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http://s9.invisionfree.com/Tabletop_Roundu...hp?showtopic=46 ?
P.S.: Readme Changelog:
--Changes--
0.99b (beta tester release):
Bloody annoying bug that caused the game to crash randomly has been fixed (caused by certain abilities back-firing & killing the user. Abilities act normal now, so no more back-firing earthshaker cannons!);
Added Imperial Heavy Weapons team: Mortar; Heavy bolter & Lascannon (thanks to Korbah, Excedrin & Mlai from Dawn of War: Professional for the files);
Increased the weapon ranges of most weapons by 50%, & artillery weapons have now got much better ranges too;
The closer-to-codex team, for a few more things;
Added Ork Dreadnought (experimental). Model & changes done by myself;
Added Necron Destroyers & Heavy Destroyers (thanks Alan Mace for the model & textures);
Added Necron Gauss Defence Structure (model & a small part of the texture by Morkai Iron Wolf, aka Aaron Smith);
Valkyrie Deep-striking feature implemented to a special guardsmen squad built in the Tactica Control (Thanks to Kjon for the Valkyrie stuff);
Certain units which fire ‘artillery’ projectiles (like the Baneblade) can now move & shoot yet still use the same projectiles. I worked that out, but I think someone else may’ve found this before me.
0.99a (beta tester release):
Brought back some Orky research things;
Added Chaos Dreadnought & Land Raider (credit to Kjon & Minaithnir2005);
Added Eldar Scorpion Super-heavy Grav tank (exclusive model to us, thanks to Catwell & Compiler for models & corrections to any faulty animations I did)!
Added Ork Battle Fortress (thanks to Them_Apples & Skills for animations & model);
Added a whole array of Closer-to-Codex units (big thank-you to both Medes & Havoc);
Added The Land Raider Helios (credit to HorusHeretic for the original model, which I fixed);
Changed the stats of a few more things;
Made certain tougher vehicles more destroyable (less HP) so that they weren’t too tough;
Added Ork Gunwagon, Grot Tank, Grot Gangz & Eldar Jetbikes (many thanks to MaestroRobertus);
Added a few more Necron things (thanks to Havoc);
A few other changes I’ve forgotten to list…
(From Fatality mod Original):
1.4:
Unfortunately, due to a known bug, but an unknown actual cause, I've disabled the Chaos Sorcerer's
Doombolt ability, as it caused the game to crash back out to the desktop when used. Sorry guys.
Scorpion Grav tank & Vaul portal made & Implemented. These are our 1st Mod-specific units!
1.3b:
Added & tweaked the Terminators, Khorne Terminators & Chaos Havocs (many thanks to Medes & anyone
else who helped out in the Closer to Codex mod);
Experimental - added voices to the khorne terminators, vindicator & typhoon;
Pulse laser added to the Falcon grav tank -
The Star cannon is now the 'base weapon' for the Grav tank, & can be upgraded to the pulse laser
(Bright lance with a rate of fire of a shot per 0.8 seconds, & does less damage overall,
in particular to heavy armoured vehilces & buildings, though they still shred them in a matter
of seconds). No FX implemented yet (unless someone wants to help out), sorry;
Prism Cannon & Sniper rifle ranges (all types) increased;
Battle cannons, missle batteries & Earthshaker cannons have their weapon ranges increased
dramatically;
Sniper rifles (all types) have a more variable damage value;
Vehicle HP & armour types changed to match those in the Tabletop game (Since when the hell did
Killa kans have tough armour? Changed Killa Kan's armour type to vehicle_low);
Lascannons have a slower rate of fire, but are more powerful;
To prevent being quickly destroyed by the indirect fire of Defilers, the Battlecannon is
now a non-indirect firing weapon. The indirect fire capability is now an upgrade which
requires the Chaos Daemon pit to obtain.
The Wraithlord's undergone a few changes - experimental. Due to the sheer power of them, the
Wraithlord stone add-on for the support portal requires 'Mobilise for war' research to be researched;
FX for Eldar shuriken weaponry modified, & they now have very small blast radiu's to show the spread
of the weapons;
A few more minor changes that haven't been listed...
1.3a:
Space Marines Armoury mod units added & tweaked (many thanks to Compiler, Goldo, Thudmeizer
& anyone else involved in the mod);
To prevent prevent a premature death thanks to Chaos Predator rushes, Predators now require the
Unholy Monastery HQ upgrade to be built;
Imperial guard regimental command HQ upgrade now really does have an increased sight radius
instead of having it decreased!
Ork Armoured Nob squad size changed to 5 - 10.
Ork Armoured Nobz requre the power klaw research to be produced, to prevent easy Orky victories.
The Vindicator is, well, something to be feared, really;
Melta bombs & Tankbusta bombs should now have half a chance of slowing movement and/or disabling
combat for a few seconds (untested);
Haywire bombs should do the same, only that it has a 100% chance of causing these effects;
A few more minor changes that haven't been listed...
1.2:
Grenade launchers have frag profile;
Set-up time for Battlecannons removed;
A few more minor changes that haven't been listed...
1.2b (public release):
Imperial guard Full scale war research has been cheapened & time-cut much due to being over-run by
other armies too quickly;
Guard now start with a Kasrkin squad in multiplayer games for balancing issues;
Missle launcher turret add-on no longer mkes most of the map visible, The upgrades of the HQ
building do that instead;
Skimmers even faster!;
Bloodthirster is now actually cheapened (research, it seems);
Bloodthirster has a horrifyingly high regeneration rate of 56HP a second when fighting in combat;
Whirlwinds have a max. 3 cap too;
Land Raider's cap is back to one;
Artillery weapons have been strengthened yet again;
Hellfire dreadnought's missile launcher has now got a frag profile (anti-infantry, as described in
Dawn of war);
Morale damages of shooting weapons have been matched with the improved damage values, melee comes later;
Researches that lead to super units have had their research times halved (gain access quicker);
As a compromise to the long production times of slugga boyz (10 per squad minimum), Orks in multiplayer
now start with a shoota boy squad to give them that little edge;
Most special abilities (including grenades & teleporting) have had their recharge times reduced
dramatically to be more useful (Warp spiders are now a real fear!);
A few more minor changes that haven't been listed...
1.2a:
Ork Close combat Boyz & nobs even cheaper;
Most Ork buildings are cheaper to build;
Weaker close combat weapons have been strengthened, especially Orks;
A few more minor changes that haven't been listed...
1.1:
most Close Combat infantry (soldiers) have been cheapened (especially Ork stuff) for balancing;
Imperial guard & Kasrkin squads are cheaper to produce (still 2 squad cap though);
Ork Vehicles (apart from Looted tanks) have been cheapened & take up less support cap;
Baneblade & most other tanks are more expensive to produce;
A few more minor changes that haven't been listed...
Bloodthirster, Avatar & Squiggoth are much cheaper & quicker to produce, also have HP improvements;
Most shooty vehicles are more expensive & take up more Support cap to avoid 'vehicle massacre forces';
Bloodthirster has a triples jump distance & is faster when doing so;
Avatar is slightly faster;
Wraithlords are very tough, like in the tabletop;
Defilers, Fire Prisms & Leman russes (all sorts) have max 3 caps;
" weapons have had increased power values as a result to being capped;
Land Raider's max cap is 2 instead of 1;
Baneblade takes much longer to build;
A few more minor changes that haven't been listed...
1.1b:
Sight values modified to suit weapon rages, for most units that need the sight improvements;
Rate of fire (damage adjusted to keep in sync.) of: Shootas; Big Shootas; Flamers (damage not adjusted
as they've been underpowered); Shuriken weapons & The mighty Inferno cannon!
Scare away your opponent's troops with these weapons!
Winter Assault Campaign is enabled for use (2 errors however, In Order campaign, the Bloodthirster
that appears at the end of mission 2 dies early due to gunfire. Skip this scene.
Start of mission 2, Disorder - Warboss can be killed early & mess up the game, so keep the troops
away from the Orks & let the Boss blab on about his shield).
1.1a:
Basilisk's AP has been 'sorted out;'
Wraithlord has heavy_med infantry armour (again, to be more like the tabletop rules);
Squiggoth's armour has been changed again to High infantry armour;
Skimmers & wheeled vehicles have more & quicker jumps (skimmers), & are generally
faster;
Falcon & Fire prism have compromised & similar HP values to each other;
A few more minor changes that haven't been listed...
1.0b:
Armour penetration values have been 'de-stupified' for certain weapons (in particular - Space Marine
bolter types);
Bloodthirster HP increased;
Avatar HP decreased;
The Bloodthirster is slightly more powerful in close combat;
All Eldar warlocks have less HP but now own Commander armour;
Ork 'semi-leaders' (Nobs) have less HP, weaker armour but are now cheaper to produce);
Many anti-infantry weapons are now no longer 'all-purpose' weapons, as they've been weakened
against vehicles & buildings considerably;
Anti-armour & building weapons are now much more effective, so missile launchers can't be
easily replaced with assault cannons now!
Weapon ranges are now less unique & are more similar to those from the table-top rules, some
weapons that're supposed to be long ranged (e.g. - Sniper rifles, Battle cannons, etc.) have
had their ranges improved;
Original Battlecannon stats from Dawn of War are back (big blast radius!);
Rhinos (both armies) have more HP;
Squiggoth has slightly less HP & has medium monster armour (read the Gargantuan Squiggoth rules
in Imperial Armour update if you think this change doesn't fit the game);
Land Raider now has 6000HP instead of a horrific 10000HP;
Wraithlord now has 3950HP;
Whirlwind has much less than 5000HP, to 'fit it' to having a Rhino chassis!
A few more minor changes that haven't been listed...