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Salarian Engineers
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117.224 MB
Feb 24 @ 2:18pm
Mar 8 @ 4:15pm
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Salarian Engineers

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
65 items
Wanted drones back? Wanted drones back to an enemy that specializes in reacting very hard to enemy fire directed at it? No? Too bad, this mod does it anyway.

Salarian Technicians start appearing around Force Level 4. They upgrade to Salarian Engineers at Force Level 11, and Salarian Specialists start appearing around Force Level 17.

They summon drones upon being revealed (and will still move to cover), which also scale in tier with them. They start as Combat Drones, upgraded to Hardened Drones, and max out at Hunter Drones.

Their capabilities per tier are:

Starting - Salarian Technicians have Ready for Anything. Combat Drones are like Pavonis' drones: they can stun at melee range, disorient and do a bit of damage from range, and repair robotic units.

Advanced - Salarian Engineers have return fire with their shotgun. Failing to take them out in one go at close range has a high chance of being punished.

Hardened Drones now come with the Drone Shield ability: this lets them give 3 points of temporary shield HP to any unit.

Elite - Salarian Specialists have Close Combat Specialist. Be very wary of engaging in close range against them.

Hunter Drones come with holotargeting on their long range attack, giving any alien units just a bit more assistance in hitting your squad members through cover.

The reward for successfully autopsying drones is being able to deploy drones yourselves in the field, on XCOM's side. They scale in power with the tech level of armours your soldiers can equip.

Salarian engineers themselves do not provide any reward.
Popular Discussions View All (1)
Feb 27 @ 5:38am
BUG? Invisible Heads Salarin Engineers
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JM001 Mar 19 @ 12:18am 
Lol so if anyone is trying to add mods that increases the number of enemies by a lot I caution you in using this. That moment when you have a pod of 7 Salarian Engineers and they all spawn a Drone X_X. Get's to be a bit much on timed missions XD.
JM001 Mar 14 @ 8:56am 
So I found a bug with the deployable drone. It looks like you can deploy more than one drone from the single charge you get when you use it in tactical. I deployed 2 yesterday on a mission from a single soldier where the amount showed as 1. After the second one was deployed I had the option to deploy another. Don't think that is intended.
warboy Mar 6 @ 12:28am 
Drones are awesome, but found a catch.

When summoning own drones on a base attack, killed everything and extracted, but the drones can't extract, they can't self destruct and there's no one left to kill them, explosives etc... so pretty much just leaves them stuck in mission. Maybe a self-terminate function?
GUA Mar 2 @ 8:44am 
Love this. More enemies for my Andromeans to tear apart.
UEGHunter631 Mar 1 @ 3:01am 
Wait, is this an enemy?

We need more mods that do this, we have the assets made already too!
Datadagger Feb 28 @ 5:19pm 
I don't suppose you have any plans to release drones standalone?
BOT Carson Feb 28 @ 5:07pm 
I see your levels for the Salarian characters, but I'm wondering if there are any scientist salarians in the game?
RealityMachina  [author] Feb 28 @ 11:47am 
To people still experiencing issues with invisible heads, can you try unsubbing for a bit, then re-subbing? I did separate the required helmets into their own .upk that's in the mod now, it shouldn't be reliant on any exterior mod by now.
Cirative Feb 27 @ 5:25am 
I've had a couple Salarians show up using the invisible heads from other mods... is there a way to force the helmet as the default head?
tran.bronstein Feb 26 @ 7:54pm 
Thank you for bringing back the drones!