Cybernetic Warfare and Special Weapons Mod introduces a vast arsenal of advanced weaponry and combat systems, expanding RimWorld’s late-game with high-tech, visually rich, and mechanically diverse equipment.
Cybernetic Warfare and Special Weapons Features
Cybernetic Warfare and Special Weapons Mod adds a wide variety of weapons across multiple tech tiers, each with unique effects, visuals, and combat roles.
Weapon Types
- Energy Claws.
- Energy Sword.
- Chain Sword (AP).
- Gun Blade (Mix).
- Shocker (Knuckles).
- Disruptor (Knockout).
- Napalm Blaster (Flamethrower).
- Havoc Launcher (Multi Burst Grenade Launcher).
- Dual Eraser (Dual Machine Pistols).
- Riot Breaker (Chain Shotgun).
- Ballistic Shredder (SMG).
- Ballistic Combat Gun (AK).
- Ballistic Enforcer (AR).
- Plasma Gun (Burn).
- Recon Bolter (Laser).
- Accelerator (Hybrid).
- Coil Gun (Charged).
Special Combat Mechanics
- Cleave (requires JecsTools Mod).
- Knockback.
- Napalm and fire effects.
- Plasma and laser damage types.
- Biological and electro weaponry.
- Ferromagnetic and explosive effects.
- Multi-shot and rapid fire systems.
- Fire modes and ammunition switching.
Cybernetic Warfare and Special Weapons Mod focuses on high-impact combat scenarios, including urban warfare, crowd control, and heavy assault. Weapons range from precision tools for eliminating single targets to devastating area-of-effect systems like flamethrowers and grenade launchers.
Requirements and Progression
- Crafting skill: 9–16.
- Technology levels: Industrial, Spacer, Ultra.
- Research: Ballistics, Cybernetic Warfare, Framework Weaponry.
- Enhancements: Full potential unlocked with cyberware (CONN) or servo-motors.
Cyberware Integration
- Bionic Arm.
- Archotech Arm.
- Power Arms.
- Energy Core.
- Energy Link.
- Musclewire.
Cybernetic Warfare and Special Weapons Mod also supports enhanced performance when used with specific races such as Android T5, Battle Droid, and Kijin.
Hunting Weapon Rules
In Cybernetic Warfare and Special Weapons Mod, weapons count as hunting weapons only if:
- They have a ranged attack.
- The projectile causes damage.
- The projectile is not explosive.
All industrial weapons qualify as hunting weapons. Among advanced tiers:
- Spacer weapons: Dual Eraser and Accelerator qualify.
- Ultra weapons: Recon Bolter and Coil Gun (in annihilation mode) qualify.
Compatibility notes
Cybernetic Warfare and Special Weapons Mod has built-in compatibility and auto-patching for many popular mods if they are detected.
Compatible or supported mods include:
- Combat Extended Mod (patch now included in CE).
- Dual Wield Mod.
- Proper Shotguns Mod.
- Cybernetic Organism and Neural Network Mod.
- Adeptus Mechanicus Mod.
- Vanilla Weapons Expanded Mod.
- Vanilla Apparel Expanded Mod.
- Vanilla Armors Expanded Mod.
- Expanded Prosthetics and Organ Engineering Mod.
The mod has no strict dependencies and is designed to automatically integrate with available components. For best results, load it late in the load order.
Available translations:
- Japanese (by Proxyer).
- Russian (by AftarNik).
When troubleshooting the Cybernetic Warfare and Special Weapons Mod:
- See if the error persists if you only have this mod and its requirements active.
- If not, try adding your other mods until it happens again.
- Post your error log using HugsLib (Ctrl+F12).
- For best support, please use the Discord channel for error reporting.
- Do not report errors by making a discussion thread, as no notification will be received that way.
- If you have the solution for a problem, please post it to the GitHub repository.
Additional credits: ilikegoodfood, Luizi, Oskar Potocki, Ogliss, XeoNovaDan, ChJees, Mehni, Evaine, Kikohi, Meru, Pardeike, Jecrell, Proxyer, AftarNik.