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MIM Warhammer 40k Thousand Sons
   
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Mod, 1.6
File Size
Posted
Updated
23.734 MB
17 Jul @ 12:52pm
8 Aug @ 7:45am
3 Change Notes ( view )

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MIM Warhammer 40k Thousand Sons

In 1 collection by emitbreaker
MIM WH40k Mod Collection 1.6 Migration Completed
38 items
Description
Summary
Standalone Thousand Sons sub faction mod from MIM Warhammer 40k mod sets.

Basic concept of Chaos Factions is, the same as previous version, pure enemy which bring some balance to heavily overpowered player Space Marine colony. That is why their hediffs are little bit too strong, but enough to slaughter post-humans and let you not be boring in later play-through.

This mod adds a Thousand Sons sub faction, along with their Culture, Earnable Royal Titles, Custom Startings and Apparels.

New Faction


New Gene-Seed


Rubricae


Sorcerer


New Game mechanism
Gas of Change
Requires Biotech DLC - otherwise, the function may not be activated.

Thousand Sons' Warpflame weapons generate special gas after their attack. If your pawn keeps staying there, they will be eventually transformed to Tzaangor. This conversion will be applied not only for human, but also mechanoids and animals.


Cures
Currently only one cure available - if you use Psycast mod (which means requires Royalty DLC), you may have a chance to learn temporal manipulation. Further abilities to cure these foul diseases will be added along with updates for Adepta Sororitas and Adeptus Ministorum.

New Races
Screamer of Tzeentch
They will be spawned as a tamable animal with Advanced trainability.

New Xenotype
Requires Biotech DLC - otherwise, the function may not be activated.
Tzaangor


Tzaangor Enlightened


Tzaangor Shaman


New Fortification
Thousand Sons Walls and Embrasures
Gives better mediation focus. Have slightly better stats compare to vanilla structures. Requires Thousand Sons research on Chaos (MIM) tab.

New Scenario


New Apparels
  • Total 11 Thousand Sons armors with 8 cosmetics, 10 power helmets, 11 shoulder pads and 12 powerpacks added.
  • (Requires VFE - Pirates) 1 set of Helbrute armor.

Recommanded Mods

Optional Mods

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23 Comments
rmorov12 1 Sep @ 3:46pm 
hey got a question, game is stuck on the ideology screen whenever i try to play with this mod. It looks amaizing but I can't play it . Please help
emitbreaker  [author] 6 Aug @ 8:02am 
@Sean Didn't you read Horus Heresy series for how easily their armors broken down? Those texts are just kind of brainless writers explaining how awesome their characters are.

Plus, I can put more Rubricae by potentially limiting their spawning rate, but where is the fun if you only have three Rubirace as a starting characters that can do nothing but just standing?
Sean 6 Aug @ 3:56am 
I mean if you're doing a lore friendly Thousand Sons warband, you wouldn't have that many sorcerers. Though it might be worth having a mod to provide some kind of repair options for armour. I use a few, one has an implant that makes any armour worn by the wearer immune to damage and automatically repair itself.
Come to think of it, Astartes power armour is known to last for literally thousands of years. Some chapters and most Chaos warbands have wargear that's survived since the heresy, so having the same kind of "infinite durability" the General in the Deadlife mod hat has might be a good idea?
emitbreaker  [author] 3 Aug @ 9:23am 
@Vanidas That's not possible unless I made hard dependency with VFE and using their patch operation mod. So far, the Eltex is one key constraints for them while you can easily make fully leveled TS marines by using Ideology library's ritual.
Vanidas 3 Aug @ 8:22am 
Could you add a config option to remove Eltex as a resource requirement from sorcerer gear? That material is a huge pain to get in large quantities.
emitbreaker  [author] 29 Jul @ 7:37am 
@Zarquon I didn't put it onto the description because everyone didn't expect the old-school female space marine XD
Zarquon 29 Jul @ 7:34am 
ah okay, it just says anyone in the description. the baseliner i tried it on was female. That probably resolves it then. Thanks for the answer
emitbreaker  [author] 29 Jul @ 7:30am 
@Zarquon No need to say, but all geneseed must be implanted to Male and Human. Non of HAR races, or Biotech races who has different Race, and not MALE (this includes gender None), cannot be the target of operation.
Zarquon 29 Jul @ 7:27am 
The issue i was having is there is no option to implant the gene seed into pawns via surgery, it doesn't appear in the list. I assume that's the only way. I tried on colonists and prisoners of a variety of races, all who didn't have any gene-seed level already.
emitbreaker  [author] 29 Jul @ 7:20am 
@Zarquon If your pawn doesn't have neither Psylink nor psychic sensitivity traits, they have 99% chance to became Rubricae. If they have negative psychic sensitivity, then 100%