111 ratings
[WOTC] Wrist-Mounted Blades
File Size
0.095 MB
Oct 7, 2018 @ 6:26pm
Oct 9, 2018 @ 6:19pm
3 Change Notes ( view )
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[WOTC] Wrist-Mounted Blades

Commander, I overheard Mox talking to some of our rangers. Apparently they've been using the skirmisher's ripjacks in place of their swords. At first I thought he was upset, but I think he was impressed. I don't think they'll be able to perform the acrobatics the skirmishers do... but a blade is a blade.
- Central

Introduces a cosmetic alternative to the traditional ranger's sword.

Many of the characters available on the workshop are limited in class choice due to potential clipping due of secondary weapons like the ranger's sword. These wrist-mounted blades aim to alleviate that concern while maintaining expected gameplay. Each repurposed ripjack should overlap well with any armor.

Three tiers of wrist-mounted blades are available:

  • Available at the start of the game.
  • Has the same damage potential and abilities of the Conventional sword.
  • Available at the same time of building the Ionic sword.
  • Has the same damage potential and abilities of the Ionic sword.
  • Available at the same time of building the Fusion sword.
  • Has the same damage potential and abilities of the Fusion sword.

To use in TLP's Skirmish mode, subscribe to bg's 'Skirmish+' mod
Compatible with Musashi’s Primary Secondaries Mod
Incompatible with Musashi’s Dual Wield Mod - can still be installed at same time though.

Please let me know if you encounter any bugs or discrepancies. I hope you enjoy!

Check out my other mods
Thanks to the X2Modding discord for their immense help.
All Mass Effect Models can be found in other mods on the workshop; creative rights belong to Bioware.

Update Log
Update 1.1 (10.9.18)
  • Updated for Tactical Legacy Pack!

Release 1.0 (10.8.18)
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NightNinja54  [author] Apr 15 @ 7:32pm 
Glad to hear, thanks man
NightNinja54  [author] Apr 12 @ 9:37pm 
Recruitable and Trainable Skirmishers released!
Recruitable and Trainable Templars released!
Recruitable and Trainable Reapers released!

Chaos Jan 27 @ 7:46pm 
@nightninja i played with utility sidearms and got it working that way but for somereason only 1 gauntlet shows on char but works with rend and uses dual blade animation so im content with that but thanks for the mod love the ripjack as well so well done
NightNinja54  [author] Jan 27 @ 6:42pm 
Hey, good question. It's something I looked into originally briefly but I believe the templar guantlet animations are related to the rend ability rather than the "slash" that both the swords and ripjacks have. A more experienced modder may be able to explain further as I'm not entirely certain of this explanation.
Chaos Jan 23 @ 1:10pm 
Any Chance you could advise how to add templar gauntlets to this mod? not sure how or which ini to modify but this mod seems pretty well set up for it
NightNinja54  [author] Dec 29, 2018 @ 4:53pm 
Announcement: Bullpup Submachine Guns released - https://steamcommunity.com/sharedfiles/filedetails/?id=1607408263
NightNinja54  [author] Nov 24, 2018 @ 9:11am 
@Revanite: Hey, this does not add those abilities. These are replicas of the ranger's sword so they wouldn't add abilities from the skirmishers' skill tree. Let me konw if that helps alleviate some issues.
Revanite Nov 12, 2018 @ 6:44pm 
Does this add Justice and Wrath moves by any chance? I've quite a few mods and I noticed some characters get the ability to use them. They aren't shown in skills or list when deciding their gear, yet only found those that are using the ripjack are capable of this ability... aswell as only the vanilla ones who appearantly use them...
So, had to ask XD
prophyz Oct 26, 2018 @ 4:08am 
no rpg overhaul on my end, I deleted the +20 aim in the config (not sure if this was rly smart, but it's gone for good now).
Jek Porkins Oct 25, 2018 @ 4:04pm 
@prophyz > Are you using RPG overhaul? I'm having this problem myself, and after verfying the cache and deleting the config files and ONLY loading RPGO and its requirements, I still was getting the +20 modifer on blades, which previously also applied to the ones from this mod as well >>> AS far as I can tell the aim bonus is only cosmetic and is not present via an F1 stat check mid-mission. So it does no appear to be this mod causing it.