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, punisher and executioner variants)

- 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 Piranha

- 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.

This is an entirely unofficial mod, it is not endorsed by Games Workshop in any way. All icons, names, description and models used in this modification are the property of Games Workshop and used without permission. I do not claim any ownership of the materials being used in this modification and it is solely for the purpose of enjoying the Warhammer 40k universe in another light.

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Update 24/04/17

News 4 comments

Hi all!

It's been a while since I got to do much work on the mod, but as of Friday last week work is back on track at a higher pace, closer to what it was in January and February. With that in mind, I'm announcing that the Necrons will be the next race introduced to the mod. I hope they will add a great tactical flavour to the game with large forces of slow but tough infantry and some very cool armoured units. And Monoliths. Can't forget the monoliths.

Early work has already begun on the Necron Warrior unit -

necron testing

As well as the Necrons, other units for other races will be added. Here's the incomplete list -

- dreadnoughts and terminators (with chaos versions)
- Hellhound, Devildog, Banewolf
- Destroyer, Thunderer
- Conscripts
- Land Raider (Chaos Version + Chaos Predator)
- Mortar
- Nurgle Troopers - 4 marine skin variants, 2 sergeant skins and nurgle lord skin
- Space Marine w/ Rocket launcher

Work has already started on the Dreadnought, and a sample terminator is already in the Beta version.

dreadnought testing

I didn't think it was entirely fair that the Human factions get titans, and the Tau didn't, so preliminary work has started on the Riptide. The model is currently only extracted from the FOK mod, no animations or anything else have been applied.

riptide testing

Of course as you guys will probably have already seen, I've also completed a new skin for the tau in Hexacamo. Skins are the easiest way for you to get involved in development if you want to, and are highly appreciated as they take a long time to do well. If you have any you want to share, add them to the forum with a link and they will possibly end up in the skin pack for that race!

20170424180329 1

A whole host of bugs have been fixed with the help of you guys in both reporting and fixing. I've also changed a few things, like drone AI and hover FX, to hopefully make the mod a bit smoother.

So that pretty much outlines the next few weeks of work. I'll try to keep you all updated, though if your desperate to be kept in the loop you can join the beta testers, by emailing menofwarhammermodteam@gmail.com! Hopefully a new beta version will be out within the week, once I've actually added a few new things.

Thanks for reading, the Emperor protects.

Update 02/04/2017

Update 02/04/2017

News 1 comment

Update 02/04/2017 call for beta testers for the mod

Update Monday 13th March

Update Monday 13th March

News 7 comments

Update on mod state, including testing news 13/03/17

News 05/03/2017

News 05/03/2017

News 8 comments

Update 05/03/2017 on the status of the mod and the skin pack.

News 27/02/2017

News 27/02/2017

News 36 comments

Weekly update on the mod 27/02/2017 notes: titans and space marines.

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Version 0.1

Version 0.1

Full Version 51 comments

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

Hotfix 0.101

Hotfix 0.101

Patch 10 comments

Hotfix to patch various issues with the 0.1 release

*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 591)
TheKaiseriswiser
TheKaiseriswiser

Couple questions if you don't mind, will Eldar still be in the next update because of the mod merging with the other Warhammer mod that had Eldar?

Also will the Space Marines and CSM even though counted as vehicles, will they still be able to enter vehicles themselves?

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Guardsman1111 Creator
Guardsman1111

The eldar contained in the other mod will be included, but no new stuff yet.

There a two kinds of space marine, the original kind that is able to get in vehicles and etc, and the new kind which will be unable to enter vehicles.

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theddd1
theddd1

Hey Guardsman I think you'll want to read this, based on a few complaints that there are missing lasgun/lascannon effects, I noticed what I believe may be the problem.

After comparing the current Version 0.1 with the Version 0.01 (the first older release), I noticed in the "interaction_entity" folder which houses the .inc files that control the weapon fx ingame, the newer 0.1 version does not have all of the .inc files, such as the human.inc. It solely contains the tank.inc.

But after copying it over from the old version, I now get to see the full lasgun, bolter, lascannon effects that I always saw in the videos of this mod, but never got to experience myself. I hope this helps. :)

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Guardsman1111 Creator
Guardsman1111

Thats great, thanks for letting me know :)

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sunray1
sunray1

Guardsman1111,
Good to see you back again with renewed vigour! Hope you had a great result from your study efforts.
The 'incomplete list' of new units looks really great. Conscripts, mortars, LR Destroyers/Thunderers, Hellhound, Devildog, Banewolf, Riptide, Dreadnoughts, Landraiders, and extra SM troopers, will all be most welcome additions to the mod. And the new Tau Riptide and hexacamo are brilliant!

It would be nice to see the LR Exterminator and Annihialator to round out the LR line-up. The Chimera with twin linked heavy bolter turret would also be appreciated. And who could leave out a request for Imperial Stormtroopers, the Leman Russ turret emplacements, and more fortifications. And maybe Melta bombs. Just to mention a few things that it would be nice to see in the future.

Many IG regiments, and the PDF, made extensive use of the autogun, and autopistol. It will be great to see them in the mod as well.

Overall, it is a fantastic mod - one that I (and many others) have been waiting to see for a long time. Keep up the great work!!!

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Guardsman1111 Creator
Guardsman1111

That's a pretty big list. For now were focusing on getting more races in, so most of the work will be on necrons. after that, we can start fleshing out all the factions further. Autoguns are also already in the mod, with several different variations, they just aren't equipped to any troops. Searching Auto in the inventory should yield them.

Reply Good karma+1 vote
D∃ltɑ
D∃ltɑ

Damn, nice job so far. Looking forward to the monolith invasion.

Any key files for the buildings, IG, and chaos being overwritten in the upcoming update? Working on a workshop mission, and I just want to make sure that I won't have any conflicts when the mod gets updated.

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Guardsman1111 Creator
Guardsman1111

No major changes, nope :)

Reply Good karma+1 vote
sunray1
sunray1

The main strength of the imperial guard infantry is supposed to be their firepower. And the cornerstone of that firepower is their heavy weapons. At the moment, in game, they are nigh to useless. Most of the time they refuse to fire. Even when the target is staring them in the face.

The last straw was last night, when I had a squad each of lascannons and autocannons forming the mainstay of a solid defensive position. Blood pact Chimeras came within detection distance of them, unloaded their mech infantry cargoes, and leasurely did 'drive by' shoot-ups of the HWTs - completely destroying them - without the HWs firing one shot in response. On the odd occassion that they do fire, the lascannons have no muzzle flash, and no laser stream (Tarantulas LCs as well). I do sometimes get a little joy from the heavy bolter - but that is very random. I am now not using all but one of the IG heavy weapons. They are a complete waste of time in their current state. The only HW that is working well is the missile launcher - as long as you remove his laspistol. Most of the time, if there is enemy infantry anywhere around, he refuses to use the missile launcher, and engages the infantry with his laspistol.

Last night, I only restored the situation by rolling out a Vanquisher LR. It's long range ability is just about right - devastating on light armor. The Chimera commanders look pretty weird with their arms held up in the air, instead of holding onto the heavy stubber, as well.

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Guardsman1111 Creator
Guardsman1111

I'm sorry your having this trouble, i will do a few tests later today and see what i can devise as the problem.

Reply Good karma+1 vote
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