Righto, many of you may have already seen the older thread for Red Orchestra 40,000 made last year which got messy in a confusion of whether the project had been dropped or not. Truthfully, yes, it had been but now it's being picked back up! cheers to the moderators for getting rid of it for me!
Now the first thing you want to know is, what is Red Orchestra 40,000? Simply a mod for Red Orchestra: Heroes of Stalingrad with content related to the Warhammer 40,000 universe, and with altered Red Orchestra gameplay.
For those who are not familar with Warhammer 40,000, click the spoiler below and you'll see everything you'll need to help you develop an understanding of what it is.
Nice, isn't it?
Now, the mod in question is going to feature Red Orchestra gameplay with a few twists in mind. We're planning to make the first version of the mod relatively small, with Ork mobs and Imperial guard regiments in infantry combat across several maps for different kinds of games. We aim to send in more content post-release which will come in the forms of different maps, new infantry units and if at all possible, vehicles and all-new factions from other parts of the Warhammer 40,000 universe, tied to specific maps.
The biggest ambition of this mod is to become an ongoing project that lives on way past its initial release by being fed new content, just like Killing Floor and Red Orchestra have already done and showed us that it's possible.
The Imperial Guard and Ork factions will be just as you'd expect them, if you know the WH40k universe.
Gameplay concept
Orks will be hulking thick-skinned barbaric warriors capable of absorbing a significant amount of punishment from Imperial rifles and will be seen equipped with Axes and Pistols as their very main and most common weapons. Other parts of the Ork armory will include certain larger weapons such as "big shootas" capable of dishing out a fast, loud, powerful (yet innacurate) spray of lead by shooting exclusively by hipfiring to suppress Imperial lines, or explosive weaponry such as throwable high-explosive charges and large amounts of dodgy-looking disposable rocket launchers. The Ork faction is one that relies heavily on fast and overwhelming attacks and suppression to break imperial lines and many other infantry tactics.
The Imperial Guard are your usual footsoldiers, almost the same as the current RO soldiers. They're good shots with their rifles or "lasguns" and their heavy weaponry is just as accurate, yet cumbersome and requires deployment to use. All weapons that are not pistols or rifles will be rockets, mortars and automatic heavy bolters, all of which have to be deployed in defensive positions to be used. The Imperial faction's strength relies on the ability to "dig into" positions and remove their enemies with accuracy.
Both sides play very differently from each other, although they are both balanced because they both have their strengths and weaknesses, e.g. the Imperial soldiers have weak, frail bodies and are unable to move their heavy equipment at speed, yet their equipment is by far better and more efficient than that of the Orks. The Orks are strong and can hold their heavy guns with ease and absorb large amounts of punishment, but the Orks lack true defensive capabilities and are generally poor shots. The balance in the mod is very similar to the balance found in the tabletop game.
Creation
Well, that is the idea so far and it is subject to change. Now, I say again, this is meant to start out very small with just a few infantry units and maps. This will be done with a single team, and when the mod is finally released, we will be looking to expand upon the mod even more.
Anyone is allowed to create and submit content to the Red Orchestra: 40,000 team to be included in the mod. If you do submit content, you are not at all tied to the RO40k team and you're not at all obliged to create any more content for RO40k, unless you want to. Upon creating content that makes it into the mod, you'll be credited in-mod and will of course have our undying gratitude.
Remember, RO40k is not intended for profit purposes (unless both TWI and GW give us the all-clear ) but it's intended as a homage to the Warhammer 40,000 units and its gigantic (and very hungry) fanbase.
Join us
Now, we (Echonian and I) are looking for all levels of talent in all areas of development to help us out with the development of this mod over its "lifespan." If you'd like to help us out by contributing to RO40k be it by models, sounds, music, animations or you want to stick with the team as long as possible during hardcore development or even join for just a short time, add me on steam. All input that makes it into the final release will be credited on the forums and in-mod.
Cheers for any responses! :]
- Gibby
Now the first thing you want to know is, what is Red Orchestra 40,000? Simply a mod for Red Orchestra: Heroes of Stalingrad with content related to the Warhammer 40,000 universe, and with altered Red Orchestra gameplay.
For those who are not familar with Warhammer 40,000, click the spoiler below and you'll see everything you'll need to help you develop an understanding of what it is.
Spoiler!
Nice, isn't it?
Now, the mod in question is going to feature Red Orchestra gameplay with a few twists in mind. We're planning to make the first version of the mod relatively small, with Ork mobs and Imperial guard regiments in infantry combat across several maps for different kinds of games. We aim to send in more content post-release which will come in the forms of different maps, new infantry units and if at all possible, vehicles and all-new factions from other parts of the Warhammer 40,000 universe, tied to specific maps.
The biggest ambition of this mod is to become an ongoing project that lives on way past its initial release by being fed new content, just like Killing Floor and Red Orchestra have already done and showed us that it's possible.
The Imperial Guard and Ork factions will be just as you'd expect them, if you know the WH40k universe.
Gameplay concept
Orks will be hulking thick-skinned barbaric warriors capable of absorbing a significant amount of punishment from Imperial rifles and will be seen equipped with Axes and Pistols as their very main and most common weapons. Other parts of the Ork armory will include certain larger weapons such as "big shootas" capable of dishing out a fast, loud, powerful (yet innacurate) spray of lead by shooting exclusively by hipfiring to suppress Imperial lines, or explosive weaponry such as throwable high-explosive charges and large amounts of dodgy-looking disposable rocket launchers. The Ork faction is one that relies heavily on fast and overwhelming attacks and suppression to break imperial lines and many other infantry tactics.
The Imperial Guard are your usual footsoldiers, almost the same as the current RO soldiers. They're good shots with their rifles or "lasguns" and their heavy weaponry is just as accurate, yet cumbersome and requires deployment to use. All weapons that are not pistols or rifles will be rockets, mortars and automatic heavy bolters, all of which have to be deployed in defensive positions to be used. The Imperial faction's strength relies on the ability to "dig into" positions and remove their enemies with accuracy.
Both sides play very differently from each other, although they are both balanced because they both have their strengths and weaknesses, e.g. the Imperial soldiers have weak, frail bodies and are unable to move their heavy equipment at speed, yet their equipment is by far better and more efficient than that of the Orks. The Orks are strong and can hold their heavy guns with ease and absorb large amounts of punishment, but the Orks lack true defensive capabilities and are generally poor shots. The balance in the mod is very similar to the balance found in the tabletop game.
Creation
Well, that is the idea so far and it is subject to change. Now, I say again, this is meant to start out very small with just a few infantry units and maps. This will be done with a single team, and when the mod is finally released, we will be looking to expand upon the mod even more.
Anyone is allowed to create and submit content to the Red Orchestra: 40,000 team to be included in the mod. If you do submit content, you are not at all tied to the RO40k team and you're not at all obliged to create any more content for RO40k, unless you want to. Upon creating content that makes it into the mod, you'll be credited in-mod and will of course have our undying gratitude.
Remember, RO40k is not intended for profit purposes (unless both TWI and GW give us the all-clear ) but it's intended as a homage to the Warhammer 40,000 units and its gigantic (and very hungry) fanbase.
Join us
Now, we (Echonian and I) are looking for all levels of talent in all areas of development to help us out with the development of this mod over its "lifespan." If you'd like to help us out by contributing to RO40k be it by models, sounds, music, animations or you want to stick with the team as long as possible during hardcore development or even join for just a short time, add me on steam. All input that makes it into the final release will be credited on the forums and in-mod.
Cheers for any responses! :]
- Gibby
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