197 ratings
Raider Faction: Rogue XCOM Operatives
File Size
395.376 MB
Jul 7, 2018 @ 3:23pm
Oct 13, 2018 @ 7:36am
6 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Raider Faction: Rogue XCOM Operatives

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
84 items
"Commander, we're getting some weird signals from the upcoming drop point. It's using frequencies and encryptions I haven't seen since the old days, yet it's not the one us and the Resistance have been using. I don't know if we're going meet friends or foes down there..." - Bradford

Meet EU/EW remmants that just can't seem to trust the Commander anymore. They fight everybody like the other factions, but they have a bias against targeting XCOM if there are other, viable targets on the field. They can be a useful assistance, but are also pretty strong compared to the other factions you can face.

They start at squad size 4, and move up to five, and then six with the default settings, with equipment upgrading from standard conventional, to EU/EW era ballistics, to magnetic weaponry. They appear on missions with the Unknown Agents Incursion sitrep. Squads consist of balanced, one of each squads consisting of:

Supports - they carry a rifle, a smoke grenade and a medikit with two charges. As they upgrade, their smoke grenade and medikits get more powerful, as the support gains Suppression and Sentinel, enabling them to take two overwatch shots instead of just one.

Assaults - they carry a shotgun and a grenade. They start with Run And Gun. As they upgrade, they gain Close Combat Specialist, enabling an automatic reaction shot at close range with their shotgun, Tactical Sense, granting them more defence the more enemies they see, Rapid Fire, and Lightning Reflexes.

Heavies - they carry a cannon, a grenade, and a wrist mounted rocket launcher. As they upgrade, they gain Marauder, letting them shoot first without ending their turn. and improvements to their rocket launcher and the number of grenades they can carry.

Snipers - they carry a sniper and a pistol. They start with the ability to snapshot their rifle. As they upgrade, they gain Cool Under Pressure, enabling them better overwatch shots, Low Profile, letting them use any piece of cover and treat it as full cover, and Marauder.

When the transition to EU/EW firearms happen, the squad gains:

SHIV - your standard robot mini tank that carries a big gun. Has the standard robot immunities and Suppression. When they upgrade to Alloy SHIVs, they gain Close Combat Specialist, Sentinel Regen, and the ability to act as low cover for their allies.

When the transition to magnetic firearms happen, the squad gains:

MEC Trooper - worn out but not out of the fight, these remnants of XCOM's desperate effort to turn the war around are still around. With their autocannon, and the abilities of Marauder, Absorption Fields, reducing any incoming damage by 33%, and Collateral Damage, they can be an effective force multiplier for these rogue elements.

The game froze when it went to the Rogue XCOM turn!
You didn't have the highlander installed. Please install it.

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.

Why in gods name would this ever happen
This is basically a semi-joke mod after realizing I have made a ton of mods where you either shoot other human beings or recruit non-human soldiers.

Mana, for providing the crucial head assets for MEC troopers. (And working on another in-progress project with me)

Musashi, for helping me figure out how additive animations work so MEC troopers would have working eyes in their animations.

Fireborn, for porting and polishing the original EU SHIV assets.

MrK, for porting and polishing the original EU conventional weapon assets.

Dor, for porting and polishing the MEC armour assets.

Popular Discussions View All (2)
Jul 12, 2018 @ 4:44am
The Aggressive Civilian
Aug 10, 2018 @ 6:58am
Rogue Xcom as New Faction
< >
Green Narukami Apr 14 @ 3:05pm 
How do i spawn enemies on the rogue xcom team like Dropunit advtrooperm1 (rogue xcom team) is that even possible?
PossumFlavored Mar 31 @ 5:31pm 
@tantos that sound like when you break open the command console, unless your a super boss.
Arkhangel Mar 28 @ 8:04am 
@Ragna: hey, Not everyone woulda taken things as well as Bradford and the gang with you missiing for 20 years ;)
ragnakore Mar 28 @ 8:03am 
wait wait wait.. .WHAT????????

a rogue XCOM? JEZZ! this should be fun!
tanatos Feb 15 @ 8:53am 
i had a really funny dark event encounter mission: mission sitrep give twice "unknown ......" info for the same mission, i play this and encounter only 1 group but they could move twice and for very very much more fun, 2 warlock spawn :)
Mildly Nuclear Jan 26 @ 3:34am 
I agree, that'd be great.
Arkhangel Jan 23 @ 12:33am 
@Slayer: that actually WOULD be pretty fitting.
Slayer0fKings Jan 22 @ 5:59pm 
@Reality Machina hi I was trying to reach you on Discord I wanted to know if you would be interested in porting over the mod Iridar made that I commissioned of the EW Weapons for your mec troopers?
RambelZambel Jan 16 @ 5:11am 
u can buff them by urself in the inis
tomomi1922 Jan 13 @ 12:08pm 
@Arkhangel True, they aren't meant to survive. But Beta Strike gives them double HP, which means double staying power. That is the point of this mod to bring out other factions so it won't always be XCOM vs the bad guys.