Skalgrim mod is an overhaul of the original game. It features thousands of changes for an overall new experience of Battlefleet Gothic Armada 2. It adds new ships and titans and changes the stats for weapons, units, and campaign related things. It rebalances the game and makes for several times larger battles by both lowering shipcosts and increasing the amount of points available for both fleets and battles. Fleet sizes grow with levels just as in the original game, but the end result is many times larger battles. It rebalances critical hits, making bigger ships more resistant to crits. It rebalances morale, and several morale related effects. It buffs many abilities, meaning that your choices matter more as a admiral. Balancing is ongoing, so check back for updates.

If you like the mod, leave a comment.

The Emperor protects.

(You can join the discord with this link: Discord.gg )

There is now a "How to install" video on youtube made by RuinousInsight: (Don't worry, its easy)

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Skalgrim Mod v.2.0

Skalgrim Mod v.2.0

Full Version 67 comments

V.2.0 "The End Draws Near". This version of the Skalgrim mod adds new ships for several factions and also represent the last major update to the mod...

Campaign Submod Tau'va Alliance

Campaign Submod Tau'va Alliance

Full Version 2 comments

This campaign submod lets you play as the Imperium with the Tau (both "sub"factions) allied to your cause in the campaign. It does this by expanding your...

Campaign Submod Waaagh Undivided

Campaign Submod Waaagh Undivided

Full Version

This campaign submod lets you play as Chaos with the Orks allied to your cause in the campaign. (The promise of Teeth and lots of propper battles can...

Campaign Submod Ynnari Alliance

Campaign Submod Ynnari Alliance

Full Version 3 comments

This campaign submod lets you play as the Imperium with the Ynnari (Eldar Corsairs and Aeldari Craftworlders) allied to your cause in the campaign. It...

Less Weapon Damage (for 2.0)

Less Weapon Damage (for 2.0)

Full Version

This submod simply lowers the amount of damage weapons (only weapons, not skills or abilities) of ships and stations by 25%.

More Build Points (for 2.0)

More Build Points (for 2.0)

Full Version

This submod simply increases the amount of build points and regen of said buildpoints for your shipyards. Meaning you can build your fleets faster if...

Comments  (0 - 10 of 902)
Guest
Guest

Does disabling EAC affect the ability for a coop partner to connect in campaign? I'm trying to play coop, but after inviting him, he just loads eternally and never is able to join. I've read comments that say the modded campaign is playable coop if we have the same version (we do), but we are unable to connect. Is this an EAC issue, or something external?

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SkalgrimFellaxe Creator
SkalgrimFellaxe

You both need the Beta version of the game on Steam.Its in the readme.

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Guest
Guest

By the Emperor, how did I miss that one? Thanks for the info!

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Jude1313
Jude1313

love the mod, cant wait for the next update. was wondering, would you ever think about making one of your alliance submods, allying Chaos with the Dark Eldar?

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SkalgrimFellaxe Creator
SkalgrimFellaxe

There are plans for a massive, "end times" "all out" "order vs chaos" type of submod. They would be part of that. Work on the 2.1 is going to take a while longer though. For the best of reasons. Im adding a ton of content, far far more than I had planned from the start. This will be my last big mod version. And it will be glorious. After its done I'll do the submods for it in a fairly short amount of time.

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John_141
John_141

I was wondering for a while, wouldnt it be better to keep some of the vanilla game ships and some of their abilities along with the mods?, like for example keeping the lunar class cruiser in the game, or keeping the dictator's class nova cannon for the imperial navy, unless you have your own reasons to remove the ships and some of the abilities, but still its an awesome mod, and i love it

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SkalgrimFellaxe Creator
SkalgrimFellaxe

Some ships and weapons have been removed from the mod, (while they pale in comparison to all the stuff the mod adds) and this is usually done due to lore or gameplay-related things with the balance of the mod in general in mind or specific factions since the mod reworks just about everything.

Some people have commented about the lunar class - and I'll say that it was removed due to not really filling much of a needed niche in the grand scheme of things. In regards to keeping the dictator class nova cannons its a combination of lore and gameplay/faction mechanics. Nova cannons are rare in Imperial fleets, and expensive in the mod as well due to how buffed they are. Thats why there is only a few ships in the Imperial roster that still has them and you have to pay a "premium" for them at that, like the Mars class. I wanted to make the Imperial Navy a faction more like in the lore - pretty much a brute force faction.

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John_141
John_141

ah i see, well thanks for the replies

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Araghastx
Araghastx

Is there any strategy on dealing with the Tyranids in the campaign? I'm having a hard time defeating them, since they spawn so many ships, including titans while I only have 1 or 2 titans per fleet.

I'm playing on an increased level of hard settings and increased fleet capacity so I can have some fun and challenge against the other factions. Yet, the tyranids just roflstomp all of my fleets.

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SlaaneshWorshipper
SlaaneshWorshipper

The tyranids scripted invasion as I remembered only has massive number or ships without titans (except the one you had to kill on mission, every invasion with total of 5k-6k, u need 3 fleets to engage (you can win even with only 4k) have at least 7-10 mars/lunars (nova cannons) But the more the better.I suggest to always have at least 4-5 Nova cannons on EACH fleets (except the Marines) so when you deploy 2 or 3 fleets you will at least 10 or more novas,you dont have to do this or have this many unless you are an expert on tactical positioning and micromanaging. But still novas do the ***** done.

For unscripted one you can win it also with the same strat but u can always use those battle plans to cancel invasion.

A little add-on for strat againts nids.

Step 1 , position all your ships on the either most Right or left corner of the deplaying fiels (make it slight tilt like this _..-- if you place on Right corner or --..__ if you choose left)
Place ur Big Ships on the first row, then novas on the second row using the same pattern.

Step 2, have squadrons of thunderhawks or alike to area where nova cannon max range reach so when you spot nids you can wait till they group up and BOOM baby!! (If you have lunars , just use eyes of Ommnisiah tht acts like statis bomb right after the nids reach the novas range then unleash those Novas and try to hits as many as you can)

Step 3 when the rest of nids approach your fleets, use the skills on ur disposal. (Personally recommend the Supercharged void shield on every Fleet leader , it really good especially after you unlock titans, also have some augur probes and statis bomb as u can easily massacre nids with stasis and novas combo)

STEP 4 THE MOST IMPORTANT!
PRAY TO THE GOD EMPEROR FOR HIS BLESSING AND MERCY.
A Good death is its own reward.

I havent play the game lately, after I
spent around maybe over 100hrs on this Mod alone, doing new strat and fun stuffs.believe it or not you manage to win 6k using the strat above with only 3k without losing any ships on hardest difficulty and enemy ships on max level mod.

Im Still waiting for next update to test new things and idea.

Hope this helps.

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Araghastx
Araghastx

Thanks for the advice. I forgot how important probes are against nids, since they have shadow in the warp.
Never thought about nova's spam, since I always preferred either close combat or some stealth actions. But that only works against the other factions hehe.

May the Emperor guide us and let our guns be his fury.

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SlaaneshWorshipper
SlaaneshWorshipper

If you like to do fun and challenging playstyle, try the Full Torpedoes strat, have 3 leaders with torpedo passive skill , fill the fleets with only Armageddon or Agammemnon (I prefer Agamemnon since the ship fire 2 salvo (6+6) of torpedos instead of one. Its so satisying to see the torpedoes hits those filthy xenos.

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