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.E.A.R.M. for Remastered continues in a form of the new REARM V2 .

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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11 comments by Pouk on Mar 9th, 2015

What is going to happen now? What happened with R.E.A.R.M. and how can I even dare to think it's going to go anywhere with the R.E.A.R.M.'s development being so stagnant for the last years? These all sound like tough questions, but the answer for them is in fact rather simple:
Focus and a fresh start. These two are perhaps more powerful factors then you might realize.

R.E.A.R.M. was an amazing project, I really loved it and I'm truly proud of it, but it had a very major flaw in the way it was developped. When I started modding, everything was new, everything was exciting, everything had to be tried and implemented. Often features that required an 'enourmous' effort were just thrown in to see how they'll stick. To just name a few (feel free to skip this part):

- For instance the factions, I sorted ships of both races into three groups based on the three weapon categories they fit into. Of course, me being me I had to have different colored hangar for each of the faction. It was a nice little feature, but under the hood it was anything but little and hidiously far from nice. It meant that every single production ship in R.E.A.R.M. had its own vanilla version and three other copies. It meant that a new and complex faction ship family system in the lua files had to be created. And each of the array of production ships had to implement a complicated system of build restrictions.
Has anyone ever even played it?
- Explosion damage. Very cool script that made dying capital ships to deal damage to nearby ships. It was determined by 4 or 5 range radii with damage values. ...Every single capital ship and all their faction clones had to be included in large charts, every damage value had to be carefully tuned.
The script had to check for damage every second which didn't help the performance and AI of course had no clue how to prevent his own ships from gloriously blowing up one by one in a massive chain reaction. Not to mention the micro it took to retreat your strike wing right before the enemy ship's destruction.
- Ally races, Kadeshi race... Well I asked for permission to use a new race. Cool, amazing. Now the 'only' thing that had to be done was to retouch all the textures, tweak some of the geometry and make sure all the mess left after the original author is gone and yeah, create collectivelly about 40 LOD meshes for that said race.
- Ship naming. I loved that one, I still do and it might make the transition. What it meant in reality though, was to create 899 individual letter subsystems, each named differently and there were never more than 3 or 4 sharing the same texture. And of course you have to make hardpoints for these in your ships and list every single subsytem you want to build there in your ship file...
Just think about it, let it sink in. That's the lenght I went to to implement a new feature.

...And that's gonna stop now. REARM V2 is a no nonsense mod.
There's going to be a focus, a goal and no more time for ridiculously expensive experiments. R.E.A.R.M. was my beautiful sandbox to play with, but it's time to grow up now.

Sadly for some, focus doesn't only mean dropping uneecessary features that make mod development bordeline paralyzing, it also means cleaning up the build list. A mod ship truly has to earn its place now. So good bye Command Frigate, good bye Tripple Laser Corvette.
But ask yourself, do you really miss them?

On the other hand, focus means more time, more resources. Which directly translates into more Battlecruisers, more of the good stuff. The 'real' stuff. Not the features, not the gimmicks, but the ships. And we want ships. Right at the beginning it's all going to be pretty much exclusivelly about ships.

And even the name itself is highly suggestive. R.E.A.R.M. will continue as REARM V2. Dropping the dots mirrors leaving out the unnecessary features. That's the "focus" part. V2 is a new version, the mod with the same principles, the same goals, but with that new "fresh start".

It's already being worked on and it's going to be awesome.


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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 84 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  (30 - 40 of 2,098)
Pouk Creator
Pouk Jan 26 2015, 8:35pm says:

Looking at the Gearbox gameplay video, "Remastering" this mod is gonna be a lot of work...
Different aproach though. Will start from the ground up, quality over quantity, more pure, without some of the experimental side projects, only the ships and features that really made sense will make the transsition. Don't expect a Triple Laser Corvette or Vaygr Support Frigate to make it...
No Kadeshi, no localisation, no explosion damage (AI don't get it anyway).
Ally races? I suppose not, or not yet. To make something meaningful it's going to have to be Hiigaran and Vaygr only.

I think the simple start is to convert the Hiigaran Supercarrier, Vaygr Missile battlecruiser, Hiigaran Modular Destroyer, Vaygr Artillery Frigate and Hiigaran Cloak Fighter and start with it. Release just that in the HD graphics as soon as it's done. And start from there.

I have no idea what Steam Workshop practically is... But soon enough I'll know it through and through.

+2 votes   reply to comment
Pouk Creator
Pouk Jan 26 2015, 8:39pm replied:

Do we want High Command? I don't think anyone plays that, but I'd guess it wouldn't crash the game now.

+1 vote   reply to comment
Tattorack Feb 9 2015, 4:45am replied:

Didn't that cause lots of problems before?

+1 vote     reply to comment
Pouk Creator
Pouk Feb 9 2015, 11:32am replied:

Yeah, lots. But we have reports of 200 Destroyers on the scene running smoothly, so I'm optimistic.

+1 vote   reply to comment
Bigleon Jan 30 2015, 4:58pm replied:

What's high command?

+1 vote     reply to comment
Pouk Creator
Pouk Jan 30 2015, 7:07pm replied:

That thing: Moddb.com

It's simply that when you build ships, BCs come in pairs, when you build a Destroyer there's 4 of them, Frigates comes in formations of 8 etc. Plus there are some tweaks to reduce micromanagement.

It's a large scale battle game mode.

+1 vote   reply to comment
VWV Jan 31 2015, 2:07pm replied:

I'm really happy that you are still involved in this awesome mod, it really enhances the original game and i always make sure to play R.E.A.R.M. whenever i want to play Homeworld 2.

We're all excited by the HW Remastered Collection, and i was already concerned about not having the modular destroyer, Vaygr MBC and all the other cool units you crafted.

But it seems you are willing to continue this project and i'm relieved.

As you said, i think it would be better to focus on characteristic units first and maybe on a later stage you could see if HC can be implemented successfully.

Personally, i rarely found myself playing in HC mode, but that's mainly because of the massive lag / crashes it caused on the old engine, though Remastered Collection might not have this issue thus making HC a viable mode.

Best regards, VWV.

+2 votes     reply to comment
Etraxeon Dec 31 2014, 10:12am says:

Why is it so long since 0.0.3a Has there been any issues with 0.0.3a or are you waiting for Remastered Homeworld to come out?

+1 vote     reply to comment
Guest Dec 13 2014, 1:50pm says:

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Pouk Creator
Pouk Dec 14 2014, 6:25pm replied:

Do you have the game patched to the version 1.1? That's always the case.

+1 vote   reply to comment
Guest Dec 4 2014, 3:37pm says:

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Pouk Creator
Pouk Dec 4 2014, 6:59pm replied:

There will be another update.

+1 vote   reply to comment
Guest Dec 7 2014, 1:36pm replied:

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Release Date
Released Apr 18, 2011
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206 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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