The Soulstorm: Strongholds mod unlocks all seven Dark Crusade and all nine Soulstorm campaign stronghold missions, allowing them to be played directly from the skirmish menu. Compatibility is included for all vanilla and most mod races, which means that the Dark Eldar and Sisters of Battle can be used on the Dark Crusade missions, blue-on-blue match-ups are permitted, and support is included for the following mods:

  • Black Templars: Kaurava Crusade (tested with beta-5)
  • Chaos Daemons (tested with v1.6)
  • Dark Angels (tested with v2.00)
  • Harlequins - The Dance Macabre (tested with v0.15)
  • Inquisition: Daemonhunt (tested with Soulstorm beta v2.01)
  • RAGE: World Eaters Warband (tested with v1.0)
  • Renegade Guard (tested with v0.64)
  • Salamanders (tested with v1.0.01)
  • Space Wolves (tested with v0.63)
  • Steel Legion (tested with v1.0)
  • Tyranids (tested with v0.5b2)
  • Witch Hunters (Dark Crusade beta v0.2, untested - you have been warned)

Any other new race mods that are released will be added to this list. This should be a fairly easy process, as I have re-coded all the mission SCAR and NIS files to make it as simple as possible to add extra race compatibility.

The infamous Dawn of War narrator's voiceovers have been included at the start and end of each mission, although these can be skipped without affecting anything else.

As an added bonus, I have included two (sort of) new missions, entitled Mannheim Bay and the Suratha Precinct. They're basically conversions of existing missions from Dark Crusade and Soulstorm, using the Steel Legion as antagonists.

Full instructions on how to get this mod set up correctly can be found in the readme file accompanying the most recent release version (currently v1.4.1) including a list of all required and optional mods with download links. I strongly advise that you check it out before you get started.

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1 year ago Other 5 comments

Q: Is Soulstorm: Strongholds compatible with Ultimate Apocalypse / Titanium Wars / CornCobMan's Funmod / DoWPro / Dawn of Immolation / Codex / Epic Legions / Dawn of Coalescence / Galaxy In Fire / whatever mod?

A: No. All of these mods make major changes to the basic file structure of the game, especially to the makeup of the basic nine factions, which renders them incompatible with Soulstorm: Strongholds. Basically, if a mod isn't listed in the Soulstorm: Strongholds readme file as being compatible, then it probably isn't.

Q: Will you be adding support for race 'X'?

A: Rest assured that I am following the progress of all new race mods as closely as possible, with an eye to incorporating them into Strongholds if at all possible. I have only two criteria for inclusion: (1) the mod must be good; (2) the mod must have reached a relatively stable point in development where few if any changes to the squad and building rosters are expected. I have just finished incorporating the Thousand Sons mod pending its eventual public release, so as soon as it is released you will be able to play them in Strongholds. I'm also eagerly awaiting further developments with the Blood Angels, Ultramarines, Adeptus Mechanicus, Vostroyan Firstborn and Praetorian Guard, so check out their mod threads at Adeptus Modificatus on for updates.

Q: Can this mod be played in multiplayer?

A: Not a chance. Quite apart from the fact that the missions aren't set up for this, the amount of scripting required for stronghold missions would cause all kind of sync errors if you ever attempted it with multiplayer (both cooperative and competitive).

Q: Is it possible to play stronghold missions as the defender?

A: No, the mission scripting is set up with the assumption that the human player will be the attacker. However, if you are interested in defensive missions I suggest you try out Argonaut's Survival Mod.

Q: Is it possible to play with an AI ally?

A: Again, no. The mission scripts are not set up to support this, and some of the missions already have all eight available player slots taken anyway so there would be no room for an AI ally.

Q: The mod won't activate.

A: Run the "configure_mods.cmd" file in your "stronghold_missions_ss" folder. Any problems should flag up here. If you still have trouble getting the mod to run, feel free to PM me and I will see what I can do to help. Note that some bugs have arisen due to the recent round of patches that have come with Relic's transfer of the Dawn of War series over to Steam. There is no fix I can provide for these, but Relic have been very good at responding to these issues so it may just be a case of waiting for the next patch.

Soulstorm: Strongholds [v1.4.2 patch]

Soulstorm: Strongholds [v1.4.2 patch]

5 months ago Patch 8 comments

Just another quick fix this time around, once again for the Dark Eldar stronghold. Make sure you have v1.4.0 already installed (v1.4.1 patch optional...

Soulstorm: Strongholds [v1.4.0]

Soulstorm: Strongholds [v1.4.0]

7 months ago Full Version 20 comments

It's finally here - the biggest update yet for Soulstorm: Strongholds. In addition to a fully revamped Thur'Abis Catacombs mission, v1.4.0 also sees the...

Post comment Comments  (0 - 10 of 631)
Oaks Nov 13 2015 says:

Hello man, you heard the news?
"Bolter Bitches:The other bitches" for soulstorm. xD

+2 votes     reply to comment
Kasrkin84 Creator
Kasrkin84 Nov 14 2015 replied:

Working on it right now. :)

+2 votes   reply to comment
wheelmandan Nov 20 2015 replied:

I'm i mistaken that Witch Hunters Mod does not work with the Ultimate Apocalypse mod or am i wrong, or it does work and i have can make UA and WH work i just have to turn off one of the main factions to be able to play it on the UA mod. And its very easy to do.

+1 vote     reply to comment
Oaks Nov 22 2015 replied:

As long as there are no changes in WH, you can use standard mod combiner method for required mod(s),which is what Kasrkin is doing right now.
This question Jones and GreenScorpion answered already on WH page itself.
WH has non-extendable usage rights.
And Strongholds are incompatible with UA.
Dont know if you can just turn off one of main factions in UA, if it is a required race/faction or chapter mod, since I think UA is a mod combiner as well?
Naah, the guys I mentioned, with fuggles,Cylarne,etc.,will know better, ask them. xD
The same applies to GrOrcs TW.

+2 votes     reply to comment
WedZar Sep 13 2015 says:

I installed the requirements for this but why still having error message when I check the cmd.

+1 vote     reply to comment
WedZar Sep 13 2015 replied:

Nevermind by the way, it works fine now. Great mod :)

+2 votes     reply to comment
Vuugos Aug 31 2015 says:

I am having trouble with starting the Mannheim bay map. I keep getting a Fatal Scar Error just as the opening cinematic. I checked the dev console and it said could not execute: Rule_Despawner

+1 vote     reply to comment
Kasrkin84 Creator
Kasrkin84 Aug 31 2015 replied:

What's the line number?

+1 vote   reply to comment
Vuugos Sep 1 2015 replied:

where can you see the line number?

+1 vote     reply to comment
Kasrkin84 Creator
Kasrkin84 Sep 1 2015 replied:

It'll be in the dev console somewhere near where it says it can't execute Rule_Despawner.

+1 vote   reply to comment
Oaks Sep 2 2015 replied:

Confirmed, it says:
SCAR.--alert: Sgroup with name sg Outro Trojan does not exist.
Group Scar LN991(SGgroup Outro Despawn)
Scenarios:stronghold:steellegion.race.scar LN 1064(Rule Despawner)
Cant execute Rule_Despawner. blah, blah.

or something like that, HTH.
But I must stil check few things, if I have latest Strongholds and I dont have latest objective points.
Dont know if it can have some meaning. y'know, technical stuff. xD

+2 votes     reply to comment
Kasrkin84 Creator
Kasrkin84 Sep 2 2015 replied:

Thanks, I'll take a look.

+2 votes   reply to comment
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Dawn of War
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Release date
Released Jun 8, 2013
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Highest Rated (7 agree) 10/10

Greate Job Done! Congratulations!

Jun 9 2013 by jONES1979

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