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
22 Aug @ 6:21pm
221 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
384 Comments
Bloodshockz 28 Aug @ 9:55am 
all my chainswords have zero armor penetration
Keller 26 Aug @ 11:21am 
The hot shot lasgun has a 9.5 second aiming time... the longlas's for comparison is only 0.6 seconds...
ccle 26 Aug @ 7:26am 
No worries there lol. The part I really found funny was when I had a pawn shoot at a downed animal next to them and they downed themselves solely with the explosive aoe damage from one burst shot despite wearing the full Thousand Sons starting scenario armor. Fortunately it was easy to tweak on my own and I could continue enjoying the playthrough but dang those inferno rounds hit hard.

Idk if CE is my thing in general though and I've enjoyed my current playthrough without it. It seemed that once you had rounds that pierced armor, everything died insanely easily and there wasn't any challenge because your shooters are incredibly accurate too. And I get the realism of the armor ratings in CE but I like the simple and straightforward math of understanding armor value and penetration in vanilla
emitbreaker  [author] 26 Aug @ 6:37am 
@ccle You recall me that I haven't rebalanced CE damage since 1.4 XD
ccle 25 Aug @ 8:08am 
So far their damage in vanilla seems a bit more fair whereas the weapons in CE were insane and I had to cut all the bolters damage by half because they were two tapping most mechs with insane accuracy using normal quality inferno bolters. It also seems that a lot of weapons have explosive rounds that come across a bit too powerful, but I'm not quite as well versed at tweaking that. Also the only melee weapon that seems too powerful is the prospertine khopesh. I freaking love it for my melee psyker but it had like double the dps of a persona monosword. You can change it in the qol mod by changing the poke and swing attack types.
ccle 25 Aug @ 8:03am 
@Rhorik I found that most of the weapons had a very high range. I was initially using the CE experimental patch but started a new playthrough without it because I just wasn't the biggest fan of CE. But in vanilla, a lot of the weapons from this mod have an abnormally high range that seemed to be the biggest balance issue. So I reduced the regular bolters to 25 range and the heavy ones to ~30 so that my pawns weren't snipers with basic bolters. I mostly enjoy the bolters so I haven't experienced many other weapons yet. But I just got a necron synaptic disintegrator last night as a relic weapon and I'm intrigued to see how busted it is since it singlehandedly doubled my colony's wealth.
emitbreaker  [author] 22 Aug @ 6:20pm 
@Sel Sorry, I've missed your comment - check vanilla buildings, most likely machining and fabrication benches.
emitbreaker  [author] 22 Aug @ 5:40pm 
@All At first sorry for my belated response - I haven't had internet access because of moving into my new place for last couple of weeks. I do recognize balancing issue and as ccle commented, I will rebalance them more rimworld-like way by next update of this mod for Aeldari weapons.

And about lasgun damaging own embrasures, that's another pain in my ares. I put kind of safety guard to the code to avoid damaging pawn or buildings from same faction if the beam doesn't have penetration, but for the building, it sometimes works and sometimes doesn't.

Let me look into the issue with the rebalancing.
Rhorik 21 Aug @ 3:39pm 
@ccle which weapons have you found need tweaking the most? I am still mid game so might be helpful to know some that problematic ahead of time to tweak. My first encounter with a necron Gauss rifle was insane lol
ccle 20 Aug @ 7:41am 
@Rhorik emitbreaker is planning to look through the weapons and rebalance later, but they have a list of projects they're tackling first. I've been using the RIMMSqol mod to personally tweak weapons and armor that I find a little too broken for my playthrough and it's been working really well.