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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MBC Remaster Remaster Advanced Supercarrier
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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  (70 - 80 of 2,098)
DemonFiren Jul 23 2014, 12:17pm says:

Okay, you mentioned game balance. New comment thread so ModDB's system doesn't screw it up.

Here's two for my favourite ship as of now, the Modular Destroyer.

Ion turrets. They cost as much as artillery guns, but have a shorter range and do less damage in the same time.
What's their advantage?
Anti-corvette weapons. Are there any ideas about spreading the nose pulsar guns to the rest of the ship? What about torpedo frigate-style cluster munitions?

+1 vote     reply to comment
Pouk Creator Online
Pouk Jul 23 2014, 12:45pm replied:

No they cost less and do more damage.

The pulsars are nose only to give MDD a blind spot at least against some classes.

+1 vote   reply to comment
DemonFiren Jul 23 2014, 2:13pm replied:

Was that change introduced anytime recent? Because I swear the module stats say something different on my version.

As for pulsars, the nose cannons can still fire straight up and down, which they shouldn't really be able to.

+1 vote     reply to comment
Pouk Creator Online
Pouk Jul 23 2014, 5:59pm replied:

Try this one: Uloz.to

Well they do it on BCs, I suppose they're gimbal mounted.

+1 vote   reply to comment
DemonFiren Jul 24 2014, 4:48pm replied:

Graphics-wise I just find it funny that the beam leaves the barrel at a ninety-degree angle.

Anyway, bringing up graphics, a few suggestions on aesthetics.

The Hiigaran Destroyer's secondary launch tubes seem to disrupt the ship's design a little.
May I suggest turning the tubes into a retractable/pop-up design similar to the Defense Field module? In that case I assume it would be best to set the same opening conditions that the Heavy Missile Frigate has.
Speaking of Vaygr missiles, are there any plans for adding exhaust/backblast redirectors to the underside of Artillery Frigates? Just for visual goodness, a jet of flame/plume of smoke shooting out from the ship's underside whenever a missile leaves the tube seems...appropriate.

+1 vote     reply to comment
Pouk Creator Online
Pouk Jul 24 2014, 7:26pm replied:

That pop-up animation is pretty hard to achieve due to the modular nature of the weapon. Not completelly impossible I think, but at least very tricky.

Yeah that backblast on Artillery Frigates is a good idea.

+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 Creator Online
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
DemonFiren Jun 25 2014, 7:01am says:

I am mildly surprised the Taiidan Republic (what became of HW1's resistance) isn't the Hiigarans' supporting mini-race. I mean, they took down an empire together.

+1 vote     reply to comment
Pouk Creator Online
Pouk Jul 16 2014, 10:54am replied:

Yeah they should be. I'd need Taiidan looking ships that aren't just old HW1 Taiidans in HD, that are different enough, yet sharing some distinctive features with 115 old Taiidans (even if the feature is nothing but their typical "weirdness", being so ugly they're beutiful, Taiidans are a bit like that). You know, looking different, feeling the same.

I was very much looking forward to making them, I really wanted, but then I realised I'd never finished anything if my spread was that wide, I had to sacrifice that idea and focus only on Hiigaran and Vaygr to get anywhere. But even then the real life struck and I don't have much time even for that.

So basically someone else would have to make them. If for example HW@ team had Taiidans, that would be amazing and I know they would have done an excellent job with that, their Kushan are beautiful and different. Too bad they don't have Taiidans.

Well unless I'll get a hold of some placeholder Taiidans. The HW1 Taiidans.
I would definitelly dissagree with what shape they're in after such a long time gap between the first game and Homeworld 2, but maybe it's better than nothing at all?

+1 vote   reply to comment
DemonFiren Jul 18 2014, 7:00pm replied:

I'm not sure if the Taiidan Republic mod (which has been dead for ages) had a resource release at any time.

If it did you might want to check that one out. Their ships look a little different from the Taiidani vessels encountered during the Homeworld War, but are still quite similar.

+1 vote     reply to comment
Pouk Creator Online
Pouk Jul 21 2014, 12:25pm replied:

That one has sandly disintegrated in time. But HWU has some slightly unorthodox Taiidani model, I don't know where they're from, but they should be free to use with permission.

+1 vote   reply to comment
LeviathansWrath Jul 29 2014, 9:28pm replied:

Those 2 are ships you are talking about pouk are Enterprise E ships that he modeled for Requiem War and those 2 cruisers are all that is left the Requiem. However i cannot give permission for their use at least as far as they being released in another mod for public download, now you can use them for private stuff. But if you want them in a mod for download you need Enterprise's E's permission and you can find him on deviantart.

+1 vote     reply to comment
DemonFiren Jul 22 2014, 5:34pm replied:

On a totally different note, you are aware that capturing a Lanceship is all but impossible, right?

It is still capable of launching missiles at attached frigates. Given the damage output of these things even a full-sized complement of resource collectors on repair is not going to do much good.

+1 vote     reply to comment
Pouk Creator Online
Pouk Jul 22 2014, 8:01pm replied:

Yeah you're not going to like my answer, but I've put anything Kadeshi on hold. I don't even plan to make them playable until (or unless) they are on a satisfactory level. They were a time sink, a weight, I needed to cut the spread down to even get anywhere.

+1 vote   reply to comment
DemonFiren Jul 23 2014, 1:04am replied:

Are you lacking a high concept for the race? If so, I could write something up.

If not, I suppose you mean you're too busy tweaking the Vaygr and finishing the Hiigaran vessels?

+1 vote     reply to comment
Pouk Creator Online
Pouk Jul 23 2014, 2:11am replied:

The latter one. So if you want to help, fix the lanceship's capture points. :)

...and its texture. And a proper working AI. And weapon ballance. And more research. And make good looking ship icons. And make a new resource collector fitting into the yet not existing RU drop off points. And the lacking ship families (they could at least use a Carrier and Destroyers for example).

I mean if you're building a house, sometimes you must sacrifice the heliport, a fourth bedroom and the sauna with swimming pool to ever hope to see it finished.

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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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