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RimWorld

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Royal Arsenal
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
4.968 MB
Jul 31, 2021 @ 4:56am
Jul 15 @ 10:14pm
21 Change Notes ( view )
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Royal Arsenal

In 1 collection by Bucko
Royal Arsenal
6 items
Description
Description
Expands upon the Empire's technology, adding a new type of charge weaponry and 3 new armor variants.

Mod Compatibilities
Save Our Ship 2
Native support: All Royal Arsenal armors count as EVA suits and have improved cold protection when SOS2 is loaded.

Craftable Royalty Weapons
Native support: Recipes added for normal and persona versions of the mono greatsword and plasma greatsword.

Persona Bond Forge
Native support: Recipes added for all persona weapons. When persona bond forge is loaded, all of the ranged weapons in Royal Arsenal will have persona versions as well.

Combat Extended
Patch available: Patches and adds ammo for the royal arsenal weapons.
Royal Arsenal Combat Extended Patch: https://steamcommunity.com/sharedfiles/filedetails/?id=2571853698

Armors

Ranseur Power Armor
Research Required: Cloaking Field, Recon Armor

Recon armor variant: Gives less armor but grants a move speed bonus to the wearer
Its main feature is a cloaking module that can grant the wearer total invisibility for 30 seconds at a time. Each use of the ability requires 20 uranium. The cloaking ability functions like psychic invisibility, but it can only target the wearer and is unaffected by psychic sensitivity.


Ranseur Helmet
Research Required: Cloaking Field, Recon Armor

Recon helmet variant: Gives less armor but grants shooting accuracy bonus to the wearer


Guardian Power Armor
Research Required: Personal Countermeasure System, Marine Armor

Marine armor variant: Gives more armor but has a larger movement penalty
1.3: Has a chaff countermeasure system that emits radio-reflective chaff. It disrupts turrets, but pawns can shoot through with no penalty.
1.4: Shoots EMP grenades with a very short warm-up time. Reloaded with components.


Guardian Helmet
Research Required: Personal Countermeasure System, Marine Armor

Marine armor variant: Much more armor, even more than a cataphract helmet
A marine helmet with a heavy frontal plate to provide the best in protection


Phalanx Power Armor
Research Required: Shield Belts, Cataphract Armor

Cataphract armor variant: Gives more armor but has a larger movement penalty
It requires a shield core to be crafted, but it functions as a low-shield pack that can be reloaded using advanced components.


Phalanx Helmet
Research Required: Shield Belts, Cataphract Armor

Cataphract helmet variant: Gives more armor and has a built-in toxin scrubber.
Wearers have -90% toxic sensitivity when wearing the Phalanx Helmet

Prestige Armors


Weapons

Royal Charged Weapons
Research Required: Royal Charged Shot
Specialty variants of charge weapons invented by the Empire. They require extra gold and advanced components to be built, but they perform much better than standard charge weapons.


Mono-longbow
Research Required: Experimental Mono-Weapons
A magnetic-assisted ultratech longbow capable of firing at extreme ranges.


Mono/Plasma Greatsword
More expensive versions of the monosword and plasmasword available via traders only. Their weight slows pawns down slightly, but they do much more damage.

Utility Items
Personal Countermeasure System
Research Required: Personal Countermeasure System

A belt-mounted countermeasure system. It functions the same as the one attached to guardian armor, but it has half the number of charges.

Personal Cloaking System
Research Required: Cloaking Field

A belt-mounted cloaking system. It functions the same as the one attached to guardian armor, but it is less fuel-efficient, and it can only hold one charge at a time.

Aerodrone Hub
Research Required: Aerodrone Hubs
An advanced building that can spoof an Empire signal, allowing your colonists to freely purchase drone strike targeters and shuttle services.


For aerodrones you can build and launch yourself, check out this mod.
Royal Arsenal - Buildable Aerodrones
https://steamcommunity.com/sharedfiles/filedetails/?id=2565444127


Aerodrone Targeters
- Aerodrone Strike Targeter
- Aerodrone Salvo Targeter
- Aerodrone High-yield Targeter


Royal Shuttle Service Targeter
Targets a location for a shuttle to land. It can take your colonists on a one-way trip to any destination after landing.
(This one is pretty hacky, so make sure the area you are targeting is clear for landing.)

Credit to Taranchuk for the Apparel Extension Class
102 Comments
Reinhart Jul 16 @ 2:01pm 
Not sure if anyone else ran into this, but I had to unsub/resub for the armors from this mod to show vacuum resistance. Hope this helps for anyone.
Bucko  [author] Jul 15 @ 10:16pm 
Thanks for the info. I updated the insulation stats to match the new 1.6 power armors.
arzzult Jul 14 @ 10:24pm 
Hey just wanted to point out a small balance change that seems to have slip under your radar. 1.6 basically doubled the "Insulation - Cold" stat of advanced armors.
SalmonToastie Jul 12 @ 5:29pm 
GOAT
Bucko  [author] Jul 12 @ 7:05am 
Just updated to include values for vacuum resistance. I used the same values from vanilla power armors, except for the phalanx helmet is slightly better than cataphract.
SalmonToastie Jul 12 @ 2:23am 
Yeah base game marine armor does, cataphract as well, advanced warcaskets also add it, I definitely think these have the tech level for it.

For now I’m just using character editor and I’ve added it through that.
Bucko  [author] Jul 12 @ 12:59am 
@SalmonToastie
For Odyssey, right? I don't have the dlc yet. Does it add a new vacuum-resistant trait to marine / recon armor? Or is that only on some new gear? Just curious what the balance impact would be if I added it.
SalmonToastie Jul 11 @ 7:51pm 
Any plans to make them vacumn resistant?
KahirDragoon Jul 2 @ 5:22am 
Does the Empire Faction also spawn with this or is it player/crafting only?
FungalFish Jun 13 @ 10:34pm 
Same here