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