XCOM 2 Mods
If you're a modder and want to host your files on GameWatcher, please use our
file uploader.
Not sure which
mods
to try out? Check our list of
Best XCOM 2 Mods
Latest mods
- [Mod]
- Posted over 5 years ago
- 9 downloads
This XCOM 2: War of the Chosen mod adds a new class to the game based on an operator from Rainbow Six: Seiege, using a ballistic shield and a pistol based around either disorienting aliens and moving in for the kill, or holding the line and providing mobile cover for your squadmates.
- [Mod]
- Posted over 5 years ago
- 2 downloads
This XCOM 2 mod adds the voice of Dr Frasier Crane to optionally give to your soldiers.
- [Mod]
- Posted about 7 years ago
- 9 downloads
Looking to get more action and interest out of your XCOM 2 environments? Excellent! This mod brings new maps to the game to supply new levels of strategy and challenge as you continue your battle for the human race. With over five full maps, there's a lot on offer from these fantastic battle zones.
- [Mod]
- Posted about 7 years ago
- 2 downloads
How silly is it that Skirmishers in War of the Chosen have a weaponized claw as one of their signature weapons, but can't learn to use it for a slash attack until it's specifically taught to them? Very. That's exactly why this mod exists. It means that every Skirmisher can use their Ripjack to Slash enemies like the swords right from the get-go instead of having to learn it and waste skill points on the matter.
- [Mod]
- Posted about 7 years ago
- 4 downloads
War of the Chosen already brought a new emergency mission style to the game, but this brings yet another. With this, you'll get the Emergency Extraction mission type. Civilians were in danger and a part of the resistance responded. Unfortunately, now those agents are caught up behind enemy lines too. Thought they'll head back home if they can just survive, these operatives of either Reapers, Templars, or Skirmishers will serve your purposes and follow your orders until the battle is finished.
- [Mod]
- Posted about 7 years ago
- 6 downloads
This is for those of you that like to pinpoint your vision and make sure you know every angle of the battlefield. It adjusts the game camera so that it will rotate left and right thirty degrees instead of the usual ninety. You'll be able to see between nooks and crannies otherwise impossible and fine tune your vision to your own specifications.
- [Mod]
- Posted about 7 years ago
- 5 downloads
Civilian casualties have come in at an all-time high in War of the Chosen. With the new Haven missions, it's harder than ever to keep those poor bystanders out of danger. Luckily, this mod is coming in to give the unprotected a hand. It makes it so that the AI that would usually love butchering those hapless runaways will limit itself to killing one civilian per entire round. Now those poor people might have a better fighting chance.
- [Mod]
- Posted about 7 years ago
- 3 downloads
Fatigue can be a stressful time XCOM 2, especially with the changes to the system in War of the Chosen, but it doesn't have to be. If you want your star line-up of soldiers for engagements without fear of them getting mentally gassed, this mod will help. It mostly removes fatigue from the War of the Chosen features of the game, allowing you to field your best squads as you see fit, as long as you can keep them alive.
- [Mod]
- Posted about 7 years ago
- 3 downloads
Maybe you've played through XCOM 2 before, but we all know that with new content comes new guessing games when it comes to the features such as skills. This will allow you to plan a bit more carefully. All locked skills will be revealed, allowing to see all the abilities, even on new classes like the Skirmisher, and better plan your soldier specialties!
- [Mod]
- Posted about 7 years ago
- 1 download
XCOM operatives are supposed to be trained to be some of the best the world has to offer. They've been through hell and back, so it makes little sense that a shambling bunch of mindless zombies like the Lost would sneak up and spawn only a couple tiles from them. This mod rights the wrong by making the Lost spawn further away from your operatives upon discovery by default.