ColonialGuard

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Authors: Wolfie, CaptainSnafu

Last revision: 25 May, 2024 at 01:06 UTC (3)

File size: 391.46 MB

On Steam Workshop

Description:

Mods open for minor changes
– Yes the mods works. If your experiencing crashes add Nexus mod it explains everything there
https://steamcommunity.com/sharedfiles/filedetails/?id=2615997961

Alternately there is troubleshooting guide here if for some reason your not seeing it come up
https://steamcommunity.com/sharedfiles/filedetails/?id=2428532074

Welcome to the Colonial Guard Race Mod!

Starting Traits:

Dirty Duo: Starts with two random Hired Gun Heroes, up to 25 variations

-50 Energy per turn and starts with +5 Influence
Laser Weapons Group
Explosives Weapons Group
Defence tactics
Mech piloting
Powerful ranged units, weak melee capability
Note: your faction may start with a Negative income!

Features:

*Adds a new main race to the game, specialising in defensive warfare, with a wide range of units, tech, mods and customisation.

Highlights

Some of the many unique features of this mod include:

Tactical stealth, sneak attacks have a higher chance to do critical damage, stealth is removed by being damaged or attacking, and also is detected by overwatch

Hero development allows them to become lord of a city, giving unique defensive structures and renewable missions

Defensive structures such as a barbed wire, causing bleeding to light bio and cyborg units but can be destroyed by heavy units, towers manned by light units and give increased range, exploding landmines, medical tents and more

In addition includes two playable factions in leader loadout perk selection ‘The Company and the Imperial Reich’

Like all race mods, this does not touch any vanilla content and compatible with all mine and most other dev mods with no trouble.

Check the Video and images above for more deets.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.