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Webber Gun
i suggest making the `Being Webbed` Tendable, this will stop medics endlessly treating the injury and wasting medical resources. (i have already made the change to my own game, and sofar works without indecent.)
Webber shot - someway to remove the explosive effect that destroys roofs?
its not as big an issue as the above and can live with it as is.
That is all i have sofar, still progressing along the Imperial Tech trees and unlocking.
I mean the full Monty - implant the Progenoid Glands, (perhaps the other glands too), wait for them to mature, then harvest them. Would be interesting to risk it on prisoner organ farms - risk augmenting them to heck and back, to get the Geneseed.
Of course, a properly harvested Progenoid Gland should yield enough Geneseed for multiple fully-implanted superhumans.
I suppose harvesting from fresh corpses would be balanced (perhaps with a reduced but still superunitary yield).
This mods give me the idea: https://steamcommunity.com/sharedfiles/filedetails/?id=1845423808
I got a other idea: making a kind of basilik magnus to shot adjacent tile of the base, you can even made two shell type normal one and earth-shaker one (the punisher canon from the mods rimatomics give me the idea)
Taking 2 Hard Drugs(Luci doesn't count) has a 53% chance of causing a minor overdose, which reduces consciousness by 50% and severely reduces pawn capabilities including move speed.
3 hard drugs will always cause a minor overdose with about an 11.5% chance of causing a massive overdose, which reduces consciousness to 10% and knocks the pawn out.
A vanilla Human Jogger would have a 5 tile/sec Base MS, 4 Marine and 3 Term.
With Go-Juice, Wake-Up and Luciferium it's 8.5 Base, 6.8 Marine, 5.55 Term.
General Labor Speed is 100% Base, 75% Marine, 50% Term.
With Drugs it's 210% Base, 175% Marine, 140% Term.
With 125% efficiency organs(excluding spine) and legs a Human Jogger has a 6.9 Base, 5.52 Marine, 4.14 Term.
With Drugs it's 10.45 Base, 8.36 Marine, 6.27 Term.
GLS is 125% Base, 94% Marine, 62% Term.
With Drugs it's 262% Base, 219% Marine, 175% Term.
With 150% efficiency organs(excluding spine) and legs a Human Jogger has a 9.1 Base, 7.28 Marine, 5.46 Term.
With Drugs it's 12.75 Base, 10.2 Marine, 7.65 Term.
GLS is 150% Base, 112% Marine, 75% Term.
With Drugs it's 315% Base, 262% Marine, 210% Term.
With 175% efficiency Augmetics(excluding spine and legs) an Imperial Jogger moves at 9.9 Base, 7.92 Marine, 5.94 Term.
With Drugs(no Luci) it's 12.9 Base, 10.32 Marine, 7.74 Term.
With 200% efficiency arms their GLS is 200% Base, 150% Marine, 100% Term.
With Drugs(no Luci) it's 390% Base, 325% Marine, 260% Term.
Augmetic Stomach should be immune to Luciferium High.
With the right organ/limb balance* an Astartes Jogger has a MS of 12.96 Base, 10.8 Marine, 8.64 Term.
With Drugs(no Luci) it's 16.56 Base, 13.8 Marine, 11.04 Term.
GLS is 250% Base, 200% Marine, 150% Term.
With Drugs(no Luci) it's 455% Base, 390% Marine, 325% Term.
Preomnor should be immune to all Drugs except Ambrosia, Go-Juice, Wake-Up and Psychite Tea.
*That organ/limb balance would be as follows:
Catalepsean Node(Brain): 100% efficiency, Rest Fall Factor 0.5x, Hunger Rate 0.67x, Mental Break -35%, Immune to Alzheimers, Brain Shock, Catatonic Breakdown, Dementia, Scaria, Psychic Breakdown(DLC) and Psychic Hangover(DLC)
Melanochrome/Mucranoid(Head): 100% eff, -16 C Min Temp, +26 C Max Temp, Toxic Sensitivity -10%.
Sus-an Membrane(Skull): 100% eff, Pain Factor 0.1x, Medical Potency 1.25x, Immune to Cryptosleep Sickness
Betcher's Gland(Jaw): 200% eff, Eating +100%, Bite 26 Damage with 2.6-sec Cooldown, (Ranged)Chemical Burn 17 Damage with 3-sec Cooldown, Immune to Chemical Burn, Chemical Damage Moderate and Chemical Damage Severe
The Maintainer/Haemastamen(Heart): 200% eff, Immune to Heart Attack, Heart Artery Blockage and Blood Rot(DLC)
Oolitic Kidney(Kidney): 200% eff, Toxic Sensitivity -10%, Immune to Plague, Malaria, Wound Infection, Sleeping Sickness and Alcohol/Ambrosia/GoJuice/Psychite/Smokeleaf/WakeUp Tolerance
Multi-Lung(Lung): 200% eff, Toxic Sensitivity -10%, Immune to Asthma and Flu
Preomnor(Stomach): 200% eff, Hunger Rate 0.67x, Toxic Sensitivity -20%, Immune to Food Poisoning, Gut Worms and Alcohol/Flake/Luciferium/Penoxycyline/Smokeleaf/Yayo High
Larraman's Organ(Liver): 200% eff, Rest Fall Factor 0.65x, Total Bleed Factor 0.2x, Toxic Sensitivity -20%, Immune to Anesthetic, Cirrhosis, Carcinoma and Alcohol/Ambrosia/Flake/Luciferium/Psychite/Smokeleaf/WakeUp Addiction
Occulobe(Eyes): 200% eff, Immune to Cataract, Blindness and Sensory Mechanites
Neuroglottis(Nose): 200% eff, Tame/Train Animal Chance +50%, Social Impact +25%, Toxic Sensitivity -10%
Lyman's Ear(Ear): 200% eff, Immune to Hearing Loss, Sensory Mechanites and Psychic Vertigo(DLC)
Omophagea(Spine): 100% eff, Global Learn Factor +25%, Immune to Bad Back
Ossmodula/Biscopea(Sternum): 100% eff, Carry Capacity +75, Armor Sharp/Blunt +40%, Armor Heat +25%, Immune to Frail
The Black Carapace(Torso): 100% eff, Move Speed +1, Global Work Speed +25%
Augmetic Arm(Shoulder): 200% eff, Immune to Muscle Parasites, Fibrous Mechanites, 26 Damage with 2-sec Cooldown
Augmetic Leg(Leg): 150% eff, Immune to Muscle Parasites, Fibrous Mechanites, Carry Capacity +25
I replaced existing organs instead of adding new body parts because adding new parts disrupts the balance of how likely each body part is to be hit, while also making balancing the stat bonuses more difficult as you also have to consider an Astartes upgraded with Bionics.
If possible, Projenoid Glands could be added as a Projenoid Gland that is implanted in the Pelvis and overtime automatically generates Gene-Seed. You can either use what Gene-Seed you find to get a few powerful organs right away or wait for more Gene-Seed to grow.
MaxHitPoints doesn't actually do anything in-game, despite showing up as an in-game stat, but you can use IncomingDamageMultiplier to reduce how much damage you take. I recommend removing all of the bonuses from the Traits and just having two as:
Imperial: Incoming Damage Multiplier 0.67x, Carrying Capacity +50
Adeptus Astartes: Incoming Damage Multiplier 0.5x, Carrying Capacity +75
These will make Imperials/Guardsmen essentially have 1.5x HP to represent Toughness 3 vs Toughness 2, while an Astartes essentially has 2x HP to represent Toughness 4. I don't see Guardsmen as being average Humans because they have undergone Strength, Toughness and Skill training to make them better than average humans.
It may be necessary to disable the Tough Trait as it gives an Inc Dmg Multiplier, which if combined with the 40K Traits would give an Imperial 3x normal HP and an Astartes 4x. If Tough isn't disabled then it could be given to Astartes as a Terminator Honor, essentially giving them 2 Wounds. At this level, an Astartes' Brain would essentially have 40 HP, their Torso 160 and their Limbs 120.
There should be some sort of ceremony/event pawns go through that gives them the relevant Trait(Adeptus Astartes would replace Imperial) and if possible gives the pawn the Jogger Trait if they don't already have it. Because the Imperial Augments and Astartes organs are meant only to be used by Imperials that take reduced damage the implants should have the same base HP as the body part they are replacing.
Because becoming an Imperial should be more of an end-game goal the Traits shouldn't provide Skill bonuses so there shouldn't be numerous non-Astartes Traits. An Imperial's job can be indicated by the wargear they wield rather than a title-specific Trait. Stat bonuses like -Aiming Time can significantly throw off weapon balance if they aren't paired with a penalty like -Accuracy so it's easiest to leave those out and let the character's own Skill level, amplified by their Bionics/Augments, determine how skilled they are.
A 20 Melee/Shooting Skill Base Human has a 30% Melee Dodge Chance, 99% Shooting Accuracy, 90% Melee Block Chance and 34% Range Block Chance.
A 20 Melee/Shooting Skill 125% Human has a 34% MDC, 99.3% SA, 90% MBC and 40% RBC.
A 20 Melee/Shooting Skill 150% Human has a 39% MDC, 99.5% SA, 90% MBC and 47% RBC.
A 20 Melee/Shooting Skill Imperial has a 40% MDC, 99.6% SA, 90% MBC, 49% RBC and 33% Damage Reduction.
A 20 Melee/Shooting Skill Astartes has a 42% MDC, 99.7% SA, 90% MBC, 52% RBC and 50% DR.
If you are interested in this I have also done work on rebalancing Armor values and many Imperial weapons that I can share with you.
All helmets have somewhat low stats.
-movement/work penalties are too severe, compared to base rimworld helmets which do not have any penalty.
-low sharp resistance
plasteel flak/marine/cataphract helmets are 80%/106%/120%
astarte/terminator helmets are 105%/115%, the rest of this mod's helmets are below 60%
Imperial Flak Plate, Imperial Guard Greatcoat are almost completely inferior to hyperweave/thrumbo duster. The issue being that the "material effect multiplier" is zero.
I would also agree that the Astarte armor should have less movement/work penalty than terminator armor.
In vanilla RW, Legendary Quality improves Armor by 80%, making the 120 Cataphract go to 216. Because 200 is the max, 16 points of armor are wasted.
I have been working on a system that breaks down the TT Armor Saves as such:
6+ = 25 Armor for 12.5% deflect and mitigate chance
5+ = 50 Armor for 25% d/m
4+ = 75 Armor for 37.5% d/m
3+ = 100 Armor for 50% d/m
2+ = 125 Armor for 62.5% d/m
With only a 60% increase at Legendary the saves become:
6+ = 40 armor for 20% d/m
5+ = 80 Armor for 40% d/m
4+ = 120 Armor for 60% d/m
3+ = 160 Armor for 80% d/m
2+ = 200 Armor for 100% d/m
To make up for the overall lower armor, most vanillla RW weapons should have no Armor Penetration. To differentiate Imperial Armor from RW Armor the RW variants would have less Heat and Blunt Armor and/or Heat/Cold Insulation.
I.E. Plate Armor provides 75 Sharp, 50 Blunt and 25 or 50 Heat Armor, Carapace Armor provides 75 Sharp, Blunt and Heat Armor.
Cataphract Armor provides 125 Sharp, 100 Blunt, 75 or 100 Heat Armor, Terminator Armor provides 125 Sharp, Blunt and Heat Armor.
The current AP system I've worked out goes with the thought that AP is not perfect so doesn't completely ignore Armor. Each point of AP is 15 penetration, which increases by 8.35% per Quality level to a max of +33.4%(20 penetration) at Legendary. With this system, the highest possible saves at Norm/Leg quality are:
Normal
6+ = 5% d/m vs AP6
5+ = 2.5% d/m vs AP4
4+ = 7.5% d/m vs AP3
3+ = 5% d/m vs AP1
2+ = 17.5% d/m vs AP1
Each level of AP reduces d/m chance by 7.5%.
I.E. 5+ = 10% d/m vs AP5, 17.5% d/m vs AP6, 25% d/m vs AP-
Legendary
6+ = 10% d/m vs AP6
5+ = 10% d/m vs AP4
4+ = 10% d/m vs AP2
3+ = 20% d/m vs AP1
2+ = 40% d/m vs AP1
Each level of AP reduces d/m chance by 10%.
I.E. 5+ = 20% d/m vs AP5, 30% d/m vs AP6, 40% d/m vs AP-
Legendary Terminator Armor would have a 50% d/m vs AP2/Plasma weapons meaning each damaging shot will do at most 50% damage. Combined with the Adeptus Astartes Trait's 50% damage reduction a Plasma Gun could do at most 25% damage to a Legendary Terminator. The damage scale I've come up with gives Strength 7/Plasma weapons 81 damage at Legendary so they could still do 20 damage per hit, allowing them to destroy all of an Astartes' vital organs with a single shot. Their Limbs would survive with 33.4% HP left and their Torso with 50%.
My thought for the Iron Halo is to be a layer of Armor that is somehow immune to AP, with a base of 42 that scales to 67 at Legendary. At normal it would give a 21% d/m chance vs all weapons and at Legendary would give a 33.5% d/m chance. If Storm/Combat Shields work the same way but only cover a portion of the body and if possible only a certain angle, then a Legendary Terminator with Iron Halo and Storm Shield would have two 33.5% d/m chances and a 50% d/m chance against a Plasma Gun, which could still destroy the Terminator's brain even if mitigated twice.
For my damage scale I looked at Guardsmen as having undergone Strength, Toughness and Skill training to put them above Humans, who would then be S/T/BS/WS 2. A Human with a well aimed strike should be able to destroy a Brain so S2 must be at least 10 damage, meaning each point of S is 5 damage.
For each point of Strength above or below Toughness I add or subtract 10% damage. If Strength is half or twice Toughness the penalty or bonus is increased by 50%.
I.E. S1 is 1 less than and half of T2 so 5 damage - 15% = 4.25 or 4 damage per hit. The full damage scale works out as follows:
S1 = 4 damage
S2 = 10 damage
S3 = 17 damage
S4 = 26 damage
S5 = 36 damage
S6 = 48 damage
S7 = 61 damage
S8 = 76 damage
S9 = 92 damage
S10 = 110 damage
I've mostly been working on the Guardsman and Astartes weapons from the Adeptus Mechanicus: Armoury mod so far.
Bolter: 1-sec Warm-Up, 3 Burst Count and 15 Ticks(0.5-sec), 1.5-sec Cooldown, 26 DPS, 36 Range
Close: 13 DPS (50% acc)
Short: 15.6 DPS (60%)
Medium: 14.3 DPS (55%)
Long: 10.4 DPS (40%)
Sternguard: 1-sec WU, 3 BC and 15 Ticks(0.5-sec), 1.5-sec CD, 26 DPS, 36 Range
Close: 14.3 DPS (55%)
Short: 16.9 DPS (65%)
Medium: 15.6 DPS (60%)
Long: 11.7 DPS (45%)
Storm Bolter: 1.5-sec WU, 4 BC and 12 Ticks(0.6-sec), 1.5-sec CD, 28.89 DPS, 36 Range
Close: 15.89 DPS (55%)
Short: 18.78 DPS (65%)
Medium: 13 DPS (45%)
Long: 8.67 DPS (30%)
Bolt Pistol: 0.5-sec WU, 2 BC and 12 Ticks(0.2-sec), 1-sec CD, 30.59 DPS, 24 Range
Close: 16.82 DPS (55%)
Short: 19.88 DPS (65%)
Medium: 12.24 DPS (40%)
Long: 6.12 DPS (20%)
Heavy Bolter: 1.5-sec WU, 6 BC and 12 Ticks(1-sec), 2-sec CD, 48 DPS, 54 Range
Close: 9.6 DPS (20%)
Short: 12 DPS (25%)
Medium: 12 DPS (25%)
Long: 9.6 DPS (20%)
Stalker Bolter: 1.5-sec WU, 2 BC and 18 Ticks(0.3-sec), 1.5-sec CD, 23.64 DPS, 45 Range
Close: 11.82 DPS (50%)
Short: 14.18 DPS (60%)
Medium: 11.82 DPS (50%)
Long: 13 DPS (55%)
Lasgun: 1-sec WU, 6 BC and 9 Ticks(0.75-sec), 1-sec CD, 37.09 DPS, 36 Range
Close: 16.69 DPS (45%)
Short: 20.4 DPS (55%)
Medium: 18.55 DPS (50%)
Long: 12.98 DPS (35%)
Plasma Gun: 1.5-sec WU, 1 Shot, 1.5-sec CD, 20.33 DPS, 36 Range
Close: 10.17 DPS (50%)
Short: 12.2 DPS (60%)
Medium: 11.18 DPS (55%)
Long: 8.13 DPS (40%)
The Lasgun does the most Base DPS but the least Medium/Heavy Armor DPS, being completely unable to penetrate Legendary Terminator Armor. At Normal Quality it would out-DPS the rebalanced Assault(0 AP) and Charge Rifles(30 AP) against all targets at all ranges.
The Bolter doesn't completely outclass the Lasgun so it shouldn't be necessary to replace all Lasguns, except maybe at Masterwork/Legendary quality; however, the Sternguard will have the overall DPS advantage regardless of quality.
The Heavy Bolter has more Strength, AP and Range than the Bolter so I gave the Bolter more DPS against all targets at all ranges except for Long, where the Heavy does more to 5+ Save and higher. At Legendary Quality the Heavy does more 2+ DPS at all ranges, more 4+ and up DPS at Medium range and more 5+ and up DPS at Long range.
The Sternguard would out-DPS the Heavy against all targets at all ranges using Kraken Bolts but it would still have less range and Strength.
The Bolter does more Medium and Long range DPS than the Pistol and Storm Bolter, which both do more Close and Short range DPS than the Bolter. The Pistol does slightly more Close and Short range DPS than the Storm and similar DPS at Medium due to having less range. The DPS difference between the Pistol and Storm is small despite the range difference because the Pistol should be paired with a melee weapon for extra melee DPS.
The Sternguard would still do about 11% less Close and Short range DPS but its Medium(20%) and Long(35%) range DPS advantage should more than make up for it.
The Stalker has more range than the Bolter and I gave it 50% more damage per hit(Sniper Rule) so I gave it less DPS than the Bolter at all ranges except Long. Set up this way the Stalker has similar performance to the Heavy in Close and Short, worse performance at Medium and better performance at Long. Overall DPS advantage slips towards the Heavy at higher qualities but even at Legendary the Stalker does more to all targets at long range except 2+(about 9% less DPS).
The Sternguard would do more DPS than the Stalker in Close, Short and especially Medium but would still do less at Long range when using Kraken Bolts, which would give the Sternguard equal range to the Stalker but still less damage per hit.
The Plasma Gun does the least Base DPS but the most Medium/Heavy Armor DPS, especially at higher qualities.
The Sternguard is only slightly better overall than the PG at lower qualities but at Legendary it only does about 2% less 3+ DPS at Close to Medium range and about 2% less 2+ DPS at all ranges when using Vengeance Bolts, which do reduce the Sternguard's range.
There can be other differences to offset the strengths of certain weapons, such as Plasma shots travelling slower than Bolts(60 vs 75) and the Plasma Gun firing only 1 shot per burst vs the Bolter's 3, despite having the same accuracy.
It does make sense because non-Astartes have no neural link with the Power Armor so cannot get full performance from it. Astartes implants providing bonuses to counter the Armor's penalty does mean they have a bonus when not wearing the Armor but also means they technically have no penalty when they are wearing it.
Only the Assault Cannon and Plasma Rifle reduce move speed and I don't think the PR should. The Cannon should as should all Heavy weapons; however, I think the penalties should be higher such as -0.5 for Heavies like the Heavy Bolter/Stubber and -1 for Super Heavies like the Assault Cannon.
How are Lasguns OP? They do more Base DPS than the T1 Bolter but less than the T2 and Angelus. Lasguns do less armored DPS than all Bolters due to having lower AP. The Lasgun is single-target and the Bolters are AoE. The Lasgun(9 dmg/shot) cannot fully destroy the Brain(10 HP) with a single shot but a Bolt(30 dmg/shot) can even if mitigated by armor. The Angelus(45 dmg/shot) can destroy all vital organs(10 to 20 HP) with a single shot even if mitigated.
I'm using the first chaos story teller on the hardest difficulty the majority of attacks are melee bound naked traitors or the rare tau with a gun or orks using melee. Yeah the lasgun is killing unarmored targets insanely well so well in fact that i've never really had to worry about combat when I have 1 lasgun available. The boltors fire pitifully slow. Not using Combat Extended either. I've yet to figure out how to get the geneseed mod working to make an actual Astartes with implants at the start so I can play with it.
Understood. Part of the problem is the Lasgun does too little damage per hit so fires too fast to make up for it, while the Bolter does too much damage per hit and has AoE so fires much too slow to make up for it.
Another part is the ST you use apparently doesn't send m/any enemies with heavy armor, which reduces the need for the Bolter vs the Lasgun. If properly balanced then a Bolter should be effective against unarmored troops but a Lasgun should be more effective. When fighting a horde of rats(unarmored/light infantry) it's better to use rat shot(Lasgun) or buck shot(Heavy Stubber) than slugs(Bolter).
I don't know if you've read my previous posts with balance suggestions but I think the Lasgun and Bolter should have the same Warm-Up of 1-sec. The Lasgun should have a 1-sec Cooldown to the Bolter's 1.5-sec, while the Lasgun takes 0.75-sec to fire 6 shots vs the Bolter's 0.5-sec for 3 shots. Total firing cycle time is 2.75-sec Lasgun and 3-sec Bolter vs current 2.55-sec Lasgun and 5.25-sec Bolter.
My Lasgun design does about 28% more base DPS than the Bolter, which does about 67% more Marine and Terminator DPS. A Sternguard Bolter("T2") with 5% more accuracy at all ranges than the Bolter would do about 84% more Marine and Terminator DPS than the Lasgun, which would do about 17% more base DPS.
Stolen Gene-Seed can only be acquired from certain traders and from Astartes(Chaos Marines) so if your ST isn't sending any Astartes you will have to keep an eye on traders.
According to https://sosv2.fandom.com/wiki/Modding_SOS_(Incorporating_EVA_tags_to_Mod_Armors) it can be done by adding "<li>EVA</li>" to helmet and armor in tags section, in xml file.
From an immersion pov I also think it is an unrealistic requirement to need medical skill as requirement for crafting. Medical knowledge would've been used to research the item. (But that only works if Rimworld had research based on the seperate skills instead of Intellectual as seperate skill).
I would be very happy if the medical requirement for crafting augments could be dropped. Maybe raise the crafting skill requirement for tier 1 to balance getting rid of the medical requirement.
I.E.
Legendary Cataphract takes less damage than Leg Marine does from Leg weapons.
Leg Mar takes less damage from Leg weapons than Mastercraft Cat does from Mast weapons.
Normally, Armor Rating is capped so Leg Cat is only 200 instead of 216. If Armor Rating is uncapped then Leg Cat would take about 76% less AR, 41% less CR and 33% less CL damage than Leg Mar causing it to become rather OP against vanilla weapons; however, it also allows for an additional armor tier to be added above it.
138 for Terminator, which is equal to Good Cata
120 for Power Armor, which is equal to Norm Cata
106 for Scout/Carapace, which is equal to Norm Mar
92 for Kevlar Armor, which is equal to Norm Recon
80 for Flak Armor, which is twice vanilla Flak Armor
Realistically speaking, Flak Armor should be a 6+ Save with Kevlar/Ballistic/Combat Armor as the 5+. That said, it's safe to assume Imperial tech would be superior to most others', which is why their Flak deflects a bit less than 1/3rd of Assault Rifle shots instead of a bit less than 1/8th like vanilla Flak.
Depending on weapon(Assault Rifle, Charge Rifle, Charge Lance) and quality(Normal to Legendary), RW full Flak takes about 25% less torso and 150% more limb damage than Recon Armor does, while taking about the same torso and 275% more limb damage than Marine Armor does. A Flak Vest with a Hyperweave Duster takes about the same torso and 180% more limb damage than Cataphract does.
If Imperial Flak and Kevlar are just a middle layer they can be worn with a Flak Vest and Jacket, a Duster or Imperial equivalents such as a Great Coat. The Imp Flak with RW Flak or equiv would take similar full body but more head damage than Recon against lower AP weapons, while with a Hyperweave Duster or equiv would take similar full body but more head damage than Marine against lower AP weapons. Imp Kevlar would take more head damage than Marine but with RW Flak or equiv would take similar full body damage and with Duster or equiv would take slightly less full body damage against lower AP weapons.
If each point of Armor Penetration is 20% then AP6 is 25% higher than an Assault Rifle, Bolter AP5(40) sits between the Charge Rifle(35) and Charge Lance(45) and the Heavy Bolter AP4(60) has 34% more AP than the Charge Lance. AP- weapons like the Auto/Lasgun should be made AP6 so they aren't outclassed by vanilla weapons against Armor Ratings of 200+.
With the above AP system, against Legendary Terminator Armor:
AP- and 6 are deflected 100% of the time.
AP5 is deflected 94% and mitigated 6% of the time.
AP4 is deflected 79% and mitigated 21% of the time.
AP3 is deflected 64% and mitigated 36% of the time.
AP2 is deflected and mitigated 49% of the time.
AP1 is deflected and mitigated 34% of the time.
Against Legendary Power Armor:
AP- is deflected 100% of the time.
AP6 is deflected 93% and mitigated 7% of the time.
AP5 is deflected 78% and mitigated 22% of the time.
AP4 is deflected 63% and mitigated 37% of the time.
AP3 is deflected and mitigated 48% of the time.
AP2 is deflected and mitigated 33% of the time.
AP1 is deflected and mitigated 18% of the time.
For damage I've been testing the following scale:
S1: 2 dmg
S2: 10 dmg
S3: 17 dmg
S4: 30 dmg
S5: 40 dmg
S6: 51 dmg
S7: 63 dmg
S8: 76 dmg
S9: 90 dmg
S10: 110 dmg
S3 weapons(I.E. Auto/Lasgun) do about 13.3% more damage per hit than the Charge Rifle. S4 weapons(I.E. Bolter, Astartes Arm punch) are able to destroy a pawn's limbs, organs and head with a single unmitigated hit, while S5 weapons(I.E. Heavy Bolter, Astartes Leg kick) can destroy any body part with a single unmitigated hit. If Astartes have either the Tough Trait or 50% dmg resistance their limbs and head would technically have 60-hp, which a S7 Plasma weapon could still one-shot if unmitigated.
S10 at Legendary quality reaches 165 dmg allowing it to one-shot a pawn's torso even if mitigated by armor twice. A once mitigated S10 could still one-shot an Astartes' torso, while a double mitigation would leave them with 50% hp. Even if the S10 attack was mitigated 3x by an Iron Halo, Combat/Storm Shield and Armor as well as reduced by Astartes Toughness it would still do enough damage to destroy the Astartes' brain if it hit.
A 20 Shooting Skill pawn has an accuracy value of 99%, which totals out to:
Close Range(3-tiles): 97%
Short Range(12-tiles): 89%
Medi Range(25-tiles): 78%
Long Range(40-tiles): 67%
The only way to increase those values are with increased eyesight that maxes at 200% or with +Shooting Accuracy, which requires 40-pts to max accuracy on its own. The +25% efficiency of Bionic Eyes is essentially +3 acc and Arch's +50% is +6 acc. Astartes Occulobes at 200% efficiency and +6.5 acc each would give the Astartes +25 acc in total, requiring only 15 more to max out. Carapace/Scout, Power and Term Helmets can be +5, while PA is +5 and TA is +10.
With Archotech Eyes, TA and helmet a 20 Shooting pawn's accuracy would be:
Close Range: 99%
Short Range: 98%
Medi Range: 95%
Long Range: 92%
Astartes base acc is:
Close Range: 99%
Short Range: 98%
Medi Range: 96%
Long Range: 93%
Astartes with TA and helm is max possible accuracy:
Close Range: 100%
Short Range: 99%
Medi Range: 98%
Long Range: 96%
Because the Careful Shooter Trait increases accuracy by 5 then it may be best for each Occulobe to only boost acc by +4; however, because the Aiming Time Increase/Decrease of Careful Shooter/Trigger Happy does not equally impact all weapons and can make some become more OP than others it may be best to disable those Traits when using a 40k mod.
This is my recommendation for Astartes implants:
Sus-an Membrane(Skull): 100% eff, Medical Potency +50%
Catalepsean Node(Brain): 100% efficiency, Rest Fall Factor 0.4x, Rest Rate Multiplier +40%, Hunger Rate 0.5x, Mental Break -34%
Occulobe(Eyes): 200% eff, 6.5 Shooting Accuracy
Lyman's Ear(Ears): 200% eff, 5 Melee Dodge Chance
Neuroglottis(Nose): 200% eff, Negotiation Ability +32%, Trade Price Improvement +34%, Social Impact +50%, Tame Animal Chance +33%, Train Animal Chance +36%, Toxic Sensitivity -10%
Betcher's Gland(Jaw): 200% eff, Eating +20%, 3.9 Range, 17 Damage, 40% Armor Penetration, 90% Touch Range Acc, 0.75-sec Warm-Up, 0.75-sec Cooldown, 1 'Round'
Melanocranoid(Torso): 100% eff, -16-C Comfy Temp Ming, +24-C Comfy Temp Max, Toxic Sensitivity -10%
Omophagea(Spine): 100% eff, Global Learn Factor +50%
The Maintainer(Heart): 200% eff, Natural Healing Factor 3x
Multi-Lung(Lungs): 200% eff, Toxic Sensitivity -10%
Preomnor(Stomach): 200% eff, Hunger Rate 0.33x, Toxic Sensitivity -15%, Food Poisoning Chance Factor 0x
Larraman's Organ(Liver): 200% eff, Rest Fall Factor 0.5x, Immunity Gain Speed +50%, Toxic Sensitivity -15%
Oolitic Kidney(Kidneys): 200% eff, Immunity Gain Speed +50%, Toxic Sensitivity -10
The Black Carapace(Sternum): 100% eff, Move Speed +1.5, Global Work Speed +40%
Biscodula(Ribcage): 100% eff, Carrying Capacity +50, Move Speed +0.5, Global Work Speed +10%, Incoming Damage Factor 0.5x
Astartes Arm(Shoulders): 200% eff, 30 Damage, 20% Armor Penetration, 1.5-sec Cooldown
Astartes Leg(Legs): 150% eff, Carrying Capacity +50, 2.5 Melee Dodge Chance, 40 Damage, 20% Armor Penetration, 2-sec Cooldown
An Astartes with the above balance can move, work, eat, heal and rest 3x faster than normal, has 6x carry capacity and immunity gain speed, takes half damage from all attacks and has 90% toxin resistance. They have a Mental Break Threshold of 1%, take about 6x longer to become Hungry and 5x longer to become Tired. They can withstand temperatures ranging from 0`C or 32`F(freezing) to 50`C or 122`F(RW animal max) without clothing, having higher ranged accuracy, melee damage and melee dodge chance and there are other bonuses like better taming/training/trading/social skills, etc. I didn't give any Pain or Bleed reductions because Bionics do not feel pain or bleed so only an Astartes' pelvis, skull, torso, neck, head and brain could feel pain and only the last four could bleed or scar.
Because the Tough Trait reduces damage taken by 50%, combined with Biscodula an Astartes would take only 25% damage. As this might be OP it may be best for the Biscodula to not give dmg resistance, which would make pawns with the Tough Trait the "only viable" candidates to become Astartes. Additionally, as the Iron-Willed Trait reduces Mental Break by -18% you may want the Catalepsean Node to only reduce it by -16% instead of -34% so that Tough and Iron-Willed pawns are among the most viable Astartes candidates, with the addition of Jogger being the perfect 3 mix.
I don't know how skilled you are at modding but if you created a Projenoid Gland implant for the Pelvis it could generate Gene-Seed overtime that could be harvested to make more implants. I.E. In 40K lore it takes 5 years for the first Proj Gland to mature, which may be too long in RW but each Proj Gland in the colony reduces the time it takes to generate GS. If limbs don't cost GS to make then at a rate of 1 every 12 days you could get 20 GS every 4-years to make a full Astartes, while 4 Proj Glands in the colony would increase that to 1 Astartes/year. Prisoners/Slaves/Servitors could be used to harvest GS.
A vanilla RW Human with the Jogger Trait has a Move Speed of 5-cells/sec, increased to 7.5 with Go-Juice.
An Astartes Jogger with the above balance has a MS of 15.12, increased to 18.62 with GJ.
If Power Armor reduces MS by 1 then the Human has a MS of 4, increased to 6 with GJ.
In PA the Astartes moves at 12.96, increased to 15.96 with GJ.
If Term Armor reduces MS by 2 then the Human has a MS of 3, increased to 4.5 with GJ.
In TA the Astartes moves at 10.8, increased to 13.3 with GJ.
If Heavy weapons like the Hvy Bolter reduce MS by 0.5 then the Human has a MS of 4.5/ 3.5 in PA/ 2.5 in TA, increased to 6.75/ 5.25/ 3.75 with GJ.
With Hvy wpn the Astartes moves at 14.04/ 11.88/ 9.72, increased to 17.29/ 14.63/ 11.97 with GJ.
If Super Hvy wpns like the Assault/Plasma Cannon reduce MS by 1 then the Human has a MS of 4/ 3/ 2, increased to 6/ 4.5/ 3 with GJ.
With Spr Hvy wpn the Astartes moves at 12.96/ 10.8/ 8.64, increased to 15.96/ 13.3/ 10.64 with GJ.
A Human Jogger with Archotech Legs, a Bionic Heart and GJ moves at 10.4, the safest top speed possible in vanilla RW, which an Astartes could slightly surpass even in TA with an Assault Cannon if they were on GJ.
All Astartes should have the Tough trait to halve incoming damage, either through random chance so that only the few that appear with it are eligible to become SMs or through a mod such as Prepare Carefully or some sort of Imperial Ritual modded into the game.
Even with the Tough trait a 40+ damage per hit weapon will 2-shot the torso and can 1-shot all organs. As SM organs are costly to make, limiting how often they are destroyed by limiting the dph of weapons is necessary.
There should be an Imperial Trait with 5 to 10x the commonality of Tough that gives 20% damage reduction, effectively giving Imps 125% HP. SMs would have 200% HP or 160% Imp HP.
S 3 (Autogun)
15/ 17/ 17/ 17/ 17/ 21/ 26
vs Pawn
Awful can 1-shot most organs and can down with 1 mitigated brain shot.
Mast can 1-shot all organs and can 1-shot the brain mitigated.
Leg can 1-shot all but the limbs/torso.
vs Imp
Awful can 1-shot the brain/ears.
Poor can down with 1 mitigated brain shot.
Mast can 1-shot most organs.
Leg can 1-shot all organs and can 1-shot the brain mitigated.
vs SM
Awful can down with 1 brain shot.
Mast can 1-shot the brain.
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S3+ (Lasgun)
16/ 18/ 18/ 18/ 23/ 27
vs Pawn
Awful can 1-shot most organs and can down with 1 mitigated brain shot.
Poor can kill with 1 mitigated brain shot.
Mast can 1-shot all organs and can 1-shot the brain mitigated.
Leg can 1-shot all but the limbs/torso.
vs Imp
Awful can 1-shot the brain.
Poor can down with 1 mitigated brain shot.
Mast can 1-shot most organs and can kill with 1 mitigated brain shot.
Leg can 1-shot all organs and can 1-shot the brain mitigated.
vs SM
Awful can down with 1 brain shot.
Poor can kill with 1 brain shot.
Mast can 1-shot the brain.
Leg can down with 1 mitigated brain shot.
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S 4 (Bolter)
22/ 25/ 25/ 25/ 25/ 31/ 38
vs Pawn
Awful can 1-shot all organs and can 1-shot the brain mitigated.
Poor can 1-shot all but limbs/torso.
Mast can 1-shot all but torso and can 1-shot most organs mitigated.
vs Imp
Awful can 1-shot most organs and can kill with 1 mitigated brain shot.
Poor can 1-shot all organs and can 1-shot the brain mitigated.
Mast can 1-shot all but the limbs/torso.
Leg can 1-shot all but the torso and can 1-shot most organs mitigated.
vs SM
Awful can 1-shot the brain.
Mast can 1-shot most organs and can down with 1 mitigated brain shot.
Leg can 1-shot the brain mitigated.
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S 6 (Assault Cannon)
32/ 35/ 35/ 35/ 35/ 44/ 52
vs Pawn
Awful can 1-shot all but the torso and can 1-shot most organs mitigated.
Mast can 1-shot all and can 1-shot all organs mitigated.
Leg can 1-shot all but the limbs/torso mitigated.
vs Imp
Awful can 1-shot all but the limbs/torso and can 1-shot the brain mitigated.
Mast can 1-shot most organs mitigated.
Leg can 1-shot all and can 1-shot all organs mitigated.
vs SM
Awful can 1-shot most organs and can down with 1 mitigated brain shot.
Poor can kill with 1 mitigated brain shot.
Mast can 1-shot all organs and can 1-shot the brain mitigated.
Leg can 1-shot all but the limbs/torso.
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S 7 (Plasma Gun)
36/ 40/ 40/ 40/ 40/ 50/ 60
vs Pawn
Awful can 1-shot all but torso and can 1-shot most organs mitigated.
Poor can 1-shot all and can 1-shot all organs mitigated.
Mast can 1-shot all but limbs/torso mitigated.
Leg can 1-shot all but torso mitigated.
vs Imp
Awful can 1-shot all but the limbs/torso and can 1-shot the brain mitigated.
Poor can 1-shot all but the torso and can 1-shot most organs mitigated.
Mast can 1-shot all and can 1-shot all organs mitigated.
vs SM
Awful can 1-shot most organs and can kill with 1 mitigated brain shot.
Poor can 1-shot all organs and can 1-shot the brain mitigated.
Mast can 1-shot all but limbs/torso.
Leg can 1-shot all but torso and can 1-shot most organs mitigated.
Bolter
25 dps, 25 dph, 35 ap, 3 round burst, 15 burst ticks, 0.5-sec burst, 1-sec warm-up, 1.5-sec cooldown, 3-sec firing cycle, 36.9 range, 120 bullet speed, explosive radius 0.5.
Close: 56%, 14 dps
Short: 66%, 16.5 dps
Medium: 66%, 16.5 dps
Long: 48%, 12 dps
A Norm Bolter does about 2x the dps of a Norm Charge Rifle at all ranges except medium, where it does as much as a Leg CR. It has the same range as the Bolt-Action Rifle and both Rocket Launchers and the BSpd of the Charge Lance to account for SM Move Speed.
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Autogun
28.33 dps, 17 dph, 16 ap, 5 round burst, 6 burst ticks, 0.4-sec burst, 1.1-sec WU, 1.5-sec CD, 3-sec FC, 36.9 range, 132 bullet speed.
Close: 56%, 15.86 dps
Short: 66%, 18.7 dps
Medium: 66%, 18.7 dps
Long: 48%, 13.6 dps
The AG does more dps but has less dph and ap than the Bolter, which does more dps to all armor.
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Lasgun
30 dps, 18 dph, 16 ap, 5 round burst, 6 burst ticks, 0.4-sec burst, 1.1-sec WU, 1.5-sec CD, 3-sec FC, 36.9 range, 132 BSpd.
Close: 56%, 16.8 dps
Short: 66%, 19.8 dps
Medium: 66%, 19.8 dps
Long: 48%, 14.4 dps
Higher tier so higher dph and dps AG. It does more dps to Flak Jacket/Pants than the Bolter.
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Plasma Gun
20 dps, 40 dph, 65 ap, 2 round burst, 60 burst ticks, 1-sec burst, 1.5-sec WU, 1.5-sec CD, 4-sec FC, 36.9 range, 70 BSpd, explosive radius 0.5.
Close: 56%, 11.2 dps
Short: 66%, 13.2 dps
Medium: 66%, 13.2 dps
Long: 48%, 9.6 dps
The PG does less dps than the Bolter but does more dph and has more ap so does more dps to most armor.
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Laspistol
37.5 dps, 18 dph, 16 ap, 3 round burst, 6 burst ticks, 0.2-sec burst, 0.3-sec WU, 0.94-sec CD, 1.44-sec FC, 24.9 range, 120 BSpd.
Close: 56%, 21 dps
Short: 66%, 24.75 dps
Medium: 44%, 16.5 dps
Long: 32%, 12 dps
The Laspistol does more close and short range but less medium range dps and has less range than the LG. While better at close/short it is overall statistically inferior to the LG so should be easier to produce and weigh less so it can be paired with heavier/stronger melee weapons.
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Assault Cannon
56 dps, 35 dph, 55 ap, 10 round burst, 6 burst ticks, 0.9-sec burst, 2.75-sec WU, 2.6-sec CD, 6.25-sec FC, 24.9 range, 70 BSpd, -1.0 MSpd.
Close: 25%, 14 dps
Short: 30%, 16.8 dps
Medium: 30%, 16.8 dps
Long: 30%, 16.8 dps
The AssCan does a little more short/medium range dps than the Bolter, has more dph and more ap; however, it has less range and a MSpd penalty.
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Plasma Cannon
8 dps, 40 dph, 65 ap, 1 round burst, 2.5-sec WU, 2.5-sec CD, 5-sec FC, 36.9 range, 50 BSpd, -1.0 MSpd, explosive radius 1.5.
Close: 50%, 4 dps
Short: 60%, 4.8 dps
Medium: 60%, 4.8 dps
Long: 60%, 4.8 dps
The PCan does significantly less dps than the PG despite having the same dph, ap and range because it can hit up to 9 targets at once.
Melee Weapons
S6(Chainsword/Power Sword)
28.8/ 32.4/ 36/ 39.6/ 43.2/ 52.2/ 59.4
vs Pawn
Awful can 1-hit the head and can 1-hit the brain mitigated.
Poor can 1-hit the limbs and can 1-hit most organs mitigated.
Good can 1-hit all and can 1-hit all organs mitigated.
Mast can 1-hit the head mitigated.
Leg can 1-hit the limbs mitigated.
vs Imp
Awful can 1-hit all organs and can 1-hit the brain mitigated.
Poor can 1-hit the head.
Good can 1-hit the limbs and can 1-hit most organs mitigated.
Mast can 1-hit all and can 1-hit all organs mitigated.
vs SM
Awful can 1-hit the brain and can down with 1 mitigated brain hit.
Poor can 1-hit most organs.
Norm can kill with 1 mitigated brain hit.
Good can 1-hit all organs and can 1-hit the brain mitigated.
Mast can 1-hit the head.
Leg can 1-hit the limbs and can 1-hit most organs mitigated.
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S7(Power Axe)
32/ 36/ 40/ 44/ 48/ 58/ 66
vs Pawn
Awful can 1-hit the limbs and can 1 hit most organs mitigated.
Norm can 1-hit all and can 1-hit all organs mitigated.
Mast can 1-hit the head mitigated.
Leg can 1-hit the limbs mitigated.
vs Imp
Awful can 1-hit the head and can 1-hit the brain mitigated.
Norm can 1-hit the limbs and can 1-hit most organs mitigated.
Mast can 1-hit all and can 1-hit all organs mitigated.
Leg can 1-hit the head mitigated.
vs SM
Awful can 1-hit most organs and can down with 1 mitigated brain hit.
Poor can kill with 1 mitigated brain hit.
Norm can 1-hit all organs and can 1-hit the brain mitigated.
Mast can 1-hit the limbs and can 1-hit most organs mitigated.
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S10(Thunder Hammer)
57.6/ 64.8/ 72/ 79.2/ 86.4/ 104.4/ 118.8
vs Pawn
Awful can 1-hit all and can 1-hit the head mitigated.
Poor can 1-hit the limbs mitigated.
Good can 1-hit all mitigated.
vs Imp
Awful can 1-hit all and can 1-hit all organs mitigated.
Poor can 1-hit the head mitigated.
Good can 1-hit the limbs mitigated.
Mast can 1-hit all mitigated.
vs SM
Awful can 1-hit the head and can 1-hit the brain mitigated.
Poor can 1-hit the limbs and can 1-hit most organs mitigated.
Good can 1-hit all and can 1-hit all organs mitigated.
Mast can 1-hit the head mitigated.
Leg can 1-hit the limbs mitigated.
Chainsword
40 dps, 36 dph, 62 ap, 0.9-sec CD
The Csword does more dps than the PMS to the point that even with less ap it does equal or greater armor dps
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Power Axe
30 dps, 40 dph, 89 ap, 1.33-sec CD
The PAxe does less dps than the Csword but has more dph and ap, which allows it to do more armor dps.
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Thunder Hammer
30 dps, 72 dph, 89 ap, 2.4-sec CD, -0.5 MSpd
The THam does more dph than the PAxe but has a longer cd and a MSpd penalty.
A Legendary Persona Monosword will ignore all other melee attacks in the game, including its own handle attack and Power Claws, in favor of using only its blade attacks. A masterwork PMS will ignore all melee attacks except Power Claws, which will actually reduce the pawn's dps.
With the dps given to them, if Imperial weapons don't have handle attacks then they will ignore all other melee attacks from Normal to Good quality.
I gave melee weapons high dps with the intention of maximizing their primary attacks at lower qualities and to keep them viable against the 40k ranged weapons, which all have more range, dph, dps and/or ap than their vanilla counterparts.
While ranged attacks will always waste over-damage(I.E. 40 dph PG destroys 8 hp finger and wastes 32 dph), melee attacks have a high chance to apply that extra damage to other nearby parts. Their damage can also vary and do either more or less dph.
I.E. During testing, a 30 dph strike hit the 10 hp right eye and carried through the 10 hp nose and left eye, destroying all 3 for the 30 damage total.
Another hit did 13.2 to the hand, arm and clavicle for a total of 39.6 dph.
Another did only 24 to the head so the pawn survived.
I recommend that only Imp weapons can be stuffed with Ceramite/Adamantium and only those materials.
Ceramite should give 0.9x weapon damage with 1x CD and give 3x HP. This makes ceramite weapons about 1 damage tier below Adamantium so a Leg THam can only 1-hit a SM's head when mitigated instead of their limbs.
Adamantium should give 1x dmg and 1x cd with 5x hp.
Without doing the above, Ceramite will need to cause 1.8x dmg and Adamantium 2x and all Imperial weapons will need to do half the list amount above so they only do that amount when made of Adamantium; however, this allows weapons like an Adamantium Longsword to do 46 dph and have 69 AP so it would almost be a S8, AP3 weapon.
If Ceramite and Adamantium only give 0.9x and 1x damage but all weapons can be stuffed then Ceramite/Adamantium weapons will do the same dps as or less dps than Steel/Plasteel ones in return for more hp.
Imperial Armor should match vanilla armor counterparts but have the same blunt/heat armor as sharp.
I.E.
Flak Vest is 100 Sharp, 36 Blunt, 27 Heat.
Imperial FVest is 100 Sharp, 100 Blunt, 100 Heat.
At Norm, an Archotech Arm would only have a 21% chance to deal full damage against Imp FVest vs an 85% chance against vanilla.
Carapace Helmet
Sharp/Blunt/Heat: 92
MinTemp: 4
MaxTemp: 2
Carapace Armor
S/B/H: 92
MinT: 24
MaxT: 26
Power Armor Helmet
S/B/H: 106
Min/MaxT: 4
+5 Shooting Accuracy
PA
S/B/H: 106
Min/MaxT: 80
+5 SA
-0.5 MSpd
Terminator Armor Helmet
S/B/H: 120
Min/MaxT: 11
+5 SA
TA
S/B/H: 120
Min/MaxT: 100
+10 SA
-1.0 MSpd
Combined with a SM's 50'C MaxT, Leg TA would give a SM 250'C MaxT, which is 15'C above the point at which flammable items begin to spontaneously combust.