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GiTS Seburo Advanced Weapon Systems
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Mod, 1.4, 1.5, 1.6
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1.142 MB
30 May, 2024 @ 5:59pm
11 Jun @ 11:44am
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GiTS Seburo Advanced Weapon Systems

In 1 collection by themoistestwhale
GiTS Mods
4 items
Description
Seburo Advanced Weapons Systems is a Japanese megacorporation tasked with creating modern security equipment. Founded in 2024, Seburo provides only the most cutting-edge in small arms weaponry available, found in a multitude of military and police units across the globe. In demanding situations where gear is paramount, Seburo provides an experience unrivalled by any other.

This armory mod adds 14 new advanced industrial weapons from the world of Ghost in the Shell, with a focus on the Stand Alone Complex series. While all the guns included in this mod are relatively unique to some extent or another, focus is placed on high armor penetration for cyberised or armored opponents. Some weapons are extremely heavy and bulky, relying on hard firepower to accomplish this and its user to be heavily cyberised themselves to manage the weight. Others, meanwhile, are light and compact concealable arms that trade off overall firepower or range for this capability. Nonetheless, all these arms remain effective, and many of them specialise in combat in close quarters. All of these weapons will hopefully make interesting additions to your colony's armory!

Included also are multiple 'iconic weapons' from the series, including; Batou's handgun, Togusa's Revolver and Motoko's SMG from the original movie.


Mod Content

SIDEARMS
  • Seburo M5: The iconic sidearm is highly concealable and features SA/DA firing as well as an ambidextrous safety. For Combat Extended, this handgun uses 5.45x18mm ammunition and has a 20 round double-stack magazine.
  • Seburo M10: This M5 in spirit features a longer barrel but still remains its concealability. For Combat Extended, this handgun uses 5.45x18mm ammunition and has a 20 shot capacity.
  • BDA M-7: This is a fictional variant of the BDA series chambered in .45 ACP. For Combat Extended, this gun uses .45 ACP ammunition and has a 14 round double-stack magazine.
  • 2008M: This fictional revolver utilises firing recoil to revolve the cylinder as well as re-engage it. It features a speedloader and is rather compact. For Combat Extended, this revolver uses .357 magnum ammunition and has a 6 shot capacity.

SMGS
  • Seburo C-25A: This slightly janky compact PDW features forward ejection and a top-mounted brass catcher. It has an extremely high fire rate and utilises rounds capable of penetrating cyberised targets and lightly armored foes, but also has somewhat lackluster velocity. For Combat Extended, 5.45x45mm ammunition with a 50 round capacity.
  • Seburo C-27A: Described as a close quarters suppression firearm, this submachine gun will dominate in close quarters and features the same armor-piercing rounds of the C-25A. Additionally, this gun has an underbarrel high-velocity direct fire 20mm launcher firing HESH grenades for harder targets- reloaded using 10 chemfuel per charge. For Combat Extended, 5.45x45mm ammunition with a 50 round capacity for the primary gun, and 20x42mm grenades for the underbarrel launcher.
  • CZN M-22: An iconic submachine gun, this bullpup design no longer requires barrel changes after excessive use in combat and has appreciable performance at distance for a SMG. For Combat Extended, 5.7x28mm ammunition with a 30 round capacity. Additionally, the overpressure rounds featured in the movie have been added for this gun specifically, which it will default to rather than FMJ rounds.

RIFLES
  • Seburo C-26A: This bullpup assault rifle utilises specialised rounds that can penetrate cyberised or lightly-armored targets with a focus towards urban close quarters combat. Comes with a laser sight built into the frame above the muzzle. For Combat Extended, 5.45x45mm ammunition with a 50 round capacity.
  • Seburo C-30: A variant of the C-26A, this version is militarised with a focus on offensive capability. It features a longer barrel, optical sights, and an underbarrel 40x51mm Grenade Launcher reloaded using 20 chemfuel per charge. For Combat Extended, 5.45x45mm ammunition with a 50 round capacity for the primary gun, and 40x46mm grenades for the underbarrel launcher.

PRECISION RIFLES
  • Seburo SRPS: A scaled-down version of the venerable Seburo SR-50 rifle, this sniper rifle was designed for police service. Chambered in a smaller calibre, it has less reach than its larger counterpart as well as less firepower, but is much lighter and accurate at distance. Additionally, this model comes fitted with an integral suppressor, which helps with hunting game or raiders. For Combat Extended, .300 Winchester Magnum ammunition with a 15 round capacity.
  • Seburo SR-50: A bolt action rifle of massive size- and weight- this gun is capable of blowing holes through cyberised and armored threats at long distance with its extreme firepower. Its also rather loud, though. For Combat Extended, .50 BMG ammunition with an 11 round capacity.
  • Seburo SR-50 Suppressed: This variant of the SR-50 features an incredibly large suppressor in a serious attempt to tame its gunshots. It makes an oddly decent hunting tool for fauna of unusual size. For Combat Extended, .50 BMG ammunition with an 11 round capacity.
  • Seburo AASR: This monstrosity of a rifle is designed to be wielded by cyberised users against heavily armored targets. Firing high velocity armor piercing rounds, this rifle combines the accuracy of many precision rifles thanks to its advanced electronics and stability with the heavy firepower required to take out tanks or mechs. For Combat Extended, this uses 12.5x130mm rounds and has a 9 round capacity.

MACHINE GUNS
  • Seburo MG: An imposing bullpup HMG, this was designed with bionically augmented users in mind. Has hard hitting, armor-piercing firepower with decent accuracy at distance at the cost of being quite bulky and heavy. For Combat Extended, .50 BMG ammunition with a 115 round capacity. Yes, really.

Footnote: Underbarrel launchers only function for Vanilla 1.5 and Combat Extended users currently, as Vanilla 1.4 does not offer me the tools to implement this there. Sorry!


Combat Extended
This mod will self-patch when loaded after Combat Extended and was balanced based off of CE's Gun Stats and Projectiles Calculator. This includes underbarrel launchers for the guns that feature them.

Currently this mod will also add three new ammo types, as well as an additional variation of the 5.7x28mm ammo.


Compatibility
  • No known incompatible mods.
  • Should be safe to add to save games. It is never safe to remove a mod from a save, but removing this mod should not cause significant issues.
  • Contains mod extensions for compatibility with Muzzle Flash mod. Suppressed guns do not use this, as they do not really produce muzzle flashes.
  • Contains adjustment defs for compatibility with Aelanna's Weapon Racks mod.
  • Not tested for multiplayer compatibility. If it works, you can tell me in the comments.

Simplified and Traditional Chinese translation by Akiu.


Thanks
themoistestwhale and dodgy_0 are responsible for the gun textures used by this mod.

Thanks to #mod-development and #mod-art in the Rimworld discord for advice towards creating this mod.

All audio is sampled from Freesound, specifically from the users qubodup and michorvath.

Rimworld is owned by Ludeon Studios.

RimworldFont used in preview image was created by Marnador.
57 Comments
themoistestwhale  [author] 12 Aug @ 12:21pm 
@Sanakara I don't have an issue with using this mod's comments to discuss this, so we can just keep using this. Also, I'm just waiting for CE 1.6 so I can balance based off of the balance they have in the 1.6 version as it's likely to change a bit.

As for the idea with raiders having cyberbrains and smart-linked weapons: implementing that idea specifically how you described it would be mostly if not entirely possible without a single line of code. Cyberbrains and this mod both don't have a single line of real code in them right now, either. So I wouldn't worry about how you can't code :p

Also relevant to that idea- while it does sound fun and I could consider something like that there's other things I want to try first such as guns that link to cyberbrains and smart/guided projectiles. Those would require some code and probably occur after I figure out a 2.0 rework of Cyberbrains, but being able to curve a bullet around a corner is pretty cool I think.
Sanakara 12 Aug @ 11:54am 
In the meantime, I’ve also been fantasizing a bit about what else could be done. I had the idea that maybe, similar to how Psycasters sometimes show up during raids, there could (rarely) be attackers with damaged cyber-brains and "brain-coded" weapons.

If you take them down, you can’t really do much with the weapon or the brain directly—but maybe you could install both into some kind of turret chassis. The brain could be placed into an eternal combat simulation and just fire at enemies mindlessly until the magazine runs dry. That would be kind of grim… but also funny.

Unfortunately, I can’t code… but that might actually be pretty hilarious—being able to do some further messed-up stuff with those brains.
Sanakara 12 Aug @ 11:36am 
Yeah, real life can really take up your time, so I only just got a chance to check back in. Maybe it would be a good idea to open a separate thread for balance discussions, so that in the future your mod subscribers can keep posting "1.7 when" undisturbed, lol.

I tried again to compare the Seburo weapons with those from other mods, including various standard, advanced, special, and high-tech weapons, and I have to say, honestly, it's really hard to place your weapons somewhere on that spectrum. I use a bunch of weapon mods in RimWorld, because weapons in CE RimWorld are just a fun topic. While doing this, I noticed that the "Mechanitor’s Weapons" mod, for example, only unlocks once you've gone down the Mechtech research path. That could also be a solution—to require some kind of cyber brain research as a prerequisite. (#1)
Sanakara 12 Aug @ 11:35am 
It really is tricky to have the Seburo weapons show up not too early, but also not too late. Right now, they just feel kind of out of place. I also had the idea that they could be kind of like biocoded weapons—practically "cyber-brain-coded"—but that would make them usable only very late in the game, which would be a shame too.

Waiting for CE 1.6 to drop is probably a good idea for now, but I don’t think CE 1.6 is going to change much about the overall dilemma. (#2)
themoistestwhale  [author] 28 Jul @ 4:00pm 
@Sanakara Just an update after looking over things, I'm probably going to put a hold on a rebalance for this mod's CE stats until CE 1.6 releases officially so I can work off of that.
themoistestwhale  [author] 23 Jul @ 8:02am 
@Sanakara To add to the below comment I made, this rebalance may take a bit because I also plan on updating other things with the mod, and I'm swamped with work in realspace.

If you want to make a temporary rebalance for yourself while you wait, everything is exposed to XML in this mod and requires no programming experience to change. You can go in and change the numbers to what you want, and if you want help adding research requirements or anything else, I can help!
themoistestwhale  [author] 23 Jul @ 7:57am 
@Sanakara I don't know for sure but I think since I released this mod they have rebalanced many of the guns in CE, so I will have to check if that is so and rebalance based on that. I remember balancing the SMG and ARs to be stronger at close/mid range and weaker at longer ranges than something like an AK47 or AR15, but due to CE changing gun balance I might have to update this.

I may also look at increasing the costs as you said in materials or research, though if I add a higher research requirement it would be from vanilla, not in the GiTS tech tree due to technical reasons (having no core mod makes this very annoying to work with). It will depend if I change the actual performance of the guns first and if so how much.

And thanks, I'm not a very experienced modder but I try my best :p
Sanakara 23 Jul @ 7:27am 
btw, you mods showing to my high qualities and with some more content by your own, I would see even the potential, to put everything together and that you could develop your own "mod-verse" like the "Dead Man's Switch"-verse. keep it up :) :steamthumbsup:
Sanakara 23 Jul @ 7:23am 
Thx for your response. CE 1.5.
Could also be an idea to pull them in the GiTS tech tree, where are already the brains are in. Some weapon mods making the trick that you have to use the advanced research bench to unlock them, so you can not achieve them before microelectronics. that could be one way. but I would still argue that they should need at least 1x adv. component. It makes totally sense, that this weapon are top notch like late projectile guns, but is for balance reasons problematic, if they making standard weapons like a AK47 or AR-15 and even more advanced modern weapons instantly obsolete. for me, they are powered like the marine pulse rifles from "alien" and of course, I would instantly swap my AK47 for a pulse rilfe :p even to use the Seburo Guns alongside charge guns does not feel wrong... so to me, they feel like a different branch of almost same power, like an alternative... and that could be thers fitting role.
themoistestwhale  [author] 23 Jul @ 5:15am 
@Sanakara I can look into some balance changes, especially in the vanilla combat version. Which version are you using, vanilla combat or CE?

I made this mod quite a while back and kinda want to revisit it anyways to improve some stuff when I find the time.