RimWorld

RimWorld

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MIM - WH40k Weapons
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
34.931 MB
23 Nov, 2023 @ 5:52am
28 Jul @ 7:15am
219 Change Notes ( view )

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MIM - WH40k Weapons

In 4 collections by emitbreaker
MIM WH40k Compatibility List
374 items
MIM WH40k Mod Collection
47 items
MIM WH40k Mod Collection - Lite version
20 items
MIM WH40k Mod Collection 1.6 Migration Completed
38 items
Description
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

Buy me a coffee if you wish[buymeacoffee.com]
Popular Discussions View All (6)
19
14 Mar @ 12:12am
Dual Wield
emitbreaker
15
9 Jan @ 4:59pm
Bug ?
Toine10000
17
13 Aug, 2024 @ 3:54am
A bug
慕柯
370 Comments
Havok 12 Aug @ 12:22am 
Quick question I know 40k is kind of op, but good god if meet anything las without 40k armor I'm doomed. I lasgun guardsman took out like 6 high end troops with vanilla armor and shield without missing a shot. But nothing strikes fear in my heart like necrons ... that's emediat evac of the map
Omega 6 Aug @ 10:58am 
I’ll look into it
emitbreaker  [author] 6 Aug @ 7:56am 
@Omega Hmmm... Monosword from Royalty?
Omega 5 Aug @ 10:57pm 
Is there a combat knife to fit in with the scout marines?
AlbertusMagnus 5 Aug @ 5:42am 
@emitbreaker thanks!
emitbreaker  [author] 5 Aug @ 4:28am 
@AlbertusMagnus Click Imperim armor crafting bench's right upper side triangle. You could see other work benches there. I'll put the same screenshot above - it seems like I'd deleted it unintentionally XD
AlbertusMagnus 5 Aug @ 2:49am 
Hello, the modpack is great! Still, I have a problem with space marine crafting table; i cannot build it even after researching it; it is not available in the dev mode.
Can I do something about it?
emitbreaker  [author] 31 Jul @ 6:48am 
@Venersis Ah, instead of adding explosion, I added additional explosion damage to all bolter bullets. I almost finished Guardian Defenders armors, so will start to adding Aeldari weapons with overall rebalancing - it may takes few week at minimum, but will revise the balancing more rimworld friendly way.
Venersis 31 Jul @ 6:39am 
I didn't push supercharged, by default, all combi weapons shoot an extra explosive projectile, it's when shooting regular bolts that it occurs, these extra projectile when they trigger one-shots almost any pawn unless heavy armored.
I tried disabling all other mods besides yours and it doesn't seem to be mod incompatibility.
emitbreaker  [author] 31 Jul @ 5:06am 
@Venersis Oh, and those abilities are auto casting for NPCs so I presume you meant that.