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Cool! What’s the purpose of the door the opens onto a wall near the end of the trap tunnel where it opens onto the killbox?
ripsa@rimworld.galleryOPto RimWorld Gallery@rimworld.gallery•Desert Fortress, Super Structure w. Killbox2·2 年前Second playthrough & build. Vaguely 40K Imperial Guard themed, no power armour, no genemods, only the bionics needed for biome survival and replacement missing limbs. Use heavy artillery from an entrenched position to bombard the enemy then lure survivors into the killbox where our less powerful shorter-range weapons (chain shotguns & heavy SMGs) had an advantage. Living in the desert/shattered biome of their homeworld like the Tallarn Raiders or Kreig.
First playthrough & build. Vaguely 40K Astartes theme with heavily genemodded heavily bioniced marines who would engage enemies in the field, though usually at distance due to their weapons range (miniguns on regular marines, charge lances on double passion shooters, zeushammers on cataphracts). Living in the forest with many trained wargs & animals à la the Space Wolves or Caliban-era Dark Angels.
Only my third run. Doing increasingly harder biomes. First was temperate forest, then desert, now this. Second pic is defensive positions and typical gear loadout. Devilstrand outerwear, muffalo wool shirt, flak vest, cataphract helmet, and charge rifle. Vaguely 40K Mechanicus themed. Recluse mechanitor start, transhuman ideology baseliners with no xenohumans (except an actually pretty useful trader/warden/cook/builder/emergency medic highmate trophy husband for my og pawn). No Biotech xenogerms, but full bionic replacement with base and Royalty bionics.
Based on real-world fortresses I saw travelling in Anatolia and Northern India, of a long winding path (typically up a hill) leading to an open area where there were towers for archers and places for melee fighters in front. Complete with a guard dog kennel at the entrance, as I have seen even on fortified modern-day places in West and South Asia. So don’t feel a serpentine tunnel and causing collision with the animal room at the entrance to it is cheesing the mechanics, as this is exactly how every single old-world historic fortress/city I have seen was laid out in real life.
No intention of building the ship or doing the archonexus ending for RP reasons. Currently working through getting og mechanitor to mechlord gear, clearing out local ancient complexes, and trying to get some archotech bionics for each pawn, which lines up with what figure the 40K mechanicus would be doing.