XCOM 2
Modular SPARKs WOTC
TheGreenDigi 13 Oct, 2023 @ 3:28pm
List of all the modules.
Since the creator nor anyone else has made a list of all the modules, thought I'd go through and make a thorough one myself for people who are curious about knowing before downloading the mod.

Computers

Hashing Computer
Tier 1
Grants 1 ability:
Integrated Hasher
Passive - Dedicated hashing circuits grant +25 Hacking.

Adaptive Computer
Tier 1
Grants 1 ability:
Adaptive Algorithms
Passive - Adaptive Targeting algorithms grant +15 Aim after missing a standard shot until the end of the turn.

Realtime Computer
Tier 2
Grants 1 ability:
Realtime Sampling
Passive - Realtime sensor sampling grants any miss a 50% chance to Graze instead.

Predictive Computer
Tier 2
Grants 1 ability:
Predictive Circuitry
Passive - Improved reaction fire capabilities grant +10 Aim on Overwatch shots and allows them to ignore targets Defense.

Reentrant Computer
Tier 3
Grants 1 ability:
Reentrant Functions
Passive - Reentrant computation allows 1 extra action each turn, at the cost of -10 Aim and -4 Mobility.

Actuators

Heavy-Duty Actuators
Tier 1
Grants 2 abilities:
Wrecking Ball
Passive - While Overdrive is active, break through walls and cover when moving.
Heavy-Duty Servos
Passive - Heavy-duty servos allow pushing the movement system hard granting +2 Mobility.

Burst Drivers
Tier 1
Grants 1 ability:
Activate Burst Drivers
Active - Activate to gain +6 Mobility until the end of the turn. Needs to recharge for 2 turns afterwards. (Doesn't mention it in the description but the 'recharge' is -2 mobility for 2 turns, and the ability itself has a 4 turn cooldown)

Impact Amplifier
Tier 2
Grants 1 ability:
Concussive Blow
Active - Melee attack for 50% Damage and Stun organic targets for 3 Actions. Ignores target’s Armor, Shield and Sustain. (Doesn’t mention it in the description but has a 4 turn cooldown)

Shock Absorbers
Tier 2
Grants 1 ability:
Shock Absorbers
Passive - Shock absorbers grant +1 armor, 33% less damage from explosions and immunity to fall damage.

Entrenchment Braces
Tier 3
Grants 1 ability:
Entrenchment Braces
Passive - Not moving for a turn grants +10 Aim and +10 Grenade range.

Modules

Repair Bots
Tier 1
Grants 1 ability:
Self Repair
Active - Repair up to 5 HP and 2 Armor. (Doesn’t mention it in the description but has 3 charges per mission)

Target Painter
Tier 1
Grants 1 ability:
Paint Target
Active - Paint an electronic targeting mark granting +10 Aim and +15 Crit on attacks against the target. (Doesn’t mention it in the description but the mark lasts 2 turns and the ability has a 3 turn cooldown)

Smokepop Cartridges
Tier 1
Grants 1 ability:
Smokescreen
Active/Passive - Drop covering smoke in a 3 tile radius around the SPARK. Triggers automatically when taking damage if not used manually on the previous turn. (Doesn’t mention it in the description but has 4 charges)

Forcefield Projector
Tier 1
Grants 1 ability:
Project Force Field
Active - Create a force field that negates the first incoming attack. (Doesn’t mention it in the description but has a 3 turn cooldown)

Pest Control Module
Tier 2
Grants 1 ability:
Pest Control
Passive - Free melee strike for 50% Damage on any enemy that moves in melee range.

Beagle Active Probe
Tier 2
Grants 1 ability:
Beagle Active Probe
Passive - Apply Target Definition to all enemies within 20 tile radius at the beginning and end of turn. Does not require line of sight and reveals hidden units.

Warcrime Amplifier
Tier 2
Grants 2 abilities:
Rainmaker
Passive - Equipped heavy weapons deal +2 Damage and have increased area of effect.
Boosted Payloads
Passive - Heavier grenade payloads grant +2 Damage on damage over time effects.

Redundant Core
Tier 2
Grants 1 ability:
Redundant Core
Passive - First lethal blow will be negated and the unit shields itself for 1 turn. Offensive capabilities will be crippled until the end of the mission. (Debuff gives -40 aim)

London Monitor
Tier 3
Grants 1 ability:
London Monitor
Active - Set up Overwatch with no shot limit. Maximum 1 shot per target. (Doesn’t say it in the description but has a 4 turn cooldown)

Shield Generator
Tier 3
Grants 1 ability:
Shield Generator
Passive - Gain Shield capacity equal to your armor and regenerate +2 Shield each turn.

Caregiver Module
Tier 3
Grants 2 abilities:
Sacrifice
Active - Generate a protective field which redirects any attacks against allies inside it towards you. Gain bonus defense and armor while active. (Doesn’t mention it in the description but gains +20 defense and +2 armor while active and has a 3 turn cooldown)
Caregiver
Passive - Heal friendly organic units 2 HP in a 4 tile radius around the SPARK when Sacrifice ends. Clears statuses like a Medikit.

Tesla Coil
Tier 3
Grants 1 ability:
Tesla Surge
Active - Move and deal 8 Damage in a 4 tile radius. Deals double damage to robotic targets. Hurts the SPARK for 2 HP.
Last edited by TheGreenDigi; 13 Oct, 2023 @ 3:32pm
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Showing 1-1 of 1 comments
TheGreenDigi 13 Oct, 2023 @ 4:51pm 
It would be nice if the abilities with cooldowns/counters listed them in their description properly at least for the item's description even if not part of the ability description. Besides that nitpick, my only other overall complaint is just that I wish there was more so there more options to make certain builds, especially when using sparks arsenal.

Makes me tempted to learn how to make xcom mods just to make more modules an such myself.
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