Game Rules

## **Introduction**

Unification has a multitude of game rules that changes the gameplay in varying degrees. Some game rules are available in the campaign if enabled via the *campaign configurator*.

Common sense applies when using game rules. Do not activate contradictory game rules, or game rules that affect the same parameters, at the same time. For examples "*softcore*" and "*hardcore*", or "*massive* *battles*" and "*huge* *battles*", should not be activated at the same time, or you'll have issues.

### **Game rules in the Campaign (6.9.25)**

**TESTING\_MODE\_DEV**

* Makes all buildings, research upgrades, squad/vehicle training and squad non-leader unit reinforcement complete instantly.
* Disables AI.

**EnableCampaignBases**.

* Enables permanent bases on any territories you fight on. I.e what you build on a map during a battle stays there until the next battle on the same map.

**Enable\_Varied\_Victory\_Condition**

* Each non-stronghold match will have a random victory condition assigned to it instead of the standard annihilate. The victory condition is chosen from the following list:
	+ Assassinate. Kill all enemy commanders to win.
	+ Blood for the Blood God. Be the first to reach a preset kill counter.
	+ Control Area. Win by controlling 2/3 of all Strategic points on map.
	+ Destroy HQ. Achieve victory be destroying all enemy HQ's.
	+ Economic Victory. If you have more than 15k pwr and 15k req you win.
	+ Exterminate. You must kill \*all\* enemy units and structures to win.
	+ Sudden Death. The first who gets a strategic point decapped by enemy loses.
	+ Annihilate. Win by destroying all unit producing buildings. Standard VC.

**Disable\_AI**

* Same as "AI dummies" in skirmish.
* Self explanatory. The AI will not do anything during battles.

**Easier\_AI**

* The AI units and structures have their HP and morale reduced, to 70% of original values.
* AI has req and pwr income reduced to 70% of original values.

**autoWINbutton**

* Enables a button inside a match that will make you instantly and automatically win that match. Works in strongholds too.

**artilleryTurretsallow**

* Enables the construction of IG Earthshaker Platforms, Ork Artillery Platforms, Tau Ark Turret and Necron Pylons.

**Softcore**

* Doubles HP of *all* units and buildings (AI and player alike).

**Hardcore**

* Halves HP of *all* units and buildings (AI and player alike).

**AI\_Advanced\_Tactics**

* Allows the AI to use the following abilities: Burrow, Grand Illusion, Rampage and Relocate

**AI\_Advanced\_Map\_Pathing**

* Allows AI controlled units to use Improved Map Checking checks. I.e improves AI pathing. This option uses more memory. If you're suffering memory related crashes, then disabling this option will help.

**Auto\_Reinforce**

* All human controlled squads will autoreinforce with units when they are not in combat.

**Player\_Auto\_Artillery\_Fire**

* allows ork artillery building and IG earthshaker building to autofire on enemy targets.

**Day\_and\_Night**

* A random day and night cycle affects the map. Each "time of day" affects vision ranges.

**NecronPyramid**

* Same as "Necron Dynasties" in skirmish.
* Enables the construction of the Ancient Necron Pyramid Structure. Via this building an allegiance to one of the following dynasties are enables: Maynarkh, Nihilakh or Sautekh. If an allegiance is chosen the Necron Overlord may enter the Pyramid and be exchanged for one of the following dynastic overlords (or built if the Necron Lord is not on the field). The pyramid can build a lychguard unit for each of the overlords, which the overlord can attach to.
	+ Maynarkh: Xun'bakyr Mother of Oblivion. Lychguard: Elite Assailants.
	+ Nihilakh :Trazyn the Infinite. Lychguard: Cryptothrall Automatons.
	+ Sautekh: Imotekh the Stormlord. Lychguard: Noble Elite protectors.
	+ Pyrrhia: Anrakyr the Traveler. Lychguard: Pyrrhian Eternals.
	+ Novokh: Galmakh the Moon Killer. Lychguard: Veteran Pariahs
	+ Nephrekh: Sylphek the Celestial. Lychguard: Canoptek Tomb stalker. Can also summon an Obelisk

**Enable\_New\_Vanilla\_Squads**

* Same as "[Vanilla] New Squads" in skirmish.
* Enables the new units and weapons added by Unification for the vanilla races.

**Enable\_Bourbon\_Squads**

* For the Imperial Guard Faction.
* Unlocks a custom homebrew elite tempestus scion squad for IG.
* Unlocks Tempestus Scions for Witch Hunters (note that unit has additional requirements).

**Enable\_Tau\_Psi\_Ops**

* For the Tau Faction.
* Unlocks a non-canon easter egg unit for the Tau.
* Unlocks Tempestus Scions for Witch Hunters (note that unit has additional requirements).

**DarkEldar\_Turrets**

* Enables turrets for Dark Eldar. They come with splinter cannons as default weaponry but can be upgraded to dark lances.

**Tau\_Turrets**

* Enables turrets for Tau. They come with burst cannons as default weaponry but can be upgraded to either missile pods or plasma rifles.

**Titans**

* Enables titan class units. These are built from the corresponding buildings in the "advanced building" menu. Note that the "Voiddragon Phoenix" is the tier 1 titan unit for DE.

**Titans\_T2**

* Enables tier 2 titan class units. These are built from the corresponding buildings in the "advanced building" menu. Note that the "Voidraven Bomber" is the tier 2 titan unit for DE.
* **Note**: REQUIRES "[Vanilla+] Titans" rule to be active to have any effect

**Fall\_Back**

* Same as "Fallback rule" in skirmish.
* Units that have their morale broken will automatically run back to the nearest captured strategic, or critical, point. This affects both player controlled units and the AI controlled units. Control is restored once morale is restored.

**Fallback Button**

* Enables a fallback button than when pressed makes the squad run back to the nearest friendly LP.

**Fortress**

* Turrets, Listening Posts and mines gain have their HP doubled and damage output doubled.

**Heroes**

* All troops gain experience by engaging in battle and surviving. Can cause slight lag on older computers or in big heavy games.

* Slightly bridged Heroes Player Info Document

Introduction:

Heroes Special is a rework of the original Heroes Mod for DOW/WA made by CutterShane. Since CutterShane
sadly died in summer 2006, he wasn't able to continue his impressive work. May he rest in peace....

All units gain experience by fighting enemy units and level up if they reach a certain amount of
experience. Heroes special for DC offers a total of 9 experience levels, with all units starting at
level 1. The maximum level which normal units can reach during a battle is 7. Level 8 and 9 are restricted
champion levels which can only be achieved by commanders. Each unit which has gained enough XP for the next
level, needs a certain amount of training time out of battle before they can upgrade.

You will be informed with a message if a unit upgrades and you will also see a visual upgrade effect on the unit.
High level troops get a visible aura which will make it easy to separate them from the unexperienced ones. There
are two aura types, one for elite troops and one for legendary troops.

How to gain experience:

Units gain experience if they are attacked or are attacking other units. They don't gain experience for attacking
a building except the building has weapons and is shooting at them. Builders get experience for constructing
buildings.

Experience:

Not all units gain new levels with the same speed. Space Marines for example are already experienced and skilled
troops, and therefore it takes longer for them to reach an even higher level. Therefore expect low level troops
like IG squads and basic Ork squads to level up much faster than elite troops like space marine squads or even
terminators. Commanders represent exceptional talented individuals and gain levels as fast as basic troops
although they normally belong already to the experienced and elite units. The following experience table shows
the experience each unit type requires to gain a new level.

Rank                  Commanders            Regular Forces           Special Forces           Commando Forces

Regular:                     0                                 0                                   0                                   0

Experienced:          1000                          1000                          1500                             2000

Veteran:                 2000                          2000                          3000                              4000

Expert:                    4000                           4000                         6000                             8000

Elite:                        6000                           6000                         9000                            12000

Ultra Elite:              8000                          8000                          12000                          16000

Legendary:            11000                         11000                         16500                          22000

Champion:             14000                             -                                    -                                  -

Hero:                      17000                              -                                    -                                  -

Training Time:

Each units which has enough XP to gain a new level must stay a certain time out of battle to be able to upgrade.
It represents the situation of a unit experienceing a bttle situation and after battle it has time to think about
and learn from it. The training time is usually 20 seconds.

Unit upgrades:

A unit upgrade increases certain stats of a unit, but the unit buffs are not the same for every unit. Each
unit type like builders, commanders, scouts, melee squads, ranged squads, artillery, tanks and walkers follow
a slightly different upgrade path which suit their purpose. Scouts get special sight range increases, builders
get a higher construction rate, melee squads special speed boni, etc.

The typical upgrade buffs of a level upgrade are:

**HP:** +10% per level.

**Morale:** +50 points per level.

**Weapon Damage:** +10% per level.

**Weapon Accuracy:** +5% per level.

**HP Regeneration:** +50% at level 4 and 7 (Not for vehicles)

In addition, all units gain special buffs at level 4 and level 7, while units with levels 4 - 6 count as 'elite' and
units with level 7 and higher count as legendary. Elite and legendary units have unique auras. Those auras are different
for big units like vehicles and small units like the basic troops.

The following list shows the unique upgrade behaviours of the different unit types in Heroes Special:

**Builders** => Construction rate boni.

**Commanders**=> Higher stat buffs than usual, can reach champion and hero levels.

**Scout Squads**=> High sight range increase and weapon range increase.

**Melee Squad’s**=> 15% health increase per level, special speed buffs at level 4 and 7.

**Ranged Squads**=> Weapon and sight range increase and a slight speed buff at level 4 and 7.

**Walkers**=>  15% health increase per level, special speed buffs at level 4 and 7.

**Tanks**=> Weapon and sight range increase and a slight speed buff at level 4 and 7.

**Artillery**=> Lesser basic upgrades than normal units, special weapon and sight range increase at level 4 and 7.

Generals:

Generals influence the quality of new recruited troops. Generals with a high command level get access to experienced
or even veteran troops. Each race has 1 - 2 generals and the general with the highest level is the commanding general.
The basic command level is 1, which means that there are only basic troops available. An elite general with level 4,
5 or 6 has command level 2 and all new recruited troops start with unit rank experienced. A legendary general with 7,
8 or 9 has command level 3 and all new recruited troops start with unit rank veteran. The following list shows the
generals of each race:

Chaos Marines: Chaos Lord, Demon Prince
Space Marines: Force Commander
Eldar: Farseer
Imperial Guard: Command Squad
Necrons: Necron Lord, Destroyer Lord
Orcs: Mek Boy, Warboss
Tau: Tau Commander, Ethereal

Ingame unit rank information:

You can check the unit rank of a unit by selecting it and read the unit rank information which is displayed on the right
side of the screen.

**Interval\_Dump**

* All players get requisition injections every 4min based on number of strategic locations in possession.

**Small\_Battles**

* Changes the max caps to 10/10.

**Massive\_Battles**

* Changes the max caps to 30/30.

**Titanic\_Battles**

* Changes the max caps to 60/60.

**Impossible Battles**

* Changes the max caps to 100/100.

**[Army Size] Extraordinary** **Battles**

* Changes the max pop caps to 400/400.

**No\_Flyers**

* Same as "No Fly Zone" in skirmish. Disables all aircraft and flyers.

**Race\_Specific\_Themes**

* The music playlist is dependent on the race the player chooses.

**Restricted\_Tiering**

* Players must capture points in order to advance along the tech tree.

**True\_Reinforcement**

* Troops can only be reinforced and have their weapons upgraded near Listening Posts and HQ buildings. The AI cannot truly comprehend this, and will not go to such points solely for the purpose of reinforcing/upgrading.

**Weather**

* Same as "Weather Conditions" in skirmish.
* The battlefield randomly suffers from one of 2 random weather effects that impacts all armies.
* Snowstorm: Reduces the movement speed of all infantry. Comes in light (-20%), medium (-36%) and heavy variations (-60%).
* Rain: Reduces the the ranged accuracy of all weapons. Comes in normal (-20%) and heavy (-36%) variations.

**Annihilate**

* Note that this win condition is always active in the campaign and cannot be toggled off.
* Same as "[VC] Annihilate" in skirmish.
* *Annihilate* allows a victory to be achieved by destroying all of the enemy unit producing buildings.

**Take and hold**

* Note that this win condition is always active in the campaign and cannot be toggled off.
* Same as "[VC] Take and hold" in skirmish.
* *Take and hold* allows a victory to be achieved by by controlling more than half of the maps critical points.

### **Game rules in Skirmish (6.9.25)**

Skirmish game rules are listed in the order they appear in the match setup menu.

#### **[DEV] Testing Mode**

* Makes all buildings, research upgrades, squad/vehicle training and squad non-leader unit reinforcement complete instantly.
* Disables AI.

#### **[S] Artillery Turrets**

* Players start with randomised turrets, including artillery platforms.
* **Note**: has no effect on non Survival maps.

#### **[S] Assassinate**

* Spawns additional Commanders to the attacking faction that will be marked on the map. Killing this Commander will break enemy morale and damage them.
* Loosing your own Commander will likewise break your morale and damage your troops.
* **Note**: has no effect on non Survival maps.

#### **[S] Destroy Enemy Outpost**

* Spawns extra enemy bases closer to your starting area that will spawn additional units.
* Bases and Spawns will not scale with additional players.
* This setting is affected by the Quick Start game rule. Advanced Bases will be spawned much earlier with this win condition turned on.
* **Note**: has no effect on non Survival maps.

#### **[S] Heroic Defense**

* Adds new mechanics to deal with depending on the attacking faction, also adds additional spawns in regular waves. Scales with the amount of players and difficulty. Higher Difficulties will have tighter spawn timers and better units joining the attacks.
* **Note**: has no effect on non Survival maps.

#### **[S] Short Defense**

* Halves the number of survival waves from 10 to 5 by skipping one level for each cleared level. Note that this doesn't add more prep time so the difficulty goes up much faster as each time you clear a wave it goes N+2 instead of the usual N+1. E.g clearing wave 4 will set next wave to be wave 6, not 5.
* **Note**: has no effect on non Survival maps.

#### **[S] Take and Hold Reinforcements**

* At certain points of time, if you have captured a Critical Location, friendly special units will spawn somewhere on the map to add to your defence.
* Some of these units are campaign honour guards, some are unique units exclusive to survival.
* **Note**: has no effect on non Survival maps.

#### **[S] Wargear**

* A random spot on the map will contain an object that, if you bring your Commander to it, will give them wargear upgrades.
* **Note**: has no effect on non Survival maps.

#### **Addon: Fast Build - 5 Mins**

* For the duration indicated in the title all units and buildings almost insta-build.

#### **Addon: Fast Build - 10 Mins**

* For the duration indicated in the title all units and buildings almost insta-build.

#### **Addon: Fast Build - 20 Mins**

* For the duration indicated in the title all units and buildings almost insta-build.

#### **Addon: Fast Build - 30 Mins**

* For the duration indicated in the title all units and buildings almost insta-build.

#### [LS] Enable AI

* The attacking waves will use their abilities and other tactics against the defenders.
* **Note**: Last stand only. Has no effect on any other maps.

#### [LS] Enemy Advancment

* The enemy will slowly unlock the researches associated with the race in question, making the affected units slowly become more dangerous as the waves continue.
* **Note**: Last stand only. Has no effect on any other maps.

#### [LS] Hardcore Mode

* If a player is defeated they are kicked from the game. This disables revival.
* **Note**: Last stand only. Has no effect on any other maps.

#### [LS] Hunter Mode

* In addition to normal resources gained after clearing a wave, each player receives resources proportional to their kills.
* **Note**: Last stand only. Has no effect on any other maps.

#### [LS] To The Last

* After the waves have been cleared, the surviving heroes must fight amongst themselves to determine a final single winner.
* **Note**: Last stand only. Has no effect on any other maps.

#### **[GameMode] Kill-Team**

* Activates a wip game mode. Choose regular skirmish map (non-survival, non-last stand) and command a single squad hunting down enemy units.
* This also functions as a Victory condition specifies a way to win the game. It is an exclusive Victory condition. Do not combine with any other [VC] game rule.
* Experimental WIP.
* **Note:** only works on skirmish maps

#### **[Vanilla] New Squads**

* Same as "Enable\_New\_Vanilla\_Squads" in the campaign.
* Enables the new units and weapons added by Unification for the vanilla races.
* **Note**: has no effect on "Last Stand" maps.

#### **[Vanilla] Hero Wargear**

* Enables the named commanders of the nine vanilla races.
* The campaign wargear can be purchased as upgrades.
* Note that most of the upgrades and power level increase will come from these wargear acquisitions, and not from other sources.
* Dark Eldar Archon will not cost supply with this game rule on.
* Tau commander has some of it's upgrades moved in order of possible acquisition visavi normal skirmish.
* **Note**: only works on skirmish and assault maps

#### **[Vanilla+]** **Titans**

* Enables titan class units. Note that not all races have literal titan units. Some have superheavy vehicles instead. Some mod races have no titan class units affected by this game rule.
* **Note**: has no effect on "Last Stand" maps.
* **Note**: disabling this game rule disables the titan building. Meaning that if there are any non-titan units constructed from that building, they can't be produced either.

#### **[Vanilla+]** **> T2 Titans**

* Enables T2 titan class units. Note that not all races have literal titan units. Some have superheavy vehicles instead. Some mod races have no titan class units affected by this game rule.
* **Note**: REQUIRES "[Vanilla+] Titans" rule to be active to have any effect
* **Note**: has no effect on "Last Stand" maps.

#### **[Vanilla] DarkEldar Turrets**

* For the Dark Eldar Faction.
* Enables turrets for Dark Eldar. They come with splinter cannons as default weaponry but can be upgraded to dark lances.

#### **[Vanilla]** **Necron Dynasties**

* For the Necron Faction.
* Same as "NecronPyramid" in the campaign.
* Enables the construction of the Ancient Necron Pyramid Structure. Via this building an allegiance to one of the following dynasties are enables: Maynarkh, Nihilakh or Sautekh. If an allegiance is chosen the Necron Overlord may enter the Pyramid and be exchanged for one of the following dynastic overlords (or built if the Necron Lord is not on the field). The pyramid can build a lychguard unit for each of the overlords, which the overlord can attach to.
	+ Maynarkh: Xun'bakyr Mother of Oblivion. Lychguard: Elite Assailants.
	+ Nihilakh :Trazyn the Infinite. Lychguard: Cryptothrall Automatons.
	+ Sautekh: Imotekh the Stormlord. Lychguard: Noble Elite protectors.
	+ Pyrrhia: Anrakyr the Traveler. Lychguard: Pyrrhian Eternals.
	+ Novokh: Galmakh the Moon Killer. Lychguard: Veteran Pariahs
	+ Nephrekh: Sylphek the Celestial. Lychguard: Canoptek Tomb stalker. Can also summon an Obelisk.

**Note**: has no effect on "Last Stand" maps.

#### **[Vanilla] Tau Turrets**

* For the Tau Faction.
* Enables turrets for Tau. They come with burst cannons as default weaponry but can be upgraded to either missile pods or plasma rifles.

#### **AI Assist**

* Limits the amount of superfluous buildings the AI tends to spam, like for example IG building 10 barracks if the game goes on long enough.

#### **AI Dummies**

* Same as "Disable\_AI" in the campaign. Self explanatory. The AI will not do anything during battles

#### **AI\_Advanced\_Tactics**

* Allows the AI to use the following abilities: Burrow, Grand Illusion, Rampage and Relocate

#### **AI\_Donations**

* Allows the AI to make resource donations to it's allies.

#### **AI\_Highspeed**

* Simplifies AI calculations to reduce lag with many AI players involved.

#### **AI\_MapDB**

* Allows AI controlled units to use Improved Map Checking checks. I.e improves AI pathing. This option uses more memory. If you're suffering memory related crashes, then disabling this option will help.

#### **[VC] Annihilate**

* Same as "Annihilate" in the campaign.
* This Victory Condition specifies a way to win the game. *Annihilate* allows a victory to be achieved by destroying all of the enemy unit producing buildings.
* **Note:** only works on skirmish maps

#### **Artillery Turrets**

* Enables the construction of IG Earthshaker Platforms and Ork Artillery Platforms in skirmish.
* Not compatible with "[Addon ]Change Players"

#### **[VC] Assassinate**

* This Victory Condition specifies a way to win the game. *Assassinate* allows a victory to be achieved by killing all of the enemy commander units.
* **Note:** only works on skirmish maps

#### **Auto\_Reinforce**

* All human controlled squads will autoreinforce with units when they are not in combat.

#### **[Black Templars]Auto\_Reinforce**

* For the Black Templar Faction.
* All human controlled BT crusaders squads will auto-reinforce with neophytes, provided there is a big enough surplus of resources available.
* The surplus threshold for reinforcing is 380 Requisition.

#### **[VC] Blood for the Blood God**

* This Victory Condition specifies a way to win the game. *Blood for the Blood God* allows a victory to be achieved by accruing 5000 blood points. Blood points are earned by killing units and razing structures.
* **Note**: only works on skirmish maps

#### **Bombardment**

* All (CPU and human alike, enemy and ally alike) players get subjugated to periodic artillery bombardment.
* The frequency and accuracy of bombardment slowly increases.

#### **[Addon] Change Players**

* Allows the player to switch between original starting player slot and all allied CPU players at will using an on-screen button.
* Not compatible with "Artillery Turrets"

#### **>[Addon] Change to ANY Player**

* Allows the player to switch between original starting player slot and any CPU player (allied or hostile) at will using an on-screen button.
* \* **Note**: REQUIRES "Change Players" rule to be active to have any effect.
* Having this and "Change Players" on enables Sandbox Mode. Combine with "[DEV] Testing Mode" for even greater ease.
* Not compatible with "Artillery Turrets"

#### **[VC] Control Area**

* This Victory Condition specifies a way to win the game. *Control Area* allows a victory to be achieved by controlling 2/3 of all strategic points on a map
* **Note**: only works on skirmish maps

#### **[Dark Angels] Cypher**

* For the Dark Angels Faction.
* Easter egg. If activated there is a percentage chance that Cypher (commander unit) is made available to the DA player, the exact percentage depends on which faction you face. Facing imperial factions have a higher percentage chance.

#### **[Dark Angels] Turrets**

* For the Dark Angels Faction.
* Enables turrets for Dark Angels. They come with plasma guns as default weaponry but can be upgraded to either plasma cannons or lascannons.

#### **Day\_and\_Night**

* A random day and night cycle affects the map. Each "time of day" affects vision ranges.

#### **[VC] Destroy HQ**

* This Victory Condition specifies a way to win the game. *Destroy HQ* allows a victory to be achieved by razing all enemy HQ structures.
* **Note**: only works on skirmish maps

#### **[VC] Economic victory**

* This Victory Condition specifies a way to win the game. *Economic Victory* allows a victory to be achieved by having 15.000 Req and 15.000 Pwr stored.
* **Note**: only works on skirmish maps

#### **Bourbonia's Finest**

* For the Imperial Guard Faction.
* Unlocks a custom homebrew elite tempestus scion squad for IG.

#### **Tau PsiCorps**

* For the Tau Faction.
* Unlocks "Libra", a non-canon easter egg unit for the Tau.
* Unlocks Gue'vasa (Kauyon)
* Unlocks Tempestus Scions for Witch Hunters (note that unit has additional requirements).

#### **[Visual] Event Removal**

* Removes the cover and idle builder icons from units.

#### **[VC] Extermination**

* This Victory Condition specifies a way to win the game. *Extermination* allows a victory to be achieved by destroying *all*  enemy buildings and units.
* **Note**: only works on skirmish maps

#### **Fallback rule**

* Same as "Fall\_Back" in the campaign.
* Units that have their morale broken will automatically run back to the nearest captured strategic, or critical, point. This affects both player controlled units and the AI controlled units. Control is restored once morale is restored.
* **Note**: only works on "skirmish" and "assault" maps.

#### **Fallback Button**

* Enables a fallback button than when pressed makes the squad run back to the nearest friendly LP.

#### **Fortress**

* Turrets, Listening Posts and mines gain additional HP and damage output.

#### **Game Timer**

* Enables the in-game timer that shows how long the match has been going on.

#### **[Addon] Hazards and Boobytraps**

* Add randomly placed minefield, turrets etc all over the map.
* **Note**: Has no effect on assault maps

#### **Heroes**

* All troops gain experience by engaging in battle and surviving. Can cause slight lag on older computers or in big heavy games.

* Slightly abridged Heroes Player Info Document

Introduction:

Heroes Special is a rework of the original Heroes Mod for DOW/WA made by CutterShane. Since CutterShane
sadly died in summer 2006, he wasn't able to continue his impressive work. May he rest in peace....

All units gain experience by fighting enemy units and level up if they reach a certain amount of
experience. Heroes special for DC offers a total of 9 experience levels, with all units starting at
level 1. The maximum level which normal units can reach during a battle is 7. Level 8 and 9 are restricted
champion levels which can only be achieved by commanders. Each unit which has gained enough XP for the next
level, needs a certain amount of training time out of battle before they can upgrade.

You will be informed with a message if a unit upgrades and you will also see a visual upgrade effect on the unit.
High level troops get a visible aura which will make it easy to separate them from the unexperienced ones. There
are two aura types, one for elite troops and one for legendary troops.

How to gain experience:

Units gain experience if they are attacked or are attacking other units. They don't gain experience for attacking
a building except the building has weapons and is shooting at them. Builders get experience for constructing
buildings.

Experience:

Not all units gain new levels with the same speed. Space Marines for example are already experienced and skilled
troops, and therefore it takes longer for them to reach an even higher level. Therefore expect low level troops
like IG squads and basic Ork squads to level up much faster than elite troops like space marine squads or even
terminators. Commanders represent exceptional talented individuals and gain levels as fast as basic troops
although they normally belong already to the experienced and elite units. The following experience table shows
the experience each unit type requires to gain a new level.

Rank                  Commanders            Regular Forces           Special Forces           Commando Forces

Regular:                     0                                 0                                   0                                   0

Experienced:          1000                          1000                          1500                             2000

Veteran:                 2000                          2000                          3000                              4000

Expert:                    4000                           4000                         6000                             8000

Elite:                        6000                           6000                         9000                            12000

Ultra Elite:              8000                          8000                          12000                          16000

Legendary:            11000                         11000                         16500                          22000

Champion:             14000                             -                                    -                                  -

Hero:                      17000                              -                                    -                                  -

Training Time:

Each units which has enough XP to gain a new level must stay a certain time out of battle to be able to upgrade.
It represents the situation of a unit experienceing a bttle situation and after battle it has time to think about
and learn from it. The training time is usually 20 seconds.

Unit upgrades:

A unit upgrade increases certain stats of a unit, but the unit buffs are not the same for every unit. Each
unit type like builders, commanders, scouts, melee squads, ranged squads, artillery, tanks and walkers follow
a slightly different upgrade path which suit their purpose. Scouts get special sight range increases, builders
get a higher construction rate, melee squads special speed boni, etc.

The typical upgrade buffs of a level upgrade are:

**HP:** +10% per level.

**Morale:** +50 points per level.

**Weapon Damage:** +10% per level.

**Weapon Accuracy:** +5% per level.

**HP Regeneration:** +50% at level 4 and 7 (Not for vehicles)

In addition, all units gain special buffs at level 4 and level 7, while units with levels 4 - 6 count as 'elite' and
units with level 7 and higher count as legendary. Elite and legendary units have unique auras. Those auras are different
for big units like vehicles and small units like the basic troops.

The following list shows the unique upgrade behaviours of the different unit types in Heroes Special:

**Builders** => Construction rate boni.

**Commanders**=> Higher stat buffs than usual, can reach champion and hero levels.

**Scout Squads**=> High sight range increase and weapon range increase.

**Melee Squad’s**=> 15% health increase per level, special speed buffs at level 4 and 7.

**Ranged Squads**=> Weapon and sight range increase and a slight speed buff at level 4 and 7.

**Walkers**=>  15% health increase per level, special speed buffs at level 4 and 7.

**Tanks**=> Weapon and sight range increase and a slight speed buff at level 4 and 7.

**Artillery**=> Lesser basic upgrades than normal units, special weapon and sight range increase at level 4 and 7.

Generals:

Generals influence the quality of new recruited troops. Generals with a high command level get access to experienced
or even veteran troops. Each race has 1 - 2 generals and the general with the highest level is the commanding general.
The basic command level is 1, which means that there are only basic troops available. An elite general with level 4,
5 or 6 has command level 2 and all new recruited troops start with unit rank experienced. A legendary general with 7,
8 or 9 has command level 3 and all new recruited troops start with unit rank veteran. The following list shows the
generals of each race:

Chaos Marines: Chaos Lord, Demon Prince
Space Marines: Force Commander
Eldar: Farseer
Imperial Guard: Command Squad
Necrons: Necron Lord, Destroyer Lord
Orcs: Mek Boy, Warboss
Tau: Tau Commander, Ethereal

Ingame unit rank information:

You can check the unit rank of a unit by selecting it and read the unit rank information which is displayed on the right
side of the screen.

#### **[IDH] Daemonhosts**

* For the Inquisition Daemon Hunters Faction.
* If enabled the Lord Inquisitors of the Daemons Hunters branch will be radicals and able to create daemonhunters.

#### **[IDH] Old Dreadknight**

* For the Inquisition Daemon Hunters Faction.
* Changes the Dreadknight model back to the old previous one.

#### **[Imperial Fists] Random Arms**

* For the Imperial Fist Faction.
* If enabled the Primaris siege commander will drop pod with a random new weapon assortment each time he's called as opposed to his standard weapons.

#### **[Imperial Fists] The Monument**

* For the Imperial Fist Faction.
* If enabled it allows the construction of a non-lore friendly building at tier IV that reveals nearby stealthed units and provide a morale bonus to nearby friendly units.

#### **Interval Dump**

* All players get requisition injections every 4min based on number of strategic locations in possession. **Note**: has no effect on "Last Stand" maps.

#### **[Addon]> No Income Resourcing**

* Removes your regular income completely. Forcing you to rely on interval dumps for all your income needs.
* \* **Note**: REQUIRES "Interval Dump" rule to be active to have any effect.

#### **[Krieg] Exchange Program**

* For the Krieg faction.
* Replaces the Trench Raider squad with Krieg Ogryn Squad.

#### **No Fly Zone**

* Same as "No Flyer" in the campaign. Disables all aircraft and flyers.

#### **Reveal Fog of War**

* Removes the fog of war, revealing the entire map to the player.

#### **No Ground Vehicles**

* Disables all ground vehicles (including hover ones). Only infantry will be buildable and fliers unless "No Fly Zone" is also activated.

#### **AI Artillery**

* Allows human controlled artillery buildings like the Krieg earthshaker to autofire upon enemy targets.

#### **Race-Specific Themes**

* The music playlist is dependent on the race the player chooses.

#### **Relic Availability**

* Spawns a relic point very close to all player (human and CPU alike) HQ's.
* The AI doesn't understand this and will never capture it.

#### **>Owned Relics**

* The relic point spawned by "Relic Availability" spawns as owned by the corresponding player (human and CPU alike).
* Recommended to have ON if you want the AI to have that relic point.
* \* **Note**: REQUIRES "Relic Availability" rule to be active to have any effect.

#### **Resource Drain**

* Requisition, power, faith and soul resource income rates are successively reduced.
* This is in addition to normal strategic requisition decay.
* At the 30 min mark resource income is set to x0.6
* At the 45 min mark resource income is set to x0.3
* At the 60 min mark resource income is set to x0.1
* **Note**: In kill-team mode this translates to less income gained from capturing different points.
* **Note**: Has no effect on last stand maps

#### **Restrict Tier II**

* Restricts access beyond tier 1 for all players.
* **Note**: In survival games this will only affect the defending player.

#### **Restrict Tier III**

* Restricts access beyond tier 2 for all players.
* **Note**: In survival games this will only affect the defending player.

#### **Restrict Tier IV**

* Restricts access beyond tier 3 for all players.
* **Note**: In survival games this will only affect the defending player.

#### **Restrict Relic Units**

* Restricts access for buildable relic units for all players.
* **Note**: In survival games this will only affect the defending player.

#### **Restrict Primarchs**

* Restricts access for primarchs for all players.
* **Note**: In survival games this will only affect the defending player.

#### **[Addon ]Restricted\_Tiering**

* Players must capture points in order to advance along the tech tree. Only affects the defending player (NOT the attacking AI) on "survival" maps.
* **Note**: has no effect on "Last Stand" maps.

#### **[Daemons] One Skarbrand**

* For the Chaos Daemons action.
* If enabled the Skarbrand will only be available to one of the Chaos Daemon players

#### **[Daemons] Ally Sacrifice**

* For the Chaos Daemons action.
* If enabled all Chaos Daemon Players will be able to perform sacrifices of allied units.
* Note that if a Chaos Daemon Player has no allies they will not be able to perform any sacrifice.

#### **Slow Production**

* All production and construction times are doubled for troops, buildings, addons and researches
* **Note**: has no effect on "Last Stand" maps.

#### **Easier\_AI**

* The AI units and structures have their HP and morale reduced to 70% of their original values.
* AI has req and pwr income reduced to 70% of original values.

#### **Softcore**

* Doubles HP of *all* units and buildings (AI and player alike). Only affects the defending player (NOT the attacking AI) on "last stand" and "survival" maps.
* **Note**: has no effect on the "Kill Team" mode.

#### **Hardcore**

* Halves HP of *all* units and buildings (AI and player alike). Only affects the defending player (NOT the attacking AI) on "last stand" and "survival" maps.
* **Note**: has no effect on the "Kill Team" mode.

#### **[VC] Take and hold**

* Same as "Take and Hold" in the campaign.
* This Victory Condition specifies a way to win the game. *Take and hold* allows a victory to be achieved by controlling more than half of the maps critical points.
* **Note**: only works on skirmish maps

#### **[VC] Sudden death**

* This Victory Condition specifies a way to win the game. *Sudden Death* allows a victory to be achieved by capturing any strategic point from an enemy. I.e each participant in a match is instantly eliminated by anyone who captures one of their strategic points.
* **Note**: only works on skirmish maps

#### **True\_Reinforcement**

* Troops can only be reinforced and have their weapons upgraded near Listening Posts and HQ buildings. The AI cannot truly comprehend this, and will not go to such points solely for the purpose of reinforcing/upgrading.
* **Note**: has no effect on "Last Stand" maps or in the "kill team" mode.

#### **[Th Sons] Use new UI**

* For the Thousand Sons faction.
* Disables the old Thousand Son 4.68 UI, changing it to the new unification 5.91 one.
* New UI all abilities to be accessed at all times, but requires more micro due to the extra clicks involved.

#### **[VC] Victory Points**

* Owning critical locations confers a steady stream of victory points. First to reach 300 points wins.
* **Note**: has no effect on "Last Stand", "Survival" or "Assault" maps, nor in the "kill team" mode.

#### **Weather Conditions**

* Same as "Weather" in the campaign.
* The battlefield randomly suffers from one of 2 random weather effects that impacts all armies.
* Snowstorm: Reduces the movement speed of all infantry. Comes in light (-20%), medium (-36%) and heavy variations (-60%).
* Rain: Reduces the the ranged accuracy of all weapons. Comes in normal (-20%) and heavy (-36%) variations.

#### **[Witch Hunters] St Katherine**

* For the Witch Hunters faction.
* If Angron or the Avatar of Slaanesh is on the field St Katherine will be gifted to the player for free. As St Katherine is a tier 2 titan, this setting is not recommended for pvp games.

#### **[Witch Hunters] St Praxedes**

* For the Witch Hunters faction.
* St Praxedes will replace the standard Canonnes if the player has an Ultramarine ally or Tyranid enemy.

#### **[Witch Hunters] All Squads**

* For the Witch Hunters faction.
* If enabled Sororitas Redeemer, Exalted Dreadnought, Shield Maidens, Inquisitorial Thunderhawk, Zealot and Sister Hospitaliers will always be available.
* If not enabled
	+ Redeemer, Thunderhawk, Shield Maidens and Exalted Dreadnought will only be available by either having Inquisition Daemon Hunter allies or having Chaos Daemon enemies.
	+ Zealot will only be available when facing Death Guard enemy.
* Note that Redeemer and Hospitalier squad is sister branch only. Thunderhawk and Zealot is inquisition branch only.

#### **[Witch Hunters] Vehicles**

* For the Witch Hunters faction.
* There's a chance of having mk.II immolators instead of the normal mk.I immolators, and the inquisition chimera replace the Rhino.

#### **Word of the Emperor**

* Gozer has found your lack of vocabulary disturbing and has sent her puffy champion to enlighten you.
* At the start of each match text will appear on the screen with a short definition of a RL word.
* Has no gameplay implications.

#### **Smacktalk**

* Vanilla faction commanders will talk in a match in a smacktalk manner
* Note: no conversations. Think statements, jibes etc.