XCOM 2
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Raider Faction: Bandits
   
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1.745 MB
23 Apr, 2018 @ 2:34pm
4 Apr, 2021 @ 6:56pm
17 Change Notes ( view )
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Raider Faction: Bandits

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
"As much as there has been people willing to fight back against ADVENT, there's also been people seeing the post-invasion chaos as a way to live like kings. Ex-military units, civilians who got lucky when they found a weapon cache, even resistance people who went bad." - Bradford

Bandits are...well, bandits. They shoot at everybody (Lost, XCOM, Resistance, Aliens, etc), they're not that well armed, but they can prove a helpful annoyance at times.

They are made up of large squads that start at four and work their way up to six, that appear when the Bandit Incursion SITREP appears on a mission.

They consist of:

Grunts - With their literal name, they make up half of a given bandit's squad. They're very weak in terms of HP and damage with their SMGs, but can move really far and still be able to shoot. They later learn Low Profile, enabling them to have high cover defence neraly anywhere.

Gunners - carrying heavier LMGs, these are basically run of the mill enemies that can suppress. They later learn Shredder

Riflemen - carrying weak ARs, these bandits have the special ability of being able to shoot without immediately ending their turn. They later learn Cool Under Pressure to enhance their overwatch capabilities.

FAQ
The game froze when it went to the Bandits turn!
You didn't have the highlander installed. Please install it.

The MacOS/Linux highlander isn't updated to work with this mod yet.
Sorry, can't do anything about it on my end, there's still issues with trying to cook the updated highlander for those systems (it just causes crashes at the moment) .

The mission ended when there were still some of these enemies left?
Unfortunately the nature of how XCOM's backend works means I would need to replace every single mission kismet in order to make them properly count as enemies for the game to track when it comes to mission completion. For now you can assume enemies just retreat once XCOM has eliminated all threats and is able to start focusing on them.

Credits
Thanks to E3245 for making the very large resistance firearms pack I had used for this mod.
Popular Discussions View All (5)
5
18 Dec, 2024 @ 3:44pm
Russian Translation
Aks
3
21 Nov, 2019 @ 10:06am
Bug report: crash on mission end
GLP
0
16 Oct, 2021 @ 2:02am
中文
stappy82
232 Comments
Dragon32 7 Jan @ 8:22pm 
@Kanadium
I don't think so
Kanadium 7 Jan @ 7:21pm 
Do raider factions such as the Bandits draw from the character pool at all?
Xherdos 22 Dec, 2024 @ 3:10pm 
thanks for the Answer :)
Komandir Kronos 17 Dec, 2024 @ 2:12am 
@Xherdos Inside the mod file in the config folder. There is a file called "XcomGameData" Inside that file look for "PodSize" There is going to be 3 podsizes, one for each tier. The Path: C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1368613369\Config
Xherdos 16 Dec, 2024 @ 10:48pm 
Is there a way to increase the Amount that get's spawned?
Dragon32 11 Oct, 2024 @ 10:59pm 
@Epic Dovahkiin
This mod doesn't add missions, just the Bandit SitRep that can be added to missions.

Try the console command (hat tip to Zelfana):
enableglobalability placeevaczone
Epic Dovahkiin 11 Oct, 2024 @ 8:14pm 
so i ran into an issue the recover dissection report mission spawned me in an underground map (meaning i can't call the skyranger for evac) so the mission can never end
Dragon32 8 Jul, 2024 @ 7:33pm 
@Komandir Kronos
That sounds like what I was thinking of. Hope it works for you.
Komandir Kronos 8 Jul, 2024 @ 3:25am 
@Dragon32

[WOTC] Multiple Sitreps 2.0: Guaranteed & Categories

This mod seems to be the one. Allows us to edit Sitreps: likehood and which missions we want them to appear.
Dragon32 7 Jul, 2024 @ 10:20pm 
@Komandir Kronos
A new SitRep, Bandit Incursion, is added to the list of SitReps (like Double Agent). When the game generates a mission that qualifies for a SitRep it picks one from the list.

AFAIK there's nothing to edit in this mod to make them appear more often.