Project WARhammer is a skirmish-focused mod for Dawn of War II. As of 0.2 Alpha, these are the notable changes:

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

What has not, as of v0.2, been changed:

- Entirety of Eldar and Tyranid races
- Utility Wargear (non-armour, .etc)
- Space Marines: Most of the Apothecary's armour and utility wargear + all SM global abilities (except Orbital Bombardment)
- Orks: Kommandos, Lootas, Nob Leaders, Meks, Looted Tank

Notes
- Techmarine has some bugged abilities
- Your campaign experience may be affected, primarily related to armour

How to Install:
- Locate your Dawn of War II folder (default C:Program Files\Steam\SteamApps\common\dawn of war 2)
- Copy over the Project WARhammer folder over to your Dawn of War II directory
- Locate DOW2.module
- Backup this module (EXTREMELY IMPORTANT, unless you don't want to uninstall)
- Override the DOW2.module file in your directory with the one from the mod .zip
- Locate the Language folder (GameAssets\Locale\English\ in your DoW2 folder)
- Extract APW.ucs to this folder (must be above DOW2.ucs in alphabetical order)
- Good to go, you can play now

How to Uninstall:
- Delete the ProjectWARhammer folder
- Take your backed up DOW2.module file and override the modded one
- Delete APW.ucs

Credits:
- Myself
- If you want to use this mod for other purposes which involve going around the net, please give credit first.