InterRim Ballistic Missile
[img]https://i.imgur.com/Pu8wEFi.png[/img]
“Truth only lies within the range.”
[b]InterRim Ballistic Missile (IRBM)[/b] is a mod designed to bring a hardcore modern strategic deterrence experience to RimWorld. This mod introduces a complete missile industry, Vertical Launch Systems (VLS), and a "Balance of Terror" mechanism based on Cold War logic.
Missiles are extremely powerful, capable of vaporizing enemy bases in an instant—but the same threat will loom over your head. If you do not establish a comprehensive anti-missile network, the day nuclear war breaks out will be the day your save file ends.
[img]https://i.imgur.com/ESVzkSs.png[/img]
Core Mechanism: "Missile Body + Warhead" Modular System
[img]https://i.imgur.com/xVY2XH5.png[/img]
[img]https://i.imgur.com/obDMkYr.png[/img]
In IRBM, you don't simply produce a "nuke." Instead, like a real-world superpower, you manufacture the propulsion system and the mission payload separately:
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[*] [b]Missile Body:[/b] Determines the missile's range, flight speed, interception difficulty, and launch platform. You can manufacture models ranging from the early Titan II and DF-5 to the modern DF-26 and Peacekeeper, and even the futuristic DF-61 and YJ-20.
[*] [b]Warhead:[/b] Determines the impact effect. You can configure the same missile to carry a strategic nuclear warhead for total annihilation or a cluster warhead for tactical suppression.
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Silos and Sequence Launch System
[img]https://i.imgur.com/kO4P3R1.png[/img]
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[*] [b]Construction & Loading:[/b] All missiles are assembled directly within Vertical Launch System (VLS) silos. Through the silo system, you can customize the ammunition combination loaded in each tube.
[*] [b]Dismantling & Refunds:[/b] Need a combat upgrade? You can safely dismantle old missile models and receive a 50% material refund. It won't explode, don't worry. Really. It won't. Even if the silo gets blown up, it's fine. Really.
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Four Missile Categories
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[*] [b]Tactical Missiles:[/b] Includes a range of lethal missiles such as high-explosive, cluster, inferno, anti-matter, and drilling missiles specifically designed for deep-mountain bases, as well as functional missiles such as stun, gas, and mine-laying. Through the tactical interface, you can precisely control the strike point and even continuously lock onto target units, ensuring missiles land precisely on the enemy's head.
[*] [b]Strategic Missiles:[/b] In addition to strategic nuclear warheads that deliver direct destruction, this mod also includes a range of strategic warheads with precision-killing capabilities, such as neutron or gamma-ray warheads, and even functional strategic warheads like solar flares and artificial rain. These operate across the entire active map at the global level. Skillful use of them allows for a variety of strategic combinations and can even bring direct benefits to your own colonies.
[*] [b]Anti-Air Missiles:[/b] From standard kinetic interceptors to advanced interceptors based on quantum entanglement, they are responsible for intercepting incoming missiles. Besides intercepting missiles, anti-air missiles can also perform anti-satellite missions.
[*] [b]Satellites:[/b] Launch a satellite into orbit. For you, a reconnaissance satellite provides a strong map loading, allowing for tactical strikes. Furthermore, later in this module's tech tree, you can even develop satellites with direct offensive capabilities. Note: Enemy factions will attempt to shoot down your satellites.
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Anti-Missile Defense System
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[*] [b]Anti-Missile Radar:[/b] Provides mid-to-long-range early warning and automatically guides air defense systems to intercept incoming targets.
[*] [b]CIWS and Auto-AA:[/b] Silo-based auto-defense systems connected to the anti-missile radar will automatically fire interceptors—they are the core of your defense. For any "leaks", the CIWS will attempt to destroy the missile at the last second before impact, but do not over-rely on them.
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AI Threats and Nuclear Deterrence
[img]https://i.imgur.com/9HRI0XE.png[/img]
[b]Don't think you hold the only trump card.[/b]
Factions with a tech level of Spacer or higher also possess missile launch capabilities. This mod fixes the bug where other factions were too peaceful to nuke you from across the world.
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[*] [b]AI Surveillance:[/b] AI factions will actively launch recon satellites. If an enemy satellite is over your head, or if there are active enemy personnel (non-prisoners/slaves) in your colony, a tactical missile strike could arrive at any moment.
[*] [b]Nuclear War Logic:[/b] Unrestrained use of strategic weapons will advance the "Doomsday Clock," triggering global retaliatory nuclear strikes.
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[b]Additionally, this mod adds a Post-Nuclear War scenario—try starting your story in a nuclear winter![/b]
FAQ
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[*] [b]Q: AI missile strikes look terrifying. Is the game still playable?[/b]
A: Any IRBM event has a significant grace period (30 to 60 days) and 350k wealth threshold before the first trigger to allow for development. If you only want to enjoy one-sided slaughter, you can disable AI missile strikes in the Mod Settings.
[*] [b]Q: Am I safe under a Thick Mountain Roof?[/b]
A: Usually, yes. However, if you are facing Ultra-tech hostile factions (such as the Empire or certain high-tech modded factions), they may fire drilling warheads at you. For absolute safety, try living in an Anomaly Pit or a Pocket Dimension.
[*] [b]Q: I can't find XXX...[/b]
A: Make good use of the Research interface, where you can check the details of each warhead and missile body.
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Compatibility
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[*] Save our ship 2: Compatible.
[*] Vehicle map framework: Mostly.
[*] [b]Combat Extended:[/b] I don't play CE, but the later warheads have higher penetration, which corresponds to CE's blunt damage protection. Generally, these warheads can penetrate thicker CE armor.
[*] This mod can be added mid-save. But IDK what will happen if you try to uninstall it mid-game.
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Credits
Thanks to [url=https://steamcommunity.com/profiles/76561198379265760]@EXCrowbλr_03[/url] for art support. And to you, for taking the time to play with this mod.
The music and sound effects in this mod are sourced from "Project Wingman" and "Starcraft". This mod is a non-commercial project.
Add-on Mods
The ecosystem of this mod relies on these excellent add-on mods, feel free to check them out:
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3682997868]Buildings retexture[/url]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3695591404]IRBM Historical Missiles Expansion[/url]
If you find any bugs, compatibility issues, or have suggestions, please feel free to report them in the comments. Your support is the motivation for my further updates.
Sponsorship
This mod will adhere to the principle of free release and updates, and will not make any direct profits, but as an individual developer with limited time and resources, if you like this mod and want to support my work, you can consider sponsoring me through the following platforms. I will sincerely appreciate any support, and I will keep up hard working to improve and expand this mod:
[url=https%3A%2F%2Fwww.ifdian.net%2Fa%2Fpsioniczephyr]Afdian[/url][www.ifdian.net]
[url=https%3A%2F%2Fko-fi.com%2Fpsioniczephyr]Ko-fi[/url][ko-fi.com]