RimWorld

RimWorld

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[WH40K]Adeptus Mechanicus: Magos Xenobiologis
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
36.857 MB
Oct 17, 2018 @ 2:26pm
May 20 @ 3:57pm
56 Change Notes ( view )

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[WH40K]Adeptus Mechanicus: Magos Xenobiologis

In 1 collection by Ogliss
Adeptus Mechanicus Collection Warhammer 40k
10 items
Description
RimWorld 1.2, 1.3
This mod Adds factions from the Warhammer 40k universe to the game using weapons from my Armoury mod.

Unless marked as Humanlike, races added by this mod are Not able to be captured/recruited/tamed (they are more like Mechanoids)

Factions marked as Hidden do not spawn bases on the world map, only appearing as part of Incidents or Raids.

Playable addons for various races are linked in the description below

==Tau Empire==
Earliest Raid: 90 days
based on Cpt.Ohu's Tau armour
Pawns
: Current
Ethereal
Firewarrior Shas'la
Firewarrior Shas'ui
Pathfinder Shas'la
Pathfinder Shas'ui
Kroot Warrior

Kroothound
Krootox
Knarloc

: Planned but not yet included
Vespid Stingwing
Stealth Battlesuit
Crisis Battlesuit
Broadside Battlesuit

==Craftworld Eldar==
Hidden Faction
Earliest Raid: 90 days
Pawns
: Current
Farseer
Warlock
Guardian
Fire Support
Dire Avenger
Howling Banshee
Striking Scorpion
Swooping Hawk
Fire Dragon
Dark Reaper
Warp Spider
Ranger
Wraithguard/blade

: Planned but not yet included
Shadow Spectre
Avatar of Khaine
Wraithlord

==Necrons==
Hidden Faction
Earliest Raid: 180 days
Pawns
: Current
Scarab Swarm
Warrior
Flayed One
Wraith
Immortal
Tomb Spyder
Lord
Destroyer
Heavy Destroyer
Destroyer Lord

Incidents:
Monolith Spawn Incident

Mechanics:
We'll Be Back - Necrons with this special rule can regenerate any damage that did NOT bypass their armour

==Orkz==
Earliest Raid: 45 days
Pawns
: Current
Boyz (Shoota, Slugga, Choppa)
Eavy boyz
Nobz (Shoota, Choppa)
Eavy Nobz

Squig

: Planned but not yet included
More Squig variantz
Squiggothz
Gargantuan Squiggothz
Killa Kanz
Deff Dreadz

Incidents:
Ork Rok & Space Hulk: Orky Crashed Ship Part.

==Adeptus Mechanicus==
Hidden Faction
Earliest Raid: 90 days
Pawns
: Current
Tech Priests(Humanlike)
Skitarii(Humanlike)
Sicarians

==Chaos Deamons==
Hidden Faction
Earliest Raid: 180 days
Pawns
: Current
Horrors of Tzeentch (Pink, Blue, Brimstone)
Flamer of Tzeentch (Normal, Exalted)
Screamers of Tzeentch
Lord of Change

Nurgling
Plaguebearer
Great Unclean One

Deamonette
Keeper of Secrets

Bloodletters

: Planned but not yet included
Flesh Hounds
Bloodthirster

Incidents:
Warp Storm Incident
Deamonic Infestation Incident
Space Hulk: Deamonic Crashed Ship Part.

Mechanics:
Deamonic - Deamons are incredibly resilliant and have a small chance to ignore all damage

==Tyranids==
Hidden Faction
Earliest Raid: 180 days
Pawns
: Current
Ripper Swarm
Termagaunt
Hormagaunt
Gargoyle
Lictor
Genestealer
Ravener
Hive Tyrant
Zoanthrope
Warrior
Carnifex
Biovore

Incidents:
Space Hulk: Tyranid Crashed Ship Part.

==Load Order==
Always Load Humanoid Alien Races 2.0 before these mods if you use it
Astra Militarum Imperial Guard Core Mod
Adeptus Mechanicus: Armoury
Adeptus Mechanicus: Magos Xenobiologis

OR

Adeptus Mechanicus: Armoury
Adeptus Mechanicus: Magos Xenobiologis

==Addons==
Playable Races: These will overwrite the NPC versions of the factions added by Magos Xenobiologis
These require Humanoid Alien Races 2.0
Adeptus Mechanicus: Magos Xenobiologis (Playable Orkoids)

Adeptus Mechanicus: Magos Xenobiologis (Playable Tau)

Adeptus Mechanicus: Magos Xenobiologis (Playable Eldar)

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.

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]



Are you artistically/creatively inclined and interested in helping with the mods?
I'm always looking for artists to do texturing, writers for descriptions, backstories, please feel free to contact me!

For those with a flair for creative writing, more backstories are always appreciated! feel free to use the Backstory Submission Form[docs.google.com]
Popular Discussions View All (2)
180
Mar 18 @ 10:43am
PINNED: Bug Reports & Known Issues
Ogliss
11
Feb 26, 2023 @ 11:01am
PINNED: Balancing & Feedback
Ogliss
1,024 Comments
Megumin's Itty-Bitty Milkers May 19 @ 11:46pm 
Btw love the mod it all looks great love the great unclean one however I have one question that i've wanted in rim world so badly by any chance will the tyranids be a playable faction with therir
own mechanics
Daddy Down Under May 16 @ 6:33am 
hells yeah, thanks for the update. i just found the series proper and im HELLA keen to start my mechanicus run with all the goodies. thanks for the good work man
Ogliss  [author] May 16 @ 4:26am 
@Daddy Down Under
not yet, but getting there- might have gotten a mite distracted adding some stuff, updating older systems, removing some now redundant code, redoing some textures
just testing the factions at the moment, making sure all their mechanics are functioning correctly
Daddy Down Under May 16 @ 1:48am 
hi, is this series available for 1.5?
Ogliss  [author] May 15 @ 4:47am 
@Owen
This mod specifically, or the armoury? if its the latter, are you using dual wield? if so, my version or roolos?
Owen May 15 @ 4:24am 
When I enabled this mod the option to draft any and all colonists disappear for some reason. Does anyone know a fixt this?
PapaEnclave May 10 @ 4:11am 
love u
RubberWheat May 9 @ 11:25pm 
Thank You!
Ogliss  [author] May 9 @ 10:52pm 
its working currently, still some seemingly harmless errors to track down with a couple of things (Hormagaunts throw some errors while doing their leap attack, but its still working, and nid biovores arent firing spore mines, for example) and updating some stuff, removing some stuff thats no longer nessecary
RubberWheat May 9 @ 7:12pm 
Any idea when the update will be ready? :)