recursal/Fanatic-Fandom huggingface dataset:
Game updates/2017-11-20

## Update - November 20th, 2017

This update splits action points away from movement points. Action points are now required to attack, retaliate and perform any other action. This allows us to improve and simplify game flow.

Every unit has 1 action point. Performing an action consumes an action point and all movement points. To compensate all unit movement has been reduced by 1.

### Added

* Added action point system.
* Added headline bars to GUI titles.
* Added acceleration to map scrolling for a more natural feel.
* Added scroll speed and acceleration settings.
* Added death experience value to the experience hint.
* Added upkeeps to hover hints.
* Added flavor text to production hints.
* Added delay to melee impact sounds to better sync with the animations.
* Added save game version check.

### Changed

* Changed movement overlay into an area, removing yellow tile highlights.
* Units can no longer enter tiles unless they have the required movement points or have full movement remaining.
* Reduced unit movement values by 1.
* Entering or exiting threatened tiles now consumes all movement.
* Changed unit overlay to become transparent when the unit has no action points remaining instead of movement points.
* Changed tips and hints to account for the new action system.
* Changed Imperial Strongpoint from a tile feature into a unit, rebalanced cost.
* Improved compendium panel into an individual screen.
* Improved weapon particle effects to scale with weapon strength.
* Improved settings screen layout.
* Improved Enslaver death animations.
* Tweaked city experience value.

### Fixed

* Fixed hero influence costs.
* Fixed a shadow bug that would sometimes occur when scrolling.
* Fixed a crash that could occur when quitting to the main menu.
* Various other minor fixes and tweaks.

## Wiki Notes

* Version 0.2.0
* Saved games from previous versions are not compatible with this version.
Armoury

**Armoury** is a Space Marine vehicles production building.

## Description

Home to anything that a Marine might employ to purge the battlefield of xenos and heretics, from the simplest combat knife to the most redoubtable of relics. The Master of Ordnance keeps a close watch upon the Chapter's wargear—only his gene-print can grant access to this titanic underground repository of weapons and vehicles.

## Effects

Building that produces ground vehicles as well as generates requisitions and research.

## Produces

Scout Bikers, Hunter, Predator, Dreadnought, Vindicator, Land Speeders

## Strategy

Click here to add a strategy!

Space Marines

Units & Heroes

Buildings
Game updates/2018-03-21

* Unclaimed items panel now always shows when there are unclaimed items, not only when a hero is selected.
* Improved items tip to show when an item is first received.
* Research tip now highlights a tech suggestion.
* Improved tip highlight clarity.
* Clarified that units can only attack and retaliate once per turn.
* Improved wording of several tips.
* Improved tip triggers.
* Improved growth hint.
* Improved AI to consider the health of enemy units when evaluating retreat.
* Reduced position randomization for some neutral units.
* Wildlife and spawned quest units now recapture artefacts.
* Reduced density of special features.
* Reduced AI moving into wire weed.
* Tweaked Grox Pasture.
* Tweaked Necron Tomb texture.
* Tweaked effects.

### Fixed

* Fixed capture unit crash.
* Fixed damage not being properly capped by group size. This improves infantry survivability.
* Fixed pathing and battle panel revealing enemy units hidden in fog of war.
* Fixed color picking.
* Fixed unsighted enemy units not exerting zone of control.
* Fixed sound not playing for heavy bomb clusters.
* Fixed a bug with units being deployed from orbit not counting for Space Marine quest 3.
* Fixed game pace incorrectly affecting the AI's target army size.
* Fixed brushes not rendering under Orkoid Fungus and Wire Weed.
* Fixed number of river tiles not scaling with the map size.
* Minor tweaks and fixes.

## Wiki Notes

* Version 0.8.0
* Saved games from previous versions are not compatible with this version.
Paragon Warsuits

**Paragon Warsuits** are an Adepta Sororitas heavily armoured elite walker unit that excels against any foe.

## Description

A pilot must have immense faith for a Paragon Warsuit's spirit to trust them. They must also have incredible skill to handle its control system, which allows for highly complex and fluid movements. Mastering a Paragon Warsuit makes a Sister capable of engaging the most fearsome of enemies and emerging victorious.

## Weapons

 Upgrade: Enhanced Ordnance Increases the armour penetration of heavy weapons.

 Upgrade: Furious Fusillade Increases the armour penetration of assault weapons.

 Upgrade: Blessed Blades Increases the armour penetration of melee weapons.

## Actions

 Free action

**Researchable**

 : 10
 Technology: Frag Grenade

 : 10
 Technology: Krak Grenade

 : 3

## Traits

 **Walker**: Reduces the movement penalty in forests and imperial ruins.

**Researchable**

 **Extra Vehicle Armour**: Increases the armour.Requires: Extra Vehicle Armour

## Strategy

Click here to add a strategy!

 Adepta Sororitas

Units & Heroes

Buildings
Ratlings

**Ratlings** are an Astra Militarum sniper infantry unit that can move after shooting. *(Only with Specialist Pack DLC)*

## Description

Though less resilient than their human comrades, Ratlings are naturally excellent shots. It is said that Ratling marksmen can take the head off a heretic from over a kilometre away. Coupled with their knack for staying out of harm's way, this makes Ratlings formidable snipers who can take a surprising toll upon superior enemy forces.

## Weapons

 Upgrade: Kraken Bolts Increases the armour penetration of bolt weapons.

## Traits

 **Stealth**: Increases the ranged damage reduction.

**Researchable**

## Strategy

Click here to add a strategy!

 Astra Militarum

Units & Heroes

Buildings
Al-Khemic Quarry

Upkeep |  -1

**Al-Khemic Quarry** is an Necrons Ore building in *Warhammer 40,000: Gladius - Relics of War*.

## Description

To find the rare materials the Crypteks need to maintain and repair the living metal necrodermis and weaponry of the Necron troops, slaves live and die in their Al-Khemic quarries and smelters. Only a tiny fraction of the output is used—but it's critical to the Necrons' survival.
Hornet

**Hornet** is a Craftworld Aeldari fast reconnaissance skimmer unit. *(Only with Escalation Pack DLC)*

## Description

The Hornet is a small, single-seater attack craft deployed by Aeldari armoured forces in a fast reconnaissance and raiding role. It can be found at the forefront of Aeldari armoured attacks, speeding ahead of the main force of Wave Serpents, often operating alongside other high-speed attack craft such as Jetbikes and Vypers. Even by the Aeldari race's high standards, the Hornet's engine is a wonder of its kind.

## Weapons

 Upgrade: Engine of Vaul Increases the armour penetration of heavy weapons.

## Actions

 Free action
 : 3

 Free action

**Researchable**

 : 5

 Free action
 : 5

## Traits

 **Spirit Preservation**: Grants energy on death.

**Researchable**

 **Star Engines**: Increases the movement.Requires: Star Engines

## Strategy

Click here to add a strategy!

Craftworld Aeldari

Units & Heroes

Buildings
 Resource production
 Unit production
Biovores

**Biovores** are a Tyranid artillery unit that creates Spore Mines which explode on contact with the enemy. *(Only with Fortification Pack DLC)*

## Description

A Biovore is a squat, bloated creature yet no less deadly for all that. Deep within its lumpen form, the Biovore nurtures a clutch of Spore Mines-living bombs that blanket the enemy in acids, poisons and shrapnel-sized pieces of chitin. Biovores thump forward in battle, bony protrusions on their fore-limbs anchoring themselves into the ground as they release their vile payload in a single shuddering spasm.

## Weapons

 Upgrade: Ocular Proliferation Increases the armour penetration of long-ranged weapons.

## Actions

 : 5

 Free action
 : 3

## Traits

**Researchable**

 **Gaunt Instincts**: Reduces the biomass upkeep.Requires: Gaunt Instincts

## Strategy

Click here to add a strategy!

Tyranids

Units & Heroes

Buildings
 Resource production
 Unit production
Hab Block

Upkeep |  -2

**Hab Block** is an Astra Militarum Housing building in *Warhammer 40,000: Gladius - Relics of War*.

## Description

The classic Imperial structure, these identikit city buildings are seen all over the Empire. They provide the minimum amount of shelter and comfort required for the people of the Imperium to eke out their short lives. At a colony's founding, sometimes they're built in situ—but more often, on remote planets, they're dropped directly from any colonising spaceships.

## Effects

Building that increases population limit.
Dominions

**Dominions** are an Adepta Sororitas short range anti-infantry unit equipped with flamethrowers.

## Description

Battle Sisters who utilise specialised weaponry such as storm bolters, flamers and meltaguns are known as Dominions. They are amongst their Order's most aggressive warriors, driven by the need to destroy the Emperor's foes. Though their training has tempered the worse excess of their impetuosity, Dominions still yearn to fight at the fore of any Sororitas attack.

## Weapons

 Upgrade: Furious Fusillade Increases the armour penetration of assault weapons.

## Actions

 Free action
 : 3

 Free action
 : 10

**Researchable**

 : 10
 Technology: Frag Grenade

 : 10
 Technology: Krak Grenade

 : 10
 Technology: Melta Bomb

## Traits

 **Oath Of Faith**: Reduces the accuracy and prevents the use of Shield of Faith.

**Researchable**

 **Sister Superior**: Increases the morale of infantry and Paragon Warsuits units.Requires: Sister Superior

## Strategy

Click here to add a strategy!

 Adepta Sororitas

Units & Heroes

Buildings
Kill Bursta

**Kill Bursta** is an Ork super-heavy vehicle with a big kannon and transport assault capacity. *(Only with Specialist Pack DLC)*

## Description

Kill tanks are an Ork heavy tank design based around the twin Ork loves of speed and extreme violence. The Kill Bursta's main gun is an immense, wide-bore siege mortar mounted in the centre of its forward hull, much in the manner of a Space Marine Vindicator, only much, much larger! The huge rocket-boosted ordnance launched by the bursta gun, while appallingly short ranged, is powerful enough to blast a hardened bunker or defensive bastion to smithereens, and has been observed in direct fire shattering Imperial super-heavy tanks in a single shot, based as much on luck as good judgement by its gunners.

## Weapons

 Upgrade: Improved Frag Casings Increases the armour penetration of grenade, missile and blast weapons.

 Upgrade: Bigga Boltz Increases the armour penetration of bolt weapons.

## Actions

 : 1
 Passive action

## Traits

 **Vehicle**: Negates the penalty for heavy and ordnance weapons. Increases the movement penalty in forests and imperial ruins.

**Researchable**

 **Fungal Forests**: Restores hitpoints each turn of Ork ground units.Requires: Fungal Forests

## Strategy

Click here to add a strategy!

Orks

Units & Heroes

Buildings
Daemon Prince

**Daemon Prince** is a Chaos Space Marine monstrous hero that cripples foes with psychic powers before clawing them to death.

## Description

Daemon Princes are infernal monsters that tower over the mortals they lead to battle. These paragons of evil take many forms, though all exude a palpable aura of terror and power. In battle, a Daemon Prince strides through the pitiful bullets of the enemy without pause, his unnatural laughter driving men to the edge of fear. Warp energy sizzles from his eyes, and black flames curl from his mouth as he speaks dread phrases that kill as sure as any blade. These are creatures of nightmareâ€”a living expression of Chaos given form.

## Weapons

 Upgrade: Conjoined Weaponry Increases the armour penetration of melee weapons.

## Actions

 : 1
 Passive action

 : 1

 : 4

 : 3
 : 3

**Researchable**

 Free action
 : 3

## Traits

 **Veterans of the Long War**: Increases the morale, and increases the melee accuracy against units of the Space Marines faction.Requires: Veterans of the Long War

**Researchable**

## Strategy

Click here to add a strategy!

Chaos Space Marines

Units & Heroes

Buildings
 Resource production
 Unit production
Fink Tank

Upkeep |  -1

**Fink Tank** is an Orks Research building in *Warhammer 40,000: Gladius - Relics of War*.

## Description

One of the more persistent myths of the Orks is about their long-vanished creators, the 'Brainboyz', who they believe encoded highly advanced technology into the Orks' genes aeons ago. Meks, Doks and Runtherdz are Orks who display this knowledge—and the Fink Tank is a good place to lock 'em until they remember another good idea.
Experience and Heroes

All units in *Gladius*, even stationary fortifications, gather **experience**. Once enough experience is gathered by a unit, it will gain a new  . Units start at level 1 and have a maximum level of 10. Every level above the first increases the unit's   and   by 5% as well as   by 10%. Heroes also get 1 skill point per level that they can spend on one of their 4 hero abilities.

Whenever a unit is destroyed, all units up to 3 tiles away from it and allied to the killer receive experience. Every unit in the radius gets the same amount of experience, no matter how many units there are. The amount of experience a unit will give out upon death depends on its strength can be checked by selecting it and mousing over its  .

This chart shows the experience needed to reach a certain level:

 2
 3
 4
 5
 6
 7
 8
 9
 10

## Heroes

Heroes are a special type of unit. Through experience they are able to learn and improve 3 special abilities as well as 1 especially powerful elite ability. Heroes can upgrade their abilities to the second tier at level 3, to the third tier at level 5 and can learn their elite ability (which cannot be upgraded) at level 6. With every live copy of a hero unit you currently control, that hero unit's recruitment cost is increased by its base cost, making it more and more expensive to have multiple copies of the same hero type. Every hero also has innate min 50% hero   (meaning they take only half damage, not that they take less damage from heroes). Additionally, heroes have the ability to purchase and equip items from a Jokaero Trader Encampment. Every hero has   for 6 items. Another way for a hero to gain a level is by purchasing and using a Forbidden Knowledge item.

Heroes built on turn 81 start out with 0.5 experience and start with an additional 0.5 experience every following turn. This chart shows from which turns on a hero unit starts out at a specific level:

 86 -
 98 -
 116 -
 140 -
 170 -
 206 -
 248 -
 296 -
 350+

If you notice that you are close to one of these turn counts, you might want to hold off on the construction of a hero unit, so that you can ensure they will receive another free level.
Defiler

**Defiler** is a Chaos Space Marine enormous walker unit with devastating melee and ranged weaponry.

## Description

Defilers are truly massive beasts of war, twice the size of most other Daemon Engines and with a temperament to match. The ground shivers and melts as they stalk towards their foes on six massive, segmented legs, their great pincer-arms twitching and snipping with an impatient need to slice through warm flesh. The Defiler's crab-like body supports a daemonic torso that carries an array of deadly weaponry, ranging from reaper autocannons to racks of highly explosive missiles. It is the battle cannon mounted in its chest turret, however, that is undoubtedly its most potent armament. Each hell-forged shell that thunders out from its growling muzzle is capable of crippling a squad of Space Marines in a single earth-shaking blast.

## Weapons

 Upgrade: Daemonbone Casings Increases the armour penetration of grenade, missile and blast weapons.

 Upgrade: Daemonbone Casings Increases the armour penetration of grenade, missile and blast weapons.

 Upgrade: Conjoined Weaponry Increases the armour penetration of melee weapons.

 Upgrade: Forbidden Energies Increases the armour penetration of las and plasma weapons.

## Actions

 : 1
 Passive action

**Researchable**

 Free action
 : 3

 : 1
 Passive action

 : 10
 : self
 Technology: Smoke Launcher

## Traits

 **Walker**: Reduces the movement penalty in forests and imperial ruins.

**Researchable**

## Strategy

Click here to add a strategy!

Chaos Space Marines

Units & Heroes

Buildings
 Resource production
 Unit production
Manufactorum

**Manufactorum** is an Astra Militarum Vehicles building in *Warhammer 40,000: Gladius - Relics of War*.

## Description

To call an Imperial Manufactorum a 'factory' is akin to calling a Catachan Devil an insect. These cyclopean structures are huge, forbidding temples to the Machine God, wherein his miracles—here vehicles of war—are created. Inside them, lowly menials are doomed to never see the planet's surface, as they ceaselessly minister to the blessed engines of Mars.

## Effects

Building that produces ground vehicles as well as generates ore and research.
Mortifier

**Mortifier** are an Adepta Sororitas heavily armed walker unit which goes berserk and relentlessly rampages across the battlefield.

## Description

The pilot of a Mortifier is a Sister Repentia who has fled from battle. Bolted within the Mortifier's armoured shell, they cannot move, speak or hear. Suffering endless shame and agony, they are driven by madness and pain to carve a path of mutilation and destruction through the foe.

## Weapons

 Upgrade: Furious Fusillade Increases the armour penetration of assault weapons.

 Upgrade: Blessed Blades Increases the armour penetration of melee weapons.

## Actions

**Researchable**

 : 3

## Traits

 **Berserk Killing Machine**: Increases the damage reduction.

**Researchable**

 **Extra Vehicle Armour**: Increases the armour.Requires: Extra Vehicle Armour

## Strategy

Click here to add a strategy!

 Adepta Sororitas

Units & Heroes

Buildings
Assault Space Marines

**Assault Space Marines** are a Space Marine melee infantry unit equipped with jump packs to overcome terrain obstacles.

## Description

The howl of jump pack turbines heralds the meteoric descent of the Assault Marines. Plunging from the sky with bolt pistols blazing, they slam into their foes like a hurricane of destruction. Screaming victims are thrown to the ground, bodies crushed beneath ceramite boots, chests ripped open by snarling chainswords. Within moments the killing is done, and the Assault Marines bound onwards, leaving behind them a ragged wound torn in the enemy's battle line.

## Weapons

 Upgrade: Kraken Bolts Increases the armour penetration of bolt weapons.

 Upgrade: Close Combat Mastery Increases the armour penetration of melee weapons.

## Actions

 Free action

 : 3

**Researchable**

 : 10
 Technology: Frag Grenade
 : 1

 Assault: Classification. Blast: Hits multiple group members of the target unit. Grenade: A small bomb thrown by hand.

 : 10
 Technology: Krak Grenade

 Assault: Classification. Grenade: A small bomb thrown by hand.

 : 10
 Technology: Melta Bomb

 Armourbane: Increases the armour penetration. Bomb: Fixed accuracy. Melee: Cannot overwatch.

## Traits

**Researchable**

 **Last Stand (Faction quest only)**: Increases the morale.Requires: Last Stand

## Strategy

Click here to add a strategy!

Space Marines

Units & Heroes

Buildings
Modding:factions

*ATTENTION: THIS PAGE IS A WORK IN PROGRESS.*

Below, you will find a detailed explanation on how to create a new Faction, as well as several of the things that tie into it. For the sake of this 'tutorial', we will be creating a copycat of the Imperial Guard, and making them into a Trueborn Cadian Regiment.

## File Pathing

First, we'll set up the file path that we'll be working on. It's important to note that making a faction is more than JUST the Faction xml file, but also the City, Units, and Upgrades ("Technologies") attached to it.

The files and folders you'll need are:

```
Data/World/Factions/<FACTIONNAME>.xml
Data/World/Cities/<FACTIONNAME>.xml
Data/Core/Languages/<Language of Choice>/Factions.xml
Data/Core/Languages/<Language of Choice>/Cities.xml
Data/Core/Languages/<Language of Choice>/Units.xml
Data/Core/Languages/<Language of Choice>/Upgrades.xml
Data/Core/Languages/<Language of Choice>/Actions.xml
Data/Core/Languages/<Language of Choice>/Buildings.xml

```

You will also need a few different folders, which we'll put in a variety of files later:

```
Data/World/Buildings/<FACTIONNAME>/ folder
Data/World/Units/<FACTIONNAME>/ folder
Data/World/Upgrades/<FACTIONNAME>/ folder

```

There are other files you can use, but for a barebones Faction, this is pretty much it. Also note, I will be using English as my language of choice in the localization files.

## Set up your Faction.xml

The first, and perhaps most important, part of a Faction is the ability to play said faction. To do this, navigate to your **Data/World/Factions/** folder. Here, we'll be making a new .xml file. For the sake of the tutorial, we will name it **CadianShocktroops.xml**.

Inside this file, we are going to establish the version of XML we are using. What this means, I have no idea. I was told it long ago, and now I'm telling you. To do this, we will type:

```
<?xml version="1.0" encoding="utf-8"?>

```

After that, we can begin the Faction code. It will look something like this:

```
<faction constructSound="Actions/Construct"
 energy="1"
 energyPooling="0.25"
 food="1"
 foodPooling="0.25"
 influence="1"
 loyalty="1"
 ore="1"
 playable="1"
 production="1"
 research="1"
 startingEnergy="25"
 startingFood="25"
 startingInfluence="25"
 startingOre="50"
 startingRequisitions="0">
 <music>

 </music>
 <quests>

 </quests>
 <startingUnits>

 </startingUnits>
</faction>

```
You will notice that Music, Quests, and StartingUnits has no variables in it. You don't have to include these, but I'll cover how to use vanilla ones in a later chapter.
Marauder Bomber

**Marauder Bomber** is an Astra Militarum super-heavy bomber unit that obliterates ground targets.

## Description

Sturdily built and boasting a colossal payload for its size, the Marauder is the archetypal heavy bomber of the Imperium. Powerful engines and capacious fuel tanks give the Marauder a substantial operational reach and, furthermore, allow bomber squadrons to operate effectively in times of sporadic resupply.

## Weapons

 Upgrade: Hotshot Power Packs Increases the armour penetration of las weapons.

 Upgrade: Kraken Bolts Increases the armour penetration of bolt weapons.

## Actions

 : 1
 Passive action

 Free action

 : 3
 : 1

 Apocalyptic Barrage: Hits multiple group members of the target unit. Bomb: Fixed accuracy.

**Researchable**

 Free action
 : 5
 Technology: Chaff Launcher

## Traits

 **Vehicle**: Negates the penalty for heavy and ordnance weapons. Increases the movement penalty in forests and imperial ruins.

**Researchable**

## Strategy

Click here to add a strategy!

 Astra Militarum

Units & Heroes

Buildings
Gladius Prime

**Gladius Prime** is the embattled setting of *Gladius*, where the eight factions are engaged in a fight to the death for domination over the planet, its resources, and the dark relics that sit beneath the ground.

## Map generation

When starting a new game, you have a number of different settings to customise the look of the planet:

* The overall world size: Tiny, Small, Medium, Large, Huge recommended for 2, 3, 4, 6, 8 players respectively, but there is nothing stopping you from playing with 16 players on a tiny map.
* The overall amount of land mass. Lower land mass means more water and a generally smaller playing field.
* The amount of neutral wildlife
* The amount of capturable artefacts
* The types and amount of terrain features and special features
* The amount and size of regions with different terrain type biomes.

At the bottom of the advanced settings, you can find the "world seed" number. You can use this number to replay the same map multiple times or to share the map with other people you know.

## Hints

The map generation settings will change a lot about how your game will play out. Less land mass can make aircraft more useful. By deciding which terrain types and features are created, you can weaken and strengthen specific factions. High amounts of wildlife will make the early game last longer. High amounts of forests and ruins will make armies a lot more defensible.

*This article is a stub. You can help Warhammer 40,000: Gladius - Relics of War Wiki by expanding it.*
Howling Banshees

**Howling Banshees** are a Craftworld Aeldari agile and terrifying close combat infantry unit.

## Description

The Howling Banshees are a predominately female Aspect, embodying Khaine's speed, agility and terrifying presence. They stun and confound the foe as they charge in, ensuring none can escape the energised blade of the power sword as it thrusts forward with absolute precision. To exact this sudden retribution upon their enemies the Howling Banshees move with a terrible swiftness, preparing for the charge by thinning the ranks of their victims with shuriken pistol fire.

## Weapons

 Upgrade: Sub-Molecular Ammunition Increases the armour penetration of assault weapons.

 Upgrade: Sub-Molecular Planes Increases the armour penetration of melee weapons.

## Actions

 : 1
 Passive action

**Researchable**

 Free action
 : 3
 : 1

## Traits

 **Spirit Preservation**: Grants energy on death.

**Researchable**

## Strategy

Click here to add a strategy!

Craftworld Aeldari

Units & Heroes

Buildings
 Resource production
 Unit production
Game updates/2018-07-13

## Update - July 13th, 2018

This is a small update to fix a few immediate issues after yesterday's release.

We are aware of a few more outstanding crashes and are looking into them.

We are also working on UI scaling support, non-Steam private server invites and more, and will release more patches as soon as possible.

### New

* Added warning about friend invites not working if Steam privacy settings (game details) are set to private.
* General difficulty setting now scales wildlife density.
* Introduction now plays at lowest wildlife density.
* Added hint to difficulty setting.

### General

* Turn timer now goes red when below 11 seconds.
* Minor performance tweaks.

### Bug Fixes

* Fixed a multiplayer crash that could occur when creating a new game.
* Fixed Necron chapter 3 causing a crash in multiplayer.
* Fixed Da Jump effect not working properly in multiplayer.
* Fixed first start of the game not being in Steam's language.
* Fixed wrong max height of multiplayer games list.
* Fixed an issue with the recommended tiles for founding cities.
* Fixed being able to give orders as non-host during AI turn in multiplayer.
* Fixed resource rewards not scaling with game pace.
* Fixed Lord of Skulls option becoming disabled after joining a game as non-host.
Game updates/2018-11-02

## Update - November 2nd, 2018

### AI

* AI now takes into consideration from how many of the currently visible enemies they could be attacked from a tile before stepping into it. They will try to position their units on tiles that can be attacked by as few enemies as possible while still being able to attack from where they are.
* Added a threshold for when melee units that currently can attack an enemy will retreat, causing them to stay in combat for longer. This shall help Orks in particular, who often lost a lot of units from being too undecisive with their many melee units.
* AI now mathematically determines whether building a second construction building makes sense and will put more emphasis in getting it quickly when it does.
* AI now puts more emphasis on not getting their population growth reduced.
* Area of Effect is now properly taken into consideration for AI unit selection.
* Fixed an issue with the AI not getting resources refunded when canceling an order under certain circumstances.
* AI no longer disbands units when their cities are damaged as not losing is more important than fixing the economy in such a scenario (and most of the bad economy is caused by city damage anyways).
* AI is now much more concerned about defending territory near to its cities as compared to pushing further wherever its army is. They will now also return from somewhere else to defend their cities as luring away their units and then killing the city was too exploitable.
* Evaluation of how good a city location is now depends on distance from own army.
* Made algorithm that makes unit evaluation go from cost efficiency towards tile efficiency the more units are available.
* AI is now capable of planting orkoid fungus.
* AI now can handle severe resource shortages via disbanding excess units.
* AI should no longer overrule the order to found a city with another order.
* Fixed a bug that prevented Space Marines AI from actually acquiring tiles with a range of 5 from the headquarters.
* Fixed an issue that could cause AI to build nothing at all when they were completely happy with their city.

### General

* Adjusted difficulty names for the improved AI.
* Changed visualization and audio of Neophyte Hybrids' Return To The Shadows ability to better match its description.
* Tweaked Land Raider model and animations.
* Tweaked color intensity of some Space Marine vehicles.

### Bug Fixes

* Fixed unit health bars not refreshing when a unit has a wait order.
* Fixed neutral Techpriest Enginseer units sometimes continuously appearing from the ground.
* Fixed Jokaero Digital Weapon item having an incorrect range of 1 instead of 2.
* Fixed quest screen not closing by keyboard shortcuts like other screens.
* Fixed crash when closing the settings screen after opening it with Ctrl+E.
* Fixed outposts not being captured when the player control of a unit changes.
* Fixed Stormraven Gunship research not requiring Launch Pads to be researched.
* Fixed Dimensional Sanction research description not mentioning action cost reduction.
* Fixed several English typos.
Deathmarks

**Deathmarks** are a Necron sniper unit that teleports to reach its target. *(Only with Firepower Pack DLC)*

## Description

Crackling into reality in the middle of battle to annihilate their enemies, Deathmarks are the assassins of the Necron cohorts. These specialist killers are possessed of a patience known only to the undying, and once a Deathmark has marked its prey, nothing will stand between it and its target. Unerringly accurate and single-minded in their devotion to the kill, they are often employed to locate and destroy enemy commanders, or hunt down priority targets in order to disrupt their foe's strategy. Though some phaerons consider the use of the Deathmarks to contravene the ancient Necrontyr codes of honour, none can dispute their effectiveness when given a target.

## Actions

 Free action
 : 1

**Researchable**

 : 3
 Technology: Dimensional Corridor

## Traits

**Researchable**

 **Extra Infantry Armour**: Increases the armour.Requires: Extra Infantry Armour

## Strategy

Click here to add a strategy!

Necrons

Units & Heroes

Buildings
Damage calculation

Damage of a weapon in Gladius is calculated by multiplying the   of one shot with the number of   and the number of copies of the weapon. However, if the total number of attacks is less than the amount of members in the squad you're firing at, then the damage will be capped at the health of as many squad members as you have attacks. For example, if a Predator were to fire at a squad of Guardsmen with its single Lascannon, the Lascannon's damage would be capped at 2 because that is the health of one Guardsman. After this, the capped damage will be multiplied with the weapon's  , the target's   (inverted and modified by  ) percentage and with any potential   effects.

Effects like Blast, Large Blast, Template, Mourning Blade of Lazaerek are a special case in how they modify damage. They multiply the capped damage by a certain amount of alive squad members in the target. Alternatively you could say they increase the damage by the health of a certain amount of alive squad members. For example, Blast increases the damage by the health of 1.5 additional squad members. That means the capped damage will be multiplied by 2.5, as long as there are at least 3 alive squad members in the target. If there were only 2 members left in the squad, then Blast would only multiply the capped damage by 2 and if there's only 1 model in the target, Blast would not do any bonus damage.

### Damage Reduction

There are a couple different types of   effects. 'Ranged', 'hero', 'invulnerable', 'city', 'feel no pain' and 'witchfire'. They are obtained from terrain, items, actions and traits. Ranged and witchfire damage reduction only apply to ranged and witchfire attacks respectively, but all the other damage reduction types apply to all attacks.

Note that multiple   effects of the same type might not always stack. If your unit benefits from a min 17% ranged   and a min 33% ranged  , then only the higher one is taken into consideration.

### Armor and Accuracy

Armor and accuracy modify damage by multiplication. A weapon with accuracy 6 (50%) will actually only do half its displayed damage. When firing at an enemy with armor 6, the damage would be halfed again. Every point of   reduces the target's armor value by 1 for the attack.

Every point of armor or accuracy increases their effect by about an additional 8%. The maximum damage reduction you can get from armor is 83%, which is reached at armor value 10. It is still possible to increase armor beyond 10, but it will only serve to counter potential armor penetration. Accuracy can be increased beyond 100% and will start increasing damage instead of reducing it.

This chart shows the percentages at the values 0-12.

*This article is a stub. You can help Warhammer 40,000: Gladius - Relics of War Wiki by expanding it.*
Forgefiend

**Forgefiend** is a Chaos Space Marine fast walker unit with twin rotary guns. *(Only with Escalation Pack DLC)*

## Description

The Forgefiend Daemon Engine was originally devised to sow death amongst enemy forces from afar. Roughly centauroid in form, the torso of the Forgefiend boasts twin weapon-mounts that carry hell-forged parodies of Imperial armaments. The most common Forgefiends are created with pairs of hades autocannons in place of their primary limbs, rotary gun-clusters that allow them to scythe down masses of enemy troops and even lightly armoured vehicles with contemptuous ease.

## Weapons

 Upgrade: Warpborne Bolts Increases the armour penetration of bolt weapons.

## Actions

 : 1
 Passive action

**Researchable**

 Free action
 : 3

## Traits

 **Walker**: Reduces the movement penalty in forests and imperial ruins.

**Researchable**

## Strategy

Click here to add a strategy!

Chaos Space Marines

Units & Heroes

Buildings
 Resource production
 Unit production
Devastator Space Marines

**Devastator Space Marines** are a Space Marine infantry unit equipped to bring down heavy war machines.

## Description

The battlefield echoes to the furious roar of heavy weapons as the Devastators open fire. No matter the target, no matter the odds, a Devastator Squad carries sufficient firepower to obliterate their enemies in a matter of moments. Even mighty war engines cannot stand against these deadly-accurate support troopers, shuddering to a blazing, explosion-wracked halt beneath the concentrated volleys of the Devastators.

## Weapons

 Upgrade: Hotshot Power Packs Increases the armour penetration of las weapons.

## Actions

**Researchable**

 : 10
 Technology: Frag Grenade
 : 1

 Assault: Classification. Blast: Hits multiple group members of the target unit. Grenade: A small bomb thrown by hand.

 : 10
 Technology: Krak Grenade

 Assault: Classification. Grenade: A small bomb thrown by hand.

 : 10
 Technology: Melta Bomb

 Armourbane: Increases the armour penetration. Bomb: Fixed accuracy. Melee: Cannot overwatch.

 Free action
 : 10
 : Self

## Traits

**Researchable**

 **Last Stand (Faction quest only)**: Increases the morale.Requires: Last Stand

## Strategy

Click here to add a strategy!

Space Marines

Units & Heroes

Buildings

## General Tips

These Marines are great for taking on small unit count enemies. Keep them out of range of large groups of enemy infantry and large single units. Firing from several tiles away will let them do a fairly large amount of damage on large single units like Kastelan Robots, Ork Gorkonaughts, or Tau Battlesuits. Pack units like Ork Boyz will destroy a Devastator unit. Devastator units benefit greatly from the Sigma Ocular research, which allows them to ignore the movement penalty to their accuracy as a free action. This can be used to stage a surprise kill on an enemies large units by moving the Devastator Marines forward from a safe place into firing range to finish off a weakened enemy unit. These Marines need to have some sort of healing support unit nearby to keep them in the fight. Most units can cripple this squad with any direct damage, so a path to retreat and heal available to them, or keep them behind a tankier unit like Tactical marines or Devastator Centurions. A group of 2-3 Devastator Marines will help clear tougher wild life in the early game when pushing the wildlife back to capture more outposts.
Archaeopter Transvector

**Archaeopter Transvector** is an Adeptus Mechanicus doctrina Imperatives flying transport unit.

## Description

Ideal aerial insertion transports, Transvectors are used in vast numbers by Explorator fleets for reconnaissance and rapid extraction in the face of hostiles. They are incredibly agile, their implanted pilots able to reshape the wings to suit changing atmospherics, while directing their cognis heavy stubbers to scythe apart oncoming foes.

## Weapons

 Upgrade: Dogma Metalica Increases the armour penetration of assault weapons.

 Upgrade: Dogma Metalica Increases the armour penetration of assault weapons.

## Actions

 Free action

**Researchable**

 : 1
 Passive action

## Traits

 **Vehicle**: Negates the penalty for heavy and ordnance weapons. Increases the movement penalty in forests and imperial ruins.

**Researchable**

## Strategy

Click here to add a strategy!

 Adeptus Mechanicus

Units & Heroes

Buildings
Kroot Hounds

**Kroot Hounds** are a Wildlife agile predator unit that is particularly dangerous in forests.

## Description

The pseudo-avian Kroot is uniquely flexible, able to absorb the genetic data of other races by consuming them, but sometimes isolated Kroot communities run into evolutionary dead ends. The Kroot Hound is one such dead end, a devolution of the Kroot into a wolf-like species. On Gladius Prime, they have run feral for generations.

## Traits

 **Forest Stealth**: Increases the ranged damage reduction while in a forest.

## Strategy

Click here to add a strategy!

Wildlife

Units & Heroes
Enslavers

**Enslavers** are a Wildlife highly dangerous warp unit that enslaves the mind of its enemies.

## Description

During the War in Heaven, legend tells that the Old Ones engineered new Warp-sensitive species to defeat the C'tanâ€”Krork, Aeldari, Man and more. Yet they bargained without the denizens of the warp, the most numerous of which were the Enslavers or Psyrens. These transdimensional beings were able to rapidly enslave the new races, and hence aided in the downfall of the Old Ones. Today, Enslaver incursions are rare, but extremely destructive unless ended quickly.

## Actions

 : 1

 : 3
 : 1

## Traits

 **Skimmer**: The unit can move over water. Ignores the penalties of rivers and wire weed. Reduces the movement penalty in forests and imperial ruins.

## Enslavement

Enslavers can only enslave unit who have under 6.5 currrent morale, so if the unit morale is higher they won't be able to enslave the unit. Keep in mind that the Enslaver has a -2 morale aura, so be careful with units that have 7 or 8 in morale. Tyranids with a synapse link will never be able to become enslaved making them very good at dealing with Enslavers.

## Strategy

Click here to add a strategy!

Wildlife

Units & Heroes
Orkoid Fungus

**Orkoid Fungus** is an Orks terrain feature that can be constructed after completing a research of the same name. Orkoid fungus can be randomly found as a natural feature on tiles as well.

## Description

 : Grants Scrap Shedz the ability to grow orkoid fungus that increases the food output and Ork unit healing rate on the tile.

## Effects

* +1   each turn for Ork units standing on tile.
* +20%  output on tile

## Strategy

Click here to add a strategy!

Orks

Units & Heroes

Buildings
Game updates/2018-11-15

## Update - November 15th, 2018

These are mainly AI improvements as well as a fix to the AI performance drop that was introduced with a recent version.

### AI

* AI will now be more aggressive when fighting other factions. This might slightly weaken them in FFA scenarios but should be more fun to play against.
* AI will no longer retreat its units when their cities are under attack and take damage. Instead it'll also fight with the damaged units.
* AI now tries to keep support units units behind other units and out of harms way.
* AI is now less likely to shoot their own enslaved units when there's other units around (like an Enslaver).
* Targets for capturing and exploring will now always be picked considering the distance form the AI's army. Targets for attacking will be picked considering the distance from the cities. That way the AI still prioritizes defending but will not waste so much time going back and forth with their army for recapturing and exploring.
* When retreating a unit to heal, the AI will now not just go out of immediate attack range of the enemy but also further back in general to make it harder to chase the retreating unit down.
* AI is now more afraid of Enslavers.
* Added AI flags to a lot of technologies so the AI knows what they are good for and can choose research accordingly.
* AI shall now prefer targets it can deal a lot of damage to over targets that are safest to attack.
* AI shall no longer leave an important frontline where it still feels it has the upper hand in order to chase some easy targets.
* AI will no longer build a colonizer production building in every single city when it already has one.
* AI now will no longer completely disregard important techs it might not need right now but later.
* AI now takes the lacking resources into account that it saves by disabling buildings when it calculates which resource buildings it needs.
* AI no longer considers to let a unit heal when it hasn't lost at least 10% of its health. This helps against "stunning" Ork melee units via miniscule damage caused by morale loss.
* Whether AI tries to keep their population growth maximized now depends on whether they have enough production capabilities to keep up with the population growth.
* Ammo Runt and Signum abilities are now used by the AI.
* AI Weirdboy should no longer cast warpath on himself and shall prefer more expensive units as targets instead of random ones.
* AI shall now prioritize units to which they deal the most damage overall rather than the highest damage percentage (still taking into account if a target has lower health).
* Fixed Librarian using Telekine Dome when there were no enemies nearby.
* Fixed an issue with potential division by 0 in score evaluation for Neutrals.

### Bug Fixes

* Fixed AI slowdown.
* Fixed an issue that caused recommended tiles for founding a city only being the tile the builder was on.
AX3 Razorshark Strike Fighter

**AX3 Razorshark Strike Fighter** is a T'au well-equipped flying fighter unit.

## Description

As the Razorshark begins its attack run, some foes spray fire into the skies in the hope of driving off their attacker. Others dash for cover, praying to their primitive deities for help that will not come. Neither course of action will save them. Hurtling down from the clouds, the lethal strike fighter rakes the enemy with a punishing salvo. Burst cannon rounds chew lines of carnage through the foe, bodies twitching and dancing as they are struck again and again. Seeker missiles scream down to punch through tank turrets and turn armoured transports into blazing pyres. Yet it is the rain of fire from the Razorshark's quad ion turret that is truly terrifying, the stream of high energy shots chopping the foe into glowing chunks or blasting them apart in a single, massive explosion of energy.

## Weapons

 Upgrade: Mor'tonium Accelerators Increases the armour penetration of fusion, ion, plasma and pulse weapons.

 Upgrade: Brachyuran Assemblies Increases the armour penetration of burst and rail weapons.

## Actions

 Free action

 Free action

 : 5
 Technology: Seeker Missile

 Heavy: Reduces the accuracy after moving.

## Traits

 **Vehicle**: Negates the penalty for heavy and ordnance weapons. Increases the movement penalty in forests and imperial ruins.

**Researchable**

 **Point Defence Targeting Relay**: Increases overwatch damage against enemy units adjacent to other friendly units.Requires: Point Defence Targeting Relay

## Strategy

Click here to add a strategy!

T'au

Units & Heroes

Buildings
 Resource production
 Unit production
Ambulls

**Ambulls** are a Wildlife powerful native brawler unit that regenerates hitpoints each turn.

## Description

The Ambull is an ape-like Xenos species native to the desert Death World of Luther McIntyre IX, which has spread throughout the Imperium of man (presumably as a result of failed attempts at domestication). They are a subterranean race, able to move through ice, sand or rock at speed, and prone to excavating long tunnels as homes.

## Strategy

Click here to add a strategy!

Wildlife

Units & Heroes
Hunter

**Hunter** is a Space Marine tank unit that is specialized in taking down skimmers and flyers.

## Description

From out of its massive turreted warhead chamber, the Hunter sends skyspear missiles thundering into the heavens. Emitting a piercing scream as it tears across the firmament, each of these sacred rounds seeks out the skyborne foes of the Emperor. Entombed in the heart of each missile, a servitor savant guides the ordnance to its foe. Even if the missile flies wide of its mark, the hard-wired savant will set it back on course.

## Weapons

 Upgrade: Improved Frag Casings Increases the armour penetration of flamer, grenade, missile and blast weapons.

**Researchable**

 Upgrade: Improved Frag Casings Increases the armour penetration of flamer, grenade, missile and blast weapons.

## Actions

**Researchable**

 : 10
 : self
 Technology: Smoke Launcher

 Upgrade: Improved Frag Casings Increases the armour penetration of flamer, grenade, missile and blast weapons.

## Traits

 **Vehicle**: Negates the penalty for heavy and ordnance weapons. Increases the movement penalty in forests and imperial ruins.

**Researchable**

 **Last Stand (Faction quest only)**: Increases the morale.Requires: Last Stand

## Strategy

Click here to add a strategy!

Space Marines

Units & Heroes

Buildings
Summoning Core

Units enabled | Necron Warriors, Heavy Destroyers, Canoptek Spyder, Triarch Praetorians, Transcendent C'tan, Rapid Rise (-25%  cost)

**Summoning Core** is an Necrons Infantry building in *Warhammer 40,000: Gladius - Relics of War*.

## Description

Given the average Necron's lack of need for water, food or entertainment, these shelters don't resemble a human shelter or even an Ork shack. Instead, they're partway between a barracks, a tomb and a workshop, where the Crypteks and Canoptek constructs move between dormant Necron warriors, endless maintaining and repairing them.

## Effects

Building that produces infantry and creatures as well as generates research and influence.