can be customized to deal with different opponents.
|
||
706207 - Equipped with heavy firepower that can be fired from a great distance.
|
||
706208 - Weapons can be customized to deal with different opponents.
|
||
706209 - Uses Squad Cap
|
||
706250 Energy Auxiliary
|
||
706251 - Unknown Entity Type.
|
||
706252 - Tau auxiliary unit whose xenotype is unlisted in Imperium Archives.
|
||
706253 - Appears to be composed of pure energy, channeled through unconnected parts.
|
||
706254 - Can unleash massive electrical attacks that cover a large area of effect.
|
||
706255 - Also has the power to periodically project itself into a magnetic storm of blades.
|
||
706256 - Effective against all unit types.
|
||
706300 Eradicator Kroot
|
||
706301 - Heavy Infantry.
|
||
706302 - Specialized form of Kroot evolved specifically to combat vehicles.
|
||
706303 - Can absorb far more punishment than a typical Kroot.
|
||
706304 - Effective against vehicles.
|
||
706350 Eviscerator Kroot
|
||
706351 - Heavy Infantry.
|
||
706352 - Specialized form of Kroot evolved specifically to hunt infantry.
|
||
706353 - Much faster than a typical Kroot.
|
||
706354 - Able to leap long distances to close on their quarry.
|
||
706355 - Effective against infantry.
|
||
706400 Fire Warrior
|
||
706401 - Heavy Infantry.
|
||
706402 - General combat unit with a powerful ranged attack.
|
||
706403 - Has weak melee attack.
|
||
706404 - Has an incredibly long range but requires spotter units to sight the enemy.
|
||
706405 - Effective against Infantry and Heavy Infantry.
|
||
706450 Glob Auxiliary
|
||
706451 - Unknown Entity Type.
|
||
706452 - Tau auxiliary unit whose xenotype that is unlisted in Imperium Archives.
|
||
706453 - Combat damage causes this entity to split by mitosis.
|
||
706454 - Able to cover enemy targets with a caustic, viscuous discharge.
|
||
706455 - This viscuous substance causes damage over time and slows the target's movement and attack speed.
|
||
706456 - Combat damage causes this entity to split by mitosis.
|
||
706457 - Able to cover enemy targets with a caustic, viscuous discharge.
|
||
706458 - This viscuous substance causes damage over time and slows the target's movement and attack speed.
|
||
706459 - Combat damage causes this entity to split by mitosis.
|
||
706500 Kroot Hound
|
||
706501 - Heavy Infantry.
|
||
706502 - Advanced close combat unit.
|
||
706503 - Effective against Infantry and Heavy Infantry.
|
||
706504 - Gains special attack bonuses against fleeing units.
|
||
706550 Kroot Carnivore
|
||
706551 - Infantry.
|
||
706552 - Fast attack close combat unit.
|
||
706553 - Effective against Infantry and Heavy Infantry.
|
||
706554 - Able to Cannibalize corpses to gain health.
|
||
706600 Pathfinder
|
||
706601 - Infantry.
|
||
706606 - Scout/Recon Unit. Good sight range and fast movement.
|
||
706608 - Infantry light battlesuit
|
||
706609 - Infiltrated unit able to attack and capture points while stealthed.
|
||
706611 - Armed with markerlights to mark enemy units, making targets more vulnerable to attack.
|
||
706612 - High firepower with low health.
|
||
706613 - Equipped with jetpack to move across and over the battlefield.
|
||
706614 - Can be upgraded with heavier weapons and research.
|
||
706615 XV15 Stealthsuit
|
||
706618 - Armed with markerlights to mark enemy units, making targets more vulnerable to attack.
|
||
706619 - Supression fire slows enemy advance.
|
||
706621 - Scout/Recon Unit. Good sight range and fast movement.
|
||
706622 - Detects infiltrated units.
|
||
706650 Vespid Stingwing
|
||
706651 - Heavy Infantry.
|
||
706652 - Fast attack close combat unit.
|
||
706653 - Can jump quickly around, and over, the battlefield.
|
||
706654 - Effective at disrupting enemy infantry and destroying buildings..
|
||
706655 - Effective at destroying buildings.
|
||
706656 - Cannot capture or uncapture Strategic Points.
|
||
706658 - Effective at disrupting enemy infantry and destroying buildings.
|
||
706659 - Can jump quickly around, and over, the battlefield.
|
||
706660 - Fast attack close combat unit.
|
||
706661 - Detects infiltrated units.
|
||
706700 - Commander Unit (secondary)
|
||
706701 - Can be upgraded with several powerful weapons.
|
||
706702 - Can jetpack quickly around, and over, the battlefield.
|
||
706703 - Powerful unit with many attack and deception abilities.
|
||
706706 Tau Commander
|
||
706707 - Commands Kroot Carnivore and Kroot Hound squads
|
||
706708 - Improves speed and health of squad
|
||
706709 - Effective against all unit types.
|
||
706710 Kroot Shaper
|
||
706713 - Commands Kroot Carnivore and Kroot Hound squads.
|
||
706714 - Improves speed and health of squad.
|
||
706716 - Effective against all unit types.
|
||
706717 - Plants Snare Traps, which slows enemy movement and attack speed.
|
||
706718 - Has no melee attack.
|
||
706750 Eradicator
|
||
706751 - Kroot Shaper.
|
||
706752 - Commander Unit (Secondary).
|
||
706753 - Shapes the evolution of specific lines of Kroot for anti-vehicle warfare.
|
||
706754 - Allows for the training of Eradicator Kroot.
|
||
706755 - Effective against vehicles.
|
||
706800 Ethereal
|
||
706801 - Commander Unit (Secondary).
|
||
706802 - Inspires all Tau units on the map to fight with greater fervour.
|
||
706803 - Has no melee or ranged attack but has several special abilities.
|
||
706804 - All Tau gain a morale, health, and damage bonus while the Ethereal is alive.
|
||
706805 - Consequently, all Tau suffer a large morale, health, and damage penalty if the Ethereal dies (temporary effect).
|
||
706806 - All Tau gain a morale, health, and damage bonus while the Ethereal is alive.
|
||
706809 - Conversely, all Tau suffer a large (but temporary) morale, health, and damage penalty if the Ethereal dies.
|
||
706815 - Has many unique abilities.
|
||
706850 Eviscerator
|
||
706851 Commander Unit (Secondary).
|
||
706852 - Kroot Shaper.
|
||
706853 - Shapes the evolution of specific lines of Kroot for specialized anti-infantry warfare.
|
||
706854 - Allows for the training of Eviscerator Kroot.
|
||
706855 - Effective at disrupting ranged infantry and combating melee infantry.
|
||
706900 Earth Caste Builder
|
||
706901 - Builder drone provided by the Tau Earth caste.
|
||
706902 - Constructs all Tau buildings.
|
||
706950 Drone Harbinger
|
||
706951 - Vehicle.
|
||
706952 - Mobile Drone Hangar.
|
||
706953 - Can launch drones to harass the enemy.
|
||
706954 - Drones have a limited charge to power their weapons and propulsion systems.
|
||
706955 - Drones must return periodically to recharge their weapons and propulsion systems.
|
||
707000 Drone Squad
|
||
707001 - Ambush Unit.
|
||
707002 - Can burrow into the ground and ambush passing units.
|
||
707003 - Has a short-ranged attack that is effective against infantry.
|
||
707004 - Explodes violently when low on health.
|
||
707050 Greater Knarloc
|
||
707051 - Greater Beast.
|
||
707052 - Legendary monster that has been tamed by the Kroot for use in combat.
|
||
707053 - This enormous creature can unleash a swath of destruction wherever it steps.
|
||
707054 - Effective against all unit types.
|
||
707055 - Effective against all unit types.
|
||
707100 Hammerhead Gunship
|
||
707101 - Heavy Tank.
|
||
707102 - Heavily armed and armored weapon platform.
|
||
707103 - Effective against vehicles and buildings.
|
||
707104 - Effective against vehicles and buildings.
|
||
707107 - Effective against vehicles and buildings.
|
||
707108 - Carries more firepower than other heavy vehicles but cannot withstand the same amount of punishment.
|
||
707150 Krootox
|
||
707151 - Beast.
|
||
707152 - This powerful beast of burden has been trained for use in war.
|
||
707153 - Has the strength to destroy heavy vehicles and can take enormous punishment.
|
||
707154 - Also has the ability to disrupt infantry.
|
||
707155 - Effective against all unit types.
|
||
707200 Skyray Missile Gunship
|
||
707201 - Vehicle.
|
||
707202 - Mobile Missile Platform.
|
||
707203 - Missiles can be fired at very long range.
|
||
707204 - Can fire all missiles at once on a single location for concentrated destructive power.
|
||
707250 Necrons
|
||
707300 Tau Empire
|
||
707350 Chronometron
|
||
707354 - Necron units advance normally while their opponents move in slow motion.
|
||
707355 - Allows Necrons to act out of phase with the normal time flow.
|
||
707356 - Equips the Necron Lord with the Chronometron artifact.
|
||
707400 Lightning Field
|
||
707403 - Necron Lord can release a burst of energy once the Lightning Field has been charged.
|
||
707405 - Slowly charges up as the Necron Lord receives melee damage.
|
||
707406 - Causes all units attacking the Necron Lord in melee to take large amounts of damage.
|
||
707407 - Equips Necron Lord with the Lightning Field artifact.
|
||
707450 Nightmare Shroud
|
||
707454 - Terrorized enemy units will cease attacking and run away in fear.
|
||
707455 - Allows the Necron Lord to strike terror into enemy units.
|
||
707456 - Equips the Necron Lord with the Nightmare Shroud artifact.
|
||
707500 Phase Shifter
|
||
707503 - Phase shifted units are immune to all forms of damage, but cannot attack.
|
||
707504 - Allows the Necron Lord and nearby friendly units to temporarily phase out of material reality.
|
||
707505 - Equips the Necron Lord with the Phase Shifter artifact.
|
||
707550 Phylactery
|
||
707554 - These scarabs repair the Necron Lord's body.
|
||
707555 - These scarabs greatly reduce the amount of ranged damage the Necron Lord takes.
|
||
707556 - Surrounds the Necron Lord with thousands of tiny scarabs.
|
||
707557 - Equips the Necron Lord with the Phylactery artifact.
|
||
707600 Resurrection Orb
|
||
707602 - The Necron Lord can periodically resurrect all nearby Necron corpses.
|
||
707603 - Destroyed Necron units in the Necron Lord's vicinity have an increased chance of returning to life.
|
||
707604 - Equips the Necron Lord with the Resurrection Orb artifact.
|
||
707650 Solar Pulse
|
||
707658 - Allows the Necron Lord to periodically unleash massive photon bursts.
|
||
707659 - All infiltrated units in a large area are revealed.
|
||
707660 - All enemy units in the area are blinded for several seconds.
|
||
707700 Veil of Darkness
|
||
707703 - Veil of Darkness is always on unless the Necron Lord is wounded.
|
||
707704 - Friendly units near the Necron Lord become infiltrated.
|
||
707705 - Equips the Necron Lord with the Veil of Darkness artifact.
|
||
707750 Strengthen Power Grid Research
|
||
707751 - Provides a global bonus to Power resource production rates.
|
||
707752 - First of two possible upgrades.
|
||
707753 - First of two possible upgrades.
|
||
707800 Plasma Battery Storage Research
|
||
707802 - Second of two possible upgrades.
|
||
707850 - Provides a global bonus to Power resource production rates.
|
||
707851 - Perform this research if you have an excess of Requisition but not enough Power.
|
||
707852 - First of two possible upgrades.
|
||
707853 Strengthen Power Grid Research
|
||
707900 - Second of two possible upgrades.
|
||
707901 Plasma Battery Storage Research
|
||
707950 - Provides a global bonus to Requisition resource production rates.
|
||
707951 - Perform this research if you have an excess of Power but not enough Requisition.
|
||
707952 - First of two possible upgrades.
|
||
707953 Escalate Engagement Research
|
||
708000 - Second of two possible upgrades.
|
||
708001 Full Scale War Research
|
||
708050 Necron Warriors
|
||
708051 - Heavy Infantry.
|
||
708052 - Armed with powerful gauss weapons.
|
||
708053 - Made of a flexible, regenerative metal.
|
||
708054 - When destroyed, some Necron Warriors may reassemble themselves and rejoin the battle.
|
||
708055 - Effective against Infantry and Heavy Infantry.
|
||
708056 - Effective against Infantry and Heavy Infantry.
|
||
708100 Builder Scarabs
|
||
708101 - Builder Unit.
|
||
708106 - Only Necron unit that can capture Strategic Points.
|
||
708107 - Can reinforce.
|
||
708108 - Constructs all Necron buildings.
|
||
708109 - Detects infiltrated units.
|
||
708150 Destroyer
|
||
708151 - Powerful Necron Warrior mounted on skimmer body.
|
||
708152 - Fast moving unit good for raiding.
|
||
708153 - Effective against Infantry.
|
||
708154 - Uses Vehicle Cap.
|
||
708200 Heavy Destroyer
|
||
708201 - Fast moving unit good for destroying enemy vehicles or bases.
|
||
708202 - Effective against Vehicles and Buildings.
|
||
708250 Lord Destroyer
|
||
708251 - Fast moving unit with powerful abilities.
|
||
708252 - Can possess enemy vehicles, countering other races' heavy armor.
|
||
708253 - Lesser Necron Lord mounted on skimmer body.
|
||
708300 Flayed Ones
|
||
708301 - Heavy Infantry.
|
||
708302 - Powerful melee warriors.
|
||
708303 - These grotesque warriors drape themselves with the skin of their victims in a horrid parody of the living.
|
||
708304 - Radiate fear and revulsion, and are a steady drain on the morale of nearby enemy units.
|
||
708305 - Effective against Infantry and Heavy Infantry.
|
||
708306 - Like Necron Warriors, some Flayed Ones may reassemble themselves when destroyed.
|
||
708350 Immortals
|
||
708351 - Heavy Infantry.
|
||
708352 - These elite warriors were among the first to swear allegiance to the C'tan.
|
||
708353 - Equipped with Gauss Blasters that are calibrated to penetrate vehicle and building armor.
|
||
708354 - Only effective against infantry in melee combat.
|
||
708355 - Like Necron Warriors, some Immortals may reassemble themselves when destroyed.
|
||
708400 Necron Lord
|
||
708401 - Commander Unit (Primary).
|
||
708402 - Can equip himself with artifacts that greatly increase his power.
|
||
708403 - Uses many powerful abilities focused on increasing the power of surrounding troops.
|
||
708404 - Increases in power as more of the Monolith's systems are restored.
|
||
708405 Nightmare Shroud
|
||
708406 Allows the Necron Lord to strike terror into enemy units. Terrorized enemy units will cease attacking and flee.
|
||
708450 Pariahs
|
||
708451 - Heavy Infantry.
|
||
708452 - The newest breed of Necron, Pariahs are revolting combinations of Necron metal and human flesh.
|
||
708453 - Effective against Infantry and Heavy Infantry.
|
||
708454 - Each swipe of a Pariah's Warscythe slows the target's movement speed and lowers maximum health.
|
||
708456 - This effect remains until the Pariahs are eliminated.
|
||
708500 Restored Monolith
|
||
708501 - Fully restored mobile fortress.
|
||
708502 - Still functions as the Necron Headquarters.
|
||
708503 - Slow moving but capable of teleportation.
|
||
708504 - Able to lay down a rain of destruction upon all enemy units.
|
||
708550 Attack Scarabs
|
||
708551 - Small Necron scarabs with the ability to chew through any armor.
|
||
708552 - Fragile but able to overwhelm larger units with sheer numbers.
|
||
708553 - Effective against vehicles and buildings.
|
||
708600 Tomb Spyder
|
||
708601 - Effective against most unit types, with strong close combat abilities.
|
||
708602 - Can create Scarabs at a cost to its own health.
|
||
708603 - Can repair destroyed Necrons lying in the field and restore them to fighting condition.
|
||
708604 - Uses Vehicle Cap.
|
||
708650 Wraith
|
||
708651 - Heavy Infantry.
|
||
708657 - The Wraith cannot be harmed while phased, but also cannot attack or use special abilities.
|
||
708658 - Has the ability to phase out of the material universe.
|
||
708659 - Takes reduced damage from ranged attacks, and has a devastating melee attack.
|
||
708660 - This lightning-quick raiding unit can travel quickly around the battlefield.
|
||
708661 - Detects infiltrated units.
|
||
708662 - Like Necron Warriors, some Wraiths may reassemble themselves when destroyed.
|
||
708700 - Heavy Artillery.
|
||
708701 - Can fire archaic projectiles over large distances.
|
||
708702 - Projectiles explode on impact with devastating effect.
|
||
708703 - Effective at disrupting Infantry and Heavy Infantry.
|
||
708704 Centaur Auxiliary
|
||
708750 Tau Commander
|
||
708751 - Commander Unit (Primary).
|
||
708752 - Can be upgraded with several powerful weapons.
|
||
708753 - Can jetpack quickly around, and over, the battlefield.
|
||
708754 - Has no melee attack.
|
||
708755 - Plants Snare Traps, which slows enemy movement and attack speed.
|
||
708756 - Effective against all unit types.
|
||
708800 XV8 Crisis Battlesuit Team
|
||
708801 - Heavy Infantry battlesuits reserved for the most elite of Fire Warriors.
|
||
708802 - Can jetpack quickly around, and over, the battlefield.
|
||
708803 - Can jetpack quickly around, and over, the battlefield.
|
||
708804 - Equipped with heavy firepower that can be fired from a great distance.
|
||
708805 - Weapons can be customized to deal with different opponents.
|
||
708806 - Equipped with heavy firepower that can be fired from a great distance.
|
||
708807 - Weapons can be customized to deal with different opponents.
|
||
708808 - Uses Squad Cap
|
||
708850 Drone Harbinger
|
||
708851 - Vehicle.
|
||
708852 - Mobile Drone Hangar.
|
||
708853 - Can launch drones to harass the enemy.
|
||
708854 - Can manufacture new drones and repair damaged drones.
|
||
708855 - Drones must return periodically to recharge their weapons and propulsion systems.
|
||
708856 - Drones have a limited charge to power their weapons and propulsion systems.
|
||
708900 Drone Squad
|
||
708901 - Ambush Unit.
|
||
708902 - Can burrow into the ground and ambush passing units.
|
||
708903 - Has a short-ranged attack that is effective against infantry.
|
||
708904 - Explodes violently when low on health.
|
||
708950 Energy Auxiliary
|
||
708951 - Unknown Entity Type.
|
||
708952 - Tau auxiliary unit whose xenotype is unlisted in Imperium Archives.
|
||
708953 - Appears to be composed of pure energy, channeled through unconnected parts.
|
||
708954 - Can unleash massive electrical attacks that cover a large area of effect.
|
||
708955 - Also has the power to periodically project itself into a magnetic storm of blades.
|
||
708956 - Effective against all unit types.
|
||
709000 Eradicator
|
||
709001 - Commander Unit (Secondary).
|
||
709002 - Kroot Shaper.
|
||
709003 - Shapes the evolution of specific lines of Kroot for anti-vehicle warfare.
|
||
709004 - Allows for the training of Eradicator Kroot.
|
||
709005 - Effective against vehicles.
|
||
709050 Eradicator Kroot
|
||
709051 - Heavy Infantry.
|
||
709052 - Specialized form of Kroot evolved specifically to combat vehicles.
|
||
709053 - Can absorb far more punishment than a typical Kroot.
|
||
709054 - Effective against vehicles.
|
||
709100 Ethereal
|
||
709101 - Commander Unit (Secondary).
|
||
709102 - Inspires all Tau units on the map to fight with greater fervour.
|
||
709103 - All Tau gain a morale, health, and damage bonus while the Ethereal is alive.
|
||
709104 - All Tau gain a morale, health, and damage bonus while the Ethereal is alive.
|
||
709105 - Consequently, all Tau suffer a large morale, health, and damage penalty if the Ethereal dies (temporary effect).
|
||
709107 - Conversely, all Tau suffer a large (but temporary) morale, health, and damage penalty if the Ethereal dies.
|
||
709112 - Has many unique abilities.
|
||
709150 Eviscerator
|
||
709151 Commander Unit (Secondary).
|
||
709152 - Kroot Shaper.
|
||
709153 - Shapes the evolution of specific lines of Kroot for specialized anti-infantry warfare.
|
||
709154 - Allows for the training of Eviscerator Kroot.
|
||
709155 - Effective at disrupting ranged infantry and combating melee infantry.
|
||
709200 Eviscerator Kroot
|
||
709201 - Heavy Infantry.
|
||
709202 - Specialized form of Kroot evolved specifically to hunt infantry.
|
||
709203 - Much faster than a typical Kroot.
|
||
709204 - Able to leap long distances to close on their quarry.
|
||
709205 - Effective against infantry.
|
||
709250 Fire Warrior Team
|
||
709251 - Heavy Infantry.
|
||
709252 - General combat unit with a powerful ranged attack.
|
||
709253 - Has weak melee attack.
|
||
709254 - Has an incredibly long range but requires spotter units to sight the enemy.
|
||
709255 - Effective against Infantry and Heavy Infantry.
|
||
709300 Glob Auxiliary
|
||
709301 - Unknown Entity Type.
|
||
709302 - Tau auxiliary unit whose xenotype that is unlisted in Imperium Archives.
|
||
709303 - Able to cover enemy targets with a caustic, viscuous discharge.
|
||
709304 - This viscuous substance causes damage over time and slows the target's movement and attack speed.
|
||
709305 - Combat damage causes this entity to split by mitosis.
|
||
709350 Greater Knarloc
|
||
709351 - Greater Beast.
|
||
709352 - Legendary monster that has been tamed by the Kroot for use in combat.
|
||
709353 - This enormous creature can unleash a swath of destruction wherever it steps.
|
||
709354 - Effective against all unit types.
|
||
709355 - Effective against all unit types.
|
||
709400 Hammerhead Gunship
|
||
709401 - Heavy Tank.
|
||
709402 - Heavily armed and armored weapon platform.
|
||
709403 - Carries more firepower than other heavy vehicles but cannot withstand the same amount of punishment.
|
||
709404 - Effective against vehicles and buildings.
|
||
709450 Kroot Hound Pack
|
||
709451 - Heavy Infantry.
|
||
709452 - Advanced close combat unit.
|
||
709453 - Effective against Infantry and Heavy Infantry.
|
||
709454 - Gain special attack bonuses against fleeing units.
|
||
709500 Kroot Carnivore Squad
|
||
709501 - Infantry.
|
||
709502 - Fast attack close combat unit.
|
||
709503 - Effective against Infantry and Heavy Infantry.
|
||
709504 Fire Warrior Bodyguard
|
||
709505 Kroot Alpha Pack
|
||
709506 - Honor Guard unit.
|
||
709507 - Shaper Harbyx has helped the alphas become elite warriors.
|
||
709508 - Effective against Infantry and Heavy Infantry.
|
||
709509 - Fast attack close combat unit.
|
||
709510 - Able to Cannibalize corpses to gain health.
|
||
709550 Krootox
|
||
709551 - Beast.
|
||
709552 - This powerful beast of burden has been trained for use in war.
|
||
709553 - Has the strength to destroy heavy vehicles and can take enormous punishment.
|
||
709554 - Also has the ability to disrupt infantry.
|
||
709555 - Effective against all unit types.
|
||
709600 Skyray Missile Gunship
|
||
709601 - Vehicle.
|
||
709602 - Mobile Missile Platform.
|
||
709603 - Missiles can be fired at very long range.
|
||
709604 - Can fire all missiles at once on a single location for concentrated destructive power.
|
||
709650 Earth Caste Builder
|
||
709651 - Builder drone provided by the Tau Earth caste.
|
||
709652 - Constructs all Tau buildings.
|
||
709700 Pathfinder Team
|
||
709701 - Infantry.
|
||
709702 - Scout/Recon Unit. Good sight range and fast movement.
|
||
709706 - Armed with markerlights to mark enemy units, making targets more vulnerable to attack.
|
||
709707 - Supression fire slows enemy advance.
|
||
709708 XV15 Stealth Team
|
||
709709 - Infantry light battlesuit
|
||
709710 - Stealth unit able to attack and capture points while infiltrated.
|
||
709711 - Equipped with jetpack to move across and over the battlefield.
|
||
709712 - Can be upgraded with heavier weapons and research.
|
||
709714 - Supression fire slows enemy advance.
|
||
709715 - Armed with markerlights to mark enemy units, making targets more vulnerable to attack.
|
||
709716 - Scout/Recon Unit. Good sight range and fast movement.
|
||
709717 - Detects infiltrated units.
|
||
709750 Vespid Stingwing Strain
|
||
709751 - Heavy Infantry.
|
||
709752 - Fast attack close combat unit.
|
||
709753 - Can jump quickly around, and over, the battlefield.
|
||
709754 - Effective at disrupting enemy infantry and destroying enemy buildings.
|
||
709755 - Cannot capture or uncapture Strategic Points.
|
||
709756 - Cannot capture or uncapture Strategic Points.
|
||
709757 - Cannot capture or uncapture Strategic Points.
|
||
709758 - Effective at disrupting enemy infantry and destroying enemy buildings.
|
||
709760 - Can jump quickly around, and over, the battlefield.
|
||
709761 - Fast attack close combat unit.
|
||
709762 - Detects infiltrated units.
|
||
709800 Particle Projector
|
||
709801 - High powered particle beam, devastating against infantry units.
|
||
709802 - Reduces the number of melee attacks the Tomb Spyder can make.
|
||
709803 - Long Range.
|
||
709804 - Limited effectiveness against vehicles and buildings.
|
||
709850 - Upgrades commander's XV22 Battlesuit with heavy ordnance missile pods.
|
||
709851 - Fires high-impact, armor-piercing explosive missiles.
|
||
709852 - Effective against vehicles and buildings.
|
||
709853 - Can also be used to disrupt infantry units.
|
||
709854 Missile Launcher
|
||
709900 - Upgrades the XV8 Crisis Suit with heavy ordnance missile pods.
|
||
709901 Missile Pods
|
||
709902 - Fires high-impact, armor-piercing explosive missiles.
|
||
709903 - Effective against vehicles and buildings.
|
||
709950 - Upgrades commander's XV22 Battlesuit with a heavy flamer.
|
||
709951 Heavy Flamer
|
||
709952 - Short Range.
|
||
709953 - Effective against infantry.
|
||
709954 - Very effective at breaking enemy morale.
|
||
709955 - Strong weapon to counter units that try to engage in melee.
|
||
719000 DXP2 Prototypes
|
||
719010 Tau
|
||
719011 Space Marines
|
||
719012 Chaos Marines
|
||
719200 Absolute Zero (2)
|
||
719201 These two bitter-cold promontories are renowned for their strategic importance, and their harsh, freezing winds. Troops unfortunate enough to be assigned here have given several nicknames to the post, "Absolute Zero" being the least profane.
|
||
719202 Quest's Triumph (2)
|
||
719203 This is the sacred valley where Lord Jonathor Quest, "Biffy" Drecker's commanding officer, defeated the dreaded Warboss Kodos, despite being hopelessly outnumbered. Biffy was trying to imitate this unlikely victory when he met his untimely end at "Biffy's Peril." "You can't teach ingenuity," was Quest's response upon hearing the news.
|
||
719204 Abandon All Hope (2)
|
||
719205 The vegetation on the swamp world of Galmor is so thick, and the mud so treacherous, that drop zones are difficult, if not impossible to find. This often means that opposing armies are dropping troops right on top of each other while trading salvoes in orbit.
|
||
719206 Shrine of Excellion (2)
|
||
719207 This shrine is dedicated to the Warp Spider Exarch known as “Excellion.” Excellion’s brilliant tactics managed to save the Craftworld “Invincible” from certain destruction by the Dark Eldar. The shrine was erected by the Farseer Anaya in memory of the fallen warrior’s deeds. Some believe that the shrine itself has the ability to cure the faithful. Such heresies, of course, are not to be believed.
|
||
719208 Eden (2)
|
||
719209 The strange properties of this world's ecosystem allow it to quickly recover from the many battles that have been fought here. Eden's gently flowing creeks and pristine meadows belie the death and carnage that often occur on this hotly disputed world.
|
||
719210 Ice Flow (4)
|
||
719211 What race would be mad enough to fight on the cracking flows of a disintegrating glacier? Several races, apparently, seeing as how this crumbling glacier moon has been the site of countless epic battles.
|
||
719212 Gor'Hael Crater (4)
|
||
719213 This crater was once the meeting place of Circle Noir, a mysterious cabal of Chaos Lords who ravaged large parts of the Segmentum Tempestus before being driven back into the warp. The simple-minded inhabitants of this world often claim that their former masters will one day return. "Let them come," say the Ultramarines, "We will crush them yet again."
|
||
719214 Into the Breach (4)
|
||
719215 Due to poor planning, the Imperial Guard has been forced to retake this treacherous mountain pass on several occasions. The casualties have always been high, and the Imperial Commissars have had to scream "Into the breach! Into the breach once more, you dogs!" more times than a person could readily count.
|
||
719216 Dread Peak (4)
|
||
719217 The precise angles of this "mountain" force all to conclude that it was constructed by something other than nature. Troops forced to fight on this monstrosity of a structure are always filled with superstitious dread, and panic at the thought of offending "the makers" of this aberration.
|
||
719218 Tiboraxx (4)
|
||
719219 Tiboraxx was the legendary tribal chieftain of a heretic race that made his last stand on this mountainside. Tiboraxx was eventually defeated by the steady and methodical tactics of a young lieutenant by the name of Dustyn Bronn. Inquisitors have allowed the mountain to keep the heretic's name as a lesson to all who would doubt the power of The Emperor.
|
||
719220 The Eye of Gorgon (5)
|
||
719221 Gorgon was a bloodthirsty and ambitious Chaos Lord who was said to have met his end in this valley. Legends say that his eye implant, a gift from Khorne himself, lies buried somewhere in the valley, leaving the vestiges of Gorgon's unholy taint over all.
|
||
719222 Totmacher's Prison (5)
|
||
719223 This plateau is said to be the ruins of a massive prison complex built by Totmacher the Mad. Totmacher was an Inquisitor who imprisoned the populations of entire planets for perceived slights. Though he held great power while he was alive, Totmacher was posthumously declared a heretic. Ironically, this declaration was pronounced by his successor, who came to be known as Dominic the Merciless.
|
||
719224 Alvarus (6)
|
||
719225 This volcanic moon was named for Space Marine Sergeant Caudius Alvarus. Caudius turned the tide of several wars by attacking the rear of the victorious army from the obscurity of this moon, always managing to retreat before reprisal could occur.
|
||
719226 Fury Island (6)
|
||
719227 This lone island on the ocean world of Brun is the site of the earliest known battle involving the Blood Ravens. For this reason, the Blood Ravens consider the island to be sacred ground, and long for the opportunity to prove their valor once more on its soil.
|
||
719228 Crozius Arcanum (6)
|
||
719229 This battlefield is the site of the heroic last stand of Space Marine Chaplain Maritus. With his weapon, his skill, and his faith in the Almighty Emperor, he alone was able to hold the front line allowing for the Techpriests to revive the Machine Spirits of the waiting Thunderhawks and lift the men to safety.
|
||
719230 Thargorum (6)
|
||
719231 The desert world of Thargorum has always been a crossroads of death in Segmentum Tempestus, due to its strategic location and mineral wealth.
|
||
719232 Forbidden Jungle (8)
|
||
719233 Inquisitors have declared the jungle world of Saganor to be off limits, but the exact reason for this declaration has never been fully explained. The occasional battle still has to be fought here, though, and Inquisitors are quick to execute those who stray too far from camp, or exhibit a "heretical curiosity."
|
||
719234 Oasis of Sharr (8)
|
||
719235 The Oasis of Sharr may once have been a welcome sight to weary desert travelers in the distant past. Now, however, it is a sight of constant bloodshed, since it is now considered a sacred site to both the Imperium and the Eldar.
|
||
719236 The Torrents (8)
|
||
719237 Many armies have invaded this nameless, sweltering jungle world, but none have remained for long. Though one army has conquered another here, no army has conquered the elements of this unforgiving world.
|
||
719238 Polar Cap (8)
|
||
719239 The polar caps of Mendona are a vital part of the communications network of the Ultima Segmentum, and have been a constant target of raids and invasions from the beginning. So intense is the fighting on this world, that no civilian population remains.
|
||
719240 Tazin’s Folly (2)
|
||
719241 A brash Space Marine Lieutenant by the name of Tazin Briggs suffered a crushing defeat on this plateau at the hands of Doran, a Chaos Lord of some notoriety. Imperial operations in the sector were set back several years as a result. So insolent was Briggs in defeat, that some suspect that even his skull continues to spout profanities from the top of the spike it mounts.
|
||
719242 Payne's Retribution (6)
|
||
719243 The few battles fought on this world have always brought visible swings in the battle for control of the Segmentum Tempestus. One such battle was when the Imperial Captain Harleton "Harazzer" Payne avenged the annihilation of the 648th Cadian Regiment by defeating the Tau warlord Rennikus, and drove him from the sector.
|
||
719244 Lonn V (2)
|
||
719245 The charred world of Lonn V was reduced to ash long before the records of the Imperium begin. The strategic location of the world continues to make it a hotly disputed planet, despite the fact that it cannot support life and has no mineral value.
|
||
719246 Lonn V (2)
|
||
719247 The charred world of Lonn V was reduced to ash long before the records of the Imperium begin. The strategic location of the world continues to make it a hotly disputed planet, despite the fact that it cannot support life and has no mineral value.
|
||
719250 Van de Mar Mountains (4)
|
||
719251 Janus Savannah (4)
|
||
719252 Rhean Floodlands (6)
|
||
719253 Aceria Forests (5)
|
||
719254 Thur'Abis Plateau (8)
|
||
719255 Tyrea (4)
|
||
719256 Vandean Coast (6)
|
||
719257 Western Barrens (6)
|
||
719258 Or'es Tash'n (4)
|
||
719259 Orestan Plains (6)
|
||
719260 Panrea Lowlands (4)
|
||
719261 Pavonian Heartland (6)
|
||
719262 Pavonis (6)
|
||
719263 Rhean Jungle (8)
|
||
719264 Agamar Desert (6)
|
||
719265 Ariel Highlands (4)
|
||
719266 Demes Northlands (8)
|
||
719267 Eres Badlands (4)
|
||
719268 Hyperion Peaks (6)
|
||
719269 Murad Swamplands (4)
|
||
719270 Morriah Coast (8)
|
||
719271 Green Coast (4)
|
||
719272 Deimos Peninsula (4)
|
||
719273 Victory Bay (4)
|
||
719274 North Vandea (4)
|
||
719282 Fear (2)
|
||
719283 This tiny island in the Morriah Sea saw several bloody conflicts during the Dark Crusade. Chaos Cultists claimed the blood of all those slain here for their dark gods.
|
||
719284 Emerald River (2)
|
||
719285 The original inhabitants of this world believed this river to be the gateway to the afterlife. In an odd twist of fate, this turned out to be true when the Salamanders trapped the last remnants of their race against the banks of this river, and purged them from existence.
|
||
719286 Emperor's Valley (2)
|
||
719287 While the planet was spared direct impact by an unusually strong warp storm, travel to and offworld was impossible for over a century. Over time, the temple has succumbed to the surrounding jungle, but a small contingent of Blood Ravens has kept the temple fires lit. Now, with aging equipment and a civilian population to protect, the remnants of that contingent face the passing of the storm and the coming of another test of faith. Their sacred vow: the fires of Emperor's Might will never be stifled. Created by: Psy
|
||
719288 Fata Morga (2)
|
||
719289 Morga was a Chaos witch that managed to seduce the planetary governor of this once-prosperous and loyal Imperial colony. Morga's victory was short-lived, however, and the Blood Ravens soon purged the planet of all life. Morga herself proved to be a deadly foe, and managed to slay the Blood Raven expedition leader and most of his staff. Ultimately she was killed by a young initiate by the name of Davian Thule.
|
||
719290 Frostbite River (2)
|
||
719291 According to local legend, if one walks the banks of the river alone, he can hear it whisper the names of the countless dead who have spilled their blood in its icy waters. Created by: MC Warhammer
|
||
719292 Tranquility's End (2)
|
||
719293 The forest world of Breanna, an exclusive hunting reserve for the Imperial aristocracy, has never been ravaged in 10 millennia of Imperial history. But all of that is about to change…
|
||
719294 Haines' Demise (2)
|
||
719295 It was here on this shattered planet that the 428th Thracian regiment, under the command of Colonel Stefan Haines, was utterly annihilated in a campaign against the Tau. Despite the fact that Haines had been amply warned that his guardsmen were ill-equipped to deal with Tau weaponry, he pressed forward with the attack, insisting that his men were more than ready for the challenge. "They're doing fine!" was his last recorded utterance before communications were lost.
|
||
719296 Titan's Fall (2)
|
||
719297 This battlefield serves as the graveyard of Telum, a valiant Imperial Titan that fell in combat during Abaddon's never-ending crusade against the Cadian Gate. Sadly, Telum's noble machine-spirit shall never know peace for even now armies clash to recover the fallen god-machine.
|
||
719298 Bloody Hell (2)
|
||
719299 "It is said, that Chaos conquered this valley and filled it with the blood of their foes. Interesting." - The final words of Arcus Wengart. Created by: Listoric
|
||
719300 Bloody Hell (2)
|
||
719301 "It is said, that Chaos conquered this valley and filled it with the blood of their foes. Interesting." - The final words of Arcus Wengart. Created by: Listoric
|
||
719401 Temple of Cyrene (6)
|
||
719402 The Temple of Cyrene sits on the blasted landscape of a world scoured clean by the Exterminatus of the Imperial Inquisition. Homeworld of Gabriel Angelos, Cyrene is now a ghost-world of ruined cities and ashen fields. Fight for supremacy amidst the remains of Cyrene’s once-mighty temples. Claim the three critical locations at the heart of the ruins or drive into enemy bases and deliver annihilation.
|
||
1000000 All right men, time to wage war!
|
||
1000001 I stand ready to serve!
|
||
1000002 Standing ready.
|
||
1000003 Let me lead the way!
|
||
1000004 The hand of the Emperor guides all.
|
||
1000005 I will do as you ask.
|
||
1000006 It will be my honor
|
||
1000010 That way lies victory.
|
||
1000011 Understood.
|
||
1000012 Obedience without hesitation
|
||
1000013 Fear is nought, my faith is strong.
|
||
1000014 A true servant never yields to doubt.
|
||
1000020 Into the fray. Attack!
|
||
1000021 Drive them back, no quarter!
|
||
1000022 Spare none in your fury!
|
||
1000023 Face the Emperor's might!
|
||
1000030 Let us be on our way.
|
||
1000031 All due speed then!
|
||
1000040 I will walk from here.
|
||
1000050 We're taking fire!
|
||
1000051 Drive them back!
|
||
1000052 Stand your ground!
|
||
1000053 Let them attack! I will have their hearts!
|
||
1000060 Pull back, pull back!
|
||
1000061 Retreat and regroup!
|
||
1000070 No! I will not accept this defeat!
|
||
1000071 We again stand ready to fight!
|
||
1000080 Glory for the Emperor!
|
||
1000081 Only in death does duty end.
|
||
1000082 I strike with the Emperor's fist!
|
||
1000083 Kill them where they stand!
|
||
1000110 Fire control, initiate Strafing Run!
|
||
1000120 We have the enemy in our sights.
|
||
1000121 I see our adversaries.
|
||
1000122 Reporting enemy units.
|
||
1000130 Enemy Space Marines!
|
||
1000131 Marines spotted, transmit their location.
|
||
1000132 They won't leave my sights!
|
||
1000140 Heretics spotted.
|
||
1000141 Fell brethren, you will not escape!
|
||
1000142 What is this I see? Heretics!
|
||
1000150 I see the Ork rabble.
|
||
1000151 Greenskins spotted.
|
||
1000152 Reporting Orkish incursion.
|
||
1000160 Damn their hides, the Eldar are here.
|
||
1000161 I've spotted Eldar -- what are your instructions?
|
||
1000162 What are the Eldar doing here?
|
||
1000170 Warp scum! Kill it!
|
||
1000171 What manner of heresy is this creature?
|
||
1000172 DAEMON!
|
||
1000180 Face me, beast!
|
||
1000181 I will smite this abomination!
|
||
1000190 Follow men, charge!
|
||
1000191 Take them now!
|
||
1000192 On my word... Charge!
|
||
1000200 Fear ensures loyalty, where do you need me?
|
||
1000210 Where is His will needed?
|
||
1000211 By the Emperor, it will be done!
|
||
1000212 What is your wish.
|
||
1000213 Victory is assured!
|
||
1000220 I stand ready to serve the Emperor.
|
||
1000221 Orders received and understood.
|
||
1000222 I will not fail.
|
||
1000223 You honor me.
|
||
1000224 On my soul, it shall be done!
|
||
1000230 Tremble before my wrath!
|
||
1000231 To battle!
|
||
1000232 Only the faithful shall win the day...
|
||
1000233 The end of days is upon them!
|
||
1000240 It is only fitting we ride into battle.
|
||
1000250 From here on, we march!
|
||
1000260 You dare shoot at me?! At ME?!
|
||
1000261 Press the attack, you dogs!
|
||
1000262 Come, taste my wrath!
|
||
1000270 Emperor forgive me! I have failed thee!
|
||
1000271 Flee at your own peril and fight!
|
||
1000272 I will have someone's head for this!
|
||
1000280 They cannot withstand us.
|
||
1000281 Retreat is not an option!
|
||
1000290 Tremble before my wrath!
|
||
1000291 Strike them down!
|
||
1000292 Come, meet your doom!
|
||
1000300 Fear me, but follow!
|
||
1000301 You have the honor of serving me now!
|
||
1000310 I leave now... do not fail me!
|
||
1000320 If you will not serve in combat, then you will serve on the firing line!
|
||
1000321 Let your aim be true!
|
||
1000322 On charges of cowardice, you are sentenced to death.
|
||
1000330 Forward you dogs, to victory!
|
||
1000331 Glory for the first man to die... charge!
|
||
1000400 Let me preach His name!
|
||
1000410 What would you have me do?
|
||
1000411 You have chosen wisely.
|
||
1000412 Let me inspire our men!
|
||
1000413 My devotion is assured!
|
||
1000420 I hear and I obey!
|
||
1000421 As you wish.
|
||
1000422 It shall be so!
|
||
1000423 I obey without question.
|
||
1000424 My scars prove my worth.
|
||
1000430 Glory to the Emperor!
|
||
1000431 A chance to prove our worth! Attack!
|
||
1000432 Our deaths will be magnificent!
|
||
1000433 Cut them down!
|
||
1000440 Make haste!
|
||
1000450 I will walk now.
|
||
1000460 Cowards! Face us in battle!
|
||
1000461 Cut us down and we will rise stronger.
|
||
1000462 Repay their arrogance with blood!
|
||
1000470 We must pray for forgiveness!
|
||
1000471 We lost because you were all weak!
|
||
1000472 I alone must pay for this defeat.
|
||
1000480 I feel the Emperor's blessing return!
|
||
1000481 I will whip the first of you who retreats!
|
||
1000490 Spit in their faces!
|
||
1000491 Only now are we worthy!
|
||
1000492 For Terra's Golden Throne!
|
||
1000500 Are you ready to die for me?
|
||
1000501 I am but a humble servant!
|
||
1000510 Go forth and prove yourselves.
|
||
1000520 Rise up and strike them down!
|
||
1000521 Know that you serve the True Emperor!
|
||
1000522 Faith is the blade of war!
|
||
1000523 You cannot stand against me!
|
||
1000530 I will lead the charge!
|
||
1000531 Who is with me!
|
||
1000532 I am ready to die for Him!
|
||
1000600 You requested a Psyker my lord?
|
||
1000610 What do you require?
|
||
1000611 My mind bears a great pain!
|
||
1000612 Ah, so you need me now....
|
||
1000613 Do you know what you ask?
|
||
1000620 I already know what you want.
|
||
1000621 Our fate is foretold.
|
||
1000622 If that's what you wish, so be it.
|
||
1000623 I knew you'd say that.
|
||
1000624 Very well, but use me wisely.
|
||
1000630 So shall they learn to fear me!
|
||
1000631 Rip their thoughts asunder!
|
||
1000632 They will fall to my mind!
|
||
1000633 The time for killing is upon us.
|
||
1000640 Driver, let us be on our way.
|
||
1000650 Must we travel on foot again?
|
||
1000660 The enemy is attacking.
|
||
1000661 Where did they come from?
|
||
1000662 Let them attack -- they will fail.
|
||
1000670 Retreat, retreat!
|
||
1000671 Fall back, we cannot hold them!
|
||
1000672 This is impossible -- I cannot lose!
|
||
1000680 I will not falter again.
|
||
1000681 They will pay for their arrogance!
|
||
1000690 Witness my power!
|
||
1000691 In the Emperor's name!
|
||
1000692 Are there none worthy of my skills!
|
||
1000700 I assume command.
|
||
1000701 Follow me and I promise you glory!
|
||
1000710 I hope you know what you are doing.
|
||
1000720 I will split your thoughts open.
|
||
1000721 Witness your doom!
|
||
1000722 Watch as I destroy your puny machines.
|
||
1000723 You will not die today, be healed!
|
||
1000724 I see you... you cannot hide from ME!
|
||
1000725 Witness the glory of the Emperor through me!
|
||
1000730 Forward men!
|
||
1000731 Charge and stop for nothing!
|
||
1000800 Assassin here.
|
||
1000810 They will quake at my shadow!
|
||
1000811 I shall not fail!
|
||
1000812 Yes... yes... of course I'll help.
|
||
1000813 Who summons me?
|
||
1000820 Tell your men to stay out of my way.
|
||
1000821 If that is your wish.
|
||
1000822 A simple task, perhaps....
|
||
1000823 Then leave me to my errands.
|
||
1000824 Hush, say no more, my lord.
|
||
1000830 They will die silently.
|
||
1000831 Death comes in shadows.
|
||
1000832 One strike is all I need.
|
||
1000833 They will never see me.
|
||
1000834 Prepare yourself...
|
||
1000840 The enemy knows my position!
|
||
1000841 I cannot engage this many foes.
|
||
1000842 Where is my support?
|
||
1000843 Requesting support!
|
||
1000850 I shouldn't have lost!
|
||
1000851 Why did no one help me?
|
||
1000860 I will do this alone!
|
||
1000861 Never turn your back on an enemy.
|
||
1000870 You cannot kill death!
|
||
1000871 One or a thousand, I will kill them all.
|
||
1000872 Don't you need Guardsmen here?
|
||
1000880 Blink and I'll vanish.
|
||
1000881 In position to strike.
|
||
1000882 One chance is all I need.
|
||
1000883 I can change the tide of battle.
|
||
1000890 Moving into position!
|
||
1000891 Here I go!
|
||
1000900 I hold the secrets of the Machine.
|
||
1000901 I hear the machine spirit's voice.
|
||
1000910 It will only take me a moment.
|
||
1000911 I am honored that you require my skills.
|
||
1000912 As you wish, so shall it be done.
|
||
1000913 I am on it.
|
||
1000920 Of course.
|
||
1000921 I'll take care of it, lord.
|
||
1000922 An easy matter for one of my skill.
|
||
1000923 The machine spirits are willing.
|
||
1000924 I shall hurry.
|
||
1000930 For the Emperor!
|
||
1000931 Let us join the fray, then!
|
||
1000932 Machine spirit, may our shots be true.
|
||
1000940 This able beast should get us there.
|
||
1000950 Thank you, Machine Spirit for our safe arrival.
|
||
1000960 I am beseiged!
|
||
1000961 I am under attack!
|
||
1000962 That shot almost got me.
|
||
1000963 Emperor protect me!
|
||
1000970 My will falters!
|
||
1000971 We have failed the day... retreat.
|
||
1000980 The field of battle awaits us again!
|
||
1000981 Repairs are complete and ready for duty, sir.
|
||
1000990 Into the fray, attack!
|
||
1000991 I am no match for these foes!
|
||
1000992 More enemies for the slaughter!
|
||
1001000 I will ease the machine's pain.
|
||
1001001 These repairs may require some time.
|
||
1001002 Ah, a challenge worth of my skills.
|
||
1001003 Initiating construction.
|
||
1001010 I'll be there as quickly as I can.
|
||
1001011 Onward!
|
||
1001100 Reporting for duty, sir!
|
||
1001101 Present and accounted for, sir!
|
||
1001110 Sir, yes sir!
|
||
1001111 By the Emperor, you will have it!
|
||
1001112 If such is the Emperor's will.
|
||
1001113 What are your orders?
|
||
1001114 It is my duty to serve.
|
||
1001120 Executing your orders, sir!
|
||
1001121 For the Glory of the Imperium!
|
||
1001122 You heard the man! Jump to!
|
||
1001123 Looks like everything's in order, sir.
|
||
1001124 It's an honor to serve the Imperium, sir.
|
||
1001130 Imperial Guard, attack!
|
||
1001131 Keep in formation!
|
||
1001132 Hold the line, damn it!
|
||
1001133 Holy... will you look at the size of them!
|
||
1001134 For Emperor and Imperium!
|
||
1001140 Let's ride!
|
||
1001141 Now this is the only way to travel.
|
||
1001150 Left, left, left right left.
|
||
1001160 We're under fire!
|
||
1001161 Where's our fire support!
|
||
1001162 Taking hits!
|
||
1001163 Look out! Here they come!
|
||
1001164 Is that the best you got!
|
||
1001170 We've been overrun!
|
||
1001171 Flee, they're too much for us!
|
||
1001172 It's no good, we can't hold them!
|
||
1001173 Sir, sir, what do we do!?!
|
||
1001180 Time for payback..
|
||
1001181 They thought they broke our backs? Hah!
|
||
1001182 We won't let you down, sir!
|
||
1001190 Who wants some more!
|
||
1001191 Tanks, where are the bloody tanks!
|
||
1001192 Shore up that left flank and keep firing!
|
||
1001193 Kill 'em. Kill 'em all!
|
||
1001194 Ah! I'm hit, I'm hit!
|
||
1001200 Take the objective!
|
||
1001201 You shall have your prize!
|
||
1001202 Take it at all costs!
|
||
1001210 Objective secured. What now?
|
||
1001211 We did it, sir.
|
||
1001212 By the Emperor, we've won!
|
||
1001213 Capturing it was easy, holding it will be hard.
|
||
1001220 Let's see them fight all of us!
|
||
1001221 For everyone one of us who falls, ten more will take his place.
|
||
1001230 I have the enemy in my sights!
|
||
1001231 Enemy spotted -- what are your orders?
|
||
1001240 On your guard, Marines!
|
||
1001241 Space Marines! This will be ugly!
|
||
1001250 By the Emperor... not them!
|
||
1001251 Chaos! What do we do, sir?
|
||
1001260 Greenskins... thought I smelled something.
|
||
1001261 Orks, and where there's one, there's a hundred of them.
|
||
1001270 Eldar, and they look ready for war!
|
||
1001271 Those are Eldar? I thought they'd be taller.
|
||
1001280 What the hell is that thing!
|
||
1001281 Daemon! They have a Daemon!
|
||
1001290 We've spotted some kind of monster.
|
||
1001291 Whatever it is, it's an abomination to the Emperor.
|
||
1001300 Charge!
|
||
1001301 Go go go!
|
||
1001302 On my mark... charge!
|
||
1001303 Storm them!
|
||
1001400 I'll whip these grunts into shape.
|
||
1001401 Time to make the Emperor proud.
|
||
1001410 You called, sir?
|
||
1001411 Shall I get started.
|
||
1001412 Eager for action, sir.
|
||
1001420 I'll see to it personally, sir.
|
||
1001421 Anything for the Imperium!
|
||
1001422 I'd give my life if that's what you asked.
|
||
1001423 From the Emperor's mouth to my ears, sir.
|
||
1001424 On the double!
|
||
1001430 To arms!
|
||
1001431 Fall in men, it's time for war.
|
||
1001432 Attack men! Attack!
|
||
1001433 Don't fire until I say so!
|
||
1001434 This is it, men, the moment of glory!
|
||
1001440 Thanks for the ride!
|
||
1001450 We're on foot from here on in
|
||
1001460 Incoming!
|
||
1001461 Nothing like war to wake you up, eh boys?
|
||
1001470 Pull back, damn it!
|
||
1001471 It's every soldier for himself!
|
||
1001472 There's too many of them!
|
||
1001473 Where's that artillery!
|
||
1001480 That was a close one!
|
||
1001481 Time to strike back hard.
|
||
1001482 Retreat again and I'll shoot you cowards!
|
||
1001490 Stop bleeding and fight back!
|
||
1001491 Reloading!
|
||
1001492 More men, send in more men!
|
||
1001493 Concentrate all firepower on that bruiser!
|
||
1001494 Here they come again!
|
||
1001500 Double time!
|
||
1001501 Hustle up, one two, one two.
|
||
1001510 Into the breach!
|
||
1001511 They'll never know what hit them!
|
||
1001512 Everyone, follow me!
|
||
1001513 Let none escape!
|
||
1001600 Ready to inflict pain!
|
||
1001601 Fully loaded and ready for action.
|
||
1001610 Heavy Weapons ready for orders.
|
||
1001611 Big Guns!
|
||
1001612 Heavy ordinance ready!
|
||
1001613 Ready to chew steel, sir!
|
||
1001614 Ready and primed for action!
|
||
1001620 You all heard him, go go!
|
||
1001621 Right, we just need a moment to gear up!
|
||
1001622 Who's got the extra ammo?
|
||
1001623 Why aren't you moving?
|
||
1001624 Get off your asses and get to it!
|
||
1001630 Enough talking, fire!
|
||
1001631 Mow 'em down!
|
||
1001632 They won't feel a thing....
|
||
1001633 The Emperor sends his regards, fire!
|
||
1001634 For mankind!
|
||
1001640 We should travel like this all the time.
|
||
1001641 I don't feel safe in this tin can!
|
||
1001650 Break time's over!
|
||
1001660 They keep coming!
|
||
1001661 Oh, you'll regret that, scum!
|
||
1001670 Don't let up, keep firing!
|
||
1001671 Let's show 'em how's it done!
|
||
1001672 Where're the ammo belts?
|
||
1001673 I need a target!
|
||
1001674 Look at that one die!
|
||
1001680 Sure thing, we can do that.
|
||
1001681 Try not to destroy the objective this time!
|
||
1001682 Looks easy enough.
|
||
1001690 Secured!
|
||
1001691 Secured and not a scratch on her.
|
||
1001692 Just let them try to take it back!
|
||
1001693 That was an easy objective.
|
||
1001700 This will take some time!
|
||
1001701 Who needs tanks when you got us!
|
||
1001800 You want Ogyrn?
|
||
1001801 Here...
|
||
1001810 Yus boss!
|
||
1001811 Allo?
|
||
1001812 Orl Right.
|
||
1001813 Ermmmm... Yeah?
|
||
1001814 Wot?
|
||
1001820 Sure fing boss
|
||
1001821 Wotchewant?
|
||
1001822 Yoo Sure?
|
||
1001823 Righto Boss
|
||
1001824 Erm... that way!
|
||
1001830 Hur Hur - Kill 'em!
|
||
1001831 Off we go!
|
||
1001832 Hur Hur - Crush skulls!
|
||
1001833 For the boss!
|
||
1001834 It 'Em!
|
||
1001840 Its dark in dere - Don't like it!!
|
||
1001841 I hates it in dere.
|
||
1001850 GET ME OUT!
|
||
1001851 Good. Don't like it in dere!
|
||
1001860 Wots goin' on?
|
||
1001861 Ow!
|
||
1001862 Who's shootin'
|
||
1001863 Oi! Dat Urts!
|
||
1001864 Ow! - my, erm... arm!
|
||
1001870 Run! Dey too strong!
|
||
1001871 Ow! Run away!
|
||
1001872 I'm off!
|
||
1001873 Get out of 'ere!
|
||
1001874 This not good.
|
||
1001880 Why we runnin'?
|
||
1001881 Boss! What now?
|
||
1001882 Feelin' better now.
|
||
1001890 Rarrrggh
|
||
1001891 Huurrgh
|
||
1001892 Hur Hur Hur Hur Hur
|
||
1001893 Crunchin' bones and eads!
|
||
1001894 Squish the little ones
|
||
1001900 Getting' it.
|
||
1001901 Get what?
|
||
1001902 Erm, ok, we'll get it.
|
||
1001910 We got the... Thing!
|
||
1001911 Yeah! We got it!
|
||
1001912 Got it!
|
||
1001913 Boss! We got it!
|
||
1001920 Now I REALLY mad!
|
||
1001921 Watch dis!
|
||
1001930 Run after 'em!
|
||
1001931 First one dere wins!
|
||
1001932 Rum 'em down!
|
||
1001933 Charge!
|
||
1002000 Leave the Ogryns ta me.
|
||
1002001 Right! I'm here!
|
||
1002010 Yus Boss-sir!
|
||
1002011 You Want Somefing?
|
||
1002012 What do Ogryn do now?
|
||
1002020 Orgyns dis way.
|
||
1002021 I'm understandings
|
||
1002022 I get-ch-ya...
|
||
1002023 Roight! Marching over 'ere!
|
||
1002024 Ogryns follows orders
|
||
1002030 Orgyns to da fight!
|
||
1002031 Smack 'em lads!
|
||
1002032 Attack Y' Lugnutz!
|
||
1002033 Hur Hur - now da fun bit!
|
||
1002034 Da Big one is mine!
|
||
1002040 Can't we walk?!
|
||
1002050 *phew* Nice one boss!
|
||
1002060 Shoot 'em back!
|
||
1002061 We're being shot at!
|
||
1002070 Pull back means run da OTHER way!
|
||
1002071 Who's dumb plan is dis?
|
||
1002080 Now dis is more like it!
|
||
1002090 It 'em good boys!
|
||
1002091 Keep fightin'!
|
||
1002092 Dat's it boys, pour it on!
|
||
1002093 Break them wide open
|
||
1002094 Your left... No, other left lugnut!
|
||
1002100 Stand yer ground!
|
||
1002101 Dey'll pay for dat!
|
||
1002110 Kasrkin Squad ready for war.
|
||
1002111 By the Emperor's will, we are here!
|
||
1002120 We will serve!
|
||
1002121 We're ready to go, sir.
|
||
1002122 We're honored by your trust.
|
||
1002123 On standbye.
|
||
1002124 Faith is all that matters.
|
||
1002130 Time to earn our keep!
|
||
1002131 We've got experience in these things.
|
||
1002132 We'll see you at the objective.
|
||
1002133 Time to rise to the occasion, men.
|
||
1002134 Orders understood.
|
||
1002140 Strike hard!
|
||
1002141 No prisoners!
|
||
1002142 Slit their throats.
|
||
1002143 None will escape.
|
||
1002144 You know the routine, attack!
|
||
1002150 Take us to these coordinates.
|
||
1002151 You know where to go.
|
||
1002160 That's enough comfort for one day.
|
||
1002170 There's more of them there!
|
||
1002171 Looks like they know we're here!
|
||
1002172 Fire at will!
|
||
1002173 Amateurs don't stand a chance!
|
||
1002180 We cannot win, run!
|
||
1002181 In all my years, I never seen them do that!
|
||
1002182 Where's our cover fire?
|
||
1002183 I'm hit! I'm hit!
|
||
1002184 Ah! Someone help me!
|
||
1002190 We survived! Thank the Emperor!
|
||
1002191 When in doubt, throw more men at it!
|
||
1002192 They'll pay for that humiliation!
|
||
1002200 Time for death, scum!
|
||
1002201 Initiate attack manuever Sacrosanct.
|
||
1002202 Don't let them get past us!
|
||
1002203 Hold the line!
|
||
1002204 Annoint them with their own blood.
|
||
1002210 We've done this one a hundred times.
|
||
1002211 Remember lads, just like we did on Ceprus Prime.
|
||
1002212 We'll be in and out like lightning.
|
||
1002220 The objective is ours!
|
||
1002221 How long till we're relieved?
|
||
1002222 I hope this thing was worth it!
|
||
1002223 It's ours, but best we remain on our toes.
|
||
1002230 Here's how we ride into battle!
|
||
1002231 Use the frags!
|
||
1002240 Stop for no one!
|
||
1002241 For the Imperium of Man!
|
||
1002242 Strike true and strike with precision!
|
||
1002243 Haaa!
|
||
1002300 My men and I will serve you well.
|
||
1002301 May I bring Him glory today.
|
||
1002310 Ah, the call to battle!
|
||
1002311 Long have I wished to serve under you, sir.
|
||
1002312 They will learn to fear me.
|
||
1002320 We've faced worse.
|
||
1002321 I'll instruct the men immediately.
|
||
1002322 Smart, very smart.
|
||
1002323 I'd best hurry, then.
|
||
1002324 With pleasure, sir!
|
||
1002330 No quarter!
|
||
1002331 Annoint them in their own blood!
|
||
1002332 Do what you do best, men!
|
||
1002333 Death to the Emperor's enemies!
|
||
1002334 They shall regret facing us.
|
||
1002340 Faster, driver, faster!
|
||
1002350 We've arrived, and none too soon!
|
||
1002360 We need help!
|
||
1002361 I don't care how many there are, fight!
|
||
1002370 Only a fool would stay!
|
||
1002371 Leave the wounded behind!
|
||
1002380 I demand satisfaction!
|
||
1002390 What a glorious day to die!
|
||
1002391 You don't die until I say!
|
||
1002392 Raze the planet if you must!
|
||
1002393 Stay on them!
|
||
1002394 Don't let up!
|
||
1002400 Move faster, damn you!
|
||
1002401 You're moving too slowly!
|
||
1002500 Standing by.
|
||
1002501 Warming up the engine, my lord.
|
||
1002502 Where are those damn techpriests!
|
||
1002503 Awaiting instructions!
|
||
1002510 Following orders!
|
||
1002511 As soon as we beseech the machine's spirit.
|
||
1002512 We'll be off as soon as the fuel arrives!
|
||
1002513 Orders received and understood!
|
||
1002520 Attack!
|
||
1002521 Fire!
|
||
1002522 I die for the Emperor!
|
||
1002523 Cut a swathe through them.
|
||
1002530 Sentinels ready to deploy!
|
||
1002540 Sounds easy enough.
|
||
1002541 I'll take it from here.
|
||
1002550 They won't know what hit 'em!
|
||
1002551 Quick and fast, just the way we like it.
|
||
1002560 Moving to engage.
|
||
1002561 Hit them fast and hard!
|
||
1002570 Drive the enemy off!
|
||
1002571 This is one resource the enemy will no longer hold.
|
||
1002600 Ready to transport our men!
|
||
1002610 Acknowledged, sir.
|
||
1002611 Ready to act.
|
||
1002620 Moving into position.
|
||
1002621 It's an honor to serve the Emperor.
|
||
1002630 Get on that Multilaser!
|
||
1002631 Fire, fire, open up with everything we got.
|
||
1002700 Hellhound here at your service.
|
||
1002710 I can take the heat!
|
||
1002711 We handle anything you throw at us.
|
||
1002720 We're hot and primed, sir.
|
||
1002721 Understood, but keep that artillery off our backs!
|
||
1002730 Burn them all!
|
||
1002731 Open the valves, full blaze!
|
||
1002740 Empty the tanks, burn them all!
|
||
1002741 On my mark, full inferno!
|
||
1002800 Tell the men, the cavalry's arrived!
|
||
1002810 Ready to win the war, sir!
|
||
1002811 Backbone of the Guard, ready to serve!
|
||
1002820 Understood... let's ride!
|
||
1002821 Nothing like a stroll through the countryside!
|
||
1002830 All guns, keep firing till they glow!
|
||
1002831 Run 'em over!
|
||
1002840 Time to rampage!
|
||
1002841 Let's bloody the treads!
|
||
1002900 Someone call for an earthshaker?
|
||
1002910 Fueled and ready to go!
|
||
1002911 Give us a second to get started.
|
||
1002920 Thank the Emperor... action!
|
||
1002921 This shall be the day of glory!
|
||
1002930 Firing solution plotted!
|
||
1002931 Plotting firing solution!
|
||
1002932 Fire!
|
||
1002933 3, 2, 1... Fire!
|
||
1002940 Main gun ready, FIRE!
|
||
1002941 Shatter their sky!
|
||
1003000 We will leave nothing standing!
|
||
1003001 Ready to unleash 11 barrels of Hell!
|
||
1003010 Whatever you want, we're ready.
|
||
1003011 We will make the Emperor proud.
|
||
1003012 We'll handle it.
|
||
1003013 Doubt is for the dying.
|
||
1003014 We will lead by example.
|
||
1003020 As you command, so shall it be!
|
||
1003021 You will not find us lacking, sir.
|
||
1003022 We'll flatten anything standing in our way.
|
||
1003023 We live by example and duty.
|
||
1003024 Failure is the weakness of the enemy.
|
||
1003030 All cannons at the ready! Fire!
|
||
1003031 All guns strike true!
|
||
1003032 Fire, all barrels hot!
|
||
1003033 Keep firing till they see the glow of our barrels.
|
||
1003034 Roll over them!
|
||
1003040 I think some fool just shot at us!
|
||
1003041 They might as well be spitting at our hide.
|
||
1003042 Incoming fire!
|
||
1003043 Permission to return fire!
|
||
1003050 All guns, on my mark.
|
||
1003051 All Guardsman, follow me to glory!
|
||
1003100 I am the Emperor's will made manifest!
|
||
1003110 By the Emperor, it shall be so!
|
||
1003111 I accept the challenge!
|
||
1003112 Faith is purest when it is unquestioning.
|
||
1003113 Your wise council belies your years.
|
||
1003120 May you lead us to victory.
|
||
1003121 I shall rally the troops to your cause.
|
||
1003122 Difficult, to be sure, but it shall be done.
|
||
1003123 Bless the mind too small for doubt.
|
||
1003130 To the last, kill them all!
|
||
1003131 Drive them back!
|
||
1003132 Redeem them with sword and fire!
|
||
1003133 Only in war are we truly faithful!
|
||
1003140 Spirit us to our objective, driver.
|
||
1003141 Our duty lies elsewhere so be quick.
|
||
1003150 Ah, to walk upon blood-stained ground....
|
||
1003151 So this is where the Emperor's will brings us.
|
||
1003160 Answer them shot for shot!
|
||
1003161 Their attacks are as weak as their faith!
|
||
1003162 So, the enemy has some shred of courage.
|
||
1003163 How dare they fire upon the Emperor's Chosen!
|
||
1003170 We have been humbled!
|
||
1003171 The battle is not ours, retreat!
|
||
1003172 Fall back, heed me and regroup
|
||
1003180 I hear the drums of war again!
|
||
1003181 Make your stand, here and now!
|
||
1003182 We will not falter another step!
|
||
1003190 We live and die as brothers!
|
||
1003191 Pain now, reward in the afterlife.
|
||
1003192 Mighty Emperor, guide my blow!
|
||
1003193 Spare none.
|
||
1003200 I will guide you now.
|
||
1003201 My brothers, we are together again!
|
||
1003202 None can match our combined might!
|
||
1003210 I am needed elsewhere!
|
||
1003211 Remember what I have taught you!
|
||
1003212 I must take my leave.
|
||
1003220 Rally to me, brothers, and we will win!
|
||
1003221 May the Emperor watch over us all!
|
||
1003222 None can withstand our faith!
|
||
1003230 For the glory of the Imperium, Charge!
|
||
1003231 Take them, and quickly!
|
||
1003232 Break the enemy line!
|
||
1003300 Kill! KILL!
|
||
1003301 For the slaughter!
|
||
1003310 Why aren't we killing yet!
|
||
1003311 By Khorne, it will be done!
|
||
1003312 This is the last time!
|
||
1003313 I am not your bootlick!
|
||
1003320 As you wish, but set us loose!
|
||
1003321 Don't provoke me!
|
||
1003322 This errand is beneath me!
|
||
1003323 I heard you the first time!
|
||
1003330 I will have last blood!
|
||
1003331 Split them open!
|
||
1003332 Blood for the Blood God!
|
||
1003333 I'll drink the blood from their hearts.
|
||
1003340 Drive quickly before I kill you.
|
||
1003341 Faster, if you know what's good for you.
|
||
1003350 We need a new driver... this one is dead.
|
||
1003360 The enemy, finally!
|
||
1003361 Let me kill them!
|
||
1003362 Must kill, must kill!
|
||
1003370 No, this cannot be!
|
||
1003371 They won, for now....
|
||
1003372 So much blood... too much to drink.
|
||
1003380 I hunger again.
|
||
1003381 I will have my vengeance.
|
||
1003390 Gut them, gut them all!
|
||
1003391 Engulf them in pain!
|
||
1003392 BLOOD HA HA HA HA BLOOD!
|
||
1003393 Who dies first?
|
||
1003400 You want that worthless trinket?
|
||
1003401 Why should I?
|
||
1003410 The trophy is mine!
|
||
1003411 Where is the blood I was promised?
|
||
1003412 It is done. Don't waste my time again.
|
||
1003420 I am invincible!
|
||
1003421 BLOOD, BLOOD, BLOOD, BLOOD!
|
||
1003430 Break their backs!
|
||
1003431 Crack them in half!
|
||
1003432 Attack!
|
||
1003500 Yeah I'm here, 'o wants to know?
|
||
1003501 If it's a fight dey wantz!
|
||
1003510 Why'z you giving me orders?
|
||
1003511 You'z a pretty mouthy one, ain't ya?
|
||
1003512 What? I wazn't listenin'.
|
||
1003513 Any Nob knowz dat!
|
||
1003520 Touch me again and I croak ya.
|
||
1003521 What'z innit fer me?
|
||
1003522 Soundz stupid but, okay.
|
||
1003523 Who dat talking?
|
||
1003530 Time to bust skullz!
|
||
1003531 We needz more red paint! Kill dem all!
|
||
1003532 Squish dem!
|
||
1003533 Crush dere brainz in!
|
||
1003540 Drive dere git!
|
||
1003541 Hey! Why you get ta drive?
|
||
1003550 You call dat drivin'?
|
||
1003560 Ere they come!
|
||
1003561 Dey come to play, 'ave dey?
|
||
1003562 Hey! Dat one go through!
|
||
1003570 Oi! Wherz me arm?
|
||
1003571 Run... we fightz again later with more Nobs.
|
||
1003572 We needz more gretchin!
|
||
1003580 We'z back!
|
||
1003581 Told ya we needz more Nobs.
|
||
1003590 Dat gotta hurt!
|
||
1003591 When yooz is dead, I'm gonna kill ya again!
|
||
1003592 Kill dem some more!
|
||
1003593 Now dis is fun!
|
||
1003600 Eazy 'nuff.
|
||
1003601 You ain't da Warboss of me.
|
||
1003610 We'z done yet?
|
||
1003611 What next?
|
||
1003612 I Paintz it all red, like ya said.
|
||
1003620 Surprize!
|
||
1003621 Wazn't expecting dat waz you?
|
||
1003630 Swarm dem!
|
||
1003631 Run faster ya Nobz!
|
||
1003632 WAAAGH!
|
||
1003700 The flames of the Ancestors are yours to command.
|
||
1003701 I am the song of fury, here to serve?
|
||
1003710 Your song shall guide me.
|
||
1003711 There is wisdom in your words.
|
||
1003712 As I dream, so shall it be.
|
||
1003713 So the ancestors decree.
|
||
1003720 I obey in all things.
|
||
1003721 Our path is dangerous, but necessary.
|
||
1003722 Call upon me if you wish.
|
||
1003723 I follow the purity of flame.
|
||
1003730 Kill them swiftly.
|
||
1003731 No more songs. We fight now.
|
||
1003732 Burn away their impurities.
|
||
1003733 Cleanse them in flames.
|
||
1003740 Hurry, time is of essence.
|
||
1003741 Can you take us?
|
||
1003750 Thank you for delivering us safely.
|
||
1003760 How sad that they choose to fight.
|
||
1003761 Protect yourselves against the barbarians.
|
||
1003762 We are under assault!
|
||
1003770 There is no victory for us here.
|
||
1003771 Protect the Ancestor Stones at all costs.
|
||
1003772 Our death serves no cause... retreat.
|
||
1003780 Sing of glory and press on.
|
||
1003781 We shall fail the Craftworld again.
|
||
1003790 Slay those who will not listen.
|
||
1003791 I fear many shall die today.
|
||
1003792 No songs shall stir your eternal slumber.
|
||
1003800 We will capture it.
|
||
1003801 It will serve the song well.
|
||
1003810 It is ours.
|
||
1003811 Awaiting your command.
|
||
1003812 We have done as you asked.
|
||
1003820 Reap the inferno!
|
||
1003821 I will sing of firestorms now.
|
||
1003830 We have little time to lose.
|
||
1003831 We will be swift, like fire.
|
||
1003832 We will scatter them to the winds.
|
||
1004505 Overload their circuits!
|
||
1005001 Setting stabilizers. Ready to fire.
|
||
1005030 Missiles are ready to launch.
|
||
1005031 Locking on target.
|
||
1005032 Our pleasure.
|
||
1005033 Targets confirmed.
|
||
1005034 We will eliminate the targets.
|
||
1005050 The Greater Good spreads.
|
||
1005051 Moving to strategic position.
|
||
1005052 It'll be yours in no time.
|
||
1005060 Full power to actuators!
|
||
1005061 Full speed. Now.
|
||
1005062 Engage! Engage!
|
||
1005063 Do not let the enemy escape.
|
||
1005070 Pick your targets.
|
||
1005071 Open fire, all guns!
|
||
1005072 Locked on.
|
||
1005073 Today we earn our honor.
|
||
1005074 Missiles away!
|
||
1005140 Multiple alerts! Fall back!
|
||
1005141 No, we cannot win!
|
||
1005142 Retreat before it's too late.
|
||
1005143 My armor won't hold!
|
||
1005144 Pull out! Pull out!
|
||
1005150 By my Sept, I will not fail you again.
|
||
1005151 For the Greater Good, I return to battle.
|
||
1005152 We will seek forgiveness after the battle.
|
||
1005160 Broadsides redeploying.
|
||
1005161 Firepower on the move.
|
||
1005162 Acknowledged. Moving out.
|
||
1005163 Moving into position.
|
||
1005164 Yes sir.
|
||
1005180 XV88 Battlesuits ready for action.
|
||
1005181 We serve the Greater Good.
|
||
1005182 Mobile artillery ready to serve.
|
||
1005183 Where do you need some firepower?
|
||
1005184 Awaiting orders.
|
||
1005290 We have it.
|
||
1005291 They will not take this place from us again.
|
||
1005292 This place is under Tau protection.
|
||
1005293 Our task is done.
|
||
1005300 Enemy gunners have us in their sights.
|
||
1005301 Taking fire.
|
||
1005302 Enemy units closing in!
|
||
1005303 Defensive positions. Now.
|
||
1005304 Take that gunner out!
|
||
1005310 Broadside Battlesuits ready.
|
||
1005311 I'm honored to join the cadre, commander.
|
||
1005530 We will deliver the killing blow.
|
||
1005531 Locking on targets.
|
||
1005532 Acknowledged.
|
||
1005533 Engaging the enemy.
|
||
1005534 All weapons are go.
|
||
1005550 It will be yours.
|
||
1005551 We will raise the Sept's banner.
|
||
1005552 Securing position.
|
||
1005560 Close in!
|
||
1005561 Take them down!
|
||
1005562 Engaging the enemy.
|
||
1005563 Moving in.
|
||
1005570 The hunt is on.
|
||
1005571 I have targets on my screen!
|
||
1005572 Weapons are hot and finding their targets.
|
||
1005573 We are engaging the enemy.
|
||
1005574 Their primitve weapons are no threat to us.
|
||
1005620 Coordinates locked it.
|
||
1005640 I’ve got red lights on all panels!
|
||
1005641 Major damage to all systems.
|
||
1005642 We need to find a stronger position!
|
||
1005643 We can't hold here. We just can't.
|
||
1005644 Backups failing!
|
||
1005650 That is enough. Time to strike back.
|
||
1005651 The Ethereals have restored me.
|
||
1005652 I trust in Tau and return to battle.
|
||
1005660 No problem.
|
||
1005661 If the Ethereals will it.
|
||
1005662 Let's get it done.
|
||
1005663 Moving now.
|
||
1005664 We will make it happen.
|
||
1005680 Battlesuits ready for action.
|
||
1005681 The fire caste’s best are here to serve.
|
||
1005682 Where do you need the elite?
|
||
1005683 All systems ready.
|
||
1005684 We've learned the lessons of Mont'ka.
|
||
1005790 It is done. Now get us back to the hunt.
|
||
1005791 Point captured.
|
||
1005792 Position secured.
|
||
1005793 Mission accomplished.
|
||
1005800 Taking enemy fire.
|
||
1005801 Incoming fire, bearing two seven five.
|
||
1005802 Our armor will hold.
|
||
1005803 This is going to be a real fight.
|
||
1005804 Evasive maneuvers!
|
||
1005810 Crisis team ready.
|
||
1005811 Battlesuits on the field.
|
||
1006030 Burst cannon, fire.
|
||
1006031 Open fire.
|
||
1006160 We will get our men there.
|
||
1006161 Right under their eyes.
|
||
1006180 Devilfish swim silently.
|
||
1006181 Personnel carrier ready for action.
|
||
1006310 Devilfish transport ready.
|
||
1006530 Launching drones.
|
||
1006531 Target confirmed.
|
||
1006660 Understood.
|
||
1006661 Powering fans now.
|
||
1006680 Harbinger ready for action.
|
||
1006681 Drones ready to go sir.
|
||
1006810 Harbinger deployed.
|
||
1007004 Digging in.
|
||
1007030 Attack orders confirmed.
|
||
1007031 Engaging targets.
|
||
1007032 Charging all weapons.
|
||
1007033 Enemy spotted. Engaging.
|
||
1007100 Self-destruct.
|
||
1007160 Acknowledged.
|
||
1007161 Affirmative.
|
||
1007180 Awaiting programming.
|
||
1007181 All systems ready.
|
||
1007300 Drones under fire.
|
||
1007301 Taking damage.
|
||
1007310 Drones ready.
|
||
1007540 Construction matrix engaged.
|
||
1007541 Drop cranes inbound.
|
||
1007600 system failure
|
||
1007630 Relocation required.
|
||
1007640 Retreating.
|
||
1007641 Damage critical.
|
||
1007650 Resuming main programming.
|
||
1007651 Ready.
|
||
1007660 I will make it so.
|
||
1007661 Acknowledged.
|
||
1007662 Under way.
|
||
1007663 Orders received.
|
||
1007664 Each caste does its part for the Greater Good.
|
||
1007670 Beginning repairs.
|
||
1007671 Battlefield salvage underway.
|
||
1007680 Command?
|
||
1007681 Ready to build.
|
||
1007682 Service required?
|
||
1007683 Awaiting orders.
|
||
1007800 Builder unit under fire.
|
||
1007801 Alert. I am not built for combat.
|
||
1007802 Build systems damaged.
|
||
1007803 This unit is not programmed for self-repair.
|
||
1007810 Builder unit ready.
|
||
1007811 The earth caste will do its part.
|
||
1007820 New location reached.
|
||
1008001 Where there was one, let there be two.
|
||
1008002 Kor'el, fire orbital artillery!
|
||
1008003 To me, shas'vre!
|
||
1008030 My honor blade shall not fail.
|
||
1008031 It saddens me that battle is the only way.
|
||
1008032 They oppose the Greater Good and so are doomed.
|
||
1008033 I fight with all Tau.
|
||
1008034 Against tyranny, there can be no surrender.
|
||
1008060 You shall not escape your fate.
|
||
1008061 For the Tau'va!
|
||
1008070 I am glad to fight for our cause.
|
||
1008071 My cause is just. I cannot fail.
|
||
1008072 Join us. It is not too late.
|
||
1008073 This battle was your doing.
|
||
1008074 Your defeat is inevitable.
|
||
1008100 All is lost.
|
||
1008130 Mobility is the key to success.
|
||
1008131 Take us from this place, pilot.
|
||
1008140 I am wounded. Fall back!
|
||
1008141 The enemy is too strong.
|
||
1008142 We have failed the Greater Good!
|
||
1008143 No. How can we fail?
|
||
1008150 The Empire relies upon me. I cannot flee.
|
||
1008151 For Tau, I must be strong.
|
||
1008152 It is time to strike back.
|
||
1008160 I see that I am needed there.
|
||
1008161 It will be so.
|
||
1008162 Of course.
|
||
1008163 I will be there shortly.
|
||
1008164 A wise decision.
|
||
1008180 The Ethereal caste leads for the Greater Good.
|
||
1008181 We act as one lest we perish alone.
|
||
1008182 I shall guide our efforts.
|
||
1008183 The voice of reason.
|
||
1008300 The enemy strikes at our heart.
|
||
1008301 Fire Warriors! I need assistance.
|
||
1008302 They resist the Greater Good.
|
||
1008310 Banish your fear.
|
||
1008311 Take heart. The Ethereal caste is with you.
|
||
1008320 I will not forget your service, pilot.
|
||
1008530 We will cut them down.
|
||
1008531 Shoot to kill.
|
||
1008532 Coordinate your volleys.
|
||
1008533 They’ve fallen into the trap.
|
||
1008534 How can they ignore the Greater Good?
|
||
1008550 We will claim it for the Greater Good.
|
||
1008551 Target confirmed.
|
||
1008552 We’ll take it.
|
||
1008560 Close the gap!
|
||
1008561 Move, move, move!
|
||
1008570 Cut them down.
|
||
1008571 Eat plasma fire!
|
||
1008572 Don’t let the prey get away.
|
||
1008573 Keep firing. Keep firing.
|
||
1008574 Pick your targets.
|
||
1008630 Take us to the hunt.
|
||
1008631 Keep us hidden and we’ll do the rest.
|
||
1008640 Ethereals protect us!
|
||
1008641 The enemy is too strong.
|
||
1008642 Fall back! We cannot win here.
|
||
1008643 We're being overrun!
|
||
1008650 The Ethereals will not find us wanting.
|
||
1008651 I will atone for my selfish actions
|
||
1008652 Returning to action.
|
||
1008660 Orders received.
|
||
1008661 Our bond is strong. We will not fail.
|
||
1008662 It will be an honor.
|
||
1008663 Understood.
|
||
1008664 Moving out.
|
||
1008680 Point us at our targets.
|
||
1008681 For the Greater Good.
|
||
1008682 Shas’la ready for action.
|
||
1008683 Like Tau, we shall triumph.
|
||
1008684 The fire caste serves with pride.
|
||
1008690 Human madmen… they can’t be reasoned with.
|
||
1008691 Ethereals preserve us! Chaos fanatics.
|
||
1008700 Tau protect us!
|
||
1008701 Warp creatures. Concentrate fire.
|
||
1008710 Eldar. Watch your flanks.
|
||
1008711 Eldar. What do they want with this place?
|
||
1008720 We have them in our sights.
|
||
1008721 The enemy is here.
|
||
1008730 Gue’la soldiers detected.
|
||
1008731 The forces of the Imperium are here.
|
||
1008740 It’s some sort of wild beast!
|
||
1008741 Enemy spotted. Requesting additional fire power.
|
||
1008750 The Necrons are here.
|
||
1008751 The deathbringers! Bring in the heavy weapons.
|
||
1008760 Orks!
|
||
1008761 Greenskin barbarians! Get the Kroot to cover us.
|
||
1008770 Space Marines. Concentrate fire.
|
||
1008771 Gue’la Space Marines spotted.
|
||
1008790 Position taken.
|
||
1008791 What’s our next target?
|
||
1008792 The banner of Tau flies high.
|
||
1008793 We have spread the Greater Good.
|
||
1008800 This prey has teeth!
|
||
1008801 Taking fire.
|
||
1008802 We will give as good as we get.
|
||
1008803 We need some fire support here
|
||
1008804 Enemy gunners!
|
||
1008810 Our hunt begins.
|
||
1008811 Fire team deployed.
|
||
1008820 We will pick up the trail from here.
|
||
1009011 Grenades!
|
||
1009030 All warriors, open fire.
|
||
1009031 Pick your targets, team.
|
||
1009032 There is your prey, Shas'la.
|
||
1009033 The Ethereals watch over us.
|
||
1009034 If there must be battle, we will make it swift.
|
||
1009060 Charge!
|
||
1009061 Do not let them escape!
|
||
1009070 Our duty calls, Shas'la.
|
||
1009071 The cadre is counting on us.
|
||
1009072 Pin them down and eliminate them.
|
||
1009073 Return fire. Return fire.
|
||
1009074 Make every shot count.
|
||
1009130 Board up, Shas'la
|
||
1009140 Find cover!
|
||
1009141 Tactical retreat!
|
||
1009150 Get it together, Shas'la.
|
||
1009151 Form up! Right now!
|
||
1009152 Back into the fray, Shas'la.
|
||
1009160 Yes, sir.
|
||
1009161 The fire caste will not fail you.
|
||
1009162 Consider it done.
|
||
1009163 Orders received.
|
||
1009164 My Shas'la will not fail.
|
||
1009180 Fire team is ready.
|
||
1009181 Just tell us where you need us.
|
||
1009182 Ready to do our part.
|
||
1009300 Hold formation!
|
||
1009301 Return fire.
|
||
1009310 Duty calls and I respond.
|
||
1009311 Service is its own reward.
|
||
1009320 Deploy and secure this position.
|
||
1009530 All weapons in the green.
|
||
1009531 Target acquired.
|
||
1009532 Weapons are hot.
|
||
1009533 Fire!
|
||
1009660 Understood.
|
||
1009661 Moving out.
|
||
1009662 You can count on us.
|
||
1009663 We will do our part.
|
||
1009680 Ready and willing.
|
||
1009681 Where do you need us, Shas'o?
|
||
1009682 All systems in the green.
|
||
1009683 Reading you loud and clear.
|
||
1010003 Full power to the main gun!
|
||
1010030 Targeting… fire!
|
||
1010031 All guns, open up.
|
||
1010160 Following orders.
|
||
1010161 Armored power moving out.
|
||
1010180 Identify our targets and we will destroy them.
|
||
1010181 Point us at the target.
|
||
1010310 The fist of Mont’ka is here.
|
||
1010502 They make us strong.
|
||
1010503 I strengthen my kin.
|
||
1010530 They won't last long.
|
||
1010531 Good meat.
|
||
1010532 We'll get them.
|
||
1010533 Hah, I knew this trip would be worth it.
|
||
1010534 My blade is sharp.
|
||
1010550 You want that?
|
||
1010551 The Kroot will do it.
|
||
1010552 Fine. We’ll take it for you.
|
||
1010560 Get them!
|
||
1010561 Up close is where the fighting is best!
|
||
1010562 Run them down!
|
||
1010563 You can’t run.
|
||
1010570 You’re strong. It’ll be good to have that strength.
|
||
1010571 Hah, you call this a fight?
|
||
1010572 Hurry up, there's not much left.
|
||
1010573 Chop 'em up!
|
||
1010574 Hah, a good fight.
|
||
1010640 Ah! There’s too many of them!
|
||
1010641 We're not strong enough!
|
||
1010642 Get them away from us!
|
||
1010643 Where are the Tau guns?
|
||
1010650 We're honor bound to fight.
|
||
1010651 The fight will make us stronger.
|
||
1010652 It's over. We're fine.
|
||
1010660 I swear, we’ll get it done.
|
||
1010661 If the Shapers will it.
|
||
1010662 Hah, that won’t be hard.
|
||
1010663 Is that all you need?
|
||
1010664 Let's go.
|
||
1010680 Yes?
|
||
1010681 Get us to the fight.
|
||
1010682 What do you want?
|
||
1010683 The Shapers sent us to serve.
|
||
1010684 Kroot ready.
|
||
1010790 Your flag is up. Now what?
|
||
1010791 Okay, that’s done.
|
||
1010792 Got it.
|
||
1010793 What's next?
|
||
1010800 Ugh! That hurt!
|
||
1010801 We need some cover.
|
||
1010802 Get up close, quick!
|
||
1010803 They'll make us stronger!
|
||
1010804 We’re being shot.
|
||
1010810 We’re here to do our duty.
|
||
1010811 Kroot and Tau stand as one.
|
||
1011502 Feast and make us strong.
|
||
1011530 The Kroot are bred for battle.
|
||
1011531 I've guided my kin for this purpose.
|
||
1011532 Let's get them.
|
||
1011533 Sharpen your knives.
|
||
1011560 Don't let them flee.
|
||
1011561 Run all you want, you can't get away.
|
||
1011570 Battle makes the kin strong.
|
||
1011572 Now you're fighting real warriors.
|
||
1011590 Keep fighting.
|
||
1011610 Follow me and we shall all be strong.
|
||
1011611 Together, we'll beat them all.
|
||
1011640 Ah, the shaping was not enough.
|
||
1011641 Fall back before all our work is lost.
|
||
1011642 Flee! Flee!
|
||
1011650 That will never happen again.
|
||
1011651 Vengeance!
|
||
1011660 Run, run, run.
|
||
1011661 I understand.
|
||
1011662 I'll be there right away.
|
||
1011663 Let's go, then.
|
||
1011664 You want me there now, do you?
|
||
1011680 I have sworn to fight for the Tau.
|
||
1011681 Is it time for a fight?
|
||
1011682 The Kroot stand with you.
|
||
1011683 I am ready to join my kin.
|
||
1011800 Ah, something with some bite.
|
||
1011801 So the enemy has guns do they?
|
||
1011802 Shooting at us only makes us stronger.
|
||
1011810 I will lead our warriors.
|
||
1012509 Marking targets now.
|
||
1012530 Into battle.
|
||
1012531 Take them out.
|
||
1012532 We will deal with them.
|
||
1012533 Patient hunters find their prey.
|
||
1012534 Confirmed.
|
||
1012550 We see it and we will take it.
|
||
1012551 We secure territory for the Greater Good.
|
||
1012552 It will be yours in no time.
|
||
1012560 On the double! Move!
|
||
1012561 Take them down!
|
||
1012562 Do not let them report our position!
|
||
1012570 Open fire!
|
||
1012571 Watch your flanks!
|
||
1012572 Looks like we're in for a fight.
|
||
1012573 Concentrate fire!
|
||
1012574 Don't let them get away.
|
||
1012630 Carry us to these coordinates.
|
||
1012631 We are heading into enemy territory.
|
||
1012640 Get to cover!
|
||
1012641 We're getting cut to pieces!
|
||
1012642 Great Tau, there's too many of them!
|
||
1012643 Get us some support!
|
||
1012644 Help!
|
||
1012650 The Ethereals make us strong.
|
||
1012651 I w ill not fail again.
|
||
1012652 I cannot abandon my brothers.
|
||
1012660 We will find your targets.
|
||
1012661 Heading there now.
|
||
1012662 We will get all the details.
|
||
1012663 Understood. Watch for our signal.
|
||
1012664 Got it.
|
||
1012680 Pathfinders lead the way.
|
||
1012681 We are the first in the field.
|
||
1012682 We will be your eyes and ears.
|
||
1012683 Just tell us what you want to know.
|
||
1012684 The vanguard is ready.
|
||
1012790 Zone secured.
|
||
1012791 That point you wanted? It's all yours.
|
||
1012792 The sept banner is up.
|
||
1012793 The point is ours. Set up a defense.
|
||
1012800 The enemy has found us.
|
||
1012801 Taking fire. Repeat, taking fire.
|
||
1012802 We're going to need some support here.
|
||
1012803 Return fire. Return fire.
|
||
1012804 Hostiles incoming!
|
||
1012810 Recon ready.
|
||
1012811 Pathfinders on duty.
|
||
1012820 Pathfinders, disembark.
|
||
1013008 Shield activated.
|
||
1013310 Shield Drone deployed.
|
||
1013510 All missiles away!
|
||
1013530 Acquiring targets.
|
||
1013531 Missiles locking on.
|
||
1013532 Missiles are hot.
|
||
1013533 Bring down the rain of fire.
|
||
1013660 For Tau to prosper, it will be so.
|
||
1013661 Gunship on the move.
|
||
1013680 The patient hunter gets the prey.
|
||
1013681 Mark a target and we will wipe it out.
|
||
1013810 You needed fire support?
|
||
1014009 Markerlights on.
|
||
1014030 We strike from hiding.
|
||
1014031 Swift and silent death.
|
||
1014032 We will spring the trap.
|
||
1014033 Ah, prime targets.
|
||
1014034 Weapons primed and ready.
|
||
1014050 It will be ours.
|
||
1014051 We will take right from under their noses.
|
||
1014052 It is already ours.
|
||
1014060 Closing with targets.
|
||
1014061 Take them down.
|
||
1014062 Moving to close range.
|
||
1014070 Fire all guns.
|
||
1014071 You cannot kill what you cannot see.
|
||
1014072 Eliminating targets.
|
||
1014073 For Tau!
|
||
1014074 They cannot hope to win.
|
||
1014120 Jetpack ignition go!
|
||
1014130 Let’s go, but don’t expose us.
|
||
1014131 Mount up.
|
||
1014140 Our armor is too light. We must retreat.
|
||
1014141 Systems damaged.
|
||
1014142 Backups failing!
|
||
1014143 Retreat before it's too late.
|
||
1014150 Back to the hunt.
|
||
1014151 We made it.
|
||
1014152 XV15 back on line.
|
||
1014160 They will never see us.
|
||
1014161 We relish the hunt.
|
||
1014162 We shall prepare an ambush from there.
|
||
1014163 Moving to forward positions.
|
||
1014164 Run silent.
|
||
1014180 XV15 Stealthsuits ready and willing.
|
||
1014181 We hunt with patience.
|
||
1014182 The silent hunters are ready.
|
||
1014183 Send us toward the enemy.
|
||
1014184 The technology of Tau makes us strong.
|
||
1014290 The target is ours.
|
||
1014291 Mission accomplished.
|
||
1014292 XV15 team ready for next assignment.
|
||
1014293 Another victory for the Greater Good.
|
||
1014300 Under fire. We have been detected.
|
||
1014301 Stealth fields failing.
|
||
1014302 We have been exposed.
|
||
1014303 The enemy has found us.
|
||
1014310 The lone hunters are here.
|
||
1014311 Stealthsuit ready.
|
||
1014320 We go our own way from here.
|
||
1014509 Markerlights on.
|
||
1014530 They will never see their deaths coming.
|
||
1014531 We will eliminate the targets.
|
||
1014532 My pleasure.
|
||
1014533 Stealth team, fire away.
|
||
1014534 Keep formation, Shas'ui
|
||
1014570 Move in! Move in!
|
||
1014571 Keep firing. Full power!
|
||
1014572 Eliminate all targets!
|
||
1014573 They hardly put up any fight.
|
||
1014574 Together, we are unstoppable.
|
||
1014620 Jetpacks, fire!
|
||
1014630 Let’s move.
|
||
1014640 Pull back. Pull back.
|
||
1014641 We cannot hold this position.
|
||
1014650 Form up! Back into it.
|
||
1014660 Of course.
|
||
1014661 Affirmative.
|
||
1014662 We will not let you down.
|
||
1014663 Duty calls, Shas'ui.
|
||
1014664 It's a pleasure to serve.
|
||
1014680 XV25 ready for action.
|
||
1014681 Whatever the Greater Good demands.
|
||
1014682 Stealth fields fully active.
|
||
1014800 Stealth fields down.
|
||
1014801 Hold tight, we’ve been spotted.
|
||
1014810 XV25 Stealthsuit deployed.
|
||
1014811 It is my turn to serve.
|
||
1014820 Disembark.
|
||
1015006 Shutting down all systems.
|
||
1015012 This will slow the enemy.
|
||
1015014 Stun charge away!
|
||
1015015 One shot, one kill.
|
||
1015030 The cadre will crush them.
|
||
1015031 All weapons online.
|
||
1015032 I will strike the killing blow.
|
||
1015033 Target acquired.
|
||
1015070 Remember the lessons of Vior’la.
|
||
1015071 You can’t stand against the Tau’va.
|
||
1015072 The true test of a leader is in battle.
|
||
1015073 It's come to this, has it?
|
||
1015100 Carry on without me
|
||
1015120 Jetpack engaged.
|
||
1015130 Driver, we head for the front.
|
||
1015131 Boarding.
|
||
1015140 Multiple system alerts. I’m pulling out.
|
||
1015141 Fall back! Fall back!
|
||
1015142 Retreat! We’ll strike them again from another angle!
|
||
1015150 I will not be remembered as a coward.
|
||
1015151 In Tau, I am strong.
|
||
1015160 A sound tactical move.
|
||
1015161 I see what your plan is.
|
||
1015162 Commander Puretide would be proud.
|
||
1015163 As Aun’va wishes.
|
||
1015164 Consider it done.
|
||
1015180 Shas’o ready to take command.
|
||
1015181 Prosper as Tau shall.
|
||
1015182 XV22 Battlesuit ready.
|
||
1015183 I will lead us to victory.
|
||
1015184 None can stand before the Greater Good.
|
||
1015190 Mont’au forces. Alert all teams.
|
||
1015191 Chaos forces detected.
|
||
1015192 Mad cultists and twisted Space Marines. We must drive them out.
|
||
1015200 Redeploy to kill that… thing.
|
||
1015201 Great Tau! Warp beasts!
|
||
1015202 Aun'va preserve us!
|
||
1015210 Eldar raiders. What are they doing here?
|
||
1015211 The Eldar still resist the Greater Good.
|
||
1015212 So, the Eldar have chosen war over diplomacy.
|
||
1015220 Sensors picking up multiple targets.
|
||
1015221 Charge all weapons. The enemy is here.
|
||
1015222 The battle begins at last.
|
||
1015230 Imperium soldiers. Prepare to drive them out.
|
||
1015231 Invaders from Terra.
|
||
1015232 The Imperium of Man is here to enslave the Tau.
|
||
1015240 We’re going to need heavy weapons.
|
||
1015241 Signal a Shaper. Perhaps he can tell us what that is.
|
||
1015242 They're using wild beasts.
|
||
1015250 What are these mechanical beasts?
|
||
1015251 Necrons. The Greater Good cannot prosper so long as they are here.
|
||
1015252 Your genocide ends here, Necron.
|
||
1015260 Orks. Gun them down before they close to melee.
|
||
1015261 The Ork tide is here.
|
||
1015262 Greenskins. We must free this land from them.
|
||
1015270 Space Marines! They will pay dearly for Damocles.
|
||
1015271 Gue'la fanatics. Get ready for war.
|
||
1015272 Imperium Space Marines. Prepare for a bitter fight
|
||
1015300 So they fight back, do they?
|
||
1015301 At least the enemy has some skill.
|
||
1015302 Remember the teachings of Vior'la.
|
||
1015303 Silence those gunners, now!
|
||
1015310 I am ready to lead.
|
||
1015311 I will spread the Greater Good.
|
||
1015320 Well done, driver.
|
||
1040010 More souls to feats upon!
|
||
1040011 I shall flense the skin form their bones.
|
||
1040012 I am destruction incarnate.
|
||
1040013 None can stand before me.
|
||
1040014 They are but gnats before me.
|
||
1040030 You dare order me?!
|
||
1040031 Do not think I serve you, fool.
|
||
1040032 On your knees when you beg of me!
|
||
1040040 All pale before my might.
|
||
1040041 I am a prince of the Warp here to purge this land.
|
||
1040042 I have ascended. None may challenge me.
|
||
1040050 You think to harm me?
|
||
1040051 Yes, fight. I will make your souls all the sweater.
|
||
1040060 Despair, for I am the end of days.
|
||
1040061 The age of the False Emperor is over at last.
|
||
1040100 You cannot hide from the eye of Chaos!
|
||
1050010 Feel my kiss and despair!
|
||
1050011 The great dance is at hand.
|
||
1050020 Like the ninety-nine blades of Vaul, I strike true.
|
||
1050021 Their dance comes to an end.
|
||
1050022 Isha will cry no tears for them.
|
||
1050023 My blade will taste their blood.
|
||
1050024 The Harlequin dances their end.
|
||
1050030 Possession is an illusion, but so be it.
|
||
1050031 Just as Asuryan claimed the Heavens, I shall take it.
|
||
1050032 You seek stability when there can only be change.
|
||
1050040 Come and relive the battles of yore.
|
||
1050041 None can escape the dance!
|
||
1050042 Let us play for them, Harlequins!
|
||
1050043 To war!
|
||
1050050 War with me as Khaine did with Vaul.
|
||
1050051 See your death in my eyes, mon-keigh.
|
||
1050052 This dance will be your last, so make it your finest.
|
||
1050053 In war, there is poetry; in death, release.
|
||
1050054 Long ago, Eldanesh and Ulthanash battled as we do.
|
||
1050060 Serve us as you did Vaul, Falcon.
|
||
1050061 Let no barrier stop you.
|
||
1050070 She Who Thirsts tugs at my soul!
|
||
1050071 I see Asuryan cast from his celestial throne!
|
||
1050072 Make for the webway!
|
||
1050073 The laughter ends!
|
||
1050080 Like Cegorach, I laugh at fear and pain.
|
||
1050081 I have my role to play and return to the stage.
|
||
1050082 As Eldanesh before Khaine, I shall not fear.
|
||
1050090 We are Kurnous's hounds sent to the hunt.
|
||
1050091 The troupe goes where the fates wish.
|
||
1050092 I go.
|
||
1050093 A new stage awaits.
|
||
1050094 The Laughing God calls and I answer.
|
||
1050100 The troupe is ready. The stage is set.
|
||
1050101 Long ago, Lileath foretold this day.
|
||
1050102 Let your enemies fear, for a Harlequin of the Laughing God dances at your side.
|
||
1050104 Death and Fate have taken the stage.
|
||
1050110 Your rune marks this spot.
|
||
1050111 This task is done and the dance awaits.
|
||
1050120 Their souls are dark but their weapons strike true.
|
||
1050121 They scourge us as Khaine did Isha.
|
||
1050122 So we dance a dance of battle again.
|
||
1050123 If you seek battle, you have found it.
|
||
1050130 I come to dance the dance of death.
|
||
1050131 The Laughing God's faithful have arrived.
|
||
1050140 From here, I continue alone.
|
||
1060010 Setting up.
|
||
1060020 Locking on… fire!
|
||
1060021 Open fire!
|
||
1060022 I've got them in the crosshairs, sir.
|
||
1060023 All guns, fire!
|
||
1060024 Drive them back!
|
||
1060030 Move! Move! Move!
|
||
1060031 Close with the enemy!
|
||
1060040 Open fire! Open fire!
|
||
1060041 That's it, just run into our guns…
|
||
1060042 Laying down fire.
|
||
1060043 Keep that ammo coming.
|
||
1060044 Don't let them get out of the field of fire!
|
||
1060050 We're being overrun!
|
||
1060051 The sandbags can't hold! Run!
|
||
1060052 Fall back! For the Emperor's sake, fall back!
|
||
1060053 No! I can't stop them!
|
||
1060060 They won't call me a coward!
|
||
1060061 Okay, we can take them.
|
||
1060070 Relocating.
|
||
1060071 Position confirmed, sir.
|
||
1060072 Heavy weapons on the move.
|
||
1060073 Moving to new firing position.
|
||
1060074 We'll get there as fast as we can.
|
||
1060080 Big guns ready to fire.
|
||
1060081 We'll cover our men.
|
||
1060082 Nothing will get through our field of fire.
|
||
1060083 Ready and willing, sir.
|
||
1060084 Where do you want us, sir?
|
||
1060090 Enemy gunners. Enemy gunners.
|
||
1060091 Come in, command! Taking fire at this position!
|
||
1060092 Get me a line on those gunners. Now!
|
||
1060093 Under fire.
|
||
1060100 You called for some suppressive fire?
|
||
1060101 Heavy weapons on the field.
|
||
1060110 Initiating sensor sweep.
|
||
1070010 We'll fill 'em full a holes!
|
||
1070011 Dakka dakka dakka!
|
||
1070012 There better be more, Boss, cause we'll be done wif these right quick.
|
||
1070013 Like shooting squigs in a barrel.
|
||
1070014 Just what I wanted ta hear.
|
||
1070020 Sure we'll take it, but when do we get ta shoot somethin'?
|
||
1070021 Dats grots' work, dat is.
|
||
1070022 Can't ya get some Slugga Boyz to do that?
|
||
1070030 Waaagh!
|
||
1070031 Shoot 'em! Crush 'em!
|
||
1070032 C'mere so I can shoot ya, git!
|
||
1070040 Hah hah hah! Dis is wot we like best!
|
||
1070041 I love da sound of me shoota, don't you?
|
||
1070042 I knew today was gonna be special.
|
||
1070043 I want their teeth! Don't touch their teeth!
|
||
1070044 Dance, humie! Dance!
|
||
1070050 Oy! Let's go!
|
||
1070051 Wahoo! Red ones go fasta!
|
||
1070060 Grok! Let's get outta here!
|
||
1070061 The boyz are all gonna die! Run!
|
||
1070062 I keep shootin' but they keep comin'!
|
||
1070063 Why don't they die?!
|
||
1070070 Oh, yer gonna pay fer that….
|
||
1070071 Gimme some slugs. I'm goin' back in.
|
||
1070080 There things ta shoot over dere?
|
||
1070081 First here, then there. Make up yer mind already!
|
||
1070082 I'm moving already.
|
||
1070083 Got it Boss.
|
||
1070084 Run and shoot. Shoot and run.
|
||
1070090 We gots the best shootas there is.
|
||
1070091 We gonna shoot some stuff up, yeah?
|
||
1070092 Lookit me flash, Boss.
|
||
1070093 Mine's shootier than yours.
|
||
1070094 Yeah? We been waiting…
|
||
1070100 S'all yours, boss?
|
||
1070101 We gots it. Can we shoot stuff now?
|
||
1070110 They're shootin' at us! At us!
|
||
1070111 Almost got me that time. Here let me show ya how it's done.
|
||
1070112 I'm gonna get me that shoota of yers…
|
||
1070113 You almost hit me shoota, you git!
|
||
1070120 We is the shootiest.
|
||
1070121 I got me an itchy trigger finger.
|
||
1080010 Feel the power of the Emperor!
|
||
1080011 You will fall!
|
||
1080020 We strike with the wrath of the righteous.
|
||
1080021 The heretics will suffer the ultimate punishment.
|
||
1080022 They will die this day.
|
||
1080023 Brothers! Strike for the chapter and the Inquisition!
|
||
1080024 To battle!
|
||
1080030 We shall purify the land.
|
||
1080031 That place will be ours.
|
||
1080032 We shall carry the light of our faith.
|
||
1080040 Come, feel the bite of my sword!
|
||
1080041 Drive them back into the Warp!
|
||
1080042 With me, brothers!
|
||
1080043 Purge the beasts!
|
||
1080050 The enemies of Man cannot stand before us.
|
||
1080051 Strike them down with all your might.
|
||
1080052 This is the judgment of the righteous, scum.
|
||
1080053 All sinners fear the Emperor's wrath!
|
||
1080054 The Emperor guides my blade!
|
||
1080060 In the name of the Inquisition, we commandeer this vehicle.
|
||
1080061 Take us to the battle, Brother Marine.
|
||
1080070 The daemons are too strong!
|
||
1080071 Emperor preserve us!
|
||
1080072 Why has he forsaken us?
|
||
1080073 Withdraw! Regroup!
|
||
1080080 The Emperor is with me and I shall not fear.
|
||
1080081 Lo, though the time is dark, my faith shines.
|
||
1080082 I shall make my penance on the battlefield.
|
||
1080090 We go to spread His word.
|
||
1080091 Yes, brother.
|
||
1080092 Let the purgation begin!
|
||
1080093 None shall stop us.
|
||
1080094 Onward, brothers.
|
||
1080100 The warriors of the Inquisition are yours to command.
|
||
1080101 Our faith makes us strong.
|
||
1080102 The Ordo Malleus has sent us to aid you.
|
||
1080103 Daemons and heretics will fall before us.
|
||
1080104 Suffer not the witch to live.
|
||
1080110 We have purified this place.
|
||
1080111 Your banner flies here once more, brother.
|
||
1080120 The enemy fights back.
|
||
1080121 We will hold against this scum.
|
||
1080122 The Emperor protects us.
|
||
1080123 Praise the Emperor and strike down his foes.
|
||
1080130 The Grey Knights have come on behalf of Holy Inquisition.
|
||
1080131 We come from Titan to purge the daemon.
|
||
1099000 Who dat who hit me from behind! I ain't dead yet! Try harder ya gretchin' luvin' git! I'm right here!
|
||
1099001 I'mmm baaaaack! WHERES DA FIGHTIN!?!
|
||
1099002 My wounds must wait to mend later. I am well enough to continue fighting.
|
||
1099003 I have returned.
|
||
1099004 I've returned. All units, prepare for my orders!
|
||
1099005 You call that a wound!? Men! To me!
|
||
1099006 More blood for the Blood God... even if that blood is mine. I'm ready to fight and kill again!
|
||
1099007 Will... not... fall! RAAAAGH!
|
||
1099008 The Emperor's Will seethes through my veins! It will take more than a mere mortal to kill me!
|
||
1099009 I shall continue to fight.
|
||
1099010 Heavy Weapon Platoons will be needed here. Requisition them.
|
||
1099011 This battle calls for Kasrkin! They are now ready to be requisitioned.
|
||
1099012 We can now build Basilisks to reign hell upon our enemies.
|
||
1099013 Tech-Priests are awaiting requisition.
|
||
1099014 The Sanctioned Psykers will help us win the day! Requisition them at your will.
|
||
1099015 Priests are now ready and waiting, requisition them.
|
||
1099016 The Assassin has arrived.
|
||
1099017 Men, we've been blessed by the power of the Baneblade! Bring it down, and let all tremble at its power.
|
||
1099018 Ahhhh TANKS! The Leman Russ is no available to us.
|
||
1099019 We can now construct Sentinels. Get some men in those walking tin cans. I need some forward scouts!
|
||
1099020 Chimeras are available. Get them out there and give our men something safe to travel in!
|
||
1099021 We can now requisition more Guardsmen, sally forth men! To the fray!
|
||
1099022 Commissars are now available to minister the mens will.
|
||
1099023 We have Ogryns! Their brute strength will surely prove useful in the battles to come.
|
||
1099024 Hellhound's are available to be requisitioned. Bring them to the battle and let our enemies writhe in flame.
|
||
1099050 On the edge of known space rests the ice planet, Lorn V. Lost to the Imperium and conquered by Chaos, Lorn V will once more be a planet of war. A Titan, forged in the volcanic furnaces of Mars and capable of redirecting the course of war, lies lost in a frozen city. The Imperial Guard, led by General Sturnn, must recapture what was once theirs, while the mysterious Eldar prepare for the arrival of an unspeakable horror...
|
||
1099060 Lorn V, ice world on the edge of known space has been under Chaos control for what would seem an eternity. Whilst Orks wage incessant battles against the Chaos Lord Crull and his forces, all are unaware of the prize beneath their feet. Hidden in the heart of a ruined city, an Imperial Titan will drive the blood-crazed Chaos Lord toward his greatest conquest, while an Ork Warboss will join the battle and lead a planetwide WAAAGH!
|
||
1100000
|
||
1100001
|
||
1100010
|
||
1100050
|
||
1100070 Select the Field Command
|
||
1100071 Left-click the Field Command to select it. Left-clicking on units and structures always selects them.
|
||
1100072 hint text
|
||
1100080 Build a Guardsmen Squad
|
||
1100081 Select your Field Command and build a Guardsmen Squad. Guardsmen are always available from the Stronghold. They are the backbone of any Imperial Guard army.
|
||
1100082 Guardsmen Squad hint text
|
||
1100090 Capture a Strategic Point
|
||
1100091 Use a Guardsmen Squad to capture a Strategic Point. Capturing and securing Strategic Points earns more Requisition.
|
||
1100092
|
||
1100100 Build a Techpriest Enginseer
|
||
1100101 Select your Field Command to build a Techpriest Enginseer. Enginseers are required to build additional structures. Enginseers are always available from the Field Command.
|
||
1100102
|
||
1100110 Build a Listening Post
|
||
1100111 You must use your Techpriest Enginseer to build a Listening Post. Listening Posts are a way of securing Strategic Points so they can not be taken, and increasing the amount of Requisition generated by the Strategic Point they are on.
|
||
1100112 hint text
|
||
1100120 Build a Plasma Generator
|
||
1100121 Use your Techpriest Enginseer to build a Plasma Generator. Plasma Generators provide the Power you need for your special units, weaponry, vehicles, structures, and abilities. Power is the second resource you must manage in Dawn of War.
|
||
1100122 hint text
|
||
1100130 Select your Techpriest Enginseer and build an Infantry Command.
|
||
1100131 The Infantry Command is the structure where you can build additional Guardsmen and more advanced Imperial Guard infantry units.
|
||
1100132 hint text
|
||
1100140 Reinforce your Guardsmen Squad
|
||
1100141 Use the Reinforce function to add units to your Guardsmen Squad. You can Reinforce anywhere in the battlefield to replenish your squads if some of your units fall in battle.
|
||
1100142 hint text
|
||
1100150 Build a Commissar
|
||
1100151 Select the Field Command and build a Commissar. The Commissar greatly enhances the power of your guardsmen.
|
||
1100152 hint text
|
||
1100160 Attach your Commissar to a squad
|
||
1100161 Select your Commissar, click the Attach button, and select the squad you want to attach him to.
|
||
1100162 hint text
|
||
1100200 Build a Command Squad
|
||
1100201 Select your Infantry Command and build a Command Squad. The Command Squad can counter the heroes of other races.
|
||
1100202 hint text
|
||
1100210 Build a Tactica Control
|
||
1100211 Select your Techpriest Enginseer and build a Tactica Control. The Tactica Control will allow you to upgrade your squads with heavy weapons and will give you access to research.
|
||
1100212 hint text
|
||
1100220 Upgrade your Guardsmen with Heavy Weaponry
|
||
1100221 Select your Guardsmen and click the Upgrade: Grenade Launcher button. This will equip one of your squad members with a grenade launcher.
|
||
1100222 hint text
|
||
1100230 Add a Sergeant to your Guardsmen squad
|
||
1100231 Select your Guardsmen and click the Upgrade: Add Sergeant button. Sergeants increase the morale and durability of the Guardsmen in the squad.
|
||
1100232 hint text
|
||
1100240 Build another Guardsmen squad and bring it to full strength
|
||
1100241 Select your Infantry Command and train another squad of Guardsmen. Reinforce it to full strength, add a Sergeant and outfit the squad with heavy weapons.
|
||
1100242 hint text
|
||
1100250 Build a second Commissar
|
||
1100251 Select your Field Command and train another Commissar.
|
||
1100252 hint text
|
||
1100260 Attach the Commissar to the new squad
|
||
1100261 Attach your new Commissar to the new squad you recently built and reinforced.
|
||
1100262 hint text
|
||
1100270 Move one of your squads into heavy cover
|
||
1100271 Take one of your infantry squads and move into one of the areas pinged on the map.
|
||
1100272 hint text
|
||
1100280 Capture three Strategic Points and build listening posts on all three
|
||
1100281 Capture three Strategic Points and build listening posts on all three.
|
||
1100282 hint text
|
||
1100290 Capture a Critical Location
|
||
1100291 Select one of your infantry squads and capture a Critical Location (look for the pings on the map).
|
||
1100292 hint text
|
||
1100300 Capture a Relic
|
||
1100301 Select one of your infantry squads and capture a Relic (look for the pings on the map).
|
||
1100302 hint text
|
||
1100310 Upgrade your Field Command to a Battle Command
|
||
1100311 Select your Field Command and click the Battle Command upgrade.
|
||
1100312 hint text
|
||
1100320 Build a Mechanized Command
|
||
1100321 Select your Enginseer and build a Mechanized Command.
|
||
1100322 hint text
|
||
1100330 Build a Sentinel Depot
|
||
1100331 Select your Mechanized Command and click the Sentinel Depot Addon icon.
|
||
1100332 hint text
|
||
1100340 Build a Sentinel
|
||
1100341 Select your Mechanized Command and click the Sentinel icon.
|
||
1100342 hint text
|
||
1100350 Build a Basilisk Depot
|
||
1100351 Select your Mechanized Command and click the Basilisk Depot Addon icon.
|
||
1100352 hint text
|
||
1100360 Build a Basilisk
|
||
1100361 Select your Mechanized Command and click the Basilisk icon.
|
||
1100362 hint text
|
||
1100370 Upgrade your Field Command to a Regimental Command
|
||
1100371 Select your Field Command and click the Regimental Command upgrade icon.
|
||
1100372 hint text
|
||
1100380 Upgrade your Infantry Command with the Ogryn Quarters addon
|
||
1100381 Select your Infantry Command and click the Ogryn Quarters addon icon.
|
||
1100382 hint text
|
||
1100390 Build a squad of Ogryns
|
||
1100391 Select your Infantry Command and click the Ogryn icon.
|
||
1100392 hint text
|
||
1100400 Upgrade your Mechanized Command with the Leman Russ Tank addon
|
||
1100401 Select your Mechanized Command and click the Leman Russ Tank addon icon.
|
||
1100402 hint text
|
||
1100410 Build a Leman Russ Tank
|
||
1100411 Select your Mechanized Command and click the Leman Russ Tank icon.
|
||
1100412 hint text
|
||
1100420 Build a Mars Pattern Command
|
||
1100421 Select your Techpriest Enginseer and build the Mars Pattern Command.
|
||
1100422 hint text
|
||
1100430 Build a Baneblade
|
||
1100431 Select your Mars Pattern Command and click the Baneblade icon.
|
||
1100432 hint text
|
||
1100499
|
||
1100500 Garrison your Guardsmen squad inside of your Field Command
|
||
1100501 Select your Guardsmen squad and right-click on the Field Command.
|
||
1100502 hint text
|
||
1100510 Transfer your Guardsmen from your Field Command to your Infantry Command
|
||
1100511 Select your Infantry Command and left click the Guardsmen portrait in the bottom center of your screen.
|
||
1100512 hint text
|
||
1100520 Reinforce your Command Squad
|
||
1100521 Click on one of the flashing icons below to add more leaders to your Command Squad.
|
||
1100522 hint text
|
||
1100600 Select the Cadre Headquarters
|
||
1100601 Left-click the Cadre Headquarters to select it. Left-clicking on units and structures always selects them.
|
||
1100602 hint text
|
||
1100603 Build a Stealth Team
|
||
1100604 Select your Cadre Headquarters, and left click the Stealth Team portrait in the bottom center of your screen. Stealth Teams are always available from the Cadre Headquarters, and are your main scouting unit.
|
||
1100605 hint text
|
||
1100606 Capture a Strategic Point
|
||
1100607 Use a Stealth Team to capture a Strategic Point. Capturing and securing Strategic Points earns more Requisition.
|
||
1100608 hint text
|
||
1100609 Build an Earth Caste Builder
|
||
1100610 Select your Cadre Headquarters to build an Earth Caste Builder. Earth Caste Builders are required to build additional structures. Earth Caste Builders are always available from the Cadre Headquarters.
|
||
1100611
|
||
1100612 Build a Listening Post
|
||
1100613 You must use your Earth Caste Builder to build a Listening Post. Listening Posts are a way of securing Strategic Points so they can not be taken, and increasing the amount of Requisition generated by the Strategic Point they are on.
|
||
1100614 hint text
|
||
1100615 Build a Plasma Generator
|
||
1100616 Use your Earth Caste Builder to build a Plasma Generator. Plasma Generators provide the Power you need for your special units, weaponry, vehicles, structures, and abilities. Power is the second resource you must manage in Dawn of War.
|
||
1100617 hint text
|
||
1100618 Build a Barracks
|
||
1100619 Select your Earth Caste Builder and build a Barracks. The Barracks is the structure where you can build Fire Warriors and more advanced Tau infantry units.
|
||
1100620 hint text
|
||
1100621 Reinforce your Fire Warrior Team
|
||
1100622 Select your Fire Warrior Team and click the Reinforce button. Reinforce until your squad is at full strength.
|
||
1100623 hint text
|
||
1100624 Select your Earth Caste Builder and build a Kroot Barracks
|
||
1100625 The Kroot Barracks allows you to train Kroot units. Kroot units are melee specialists who can tie up other units in melee while your Fire Warriors gun them down.
|
||
1100626 hint text
|
||
1100627 Build a Kroot Carnivore Squad
|
||
1100628 Select your Barracks and left click the Kroot Carnivore portrait in the bottom center of your screen.
|
||
1100629 hint text
|
||
1100630 Build a Fire Warrior Team
|
||
1100631 Select your Barracks, and left click the Fire Warrior portrait in the bottom center of your screen.
|
||
1100632 hint text
|
||
1100633 Build a Tau Commander
|
||
1100634 Select the Barracks and build a Tau Commander. The Tau Commander is a hero unit that can take more punishment, and do heavy damage on the battlefield.
|
||
1100635 hint text
|
||
1100636 Build a Path to Enlightenment
|
||
1100637 Select your Earth Caste Builder, and build a Path to Enlightenment.
|
||
1100638 hint text
|
||
1100639 Add a Shas'ui Leader to your Fire Warrior team
|
||
1100640 Select your Fire Warrior team, and left click the flashing portrait in the bottom center of your screen.
|
||
1100641 hint text
|
||
1100642 Upgrade your Commander's Weaponry
|
||
1100643 Select your Tau Commander, and left click the flashing button in the bottom center of your screen.
|
||
1100644 hint text
|
||
1100645 Build a Vehicle Beacon
|
||
1100646 Select your Earth Caste Builder, and build a Vehicle Beacon.
|
||
1100647 hint text
|
||
1100648 Build a Skyray
|
||
1100649 Select your Vehicle Beacon, and left click the Skyray portrait in the bottom center of your screen.
|
||
1100650 hint text
|
||
1100651 Build a Mont'ka Command Post
|
||
1100652 Select your Earth Caste Builder, and build a Mont'ka Command Post.
|
||
1100653 hint text
|
||
1100654 Build a Crisis Suit
|
||
1100655 Select your barrack, and left click the Crisis Suit icon.
|
||
1100656 hint text
|
||
1100657 Research the Teachings of Mont'ka
|
||
1100658 Select your Mont'ka Command Post, and left click the Teachings of Mont'ka research button.
|
||
1100659 hint text
|
||
1100660 Build a Hammerhead Gunship
|
||
1100661 Select your Vehicle Beacon, and left click the Hammerhead Gunship button in the bottom center of your screen.
|
||
1100662 hint text
|
||
1100663 Build a Coalition Center
|
||
1100664 Select your Earth Caste Builder, and build a Coalition Center.
|
||
1100665 hint text
|
||
1100666 Build an Ethereal
|
||
1100667 Select your Coalition Center, and left click the Ethereal button in the bottom center of your screen.
|
||
1100668 hint text
|
||
1100670 Select the Dormant Monolith
|
||
1100671 Left-click the Dormant Monolith to select it. Left-clicking on units and structures always selects them.
|
||
1100672 hint text
|
||
1100673 Build a Builder Scarab
|
||
1100674 Select your Dormant Monolith, and left click the Builder Scarab portrait in the bottom center of your screen. Builder Scarabs are always available from the Monolith, and are your construction unit.
|
||
1100675 hint text
|
||
1100676 Capture a Strategic Point
|
||
1100677 Use a Builder Scarab to capture a Strategic Point. Capturing and securing Strategic Points allows you to build Obelisks.
|
||
1100678 hint text
|
||
1100682 Build an Obelisk
|
||
1100683 You must use your Builder Scarab to build an Obelisk. Obelisks are a way of securing Strategic Points so they can not be taken. Obelisks also decrease the amount of time it takes to summon troops, complete researchs, and also increase the maximum number of units you can build.
|
||
1100684 hint text
|
||
1100685 Build four Plasma Generators
|
||
1100686 Use your Builder Scarab to build four Plasma Generators. Plasma Generators provide the Power you need for your special units, weaponry, vehicles, structures, and abilities.
|
||
1100688 Build a squad of Necron Warriors
|
||
1100689 Select the Dormant Monolith and click on the Necron Warrior portrait in the bottom center of your screen. Necron Warriors are your basic infantry unit.
|
||
1100690 hint text
|
||
1100691 Reinforce your Necron Warriors
|
||
1100692 Select your Necron Warrior squad and click the Reinforce button. Reinforce until your squad is a full strength.
|
||
1100693 hint text
|
||
1100694 Summon the Necron Lord
|
||
1100695 Select the Dormant Monolith and summon the Necron Lord. The Necron Lord is a hero unit that can take more punishment, and do heavy damage on the battlefield.
|
||
1100696 hint text
|
||
1100697 Build a Summoning Core
|
||
1100698 Select your Builder Scarab and build a Summoning Core.
|
||
1100699 hint text
|
||
1100700 Upgrade your Dormant Monolith to an Awakened Monolith
|
||
1100701 Select your Dormant Monolith, and left click the Awakened Monolith button in the bottom center of your screen.
|
||
1100702 hint text
|
||
1100703 Build Flayed Ones
|
||
1100704 Select the Awakened Monolith and build a squad of Flayed Ones. Flayed Ones are melee specialists that also do heavy morale damage to squads nearby.
|
||
1100705 hint text
|
||
1100706 Deploy your Flayed Ones
|
||
1100707 Select the Awakened Monolith and left click the Flayed One portrait in the bottom center of your screen. Left click the spot on the map where you want them to appear.
|
||
1100708 hint text
|
||
1100709 Build a Forbidden Archive
|
||
1100710 Select your Builder Scarab, and build a Forbidden Archive.
|
||
1100711 hint text
|
||
1100712 Research Phylactery for your Necron Lord
|
||
1100713 Select your Forbidden Archive, and left click the flashing button in the bottom center of your screen.
|
||
1100714 hint text
|
||
1100715 Build a Greater Summoning Core
|
||
1100716 Select your Builder Scarab, and build a Greater Summoning Core.
|
||
1100717 hint text
|
||
1100718 Build a Tomb Spyder
|
||
1100719 Select your Monolith, and left click the Tomb Spyder portrait in the bottom center of your screen.
|
||
1100720 hint text
|
||
1100721 Upgrade your Awakened Monolith to an Engaged Monolith
|
||
1100722 Select your Awakened Monolith, and left click the Engaged Monolith button in the bottom center of your screen.
|
||
1100723 hint text
|
||
1100724 Build an Energy Core
|
||
1100725 Select your Builder Scarab, and build an Energy Core.
|
||
1100726 hint text
|
||
1100727 Upgrade your Engaged Monolith to a fully-functional Monolith
|
||
1100728 Select your Engaged Monolith, and left click the Restore Monolith button.
|
||
1100729 hint text
|
||
1100730 Research Resurrection Orb for your Necron Lord
|
||
1100731 Select your Forbidden Archive, and left click the Resurrection Orb button in the bottom center of your screen.
|
||
1100732 hint text
|
||
1100733 Call on the Essence of the Nightbringer
|
||
1100734 Select your Necron Lord. Left click the Essence of the Nightbringer button. This will grant a small portion of the star god's power to the Necron Lord for a short period of time.
|
||
1100735 hint text
|
||
1100736 Research Essence of the Nightbringer
|
||
1100737 Select your Energy Core. Left click the Essence of the Nightbringer button. This will grant your Necron Lord the ability to call on the Nightbringer for a small portion of his power.
|
||
1100738 hint text
|
||
1100801
|
||
1100802
|
||
1100803
|
||
1101070 Select your Field Command.
|
||
1101071 Left-click the Field Command to select it. Left-clicking on units and structures always selects them.
|
||
1101072 hint text
|
||
1101073 To select a unit or structure, simply click on it with the left mouse button. Go to your base and select the Field Command.
|
||
1101074 Congratulations! You have just learned how to select units and structures in the game.
|
||
1101083 Select your Field Command and look for the Guardsmen Squad icon located in the lower-right corner of the screen. Click this button now.
|
||
1101084 Take note of the small bar that is gradually filling up. This Progress Bar gives you an indication of how close something is to being ready.
|
||
1101085 Excellent! You now have a Guardsmen Squad.
|
||
1101093 Strategic Points are located in areas of high strategic value on the battlefield.
|
||
1101094 Capturing and controlling the Strategic Points on the battlefield is how you increase your Requisition Resource.
|
||
1101095 Order the Guardsmen Squad to capture a Strategic Point by right-clicking on the Point.
|
||
1101096 Strategic Points are located in areas of high strategic value on the battlefield.
|
||
1101097 Capturing and controlling the Strategic Points on the battlefield is how you increase your Requisition Resource.
|
||
1101098 Capturing a Strategic Point takes time. Do not move the capturing squad away from the Strategic Point until the progress bar is full. Otherwise, you will not take control of the Strategic Point.
|
||
1101099 Excellent! The point is ours! You must continue to capture Strategic Points to get more Requisition Resource, which allows you to build more units and structures.
|
||
1101103 Select your Field Command and build a Techpriest Enginseer.
|
||
1101104 Techpriest Enginseers are required to build additional structures. Enginseers are always available from the Field Command.
|
||
1101105 The Techpriest Enginseer has arrived! Enginseers are the Imperial Guard's builder unit. Any time you wish to build a new structure, you must use an Enginseer.
|
||
1101113 Select the Enginseer and build a Listening Post on the captured Strategic Point.
|
||
1101114 The Listening Post fortifies your hold of a Strategic Point, increasing your Requisition rate at the same time.
|
||
1101115 Excellent! The point is now protected from enemy retaliation. You should continue to build Listening Posts on all your captured Strategic Points.
|
||
1101123 Some structures, vehicles, and research require Power to function. Building a Plasma Generator will supply you with the Power you need to keep your force going.
|
||
1101124 Select your Enginseer and build a Plasma Generator.
|
||
1101125 The more Plasma Generators you have, the faster you will build up the Power Resource.
|
||
1101126 You now have Power! Plasma Generators will continue to produce Power at a constant rate. Note that there is a limit to how many Plasma Generators can be built per Field Command.
|
||
1101133 Select your Enginseer and build an Infantry Command.
|
||
1101134 The Infantry Command is the structure where you can build additional Guardsmen and more advanced Imperial Guard infantry units.
|
||
1101135 Excellent, the Infantry Command is finished.
|
||
1101143 Now we should focus on bringing our squads to full strength by reinforcing them.
|
||
1101144 Reinforcing is the act of calling in additional troops to bring your squad to maximum combat effectiveness. Select a Guardsmen Squad. Click the Reinforce Squad button to add one new unit to your squad.
|
||
1101145 Click the Reinforce Squad button to add one new unit to your squad.
|
||
1101146 You can Reinforce during battle, in the event that a brother Guardsmen falls to the enemy.
|
||
1101147 You can click the Reinforce Squad button multiple times to bring the squad to full strength.
|
||
1101148 Congratulations! You have Reinforced your Guardsmen Squad.
|
||
1101153 All units and vehicles have a Health rating. Health is represented by the small green bar underneath each squad or vehicle.
|
||
1101155 If you lose any units during a fight, you can Reinforce to bring your squad back to full strength.
|
||
1101156 Make sure you watch the strength of your squad in battle. Reinforce often, to make sure your squads are as effective as possible.
|
||
1101157 Remember that when a unit with a heavy weapon dies, you lose that weapon from the squad. You will need to upgrade the squad to get the heavy weapon back.
|
||
1101162 Now select a squad and take note of the small blue bar just under the squad's Health bar. This blue bar represents the Morale of your squad.
|
||
1101163 Morale represents the effectiveness of your units in battle. Think of it as a combination of mental focus, courage, and the willingness to fight.
|
||
1101164 Various weapons in the game inflict Morale damage as well as Health damage. When your squad takes Morale damage, the small blue bar will decrease, just like the Health bar does.
|
||
1101165 When a squad's Morale becomes too low, the squad will break. A broken squad has lost the will to fight, and its combat effectiveness is drastically reduced.
|
||
1101166 You do not lose control of broken squads. It is your choice whether to leave them in battle, or retreat to gather strength.
|
||
1101167 Morale can be an effective tool against your enemies. Also remember that certain units have abilities that can increase the Morale of a squad.
|
||
1101168 By destroying your enemy's Morale, you cause them to lose combat effectiveness, making them much easier to kill. In this way, a small but properly armed squad can destroy an enemy force of superior numbers.
|
||
1101169 Remember, tactics and strategy can turn the tide of almost any battle. Make sure you use this knowledge to achieve victory on the battlefield!
|
||
1101173 You will notice in combat that Guardsmen are much weaker than the warriors of other races, and quickly lose morale and flee.
|
||
1101174 This is because Guardsmen are ordinary men being asked to fight the most evil and monstrous threats in the Galaxy. They require strong leadership to overcome their fear and fight effectively.
|
||
1101175 Select the Field Command and build a Commissar. The Commissar will greatly enhance the strength and courage of your Guardsmen, and will help even the balance.
|
||
1101176 The Commissar has the power to execute soldiers for cowardice and disobedience. He inspires troops through fear and discipline, and by his own courage.
|
||
1101177 Excellent! The Commissar has arrived. But the Commissar will do you little good until he is attached to a squad.
|
||
1101183 Select your Commissar and click the Attach button. Now, select a Guardsmen Squad.
|
||
1101184 Notice how when the Commissar joins the squad, they rearrange themselves to make room for their esteemed leader.
|
||
1101185 A squad with a Commissar attached will never have their morale break. They will also take less damage from enemy units. Commissars are vital to your success as Imperial Guard.
|
||
1101186 You can also attach Priests to your squad when you advance in the Tech Tree. Priests also greatly increase the power of an infantry squad.
|
||
1101187 To detach the leader from this squad, simply select the squad, then click the Detach icon. It is located in the same place as the Attach icon. But remember that Commissars and Priests add little to your cause unless they are attached to a squad.
|
||
1101193 Notice the white ring that appears around some of your structures when you are deciding where to build. This is the Control Zone.
|
||
1101194 Most structures can only be constructed within the Control Zone, while others, like Listening Posts, can be built at other locations.
|
||
1101195 When you are trying to place a new structure, its color changes from Red to Green as you move it around.
|
||
1101196 A Green color indicates that the structure can be placed at that location so that building will begin.
|
||
1101203 Most races have a single hero they can build that can lead their entire force. Imperial Guard are led by a group of several brave men commanded by the Imperial General. This group is known as the Command Squad.
|
||
1101204 Select the Infantry Command and build a Command Squad now.
|
||
1101205 The Command Squad is always lead by your General. The General can choose to fill out his Command Squad with other Imperial Guard leaders such as the Commissar, Priest or the Psyker.
|
||
1101206 Congratulations! You have finished building your Command Squad.
|
||
1101213 Select your Enginseer and build a Tactica Control now.
|
||
1101214 You must build a Tactica Control in order to access research and weapon upgrades. Squads can be equipped with a variety of weaponry, allowing you to prepare them against different enemy types.
|
||
1101215 Excellent, the Tactica Control is now operational.
|
||
1101223 Select your Guardsmen Squad and click the Upgrade: Grenade Launcher icon to upgrade a squad member.
|
||
1101224 Notice a Grenade Launcher appears in one of your squad members' hands. This procedure can be performed with any of the available weapon upgrades.
|
||
1101225 You can only upgrade a limited number of your total squad members with heavy weapons. But the power of these weapons makes the investment well worth it.
|
||
1101226 Excellent. You have upgraded your Guardsmen Squad. You can upgrade your squads anywhere on the battlefield to weapons that are well suited to counter your enemy.
|
||
1101233 Select a Guardsmen Squad and click the Add Leader: Sergeant icon.
|
||
1101234 Sergeants are brave soldiers that improve the combat ability and morale of the squad they are part of. They also increase the health of every Guardsman in the squad.
|
||
1101235 Excellent! Your Sergeant has arrived. Note that your Sergeants are part of the squad and cannot leave it.
|
||
1101243 Select your Infantry Command and build another Guardsmen Squad.
|
||
1101244 You have built a Guardsmen Squad and fully reinforced it. You have also added a Sergeant and outfitted it with heavy weapons.
|
||
1101245 But the squad is still not at full strength. You need to build a Commissar from the HQ and attach it to the squad before it is fully ready for combat.
|
||
1101253 Select your Field Command and build a second Commissar.
|
||
1101254 You built a second Commissar. Now you must attach him to the new squad of Guardsmen.
|
||
1101263 Select your new Commissar and click the Attach button. Now, select the new Guardsmen Squad.
|
||
1101264 Excellent! You have built a second squad of guardsmen and have brought it to full strength.
|
||
1101265 Your field base has supplies and logistics to support a finite number of squads. The number of squads you can support at any given time is called your Squad Cap.
|
||
1101266 You can see your current Squad Cap in the Resource Area at the top of your screen.
|
||
1101267 Once you have reached your maximum Squad Cap, you will not be able to call in any additional squads, so it's very important to keep an eye on this as you're building up your forces.
|
||
1101268 You can increase your Squad Cap by building additional Infantry Commands. Each Infantry Command increases your maximum squad cap. But keep in mind that you cannot go beyond a squad cap of twenty.
|
||
1101269 To mount an effective attack, you should try to have several Guardsmen Squads, fully reinforced to maximum strength and Upgraded with heavy weapons, a Sergeant, and a Commissar or Priest.
|
||
1101273 Some types of terrain can provide your squads with protection from enemy fire. This is called Cover.
|
||
1101274 Select one of your infantry squads and move it into Cover. The area of Cover has been identified with a marker known as a Ping. It is visible on the Mini-Map as well as in the world.
|
||
1101275 Cover is useful in that it can provide your squads with additional defensive bonuses, which make them harder to kill.
|
||
1101276 It's easy to see Cover in the terrain -- just look for your mouse cursor to change as you pass over large bombed-out craters in cities, or patches of thick foliage in jungles.
|
||
1101277 You'll notice that when you move your squads into an area of Cover, a small Cover icon will appear above them. This indicates they are receiving a defensive bonus.
|
||
1101278 Excellent! Your squad is in Cover. Units in Cover are harder targets to shoot and take less damage from Ranged attacks because of this. Use Cover well to gain tactical advantages over your enemies.
|
||
1101283 The best way to make sure you have enough Requisition Resource is to capture and secure Strategic Points.
|
||
1101284 Explore the map around your base with your Guardsmen Squads and capture any Strategic Points you encounter along the way. To complete this objective you must capture three Strategic Points.
|
||
1101285 Make sure to use your Enginseer to build Listening Posts on any captured Strategic Points. This fortifies them against your enemies.
|
||
1101286 Excellent! You have captured 3 Strategic Points and built Listening Posts on them. Taking and holding Strategic Points is key to defeating your enemies.
|
||
1101293 You can capture Critical Locations just like Strategic Points. In some multiplayer games, capturing and holding one or more of these Critical Locations can win you the game! You also get Requisition from any Critical Locations you control.
|
||
1101294 Use a squad to capture a Critical Location. Critical Locations are points on the map that represent locations of critical strategic importance.
|
||
1101295 Excellent! You've captured a Critical Location. Note that Critical Locations cannot have Listening Posts built on them. You must find other ways to hold them.
|
||
1101303 Holding Relics gives you access to your army's best units and vehicles. Hold on to them to ensure you have access to your best technology!
|
||
1101304 Use a squad to capture a Relic. Relics are sacred points of great value.
|
||
1101305 Excellent! You have captured a Relic. You can build Listening Posts to fortify captured Relics. You can also capture your opponent's Relics to deny them access to their best units and technology.
|
||
1101313 Select the Field Command and click the Battle Command Upgrade icon.
|
||
1101314 We must upgrade the Field Command to a Battle Command to gain access to powerful research options and powerful structures such as the Mechanized Command.
|
||
1101315 The Mechanized Command allows you to requisition vehicles. Vehicles are powerful units that can turn the tide of large battles.
|
||
1101316 The Battle Command is complete! You can now build a Mechanized Command.
|
||
1101323 Select your Enginseer and build a Mechanized Command.
|
||
1101324 Just like the Infantry Command is used to build infantry units, the Mechanized Command is used to build vehicles.
|
||
1101325 Vehicles are tough and nearly impervious to the attacks of non-upgraded infantry. They are a fundamental part of your army, and can carry powerful support weapons.
|
||
1101326 Excellent! You now have a Mechanized Command. You can build powerful vehicles from this building.
|
||
1101327 Note that your field base can only support a finite number of vehicles. This limit is known as the Vehicle Cap.
|
||
1101328 Just like Squad Cap, once you have reached your maximum, you cannot build any more vehicles. You can increase your vehicle cap by building additional Mechanized Commands.
|
||
1101333 Select the Mechanized Command and click the Sentinel Depot Upgrade icon.
|
||
1101334 The Sentinel Depot Addon will allow you to build Sentinels from this Mechanized Command.
|
||
1101335 If you want to build Sentinels from other Mechanized Commands, you will need to upgrade them with the Sentinel Depot Addon as well.
|
||
1101336 The Sentinel Depot is complete! You can now build a Sentinel.
|
||
1101343 Select your Mechanized Command and build a Sentinel.
|
||
1101344 Sentinels are quick raiding vehicles that excel at destroying other vehicles. They can also uncapture enemy points (though they cannot capture them).
|
||
1101345 Excellent! You now have a Sentinel.
|
||
1101353 Select the Mechanized Command and click the Basilisk Depot Upgrade icon.
|
||
1101354 The Basilisk Depot Addon will allow you to build Baslisks from this Mechanized Command.
|
||
1101355 If you want to build Basilisks from other Mechanized Commands, you will need to upgrade them with the Basilisk Depot Addon as well.
|
||
1101356 The Basilisk Depot is complete! You can now build a Basilisk.
|
||
1101363 Select your Mechanized Command and build a Basilisk.
|
||
1101364 Basilisks are heavy artillery vehicles that excel at killing infantry and buildings. Keep in mind that they can't take a lot of punishment, so keep them behind your army.
|
||
1101365 Excellent! You now have a Basilisk.
|
||
1101373 Select the Field Command and click the Regimental Command Upgrade icon.
|
||
1101374 We must upgrade the Field Command to a Regimental Command to gain access to powerful research options and powerful addons such as the Ogryn Quarters or the Leman Russ Depot.
|
||
1101375 The Leman Russ Depot allows you to requisition Leman Russ Tanks. Leman Russ Tanks are powerful all-purpose vehicles.
|
||
1101376 The Regimental Command is complete! You can now build more powerful units.
|
||
1101383 Select the Infantry Command and click the Ogryn Depot Upgrade icon.
|
||
1101384 The Orgyn Quarters add-on will allow you to build Ogryns from this Infantry Command.
|
||
1101385 If you want to build Ogryns from other Infantry Commands, you will need to upgrade them with the Ogryn Quarters add-on as well.
|
||
1101386 The Ogryn Quarters are complete! You can now build Ogryn squads.
|
||
1101393 Select your Infantry Command and build a squad of Ogryns.
|
||
1101394 Ogryns are heavy melee infantry that deal large amounts of damage and can take incredible amounts of punishment.
|
||
1101395 Excellent! You now have a squad of Ogryns.
|
||
1101403 Select the Mechanized Command and click the Leman Russ Depot Upgrade icon.
|
||
1101404 The Leman Russ Depot add-on will allow you to build Leman Russ Tanks from this Mechanized Command.
|
||
1101405 If you want to build Leman Russ Tanks from other Mechanized Commands, you will need to upgrade them with the Leman Russ Depot add-on as well.
|
||
1101406 The Leman Russ Depot is complete! You can now build a Leman Russ Tank.
|
||
1101413 Select your Mechanized Command and build a Leman Russ Tank.
|
||
1101414 Leman Russ Tanks are all purpose tanks that are good against infantry and other vehicles.
|
||
1101415 Excellent! You now have a Leman Russ Tank.
|
||
1101423 Select your Enginseer and build a Mars Pattern Command.
|
||
1101424 The Mars Pattern Command is a specialized building that only builds one type of unit: the Baneblade
|
||
1101425 Baneblades are legendary vehicles that are nearly invincible. They unleash unimaginable fire power and can destroy whole armies.
|
||
1101426 Note that the Mars Pattern Command, like the Mechanized Command, increases your vehicle cap.
|
||
1101427 Excellent! You now have a Mars Pattern Command. You can now build a Baneblade. Let your enemies tremble in fear.
|
||
1101433 Select your Mars Pattern Command and build a Baneblade.
|
||
1101434 Baneblades are fearsome vehicles that can destroy anything that dares to venture into range.
|
||
1101435 Excellent! You now have a Baneblade. Your enemy's fate is sealed. Send it forward to annihilate him.
|
||
1101440 To increase the number of squads you can field as Imperial Guard, you need to build additional Infantry Commands.
|
||
1101441 You've reached the maximum number of squads you're allowed to field. Be sure to Reinforce your squads to full strength to get the most out of them.
|
||
1101442 Remember, holding Strategic Points increases your Requisition Resource. Without sufficient Requisition Resource, you cannot build the force you need to ensure your dominance of the battlefield.
|
||
1101443 Slag Deposits are concentrated points of energy hidden just under the planet's surface.
|
||
1101444 Take a quick look at your Mini-Map. There are dots on the map that represent Slag Deposits.
|
||
1101445 Build a Thermo-Plasma Generator on a Slag Deposit to access large amounts of the Power Resource.
|
||
1101446 In order to further establish your base you need an Enginseer.
|
||
1101447 Select your Field Command and build an Enginseer.
|
||
1101448 Use infantry units to capture Strategic Points, and Enginseers to build Listening Posts on them.
|
||
1101449 Continue to build structures, and carry out research that will increase your effectiveness in battle.
|
||
1101450 Build additional squads and vehicles. Make sure you research upgrades that will increase both your Squad Cap and Vehicle Cap.
|
||
1101451 Take this battlefield, and the next, and the next after that. The fight will never end until your enemies are crushed.
|
||
1101452 If you have invested unwisely, you can press the 'Delete' button on your keyboard to terminate unwanted squads.
|
||
1101460 The Space Marines' other commander units will become available as you build more facilities and unlock more research.
|
||
1101461 Select your Space Marine Squad and click the Upgrade: Flamer icon to upgrade a squad member.
|
||
1101462 Notice a Flamer appears in one of your squad member's hands. This procedure can be performed with any of the available weapon upgrades.
|
||
1101470 We must upgrade the Desecrated Stronghold to a Desecrated Fortress to gain access to more powerful units, research options and structures.
|
||
1101471 Excellent! The Desecrated Fortress is complete! Your power grows.
|
||
1101472 Notice a Heavy Bolter appears in one of your squad member's hands.
|
||
1101473 Excellent! You have outfitted your Chaos Marines with Heavy Bolters. They will now be much more effective against infantry.
|
||
1101474 You must build an Armoury in order to access heavy weapon upgrades.
|
||
1101480 The Dark Reapers are deadly marksmen that excel at killing units from a distance.
|
||
1101481 Excellent! You now have a Dark Reaper squad. Remember that Dark Reapers are ideal for making ranged attacks from a distance while Banshees tie up enemy squads in melee combat.
|
||
1101482 Warp Spider Squads have a more powerful ranged attack than the Dark Reaper, and their heavy armor allows them to take more punishment. They can also be upgraded to handle vehicles and destroy buildings.
|
||
1101483 Excellent! You now have a Warp Spider squad.
|
||
1101484 To reach the final tier of Eldar technology, we must first research Mobilize for War located on the Webway Assembly.
|
||
1101485 Excellent! The Mobilize for War research is complete. You now have access to the Eldar's most deadly units and technologies.
|
||
1101486 The time has come to build an Avatar. You can build an Avatar at the Aspect Portal.
|
||
1101490 Select your Shoota Boy Squad and click the Upgrade: Big Shoota icon to upgrade a squad member.
|
||
1101491 Notice a Big Shoota appears in one of your squad member's hands.
|
||
1101492 Excellent. You have upgraded your Shoota Boy Squad. You can upgrade your squads with heavy weapons anywhere on the battlefield.
|
||
1101493 Gretchin squads, or Grotz, can reinforce themselves for free, allowing them to survive longer on the battlefield. You should always reinforce your Gretchin squads to full strength.
|
||
1101494 Additional Grotz also decrease the time it takes to build structures, The time it takes to complete a building depends on how large your Gretchin Squad is.
|
||
1101503 Now is a good time to learn about unit garrisons and underground tunnels. The Imperial Guard can garrison infantry inside of some of their buildings.
|
||
1101504 Select your Guardsmen Squad and right click on the Field Command.
|
||
1101505 Very good! Your units are now protected from enemy fire. They can also use the building's mounted weapons against their enemies while inside.
|
||
1101513 The Imperial Guard dig tunnels between all of their buildings so they can move in safety. You can move your squads from building to building without ever leaving their protection.
|
||
1101514 Click on the Infantry Command. Notice that it has three empty slots. Notice how your squad in the Field Command is shown below. Click on the squad icon to transfer the unit from your Field Command to the Infantry Command.
|
||
1101515 Notice the timer bar over the squad icon. This is the amount of time it will take to travel between the two buildings.
|
||
1101516 Your squad is now in the Infantry Command. Click on the squad icon a second time to ungarrison your Guardsmen from the building.
|
||
1101517 Congratulations! You now understand the basics of placing your units in the protection of your buildings, and moving them from building to building.
|
||
1101523 Now that we have built a Command Squad we should reinforce it.
|
||
1101524 Add an additional leader to the Command Squad by clicking on one of the flashing icons now.
|
||
1101525 You will need your Command Squad to be at full strength if you want to counter the strength of the other races' heroes.
|
||
1101526 Congratulations! You have reinforced your Command Squad. You should continue to reinforce the Command Squad until it is at full strength. Remember that each leader type adds something to the squad. Diversity is strength in this case.
|
||
1101900
|
||
1101901
|
||
1101902
|
||
1101903
|
||
1101904
|
||
1102075 To select a unit or structure, simply click on it with the left mouse button. Go to your base and select the Cadre Headquarters.
|
||
1102090 Select your Cadre Headquarters and look for the Stealthsuit Team icon located in the lower-right corner of the screen. Click this button now.
|
||
1102092 Excellent! You now have a Stealthsuit Team.
|
||
1102100 Stealthsuits use advanced technology to make them virtually invisible to enemy units. In Dawn of War, units of this type are said to be Infiltrated.
|
||
1102101 Infiltrated units can do everything standard units can without revealing their position, including firing on enemy units. This makes infiltrated units very powerful.
|
||
1102102 Be careful, though. Some enemy units are detectors, and any infiltrated units who get close to them are revealed. Revealed units can be targeted by any enemies.
|
||
1102112 Order the Stealthsuit to capture a Strategic Point by right-clicking on the Point.
|
||
1102120 Select your Cadre Headquarters and build an Earth-Caste Builder.
|
||
1102121 Earth-Caste Builders are required to build additional structures. Builders are always available from the Cadre Headquarters.
|
||
1102122 The Earth-Caste Builder has arrived! Builder drones are the Tau Empire's builder unit. Any time you wish to build a new structure, you must use an Earth-Caste Builder drone.
|
||
1102130 Select the Earth-Caste Builder and click on the Build icon on the lower right area of the screen. This brings up the icons of all the structures the Builder can construct. Click on the Listening Post icon and then place it on the captured Strategic Point.
|
||
1102141 Select your Earth-Caste Builder and build a Plasma Generator.
|
||
1102143 You now have Power! Plasma Generators will continue to produce Power at a constant rate. Note that there is a limit to how many Plasma Generators can be built per Cadre Headquarters.
|
||
1102160 Select your Earth-Caste Builder and build a Tau Barracks.
|
||
1102161 The Barracks is the structure where you can build basic and advanced infantry units from the Tau Empire's Fire caste.
|
||
1102162 Excellent, the Tau Barracks is finished.
|
||
1102170 Select your Tau Barracks and build a Fire Warrior Team.
|
||
1102171 Fire Warriors are the basic infantrymen of the Tau Empire. They have excellent range and damage with their pulse rifles, but are very weak in melee. To keep your Fire Warriors alive, you'll need to keep them at a distance from enemy units.
|
||
1102172 Excellent. You have built a Fire Warrior Team.
|
||
1102181 Reinforcing is the act of calling in additional troops to bring your squad to maximum combat effectiveness. Select a Fire Warrior Team. Click the Reinforce Squad button to add one new unit to your squad.
|
||
1102183 You can Reinforce during battle, in the event that a Fire Warrior falls to the enemy.
|
||
1102185 Congratulations! You have Reinforced your Fire Warrior Team.
|
||
1102210 To make up for the weakness of Fire Warriors at close quarters, the Tau Empire uses warriors from their allied race, the Kroot.
|
||
1102211 Select your Earth-Caste Builder and build a Kroot Barracks.
|
||
1102212 All Kroot units are build from the Kroot Barracks.
|
||
1102213 Excellent. You now have a Kroot Barracks and can build Kroot units.
|
||
1102220 Select your Tau Barracks and build a Kroot Carnivore squad.
|
||
1102221 Kroot Carnivores are primal warriors who have allied themselves with the Tau Empire. They are experts at melee combat and can tie up enemies so that Fire Warriors can gun them down.
|
||
1102222 Excellent. You have built a Kroot carnivore squad.
|
||
1102233 You can increase your Squad Cap by building research structures like the Path to Enlightenment and the Mont'ka Command Post. But keep in mind that you cannot go beyond a Squad Cap of twenty.
|
||
1102240 Most races have a single hero they can build that can lead their entire force. For the Tau Empire, this hero is the Tau Commander, a senior member of the Fire Caste who pilots a cutting-edge XV22 Battlesuit.
|
||
1102241 Select the Tau Barracks and build the Tau Commander now.
|
||
1102242 The Tau Commander's Battlesuit can be upgraded with a variety of weapon systems, including a flamer, fusion cannon and missile launchers. The Tau Commander is the epitome of the Tau Empire's battle philosophy, moving quickly and packing a lot of ranged firepower. He is very vulnerable to melee attacks however, and has no melee of his own.
|
||
1102243 Congratulations! You have finished building the Tau Commander.
|
||
1102250 Select your Earth-Caste Builder and build the Path to Enlightenment now.
|
||
1102251 You must build the Path to Enlightenment in order to access research and weapon upgrades. Research increases your squads' effectiveness.
|
||
1102252 Excellent, the Path to Enlightenment is now operational.
|
||
1102260 Select a Fire Warrior Team and click the Add Leader: Shas'ui icon.
|
||
1102261 Shas'ui are veteran Fire Warriors who add more power to your squad.
|
||
1102262 Excellent! Your Shas'ui has arrived. Note that your Shas'ui is part of the squad and cannot leave it.
|
||
1102270 Fire Warrior Teams can also gain a second special unit called a Shield Drone. Shield Drones are small robots that can generate a powerful energy shield, protecting the squad from ranged fire.
|
||
1102271 Select a Fire Warrior Team and click the Add Leader: Shield Drone icon.
|
||
1102272 Like Shas'ui, Shield Drones are part of your squad and can't leave it.
|
||
1102273 Excellent. Your Shield Drone has arrived.
|
||
1102280 Select your Tau Commander and click the Upgrade: Flamer icon to upgrade his battlesuit with that weapon.
|
||
1102281 Notice the new weapon appears on the Commander. This procedure can be performed with any of his available weapon upgrades.
|
||
1102282 Excellent. You have upgraded your Tau Commander.
|
||
1102290 Fire Warrior Teams always have the same weapons, so they do not have weapon upgrades. You can use research to increase their combat effectiveness, however.
|
||
1102291 Select the Path to Enlightenment and click on the icon for the Advanced Pulse Rifles research. Like upgrades, research takes time. Research affects all relevant squads, however, instead of just a single one.
|
||
1102292 Excellent. All your Fire Warrior Teams now have advanced pulse rifles. They now do more damage and have greater range.
|
||
1102300 Unlike the Fire Warriors, Kroot Carnivore squads cannot be reinforced with special leader units like a Shas'ui or Shield Drone.
|
||
1102301 Kroot Carnivores can, however, be led by a special unit called a Kroot Shaper. Shapers boost the speed and health of Kroot squads, making them even more fearsome to your enemies.
|
||
1102302 Select the Kroot Barracks and build a Kroot Shaper.
|
||
1102303 Excellent! The Shaper has arrived. But the Shaper will do you little good until he is attached to a squad.
|
||
1102310 Select your Shaper and click the Attach button. Now, select a Kroot Carnivore Squad.
|
||
1102311 Excellent! The Shaper has now joined the Kroot Carnovore squad.
|
||
1102312 A Kroot squad with a Shaper attached moves more quickly and all members of the squad gain additional health.
|
||
1102313 Shaper can only attach to squads of Kroot Carnivores or Kroot Hounds, a squad available when you advance in the Tech Tree.
|
||
1102314 To detach the leader from this squad, simply select the squad, then click the Detach icon. It is located in the same place as the Attach icon. But remember that Shapers add little to your cause unless they are attached to a squad.
|
||
1102330 Time to put what you've learned to the test. Select a Fire Warrior Team and a Kroot Carnivore squad and move them to the indicated point. Remember to send your Kroot Carnivores ahead so they can screen the Fire Warriors from any enemy melee units.
|
||
1102331 Enemy spotted. Attack the enemy by right-clicking on the enemy squad.
|
||
1102332 Remember to bring your Kroot into melee and keep your Fire Warriors a short distance away. This way enemy units are pinned down. Reinforce your squads to make up for any casualties.
|
||
1102333 Excellent you have destroyed the enemy squad.
|
||
1102351 Explore the map around your base with your squads and capture any Strategic Points you encounter along the way. To complete this objective you must Capture 3 Strategic Points.
|
||
1102352 Make sure to use your Earth-Caste Builder to build Listening Posts on any captured Strategic Points. This fortifies them against your enemies.
|
||
1102371 Relics gain you additional Requisition, but aren't strictly necessary to build any Tau units. Most other races need Relics to build their most potent units, however, so by capturing Relics you deny your enemy access to their best units and technology.
|
||
1102372 Excellent! You have captured a Relic. You can build Listening Posts to fortify captured Relics.
|
||
1102400 Select your Earth-Caste Builder and build a Vehicle Beacon.
|
||
1102401 Just like the Tau Barracks and Kroot Barracks are used to build infantry units, the Vehicle Beacon is used to build vehicles.
|
||
1102403 Excellent! You now have a Vehicle Beacon. You can build powerful vehicles from this building.
|
||
1102405 Once you have reached your maximum, you cannot build any more vehicles. You can increase your Vehicle Cap by building research buildings, just like Squad Cap.
|
||
1102410 Select your Vehicle Beacon and build a Skyray Missile Gunship.
|
||
1102411 Skyrays are versatile support vehicles that fire missiles. They have excellent range and excel at disrupting infantry.
|
||
1102412 Excellent! You now have a Skyray. You can upgrade the Skyray by researching the Missile Barrage ability at the Path to Enlightenment.
|
||
1102420 Tau Empire cadres generally follow one of two broad strategies. Each strategy has its own research building called a Command Post and allows construction of special units.
|
||
1102421 The Mont'ka Command Post commits the cadre to the "Killing Blow" strategy that focuses on mobile firepower.
|
||
1102422 The Kauyon Command Post commits the cadre to the "Patient Hunter" strategy that relies of infantry and Kroot special units.
|
||
1102423 You cannot build both command posts during the same battle, so in each battle you will have to choose which strategy is best for the situation at hand.
|
||
1102430 For the purposes of this Tutorial, we will pursue the Mont'ka or "Killing Blow" strategy.
|
||
1102431 Select your Earth-Caste Builder and build the Mont'ka Command Post.
|
||
1102432 Excellent! You are now committed to the Mont'ka tech tree. Note that the Command Post has increased your Squad Cap and Vehicle Cap.
|
||
1102440 The Mont'ka Command Post has made new units available for your army. Select your Tau Barracks and build an XV8 Crisis Suit Team.
|
||
1102441 Crisis Suits are mechanized battlesuits with upgradeable weapons. Like all Tau battlesuits, they use Squad Cap rather than Vehicle Cap (used by heavier vehicles).
|
||
1102442 Excellent! You now have a squad of XV8 Crisis Suits. You can reinforce this squad and choose weapon upgrades for them as well.
|
||
1102450 The most powerful units of the Mont'ka philosophy are heavy vehicles like the Hammerhead Gunship. To build this vehicle, however, you need to pursue additional research.
|
||
1102451 Select the Mont'ka Command Post and research the Teachings of Mont'ka.
|
||
1102452 Excellent. You can now build the Hammerhead Gunship.
|
||
1102460 Select your Vehicle Beacon and build a Hammerhead Gunship.
|
||
1102461 Excellent. You now have a powerful Hammerhead Gunship on the field. This heavy tank can deal out huge amounts of punishment to the enemy.
|
||
1102470 Select your Earth-caste Builder and build a Coalition Center.
|
||
1102471 Excellent. Your Coalition Center is ready.
|
||
1102480 The Coalition Center allows you to build the ultimate Tau unit, the Ethereal. This hero is from the caste that leads the Tau Empire and has several powerful abilities.
|
||
1102481 Select your Coalition Center and build an Ethereal.
|
||
1102482 Excellent. The presence of the Ethereal strengthens all your Tau units, increasing their morale, health and the amount of damage they do.
|
||
1102483 The Ethereal himself also has several special abilities, such as calling down a strike from the orbital artillery of the Tau Air Caste.
|
||
1102484 Be careful, though. The death of an Ethereal can be a crushing blow to a Tau cadre. If your Ethereal dies in combat, all Tau units will suffer a temporary loss of morale and health.
|
||
1102490 To increase the number of squads you can field as the Tau Empire, you need to build research facilities like the Path to Enlightenment or the Mont'ka Command Post.
|
||
1102510 In order to further establish your base you need an Earth-Caste Builder.
|
||
1102511 Select your Cadre Headquarters and build an Earth-Caste Builder.
|
||
1102520 Use infantry units to capture Strategic Points, and Earth-Caste Builders to build Listening Posts on them.
|
||
1103075 To select a unit or structure, simply click on it with the left mouse button. Go to your base and select the Monolith.
|
||
1103090 Select your Monolith and look for the Builder Scarab icon located in the lower-right corner of the screen. Click this button now.
|
||
1103092 Excellent! You now have a Builder Scarab. Builder Scarabs are the Necron builder unit. Any time you wish to build a new structure, you must use a Builder Scarab drone.
|
||
1103100 Your main objective when playing the Necrons is to revive the Monolith, a mobile fortress that begins each game dormant and buried in the sands.
|
||
1103101 As you build secondary structures, you can revive your Monolith and gain access to more and more powerful units.
|
||
1103110 Almost all Necron units, structures and upgrades require Power to function. Building Plasma Generators will supply you with the Power you need to raise your deathless army.
|
||
1103111 Select your Builder Scarab and build four Plasma Generators.
|
||
1103113 You now have a steady flow of Power! Plasma Generators will continue to produce Power at a constant rate. Note that there is a limit to how many Plasma Generators can be built per Monolith.
|
||
1103121 Most structures can only be constructed within the Control Zone, while others, like Obelisks, can be built at other locations.
|
||
1103130 In addition to building structures, Builder Scarabs are also the only Necron unit that can capture Strategic Points. Strategic Points are located in areas of high strategic value on the battlefield.
|
||
1103131 Capturing Strategic Points denies them from the enemy. Other races use Strategic Points to generate resources, so capturing points can hamper their efforts.
|
||
1103132 Order the Builder Scarab to capture a Strategic Point by right-clicking on the Point.
|
||
1103134 Excellent! The point is ours!
|
||
1103140 Select the Builder Scarab and build an Obelisk on the captured Strategic Point.
|
||
1103141 The Obelisk fortifies your hold of a Strategic Point, which accelerates the speed at which you build units and structures and research upgrades.
|
||
1103142 Excellent! The point is now protected from enemy retaliation. Note that the Necron Time Modifier indicator on the top left of your screen has increased. You should continue to build Obelisks on all your captured Strategic Points.
|
||
1103160 Select your Monolith and build a Necron Warrior Squad.
|
||
1103161 Necron Warriors are your basic infantry unit. They wield powerful gauss weapons and are very cheap to produce, but are quite slow-moving.
|
||
1103162 Excellent. You have built a squad of Necron Warriors.
|
||
1103171 Reinforcing is the act of calling in additional troops to bring your squad to maximum combat effectiveness. Select a Necron Warrior Squad.
|
||
1103173 You can Reinforce during battle, in the event that a Necron Warrior falls to the enemy.
|
||
1103175 Congratulations! You have Reinforced your Necron Warrior Squad.
|
||
1103210 Your Monolith has supplies and logistics to support a finite number of squads. The number of squads you can support at any given time is called your Squad Cap.
|
||
1103213 You can increase your Squad Cap by capturing Strategic Points and building Obelisks on them. You cannot go beyond a Squad Cap of twenty in this way, but some abilities do allow you to do so.
|
||
1103220 Like most races, Necrons can build a single hero unit to lead their entire force. This leader is the Necron Lord, an ancient and powerful servant of the C'tan.
|
||
1103221 Select the Monolith and build the Necron Lord now.
|
||
1103222 The Necron Lord is one of your most powerful units and can receive a variety of upgrades and special abilities. You'll notice that the Necron Lord's inactive body is already in pieces near your Monolith.
|
||
1103223 Congratulations! You have finished building the Necron Lord. Note that the Necron Lord's existing body has reanimated rather than emerging from the Monolith. If the Necron Lord is later killed in battle, you can reanimate his body where it fell by building the unit again.
|
||
1103230 Reviving your Monolith and summoning forces can be a long process if your Time Modifier is low. To raise your modifier, capture and secure more Strategic Points.
|
||
1103231 Explore the map around your base with your squads and capture any Strategic Points you encounter using your Builder Scarabs. To complete this objective you must Capture 3 Strategic Points.
|
||
1103232 Make sure to also use your Builder Scarabs to build Obelisks on any captured Strategic Points. This fortifies them against your enemies and increases your Time Modifier.
|
||
1103233 You may wish to build more Builder Scarab squads from your Monolith and reinforce those squads to help capture and fortify these points.
|
||
1103234 Excellent! You have captured 3 Strategic Points and built Obelisks on them. Taking and holding Strategic Points is key to defeating your enemies.
|
||
1103240 Select a Builder Scarab squad and build a Summoning Core now.
|
||
1103241 You must build the Summoning Core in order to access more powerful units and to begin the revival of your Monolith.
|
||
1103242 Excellent, the Summoning Core is now operational. We are ready to begin awakening the Monolith.
|
||
1103250 Select the Monolith and click on the Awaken Monolith icon.
|
||
1103251 As the Monolith Awakens, it emerges from the sands and more of its ancient systems become operational. More powerful units become available.
|
||
1103252 Excellent! Your Monolith is now Awakened. Further upgrades will be necessary to make the Monolith completely operational.
|
||
1103260 Select the Awakened Monolith and build a Flayed Ones squad.
|
||
1103261 Flayed Ones are powerful melee units that are now available to add to our Necron army.
|
||
1103262 Excellent. Your squad of Flayed Ones is now ready.
|
||
1103270 You'll notice that the Flayed Ones haven't appeared on the battlefield yet. Indeed, these units can be called from their underground tombs anywhere your units can see, even in the midst of your enemies.
|
||
1103271 Select your Awakened Monolith. Notice the Flayed Ones icon in the display at the bottom center of your screen. This means a squad is ready to be deployed.
|
||
1103272 Left-click on the squad icon and then left-click anywhere on the map you have revealed.
|
||
1103273 In addition to doing serious damage in hand to hand combat, Flayed Ones project a terrifying aura, doing Morale damage to enemy units near them.
|
||
1103280 Select a squad of Builder Scarabs and build a Forbidden Archive.
|
||
1103281 The Forbidden Archive allows you to equip your Necron Lord with dread artifacts, making him even more powerful.
|
||
1103282 Excellent! The Forbidden Archive is ready.
|
||
1103290 Select the Forbidden Archive. You'll notice several different icons on the right side of your screen. Each of these artifacts are possible upgrades to the Necron Lord.
|
||
1103291 Some icons are grayed out, meaning that artifact isn't available yet.
|
||
1103292 Although there are many different artifacts available, you can never acquire more than three over the course of a single battle. So you need to choose your upgrades carefully.
|
||
1103293 For this tutorial we'll choose the Phylactery upgrade. Click on its icon now.
|
||
1103294 Excellent. The Necron Lord is now equipped with a Phylactery. A swarm of small scarabs surround him, making him harder to hit and confounding his opponents.
|
||
1103295 If you select the Necron Lord, you'll notice that the Phylactery icon has now appeared in the upgrades area.
|
||
1103310 Time to put what you've learned to the test. Select a Necron Warrior squad and a Flayed One squad and move them to the indicated point.
|
||
1103312 Note that the Flayed Ones take damage as approach, but the enemy squad quickly looses morale when they get near. Your Necron Warriors, meanwhile can fire from a distance.
|
||
1103320 Necron squads benefit from a powerful advantage in combat. As deathless constructs of the Star Gods, they are very difficult to completely destroy.
|
||
1103321 Whenever a Necron infantry unit is destroyed, there's a chance it will reassemble itself and rise again a few seconds later. Units that reactivate like this return at diminished health, but are otherwise fully functional.
|
||
1103322 This process is automatic, so you don't have to worry about it. Just don’t be surprised to see your troops pulling themselves back together to fight anew.
|
||
1103330 Select your Builder Scarab and build a Greater Summoning core.
|
||
1103331 Just like the Summoning Core, the Greater Summoning Core helps more of the Monolith's systems activate and allows you to build more powerful units.
|
||
1103332 Many of these new units are large skimmers that serve the function in a Necron army that tanks and other vehicles do in other race's forces.
|
||
1103333 Excellent! You now have a Greater Summoning Core.
|
||
1103340 Select your Monolith and build a Tomb Spyder.
|
||
1103341 Tomb Spyders are large skimmers with powerful melee attacks. They also have the ability to spawn additional Necron units. Like the Necron Lord, Tomb Spyders activate from their broken forms on the battlefield rather than emerging from the Monolith.
|
||
1103342 Excellent! You now have a Tomb Spyder.
|
||
1103343 Note that your Monolith can only support a finite number of heavy units like the Tomb Spyder. This limit is known as the Vehicle Cap.
|
||
1103344 Once you have reached your maximum, you cannot build any more heavy units. You can increase your Vehicle Cap by capturing strategic points and building additional Obelisks.
|
||
1103350 Tomb Spyders are able to collect the shattered parts of Necron infantry units and reassemble them. There are some Necron remains nearby. Send your Tomb Spyder there by selecting the unit and right clicking on the indicated point.
|
||
1103351 Now select the Tomb Spyder and click the Harvest icon. The Tomb Spyder begins processing the remains, removing them from the battlefield. Note how the bars on the grayed out squad icons on the bottom right of your display begin to fill.
|
||
1103352 When one or more of the icons become active, click them to spawn a squad of that type.
|
||
1103353 Excellent! The Tomb Spyder has brought another squad to the battle.
|
||
1103354 You can continue to harvest or click on the Harvest icon again to stop the process. You can exceed your Squad Cap by several points using the Tomb Spyder.
|
||
1103360 The Monolith is ready to have more of its systems reactivated. Select the Monolith and click the Engaged Monolith icon.
|
||
1103361 An Engaged Monolith allows you to spawn the most powerful Necron units and research powerful upgrades for your Necron Lord.
|
||
1103362 Excellent! Your Monolith is now engaged and almost ready to take to the field.
|
||
1103370 Select your Builder Scarab and build an Energy Core
|
||
1103371 This is the last component needed to bring the mighty Monolith back to full functionality. It also allows your Necron Lord to assume the terrible Essence of the Nightbringer.
|
||
1103372 Excellent! You now have an Energy Core.
|
||
1103380 The time has finally come to completely restore the Monolith, making it into the most powerful unit on the battlefield.
|
||
1103381 Select the Monolith a click on the Restored Monolith icon.
|
||
1103382 Once restored, the Monolith will become a mobile fortress with incredible firepower. Although it moves slowly, the Monolith can also teleport from one point to another, passing over enemy defenses with ease.
|
||
1103383 Excellent. The Monolith is restored and ready to lay waste to the enemy.
|
||
1103384 Although mobile, the Monolith still functions as your headquarters, producing units as normal.
|
||
1103390 Select the Forbidden Archive and acquire the Resurrection Orb artifact for your Necron Lord.
|
||
1103391 Excellent. Your Necron Lord now wields the Resurrection Orb, a powerful artifact that allows you to raise fallen Necrons.
|
||
1103400 Select your Necron Lord and move him to the indicated point. There are a number of Necron remains there waiting to be revived.
|
||
1103401 Now select your Necron Lord and click on the Mass Resurrection icon.
|
||
1103402 Excellent. The Necron Lord has used his Resurrection Orb to bring back the fallen Necrons.
|
||
1103403 These risen warriors have low health but are otherwise fully functional You can reinforce these squads to restore their strength and in some cases use Builder Scarabs to repair damaged units.
|
||
1103404 Mass Resurrection allows you to surpass your Squad Cap by several points.
|
||
1103410 Beyond the upgrades from the Forbidden Archive, the Necron Lord is also able to channel to essence of his mighty Star God, the Nightbringer.
|
||
1103411 Select the Energy Core and research the Essence of the Nightbringer.
|
||
1103412 The Nightbringer is the original deity of the Necrontyr, the race who became the Necrons. It is to feed his endless appetite that the Necrons purge the living.
|
||
1103413 Excellent! The Necron Lord has transformed, taking on the essence of the Nightbringer.
|
||
1103414 This effect will only last a short time, but while it does, you may lay waste to your opponents.
|
||
1103415 Excellent! The Necron Lord is now ready to take on the Essence of the Nightbringer.
|
||
1103416 Now select your Necron Lord. Notice that a new icon has appeared allowing him to summon the Nightbringer. Click this icon now.
|
||
1103500 To increase the number of squads you can field, you need to capture more strategic points and build additional Obelisks.
|
||
1103510 Remember, Plasma Generators produce the Power Resource. Use your Builder Scarabs to build more generators to increase your Power supply.
|
||
1103520 In order to further establish your base you need a Builder Scarab.
|
||
1103521 Select your Monolith and build a Builder Scarab.
|
||
1103530 Use your restored Monolith to exterminate the enemy.
|
||
1103531 Build infantry and heavy squads to support your fortress, cutting down scores of enemies.
|
||
1103532 Research upgrades at the Forbidden Archive to make your Necron Lord a mighty force in his own right.
|
||
1103533 Take this battlefield, and the next, and the next after that. The fight will never end until the whole galaxy has been purged of life.
|
||
1103600 Welcome to the single-player campaign of Dawn of War: Dark Crusade. These tutorial windows will guide you through the first two turns of play and introduce key features of this all-new campaign mode. / Your goal is to conquer the Planet Kronus. This world's inhabited continent is divided into twenty-five different provinces. Your conquest of the planet will happen one province at a time. / The campaign map is your major interface for directing your troops' strategic moves. Individual battles are fought on the smaller-scaled battle map.
|
||
1103601 This province is your stronghold, or home province. It is from here that you are launching your conquest of Kronus. If your stronghold is ever conquered, you will be pushed from Kronus and lose the campaign. / Since this is the first turn, this is the only province you currently control. / The enemy factions each have their own strongholds, identified by banners on the campaign map. To win the campaign and make Kronus yours, you must conquer all six of these heavily defended provinces.
|
||
1103602 The figure of your commander indicates the current position of your main army. You can only attack a province that borders the province where your army is, so its position on the map defines your options. / The enemy factions each have armies of their own and also can only attack adjacent provinces. One of your enemies, however, controls a space port in the Pavonis province. He can attack all over the map.
|
||
1103603 These arrows show you where your army can move or attack this turn. Red arrows indicate attacks into enemy provinces. Green arrows indicate moves into friendly provinces. / Since this is your first turn, and you only control your stronghold, you must attack an enemy province. / To move to or attack a province, left-click to select that province and then click on the Attack or Move button in the right panel. We should begin by attacking an enemy province. Select the province you want to attack and click the Attack button. / Left-clicking on a province always brings up these arrows (unless you have no more moves left this turn).
|
||
1103604 This screen shows you the forces you are leading into an attack and allows you to return to the campaign map if you decide you want to attack later. / Since this is your first attack, most options aren't yet available. / When you're ready to attack, just click on the Attack button. This will take you to the battle map, where you will face enemies in a game of Dawn of War.
|
||
1103605 As you conquer more and more provinces, you'll be awarded pieces of special equipment for your commander. This equipment is called wargear. / You will never be awarded a specific piece of wargear. Instead, for each award, you get to choose one piece from the list on this screen. (Note that you may have to get some pieces of wargear to unlock other, more powerful versions.)
|
||
1103606 Congratulations! You have conquered your first province. This victory has given you several rewards, including a piece of wargear and the bonus from the province. / Every province on the map has a special bonus. This bonus is displayed in the right-hand panel when you select the province. / Some provinces give you the ability to train a special unit for your commander's honor guard. Once trained, these units accompany your commander into the initial stages of battle. You can train these units (or retrain them if they are destroyed in battle) from the Commander Screen or the Attack Screen. / Other provinces give you special abilities, like the Eres Badlands which gives you the ability to attack twice per turn.
|
||
1103607 This is the province you've just conquered. Notice that it has changed to your color and that your army is now here. Whenever you conquer a province, your army moves to that province. / You can only move or attack once per turn, so your turn is effectively over. Next turn, new provinces will be available for you to attack. / When you are ready to let the enemy factions act, click on the End Turn button.
|
||
1103608 The enemy repelled your attack on the province. / You can only move or attack once per turn, so your turn is effectively over. Next turn you will be able to attack again and avenge yourself. / When you are ready to let the enemy factions act, click on the End Turn button.
|
||
1103609 Each of the enemy factions will now act in turn. Like you, they each have their own strongholds and armies. They will each move their armies or attack and reinforce their provinces in turn. / Pay attention to where your enemies' armies are. Armies will reinforce nearby friendly provinces under attack, bolstering the defense with additional troops.
|
||
1103610 One of your provinces is under attack. / You can choose to fight on the battle map or to auto-resolve this battle. Auto-resolving can be dangerous, however, since it depends on the relative strength of your province and the attacker's forces. You always have a better chance of winning if you fight the battle yourself. There are also pieces of wargear that can only be earned by fighting defensive battles on the battle map, so you should think carefully before auto-resolving. / If you choose to fight and your army is on the province or one that neighbors it, your commander and his honor guard will join the defense. If not, you'll have to make do with whatever forces are garrisoned there.
|
||
1103611 It is now your turn to act again. / You'll notice that you have gained Planetary Requisition from the provinces you control. Each province produces Planetary Requisition every turn. / You use Planetary Requisition to reinforce your provinces by stationing troops there and to train honor guard units. / To reinforce a province, simply left-click on a province you own and then click on the Reinforce button in the right-hand panel.
|
||
1103612 This screen allows you to garrison troops in a province. These troops will be ready when you fight to defend this province from enemy attacks. / Stationing troops in a province costs you Planetary Requisition. The available units are on the panel. / Later, you can recall these troops (if the province is no longer at risk). Recalling a unit will give you back half the Planetary Requisition you spent to station it in the first place. / Be careful. All your purchases will be final once you accept the changes on this screen.
|
||
1103613 This screen provides you with a snapshot of your progress in conquering the Planet Kronus. It includes a running tally of your conquests, your commander's statistics, your honor guard and more. / If you haven't yet trained an honor guard unit (or you've lost one in battle), you can train it on this screen by simply clicking on its icon. / You can also access the Wargear Screen from here.
|
||
1103614 Congratulations. You have just conquered an enemy race's stronghold. This victory ends that race's attempt to take the planet. If you can conquer the five remaining enemy stronghold, you will win the game. / There may still be some provinces held by the defeated race, but without a stronghold they no longer have an army or the ability to attack. / You can mop up their remaining provinces to gain the associated bonuses, or you can move on to other targets.
|
||
1103615 You have conquered the Eres Badlands and gained the Fury special ability. / Fury gives you two full moves per turn, instead of just one. Just like before, you can use each one to move your army to a neighboring province you control or to attack a neighboring enemy province. / This ability is available right away so you can attack a second time this turn or move your army from the Eres Badlands before ending your turn.
|
||
1103616 You have conquered the Ariel Highlands and gained the Bulwark special ability. / Bulwark makes it cheaper for you to reinforce your provinces. This cost savings is applied automatically.
|
||
1103617 You have conquered the Hyperion Peaks and gained the Forward Base special ability. / When you attack a province, you will now be able to purchase structures from the Attack Screen. Each structure costs Planetary Requisition and appears immediately when you arrive on the battle map.
|
||
1103618 You have conquered Pavonis and gained the Space Port special ability. / The Space Port allows you to move your army around the campaign map much more freely. Instead of moving to or attacking only adjacent provinces, you can move to or attack almost any province on the map. / The Space Port does not allow you to attack a distant stronghold, however. To attack an enemy stronghold, you still have to do so from a neighboring province.
|
||
1103619 You have conquered the Vandean Coast and gained the Industrial Production special ability. / When you fight on the battle map, you will start with additional Requisition, allowing you to produce units and structures more quickly.
|
||
1103620 You have conquered the Vandean Coast and gained the Industrial Production special ability. / When you fight on the battle map, you will start with additional Power, allowing you to produce units and structures more quickly.
|
||
1103621 You have conquered the Aceria Forests and gained the Increased Manpower special ability. / When you fight on the battle map, you will start with an increased Squad Cap and Vehicle Cap, allowing you to field a larger force.
|
||
1665000 VICTORY
|
||
1665001 DEFEAT
|
||
1665010 Would you like to save your campaign before quitting? If you do not, all progress will be lost.
|
||
1665011 Would you like to save the current campaign before starting a new one? If you do not, all progress will be lost.
|
||
1665012 Are you sure you want to train %1UNIT% for %2COST% Planetary Requisition?
|
||
1665020 Please Enter Dawn of War CD Key
|
||
1665021 To use the Space Marines, Chaos Space Marines, Orks and Eldar in multiplayer games, you must have a valid copy of Warhammer 40,000 – Dawn of War installed on your system. Please enter the CD key for your copy of Dawn of War.
|
||
1665030 Please Enter Winter Assault CD Key
|
||
1665031 To use the Imperial Guard in multiplayer games, you must have a valid copy of Warhammer 40,000 – Dawn of War: Winter Assault installed on your system. Please enter the CD key for your copy of Winter Assault.
|
||
1665040 Invalid Key
|
||
1665041 The CD key you entered appears to be invalid. Please check it and try again.
|
||
1665050 Installation Problem
|
||
1665051 Warhammer 40,000 – Dawn of War does not appear to be correctly installed on your system. Please reinstall it.
|
||
1665060 Installation Problem
|
||
1665061 Warhammer 40,000 – Dawn of War: Winter Assault does not appear to be correctly installed on your system. Please reinstall it.
|
||
1665070 Dawn of War Verified
|
||
1665071 The Space Marines, Chaos Space Marines, Orks and Eldar are now available to you in multiplayer games of Warhammer 40,000 – Dawn of War: Soulstorm.
|
||
1665080 Winter Assault Verified
|
||
1665081 The Imperial Guard are now available to you in multiplayer games of Warhammer 40,000 – Dawn of War: Soulstorm.
|
||
1665090 Race Unavailable
|
||
1665091 To use the Space Marines, Chaos Space Marines, Orks and Eldar in multiplayer games, you must have a valid copy of Warhammer 40,000 – Dawn of War installed on your system. To unlock this race, install Dawn of War and then restart Soulstorm.
|
||
1665095 Do not show this message again.
|
||
1665100 Race Unavailable
|
||
1665101 To use the Imperial Guard in multiplayer games, you must have a valid copy of Warhammer 40,000 – Dawn of War: Winter Assault installed on your system. To unlock this race, install Winter Assault and then restart Soulstorm. (Note that installing Winter Assault also requires installing the original Warhammer 40,000 – Dawn of War)
|
||
1665105 Do not show this message again.
|
||
2501000
|
||
2502000 Chaos
|
||
2502001 Chaos Stronghold Description
|
||
2502002 TODO
|
||
2502100 Deimos Peninsula
|
||
2503000 The Player's Faction
|
||
2503010 Chaos
|
||
2503100 In a Cursed Land
|
||
2503101 From “A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
2503102 In a foul shrine in the Deimos Peninsula, lost souls summoned the Black Apostle Eliphas to Kronus. There, the Word Bearers raised their black temples and launched their assault on the world. Eldritch energies split the earth with abyssal fissures, and remade the lush jungles into a nightmare landscape pulsing with ruinous energies.
|
||
2503103 A master demagogue, Eliphas made an advantage of the fractious nature of those bent to Chaos. Instead of relying on a unified defense, he allowed his champions and cult leaders to establish their own satellite temples where they could pursue their own dark rituals. Any attacker who hoped to defeat the Word Bearers would have to run a bloody gauntlet of heretics—including some of the Legion's most veteran Chaos Space Marines.
|
||
2503104 Indeed, killing the heretics on Kronus was pointless so long as the great Warp portal in Eliphas's bastion remained open. The dark spells of the sorcerers Amphion and Zethus maintained this massive rend in the fabric of creation, granting Eliphas endless reinforcements.
|
||
2503105 So long as the Deimos portal remained open, there could be no victory on Kronus.
|
||
2503110 In a foul shrine in the Deimos Peninsula, lost souls summoned the Black Apostle Eliphas to Kronus. There, the Word Bearers raised their black temples and launched their assault on the world. Eldritch energies split the earth with abyssal fissures, and remade the lush jungles into a nightmare landscape pulsing with ruinous energies. A master demagogue, Eliphas made an advantage of the fractious nature of those bent to Chaos. Instead of relying on a unified defense, he allowed his champions and cult leaders to establish their own satellite temples where they could pursue their own dark rituals. Any attacker who hoped to defeat the Word Bearers would have to run a bloody gauntlet of heretics—including some of the Legion's most veteran Chaos Space Marines. Indeed, killing the heretics on Kronus was pointless so long as the great Warp portal in Eliphas's bastion remained open. The dark spells of the sorcerers Amphion and Zethus maintained this massive rend in the fabric of creation, granting Eliphas endless reinforcements. So long as the Deimos portal remained open, there could be no victory on Kronus.
|
||
2520000 Destroy the Warp Portal
|
||
2520001 The Word Bearers are arriving on Kronus through a great opening to the Immaterium. Seal this rift by destroying the portal structures to end Eliphas the Inheritor's crusade on this world.
|
||
2520002 The Word Bearers are arriving on Kronus through a great opening to the Immaterium. Seal this rift by destroying the portal structures to end Eliphas the Inheritor's crusade on this world.
|
||
2520100 Stop the Blood Pulse
|
||
2520101 The power of the Blood God Khorne pulses in this cursed land, slaying any infantry who stray near his towers when it manifests. Capture the Strategic Point on the Plains of Khorne to stop the pulse.
|
||
2520102 The power of the Blood God Khorne pulses in this cursed land, slaying any infantry who stray near his towers when it manifests. Capture the Strategic Point on the Plains of Khorne to stop the pulse.
|
||
2520200 Rescue the Prisoners
|
||
2520201 A Chaos Sorcerer has trapped some of your troops in the Chains of Torment. Slay the sorcerer to free the prisoners.
|
||
2520202 A Chaos Sorcerer has trapped some of your troops in the Chains of Torment. Slay the sorcerer to free the prisoners.
|
||
2530000 Blood Pulse in: %1NUM%
|
||
2531000 The people here have already accepted the Black Testament. So will you.
|
||
2531001 See the faith of my crusaders. They will cleanse you of your disbelief.
|
||
2531002 Kill or be killed. It is all a service to Chaos.
|
||
2531003 My legion will burn your false idols to ash. Chaos cannot be denied.
|
||
2531004 You are intruders here. Your sacrifice will feed the gods of Chaos.
|
||
2531005 Our fates are all written in the Warp and yours is death.
|
||
2531006 The legions of Chaos are without end, intruder. You cannot prevail here.
|
||
2531007 Cling to your hope, my friend. It will make your destruction all the sweeter.
|
||
2531008 Only I can hear your prayers here, my friend. And I'm afraid I will not answer them.
|
||
2531009 Yes, drive back my warriors. I have many more. Many more.
|
||
2531010 In battle, we all honor Khorne.
|
||
2531011 Make peace with your gods for you die this day.
|
||
2531012 You cannot stop the Black Inheritance.
|
||
2531013 The Warp Gods will eat your dreams and drink your soul.
|
||
2531014 Come and witness the ascension of Eliphas the Inheritor!
|
||
2531020 Well done. You've come further into this blessed land than I thought you would.
|
||
2531021 Lord Khorne will drink your blood from the very soil.
|
||
2531022 Your soldiers serve in their deaths. Send more of them to feed the power of Chaos!
|
||
2531030 Chaos is infinite, my friend. Destroy one temple and two more sprout up in its place.
|
||
2531031 You have a hunger for destruction. Join us and we can sate it together.
|
||
2531032 You weed the weak from my flock, friend. I will reward your service to the Dark Gods.
|
||
2531033 Ah, those who cannot defend their gifts do not deserve them. Come let me show you if I am worthy.
|
||
2531040 You cheat the Chaos gods of their due. You will pay for that.
|
||
2531050 You may have silenced the daemon for now, but I will feed him your soul soon enough.
|
||
2531100 I've waited a long time to speak with you, Taldeer.
|
||
2531101 Your whispers will not drive me from my destined course, Eliphas.
|
||
2531102 Oh, I certainly hope not. It is your destiny that has brought you to me.
|
||
2531110 Farseer. We have discovered a secondary warp gate. A mighty daemon circle.
|
||
2531111 Destroy it before they summon more of the Great Enemy's fiends.
|
||
2531112 LINE CUT PLEASE ADJUST SCRIPT.
|
||
2531120 Yes, come into my home, Taldeer.
|
||
2531121 I come to destroy you, monster.
|
||
2531122 Then why do I hear fear in your ancient voice?
|
||
2531130 Ah, welcome to Deimos, Governor Alexander.
|
||
2531131 Sweet Emperor! His foul voice is in my very head. Get me a Psyker immediately.
|
||
2531132 Your emasculated telepaths cannot protect you here, Governor.
|
||
2531140 Sir, recon squads report a concentration of heretics around some ancient ruins.
|
||
2531141 Clear them out if you can. But that Warp Gate is our primary target!
|
||
2531142 Yes sir.
|
||
2531150 This is it men! For the Emperor!
|
||
2531151 The False Emperor is not here to protect your men, Governor.
|
||
2531152 Only Chaos will gain from their sacrifice.
|
||
2531160 Soulless automatons. You cannot prevail against Chaos.
|
||
2531161 <whispers>
|
||
2531162 It… your soul is gone… I will destroy you!
|
||
2531170 Behold the power of Chaos. This world is ours now and forever!
|
||
2531180 You come to your death, Necron. I will send you back to your tomb.
|
||
2531181 <whispers>
|
||
2531182 No… that cannot be so…
|
||
2531190 Your blood will serve as any other, alien.
|
||
2531191 Whatcha doin' in me 'ead? Get outta dere!
|
||
2531192 Gladly, yours is not the refined soul I wish to drink from.
|
||
2531200 Boss! Dere's a relic n' some shiny bits here! But da chaos boyz is everywhere here.
|
||
2531201 Dem wipe 'em out, ya git. Dem shiny bitz is for da Orks now!
|
||
2531210 Ere I come, Chaos boyz!
|
||
2531211 Your subtlety astounds me, Ork.
|
||
2531212 Gets outta my 'ead I said!
|
||
2531220 Welcome, Captain. Have you seen the truth at last?
|
||
2531221 I won't listen to your lies, heretic!
|
||
2531222 Then I won't lie to you, brother. You've been lied to enough….
|
||
2531230 Ancient ruins, Captain. There are traitors all over it.
|
||
2531231 Purge them. We must recover those relics.
|
||
2531240 Come, brothers. Let us welcome you home.
|
||
2531241 You stopped being our brothers when you betrayed the Emperor, filth!
|
||
2531242 Brotherhood is not lessened when one brother is foolish, Captain. You can still be forgiven.
|
||
2531250 Alien, you come here to your doom
|
||
2531251 I've got a buzzing in my comms. Switching channels.
|
||
2531260 Commander, we've located some sort of enemy temple.
|
||
2531261 It's a secondary base. If we wipe it out, our way to the main bastion should be clear.
|
||
2531270 Fire Warriors. Move forward. I want these Gue'la maniacs eliminated.
|
||
2531271 You come to your death, Tau.
|
||
2531272 And shut down that comm chatter!
|
||
2531280 A human sorcerer has several of your warriors trapped within chains of eldritch energy.
|
||
2531281 Eliminate that sorcerer. We must free the prisoners before they are lost to the Great Enemy.
|
||
2531290 Well done. Children of Ulthwé, join us in the glory of war.
|
||
2531300 Their souls are with Slaanesh now, Farseer.
|
||
2531301 They shall be avenged, fiend.
|
||
2531310 Sir! Our men are trapped in unholy magics.
|
||
2531311 There must be a sorcerer nearby. Deploy a platoon and eliminate the heretic, sergeant.
|
||
2531320 Excellent. Deploy those men with the other platoons and prepare for the next assault.
|
||
2531330 Your men's screams feed the Warp Gods just as their blood feeds this land.
|
||
2531331 The Emperor watches over their souls, monster. And he demands vengeance!
|
||
2531340 Your mechanical forms are interesting, Necrons. Sooner or later, they too shall serve Chaos.
|
||
2531350 You may have freed some of your kin, Necron, but in the end you will fall!
|
||
2531360 Even the deathless may die, Necron!
|
||
2531370 Boss! Dem Chaos boyz 'ave got some of our boyz stuck with some weird stuff!
|
||
2531371 Bash dat sorcerer ta free the boyz, ya git!
|
||
2531380 Hah! Welcome back to da Waaagh! me boyz. Now get a choppin'!
|
||
2531390 More blood for the Blood God, alien.
|
||
2531400 Captain! The heretics have several battle brothers trapped by foul magics.
|
||
2531401 We will not leave our brothers to die. Eliminate that heretical sorcerer!
|
||
2531410 Welcome back, brothers. Join the purge and avenge yourself on your captors!
|
||
2531421 Their deaths shall be avenged in blood, Traitor!
|
||
2531430 Shas'o. The enemy holds several of the cadre's warriors trapped with unknown energies.
|
||
2531431 The Tau Empire does not abandon its warriors to such fates. Shas'ui, eliminate the gue'la controlling those energies.
|
||
2531440 Well done, shas'ui. See to it that the freed warriors join the ranks and prepare for an assault.
|
||
2531451 The loss of even the finest warriors shall not deter us. In Tau we are strong.
|
||
2540000 With the thirty-seven keys of Tzeentch, we open the way for our brothers.
|
||
2540001 With the thousand whispers of Slaanesh, we call to them.
|
||
2540002 With the twelve plagues of Nurgle we fell their enemies.
|
||
2540003 And with the mighty axe of Khorne, we cut open the world for them!
|
||
2540004 Yes, come forth to bear the Word of Chaos!
|
||
2540005 Hear my warnings, unbelievers, carried to your minds by the power of the Prince of Excess himself.
|
||
2540006 We have raised altars in this land so that we may sacrifice you to our gods.
|
||
2540007 Veterans of ten millennia of unholy war wait to grind you beneath the treads of their mighty boots.
|
||
2540008 The chosen of Khorne hunger to add you to their bloody tally.
|
||
2540009 The Blood God himself has marked this land and will claim your skulls for his throne.
|
||
2540010 There is no hope in opposing the inevitable.
|
||
2540011 Put down your arms, unbelievers, and bow before the forces of Chaos Undivided.
|
||
2540030 They reject the Word of Chaos, my lord. The faithful here are not strong enough…
|
||
2540031 It is a poor shepherd who blames his flock, Apostle. This failure is yours and yours alone!
|
||
2540032 No! I will not go to the Basilica of Torments again!
|
||
2540033 Fear not, Apostle. The Basilica is reserved for those who may redeem themselves.
|
||
2540034 No… no…
|
||
2540035 You will have no such chance.
|
||
2551000
|
||
2552000 Eldar
|
||
2552001 The End Of The Chase
|
||
2553000 The Player's Faction
|
||
2553010 Eldar
|
||
2553050 Tyrea
|
||
2553100 Parry and Feint
|
||
2553101 From “A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
2553102 Eldar rely on stealth and trickery where others trust in direct force and valor. An ancient and debased people, the aliens only sully their hands in battle when they have no choice.
|
||
2553103 When the Eldar's enemies at last tracked down their hidden base of operations in Tyrea, the Farseer Taldeer turned to a strategy of trickery. In this, she followed the ways of her ancient and deceitful race. Her forces were centered on a great reinforced hill in a remote, frozen area with very limited access. To cut off these access points, the Farseer lured cat's-paws to Tyrea. Orks dissatisfied with the Waaagh! of Warlord Gorgutz followed advice whispered by Taldeer's Warlocks and camped right where they could screen the Eldar from attackers.
|
||
2553104 The Eldar nevertheless built a substantial force of their own. Advanced Webway Gates allowed them to ferry troops from the wraithship hiding behind a holofield somewhere in the Kronus system. But these same gates were the Eldar's great weakness—if attackers could take and hold them, Taldeer would be cut off from reinforcements and any hope of escape.
|
||
2553105 Alone and outnumbered, the Eldar would be caught in their own trap.
|
||
2553110 Eldar rely on stealth and trickery where others trust in direct force and valor. An ancient and debased people, the aliens only sully their hands in battle when they have no choice. When the Eldar's enemies at last tracked down their hidden base of operations in Tyrea, the Farseer Taldeer turned to a strategy of trickery. In this, she followed the ways of her ancient and deceitful race. Her forces were centered on a great reinforced hill in a remote, frozen area with very limited access. To cut off these access points, the Farseer lured cat's-paws to Tyrea. Orks dissatisfied with the Waaagh! of Warlord Gorgutz followed advice whispered by Taldeer's Warlocks and camped right where they could screen the Eldar from attackers. The Eldar nevertheless built a substantial force of their own. Advanced Webway Gates allowed them to ferry troops from the wraithship hiding behind a holofield somewhere in the Kronus system. But these same gates were the Eldar's great weakness—if attackers could take and hold them, Taldeer would be cut off from reinforcements and any hope of escape. Alone and outnumbered, the Eldar would be caught in their own trap.
|
||
2570000 Eliminate the Eldar Forward Base
|
||
2570001 Farseer Taldeer has exposed herself in a forward position. Destroy the base and eliminate the Farseer before she can retreat to her main encampment.
|
||
2570002 Farseer Taldeer has exposed herself in a forward position. Destroy the base and eliminate the Farseer before she can retreat to her main encampment.
|
||
2570100 Capture and Hold the Eldar Webway Gates
|
||
2570101 Capture and defend the 3 Critical Locations for 10 minutes. This will seal the Webway Gates and trap the Eldar on Kronus, ending their invasion.
|
||
2570102 Capture and defend the 3 Critical Locations for 10 minutes. This will seal the Webway Gates and trap the Eldar on Kronus, ending their invasion.
|
||
2570200 Annihilate the Ork Camp
|
||
2570201 The Eldar have lured Feral Orks to oppose you. Destroy all Ork structures in the northeast mountains to wipe them out.
|
||
2570202 The Eldar have lured Feral Orks to oppose you. Destroy all Ork structures in the northeast mountains to wipe them out.
|
||
2570300 Free the Untrained Squiggoths
|
||
2570301 Send units to the Squiggoth pen to free them. The resulting mayhem will disrupt the enemy.
|
||
2570302 Send units to the Squiggoth pen to free them. The resulting mayhem will disrupt the enemy.
|
||
2570400 Slay the Schismatic Chaos Sorcerer
|
||
2570401 The Eldar have sent a splinter cult of Chaos worshippers against you. They are led by a Sorcerer and will crumble if he is slain.
|
||
2570402 The Eldar have sent a splinter cult of Chaos worshippers against you. They are led by a Sorcerer and will crumble if he is slain.
|
||
2570900 Chaos Schism Cult
|
||
2570901 Feral Orks
|
||
2580000 LINE NO LONGER USED
|
||
2580001 LINE NO LONGER USED
|
||
2580002 LINE NO LONGER USED
|
||
2580010 Hah! Dere’s more dan just puny Eldar ‘ere! We was right to split off from Gorgutz's lot, we gonna have us a proper Waaagh right 'ere!
|
||
2580011 Waaagh!
|
||
2580013 We should use da Squiggoths on dem!
|
||
2580014 No! Leave ‘em be! Da Squiggoths ain't trained yet, and I don't wanna get stuck scrapin' bits of ya offa dere feet!
|
||
2580015 Bloody Eldar tricked me….
|
||
2580016 Da Squiggoths is loose! Run fer it!
|
||
2580040 LINE NO LONGER USED
|
||
2580041 The bastion remains strong, Farseer, but the webway gates to your wraithship are vulnerable.
|
||
2580042 Our course is clear, then. Protect the gates at all costs. Without them, we may never escape this world. We must drive the attackers back.
|
||
2580043 LINE NO LONGER USED
|
||
2580050 LINE NO LONGER USED
|
||
2580110 The Eldar bring you swift death.
|
||
2580111 The fates have decreed that you must die.
|
||
2580112 For the Craftworld!
|
||
2580120 The enemy has taken a webway gate. Drive them back.
|
||
2580121 The wraithbone will never answer your call, outsider. Retreat now!
|
||
2580122 We cannot allow them to hold the gates for long. Show them no mercy, brothers and sisters!
|
||
2580130 Retake the gates or we shall never see the Craftworld again!
|
||
2581003 Captain. We have discovered an Eldar forward encampment. The Farseer herself is there.
|
||
2581004 In such an exposed location? With any luck, we may be able to eliminate the alien in one stroke.
|
||
2581030 The Eldar witch is in league with Chaos. Strike quickly!
|
||
2581031 You are as deluded as that fool Eliphas, Captain Thule. I will kill you first and then scourge any Eldar I can find.
|
||
2581045 Captain. The main xeno encampment is at the top of the hill north of here.
|
||
2581046 Excellent. We will wipe them out.
|
||
2581047 The Eldar have prepared an escape, as is their cowardly nature. Three great webway gates stand near their base. But if we can capture them, we can trap them here once and for all.
|
||
2581050 Excellent news, Captain. By clearing the Chaos-held territory, we have linked up with an armored column from Fourth Company.
|
||
2581060 More of Fourth Company's armor was isolated in the mountains, beyond the Orks encampment. They too have joined the fight.
|
||
2581070 Further reinforcements have arrived, Captain.
|
||
2582003 My lord. The aliens are camped to the west!
|
||
2582004 Yes, and their Farseer is with them. If we take her, the rest will fall.
|
||
2582030 Lord Eliphas of the Word Bearer Legion! Your forces will march for me once you lay slain.
|
||
2582031 You truly think your tiny cult can overcome my Legion? The thousand years of torment I suffered will seem gentle when you receive your sentence at my hands.
|
||
2582046 I grow sick of the alien's trickery. We must trap them and finish them.
|
||
2582047 The auguries are clear, my lord. The Eldar have extended their webway to this world through three great gates at the crest of this mountain.
|
||
2582048 By dedicating the gates to the power of Chaos, we can trap the aliens here forever.
|
||
2582050 Ah, defectors from the renegade's forces. Serve me, and you may redeem yourselves before Chaos.
|
||
2582060 These Orks had cut off the armored scouts sent into the mountains. Now they may join us for the coming fight.
|
||
2582070 More of the Legion has arrived. They will join us in taking these gateways from the Eldar.
|
||
2583003 Boss! Dem puny Eldar makin' a base west o' 'ere. Da grots say one's wearin' dat big pointy hat you was talkin' about.
|
||
2583004 Pointy hat? Dats da Eldar boss! Get the boys together, we gonna go doff 'er up!
|
||
2583030 Dis day is lookin’ up! I gets ta kill me some Chaos boyz too!
|
||
2583031 Eldar trickery! So be it, I will kill you first Ork and then find that witch!
|
||
2583045 LINE NO LONGER USED
|
||
2583046 Guess what, boss? Da Meks say dat dem Eldar 'ave got some of there gates on top a dat dere hill. If we take them gates, dey won’t have no way ta get away.
|
||
2583049 Hah! Dem sparky bits o’ theirs is working after all!
|
||
2583050 You lot, you was supposed to flank dem Chaos boys. Yer late! Bah, never mind, fall in with us, we gots more thumpin' ta do.
|
||
2583060 Don't shoot! We gets it, Gorgutz is da strong one after all! We follow da strong, we'll 'elp ya take dem Eldar!
|
||
2583070 More boyz just gettin' 'ere? Well get movin', I need all o' ya stuck in against dem Eldar!
|
||
2584003 You have come for me, Necron, and I await.
|
||
2584004 Finally, you accept the inevitable.
|
||
2584030 Death will silence you, sorcerer.
|
||
2584031 Necrons! The Eldar has tricked us. Destroy these mechanical monstrosities and then find me that alien witch!
|
||
2584045 Craftworld Ulthwé will never stop opposing you, Necron.
|
||
2584046 The analysis of your technologies is complete, Eldar. We know you cannot escape this world without your webway gates. We will take them from you and then purge this world of your race.
|
||
2584050 With the Warp sorcerer defeated more of us have risen from the caverns below, Eldar. Our purge grows stronger with every death.
|
||
2584060 We encircled your Ork pawns in the mountains, Eldar, and now our forces have regrouped. It is time to end your tricks.
|
||
2584070 More of our dispersed servants have rejoined the battle. Gather together, that we may silence the Eldar at last.
|
||
2585003 The Eldar Farseer has been spotted to the west. She is vulnerable.
|
||
2585004 Men. The witch Taldeer has taken a forward position. Strike quickly!
|
||
2585030 You’re just a pawn in that Eldar witch’s game, heretic. But we will dispatch you anyway.
|
||
2585031 You will die just like the False Emperor you serve!
|
||
2585045 The Techpriest's analysis is complete, Governor. The aliens are utilizing three great gates to travel to this world. By sealing those gates we can trap them here forever.
|
||
2585046 And mop them up from there. Excellent.
|
||
2585050 Fine work, men. Now that the western road is clear, we've linked up with an armored company and bolstered our numbers.
|
||
2585060 Second armored company reporting for duty, my lord. The Orks had us pinned in the mountains, but we're ready to serve again.
|
||
2585070 More reinforcements in from the borders? Good, we need every last man to uproot these aliens.
|
||
2586003 Commander, we have located an Eldar mystic at a forward camp to the west.
|
||
2586004 Aun’el has spoken of these mystics’ wisdom. Surely she can be made to recognize the value in joining the Greater Good.
|
||
2586030 A masterful feint by the Eldar. We need to clean out these humans before we can proceed.
|
||
2586031 Alien scum! I will wipe this planet clean with you while that fool Eliphas only waits!
|
||
2586045 O’Kais. The Earth caste has determined that the El’dar are utilizing these structures to transport their invasion force.
|
||
2586046 We shall take them and trap their forces before they can escape. Then they will have no choice but to recognize the Greater Good.
|
||
2586050 With the western road cleared, Mission Group Theta made contact with the cadre.
|
||
2586060 We had thought Omega and Gamma Teams to be lost, but they live and are ready to fight for the Greater Good!
|
||
2586070 You who have just arrived on the field of battle, go to your Commander! He has need of your help in confronting the Eldar mystics.
|
||
2586500 All is prepared.
|
||
2586501 Excellent. Exarch Rakanis, take your Warp Spiders to their positions and then return to the Aspect Shrine.
|
||
2586503 You have doubts, Harlequin.
|
||
2586504 I trust in your vision, Taldeer of Ulthwé. But to stand surrounded by primitives makes me uneasy.
|
||
2586505 I understand your distaste. But Eldar rely on speed and stealth. We are not made for entrenched positions.
|
||
2586506 The Orks, however, make for excellent tools. They will keep the supply roads closed and our true enemies weak.
|
||
2586507 And if these attackers defeat the Orks?
|
||
2586508 I do not doubt they will overcome our cat's-paws, but it will cost them. And in their weakened state, they will face the Wailing Doom itself.
|
||
2586509 The Seer Council has named the Young King. Exarch Rakanis of the Warp Spider shrine shall sacrifice himself to awaken our most powerful warrior—
|
||
2586510 --the Avatar of Khaine.
|
||
2586520 Return to the main base. Let our enemies fight amongst themselves.
|
||
2586530 The Webway is closed to us now. We are trapped on this world.
|
||
2586531 The Avatar of Khaine has fallen.
|
||
2586532 Go, all of you. Find what refuge you can in the wilderness of this world.
|
||
2586533 Escape is still possible, Farseer—
|
||
2586534 I do not deserve that title, Harlequin. My vision has failed us all.
|
||
2586535 My fate is here and I shall not flee from it.
|
||
2599990 Hold the three critical points for %1NUM% more minutes!
|
||
2599991 Hold the three critical points for %1NUM% more minute!
|
||
2601000
|
||
2602000 Victory Bay
|
||
2602001 Imperial Guard Stronghold Description
|
||
2603000 The Player's Faction
|
||
2603010 Imperial Guard
|
||
2603020 Easy Company Rebels
|
||
2603030 Debris
|
||
2603100 ++ Adeptus Ministratum ++
|
||
2603101 Hellstorm
|
||
2603102 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
2603103 Upon arriving on Kronus, General Lukas Alexander became Governor-Militant and set about reclaiming the planet for the Imperium. When his enemies launched attacks on his capital, he prepared to repel them with extreme prejudice.
|
||
2603104 Experts in planetary defense, the men of the Imperial Guard were heavily dug in and fortified in Victory Bay. Any attacker would face well-armed and well-supplied soldiers backed by powerful armored columns and artillery positions.
|
||
2603105 The Guard’s only real weakness was its morale. Although most soldiers served honorably, the men of the regiment’s Fifth Company had proven less than stalwart and were placed under command of regimental Commissar Anton Gebbet in a forward base on the northern shore of the Victoria River. Without Gebbet's whip, the company and its base would surely fold.
|
||
2603106 Other companies took position in forward bases in more sensitive areas, ready to drive the enemy off. Still, determined attackers could overrun those positions.
|
||
2603107 Governor Alexander remained confidant, however. Indeed, any opponent who made it past his forward positions would find themselves staring down the barrel of the massive Hellstorm cannon of an Imperator Titan.
|
||
2603110 Upon arriving on Kronus, General Lukas Alexander became Governor-Militant and set about reclaiming the planet for the Imperium. When his enemies launched attacks on his capital, he prepared to repel them with extreme prejudice. Experts in planetary defense, the men of the Imperial Guard were heavily dug in and fortified in Victory Bay. Any attacker would face well-armed and well-supplied soldiers backed by powerful armored columns and artillery positions. The Guard’s only real weakness was its morale. Although most soldiers served honorably, the men of the regiment’s Fifth Company had proven less than stalwart and were placed under command of regimental Commissar Anton Gebbet in a forward base on the northern shore of the Victoria River. Without Gebbet's whip, the company and its base would surely fold. Other companies took position in forward bases in more sensitive areas, ready to drive the enemy off. Still, determined attackers could overrun those positions. Governor Alexander remained confidant, however. Indeed, any opponent who made it past his forward positions would find themselves staring down the barrel of the massive Hellstorm cannon of an Imperator Titan.
|
||
2620000 Destroy the Governor-Militant's Main Base
|
||
2620001 Destroy all installations within the Imperial Guard main base on the northern side of the river. This will force the Imperial Guard from the planet.
|
||
2620002 Destroy all installations within the Imperial Guard main base on the northern side of the river. This will force the Imperial Guard from the planet.
|
||
2620010 Destroy the Artillery Batteries
|
||
2620011 Basilisk artillery platforms are covering the bridge north. Destroy them to open the way.
|
||
2620012 Basilisk artillery platforms are covering the bridge north. Destroy them to open the way.
|
||
2620020 Destroy the Mars Pattern Commands
|
||
2620021 Destroy the two Mars Pattern Command buildings in the Center of the Main Imperial Base to stop the production of baneblades.
|
||
2620022 Destroy the two Mars Pattern Command buildings in the Center of the Main Imperial Base to stop the production of baneblades.
|
||
2620030 Kill the Commissar Guarding Fifth Company
|
||
2620031 Kill Commissar Gebbet and his Ogryn enforcers to break the company's morale. They may turn against Governor-Militant Alexander once Gebbet is gone.
|
||
2620032 Kill Commissar Gebbet and his Ogryn enforcers to break the company's morale. They may turn against Governor-Militant Alexander once Gebbet is gone.
|
||
2620040 Destroy First Company's Forward Base
|
||
2620041 An infantry company has a strong forward base. Destroy all the installations there to stop their attacks on your troops.
|
||
2620042 An infantry company has a strong forward base. Destroy all the installations there to stop their attacks on your troops.
|
||
2620050 Destroy the Second Mechanized Company's Base
|
||
2620051 A mechanized company has a forward base on the south side of the river from which they are relaying targeting information to air support units. Destroy all the installations there to stop their attacks on your troops and halt all air stikes.
|
||
2620052 A mechanized company has a forward base on the south side of the river from which they are relaying targeting information to air support units. Destroy all the installations there to stop their attacks on your troops and halt all air stikes.
|
||
2630000 Time Elapsed (min): %1NUM%
|
||
2630010 Titan cannon recharged in: %1NUM%
|
||
2631000 The Titan cannon power grid is under attack! Redirect fire to protect it and initiate repairs.
|
||
2631001 I will ease the machine’s pain.
|
||
2631002 Just keep it online, Techpriest.
|
||
2631003 I am under attack!
|
||
2631004 Protect those generators, men.
|
||
2631010 Line no longer used.
|
||
2631011 Move out, men!
|
||
2631015 Get more firepower on that position!
|
||
2631016 [Commander] Get those crews into their baneblade as soon as possible and prepare for the next convoy to arrive soon.
|
||
2631020 Chaos! What do we do, sir?
|
||
2631021 Eldar, and they look ready for war!
|
||
2631025 Enemy spotted -- what are your orders?
|
||
2631026 First Company! Hold the enemy back, no matter the cost.
|
||
2631030 Look out! Here they come!
|
||
2631031 Second Mechanized Company! The enemy is at your doorstep! Push them back, damn it!
|
||
2631035 [TrooperA] Our Chimera Base has managed to activate some of their vehicles but the enemy is still attacking. Requesting permission to bring the base fully online and begin counter attacking.
|
||
2631036 [Commander] Permission Granted -- Order them to use all the chimeras and guardsmen that they need to drive the enemy off, but make sure the base doesn't fall.
|
||
2631040 We're under fire!
|
||
2631041 Third Company! Hold the line! The Emperor demands it!
|
||
2631045 [TrooperA] Our Tank Base has managed to activate some of their tanks but the enemy is still attacking. Requesting permission to bring the base fully online and begin counter attacking.
|
||
2631046 [Commander] Permission Granted -- Order them to use all the demolishers and leman russ tanks that they need to drive the enemy off, but make sure the base doesn't fall.
|
||
2631050 Firing solution plotted!
|
||
2631051 Now you’ll see what it means to face the Imperial Guard! Artillery, open fire!
|
||
2631055 [TrooperA] Sir - our mechanized commands are being destroyed and we are unable to get the transports through to our main base.
|
||
2631056 [Commander] Order the secondary bases to move to Alert Level 2 and tell the incoming convoys to begin using them.
|
||
2631060 Liberators! The enemy has made it to the northern shore! Redeploy to drive them back.
|
||
2631061 [Commander] Order the incoming convoys to move to Alert Level 3 and begin using all the secondary bases. Those crews must get through.
|
||
2631065 [TrooperA] Sir - Most of our mechanized commands have been destroyed and we are having trouble getting the transports through to our main base.
|
||
2631066 [Commander] Order all bases to move to Alert Level 3 and tell the incoming convoys to use whatever base they can find.
|
||
2631070 Sergeant! Get me control of those streets.
|
||
2631071 Send a platoon to secure that location!
|
||
2631072 Take it back from them, men!
|
||
2631080 We must disrupt this attack. Tell the Vindicare temple to eliminate their commander.
|
||
2631081 One chance is all I need.
|
||
2631090 Everyone, follow me!
|
||
2631091 Storm them!
|
||
2631100 The enemy has knocked out Second Company's fire control system. Our air support is gone.
|
||
2631105 My Lord. The enemy is building generators to feed power to the Titan cannon. This will allow them to fire the great gun!
|
||
2631106 Damnation!
|
||
2631107 Attention all troops! The enemy has control of the Titan gun. Use extreme caution when passing through the trench!
|
||
2631110 What a rousing little speech, Governor. Unfortunately, your False Emperor can’t touch us here.
|
||
2631111 Ridding the Imperium of filth like you will be a pleasure.
|
||
2631112 Oh, I assure you, the pleasure will be all mine.
|
||
2631120 Your Commissar is dead, Governor. Your men are rebelling. You can’t hold for long.
|
||
2631121 You’ll pay for each death, heretic. You haven’t beaten us yet.
|
||
2631122 LINE CUT
|
||
2631130 The False Emperor has failed you again, Governor. Perhaps it’s time to embrace a new deity?
|
||
2631131 Never! The Emperor protects.
|
||
2631132 We’ll soon see how well he protects you.
|
||
2631210 Your bravado is tiresome and predictable, human. I am not the one fated to die on this day.
|
||
2631211 I don’t believe in fate, witch. My Emperor and my men are all I need to defeat you.
|
||
2631220 Commissar come in!
|
||
2631221 Your Commissar has left this plane, human.
|
||
2631222 I’ll see you dead for that, Eldar.
|
||
2631223 LINE CUT
|
||
2631224 LINE CUT
|
||
2631230 There is their final bastion. We must take it for the Craftworld.
|
||
2631231 No alien leaves here alive men! Open fire!
|
||
2631233 Bark all you wish, human. Your end is at hand.
|
||
2631310 Do ya always yap so much, humie?
|
||
2631311 You’ve come here to die, alien!
|
||
2631312 Guess so…
|
||
2631320 I liked dat Komizar’s hat. Too bad it blew up wiff ‘is ‘ead!
|
||
2631322 That’s one more soul that will be avenged when you die, beast!
|
||
2631323 LINE CUT
|
||
2631324 LINE CUT
|
||
2631330 ’Ere we come, humie! ’Ope ye weren’t bored waitin’.
|
||
2631331 The Orks are in the citadel! Drive them back!
|
||
2631410 General Alexander! This is your last chance. We purge this world under the authority of the Chapter Master of the Blood Ravens. Withdraw your men to orbit and our conflict can still end peacefully.
|
||
2631411 I have the utmost respect for the Emperor's Space Marines and their millennia of service, Captain Thule, but my orders are explicit and come directly from Segmentum Command. I cannot withdraw.
|
||
2631412 Then the time for talk is over.
|
||
2631420 Commissar Gebbet has fallen, General, and your soldiers are in open revolt. Surely you can see the end is at hand.
|
||
2631421 The blood of the Emperor's servants is on your hands, Space Marine!
|
||
2631422 LINE CUT
|
||
2631423 LINE CUT
|
||
2631430 These Space Marines are gripped by madness, men! They fight against the Emperor's holy will!
|
||
2631431 I will not be called a traitor, General!
|
||
2631432 You haven’t silenced me yet, Blood Raven.
|
||
2631510 It would serve the Greater Good if you would lay down arms, human. This planet shall be returned to the Tau Empire as is proper.
|
||
2631511 You have no claim to this city or this world, alien.
|
||
2631520 Your political officer could not see reason, human, but it is not too late for you to spare your men further suffering.
|
||
2631521 Every soldier of the Imperium will gladly lay down his life to stop you.
|
||
2631522 LINE CUT
|
||
2631523 LINE CUT
|
||
2631530 The aliens are at the gates, men! Drive them back!
|
||
2631531 Your men have fought well, human, but your end is upon you.
|
||
2631532 Never!
|
||
2631610 Death has come for you at last.
|
||
2631611 The Necrons are here. Drive them back to their tombs men!
|
||
2631612 It is your men who go to their tombs, Governor.
|
||
2631620 Commissar! Come in!
|
||
2631621 We have purged your bootlick, Governor. You will be next.
|
||
2631622 Damn you, monster!
|
||
2631623 LINE CUT
|
||
2631624 LINE CUT
|
||
2631630 The Nightbringer has come for you, Governor.
|
||
2631631 Hold the line, men! Push these metal monsters back to the hell they crawled out of!
|
||
2631632 So much fear. So much noise.
|
||
2635000 Fifth Company, this is the moment of truth. You will not fear. You will not falter. You will not give a single step to the enemy.
|
||
2635001 But sir—
|
||
2635003 Enemies of the Imperium, hear me.
|
||
2635004 You have come here to die. The Immortal Emperor is with us and we are invincible.
|
||
2635005 His soldiers will strike you down.
|
||
2635006 His war machines will crush you under their treads.
|
||
2635007 His mighty guns will bring the very sky crashing down upon you.
|
||
2635008 You cannot win.
|
||
2635009 The Emperor has given us His greatest weapon to wield.
|
||
2635010 So make yourselves ready.
|
||
2635011 We are the 1st Kronus Regiment and today is our Victory Day!
|
||
2635101 On my command, fire the Titan cannon!
|
||
2635102 Fire!
|
||
2635103 Begin recharge! I want that gun firing again.
|
||
2635200 The command post is gone! We can’t hold them back much longer!
|
||
2635201 We can't allow the Titan cannon to fall into their hands. Overload the core!
|
||
2635202 LINE CUT, PLEASE REVISE SCRIPT
|
||
2651000
|
||
2652000 Thur'Abis Catacombs
|
||
2652001 Necron Stronghold Description
|
||
2652002 TODO
|
||
2653000 The Player's Faction
|
||
2653010 Necron
|
||
2653100 Into the Belly of the Beast
|
||
2653101 From “A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
2653102 The full extent of the Necron presence on Kronus did not become clear until those opposing them launched raids into the catacombs under the Thur'Abis Plateau. The first Necron massacres on the planet had occurred there and their enemies expected to find some sort of alien bastion. Instead they found an entryway into the underworld.
|
||
2653103 Garbled reports from doomed scouts sent into the cavernous passageways revealed a network of catacombs honeycombing the entire Plateau. Some of these now stood hollowed out, while others served as staging grounds for Necron forces. Worst of all, however, were the deeper tunnels where row upon row of Necrons still stood, slowly waking to join their lord's global genocide.
|
||
2653104 The attackers settled on a dangerous gambit. A strike force would enter the catacombs and plant a massive explosive device deep in the main cavern. An explosion there would collapse the entire network, crushing or sealing off the legions of still-dormant Necrons and shattering those already risen.
|
||
2653105 It remained to be seen if anyone could deliver this device, much less escape in time to continue the fight across Kronus.
|
||
2653110 The full extent of the Necron presence on Kronus did not become clear until those opposing them launched raids into the catacombs under the Thur'Abis Plateau. The first Necron massacres on the planet had occurred there and their enemies expected to find some sort of alien bastion. Instead they found an entryway into the underworld. Garbled reports from doomed scouts sent into the cavernous passageways revealed a network of catacombs honeycombing the entire Plateau. Some of these now stood hollowed out, while others served as staging grounds for Necron forces. Worst of all, however, were the deeper tunnels where row upon row of Necrons still stood, slowly waking to join their lord's global genocide. The attackers settled on a dangerous gambit. A strike force would enter the catacombs and plant a massive explosive device deep in the main cavern. An explosion there would collapse the entire network, crushing or sealing off the legions of still-dormant Necrons and shattering those already risen. It remained to be seen if anyone could deliver this device, much less escape in time to continue the fight across Kronus.
|
||
2670000 Place the Bomb in the Necron Sanctum
|
||
2670001 Guide your commander to the Necrons' inner sanctum and place the bomb there by selecting the commander and clicking on the icon. Beware: once the bomb is set, you'll only have 8 minutes to get your commander to safety!
|
||
2670002 Guide your commander to the Necrons' inner sanctum and place the bomb there by selecting the commander and clicking on the icon. Beware: once the bomb is set, you'll only have 8 minutes to get your commander to safety!
|
||
2670100 Your Commander Must Survive
|
||
2670101 Your commander must continue to lead the troops to victory across Kronus. The death of your Commander will result in losing the mission.
|
||
2670102 Your commander must continue to lead the troops to victory across Kronus. The death of your Commander will result in losing the mission.
|
||
2670200 Get Your Commander to Safety
|
||
2670201 Get your Commander back to the exit near your HQ. If the timer runs out, your Commander will be killed in the blast and you will fail the mission.
|
||
2670202 Get your Commander back to the exit near your HQ. If the timer runs out, your Commander will be killed in the blast and you will fail the mission.
|
||
2670300 Raze the Monolith Graveyard
|
||
2670301 You have found a group of dormant Monoliths. Destroy them before they reactivate and lay waste to your forces.
|
||
2670302 You have found a group of dormant Monoliths. Destroy them before they reactivate and lay waste to your forces.
|
||
2670400 Investigate the Necron Energy Sources
|
||
2670401 You have detected loathsome Necron energies at 5 points in the catacombs. Investigate them all to secure your escape route.
|
||
2670402 You have detected loathsome Necron energies at 5 points in the catacombs. Investigate them all to secure your escape route.
|
||
2670500 Destroy the Beacon of Unlife
|
||
2670501 This beacon resurrects nearby Necron units that have fallen. Destroy it before its signal becomes strong enough to affect the rest of the catacombs.
|
||
2670502 This beacon resurrects nearby Necron units that have fallen. Destroy it before its signal becomes strong enough to affect the rest of the catacombs.
|
||
2670600 Destroy the Beacon of the Deceiver
|
||
2670601 This beacon renders nearby Necron units invisible. Destroy it before its signal becomes strong enough to affect the rest of the catacombs.
|
||
2670602 This beacon renders nearby Necron units invisible. Destroy it before its signal becomes strong enough to affect the rest of the catacombs.
|
||
2670700 Destroy the Chronometry Beacon
|
||
2670701 This beacon twists time around your nearby units, paralyzing them. Destroy it before its signal becomes strong enough to affect the rest of the catacombs.
|
||
2670702 This beacon twists time around your units, paralyzing them. Destroy it before its signal becomes strong enough to affect the rest of the catacombs.
|
||
2670800 Destroy the Beacon of the Void Dragon
|
||
2670801 This beacon wrests control of your nearby vehicles and turns them against you. Destroy it before its signal becomes strong enough to affect the rest of the catacombs.
|
||
2670802 This beacon wrests control of your nearby vehicles and turns them against you. Destroy it before its signal becomes strong enough to affect the rest of the catacombs.
|
||
2679000 Place Bomb
|
||
2679001 Place the bomb in the pool in the deepest part of the catacombs. Once placed, you will only have 8 minutes to escape before the bomb detonates, annihilating everything remaining within the stronghold.
|
||
2679002 The bomb won't do enough damage if placed here. It must be placed in the pool in the Necrons' inner sanctum.
|
||
2679003 The bomb is set. Escape from the catacombs before it detonates.
|
||
2679004 %1NUM% minutes until detonation!
|
||
2685000 We are deathless, interlopers. Under the shadow of the Beacon of Unlife, the fallen rise again.
|
||
2685010 All machines serve the C'tan in the end. Bring your vehicles before the Beacon of the Void Dragon and watch as they turn against you.
|
||
2685020 Time itself bends to the will of the C'tan, fools. Come before the Chronometron Beacon and be frozen into the stillness of death.
|
||
2685030 Darkness veils your eyes and dulls your senses. Before the Beacon of the Deceiver, we are like deadly shadows, hidden from your sight.
|
||
2685040 With every moment, more of us wake from the slumber of ages. We will never stop coming from the depths of this plateau until you are all dead.
|
||
2685050 Fools. You will never leave these catacombs. Our technologies are fully active again and your deaths are now certain.
|
||
2685051 LINE CUT PLEASE DELETE!
|
||
2686000 The Necrons are an offense to the Greater Good, Commander. We must destroy them here and now.
|
||
2686001 I concur, Aun'el, and I have a plan. The Earth caste has discovered that these catacombs are unstable. If we can place a fusion bomb at the deepest point, we can bring the whole complex down on top of the Necrons.
|
||
2686002 I see. The fate of this planet depends on your success, Commander.
|
||
2686003 I understand. I will plant the charge myself.
|
||
2686004 Very well. But this is no suicide mission, O'Kais. There are battles still to fight even if you succeed here.
|
||
2686005 I expect you to survive this day, Commander.
|
||
2686010 Sensors are picking up strange energies emitting from that structure. Their signature matches the energies used by the Necron Lord.
|
||
2686011 This beacon must be fearsome weapon. Destroy it before it reaches full power.
|
||
2686020 Another Necron beacon. Destroy it.
|
||
2686030 Necron monoliths. They seem to be dormant at the moment. Make sure they never awaken.
|
||
2686040 O'Kais to all teams. The charge has been set and the countdown has begun.
|
||
2686041 Secure an escape route and prepare to withdraw.
|
||
2686050 We've reached the surface. All forces withdraw now!
|
||
2686060 Commander, there are malignant energies concentrated at certain locations in this cavern. Dangers certainly await at each one.
|
||
2686061 Better that we scout and eliminate them before planting the bomb. Any surprises while escaping could prove deadly.
|
||
2686070 Sensors indicate no activity from that tunnel opening. If we can find another access, we can move troops through them.
|
||
2686071 Another access to the abandoned tunnels. We can move troops through there.
|
||
2686100 Hear me, Word Bearers! This day we destroy the hateful forces of the Star Gods.
|
||
2686101 Warp-blessed Amphion and Zethus have prepared a great device, blessed by Lord Tzeentch's might. With it we shall bring down these caverns and crush the Necrons!
|
||
2686102 I will deliver this great artifact into the bowels of these caverns myself. Guard my advance and my withdrawal.
|
||
2686103 I will not give these machines the satisfaction of my death.
|
||
2686110 That black idol seethes with the Necrons' foul energies.
|
||
2686111 Destroy it, for the glory of Chaos!
|
||
2686120 Another of the Necrons' idols. Destroy it!
|
||
2686130 Monoliths! They seem dormant for now, but that surely won't last.
|
||
2686131 Destroy them all!
|
||
2686140 The artifact is in place. I return to the surface.
|
||
2686141 Protect my escape route at all costs!
|
||
2686150 I have escaped the catacombs. Prepare to witness the power of Chaos!
|
||
2686160 My Apostle, the power of the Star Gods runs through this place. It pools in these locations.
|
||
2686161 Word Bearers, send men to those areas. We cannot let the Necrons' machines go unchecked.
|
||
2686170 The Necrons have abandoned these passageways. If there is another entrance we can use these passages in safety.
|
||
2686171 Excellent. Another access point to the passageways. We can move troops freely through there.
|
||
2686200 Is the distort weapon ready?
|
||
2686201 Yes, Farseer. Carry this weapon into the bowels of these catacombs and you may eliminate these Necrons once and for all.
|
||
2686202 I see great strife between now and then, Harlequin, but I shall not fail.
|
||
2686203 But Taldeer, it is too dangerous. Were you to fall to the enemy, we could not continue.
|
||
2686204 Then I shall not fall, Harlequin. I will live to fight another day.
|
||
2686210 The loathsome energies of the C'tan flow through that structure. We must destroy it before it reaches full power.
|
||
2686220 Another C'tan beacon. Destroy it quickly.
|
||
2686230 We have found a group of dormant Necron Monoliths.
|
||
2686231 They must be destroyed before they rise to oppose us.
|
||
2686240 The distortion bomb is prepared! See Farseer Taldeer to the surface before it detonates.
|
||
2686250 Warriors of Ulthwé! We have succeeded! The doom of the Necrons of Kronus is at hand!
|
||
2686260 Taldeer. I have seen terrible things hidden in these catacombs.
|
||
2686261 I have had the visions as well, Harlequin. I shall dispatch Rangers to scout those areas.
|
||
2686270 All the Necrons buried in these tunnels have already exited. If we can find another access, we may move through them as we do through the webway.
|
||
2686271 We have uncovered another access to the abandoned tunnel system.
|
||
2686300 The Techpriests report that the plasma bomb is prepared, Governor. They have identified the most auspicious place for it as well.
|
||
2686301 Excellent. Prepare your men. We are delivering this device personally.
|
||
2686302 To die in battle is the highest honor, Governor.
|
||
2686303 I have no intention to die here, sergeant. We still have a planet to free.
|
||
2686310 We've spotted some sort of beacon, sir.
|
||
2686311 The aliens are surely planning another trap. Destroy that thing.
|
||
2686320 Another beacon. Bring up some heavy weapons and take care of that thing.
|
||
2686330 By the Emperor, it's more of those Monoliths...
|
||
2686331 Get a demolitions team on those things, soldier. I want them smoking heaps before they can activate.
|
||
2686340 That's it. The bomb is set. Back to the surface men, on the double!
|
||
2686350 Soldiers of the Imperium! We have won the day!
|
||
2686360 Governor, the Techpriests have picked up alien energies coming from these points.
|
||
2686361 Send out some strike teams. We can't risk them cutting off our escape.
|
||
2686370 It looks like these tunnels are safe. We could use them just like our own base tunnels, if we can find another safe access point.
|
||
2686371 Another access to the cleared tunnels. Excellent.
|
||
2686400 I've gots yer bomb, Boss.
|
||
2686401 Gimme dat!
|
||
2686402 Okay, ya gits, lissen up. I'm gonna stuff dis here bomb down these Necron boyz throats. So lets get down there and get out right quick.
|
||
2686410 Hey Boss. Dere's some kinda statue thing here.
|
||
2686411 I hate all that black n' green stuff. Wreck it boyz!
|
||
2686420 Another one of those statues. Wreck that one too, boyz.
|
||
2686430 Boss! It's a bunch a those monolith things!
|
||
2686431 Those Necrons live in those things ya git. Wreck 'em!
|
||
2686440 Hah hah! Looks like it's gonna be a bad day fer them Necron boyz.
|
||
2686441 Let's get outta here!
|
||
2686450 Hah! Ya didn't think you could stop Gorgutz did ya, ya metal gits?
|
||
2686460 Boss, they got some right big generators or something running down there.
|
||
2686461 Where?
|
||
2686462 Here an' here an' here. Could be some good shiny bitz there.
|
||
2686463 Or some traps. Get some boyz to check 'em out.
|
||
2686470 Lookit. Them tunnels is empty of Necrons. If we find anudder way in, we can move some boyz through 'em.
|
||
2686471 Hah! Anudder safe tunnel entry.
|
||
2686500 Captain. The Techmarines report that the plasma bomb is ready.
|
||
2686501 Thank you, Brother. We must now deliver it into the belly of these alien catacombs and bring the sky crashing down upon these Necrons.
|
||
2686502 Though it may cost our lives, we will not fail the chapter.
|
||
2686503 We fail if we give our lives needlessly, brother. To die in the chapter's service is praiseworthy, but not if it leaves us without the means to fight the battles to come.
|
||
2686504 Your leadership is our most valuable resource, Captain. You above all must survive to continue the campaign..
|
||
2686505 And so I will, Brother.
|
||
2686510 The energies are coming from that alien artifact. It must be some form of weapon.
|
||
2686511 Destroy it before they can target our men.
|
||
2686520 Another Necron artifact. Destroy it!
|
||
2686530 Necron monoliths! Brothers, destroy these xeno abominations before they rise to attack us.
|
||
2686540 Brothers! The plasma bomb is planted. We make for the surface!
|
||
2686550 Blood Ravens! I have breached the surface. All remaining battle brothers withdraw!
|
||
2686560 Captain. Our sensors are picking up unknown enregy readings from these points.
|
||
2686561 We'll have to find out what's there. I don't want any surprises on the way out, sergeant.
|
||
2686570 These particular catacombs seem devoid of Necron defenders. If we can find a second access point, perhaps we can use them to our advantage.
|
||
2686571 Excellent. Another access to the emptied catacombs. We can move troops through here with ease.
|
||
2690006 Lucky creatures. At long last you have found the tranquility of death.
|
||
2690007 I was like you, once, clinging to life and blind to the truth.
|
||
2690008 When I uncovered the truth, I too shuddered and paled with fear.
|
||
2690009 Deep in these catacombs, I was remade. Here, my brethren slumbered for eons while the living grew like weeds.
|
||
2690010 My Lord knew this day would come. He had plans for us all. We would purge this world once more.
|
||
2690011 So come, poor victims of life. We will grant you tranquility in these crypts.
|
||
2690012 Kronus will be a Tomb World once more.
|
||
2690020 You have penetrated but the very surface of our catacombs.
|
||
2690021 More and more of us rise from the depths with every passing moment.
|
||
2690030 Bring them back, my Lord. The living are escaping…
|
||
2690031 My Lord! The living have—
|
||
2691000 North Base Tier 1 Upgrades in: %1NUM%
|
||
2691001 South Base Tier 1 Upgrades in: %1NUM%
|
||
2691002 East Base Tier 1 Upgrades in: %1NUM%
|
||
2691003 West Base Tier 1 Upgrades in: %1NUM%
|
||
2691004 North Base Tier 2 Upgrades in: %1NUM%
|
||
2691005 South Base Tier 2 Upgrades in: %1NUM%
|
||
2691006 East Base Tier 2 Upgrades in: %1NUM%
|
||
2691007 West Base Tier 2 Upgrades in: %1NUM%
|
||
2691008 North Base Fully Restored Monolith in: %1NUM%
|
||
2691009 South Base Fully Restored Monolith in: %1NUM%
|
||
2691010 East Base Fully Restored Monolith in: %1NUM%
|
||
2691011 West Base Fully Restored Monolith in: %1NUM%
|
||
2691012 North Base Upgrades Complete!
|
||
2691013 South Base Upgrades Complete!
|
||
2691014 East Base Upgrades Complete!
|
||
2691015 West Base Upgrades Complete!
|
||
2701000
|
||
2702000 The Green Coast
|
||
2702001 Ork Stronghold Description
|
||
2702002 TODO
|
||
2703000 The Player's Faction
|
||
2703010 Clan Gorgutz
|
||
2703020 Clan Headcrushaz
|
||
2703030 Clan Rokkitrangaz
|
||
2703040 Clan Burnaboyz
|
||
2703050 Clan Kwikmekz
|
||
2703060 Clan Footstompaz
|
||
2703070 Wild Orks
|
||
2703100 ++ Adeptus Ministratum ++
|
||
2703101 To Split the Waaagh!
|
||
2703102 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
2703103 Those opposing Warlord Gorgutz Headhunter’s green tide faced the same challenge the Tau had faced on Kronus for generations: pushing the Orks back from the deserts and cities was one thing, but dislodging them from the jungle was another altogether. Even the legendary Tau leader Commander Farsight had failed to purge the Ork-infested swamps of the Green Coast.
|
||
2703104 Still, a complete purge wasn’t necessary to break Gorgutz. The Warlord had cobbled together his great horde (or "Waaagh!" in the parlance of the alien) from a large number of fractious clans and tribes. So long as the Warlord led the Waaagh! to victory, their clans’ loyalty was assured. But with enemies assailing them in their very homes, discontent reared its head among the Orks. Secondary chieftains wondered if they might not make better warlords than Gorgutz.
|
||
2703105 With these fissures in the Waaagh! widening, the Ork’s enemy’s struck. They drove deep into the Green Coast, hoping to eliminate Gorgutz himself and plunge the horde into infighting and rebellion.
|
||
2703106 For Warlord Gorgutz, the only solution was to crush the attackers under unrelenting waves of Ork warriors.
|
||
2703110 Those opposing Warlord Gorgutz Headhunter’s green tide faced the same challenge the Tau had faced on Kronus for generations: pushing the Orks back from the deserts and cities was one thing, but dislodging them from the jungle was another altogether. Even the legendary Tau leader Commander Farsight had failed to purge the Ork-infested swamps of the Green Coast. Still, a complete purge wasn’t necessary to break Gorgutz. The Warlord had cobbled together his great horde (or “Waaagh!” in the parlance of the alien) from a large number of fractious clans and tribes. So long as the Warlord led the Waaagh! to victory, their clans’ loyalty was assured. But with enemies assailing them in their very homes, discontent reared its head among the Orks. Secondary chieftains wondered if they might not make better warlords than Gorgutz. With these fissures in the Waaagh! widening, the Ork’s enemy’s struck. They drove deep into the Green Coast, hoping to eliminate Gorgutz himself and plunge the horde into infighting and rebellion. For Warlord Gorgutz, the only solution was to crush the attackers under unrelenting waves of Ork warriors.
|
||
2720000 Kill Warlord Gorgutz ’Ead’Unter
|
||
2720002 To put an end to the Ork Waaagh! you must kill the beast leading it. Find and kill Warlord Gorgutz ’Ead’Unter.
|
||
2720004 To put an end to the Ork Waaagh! you must kill the beast leading it. Find and kill Warlord Gorgutz ’Ead’Unter.
|
||
2720006 To stop nobs from claw spamming your base, you must kill the nob camp!
|
||
2721006 Destroy the Headcrushaz Banner
|
||
2721008 Find and destroy the large Waaagh! Banner in the Headcrushaz Base. The Headcrushaz will rebel against Warlord Gorgutz if their totem is destroyed.
|
||
2721010 Find and destroy the large Waaagh! Banner in the Headcrushaz Base. The Headcrushaz will rebel against Warlord Gorgutz if their totem is destroyed.
|
||
2721012 Destroy the Rokkitrangaz Banner
|
||
2721014 Find and destroy the large Waaagh! Banner in the Rokkitrangaz Base. The Rokkitrangaz will rebel against Warlord Gorgutz if their totem is destroyed.
|
||
2721016 Find and destroy the large Waaagh! Banner in the Rokkitrangaz Base. The Rokkitrangaz will rebel against Warlord Gorgutz if their totem is destroyed.
|
||
2721018 Destroy the Burnaboyz Banner
|
||
2721020 Find and destroy the large Waaagh! Banner in the Burnaboyz Base. The Burnaboyz will rebel against Warlord Gorgutz if their totem is destroyed.
|
||
2721022 Find and destroy the large Waaagh! Banner in the Burnaboyz Base. The Burnaboyz will rebel against Warlord Gorgutz if their totem is destroyed.
|
||
2721024 Destroy the Kwikmekz Banner
|
||
2721026 Find and destroy the large Waaagh! Banner in the Kwikmekz Base. The Kwikmekz will rebel against Warlord Gorgutz if their totem is destroyed.
|
||
2721028 Find and destroy the large Waaagh! Banner in the Kwikmekz Base. The Kwikmekz will rebel against Warlord Gorgutz if their totem is destroyed.
|
||
2721030 Destroy the Footstompaz Banner
|
||
2721032 Find and destroy the large Waaagh! Banner in the Footstompaz Base. The Footstompaz will rebel against Warlord Gorgutz if their totem is destroyed.
|
||
2721034 Find and destroy the large Waaagh! Banner in the Footstompaz Base. The Footstompaz will rebel against Warlord Gorgutz if their totem is destroyed.
|
||
2740000 %1NUM% Minutes Played
|
||
2741000 Ya think ya can sneak about wiffout me boyz seein’ ya?
|
||
2741001 Ya think ya can come for me ‘ead?!
|
||
2741002 Orks is never beaten in battle.
|
||
2741004 Shut it, ya grot! The rest of ’em are comin’ and we’s got to be ready.
|
||
2741005 Tell the boyz there’s some killin’ to do!
|
||
2741006 I made them Big Bannaz to remind da clans dat they better keep dere boyz in line.
|
||
2741007 I don’t want no squig-heads lookin’ to fight me when the enemy’s right here.
|
||
2741008 Gorgutz is da Warboss, got it ya muck-suckers?
|
||
2741009 Dis here voicey-box lets ‘im talk to ya, so open yer ears!
|
||
2741010 Lissen up ya grots n’ squigs!
|
||
2741011 D’eyz comin’ fer us like we some kind o’ humie gits. But we ain’t. We’z da Orks and dis here is gonna be one great fight!
|
||
2741012 So gets yer choppas and yer shootas ready boyz, cuz dere’s some killin’ to do!
|
||
2741013 Headcrushaz, you ready?
|
||
2741014 Waaagh!
|
||
2741015 Footstompas, yer Squiggoths n’ such ready?
|
||
2741016 Waaagh!
|
||
2741017 Burnaboyz, you wanna fight?
|
||
2741018 Waaagh!
|
||
2741019 Rokkitrangaz, you in it or what?
|
||
2741020 Waaagh!
|
||
2741021 An what about youz Kwikmeks? You gonna let dese other runts get all the good fightin’ done?
|
||
2741022 Waaagh!
|
||
2741023 Dat’s right! We gonna crush ’em all. Dis here is a right an proper
|
||
2741024 Waaagh!
|
||
2741025 Waaagh!
|
||
2741100 Come ‘ere so’s I can kill ya!
|
||
2741101 Yer in fer the fight of yer life. ‘N the last one too. Har!
|
||
2741102 Chop ‘em up, boyz! But bring me the ‘eads!
|
||
2741103 Waaagh!
|
||
2741104 Dat’s it, boyz! Give ‘em the pointy ends!
|
||
2741105 Yer skull’s goin’ right on top o’ me pointy stick. Dat’s an honor, dat is.
|
||
2741106 Get at ‘em, boyz! They break real good!
|
||
2741107 Now dis iz a fight! Get ‘em!
|
||
2741108 Use yer shootas, ya gits!
|
||
2741109 One more ‘ead for me stick!
|
||
2741200 Headcrushaz! They’z coming for ya!
|
||
2741201 ‘Ere dey come Footstompas! Keep da trainer safe. I don’t want no Squiggoths stompin’ our boyz!
|
||
2741202 Ya Burnaboy gits! They’z right there. Get a’ burnin’!
|
||
2741203 Whatcha doin’, Rokkitrangaz? They’s comin’ for ya! Attack!
|
||
2741204 ‘Ere dey come! Kwikmeks, blast ‘em good!
|
||
2741210 Gorgutz let ‘em take da Maw of Gork! He ain’t no Boss! Get ‘im!
|
||
2741211 Ya wanna fight?! Come ‘ere so’s I can kill ya!
|
||
2741215 Da Squiggoths’s loose! Clear out boyz!
|
||
2741216
|
||
2741220 Da Big Banner iz gone! Da Big Banner iz gone!
|
||
2741222 I'm da boss now, so shut it!
|
||
2741224 Headcrashaz! We'z on our own now!
|
||
2741230 Oy! Gorgutz’ Big Banner jus’ got ‘itself stomped!
|
||
2741232 Hah! We’ll stomp all a’ Gorgutz’s boyz!
|
||
2741240 Ha ha! Gorgtuz' Big Banner got blown up!
|
||
2741242 Gorgutz' iz a grot-herder, that one! I should be Boss!
|
||
2741244 No way! I’s da Boss now!
|
||
2741250 Told ya da Boss won’t so tough! 'E can't even protect 'iz own banner!
|
||
2741252 Betcha Gorgutz ain’t so tough neither!
|
||
2741254 Yah! Let’s find out!
|
||
2741260 Big Bannerz burn good, don’t they?
|
||
2741262 That wuz da Boss'z Big Banner, ya git!
|
||
2741264 Hah! Big Boss Bannerz burn real good!
|
||
2741270 Send in da Nobz, ya gits. Dese grots is tougher dan we thought!
|
||
2741272 Dat’s it! Send in da biggest boyz we got! I want deir ‘eads on me pointy stick!
|
||
2742100 You bring yer biggest Chaoz Boyz ‘r what? I don’t want to waste no time on yer little runts.
|
||
2742101 Your time is the last thing I wish to waste, alien.
|
||
2742102 Then quit yer yappin’ and get to fightin’.
|
||
2742103 Enjoy your last moments of bravado, Ork.
|
||
2742150 Took ya long enough to get to me, didn’t it?
|
||
2742151 Chaos moves at its own pace, alien, not yours.
|
||
2742152 How bout dying? Do you do that any faster? I gots to plan da rest of me day…
|
||
2742153 Ah, I will miss this banter once you are dead, Ork.
|
||
2742200 You Eldar are startin’ to be a real pain, ya know that?
|
||
2742201 Our task here is too important to let one such as you derail it.
|
||
2742202 Hunh? Did you say somethin’, Eldar? I couldn’t hear for all that hot air youz blowin’.
|
||
2742203 Your infantilism is boundless, Ork.
|
||
2742204 And she still won’t shut it!
|
||
2742250 Nuff o’ yer sneakin’ about, Eldar. Let’s see if I can get me some o’ yer pointy skulls for me stick.
|
||
2742251 Your ill-begotten invasion ends now, Ork.
|
||
2742252 I’ll be what’in, now? You Eldars is mighty proud of yer big words, you know.
|
||
2742253 Knowledge brings power with it, barbarian.
|
||
2742300 What? More humies? Got me enough of them skullz already!
|
||
2742301 The Kronus Liberators will push you from this world, alien scum!
|
||
2742302 You got some Ogryn with you, humie? At least they don’t break as easy as the rest of you lot!
|
||
2742303 Kronus Liberators! Attack!
|
||
2742350 The alien’s base. We have him, Liberators!
|
||
2742351 Come on, then, humie. Let’s see whatcha got.
|
||
2742352 What I have is your death, alien.
|
||
2742353 Yer not the first to think dey got me, humie. Let’s see if ya can live up to yer yammerin’.
|
||
2742400 Death has arrived. We come for you.
|
||
2742401 Death? You look more like a humie who needs some feedin’, metal-boy.
|
||
2742403 We exterminated all life on this planet once before and we will do so again.
|
||
2742404 Dat was before my Waaagh! got ‘ere. Now, we’s the ones doin’ the sterminatin’.
|
||
2742450 Metal boyz! That’ll go all nice on me pointy stick. Kill ‘em, lads!
|
||
2742451 We are your end, alien.
|
||
2742452 If ya mean the end of me pointy stick, I’m right there wiff ya. Hah!
|
||
2742453 Your bravado will not save you.
|
||
2742454 You jus’ keep on talkin’, humie. I’ll get to ya soon enuff.
|
||
2742500 Oy, humies! Yer in Ork lands now. Hope you ain’t too ‘tached to yer ‘eads.
|
||
2742501 Yell and gnash all you want, alien. The Blood Ravens are here to finish you off.
|
||
2742502 A humie with some spirit! Yer ‘ead’s gonna be mine!
|
||
2742503 You’ll meet my bolter first, filth!
|
||
2742504 Hah! I like tha’ way you think, humie. Dis is gonna be fun!
|
||
2742550 Marines! There’s the enemy’s camp. Attack!
|
||
2742551 More humies to kill. Get to it boyz!
|
||
2742552 It’s time for you to meet your misbegotten maker, Ork.
|
||
2742553 I made meself, humie. An’ I’m gonna un-make you!
|
||
2742600 Ork! You don’t have a chance. Surrender for the Greater Good.
|
||
2742601 You don’t know much about Orks, do ya, grayskin?
|
||
2742602 I’ve given you your chance. The time for talk is over.
|
||
2742603 Now, yer seein’ things my way, grayskin. Shut yer yap and get to fightin’!
|
||
2742650 C’mon, grayskin! I need yer skull for me pointy stick!
|
||
2742651 Don’t you see that your defeat is inevitable, Ork? You cannot hope to win.
|
||
2742652 How ‘bout you shutting yer yap and getting over here so’s I can chop ya? Can I hope fer that?
|
||
2742653 Barbarian.
|
||
2743000 Gorgutz ain’t so tough! Git ‘im!
|
||
2743001 Ain’t no grot lovers gonna leave me Waaagh! Chop ‘em up boyz!
|
||
2743002 Boss! Da Burnaboyz iz rebellin’!
|
||
2743003 Boss! Da Footstompaz iz rebellin’!
|
||
2743004 Boss! Da Headcrushaz iz rebellin’!
|
||
2743005 Boss! Da Kwikmeks iz rebellin’!
|
||
2743006 Boss! Da Rokkitrangaz iz rebellin’!
|
||
2743007 I can see dat, ya squig-farmer! Shut yer yap and get back to killin’!
|
||
2743008 But killin’ who, Boss?
|
||
2744000 Ya ain’t got me yet…
|
||
2744001 Got me one more serprize for ya…
|
||
2744002 Uh, boss? We'ze getting' shot up.
|
||
2744003 Ain’t you da master of da obvious. Use da splosives!
|
||
2744004 Da what?
|
||
2744005 Da bomb, ya git! Da bomb!
|
||
2744006 Always have yer tunnels dug ‘n ready.
|
||
2744007 You sure iz smart, Boss.
|
||
2744008 Shut it, ya git. I got me a whole Waaagh to rebuild. Now get me da Gork offa dis here planet.
|
||
2750000 Destroy the Blood Ravens’ Fortress Monastery
|
||
2750001 To defeat the Space Marines, you must raze their Castellum Incorruptus to the ground. Destroy the Space Marine Fortress Monastery HQ.
|
||
2750002 To defeat the Space Marines, you must raze their Castellum Incorruptus to the ground. Destroy the Space Marine Fortress Monastery HQ.
|
||
2750100 Cut off Space Marine Reinforcements
|
||
2750101 Destroy the Chapel Barracks at the forward base to prevent the Blood Ravens from bringing in reinforcements from orbit.
|
||
2750102 Destroy the Chapel Barracks at the forward base to prevent the Blood Ravens from bringing in reinforcements from orbit.
|
||
2750200 Capture the Orbital Relay
|
||
2750201 The Blood Ravens’ Battle Barge is targeting your forces thanks to an orbital relay station. Capture the Orbital Relay to prevent further bombardments.
|
||
2750202 The Blood Ravens’ Battle Barge is targeting your forces thanks to an orbital relay station. Capture the Orbital Relay to prevent further bombardments.
|
||
2750300 Capture the Temple Ruins
|
||
2750301 The Blood Ravens are defending a ruined temple holy to them and will never retreat so long as they hold it. Capture the Relic in the ruins to make the Space Marines susceptible to morale.
|
||
2750302 The Blood Ravens are defending a ruined temple holy to them and will never retreat so long as they hold it. Capture the Relic in the ruins to make the Space Marines susceptible to morale.
|
||
2750400 Direct Orbital Bombardment
|
||
2750401 You may now use the Blood Ravens' own orbital artillery against them by sending coordinates from the captured Orbital Relay. Select the Orbital Relay and use its Orbital Bombardment ability.
|
||
2750402 You may now use the Blood Ravens' own orbital artillery against them by sending coordinates from the captured Orbital Relay. Select the Orbital Relay and use its Orbital Bombardment ability.
|
||
2751000
|
||
2752000 Space Marine
|
||
2752001 Space Marine Stronghold Description
|
||
2753001 Prepare yourself. Your reckoning is at hand!
|
||
2753002 We are the Angels of Death and shall deliver it unto you.
|
||
2753003 The Blood Ravens will not fall to one such as you.
|
||
2753004 Bring them the Emperor's wrath, brothers!
|
||
2753005 For the Chapter! Destroy them!
|
||
2753006 You shall not pass!
|
||
2753007 Tactical and assault squads, resume the attack.
|
||
2753008 For the Emperor!
|
||
2753009 Strike true!
|
||
2754000 Enemies are near the chapel, brothers! Close ranks and attack!
|
||
2754001 LINE CUT PLEASE REVISE SCRIPT
|
||
2754100 The enemy is trying to cut off our reinforcements! Drive them back!
|
||
2754101 Our reinforcements are cut off! No retreat! No surrender!
|
||
2754102 Hold the fortress!
|
||
2754103 Reinforce the east flank!
|
||
2754104 Deploy on the west flank!
|
||
2754105 Hold the line, brothers!
|
||
2754200 Hold the relay station! We must keep in touch with the Litany of Fury.
|
||
2754201 Brothers! The enemy is feeding coordinates to the Battle Barge. Prepare for incoming orbital fire.
|
||
2754202 Feel the power of the Emperor’s Mailed Fist!
|
||
2754300 The First Company is with us! Strike at the enemy now!
|
||
2754400 Eliminate their base camp!
|
||
2754500 The enemy is at the western gate! Hold fast, brothers!
|
||
2754501 Hold the east gate at all costs!
|
||
2754502 We will fight you to the last man!
|
||
2774600 Your men fall like rain. You cannot win.
|
||
2774601 %1NUM%: minutes played
|
||
2774602 Orbital Bombardment
|
||
2774603 Click to send coordinates to the Space Marines' Battle Barge and cause its guns to fire on their own troops. Left-click on any visible location in the game world to target.
|
||
2774604 You can only target locations your troops can see!
|
||
2774605 You are now in control of the Blood Ravens' Orbital Relay. You can now feed false coordinates to the Space Marines Battle Barge and call in orbital strikes!
|
||
2775000 We don’t fear you, heretic.
|
||
2775001 I should hope not, Captain. Fearless foes are much more satisfying.
|
||
2775002 The only satisfaction we’ll give you is a quick death.
|
||
2775003 And now you tire me, Captain. I’ve heard far too much empty boasting already.
|
||
2775004 Come on, then, if you think our boasts are empty.
|
||
2775005 Patience, Captain. I will kill you all in good time.
|
||
2775030 You won’t hold that for long, daemon-spawn!
|
||
2775031 Daemon-spawn? One so hopelessly ignorant of his origins should not be so quick to insult another’s parentage, brother.
|
||
2775032 We are not brothers, heretic.
|
||
2775033 Of course not. My mistake.
|
||
2775050 We fight to the last man, my brothers! This fortress shall not fall!
|
||
2775051 Such inspiring courage! Perhaps we’ll mount your corpse on a golden chair and make an idol out of you as well.
|
||
2775052 You pile heresy upon heresy, traitor. How could the Emperor have ever trusted trash like you?
|
||
2775053 Wonder instead how we ever could have trusted one such as him, brother.
|
||
2775100 Go back to the shadows, Eldar. You can’t win here.
|
||
2775101 I have already seen our victory, human. You simply delay the inevitable.
|
||
2775102 The Blood Ravens have never bowed before destiny or fate, and we won’t start now. The Emperor calls and we serve.
|
||
2775103 Seeing virtue in idiocy is the prerogative of the young.
|
||
2775130 Alien witch! You despoil our chapel with your presence.
|
||
2775131 Your Emperor is an illusion, human. I cannot blaspheme against something that isn’t divine.
|
||
2775132 You dare…!
|
||
2775133 Unless, of course, you pray to something else altogether from this ruined temple.
|
||
2775134 We will send you back to your Craftworld in a tomb!
|
||
2775135 I’ve known my death for ten of your lifetimes, captain. Don’t think to scare me with it.
|
||
2775150 The Blood Ravens will not be driven back by one such as you.
|
||
2775151 Take solace at least in facing defeat at the hands of your betters. There is no ignominy in that.
|
||
2775152 We have yet to meet our betters, alien, certainly not on this forsaken world. All we have seen here are deluded tyrants, heretics and alien scum.
|
||
2775153 You should have looked beyond your mirror, then.
|
||
2775200 This misguided purge of yours must end, Captain Thule. Segmentum Command has ordered this regiment to return Kronus to the Imperium. Withdraw your Space Marines before it is too late.
|
||
2775201 I have my orders as well, General. The Blood Ravens must purge this world for the sake of the chapter and the Imperium. We cannot withdraw.
|
||
2775202 Your loyalty to your chapter does you credit, Captain, but it will not stop me from carrying out my orders.
|
||
2775230 You tread in places for which you are unprepared, General.
|
||
2775231 I am quite comfortable in a chapel of the God Emperor, Captain. But perhaps you are not?
|
||
2775232 I serve the Emperor in all things.
|
||
2775233 Then withdraw, for His sake. There has been too much Imperial blood spilled already.
|
||
2775234 The Blood Ravens will not retreat, General.
|
||
2775235 So be it, then.
|
||
2775250 Surrender now, Captain. Your Space Marines are beaten. You only delay the inevitable.
|
||
2775251 It is not in my nature to disregard the orders of my superiors, General.
|
||
2775252 Then for pity's sake, obey me when I order you to stand down.
|
||
2775253 You have no authority over the Blood Ravens, General. We answer to our chapter and to our Emperor alone.
|
||
2775300 Your green tide stops here, Ork! You’ll find only death here.
|
||
2775301 I likes that kind ‘a talk, humie. I still gotz room on me stick fer yer ‘ead.
|
||
2775302 And I have room for you under my boot, alien.
|
||
2775303 Blood Ravens, attack!
|
||
2775304 Death to the alien!
|
||
2775305 Hah! Dis iz gonna be fun.
|
||
2775330 You defile all that you touch, Ork!
|
||
2775331 If’n you liked dis thing so much, humie, you shoulda kept it safe instead of leaving it out ‘ere. Now it belongs to da Orks!
|
||
2775350 I’m comin’ fer yer ‘ead, humie!
|
||
2775351 Come on, then! You’ll see what the best of the chapter has to offer your kind.
|
||
2775352 You sure do like to yammer, don’t ya humie?
|
||
2775353 We’ll fight to the last man!
|
||
2775354 O, shut yer maw an’ die, already!
|
||
2775400 Surrender, human. If not for you, then for the Greater Good.
|
||
2775401 The greater good is coming to you from my bolter, alien.
|
||
2775402 Do the deaths of your soldiers mean so little to you? Are you that mad?
|
||
2775403 Do the deaths of yours mean so much to you, alien? Are you that weak?
|
||
2775430 You will not squelch our faith so easily, alien.
|
||
2775431 The Tau Empire will respect your faith, human, if you would only see reason.
|
||
2775432 Our faith is in the Emperor of Man, alien. To bow to you is heresy.
|
||
2775433 Then you follow the path to destruction.
|
||
2775434 Better destruction than bondage.
|
||
2775435 So says the slave to the free man.
|
||
2775450 You should have surrendered, gue'la. Now it is too late.
|
||
2775451 Come on, then! Your death awaits!
|
||
2775500 Death has come for you, Space Marines.
|
||
2775501 We are the Emperor’s finest. We won’t fall to you, alien!
|
||
2775502 Your end is inevitable. Submit and spare yourselves the pain of living.
|
||
2775530 We will drive you from there, Necrons!
|
||
2775531 You will only follow your Emperor into death.
|
||
2775532 The Emperor protects us. We will not fall.
|
||
2775533 You will.
|
||
2775550 This fight isn’t over yet!
|
||
2775551 But your life is.
|
||
2776000 The enemy is at our doorstep and thinks he can push us off this world. He is already gloating. He can taste his victory.
|
||
2776001 But what he fails to see is that we will make this his last meal.
|
||
2776002 The Chief Librarian has ordered the purge of this world to protect our chapter's secrets. Are we to retreat with our duty unfulfilled?
|
||
2776003 Are we to let a black mark stain the banner of the Blood Ravens?
|
||
2776004 I say that we will not! I say our enemies will regret the day they ever decided to face us in battle!
|
||
2776005 Our Battle Barge orbits overhead and will rain the Emperor’s holy fury on our opponents.
|
||
2776006 More of our brothers will come to join the fight, but as ever our enemy outnumbers us. Each of you must be an army in your own right!
|
||
2776007 Veterans of the First Company, the finest of the entire chapter, stand with us. Let their valor guide your fire into the enemy's heart!
|
||
2776008 Remember that we are Blood Ravens, brothers. We have all sworn to protect fonts of hidden knowledge. Each one of us must fall before handing this world to the enemy.
|
||
2776009 The Emperor is with us. The Unknown Primarch is with us.
|
||
2776010 They have come for our blood but they will drown in their own!
|
||
2776011 North Vandea
|
||
2776100 Reinforcements have arrived. To battle, Blood Ravens!
|
||
2776200 No… We cannot fail…
|
||
2776201 The gene-seed must be preserved. Get Captain Thule to the Thunderhawk.
|
||
2776202 Understood.
|
||
2776203 Join them, Brother Apothecary, we will cover your escape.
|
||
2776204 And you?
|
||
2776205 We cannot allow the enemy to claim our relics. This area must be cleansed with orbital fire.
|
||
2776206 The Chapter will honor you, Brother.
|
||
2776207 There is no honor to be had in defeat. But, someone must deliver the targeting beacon.
|
||
2776208 Orbital control, lock onto this beacon and fire. Full power.
|
||
2777010 The Space Marines of the Blood Ravens chapter were well entrenched in their Castellum in North Vandea when they finally faced all-out attack. Utterly unwilling to surrender or retreat any further, the Blood Ravens prepared a mighty defense against the coming assault. Among those defending the keep were Space Marines drawn from the chapter’s hallowed First Company. These were the hardened veterans of many crusades, each man ready and able to face down whole squads of enemy attackers. The Blood Ravens on the ground would be further bolstered by fresh troops arriving from the Battle Barge Litany of Fury in orbit around the planet. Only two factors made the Blood Ravens at all assailable in their stronghold. Most critically, the fortress was unable to receive reinforcements directly from orbit. Captain Thule thus had to establish a forward base to receive drop pods and landing craft. Although well-defended, this base could be taken. Secondly, the Space Marines had established their base near ancient ruins which the Ravens claimed held relics of great importance to the chapter. Unwilling to desecrate the space by fortifying it, Thule opened the door to an enemy claiming the area and thus dealing a powerful blow to the normally unbreakable Space Marine morale. The battle of North Vandea would be one of the bloodiest of the entire war.
|
||
2777050 Ravens' Nest
|
||
2777051 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
2777052 The Space Marines of the Blood Ravens chapter were well entrenched in their Castellum in North Vandea when they finally faced all-out attack. Utterly unwilling to surrender or retreat any further, the Blood Ravens prepared a mighty defense against the coming assault.
|
||
2777053 Among those defending the keep were Space Marines drawn from the chapter’s hallowed First Company. These were the hardened veterans of many crusades, each man ready and able to face down whole squads of enemy attackers. The Blood Ravens on the ground would be further bolstered by fresh troops arriving from the Battle Barge Litany of Fury in orbit around the planet.
|
||
2777054 Only two factors made the Blood Ravens at all assailable in their stronghold. Most critically, the fortress was unable to receive reinforcements directly from orbit. Captain Thule thus had to establish a forward base to receive drop pods and landing craft. Although well-defended, this base could be taken.
|
||
2777055 Secondly, the Space Marines had established their base near ancient ruins which the Ravens claimed held relics of great importance to the chapter. Unwilling to desecrate the space by fortifying it, Thule opened the door to an enemy claiming the area and thus dealing a powerful blow to the normally unbreakable Space Marine morale.
|
||
2777056 The battle of North Vandea would be one of the bloodiest of the entire war.
|
||
2790000
|
||
2790001
|
||
2790010
|
||
2790020
|
||
2790021
|
||
2791000 Beacons Remaining: %1NUM%
|
||
|
||
2791100
|
||
2791110
|
||
2791111
|
||
2801000
|
||
2802000 Or'es Tash'n
|
||
2802001 Tau Stronghold Description
|
||
2803000 The Player's Faction
|
||
2803010 Tau
|
||
2803100 ++ Adeptus Ministratum ++
|
||
2803101 The Battle of Asharis
|
||
2803102 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
2803103 When the tide of war turned against the Tau, they faced attack in their stronghold in the city of Asharis (renamed Tash’n by the aliens). The aliens were well entrenched, however, and ready to mount a vigorous defense.
|
||
2803104 Shas’o Kais, the Tau military leader, made his headquarters in a mighty citadel in the city’s center, forcing attackers to wend their way through the tight city streets, exposed to sniper fire and ambushes. Outlying bases in different quarters of the city supported his strategy, with Kroot warriors and powerful armored units harassing attackers even further.
|
||
2803105 The Tau's only strategic vulnerability was Unity Plaza, the city’s main public space. A sophisticated communications tower there could potentially be used by an attacker to expose the stealth units positioned across the city.
|
||
2803106 O'Kais knew, however, that his attackers’ ultimate objective would be assassination, not conquest. Aun’el Shi’ores, a member of the mysterious Ethereal caste, led the Tau forces from the citadel in Tash’n. Were he to die, Tau forces would crumble.
|
||
2803107 But as long as the Ethereal lived, the Tau would defend Tash’n against all comers.
|
||
2803110 When the tide of war turned against the Tau, they faced attack in their stronghold in the city of Asharis (renamed Tash’n by the aliens). The aliens were well entrenched, however, and ready to mount a vigorous defense. Shas’o Kais, the Tau military leader, made his headquarters in a mighty citadel in the city’s center, forcing attackers to wend their way through the tight city streets, exposed to sniper fire and ambushes. Outlying bases in different quarters of the city supported his strategy, with Kroot warriors and powerful armored units harassing attackers even further. The Tau's only strategic vulnerability was Unity Plaza, the city’s main public space. A sophisticated communications tower there could potentially be used by an attacker to expose the stealth units positioned across the city. O'Kais knew, however, that his attackers’ ultimate objective would be assassination, not conquest. Aun’el Shi’ores, a member of the mysterious Ethereal caste, led the Tau forces from the citadel in Tash’n. Were he to die, Tau forces would crumble. But as long as the Ethereal lived, the Tau would defend Tash’n against all comers.
|
||
2820000 Eliminate the Ethereal
|
||
2820002 Aun’el Shi’ores leads the Tau on Kronus. Kill the Ethereal and they will retreat, their morale broken.
|
||
2820004 Aun’el Shi’ores leads the Tau on Kronus. Kill the Ethereal and they will retreat, their morale broken.
|
||
2821000 Capture Defense Stations
|
||
2821002 The Tau have set up defensive positions inside the city. Root them out and capture the strategic points.
|
||
2821004 Hint/Help text. Currently unused by the Objective Screen.
|
||
2822000 Capture Unity Plaza
|
||
2822002 Capturing Unity Plaza will give you control of a Relic.
|
||
2822004 Hint/Help text. Currently unused by the Objective Screen.
|
||
2823000 Destroy the Kauyon Command Post
|
||
2823002 Destroy the Kauyon Command Post in the Kroot Quarter of the city to prevent Kroot special units from being sent against you.
|
||
2823004 Destroy the Kauyon Command Post in the Kroot Quarter of the city to prevent Kroot special units from being sent against you.
|
||
2824000 Destroy the Mont'ka Command Post
|
||
2824002 Destroy the Mont'ka Command Post to prevent Tau armored units from being sent against you.
|
||
2824004 Destroy the Mont'ka Command Post to prevent Tau armored units from being sent against you.
|
||
2825000 Build a Detector Unit
|
||
2825002 The Tau seem to be employing a lot of Stealth Suits in the area. Build a detector unit to help you seek out and destroy them.
|
||
2825004 Hint/Help text. Currently unused by the Objective Screen.
|
||
2826000 Use the Communications Tower to Reveal Infiltrated Units
|
||
2826002 Place any unit beside the Tau Communications Tower in Unity Plaza. Select the Comm Tower and target an area to reveal infiltrated units hidden there.
|
||
2826004 Place any unit beside the Tau Communications Tower in Unity Plaza. Select the Comm Tower and target an area to reveal infiltrated units hidden there.
|
||
2840000 %1NUM% Minutes Played
|
||
2840002 Comm Tower Message Sent in: %1NUM%
|
||
2840004 %1NUM% Minutes Played
|
||
2840100 Reveal
|
||
2840102 Use the Communications Tower to send out a localized pulse that will disrupt the enemy’s stealth. Left click on any visible location to reveal units there.
|
||
2840110 You cannot reveal units in an area your forces cannot see!
|
||
2841000 O’Kais, are the troops ready?
|
||
2841001 Yes, Aun’el.
|
||
2841002 The Earth Caste is completing construction of the Mont’ka command post. Our armored units are ready to deliver the killing blow.
|
||
2841003 And our Kroot allies?
|
||
2841004 Also ready, Aun’el. The Kauyon command post in the city’s Kroot Quarter is prepared and the Shapers have readied the finest of their warriors.
|
||
2841005 Stealth teams are taking position across the city, ready to strike where the enemy is weak.
|
||
2841006 Strike teams of Fire Warriors and Kroot packs will defend the streets and meet the enemy head on.
|
||
2841007 Excellent, commander. Patch me through to the troops please.
|
||
2841008 Soldiers of the Fire caste! Kroot and Vespid allies! Today, we stand as a bulwark against the selfish, the soulless and the mad!
|
||
2841009 Today, we must drive back our enemies from our city and from our world!
|
||
2841010 Today, more than ever before, we fight for the Greater Good! And we will triumph!
|
||
2841100 Command posts, report.
|
||
2841101 Mont’ka command post online, shas’o. Crisis Suits ready for combat.
|
||
2841102 The Kauyon post is safe in the Kroot quarter. We will defend it, commander.
|
||
2841103 Excellent. Send strike teams at the enemy, but protect your positions.
|
||
2841200 The Enemy has overwhelmed us. The Mont’ka command post has fallen.
|
||
2841201 Take heart, Fire Warriors. The Greater Good shall prevail.
|
||
2841250 They’re in the quarter! The Kauyon command post is gone!
|
||
2841251 Do not surrender to despair! We have many forces left yet.
|
||
2841260 [Trooper] Commander -- Patrols are reporting in that they have run into a large invading force and they believe our outer base has been destroyed.
|
||
2841261 [Ethereal] Dispatch troops to destroy the invaders and begin calibrating the laser for close range fire support.
|
||
2841270 [Trooper] Commander -- Our bases are reporting they are under attack by enemy forces and we have been unable to raise our outer base.
|
||
2841271 [Ethereal] Dispatch troops to assist them and begin calibrating the laser for close range fire support.
|
||
2841300 Strike team alpha, attack!
|
||
2841301 [Ethereal] Excellent. Were you able to reduce the cooldown time between shots?
|
||
2841302 [Trooper] Yes but at a cost to weapon power so although it should have no issues destroying troops, it will be unable to puncture building armor.
|
||
2841303 [Ethereal] Acceptable results -- Fire at will and make sure the weapon doesn't fall into enemy hands.
|
||
2841400 Protect the communications array. Deploy additional forces to Unity Plaza.
|
||
2841401 Is that fear I hear, alien? I will take your precious tower from you, then.
|
||
2841402 blah
|
||
2841410 A communications array. Capture it and our hidden enemies will reveal themselves to us.
|
||
2841411 You won’t take Unity Plaza so easily, El’dar.
|
||
2841412 I long ago surrendered hope of anything being easy, Commander. Still, we shall prevail this day.
|
||
2841420 Emperor be praised! Capture that communications tower, men, so we can deal with these damnable snipers!
|
||
2841421 Strike teams, deploy to Unity Plaza. Defend that tower.
|
||
2841422 Cut through them, men! For the Emperor!
|
||
2841430 The Orks have reached Unity Plaza. Protect the main communications array!
|
||
2841431 Oy! Sounds like we should get hold o’ dat tower, boyz!
|
||
2841432 Waaagh!
|
||
2841440 The Necrons have made it to Unity Plaza, drive them back before they disrupt communications.
|
||
2841441 blah
|
||
2841442 blah
|
||
2841450 Brothers! We have located their communications tower. Take it for the chapter.
|
||
2841451 Strike teams, deploy to Unity Plaza. Defend that tower.
|
||
2841452 blah
|
||
2841460 blah
|
||
2841461 blah
|
||
2841462 blah
|
||
2841470 blah
|
||
2841471 blah
|
||
2841472 blah
|
||
2841500 Strike teams delta and gamma, go! Good hunting.
|
||
2841510 blah
|
||
2841511 blah
|
||
2841512 blah
|
||
2841520 blah
|
||
2841521 blah
|
||
2841522 blah
|
||
2841530 [Fleet] Drop Ship has been discovered and has been ordered to pull out. Sorry commander we can no longer provide troop support.
|
||
2841531 [Commander] Understood, thanks for the help.
|
||
2841532 blah
|
||
2841540 blah
|
||
2841541 blah
|
||
2841542 blah
|
||
2841550 blah
|
||
2841551 blah
|
||
2841552 blah
|
||
2841560 blah
|
||
2841561 blah
|
||
2841562 blah
|
||
2841570 blah
|
||
2841571 blah
|
||
2841572 blah
|
||
2841600 PLACEHOLDER: Text here telling the player that the relic/com tower has been captured
|
||
2841610 blah
|
||
2841611 blah
|
||
2841612 blah
|
||
2841620 blah
|
||
2841621 blah
|
||
2841622 blah
|
||
2841630 [Fleet] Can you confirm the ethereal has been eliminated?
|
||
2841631 [Commander] Negative -- We lost the Ethereal in the battle -- Repeat Can not Confirm Kill
|
||
2841632 [Fleet] Understood -- Intel will keep looking and try to confirm
|
||
2841640 blah
|
||
2841641 blah
|
||
2841642 blah
|
||
2841650 blah
|
||
2841651 blah
|
||
2841652 blah
|
||
2841660 blah
|
||
2841661 blah
|
||
2841662 blah
|
||
2841670 blah
|
||
2841671 blah
|
||
2841672 blah
|
||
2841700 Crisis team theta, attack! Cut them down!
|
||
2841710 blah
|
||
2841711 blah
|
||
2841712 blah
|
||
2841720 blah
|
||
2841721 blah
|
||
2841722 blah
|
||
2841730 [Fleet] Commander -- Intel has located the Ethereal in charge of this operation.
|
||
2841731 [Fleet] The Ethereal has been sighted in the region around the tau Laser Defenses. Kill order is still active.
|
||
2841732 [Commander] Confirmed -- I will update you when the kill has been made.
|
||
2841740 blah
|
||
2841741 blah
|
||
2841742 blah
|
||
2841750 blah
|
||
2841751 blah
|
||
2841752 blah
|
||
2841760 blah
|
||
2841761 blah
|
||
2841762 blah
|
||
2841770 blah
|
||
2841771 blah
|
||
2841772 blah
|
||
2841800 There you are, alien. Your time has come.
|
||
2841810 Your fated time has arrived, Aun’el Shi’ores of T’au.
|
||
2841811 The fates have not spoken yet, Taldeer.
|
||
2841812 Fire Warriors, beat these El’dar back! Protect Aun’el at all costs!
|
||
2841820 That’s their deviant leader! Kill him and the day is ours!
|
||
2841821 You will not find victory so easy, tyrant.
|
||
2841822 Fire Warriors, beat these humans back! Protect Aun’el at all costs!
|
||
2841830 Dere you are! C’mere so I can kill ya!
|
||
2841831 You are a plague on the Greater Good, Ork.
|
||
2841832 Fire Warriors, beat these barbarians back! Protect Aun’el at all costs!
|
||
2841840 Commander, the Necrons have found Aun’el!
|
||
2841841 Fire Warriors, beat these horrors back! Protect Aun’el at all costs!
|
||
2841842 These creatures have no soul at all.
|
||
2841850 Target spotted! Eliminate that xeno, brothers!
|
||
2841851 Your murderous ways condemn you to barbarity, Space Marine.
|
||
2841852 Fire Warriors, beat these humans back! Protect Aun’el at all costs!
|
||
2841860 blah
|
||
2841861 blah
|
||
2841862 blah
|
||
2841870 blah
|
||
2841871 blah
|
||
2841872 blah
|
||
2841900 Time to feed, little ones!
|
||
2842000 For the Greater Good!
|
||
2842001 Strike teams, choose your targets and attack.
|
||
2842002 Team leaders, engage the enemy.
|
||
2842010 Your cause is unjust, invader. Turn back now before it is too late.
|
||
2842011 You cannot hope to prevail against the Greater Good.
|
||
2842012 Lay down your arms, invaders. There is still room for you in the Tau Empire.
|
||
2842030 Your mad crusade must end, sorcerer.
|
||
2842031 The only madness is in failing to see the power of Chaos.
|
||
2842032 I see only a deluded tyrant.
|
||
2842033 Then, by all means, allow me to show you the truth.
|
||
2842040 El’dar, your attack against us is ill conceived.
|
||
2842041 I choose the path of war because it is the only one left to me, Aun'el Shi'ores of T'au.
|
||
2842042 War against the Greater Good is never justified.
|
||
2842043 Naïve child.
|
||
2842050 We reclaim this city for the Immortal God-Emperor of Man!
|
||
2842051 We have no interest in bowing to your tyrant, invader.
|
||
2842052 Then you must die, alien.
|
||
2842060 You are an affront to the Greater Good, Ork.
|
||
2842061 Ya callin’ me names, Grayskin? Me boyz are gonna hafta teach ya some manners.
|
||
2842062 Typical. O’Kais, eliminate this pest.
|
||
2842063 Gladly, Aun’el.
|
||
2842070 Return to the graves that spawned you, monsters.
|
||
2842071 Gladly, but first we must help you to yours.
|
||
2842080 Your Emperor does not rule here, human.
|
||
2842081 The Emperor rules all, alien. You’ll learn that soon enough.
|
||
2842082 You have nothing to teach me, zealot.
|
||
2842100 The enemy has taken the Unity Plaza communications array.
|
||
2842101 Team sigma! They are targeting the array to disrupt your stealth fields. Fall back!
|
||
2842200 PLCEHOLDER/DO NOT LOCALIZE OR RECORD: Please call line 1008100 in place of this one.
|
||
2842201 Aun’el is dead. We cannot win.
|
||
2842202 Fall back. Now.
|
||
2842204 All forces, fall back. Evacuate the city.
|
||
2842205 We will return Aun’el to T’au for burial.
|
||
2842206 There is nothing left for us here.
|
||
2850000 The Janus Savannah
|
||
2850001 The southern edge of the central desert bleeds into the forests and jungles of the tropical belt across the Janus Savannah. Scattered ruins and lonely mining settlements dot the region, a wild, lawless frontier that attracts the disenfranchised and hopeless.
|
||
2850002 Desert/Savannah
|
||
2850003 Rocky outcroppings and brushland cover the savannah, which bakes under the summer sun. Occasional winter rains create short-lived blooms of wild grasses, that quickly dry up and become fodder for the next brush fire.
|
||
2850004 From “I Was a Slave to Speed” published on Tash’n News Net
|
||
2850005 You feel them coming before anything. A deep rumble travels through the arid ground, sending sand rats scurrying, and resonating somewhere in your brain. Danger is coming. A few moments later, the sounds start – the distorted whine of makeshift aero-jets and over-taxed stabilizers like a keening of some predatory bird.
|
||
2850006 By this time, any savannah dweller with sense is running for cover, loading a weapon, or both.
|
||
2850007 Finally, the dust clouds rise above the hills and black specks appear on the horizon. A mirage, you think, some trick of the heat rising off the baked earth. But in mere moments, what had been smudges in the distance are tons of steel hurtling toward you just shy of the speed of sound.
|
||
2850008 If you’re supremely lucky, you’ve just had the misfortune to find yourself in the path of a thousand-kilometer race. The Orks, ruffians, and twisted outlaws about to run you down won’t slow down at any cost, and if you can just get out of their way, they’ll be gone just as quickly as they came.
|
||
2850009 But maybe this isn’t a race between two madmen. Maybe this is a raid, in which case you had better have that weapon ready.
|
||
2850010 Like the Dark Eldar pirates from vid-stories, raiders descend on mining outposts and farmsteads in search of slaves, wealth and nasty fun. One gang uses nets pulled between speeders to scoop up their victims. Another drops makeshift firebombs in their wake, burning all they don’t take for themselves. And then there are the Orks, who ride in on their red-painted vehicles wielding fierce blades they use to decapitate the humans and Tau they run down.
|
||
2850011 Locals defend themselves as best they can. They retreat to bunkers outfitted with weapon-slits and try to drive off their tormentors. They build walls and lay razor wire. But the miners of the Janus Savannah are not teams of fire warriors and every attack claims a few more lives.
|
||
2850018
|
||
2850100 The Van de Mar Mountains
|
||
2850101 Broad and arid plateaus mark the Van de Mar range, which separates the central desert from the temperate Pavonian plains. Its highlands were the site of running battles between Imperial and Tau forces during the Lithesh Sector Crusade.
|
||
2850102 Mountains
|
||
2850103 The highest peaks of the Van de Mars are snow-covered all year round, while the arid climate of the central desert continues at lower altitudes. The highland plateaus are semi-arid patches of rock and scrubland.
|
||
2850104 +++ Field Report, Lithesh Sector Crusade +++
|
||
2850105 Message Author: Captain Darius Troy, Novamarines 4th Company
|
||
2850106 Subject: Field Report, Lithesh Sector Crusade
|
||
2850107 Provenance: Planet Kronus, Timbra Sub-Sector, Lithesh Sector, Ultima Segmentum
|
||
2850108 Date: 3.066.743.M41
|
||
2850109 Duct: Astropath-terminus Fillion
|
||
2850110 +++ Text begins +++
|
||
2850111 My Lord Commander –
|
||
2850112 Battle continues against the Xenos known as Tau who have undermined Imperial authority in the Lithesh Sector. As part of the crusade force, elements of the 4th Company have come to the mining world of Kronus along with two companies of the 167th Brimlock Dragoons of the Imperial Guard.
|
||
2850113 The planet is very clearly in the hands of the Tau and much of the local human population seems to be either subjugated or to have betrayed the Emperor by swearing allegiance to alien powers. As previous reports have indicated, the Tau military forces rely on deviant technologies that can grant them impressive striking power in the field, especially at range.
|
||
2850114 Tau use of armored walkers akin (in size at least) to our holy Dreadnaughts has been especially effective. These “crisis suits” are equipped with a variety of heavy weaponry (again all focused on ranged combat) and powerful thrust packs that allow them to jump from area to area. This latter ability has been the subject of many curses from the Guardsmen fighting alongside us as we push along the plateaus of the Van de Mar Mountains. More than once we have fought long battles to reach the perch from which Tau heavy weapons fire rained down upon us, only to watch the very battle suits we had hoped to destroy leap to another, yet more inaccessible peak.
|
||
2850115 In response, we have pulled our basic infantry back and used a combination of land speeders and Marines equipped with jump packs to take away the enemy’s advantage. At this point, I must underline the critical contributions made by Sergeant Mallas Bomont of the company’s 1st Assault Squad. Sergeant Bomont has ever been a stalwart fighter, but he surpassed himself by leading three squads of Assault Marines against enemy positions. Armed with meltabombs and screened by a feint from the rest of our force, Bomont was able to cripple the two groups of battle suits that had pinned us down. Without the cover provided by these suits, the mixed enemy infantry fell before our renewed assault.
|
||
2850116 Despite their degenerate nature, I fear these Tau will soon adapt to our new tactics. I expect many more weeks of hard fighting before we are through these mountains.
|
||
2850117 I recommend that Sergeant Bomont be awarded the Novastar for his actions in the field and his tactical contributions.
|
||
2850118
|
||
2850119 In the Emperor’s Name.
|
||
2850120 Captain Darius Troy, Novamarines 4th Company
|
||
2850200 The Rhean Floodlands
|
||
2850201 Made of the tons of silt the River Rhea dumps into sea, the Floodlands are a tightly-packed series of small islands covered with dense foliage. The Floodlands support a diverse ecosystem, including a large Kroot population.
|
||
2850202 Jungle
|
||
2850203 An archetypal tropical climate pervades the Rhean Floodlands, featuring high temperatures, plentiful rains and pervasive vegetation. The silt islands of the region feature only mild topography.
|
||
2850204 ++ Transmission log from Tau communication beacon 895453++
|
||
2850205 ++ assigned to Kroot shaper Griahgri, Rhean Floodlands sub-sector 89 ++
|
||
2850206 ++ dated 12 years before the Second Kronus War ++
|
||
2850207 ++ voice identification negative; Orkish origin ++
|
||
2850208 Oy, iz dis thing on?!
|
||
2850209 Yeah, dis here is a message for da grayskin bosses and their Kroot.
|
||
2850210 If’n you’re getting any pitures wiff this thing, you can see what we done to your Kroot over here. They’s all dead and making for nice decorations on me new boss-hut.
|
||
2850211 If’n you’re not getting da pictures, then just take one of the Kroot near you an rip 'em in half. It’s like that.
|
||
2850212 ++ sound identification: laughter, Orkish origin ++
|
||
2850213 Dis here is Warboss Hedkrakka and it wuz me an’ me boyz who did this to yer Kroot. Dis here is Hedkrakka’s land now and we’z all coming to see you’z next.
|
||
2850214 I need me some grayskins for me boss-hut!
|
||
2850215 ++ sound identification: yelling, Orkish origin ++
|
||
2850216 ++ end ++
|
||
2850218
|
||
2850300 The Aceria Forests
|
||
2850301 The Aceria Forests are home to several prominent universities and research facilities. Behind the idyllic walls of these institutions, intense – and some would say heretical – study of alien life takes place.
|
||
2850302 Forest
|
||
2850303 Temperate weather and plentiful rainfall feed the massive forest. Until the corruption of Deimos, the sea of trees was broken only by small rivers and a few small chains of mountains. Now horrors from the Immaterium haunt the south's twisted woods.
|
||
2850304 ++ Adeptus Mechanicus ++
|
||
2850305 To: Magos Explorator Cumin
|
||
2850306 Transmitted: Pavonis, Planet Kronus, Lithesh Sector, Ultima Segmentum
|
||
2850307 Received: Mars
|
||
2850308 Duct: Astropath-terminus Hadrian
|
||
2850309 Author: Magos Explorator Gaius
|
||
2850310 This is a planet of wonders and horrors both, Cumin.
|
||
2850311 My Servitors and I have arrived in the southeastern sections of Planet Kronus’s principal continent, continuing our search for the works of Magos Paladius, the most brilliant of the Tech Priests sent to Kronus to study the Hellstorm Cannon currently in Victory Bay. Following the thinnest of leads, we have at last uncovered a pure artifact of Paladius's time here immediately following the Horus Heresy, some ten millennia ago.
|
||
2850312 Amidst the trees of the forests on the southern edge of the arid heart of the continent, a Zeus-class relay and control station has seemingly stood undisturbed for thousands of years. It has taken me several weeks to find the proper rituals to awaken the machine spirits in the station so they would grant us access. The doors finally slid open two days ago and I have spent the time since pouring over the treasure trove that lurked within.
|
||
2850313 It seems that the relay station once controlled a network of orbital artillery stations able to rain destruction across the planet’s surface. Only a few of the satellites have survived, however. I imagine many were damaged or became hopelessly dormant over the millennia, but I have found traces of incomplete self-destruct orders in the ancient logic engine here.
|
||
2850314 More troubling still are the traces of actual combat within the station. The Ultramarines’ control of this station must have made a huge difference in their battle with the Word Bearers and I’m sure the heretics would have gone to great lengths to take the station from them.
|
||
2850315 I haven’t found any evidence of a breach of the station’s defenses, only traces of battle within. I cannot understand, then, how the heretics gained access. Or what happened to Magos Paladius.
|
||
2850316 I will report again soon.
|
||
2850318
|
||
2850400 The Thur'Abis Plateau
|
||
2850401 Thur'Abis Plateau Description
|
||
2850402 Desert
|
||
2850403 In the heart of the great central desert lie the ancient ruins from which the Necrons have awoken. Indeed, below the sand and rock of the arid plateau of Thur'Abis lie the Catacombs of Kronus, their stronghold.
|
||
2850404 The Thur’Abis Plateau is an arid expanse of rock and sand, dotted with a few oases and the antediluvian ruins that hid the Necrons. Their catacombs are an underground warren of caves, ancient crypts and alien sepulchers.
|
||
2850405 ++ Transmission Log 4565.98.003 ++
|
||
2850406 ++ Provenance: El’eia Research Base, Thur’abis Plateau ++
|
||
2850407 ++ Voice Ident: Gue’la Tomas Macabee, Professor of Archeology, Aceria Xeneology Institute, Leader, El’eia Expedition ++
|
||
2850408 ++ Classification: Suppressed for the Greater Good ++
|
||
2850409 Existentialism is possibly the most onerous imposition of life. The need to ask why, to find some explanation. Nevertheless, despite the perfections granted me, I remain a living man and so must suffer under the cacophony of questions in my brain. And so I send out this final message to attempt to answer some of the questions you will have.
|
||
2850410 Why did I lead my fellows to their doom here on this arid plateau? Why have I submitted myself to the power of the immortal creatures who have risen from its sands? How could I, a respected scientist and prominent citizen, turn my back on the civilization that has given me so much?
|
||
2850411 The answer is simple. I have done everything in the name of purity.
|
||
2850412 Before my memories and emotions were reassembled in this more perfect form some fifteen cycles ago, I had spent a human lifetime studying civilization in all its forms. The sum of my work can be put thus: all life exists in discord. War and strife affect all known societies and all species spend their existences competing with others for limited resources. From the cries of an infant for the maternal teat to the wretched stench of the aged dying in their own filth, life is a series of squabbles and ugly messes.
|
||
2850413 There is an alternative. There exists a state in which all conflict is resolved and all is cold and silent. There are no wants, no wars, no squabbles.
|
||
2850414 You may call this state death if you wish, but that is a misnomer. Death is but the ending of life, and that is only a means to an end. That end is purity, the time when all is still and unchanging.
|
||
2850415 Our universe began in purity and it will return to that blessed state. Hastening that return is the great work of the perfected beings I have awoken and who have made me their own.
|
||
2850416 You have tried to undo our great work. You have spread your vile, unclean selves across the galaxy, making a mockery of the beautiful silence we had wrought. It was all in vain.
|
||
2850417 Rejoice, for we have returned and your days are at an end.
|
||
2850418
|
||
2850500 Tyrea
|
||
2850501 The largely uninhabited boreal forests and tundra of Tyrea now shelter the Eldar come to Kronus from Craftworld Ulthwé. Before their arrival, only a few wild men and feral Orks called Tyrea home.
|
||
2850502 Sub-Arctic Forest
|
||
2850503 From the shores of the Northern Sea to the foothills of the Ariels, Tyrea is a harsh land. Ice fields give way only grudgingly to tundra and boreal forests and a cold wind seems to blow year round.
|
||
2850504 Fourth Meditation on the Mon-Keigh
|
||
2850505 By Taldeer the Dreamer of Ulthwé
|
||
2850506 It is tempting to think of the future as a branching tree. From every decision point several possibilities branch out, each containing their own further decision points, and so on. Those who do not walk the Path of the Seer might well imagine that we spend our lives following these separate strands.
|
||
2850507 In truth, the future is far more complex – and I fear to say, far less elegant – than that simple model. We Seers walk through a twisting labyrinth of possibilities and consequences, one whose tight passageways often fold back upon one another. As we explore this maze, we find ourselves treading the same ground over and over again, although perhaps arriving at it from different routes.
|
||
2850508 Among the passageways I have tread most is that made of the stubbornness and barbarity of the Mon-Keigh. No matter where I turn, I find its familiar stones under my feet. This young species may be simplistic and naïve, but they have an infuriating ability to impact the flow of events through their sheer mulish nature.
|
||
2850509 The time since the arrival of the Necrons on Lorn V has taught me this lesson again and again. These ancient destroyers of life are clearly a grave threat to all life, from the lowliest Mon-Keigh to the most ancient of our race. Any creature with a modicum of reason can see this and understand that other squabbles should be put aside.
|
||
2850510 Not the Mon-Keigh. In our warnings, they see deceit. In our guidance, they see entrapment. Even faced with the deepest truths, they choose to prove their barbarity by hunting us. Like all lesser beasts, they cannot be reasoned with, only yoked.
|
||
2850511 Let those who hunt us come, then. Let them bring their mulish ways to this next world where the ancients arise. Their deaths will serve where their lives have not.
|
||
2850518
|
||
2850600 The Vandean Coast
|
||
2850601 A mineral rich region, Vandea includes several large industrial centers built in the Imperial era and still in operation. The cities are now underpopulated and polluted, but remain critical industrial assets for the Tau.
|
||
2850602 Urban/Winter
|
||
2850603 The manufacturing and smelting plants of the Vandean cities have scarred the landscape and stained the air, making the cities valuable but hardly pleasant. Soot-laden snow or acidic rain fall from gray skies year round.
|
||
2850604 ++ Production Report ++
|
||
2850605 ++ Confidential ++
|
||
2850606 Fio’el Kronus Mais’la –
|
||
2850607 I regret to inform you that Vandea Minor Build Plants 27 and 29 will not meet their quotas this cycle. Production is expected to be at 72% and 21% of projections, respectively. Explanations follow.
|
||
2850608 Build Plant 27 suffered unexpected work stoppages and slowdowns due largely to the inclement weather that affected sector 27 of the city. A meteorological bottleneck of sorts occurs over the area, making it difficult for environmental agents to disperse and making the sector highly prone to acidic rains. This cycle's rains were the worst in twenty cycles, causing many health problems among the workers. Incentive programs and distribution of stims failed to make up for the decrease in productivity.
|
||
2850609 Build Plant 29 suffered a catastrophic detonation of its central power plant 4 sub-cycles ago, and has yet to come back online. Repairs have been ongoing since shortly after the detonation, but progress is very slow. I cannot even promise that the plant will be online again next cycle.
|
||
2850610 It seems evident that the detonation at Plant 29 was an intentional act of sabotage carried out by the most militant wing of the so-called Vandean Workers Pact, which as previous reports have detailed, claims that the workers in the cities are suffering needlessly. Clear explanation of the needs of the greater community has failed to convince this militant wing.
|
||
2850611 I repeat my request for dedicated Fire Warrior teams to pursue and eliminate these saboteurs. The local city militia is too limited and too prone to infiltration by pact elements to be up to the task.
|
||
2850612 Respectfully,
|
||
2850613 Gue’la Fio’vre Kronus Denman
|
||
2850618
|
||
2850700 The Western Barrens
|
||
2850701 The Barrens are home to countless ranches and several mid-sized cities that have suffered for centuries under the attacks of feral Orks. The locals have fought long battles against tide after tide of aliens.
|
||
2850702 Desert/Savannah
|
||
2850703 The semi-arid Barrens are the traditional home to Kronus’s ranchers, moving huge herds across the dry brushlands. Small cities shelter slaughterhouses and transport hubs.
|
||
2850704 ++ Partial Recovered Vox Recording ++
|
||
2850705 ++ Anglon Farmstead, Western Barrens ++
|
||
2850706 ++ Voiceident: Malcolm Anglon ++
|
||
2850707 ++ Fragment #1 – 0934822 ++
|
||
2850708 ...just won’t stop coming. The walls are holding so far, but the buggers just keep coming like sand locusts, but with axes and guns. Orks. All the pasturelands are gone and our food stores won’t hold out forever. Here they come again.
|
||
2850709 ++ Fragment #2 – 1234822 ++
|
||
2850710 We lost Killian today. He’d been on the south tower for days, using his rifle to pick off the Orks as they scrambled up the wall. I thought he was doing okay, but he told me yesterday he was keeping count. He'd squeezed off hundreds of rounds, but only two of the greenskins ever went down. And they were smaller than most by a fair margin.
|
||
2850711 He started screaming when he saw the big green buggers climbing up the legs of the tower itself. They rammed a smoke-belching tractor into the razor wire and got up above it and the spikes. We fired on them too, but there were too many of them and they were too tough. Killian came at them with an ax when they reached the top of the tower, but it didn’t do any good.
|
||
2850712 They put his head on a pike on the tower.
|
||
2850713 ++ Fragment #3 – 1934822 ++
|
||
2850714 I don’t have much time. The west wall just gave way. They must have dug under it and used explosives. I thought Orks were mindless brutes, but they used sappers.
|
||
2850715 Most of the others were killed in the blast, but a few of us made it back to the main house. The doors won’t last long-
|
||
2850716 ++ sound-id: rending metal ++
|
||
2850717 ++ sound-id: gunfire ++
|
||
2850718
|
||
2850719 ++ sound-id: screams (human origin) ++
|
||
2850800 Or'es Tash'n
|
||
2850801 The Tau capital of Kronus, Tash’n is a modern and thriving metropolis with a full province of outlying communities along with several large military bases. Built on the site of the Imperial-era city of Asharis, it still bears many signs of Imperial architecture.
|
||
2850802 Urban
|
||
2850803 Protected by the Ariel Highlands to the north and warmed by the western sea, Greater Tash'n enjoys long summers and mild winters. Outside the dense sprawl of Tash'n itself, smaller cities nest along several navigable rivers.
|
||
2850804 ++ Personal Correspondence ++
|
||
2850805 ++ Provenance: Tash’n Habitation Center Sunport++
|
||
2850806 ++ Sender: Fio’la Kronus Kauyon Hol’ka ++
|
||
2850807 ++ Destination: Vandea Minor ++
|
||
2850808 ++ Recipient: Fio’la Kronus Ukos Run’al ++
|
||
2850809 La’Ukos –
|
||
2850810 I can’t believe you decided to stay behind. Danger be damned, this was the chance of a lifetime.
|
||
2850811 Okay, I’ll admit I had some doubts myself. The journey west to the capital was hard and we even saw the flashes of orbital battle lighting up the night sky over Pavonis when we passed through there. (Did you see any of that in Vandea?) But as soon as I got into the center of town here in Tash'n, all my doubts vanished.
|
||
2850812 There were large vid screens all over town broadcasting updates about the approach of the fleet from the first sphere Septs. When it looked like the humans had our ships blockaded, I swear no one in the whole city could speak. When we broke through, the cheers were deafening.
|
||
2850813 It was another day before we saw the ships landing at the space port. Like everyone else, I just took that as my cue to gather and wait. We pressed into Unity Square, thousands upon thousands of us and waited. All four castes were there as equals, Ukos.
|
||
2850814 Finally, a convoy from the port made its way into the square. (Hammerheads and Devilfish flanked by Crisis Suits, all painted in the orange of T’au itself! It was incredible!) The lead vehicle stopped behind the stage from where I was, so I only saw him when he stepped up from the steps that run under the Unity Day statue. I remember the light glinted off his honor blade and I felt like I could fly right then and there.
|
||
2850815
|
||
2850816 Aun’el Shi’ores was standing before me. The first Ethereal on Kronus for almost two hundred cycles!
|
||
2850817 There weren’t any speakers or other devices in the square to carry his voice, but it didn’t matter. He just spoke and everyone was quiet and listened.
|
||
2850818 “They have come to take our worlds,” he said, “to undo our works and to enslave us all. This cannot come to pass. For the Greater Good, we will not allow it.”
|
||
2850819 Then we started cheering. I can’t believe you missed it.
|
||
2850820
|
||
2850821 – La’Kauyon
|
||
2850823
|
||
2850900 The Orestan Plains
|
||
2850901 This well-developed region features a sophisticated network of high-speed rail links and several cities of the Imperial era that remain important to this day. Human and Tau populations live side-by-side in the province, although not always easily.
|
||
2850902 Farmland
|
||
2850903 The broad rolling plains feature hot summers and generally mild winters, making for pleasant living conditions. Every few years a powerful winter storm will drive in from Vandea to the north, however.
|
||
2850905 ++ public security transmission ++
|
||
2850906 ++ be on the lookout ++
|
||
2850907 ++ Affronts against the greater good ++
|
||
2850908 ++ to all security sub-stations ++
|
||
2850909 ++ authority por’el ++
|
||
2850910 Subject Name: Unknown
|
||
2850911 Known Aliases: Commissar Valiance
|
||
2850912 Caste: Gue’la (human)
|
||
2850913 Affronts Against the Greater Good:
|
||
2850914 - Assault (2 counts)
|
||
2850915 - Incitement of public unrest (6 counts)
|
||
2850916 - Incitement to Assault (167 counts)
|
||
2850917 - Murder (1 count)
|
||
2850918
|
||
2850919 - Public endangerment (18 counts)
|
||
2850920 - Public libel of proper authorities (6 counts)
|
||
2850921 - Sedition (4 counts)
|
||
2850922 Be on the lookout for agitator operating in Orestan industrial cities under the name of Commissar Valiance and inciting the human population to acts of public unrest, violence toward earth and water-caste citizens, and outright sedition. This unidentified man styles himself after the political officers employed in the military complex of the human Imperium and calls upon the authority of their Emperor to spark violence.
|
||
2850923 Valiance has so far caused six separate incidents of public unrest, most seriously a riot in the Oresta Secundus Machine Works. During this riot, Valiance dragged an earth-caste worker onto a makeshift stage and murdered him in cold blood. This prompted the crowd of humans to rampage through the streets and toward habitation units of other earth-caste citizens, resulting in 153 cases of assault before local authorities restored order.
|
||
2850924 Valiance is undoubtedly armed and dangerous.
|
||
2850925 ++ end ++
|
||
2851000 The Panrea Lowlands
|
||
2851001 Bordering on the centers of human and Tau settlement on Kronus, the cities and agrifarms of the Panrea Lowlands have seen much bloodshed between the two races. Imperial loyalists waged a long guerrilla campaign against Tau authorities here, and the scars remain quite fresh.
|
||
2851002 Farmland
|
||
2851003 Located on the northern fringes of the temperate belt, Panrea is home to small-scale farming, large boreal forests and countless lakes. Winters are long but livable, with warm summers making up for the long snow-covered months.
|
||
2851004 ++ Leaflet Distributed in the Panrea Lowlands ++
|
||
2851005 Beware Grayskin Lies! The Emperor Is Watching!
|
||
2851006 Men and Women of Kronus:
|
||
2851007 Never forget that we are sons and daughters of Holy Terra and protected by the Emperor. The Grayskin Xenos tempt us with lies and heresy, but we must resist them. They see us as pets and slaves, when they are the alien filth. They laud the benefits of technology when it can only lead to heresy and madness.
|
||
2851008 Will your children remember you with shame, as a traitor who kissed the hem of a grayskin’s skirt? Or will they take pride that you stood firm and resisted the subjugation of your world and the perversion of your faith?
|
||
2851009 We are the agents of destiny. Our world is under an alien yoke. Will you be chattel or will you be men?
|
||
2851010 To arms!
|
||
2851011 Thought for the Day: A man subjected to an alien is no man at all.
|
||
2851018
|
||
2851100 The Pavonian Heartland
|
||
2851101 The breadbasket of Kronus in the Imperial era, the heartland features well developed farmlands separated by small forests. The Imperial-built cities of the region still bear the scars of the ironlung pandemic which struck in the 39th Millennium.
|
||
2851102 Farmland
|
||
2851103 Kronus's temperate band grants the Heartland long but cool summers and a very long growing season. Powerful windstorms can buffet the region, but mild weather is the norm.
|
||
2851105 ++ Class 3 Urgent Report ++
|
||
2851106 ++ Otrus Critical Care Center ++
|
||
2851107 ++ 7693249.M39 ++
|
||
2851108 ++ Medicus Secundus Felix Somnia Reporting ++
|
||
2851109 Dire news regarding the spread of the unknown pathogen causing the so-called ironlung plague. Medicus Centers in the northern sectors and in cities further west must prepare for full quarantine. What’s more, they must bulwark themselves against the action of seditious and heretical elements that seem determined to see the disease spread far and wide.
|
||
2851110 We here at the Critical Care Center have been serving as the central coordinating authority since the first cases were confirmed in the city, some 19 days ago. Our facilities are equipped for absolute containment and the first several waves of patients were brought here for isolation. Subsequent cases have been isolated in secondary care centers and converted habblocks as the sheer number of patients has surpassed our capacities.
|
||
2851111 Nevertheless, as of three days ago, we felt fairly confident that the spread of the disease could be stopped before it hit the more densely populated northern sectors. We had not counted on heretics who wished to see us fail.
|
||
2851112 Last night, a commotion erupted in the isolation wing as several infected patients turned on the staff, claiming the nurses were killing rather then treating them. Soon thereafter a voice (that of an outside heretical agitator, I believe) came over the vox caster system used for general announcements. This agent provocateur spewed heretical foolishness about ironlung plague being a blessing from on high rather than an affliction, that those who contract the disease should be honored as the chosen of the so-called Great Unclean One, and so forth. This led to an outright riot among the patients, one that quickly overwhelmed my beleaguered staff. Over three hundred infected (and infectious) patients escaped the facility and fled into the city streets, heading north toward the population centers.
|
||
2851113 Any hope of containing the outbreak to the southern sectors of the city has now vanished.
|
||
2851114 Current death toll in Otrus City is 11,672 with over 22,000 more infected. I expect these numbers to quadruple in the next few days as a direct result of these heretical actions.
|
||
2851115 I pray to the Emperor for mercy.
|
||
2851118
|
||
2851200 Pavonis
|
||
2851201 The second-largest city of Kronus, Pavonis still resembles an Imperial city, despite the planet’s Tau ties. It is dominated by the ancient spaceport built there millennia ago.
|
||
2851202 Urban
|
||
2851203 The city of Pavonis has changed very little since the early days of human settlement; its broad avenues still glorify the Imperium that abandoned Kronus. The winters are not as harsh as in the northlands, but overcast skies and cold rain are endemic.
|
||
2851204 ++ Adeptus Mechanicus ++
|
||
2851205 To: Magos Explorator Cumin
|
||
2851206 Transmitted: Pavonis, Planet Kronus, Lithesh Sector, Ultima Segmentum
|
||
2851207 Received: Mars
|
||
2851208 Confirmation Sigma
|
||
2851209 Duct: Astropath-terminus Hadrian
|
||
2851210 Author: Magos Explorator Gaius
|
||
2851211 The Machine God has blessed us!
|
||
2851212 I arrived on Planet Kronus in the Lithesh Sector alongside the advance force sent by the Imperial Guard’s taskforce charged with hunting a particular miscreant of the Eldar race. This target – a so-called Farseer of the Ulthwé Craftworld – is said to be operating in conjunction with the newly encountered Xenos threat tentatively categorized as the Necron. These latter have been reported on Kronus and so the Imperial Guard sent agents to investigate and seek out evidence of their target’s presence here as well.
|
||
2851213 My purpose here is not, however, to aid in some fruitless Xeno hunt. Rather I am here to find the works of one Magos Paladius, a Tech Priest mentioned in the great archives of Mars as among the most enlightened our order has ever seen. In the days after the Horus Heresy, the Fabricator General dispatched Paladius to this then-unihabited world to oversee study of the great Hellstorm Cannon recovered from the Imperator Titan Aquila Ignis after it fell to heretics. That cannon remains in the city of Ironworks Bay to this day, but my studies indicate that Paladius did much exploring of this world. My hope in coming to Kronus was that Magos Paladius may have left us some undiscovered treasures when he set about making this world his home.
|
||
2851214 Kronus has exceeded all my hopes, and in the city of Pavonis I have discovered a true wonder. Cumin, I have uncovered a functioning Aeolis-class Orbital Control Post. I need not remind you that this is a Standard Technology Construct long thought lost. We have only the vaguest description of it as the “more-efficient cousin of the Kyber Tracking Station.” What a gift for understatement our Dark Age predecessors had! This station can track all orbital activity and plot courses to evade even the most complete siege formations.
|
||
2851215 My servitors have begun a complete visual study of the post, which I will prepare for transmission to Mars as soon as practical. In the mean time I find myself working with logic engine here hoping to find clues of where else Paladius might have invoked the Machine God with such perfection.
|
||
2851218
|
||
2851300 The Rhean Jungle
|
||
2851301 Dense tropical rainforest extends throughout the drainage basin of the mighty Rhea River. The river features few outright cities, but many trading posts – often fortified against the feral Orks and Kroot who inhabit the deep jungles.
|
||
2851302 Jungle
|
||
2851303 Extremely dense jungle lines the snaking River Rhean, although past attempts to develop agriculture have left some clearings in the foliage. The shade of the canopy can lead to cool patches, but the climate is generally hot and wet, with frequent storms in the autumn and winter.
|
||
2851304 ++ Coded transmission sent to Librarian Isador Akios of the Blood Ravens ++
|
||
2851305 ++ Dated five years before the Second Kronus War and three years before Akios fell to Chaos on Tartarus++
|
||
2851306 My Lord Librarian –
|
||
2851307 My scout team has completed an initial survey of Planet Kronus in the Lithesh Sector near the anomaly known as the Damocles Gulf. As per your instructions, my brothers and I endeavored to mask our presence from the local inhabitants and to the alien powers who control this world. We arrived in system aboard the trading vessel Estrella’s Light, operated by Rogue Trader Simon Varnius, who has been of use to the Blood Ravens on several occasions.
|
||
2851308 While Trader Varnius traveled by shuttle to the world’s alien-controlled capital, my brothers and I used our modified Arvus-class lander to make landfall in the dense jungles of the south. As per you instructions, we pursued evidence of previous action by our brother Blood Ravens on this world.
|
||
2851309 Although the documents you provided to us suggest that the battle between our brothers and the heretics they pursued occurred in the north, we chose to land in the Rhean Jungle basin when our lander’s scanners picked up a signal beacon using the sacred codes of the chapter.
|
||
2851310 Our search led us into the densest jungle, infested with feral Orks and other creatures. We chose not to engage the aliens, lest we sacrifice the stealth that was our greatest advantage. We tracked the signal beacon to an overgrown junk pile – one of the common artifacts of longtime Orkish infestation. In that pile we found a battered (but still intact) narthecium case bearing the sigil of our chapter and a brief recorded message I reproduce here:
|
||
2851311 ++Find here the holy progenoid glands of Brother Terrias Null and Initiate Ezekiel Remus, fallen in battle against the ruinous powers. We continue our march toward the center of power of the heretics, but I leave here these precious organs. I fear we march to the slaughter and would have at least some of our gene-seed survive the coming storm. In the Emperor’s name, I beseech you to return this case to the Omnis Arcanum. In His Holy Name, I am Apothecary Francis of the 4th Company, Blood Ravens Chapter.++
|
||
2851312 We have no way of knowing where or when the Orks found this holy item, although we can thank their barbarity for disposing of it so casually. I judged the recovery of this lost gene-seed to take priority over further exploration and ordered our return to Trader Varnius’s vessel. I do find myself wondering at the coincidence of names, however. The records you provided us seem to be penned by one Brother Remus, while this record points to the death of an Initiate of the same name. Could there truly have been two men in the same team with the same name? And if not, then who assumed Remus’ name after his death?
|
||
2851313 —Brother Malachi Ypres, Blood Ravens 10th Scout Company
|
||
2851318
|
||
2851400 The Agamar Desert
|
||
2851401 Certainly not as populated as Greater Tash'n to the north, the Agamar Desert nonetheless bears many marks of Tau industry. The regional capital of Jandus is a bustling industrial center, while several smaller burgs dot the arid inland.
|
||
2851402 Desert
|
||
2851403 The western extension of the planet’s central desert includes both oceans of sand and “coasts” of rocky, wind-hewn mountains. Massive sandstorms periodically blanket the region.
|
||
2851404 ++ Adeptus Ministratum ++
|
||
2851405 ++ Ordo Cartographica ++
|
||
2851406 Thought for the Day: Guesswork leads to heresy.
|
||
2851407 Subject: Survey of Planet Kronus (Ultima Segmentum, Lithesh Sector) – Report #217: Agamar Desert
|
||
2851408 Author: Scribe Johannes Klein
|
||
2851409 Overview:
|
||
2851410 The great central desert that dominates the inland of Kronus reaches out to the coast along the southern edge of the Western Sea, a large body of water extending from the city of Asharris (now called Tash'n by the Xenos occupying the planet). Although not as inhospitable as the depths further east, the Agamar is hardly the ideal climate for human inhabitation and so has become a home for aliens.
|
||
2851411 Urban Centers:
|
||
2851412 The entire coastal plain is home to twenty-three habitation clusters with populations above 200, only one of which can rightly be termed a city, namely the regional capital of Jandus. Located in the mountainous highlands away from the water-line, Jandus began as a small mining colony established in the era before Kronus fell from Imperial grace. In more recent times, the Tau overlords have apparently directed a major expansion. The city now houses some 50,000 inhabitants (of which we estimate only 2,000 human souls) and several large industrial plants.
|
||
2851413 Historical Highlights:
|
||
2851414 The Agamar Desert was the site of several decisive battles between the Tau and Ork invaders. The Ork chieftain Mahrblud, rumored to be a personal envoy of the Warchief of Alsanta, led a sustained assault on the region, razing many of the smaller industrial outposts. His warband, estimated at over 10,000 strong in Tau records, then set upon the city of Jandus. The city’s defenders – a much smaller force of Tau, Kroot and humans – had the advantages of superior arms and entrenched positions, but suffered severe losses and many recovered Tau reports indicate a feeling that the city was doomed.
|
||
2851415 The defenders averted disaster by directing all their energies at eliminating Mahrblud himself. Armored units cut through the screens of Ork foot soldiers, allowing several packs of Kroot warriors to engage the Warboss and his entourage directly. According to several reports, when the Kroot raised Mahrblud’s severed head on a large pike, the Ork army rapidly fell to infighting.
|
||
2851416 Mahrblud’s skull remains on display in Jandus’s public square.
|
||
2851417 Climatology:
|
||
2851418
|
||
2851419 The coastal plain is more properly an extension of the great desert that dominates the center of the continent. Rainfall is minimal and local vegetation is principally hardy cacti and dry scrub grasses. Major climate events are limited to sandstorms. The west-facing slopes of the highlands that separate parts of the coast from the arid inland are home to some micro-climates including bands of temperate weather fed by rainfall caused by moist air driven up the slopes from the coast proper.
|
||
2851420 Xeno Influence:
|
||
2851421 Very high. Population in the region is sparse, but dominated by Tau xenotypes along with several of their servitor races, including the Vespid. There is some evidence of feral Ork population in the foothills near Jandus and the city is home to small pockets of human population.
|
||
2851500 The Ariel Highlands
|
||
2851501 The major chain of mountains along the western coast of Kronus's major continent, the Highlands feature the highest peaks on Kronus. Several Tau cities and military bases perched among the highlands before the outbreak of the current war.
|
||
2851502 Mountains
|
||
2851503 The Ariel Mountains shelter several large temperate valleys separated by high peaks passable only through tight passes. In the north, blizzards can cut off these pockets of habitation for months or even years at a time.
|
||
2851504 ++ sub-orbital tracking report ++
|
||
2851505 ++ kor run’al 2345 reporting ++
|
||
2851506 Indirect observation reveals the arrival in the Tyrean hills north of our position in the Ariel Highlands of a significant number of vehicles and troops of unknown alien construction. Standard direct tracking methods reveal only minor energy surges in several areas of the hills. Nevertheless, the team of Pathfinders assigned to this station have undertaken several reconnaissance sorties and found evidence of alien troops moving between several concealed points.
|
||
2851507 Relying on analyses received from coalition command based on encounters in the third sphere expansions, it is probable that these signs point to the action of short-range warp-jump devices of some sort and of holographic technologies consistent with the unaligned agents known as El’dar.
|
||
2851508 These hidden gateways would allow large numbers of troops to deploy with very little chance of being detected. It is likely then that these El’dar have landed a substantial number of forces in Tyrea.
|
||
2851509 Note that stations such as ours in the Ariel Highlands are currently all that stands between any such invader and the capital city. We are well equipped to repel any attempt to pass over the peaks with aerial assault vehicles or even most ground assaults, but the use of these gateways is much harder to counter. Deferring of course to the wisdom of Aun’el, I humbly request rapid reinforcement, so that we may secure all the passes and contain whatever threat lies in Tyrea.
|
||
2851510 ++ end ++
|
||
2851518
|
||
2851600 The Demes Northlands
|
||
2851601 A landmass reaching far into Kronus' arctic region, the Northlands are largely covered by polar ice and permafrost. Only outcasts and renegades have ever voluntarily made their homes in this harsh land.
|
||
2851602 Arctic Tundra
|
||
2851603 Demes features scattered boreal forests, rolling hills dotted with ancient mines, tundra and large ice fields. Snowfall occurs year round, with harsh blizzards striking throughout the winter.
|
||
2851604 ++ Adeptus Mechanicus ++
|
||
2851605 To: Magos Explorator Cumin
|
||
2851606 Transmitted: Pavonis, Planet Kronus, Lithesh Sector, Ultima Segmentum
|
||
2851607 Received: Mars
|
||
2851608 Duct: Astropath-terminus Hadrian
|
||
2851609 Author: Magos Explorator Gaius
|
||
2851610 Cumin –
|
||
2851611 I continue my exploration of Planet Kronus under the auspices of Task Force Retribution (established by the Departmento Munitorium) but in search of more of the holy relics of the Omnissiah thought lost on this world. The greatest of these, of course, is the great Hellstorm cannon of the Imperator Titan Aquila Ignis, recovered after the loathsome treason of Princeps Rufus Aquila and his Moderati during the Horus Heresy.
|
||
2851612 The journals of Magos Paladius, which I recovered in Victory Bay, speak of grave concerns that Princeps Rufus’s treason may have permanently corrupted the cannon. Although Paladius was careful with what he put down in his journal, he implies that the heretic crew gave themselves to the Chaos powers of pestilence, and feared the cannon might well be tied to that foul power still.
|
||
2851613 In traveling across the frozen wastes of the Demes Northlands, I have uncovered evidence that adds credence and immediacy to Paladius’s worries. Indeed, I had been tracking references to the cannon in the culture of this planet and found references to several “cults of the gun” having taken root among those who chose to live their lives on the planetary frontier. One such cult had been reported still active mere decades ago in the frozen Demes Northlands.
|
||
2851614 After some searching, we found the remains of this cult in a small encampment on the eastern ice fields. Their chapel was a ramshackle building marked with symbols that, although crude, clearly echoed the Hellstorm cannon. A skull surrounded by six large discs marked the main door, like a child’s representation of the gun’s barrels and fronting. Inside, we uncovered something more akin to a hospice. Ten wretches lived there, each in a stage of a withering pestilence. Small devotional shrines lined the walls, each more troubling than the last. While the cult’s crude symbols were present there, so were offerings of rotting meat and sigils reminiscent of those borne by the plague legions faced on the edge of the Maelstrom.
|
||
2851615 We purged these unfortunates and their foul chapel. But I am concerned that General Alexander’s wish to reactivate the Hellstorm cannon could release a foul pestilence of some greater sort.
|
||
2851616 I hope you can provide some guidance.
|
||
2851618
|
||
2851700 The Eres Badlands
|
||
2851701 The harshest area of the central desert band, the Badlands’ rocky dry terrain has claimed many unwary travelers. Unholy relics and foul ruins dot the Badlands, supposedly remnants of the battles of the Horus Heresy.
|
||
2851702 Desert
|
||
2851703 A natural depression on the eastern edge of the central desert, the Badlands have no known source of water. Only the occasional dust devil interrupts the pounding of the sun on this barren deathtrap.
|
||
2851704 From “Desert of the Lost: Three Cycles in the Badlands ” by Regias Han (Pavonis Press, Limited Release)
|
||
2851705 Along with thirst and hunger, madness was always with me in the Badlands. Eres is not like any other desert I had ever been in – there was something about it that slowly wore away at my mind just like the wind did the rock. Mirages and voices in the wind were constant companions, showing me the darkest corners of myself. I saw again and again the people I had hurt and lied to, the daughter I had abandoned, the wife I had betrayed.
|
||
2851706 But there were other mirages, images of things so terrible and alien that they drove me further and further into the desert, if only to escape them. The worst of these was a thing I came to call the Rose Lady.
|
||
2851707 I never saw her clearly, of course, but she was both the most beautiful and the most horrific thing I had ever encountered. In the depths of the night, she would step from the shadows, her eyes like rich quartz and her flesh a pale pink never touched by the sun. The moonlight would hint at the curve of her breasts and the line of her thighs, and waves of arousal would rush through my sleep-addled mind.
|
||
2851708 And her voice. I would hear her sing in the wind or whisper in my ear and would swoon. To this day, when I try to remember her tones, I get caught in loops of regret and yearning. It was like hearing a color, something impossibly beautiful but inherently wrong.
|
||
2851709 All the Rose Lady’s visits were rapturous, but they were also horrifying. Eventually, as she sidled up to me in my dreams, she would smile and reveal her terrifying needle-like teeth, or the light would catch the writhing serpents in her hair.
|
||
2851710 I woke screaming every morning, but yearned for her return every night.
|
||
2851718
|
||
2851800 The Hyperion Peaks
|
||
2851801 The site of intense Imperial-era mining, the Hyperion mountain range bears the huge scars of massive excavation and strip-mining endeavors. Even millennia later, the gashes in the landscape are clear.
|
||
2851802 Mountains
|
||
2851803 The Hyperion Peaks jut up from the arid expanse of the central desert, forming a barrier with the deep jungles of the Green Coast to the south. Old mines and quarries dot the barren northern slopes, while several rivers flow from the southern foothills into the jungle.
|
||
2851804 ++ Adeptus Mechanicus ++
|
||
2851805 To: Magos Explorator Cumin
|
||
2851806 Transmitted: Hyperion Peaks, Planet Kronus, Lithesh Sector, Ultima Segmentum
|
||
2851807 Received: Mars
|
||
2851808 Confirmation Sigma
|
||
2851809 Duct: Astropath-terminus Hadrian
|
||
2851810 Author: Magos Explorator Gaius
|
||
2851811 Exploration of Planet Kronus continues to provide a rich bounty of discoveries. My servitors and I have continued to explore the areas of oldest development on the planet in our search for Standand Technology Constructs or STC-derivatives.
|
||
2851812 Over the last three standard months we have moved among the peaks on the southern edge of the planet’s desert belt. These peaks are rich sources of minerals and bear the marks of intense mining activity in the early years of Imperial exploitation of the planet (circa 300.M37). Several large Manifactoria remain in use, extracting ores and sending them on in semi-refined states to the cities to the north.
|
||
2851813 For those with the eyes to look, however, it is clear that some of these facilities predate the colonial founding by many millennia. Indeed, the resource extraction rates recorded in the logic engines of the mines exceed any I have seen before. These mines are clearly closer to the Standard Template than any other mines in the Segmentum.
|
||
2851814 I have begun deeper exploration of the records within the logic engine of the oldest facility. Using the information gleaned from my analysis of the Pavonis Space Port, I have found the evidence once again of Magos Paladius, who arrived on Kronus shortly after the Horus Heresy. Paladius seemingly ordered the construction of these great mines to aid in the construction of several secondary research facilities.
|
||
2851815 The exact nature of those facilities and what became of Paladius and his wondrous knowledge of the Standard Templates left by our Dark Age predecessors remains unclear.
|
||
2851816 Assuming the blessings of the Machine God are with me, I hope to have answers for these questions by the time of my next report.
|
||
2851817
|
||
2851818
|
||
2851900 The Murad Swamplands
|
||
2851901 A large island at the mouth of the Morriah Sea, Murad is a dense and muggy region full of wildlife and dotted with ancient ruins. A few human settlements stand on the northern coast.
|
||
2851902 Swamps
|
||
2851903 The currents of the Morriah and Eastern Seas make for idyllic weather on the northern coast, but as soon as one leaves the beach, the muggy swamps of the interior take over. Tropical storms are commonplace in the summer and autumn.
|
||
2851904 ++ vox transmission fragment ++
|
||
2851905 ++ origin – murad meteorological station 13 ++
|
||
2851906 ++ vox ident inconclusive ++
|
||
2851907 Not sure if anyone is receiving these reports, but we think we’ve discovered what the madmen who have been assaulting us are after. This place used to be a weather station before this whole world went mad. There’s actually a vid-record here of the Deimos shoreline on the horizon and how it went from some tropical beach resort to a … to a, I don’t know what it’ become… Some sort of hell, I guess.
|
||
2851908 Anyway, we’ve been using this place as a base of operations. The walls are solid and we can pretty easily control access. But last week we started coming under nightly assault from what I can only think of as frothing madmen. I think they were human once, but they’ve obviously lost all sense and seemed to be launching themselves at us for no reason. They’d come in small boats across the straights from Deimos, shouting mad oaths I’d rather not repeat. We held them off night after night, but it couldn’t last forever, and I asked some of the guys to look deeper in the jungle and see if they could find another station or somewhere we could fall back to.
|
||
2851909 What they found has got to be what the freaks are after. I just came back from seeing it myself and I’m not sure I want to describe it… a sort of statue I guess… it was covered in creeper vines until we cleared off about half of it… I’m not sure what it’s supposed to be, it’s like flames or something with people caught in them…
|
||
2851910 There are lines and lines of text carved into the rock too, but I couldn’t read it. I’m sure some of it would sound a lot like the madmen’s screams.
|
||
2851911 The faces in the flames, though… they looked familiar… like I knew they’d be there…
|
||
2851912 ++ transmission ends ++
|
||
2851918
|
||
2852000 The Morriah Coast
|
||
2852001 According to the humans and Tau who make their homes on the Morriah Coast, the ruins of some ancient civilization lurk deep in the unexplored heart of the inland jungles. The rise of the Necrons has given these legends a new and terrible verisimilitude.
|
||
2852002 Forest
|
||
2852003 The coast of Morriah Bay to the south is home to broad sand beaches and a pleasant, hot climate. The inland forests, however, feature heavier precipitation and cooler temperatures.
|
||
2852004 ++ Situation Report ++
|
||
2852005 ++ Hunter Cadre Bluestar ++
|
||
2852006 ++ Reporting Commander: Shas’el Vior’la Jan’kai ++
|
||
2852007 O’Shovah –
|
||
2852008 Our operation to drive the jungle-dwelling Ork population out of the peninsula north of the Morriah Sea continues to make slow, but steady progress.
|
||
2852009 The Orks of this region are far less organized than those we faced in the capital city of Tash’n upon our arrival on this world two cycles ago. Without the central authority of one of their chieftains, they seem to revert to savage tribal warfare tactics, more focused on raiding whoever is at hand than on making any concerted efforts to take and hold territory. Our cadre has thus been able to outmaneuver the Orks by anticipating likely targets for their aggression and striking at their flanks. This allows us to compensate for the massive numerical advantage enjoyed by the enemy, who outnumber us some twenty or thirty to one.
|
||
2852010 The Vespid auxiliaries in our Cadre have proven especially effective in this battle. They are able to fly at high speeds through the dense foliage, striking at the enemy and then vanishing again into the canopy. According to Pathfinders observing from cover, these raids regularly drive the Orks into apoplectic fits as they scramble up trees or launch volleys of crude projectiles into the foliage, only to be attacked from another front. The disarray the Vespid cause creates perfect opportunities for barrages from fire warrior teams or crisis suits, or even for close assault by Kroot carnivore teams.
|
||
2852011 I am confident we can continue this harrying tactic with minimal loss and slowly drive the Orks south and westward. Actually eliminating these barbarians, however, will require more firepower than my cadre has at its disposal.
|
||
2852012 For the Greater Good,
|
||
2852013 Shas’el Vior’la Jan’kai
|
||
2852014 ++ end report ++
|
||
2852018
|
||
2852100 The Green Coast
|
||
2852101 The Green Coast has long been the abode of feral Orks and other dangerous beasts. Now it is the heart of Warlord Gorgutz' great Waaagh!, which threatens to spread across all of Kronus and beyond.
|
||
2852102 Swamplands
|
||
2852103 Riddled with hundreds of rivers flowing into the warm Southern Sea, the coastline itself is more mirage than reality. Huge expanses of floating vegetation stretch out for miles beyond solid ground, while fetid saltwater swamps stretch inland just as far.
|
||
2852104 ++ Reconnaissance Report ++
|
||
2852105 ++ Stealth Team Lonehunter ++
|
||
2852106 Be advised that reports from Kor’shi command in close orbit are confirmed. The object that recently impacted the tropical coast of the Rhean Sea was indeed a crude form of transport employed by Ork invaders. Close observation has revealed several salient details:
|
||
2852107 The object seems to have been a hollowed out natural asteroid or at the very least is built from a great deal of ferrous ores. Although scarred by entry into the atmosphere and by impact, the object remains a great stone mountain jutting from the marshes of the Green Coast. This is clearly what the Orks refer to as a “rok.”
|
||
2852108 The local feral Ork population greeted the impact initially with alarm and aggression, and indeed the tremendous impact destroyed several settlements outright. Close reconnaissance reveals that a large battle occurred shortly after impact, presumably when the rok disgorged its passengers and they were set upon by the surviving feral Orks.
|
||
2852109 Aggression between the feral and newcomer Orks has largely abated. The rok apparently housed a powerful chieftain (going by the name Warlord Gorgutz) who has imposed his authority over all Orks in the region.
|
||
2852110 This Gorgutz is highly aggressive and seems intent on conquest. Orkish energies in the Green Coast are now focused on readying for a great conquest. The least primitive of the Orks are busy assembling great numbers of vehicles and producing huge stocks of weapons.
|
||
2852111 Team Lonehunter will continue to observe and do our best to strike crippling blows where we can, but stopping these barbarians requires a much larger force. Several cadres are called for, including many Kroot teams who can face the Orks in close combat.
|
||
2852112 ++ end ++
|
||
2852118
|
||
2852200 The Deimos Peninsula
|
||
2852201 Once an idyllic retreat, the powers of Chaos have twisted and tainted Deimos until it now resembles the darkest reaches of the Warp. They plan to spread this contagion across Kronus.
|
||
2852202 Daemon World
|
||
2852203 The powers of the Warp have transformed Deimos into an open sore on the surface of Kronus. Blood bubbles from the earth, ruinous energies pulse through the air, and the sky is shrouded in black clouds of plague flies.
|
||
2852204 From the Ninth Book of Black Inheritance:
|
||
2852205 In the appointed time, Eliphas the Inheritor, Dark Apostle and Bearer of the Word of Chaos Undivided, returned to the soil of the planet Kronus. His will had ever been with this world where he had shed the blood of the deluded followers of the False Emperor, but the Dark Apostle had watched over the world from afar until this glorious night.
|
||
2852206 A small cabal of men arrived at the Third Temple of Black Succession in the far south of the Deimos Peninsula. They came aboard a small air vessel, having escaped from the rise of the soulless Necrons in the harsh desert to the north. Driven out of the shackles of reason by their experiences, these men clung to their faith as a beacon of hope. As is right and true, they turned their prayers to the eight-pointed star to bring them and their world salvation.
|
||
2852207 One among the men was named Virgilius and was especially faithful. He was greeted with open arms by the temple’s presbyter, Flavian. Virgilius read frequently from that most holy of texts, The Book of the Epistles of Lorgar, and so knew what must occur. On the eighth night of their visit to the temple, he woke his fellows and asked them to accompany him to the great chamber at the temple’s heart. Virgilius had led them true thus far and so these wretches followed him anew.
|
||
2852208 In the chamber, they found their salvation awaiting them. In the configuration of our most holy faith, eight iron pikes stood planted in the stonework. The presbyter and his deacons also awaited in the chamber and when the least true of the men succumbed to fear and attempted to flee, they did take him and place him on the pike at the fourth minor octant. In his screaming he issued the fifteenth curse, which Virgilius and Flavian took to be a most auspicious omen. Soon the other six of Virgilius’ companions had been positioned and their blood ran down the grooves in the temple floor.
|
||
2852209 Flavian turned to Virgilius, ready to submit this man if his faith were to falter at the last instant. But he need not have worried, for Virgilius knew the truth of Chaos Undivided and what was required of him. He walked with confident strides to the pike at the first major octant, and stepping upon the shoulder of the prostrate deacon there, climbed upon it and allowed it to bite deep into his flesh. As his weight slid him down the pike, Virgilius extended his hand for the final element and Flavian was quick to provide him with the black blade.
|
||
2852210 With a swift motion, Virgilius opened his abdomen to allow his entrails to fall. As the life left him, he saw the warp open between the points of the star and watched Eliphas the Inheritor step forth at last.
|
||
2852211 Thus did the Ninth Inheritance begin.
|
||
2852218
|
||
2852300 Victory Bay
|
||
2852301 Once the capital city of Kronus, Ironworks Bay stood abandoned and derelict for centuries before the Imperial Guard arrived. They have renamed the city Victory Bay in honor of their coming reconquest of the planet.
|
||
2852302 Urban
|
||
2852303 The city of Victory Bay itself lies at the northern end of the temperate belt and is prone to long winters and rain much of the rest of the year. The provincial hinterland, however, stretches to the south where agrifarms take advantage of the milder summers.
|
||
2852304 ++Propaganda Leaflet Dropped In Major Cities of Northeast Kronus++
|
||
2852305 Today Is Victory Day!
|
||
2852306 Citizens of the Imperium rejoice! Liberation from the yoke of alien domination is at hand! The Emperor who rules us all has sent his brave troops to face the tyrannical despots and mad heretics who have enslaved Kronus and return our world to His Grace.
|
||
2852307 The alien invaders from the Tau Empire who stole Kronus from the Imperium have abandoned and neglected the city of Ironworks Bay, your proper capital. They fear the might of the God-Emperor, represented so clearly by the great Hellstorm Cannon that watches over the city. Taken from one of the Emperor’s own great Titan war machines, it is now in Imperial hands once again.
|
||
2852308 To mark this first blow for liberation, Ironworks Bay has become Victory Bay by order of Governor-Militant Alexander, leader of the brave soldiers of the Imperial Guard’s 1st Kronus regiment.
|
||
2852309 Soon this victory will spread across Kronus as the Liberators strike against the aliens, heretics and traitors who beset this fine world.
|
||
2852310 Prepare for that day now! The chains of alien domination are weak and you can break them!
|
||
2852311 Take heart in the words of the Governor-Militant, spoken when he arrived on Kronus:
|
||
2852312 “Look around you, at the skeletal buildings and the abandoned roads of this once-great city. See in the signs of neglect and just how far this world has strayed from the path set for it by our beloved Emperor. We are here to set this world aright and our first step shall occur right here. The defeat of our enemies begins here on this very day, and so I name this reborn city as Victory Bay. In the Emperor’s Name.”
|
||
2852313
|
||
2852314 Revere the Emperor. Honor His Troops. Earn His Grace.
|
||
2852315 Victory Day Is Today.
|
||
2852400 North Vandea
|
||
2852401 Known for its harsh winters and hardy settlers, North Vandea is now home to the Castellum Incorruptus, a massive fortress from which the Space Marines of the Blood Ravens chapter launch their purge of the planet.
|
||
2852402 Mountains
|
||
2852403 The coast of North Vandea is battered by cold salt spray while winter snows lash inland. The Blood Ravens have practiced a scorched earth policy in the region, leaving little but barren rock and ice before them.
|
||
2852404 ++ Adeptus Astartes ++
|
||
2852405 ++ Blood Ravens Chapter ++
|
||
2852406 ++ Record of the Kronus Campaign ++
|
||
2852407 ++ Codicier Venetius, 4th Company ++
|
||
2852408 ++ Public Declaration ++
|
||
2852409 Due to rampant heresy and overwhelming xeno influence, the Blood Ravens have declared the planet of Kronus to be mundis prohibitis. In order to protect what uncorrupted holy relics may remain on this benighted world, and to prevent any spread of the cancer gripping Kronus, the Chapter Master and Chief Librarian of the Blood Ravens has ordered that a great purge take place. Brother-Captain Davian Thule, commanding elements of the First, Second and Fourth Companies, shall lead this crusade. Standing at his side shall be Chaplain Mikelus and Librarian Anteas.
|
||
2852410 Therefore, the Imperial Guard forces serving under General Lukas Alexander and currently dispatched to the planet's surface, are hereby ordered to cease and desist at once, and to evacuate the system forthwith. This order comes under the authority granted to the Space Marines by the Emperor Himself at the dawn of His rule.
|
||
2852411 Those who stand against the Blood Ravens can expect only swift and merciless death.
|
||
2852412 Glory to the Emperor.
|
||
2852413 ++ End ++
|
||
2852414
|
||
2852500 Sama Desert
|
||
2852600 The Rokclaw Foothills
|
||
2852700 The Forgotten Isles
|
||
2852800 Knocknarea
|
||
2852900 Nan Yanoi
|
||
2853000 Irridene
|
||
2853100 Nirraein
|
||
2853200 Principian Badlands
|
||
2853300 Kier Harrad
|
||
2853400 Kier Harrad
|
||
2853500 Broken Coast
|
||
2853600 Upper Wastes
|
||
2853700 Coastal Imossa
|
||
2853800 The Morholt Range
|
||
2853900 The Peninsula of Iseult
|
||
2854000 Riwalin
|
||
2854100 Gurmun's Pass
|
||
2854200 Tristram Plains
|
||
2854300 Marconia
|
||
2854400 Parmenie
|
||
2854500 Parmenian Steppe
|
||
2854600 Lacunae
|
||
3000100 Easy
|
||
3000101 Advanced
|
||
3000500 You have cleansed %1TERRITORY% of %2RACEDESCRIPTION%
|
||
3000501 You have defended %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000502 You have been driven back from %1TERRITORY% by %2RACEDESCRIPTION%
|
||
3000503 You have lost %1TERRITORY% to %2RACEDESCRIPTION%
|
||
3000504 the foul Loyalists of the Blood Ravens chapter.
|
||
3000505 the Mon-Keigh zealots of the Blood Ravens Space Marines.
|
||
3000506 the treasonous Space Marines of the Blood Ravens chapter.
|
||
3000507 the deluded human Space Marines.
|
||
3000508 da humies in da Blood Ravens Space Marines.
|
||
3000509 the murderous Imperial Space Marines.
|
||
3000550 You have retaken %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000551 You have defended %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000552 You have failed to retake %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000553 You have lost %1TERRITORY% to %2RACEDESCRIPTION%
|
||
3000554 the deluded aliens of the Tau Empire.
|
||
3000555 the young and foolish forces of the Tau Empire.
|
||
3000556 the invaders from the inhuman Tau Empire.
|
||
3000557 the naive Tau and Kroot.
|
||
3000558 the naive Tau and Kroot.
|
||
3000559 the alien forces of the Tau Empire.
|
||
3000600 Da Waaagh! has taken %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000601 Youz kept %1TERRITORY% nice 'n Orky. Dat'll show %2RACEDESCRIPTION%
|
||
3000602 Zog! Youz been beaten back from %1TERRITORY% by %2RACEDESCRIPTION%
|
||
3000603 Zog! Youz done lost %1TERRITORY% to %2RACEDESCRIPTION%
|
||
3000604 the brutish Orks of Warlord Gorgutz.
|
||
3000605 the barbarous Orks of Warlord Gorgutz.
|
||
3000606 the green tide of Ork filth.
|
||
3000607 the Ork infestation.
|
||
3000608 the bestial Orks of Warlord Gorgutz Headhunter.
|
||
3000609 the bloodthirsty Orkish horde.
|
||
3000650 Chaos Undivided has claimed %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000651 You have defended %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000652 You have failed to take %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000653 You have lost %1TERRITORY% to %2RACEDESCRIPTION%
|
||
3000654 the heretical tide of the Word Bearer Chaos Marines.
|
||
3000655 the Word Bearer Chaos Marines, servants of the Ancient Enemy.
|
||
3000656 the heretical and Warp-spawned Chaos Marines.
|
||
3000657 the Warp-maddened servants of the Chaos Gods.
|
||
3000658 dem spikey boyz in da Word Bearer Chaoz Marines.
|
||
3000659 the madmen of the Word Bearer Chaos Space Marines.
|
||
3000700 You have liberated %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000701 You have defended %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000702 The forces sent into %1TERRITORY% have been repelled by %2RACEDESCRIPTION%
|
||
3000703 You have lost %1TERRITORY% to %2RACEDESCRIPTION%
|
||
3000704 the False Emperor's pawns in the Imperial Guard.
|
||
3000705 the mulish Mon-Keigh of the Imperial Guard's 1st Kronus regiment.
|
||
3000706 the treasonous Imperial Guardsmen of the 1st Kronus Regiment.
|
||
3000707 the foul human swarm of the Imperial Guard.
|
||
3000708 da hummies of da Imperial Guard.
|
||
3000709 the invading Imperial Guard forces of the dictator Lukas Alexander.
|
||
3000750 You have gained control of %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000751 You have defended %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000752 Your attempt to control %1TERRITORY% has been repelled by %2RACEDESCRIPTION%
|
||
3000753 You have lost %1TERRITORY% to %2RACEDESCRIPTION%
|
||
3000754 the Eldar witches of Craftworld Ulthwé.
|
||
3000755 the treacherous Eldar of Craftworld Ulthwé.
|
||
3000756 the Eldar forces of the devious Farseer Taldeer.
|
||
3000757 the sad remnants of the long-dead Eldar Empire.
|
||
3000758 da fragile little Eldars.
|
||
3000759 the El'dar invaders from Craftworld Ulthwé.
|
||
3000800 You have purged %1TERRITORY% of %2RACEDESCRIPTION%
|
||
3000801 You have held %1TERRITORY% from %2RACEDESCRIPTION%
|
||
3000802 Your purge of %1TERRITORY% has failed against %2RACEDESCRIPTION%
|
||
3000803 The plague of life has returned to %1TERRITORY% due to %2RACEDESCRIPTION%
|
||
3000804 the ancient and hated Necrons.
|
||
3000805 the genocidal tide of the returned Necrons.
|
||
3000806 the soulless alien Necrons.
|
||
3000807 the murderous Necrons.
|
||
3000808 dem freaky metal boyz, da Necrons.
|
||
3000809 the ancient Necron monstrosities.
|
||
3000900 You have been driven from your stronghold and utterly defeated. Your camapign for Kronus is over.
|
||
3001000 Storm Bolter
|
||
3001001 Storm Bolter: Fires multiple armor-piercing bolter shots per attack, sending a hail of death at the opponent.
|
||
3001002 Requires Plasma Pistol.
|
||
3001010 Veteran’s Pauldrons
|
||
3001011 Pauldrons: Heroes of the Blood Ravens chapter wear golden pauldrons crafted by the master-artificers aboard the Omnis Arcanum.
|
||
3001012 Greatly increases health.
|
||
3001020 Custom Greaves
|
||
3001021 Greaves: Gilded with the Aquila Imperialis, these greaves include advanced motivators that allow the marine to move faster in combat.
|
||
3001022 Increases speed and health.
|
||
3001030 Champion’s Gauntlets
|
||
3001031 Gauntlets: These master-crafted gauntlets are awarded to the champions of the Blood Ravens’ honored First Company.
|
||
3001032 Increases health and damage.
|
||
3001040 Iron Halo
|
||
3001041 Iron Halo: Revered as a relic of the Blood Raven’s unknown Primarch, the halo projects an energy field that disrupts incoming fire.
|
||
3001042 Protects against ranged attacks; increases health.
|
||
3001050 Teleporter
|
||
3001051 Teleporter: This advanced personal teleporter allows a marine to jump across obstacles on the battlefield.
|
||
3001052 Enables teleportation.
|
||
3001060 Daemonhammer
|
||
3001061 Daemonhammer: The Inquisition granted the chapter this mighty weapon after a battle against the forces of Chaos.
|
||
3001062 Requires Rogal's Fist
|
||
3001070 Azariah’s Cincture
|
||
3001071 Azariah’s Cincture: Handed down from the early commander of the Blood Ravens, this belt empowers upgrades to Marine power armor.
|
||
3001072 Protects against melee attacks; increases health.
|
||
3001080 Plasma Pistol
|
||
3001081 Plasma Pistol: Fires a bolt of super-heated plasma, burning through armor and flesh alike.
|
||
3001082 Replaces standard bolt pistol.
|
||
3001090 Alexian’s Blade
|
||
3001091 Alexian’s Blade: Once wielded by Commander Alexian, a legendary hero of the Blood Ravens, this power sword crackles with deadly energy.
|
||
3001092 Replaces standard chainsword.
|
||
3001100 Necrontyr Sigils
|
||
3001101 Necrontyr Sigils: Adorning the hilt of the Staff of Light, these ancient sigils empower the weapon to fire powerful gauss blasts at the enemy.
|
||
3001102 Upgrades ranged attacks.
|
||
3001110 Gauss Flayer
|
||
3001111 Gauss Flayer: A full gauss flayer embedded in the Staff of Light allows the Necron Lord to fire devastating bolts of energy at his foes.
|
||
3001112 Requires Necrontyr Sigils.
|
||
3001120 Skinning Blades
|
||
3001121 Skinning Blades: Able to flense flesh and slice through armor, these blades inspire dread in all those who face the Necron Lord in close combat.
|
||
3001122 Increases melee damage and morale loss.
|
||
3001130 Reaping Blades
|
||
3001131 Reaping Blades: With these additional blades, the Staff of Light can cut though the toughest of armor, and becomes effective against vehicles.
|
||
3001132 Requires Skinning Blades.
|
||
3001140 Heart of Darkness
|
||
3001141 Heart of Darkness: Advanced self-repair systems in the Necron Lord’s living metal make him even harder to bring down in combat.
|
||
3001142 Increases health regeneration.
|
||
3001150 Death Mask
|
||
3001151 Death Mask: Adorned to resemble the death he brings to the living, the Necron Lord forces hidden enemies to reveal themselves.
|
||
3001152 Reveals infiltrated units; increases health.
|
||
3001160 Reinforced Body
|
||
3001161 Reinforced Body: The Necron Lord’s body of living metal receives substantial reinforcement, making him more resilient in combat.
|
||
3001162 Reduces damage from Melee; greatly increases health.
|
||
3001170 Mantle of Doom
|
||
3001171 Mantle of Doom: Marked by the favor of the C’tan, the Necron Lord becomes an unstoppable death bringer.
|
||
3001172 Increases health and morale; requires Reinforced Body
|
||
3001180 Death Shroud
|
||
3001181 Death Shroud: Draping his skeletal form in a rotting shroud, the Necron Lord becomes as a gruesome specter, moving from corpse to corpse.
|
||
3001182 Increases speed; reduces damage from ranged attacks.
|
||
3001190 Death Grip
|
||
3001191 Death Grip: His arms marked with the sigils of C’tan favor, the Necron Lord wields his weapons with increased power.
|
||
3001192 Increases damage and health.
|
||
3001200 Fusion Blaster
|
||
3001201 Fusion Blaster: Upgrade the XV22 Battlesuit with a fusion blaster capable of melting through building and vehicle armor.
|
||
3001202 Replaces standard burst cannon.
|
||
3001210 Plasma Rifle
|
||
3001211 Plasma Rifle: Upgrade the XV22 Battlesuit with an anti-infantry plasma rifle, able to do massive damage to unprotected troopers.
|
||
3001212 Requires Fusion Blaster.
|
||
3001220 Missile Pods
|
||
3001221 Missile Pods: Equip the XV22 Battlesuit with two shoulder-mounted missile pods, making it into a powerful anti-vehicle platform.
|
||
3001222 Additional weapon; effective against vehicles.
|
||
3001230 Flamer
|
||
3001231 Flamer: Equip the XV22 Battlesuit with an arm-mounted Flamer to incinerate infantry foolish enough to get within range.
|
||
3001232 Additional weapon; effective against infantry.
|
||
3001240 Jetpack
|
||
3001241 Jetpack: Upgrade the XV22 Battlesuit with a jetpack and support boosters, enabling it to leap across obstacles and across the battlefield.
|
||
3001242 Enables jump capability.
|
||
3001250 Advanced Sensor Array
|
||
3001251 Sensor Array: Upgrade the XV22 Battlesuit to include cutting edge optics, enabling it to break through enemy stealth fields.
|
||
3001252 Reveals infiltrated units; increases health.
|
||
3001260 Iridium Armor
|
||
3001261 Iridium Armor: Reinforced plates of iridium make the XV22 Battlesuit significantly more resilient in battle.
|
||
3001262 Reduces damage from all attacks; greatly increases health.
|
||
3001270 Stealth Field
|
||
3001271 Stealth Field: Upgrade the XV22 Battlesuit to include a full stealth field, cloaking it from enemy units and allowing it to attack from hiding.
|
||
3001272 Enables infiltration.
|
||
3001280 Shield Drone
|
||
3001281 Shield Drone: Enter combat accompanied by a small drone able to draw enemy fire and generate a powerful ion shield.
|
||
3001282 Commander can train one shield drone.
|
||
3001290 Gun Drone
|
||
3001291 Gun Drone: Add a second drone to accompany the XV22, this one equipped with small arms to protect against attacking infantry.
|
||
3001292 Commander can train gun drones; requires Shield Drone.
|
||
3001300 Plasma Pistol
|
||
3001301 Plasma Pistol: Fires a bolt of super-heated plasma, burning through armor and flesh alike.
|
||
3001302 Replaces standard bolt pistol.
|
||
3001310 Melta Gun
|
||
3001311 Melta Gun: Fires a stream of sub-molecular pyrum-petrol gas able to incinerate men and structures alike.
|
||
3001312 Requires Plasma Pistol
|
||
3001320 Manreaper
|
||
3001321 Manreaper: This great scythe corrupted by the filth seeping from Nurgle's throne brings pain and death to all who face its blade.
|
||
3001322 Replaces standard power sword.
|
||
3001330 Accursed Crozius
|
||
3001331 Accursed Crozius: Corrupted along with the legion's chaplains, Accursed Crozii are wielded by the Dark Apostles of the Word Bearer Legion.
|
||
3001332 Requires Manreaper
|
||
3001340 Daemonic Gauntlets
|
||
3001341 Daemonic Gauntlets: With the essence of daemons of scorn bound within them, these gauntlets make the wielder's blows bite deeper and strike truer.
|
||
3001342 Increases damage and health.
|
||
3001350 Runic Boots
|
||
3001351 Runic Boots: marked with the runes of mighty juggernauts of Khorne, these boots make the wearer as immovable as those fearsome beasts.
|
||
3001352 Grants immunity to knockdown; increases health.
|
||
3001360 Helm of Lorgar
|
||
3001361 Helm of Lorgar: Once worn by the Primarch himself, this helm reveals all enemies and sends searing pain coursing through them.
|
||
3001362 Reveals infiltrated units; increases melee damage and health.
|
||
3001370 Pauldrons of Doom
|
||
3001371 Pauldrons: The same daemons bound into Chaos Predators lurk within these pauldrons and grant the wearer a measure of their resilience.
|
||
3001372 Greatly increases health.
|
||
3001375 Daemonic Ascension
|
||
3001376 Ascension: Eliphas the Inheritor permantly ascends to become a mighty Daemon Prince.
|
||
3001377 Requires all other wargear.
|
||
3001380 Daemonic Armor
|
||
3001381 Armor: Marked with sigils of decay, this armor's entropic powers turn an enemy's mighty blows into mere pinpricks.
|
||
3001382 Protects against melee attacks; greatly increases health.
|
||
3001390 Banner of Chaos
|
||
3001391 Banner: A proclamation of the Dark Gods' favor, this banner of flayed human skin strikes fear into all enemies.
|
||
3001392 Damages enemy morale; increases Chaos Lord's health.
|
||
3001400 Shuriken Pistol
|
||
3001401 Shuriken Pistol: Firing mono-molecular plasti-crystal shards at fantastic velocities, this shuriken pistol brings death to the Craftworld's enemies.
|
||
3001402 Replaces basic pistol.
|
||
3001410 Twin Shuriken Pistol
|
||
3001411 Twin Shuriken Pistol: Essentially two shuriken pistols firing simultaneously, this weapon unleashes a terrifying stream of projectiles.
|
||
3001412 Requires Shuriken Pistol.
|
||
3001420 Witchblade
|
||
3001421 Witchblade: A mighty force spear, the Witchblade makes the Farseer a deadly force in melee combat.
|
||
3001422 Replaces the standard power sword.
|
||
3001430 Singing Spear
|
||
3001431 Singing Spear: This mighty weapon features two psychically charged blades capable of cutting through armor and flesh with ease.
|
||
3001432 Requires Witchblade
|
||
3001440 Gauntlets of Isha
|
||
3001441 Gauntlets: Named for the Eldar harvest goddess, these gauntlets channel psychic energies allowing the Farseer to recover more quickly.
|
||
3001442 Increases ability recharge rate and health
|
||
3001450 Runes of Witnessing
|
||
3001451 Runes of Witnessing: These runes guide the Farseer's vision, exposing hidden enemies and new sources of psychic power.
|
||
3001452 Reveals infiltrated enemies; increases ability recharge rate.
|
||
3001460 Ghosthelm
|
||
3001461 Ghosthelm: The helm's crystalline psychic circuitry masks the Farseer's spirit in the Warp allowing her to safely tap deeper reserves of power.
|
||
3001462 Increases ability recharge rate and health
|
||
3001470 Wraithbone Armor
|
||
3001471 Armor: Large plates of wraithbone encase the Farseer, offering her increased protection without reducing her mobility.
|
||
3001472 Greatly increases health.
|
||
3001480 Runes of Warding
|
||
3001481 Runes of Warding: These runes create a field of psychic interference, causing enemy attacks to go astray.
|
||
3001482 Protects against ranged attacks; increases health.
|
||
3001490 Rune Aura
|
||
3001491 Rune Aura: Powerful runes charged with psychic energy fill the air, healing the Farseer and her allies.
|
||
3001492 Markedly increases regeneration of Farseer and nearby allies.
|
||
3001500 Storm Bolter
|
||
3001501 Storm Bolter: Fires multiple armor-piercing bolter shots per attack, sending a hail of death at the opponent.
|
||
3001502 Replaces standard bolter.
|
||
3001510 Plasma Pistol
|
||
3001511 Plasma Pistol: Fires a bolt of super-heated plasma, burning through armor and flesh alike.
|
||
3001512 Requires Storm Bolter
|
||
3001520 Master-Crafted Power Claws
|
||
3001521 Master-Crafted Power Claws: Forged by a great artisan, these claws surpass those issued more regularly in every way.
|
||
3001522 Replaces standard power-claws.
|
||
3001530 Power Fists
|
||
3001531 Power Fists: Channeled energy magnifies the power fist wielder's strength, allowing him to crush the Imperium's foes.
|
||
3001532 Requires Master-Crafted Power Claws
|
||
3001540 Victory Sash
|
||
3001541 Victory Sash: A mark of distinction awarded to senior officers, this red sash is a sign the regiment is led by a true hero of the Imperium.
|
||
3001542 Increases Morale of all Guardsmen squads and overall Requisition rate.
|
||
3001550 Carapace Greaves
|
||
3001551 Carapace Greaves: These reinforced armored greaves grant excellent protection without sacrificing mobility.
|
||
3001552 Increases movement speed and health.
|
||
3001560 Targeting Optics
|
||
3001561 Targeting Optics: Bionic augmentation allows the Imperial General to see across several spectrums and provides ready tactical data.
|
||
3001562 Reveals infiltrated units and increases damage of ranged attacks
|
||
3001570 Carapace Pauldrons
|
||
3001571 Carapace Pauldrons: Reinforced armaplas shoulder guards keep the wearer safe even in the heat of battle.
|
||
3001572 Protects against ranged attacks; increases health.
|
||
3001580 Carapace Chest Plate
|
||
3001581 Carapace Chest Plate: Layers of armaplas and ceramite protect all vital organs against incoming fire.
|
||
3001582 Protects against ranged attacks; increases health.
|
||
3001590 Governor's Raiment
|
||
3001591 Raiment: The gilded cape of an Imperial Governor emphasizes his authority and status, making additional resources and troops available.
|
||
3001592 Adds Squad and Vehicle Cap; allows Kasrkin Bodyguard in Command Squad.
|
||
3001600 Kustom Shoota
|
||
3001601 Kustom Shoota: Da Mek Boyz have worked up this nice shoota with two barrels to gun down the humies and the rest of them.
|
||
3001602 Replaces standard Shoota.
|
||
3001610 Mega Blasta
|
||
3001611 Mega Blasta: Da Big Mek uses dis gun lots, but that don't mean da Boss can't use it to fry up his enemies too.
|
||
3001612 Requires Kustom Shoota
|
||
3001620 Bigga Claw
|
||
3001621 Bigga Claw: If you thought yer claw was chopping 'em up before, just you try this kustom job!
|
||
3001622 Replaces standard Claw.
|
||
3001630 Mega Claw
|
||
3001631 Mega Claw: Hah! What's better than a big claw to chop 'em up? A big claw with fire runnin' through it!
|
||
3001632 Requires Bigga Claw
|
||
3001640 Red Iron Gob
|
||
3001641 Red Iron Gob: Get a fancy new Iron Gob to make ya look flash and let ya chomp down on the humies.
|
||
3001642 Increases melee damage and health.
|
||
3001650 Fasta Legz
|
||
3001651 Fasta Legz: Red ones go fasta! These new legz will let ya catch up with any gits getting away.
|
||
3001652 Increases speed and health.
|
||
3001660 Big Horns
|
||
3001661 Big Horns: Wear da horns of an even bigga beast and use 'em to tear the humies apart!
|
||
3001662 Increases melee damage and health.
|
||
3001670 Mega 'Eavy Armor
|
||
3001671 Mega 'Eavy Armor: Da Big Meks have made ya that best armor, cause yer the best Ork!
|
||
3001672 Greatly increases health.
|
||
3001680 Skullz
|
||
3001681 Skullz: Show off yer 'ead 'unting with the skullz of yer enemies on a couple nice pointy sticks!
|
||
3001682 Damages enemy morale; increases Warboss's health.
|
||
3001690 Boss Pole
|
||
3001691 Boss Pole: Other Orks build Waaagh! Banners. You carry one on yer back!
|
||
3001692 Increases Ork Population, Vehicle Cap and Warboss's health.
|
||
3001900 Add Item
|
||
3001901 Remove Item
|
||
3001902 Continue
|
||
3001910 Select wargear from list.
|
||
3001920 HEALTH
|
||
3001921 RANGED DAMAGE
|
||
3001922 MELEE DAMAGE
|
||
3001923 AVAILABLE NUMBER OF SELECTIONS
|
||
3002000 Wargear Awarded
|
||
3002001 Your conquest of Kronus has begun. The powers of Chaos grant you a piece of unholy wargear. You may gain more by conquering five provinces for Chaos.
|
||
3002010 Wargear Awarded
|
||
3002011 You have conquered five provinces and the beasts of the Warp grant you additional wargear. Gain more by conquering a total of fifteen provinces.
|
||
3002020 Wargear Awarded
|
||
3002021 You have conquered fifteen provinces and earned the favor of the Chaos Gods. They grant you another piece of wargear from their eldritch stores.
|
||
3002030 Wargear Awarded
|
||
3002031 You have killed 2000 of your enemies, and the powers of Chaos grant you with a piece of unholy wargear. Earn more by accumulating 5000 kills.
|
||
3002040 Wargear Awarded
|
||
3002041 You have shed the blood of 5000 enemies in your conquests, earning another piece of Chaos wargear.
|
||
3002050 Wargear Awarded
|
||
3002051 You have shattered three enemy strongholds. The Gods of Chaos show their favor and award you another piece of wargear.
|
||
3002060 Wargear Awarded
|
||
3002061 In your last battle, three enemies died for every follower you lost. In honor of this accomplishment, you earn a piece of Chaos wargear.
|
||
3002065 Wargear Awarded
|
||
3002066 Your success in defending lands from those who would take them from chaos earns you a piece a wargear. You can earn more by completing 3 successful defenses.
|
||
3002067 Three times you have driven back those who would drive Chaos from the land. In recognition, the dark powers award you another piece of wargear. Earn more by completing 7 successful defenses.
|
||
3002068 The Chaos Gods smile upon you for repelling seven enemy attacks. They grant you another dark relics of their favor. Make one wargear selection.
|
||
3002070 Conquering %2TERRITORY% has earned you the right to train a %1UNIT% for your honor guard.
|
||
3002071 Your defense of %2TERRITORY% has preserved your %1UNIT% for your honor guard.
|
||
3002072 You have gained the %1ABILITY% ability. This ability is in effect so long as you hold %2TERRITORY%.
|
||
3002073 Your defense of %2TERRITORY% has preserved your %1ABILITY% ability.
|
||
3002074 You have utterly defeated the %1RACEDESCRIPTION%, driving them from the daemonworld.
|
||
3002075 You have lost a %1UNIT% from your honor guard. To regain it, you must retake %2TERRITORY%.
|
||
3002076 In failing to conquer %2TERRITORY%, you have also failed to gain a %1UNIT% for your honor guard.
|
||
3002077 You have lost the use of the %1ABILITY% ability. To regain it, you must retake %2TERRITORY%.
|
||
3002078 In failing to conquer %2TERRITORY%, you have also failed to gain the %1ABILITY% ability.
|
||
3002080 You suffer the following losses due to your defeat.
|
||
3002090 Your victory earns you the following rewards.
|
||
3002091 Wargear upgrades your Chaos Lord. Other rewards grant you abilities or extra units.
|
||
3002100 Wargear Awarded
|
||
3002101 In recognition of your first conquest, the Bonesingers award you wargear. Earn more by conquering five provinces.
|
||
3002110 Wargear Awarded
|
||
3002111 To mark your fifth conquest, the Bonesingers award you wargear. Earn more by conquering fifteen provinces.
|
||
3002120 Wargear Awarded
|
||
3002121 You have conquered fifteen territories, and the Bonesingers of Ulthwe again grant you a valuable piece of wargear.
|
||
3002130 Wargear Awarded
|
||
3002131 You have killed 2000 foes. The Exarchs award you wargear. Earn more by felling 5000 foes.
|
||
3002140 Wargear Awarded
|
||
3002141 You have killed 5000 foes. The Exarchs award you wargear in thanks.
|
||
3002150 Wargear Awarded
|
||
3002151 To recognize your third conquered stronghold, the Bonesigners create a new piece of wargear for you.
|
||
3002160 Wargear Awarded
|
||
3002161 In your last battle, you felled three enemies for every Eldar loss. The Exarchs award you wargear.
|
||
3002165 Wargear Awarded
|
||
3002166 You have defended the Eldar and the Bonesigners award you wargear. Earn more with three defensive victories.
|
||
3002167 You have won three defensive battles and gain additional wargear. Earn more with seven defensive victories.
|
||
3002168 Seven times you have turned the enemy back and the Bonesingers mark your prowess with a new piece of wargear.
|
||
3002170 A %1UNIT% joins your honor guard. This unit remains so long as you hold %2TERRITORY%.
|
||
3002171 Your defense of %2TERRITORY% has preserved your %1UNIT% for your honor guard.
|
||
3002172 You have gained the %1ABILITY% ability. This ability is in effect so long as you hold %2TERRITORY%.
|
||
3002173 Your defense of %2TERRITORY% has preserved your %1ABILITY% ability.
|
||
3002174 You have utterly defeated this race, driving them from Kronus.
|
||
3002175 You have lost a %1UNIT% from your honor guard. To regain it, you must retake %2TERRITORY%.
|
||
3002176 In failing to conquer %2TERRITORY%, you have also failed to gain a %1UNIT% for your honor guard.
|
||
3002177 You have lost the use of the %1ABILITY% ability. To regain it, you must retake %2TERRITORY%.
|
||
3002178 In failing to conquer %2TERRITORY%, you have also failed to gain the %1ABILITY% ability.
|
||
3002180 You suffer the following losses due to your defeat.
|
||
3002190 Your victory earns you the following rewards.
|
||
3002191 Wargear upgrades your Farseer. Other rewards grant you abilities or extra units.
|
||
3002200 Wargear Awarded
|
||
3002201 The liberation of Kronus has begun. The Imperium awards you wargear. Earn more by conquering five provinces.
|
||
3002210 Wargear Awarded
|
||
3002211 You have now liberated five provinces. The Imperium awards you wargear. Earn more by conquering fifteen provinces.
|
||
3002220 Wargear Awarded
|
||
3002221 You have now conquered fifteen provinces. The Imperium acclaims your victory and grants you a piece of wargear.
|
||
3002230 Wargear Awarded
|
||
3002231 You have slain 2000 enemies. The Commissariat awards you wargear. Earn more by slaying 5000 foes.
|
||
3002240 Wargear Awarded
|
||
3002241 Five thousand of the Imperium’s foes have fallen before you. The Commissariat awards you additional wargear.
|
||
3002250 Wargear Awarded
|
||
3002251 You have now pushed three invading races off Kronus. In thanks, the Ecclesiarchy grants you wargear.
|
||
3002260 Wargear Awarded
|
||
3002261 In your last battle, you felled three foes for every Guardsman lost. Sector Command awards you wargear.
|
||
3002265 Wargear Awarded
|
||
3002266 For holding back the Imperium's foes, the Techpriests award you wargear. Earn more with three defensive victories.
|
||
3002267 You have repelled three invaders, and the Techpriests award you wargear. Earn more with seven defensive victories.
|
||
3002268 You have repelled seven enemy attacks and gained the trust of the Techpriests. They grant you additional wargear.
|
||
3002270 A %1UNIT% joins your honor guard. This unit remains so long as you hold %2TERRITORY%.
|
||
3002271 Your defense of %2TERRITORY% has preserved your %1UNIT% for your honor guard.
|
||
3002272 You have gained the %1ABILITY% ability. This ability is in effect so long as you hold %2TERRITORY%.
|
||
3002273 Your defense of %2TERRITORY% has preserved your %1ABILITY% ability.
|
||
3002274 You have utterly defeated the %1RACEDESCRIPTION%, driving them from Kronus in the Emperor's name.
|
||
3002275 You have lost a %1UNIT% from your honor guard. To regain it, you must retake %2TERRITORY%.
|
||
3002276 In failing to conquer %2TERRITORY%, you have also failed to gain a %1UNIT% for your honor guard.
|
||
3002277 You have lost the use of the %1ABILITY% ability. To regain it, you must retake %2TERRITORY%.
|
||
3002278 In failing to conquer %2TERRITORY%, you have also failed to gain the %1ABILITY% ability.
|
||
3002280 You suffer the following losses due to your defeat.
|
||
3002290 Your victory earns you the following rewards.
|
||
3002291 Wargear allows you to upgrade your command squad. Other rewards grant you abilities or extra units.
|
||
3002300 Wargear Awarded
|
||
3002301 You have begun the purge of Kronus. The C’tan award you wargear. Earn more by conquering five provinces.
|
||
3002310 Wargear Awarded
|
||
3002311 You have purged five provinces. The Nightbringer awards you wargear. Earn more by conquering fifteen provinces.
|
||
3002320 Wargear Awarded
|
||
3002321 You have purged fifteen provinces. The C’tan smile upon your actions and gift you with a new piece of wargear.
|
||
3002330 Wargear Awarded
|
||
3002331 You have claimed 2000 souls for the Nightbringer, who awards you wargear. Earn more by felling 5000 souls.
|
||
3002340 Wargear Awarded
|
||
3002341 You have claimed 5000 souls for the Nightbringer. He celebrates your achievement by granting you wargear.
|
||
3002350 Wargear Awarded
|
||
3002351 You have wiped out three of the enemy forces on Kronus. The C’tan reward you with additional wargear.
|
||
3002360 Wargear Awarded
|
||
3002361 In your last battle, three of the living died for every Necron destroyed. The C’tan award you wargear.
|
||
3002365 Wargear Awarded
|
||
3002366 Your defense of purged lands earns you wargear from the Nightbringer. Earn more with three defensive victories.
|
||
3002367 You have beaten back three waves of the living, earning new wargear. Earn more with seven defensive victories.
|
||
3002368 Seven living assaults have been reduced to ash. The Nightbringer grants you wargear in recognition.
|
||
3002370 A %1UNIT% joins your honor guard. This unit remains so long as you hold %2TERRITORY%.
|
||
3002371 Your defense of %2TERRITORY% has preserved the %1UNIT% for your honor guard.
|
||
3002372 You have gained the %1ABILITY% ability. This ability is in effect so long as you hold %2TERRITORY%.
|
||
3002373 Your defense of %2TERRITORY% has preserved your %1ABILITY% ability.
|
||
3002374 You have utterly defeated the %1RACEDESCRIPTION%, purging them from the Tomb World.
|
||
3002375 You have lost a %1UNIT% from your honor guard. To regain it, you must retake %2TERRITORY%.
|
||
3002376 In failing to purge %2TERRITORY%, you have also failed to gain a %1UNIT% for your honor guard.
|
||
3002377 You have lost the use of the %1ABILITY% ability. To regain it, you must retake %2TERRITORY%.
|
||
3002378 In failing to purge %2TERRITORY%, you have also failed to gain the %1ABILITY% ability.
|
||
3002380 You suffer the following losses due to your defeat.
|
||
3002390 Your victory earns you the following rewards.
|
||
3002391 Wargear allows you to upgrade the Necron Lord. Other rewards grant you abilities or extra units.
|
||
3002400 Wargear Awarded
|
||
3002401 This is now a proper Waaagh! so da Big Meks give ya some wargear. Get some more by taking five provinces.
|
||
3002410 Wargear Awarded
|
||
3002411 You got five provinces beaten already. Da Big Meks give ya more wargear. Get some more by taking fifteen provinces.
|
||
3002420 Wargear Awarded
|
||
3002421 Fifteen provinces are now all Orky an’ such. Da Big Meks break out some more of there wargear for ya.
|
||
3002430 Wargear Awarded
|
||
3002431 Yer boyz have killed 2000 enemies, and ya get some wargear to celebrate. Kill 5000 enemies to get more.
|
||
3002440 Wargear Awarded
|
||
3002441 Yer boyz have killed 5000 enemies. Da boyz all cheer when ya get some more wargear.
|
||
3002450 Wargear Awarded
|
||
3002451 You’ve killed and beaten three enemy races and dat’s no small thing. The clans get ya some more wargear.
|
||
3002460 Wargear Awarded
|
||
3002461 Hah! You just killed three enemies for every boy you lost. Da Mad Dok gives ya some wargear fer dat.
|
||
3002465 Wargear Awarded
|
||
3002466 You get some wargear fer showin' dem humies who's boss. Drive 'em back three times you'll get more wargear.
|
||
3002467 You done kept da lands Orky three times. Ya get more wargear now and you'll get even more after seven defenses.
|
||
3002468 Ain't no one fight like you. Fer sending the weaklings running home fer da seventh time, ya get more wargear.
|
||
3002470 Conquering %2TERRITORY% got you da right ta train up a %1UNIT% fer yer boyz.
|
||
3002471 You kept %2TERRITORY% Orky and dat means you still got %1UNIT% fer yer boyz.
|
||
3002472 You just got da %1ABILITY% ability. This ability works so long as you keep %2TERRITORY% Orky.
|
||
3002473 You kept %2TERRITORY% Orky and dat means you still got da %1ABILITY% ability.
|
||
3002474 You just destroyed da %1RACEDESCRIPTION%. Waaagh!
|
||
3002475 You done lost a %1UNIT% from yer honor guard. To get it back, you gotta get %2TERRITORY% back.
|
||
3002476 You didn't take %2TERRITORY% an' so you didn't get %1UNIT% fer your honor guard neither.
|
||
3002477 You can't use da %1ABILITY% ability no more. To get it back, you gotta get %2TERRITORY% back.
|
||
3002478 You didn't take %2TERRITORY% an' so you didn't get da %1ABILITY% ability neither.
|
||
3002480 Yer defeat costs you some of yer shiny bits.
|
||
3002490 Winning gets you some of da shiny bits.
|
||
3002491 Wargear is shiny bits to upgrade yer Warboss. Other stuff can give ya new boyz or abilities.
|
||
3002500 Wargear Awarded
|
||
3002501 The purge of Kronus has begun. The Chapter Librarium awards you wargear. Earn more with five conquests.
|
||
3002510 Wargear Awarded
|
||
3002511 You have purged five provinces and the chapter grants you wargear. Earn more with fifteen conquests.
|
||
3002520 Wargear Awarded
|
||
3002521 Your conquest of fifteen provinces has earned you the respect of the Librarians. They grant you holy wargear.
|
||
3002530 Wargear Awarded
|
||
3002531 You have purged 2000 enemies. Chaplain Mikelus awards wargear. Earn more by slaying 5000 enemies.
|
||
3002540 Wargear Awarded
|
||
3002541 You have felled 5000 foes in your crusade across Kronus. Chaplain Mikelus awards you wargear.
|
||
3002550 Wargear Awarded
|
||
3002551 You have taken three enemy strongholds. The First Company acclaims your leadership and awards you wargear.
|
||
3002560 Wargear Awarded
|
||
3002561 In your last battle you felled three foes for every Space Marine lost. The Chief Apothecary awards you wargear.
|
||
3002565 Wargear Awarded
|
||
3002566 Your defense of Blood Raven lands earns you wargear from the chapter. Earn more with three successful defenses.
|
||
3002567 You have driven back three attacks. Chaplain Mikelus awards you wargear. Earn more with seven successful defenses.
|
||
3002568 Seven enemy attacks have fallen to your Space Marines. The First Company awards you one of its wargear relics.
|
||
3002570 A %1UNIT% joins your honor guard. This unit remains so long as you hold %2TERRITORY%.
|
||
3002571 Your defense of %2TERRITORY% has preserved your %1UNIT% for your honor guard.
|
||
3002572 You have gained the %1ABILITY% ability. This ability is in effect so long as you hold %2TERRITORY%.
|
||
3002573 Your defense of %2TERRITORY% has preserved your %1ABILITY% ability.
|
||
3002574 You have utterly defeated the %1RACEDESCRIPTION%, driving them from Kronus.
|
||
3002575 You have lost a %1UNIT% from your honor guard. To regain it, you must retake %2TERRITORY%.
|
||
3002576 In failing to conquer %2TERRITORY%, you have also failed to gain a %1UNIT% for your honor guard.
|
||
3002577 You have lost the use of the %1UNIT% ability. To regain it, you must retake %2TERRITORY%.
|
||
3002578 In failing to conquer %2TERRITORY%, you have also failed to gain the %1ABILITY% ability.
|
||
3002580 You suffer the following losses due to your defeat.
|
||
3002590 Your victory earns you the following rewards.
|
||
3002591 Wargear allows you to upgrade your Force Commander. Other rewards grant you abilities or extra units.
|
||
3002600 Wargear Awarded
|
||
3002601 The liberation of Kronus has begun. The T’au Sept awards you wargear. Gain more by freeing five provinces.
|
||
3002610 Wargear Awarded
|
||
3002611 You have freed five provinces. The Sa’cea Sept awards you wargear. Gain more by freeing fifteen provinces.
|
||
3002620 Wargear Awarded
|
||
3002621 You have freed fifteen provinces for the Greatrer Good. The pioneering Tau’n Sept honors you with wargear.
|
||
3002630 Wargear Awarded
|
||
3002631 You have felled 2000 enemies. The Tash’var Sept awards you wargear. Earn more by felling 5000 foes.
|
||
3002640 Wargear Awarded
|
||
3002641 You have slain 5000 foes of the Greater Good. The warriors of Vior’la Sept present you with wargear.
|
||
3002650 Wargear Awarded
|
||
3002651 You have driven three invading races from Kronus. The wise T’olku Sept awards you wargear.
|
||
3002660 Wargear Awarded
|
||
3002661 In your last battle, three foes fell for every soldier you lost. The cunning Ksi’m’yen Sept awards you wargear.
|
||
3002665 Wargear Awarded
|
||
3002666 You have defended the Greater Good. The Ethereals award you wargear. Gain more after three defensive victories.
|
||
3002667 Three times you have repelled the enemy. The Ethereals award you wargear. Gain more after seven defensive victories.
|
||
3002668 You have repelled seven enemy attacks. The Ethereals award you wargear in recognition for your defense of Kronus.
|
||
3002670 A %1UNIT% joins your honor guard. This unit remains so long as you hold %2TERRITORY%.
|
||
3002671 Your defense of %2TERRITORY% has preserved the %1UNIT% for your honor guard.
|
||
3002672 You have gained the %1ABILITY% ability. This ability is in effect so long as you hold %2TERRITORY%.
|
||
3002673 Your defense of %2TERRITORY% has preserved your %1ABILITY% ability.
|
||
3002674 You have utterly defeated the %1RACEDESCRIPTION%, driving them from Kronus.
|
||
3002675 You have lost a %1UNIT% from your commander's honor guard. To regain it, you must retake %2TERRITORY%.
|
||
3002676 In failing to free %2TERRITORY%, you have also failed to gain a %1UNIT% for your honor guard.
|
||
3002677 You have lost the use of the %1ABILITY% ability. To regain it, you must retake %2TERRITORY%.
|
||
3002678 In failing to free %2TERRITORY%, you have also failed to gain the %1ABILITY% ability.
|
||
3002680 You suffer the following losses due to your defeat.
|
||
3002690 Your victory earns you the following rewards.
|
||
3002691 Wargear allows you to upgrade your Commander. Other rewards grant you abilities or extra units.
|
||
3003000 For 3-to-1 Kill Ratio
|
||
3003001 For 1 Conquest
|
||
3003002 For 5 Conquests
|
||
3003003 For 15 Conquests
|
||
3003004 For 2000 Kills
|
||
3003005 For 5000 Kills
|
||
3003006 For 3 Defeated Enemies
|
||
3003007 For 1 Defense
|
||
3003008 For 3 Defenses
|
||
3003009 For 5 Defenses
|
||
3003010 Earned
|
||
3003011 Preserved
|
||
3003012 Lost
|
||
3003013 Not Earned
|
||
3003014 Race Defeated
|
||
3003015 You earn wargear for each of the following accomplishments:
|
||
3005000 Increased Manpower
|
||
3005001 Bulwark
|
||
3005002 Fury
|
||
3005003 Forward Base
|
||
3005004 Space Port
|
||
3005005 Industrial Production
|
||
3005010 Increased Manpower
|
||
3005011 Requires control of the Aceria Forests
|
||
3005012 - Gain control of relics left by the Adeptus Mechanicus.
|
||
3005013 - Allows you to support more troops in the field.
|
||
3005014 - Increases your Squad Cap and Vehicle Cap.
|
||
3005015 - Applies to attacks and defensive missions.
|
||
3005020 Bulwark
|
||
3005021 Requires control of the Ariel Highlands
|
||
3005022 - Gain control of production facilities, making defensive preparations easier.
|
||
3005023 - Reduces cost of garrisoning troops in provinces you control.
|
||
3005024 - Likewise reduces the amount of Planetary Requisition recovered when withdrawing those troops.
|
||
3005025 - Doesn't affect cost of retraining honor guard units.
|
||
3005030 Fury
|
||
3005031 Requires control of the Eres Badlands
|
||
3005032 - Gain control of a relic of the Chaos God Khorne.
|
||
3005033 - Allows the controlling faction to launch two attacks per turn.
|
||
3005034 - You may attack a second time in the turn in which you take over the Eres Badlands.
|
||
3005040 Forward Base
|
||
3005041 Requires control of the Hyperion Peaks
|
||
3005042 - Gain control of detailed geographic data, allowing you to set up forward bases when attacking.
|
||
3005043 - You may spend Planetary Requisition to have structures dropped beside your HQ when attacking.
|
||
3005044 - Builder units must complete assembling these structures.
|
||
3005045 - Allows you to circumvent certain tech requirements.
|
||
3005050 Space Port
|
||
3005051 Requires control of Pavonis
|
||
3005052 - Gain control of a sophisticated navigation system, allowing long-range flights to avoid anti-aircraft fire.
|
||
3005053 - Allows attacking almost any province on the map, regardless of adjacency.
|
||
3005054 - Cannot be used to attack strongholds, which have heavy anti-aircraft cover.
|
||
3005060 Industrial Production
|
||
3005061 Requires control of the Vandean Coast
|
||
3005062 - Gain control of massive Imperial factories and foundries.
|
||
3005063 - Allows you to supply your troops on the ground more easily.
|
||
3005064 - Start every mission with 1000 additional Requisition.
|
||
3005065 - Start every mission with 1000 additional Power.
|
||
3006000 Chaos Space Marine Stronghold
|
||
3006001 - The Word Bearer Legion is invading from a large Warp gate in the Deimos Peninsula.
|
||
3006002 - Conquering the Deimos Peninsula will close the gate and defeat the Word Bearers.
|
||
3006003 - Like all strongholds, the province is heavily defended.
|
||
3006010 Eldar Stronghold
|
||
3006011 - The Eldar of Craftworld Ulthwé are invading from somewhere in frozen Tyrea.
|
||
3006012 - Conquering Tyrea will stop their invasion and defeat the Eldar on Kronus.
|
||
3006013 - Like all strongholds, the province is heavily defended.
|
||
3006020 Imperial Guard Stronghold
|
||
3006021 - The 1st Kronus Regiment of the Imperial Guard has declared Victopry Bay their capital city.
|
||
3006022 - Conquering Victory Bay and killing the Governor-Militant will defeat the Imperial Guard.
|
||
3006023 - Like all strongholds, the province is heavily defended.
|
||
3006030 Necron Stronghold
|
||
3006031 - The Necron purge of Kronus began on the Thur'Abis Plateau.
|
||
3006032 - Only by purging the catacombs under the plateau can the Necrons be driven from Kronus.
|
||
3006033 - Like all strongholds, the province is heavily defended.
|
||
3006040 Ork Stronghold
|
||
3006041 - The Waaagh! of Warlord Gorgutz came to Kronus when he landed in the jungles of the Green Coast.
|
||
3006042 - Only killing the great Warlord in his camp in the Green Coast will break the Orkish horde.
|
||
3006043 - Like all strongholds, the province is heavily defended.
|
||
3006050 Space Marine Stronghold
|
||
3006051 - The Blood Ravens chapter has established their planetray headquarters in the frozen wastes of North Vandea.
|
||
3006052 - Conquering North Vandea and razing the Space Marines' fortress will defeat the Blood Ravens.
|
||
3006053 - Like all strongholds, the province is heavily defended.
|
||
3006060 Tau Empire Stronghold
|
||
3006061 - Ores Tash'n is the Tau capital of Kronus and their forces are based from this city.
|
||
3006062 - Conquering the Tash'n and killing their Ethereal leader will defeat the Tau forces on Kronus.
|
||
3006063 - Like all strongholds, the province is heavily defended.
|
||
3006071 - Your forces are based out of a mighty fortess in this province.
|
||
3006072 - If an enemy can conquer this province and take your stronghold, your forces will be routed.
|
||
3006073 - Losing your stronghold means losing the campaign for Kronus.
|
||
3100000 Mission Objective:
|
||
3100001 Find and Recover 6 Servitors
|
||
3100002 The Techpriest who discovered this spaceport left behind him 10 Servitors to study it. Find 6 of them and get them safely back to your HQ and you will be able to reactivate the tracking system. Your enemy is trying to do the same, however.
|
||
3100003 The Techpriest who discovered this spaceport left behind him 10 Servitors to study it. Find 6 of them and get them safely back to your HQ and you will be able to reactivate the tracking system. Your enemy is trying to do the same, however.
|
||
3100050 The Battle of Pavonis
|
||
3100051 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3100052 For much of the Dark Crusade, great fleets plied the orbital lanes above the battlefields of Kronus, using their firepower to ground long range flights. Guardsman and heretic alike had to fight meter by bloody meter. With great battlefleets exchanging fire across the system, it seemed an immutable fact of life for commanders on the ground.
|
||
3100053 All this changed with the Battle of Pavonis. This space port featured an ancient Adeptus Mechanicus tracking system merged with the alien technologies of the Tau Air Caste. This system was sensitive enough to plot courses that avoided orbital fire, making strikes deep into enemy territory possible.
|
||
3100054 A Tech-Priest had discovered this technological marvel and left his servitors to examine it in detail. Whichever force was able to recover these bionic servants would gain control of the station and be able to launch strikes attacks Kronus.
|
||
3100060 For much of the Dark Crusade, great fleets plied the orbital lanes above the battlefields of Kronus, using their firepower to ground long range flights. Guardsman and heretic alike had to fight meter by bloody meter. With great battlefleets exchanging fire across the skies, trench warfare seemed an immutable fact of life for commanders on the ground. All this changed with the Battle of Pavonis. This space port featured an ancient Adeptus Mechanicus tracking system merged with the alien technologies of the Tau Air Caste. This system was sensitive enough to plot courses that avoided orbital fire, making strikes deep into enemy territory possible. A Techpriest had discovered this technological marvel and left his servitors to examine it in detail. Whichever force was able to recover these bionic servants would gain control of the station and be able to launch strikes across Kronus.
|
||
3100100 Spaceport
|
||
3100150 Servitors At Your Base: %1NUM%
|
||
3100151 Servitors At Enemy Bases: %1NUM%
|
||
3100152 Player 3 Servitors Found: %1NUM%
|
||
3100153 Player 4 Servitors Found: %1NUM%
|
||
3100210 Excellent. Make sure that Servitor gets safely back to our stronghold.
|
||
3100220 Well done, the Servitor has arrived safely. Gather more of them before the enemy does.
|
||
3100230 The enemy has found a Servitor. I will not have us outmaneuvered here!
|
||
3100240 The enemy will soon have enough Servitors to activate the tracking system. I will have your head for this!
|
||
3100250 Excellent! The tracking system is now ours! Let all of Kronus fear the power of Chaos!
|
||
3100310 Well done. Return the human to the Webway Assembly.
|
||
3100320 One of the human Servitors has arrived at the Webway Assembly, but more are needed to make use of this place.
|
||
3100330 I see our enemies have found a Servitor.
|
||
3100340 Redouble your efforts, my brothers and sisters! Our enemy will soon have all the Servitors he needs.
|
||
3100350 We have enough of the humans to retrieve their databanks.
|
||
3100410 There is one of the Servitors men. Make sure it gets safely back to our command facility.
|
||
3100420 The Techpriests have a Servitor in hand, men. Gather more so we can retrieve their data.
|
||
3100430 The enemy has captured one of the Servitors. We must not let more fall into their hands.
|
||
3100440 Liberators! The enemy has almost retrieved the access codes for the orbital tracking system! We must find those Servitors!
|
||
3100450 Victory is ours, men!
|
||
3100510 Dats one of dem humie Servitors! Get 'im back to da camp!
|
||
3100520 We gots a Servitor 'ere at da camp an' da Mek Boyz iz lookin' at 'im. But we needs some more.
|
||
3100530 Oy! Wot ya doin' ya grots?! Da enemy's got one of me Servitors!
|
||
3100540 Dis ain't no way ta fight a Waaagh! da enemy's got almost all dem Servitors. Get 'em back!
|
||
3100550 Hah! We gots all we need, boyz. Our fightabombaz iz gonna be flying high now!
|
||
3100610 That human is a crude melding of flesh and metal, but it contains valuable information. Bring it to the Monolith.
|
||
3100620 The scarabs are analyzing the human hybrid, but we require more of them.
|
||
3100630 The living have recovered a Servitor. Do not let them savor their petty victory.
|
||
3100640 Our enemies have recovered most of the Servitors. We must gather more quickly.
|
||
3100650 We have all we need. Our purge continues unabated.
|
||
3100710 One of the Techpriests Servitors. Bring it to our stronghold.
|
||
3100720 Well done, brothers. We have safely recovered a Servitor. We will need more to bring the space port back online.
|
||
3100730 Take heed, brothers. The enemy is gathering Servitors as well.
|
||
3100740 The enemy is on the verge of victory, brothers. We must succeed here! The Emperor wills it!
|
||
3100750 The Emperor is with us, brothers! Victory is ours!
|
||
3100810 There is one of the Imperium Servitors. Return it to the headquarters.
|
||
3100820 A Servitor has made it to our headquarters, Shas'la. We must recover more.
|
||
3100830 The enemy gathers these Servitors as well. We must act quickly.
|
||
3100840 The enemy has recovered many Servitors. Strike before it is too late!
|
||
3100850 Like Tau, we have prospered. The space port is ours.
|
||
3200000 Chaos Space Marines
|
||
3200001 You are Eliphas the Inheritor, Black Apostle of the Word Bearer legion. You serve the eldritch powers of the Warp and have come to remake Kronus in the twisted image of your masters.
|
||
3200002 Drive your Chaos Space Marines and daemonic servants toward the enemy to make them see the futility of their ways. Chaos cannot be denied.
|
||
3200004 Eldar
|
||
3200005 You are Farseer Taldeer of Ulthwé. You have foreseen the return of the genocidal Necrons. Now, they have awoken on Kronus and must be stopped.
|
||
3200006 Your warriors are among the last generations of the greatest and most terrible race to grace the galaxy. Use their gifts of stealth and speed, and your enemies will fall before you.
|
||
3200008 Imperial Guard
|
||
3200009 You are Lukas Alexander, newly declared planetary Governor-Militant and commander of the 1st Kronus Regiment—the Liberators. Recruited from across the Imperium of Man, your massed Guardsmen and mighty armored columns are ready to strike.
|
||
3200010 Kronus has languished under alien dominion for too long. You will reclaim it for the Immortal God Emperor.
|
||
3200012 Necrons
|
||
3200013 You are the Necron Lord of the tomb-world the living call Kronus. Eons ago you cut a swath of glorious extermination through the galaxy. Now, the living infect this world anew, and you will wipe it clean.
|
||
3200014 Raise your monoliths and march your deathless soldiers forward. The graves of your victims wait to be filled.
|
||
3200016 Orks
|
||
3200017 You are Warlord Gorgutz 'Ead 'Unter and this planet is another prize for your Waaagh! Humies and Necrons and Chaos boyz are fighting over this world, but no one is tougher or meaner than an Ork, and no Ork is tougher or meaner than you.
|
||
3200018 Call up your hundreds of boyz and crush all the others under your boots.
|
||
3200020 Space Marines
|
||
3200021 You are Brother-Captain Davian Thule, commanding the three Blood Raven companies sent to Kronus. Dark secrets and holy relics lurk on this alien-infested planet and you must protect them.
|
||
3200022 Kronus seethes with enemies and the Space Marines will purge it clean. None can match your brothers in battle or break their indomitable will.
|
||
3200024 Tau Empire
|
||
3200025 You are Shas'o Kais, military commander of Tau forces on Kronus. While others fight for greed, pride or conquest, you fight for the Greater Good.
|
||
3200026 From high-tech battlesuits to fearsome auxiliaries, your forces stand ready to reclaim Kronus for the Tau Empire. Ethereal Shi'ores has declared that you must push back the invaders. You will not fail.
|
||
3200028 START
|
||
3200029 BACK
|
||
3200030 Chaos Space Marines – click to select this race and read their background.
|
||
3200031 Eldar – click to select this race and read their background
|
||
3200032 Imperial Guard – click to select this race and read their background
|
||
3200033 Necrons – click to select this race and read their background
|
||
3200034 Orks – click to select this race and read their background
|
||
3200035 Space Marines – click to select this race and read their background
|
||
3200036 Tau Empire – click to select this race and read their background
|
||
3200037 Click to start the single-player campaign as the race currently on screen.
|
||
3200038 Click to return to the main campaign menu.
|
||
3201000 LOAD
|
||
3201001 NEW
|
||
3201002 SAVE
|
||
3201003 MAIN MENU
|
||
3201004 CONTINUE
|
||
3201005 Click to load your most recent campaign save or to return to a currently running campaign.
|
||
3201006 Click to start a new single-player campaign. This will quit any current campaign.
|
||
3201007 Click to load a previously saved campaign. This will quit any current campaign.
|
||
3201008 Click to save the current campaign.
|
||
3201009 Click to return to the main menu. This will quit any current campaign.
|
||
3202000 FIGHT
|
||
3202001 WIN
|
||
3202002 LOSE
|
||
3202003 AUTORESOLVE
|
||
3202004 Click to defend your province by fighting a skirmish on the battle map.
|
||
3202005 Click to automatically resolve this battle, comparing your Military Strength to the attacker's. You always have a better chance of winning by fighting on the battle map.
|
||
3202006 Planetary Requisition – Your current Planetary Requisition.
|
||
3202007 Province Information – The province under attack grants these bonuses. You will lose these if the enemy takes the province.
|
||
3202008 Attacking Force – You are being attacked from this province. The military strength indicates how tough your opposition will be.
|
||
3202009 Race:
|
||
3202010 Strength:
|
||
3202011 Bonus:
|
||
3202012 Requisition:
|
||
3202013 - One of your provinces is under attack. Defeat means losing it and the associated bonus.
|
||
3202014 - Your stronghold is under attack. Defeat means being driven from Kronus and losing the campaign.
|
||
3202015 - Any troops you stationed here by reinforcing the province will begin ready.
|
||
3202016 - Your commander and honor guard will lead the defense.
|
||
3202017 - Any structures you built previously will still be in place.
|
||
3202018 - Your stronghold includes a variety of structures ready to use.
|
||
3203000 BACK
|
||
3203001 NORMAL
|
||
3203002 HARD
|
||
3203003 EASY
|
||
3203004 Click to start the campaign at easy difficulty – your opponents will be weaker than your units.
|
||
3203005 Click to start the campaign at normal difficulty – you will be on an even footing with your opponents.
|
||
3203006 Click to start the campaign at hard difficulty – your opponents will be stronger than your units.
|
||
3203007 Click to return to the main campaign menu.
|
||
3204000 WARGEAR
|
||
3204001 WORLD MAP
|
||
3204002 DEFEATED ENEMIES
|
||
3204003 SPECIAL ABILITIES
|
||
3204004 HONOR GUARD
|
||
3204005 Total Kills:
|
||
3204006 Conquests:
|
||
3204007 Defensive Victories:
|
||
3204008 Health:
|
||
3204009 Melee Damage:
|
||
3204010 Ranged Damage:
|
||
3204011 Click to review your commander's wargear.
|
||
3204012 Click to return to the campaign map.
|
||
3204013 Kills – The total number of enemies killed by your forces during victorious battles. Earn wargear by raising your number of kills.
|
||
3204014 Conquests – The number of provinces your forces have conquered. Earn wargear by conquering more provinces.
|
||
3204015 Defensive Victories – The number of times you have successfully defended your provinces. Earn wargear by accumulating successful defenses. Autoresolve defenses do not count toward this total.
|
||
3204016 Health – Your commander unit’s health with all equipped wargear.
|
||
3204017 Melee – Your commander unit’s average melee damage with all equipped wargear and weapons.
|
||
3204018 Ranged – Your commander unit’s average ranged damage with all equipped wargear and weapons.
|
||
3204019 Honor Guard – These units are available to join your commander. Outlined icons indicate ready units. Click to train unready units.
|
||
3204020 Special Abilities – These abilities are earned through conquests. Mouse over icons to view details.
|
||
3204021 Defeated Enemies – You have pushed these races from Kronus.
|
||
3204022 Click to replay the historical account of your defeat of this enemy.
|
||
3204023 Cost:
|
||
3204024 Honor guard unit lost in battle. Left click to purchase a new unit.
|
||
3204025 PLAY
|
||
3205000 LOAD
|
||
3205001 CANCEL
|
||
3205002 SAVE
|
||
3205003 DELETE
|
||
3205004 Click to load the currently selected save file.
|
||
3205005 Click to return to the campaign menu.
|
||
3205006 Click to Save the current campaign.
|
||
3205007 Click to delete the currently selected save file.
|
||
3205008 Game Saves – These are your game saves. Click on a name to select it.
|
||
3205009 Type the name of your save game here. You may also select a pre-existing save by clicking on it in the list above.
|
||
3205010 Select a Save File
|
||
3205011 Previous Save Files
|
||
3206000 NO
|
||
3206001 YES
|
||
3207000 CONTINUE
|
||
3207001 WARGEAR
|
||
3207002 Click to continue the campaign.
|
||
3207003 Click to select your commander's new wargear. You can also make this selection later from the Commander Menu.
|
||
3207004 This victory has earned wargear for your commander. Click on the Wargear button to choose it now, or do so later from the Commander Screen.
|
||
3208000 Click to confirm honor guard purchases and attack the province. This will load the battlemap.
|
||
3208001 Click to undo all this session's purchases and return to the campaign map.
|
||
3208002 Planetary Requisition – Your current Planetary Requisition.
|
||
3208003 Train Honor Guard – You may retrain honor guard units lost in battle. Click an icon to spend Planetary Requisition to add that unit. If your honor guard is at full strength, you cannot train any more units.
|
||
3208004 Honor Guard – Along with your commander, these units will lead your attack.
|
||
3208005 Honor Guard – You have earned these units who will lead your attack. Units with shaded icons have been lost in battle and must be retrained by clicking on their icons at the bottom of the screen.
|
||
3208006 Cost:
|
||
3208007 Honor guard unit lost in battle.
|
||
3208008 Click to add a unit of this type.
|
||
3208009 Click to purchase this building for your Forward Base. You will start the battle with this building already built.
|
||
3208010 HONOR GUARD
|
||
3208011 FORWARD BASE
|
||
3208012 PURCHASES
|
||
3208013 - The enemy has a single base.
|
||
3208014 - The enemy has a single large base.
|
||
3208015 - The enemy has two bases.
|
||
3208016 - The enemy has two large bases.
|
||
3208017 - The enemy has three bases.
|
||
3208018 - The enemy has three large bases.
|
||
3208019 - The enemy commander is a relative novice.
|
||
3208020 - The enemy commander is a skilled combatant.
|
||
3208021 - The enemy commander is a hardened veteran.
|
||
3208022 - The enemy's supreme commander and honor guard lead their forces.
|
||
3208023 - The enemy force likely consists of basic infantry.
|
||
3208024 - The enemy force likely includes elite infantry.
|
||
3208025 - The enemy force likely includes elite infantry and vehicles.
|
||
3208026 - Victory will eliminate this race from the game.
|
||
3208027 - This is an enemy stronghold. Expect to face very heavy resistance.
|
||
3208028 - Expect assaults on your forces as soon as they arrive.
|
||
3208029 - Expect heavy assaults on your forces as soon as they arrive.
|
||
3208030 - Expect very heavy assaults on your forces as soon as they arrive.
|
||
3208031 Click to reduce the number of units added.
|
||
3208032 You cannot add a unit of this type.
|
||
3208033 You cannot reduce the number of units added.
|
||
3208034 Units
|
||
3208035 Buildings
|
||
3209000 Click to confirm reinforcements and sales and return to the campaign map.
|
||
3209001 Click to undo all this session's purchases and return to the campaign map.
|
||
3209002 Planetary Requisition – Your current Planetary Requisition.
|
||
3209003 Available Units –These units are available to be garrisoned in this province. Click an icon to spend Planetary Requisition to add that unit.
|
||
3209004 Added Troops – You have added these units to the garrison defending the province. Click on an icon to remove a unit.
|
||
3209005 Garrisoned Troops – These troops are currently garrisoned in the province to defend it.
|
||
3209006 Recalled Units – You have recalled these units from the province. Click on an icon to return a unit.
|
||
3209007 ACCEPT
|
||
3209008 ATTACK
|
||
3209009 CANCEL
|
||
3209010 Requisition
|
||
3209011 Recalled Units
|
||
3209012 Honor Guard
|
||
3209013 Added Troops
|
||
3209014 Available Reinforcements
|
||
3209015 Garrison
|
||
3209016 RECALL
|
||
3209017 Cost – Planetary Requisition cost to gain this unit.
|
||
3209018 Units – The number of these units you have ready and the maximum number available.
|
||
3209019 Click to recall this unit from the garrison. This returns half its cost in Planetary Requisition.
|
||
3210000 Health – Your commander unit’s health with all equipped wargear.
|
||
3210001 Melee – Your commander unit’s average melee damage with all equipped wargear and weapons.
|
||
3210002 Ranged – Your commander unit’s average ranged damage with all equipped wargear and weapons.
|
||
3210003 Number of Selections – You can purchase this many pieces of wargear.
|
||
3210004 Click to see details on this piece of wargear.
|
||
3210005 Click to add the selected wargear item to your commander unit. (You will be able to remove it as long as you don’t leave this screen).
|
||
3210006 You cannot add this item.
|
||
3210007 Click to remove the selected wargear and choose another item.
|
||
3210008 Items chosen on previous occasions cannot be removed.
|
||
3210009 Click to confirm your added wargear and continue the campaign.
|
||
3210010 CONTINUE
|
||
3210011 ADD
|
||
3210012 REMOVE
|
||
3210013 Health
|
||
3210014 Melee Damage
|
||
3210015 Ranged Damage
|
||
3210016 Available Selections
|
||
3210017 Click on any of the items above to see more information.
|
||
3211000 Click to attack the currently selected province.
|
||
3211001 You cannot attack this province. You either already attacked this turn, already control this province, or share no borders with it.
|
||
3211002 Click to reinforce the currently selected province by garrisoning troops there.
|
||
3211003 You cannot reinforce enemy territories.
|
||
3211004 Click to see further details about the selected province.
|
||
3211005 Click to end your turn. The enemy races will each act in turn and may attack your provinces, in which case you will get a chance to defend them.
|
||
3211006 Click to review your commander's stats, wargear, honor guard and special abilities.
|
||
3211007 Click to return to the campaign menu, where you can save, load or restart.
|
||
3211008 Total Planetary Requisition – Your current Planetary Requisition. You earn more each turn for provinces you control.
|
||
3211009 Province Name – The name of the currently selected province.
|
||
3211010 Owner – The race controlling the province. If you attack, you will face this race’s troops in battle.
|
||
3211011 Military Strength – A measure of how entrenched a province’s owner is. When attacking provinces with higher Military Strengths, you will face more skilled and more numerous foes.
|
||
3211012 Planetary Requisition – The amount of Planetary Requisition you gain each turn by controlling this province.
|
||
3211013 Bonus – By controlling this province you gain this bonus. A unit name means you gain that unit for your commander's honor guard.
|
||
3211014 Aceria Forests – Click to attack, reinforce or get information about this province.
|
||
3211015 Agamar Desert – Click to attack, reinforce or get information about this province.
|
||
3211016 Ariel Highlands – Click to attack, reinforce or get information about this province.
|
||
3211017 Deimos Peninsula (Chaos Stronghold) – Click to attack, reinforce or get information about this province.
|
||
3211018 Demes Northlands – Click to attack, reinforce or get information about this province.
|
||
3211019 Eres Badlands – Click to attack, reinforce or get information about this province.
|
||
3211020 Green Coast (Ork Stronghold) – Click to attack, reinforce or get information about this province.
|
||
3211021 Hyperion Peaks – Click to attack, reinforce or get information about this province.
|
||
3211022 Janus Savannah – Click to attack, reinforce or get information about this province.
|
||
3211023 Morriah Coast – Click to attack, reinforce or get information about this province.
|
||
3211024 Murad Swamplands – Click to attack, reinforce or get information about this province.
|
||
3211025 North Vandea (Space Marine Stronghold) – Click to attack, reinforce or get information about this province.
|
||
3211026 Ores Tash’n (Tau Empire Stronghold) – Click to attack, reinforce or get information about this province.
|
||
3211027 Orestan Plains – Click to attack, reinforce or get information about this province.
|
||
3211028 Panrea Lowlands – Click to attack, reinforce or get information about this province.
|
||
3211029 Pavonian Heartland – Click to attack, reinforce or get information about this province.
|
||
3211030 Pavonis – Click to attack, reinforce or get information about this province.
|
||
3211031 Rhean Floodlands – Click to attack, reinforce or get information about this province.
|
||
3211032 Rhean Jungle – Click to attack, reinforce or get information about this province.
|
||
3211033 Thur’Abis Plateau (Necron Stronghold) – Click to attack, reinforce or get information about this province.
|
||
3211034 Tyrea (Eldar Stronghold) – Click to attack, reinforce or get information about this province.
|
||
3211035 Van de Mar Mountains – Click to attack, reinforce or get information about this province.
|
||
3211036 Vandean Coast – Click to attack, reinforce or get information about this province.
|
||
3211037 Victory Bay (Imperial Guard Stronghold) – Click to attack, reinforce or get information about this province.
|
||
3211038 Western Barrens – Click to attack, reinforce or get information about this province.
|
||
3211039 Your army. Left-click to get additional information, to move your forces, or to attack an adjacent province.
|
||
3211040 Your army. You have already made all your moves this turn.
|
||
3211041 Click to move your forces to this province. You can only move (or attack) once per turn unless you have a special ability.
|
||
3211042 Right-click to attack this province.
|
||
3211043 You can only move to a province bordering the one your army is in. This province is too far away.
|
||
3211044 You can only attack a province bordering the one your army is in. This province is too far away.
|
||
3211045 Click to see the forces making up this army.
|
||
3211046 Requisition
|
||
3211047 CHAOS
|
||
3211048 NECRON
|
||
3211049 ELDAR
|
||
3211050 TAU EMPIRE
|
||
3211051 IMPERIAL GUARD
|
||
3211052 ORK
|
||
3211053 SPACE MARINE
|
||
3211054 Strength
|
||
3211055 BONUS
|
||
3211056 Requisition
|
||
3211057 ATTACK
|
||
3211058 REINFORCE
|
||
3211059 ARCHIVE
|
||
3211060 END TURN
|
||
3211061 COMMANDER
|
||
3211062 MENU
|
||
3211063 INFO
|
||
3211064 Barrier – Necron ruins seething with foul energies prevent passage across this border.
|
||
3211065 MOVE
|
||
3211066 You cannot move your army to this province this turn.
|
||
3211067 Overlay
|
||
3211068 Toggle
|
||
3211069 Click to toggle the control color overlay.
|
||
3211070 Army
|
||
3211071 Recon
|
||
3212000 Click to move your forces to this province.
|
||
3212001 Click to cancel and return to the campaign map.
|
||
3212002 DEPLOY
|
||
3212003 CANCEL
|
||
3212004 MOVE
|
||
3212005 Are you sure you want to deploy your army to this province? You will not be able to attack this move.
|
||
3213000 BACK
|
||
3213001 CONTINUE
|
||
3214000 Back
|
||
3215000 Dismiss All Help Pop-Ups
|
||
3215001 Use Help Pop-Ups
|
||
3215002 Use Tooltips
|
||
3215003 Hide Tooltips
|
||
3215004 YES
|
||
3215005 NO
|
||
3215006 CANCEL
|
||
3215007 OK
|
||
3215008 Dismiss Help
|
||
3216000 The Soulstorm Campaign
|
||
3216001 Welcome to the single-player campaign of Dawn of War: Dark Crusade. These tutorial windows will guide you through the first two turns of play and introduce key features of this all-new campaign mode.
|
||
3216002 Your goal is to conquer the Planet Kronus. This world's inhabited continent is divided into twenty-five different provinces. Your conquest of the planet will happen one province at a time.
|
||
3216003 The campaign map is your major interface for directing your troops' strategic moves. Individual battles are fought on the smaller-scaled battle map.
|
||
3216004 Continue
|
||
3217000 Your Stronghold
|
||
3217001 This province is your stronghold, or home province. It is from here that you are launching your conquest of Kronus. If your stronghold is ever conquered, you will be pushed from Kronus and lose the campaign.
|
||
3217002 Since this is the first turn, this is the only province you currently control.
|
||
3217004 Continue
|
||
3217005 The enemy factions each have their own strongholds, identified by banners on the campaign map. To win the campaign and make Kronus yours, you must conquer all six of these heavily defended provinces.
|
||
3218000 Army
|
||
3218001 The figure of your commander indicates the current position of your main army. You can only attack a province that borders the province where your army is, so its position on the map defines your options.
|
||
3218002 The enemy factions each have armies of their own and also can only attack adjacent provinces. One of your enemies, however, controls a space port in the Pavonis province. He can attack all over the map.
|
||
3218004 Continue
|
||
3219000 Moving and Attacking
|
||
3219001 These arrows show you where your army can move or attack this turn. Red arrows indicate attacks into enemy provinces. Green arrows indicate moves into friendly provinces.
|
||
3219002 Since this is your first turn, and you only control your stronghold, you must attack an enemy province.
|
||
3219003 To move to or attack a province, left-click to select that province and then click on the Attack or Move button in the right panel. We should begin by attacking an enemy province. Select the province you want to attack and click the Attack button.
|
||
3219004 Left-clicking on a province always brings up these arrows (unless you have no more moves left this turn).
|
||
3219005 OK
|
||
3219006 Continue
|
||
3220000 The Attack Screen
|
||
3220001 This screen shows you the forces you are leading into an attack and allows you to return to the campaign map if you decide you want to attack later.
|
||
3220002 Since this is your first attack, most options aren't yet available.
|
||
3220003 When you're ready to attack, just click on the Attack button. This will take you to the battle map, where you will face enemies in a game of Dawn of War.
|
||
3220004 OK
|
||
3220005 Continue
|
||
3221000 The Wargear Screen
|
||
3221001 As you conquer more and more provinces, you'll be awarded pieces of special equipment for your commander. This equipment is called wargear.
|
||
3221002 You will never be awarded a specific piece of wargear. Instead, for each award, you get to choose one piece from the list on this screen. (Note that you may have to get some pieces of wargear to unlock other, more powerful versions.)
|
||
3221003 OK
|
||
3221004 Continue
|
||
3222000 Victory and Rewards
|
||
3222001 Congratulations! You have conquered your first province. This victory has given you several rewards, including a piece of wargear and the bonus from the province.
|
||
3222002 Every province on the map has a special bonus. This bonus is displayed in the right-hand panel when you select the province.
|
||
3222003 Some provinces give you the ability to train a special unit for your commander's honor guard. Once trained, these units accompany your commander into the initial stages of battle. You can train these units (or retrain them if they are destroyed in battle) from the Commander Screen or the Attack Screen.
|
||
3222004 Other provinces give you special abilities, like the Eres Badlands which gives you the ability to attack twice per turn.
|
||
3222005 OK
|
||
3222006 Continue
|
||
3223000 Conquered Provinces
|
||
3223001 This is the province you've just conquered. Notice that it has changed to your color and that your army is now here. Whenever you conquer a province, your army moves to that province.
|
||
3223002 You can only move or attack once per turn, so your turn is effectively over. Next turn, new provinces will be available for you to attack.
|
||
3223003 When you are ready to let the enemy factions act, click on the End Turn button.
|
||
3223004 OK
|
||
3223005 Continue
|
||
3224000 Defeat
|
||
3224001 The enemy repelled your attack on the province.
|
||
3224002 You can only move or attack once per turn, so your turn is effectively over. Next turn you will be able to attack again and avenge yourself.
|
||
3224004 OK
|
||
3224005 Continue
|
||
3225000 The Enemy's Turn
|
||
3225001 Each of the enemy factions will now act in turn. Like you, they each have their own strongholds and armies. They will each move their armies or attack and reinforce their provinces in turn.
|
||
3225002 Pay attention to where your enemies' armies are. Armies will reinforce nearby friendly provinces under attack, bolstering the defense with additional troops.
|
||
3225003 OK
|
||
3225004 Continue
|
||
3226000 Defending Your Provinces
|
||
3226001 One of your provinces is under attack.
|
||
3226002 You can choose to fight on the battle map or to auto-resolve this battle. Auto-resolving can be dangerous, however, since it depends on the relative strength of your province and the attacker's forces. You always have a better chance of winning if you fight the battle yourself. There are also pieces of wargear that can only be earned by fighting defensive battles on the battle map, so you should think carefully before auto-resolving.
|
||
3226003 If you choose to fight and your army is on the province or one that neighbors it, your commander and his honor guard will join the defense. If not, you'll have to make do with whatever forces are garrisoned there.
|
||
3226004 OK
|
||
3226005 Continue
|
||
3227000 Planetary Requisition
|
||
3227001 It is now your turn to act again.
|
||
3227002 You'll notice that you have gained Planetary Requisition from the provinces you control. Each province produces Planetary Requisition every turn.
|
||
3227003 You use Planetary Requisition to reinforce your provinces by stationing troops there and to train honor guard units.
|
||
3227004 To reinforce a province, simply left-click on a province you own and then click on the Reinforce button in the right-hand panel.
|
||
3227005 OK
|
||
3227006 Continue
|
||
3228000 Reinforcing Provinces
|
||
3228001 This screen allows you to garrison troops in a province. These troops will be ready when you fight to defend this province from enemy attacks.
|
||
3228002 Stationing troops in a province costs you Planetary Requisition. The available units are on the panel.
|
||
3228003 Later, you can recall these troops (if the province is no longer at risk). Recalling a unit will give you back half the Planetary Requisition you spent to station it in the first place.
|
||
3228004 Be careful. All your purchases will be final once you accept the changes on this screen.
|
||
3228005 Continue
|
||
3229000 The Commander Screen
|
||
3229001 This screen provides you with a snapshot of your progress in conquering the Planet Kronus. It includes a running tally of your conquests, your commander's statistics, your honor guard and more.
|
||
3229002 If you haven't yet trained an honor guard unit (or you've lost one in battle), you can train it on this screen by simply clicking on its icon.
|
||
3229003 You can also access the Wargear Screen from here.
|
||
3229004 OK
|
||
3229005 Continue
|
||
3230000 Defeating an Enemy
|
||
3230001 Congratulations. You have just conquered an enemy race's stronghold. This victory ends that race's attempt to take the planet. If you can conquer the five remaining enemy strongholds, you will win the game.
|
||
3230002 There may still be some provinces held by the defeated race, but without a stronghold they no longer have an army or the ability to attack.
|
||
3230003 You can mop up their remaining provinces to gain the associated bonuses, or you can move on to other targets.
|
||
3230004 OK
|
||
3230005 Continue
|
||
3232000 Fury
|
||
3232001 You have conquered the Eres Badlands and gained the Fury special ability.
|
||
3232002 Fury gives you two full moves per turn, instead of just one. Just like before, you can use each one to move your army to a neighboring province you control or to attack a neighboring enemy province.
|
||
3232003 This ability is available right away so you can attack a second time this turn or move your army from the Eres Badlands before ending your turn.
|
||
3232004 OK
|
||
3232005 Continue
|
||
3233000 Bulwark
|
||
3233001 You have conquered the Ariel Highlands and gained the Bulwark special ability.
|
||
3233002 Bulwark makes it cheaper for you to reinforce your provinces. This cost savings is applied automatically.
|
||
3233003 OK
|
||
3233004 Continue
|
||
3234000 Forward Base
|
||
3234001 You have conquered the Hyperion Peaks and gained the Forward Base special ability.
|
||
3234002 When you attack a province, you will now be able to purchase structures from the Attack Screen. Each structure costs Planetary Requisition and appears immediately when you arrive on the battle map.
|
||
3234003 OK
|
||
3234004 Continue
|
||
3235000 Space Port
|
||
3235001 You have conquered Pavonis and gained the Space Port special ability.
|
||
3235002 The Space Port allows you to move your army around the campaign map much more freely. Instead of moving to or attacking only adjacent provinces, you can move to or attack almost any province on the map.
|
||
3235003 The Space Port does not allow you to attack a distant stronghold, however. To attack an enemy stronghold, you still have to do so from a neighboring province.
|
||
3235004 OK
|
||
3235005 Continue
|
||
3236000 Industrial Production
|
||
3236001 You have conquered the Vandean Coast and gained the Industrial Production special ability.
|
||
3236002 When you fight on the battle map, you will start with additional Requisition, allowing you to produce units and structures more quickly.
|
||
3236003 When you fight on the battle map, you will start with additional Power, allowing you to produce units and structures more quickly.
|
||
3236004 OK
|
||
3236005 Continue
|
||
3237000 Increased Manpower
|
||
3237001 You have conquered the Aceria Forests and gained the Increased Manpower special ability.
|
||
3237002 When you fight on the battle map, you will start with an increased Squad Cap and Vehicle Cap, allowing you to field a larger force.
|
||
3237003 OK
|
||
3237004 Continue
|
||
3501000
|
||
3502000 The Vandean Coast
|
||
3502001 Critical Location 2 Description
|
||
3502002 TODO
|
||
3503000 The Player's Faction
|
||
3503010 Clan Gorgutz
|
||
3503100 To Wake the Refineries
|
||
3503101 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3503102 Once a thriving industrial center, by the beginning of the Dark Crusade, the Vandean Coast had fallen into disuse. Some factories in the cities were still operational, but other great underground refineries languished under the sands of the coast, long-since abandoned as unnecessary by the planet's Tau masters.
|
||
3503103 As the Crusade dragged on, however, these ancient factories suddenly became very valuable. The warring factions could ensure their armies' supplies by taking the Vandean Coast and waking the refineries' dormant machine spirits. Weeks of fighting raged in Vandea, while workers channeled massive amounts of power into great capacitors to power-up the long-disused factories.
|
||
3503104 Whoever gained control of the coast would enjoy a powerful advantage for the rest of the crusade. With such potent manufacturing facilities, field commanders could requisition more weapons than their foes.
|
||
3503110 Once a thriving industrial center, by the beginning of the Dark Crusade, the Vandean Coast had fallen into disuse. Some factories in the cities were still operational, but other great underground refineries languished under the sands of the coast, long-since abandoned as unnecessary by the planet's Tau masters. As the Crusade dragged on, however, these ancient factories suddenly became very valuable. The warring factions could ensure their armies' supplies by taking the Vandean Coast and waking the refineries' dormant machine spirits. Weeks of fighting raged in Vandea, while workers channeled massive amounts of power into great capacitors to power-up the long-disused factories. Whoever gained control of the coast would enjoy a powerful advantage for the rest of the crusade. With such potent manufacturing facilities, field commanders could requisition more weapons than their foes.
|
||
3520006 Wake the Manifactoria
|
||
3520008 Powerful and ancient manufacturing facilities lay dormant under the sands of the Vandean Coast. Collect the indicated amount of Power (or destroy all enemies) before the timer runs out to wake them.
|
||
3520010 Powerful and ancient manufacturing facilities lay dormant under the sands of the Vandean Coast. Collect 3000 Power (or destroy all enemies) within 20 minutes to take them.
|
||
3520012 Wake the Manifactoria
|
||
3520014 Powerful and ancient manufacturing facilities lay dormant under the sands of the Vandean Coast. Collect 3000 Power (or destroy all enemies) within 20 minutes to take them.
|
||
3520016 Powerful and ancient manufacturing facilities lay dormant under the sands of the Vandean Coast. Collect 3000 Power (or destroy all enemies) within 20 minutes to take them.
|
||
3520018 Wake the Manifactoria
|
||
3520020 Powerful and ancient manufacturing facilities lay dormant under the sands of the Vandean Coast. Collect 3000 Power (or destroy all enemies) within 20 minutes to take them.
|
||
3520022 Powerful and ancient manufacturing facilities lay dormant under the sands of the Vandean Coast. Collect 3000 Power (or destroy all enemies) within 20 minutes to take them.
|
||
3520024 Wake the Manifactoria
|
||
3520026 Powerful and ancient manufacturing facilities lay dormant under the sands of the Vandean Coast. Collect 3000 Power (or destroy all enemies) within 20 minutes to take them.
|
||
3520028 Powerful and ancient manufacturing facilities lay dormant under the sands of the Vandean Coast. Collect 3000 Power (or destroy all enemies) within 20 minutes to take them.
|
||
3520030 Wake the Manifactoria
|
||
3520032 Powerful and ancient manufacturing facilities lay dormant under the sands of the Vandean Coast. Collect 3000 Power (or destroy all enemies) within 20 minutes to take them.
|
||
3520034 Powerful and ancient manufacturing facilities lay dormant under the sands of the Vandean Coast. Collect 3000 Power (or destroy all enemies) within 20 minutes to take them.
|
||
3520036 Wake the Manifactoria
|
||
3520038 Powerful and ancient manufacturing facilities lay dormant under the sands of the Vandean Coast. Collect 5000 Power (or destroy all enemies) within 20 minutes to take them.
|
||
3520040 Powerful and ancient manufacturing facilities lay dormant under the sands of the Vandean Coast. Collect 5000 Power (or destroy all enemies) within 20 minutes to take them.
|
||
3540000 Thermo Generator Control Achieved in: %1NUM%
|
||
3540001 Enemy Thermo Generator Control Achieved in: %1NUM%
|
||
3540002 Power Collected: %1NUM%
|
||
3540003 Enemy Power Reserves: %1NUM%
|
||
3540004 Time Remaining: %1NUM%
|
||
3540005 Power to Collect: %1NUM%
|
||
3550100 The Return of Eliphas
|
||
3550101 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550102 The powers of Chaos manifested in the once-pleasant Deimos Peninsula on the southern coast of Kronus, transforming it into a blasted hellscape. Summoned by heretical cultists, the Black Apostle Eliphas the Inheritor emerged from the Warp leading a whole company of the Word Bearer Chaos Legion.
|
||
3550103 These heretical Space Marines had been to Kronus before, fighting against their loyal brothers during the dark days of the Horus Heresy. Eliphas had been but a young Champion then, but returned a terrible Chaos Lord, ready to bring ruin to the Galaxy at large. The Dark Crusade would be his proving ground. By defeating the many powers vying for the planet, he sought to gain favor with the dark gods he worshipped.
|
||
3550104 Unless they could be stopped then and there, the Word Bearers would strike deeper into the Imperium.
|
||
3550110 For the Prince of Excess
|
||
3550111 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550112 The Eldar of Craftworld Ulthwé came to Kronus pursuing their alien agendas, but in the end did nothing but feed the power of the Chaos Lord Eliphas the Inheritor. Despite her use of Orkish servants and even a rival Chaos cult, the witch Taldeer was unable to hold back Eliphas’s forces, who cut her off from her vessel and subjected her people to the most terrible of fates.
|
||
3550113 To celebrate his victory over the Eldar, Eliphas had his men crack open all the aliens’ waystones. According to the black texts circulated after this dark day, these eldritch gems held the souls of the Eldar, keeping them from feeding the powers of Chaos. By breaking the waystones, the Word Bearers fed thousands of Eldar souls to Slaanesh, the Chaos God of Excess and Decadence, and obtained that dark deity’s favor for their Dark Crusade.
|
||
3550120 For the Lord of Decay
|
||
3550121 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550122 Governor-Militant Alexander’s naming of his capital proved highly premature, as Victory Bay saw his troops broken and slaughtered by the powers of Chaos. Eliphas the Inheritor led an unholy procession through the streets of the shattered city, his cultists shouting out terrible supplications and gathering up the dead and wounded.
|
||
3550123 These unfortunates were brought before the great Hellstorm cannon that had formed the center of the Imperial defense. Eliphas’s sorcerers, Amphion and Zethus, then performed a terrifying ritual using these rotting corpses as their sacrifice. With their dark words, the daemon of plague and rot bound into the cannon during the Horus Heresy awoke anew. The Word Bearers celebrated this day as that when their new crusade obtained the support of Nurgle, the Chaos God of Pestilence and Decay.
|
||
3550130 For the Changer of the Ways
|
||
3550131 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550132 Faithful subjects of the Emperor understandably took heart to see the Word Bearers strike at the heart of the Necron infestation of Kronus. With two implacable evils turning on one another, the thinking went, the forces of right couldn't help but win. Unfortunately, Eliphas the Inheritor would emerge from his victory in the Thur’Abis Plateau more dangerous than ever.
|
||
3550133 Imperial commanders could not guess that the Necrons held strange technologies and artifacts that were as hateful to the powers of Chaos as they were to life itself. By shattering the basalt monoliths and unholy archives of the Necrons, Eliphas was striking at one of the only forces (other than the God Emperor Himself) able to push back the ruinous powers. In so doing, he not only removed a threat to his power, but gained the favor of Tzeentch, one of the Chaos Gods of the Warp. His Dark Crusade would carry the sanction of the God of Sorcery from that day onward, making it all the more unstoppable.
|
||
3550140 For the Blood God
|
||
3550141 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550142 The massed Ork clans threw their full might against the tide of the Word Bearers, but in the battle between heretic and alien, the blasphemers triumphed. Indeed, as is their way, the forces of Chaos sowed dissent and conflict among the Orks. The once-unified band of Warlord Gorgutz fell into fractious infighting just when he faced the Warp-powered heretics.
|
||
3550143 The slaughter that ensued was of epic proportions, but Eliphas the Inheritor’s true objective was simpler. The Black Apostle recovered from Gorgutz the skull of Crull, the Butcher of Lorn V. This debased heretic had led the so-called Blood Legion of Khorne and faced the Imperial Guard’s 412th Cadian regiment. Eliphas claimed his severed head for Khorne’s “skull throne,” obtaining in this way the favor of the most terrible of the Chaos Gods.
|
||
3550150 For the Warmaster
|
||
3550151 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550152 The Word Bearers’ victory over the Blood Ravens Space Marines was a terrible blow to the Emperor’s faithful. The Ravens fought nearly to the last and blasted the landscape with orbital fire rather than see their relics fall into heretical hands, but their sacrifices ultimately seemed in vain.
|
||
3550153 Indeed, Eliphas the Inheritor saw North Vandea as the site of his most critical victory. Mad preachers took to the streets of Kronus’s cities claiming that, by breaking the Blood Ravens, the Word Bearers had obtained the personal sanction of Warmaster Abbadon for their Dark Crusade. It was never clear why the deaths of Blood Ravens – a chapter whose history does not go back to the Horus Heresy – would be especially pleasing to Abbadon. Nevertheless, the forces of the Word Bearers fought with a new and terrible certainty from that point on.
|
||
3550160 For the Primarch Lorgar
|
||
3550161 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550162 Eliphas the Inheritor’s defeat of the alien forces of the Tau Empire led to a twisted parody of Inquisitorial practices. The Word Bearers celebrated the death of Aun'el Shi'ores and pointed to the Ethereal's demise as evidence of the falsehood of Tau idols. The heretical propaganda surrounding this event saw the Word Bearers spitting back at the world the same accusations used to damn them. They called the Tau heretics and infidels, faithless creatures who worshipped empty ideals under the boots of the hierophantic Ethereal caste.
|
||
3550163 These acts were all directed at pleasing Lorgar, the Word Bearer Primarch who is said to rule the Legion from the Daemon World of Sicarus. The founder of the twisted faith preached by his Legion, Lorgar is said to hate the irreligious above all others. If so, it is not hard to imagine him smiling over the slaughter carried out in his name in the Tau cities of Kronus.
|
||
3550170 The Crusade Continues
|
||
3550171 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550172 By the end of the Second Kronus War, the foul banner of the Word Bearers flew across the entire planet. The very earth cracked with the foul energies unleashed there, Warp storms wracked the sky, and daemons spread across the land. Where once a prosperous colony had stood, a foul Daemon World burned like a canker in the void. Black Cathedrals rose in all its cities and the entire population either converted to the blasphemous faith of Chaos Undivided or became fodder for its blood sacrifices.
|
||
3550173 The loss of a single world and a few hundred million souls would soon pale in comparison to Eliphas’s next acts, however. Soon after his final victory on Kronus, his sorcerers called forth legions of daemons and other foul beasts, while Chaos fleets appeared from the Warp. Kronus became the launching point for a campaign of conquest that would cut through much of Ultima Segmentum as it drove toward Holy Terra itself.
|
||
3550174 The War for Kronus was but the dawn of the Imperium’s darkest day.
|
||
3550200 The Witch of Ulthwé
|
||
3550201 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550202 In the depths of Craftworld Ulthwé, the Eldar Farseer Taldeer foresaw the return of the Necrons and their campaign of galactic genocide. She had driven the Imperial Guard on Lorn V against this ancient foe, but the threat remained real.
|
||
3550203 When the Necrons arose on Kronus, Taldeer faced a new problem. This planet on the galaxy’s edge was beyond the reach of the Eldar webway. Instead of traveling from the Craftworld via this ancient system, Taldeer’s forces arrived aboard her wraithship, the Vision of Lileath. This alien vessel hid at the edge of the system while an advance party took a small shuttle to the frozen wastes of Tyrea. There, they erected special gateways linked to the holds of the Vision of Lileath.
|
||
3550204 The Eldar found the planet in a sorry state. The Necrons were on the march and the assortment of other powers on Kronus could not be trusted to stop them. Abandoning her habitual manipulations, Taldeer ordered her forces to begin an all out conquest of Kronus.
|
||
3550205 If none of the Mon-Keigh would stop the Necrons, the Eldar would do it themselves.
|
||
3550210 In Cleansing Fire
|
||
3550211 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550212 Although the Necrons were Farseer Taldeer’s true prey, the Eldar hatred for the ruinous powers of Chaos was almost as great. Legends hold that the Chaos god Slaanesh was born from the fall of the original Eldar civilization, and Taldeer’s followers were anxious to beat back the human heretics who worshipped such a creature.
|
||
3550213 Taldeer’s most senior Aspect Warriors led the drive into the Deimos Peninsula, singing the name of the Eldar war god Kaela Mensha Khaine as they cut through the madmen, traitor Space Marines and daemonic filth arrayed against them. With the Chaos Gates closed and the Word Bearers broken, Taldeer ordered her Aspect Warriors to withdraw. Her Warlocks then performed a great cleansing rite. From orbit, kilometer-long runes appeared in bright fire, announcing the Eldar victory for all to see.
|
||
3550220 The Governor’s End
|
||
3550221 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550222 Taldeer’s manipulation of the Imperial Guard on Lorn V had resulted in her branding as an enemy of the Imperium. General Lukas Alexander had led his troops against her ever since. When the Farseer at last sent her troops into Victory Bay, both sides knew that this long chase was finally over. Alexander’s men fought with bravery until the end, but the Eldar’s combination of stealth, speed and alien ruthlessness overwhelmed them. The hunt for Farseer Taldeer ended with the swing of an alien blade.
|
||
3550223 The Techpriests in Victory Bay sabotaged the great Hellstorm cannon there, lest it fall into Eldar hands, but the Farseer still ordered her Bonesingers and Guardians to load the mighty gun with distort charges. When these Warp-powered weapons detonated, they shattered the cannon into countless pieces. If there was any hope at all of ever restoring this mighty weapon to the Emperor’s service, the Eldar dashed it forever.
|
||
3550230 Remains of the Dead
|
||
3550231 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550232 Farseer Taldeer personally led her forces into the catacombs of the Necrons and delivered the massive plasma bomb that collapsed the catacombs, bringing tons of rock down on her foes and many of her own warriors. Perhaps to atone for this, she also led the efforts to recover the remains of the fallen.
|
||
3550233 During this somber triage, Taldeer uncovered the Tomb of the Lost, a crypt built eons ago by the Necrons to enshrine the remains of their victims. Within were the remains of several ancient Eldar, warriors in the first war against the Necrons. Taldeer would return these to Ulthwé with great ceremony.
|
||
3550234 Perhaps it was the presence of such antediluvian relics that drove the Farseer to complete her conquest of Kronus. Even with the Necrons defeated, she drove her forces forward into the territories as yet unconquered. No rock could be left unturned, she said, lest the Necrons rise anew on this world.
|
||
3550240 Jungle Games
|
||
3550241 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550242 Taldeer’s forces struck like a razor-sharp blade into the heart of the great Orkish horde, decapitating the Waaagh! and plunging the remaining Orks into destructive infighting. Showing their contempt for the brutish warriors, the main Eldar force withdrew from the Green Coast immediately after it had disposed of Warlord Gorgutz.
|
||
3550243 Only a small cadre of Rangers and a single Warlock remained in the jungle, using their cameleoline cloaks and other devices to remain hidden from the warring clans. Any time a chieftain seemed to be gaining enough stature to assemble the Orks into a viable force, the Rangers assassinated him, plunging the wild aliens into another cycle of infighting. Meanwhile, the Warlock Enimiah (a member of Taldeer’s Seer Council) repeatedly offered poisonous aid to various Ork chiefs, sending them at each others’ throats and keeping the race as a whole weak.
|
||
3550250 Ravens’ Fall
|
||
3550251 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550252 The Eldar assault on North Vandea broke the back of the Blood Ravens presence on Kronus. Not only did Taldeer’s forces kill many of the finest warriors in the chapter, but they claimed many of the relics the Blood Ravens were so anxious to hide. Although Chaplain Mikelus sacrificed himself to destroy at least some of the chapter’s dark secrets, others fell into Eldar hands.
|
||
3550253 Taldeer’s warlocks treatment of the corpses of fallen Space Marines was even more galling to the surviving Blood Ravens. As if expecting them to be the source of some pestilence, the alien sorcerers incinerated every last Blood Raven body left in North Vandea. This made any planned operations to return to Kronus and recover the gene-seed from the fallen battle-brothers pointless.
|
||
3550254 The chapter vowed revenge for the loss of its valuable gene stock.
|
||
3550260 Madness in Asharis
|
||
3550261 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550262 The Eldar assault on Asharis pitted speed against speed and stealth against stealth. Ultimately, it was the ancient sorceries of Taldeer and her Seer Council that prevailed over the alien technologies of the Tau defenders. The death of the Tau’s Ethereal ruler broke their morale and Taldeer simply allowed Shas’o Kais to withdraw from Kronus.
|
||
3550263 The Eldar showed utter contempt for their enemies and simply left Asharis to its fate once the Tau had withdrawn. In the wake of the battle, humans freed from centuries of alien bondage took to the streets and exacted some measure of justice upon the Tau civilians left behind. Revenge led to madness and soon Asharis was ablaze, Farseer Taldeer having as much concern for the lives lost there as a man might for the ants under his feet.
|
||
3550270 Ghosts of Tyrea
|
||
3550271 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550272 The alien mind is strange and mysterious, and Farseer Taldeer proved this once again upon her conquest of Kronus. The Eldar had broken all who stood before them, driving back men, alien and heretics alike. Kronus was theirs. However, instead of securing their hold on the world or enacting some final gambit, they simply vanished, like the ghosts of legend.
|
||
3550273 The Eldar returned to their ship, the Vision of Lileath, which evaded all attempts to track its exit from the Kronus system. Taldeer left behind her a planet in anarchy, littered with the corpses of her enemies and destined to become a lawless backwater for centuries to come. Perhaps that had been her intention all along; perhaps Kronus itself, and the warlords who might have arisen there, were the threat Taldeer had long foreseen and finally defeated.
|
||
3550274 The truth, like the Farseer’s ultimate fate, remains a mystery.
|
||
3550300 A New Cause
|
||
3550301 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550302 The Imperial Guard arrived on Kronus in pursuit of the Eldar Farseer Taldeer. General Lukas Alexander found more than his prey there, however. He found his destiny.
|
||
3550303 General Alexander claimed the abandoned city of Ironworks Bay as a base of operations and found there the massive Hellstorm cannon of an Imperator war titan. Techpriests had brought this fearsome relic to Kronus millennia ago, soon after it was cut from a heretical war machine during the Horus Heresy.
|
||
3550304 When the General reported his discovery, the Imperial Guard's high command issued him new orders. He would secure the titan's gun along with any other relics of the Techpriests, and would then return Kronus to the Imperium of Man. Ordering him to drive out the aliens and heretics besetting this world, Segmentum Command named Alexander Governor-Militant and created the 1st Kronus Regiment from his ground forces. The new Governor quickly renamed the city itself Victory Bay, making it his new planetary capital, while his men adopted the sobriquet of "Liberators" for their regiment.
|
||
3550305 When the Blood Ravens Space Marines began their purge of Kronus, the Governor-Militant refused to retreat. His orders were clear, regardless of the demands of the Space Marines. The Guard would fight the Blood Ravens along with all the other invaders.
|
||
3550310 The Daemon Killers
|
||
3550311 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550312 The Liberators’ 3rd Company provided the bulk of Governor-Militant Alexander’s troops during the final assault on the Word Bearers’ warp gate. This choice was astute, as 3rd Company had been drawn from the Cadian 15th regiment and were veterans of several hard battles against Chaos forces on their home world.
|
||
3550313 The men of Third Company did their duty admirably, despite having to fight across warp-blasted terrain and face countless twisted horrors. In the wake of the bloody battle, the company came to be known as the “Daemon Killers,” but scores of men left their lives on that corrupted soil, and many more were maimed and wounded. The toll of the battle was higher still among the sanctioned psykers supporting the troops. The presence of so much unbridled warp energy drove many to madness or to loose control over their strange abilities. The regimental commissariat oversaw the execution of those lost to the enemy.
|
||
3550320 The Witch’s End
|
||
3550321 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550322 No amount of trickery or deceit could forestall the Emperor’s justice when the Liberators finally tracked Farseer Taldeer to the frozen terrain of Tyrea. With the witch’s web gates sealed and her forces crushed, Governor-Militant Alexander soon held the xeno Farseer in his hands. Drugged and imprisoned, she would ultimately be handed over to the Inquisition.
|
||
3550323 Taldeer’s capture meant Governor Alexander's original mission was at an end. However, in a rousing speech before the troops in Tyrea – and broadcast across the planet – Alexander reminded his soldiers of their duty to return Kronus to Imperial control. Father Martel, the Governor’s own confessor, blessed this mandate in the name of the Immortal God Emperor, and the regimental Commissars called it the duty of all loyal Guardsmen to push on to total victory.
|
||
3550330 Into the Valley of Death
|
||
3550331 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550332 The terrifying battle through the underground labyrinth of the Necron catacombs cost the Liberators dearly. The implacable foe claimed scores upon scores of lives, notably wiping out 4th Company’s 2nd and 5th platoons. But when the smoke cleared from the great detonation which collapsed the catacombs, a great cheer arose from the survivors.
|
||
3550333 In several places, the ancient structures of the Necron tomb world emerged from the desert. Father Martel, confessor to the Governor and the de facto arch-deacon of Kronus, ultimately condemned these as heretical blights which continued to corrupt all those who spent time near them. Governor-Militant Alexander took his words to heart and had his men use further bombs to reduce all ruins to rubble or bury them under tons of sand.
|
||
3550340 Skull Hunting
|
||
3550341 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550342 Despite the legions of aliens he threw against the Liberators, Warlord Gorgutz could not stand against the might of the Imperial Guard. The Ork chieftain’s escape would later put a blemish on the victory in the Green Coast, but in the immediate aftermath, most assumed he had died in the cataclysmic explosion that destroyed his encampment.
|
||
3550343 Governor-Militant Alexander entrusted the job of cleaning up the now divided Orks to Captain Gregor Vash’s 2nd Company. Vash broke his forces up into individual hunter squads, offering rewards and glory to those units that confirmed the most kills. The Ogryns under his command took this contest to heart and collected massive piles of Orkish skulls for themselves. The company commissar eventually forbade this practice as incompatible with the Imperial creed. He spent some weeks in the madicae temple after informing the Ogryn warriors of his decision.
|
||
3550350 Resolved in Blood
|
||
3550351 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550352 The clash between Governor-Militant Alexander and the Blood Raven Captain Thule could only end in blood. Both had explicit orders, and both were convinced they acted with the Emperor's blessing. Only when the Liberators had driven into North Vandea and leveled the Space Marines’ Castellum Incorruptus did the Blood Ravens cease their purge of the planet and withdraw.
|
||
3550353 Although orbital salvos from the Blood Ravens’ battle barge leveled much of the remains of the base, Governor Alexander directed his men to conduct a careful search for any records the Space Marines might have left behind. Their search was not in vain, and Alexander uncovered records linking the chapter to past visits to the planet, as well as disturbing contradictions in the chapter’s history. It seems likely that these discoveries led directly to the Inquisition’s probe of the chapter soon thereafter.
|
||
3550360 The Liberation of Asharis
|
||
3550361 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550362 Certainly one of the most hard-fought, the Imperial victory over the Tau forces in Asharis was definitely the most celebrated of the liberation campaign. In the death of the Ethereal Shi’ores and the retreat of his forces, Governor-Militant Alexander saw the completion of his dream of once and for all stripping Kronus from the Tau Empire.
|
||
3550363 A military parade through the streets of Asharis marked the victory, along with repeated scenes of sanctioned destruction of the signs of alien occupation. The regimental commissariat also established offices in Asharis and other liberated cities where citizens could provide information on those who had aided the alien occupiers. The trials of accused collaborators were rapid and deadly, the Emperor’s justice having no mercy for traitors to the human race.
|
||
3550370 A Power to Be Reckoned With
|
||
3550371 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550372 With the last alien bastion broken, Governor-Militant Alexander stood as the uncontested ruler of Kronus and a hero to his men. Even faced with the opposition of the Blood Ravens, the Governor carried out his orders and received his rewards. Indeed, Segmentum Command ordered the Liberators to remain on Kronus during a pacification period and then to ship out to the next conflict zone. Governor Alexander would remain behind to rule in the God Emperor’s name.
|
||
3550373 Large numbers of Techpriests arrived on Kronus to oversee a massive campaign of public works, bringing with them the huge resources needed. In return, they gained permission to resume study of the Hellstorm cannon in Victory Bay, hoping to return it to the Emperor’s service.
|
||
3550374 As for the Liberators, Governor Alexander promoted Captain Vash to colonel and placed him in command. With the regiment still loyal to him, a planet at his command, and the Techpriests of Mars in his debt, Lukas Alexander had begun his rise as a power to be reckoned with in this sector of the galaxy.
|
||
3550400 Hunger of the Nightbringer
|
||
3550401 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550402 The Necrons had lain buried in the sands of Kronus for eons, having retreated there at the end of a great war only hinted at in the histories of ancient races like the Eldar. Long before Man even stood upright, the Necrons and their dark gods had retreated to their tomb worlds.
|
||
3550403 But their slumber was not eternal. Eventually their genocidal deities awoke them again, driving them to purge the life that had spread across the galaxy during their sleep. On Kronus, this awakening came when an archeological team opened a mysterious crypt on the arid Thur’Abis Plateau. Most of the team died, but expedition leader Tomas Macabee somehow became one of the mysterious Necron Pariahs. Seemingly retaining a hint of his personality, he occasionally spoke for the silent army as it advanced.
|
||
3550404 The Necron Lord of Kronus, the most ancient and powerful of the deathless creatures on the planet, promptly launched a campaign of extermination. His loathsome god, the Nightbringer, hungered for the deaths of all those on Kronus.
|
||
3550410 Doom of the Warp Gods
|
||
3550411 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550412 In the most ancient of Eldar myth cycles, there are tales of the Necrons’ bloodthirsty deities clashing with the powers of the Warp. Thus, the Necron assault on the Chaos stronghold was something of a reenactment of that prehistoric war, the merciless wave of the material Necrons clashing with the unbridled madness of the Immaterium.
|
||
3550413 Despite black sorceries and the rage of foul daemons, even the Traitor Space Marines could not stop the unending tide of Necrons. The Nightbringer’s servants remained in Deimos for some time after their victory, seemingly focused on purging the very soil there, which had been tainted by the power of the Warp. Necron gauss weaponry atomized every last Chaos temple and artifact left, not to mention all the corpses and the unfortunates who survived the initial attack. By the time the Necrons moved to their next target, the peninsula had become a scorched desert of ash and dust.
|
||
3550420 A Pyre of Wraithbone
|
||
3550421 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550422 The Eldar had come to Kronus specifically to face the Necrons and when the deathless army marched into Tyrea, they got their chance. For all the lauded foresight of their Farseer, however, the Eldar were unable to stem the Necron tide and fell under the power of their weapons. The dreams of Craftworld Ulthwé came crashing down under the metallic heel of their ancient enemies.
|
||
3550423 The Necrons directed much of their energy to destroying the various wraithbone structures left by the Eldar. This eldritch material is said to emanate directly from the Warp, which seems to have offended the deathless warriors even more than the existence of life. The thin spires built by the Eldar collapsed as gauss flares and alien blades cut them into their atomic components. Only when the works of Farseer Taldeer were blasted to nothing did the Necron tide move on.
|
||
3550430 The Fall of Man
|
||
3550431 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550432 Imperial forces had faced Necrons before, notably on Lorn V and Verdus Prime, and it had cost the champions of Man dearly each time. On Kronus, things only got harder, and when the Necron forces swept into Victory Bay, even the raw power of the revived Hellstorm cannon could not stop them.
|
||
3550433 The Necrons showed cold contempt for the works of Man as they murdered the last Techpriests and Guardsmen in Victory Bay. With none left to fear them and none left to die, they simply moved on to the next conquest. The remains of the great Titan gun they ignored altogether, even its mighty power paling in comparison to the galactic genocide their gods demanded.
|
||
3550440 The Scorched Earth
|
||
3550441 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550442 Two unrelenting tides crashed into one another as the Necrons moved into the Green Coast. Imperial citizens can be forgiven for rejoicing to see the barbaric Orkish horde face the merciless advance of the ancient death-bringers. No matter who won, however, the cause of Man suffered. And when the Necron scythe decapitated the Ork horde, it was only one step on their march of galactic extermination.
|
||
3550443 Orkish hordes are notoriously difficult to eradicate since the beasts reproduce at a phenomenal rate. Indeed, Kronus’s jungles had been the domain of feral Orks long before Warlord Gorgutz arrived. The Necrons, however, applied their murderous resoluteness here as well and systematically purged the jungle one step at a time. Millions of Orks ultimately perished, each death a pleasing sacrifice for the Nightbringer.
|
||
3550450 The Doom of the Blood Ravens
|
||
3550451 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550452 Even the elite of the Blood Ravens could not hold back the murderous advance of the Necrons. The Necrons answered the Space Marines' shouted benedictions with stoic silence and murderous blasts from their gauss flayers. The aliens were uninterested in any arcane secrets that might have been hidden in North Vandea, utterly ignoring the scorched ruins of the Blood Ravens chapel there. Their gruesome warriors flensed the flesh from every Space Marine left on the planet, but left their holy battle armors and other relics to corrode in the harsh weather.
|
||
3550453 Tragically, among the flesh reduced to particulate ash was the gene-seed of those Space Marines, dealing a near fatal blow to the chapter. By taking North Vandea, the Necrons defeated the Blood Ravens on Kronus. But by purging the genetic heritage of all those fallen battle brothers, they may well have destroyed the whole chapter.
|
||
3550460 Purge of the Young
|
||
3550461 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550462 In the clash between the young Tau Empire and the ancient evil of the Necrons, antediluvian determination won out over youthful exuberance. For all the tactical skill of Commander O’Kais, the Necron wave was unstoppable and they purged Asharis just as they had all other regions before it.
|
||
3550463 The retreat of the Tau forces left the remaining civilian population of Asharis unprotected from the Necron purge. Once their cold-blooded slaughter completed, however, the Necrons simply abandoned the city and its surrounding communities to the ages. Automated vid-systems still broadcast images from the desolate streets, the bleached bones of Tau, Kroot and humans lying still in the ash-strewn streets.
|
||
3550464 Somewhere in the depths of the void, the Nightbringer surely smiles at his gruesome handiwork.
|
||
3550470 The Tomb World Rises
|
||
3550471 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550472 By the end of the Dark Crusade, Kronus was a tomb world once more. Just as the marching Necron armies cut down all their opponents, so do did other fiendish devices work on the planet's very ecosystem. Scarab swarms scoured the lush jungles of the south and the fertile plains of the north, while pulses of loathsome energy killed even microscopic bacteria. The seas died and the air itself became rarified and poisoned. Soon sterile sand and dust swept across the Kronusian landscape, broken only by black monuments to the Nightbringer.
|
||
3550473 Kronus became the black heart of the Necron purge in the eastern edge of the galaxy. Warriors emerging from the monoliths of Kronus would bring death to worlds across the Tau Empire, the domains of Ultramar and many more sectors. Imperial strike fleets, Tau battle formations and Eldar raiding teams would all try to retake Kronus, only to fall before the huge crypt vessels protecting the tomb world from orbit. Each heroic effort only added more deaths to the Nightbringer’s tally.
|
||
3550500 Rise of the Green Tide
|
||
3550501 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550502 Driven from Lorn V, the Ork Warboss Gorgutz Headhunter managed to return as a greater threat still during the Dark Crusade. He formed a new warband from Ork freebooters and pirates and others pushed out of the Lorn system, and set about raiding worlds on the outskirts of the Tau Empire, gaining resources along the way. When Kronus sent out desperate calls for help against the Necrons, Gorgutz sent his forces to strike at a vulnerable target.
|
||
3550503 Gorgutz's war fleet dropped out of the Warp, only to find Imperial and Tau fleets squaring off above Kronus. The Orks lost several ships, but the clashing fleets were unable to repel the large number of roks Gorgutz threw into the atmosphere. These massive landing ships, made from converted asteroids, smashed into the Green Coast and unloaded their bands of Ork invaders. There, Gorgutz brought the local feral Orks to heel and set about his conquest.
|
||
3550504 The Waaagh! had come to Kronus.
|
||
3550510 Gorgutz Daemonkilla
|
||
3550511 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550512 On Lorn V, Warlord Gorgutz had clashed with the Chaos Lord Crull, and that experience served him well when he sent his horde into the Deimos Peninsula. Although huge numbers of Orks fell to the foul daemons and black sorceries of the Word Bearers, Gorgutz had plenty to spare and eventually overwhelmed the heretics.
|
||
3550513 Gorgutz mounted the skulls of Black Apostle Eliphas and his sorcerers on pikes and had them carried as grisly standards for his Waaagh. The other Orkish chieftains, as ever imitating their warlord, promptly went on an orgy of decapitation, mounting the heads of the countless cultists and Chaos Space Marines left dead when Eliphas withdrew.
|
||
3550514 In the wake of this victory, Gorgutz assumed the name of Daemonkilla.
|
||
3550520 Gorgutz Ghostkilla
|
||
3550521 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550522 Faced with the Ork horde, Farseer Taldeer was perhaps too wily for her own good. Gorgutz was more than happy to cut through the rebellious Orkish chieftain and self-obsessed heretic she used as dupes. Smashing the gates to the Eldar wraithship, Gorgutz caught the Farseer in a simple noose and strangled her with it.
|
||
3550523 On Lorn V, Gorgutz had tried and failed to claim Taldeer’s head, but this time he succeeded. As the fragile bodies of the Eldar lay broken across the frozen soil of Tyrea, the warlord and his horde howled at the night sky. Unable to make any real use of Eldar technology, Gorgutz’s beasts simply destroyed every piece of wraithbone they could find.
|
||
3550524 In the wake of this grand sacking, Gorgutz assumed the name Ghostkilla.
|
||
3550530 Gorgutz Gunsmasha
|
||
3550531 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550532 Gorgutz had suffered at the hands of the Imperial Guard on Lorn V and saw his assault on Victory Bay as a chance for revenge. Unfortunately, Governor-Militant Alexander and his 1st Kronus Liberators were unable to deny Gorgutz his want. The Ork tide swept through the desolate city, spilling the blood of men with virtual impunity.
|
||
3550533 When the smoke cleared, Gorgutz and his Ork meks faced the remains of the great Hellstorm cannon, severely damaged by the desperate last acts of the Techpriests of Victory Bay. Unconcerned with the heresy they enacted, the Ork Mek Boyz scavenged every last component from the great circuits, using and abusing them to add power to their primitive guns and vehicles.
|
||
3550534 In the wake of this battle, Gorgutz assumed the name Gunsmasha.
|
||
3550540 Gorgutz Deathkilla
|
||
3550541 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550542 Accustomed to the vilest of environments, Gorgutz’ Orks ran headlong into the gruesome catacombs of the Necrons. Although the deathless warriors reaped a massive bounty in Orkish lives, for once it was they who were swept under a ceaseless tide as more and more of the green beasts poured into the caverns. When Gorgutz detonated the massive explosive that brought down the caverns atop the Necrons, he left scores of his boyz to be crushed.
|
||
3550543 Nevertheless the survivors cheered their boss, even laughing at the ruthlessness with which he had sacrificed their fellows. Gorgutz Headhunter left the Thur’Abis Plateau without any fresh skulls, but with the new appellation of Deathkilla.
|
||
3550550 Gorgutz Bloodspilla
|
||
3550551 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550552 The Blood Ravens chapter had faced more than a few Ork assaults over its history, notably smashing the great horde on Tartarus. Perhaps because of this, the Orks under Warlord Gorgutz approached the assault on North Vandea with especial glee. Here was their chance to prove themselves stronger than their race’s greatest enemies.
|
||
3550553 Victory in North Vandea cost Gorgutz a huge number of his boyz, but the warlord was happy to pay the price. Gorgutz himself mounted two helmeted Space Marine skulls on his gruesome bosspole and his followers emulated him. Many Nobz and other larger Orks who survived the battle mounted Blood Raven helmets on their weapons or wore them on slings as war trophies. In the years to come, the battered red helms of the Blood Ravens would remain the most prized trophy among Gorgutz’ Orks.
|
||
3550554 For himself, the warlord celebrated his victory by taking on the name Gorgutz Bloodspilla.
|
||
3550560 Gorgutz Ragescreamer
|
||
3550561 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550562 Before his arrival on Kronus, Warlord Gorgutz had raided several other Tau colonies near the Damocles Gulf. This experience served him well as he sent waves of his boyz against the Tau defenders of Asharis. Bloody melees between Orks and Kroot showed the barbarity of both races and Gorgutz was happy to send waves of his Orks to die under Fire Warrior fusillades until he could overwhelm their lines.
|
||
3550563 In the end, however, the fall of Asharis was a frustration for Gorgutz. With the Tau forces retreating and taking the corpse of their Ethereal with them, the Ork Warlord was denied the gruesome trophies he loved so much. His frustration had not having Aun’el’s skull was epic in scope, and Gorgutz is said to have personally eviscerated the Orks who actually killed Aun’el, blaming them for not securing the Ethereal’s corpse.
|
||
3550564 This outburst of pique after a great victory won Gorgutz the name of Ragescreamer.
|
||
3550570 The Warlord of Kronus
|
||
3550571 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550572 With the last enemy beaten, Gorgutz’s horde reigned supreme on Kronus. The warlord himself had draped himself in the cruel glory of the Orks, being hailed at the Headhunter, the Ragescreamer, the Bloodspilla, the Deathkilla, the Daemonkilla, the Gunsmasha and the Ghostkilla.
|
||
3550573 The Orkish horde proceeded to pillage the planet to build their next invasion fleet. Gorgutz himself set off at the head of that fleet, but Kronus remained an Ork-infested world and the Warlord regularly returned there to gather forces for his next conquest.
|
||
3550574 With such a fertile base of operations, the Warlord would cut a swath through the Imperium’s eastern fringe and the Tau Empire for years to come.
|
||
3550600 Knowledge Is Power
|
||
3550601 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550602 The Space Marines of the Blood Ravens chapter arrived on Kronus like the mailed fist of the Emperor. Acting under orders from his Chapter Master and Chief Librarian, young Brother-Captain Davian Thule ordered the Blood Ravens to carry out a thorough purge of this world.
|
||
3550603 The Chapter Master had told Thule that ancient relics of the chapter were hidden on Kronus, artifacts from the mysterious early years of the Blood Raven. These sacred items could not be allowed to fall into alien hands.
|
||
3550604 Captain Thule ordered the withdrawal of the Imperial Guard forces stationed in Victory Bay, but Governor Alexander flatly refused to pull his men back. Thule judged the Governor a good man, but had little choice but to send his Space Marines to battle the Governor's troops along with all the other powers on Kronus.
|
||
3550605 The Blood Ravens willingness to fight soldiers of the Imperium did not go unnoticed. Whispers began that the relics on Kronus were more damning than holy. Only the war’s victors would be left to decide the truth of the matter.
|
||
3550610 Against the Black Apostle
|
||
3550611 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550612 The Blood Ravens assault on the black temples of the Deimos Peninsula replayed the tragic battles of the Horus Heresy. Once again, Space Marine fought Space Marine, one side holding true to the Emperor’s light, the other fallen into blackest heresy. The Blood Ravens faced this battle with zeal, anxious to bring down those who had betrayed all they stood for.
|
||
3550613 In the end, the Blood Ravens weathered the assault of daemons and traitors alike, closing the Warp gate that was feeding the heretical army and bringing down the fiendish Black Apostle who led it. As for the desecrated temples and foul shrines that dotted the landscape, the Librarians of the chapter catalogued and recorded all their contents. They then undertook the safe transport of these black artifacts to their Librarium, where they could be safely destroyed.
|
||
3550620 Relics of Ulthwé
|
||
3550621 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550622 The Blood Ravens had suffered Eldar trickery on Tartarus and Rahe’s Paradise not long before their arrival on Kronus. In Tyrea, they avenged their fallen battle brothers with alien blood. By sealing the Eldar Farseer Taldeer’s webway portals, they blocked any possibility of her escape. What followed was a careful hunt for every last alien in Tyrea, culminating in the death of Taldeer herself.
|
||
3550623 The chapter’s Librarians, for their part, spent much of the aftermath of the battle studying the remains of the fearsome daemon summoned up by the Eldar. This so-called Avatar of Khaine – the savage incarnation of a blasphemous alien god – crumbled into inert matter at the battle’s apex. Epistolary Anteas, senior Librarian on Kronus, made sure that each piece was collected, catalogued and shipped back to the chapter Librarium. In later years, this would cause the Blood Ravens no small amount of trouble.
|
||
3550630 The Rewards of Loyalty
|
||
3550631 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550632 When the Blood Ravens leveled the Governor-Militant's palace in Victory Bay, they brought an end to a sad conflict within the Imperium. Both Captain Thule and Governor Alexander were acting under orders of their superiors and neither could back down when those orders brought them into conflict. Captain Thule and Chaplain Mikelus went so far as to praise the slain Governor for his stalwart dedication to his orders. With his death, they arranged for the transport of the surviving Guardsmen off world. Most were sent toward Segmentum Command with testimonials that they had done their regiment proud.
|
||
3550633 The Blood Ravens were less forgiving to the rebellious Guardsmen of the 5th Company. Although these men had shouted their loyalty to the Emperor’s Angels of Death upon the death of Commissar Gebbet, the Space Marines showed them no favor. Indeed, these Guardsmen had taken up arms against their regiment and the Blood Ravens judged them traitors to be executed.
|
||
3550634 The Space Marines greatest ire, however, was reserved for the Techpriests who sabotaged the great Hellstorm cannon rather than have it fall into the chapter's hands. The one Enginseer who survived to be interrogated claimed he had done what he must to keep the cannon from unworthy hands.
|
||
3550640 Fall of the Warlord
|
||
3550641 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550642 As they had on Tartarus, the Blood Ravens cut with surgical precision into the heart of the Ork horde on Kronus. The hardened Space Marines sent into the depths of the Green Coast answered the green tide with waves of bolter fire and the faith of true soldiers of the Imperium. The swamps ran red with the blood of Orks, as camp after camp fell to the Blood Ravens’ purge.
|
||
3550643 That Warlord Gorgutz managed to escape Kronus weighed heavily on Captain Thule. He surmised (correctly as it turned out) that the Ork would someday return to plague the Imperium again. In an effort to make sure no other Orks survived, Thule ordered a massive scorched earth campaign, burning hundreds of thousands of square kilometers of jungle to purge the Ork once and for all.
|
||
3550650 Victory Over Death
|
||
3550651 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550652 The final assault against the Necrons in the catacombs under the Thur’Abis Plateau became the thing of legend among the Blood Ravens. Descending into that sepulchral underworld, the battle brothers must have felt cut off from the Emperor’s light altogether. Nevertheless, they fought with all the courage and steel of the Imperium’s finest, bringing holy fire to the enemies of all life.
|
||
3550653 Those brothers who emerged from that charnel underworld marked their armors with a small elongated skull, emblematic of their fallen Necron foes. The chapter’s second company, which contributed most of the forces sent into Thur’Abis, would add the Necron skull to its heraldry and adopt the motto “Victory Over Death.”
|
||
3550660 The Purge of Asharis
|
||
3550661 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550662 During the earlier Damocles Gulf Crusade, the Tau Empire had repelled the Novamarines who landed on Kronus. In their assault on Asharis, the Blood Ravens more than avenged the Novamarines’ defeat.
|
||
3550663 Much as the third company had during the Battle of Magna Bonum on Tartarus, the Blood Ravens fourth company fought its way through the streets of Asharis one block at a time, pushing back at the Tau Fire Warriors and Kroot carnivores with steely determination. The Tau Commander Kais did manage, however, to cheat the Blood Ravens of one prize, namely the body of the Ethereal Shi’ores, which would undoubtedly have ended up under study in the chapter Librarium and Apothecarion. As it was, Apothecary Gordion spent many days collecting the alien blood samples left behind when the Tau withdrew with the corpse of their slain Ethereal.
|
||
3550670 Dark Tidings
|
||
3550671 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550672 After many long and bloody battles, the Blood Ravens finally completed their purge of the Planet Kronus. The Battle Barge Litany of Fury remained in close orbit, imposing a strict prohibition on any visits to the world, while the fifth company maintained the Castellum Incorruptus in North Vandea.
|
||
3550673 The Imperial Guard’s Segmentum Command lodged protest for the Blood Ravens actions, reporting them to the Inquisition. The Blood Ravens successfully defended their actions, convincing their interrogators that General Alexander should have bowed to the Blood Ravens orders and withdrawn.
|
||
3550674 Nevertheless, the Inquisition kept a watchful eye on the chapter, for the rumors of hoarded relics never fully abated. Likewise, many in the Guard's command structure never forgot the blood shed on Kronus.
|
||
3550675 And indeed, the darkest time in the chapter’s history began soon after the war’s end.
|
||
3550700 For the Greater Good
|
||
3550701 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550702 The rise of the Necrons and the arrival of other powers on Kronus was a threat the Tau Empire could not ignore. With their doctrine built firmly around the so-called Greater Good, the Tau could not tolerate seeing a thriving colony taken away from them.
|
||
3550703 The Ethereals, leaders of the empire, responded to the distress signals from Kronus by sending some of their best and brightest to retake the world. Aun’el Shi’ores was among the most lauded of a new generation of the Ethereal caste; he would be responsible for restoring proper order to this wayward world. With him came the military leader Shas'o Kais. A student of the teachings of Commander Puretide, O’Kais brought a massive force of Fire Caste warriors as well as auxiliaries from the Tau’s allied races, the Kroot and Vespid.
|
||
3550704 Tau ground forces landed in the city of Tash’n (or Asharis to use its true Imperial name) and from there began the crusade to retake the planet as a whole.
|
||
3550710 The Taint of Chaos
|
||
3550711 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550712 The Tau forces who came to Kronus had not fought any major battles against the agents of Chaos and could not know the madness that awaited them. Nevertheless, O’Kais’s forces held strong, refusing to give into the daemons and heretics. The force pushed forward and finally disrupted the black enchantment that had brought the Chaos Space Marines to Kronus. Somewhat miraculously, not a single of the Tau soldiers fell into Warp heresy during the assault.
|
||
3550713 In the wake of this battle, however, the soldiers of the Fire Caste struggled to understand just what they had witnessed. Aun’el Shi’ores acted quickly to preserve his forces against the power of heresy. He ordered that all structures and ritual artifacts on the peninsula be leveled and the area sealed off under guard. Kroot carnivores who had partaken of the flesh of dead Chaos Space Marines and cultists were ruthlessly hunted down lest the taint make its way into their gene-matrix.
|
||
3550720 Secrets of the Craftworld
|
||
3550721 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550723 The Dark Crusade represented one of the first major clashes between the Tau Empire and Eldar forces. Both alien powers favored speed and stealth, and both employed a variety of inhuman technologies. Ultimately, the young surpassed the old and O’Kais’s forces overran the Eldar in Tyrea.
|
||
3550724 The Tau forces were very keen to learn the secrets of Eldar technologies. Negotiations for the release of Eldar prisoners could begin only after hostilities ended on Kronus. In the meantime, Water caste diplomats conducted extensive interviews with all Eldar prisoners. Earth caste scientists, meanwhile, dissected and analyzed the technologies of the Eldar. Although the Tau quickly analyzed Eldar laser and shuriken weapons, more esoteric weapons like the Warp-powered distort cannon and the nature of the wraithbone material used in so much Eldar construction proved much harder to crack.
|
||
3550730 Against the Imperium
|
||
3550731 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550732 Although other powers on Kronus threatened the Tau forces there with outright extermination, the Imperial Guard forces centered in Victory Bay threatened the legitimacy of the Tau claim to the world. Given the aliens’ unshakable faith in their own cause, this was in many ways the greater threat and O’Kais led his forces into Victory Bay as crusaders against heresy more than anything. This drive ultimately overcame the defenses set up by Governor-Militant Alexander's forces.
|
||
3550733 In the aftermath of the battle, the Tau rounded up the surviving Guardsmen and established a reeducation camp in an attempt to make them betray the God Emperor and embrace the Tau cause. Many resisted, most notably a Kasrkin squad which managed to escape into the countryside and launch a small guerilla campaign, but others succumbed and surrendered all they knew to the Tau. In the years to come, the forces of the Imperium would have reason to rue this last betrayal as Tau forces struck at weak points on several planets.
|
||
3550740 Ancient Technologies
|
||
3550741 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550742 O’Kais’s drive into the Necron catacombs relied heavily on the stealth and speed of his forces to deliver a fusion bomb to the heart of the deathless enemy’s power. His gambit succeeded, although he left many soldiers behind him.
|
||
3550743 In the wake of the battle, Aun’el Shi’ores directed the creation of a vast research complex on the Thur’Abis Plateau. Under the protection of Fire Warriors, the scientists of the Earth caste began the slow process of studying the technology used by the Necrons. The few pieces of Necron weaponry and smashed warriors that did not fade out of existence were subjected to very close scrutiny indeed. Whether or not the Tau Empire was ever able to make use of this ancient and loathsome technology is unknown, but their weaponry continues to advance, much to the chagrin of the Imperial forces facing them in combat.
|
||
3550750 Jungle War
|
||
3550751 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550752 The legendary Tau Commander Farsight had led troops on Kronus some decades before the Dark Crusade and had smashed the Ork horde of the Warboss Bonekraka. O’Kais studied Farsight’s tactics and used them in his assault on the Green Coast. By eliminating Warlord Gorgutz, he plunged the Ork horde into a cycle of infighting that effectively took them out of the battle for Kronus.
|
||
3550753 Still, Aun’el Shi’ores was hardly pleased that Kronus’s jungle remained infested with feral Orks. Even with other opponents still to fight, the Ethereal directed significant numbers of Fire Warriors and Kroot carnivores to hunt the remaining Orks, taking back one square kilometer of jungle at a time. The Kroot proved the most successful here, taking over much of the ecosystems of these areas in order to hunt down the Orks. Soon, the jungles of Kronus resembled the Kroot home world of Pech more than anything.
|
||
3550760 Relics of the Enemy
|
||
3550761 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550762 Tau forces and Space Marines had clashed on Kronus during the Damocles Gulf crusade, but these had been small hit and run engagements. The Tau assault on North Vandea was something else altogether, with O’Kais leading his troops in an assault on the entrenched and well-defended Blood Ravens. Warriors of the Emperor, the Space Marines left many Tau and Kroot dead, but were unable to hold back O’Kais’s tide. When the Blood Ravens left Kronus, many of their finest soldiers lay dead in North Vandea.
|
||
3550763 In the Blood Ravens, Aun’el Shi’ores saw what he considered the worst of the Imperium of Man. The Ethereal called their faith madness and their purge of Kronus murder on a global scale. He chose thus to preserve the remains of the Space Marine fortress in North Vandea as an example of the opposition the Greater Good faced in the wider galaxy.
|
||
3550770 The Third Sphere Grows
|
||
3550771 From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3550772 With the last enemy stronghold broken, the Tau hold on Kronus became secure once again. The task force sent from the Tau home world remained on the planet to secure it, and soon thereafter further waves of settlers and colonists arrived from across the empire. The humans left on Kronus found life increasingly difficult for them – many had embraced the Imperial return and now found themselves subject to reeducation or other penalties.
|
||
3550773 Intensive colonization by Tau and Kroot led to a rapid demographic swing, with the human population dwindling to less than 5% a decade after the Dark Crusade. Although no public announcements were ever made to this effect, it seems clear that human births on Kronus also dropped precipitously. In part this is due to the single-gender reeducation camps imposed by the Tau, but it is also possible that the alien powers undertook some form of sterilization project – all for the so-called Greater Good.
|
||
3550774 Whatever the truth, when Kronus was admitted as a full sept of the so-called Third Sphere, its human population was but a footnote.
|
||
3550800
|
||
3601000
|
||
3602000 Critical Location 3
|
||
3602001 Critical Location 3 Description
|
||
3602002 TODO
|
||
3603000 The Player's Faction
|
||
3603010 Clan Gorgutz
|
||
3603100 An Ancient Evil
|
||
3603101 ++ From “Dark Crusade: A Relation of the Second Kronus War” by Scriba Marcus Orestes ++
|
||
3603102 It was during the Horus Heresy that Chaos first drove marine against marine. Kronus witnessed some of this terrible fighting and the heretics of those ancient times left behind them terrible artifacts.
|
||
3603103 In the desolate Eres Badlands stood one such talisman, an ancient icon of the Blood God Khorne. With war sweeping Kronus once more, a daemon within the icon awoke. It fed on the souls of those slain in combat and promised gifts to whoever would slake its thirst for blood.
|
||
3603104 Even the warriors of the Imperium ended up feeding the fiend as they fought across the Badlands to prevent others from claiming this prize. The faithful tried to ignore the whispers the daemon slipped into their minds, but every death still fed its dark appetite.
|
||
3603105 In the end, whoever controlled the Eres Badlands would gain a measure of the daemon’s fury, allowing them to launch attack after attack against their enemies.
|
||
3603110 It was during the Horus Heresy that the influence of Chaos first drove Space Marine against Space Marine. Kronus witnessed some of this terrible fighting and the heretics of those ancient times left behind them terrible artifacts. In the desolate Eres Badlands stood one such talisman, an ancient icon of the Blood God Khorne. With war sweeping Kronus once more, a daemon within the icon awoke. It fed on the souls of those slain in combat and promised gifts to whoever would slake its thirst for blood. Even the warriors of the Imperium ended up feeding the fiend as they fought across the Badlands to prevent others from claiming this prize. The faithful tried to ignore the whispers the daemon slipped into their minds, but every death still fed its dark appetite. In the end, whoever controlled the Eres Badlands would gain a measure of the daemon’s fury, allowing them to launch attack after attack against their enemies."
|
||
3620100 Slaughter the Forces of Chaos
|
||
3620101 Slaughter the Eldar
|
||
3620102 Slaughter the Imperial Guard
|
||
3620103 Slaughter the Orks
|
||
3620104 Slaughter the Necrons
|
||
3620105 Slaughter the Space Marines
|
||
3620106 Slaughter the Tau
|
||
3620110 Kill the designated number of enemy troops or vehicles to gain the power of the daemon of Khorne (or to prevent others from doing so).
|
||
3620150 Mission Objective:
|
||
3630100 Yes… Blood…
|
||
3630102 More... You must kill more of them...
|
||
3630103 Yes… Just a few souls more…
|
||
3630105 The power of the Blood God shall be yours!
|
||
3630107 You will be the sacrifice this day…
|
||
3630109 Another has earned my favor, fool!
|
||
3630110 Fool… Your time is running out…
|
||
3640002 Time Remaining: %1NUM%
|
||
3640003 Your Units Destroyed: %1NUM%
|
||
3640007 Enemy Units Destroyed: %1NUM%/%2NUM%
|
||
3650000 In the name of the Emperor, finish this!
|
||
3650001 <death scream>
|
||
3650002 Higher ground! We'll gain the advantage!
|
||
3650003 Continue the assault! Reinforcements are coming!
|
||
3650004 The Monolith! We destroy that and this is over! Charge!
|
||
3651000 The Planet Kronus.
|
||
3651001 Beset on all sides by the tides of war, this once-quiet colony became a savage battlefield.
|
||
3651002 Seven armies clashed on this one world, each refusing to back down, each convinced it was in the right.
|
||
3651003 From beneath the sands of Kronus’s central desert came the Necrons, ancient machines bent on eradicating all life.
|
||
3651004 But another evil already had its eyes on the planet. From the depths of the Warp, the daemonic forces of Chaos arrived to enforce their claim.
|
||
3651005 To oppose these fearsome powers, the planet’s rulers in the Tau Empire sent their elite soldiers and sophisticated battlesuits into the fray.
|
||
3651006 From the mighty Imperium of Man came the Imperial Guard, there to secure Kronus for the glory of the God Emperor.
|
||
3651007 Like a green tide, the Ork horde descended on Kronus, caring little for others’ claims and sowing destruction in its wake.
|
||
3651008 The Eldar, ancient enemies of the Necrons, emerged from their Webway to pursue their own agenda on Kronus.
|
||
3651009 And last came the Space Marines, finest and most uncompromising of the Imperium’s soldiers. Seeing a world beset by aliens and heretics, they undertook a great purge.
|
||
3651010 A Dark Crusade had begun. It could only end with the total victory of one of these factions, and the total defeat of all others.
|
||
3700000 Mission Objective:
|
||
3700001 Destroy All Enemy Structures
|
||
3700002 You have limited troops with which to drive out the entrenched enemy. Destroy all enemy structures. If your troops are wiped out, you will have failed this mission.
|
||
3700003 You have limited troops with which to drive out the entrenched enemy. Destroy all enemy structures. If your troops are wiped out, you will have failed this mission.
|
||
3700050 Armored Raid
|
||
3700051 From “A Relation of the Second Kronus War” by Scriba Marcus Orestes:
|
||
3700052 Although the local workers never realized it, the mines of Kronus's Hyperion Peaks featured powerful ore refining machines left there by the Tech-Priests of Mars. These ancient ore-processing and field-manufacturing plants took on a more martial aspect during the Dark Crusade.
|
||
3700053 Indeed, these same devices could, with relative ease, be made to produce military structures or the processed materials needed to assemble them in the field. Those in control of this facility thus gained the ability to rapidly build forward bases as they pushed across Kronus.
|
||
3700054 The Peaks were a difficult battlefield, however, isolated from standard supply lines. Those trying to take the mines were forced to send in a single armored column ordered to wipe out all enemy structures. Without reinforcements, the tank commanders were on their own.
|
||
3700060 Although the local workers never realized it, the mines of Kronus's Hyperion Peaks featured powerful ore refining machines left there by the Tech-Priests of Mars. These ancient ore-processing and field-manufacturing plants took on a more martial aspect during the Dark Crusade. Indeed, these same devices could, with relative ease, be made to produce military structures or the processed materials needed to assemble them in the field. Those in control of this facility thus gained the ability to rapidly build forward bases as they pushed across Kronus. The Peaks were a difficult battlefield, however, isolated from standard supply lines. Those trying to take the mines were forced to send in a single armored column ordered to wipe out all enemy structures. Without reinforcements, the tank commanders were on their own.
|
||
3700100 Enemy Buildings Remaining: %1NUM%
|
||
3900000 the treacherous Alpha Legion forces.
|
||
3900001 the Alpha Legion Chaos Space Marines, servants of the Ancient Enemy.
|
||
3900002 de mad humies as came outta da Warp Storm..
|
||
3900003 the crazed flood of the Alpha Legions Chaos Space Marines.
|
||
3900004 the obstinate Mon-Keigh of the Imperial Guard's 252nd Kauravan regiment.
|
||
3900005 the seditious Imperial Guardsmen of the 252nd Kauravan Conservator regiment..
|
||
3900006 the Imperial Guard minions of the tyrannical Gue'la Emperor.
|
||
3900007 Orbital Defense Controls
|
||
3900008 Sama District
|
||
3900009 Vyasastan
|
||
3900010 Dussala Precinct
|
||
3900011 Kaurav City
|
||
3900012 Eastern Kauravia
|
||
3900013 Shakun Coast
|
||
3900014 Jalaganda Lowlands
|
||
3900015 Lands of Solitude
|
||
3900016 Cerulea
|
||
3900017 The Trivian Groves
|
||
3900018 The Skerries
|
||
3900019 Rokclaw Mountains
|
||
3900020 Monse
|
||
3900021 Rokclaw Foothills
|
||
3900022 Forgotten Isles
|
||
3900023 Knocknarea
|
||
3900024 Nan Yanoi
|
||
3900025 Irridene
|
||
3900026 Upper Wastes
|
||
3900027 Broken Lands
|
||
3900028 Kier Harrad
|
||
3900029 Principian Badlands
|
||
3900030 Cape of Despair
|
||
3900031 Nirraein
|
||
3900032 Coastal Imossa
|
||
3900033 The Morholt Range
|
||
3900034 Peninsula of Iseult
|
||
3900035 Riwalin
|
||
3900036 Gurmun's Pass
|
||
3900037 Tristram Plains
|
||
3900038 Marconia
|
||
3900039 Parmenie
|
||
3900040 Parmenian Heath
|
||
3900041 Lacunae
|
||
3900042 Sisters of Battle – click to select this race and read their background
|
||
3900043 Dark Eldar – click to select this race and read their background
|
||
3900044 Sisters of Battle
|
||
3900045
|
||
3900046
|
||
3900047 Dark Eldar
|
||
3900048 Sacred Rose
|
||
3900049
|
||
3900050 You have been driven from your stronghold and utterly defeated. Your campaign for Kaurava is over.
|
||
3900051 Soulstorm Campaign
|
||
3900052 Your Stronghold
|
||
3900053 Your Army
|
||
3900054 Moving and Attacking
|
||
3900055 The Attack Screen
|
||
3900056 The Wargear Screen
|
||
3900057 Victory and Rewards
|
||
3900058 Conquered Territories
|
||
3900059 Defeat
|
||
3900060 The Enemy's Turn
|
||
3900061 Defending Your Territories
|
||
3900062 Planetary Requisition
|
||
3900063 Reinforcing Territories
|
||
3900064 The Commander Screen
|
||
3900065 Defeating an Enemy
|
||
3900066 Ancient Gates
|
||
3900067 Broken Supply Line
|
||
3900068 Forward Bases
|
||
3900069 Reduced Production Costs
|
||
3900070 Deep Strike Squads
|
||
3900071 Fast Population Growth
|
||
3900072 Ar’Ka Cannon
|
||
3900073 Fleet March
|
||
3900074 Troop Recovery
|
||
3900075 Ignore Supply Lines
|
||
3900076 Ancient Gate Raiding
|
||
3900077 TAU
|
||
3900078 SISTERS
|
||
3900079 DARK ELDAR
|
||
3900080 Black Heart Kabal
|
||
3900081 Order of the Sacred Rose
|
||
3900082 Adrift in the barren northern lands of Sama stands a single metropolis, which has now become a Preceptory of the Sisters of Battle, Order of the Sacred Rose. Most likely the Sisters chose this city for its symbolism: a proud testament to the Imperium rising out of a dusty wasteland.
|
||
3900083 Prior to the arrival of the Sisters of Battle, the Sama District was one of the regions least dependant on the Imperial Guard presence. Wild game hunting, active East-West trade, and domestic manufacture had supported an independent population that welcomed the Sisters of Battle with nearly as much reverence as fear.
|
||
3900084 ++ Adepta Sororitas ++
|
||
3900085 ++ Order of the Sacred Rose ++
|
||
3900086 ++ By Order of Canoness Commander Selena Agna ++
|
||
3900087 ++ Public Declaration ++
|
||
3900088 Faithful servants of the Emperor and citizens of Sama, this provincial realm is hereby claimed and annexed unto the right and pious cause of the Sisters of Battle, acting as a hand of the One True Ecclesiarchy. Be assured that all property, sustenance, and chattel you are compelled to donate to our holy cause will be repaid by the Emperor’s love, now and hereafter.
|
||
3900089 Be advised that no one who is righteous and holds his allegiance to the God-Emperor need be alarmed. Only the corrupt, the mutant, and the heretic shall perish in flames. Any wishing to confess themselves up front, and pass swiftly into blessed redemption should report to the new Preceptory headquarters, in Moksha Square, at 1000 hours, sharp. Devout individuals wishing to join the Frateris Militia should report at 0950 hours.
|
||
3900090 ++ End ++
|
||
3900091 This eastern edge of Kaurava I’s leviathan city has recently begun to experience annexation by the Sisters of Battle. Although no outright conflict has yet taken place, its northern sectors have been quietly claimed by the Sisterhood.
|
||
3900092 Conflict between the Sisters of Battle and the Imperial Guard has occurred of late in this area of the city. As a result, the populace of the cities and suburbs of the province have largely fled, seeking refuge in neighboring provinces.
|
||
3900093 ++ Memorandum ++
|
||
3900094 ++ Topic: A New Vision for Imperial Kaurava ++
|
||
3900095 ++ Subsection: Vyasastan ++
|
||
3900096 ++ Sender: Governor-General Vance Stubbs ++
|
||
3900097 Key among the precepts I require enacted is that administratum and military forums find mutual expression. I will repeat this as many times as necessary to get the point across. This must happen, we cannot have divisions in purpose, although we must be divided in function.
|
||
3900098 To this end the aqueducts in sectors 19, 37, and 4 will be expanded to accommodate better converse between Dussala and Vyasa. I have already ordered the embankments on the Virata River fortified.
|
||
3900099 Furthermore, the outer urban areas will be properly districted, just as on Attila, and the foundation-work laid for an additional space-port, with full shipping and military capacities. By these and other such efforts, we will make our world redound to the glory of the God-Emperor.
|
||
3900100 Dussala forms the southern stretch of the great leviathan city of Kaurava I. It is also the central headquarters of the Imperial Guard presence of the system, proud home of the 252nd Conservator Regiment.
|
||
3900101 Throughout Dussala, military and civilian life have blended remarkably well. There are few Dussalan families without at least one son enlisted in the 252nd.
|
||
3900102 ++ Dussala Daily Eclipse ++
|
||
3900103 ++ Morning Edition, second frame ++
|
||
3900104 Attention Dussalans:
|
||
3900105 As per the orders of Governer-General Stubbs’ sub-auxilliary executive commissioner of planetary affairs, we are pleased to announce… that tomorrow at 1100 hours there will be a formal parade of 252nd Conservator troops and heavy armor, before they are deployed to the field of battle. Attendance is mandatory. Daily Eclipse editorial looks forward to seeing you all there. Among the parade retinue will be 10,000 Guardsmen, two refitted Baneblades, and a newly arrived company of Kasrkin Guard, direct from the frontlines on Cadia.
|
||
3900106 You will come and wish our troops well. Twelve processional troops will play anthems of the Imperium, and Valkyries will perform flying maneuvers overhead. We have been asked to remind you to heed all Adeptus Arbites direction immediately, as they are authorized to respond with force of arms.
|
||
3900107 At the heart of Kaurava I is Kaurav City. This region is one vast city, which is, in fact, part of an even more gigantic city extending through Dussala and Vyasastan. But it is Kaurav City that is the pinnacle of Imperial culture in the system, its capital, and home to the great universities, libraries, and Ecclesiarchal temples.
|
||
3900108 The city itself is a patchwork of new growth and decaying neglect. Fresh structures are raised amongst collapsed, burnt out, and decaying buildings. Slums flank mansions and opulent centers of commerce.
|
||
3900109 ++ Kaurav City Annals ++
|
||
3900110 ++ Record MCXVII, Sub-article IX ++
|
||
3900111 ++ Annual Purge, honorably attended by Inquisitor Lord Seroglazni of the Ordo Hereticus ++
|
||
3900112 ++ Objectives ++
|
||
3900113 Purge of all city sectors where the morally depraved, corrupt, unseemly, and poor have increased in number. Performed annually in coordination with Imperial Guard Hellhounds and the Adeptus Arbites.
|
||
3900114 ++ Report ++
|
||
3900115 In this purge, 1,700 potential heretics and mutants were identified – all were cleansed and burnt upon the Inquisitorial stakes. At a date not later than 100 years from the current time, our Lord Seroglazni will reattend to ensure correct cleansing is being adhered to.
|
||
3900116 ++Conclusion++
|
||
3900117 Annual purge remains a vital organ in the functioning corpus of Kaurava I’s effective governance.
|
||
3900118 The small province formed by the habitable shore of Shakun Sea is famous for its health benefits, and for the wealthy and powerful who tend to have second homes along the water.
|
||
3900119 The region boasts several proper cities, along with numerous poor fishing villages. A famed museum of xenos and mutant curiosities was closed with the arrival of Governor Stubbs, who deemed it blasphemous and heretical.
|
||
3900120 ++ Personal Correspondence ++
|
||
3900121 ++ Low level encryption – decrypted ++
|
||
3900122 Miron,
|
||
3900123 I can’t tell you much at the present, things have been in such disarray. Also, I can’t trust that this letter won’t be read. The important thing is, expect me in a week. By Holy Terra, Miron, no good will come to anyone left in Vyasastan. I’m just a petty cleric, not some battle hardened Guardsman. I’m not made for this.
|
||
3900124 Things here are bad. Officially nobody has made a move, but there’s shelling and Lightning fighter runs overhead, and every day some building gets stormed, by which I mean flamed with multi-meltas. Ordo Hereticus business. Now I’m behind the 252nd all the way, what with Uncle Jurr a Major and all that, but at the end of the day my allegiance is to the Immortal God-Emperor and the Ecclesiarchy.
|
||
3900125 You see what a scrape I’m in? What, with my ties to the planetary requisitions and commerce commissions? I can’t stay – no one can stay – or they’ll come under suspicion from one side or another. That is all I can say here. The important thing is, expect me within the week. I’ll be there.
|
||
3900126 Ciron
|
||
3900127 Home to the only Ancient Gate on Kaurava I, a part of Jalaganda is effectively an extension of Kaurav City. Here, bustling interplanetary commerce passes constantly through the gate, making many merchants fabulously rich.
|
||
3900128 There is another Jalaganda, however. The humid land of silty rivers, canals, and mud-hut villages is peopled by the solitary “Lowlanders,” brave, taciturn people. It is said they make excellent, dependable Guardsmen.
|
||
3900129 ++ Imperial Guard 252nd Conservator Regiment ++
|
||
3900130 ++ Re-enlistment Briefing Logs ++
|
||
3900131 ++ Vox recording excerpt ++
|
||
3900132 Well I got back and right off I knew it wasn’t right no more. It was my 17th tour, and they said I could have off. Heavy weapons, been to II and IV.
|
||
3900133 See I wasn’t thinking. A few drinks and there I was gabbing about mountains full of Orks, where we Lowlanders, most’ve us ain’t never seen mountains, let alone Orks. Then, see, well, on my last tour, we came across the foul abominations of Chaos. Man, you wouldn’t believe what I saw, but the worst of it was, just before we cut out of there, I swear, I swear or give me a muddy grave, I saw Sureb, and he was with them. Sureb, what as grew up down the way from me, Lowlander right enough, eight brothers all told. Gone over to the other side!
|
||
3900134 Well, I shoulda known never to open my big mouth about that. Didn’t sit right. Strange tales, speakin’ ill of your neighbors. No, I can’t stay. I’m a Lowlander no more. So, see, Commissar, I’d like to go back. All I am now is a Guardsman. I got to face that.
|
||
3900135 The northern continent of Kaurava II is a harsh, forbidding land, noted for its striking and singular beauty. The region was given its solitary name because no one but hermits and nomads could survive there long. These nomads sustain themselves by hunting the prized and dangerous game found in the northernmost reaches of Solitude.
|
||
3900136 When the Blood Ravens arrived, they claimed a relatively habitable basin near the center of the region. As Space Marines they found Solitude’s harshness nothing to the accustomed rigors of war.
|
||
3900137 ++ Reconnaissance Report ++
|
||
3900138 ++ Scout Captain Kensey, Adeptus Astartes, Blood Ravens Chapter ++
|
||
3900139 Reconnaissance team responsible for the survey of northwestern quadrant of the territory, an area of several thousand square kilometers. Report is as follows.
|
||
3900140 75km radius due W to due N around proposed headquarters: There is no flat terrain and no good foot or vehicular paths. Assault from this northerly direction would be extremely difficult.
|
||
3900141 120km WNW: Viable water source. Thunderhawk convoys will be necessary.
|
||
3900142 512km due N: Gentle valley, potential landing area for enemy assault. Scant evidence of prior settlement there. Detonated several cliff-sides, closing the valley and rendering it inhospitable.
|
||
3900143 970km NNW: Interesting encounter. Several great horned beasts, massive forearms, climbing among steep embankments. Scouting team readied to fire, but human nomads garbed in gray and white camouflage came from nowhere, killing the beasts with great speed and efficiency. Note to command: investigate recruiting these nomads. If unsuitable as Neophytes for our Chapter, refer for Imperial Guard recruitment.
|
||
3900144 These idyllic and fertile lands have drawn generation after generation of human settlers. Farms burgeon and coastal fisheries yield plentiful catch, providing much of the system with food. The warm seasons are long, and the winter is temperate.
|
||
3900145 All would indeed be tranquil in the province, were it not for occasional Ork sorties out of the adjoining Rokclaw range. The base of these mountains had been dotted with Imperial Guard outposts, many of which have recently been abandoned or destroyed.
|
||
3900146 ++ Overheard at the Emperor’s Ascension hab bar, Kaurav City ++
|
||
3900147 Buy me another drink and I’ll tell you the whole story. Ah! A good man, knows the value of a drink. Well I was farming, Western Cerulea. That’s right, land of beauty. Land of bounty. Well, where I was, we get some Orks now and then. Haha! Why yes, I’ve seen an Ork. More than one, since I was a pup. You act surprised, but this is life on Two.
|
||
3900148 But I’ll tell you, I never seen Orks in numbers like this. So the farm got a single permacrete tower, and all us farmers are up in it. The rusty – I mean trusty (har har!) 252nd show up, and they hold ‘em off for awhile. Only then, twice the number of Greens was there. I knew it was getting bad when they swarmed a Leman Russ and wrenched the hatch off. Honest to goodness, and I swear to you as I sit here now, I thought we were all goners that day.
|
||
3900149 Just then I hear this rumbling, and I look back, and coming right in from north – right over all our new-sowed crops! – is a row of maybe a dozen or so dull red tanks. Blood Ravens! I am telling you the Emperor’s truth. First thing they blast is that Leman Russ. Next thing I know, Space Marines are pouring out of their Rhinos and giving those Orks such a meal of bolter rounds as to lay ‘em flat.
|
||
3900150 After that… well, after that I realized the value a’ life, and I thought, Kaurava I, more Guardsmen and no Orks. Conservators, that’s the place for me.
|
||
3900151 Gently rolling woodlands cover almost the entirety of Trivie. As peaceful and lovely as neighboring Cerulea, the many Trivian forests bear fruit and lumber. The human inhabitants have suffered more greatly from Ork attacks than the rest of the northern hemisphere.
|
||
3900152 Great human cities had once thrived in the north of Trivie, but as the Imperial Guard’s grasp on the system weakened, Orks overran their mountains and the human population mostly fled or scattered.
|
||
3900153 ++ Tau Reconnaissance Report ++
|
||
3900154 ++ Aggregated for Or’es’Ka from Stealth Teams Swiftspear, Firekeeper, Brightshield ++
|
||
3900155 Area covered: 4.2 million square kilometers
|
||
3900156 Terrain constituents
|
||
3900157 > Forest 71% Lake / River 12% Open land 8%
|
||
3900158 ++ Outcome: shot by firing squad for heretical preaching ++
|
||
3900159
|
||
3900160 > Gue’la settlement 9%
|
||
3900161 > Resources: lumber, wildlife, water, copper, titanium, palladium, small subterranean pockets of Argon and Selenium
|
||
3900162 Tactical Notes
|
||
3900163 > 46% of border touches on Ork-infested Rokclaw Mountains.
|
||
3900164 > Dense forestation provides deep cover
|
||
3900165 > Gue’la cities in north of province well defended and easily adapted to the Greater Good
|
||
3900166 Conclusions
|
||
3900167 > Risk: Moderate
|
||
3900168 > Short term value: Moderate
|
||
3900169 > Long term value: Highly valuable
|
||
3900170 > Recommendation: If conquered, use widespread drone sentries to control borders
|
||
3900171 > Recommendation: Neutralize Ork threat
|
||
3900172 Hundreds of islands, some small enough for a single village, lie as if they had tumbled off the mainland. The crystalline waters are rarely deep, and fish school in great numbers. Until the current war, generations of humble villages dotted the islands.
|
||
3900173 The only part of the entire region that is not rustic is the lander pad that allows traffic with Irridene, one of the planet’s two moons.
|
||
3900174 ++ Civilian Testimony ++
|
||
3900175 ++ Recovered from Kauravan Defense Post K2.1739 ++
|
||
3900176 So what I see’d was… well, see, we get out in the boats a ways before sunlight. Bearfish feed then. So we’re on the water like, and I’m there above board with the nets in my hands, gettin’ them ready.
|
||
3900177 I jus’ looked up. Fine clear night. Irridene’s high up, a-glitterin’, and Orridune’s down low. Paint a picture, ya could. That’s when I see’d it. A streak, not like a ship comin’ outta warp travel, no. Just outta th’ distance. An’ it slowed – an’ got bigger – and like as if just met up with the moon. Went right into it.
|
||
3900178 By now I done dropped the net, standin’ there like a Sirrabin Shark. I squinted and it hadn’t hit Orridune, it just stopped right at it like. An’ a squinted a hair more and saw it wasn’t one thing, it was dozens a’ little specks, just resting there, above the moon.
|
||
3900179 Well, sirs, I fear th’ ‘cclesiarchy right proper as the next man. Watch it, I thought, then say what ye’ve seen. So the next night, moon came up, and the specks were still there. But now I’d a swored you could see some-aught crawling upon Orridune. I’d a swore. So I came right next day, and here I be.
|
||
3900180 There are few places in Kaurava II where you cannot see the vast, imposing peaks of the Rokclaw Mountains looming in the distance. Those peaks, though majestic, have always inspired as much dread as awe. Orks have lurked there since the first Imperial Valkyries arrived.
|
||
3900181 Now Warboss Gorgutz has raised a huge Waaagh! and the mountain paths teem with Orks and bristle with banners and turrets. Smoke from Ork foundries billows into the clear blue skies, and the bellows of training Squiggoths echo in the valleys.
|
||
3900182 ++ Imperial Guard, 252nd Conservator Regiment Official Field Archives ++
|
||
3900183 ++ Recovered Transponder Log, transcribed ++
|
||
3900184 “Hey Siram, you think there’s really Orks up in these hills?”
|
||
3900185 “Nah.”
|
||
3900186 “I see an Ork, what’s it to me? I know how to use my lasgun.”
|
||
3900187 “Ay, they say they got stone axes and clubs”.
|
||
3900188 “I’d shoot ‘em down before they got a chance.”
|
||
3900189 “Yeah… but it’s all wives’ tales.”
|
||
3900190 “Speakin’ of wives, did you see how that Cerulean lass gave me the eye, in the village back there?”
|
||
3900191 “Gave you the eye! Ha ha ha! Sure she did”.
|
||
3900192 “Just ‘cause she wasn’t giving it to you, don’t mean you – what was that? Listen!”
|
||
3900193 “Siram? What are you – oh Emperor… I see them.”
|
||
3900194 “What – what are they?”
|
||
3900195 “Orks. That’s gotta be Orks.”
|
||
3900196 “So many of them! And they ain’t stone clubs!”
|
||
3900197 “We – we got to get out of here. We’re not equipped for more than surveillance!”
|
||
3900198 “I know, I know! Quick, that way!”
|
||
3900199 “Keep low. You don’t suppose they saw us, do you?”
|
||
3900200 “Okay, we’re safe… I think we’re safe…”
|
||
3900201 “HUMIES! AAHAHAHA! GET ‘EM, BOYZ!”
|
||
3900202 <screams, followed by hacking and smashing sounds>
|
||
3900203
|
||
3900204
|
||
3900205
|
||
3900206
|
||
3900207
|
||
3900208
|
||
3900209 Although it is the developed region of Kaurava II, Monse has long been a patchwork of city and farmland. The province is so exposed to the Ork-infested Rokclaws that over time it has grown to be one of the best fortified and developed parts of Kaurava II.
|
||
3900210 With the Ork Waaagh! underway and the outer Imperial Guard establishment crumbing, Monse has not been able to hold off attacks, and stretches of the once pristine territory now lie in ruins.
|
||
3900211 ++ Public Notice ++
|
||
3900212 Attention Imperial Citizens --
|
||
3900213 The city of Arransburg is doing all it can to protect you in these troubled times. Please be advised that we must welcome the number of farmers from neighboring agricultural districts which we have taken in. These refugees do not – we repeat DO NOT – threaten our food reserves. Anyone found proclaiming otherwise will be executed by Imperial Guard firing squad.
|
||
3900214 To better protect all residents of our city, a strict curfew of sundown will be enforced. Official passes will be issued to the small number of individuals who need to be out after curfew starts.
|
||
3900215 Finally, it has come to our attention that a malicious rumor has sprung up concerning xenos on the moon Orridune. We have confirmation from our local Imperial Guard Commissar that no alien has landed, or COULD land on the moon. All rumors concerning a “death-ray” stationed on that moon, alien or otherwise, are also false. Rumor mongers will be handed to the commissariat for mind scrubbing.
|
||
3900216 Fender Simons
|
||
3900217 City Governor, Arransburg, Kaurava II
|
||
3900218 The rough-hewn and picturesque hill country west of the Rokclaws has belonged to the Orks as often as they have belonged to the Imperium. As a result, the land has never supported greater settlement than small villages and cattle pasturing. Many past centuries of strife have seen Orks and humans existing in bloody and uneasy proximity.
|
||
3900219 Beneath the almost constant low-lying fog, many miles of this province show the signs of hasty and careless strip-mining. Other areas suffer the chemical wounds of industry and warfare, resulting in miles of barren slopes.
|
||
3900220 ++ From an ancient Rokclaw shepherd’s song ++
|
||
3900221 Out of the mists – my flock comes from the fen
|
||
3900222 Up hill – over hill – into mist again
|
||
3900223
|
||
3900224 A song to haunt the valleys, a song to pierce the heart
|
||
3900225 A dark eyed girl who waits for me, while we must be apart
|
||
3900226
|
||
3900227 Across the hills and gullies – I thread my weary feet
|
||
3900228 Ever east, ever towards my siren girl to meet
|
||
3900229 From a lonely hilltop, where her village stood
|
||
3900230 I saw only splinters – only cinders – slaughtered beasts and Orks all doused in blood
|
||
3900231 A song to haunt the valleys, a song to pierce the heart
|
||
3900232 A dark eyed girl who waited, now we’ll ever be apart.
|
||
3900233
|
||
3900234 ++ Classified: rank Captain and above ++
|
||
3900235
|
||
3900236
|
||
3900237
|
||
3900238
|
||
3900239
|
||
3900240
|
||
3900241
|
||
3900242 Emerald green and half-shrouded in silver mists, it is not hard to see why those who first discovered the islands chose the name they did. The choice proved to be fitting. For nearly a millennium a quiet people have dwelled there, not leaving and not welcoming strangers.
|
||
3900243 Although they had never declared a separation from the Imperium or any other heresy, the people of the Forgotten Isles lived apart. Of course, such isolation could never survive the current war.
|
||
3900244 ++ Mreet Kettlorn, Kauravan Historian ++
|
||
3900245 ++ Fifteen Cycles in Paradise: A Historical Travelog of Kaurava II, pp. 1341 – 42 ++
|
||
3900246 During my three cycles upon the Forgotten Isles, I learned much; foremost, I learned that there was much these secretive folk would never reveal to me. But I will give, as much as is in my power, a broad sketch of its provenance.
|
||
3900247 The discoverer and also namer of the Forgotten Isles was Tur Turgold, the fifteenth of Kaurava’s First Settlers, and the one about whom we know the very least. A statue of him stands in the town square on the largest island, Tilk, although it was more than a cycle before anyone would confirm the fact.
|
||
3900248 Some say that Tur was in fact a mute, others that, in the strange mode of expression these islanders have, he “loved words not.” It is clear enough that the Forgotten Islanders view their isolation, terse speech, and general secrecy as something they inherit from Tur himself.
|
||
3900249 I must take a moment to dispel some of the rumors concerning these isles. Whatever the cause of their nature, they are not, I assure the good reader, heretics. They fear and love the Emperor, as all men must. They are not cannibals or wizards, nor mutants. They are simply quiet folks, although the historical causes of this shift are of considerable interest…
|
||
3900250 Up until the appearance of the Warp Storm, the barren second moon then known as Orridune had been more or less ignored. If the Imperial Guard presence on the planet below had not been crumbling, or if the Orks were star-gazers by nature, they would have noticed a miraculous occurrence.
|
||
3900251 They would have seen a Tau fleet descend on the moon, deploying thousands of drones. With surprising speed and effort, the Earth Caste created localized atmosphere, water supplies and a great plateau. The fleet then landed, and the construction of the Nan Yanoi military complex was begun.
|
||
3900252 ++ Nan Yanoi ++
|
||
3900253 ++ Construction Report E1.998.052 ++
|
||
3900254 Orange sector ahead of schedule. Subsectors 1-9 to 12-9 are functionally complete.
|
||
3900255 Blue sector has had some issues with the slag deposit hook-up. Several of our best Earth Caste have been sent to look into the problem. We anticipate only minor delays. A strange report from 7-2-Blue: Somehow a builder drone had been misprogrammed, and was found constructing the entire schematic for Nan Yanoi in rivets on a ventilation casing plate.
|
||
3900256 Red sector is a cause for concern. Moderate to great delays may be possible here. This is due in part to structural inadequacies in the moon’s surface beneath our terraforming efforts. There was also a minor… incident between a particularly noisy Kroot regiment and dormant Vespids.
|
||
3900257 Thirty-two construction drones are damaged and require repairs. Nineteen of these are due to a power surge in a conduit they were working on, the others require normal regular maintenance.
|
||
3900258 If it weren’t for the Ancient Gate, this icy moon would have gone on as ignored as its sister. The Ancient Gate, in times of peace, had provided a vital route for interplanetary trade and a valuable tool to the Imperial Guard. To facilitate its usefulness, lander pads had been built in two planetside territories, allowing regular traffic to and from the moon. Linking these pads to the Gate is a small industrial city, complete with factory beds, depots, and a commercial space port.
|
||
3900259 ++ Posted Sign, Irridene Commercial District ++
|
||
3900260 Dear Customers, Suppliers, and Debtors,
|
||
3900261 It is with regret that Troagers & Associates have closed their Irridene trade hall. After three millennia of providing the finest quality bulk textiles for the Imperium's fighting men, we have found it necessary to close our doors with great speed and no warning.
|
||
3900262 Any pending sales, refunds, invoices, or other debts are, unfortunately, null and void. For compensation please fill in form IXF553-2b, and a servo-assistant will review your complaint within approximately 27.9 years. However, any information about the former Scribe Ancient or his person, dead or alive, will be richly rewarded by our Troagers & Assoc. central offices. Please report to the Jalaganda branch office for more details.
|
||
3900263
|
||
3900264 Strong winds howl between the mesas and other barren rock formations that cover the northern reaches of the planet. The territory is truly barren, offering nothing required to sustain life other than sunlight and heat.
|
||
3900265 In earlier times, only a few Imperial mining outposts graced the rocky landscape. When the Eldar arrived, these quickly vanished, replaced by a shimmering, delicate network of infiltrated military installations – an army moving among the shadows.
|
||
3900266 ++ Speech on the Meaning of Duty and Glory ++
|
||
3900267 ++ Farseer Caerys of Ulthwé, on arriving in Essir Il-Tanil ++
|
||
3900268 We have made battle in this place before. We have fought and won. Fought because we knew that we must. We won, and brought upon ourselves glory that will not fade as long as Ulthwé thrives. Now we are called to battle again. Must we perform a duty which we have already accomplished? If we fight and fail, are our former victories tarnished?
|
||
3900269 We are like echoes in a cave, or waves upon the water: performing our part every time we are called. We who have glimpsed into the flow of time see that it is exactly such vast confluence, paths crossed and re-crossed. All are swept along. And we Eldar, masters of hindsight, insight, and foresight are bound that much more tightly to our duty than the ignorant, the belligerent, the blind.
|
||
3900270 When one truly understands fate as it is, myriad branching paths, then one can truly see that duty is cleaving to a particular fate, and glory is the accomplishment of duty’s ends. When we are true to the nature of the Eldar, we cannot fail.
|
||
3900271 Once the broken lands were home to the largest and most developed Imperial population on the planet. Large cities were flanked by stately suburbs, industry supported by vast mining and production facilities.
|
||
3900272 Unfortunately, a commercial enterprise to bring mining to the Kaurava III’s moon resulted in a massive explosion. Half the moon was turned to dust and ice, now rings encircling the planet. The rest scourged the face of the broken lands, resulting in untold death and destruction.
|
||
3900273 ++ Personal Journal of Game Hunter Jan Solenz ++
|
||
3900274 Provisions, ammo, and power cells for thirty cycles loaded into my speeder. If I can bag at least three Horned Nigos and an Arkenbeast or two, I can spend half a year wasted on a Cerulean beach…
|
||
3900275 Spotted small family of Nigos this morning. Trailed them whole day. Ambushed them at sunset and got one. Had to hightail it to escape the others, but managed to lose them and get back before anything got at the corpse.
|
||
3900276 Saw green flashes, like lightning, on horizon to the SW.
|
||
3900277 Trailing an Arkenbeast for two cycles. Can’t get too close. Just need to wait until I can get a clear shot.
|
||
3900278 Think I’m losing my mind out here. Saw more green flashes. Headed towards them on my speeder, and if I didn’t know better, I’d think I saw a sort of black pyramid way out, and a great green aura all around it. Top of it flashed green. Got the hell out of there.
|
||
3900279 Almost got a shot on the Arkenbeast. Had my rifle set, ready to pull the trigger. Suddenly saw something out of the corner of my eye. Thin things, like humans, running. Gleamed white. Then they walked up to an empty space, and a sort of arch was there, and a flash, and they were gone. That’s it. They’re right, you do go mad if you stay out here too long. I’m bagging this one ‘Beast and going home.
|
||
3900280 Fetid lakes punctuate squalid stretches of dull, clayish prairie. Sluggish rivers trickle water from higher elevations to lower, and once per cycle cold and bitter rains pummel the greater part of these lands for weeks together.
|
||
3900281 No more than a few squalid villages dot Kier Harrad, although they grow larger and less desperate near the border of Nirraein.
|
||
3900282 ++ Personal Correspondence ++
|
||
3900283 Dear Anneke,
|
||
3900284 You wouldn’t believe the rain here. I’m hating every moment of it. It’s not like the rain we get in Dussala. It’s cold and dark and stings, and the rain doesn’t go into the soil. Things don’t grow here. Not many things, anyway.
|
||
3900285 Hell, when I joined up with the 252nd, I thought I’d be stationed on Two, shooting Orks with heavy weapons from some bunker. I mean, I thought I’d get to fight for the Imperium. I want to fight the enemy, not sit around! We’re camped here in Kier Harrad, and we just wait. We stand guard, we go in patrols, but we just wait.
|
||
3900286 Sure, there are rumors. Maybe you’ve heard them all the way back in Dussala. Something came out of the sands in the south, in Imossa. Some people say it’s some type of Arkenbeast swarm or sandworms, and they crush entire villages flat. Well if any of that’s true, I haven’t seen it. Strange stuff going on up North, too. Some mining operations up in the Wastes just gone. Lost radio contact, and gone. Most likely I’ll just sit here in this humid bunker with the cold and the sound of rain, and die of boredom before I get to die for the Emperor. Wait for me, Anneke. In this world or the next, wait for me.
|
||
3900287
|
||
3900288 Breton
|
||
3900289 The rough country of Principia is not so barren, dry, or formidable as to bar life entirely. Anything that dwells there, whether human or one of the species of large and dangerous beast that roam the planet, must accommodate itself to a remarkably harsh and unforgiving landscape and climate.
|
||
3900290 The scattered remnants at several early Imperial attempts at cities can be seen upon the Badlands’ heights. For centuries, no more than game hunters and a few well-defended Imperial Guard posts have subsisted here.
|
||
3900291 I, Ranger Captain Inessar of Ulthwé, deliver my report concerning the territory known as Orreloth, or Principia to the younger races. All that I speak is as I and my Rangers have seen.
|
||
3900292 Gone are the three great Orrel spires, toppled and broken and ground to dust. No sign of them remains. Ruins of the Imperium lie where two of the spires stood. The third is bare. Gone are fully half of the hidden Webway gates which our ancestors placed, and many of those remaining need repair. Strange beasts now roam the land, and no Eldar should roam this country unarmed or alone.
|
||
3900293 The Imperium is not strong here. Human hunters go alone, or in threes. They pose no threat. Five military outposts watch the byways and broad places. These we can remove or ignore. They will not see us, if we do not choose it. The Farseer will guide us in this and all matters.
|
||
3900294 In all other ways, Orreloth is as we left it – gnarled and difficult. Hard to fight in and hard to hold.
|
||
3900295 At the far western edge of Principia lie stretches of land so jagged, uneven, and dangerous that it is almost impossible to traverse them on foot. Beyond these so-called “rocklands” lies the Cape of Despair.
|
||
3900296
|
||
3900297 Warlock Birliel spoke.
|
||
3900298 “To the eye, we stand upon the edge of a great abyss, in a land of austere beauty but little life. To the heart, which remembers, we stand in the very place where great acts and great losses were known to the Eldar, in an age before this one.
|
||
3900299 “Do you know it? Your heart does, I assure you. Hear my words and judge for yourself. When we battled the Necrons so very long ago, the Essence of the Deceiver was summoned against us. It made us believe this cliff to be an endless plane, and our foes to be weak and defenseless. There was one Eldar alone who broke free of the madness and saw our certain doom. He was a mighty Aspect Warrior, and in that time he was made a great Avatar of Khaine. He led us from death and certain doom, and on to a great victory in that war. For this the Deceiver later slew him, but the Necrons' loss could not be altered. It was a turning point, and the war swiftly turned in our favor.”
|
||
3900300 The Warlock was silent a moment. “It is for this that we must remember. Clarity and foresight ever keep us from the brink of destruction.”
|
||
3900301 Life does not, as a rule, thrive on Kaurava III – but it fares better in Nirraein than anywhere else. The four cities of Immur, Throne, Karrusk, and Timmolin subsist off of the Ancient Gate that they encircle, carrying trade to and from the other planets in the system.
|
||
3900302 The wealth in Nirraein has allowed for a modest amount of terraforming, hydroponics, and security from outland beasts. The region has also been home to the famed Kauravan gladiatorial arenas and speed-racing courses.
|
||
3900303 ++ Nirraein Imperial Guard Conservator Regiment’s Office ++
|
||
3900304 ++ Colonel’s Memorandum #13-9935 ++
|
||
3900305 All guards, sentries, and other soldiers on active duty will maintain extra vigilance within 15km of the Ancient Gate. We have received several strange reports of attacks coming from the very gate itself. As the nature of these attacks is unknown, be ready for anything, fellow Guardsmen.
|
||
3900306 ++ Colonel’s Memorandum #13-9936 ++
|
||
3900307 As of this morning, we are officially escalating to battle-readiness within the vicinity of the Ancient Gate. Since yesterday’s memorandum, multiple eye-witness reports have confirmed the nature of these attacks. The assailants fly in dark, angular ships. High output gun-posts are being erected around the ancient gate in order to preserve our perimeter.
|
||
3900308 ++ Colonel’s Memorandum #13-9937 ++
|
||
3900309 Overnight, six of the eleven gun-posts guarding the ancient gate were destroyed, without even a call for help. Whatever we are dealing with here is extremely dangerous and very likely extremely fast. A request for help has been sent to Dussala. Let us pray to the Emperor that help arrives in time.
|
||
3900310 The high northern regions of Kaurava III’s single continent lower gradually into vast tracts of red desert. The desert itself eventually descends into the poisonous and uninhabitable abyss that shrouds over two thirds of the planet.
|
||
3900311 The Imperial forces that have long controlled the system never suspected that something terrible might lie beneath those sands. Not even when the first awakened Necrons crawled from the sands did they learn the truth. By the time they did, crossing into Imossa meant only one thing: death.
|
||
3900312 ++ Survey Team 398 Official Vox Log ++
|
||
3900313 PIRENUS: Alright, Verst, you read it out as you go, and I’ll keep my eye on the readings.
|
||
3900314 VERST: Ready?
|
||
3900315 PIRENUS: We’re already rolling.
|
||
3900316 VERST: Good. Okay… 1593… 1909… 3120… 4403…
|
||
3900317 PIRENUS: Good, good. I’m getting a signal on the last sweep. Keep going.
|
||
3900318 VERST: 3998… 1215… 1010…
|
||
3900319 PIRENUS: Wait! Wait! Hold up. What was THAT?
|
||
3900320 VERST: It says 108.
|
||
3900321 PIRENUS: Yeah, and the indicators… that just can’t be. It’s all sand. We KNOW it’s all sand. Sand all the way down to bedrock, and nothing else.
|
||
3900322 VERST: Now it’s 96.
|
||
3900323 PIRENUS: What? It’s MOVING? That’s the same reading? Are you sure. Verst, what the hell does it mean if it’s moving? No, you know what? On second thought, I don’t want to know. Let’s clear on to the next sector. We’ll make up the numbers.
|
||
3900324 VERST: Pi, the vox recorder’s still going.
|
||
3900325 PIRENUS: Emperor’s feet! Well don’t forget to destroy that bit when we get back, and we’ll fake the numbers. My god, the sands – they’re moving! For Terra’s sake, GO!
|
||
3900326 While the great mountain range crosses the entire upper continent of Kaurava IV, top to bottom, it is the northeast province that is true mountain country, taking the name of those predominant mountains.
|
||
3900327 Before the arrival of Chaos on the planet, the Morholts were verdant and grandiose, looking down on the fertile lands on either side. Now they have blackened and grown sinister. Foul things lurk in the crevices and caves of this country, while the Alpha Legion or the Dark Eldar fight for and travel through the high-placed Ancient Gate there.
|
||
3900328 ++ Arcanum texts of Sorcerer Diuman Cilious ++
|
||
3900329 ++ Uttered From Atop the Morholt Heights ++
|
||
3900330 What the thick-headed fools with their broken corpse of an Emperor fail to understand is that not only can they never defeat us, but they can not hide or flee or shield themselves from the triumph of Chaos.
|
||
3900331 They are finite and we are unbound, undivided. They must not err, or they fall to heresy. All who fall join our cause. Every Imperial fool who dares to open his eyes is a willing recruit. They strive merely to hold back our fury and might, and it consumes them.
|
||
3900332 Thus you can see Chaos is inevitable. We lurk not only beyond their grasp and at their gates; we lurk within the darkness of their souls, on the tip of their tongues, in their tortured dreams. We are them, but freed from the shackles of ignorance. We are them, grown strong… evolved . We are them, but so much more!
|
||
3900333 Once a beautiful patchwork of city and rolling farmland, this rough-hewn peninsula is now mired in the darkness of Chaos. The ground festers and crawls and trees are overgrown with sinister-looking vines and strange fungal growths. Black things swoop through the air, often in great numbers, blotting out sunlight and making a great, distant noise.
|
||
3900334 The Warp Storm steadily whirls above the planet. Raw energy seems to funnel down and touch the peninsula at a single point. That point seems remarkably close to the Alpha Legion’s headquarters.
|
||
3900335 ++ Eight Principles of War ++
|
||
3900336 ++ Alpha Legion Breviary ++
|
||
3900337 1. Discipline leads to Victory
|
||
3900338 2. It is Victory in War that brings Immortality
|
||
3900339 3. Immortality is the Gift of Chaos
|
||
3900340 4. In exchange, Chaos Demands Blood
|
||
3900341 5. Thus, Blood must ever be spilt
|
||
3900342 6. Therefore, Eternal Life demands Eternal War
|
||
3900343 7. Eternal war demands Eternal Discipline
|
||
3900344 8. Chaos will always have Blood: Yours or Theirs
|
||
3900345 The lower stretches of the Morholt Mountains are full of vertiginous peaks, with waterfalls cascading thousands of meters to emerald pools below. Much of this province is so pitched and uneven that it is not habitable or passable by humans. Only one pathway offers land-passage between the northeast and the southwest, and that is known as Gurmun’s Pass.
|
||
3900346 This pass is at places a wide and pleasant valley, dotted with quiet villages. In other places, it narrows to little more than one tank’s breadth.
|
||
3900347 ++ Excerpt: Alpha Legion reconnaissance report ++
|
||
3900348 It was the fourth cycle since we had set out into the mountains. Much of the passage was jagged, and by nightfall we had reached a place so narrow and steep that we could see little other than the night sky, the stars cowering before the beautifully savage and luminous Warp Storm. Finally, in the minutes before dawn, we reached a high place and the path widened. We saw below us a gentle valley, a sleepy village nestled against a stream there. We descended, and after spilling the blood of the sleeping innocents, we set a sacrificial fire in Khorne’s name and razed the settlement to the ground!
|
||
3900349 The fifth cycle was provident, as we were able to surprise an Imperial Guard outpost and destroy it utterly. We offered many up as sacrifices in the name of the Chaos gods, and took what food and munitions were of use to us.
|
||
3900350 The majority of the land on the planet’s equator lies in this province. The general lack of warmth on this fourth and farthest planet from Kaurava’s sun makes the Tristram Plains the best farmland by far.
|
||
3900351 While the northern reaches of the Plains were quickly overrun by Chaos, producing mutated beasts of simple cattle, the southernmost reaches retain their rustic beauty, and until the Dark Eldar arrived, many farmers lived on as if there were no war raging around them. Of course, they are now all slaves caged upon the moon of Lacunae.
|
||
3900352 ++ Sisters of Battle ++
|
||
3900353 ++ Order of the Sacred Rose ++
|
||
3900354 ++ Annals of the Ordo Hereticus ++
|
||
3900355 The following is a direct account reported by a farmer who fled from Tristram on Kaurava IV. He fled to Jalaganda via the Ancient Gate directly after witnessing these events. The farmer, one Stifan Nirebolus, has since been fully confessed and received a merciful death.
|
||
3900356 "I swear this is true, Sister, as I fear the Emperor. When the Chaos Space Marines attacked our farmstead I hid in the heath behind. I had hidden a small and very quiet auto bike there. I knew I should flee, but I couldn’t stop myself – I saw them burning the servants’ quarters and the silo. I saw them drag my brother’s family out of their house kicking and screaming. I should have gone, it was so terrible. Then, suddenly, there was a screaming sound and what looked like black locusts clouding the sky. The Dark Eldar! I have only heard of them, but there was no mistaking what I saw. Before I knew it, they were firing on the Alpha Legion… I saw one of the Chaos Space Marines tear the arm off of one. I also beheld a terrible woman in a loincloth fight three Marines at once, cutting off each of their heads in turn. A stray beam burnt the tree beside me to a crisp, and I fled."
|
||
3900357 Isolated from much of the upper continent by the Morholt Range, Marconia has always had more in common with the technology-based customs and ways of the Parmenians, south across the Lowering Straight.
|
||
3900358 Prior to the Warp Storm, the regional capital, comprised of dozens of aggregated cities, were centers of learning, art, and industry.
|
||
3900359 Archon! I, Kel Urect, Sybarite, return with news of victory and increase. With a force of one hundred and twelve we stormed Marconia. Before our might and speed, city after city fell. Surprised, humans fell to their knees and begged for mercy, and we showed them none. Fillion fell, and Sabreguard, and Bierhold was leveled to the ground. We slayed many, but for every kill, ten were taken alive, so that the gifts we bring, proffered to the might of the Black Heart Kabal, are more than numerous. We serve you, Archon, for you are mighty. I, Kel Urect, Sybarite, have spoken, and you may judge my words by my deeds.
|
||
3900360 Not long ago, the first Imperial colonists, devotees of the Imperial Machine Cult found their way to this southern continent of Kaurava IV and settled there. Since that time, Parmenie has been the primary source of Techpriests and boasts factories of an order fit to fully supply the 251st, 252nd and 253rd Imperial Guard Regiments with tanks and weaponry.
|
||
3900361 When the Dark Eldar arrived, they found this continent of Machine-God worshipers far more difficult to raid than the upper continent. However, when they had exhausted those Imperial populations, they looked southward, eventually taking all that the Chaos Space Marines did not reach first.
|
||
3900362 ++ Adeptus Mechanicus, Kauravan Data-Keep ++
|
||
3900363 ++ Words of the Magos of Parmenie ++
|
||
3900364 Loyal servants of the Machine Spirit, I need not tell you that dark times are upon us. We are trapped here in Parmenie, and none of us may have long to live. As I hope to live to see our acquired precious machine knowledge transferred to Mars, I hope, with all my brethren, to escape this system. But if we should not, let us remember that it is a great honor to die fighting the powers of evil and Chaos.
|
||
3900365 From this time forward, all normal duties are indefinitely suspended. The entirety of our efforts will be devoted to erecting formidable defenses against our foes. These will include turrets and upgraded skull probes of all varieties, as well as automated sensor-basilisk arrays. Await instructions from your superior. Let us all ever labor for the glory of the Machine Spirit!
|
||
3900366 Rough, chilly hinterlands form the southern region of Parmenie. Where the northern province is settled thoroughly by the believers in the Machine Cult, this scrubland is largely desolate, but not entirely empty.
|
||
3900367 Dotting the landscape are the outliers of Imperial occupation: military training grounds, industrial waste sites, silos, quarries, and the like.
|
||
3900368 ++ Vox journal, found in a burned out homestead ++
|
||
3900369 Don’t blame me for what I’ve done. I watched my wife and daughters die before me. It was death or embracing Chaos, and I knew that through Chaos, I might live. Live! It is life that matters and what I have learned is that Chaos IS life, for life is change and destruction and new forms, new mutations ever manifesting. We clung to the Emperor, a dying effigy, because He was all we knew. We feared life. We feared our own potential strength. The Imperium is dying. A slow death, but it’s dying. I did what I had to, that’s all. I opened my eyes and saw what a fool all of us were, bowing to a half-dead failure slumped on a throne. Haha! The blasphemy still sends shivers down my spine. It is the freshness of life. I am given to Chaos now. Now I truly live!
|
||
3900370 The lone moon above Kaurava IV has long been a symbol to the planet’s inhabitants – of the rough-hewn beauty of their world, and its important connection to interplanetary travel. When the Dark Eldar arrived, the symbol took on a new and more horrible meaning.
|
||
3900371 The Ancient Gate now served only its new masters, who seemed able to descend almost anywhere in the system through it. With the Imperial population on the moon quickly wiped out, the Dark Eldar quickly went on to control the one transit route from the moon to the main planet.
|
||
3900372 ++ Lacunae Torture Garden ++
|
||
3900373 ++ Found scratched into the floor of a cage ++
|
||
3900374 As far as I am able to reckon, more than twenty cycles have passed since I was taken captive by this barbarous and debased people. I have hidden a shard of metal at the back of my cage, and it is with this that I scratch these words into its floor. I am certain no one shall ever read this; not while I live. I write for myself, to sustain my courage and sanity.
|
||
3900375 The one who presides over this place has a great metal claw over one hand. His vile laughter haunts your dreams. When they captured our cadre, there were over forty of us: twenty-eight Fire Warriors and twelve Kroot. Day after day, he has taken one or another of us out for torture. Occasionally he will push one of us too far, but more often we die when he places our heads in a terrible machine. I have seen it. It is as if it sucked more than just the life out of you. I have seen their eyes grow vacant, murky, and something gleaming pass out. We have dwindled to only four. Oh! The pain – the agony. What horrible acts he has committed, I cannot repeat. No, not even here, which no one will ever read.
|
||
3900376 Your brother,
|
||
3900377 You are the Chaos Lord Firraveus Carron. You have led the dreaded Alpha Legion out of the deadly fluctuations of the Warp Storm in the name of conquest and revenge.
|
||
3900378 Strike down the hated armies of the Imperium and claim the Kaurava System in the dread name of Chaos.
|
||
3900379 BONUS POWER: Ignore Supply Lines
|
||
3900380 You are the Archon Tahril, of the Black Heart Kabal. You have traversed the Webway paths from dark Commoragh to make a blood-sport of the Kaurava battlefield.
|
||
3900381 Revel in conquest and feast upon the souls of your enemies. The Dark Eldar have no equal for speed or cruelty.
|
||
3900382 BONUS POWER: Free Ancient Gate travel
|
||
3900383 You are Farseer Caerys, leading the armies of Craftworld Ulthwe. In visions you have seen the great danger that looms over Kaurava. The foolish younger races cannot be trusted to deal with the Necrons, Dark Eldar, or the armies of Chaos.
|
||
3900384 Make use of your superior speed and stealth to outwit all who obstruct you.
|
||
3900385 BONUS POWER: Increased Movement Speed
|
||
3900386 You are General Vance Stubbs, newly appointed to the 252nd Kaurava Conservator Regiment. You must be stronger and more disciplined than your predecessor, and re-assert the Imperial Guard’s right to rule the Kaurava System.
|
||
3900387 Strike the alien and the heretic before you, but keep an eye open for elements of the Imperium who do not respect the worth of the Imperial Guard.
|
||
3900388 BONUS POWER: Decreased Production Costs
|
||
3900389 You are the Necron Lord who has wakened from millennia of slumber in the sands of Kaurava III. Your inexorable army of death marches once more against the living.
|
||
3900390 Restore your dreaded Monoliths and raise your legion armies. This world was yours once, and shall be again.
|
||
3900391 BONUS POWER: Recover Lost Forces
|
||
3900392 You are the one and only Warboss Gorgutz. You have brought your tireless Waaagh! to the big fight going on in Ko-ruvva. The bigger the fight, the greater the Ork who wins it.
|
||
3900393 Lead the Ko-ruvvan Boyz and stomp all your enemies good.
|
||
3900394 BONUS POWER: Fast Population Growth
|
||
3900395 You are the Canoness Selena Agna, leading the Sisters of Battle in glorious battle against all foes of the holy God-Emperor. It is your duty to cleanse these worlds of the mutant, the alien, and the heretic alike.
|
||
3900396 A great corruption has fallen upon the Kaurava System, and every one there is suspected of heresy or taint. Everything must be burnt to the ground.
|
||
3900397 BONUS POWER: Forward Bases
|
||
3900398 You are Brother-Captain Indrick Boreale, leading five Blood Raven companies into battle against the foul armies of Chaos and the xenos filth. This system abounds in heresy, corruption, and enemies of the Imperium.
|
||
3900399 Lead your peerless Space Marines to utter conquest for the glory of the Emperor. Your victory is inevitable.
|
||
3900400 BONUS POWER: Deep Strike Squads
|
||
3900401 You are the gifted general Commander Or’es’Ka. You come from the Tau Empire with a three-fold goal: contain the Warp Storm, build a mighty military outpost, and prepare all Kaurava for colonization.
|
||
3900402 Ply your technologically advanced race, and their allies, against the ignorant and deceitful enemies all vying for supremacy. Only your victory will show the superior wisdom of the luminous Greater Good.
|
||
3900403 BONUS POWER: Ar’Ka Space Cannon
|
||
3900404 NECRONS
|
||
3900405 ORKS
|
||
3900406 SPACE MARINES
|
||
3900407 SPOILS OF WAR
|
||
3900408 BUILDINGS
|
||
3900409 - Advanced geographical analysis allows you to establish forward bases when attacking.
|
||
3900410 - Purchase structures along with Honor Guard units to have them placed by your HQ at the start of battle.
|
||
3900411 - Allows you to circumvent certain tech requirements.
|
||
3900412 - Structures remain as garrison buildings if you are victorious.
|
||
3900413 - Structures do NOT become garrison buildings if you conquer the territory.
|
||
3900414 - Powerful manufacturing templates reduce the cost of all production.
|
||
3900415 - Costs of all buildings and units that can be purchased with Planetary Requisition are automatically reduced.
|
||
3900416 - Advanced ground-to-orbit tracking apparatus allows special strike teams to be deployed anywhere, before any battle.
|
||
3900417 - Purchase Deep Strike squads from your stronghold.
|
||
3900418 - Select to deploy them along with Honor Guard purchases.
|
||
3900419 - Deep strike squads return to your stronghold if you are victorious. Otherwise, they are lost.
|
||
3900420 - Wholesome environment and living conditions promote extra soldiers via recruiting, recovery, and other means.
|
||
3900421 - Garrison populations automatically increase every number of turns.
|
||
3900422 - Population will not exceed maximum possible.
|
||
3900423 - The fearsome Ar'Ka Space Cannon can fire on any territory in the Kaurava System.
|
||
3900424 - The Cannon will automatically fire just before you attack, softening up the opposing forces before you arrive.
|
||
3900425 - Due to defensive shields, does not affect Strongholds.
|
||
3900426 - Advanced road and transport systems allow for extremely fast movement within your own territories.
|
||
3900427 - Move up to 3 territories distance in your turn.
|
||
3900428 - Fleet March does NOT allow you to attack multiple times.
|
||
3900429 - Troop and vehicle emergency teleportation devices allow some damaged or isolated forces to be recovered after the battle.
|
||
3900430 - Some Honor Guard and Garrison units will be recovered after each battle.
|
||
3900431 - Honor Guard units can be recovered even if you lose.
|
||
3900432 - Benefit from a peculiar artifact of the Warp Storm, allowing only you to establish safe supply lines to your stronghold.
|
||
3900433 - Supply lines cannot be broken. Collect all Planetary Requisition from all territories.
|
||
3900434 - Eliminates need to defend many previously conquered territories.
|
||
3900435 - Possessing the modified Lacunae Ancient Gate allows you to travel freely between all the Gates, ignoring pre-programmed pathways.
|
||
3900436 - You are automatically able to travel from any Ancient Gate to any other.
|
||
3900437 - You must still conquer the destination territory, if you do not already own it.
|
||
3900438 SISTERS OF BATTLE
|
||
3900439 the flame-fisted armies of the Sisters of Battle.
|
||
3900440 the weak minions of the 252nd regiment of the Imperial Guard.
|
||
3900441 the uncouth knights of the Space Marines, Blood Ravens Chapter.
|
||
3900442 the warp-maddened barbarians of the Chaos Space Marines.
|
||
3900443 the cold and haughty Ulthwé Eldar.
|
||
3900444 the crude Ork hordes.
|
||
3900445 the pompous Tau legions.
|
||
3900446 the ancient enemies of life, the Necrons.
|
||
3900447 the blaspheming cowards of the 252nd Regiment of the Imperial Guard.
|
||
3900448 the heretical Battle Brothers of the once-proud Blood Ravens Chapter.
|
||
3900449 the arch-nemeses of all the Emperor's Children, the Chaos Space Marines.
|
||
3900450 the shrewd Eldar xenos.
|
||
3900451 the despicable Dark Eldar marauders.
|
||
3900452 the savage Ork armies of Gorgutz Headhunter.
|
||
3900453 the armies of the insolent Tau idolators.
|
||
3900454 the horrid Necron abominations.
|
||
3900455 the raiding parties of the Dark Eldar.
|
||
3900456 the Dark Eldar brigands of Archon Tahril, of the Black Heart Kabal.
|
||
3900457 the lightning strike-forces of the Dark Eldar.
|
||
3900458 the fallen Dark Eldar kindred, led by Tahril of the Black Heart.
|
||
3900459 da fast little dark pointy-ears.
|
||
3900460 the feral Dark Eldar army.
|
||
3900461 the parasitic Dark Eldar forces, slaves to the young gods.
|
||
3900462 the dreaded Sisters of Battle, fighting arm of the Ecclesiarchy.
|
||
3900463 the misguided Sisters of Battle, Order of the Sacred Rose.
|
||
3900464 the deluded slaves of the False Emperor, the Sisters of Battle.
|
||
3900465 the deranged Mon-Keigh crusaders, the Sisters of Battle.
|
||
3900466 da burny sista-humies.
|
||
3900467 the fanatical armies of the Sisters of Battle.
|
||
3900468 the flame-bearing Sisters of Battle.
|
||
3900469 Spoils of War
|
||
3900470 Your conquered enemies and the bonuses won from them, as well as resource bonuses from other territories.
|
||
3900471 INSPECT
|
||
3900472 BACK
|
||
3900473 DEEP STRIKE
|
||
3900474 Sisters of Battle Defeated
|
||
3900475 - The Sisters of Battle, Order of the Sacred Rose, have been driven from the Kaurava System.
|
||
3900476 - You have claimed the Forward Base power.
|
||
3900477 - To claim the Forward Base power, you must re-conquer the Sama District.
|
||
3900478 Imperial Guard Defeated
|
||
3900479 - The Imperial Guard, 252nd Kauravan Conservator Regiment, has been driven from the Kaurava System.
|
||
3900480 - You have claimed the Reduced Production Cost power.
|
||
3900481 - To claim the Reduced Production Cost power, you must re-conquer the Dussala Precinct.
|
||
3900482 Space Marines Defeated
|
||
3900483 - The Blood Ravens have been driven from the Kaurava System.
|
||
3900484 - You have claimed the Deep Strike power.
|
||
3900485 - To claim the Deep Strike power, you must re-conquer the Lands of Solitude.
|
||
3900486 Chaos Space Marines Defeated
|
||
3900487 - The Alpha Legion has been driven from the Kaurava System.
|
||
3900488 - You have claimed the Ignore Supply Lines power.
|
||
3900489 - To claim the Ignore Supply Lines power, you must re-conquer the Dussala Precinct.
|
||
3900490 Eldar Defeated
|
||
3900491 - The Ulthwé Eldar have been driven from the Kaurava System.
|
||
3900492 - You have claimed the Fleet March power.
|
||
3900493 - To claim the Fleet March power, you must re-conquer the Upper Wastes.
|
||
3900494 Dark Eldar Defeated
|
||
3900495 - The Dark Eldar of the Black Heart Kabal have been driven from the Kaurava System.
|
||
3900496 - You have claimed the Ancient Gate Raiding power.
|
||
3900497 - To claim the Ancient Gate Raiding power, you must re-conquer the moon of Lacunae.
|
||
3900498 Orks Defeated
|
||
3900499 - Gorgutz' Waaagh! has been driven from the Kaurava System.
|
||
3900500 - You have claimed the Fast Population Growth power.
|
||
3900501 - To claim the Fast Population Growth power, you must re-conquer the Rokclaw Mountains.
|
||
3900502 Tau Defeated
|
||
3900503 - The Tau Empire has been driven from the Kaurava System.
|
||
3900504 - You have claimed the Ar'Ka Cannon power.
|
||
3900505 - To claim the Ar'Ka Cannon power, you must re-conquer the moon of Nan Yanoi.
|
||
3900506 Necrons Defeated
|
||
3900507 - The Necrons have been driven from the Kaurava System.
|
||
3900508 - You have claimed the Recover Lost Forces power.
|
||
3900509 - To claim the Recover Lost Forces power, you must re-conquer Coastal Imossa.
|
||
3900510 Resource Bonus
|
||
3900511 - Begin every Battle with a small bonus to all resources.
|
||
3900512 - Combines with any other resource bonus.
|
||
3900513 You have utterly defeated this race, driving them from all Kaurava.
|
||
3900514 You have utterly defeated the %1RACEDESCRIPTION%, driving them from the Kaurava System in the Emperor's name.
|
||
3900515 You have utterly defeated the %1RACEDESCRIPTION%, driving them the new dominion of Chaos.
|
||
3900516 You have utterly defeated the %1RACEDESCRIPTION%, driving them from the scarred and ancient worlds of Kaurava.
|
||
3900517 You have utterly defeated the %1RACEDESCRIPTION%, after sucking them dry in your interplanetary raid of all Kaurava.
|
||
3900518 You have utterly defeated the %1RACEDESCRIPTION%, driving them from the Kaurava System.
|
||
3900519 You have utterly defeated the %1RACEDESCRIPTION%, purging them from the Kauravan Tomb World.
|
||
3900520 - Supply lines to this territory have been broken.
|
||
3900521 - You cannot collect full Planetary Requisition from it until supply lines have been restored.
|
||
3900522 - To re-connect supply lines, you must re-conquer provinces linking this one to your stronghold.
|
||
3900523 - Ancient Gate paths can connect supply lines.
|
||
3900524 - The owner of this territory gains access to its Ancient Gate.
|
||
3900525 - Ancient Gates are an ancient technology allowing rapid movement between planets.
|
||
3900526 - Because of the Warp Storm, they are the only means of interplanetary travel.
|
||
3900527 - Ancient Gates allow travel to two other specific Gates (except for Lacunae).
|
||
3900528 Battle One
|
||
3900529 Battle Two
|
||
3900530 Play a skirmish game.
|
||
3900531 Play a custom campaign mission.
|
||
3950000 Drive the Eldar from Kaurava
|
||
3950001 Locate and destroy the main Eldar HQ. Only then can you drive the Eldar back into their Webway Gate.
|
||
3950002 Destroy the Teleported Eldar Base
|
||
3950003 In a clever feint, the Eldar teleported their base away from your forces. Destroy the base in the new location.
|
||
3950004 Destroy the True Eldar Base
|
||
3950005 The first Eldar base was a mere decoy. The true base has been revealed. Destroy the Webway Assembly there.
|
||
3950006 Disable Eldar Support Platform Arrays
|
||
3950007 Banks of Support Platform guns threaten passage for your troops. Find a way to destroy or disable the Support Platform arrays.
|
||
3950008 Open a Path to the True Eldar HQ
|
||
3950009 In order to make a full-on attack, you must find a direct way to reach the main Eldar base.
|
||
3950010 Destroy All Barrier Shield Generators
|
||
3950011 You have detected the presence of strange Eldar devices, which are generating barriers disguised as rock cliff-faces. Uncover and destroy these devices.
|
||
3950012 Identify Energy Sources
|
||
3950013 Strange energy sources have been detected in several positions on the map. They appear to be cloaked. Reveal and identify the nature of these devices.
|
||
3950014 Destroy Eastern Eldar Base
|
||
3950015 A large Eldar base has been revealed to the east. Only destroying it will prevent attacks from that direction.
|
||
3950016 Cripple Nightwing Production
|
||
3950017 The northern base appears to be responsible for producing Nightwing fighters. Destroy this base to limit the numbers of Nightwings in the air.
|
||
3950018 Destroy Western Eldar Base
|
||
3950019 A large Eldar base has been revealed to the west. Only destroying it will prevent attacks from that direction.
|
||
3950020 Slow down Warp Spider and Ranger production
|
||
3950021 The southern base appears to be responsible for producing Warp Spiders and Ranger patrols. Destroy this base to limit the numbers of Warp Spiders and Rangers on the battlefield.
|
||
3950022 Destroy the Central Alpha Legion's Desecrated Fortress
|
||
3950023 To defeat the Alpha Legion, raze the foul lair that lies at the origin of breach in the Warp. Destroy the Desecreated Fortress HQ.
|
||
3950024 Destroy the Defiler Factories
|
||
3950025 The Alpha Legion have built Defiler factories in a concealed place, past the outskirts of the city. Destroy these buildings to halt Defiler production.
|
||
3950026 Destroy the Hell Talon Factories
|
||
3950027 The Alpha Legion are producing Hell Talon fighters somewhere within the city. Destroy the Machine Pits producing them.
|
||
3950028 Destroy the Chaos Shrines
|
||
3950029 Five hellish Shrines have been erected within the city. It is these that are producing the Chaos Field around the Alpha Legion HQ. Destroy the five shrines to dispel the Chaos Field.
|
||
3950030 Chaos Storm Power: %1NUM% %%
|
||
3950031 Destroy the Sisters of Battle Ecclesiarchal Citadel
|
||
3950032 To drive the Sisters of Battle from all Kaurava, raze their central HQ to the ground. Destroy the Ecclesiarchal Citadel HQ.
|
||
3950033 Halt Exorcist Tank Production
|
||
3950034 The Sisters of Battle are building Exorcist tanks from factories in the western side of the city. Destroy these Manufactorum to stop Exorcist tank production.
|
||
3950035 Halt Lightning Fighter Production
|
||
3950036 The Sisters of Battle are constructing Lightning fighters from factories east of their HQ. Destroy these Manufactorum to stop Lightning production.
|
||
3950037 Faith: %1NUM%
|
||
3950038 Destroy the Shrines of the Living Saint
|
||
3950039 The Living Saint Anais has attained the Inviolable Aura from the four Shrines of the Living Saint placed around the Sisters of Battle HQ. Destroy all of these shrines to dispel the aura and render the saint vulnerable.
|
||
3950040 Shrines Remaining: %1NUM%
|
||
3950041 Defend Against the Crusade
|
||
3950042 When they have gathered enough Faith, the Sisters of Battle will send a Crusade against you. The Crusade march will gather forces, slowly making its way towards your base.
|
||
3950043 Destroy Crusade Recruitment Centers
|
||
3950044 Sisters of Battle Crusade recruitment centers are placed throughout the city. When a Crusade reaches one of these centers, new forces join the march. Destroy these centers to weaken the force of the Crusades.
|
||
3950045 Find and Destroy the Deep Strike Beacons
|
||
3950046 The Space Marines are using radio beacons to drop Deep Strike Squads all across the map. Locate and destroy these beacons to prevent Deep Strike attacks.
|
||
3950047 Destroy the Blood Ravens’ Fortress Monastery
|
||
3950048 To defeat the Space Marines, you must raze their castellum to the ground. Destroy the Space Marine Fortress Monastery HQ.
|
||
3950049 Halt Land Speeder Tempest Production
|
||
3950050 The Space Marines are manufacturing Land Speeder Tempests west of their HQ. Destroy these Machine Cult buildings to stop Tempest production.
|
||
3950051 Cut Off Power to the Necron Monoliths
|
||
3950052 Each central Critical Location controls power flow to one of the four Monoliths. Secure these locations to prevent the Monoliths from upgrading to Engaged state.
|
||
3950053 Halt Rhino Transport Attacks
|
||
3950054 The Blood Ravens are sending troop-filled Rhino transports from a small base east of their HQ. Destroy these buildings to halt these attacks.
|
||
3950055 Destroy the Central Necron Monolith
|
||
3950056 The entire Necron stronghold emanates from a single Monolith in its center. Destroy this Monolith to defeat the Necron forces.
|
||
3950057 Destroy the Four Necron Monoliths
|
||
3950058 The Necron stronghold functions as a great energy center, producing Monolith after Monolith, and Warrior after Warrior. To defeat the Necrons, control the flow of energy and destroy all four Monoliths.
|
||
3950059 Destroy the Western Monolith
|
||
3950060 Destroy the Western Monolith to defeat the Necrons.
|
||
3950061 Destroy the Eastern Monolith
|
||
3950062 Destroy the Eastern Monolith to defeat the Necrons.
|
||
3950063 Destroy the Northern Monolith
|
||
3950064 Destroy the Northern Monolith to defeat the Necrons.
|
||
3950065 Destroy the Southern Monolith
|
||
3950066 Destroy the Southern Monolith to defeat the Necrons.
|
||
3950067 Destroy the Summoning Core
|
||
3950068 This Summoning Core structure grants the Necrons the ability to summon forces to defend one of their Monoliths from anywhere on the map. Destroy the Summoning Core to prevent Necron teleportation.
|
||
3950069 Destroy the Orky Fort HQ!
|
||
3950070 Put an end to Gorgutz' Waaagh! by demolishing his own Orky Fort HQ.
|
||
3950071 Halt Squiggoth Training
|
||
3950072 The Orks are training Squiggoths in a camp near their HQ. Destroy the Mek Shop and Ork Settlement there to keep Squiggoths from being trained.
|
||
3950073 Destroy the Nobz Camp
|
||
3950074 The Ork Nobz are attacking from their camp. Demolish this camp to stop further Nob attacks.
|
||
3950075 Halt Ork Wartrak Production
|
||
3950076 The Orks are producing light vehicles in the northern corner of the map. Destroy these Mek Shops to stop Wartrak production.
|
||
3950077 Destroy the Dais of Destruction
|
||
3950078 The great Archon Asdrubael Vect himself has joined the battle on his Dais of Destruction. The Dark Eldar will scatter in fear when they see this icon of their power eliminated. Destroy the Dais of Destruction.
|
||
3950079 Establish a Base of Operations
|
||
3950080 You cannot defeat the main Dark Eldar force with a small rag-tag army. Build a base and prepare your assault.
|
||
3950081 Free the Builder Units
|
||
3950082 Up ahead are caged builder units. Free them in order to begin constructing a base of operations.
|
||
3950083 Build a field base
|
||
3950084 Construct a base of operations and prepare for your attack.
|
||
3950085 Rescue Caged Soldiers
|
||
3950086 Many of the cages here contain your soldiers, who were captured in raids. Break open the cages to return your captive troops to active duty.
|
||
3950087 Destroy the Dark Eldar Soul Cages
|
||
3950088 The Dark Eldar are harnessing the energy of countless captured Souls to attack you. Destroy their Soul Cages to stop them from using these powers against you.
|
||
3950089 Stop Rend Soul Power
|
||
3950090 Destroy this Soul Cage to stop the Dark Eldar from using Rend Soul.
|
||
3950091 Stop Screams of the Damned Power
|
||
3950092 Destroy this Soul Cage to stop the Dark Eldar from using Screams of the Damned.
|
||
3950093 Stop Corrosion Power
|
||
3950094 Destroy this Soul Cage to stop the Dark Eldar from using Corrosion.
|
||
3950095 Time to cast Rend Soul: %1NUM%
|
||
3950096 Time to cast Sadism: %1NUM%
|
||
3950097 Time to cast Corrosion: %1NUM%
|
||
3950098 Select the Ecclesiarchal Chapel
|
||
|
||
3950099 Left-click the Ecclesiarchal Chapel to select it. Left-clicking on units and structures always selects them.
|
||
3950100 Build a Missionary
|
||
3950101 Select your Ecclesiarchal Chapel, and left click the Missionary portrait in the bottom center of your screen. Missionary are always available from the Ecclesiarchal Chapel, and are your main scouting unit.
|
||
3950102 Use a Missionary to capture a Strategic Point. Capturing and securing Strategic Points earns more Requisition.
|
||
3950103 Build an Ecclesiarchal Servitor
|
||
3950104 Select your Ecclesiarchal Chapel to build an Ecclesiarchal Servitor. Servitors are required to build additional structures. Servitors are always available from the Ecclesiarchal Chapel.
|
||
3950105 You must use your Ecclesiarchal Servitor to build a Listening Post. Listening Posts are a way of securing Strategic Points so they can not be taken, and increasing the amount of Requisition generated by the Strategic Point they are on.
|
||
3950106 Use your Ecclesiarchal Servitor to build a Plasma Generator. Plasma Generators provide the Power you need for your special units, weaponry, vehicles, structures, and abilities. Power is the second resource you must manage in Dawn of War.
|
||
3950107 Build an Adepta Sororitas Convent
|
||
3950108 Select your Ecclesiarchal Servitor and build an Adepta Sororitas Convent. The Convent is the structure where you can build most of the Sisters of Battle's infantry units, as well as their commander unit, the Canoness.
|
||
3950109 Build a Battle Sister Squad
|
||
3950110 Select your Adepta Sororitas Convent, and left click the Battle Sister portrait in the bottom center of your screen.
|
||
3950111 Reinforce your Battle Sister Squad
|
||
3950112 Select your Battle Sister Squad and click the Reinforce button. Reinforce until your squad is at full strength.
|
||
3950113 Worship at a Listening Post
|
||
3950114 Worship at a Listening Post to gain the Faith resource. Select your Missionary Squad and right-click on a Listening Post to begin worshipping.
|
||
3950115 Build a Canoness
|
||
3950116 Select the Adepta Sororitas Convent and build a Canoness. The Canoness is a hero unit that generates Faith and is much more effective on the battlefield than standard troops.
|
||
3950117 Build a Pristine Sanctuary
|
||
3950118 You must use your Servitor to build a Pristine Sanctuary. Once complete, the Pristine Sanctuary will grant you access to special weapons for your squads.
|
||
3950119 Upgrade your Battle Sister Squad's weaponry
|
||
3950120 The Pristine Sanctuary unlocks access to heavy weaponry for your infantry squads. Upgrade a Battle Sister Squad with Flamers.
|
||
3950121 Upgrade the Ecclesiarchal Chapel
|
||
3950122 Click the Ecclesiarchal Cathedral icon to upgrade your headquarters. By researching the Ecclesiarchal Cathedral upgrade, you will gain access to a whole new array of weaponry, units, and powers.
|
||
3950123 Add a Veteran Superior to your Battle Sister Squad
|
||
3950124 Some squads, like Battle Sister Squads, can add a Leader. Veteran Superiors are durable and provide additional firepower. Select a squad, then click the Add Leader: Veteran Superior icon to build a Veteran Superior.
|
||
3950125 Build a Manufactorum
|
||
3950126 Select your Ecclesiarchal Servitor, and build a Manufactorum.
|
||
3950127 Build an Immolator
|
||
3950128 Select your Manufactorum, and left click the Immolator portrait in the bottom center of your screen.
|
||
3950129 Select the Kabal Fortress
|
||
3950130 Left-click the Kabal Fortress to select it. Left-clicking on units and structures always selects them.
|
||
3950131 Build a Mandrake Squad
|
||
3950132 Select your Kabal Fortress, and left click the Mandrake Squad portrait in the bottom center of your screen. Mandrake Squads are always available from the Kabal Fortress, and are your main scouting unit.
|
||
3950133 Use a Mandrake Squad to capture a Strategic Point. Capturing and securing Strategic Points earns more Requisition.
|
||
3950134 Build a Tortured Slave
|
||
3950135 Select your Kabal Fortress to build a Tortured Slave. Tortured Slaves are required to build additional structures. Tortured Slaves are always available from the Kabal Fortress.
|
||
3950136 Build a Tower of Loathing
|
||
3950137 You must use your Tortured Slave to build a Tower of Loathing. Towers of Loathing are a way of securing Strategic Points so they can not be taken, and increasing the amount of Requisition generated by the Strategic Point they are on.
|
||
3950138 Use your Tortured Slave to build a Plasma Generator. Plasma Generators provide the Power you need for your special units, weaponry, vehicles, structures, and abilities. Power is the second resource you must manage in Dawn of War.
|
||
3950139 Build a Hall of Blood
|
||
3950140 Select your Tortured Slave and build a Hall of Blood. The Hall of Blood is the structure where you can build most Dark Eldar infantry units, as well as their commander unit, the Archon.
|
||
3950141 Build a Warrior Squad
|
||
3950142 Select your Hall of Blood, and left click the Warrior portrait in the bottom center of your screen.
|
||
3950143 Reinforce your Warrior Squad
|
||
3950144 Select your Warrior Squad and click the Reinforce button. Reinforce until your squad is at full strength.
|
||
3950145 Build 3 Slave Chambers
|
||
3950146 Select a Tortured Slave and build 3 Slave Chambers.
|
||
3950147 Upgrade a Slave Chamber with the Torture Pit Add-on
|
||
3950148 Select a Slave Chamber and click the Torture Pit Add-on icon.
|
||
3950149 Harvest 100 Soul Essence.
|
||
3950150 Select a Tortured Slave and click the Harvest Soul Essence icon. He will automatically walk to the nearest available source of Souls and begin harvesting.
|
||
3950151 Use the Corrosion ability
|
||
3950152 Click on the Corrosion icon located near the center of the screen, above the main user interface. Click again on the ground to target.
|
||
3950153 Build an Archon
|
||
3950154 Select the Hall of Blood and build an Archon. The Archon is a melee hero with powerful special abilities and a bodyguard of elite troops called Incubi.
|
||
3950155 Add an Incubus to your Archon's retinue
|
||
3950156 Select your Archon and click the Add Incubus icon. Incubi are elite bodyguard units that improve the power of the Archon's special abilities.
|
||
3950157 Build a Haemonculus Laboratory
|
||
3950158 Select your Tortured Slave and build a Haemonculus Laboratory to gain access to squad leaders and infantry upgrades.
|
||
3950159 Add a Sybarite to your Warrior Squad
|
||
3950160 Some squads, like Warrior Squads, can add a Leader. Warrior Sybarites are durable and are equipped with Terrorfex Grenades. Select a squad, then click the Add Leader: Sybarite icon to build a Warrior Sybarite.
|
||
3950161 Research Planetary Raid
|
||
3950162 Click the Planetary Raid Research icon to advance to the next technology level. By researching the Planetary Raid upgrade, you will gain access to a whole new array of weaponry, units, and powers.
|
||
3950163 To make sure you have enough of your main resource, Requisition, you need to capture and secure more Strategic Points. Capture 3 Strategic Points and build Towers of Loathing on them.
|
||
3950164 Build a Dark Foundry
|
||
3950165 Select your Tortured Slave and build a Dark Foundry.
|
||
3950166 Build a Raider
|
||
3950167 Select your Dark Foundry and build a Raider.
|
||
3950168 Garrison troops atop a Raider
|
||
3950169 Select a Warrior Squad and right-click on a Raider to garrison.
|
||
3950170 Some types of terrain can provide your squads with protection from enemy fire. This is called Cover. Note that Dark Eldar units, unlike those of other races, can move through Cover at normal speed.
|
||
3950171 Excellent, you now have 100 Soul Essence!
|
||
3950172 Halt Ork Fighta-Bomma Production
|
||
3950173 Gorgutz elite factories Southeast are producing dreaded Ork bomber planes. Destroy these Mek Shops to stop production of the Fighta-Bommas.
|
||
3950174 Faith for Crusade: %1NUM% / %2NUM%
|
||
3950175 Destroy the Imperial Guard Central Command
|
||
3950176 To defeat the Imperial Guard, their Central Command building must be leveled. Destroy the Field Command HQ.
|
||
3950177 Stop Baneblade Tank Production
|
||
3950178 Convoys for Baneblade production are dispatched from certain Mechanized Command buildings along the city’s edge. They deliver parts and trained crews to two Mars Pattern Command buildings in the Imperial Guard headquarters, which produce battle-ready Baneblade tanks.
|
||
3950179 Destroy the Mars Pattern Commands
|
||
3950180 Two central Mars Pattern structures are used to assemble and outfit Baneblade tanks. Destroy these buildings to halt Baneblade tank production.
|
||
3950181 Disable Convoy Shipping Routes
|
||
3950182 Convoys move from the outlying Mechanized Command buildings along certain routes. Intercept convoy routes or destroy the Mechanized Command buildings to obstruct Baneblade production.
|
||
3950183 Stop Basilisk Magnus Attacks
|
||
3950184 An enhanced Basilisk artillery has been assembled near the center of the city. In order for the Basilisk to fire, special infiltrated spotters must relay precise firing coordinates.
|
||
3950185 Destroy the Basilisk Magnus
|
||
3950186 Destroy the Basilisk to keep it from firing.
|
||
3950187 Detect and Kill Spotters
|
||
3950188 Detect infiltrated spotters and kill them.
|
||
3950189 Destroy Spotter HQ
|
||
3950190 Spotters for the Basilisk Magnus are dispatched from field intelligence command buildings in the Imperial Guard’s central base. Destroy the field intelligence buildings to prevent artillery spotters from being dispatched.
|
||
3950191 Destroy Marauder Bomber Production
|
||
3950192 A cluster of Mechanized Commands have been devoted to the production of Marauder Bombers. Destroy these buildings to prevent Marauders from supporting Imperial defenses.
|
||
3950193 Next Convoy Dispatch: %1NUM%
|
||
3950194 Convoys till Baneblade: %1NUM%
|
||
3950195 Alert Level: %1NUM%
|
||
3950196 Destroy the Tau Coalition Center
|
||
3950197 The Ethereal Aun'Ro'Yr and his entourage are housed in the Tau HQ Coalition Center. Scatter and demoralize the Tau forces by destroying this building.
|
||
3950198 Establish a Foothold on Nan Yanoi
|
||
3950199 Make a breach in the Nan Yanoi military complex. Destroy the small Tau base immediately inside so that you can build your own forward base there.
|
||
3950200 Destroy the Tau Guidance Beacons
|
||
3950201 A fleet of military reinforcements is en route to Nan Yanoi. Because of the Warp Storm, they are guided only by three beacons in the base. Destroy the beacons to delay the arrival of these reinforcements.
|
||
3950202 Capture the Tau Guidance Beacons
|
||
3950203 A fleet of military reinforcements is en route to Nan Yanoi. Because of the Warp Storm, they are guided only by three beacons in the base. Secure the Critical Locations before each beacons to delay the arrival of these reinforcements.
|
||
3950204 Take Control of the Orbital Defense System
|
||
3950205 Claim the Orbital Defense cannon that the Tau are firing on your troops. Secure the Critical Location by the Ar'Ka Cannon to gain access to the controls. Fire the system by selecting the Ar'Ka Cannon, which is part of the same system.
|
||
3950206 Tau Reinforcements in: %1NUM%
|
||
3950207 Destroy Necron Auxiliary Bases
|
||
3950208 Two defensive auxiliary bases have been spotted at the edges of the necropolis.
|
||
3950209 Destroy the Northern Auxiliary Base
|
||
3950210 Destroy the small Necron base to the North to halt attacks from that direction.
|
||
3950211 Destroy the Southern Auxiliary Base
|
||
3950212 Destroy the small Necron base to the South to halt attacks from that direction.
|
||
3950213 Blood Ravens
|
||
3950214 Alpha Legion
|
||
3950215 Gorgutz' Waaagh!
|
||
3950216 Nuddyfist's Boyz
|
||
3950217 Craftworld Ulthwé
|
||
3950218 252nd Kauravan Conservator Regiment
|
||
3950219 252nd Kauravan
|
||
3950220 Black Heart Kabal
|
||
3950221 Order of the Sacred Rose
|
||
3950222 Order of the Sacred Rose, 17th Purgatoris Preceptory
|
||
3950223 Necrons of Kaurava
|
||
3950224 Fal'Shia Sept
|
||
3950225 THIS ENTITY IS SELECTABLE FOR TESTING PURPOSES ONLY (do not bug)
|
||
3950226 Giant Waaagh! Banner
|
||
3950227 - Crushes the morale of nearby Orks when destroyed.
|
||
3950228 Orbital Defenses ready in: %1NUM%
|
||
3950229 Basilisk Magnus
|
||
3950230 - Artillery platform.
|
||
3950231 - Fires devastating rounds with a wide area of effect.
|
||
3950232 - Needs a spotter to acquire targets.
|
||
3950233 Artillery Spotter
|
||
3950234 - Provides targeting information for the Basilisk Magnus.
|
||
3950235 - Kill quickly to prevent the Magnus from firing.
|
||
3950236 Driver
|
||
3950237 - Trained crew for Imperial vehicles.
|
||
3950238 Guidance Beacon
|
||
3950239 - Provides landing information for Tau spacecraft.
|
||
3950240 - Destroy to delay incoming reinforcements.
|
||
3950241 Fire Orbital Defense cannons
|
||
3950242 - Fires a powerful Ion blast.
|
||
3950243 - Effective against infantry and vehicles.
|
||
3950244 - Left-click and target ground to activate.
|
||
3950245 Slave Cage
|
||
3950246 - Holds captured prisoners for the amusement of the Dark Eldar.
|
||
3950247 - Destroy to disrupt the Dark Eldar's special abilities.
|
||
3950248 Barrier Shield Generator
|
||
3950249 - Destroy to bring down the illusory cliffs blocking the path to the primary Eldar base.
|
||
3950250 Rock
|
||
3950251 Deep Strike Beacon
|
||
3950252 - Destroy all beacons to stop incoming Space Marine Deep Strike attacks.
|
||
3950253 Living Saint Anais
|
||
3950254 - WARNING: The Living Saint and all nearby allies are invulnerable while the Shrines of the Living Saint still stand!
|
||
3950255 Chaos Shrine
|
||
3950256 - Focuses the power of Chaos into a powerful Chaos Field that protects the primary Chaos base.
|
||
3950257 - Destroy to reduce the power of the Chaos Field.
|
||
3950258 Stop Piercing Vision Power
|
||
3950259 Destroy this Soul Cage to stop the Dark Eldar from using Piercing Vision.
|
||
3950260 Stop War Frenzy Power
|
||
3950261 Destroy this Soul Cage to stop the Dark Eldar from using War Frenzy.
|
||
3950262 Stop Rekindle Rage Power
|
||
3950263 Destroy this Soul Cage to stop the Dark Eldar from using Rekindle Rage.
|
||
3950264 Capture Critical Locations to stop the flow of power to the monoliths.
|
||
3950265 The Necron power supply is controlled by Critical Locations positioned between the central generator and the four outer monoliths. Capture these Critical Locations to stop the monoliths from upgrading.
|
||
3950266 Stop Soulstorm Power
|
||
3950267 Destroy this Soul Cage to stop the Dark Eldar from using Soulstorm.
|
||
3950268 Build a Holy Icon
|
||
4000000 Plasma Pistol
|
||
4000001 Power Sword
|
||
4000002 Power Sword: Focused energy fields enable this weapon to carve through even the thickest armor.
|
||
4000003 Replaces standard chainsword.
|
||
4000004 Brazier of Holy Fire
|
||
4000005 Brazier of Holy Fire: This artifact is said to guide the faithful, while bathing the impure in the cleansing flames of absolution.
|
||
4000006 Requires Power Sword.
|
||
4000007 Plasma Pistol
|
||
4000008 Plasma Pistol: Fires a bolt of super-heated plasma, burning through armor and flesh alike.
|
||
4000009 Replaces standard bolt pistol.
|
||
4000010 Inferno Pistol
|
||
4000011 Inferno Pistol: This highly rare, artificer-made weapon is granted to only the most privileged members of the Adepta Sororitas.
|
||
4000012 Requires Plasma Pistol.
|
||
4000013 Sabbat Pattern Helm
|
||
4000014 Sabbat Pattern Helm: Awarded to only the most courageous, this helmet provides full spectrum filtering and advanced tactical readouts.
|
||
4000015 Reveals infiltrated units and increases damage of ranged attacks.
|
||
4000016 Cloak of St. Aspira
|
||
4000017 Cloak of St. Aspira: This magnificent cloak was blessed in the Ecclesiarchal Palace of Terra to ward off the blows of the Emperor's enemies.
|
||
4000018 Increases health and protects against melee attacks.
|
||
4000019 Crusader Gauntlets
|
||
4000020 Crusader Gauntlets: These gauntlets, hand-crafted by master artificers, guide the Canoness's blows while protecting her from harm.
|
||
4000021 Increases damage and health.
|
||
4000022 Crusader Greaves
|
||
4000023 Crusader Greaves: These artificer-made greaves are as unshakable as they are lithe.
|
||
4000024 Immunity to knockdown and increases movement speed.
|
||
4000025 Rosarius
|
||
4000026 Rosarius: This badge of faith incorporates a powerful conversion field which protects its wearer from harm.
|
||
4000027 Increases regeneration and grants temporary damage shield.
|
||
4000028 Emperor's Blessing
|
||
4000029 Emperor's Blessing: The blessing of the Emperor takes the form of an aura of ever-burning flame, punishing those who defy his Blessed Ones.
|
||
4000030 Requires all other wargear.
|
||
4000031 Power Claw
|
||
4000032 Power Claw: Wreathed in focused energy, this claw makes quick work of even the thickest armor.
|
||
4000033 Replaces standard claw.
|
||
4000034 Agonizer
|
||
4000035 Agonizer: Directly affecting the nervous system, this weapon causes such severe pain that it may cripple an enemy.
|
||
4000036 Requires Power Claw.
|
||
4000037 Shredder
|
||
4000038 Shredder: Fires a mesh of monofilament wire that slices enemies to ribbons.
|
||
4000039 Replaces standard splinter pistol.
|
||
4000040 Disintegrator
|
||
4000041 Disintegrator: Fires small particles of dark matter which are effective at taking down all foes.
|
||
4000042 Requires Shredder.
|
||
4000043 Hell Mask
|
||
4000044 Hell Mask: This terrifying mask crafted from human skin generates an aura of unnatural dread.
|
||
4000045 Damages enemy morale.
|
||
4000046 Gruesome Talisman
|
||
4000047 Gruesome Talisman: These golden talismans imbued with the spirits of the fallen help to quench the Thirst for souls, even if only temporarily.
|
||
4000048 Increases health and regeneration.
|
||
4000049 Trophy Rack
|
||
4000050 Trophy Rack: Adorned with the heads of slain foes, these grim trophies invigorate the Archon.
|
||
4000051 Increases health and damage of melee attacks.
|
||
4000052 Haywire Bombs
|
||
4000053 Haywire Bombs: The bomb releases a powerful electro-magnetic pulse that can cripple enemy vehicles and buildings.
|
||
4000054 Gives Archon the Haywire Bomb ability, which is highly effective against vehicles and buildings.
|
||
4000055 Incubus Blade Armor
|
||
4000056 Incubus Blade Armor: This heavy armor, rare amongst the Dark Eldar, is fitted with blades to further increase the combat effectiveness of the Incubi.
|
||
4000057 Increases damage of Incubi melee attacks and improves health.
|
||
4000058 Incubi Torture Helms
|
||
4000059 Incubi Torture Helms: Providing neural links to both their weapons and the Archon himself, these helmets make the Incubi even more effective dealers of death.
|
||
4000060 Increases damage of Incubi ranged attacks and reduces cooldown time of Archon abilities.
|
||
4000061 Khornate Chainaxe
|
||
4000062 Khornate Chainaxe: Imbued with the insatiable bloodlust of Khorne, this axe does massive damage to all enemies.
|
||
4000063 Requires Manreaper.
|
||
4000064 Helm of Alpharius
|
||
4000065 Helm of Alpharius: Said once to have been worn by the Primarch Alpharius, this helm reveals all hidden enemies and sends searing pain coursing through them.
|
||
4000066 Reveals infiltrated units; increases health and damage of melee attacks.
|
||
4000067 Armor of Alpharius
|
||
4000068 Armor of Alpharius: Created by Alpharius himself, this resilient armor can turn a normally fatal blow into a mere scratch.
|
||
4000069 Increases armor and health.
|
||
4000070 Daemonic Fire
|
||
4000071 Daemonic Fire: Granted a daemonic gift, the Chaos Lord can project a powerful warp flame from his hand.
|
||
4000072 Grants the passive ability to hurl warp flames. Effective against infantry.
|
||
4000073 Daemonic Rune
|
||
4000074 Marked for greatness by the dark gods, the Chaos Lord cannot easily be killed.
|
||
4000075 Grants immunity to knockdown and increases health. Requires Armor of Alpharius.
|
||
4000076 Ulthran's Pistol
|
||
4000077 Ulthran's Pistol: Created for Farseer Ulthran on Craftworld Ulthwé, this twin Shuriken Pistol often lands killing shots.
|
||
4000078 Requires Shuriken Pistol.
|
||
4000079 Wraithbone Breastplate
|
||
4000080 Wraithbone Breastplate: Large plates of wraithbone encase the Farseer, offering increased protection.
|
||
4000081 Increases health and protects against melee attacks.
|
||
4000082 Wraithbone Gauntlets
|
||
4000083 Wraithbone Gauntlets: This advanced wraithbone mesh armor provides increased protection without reducing mobility.
|
||
4000084 Increases health and increases speed.
|
||
4000085 Psychestone
|
||
4000086 Psychestone: This psychically-charged crystal calms the mind of the Farseer, allowing her to foresee events with more clarity.
|
||
4000087 Increases ability recharge rate and protects against ranged attacks.
|
||
4000088 Soulstone
|
||
4000089 Soulstone: This warp-attuned crystal will spare the Farseer from physical death while active.
|
||
4000090 Grants an additional ability: while active, the Farseer will not die.
|
||
4000091 Soulstone
|
||
4000092 RESERVED
|
||
4000093 - Farseer Caerys will continue to take damage, but will not die while the Soulstone ability is active.
|
||
4000094 - Left-click to activate
|
||
4000095 Battle Claw
|
||
4000096 Battle Claw: These massive claws magnify the wielder's strength, allowing him to crush those who would stand before him.
|
||
4000097 Requires Master-Crafted Power Claw.
|
||
4000098 Plasma Gun
|
||
4000099 Plasma Gun: Fires bolts of super-heated plasma, burning through armor and flesh alike.
|
||
4000100 Requires Storm Bolter.
|
||
4000101 Bionics
|
||
4000102 Bionics: Bionic augmentation allows the Governor-General to fight with great vigor.
|
||
4000103 Increases health and melee damage.
|
||
4000104 Macharian Cross
|
||
4000105 Macharian Cross: Awarded to officers in recognition of innovation and success, this prestigious cross brings honor to the regiment.
|
||
4000106 Increases health and movement speed of nearby units.
|
||
4000107 Ibram's Vestment
|
||
4000108 Ibram's Vestment: The trademark cloak of the Governor-General instills a sense of disregard for the enemy in his troopers.
|
||
4000109 Requires all other wargear.
|
||
4000110 Warscythe Blades
|
||
4000111 Warscythe Blades: Warscythe phase blades slip effortlessly through even the most powerful armor.
|
||
4000112 Requires skinning blades.
|
||
4000113 Gauss Flux Arc
|
||
4000114 Gauss Flux Arc: Multi-barreled flux-arc projectors are embedded in the Staff of Light, allowing the Necron Lord to fire devastating bolts of energy at his foes.
|
||
4000115 Requires Necrontyr Sigil.
|
||
4000116 Gaze of Flame
|
||
4000117 Gaze of Flame: Witch-fires blaze from within the metal death mask, sapping the strength of those who look upon it.
|
||
4000118 Requires Death Mask.
|
||
4000119 Improved Necrodermis
|
||
4000120 Improved Necrodermis: Advanced self-repair systems in the Necron Lord's body of living metal make him even harder to bring down in combat.
|
||
4000121 Increases health and regeneration.
|
||
4000122 Cloak of the C'tan
|
||
4000123 Cloak of the C'tan: Shrouded in this ancient vestment, the Necron Lord draws on the power of the C'tan.
|
||
4000124 Greatly increases ability recharge rate.
|
||
4000125 Uge Burna
|
||
4000126 Uge Burna: Hah! What's better then a big claw to chop 'em up? A big claw with fire runnin' through it!
|
||
4000127 Requires Bigga Claw.
|
||
4000128 Kustom Kannon
|
||
4000129 Kustom Kannon: Da Mek Boyz have done it again! This shoota makes bigga holes in the humies!
|
||
4000130 Requires Kustom Shoota.
|
||
4000131 Cybork Body
|
||
4000132 Cybork Body: Look at all 'em wires an' knobs, Da Mek Boyz made ya a Cybork!
|
||
4000133 Greatly increases health.
|
||
4000134 Mega Boosta
|
||
4000135 Mega Boosta: Go fasta! Catch those humies an' other gits by firing up this boosta.
|
||
4000136 Increases movement speed and allows Warboss to charge enemies.
|
||
4000137 Boss's Waaagh!
|
||
4000138 Boss's Waaagh!: A big Waaagh! for da Big Boss!
|
||
4000139 Reduces recruitment time and increases infantry cap.
|
||
4000140 Rogal's Fist
|
||
4000141 Rogal's Fist: Legend says that this mace was created by Primarch Rogal Dorn himself. The mace lays waste to those who stand before it.
|
||
4000142 Replaces standard Chainsword.
|
||
4000143 Adamantine Mantle
|
||
4000144 Adamantine Mantle: Made from the strongest materials, this cloak protects the wearer from harm.
|
||
4000145 Increases health and regeneration.
|
||
4000146 Artificer Armor
|
||
4000147 Artificer Armor: Forged by master craftsmen, this ancient and ornate armor greatly increases the survivability of the wearer.
|
||
4000148 Increases health and protects against melee attacks.
|
||
4000149 Chapter Banner
|
||
4000150 Chapter Banner: The physical representation of the honor of the Blood Ravens chapter, no Space Marine will ever allow it to fall into enemy hands.
|
||
4000151 Increase morale and health.
|
||
4000152 Errant Pattern Greaves
|
||
4000153 Errant Pattern Greaves: These greaves are equipped with advanced bionics to increase the speed of the Force Commander.
|
||
4000154 Increase speed and health.
|
||
4000155 Jon'eb Fusion Blaster
|
||
4000156 Jon'eb Fusion Blaster: Upgrade the XV22 Battlesuit with an advanced Fusion Blaster capable of melting through heavy armor; its powerful impact may also stun the crew.
|
||
4000157 Replaces standard Burst Cannon.
|
||
4000158 Cyclic Ion Blaster
|
||
4000159 Cyclic Ion Blaster: Upgrade the XV22 Battlesuit with an anti-infantry Cyclic Ion Blaster, able to pin enemies with its massive rate of fire.
|
||
4000160 Requires Jon'eb Fusion Blaster.
|
||
4000161 Multi-Tracker
|
||
4000162 Multi-Tracker: Equip the XV22 Battlesuit with advanced filtering and targeting technology.
|
||
4000163 Reveals infiltrated units and increases damage of ranged attacks.
|
||
4000164 Shield Generator
|
||
4000165 Shield Generator: This powerful ion shield generator makes the XV22 Battlesuit much more durable in battle.
|
||
4000166 Increases health and protects against attacks.
|
||
4000167 Marker Drone
|
||
4000168 Marker Drone: Add a Marker Drone to accompany the XV22, The Marker Drone is specially equipped with a marker light which illuminates high-priority targets.
|
||
4000169 Increases accuracy of all XV22 weapon systems. Requires Shield Drone.
|
||
4000170 Marker Drone
|
||
4000171 - Drone unit that supports Commander Or'es'Ka.
|
||
4000172 - Greatly increases ranged accuracy of commander's weapons.
|
||
4050000 Kabal Fortress
|
||
4050001 - Dark Eldar Headquarters building.
|
||
4050002 - Produces: Tortured Slaves, Mandrakes, and the Haemonculus.
|
||
4050003 - Contains Planetary Raid and Planetary Strike researches that unlock new units and technologies.
|
||
4050004 - Contains research that grants abilities to Dark Eldar buildings.
|
||
4050005 - Contains Barbed Wall research that adds sharp barbs to most Dark Eldar buildings, injuring melee attackers.
|
||
4050006 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
4050007 Hall of Blood
|
||
4050008 - Requisitions Infantry units.
|
||
4050009 - Produces: Archon, Warriors, Scourges, Warp Beasts, and Wyches.
|
||
4050010 - Contains Terrorfex Grenade research.
|
||
4050011 - Contains Short Circuit research.
|
||
4050012 - Allows research: Planetary Raid.
|
||
4050013 Slave Chamber
|
||
4050014 - Support structure.
|
||
4050015 - Increases population cap.
|
||
4050016 - Increases research speed.
|
||
4050017 - Increases reinforcement speed.
|
||
4050018 Dark Foundry
|
||
4050019 - Requisitions skimmer units.
|
||
4050020 - Produces: Hellions, Reavers, Raiders, Ravens, Ravagers, Talos, and the Dais of Destruction.
|
||
4050021 - Contains research to improve vehicle armor.
|
||
4050022 - Allows research: Planetary Raid.
|
||
4050023 Plasma Generator
|
||
4050024 - Generates the Power resource.
|
||
4050025 - A single HQ building (Kabal Fortress) can only support a limited number of Generators.
|
||
4050026 - Plasma Generators are volatile and will damage anything nearby when they are destroyed.
|
||
4050027 Thermo Plasma Generator
|
||
4050028 - Generates the Power resource at a higher rate than Plasma Generators.
|
||
4050029 - Can only be built on top of Slag Deposits.
|
||
4050030 - Thermo Plasma Generators are volatile and will damage anything nearby when they are destroyed.
|
||
4050031 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
4050032 Tower of Loathing
|
||
4050033 - Solidifies your hold on a strategic location by placing a building on it.
|
||
4050034 - Place on Strategic Points and Relics.
|
||
4050035 - Increases the Requisition resource production rate
|
||
4050036 - Can be upgraded with weapons and to produce more Requisition.
|
||
4050037 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
4050038 Haemonculus' Laboratory
|
||
4050039 - Produces: Haemonculus.
|
||
4050040 - Contains research to improve Infantry units.
|
||
4050041 - Contains Gruesome Display research that allows most Dark Eldar buildings to temporarily erect a display to sap enemy morale.
|
||
4050042 Wych-Cult Arena
|
||
4050043 - Contains research to improve Commander units.
|
||
4050044 - Allows units: Wych Squad, Talos.
|
||
4050045 Soul Cage
|
||
4050046 - Allows units: Ravagers and the Dais of Destruction (requires Relic).
|
||
4050047 - Can use powerful abilities to change the face of the battlefield.
|
||
4050048 - Can use the Screams of the Damned ability to reduce the morale of all enemy units.
|
||
4050049 - Can use the Sadism ability to increase damage on all player-owned units.
|
||
4050050 - Researches global Soul collection upgrade.
|
||
4050051 Tortured Slave Squad
|
||
4050052 Tortured Slave
|
||
4050053 - Builder Unit.
|
||
4050054 - Plants warp spire pods to start building construction. Can walk away once planted and building will finish itself.
|
||
4050055 - Human slave taken captive in a Dark Eldar raid.
|
||
4050056 Mandrake Squad
|
||
4050057 Mandrake
|
||
4050058 - Infantry.
|
||
4050059 - General combat unit, effective at melee.
|
||
4050060 - Can be upgraded to use Infiltration (stealth).
|
||
4050061 - Effective against Infantry.
|
||
4050062 Archon
|
||
4050063 - Commander Unit (Primary).
|
||
4050064 - Can reinforce with an Incubi retinue.
|
||
4050065 - Abilities grow in power as more Incubi are added.
|
||
4050066 - Effective against all unit types.
|
||
4050067 Incubus
|
||
4050068 - Infantry.
|
||
4050069 - Adding more Incubi increases the effectiveness of all Archon abilities and reduces their recharge time.
|
||
4050070 Haemonculus
|
||
4050071 - Commander Unit (Secondary).
|
||
4050072 - Can harvest the Soul resource from corpses on the battlefield.
|
||
4050073 - Effective against all unit types.
|
||
4050074 Warrior Squad
|
||
4050075 Warrior
|
||
4050076 - General combat unit, effective at range.
|
||
4050077 - Infantry.
|
||
4050078 - Effective against infantry.
|
||
4050079 Warrior Sybarite
|
||
4050080 - Warrior leader.
|
||
4050081 - More durable than a standard Warrior, effective at melee.
|
||
4050082 Hellion Squad
|
||
4050083 Hellion
|
||
4050084 - Infantry.
|
||
4050085 - Quick skirmisher, effective at melee.
|
||
4050086 - Good against Infantry.
|
||
4050087 Hellion Succubus
|
||
4050088 - Hellion leader.
|
||
4050089 - More durable than a standard Hellion, effective at melee.
|
||
4050090 Scourge Squad
|
||
4050091 Scourge
|
||
4050092 - Heavy Infantry.
|
||
4050093 - Jump troops, effective at range.
|
||
4050094 - Effective against Infantry and Heavy Infantry.
|
||
4050095 Warp Beast Pack
|
||
4050096 Warp Beast
|
||
4050097 - Daemon.
|
||
4050098 - Shock unit, effective at melee.
|
||
4050099 - Effective against Infantry, Heavy Infantry, and Vehicles.
|
||
4050100 Beastmaster
|
||
4050101 - Heavy Infantry.
|
||
4050102 - Leader unit.
|
||
4050103 - Adds the Tame Warp Beasts ability, which instantly restores squad morale.
|
||
4050104 - Effective against Infantry, Heavy Infantry, and Vehicles.
|
||
4050105 Wych Squad
|
||
4050106 Wych
|
||
4050107 - Heavy Infantry.
|
||
4050108 - Support unit.
|
||
4050109 - Effective against Commanders and Infantry.
|
||
4050110 Wych Succubus
|
||
4050111 - Wych leader.
|
||
4050112 - Stronger than a standard Wych, effective at melee.
|
||
4050113 Reaver Jetbike
|
||
4050114 - Vehicle
|
||
4050115 - Fast strike combat unit, effective at range.
|
||
4050116 - Effective against Infantry.
|
||
4050117 Raider
|
||
4050118 - Vehicle
|
||
4050119 - Assault platform. Gains most of its firepower from units mounted atop the Raider.
|
||
4050120 - Can use Screaming Jets to jump over impassable terrain or to scatter and demoralize enemy squads.
|
||
4050121 - Equipped with a Dark Lance for destroying vehicles.
|
||
4050122 Ravager
|
||
4050123 - Heavy vehicle.
|
||
4050124 - Default weaponry is effective against Vehicles and Buildings.
|
||
4050125 - Can upgrade to Disintegrators to annihilate Infantry.
|
||
4050126 Talos
|
||
4050127 - Heavy vehicle.
|
||
4050128 - Strong melee attack.
|
||
4050129 - Can harvest the Soul Essence resource from corpses on the battlefield.
|
||
4050130 - Effective against all unit types.
|
||
4050131 Dais of Destruction
|
||
4050132 - Ultimate vehicle.
|
||
4050133 - Energy field protects nearby units from incoming ranged fire.
|
||
4050134 - Default weaponry is effective against all units.
|
||
4050135 - Will lose control and attack allies if morale breaks.
|
||
4050136 - Detects infiltrated units.
|
||
4050137 - Detects infiltrated units.
|
||
4050138 - Delights in torture. Weapons do high morale damage.
|
||
4050139 - Can be sacrificed (deleted) to provide fresh corpses to harvest Soul Essence from.
|
||
4050140 Scourge Sybarite
|
||
4050141 - Scourge leader.
|
||
4050142 - More durable than a standard Scourge, effective at range.
|
||
4050143 - Detects infiltrated units.
|
||
4050144 - Quarters for the masses of slaves used to provide the lords of the Dark Eldar with labor and entertainment.
|
||
4050145 Haemonculus Gruemenael
|
||
4050146 - Expert torturer. Has refined his exquisite technique through centuries of practice.
|
||
4050147 - Has answered the Black Heart's call grudgingly, but welcomes the opportunity for slaughter.
|
||
4050148 - Effective against all unit types.
|
||
4050149 Hellion Succubus Coven
|
||
4050150 Hellion Succubus
|
||
4050151 - Circle of the cruelest Hellion Succubi of the Black Heart.
|
||
4050152 - Quick skirmisher, effective at melee.
|
||
4050153 - Effective against Infantry.
|
||
4050154 Elite Incubus Coven
|
||
4050155 Elite Incubus
|
||
4050156 - Elite Incubi culled from Asdrubael Vect's personal bodyguard.
|
||
4050157 - Unmatched among the Dark Eldar in combat skill or pure malice.
|
||
4050158 - Effective aganst infantry.
|
||
4050159 Elite Reaver Jetbike
|
||
4050160 - Daredevil Reaver pilot with lightning reflexes.
|
||
4050161 - Flies in a custom Reaver equipped with extra armor plating.
|
||
4050162 - Effective against Infantry.
|
||
4050163 Razorwing Scourge Squad
|
||
4050164 Razorwing Scourge
|
||
4050165 - Elite strike group composed of the deadliest Scourge jump troops.
|
||
4050166 - Can be equipped with Dark Lances to tear through vehicle armor.
|
||
4050167 - Effective against Infantry and Heavy Infantry.
|
||
4050168 Nightmare Warp Beast
|
||
4050169 Nightmare Warp Beast
|
||
4050170 - Hand-bred by Tahril, long exposure to the warp has infused this beast with daemonic rage and power.
|
||
4050171 - Take care to not lose control of this foul beast, lest it turn on your own troops!
|
||
4050172 - Effective against all unit types.
|
||
4050173 Warrior Sybarite Clan
|
||
4050174 Warrior Sybarite
|
||
4050175 - Deadly gathering of the most powerful Warrior Sybarites.
|
||
4050176 - Equipped with Terrorfex Grenades to strike fear into the hearts of their enemies.
|
||
4050177 - Effective against Infantry.
|
||
4050178 Wych Succubus Coven
|
||
4050179 Wych Succubus
|
||
4050180 - Circle of the most vile Wych Succubi of the Black Heart.
|
||
4050181 - Fearsome gladiators that torture and toy with their prey before slaughtering them.
|
||
4050182 - Effective against Commanders and Infantry.
|
||
4050183 Mandrake Devourer Squad
|
||
4050184 Mandrake Devourer
|
||
4050185 - Left to gorge in the Torture Pits by Archon Tahril, these Mandrakes have gone too far down the path of darkness, inviting corruption by daemonic influences.
|
||
4050186 - Crave the taste of human flesh.
|
||
4050187 - Uses Shadow-skin to meld into the darkness, hiding them from the gaze of their enemies.
|
||
4050188 - Effective against infantry.
|
||
4050189 Raven
|
||
4050190 - Versatile assault fighter.
|
||
4050191 - Can use the Short Circuit ability to prevent vehicles and turrets from attacking.
|
||
4050192 - Effective against all unit types.
|
||
4050193 - Uses crippling attacks that slow units and sap morale.
|
||
4050194 - Can choose from two upgrades: the Gruesome Display, which gives it defensive capabilities, or the Torture Pit, which produces fresh corpses for Soul Essence harvesting.
|
||
4050195 - Uses a Tracking Device to see through the eyes of enemy units.
|
||
4050196 - Can overload weaponry to use the Dark Scythe ability, which causes extreme damage in a swath in front of the Dais.
|
||
4100000 Animus Vitae
|
||
4100001 - Ensnares enemies in psychically-charged barbed metal, locking them in place.
|
||
4100002 - Leeches health from the enemy and grants it to the Archon.
|
||
4100003 - Left-click and target an enemy squad to activate.
|
||
4100004 Barbed Walls
|
||
4100005 - Adds large barbed spikes to the outer walls of all buildings.
|
||
4100006 - Causes retaliatory damage versus melee attackers.
|
||
4100007 Combat Drugs
|
||
4100008 - Injects an infusion of drugs that boosts the Dark Eldar metabolism and eliminates fear or pain.
|
||
4100009 - Grants morale immunity and increased attack rate.
|
||
4100010 - Left-click to activate.
|
||
4100011 Crucible of Malediction
|
||
4100012 - Unleashes the tortured spirits of captured Psykers, driving enemies mad.
|
||
4100013 - Causes enemy infantry to fight amongst themselves.
|
||
4100014 - Left-click and target an enemy squad to activate.
|
||
4100015 Dark Scythe
|
||
4100016 - Razes the ground with a concentrated beam of pure Dark Matter.
|
||
4100017 - Does high damage in a cone-shaped area.
|
||
4100018 - Left-click and target the ground or an enemy unit to activate.
|
||
4100019 Gruesome Display Add-on
|
||
4100020 - Erects a horrifying display of carnage that demoralizes nearby enemies.
|
||
4100021 - Permanent addition to this structure.
|
||
4100022 Horrorfex Bomb
|
||
4100023 - Launches a bomb containing a nerve gas that causes pure terror.
|
||
4100024 - Causes infantry to run away.
|
||
4100025 - Left-click and target the ground or an enemy squad to activate.
|
||
4100026 Penumbra
|
||
4100027 - Activates an energy field that covers all buildings, preventing damage entirely for a limited duration.
|
||
4100028 - Left-click to activate.
|
||
4100029 Rend Soul
|
||
4100030 - Strikes the enemy with a burst of malevolent energy that tears at their very souls.
|
||
4100031 - Temporarily disables abilities and causes damage.
|
||
4100032 - Left-click and target an enemy unit to activate.
|
||
4100033 Blood Frenzy
|
||
4100034 - Fills the hearts of your troops with hatred and bloodlust.
|
||
4100035 - Temporarily increases the damage of all your units.
|
||
4100036 - Left-click to activate.
|
||
4100037 Screams of the Damned
|
||
4100038 - Fills the battlefield with the horrifying wails of the victims of Dark Eldar torturers.
|
||
4100039 - Temporarily reduces morale of all enemy units.
|
||
4100040 - Left-click to activate.
|
||
4100041 Short Circuit
|
||
4100042 - Creates a localized EMP pulse that deactivates electronic targeting systems.
|
||
4100043 - Temporarily shuts down vehicle and building weapons.
|
||
4100044 - Left-click and target a vehicle or building to activate.
|
||
4100045 Soul Destruction
|
||
4100046 - Causes the souls of nearby fallen troops to explode in a final blast of destructive power.
|
||
4100047 - Causes area effect damage around all nearby fresh corpses.
|
||
4100048 - Left-click to activate.
|
||
4100049 Soul Shock
|
||
4100050 - Sacrifices the life of a slave to send out a blast of pure psychic energy.
|
||
4100051 - Damages nearby enemy squads.
|
||
4100052 - Left-click to activate.
|
||
4100053 Stinger
|
||
4100054 - Flings a barbed dart tipped with a virulent, unstable poison.
|
||
4100055 - Causes damage over time.
|
||
4100056 - Enemies that die while under the influence of the poison will explode in a burst of bone and blood, causing damage to nearby squads.
|
||
4100057 - Left-click and target an enemy squad to activate.
|
||
4100058 Talisman of Petrification
|
||
4100059 - Unveils a hideous talisman with strange powers.
|
||
4100060 - Temporarily freezes nearby enemies.
|
||
4100061 - Left-click to activate.
|
||
4100062 Tame Warp Beasts
|
||
4100063 - Allows the Beastmaster to bring wild Warp Beasts back under control.
|
||
4100064 - Instantly restores squad morale.
|
||
4100065 - Left-click to activate.
|
||
4100066 Terrorfex Grenade
|
||
4100067 - Throws a grenade filled with a gas that causes horrifying visions.
|
||
4100068 - Devastates morale.
|
||
4100069 - Obscures enemy vision with hallucinatory images, effectively blinding them.
|
||
4100070 - Left-click and target an enemy squad to activate.
|
||
4100071 Torture Amp
|
||
4100072 - Plants a device that sends out pulses of pure pain towards nearby enemies.
|
||
4100073 - Slows movement and attack speed of nearby enemy squads.
|
||
4100074 - Left-click to activate.
|
||
4100075 Tracking Device
|
||
4100076 - Attaches a device that grants vision through the enemy unit's eyes.
|
||
4100077 - Left-click and target an enemy unit to activate.
|
||
4100078 Wildfire
|
||
4100079 - Sends a flurry of blasts out randomly in all directions.
|
||
4100080 - Left-click to activate.
|
||
4100081 - Costs Soul Essence to use.
|
||
4100082 Harvest Soul Essence
|
||
4100083 - Extracts Soul Essence from fallen corpses on the battlefield.
|
||
4100084 - Left-click to activate.
|
||
4100085 Screaming Jets
|
||
4100086 - Modified jump jets that produce a terrifying sonic wail. Can land in the midst of enemy squads to disrupt them and cause morale damage.
|
||
4100087 Haywire Grenades
|
||
4100088 - Uses a Haywire Grenade on a targeted unit.
|
||
4100089 - Left-click and target an enemy vehicle or building to activate.
|
||
4100090 - Does massive damage to enemy vehicles and buildings.
|
||
4100091 - Haywire Grenades are very short range and do not affect infantry.
|
||
4100092 Left-click on an enemy building or vehicle to use a Haywire Grenade.
|
||
4100093 This ability can only be used on enemy vehicles and buildings!
|
||
4100094 Dispose of Slave
|
||
4100095 - Ejects a dead slave for easy Soul Essence harvesting.
|
||
4100096 Night's Veil
|
||
4100097 - Temporarily grants infiltration to a single squad.
|
||
4100098 - Left-click and target an allied infantry squad to activate.
|
||
4100099 Sudden Strike
|
||
4100100 - Temporarily boosts the speed of all infantry on the map.
|
||
4100101 - Left-click to activate.
|
||
4100102 Piercing Vision
|
||
4100103 - Temporarily grants detection to a single squad or vehicle.
|
||
4100104 - Left-click and target an allied unit to activate.
|
||
4100105 Rekindle Rage
|
||
4100106 - Reignites the spirit of fury and malice that fuels the powers of your units.
|
||
4100107 - All abilities on the target unit are instantly recharged.
|
||
4100108 - Left-click and target an allied unit to activate.
|
||
4100109 War Frenzy
|
||
4100110 - Infuses your production facilities with a hunger for battle, vastly increasing their work speed for a duration.
|
||
4100111 - Units are produced more quickly.
|
||
4100112 - Squads reinforce more quickly.
|
||
4100113 - Left-click to activate.
|
||
4100114 Corrosion
|
||
4100115 - Creates an acidic cloud that eats away at enemy armor.
|
||
4100116 - Left-click and target ground to activate.
|
||
4100117 Daemonic Corruption Research
|
||
4100118 - Increases Mandrake health.
|
||
4100119 - Causes the souls of nearby fallen troops to explode in a final blast of destructive power. Grants Soul Essence for each soul destroyed, but less than would be harvested normally.
|
||
4100120 Soulstorm
|
||
4100121 - Creates a maelstrom of destructive energy that can be guided through enemy ranks.
|
||
4100122 - High damage to all units caught within its fury.
|
||
4100123 - Left-click and target ground to spawn.
|
||
4100124 - Can be moved once created.
|
||
4100125 - Maelstrom of destructive power.
|
||
4100126 - Guide towards enemies to wreak havoc among their ranks.
|
||
4100127 - Can harm allied units.
|
||
4100128 - Enemy units within the cloud take additional damage from all attacks.
|
||
4150000 Grand Reaping Research
|
||
4150001 - Increases the rate at which souls are harvested.
|
||
4150002 Barbed Walls Research
|
||
4150003 - Adds large barbed spikes to the outer walls of all buildings.
|
||
4150004 - Causes retaliatory damage versus melee attackers.
|
||
4150005 Crucible of Malediction Research
|
||
4150006 - Equips the Archon with the Crucible of Malediction, a skull containing the tortured souls of long-dead Psykers.
|
||
4150007 - Unleashing the Psyker souls drives enemy soldiers mad, causing them to fight amongst themselves.
|
||
4150008 Dais of Destruction Research
|
||
4150009 - Allows construction of the Dais of Destruction, the ultimate Dark Eldar vehicle.
|
||
4150010 Gruesome Display Add-on
|
||
4150011 - Erects a horrifying display of carnage that demoralizes nearby enemies.
|
||
4150012 - Costs Soul Essence to use.
|
||
4150013 Mandrake Infiltration Research
|
||
4150014 - Enables the shadow-skin of the Mandrakes, making them invisible to normal sight.
|
||
4150015 Penumbra Research
|
||
4150016 - Soul Essence ability.
|
||
4150017 - Activates an energy field that covers all buildings, greatly reducing damage taken.
|
||
4150018 Planetary Raid Research
|
||
4150019 - Unlocks new technologies and units.
|
||
4150020 Poisoned Blades Research
|
||
4150021 - Upgrades most Dark Eldar melee attacks to use poisoned weapons which slowly deplete the health of enemies.
|
||
4150022 Rend Soul Research
|
||
4150023 - Soul Essence ability.
|
||
4150024 - Strikes an enemy unit with a burst of malevolent energy that tears at their very soul.
|
||
4150025 - Temporarily disables abilities and causes damage.
|
||
4150026 - Costs Soul Essence to use.
|
||
4150027 Sadism Research
|
||
4150028 - Soul Essence ability.
|
||
4150029 - Fills the hearts of your troops with hatred and bloodlust.
|
||
4150030 - Temporarily increases the damage of all your units.
|
||
4150031 - Costs Soul Essence to use.
|
||
4150032 Screams of the Damned Research
|
||
4150033 - Soul Essence ability.
|
||
4150034 - Fills the battlefield with the horrifying wails of the victims of Dark Eldar torturers.
|
||
4150035 - Temporarily reduces max morale of all enemy units.
|
||
4150036 - Costs Soul Essence to use.
|
||
4150037 Scythes Research
|
||
4150038 - Adds blades to the sides of all Dark Eldar vehicles.
|
||
4150039 - Causes retaliatory damage versus melee attackers.
|
||
4150040 Short Circuit Research
|
||
4150041 - Equips Hellion Succubi with a device that creates a localized EMP pulse used to deactivate electronic equipment.
|
||
4150042 - Temporarily shuts down vehicles and buildings.
|
||
4150043 Soul Destruction Research
|
||
4150044 - Allows the Haemonculus to cause the souls of nearby fallen troops to explode in a final blast of destructive power.
|
||
4150045 - Causes area effect damage around all nearby fresh corpses.
|
||
4150046 Talisman of Petrification Research
|
||
4150047 - Equips the Haemonculus with a hideous talisman that has strange powers.
|
||
4150048 - Temporarily freezes nearby enemies.
|
||
4150049 Terrorfex Grenade Research
|
||
4150050 - Equips Warrior Sybarites with Terrorfex Grenades.
|
||
4150051 - Terrorfex Grenades devastate morale and blind enemies.
|
||
4150052 Wargear: Splinter Cannons
|
||
4150053 - Equips Dark Eldar Archon and leader units with Splinter Cannons.
|
||
4150054 - Increases ranged weapon damage.
|
||
4150055 - Increases ranged weapon effectiveness against vehicles and buildings.
|
||
4150056 Strengthen Power Grid Research
|
||
4150057 - Provides a global bonus to Power resource production rates.
|
||
4150058 - Perform this research if you have an excess of Requisition but not enough Power.
|
||
4150059 - First of two possible upgrades.
|
||
4150060 Plasma Battery Storage Research
|
||
4150061 - Provides a global bonus to Power resource production rates.
|
||
4150062 - Perform this research if you have an excess of Requisition but not enough Power.
|
||
4150063 - Second of two possible upgrades.
|
||
4150064 Wargear: Power Blades
|
||
4150065 - Equips Dark Eldar Archon and leader units with Power Blades.
|
||
4150066 - Increases melee weapon damage.
|
||
4150067 - Increases melee weapon effectiveness against vehicles and buildings.
|
||
4150068 - First of two possible upgrades.
|
||
4150069 Wargear: Agonizers
|
||
4150070 - Equips Dark Eldar Archon and leader units with Agonizers.
|
||
4150071 - Increases melee weapon damage.
|
||
4150072 - Increases melee weapon effectiveness against vehicles and buildings.
|
||
4150073 - Second of two possible upgrades.
|
||
4150074 Escalate Engagement Research
|
||
4150075 - Provides a global bonus to Requisition resource production rates.
|
||
4150076 - Perform this research if you have an excess of Power but not enough Requisition.
|
||
4150077 - First of two possible upgrades.
|
||
4150078 Full Scale War Research
|
||
4150079 - Provides a global bonus to Requisition resource production rates.
|
||
4150080 - Perform this research if you have an excess of Power but not enough Requisition.
|
||
4150081 - Second of two possible upgrades.
|
||
4150082 Soulseeker Ammunition Research
|
||
4150083 - Increases accuracy of most Dark Eldar ranged weapons.
|
||
4150084 Night Shields Research
|
||
4150085 - Equips most Dark Eldar vehicles with Night Shields.
|
||
4150086 - Night Shields swath vehicles in darkness, increasing their survivability.
|
||
4150087 Splinter Pulse Booster Research
|
||
4150088 - Improves the propulsion system used in Dark Eldar splinter gun technology.
|
||
4150089 - Increases range of most Dark Eldar infantry units.
|
||
4150090 Tower of Dominance Add-on
|
||
4150091 - Transform this Tower of Loathing into a Tower of Dominance.
|
||
4150092 - Towers of Dominance produce the Requisition resource at a higher rate.
|
||
4150093 - Towers of Dominance are tougher, and are equipped with a turreted weapon effective against infantry and heavy infantry.
|
||
4150094 Tower of Carnage Add-on
|
||
4150095 - Transform this Tower of Dominance into a Tower of Carnage.
|
||
4150096 - Towers of Carnage produce the Requisition resource at a higher rate.
|
||
4150097 - Towers of Carnage are tougher, and are equipped with an upgraded turreted weapon effective against infantry and heavy infantry.
|
||
4150098 Shadow Fields Research
|
||
4150099 - Equips most Dark Eldar vehicles with Shadow Fields.
|
||
4150100 - Shadow Fields further increase the durability of Dark Eldar vehicles.
|
||
4150101 - First of two possible upgrades.
|
||
4150102 - Second of two possible upgrades.
|
||
4150103 Daemonic Touch Research
|
||
4150104 - Unleashes the daemonic corruption lurking inside of all Mandrakes.
|
||
4150105 - Increases Mandrake melee damage.
|
||
4150106 - Allows construction of Talos.
|
||
4150107 Wildfire Research
|
||
4150108 - Equips the Talos with Wildfire functionality on its stinger.
|
||
4150109 - Sends a flurry of blasts out randomly in all directions.
|
||
4150110 Torture Amp Research
|
||
4150111 - Equips the Haemonculus with a device that jolts enemy muscles with pure agony.
|
||
4150112 - Slows movement and attack speed of nearby enemy squads.
|
||
4150113 Night's Veil Research
|
||
4150114 - Soul Essence ability.
|
||
4150115 - Temporarily grants Infiltration to a single squad.
|
||
4150116 Sudden Strike Research
|
||
4150117 - Soul Essence ability.
|
||
4150118 - Temporarily boosts the speed of all infantry on the map.
|
||
4150119 Piercing Vision Research
|
||
4150120 - Soul Essence ability.
|
||
4150121 - Temporarily grants detection to a single squad.
|
||
4150122 Torture Pit Add-on
|
||
4150123 - Installs a dungeon where slaves are tortured and discarded for easy Soul Essence harvesting.
|
||
4150124 Rekindle Rage Research
|
||
4150125 - Soul Essence ability.
|
||
4150126 - Reignites the spirit of fury and malice that fuels the powers of your units.
|
||
4150127 - All abilities on the target unit are instantly recharged.
|
||
4150128 Planetary Raid Add-on
|
||
4150129 - Advances the engagement to the Planetary Raid state.
|
||
4150130 - Planetary Raid allows for the production of more advanced buildings, units, and vehicles.
|
||
4150131 Planetary Strike Add-on
|
||
4150132 - Escalates the engagement to the Planetary Strike state.
|
||
4150133 - Planetary Strike allows for the production of more advanced buildings, units, and vehicles.
|
||
4150134 Upgrade Leader Health I
|
||
4150135 - Increases the health of all Dark Eldar commanders and squad leaders.
|
||
4150136 - First of two possible upgrades.
|
||
4150137 Upgrade Leader Health II
|
||
4150138 - Increases the health of all Dark Eldar commanders and squad leaders.
|
||
4150139 - Second of two possible upgrades.
|
||
4150140 Stinger Research
|
||
4150141 - Equips the Haemonculus with Stinger darts, poison-tipped projectiles that cause enemies to explode on death.
|
||
4150142 Reaver Targeting Module
|
||
4150143 - Improves the accuracy and damage of Reaver Jetbikes, especially while moving.
|
||
4150144 Archon Retinue Enhancement I
|
||
4150145 - Increases the size of the Archon's Retinue
|
||
4150146 - Improves Incubi health.
|
||
4150147 - Improves Incubi damage.
|
||
4150148 - First of three possible upgrades.
|
||
4150149 - Second of three possible upgrades.
|
||
4150150 - Third of three possible upgrades.
|
||
4150151 Archon Retinue Enhancement II
|
||
4150152 Archon Retinue Enhancement III
|
||
4150153 Wraithbone Woven Battlesuits
|
||
4150154 - Improved body armor laced with Wraithbone slivers raided from fallen Craftworld Eldar foes.
|
||
4150155 - Increases health of all Dark Eldar infantry.
|
||
4150156 - Increases health of Warriors.
|
||
4150157 Dark Lance Add-on
|
||
4150158 - Equips the Tower of Loathing with twin Dark Lances.
|
||
4150159 - Equips the Dark Eldar squad leaders with Splinter Cannons.
|
||
4150160 - Equips the Dark Eldar squad leaders with Power Blades.
|
||
4150161 - Equips the Dark Eldar squad leaders with Agonizers.
|
||
4200000 Dark Lance
|
||
4200001 - A fearsome weapon that fires streams of Dark Matter, punching through even the heaviest armor.
|
||
4200002 - Long range.
|
||
4200003 - Effective against Vehicles and Buildings.
|
||
4200004 Disintegrator
|
||
4200005 - A powerful Dark Matter cannon that tears apart enemies at the atomic level.
|
||
4200006 - Long range.
|
||
4200007 - Effective against Infantry.
|
||
4250000 Ecclesiarchal Chapel
|
||
4250001 - Sisters of Battle Headquarters building.
|
||
4250002 - Produces: Ecclesiarchal Servitors, Missionaries, and the Confessor.
|
||
4250003 - Contains research to increase the number of units that can be built.
|
||
4250004 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
4250005 Adepta Sororitas Convent
|
||
4250006 - Requisitions infantry units.
|
||
4250007 - Produces: Canoness, Battle Sister Squads, Seraphim Squads, Sister Repentia Squads, Celestian Squads, and Death-Cult Assassins
|
||
4250008 - Allows Building: Inferno Turret. Ecclesiarchal Cathedral add-on (HQ Upgrade).
|
||
4250009 Pristine Sanctuary
|
||
4250010 - Allows weapon upgrades on Battle Sister, Seraphim, and Celestian squads.
|
||
4250011 - Contains research to improve infantry squads and Veteran Superiors.
|
||
4250012 - Contains research that equips most buildings with Laud Hailers.
|
||
4250013 Plasma Generator
|
||
4250014 - Generates the Power resource.
|
||
4250015 - A single HQ building (Ecclesiarchal Chapel) can only support a limited number of generators.
|
||
4250016 - Plasma Generators are volatile and will damage anything nearby when they are destroyed.
|
||
4250017 Thermo Plasma Generator
|
||
4250018 - Generates the Power resource at a higher rate than Plasma Generators.
|
||
4250019 - Can only be built on top of Slag Deposits.
|
||
4250020 - Thermo Plasma Generators are volatile and will damage anything nearby when they are destroyed.
|
||
4250021 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
4250022 Listening Post
|
||
4250023 - Place on Strategic Points and Relics.
|
||
4250024 - Increases the Requisition resource production rate.
|
||
4250025 - Solidifies your hold on a strategic location by placing a building on it.
|
||
4250026 - Can be upgraded with weapons and to produce more Requisition.
|
||
4250027 - Can be upgraded with a Holy Icon that illuminates the area, revealing infiltrated units.
|
||
4250028 - Projects a Control Area around itself, allowing other buildings to be built near it.
|
||
4250029 Manufactorum
|
||
4250030 - Requisitions vehicle units.
|
||
4250031 - Produces: Rhinos, Immolators, Exorcists, Penitent Engines and Lightning aircraft.
|
||
4250032 Inferno Turret
|
||
4250033 - Detects infiltrated units.
|
||
4250034 - Emplaced turret equipped with twin-linked Inferno Cannons.
|
||
4250035 - Effective against infantry units.
|
||
4250036 - Can replace its default weapons with anti-vehicle weapons.
|
||
4250037 Holy Reliquary
|
||
4250038 - Contains research to improve the Canoness and Confessor
|
||
4250039 - Allows unit: Confessor.
|
||
4250040 Shrine of the Living Saint
|
||
4250041 - Provides access to the Adepta Sororitas' most powerful unit, the Living Saint.
|
||
4250042 Purgatus Mine Field
|
||
4250043 - Purgatus Mine Fields contain mines that will burst into flame when enemy units pass over them.
|
||
4250044 - Purgatus Mine Fields cannot be seen by most enemy units.
|
||
4250045 - Once detected, enemies can attack and destroy Purgatus Mine Fields.
|
||
4250046 - After enough mines are triggered the Purgatus Mine Field will be destroyed.
|
||
4250047 - Detector Units can detect Purgatus Mine Fields.
|
||
4250048 Ecclesiarchal Servitor
|
||
4250049 - Builder Unit.
|
||
4250050 - Constructs all Sisters of Battle buildings.
|
||
4250051 Missionary Squad
|
||
4250052 - Infantry.
|
||
4250053 - Scout/Recon Unit. Good sight range.
|
||
4250054 - Detects infiltrated units.
|
||
4250055 NOT USED
|
||
4250056 - Can be upgraded to use Battlefield Medics ability.
|
||
4250057 - Effective as scouts and support units.
|
||
4250058 Canoness
|
||
4250059 - Commander Unit (Primary).
|
||
4250060 - Boosts morale and morale recovery when attached to squads.
|
||
4250061 - Versatile hero that is effective at both ranged and melee attacks.
|
||
4250062 - Has access to Acts of Faith: Purifying Light and Ascension.
|
||
4250063 - Faithful. Generates a moderate amount of the Faith Resource while alive.
|
||
4250064 - Effective against Infantry and Heavy Infantry.
|
||
4250065 Confessor
|
||
4250066 - Commander Unit (Secondary).
|
||
4250067 - Has a powerful melee attack.
|
||
4250068 - Increases the attack power of surrounding allied units.
|
||
4250069 - Immune to morale damage
|
||
4250070 - Uses powerful Acts of Faith to damage and stun his enemies.
|
||
4250071 - Detects infiltrated units.
|
||
4250072 - Effective against Infantry and Heavy Infantry.
|
||
4250073 Battle Sister Squad
|
||
4250074 - Resilient general combat unit strong at range and close combat.
|
||
4250075 - Broad range of weapon upgrades.
|
||
4250076 - Phosphor Grenade upgrade effective at breaking morale.
|
||
4250077 - Effective against Infantry and Heavy Infantry.
|
||
4250078 Seraphim Squad
|
||
4250079 - Heavy Infantry.
|
||
4250080 - Fast attack short-ranged combat unit.
|
||
4250081 - Jetpacks quickly around, and over, the battlefield.
|
||
4250082 - Krak Grenade upgrade effective against vehicles and buildings.
|
||
4250083 - Has access to Act of Faith: Holy Passion.
|
||
4250084 - Faithful. Generates a small amount of the Faith Resource while alive.
|
||
4250085 - Effective against Heavy Infantry.
|
||
4250086 Veteran Superior
|
||
4250087 - Heavy Infantry.
|
||
4250088 - Leader Unit effective at close combat and boosting squad morale.
|
||
4250089 - Can be upgraded with powerful weapons (Pristine Sanctuary Building).
|
||
4250090 NOT USED
|
||
4250091 - Has access to Act of Faith: Divine Light
|
||
4250092 - Faithful. Generates a small amount of the Faith Resource while alive.
|
||
4250093 - Effective against Infantry and Heavy Infantry.
|
||
4250094 Seraphim Veteran Superior
|
||
4250095 - Heavy Infantry.
|
||
4250096 - Leader Unit effective at close combat and boosting squad morale.
|
||
4250097 - Can be upgraded with powerful weapons (Pristine Sanctuary Building).
|
||
4250098 NOT USED
|
||
4250099 - Effective against Heavy Infantry.
|
||
4250100 Sister Repentia Squad
|
||
4250101 - Heavy Infantry.
|
||
4250102 - Elite, slow moving combat unit. Excels at close combat.
|
||
4250103 - Foregoes ranged weaponry for additional close combat damage.
|
||
4250104 - Effective against most unit types in close combat.
|
||
4250105 Mistress
|
||
4250106 - Heavy Infantry.
|
||
4250107 - Leader Unit effective at close combat and boosting squad morale.
|
||
4250108 - Effective against most unit types in close combat.
|
||
4250109 Celestian Squad
|
||
4250110 - Heavy Infantry.
|
||
4250111 - Elite infantry unit that uses heavy weapons to take down vehicles.
|
||
4250112 - Weapon upgrades effective against vehicles and buildings.
|
||
4250113 - Krak Grenade upgrade effective against vehicles and buildings.
|
||
4250114 - Access to Act of Faith: Emperor's Touch.
|
||
4250115 - Faithful. Generates a small amount of the Faith Resource while alive.
|
||
4250116 Imagifer
|
||
4250117 - Heavy Infantry.
|
||
4250118 - Carries a Simulacrum Imperialis which boosts squad hit points.
|
||
4250119 - Has no weapons and does not attack.
|
||
4250120 Death-Cult Assassin
|
||
4250121 - Infiltration unit.
|
||
4250122 - Preternaturally agile. Able to dodge melee attacks.
|
||
4250123 - Instantly executes enemy infantry units when they are low on life.
|
||
4250124 - Detects infiltrated units.
|
||
4250125 - Effective against Infantry, Heavy Infantry, and Commanders.
|
||
4250126 Living Saint
|
||
4250127 - Unstoppable juggernaut of Holy wrath.
|
||
4250128 - Has a variety of powerful abilities.
|
||
4250129 - Can use her wings to vault over impassable terrain.
|
||
4250130 - Faithful. Generates large amounts of the Faith Resource while alive.
|
||
4250131 - Effective against all units.
|
||
4250132 Penitent Engine
|
||
4250133 - Walker Vehicle.
|
||
4250134 - Support/Siege Unit.
|
||
4250135 - Effective against most unit types, very effective against units in close combat.
|
||
4250136 Immolator
|
||
4250137 - Assault Vehicle.
|
||
4250138 - Flame-based vehicle that can take heavy punishment.
|
||
4250139 - Transport vehicle that can hold 1 squad of Infantry.
|
||
4250140 - Firing ports allow Infantry to fire out while garrisoned inside.
|
||
4250141 - Effective against Infantry, Heavy Infantry and Buildings.
|
||
4250142 Rhino Transport
|
||
4250143 - Assault Vehicle.
|
||
4250144 - Transport vehicle that can hold up to 3 squads of Infantry.
|
||
4250145 - Can be equipped with Laud Hailers (Pristine Sanctuary Building).
|
||
4250146 - Effective against Infantry and Heavy Infantry.
|
||
4250147 Exorcist
|
||
4250148 - Artillery Tank. Fires a cluster of Exorcist Missiles that cause mass damage over a wide area.
|
||
4250149 - Can be fired at long range, and does not require line of sight.
|
||
4250150 - Artillery is highly inaccurate, especially when firing blind.
|
||
4250151 - Effective against most unit types, very effective against vehicles and buildings.
|
||
4250152 Sisters of Battle
|
||
4250153 Lightning Fighter
|
||
4250154 - Imperial Navy dogfighter.
|
||
4250155 - Extremely mobile.
|
||
4250156 - Very effective against aircraft.
|
||
4250157 Celestian Veteran Superior
|
||
4250158 - Heavy Infantry.
|
||
4250159 - Leader Unit effective at close combat and boosting squad morale.
|
||
4250160 - Can be upgraded with powerful weapons (Pristine Sanctuary Building).
|
||
4250161 Celestial Being
|
||
4250162 This unit cannot capture points!
|
||
4250163 Avenging Angel
|
||
4250164 - The avenging spirit of a fallen Battle Sister.
|
||
4250165 Battle Sister Prioris Squad
|
||
4250166 Battle Sister Prioris
|
||
4250167 - Intense additional training and wide-ranging battlefield experience are minimum requirements for the elite Prioris Battle Sisters, guardians of the Order of the Sacred Rose's convent.
|
||
4250168 - Requisitioned to serve in Canoness Agna's personal retinue.
|
||
4250169 - Has access to many weapon upgrades, including anti-morale Phosphor Grenades.
|
||
4250170 Holy Terra Missionary Squad
|
||
4250171 Holy Terra Missionary
|
||
4250172 - Specially trained on Terra itself, this holy Missionary has mastered many holy Acts of Faith.
|
||
4250173 - Attached to Canoness Agna's personal retinue to strengthen her troops and spy out concealed heretics.
|
||
4250174 - Detect infiltrated units.
|
||
4250175 Ophelian Celestian Squad
|
||
4250176 Ophelian Celestian
|
||
4250177 - Best of the best heavy infantry, hailing from the finest convents on Ophelia VII.
|
||
4250178 - Requisitioned to serve in Canoness Agna's personal retinue.
|
||
4250179 - Heavily armored troops equipped with Krak grenades and heavy weapons.
|
||
4250180 - Faithful. Generates a small amount of the Faith Resource while alive.
|
||
4250181 - Effective against infantry morale and vehicles.
|
||
4250182 Elite Mistress Repentia Squad
|
||
4250183 Elite Mistress Repentia
|
||
4250184 - A special hand-selected squad composed entirely of Sisters Repentia Mistresses.
|
||
4250185 - Requisitioned to serve in Canoness Agna's personal retinue.
|
||
4250186 - Superior close-combat fighters. Do not use weapons.
|
||
4250187 Battle Sister Veteran Prioris
|
||
4250188 - Intense additional training and wide-ranging battlefield experience are minimum requirements for the elite Prioris Battle Sisters, guardians of the Order of the Sacred Rose's convent.
|
||
4250189 - A single veteran superior, hand-selected to fight by Canoness Agna's side.
|
||
4250190 - Have access to a many weapon upgrades, including anti-morale Phosphor Grenades.
|
||
4250191 Penitent Engine
|
||
4250192 - Walker Vehicle.
|
||
4250193 - Support/Siege Unit.
|
||
4250194 - Effective against most unit types, very effective against units in close combat.
|
||
4250195 Emperor's Blades Death-Cult Assassin
|
||
4250196 - One of the most ancient sects of the Death-Cult, this assassin has undergone special arduous rituals with the Officio Assassinorum.
|
||
4250197 - Hand-picked to serve directly under Canoness Agna herself.
|
||
4250198 - Infilrated unit that can detect other infiltrated units.
|
||
4250199 - Assassin's training allows her to dodge melee attacks and instantly kill enemies who are low in HP.
|
||
4250200 - Effective against Infantry, Heavy Infantry, and Commanders.
|
||
4250201 Flamewing Seraphim Squad
|
||
4250202 Flamewing Seraphim
|
||
4250203 - The renowned Flamewings are known throughout the Order of the Sacred Rose for their agile grace on the field of battle.
|
||
4250204 - Requisitioned to serve in Canoness Agna's personal retinue.
|
||
4250205 - Faithful. Generates a small amount of the Faith Resource while alive.
|
||
4250206 - Effective against Infantry.
|
||
4250207 Enhanced Ecclesiarchal Servitor
|
||
4250208 - Specially modified by Enginseers of the Machine Cult, this Servitor is capable of enhanced repair rates.
|
||
4250209 - Custom-built for Canoness Agna.
|
||
4250210 - Constructs all Sisters of Battle buildings.
|
||
4250211 - Increases morale of surrounding allied units
|
||
4250212 Confessor Treganum March
|
||
4250213 - Confessor March guides the Battle Sisters with the powers of an Ecclesiarchal psyker
|
||
4250214 - Able to cast many Acts of Faith
|
||
4250215 - Detects infiltrated units
|
||
4250216 Missionary
|
||
4250217 - Disciple of the God-Emperor. Uses Acts of Faith to bolster the strength of the squad he's attached to.
|
||
4250218 - Does not lose accuracy when firing on the move.
|
||
4250219 - Attach Assassin to a squad to grant the entire squad Infiltration.
|
||
4250220 - Allows units: Confessor, Death-Cult Assassin.
|
||
4250221 - Can be upgraded with a Holy Icon, a key structure that increases maximum Faith, detects infiltrated units, and increases squad/support cap.
|
||
4250222 - Can be upgraded with a Holy Icon, a key structure that increases maximum Faith and detects infiltrated units.
|
||
4250223 - Can be upgraded with a Holy Icon, a key structure that increases maximum Faith and detects infiltrated units.
|
||
4250224 - Has the ability to miraculously resurrect after death.
|
||
4250225 - Allows unit: Penitent Engine.
|
||
4250226 - Contains research to improve Faith regeneration rate.
|
||
4250227 - Can upgrade its weapons to Multi-Meltas, which are very effective against Buildings and Vehicles.
|
||
4250228 - Carries a Simulacrum Imperialis which boosts the hit points of all nearby allied infantry.
|
||
4250229 - Contains research to increase Squad Cap and infantry production speed.
|
||
4250230 - Contains research to increase Support Cap and vehicle production speed.
|
||
4300000 Act of Faith: Ascension
|
||
4300001 - Summons the spirits of the fallen faithful, who rise and seek vengeance.
|
||
4300002 - Invulnerable avenging angels attack all enemies in the area.
|
||
4300003 - Player cannot control these angels.
|
||
4300004 - Left-click to activate.
|
||
4300005 - Costs Faith to use.
|
||
4300006 Act of Faith: Purifying Light
|
||
4300007 - A flash of divine light blinds enemy units and inspires the Canoness.
|
||
4300008 - Affects all enemy units near the Canoness.
|
||
4300009 - Greatly reduces enemy weapon accuracy.
|
||
4300010 - Affects Battle Sister squad.
|
||
4300011 - Provides a bonus to attack damage.
|
||
4300012 - Left-click to activate.
|
||
4300013 - Costs Faith to use.
|
||
4300014 Act of Faith: Divine Retribution
|
||
4300015 - The Sisters are blessed with the favor of the Emperor. Enemies who attack the blessed squad invoke the Emperor's divine retribution.
|
||
4300016 - Returns damage inflicted on the affected squad to their attackers.
|
||
4300017 - Left-click and target an allied squad to activate.
|
||
4300018 - Costs Faith to use.
|
||
4300019 Act of Faith: Emperor's Touch
|
||
4300020 - Channeling the wrath of the Emperor, the Missionary grants the attached squad the ability strike down their foes with beams of holy flame.
|
||
4300021 - All squad weapons are temporarily effective versus all armor types.
|
||
4300022 - Left-click to activate.
|
||
4300023 - Costs Faith to use.
|
||
4300024 Act of Faith: Holy Passion
|
||
4300025 - Left-click to activate Holy Passion. The faithful leap and weave through the chaos of melee, striking at their foes with a speed born of their holy fervor.
|
||
4300026 Holy Passion requires faith to use.
|
||
4300027 Cannot activate Holy Passion because there are no enemies nearby!
|
||
4300028 - Left-click to activate.
|
||
4300029 - Costs Faith to use.
|
||
4300030 Flame of the Ardent Blade
|
||
4300031 - Fires a powerful flame that is devastating to all in its path.
|
||
4300032 - Directional attack that damages all enemies in a straight line.
|
||
4300033 - Left-click and target a location to activate.
|
||
4300034 Sacred Battle Standard
|
||
4300035 - Places a Sacred Battle Standard on the targeted area.
|
||
4300036 - Heals infantry near the Sacred Battle Standard.
|
||
4300037 - Affects all friendly infantry units.
|
||
4300038 - Provides a bonus to health regeneration rates.
|
||
4300039 - Left-click and target a location to activate.
|
||
4300040 Battlefield Medics
|
||
4300041 - Tends to the wounds of allied infantry.
|
||
4300042 - Left-click and target an allied squad to activate.
|
||
4300043 Conflagration
|
||
4300044 - Fire pours forth from the Immolator, consuming the wicked.
|
||
4300045 - Left-click to activate
|
||
4300046 Act of Faith: Holy Edict
|
||
4300047 - Invoking the might of the Holy Ecclesiarchy, the Confessor pronounces his judgement, before which few can stand defiant.
|
||
4300048 - Stuns an enemy squad.
|
||
4300049 - Left-click and target enemy infantry to activate.
|
||
4300050 Hunter-Killer Missile
|
||
4300051 - Fires a Hunter-Killer Missile at a targeted unit.
|
||
4300052 - Left-click and target an enemy vehicle or building to activate.
|
||
4300053 - Does massive damage to enemy vehicles and buildings.
|
||
4300054 Holy Rage
|
||
4300055 - The fanatical desire to come to grips with the enemies of the Emperor
|
||
4300056 - Allows the Penitent Engine to approach enemies at blinding speed.
|
||
4300057 - Holy Rage only functions if Penitent Engine is in the Assault Stance.
|
||
4300058 - Left-click on an enemy unit or location to activate.
|
||
4300059 Krak Grenades
|
||
4300060 - Uses a Krak Grenade on a targeted unit.
|
||
4300061 - Left-click and target an enemy vehicle or building to activate.
|
||
4300062 - Does massive damage to enemy vehicles and buildings.
|
||
4300063 - Krak Grenades are very short range and do not affect infantry.
|
||
4300064 Left-click on an enemy vehicle or building to use a Krak Grenade on it.
|
||
4300065 This ability can only be used on enemy vehicles and buildings!
|
||
4300066 Phosphor Grenades
|
||
4300067 - Throws a grenade at the targeted location or enemy.
|
||
4300068 - Left-click and target a location or enemy squad to activate.
|
||
4300069 - Damages enemy infantry. Especially effective at breaking enemy morale.
|
||
4300070 - Has no effect on vehicles or buildings.
|
||
4300071 Left-click on enemy infantry to throw a Phosphor Grenade at them.
|
||
4300072 This ability can only be targeted directly on enemy infantry units!
|
||
4300073 Righteous Fervor
|
||
4300074 - Drives the Sister Repentia squad to fight harder, to their detriment.
|
||
4300075 - Left-click to activate. Left-click again to de-activate.
|
||
4300076 - While active, the Sister Repentia squad will move faster and receives a damage bonus.
|
||
4300077 - While active, the Sister Repentia squad will lose health.
|
||
4300078 - Beware! The Sister Repentia squad can die from this ability.
|
||
4300079 Seal of Purity
|
||
4300080 - Protects the affected squad from harm.
|
||
4300081 - While active, members of the target squad are immune to damage.
|
||
4300082 RESERVED
|
||
4300083 - Left-click to activate.
|
||
4300084 Shield of Faith
|
||
4300085 - Nullifies psychic powers.
|
||
4300086 - Psychic powers have no effect on the squad.
|
||
4300087 - This includes powers used by friendly psykers that would be beneficial.
|
||
4300088 - Left-click to activate.
|
||
4300089 Witch Hammer
|
||
4300090 - Devastating attack that damages all enemies within an area.
|
||
4300091 - Generates a powerful, expanding pulse of destruction.
|
||
4300092 - Left-click and target a location to activate.
|
||
4300093 Worship
|
||
4300094 - Missionaries pray to the Emperor at Holy Icons.
|
||
4300095 - Left-click and target a Listening Post with a Holy Icon addon to activate.
|
||
4300096 - Generates the Faith Resource
|
||
4300097 Left-Click on a Listening Post with a Holy Icon addon to activate
|
||
4300098 This ability can only be targeted on Listening Posts with the Holy Icon addon!
|
||
4300099 Left-click to activate Seal of Purity ability.
|
||
4300100 Rosarius
|
||
4300101 - Protects the Canoness from harm.
|
||
4300102 - While active, Canoness is immune to damage.
|
||
4300103 RESERVED
|
||
4300104 - Left-click to activate.
|
||
4300105 Left-click to activate Rosarius ability.
|
||
4300106 Miraculous Intervention
|
||
4300107 If the Living Saint falls in battle, her incredible faith will allow her to rise once again.
|
||
4300108 - Hunter-Killer Missiles are extremely long range and do not affect infantry.
|
||
4300109 Left-click on an enemy vehicle or building to use a Hunter-Killer Missile on it.
|
||
4300110 This ability can only be used on enemy vehicles and buildings!
|
||
4300111 Holy Passion needs to recharge!
|
||
4300112 Cannot activate Holy Passion because there are no enemies nearby!
|
||
4300113 Not enough faith to use Holy Passion!
|
||
4300114 Act of Faith: Lay Hands
|
||
4300115 - Calls upon the Emperor to boost the healing abilities of the Missionary and any squad he’s attached to.
|
||
4300116 Act of Faith: Emperor's Wrath
|
||
4300117 Dismantle
|
||
4300118 - The Servitor uses its deep knowledge of structural engineering to cause extreme damage to enemy buildings.
|
||
4300119 - Requires several seconds of tinkering before this ability takes effect.
|
||
4300120 Angelic Visage
|
||
4300121 - Inspires nearby allies with the holy might of the Seraphim.
|
||
4300122 - Affected units are immune to morale damage.
|
||
4300123 - Affected units deal increased damage.
|
||
4300124 - Greatly increases the Sister Repentia Squad's damage for a limited duration.
|
||
4300125 - Causes extreme exhaustion. When the ability expires, the Repentia squad will be unable to attack for several seconds.
|
||
4300126 - Causes damage over time to the entire squad.
|
||
4300127 - Has infinite range and perfect accuracy.
|
||
4350000 Ecclesiarchal Cathedral
|
||
4350001 - Upgrades the Ecclesiarchal Chapel to an Ecclesiarchal Cathedral.
|
||
4350002 - Ecclesiarchal Cathedral allows the production of more advanced units and abilities, like vehicles and Commander abilities.
|
||
4350003 Ecclesiarchal Citadel
|
||
4350004 - Upgrades the Ecclesiarchal Cathedral to an Ecclesiarchal Citadel.
|
||
4350005 - Ecclesiarchal Citadel allows the production of the most advanced units, buildings, and abilities available to the Sisters of Battle.
|
||
4350006 Fortified Position Add-on
|
||
4350007 - Fortify this Strategic Point.
|
||
4350008 - Fortified Positions produce the Requisition resource at a higher rate.
|
||
4350009 - Fortified Positions are tougher, and are equipped with a turreted weapon effective against infantry and heavy infantry.
|
||
4350010 Heavily Fortified Position Add-on
|
||
4350011 - Heavily fortify this Strategic Point.
|
||
4350012 - Heavily Fortified Positions produce the Requisition resource at a higher rate.
|
||
4350013 - Heavily Fortified Positions are tougher, and are equipped with an upgraded turreted weapon effective against infantry and heavy infantry.
|
||
4350014 Multi-Melta Turret Upgrade Add-on
|
||
4350015 - Permanently replaces the weapon on this turret with twin-linked Multi-Meltas.
|
||
4350016 - Multi-Meltas are effective against vehicles.
|
||
4350017 Holy Icon
|
||
4350018 - Add a Holy Icon to this Listening Post.
|
||
4350019 - Holy Icons illuminate the area, revealing infiltrated units.
|
||
4350020 Act of Faith: Ascension Research
|
||
4350021 - Allows the Canoness to use the Act of Faith: Assension ability.
|
||
4350022 - When Ascension is activated, the spirits of nearby fallen faithful will rise and seek vengance.
|
||
4350023 Sacred Battle Standard Research
|
||
4350024 - Allows the Canoness to use the Sacred Battle Standard ability.
|
||
4350025 - Canoness places the Sacred Battle Standard on the field of battle.
|
||
4350026 - The Sacred Battle Standard increases the health recharge rate of all nearby allies.
|
||
4350027 Battlefield Medics Research
|
||
4350028 - Allows Missionaries to use the Battlefield Medics ability.
|
||
4350029 - Battlefield Medics heal the wounds of injured infantry squads.
|
||
4350030 Wargear: Blessed Ammunition
|
||
4350031 - Equips Sisters of Battle squads with Blessed Ammunition wargear.
|
||
4350032 - Blessed Ammunition allows all bolt weapons to ignore cover bonuses.
|
||
4350033 Commander Veteran Upgrade
|
||
4350034 - Increases the maximum health and health recharge rate of all Commander units.
|
||
4350035 - Increases the recharge rate of all abilities of all Commander Units.
|
||
4350036 - First of two possible upgrades.
|
||
4350037 Commander Hero Upgrade
|
||
4350038 - Second of two possible upgrades.
|
||
4350039 Act of Faith: Holy Edict Research
|
||
4350040 - Allows the Confessor to use the Holy Edict ability.
|
||
4350041 - Holy Edict invokes the might of the Ecclesiarchy to stun an enemy squad.
|
||
4350042 Heart of Worship Research
|
||
4350043 - Provides a global bonus to Faith resource production rates.
|
||
4350044 Wargear: Chaplet Ecclesiasticus
|
||
4350045 - Equips all infantry squads with Chaplet Ecclesiasticus wargear.
|
||
4350046 - Increases the Morale of Battle Sisters, Seraphim, Celestians, Sister Repentia squads, and Missionaries.
|
||
4350047 Wargear: Blessed Armor
|
||
4350048 - Equips all Sisters of Battle squads with Blessed Armor wargear.
|
||
4350049 - Dramatically increases maximum health of Battle Sisters, Seraphim, Celestians, and Missionaries.
|
||
4350050 Wargear: Improved Reactor Core
|
||
4350051 - Equips Immolator and Celestian Multi-Meltas with Improved Reactor Core Wargear.
|
||
4350052 - Dramatically increases the damage done by the Immolator and Celestian Melta weapons.
|
||
4350053 Wargear: Krak Grenades
|
||
4350054 - Equips Seraphim and Celestians with Krak Grenades.
|
||
4350055 - Krak Grenades are effective against vehicles and buildings.
|
||
4350056 Laud Hailers Research
|
||
4350057 - Enables Laud Hailer ability on most buildings and Rhino Transports.
|
||
4350058 - Laud Hailers play heavenly music that damages morale for nearby enemies, while boosting it for allies.
|
||
4350059 Wargear: Power Weapons
|
||
4350060 - Equips the Canoness with the Brazier of Holy Fire.
|
||
4350061 - Equips all Veteran Superiors with Power Swords.
|
||
4350062 - Power Swords ignore armor, making them very effective against Heavy Infantry.
|
||
4350063 Wargear: Master-Crafted Weapons
|
||
4350064 - Increases the damage done by the Canoness's Brazier of Holy Fire.
|
||
4350065 - Increases the damage done by the Confessor's Mace of Dimmamar
|
||
4350066 - Increases the damage done by all Veteran Superior Power Swords.
|
||
4350067 Wargear: Inferno Pistol
|
||
4350068 - Equips the Canoness, Confessor, and all Veteran Superiors with Inferno Pistols.
|
||
4350069 - Inferno Pistols are effective against Heavy Infantry.
|
||
4350070 Martyr's Gift Research
|
||
4350071 - Returns a small amount of the Faith resource every time a Faithful unit dies.
|
||
4350072 Heavy Weapon Increase
|
||
4350073 - Upgrade maximum number of heavy weapons Battle Sister squads can carry.
|
||
4350074 Wargear: Phosphor Grenades
|
||
4350075 - Equips Battle Sister squads with Phosphor Grenades.
|
||
4350076 - Phosphor Grenades damage enemy squads they impact with.
|
||
4350077 - Phosphor Grenades are effective at breaking enemy morale.
|
||
4350078 Wargear: Psyocculum
|
||
4350079 - Equips all Battle Sister squads with Psyocculum wargear.
|
||
4350080 - Increases the range of the Battle Sister Bolter.
|
||
4350081 - Dramatically increased the damage done by all Battle Sister ranged weapons.
|
||
4350082 Improved Power Grid Research
|
||
4350083 - Provides a global bonus to Power resource production rates.
|
||
4350084 - Perform this research if you have an excess of Requisition but not enough Power.
|
||
4350085 - First of two possible upgrades.
|
||
4350086 Plasma Battery Storage Research
|
||
4350087 - Second of two possible upgrades.
|
||
4350088 Escalate Engagement Research
|
||
4350089 - Provides a global bonus to Requisition resource production rates.
|
||
4350090 - Perform this research if you have an excess of Power but not enough Requisition.
|
||
4350091 - First of two possible upgrades.
|
||
4350092 Full Scale War Research
|
||
4350093 - Second of two possible upgrades.
|
||
4350094 Wargear: Reinforced Hull Plating
|
||
4350095 - Equips Sisters of Battle vehicles with Reinforced Armor
|
||
4350096 - Dramatically increases the maximum health of Exorcists, Immolators, Penitent Engines, and Rhino Transports.
|
||
4350097 Zealot Charge Research
|
||
4350098 - Allows Sister Repentia Squad to approach enemies at blinding speed.
|
||
4350099 - The momentum from the lightning-fast movement is converted into a devastating attack.
|
||
4350100 - Zealot Charge only works if Sister Repentia Squad is in the Assault Stance.
|
||
4350101 - Passive Ability
|
||
4350102 - Conflagration consumes the wicked with fire.
|
||
4350103 Conflagration Research
|
||
4350104 - Allows Immolator to use the Conflagration ability.
|
||
4350105 Act of Faith: Purifying Light Research
|
||
4350106 - Allows the Canoness to use the Purifying Light ability.
|
||
4350107 - A flash of divine light blinds enemy units.
|
||
4350108
|
||
4350109
|
||
4350110
|
||
4350111 Act of Faith: Lay Hands Research
|
||
4350112 Act of Faith: Emperor's Touch Research
|
||
4350113 - Channels the wrath of the Emperor through your soldiers' weapons, allowing you to strike down your foes with beams of holy flame.
|
||
4350114 - Ranged weapons temporarily shoot holy flames which are effective versus all armor types.
|
||
4350115 - Allows Missionaries to use the Lay Hands ability.
|
||
4350116 - Allows Missionaries to use the Emperor's Touch ability.
|
||
4350117 Meltagun
|
||
4350118 - Fires incredibly hot bursts of energy that are effective at punching through vehicle armor.
|
||
4350119 - Meltaguns are effective against Vehicles and Buildings.
|
||
4350120 Act of Faith: Divine Retribution Research
|
||
4350121 - Allows Missionaries to use the Divine Retribution ability.
|
||
4350122 - Increases max Faith, allowing the use of more powerful Acts of Faith.
|
||
4350123 - Increases Squad Cap.
|
||
4350124 - Increases Support Cap.
|
||
4350125 - Laud Hailers play heavenly music that boosts the attack and morale of any nearby allied troops.
|
||
4350126 Improved Field Logistics
|
||
4350127 Enhanced Field Logistics
|
||
4350128 Elite Field Logistics
|
||
4350129 - Speeds up vehicle build times.
|
||
4350130 - Increases infantry reinforcement speed.
|
||
4350131 Improved Mechanized Production Efficiency
|
||
4350132 Enhanced Mechanized Production Efficiency
|
||
4350133 Elite Mechanized Production Efficiency
|
||
4350134 - Speeds up vehicle build times.
|
||
4350135 - First of three possible upgrades.
|
||
4350136 - Second of three possible upgrades.
|
||
4350137 - Third of three possible upgrades.
|
||
4350138 - Dramatically increases maximum health of all infantry squads.
|
||
4350139 - Increases the morale of all infantry squads.
|
||
4350140 Holy Rage Research
|
||
4350141 - Improves Battle Sister bolter damage.
|
||
4350142 - Equips the Confessor and all Veteran Superiors with Inferno Pistols.
|
||
4400000 Building
|
||
4400001 Infantry
|
||
4400002 Heavy Infantry
|
||
4400003 Morale
|
||
4400004 Vehicle
|
||
4400005 Ardent Blade
|
||
4400006 Power Stiletto
|
||
4400007 Whip Scythe
|
||
4400008 Bolt Pistol
|
||
4400009 Bolter
|
||
4400010 Brazier of Holy Fire
|
||
4400011 Chainsword
|
||
4400012 - Sword with motorized biting teeth that saw and slash through enemies.
|
||
4400013 - Upgrades one member of the squad to the indicated heavy weapon.
|
||
4400014 - Sword with motorized biting teeth that saw and slash through enemies.
|
||
4400015 - Melee weapon.
|
||
4400016 - Effective against Infantry.
|
||
4400017 Eviscerator
|
||
4400018 Exorcist Missile Salvo
|
||
4400019 Flamer
|
||
4400020 - Hand-held flamethrower.
|
||
4400021 - Upgrades one member of the squad to the indicated heavy weapon.
|
||
4400022 - Hand-held flamethrower.
|
||
4400023 - Short Range.
|
||
4400024 - Effective at breaking enemy morale.
|
||
4400025 Heavy Bolter
|
||
4400026 - Fires large caliber bolt rounds effective at punching through most infantry armor.
|
||
4400027 - Upgrades one member of the squad to the indicated heavy weapon.
|
||
4400028 - Fires large caliber bolt rounds effective at punching through most infantry armor.
|
||
4400029 - Long Range.
|
||
4400030 - Effective against Infantry.
|
||
4400031 - Unit must be stationary to fire this weapon.
|
||
4400032 Heavy Flamer
|
||
4400033 Inferno Cannon
|
||
4400034 Inferno Pistol
|
||
4400035 Combat Knife
|
||
4400036 Mace of Dimmamar
|
||
4400037 Multi-Melta
|
||
4400038 - Fires multiple incredibly hot bursts of energy that are effective at punching through vehicle armor.
|
||
4400039 - Upgrades one member of the squad to the indicated heavy weapon.
|
||
4400040 - Fires incredibly hot bursts of energy effective at punching through vehicle armor.
|
||
4400041 - Long Range.
|
||
4400042 - Effective against Vehicles and Buildings.
|
||
4400043 - Unit must be stationary to fire this weapon.
|
||
4400044 Neural Whip
|
||
4400045 Dreadnought Close Combat Weapon
|
||
4400046 Power Sword
|
||
4400047 Bolt Weapons
|
||
4400048 - Permanently replaces the weapon on this vehicle with twin-linked Multi-Meltas.
|
||
4400049 - Multi-Meltas are very effective against Vehicles and Buildings.
|
||
4400050 Commander
|
||
4400051 Aircraft
|
||
4450000
|
||
4450001
|
||
4450002
|
||
4450003
|
||
4450004
|
||
4450005
|
||
4450006
|
||
4450007
|
||
4450008
|
||
4450009
|
||
4450010
|
||
4450011
|
||
4450012
|
||
4450013
|
||
4450014
|
||
4450015
|
||
4450016
|
||
4450017
|
||
4450018
|
||
4450019
|
||
4450020
|
||
4450021
|
||
4450022
|
||
4450023
|
||
4450024
|
||
4450025
|
||
4450026
|
||
4450027
|
||
4450028
|
||
4450029 Essence of the Deceiver
|
||
4450030 - A manifestation of the Deceiver, one of the C'tan deities of the Necrons. Cannot attack, but uses powerful special abilities to dominate the battlefield.
|
||
4450031 - Uses a variety of powerful abilities to control the battlefield.
|
||
4450032 - Cannot attack.
|
||
4450033
|
||
4450034
|
||
4450035
|
||
4450036
|
||
4450037 Aircraft
|
||
4450038 Land Speeder Tempest
|
||
4450039 - Versatile assault gunship.
|
||
4450040 - Can upgrade default weaponry to specialize in either anti-infantry or anti-vehicle attacks.
|
||
4450041 - Effective against infantry.
|
||
4450042 Hell Talon
|
||
4450043 - Strafing fighter-bomber.
|
||
4450044 - Equipped with a Biotoxin Bomb that can spread a virulent plague through the enemy's ranks.
|
||
4450045 - Effective against all ground targets.
|
||
4450046 Fighta-Bomma
|
||
4450047 - Dive bomber.
|
||
4450048 - Uses Grot-piloted "smart bombs" to strike enemy targets from afar.
|
||
4450049 - Effective against all ground targets.
|
||
4450050 Nightwing
|
||
4450051 - Air superiority fighter.
|
||
4450052 - Moves at lightning speed.
|
||
4450053 - Effective against aircraft.
|
||
4450054 Marauder Bomber
|
||
4450055 - Heavy bomber.
|
||
4450056 - Uses a variety of powerful bombs to control the battlefield.
|
||
4450057 - Effective against all ground targets.
|
||
4450058 Attack Scarab
|
||
4450059 - Anti-air support vehicle.
|
||
4450060 - Cannot attack ground units.
|
||
4450061 Barracuda
|
||
4450062 - Assault fighter.
|
||
4450063 - Carries an arsenal of weapons designed to deal with hardened targets.
|
||
4450064 - Effective against aircraft and vehicles.
|
||
4450065 Thunderhawk Transporter
|
||
4450066 Imperial Convoy
|
||
4450067 - Delivers crew and supplies to get inactive Baneblades up and running.
|
||
4450068 - Among the Alpha Legion's most feared Obliterators, they were the best of warriors even before their hideous mutations.
|
||
4450069 - Drawn from the Alpha Legion's most voracious Khorne Berserkers.
|
||
4450070 - Chosen Champion of Lord Firaeveus Carron.
|
||
4450071 - Drawn from the Alpha Legion's most hideously warped Possessed Marines.
|
||
4450072 - One of the Alpha Legion's most veteran Chaos Space Marines.
|
||
4450073 - Caerys' Rangers have sought signs of the Necrons for centuries and are dedicated to the Farseer.
|
||
4450074 - Caerys has summoned these deadly warriors to allow her to strike quickly at crucial points on the battlefield.
|
||
4450075 - Serve as Caerys' special advisors and personal protectors.
|
||
4450076 - Serve as Caerys' personal protectors and are often called on to serve as the anchor of her forces.
|
||
4450077 - Farseer Caerys' Warlock advisors and personal retinue.
|
||
4450078 - In the Kaurava System to eliminate those opposing the Imperium's rule.
|
||
4450079 - Should General Stubbs fail, he could well end up on the Assassin's list of targets.
|
||
4450080 - Regimental Commissar Doran Farrier serves as General Stubbs' second in command.
|
||
4450081 Regimental Commissar Doran Farrier
|
||
4450082 - Guardsmen who serve as General Stubbs' bodyguards.
|
||
4450083 - Serves as advisor and chief interrogator to General Stubbs.
|
||
4450084 - These elite Ogryns serve to protect General Stubbs from the gravest threats on the battlefield.
|
||
4450085 Necropolis Deathtouch Guard
|
||
4450086 - Necron Warriors stationed with the Necron Lord of Kaurava.
|
||
4450087 Deathtouch Immortals
|
||
4450088 - Necron Immortals interred in the same great necropolis as the Necron Lord of Kaurava.
|
||
4450089 Deathtouch Flayed Ones
|
||
4450090 - Flayed Ones from the great necropolis of Kaurava III.
|
||
4450091 - The Blood Ravens Chapter Master has tasked this revered warrior with accompanying Commander Boreale into battle.
|
||
4450092 - Epistolary Saribander is the senior Blood Ravens Librarian in the Kaurava System.
|
||
4450093 Senior Librarian Saribander
|
||
4450094 - Sent to the Kaurava System by the Chapter Master to aid Force-Commander Boreale's mission.
|
||
4450095 - Chaplain Reclusiarch Kreen carries the faith and honor of the chapter with him into battle.
|
||
4450096 - Hand-chosen from among the veterans of past conflicts, these warriors form Commander Or'es'Ka's own strike team.
|
||
4450097 - Advanced stealth and recon unit assigned to Or'es'Ka's Honor Guard.
|
||
4450098 - Piloted by elite Shas'vre Fire Warrior, assigned to accompany Or'es'Ka himself into battle.
|
||
4450099 - Shaper Ortrazk has helped the alphas become elite warriors.
|
||
4450100 - Strain formed entirely of elder Stingwings from Vespid itself sent to join Commander Or'es'Ka in battle.
|
||
4450101 - Elder Shaper Ortrazk is has fought many wars under Commander Or'es'Ka.
|
||
4450102 - He bred the Hunting Hounds and Kroot Alphas, and serves with Or'es'Ka to spread the Greater Good.
|
||
4450103 - Kroot Hounds bred by the Kroot Shaper Ortrazk.
|
||
4450104 - Highly skilled hunting hounds that chase down select prey that Or'es'Ka marks for death.
|
||
4450105 Regimental Heavies
|
||
4450106 - These crack heavy weapons teams have been assigned by segmentum command for General Stubbs' personal protection.
|
||
4450107 - Entrenches into a defensive fortification to deploy heavy weapon.
|
||
4450108 - Sandbag encampment protects team while entrenched.
|
||
4450109 - Can upgrade to anti-vehicle weapons.
|
||
4450110 Veteran Broadside Battlesuit
|
||
4450111 - Old comrade of Commander Or'es'Ka who has earned the prestigue of piloting a XV88 Broadside Battlesuit.
|
||
4450112 - Entrenches to become a powerful weapons platform, effective against all units.
|
||
4450113 - Effective against vehicles.
|
||
4450114 Grey Knight Justicar Squad
|
||
4450115 Grey Knight Justicar
|
||
4450116 - This special squad is composed entirely of the superior Justicar knights, all seasoned by countless battles serving in the Emperor's Inquisition.
|
||
4450117 - Assigned to aid the Blood Ravens by fighting alongside Force Commander Boreale.
|
||
4450118 - Highly effective against Daemons.
|
||
4450119 Harlequin Ni'iless, Mistress of Masques
|
||
4450120 - Long ago befriended by Caerys, this pearl among Harlequins has come from the Black Library to protect the Farseer in battle.
|
||
4450121 - Fast attack, close combat unit.
|
||
4450122 - Enigmatic servant of the Eldar Laughing God.
|
||
4450123 Ephesian Horror Squad
|
||
4450124 Ephesian Horror Squad
|
||
4450125 - The relationship between Lord Carron and the Daemons of Ephesus is poorly understood. However, the Chaos Lord can summon them out of the Warp to aid him in battle.
|
||
4450126 - Effective at ranged combat, ineffective at close combat.
|
||
4450127 - Summoned directly onto the battlefield.
|
||
4450128 - Effective against vehicles.
|
||
4450129 Maelstrom
|
||
4450130 Senior Apothecary
|
||
4450131 - Attach this healer to infantry squads
|
||
4450132 - Apothecary Borlan Arivalt has tended to wounded Blood Ravens on the battlefield in countless battles.
|
||
4450133 - One of the Alpha Legion's most vicious Raptor Champions.
|
||
4450134 - Commander of the Alpha Legion in Kaurava
|
||
4450135 Firaeveus Carron
|
||
4450136 Farseer Caeyrs
|
||
4450137 - Commander of the Craftworld Ulthwé forces in the Kaurava System.
|
||
4450138 - Chosen from the senior officers of General Vance Stubbs' Kasrkin squads.
|
||
4450139 - This squad of hardened veterans is used by General Stubbs to perform surgical strikes on key battlefield locations.
|
||
4450140 - Led by General Vance Stubbs, commander of the Kauravan 252nd Conservator Regiment.
|
||
4450141 - The General can add other leaders to the squad (such as a Commissar or Priest).
|
||
4450142 General Vance Stubbs
|
||
4450143 Deathtouch Pariah
|
||
4450144 Necron Lord of All Kaurava
|
||
4450145 - Commander of the Necrons reborn on Kaurava III.
|
||
4450146 Reclusiarch Kreen
|
||
4450147 Force Commander Boreale
|
||
4450148 - Supreme Commander of the Blood Raven operations in the Kaurava System.
|
||
4450149 Part of Commander Or'es'Ka's hand-picked Honor Guard.
|
||
4450150 Commander Or'es'Ka
|
||
4450151 - Military commander of the Tau forces in the Kaurava System.
|
||
4450152 Ethereal Aun'Ro'Yr
|
||
4450153 Shaper Ortrazk
|
||
4450154 - Allows building: Heavy bolter turret. Desecrated Fortress add-on (HQ upgrade).
|
||
4450155 - Produces: Obliterators.
|
||
4450156 - Contains research that allows units to be possessed by the Bloodthirster or Daemon Prince.
|
||
4450157 - Can be upgraded with heavy weapons to increase combat effectiveness.
|
||
4450158 - Boosts the Morale of the Command Squad.
|
||
4450159 - A maximum of 6 Chimeras can be on the field at one time.
|
||
4450160 - Allows building: Battle Command add-on (HQ upgrade).
|
||
4450161 - Create Attack Scarabs. Costs a portion of the Tomb Spyder's health and 125 power to spawn.
|
||
4450162 - Allows building of Da Mek Shop.
|
||
4450163 - Allows Building: Heavy Bolter Turret, Monastery add-on (HQ upgrade).
|
||
4450164 - Produces: Tau Commander, Fire Warriors, Kroot Carnivores, Pathfinders, XV88 Broadsides and XV8 Crisis Suits.
|
||
4450165 - When captured, Critical Locations produce the Requisition Resource.
|
||
4450166 - Effective against aircraft and infantry.
|
||
4450167 - Attack does little damage, but wreaks chaos in the minds of enemy infantry, reducing their damage.
|
||
4450168 - Attack does little damage, but wreaks chaos in the minds of enemy infantry, reducing their damage and giving them a chance to turn on their allies.
|
||
4450169 - Attack does little damage, but wreaks chaos in the minds of enemy infantry, reducing their damage and giving them a chance to flee in terror.
|
||
4450170 - Produces: Chaos Rhinos, Defilers, Hell Talons, and Chaos Predators.
|
||
4450171 - Produces: Vypers, Wraithlords, Falcon Grav Tanks, Nightwings, and Fire Prisms.
|
||
4450172 - Contains research to allow the Necron Lord to manifest the powerful Essence of a C'tan god.
|
||
4450173 - Produces: Wartrukk, Wartrak, Killa Kan, Fighta-Bomma, Looted Tank, and the Squiggoth.
|
||
4450174 - Produces: Rhinos, Land Speeders, Land Speeder Tempests, Dreadnoughts, Predators, Whirlwinds, and Land Raiders.
|
||
4450175 - Produces: Devilfish Troop Carriers, Sky Ray Missile Gunships, Drone Harbingers, Drone Squads, Barracudas, and Hammerhead Gunships.
|
||
4450176 Orca
|
||
4450177 - Air transport ship
|
||
4450178
|
||
4450179 Please Enter Dark Crusade CD Key
|
||
4450180 To use the Necrons and Tau Empire in multiplayer games, you must have a valid copy of Warhammer 40,000 – Dawn of War: Dark Crusade installed on your system. Please enter the CD key for your copy of Dark Crusade.
|
||
4450181 Warhammer 40,000 – Dawn of War: Dark Crusade does not appear to be correctly installed on your system. Please reinstall it.
|
||
4450182 Dark Crusade Verified
|
||
4450183 The Necrons and Tau Empire are now available to you in multiplayer games of Warhammer 40,000 – Dawn of War: Soulstorm.
|
||
4450184 To use the Necrons and Tau Empire in multiplayer games, you must have a valid copy of Warhammer 40,000 – Dawn of War: Dark Crusade installed on your system. To unlock these races, install Dark Crusade and then restart Soulstorm.
|
||
4500000 Blessing of the Omnissiah
|
||
4500001 - Calls upon the Machine God to soothe the pain of all allied nearby vehicles.
|
||
4500002 - Area effect repair.
|
||
4500003 - Left-click to activate.
|
||
4500004 Blood Rage
|
||
4500005 - Ignites the heart of the Dreadnought with the fury and madness of the chaos gods.
|
||
4500006 - Greatly increases damage dealt for the duration of the ability.
|
||
4500007 - The player loses control over the Dreadnought, which will attack the closest possible unit - friend or foe - while this ability is active.
|
||
4500008 Kannon Mode
|
||
4500009 - Entrenches the Gun Wagon and enables a long range siege weapon.
|
||
4500010 - The Gun Wagon cannot move while in this mode.
|
||
4500011 Kar Mode
|
||
4500012 - Packs up the artillery and re-enables movement.
|
||
4500013 - The Gun Wagon cannot fire while in this mode.
|
||
4500014 Deceive
|
||
4500015 - Warps the minds of the enemy, causing them to temporarily join your side. Only affects infantry.
|
||
4500016 - Temporarily grants the player control of all nearby enemy infantry.
|
||
4500017 Grand Illusion
|
||
4500018 - Creates an illusionary Monolith to draw enemy fire.
|
||
4500019 Misdirect
|
||
4500020 - Teleports safely out of combat, leaving behind a false image of the Deceiver to trick the enemy.
|
||
4500021 Bombing Run: Incendiary Bombs
|
||
4500022 - Drops a series of firebombs that continue to burn after exploding.
|
||
4500023 - Effective against infantry.
|
||
4500024 - Left-click to activate. Continues dropping bombs for the duration of the ability.
|
||
4500025 Bombing Run: EMP Bombs
|
||
4500026 - Drops a series of EMP bombs.
|
||
4500027 - Does not harm organic units.
|
||
4500028 - Effective against vehicles and buildings.
|
||
4500029 - Left-click to activate. Continues dropping bombs for the duration of the ability.
|
||
4500030 Bombing Run: Smoke Canisters
|
||
4500031 - Drops a series of smoke canisters.
|
||
4500032 - Smoke provides cover for all units.
|
||
4500033 - Left-click to activate. Continues dropping canisters for the duration of the ability.
|
||
4500034 Biotoxin Missiles
|
||
4500035 - Launches a missile carrying a virulent plague that can spread through the enemy's ranks in seconds.
|
||
4500036 - The plague can also spread to friendly troops.
|
||
4500037 - Left-click and target enemy squads to activate.
|
||
4500038 Bombing Run: Krak Bombs
|
||
4500039 - Drops a series of Krak bombs.
|
||
4500040 - Heavy ordnance designed to destroy heavy armor.
|
||
4500041 - Effective against vehicles and buildings.
|
||
4500042 - Left-click to activate. Continues dropping bombs for the duration of the ability.
|
||
4500043 Biotoxin Bomb
|
||
4500044 - Drops a bomb carrying a virulent plague that can spread through the enemy's ranks in seconds.
|
||
4500045 - Squad does more damage, but also takes more damage.
|
||
4500046 - Improves squad's resistance to attacks that damage morale.
|
||
4500047 - High powered scope that doubles the range and damage of the Assassin's Exitus Rifle.
|
||
4500048 - Greatly improves the damage of nearby Guardsman and Kasrkin squads.
|
||
4500049 - Unleashing such terrifying psychic powers damages the morale of the Psyker and any squad he's attached to.
|
||
4500050 - Left-click and target ground to activate. Marauder flies to target, dropping bombs along the way.
|
||
4550000 Research Essence of the Deceiver
|
||
4550001 - Allows the Necron Lord to transform into the Essence of the Deceiver.
|
||
4550002 - The Essence of the Deceiver uses a variety of powerful abilities to control the battlefield.
|
||
4550003 - The Essence of the Deceiver cannot attack.
|
||
4550004 Marauder Depot
|
||
4550005 - Permanent addon to the Mechanized Command.
|
||
4550006 - Allows the production of Marauder bombers.
|
||
4550007 - Marauders are heavy aircraft with a variety of bombs at their disposal.
|
||
4550008 Nightwing Aspect Stone Add-on
|
||
4550009 - Upgrades this buildings with a Nightwing Aspect Stone.
|
||
|
||
4550010 - Allows the training of Nightwing aircraft from this building.
|
||
4550011 - Nightwings are effective against aircraft.
|
||
4550012 Research Essence of the C'tan Gods
|
||
4550013 - Allows the Necron Lord to transform into an incarnation of the Nightbringer or the Deceiver, the C'tan gods of the Necrons.
|
||
4550014 Nightwing Regeneration
|
||
4550015 - Allows the Nightwing's wraithbone shell to draw energy into itself from the Webway.
|
||
4550016 - Nightwing is granted extremely quick automatic regeneration.
|
||
4550017 - Increases maximum health of Guardians, Rangers, Howling Banshees, Dark Reapers, Fire Dragons, and Warp Spiders.
|
||
4550018 - Increases maximum health of Command Squad members.
|
||
4550019 - Greatly increases the damage done by Grenade Launchers and Plasma Guns.
|
||
4550020 - Increases maximum squad size of Guardsman Squads.
|
||
4550021 - Fortified Obelisks gain the Wailing Terror ability.
|
||
4550022 - Increases Stealthsuit Burst Cannon damage.
|
||
4550023 - Increases the health of Predators, Defilers, and Hell Talons.
|
||
4550024 - All Vypers, Falcon Grav Tanks, Wraithlords, Nightwings, and Fire Prisms gain Holo-field ability, increasing their health.
|
||
4550025 -Dramatically increases the maximum health of the Tau Commander, Fire Warrior, Drone Harbinger, Skyray Missile Carrier, Barracuda, and Krootox
|
||
4600000 Multi-Melta
|
||
4600001 - A heavy anti-vehicle blaster that can burn through even the strongest armor.
|
||
4600002 Multi-Laser
|
||
4600003 - A powerful anti-vehicle laser.
|
||
4600004 Autocannon
|
||
4600005 - Rapid-fire cannon designed to eliminate infantry.
|
||
4600006 Krak Missiles
|
||
4600007 - Powerful missiles used to penetrate hardened targets.
|
||
4600008 Frag Missiles
|
||
4600009 - Breaks into shrapnel on impact to rip through infantry.
|
||
4600010 - Effective against Aircraft and Infantry.
|
||
4600011 - Effective against Aircraft.
|
||
4600012 - Effective against Aircraft and Vehicles.
|
||
4600013 - Cannot attack Aircraft.
|
||
4900000 Not enough Souls. You need %1AMOUNT%. Harvest more corpses.
|
||
4900001 Not enough Faith. You need %1AMOUNT%. Build more Faithful units to generate Faith and Holy Icons to increase your Faith cap.
|
||
4900002 Force Commander
|
||
4900003 Chaos Lord
|
||
4900004 Big Mek
|
||
4900005 Tau Commander
|
||
4900006 Canonness
|
||
4900007 Archon
|
||
4900008 Farseer
|
||
4900009 Imperial General
|
||
4900010 Necron Lord
|
||
4900011 TBD Medal
|
||
4900012 Rookie Competitor
|
||
4900013 Veteran Competitor
|
||
4900014 Elite Competitor
|
||
4900015 Ultimate Competitor
|
||
4900016 King of the Universe
|
||
4900017 TBD Medal
|
||
4900018 Hot Streak
|
||
4900019 You're Hacking, Aren't You?
|
||
4900020 Buddy System
|
||
4900021 Veteran Teammate
|
||
4900022 Elite Teammate
|
||
4900023 Ultimate Teammate
|
||
4900024 God of Teamwork
|
||
4900025 Allegiance to the Emperor
|
||
4900026 Devotion to the Emperor
|
||
4900027 Social Life? What's That?
|
||
4900028 Efficient Killer
|
||
4900029 Micro Master
|
||
4900030 Bloodlust
|
||
4900031 Ultimate Carnage
|
||
4900032 Assassin
|
||
4900033 Pacifist Coward
|
||
4900034 Blitzkrieg!
|
||
4900035 Untouchable
|
||
4900036 Invincible
|
||
4900037 Goliath Goes Down
|
||
4900038 Lose to Win
|
||
4900039 TBD Medal
|
||
4900040 TBD Medal
|
||
4900041 TBD Medal
|
||
4900042 TBD Medal
|
||
4900043 TBD Medal
|
||
4900044 TBD Medal
|
||
4900045 TBD Medal
|
||
4900046 TBD Medal
|
||
4900047 TBD Medal
|
||
4900048 TBD Medal
|
||
4900049 TBD Medal
|
||
4900050 TBD Medal
|
||
4900051 TBD Medal
|
||
4900052 Offline Medals
|
||
4900053 Display your Offline Medals.
|
||
4900054 This will minimize the game and open your web browser to the stats page.
|
||
4900055 Faith
|
||
4900056 Faith is the heart of the Sisters of Battle, the metaphysical measure of their devotion to the God-Emperor, which grants them the ability to perform mighty Acts of Faith upon the battlefield. Build Faithful units to generate Faith, and build Holy Icons to increase your maximum Faith. Faithful units have glowing halos around their heads.
|
||
4900057 Soul Essence
|
||
4900058 Soul Essence is a spectral resource the Dark Eldar accrue by consuming the violet mist that remains when a living being has died. Soul Essence is used to power the greatest abilities of the Dark Eldar.
|
||
4900059 Strip-mined until the region was scarred and largely uninhabitable, little of use remains here. A single valley promises safety and respite, but those who go there find only bloody strife.
|
||
4900060 The Cape is a narrow stretch of land between sharp rocks and a dire abyss. Any army trying to claim this central point will quickly discover how little room to maneuver they really have.
|
||
4900061 For centuries a mysterious people have defended these islands, depending on their attackers underestimating the tactical challenge. Don’t be fooled. Only the fast and resourceful will prevail.
|
||
4900062 The only land passage across the Morholt Range has seen its share of bitter combat – and then some. There is no room for hesitation here between towering mountain peaks.
|
||
4900063 Over the course of many Ork-Human wars, the burg of Bierhold has seen plenty of action. In fact, its broad streets have developed a bit of a taste for blood. Conflicts there always seem to take a messy turn for the worst…
|
||
4900064 Hill country means hill-top vistas and tortuous valley paths. Those hills roll straight to the edge of the Great Sea. Watch your footing!
|
||
4900065 Some seek the peaceful lands abutting the Shakun Sea for their health benefits, others simply to get away from life in the Kauravan megalopolis. When war comes to Shakun, there will be precious little health or relaxation to be found there.
|
||
4900066 This dense string of small to miniscule islands stretches out across a warm and peaceful sea. To bring them all under your dominion, be prepared to brave those deceptively clear waters.
|
||
4900067 While it may not be the dense urban jungle of Kaurav City or Dussala, don’t underestimate the winding streets and perilous crossings of Imperial Vyasastan. You never know what lurks beyond the next corner.
|
||
4900068 The frozen moon of Irridene is not a place you’d want to go if you had a choice. But as a trade route between planets, it is of utmost tactical importance. And that is why you find yourself braving freezing winds and brutal enemy fire, all to lay hold of an icy lump of rock.
|
||
4900069 This dense Imperial city, the size of an entire province, is a textbook case of gritty urban warfare at its worst. Take the canal district, for example. Taking and holding all six bridges has broken some of the galaxy’s finest generals.
|
||
4900070 The high-ridged enclaves that abound in this province have shielded its inhabitants from the planet's fierce and devastating windstorms. They also render the warfare a blind and vicious affair.
|
||
4900071 These desolate scrublands are often plagued by toxic water run-off from the more developed north. Your mobility won’t just be slowed by flooding. Sharp rocky promontories rise like gray knife-slashes between earth and sky.
|
||
4900072 Long industrial over-production has left the northern half of the continent in a run-down, polluted state. When resources are this plentiful, the fighting is guaranteed to be bitter and intense.
|
||
4900073 Most of this region is so treacherous that ground warfare is all but impossible. Use the winding paths, sharp ridges, and sudden gullies to your advantage, lest they be used for your defeat.
|
||
4900074 Once peaceful, verdant pastureland, the plains now fester with the taint of Chaos. Get yourself ready to descend into the corrupt and noxious lowlands to claim the prize of victory.
|
||
4900075 The Valan River is a vital artery, which descends from the Rokclaws and meanders across the Trivian countryside. Heavy forests and the river’s tributaries limit movement speed and visibility.
|
||
4900076 Once an idyllic paradise, Cerulea has become harried and battle-scarred. The many varieties of terrain that used to draw weary Guardsmen on leave are now just so many more challenges to the would-be conqueror.
|
||
4900077 A lone caldera is THE thing to fight for in this province. Whoever controls it has access to slag, and thus enough power, to defend the region indefinitely. Of course, taking and holding the point isn’t going to be easy.
|
||
4900078 The lowlands are composed of an intricate lattice of canals, which help to make this humid industrial wasteland a key interplanetary trade route. Unfortunately, they are a major hindrance in combat.
|
||
4900079 This is a land of fetid still-water pooling among rusty canyons, great natural resources, and vile seasonal rains. Fighting here won’t be pleasant, and winning won’t really be much better.
|
||
4900080 The Morholts stretch like a ridged and knobby spine across the great northern continent. Among those heights, the going can get rough. Don’t confuse reaching the peak with winning the war.
|
||
4900081 Moonbase (2)
|
||
4900082 Frazier's Demise (2)
|
||
4900083 Vortex Plateau (2)
|
||
4900084 Velvet Duress (2)
|
||
4900085 Vile Reef (2)
|
||
4900086 Volatile Ground (2)
|
||
4900087 Marconia (4)
|
||
4900088 Shakun Coast (6)
|
||
4900089 Rokclaw Foothills (4)
|
||
4900090 Gurmun's Pass (4)
|
||
4900091 Forgotten Isles (4)
|
||
4900092 The Skerries (4)
|
||
4900093 Broken Lands (4)
|
||
4900094 Cape of Despair (4)
|
||
4900095 Vyasastan (5)
|
||
4900096 Principian Badlands (6)
|
||
4900097 Kaurav City (6)
|
||
4900098 Confrontation (6)
|
||
4900099 Nirraein (6)
|
||
4900100 Irridene (6)
|
||
4900101 Parmenie (6)
|
||
4900102 Trivian Groves (6)
|
||
4900103 Parmenian Heath (6)
|
||
4900104 Tristram Plains (6)
|
||
4900105 Kier Harrad (8)
|
||
4900106 Cerulea (8)
|
||
4900107 Monse (8)
|
||
4900108 Jalaganda Lowlands (8)
|
||
4900109 Morholt Range (8)
|
||
4900110 The Velvet Isles are paradise islands afloat Kaurava II’s desolate ocean. Sadly, they are simply too rich in resources ever to know peace or quiet. Controlling the land masses is critical to surviving these dangerous waters.
|
||
4900111 Once a fine Imperial city, ceaseless warfare has taken its toll on this location, which is pivotal to control of the entire city. The gentle spring of Kaurava I melts the snow, but instead of flowers, shells and corpses adorn the roadsides.
|
||
4900112 "Nonsense, there's plenty of room to reinforce here. I think this plateau goes out much fartheeeeeeeeeeeee…" -The late Lt. Peders. Don’t make the same mistake as Lt. Peders. It’s a fine location for a stand-off, just don’t get too close to the edge.
|
||
4900113
|
||
4900114
|
||
4900115 "The only thing worse than the sand on Kaurava III is the 'water' if you would be so bold as to call it that. The stench of the stuff alone is enough to make ya head for higher ground. I heard they built the relics on higher ground to get away from the stench of the ocean. It's nasty." - Unknown Guardsman
|
||
4900116
|
||
4900117 It was not meteors that pocked and scarred this moon. Those are the results of centuries of power struggle over what was once a vibrant and wealthy lunar colony. The battle rages to this day…
|
||
4900118 After countless victories, it was here on the smallest of battlefields that the great Frazier met his end.
|
||
4900119 Win 10 automatch games as the Space Marines.
|
||
4900120 Win 10 automatch games as the Chaos Marines.
|
||
4900121 Win 10 automatch games as the Orks.
|
||
4900122 Win 10 automatch games as the Eldar.
|
||
4900123 Win 10 automatch games as the Imperial Guard.
|
||
4900124 Win 10 automatch games as the Tau.
|
||
4900125 Win 10 automatch games as the Necrons.
|
||
4900126 Win 10 automatch games as the Sisters of Battle.
|
||
4900127 Win 10 automatch games as the Dark Eldar.
|
||
4900128 Win your first automatch game.
|
||
4900129 Achieve a 1250 rating in the 1vs1 ladder.
|
||
4900130 Achieve a 1500 rating in the 1vs1 ladder.
|
||
4900131 Achieve a top 50 ranking in the 1vs1 ladder.
|
||
4900132 Achieve top 10 ranking in the 1vs1 ladder.
|
||
4900133 Complete 10 1vs1 automatch games in a row without a loss.
|
||
4900134 Complete 25 1vs1 automatch games in a row without a loss.
|
||
4900135 Win 10 automatch games in any team ladder.
|
||
4900136 Achieve a 1250 rating in any team ladder.
|
||
4900137 Achieve a 1250 ladder rating in any team ladder.
|
||
4900138 Achieve a top 50 ranking in any team ladder.
|
||
4900139 Achieve a top 10 ranking in any team ladder.
|
||
4900140 Play 100 automatch games (win or lose).
|
||
4900141 Play 500 automatch games (win or lose).
|
||
4900142 Play 1000 automatch games (win or lose).
|
||
4900143 Finish an automatch game with a 3-to-1 kill ratio. Game must last a minimum of 7 minutes.
|
||
4900144 Finish a ranked game with a 5-to-1 kill ratio. Game must last a minimum of 7 minutes.
|
||
4900145 Kill 250 units in a single automatch game.
|
||
4900146 Kill 500 units in a single automatch game.
|
||
4900147 Kill 10 commander units in a single automatch game.
|
||
4900148 Win 25 automatch games by Take and Hold or Control Point victory.
|
||
4900149 Win an automatch game in less than 5 minutes.
|
||
4900150 Achieve a 70% win ratio after 50+ automatch games.
|
||
4900151 Achieve a 90% win ratio after 50+ automatch games.
|
||
4900152 Win a game vs. an opponent with a rating that's 250+ points higher than your own. (Any ladder.)
|
||
4900153 Win 25 games with the lowest score in the game. (Any ladder.)
|
||
4900154 While the Dark Eldar teem across the sunlight side of Lacunae, there is another, darker side to this Chaos-tainted satellite. Beware the maze – they are the crumbled foundations laid by an ancient and long-dead civilization.
|
||
4900155 Squad limit reached! Cannot complete unit! Increase your Squad Cap at your HQ (Space Marines and Chaos), or by building Webway Gates (Eldar), Slave Chambers (Dark Eldar), Infantry Commands (Imperial Guard), Obelisks (Necrons), research buildings (Tau), or Holy Icons (Sisters of Battle).
|
||
4900156 Vehicle limit reached! Cannot complete unit! Increase your Vehicle Cap at your HQ (Space Marines, Chaos, and Sisters of Battle), or by building Webway Gates (Eldar), Slave Chambers (Dark Eldar), Mechanized Command (Imperial Guard), Obelisks (Necrons), research buildings (Tau), or Holy Icons (Sisters of Battle).
|
||
4900157 Squad limit reached! Cannot complete unit! Increase your Squad Cap at your HQ (Space Marines and Chaos), or by building Webway Gates (Eldar), Slave Chambers (Dark Eldar), Infantry Commands (Imperial Guard), Obelisks (Necrons), research buildings (Tau), or Adepta Sororitas Convent (Sisters of Battle).
|
||
4900158 Vehicle limit reached! Cannot complete unit! Increase your Vehicle Cap at your HQ (Space Marines, Chaos, and Sisters of Battle), or by building Webway Gates (Eldar), Slave Chambers (Dark Eldar), Mechanized Command (Imperial Guard), Obelisks (Necrons), research buildings (Tau), or Manufactorum (Sisters of Battle).
|
||
4900159 Determines how many infantry squads you can deploy. Increase your Squad Cap at your HQ (Space Marines and Chaos), or by building Webway Gates (Eldar), Slave Chambers (Dark Eldar), Infantry Commands (Imperial Guard), Obelisks (Necrons), research buildings (Tau), or Holy Icons (Sisters of Battle).
|
||
4900160 Determines how many vehicles you can deploy. Increase your Vehicle Cap at your HQ (Space Marines, Chaos, and Sisters of Battle), or by building Webway Gates (Eldar), Slave Chambers (Dark Eldar), Mechanized Command (Imperial Guard), Obelisks (Necrons), research buildings (Tau), or Holy Icons (Sisters of Battle).
|
||
4900161 Determines how many infantry squads you can deploy. Increase your Squad Cap at your HQ (Space Marines and Chaos), or by building Webway Gates (Eldar), Slave Chambers (Dark Eldar), Infantry Commands (Imperial Guard), Obelisks (Necrons), research buildings (Tau), or Adepta Sororitas Convent (Sisters of Battle).
|
||
4900162 Determines how many vehicles you can deploy. Increase your Vehicle Cap at your HQ (Space Marines and Chaos), or by building Webway Gates (Eldar), Slave Chambers (Dark Eldar), Mechanized Command (Imperial Guard), Obelisks (Necrons), research buildings (Tau), or Manufactorum (Sisters of Battle).
|
||
4900163
|
||
4900164 %1TITLE%Warhammer 40,000: Dawn of War: Soulstorm
|
||
4900165
|
||
4900166
|
||
4900167 %1TITLE%Iron Lore Entertainment
|
||
4900168
|
||
4900169 %2SUBTITLE%Producer & Lead Designer
|
||
4900170 Ian Frazier
|
||
4900171
|
||
4900172 %2SUBTITLE%Lead Artist
|
||
4900173 Brian Parnell
|
||
4900174
|
||
4900175 %2SUBTITLE%Lead Programmer
|
||
4900176 Keith Patella
|
||
4900177
|
||
4900178
|
||
4900179 %1TITLE%Art
|
||
4900180
|
||
4900181 %2SUBTITLE%Senior Animators
|
||
4900182 Jonathan Mack
|
||
4900183 John Sheffield
|
||
4900184
|
||
4900185 %2SUBTITLE%Senior Artists
|
||
4900186 Steve Canniff
|
||
4900187 Rich Sullivan
|
||
4900188
|
||
4900189 %2SUBTITLE%Artists
|
||
4900190 Kristian Bourdage
|
||
4900191 Travis Doggett
|
||
4900192 Josh McHugh
|
||
4900193 Cory Robinson
|
||
4900194 Ian Wells
|
||
4900195
|
||
4900196 %2SUBTITLE%Additional Art
|
||
4900197 Eric Miller
|
||
4900198 Michael Tarwater
|
||
4900199
|
||
4900200
|
||
4900201 %1TITLE%Design
|
||
4900202
|
||
4900203 %2SUBTITLE%Senior Designers
|
||
4900204 Shawn Frison
|
||
4900205 Joshua Glavine
|
||
4900206 Ben Schneider
|
||
4900207
|
||
4900208 %2SUBTITLE%Designers
|
||
4900209 Nathanael Jacques
|
||
4900210 Dave Kondor
|
||
4900211 Chris McCarthy
|
||
4900212 Dave Robbins
|
||
4900213 Steven Silvey
|
||
4900214
|
||
4900215
|
||
4900216 %1TITLE%Programming
|
||
4900217
|
||
4900218 %2SUBTITLE%Lead Gameplay Programmer
|
||
4900219 Brandon LaCava
|
||
4900220
|
||
4900221 %2SUBTITLE%Programmers
|
||
4900222 Paul Siegel
|
||
4900223 Brian Stephens
|
||
4900224
|
||
4900225
|
||
4900226 %1TITLE%Sound
|
||
4900227
|
||
4900228 %2SUBTITLE%Sound Design
|
||
4900229 Dan Crislip
|
||
4900230
|
||
4900231
|
||
4900232 %1TITLE%Production
|
||
4900233
|
||
4900234 %2SUBTITLE%Executive Producer
|
||
4900235 Jeff Goodsill
|
||
4900236
|
||
4900237 %2SUBTITLE%Development Testers
|
||
4900238 John Goudreau
|
||
4900239 Chris McCarthy
|
||
4900240
|
||
4900241
|
||
4900242 %1TITLE%Executive Staff
|
||
4900243
|
||
4900244 %2SUBTITLE%President
|
||
4900245 Jeff Goodsill
|
||
4900246
|
||
4900247 %2SUBTITLE%Creative Director
|
||
4900248 Brian Sullivan
|
||
4900249
|
||
4900250 %2SUBTITLE%Director of Technology
|
||
4900251 Paul Chieffo
|
||
4900252
|
||
4900253
|
||
4900254 %1TITLE%Administration
|
||
4900255
|
||
4900256 %2SUBTITLE%Controller
|
||
4900257 Beth Duguay
|
||
4900258
|
||
4900259
|
||
4900260 %1TITLE%Special Thanks
|
||
4900261 Arthur Bruno
|
||
4900262 Eric Campanella
|
||
4900263 Chris Duguay
|
||
4900264 David Elder
|
||
4900265 Steve Marvin
|
||
4900266
|
||
4900267
|
||
4900268 %1TITLE%Relic Studio
|
||
4900269 %1TITLE%Leads
|
||
4900270
|
||
4900271 %2SUBTITLE%Art Director
|
||
4900272 Andy Lang
|
||
4900273
|
||
4900274 %2SUBTITLE%Lead Designer
|
||
4900275 Jonny Ebbert
|
||
4900276
|
||
4900277 %2SUBTITLE%Producer
|
||
4900278 Serena Whitters
|
||
4900279
|
||
4900280 %2SUBTITLE%Animation Lead
|
||
4900281 Joe Schober
|
||
4900282
|
||
4900283 %2SUBTITLE%Lead Programmer
|
||
4900284 George Hornmoen
|
||
4900285
|
||
4900286 %2SUBTITLE%Audio Lead
|
||
4900287 Glenn Jamison
|
||
4900288
|
||
4900289 %2SUBTITLE%Assistant Producer
|
||
4900290 Lino Conti
|
||
4900291
|
||
4900292 %1TITLE%Animation & Cinematics
|
||
4900293
|
||
4900294 %2SUBTITLE%Cinematics Director
|
||
4900295 Owen Hurley
|
||
4900296
|
||
4900297 %2SUBTITLE%Art Director
|
||
4900298 Nick Carota
|
||
4900299
|
||
4900300 %2SUBTITLE%Pipeline Development Manager
|
||
4900301 Daven Coburn
|
||
4900302
|
||
4900303 %2SUBTITLE%Senior Animators
|
||
4900304 David MacLeod
|
||
4900305 Erin Olorenshaw
|
||
4900306 Jefferson Takahashi
|
||
4900307
|
||
4900308 %2SUBTITLE%Animators
|
||
4900309 Christine Hubbard
|
||
4900310 Raul Carbonel Pulido
|
||
4900311 Richard Sirohi
|
||
4900312
|
||
4900313 %2SUBTITLE%Art
|
||
4900314 Shawn Woods
|
||
4900315
|
||
4900316 %2SUBTITLE%Visual FX
|
||
4900317 Jason Brackman
|
||
4900318
|
||
4900319 %1TITLE%Art
|
||
4900320
|
||
4900321 %2SUBTITLE%Artists
|
||
4900322 Jacob Binkowski
|
||
4900323 Claire Roberts
|
||
4900324
|
||
4900325 %1TITLE%Localization
|
||
4900326
|
||
4900327 %2SUBTITLE%Supervisor
|
||
4900328 Arnaud Lebesnerais
|
||
4900329
|
||
4900330 %2SUBTITLE%Localization testers
|
||
4900331 Nicolas Martinez
|
||
4900332 Alen Hadzihasanovic
|
||
4900333 Oskar Matzke
|
||
4900334 René Rodríguez
|
||
4900335 Maria Bratolubova
|
||
4900336
|
||
4900337 %1TITLE%Executive Staff
|
||
4900338
|
||
4900339 %2SUBTITLE%General Manager
|
||
4900340 Tarrnie Williams
|
||
4900341
|
||
4900342 %2SUBTITLE%Executive Producer
|
||
4900343 Jonathan Dowdeswell
|
||
4900344
|
||
4900345 %2SUBTITLE%Manager, Finance
|
||
4900346 Larry Yau
|
||
4900347
|
||
4900348 %1TITLE%Directors
|
||
4900349
|
||
4900350 %2SUBTITLE%Audio Director
|
||
4900351 Jennifer Lewis
|
||
4900352
|
||
4900353 %2SUBTITLE%Design Director
|
||
4900354 Josh Mosqueira
|
||
4900355
|
||
4900356 %1TITLE%Administration
|
||
4900357
|
||
4900358 %2SUBTITLE%Human Resources Manager
|
||
4900359 Winnie Sin
|
||
4900360
|
||
4900361 %2SUBTITLE%Human Resources Assistant
|
||
4900362 Lisa Caughill
|
||
4900363
|
||
4900364 %2SUBTITLE%Recruitment and Retention Specialist
|
||
4900365 Tara Kemes
|
||
4900366
|
||
4900367 %2SUBTITLE%Human Resources Representative
|
||
4900368 Nicole McGowan
|
||
4900369
|
||
4900370 %2SUBTITLE%Controller
|
||
4900371 Carol Richards
|
||
4900372
|
||
4900373 %2SUBTITLE%Accountant
|
||
4900374 Nat Mak
|
||
4900375
|
||
4900376 %2SUBTITLE%Administrative Assistants
|
||
4900377 Amanda Austin
|
||
4900378 Ashleigh Inman
|
||
4900379 Andrew Taylor
|
||
4900380
|
||
4900381 %1TITLE%Relic Balance Team
|
||
4900382
|
||
4900383 %2SUBTITLE%Sr. Game Balancer
|
||
4900384 David (Tae Yeon) Kim
|
||
4900385
|
||
4900386 %2SUBTITLE%Game Balancers
|
||
4900387 Stefan Haines
|
||
4900388 Tim Jones
|
||
4900389 Josh Long
|
||
4900390
|
||
4900391 %1TITLE%Relic Development Test Team
|
||
4900392
|
||
4900393 %2SUBTITLE%Manager, Development Testing
|
||
4900394 Matt Kernachan
|
||
4900395
|
||
4900396 %2SUBTITLE%Development Testers
|
||
4900397 David Gibbons
|
||
4900398 Quentin Wallis
|
||
4900399
|
||
4900400 %1TITLE%Online Group
|
||
4900401
|
||
4900402 %2SUBTITLE%Producer
|
||
4900403 Mike Doyle
|
||
4900404
|
||
4900405 %2SUBTITLE%Assistant Producers
|
||
4900406 Chris Chegwidden
|
||
4900407 David Larmour
|
||
4900408
|
||
4900409 %2SUBTITLE%Narrative Designer
|
||
4900410 Stephen Dinehart
|
||
4900411
|
||
4900412 %2SUBTITLE%Artist
|
||
4900413 Irwan Kurnaedy
|
||
4900414
|
||
4900415 %2SUBTITLE%Lead Programmer
|
||
4900416 Ryan Haksi
|
||
4900417
|
||
4900418 %2SUBTITLE%Senior Programmer
|
||
4900419 John Goode
|
||
4900420
|
||
4900421 %2SUBTITLE%Programmers
|
||
4900422 Bart Mazus
|
||
4900423 Luis Moscoso
|
||
4900424
|
||
4900425 %2SUBTITLE%Development Testers
|
||
4900426 Kyle Berndt
|
||
4900427 Sacha Narine
|
||
4900428
|
||
4900429 %2SUBTITLE%Community Manager
|
||
4900430 Allie Henze
|
||
4900431
|
||
4900432 %1TITLE%IT Department
|
||
4900433
|
||
4900434 %2SUBTITLE%Manager
|
||
4900435 Frank Roberts
|
||
4900436
|
||
4900437 %2SUBTITLE%Senior IT Systems Specialist
|
||
4900438 Alvin Chung
|
||
4900439
|
||
4900440 %2SUBTITLE%IT Systems Specialists
|
||
4900441 Allen Ko
|
||
4900442 Stephen Mirowski
|
||
4900443 Vanna Tea
|
||
4900444
|
||
4900445 %1TITLE%Games Workshop
|
||
4900446
|
||
4900447 %2SUBTITLE%Licensing Manager
|
||
4900448 Owen Rees
|
||
4900449
|
||
4900450 %2SUBTITLE%Licensing Co-ordinator
|
||
4900451 Graeme Nicoll
|
||
4900452
|
||
4900453 %2SUBTITLE%Licensing and Acquired Rights Manager
|
||
4900454 Erik Mogensen
|
||
4900455
|
||
4900456 %2SUBTITLE%Head of Group Legal & Licensing
|
||
4900457 Andy Jones
|
||
4900458
|
||
4900459 %2SUBTITLE%Intellectual Property Manager
|
||
4900460 Alan Merrett
|
||
4900461
|
||
4900462 Special thanks to the Games Workshop studios for all their hard work!
|
||
4900463
|
||
4900464
|
||
4900465 %1TITLE%Additional Audio
|
||
4900466
|
||
4900467 %2SUBTITLE%Original Music
|
||
4900468 Inon Zur - www.inonzur.com
|
||
4900469
|
||
4900470 %2SUBTITLE%Audio Specialist
|
||
4900471 Jason C. Ross
|
||
4900472
|
||
4900473 %1TITLE%Airwaves Sound Design Ltd.
|
||
4900474
|
||
4900475 %2SUBTITLE%Sound Supervisor
|
||
4900476 Derick Cobden
|
||
4900477
|
||
4900478 %2SUBTITLE%Talent Coordinator
|
||
4900479 Angela Erickson
|
||
4900480
|
||
4900481 %2SUBTITLE%Voice Recording Engineer
|
||
4900482 Hennie Britton
|
||
4900483
|
||
4900484 %2SUBTITLE%Dialogue Processing & Mixing
|
||
4900485 Jo Rossi
|
||
4900486 Chris Ove
|
||
4900487
|
||
4900488 %2SUBTITLE%Localization Dialogue Processing
|
||
4900489 Jo Rossi
|
||
4900490
|
||
4900491 %2SUBTITLE%Sound Assistant
|
||
4900492 Matt Gionet
|
||
4900493
|
||
4900494 %2SUBTITLE%Voice Talent
|
||
4900495 Brian Dobson
|
||
4900496 Brian Drummond
|
||
4900497 Michael Kopsa
|
||
4900498 Cathy Weseluck
|
||
4900499 Ellen Kennedy
|
||
4900500 John Novak
|
||
4900501 Marcy Goldberg
|
||
4900502 Mackenzie Gray
|
||
4900503 Michael Dobson
|
||
4900504 Peter New
|
||
4900505 Sam Vincent
|
||
4900506 Scott McNeil
|
||
4900507 Trevor Devall
|
||
4900508 Lisa Ann Beley
|
||
4900509
|
||
4900510 %1TITLE%Special Thanks
|
||
4900511 Chris Becker
|
||
4900512 David Beleznay
|
||
4900513 Philippe Boulle
|
||
4900514 Charis Hoo
|
||
4900515 Daniel Kading
|
||
4900516 Cheol J Lee
|
||
4900517 Joseph Lunderville
|
||
4900518 Samson Mow
|
||
4900519 Shane Neville
|
||
4900520 Mark Noseworthy
|
||
4900521 Damian Pannell
|
||
4900522 Michel Schmidt
|
||
4900523
|
||
4900524 All our third-party technology partners.
|
||
4900525 RelicNews, Dawn of War Sanctuary, GameReplays, wh40k.se, dow.de, SomethingAwful, and our fans and fansites around the world!
|
||
4900526 Everyone who helped deliver the original Dawn of War.
|
||
4900527 All our loved ones, family and friends whose support helped us stay the course.
|
||
4900528
|
||
4900529
|
||
4900530 %1TITLE%THQ Inc.
|
||
4900531
|
||
4900532 %1TITLE%Executive Staff
|
||
4900533
|
||
4900534 %2SUBTITLE%Chief Executive Officer
|
||
4900535 Brian Farrell
|
||
4900536
|
||
4900537 %2SUBTITLE%Executive Vice President Worldwide Studios
|
||
4900538 Jack Sorensen
|
||
4900539
|
||
4900540 %1TITLE%Product Development
|
||
4900541
|
||
4900542 %2SUBTITLE%Senior Vice President, Product Development
|
||
4900543 Steve Dauterman
|
||
4900544
|
||
4900545 %2SUBTITLE%Director Product Development
|
||
4900546 Richard Browne
|
||
4900547
|
||
4900548 %2SUBTITLE%VP, Business Development
|
||
4900549 Tim Campbell
|
||
4900550
|
||
4900551 %2SUBTITLE%Creative Director
|
||
4900552 Sean Dunn
|
||
4900553
|
||
4900554 %2SUBTITLE%Associate Creative Manager
|
||
4900555 David Langliers
|
||
4900556 Sean Heffron
|
||
4900557
|
||
4900558 %1TITLE%Global Brand Management
|
||
4900559
|
||
4900560 %2SUBTITLE%Senior Vice President Worldwide Publishing
|
||
4900561 Bob Aniello
|
||
4900562
|
||
4900563 %2SUBTITLE%Director, Global Brand Management
|
||
4900564 Brad Carraway
|
||
4900565
|
||
4900566 %2SUBTITLE%Global Brand Manager
|
||
4900567 Bryan Chu
|
||
4900568
|
||
4900569 %2SUBTITLE%Associate PR Manager
|
||
4900570 Vanessa Vanasin
|
||
4900571
|
||
4900572 %1TITLE%Legal
|
||
4900573
|
||
4900574 %2SUBTITLE%Counsel, Business and Legal Affairs
|
||
4900575 Maryam Tashroudian
|
||
4900576
|
||
4900577 %2SUBTITLE%Sr. Manager, Business & Legal Affairs
|
||
4900578 Deborah Fingerman
|
||
4900579
|
||
4900580 %2SUBTITLE%Contracts Specialist
|
||
4900581 Kathleen Lilly
|
||
4900582
|
||
4900583 %2SUBTITLE%Legal Assistants
|
||
4900584 Janet D'Andrea
|
||
4900585 Jennifer Diello
|
||
4900586
|
||
4900587 %2SUBTITLE%Executive Assistant
|
||
4900588 Jessica Peters
|
||
4900589
|
||
4900590 %1TITLE%Creative Services
|
||
4900591
|
||
4900592 %2SUBTITLE%Director, Creative Services
|
||
4900593 Howard Liebeskind
|
||
4900594
|
||
4900595 %2SUBTITLE%Creative Services Manager
|
||
4900596 Kirk Somdal
|
||
4900597
|
||
4900598 %2SUBTITLE%Video Production Manager
|
||
4900599 Christopher Folino
|
||
4900600
|
||
4900601 %2SUBTITLE%Video Production Coordinator
|
||
4900602 Melissa Rivas
|
||
4900603
|
||
4900604 %2SUBTITLE%Instruction Manual Copy
|
||
4900605 Off Base Productions
|
||
4900606
|
||
4900607 %2SUBTITLE%Packaging Design
|
||
4900608 Origin Studios
|
||
4900609
|
||
4900610 %2SUBTITLE%Creative Agency
|
||
4900611 Petrol
|
||
4900612
|
||
4900613 %2SUBTITLE%Special Thanks
|
||
4900614 Stefan Kopinski
|
||
4900615
|
||
4900616 %1TITLE%Localization
|
||
4900617
|
||
4900618 %2SUBTITLE%Director of Localization
|
||
4900619 Philippe Juton
|
||
4900620
|
||
4900621 %2SUBTITLE%Localization Project Manager
|
||
4900622 Jessica Im
|
||
4900623
|
||
4900624 %2SUBTITLE%Assoc. Localization Project Manager
|
||
4900625 Denise Doi
|
||
4900626
|
||
4900627 %2SUBTITLE%Engineering Support
|
||
4900628 Daniel Sass
|
||
4900629
|
||
4900630 %2SUBTITLE%European Localisation Director
|
||
4900631 Susanne Dieck
|
||
4900632
|
||
4900633 %2SUBTITLE%European Localisation Engineer
|
||
4900634 Bernd Kurtz
|
||
4900635
|
||
4900636 %2SUBTITLE%European Localisation Technician
|
||
4900637 Andreas Herbertz
|
||
4900638
|
||
4900639 %2SUBTITLE%Operations Coordinator, Korea
|
||
4900640 Rachel Lee
|
||
4900641
|
||
4900642 %2SUBTITLE%Special Thanks
|
||
4900643 Stefan
|
||
4900644
|
||
4900645 %1TITLE%Quality Assurance
|
||
4900646
|
||
4900647 %2SUBTITLE%Director, Worldwide QA
|
||
4900648 Paul Sterngold
|
||
4900649
|
||
4900650 %2SUBTITLE%QA Managers
|
||
4900651 Mario Waibel
|
||
4900652 Michael Motoda
|
||
4900653 Lorena Villa
|
||
4900654
|
||
4900655 %2SUBTITLE%Senior Test Lead
|
||
4900656 Chris Shanks
|
||
4900657
|
||
4900658 %2SUBTITLE%Test Lead
|
||
4900659 Chris Leippi
|
||
4900660
|
||
4900661 %2SUBTITLE%Senior Tester
|
||
4900662 Natasha Clarke
|
||
4900663
|
||
4900664 %2SUBTITLE%Testers
|
||
4900665 Genady Bragarnik
|
||
4900666 Logan Demelt
|
||
4900667 Brett Dubin
|
||
4900668 Mindy Edwards
|
||
4900669 Ryan Gaines
|
||
4900670 Gil Hacco
|
||
4900671 Shane Killion
|
||
4900672 Kunimasa Kitazawa
|
||
4900673 Evan Lobenstein
|
||
4900674 Bobby Ognyanov
|
||
4900675 John Padovan
|
||
4900676 Greg Paletta
|
||
4900677 Lauren Peck
|
||
4900678 Justin Peterson
|
||
4900679 Curtis Pickrell
|
||
4900680 Josh Sepielli
|
||
4900681 Daniel Strang
|
||
4900682 Timothy Wells
|
||
4900683
|
||
4900684 %2SUBTITLE%PC Supervisor
|
||
4900685 Jim Krenz
|
||
4900686
|
||
4900687 %2SUBTITLE%PC Specialists
|
||
4900688 Scott Allman
|
||
4900689 Ruben Gonzalez
|
||
4900690 Silvio Horvat
|
||
4900691 Chris Thibedeau
|
||
4900692
|
||
4900693 %2SUBTITLE%QA Technicians Supervisor
|
||
4900694 Richard Jones
|
||
4900695
|
||
4900696 %2SUBTITLE%QA Technicians
|
||
4900697 Luis Arevalo
|
||
4900698 Ryan Cashman
|
||
4900699 Justin Drolet
|
||
4900700 Michael Zlotnicki
|
||
4900701 Lantson A Eldred
|
||
4900702
|
||
4900703 %2SUBTITLE%Mastering Lab Supervisor
|
||
4900704 Anthony Dunnet
|
||
4900705
|
||
4900706 %2SUBTITLE%Mastering Lab Technicians
|
||
4900707 Glen Peters
|
||
4900708 Heidi Salguero
|
||
4900709 Ryan Fell
|
||
4900710
|
||
4900711 %2SUBTITLE%Remastering Project Manager
|
||
4900712 Charles Batarse
|
||
4900713
|
||
4900714 %2SUBTITLE%Database Supervisor
|
||
4900715 Jonathan Gill
|
||
4900716
|
||
4900717 %2SUBTITLE%Database Administrator
|
||
4900718 T. Ryan Arnold
|
||
4900719
|
||
4900720 %2SUBTITLE%Database Applications Engineer
|
||
4900721 Brian Kincaid
|
||
4900722
|
||
4900723 %2SUBTITLE%QA Operations Coordinator
|
||
4900724 Steve Nelson
|
||
4900725 Omar Flores
|
||
4900726
|
||
4900727 %2SUBTITLE%Customer Service Supervisor
|
||
4900728 Colin Thompson
|
||
4900729
|
||
4900730 %2SUBTITLE%Customer Service
|
||
4900731 Jodie Geiselman
|
||
4900732 Theo Guenther
|
||
4900733 Peter Svenkerud
|
||
4900734
|
||
4900735 %2SUBTITLE%HR Generalist
|
||
4900736 Lori Ceballos
|
||
4900737
|
||
4900738
|
||
4900739
|
||
4900740
|