This mod adds some new winconditions to Dawn of War: Soulstorm.
The first part is "Search and Rescue".
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.

Some marines destroying a cage

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.

Return to drop point

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.

You can also play the campaign in Search and Rescue. The skirmish-like battles are modified, so that you will have to fullfill a random wincondition. So maybe it is a SaR mission.

The second part is "Campaign Buildings".
If activated each wincondition will spawn the corresponding kind of building randomly on the map. These buildings are each assigned to a strategic point and you can get control over them by capturing or fortifying this point. In consequence you will get some advantages and abilities.

Types of buildings:

  1. Chaos Shrine

    • requires a strategic point to be captured
    • can attack nearby enemies and detects infiltrators
    • spawns a Chaos Warp Storm at your drop point, that protects your troops and damages enemies
    • the more Chaos Shrines you control, the more effective will be your Warp Storm
      The mighty Chaos Shrine
  2. Chaos Sacrifice Slab
    • requires a strategic point to be captured
    • can slay nearby infantry units by using its Blood Pulse ability
      The heretical Sacrifice Slab
  3. Chaos Blood Pit
    • requires a strategic objective to be captured
    • can sacrifice your troops to collect their blood with its Blood sacrifice ability
    • can spend the blood to spawn a squad of Khorne Berserkers with its Summon Khorne Berserkers ability
      The Khorne-worshiping Blood Pit
  4. Imperial Guard Basilisk Magnus
    • requires a relic to be captured
    • can attack enemies over long ranges by using its Earthshaker round ability
      The devastating Basilisk Magnus
  5. Necron Beacon of the Deceiver
    • requires a strategic point to be fortified
    • can cloak your nearby units with a Veil of Darkness, but cannot cloak itself
      The ancient Beacon of the Deceiver
  6. Necron Chronometron Beacon
    • requires a strategic point to be fortified
    • can slow down nearby enemies by using its Chronometron ability
  7. Necron Resurrection Beacon
    • requires a strategic point to be fortified
    • can resurrect your Necron troops by using its Mass Resurrection ability
    • can produce Necron Warrior squads with a limit of one squad per beacon
  8. Necron Beacon of the Void Dragon
    • requires a strategic point to be fortified
    • can make enemies loose control by using its Mind Control ability
    • the affected units will attack their allies
  9. Space Marine Deep Strike Beacon
    • requires a strategic point to be captured
    • can deep strike your transportable squads and detects infiltrators
      The handy Deepstrike Beacon
  10. Tau Ar'Ka Cannon
    • requires a strategic objective to be captured
    • can attack enemies over long ranges by using its Fire Orbital Defense cannons ability
      The high-tech Ar'Ka Cannon
  11. Tau Communications Tower
    • requires a strategic objective to be captured
    • can detect infiltrators and reveal FOW by using its Reveal ability
      The observing Communications Tower
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
Salamanders
Space Wolves
Steel Legion - Armageddon
The Dance Macabre
Tyranids
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
Codex
Titanium Wars Mod for Soulstorm
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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Blog RSS Feed Report abuse Latest News: Campaignize your skirmish battles

15 comments by EvilIsador on Jan 31st, 2015

A long time has passed. I was very busy and progress was very slow, but now the new version is ready for you.

Search and Rescue Mod beta 0.3

It now supports the Codex and the Titanium Wars mod. The SaR start script detects your installations as usual. So just start it and select.

Also new are the modes of Search and Rescue, that let you customize your battles. There is the "Endless Search" mode, that allows you to rescue prisoners until there are no cages left. In this mode you cannot go back to your drop point and get caught up, so you have to annihilate all your enemies.
There is the "Rescue Enemies" mode, too. It makes you able to free your enemies prisoners when you are finished rescueing your own.
Two of my favourites are the "Reinforcements" modes. You can choose to get reinforcements after 10 or after 20 minutes. The reinforcements allow you to build up a base like in normal matches.
Then there are new winconditions to turn auto-requisitioning for builders on/off and to allow you to build mines.

And finally it includes the "Campaign Buildings". As mentioned before these winconditions make the game spawn more buildings randomly. You can take control of these buildings by capturing the near strategic point, objective or relic in most cases. Some of the buildings need you to fortify the related strategic point or relic.
I changed the way the Resurrection Beacon works. It does not spawn Necron Warriors anymore, but you can produce one squad per Beacon. I also added the Beacon of the Void Dragon, that can make enemies loose control. Moreover you can select the Tower of Khorne, that can slay infantry units around it. And there is the Blood Pit available, which I like most. It allows you to sacrifice your own troops and to get blood from them. Then you can spend the blood to summon Khorne Berserkers.

Collect blood with a Blood Pit......by sacrificing troops

Downloads RSS Feed Latest Downloads
Search and Rescue Mod beta 0.3

Search and Rescue Mod beta 0.3

Jan 31, 2015 Demo 2 comments

New version of the Search and Rescue mod, that now supports Codex and Titanium Wars mod. It features the new "Endless Search", "Reinforcements" and "Rescue...

Search and Rescue Mod beta 0.2

Search and Rescue Mod beta 0.2

Jun 29, 2014 Demo 2 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 10 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 65)
RoXorGlorius
RoXorGlorius Mar 25 2015, 7:26pm says:

Hi creators of this mod, i have an idea for a nwe mod, pleas read me :) !!

AFTER you finish this mod, could you make a mod for the vanilla campaign mod ? I mean by that, in dark crusade in the campaign we are in one territory and we build our base right ? Then whene we left the territory and thene come again, all the buildings still there :) !!! But not in soulstorm :'( !

I faught to myself that it should be a nice idae for a mod to let in Soulstorm the same systeme than in dark crusade :D !!

Can you make it one day ? Pleas don't say no :S at least try to convince other moders :) !

I hope you will one day, take your time for it :) !

+1 vote     reply to comment
Oaks
Oaks Feb 1 2015, 7:24am says:

Fantastic, EvilIsador! Many new and so interesting game mods.
Hm, just a question, what means "Auto-requisition" for builders?
They will automaticaly build Listening posts when near captured req.point?
Thank you for new update and release.

+1 vote     reply to comment
EvilIsador Creator
EvilIsador Feb 1 2015, 7:40am replied:

It means, that you'll get a new builder if your old one dies. It is deepstriked/teleported to your starting position.

+1 vote   reply to comment
ralph777
ralph777 Sep 28 2014, 7:02am says:

Can this gonna work on DOW PRO? =)

+1 vote     reply to comment
EvilIsador Creator
EvilIsador Oct 22 2014, 8:50am replied:

Sure. =)

+1 vote   reply to comment
[HF]1337
[HF]1337 Sep 17 2014, 8:58am says:

Hey. Awesome mod! Is there any chance to make it playable with Codex mod?

+2 votes     reply to comment
EvilIsador Creator
EvilIsador Sep 19 2014, 12:39pm replied:

No problem. I'll look into it.

+2 votes   reply to comment
Oaks
Oaks Aug 26 2014, 7:19am says:

I always sob about the absence of plasma generators(except Necrons and Tyranids) in "no HQ" type of games.
You need energy for reinforcing squads, upgrading listening posts, building mines and possibly even defenses.
The last thing is absence of tech structures, for upgrading weapons of your squads and some abilities also requires energy.

Latest news are magnificent and mr. Jones's request also sounds wonderfull.
Thumbs up, good luck, its all fantastic work.

+2 votes     reply to comment
EvilIsador Creator
EvilIsador Aug 31 2014, 9:23am replied:

Well in SaR games you get energy by capturing points (additionally to requisition).

As you may know, there's a limit of six generators per HQ, so w/o a HQ you cannot build generators. It's the same with structures, researches and addons - most of them need a HQ.

So I could either do it as it is now or I could have done a total revamp of all these things, but that wouldn't be compatible with neither Black Crusade nor TWM nor UA.

That's also a reason why I decided to use some of the campaign honour guards as prisoners. They have particular weapon upgrades and abilities, that don't require teching.

+1 vote   reply to comment
Oaks
Oaks Sep 3 2014, 9:23am replied:

Prerequisition of HQ (and entire tech tree for all races whatsoever) cant be bypassed?
Maybe starting positions could have preplaced plasma/thermoplasma generator(s)?
I dont ask for costly radical total revamp, but for gameplay improvement while SaR condition is active.
I only seek for SaR to be enjoyed to full all-in extent.
But I understand that it will probably be better to let things be as they are.

+1 vote     reply to comment
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