The Apocalypse mod team proudly presents to the audience and fans of Dawn of War, a two year long waited content filled and epic release of all time, the Ultimate Apocalypse mod Grand Release, 2012. In production unreleased to the crowd for a long time, the Apocalypse mod Alpha Internal, the "mother of the Grand Release" was reworked towards the extreme. Featuring dozens of new content, no other mod will have, this mod lets you do the unthinkable unlike any DOW mod. Do you imagine the largest Warhammer40k scale battles topped with balance for all races? Do you ever want to experience your spine throttling like crazy with good feelings over, and over, and over? Do you hate having your squads limited by Relic's balance system? Do you want to see your enemies nuked by the abilities of your own superweapon, or steamroll them with many titans fighting other titans with complete balance? This is your mod. This is one of the best DOW mods.

Furthermore, this mod has the better gameplay, feel, and epic features that no other mod can ever match. The Grand Release is available now, today! Below is the trailer of this mod, watch it, and let your mind get blown!

Want To Play Online?
'The Veiled Region' Server Room is open. Everyone willing enough to be apocalyptic and have cccrrrraaaazzzyyyy fun, meet your friends and perhaps your hated opponents to take on for revenge within Dawn of War: Ultimate Apocalypse online.

Apocalypse Mod Team:
Krronus (Executive Producer and developer) - developed 1/15/10
Tyrantarmy6 (MODDB leader, Trailer developer) - joined July 2010
Cylarne_04 (Primary mod Team Leader, does everything in the UA mod) - joined 7/4/10
Cosmocrat (High Primary Modeller, Primary Art leader) - joined 10/19/2010
Profman96 (High Primary ALPHA mod tester) - joined 12/24/10
RT2 (Global 2d/3d hex n' tex professional) - joined 2/24/11
Gambit (Primary ALPHA mod tester, Advisor, Alpha testing team organizer) - joined December 2011
PsykoTenshi (Primary ALPHA mod tester, secondary advisor, community manager, entertainer, global guy)
Mauritiux (Alpha mod tester) - joined January 2013
Jazz-Sandwich (UA Campaign script writer, VO) - joined February 2013
BouncyTEM - (Sound Master artist, VO) - joined February 2013
Khaotic_Comrade - (Secondary coder, environment artist) - joined December 2013
Greyloc - (Professional VO) - joined December 2013 
- (Apocalypse mod tester)
DrunkenTaipan - (3D Modeller)

New Alpha Mod Testers (Organized by Alpha testing team organizer):
We are now currently looking for people to test the private Ultimate Apocalypse Mod, the Alpha mod project.

The Grand Release Trailer has been released!!!

The XP2 2012 Trailer has been released!!!

The Ultimate Apocalypse actual 2012 Trailer has been released!!!

For more information, go to our Forum.

Frequently Asked Questions (FAQ)

To view the credits go here.

User Posted Image

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Even more Teamcolorable units! Upcoming Stuff -  The Stompa is now TC, with Badge Patch (1.73.4) Under production!
Blog RSS Feed Report abuse Latest News: Ultimate Apocalypse News - April

14 comments by Lord_Doofus on Apr 4th, 2014

Ultimate Apocalypse Mod

News - April

1.73 - What you are missing out on by not playing!

So it looks like you guys need an update! After the version 1.73 release, on top of being an extreme hit, we have unfortunately encountered a lot of missed bugs that was missed. 1 years worth of work and a team of 9 let these bugs slip by? Heresy!

The Ultimate Apocalypse mod team proposes to release a patch...

What patch version number 1.73.4 will include is via the following...

  • All scar errors from the two winconditions: Hardcore and Assassination will be fixed.
  • All AI fatal execution pause errors will be fixed.
  • Test map that came with the Tyranids mod, due to its functionality will be removed.
  • Icons that are pink will be fixed.
  • Some ucs descriptions that are left over will be fixed.
  • Balance changes from global powers used by the Orks and Tyranids.
  • Tyranids will no longer be under powered and so this enemy can now finally be dangerous...
  • A lot of other things minor fixings to make the mod functionally work well.

You can find all bugs reported on this list here...


Not all changes will go into effect however. Chaos Space Marines fitting into the lore seems to be at most people's dislike, etc etc. With big changes to an entire 1.73 full race concept, and from people's reports, chaos mark system will take a lot to rework the faction, and they will not be in a small patch like this.

1.73 - What you are missing out on by not playing!

Other changes like Over Powered Orks with Fighta Bombas blasting up bases like nothing, Ork Warboss leftover IMBA melee damage, global abilities infuriatingly annoying at points, EMP superweapon duration disabling everything for a long time, Wracks black texture... a lot of that will be fixed. It is a very long list.

Another Orky Update - The Great Gargant

Otherwise as for new units and more content... it's a maybe. No guarantees, but if new content is found, and is ready to implement into game, then we might include it within 1.73's patch. Behold for example, Cosmocrat's brand new unit, the Great Gargant!

So if you like playing this mod, especially version 1.73, but is TIRED of all of the errors, then you NEED this patch. You NEED this patch. You NEED this patch. Did I mention you will NEED this patch? If you still do not play the UA mod and you are a type of person interested in grabbing our models, you NEED this patch. You NEED this patch. You NEED this patch. Did I mention you will be NEEDING this patch?

1.73 - What you are missing out on by not playing!

Texture errors... new textures on some units, bug fixes, FUNCTIONALITY, yeah you will NEED this patch. Otherwise I hope everybody has enjoyed the UA mod thus far regardless of the bugs we missed for the past year testing this. We had beta testers of 1.73 in the past come into the team, got the mod, and left us without response, and so this entire time, we had... null feedback. The entire team of 9 tried their best, but we apologize we let these bugs slip. Though, 1.73 is MUCH better than it usually was, that's for sure (Dark Eldar AI corrupting all other AIs hence mod not playable at all).

So thank you folks for reporting these bugs! Without you, without so many feedback... this patch would not be possible and 1.73 would remain not touched until 1.74. Thank you also to the donators who donated in the past. I know version 1.73 took a freaking YEAR to get released, but you inspired us proudly to make this version updated and updated even on school days and without you, believe it or not, 1.73 would not have been released yet. Anyways, thanks for the donations, we will strive on to make this mod better and better + not rely on <= 10 people to play test the mod before final release (like release a beta and have audience test it for us...)

So that is the news for version 1.73! If you are still interested in playing, BE AWARE OF:

  • Hardcore wincondition
  • Assassination wincondition
  • Eldar AI
  • Tyranids AI
  • Test map within the scenarios
  • Edit: Space Marine Scouts (do not turn on infiltration)
  • Edit: Sisters of Battle: Textures by LeonardGOOG causes the mod to crash due to DOW Engine RAM limits.

Stay away from those options! If you by any chance find more bugs (critical bugs that stops game), please report immediately within the 1.73 bugs section!

Please download 1.73 below and try it out!


As for version 1.74, it will be under production perhaps... next two weeks because of real life issues (donate to speed up progress). However, we will not release percentages including how much completed the mod is (you all know why) and we will not provide release dates (you all also know why). We will however post updates to... well, not signal the mod dead of course. xD

I'll stop typing then, I promise. xD Have a great month, folks!

Ultimate Apocalypse Trailer:

Ultimate Apocalypse Downloads:

Download the latest version, 1.73!

Ultimate Apocalypse Full Version (1.73) 


Mega - Filesmelt - .Torrent file

If downloading from Mega, make sure you either use a Chromium-based browser (Chromium, Opera, Google Chrome) or install the Mega browser extension for Firefox, otherwise the file won't be saved correctly as it is a bit over 100MB. Official explanation here.

Get the latest patch! (Very Recommended!)

Ultimate Apocalypse Patch - 1.73.4

Download the recommended map pack!

Version 1.73 Bonus Maps (Recommended Download)


Why provide donations? You get lots of stuff from us, including a continued campaign that is yet unfinished and loads of support and mod fixes. This is not a requirement, and by donating, the Apocalypse mod team will be active doing up the mod, releasing updates, and providing more epic entertainment than fooling around with other stuff.

Why provide donations? Over 50 members have, and they were rewarded with what they wanted to see in the UA mod, and because of them, this mod is continued in development. We have explored it all in this mod, and we are not inspired by passion anymore, so by these wonderful donations, well, just look at the progress!

This is no requirement, you are not forced to make any transaction, it is all optional, very appreciated, you can be put in the list of donators or possibly be a character in the UA mod when the campaign is done, and further, you get to boss us around and have at what you want!

So what are you waiting for? Donate!


The list of donators are provided in the link above!

More donations were added as of 4/17/14

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Ultimate Apocalypse Patch - 1.73.4

Ultimate Apocalypse Patch - 1.73.4

Apr 5, 2014 Patch 40 comments

REQUIRES ULTIMATE APOCALYPSE VERSION 1.73!!! - Extract all files to your Soulstorm directory. - overwrite version 1.73 version files with this patch...

Version 1.73 Bonus Maps (Recommended Download)

Version 1.73 Bonus Maps (Recommended Download)

Mar 31, 2014 Multiplayer Map 18 comments

A MUST GET bonus maps for version 1.73, including removed pesky fog, removed skyboxes that used to block camera view, decreased water level to allow units...

Ultimate Apocalypse Full Version (1.73)

Ultimate Apocalypse Full Version (1.73)

Mar 31, 2014 Full Version 151 comments

IMPORTANT NOTE: Delete any previous versions of the mod before installing 1.73! Do NOT merge the installments. -- The long awaited 1.73 release is out...

(OUTDATED!) Ultimate Apocalypse Patch - 1.72.7

(OUTDATED!) Ultimate Apocalypse Patch - 1.72.7

Jun 26, 2013 Patch 82 comments

Version 1.72.7 patch was released for the Ultimate Apocalypse mod Grand Release version 1.7. REQUIRES NO OTHER PATCH! The patch fixes for one, a huge...

(OUTDATED) Ultimate Apocalypse Grand Release (1.7)

(OUTDATED) Ultimate Apocalypse Grand Release (1.7)

Dec 21, 2012 Full Version 125 comments

This is it, finally here, the Ultimate Apocalypse Grand Release! Boasting many, many more features than ever before, such as: Relic units and Titans for...

Zombie Apocalypse (0.6)

Zombie Apocalypse (0.6)

Apr 11, 2012 Prefabs 44 comments

A very fun and Apocalyptic type mini mod consisting the Apocalypse creator's best SCAR work EVAR. Created by the Cylarne with no help from anyone but...

Post comment Comments  (5610 - 5620 of 11,151)
Guest Jan 17 2013, 6:42pm says:

This comment is currently awaiting admin approval, join now to view.

KackoN Jan 17 2013, 8:43am says:

Hello. I'm a big fan of your mod. I spent on it over 100h. And it was time well spent.

I have some thoughts and suggestions.

1) gameplay:

- Add a limit of turrets for each HQ

- Add a limit of the number of elite and master units (this should increase the layer of strategic play)

-Add a limiy of titans for the dark Eldar. It's not funny when your 2 Reaver Titan is attacked by 11 of their the titans: P

-Add a limit to necrons relic points. Apparently they have a limit like the rest. But enough that they use it and bild next obelisks and renew points and can build more of the titans (and so get around)
easiest solution: Limit the number of obelisks to 3

- Add 5 level off Hq that will contain weapons of mass destruction and Reaver Titan for the Empire and Chaos and Necron Aeonic orb (these units are much stronger than the rest of the Titans)

2) Fx

- Give a little love to chaos Reaver Titan (especially his basic attack)

- Remove the fire animation from models of Titan and predators (or best Substitute whit smoke: p)

3) Campaign

- You can do something with original campaign as they did in Tyanium Wars.
Of course, if it's legal.

Thank you for reading my comments. I'm sorry for my bad english, from six years I did not have the opportunity to use it in practice.

+3 votes     reply to comment
Jazz-Sandwich Jan 18 2013, 12:17pm replied:

I agree with mostly everything - the notable exception being the dark eldar reaver titans. These buggers require the enemy to have metric ton of souls handy. Sabotage their soul economy, and the situation goes from unfunny to hilarious as their 11 titans attack each other...

+2 votes     reply to comment
Chaosbringer Jan 18 2013, 9:18pm replied:

Well,what i dont agree about is limitations.Please,as if attacking with one titan or relic unit,or any elite unit is embarrasing enough.The whole army of them attacking you and you building the same amount of units really makes the game fun,enemies are tough to defeat,but fun.(about the Dark Eldar Titans,i had the hard time to defeat them myself,especially with Apocalypse win condition and more than 11 of them attacking me,but it really was a fun experience)

+1 vote     reply to comment
upsidedowncat Jan 17 2013, 7:41am says:

Any idea if you guys are thinking of adding in Black Templars of your own? or even the Adeptus Custodes? just wondering.

+4 votes     reply to comment
MJR-Yorghen Jan 17 2013, 6:35am says:

Hi to all dear friends and "soldiers",
I love this MOD and I think that can give new life to this wonderful game! Like Blitzkrieg Mod is doing to Company of Heroes.

I appreciate very much all the efforts to expand this universe, even using the new versions of the table game and his codex.

My favourite race is Necron, I love their background and in this game I can unleash all their might, but I like even to try other races to understand my possible enemy (Sun Tsu docet).
This lead me to my post; I find something strange while playing different races. It happens (with Tau, Eldar, Space Marines and others)that I lose control on my unit. They don't engage enemy in combat, or when they fight I can't move them from firing or smashing, the only thing that I can do is to change a different enemy or give them a different action (example capture a point), but if I order to move they don't MOVE. The strange thing is that if I use Soulstorm Vanilla or UA "basic" this problem don't happen, but if I use New Races "I'm ******".

I don't know If I explained well this problem, to be sincere I didn't understand it very well (it never happened pre-1.7 ultimate version), but I want to know if this is something that happen only to me or if is something well know, how to resolve it.

Thanks very much for you attention, I wish to all you a great succes and fame, you deserve it.

My best regards

+3 votes     reply to comment
monkeynut Jan 18 2013, 10:04am replied:

Yes Tau should have strong ranged damage but it shouldnt be that it is impossible to even get close to a Tau army cause they can completely outgun anything. Also no melee? Kroot alphas, kroot carnivores, kroot hounds, krootox, greater knarloc they don't exist do they? Not that they're even necessary when no army can get into melee with you cause you pretty much have instagib if you have any basic understanding of the game and have like one or two squads of battlesuits. Also the first battlesuits you can get are so low tiered compared to how powerful they are. Also instant invisible troops. Please tell me how they really aren't overpowered? Finally it's not just playing as Tau playing against Tau is always the hardest AI there is because they are just too good compared to others.

+1 vote     reply to comment
Jazz-Sandwich Jan 18 2013, 8:26am replied:

Everybody seems to be amazing with them if that be the case. I agree that Tau should have superior range, but their damage is excessive. One fire warrior squad should definitely outgun guardsmen, but not at the speed at which they currently do so. Fluff versus crack, an imbalanced game is simply not fun or fair.

+3 votes     reply to comment
R3PT0R Jan 18 2013, 9:50am replied:

I agree with you so much I wanna cry ^^ It's the damage output of fire warriors, battlesuits and commander that is overpowered not so much the range. When playing against Tau I think "oh **** not Tau!" when playing as them I think "meh should be an easy game". Something is obviously not right there.

+3 votes     reply to comment
Alkanphel Jan 18 2013, 7:31pm replied:

Yup agree with everyone. Op and I don't even play Tau and I can easily win on Insane ai. Fire Warrior is the best tier 1 unit in the game. Stealth suits also come in handy and when upgraded do huge damage to vehicles and buildings It's not the range so much I know that's how they are it's the firepower.

+1 vote     reply to comment
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Released Dec 17, 2012
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570 votes submitted.

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Highest Rated (66 agree) 10/10


Apr 25 2011, 2:03am by Lord_Incubus

Lowest Rated (8 agree) 1/10

It sucks dick.

May 6 2013, 4:43pm by OberfuhrerG

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