// top picks
Best RimWorld Weapons Mods
Arm your colonists with the best RimWorld weapon mods. From sci-fi guns to medieval blades, expand your arsenal far beyond the vanilla selection.
- #1RunAndGun - Continued
As I already have continued Search and Destroy, and this mod has not received an official 1.
- #2Melee Weapons: Speed and Damage
In this mod, the pawns "Melee skill" and "Manipulation" now affect melee weapon damage and cooldown.
- #3VVE - Secondary Weapons
Vanilla Vehicles Expanded - Secondary Weapons addon Adds secondary weapons into VVE combat vehicles, and then some.
- #4Dynamic Weapon Cooldown
The cooldown of any weapon now depends on the manipulation capacity of the pawn holding it.
- #5Art on Neolithic Weapons
This super simple mod patches the core game to allow weapons of Excellent or higher quality from the neolithic stage to also be inscribed with artworks, like the more modern weapons.
- #6Vanilla Weapons Expanded
We are not responsible for CE patch, nor are we responsible for CE balancing or in fact anything regarding CE.
- #7Simple sidearms
With the invention of pockets comes the idea of bringing EVEN MORE WEAPONS.
- #8RunAndGun
Your colonists can never be a true Rambo if they cannot gun while they are running.
- #9Vanilla Weapons Expanded - Quickdraw
We are not responsible for CE patch, nor are we responsible for CE balancing or in fact anything regarding CE.
- #10Vanilla Weapons Expanded - Laser
This mod is currently CE compatible.
- #11Vanilla Weapons Expanded - Heavy Weapons
This mod is CE compatible.
- #12Vanilla Weapons Expanded - Non-Lethal
This mod is CE compatible.
- #13Vanilla Weapons Expanded - Coilguns
We are not responsible for CE patch, nor are we responsible for CE balancing or in fact anything regarding CE.
- #14Vanilla Weapons Expanded - Frontier
This mod is CE compatible.
- #15Vanilla Weapons Expanded - Tribal
This mod is CE compatible.
- #16Where is my weapon?[1.0-1.4]
Human re-equip the weapon that equiped before downed when recovering from downed (or fully healing).
- #17Show Draftees Weapon
This mod is obsolete as of the 1.
- #18Enable Oversized Weapons
We did it! Taking weapon drawSize into account is Vanilla Rimworld now. Known issues in 1.6 - Rimworld now also uses the drawsize for the weapon button imagine on the pawn, making some weapons bigger than the button. - Rimworld now throws a config error if the weapon has offsets.
- #19Vanilla Persona Weapons Expanded
Check Change notes. Vanilla Persona Weapons Expanded is a mod that makes persona weapons a little bit more spicy - but only visually so. It never felt right that such a unique weapon does not actually look that unique - you can meet dozens of imperial royals, and all their person
- #20WeaponStats
About this mod Adds a new "Weapons" tab, which lists all ranged, melee, explosive weapons and apparel on the current map.
- #21Combat Extended Guns (Old)
This mod is also available on Github.
- #22Vanilla Weapons Expanded - Bioferrite
It is compatible! Check change notes. Vanilla Weapons Expanded - Bioferrite aims to bring several new weapons inspired by the hellcat rifle in Anomaly DLC. These weapons will have unique, triggerable abilities that consume bioferrite charges. Without adding too much bloat, this m
- #23Show Weapon Tallies
When selecting multiple enemy pawns, shows the number of each weapon on the button for it.
- #24Van's Retexture : Melee Weapons
You are using camera+ ?
- #25[RH2] Rimmu-Nation² - Weapons
Arm your community with the right tool for the right job.
- #26Ratkin Weapons+
More ratkin weapons. Added several ranged and melee weapons, including medieval and spacer weapons. It also includes some other content related to combat, such as ratkin candy making and some simple ratkin costumes. There may be occasional updates in the future, please feel free
- #27Weapon Racks
Show off your colony's weapons arsenal with these presentation-oriented storage racks!
- #28Defensive Machine Gun Turret Pack
An updated version of the original mod by Coalcat (aka Blackie), the Defensive Machine Gun Turret Pack adds a variety of manned and automated sentry machine guns to protect your colony from pesky tribals, raiders and the occasional manhunting Thrumbo.
- #29Vanilla Weapons Expanded zh-pack
原模组:Vanilla Weapons Expanded 系列Mod 中文名:原版武器扩展 系列Mod 翻译者:LingLuo,leafzxg,Shavius,Zephyr,22点下,MZM_GOW 边缘汉化组出品,禁止转载和用于AI训练。 简介:添加多种原版风格的武器。 Vanilla Weapons Expanded 原版武器扩展:扩展了原版风格的武器种类。 Vanilla Weapons Expanded - Laser 原版武器扩展-激光:新增一系列激光武器。 Vanilla Weapons Expanded - Quickdraw 原版武器扩展
- #30[HRK] Gun Nut - Chapter #1
WELCOME TO GUN NUT - CHAPTER 1!
- #31[HRK] Gun Nut - Chapter #2
WELCOME TO GUN NUT - CHAPTER 2!
- #32[HRK] Gun Nut - CORE
WELCOME TO GUN NUT - CORE!
- #33Possessed Weapons
In my previous mod Medieval Fantasy Themed Quest Rewards, I changed the persona weapons to be "possessed" weapons with the idea being that the weapons are possessed by ancient spirits rather than having AI personas.
- #34Customize Weapon
Customizable Weapons Maximize your weapon's potential!
- #35[XND] Profitable Weapons (Continued)
Update of XeoNovaDans mod - Added the fix for bottles and logs wrongly being tagged Overview In vanilla RimWorld, it's impossible to profit from producing weapons due to their pitiful 20% sell price multiplier; you're always better off selling their raw materials.
- #36[TW1.6]TangW's~Retexture~Weapons
———————————————————————————— Intro: --This is TangW 's Retexture-- This mod retexture the Weapon texture.
- #37ED-Laser-Drill
Version: 1.3.0.0 Links to all my mods including non steam versions available at: Adds a Drilling Laser Targeting system that allows the creation or removal of steam vents. After research and construction, you will power the building while it conducts a subsurface scan. After the
- #38[CP] Rimmu-Nation - Weapons
NOTE: This is outdated.
- #39Vanilla Weapons Retextured
Improves all vanilla weapons by giving them a more defined aesthetic.
- #40Cybernetic Warfare and Special Weapons (Continued)
Update of Trunken and Luizis mod - CE-patch moved into the main CE-mod instead Regarding the weapons not recognized as hunting-weapons: To count as a hunting-weapon a weapon has to have a ranged attack, the projectile must cause damage and it must not be of an exploding type.