This mod adds a new wincondition to Dawn of War: Soulstorm.
If activated it offers you a totally new mode of gameplay, that may remind you a bit to the Dark Eldar stronghold mission in the Soulstorm campaign.

So you will start the game with a bunch of units and without a base, too.
Then you have to discover the terrain and find cages controlled and defended by a Dark Eldar player.

By destroying a cage you will free a prisoner joining your or your allies SaR team.
If players rescue all their prisoners, then they have to bring them back to the drop point to get back up.

A team wins by accomplishing this or by killing all enemies SaR teams - except the builders.
So you will never have to build a base - the only thing you can do is building and upgrading listening posts.

Race Mods that are supported:

Black Templars: Kaurava Crusade
Chaos Daemons
Dark Angels: - Repent! For tomorrow you die!
Inquisition: Daemonhunt
Legion of the Damned (by Fuggles)
RAGE: World Eaters Warband
Renegade Guard
Space Wolves
Steel Legion - Armageddon
The Dance Macabre
Witch Hunters (if you copy it from DC, you can play it ;-) )
and more, if separate race and requested…

Total Conversion Mods, that are supported:

Black Crusade
Ultimate Apocalypse
and more, if requested…

But you can easily modify the settings of each race or create a file for a new race, because this mod features a easy to understand interface to the global and race specific settings.

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Ultimate Apocalypse meets Search and Rescue Ultimate Apocalypse meets Search and Rescue Ultimate Apocalypse meets Search and Rescue
Blog RSS Feed Report abuse Latest News: Beta 0.2 released

2 comments by EvilIsador on Jun 29th, 2014

A new version is just available for download.

Search and Rescue Mod beta 0.2

It now supports the Ultimate Apocalypse mod. The SaR start script detects your installation of UA automatically (it cares for Tyranids addon, too) and you just have to select between default or UA version of Search and Rescue.

Ultimate Apocalypse meets Search and Rescue
Ultimate Apocalypse meets Search and RescueUltimate Apocalypse meets Search and Rescue

This version also features a new campaign mode. So when you play the campaign in SaR, the stronghold and warp portal missions will be the same, but the other "skirmish" like missions get a random wincondition out of "Annihilate", "Assassinate", "Control area", "Destroy HQ" and "Search and Rescue". This can also be easily modified through the settings file.

Also new in this version is auto-requisitioning for builders and there are some bug-fixes (see change log in the readme file).

Downloads RSS Feed Latest Downloads
Search and Rescue Mod beta 0.2

Search and Rescue Mod beta 0.2

Jun 29, 2014 Demo 0 comments

New version of the Search and Rescue mod, that now supports Ultimate Apocalypse mod. It also features a campaign mode, auto-requisitioning for builders...

Search and Rescue beta 0.1

Search and Rescue beta 0.1

Mar 13, 2014 Demo 8 comments

This is the first released beta version of the Search and Rescue mod. It features the fully playable Search and Rescue game mode with support for all...

Post comment Comments  (0 - 10 of 38)
warton567 Jul 13 2014, 12:53am says:

Will Titanium wars be compatible with this in the future or are you going to focus on other thing for the mod?

+1 vote     reply to comment
EvilIsador Jul 22 2014, 4:15pm replied:

Actually it's not planned to be compatible with Titanium Wars.

But as you wish I'll focus on that, too. I just have to grab an actual release of it before.

+1 vote     reply to comment
Meyerm Jun 29 2014, 11:15am says:

"bring them back to the drop point to get back up".

Where they then get expunged by the inquisition for possible xenos corruption. :p

+2 votes     reply to comment
EvilIsador Jun 29 2014, 12:01pm replied:

Indeed, they'll get expunged (will be featured in the next version xD).
But the rescued chaos troops will get sacrificed, because of their weakness and dishonor.

+2 votes     reply to comment
Oaks Jun 29 2014, 9:26am says:

So I managed to get rid of "no range texts" problem, which Tyranids and Space wolwes were causing to me, by simply putting English Locale.ucs files to my language Locale.
I guess that googling english and to rewrite DXP2,DXP2_VO,Engine,W40K ucs files were for naught.
The problem now is that I get Fatal scar error while using your mod when setting up skirmish with Destroy HQ condition.
I am using IDH,Tyranids,Chaos deamons,Steel legions,BT and will proceed donwloading other mods for Kasrkin84's Strongholds mod to work.
Though as you know, I'd like to avoid of it, thnx to the thing-a-magic batch file your mod is using.

+1 vote     reply to comment
EvilIsador Jun 29 2014, 10:39am replied:

Well, I forgot to mention, that this mod isn't compatible with the Destroy HQ wincondition. But isn't it obvious?

+1 vote     reply to comment
Oaks Jun 29 2014, 11:37am replied:

Even when I am playing without the SaR wincondition?
Your readme only states that Assasinate and Annihilate are winconditions that are not compatible.
Because I am using your mod as a mod combiner to play normally with races HQ's.

+1 vote     reply to comment
EvilIsador Jun 29 2014, 11:52am replied:

Playing Assassinate, Annihilate or Destroy HQ without the SaR wincondition is possible. But when you play them in combination it'll crash the game, because the Dark Eldar player won't have an Archon to assassinate and noone has a HQ or other production buildings...

+1 vote     reply to comment
Oaks Jun 30 2014, 6:05am replied:

Yep, thats what I told you.
I dont have winconditions in combination.
I play only Destroy HQ without Sar wincondition, yet I am giving Fatal Scar error. Activating the console tab(tab+left shift+left ctrl) says that Destroy HQ went wrong.
All other conditions work fine and this problem appeared suddenly.
Congratulations on SaR Beta 0.2 compatible with UA.

+1 vote     reply to comment
EvilIsador Jul 1 2014, 9:04am replied:

Thanks for that.

Your problem with Destroy HQ is definitely not caused by SaR. I think it's caused by Tyranids mod, because Tyranids's Destroy HQ does only contain HQ informations for the vanilla races and for Tyranids.
You could change the load order of your race mods, but if you do load Tyranids after Black Templars or Daemons the Tyranids's UI will be overwritten. When FreeUI mod is released, I will change the order, so that Destroy HQ will work.

+2 votes     reply to comment
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Search and Rescue Mod
Search and Rescue Mod
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