RimWorld

RimWorld

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The Inquisition (Warhammer 40k)
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Mod, 1.0, 1.1, 1.2, 1.3
File Size
Posted
Updated
16.033 MB
Aug 21, 2021 @ 1:44pm
Aug 26, 2021 @ 5:11pm
3 Change Notes ( view )
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The Inquisition (Warhammer 40k)

In 1 collection by Spencer7w
Spencer's 40k Mods
5 items
Description
This is an early release as I am unsure when I will be able to make the final touches with life getting in the way.

CE patch in early development

Adds the Holy Orders of the Emperor's Inquisition as in game factions with craftable armours and weapons.

Description

Adds 11 Adeptus Astartes armour sets, 6 melee weapons and 5 ranged weapons.

Also adds 5 faction specific armour sets.

Crafting of the weapons and armour requires their respective end game research projects towards the end of the tech tree.

Armours:

- Grey Knights
- Power Armour
- Terminator Armour

- Witch Hunters (Hat, armour, overcoat)

- Inquisitor Power Armour

- Deathwatch
- Power Armour
- Terminator Armour (Not yet added)

Ranged Weapons:

- Condemner Bolter
- Deathwatch Bolter
- Deathwatch Storm Bolter
- Deathwatch Heavy Bolter
- Deathwatch Shotgun

Melee Weapons:

- Nemesis Falchion
- Nemesis Force Sword
- Nemesis Force Halberd
- Nemesis Daemon Hammer
- Xenophase Sword
- Xenophase Axe

Google doc of current stats below:

https://docs.google.com/spreadsheets/d/1poAOwdF-aZQo8sDmbek-YWL46ldHHNXkVVn3C8S4bUw/edit?usp=sharing

Factions

All 3 Orders can be added as factions via the vanilla menu. They are friendly by default and will not raid you until 180 days into a playthrough.

Compatibility

- Save our Ship 2- All power armour and terminator armour is compatible with SoS2 and function as EVA suits.
- Combat Extended- I intend to patch this in later down the line once I am able.

My Other Mods






Support Me (All donations go to charity)

[ko-fi.com]

Development

This is still very much a WIP like my other mods so if you're looking for something in particular leave me a comment and I might be able to help. If you have any suggestions/requests please add them to my ghetto google doc below:

https://docs.google.com/document/d/1fp5P-S2V3L8gc53DV5Au3qXzfgI60aoEe7MJmhHVe9w/edit?usp=sharing

Features I am currently working on are:

- Faction specific vehicles (e.g. Corvus Blackstar for Deathwatch)

Known Issues

- ?

My Discord (RimRimHub)

https://discord.gg/UFGTxcHgtY
Popular Discussions View All (2)
2
May 18, 2022 @ 4:35pm
Gene-seed explained.
Shadowbolt
0
Dec 15, 2021 @ 9:13am
Issue with pawngroups in enemy raids
FL0RENT_
59 Comments
The Realest Nooblet Oct 30, 2022 @ 11:05am 
1.4?
FUIndonesianMonkey Oct 25, 2022 @ 3:59pm 
1.4 support plz!
Popo Bigles Jul 29, 2022 @ 8:34am 
It do go kaboom wid no royal :(
Popo Bigles Jul 28, 2022 @ 5:37pm 
Does it 100% have to require Royalty DLC under threat of breaking completely or can I use it with some functionality, ie faction and equipment/items?
rrichard2 Jul 27, 2022 @ 1:19am 
dang I really wanna play this mod, hopefully it will go on deal
Clashgore Jul 27, 2022 @ 12:58am 
Yes, you need Royality DLC
rrichard2 Jul 26, 2022 @ 11:40pm 
do I actually need the dlc for this or not?
Frebby Jul 24, 2022 @ 9:36am 
I found a bug with the gene-seed implant. when they go to construct it removes the ui and breaks the pawn (pawn won't move). Idk if anyone else is experiencing this as it may also just be a load order issue for all I know
Flashbang1028 Jul 16, 2022 @ 7:40pm 
i dont know if its a mod compatibility problem but when a pawn/unit who is wearing the terminator helmets turns away from the camera, the helmet disappears, showing the back of the pawns head.