5,028 ratings
Sins of the Prophets: Stellaris
File Size
1.546 GB
Aug 24, 2016 @ 10:43pm
May 29, 2023 @ 5:19pm
86 Change Notes ( view )

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Sins of the Prophets: Stellaris

Sins of the Prophets: Stellaris v0.3.11

Compatible with 3.8.*, 3.7.*

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Sins of a Solar Empire's best Halo mod has come to Stellaris!

Sins of the Prophets is an award winning and critically acclaimed mod for Sins of a Solar Empire: Rebellion. Swarms of fan requests to port the mod to Stellaris has lead to what you're about to experience!

We've brought our high quality ships and structures from the main mod on SoaSE over to Stellaris to allow you the chance to act out all your Halo space empire building fantasies! In addition, we've partnered with lossaa of Halo Universe Human Species and Halo Covenant Species to bring you UNSC style human portraits and cities plus portraits of multiple Covenant client races, with Geoffers747 from the Halo UNSC Overhaul mod to bring you a complete UNSC namelist, with Winters from Halo Emblems to give you access to a great selection of emblems, as well as with Trace Projectile of Trace's Empire Customization to bring you Covenant and Sangheili cityscapes! A big thank you goes out to Fal' Soram, who set up the engine trails for many of our vanilla UNSC units, and taught us how to do so for the future.

If you enjoy playing with our ships in Stellaris, but desire a more visceral combat experience please come take a look at the primary mod on Sins of a Solar Empire: Rebellion at

Some Covenant assets have been created in a partnership with Homefront, a Homeworld 2 Halo mod:

Features native support for "Aesthetic Cinematic Gameplay", "Planetary Assault Army & Ship", "Space Combat Expanded" (Carrier/Dreadnought), and "Stellar Expansion - Voidcraft".

For a version to use with achievements and ironman mode, please see:

For compatibility with "New Ship Classes & More" please get this patch in addition to this mod:

For compatibility with "Realistic Ships" please get this patch in addition to this mod:

For compatibility when using "Real Space - System Scale" and "Gigastructural Engineering" at the same time please get this patch in addition to this mod:

For compatibility with any mod that changes the default Humanoid portrait group please get this patch in addition to this mod:

UNSC models:
Construction ship: Scholte
Science ship: Winter
Colony ship: Phoenix
Transport ship: Phoenix Refit
Corvette: Paris, Charon
Destroyer: Halberd
Cruiser: Marathon
Battleship: Valiant
Titan: Infinity
Colossus: Artemis
Juggernaut: Thanatos
Mega Shipyard: Titan Factory
Fighter: C712 Longsword
Bomber: C709 Longsword

Covenant models:
Construction ship: DRA
Science ship: DAS
Colony ship: ACD
Transport ship: DSC
Corvette: CAR
Destroyer: CPV
Cruiser: CCS
Battleship: ORS
Titan: Esgem-pattern CAS
Colossus: DOS
Juggernaut: OSS
Mega Shipyard: Unyielding Hierophant
Fighter: Type-27 Banshee (aka. Space Banshee)
Bomber: Seraph

Do not redistribute without permission.
Popular Discussions View All (19)
Feb 11 @ 11:54am
PINNED: Bug Reports
Dec 29, 2023 @ 7:38am
PINNED: Frequently Asked Questions
Feb 5 @ 5:34am
General Feedback and Discussion
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LordZarmack Sep 27, 2016 @ 1:28am 
itherway ime sure this terms would be too high for them ;) and theyd rather make their own content. witch is fair enough. - they know were i stand. - your ither part of the coalition, or not. and i know they woudlent be able to stand knowing if they pulled out from working with me id keep their content. and able to use it at whim how i see fit. itd drive them bonkers =- so its not going to happen zuhan ;)
LordZarmack Sep 27, 2016 @ 1:25am 
it would always be their work. and id never dispute that. but once they added it to my mod. id have legal ownership of it equaly. once you contribute to the collective mod, youl always be recognised. and in my eyes own your own rights, up to the point of contribution.,

the terms are simply. you add to the mod, you give up your right of ownership of your content, but only to me and yf22 - we wont pass it on. its yours. but we have the right to use it. it will always be your work. but once your in your in for good. -- its this kinda crap you have to write up these days. to protect yourself and those who work with you... times have changed man.
LordZarmack Sep 27, 2016 @ 1:25am 
as for them using my assets, terms are the same as always.

ie. you wish to contribute to our mod? you can, what you make is yours. but if you join it with ours you give up the right to own it againsed us ---> ie you decide to leve and want all your mod taken out of ours. but removing it could destroy the mod and make it unplayable. i wont enter a agreement with the knowledge a party can pull out and destroy the foundations/ a crucial part/ a good addon, once somethings being built around it. - so i cant allow this.

ie: if sins were to use the ship, id exspect them to contribute equaly to my mod . ie- id exspect them to reskin the ship to their quality (theyd do this anyway) . (theyd own the skins), but they would have to give up their rights to contest with me to remove it should they not want to work with me further.
LordZarmack Sep 27, 2016 @ 1:08am 
ime currently working with the startrek team to up my ships quality, and bring them to par. - i suspect the sins team alredy have a infinity model, they are just holding back for now, working on the mod.

Zuhan Sep 26, 2016 @ 3:29pm 
@LordZarmack You should let this guy implement it into the mod ;)
LordZarmack Sep 26, 2016 @ 6:02am 
dark that random infinity standalone is my ship ;) that i allowed him to upload as a standalone.
Fornsworth Sep 25, 2016 @ 8:38pm 
@sookendestroy1 Thank you
sookendestroy1 Sep 25, 2016 @ 6:44pm 
@Fornsworth It is custom designed, Its the Geneva class frigate, previously known as the Berlin class
Desodius Sep 25, 2016 @ 5:29pm 
@Zuhan, no, the infinity is not yet implemented and there is no telling when it will be. All we can do is wait. Believe me, I too am eager to see the infinity in this. For no I'm just using the random "stand alone" version that someone created, left, and I guess they forgot about it/
Desodius Sep 25, 2016 @ 5:27pm 
@ToxicWasp When you start the program for stellaris, before hitting the play button on its boot up application program, did you go to the mods tab and activate the mod?