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Building Discussion/Previews

Discussion in 'Civ3 - WH40K Workshop' started by LMR, Mar 20, 2007.

  1. Goldflash

    Goldflash Grumpy Old Man

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    Well,its the Machine Cult, but I'mma try to stay away from DoW conversions if possible. Infact, the best case scenario would be to have no conversions at all; just orginal works. That may be hard to do, though.
     
  2. SWalker

    SWalker Chieftain

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    That would definitly be hard for me. After I have made 8-20 c&p conversions, I will probably be able to make c&p "non-conversions", but don't expect much in the way of buildings from me without doing conversions.

    BTW - does that mean you would not be interested in the use of models from Dawn of War
     
  3. Goldflash

    Goldflash Grumpy Old Man

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    For units? Certianly not.
     
  4. SWalker

    SWalker Chieftain

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    I've been trying to get a handle on what Imperial architectural style should look like. Since I'm going away for Easter I though I would post a couple of pics of the test buildings.

     
  5. aaglo

    aaglo Furioso!

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    I think that the architechture is closer on the left - but with darker (grayer) walls.
     
  6. Stormrage

    Stormrage Ever Present Taskmaster

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    Um.. I have nothing against the DoW building conversions, the ones I saw look pretty damn schweet. But thats just me.

    I`d also like to see a DoW unit conversion (or a unit made with a released model from the game or something like that) - a static preview in a default pose would do, just to see what it would look like, if its not too much trouble. It could be nice, I just haven`t the faintest idea how good it could turn out.
     
  7. odintheking

    odintheking Lighting the way...

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    Well, Dawn of War models are generally pretty low poly, and probably in some obscure format. We could make all the stuff on our own, probably.
     
  8. SWalker

    SWalker Chieftain

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    There is a utility available online to extraxt DoW models to 3D Studio max format, I'm not a unit maker so I don't know if the 3D programs people use can read that format. Since I am on holiday thats as far as I can get for now, but when I get back my flatmate has DoW and 3D Studio Max, so I may be able to do something.
     
  9. Goldflash

    Goldflash Grumpy Old Man

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    I'm pretty sure people have extracted DoW units and put them into Civ 4. So they're extractable.
     
  10. Virote_Considon

    Virote_Considon The Great Dictator

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    Odin's quote would suggest it is fully possible :mischief:
     
  11. LMR

    LMR Back In Green!

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    In my usual "get tired of homework very quickly" frame of mind, i have been gathering together ideas for possible wonders.

    Adeptus Mechanicus
    Doubles production in the city where it is built, requiring workshops. maybe just for Imperium factions (IG, SM, WH, DH)

    Adeptus Ministorum
    Imperial organisation to promote religion (IIRC). Doubles effect of Temples (or equivalent). Again, maybe just for the Imperium.

    Astronomican
    Used to move through the Warp, acting as a reference point. Since there's no "Warp" travel, i presume, in the mod: Safe sea travel, +1 naval movement.

    Chaos Node
    Same effects as the WH Mod wonder. Increase production by 100%, +12 culture. Chaos factions only.

    Codex Astartes
    Places a barracks in every city. Probably too powerful to have as Imperium only...

    Eye of Terror
    Basically a renamed "Chaos Moon". Makes one unhappy citizen content in all cities, +10 culture.

    Gargant Construction
    Ork-only. Spawns a Gargant every x turns.

    Golden Throne
    Decreases war weariness in all cities and reduces corruption in the city where it is built. Imperium only

    Hall of Devices
    Halves upgrade cost for units.

    Inquisition
    Renamed "Witch Hunt", same effects.

    Kult of Speed
    Ork only again. Spawns a War Buggy every x turns.

    Ordo Xenos
    I quite like this one. Doubles combat bonus versus barbarians, who are xenos, which makes sense, and possibly spawns a Deathwatch Marine every x turns. deathwatch marines would have the same stats as regular marines, except with maybe +1 HP and stealth attack against all xenos units (orks, eldar, deldar, tau etc.). Imperium only

    Tallarn Reinforcements
    Just an idea, probably not good. Spawns a Tallarn Desert Raider (4.3.2, ignores Desert movement, using Navy Dawg's Bedouin unit) every x turns. imperium only.

    Temple of Khaine
    Khaine's an Eldar god, so maybe an Eldar-only wonder? Increases army value by 25%, increases army size to 4.

    Temple of Vaul
    Eldar god, see above. Doubles production in the city where it is built.

    The Fang
    Space Wolf-only fortress/monastry. Doubles the effect of Temples (or equivalent) and double research output.

    Waaagh!
    Increases army value by 25%, increases chances of leader appearing, maybe produces a "Waaagh!" army unit or something. ork only

    Webway
    SW, allows Espionage Missions.

    There are an abundance of Imperium wonders there, some of which could probably just be regular wonders rather than exclusive.

    thoughts, ideas, should i get some sleep...? :crazyeye:
     
  12. Virote_Considon

    Virote_Considon The Great Dictator

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    How about the Eye of Terror also produces a unit from the warp every x turns?
     
  13. Stormrage

    Stormrage Ever Present Taskmaster

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    Are we having Titans? I suggest that all "titan" like units be spawned from something.

    I think the Imperium, Chaos, each type basicly, should have their own set of Wonders.

    The Golden Throne? Did we already discuss the role of this in the game?
     
  14. Virote_Considon

    Virote_Considon The Great Dictator

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    Well, a long time ago, I worked on the improvements/wonders list for the mod. It's far from complete, and is at the moment very Imperium/Space Marine-centric. But I think I ought to share it since improvements/wonders are currently lacking in the mod, so at least it gives us something to work on.

    Also, it's been a good two-and-a-half years since we've discussed improvements :eek:
     

    Attached Files:

  15. aaglo

    aaglo Furioso!

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    I've played DOW quite a lot recently. I could think about converting some of the graphics in the game. No, not converting by "copy'n'paste", but rather making similar buildings from scratch.

    But am I just all talk and no show? I hope not. :)
     
  16. Kyriakos

    Kyriakos Alien spiral maker

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    Sounds intimidating Aaglo ;)
    You should make some, im sure they would look great, and perhaps we can compete again in the contest :)
     
  17. LMR

    LMR Back In Green!

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    I've been working on a buildings list for a while, some of the buildings are the same/similar to yours

    I'll post it up tomorrow. Would you prefer a post or a download?
     
  18. Virote_Considon

    Virote_Considon The Great Dictator

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    Whichever one is easiest for you!
     
  19. LMR

    LMR Back In Green!

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    Here's my list. I've got some info for some of them for the pedia

    Spoiler :
    Improvements

    Airbase
    Advance: Flight
    Requires: -
    Government: -
    Bonus: Allows veteran air units

    Archive
    Advance: Administration
    Requires: -
    Government: -
    Bonus: +50% science output

    Barracks
    Advance: Deployment
    Requires: -
    Government: -
    Bonus: Allows veteran ground units

    Bastion
    Advance: Siege
    Requires: -
    Government: -
    Bonus: Combat Values – Defence: 100

    Bosspole
    Advance: Waaagh!
    Requires: -
    Government: Waaagh!
    Bonus: Decreases corruption, +2 culture

    Bunker
    Advance: Heavy Support
    Requires: -
    Government: -
    Bonus: Combat Values – Defence: 50

    Command Centre
    Advance: Command Section
    Requires: -
    Government: -
    Bonus: Resistant to propaganda, decreases corruption

    Firing Squad
    Advance: Arbiter
    Requires: Command Centre
    Government: -
    Bonus: Decreases corruption

    Hab Block
    Advance: Habitation
    Requires: -
    Government: -
    Bonus: Allows city to grow beyond size 6

    Infinity Circuit
    Advance: Infrastructure
    Requires: -
    Government: Craftworld
    Bonus: Combat Values – Defence: 50, +50% science output

    Kustom Force Field
    Advance: Special Weapons
    Requires: Workshop
    Government: Waaagh!
    Bonus: Combat Values – Defence: 25

    Landing Pad
    Advance: Flight
    Requires: -
    Government: -
    Bonus: Allows air trade

    Medicentre
    Advance: Infrastructure
    Requires: -
    Government: -
    Bonus: Allows city to grow beyond size 12

    Perimeter Defence
    Advance: Security
    Requires: -
    Government: -
    Bonus: Combat Values – Bombard: 8, Defence: 50 (as walls)

    Research Lab
    Advance: ?
    Requires: -
    Government: -
    Bonus: +50% science output

    Shrine
    Advance: Chaos Cults
    Requires: -
    Government: -
    Bonus: +1 happiness, +2 culture

    Temple
    Advance: State Religion
    Requires: -
    Government: -
    Bonus: +2 happiness, +2 culture

    Trader
    Advance: Logistics
    Requires: -
    Government: -
    Bonus: +50% tax output, increases luxury trade

    Workshop
    Advance: Workshops
    Requires: -
    Government: -
    Bonus: +25% production


    Spoiler :
    Small Wonders

    Chapter House
    Advance: Marine Chapters
    Requires: -
    Government: Imperium
    Bonus: Gain Command Centre in every city

    Field Hospital
    Advance: ??
    Requires: -
    Government: -
    Bonus: Allows healing in enemy territory

    Field HQ
    Advance: Headquarters
    Requires: 5 Command Centres
    Government: -
    Bonus: Acts as a second Headquarters

    The establishment of a Field HQ makes for a centre of high command closer to the front lines. It general is manned by all manner of high-ranking officers

    Waaagh! Banner
    Advance: Taktiks
    Requires: 10 Bosspoles
    Government: Waaagh!
    Bonus: Increases army value, increases army size, increases chance of leader appearance, +10 culture

    Webway
    Advance: Stealth
    Requires: -
    Government: -
    Bonus: Allows Spy Missions


    Spoiler :
    Wonders

    Adeptus Mechanicus
    Advance: Manufacturing
    Requires: Adamantium in city radius, 5 Factories
    Government: -
    Bonus: +100% production

    The Adeptus Mechanicus is an organisation that controls the technological knowledge of the Imperium. They can produce the Imperium’s most advanced and powerful weaponry and equipment. Their adepts, the Tech-Priests, are vital in maintaining much of the important Imperial technology, such as the Emperor’s Golden Throne. It has managed to separate itself somewhat from the Imperium, to the point that it is more like an allied state rather than part of the Imperium itself. They also follow a different religion than the rest of the Imperium, a religious structure known as the Cult Mechanicus, which worships the Machine Spirit.

    Adeptus Ministorum
    Advance: State Religion
    Requires: 5 Temples
    Government: -
    Bonus: Doubles effectiveness of Temples

    The Adeptus Ministorum, also known as the Ecclesiarchy, is the only official state church of the Imperium. It is charged with maintaining and spreading the Imperial Cult throughout the Imperium.


    Altar of Ultimate Darkness
    Advance: Heroes
    Requires: -
    Government: Chaos
    Bonus: Increases chance of leader appearance, +20 culture

    Astronomican
    Advance: ??
    Requires: Harbour
    Government: -
    Bonus: Safe sea travel, +1 ship movement

    Black Library
    Advance: Administration
    Resources: -
    Government: -
    Bonus: Gain any advances owned by two factions

    The Black Library of Chaos (also known as just the Black Library) is the Eldar's repository of forbidden lore. The Eldar craftwords became the only surviving sources of their ancient knowledge after the Fall. As the craftwords have drifted apart, this knowledge has consequently become fragmented, and as some craftworlds have become lost over the millennia, more knowledge has been lost with them.

    The Library is the only source of the Eldar's knowledge concerning Chaos that has remained untouched. It was created by Cegorach, better known as the Laughing God. Though for what purposes can only be guessed. The Black Library is spoken of by Eldar as a dark craftworld existing within the Webway, far beyond the reach of the Imperium. Within are collected tomes and writings describing the Eldar studies of the warp. These writings describe all aspects of Chaos: its perils, promises and horrors. The Library is enclosed within a nearly impenetrable psychic barrier, and is watched and maintained by its Guardian-scribes, who collate and transcribe the knowledge of the Library, a task they have carried out since the Fall.

    It contains not just Eldar knowledge of Chaos; any knowledge of Chaos is taken and kept within the Library, such as the copy of the Book of Magnus. It is as much a source of knowledge for those who fight Chaos as it is a vault to keep dangerous knowledge hidden and protected from those who would misuse it.

    The existence of the Library is known to few, and even fewer are allowed access to it. The Library's mind defends itself, barring the weak and corruptible. Only those who have mastered the Chaos within themselves are able to enter. Only two groups come and go at will: the Human Illuminati and the Eldar Solitaires. The Inquisitor Czevak gained entry once, but had to prove himself worthy. Ahriman of the Thousand Sons seeks entrance to the library in his vain attempt to understand the ever changing Tzeentch, Lord of Change. Inquisitor Jaq Draco also managed to find a way into the Black Library and steal the Book of the Rhana Dandra, aka the Book of Fate.

    Blackstone Fortress
    Advance: Siege
    Requires: -
    Government: -
    Bonus: Doubles city defences

    Blood Pact
    Advance: Chaos Cults
    Requires: 5 Barracks
    Government: Chaos
    Bonus: Produces Blood Pact Warrior every x turns

    Book of Judgement
    Advance: -
    Requires: -
    Government: -
    Bonus: -

    The Book of Judgement is the legal code of the Imperium, enforced by the Adeptus Arbites. It has long ago spread beyond the confines of a single literal volume. It is a vast body of laws, rulings and precedents compiled over the ten millennia of the Imperium's existence, and ranging from the words of the Emperor himself from the days he walked among men, to the most recent decrees of the High Lords of Terra.

    Book of Magnus
    Advance: Thousand Sons
    Requires: -
    Government: Chaos
    Bonus: Doubles scientific output

    The Book of Magnus is sometimes called the Book of the Thousand Sons. It is a monumental tome of sorcery compiled by Magnus the Red from the arcane lore he gathered from across the galaxy during the Great Crusade. This book still exists within the library of the Daemon Prince Magnus, of the Planet of the Sorcerers, and a copy is said to reside in the Black Library of Chaos. Before the Heresy, Ahriman, as Chief Librarian of the Thousand Sons, sharing his Primarch's obsession with arcane knowledge, had come to be keeper of the book.

    Catachan Reinforcements
    Advance: Reinforcements
    Requires: 5 Barracks
    Government: Imperium
    Bonus: Produces Jungle Fighter every x turns (4.2.2, ignores jungle movement)

    Chamber of Heroes
    Advance: Heroes
    Requires: -
    Government: Craftworld
    Bonus: Reduces war weariness in all cities, increases chance of leader appearance

    The Chamber of Heroes is in the centre of the Biel-Tan Craftworld and is where the spirit stones of fallen aspect warriors are placed. Farseers often go to this room to consult the dead on courses of action.

    Chaos Node
    Advance: ?
    Requires: -
    Government: Chaos
    Bonus: +100% production, +12 culture, +2 pollution, can explode

    Codex Astartes
    Advance: Tactics
    Requires: -
    Government: -
    Bonus: Gain a Barracks in every city on continent

    The Codex Astartes is the doctrine of the Space Marine Chapters, governing all aspects of Chapter organization and battlefield tactics. For any given tactical situation, the Codex has hundreds of pages devoted to how it may be met and overcome. The wisdom of thousands of Imperial warriors have contributed to the Codex, and details on everything from unit markings to launching a full-scale planetary assault are contained within its pages.
    The codex was written and formalized after the Horus Heresy by the Primarch of the Ultramarines Roboute Guilliman. A few Chapters, such as the Ultramarines and their successors, regard the codex as a holy text, and follow it without question. Many other chapters also follow the Codex, though not always as strictly as the Ultramarines, and all chapters that do follow the Codex are known as Codex Chapters. Among the Ultramarines, each battle brother must memorise whole sections of the codex, so that within a company there exists an entire record of the text.

    Crusade
    Advance: Black Templars
    Requires: 5 Barracks
    Government: Imperium
    Bonus: Produces an army every 25 turns

    Eye of Terror
    Advance: ?
    Requires: -
    Government: -
    Bonus: City growth causes +2 citizens instead of +1

    The Eye of Terror (Ocularis Terribus) is a massive warp rift, where the warp co-exists with real space, the largest and most well-known in the galaxy. It is located at the edge of the galaxy, to the north and west of Terra, in the Segmentum Obscurus.

    The region of the Eye constitutes its own reality, existing within both the material universe and the warp. Although planets and star systems exist within the Eye, the laws of reality no longer apply. Time is a meaningless concept, and matter, thought and energy are indistinct.

    The worlds within the Eye are known as Daemon Worlds and each constitutes its own bizarre sub-reality. The warp and real-space are indistinct and intermixed within the Eye, and the whole region is a maelstrom of psychic energy, impossible to navigate through. Imperial ships avoid the area around Eye for thousands of light years. Ships travelling too close to the Eye can be thrown far off-course - they can also be caught in temporal whirlpools which carry them backwards or forwards in time, or which trap them in limbo forever.

    The warp storms that disturb the Eye are so intense that there is little point in even trying to steer a ship in a particular direction. The Chaos renegades simply launch their ships into the swirling energies of the warp, trusting fortune to carry them to their enemies. This makes Chaos attacks so random, sudden and unpredictable, often occurring on worlds far from the Eye.

    The Fang
    Advance: Space Wolves
    Requires: 5 Monasteries
    Government: Imperium
    Bonus: Doubles city defences, +1 trade in every trade producing tile

    The Fang is the name given to a fortress on the Space Wolves' homeworld Fenris. It is located on the highest peak of a mountain range towards the centre of Asaheim. These mountains are the tallest on Fenris, and the highest is located at the centre of the range, looking like a great fang above the other mountains.

    The Fang is the greatest fortress constructed since the fortifications of Terra. It is so big as to pierce the atmosphere of Fenris, providing a docking point to space ships and allowing quick access to the surface without having to use sub-orbital transport. It is clad in immensely thick armour and is protected by void shields stronger than those even on the mightiest of the Imperial warships. Shafts have been cut into the moutainside concealing vast laser batteries capable of blasting the biggest ships in the galaxy. These weapons are as old as the Chapter itself, a testament to the reliability of the level of technology produced during the Great Crusade. Also, the thermal reactors powering the weapons and shields are of that age, wondrous though it is to think they still actually work. The top of The Fang is the centre of the Space Wolves' fleet dock where hundreds of ships are moored. They can be easily maintained and materials can be moved easily from surface to space via this huge fortress. It is from here that the Space Wolves set out on missions across the galaxy.

    The Fang was attacked in 300.M36 by Cardinal Bucharis, Colonel Gasto and Admiral Sehalla during the Plague of Unbelief. The Fang was besieged for 3 years until the Space Wolves managed to break out and reconquer the minor empire, converting its people back to the Emperor. Also, it was attacked by Magnus the Red and his Thousand Sons as revenge for the destruction of Prospero.

    Ghazghkull’s Waaagh!
    Advance: Goffs
    Requires: Waaagh! Banner
    Government: Waaagh!
    Bonus: Same as Waaagh! as well as doubles the effect of Bosspoles

    Golden Throne
    Advance: Arbiter
    Requires: -
    Government: Imperium
    Bonus: Doubles happiness of Shrines

    Originally built to provide access to the Eldar Webway, the Golden Throne took the form of a bulky machine-like chair suspended over gigantic mechanised doors made of gold metal. The doors were said to be large enough for a Warhound Scout Titan to walk through unbowed. The chair was linked to the portal by huge bundles of cables, wires and conduits. The whole machine was made of the same golden metal. The throne was built at one end of a vast hall big enough to house up to six fully equipped Space Marine Companies. This was the Emperor's main laboratory, which was itself at the centre of his underground complex, known as the Imperial Dungeon. Even after the throne's construction, the lab remained littered with other huge machines and storage crates. Hundreds of red-robed technicians and labourers worked in the lab.

    The Emperor built the throne as a means of entering the Webway. Having this fixed point of entry was meant to free humanity from its reliance on warp-ships and astrotelepathy, since humans could simply enter the Webway and emerge wherever they chose in the galaxy. He sent armies of workers through the portal and had them construct a new short section of Webway linking to the rest of the abandoned Eldar network. Since the original Webway was built of a psychically resistant material which the humans could not replicate, the Emperor used his powers, via the Golden Throne, to protect the human-built section from the Warp. The Golden Throne is connected to a massive warp beacon known as the Astronomican which generates a system of signals making faster than light Warp travel in the Imperium possible. In the last year of M41, tech-priests discovered failures in the mechanisms of the Golden Throne that are far beyond their ability to repair.

    At the outset of the Heresy, when Magnus the Red used his sorcerous powers to warn the Emperor of Horus's treachery, he inadvertently created huge holes in the Emperor's psychic shield. Daemons poured into the human-built portion of the Webway and slaughtered thousands of Adeptus Mechanicus workers there. The Custodian Guard and Sisters of Silence were left fighting a desperate battle to prevent the daemons from reaching the portal through into the Imperial Dungeon. Eventually the Imperial forces had to abandon the Webway and retreat back into the Imperial Palace. The portal was closed but only the psychic power of the Emperor was enough to keep it that way so he was forced to remain on the Golden Throne or find a suitable replacement. When the Emperor was forced to battle Horus on board the Sons of Horus flagship, the Vengeful Spirit, his place on the throne was taken briefly by Malcador the Sigillite. Malcador perished performing this endeavour, and the mortally wounded Emperor was reinstated upon the Throne after his battle with Horus. At his instruction, it was then enhanced and converted into the life-sustaining form it currently bears.

    Hall of Devices
    Advance: Production
    Requires: -
    Government: -
    Bonus: Halves unit upgrade cost, +50% research output

    Inquisition
    Advance: Inquisition
    Requires: -
    Government: Imperium
    Bonus: +1 happiness, +1 happiness in all cities

    The Holy Orders of the Emperor's Inquisition, more commonly known as the Inquisition, are a secretive and powerful organization of the Imperium responsible for guarding the souls of humanity. The purpose of the Inquisition is to identify and destroy the myriad of potential threats to the Imperium and humanity. The organization's members are agents known as Inquisitors.

    Krieg Reinforcements
    Advance: Reinforcements
    Requires: 5 Barracks
    Government: Imperium
    Bonus: Produces a Death Korps every x turns (3.2.1, +1 HP)

    Kult of Speed
    Advance: Fast Attack
    Obsolete: Goffs
    Requires: -
    Government: Waaagh!
    Bonus: Produces War Buggy every x turns

    The Kult of Speed is an Ork affiliation. Its members are Speed Freeks, Orks obsessed with and addicted to speed. Although most Orks prefer slaughter and explosions, some become addicted to driving really fast. These crazy individuals band together in their own mobs and warbands, full of War Buggies, Warbikes and Wartrukks. Most vehicles are painted red as, according to Orky superstition, "Da red wunz go fasta!" They rely on Mekboyz to build and maintain their vehicles, and sometimes a warband is even led by a Big Mek instead of a Warboss. The obsession with speed can affect any Ork - so it is possible to find Orks from different Clans in a Speed Freek force. Of all the Clans the Evil Sunz have the most Speed Freeks.

    Liber Daemonicum
    Advance: Daemon Hunters
    Requires: -
    Government: Imperium
    Bonus: Produces Daemon Hunter every x turns

    The Liber Daemonicum is the Grey Knight Chapter's sacred book of battle rituals. It contains prayers, rituals, litanies, funeral rites, and Chaos lore collected from the Librarium Daemonica, the repository of dangerous knowledge pieced together by the Ordo Malleus over the millennia. Each Grey Knight fights with a copy of the book displayed in a beautifully decorated ceramite case fastened to his breastplate or hanging from a chain around his neck.
    The book is also represented in Grey Knight iconography, on the chestplate and pauldron of both power armour and Terminator Armour. It is a symbol of the greatest weapon against the forces of Chaos - an unshakable faith in the Emperor of Mankind.

    Liber Heresius
    Advance: Witch Hunters
    Requires: -
    Government: Imperium
    Bonus: Produces Witch Hunter every x turns

    The Liber Heresius is carried by Witch Hunter Inquisitors. The book consists of the wisdom of thousands of Witch Hunters from the past and better allows current Inquisitors to understand the movements and ideas behind the foes they are stalking. Often this allows Inquisitors to attack with forces from unforeseen angles to increase their chances of victory.

    Navigation House of Belisarius
    Advance: Naval Supremacy
    Requires: Harbour
    Government: -
    Bonus: +2 ship movement, +1 trade in every trade producing tile

    House Belisarius is one of the oldest and most powerful Navigator Houses in the Imperium. Their main dwelling is in the Navigator's Quarter on Holy Terra. Aside from their duties as Navigators they also have extensive mercantile intrests, including 50% ownership of the rogue trader vessel Star of Venam and controlling interest of the promethium exploting operations on the jungle world of Hyades. House Belisarius is ruled by a Celestarch, chosen from among the most senior Navigators in the house.

    Nurgle’s Gift
    Advance: Death Guard
    Requires: 5 Shrines
    Government: Chaos
    Bonus: Allows units to heal in enemy territory

    Obliterator Cult
    Advance: Chaos Cults
    Requires: 5 Workshops
    Government: Chaos
    Bonus: Doubles science output, produces Obliterator every x turns

    Ordo Xenos
    Advance: Inquisition
    Requires: -
    Government: Imperium
    Bonus: Doubles combat strength vs barbarians (xenos), veteran ground units, spawns Deathwatch Marine (4.3.1, may stealth attack xenos) every x turns

    They were created to investigate, and catalog Xenos species, and destroy any classified as a threat to the Imperium. This jurisdiction has been expanded to any members of the Imperium that deal with xenos, trade (or deal) in their technology, or seek to hide or protect hostile alien species from Imperial forces. Inquisitors of the Ordo Xenos are devoted to their cause (fanatically so, in many cases), and is among the greatest force that can be wielded against any given xenos species.
    Armed with the best human and xenos technology known, extremely knowledgeable about their foe, unflinching in their mission, the Ordo Xenos can respond to any possible xeno threat. Their tactics vary depending heavily on the situation, species of xenos involved, and level of xenos influence on the local population. Where the threat is subtle they will use guile and stealth, wielding their power as if a scalpel used to cut out a cancerous growth. When the alien menace is great, the Inquisitor can enlist the aid of entire regiments of Imperial Guard and Space Marines. When the threat is too great for even these to handle, the Inquisitor will call on the elite battle-brothers of the Deathwatch. In extreme cases, entire planets are known to be destroyed through Exterminatus.

    Red Grail
    Advance: Blood Angels
    Requires: -
    Government: Imperium
    Bonus: Produces a Sanguinary Priest every x turns

    The Red Grail is said to hold the blood of Sanguinius and is part of a Blood Angels ritual where one of their Space Marines must drink this blood, to, so they say, become closer to their dead primarch. Once they have drunk from the Red Grail, they become a Sanguinary Priests. It is from these priests that the blood is taken to be used in the rituals of transforming aspirants into Space Marines. The Red Grail is often taken to the battlefield where it provides a source of great inspiration for the Blood Angels, it also incorporates a powerful force field generator to protect the bearer from attack.

    Resurrection Orb
    Advance: -
    Requires: -
    Government: -
    Bonus: Allows units to heal in enemy territory

    Rogue Traders
    Advance: Logistics
    Requires: Trader
    Government: -
    Bonus: Gains Trader in all cities

    Schola Progenium
    Advance: -
    Requires: -
    Government: -
    Bonus: -

    Tallarn Reinforcements
    Advance: Reinforcements
    Requires: 5 Barracks
    Government: Imperium
    Bonus: Produces Desert Raider every x turns (4.2.2, ignores desert movement)

    Temple of Cegorach
    Advance: -
    Requires: Webway
    Government: Craftworld
    Bonus: Produces a Harlequin every x turns

    Temple of Khaine
    Advance: ?
    Requires: -
    Government: Craftworld
    Bonus: Increases army value, increases army size, requires a victorious army.

    Temple of Vaul
    Advance: Production
    Requires: -
    Government: Craftworld
    Bonus: +100% production

    Throne of Judgement
    Advance: Heroes
    Requires: -
    Government: Imperium
    Bonus:

    Vostroyan Reinforcements
    Advance: Reinforcements
    Requires: 5 Barracks
    Government: Imperium
    Bonus: Produces Firstborn every x turns (3.3.1)

    Vraksian Renegade Militia
    Advance: Chaos Cults
    Requires: 5 Barracks
    Government: Chaos
    Bonus: Produces Renegade Militia every x turns
     
  20. LMR

    LMR Back In Green!

    Joined:
    Nov 1, 2004
    Messages:
    3,899
    Location:
    Adelaide, South Australia
    On a somewhat related topic, are the heroes and champions going to be spawned from buildings?

    cos if thats the case we'll need another list. some of the ones i've said could be changed, like Ghazghkull's Waaagh! = warlords, waaagh! banner = warbosses, librarium = librarians, chapter houses = chaplains, crusade = crusade chaplain
     

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