Space Hulk Ascension

Space Hulk Ascension

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Cold Corridor Combat
By dv and 5 collaborators
Documentation for the mod "Cold Corridor Combat".
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General
This mod for the game "Space Hulk Ascension" is mainly intended to have all ten twentyseven available Chapters play in different and unique ways. It also adds a campaign with misisons hidden by Full Control.

This guide is current as to V2.2.1.

This mod does not affect DLCs. In order to play a Chapter or campaign, you need to own the DLC.
Achievements work with no change.

If Games Workshop or Full Control think that any part of this mod challenges their intellectual property, just let me know and I'll remove it ASAP.
Old Savegames
Savegames from the vanilla game do not work with this mod. Some may work for a while but create problems eventually.

Features added in Versions 0.2.6.1 and 0.3 break save game compatibility. Savegames from older versions do not work properly. This cannot be helped. Start new games.
Download and Installation
You can download this mod from moddb.com:
http://www.moddb.com/mods/cold-corridor-combat

This mod requires beta version 1.4.2b2-14263 "public_test" of Space Hulk Ascension. The last thing the developers did was update the regular version to that beta. There is no need to select the beta any more.


Short version
Unpack the archive into your game directory. That should place all files in the correct locations.


Long version
Files need to be in the following directories:
file directory *.assets game_Data level* game_Data *.dll game_Data\Managed *.png game_Data\StreamingAssets

For standard installations, the game directory is in this location:
C:\Program Files (x86)\Steam\steamapps\common\Space Hulk Ascension


After installation, you may have to load key defaults in options/input menu.
Deathwatch High Resolution Textures
This optional download supplies high resolution textures for Deathwatch:
https://www.moddb.com/mods/cold-corridor-combat/addons/cold-corridor-combat-deathwatch-hires-v2-0

WARNING:
Deathwatch with this textures is very resource heavy. Using them may cause memory-related issues, including crashes, in loadout screen. Especially if you switch betweeen a high number of chapters without starting a mission. So far there has been no problem during combat.

Installation:
Install the mod first. Then install this file on top of it. Installation follows the same procedure as installation of the mod.
Campaign 7: Strike Deep
Full Control hid six missions for a campaign called "Strike Deep". They were probably intended for a future DLC. Now these missions are available for play.

User Chance Callahan wrote the story for this campaign.

Experienced Terminators recommended.
Changes to Genestealers
Genestealer spawn size increases at average Terminator levels 5, 8, 10 and every 10 after that. Probability for armour increases at average Terminator levels 5, 8 and 10.
Genestealers may gain horns. Which make them more dangerous in melee. Probability depends on average Terminator level.
Acid Maw grants immunity from acid. In the same way Broodlords are immune.

Genestealers evolve into thirteen new types. They combine the best of multiple types:
  • Vectori Broodlord. Extremely rare, resilient and lethal.
  • Broodlord with Scything Talons
  • Feeder Tendrils and Scything Talons
  • Flesh Hooks and Scything Talons
  • Flesh Hooks and Feeder Tendrils
  • Flesh Hooks, Feeder Tendrils and Scything Talons
  • Acid Maw and Scything Talons
  • Acid Maw and Flesh Hooks
  • Acid Maw, Flesh Hooks and Scything Talons
  • Acid Maw and Feeder Tendrils
  • Acid Maw, Feeder Tendrils and Scything Talons
  • Acid Maw, Flesh Hooks and Feeder Tendrils
  • Acid Maw, Flesh Hooks, Feeder Tendrils and Scything Talons

Broodlords have 4 HP instead of 3. Armour now gives +2 HPs instead of +1. These changes increase difficulty. Especially as damage relic upgrades for weapons are reduced from +2 to +1.

Changes to Terminators
Some changes to Terminators affect all Chapters. They are listed below. Changes that affect one Chapter are listed in the corresponding sections of this guide.
  • The new game chapter select screen has a 2nd page for additional chapter choices.
  • Area effect psychic powers have a reduce probability to kill and higher points cost.
  • To avoid killing your own Terminators because of bad starting stats, willpower and perception always start at 2.
  • Dark Angels and Angels of Redemption start with agility 4.
  • Terminators are immune to area explosions that cause 1 or 2 points of damage (e.g. frag missile).
  • Terminators with melee only weapons add a small missile launcher.
  • Terminators may swap positions within a squad (except squad leader).
  • Ranged and Melee Terminators use different shades of green colour.
  • Maximum Terminator level is C. Not X. The extra levels have reduced XP requirements. The main bonus is increased rank at levels XX, L and C which results in increased Battle Hero and Sergeant command range. The levels also affect Genestealer spawns.
  • Most Temrinators unlock an additional weapon or piece of equipment at level XX, some at llevel XV.
  • Flash mission chance is always 100 % to compensate for high number of relic upgrades. Some locations cannot support a flash mission no matter what.
  • Number of Terminators in a squad is no longer fixed at 5. Code allows 3 to 6.
  • Maximum number of XP for kills depends on number of Terminators in a squad.
  • All heads, bodies and adornments are used when generating a Terminator.
Weapons and equipment
  • Cyclone Missile Launcher and Equipment are no longer mutually exclusive.
  • Ranged Terminators have access to Chainfists at level 4.
  • Heavy Terminators have access to Motion Detectors at level 4. Most Chapters get Servo Skull Scanners at level 1 as well.
  • Librarians and Apothecaries have access to Motion Detectors at level 3.
  • Thunder Hammer and Storm Shield combinations inflict 2 points of damage.
  • Thunder Hammer Thundercrack & Storm Shield Targa: Attack bonus from shield moved to hammer. (Combat calculations ignore shield attack bonus.)
  • Number of weapon inventory slots increased from 10 to 16.
  • Grenade Launchers provide a single grenade in an equipment slot.
Relic Upgrades
  • Relic upgrades are available for all weapons and variants except some unique weapons.
  • Relic upgrades have one level. No more randomness.
  • Added reload upgrade for Assaulc Cannon, Heavy Flamer and Plasma Cannon and variants.
  • Removed heat relic upgrade for Assault Cannon.
  • Damage relic upgrades are +1.
  • Heat and Ammo upgrades are normally +20 % of default value.
  • Accuracy is +30 % for 2 Assault Cannons, +10 % for all other ranged weapons and +20 % for all melee weapons.
  • Range upgrades are +2 for flamers, +5 for other heavy weapons and +7 for (Storm) Bolter. Melta combi weapons have a +1 range upgrade as well.
  • Extra shots are only available for Storm Bolter and Assault Cannon including variants.
Skills
  • Heavy Terminators have access to Improved Photolenses. (Not all Chapters benefit.)
  • Apothecary, Heavy and Melee Terminators have access to Annihilator. (Not all Chapters benefit.)
  • Librarians and Apothecaries have access to Fire Proof at level 8 and Battle Hero at level 10.
Chaplain
  • Battle Hero Aura for +1 AP and +1 BS
  • Broodlord Slayer
Techmarine
  • Door Breacher
Lieutenant
  • Class bonus: +5 % melee attack; -5 % ranged attack
Blood Angels
"For The Emperor and Sanguinius!

The Blood Angels are one of the 20 First Founding Legions of the Space Marines and were originally the IX Legion before the Second Founding broke the Legiones Astartes up into separate Chapters of 1000 Space Marines. They are well-known across the galaxy for their bloodthirsty nature in battle and feared for the curse of flawed gene-seed they carry. The Blood Angels are amongst the longest-living of the Adeptus Astartes, with some of the Chapter's Space Marines having served the Emperor of Mankind for over a thousand standard years.

Changes to Chapter:
  • The Archangels are led by the indomitable Captain Karlaen “The Shield of Baal”. He takes to the battlefield with his master crafted weaponry and the Aureate Halo relic that was forged in 2nd founding. The Captain develops further than a sergeant, granting him two additional skill slots.
  • Sergeants may equip a combi-melta and it's variants.
  • An Epistolary as a high ranking Librarian utilizing 5 psychic powers in addition to Combi-Meltas replaces the standard Librarian.
  • They have one Sanguinary Priest (requires Dark Angels or Successor Chapters DLC).

No change to the original chapter bonus: +5 PSI points.
Flesh Tearers
"For the Emperor and Sanguinius! Death! DEATH!"

The Flesh Tearers is the smallest Second Founding Successor Chapter of the Blood Angels. Infamous for their savagery and brutality, the Flesh Tearers excel in close quarters combat and are feared throughout the Imperium by both foes and allies alike.

Change to the original chapter bonus: +5 PSI points removed.

Changes to Chapter:
  • All Terminators have Acid Proof by default.
  • Lightning Claws have an extra attack.
  • One squad must be led by a Librarian that is an extremely proficient melee fighter.
  • Librarians have a Melee Terminator Class bonus and may equip Lightning Claws and Thunder Hammers and Storm Shields. They also project an aura that increases Toughness by +2.
  • Librarian Psychic Powers reworked.
Ultramarines
“We march for Macragge!”

The Ultramarines are considered one of the strongest and most honoured of all the Space Marine Chapters in the Imperium of Man and were responsible for almost single-handedly holding the Imperium together after the Horus Heresy. Highly disciplined and courageous warriors, the Ultramarines have remained true to the teachings of their Primarch Roboute Guilliman for 10,000 standard years. The Ultramarines were originally the XIII Space Marine Legion and were known as the "War-Born" before the reforms that initiated the Second Founding and reshaped the Imperium after the Heresy on the orders of Guilliman himself.

They favour ranged combat and as such they have a +5% Chance to hit for ranged weapons and -5% Chance to Hit for melee weapons.

Changes to Chapter:
  • Specialist class Terminator that replaces the Combi-Flamers and Combi-Meltas with Combi-Plasmas.
  • Sergeants may use Lightning Claws, Thunder Hammers and Storm Shields and can equip an Iron Halo.
  • Heavy Terminators are able to combine heavy weapons (Assault Cannons and Heavy Flamers) with a Cyclone Missile Launcher.
  • They have one Apothecary (requires Dark Angels or Successor Chapters DLC).
Novamarines
“Courage and Honour!”

The Novamarines is a Loyalist Space Marine Chapter and Second Founding Successor of the Ultramarines Legion. An ancient and proud Chapter, the Novamarines are hard-line adherents of the Codex Astartes who consider the writ of this sacred text, penned by their blessed Primarch Roboute Guilliman, to be divinely ordained law. In the past, they have been known to draw blood against those who would stray too far from the Codex

They have +5% Chance to hit for ranged weapons. -5% Chance to hit for melee weapons.

Changes to Chapter:
  • New Cyclone Missile Launcher variants. [Incendiary, Inferno, Krak + Incendiary]
  • Sergeant may equip Lightning Claws and Thunder Hammer and Storm Shield.
  • All Terminators with the exception of the Librarian may equip a Cyclone Missile Launcher.
  • Removed Combi-Flamers from ranged class Terminators.
  • Added Specialist class with Combi-Flamers and Combi-Meltas.
  • Heavy Terminators may only equip Storm Bolters and Combi-Plasmas.
  • They have one Apothecary.

For cleanse objectives, the frag Cyclone is available at level 1.
Space Wolves
“For Russ and the Allfather!"

Vlka Fenryka or "Wolves of Fenris," are one of the original 20 First Founding Space Marine Chapters. the Space Wolves are renowned for their anti-authoritarian ways and their embrace of their homeworld Fenris' savage barbarian culture as well as their extreme deviation from the Codex Astartes in the Chapter's organisation.

Space Wolves can field pure melee squadrons. Doing so may leave them unable to achieve a cleanse objective.

No change to the original chapter bonus: -5% ranged attack and +5% melee attack.

Changes To Chapter:
  • Lineup of 20 Terminators.
  • Pack Leaders replace Combi-Plasmas with Combi-Meltas.
  • Rune Priests may equip Wolf Claws and Thunder Hammers and Storm Shields.
  • Heavy Terminators gain Frost Axes, Wolf Claws and Thunder Hammers and Storm Shields.
  • Melee Terminators benefit from Executioner Skill.
  • New Terminator Class “Ancient”: Identical to Melee Terminators but has access to Combi-Flamers and Combi-Plasma without the annihilator skill and uses Frost Swords instead of Frost Axes.
  • New melee weapon: "Wolf Claws: Hati" which gives +35% Attack Bonus.
Salamanders
“Into the fires of battle, unto the Anvil of War!"

The Salamanders are one of the Loyalist First Founding Chapters of Space Marines. Know originally as the Dragon Warriors, they have a natural affinity to fire due to the nature of their homeworld, the volcanic Death World of Nocturne.

Chapter bonus: Skill Fire Resistant renamed to Fire Proof. Removed reference to the other chapter bonus "+2 to range definition". It does not exist and never did.

Changes To Chapter:
  • New Combi-Flamer variant “Pyroclast”.
  • Sergeant, Librarian, Ranged and Melee class Terminators may equip Combi-Flamers.
  • Proximity Mine Flamer has a larger blast radius.
  • All Terminators have access to Proximity Mine Flamer.
Dark Angels
“Repent! For tomorrow you die!"

The Dark Angels are considered amongst the most powerful and secretive of the Loyalist Space Marine Chapters. They were the 1st Legion of the original 20 Space Marine Legions to be created during the First Founding of the 30th Millennium. Though they claim complete allegiance and service to the Emperor of Mankind, their actions and secret goals at times seem at odds with that professed loyalty, as the Dark Angels strive above all other things to atone for an ancient crime of betrayal committed over 10,000 standard years ago against the trust of the Emperor during the time of the Great Crusade and the Horus Heresy.

Changes To Chapter:
  • All Terminators start with Agility 4.
  • Ranged Terminators have access to Combi-Plasma weapons and Annihilator skill.
  • All Terminators may equip a Plasma Cannon at level 10.
  • The Apothecary is elevated into the rank of Master Apothecary and can bring four of his seven powers into battle. He may also replace his Narthecium with a Power Sword.
  • Sergeant and Master Apothecary have Annihilator skill by default.
  • Heavy class can combine a Cyclone Missile Launcher with a plasma combi weapon.
Angels of Redemption
“A moment of Laxity spawns a lifetime of Heresy!"

The Angels of Redemption is a Loyalist Chapter of Space Marines and a Second Founding Successor Chapter of the Dark Angels Legion. They are almost as famous as their progenitors, but are known to quickly abandon war efforts, at grievous cost to their allies, in favour of hunting the Fallen. As such, most Imperial forces refuse their help, which causes some conflict with Space Marines of other Chapters The Angels of Redemption differentiate somewhat from their Dark Angels fore-bearers, which replaced the the 1st and 2nd Companies with the Deathwing and Ravenwing respectively. Instead, the Angels of Redemption have dubbed their first 2 companies Redwings in emulation.

Changes To Chapter:
  • All Terminators start with Agility 4.
  • One Apothecary per squad.
  • Heavy Terminators may only equip Combi-Plasmas and a Plasma Cannon.
  • Heavy Terminators have access to all equipment available to Ranged and Melee Terminators.
  • All Terminators may equip a Plasma Cannon at level 10.
  • Sergeant has Annihilator skill by default.
Imperial Fists
“Primarch-Progenitor, to your glory and the glory of Him on Earth!"

The Imperial Fists are one of the First Founding Chapters of the Space Marines and were originally the VII Legion of the Legiones Astartes raised by the Emperor Himself from across Terra during the Unification Wars. The Imperial Fists stand out from other Space Marine Chapters since they possess no fixed homeworld, although they are most frequently based on Terra. Instead, the Imperial Fists rely on their 10,000-year-old mobile space fortress, Phalanx, to serve as their fortress-monastery.


Changes to Chapter:
  • Added new unit: Standard Bearer: A melee class Terminator with a small aura that gives +1 to Weapon Skill.
  • New Storm Bolter Variant.
  • All flame weapons have been removed.
  • Heavy may carry Tarantula Sentry Mk. 1.
  • Melee Terminator has access to Boarding Shields.
  • Librarian instead of one Sergeant.
  • They have one Apothecary (requires Dark Angels or Successor Chapters DLC).

Recommended for veteran players only.
Crimson Fists
“There is only the Emperor!”
“He is our shield and protector!”

A second founding chapter of the Imperial Fists, The Crimson Fists have suffered great losses defending their home planet, Rynn's World from an Ork invasion and their numbers were reduced greatly. Subsequently, the Crimson Fists can ill afford to lose more of their 1st company veterans.

They retain the original 10 % defense Chapter bonus. They also remove heat quicker than any other Chapter.

Changes To Chapter:
  • Roster reduced to 12 Terminators total.
  • Only 4 Terminators per squad.
  • All Terminators have 4 skill slots.
  • Increased size of Sergeant command aura.
  • New leader unit: Chaplain.
  • Librarian
  • +1 Perception Range.
  • Start with relic upgrade for Power Fist.
  • Only the Heavy has access to 2 patterns of the Tarantula Sentry Gun.
Omega Skulls
”For Terra! and the Chapter!”

Omega Skulls have close ties to the Adeptus Meachanicus. This gives them access to one Techmarine per squad, five different types of grenades, Skull Probe and unique combi-weapon variants for their Flamer and Melter class Terminators.

The Omega Skulls specialize in the capture and apprehension of dangerous Xenos specimens for the Adeptus Biologicus, henceforth they have access to experimental stasis munitions that paralyze the target without inducing any harm.

The chapter’s Librarius contains secret tomes that enable them to harness the powers of the immaterium to bend space and time enabling them to trap their prey in a temporal field making it invulnerable yet frozen in time temporarily.

Their Techmarines have been provided with Life Form Scanners by the Magos Biologis of Mars to aid them in the identification and acquisition of xenos for further study.

Chapter bonus: Grenade use costs 0 action points. They are also able to use equipment without using it up: Every Terminator can use equipment once per rank (but not per piece of equipment) before the items start to disappear.
Deathwatch
“Suffer Not The Alien to Live"

Chamber militant of the Ordo Xenos, Deathwatch Kill-Teams are expert alien hunters charged with the destruction of all the vile xenos species that plague the Imperium of Man.

Consisting of Space Marines from innumerable chapters, battle brothers who took the Apocryphon Oath have sworn their duty to the Inquisition and must stand the long vigil.

Because the Deathwatch are a valuable asset and their numbers few, they are sent only on the most dangerous missions facing the most abhorrent and viscious Xenos monstrosities.

A roster of 20 Terminators from all previously created chapters and an additional Black Shield.

Chapter bonus: Every Terminator uses the Chapter bonus from his home Chapter.

Evolved Genestealers with better stats, higher probability of Broodlords appearing and Vectori Broodlords never show up single.

Recommended for experienced players only.

Requires all four DLC.

Space Wolves Bloodhowl Great Company
“Fenrys hjølda!”

The Great Company of Wolf Lord Sven Bloodhowl of the Space Wolves Chapter favours quantity over quality.
Sven Bloodhowl's warriors tattoo themselves not only with their volcanic icon, the Fire Breather, but also with runes and scenes from their own sagas. Sven himself is tattooed from head to toe, yet still he requires more room, for his kin prefer to win their victories in the glory of close combat. The Firehowlers also tattoo themselves with Bloodhowl's volcanic icon, the Fire Breather, alongside runes and scenes from their own sagas. Sven Bloodhowl has been missing since he assaulted

Chapter bonus: -5% ranged attack and +5% melee attack in addition to all changes from Space Wolves chapter.

Chapter Bonuses:
  • Squads consists of 6 Wolf Guard Terminators.
  • New leader unit: "Wolf Priest"
  • All Terminators except leaders have only 2 skill slots.
  • All Terminators have a reduced number of equipment slots.
  • All Terminators start with reduced attribute values.
  • Storm Bolters overheat quicker.
  • Heavy Flamers and Assault Cannons have less ammo per magazine.

White Scars
"For the Emperor and the Khan!"

The White Scars are a Loyalist Space Marine Chapter and one of the First Founding Legions of the Adeptus Astartes. Known and feared throughout the Imperium of Man for their highly mobile way of war, the White Scars are considered the masters of the lightning strike and hit-and-run attack and are particularly adapted to the use of the Astartes Assault Bike as their mechanical steeds and their forces contain an unusually large number of Bike Squads compared to other Chapters. Bearing the ritual scars of bravery, these fierce warriors fight with all the tribal savagery that define the fierce steppe nomads of their homeworld Mundus Planus, known to them as Chogoris, bringing swift death to all of the enemies of the Imperium.

Chapter Bonuses:
  • White Scars can perform a free 90° turn after every move. They effectively use the same movement rules Genestealers do.
  • The Librarian is changed to a Stormseer with different psychic powers.
  • All Terminators start with Sustained Fire skill.
  • They have one Apothecary (requires Dark Angels or Successor Chapters DLC).

Requires Imperial Fists DLC.
Blood Ravens
“Knowledge is power, guard it well."

Blood Ravens field multiple Librarian units:
  • Captain-Librarian: A very potent Psyker with many bonuses. +5 PSI points. +1 AP aura at level 8. Five slots for power psychic powers which include teleportation. Aegis suit and psychic hood as equipment choices.
  • Epistolary: Librarian squad leader similar to other chapters but with a different selection of powers.
  • Pyromancer: A Librarian that is a master of fire and flame. Has access to fire oriented powers to achieve cleanse objective.
  • Codicier: Overseer of Lexicanni with a better grasp of the Empyraen arts but remain Librarians in training. They have access to three psychic powers.
  • Lexicanum: Lowest Librarian rank with only two psychic powers.

Requires Salamanders DLC.

Deathwing HQ
"For the Lion!"

Deathwing HQ fields three Terminators per squadron. Each of them is well above average and they bring a lot of equipment and skills.

Chapter boni are AG4, 4 attribute points at level 1, +5 focus and +5 Apothecary points. The Honour Guard has +5% melee and +5% ranged attack class bonus. Every class can swap places with every other.

Due to game mechanics, the Heavy class Terminator is essential for cleanse missions. He can combine his heavy weapon with a Cyclone Missile Launcher.

Requires Dark Angels DLC.
Iron Hands
"The Flesh is Weak!"

The Iron Hands are a Loyalist Space Marines Chapter and one of the original First Founding Space Marine Legions created from the gene-seed of their martyred Primarch, Ferrus Manus. Like the other Loyalist Astartes Legions, the Iron Hands would later be divided up after the Horus Heresy into multiple different Chapters, as required by the Codex Astartes.

Although unwavering in their faith in the Emperor of Mankind and His dream of human unity as embodied in the Imperium of Man, the Iron Hands also believe that human flesh is weak and easily corruptible and strive to replace their organic bodies with more "pure" bionic substitutes, thus closely emulating the faith of the Adeptus Mechanicus' Cult of the Machine.

Chapter Bonuses:
  • New leader unit "Iron Father" : A Chaplain with 5 equipment slots and "Lifeform Scanner" by default. He also has unique equipment such as "Powerfield Generator Mk 2" and "Proximity Mine Suppresssion".
  • New equipment "Lifeform Scanner": It reveals the type of Genestealers inside perception range. Sergeants can use it while the Iron Father always carries one by default.
  • Heavy Terminators have access to three new missile types for the Cyclone Missile Launcher and a new skill (Cyclone Targeting Matrix).
  • New Cyclone Missile Launcher Variants (Stun, Suppression, Stun+Krak, Suppression+Krak, Penetration).
  • Plasma Cannon Ryza Pattern with a new precision firing mode, which can be combined with a Cyclone Missile Launcher.
  • Heavy Terminators can choose between 4 ammo types for the Storm Bolter and its variants (Seeker, Kraken Penetrator, Shrapnel, Inferno).
  • Heavy Terminators may equip an ammo pack that grants 1 additional reload to heavy weapons (excluding Cyclone Missile Launchers).



Requires Successor Chapters DLC.
Angels Vermillion
“By the Blood of Sanguinius!”

The Angels Vermillion is a Second Founding Successor Chapter of Space Marines created from the gene-seed of the Blood Angels. Its Chapter homeworld Corinal lies in the Eastern Fringes of the galaxy. Alone of the Blood Angels' successors, the Angels Vermillion shun all contact with their brother Chapters, choosing to bear their lingering curse in solitude and isolation. Little is recorded of the Angels Vermillions' actions in the days since the Second Founding, but whenever the Chapter is mentioned, its battle record is nothing short of exemplary. Indeed, there are many among the Blood Angels Chapter Council who advocate efforts to establish closer ties to this elusive Successor Chapter, yet for reasons known only to himself, Lord Commander Dante has always refused.

Chapter Bonuses:
  • All Terminators have access to "Red Thirst" ability that may only be used once per mission.
  • Red Thirst grants the Terminator +2 Action Points and increases Toughness by 12 points until the start of their next turn.
  • 2 Heavy Terminators per squad.
  • Assault Cannons have new default firing mode: Ammosaving that fires 4 rounds instead of 10.
  • All Terminators may equip Purity Seals which grant the wielder various bonuses.
  • Heavy Terminators can equip an "Ammo Pack" that grants one additional reload to heavy weapons.
  • Heavy Terminators may choose from 4 different Ammunition types for the Assault Cannon (Seeker, Kraken Penetrator, Shrapnel, Inferno).
  • Sergeant has Tarantula Sentry Gun MK III

Requires Successor Chapters DLC.
Raven Guard
“Victorus Aut Morti!”

The Raven Guard is one of the original First Founding Chapters of the Space Marines and was originally the XIXth Space Marine Legion before the Second Founding and the adoption of the Codex Astartes. Named for a Terran avian seen by many cultures as the herald of fate and messenger of death, the Raven Guard have served the Emperor faithfully throughout the glories of the Unification Wars, the Great Crusade and the dark days of the Horus Heresy and beyond. From its earliest days, the warriors of the XIXth Legion were known as cunning and patient hunters, adept at biding their time until the moment to strike was at hand. When the Legion was united with its Primarch -- Corvus Corax, the Raven Lord, the Deliverer, theirs was a form of warfare exemplifying speed, stealth and precision which was codified into their doctrine and under the ivory-skinned, shadow-eyed and sable-haired Primarch, the XIXth Legion carved its name in the annals of the Great Crusade.

Chapter Bonuses:
  • All Terminators start with +1 Perception Range.
  • All Terminators have Teleport Homers by default.
  • New Equipment: "Servo Skull Scanner Mk2". A more advanced variant of the standard Servo Skull, it has a better Auspex array and it can be launched at a range 1-10.
  • Motion Detectors are replaced with an "Auspex" that increases Perception Range by an additional 5 points instead of 3.
  • The Blackwings spearheading the assault are led by the Lord of Deliverance Shadow Captain "Vykar Kaed" who may bring about "Swifstrike and Murder", relic lightning claws of the XIX legion. In addition to previous bonuses, he has two more skill slots and an Iron Halo.
  • They have one Apothecary.

Requires Successor Chapters DLC.
Black Templars
"No Pity! No Remorse! No Fear!"

The Black Templars is a Loyalist Second Founding Space Marines Chapter derived from the Imperial Fists' gene-seed and their Primarch, Rogal Dorn. Their origin can be traced back to the Imperial Fists' defence of Terra during the Horus Heresy. Since that time, the Black Templars have been on the longest Crusade the Imperium of Man has ever known to prove their loyalty to the Emperor of Mankind. They are not a Codex Astartes-compliant Chapter and maintain a very different Chapter structure and Chapter culture than is the norm amongst most of the Adeptus Astartes.

Chapter Bonuses:
  • All melee hits have a 25% chance to inflict an additional point of damage.
  • Main squad is a "Reclusiam Command Squad" that is led by a Chaplain commanding an Apothecary, Standard Bearer, Champion and a Sword Brother. The Champion has a melee class attack bonus while the Standard Bearer aura grants +1 Weapon Skill.
  • Two Terminators in each squadron have access to a grenade launcher with suppression grenades that inflict damage and suppresses any survivors.

Due to game mechanics, the Heavy class Terminator and, by extension, the second squad are essential for cleanse missions.

Requires Successor Chapters DLC.
Sanguinary Priesthood
The Sanguinary Priesthood enters combat led by High Priest Corbulo supported by a Chaplain.

  • Heavy Sanguinary Priest with Cyclone Missile Launcher, new missile and ammo types.
  • Sanguinary Initiate unlocks Apothecary Powers later than Sanguinary Priests.
  • New Apothecary Powers.


Requires Dark Angels or Successor Chapters DLC.
Space Wolves Redmaw Great Company

Chapter bonus: -5% ranged attack and +5% melee attack in addition to all changes from Space Wolves chapter.






Chapter Bonuses:
  • They perform melee attacks for 0 AP.
  • Specialist units: Iron Priest and Standard Bearer. Only one each can be on the active roster and they cannot be in the same squad.
  • Their combi-weapons are similar to Storm Bolters that do not overheat, have reduced accuracy and low ammo supply for the flamer, melta or plasma part.
Legion of the Damned
The Legion of the Damned is a mysterious band of Space Marines which appears unbidden when all hope seems lost, striding forth from its hidden netherworld to bring retribution to the Imperium's foes. Once their bloody work is complete the Legionaries vanish into myth once more. They are a legend, whispered in secret by a suspicious few, that the Emperor has the loyalty of a force from beyond reality. The Legion is an army of vengeance and of flame, a brotherhood of warriors who appear at first glance to be Space Marines but quickly prove to be more lethal than even those most formidable of transhuman warriors. These warriors are variously said to dwell in the spaces between this world and the realm of the Warp, in the hopes and dreams of desperate men, and in a pocket of reality eternally lit by the fires of hatred. Rare is the man that has witnessed the sudden violence of their attack, rarer still those with the strength of will to keep their sanity intact afterwards.

Chapter Bonuses:
  • They never reload their weapons.
  • They fight in absolute silence.
  • Teleportation psychic power for every Legionnaire.
  • All Legionnaires start with Fire Resistant skill.
  • Improved starting attributes.
  • Only 1 heavy Legionnaire.
  • The Legion is commanded by "Centurius" who functions as both a Librarian and an Apothecary.
  • The Legion carries no equipment except Inferno Bolt Rounds.
  • Available relic upgrades are for melee weapons only.

3 Chainfist variants allow cosmetic customization.

Cleanse objectives:
Every Legionnaire counts as a Heavy class Terminator and ranged weapons never run out of ammo.

Requires Imperial Fists DLC.
The Fallen
"What is it to be a Dark Angel? It is to be the first Legion, the honoured, the Sons of the Lion."

The Fallen are renegade Space Marines that split off from the Dark Angels Space Marine Legion ten thousand years ago and has since been scattered across space and time by a Warp Storm . They are the secret enemy of the Unforgiven, a group containing the modern Dark Angels Chapter and its successors. To those Fallen that dwell within the 41st Millennium, many have become Chaos Space Marines, others pirate and renegade warlords, while some have since regretted their heresy and live a life of peaceful seclusion

Chapter Bonuses:
  • 4 Terminators per squadron.
  • Optional 2nd Destroyer class Terminator in one squad.
  • Increased agility (same as Dark Angels).
  • Storm Bolter Ryza with 5 rounds per shot and suppression.
  • Melee weapons include single Lightning Claw, Boarding Shield and Empty Hand.
  • Lieutenant class bonus: +5 % melee attack; -5 % ranged attack.
  • Breacher class with unique combi-weapons and Boarding Shield.
  • Techmarine class bonus: Door Breacher.
  • Standard Bearer aura gives +1 weapon skill.
  • Apothecary has a full set of equipment but only 3 Apothecary points per rank instead of the usual 5.

Requires Dark Angels DLC.
Storm Wardens
"We are the storm! We are the fury!"

A Chapter of unknown founding and origin, the Storm Wardens hail from the forbidden world of Sacris in the Calixis Sector located in Segmentum Obscurus. Though they are shrouded in mystery and are looked upon with suspicion, they still safeguard mankind from the horrors of the vile Xenos lurking in the Halo Stars and the Daemonic incursions emanating from the raging warp storms. The Storm Wardens are renowned for being amongst the best swordsmen in the Emperium of Man, even within the ranks of the Adeptus Astartes.

Chapter bonuses include:
  • All Terminators have Blade Master skill by default.
  • Both Melee classes have access to all Power Sword variants, Heavy class to one.
  • New specialist melee class that combines the Cyclone Missile Launcher with the Thunder Hammer or Power Sword and Storm Shield combination.
  • Reworked Librarian Psychic powers.
  • Melee, specialists and sergeants can combine Power Sword with Storm Shield.
  • Tempest Amulets.

Requires Successor Chapters DLC.
Knights of Blood
Chapter Bonuses:
  • 6 Terminators per Squadron.
  • Improved Genestealers with better stats.
  • Black Rage: The Terminator gains +1 Toughness for every melee win, up to a total of +3. At the start of his turn, this bonus is reduced by -2 to a minimum of 0.

Requires Successor Chapters DLC.
Soul Drinkers










Chapter Bonuses:
  • 4 Terminators per Squadron.
  • Inquisitor squad leaders with small command aura similar to Sergeant and psychic powers but reduced starting attributes.
  • Every Soul Drinker unlocks one psychic power between levels 3 and 5.
  • Cyclone Missile Launcher with configureable loadout.

Requires Successor Chapters DLC.
Cleanse Missions
Some changes to Terminators affect the ability to achieve Cleanse Objectives. Because of that a closer look at Cleanse Missions is in order. Those Missions have several victory conditions:

1) Deploy a Heavy class Terminator.
Every squad has one. Except Deathwing HQ and Black Templars reclusiam command squad. The Pyromancer is a Heavy class Terminator. For Legion of the Damned, every unit counts as a Heavy class Terminator.

2) Heavy Terminator must survive.
Anyone with a Combi-Flamer qualifies in addition to Heavy class Terminators. At least one such Terminator must survive.

3) Heavy Terminator must not run out of ammo.
Anyone with a Combi-Flamer qualifies in addition to Heavy class Terminators. If all qualifying weapons carried by such Terminators are shot dry, the mission is lost. If there is no such weapon, this defeat condition should never trigger (requires testing). Those weapons are: Combi-Flamer, Heavy Flamer, Assault Cannon, Wolf Claws (which always have zero ammo!) and all variants. Plasma Cannon, Combi-Melter and Combi-Plasma carried by Heavy class Terminators probably count as well (requires testing). Cyclones do not (confirmed). Reloads are taken into account. A weapon with zero bullets but a reload is fine.

4) Something needs to destroy the objective.
This does not need to be a Combi-Flamer, Heavy Flamer or Assault Cannon. Plasma Cannon, Proximity Mines (Flamer), Hellfire, Fury of the Salamander, Nocturnes Fire and Frag Missiles can destroy the objective. Krak Missiles cannot.
Assault Cannons frequently require 2 AP to destroy the objective. The first shot can miss.
Legion of the Damned can destroy the objective by hitting a Genestealer with a (Storm) Bolter if the shot spawns fire.

If you go on a Cleanse Mission but forget required equipment, it is your own fault. With this mod the game does not stop you.
Known Bugs
  • Sometimes when selecting the frag CML in mission and hovering the mouse over a GS the red square indicating the AoE disappears.
  • V1.4.1 and V1.5 may break in-combat saves. Games with Cyclone Missile Launcher in particular. Loadout saves are fine.
  • Partial incompatibility V0.2.6.1 and V0.3: Old save games do not work properly. New games are fine.
  • The Tutorial is broken. Will not fix. (Tutorial campaign map used for campaign 7.)

Known bugs from the vanilla game:
  1. Imperial/Crimson Fists Sergeant: Can carry two Tarantulas. (Fixed in this mod.)
  2. Broodlords sometimes have 5 AP instead of 4. (Fixed in this mod.)
  3. Skill "Command Vox Range" changes graphics but has no other effect. (Fixed in this mod.)
  4. Assault Cannon on full auto can kill more targets than it has bullets.
  5. Assault Cannon attacks only a single tile when shooting over pits.
  6. Possible Terminator movement sometimes lacks green border.
  7. Start of player turn: Cannot do anything. The tile in front of one spawn point may have a green border. (Need to reload save from previous turn and do something different. Or try the "t" key to end turn.)
  8. Plasma Cannons available to anyone instead of Dark Angels only. Declared a feature later. Underlying bug not fixed and cause for the next one. (Workaround implemented in this mod.)
  9. Unlocked weapon: Plasma Cannon text repeats. (Fixed in this mod.)
  10. LC, LC Talon and WC: Descriptions do not match actual stats. (Changed in this mod.)
  11. SS Targa: Has an attack bonus which combat calculations ignore. (Fixed in this mod.)
  12. When finding a relic weapon upgrade, game displays internal weapon name. (Fixed in this mod.)
  13. Terminator wounds but does not kill Genestealer in melee: Missing audio.
  14. Damaged power field generater generates too much audio. (Fixed in this mod.)
  15. Damaged Tarantulas generate too much audio. (Fixed in this mod.)
  16. Plasma Cannon: Reload has neither animation nor audio.
  17. Apothecary has access to Blademaster but not to swords. (Changed in this mod.)
  18. Librarian and Apothecary do not have skill Fire Proof. (Might be a feature. Changed in this mod.)
  19. Imperial/Crimson Fists: Chapter bonus "heat management" works for Assault Cannons only. (Might be a poorly documented feature. Changed for Crimson Fists in this mod.)
  20. Flesh Tearers and Blood Angels Chainfist has wrong colour. (Or is it ugly by intent? Will not change.)
  21. AoR use DA Storm Shield. (Wrong colour. They need their own.) (Changed in this mod.)
  22. All Thunder Hammers feature the BA blood drop.
  23. Ultramarines and Novamarines rank 3 Sergeant shoulder pauldron graphics. (Fixed in this mod.)
  24. DarkAnglesRelicStormBolter01: Feathers have a graphic issue. (Fixed in this mod.)
  25. Novamarines Sergeant rank 2: "VI" on right shoulder pad and "IV" on left shoulder shield.
  26. Cyclone missile launcher: Missiles on right side are not centered in yellow circles. (Fixed in this mod.)
  27. Spent Cyclone missile heads are visible when reloading game. (Fixed in this mod.)
  28. Novamarines use Ultramarines Cyclone. (Fixed in this mod.)
  29. Cyclone position and rotation for Novamarines. (Fixed in this mod.)
  30. Assault cannon (non-relic; all chapters except BA/FT) barrel out of postion. (Fixed in this mod.)
  31. AoR sometimes(!) use Fist icon on mission map.
  32. Weapon inventory slots are neither perfectly aligned nor in the correct order. Some weapon graphics overlap right border. The line between both rows is not one line. (Fixed in this mod.)
  33. Action animation completion resets action menu of other Terminator. (Might be a feature to avoid simultaneous actions.)
  34. XP upgrade from chest works for the current mission. Not the next one. (Displayed text changed in this mod.)
  35. Force weapons attack a door: no animation. (Fixed in this mod.)
  36. Crimson Fists Tarantula Sentry Gun Mk II has neither bullets nor audio. (Fixed in this mod.)
  37. If volatile plasma kills a blib behind an acid maw 'stealer, blib graphic remains.
  38. Cellular Destabilizer Agent in-battle Tooltip: "An enemies ... have to a toughness ..." (Fixed in this mod.)
  39. Flesh Tearers body 4 legs and chest use Blood Angels red. (Texture FleshTearersAdornmentsDiffuse uses wrong colour.) (Fixed in this mod.)
  40. Assault Cannon position does not quite fit the arm.
  41. Imperial Fists and Crimson Fists Chapter symbol to large in savegame slot. (Fixed in this mod.)
  42. Smite claims to costs 2 PSI points instead of 4. (Fixed in this mod.)
  43. Left-clicking on a 'stealer attacks. If the Storm Bolter is out of ammo, the attack is performed with the melee weapon. At least if the target is diagonally in front of the Terminator.
  44. In combat, PSI/Apoth power tooltips are "GAME_TOOLTIP_NO_AP", "GAME_TOOLTIP_NO_DRUG_POINTS" and "GAME_TOOLTIP_NO_PSI". (Fixed in this mod by calling Localizer.GetText.)
  45. Force Barrier, Murderous Hurricane and PSI storm (area) tooltips claim range 10. (Fixed in this mod.)
  46. Metabolic Enhancer: Terminators inside command range at turnstart (Sergeant or Battle Hero) gain +1 or +2 additional AP. ("SHUnit.SetOneTurnStatsEffect" adds "SHUnit.cp" via "SHUnit.get_AP" and "SHUnit.get_CP") (Fixed in this mod.)
  47. Angels of Redemption have remains of Dark Angels dagger markings on adornements 2 and head 2. (Fixed in this mod.)
  48. Campaign select screen highlights current campaign. Bringer of Sorrow and Forge of Heroes are switched. (Fixed in this mod.)
  49. Unarmoured Broodlords wear armour. (Fixed in this mod.)
  50. Combi-Flamer and Melter can shoot at unlimited range if Bolter is empty. (Fixed in this mod.)
  51. Ultramarines body 2: Lamp above head has a graphic issue at the back.
  52. Objectunits (Servo Skull Scanner, Tarantula, C.A.T.) lose perception range indicator when loading game. (Fixed in this mod.)
  53. CtH display includes difficulty twice. Included in weapon and on its own.
  54. Class sprites of inactive reinforcements do not remain grey when changing weapon on another Terminator. (Fixed in this mod.)
  55. Force Axe Space Wolves starts with glow effect in loadout screen if the first selected Terminator is already equipped with one. (Fixed in this mod.)
  56. Terminator enters exit tile to end the mission. While doing so his (Storm)Bolter autofires (e.g. he is moving backwards). He keep firing endlessly after mission end in debriefing screen. https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1757481535
  57. TS description claims 10 % per point. It has always been 5 %. (Fixed in this mod.)

Continued in the next section.
Known Bugs in Missions
  1. Forge of Heroes, Wisdom of our Forbears (4), mission briefing: Objective 2 is not marked on the map.
  2. Closed shutter doors do not block LoS.
  3. Fall of Jotunheim (SW)/Circle of Swords (7) has five invisible doors along the east wall of the generator room. They are not doors but "breachable walls" of type door which the 'stealers have to destroy. Cannot do anything about it. (Will not change.)
  4. Sin of Damnation(BA)/Towards the Light (15): Objective text reads "Exit with 5 or more Terminators". The victory condition is 3. (Fixed in this mod.)
  5. Mission Bringer of Sorrow (DA)/Power (9) has three invisible walls: 23:18S, 22:17W, 21:17W. (Fixed in this mod.)
  6. Mission Fall of Jotunheim (SW)/Flash cleanse 12 has five invisible walls: 121S, 222S, 223N, 223S and 224S. (Fixed in this mod.)
  7. Shield of Retribution (IF)/Fires of Wrath (2) has four invisible walls: 917E, 918E, 964N and 966N. (Fixed in this mod.)
  8. Shield of Retribution (IF)/Victory in Blood (4): "/n" in objectives text. (Fixed in this mod.)
  9. Shield of Retribution (IF)/Heroes of a lost age (11) has three invisible walls: 1075N, 1075S and 1125E. (Fixed in this mod.)
  10. Hammer and Anvil (UM)/Flash Exit 9: Requires all 5 Terminators to exit. (Fixed in this mod.)
  11. Hammer and Anvil (UM)/Flash Exit 14: Requires only 3 of 10 Terminators to exit. (Fixed in this mod.)
  12. Hammer and Anvil (UM)/Flash Cleanse 9: Requires all 5 Terminators to exit. (Fixed in this mod.)
  13. Shield of Retribution (IF)/Flash Exit 19: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Fixed in this mod.)
  14. Shield of Retribution (IF)/Flash Exit 20: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Fixed in this mod.)
  15. Shield of Retribution (IF)/Flash Cleanse 19: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Fixed in this mod.)
  16. Shield of Retribution (IF)/Flash Cleanse 20: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Fixed in this mod.)
  17. Forge of Heroes (SAL)/Flash Cleanse 25: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Fixed in this mod.)
  18. Bringer of Sorrow (DA)/Flash Exit 29: Requires only 3 of 10 Terminators to exit. (Fixed in this mod.)
  19. Bringer of Sorrow (DA)/Flash Exit 30: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Fixed in this mod.)
  20. Bringer of Sorrow (DA)/Flash Cleanse 27: Requires all 5 Terminators to exit. (Fixed in this mod.)
  21. Bringer of Sorrow (DA)/Flash Cleanse 30: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Fixed in this mod.)
  22. Sin of Damnation (BA)/Regroupe (11): Defeat triggers when the 7th Terminator dies. Should be the 6th. (Fixed in this mod.)
  23. Forge of Heroes (SAL)/Secrets of the past (3): Item carrier cannot exit last. (Fixed in this mod.)
  24. Forge of Heroes (SAL)/Words of our Fathers (5): Item carrier cannot exit last. (Fixed in this mod.)
  25. Fall of Jotunheim (SW)/Flash Cleanse 4: Tiles 239 and 292 are blocked for no apparent reason. (Fixed in this mod.)
  26. Bringer of Sorrow (DA)/Psychic Dawn (5): Cannot deploy on tile 2778. (Fixed in this mod.)
  27. Shield of Retribution (IF)/Flash Annihilate 17: Tiles 687 and 849 are blocked and have no walls E and W. Tiles 335, 337, 362-364 and 389-391 are a pit one can move to. 714N and 822S have invisible walls. (Fixed in this mod.)
  28. Bringer of Sorrow (DA)/Stem the Tide (14): One shutter door blocks three tiles along the corridor. Not across. (Fixed in this mod.)
  29. Sin of Damnation (BA)/Pitfall (14): Mission ends when 3rd Terminator exits. (Fixed in this mod.)
  30. Bringer of sorrow (DA)/Pierce the Darkness (2) misson briefing: "They plans" (Fixed in this mod.)
  31. Hammer and Anvil (UM)/Knowledge is a Weapon (3) misson briefing: "Outnumbered hundreds to ones" (Fixed in this mod.)

If you know any more, please let me know.
Feedback Required
Feedback is required on the following issues in particular:
  • Relic upgrades: If you ever receive one the Chapter cannot use, please report it as a bug.
TODO
Can (probably) do on my own:
  • Change Apoth aura and effect range to depend on rank. (Aura: Possible. Effect: Possible. Ability available check: difficult.)
  • Potential relic upgrade: Reduce reaload cost from 4 AP to 3 AP. For weak weapons only. (2nd AC, Plasma Cannon)
  • Investigate 'stealer skins set in options. When does the game use them? (Seems to work fine.)

Help required:
  • Betatesters.
  • An artist who can create new images.
Changelog
V2.3 (under construction)
  • New hotkeys: "Set Overwatch On" and "Set Overwatch Off". Enables makros that always end with overwatch on or off.
  • 8 hotkeys for unit radial menu.
  • File "no_splash" in directory "Space Hulk Ascension" skips splashscreen animation.

V2.2.1 (current)
  • Bugfix: Missions with C.A.T. don't allow deployment.
  • Blast area template when selecting target for grenades or proximity mines.
  • Weapon descriptions during combat.

V2.2
  • Chapter 26: Knights of Blood.
  • In-game manual reworked.
  • Rescale combat UI for high resolution screens. See Options/Video.
  • Shoulder camera has five size options instead of two.
  • Shoulder camera remembers last settings (on/off, thermal, size).
  • Rotate combat camera by 15°, 30°, 45° or 90°. See Options/Video.
  • Enemy stats panel displays Genestealer WS, TS, WP and BS in addition to max. AP and hit points.
  • Terminator stats panel displays skills, equipment and psychic or apothecary powers.
  • Terminator skill, equipment and psychic power icons move closer together if required so they no longer overlap during combat.
  • All Terminator skills and Chapter boni displayed during combat.
  • More effects displayed in Terminator status section.
  • Random button for Terminator appearance tab.
  • Respec button for Terminators level 10+: Allows redistribution of attribute points.
  • Cyclone Missile Launcher attack button tooltips include remaining ammo.
  • Activate equipment button tooltips include number of remaining charges if more than 1.
  • Omega Skulls display number of additional equipment uses in radial menu.
  • Tarantula sentry gun: Rename variants and swap their icons.
  • Salamanders: Rename chapter bonus from "Fire Resistant" to "Fire Proof" bacause that is the skill's name.
  • Salamanders: Remove reference to chapter bonus "+2 to range definition" because it does not exist and never did.
  • Increase XP for killing Broodlord Vectori.
  • XP for Broodloord Vectori kill are in addition to the XP limit for killing Genestealers.
  • Add descriptions for attribute values 7-10 (TS: 20).
  • Master Crafted Combi-Bolter/Melta (Blood Angels Captain) has an unlimited number of reloads.
  • Bugfix: TS description claims 10 % per point. It has always been 5 %. (Bug in vanilla game.)
  • Bugfix: Objectunits (Servo Skull Scanner, Tarantula) lose perception range indicator when loading game. (Bug in vanilla game.)
  • Bugfix: Novamariens Lightning Claws (not variants) use blue right hand 2D sprite.
  • Improved Force Rod textures (lighting).
  • Bugfix: Select Deathwatch in chapter select screen. Click "back". Chapter buttons do not appear.
  • Bugfix: Skill Heat Management reduces heat at +50% rate (description wrong).

V2.1 (current)
  • 2 new chapters: SW Redmaw and Soul Drinkers
  • Modified stats for Morwenna & Levin Shield.
  • Changed psi slot unlock levels for Rune Priests from 1, 2 and 4 to 1, 4 and 6. Matches Psychic power unlock levels.
  • SW Bloodhowl Heavy unlocks 2nd equipment slot at lvl 20 together with supplementary ammo.
  • Novamarines Sergeant unlocks final launcher at level 12 instead of 20.
  • Psychic and Apothecary slots are more likely to get a power automatically when the slot unlocks.
  • Cyclone Missile Launcher variant with configureable loadout.

V2.0
  • Chapter 24: Sanguinary Priesthood
  • Apothecary for Imperial Fists, White Scars, Ultramarines, Novamarines and Raven Guard (requires Dark Angels or Successor Chapters DLC)
  • Crimson Fists Librarian
  • New weapon "Force Rod" for Librarians.
  • Terminators are immune to area explosions that cause 1 or 2 points of damage like Frag missiles.
  • Replace +ammo relic upgrades for Cyclone Missile Launchers with +damage. Existing savegames remove +ammo upgrades and try to replace them with another upgrade for the weapon. Reload save may yield different result.
  • Add Frag and Krak grenades to most Terminators.
  • New grenade variants for Deathwatch.
  • Terminators with melee only weapons add a small missile launcher.
  • Reworked Imperial Fists and Deathwatch Imperial Fists:
    • New Storm Bolter variant.
    • Standard Bearer gives +1 WS like other chapters.
    • Boarding Shield for Melee class.
    • Librarian replaces one Sergeant.
    • Add Apothecary (requires Dark Angels or Successor Chapters DLC)
  • Reworked psychic powers for Iron Hands.
  • Blood Angels Captain replaces unique melee weapon with Hammer of Baal.
  • Cyclone Missile Launcher for Dark Angels and Deathwing HQ Heavy class.
  • Most Terminators unlock a new weapon or piece of equipment at level 20, few at level 15.
  • Move Combi-Plasma and Annihilator from Dark Angels, Angels of Redemption and Deathwatch Angels of Redemption Melee class to Ranged class.
  • Remove Combi-Plasma, Power Sword, Annihilator and Blade Master from Angels of Redemption Apothecary.
  • Remove Power Sword and Blade Master from Black Templars and Deathwatch Black Templars Apothecary.
  • Remove 5th Apothecary power slot from Dark Angels and Deathwatch Dark Angels Apothecary.
  • Add 4 Terminators to SW Bloodhowl.
  • Order Cyclone Missile Launchers by unlock level in inventory slots.
  • Enemy information panel (bottom right corner of screen) displays even if weapon is overheated or out or ammo.
  • Swap Terminator positions in squad (except leader).
  • In-combat unit radial menu has 7 buttons instead of 5.
  • In-combat unit radial menu supports equipment, cyclone missile launcher and apothecary powers all on one unit.
  • Change Force Sword Ingellinda unlock level from 1 to 2 (all chapters).
  • Rename Force Sword Ingellinda to Deimos. Avoids confusion with Power Sword Ingellinda.
  • Rename Storm Bolter Ryza to Diamat for The Fallen. Avoids confusion with Space Wolves Bloodhowl.
  • Change colour of Deathwatch Techmarine and Codicier helmets to red and blue respectively.
  • Remove "can only be used by ..." from skill descriptions.
  • Reworked Crozius Arcanum graphics.
  • Servo-arm for Techmarines.
  • New graphics for Techmarine Power Axe.
  • New system for hires textures: Remove requirement to reinstall after every update.
  • Bugfix: Spent Cyclone missile heads are visible when reloading game. (Bug in vanilla game.)
  • Bugfix: Ultramarines and Novamarines rank 3 Sergeant shoulder pauldron graphics. (Bug in vanilla game.)
  • Bugfix: DarkAnglesRelicStormBolter01: Feathers have a graphic issue. (Bug in vanilla game.)
  • Bugfix: Force Axe Space Wolves starts with glow effect in loadout screen if the first selected Terminator is already equipped with one. (Bug in vanilla game.)
  • Bugfix: Class sprites of inactive reinforcements do not remain grey when changing weapon on another Terminator. (Bug in vanilla game.)
Changelog (up to V1.4.1)
V1.4.1
  • Hotfix: Cannot create new savegames under specific circumstances. (Caused by additional quicksave slots in V1.4.)
  • Modified Cyclone missile launch order.
  • Bugfix: Cyclone Missile Launcher Penetration lacks missile animation if targeting a door.

V1.4
  • Chapter 23: The Fallen
  • Higher resolution textures for Black Templars.
  • New order for weapons in inventory slots.
  • New keyboard shortcuts for 6th Terminator in each squadron (SW Bloodhowl) and reload combi-weapon (Omega Skulls).
  • Two additional quicksave slots (F6/F10 and F7/F11).
  • Bugfix: Storm Wardens Melee with Cyclone Missile Launcher has no visible ammo counters.
  • Bugfix: Omega Skulls stasis missiles and Techmarine Power Axe and variants have no relic upgrade.
  • Reduction of memory use with weapon textures.
  • Unload all textures before combat. Saves memory.
  • Load textures in loadout screen the moment they are required. Saves memory.
  • Rewrite code that displays relic upgrades for bolter and half cyclone in loadout screen. Better handling of additional weapon variants.

V1.3
  • Chapter 22: Legion of the Damned
  • Add Improved Photolenses to Omega Skulls Heavy class. (game balance)
  • Add plasma-combi weapons and Annihilator to Deathwatch Angels of Redemption Ranged class. (game balance)
  • Storm Wardens 1st company name added.
  • Bolter firing audio modified.
  • Assault Cannon "cool weapon" audio added.
  • Bugfix: Blood Angels Power Fist variants lack plasma glow effect.
  • Dead code removal.

V1.2
  • Chapter 21: Storm Wardens
  • Bugfix: When mouse hovers over Terminator, additional body parts do not change lighting (e.g. LC for Ultramarines, Narthecium for SW Bloodhowl).
  • Corrected two typos in mission briefings.

V1.1
  • Campaign 7: "Strike Deep"
  • Cosmetic Blood Angels power fist variants.
  • Reduction of memory use with Terminator textures.

V1.0.2
  • Lightning Claws for Ultramarines, Novamarines, Omega Skulls and Deathwatch Ultramarines Sergeant.
  • New Graphics for Standard Bearer (Imperial Fists, Black Templars).
  • Add Librarian Horned Skull to Blood Ravens Codicier and Lexicanum left shoulder pad.
  • Deathwatch use their own icons when finding relic weapon upgrades. Exept Heavy Flamer and Assault Cannon which use default icons.
  • New icons for Bolter relic upgrades (part of combi-weapon) and Crozius Arcanum.
  • Bugfix: Wolf Priest has no Apothecary powers.
  • Chapter select screen loads required textures only.

V1.0
  • 20th Chapter: Deathwatch
  • Servo Skull Scanner Mk III name changed to Skull Probe.
  • Unique names for Blood Angels and Raven Guard Captains.
  • Blood Angels Captain Iron Halo renamed.
  • Bugfix: SW Bloodhowl Rune Priest could equip a power fist under certain circumstances.
  • Bugfix: Missing relic upgrade text for Cyclone Stun & Krak.

V0.5.7
  • 19th Chapter: Omega Skulls
  • Add "buy" label for successor chapter pack.
  • Bugfix: Raven Guard Captain now occupies top reinforcement slot.
  • Add textures cache. Saves memory.

V0.5.6a
  • Bugfix: Raven Guard equipment menu icon not active if teleport homer is the only item available for use.
  • Bugfix: Teleport homer deploy action can select a tile with servo skull.

V0.5.6
  • 18th Chapter: Angels Vermillion.
  • Added Genestealer information to targeting tooltip.
  • Bugfix: Force weapons attack a door: no animation. (Bug in vanilla game.)
  • Bugfix: Sin of Damnation (BA)/Pitfall (14): Mission ends when 3rd Terminator exits. (Bug in vanilla game.)

V0.5.5
  • 17th Chapter: Raven Guard
  • Iron Hands Heavy: New Plasma Cannon variant. Combines with Cyclone.
  • Bugfix: CtH display includes difficulty twice. Included in weapon and on its own. (Bug in vanilla game.)
  • Removed attack bonus information from all flamer weapons. (Not used by combat calculations.)

V0.5.4
  • Horns reduced from +2 WS to +1 WS.
  • Reduced probability to kill for area effect psychic powers. (game balance)
  • Increased PSI points cost for Psychic Storm Area, Hellfire and Bloodboil.
  • Small increase to ranged hit chances against Vectori Broodlord.
  • Grenades can launch to a tile that is on fire.
  • Servo Skull Scanner deploys at range 1-2. Same as Tarantula.
  • Iron Halo (+1TS) equipment option for Blood Angels Captain and Ultramarines Sergeant at level 5.
  • Volley missiles renamed to penetration missiles.
  • Animation change for penetration missiles.
  • Accuracy increase for penetration missiles.
  • Locked psychic powers display PSI points cost.
  • Prevent placement of skills, equipment and psychic powers in invisible loadout slots.
  • Bugfix: Combi-Flamer and Melter can shoot at unlimited range if Bolter is empty. (Bug in vanilla game.)
  • Flesh Tearers: Text +5 melee defence removed from chapter select screen.
  • Dead code removal.

V0.5.3a
  • Adds missing texture DarkAngelsCustomTerminatorDiffuse_editedblack.png.

V0.5.3
  • 16th Chapter: Blood Ravens.
  • Increased number of 'stealers per spawn at Terminator levels 5, 8, 10 and every 10 after that.
  • Increased 'stealer armour chances at Terminator levels 5, 8 and 10.
  • New unit: Vectori Broodlord. Extremely rare, resilient and lethal.
  • Acid Maw grants immunity to acid. Just like Broodlords.
  • Genestealers add Horns (+2WS). Probability depends on Terminator level.
  • Some Genestealers stick out their tongue once in a while.
  • Storm Bolter ammo types for Iron Hands Heavy.
  • Smite is back at 4 force points. It's the only psychic power guaranteed to kill.
  • Remove +5 % defense from Flesh Tearers.
  • Bugfix: Armour chances for some of the 'stealer types introduces in V0.5.1 and V0.5.2
  • Bugfix: Unarmoured Broodlords wear armour. (Bug in vanilla game.)
  • Bugfix: SW Bloodhowl lack relic upgrades for frost weapons and wolf claws. Instead they have upgrades for power sword and lightning claws.
  • Dead code removal.

V0.5.2
  • Four new very rare Genestealer units: Feeder Tendrils and Flesh Hooks. Acid Maw, Flesh Hooks and Feeder Tendrils. With and without Scything Talons.

V0.5.1
  • Four new very rare Genestealer units: Acid Maw and Flesh Hooks. Acid Maw and Feeder Tendrils. With and without Scything Talons.

V0.5
  • Four new rare Genestealer units: Broodlord, Feeder Tendrils, Flesh Hooks and Acid Maw with Scything Talons.
Changelog (up tp V0.4.4.1)
V0.4.4.1
  • Hotfix for a bug with proximity mines and grenades caused by adding stun and suppression cyclone missiles in V0.4.4.
  • Bugfix: Imperial/Crimson Fists Sergeant: Can carry two Tarantulas. (Bug in vanilla game.)

V0.4.4
  • 15th Chapter: Iron Hands
  • New game no longer requires finished tutorial.
  • Locked weapons display relic upgrades.
  • Add missing relic upgrades for Deathwing HQ Crozius Arcanum and variants.
  • Bugfix: Campaign select screen highlights current campaign. Bringer of Sorrow and Forge of Heroes are switched. (Bug in vanilla game.)
  • Bugfix: Frost Sword looks like Frost Axe for SW Bloodhowl. (introduced in V0.4.2)
  • Bugfix: Shield of Retribution (IF)/Flash Annihilate 17: Tiles 687 and 849 are blocked and have no walls E and W. Tiles 335, 337, 362-364 and 389-391 are a pit one can move to. 714N and 822S have invisible walls. (Bug in vanilla game.)
  • Bugfix: Bringer of Sorrow (DA)/Stem the Tide (14): One shutter door blocks three tiles along the corridor. Not across. (Bug in vanilla game.)
  • Bugfix: Imperial Fists and Crimson Fists Chapter symbol to large in savegame slot. (Bug in vanilla game.)
  • Bugfix: Wrong names in descriptions for TH Lightning and Thunderbolt.

V0.4.3.1
  • Add White Scars icon to mission select screen and save game slot.

V0.4.3
  • 14th Chapter: White Scars

V0.4.2.1
  • Name of 1st company on chapter selection screen.
  • Bugfix: Missing textures on Angels of Redemption Apothecary. (introduced in V0.4.2)
  • Bugfix: 2nd page of chapter selection screen sometimes shows descriptions from first page.

V0.4.2
  • 13th Chapter: Black Templars. With reclusiam command squad.
  • Angels of Redemption have 5 helmets with Apothecary helix and 5 without.
  • Bugfix: Angels of Redemption have remains of Dark Angels dagger markings on adornements 2 and head 2. (Bug in vanilla game.)
  • Bugfix: Bringer of Sorrow (DA)/Psychic Dawn (5): Cannot deploy on tile 2778. (Bug in vanilla game.)
  • Internal change how a texture is loaded. Saves memory.

V0.4.1
  • 12th Chapter: Deathwing HQ. 3 Terminators per squadron.
  • Parts of weapon code rewritten.
  • Power Field Generators are now limited to command units (Sergeant, Captain and Chaplain). (Game balance.)
  • Changed relic graphics for combi-flamer and combi-melter.
  • Colour-coded ammo type icons for Cyclone missiles and proximity mines.
  • Bugfix: Metabolic Enhancer: Terminators inside command range at turnstart (Sergeant or Battle Hero) gain +1 or +2 additional AP. (Bug in vanilla game.)
  • Bugfix: Hammer and Anvil (UM)/Flash Exit 9: Requires all 5 Terminators to exit. (Bug in vanilla game.)
  • Bugfix: Hammer and Anvil (UM)/Flash Exit 14: Requires only 3 of 10 Terminators to exit. (Bug in vanilla game.)
  • Bugfix: Hammer and Anvil (UM)/Flash Cleanse 9: Requires all 5 Terminators to exit. (Bug in vanilla game.)
  • Bugfix: Shield of Retribution (IF)/Flash Exit 19: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Bug in vanilla game.)
  • Bugfix: Shield of Retribution (IF)/Flash Exit 20: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Bug in vanilla game.)
  • Bugfix: Shield of Retribution (IF)/Flash Cleanse 19: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Bug in vanilla game.)
  • Bugfix: Shield of Retribution (IF)/Flash Cleanse 20: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Bug in vanilla game.)
  • Bugfix: Forge of Heroes (SAL)/Flash Cleanse 25: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Bug in vanilla game.)
  • Bugfix: Bringer of Sorrow (DA)/Flash Exit 29: Requires only 3 of 10 Terminators to exit. (Bug in vanilla game.)
  • Bugfix: Bringer of Sorrow (DA)/Flash Exit 30: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Bug in vanilla game.)
  • Bugfix: Bringer of Sorrow (DA)/Flash Cleanse 27: Requires all 5 Terminators to exit. (Bug in vanilla game.)
  • Bugfix: Bringer of Sorrow (DA)/Flash Cleanse 30: Defeat triggers when the 8th Terminator dies. Should be the 6th. (Bug in vanilla game.)
  • Bugfix: Sin of Damnation (BA)/Regroupe (11): Defeat triggers when the 7th Terminator dies. Should be the 6th. (Bug in vanilla game.)
  • Bugfix: Forge of Heroes (SAL)/Secrets of the past (3): Item carrier cannot exit last. (Bug in vanilla game.)
  • Bugfix: Forge of Heroes (SAL)/Words of our Fathers (5): Item carrier cannot exit last. (Bug in vanilla game.)
  • Bugfix: Fall of Jotunheim (SW)/Flash Cleanse 4: Tiles 239 and 292 are blocked for no apparent reason. (Bug in vanilla game.)

V0.4
  • 11th "Chapter": SW Bloodhowl. The Great Company of Wolf Lord Sven Bloodhowl of the Space Wolves Chapter of Space Marines joins Cold Corridor Combat.
  • Bugfix: In combat, PSI/Apoth power tooltips are "GAME_TOOLTIP_NO_AP", "GAME_TOOLTIP_NO_DRUG_POINTS" and "GAME_TOOLTIP_NO_PSI". (Bug in vanilla game.)
  • Bugfix: Force Barrier, Murderous Hurricane and PSI storm (area) tooltips claim range 10. (Bug in vanilla game.)
  • Bugfix: "Too many Terminators have died" defeat condition for Crimson Fists. (Introduced in V0.3.)
  • Bugfix: Relic upgrades for unreleased Thunder Hammer variants are available.

V0.3.4
  • Dark Angels Master Apothecary has five helmets with helix symbol. The other classes have five helmets without.
  • Reduced ammo relic upgrade for Assault Cannon: Hurricane from 15 to 10. (Works better with the next change. See below.)
  • Tweaked extra ammo for Assault Cannon attacks relic upgrades. Granted ammo now matches the number of available "trigger squeezes". For each extra attack, the upgrade grants ((baseammo+relicammoupgrade)/baseattacks) extra ammo. This buffs the Tempest and nerfs the Hurricane a little bit.
  • All Storm Bolter weapon descriptions mention the number of bullets per trigger squeeze.
  • Bugfix: Heavy Flamer with Incinerator can perform reload action with a full magazine.

V0.3.3
  • New text for "heat" value in weapon description (Storm Bolter, Assault Cannon, combi-plasma).
  • Bugfix: Smite costs 4 PSI points instead of 2. (Bug in vanilla game.)
  • Bugfix: Relic Assault Cannon barrel animations. (Introduced in V0.3.1.)

V0.3.2
  • Added Salamanders Librarian variant with helmet.

V0.3.1
  • Space Wolves Ancient Terminator: Replaced Combi-Melter with Combi-Plasma. But no Annihilator. (Game balance)
  • Crimson Fists: Increased Power Fist relic attack bonus from +20 to +40. (New games only; game balance.)
  • Flesh Tearers Librarian: Removed access to Chainfist. (It serves no purpose.)
  • Skill Move & Fire Upgrade: Removed from those Heavy Terminators who do not have access to a weapon which benefits.
  • Blood Angels Librarian changed to Epistolary. (Because he has 4 psychic powers.)
  • Dark Angels Apothecary changed to Master Aporthecary. (Because he has 5 Apothecary powers.)
  • Assault Cannon and variants switch to relic graphics if the weapon itself has at least one relic upgrade. (Introduced for Heavy Flamer and Storm Bolter in V0.3.)
  • Relic graphic variants for combi-weapons.
  • Various new weapon colour variants.
  • Various new weapon sprites.
  • New textures for Blood Angels Captain, master-crafted combi-melter and blade encarmine.
  • Cross on Blood Angels Lightning Claw now uses a bit more gold and less white.
  • Added Rune Priest variant with helmet.
  • Right hand Lightning Claw sprite: Horizontal flip.
  • Bugfix: Flesh Tearers body 4 legs and chest use Blood Angels red. (Bug in vanilla game.)
  • Bugfix: Crimson Fists Sergeant lacks access to skill Broodlord Slayer. (introduced in V0.3)
  • Disabled tutorial.
Changelog (up to V0.3)
V0.3
  • Code for number of Terminators in a squad other than five. Which breaks save game compatibility.
  • Maximum number of XP for kills depends on mumber of Terminators in a squad.
  • Mod name displayed in main menu.
  • New Terminator class for Crimson Fists: Chaplain.
  • Blue Tarantula texture for Crimson Fists.
  • Reveals some hidden Storm Bolter graphic variants.
  • Heavy Flamer and Storm Bolter variants switch to relic graphics if the weapon itself has at least one relic upgrade. (Assault Cannon unchanged: All variants switch to relic if first one has an upgrade.)
  • New class icon for Standard Bearer.
  • Add Storm Shield defence bonus to Thunder Hammer description.
  • Tarantula can no longer block Genestealer spawn point. (game balance)
  • Bugfix: Damaged Tarantulas generate too much audio. (Bug in vanilla game.)
  • Bugfix: Crimson Fists Tarantula Sentry Gun Mk II has neither bullets nor audio. (Bug in vanilla game.)
  • Bugfix: Sin of Damnation(BA)/Towards the Light (15): Objective text reads "Exit with 5 or more Terminators". The victory condition is 3. (Bug in vanilla game.)
  • Bugfix: Mission Bringer of Sorrow (DA)/Power (9) has three invisible walls: 23:18S, 22:17W, 21:17W. (Bug in vanilla game.)
  • Missions Sin of Damnation(BA)/Alarm Call (7) and Bringer of Sorrow (DA)/Awakenings (8): First squad can no longer use deployment zones of unconscious squad. (game balance)
  • Bugfix: Mission Fall of Jotunheim (SW)/Flash cleanse 12 has five invisible walls: 121S, 222S, 223N, 223S and 224S. (Bug in vanilla game.)
  • Bugfix: Shield of Retribution (IF)/Fires of Wrath (2) has four invisible walls: 917E, 918E, 964N and 966N. (Bug in vanilla game.)
  • Bugfix: Shield of Retribution (IF)/Victory in Blood (4): "/n" in objectives text. (Bug in vanilla game.)
  • Bugfix: Shield of Retribution (IF)/Heroes of a lost age (11) has three invisible walls: 1075N, 1075S and 1125E. (Bug in vanilla game.)
  • Bugfix: Cellular Destabilizer Agent in-battle Tooltip: "An enemies ..." (Bug in vanilla game.)

V0.2.6.2
  • Revealed hidden alternate Storm Shield graphics. (Blood Angels, Space Wolves, Imperial Fists, Salamanders and Dark Angels.)
  • DA Sergeant and Apothecary and AoR Sergeant have skill Annihilator for free.
  • Blood Angels Captain: Access to Power Sword Surestrike.
  • Blade Encarmine: Minor simplification of code.
  • Bugfix: Broodlords sometimes have 5 AP instead of 4. (Bug in vanilla game.)
  • Bugfix: Novamarines use Ultramarines Cyclone instead of their own. (Bug in vanilla game.)
  • Bugfix: Cyclone position and rotation for Novamarines. (Bug in vanilla game.)
  • Bugfix: Blood Angels Librarian uses wrong portrait. (Introduced when creating Imperial Fists Standard Bearer.)

V0.2.6.1
  • Space Wolves Ranged and Ultramarines Melee classes renamed.
  • Novamarines: New class "Specialist". Very much like ranged. Carries combi-flamer instead of the Sergeant.
  • Blood Angels Librarian: 4th PSI slot. (New games only.)
  • Blood Angels Captain: 5 skill slots (new games only) and master crafted combi weapon.
  • Dark Angels Apothecary: 5 Apothecary slots. (New games only.)
  • Realigned weapon inventory slots.
  • Number of weapon inventory slots increased.
  • Revealed hidden weapon "Wolf Claws: Hati".
  • Runepriest and Flesh Tearers Librarian have access to all Force Axe variants.
  • Bugfix: Combi-Flamer Pyroclast has no audio during "set/remove overwatch" action.
  • Bugfix: FT Librarian, SW Runpriest and SW Heavy default to wrong weapon when unequipping LC or TH/SS.
  • Bugfix: Unit stats screen (combat) no longer shows both equipment and psychic panel. (Introduced when granting Librarians equipment.)
  • Bugfix: Assault Cannon (non-relic, non-BA, non-FT) barrel position. (Bug in vanilla game.)
  • Bugfix: Position of six Cyclone missiles. (Bug in vanilla game.)
  • Bugfix: Cyclone attack broken if there is no visible missile head. (Introduced with ammo relic upgrades for Cyclone.)
  • Bugfix: Inferno and incendiary Cyclones launch missiles from one side only.

V0.2.6
  • Added mod version to main menu.
  • More detailed weapon descriptions.
  • Bugfix: Plasma Cannon available to Dark Angels Heavy at level 1. Supposed to be level 6.
  • Imperial Fists replace one Melee Terminator with a Standard Bearer. He has a small Battle Hero aura.
  • Cyclone works with equipment. Ultramarines Heavy and Novamarines have access to equipment like other Chapters.
  • Blood Angels Captain. Identical to Sergeant plus Blade Encarmine.

V0.2.5 (first public release)
  • Bugfix: No weapon names when finding relic upgrades for two Combi-Melter variants.
  • Bugfix: Ammo counters of Cyclone and Bolter part of combi-weapons overlap. Cyclone ammo counters moved down if combined with Combi-Bolter. (Introduced in V0.2)
  • Added visible reload counter for the 7 heavy weapons.

V0.2.4.2
  • Added accuracy relic upgrades for Cyclone krak missiles.
  • Crimson Fists have new names. (Written by Hipster in Space🏴)
  • Bugfix: Open Chest when no weapon upgrades are available. (introduced in V0.2.4.1d)
  • Ultramarines Heavy has access to Storm Bolter.
  • Blood Angels Sergeant and Librarian have access to Combi-Melter.
  • Loadout screen: Relic upgrades for primary and secondary weapons are sorted by weapon.
  • Relic upgrades: Blocked upgrades useless to Chapter.

V0.2.4.1f
  • Bugfix: Damaged power field generater generates too much audio.
  • Minor change to Flesh Tearers Librarian Aura: If it breaks (again) in the future, it should only affect Flesh Tearers. Not all Chapters.
  • Novamarines Sergeant: Collision between adornements and cyclone removed.
  • Loadout, skill, equipment and PSI screens: Added descriptions for locked items.
  • Loadout screen: Display relic upgrades for secondary weapons. Unlocked items only.

V0.2.4.1e
  • Relic weapon upgrade added: Reload.

V0.2.4.1d
  • Changed text for XP chest upgrade. (next mission -> this mission)
  • Flesh Tearers Librarian: Added Living Lightning, 3rd PSI slot and skill PSI Boost.
  • Chapter screen: Changed Novamarine from flamer to melter.
  • Bugfix: Relic upgrades display proper weapon names.
  • Probabilities for chest rewards changed. (90 % weapon)

V0.2.4.1c
  • Went back to V0.2.4 as a starting point.
  • Fire proof added to Librarian and Apothecary at level 8.
  • Plasma Cannon and Krak Missile damage increased from 5 to 6 to match increased Broodlord HP.
  • Flesh Tearers Librarian: Added prescience and 2nd PSI slot.
  • Angels of Redemption Apothecary: Added random appearance.
  • Random appearance now uses all available heads, bodies and adornements.
  • AoR reworked: One Heavy and one Apothecary per squad. Heavy limited to plasma weapons but access to the full set of equipment. Combi-Flamer removed from Sergeant. 19 Terminators total.
  • Changed order of reinforcements for AoR.
  • Some Missions once again require a deployed Heavy class Terminator.
Changelog (up to V0.2.4)

V0.2.4.1b
  • Deactivate Flesh Tearers aura effect.

V0.2.4.1a
  • Bugfix: "black screen after intro movie": Removed reference to mscorlib 2.0.0.0 and use 2.0.5.0. In theory, that should not even fix the bug. (Unlikely side effect: Code may no longer run. Which will cause bug reports very quickly. Test of all functions required.)

V0.2.4.1
  • Bugfix: Relic upgrades display proper weapon names.
  • Propabilities for chest rewards changed. (85 % weapon, 10 % XP)
  • Relic weapon upgrade added: Reload.
  • Fire proof added to Librarian and Apothecary at level 8.
  • Plasma Cannon and Krak Missile damage increased from 5 to 6 to match increased Broodlord HP.
  • Flesh Tearers Librarian: Added prescience and 2nd PSI slot.
  • Angels of Redemption Apothecary: Added random appearance.
  • Random appearance now uses all available heads, bodies and adornements.
  • AoR reworked: One Heavy and one Apothecary per squad. Heavy limited to plasma weapons but access to the full set of equipment. Combi-Flamer removed from Sergeant. 19 Terminators total.
  • Changed order of reinforcements for AoR.
  • Some Missions once again require a deployed Heavy class Terminator.


V0.2.4
  • Broodlord HP changed from 3 to 4. Armour increases it by 2.
  • Bugfix: Flash Missions appearing in unsupported places. Not retroactice. Any broken campaigns remain broken. Affects Forge of Heroes and Bringer of Sorrow. (introduced in V0.1)
  • Relic weapons: downgraded. A lot. (game balance)
  • Flesh Tearers reworked: Melee Librarian (formerly Crimson Fists) now has the +2 TS aura, Melee Terminator class bonus and always leads the 2nd squad. Chapter bonus: +5 defense and acid-proof. And +1 attacks for the pair of Lightning Claws.
  • Crimson Fists reworked: Additional Chapter bonus: +50 % heat removal. Which works on the "cool weapon" action as well as others. 14 Terminators only. Including 2 Ranged.

V0.2.3.2a
*.dll only. Requires file resources.assets from V0.2.3.2.
  • Location of equipment button depends on Terminator class.

V0.2.3.2
  • Bugfix: Graphic issue with Crimson Fists Librarian aura. (introduced in V0.2.3)
  • Moved Equipment, Psychic and Apothecary buttons in loadout screen.
  • Reduced attack relic bonus for Assault Cannon: Hurricane from +30 % to +20 %

V0.2.3.1
  • Blood Angels: Moved Psychic Storm Area from level 2 to 5. (game balance)
  • Space Wolves: Ranged got his Combi-Flamer back. (game balance)
  • Crimson Fists Librarian: Added Ligntning Claws And Thunder Hammers. Removed two axes and PSI Boost. Moved melee skills to earlier levels.
  • Experimental: Imperial Fists
    • Removed Heavy Flamer, Combi Flamer and Incinerator.
    • Heavy: Moved Assault Cannons and Storm of Iron to earlier levels.
    • Sergeant, Ranged and Melee: Access to Assault Cannons and Storm of Iron at levels XX, XL and LX.
  • Thunder Hammer: Thundercrack and Storm Shield Targa: Changed attack boni from hammer +20 shield +15 to hammer +35 shield 0. Shield attack bonus does not enter the melee calculation.

V0.2.3
  • Changed weapon descriptions of Lightning Claws and Wolf Claws to match actual weapon stats. (Attack and defense boni switched.)
  • Plasma Cannon For Dark Angels and Angels of Redemption Librarian at level 10.
  • Salamanders: Blast range increased for prox. mine flamer.
  • Flesh Tearers: Replaced Vulkans Anvil with Emperors Help.
  • Flesh Tearers: Replaced Fury of the Salamander with Emperors Wrath.
  • Added number of reloads to heavy weapon descriptions.
  • Experimental: Changed Lightning Claws: Talon from +35 attack to +35 defence. Now the weapon matches the orignal description. (Might be a bugfix from vanilla game.)
  • Thunder Hammer inflicts 2 points of damage. (all three variants)
  • Changed range relic upgrade for Combi-Bolter/Melta: Mark VIII from +2 to +1.
  • Changed ammo relic upgrade for Heavy Flamer: Nightfire from +4 to +3.
  • Added three Cyclone fire variants and corresponding relic upgrades. Mainly for, but not exclusive to, Novamarines Heavy Terminator.
  • Novamarines: Reworked availabilty of combi-weapons. (game balance)
  • Space Wolves: Include one Ranged Terminator. (New games only.) Identical to Melee (including class bonus) but access to combi-melter. (Melter fits melee style.)
  • Space Wolves: Increased to 20 Terminators. (Wolf Guard of one Great Company. New games only.)
  • Crimson Fists: Reduced to 15 Terminators. (New games only.)
  • Crimson Fists Librarian: Only one psychic power (Smite).
  • Crimson Fists Librarian: Added aura which gives +2 TS. (range: rank+1)

V0.2.2
  • Bugfix: Ultramarines Sergeant and Ranged have access to Cyclone. (introduced in V0.2)
  • Space Wolves Ranged: Chainfist from level 4 to level 3. (Bugfix from V0.2.1)
  • Ultramarines Melee: Chainfist from level 3 to level 4. (Bugfix from V0.2.1)
  • Heavy Terminators (except Ultramarines and Novamarines): Servo Skull Scanner at level 1.
  • Flesh Tearers Sergeant: Servo Skull Scanner and proximity mines at levels 1, 4 and 6. Also back to 3 equipment slots.
  • Imperial Fists Heavy: 2nd equipment slot at level 4. (For his Tarantula.)
  • Added "Combi-Flamer: Pyroclast" (round pattern) for Salamanders.
  • Added 2 relic upgrades for Combi-Flamer: Pyroclast.
  • Salamanders Librarian: Access to Combi-Flamers.
  • Added ranks 4, 5 and 6 for all classes at levels XX, L and C.
  • Changed Battle Hero aura and effect range from 5 to 2 + rank.
  • Removed Space Wolves Ranged class.
  • Rune Priest: Added Wolf Claws and Thunder Hammers. Removed Force Axe: Reaper to make room.

V0.2.1
  • Bugfix: Skill command vox range does not work. Result: Sergeant command range changed from 9 to 6 + rank + skill bonus
  • Sergeants reach ranks 4, 5 and 6 at levels XX, L and C. This increases command range.
  • Skill Command Vox Range: +2 instead of +1.
  • Bugfix: Heavy Terminator Rank 3 broken in previous version.
  • Removed relic upgrades for Storm Shields: They cannot work.
  • AoR: Change to one Apothecary per squad.
  • Salamanders Sergeant: Access to proximity mine flamer.
  • Space Wolves Sergeant: Replaced combi-plasma with combi-melta and removed annihilator.
  • Reworked Space Wolves Ranged Terminator. Now identical to Melee (including class bonus) but sword instead of axe.
  • Space Wolves have 6 Melee and 3 Ranged Terminators. Who are identical in all but name and graphics.
  • Reworked Ultramarines Melee Terminator. Now identical to Ranged (including class bonus) but with plasma-combi instead of flamer or melta.
  • Imperial Fists Heavy Terminator: Removed lvl2 Tarantula. He only gets the first version.
  • Crimson Fists: Removed Tarantulas from Heavy.
  • Crimson Fists: Reduced Chapter bonus to +5 defense.
  • Crimson Fists: Added Chapter bonus acid proof.
  • Flesh Tearers: 2 Librarians in one squad. Melee Sergeant in the other.
  • Flesh Tearers: Reduced number of available Psychic Powers from 8 to 5.
  • Changed Chapter information in Chapter selection screen.

V0.2
  • Ranged Terminators use a different shade of green.
  • Bugfix: Weapon availability (also known as Plasma Cannon bug)
  • Cleared up skill list: No useless skills.
  • Novamarines reworked.
  • Maximum Terminator level C. Not X.
  • Prox. Mines Flamer for Salamanders Heavy. And 2nd equipment slot. Both at level 6.
  • Space Wolves Sergeant: Removed Power Sword
  • Space Wolves Heavy: Access to Thunder Hammers and Thunderfall

V0.1
Initial closed beta release.
Credits
Thanks to the fiollowing users for playtesting, brainstorming, ideas and other help:
  • Chance Callahan
  • Hipster in Space🏴
  • Lupus Ferro/MalumInTenebris
  • Macabre Sculpture
  • REAPER
  • Shalashaska

The following sites provide information, inspiration and content.

And thanks to Electronic Arts for Space Hulk: Vengeance of the Blood Angels.
188 Comments
dv  [author] 29 Nov, 2024 @ 10:55pm 
Just the usual tools to mod Unity games.
Force Commander 23 Nov, 2024 @ 11:19pm 
Does work from what I've seen, and I know this may be a shot in the endless endless dark (considering this game is really really old), but are there any mod tools, or any other means to mod this game?
dv  [author] 24 Apr, 2024 @ 12:11pm 
I've never seen a pirated copy of the required version of the game. If that exists, I do not expect the mod to work because crack and mof probably replace the same file.
REAPER  [author] 18 Apr, 2024 @ 3:59pm 
It should work
Force Commander 18 Apr, 2024 @ 3:40pm 
Can you play this if the game is pirated? Stupid question ik bc usually that is not the case, but just in the vain, dimly lit hope that i have lol
REAPER  [author] 27 Jan, 2024 @ 12:45pm 
They're mostly the same but renamed.
Avlaen 24 Jan, 2024 @ 9:32am 
Any documentation on all the psychic powers and the differences between them?
Addition: In the squad of the death guard, change the psyker from the bloody ravens - site to a flamethrower strike + give the opportunity to take the armor of resistance to fire. Motivation: he already has a live lightning bolt, a more expensive site is useless in this case
4. Sergeant - standard sergeant. Has access to combo plasma (all options). It has access to the turrets Mar 1 and Mark 2.
5. Heavily armed fighter - standard 1 per squad. Has access to advanced scanning systems.
Heavy weapons: Assault or plasma guns only. No flamethrowers. Available in the equipment: additional cartridges, a choice of high-explosive or crack mines.
6. Techmarine - takes the place of a melee terminator. Has access to Mark 1 and Mark 2 turrets. Can be armed with a combo melta. Access to the bioscanner from the equipment.
7. Apothecary - standard apothecary. Occupies the arrow slot. Has access to grenades and Mark 1 turrets.
8. The shooting terminator is a standard shooter. Has access to a cyclone rocket launcher and a combo flamethrower/combo melta.
9. Hand-to-hand Terminator - has access to relict weapons of hand-to-hand combat. Only the standard bolter.
Offer. The exorcists are descendants of Dorn.
Specialization - defense (tarantula turrets) + bibliarii.
1. The epistolary psyker takes the place of the main commander. It has 4 cells for skills. 4 slots for psychic powers: barrier, target psychic storm. Shield + 2 to stamina. AOE is a remote incendiary psychic storm.
Armament: standard for the librarian.
2. The condition is a psyker, one of the variants of the shooting terminator. 3 skill cells. Specializes in support of: 3 psychos: foresight, brainworm, AOE stasis.
The armament is standard for the librarian.
3. The Scribe - occupies a place as one of the variants of hand-to-hand terminators. Specializes in melee combat. 3 skill cells. 2 places for psychic powers: the wrath of the emperor (flamethrower template). AOE flamethrower around the psyker.
Fire-resistant armor is available from the equipment.
Armament: Specializes in melee weapons. There are no small arms. It starts with paired power claws.