RimWorld

RimWorld

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Cybermen
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Mod, 1.2
File Size
Posted
Updated
3.259 MB
Apr 7, 2021 @ 3:18pm
Apr 14, 2021 @ 6:11am
8 Change Notes ( view )

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Cybermen

Description
Mod Description:
Requires Harmony and Humanoid Alien Races 2.0

Adds a new playable race: The Cybermen
Adds a new starting scenario for the Cybermen and a variant for the Royalty DLC!
Adds three new weapons
Adds enhanced structures and new mechanics fitting of the Cybermen
Allows you to convert captured pawns into Cybermen!

Emotionless cyborgs that originated from Earth’s long-lost twin planet Mondas, the Cybermen have spread far and wide across the space. With each victory or defeat, they adapted and grew more powerful. All while seeking to turn more people into cybernetic creatures like themselves.

Classes:
CyberLeader: These cyborgs command the Cyberforces and help formulate plans to defeat the enemies of the Cybermen.

CyberTrooper: The soldiers of the Cyber-Empire.

CyberTechnician: The researchers, builders and surgeons of the Cybermen. Not the best in combat.

Weaponry:
Cyber-Blaster: medium ranged energy weapon, fires shots in bursts of three.

Shock-Launcher: reasonably ranged weapon for stunning and capturing enemy pawns.

Plasma Cannon: A slow firing, anti-material gun with good range and blast radius.


Concept by:
DarthDakka

Artwork by:
OgamLab

Additional Art Assistance by:
Chicken Plucker

Programming work by:
Kikohi

Robotic Wizard

Taranchuk

Feedback is as always appreciated as well as pointing out any bugs that you find.


53 Comments
rock Apr 27, 2024 @ 10:01am 
i''d imagine a cool system would be something similar to android mod but they require like a heart harvested from a human or sumh, or just a straight up corpse.
pgames-food May 21, 2022 @ 11:24am 
(cool thanks darthdakka) :)
Average Genestealer May 21, 2022 @ 9:00am 
wait, yo umade the 1.3 version
Average Genestealer May 21, 2022 @ 8:59am 
I think cyberman-exclusive clothes would be a little more expensive than their regular variants, to account for the unique shape of a cyberman.
Average Genestealer May 21, 2022 @ 7:15am 
Also- i have a question. I don't know if Cybermen can actually survive in space in the lore, but i think they should be able to in Save Our Ship 2. If they can't, then could you possibly make cybermen-compatible clothes and EVA suits (even if it goes against lore?)
Darth_Dakka ✠  [author] May 21, 2022 @ 4:24am 
I will be keeping the 1.2 version, no worries.

They Cybermen need to 'eat and sleep' mostly for balancing purposes. Also, its in reference to classic DW lore.
pgames-food May 20, 2022 @ 2:45pm 
hi if you update this to 1.3 in future, please can you also keep 1.2 to be available too because some mods are vanishing but im still on 1.2 as not all my modded game mods are 1.3 yet ..

(it took over a year to go from 1.0 upgrading the save into 1.2) :)
Average Genestealer May 20, 2022 @ 12:32pm 
When you update this to 1.3, can you remove the cybermen's need for rest and food? The Dalek mod doesn't have a need for rest and food, so why would Cybermen need it either?
Shira Apr 13, 2022 @ 1:26am 
interesting.
DALEK Of NOD Mar 19, 2022 @ 10:48pm 
any new about the mod?