XCOM 2
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Raider Faction: Bandits
   
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1.745 MB
23 Apr, 2018 @ 6:34am
4 Apr, 2021 @ 10:56am
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 @ 7:44am
Russian Translation
Aks
3
21 Nov, 2019 @ 2:06am
Bug report: crash on mission end
GLP
0
15 Oct, 2021 @ 6:02pm
中文
stappy82
238 Comments
Komandir Kronos 11 hours ago 
@Stuurminator I agree and moreover with the Direct Control mod you can control all factions in the 3-4-5 way battles, is great!
Stuurminator 23 hours ago 
I always, always, always love three- (or more-)way battles in video games. Raider mods admittedly make things easier, so I feel a little guilty, but not enough to spoil my fun. If you like seeing the AI fight itself enough to wait multiple minutes between turns, then this mod is for you. Thumbs up!
Dragon32 22 Oct @ 8:16am 
@AlexTheRedScout
Have a look at the Faction Anchor mod.
AlexTheRedScout 22 Oct @ 6:19am 
honestly interesting mod about to give a try although i do think the bandits not counting as enemies causing the mission to end is fine they aren't exactly xcom finest and seeing them having success against advent especially with the later heavier units should honestly scare them off i mean if i was bandit i just saw xcom use us as a distraction i be getting the ♥♥♥♥ out of there because whoever is in command of that squad clearly knows what they are doing
Komandir Kronos 6 Sep @ 5:43pm 
@Inerael as far as I know, it is. It worked for me at least :)
Inerael 6 Sep @ 5:02pm 
hey, looks amazing ! WOndeirng is it compatible with LWOTC please ?
Dragon32 7 Jan @ 12:22pm 
@Kanadium
I don't think so
Kanadium 7 Jan @ 11:21am 
Do raider factions such as the Bandits draw from the character pool at all?
Xherdos 22 Dec, 2024 @ 7:10am 
thanks for the Answer :)
Komandir Kronos 16 Dec, 2024 @ 6:12pm 
@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