Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

Outlander Solutions - Armory

Description Rimworld weaponry for the discerning customer. This mod covers an array of weapons technology, focusing on what I felt were capability gaps one wouldn't expect of the insect and mechanoid-weary ex-imperial and outlander societies scattered across the Rim. Once again, something for my own game that grew out of control. Enjoy! Tips > A surprising number of weapons fall short of the glorious, legendary machine pistol. > Lasers and gas-charge weapons do significant damage through secondary effects, altering their lethality profile. > Friendly fire is dangerous - take care with incendiaries! (and unruly flashlights) [hr] Issues I might have missed something! Let me know in the comments if there's anything off. I'll get to work on them when I have time. [hr] Content : Armory Industrial weapons: [list] [*] Knock pistol (Gunsmithing): Two barrels fitted with spark gaps and a battery. Highly inaccurate, but quick to aim and provides plenty of stopping power at point-blank. [*] Perforator (Blowback Operation): Pikeman envy taken to its logical conclusion in the absence of precision weaponry, this oversized, flechette-launching high-velocity punt gun is both loved and hated by the poor sops that lug it around. [*] Machine rifle (Blowback Operation): An intermediate machine rifle, similar in design to the ancient Chauchat. While less reliably damaging than gas-driven LMGs and assault rifles, its rounds still pack a hefty punch. [*] Gas charge rifle (Precision Rifling): In pursuit of velocity and accuracy, outlanders have devised fluid propellants capable of launching hypervelocity projectiles. Unfortunately, they slosh. Stand still, and smile. [*] Gas charge pistol (Precision Rifling): Less unwieldy than its rifle counterpart, but its lower range and damage places it in an awkward middle ground occasionally bridgeable by resource scarcity. [*] Heavy machine rifle (Multibarrel Weapons): With enough madness and a pinch of spacer circuitry, autocannons can be a wonderfully portable technology. Centipede jealousy guaranteed. [/list] Spacer weapons: [list] [*] Diode pistol (Fabrication): An oversized flashlight in all but name, it fills a similar niche as the knock pistol with its ability to not only be quick on the draw, but stun anything it lights up. [*] Diode musket (Fabrication): Good things come in big packages, but the only thing different about this device is its exceedingly long range. Lasers are heavily damaging to structures, making this the perfect anti-turret weapon. [*] Diode rifle (Fabrication): A rather different class of weapon, this device capitalizes on the control and versatility offered by pulsed-light weaponry to boost armor penetration. A slightly underwhelming, but effective cousin to the assault rifle. [*] Diode blaster (Fabrication): Gluing enough cooling mechanisms to enough lasing devices can produce a singularly effective armor-shredding machine, with the delightful side effect of igniting targets through sheer volume of fire. [*] Hellbore (Uncraftable): While grasers are seldom a weapon of choice for humans, enough examples have been made that someone, somewhere, took this thing off of where it was supposed to be while retaining its function. [/list] General Defenses [list] [*] Mine projector (Rocketswarm launcher): A self-powering proximity 'mine' containing a massive rocket-propelled warhead capable of guiding itself to a target. Doesn't draw aggro once expended (if I implemented that correctly). Diode Turrets [list] [*] Diode mini-turret (Fabrication): A tiny, chemically cooled laser turret. What's not to like? [*] Diode blaster turret (Fabrication, Autocannon Turrets): The charge blaster turret we have at home. [*] Diode burner turret (Fabrication, Autocannon Turrets): Needing vast quantities of coolant to fire a stunning, long-ranged beam, this turret is the bane of thrumbos everywhere. [/list] Tip - Diode turrets consume more power than normal turrets, and refill their coolant cells with chemfuel. While they make use of an abundant resource, the quantities in which they consume it can make them costlier to run than autocannons or uranium slug turrets. Charge Turrets: [list] [*] Charge mini-turret (Charged Shots): A powerful mini-turret alternative, if burdened by its reliance on an active charge network. [*] Heavy charge turret (Charged Shots. Autocannon Turrets): Lacking in range compared to their mechanoid counterparts, outlander charge turrets scorch and concuss targets with pure unstable energy. While mediocre overall, they are consistent, non-volatile, and cheap to rebuild compared to most other defences. [*] Charge destroyer (Charged Shots, Autocannon Turrets): This device employs charge technology to generate a focused, armor-piercing stream of x-rays. Adapted from spacecraft weaponry, it functions best at extreme distances; where there are clear sightlines, it is capable of engaging the moment the enemy is spotted. It is mounted on a 3x3 turret base. [*] Charge megacannon (Charged Shots, Autocannon Turrets, Mortars): A sophisticated energy weapon capable of projecting unstable energy via indirect fire. It requires a gunner to direct it, and while both faster-firing and more accurate than a conventional mortar, its voracious appetite for charge does not match its mediocre effect. [/list] Charge turrets must be supplied by a charge network, a system of magnetic pipes and excitation cells capable of generating and transporting charged matter using electricity. While no other resources are needed, charge turrets - heavy ones especially - rapidly deplete networks, and can be overwhelmed by consecutive attacks. In Development: [list] [*] b e a m. [*] more oddities for the early industrial era. [*] clothing! [/list] [/list]