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
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.

Image RSS Feed Latest Screens sacrificing troops Collect blood with a Blood Pit... Chaos Shrine in combat
Blog RSS Feed Report abuse Latest News: What is planned/already done for the next release

3 comments by EvilIsador on Aug 25th, 2014

As I said in the past I have been thinking of other randomly spawned buildings, which give you some advantages.
So now I want to show you what evolved from that idea.

In the next release there will be some new winconditions to select. Each of them makes the game spawn a new kind of building with each building related to a strategic point, objective or relic. By capturing that point, you'll get control over the building and can use its capabilities.

There are for now:

  1. Chaos Shrine

    • requires a strategic point to be captured
    • can attack nearby enemies
    • can detect 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
  2. Capturing a Chaos ShrineThe real might of a Chaos Shrine

  3. Imperial Guard Basilisk Magnus
    • requires a relic to be captured
    • can attack enemies over long ranges by using its Earthshaker round ability
  4. Necron Beacon of the Deceiver
    • requires a strategic point to be captured
    • can cloak your nearby units, but cannot cloak itself
  5. Necron Chronometron Beacon
    • requires a strategic point to be captured
    • can slow down nearby enemies by using its Chronometron ability
  6. Necron Resurrection Beacon
    • requires a strategic point to be captured
    • can resurrect your Necron troops by using its Mass Resurrection ability
    • spawns a squad of Necron Warriors on creation
    • by capturing the related strategic point you also get control over the Warrior squad
  7. Space Marine Deep Strike Beacon
    • requires a strategic point to be captured
    • can deep strike your transportable squads
    • can detect infiltrators
  8. Tau Ar'Ka System Controls
    • requires a strategic objective to be captured
    • can attack enemies over long ranges by using its Fire Orbital Defense cannons ability
  9. Capturing an Ar'Ka Cannon

  10. Tau Communications Tower
    • requires a strategic objective to be captured
    • can detect infiltrators and reveal FOW by using its Reveal ability

If you lose control of the related point, the building gets deactivated and you cannot use any ability or other feature until you capture the point again. I also thought about not only capturing as a requirement. So what if you have to fortificate the strategic point or relic in order to gain control over the building? Which buildings do you also want to have (Blood Pulse is planned, too)? Make your suggestions!

Currently those winconditions can only be used for SaR games, but it's possible to split them into separate parts I think. As jONES1979 requested I made a separate wincondition to easily turn auto-requisitioning on and off and there's also a wincondition, that allows you to build mines in your SaR games. What do you think about a wincondition to turn the spawning of cage guards on or off and what about a wincondition for an "infinite search" mode, so that you have no prisoners limit (except the number of spawned cages) and can only win by defeating all of your enemies?

A last point to mention is, that I'll add support for Titanium Wars SS Mod as requested.

Downloads RSS Feed Latest Downloads
Search and Rescue Mod beta 0.3

Search and Rescue Mod beta 0.3

Jan 31, 2015 Demo 0 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 62)
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 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 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 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
Marnok Aug 18 2014, 9:36pm says:

Ok thank you.

+1 vote     reply to comment
Marnok Aug 16 2014, 2:37am says:

I have a question. If you already have one or two of the mods listed and you try to download this will something be broken? And if so does that mean I need to delete them first?

+1 vote     reply to comment
EvilIsador Creator
EvilIsador Aug 18 2014, 6:53am replied:

No, there won't be something broken. See installation instructions in the readme and you're fine.

+1 vote   reply to comment
Marnok Aug 18 2014, 9:44pm replied:

Wait should I still run the "SaR_auto_config.bat" if I don't have all the race mods listed? or is it still fine to do so?

+1 vote     reply to comment
EvilIsador Creator
EvilIsador Aug 19 2014, 6:40am replied:

Yes, run it. It looks for the race mods you've installed and configures SaR mod to use them.

+1 vote   reply to comment
Marnok Aug 19 2014, 6:33pm replied:

Alright thanks again. You are one of the fastest people to reply that I've encountered so far so that makes this a whole lot easier.

+1 vote     reply to comment
Marnok Aug 20 2014, 2:19am replied:

Played the mod since my last post still not planning to stop yet, the only reason you see this message now is that I have tabbed the game. These may be my final questions for you: 1.Do you plan to update this again when the UA mod updates? 2.If you decide to install the race mods above when you have already downloaded this mod will you need to delete and re-install this again?

+1 vote     reply to comment
Marnok Aug 25 2014, 7:32pm replied:

You can ignore the 2nd question I learned that it in fact does not work if you install a race mod after downloading this it will not go together. Tried with BT:KC. So I guess I'm at a loss over what to delete first...

+1 vote     reply to comment
Marnok Aug 22 2014, 5:47am replied:

I just remembered my third question: do you need the latest patch for the race mod you wanna play with or does this only work with specific versions?

+1 vote     reply to comment
EvilIsador Creator
EvilIsador Sep 10 2014, 12:52pm replied:

Sorry, that I didn't answer before. But I just overlooked your comments down here...

So here are your answers:
1. I will update the mod when UA mod updates.
2. When you install or uninstall a race mod just run one of the config-bats to reconfigure SaR mod.
3. This depends on many factors. The Renegade Guard mod and Space Wolves mod are only supported with their current versions. The other mods should be compatible as long as the older version does not miss any of the units. So you cannot use older versions of the Daemons mod, too.

+1 vote   reply to comment
Marnok Sep 13 2014, 4:18am replied:

Thank you for your reply it is very appreciated. I ended up being a bit bummed out by the Tyranids because whenever they are Ai players they only use Spore Mines, Genestealers, and the Broodlord and the only structure they create are spore chimneys...However playing as the StlLgn really perked me up especially whenever I played with or against IG. I'm hoping to see this mod continue being as fun as it is. :)

+1 vote     reply to comment
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Search and Rescue Mod
Search and Rescue Mod
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