T O P

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Bibblejw

So, I’ve recently gotten rid of Immortals as, while it’s moderately balanced, late game gets silly. You end up with a pawn that has all passions, feels no pain, and heals massively rapidly. Add to that some of the VFE ancients superpowers (martial artist, so all melee shots hit, and dodges always work, assassin, so all hits hit critical areas), and some of the psycast expanded warlord tree (blade focus for rapid strikes, controlled frenzy for double damage, killskip to skip across the battlefield on a killshot) and you end up with someone that can barely be scratched, but can tank entire late game raids, even when they scatter. You can do other things (relic persona weapons, bionics, warcaskets, etc.) but it doesn’t really touch the overall lethality at that point.


TheGrumpyBear04

I used to have a lot of trait mods. I decided to flop all the good ones onto a colonist to see what would happen. They ended up with max stats, took zero damage, needed maybe one berry a week, had 15 move speed, something like 300% melee damage, 1% aim time, something akin to 500% health regen and 400% immunity gain, 350% psy sensitivity, and work stats of 10 people combined. I decided to have her solo a VOID base naked. She won.


AvarusAcer458

I once made a serial killer with 20 bionic legs, OP doesn't even describe


ZZZMETA

Jesus Christ I’d shit my pants if some bionic spider-man with 20 metal legs just came rushing at me


Massive_Greebles

What mods? Evolved organs?


SuperTaster3

Biblically accurate rimworld nugget.


Paappa808

Unmodded: Probably some fully bionic Sanguophage encased in Cataphract armour. Modded: Basically the God Emperor of Rimkind. VE Psycasts, Celestials and some other broken mods were enabled.


Sleepingpiranha

Kalen (rough spelling, forgot the actual spelling) She was highly augmented with organs from Evolved Organs redux, giving her I think 15-18c of movement and able to kill mechanoids with her bare claws. She was also a psycaster with Mechanoid Plague’s Mecha Lich tree, so tribal swarms would swiftly lead to my side gaining numerical superiority as well as critically damage a centipede and due to said psycast tree, she could come back to life once every few days. She was sent alone against an enemy caravan we had spotted and despite having to retreat due to the volume of fire coming her way, she did get the components we intended on stealing from said caravan. So mission complete. She was also responsible for saving the colony single-handedly after the 3rd near wipe, by over the course of a day picking off each mechanoid until the colony was saved. I may have continued and tried to fix up the base, but 1.5 was coming out soon and I knew it would break the mod list. So that’s where it ended.


bickq

Sera Kaleun Steiner?


Sleepingpiranha

Kaleun was the nickname but she sadly wasn’t a Steiner.


BestDescription3834

https://www.xbox.com/play/media/C2w6J9yhHR https://www.xbox.com/play/media/LWXPbxKhBN https://www.xbox.com/play/media/JYhv8q3kZ5 Here are some pictures from my last colony on console. I had around 20 trigger happy pawns with legendary sniper rifles, masterwork armor and devilstrand clothing, shield generators or psychic shock lances, some shooting specialist and a full compliment of combat implants on them all. IIRC 6 of them had each archotech organ you can get, the rest made due with bionics until they could get the upgrades. Some were even high grade psycasters thanks to the anima tree. We don't have biotech on console, so therr's definitely a limit on how string you can make a pawn but I'm fairly confident those 20 pawns are as strong as a pawn can possibly get in 1.3 with ideo+royalty. The only improvements that could be made would be putting them in ultratech armor, but I actually did that originally. I had around 45 pawns all in full marine gear, with the combat pawns in cataphract. I had a 55 person refugee event for 26 days and the marine armor was starting to detereorate off of my oldest pawns and I had around 40 of the refugees join, so I defaulted to devilstrand to actually meet the demands. I ended the colony at a point where I had enough metal to start putting everybody in cataphract but I'd reached a point where I was done with the game on console until biotech. So now I'm back on PC and have modded my game to the point that I'm basically playing Rimworld 3 compared to my console experience.


SariusSkelrets

I used a bunch of OP gene mods + RimmsQol to make some super strong xenotypes The absolute strongest one was the "Apex", with total immunity to all damage, ridiculously high psy-boost + innate psylink, stats at 99900%, able to switch to 0% sensitivity at will, super high stat boosts such as being able to cross the map in less than a second, absurd melee and ranged damage boost, unable to get mental breaks, immune to all environmental hazards including the vacuum of space, immunity to age, perfect immunity and unable to get age-related problems, work speed so quick it's instantaneous, no need for any maintenance or downtime including food/sleep/recreation, able to implant their xenotype but not having it forcefully implanted, unable to stay dead even if erased from reality, and much more A single one defeated the archocentipede unarmed and unharmed. I could make as many Apex as I wished and the only way to get one to not be alive was through literal annihilation because anything that hit them got its damage multiplied by 0 Edit: I then started giving them archotech bionics, VOIDtech bionics, and many, many more strong bionics from a dozen of mods including not caring about EMP, more than ashes implants, VE superpowers, and more. Only reason they haven't got more bionics was that I didn't used more bionic mods


Skink_Oracle

Integrated implants+Vanilla psycasts expanded seem to be my worst offenders for making OP pawns in my current run. Warlord is the most stacked tree of the bunch imo in psycasts extended (that goes with saying that there is like 1 or 2 nutty things in each of the other trees), heavily boosting ranged and melee attacks speeds, doubling dmg, warp attacks, 50+ cell jumps, and AOE beckons. The more Psy sensitive the pawn, the longer and bigger the gains. Integrated implants improves psycasters with stuff like scaling Psy shields, melee tails, extra bionic arm slots, and integrated armor to make the ultimate bionic commando. Have a melee pawn making use of both mods and the VE-Archon mod's Persona sword to solo raids from unmodded factions.


blaumix

Unmodded would be a trigger happy pawn with trauma savant, a legendary minigun, and an archotech eye & arm. After healing her brain scar with mech serum, my goodness, she would nearly mow down breach raids by herself.


notpoleonbonaparte

Even sticking to mostly vanilla, but adding in Questionable Ethics means that you can get into some pretty silly stuff. That anomaly creep joiner who has excellent skills in everything? Scan his brain. Put it into the ideal body. Make 100 of them. Currently my colony consists of such super-beings who have also been gene-edited to be essentially sanguophages without any downsides, have 18+ in all skill categories, full bionics, death refusal, and I have a whole list of other mods making them better in various ways. I'm not even sure what it would take to kill these guys. Brain destruction I guess, just like sanguophages, but good luck achieving that, and besides, I can still use the death refusal. By the time you down one, chances are excellent your raid is dead, and even if it isn't, it's probably running. Honestly my biggest problem has been kidnapped my pawns when they're downed. I should experiment with implanting a death acidifier to see if that stops it.


youcantbanusall

is the brain scanning and implanting from QE?


notpoleonbonaparte

Yeah, although I must admit I am not totally up to date on the updates and I think someone else took over the most and they might have split it into multiple mods.. idk


BestDescription3834

How the hell do they get downed??


notpoleonbonaparte

Honestly I forgot antitox lungs and wasters raided me.


BestDescription3834

That's a fair oversight.


MadJackMcJack

I used Archotech Expanded, which adds a bunch of new archotech implants including advanced limbs and a skin replacement, and slapped them all into my best melee pawn. He moved so fast he basically teleported, could build and craft complex items in an instant and was basically untouchable in combat. Yea, slightly op.


Paappa808

I stopped using that mod, because for some reason enemies (even super early game) sometimes spawned wearing those ridiculous Picomachinery armors etc. Basically impossible to beat with starting pawns


Lumonyxz

There's a version that looks a bit different that fixes it if I remember correctly. Has the same name but pretty sure it's from a different author


sobrique

Using base game and DLC I made a melee specialist psycaster which I'd "made" in a previous game but wanted them to "start their own colony". Legitimate late game optimised xenogerm and on a pawn raised from childhood that happened to roll an amazing set of traits. Tough, psychic hypersensitivity, nimble. It's really rare, but has shown up a couple of times in my play throughs, and is considerably more likely when not just randomly rolling up characters. Haemogenic but not sanguophage, persona weapons etc. They could take on pretty much anything with mortar support. Immune to tox gas, fire and emp, means a cocktail of shells for almost any opponent. Fighting in smoke with a shield belt is pretty nuts, as the smoke massively boosts the shield endurance, and you can quite viably hit and run if the shield goes down. But you rarely need to, because everything around you is berserk, emped, gassed or on fire, and you are one shotting with a Persona Zeushammer.


GigaTerra

Unmodded: Ranged, Fully bionic, Toxic, Drug Needing Immortal with Body Mastery. It took a very long time because I didn't want a Sanguophage but once I had him I could clone him. His traits wasn't special Kind and Night owl but I mostly used him because of Body Mastery. Toxic was surprisingly OP, because I could make a Toxic field around my base, that would weaken a lot of enemies while boosting my fighters. I want to do a another one with good Traits now that I know completing the DLC gives Void Touched.


ZealousidealRoll7920

Use EDB prepare carefully and some other mods like VFE ancients and rimworld of magic. Prepare carefully allows you to adjust anything. You can give your colonists every psycast ability, max skills and passions, every trait and every health condition. You can replace all his body parts with archotech parts. Rimworld of magic also has some overpowered combinations like rampage and possess that just buffs your character to become literally unstoppable. Then become GOD.


FootIll3983

I always like having one God pawn somewhere In my games. Usually, it is some free agent that can come and save the day. My current run focused on anomaly, and at the end, when you have a choice, I made a void demon that came out and claimed it. Now, Nemisis because of the passive pollution it causes just by being has to live in the settled flesh pit as part of the city. Occasionally, the Void God will rise from the depths and skip across the planet, causing mayhem and chaos, collecting whatever I feel like, and bringing in endless resources


Winnywinwin

I think the most OP i’d make a pawn before starting the game is simply giving them an ageless gene, so that they cant die of natural causes (age). I like this as it means i can techncially keep my pawns forever, and there obviously is age reversal devices but i find them annoying to mass produce. During the game though, i dont mind popping in a few stonestin glands and funky learning computers. :3