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MIM - WH40k Weapons
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Mod, 1.4, 1.5, 1.6
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34.073 MB
23 nov, 2023 @ 5:52
22 nov @ 6:40
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MIM - WH40k Weapons

I 4 samlingar av emitbreaker
MIM WH40k Compatibility List
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MIM WH40k Mod Collection 1.6 Migration Completed
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Beskrivning
Summary
Standalone weapons mod from MIM - WH40k Factions. Gives bunch of weapons for Loyalists, Traitors, Genestealer Cults and Necrons.

You can change ranged weapon accuracy at Mod Settings
Change the value, save and load the game, then you'll get updated accuracy. This may not include some Melee weapons that has ranged attack.

Weapon Concepts
Same as Miniatures, there are four types of ranged weapons - Pistol, Rapid, Assault and Heavy. Pistol can be, if you use duel wield mod, duel wielded, Assault weapons have move speed bonus of 25% while Heavy weapons have penalty of 50%. Rapid weapons currently have no concept yet.

Melee weapons are basically categorized as 1H or 2H - 1H weapons has x * 1.x multiplied damages from their vanilla counterparts - like chainsword, which has damage characteristic of 1, has same damage amount with Long Sword, while Khornate Eviscerator, which has 2 and (looks like) 2H, has Long sword * 1.2 * 1.5 (2H weapon multiplier) damage amount.

This mod contains
New Weapons
As it is named. Currently including 280+ new melee & ranged weapons, including redundancy across factions.










New Mechanism - Weapon Abilities
Rapid Fire


Devastating Wounds
This ability will be disabled if Combat Extended is enabled.


Sustained Hits


Melta
This ability will be disabled if Combat Extended is enabled.


Pistol
This ability will be disabled if Combat Extended is enabled.


Heavy
Will not be displayed as weapon ability but gives below pawn ability instead.


Hazardous
Please note that this one has slightly lower possibility. Other 15% comes from 10.0 out of 60.0, while this one comes from 1 out of 6.


Penetration
Only available for Las / Beam / Gauss weapons. An attack from a weapon with this ability will penetrate all pawns on the shoot line.

New Mechanism - Changeable Projectile
Equip below magazine pouches with corresponding guns give your pawn additional gizmo when drafted. Click each gizmo will change the attack type - some may change requirement of Line of Sight or bullet flying type.

You can check inspection string or item descriptions for which one has compatibility with which guns.

Any pouches require magazine pouch (IM) research on Imperim (MIM) tab.

Changeable projectile functions will be removed if Combat Extended is enabled - still, pouches give carry capacity bonus as well as small carry weight / bulk bonus to wearer.

Bolt Weapons









Special-issue ammo






Auto Weapons


Special-issue ammo




Mobile mortar
Mobile mortar can be crafted at fabrication bench once Mortar and Heavy Weapon (IM) research has done.


Mortar shells
  • Explosive Shell (default)
  • Incendiary Shell
  • EMP shell
  • Smoke shell
  • Firefoam shell
  • Tox shell (requires Biotech)

New Abilities
Most likely a built-in abilities for weapon or wargears.

Wargear bounded


Weapon bounded
Will be removed if Combat Extended is enabled.











New Traders
This mod adds caravan / settlement traders for each sub factions, as well as orbital traders, who sells certain weapons, books and apparels (apparels only available if you enabled sub faction mod). Also, they will buy certain items from this mod.

New Ammos (for CE only)
This mod provides full set of ammo with its own researches to unlock. If you enabled Combat Extended, you can see new research tab of CE Ammo (MIM).

Built-in Proper shotguns patch (for non CE only)
This mod contains shotgun patches for proper shotguns mod.

Optional Mods

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Populära diskussioner Visa alla (7)
2
21 nov @ 22:51
Weapon Suggesion
МГЕ Фембой
19
14 mar @ 0:12
Dual Wield
emitbreaker
15
9 jan @ 16:59
Bug ?
Toine10000
448 kommentarer
LordDoodyVS 26 nov @ 15:42 
Looks like you're rather busy doing fixes. Haven't seen this pop up in any comments, but got a nice easy one for you.

"Weapon machning table"
emitbreaker  [skapare] 22 nov @ 6:31 
@Ivelios Figured it out - I forgot to remove sub-faction mod dependencies on CE patches. Dirty fix will be deployed soon.
emitbreaker  [skapare] 21 nov @ 22:50 
@Ivelios Okay will check the patches as soon as I got time for modding ;( Currently I'm bit of busy in my RL development project.
emitbreaker  [skapare] 21 nov @ 22:48 
@Vanidas Auch, I haven't properly noticed that. In newer version, normal plasma won't do the blasting damage, but only supercharged (ability based one). I've changed this after playing Space Marine 2 with plasma incinerators ;)
Ivelios 18 nov @ 17:52 
Manreaper (DG) also not patched.

I'm guessing that there are going to be a fair few that aren't, then.
Ivelios 18 nov @ 17:50 
Force Stave (IG) is not CE-patched, while other weapons from this mod are.
Vanidas 16 nov @ 18:01 
Plasma weapons seem to be broken, they're not doing splash/explosive damage for me. Not getting an error message either.
emitbreaker  [skapare] 20 okt @ 9:27 
@Freya Anto I'm happy to hear that ;)
Freya Anto 20 okt @ 9:09 
And that did the trick, thank you again
Freya Anto 20 okt @ 9:03 
Not a problem, thank you for taking time out of your busy schedule to help :-)