A compile of the Men of the Emperor mod and assets from the Red Rising modification for AS2 that are Warhammer related. Also imported models from the Fire over Kronus and Steel Legion mods for Dawn of War have been included. None of these models are my own, I do not claim ownership, I am simply putting them together in one place, adding custom skins of the blood pact and my own Imperial Guard Regiment the Harknian 1st, and confirming that they work for Assault Squad 2. Have fun with this and please thank the original developers of all the content, not myself.

This mod as of now includes:

- Weapon models from Men of the Emperor for Men of War.

- Vehicles related to Warhammer 40k from Red Rising Modification for Assault Squad 2.

- Textures and Models from both FoK and Steel Legion for Dawn of War.

It is thanks to the people who made the above that this mod is possible.

Vehicles

- Leman Russ ( + conqueror, demolisher, vanquisher and punisher)

- Chimera MK 3 and 4

- Basilisk and Griffon

- Baneblade, Banesword and Shadowblade

- Heavy Bolter, Lascannon and Autocannon

- Space Marine Rhino, Razorback and Predator plus chaos variants

- Tau Gun drones, Devilfish and Hammerhead

- Tau Tetra and Phirana

- Tau XM8 and XM88 battlesuit variants with various loadouts.

Factions

- Harknian 1st with many skins

- Steel Legion with limited skins

- Krieg with limited skins

- Blood Pact with many skins

- Chaos Space Marines with many skins

- Space Marines with many skins

- Tau with many skins

- Cultists with limited skins

This will be updated as the list grows.

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Release stuff!

News 5 comments

Hi all!

Given the release is now less than 24 hours away, I figured I'd give you all a few in-depth details about some of the new stuff!

The tau won't be mentioned until last, so please feel free to skip down to the bottom if that's all you want to know about!

Vehicle Volumes -

New vehicle designs of the Tau mean that the standard "stick a box in the middle" for volumes such as engines and crew don't apply quite so well. To work around this, I'm testing a new multi volume system (which I'm not sure will work correctly) to work around this. It involves multiple areas that are combined to make one volume, which represent an internal part of the vehicle i.e. the engines, the inventory, etc

Take, for example, the Devilsfish transport. The engines are clearly on the side of the craft, and there are definitely two. With the old volume "hitbox" that would have sat in the middle of the vehicle, hitting the engines would not actually damage the engines, only the body. But with the new volume, there are two different volume "hitboxes" combined into one, applied to each of the engine units on each side of the craft. This means that hitting the engines on the side of the craft could possibly destroy the engine of the vehicle, and hitting the main body would not. Hopefully, this will generate a better effect of the vehicles being what they should be. So far it is untested, I don't have enough time to play out every single scenario, but I hope it will work just fine.

On a related note, the Rhino has been given updated volumes to represent its 4 engine design (it has 4 different areas that can be hit to destroy the engine)

New Leman Russ' -

The Leman Russ' units currently in the game lack all animations and any options on upgrades. We all know that this is not how the Leman Russ should be, so I've put together a template of a new Leman Russ with the same model, but I can add in sponsons and upgrades, as well as animations.

This means the Leman Russ list is going to be Choc full of variants in the future, but for this release only the new Executioner will be available with one set loadout. I hope to get this list fleshed out as soon as possible.

New Units -

A whole bunch of new units and vehicles have fleshed out the current factions. The full list is as follows:

  • Cultists (3 skins), rhino (armed and unarmed) and a Chaos Lord for the Chaos faction.
  • Predator Annihilator (with and without extra armour), Heavy Bolter and Lascannon Razorback variants and a Captain with artificer armour for the Space Marines.
  • A Techpriest, a Standard bearer and a Leman Russ Executioner for the Imperial Guard.

Tau -

The Tau are making their first appearance onto men of war, and there is no shortage of things to play with.

  • Fire warriors (sha'la and shas'ui), both with carbines and with rifles. Rifles are longer range but slower firing.
  • Pathfinders (sha'la and shas'ui), both with carbines and with railrifles. Railrifles are the Tau sniper rifle.
  • Bonded Firewarriors (sha'la and shas'ui), elite fire warriors with different textures. Strong and faster than normal fire warriors.
  • Kroot and Kroot shaper with Kroot voices. Very quick and excellent melee combatants if you can get the drop on the enemy.
  • Gun drones. Lightly armoured combat drones with dual carbines. Fast rate of fire and can absorb low powered rounds (bolters will likely destroy though). Very good infantry support.
  • Tetra scout vehicle. Unarmed but very quick, very vulnerable to enemy fire (can be shot down by bolters)
  • Piranha scout vehicle. Slower than the tetra but better armed with a choice of burst cannon and fusion blaster (operates the same way as a meltagun)
  • Devilfish transport with choice of carbine drones or missile drones. Can hold 12 passengers (not drones). Weak side armour and vulnerable engines.
  • Hammerhead gunship. Strong long ranged tank that will destroy most tanks before they get in range. Weak side armour and vulnerable engines.
  • One (or 6) little suprises that haven't been shown in any of the updates. Enjoy.

That pretty much wraps it up, all that is left to say is if you do find bugs and such with the release, please post them in the forum! I hope you enjoy the release tomorrow!

Tau Release Trailer

Tau Release Trailer

News 9 comments

Release news and trailer for the tau release on the 20/07/17.

Update 12/02/2017

Update 12/02/2017

News 7 comments

Update on the current dev builds and whats to come in update 0.02.

Balance Patch 1

Balance Patch 1

News

Brief summary of the Balance patch 1 release including changes

Tutorial for creating custom skins

Tutorial for creating custom skins

News 1 comment

Guide for skin creation with the Men of Warhammer mod

Add file RSS Files
Version 0.1

Version 0.1

Full Version 20 comments

Version 0.1 release of Men of Warhammer including tau imperial guard space marines and chaos

*OLD* Hotfix 0.01.2

*OLD* Hotfix 0.01.2

Patch 1 comment

Fixes Autocannon ammo and special weapons not firing.

*OLD* Balance Patch 1

*OLD* Balance Patch 1

Patch 19 comments

Balancing changes for the mod including sm health and damage

*OLD* hotfix 0.01.1

*OLD* hotfix 0.01.1

Patch 6 comments

Patch for version 0.01 to fix several issues occurring on release

*OLD* Men of Warhammer Version 0.01

*OLD* Men of Warhammer Version 0.01

Demo 60 comments

This is the demo release of the Men of Warhammer Chaos Rising mod

Comments  (0 - 10 of 424)
getfreurr
getfreurr

Thanks to this mod a idea that i have had for a long time was possible, a human auxiliart unit infiltrate in krieg and begin a rebellion in full scale.

Images.akamai.steamusercontent.com

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DoranD
DoranD

don't worry about this message. it was something about damage but I tested more and it is fine, good job guardsman1111

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sirquiff
sirquiff

Hope Orks are next

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jimmywen1227
jimmywen1227

plz make a call to arms wh40k mod

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Wilkopotamus
Wilkopotamus

vinallia btr cause crashes for me in version 0.1

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Guardsman1111 Creator
Guardsman1111

Can you post a big report in the forum

Reply Good karma+2 votes
saxon011
saxon011

can you put more ammo in the auto canon

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Guardsman1111 Creator
Guardsman1111

Which autocannon?

Reply Good karma+1 vote
saxon011
saxon011

and so you now the speedr that has a miney gun the flach is rilly big sos for spelling

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saxon011
saxon011

the turret 1 it has 10 shots

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Guardsman1111 Creator
Guardsman1111

Have you downloaded the latest version of the mod? the cannon autocannon has 300 rounds.

Reply Good karma+2 votes
saxon011
saxon011

yes i have do I need to download hotfix 0.01.2 ?

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Conormax
Conormax

Having the same issue with the cannon - autocannon doesnt seem to reload as it seems like the wrong ammo type is loaded. Same with the heavy bolter as it will not reload after firing its entire mag.

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Guardsman1111 Creator
Guardsman1111

okay turns out it was my issue, in the .def file it is still using the old autcannon weapons when it should be using the autocannon_turret weapon. you can change this youself now but I will fix in the next hotfix.

Reply Good karma+3 votes
saxon011
saxon011

ok so you now your doing a gret job keep in up :)

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