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Sins of the Prophets is a Halo-themed Game Mod for Sins of a Solar Empire.

Sins of the Prophets is a total conversion mod for Sins of a Solar Empire: Rebellion which replaces models, effects, music and all other assets with those of the Halo universe. Sot P recreates Halo's iconic and brutal space combat in its full visual glory across a galactic battlefield. Fight as the UNSC in a desperate struggle for survival and the defense of your colonies, or annihilate as the Covenant while leading immense fleets through vast swaths of space; glassing any planets in your way.Sot P brings with it a solid, balanced, and engaging universe for players to explore; for both competitive play, and for those seeking the Halo lore they crave. Sot P provides a gameplay experience suited for every type of play.

A sequel mod, Sins of the Prophets 2 is currently in development, with the intention of adding the Forerunner remnants and the Banished to the game.

Now being ported to Stellaris.

This mod contains examples of the following:

  • Adaptation Name Change:
    • Or rather Adaptation Naming. Many ship classes that only had a type designation in canon were given class names.
    • Averted with the Orion Battlecruisers. After Spartan Games and 343 released information on an official Orion-class, this one an assault carrier, the team chose to rename the battlecruiser to Artemis instead of fighting that aspect of canon.
  • Berserk Button: The developers would rather people stop asking for the CSO-class Supercarrier to be made the Covenant's Titan. Or else.
    • And release dates, too.
  • Boarding Party: The Razor-class prowler can perform these to capture Covenant ships, and it actually has two different variations: Razors built in the shipyard deploy ODST boarding teams, while Razors deployed using the Point Blank class' special ability get Spartan boarding teams
  • Drop Ship: Instead of bombarding the planet, the UNSC deploys Pelicans to invade and capture enemy worlds.
  • It's Raining Men: The UNSC's Phoenix Assault Ship and the Covenant's DDS-class Carrier have the ability to drop ODST or Elites respectively to aid the sacking of a planet.
  • Jack of All Trades:
    • The Marathon-class heavy cruiser is this, with the trope name even being used in game to describe it. Possessing moderate armour and moderate firepower, it is the cheapest capital ship in the game in terms of both resource cost and fleet capacity, is quick to build, and it has a passive ability that increases the agility and decreases the damage taken of all other Marathon-class ships nearby, further encouraging you to use them in large numbers. With the UNSC needing a significant numerical advantage to win battles against the Covenant, the Marathon-class excels at providing said advantage.
    • In contrast to the original Halcyon-class, the Halcyon refits are this, sacrificing some of the armour of the original class but gaining firepower, making it somewhat like an even cheaper, non-capital ship version of the Marathon-class.
  • Magikarp Power: The UNSC initially have to outnumber the Covenant many times in order to win. By late game, the gap closes, such that the Artemis Battlecruiser or Punic Supercarrier only needs two-to-one odds to beat a Covenant capital ship, while a Thanatos Battleship can defeat some Covenant capital ships one-on-one.
  • Mook Maker:
    • The Covenant's Patrol Stations don't directly defend systems, but instead act as beacons to summon reinforcements.
    • While some of them are capable fighters in their own right, the primary purpose of most carriers, especially UNSC ones, is to build and launch Space Fighters and Bombers. UNSC Orbital Hangers also do the same, and their starbases can be upgraded with hangers as well.
      • Special mention goes to the UNSC's Punic-class supercarrier and Infinity-class titan, who not only have the ability to deploy large numbers of fighters and bombers, but can also deploy frigates. Thd Punic-class can deploy four Paris-class heavy frigates, while theInfinity, depending on the upgrades, can deploy up to ten Strident-class frigates. Note that those numbers are just for each use of their deployment ability: the only limits on how many they can deploy is resources and fleet capacity, in the case of the Punic, and the frigates despawning after a while, in the case of the Infinity. Given time and resources, a Punic can theoretically produce an entire fleet of frigates.
  • Orbital Bombardment: In contrast to the UNSC's drop ships, the Covenant prefer just to glass enemy colonies from orbit.
  • Rocket-Tag Gameplay: Much faster paced than vanilla Sins. Expect spacecraft to drop like flies, and even capships, starbases, and titans go down much more easily now. Especially pronounced with the UNSC, who absolutely need a significant numerical advantage for most of the game to win any battle against the Covenant larger than a skirmish.
  • So Last Season: Unlike the UNSC whose gameplay is built around leveraging the unique strengths of even the earliest-available combatant spacecraft, the Covenant tech tree is designed such that every new combat class available is a straight upgrade over the previous one, rendering the predecessor obsolete.
  • Stone Wall: The Halcyon-class has pathetic firepower for how late it's unlocked, but has durability on par with capships like the Marathon (with its Damage Sponge ability making it tougher than the Marathon).
  • Zerg Rush: Like in canon, the UNSC need to outnumber the Covenant to win and can expect to lose many ships trying to do so, further reinforced by the research topics available allowing it to outproduce the other. The Covenant in contrast follow the classical definition - they need to crush the UNSC fast lest the foe bury them in numbers due to superior industrial-logistical capacity.

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