Firepower Combat Overhaul 3 (Eternal Beta)

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Author: Commisar Jon Fuklaw

Last revision: 6 Oct, 2025 at 20:25 UTC (1)

File size: 4.55 MB

On Steam Workshop

Description:
Introduction

This is an ongoing effort to port the main section of Firepower from Warhammer 2 which has since necessitated a major rewrite of most of the mod due to major content and naming convention changes between WH2 and IE’s release. The goal was and remains to have units and unit types stand out more from one another and to make combat a more brutal, but somewhat slower experience overall.

Contents

Below is a partial list of current features:

  • Rebalanced combat parameters: Fatigue, penetration, and various other factors of the combat system have been revamped to make more sense and more closely follow the last couple of historical titles that came out. Things such as being tired making units’ armor fall off or exhausted units naturally becoming fresh in under a minute no longer apply in the slightest.
  • Gunpowder rework and Shotguns: Gunpowder weapons are now significantly more dangerous and many have an ammo switching option. Due to the loss of work from Glory Mod, Shotgun Infantry for the various factions that should have it (Empire, Dwarfs, Vampirates) will come Soon™ but is not currently ready. Additionally, weapon ranges and reload durations are both increased across the board.
  • Melee overhaul: Melee units and monsters now have a more pronounced role than "there to protect artillery." Melee is now significantly more dangerous with increased skill and a greater hit chance range than in vanilla. All melee units – monstrous units especially – have significantly increased survivability and lethality to compensate for all the fun ranged toys that have been added.
  • Battlefield abilities: A significant section of unit and character abilities have been strengthened, rebalanced, or otherwise altered.
  • Unit names: All Dwarf units have been given Khazalid names, because I can. Additionally, all monogod Chaos Spawn have been renamed according to their in-lore naming conventions.

Compatibility

This is save game compatible, though this may change in the future.
This is incompatible with anything that even remotely touches units and combat interactions. None of the tables involved are particularly sensitive, so the worst you can expect is certain values being different from what is expected.

Known Issues

There is no progression icon for the Daemons of Chaos’ unlockable mortal units, so Daemonic Glory defaults the icons to those of furies. Will investigate solution later.

FAQ

Q: Will you make a SFO/Radious/etc. version?
A: No. Do it yourself. It’s enough of a pain in the ass making wide-scope overhauls based on the vanilla framework. I don’t have the time nor patience for making submods for mods I care nothing for.

Q: Why does this crash on start/in battle/other situation?
A: Probably because an update just knocked over the Jenga Tower. Odds are decent I’ve noticed, but you should still relay which faction or unit you touched last when the issue occurred.

Q: I found a bug!
A: That’s not a question, Billy. Put as accurate a description of the issue and situation in which it occurred below and it’ll get looked at Soon™ if it’s a plausible issue within the scope of this mod.

Q: Can I use X in another mod?
A: Knock yourself out. The idea of intellectual monopoly is so 1715 AD. Just be sure to give credit where credit is due, and let me know (if you’d be so kind).

Q: Buh. Update plis! Launcher sez yellow!
A: Again, not a question. Moreover, go away. Updates will occur as needed or when content, balance changes, or fixes are introduced.

Shameless Plug

I’ve restored and expanded several other overhauls as well as made many of my own.
Check them out here: https://steamcommunity.com/profiles/76561198039493969/myworkshopfiles/?appid=594570
https://steamcommunity.com/profiles/76561198039493969/myworkshopfiles/?appid=1142710

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Revisions:

Old revisions of this mod are available below. Click the link to download.