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This is a Warhammer 40k total conversion for OpenXcom, based on an earlier space marine mod by Ryskeliini. As Force Commander for the Imperium of Man on a planet beseiged by Chaos, you must find a way to end the Warp Storm and purge your world!
By Ryskeliini, bulletdesigner, ohartenstein23, and many contributors from the OXC forums
Installation and Update Instructions Video: Youtu.be
Installation:
Download and install OpenXcom Extended (OXCE), version 6.8.3, by Meridian and Yankes
Run OXCE after copying the UFO files to generate the user/mods folder
Download the 40k files, and unzip into the mods folder
Run OXCE, go to Options > Mods and select "40k" from the drop-down menu at the top
(Optional) If the Music is playing the UFO soundtrack, check Options > Audio > Music Format, and set it to "Auto" or "OGG" if it isn't one of those.
(Optional) Turn on the Stat Strings mod under Options > Mods
(Optional) Turn on the Chapter Change mod under Mods to change the look of your Space Marines to the Imperial Fists or the Blood Angels Chapters
(Optional) Turn on the Cutscenes mod under Mods to get short briefing videos before most missions
As of Version 024, we now have an auxiliary mod with short briefing cutscenes before most missions. To install it:
Download the latest 40k_Cutscenes (40k_cutscenes_026) file from below
Place either the .zip file or unzip it into your user/mods folder (but don't do both!)
Turn it on in you mods menu
Updating:
Save any current campaign in the Geoscape. Loading a Battlescape save from a previous version is more likely to cause bugs and crashes, and is not recommended.
Remove the previous version's 40k folders from your OXCE mods folder.
Download the new version's files and unzip into the mods folder. Your previous saves should be compatible if made during the Geoscape.
Credits:
Big props to Ryskeliini for the space marine stuff and Dioxine for the help
Used a lot of maps from Terrainpack prior to version 024, so special thanks to Hobbes also so help on side
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- New features require OXCE 6.9.1
- Added Necrons as a new enemy faction
- Added a new Chaos Cultist Ritual mission
- Fixed crashes with base defense missions happening at above-ground outposts
- Minor updates/fixes to the chapter change mods
Marines Content:
- Added voice lines for Sergeant Signum Armor
- Added a new set of Librarian spells and variants of the Librarian armor to chose them
Arbites Content:
- Fixed not being able to research High Tier Requisitions
Guard Content:
- Copied the Airstrike ability from Signum Armors to the Officer Armors
- Fixed being able to walk inside the Leman Russ MBT in the Armor Column craft
- New features require OXCE 6.8.3
- Added new player base types: above-ground regular, trade, and training outposts
- Added more craft skins for the Arbites' Chimera, the Arvus, and the Thunderhawk
- Adamantium components, promethium, ceramite, warp drives, and power sources are now purchasable at trading outpost bases
- Updates to the Chaos Cultist rituals mission to prevent enemies from being locked in and to make it more fun
- Added a new firing range mission spawned by Traitor Guard bases
- Changed the Traitor Guard Chimera's battle map to match the smaller Chimera for the player factions
- Made the Traitor Guard Chimera's turrets more likely to be destroyed by interception on the geoscape
- Made the craft assault cannon available for all factions
- Locked specialized shotgun shells to only be purchasable for the Arbites
- Cleaned up the manufacturing categories for the Side Missions and HWP Ammo
- Fixed Hangars sometimes not being accessible to large units
- Added some more AI node connectivity to the access lift to encourage enemies to leave it once in a while
Arbites Content:
- Fixed Enforcer Heavy Shield Armor missing a manufacturing project
Guard Content:
- Added unit select/move/firing sounds for Commissar Carapace Armor
- Fixed Adamantium components incorrectly requiring a Prison instead of the Forge
- Fixed Arbites' armor overview codex article not showing up for them but showing up for the Sisters of Battle
- Fixed both Heavy Stubber articles showing up for Arbites when only one is purchasable
- Fixed Godwyn De'az Bolter not being locked to just the Sisters of Battle
- Increased height of base defense maps to 4 (mostly cosmetic)
- Added two craft skins for the Arbites' Vulture (requires OXCE from 1 Nov 2020 or later to function)
- New features require OXCE v6.7.2
- Added Arbites as a new playable faction!
- Added two new terrains
- Polar maps now have 'death trap' tiles
- Limited throwing range for all grenades (both player and enemy) to 20 tiles
- Enabled melee weapons being able to damage terrain (only for 1x1-sized units and not on a diagonal)
- Reduced size of battlescape maps for Ork vehicle encounters
- Reenabled some cutscenes that were accidentally disabled
- Added missing recoil/strength required lines in codex articles
- Added codex help articles for globe icons, following enemy craft, turret destruction, and terrain destruction
- Editing pass on codex article text in general
- Fixed Sister of Battle standard and repentia armor codex articles being visible to other factions
- Fixed the Traitor Marines from the month 1/2 terror missions not being researchable
- Fixed validation crashes for running on newer OXCE versions
- Fixed some maps blocking exits from the Chimera
- Fixed crashes when shooting down Ork vehicles
- Fixed some tyranids missing weapons on the space hulk mission
Marines Content:
- Master of signal sprites corrected
- Signal armor now provides airstrike
- Librarian sprites corrected
- Nerfed chapter banner
- Fixed sideoperations mission 8
- Chapter corruption now depends on chapel and librarian research so those don't get locked out once you corrupt your chapter
- New features require OXCE v6.5.3
- Sisters of Battle added as a playable faction
- Renamed Psi Skill to Devotion and Psi Strength to Psychic Ability for new Sisters' mechanics
- All Commander-rank Chaos Marines can unlock the final story research, not just the Traitor Marines
- Added recoil penalties for firing weapons with not enough strength
- Added strength requirements for melee weapons
- Added muzzle flashes to all bolt weapons
- Added vapor trail effect to plasma, melta, and flamer weapons
- Added human-sized bolters
- Added hellpistols as a MC laspistol
- Added stub rifles, gave to chaos cultists as appropriate
- Rebalance of some weapons' weight values
- Reduction of some enemies' strength values to reduce grenade spam
- Reduced chances of the month 1 Ork base spawning more Ork bases
- Moved enemy missions that shouldn't happen at friendly Guard Outposts to their own mission zones
- Servitor's armor repair now always hits but repairs a random amount
- Cleanup of some manufacturing categories
- Fixed palette for base defenses firing screen
- Fixed Winged Daemon Corpse listOrder
- Fixed crashes due to terror missions occurring in ocean regions
- Fixed recovering sacrificed civilians as the wrong items
- Fixed Ork craft interception window sprites causing crashes
- Fixed Chaos Cultist base spawning/missions causing crashes
Guard Content:
- Added Armored Column as a craft with Leman Russ MBT
- Rework of Chimera craft map
- Fixed Tanith Medic armor using the Tanith Scout armor item
- Fixed the IG's heavy bolter using the Thunder Hammer hand sprite
- New features require OXCE v6.3.4
- Added short cutscenes for mission briefings as an auxiliary mod
- Updated and unified colors for Geoscape UI
- Added the ability to pick starting faction at the start of the campaign
- Flattened difficulty to make the faction selection possible
- Removed Hobbes' terrains, replaced with some new ones
- Updated terrain mission terrain by Dioxine
- Update to Russian translation by Omich0629
- Updated terrains for Cultist and Traitor Guard bases
- Cultist, Ork, and Traitor Guard bases conduct new and more missions from the start of the game
- Added multiple tiers for Cultist and Traitor Guard bases
- Added a few new unit sound clips for female marines and orks
- Updated some craft weapon icons
- Small Battlescape UI updates
- Fix for crash on chaos plasma missions manufacturing
- Fix for Ork Waggon turrets not being destroyed sometimes when shot down
Guard Content:
- Fix for Commissar sounds files on same index as some unit response sounds
Marines Content:
- Two new Sideoperations Missions
- Advanced Scout camouflage now switches variants for all terrains
- Added Master Crafted Hammer, Power Sword, and Stormbolter, with sprites by Firaa
- Fix for Assault Bikes being damaged when dropped in Droppods
- Fix for Thunderhawk maps
Update 03-09-2019
- Fixed missing traitor guard flamer and cultists sometimes having no weapons
- Fixed certain IG missions crashing due to bad regions definitions
- Fixed stray pixels on stubber hand sprites
- Fixed crash in basescape due to missing single Droppod sprites in Blood Angels and Imperial Fists mods
- Fixed Commissar's inspire ability damaging armor
- Codex cleanup for craft weapons and auxiliary units
- Added labels to all craft weapon slots
- Chaos weapons don't prevent base facility pieces from exploding in base defenses
- Orks have Killa Kans to defend their bases
- Orbital Bombardment manufacturing now requires Naval Communications to be unlocked
- Updated minimap sprites for all terrains to better match the tile sprites
- Removed some pillars in hangar facility's maps to make them more accessible to large units in base defense
- Re-translated altitude strings for craft to match both air and ground craft
- Ground-based player craft cannot directly attack high-altitude enemy craft, but doesn't affect hunter-killer interceptions
- Updated Chaos Dreadnought/Plasma sprite
Guard Content
- Added Advanced Sentinel variants with extra armor
- Standard Sentinels now have an open-top sprite and other graphics
Update 02-07-2019
- Added an article that explains Strategy choice that pops up at beginning of the game
- New, harder final mission
- Separate final mission for the Marines' Chaos Path
- Added a "Hangar" mission to test out crafts' deployment
- Autopistols, Autoguns, and Heavy Stubbers now damage a small amount of armor
- Added a stomp melee attack for Sentinels
- Enemy turrets and some heavy weapons soldiers can now shoot at targets spotted by other enemies
- Enemy armor no longer scales with difficulty
- Traitor Guard and Chaos Cultists no longer spawn on typical Chaos Craft
- Traitor Guard and Chaos Cultists have their own separate sets of weapons
- Added a flamer and grenade launcher for the Traitor Guard
- Added Chaos heavy stubbers, shotguns, and sniper rifles
- Changed the Chaos Priest to be an assassin (sprites to come later maybe?). High Priest remains as-is.
- Map for Razorback in the battlescape
- New sprites for some terror unit weapons
- More ambient sounds
- Minor cosmetic and terrain fixes
- Fixed smoke grenades being counted as tainted artifacts
- Fixed crash on wrong sprites for base facilities
- Fixed typo on IG missions causing crash
- Fixed some crashes and 0-cost new bases related to the globe rework
- Blood Angels chapter change mod now available
- Updates to Imperial Fists mod
Update 02-05-2019
- Fixed missing strings
- Removed extra mission happening at the start of the game
- Fixed regions not properly covery the globe
- Fixed a crash related to a bad unit definition in the new month 1 terror races
- Added a codex article for the Stubber
- Fixed craft scan data showing up as chaos base scan data in debriefing screens
- Added back mission regions accidentally removed by globe update
- Fixed upper levels of the cathedral map being inaccessible
- Added Codex articles and scan data for Ork Waggons and Fightas
- Ork Waggons and Traitor Guard Chimeras show damage on being shot down
- Reduced reactions and accuracy for the Ork Waggon turrets
- Combat knives now properly train both melee and reactions
- Fixed crash with Ork Waggon items being outside of the map
- Increased aimed shot TU cost on the Lascannon and Hell-Hammer Lascannon
- Fixed Cultist Church having wrong ambient sound
- Added new inventory sprite for Genestealers
- Fixed Boltpistol Frag ammo using the wrong hit sound
- Fixed crash related to Inquisition mission script
Guard Content
- Fixed crash with Scion armor inventory sprite
- New Icons in Codex for IG armors
- Added Tanith Lasgun, Long-Las, Camo Armor, and Medic Camo Armor by Lord Flasheart
- Added two missions related to obtaining the Tanith gear
Marine Content
- Updated tilesets for Chaos Path Thunderhawks
- Enhanced Terminator sprites
- Fixed Tactical Strategy not granting Chapter Purity
Update 12-04-2019
- Updated text colors for New Research and New Manufacturing menus
- Changed bolts and heavy auto shells to do less armor damage but have some armor piercing
- Fixed bolts having too low stun damage
- Increased damage and range on Heavy Bolters to better match lore
- Bumped up damage on Assault Cannons and Autocannons to match Heavy Bolter changes
- Changed Storm Bolters and Assault Bike Bollters to use the (0-100% roll)x2 damage model instead of (0-200% roll) to better represent firing two bolts to the same location
- Increased armor damage of lasgun/laspistol power cells, but still less than version 012-017 levels
- Enemies should make the aimed/snap/auto decision better based on the weapon they're using
- Enemies with weapons that have a max range should prefer to move closer now
- Added max ranges to Meltaguns and Multimeltas to help the AI use it better
- Fixed the INFO section for Blight Rockets causing a crash
- New campaigns now actually start in the year 40k
- Traitor Guard soldiers no longer deploy with laspistols
- Added Traitor Guard Outposts as a new kind of enemy base
- Added a Chimera for the Traitor Guard
- Added an Ork Encampment as a new kind of enemy base
- Added Grots to the Orks' deployments, sprites by b
- Added the Grot Blasta as an Ork weapon
- Fixed Stormravens, Dreadnoughts, and Centurion Warsuits being researchable/manufacturable for the Imperial Guard
- Edited the globe to make it look less like Earth
- Added Codex articles for the rare Bolters, Boltpistols, and Lasguns
- Added a Master Crafted Grav-Gun
- Added some missing Codex strings
- Improved some Codex images
- Fixes for Imperial Fist armors and sprites
- Added a map in the Codex help section for the new globe
Marine Content
- Removed manufacturing of HWP-type dreadnoughts
- Chapter Corruption now grants corrupted marines as a new soldier type, but prevents recruiting loyalist marines and manufacture of loyalist armors
- Added a transformation from loyalist marine to corrupted marine
- Added armors for corrupted marines to correspond to the loyalist variants
- Added a Chaos Thunderhawk Transport
- Added a Chaos Shrine as a base facility
- Added new base sprites for each type of Thunderhawk Transport
Guard Content
- Increased cost of Psykers and Stormtroopers to 2 honor badges
- Increased number of badges granted by Psyker and Stormtrooper research from 3 to 4
- Fixed Veteran Guardsmen losing their rank after being promoted to veteran
- Fixed not being able to research Autocannons for the battlescape
- Fixed Sentinel/Missile being too weak against lasers and incendiary weapons
- Fixed Mounted Weapons being too weak against lasers while taking no stun or smoke damage
- Added Chaos Autopistols and Autoguns
- Added Stubbers and Chaos Stubbers
- Changed Riot missions to use Stubbers and Chaos Autoguns instead of Imperial Autoguns
- Fixed one standing direction of Commissar not having black boots
- Added boots to Ogryn battlescape sprites, fixed arms clipping over arms for Ogryn Carapace and Bullgryn armors
- Hellguns and Hotshot Volley Guns now have infinite instead of recharging ammo
- Added cosmetic variants of Advanced Carapace armors for Storm Troopers, sprites by Bait4Fate
- Added new missions for supporting the PDF or Space Marines assaulting a Chaos Outpost
This is an add-on mod for the Imperial Guard campaign to test switching the Mounted Lascannon/Autocannon heavy weapons from 2x2 armors for soldiers to 1x1 auxiliary units that are crewed by your soldiers. When turning on the mod, you'll have the option to use the heavy weapons in either manner, as armor or as a unit, in order to compare them side-by-side.
If you are playing as the IG, please try this out and send us feedback!
Update 08-02-2019
- More string cleanup and editing by TheDeparted
- Spellcheck by IvanDogovich
- New sprites for lasgun/laspistol power cells
- Added Lucius, Voss, and Vostroya Pattern Lasguns to the list of randomized weapons in ruins maps
- Separated rare lasgun map blocks from rare bolter/boltpistol map blocks
- Fixed the auto-equip function breaking how "charge" deployments like droppods or grav drops work
- Fixed the craft tilesets being set on fire too easily
- Fixed race appearances by mission type
- Fixed mission scripts that would generate an extra mission per month
- Fixed LOFTemps in the Grav Drop deployments that would allow spotting of units
- Armor repair (Support Servitor and Techmarine Servo Arms) now automatically repairs the side with the most armor missing by percentage, no matter the side you use the ability from
- Built-in/special weapons should now show properly on the INFO screen for armors
- Added codex text for the Lascannon and made it exclusive to Marines Strategies
- Added a script for crewed weapons emplacements and a codex article to explain it
- Warmap tileset more real
- Fuel map depot more real
General balance changes:
- Reduced the armor damage for standard lasgun and laspistol clips
- Rebalanced plasma weapons to fill more of an anti-heavy infantry role
- Plasma pistols have reduced range and clip size but much more power
- Plasma rifles have increased power but reduced clip size
- Heavy plasma now has a small AoE radius that drops off quickly, and increased range and clip size
- All plasma weapons are more rare and expensive
- Added Chaos Boltpistols, and replaced some equips that had plasma pistols with them
- Heavy Bolter has increased clip sizes, faster auto and snap shots, and an increased kneeling bonus
- Increased the cost of heavy bolter ammo and missiles
- Reduced the cost of krak grenades slightly
- Reduced incendiary damage modifiers for large (2x2) units all-around
- Reduced dreadnought susceptibility to laser weapons
- Set resource costs of MC Bolter Ammo to match the clipSize
- Increased the adamantium cost of lascannon manufacturing
- Added an adamantium cost to manufacturing meltaguns
- Added adamantium costs to manufacturing craft weapons
- Reduced the points penalty for losing Guardsmen
Marine Content
- Techmarine now has both hands free
- Crozius Arcanum now can melee attack
- Sorcerer staff with snap shot
- Eldar light with snap shot
- Apothecary narthecium with melee attack
- Support Stormtalon weapons have fixed movement and more TUs/energy
- Stormeagle map, comes with 10 crew and 2 pilots
- Chapter Heraldry in Codex (simple yet)
Guard Content
- The Long-Las now changes color slightly when loaded with the hotshot ammunition
- The Marauder now requires researching Warp Drives and Power Sources
- Psykers now require High-tier Requisitions
- Updated Commissar sprites
- Added a High-tier Requistion research for the IG endgame
- Added the Gorgon superheavy APC
- Added stims to guard medics
- Added missing storage size and sell price to handheld autocannon
- Added a guard variant of the handheld lascannon, changed the mounted variant to use the new ammunition but with lower reload cost
- Removed ability for sentinels and mounted weapons to kneel
Update 17-01-2019
- Added Accatran Pattern Lasguns to the list of randomized weapons in ruins maps
- Fixed explosions being able to propagate through the front of Chimeras
- Changed Chimera on outpost map
Marine Content
- Imperial Fist sub-mod
- Signal Armor Correction
- keepCraftAfterFailedMission for Thunderhawk transport
Guard Content
- New sprites for Tauros Lascannon Turret, corpse sprite for Tauros Grenade Launcher Turret
- Added a new recurring mission to rescue stranded PDF Forces from their downed Valkyrie
- Added a new map for the PDF Outpost Defense to give the mission some variety
- Small tweaks to the first PDF Outpost Defense Map
- Pushed back appearance of Raptors and Traitor Marines on PDF Outpost defense
Update 10-01-2019
- Statstrings moved to auxiliary mod, turn on and off by activating/deactivating the mod from the options menu
- Testing new script to change overweight penalty to remove energy instead of TUs
- Added an assistance article to provide a short explanation of the new mechanics
- Terminator weapons retain the TU penalty in addition to the new energy penalty when overweight
- Guard Heavy Bolter no longer removes energy on kneeling
- Corrected and edited many of the mod's strings (credit to TheDeparted)
Marine Content
- Updating geoscape markers for Stormraven
- Updating Craft image for Stormraven
- Scout Armor color corrections
- Small fixes
- Inquisition Full arc
- Grey Knights
Guard Content
- Fixed morale gain from executing traitors, broken due to last version's update
- Changed Craft Quad Autocannon again to differentiate it from the (renamed) Marine's Craft Assault Cannon
- Added the Marauder Destroyer as a mid-tier fire support interceptor.
- Added Sanctioned Psykers as a late-game soldier type, with a number of different disciplines and abilities based on choice of armor.
- Added hand-held autocannons.
- Added the first of a set of monthly missions, an outpost defense after you've completed training.
- Added the script that forces hits on the front armor as long as the shooter is in within diagonally in front of the target to the mounted weapon armors.
- Added an article to explain how to execute traitors with Commissars.
- Added articles to explain Officer and Veteran promotions.
- Added deployed bipod sprites for Heavy Stubber when kneeling
- New article images for Craft Multilaser, Quad Lascannon, and Quad Autocannon
Update 11-12-2018
- Guard merged (now available on this download)
- Removed requirement of using a corpse for the dreadnought transformation
- Krak missiles for missile launcher now have a small AoE radius and do explosive damage, but reduced power
- Added krak grenades
- Removed non-soldier versions of assault bike and dreadnoughts
- Rebalanced unit vision
- Some string cleanup
- Mission 7
For Guard:
- Increased quad-linked autocannon damage to match the airborne version, reduced range to compensate
For Marines:
- 3 new armors for each strategy
- Armors are by layers now (so everyone can mod and create their own chapter)
- Resources are linked by chapter (so everyone can mod and create their own chapter)
242.07mb
014
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I keep getting random crashes on my playthroughs. The error message says i can submit my save to hopefully fix the problem. Anyone know where exactly i do this or who i contact.
You can report it on our subforum on the OpenXcom forums, though I recommend checking the bugreports thread first to see if there is already a fix for the crashes you're having: Openxcom.org
Hello and thanks for the mod, how are you supposed to destroy the traitor guard chimeras? i tried with krak grenades but 5 + 10 sniper shots would not do it ! they wipe my squad everytime
Krak grenades are not powerful enough explosives and snipers don't damage armor like other AP weapons. Both are more specialized against carapace/basic space marine armor.
There's a chance of the turrets being destroyed if you shoot them down in geoscape. In battle, use smoke to get close and fire multiple times with meltas or heavy bolters on the same side, or get heavy weapons like krak missiles and lascannons.
there are several levels , take the small ones when you can, leave the big one for last when you have enough tech/soldiers (lascannon is mandatory against the big mechanized unit´s)
Take cover behind your craft until you destroy it with missile launchers loaded with krak missiles. Smoke will help prevent it from reaction-firing on you, but it can still shoot your troops that are not in cover from it on its turn.
Mod is cool concept wise but can be absurdly frustrating, I find the Guardsmen much more reliable than the Space Marines, also I tend to never be able to find the last enemy in the very first mission, so that's cool.
the mission thing i have to ask was it a cult activity or UFO? If Cult then look for a solid metal door it will stand out as strange or differant to the rest of them you need to break into that room and 3 cultists will be waiting for you.
ive followed the steps but when i try and run it it comes up with errors about armor and corpses i didnt have this error last edition can anyone help with this
There is a problem with IG vehicles where they cannot exit the chimera on most maps because there are obstacles like trees or the map ends behind the chimera carring the vehicle.
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112 comments
I keep getting random crashes on my playthroughs. The error message says i can submit my save to hopefully fix the problem. Anyone know where exactly i do this or who i contact.
1
You can report it on our subforum on the OpenXcom forums, though I recommend checking the bugreports thread first to see if there is already a fix for the crashes you're having: Openxcom.org
We also have a discord server: Discord.gg
1
Thanks for reply i found a solution there that has fixed the problem.
1
Where are the black templars? If not then when?!
1
we need Nemesis Force Halberd :D
1
Hello and thanks for the mod, how are you supposed to destroy the traitor guard chimeras? i tried with krak grenades but 5 + 10 sniper shots would not do it ! they wipe my squad everytime
1
Krak grenades are not powerful enough explosives and snipers don't damage armor like other AP weapons. Both are more specialized against carapace/basic space marine armor.
There's a chance of the turrets being destroyed if you shoot them down in geoscape. In battle, use smoke to get close and fire multiple times with meltas or heavy bolters on the same side, or get heavy weapons like krak missiles and lascannons.
1
Does anyone have any help on how to take out orc bases?
1
there are several levels , take the small ones when you can, leave the big one for last when you have enough tech/soldiers (lascannon is mandatory against the big mechanized unit´s)
2
Any advice on how to not get shot by the canon in middle of the base? Seems to kill people as soonm as they leave ship.
1
Take cover behind your craft until you destroy it with missile launchers loaded with krak missiles. Smoke will help prevent it from reaction-firing on you, but it can still shoot your troops that are not in cover from it on its turn.
1
leave and reroll the spawn cannon is always in the middle of base, redeploy for a better spawn
1
Thanks i'll give it a go see how it goes.
1
Mod is cool concept wise but can be absurdly frustrating, I find the Guardsmen much more reliable than the Space Marines, also I tend to never be able to find the last enemy in the very first mission, so that's cool.
2
If it's about cult things then you should look for a locked, very resilient and unique metal (more like ceramite) door
2
the mission thing i have to ask was it a cult activity or UFO? If Cult then look for a solid metal door it will stand out as strange or differant to the rest of them you need to break into that room and 3 cultists will be waiting for you.
1
ive followed the steps but when i try and run it it comes up with errors about armor and corpses i didnt have this error last edition can anyone help with this
0
Use version 6.5.3 of OXCE, the mod has not yet been updated to work with 6.6.
1
thanks alot its all good now
1
There is a problem with IG vehicles where they cannot exit the chimera on most maps because there are obstacles like trees or the map ends behind the chimera carring the vehicle.
1
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