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 13th Company Tech Tree, With unit Descriptions
Hirmetrium
Posted: Feb 19 2006, 09:16 PM


Supreme High Priest Dude


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user posted image

BUILDINGS
13th Company Longhouse:
Produces: scouts, Iron priest, Wolf Priest
Purpose: main tech building, base etc. produces capping and building units.
Upgrades to: >13th company Stronghold>13th company Fortress

Wolf Den:
Produces: Grey Slayers, Wolf Packs, Wolf Lord
Purpose: Main troop production building. Makes tier 1 commander and contains some research for the units it makes.

Iron Priest Workshop:
Produces: Nothing.
Purpose: Main research post. contains most troop upgrades. Can be garisoned by Iron priests for defense.
Facts: is a very tough building due to the priests working in it. the iron priests have much work to do for the thirteeth company.

Stolen Chaos Generator/Thermo Generator:
Produces: Nothing.
Purpose: Produces power for the 13th company. contains research for improved power production.
Facts: its been stolen from chaos. take that you scum!

Hideout (Listening post):
Produces: Nothing
Purpose: Produces additional req and adds fortification. also contains research for improved requsition production.
Fact: is also one of the tougher structures, to provide its function.
Upgrades to: >LP2(with missle launcher)>LP3(with a single las cannon and additional HP)

Storm Tower:
Produces: Rune Priest and contains research for commander units.
Purpose: Commander research is contained in here.
Facts: VERY important structure, since it produces the rune priest, a crucial and important hero for the 13th company.

Varga-Hold(named Wolf Pit on diagram):
Produces: Storm Claws, Long Fangs, Storm Claw Bikers, Wulfen(tier 3), and contains research for some of these units.
Purpose: Secondary troop production, produces all tier two and tier three structures.

Runestone(named Warp Gate on diagram):
Produces: SECRET UBER UNIT??
Purpose: Is an important structure. allows the rapid movement and deep striking of troops, and contains tier 4 research as well as 'Portal relocation' Research, which allows 13th company buildings to relocate.

UNITS
Tier 1:
Wolf lord
Purpose: Primary HQ
Weapons:
-Power Axe --> Frost Blade
-Bolt pistol --> Plasma pistol

Wolf Scouts have been removed from the mod. Sorry! their not on the army list, and its unfluffy to have them! so their scrapped!

Grey Slayers
Purpose: Primary capture and troop unit. heavily upgradeable, very mainstay tier 1 fighting unit.
Weapons:
-Bolters --> Plasma gun(T2) or --> Flamer
Wolf guard Pack Leader
-Bolt pistol --> Plasma Pistol
-Power Axe --> Power fist

Wolf Pack
Purpose: Melee unit. Free Pack Leader avaible from start.
-Claws 'n maws
Wolf guard pack leader
Free to reinforce from the start.

Iron priest
Purpose: Builder and repair unit, light defense. Can be upgraded to be a useful battle unit.
Weapons:
-Bolt pistol
-Thunder hammer(very effective vs vehicles)

Tier 2:
Wolf Priest
Purpose: Secondary HQ
Weapons:
-Crozius Arcanum
-Bolt Pistol --> Plasma Pistol

Rune Priest
Purpose: Important HQ. Has powerful Phsyic skills, very useful.
Weapons:
-Rune Axe
-Bolt Pistol --> Plasma pistol

Storm-claws
Purpose: Elite melee unit
Weapons:
-Bolt Pistols
-Close combat weapons(Chainswords likely)
Wolf Guard Pack Leader(same as above)

Storm claw Bikers
Purpose: Only Vehicle unit. Light Ranged unit, fast attack.
-Twinlinked Bolters
-Power axes

Long Fangs
Purpose: Ranged heavy anti tank unit. Very powerful weapons, effective at crushing buildings and tanks very quickly with their powerful weapons. also effective at killing infantry. Your Powerhouse units, These will replace your tanks, using up support cap.
Weapons:
-Heavy Bolter
Upgrades to:
-Missile Launcher(t2 Anti tank)
-Plasma Cannon(t2 anti inf)
-Multi Melta(t3 close range anti tank)
-Lascannon(t3 long range anti tank)
Long fang pack leader
-Gives the 'Fire Control' Skill, increasing squad damage temporaryly

Tier 3
Wulfen
Purpose: Super heavy elite melee unit, Capable of ripping apart tank armor!
Weapons:
-Wolf Claws

Planned research SO FAR...
Mark of the wulfen: Turns heros into minature tanks!
Improvised Bionics 1+2: Increases the HP of all 13thCo units.
Scavenged Armour: Improves the armour type of 13thCo units from heavy_med to heavy_high.
Stolen Plasma Pistols: Gives plasma pistols to all commander units.
Relic Weapons: Upgrades Commander weapons.
Artificer Armour: Iron priests improve their commanders armour, increassing HP.
Pillage!:Chaos weapons are pillaged from their foes, improving all units melee damage.

Feel free to discuss and comment on the tech tree in this thread.

EDIT: This has been updated on the 17th September
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Guest
Posted: Apr 30 2006, 08:06 AM


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how far are u on working on this mod will it be ready for alpha soon?
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Lac_Desariel
Posted: May 2 2006, 06:10 AM


Runt


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I was just reading through this and it occored to me, 13th company dont have iron priest's but i have been racking my brain as to what could replace it as a builder unit?

its hard to keep with the fluff of it all.
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ShipWrecK
  Posted: May 16 2006, 12:52 AM


Runt


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Joined: 16-May 06



QUOTE (Lac_Desariel @ May 2 2006, 06:10 AM)
I was just reading through this and it occored to me, 13th company dont have iron priest's but i have been racking my brain as to what could replace it as a builder unit?

its hard to keep with the fluff of it all.

No they dont have an Iron Preist they have only got the Rune preist.. unfortunately. But he could be just added as one any way..
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PacPomarnacki
Posted: May 20 2006, 08:30 PM


Texture guy


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Posts: 32
Member No.: 2
Joined: 24-January 06



Well at the moment the Iron priest is our build unit, one, because it was easiest to modify from a standard marine and second, because I personally dont know what they would use instead. This may be changed in the future, in fact it probably will.
Then again what do i know? im just the texturer tongue.gif

Pac.
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Julian
Posted: May 21 2006, 11:48 AM


The guy who knows stuff


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Posts: 24
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Joined: 24-January 06



Well, we could use Rune Priests as our build unit, which would make sense Fluff wise (as its the rune Priests which transport the 13th through the warp) but that would also mean that we would need to make them exceptionally powerful units. Which would just prompt loads of early game builder rushes.
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PacPomarnacki
Posted: Jun 10 2006, 01:45 AM


Texture guy


Group: Admin
Posts: 32
Member No.: 2
Joined: 24-January 06



Well today me and Jules did a short burst of work that turned out to be Quite Productive. We both decided that a new relic Thread should be started (which can be found Here) and should sum up all the work that we have done so far, instead of making scroll through the 15 pages of rantings and pictures of the old thread. However we also decided to quickly re-vamp the Tech tree (which means jules told me to do it tongue.gif) So without further ado, here is the new shiny tech tree.

Hirmetrium EDIT: Its now in the main post!
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Hirmetrium
Posted: Sep 17 2006, 10:01 PM


Supreme High Priest Dude


Group: Admin
Posts: 39
Member No.: 1
Joined: 24-January 06



Updated on the 17th. All new additions and such are included.
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Canis Lupus Hacker
Posted: Sep 26 2006, 06:50 AM


Runt


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Joined: 26-September 06



Are you gona use the same building mdels as the Space Marines with a new paint job or will they be given a presonal 13th legion touch up.

More or less the same buildings with some retro-engineered upgrades.

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PacPomarnacki
Posted: Sep 27 2006, 11:01 PM


Texture guy


Group: Admin
Posts: 32
Member No.: 2
Joined: 24-January 06



Almost every, if not all buildings will be new. However we want units ingame first, then we will work on buildings, so dont expect them for a while.
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Canis_Lupis
Posted: Jul 1 2007, 06:02 AM


Runt


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Joined: 1-July 07



.......... Mmmm'k, I've read the first few pages of the Relic thread, I've salivated all over the idea of this mod... and I've gone and registered for this forum. So.... where's the mod? What's happening to it? Is it up and available for download somewhere?
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loudo
Posted: Jul 18 2007, 01:49 PM


Unregistered









I want this mod! Space wolves are very powerful.
where can I find it?

(sorry for my bad english)
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thudo
Posted: Jul 18 2007, 04:37 PM


Runt


Group: Members
Posts: 7
Member No.: 21
Joined: 27-June 06



Oh you'll get your 13th Company fix whether with this mod or another one (which I scripted Advanced AI for last week). I do wish, however, this team would merge with the other. Seems utterly self-defeating to work on the same project and thus needlessly delay the time this eventually gets to the community.
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Guest
Posted: Aug 20 2007, 12:34 AM


Unregistered









the stormclaws consist of a leader and 3 members with powerweapons the rest have chainswords just thought id add that
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henri
Posted: Apr 2 2008, 06:36 PM


Unregistered









where can i download the 13th companie mod?????????? blink.gif
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