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Eccentric Tech - Foxy's Armory 2.0
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Mod, 1.3, 1.4, 1.5, 1.6
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2.073 MB
20 Jul, 2021 @ 10:44am
11 Jul @ 9:00am
33 Change Notes ( view )

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Eccentric Tech - Foxy's Armory 2.0

In 2 collections by Aelanna
Eccentric Tech
13 items
The Eccentric's Angels [1.4]
148 items
Description
The enigmatic figure known only as The Eccentric has a veritable army of highly-trained security staff at his disposal, but perhaps more important than their numbers or training is their arsenal of high-tech military-grade charge weaponry. Based on nearly-lost technologies from the Second Wave of Colonization and improved upon by the weaponsmith known as Fiona "Foxy" Knight, these battle-tested weapons are a formidable addition to any colony's armory!

Mod Contents

This mod adds the following research and craftable weapons:

Research:
  • Eccentric Charged Shot (prereq: Charged Shot, High-Density Hex-Cells)
  • Miniaturized Charged Shot (prereq: Charged Shot, High-Density Hex-Cells)
  • High Caliber Charged Shot (prereq: Eccentric Charged Shot)
  • Charged Launchers (prereq: Eccentric Charged Shot, Basic Launchers with CE)

Weapons:
  • E15 Charge Rifle - A slightly heavier but more accurate variant of the classic R-15 charge rifle.
  • E9C Charge Carbine - A short-barreled variant of the E15 that trades accuracy and range for faster draw speed and lighter weight.
  • E16 Precision Charge Rifle - A long-ranged but slow-firing sniper rifle.
  • E18 Designated Marksman Rifle - A designated marksman rifle with longer range than the E15 but a faster rate of fire than the E16.
  • E21 Anti-Material Rifle - A heavy rifle firing high-powered rounds designed to punch through armored vehicles and hardened structures, the E21 is slow-firing but has exceptional range.
  • L20C Charge Light Machine Gun - A belt-fed squad support weapon with a high rate of fire. Slows the wielder slightly.
  • CGL1 Charged Grenade Launcher - A rotary multiple-grenade launcher that can freely switch between high-explosive, electromagnetic pulse, and smoke rounds.
  • CAW5 Charged Assault Weapon - A single-use disposable launcher that fires a powerful plasma-charged rocket that is longer ranged, more accurate, and more powerful than conventional explosive rocket launchers, but has a smaller blast radius and is far more expensive to produce.
  • P12 Charge Personal Defense Weapon - An ultra-compact submachine gun firing a miniaturized charge round. It is short-ranged and lightweight, but capable of automatic fire.
  • S8 Charge Pistol - A service pistol that fires miniaturized charge rounds, it provides more power and accuracy than a standard autopistol.
  • M3 Rosethorn - Sleek and deadly, this silver-inlaid plasteel blade is the standard-issue combat and utility knife of the Eccentric's Angels.

Turrets:
  • P17 Sentry Gun - A P17 charge SMG modified with an automatic targeting and fire control unit, this sentry gun has limited ammunition capacity but is lightweight and does not require external power, allowing it to be used in the field to defend flanks or cover a retreat.
  • L32 Machine Gun - A mounted medium charge machine gun that fires high-caliber charge rounds. It requires a hefty supply of ammunition and must be manned in order to be used, but can quickly tear apart incoming attackers.
  • ACGL3 Automatic Grenade Launcher - A heavier variant of the CGL1, this belt-fed charge grenade launcher is accurate, powerful, and capable of laying down a frightening amount of explosive firepower on incoming raiders. For some reason, no one wants to hand fire control of an automatic grenade launcher over to an AI, so it must be manned in order to be used.

Mod Compatibility



Foxy's Armory requires Eccentric Tech - Core to function.

When used in conjunction with Eccentric Tech - Defense Grid, enables the use of the E15 with TAGM and E16 with TAGM, variant rifles with attached Target Acquisition and Guidance modules that allow for remote designation of networked missile artillery.



Eccentric Tech - Foxy's Armory uses the Eccentric Projectiles library for custom projectiles and visual effects. Please check out the Eccentric Projectiles tab in your Mod Options for configuration options!

Combat Extended



Foxy's Armory is natively compatible with Combat Extended and will self-patch so long as it is loaded after CE!

Weapon
Ammo
Role
E15 CR
6x24mm charge (30)
Standard-issue automatic rifle
E15 w/ CGL2
6x24mm charge (30)
Automatic rifle with underbarrel grenade launcher
E9C CC
6x24mm charge (30)
Lightweight automatic carbine
E16 PCR
8x35mm charge (10)
Long-range precision rifle
E18 DMR
8x35mm charge (20)
Designated marksman rifle
E21 AMR
12x72mm charge (5)
Heavy anti-materiel rifle
L20C CLMG
8x35mm charge (100)
Squad light machine gun
CGL1
44x52mm grenade (6)
Multi-round grenade launcher
CAW5
disposable
High-explosive dual-purpose rocket launcher
P12 CPDW
6x18mm charge (30)
Compact personal defense weapon
S8 CP
6x18mm charge (12)
Standard-issue service pistol
P17 SG
6x18mm charge (60)
Lightweight automated sentry gun
L32 MG
8x35mm charge (100)
Mounted machine gun
ACGL3
44x52mm grenade (30)
Mounted automatic grenade launcher

Credits and Links



Please check out Eccentric Extras - Signature Weapons for additional non-standard-issue weapons and weapon variants from the armory of Angel's Rest!

Eccentric Tech is a companion series to The Eccentric's Angels, a Rimworld-inspired comic series on Reddit! You can see the full mod collection here.

Foxy's Armory v2.0 is only compatible with RimWorld v1.3 or later. For RimWorld v1.0~1.2, please check out Foxy's Armory 1.0.

The vanilla statistics for Foxy's Armory were derived from Rimsenal - Enhanced Vanilla Pack by rooki12k. The Combat Extended statistics for Foxy's Armory were derived from Combat Extended Guns by N7Huntsman.
187 Comments
取个名字好难啊 11 Jul @ 5:07am 
1.6plz
Zaphoid_the_grandoise 16 Jun @ 12:42pm 
@AhMadMan i am fairly certain that CE includes embrasures
AhMadMan 16 Apr @ 6:20pm 
Would you be able to point in the direction of the defence wall mod you had in the vid? Please and thank you
Velvet 25 Mar @ 11:13am 
Personally, using the mod without CE the majority of the time, I actually completely agree. The research costs feel really excessive for weapons that are only a very slight improvement over vanilla charge weapons, though admittedly if you aren't using any mods that add more charge weapon types to vanilla, the versatility and range of weapon roles they add do make the research more worthwhile. (Though honestly, ranged weapons with different combat roles aren't as impactful in vanilla either.)

That said, I normally just rebalance things myself using RIMMSQOL as I also understand the entire eccentric mod collection are to an extent personal mods just being shared, and so are balanced specifically with the creator's tastes in mind primarily.
~_Athena_~ 24 Jan @ 10:20am 
have the weapons been re-balanced ?
crashfly 7 Dec, 2024 @ 12:25am 
@DestyNova - that assumes you run this mod with CE. some of us {like myself} do not. maybe CE should change their mod, or someone can write their own mod to patch the material / research cost in this mod. personally, i do not have an issue with the way things are in this mod as i do not use CE.
DestyNova 6 Dec, 2024 @ 7:50pm 
I have been comparing the Eccentric weapons with the standard CE charge weapons and I have found that the weapons from this mod are equal or worse than the standard weapons, and that is even not considering that you will often spend 7000+ research and more materials for the Eccentric weapons. The S8 has a lower magazine, lower range and is slower shooting than the standard S-6 Pistol. The E15 charge rifle is almost identical to the standard CE R-15 except that the E15 needs atleast 7000+ more research and is more expensive. And I have not even mentioned the effort to make the Aurora core and the production of High-density Hex-cells.
In short I feel the great effort needed to make the Eccentric weapons they warrant noticable better stats than standard weapons you get from researching pulse-charged munitions. Just my opinion but I hope you can consider rebalancing the weapons in the future so they reflect the effort made to make them.
取个名字好难啊 5 Dec, 2024 @ 8:42am 
Does anyone currently use this mod normally with ce? I only enabled all dlc, harmony combat extend on steam version, eccentric core, and this mod. Something seems to be wrong with the ce patch. I tried the latest ce on github, but with the exception of the grenade launcher and CAW5 that work properly, all of them once picked up and aimed during recruitment cause the GUI to disappear and produce error.
总计23662.22元 13 Oct, 2024 @ 4:11am 
@Quantum Fox Don't count on grenades. No matter what type they are, they can't do any effective damage. Only two functions of a grenade are normal: EMP and smoke
总计23662.22元 13 Oct, 2024 @ 4:09am 
The 8x35mm ammunition used by the L32 turret is too weak, in fact, the overall performance of this ammunition is even worse than that of the 12.7x108mm ammunition. The armor penetration ability of the 8x35mm is a bit insufficient, and the damage is only about the same as the 5.56x45mmNATO. Maybe adding a turret with a larger caliber ammunition would be a good option. The ammunition data of the new turret is similar to 14.5x114mm ammunition, which would be a good choice.Just a casual remark.