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RimWorld

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[WH40K]Adeptus Mechanicus: Armoury
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
99.249 MB
Oct 17, 2018 @ 12:55pm
May 1 @ 6:39am
103 Change Notes ( view )

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[WH40K]Adeptus Mechanicus: Armoury

In 1 collection by Ogliss
Adeptus Mechanicus Collection Warhammer 40k
10 items
Description
This mod adds weapons and apparel from the Warhammer 40k universe.

Now with native support for Combat Extended!

Imperial weapons and wargear are craftable at the Imperial Machining Table or the relevant Astra Table.
Xenos weaponry is craftable from the that races machining table which may be acquired from world quests and may be obtained in combat or from the Xenotech Rouge Trader

Special rules
Power Weapon:
weapons tagged with this ignore armour

Irradiated:
weapons tagged with this cause Radiation Poisoning

Jams: based on Darque's jamming code from CyberPunk
Weapon has a chance to jam firing, the better qaulity, and better condition, the less likely it is to jam

Gets Hot:
Weapons tagged with this have a chance to overheat, injuring the user, when fired.

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

Baleful Energies:
Necron technology is hazardous to living beings, however they do have a chance of ignoring all armour

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)

Pacifier:
Pacifier Weapons though various means, excel at subduing their opponents in a (Ususally) Non Lethal manner. Current types are either Psychic or Pain based

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.

Melta:
Melta Weapons deal double damage and have double AP when hitting targets within half range

Plagued:
infect pawns injured by these weapons with disease.

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

Buckshot: based on XenoDans Proper Shotguns
Does not fire a single projectile, but a cluster of pellets or buckshot.

Combi Weapon:
Two weapons combined into a single housing, the secondary weapon can be fired via an added button.

Hotshot:
Hotshot firemode on Las weapons trades range for increased armour penetration and risks damaging the weapon.

Overcharged:
Some plasma weapoms allow for the shot to be overcharged, greatly increasing both its destructive capabilities and its chance to overheat.

Wargear
Grenade Belts: These give the wearer the ability to throw a grenade of the respective type
Grenade types:
Frag - Similar to vanillia, but with slightly reduced damage and a lager radius
Krak - Similar to vanillia, but with slightly reduced radius and increased damage
Melta/Tankbusta - Single cell radius, high base damage, with increased damage against buildings
Photon - very little damage, but stun and blind anyone within a large area
EMP/Haywire - very little damage to living tissue but plays havoc with electronic systems, they can stun living things occasionally.

Shield: Generates a shield similar to the vanillia shieldbelt, however it also protects agasint melee attacks, and allows ranged weapons to be used.

CQB Shield: Generates a shield similar to the vanillia shieldbelt, however it Only protects agasint melee attacks, and allows ranged weapons to be used.

Contains
Imperial
Weaponrs: 32 guns 10 melee

Apparel:
Cadian Flak Chestplate
Cadian Flak Greaves
Cadian Flak Helmet

By K.Strudel KStrudel
IG Fatigues
IG Flak Armour
IG Flak Helmet
IG Flak Helmet(Goggled): Eye Protection
IG Gas Mask: Gas Protection
IG Officer Cap
IG Field Cap
Commissar Jacket
Commissar Cap
Valhallan Pilotka
Valhallan Ushanka

Grenade Belts - Frag, Krak, Melta

Rosarius: Shield
High capacity low recharge rate

Iron Halo: Shield
Low capacity high recharge rate

Storm Shield: CQB Shield
High capacity low recharge rate

Combat Shield: CQB Shield
Low capacity high recharge rate

Purity Seal:
slight Psyhic and mental break resistance

Servo Skulls:
Hospitaller, Inquisitorial, Mechanicus

Mechanicus
Weapons: 15 guns 5 melee

Apparel:
Tech-Priest Robes
Tech-Priest Hood
Skitarii Armour
Skitarii Helmet

Tau
Weapons: 7 guns 1 melee
Grenade Belts - Photon, EMP

Eldar
Weapons: 14 guns 13 melee
Grenade Belts - Plasma, Haywire, Melta

Ork
Weapons: 7 guns 5 melee
Stikkbomb Belts - Frag, Krak, Tankbusta

Chaos
Weapons: 12 guns 4 melee

Dark Eldar
Weapons: 13 guns 8 melee

Incidents
Unknown Crashed Ship Part:
This functions similarly to poison/psychic ship parts, but allows other hostile factions to use the mechanic.

Full Weapon List[docs.google.com]

Github[github.com]

Astra Militarum Intergration:
Imperial weapons and wargear are craftable at Imperial Fabricators, with relevent researches and utilize Imperial Resources.

if both this mod and Astra add a weapon, only this mods version is available ingame.
Special Rules added to Astra weaponry.
Boltgun (T2) (Rapid Fire).
Boltgun (T3) (Rapid Fire).
Plasmagun (T3) (Rapid Fire, Gets Hot).

NPC Factions - Adeptus Mechanicus, Imperial Guard, Necrons, Eldar, Dark Eldar, Chaos Deamons, Tau, Orkz, Tyranids
Addons: Adeptus Mechanicus: Magos Xenobiologis

If HAR is loaded Imperial technology is restricted to Humans and Mechanicus pawns

Playable Races: These will overwrite the NPC versions of the factions added by Magos Xenobiologis
Playable Orkz
Playable Tau, Kroot & Vespid
Playable Eldar

Load Order
This Mod
Optional

Humanoid Alien Races
JecsTools (RW1.0)
Combat Extended
Astra Militarum Core
Astra Official Addons
Corruption Core
Corruption Official Addons
Armoury
Xenos Biologis
Playable Orkz,Eldar,Tau in any order

you have my full permission to rebalance/patch/translate this mod, just please link back to the original :)
This does Not include reuploading it or any of its contents here, on other websites without my express permission.

Corruption
Core
Psykers
Worship

Other 40k Mods
Legiones Astartes
RimDark 40k
Geneseed

Problems? Questions? Comments? Got something youd like to see added to the mod?, Join us on Discord
[discord.gg]

Like the mods? want to help me meet my Imperial Tithe?
[ko-fi.com]
[www.patreon.com]
Popular Discussions View All (7)
746
May 11 @ 7:46pm
PINNED: Bug Reports & Known Issues
Ogliss
91
Jul 23, 2023 @ 6:07am
PINNED: Balancing & Feedback
Ogliss
40
1
May 17, 2023 @ 10:48pm
PINNED: Combat Extended Balancing & Feedback
Ogliss
2,844 Comments
TenTech May 4 @ 4:51pm 
Normally, the answer is LESS mods... or did Space Engineers ruin me?
Yurier May 4 @ 3:44pm 
tks for the reply, i just work around it with more mod!
Ogliss  [author] May 4 @ 2:22pm 
@Yurier
Most likely a conflict with something else your running
https://gyazo.com/36796967ba7f127aff1dccc21a8a5df2
https://gyazo.com/70f9362d58211a07e00247be10430dab
thats how it Should look- the mechanicus tabs in the image are just ones i added for testing purposes
Yurier May 4 @ 1:42pm 
https://ibb.co/PWBns52
here is the image, there are 1 main tab like you said but on my end there were 4 other tab for 4 race so it is 5 in total
Ogliss  [author] May 4 @ 12:33pm 
it Might help to upload an image, as im still not entirely sure what your seeing.
on my end, this mod only adds 1 tab to the research menu, and several suntabs to that one, that are selected within it.
i added 22 new tabs just now to test it, and as far as i can tell, its working as inteded
Yurier May 4 @ 12:16pm 
so for 1.5 the research only show 18 research tree ( or 19 ), if you have more than 18 then those extra can't see ( it is block off the screen ). the research still there you just can't see it. this mod add 5 research and took up slot
Ogliss  [author] May 4 @ 11:46am 
@Yurier
can you elaborate? im not entirely sure what you mean
Yurier May 4 @ 11:08am 
is there any way to hide/disable certain race research tab?
in 1.5 the research tab can't be adjust so it could cause other research tree unaccessible
Astus May 1 @ 2:44pm 
That does the trick, thanks!
Ogliss  [author] May 1 @ 2:23pm 
that sounds like its an issue with the patches, try disabling the replace astra weapons patch in the mods options