Patch 2.9.3 Change log Preview
Posted: Sun 10 Nov, 2019 5:17 pm
Hey guys, sorry for the long waiting time, we have been working on new content which you will be able to test out in the Test-Build that will be included below, here you can take finally a first look at the upcoming patch. The changes you see here are not set in stone and we will still add or remove some of them. This is the biggest patch in the past 5 years, and we get some new content in it as well!
Download Links:
Google Drive
General:
https://cdn.discordapp.com/attachments/ ... e_done.jpg
https://cdn.discordapp.com/attachments/ ... ter_19.jpg
- 2 new OM heroes added and 1 new OM unit added
The Eversor Assasin and the Daemon Hunter with the call-in unit Crusaders
- OM is now listed as its own race, not anymore under the SM roster, which also was very helpful to fix the Hero Selection Screen!
- Melta weapon family preferred auto-target unit type set to vehicle.
- Grenade_Launcher weapon family preferred auto-target unit type set to infantry.
- Pulse_lazer_pvp weapon family preferred auto-target unit type set to vehicle.
- Barbed_stranger weapon family preferred auto-target unit type set to infantry.
- Autocannon_tank_pvp weapon family preferred auto-target unit type set to vehicle.
- Psychic Beacon model now has its own model
- Melee skill scaling standardized across the board
Bugfixes:
- Webway Gates and RA Tunnel now have the salvage ability which will destroy the building after a few seconds and doesn't give back any resources.
- Vindicare Assassin bonus while in garrison now correctly applies only when in a garrison.
- Bloodletter Warp Shift is now interrupted by retreat.
- Purged by Fire is no longer refundable. (Can still be interrupted and retreat interrupted.)
- Hammer of the Witches can now be retreat interrupted.
- Lord General Medical Sergeant, Commissar, and Voxcaster no longer shares damage with the rest of the squad. (fixes the LG dying first sometimes)
- Merciless Witchblade special attack no longer procs twice in a single attack and that special attack damage type changed from power melee to melee.
- Attempted a fix where the Great Unclean One Flesh Hook would not fire properly on the first use.
- Fixed issues with the Strike Justicar’s weapons.
- Fixed an issue where the Psychic Field ability didn’t properly apply VFX to its targets.
- Fixed an issue where the Ops Melta Bomb’s VFX would not last the duration of the effect.
- Fixed an issue where the MoT CSM AC wouldn’t show the plasma gun in army painter.
- Fixed an issue where the Chaos Sorceror’s Warp global would teleport units to other Sorcerors.
- Purification can now be cast from inside buildings.
- Apothecary Heal, Zoanthrope Symbiosis, Painboy Git Sauces, and Mekboy Heal can no longer target unconscious units.
- PC now gives normal exp ratio on death like all other heroes ( gave 50% only since RETAIL.)
Chaos Space Marines
Chaos Lord:
Melee skill scaling reduced from 82 to 79 tier.
Chaos Sorceror:
Melee skill scaling reduced from 82 to 79 tier.
Plague Champion:
Melee skill scaling reduced from 72 to 69 tier.
Touch of Nurgle Red cost increased from 150 to 175.
Touch of Nurgle cooldown increased from 80 seconds to 120 seconds.
Summon Chosen Plague Marine Squad cost reduced from 480/30/175 to 400/35/150. (reinforce cost is unaffected)
Chaos Space Marine Squad:
Plasma Gun damage per hit reduced from 60.43 to 45,85. (dps from 24.88 to 18.88)
Noise Marines:
Sonic Blaster silence wind up time reduced from 1.5 to 1.
Blastmaster wave and impact now disables ranged weapons and abilities for 4 seconds in addition to its normal effects.
Blastmaster wave now only affects enemy infantry. (Impact point still affects all targets)
Chaos Raptors:
Cost increased from 400/40 to 400/45. (reinforce cost from 67/6 to 67/7)
Bloodcrusher:
Cost increased from 300/60 to 280/65.
Chaos Dread:
Mark of Tzeentch Frenzy Barrage now deals 1.5 flame_pvp damage per second to the target area for the duration of the effect in addition to its other effects. (50% what is had done pre-nerf)
Plague Marine Squad:
Plague Marine rotation speed increased from 250 to 500.
Plague Missile Launcher reload duration reduced from 7-7 to 6-6.
Hp regen reduced from 4.6/4.83/5.07/5.33 to 4.2/4.43/4.67/4.94.
Chaos Predator:
Melee skill increased from 50 to 100. (50/51/52/53 to 100/101/102/103)
Chaos Terminators:
Autocannon cost down from 100/80 to 100/70.
Eldar
Warlock:
Melee skill scaling reduced from 82 to 79 tier.
Immolator cost increased from 100/25 to 100/30.
Merciless Witchblade special attack damage reduced from 50 to 35.
Farseer:
Melee skill scaling reduced from 82 to 79 tier.
Psychic Storm duration reduced from 8 seconds to 7 seconds.
Farseer now takes 20% less damage while channeling Psychic Storm.
Warp Spider Exarch:
Anti Grav Grenade projectile maximum speed increased from 20 to 24.
Units inside the Shimmer Orb no longer receive courage damage while inside its effect radius.
Rangers:
Cost reduced from 210/25 to 230/20. (reinforce cost increased from 35/4 to 38/4)
Pathfinder Gear cost reduced from 75/15 to 50/20.
Psychic Beacon no longer requires the Pathfinder Gear to use.
Warp Spider Squad:
Haywire Grenade cooldown reduced from 48 seconds to 40 seconds.
Squad models from 4 to 3 Stats adjusted
Cost from 430/35 to 375/45. (reinforce cost set to 62/7)
(same total hp/damage/upkeep rate)(Exarch base stats are unaffected)
Full squad conversion details:
Pop increased from 4 to 5. (Squad from 16 to 15)
Hp increased from 190 to 253.34. (scale from 190/209/251/289 to 253.34/278.67/306.54/337.2)
Deathspinner damage per hit increased from 30 to 40. (also affects the Exarch)
Fist damage per hit increased from 15.4 to 20.53. (also affects the Exarch)
Autarch:
Fusion Gun damage per hit increased from 54 to 64.
Fire Dragons:
Melta bomb upgrade available for the Squad for 50/20. (Melta Bomb set to 160 damage)
Exarch can now swap between a flamer and a melta, takes 1 second to swap. (Flamer stats equal to Tac Flamer)
Exarch cost up from 75/15 to 85/15.
Fusion Gun damage per hit reduced from 30 to 24.
D-Cannon:
D-Canon vfx added like in retail so it’s more clear when it shoots again.
D-Cannon post-impact damage now only deals 50% damage to allies.
Imperial Guard
Inquisitor:
Melee skill scaling reduced from 82 to 79 tier.
Lord Commissar:
Air Dropped Mines moved from T1 to T2.
Air Dropped Mines and Loyal to the End UI positions swapped.
Melee skill scaling reduced from 82 to 79 tier.
Lord General:
General all all retinue members melee skill scaling reduced from 72/82 tier to 69 tier.
Guardsman Infantry Squad:
Cost increased from 210/0 to 230/0. (reinforce cost from 17 to 19)
Reinforcement time increased from 2 seconds to 3 seconds. (time_percentage from .75 to .95)
Sentinel:
Cost increased from 330/0 to 350/0.
Unit no longer detects units in a 15 radius.
Artillery Spotter Squad:
Mortar shell wind up increased from 1.8 to 2.5.
Chimera:
Cost reduced from 300/65 to 300/60.
Manticore:
Speed increased from 4.5 to 5.
Orks
Call Da Boyz:
Cost reduced from 250/0/200 to 200/0/200.
Cooldown increased from 60 seconds to 90 seconds.
Shootas:
Squad no longer gains a 5% ranged damage increased when a Nob is present upon the purchase of T2.
Shoota level 4 ranged damage modifier reduced from 1.3 to 1.16. (makes the squad’s leveling uniform)
Tankbustas:
Cost increased from 300/0 to 300/15.
Deff Dred:
Cost increased from 250/60 to 270/65.
Burnaz n Bitz cost reduced from 140/20 to 120/15.
Space Marines
Force Commander:
Melee skill scaling reduced from 82 to 79 tier.
Apothecary:
Melee skill scaling reduced from 82 to 79 tier.
Hp increased from 600 to 620.
(scale from 600/630/662/695/729/766/804/844/886/931 to 620/651/683.5/717.7/753.585/791.26425/830.827/872.368/916/961.
Techmarine:
Master Crafted Bolter cost reduced from 100/30 to 100/25.
Tactical Marine Squad:
Missile Launcher cost reduced from 80/40 to 80/35
Razorback:
Smoke Grenade projectile speed increased from 12 to 14.
Librarian:
Cost reduced from 350/60 to 375/50.
Dreadnought:
Multimelta cost reduced from 100/30 to 100/25.
Tyranids
Globals:
Brood Nest red cost increased from 100 to 125.
Spawn Tyrant Guard cost increased from 300/50/175 to 350/50/175.
Tyrannoformation delay between spires 2-7 reduced by 0.5 seconds each.
(timings from 3/5/7/8/9/10/11 to 3 / 4.5 / 6.5 / 7.5 / 8.5 / 9.5 / 10.5)
Capillary Tower:
Spores and Rippers now have a shared Cooldown in each Tower.
Spawn time increased to 15 sec.
Ravener Alpha:
Damage Synapse cost increased from 120/40 to 150/40.
Hormagaunt Brood:
Cost increased from 240/0 to 260/0. (reinforce cost increased from 15/0 to 16/0)
Ravener Brood:
Cost increased from 400/40 to 425/45. (reinforce cost increased from 67/7 to 70/7)
Spore Mines:
Cost increased from 100/5 to 125/5.
Detonation damage reduced from 4 to 3 while the enemy is in retreat.
Damage over time damage per second reduced from 5 to 3.75 while the enemy is in retreat.
Genestealers:
Rending Claws special attack damage type changed from melee_pvp to melee_heavy_pvp.
Zoanthrope:
Symbiosis cost reduced from 100/30 to 100/25.
Venom Brood:
Venom Cannon Damage per hit reduced from 40 to 35.
Ripper Swarm:
Vehicle Snare reduced from 4% to 2%.
Reinforce time increased from 1 second to 3 seconds. (time_percentage from 1 to 3)
Neurothrope:
Catalyst is no longer refundable. (can still be interrupted and retreat interrupted)
Swarmlord:
Bonesabres now inflict 10 heavy melee damage in a frontal semicircle with a radius of 4 in addition to their single-target damage.
Ordo Malleus
Eversor Assassin:
Globals
Sanctify(50)(T1):
Grants 75 energy to the targeted infantry unit
Bio Meltdown(150)(T2):
The Eversor takes 10 dmg per second for 30 seconds and is surrounded by a damage aura with the radius 15. This aura does 12 piercing dps every second for the duration of the effect to all organic units except the Eversor himself. Units damaged by the aura will take for the next 3 seconds 10 dps piercing when leaving the aura and will lose 0.5 speed. If the Eversor dies before the effect wears off all units in radius 15 are knocked over (Weapon Knockback) and take 50 explosive damage. 90 second cooldown.
Hypermetabolism(125)(T1):
Drive the Eversor to the peak of his combat performance. Overlocks the Eversor, granting him +100% cooldown reduction on his abilities and +5 hp/s for 15 seconds. However, at the end of the duration of the effect, the Eversor is stunned and takes 30% additional damage for 10 seconds. 90 second cooldown.
Mark(150)(T2):
Off-map Vindicare support reveals the location of all enemy targets in the battle zone for 15 seconds. 120 second cooldown.
Orbital Bombardment(500)(T3):
Call in a massive orbital strike capable of destroying even the heaviest units. The player chooses the targets of 3 orbital cannons. Each beam deals 30 explosive dps in radius 4 for 6 seconds while lifting units. On detonation, they deals 500 explosive damage in a radius 6 and an additional 150 explosive damage in a radius 11. Cooldown 120 seconds.
Base Stats:
Health - 690 Energy - 100 Speed - 5.5
Sight - 40 Courage - 100 Melee Skill - 70
The Eversor has a higher charge range than normal. (15 vs 12)
40% melee resist.
Starts with the Psychon ability.
Psychon -
The Eversor loses 150 hp, he does 30% more damage for 8 seconds and also gains 20% ranged damage resistance for himself. 30 second cooldown. Energy cost set to 60. The Eversor requires at least 150 hp to use this ability.
Default Loadout:
Executioner Pistol - 16 dps piercing
Chain Machete- 40 dps melee
Weapons:
Executioner Pistol(T1, 100/30)
Equip an Executioner Pistol, highly effective against infantry. Grants the Neurotoxin ability. 30 dps piercing.
Neurotoxin:
Cooldown 45 sec ,energy cost 40en, Range 30
Slows a targeted model by 40% and does 120 dmg over 5 seconds (24 a tick) (set to ignore range after ability start in case of weird edge-of-range shenanigans)
Eviscerator Axe (T2, 130/25)
Equip a really awesome power axe, effective against all infantry. Grants the Killzone ability. 65 dps power melee.
Killzone:
Grants an ability that debuffs enemies and buffs the eversor with a cast range 15. Effect - In an area of radius 15 for 12 seconds enemy (infantry) units receive 20% more dmg from melee and he gets 30% faster attack speed. Cooldown 45 seconds. (Energy cost set to 50)
Neuro- Gauntlet (T2, 120/30)
Equip a Neuro- Gauntlet, a powerful claw filled with deadly toxins. Enemies struck by this weapon take 10 piercing damage per second for 5 seconds in addition to the Gauntlet’s own damage. 80 dps power melee.
Armor:
Synskin Bodyglove (T1, 110/25)
The Eversor Assassin makes use of reflex-enhancing combat stimulants, allowing him to move and react with unnatural speed. Grants the Eversor 20 energy and a 25% to dodge incoming attacks.
+100 hp 0.5 hp regen and improves the Psychon ability so you have to pay only 100 hp and the duration goes up from 8 to 10 seconds.
Assault Armor (T2, 150/40)
Grants the Eversor a Charge ability and also grants the Eversor 150 hp, + 2.5 hp/s.
Charge -
Eversor charges, crushing everything in his path and knocking them over. He is kback immune while charging. (Stats mirror HT charge) Energy cost set to 60.
Frenzon (T3, 150/50)
The Eversor is outfitted with a Frenzon module, one of the deadliest combat drugs known to the universe. Increases the Eversor’s health by 200, his health regen by 1.5 hp/s and his energy by 25. Grants the Frenzon ability, granting the Eversor suppression immunity, knockback immunity and damage resistance at the cost of health per second for the duration of its effect.
Frenzon- 10, then 3.5 per second 1
While Frenzon runs through the Eversor’s veins, he is granted suppression and knockback immunity, 30% damage resistance and takes 8 damage a second. The Eversor requires at least 8 health and 3.5 energy to use this ability. Toggled ability.
Accessories
Chem-Cloud Grenades (T1. 100/25):
Equip the Eversor with Chem-Cloud Grenades
A grenade which lasts for 10 seconds in radius 7.5 and debuffs enemies. They lose 0.5 hp regen in the cloud and also do 20% less damage. And does suppress the targets instantly. (Doesn’t stack with itself)(put a vfx on it but otherwise borrows apo nade atm)
Onslaught Injectors (T1, 120/25)
The Eversor Assassin imbibes a cocktail of Onslaught, enabling him to strike back at any foe in close combat. Whenever the Eversor is struck in melee, he automatically deals 6 piercing_pvp damage back to his attacker.
The Eversor Assassin imbibes a cocktail of Onslaught, enabling him to strike back at any foe in close combat. The Eversor passively gains +1 MS(scales with Tier so 2 on T2 and 3 on T3) and grants the Onslaught Injection ability which grants him 0.5 speed for 10 seconds.
Onslaught Injection
grants him 0.5 speed for 10 seconds. Energy cost set to 25. Cooldown set to 30 seconds.
Cybernetic Enhancement (T2, 100/30)
The Eversor Assassin is modified with extensive bionics. Unlocks the Rapid Reflex ability, which reduces ability cooldowns by 50% and heals him for 10hp/s for 10seconds. Also, passively increases his energy regen by 0.2.
Rapid Reflex
which reduces ability cooldowns by 50% and heals him for 10hp/s for 10seconds.
Cooldown: 30 seconds Energy cost 60 energy
Light Weight Drug (T2, 100/25)
The light weight drug gives the Eversor a bunch of passive buffs. Increases movement speed by 0.5 and extends his charge range by another 3(15 to 18). Increases health by 50.
Daemonhunter:
Globals
Sanctify(50)(T1):
Grants 75 Energy to the targeted infantry unit.
[Placeholder Global Name](100)(T1)
Targeted enemy infantry unit it can’t do courage damage for 12 seconds.
Psychic Fortress(125)(T2) -
For 15 seconds, a targeted allied infantry unit emits a radius 10 aura that cripples enemy infantry units, burning 5 energy per second and slowing them by 25%. 100 second cooldown.
Crusader Squad(420/40/125)(T2):
Spawns a Crusader Squad at your base after a 3 second delay. 5 minute cooldown.
Orbital Bombardment(500)(T3):
Call in a massive orbital strike capable of destroying even the heaviest units. Deals 30 explosive dps in radius 4 for 6 seconds while lifting units. On detonation, it deals 500 explosive damage in a radius 6 and an additional 150 explosive damage in a radius 11. Cooldown 120 seconds.
Base Stats
Hp - 750 Energy - 200 Speed – 5
Rift Tear (active) – After a 1.5second delay casts a spell tearing open the rift in an area debuffing any squads (including allied; doesn’t affect vehicles) that move through it making them move at 60% speed for 6 seconds. Duration refreshes whilst in the rift. Channelled ability. Range 100 (sigil is 90). Radius 10. Ignores LoS and can be cast into the FOW. Cooldown 60 seconds. Energy cost - 100+5 per second it is channelled. (why not just make this 130?)
Purification (active)– Gives 50 of the Inquisitor's energy to target unit. Range 30, CD 30 seconds.
Starting Power Sword – 30 dps melee (LC weapon traits).
Default bolt-pistol – 12 dps, same attack pattern as FC/apo, bit lower damage.
Weapons
Destroyer-Burner(100/30)(T1)
6dph, 100% FOTM, otherwise identical to tac flamer. Grants the ability 'incinerate' which temporarily causes the burner to do extra damage to light buildings, such as turrets and generators.
Incinerate - Changing damage type from ‘flame’ to ‘x’ which does the same damage to infantry, but increases damage to armour ‘light_defence’ and ‘building_light’ from 5 to 12. Duration 35seconds. CD 120s. Energy cost 80.
Force Glaive(150/45)(T2)
Inferno – Igniting the air around himself in flame, the daemonhunter turns nearby foes to cinders. After a 2 second delay, the Daemonhunter bursts into flame doing weapon knockback of flight distance 7 and inflicting 40 melee_pvp damage to foes within radius 15. CD 20s. If energy is >299 Inferno does an additional 10 weapon knockback and 15 damage to any units within radius 25. Energy cost 80.
Null Rod (200/60)(T2)
Increase maximum energy by 100 and grants +2e/s. 60dps power melee. Two-handed melee weapon. Powerful uber weapon, high dps and buffing effects to many spells due to the increased max energy. Gains more damage based on energy stored at a rate of +10dps per 50 energy stored
Armor
Armour of Insight(T1, 110/20)
Grants the 'guiding light' ability. +1.5e/s, +100hp, +50 energy.
Guiding Light - Increases range of targeted units (including vehicles) by 40% in radius 10. Range 20. Cooldown 10s. Energy cost 80. High energy bonus - +10% damage in addition to other effects on target squad.
Requisitions a Servo Skull to aid the Daemonhunter and grants the Light of the Emperor ability, which detects units in an area. Increases (energy regen?) by +0.2e/s, +50 energy.
Light of the Emperor -
Send your Servo Skull a pyre to a targeted area, revealing all its secrets. For 15 seconds, within a radius 30 area, the Skull grants sight and detects enemy units. The Skull returns to the Daemonhunter after the duration of the effect. Range 50. 70 second cooldown. Energy cost set to 80.
Armour of Finesse (T2 150/30)
+100hp, +0.5 speed, +1 melee skill. Grants the ‘stakeout’ ability.
Stakeout - After a 2wind-up that initiates a warning VFX, for 6seconds 50% of melee damage received by the Daemonhunter will be reflected to the attacker 5 piercing damage per hit back to the melee attacker and any enemy units within radius 15 have their movement speed reduced by 40%. CD 40seconds, energy cost 75. No high energy bonus.
Armour of Damnation (175/50)(T3) -
Improves the Rift Tear ability to the Tempest ability, which gains more potent effects the longer it is channeled. Increases max hp by 200, energy by 50 and energy regen by +0.5 e/s.
Tempest -
After a 3 second delay, cast a spell tearing open a radius 10 rift in an area. All squads caught in the tear move at 50% speed and can not cast abilities. After 6 seconds of channeling, the tear worsens by increasing its previous effect radius to 15 and blinding units caught within. After 9 seconds of channeling the tear becomes apocalyptic, with all units caught in a 20 radius suffering 15 plasma damage per second in addition to the previous effects. This ability can be channeled so long as the Daemonhunter possesses the energy to do so. The Daemonhunter is immobile while channelling this ability. Ignores LoS but can not be cast into the FoW. Minimum range 12, maximum range 100. 60 second cooldown. Energy cost set to 50, then 15 per second to channel.
Accessories
Tome of Fury (120/25)(T1) -
The daemonhunter channels his psychic might into his weapon allowing it to temporarily better sunder armour. Grants the “Sundering” ability.
Sundering -
Grants a buff to the DH that causes his weapon on hit to apply a debuff of duration (none stacking but re-applying) 6seconds, that reduces the damage resistance to melee attacks of any unit hit (including vehicles) by 20%. Also increases damage to HI and SHI by 10%.
Duration 10seconds. 30 second cooldown. Energy cost set to 100. High energy bonus - 20% Bonus damage vs HI/SHI.
Tome of Haste (T1 130/20)
Grants the 'Word of the Emperor' ability.
Word of the Emperor - Incite allied troops with a righteous fervor, increases their speed by 1.5 for 10 seconds in radius 10, also reduces damage of affected squad by 50%. Range 20. Cooldown 30s. Energy cost 80. High energy bonus - speed increase goes from 1.5 to 2.
Tome of Tranquility (Psyber Eagle if can model) (T2 140/35)
+3 e/s, increases range of all abilities by 20%, reduces all cooldowns by 20% and increases sight range by 10.
Empyrean Brain Mines (T2 100/20)
Grants the 'Empyrean Mine' ability.
Empyrean mine – Throw a cluster of mines of same hp, placement time and arming time as the mekboy mines. If an enemy unit triggers it by entering its radius, it will have its regen reduced by 5hp/s per model and its energy regen by 3e/s per model for 15seconds. this effect does not stack, but will reset if triggered again. If a vehicle triggers the mine it will incur a 40% movement and rotation rate snare for 6 seconds. Energy cost 70. Cooldown set to 30 seconds. Range set to 30.
Brother-Captain:
Melee skill scaling reduced from 82 to 79 tier.
Inquisitorial Stormtroopers:
Plasma Gun cost increased from 80/20 to 80/25.
Overcharge Plasma energy cost increased from 60 to 65.
Overcharge Plasma now has a minimum range of 10.
Sergeant and Acolyte melee skill reduced from 70 to 60. (60/61/62/63)
Acolyte cost reduced from 85/20 to 80/20.
Strike Squad:
Energy burst speed reduction reduced from 80% to 50%.
Energy Burst duration reduced from 6 seconds to 4 seconds.
Justicar Storm Bolter reload frequency increased from 11-13 to 6-8.
Justicar Nemesis Sword damage per hit reduced from 50 to 40.
Psybolt Ammunition -
Psybolt storm bolter rate of fire reduced from 2 to 1.
Psybolt storm bolter reload frequency increased from 11-13 to 6-8.
Psybolt storm bolter cooldown increased from 0.7 to 1.
Psybolt storm bolter damage per hit reduced from 29.7 to 26.1 (65% to 45%)
Psybolt Ammunition now reduces the melee damage of the squad by 20%.
Justicar is now affected by the Psybolt Ammunition upgrade.
(Justicar now goes from 21 to 30.45 damage per hit at ranged with Psybolts)
Nemesis Focus -
Nemesis Focus now reduces the ranged damage of the squad by 20% in addition to its other effects.
Inquisitorial Operatives:
Fallback Plan stun radius reduced from 15 to 10.
Sergeant Infiltration energy reduction bonus reduced from 100% to 50%. (now 5 energy to activate, -.75 energy per second)
Sergeant cost increased from 75/25 to 85/25.
Cost up from 250/30 to 270/30. (reinforce cost from 31/4 to 33/4)
Speed from 6.5 to 6.
Fallback Plan no longer slows targets hit in its radius. Other effects remain.
Fallback Plan health regeneration bonus increased from 6 hp/s to 10 hp/s.
Incendiary Grenade impact damage increased from 40 to 50.
Purgation Squad:
Cost increased from 280/30 to 320/30. (reinforce cost increased from 47/5 to 53/5)
Rotation rate increased from 400 to 600.
Melee skill increased from 50 to 60.
Crusaders:
Crusaders are now added into the game. Available to the Daemonhunter.
Equipped with a Longsword(35 dpH melee) and a Shield. 70 MS.
Can use the Defend ability to give the Squad suppression immunity & grant 40% ranged damage resistance but slow the Squad by .5 . (Like FC)
Shield bash ability - Knocks back enemies in a targeted direction akin to merciless strike, minimal damage and knockback distance (8 damage per model hit & KB strength 3), low energy cost (30).
Speed 4.5
Spawns a Crusader Squad at your base. 4 Members 2400 Hp in total 600 hp per model. They are equipped with a Longsword(35 dpH melee) and a Shield, low dps but very tanky, good to approach suppression.
Can use the ‘Defend’ ability to give the Squad suppression immunity & grant 40% ranged damage resistance but slow the Squad by 1.5. 10 energy to activate, 5 energy per second to channel (FC’s defend is 10 to activate, 4 to channel)
Shieldbash ability
“Lash out in the specified direction with an explosive strike dealing 5 piercing damage and weapon knockback in radius 5 along a line of length 12.5. Slightly higher knockback strength than merciless strike (check cope’s for value to compare). Cooldown 40 seconds. Energy cost set to 40.”
Rhino:
Cost increased from 250/45 to 280/50.
Heavy Bolter cost reduced from 75/15 to 50/15.
Heavy Bolter build time reduced from 15 seconds to 10 seconds.
Grey Knight Dreadnought:
Multimelta cost reduced from 100/30 to 100/25.
Interceptor Squad:
Teleport and Furious Intervention windup delay reduced from 1.25 seconds to .25 seconds.
Cost reduced from 450/60 to 450/50.
Justicar health increased from 400 to 500. (500/550/605/665.5)
Paladins:
Speed reduced from 4.5 to 4.
Hp regen reduced from 1.75 to 1.25.
Land Raider Crusader:
Speed increased from 3.25 to 4.
Rotation rate increased from 30 to 45.
First of all a big Thank you to the entire team working on this, Atlas and Shoulder Mount(recently too) for implementing the patch coding/changes,HansMoleman for the new Portraits we get in this patch, Avatrass for the new models we will get this patch, Naradius for helping us to FINALLY fix the hero selection screen and all the others who helped out with testing or suggesting changes!
Download Links:
Google Drive
General:
https://cdn.discordapp.com/attachments/ ... e_done.jpg
https://cdn.discordapp.com/attachments/ ... ter_19.jpg
- 2 new OM heroes added and 1 new OM unit added
The Eversor Assasin and the Daemon Hunter with the call-in unit Crusaders
- OM is now listed as its own race, not anymore under the SM roster, which also was very helpful to fix the Hero Selection Screen!
- Melta weapon family preferred auto-target unit type set to vehicle.
- Grenade_Launcher weapon family preferred auto-target unit type set to infantry.
- Pulse_lazer_pvp weapon family preferred auto-target unit type set to vehicle.
- Barbed_stranger weapon family preferred auto-target unit type set to infantry.
- Autocannon_tank_pvp weapon family preferred auto-target unit type set to vehicle.
- Psychic Beacon model now has its own model
- Melee skill scaling standardized across the board
Bugfixes:
- Webway Gates and RA Tunnel now have the salvage ability which will destroy the building after a few seconds and doesn't give back any resources.
- Vindicare Assassin bonus while in garrison now correctly applies only when in a garrison.
- Bloodletter Warp Shift is now interrupted by retreat.
- Purged by Fire is no longer refundable. (Can still be interrupted and retreat interrupted.)
- Hammer of the Witches can now be retreat interrupted.
- Lord General Medical Sergeant, Commissar, and Voxcaster no longer shares damage with the rest of the squad. (fixes the LG dying first sometimes)
- Merciless Witchblade special attack no longer procs twice in a single attack and that special attack damage type changed from power melee to melee.
- Attempted a fix where the Great Unclean One Flesh Hook would not fire properly on the first use.
- Fixed issues with the Strike Justicar’s weapons.
- Fixed an issue where the Psychic Field ability didn’t properly apply VFX to its targets.
- Fixed an issue where the Ops Melta Bomb’s VFX would not last the duration of the effect.
- Fixed an issue where the MoT CSM AC wouldn’t show the plasma gun in army painter.
- Fixed an issue where the Chaos Sorceror’s Warp global would teleport units to other Sorcerors.
- Purification can now be cast from inside buildings.
- Apothecary Heal, Zoanthrope Symbiosis, Painboy Git Sauces, and Mekboy Heal can no longer target unconscious units.
- PC now gives normal exp ratio on death like all other heroes ( gave 50% only since RETAIL.)
Chaos Space Marines
Chaos Lord:
Melee skill scaling reduced from 82 to 79 tier.
Chaos Sorceror:
Melee skill scaling reduced from 82 to 79 tier.
Plague Champion:
Melee skill scaling reduced from 72 to 69 tier.
Touch of Nurgle Red cost increased from 150 to 175.
Touch of Nurgle cooldown increased from 80 seconds to 120 seconds.
Summon Chosen Plague Marine Squad cost reduced from 480/30/175 to 400/35/150. (reinforce cost is unaffected)
Chaos Space Marine Squad:
Plasma Gun damage per hit reduced from 60.43 to 45,85. (dps from 24.88 to 18.88)
Noise Marines:
Sonic Blaster silence wind up time reduced from 1.5 to 1.
Blastmaster wave and impact now disables ranged weapons and abilities for 4 seconds in addition to its normal effects.
Blastmaster wave now only affects enemy infantry. (Impact point still affects all targets)
Chaos Raptors:
Cost increased from 400/40 to 400/45. (reinforce cost from 67/6 to 67/7)
Bloodcrusher:
Cost increased from 300/60 to 280/65.
Chaos Dread:
Mark of Tzeentch Frenzy Barrage now deals 1.5 flame_pvp damage per second to the target area for the duration of the effect in addition to its other effects. (50% what is had done pre-nerf)
Plague Marine Squad:
Plague Marine rotation speed increased from 250 to 500.
Plague Missile Launcher reload duration reduced from 7-7 to 6-6.
Hp regen reduced from 4.6/4.83/5.07/5.33 to 4.2/4.43/4.67/4.94.
Chaos Predator:
Melee skill increased from 50 to 100. (50/51/52/53 to 100/101/102/103)
Chaos Terminators:
Autocannon cost down from 100/80 to 100/70.
Eldar
Warlock:
Melee skill scaling reduced from 82 to 79 tier.
Immolator cost increased from 100/25 to 100/30.
Merciless Witchblade special attack damage reduced from 50 to 35.
Farseer:
Melee skill scaling reduced from 82 to 79 tier.
Psychic Storm duration reduced from 8 seconds to 7 seconds.
Farseer now takes 20% less damage while channeling Psychic Storm.
Warp Spider Exarch:
Anti Grav Grenade projectile maximum speed increased from 20 to 24.
Units inside the Shimmer Orb no longer receive courage damage while inside its effect radius.
Rangers:
Cost reduced from 210/25 to 230/20. (reinforce cost increased from 35/4 to 38/4)
Pathfinder Gear cost reduced from 75/15 to 50/20.
Psychic Beacon no longer requires the Pathfinder Gear to use.
Warp Spider Squad:
Haywire Grenade cooldown reduced from 48 seconds to 40 seconds.
Squad models from 4 to 3 Stats adjusted
Cost from 430/35 to 375/45. (reinforce cost set to 62/7)
(same total hp/damage/upkeep rate)(Exarch base stats are unaffected)
Full squad conversion details:
Pop increased from 4 to 5. (Squad from 16 to 15)
Hp increased from 190 to 253.34. (scale from 190/209/251/289 to 253.34/278.67/306.54/337.2)
Deathspinner damage per hit increased from 30 to 40. (also affects the Exarch)
Fist damage per hit increased from 15.4 to 20.53. (also affects the Exarch)
Autarch:
Fusion Gun damage per hit increased from 54 to 64.
Fire Dragons:
Melta bomb upgrade available for the Squad for 50/20. (Melta Bomb set to 160 damage)
Exarch can now swap between a flamer and a melta, takes 1 second to swap. (Flamer stats equal to Tac Flamer)
Exarch cost up from 75/15 to 85/15.
Fusion Gun damage per hit reduced from 30 to 24.
D-Cannon:
D-Canon vfx added like in retail so it’s more clear when it shoots again.
D-Cannon post-impact damage now only deals 50% damage to allies.
Imperial Guard
Inquisitor:
Melee skill scaling reduced from 82 to 79 tier.
Lord Commissar:
Air Dropped Mines moved from T1 to T2.
Air Dropped Mines and Loyal to the End UI positions swapped.
Melee skill scaling reduced from 82 to 79 tier.
Lord General:
General all all retinue members melee skill scaling reduced from 72/82 tier to 69 tier.
Guardsman Infantry Squad:
Cost increased from 210/0 to 230/0. (reinforce cost from 17 to 19)
Reinforcement time increased from 2 seconds to 3 seconds. (time_percentage from .75 to .95)
Sentinel:
Cost increased from 330/0 to 350/0.
Unit no longer detects units in a 15 radius.
Artillery Spotter Squad:
Mortar shell wind up increased from 1.8 to 2.5.
Chimera:
Cost reduced from 300/65 to 300/60.
Manticore:
Speed increased from 4.5 to 5.
Orks
Call Da Boyz:
Cost reduced from 250/0/200 to 200/0/200.
Cooldown increased from 60 seconds to 90 seconds.
Shootas:
Squad no longer gains a 5% ranged damage increased when a Nob is present upon the purchase of T2.
Shoota level 4 ranged damage modifier reduced from 1.3 to 1.16. (makes the squad’s leveling uniform)
Tankbustas:
Cost increased from 300/0 to 300/15.
Deff Dred:
Cost increased from 250/60 to 270/65.
Burnaz n Bitz cost reduced from 140/20 to 120/15.
Space Marines
Force Commander:
Melee skill scaling reduced from 82 to 79 tier.
Apothecary:
Melee skill scaling reduced from 82 to 79 tier.
Hp increased from 600 to 620.
(scale from 600/630/662/695/729/766/804/844/886/931 to 620/651/683.5/717.7/753.585/791.26425/830.827/872.368/916/961.
Techmarine:
Master Crafted Bolter cost reduced from 100/30 to 100/25.
Tactical Marine Squad:
Missile Launcher cost reduced from 80/40 to 80/35
Razorback:
Smoke Grenade projectile speed increased from 12 to 14.
Librarian:
Cost reduced from 350/60 to 375/50.
Dreadnought:
Multimelta cost reduced from 100/30 to 100/25.
Tyranids
Globals:
Brood Nest red cost increased from 100 to 125.
Spawn Tyrant Guard cost increased from 300/50/175 to 350/50/175.
Tyrannoformation delay between spires 2-7 reduced by 0.5 seconds each.
(timings from 3/5/7/8/9/10/11 to 3 / 4.5 / 6.5 / 7.5 / 8.5 / 9.5 / 10.5)
Capillary Tower:
Spores and Rippers now have a shared Cooldown in each Tower.
Spawn time increased to 15 sec.
Ravener Alpha:
Damage Synapse cost increased from 120/40 to 150/40.
Hormagaunt Brood:
Cost increased from 240/0 to 260/0. (reinforce cost increased from 15/0 to 16/0)
Ravener Brood:
Cost increased from 400/40 to 425/45. (reinforce cost increased from 67/7 to 70/7)
Spore Mines:
Cost increased from 100/5 to 125/5.
Detonation damage reduced from 4 to 3 while the enemy is in retreat.
Damage over time damage per second reduced from 5 to 3.75 while the enemy is in retreat.
Genestealers:
Rending Claws special attack damage type changed from melee_pvp to melee_heavy_pvp.
Zoanthrope:
Symbiosis cost reduced from 100/30 to 100/25.
Venom Brood:
Venom Cannon Damage per hit reduced from 40 to 35.
Ripper Swarm:
Vehicle Snare reduced from 4% to 2%.
Reinforce time increased from 1 second to 3 seconds. (time_percentage from 1 to 3)
Neurothrope:
Catalyst is no longer refundable. (can still be interrupted and retreat interrupted)
Swarmlord:
Bonesabres now inflict 10 heavy melee damage in a frontal semicircle with a radius of 4 in addition to their single-target damage.
Ordo Malleus
Eversor Assassin:
Globals
Sanctify(50)(T1):
Grants 75 energy to the targeted infantry unit
Bio Meltdown(150)(T2):
The Eversor takes 10 dmg per second for 30 seconds and is surrounded by a damage aura with the radius 15. This aura does 12 piercing dps every second for the duration of the effect to all organic units except the Eversor himself. Units damaged by the aura will take for the next 3 seconds 10 dps piercing when leaving the aura and will lose 0.5 speed. If the Eversor dies before the effect wears off all units in radius 15 are knocked over (Weapon Knockback) and take 50 explosive damage. 90 second cooldown.
Hypermetabolism(125)(T1):
Drive the Eversor to the peak of his combat performance. Overlocks the Eversor, granting him +100% cooldown reduction on his abilities and +5 hp/s for 15 seconds. However, at the end of the duration of the effect, the Eversor is stunned and takes 30% additional damage for 10 seconds. 90 second cooldown.
Mark(150)(T2):
Off-map Vindicare support reveals the location of all enemy targets in the battle zone for 15 seconds. 120 second cooldown.
Orbital Bombardment(500)(T3):
Call in a massive orbital strike capable of destroying even the heaviest units. The player chooses the targets of 3 orbital cannons. Each beam deals 30 explosive dps in radius 4 for 6 seconds while lifting units. On detonation, they deals 500 explosive damage in a radius 6 and an additional 150 explosive damage in a radius 11. Cooldown 120 seconds.
Base Stats:
Health - 690 Energy - 100 Speed - 5.5
Sight - 40 Courage - 100 Melee Skill - 70
The Eversor has a higher charge range than normal. (15 vs 12)
40% melee resist.
Starts with the Psychon ability.
Psychon -
The Eversor loses 150 hp, he does 30% more damage for 8 seconds and also gains 20% ranged damage resistance for himself. 30 second cooldown. Energy cost set to 60. The Eversor requires at least 150 hp to use this ability.
Default Loadout:
Executioner Pistol - 16 dps piercing
Chain Machete- 40 dps melee
Weapons:
Executioner Pistol(T1, 100/30)
Equip an Executioner Pistol, highly effective against infantry. Grants the Neurotoxin ability. 30 dps piercing.
Neurotoxin:
Cooldown 45 sec ,energy cost 40en, Range 30
Slows a targeted model by 40% and does 120 dmg over 5 seconds (24 a tick) (set to ignore range after ability start in case of weird edge-of-range shenanigans)
Eviscerator Axe (T2, 130/25)
Equip a really awesome power axe, effective against all infantry. Grants the Killzone ability. 65 dps power melee.
Killzone:
Grants an ability that debuffs enemies and buffs the eversor with a cast range 15. Effect - In an area of radius 15 for 12 seconds enemy (infantry) units receive 20% more dmg from melee and he gets 30% faster attack speed. Cooldown 45 seconds. (Energy cost set to 50)
Neuro- Gauntlet (T2, 120/30)
Equip a Neuro- Gauntlet, a powerful claw filled with deadly toxins. Enemies struck by this weapon take 10 piercing damage per second for 5 seconds in addition to the Gauntlet’s own damage. 80 dps power melee.
Armor:
Synskin Bodyglove (T1, 110/25)
The Eversor Assassin makes use of reflex-enhancing combat stimulants, allowing him to move and react with unnatural speed. Grants the Eversor 20 energy and a 25% to dodge incoming attacks.
+100 hp 0.5 hp regen and improves the Psychon ability so you have to pay only 100 hp and the duration goes up from 8 to 10 seconds.
Assault Armor (T2, 150/40)
Grants the Eversor a Charge ability and also grants the Eversor 150 hp, + 2.5 hp/s.
Charge -
Eversor charges, crushing everything in his path and knocking them over. He is kback immune while charging. (Stats mirror HT charge) Energy cost set to 60.
Frenzon (T3, 150/50)
The Eversor is outfitted with a Frenzon module, one of the deadliest combat drugs known to the universe. Increases the Eversor’s health by 200, his health regen by 1.5 hp/s and his energy by 25. Grants the Frenzon ability, granting the Eversor suppression immunity, knockback immunity and damage resistance at the cost of health per second for the duration of its effect.
Frenzon- 10, then 3.5 per second 1
While Frenzon runs through the Eversor’s veins, he is granted suppression and knockback immunity, 30% damage resistance and takes 8 damage a second. The Eversor requires at least 8 health and 3.5 energy to use this ability. Toggled ability.
Accessories
Chem-Cloud Grenades (T1. 100/25):
Equip the Eversor with Chem-Cloud Grenades
A grenade which lasts for 10 seconds in radius 7.5 and debuffs enemies. They lose 0.5 hp regen in the cloud and also do 20% less damage. And does suppress the targets instantly. (Doesn’t stack with itself)(put a vfx on it but otherwise borrows apo nade atm)
Onslaught Injectors (T1, 120/25)
The Eversor Assassin imbibes a cocktail of Onslaught, enabling him to strike back at any foe in close combat. Whenever the Eversor is struck in melee, he automatically deals 6 piercing_pvp damage back to his attacker.
The Eversor Assassin imbibes a cocktail of Onslaught, enabling him to strike back at any foe in close combat. The Eversor passively gains +1 MS(scales with Tier so 2 on T2 and 3 on T3) and grants the Onslaught Injection ability which grants him 0.5 speed for 10 seconds.
Onslaught Injection
grants him 0.5 speed for 10 seconds. Energy cost set to 25. Cooldown set to 30 seconds.
Cybernetic Enhancement (T2, 100/30)
The Eversor Assassin is modified with extensive bionics. Unlocks the Rapid Reflex ability, which reduces ability cooldowns by 50% and heals him for 10hp/s for 10seconds. Also, passively increases his energy regen by 0.2.
Rapid Reflex
which reduces ability cooldowns by 50% and heals him for 10hp/s for 10seconds.
Cooldown: 30 seconds Energy cost 60 energy
Light Weight Drug (T2, 100/25)
The light weight drug gives the Eversor a bunch of passive buffs. Increases movement speed by 0.5 and extends his charge range by another 3(15 to 18). Increases health by 50.
Daemonhunter:
Globals
Sanctify(50)(T1):
Grants 75 Energy to the targeted infantry unit.
[Placeholder Global Name](100)(T1)
Targeted enemy infantry unit it can’t do courage damage for 12 seconds.
Psychic Fortress(125)(T2) -
For 15 seconds, a targeted allied infantry unit emits a radius 10 aura that cripples enemy infantry units, burning 5 energy per second and slowing them by 25%. 100 second cooldown.
Crusader Squad(420/40/125)(T2):
Spawns a Crusader Squad at your base after a 3 second delay. 5 minute cooldown.
Orbital Bombardment(500)(T3):
Call in a massive orbital strike capable of destroying even the heaviest units. Deals 30 explosive dps in radius 4 for 6 seconds while lifting units. On detonation, it deals 500 explosive damage in a radius 6 and an additional 150 explosive damage in a radius 11. Cooldown 120 seconds.
Base Stats
Hp - 750 Energy - 200 Speed – 5
Rift Tear (active) – After a 1.5second delay casts a spell tearing open the rift in an area debuffing any squads (including allied; doesn’t affect vehicles) that move through it making them move at 60% speed for 6 seconds. Duration refreshes whilst in the rift. Channelled ability. Range 100 (sigil is 90). Radius 10. Ignores LoS and can be cast into the FOW. Cooldown 60 seconds. Energy cost - 100+5 per second it is channelled. (why not just make this 130?)
Purification (active)– Gives 50 of the Inquisitor's energy to target unit. Range 30, CD 30 seconds.
Starting Power Sword – 30 dps melee (LC weapon traits).
Default bolt-pistol – 12 dps, same attack pattern as FC/apo, bit lower damage.
Weapons
Destroyer-Burner(100/30)(T1)
6dph, 100% FOTM, otherwise identical to tac flamer. Grants the ability 'incinerate' which temporarily causes the burner to do extra damage to light buildings, such as turrets and generators.
Incinerate - Changing damage type from ‘flame’ to ‘x’ which does the same damage to infantry, but increases damage to armour ‘light_defence’ and ‘building_light’ from 5 to 12. Duration 35seconds. CD 120s. Energy cost 80.
Force Glaive(150/45)(T2)
Inferno – Igniting the air around himself in flame, the daemonhunter turns nearby foes to cinders. After a 2 second delay, the Daemonhunter bursts into flame doing weapon knockback of flight distance 7 and inflicting 40 melee_pvp damage to foes within radius 15. CD 20s. If energy is >299 Inferno does an additional 10 weapon knockback and 15 damage to any units within radius 25. Energy cost 80.
Null Rod (200/60)(T2)
Increase maximum energy by 100 and grants +2e/s. 60dps power melee. Two-handed melee weapon. Powerful uber weapon, high dps and buffing effects to many spells due to the increased max energy. Gains more damage based on energy stored at a rate of +10dps per 50 energy stored
Armor
Armour of Insight(T1, 110/20)
Grants the 'guiding light' ability. +1.5e/s, +100hp, +50 energy.
Guiding Light - Increases range of targeted units (including vehicles) by 40% in radius 10. Range 20. Cooldown 10s. Energy cost 80. High energy bonus - +10% damage in addition to other effects on target squad.
Requisitions a Servo Skull to aid the Daemonhunter and grants the Light of the Emperor ability, which detects units in an area. Increases (energy regen?) by +0.2e/s, +50 energy.
Light of the Emperor -
Send your Servo Skull a pyre to a targeted area, revealing all its secrets. For 15 seconds, within a radius 30 area, the Skull grants sight and detects enemy units. The Skull returns to the Daemonhunter after the duration of the effect. Range 50. 70 second cooldown. Energy cost set to 80.
Armour of Finesse (T2 150/30)
+100hp, +0.5 speed, +1 melee skill. Grants the ‘stakeout’ ability.
Stakeout - After a 2wind-up that initiates a warning VFX, for 6seconds 50% of melee damage received by the Daemonhunter will be reflected to the attacker 5 piercing damage per hit back to the melee attacker and any enemy units within radius 15 have their movement speed reduced by 40%. CD 40seconds, energy cost 75. No high energy bonus.
Armour of Damnation (175/50)(T3) -
Improves the Rift Tear ability to the Tempest ability, which gains more potent effects the longer it is channeled. Increases max hp by 200, energy by 50 and energy regen by +0.5 e/s.
Tempest -
After a 3 second delay, cast a spell tearing open a radius 10 rift in an area. All squads caught in the tear move at 50% speed and can not cast abilities. After 6 seconds of channeling, the tear worsens by increasing its previous effect radius to 15 and blinding units caught within. After 9 seconds of channeling the tear becomes apocalyptic, with all units caught in a 20 radius suffering 15 plasma damage per second in addition to the previous effects. This ability can be channeled so long as the Daemonhunter possesses the energy to do so. The Daemonhunter is immobile while channelling this ability. Ignores LoS but can not be cast into the FoW. Minimum range 12, maximum range 100. 60 second cooldown. Energy cost set to 50, then 15 per second to channel.
Accessories
Tome of Fury (120/25)(T1) -
The daemonhunter channels his psychic might into his weapon allowing it to temporarily better sunder armour. Grants the “Sundering” ability.
Sundering -
Grants a buff to the DH that causes his weapon on hit to apply a debuff of duration (none stacking but re-applying) 6seconds, that reduces the damage resistance to melee attacks of any unit hit (including vehicles) by 20%. Also increases damage to HI and SHI by 10%.
Duration 10seconds. 30 second cooldown. Energy cost set to 100. High energy bonus - 20% Bonus damage vs HI/SHI.
Tome of Haste (T1 130/20)
Grants the 'Word of the Emperor' ability.
Word of the Emperor - Incite allied troops with a righteous fervor, increases their speed by 1.5 for 10 seconds in radius 10, also reduces damage of affected squad by 50%. Range 20. Cooldown 30s. Energy cost 80. High energy bonus - speed increase goes from 1.5 to 2.
Tome of Tranquility (Psyber Eagle if can model) (T2 140/35)
+3 e/s, increases range of all abilities by 20%, reduces all cooldowns by 20% and increases sight range by 10.
Empyrean Brain Mines (T2 100/20)
Grants the 'Empyrean Mine' ability.
Empyrean mine – Throw a cluster of mines of same hp, placement time and arming time as the mekboy mines. If an enemy unit triggers it by entering its radius, it will have its regen reduced by 5hp/s per model and its energy regen by 3e/s per model for 15seconds. this effect does not stack, but will reset if triggered again. If a vehicle triggers the mine it will incur a 40% movement and rotation rate snare for 6 seconds. Energy cost 70. Cooldown set to 30 seconds. Range set to 30.
Brother-Captain:
Melee skill scaling reduced from 82 to 79 tier.
Inquisitorial Stormtroopers:
Plasma Gun cost increased from 80/20 to 80/25.
Overcharge Plasma energy cost increased from 60 to 65.
Overcharge Plasma now has a minimum range of 10.
Sergeant and Acolyte melee skill reduced from 70 to 60. (60/61/62/63)
Acolyte cost reduced from 85/20 to 80/20.
Strike Squad:
Energy burst speed reduction reduced from 80% to 50%.
Energy Burst duration reduced from 6 seconds to 4 seconds.
Justicar Storm Bolter reload frequency increased from 11-13 to 6-8.
Justicar Nemesis Sword damage per hit reduced from 50 to 40.
Psybolt Ammunition -
Psybolt storm bolter rate of fire reduced from 2 to 1.
Psybolt storm bolter reload frequency increased from 11-13 to 6-8.
Psybolt storm bolter cooldown increased from 0.7 to 1.
Psybolt storm bolter damage per hit reduced from 29.7 to 26.1 (65% to 45%)
Psybolt Ammunition now reduces the melee damage of the squad by 20%.
Justicar is now affected by the Psybolt Ammunition upgrade.
(Justicar now goes from 21 to 30.45 damage per hit at ranged with Psybolts)
Nemesis Focus -
Nemesis Focus now reduces the ranged damage of the squad by 20% in addition to its other effects.
Inquisitorial Operatives:
Fallback Plan stun radius reduced from 15 to 10.
Sergeant Infiltration energy reduction bonus reduced from 100% to 50%. (now 5 energy to activate, -.75 energy per second)
Sergeant cost increased from 75/25 to 85/25.
Cost up from 250/30 to 270/30. (reinforce cost from 31/4 to 33/4)
Speed from 6.5 to 6.
Fallback Plan no longer slows targets hit in its radius. Other effects remain.
Fallback Plan health regeneration bonus increased from 6 hp/s to 10 hp/s.
Incendiary Grenade impact damage increased from 40 to 50.
Purgation Squad:
Cost increased from 280/30 to 320/30. (reinforce cost increased from 47/5 to 53/5)
Rotation rate increased from 400 to 600.
Melee skill increased from 50 to 60.
Crusaders:
Crusaders are now added into the game. Available to the Daemonhunter.
Equipped with a Longsword(35 dpH melee) and a Shield. 70 MS.
Can use the Defend ability to give the Squad suppression immunity & grant 40% ranged damage resistance but slow the Squad by .5 . (Like FC)
Shield bash ability - Knocks back enemies in a targeted direction akin to merciless strike, minimal damage and knockback distance (8 damage per model hit & KB strength 3), low energy cost (30).
Speed 4.5
Spawns a Crusader Squad at your base. 4 Members 2400 Hp in total 600 hp per model. They are equipped with a Longsword(35 dpH melee) and a Shield, low dps but very tanky, good to approach suppression.
Can use the ‘Defend’ ability to give the Squad suppression immunity & grant 40% ranged damage resistance but slow the Squad by 1.5. 10 energy to activate, 5 energy per second to channel (FC’s defend is 10 to activate, 4 to channel)
Shieldbash ability
“Lash out in the specified direction with an explosive strike dealing 5 piercing damage and weapon knockback in radius 5 along a line of length 12.5. Slightly higher knockback strength than merciless strike (check cope’s for value to compare). Cooldown 40 seconds. Energy cost set to 40.”
Rhino:
Cost increased from 250/45 to 280/50.
Heavy Bolter cost reduced from 75/15 to 50/15.
Heavy Bolter build time reduced from 15 seconds to 10 seconds.
Grey Knight Dreadnought:
Multimelta cost reduced from 100/30 to 100/25.
Interceptor Squad:
Teleport and Furious Intervention windup delay reduced from 1.25 seconds to .25 seconds.
Cost reduced from 450/60 to 450/50.
Justicar health increased from 400 to 500. (500/550/605/665.5)
Paladins:
Speed reduced from 4.5 to 4.
Hp regen reduced from 1.75 to 1.25.
Land Raider Crusader:
Speed increased from 3.25 to 4.
Rotation rate increased from 30 to 45.