RimWorld

RimWorld

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MIM - WH40k Weapons
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
34.907 MB
23 Nov, 2023 @ 5:52am
11 Jul @ 4:14am
214 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
31 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
345 Comments
llllll 10 Jul @ 9:11am 
Your my HERO
emitbreaker  [author] 21 Jun @ 7:34am 
Update: 1.6 Migration - Bolter / Melta works properly, but grav and some beam weapons have graphic issue.
emitbreaker  [author] 17 May @ 8:53am 
@Cotton I am not good at sound so all sounds came from Vanilla or one of the DLCs

@The Unbidden One Yes, to reduce unnecessary bill tab overhead. But I recently (like a month ago) developed new workbench management system, so in the future, I will move all my weapons into a single workbench and remove all the submod dependency. Give me some time.
emitbreaker  [author] 17 May @ 8:53am 
@All Sorry for my belated response - I was out of my mine for new framework that will be used for my mod set in the future.

@Khoavy192 That's not armor penetration - simply none of the in game armors provides Heat Armor type and beam, including Biotech vanilla, using that specific damage type. Will consider either adding heat armor to power armors (may takes time thanks to CE compatibility) or change the damage type.

@Soapie Lasguns won't target your own faction no matter what they are wearing. Originally, it dealt damage to your own faction, but I realized that if I keep it in that way, it makes the weapon nearly useless. Still, your fella can block the beam, so form tightly. On the other hands, heavy las weapons like Lascannon or lasfusil penetrate from the firing point to the destination, and dealt damage to everyone on the line regardless of faction.
The Unbidden One 16 May @ 11:09pm 
I'm only seeing the Imperial Guard weapons with this installed do i need to other sub mods to get the other weapons from other factions?
Cotton 13 May @ 9:14pm 
Are the guns suppose to use default weapon noises?
Soapie 12 May @ 9:36am 
Great mods! I've been wanting to do a 40k run, and your set of mods looks the most interesting! I'm not entirely sure how the weapons/armours are balanced though, and could use a little help understanding it. The lasguns seem to melt just about everyone and everything not wearing armour (including walls), but if someone is wearing the most basic flak armour, they seem to be completely immune to lasguns (aside from being set on fire occasionally). Buildings (or at least wrecks) seem to be immune too. I don't know if that's intended, and I'm supposed to combine las and autoguns, or if I'm not understanding how it works. Also, how balanced are the weapons/armour from your mods with the ones from others like Grimworld? Thanks in advance!
Khoavy192 11 May @ 6:32pm 
The damage from laser weapons is too high; they can easily penetrate Terminator power armor, which is simply unreasonable.
emitbreaker  [author] 11 Apr @ 12:12pm 
@Codovan Seems like some niche glitches from weapon abilities. Code updated, so please drop and re-equip the weapon will recover your weapon stat. Once fixed, the issue may not recurred, or at least my local testing say so.
emitbreaker  [author] 11 Apr @ 10:11am 
@Codovan Hell no... it sounds like old defect returns back... let me check weapon configuration.