37 ratings
[WOTC] Bullpup Submachine Guns
File Size
239.299 MB
Dec 29, 2018 @ 4:30pm
1 Change Note ( view )
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[WOTC] Bullpup Submachine Guns

Commander, rediscovering that cache of tactical weapons was a big morale boost for our men. One of our resistance patrols appears to have found another cache back from Operation Long War - a set of submachine guns that could be devastating in the right hands. I'll have them placed next to the Bullpups in the armory.
- Bradford

All credit goes to Pavonis Studios for their work on the Long War series.

Re-purposes light submachine guns as a cosmetic alternative to the Bullpup arsenal.

Having alternative choices for each tier of weaponry from the tactical legacy pack left me wanting for some variation in the bullpup lineup as well. This mod features four fully implemented weapons that will integrate seamlessly into your both your current and new campaigns. These are equipable by any class that can use bullpups.

Further details: The bullpups are kept in their current form. This mod adds new set of weapons that share the stats of the bullpups. Sounds and animations will be different if you use the SMGs as opposed to the bullpups. You are free to equip a character with whichever you prefer, bullpups or SMGs. Gameplay-wise, they do the same thing. Appearance-wise, they look different for cosmetic purposes.
You do not need the laser mod for the laser SMG.

Conventional Submachine Gun
  • Available at the start of the game.
  • Has the same damage potential and abilities of the Conventional Bullpup (Kal-7).
Magnetic Submachine Gun and Laser Submachine Gun
  • Available in inventory upon building the Magnetic Bullpup's schematic (Kal-15).
  • Have the same damage potential and abilities of the Magnetic Bullpup (Kal-15).
Beam Submachine Gun
  • Available in inventory upon building the Beam Bullpup's schematic (Kal-90)
  • Has the same damage potential and abilities of the Beam Bullpup (Kal-90).

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

Check out my other mods
To Do (As of 1/11/19, On Hold)
  • Add Attachments
  • Add Coil SMG variant
  • Check if mods that change bullpup range also influence these items

Update Log

Release 1.0 (12.29.18)
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Valvatorez Apr 15 @ 9:28pm 
So l'll have to the update the range tables manually than. I'll cut and paste that and the damage tables when I start a campaign after finishing my current one.
NightNinja54  [author] Apr 15 @ 7:35pm 
@Goliath Le Redneck
The original submachine guns are an assault rifle class with 2-4 base damage and +3 mobility.
These submachine guns are a bullpup class with 3-4 base damage and no additional mobility.
NightNinja54  [author] Apr 15 @ 7:34pm 
I confirmed that that mod will not update the ranges on these weapons.
NightNinja54  [author] Apr 12 @ 9:38pm 
Recruitable and Trainable Skirmishers released!
Recruitable and Trainable Templars released!
Recruitable and Trainable Reapers released!
Goliath Le Redneck Feb 19 @ 12:37pm 
what different between this mod and the LW smg mod?
Valvatorez Jan 12 @ 3:56am 
It changes the bullpups to use the rifle range table instead of the pistol/shotgun. Nothing lore breaking except the teir 1 smg. Though not realistic because it's based on the P90.
NightNinja54  [author] Jan 11 @ 6:47am 
I know the mod that you're referring to, I'll have to check that mod's approach on how it updates the range values.
Valvatorez Jan 10 @ 3:18am 
If I have a mod that boosts the Bullpup range. Well these also have better range?
NightNinja54  [author] Jan 7 @ 8:41pm 
Hi Jonny, thank you. I like the idea of a master chief skirmisher. I believe this mod by advent Avenger will allow you to achieve what you’re looking to do by adding assault rifles to the skirmishers potential weapon choices. https://steamcommunity.com/sharedfiles/filedetails/?id=1130992242
jonnyafrica Jan 6 @ 7:57pm 
Hey Night, nice mod. Could it be possible to develop this further to change the Bullpups to assault rifles? I am trying to make a halo masterchief skirmisher, and want to use the halo weapons. Thanks