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		<id>http://2d4chan.org/mediawiki/index.php?title=Dawn_of_War_Mods&amp;diff=169668</id>
		<title>Dawn of War Mods</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dawn_of_War_Mods&amp;diff=169668"/>
		<updated>2018-01-01T17:09:41Z</updated>

		<summary type="html">&lt;p&gt;2601:143:8201:2664:2CAE:3DD4:396A:4439: &lt;/p&gt;
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&lt;div&gt;[[/tg/]] loves it some [[Dawn of War]]. This goes without saying. Unfortunately as has been widely documented, Dawn of War is fraught with problems; &amp;lt;s&amp;gt;the way the game plays is hideously unbalanced&amp;lt;/s&amp;gt;, the factions don&#039;t play anything like they should ([[Eldar]] being both swarmy and utilitarian, for example), and as such, this has left a lot of players out in the cold, asking obvious questions: Is there a way to fix this? Is there anything that makes this game better than it already is?&lt;br /&gt;
&lt;br /&gt;
The answer to both is yes, and the answer comes in the form of Mods.&lt;br /&gt;
&lt;br /&gt;
Mods in DOW range from conversion and add-on packs to add units, to mods to re-work the game to play more like vanilla Dawn of War. They can completely revamp how the game handles, or simply re-balance gameplay to more-clearly approach something resembling actual balance.&lt;br /&gt;
&lt;br /&gt;
==What Modding Can And Cannot Do==&lt;br /&gt;
Modding in DOW can do a lot of awesome things. It can re-add slashed content (such as the Flamers for the Imperial Guardsmen, or optional weapon upgrades for the Imperial Guard Sentinel), it can make better use of existing resources (making weapon and tech-tree upgrades that make sense, for example), or it can mod how some units operate to make them closer to their codex equivalents. Alternately, they can change weapon and damage algorithms to make the game more balanced, ratchet back overpowered units, or add whole-new-units or factions! All of which, it needs be said, is [[Awesome]].&lt;br /&gt;
&lt;br /&gt;
On the downside, there&#039;s an extent to which Modding can do. A lot of DOW&#039;s more infamous issues are [[Games Workshop|hard-coded into the SDK and cannot be fixed without extensive modification to the interface]]; for example, until it was patched, there was no way for modders to fix the targetting bug possessed by Tau Broadside Teams and Imperial Guard Heavy Weapons Teams. Sometimes, [[/tg/ gets shit done|modders can make clever work-arounds to bypass existing issues]], but this is not always a [[Slaanesh|hard-and-fast rule]]. [[Derp|Idiotic nonsense like how DOW handles terrain]] (and letting units shoot [[Truly Immovable Rod|right through it]], for example) can&#039;t really be fixed with any level of modding, no matter how advanced. Except the Titanium Wars mod does do exactly that, fixing the terrain bullshit LOS to true LOS. Shame it&#039;s a mod you have to pay for, ahem I mean &amp;quot;donate&amp;quot; to access, but that&#039;s life.&lt;br /&gt;
&lt;br /&gt;
==[[Dawn of War]] Modding==&lt;br /&gt;
Dawn of War is arguably one of the least mod-friendly games that actually allows mods. There&#039;s a number of reasons behind this, but the general gist is that the developers did not go out of their way to embrace the modding community (despite constantly touting supporting it), and never released things like the engine coding or SDKs to the public. This, paired with the fact that no mod auto-updates in Dawn of War, did a lot to make all the various mods available in the Dawn of War series fight with one another for community spotlight and run-time, with each mod having a small but bustling community attached to it. Because there&#039;s an enormous population of [[Neckbeard|fa/tg/uys and ca/tg/irls]] who still play Dawn of War, there&#039;s a sort of disconnect and general stigma against the modding community, when they&#039;ve arguably handled a lot of issues better than the original developers.&lt;br /&gt;
&lt;br /&gt;
But that&#039;s neither here nor there. You want to know about Mods, and that&#039;s why you&#039;re viewing this page.&lt;br /&gt;
&lt;br /&gt;
* [http://www.gamewatcher.com/games/warhammer-40-000-dawn-of-war-soulstorm/mods GameWatcher&#039;s List of Mods]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Favored Dawn of War mods of /tg/&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Following are some of /tg/&#039;s favorite mods for Dawn of War. This is by no means a comprehensive list, and needs to be updated by the community so they can add their own entries. It&#039;s highly encouraged that you check them out; they range from the [[Warhammer 40,000|epic]] to the [[Skub|lulzy]]. Almost every mod has its drawbacks, as well; Firestorm Over Kronus, for example, tends to use a lot more resources than regular Dark Crusade, whilst Dawn of War Pro&#039;s slower gameplay and more literal scaling tends to put a lot of players off - but that&#039;s part of what makes them enjoyable. Try them out and see which one(s) you like. People worked hard on these goddamned things, and it shows.&lt;br /&gt;
&lt;br /&gt;
Anyway, here&#039;s the list that would probably enhance your life by many notches:&lt;br /&gt;
&lt;br /&gt;
* [http://www.moddb.com/mods/dawn-of-warhammer-40k-firestorm-over-kronus Firestorm over Kronus/Firestorm over Kaurava]/[http://www.moddb.com/mods/purgation-of-kaurava Purgation of Kaurava] - An epic mod for Dark Crusade, [[Firestorm Over Kronus]] ramps everything up about the game and then some. Sick of fighting with the limited battlegroups Dawn of War enforces? Want to fight with entire goddamned armies that remain faithful to the Force Organization Chart? Pissed that Chaos lost most of its weapon upgrades in WA? FoK does all of that, and even adds the [[Black Templars]] as a playable faction! One of several mods that /tg/&#039;s Dawn of War veterans will heartily recommend. Available for Dark Crusade and Soulstorm.&lt;br /&gt;
* [http://www.moddb.com/mods/dowpro DoWpro] - [[DoWpro|Dawn of War Pro]] is a mod that is dedicated to re-creating the feel of Vanilla Dawn of War with the new mechanics and units added in the various other games. Adding most of Dawn of War&#039;s slashed content (and there&#039;s a fucking &#039;&#039;lot&#039;&#039;) and adding some new goodies and techniques to each play style, Dawn of War Pro has a little something for everyone to enjoy if you were a fan of the original Dawn of War (pre [[Derp|Winter Assault]]).&lt;br /&gt;
* [http://www.moddb.com/mods/ultimate-apocalypse-mod Ultimate Apocalypse Mod] - Another very prominent mod which introduces Titan and epic-sized units, expanding with more Advanced Buildings and a shit ton of new units for every race and making everything fucking epic. Massive battles with hundreds of units smashing into each other, very CPU intensive, but only when it wants to work. Soulstorm exclusive. The music is sort of buggy for the main mode, with only a few bits of the soundtrack playing. This will lead you to quickly turn off the music, load up youtube and play some other songs when you get tired of generic epic music. It also adds character leveling and campaign wargear, though they haven&#039;t quite gotten it to work with the Tyranids yet. Also adds the ability to build walls and superweapons, the later in the form of nuclear strikes (IG, SM and SoB, along with a death Ray and EMP), various warp or psychic powers (Chaos and Eldar), WAAAAGH, raping your enemies souls (Dark Eldar), FUCK HUEG particle cannons (tau), tons of RAPE in pyramid shape (Necrons) and biological bombardments (tyranid). &amp;lt;s&amp;gt;It also allows you to [[Creed|deepstrike Baneblades]]&amp;lt;/s&amp;gt; NOT ANYMORE, they made it so spawns like normal vehicles. Was hilarious to deepstrike baneblades into enemy bases though. The latest releases adapted Daemons and Daemonhunters to the mod and gave the Dark Eldar a titan. Unfortunately the creator Cylarne has announced his retirement from the mod as he and his family have run into financial difficulties. (It should also be noted that if you want to know for certain what you&#039;re getting with this mod, there are a few videos on YouTube that display all the units that are in the mod, in faction-individual videos. Just type &#039;DOW UA mod Tyranid units&#039; into the searchbox, or whatever faction you want, and you can see &#039;em all. Note also that these videos are for a slightly older release, and things MAY have changed in the actual mod.)&lt;br /&gt;
* [http://www.moddb.com/mods/titanium-wars-mod-ss Titanium Wars Mod] (Also available for [http://www.moddb.com/mods/titanium-wars-mod Dark Crusade]) -(Unless you&#039;re russian, you will have quite a hard time looking for a place to download the mod) The godfather of Titan-like mods which adds a good repertory of Titans for every race at the same time it keeps it fluffy and crunchy. Also the only mod fully compatible with the campaign. But it does&#039;t end there, no. First it merges soulstorm with daemonhunters mod, witch hunters mod and tyranid mod (which the later mods developers did not like so much, read: banspam over moddb), and adds a good bunch of New units to every faction apart from titans. Furthermore, the mod makes all races more or less balanced (by giving all of them a couple of so overpowered units that can blow each others base along with your computer in a HUEG fucking fireball), although removes air units. In its last version the Administratum was (oddly) added as a faction, based around throwing loads of PDF soldiers and old vehicles while begging for help from other factions through a radio beacon (you can ally with Chaos, smurfs, tau, Inquisition or IG). An Alternative download link if you don&#039;t feel like reading Russian is available. [http://rutracker.org/forum/viewtopic.php?t=4859187] The torrent is not password protected.&lt;br /&gt;
* [http://www.moddb.com/mods/codex Codex Mod] - Another cool mod for those who felt disappointed by Firestorm over Kronus mod. while the mod does add new armys there a bit lack luster with lacking tool tips for most of them and some army&#039;s like the grey knights feeling too similar to regular marines. Also alters existing army&#039;s to keep them related to their respective codex and army sheets. Currently in the process of updating the Necrons to their 5e status. However what makes the Codex mod so highly recommended is that the mod can be easily edited to allow different race mods to work in the same game including superior versions of the Chaos Demons, Choas Renegades, and Daemon hunters. Use this mod as a hub for other mods to get multiple races working together along with updated versions of the base factions. mods marked with a &amp;quot;*&amp;quot; are compatible with Codex.&lt;br /&gt;
* [http://www.moddb.com/mods/bfgmod-dow Battlefleet Gothic Mod] - Considering how many terrible mistakes [[Games Workshop]] made by shutting down Specialist Games, a group of modders decided to undertake the very heavy task of turning DoW into a computer game version of [[Battlefleet Gothic]]. Considering that [[Battlefleet Gothic Armada|a big-name game studio&#039;s doing something similar as of late]], one can only wonder just how the two stack up (if this one even gets done)...&lt;br /&gt;
* [http://www.moddb.com/mods/witch-hunters-mod-for-soulstorm Witch Hunters*] - Before the [[Sisters of Battle]] were added in Soulstorm, a modding community got together to add them to Dark Crusade, and good god, were they successful. Notable for having models &#039;&#039;far&#039;&#039; more [[PROMOTIONS|delicious]] than the SoB models Relic/Iron Lore put out for Soulstorm (seriously, the canoness seraphin induces HUGE thoughts of heresy). The Witch Hunters Mod was once no longer updated, since the team behind it has disbanded, leaving only a beta, but it was a fan favorite and was eventually updated for Soul Storm and given a full release. The new Witch Hunters faction has you start as the [[Adeptus Arbites]], then gives you the ability to call in reinforcements from both the Sisters and the [[Inquisition]] as you tech up, eventually giving you the choice between two mutually exclusive tech buildings, each unlock different units, abilities, and upgrades.&lt;br /&gt;
* [http://www.moddb.com/mods/daemonhunters-mod Inquisition Daemonhunt*] - A magnificent race mod which adds the Ordo Malleus [[Daemonhunters]], one of the [[Inquisition]] branches as a playable army (Pre-[[Matt Ward]] dickery), totally recommendable if you like them. If your having trouble finding a working download look in the comments on the front page of the Moddb page for a location.&lt;br /&gt;
* [http://www.moddb.com/mods/steel-legion-armageddon Armageddon Steel Legion Mod*] - Oh, fuck yes. Tired of just having the original [[Imperial Guard]] to fight with? The ASL Mod adds the [[Fist of the North Star|manliest]] of [[Ork]]-killers, the [[Armageddon Steel Legion]], who play significantly differently than the other Imperial Guard force. With tons of units to play with and better scaling than the original, the [[Armageddon Steel Legion Mod]]&#039;s biggest drawback is how bad it (arguably) makes the actual [[Imperial Guard]] in Dawn of War look by comparison. Whereas the Vanilla Imperial guard is based mostly on the 3rd ed codex, this one is largely based on the 5th ed one with some IA options and the removal of things like Ogryns and Fliers. The A.I here, like the Tyranid mod, is fiendishly difficult and loves to drown it&#039;s foes in bodies whether on the defense or on the attack. Better pray you brought lots and lots and lots of anti-vehicle options because whether it&#039;s in mechanized or armored flavor the Steel Legion is going to have &#039;&#039;all&#039;&#039; the vehicles. No air units though, so thankfully you won&#039;t have Vendettas hounding your ass.&lt;br /&gt;
* [http://www.moddb.com/mods/tyranid-mod Tyranid Mod*] - The title says it all. The [[Tyranid Mod]] adds the [[Tyranids]] to Dawn of War! Naturally, this includes new units for this race as well as an unique gameplay dedicated to swarms and controlling your units through synapse. Be warned, the Tyranids are a fiendishly hard A.I opponent and &#039;&#039;will&#039;&#039; drown you in corpses. You&#039;re going to need a lot of flamers to stem the tide of bodies. And they don&#039;t need power, like at all, though they do have an alternative resource that works like Faith for the Sisters of Battle in the most recent versions. And did you bring anti-vehicle weapons? Well they&#039;ll all be useless. Not a single Tyranid has vehicle armor of any kind! Although many have Daemon armor.&lt;br /&gt;
* [http://www.moddb.com/mods/daemons-mod Daemons mod*] - Exactly what the title says; [[Daemons Mod]] adds motherfucking [[Daemons]] as a playable faction, complete with their own unique units and abilities. Also of note is the ability to summon fucking [[Angron|ANGRON]] to the field.&lt;br /&gt;
* [http://www.moddb.com/mods/black-templars-kaurava-crusade Black Templars*] - Angry about 6E canning the [[Black Templars]] as an individual army? This mod, which is made by the FoK boys, is just for you. Giving the Templars things like Vows for the Emperor&#039;s Champion, a Castellan in fucking TERMINATOR ARMOR and the [[Land Raider]] Achilles, this is definitely a mod to play!&lt;br /&gt;
* [http://www.moddb.com/mods/dark-angels-mod Dark Angels*] - Probably the mod that finally got the [[Dark Angels]]&#039; organization down, this mod gives them three different and balanced ways to play: [[Deathwing]], which gives all your commanders Termie Armor (and [[Belial]]), Ravenwing, which gives everyone bikes and [[Sammael]], and the regular mode, which gives you [[Azrael]], the other major guys, and the ability to use either of the other two forces as you may.&lt;br /&gt;
* [http://www.moddb.com/mods/black-crusade Dark Prophecy/Black Crusade]: A MASSIVE mod that adds shittons of new stuff for the Imperial and Chaos factions. Space Marines can now emulate certain famous chapters and Chaos can also emulate certain traitor legions and warbands (including &amp;lt;s&amp;gt;the [[Fallen Angels|Fallen]]&amp;lt;/s&amp;gt; TRAITORS THAT HAVE NO RELATION TO THE DARK ANGELS WHATSOEVER). The Sisters are overhauled too, now being the Inquisition with access to all three branches that can summon Sisters, Grey Knights, and Deathwatch depending on which Ordo you select. It also adds in backported DoW2 Tyranids. Current progress is...uncertain at best, as the mod is being done by one no-doubt overworked fellow who is building absolute fucktons of models for extra-specialness.&lt;br /&gt;
* [http://www.moddb.com/mods/rage-world-eaters-warband RAGE: World Eaters Warband*]: Adds in the [[World Eaters]] and their armies of [[Khorne Berzerkers]] to DoW1. Noted for being very dedicated to Khorne with tons of melee combat and an economy that focuses more on how much you kill rather than how many listening posts/generators you spam. Yeah, [[Khorne]] be happy with this. Notable for the little details thrown in such as how most of the units even come in squads of 8, just like Khorne wanted.&lt;br /&gt;
* [http://www.moddb.com/mods/soulstorm-bugfix-mod Soulstorm Bugfix Mod]: The unmodded Soulstorm is riddled with bizarre bugs, problems, inconsistencies and typos. The bugfix mod fixes pretty much everything a mod possibly can without messing up game balance and incorporates the Dawn of Skirmish AI mod to make the computer not play like a total retard. Very strongly recommended for any LAN games or single player games of Soulstorm. The Bugfix mod also offers some additional mini fix addons, such as fixing the AI Necron Lord, who otherwise refuses to use either the Nightbringer or Deceiver forms, and for repairing some long-standing broken armour piercing values on some weapons and abilities, whose brokeness suggests that Relic forgot how their own engine worked/Iron Lore had no goddamn clue what they were doing.&lt;br /&gt;
*[http://www.moddb.com/mods/renegade-guard Renegade Guard*]: based on the the Renegades and Heretics army from Imperial armor V-VII. Bit of a mixed bag this mod. On the one hand the infantry models all look excellent and they use autoguns not lasguns to help make them more unique, the buildings all are versions of the imperial guard with chaos decorations but there traitor guard so it fits the theme. But all the sound files are from the regular Guard force meaning your chaos madmen are still praising the emperor, and the mod uses regular Leman Russ not Malcadors, but that&#039;s a nit pick. Over all we give it eight strangled kittens out of ten and a recommend.&lt;br /&gt;
*[http://www.moddb.com/mods/salamanders-mod-for-soulstorm Salamanders*]: As you can expect the Salamanders play a lot like regular space marines except they&#039;re slower, have more health and have better melee thanks to a &#039;non codex&#039; squad of thunder hammers. overall not bad but don&#039;t feel like you need to run out and get it now.&lt;br /&gt;
*[http://www.moddb.com/mods/the-dance-macabre-harlequins-mod-for-soulstorm Harlequins*]: Lets you field the Harlequins as there own factions. Notable for going to old lore let you field Mimes, and all of the harlequin leaders like Death jesters, Shadowseer and their own jet bikes. Only time will tell if this will get a 7E facelift...&lt;br /&gt;
*[http://www.moddb.com/mods/thousand-sons-mod Thousand Sons*]: This mod was in production for literally almost a decade, and NOW it is finally out! Copious amounts of mind-bullets, daemon summoning, and [[Rubric Marines|walking dustbins]] are to be expected, and [[Ahzek Ahriman]] himself can be summoned, able to fire a metric fuckton of spells.&lt;br /&gt;
*[http://www.moddb.com/mods/adeptus-mechanicus Adeptus Mechanicus Explorators]: A rather homebrew-centric army, this takes some mobile servitors and armed tech-priests protecting a giant tank that acts as their HQ similar to the Necrons. There is a second AdMech mod out there that attempted to be more FW-friendly, but there&#039;s not as much progress there, while this one has a beta out.&lt;br /&gt;
*[http://www.moddb.com/mods/combiner-mod Combiner Mod]: Allows you to play a number of different mod races in a single game with minimal effort. Not exactly balance friendly since many of these races were not meant to run together, but you&#039;ll hardly care once you start throwing Black Templars against World Eaters in a glorious, low resolution slaughter. NOTE: may not be working as this editor had trouble getting it to function. If Combiner does not work, the Codex mod can be edited easily to get most of the different race mods to work together.&lt;br /&gt;
*[http://www.moddb.com/mods/soulstorm-strongholds Strongholds Mod]: See all those awesome faction mods in the list above? This mod lets you use them in the single player campaign missions for Dark Crusade and Soulstorm. [https://www.youtube.com/watch?v=aANgp2G0pyk Have] [https://www.youtube.com/watch?v=RaFNPnIMo3w fun] storming Victory Bay as a [[Rage|RAGE]]-filled horde of Khorne Berzerkers, or whatever weird combination you feel like trying out.&lt;br /&gt;
&lt;br /&gt;
==[[Dawn of War II]] Modding==&lt;br /&gt;
Oh hell yes. There&#039;s plenty of mods here, too, but, like the case for Dawn of War, they haven&#039;t been widely supported. They include things like mod packs that add the [[Tau|dreaded weeaboo space communists]] or [[Dark Eldar|stupid sexy evil space elves]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn of War II mods:&#039;&#039;&#039;&lt;br /&gt;
* [https://www.dawnofwar.info/index.php?page=download Elite Mod] - A must-have for all of those who felt a big let down with Dawn of War 2 Retribution and how it was left for death without fixing many of it´s problems. Re-balances many things and also adds some new units; plus you have the possibility to play as the Grey Knights.&lt;br /&gt;
* [http://forums.relicnews.com/showthread.php?239552-Dawn-of-War-2-Codex-Edition Codex Edition] - Don&#039;t confuse it with Codex Mod from DoW1 as they are quite different. Codex Edition adds many more new units and adds realistic damage. Worth to take a look.&lt;br /&gt;
* [http://www.moddb.com/mods/space-hulk-mod Space Hulk mod] - HOLY SHIT ITS SPACE HULK FOR DAWN OF WAR 2, COMPLETE WITH [[ANGRY MARINES]]!!&lt;br /&gt;
* [http://www.moddb.com/mods/dawn-of-warhammer-40k-2-warpstorm-over-aurelia Warp storm over Aurelia] - Adds fluffy crunchy codex stuff but doesn&#039;t change gameplay much otherwise. Definitely worth checking out.&lt;br /&gt;
* [http://www.moddb.com/mods/destroyer-40k-mod Destroyer 40k] - Adds some really pretty Grey Knights and lots of new upgrades for Marines and Chaos.&lt;br /&gt;
* [http://www.moddb.com/mods/stratagems Stratagems] - Features specialized Victory Points and other capturable assets on a 6 Player team battle map for DOW2 Retribution Multiplayer and Skirmish.&lt;br /&gt;
* [http://www.moddb.com/mods/vengeance-of-the-blood-ravens Vengeance of the Blood Ravens] - a mod that aims to make DoW II lore-accurate; that is, a handful of Space Marines face off against hundreds of Orks/Tyranids (which is balanced by unit costs and such). Worth a try for a bit of a different experience.&lt;br /&gt;
&lt;br /&gt;
*[https://steamcommunity.com/groups/ForgottenEmerald Forgotten Emerald] - A mod for the Last Stand which aims to completely overhaul all heroes, diversify their builds and rebalance some waves. Want an autocannon Dreadnought summon? Now you can. Want to play a Marked Champion of any god? FE&#039;s got you covered. Wanna be a badass and use Termie armor? It&#039;s in active development. The mod&#039;s in an open beta currently, and so far only the Captain, the General, the Sorcerer (renamed Chaos Champion) and the Farseer have received overhauls, along with waves 1-10 of the Colosseum. Other heroes have received minor balance changes, and Anvil is pretty much the same, except for [[RAGE|Catachans]], who can [[What|summon Terminators]].&lt;br /&gt;
&lt;br /&gt;
== [[Dawn of War III]] Modding ==&lt;br /&gt;
We&#039;re still early in the modding life of the latest Dawn of War, but already there&#039;s already some cool stuff here. Unlike the previous two titles, this game has Steam Workshop support, so you can easily find, install, and uninstall mods on the game&#039;s [http://steamcommunity.com/app/285190/workshop/ workshop page]. If you want to make some mods of your own, Relic put together a modding wiki to guide you through the process, which you can find [http://modding.dawnofwar.com/ here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn of War III Mods&#039;&#039;&#039;&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=1126290284 Elite Mod] - A [[Imperator Battle Titan|MASSIVE]] mod that makes the game closer to the original Dawn of War. All elites are now trainable from base buildings, with the more powerful elites being restricted to later Escalation Phases, all upgrades affect elites as well as line units, and increases the number of doctrines in the game to 112. Currently bugged and unusable.&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=1134483255 Purge the Xenos] - A mod dedicated to making the game closer to the original Dawn of War without going full Elite Mod. Turrets are buildable without doctrines, [[Deathwatch|Deathwatch Killteams]], [[Stormboyz]], and [[Striking Scorpions]] are line units instead of elites, and more.&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=941377755&amp;amp;searchtext= The Last Stand] - Adds The Last Stand from Dawn of War II.&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=1124304539 No Limit] - Reduces all population costs to 0. Fairly self-explanatory.&lt;br /&gt;
* [http://steamcommunity.com/sharedfiles/filedetails/?id=1125357037 Warp Forge] A [[Khorne|hardcore]] rebalance which adds accuracy mechanics (so units now have a chance to miss) and armor ([[Warhammer 40,000 8th Edition|so Predators can no longer be damaged by shoota boyz]]), as well as various other tweaks.&lt;br /&gt;
&lt;br /&gt;
Try all of them out. [[Meme|You&#039;ll be glad you did. I guarantee it.]]&lt;br /&gt;
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&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Video Games]]&lt;br /&gt;
[[Category:Dawn of War]]&lt;/div&gt;</summary>
		<author><name>2601:143:8201:2664:2CAE:3DD4:396A:4439</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ronahn&amp;diff=409337</id>
		<title>Ronahn</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ronahn&amp;diff=409337"/>
		<updated>2018-01-01T16:54:34Z</updated>

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&lt;div&gt;[[Image:Ronahn.jpg|thumb|right|He still looks &amp;lt;s&amp;gt;like a fag&amp;lt;/s&amp;gt; [[awesome]].]]&lt;br /&gt;
&#039;&#039;&#039;Ronahn&#039;&#039;&#039; (AKA &#039;&#039;&#039;&#039;Ronny&#039;&#039;&#039;&#039; as [[Gorgutz]] [[Dawn of War III|likes to call him]]) is an [[Eldar]] Ranger in [[Dawn of War II]]. He was originally from [[Craftworld]] [[Ulthwé]], but eventually came to the service of [[Alaitoc]]; of course, he feels no real allegiance to them and will probably leave once he feels like it. &lt;br /&gt;
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Spoiler alert: he&#039;s Taldeer&#039;s twin brother. He was severely depressed about his sister&#039;s death, which was only deepened by the death of his [[Exodite]] mentor Nemerian and [[Idranel]]&#039;s failure. He believed that, in Idranel&#039;s case in particular, the cause was cocksure arrogance that psychic visions are 100% accurate. As such, he lost faith in his Craftworld and grew prejudiced and cynical towards psykers. Also, [[Eldrad|his father]] was a huge dick and didn&#039;t care about his daughter&#039;s death, while his sister [[Macha]] the [[Everqueen|Ever-Virgin]] just threw a party over it... We may have slipped into [[/tg/]] fanon there for a minute.&lt;br /&gt;
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Anyway, during the Eldar campaign, he is continuously skeptical of Veldoran and Elenwe&#039;s prophecies. He also thinks Kayleth is a bitch, mostly because &amp;lt;s&amp;gt;she is&amp;lt;/s&amp;gt; she calls him an ignorant, loud-mouthed complainer, though they do agree on issues sometimes. However, when it&#039;s revealed that Kyras had orchestrated his sister&#039;s slow demise, he drops the emo shit and turns on vengeful-brother mode. Working with Kayleth&#039;s forces, he succeeds in destroying Kyras and retrieving his sister&#039;s soul stone (which, luckily, survived in Kyras&#039; possession). He immediately leaves to return Taldeer&#039;s soul stone to Ulthwé&#039;s [[Infinity Circuit]]...only to be ambushed by Autarch Kyre, who stole it in order to milk Taldeer for her knowledge about the Acheron prophecy. He&#039;s forced to work for Kyre for a time as his spymaster, but he and Macha later team up in order to end his mad ambitions.&lt;br /&gt;
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==Taldeer is dead....Meh, like we care==&lt;br /&gt;
Ronahn hurried towards the main chamber of the spire.  He needed to confront his father over the dreadful turn of events. &#039;&#039;How could this have happened?&#039;&#039;, Ronahn thought as he raced towards the chambers massive doors.  Ronahn wanted to believe that this was not be happening; he wanted to believe that this was nothing but a dream.  In truth, this was a painful reality:  Taldeer was dead.  As he approached the door, it mystically opened just inches away from his fingertips as if the room itself was waiting for his arrival.  Inside sat his esteemed father, Eldrad Ulthran, resting comfortably on his throne and reading his own memoirs of his past cleverness.  Ronahn restrained his emotions, and approached his father with as much haste as courtly manners allowed.  Eldrad ignored him, until the moment Ronahn was about to speak then Eldrad raised a single finger to motion Ronahn to be silent.  For a moment that felt like an entire day, Ronahn stood still.  Eldrad, who still hadn&#039;t raised his eyes from his memoirs,  gestured his hand for Ronahn to speak. &lt;br /&gt;
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&amp;quot;Father&amp;quot;, Ronahn started, &amp;quot;as your power of farsight is greater than any known farseer, you are obviously aware of... a certain tragedy.&amp;quot;  Eldrad made no motion to acknowledge that he heard what was said, and Ronahn waited even longer, weeks passing by in his maelstrom of emotion.  Finally, Eldrad spoke.&lt;br /&gt;
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&amp;quot;No.&amp;quot;  Just that one word, without emotion. &lt;br /&gt;
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This confused Ronahn, enough that he forgot his manners and challenged: &amp;quot;No, father?&amp;quot; &lt;br /&gt;
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Eldrad, finally lifting his eyes and looking at his son, tossed the writ to the floor at his feet.  &amp;quot;Of course not&amp;quot;, Eldrad spat. &amp;quot;You know very well this is the time when I meditate, go to warp and play chess with the guys. It always ends in a tie, &amp;quot; Eldrad sneered, &amp;quot;and I can&#039;t let Tzeentch, the Deceiver, the Emperor or Cegorach get the better of me by allowing myself to be interrupted, now can I?  Don&#039;t answer that, it was a rhetorical question.&amp;quot;  Eldrad folded his hands before him, in a mockery of an student&#039;s posture before a teacher.  &amp;quot;If, however, you have news for me instead of wasting my time with vague questions, I&#039;m all ears&amp;quot;. &lt;br /&gt;
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Ronahn hesitated, then announced &amp;quot;Father; Taldeer, my sister... she is dead.&amp;quot; &lt;br /&gt;
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A few moments of chilly silence followed.  When Ronahn said nothing else, Eldrad quipped &amp;quot;Oh, well can&#039;t be helped, what&#039;s done is done.&amp;quot;  Ronahn was visibly shocked by his father&#039;s apathetic response.  It should have been unsurprising, for someone familiar with Eldrad&#039;s history of self-involvement and callous machinations.  &amp;quot;Father!&amp;quot;, Ronahn exclaimed , &amp;quot;how could you be so cold when this is the death of your own flesh and blood?&amp;quot; &lt;br /&gt;
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Eldrad snorted and replied, &amp;quot;My flesh and blood does not guarantee the results will not be a complete idiot.  If she was so  cocksure in the accuracy of her farsight that she did not anticipate things not going just according to keikaku, then she deserves the reward for the absence of her planning.&amp;quot; &lt;br /&gt;
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Ronahn&#039;s shock with his father&#039;s callousness overwhelmed his restraint.  Boiling with anger, he shouted, &amp;quot;You &#039;&#039;complete&#039;&#039; and &#039;&#039;utter &#039;&#039;&#039;dick!!!&#039;&#039;&#039;&#039;&#039;&amp;quot;  Eldrad received this retribution with the first show of emotion since Ronahn entered the chamber: &amp;quot;why, thank you for the compliment; I do try my best,&amp;quot; he said with smug satisfaction.  Ronahn, speechless with anger and contempt, stormed out of the chamber.  In his temper, he failed to notice Macha and Caerys waiting outside until he nearly bumped into them. &lt;br /&gt;
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&amp;quot;Ronahn!&amp;quot;, Macha exclaimed, bubbling with excitement. &amp;quot;Have you heard the news of Kronus campaign?&amp;quot; Ronahn&#039;s disgust rose in his throat. He knew Macha would be delighted to hear of Taldeer&#039;s demise.  He knew Caerys was the same, and the satisfaction on her face confirmed his low expectations.  &amp;quot;Yes, dear sister&amp;quot;, Ronahn grunted, regaining his restraint by flexing his hands at his sides. &amp;quot;You are not the least distressed regarding our sibling&#039;s death, are you?&amp;quot;  Macha, in a transparent feigning of compassion, cooed, &amp;quot;Oh my dear brother, of course I&#039;m upset...&amp;quot;  After a dramatic pause, she continued: &amp;quot;I&#039;m upset I didn&#039;t get to see that bitch die!&amp;quot;  Macha and Caerys laughed at this great wit, and gave each other a high five.  They skipped merrily around Ronahn and into Eldrad&#039;s chamber.&lt;br /&gt;
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Ronahn stood still in the hallway, stunned that his own family and best friend cared so little about his sister&#039;s death. His disgust climbed high enough to leave a burning taste in his mouth.  He would never see his sister again.  Who was at fault? His uncaring family?  The apathy of Caerys?  Did he not do enough himself?   After mulling these thoughts over, he came to the conclusion that blame laid at the feet of the person he entrusted with Taldeer&#039;s safety.  Surely, the Vindicare assassin was to blame for failing to protect Taldeer.  Ronahn&#039;s heart burned with the fires of hate -- fires that could only be extinguished with the bitter-sweet blood of vengeance.  With that certainty, he swore an oath:&lt;br /&gt;
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&amp;quot;I swear, by the bloody hand of [[Khaine|Khaela Mensha Khaine]], I will see that bastard pay &#039;&#039;WITH HIS LIFE!&#039;&#039;&amp;quot;&lt;br /&gt;
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==Kyras lays down the motherfucking LAW==&lt;br /&gt;
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http://www.youtube.com/watch?v=1498VcQjXlc&amp;amp;feature=channel_video_title&lt;br /&gt;
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Slaanesh wishes that ANY of his/her/it&#039;s champions could talk down to the Eldar so well.&lt;br /&gt;
** Eliphas is good too, despite being an Undivided Lord who leans to Khorne. &#039;&#039;&#039;SEND MY REGARDS TO SLAANESH, ELDAR!&#039;&#039;&#039;&lt;br /&gt;
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==Trivia==&lt;br /&gt;
* He&#039;s one sexy beast, though not as sexy as [[Cyrus|Spike Spiegel]].  They both share the same school of stealth-and-snipery-and-complaining.&lt;br /&gt;
* He actually had the balls to say &amp;quot;Slaanesh&amp;quot; (for the Eldar, this is like saying &amp;quot;[[Harry Potter|Voldemort]]&amp;quot; out loud!).&lt;br /&gt;
* Previously disliked the relationship between his sister and the vindicare assassin. But now that Taldeer&#039;s dead he doesn&#039;t dislike the latter anymore...&#039;&#039;&#039;HE FUCKING DESPISES THAT SON OF A BITCH FOR FAILING TO PROTECT HIS TWIN SISTER !!! OH SHIT, RONAHNS A RAGING HURRICANE OF VENGEANCE !!!!&#039;&#039;&#039;&lt;br /&gt;
* We don&#039;t know what he thinks of his Half-Eldar Niece [[Lofn]], but presumably he has a soft spot for her buried somewhere in him.&lt;br /&gt;
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{{Eldar-Characters}}&lt;br /&gt;
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[[Category: Dawn of War]]&lt;/div&gt;</summary>
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