After a long break due to a breakdown of the original team, we are merging the Purgation of Kaurava and Firestorm over Kaurava modifications. This modification is the result of that merge and will STILL be Firestorm over Kaurava.

Melooo/yooo has been very generous in allowing the two modifications to merge and baz4431 has been heading the recent team reorganisation!

Expect more news as we progress; a Soulstorm version of the modification isn't that long away!

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Today's news feature is bringing people up to speed on the Forces of Chaos in DoW40k: Firestorm over Kaurava!

The artwork, and a lot of the code behind it, comes directly from Melooo's efforts while involved with FoK and his own mod; Purgation of Kaurava. Squads gain visual upgrades as you unlock specific researches! What you see is here an Iron Warriors-themed force with not a lot of research unlocked!

Later on in the game, I chose the a siege-based Trait (Iron Warriors in all but name) over the Zealous Trait and my Chaos Lord and Chaos Marines changed to something more . . . Iron :) Conversely, the Zealous upgrade takes your Undivided force more in the direction of the Word Bearers . . . in all but name.

This allows you to create your own custom Chapters and warbands, but still get the great gameplay of the Traitor Legions of Chaos!

The current internal build is quite polished; Mirage Knight is doing excellent work behind the scenes. Our aim is to get it as refined as we can through internal testing, as the game mechanics aren't solid yet.

Check out our Images gallery for some previews! More screenshots to come when I get time!

Iron Within, Iron Without!

We're back!

We're back!

News 30 comments

We're back! After a long break due to RL issues and team inactivity, the Firestorm mod returns with some of the original team members!

3.7 update and streams!

3.7 update and streams!

News 17 comments

A quick update on the in-progress/"final" build for Dark Crusade, worked on by Fuegan of the FoK team!

Top 100

Top 100

News 7 comments

Firestorm over Kaurava has once again achieved a spot in the top 100 mods! Lets hope we can get into the top 10!

RC4530 is live!

RC4530 is live!

News 17 comments

Release Candidate 4530 for FoK Forums Members Only

RSS feed Downloads
Beta Firestorm over Kaurava 2

Beta Firestorm over Kaurava 2

Full Version 73 comments

New public release! Working and improved AI for all factions, many gameplay fixes, several new units, models and textures! Now in slimmer version! The...

Beta Firestorm over Kaurava Patch

Beta Firestorm over Kaurava Patch

Patch 44 comments

What I uploaded was actually an older version. This patch updates a bunch of unit stats and costs and also adds a few others. To install, simply extract...

Beta Firestorm over Kronus

Beta Firestorm over Kronus

Full Version 61 comments

Here's the first version of FoK for Soulstorm! Compared to the DC version, Firestorm over Kaurava features a completely revamped combat system, plus new...

Firestorm over Kaurava Beta

Firestorm over Kaurava Beta

Full Version 8 comments

How to install: -Extract the .rar inside your Dawn of War Soulstorm directory. -Open the new DoW40K_SS folder and then the for_root_dow_ss_directory folder...

DoW40K:FoK 3.6 - Release Candidate 4530

DoW40K:FoK 3.6 - Release Candidate 4530

Full Version 177 comments

This is a fairly recent internal build of the mod. Uploaded here cause some people are having trouble with the megaupload link, however it still requires...

FoK 3.5 .exe

FoK 3.5 .exe

Full Version 48 comments

For those of you having trouble installing the manual version/prefer .exes

Post comment Comments  (40 - 50 of 3,066)
grimmlooter
grimmlooter

I love the mod - it's undoubtedly the best way to play Dawn of War.

That said, I have some questions about the Imperial Guard's infantry units.

As far as I knew (and I could be wrong, I haven't been 100% keeping up with the Guard - (Astra Militarum?) - recently, but I thought that standard Guardsman Infantry Squads could only have one special weapon, and veterans could have three.

What happens in the mod is that Rifle Squads (who I assume are basic guardsmen) and Veterans can both have four special weapons a squad, but only two of any type.

Also, what's the logic behind calling Guardsmen Infantry 'Rifle Squads'? In the codex, they're called Guardsmen Infantry as far as I know. I think Guardsmen Infantry were the basic, Guardsmen Veterans were the improved ones that took one troop choice to take each instead of fitting into a platoon, and Grenadiers were the veterans with carapace armor - I can't remember, but I'm pretty sure that there were two other kinds of veterans. One was stealthy, and the other were demolitions.

Not only that, heavy weapons squads seem to have four teams, but in the codex, they had three.

Finally, are 'Mech guard veterans' supposed to be Armored Fist squads from back in 4th edition?

Just though I'd bring that to your attention, but otherwise, I absolutely LOVE this mod. Fantastic work - it makes Dawn of War into what it should have been all along - a faithful recreation of 40k in real time. Wonderful, wonderful, wonderful, etc.

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onard
onard

Rifleman squads were an experiment in deviation of the codex since a single special weapon and a single heavy weapon in a guardsmen squad aren't very synergetic.

Following on the above, heavy weapon squads got 4 teams to make up for the fact the basic IG squad could no longer take an heavy weapon themselves.

There is a veteran guardsman squad with stealth already, also packing snare grenades. Both them and the grenadiers with carapace armor get the demolition charge and melta bombs since they cost resources to activate. The devs decided it wouldn't be worth it to have a third veteran squad for that.

Mech guard veterans are simply grenadiers that can be taken in platoons if you take the armored infantry doctrine, which is still in development. Like the tank doctrine unlocks the top tanks and infantry doctrine unlocks the more exotic infantries like conspricts and ogryns.

Thanks for the critique!

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grimmlooter
grimmlooter

You're welcome. Thanks for the awesome mod!

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Hellblazer93
Hellblazer93

Quick question for those who play the Inquisition race. Might be me but i've noticed they seem to take damage from their own turrets and listening posts. Anyone had this when playing the Inquisition?

Regardless, solid mod and i look forward to seeing what else it has in store.

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Thrandy
Thrandy

Hello guys do i need to download only BETA 2 or do i have to download every release? :P

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Thrandy
Thrandy

Does Campaign work with this?

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ComeradeStalin
ComeradeStalin

1) only the latest version;
2) no.

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XmarcX92
XmarcX92

Anyone else having problem spawning units from chapel barracks?

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XmarcX92
XmarcX92

Never mind. You need to build generators in order for them to work, which is pretty realistic :P

I'll say it again, best mod for DOW, better than UA!

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UnrealDirektor
UnrealDirektor

This mechanic was removed in the latest closed beta. It confused too many players.

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MaxDickings
MaxDickings

Do you have it near a power generator?

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