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Xenotype: Arcn

Xenotype: Arcn mod preview for RimWorld

⚜ Xenotype: Arcn ⚜ "In the cold void between stars, the Arcn were bred for one purpose: to be the perfect blade of an Empire that no longer exists.

⚜ Xenotype: Arcn ⚜

"In the cold void between stars, the Arcn were bred for one purpose: to be the perfect blade of an Empire that no longer exists." The Arcn are a genetically modified military aristocracy from the utopian ecumenopolises of the Empire. Masters of the blade and psionics, they embody the lifestyle of warrior-nobles. They consider the use of ranged weaponry a sign of weakness, preferring to face their enemies in honorable face-to-face melee combat. Currently, they suffer from a deep existential crisis and depression following the collapse of the Empire. Seeking to blunt their emotional pain, they hunt for bloodlust, new sensations, and have developed a strict dependency on chemical substances.

⚔ Key Features

  • New Xenotype: Arcn — an elite warrior lineage designed for high-tier melee combat and psychic resonance.
  • Born Psychic — every Arcn carries an innate psionic gift from birth. No royal ceremonies required — and imperial titles only deepen their power.
  • Blades Only — an Arcn will never touch a ranged weapon. To them it is a coward's tool: they live and die by the sword.
  • Combat High — every kill floods them with a dark euphoria that briefly silences the void inside.
  • Specialized Genes — the "Refinement" gene: extreme reflexes for masterful dodging and an uncanny knack for stepping over ground traps.
  • Imperial Nobility — fully integrated into the Shattered Empire as high-ranking officials, Stellarchs, and elite melee guards.
  • Global Presence — encounter them as rare elite mercenaries among Outlanders, forgotten soldiers in Ancient cryosleep chambers, pirate gang bosses — and, with Anomaly, among the Horax cult.
  • Aristocratic Pride — they view any form of "undignified" labor as beneath them, refusing to engage in mundane tasks unworthy of their lineage.
  • Lore-friendly — a seamless expansion for the RimWorld Royalty and Biotech ecosystem.

♞ Starting Scenario: The Arcn Knight

You are an Imperial Knight who has left your home ecumenopolis, either due to squabbles with other military aristocrats or a search for new sensations to blunt your depression. You have arrived in uncharted lands alone. While you still maintain ties to the Imperial nobility, your immediate priority is satisfying your own whims: securing vital chemical preparations and establishing an environment that befits your former aristocratic life. But the past does not forgive. On the third day, hunters will come to finish what was started back home — and behind them stands a figure you once called a friend. Track him down, face his sworn retinue guarding a device that poisons your lands, and settle the old score. Everything they carry can become your trophy — and with Odyssey, even their shuttle.

⚙ Mod Compatibility

All integrations are optional — the mod works perfectly fine without them:
  • Combat Extended — fully supported out of the box.
  • The Dead Man's Switch + MobileDragoon — the Empire fields rare white Zyklop dragoon exosuits.
Required: Royalty, Biotech, Harmony Extra content with: Anomaly, Odyssey