Kenshi
Weapon | Marauder Axe
33 Comments
RAT 2 May @ 10:15pm 
Nice chaos axe, a perfect addition to my Goatmen playthrough
宽中宽 13 Jan, 2024 @ 11:59am 
Does it have a blue print?I want to crafting it by myself
ThattPersonn 22 Dec, 2023 @ 5:22pm 
Does it have a blueprint? Maybe I just haven't searched enough but I'm wondering if there is a way to craft this weapon.
Henji 14 Aug, 2023 @ 9:25am 
Man I really liked this mod.

It's the kind of weapon I felt it was missing from the game. Would be possible to only distribute it to the Shek related factions instead? ? At least in that way you keep it from overriding most of the other factions weapons (Tech Hunters seem to only use it now) and also gets more lore friendly given it's size and appearance.

This thing really gives the vibe of ''bloodthirsty barbarians made this''.
Martin Looter King 3 Jun, 2023 @ 5:10pm 
Just noticed that you changed it to -5 think that should do the trick! :steamthumbsup:
yeah but polearms should have higher defensive capabilities since they are balanced better than a massive crude two handed axe. Like irl a helberd is a great defensive weapon for example.I feel like all heavy weapons ingame should have some sort of defense malus.
Absolutely love the way the axes look and feel btw good job!
Trinity  [author] 3 Jun, 2023 @ 2:25am 
I'm just remembering that polearms are in this game and they're pretty much like axes
Trinity  [author] 3 Jun, 2023 @ 2:24am 
I kinda figure it's something dynamic in accordance to how easy it is to manipulate. Maybe, inherently, I figured that since it was mostly a pole with 1/3rd maybe piece of metal, it would have been easier to move around than a greatsword, but idk mans :kabuki: hope you enjoy it bruv
Martin Looter King 2 Jun, 2023 @ 4:35pm 
Yeah I've looked at it again probably 4-5 should be fine. It's kinda stupid how most heavy weapons don't give a defence penalty. That should be a mod in and of itself...
Trinity  [author] 2 Jun, 2023 @ 8:40am 
I don't really know what mod that is, it doesn't effect global attack numbers or whatever. The number that dictates how many get attacked at once. Most big weapons are set to like -5, so I think that would be good. I just haven't been modding this game lately
Martin Looter King 2 Jun, 2023 @ 8:26am 
Thanks for being so responsive!
I think the def bonus makes sense, I actually think you should increase it tbh maybe to-5 or -6?
Also does this override the sensible AOE mod? It feels like the axes do a lot more aoe damage than other weapons...
Trinity  [author] 31 May, 2023 @ 8:37pm 
lol I gave them a massive def minus actually my bad, I guess I thought a big heavy axe head was hard to move around
Trinity  [author] 31 May, 2023 @ 8:34pm 
Importing will randomize who spawns with it. I gave them like no penalty because I figured it was easy to block with a staff. I don't really know what makes this overpowered, it's supposed to be a late game axe, or something you're supposed to refine until you get a good version I guess. Let me know what else you think needs to change or whatever since I don't use axes and I also don't play rn so I don't know how they act in-game
Trinity  [author] 31 May, 2023 @ 8:33pm 
unfortunately yes, this game isn't so up to snubbs with their mechanics and I can't make them spawn equally with vanilla and other modded weapons. I must set them to 0 which is an absolute spawn, however, upon every import the npcs will randomize what they spawn with. This lets me add an indefinite number of custom weapons as well as allowing them a potentiality to spawn.
They made this weapon list "relative"(?) I think it's called, basically it will stop after 100 and the values are not percentage chances but rather part of the total 100. For instance, the clothing list is percentage based, so you can have 3 things at "50" which would be 50% in this list, but for weapons it would count the first two weapons, max out at 100 and disregard the third item and anything beyond that to never spawn even at an extremely low chance. I tried talking about it in the community but they don't seem to want to try to fix it and I couldn't figure out why this list was that fucked up
Martin Looter King 31 May, 2023 @ 7:47pm 
The buffs to dmg vs humans+armor penetration etc seem insane, but then again they are super slow... maybe give them some more defence penalty, I mean they are axes after all? Btw is it normal that everyone and their mother is running around with one of these? Just met a squad of 10 Dust bandits 7 with axes 3 with crossbows lol
Trinity  [author] 29 May, 2023 @ 11:52pm 
maybe i have that un-used setting that fucks up the stats
Martin Looter King 29 May, 2023 @ 9:29pm 
This feels broken af... they by far outperform any other weapon in that class.
Trinity  [author] 19 May, 2023 @ 5:37am 
Sounds fun, I recommend going to the Kenshi discord.
https://discord.gg/5Z8qXPF
There's a few channels dedicated to the different aspects of modding.
Ben Jelkin 19 May, 2023 @ 5:17am 
Im working on a new End Game Boss who uses a Meitou version of this weapon right now. My only major hang up currently is Dialogue as I cant make heads or tails out of how to set it up in FCS. Literally everything else with it is done though so if anyone who is good with Dialogue wants to help out reach out to me please!
Trinity  [author] 1 Apr, 2023 @ 7:45am 
I have no idea, you can surely mod it so a new npc definately has it, then If you want I'll credit you link you in as a contributor and then I'll mimic your mod and put it in this one
JuiceWahski 1 Apr, 2023 @ 7:25am 
Does this have a meitou?
Namuamitabul 1 Mar, 2023 @ 4:09am 
I solved it. Thank you for creating a great mode.
Trinity  [author] 1 Mar, 2023 @ 3:41am 
I think they should update the game to allow rng for weapons, and not have the weapons list be relative rather than absolute. If you're wondering why I don't just set it to 20% or something rational, it's because this list maxes out after it adds up to 100 and it will not allow any other weapon to spawn after that is exceeded. The good thing is, though, as I said, if it's set to 1 0 0, the game will still have a chance to pick. Honestly I hate the way I have it set up and I hate explaining this too bc I don't know how to explain it right. overall it makes me hate making weapon mods for this game, even though it's really fun for me. I hope you enjoy the mod and remember to try and import to shuffle who spawns with my modded weapons.
Trinity  [author] 1 Mar, 2023 @ 3:38am 
just import, the way this is set up is unfortunately absolute chance. There is no way for me to add indefinite numbers of weapon mods to one npc and also have them select from that list at random. if the weapon is set to 1 0 0, the way I have to set it up, the npc will select one of the weapons set to this then never spawn with anything else. I do this so these weapons I make at least show up on npcs.
Namuamitabul 1 Mar, 2023 @ 3:30am 
After checking, not only Hounds but also members of many faction only use this weapon. It is obviously bug. Do you know solution?
Namuamitabul 1 Mar, 2023 @ 2:53am 
All members of Hounds Faction use this weapon. Is it intentional?
Trinity  [author] 15 Feb, 2023 @ 3:41pm 
the chart depicts where they are in shops, have faith :kabuki:
azaxzel 15 Feb, 2023 @ 7:26am 
where i can find the blueprint to make it?
oiguri3 8 Feb, 2023 @ 10:54pm 
GREAT
Trinity  [author] 6 Feb, 2023 @ 6:13pm 
I don't know about packs yet, feel free to make one
Trinity  [author] 6 Feb, 2023 @ 6:12pm 
10q :kabuki:
Лукавi Очi 6 Feb, 2023 @ 2:21pm 
You'r made The Best mods with Axes!
Alex.N 6 Feb, 2023 @ 10:59am 
Do you have a mod with all your weapons or plan to release one?
Rat 5 Feb, 2023 @ 10:59pm 
nice :Rat_Laugh::golde: