XCOM 2
Raider Faction: Bandits
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Update: 4 Apr, 2021 @ 10:56am

Fixed misspelling of an entry in the XComAI.ini. Junta members with access to grapple suits should be able to actually grapple now.

Update: 3 Apr, 2021 @ 7:19pm

Added boss enemies for Raider Faction Bases: the Junta

A 4 man heavily geared squad wearing exoskeleton and grapple armours scavenged from national armories after the Great Invasion of 2015. Features a Gunner, a Grunt, a Rifleman, and unique to them, a Sniper.

In addition to their buffed stats and harder hitting gear compared to the counterparts, they also have a special reaction ability: successully damaging a member of the Junta will roll for retailatory fire from other members of the Junta. The order of likelihood goes from Grunt -> Rifleman -> Gunner -> Sniper. Be wary of getting into a straight slug match without using support grenades or abilities to deal with a particular unit's chance to hit.

The rewards for defeating this boss squad is the suits they're wearing. A mod that lets you upgrade EXO and Spider suits to their powered equivalents is recommended if you want the reward to be meaningful for playthroughs in the late game.

Update: 20 Mar, 2020 @ 2:40pm

Updated with a better, programatic detection of incompatible sitreps.

Specifically, the mod now checks the templates of the other sitreps on a mission: this way if a sitrep from a mod released later lists this Bandits as an incompatible sitrep, this mod won't proc if it comes afterwards. This way I don't need to keep constantly updating this mod for reported incompatibilities.

Update: 2 Jan, 2020 @ 10:30pm

There is now a third tier of bandits proper: they have upgraded damage and stats, albeit they're still pretty weak.


Bandits also no longer have randomized HP: the major benefit of this is that they should be able to be affected by Beta Strike and similar advanced options properly now.

Update: 19 May, 2019 @ 1:47pm

Fixed logic error introduced in previous update.

Update: 18 May, 2019 @ 10:34pm

Modified how the game lets AI take shots at objectives: raider factions should no longer be applicable for it with this mod installed.

Update: 13 May, 2019 @ 11:52am

Bandits should now properly scale according to the .inis

Update: 30 Apr, 2019 @ 4:04pm

Updated to have Rogue XCOM as an invalid sitrep tag.

Update: 20 Oct, 2018 @ 2:57pm

Added in missing package required for bandits to work in the field.

Update: 13 Oct, 2018 @ 7:17am

Updated to use base game and TLP assets to cut down on size.