XCOM 2
Sigma Squad
60 Comments
Dęąth Viper 7 Jan @ 7:31pm 
Updated version HERE.

Adding in the other sigma specialist as well. They have been completely overhauled for WOTC playthrough and a challenging unit to beat.
Dęąth Viper 26 Dec, 2024 @ 9:39pm 
@warmonger yeah good point. Im going to port over a bunch of these mods to wotc soon. Need to make sure the AI and stuff are up to date... Might add some fresh abilities to them as well
WarmongerPhoenix 9 May, 2024 @ 9:37pm 
@Death Viper dude this mods been abandoned for 8 years, the authors promise of porting it to WOTC for 7 years. If they haven't ported it by now they aren't going to and you should just go ahead and do it. Just give them credit and link to this mod in your description.
Moisesjns 25 Nov, 2022 @ 12:54pm 
THEY ON THAT GRINDESET! triullionarire SIGMAS RISE UP!
wish it worked for WOTC
Puma_The_Great 20 Jul, 2021 @ 10:21am 
GUYS ITS A SQUAD OF SIGMA ADVENT OMG XCOM BETAS ARE DONE FOR
Dęąth Viper 10 Nov, 2019 @ 10:51pm 
Mind if I port this over to WotC?
and your other mod as well please?
WarmongerPhoenix 19 Nov, 2018 @ 4:44pm 
Did you ever get time or is the WoTC side never going to happen?
Numralan  [author] 4 Sep, 2017 @ 8:54am 
From the looks of it, the vanilla game mods are not compatible with WoTC. I'll be uploading a version for WoTC when I get time.
WaKKO151 1 Sep, 2017 @ 11:41am 
WOTC?
Numralan  [author] 30 Jul, 2017 @ 2:09pm 
@Arch Dornan : Indeed, their name is an easter egg reference to Fallout :)
OnkaGonk 24 Jul, 2017 @ 5:59am 
These troopers wouldn't happen to be based of the sigma squad from fallout 3? Or is it just a coincidence that they have the same?
Numralan  [author] 2 Apr, 2017 @ 5:50am 
@boisegangpc : I might make more, I have some concepts ready but now it's a matter of finding the time between college work ^^
Numralan  [author] 1 Apr, 2017 @ 3:22pm 
@ChaosMadeFlesh : Well I could try to update it, I just don't know what update would be necessary to make it compatible with LW2. It is my understanding that only spawn weights are different between vanilla and LW2, thus requiring no code update on my part, but I haven't seen them in my game so I'm not sure honestly. If anyone has more insight on what is required to make a unit mod comptaible with LW2, I could use it
ChaosMadeFlesh 30 Mar, 2017 @ 2:27pm 
Ok. I'll try out the two Sigma unites you have. I'd just like to be sure that they do show up. And not using console commands. I don't want to rig my encounters. ;)
As for the in theory part... Wouldn't it be nice of you to update it and make it 100% sure that it is compatible? :P
Boisegangpc 30 Mar, 2017 @ 12:10pm 
Di you know if you could make more Sigma enemies? A Sigma MEC with an Elerium-Phase Cannon and a regenerating shield with Bastion on it would be cool.
Numralan  [author] 30 Mar, 2017 @ 10:36am 
@hygorct & @ChaosMadeFlesh : Should be compatible with LW2 in theory. I have not encountered it yet in my LW2 playthrough, but forcing its spawn with a console command works. Has anyone encountered it in LW2 ?

Be careful however, since LW2 jacks up the damage number on weapons, it will be essentially a miniboss. However its low spawn weight should mean it could still be manageable. You can edit its characteristics in the .ini file if you want.
hygorct 30 Mar, 2017 @ 12:03am 
compatible with LW2?
ChaosMadeFlesh 26 Feb, 2017 @ 3:30pm 
I'd love to see this update to LW2. Please?
Boisegangpc 14 Feb, 2017 @ 5:20pm 
No, my totally broken soldier does.
dmc32 14 Feb, 2017 @ 2:16pm 
funny question here, so this is an enemy mod obviously, but it gets 3 shots? Is that rigth?
Boisegangpc 12 Feb, 2017 @ 3:34pm 
It's still 3 shots, as the Double Tap used by Grimy's Headhunter Class is a single(but no AP) shot. It's still absolutely ridiculous.
Numralan  [author] 12 Feb, 2017 @ 12:10pm 
Okay, if I'm doing the math right that means 2 (Double tap) +1 (regular shot) + 1 (if the previous shot killed an enemy within two tiles, you have 3-2+1 = 2 AP) = 4 shots in one turn. Wow. And I thought Cyclic Fire was OP... ^^
Boisegangpc 12 Feb, 2017 @ 11:40am 
Well, how it works is that Grimy's version of Doubletap is a free action, with no penalties other than its cooldown, and my Assault has a perk from the Potentials Mod where he has reduced mobility but can take 3 actions per turn and now he has the Close Encounters perk(Refund an Action when you shoot an enemy within 4 tiles once per turn), which means that he can absolutely tear through anything. It's amazing :D
Numralan  [author] 12 Feb, 2017 @ 11:19am 
Oh yeah, +4 Armor makes a HUGE difference mid game ! I usually pack loads of Acid bombs just for those pesky Gatekeepers, and those are late game.

Glad you enjoyed it :) it actually reminds me of using the Cyclic Fire ability from the gunner in Long War, three shots at once is OP as hell, but I did one-shot a Sectopod with it once XD...
Boisegangpc 12 Feb, 2017 @ 8:26am 
On Veteran(Normal), I had one with about 18 mobility, 6 armor, and 14 health. Thankfully, I have my totally broken Assault with ridiculous crit chance and the ability to take a free shot(got the "Double Tap" perk from Grimy's Headhunter Class as an AWC). So it wasn't too bad. I actually appreciated having something like that.
Numralan  [author] 12 Feb, 2017 @ 7:06am 
I checked in my own files, theoretically it should appear along with the Archon (albeit a bit more frequently) ; as far as I know, ABA2 should not change this. I think it is a streak of bad luck : encountering it on the early end of its spawn brackets combined with SWRE giving it a huge boost.

Do you recall what stats it had when you fought it ? As a comparison, its HP should be 14-20 with 2-3 armor depending on difficulty, with 75 Aim and 15 Mobility. I'm not using SWRE, but I can see why a huge boost would make it a genuine "Oh Crap !", especially if you encounter it early ^^ I designed it as a kind of miniboss, meaning there should be only one per enemy squad, except in late game when you start getting the Tier 3 ("Elite") variants of the enemies.
Boisegangpc 11 Feb, 2017 @ 8:49am 
I'm using ABA2. I encountered them at least a few weeks before the Archon, so I'm not sure what is happening. Either way, it's not too bad with some really high-damaging soldiers. That said, it is kind of an "Oh Crap!" Moment when I see this guy with high mobility, aim, and armor(due to the Epigenetics option from SWRE).
Numralan  [author] 11 Feb, 2017 @ 7:02am 
Not intended indeed. It is supposed to appear around the same time as the Archon ; did you see any Archons at the same time and/or are you using a mod that modifies unit spawns ?
Boisegangpc 5 Feb, 2017 @ 6:50pm 
Uh, I encountered this unit in month 3-4. I don't think that's intended.
Beagle 28 Dec, 2016 @ 5:52pm 
Great to know, thanks!
Numralan  [author] 27 Dec, 2016 @ 11:20am 
@Beagle : it uses its own AI ; from a technical standpoint, when you create units with custom ability sets, it is pretty much a requirement. However it is only encoded in an .ini file and, as far as I know, "A Better AI" modifies both global and unit-specific AI trees. There will be no improvement from the latter, but the former means generic behavior such as flanking will still be different.

TL;DR : it has its own AI, but "A Better AI" will help somewhat
Beagle 25 Dec, 2016 @ 10:21pm 
Does this unit contain its own AI or does it use an existing unit's AI? I'd like to know if it'll benefit from something like A Better AI or if it'll have its own AI and thus not use it.
Drake 20 Jun, 2016 @ 4:22pm 
thanks :steamhappy:
Numralan  [author] 20 Jun, 2016 @ 9:20am 
@Joshua Kage : well to be fair it was mostly a one-shot to create an interesting new unit, so I'll keep trying to fix the bug if some are reported but I don't think there will be significant updates.
As for the stats, you can modify them on the .ini file, depending on the difficulty it should be have 14-20 hp and 0-2 armor, and its shotgun has the same properties as an unmodified XCom one.
Drake 14 Jun, 2016 @ 6:49pm 
is this mod going to be updated or supported? also whqat are the stats on the sigma squad?
Numralan  [author] 12 May, 2016 @ 1:01pm 
@ XXX_420_Bad_Boy
I'll see when I get my hands on the DLC, although to be perfectly honest I'm not sure I've got the means or energy to implement such a thing :/
Then again, you can already sorta do this by tweaking the Force level at which they spawn, meaning that much like the vanilla aliens the more specialized units (ie. Sigma Specialist, my other Sigma mod) could spawn later on
xxx_420_Bad_Boy [Wizard_Cum] 9 May, 2016 @ 7:28pm 
Hey, just coming back to say I thought of Sigma Squad when I saw the Alien Hunter DLC described as recurring villains. How cool would it be if Sigma Squad was actually a "counter-terrorist" squad within ADVENT, and every time you defeat them again they improve? Sigma Squad starts with Sigma Troopers, eventually adds Sigma Specialists and Sigma Commandos (and if you get permission, Sigma Snipers and Sigma Psi's) over time ...
MrShadow 30 Mar, 2016 @ 7:08am 
Actually, Numralan created his Unit far before Kobazco did. So no, I can confirm that Numralan did not copy Kobazco's recon unit. Besides, as it's already been pointed out, Numralan used base assets that Firaxis left unused in the SDK files. With so many now modding and making their own Advant and aliens, many different people are going to end up with the same style units in their mods or really close anyway. There is just so many ways one can color them or make them different with the skills available. So yes some will think their work was taken and used. To be honest, when I first seen that Kobazco had made his recon unit, I thought he had gotten the idea from Numralan because Kobazco's Recon unit is really close in scope and design to Numralan's. As I've said, Numralan made his first.
Love'n'Peace 18 Mar, 2016 @ 8:12pm 
Kinda silly to say it looks like your Recon Unit when you used base assets... It's gonna happen
Numralan  [author] 17 Mar, 2016 @ 11:40am 
@ Kobazco
I did not, I only re-used vanilla assets : the Stun Lancer base 3d model, an alternate texture version that was included by Firaxis for an apparent upgrade that we do not see in game, and the Beam Shotgun that XCOM used. If it looks like your own unit, either is is a coincidence or we used the same source texture.
Kobazco 17 Mar, 2016 @ 10:09am 
Hey did you make that model/mesh for your unit? It looks EXTRWMWLY close to my Recon unit...
Numralan  [author] 9 Mar, 2016 @ 3:05pm 
Thanks, I hadn't seen it ! I'll take care of it in the next update :)
Kanan 9 Mar, 2016 @ 10:53am 
Dunno if you have seen this, but this reddit thread shows how to get rid of unecessary files in XCOM 2 mods that only make it harder to load:

https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

If you have already, then just ignore my post :)
Numralan  [author] 8 Mar, 2016 @ 4:50am 
You're welcome :) Looking forward to it !
MrShadow 7 Mar, 2016 @ 2:10pm 
thanks fo the reply and help! Ill be sure to keep in touch. Maybe we can work togethe in the future.
Numralan  [author] 7 Mar, 2016 @ 2:05pm 
@shadow79
Sure, go ahead :) Glad I can be of service, feel free to deconstruct my mod, and post if you have any questions.

When it comes to overstepping, I think I'm gonna add my Sigma Specialist and maybe not much else for Advent, I have some ideas for new aliens I need to get to when I can. Of course I can't speak for what other people are doing...

For the texture software, this particular texture was already implemented in the game but not used, however with other units (I haven't posted this work yet) I have gotten good results with Gimp and the "Multiply" tool ^^, for example with this I recolored the Muton to have a convincing orange armor in just a few seconds by just applying an orange layer, well for the diffuse map at least. Firaxis has given us good access to the source, if you export them from the UDK any reasonably good tool should do the trick. ;)
MrShadow 7 Mar, 2016 @ 1:43pm 
and if you dont mind me asking, what texture software did you use to change up the look of this unit?
MrShadow 7 Mar, 2016 @ 1:42pm 
well if you dont mind, might I use your current sigma mod to look at and possably use some of the code for ideas on units I have? I was thinking of alos tying my hand at a special foces typw unit but dont want to step on any toes and or do the same things others are doing.
Numralan  [author] 7 Mar, 2016 @ 12:07pm 
@shadow79
For some reason your comment seems to have disappeared ? Sorry it took me so long, here is my answer even if it doesn't make much sense without the original comment :

Thanks for the offer, but I'm kinda budy at the moment with college so I may not have much time to put everything into practice until maybe a month, and I already have a pile of ideas on the backburner... creating an entire special forces unit for Advent probably requires more work than I can put into it for the foreseeable future, and there are already plenty of great mods for a better Advent in the Workshop.

Then again I will definitely keep your offer in mind :) I am currently working on a Sigma Specialist, that could Mark, Suppress and Energy Shield, while being quite brittle to make up for his polyvalence, in terms of balance I mean. Opinions ?

Perhaps later, I can put to practice those quite overpowered alien archetypes that sprung in the back of my mind ^^
Crabs Come Off 6 Mar, 2016 @ 3:31pm 
that is perfect, because I had the LW_Studios Muton Centurion mod and they came after two muton encounters which was too soon. so thank you.