Space Engineers

Space Engineers

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Kratos Program (Vanilla+ Warfare Weapon Pack)
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
189.423 MB
Jul 4, 2025 @ 2:25pm
Mar 8 @ 6:02pm
22 Change Notes ( view )

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Kratos Program (Vanilla+ Warfare Weapon Pack)

In 1 collection by TheRebornAce
Vanilla Weapon Mod Collection (Updated: Mar. 13, 2026)
54 items
Description
WARNING: NOT compatible with WeaponCore. See below for additional details.

My largest weapon mod pack! Arm your ships with a variety of naval weaponry with multiple ammo type options for selected weapons. Full build stages included and survival ready. Hope you all enjoy!

Need assistance in countering some of the weapons in this mod? See my countermeasures mod pack the Soteria Effort; designed to go hand-in-hand with this mod.

Want the full experience of the Kratos Program? Check out the True-Form Edition - a version with increased ammo range, AI-targeting distance, and higher muzzle velocities. Will have delayed updates but always the same available weapons to the original.



War has broken out across the galaxy and even those in far-reaching sectors like the Draxon-Sector cannot stay neutral in this cause. To maintain their independency and not be under another governing body, Titan-Armament Industries has decided to move a majority of their efforts and investments into war production. It is time for T-A Industries to make a mark of their own in this everchanging conflict. Having advance tech is not enough to stand on one’s own but surround oneself with loyal and dependable allies as well. Therefore, T-A Industries has decided in their best interest to share their innovation and power with others they choose and you are the lucky few. T-A Industries welcomes you to...the Kratos Program.


TX-PD series:
An optional pair of point-defense turrets perfect for intercepting incoming projectiles and personnel.

TX-AA series:
A set of anti-aircraft weaponry suited for anti-air defense. Provides a wide range of defense capabilities. All from rapid-firing suppression to an explosive solution.

TX-DD series:
The first series of naval-calibre guns. Compact design to be use as primary batteries for Destroyer-type ships or close-quarter secondaries for much larger ships. Has the highest rate of fire for naval guns but low damage output.

TX-CX series:
Medium size naval batteries ideal for Cruiser-type ships. Each turret is designed with unique features compared to one another, giving ship-designers a variety of options to fit their specific needs.

TX-BC series:
Large firepower in a small package. These Battlecruiser-type turrets give smaller ships similar firepower of battleships while maintaining a lower profile. Only this series of turrets has access to high-velocity shells.

TX-BB series:
The largest available calibres in the naval gunnery series. Powerful and hard-hitting turrets perfect for large, armored Battleship-types. Their handling maybe cumbersome but no way to be underestimated when you see the barrels pointed at you.

TX-FX series:
There are a variety of fixed weapons in this program to choose from. Ranging from a rapid homing-rocket launcher to a heavy coil cannon. For smaller vehicles, options include a variety of fixed autocannons, heavy cannons, and rocket/missile munitions. Just mind the cost that comes with them.


At the time of this mod’s initial upload, a majority of weapon balancing were heavily inspired by World of Warships gameplay; a game I played since CBT and the next 8+ years later. I have fully retired from the game but had times miss playing with my ships. Thus, became one of the main reasons this mod was created and why most of the naval turrets look or feel familiar.

FAQs
Is this WeaponCore compatible?
No; nor are there any plans to make it so. If you have WC on your server/save, this may be your primary issue causing the Kratos Program to not work properly. Remove WC before reporting any bugs. Also, modding is just a hobby of mine and maintaining one version is more than enough. HOWEVER, I am open to discussions with whoever is willing to make and maintain a WC port on my behalf.

Mod.io available?
No as I personally do not use that platform and thus will not create and maintain a mod for a platform I do not plan to use. Also, this mod requires scripts to work, which are not allowed.

Reuploads?
No reuploads allowed. Any full or partial reuploads found will be reported to Steam and Keen. A ModAdjuster supplementary mod (for balance changes only) is ok and does not require permission; just credit and a link back to the original is good enough.

Complementary Mods
See below for suggested mods to expand your combat experience, and balance existing vanilla weapons to be more in line with this mod pack:
For more vanilla weapon mods, see my compiled list of available working vanilla-based weapon mods I personally found on the workshop. I try to keep it updated on a semi-regular basis: https://steamcommunity.com/sharedfiles/filedetails/?id=3235735206

Future Plans
  • Further balancing and fine-tuning
  • More unique weapons for diverse gameplay

Credits
Majority of firing audio is from War Thunder by Gaijin Entertainment. Asset use per the following contribution agreement: https://live.warthunder.com/contribution_agreement/?lang=en
War Thunder GitHub audio asset repository: https://github.com/GaijinEntertainment/fmod_studio_warthunder_for_modders
Other sounds are random sound effects I found through Google.

Thanks
Huge thanks to Digi, enenra, gruzzob, Kreeg, Space Ace, stonelords, and many others on the official Keen discord server in helping me create this ever-growing mod. Best spell-checkers SE modders got.

Another huge thanks to Nerd e1 for creating the Vanilla+ Framework; expanding the possibilities of vanilla combat.

Finally, a special thanks and shoutout to Harbinger Ace and jperk354. Both were a huge inspiration during the creation of the Kratos Program.
Popular Discussions View All (2)
9
Dec 19, 2025 @ 3:01pm
Unsorted bug reports
andersenman
1
Jan 6 @ 8:55pm
PINNED: Bugs/Issues Reports [Last Updated: Jan 06, 2026]
TheRebornAce
222 Comments
MadMac392 Apr 12 @ 1:36pm 
Thanks it that clean it up
TheRebornAce  [author] Apr 12 @ 12:41pm 
@MadMac392 yes all weapons excluding the coil and guided weapons have bullet drop. Locking on to your target will tell you how high to compensate.

Also keep in mind there is travel deviation per weapon. As in not all weapons fly along the barrel's centerline. This is more noticeable at much longer distances.
MadMac392 Apr 12 @ 4:43am 
Forgot to add I'm on a planet
MadMac392 Apr 12 @ 3:54am 
Hi do weapons have bullet drop as the 130 and 203 could not hit a barn door at 4km with the True-Form Edition
TheRebornAce  [author] Mar 30 @ 7:50am 
Oh! Large grid. You said coilgun so I assumed we were talking about small grid all this time lol. But anyways glad it worked out :)
LuNa <3 Mar 30 @ 7:46am 
I was using regular large grid batteries.
LuNa <3 Mar 30 @ 7:45am 
okay my game must've been buggin or something. it works now. Thanks for the help either way. sorry to bother you with SE nonsense lol
TheRebornAce  [author] Mar 30 @ 7:43am 
Just to double check for my reference, do you have 15 small batteries or 15 regular batteries?
LuNa <3 Mar 30 @ 7:36am 
it should have been enough. i'll try again really quick and check.
TheRebornAce  [author] Mar 30 @ 7:28am 
? You can have a grid fully powered by batteries alone and the weapons will be still operational as normal. Iirc the coilgun requires 10-12 MW to recharge or will result all weapons to be unpowered. Is your battery output above that threshold without the reactor?