XCOM 2
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Allies Unknown Redux Species: Quarians
   
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73.558 MB
15 Sep, 2017 @ 7:50pm
1 Jan, 2019 @ 5:50pm
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Allies Unknown Redux Species: Quarians

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
The suited inhabitants of the Migrant Fleet join the fight.

With a 75 supplies recruitment price, the Quarians a XCOM Commander can recruit are quite useful with a high enough hacking skill...

Stats
Quarians have access to Sabotage, a Insanity-like skill that uses Hacking and Hack Defence, instead of Psi Offence and Will.

Depending on how well a Quarian rolls on their sabotage attempt (and depending on the target):
  • Disable weapons and require the enemy to reload to fix them

  • Cause the target's weapon to backfire, making them take damage that scales depending on the tech level of a Quarian's suit. (Think of it as them having better Omni-tools to cause more extensive backfires). This applies to any enemy a Quarian could target.

  • Cause disorientation in robotic targets, Codices, or Gatekeepers.

  • Stun robotic targets, Codices, or Gatekeepers, and double the severity of their weapon backfire (effectively rolling again for additional damage).

  • For exclusively robotic targets (MECs, Sectopods, etc), a chance to be taken over by XCOM forces for a turn

Sabotage backfire damage scales from 1 to 4, 2 to 5, and 3 to 6 depending on armour tech tier. Has a 4 turn cooldown by default. Chance to hit also scales with armour tech.

In terms of stat variations, they are identical to humans except in Aim, Mobility, Will and Hacking:

Will is tuned to be about 5 points less than normal humans.
Rookie
Quarians have 60 aim, 35 hacking, and 14 mobility.

Veteran
Same as rookie.

Commander
Quarians have 60 aim, 25 hacking, and 14 mobility

Legend
Quarians have 60 aim, 20 hacking, and 14 mobility


These stats can be changed in the mod's XComGameData_CharacterStats.ini

Known Issues

Thanks
Kexx for making the X2-compatible assets this mod uses.

Ginger for helping me to port over the mod to WotC. Also for the Quarian Flotilla flag and expanded name list.
Popular Discussions View All (2)
3
24 May, 2023 @ 12:24pm
command to assign class
Revanite
0
17 Oct, 2021 @ 3:24pm
繁中
stappy82
32 Comments
Nighthunter 17 Feb @ 11:21am 
@Ginger and @RealityMachina Does the Quarian race have only one Face Prop Slot? And If so does anyone know how I can give them the upper and lower Face Prop Slots?
Chasra 10 Jul, 2023 @ 12:43pm 
anyone have a problem where you recruited a second and it was named the same as the first one and you ended up with double soldier lines, but it still counted as 1 soldier as far as selecting and loading out char?
Dęąth Viper 23 Oct, 2022 @ 3:59pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
CompleteTrash 4 Sep, 2022 @ 2:11pm 
Any idea how to make the helmet glass less clear?
Revanite 10 May, 2022 @ 10:36am 
Any command to give them a class?
DragonKingAbashī 14 Feb, 2020 @ 2:54am 
@ilego you either have a mod conflict or, most likely the issue, you are not subbed to all of the required mods. I have used this and nearly all of RealityMachina's mod and they work perfectly fine. If not, RealityMachina is quick to fix whatever the bug may be.
Exo Stranger 13 Feb, 2020 @ 8:47pm 
seems not to work
jay.parmelee 14 Sep, 2019 @ 6:06pm 
Looks like the Console Command "MakeSoldierAClass" does not work with Quarians. I suspect it's because they go by a "full" name and "ship" name instead of a first and last. Any ideas?
Liquid Snake 11 Mar, 2019 @ 8:08am 
A strange problem, my game hangs when I try to change the color of the characters' armor. I have a mod for Turrians, Quarians and Asari. What could be the problem?
Narrelama 9 Nov, 2018 @ 12:29am 
Tried and true, does work -at least for me - with other mods. BUT - it's a bit uninspired? Maybe they could be more particular, more speed or something, I dunno, they just ain't that cool. Besides, they lack some animations or something, so for instance if they are the agent activating the Black Vial mission, at least for me, the game just goes black screen, but no actual freeze, I think cause they don't load the cutscene. But besides these 2 things (they are a bit bland, uninspired, or just too human-like, and they can't be used to pick up stuff that triggers cutscenes, they do work).