XCOM 2
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[WOTC] SMG-Bullpups
   
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251.050 MB
29 Dec, 2018 @ 4:30pm
21 Dec, 2020 @ 3:53pm
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[WOTC] SMG-Bullpups

Description
Commander, rediscovering that cache of tactical weapons was a big morale boost for our men. One of our resistance patrols appears to have found another cache back from Operation Long War - a set of submachine guns that could be devastating in the right hands. I'll have them placed next to the Bullpups in the armory.
- Bradford

Repurposes SMGs as Bullpups
All credit goes to Pavonis Studios for their work on the Long War series.

Having alternative choices for each tier of weaponry from the tactical legacy pack left me wanting for some variation in the bullpup lineup as well. This mod features four fully implemented weapons that will integrate seamlessly into your both your current and new campaigns. These are equipable by any class that can use bullpups.

Further details: The bullpups are kept in their current form. This mod adds new set of weapons that share the stats of the bullpups. Sounds and animations will be different if you use the SMGs as opposed to the bullpups. You are free to equip a character with whichever you prefer, bullpups or SMGs. Gameplay-wise, they do the same thing. Appearance-wise, they look different for cosmetic purposes.

New Content
Conventional Submachine Gun
  • Available at the start of the game.
  • Has the same damage potential and abilities of the Conventional Bullpup (Kal-7).
Magnetic Submachine Gun
  • Available in inventory upon building the Magnetic Bullpup's schematic (Kal-15).
  • Have the same damage potential and abilities of the Magnetic Bullpup (Kal-15).
Beam Submachine Gun
  • Available in inventory upon building the Beam Bullpup's schematic (Kal-90)
  • Has the same damage potential and abilities of the Beam Bullpup (Kal-90).

Additional Details
This will seamlessly integrate into a current or new campaign.

Please let me know if you encounter any bugs or discrepancies. I hope you enjoy!

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45 Comments
Cerebralcloud92 10 Jan @ 9:04am 
Would there be any way to make this compatible with EW Plasma Pack or Mercenary Plasma Pack? Both have a great candidate in the form of their Light Plasma Rifle and Mercenary Plasma SMG.
Selmo 14 Jul, 2024 @ 7:17pm 
Bullpups with bigger crit & shorter range & some movement bonus. Fantastic idea all I need to do is modify the SMG's category, my medics & skirmishers will love this. Why didn't I think of this?
Cúchulainn 13 Jan, 2024 @ 8:45pm 
Does this work with Iridar's Five Tier Weapon Overhaul ? : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2406120902
NightNinja54  [author] 22 Jun, 2022 @ 8:58am 
@Ty
Apparently, I didn't enable it. Sorry for confusion!

@Aoykav
Yes, but specifically because skirmisher's have that ability innately.

@Vizerai
Yes

@DukeBurger
Welcome!
Ty 28 Apr, 2022 @ 3:14am 
So what exactly unlocks the laser SMG? I much prefer the look over the magnetic version so I'm wondering how I could enable it over the Mag version.
Aoykav 26 Jan, 2022 @ 2:23pm 
do the SMG's only cost one action to fire at the cost of range like it is with skirmishers?
Vizerai 30 Dec, 2020 @ 4:38pm 
If you get the bullpup breakthroughs (+ damage or + mod slots), will it affect the SMGs?
DukeBurger 22 Dec, 2020 @ 1:20pm 
@NightNinja54 wow that was quick thanks !
NightNinja54  [author] 21 Dec, 2020 @ 3:54pm 
@DukeBurger
OK, attachments should be all set with the latest update
NightNinja54  [author] 21 Dec, 2020 @ 3:15pm 
@DukeBurger
Hey, thanks for following up - I think I have the solution. I'll post when updated