RimWorld

RimWorld

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[WH40K]Adeptus Mechanicus: Magos Xenobiologis
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
40.975 MB
17 Oct, 2018 @ 2:26pm
25 Aug @ 6:20pm
58 Change Notes ( view )

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[WH40K]Adeptus Mechanicus: Magos Xenobiologis

In 1 collection by Ogliss
Adeptus Mechanicus Collection Warhammer 40k
10 items
Description
RimWorld 1.2, 1.3
This mod Adds factions from the Warhammer 40k universe to the game using weapons from my Armoury mod.

Unless marked as Humanlike, races added by this mod are Not able to be captured/recruited/tamed (they are more like Mechanoids)

Factions marked as Hidden do not spawn bases on the world map, only appearing as part of Incidents or Raids.

Playable addons for various races are linked in the description below

==Tau Empire==
Earliest Raid: 90 days
based on Cpt.Ohu's Tau armour
Pawns
: Current
Ethereal
Firewarrior Shas'la
Firewarrior Shas'ui
Pathfinder Shas'la
Pathfinder Shas'ui
Kroot Warrior

Kroothound
Krootox
Knarloc

: Planned but not yet included
Vespid Stingwing
Stealth Battlesuit
Crisis Battlesuit
Broadside Battlesuit

==Craftworld Eldar==
Hidden Faction
Earliest Raid: 90 days
Pawns
: Current
Farseer
Warlock
Guardian
Fire Support
Dire Avenger
Howling Banshee
Striking Scorpion
Swooping Hawk
Fire Dragon
Dark Reaper
Warp Spider
Ranger
Wraithguard/blade

: Planned but not yet included
Shadow Spectre
Avatar of Khaine
Wraithlord

==Necrons==
Hidden Faction
Earliest Raid: 180 days
Pawns
: Current
Scarab Swarm
Warrior
Flayed One
Wraith
Immortal
Tomb Spyder
Lord
Destroyer
Heavy Destroyer
Destroyer Lord

Incidents:
Monolith Spawn Incident

Mechanics:
We'll Be Back - Necrons with this special rule can regenerate any damage that did NOT bypass their armour

==Orkz==
Earliest Raid: 45 days
Pawns
: Current
Boyz (Shoota, Slugga, Choppa)
Eavy boyz
Nobz (Shoota, Choppa)
Eavy Nobz

Squig

: Planned but not yet included
More Squig variantz
Squiggothz
Gargantuan Squiggothz
Killa Kanz
Deff Dreadz

Incidents:
Ork Rok & Space Hulk: Orky Crashed Ship Part.

==Adeptus Mechanicus==
Hidden Faction
Earliest Raid: 90 days
Pawns
: Current
Tech Priests(Humanlike)
Skitarii(Humanlike)
Sicarians

==Chaos Deamons==
Hidden Faction
Earliest Raid: 180 days
Pawns
: Current
Horrors of Tzeentch (Pink, Blue, Brimstone)
Flamer of Tzeentch (Normal, Exalted)
Screamers of Tzeentch
Lord of Change

Nurgling
Plaguebearer
Great Unclean One

Deamonette
Keeper of Secrets

Bloodletters

: Planned but not yet included
Flesh Hounds
Bloodthirster

Incidents:
Warp Storm Incident
Deamonic Infestation Incident
Space Hulk: Deamonic Crashed Ship Part.

Mechanics:
Deamonic - Deamons are incredibly resilliant and have a small chance to ignore all damage

==Tyranids==
Hidden Faction
Earliest Raid: 180 days
Pawns
: Current
Ripper Swarm
Termagaunt
Hormagaunt
Gargoyle
Lictor
Genestealer
Ravener
Hive Tyrant
Zoanthrope
Warrior
Carnifex
Biovore

Incidents:
Space Hulk: Tyranid Crashed Ship Part.

==Load Order==
Always Load Humanoid Alien Races 2.0 before these mods if you use it
Astra Militarum Imperial Guard Core Mod
Adeptus Mechanicus: Armoury
Adeptus Mechanicus: Magos Xenobiologis

OR

Adeptus Mechanicus: Armoury
Adeptus Mechanicus: Magos Xenobiologis

==Addons==
Playable Races: These will overwrite the NPC versions of the factions added by Magos Xenobiologis
These require Humanoid Alien Races 2.0
Adeptus Mechanicus: Magos Xenobiologis (Playable Orkoids)

Adeptus Mechanicus: Magos Xenobiologis (Playable Tau)

Adeptus Mechanicus: Magos Xenobiologis (Playable Eldar)

you have my full permission to rebalance/patch/translate this mod, just please link back to the original :)
This does NOT include reuploading it or any of its contents here, on other websites without my express permission.

Problems? Questions? Comments? Got something youd like to see added to the mod?, Join us on Discord
[discord.gg]

Like the mods? want to help me meet my Imperial Tithe?
[ko-fi.com]
[www.patreon.com]



Are you artistically/creatively inclined and interested in helping with the mods?
I'm always looking for artists to do texturing, writers for descriptions, backstories, please feel free to contact me!

For those with a flair for creative writing, more backstories are always appreciated! feel free to use the Backstory Submission Form[docs.google.com]
Popular Discussions View All (2)
181
3 Jan @ 3:57pm
PINNED: Bug Reports & Known Issues
Ogliss
12
11 Mar @ 9:27pm
PINNED: Balancing & Feedback
Ogliss
1,072 Comments
ant_king 22 hours ago 
if you have time can you make tyranids playable pls
Ogliss  [author] 1 Oct @ 2:13pm 
@< blank >
should be fixed
Ogliss  [author] 1 Oct @ 2:06pm 
@Copywright
as tentech said, i dont have the DLC, makes utilising it kinda tricky!

@HotdogMoisturiser
can you elaborate a bit? they seemed fine in testing
< blank > 16 Sep @ 7:06am 
When loading these mods with Dual Wield, I don't get the Adeptus Mechanicus Mod Options.
TenTech 15 Sep @ 1:27am 
It's been updated to work with the latest vanilla update, but I don't think it's taken advantage of any new game mechanics or anything.
Copywright 14 Sep @ 12:56pm 
How does this mod interact with the Odyssey DLC? Anyone an idea? Thanks!
sense 12 Sep @ 11:47am 
Credo di aver sparato ai Tiranidi più volte di quante righe di codice abbia questa mod. Davvero, l'hai fatta mentre bollivi la pasta? Perché sembra programmata con un cucchiaio di legno
HotdogMoisturiser 10 Sep @ 4:49pm 
The tyrinid swarms need optimising makes the game chug
TenTech 1 Sep @ 11:33am 
The vanilla elf ears are... over-exaggerated.
cooldude808 31 Aug @ 9:36pm 
are the playable xeno races going to get their own xenotypes