This mod introduces Renegade Guardsmen as a stand-alone race seperate from both Chaos Marines and Imperial Guard. It is a mix between the two races it shadows. There are no Chaos Marines, only Chaos Guardsmen. As a basis I used the Vraks Renegades as a army list but its armies lists didn't provide everything I needed for this race so I combined it with the Blood Pact. Though these armies could be made into two seperate races they would be similar in too many ways and would be a waste of time.

Report abuse Renegade Guard 0.60
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May 22nd, 2012
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The stand-alone race of Renegade Guardsmen. Working AI

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Renegade Guard 0.60
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Predalienator May 23 2012, 12:10am says:

Yes been waiting for it. Thanks too all those who were involved from creating 3d assets to programming this mod.

+4 votes     reply to comment
paradamed May 23 2012, 12:36pm says:

Thanks for this release!

+4 votes     reply to comment
zulmetefza May 23 2012, 6:32pm says:

Thank you for all your effort.

+4 votes     reply to comment
Perturabos_Giraffe Jun 15 2012, 1:49pm says:

what is the point of the preacher? this guy does nothing. and some caps need finetuning. why need the warlord 2 cap for example? it is possible that the drones remain in tier 2? they balance the fragile militilaman quite well.

+2 votes     reply to comment
Torzel Author
Torzel Jun 15 2012, 5:24pm replied:

The preacher has passive abilities that help surrounding units, it's not in his description because I haven't changed that yet and I will make a offensive ability for hime. I'm glad you pointed out the Warlord cap thing, I'll fix that. The Plague Drone has been decided to be the new flyer unit, sorry if that disappointed you.

+3 votes   reply to comment
Perturabos_Giraffe Jun 15 2012, 11:51pm replied:

as long as it is not pathingbugged like the most flyer units in soulstorm. 100 req-cost for this regenerating firepower helps the small miliaman a lot and gives the milita besides the stalk tanks a little bit more individuality.
the militiaman have some moralproblems trough, except for the enforcer they gain not that much more. sure they are not more that proapgandadrilled (except for the "elite" steel legions 200 points, who is maybe a gamebalance reason) like the normal guardsman, but that could be balanced by their madness for the chaos gods. for example when the roque psyker is attached and fires his warppower on the enemy as a bonus it could restore the squadmorale instead of the opposites imperial psyker and squads which fear this power. and that would be a reason to attach psykers at all xd.
after playing the mod again here some suggestions: finetuning for most units (disciple maybe 2 squads and brigade tier 3 and/or moraleunaffected and back the stims for ogryn berserks and maybe some of the aforementioned militiaman-upgrades and cost/capissues. iam really curious about the next release, good work.

btw are their more detectors except for the psykers? the drones would be crazy capperhunters.

+2 votes     reply to comment
Torzel Author
Torzel Jun 17 2012, 5:45am replied:

For the militiamen I'll multiply their morale by 1.5 to balance the fact that they don't get a propaganda upgrade.
I absolutley love the idea of morale being raised because of a warp based attack by a psyker. On that note, do normal psykers actually lower morale in DoW?
Because this is just a race mod, making the possibility of 2 Disciples would debalance the gameplay, same for lowering tier for Death Brigadiers.
I like the idea of removing the morale of Death Brigadiers, this could be a upgrade.
Ogryn Berserkers will get stim packs, this will be a upgrade option.
An idea I had for an upgrade was a global autogun upgrade for militiamen, the current version of my mod has all militiamen using these autoguns instead of lasguns but with the same stats, so I was thinking of having the militimen's default weapon be lasguns then after the upgrade the default weapons would become autoguns with better stats then before.
For detectors I was going to add Snipers (or what I might call guerrilla Teams) who will have a upgrade for infiltration detection(possibly in the form of a ability). I agree that Blight Drones would be awesome detectors if that is what you mean by capperhunters, this could be interesting to have as a flyer that detects infiltration units

+3 votes   reply to comment
Perturabos_Giraffe Jun 17 2012, 10:32pm replied:

increasing the maximummorale of the squad at all instead of just refilling could be a idea too, as long as the squad survives long enough. the ig-psyker does 150 moraledamage to itself when using his abilities
ht tp://wiki.relicc ommunity. com/index.php?title=Psyker
i never or rarely attach the ig-psyker to squads becaue of the selfinflicted moraledamage and his melee-disruption so i hadnt known that he like the roque too gives the squad no moraleboost. but especially on the low-morale militia some 50 or 100 points with psyker would be a nice boost, especially as most of chaos is a fan of psykers. chirumek could get some attackpoints or abilities too. i saw some posts about a idea of a possesed psyker, this would be awesome too, like the prince-ascension-ability of the chaoslord.

i think the brigade as the best of the militia could be moraleunaffected right from the start, they are crazy chaos after all. especially if it remains tier 4 which is for infantry unique. is something planned for the disciples?

+2 votes     reply to comment
Perturabos_Giraffe Jun 17 2012, 10:36pm says:

i already liked the idea that autoguns are used by the militia instead of lasguns, one of the points i prefer them over their dark prophecy counterpart in terms of uniqueness. sure old fashioned autoguns are fluffwise even worser than the standard lasguns but "chaosblessed/special guns from the dark age of technology/random possesed autoguns from the warp" or something could be an excuse for that. the advantage of chaos, every weird idea can be allowed. xD

are the guerillas planned as infiltrated too? also i would suggest the basic-cultists or something like that available for the militia too. without heavy weapons, upgrades or champion of course maybe just attachable for preacher etc. useful in the early game as fast buildable cheap (around 10 or maybe even 5 cost and maybe hardcapped to 1 or 2) capper, suicidescouts for artillery and meatshield when commanders are running around and later useless when the caplimit becomes full. as the weakest combatunit in the game it isnt that much of a problem for balance i think. or maybe something even more crazy like suicidebombercultists.

i like the idea too of getting the drone in the mechaniced command, in dark prohpecy for example it is summoned which i think is kinda weird (plaque ogryns too). they just need a litlte bit finetuning as 10 to 15 drones jumped in a base quickly decimated entiere necronarmys.

sry for all that text, maybe i just search the relicforum if i remember more suggestions

+2 votes     reply to comment
Torzel Author
Torzel Jun 18 2012, 6:18am replied:

Guerilla Teams will be infiltrated.
I don't copy units if I can avoid it and in this case I can, however I can make a unit that is similar to cultists; Fanatics from the Vraks Renegades, they could easily me suicide bombers. Problem with the fanatics is that I need a modeller.

Could you post your suggestions here there are others with good suggestions that you could add to and ideas can flow better in there.

+3 votes   reply to comment
Perturabos_Giraffe Jun 29 2012, 11:00am says:

the builder unit should be attachable to units and could have some more melee output/hp/morale, as a dark mechanicus with a big drill this guy could stop enemy rushes and participate in early battles like his loyal counterpart. of course not something overkill like comissars output so you could rush the enemy just with builders.

just a little suggestion, i post bigger posts in the forum if i recall all the things i wanted to write.

+2 votes     reply to comment
CaiaphasCain Jul 1 2012, 11:11pm says:

I'm sorry. I can't figure how to install this... And I have no idea where to find out how.

+2 votes     reply to comment
CaiaphasCain Jul 1 2012, 11:14pm replied:

Wait... I'm and idiot do I just put the whole rar in? Unpacked of course.

+2 votes     reply to comment
Torzel Author
Torzel Jul 3 2012, 4:24pm replied:

Yes, send the unpacked contents of the RAR into your Soulstorm directory, then start Soulstorm and within the main menu click the game manager, in here you will find all mods you've installed to your Soulstorm game and they will all be seperate. The instructions I gave you are for people who are new to Dawn of War modding, if you would like further help then feel free to ask.

+2 votes   reply to comment
CaiaphasCain Jul 3 2012, 6:44pm says:

I used to mod the game a lot. But my copy stopped working for awhile. I suppose I forgot how to over time.

+2 votes     reply to comment
Perturabos_Giraffe Jul 22 2012, 7:14pm says:

something new?

+3 votes     reply to comment
Torzel Author
Torzel Jul 29 2012, 8:23pm replied:

Not yet, just bug fixes thus far. I will release a updated version soon.

+3 votes   reply to comment
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