recursal/Fanatic-Fandom huggingface dataset:
Gargoyles

Gargoyles' icon

## Description

- Support Ranged Air Unit ----- Can jump to any location on the map.

- Effective versus Infantry, Light Vehicles/Structures

## Tactics

One of the primary swarming units for the Tyranids.  Gargoyles are the flying ranged-focused version of the Gaunts.  As a flying unit, Gargoyles can provide ranged support without being at risk of entering melee combat themselves, which can be useful when going against melee-heavy factions such as the Orks or Chaos Daemons.

As a flying unit, Gargoyles can jump to anywhere on the map, making them one of the fastest traveling units the Tyranids can build.
Ancient Summoning Core

Ancient Summoning Core's icon

## Description

- Allows the production of the most powerful Necron units.

## Abilities

Auto-Repair

- Activated/support ability.

- Applies 1250 bonus health over time in exchange for heavy ammounts of resources.

- Lasts for 15 seconds. Can be activated again after ability is activated.

- Left click to activate.

**Hotkey:** O

 Navigate back to Necrons or Factions
Emerald River

Mini-map view

Player placement location

"*The original inhabitants of this world believed this river to be the gateway to the afterlife. In an odd twist of fate, this turned out to be true when the Salamanders trapped the last remnants of their race agains the banks of this river, and purged them from existence.*"
—In-game description
**Esmerald River** is a skirmish map on Ultimate Apocalypse.

## Background

The planet where the Esmerald River is located was conquered by the forces of the Salamanders Space Marine Chapter. This plannet was finally purged of it's native inhabitants at the bank of the Esmerald River -- a sacred location to them -- when the few remaining xenos alive would be trapped there.

## Trivia

* **Blood River** was originally added with the expansion Dark Crusade.
* It's unknown the name of the planet where the map takes place.

Template:Navbox Maps
Ecclesiarchal Cathedral (HQ Add-On, Tier I)

**Ecclesiarchal Cathedral (HQ Add-On, Tier I)**
  165

**Requires:* Adepta Sororitas Convent or Pristine Sanctuary*

- Upgrades the Ecclesiarchal Chapel to an Ecclesiarchal Cathedral.

- Ecclesiarchal Cathedral allows the production of more advanced units and abilities, like vehicles and Commander abilities.

- Also increases the health of the Ecclesiarchal Chapel by 500.

**Hotkey:** Z
Fata Morga

Mini-map view

Player placement location

"*Morga was a Chaos witch that managed to seduce the planetary governor of this once-porsperous and loyal Imperial Colony. Morga's victoctory was short-lived, however, and the Blood Ravens soon purged the planet of all life. Morga herself proved to be a deadly foe, and managed to slay the Blood Raven expedition leader and most of his staff. Utimately she was killed by a young initiate by the name of Davian Thule.*"
—In-game description
**Fata Morga** is a skirmish map on Ultimate Apocalypse.

## Background

The planet where Fata Morga is located was victim to an exterminatus carried by the Blood Ravens Space Marine Chapter, due to it falling to the corruption of the ruinous powers by the hands of the witch known as Morga, who had seduced the planetary governor and taken power of the Imperial Colony.

## Trivia

* **Blood River** was originally added with the expansion Dark Crusade.
* It's unknown the name of the planet where the map takes place besides the fact it was victim of exterminatus by the Blood Ravens.

Template:Navbox Maps
Gauss Weapon Overcharge

**Gauss Weapon Overcharge**

**Requires:* Overload Gauss Weapons Research*

- Toggleable support ability, extremely useful for engaging unreachable targets and long range sieges.

- If turned on, the squad will receive a boost in maximum range, but a critical reduction in movement speed and accuracy.

- Ineffective versus close ranged combat.

**Hotkey:** Q
Defensive Wall

Defensive Wall's icon

## Description

- Fortress wall, blocks enemy movement and provides defense.

- Can be upgraded by research to improve this fortification.

- Can be placed anywhere.

## Abilities

Auto-Repair

- Activated/support ability.

- Applies 1250 bonus health over time in exchange for heavy ammounts of resources.

- Lasts for 15 seconds. Can be activated again after ability is activated.

- Left click to activate.

**Hotkey:** O

 Navigate back to Space Marines or Factions
Chaos Reaver Titan

*A giant war machine fueled by hatred, warp dust and heavy rock music!*

## Description

*Nearly all of the Chaos Reavers in service are left over from Titan Legions of the Dark Mechanicum which sided with Warmaster Horus during the Horus Heresy, and are thus increasingly rare. As is the case with most Chaos Titans, its Machine Spirit is wholly corrupted by the powers of Chaos and the Titan's soul and crew, now possessed by daemons, are doomed to serve the Chaos Gods in battle for all eternity.*
Bunker

BEHOLD, THE MOST BEAUTIFULLY CRAFTED PIECE OF ARCHITECTURE...

THE EPITOME OF BALANCED GAMING...
THE EMBODIMENT OF FAIRNESS AND MODERATION...
THE INQUISITION BUNKER...

BEHOLD, FOR ONLY IT IS CAPABLE OF DEVASTATING OVER 50,000+ REQ WORTH
OF TAU FOR THE LOW LOW PRICE OF 500 REQUISITION. FOR LO! IT IS BUILT
FAST ENOUGH THAT EVEN THE FIRES OF COMBAT CAN SCARCE SLOW DOWN ITS
GLORIOUS CONSTRUCTION...
IT IS TRULY A GIFT FROM THE GOD EMPEROR!!!

PRAISE THE GOD-BUNKER!!!

PRAISE BE TO THE GOD-BUNKER!!!

FOR TRULY THE GOD-BUNKER PROTECTS...

Yes. Hail the bunker. Honor it.
I was with my elite strike force. My greatest army yet. It was skilled, prepared, unbeatable... or so I thought.

After setting the territory and preparing my advance. I saw something in the distance.

A white box with golden decorations. Surely it had skulls on it. Typical religious humans.

I thought it was another pitiful defense post. One of the two are correct.

When we attacked their front line, we saw no prepared units. Just Grey Knights staring from behind their metal boxes.

We charged. and my troops never saw the light of day again

I saw so much death that day. So many lives pointlessly wasted.

So much materials lost.

So much fire.

The seemingly indestructible buildings were able to destroy the barracuda squad without even shooting.
They looked like phoenixes.

When the battle was over, SUPREME GRAND INQUISITOR LORD walked up to me and put his hand on my shoulder.

"Let me tell you something. Something about the GOD-BUNKER"

Never have I been so enlightened.

I have served the Greater Good for over 50 years.

It was for naught.

For there is no good greater than the bunker.

PRAISE THE GOD-BUNKER!!!

PRAISE BE TO THE GOD-BUNKER!!!

FOR TRULY THE GOD-BUNKER PROTECTS...

Do you see this.
Do. You. See. This.

This is my first legit round playing as the inquisition.
All I had to do was create a chain of bunkers.

Cheap.

Fast.

Defensive.

Powerful.

God-Bunkers.

They were so overpowered that my opponent quit to stare at my glorious screen of flaming death. (the literal add-on btw)

I had so much requisition that I could spam those grey knights that I didn't even use.

This is the power of the bunker.

PRAISE THE GOD-BUNKER!!!

PRAISE BE TO THE GOD-BUNKER!!!

FOR TRULY THE GOD-BUNKER PROTECTS...
Capillary Vein

Capillary Vein's icon

## Description

- Gifts you +1000 Requisition, +1000 Power, and increases population (relic resource) income by +175 upon construction.

- Increases the production and reinforcement speed of nearby structures and units with the additional support of add-ons, making the area of harvest more futile to enemies.

- If the Capillary Vein is destroyed, the Hive Mind will temporarily lose connection, meaning all your units and structures can be easily killed for a duration.

- Can Deep Strike Ripper Swarms.
Hierophant Bio-Titan

Hierophant Bio Titan's icon

## Description

- Titan Unit; Takes down anything in melee and most targets in ranged combat; exudes miasma, hurting enemies and strengthening Tyranids.

## Lore

"Hierophants are immense, hideous creatures, towering over any opponents and bristling with spines, tendrils and Tyranid symbiote weapons. A brood of Hierophants are likely to be at the forefront of a major Tyranid planetary assault -- striding forward, drawing the enemy's heavy weapons fire away from the lesser Tyranid species, absorbing tremendous amounts of firepower before smashing into the enemy line with devastating force. The Hierophant is the Tyranid Hive Mind's largest bioform adapted for shock assault tactics, and it is armed with powerful Bio-Cannons, multiple claws and razor-sharp blades. The Hierophant is armoured with a thick chitinous hide that exudes poisonous spores from rends in the plates."

-Warhammer 40k Wiki

## Stats

Effective Vs: All

Durability: 17

Strength: 22

Damage Type: Melee

Morale: Immune

Squad Size: Single

Health: 31774

Movement Speed: Standard

Sight: Very Good

Ability Strength: 4

Weapon Range: Good

Capture Points: No

Costs: 4960 Requisition | 4 Relic Resource

Population Size: None

## Strategies

Hierophants are usually regarded by many to be terrible titans. This is due to the fact the Hierophants have many counters and no shields. This is false, however, as a single Hierophant can easily wipe out titan after titan if used correctly. In this I would recommend using the Tyranid's fast building times to make multiple Tunnel Warrens to spawn titans from, this way you can usually get multiple titans out of the gate before your opponent can get one, due to Tyranids having faster build times. It is a good idea to set up a Tyranid army based around support or tankiness, to either distract your enemy from your titan or support it. For the support play I would go with an army focused on Zoanthropes, Hormagaunts, and Barbed Strangler Carnifexes or Warriors with deathspitters. Using Hormagaunts and Carnifexes / Warriors, you can split up the enemy and make them unable to do large amounts of damage with any elite infantry. Using the Zoanthropes you can easily shred any vehicles that come close with your titans help. As for the distraction strategy, using Spinegaunts, Bio-Plasma Raveners, and melee Carnifexes is key here, to keep your opponent occupied. For the distraction strategy you would want to keep your titan seperate from your main striking force and try to get your titan around defenses to crush the enemy from behind. For the support strategy, your titan will need to be with your striking force, although its ranged attack is not abnormally strong it will do a good amount of damage especially against armored units. The focus here is to get your titan as close as you can, and use your ability as much as possible. Your enemies will learn that your Hierophant may go down fast, but it will take so much down with it, the rest of your force can clean up the carnage.

Return to Factions? or Tyranids?
Arch Angel

"Together we will fight, and by the Emperor's will, we will triumph!"

## Description

One of the most powerful units in the Sisters of Battle roster, superior to the other Living Saints.

## Abilities

RUN!!!

-Order the squad to run.

-Increases movement speed by 45% in exchange for weapon accuracy.

-Lasts for 10 seconds, 2 second cooldown after use.

**Hotkey:** Q

Jump

**Requires:* Jump Pack*

-Left-click on this button and then on a location in the world to have this unit jump or fly to this location, passing over normally impassible terrain and units.

-Knocks back units nearby on landing.

**Hotkey:** J
Archon

## **Summary**

Leading the Kabal and its armies to the front-line is the Archon, a ruthless and fearsome commander of the Dark Eldar. Being a true lord of Commorragh, the Archon has access to a wide selection of valuable wargear and devices of torture, making him a formidable foe to anyone who cross his path.

## **Tactics**

The Archon being a vicious melee warrior makes him great for tanking as his resilience can match that to a squad of Hellions and at a cheaper cost. His resistance to enemy fire makes him capable of flanking an entire enemy squad on his own, giving Warriors and Mandrakes an opening to attack. Even the Archon's claw can do a considerable amount of damage to buildings and vehicles.

The Incubus Squad also makes for good bodyguards once built. The Archon alone becomes more of an easy target once enemies have further progressed in tech but accompanied by Incubi makes the Archon a hard target to kill. Not only do they add to the damage dealt and act as meat shields, the Incubus Squad also grants an ability recharge bonus to any attached commanders. They also will absorb the effects of the Rend Soul ability from an enemy Dark Eldar, allowing the Archon to still use his abilities once detached from the squad.

Animus Vitae is also an incredibly useful early game ability as it can ensnare fleeing troops, allowing for easy killing or stop powerful melee units in their tracks from decimating your infantry. It's also valuable when thrown at squads with a high unit count as each squad member caught will leech life back into the Archon. Another similar ability is the Crucible of Malediction as it traps enemies in a deadly cycle of attacking themselves or others around them. This ability can be especially useful against squads with augmented damage boosted by abilities like Battlecry. Even acts of faith like Emperor's Touch and Divine Retribution can be turned against the Sisters of Battle, allowing for its effects to expire before the Crucible ends. However it does not cancel out the potential for ability usage and thus abilities like Fanaticism can reduce the inflicted damage while under its effects.

Soul Portals can also be casted after Commander Level 5 has been researched, allowing for the Archon to establish quick routes for both infantry and vehicles to pass through. This makes raiding even more efficient as a Soul Portal can carry 10 individual squads into any planted location near the Archon. Compared to the Kabal Citadel's Soul Portal summoning, the Archon's portals are cheaper to cast and are best utilized if the goal is to save Soul Essence for more expensive research or abilities.

Navigate back to Dark Eldar
Halo Shield

**Halo Shield**

**Requires:* Iron Halo*

-Toggleable ability. Turns on/off the user's personal shield.

-Personal/Halo shields are protective shields that protect the user completely from harm. While active, the shields will transfer damage from health to shields (morale).

-When the morale of the user drops to 0, the user will be incapable of shield damage and will start to lose health instead.

**Hotkey:** P
Archivist

Archivist's icon

## Description

Servitors are the main builder unit for the Inquisition Daemonhunters and are produced by the Ordo Malleus Tower. The Archivists can be upgraded my multiple researches at the Librarium.

## Abilities

Repair

Left-click on this button and then click on a building or vehicle you own to send this unit to repair it.

**Hotkey:** E
Dreadnought

Dreadnought's icon

## Description

Dreadnoughts are gravely wounded space marines that have been interred into mechanised machines that allow them to fight on.

An armoured walker vehicle equipped with dual Power Fists, one of which can be replaced with one of four upgrades. The Dreadnought can be produced in the Machine Cult and the Orbital Relay.

Dreadnoughts, like every Space Marine unit, can be upgraded to fill a specific role. A default Dreadnought is melee oriented but it can be upgraded to have an assault cannon, a multi-melta, a twin linked lascannon or an inferno cannon. An assault cannon is effective against infantry due to it's high rate of fire. Multi meltas and twin linked lascannons are effective against vehicles. And the inferno cannon is effective against structures and morale.

Due to being vehicles, dreadnoughts are vulnerable to anti vehicle weapons so it is important to support them in battle.

## Upgrades

Upgrade: Assault Cannon
  30  70

- Upgrade choice.

- Weapon is effective at taking down infantry.

- Range: Standard.

- Accuracy: Standard.

 155-189

**Hotkey:** C

Upgrade: Twin-Linked Lascannon
  30  70

- Upgrade choice.

- Weapon is effective at taking down armored targets.

- Range: Standard.

- Accuracy: Never Misses.

 112-137

**Hotkey:** R

Upgrade: Inferno Cannon
  40  20

**Requires:* Armory*

- Upgrade Choice

- Weapon is effective at taking down armored structures.

- Range: Short.

- Accuracy: Never Misses.

- Area effect weapon.

 20-50

**Hotkey:** F

Upgrade: Multi Melta
  45  15

**Requires:* Armory*

- Upgrade choice.

- Weapon is effective at taking down armored targets.

- Range: Standard.

- Accuracy: Standard.

 55-85

**Hotkey:** W

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Heavy Gauss Turret

Heavy Gauss Turret's icon

## Description

- Emplaced turret equipped with a Heavy Gauss Flayer.

- Effective against all unit types.

- Detects infiltrated units.

## Abilities

Auto-Repair

- Activated/support ability.

- Applies 1250 bonus health over time in exchange for heavy ammounts of resources.

- Lasts for 15 seconds. Can be activated again after ability is activated.

- Left click to activate.

**Hotkey:** O

Cease Fire!

- Toggleable ability.

- If turned on, disables all weapons from this structure.

- Left click to activate.

 Navigate back to Necrons or Factions
God Emperor's Castle

God Emperor's Castle's icon

## Description

An extremely tough game ender building for the Sisters of Battle which produces Living Saints at a faster rate than the Shrine of the Living Saint (Tier III), as well as the Throne of Judgement. Has a variety of upgrades which make it a more effective defensive building, and can launch the Superweapon: Rein of Fire. Produces +40 Faith.

## Tactics

Note that the Flaming Death and Auspex add-ons are mutually exclusive; they cannot both be built on one God Emperor's Castle.

## Abilities

Superweapon: Rein of Fire
      5000  5000

- Fire the ultimate destructive weapon at a designated target.

- Hundreds of giant fire explosions burns and purges the area throughout 200 meters of the target.

- All those that live will be purified, killing everything within a 100 meter radius.

- Left click and target ground to spawn.

**Hotkey:** None

## Add-Ons

Fortified Bunker Armor (God Emperor's Castle)
      1500  1500

- Increases the health of this structure by 12500.

**Hotkey:** None

Flaming Death Emplacements (Add-On)
      50  100

- Upgrade this structure with automatic flamer defenses, circulating in 360\* rotation when enemies are nearby, burning all those within a 35m radius.

**Hotkey:** None

Auspex Long Range Scanner (Add-On)
      10  85

- Upgrades this structure with antenna, increasing its sight range and infiltration detection.

- Auspex devices do not contain any weapons of any type, instead, it adds a massive sight and keen sight radius.

- Also grants the bunker with a long range scanner ability.

**Hotkey:** W
Cultists

"We are Chaos, Chaos is strong"

## Overview

**Chaos Cultists** are the scout/meat shield unit of the Chaos Space Marines. They are probably the first unit you will start training in a game. **Cultists** are very fragile and mainly serve just to soak up fire, they specialise in melee but can be upgraded with grenade launchers and plasma guns. They also have a maximum squad size of 14 (not including aspiring champion and icon bearer). **Cultists** can also be upgraded to infiltrate and be able to detect infiltrated units, making them quite good for spotting.

 Navigate back to Chaos Space Marines or Factions
Heavy Machine Cult

Heavy Machine Cult's icon

## Abilities

Auto-Repair

- Activated/support ability.

- Applies 1250 bonus health over time in exchange for heavy ammounts of resources.

- Lasts for 15 seconds. Can be activated again after ability is activated.

- Left click to activate.

**Hotkey:** O

 Navigate back to Space Marines or Factions
Heavy Thermo Plasma Generator

Heavy Thermo Plasma Generator's icon

## Description

- Provides a very large bonus to power income.

- Takes an extremely long time to be constructed and will increase the cost and required time drastically for the next Heavy Thermo Generator to be built.

- Extremely volatile and will annihilate most objects within a 75m radius if the generator is destroyed.

## Abilities

Auto-Repair

- Activated/support ability.

- Applies 1250 bonus health over time in exchange for heavy ammounts of resources.

- Lasts for 15 seconds. Can be activated again after ability is activated.

- Left click to activate.

**Hotkey:** O

 Navigate back to Necrons or Factions
Hormagaunts

Hormagaunts' icon

## Description

- Basic Melee Unit (Swarm Unit, provides nearby bonuses such as strength, healing regen, and production speed) ----- Can Leap at enemy targets|Increases the health of everything by 1% for each unit fielded

- Effective versus Infantry, Light Vehicles/Structures

## Tactics

One of the primary swarming units for the Tyranids. Hormagaunts are the melee-focused version of the Gaunts, mobbing enemies and cutting them down with surprising melee power. They are not so cheap as the Spinegaunts, and lack any ranged attacks whatsoever.
Heretic(Builder)

## Summary

The **Heretic** is the builder unit for Chaos Space Marines. These Chaos Worshippers are damned, forced to build the blasphemous structures for their unholy masters.

## In-Game

Just like the Servitor of the Space Marines, the Heretic is the builder unit. He can be reinforced up to a squad size of 3 which lets them build structures faster. Heretics have no combat capability but they're relatively quick and can a cheap expendable scout unit *very* early. They cannot be selected alongside the main units except for other heretics.

Heretics can be forced to work harder, using the Forced Labour ability. This makes the heretic build and repair faster at the cost of HP. So if you activate the ability and forget to turn it of, the Heretic simply dies through overworking. And just like in the Space Marine Faction, the Heretic also has a "bigger brother" that is known as the Hellsmith.
Fire Dragons

"As I dream, so shall it be."

## Description

Elite anti-vehicle infantry for the Eldar.

## Abilities

RUN!!!

-Order the squad to run.

-Increases movement speed by 45% in exchange for weapon accuracy.

-Lasts for 10 seconds, 2 second cooldown after use.

**Hotkey:** Q

Fleet of Foot

- Boost Eldar running speed.

- Lift-click to activate.

**Hotkey:** F

Plasma Grenades

- Tactical grenade.

- Area effect ability/support weapon that deals deadly damage to all heavy infantry and some vehicle types. Basic damage versus standard infantry.

- 30m throwing range, knocks back enemies in about a 7m area radius.

- Upon use, it will disable any tactical grenade for a duration.

- Left-click and target an enemy or target location to activate.

**Hotkey:** G

## Researchable Upgrades

Plasma Grenade Research
      25  75

- Tactical grenade.

- Area effect ability/support weapon that deals deadly damage to all heavy infantry and some vehicle types. Basic damage versus standard infantry.

- 30m throwing range, knocks back enemies in about a 7m area radius.

**Hotkey:** G

Fleet of Foot Research
      50  50

- Allows most infantry units to use Fleet of Foot.

- When enabled, units move faster but are less accurate.

**Hotkey:** H

Improved Fleet of Foot Research
      100  100

- Further improves the maximum movement speed of all Eldar units when activated.

**Hotkey:** H
Eldar

Navigation: Factions main page | Home page | Contact

## Summary

The **Eldar** are an ancient alien race whose vast empire once expanded the width and breadth of the known galaxy. Their empire was without equal, and they counted themselves masters of the stars. But millennia ago, their overweening pride and their fall into hedonistic practices led to a cataclysm that all but eradicated their kind and led to the birth of the Chaos God Slaanesh. Despite their boundless power, the heart of their civilisation was torn out by this catastrophe of their own making, forcing the surviving Eldar to flee upon gigantic starships called Craftworlds. Now they cling to survival by a thread, fighting the horrors of the galaxy with ritualised discipline and consummate skill. Though highly advanced and feared across the galaxy, the Eldar are a dying race -- a shadow of their former glory -- their race teeters on the brink of annihilation.

## In-Game

One of their biggest assets include the ability to teleport buildings through the webway to relocate them, preferably in safer places. Another strategy the Eldar can employ is cloaking their structures via Webway Gates.
Chaos Daemons

Navigation: Factions main page | Home page | Contact

### Sumatra:

Daemons are collectively the greatest servants of the Chaos Gods and of Chaos itself as a universal force. They are created by the will of one of the four major Chaos Gods (Khorne, the Lord of Battle, Tzeentch, the Architect of Fate, Nurgle, the Lord of Decay, Slaanesh, the Dark Prince of Chaos) from a fraction of the god's own power within the Immaterium and act as an extension of his will.

Daemons are entities of a somewhat different nature to their masters and are the most numerous of the creatures to be found in the Immaterium. A daemon is "born" when a Chaos God expends a portion of its own power to create a separate being. This psychic power binds a collection of senses, thoughts, and purposes together, creating a personality and consciousness that can move within the Warp. The Chaos God can reclaim the independence it has given to its daemon children at any time, thus ensuring their loyalty.

The Chaos Daemons are the most terrible and surreal of all Mankind’s foes. Gruesome warriors and fiends all, each of the entities that make up their ranks is a fragment of its patron god-given form. They are as immortal as time itself and as powerful as the roiling emotions they embody. Though they can be temporarily banished back to the hell-realm of the Warp from whence they came, it is only at a great cost, and to earn the ire of a Daemon is to sign your own death warrant.

For centuries untold, the Daemons of Chaos have preyed upon the mortal realms, spilling into the world to slaughter and destroy in the name of the Chaos Gods. They are relentless and unstoppable, the slayers of kings and the ruination of civilization. Against the Daemons of Chaos there can be no final victory, and no hope; they cannot be defeated, and they cannot be stopped. One day, the borders of reality will come crashing down. On that day, the world will know damnation, and the Daemons of Chaos shall rule all.

### Statistics: (WIP)

#### ***TIER 0***

**UNITS**: Example | Example | Example

**STRUCTURES**:

**ADDONS**:

**RESEARCH**:

#### ***TIER I***

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#### ***TIER II***

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**RESEARCH**:

#### ***TIER III***

**UNITS**:

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**ADDONS**:

**RESEARCH**:

#### ***TIER IV***

**UNITS**:

**STRUCTURES**:

**ADDONS**:

**RESEARCH**:

**END GAMERS**:

***TIER V***

**UNITS**:

**STRUCTURES**:

**ADDONS**:

**RESEARCH**:

**END GAMERS**:
Demolition Charge

**Demolition Charge**
  150

-Tactical stealth emplacement.

-A very dangerous detonatable mine-like explosive that deals good damage to all units especially structures.

-The Demolition Charge when placed can be detonated at any time you desire by pressing the "delete" key, or using one of your Guardsmen squads to detonate all Demolition Charges within an area.

-10m throwing range, 15m impact radius.

-Costs  100 to use and is not an instant "grenade" type of an ability; can be destroyed if sighted by detector units.

**Hotkey:** D
Chain Fist

**Chain Fist**
  25  25

**Requires:* Terminator Armor*

-High impact melee weapon.

-While sacrificing some damage versus vehicles and buildings, the Chain Fist strikes faster than the Power Fist and deals more damage to Infantry.

-Effective against Infantry and Heavy Infantry.

-Replaces Power Fist.

**Hotkey:** E
Heavily Fortified Position Add-On

**Heavily Fortified Position Add-On**
     240  160

- Heavily fortify this strategic point.

- Fortified positions produce Requisition at a higher rate.

- Fortified positions are tougher, and equipped with a turreted railgun effective against infantry and heavy infantry.

- Increases Requisition income by +8.

**Hotkey:** W
Hellsmith

## Summary

The **Hellsmith** is the Chaos Space Marine-Version of the Techmarine. They have taken their talents and used them for their own ends. Amongst their creations are tainted weapons infused with warp power that the traitor legions wield. Hellsmiths are also infamous for creating the engines of war such as the Defiler or the Heldrake. They also build and maintain the weapons, armour, vehicles and structures for the Forces of Chaos.

## In-Game

In contrast to their weaker predecessors, the Heretics, the Hellsmiths have more health and are capable of defending themselves with a chain axe and a bolter, the bolter can be upgraded to a combi melta which is effective against vehicles. Like their loyalist counterparts, they can construct buildings faster than heretics. Hellsmiths are an HQ unit meaning you may only have one. Like heretics, Hellsmiths have forced labour which makes them work faster than usual. Their higher health, offensive capability and building speed makes them ideal for using to build structures at the frontline quickly. It's always a good idea to keep them protected so have some Cultists or Renegades to cover them. Do note that like Heretics, the Hellsmith can't be selected alongside other units.
Deathmarks

Deathmarks' icon

## Description

Deathmarks are Elite sniper ranged units which are equipped with Synaptic Disintegrator. They are produced in the Necron Monolith.

## Abilities

Mark Squad

- Mark for death.

- All targets marked will become more vulnerable to ranged fire.

- Left-click and target an enemy squad to activate.

**Hotkey:** M

Hunters From Hyper Space

- Timed support ability.

- Hunters From Hyper Space is an ability that sets active the orb behind the Deathmark's backs, phasing them from the material Universe.

- The ability allows Deathmarks to move in and out of positions with lightning speed. The duration of this ability is very short, but while active, the Deathmarks can move to any location almost instantly, perfect for setting up assassinations.

**Hotkey:** H

Reassemble
  75

**Requires:* Reassemble Research*

- Timed support ability.

- Reassembles any fallen Necron unit 7m away from the squad at a moderate cost of power.

- Left-click to activate.

**Hotkey:** G

Gauss Weapon Overcharge

**Requires:* Overload Gauss Weapons Research*

- Toggleable support ability, extremely useful for engaging unreachable targets and long range sieges.

- If turned on, the squad will receive a boost in maximum range, but a critical reduction in movement speed and accuracy.

- Ineffective versus close ranged combat.

**Hotkey:** Q

Necron Summoning

**Requires:* Summoning Core*

- Summon the selected units to a Necron building anywhere in the game world.

**Hotkey:** J

 Navigate back to Necrons or Factions
General (command squad)

General's icon

## Description

- Primary Commander Unit. ---- Can purchase command doctrines for the Imperial Guard | Allows the Command Reaver Titan to upgrade.

- Incompatible to build if General's Personal Reaver Titan is fielded.

## Tactics

While not terribly impressive by himself, the General can get a variety of support team members in his command squad which can provide extra abilities for the General, though he needs Ibram's Vestment in order to add Psykers or Vox Operators to the squad.

The General supports other Imperial Guard units as well, with all units in his immediate vicinity receiving a temporary buff of 70 extra maximum morale. However, the death of the General causes morale debuffs in a wide area, so it is wise to protect him.

 Navigate back to Imperial Guard or Factions
Heavy Bolter Turret

Icon for Heavy Bolter Turret

## Description

- Detects infiltrated units.

- Emplaced turret equipped with twin-linked Heavy Bolters.

- Effective against infantry units.

- Can replace its default weapons with anti-vehicle weapons or a probe that reveals the area around it.

Turrets are essential for base defence. It's tough and can do significant damage, especially when fully upgraded. A good choice is to build tank traps, minefields or walls in front of turrets for extra defence and to make it easier to pick off enemies.

However, turrets are expensive in power, costing 235 power. As such, it's a good idea to build up a good economy first.

*Requires: Armory or Chapel-Barracks*

## Abilities

Auto-Repair

- Activated/support ability.

- Applies 1250 bonus health over time in exchange for heavy ammounts of resources.

- Lasts for 15 seconds. Can be activated again after ability is activated.

- Left click to activate.

**Hotkey:** O

Cease Fire!

- Toggleable ability.

- If turned on, disables all weapons from this structure.

- Left click to activate.

 Navigate back to Space Marines or Factions
Chaos Attack Bike

"Point us at our prey!"

The **Chaos Attack Bike** is a fast attack vehicle used by Chaos Space Marines, produced from the Chaos Temple. It can be upgraded with a flamer or plasma gun. **Chaos Attack Bikes** can also use grenades.

## Abilities

Burnout

- Offensive ability

- Burnout will put the bike in rampage mode, spinning about in a circle, throwing aside enemy infantry with some applied damage

- Primarily effective against infantry

**Hotkey:** B

 Navigate back to Chaos Space Marines or Factions
Field Command

Icon for the Field Command

## Description

The Field Command is the Headquarters building for the Imperial Guard that fields minor hero units, builder units, Conscripts, and the Colonel (Command Squad) IT is able to use a scanner ability which reveals the fog of war and infiltrated units.

The second toughest HQ in game (second to necrons) it is garrissonable and allows the troops inside to be armed with plasma and lasguns, allowing alast line of defense.

HP: 8000

Armour: 100

Amount of garrison slots: 5

 Navigate back to Imperial Guard or Factions
Corsairs

"We are here to fulfill our duty."

## Description

A flyer equivalent of the Guardian Defenders. Has many more upgrade options than the other Guardian types.

## Abilities

RUN!!!

-Order the squad to run.

-Increases movement speed by 45% in exchange for weapon accuracy.

-Lasts for 10 seconds, 2 second cooldown after use.

**Hotkey:** Q

Fleet of Foot

- Boost Eldar running speed.

- Lift-click to activate.

**Hotkey:** F

Plasma Grenades

- Tactical grenade.

- Area effect ability/support weapon that deals deadly damage to all heavy infantry and some vehicle types. Basic damage versus standard infantry.

- 30m throwing range, knocks back enemies in about a 7m area radius.

- Upon use, it will disable any tactical grenade for a duration.

- Left-click and target an enemy or target location to activate.

**Hotkey:** G

## Researchable Upgrades

Plasma Grenade Research
      25  75

- Tactical grenade.

- Area effect ability/support weapon that deals deadly damage to all heavy infantry and some vehicle types. Basic damage versus standard infantry.

- 30m throwing range, knocks back enemies in about a 7m area radius.

**Hotkey:** G

Fleet of Foot Research
      50  50

- Allows most infantry units to use Fleet of Foot.

- When enabled, units move faster but are less accurate.

**Hotkey:** H

Improved Fleet of Foot Research
      100  100

- Further improves the maximum movement speed of all Eldar units when activated.

**Hotkey:** H
Greater Summoning Core

Greater Summoning Core's icon

## Description

- Allows the summoning of more advanced Necron units from their tombs below the planet's surface.

- Required to bring more advanced Monolith systems back online.

- Contains research to improve Necron vehicles.

## Abilities

Auto-Repair

- Activated/support ability.

- Applies 1250 bonus health over time in exchange for heavy ammounts of resources.

- Lasts for 15 seconds. Can be activated again after ability is activated.

- Left click to activate.

**Hotkey:** O

 Navigate back to Necrons or Factions
Forbidden Archive

Forbidden Archive's icon

## Description

- Contains terrible artifacts the Nightbringer and Deceiver can weild.

- Required structure for the transformation of the Necron Lord and Destroyer Lord.

## Abilities

Auto-Repair

- Activated/support ability.

- Applies 1250 bonus health over time in exchange for heavy ammounts of resources.

- Lasts for 15 seconds. Can be activated again after ability is activated.

- Left click to activate.

**Hotkey:** O

 Navigate back to Necrons or Factions
Exorcist (Inquisition)

"Let me preach His name!"

## Description

A support character who provides a healing aura. Resembles the Priest of the Imperial Guard, but is weaker and lacks the Fanaticism ability. Each Exorcist may also use Exorcist's Sacred Medkit to heal any attached squads.

## Abilities

RUN!!!

-Order the squad to run.

-Increases movement speed by 45% in exchange for weapon accuracy.

-Lasts for 10 seconds, 2 second cooldown after use.

**Hotkey:** Q
Apocalypse Missile Launcher Barrage

**Apocalypse Missile Launcher Barrage**

- The Imperial Reaver Titan unleashes a barrage of missiles at the designated target.

- Many missiles pour forth from the Apocalypse Missile Launcher and create a huge area of destruction.

- Long ranged ability, perfect for artillery strikes and destroying key targets.

**Hotkey:** B
Artisan

Artisan's icon

## Description

A hybrid builder/commander unit for the Sisters of Battle, constructed at the Ecclesiarchal Chapel. The Artisan constructs at a far higher speed than Ecclesiarchal Servitors.

## Abilities

Repair

Left-click on this button and then click on a building or vehicle you own to send this unit to repair it.

**Hotkey:** E

RUN!!!

-Order the squad to run.

-Increases movement speed by 45% in exchange for weapon accuracy.

-Lasts for 10 seconds, 2 second cooldown after use.

**Hotkey:** Q
Hive Tyrant

Hive Tyrant's icon

## Description

- Primary Commander Unit. ---- Can vault over impassable terrain.

## Lore

The Hive Tyrant is a huge synapse creature encountered in the later stage of a Tyranid invasion. It posses advanced intelligence and lead troops in a strategic way. By itself, it is a major threat to any opponent since it can adapt to all type of enemies via its weapons.

## Tactics

In game, the Hive Tyrant is the main hero/commander of the Tyranid faction. It is extremely tanky, even early on and can benefit from a multitude a upgrade in order to adapt to the battlefield. The Tyrant, however powerful, revel its full potential when fighting alongside your swarm of unit. Indeed, as a synapse creature, it can give all surrounding troops bonus combat and defence benefits.

Keep in mind that it is a extremely slow unit (comparatively to most of your army) and require some micro management.
Demolition Charge (Vindicare Assassin)

Demolition Charge
  150

**Requires:* Wargear: Frag Grenades, Wargear: Stun Grenades, Wargear: Smoke Grenades, Wargear: Krak Grenades*

-Tactical stealth emplacement.

-A very dangerous detonatable mine-like explosive that deals good damage to all units especially structures.

-The Demolition Charge when placed can be detonated at any time you desire by pressing the "delete"

key, or using one of your Guardsmen squads to detonate all Demolition Charges within an area.

-10m throwing range, 15m impact radius.

-Costs  100 to use and is not an instant "grenade" type of an ability; can be destroyed if sighted by detector units.

**Hotkey:** M
Hunters From Hyper Space (Deathmarks)

**Hunters From Hyper Space**

- Timed support ability.

- Hunters From Hyper Space is an ability that sets active the orb behind the Deathmark's backs, phasing them from the material Universe.

- The ability allows Deathmarks to move in and out of positions with lightning speed. The duration of this ability is very short, but while active, the Deathmarks can move to any location almost instantly, perfect for setting up assassinations.

**Hotkey:** H
Capillary Tower

Capillary Tower's icon

## Description

-High Prority Structure that is revealed to enemy radars when built

-Unleashes Tyranid Weapons of Mass Destruction

-Projects and Extremely Large control area allowing structures to be built accross the map.

-Exhudes Toxic Miasma and Synapse

## Abilities

None (Superweps launched from hive fleet)

## Other Info

Costs: 5000 Requisition

Generates: +15 Requisition | +15 Power

Health: 4000

Morale: N/A

Return to Factions? or Tyranids?
Commissar

*"Fear ensures loyalty. Where do you need me?"*

## Commisar

"If you will not serve in combat, then you will serve on the firing line!"

## Overview

The Commissar is an Imperial Guard Command Unit that specializes in close combat. He starts out with a Power Sword but after a research he's equipped with a Power Fist.

Furthermore he increases the morale of nearby units and can kill a member of his attached squad to stop nearby troops from running.

 Navigate back to Imperial Guard or Factions
Factions

Navigation: Home page | Contact

There are a total of 12 playable factions in the Ultimate Apocalypse mod, with 3 of those (Daemons, Daemonhunters and Tyranids) being additional mods not included in the original Dawn of War or its expansion packs. The factions are as follows:

### Dawn of War

* Chaos Space Marines
* Eldar
* Orks
* Space Marines

### Dawn of War: Dark Crusade

* Necrons
* Tau Empire

### Dawn of War: Soulstorm

* Dark Eldar
* Sisters of Battle

### Mod Race(s) in THB

* Tyranids

* Chaos Daemons
* Inquisition Daemonhunters (Ordo Malleus)

Navigation: Home page | Contact
Great Gargant

Da Great Gargant is da biggest mek dat da ork 'ave. Itz got da biggest shooties and a whol lot of 'em! Small shooties and big shooties! It kan destroy any taget any distanse! It kan be made afta resachin Teknolojee: Great Gargant !

## Description

According to the Imperial Records, the Great Gargant is a moving fortress made of any available scrap. The idea is to have the thickest armor, the biggest guns, and be the turning point of any Waaagh.

Da biggest killie and it has da biggest gunz! Itz not very faast but da Great Gargant makes up fo it in size!
Gestation Pod

Gestation Pod's icon

## Description

- Contains research that will improve Brood and Gaunt units.

- Allows the deployment of basic troops and abilities from the Hive Mind.

- Allows the Established Link (Tier I) to be built.

- Will activate the Hive Mind to be selected and used within the Heroes interface in the upper left corner.

- Exudes Toxic Miasma and Synapse.
Deadly Artifacts Research

**Deadly Artifacts Research**
  500

**Requires:* Greater Artifacts Research*

- Improves the health of all Necron commanders.

- Allows the Necron Lord and Destroyer Lord to purchase the most deadly of the Necron artifacts.

- Allows the Antigrav Powers research and greatly increases durability of the Necron Lord, Overseer and Destroyer Lord.

**Hotkey:** Z
Hive Spire

Hive Spire's icon

## Description

-Tyranids HQ Building

-Produces: Ripper Swarms and Genestealers

-Provides Upgrades for Ripper Swarms and Genestealers

## Units

Genestealers

Ripper Swarms

## Upgrades

Genestealer Acclimitization I

Genestealer Acclimitization II

Genestealer Acclimitization III

Biomorph-Ripper Swarm Toxin Sacs

Biomorph-Ripper Swarm Leaping

## Tactics

The **Hive Spire** is the Tyranid HQ building. It appears at the beginning of the game, along with a Ripper Swarm, and commonly acts as the source of your first built unit. The Hive Spire continues to be important into the late game, as upgrades to it allows for technological advancement and additional builder units are required to sustain your forces, both of which can only be researched or created at the Hive Spire. Also, its Requisition output can help in the event of you losing many Strategic Points, although several are necessary to reach acceptable resource generation. The Requisition output of the Hive Spire does not degrade with time, unlike Strategic Points and Spore Chimneys.

The Hive Spire's health upgrades by 500 health for each of its first two Tier upgrades.

Return to Factions? or Tyranids?
Archo Flagellants

* Growls and jabbering\*

## Description

An aggressive infantry option produced by the Ordo Hereticus Chamber. Archo Flagellants are incapable of ranged combat, but do high damage in melee.

## Abilities

RUN!!!

-Order the squad to run.

-Increases movement speed by 45% in exchange for weapon accuracy.

-Lasts for 10 seconds, 2 second cooldown after use.

**Hotkey:** Q
Construct Superweapon

**Construct Superweapon**

**Requires:* Limit 1*

- Create a superweapon from this structure.

- 3 minute build time, allows a superweapon to be fired from this structure. If fired, the constructed superweapon will be unleashed upon the battlefield, expending it and necessitating the production of another superweapon.

- Creates a countdown timer while producing.

**Hotkey:** Q
Death Spikes

### **DESCRIPTION:**

Death Spikes are the wall emplacements used by the Dark Eldar. Compared to defensive placements of other factions, these walls are much cheaper and can damage nearby enemies physically and with morale loss. The Death Spikes upon impacting the enemy will also remove their keen sight detection if the enemy is close to the structure, removing their ability to detect infiltrated units or objects. However, these walls once detected by dedicated detector units can be destroyed easily. The walls are pretty effective at blocking tanks and killing enemy infantry slowly without the enemies notice.

### **STATS.**

Requires: Tier II

Can be placed anywhere.

Costs: 120 requisition, 8 seconds to construct.

Durability: Moderate

Can be infiltrated

Removes keen sight detection of nearby enemy units

Damages all nearby enemy units except titans, heavily armored vehicles, and all structure types.

Navigate back to Dark Eldar!
Bloody Hell

Mini-map view

Player placement location

"'*It's said, that Chaos conquered this valley and filled it with the blood of their foes. Interesting' - The final words of Arcus Wengart.*"
—In-game description
**Bloody Hell** is a skirmish map on Ultimate Apocalypse.

## Background

Bloody Hell is located in a heavily bombarded zone, where small lakes are filled with blood. Presumelly this blood comes from the victims of the invading chaos forces who took control of the area. It's supposedly the final resting place of the individual known as Arcus Wengart, but who he was or what killed him is currently unknown.

## Trivia

* Bloody Hell was originally added with the expansion Dark Crusade.
* The map originally listed an individual named *Listoric* as the creator of it.
* The map was reworked for the *Ultimate Apocalypse* mod by *Eranthis*.

Template:Navbox Maps
Howling Banshees

We are the harbingers of death!

Howling Banshees is a basic infantry squad that the Eldar can produce.

## Overview

This squad specializes in leaping in close range to infantry, shattering their morale, and dealing exceptional damage. The squad does not deal much damage against armor or structures.

This squad is very effective against infantry and heavy infantry early on in the game, especially if you purchase the upgrade from the Soul Shrine!

## Abilities

War Shout

**Requires:* Call of War*

The Banshee Exarch issues an ear-splitting battlecry, dealing massive morale damage to nearby enemy units. Has no effect on units not affected by morale.

**Hotkey:** W

## Upgrades

Call of War Research - found in Soul Shrine, provides massive boosts in stats for the squad, including armor, damage, movement speed, and an ability.

Aside from this, this squad receives wargear benefits like all other Eldar squads, aside from grenade wargear.
Energy Core (Tier III)

Eenrgy Core (Tier III)'s icon

## Description

- Component required to bring the last of the Monolith's systems back online.
- Contains research that improves Monoliths.

## Abilities

Auto-Repair

- Activated/support ability.

- Applies 1250 bonus health over time in exchange for heavy ammounts of resources.

- Lasts for 15 seconds. Can be activated again after ability is activated.

- Left click to activate.

**Hotkey:** O

 Navigate back to Necrons or Factions