// Steam Workshop · by Interloper
CBRN - Chemical, Nuclear, and Radiological Warfare
Well it's already rough on the Rim, might as well make it worse.
This is a basic collection of interesting mods that keep the mid- to late-game fresh, adding chemical warfare, nuclear reactor management, with the goal of establishing your colony as a glorified bunker that can lob strategic atomic strikes against those pesky wasters.Features include:
- Lachrymatory (tear gas) and incapacitating (sleeping gas) clouds to blind or sedate any unfortunate soul trying to aim at your citadel with a Doomsday Launcher.
- Vesicant (mustard gas) for the less picky. Gas masks only solve half the problem for targets; skin blisters can easily turn a charge into a retreat. This goes both ways! Keep the grunt on the front suited up or suffer the same!
- Atomic weapons, either tactical (raze a quarter of a map! Hope you brought proper protective equipment!) or strategic. See an enemy base/weather forcer/psychic droner? Want it erased? Strategic-yield nuclear bombs do well against the poor sods within - just take care not to contaminate a friendly settlement.
- Radiological contamination, or radioactive waste """disposal""" to study the effects of whole-body radiation therapy on your murderous delinquents. Just remember, no PPE will completely eliminate the risk to your good ones!
- Nuclear reactors, to produce your precious Plutonium-239, power your bunker, and accidentally irradiate your workers. Remember: run them too hot, and they'll tend to make your base a nightmare for the Nuclear Regulatory Commission.
Add as you see fit!
While neither I nor the mod authors can guarantee compatibility with anything not mentioned on the Workshop pages, I encourage you to experiment and report issues here. I'll do my best to keep the list working well, but some larger mods may cause bugs and crashes when systems conflict. Again, if you aren't using the certified compatible mods listed by the mod devs, report those here with as much detail as possible.Compatibility and Future Plans
• I'm working to verify if Combat Extended can work alongside these, but until confirmation, CE is likely going to cause issues. Help is more than welcome to iron out any issues once we find them, as I'm an awful coder at times. • Nerve agents (VX, Sarin, etc.) are going to be a separate project TBA at a later date. Again, help is welcome to make it work as realistically as possible on the Rim. • Low priority: creating pollution (Biotech) both in the world map and on tiles to balance (or encourage...) extensive use of lethal chemical weapons.Suggestions, help with coding, and updates are always encouraged. No matter how strange, niche, or complex, your input is worth more than plasteel and Archotech bionics.
Load order
9 mods- management
Tear Gas
Create tear gas, which causes eye and respiratory pain, skin irritation, and partial blindness.
- management
Knockout Gas
Create knockout gas, which causes biological lifeforms to slowly become unconscious.
- management
Mustard Gas
Create mustard gas, which is extremely toxic and causes a variety of effects such as chemical burns and cancer.
- management
Gas Vents
Create gas vents that can be loaded with gases and slowly disperse them over time when powered.
- management
Dubs Rimatomics
Nuclear power | Energy weapons | Nuclear weapons WORKS WITH SAVES WIKI Take me to the wiki Rimatomics adds nuclear power and energy weapons, and a custom research system guides you step by step through most of the features, with a few details being left for you to figure out.