RimWorld

RimWorld

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[WH40K]Adeptus Mechanicus: Armoury
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
99.920 MB
17 Oct, 2018 @ 12:55pm
29 Jul @ 3:24pm
105 Change Notes ( view )

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[WH40K]Adeptus Mechanicus: Armoury

In 1 collection by Ogliss
Adeptus Mechanicus Collection Warhammer 40k
10 items
Description
This mod adds weapons and apparel from the Warhammer 40k universe.

Native support for Combat Extended 1.3/1.4

Imperial weapons and wargear are craftable at the Imperial Machining Table or the relevant Astra Table.
Xenos weaponry is craftable from the that races machining table which may be acquired from world quests and may be obtained in combat or from the Xenotech Rouge Trader

Special rules
Power Weapon:
weapons tagged with this ignore armour

Irradiated:
weapons tagged with this cause Radiation Poisoning

Jams: based on Darque's jamming code from CyberPunk
Weapon has a chance to jam firing, the better qaulity, and better condition, the less likely it is to jam

Gets Hot:
Weapons tagged with this have a chance to overheat, injuring the user, when fired.

Warp Rift:
The Eldar Wraithcannon is a unique weapon that has a chance to totally destroy its target and damage all surronding

Baleful Energies:
Necron technology is hazardous to living beings, however they do have a chance of ignoring all armour

Force Weapon:
Force weapons possess the ability to channel the users psychic talents into a potent melee attack, which is capable of incapacitating or killing the target instantly.(this only functions when weilded by a pawn with either Psychicly sensitivitive or Psychicly hypersensitivitive traits)

Pacifier:
Pacifier Weapons though various means, excel at subduing their opponents in a (Ususally) Non Lethal manner. Current types are either Psychic or Pain based

Rapid Fire:
Rapid fire weapons have an increased Rate of fire (shots per burst) when firing at targets are within half of their max range.

Melta:
Melta Weapons deal double damage and have double AP when hitting targets within half range

Plagued:
infect pawns injured by these weapons with disease.

Toxic:
Toxic weapons are usually coated with foul poisions, designed to impair and disrupt target functions.

Buckshot: based on XenoDans Proper Shotguns
Does not fire a single projectile, but a cluster of pellets or buckshot.

Combi Weapon:
Two weapons combined into a single housing, the secondary weapon can be fired via an added button.

Hotshot:
Hotshot firemode on Las weapons trades range for increased armour penetration and risks damaging the weapon.

Overcharged:
Some plasma weapoms allow for the shot to be overcharged, greatly increasing both its destructive capabilities and its chance to overheat.

Wargear
Grenade Belts: These give the wearer the ability to throw a grenade of the respective type
Grenade types:
Frag - Similar to vanillia, but with slightly reduced damage and a lager radius
Krak - Similar to vanillia, but with slightly reduced radius and increased damage
Melta/Tankbusta - Single cell radius, high base damage, with increased damage against buildings
Photon - very little damage, but stun and blind anyone within a large area
EMP/Haywire - very little damage to living tissue but plays havoc with electronic systems, they can stun living things occasionally.

Shield: Generates a shield similar to the vanillia shieldbelt, however it also protects agasint melee attacks, and allows ranged weapons to be used.

CQB Shield: Generates a shield similar to the vanillia shieldbelt, however it Only protects agasint melee attacks, and allows ranged weapons to be used.

Contains
Imperial
Weaponrs: 32 guns 10 melee

Apparel:
Cadian Flak Chestplate
Cadian Flak Greaves
Cadian Flak Helmet

By K.Strudel KStrudel
IG Fatigues
IG Flak Armour
IG Flak Helmet
IG Flak Helmet(Goggled): Eye Protection
IG Gas Mask: Gas Protection
IG Officer Cap
IG Field Cap
Commissar Jacket
Commissar Cap
Valhallan Pilotka
Valhallan Ushanka

Grenade Belts - Frag, Krak, Melta

Rosarius: Shield
High capacity low recharge rate

Iron Halo: Shield
Low capacity high recharge rate

Storm Shield: CQB Shield
High capacity low recharge rate

Combat Shield: CQB Shield
Low capacity high recharge rate

Purity Seal:
slight Psyhic and mental break resistance

Servo Skulls:
Hospitaller, Inquisitorial, Mechanicus

Mechanicus
Weapons: 15 guns 5 melee

Apparel:
Tech-Priest Robes
Tech-Priest Hood
Skitarii Armour
Skitarii Helmet

Tau
Weapons: 7 guns 1 melee
Grenade Belts - Photon, EMP

Eldar
Weapons: 14 guns 13 melee
Grenade Belts - Plasma, Haywire, Melta

Ork
Weapons: 7 guns 5 melee
Stikkbomb Belts - Frag, Krak, Tankbusta

Chaos
Weapons: 12 guns 4 melee

Dark Eldar
Weapons: 13 guns 8 melee

Incidents
Unknown Crashed Ship Part:
This functions similarly to poison/psychic ship parts, but allows other hostile factions to use the mechanic.

Full Weapon List[docs.google.com]

Github[github.com]

Astra Militarum Intergration:
Imperial weapons and wargear are craftable at Imperial Fabricators, with relevent researches and utilize Imperial Resources.

if both this mod and Astra add a weapon, only this mods version is available ingame.
Special Rules added to Astra weaponry.
Boltgun (T2) (Rapid Fire).
Boltgun (T3) (Rapid Fire).
Plasmagun (T3) (Rapid Fire, Gets Hot).

NPC Factions - Adeptus Mechanicus, Imperial Guard, Necrons, Eldar, Dark Eldar, Chaos Deamons, Tau, Orkz, Tyranids
Addons: Adeptus Mechanicus: Magos Xenobiologis

If HAR is loaded Imperial technology is restricted to Humans and Mechanicus pawns

Playable Races: These will overwrite the NPC versions of the factions added by Magos Xenobiologis
Playable Orkz
Playable Tau, Kroot & Vespid
Playable Eldar

Load Order
This Mod
Optional

Humanoid Alien Races
JecsTools (RW1.0)
Combat Extended
Astra Militarum Core
Astra Official Addons
Corruption Core
Corruption Official Addons
Armoury
Xenos Biologis
Playable Orkz,Eldar,Tau in any order

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.

Corruption
Core
Psykers
Worship

Other 40k Mods
Legiones Astartes
RimDark 40k
Geneseed

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]
Popular Discussions View All (8)
763
5 Aug @ 5:25am
PINNED: Bug Reports & Known Issues
Ogliss
91
23 Jul, 2023 @ 6:07am
PINNED: Balancing & Feedback
Ogliss
40
1
17 May, 2023 @ 10:48pm
PINNED: Combat Extended Balancing & Feedback
Ogliss
2,883 Comments
Rosen Ritter 3 Aug @ 7:04pm 
Fair enough, i'm still mentally stuck in 4th/5th edition anyway.
Ogliss  [author] 3 Aug @ 3:21pm 
@Azil
as previously stated, the mods do Not currently support CE in 1.5, no matter what you do, it wont work untill ive had the chance to sort through what broke in the update. as i dont use CE, im afraid its not a high priority

@Red
Whoops, thanks for letting me know

@Rosen Ritter
No sorry, im afraid the mods name is a little misleading, when i made it originally, i wasnt aware the AdMech had been turned into their own army, having not played or kept up with tabletop since 5th/6th edition, they were just a group from the fluff that made the majority of imperial weapons, the name made sense to me at the time and its a little late in the game to change it all now
Rosen Ritter 31 Jul @ 7:16am 
I don't suppose there's a lite version with just the admech stuff? Mostly wanted to give my engineer a fititng robe and maybe a mechadendrite rather than go full conversion.
Red 30 Jul @ 10:24pm 
Hey Ogliss, sorry to bother you but the Greenthumb trait says "Error getting tip text." I am running no mods that effect traits, but I'm not sure if that is just me or not.

Also the new traits are really cool!
Azil 29 Jul @ 6:19pm 
Ogliss - Yes, I saw it.

Clean = Only the mods being tested. EG: [WH40K]Adeptus Mechanicus: Armoury + CE + Prereqs

Sandboxed = Self contained installation of Rimworld. As close to a fresh PC as you can get without a format and reinstall of your OS

It's THIS mod that is causing it. With ONLY AMA + CE+ Prereqs installed, removing this mod instantly resolves the issue on both new games and existing saves.

Hope this info helps.
Ogliss  [author] 29 Jul @ 3:17pm 
@Azil
see my previous answer to blablabla re Combat Extended

@ToooMuchSalsa
odd, not seeing it on my end, might have fixed it already in my local copy, or it might be caused by another mod your using
Azil 29 Jul @ 12:44pm 
After significant testing on a clean sandboxed install; This mod breaks opening the debug menu and several other smaller menus due to some sort of conflict between this and Combat Extended.

This is my favorite mod. Is there any way we can get an update?
Ogliss  [author] 26 Jul @ 3:50pm 
@ToooMuchSalsa
not alot to go off there, a full hugslib log might be more informative

@blablabla
At some point, but really depends how much got broken, dont hold your breath, as it may be some time
ToooMuchSalsa 26 Jul @ 2:13pm 
Had an error when starting the gmae, refer to images
https://prnt.sc/v8vWOZR1uDjW
https://prnt.sc/rYdHLuBptTxy