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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News 14 comments

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.


R.E.A.R.M. Live on Desura!

R.E.A.R.M. Live on Desura!

News 13 comments

Rearmament Expansion And Redesign Mod is now on Desura!

R.E.A.R.M. is looking for the help with presentation

R.E.A.R.M. is looking for the help with presentation

News 35 comments

Do you want to help R.E.A.R.M.? There’s one thing you can do. R.E.A.R.M. is looking for wallpaper and video makers. If I’ll have someone else to make...

R.A.D.A.R. - REARM Analysis Diagram And Review

R.A.D.A.R. - REARM Analysis Diagram And Review

News 7 comments

R.A.D.A.R. - "REARM Analysis Diagram And Review" is a flash application for ship comparison, you can preview two ships and their statistics side by side.

Vaygr ships presentation

Vaygr ships presentation

Feature 19 comments

Presentation of new Vaygr ships in corvette and frigate class with a short descriptions.

RSS feed Downloads
R.E.A.R.M. 0.0.3c  -  Installer version

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

Full Version 86 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

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 2,123)

Hello there,i am a very big homeworld 2 fan,I just found the REARM 003 mod and I absolutely love it!It is brilliant and i love it!
Is there any way i could find someone who would play this mod multiplayer?with hamachi or whatever program,i am really desperate to find someone who likes this mod and wants to play it multiplayer,if you want to play with me,or you know anyone,please do not ignore this message and try to help me,please :)

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Are you going to add more units to the Hiigarans?

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Pouk Creator


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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...:(

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Pouk Creator

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.

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Right, I didn't really mean as a "distinct race", more as even evidence that they influenced Hiigaran ship design.

For an example that still bothers me to this day, why is there no mention anywhere in Homeworld 2 to the existence of the "Energy Cannon"? They were an upgrade in Cataclysm that were vastly superior to the "Mass Driver" kinetic weapons that they replaced; anything that started out shooting bullets, would now shoot orbs of plasma.

Even if the Somtaaw involvement was limited to merging some of the technological advancements into the current Hiigaran fleet, that would be alright.

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Pouk Creator

Well if you mean just this, it could be achieved by Research Station upgrades.
I don't want to mix Somtaaw into the core game like you described.
But there could be "Somtaaw Research Module" that mixes the Somtaaw flavour into the fleet just like you described. (it's not a contradiction, this one isn't part of the vanilla fleet, this one is separate enough for my taste).

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Pouk Creator

Doesn't PTV have some modern era Somtaaw?

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Pouk Creator

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

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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.

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Pouk Creator

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?

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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.

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Pouk Creator

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.

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As I said before, per "plasma ball", Energy Cannons hit harder than their Mass Driver predecessors. Both strikecraft and capital ships got a damage boost, but thinking about it more (and from what I remember playing Cataclysm), the firing speed increase was higher on strikecraft and corvettes. Capital ships got a smaller benefit, but a bigger damage buff per shot to set them apart from the strikecraft version.

The sound effects themselves were the same between the ones on strikecraft through frigates, then distinctly different on larger capital ships (Acolytes to Hive Frigates used the same sound, while Destroyers and Dreadnaughts used a much more "resounding" sound effect.); I'm sure Youtube has a few videos lying around that can demonstrate that.

And of course, the stats I mentioned earlier compensated for the reduction in projectile velocity.

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Pouk Creator

Yeah OK, but what I'm talking about is:
Why would I want to build a ship with plasma weapons? Why would I want to build a plasma turret on a Modular Destroyers? What gameplay style it's good for?
If it has the same damage profile as say a kinetic or an ion turret and the only difference is that it looks like a photon torpedo, that's not a reason. That's unwanted redundancy.

I don't care how it looks, I do get there's the value of it being Somtaaw, but that can't be the sole reason. For the sake of argument imagine there's nothing special about its look at all, it's just a plain old kinetic turret of some sort. Now what would be a good gameplay distiction to justify its existence?

Maybe there's a twist and instead it's a low damage, high rate of fire, sustained damage weapon. Like the Pulse rifle from Unreal Tournament or Lasher or PPA from Planetside 2. Then it could spray the target with no end, while slowly but steadily chipping away its health.

A different game mechanics.

Help me out here, it's your idea. I need something that works differently, no matter how it looks now.

Reply Good karma+1 vote

Never mind. I brought it up as a possibility, but you make some good counter-arguements. Perhaps it can be considered at a later time, when everything else is more sorted out.

But I'd rather not become an unwitting instigator to someone else getting a headache over this.

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Pouk Creator

It wasn't a counter argument, it was a call for an idea to make it work aside the existing weapons.
That whole Somtaaw branch could unlock andvanced mining, that weird polygonal shield of theirs, ship connections into bigger twin versions (which I know can be done), or leeches or ramming ships if I even remotelly knew how to make either.
But alright?...

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I didn't mean counter-arguement in a "bad" way, I meant it in how you were able to find flaws in my ideas; no suggestion has ever been "perfect", right?

I'm simply saying that it's probably best that the base game be sorted out and such, before new ideas are brought forth. Know what I'm saying?

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207 votes submitted.

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Ratings closed.

Highest Rated (8 agree) 10/10

fine mod i like it

great job

keep up the good worke

Apr 20 2011 by Baroness1

Lowest Rated (3 agree) 1/10

I exept somting biger than that wat i receve

Apr 23 2011 by Sonatica

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