New Arsenal test version 8 with some minor fixes for bugs I've found (sound on some added guns, some potential research issues, the Repentia capture crash bug), as well as a new weapon:
The Dekker Pattern Twin Core Plasma Gun:
- Chaos version

- Imperial version
No Adeptas restriction here, if you grab the chaos version you can research it and the Imperial Dekker variant.
They use its own ammo charge with damage between the normal plasma rifle and the heavy plasma gun.
The Twin Core Plasma Gun has a autofire mode that shoots a "Double Tap", 2 shots.
The Gun is accurate out to 24 tiles, i.e further out than the shorter 18 tiles of the other Plasma guns. Consider it a marksman or "long rifle" version of the Plasma rifle.
Enemies on the higher tech tier will be fielded with it, mainly Tzeentch and Slaanesh Forces but also some Chaos Marine leaders.
It has 16 rather than 15 shots per ammo mag to account for that double tap shot, and weight a little more.
Second new plasma gun is the Carbine / Light Plasma Rifle:

De'az Pattern Adeptas version.

Chaos version.
I've changed the "Plasma spray charge" ammo into Light Plasma Charge, both the Carbine and the Plasma Spray Gun uses the same magazine.
The Carbine has a couple tiles more range and higher snap accuracy, its autofire is 2 shots instead of the 4 that the Spray Gun has (higher accuracy and range though). The Plasma Rifle (standard one) has even further range and higher damage, but no autoshot ability.
The Carbine has a bayonet attack and is light weight, Chaos forces will use it as an earlier plasma option.
Other changes: Cash from selling plasma weapons have been adjusted down to 20k-40k range, previously around 100k for certain weapons.
I've changed the new Adeptas Stormbolter, Gravgun and Assault canons to be adeptas high tier dependent for research.
Download link:
https://drive.google.com/file/d/1CXctZTq0JwB9db1go9GDKFgyRcjvI_EO/view?usp=sharingVersion 8.3 is now the latest.
Fixes some capture bugs with the new Orks by giving them live alien entries.
Fixed some missing late game new ammo ufopedia non-entries (without it, they cause crashes in the codex if flipping through, even if they have no entry on their own).
[Shield] rebalance for many (enemy) sisters. The formula was a bit more complicated than I first thought, but now you will not bump into Khorne sisters with 600+ HP shields! Instead there are 3 broad types. The low tier ones with "anger" shields, they'll start with 20 HP and if damaged, recover 50% of the shield the next turn and then 5 hp recovered per turn to full if left uninjured. This will make them survive another shot or two, and may mostly be dangerous to anyone trying to solo them with a pistol before they can get up close with a chainaxe.
The next step up has 66,6 starting HP (of course), and recovers 50 HP on turn 2 if the shield is dropped to zero. It will take 6 turns to recover to "full", so consider them to have around 50-60 Shield HP. I.e, about 1 shot absorbation per turn, which is mostly useful against snapfire/reaction fire.
The more elite enemies will have a starting shield of 100 and it will work in a similar fashion, recovering 66% after 1 turn and then gradually going to full if you let them get away.
The toughest enemy shield is the one that the Slaanesh Demon Princess has, which starts at 200 and recovers 75% in one turn if dropped to zero. It will take many more turns to recover to full though, so concentrate firepower to bring her down!
I cannot change the color of the shield just yet, and all the shields work without damage modifiers, so it's just a bundle of extra HP that recovers per turn. Anything that does damage will work if concentrated enough.