Majic's Chain Axe
Majic's Chaos Bolter
Give your enemies the axe, for Chaos!
This a cosmetic drop-in replacement for the chainsword and combat knife. It is literally nothing more than a chainsword using the Chaos chain axe visual package. Everything about it except its appearance is the same.
However, it does look cool and it's sure to raise the eyebrows of the Inquisition when they see you sporting this nasty little piece of hardware.
Majic's Demonic Hellblade
When you want to see how the other half lives, this bolter's for you.
Based on the default bolter (so Titus can use it), the appearance, rate of fire, sound, visual effects, scatter and other details are taken straight from the NPC Chaos Bolter.
Statistically, the bolter has a rate of fire of 8.333 RPS, which is straight from the NPC bolter. The damage has been raised to 30 per shot, for a DPS of 250, which matches my golden bolter. The 40-round magazine capacity is also straight from the NPC version, and it's helpful for compensating for the relatively modest damage per shot.
The NPC version has infinite ammo, but I set this model's to 480 which may seem a bit high, but at 30 damage per shot, it yields 14,400 damage per loadout, which is less than the 18,000 the golden bolter has.
I brought the scatter over as well, and because of that, shots tend to have a fairly wide spread when fired from the hip. When using the sights, however, it is surprisingly accurate.
I've taken a bit of artistic license by giving this bolter "tainted ammo" which has a unique impact effect (stolen from the lascannon, actually). This ammo isn't particularly strong in raw damage, but has excellent armor penetration and does at least full damage against every armor type except tough shields. This gives it a big advantage against heavy targets like Nobs and Chaos Marines, and makes up for its lack of punch compared to the golden bolter.
Depending on player feedback, I'll leave the pretty impact effects in or replace them with the boring standard effect.
Majic's Golden Bolter
Wielding a Hellblade is a great way to prove you're not a heretic or corrupted by the Warp.
A cursed, diabolical blade from the nether regions of the Warp, possessed by the spirit of its former wielder.
It is also a great conversation piece. Next time Inquisitor Thrax accuses you of being a heretic, just whip this baby out and say "Oh yeah? I got your heretic HANGIN'!" Then part his hair neatly to the bone.
And should you happen upon a pack of Bloodletters, teach them the true meaning of irony as you hack them to bits with one of their own blades. Think of it as giving something back to the community.
Check out how utterly badass Titus looks in the menu screen animation with this baby.
Enjoy, demonically-inclined brethren and sistren!
Under the hood, so to speak, this weapon was built up from the chainsword, using the visual, effect and sound data from the Bloodletters' Hellblade. Not everything matches perfectly, however, because NPCs don't have as many moves as the player. The sync kills, in particular, will look and sound familiar.
However, the Hellblade sound effects include a roar that plays when you chain combos, and if you squint your ears just right, sometimes that sync kill sounds less like a chainsword and more like a roaring demon.
Or maybe a demonically-possessed chainsword. Bring holy water, just in case.
Majic's Golden MAC-10 Bolt Pistol
A bolter worthy of a heroic Space Marine Captain.
The default bolter in Space Marine is "okay", but I prefer the iconic weapon of the Adeptus Astartes to be suitable as a primary weapon throughout the campaign, something a space marine can count on to get the job done in just about any situation, with the other more exotic weapons serving as fallbacks for special challenges.
First off, I want some "thump" to my bolter, and I want each shot to behave like the high-caliber explosive shell it is. According to canon, the standard bolter round is roughly equivalent to a modern day 20mm cannon round. With that kind of punch, it shouldn't take half a magazine to down your basic Ork.
So right off the bat, I have roughly doubled the damage per shot from the bolter. To give it a more authoritative quality and improve handling, I lowered the cyclic rate of fire to five rounds per second. It's sort of slow, but the payoff is more damage per magazine, and better accuracy per shot. I also increased the maximum ammo carrying capacity from 330 to 360 (12 magazines), and with the reduced rate of fire and increased damage output, don't tend to run out.
If you hold the trigger down, you get six full seconds of the Emperor's fury, 5 shots per second at 50 damage each, 250 DPS, and a total of 1500 raw damage per magazine. Your basic Ork Boy has a health of 85, and standard Chaos Marine has a health of 500. Note that armor reduces actual damage taken, but that should put things it in perspective.
Interestingly, the default bolter maxes out at 263 DPS, but at 35 per shot (best case), only yields 1050 damage per magazine. With fewer magazine changes, more damage per shot and better handling, I have found the modified bolter to be a much better weapon overall.
The golden bolter also upgrades to kraken rounds like the regular bolter, and is otherwise identical to it. I've playtested it thoroughly and am happy to say I think it hits the sweet spot for the bolter. I also included a cinematic version so Titus can be stylin' in the cutscenes.
In designing this, I wanted to buff the bolter without making it too game-breakingly overpowered. I think I succeeded. Your mileage may vary, but in my opinion, this is how a bolter should behave.
FIXED IN v1.1: For some unknown reason, installing any bolter file, even the default, in the preview directory causes bolter-equipped Chaos Marines to lose their bolters. They just stand there with empty hands. Since there are relatively few of this type of enemy, it's generally not noticeable, but worth bearing in mind. Research to fix this problem is ongoing. SOLUTION: Load a copy of the Chaos bolter in its corresponding file. Why this works isn't currently known, but it works.
Majic's Golden MAC-10 Bolt Pistol XL-90
Who's yo MAC daddy?
This golden bullet spitter offers a lot of firepower in a small package. Based on the gold multiplayer pistol bolter, I have increased its rate of fire to 15 RPS, with 15 damage per shot, for 225 DPS. This puts it between the stormbolter pistol and golden bolter in terms of DPS.
However, compared to the stormbolter pistol, it has a tighter shot group, which compensates for its relatively small 30-round magazine. Like all pistols, it has infinite ammo.
If you don't mind the frequent mag changes (every two seconds of fire), this is just the ticket for pretending you're Neo in The Matrix or, failing that, a Miami coke dealer. Either way, you're looking good, baby.
Be sure to check out how badass this pistol looks in the main menu animation sequence.
NOTE: This replaces both the standard bolt pistol and plasma pistol. If you want to have the plasma pistol later in the game, delete preview\sim\attributes\instances\wargear\wargear\race_marine\weapons\1hand_ranged\plasma_pistol.attr_pc from your game directory and you're good to go.
Majic's Improved God Mode
When too much is not enough.
This is the Mac-10 with a 90-round magazine instead of 30. If you like the high rate of fire of the MAC-10 but hate the constant mag changes, this baby fires a full six seconds before needing a reload. The ammo display array shows 30 bolts instead of 90, but as the weapon fires, they scale properly, so it can still be used to tell how much ammo is left in the magazine.
Majic's Improved Sniper Rifle
What if God was one of us? Find out.
This mod does one thing and one thing only: it sets invulnerable_health to "1" in your vanguard.attr_pc file, bestowing the Emperor's blessing of immortality upon thee.
Well okay, it used to do only one thing. As it turns out, invulnerable_health doesn't always really mean invulnerable. You can be killed during boss fights, for example, due to scripted boss abilities.
To compensate for that, this improved mod also jacks up your health and health regeneration to true godlike levels. While I suppose it's still possible to die somehow, so far I haven't found such a case.
Do not install this mod if any other mods have been installed that change Captain Titus, or they will be overwritten.
Majic's Infinite Ammo Crates
Kills with fewer shots, saves ammo, saves the planet.
This rifle replaces the standard Stalker Pattern Bolt Rifle with a much more powerful version capable of taking out very strong foes at range. It is essentially a single-shot version of my Sniper Autocannon with much more powerful rounds and without the infinite ammo.
Although it does more than twice as much damage as the standard rifle (250 per shot versus 100), it is not as powerful as the lascannon (which does 500 damage per shot) and is not as effective against armored targets, so it's actually a reasonably balanced addition to your arsenal. Also, unlike the lascannon, it is not capable of one-shotting strong enemies except with a head shot.
However, it is still strong enough to splatter most Orks when hit center-of-mass and, in a pinch, can be used as a very powerful semiautomatic battle rifle. Although it can take several head shots to take down a Chaos Marine, it can one-shot Bloodletters and is reasonably effective against Heretics.
The magazines hold 10 rounds, like the regular sniper rifle, but the total ammo carrying capacity has been tripled to 120. With that much ammo, running out shouldn't be a problem, even in a target-rich environment. That also gives you the option to use it Rambo-style as a battle rifle, as mentioned above.
As with the Sniper Autocannon, this rifle features my custom three-stage zoom, with a very weak starting zoom to make it easier to acquire targets when you switch to the scope. You can then toggle between the 2nd and 3rd zoom stages to zero in on your victim.
All in all, a nice upgrade. And for fun, it shoots exploding bolts.
Majic's Portable Heavy Bolter
More fuel for your dakka.
If you just can't get enough ammo but don't want to set your weapons to infinite ammo, this mod's for you. It replaces all the ammo crates in the game with infinite ammo crates that fill up all your weapons, including grenades, and never disappear.
Unfortunately, I haven't been able to do the same with grenade crates without causing a bug when you encounter the first grenade case in Part 1, Chapter 2, The Trenches, and load up grenades for the first time. In that case, you don't get any grenades at all. So for now, it's just ammo cases, but it's still pretty handy.
Majic's Portable Plasma Cannon
Major firepower for the busy Space Marine on the go.
Want to rock the game with a full-time heavy bolter, but hate how it slows you down? Have I got a deal for you!
This portable heavy bolter replaces the default bolter and boasts impressive firepower, combined with ease of use. It's built up from a basic bolter, so it can be carried like a bolter, uses bolter ammo, and is stored in the bolter inventory slot, allowing the use of other weapons. You can walk at normal speed, sprint and roll while carrying it, and you can use it with the jump pack, even fire it while in flight!
You can also pick up other heavy weapons and use them, including heavy bolters, plasma cannons and autocannons without giving up this one. It also upgrades to kraken rounds when the regular bolter would. Also, unlike the regular heavy bolter, this one doesn't overheat, so no need to pray when you spray.
Its firepower has been scaled down from the normal heavy bolter, so it still makes sense to use the normal ones when you can. However, it does crank out 8 bolts per second at 50 damage each, giving it a nice 400 DPS output. This compares to 250 DPS for the golden bolter and 300 DPS for the stormbolter pistol/bolter replacements.
Backing that up is a hefty 720 rounds of ammo. That amounts to 72 seconds of full-on carnage without needing to replenish your ammo supply.
However, using only normal ammo crates to refill probably won't sustain you, so I recommend installing my infinite ammo crate mod if you install this one.
As one would expect, carrying a weapon like this around pretty much casts game balance out the window. But having play-tested it extensively and tuned it to fit all the different phases of the campaign, I find it's actually not as game-breaking as it might seem. Especially when you consider that it doesn't use auto-aim, hitting targets is actually a bit of a challenge due to its bolter-class shot grouping, which is fairly tight and allows the heavy bolter to be used for light sniping.
Plus it's just so damn fun to open up on Orks with this baby. It still needs work and can be thought of as being in beta testing, but it's quite functional and should please even the most discriminating connoisseur of def mad dakka.
Give it a try, and see what you think!
ISSUES: The ammo display doesn't show total ammo, just what's in the current magazine. You can tell when you're out of spares when you reload and the clip doesn't fill completely. Not optimal, but it works. SOLUTION: Just lump everything together into one big box of ammo. Now you see all the rounds you have in the display, and when you're out, you're out.
FIXED IN v0.6: For some unknown reason, installing any bolter file, even the default, in the preview directory causes bolter-equipped Chaos Marines to lose their bolters. They just stand there with empty hands. Since there are relatively few of this type of enemy, it's generally not noticeable, but worth bearing in mind. SOLUTION: Put a copy of the Chaos bolter in its corresponding folder. Why this works isn't currently known, but it works.
FIXED IN v0.7: The heavy bolter now appears properly when the jump pack is worn, but cannot be fired while in flight. While in flight, it aligns along the right arm in a rather odd way, but that's a side effect which is probably unavoidable due to how the bolter slot works when jumping. The regular bolter uses the pistol slot to avoid this, which also allows it to fire while aloft, but using that slot for the heavy bolter makes it invisible.
CHANGES IN v0.7: Rate of fire lowered to 8 RPS, damage per shot set to standard bolt with 50 damage, yielding 400 DPS. Magazine changed to one big 900-round belt. When the bar runs out, you're out of ammo. This is a bit uber for a main weapon, but then you're not carrying a heavy bolter because you are averse to overwhelming firepower. This should satisfy just about anyone's taste for mechanized butchery.
FIXED IN v0.8: Switching to the Thunderhammer would cause the weapon to disappear. This was due to using the Heavy Bolter animation in that case rather than the Bolter anim. Also, the v0.7 HB wouldn't allow ammo to be picked up. That has been fixed. There was also some wonkiness with the ammo supply and apparent "infinite" reloads. That has been fixed as well.
ISSUES IN v0.8: The firing sound is a bit weak. This is due to how sound levels are handled. I think they are set outside the wargear file, so when a sound is copied from one to another, it uses the settings for the base weapon, and they are usually different. I doubt I can fix this without diving into non-wargear files and risking collisions with other mods. Or I could be totally wrong about this.
CHANGES IN v0.82: I migrated the HB's scatter, so there's more spread on sustained full auto. I lowered ammo capacity to 720, because so far I haven't found a map where I could actually burn 720 without seeing an ammo box. Even in the Cargo Bay zerg with liberal spraying on my part, I could kill everything, including both Nobs, without reloading, so I don't think 720 is too painful. I'm also looking at including heat at some point as well, but don't want to put time into it right now when other mods need attention.
Majic's Sniper Autocannon
A fully functional Plasma Cannon which replaces the Vengeance Launcher.
Majic's Portable Plasma Cannon v0.3-VL-FS
This is a drop-in replacement for the Vengeance Launcher ("VL" suffix). It is a FULL STRENGTH ("FS" suffix) Plasma Cannon with LOTS of ammo.
Preliminary testing indicates this baby does work properly as a carried weapon, and will work while the jump pack is worn (but not in flight) and while wielding the Thunder Hammer.
Please test it out while bearing in mind that it is absurdly overpowered. Once basic playtesting is done, I will look into adapting it into the game's arsenal with less (but still considerable) damage and ammo.
Play around with it enough and once the joy of insta-gibbing everything wears off, I think you'll agree that a nerfed version would be more fun.
Majic's Standard Bolt Pistol
For when somebody's bothering you and you really don't want to have to go over there.
This weapon replaces the standard Stalker Pattern Bolt Rifle and is about as far from balanced as it gets. You can pick this up at the end up Part 1, Chapter 2, The Trenches, or start Part 1, Chapter 2, No Man's Land with it in your hot little hands.
I rolled this up because I was frustrated about only getting to use the autocannon for an all-to-brief period at the end of the epic bridge fight. This nasty beast is capable of taking out anything in the game at close or long range.
Without the scope, just blast away. You'll notice results immediately. While it doesn't insta-gib, it does rofl-stomp just about everything. I adjusted the three-stage zoom so the first stage can be used in short-range combat, while the second and third stages are more like a classic sniper rifle. I've found the light zoom stage to be very handy for putting shots on target, even when facing a charging horde of Orks.
It also has infinite ammo. "I Win" button optional at extra cost.
Majic's Standard Storm Bolter
Uses standard bolts and does the same damage per shot as most of my bolter mods.
This simple mod doubles the standard bolt pistol's damage from 25 to 50, with 50 being what I have settled on as the damage of the standard bolter round, and which is the standard value I use in my bolter mods. Since canon dictates that bolt pistols do the same damage per shot as bolters (due to the fact that bolts are self-propelled and both use the same ammo), this is a sensible mod for players who want a more canon-friendly gameplay experience.
Everything else about the pistol is the same, only the damage was changed. If you choose to substitute this pistol for the plasma pistol, it pistol upgrades to kraken bolts when the standard bolter does.
By default, this mod replaces both the default bolt pistol and the plasma pistol. If you prefer to use the plasma pistol when it shows up in the campaign, remove preview\sim\attributes\instances\wargear\wargear\race_marine\weapons\1hand_ranged\plasma_pistol.attr_pc after installation.
Majic's Stormbolter Bolter
Uses standard bolts and does double the damage of standard bolters.
This is another mod in the "standard" series, which makes minor adjustments to the default weapons to bring them a little closer to codex standards.
In this case I standardized the damage at 50 from 35, and standardized the rate of fire at 10 RPS, which is double the rate of my standard bolters, and consistent with the concept of the Storm Bolter being essentially two bolters side by side.
Despite the damage increase, reducing the rate of fire a bit actually keeps this weapon in the same ballpark as the default version.
Still, at 500 DPS, it's double what my standard bolters run, and you can tell. It splatters Orks like nobody's business, can drop a Nob faster than you can say "Oi, a Nob!" and wipes out Chaos Marines in 2-3 seconds.
If enjoy uber pwnidge, this weapon is for you.
Majic's Stormbolter Pistol
A shootier drop-in replacement for the default bolter.
This is a drop-in replacement for the default bolter. To make this sensible as a main weapon, it does 300 DPS as opposed to 500 DPS for the Standard Storm Bolter.
The best way to appreciate why I prefer to "nerf" drop-ins like these is to run around with the more powerful versions. For a while, it's awesome. Whee! Splatter everything! Just walk around like God and smite everything.
But sooner or later (and usually sooner), walking around killing everything, even Nobs, in a matter of seconds gets old. Also, it's worth remembering that you carry the bolter around with you from almost the beginning of the game. The slaughter is even more obvious in the early maps.
Hence the move for balance, while recognizing that even a nerfed storm bolter is still a storm bolter.
Try it out, and see if you like it.
Majic's Superior Powersword
A handy sidearm for those times when you just don't want to be bothered by Orks.
- Increased damage to 300 DPS (30/shot, 10 RPS)
- Improved visuals and sound by using offhand stormbolter file as base
- May now be considered a primary weapon rather than just an upscaled pistol
Here's a drop-in stormbolter replacement for the bolt pistol and plasma pistol. Together, they allow you to use the stormbolter pistol throughout the campaign if you want, freeing up other slots for other weapons. You can leave out the plasma pistol replacement if you prefer to use the plasma pistol in the second part of the campaign.
This version is actually built up from the pistol, so it behaves similar to the way the pistol would on full auto. Interestingly, it seems to upgrade to kraken bolts at the same time the bolter does, so it scales rather well throughout the game.
To keep it from being so overpowered as to be boring, I set the damage per shot to a fairly modest value that is a little less than the normal bolt pistol. However, even with that nerf, it is a very powerful weapon (you aren't carrying a stormbolter for nothing), not to mention the fact that, like the pistol, it has an infinite ammo supply.
Its main disadvantage is that it is wildly inaccurate, so it's really only effective at close range. At close range, however, it mows down Ork Boyz quite handily, making it an effective crowd control tool.
This weapon does 20 damage per shot, 10 shots per second for 200 DPS, which is a little less DPS than my golden bolter. At 60 rounds per magazine, you get 1200 damage total, compared to 1500 for the golden bolter.
It's powerful, but despite its infinite ammo supply is still roughly balanced against the bolter due to its shorter effective range.
A sword of legendary proportions.
Forged of old through eldritch craft and the wiles of secretive Eldar smiths, this blade glows with a cruel blue fire. Flashing fury awaits anyone foolish enough to vex the wielder of this fell blade.
Those clever elves built this sword up from the power axe, so it will seem very familiar in that sense. The sync kills, in particular, will be a little off sometimes. To make up for that, I increased the damage of some moves by up to 50%. However, I didn't increase them all, and increased others by varying amounts depending on my whims of the moment.
The result is a blade that always performs at least as well as the power axe, but when the right moves are made, can potentially outclass even the Thunder Hammer.
Which moves? Only the wielder of this blade can know.
FIXED IN v1.1: Sword was not allowing stuns or executions. (Yikes!). Solved by abandoning the MP base sword and building up from the SP power axe. Not a perfect solution, but surprisingly good overall. With the damage upgrade and animation tweaks, this is now a truly superior powersword.