Hey, this is a mod in the pre-alpha stages that I'm making. It's primarily for skirmish mode.
It's primary focus is to make Dawn of War II feel "larger-scale" and "dynamic". This goal is to be accomplished by massively increasing the squad sizes, increasing the resource rate/starting resources, and allowing destroyed vehicles/monsters/buildings to leave behind path-obstructing wrecks (once you blow up a Deff Dread or a Turret, their destroyed husks will stay there rather than dissappear).
V0.2a includes:
General
* Corpses and destroyed Vehicles/Buildings do not dissappear
* Destroyed Vehicles/Buildings are path-obstructing
* Armour Upgrades contain visual improvements
* Hitpoint/Speed/Sight/Damage/.etc changes to all affected units thus far (such individual changes will not be listed as it would bulk up the readme too much)
* Added new viewable units to Army Painter, including upgrades
Space Marines
* All squads now number 9 on creation and may be upgraded with a sergeant (with the exception of the Terminator Squads, which as of now lack Sergeant upgrades)
* Tactical Marines cost 540 req, Sergeant starts with Bolter
* Devastator Marines now start with 5 Bolters, 2 Heavy Bolters, 1 Missile Launcher and 1 Plasma Cannon. May be upgraded with a Bolter-wielding Sergeant who will provide Sprint. Total Cost is 450 req and 90 power
* Assault Marines now start with 9 and cost 495 req and 45 pop initially.
* Veteran Marines added. May be upgraded with a Sergeant. Special Weapons include: Power Axes, Power Fists and Power Swords (purchasing upgrade will outfit the entire squad). Starts with Chainswords and Bolt Pistols. Cost is 900 req and 180 power
* Predator is now shifted to Tier 2 and gets an "automatic" autocannon. Cost is 1200 req and 300 power
* Razorback costs 400 req and 50 power
* Dreadnought shifted to Tier 3. Cost is 1500 req and 300 power.
* Power output increased to 0.5/s from 0.1667, Generators decreased to 75 req cost
* HQ hitpoints increased to 100000 from 1000
* Armour of Alacrity adds Assault Jump ability
* Techmarine has Consecrated Bolter -> Master-Crafted Bolter, and Master-Crafted Bolter -> Master-Crafted Missile Launcher, which behaves like a Tactical Nuclear weapon, and is shifted to Tier 3.
* Techmarine structures only cost 1 pop.
* Terminator and Assault Terminator squads cost 1800 req and 450 power, must be built from the HQ at Tier 3, can no longer be purchased with Global Abilities
* Popcap increased to 125
Orks
* All Tier 1 Mobz start with 30 Boyz
* All Tier 1 Mobz may be upgraded with 'ardboyz Armour to improved durability (costs 60 req)
* Tankbustas increased to 20 Boyz
* Nobz increased to 10 Boyz
* Deff Dreads cost 300 req and 50 power
* Wartrukks cost 100 req
* Population cap increased to 375
Unedited:
* Eldar and Tyranids
* Most global abilities (exception being Orbital Bombardment)
* Space Marines - Venerable Dreadnought + majority of Apothecary wargear + some Techmarine wargear/abilities + most utilty wargear + Terminator Sergeats
* Orks - Kommando (hero and normal units), Lootas, Looted Tank, Nob Leaders
Download link