In the nightmare future of the forty-first millennium, wars rage upon airless moons, inside the labyrinthine depths of hive worlds, and across the bleak voids between stars. From the immaterial realm of warp space, malicious entities send their unspeakable minions to slaughter and devour. Everywhere, soulless spectres and slavering monsters are poised to extinguish life. This is the universe of Warhammer 40,000.
In this vast, violent universe, there are many alien races, but of these the Eldar are perhaps the most similar to humans in physical terms. Standing taller than the average human, the Eldar have pallid skin, pointed ears, flowing hair, and bright eyes. They move with an extreme grace and suppleness that belie the power hidden within their slight frames. The Eldar possess incredible psychic talents and mystical bonds to both past and future. Despite the incredible power they wield, the Eldar are now only a shadow of their former selves . . . a fate tragically brought about by their own carelessness.
Thanks to the foresight of a relatively small number of Eldar, their race survives... but it is dying. The Eldar no longer inhabit planets, but rather living spaceships known as Craftworlds. They maintain rigorous discipline in an effort to preserve their way of life, channeling their emotional energies into constructive pursuits. Violence, though it brings the Eldar all too close to the terrors of their past, is viewed as a necessary part of survival. The Eldar are also a proud race, and so they battle to reclaim the fragments of their past lest the power of their ancestors or the secrets of their terrible history fall into inferior hands.
Thanks for taking the time to check out this demo. It consists of a single scenario of combat, with none of the RPG, multiplayer, or scenario editor features enabled. Music was left out to reduce the size of the download.
In the full version (due for release July 1999) you get:
╖ 24 Mission campaign features a tightly crafted storyline, detailed atmosphere, and varied victory conditions as players lead the Eldar in a fight for survival. Additional single and multiplayer scenarios let players command Tyranid and Imperial armies.
╖ Award-Winning Panzer General 2 game engine and game system in a science fiction setting.
╖ 70 diverse 3D rendered, animated units from the Warhammer 40,000 universe.
╖ Glory point system allows players to build and customize their own armies, with 8 distinct classes ranging from War Machines to Assault Troops to Devastator Squads.
╖ Level based experience system enhances RPG elements of game - unit upgrades, warrior skills, and psyker powers.
╖ 800 x 600 Hi-color, animated graphics bring armies and landscapes to life.
╖ Exciting special effects for unit powers and weapons.
╖ Temples, cities, and forts on the map hide dozens of unique artifacts that the players can find and use.
╖ Cooperative and head-to-head multiplayer support.
╖ Game editor lets you customize deployment, victory conditions, and Glory points for multiplayer and standalone scenarios.
**USING ALT-TAB OCCASIONALLY CAUSES ERRORS IN THE DEMO, AND WE RECOMMEND THAT ALT-TAB NOT BE USED WHILE PLAYING THE DEMO.
2) GAME PLAY
YOUR ARMY
Your army consists of squads, vehicles, and individual characters. During Demo Play, you command the Eldar forces.
ARMY DEPLOYMENT
After you have chosen your army through the Army Management screen, the next step in playing the Demo is the deployment phase. All of your units are placed on the map automatically before the deployment phase begins. However, you may move any units you wish by left-clicking on them; the unit becomes your cursor and the valid locations where it may be re-deployed are highlighted. You may deploy the unit in any of the highlighted locations, or you may click on a different unit to pick up the new unit and deploy the old unit in its place. Right-clicking on a deployed unit displays its statistics, as in normal game play. Feel free to use the zoom in and zoom out buttons to gain a better strategic perspective of the map. Once deployment is completed, left-click on the Exit Deployment button and Demo play commences.
MAIN GAME SCREEN INTERFACE
A persistent interface runs across the bottom of the screen during regular game play. Nine active buttons lie along the very bottom of the interface, and the functions of these buttons are as follows:
* GAME OPTIONS - Left-click on this button to open the Game Options Screen.
* FILE FUNCTIONS - Left-click on this button to open the File Options popup menu (where you may exit the game, or start a new game).
* PSYKER POWER 1 - Left-click on this button to activate the selected unit's first Psyker power. This Button displays a Psyker Power icon only when that power is available to a selected unit.
* PSYKER POWER 2 - Left-click on this button to activate the selected unit's second Psyker power. This Button displays a Psyker Power icon only when that power is available to a selected unit.
* NEXT UNIT - Left-click on this button to select and center the game screen on your next unit that is still capable of movement, attack, or both.
* IGNORE UNIT - Once a unit is selected, you can left-click on this button to modify your Next Unit navigation. When you click on the NEXT UNIT button, an "Ignored" unit is considered unavailable until the next turn. Such units can still be selected and manipulated, but are not auto-selected by the NEXT UNIT button.
* REST UNIT - Left-click on this button to restore the selected unit's lost health. If the unit is not adjacent to any enemy units, the unit recovers all wounds and removes the Broken status. Additionally, if the unit is in a Structure hex (city, town, shrine, etc.) it recovers all casualties. If an enemy unit is adjacent, resting only restores one wound and one casualty if on a Structure hex.
* ABORT MOVE - Left-click on this button to undo the move just performed by the selected unit. If the unit attacks, performs a special action after moving, moves again (which some classes can do), or has revealed previously hidden units with its movement, this option is not available and the button is deactivated.
* END TURN - Left-click on this button to end your current turn, and begin the next player's turn.
Above these buttons are 2 text bars that display context-sensitive information, separated by 4 additional buttons. If the cursor is positioned over an occupied hex, the text bars display information about the unit and the terrain. Otherwise only information about the terrain is displayed. The functions of the 4 upper buttons, going from left to right, are as follows:
* STRENGTH PLATES (on/off)
* ZOOM OUT
* ZOOM IN
* SHOW SCENARIO OBJECTIVES
"Zoom In" and "Zoom Out" navigate among 3 separate viewing levels:
* Normal (default)
* Mid-range - map and units viewed at 50% of Normal Level.
* Strategic - the entire map is visible, with units displayed only as faction icons. Left-clicking on the map zooms in to Normal level with the selected hex centered on the screen.
"Strength Plates" are persistent icons displayed to the left of each unit. These icons give you constant knowledge of the unit's movement, attack, and strength. They can be turned on and off by selecting this control. You may note that when a unit's movement is complete, the movement portion of its strength plate disappears. The same is true of the attack portion of its strength plate. This is useful in tracking which units under your control have expended their movements and attacks this turn.
"Show Scenario Objectives" allows you to review your objectives for the current scenario. They are identical to those seen in the Scenario Briefing.
MOUSE INTERFACE
You can both select your units and give them orders by using the mouse. Different mouse functions perform different commands, depending on whether or not a unit is already selected, as shown below.
**When no unit is selected:**
* Left-clicking on a friendly unit selects it, causing its location to highlight in green. Additionally, all hexes to which the unit can move in this turn highlight in blue.
* Left-clicking on an enemy unit has no effect.
* Left-clicking on an unoccupied hex has no effect.
* Right-clicking on any unit brings up that unit's statistics.
* Right-clicking on any unoccupied structure hex (town, city, shrine, etc.) has no effect.
* Right-clicking on an unoccupied terrain hex has no effect.
* Right-clicking on a hex with the magnifying glass cursor displays a description of that location. Only hexes with descriptions will cause the magnifying glass cursor.
**When a unit is selected:**
* Moving the cursor over an enemy unit within range of the selected unit displays the projected results of combat.
* Left-clicking on an enemy unit within range of the selected unit causes the selected unit to attack the enemy unit.
* Left-clicking on an unoccupied but highlighted hex causes the unit to move to that location, unless it is interrupted in its movement by a previously unseen enemy.
* Left-clicking on an empty hex that is not highlighted has no effect.
* Left-clicking on a hex that is occupied by an enemy unit but is out of range has no effect.
* Left-clicking on a friendly unit deselects the current unit and selects the new unit.
* Right-clicking on any unit brings up that unit's statistics.
* Right-clicking on any unoccupied structure hex (town, city, shrine, etc.) has no effect.
* Right-clicking on an unoccupied terrain hex has no effect.
* Right-clicking on a hex with the magnifying glass cursor displays a description of that location. Only hexes with descriptions will cause the magnifying glass cursor.
EXAMINING STATS
You can examine the stats of a friendly or enemy unit by right-clicking on the unit. Choosing to examine a unit's stats displays a small panel in the center of the screen. This panel not only shows you the unit's statistics, it also allows you to go to the Encyclopedia for more information on the unit. Left-click on the Done button to return to the game.
The Statistics displayed are:
* Life (Including current Strength, Wounds suffered, and Kills suffered, differentiated in green, yellow, and red numbers.)
* Defense Value
* Leadership
* Initiative
* Spotting
* Experience
* Attack Rate
* Melee Value
* Ranged Combat Value
* Effective Range
* Movement
* Experience to Next Level
* Special Attributes
* Psyker Powers
.c2.Movement
Each unit has a Movement Type and Move points. Move points are refreshed every turn, giving each unit a fixed range of movement. Whenever a unit enters a new hex, a number of Move points are subtracted from its current allotment. The amount to be subtracted is determined by comparing the unit's Movement Type and the terrain type of the hex being moved into according to the chart below.
Terrain Open Formation Hover Tank Flying Walker
City 2/3 2/3 1 2/3 1 2/3
Town 2/3 2/3 1 2/3 1 2/3
Fortress 2/3 2/3 1 2/3 1 2/3
Shrine 2/3 2/3 1 2/3 1 2/3
Road 2/3 2/3 2/3 2/3 1 2/3
Clear 1 1 1 1 1 1
Rough 1 2 2 2 1 1
Hill 2 All All All 1 2
Volcano All All All Impassable 1 All
Woods 1 2 2 2 1 1
Jungle 2 3 3 All 1 3
Swamp 3 All 2/3 All 1 All
Bridge 2/3 2/3 1 2/3 1 2/3
River All 3 2/3 2 1 2
Deep Water Impassable Impassable 1 Impassable 1 Impassable
Once a unit has moved, its Move point allotment is zeroed (unless it is a Scout or possesses the Hit and Run ability). Scouts and Hit and Run units lose 1 Move point for ending their movement, but may continue if any movement points remain.
When a unit ends a movement, it reveals units within its legal Spotting radius. If no new units are revealed, its movement may be undone with the ABORT MOVE button. When a unit has its movement undone, it returns to its previous position, and its original number of Move points is restored. If a unit takes any action or is deselected, it loses the opportunity to undo its movement. Thus, if a Scout unit moves once and then moves again, it may undo the second movement, but the first movement cannot be undone.
ZONE OF CONTROL
All units have a Zone of Control (ZOC), which roughly corresponds to the area over which a unit has dominion. Every unit's ZOC surrounds the unit to a radius of one hex (a total of 6 hexes). If a unit enters the ZOC of an enemy, its movement is stopped. For the most part, ZOCs of ground units have no effect on Aerial units; however, Aerial units' ZOCs do affect ground units. Aerial units in turn are affected by other Aerial units and Artillery units. Overlapping ZOCs of different factions do not cancel each other out; both are effective, and a unit from either side is stopped if it enters the contested hex.
If a unit attempts to move into or through a hex occupied by an enemy that was previously unspotted, an Ambush results with the stationary unit being the ambusher. During an Ambush, the moving unit is stopped at the point before it would have entered the enemy unit's hex. The ambusher may make a free attack against the moving unit with no retaliation from the moving unit.
COMBAT
When units are involved in combat, they may (and likely will) take damage from the opposing force. This damage comes in two varieties - wounds and casualties. Each shot made by the opposing unit is calculated separately, and may result in inflicting one of the following.
**Wounds**
Wounds reduce the number of attacks a unit may make and bring it closer to destruction. A unit may only make a number of attacks per turn equal to its maximum strength minus the number of wounds and casualties it has previously received. Additionally, wounds are only recovered when the unit completely forgoes a turn in order to rest. A unit that rests with no adjacent enemies recovers all wounds. A unit that rests WITH an adjacent enemy heals only one wound. Resting in a Structure hex (city, town, shrine, etc.) always heals at least one wound and one casualty. The healing provided by rest happens immediately, before the opposing player's turn begins. Note that Special Abilities can change these rules.
**Casualties**
These represent damage or kills upon the unit that may not be recovered, only replaced. When a unit suffers a casualty (kill), it may only be replaced by resting at a town or city. When a unit rests at an appropriate location, it is either brought to maximum strength (if there are no adjacent enemies), or one strength point is replaced if there are adjacent enemies. Single entities NEVER suffer casualties, only wounds - any result which would have been a casualty is instead treated as a wound. Note that Special Abilities can change these rules.
COMBAT STAGES
When combat occurs between 2 units, the battle is resolved in 4 separate stages. Unit Specials may allow combatants to ignore or change the rules below.
1. Initiative - Initiative has a strong influence on the flow of combat. Combat initiative is calculated by adding a random roll to each unit's base Initiative statistic. The combatant with the higher total has a significant advantage in combat, enjoying an attack and defense bonus equal to the difference in initiative (maximum bonus of 3). Combat initiative does not indicate which unit resolves combat rolls first - that is determined by attack class (Long Range, Melee, etc.). The combat initiative roll is influenced by a large number of factors.
2. Ranged Combat - Direct fire from units with a non-zero Ranged combat rating. All hits from Ranged attacks are resolved immediately after both units have had the opportunity to determine their fire and any casualties or wounds are applied before combat proceeds to the next stage. If the defending unit does not also have a Ranged combat score, combat ends after the Support Fire stage.
3. Support Fire - Indirect fire from Devastator units. If a friendly unit is attacked by an enemy which is in range of a Devastator unit, and the Devastator unit is not Broken, and the Devastator unit has not already performed support fire, the Devastator unit has an opportunity to fire at the attacking unit. Devastator units cannot fire at units that are 3 or more hexes away from themselves. Support fire does not trigger any response, and multiple Devastator units may respond to a single attack if they are all eligible to do so. All hits from support fire attacks are resolved immediately and any casualties or wounds are applied before combat proceeds to the next stage.
4. Melee Combat - Hand-to-hand attacks from units with a non-zero Melee rating. All hits from Melee attacks are resolved immediately after both units have had the opportunity to determine their fire and any casualties or wounds are applied before combat ends.
MORALE
Morale is a term applied to a unit's current psychological state. A unit's Morale is only affected when defending against an attack. A defending unit first makes a Retreat Check to see if it was shaken by the attack. If the unit fails the Retreat Check it retreats to an adjacent location, if possible. When there is no available hex to which the unit can retreat (it's surrounded, blocked by terrain, etc.), the unit is immediately slain. Once the unit has successfully retreated, it must make a Break Check. If it fails the Break Check also, the unit's morale is shattered; it becomes Broken and loses 5 attack points and 5 defense points until it rests. Retreat and Break Checks are modified by a unit's Leadership statistic. When a unit becomes broken, its strength plate turns red. Units can be unbroken by resting them when there are no adjacent enemies.
TERRAIN COMBAT MODIFIERS
Terrain affects combat by modifying a defending unit's statistics, based on the current terrain that they occupy according to the following chart. In general, a unit can defend more effectively when placed in a structure hex or one that offers good strategic positioning (mountain, woods, jungle, etc.). Units are more vulnerable on open terrain (roads, clearings, etc.) or when the terrain is particularly difficult to navigate (swamp, river, etc.).
Terrain Modifier
Eldar Structure +4
Imperial Structure +4
Road -1
Clear 0
Rough +1
Hill +2
Mountain +3
Volcano +3
Woods +1
Jungle +2
Swamp -1
Bridge -2
River -2
Deep Water 0
3) GAME CONCEPTS
Every unit possesses a set of statistics, which define its strengths, weaknesses, and abilities. These are Race, Move, Move Type, Initiative, Attacks, Melee, Ranged Attack, Armor, Life, Spotting, and Leadership. In addition, each unit may or may not possess Specials, which allow it to break the rules of the game in specific ways.
RACE
The Race of a unit determines its starting faction, allies, and enemies in Campaign Play. There are two primary factions in this Demo: Eldar, and Tyranid.
MOVE
A unit's Move rating is the number of movement points it possesses. Each terrain type has a different movement point cost based on the unit's Move
MOVE TYPE
Move Type encompasses both a unit's method of locomotion and the formation in which it travels. Different Move types not only determine how terrain affects the Move value of the unit, but can also affect combat. The movement types are as follows:
* Formation - walking units that, due to heavy weapons and armor or low agility, have a difficult time crossing rough terrain.
* Flying - high altitude fliers that may traverse any territory at no penalty. Note that Flying units are not able to occupy a hex that is already occupied by a ground unit. A hex may only be occupied by a single unit, be it flying or non-flying.
* Hover - low altitude fliers that can easily cross any level surface, but any uneven or inclined terrain forces them to convert thrust to lift, slowing them considerably.
* Mechanized - treaded or similar ground-based, artificial locomotion that moves easily over clean terrain, but is significantly slowed on any other terrain.
* Open - walking units that can weave through rough or cluttered terrain easily because of low encumbrance.
* Walker - though these units walk in a bipedal fashion, they stand more than twice as tall as a man and may stride over obstacles which would impede others.
INITIATIVE
A unit's Initiative rating is an indicator of how quickly it can strike in combat. A random die roll is added to the Initiative value of both units when they enter combat, and the unit with the higher result receives an offensive bonus for that combat.
ATTACKS
This is the maximum number of attack rolls a unit makes when engaged in combat. For most units this is 15 and decreases proportionately as damage decreases their Life score. Units may possess Specials that alter this, such as Single Entity.
MELEE
A unit's Melee value is its effectiveness at hand-to-hand combat. Hand-to-hand combat only occurs between adjacent hexes. Melee is a numeric value ranging from 1 to 35, with 35 being most effective.
RANGED COMBAT VALUE
A unit's Ranged Combat Value is its effectiveness at ranged combat. Ranged combat can occur between adjacent hexes and also at a distance of two or three hexes, depending on Effective Range. Ranged Combat Value is a numeric value ranging from 1 to 35, with 35 being most effective.
EFFECTIVE RANGE
A unit's Ranged Attack value is simply the range in hexes over which its armament is capable of firing. For example, while Tactical and Assault units must attack from the hex adjacent to their opponent, Artillery units and War Machines can take a toll on their opponents from up to several hexes away.
ARMOR
A unit's Armor value is used to defend against incoming attacks; it represents actual armor and hardiness, and the ability to dodge fire and seek cover. Armor is a numeric value ranging from 1 to 35, with 35 being most effective.
LIFE
A squad's Life attribute is the number of unwounded active units left within a squad. Most units begin with fifteen Life. A unit loses attacks as it loses life unless it has a Special that causes it to behave differently. Units lose life in two ways: wounds and kills. Wounds can be regained by resting the unit. Kills may only be regained by resting the unit on a structure.
SPOTTING
Each unit has a spotting value that may change with experience and specials. All enemy units within a hex radius equal to a unit's spotting value are displayed. A unit's Spotting skill ranges from 1 to 7, representing the radius of hexes that are revealed to the unit. An invisible enemy is not spotted even if it moves within the sighting range of a friendly unit, unless it fires or moves adjacent to a friendly unit.
LEADERSHIP
Leadership is a unit's resistance to Morale loss. It ranges from 1 to 10, with 10 being most effective.
SPECIALS
Units may possess one or more Specials - ways in which a unit's skills and abilities make them exceptions to the general rules (see UNIT SPECITALS below). Specials may be inherent in the unit or randomly assigned at the start of the Demo.
4) ARMY MANAGEMENT
ARMY MANAGEMENT SCREEN
Left-clicking on the Manage Your Army button on the Campaign Play screen brings you to the Army Management Screen. Here you choose, equip, and train the units you wish to take into battle. You can even put some aside for future engagements, allowing them the luxury of Barracks life while their comrades wade into hellish conflict. The Army Management screen is broken into 3 primary panels: the upper window, the army window, and the currently selected unit. The upper window displays either the current Recruiting area of units that you may purchase using Glory, or the Barracks - a kind of clipboard or toy chest where your units may be temporarily stored. The army window displays all the units that you have chosen to deploy; when the scenario begins, these are the units you have at your disposal. Any unit selection is highlighted in its current window (either upper or army) and is also displayed in more detail in the currently selected unit display. The information in this display includes the unit's name, portrait, experience, and statistical information. Note that you can individualize the names of your favorite units from this screen. Left-click on the current unit name and it becomes an editable text field, allowing you to add your own imaginative appellations. The controls and information available on this screen are as follows:
* FILTERS - A row of buttons above the upper window that serve as view filters, limiting the available classes that are displayed. There is a separate button for each class and an All button. The class buttons control which classes of units are displayed in the upper and army windows and the All button causes all available units of every class to be displayed.
* GLORY AVAILABLE - Displays the Glory that you have left to spend.
* GLORY SPENT - Displays the current Glory value of the army you have selected, plus the value of any units you have placed in the Barracks.
* EXPERIENCE -- Below the unit name, a row of crystals changes color one by one to indicate the growing level of each unit's experience, from 1 to 10.
Four buttons separate the upper window and the army window. From Left to Right they are:
* DISPLAY UNITS FOR PURCHASE --This button is active only when the Barracks is displayed. It switches the upper window from Barracks to Recruiting Area.
* DISBAND UNIT -- This button is active when a unit in the Current Army is selected. It returns the unit to the Recruiting Area for a refund in Glory value; however, all experience, equipment, and training of that unit are lost
5) UNIT CLASSES
This section gives a brief description of the different classes of units, who they are effective against, and details which traits they have in common.
AERIAL
Aerial units have Flying Movement and have higher-than-average Spotting because of their elevated vantage points. Aerial units cannot be forced into Melee combat by an attacker, making them particularly effective at hunting Assault troops. Aerial units cannot occupy the same hex as a ground unit; every hex can contain only 1 unit at any given time. Aerial units are not, however, affected by the Zones of Control of ground-based units and may move over them freely. They also ignore all terrain modifiers. Swooping Hawks and Gargoyles are Aerial units.
ASSAULT
Assault units are Melee specialists. Assault units have excellent Armor, Initiative and Open movement. These squads ignore their opponent's terrain modifiers when attacking.
If they are attacked by non-Assault units, they do not get to retaliate. Howling Banshees and Genestealers are Assault units.
DEVASTATOR
Devastators combine the firepower of War Machines and the affordability of Tactical units. They have good Initiative, and can cause high levels of damage at longer range than most other troops types. This is balanced by their Formation movement type due to their heavy equipment. Devastator units tend to have special types of weapons that excel at cracking hard targets - tanks and the like - at the expense of effectiveness against infantry formations. Most importantly, Devastator units are capable of support fire, which means that if an enemy unit attacks an ally, and the enemy is within range, the Devastator will shoot at the enemy. This may only be done once per turn, per Devastator. Fire Dragons, and Hybrid Missile Teams are Devastator units.
WAR MACHINE
War Machines combine maximum firepower, armor, and mobility. As such, they are among the most expensive units in the game. The Falcon Grav Tank and Brood Leman Russ are War Machines.
TACTICAL
Tactical troops are the most efficient and flexible units available. They are well-balanced statistically and generally cheap. While there is always a unit better suited to any given task than a Tactical unit, no unit is as good at every task as the Tactical squad. These squads do not suffer from negative terrain modifiers. In fact, all terrain bonuses are doubled for Tactical units. Dire Avengers and Hybrid Imperial Guards are Tactical units.
SCOUTS
Scouts are wily and unpredictable, moving fast, hitting hard, and fading away before they can be caught. Scouts have high Spotting and Initiative, Open Movement, and many Move points. Additionally, after stopping, Scouts may resume movement in the same turn by expending a single movement point. So long as they have enough Move points, Scouts may even attack between moves, making them extremely good for hit-and-run tactics and eliminating slow-moving Artillery units. If a Scout makes an attack and its initiative (after the random roll is added) is higher than the defending unit's initiative, the defending unit does not get a retaliatory attack. Scouts cannot be ambushed, and an ambush attack will not occur if a Scout moves into an unseen enemy. Scouts gain a bonus when attacking from rough terrain. Scouts use short range or hand to hand weapons and cannot initiate an attack against an Aerial unit. Harlequins and Lictors are Scout units.
ARTILLERY
Artillery units have intense firepower that is capable of damaging the enemy at extreme long range. Artillery is used to provide support to attacking troops by weakening enemy defenders. Once the enemy's defenses are softened up by a fusillade of Artillery fire, allied troops can move in to clean up, quickly eliminating any remaining resistance with minimal losses. The fire envelope of Artillery units makes them effective against the otherwise difficult to stop Aerial units. Artillery units have poor armor and few Move points, making them very vulnerable should the enemy get behind your lines. Scatter Lasers, Hybrid Assault Cannons and Brood Whirlwinds are Artillery units.
PSYKERS
Psykers are extremely lethal beings who may manipulate the raw power of the cosmos in a number of ways. They may employ highly destructive blasts of energy to smite their foes, or defend their fellows in a crackling sheath of psychic force. Many Psykers are also masters of combat, more than able to devastate legions of enemies by their strength of arms alone without having to resort to psychic abilities. Warlock Champions and Magi are Psyker units.
6) ELDAR UNIT DESCRIPTIONS
DIRE AVENGERS
The Dire Avengers represent the god Khaine in his aspect as an honorable, noble warrior. They are the most numerous of all the Aspect Warriors, with shrines on all the Craftworlds. Dire Avengers are the most tactically flexible of all Aspect Warriors. They are armed with the Shuriken Catapult - a weapon perfected by the Eldar and especially deadly in the hands of the Dire Avengers. The Dire Avenger is a well-balanced unit and equally suited for attack and defense on the battlefield.
FALCON GRAV TANKS
Falcon Grav Tanks are the standard gravtank of the Eldar. It is armed with multiple shuriken cannons that strike with a frequency, accuracy, and force that few other weapons can match. This allows them to lay down an unceasing rain of fire. Shuriken cannon are unique to the Eldar and are built around a gravatic accelerator. The accelerator creates a peristaltic shift from the front to the rear of the firing chamber, hurling the shuriken missiles forward at a tremendous velocity. The individual missiles are solid discs of razor-sharp metal. A spinning shuriken disc can easily slice through flesh and bone, but can also penetrate a considerable thickness of metal or armor. Falcon Grav Tanks' shuriken cannons boast sufficient power to punch through most other Mechanized or heavy units, and a rate of fire which proves very effective in anti-infantry actions
FIRE DRAGONS
The Fire Dragons are among the most specialized and least numerous of the Aspect Warriors. They carry powerful Firepikes, which deliver a blast of intense heat, melting through armor, searing flesh, and leaving the target a charred wreck. Fire Dragons excel at supporting other Eldar units and softening up enemies before an assault.
HARLEQUINS
The Harlequins are warrior troubadours whose carefully constructed masques and impressive displays of mime and acrobatics tell the many strange stories of Eldar mythology. They wear exotic multicolored costumes, brightly patterned to represent figures from the Eldar myth cycles. They never show their real faces but conceal them beneath a shifting costume mask that can assume any image at the will of the Harlequins. When the Harlequins fight in battle their masks are said to reflect the worst nightmares of all those who gaze upon them, causing their foes to quail with supernatural fear. Harlequins are armed with the Harlequin's Kiss, a tubular weapon that straps to the back of one's forearm. By punching forward, the Harlequin activates the weapon and releases a tightly curled 100 meter long mono-filament wire (a wire only one molecule thick). If the tip of the weapon touches the enemy, the wire filament pierces armor and flesh to instantly uncoil inside the victim's body. Within the space of a heartbeat, the enemy's insides are reduced to the consistency of soup, and the wire whips back into the Harlequin's Kiss. With their Harlequin's Kiss, these stealthy scouts can make effective hit and run attacks against a more powerful enemy.
HOWLING BANSHEES
The Howling Banshees are swift and mobile troops, most deadly in hand-to-hand fighting. Their Banshee masks contain psychosonic amplifiers that magnify their battle screams into mind-destroying barrages. Their screams inflict a severe shock to the central nervous system of the Eldar's foe, causing momentary paralysis. Most Howling Banshees are female, although any Aspect Warriors can be male or female. Howling Banshees are armed with power swords. A power sword consists of a powerful energy field surrounding a thin, taut wire. Howling Banshees make effective shock troops, as their stunned opponents are incapable of launching a full-force counter attack. If they themselves fall victim to a surprise assault, however, they can be vulnerable.
SCATTER LASERS
The Eldar originally devised Scatter Lasers for use by some of their more powerful War Machines, though the Eldar Guardians quickly adapted a version to be fitted to the anti-grav platform which is pushed across the battlefield by foot troops. This weapon comprises six separate laser chambers that can be fired simultaneously, at the same or different targets. Scatter Lasers are similar to Imperial Lasers, but infinitely more refined. Scatter Lasers are often employed to soften targeted positions before a full assault of Eldar troops is launched. They are weakly armored and should not be put on the front lines.
SWOOPING HAWKS
The Swooping Hawks wear cunningly constructed wings made from vibrating feather plates. The pitch and vibration of these plates turns the wings into a blur of color, which carries the Eldar high into the air. From the air, Swooping Hawks wield Lasguns, enabling them to rain a hail of suppressing death upon foes below. The Swooping Hawks' costumes reflect the background color of the sky. Swooping Hawks defend the sky above their embattled brethren, engaging enemy aerial units before they can wreak havoc on the Eldar below.
WARLOCK CHAMPIONS
The Warlock Champion is a step along the path of devotion that can take an Eldar from Warlock to Warlock Master. The Warlock Champion can focus energies in destructive as well as creative ways, sending psychic blasts hurtling from his mind. The Warlock Champion is armed with a Force Sword, a weapon only Psykers can wield. Inside the sword is interwoven a powerful psi-convector, a special material formed into a precise serpentine shape which concentrates and directs psychic energy. This makes the Force Sword a weapon to be feared in the hands of an experienced Warlock Champion.
Like all Eldar Psyker units, the Warlock Champion can use one of two Psyker Powers per turn. Wounds do not slow a Warlock Champion in battle, as his number of attacks stay constant, even near death.
7) TYRANID UNIT DESCRIPTIONS
BROOD LEMAN RUSS
Rugged and easily maintained, the Leman Russ is nonetheless vulnerable to being overtaken in battle and salvaged by the Tyranid for their own, all-conquering designs. Taking as much pride in the absorption of these War Machines into their ranks as they do in the infection of the Leman Russ's crew, the Tyranid always repaint their acquisitions in the appropriate colors and marking to show their new allegiance. Brood Brother Leman Russ Battle Tanks are rugged enough to fight in places as varied as the blistering heat of an arid waste or the moist chill of a methane swamp. The Brood Brother Leman Russ's armament can be varied considerably, but the turret mounted Battle Cannon is standard. Well-armored Brood Brother Leman Russ Battle Tanks prove deadly against the enemy, whether he is on foot or ensconced in his own protective War Machine.
BROOD BROTHER WHIRLWINDS
Whirlwinds are a variant of the common troop carrier called the Rhino, made by attaching a multiple missile launcher to its roof. Like other Imperial War Machines, Whirlwinds can be overtaken in battle and salvaged by the Tyranid for their own all-conquering designs. Taking as much pride in the absorption of these War Machines into their ranks as they do in the infection of the Whirldwind's crew, the Tyranid always repaint their acquisitions in the appropriate colors and marking to show their new allegiance. Brood Brother Whirlwinds are used to provide a withering barrage as the Tyranids advance by launching salvos of it missiles into the enemy. Brood Brother Whirlwinds prove tough competition for most War Machines and Aerial units, for they sport excellent armor and boast a relatively high mobility for Artillery units.
GARGOYLES
Gargoyles are creatures adapted for sowing terror and confusion amidst the foe as they flap and wheel overhead on their leathery pinions. Gargoyles have been evolved to act independently from the hive mind, enabling them to range far and wide from the main Tyranid swarm. Gargoyles spray foes on the ground below with a highly corrosive, flaming bile that incinerates flesh and can boil a man within his own armor. Gargoyles are the bane of all enemy ground units, but prove especially damaging to Assault units.
GENESTEALERS
Genestealers have the ability to infect other life forms with viral geneseeds, which rapidly twist the minds and very genetics of those infected. These people are then sent back into the society from which they came, but now with a fanatical and all-consuming loyalty to the great communal intelligence that is the Tyranid race. Thus, a handful of Tyranid can bring towns, cities, and even worlds to ruin in complete secrecy. Genestealers often form the vanguard of the Tyranid invasion. Once the hive swarms engage in battle, Genestealers form part of the first waves of shock troops that overrun the foe. They are well adapted for fighting in close combat and excel at it like no other creature in the galaxy. Generstealers excel at melee combat and can overwhelm nearly any enemy with their lust for battle and unparalleled killing skills.
HYBRID ASSAULT CANNON
Those infected by the Tyranid Genestealers are driven to follow the compulsion of all Tyranid and breed new warriors for the Hive. The children of those infected by the Genestealers are born as Hybrids, hideous monstrosities bearing the traits of both Genestealers and their parents, including extra arms, claws, and armor. Hybrids share their parents' fanatical devotion to the cause of the Hivemind. The notorious Heavy Bolter used by Hybrid Assault Cannon can rain high explosive shells on enemy positions, pinning them down while other Tyranid units move in for the kill. Hybrid Assault Cannons are most effective at range, providing critical support to Tyranid Assault and Tactical units at the front of the battle line.
HYBRID IMPERIAL GUARDS
Those infected by the Tyranid Genestealers are driven to follow the compulsion of all Tyranid and breed new warriors for the Hive. The children of those infected by the Genestealers are born as Hybrids, hideous monstrosities bearing the traits of both Genestealers and their parents, including extra arms, claws, and armor. Hybrids share their parents' fanatical devotion to the cause of the Hivemind. Hybrid Imperial Guards are armed with Bolters, a weapon which fires armor piercing, explosive shells. Hybrid Imperial Guards are equally suited for all situations. Their fanatical devotion to the Hive makes them willing to sacrifice themselves in all situations.
HYBRID MISSILE TEAMS
Those infected by the Tyranid Genestealers are driven to follow the compulsion of all Tyranid and breed new warriors for the Hive. The children of those infected by the Genestealers are born as Hybrids, hideous monstrosities bearing the traits of both Genestealers and their parents, including extra arms, claws, and armor. Hybrids share their parents' fanatical devotion to the cause of the Hivemind. The Hybrid Missile Teams use their Missile Launchers to take a toll on enemy War Machines and Aerial units alike. They can set up ambushes and crossfires that leave enemy vehicles twisted, burning wrecks. Hybrid Missile Teams have an effective ranged attack, but they are quite vulnerable to close quarters combat.
LICTOR
The Lictor is a silent and predatory stalker that seeks out species for the swarms to consume. Though it may stand some twenty feet tall and wield enormous Scythe Claws that can easily rend flesh and armor, the Lictor's genetically engineered agility and alertness, combined with its covering of chameleonic scales, make it virtually undetectable. When stealth has served its purpose, a Lictor uses its flesh hooks to ensnare its foes and bring them into the deadly embrace of its massive Scythe Claws. These masters of stealth demonstrate a fury in battle that cannot be matched by the Scouts of their opponents.
MAGUS
When a psychically active being is infected by the Tyranid, that being may become a Magus. A Magus is a Psyker who is unwaveringly loyal to the Hivemind, and uses his vast powers to aid the swarm in its conquest and consumption of all other life. The Magus frequently acts as an organizer and controller of the Hybrids and Genestealers in an area, functioning as the psychic relay for the brood. The Magus's standard attack is a Psychic Blast. Like all Psyker units, the Magus can use one of four Psyker Powers per turn, depending upon his experience level. Wounds do not slow a Magus in battle, as his number of attacks stay constant, even near death.
8) PSYKER POWERS
Level 1 - Fortune
The casting Psyker and all friendly adjacent Eldar gains +2 to Armor, until the start of the controlling player's next turn. The Psyker may still move and act after using this ability.
Level 2 - Executioner
The Psyker projects a psychic warrior to attack his foes. The targeted unit suffers an attack equal to the Eldar's Melee combat rating.
Level 1 - Hypnotic Gaze
The targeted unit gains a paralyzing stare that prevents units it attacks from effectively defending themselves. A unit attacked by an enemy possessing this advantage is only able to respond with half of its attacks, rounding up.
Level 2 - The Horror
The Horror overwhelms any living targeted unit with a flood of mental images of terror and hopelessness. This causes the targeted unit to make a morale check at half of its leadership or retreat and become broken.
9) UNIT SPECIALS
ARMOR PIERCING - Armor Piercing weapons focus a tremendous amount of energy into a small spot, allowing them to punch through armor with relative ease. If a unit with Armor Piercing weapons attacks an enemy War Machine, the unit gains +4 to its attack.
CRITICAL - Critical Attacks get inside living targets and destroy them from within. All wounds this unit deals against non Mechanized enemies are converted to kills. This does not work versus Single Entities.
FEARSOME - A Fearsome unit causes enemies to have 1.5x the chance of retreating and of breakin. Units with the Fearsome ability are immune to other Feasome units.
FRENZY - Frenzied units never retreat or break. They have a +3 to melee and a +2 Armor for melee combat, and -2 to armor for Ranged combat. If a unit with Frenzy attacks an adjacent enemy, combat always proceeds to Melee.
INVISIBILITY - A unit that has the Invisibility trait automatically becomes invisible if it ends a turn without attacking. An Invisible unit cannot be spotted by an enemy, unless the enemy is adjacent to the invisible unit.
HIT AND RUN - Units with the Hit and Run ability may continue moving after stopping (either due to attacking or entering an enemy ZOC) at a cost of one Movement point.
LEADER - A unit with the Leader trait is a great source of ispiration for those who surround him. All units gain +2 leadership for each adjacent Leader.
POP UP ATTACK - Units withe this ability receive a +3 to their Armor rating when located in a Woods or Jungle region, or when located at a fort or shrine.
RAPID FIRE - Units with Rapid fire lay down an awesome volley of fire when they attack. If a unit with Rapid Fire does not move, it may fire twice instead of once.
SINGLE ENTITY - Single Entities never suffer casualties, and wounds do not reduce their number of attacks (they always have 10 attacks). Single Entities have 10 life instead of 15.
STUN ATTACK - A unit attacked by an enemy possessing theis advantage is only able to respond with half of its attacks, rounding up.
TERRIFYING - A Terrifying unit causes enemies to have 2.5x of the chance of retreating and of breaking. Units with the Terrifying trait are immune to Terrifying and Fearsome units.
10) VIDEO CARD COMPATABILITY ISSUES:
We are still in Beta of the project, and we hope to have this and any other compatibility issues solved by product release.
In fact, the demo will serve as an Open Beta to find any other potential problems. We will have a space on the ROW website to report any compatibility issues so we can correct them for the full game. Thanks for your participation.
During the creation of the Rites of War demo we have found that the general settings on the Diamond Monster Fusion (Banshee) do not render the game correctly. To fix this problem with Diamond Monster Fusion (Banshee):
Proceed to the C:\ drive, go to Program Files\DIRECTX\SETUP. From there, run DXDiag.exe. Go to the "Display" or "Display1" tab, find the "DirectDraw Acceleration" line and click the "Disable" button. This should enable Rites of War to play properly with your system.
Although we try to test on a large amount of different video cards, we cannot test them all, this is a list of video cards that Rites of War has been tested on: