XCOM 2
Raider Faction: SCP Foundation Mobile Task Forces
 This topic has been pinned, so it's probably important
Puma_The_Great  [developer] Mar 7, 2020 @ 1:08am
MTF Content/Ideas
Current MTF's are:

MTF Epsilon-11 ("Nine-Tailed Fox")
Before the overhaul they were all this mod was about. Three kinds of units, Rookies, Gunners and leaders. Reasonably sound opponent, rewards somewhat overlap with "See no evil"

Nine tailed fox Rookies Basic Foundation agents, carrying a Foundation-Issued FN P90, And standard issue pistol.

Nine tailed fox Support Foundation Heavy weapon specialists. They Carry around a Foundation-Issued M249 LMG, a pistol and a grenade. Their main role is to suppress hostiles, and draw enemy fire.

Nine tailed fox Leader The most experienced person in the squad. Carrying around a M4 they are more accurate, and deadly than their subordinates. They are equipped with scramble gear, which they drop on death.

Their reward is scramble gear which will always drop from leaders on death, and you can research it to unlock the ability to make more in proving grounds. If the team changer is active, after you complete sectoid autopsy, You'll get acces to Scramble gear construction proving ground project. It protects from all mindspins, disorientation, stun grenades, and cognitohazards added by my other mods.

Their Base of operations is Site-19


MTF Eta-10 ("See No Evil")
Foundation cognitohazard specialists. They are all equipped with scramble gear, therefore they're immune to all mindspins, flash and stun grenades, and to cognitohazards. A reasonably strong opponent. Two types of soldiers, grunts and one leader per pod. Rewards include scramble gear and an Upgrade kit to Scramble Gear.

See No Evil Rookies Foundation anti-cognitohazard troops. Equipped with ump-45's and scramble gears

See No Evil Officers Task force Squad leaders. Equipped with M4's and scramble gears. Better gear than the rest of the squad, and they also carry a Flashbang grenade. They drop an Upgrade Kit to Scramble Gear, and a Scramble Gear

Their path of rewards leads to Scramble Gear Mk2, which has double the aim / crit chance / hacking bonuses. When you get An upgrade kit, proving ground project becomes availible, but only if you completed the scramble gear analysys earlier. For people who play with foundation on their side (Team Changer), the upgrade needs an elerium core instead of the upgrade kit.

Their Base of operations is Site-98


MTF Beta-7 ("Maz Hatters")
Foundation Haz mat Units. They are all immune to all sorts of elemental damage types, which includes fire, frost, poison, acid, electricity (Sectopod lightning field, whiplash), and elerium poisoning. Two types of units, Grunts and a leader, who drops Broken Maz Hat vest, which starts their project at proving grounds.

Maz Hatter Specialists Foundation hazmat specialists. Equipped with m1014's and MazHat Vests, which make them immune to most of the status effects and damage types.

Maz Hatter Leaders Foundation Chemists. Equipped with G36C's, Acid grenades and MazHat Vests, which make them immune to most of the status effects and damage types. They drop Broken MazHat vest on death.

Maz Hatter's path of rewards, starts with looting a broken vest from the squad leader. It can later be fixed to make a Maz-Hatter's Vest for your soldiers to use in the field by a special proving ground project. For people who play with foundation on their side (Team Changer), the upgrade needs a Hazmat Vest (Base game one) instead of the Broken MazHat Vest.

New! After completing Maz Hat gear reconstruction, you gain acces to another Maz hat gear project, that allows you to produce more of the vests without the need of a dropped item, but at an increased cost. However fixing broken gear will always be faster and much cheaper.


Their Base of operations is Area-12

MTF Epsilon-9 ("Fire Eaters")
Foundation Fire Wielding units. They wear Hellweaves and are immune to frost and fire. Two types of units, Pyros and gunners. Either have a chance to drop Broken Fire Eater's Equippement. Which starts their reward path.

Fire eaters
Foundation Pyros, Equipped with Flamethrowers and Hellweaves. They behave like Advent purifiers would, but are more buff. Can drop hellweave or Broken Fire Eater's equippement.

Fire eater Gunners
Fire support units for pyros, Equipped with M249's with dragon rounds, fire grenades, and Hellweaves. They will suppress and light up soldiers that come into their sight. Can drop a Hellweave or Broken Fire Eater's equippement.

Broken Fire Eater's Equippement can be recovered from the battlefield. It can later be fixed to Fire Eater's Equippement for your soldiers to use in the field in a special proving ground project. It gives your soldiers immunity to fire and frost, and additional health and armor, at the cost of mobility, along with one free fire grenade, free hellfire charge, and will provide Incendiary ammo for the soldier. For people who play with foundation on their side (Team Changer), the upgrade needs a Hellweave (Base game one) instead of the Broken Fire eater's Equippement.

New! After completing Fire Eater gear reconstruction, you gain acces to another Fire Eater gear project, that allows you to produce more of the vests without the need of dropped item, but at an increased cost. However fixing broken gear will always be faster and much cheaper.


Their Base of operations is Area-02

MTF Nu-7 ("Hammer Down")
Foundation Warfare Batalion. Their squads are always bigger, but They deal lower damage and have lower health values to compensate. Two types of units, Regular Soldiers and one Officer, who can drop the Stun Grenade, which is their only special reward.

Hammer Down Fodders Foundation Warfighters, Equipped with M249's with lowered damage. They shoot, suppress and destroy cover of the enemies. Their squads always have 2 more unspecialised units than the other ones.

Hammer Down Officer Foundation Generals, Equipped with Ordinary M249's and Stun Grenades, which destroy cover and are guaranteed to stun a target. They can drop those grenades on death.

Hammer Down leaders drop a Stun Grenade, that can be thrown way further than a flashbang, and will stun every unit in range for 2 turns.

Their Base of operations is Area-14

MTF Lambda-12 ("Pest Control")
Foundation Units equipped with poisonus rounds, gas grenades, vests that protect from acid and poison, and tranquilizer pistols.

Pest Control Exterminators Standard grunts equipped with all sorts of toxin-based gear. They can use tranq pistols

Pest Control Eradicators Pest control team leaders. They are harder to hit, deal more damage, and have more Hp. They always drop Broken Tranq Pistols.

Their reward path leads to a buffed version of Tranq Pistol mentioned before.

New! After completing Tranq pistol reconstruction, you gain acces to another Tranq pistol gear project, that allows you to produce more of these pistols without the need of a dropped item, but at an increased cost. However fixing broken gear will always be faster and much cheaper.

Their base of operations is Site-14 (The polish one)

MTF Gamma-13 ("Asimov's Lawbringers")
Foundation Robotic division. Teams are made up of Mecs and human soldiers. All of whom have Bluescreen rouds. Grunts can also throw Asimov's grenade, which hurts robotic targets, and disables any primary weapons in radious.

Asimov's Lawbringer Field Platform A recoloured and reprogrammed advent mec, equipped with bluescreen rounds. It can use micro-missiles, and rapid fire. They drop an advent mec corpse

Asimov's Lawbringer Specialist A Foundation Grunt, equipped with Standard weaponry, bluescreen rounds and a Misfired Asimov's Grenade. On death they always drop a misfired asimov's grenade, which leads to proving ground project

Their reward path leads to unlocking an Asimov's Grenade, which is a stronger version of EMP grenade, which deals more damage and disables weapons of ANY hit targets, just like codex psi bomb would. Proving ground project unlocks after you pick up a Misfired Asimov's Grenade, and research bluescreen protocol project. After completing proving ground project, you unlock grenade construction.

Their base of operations is Site-15

MTF Zeta-9 ("Mole Rats")
Mobile task force usually operating in sub-terran ot unstable topographies, thus they are equipped with hiking gear, and blast padding.

Mole Rat Spelunker Standard Foundation grunt with Blast padding and higher armor stats. They can grapple around if they choose to.

Mole Rat Pathfinder Mole Rat team leader. They are Equipped with a shotgun, and grappling hooks. They are harder to hit than usuall units. They always drop broken Mole Rat Hiking gear.

Their reward path leads to Mole Rat hiking gear, which provides your soldier with a grappling hook, and gives armor, some health points, and a dozen points of dodge.

New! After completing Mole Rat hiking gear reconstruction, you gain acces to another Mole Rat gear project, that allows you to produce more of The vests without the need of a dropped item, but at an increased cost. However fixing broken gear will always be faster and much cheaper.

Their base of operations is Site-246 (I kinda spat that out of thin air. If there is a site that fits better, please inform me)

MTF Tau-5 ("Samsara")
Mobile task force consisting of 4 immortal cyborg warriors. A.K.A Power Rangers. They are immune to all elementall effects, and on higher tiers they get regeneration and blast padding. Each soldier is also a bit different, with different equipement, stats, and skills.
They start with 3 person squad, And on second tier Nanku joins the party. Units have exceptionally high dodge stats.

Tau-5 Irantu is a squad Leader that regens additional health point for every missed attack against him.

Tau-5 Omru is a soldier with a smg that also has low profile ability

Tau-5 Munru is a heavy unit with a m249. He is immune to all melee attacks. On tier 3 he gets a proximity mine. He can also break through walls, which looks wierd sometimes.

Tau-5 Nanku is a close quarters specialist, that has a shotgun, and on later tiers she gets shadowstep ability.

Irantu has 50% chance to drop new PCS that increases dodge significantly, and grants faceless' regeneration ability. Other Task force members have 75% chance to drop elerium core on death.

They are immortal, so they will reappear with same names on another missions even if you killed them before.

They have no base of opperations. because it wouldn't make sense for player to fight waves of same 4 People in any covert op induced missions.

MTF Omicron Rho ("The Dream Team")
(Unaffiliated with the Dream SMP, or any of it's members)
Foundation dream hunters. In xcom, they adapted psionic network to manifest psionic ghosts into the field, fighting without endangering themselves, while also utilizing powerfull psionic abilities.

Omicron Rho Oneroi
Standard Omicron Rho unit, has very high will stat. Can use mind meld, and mind control, and can walk through walls. Tier 2 and 3 units get sustain and fortress abilities. Due to limited free time I couldn't finish their special reward, so they just drop a bit of elerium on death for now.

Planned/In works MTF's:
-Awaiting ideas

Post any ideas for Improvements to existing and in works MTF's, and about more mtf's. Detailed entries will be appreciated.

Things I need to know about suggested MTF's:
-Their gameplay (Abilities, gear, special abilities that may take some coding).
-Their Looks (Colour of uniforms, Special head props/helmets).
-Their Overall stats (Whether they get their survivability through abilities, armor, or dodge).
-Ideas for special reward Item/s
-(Optional) Names for 3 tier variants of their units.
Last edited by Puma_The_Great; Jun 25, 2022 @ 9:29am
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Showing 1-15 of 50 comments
CaseyAnthony Mar 16, 2020 @ 9:06pm 
Perhaps some kind of "boss" pod in the form of Alpha-1 "Red Right Hand" could work? It would be cool to have them only show up after enough of the other task force pods have been defeated in combat.
TheQuietKid Apr 13, 2020 @ 2:30pm 
Im just thinking after you finishing all the GOC updates. Maybe you can have a SCP containment breach or just SCP 5000 scenario where foundation declare war as ypur next project.if your still into modding of cos. I think i like 5000 idea more tho.

Maybe try out a few famous SCP such as 096, if a soldier have vision on him for certain amount of time he dies unless he has sustain ability. Robot immune. Cant be killed and stopped. Certain foundation members carry AI lens that auto censor 096 face. Maybe you can add it as well.

Scp 173 if you dont havr vision on it...... Can only be killed by explosive. It can duplicate and has hive mind in the SCP lore now

Scp 076

Scp 682 loads of health, weak to acid. Im not sure is it possible, but maybe make it more resistant to whatever dmg into him. Ballistic, energy, laser, fire, explosive, psi damage.


Scp 5000 have all the ideas you needed if you run out of enemies to create.

If you have extra time. Add scp 1609 to connect your two mods. If u using GOC related armor
Or weapons. 1609 will target you.

im just greedy now, but i wpuld like to see SCP base assult vs the O5 (reality warpers) and even more SCPs enemies or friends to end the SCP invasion once and for all.

Its a DLC at this point, you should probably start charging money.



" Our previous mission centered around the containment and study of anomalous objects, entities and other assorted phenomena. Due to circumstances outside of our control, this directive has now changed. Our new mission will be the extermination of the human race."

You can use this quote now. BTW what is your patron?
Last edited by TheQuietKid; Apr 13, 2020 @ 4:02pm
Puma_The_Great  [developer] Apr 13, 2020 @ 6:11pm 
I don't have a patreon. Thanks for the contribution, although I won't be able to make a complete overhaul anytime soon. SCP 5000 is amazing, and I'll surely use some of it's element in further developement of my scp mod collection. Other SCPs though... Will be hard to make as I don't have the skills to animate new enemy meshes, and will have to make do with existing ones. 173 does not need no animations, but there is a need for some mechanic manipulation in order to make it fit into xcom tactical layer.
TheQuietKid Apr 17, 2020 @ 1:54am 
Too bad i dont know how to help, maybe you make a Scp-096. basically the just lost with longer arms and legs and other stuff longer. not sure how u find the model for scp 173 tho.

for scp 1609, there should be some broken wooden stuff in the game. im not sure tho. but 1609 ways of killing is teleport piece of it to target's lungs. i dont think it needs any animation.

Here are some humanoid Scp with existing in game abilities and should be fun to fight.

scp 2241

scp 2639

scp 3199(kind of)

scp 008(the zombies plague)

scp 076

scp 049

Havent read it yet, but Omega squad is Scp fundation battle squad. i think its non-cannon now. but 076 is one of them. i think they are rewriting it to Omega -9

Just realize lot of SCPs are either sneaky, idiots,act normally,animals, tools, Structures or just gods.

Maybe you can add some of the tools as abilities for MTF to use like scp 2466 and scp 407. maybe even scp 079 to hack robotic unit.

or just put scp 079 in a stationary object for xcom to disable. all robotic unit will be permanent control by 079 in the meantime. if u can disable Germlin or even turn it to hostile would be better. but i dont think it can be done.

if u do decided to have a final battle with Scp fundation.

maybe scp 500 and scp 427 will be the loot.

This looks like too much work so im gonna stop now.

Puma_The_Great  [developer] Apr 17, 2020 @ 3:04am 
079 controlling a sectopod is a thing i made ages ago, but i never used it. Somebody finally used the discussion the way it was meant to be used. Thank you very much, I'll think about these ideas.
DEATHWATCH913 Apr 17, 2020 @ 5:24pm 
My suggestion for a possible Mobile task force to add in is Lambda-12 ("Pest Control"). From the Mobile task force page on the scp website, their primary duties involve tracking, containing, and possibly terminating anomalous vermin (or possibly creatures). I'd personally view them in the sense of exterminators for the foundation who probably don't resort to fire like Epsilon-9 or and ungodly amount of bullets and explosives like nu-7.

Onto the possible capabilities of Lambda-12:
1. The first thing that comes to mind from reading some of their logs on the scp objects they've dealt with (specifically 3470, which involved them shooting said tranquilizers at a car that was eating people.) is tranquilizers. I feel that at least one member (possibly only the "leader unit" at lower force levels and all others at higher levels, albeit with a lower chance to hit) should possess a tranquilizer shot similar to the hunter's tranquilizer shot and instead of it being a daze, it could be a one turn stun or disorient. This could potentially be the dropped item of theirs, a broken tranquilizer pistol that can be researched or unlocks a proving grounds project.

2. The other ability of theirs could play on the whole exterminator vibe I get from them, that being the use of poison and or acid as ways to both cripple clustered enemies and deny cover to non immune soldiers. I could see this be done with the gas/acid grenades in the base game or giving their basic weapon attack a roll for a chance to apply either a poison or acid affect. Due to them handling chemicals and poisons like this, it'd make sense for them to immune to poison and acid effects.

Appearance: The main clothing items I'd recommended (Mostly so they'd look a little different than the other MTFs) are the SAS parts from the same MW pack that contains the GIGN and shadow company parts. The regular grunts filling out the squad could use the third SAS head option that has the tight fitted hood that seals along the edge of the mask, while the squad leader could have the option without the hood and the back of the mask exposed. If you didn't want to have to redo the SAS arms to have the Foundation insignia then you could by all means use the GIGN parts an give them the fully enclosed kevlar helmet from the capnbubs accessory pack The main coloration would be a solid tan or beige, mostly because that's what most of the exterminators and pest control people I've seen have had worn.

Actual units with the abilities stated above so you don't have to sift though my inane babbling.


Pest Control Exterminator (Never said I'd be able to give a good name): Regular grunts that fill out the squad immune to all (and only) poison and acid effects. Armed with MP5s as well acid and/or poison gas grenades if that is chosen over their basic attack having a chance to poison or acid coat. At higher force levels, they will start to have the tranq pistols mentioned earlier which will always have a lower chance to hit than the squad leader's.

Pest Control Eradicator (Team leader is definitely an alternative if eradicator is a bit silly sounding): Team leaders armed with M4 SOPMODs or the CAR-15 added in the resistance firearms pack. They'd also possess the same immunities and grenades as the grunts, but they also start with their tranquilizer guns. As stated before, it'd inflict a one turn stun or disorient with a higher chance for the latter. At higher force levels, the tranq shot would have a higher chance to hit and the increase to inflict a stun is also increased.


This is by all means my first suggestion for an addition to a mod, so feel free give any thoughts or criticisms on this suggestion.
Puma_The_Great  [developer] Apr 18, 2020 @ 4:22am 
@DEATHWATCH913, Damn... you seem to have taken my requests regarding sumbissions to heart. You also seem to have more understanding of how my mod works "under the hood" than most of the other users. Regarding the idea, I think it's pretty comprehensive, and you've laid a solid 'foundation' (hehe) for me to include that mtf in the next update. You have my gratitude, and I'll get to work right away.
DEATHWATCH913 Apr 18, 2020 @ 9:25am 
@Puma_The_Great, Thank you for your kind words. I just like to contribute to things I like, especially user made stuff and especially when they ask for suggestions or idea and try to refrain suggestions that I'm pretty sure just aren't possible. Also I sometimes get bored and just make different CPs to draw people from and several Mobile task forces have found their way on there. I certainly can't wait for how they turn out, as well as the mole rats.
Deacon Ivory May 10, 2020 @ 5:58am 
@Puma - Thank you for all of your amazing mods. I just heard about the mess with SCP and it is so horrifying and disappointing, clearly I think that we all can agree that it should not affect you or your mods. The SCP project itself has always had a bit of a darker underbelly that most of us work hard to avoid and in the end I think that it will survive.

I have a mod suggestion. I have been assigning 1/0 to your Team Changer config by using a die roll to determine friend or foe. So, I'm wondering if it would be possible for you to create something like the "Rebellious MOCX" mod, to randomly assign 0 or 1 for any installed mods so that I would have no way of knowing whether the Faction was an Ally or Enemy.

Cheers, and thank you for all of your hard work. Your mods are truly works of art.
Puma_The_Great  [developer] May 10, 2020 @ 8:37am 
@willieshat, Thank you for support. I'll think about making the sitrep teams randomly assigned. It'll take some tinkering though.
Deacon Ivory May 10, 2020 @ 9:18am 
No worries at all, I do it manually now when I start a campaign so it's not hard for me to continue. For anyone curious, I just open all of the different mod's XComGameData files in different tabs in Notepad++ and then roll a d6 to determine if they get a 1 or 0. I try hard to obfuscate the names so I can't know, because I love the randomness of not knowing whether they are going to fight with XCOM or against.
Detecuhmahfix May 16, 2020 @ 5:20pm 
Hey, so I subscribed back when the mod first released and I wanted to say that I'm really very incredibly impressed by what it's become. Fighting the various different MTFs - especially on the Infiltration mission RealityMachina added - has become such an integral part of enjoying XCOM, for me. One of the best enemy mods on the workshop, hands down.

Would you consider making a Foundation resistance faction mod? Lore wise, this could made compatible with your current mod by the Foundation having shadowy, unexplained motives. Or, the faction could be a rogue Xcom-neutral Foundation cell. Or or, the faction could instead be an anti-Foundation resistance task force.

Other potential areas for expansion could be a MTF-style soldier class, or creating a new mission type (though I understand that this is difficult).
Puma_The_Great  [developer] May 16, 2020 @ 6:25pm 
@Detecuhmahfix, there is a foundation faction mod project that i started at the end of summer last year, and I think that not managing to finish it may have been one of main factors that caused my depression. I have Icons ready, special class and tons of 2d assets, but I just can't make a new mission type, and create a system that would allow for increasing faction influence. I thought about commisioning that to somebody who has experience with mapmaking, but then I just started doing more sitrep mods, and those were received well, so I just stuck with smaller caliber. When I think about opening the mod project again, and reading through lines of Allies Unknown once again, I am petrified. All of that said, I think that I will need to face that fear one day, and I can only hope that I will survive it.
Detecuhmahfix May 17, 2020 @ 4:17am 
If you know a certain something has such a negative effect on your wellbeing, I'd say stay well away from it. A mod isn't worth bad brain time.
Detecuhmahfix May 17, 2020 @ 4:19am 
Also, it helps to lean on a support system of friends and family you actually like. When things getbget rough, there are call lines like the Samaritans, or Childline in the UK. Other countries will have their own equivalents. Different organisations will help in different ways, so make sure to research them first so you don't go away feeling disappointed. The Samaritans, for example, are only there to listen, which can feel a little unsatisfying if you need actual counselling.
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