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- Primarch Power Fantasy
Primarch Power Fantasy
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Version1.6
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About this mod
Live your Space Marine power fantasy: your weapons hit harder, your armor is not made of wet tissue and you'll fight more enemies of the emperor.
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
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This author has not provided any additional notes regarding file permissions
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- Changelogs
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-
Version 1.1
- * Modes
- Removed penalties on higher difficulty:
- limited ammo crates
- armor regen delay
- dodge invulnerability
- perfect dodge window
- riposte window penalty
- health/armor penalty
- Operations and story should be playable by up to 4 players
- Appart from easy mode where it's infinite, all other difficulty mode have an incapacitation limit of 3 (so 3 lives for the team)
- When dead, there's a 60 second timer before you can respawn. Each elite/special reduce the timer by 20 sec, each boss by the whole 60 sec
- * Characters
- All classes (and story characters) have at least 3 armor segments
- Bulwark and Heavy have 4
- * Weapons
- tl;dr: changed stuff, damage the same as before, no issues with pvp
- Weapons damage normalized back to vanilla, so that even if someone has the mod somehow in pvp for example, damage is the same.
- Using another system to have separate pve weapon stats, with around 50% more damage to bolt weapons, combined with 50% less health on enemies, it's the same 3x damage as vanilla as in the previous version
- heavy bolt rifle
- sound and impact changed to Heavy Bolter's
- bolt pistol
- fire rate 300 -> 400
- recovery delay 0.25-> 0.12
- max ammo 12 -> 16
- now fire in full auto
- chainsword
- Charged attack (heavy1) break guard
- Kick (heavy2) has big stagger and higher radius
- thunder hammer
- charged atk radius +50%
- jetpack atk radius +50%
- combat knife
- light combo do higher damage later in the chain 100/130/160/190
- perk charged attack gain a shockwave
- * Enemies
- health halved
- around 3-5x as many enemies in pve maps
- spawn cooldown 240 -> 120
- spawn cooldown modifier
- normal 1.5 -> 1.25
- hard 1.5 -> 1
- very hard 1 -> 0.75
- insane 0.8 -> 0.5
- * Perks
- restore ability energy by finisher 15 -> 35
- refill ammo on killstreak when out of primary 20 -> 50
- Restore HP on finisher (team bonus) 2 -> 6
- vanguard
- Lacking on the area of effect side compared to other classes so gave big bonus to grappling hook and lots of defense as you're in the thick of it
- reduce ranged damage after grappling hook -10 -> -50
- reduce melee damage after grappling hook 0 -> -50
- increase damage on ability cooldown 10 -> 50
- area damage on grapple finisher 20 -> 80
- area damage on grapple finisher heavy hit 1 -> 4
- area damage on grapple finisher radius 5 -> 10
- increase melee damage against special/elite 10 -> 30
- increase melee damage against boss 10 -> 50
- melee attack reduce ranged damage -1 -> -3
- melee attack reduce ranged damage max 15 -> 30
- damage along grappling trajectory 5 -> 40
- area damage on dive kick ratio 0.5 -> 2
- damage resistance when out of armor -15 -> -30
- increase riposte window 50 -> 75
- kill elite/special for health 10 -> 20
- incoming melee/ranged damage: melee -20 -> -30
- incoming melee/ranged damage: ranged 20 -> -15
- inrease melee damage after grab/knockdown 20 -> 150
- reduce damage after riposte/perfect dodge -15 -> -30
- ability regen speed 20 -> 35
- restore armor on lethal damage cooldown 180 -> 90
- increase melee damage (team) 15 -> 30
- increase grappling damage 15 -> 100
- increase gappling damage on killstreak 25 -> 200
- restore equipment on killstreak cooldown 180 -> 90
- Sniper
- Lacking on the area of effect side compared to other classes so gave big bonus to camouflage
- firearm damage through block 25 -> 50
- increase melee damage against elite/special 10 -> 30
- increase melee damage against boss 10 -> 50
- reduce primary recoil -10 -> -30
- increase first shot after camouflage 75 -> 150
- increase first melee after camouflage 125 -> 300
- stay in camouflage after action 2 -> 5
- increase revive speed -30 -> -80
- increase ability regen speed 20 -> 50
- increase carbine reload speed 15 -> 50
- reduce sniper recoil -30 -> -80
- increase melee dmg after reload low on ammo 15 -> 100
- increase melee dmg after reload low on ammo duration 5 -> 10
- increase primary damage after not moving time 2s -> 1.5s
- increase primary damage after not moving damage 20 -> 50
- recover ability for headshot kill 15 -> 30
- increase primary max ammo 10 -> 30
- reduce damage when out of camouflage -15 -> -30
- knockback when out of camouflage cooldown 30 -> 15
- knockback when out of camouflage radius 5 -> 10
- knockback when out of camouflage heavy hit 1 -> 3
- activate camouflage on lethal hit cooldown 180 -> 90
- activate camouflage on perfect dodge cooldown 30 -> 15
- restore equipment charges on headdshot cooldown 180 -> 60
- increase headshot damage (team bonus) 10 -> 30
- reduce recoil (team bonus) -20 -> -50
- Bulwark
- shock after riposte cooldown 30 -> 10
- riposte kill elite/special cooldown 120 -> 60
- shock area on armor lost cooldown 120 -> 60
- Heavy
- Big bonuses to the support side
- reduce damage while shield active (team) -10 -> -20
- reduce damage after shield deactivated (team) -20 -> -30
- reduce damage after shield deactivated radius 50
- recover abilities faster on shield active (team) 10 -> 50
- reduce recoil while not moving -15 -> -30
- restore armor on killstreak cooldown 15 -> 10
- decrease shield draining speed -15 -> -30
- buff damage on 50% heat or higher 15 -> 30
- shield recharge faster but less durable -30 -> 50
- increase shield durability 20 -> 100
- increase ranged damage on shield active (team) 10 -> 30
- increase ranged damage on shield active radius 10 -> 50
- damage on secondary switch 20 -> 50
- increase ranged damage on shield cooldown 15 -> 30
- damage over time on shield active radius 5 -> 10
- damage over time on shield active 4 -> 6
- restore equipment on killstreak cooldown 180 -> 90
- Weapons (firearms)
- increase melee damage when low on ammo 20 -> 50
- increase melee damage 15 -> 30
- increase beam radius 10 -> 30
- restore ammo on low health 25 -> 50
- increase headshot damage 10 -> 15
- increase charge speed on low health -25 -> -75
- increase charge speed in heavy stance -10 -> -30
- increase charge speed -15 -> -25
- increase charge speed secondary -20 -> -25
- increase charged damage radius on perfect dodge 10 -> 30
- increase charged damage radius 5 -> 10
- Weapons (melee)
- chainsword stomp radius 50 -> 100
- thunder hammer charge time reduction -30 -> -50
- thunder hammer run/dash attack damage 50 -> 100
- thunder hammer reduced ranged damage while charging 10 -> 50
- thunder hammer reduced melee damage while charging 0 -> 50
- thunder hammer light4 radius increase 50 -> 100
- power fist charge time reduction -30 -> -50
- power fist light shockwave augment attacks lightPrepared4/5 -> lightPrepared1/2/3/4/5
- power fist light shockwave augment radius 50 -> 100
- combat knife heavy radius increased attacks heavy2/3 -> heavy1/2/3
- combat knife heavy radius increased bonus 50 -> 100
- combat knife power increase per heavy timer 3 -> 10
- combat knife power increase per heavy damage 3 -> 5
- combat knife power increase per heavy max 10 -> 50
- combat knife heavy distance increased attack heavy4 -> Heavy4/LightPrepared
- combat knife heavy distance increased bonus 100 -> 200
- combat knife heavy damage reduced attack Heavy4 -> Heavy4/LightPrepared
- power sword spd restore contested health attack Speed1/3/4/Power2 -> Speed1/2/3/4 (looks like a bug)
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Version 1.0
- No class restriction in operation, can have 3 of the same class
- No friendly fire
- No fail if bots are still alive
- Enable retry
- * Abilities
- regenerate faster:
- camouflage 0.8 -> 4
- grappling hook 1.1 -> 5
- jetpack 1.1 -> 5
- auspex 1.1 -> 3
- more charges:
- grappling hook 2 -> 3
- jetpack 2 -> 5
- * Characters
- armor
- vanguard 2 -> 3
- sniper 2 -> 3
- bulwark 3 -> 4
- support 3 -> 4
- life/armor
- small life regen on killing special/elite
- small armor regen on hitting/killing special/elite
- armor regen on hitting bosses
- more in melee/headshot
- contested health
- fading delay 0 -> 200%
- * Weapons
- * grenades
- standard
- damage 20 -> 80
- radius 10 -> 15
- shock
- no self damage
- damage 5 -> 15
- zone damage 1 -> 3
- zone amount 10 -> 40
- radius 5 -> 20
- krak
- damage 110 -> 330
- melta
- damage 201 -> 1005
- * melee
- changed Block weapons by adding a lot of bonuses: damage, speed, cleave
- upgraded some perks to give bigger bonuses (radius/distance/preparation time/run attacks)
- unlocked attacks through perks are stronger
- story damage
- chainsword 9.5 -> 38
- thunderhammer 18 -> 140
- combat knife 8 -> 32
- power fist 12 -> 120
- power sword 15 -> 60
- chainsword
- damage 9.5 -> 28.5
- charged attacks are stronger
- backfist breaks guard
- kick has stronger knockdown
- shoulder charge and modified charged attack have heavy hit damage
- stomp has 50% more radius
- modified run attack is stronger
- modified charge attack is stronger
- added a cone attack to heavy1, same as heavy2, heavy3 and heavy4
- heavy attacks are stronger
- power fist
- damage 12 -> 48
- all attacks break guard
- all attacks do more heavy damage
- all charged attacks have double shockwave radius
- run attack is stronger
- power sword
- damage 10 -> 30
- all power mode attacks break guard
- power waves go 50% farther
- added a shockwave to powerslash1, same as power2 and power3
- speed mode attacks do more health damage
- power mode attacks do more heavy hit damage
- thunder hammer
- damage 14 -> 56
- run attack, charged attacks and jetpack attacks break guard
- charged attacks are 50% more powerfull
- * firearms
- auto bolt rifle
- damage 1.7 -> 5.1
- headshot mult 1 -> 1.5
- penetration 2 -> 4
- fire rate 450 -> 480
- mag ammo 35 -> 60
- max ammo 175 -> 720
- bolt rifle
- damage 2.4 -> 7.2
- headshot mult 1.5 -> 3
- heavy hit dmg 0.5 -> 1
- fire rate 280 -> 240
- mag ammo 25 -> 30
- max ammo 125 -> 360
- grenade damage 25 -> 60
- heavy bolt rifle
- damage 2.2 -> 24
- headshot mult 1 -> 1.1
- heavy hit dmg 0.5 -> 1.5
- penetration 4 -> 6
- fire rate 350 -> 120
- max spread 1.7 -> 1.2
- push percent 140 -> 120
- mag ammo 25 -> 30
- max ammo 180 -> 360
- stalker bolt rifle
- damage 4.7 -> 14.1
- headshot mult 2 -> 5
- heavy hit dmg 0.5 -> 1
- penetration 4 -> 6
- max ammo 36 -> 96
- marksman bolt rifle
- damage 2.2 -> 6.6
- headshot mult 1.5 -> 4
- max ammo 120 -> 240
- instigator bolt rifle
- damage 2 -> 6
- headshot mult 1.5 -> 4
- penetration 2 -> 4
- max ammo 144 -> 288
- bolt sniper rifle
- damage 10 -> 30
- headshot mult 2 -> 5
- heavy hit dmg 0.5 -> 2
- max ammo 12 -> 60
- break guard
- bolt carbine
- damage 1.5 -> 4.5
- headshot mult 1 -> 1.5
- penetration 0 -> 2
- fire rate 600 -> 800
- mag ammo 30 -> 35
- max ammo 210 -> 410
- occulus bolt carbine
- damage 1.7 -> 5.1
- headshot mult 1 -> 1.5
- penetration 0 -> 2
- max ammo 210 -> 360
- plasma exterminator
- damage 3.5 -> 7
- heavy hit dmg 0.5 -> 1.5
- bullet speed 300 -> 400
- charged atk dmg 40 -> 95
- charged atk spd 160 -> 320
- charge ammo 10 -> 15
- max ammo 130 -> 360
- break guard
- melta gun
- damage 30 -> 60
- max ammo 15 -> 60
- break guard
- las fusil
- damage 14 -> 35
- headshot mult 2.5 -> 7.5
- headsht hvy hit 2 -> 4
- max ammo 12 -> 48
- break guard
- heavy bolter
- damage 2.2 -> 8.8
- heavy hit dmg 0.5 -> 2.0
- penetration 4 -> 10
- max ammo 450 -> 800
- heavy plasma incinerator
- damage 25 -> 50
- heavy hit dmg 0.5 -> 2.5
- bullet speed 70 -> 140
- charged atk dmg 85 -> 170
- charged atk spd 50 -> 100
- max ammo 40 -> 160
- break guard
- heavy melta gun
- damage 35 -> 105
- max ammo 20 -> 60
- break guard
- bolt pistol
- damage 2 -> 6
- headshot mult 1 -> 4
- penetration 0 -> 2
- fire rate 600 -> 800
- max ammo 120 -> 240
- burst fire
- heavy bolt pistol
- damage 3 -> 9
- headshot mult 1.5 -> 3
- heavy hit dmg 0.5 -> 1.5
- penetration 2 -> 4
- mag ammo 6 -> 8
- max ammo 80 -> 160
- plasma pistol
- damage 2.8 -> 8
- heavy hit dmg 0.5 -> 2.0
- bullet speed 300 -> 400
- charged atk dmg 30 -> 80
- charged atk spd 160 -> 320
- charge ammo 10 -> 15
- max ammo 90 -> 240
- continuous heat 10 -> 15
- shot heat 6.25-> 12.5
- charge atk heat 25 -> 40
- break guard
- * Enemies
- spawn numbers are doubled, except for snipers/spore mines
- ranged damage divided by 2
- finisher state, in health %
- Chaos lesser sorcerer 6 -> 15
- Chaos helbrute 6 -> 15
- heldrake bridge fire 0.5 -> 0.1
- heldrake bridge fire 2 0.7 -> 0.2
- terminator missiles per salvo 5 -> 3
-
A rebalance of some parts of the game, intended mainly for operations, although there might be some overlap with the story.
Was mainly intended for me to have fun with friends, but I might as well share.
Quick overview:
A bit more detail in the changelog.
Overall it's certainly unbalanced towards the player, but that's the power fantasy. I might actually balance the thing later, maybe.
No cosmetics, if you want some, you'll have to merge with an existing mod for that.
Works in solo offline. If you want to play online, you'll have to get what's needed for that, maybe by looking at the excellent Astartes mod.
Installation:
Extract the content of the archive into your space marine 2 folder, and overwrite when prompted.
To uninstall, check the integrity of the files on steam.
Was mainly intended for me to have fun with friends, but I might as well share.
Quick overview:
- enemies health is halved, but a lot more spawn
- guns hit a lot harder, around 3x for bolt, 2x for the rest compared to vanilla
- a lot more ammo for those guns
- plasma, melta and power weapons break through guard, thunder hammer when charged too
- Heavy Bolt Rifle fire slowly and very hard
- Bolt Pistol fires in full auto
- melee weapons also hit harder, 3x for most, 4x for power fist and thunder hammer
- Melee shockwaves and stomps have bigger range
- grenades also do much more damage, and have more radius
- some abilities regenerate faster, jetpack, grappling hook and camouflage
- jetpack has 5 charges, grappling hook has 3
- you can get some armor on hitting/killing enemies, more with melee/headshot
- you can get some life on killing specials/elites/bosses, more with finishers
- enemy ranged attacks do half the damage they used to
- contested health take some time before starting to decay, and decay slower
- All classes have 3 armor segments, Bulwark and Heavy have 4
- Removed difficulty health/armor/dodge/parry penalties, only impact enemy health and spawn rate
- A lot of class/weapons perks have buffed effects
A bit more detail in the changelog.
Overall it's certainly unbalanced towards the player, but that's the power fantasy. I might actually balance the thing later, maybe.
No cosmetics, if you want some, you'll have to merge with an existing mod for that.
Works in solo offline. If you want to play online, you'll have to get what's needed for that, maybe by looking at the excellent Astartes mod.
Installation:
Extract the content of the archive into your space marine 2 folder, and overwrite when prompted.
To uninstall, check the integrity of the files on steam.