XCOM 2
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WotC Combat Knives
 
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70.648 MB
Sep 14, 2017 @ 3:43pm
Jul 9 @ 5:31am
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WotC Combat Knives

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In 1 collection by Musashi
Musashis WotC Mods
19 items
Description
Adds a combat knife and a throwing knife for all tiers to the game.

SpecOps Throwing Knife Aim: 5 Damage: 3-5 Pierce: 0 Shred: 0 Crit Damage: 3 Crit Chance: 25 Sound Range: 0 * Grants two charges of the throw knife ability (Throw a knife as a standard action. 30% chance of getting revealed, 15% if target is killed, 0% if target is killed and no enemy sees the kill). * The throwing knife uses the soldiers grenade slot. * The throwing knife costs 20 supplies and can be build when the advent officer is researched. SpecOps Alloy Throwing Knife Aim: 10 Damage: 4-6 Pierce: 0 Shred: 0 Crit Damage: 3 Crit Chance: 30 Sound Range: 0 * Grants two charges of the throw knife ability (Throw a knife as a standard action. 30% chance of getting revealed, 15% if target is killed, 0% if target is killed and no enemy sees the kill). * The throwing knife uses the soldiers grenade slot. * The throwing knife costs 40 supplies, 10 alien alloy and can be build when magnetic weapons are researched. SpecOps Plasma Throwing Knife Aim: 15 Damage: 5-7 Pierce: 0 Shred: 0 Crit Damage: 3 Crit Chance: 35 Sound Range: 0 * Grants two charges of the throw knife ability (Throw a knife as a standard action. 30% chance of getting revealed, 15% if target is killed, 0% if target is killed and no enemy sees the kill). * The throwing knife uses the soldiers grenade slot. * The throwing knife costs 80 supplies, 10 alien alloy, 10 elerium and can be build when the plasma rifle is researched. SpecOps Combat Knife Aim: 25 Damage: 2-4 Pierce: 1 Shred: 0 Crit Damage: 3 Crit Chance: 25 Sound Range: 0 * Grants the silent takedown ability. * Soldiers equipped with the combat knife gain + 1 mobility and have 20% less detection radius. * The first tier is added by default and does not have to be bought. SpecOps Alloy Combat Knife Aim: 25 Damage: 3-5 Pierce: 2 Shred: 0 Crit Damage: 7 Crit Chance: 30 Sound Range: 0 * Grants the silent takedown abilit. * Soldiers equipped with the alloy combat knife gain + 1 mobility and have 20% less detection radius. * The second tier costs 80 supplies, 10 alien alloy and can be built when magnetic weapons are researched. SpecOps Plasma Combat Knife Aim: 25 Damage: 4-6 Pierce: 3 Shred: 0 Crit Damage: 9 Crit Chance: 35 Sound Range: 0 * Grants the silent takedown ability. * Soldiers equipped with the plasma combat knife gain + 1 mobility and have 20% less detection radius. * The third tier costs 120 supplies, 10 alien alloy, 10 elerium and can be built when the plasma rifle is researched.
Silent Takedown Ability
You have no detection radius for the xcom turn. 3 turn cooldown. Can only be activated while concealed. You have 50% chance of getting revealed, 25% if the target is killed, 0% if target is killed and no enemy sees the kill. For more information on the stealth mechanic refer to the Musashis Stealth Overhaul Mod page.

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Credits:
All Combat Knife models are made by by Escrimator.
The Kunai model (Kunai - PBR) by fizzlefreshh is licensed under CC Attribution

FAQ:
I don't see the throwing knives in the inventory
You need to research advent officer first to buy the tier 1 throwing knives.

I don't see the the combat knives in the inventory
Try to unsub, start the game, exit and resub.

Is this mod compatible with Mod xxx?
Should be compatible with all WotC mods. If you encounter a problem let me know.
Popular Discussions View All (1)
1
Feb 12 @ 10:26pm
Localization
Erazil
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70 Comments
Musashi  [author] Jul 9 @ 5:32am 
Update:
Changes the knives socket to a dedication position with the help of the Highlander.
This has the benefit that knives can be used alongside utility pistols and also can be used as primary weapons now (if you are subscribed to "Primary Secondaries").
spamchowder99 Jun 8 @ 1:10pm 
That is definitely not the case. I had the same problem using the combat knife and the ninjato on my Ranger.
van the man May 17 @ 5:44pm 
I found the problem (I think) - I was trying to silent takedown using the reaper scythe custom class. That guy told me that reapers have a hardcoded minimum detection radius. So I guess it's an incompatibility with reapers if they happen to be using swords.
van the man May 11 @ 5:17pm 
I'm having the problem that silent takedown always results in a reveal. Detection radius doesn't drop to 0 like it should, instead it goes to 1 tile and the soldier reveals on entering melee range. Community highlander 1.9 is loaded, using this, RPGO and all its prerequisites, and WOTC katana reloaded. Same problem happens with either ninjato or spec ops knife (haven't tried throwing knife yet).
Immhotep May 2 @ 9:33pm 
My soldiers did not get the silent takedown skill when equip with the combat knife
chinchulin alado Apr 25 @ 9:04pm 
oh ok thanks dude, by the way huge fan of your mods, you are awesome !
Musashi  [author] Apr 25 @ 7:28pm 
Pistol and knives are not compatible since they use the same position.
chinchulin alado Apr 25 @ 6:19pm 
hey i got a problem with this mod and the rpgo, i use the knife and the pistol, and when i shoot the soldier grabs the knife as a pistol instead of the gun
Redrumm Apr 1 @ 3:08pm 
I figured how to to get the previous versions of katana to show up in your katana mod by editiing the the .ini file. I tried to do that with the mod as well but I don't see those same values listed within?

I even tried copying over the code from the katana mod to this mod and replacing the katana with the dagger values and still no luck. What am I doing wrong? Is it because you added these to game versus a reskin of the ranger blades?
Arthuria Pendragon Mar 23 @ 7:13pm 
I have the same problem as Pencilartguy and already have stealth overhaul too.