Blog | About | Contact | Submit Mod | Join Mod DB | Site Map | Media Kit | Desura | RSS
Adeptus Mechanicus
Alpha Legion
Armored Company
Black Legion
Black Templars
Blood Angels
Cadian Interior Guard
Cadian Shock Troops
Chaos
Craftworld Eldar
Daemon World Hosts
Dark Angels
Dark Eldar
Death Guard
Death Korp of Krieg
Eldar
Elysian Guard
Emperors Children *Thanks to Catwell.*
Executioners
Gaunt's Ghosts
Genestealer Cult
Grey Knights
Harlequins
Harakoni Warhawks
Imperial Fists
Imperial Guard
Inquisition Daemonhunt
Iron Hands
Iron Warriors
Kanak Skull Takers
Kroot Mercenaries
Lamenters
Mantis Warriors
Minotaurs
Mordian Iron Guard
Necrons
Night Lords
Orks
Praetorian Guard
Raven Guard
Red Corsairs
Red Scorpions
Relictors
Salamanders
Sisters Of Battle
Space Marines
Space Wolves *Thanks to Codex Mod Team.*
Steel Legion
Tallarn Desert Raiders
Tau
Thousand Sons
Traitor Guard
Tyranids
Ultramarines
Vostroyan Firstborn
White Scars
Witch Hunters
Word Bearers
World Eaters *Thanks to Catwell.*
(59 as of now)
Flyers now automatically fall back to their designated point of origin or nearest building of the designated type. This is still in the early stages of development so expect bugs and dysfunctional behavior but when it works as intended it makes flyers an entirely new element of game play in that they have to be managed in different fashion than other units, with multiple point plotted routes being the standard method of employment.
Destructible objects on a given map are neutral entities until a player (ai or human) has an entity within a predetermined range of it.
Once they have an ebps in that range the NEUTRAL entity becomes possession of the player, making it target-able by enemy players and thus destructible (yes you can even delete it like you would one of your own buildings),
And finally once you have no ebps entities within X distance of a given map entity it reverts back to neutral state making it "claimable" by another army.
Tank Traps: Stop/Slow and damage vehicles that hit them, can be camouflaged
Razor-Wire: Stops/Slows infantry, does minor damage and reveals stealthed units, can be camouflaged
Sandbags: Provide damage reduction, small chance of not being hit and a heavy cover bonus
Shield Generators: Repel most enemy fire and keeps enemies from moving into the shielded area.
Walls: Large redoubts common to such forces as the Iron Warriors and Imperial Fists, Walls not only provide excellent protection but help the defender dictate enemy troop movements.
Trenches: Dug in defensive lines that provide fantastic defense against artillery to nearby infantry units and also provide said infantry with a tremendous advantage vs. approaching enemy infantry. The best infantry counter to this is using melee specialists+teleportation/droppod/jump packs/etc; to get right into the trench and get to grips with the infantry hiding there.
One final note, moment of infantry (both allied and foe) is slower than normal while in trenches.
We're sorry, but no downloads were found here.
If you would like to share files with the community, sign up and you can.
Are titans going to be included ?
looks good!!!
where is download;;
It is not available for download at this time. Be patient, good things are coming.
I just realized that no one ever does legion of the damned on here.
It still alive
I want to see The Hive Tyrant of Tyranid.. if you have =D
keep it up looks really good!
will this be available for SS?
This is indeed for Soulstorm (1.20)
From what i've read it is a mod just for SS
No, we didn't add any new races recently (meaning in the last few months). We miscalculated the number we had previously as 58 when it was 59. Pretty insignificant change but I couldn't find a way to stop Mod DB from updating the entire mod.
There will be no new factions added to the current list until some time after release, so don't worry. We're full hands with the already existing ones.