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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9 comments by Gorb on Feb 1st, 2013

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!

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Beta Firestorm over Kaurava 2

Beta Firestorm over Kaurava 2

Mar 18, 2015 Full Version 24 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

Jun 28, 2014 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

Jun 27, 2014 Full Version 60 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

Jun 27, 2014 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

Jun 3, 2010 Full Version 175 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

Sep 19, 2009 Full Version 48 comments

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

Post comment Comments  (70 - 80 of 2,976)
UnrealDirektor Online
UnrealDirektor Jan 22 2015, 2:08pm says:

Hey guys!

I just recently downloaded this mod and got seriously hooked on it.

I started doing an unofficial addon for it adding the Tyranids into play. I am well aware there was an other attempt at adding the tyranids, but it was discontinued. I just started from scratch for now

I was wondering where could I get the conversion rules guideline you guys implemented.

As it is, the only things I pretty much clear about (based on the various files I analyzed for the mod) is that:

1. Gameplay "turns" are represented by 3 seconds ingame.
2. All weapons with higher than 1 Rate of Fire (including melee attacks by models) "refire" based on the 3/RoF formula.
(Example Heavy Bolter with Heavy 3, will fire once every second, whilst weapons having the rapid fire rule will fire every 1.5 seconds etc.)
3. Armor values/saves are very neatly implemented. Very intuitive. But I am kind of strugling with invulnerability saves.
4. Still not sure how INITIATIVE works. I noticed it affects units when going into melee. The attacks are delayed by the setup parameter within the weapon's file. But not sure about the formula you guys used to modify the setup time. Is it 3/model-initiative?

I also found certain inconsistencies with certain weapons. Like the imperial guard's heavy weapon team autocannons which seem to have reload time of 1 (instead of 1.5) and penetrate heavy infanty high armors with 33% damage value instead of 15%. Not to mention they come in teams of 4 instead of 3.

Not sure if this is as intended or just overlooked.

ANYWAY! Awesome mod guys, keep up the good work!

+1 vote     reply to comment
onard Jan 23 2015, 11:46am replied:

The current conversion rules we're using are kinda scattered on the private sections of the forums, but I'll share what we're using right now:
1. Correct.
2. Correct.
3. Invulnerable saves are implemented as "hybrid" types of armor. So for example rubric marines have Shield 3/Armor 4, meaning attacks with no armor piercing deal them 1/3 damage, weapons that can penetrate power armor deal them 50% damage, and those rare weapons that can ignore invulnerable deal them full damage. We code it as a different kind of armor for each combination of armor/invulnerable.
4.Initiative is currently implemented as melee set-up time. The higher a unit's initiative, the lower the set-up time. I believe it's indeed 3/model's initiative as you deducted, although I can't check the files now.

Autocannons with a reload time of 1 sounds like a bug, but 4-men heavy teams is part of our IG redesign, since basic squads can no longer take heavy weapons. They should deal 33% damage against power armor and 15% damage against terminator armor, gonna check those out.

Also as a reminder, the BT faction was once a separate mod, but of such great quality that the dev team decided to speak with their creator add it to the main mod, so if you do a good enough job with nids, who knows, may one day become "official".

+1 vote     reply to comment
UnrealDirektor Online
UnrealDirektor Jan 23 2015, 3:40pm replied:

Oh thanks, that clears up some aspects of the mod. I also noticed health is calculated T*W*60 hp... and for leaders it's ... like.. doubled? Not sure if that is really necessary though.

3. That sounds quite right. I am very impressed with how much thought went into figuring these things out.

4. Hmmm... well it does seem to work, however I found some discrepancies here and there regarding the setup time of certain melee weapons (based on 3rd/5th edition rule books).

Regarding Tyranids. Hehe... Sadlym I'm only "good" at AE coding. I do my best with the Tyranids, but I am definitely sure there will be some frowning with their release since:
A. I just had to make them use a power resource to fit in with the rest of the FoK armies. I know... I know... I'll try to get around it by naming it "bioenergy". Or something. The current resource system of tyranids isn't very "sociable". It glitches when combined with other mods.
B. They have no relic unit. A trygon, even a trygon prime, just isn't cut out to be a relic unit. Maybe if I can ask the guys from apocalypse to lend me their hierophant... I think they have one at least. I'll see.
C. I converted all units at the best of my ability. You have Genestealers, Termagants, Hormagaunts, Warriors, Ripperswarms (builders), Raveners, Spores, Lictors, Zoanthropes, Biovores, Carnifexes, Hellfexes,Trygons and the obligatory HQ units the Hive Tyrant and the Tyranid Prime.

Oh, more later on.

+1 vote     reply to comment
UnrealDirektor Online
UnrealDirektor Jan 23 2015, 4:13pm replied:

Yeeeah. I forgot to specify I am using te Tyranid's teams assets. That is why before I'll release anything, I'll definitely talk it over with the Tyranid mod team.

+1 vote     reply to comment
Guest Jan 23 2015, 4:03am replied:

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iceberg12serry Jan 20 2015, 6:28pm says:

any new units for dark eldar?

+1 vote     reply to comment
Guest Jan 19 2015, 3:40pm says:

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shadowemote Jan 14 2015, 10:15am says:

This Mod is Really Beautiful.

+2 votes     reply to comment
Guest Jan 11 2015, 3:57am says:

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Dracses Jan 3 2015, 6:36am says:

Brightlances are insanely OP. I can look past minor glitches here and there but the Eldar have insane capabilities that are blatantly unbalanced. I was flabbergasted when 2 wraithlords wiped my entire army. They mulched a Land Raider in mere seconds.Chaos is fun to play against, Space Marines are, even Tau. But Eldar is an absolute no-win scenario on higher difficulties. A single pair of Brightlances will wipe entire armies.

+1 vote     reply to comment
Balgeron Jan 12 2015, 4:39am replied:

Fluffwise it seems ok.

+1 vote     reply to comment
Dracses Jan 4 2015, 7:33pm replied:

I was looking at Eldar again, and yes. Brightlances deal between 600-1200 damage. With something like that being the average health of all units and vehicles and the fact that brightlances fire much more quickly than the base game make them unstoppable against anything.

+1 vote     reply to comment
onard Jan 6 2015, 1:09pm replied:

As said earlier here, I messed up and left Brightlances with a 0 firing cooldown, which is what makes them deal such insane damage. We've fixed it on the internal along several other minor bugs along adding some new units. However the dev team would rather have a decent working AI for all factions before we make a new release, and that is taking longer than expected.

+3 votes     reply to comment
Dracses Jan 15 2015, 5:39pm replied:

I understand. I apologize for sounding so angry and whatnot in the comment, because at the time I was. I was playing with a kinda-sorta friend and he was being a bit of a **** about winning when he brightlanced my entire army to dust by accident. I'm not normally so flustered over losing, it was just the way in which I lost was infuriating. Watching a land raider and squad of termies go down like they did was almost tear-jerking.

+1 vote     reply to comment
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