RimWorld

RimWorld

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Adeptus Mechanicus: Armoury Standalone B19
 
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40.428 MB
Feb 22, 2018 @ 3:22pm
Oct 17, 2018 @ 9:09am
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Adeptus Mechanicus: Armoury Standalone B19

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Description
B19 Update! - trail run

1.0 version HERE

B18 version HERE

Astra Militarum dependant version

with No prerequisite mods

This mod adds several weapons, from the warhammer 40k universe.

Human wargear is craftable at Machining Table, with relevent researches

Xenos weaponry is Not craftable and may be obtained in combat or from the new Xenotech Rouge Trader

Special rules

Power Weapon:
weapons tagged with this ignore armour - ignore armour penetration values listed in the items description - they are overwritten

Irradiated:
weapons tagged with this cause Radiation Poisioning!! - Blame Glu Man!

Jams:
Weapon has a chance to jam firing, the better qaulity, and better condition, the less likely it is to jam (Massive thanks to Darque for his infinite patiance in helping me steal his jamming code from his CyberPunk Mod)

Gets Hot:
Weapons tagged with this have a chance to overheat, injuring the user, when fired - Only possible thanks to fyarn and Darque as rthis has been updated to work like his jamming mechanic + damage

Warp Rift:
The Eldar Wraithcannon is a unique weapon that has a chance to totally destroy its target and damage all surronding

Baleful Energies:
Utilizes dangerous and baleful energies which have negative effects on living tissue, making using this technology hazardous to living beings, however they do have a chance of ignoring all armour

Rapid Fire:
Rapid fire weapons have an increased Rate of fire (shots per burst) when firing at targets are within half of their max range.

Plagued:
Plagued weapons usually blessed by grandfather nurgle, infect pawns injured by these weapons with disease.

Toxic:
Toxic weapons are usually coated with foul poisions, designed to impair and disrupt target functions.

Force Weapon:
Force weapons possess the ability to channel the users psychic talents into a potent melee attack, which is capable of incapacitating or killing the target instantly.(this only functions when weilded by a pawn with either Psychicly sensitivitive or Psychicly hypersensitivitive traits)

Wargear
Imperial

Shields - Shield code based on Polaris Labs Core
Rosarius - Low capacity high recharge rate
Iron Halo - High capacity low recharge rate

Purity Seal:
slight Psyhic and mental break resistance

Servo Skulls (Hospitaller, Inquisitorial, Mechanicus)

Weapony
Imperial

Bolt Pistol
Dual Bolt Pistols
Bolter (Rapid Fire)
Stalker Pattern Bolter
Heavy Bolter
Plasma Pistol (Gets Hot)
Plasma Gun (Gets Hot) (Rapid Fire)
Plasma Cannon (Gets Hot)
Autopistol
Autogun (Rapid Fire)
Autocannon
Assaultcannon (Jams)
Heavy Stubber
Laspistol
Lasgun (Rapid Fire)
Long-Las
Hellgun (Rapid Fire)
Lascannon
Flamer
Melta
Ogryn Ripper Gun
Ogryn Grenadier Gauntlet

Chainsword
Eviscerator
Power Sword (Power Weapon)
Power Axe (Power Weapon)
Power Maul (Power Weapon, Pacifier)
Power Fist (Heavy Power Weapon)
Lightning Claw (Single and Dual, fast Power Weapon)
Force Staff (Force Weapon)
Thunder Hammer (Heavy Slow Power Weapon)

Mechanicus
Radium Pistol (Irradiated)
Radium Carbine (Irradiated) (Rapid Fire)
Radium Jezzail (Irradiated)
Plasma Caliver (Gets Hot) (Rapid Fire)
Plasma Culverin (Gets Hot)
Macro Stubber
Stubcarbine
Galvanic Rifle
Transuranic arquebus
Phosphur Serpenta
Phosphur Blast Pistol

Transonic Razor (Power Weapon)
Transonic Blade (Power Weapon)
Arc Maul (Power Weapon, Pacifier)
Tesla Prod (Pacifier)
Chordclaw (Power Weapon)

Traitor/Chaos

Reaper Autocannon
Bolt Pistol
Bolter (Rapid Fire)
Storm Bolter
Heavy Bolter
Sonic Blaster - (no sounds yet)
Blastmaser - (no sounds yet)
Plasma Piastol (Gets Hot)
Plasma Gun (Gets Hot)
Plasma Cannon (Gets Hot)
Las Cannon
Melta Gun

Chainsword
Plague Knife (Plagued)
Power Sword (Power Weapon)
Power Maul (Power Weapon, Pacifier)

Tau Empire
Tau weapons all give a minor accuracy debuff and lower the psychic sensitivity of the wielder
Pulse Carbine
Pulse Rifle (Rapid Fire)
Kroot Rifle (Rapid Fire)
Rail Rifle
Ion Rifle
Burst Cannon
Neutron Blaster (Baleful Energies) (Rapid Fire)

Honor Blade

Craftworld Eldar
Eldar weapons all give a minor accuracy and movespeed buff, but increase the psychic sensitivty of the wielder
Shuriken Pistol
Shuriken Catapult
Avenger Shuriken Catapult
Ranger Longrifle
Deathspinner
Fusion Gun
Wraithcannon (Warprift)
Starcannon
Brightlance
Prism Rifle

Scorpion Chainsword
Power sword (Power Weapon)
Witchblade (Power Weapon)
Singing Spear (Power Weapon, Ranged attack)
Executioner (Heavy Power Weapon)
Ghost Sword (Single and dual)
Ghost Axe
Harlequins Kiss (be careful about anyone armed with this)

Dark Eldar -
Splinter Pistol
Splinter Rifle (Rapid Fire)
Shardcarbine (Rapid Fire)
Splinter Cannon
Disintergrator Cannon
Blast Pistol
Blaster
Darklance
Haywire Blaster
Fusion Pistol
Heatlance
Shredder
Stinger Pistol (Toxic)

Impaler
Power Sword (Power Weapon)
Venom Blade (Toxic)
Djin Sword
Klaive (Power Weapon)
Agonizer
Husk Blade
Hellglaive (Built in Splinter Rifle)

Ork - no customs sounds yet

Slugga
Shoota (Rapid Fire)
Twinlinked Shoota (Rapid Fire)
Big Shoota
Snazzgun
Zapp Kannon
Plasma Deffgun

Choppa
Big Choppa
Power Klaw (Heavy Power Weapon)

Necron - No sounds yet - maybe a little OP

Gauss Flayer (Baleful Energies) (Rapid Fire)
Guass Blaster (Baleful Energies) (Rapid Fire)
Gauss Cannon (Baleful Energies)
Staff of Light (Baleful Energies)

I've tried to keep these balanced with QuantumX's mod, while also trying to make sure they feel like they should, as an avid 40k tabletop player

Overview of stats[docs.google.com]

Github[github.com]

NPC Factions - Necrons, Eldar, Tau, Orkz, Adeptus Mechanicus
Addons: Adeptus Mechanicus: Magos Xenobiologis

Playable Races: These will overwrite the NPC versions of the factions added by Magos Xenobiologis
Adeptus Mechanicus: Magos Xenobiologis (Playable Orkoids)

Adeptus Mechanicus: Magos Xenobiologis (Playable Tau)

Adeptus Mechanicus: Magos Xenobiologis (Playable Eldar)


you have my full permission to rebalance/patch/translate this mod, just please link back to the original :)


CE compatability patch by Sebi


Problems? Questions? Comments? Got something youd like to see added to the mod?
Join us on Discord[discord.gg]
< >
108 Comments
Ogliss  [author] Oct 19, 2018 @ 2:15pm 
@Gallonidas the link for the 1.0 version is at the top of the description, last time i updated the original mod, i got shouted at by angry people, so i posted the update in as a new mod
Gallonidas Oct 19, 2018 @ 12:54pm 
Showing some love, requesting update!! Still showing red in mod list... Thanks!
Emperors Champion Dragos Oct 13, 2018 @ 9:45pm 
Doesn't feel right usin admech weapons w/o admech boys, hopefully they get added sometime! Still a wonderfully great mod though.
Ogliss  [author] Oct 13, 2018 @ 4:18am 
there is one shotgun, the Ogryn Ripper gun, but yeah, i'll add it to the list
BellBlack Oct 13, 2018 @ 2:44am 
The dual bolt pistols are perfect. Maybe you could for the next update add a arbites shotgun? There are a very big variation of wepaons, but no shotguns.
Ogliss  [author] Oct 11, 2018 @ 2:41pm 
Mechanicus melee weapons added
Dual Bolt Pistols added
Force weapon mechanics added to:
Eldar Diresword: will always kill the target if the effect is triggered
Harlequin Miststave: will always incapacitate the target if the effect is triggered
Imperial Force Staff - small chance to kill the target if the effect is triggered
Dark Eldar Djinn Blade - 50% kill/incapacitate the target if the effect is triggered
Toxic weapon added to:
Dark Eldar Venom Blade
Dark Eldar Stinger Pistol
Plague weapon added to
Chaos Plague Knife
Necron weapon sounds added(hopefully volume is ok)

feedback on the above is most welcome!
BellBlack Oct 7, 2018 @ 1:16pm 
@Ogliss
Sounds great and thank you!
Ogliss  [author] Oct 7, 2018 @ 12:52pm 
you are correct, apparently removed their ability to start fries at some point..... gods only know when or why, fixed it and will update shortly....
Ogliss  [author] Oct 7, 2018 @ 11:57am 
havent tested flamers in quite a while, i will investigate
robotcat99 Oct 7, 2018 @ 11:31am 
I don't know about anyone else, but flamers don't start fires anymore. They create a local explostion, which can burn pawns, and make a chemfuel puddle, but start no fires. This is problematic for insect culling, so I would like to know how to fix it, whether on my end or yours. Thank you for reading this.