216 ratings
Raider Faction: Bandits
File Size
1.484 MB
Apr 23, 2018 @ 6:34am
Oct 20, 2018 @ 2:57pm
9 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Raider Faction: Bandits

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
84 items
"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.

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.

Thanks to E3245 for making the very large resistance firearms pack I had used for this mod.
Popular Discussions View All (2)
Feb 28 @ 7:51pm
Bug report: crash on mission end
Oct 12, 2018 @ 9:03am
Bug or Something
< >
Chaotic07 Apr 15 @ 3:01pm 
@shavy there's a MOCX mod which can be modded into EXALT
Masterman Mar 18 @ 1:17am 
How can I change what weapon they use?
shavy Feb 10 @ 2:00pm 
now all we need is exalt.
Mac Dog64 Feb 8 @ 8:56am 
Love the mod but is it possible for an update where they get more health later on in the game. It's just they get destroyed in two turns because of the aliens weapons. I love the custom target icons though:)
HolyFarglesnot Feb 3 @ 3:09pm 
Negative. They cannot be recruited in any way.
[BBG]OmegaX123 Jan 3 @ 12:08pm 
I'm considering adding these raider faction mods for my next playthrough, but I'm wondering: Are they (or is it possible to make them, either in a potential future update if they're not abandoned, or by tweaking files oneself) capturable, like MOCX soldiers are, and basically able to be recruited, via the use of Extract Corpses mod/Fulton balloons?
solargus Dec 24, 2018 @ 10:51pm 
disconnected start program for me (MAC)
Rtma Eros Paragon Dec 19, 2018 @ 6:22am 
And I finally bumped into one, with more sitrep mod added.
Rtma Eros Paragon Dec 19, 2018 @ 2:26am 
I'm upto July and I haven't had any Bandit encounters.
yes_commander Dec 15, 2018 @ 12:24pm 
Fultoned out a full squad of four corpses but didn't see anything from them in the rewards screen. They also didn't go into the same auto-bleed out state as MOCX. For others using Extract Corpses, no need to use fulton charges on these guys if you're hoping to brainwa- I mean, convert some new recruits.

Fun enemies though, thanks RM! I'm just new to using any of the faction mods so I was curious.