R.E.A.R.M. - which means "Rearmament Expansion And Redesign Mod", is an unofficial Homeworld 2 expansion and it adds number of new interesting and various units for Vaygr and Hiigarans. All the new ships fit well into the each race design and every ship has its purpose and attempts to be something new and different.

R.A.D.A.R. - REARM Analysis Diagram And Review:
R.E.A.R.M. on a RelicNews Forum:
R.E.A.R.M. on youtube:
R.E.A.R.M. gallery on homeworldshots


  • -Stays true to the original game    - No ships with turrets all over the hull, no hundreds of missiles flying around, no crazy maneuvers, no unfitting design. Every new feature can be turned off.
  • -Number of new ships    - Not only new different ships, but also new ship classes as the Supercarrier class or Drones.
  • -High Comand mode   - A game mod for large scale battles with capital ships in formations.
  • -Faction gameplay    - You can turn on the faction gameplay and each race will divide into three factions.    Vaygr: Kinetic, Laser, Missile    Hiigaran: Kinetic, Ion, Hi-tech.
  • -New menu options    - Starting fleets, RU injections, ship class restrictions based on the Unit Cap limit, Winning conditions, Ship explosion damage etc.
  • -New weapons, new research
  • -Allies   - a helping micro races, as Turanic raiders, Nassars or Lizaanj
  • -One new map
  • -Several new menu backgrounds, new badges
  • -Fully compatible with the singleplayer campaign   - A singleplayer campaign updated with R.E.A.R.M. ships. Control the Supercarrier or face the Missile Battlecruiser in the Makaan's elite guard.
  • -3 languages -English, German and Czech    - And open for any other localization.

  Mod made by Pouk, other credits goes to:
  -Mololu                               -base Kadeshi, base Turanic Raiders, kill count based ship unlock script
  -Jkberna                             -Lizaanj race
  -Mikail                                -his Gameplay Enhanced used for faction selection
  -Dim@                                 -gamerule scripting -Explosion Damage, upkeep payments for ally ships, starting fleets, RU injections etc.)
  -Baroness, Axel and Oni  -VGR Pulse Destroyer model
  -Riess                                 -two Turanic ship tans
  -Hell_Diguner                       -game ballancing and alpha testing
  -Aico                                  -installer and alpha testing
  -Monolith, Rewilon, Temeter -German translation
  -jmbs16                               -Spanish translation
  -Novver                               -Hungarian translation
other alpha testers (in alphabetical order):

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13 comments by Henley on Apr 24th, 2011

R.E.A.R.M. - "Rearmament Expansion And Redesign Mod" is an unofficial Homeworld 2 expansion and it adds number of new interesting and various units.



Enjoy R.E.A.R.M.  - The Unofficial Homeworld 2 Expansion and many other great mods on Desura.

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R.E.A.R.M. 0.0.3c  -  Installer version

R.E.A.R.M. 0.0.3c - Installer version

Apr 19, 2011 Full Version 83 comments

Version 0.0.3c adds new units as a Vaygr Missile Battlecruiser and a fleet of Turanic raiders ships, new Kadeshi race (WIP), system of allies with Turanic...

R.E.A.R.M. 0.0.3c

R.E.A.R.M. 0.0.3c

Apr 18, 2011 Full Version 55 comments

Version 0.0.3c adds new units as a Vaygr Missile Battlecruiser and a fleet of Turanic raiders ships, new Kadeshi race (WIP), system of allies with Turanic...

Post comment Comments  (10 - 20 of 2,053)
Pcmaster Jul 30 2014, 5:08pm says:

By staying true to the original game, does that mean there's no chance of any Somtaaw presence in this mod? Not even a little?

I just want to fly my Acolytes again...:(

+1 vote     reply to comment
Pouk Jul 30 2014, 5:33pm replied:

The shortest possible answer:

Still short but somewhat longer anser:
Not very likely, better don't hope for it, so you won't be dissapointed.

Long answer:
It's not impossible. There's a platform for it, the system called "allies", where your fleet can call in a help of allied races. Vaygr have Turanic raiders for example, so Somtaaw would be an awesome and fitting addition to an already existing and fleshed out system. But there's a huge "but":
I simply don't have time for it. I've spent too much time on ally races already and that's what nearly killed this mod. This is basically a one man mod. I have been given some awesome ships from very talented people, so I can never claim a sole authorship now, but when it comes down to it, there's never been a team. Only me asking around for stuff to use. There is no one else cooperating on the project, the mod files exist on one computer, it's just me.
And I've came to realisation, that sinking time into allies is a certain way to never see the end of it, it's not possible.
So if you find me someone who'll make Somtaaw ships that look like HW2-era, not 100 years old as Cata is, I'll be more than happy to add them in. But sadly if it hasn't happened to this day, it won't happen.

+1 vote     reply to comment
Pouk Jul 30 2014, 5:37pm replied:

Doesn't PTV have some modern era Somtaaw?

+1 vote     reply to comment
Pouk Jul 30 2014, 5:48pm replied:

Oh yes, Mololu made a few Somtaaw ships: Moddb.com I think I rememeber he even scripted that twin connect system.

But I'm still not sure it's enough of ships.
The bare minimum for REARM ally system is:
-Resource Collector
-at least one Fighter
-at least one Corvette
-at least one Frigate
-some/any Capital ship

+1 vote     reply to comment
Pcmaster Jul 30 2014, 9:38pm replied:

Even if it was limited to just implementing Energy Cannons as an upgrade to one or both sides would be plenty of attention to me.

But the final decision is yours, after all.

+1 vote     reply to comment
Pouk Jul 30 2014, 10:17pm replied:

I'm speculating.
Let's suppose there will be energy cannons. How would they perform? Damage-wise, range-wise, rate of fire, accuracy, projectile speed, cost... What would set the weapon apart, what would be its profile?

Hard hitting slow firing? It seems to fit, but I wish there was something more original than that. Perhaps it would be so innacurate that it wouldn't attack frigates to compensate? Or shorter range?

You know Cataclysm weapons were weird. Not in line with cannon at all and everything felt a bit over the top. But I'm not agaist it, just what would make them different, yet not OP? Ideas?

+1 vote     reply to comment
Pcmaster Jul 30 2014, 10:31pm replied:

If I recall, I was under the impression that while their projectile speed was slower than Mass Drivers, Energy Cannons hit harder, and fired faster when mounted on fighters (and possibly Frigates). This meant increased effectiveness at close range, which was good for close-range dogfighters like the Acolyte.

And for a distinction I recall on an older mod that no longer exists that had Energy Cannons (Bloodfleet Mod, iirc, for Homeworld 2), Capital Ships equipped with Energy Cannons also had reduced velocity, BUT, they had a small amount of "target homing". They weren't "true missiles" in this sense; it was kinda like a "heat-seeking" function, but with a slower turning speed, so it compensated for the reduced projectile speed, but at the same time, didn't make it completely unfair.

+1 vote     reply to comment
Pouk Jul 30 2014, 10:48pm replied:

Have you played Haegemonia? Darzok Quantum weapons were like that -cloud of plasma yet partially homed. Or the same thing as Predator shoulder cannon in AvP. It's a nice idea.

It doesn't really make sense though, it's more magic missile than sci-fi, but OK, it is different enough. In their behavior. But at the end of the day it's still a ball of light that either hits or misses. If it had something else going for it, something more focused on its functional side, the visuals are covered. Maybe partial EMP effect... I don't know. Aside the fact that EMP would either be useless (the ship would die before it would take an effect) or OP. But this was an example to show what I mean, rather than anything else. I'm thinking.

+1 vote     reply to comment
DemonFiren Jul 25 2014, 2:10pm replied:

So it's not the same as with the Defense Field attachment. Hm.

Well, maybe vertical launch tubes for the fore, top and rear missile batteries and a "toss-out"-style cold launch system (as seen on Vaygr Missile Corvettes and Heavy Missile Frigates) for the bottom tubes could work without causing that much of a hassle to animate.

+1 vote     reply to comment
Pouk Jul 25 2014, 7:33pm replied:

I'm rusty on the concept of attack animations, so don't quote me on this, but there's a chance that if one exists, it plays anytime the ship attacks something. In which case it would be impossible to have one on a ship that can have a wide range of weapons.

I'm quite pleased with the launch tubes I currently have.

+1 vote     reply to comment
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Released Apr 18, 2011
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204 votes submitted.

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Highest Rated (8 agree) 10/10

fine mod i like it

great job

keep up the good worke

Apr 20 2011, 5:53pm by Baroness1

Lowest Rated (3 agree) 1/10

I exept somting biger than that wat i receve

Apr 23 2011, 10:19am by Sonatica

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