RWR: Broken Alliances
THE YEAR IS 2030.
The war in Ukraine was only the beginning.
After years of bloody trench warfare, a border incident escalates into global conflict – and NATO collapses. Political scandals, territorial disputes, and a fatal rift turn former allies into enemies.
Russia, the US, and the EU are now fighting each other across the ruins of Ukraine – and far beyond.
War-weary soldiers face each other with one question:
“How the hell did we end up here?”
Welcome to the Great Conflict. Welcome to Broken Alliances.
Broken Alliances started a while ago on the foundation of the Total Conversion Mod.
With Update 2.0, cinematic effects from the Heavy Infantry Mod were integrated, while many new gameplay systems as the Reinforcement System, Faction Point System, AI behavior, weapon balancing, gameplay mechanics and deployables were completely redesigned or newly created.
The result is a total conversion mod that offers a brand new, fun and intense RWR experience.
– Explosions, damage values and weapon behavior inspired by reality
– Cinematic combat effects added from the Heavy Infantry Mod
– New Reinforcement System
– Faction Points System with multiple AI support events
– Higher medic importance due to the 2 new systems & default vests, resulting in more soldiers wounded
– Many new deployables like Heavy Artillery Guns and Heavy Mortars
– Assault Boost for assault maps
– Expanded armoury with faction weapons, vehicle flares and special equipment
– Reworked AI behavior and combat ranges
– A enhanced radio call list
> For a more detailed explanation of all systems, check the "Changes" tab.
>
Reinforcement System
The HUD at the bottom shows each faction’s remaining reserves and on cooldown active soldiers.
Each faction has a reserve pool. Each time a soldier of the faction is killed, one reservist is removed.
Once this drops to zero, the spawn interval for units will increase significantly for a certain amount of time. Therefore, it will take the faction longer to receive reinforcements.
See the ‘Changes’ tab to find out how reservists are gained.
Faction Points System
Now every faction gains Faction Points (FP) which will be used from the AI to request support.
See the ‘Changes’ tab to find out how FP is gained & used.
Interval Vehicle Reinforcements
Every faction has light, medium and heavy vehicles spawn in timed waves.
Leading faction will lose access to heavy spawns. Check your faction spawn with "/vehicle" .
Assault Boost
With the new logic, it’s much harder to get a stand in assault maps.
So, from now on, there will be a ~5-minute attack boost to give the assaulting faction a chance.
Weapon Balance
In Vanilla a bullet from a rifle has a ~0.5 kill probability. Here it has ~ 0.9. MG Bullets ~ 1.4. Scaling with caliber.
Meaning they are as deadly as you would expect in reality. Retrigger & Bulletspeed along other stats was also inspired by reality.
Vehicle & Health Rebalance
Vehicles and damage have been completely rebalanced using a tier-based system.
– Vehicles are now divided into armor classes (Soft → Superheavy), each with clearly defined durability.
– Light vehicles are extremely fragile, whereas tanks and superheavy units require a significant amount of anti-tank weaponry or heavy anti-tank weaponry to be destroyed.
– Explosions, artillery and heavy weapons behave much more realistically in terms of impact and effectiveness.
– APC shoots HE Ammunition
Extended sight and combat range
Longer engagement distances in general.
Now sniper rifles feel like sniper rifles. The FOV has been adjusted to see a bit more.
Expanded Battlefield Roles
– Grenadiers (explosive troop) .
– EOD units (better weapons and EOD Vests)
– Mortar operators (can carry mortars)
– Snipers
– Machine Gun Units
– Special Forces (with shotguns and heavy vests, faster AI)
– Leaders (they wear a military beret, high rank, carrying good weapons and have always a good vest)
Soldier Speech
Plenty new texts for soldiers.
Deployables
Scoped MG & Minigun, Heavy Field Artillery & Coastal Gun, Heavy & Support Mortars enable new tactical options.
Captain & VIP System
Supply convoys through vehicle reinforcement will spawn with a Captain and escort.
Kill them to obtain strong weapons or elite editions of them.
AI Changes
– AI reactions to vehicles: They will fire anti-tank weapons from further away. Some may have shorter or longer reaction times. There will be less running right in front of a tank to shoot it.
– Longer suppression fire, especially for MG fire.
– The AI remains in cover for longer. Before that, I often saw the AI repositioning itself in the same spot, which made it more vulnerable.
This mod is based on the RWR Total Conversion Mod 1.5.3 ver [rebirth].
The original creator put a huge amount of work into it, and this mod would probably not exist without the foundation he created.
A big thank you for allowing me to build and share this modified version.
With Update 2.0, the effects from the Heavy Infantry Mod were integrated and adapted to create a completely new, immersive combat atmosphere.
Special thanks to Anzac Joe for letting me use these effects.
This mod was also inspired by parts of the Project Apocalypse mod, and some assets were used.
Big credit to their creators for their awesome mod as well.
Broken Alliances has been a passion project developed in my spare time.
If you want to support the project or just buy me a coffee as a thank you, you can do it here:
Support on Ko-fi[ko-fi.com]
Revisions:
Old revisions of this mod are available below. Click the link to download.