I interested in trying this idea where its about the characters from the MAss Effect 3 Multiplayer game mingling during the down time between missions. But I'm not sure how well known is the multiplayer or even if ppl are interested.
So are there?
So are there?
This is a great idea! I don't have any mass effect characters, but if I ever make one I'll let you know.
sweet. But from what I'm seeing is that not many people seem to know much about it.
Should I just list the characters you can play on here and let them pick?
Should I just list the characters you can play on here and let them pick?
That might be helpful. Maybe listing the character classes (Ie: Quarian engineer, krogan warrier, vangaurd etc) might get a few people interested. And maybe giving a little explanatian next to each class or something, so that even people who aren't very familiar with mass effect might be comfortable joining? Just a suggestion...
==========
The Adepts
==========
Human
Health -- B
Shields -- B
Weapons-- C
Tech -- ~
Biotic -- A
Melee -- C
Mobility-- B
Skills
Singularity - Create a sphere of Dark Energy that traps and dangles enemies caught in it. Can be used to set up Biotic Explosions. Medium Recharge Speed
Warp - Damages enemies and weakens enemy armor. Prevents shields from regenerating and can eat away at an enemy's health. CCan be used to both Setup and Detonate a Biotic Explosion but not itself. Medium Recharge Speed
Shockwave - Create a series of cascading shockwaves that damages and knock enemies off their feet. Can be used to both Setup and Detonate a Biotic Explosion but not itself. Medium Recharge Speed
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The bulk of the N7 Special Forces. These men and women are best known for their abilities to backup their frontline comrades by rendering enemies floating helplessly or weakening armor. They are best at crowd control, making it easier for the rest of the team to slowly pick them off.
Asari
Health -- B-
Shields -- B
Weapons -- D
Tech -- ~
Biotics -- B
Melee -- D
Mobility -- B+
Skills
Stasis - Stop Enemies in their track with powerful Mass Effect Fields. Armored Targets unaffected. Can setup Biotic Explosions. Long Recharge Speed
Warp - Damages enemies and weakens enemy armor. Prevents shields from regenerating and can eat away at an enemy's health. Can be used to both Setup and Detonate a Biotic Explosion but not itself. Medium Recharge Speed
Throw - Toss enemies into the air with a biotic blast. Can be used to Detonate Biotic Explosion. Fast Recharge Speed.
Heavy Biotic Blast - The Asari Heavy Melee Attack is a biotic-fuelled shockwave blast centered at the Asari. This attack staggers shielded enemies and knock back unshielded ones. Armored targets also take damage but are protected from any other effects. Using this ability also causes the Asari to be disoriented for a few seconds.
Biotic Dash - Sacrificing a small amount of their shields, the Asari can quickly and suddenly propel herself in any direction by a few feet. Not enough to run away, but enough to dodge out of harm's way.
The Asari Adepts are frontliners who can set up their own Biotic Explosions. These adepts move around quickly and nimbly, causing small but devastating attacks every time the enemy slips up.
Drell
Health -- C
Shields -- D
Weapons -- B
Tech -- ~
Biotics -- B
Melee -- B
Mobility -- A
Skills
Reave - Drains an Enemy's health and prevent their shields from regenerating. The user also gets extra protection from damage while power is in effect. Can be used to Setup Biotic Explosions. Medium Recharge Speed
Pull - Yank enemies of the ground to dangle helplessly in the air. Can be used to Setup Biotic Explosions. Fast Recharge Speed.
Cluster Grenade - Lob a cluster of small grenades filled with biotic energy. Damaging enemies as well as sending them flying. Armored and shielded units will only be staggered. Can be used to Detonate a Biotic Explosion. Has no recharge speed but there is a limited number of grenades per mission.
Martial Arts - Instead of punching, the Drell gives his enemy a series of swift kicks that hurt a little more than normal attacks.
Acrobatics - A drell's wiry strength allowes them to quickly flip out of harms way without being in a prone position.
Although not very robust, these incredibly nimble and fast Adepts can rush into enemy lines without detection, cause their damage and quickly retreat before the enemy even knows they were even there. to make matters worst for the enemy, these Drell have decent weapons and martial arts training so when their Biotic powers fail them they can always fall back on their guns and their fists... or legs.
Asari Justicar
Health -- B-
Shields -- B
Weapons -- B
Tech -- ~
Biotics -- B+
Melee -- C
Mobility-- B+
Skills
Biotic Sphere - Engulf a 6 meter large area in a Biotic Bubble that protects allies and weakens enemies. Sets up any enemy within the bubble for a Biotic Explosion. Long Recharge Speed.
Reave - Drains an Enemy's health and prevent their shields from regenerating. The user also gets extra protection from damage while power is in effect. Can be used to Setup Biotic Explosions. Medium Recharge Speed.
Pull - Yank enemies of the ground to dangle helplessly in the air. Can be used to Setup Biotic Explosions. Fast Recharge Speed.
Heavy Biotic Blast - The Asari Heavy Melee Attack is a biotic-fuelled shockwave blast centered at the Asari. This attack staggers shielded enemies and knock back unshielded ones. Armored targets also take damage but are protected from any other effects. Using this ability also causes the Asari to be disoriented for a few seconds.
Biotic Dash - Sacrificing a small amount of their shields, the Asari can quickly and suddenly propel herself in any direction by a few feet. Not enough to run away, but enough to dodge out of harm's way.
The Asaris who live by the Justicar code have been trained to improve their already natural biotic skills. These Asaris specialize in hit-and-run tactics that whittle down enemies, slowly but in large groups. Their Biotic Spheres help keep allies alive and softening enemies who have finally reached them even further.
Project Phoenix
Health -- B
Shields -- B
Weapons -- C
Tech -- ~
Biotics -- A
Melee -- A-
Mobility -- B
Skills
Singularity - Create a sphere of Dark Energy that traps and dangles enemies caught in it. Can be used to set up Biotic Explosions. Medium Recharge Speed
Lash - Latches a biotic orb to an enemy and then jerks them hurtling towards whatever direction the Phoneix Adept wants. Can be used to set up Biotic Explosions. Medium Recharge Speed
Smash - Channel Biotic force through the his arm lashes and slams on the ground in front of him. Causing a large ripple of force to propel a short distance forward dealing massive amount of damage that can even blast through walls. The only downside is that it takes about half a second to setup each attack. Can be used to Detonate Biotic Explosions. Medium Recharge Speed.
Shock Baton - Due to the lashes on his arms, making it hard to punch people, the Phoenix Adept uses a shock baton to attack enemies instead.
Cerberus Lash - Whip arm lashes about which also sends a small shockwave around the Phoenix Adept, attacking all enemies near him.
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The Cerberus Adepts of the Phoenix Project are defectors who have joined the N7 Special Unit. Fitted with experimental whip-like lashes on their arms that improves their Biotics. These Adepts are known for using their biotic powers to drag enemies close enough to them to rip them apart with the Smash Biotic power.
N7 Fury
Health -- B
Shields -- B
Weapons -- D
Tech -- ~
Biotics -- S
Melee -- A
Mobility -- A
Skills
Throw - Toss enemies into the air with a biotic blast. Can be used to Detonate Biotic Explosion. Fast Recharge Speed.
Annihilation Field - Creates an aura of biotic force around the Fury that burns any enemy that comes near her. Any enemy that enters the field gets set up for a Biotic Explosion. The Fury can also deactivate the field in a great biotic explosion. The explosion can detonate Biotic Explosions but not itself. Medium Recharge Speed.
Dark Channel - Plague an enemy with a biotic aura around them that constantly damages them and weakens them drastically. When the enemy dies, the Biotic Aura then jumps to another enemy nearby. Can be used to setup Biotic Explosions. Long Recharge Speed.
Teleportation - To get out of danger, the Fury makes an flip, and then teleports a few feet away. The teleportation ability can even allow the Fury to go through walls and scale buildings.
Heavy Biotic Explosion - Unlike the Asari, the Fury teleports a few feet in front of herself and unleashes a strong surge in biotic power damaging all enemies and knocking them down. Shielded and armored enemies are staggered instead.
The N7 soldiers that are trained to fight any enemy in any situation, and the Fury are those that specialize in Biotics. Unlike most other Adepts, the Fury is a close range fighter that revels in the thick of battle creating biotic explosions wherever she is. She is also incredibly difficult to pin down due to her ability to teleport short distances.
The Adepts
==========
Human
Health -- B
Shields -- B
Weapons-- C
Tech -- ~
Biotic -- A
Melee -- C
Mobility-- B
Skills
Singularity - Create a sphere of Dark Energy that traps and dangles enemies caught in it. Can be used to set up Biotic Explosions. Medium Recharge Speed
Warp - Damages enemies and weakens enemy armor. Prevents shields from regenerating and can eat away at an enemy's health. CCan be used to both Setup and Detonate a Biotic Explosion but not itself. Medium Recharge Speed
Shockwave - Create a series of cascading shockwaves that damages and knock enemies off their feet. Can be used to both Setup and Detonate a Biotic Explosion but not itself. Medium Recharge Speed
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The bulk of the N7 Special Forces. These men and women are best known for their abilities to backup their frontline comrades by rendering enemies floating helplessly or weakening armor. They are best at crowd control, making it easier for the rest of the team to slowly pick them off.
Asari
Health -- B-
Shields -- B
Weapons -- D
Tech -- ~
Biotics -- B
Melee -- D
Mobility -- B+
Skills
Stasis - Stop Enemies in their track with powerful Mass Effect Fields. Armored Targets unaffected. Can setup Biotic Explosions. Long Recharge Speed
Warp - Damages enemies and weakens enemy armor. Prevents shields from regenerating and can eat away at an enemy's health. Can be used to both Setup and Detonate a Biotic Explosion but not itself. Medium Recharge Speed
Throw - Toss enemies into the air with a biotic blast. Can be used to Detonate Biotic Explosion. Fast Recharge Speed.
Heavy Biotic Blast - The Asari Heavy Melee Attack is a biotic-fuelled shockwave blast centered at the Asari. This attack staggers shielded enemies and knock back unshielded ones. Armored targets also take damage but are protected from any other effects. Using this ability also causes the Asari to be disoriented for a few seconds.
Biotic Dash - Sacrificing a small amount of their shields, the Asari can quickly and suddenly propel herself in any direction by a few feet. Not enough to run away, but enough to dodge out of harm's way.
The Asari Adepts are frontliners who can set up their own Biotic Explosions. These adepts move around quickly and nimbly, causing small but devastating attacks every time the enemy slips up.
Drell
Health -- C
Shields -- D
Weapons -- B
Tech -- ~
Biotics -- B
Melee -- B
Mobility -- A
Skills
Reave - Drains an Enemy's health and prevent their shields from regenerating. The user also gets extra protection from damage while power is in effect. Can be used to Setup Biotic Explosions. Medium Recharge Speed
Pull - Yank enemies of the ground to dangle helplessly in the air. Can be used to Setup Biotic Explosions. Fast Recharge Speed.
Cluster Grenade - Lob a cluster of small grenades filled with biotic energy. Damaging enemies as well as sending them flying. Armored and shielded units will only be staggered. Can be used to Detonate a Biotic Explosion. Has no recharge speed but there is a limited number of grenades per mission.
Martial Arts - Instead of punching, the Drell gives his enemy a series of swift kicks that hurt a little more than normal attacks.
Acrobatics - A drell's wiry strength allowes them to quickly flip out of harms way without being in a prone position.
Although not very robust, these incredibly nimble and fast Adepts can rush into enemy lines without detection, cause their damage and quickly retreat before the enemy even knows they were even there. to make matters worst for the enemy, these Drell have decent weapons and martial arts training so when their Biotic powers fail them they can always fall back on their guns and their fists... or legs.
Asari Justicar
Health -- B-
Shields -- B
Weapons -- B
Tech -- ~
Biotics -- B+
Melee -- C
Mobility-- B+
Skills
Biotic Sphere - Engulf a 6 meter large area in a Biotic Bubble that protects allies and weakens enemies. Sets up any enemy within the bubble for a Biotic Explosion. Long Recharge Speed.
Reave - Drains an Enemy's health and prevent their shields from regenerating. The user also gets extra protection from damage while power is in effect. Can be used to Setup Biotic Explosions. Medium Recharge Speed.
Pull - Yank enemies of the ground to dangle helplessly in the air. Can be used to Setup Biotic Explosions. Fast Recharge Speed.
Heavy Biotic Blast - The Asari Heavy Melee Attack is a biotic-fuelled shockwave blast centered at the Asari. This attack staggers shielded enemies and knock back unshielded ones. Armored targets also take damage but are protected from any other effects. Using this ability also causes the Asari to be disoriented for a few seconds.
Biotic Dash - Sacrificing a small amount of their shields, the Asari can quickly and suddenly propel herself in any direction by a few feet. Not enough to run away, but enough to dodge out of harm's way.
The Asaris who live by the Justicar code have been trained to improve their already natural biotic skills. These Asaris specialize in hit-and-run tactics that whittle down enemies, slowly but in large groups. Their Biotic Spheres help keep allies alive and softening enemies who have finally reached them even further.
Project Phoenix
Health -- B
Shields -- B
Weapons -- C
Tech -- ~
Biotics -- A
Melee -- A-
Mobility -- B
Skills
Singularity - Create a sphere of Dark Energy that traps and dangles enemies caught in it. Can be used to set up Biotic Explosions. Medium Recharge Speed
Lash - Latches a biotic orb to an enemy and then jerks them hurtling towards whatever direction the Phoneix Adept wants. Can be used to set up Biotic Explosions. Medium Recharge Speed
Smash - Channel Biotic force through the his arm lashes and slams on the ground in front of him. Causing a large ripple of force to propel a short distance forward dealing massive amount of damage that can even blast through walls. The only downside is that it takes about half a second to setup each attack. Can be used to Detonate Biotic Explosions. Medium Recharge Speed.
Shock Baton - Due to the lashes on his arms, making it hard to punch people, the Phoenix Adept uses a shock baton to attack enemies instead.
Cerberus Lash - Whip arm lashes about which also sends a small shockwave around the Phoenix Adept, attacking all enemies near him.
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The Cerberus Adepts of the Phoenix Project are defectors who have joined the N7 Special Unit. Fitted with experimental whip-like lashes on their arms that improves their Biotics. These Adepts are known for using their biotic powers to drag enemies close enough to them to rip them apart with the Smash Biotic power.
N7 Fury
Health -- B
Shields -- B
Weapons -- D
Tech -- ~
Biotics -- S
Melee -- A
Mobility -- A
Skills
Throw - Toss enemies into the air with a biotic blast. Can be used to Detonate Biotic Explosion. Fast Recharge Speed.
Annihilation Field - Creates an aura of biotic force around the Fury that burns any enemy that comes near her. Any enemy that enters the field gets set up for a Biotic Explosion. The Fury can also deactivate the field in a great biotic explosion. The explosion can detonate Biotic Explosions but not itself. Medium Recharge Speed.
Dark Channel - Plague an enemy with a biotic aura around them that constantly damages them and weakens them drastically. When the enemy dies, the Biotic Aura then jumps to another enemy nearby. Can be used to setup Biotic Explosions. Long Recharge Speed.
Teleportation - To get out of danger, the Fury makes an flip, and then teleports a few feet away. The teleportation ability can even allow the Fury to go through walls and scale buildings.
Heavy Biotic Explosion - Unlike the Asari, the Fury teleports a few feet in front of herself and unleashes a strong surge in biotic power damaging all enemies and knocking them down. Shielded and armored enemies are staggered instead.
The N7 soldiers that are trained to fight any enemy in any situation, and the Fury are those that specialize in Biotics. Unlike most other Adepts, the Fury is a close range fighter that revels in the thick of battle creating biotic explosions wherever she is. She is also incredibly difficult to pin down due to her ability to teleport short distances.
==============
The Soldiers
==============
Human
Health -- B
Shields -- B
Weapons -- B
Tech -- B
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Adrenaline Rush - Slow down time to line the perfect shot. Medium Recharge Speed
Concussive Shot - Damage and Stun your enemy with a high speed shot. Shielded and Smaller Armored Targets are staggered instead. Fast Recharge Speed.
Fragment Grenade - Rip enemies in a large area to shred with a grenade filled with shrapnel. There is only a limited number of Grenades per mission.
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The bulk of the N7 Special Forces. These men and women are best known for their abilities to hold a defensive position and whittle down enemies with firepower. They are best at quickly dispatching of one enemy at a time, and when opportunity presents itself, lob a fragment grenade that deals an insane amount of damage to a group.
Turian Veteran
Health -- B
Shields -- A-
Weapons -- A
Tech -- B+
Biotics -- ~
Melee -- B+
Mobility -- C
Skills
Marksman - Training for many years and their own natural strength and eyesight has made the Turians known for their steady hand and sharp aim. With Marksman, the Turian takes a deep breath and takes focus at the task at hand, enhancing their aim and stabilizing their hand to the point where even the most inaccurate gun with the kick of a mule would still be deadly in their hands. Medium Recharge Speed.
Concussive Shot - Damage and Stun your enemy with a high speed shot. Shielded and Smaller Armored Targets are staggered instead. Fast Recharge Speed.
Proximity Mine - Fire a sticky mine into an area. It explodes when an enemy is within range, hurting all enemies nearby and softening up for other attacks. Medium Recharge Speed.
Dual Omni Blades - The Turian takes a quick step forward and cleaves an enemy with both blades.
The Turian Veterans are soldiers given the best training in the galaxy. They are most well known for being able to use the even the most accurate of guns to take out enemies from afar and coming out of some of the most brutal of fire fights alive. Their natural thick scales and even thicker armor may cause them to lose alot of agility and mobility but they make it up with being able to take more shots before going down.
Krogan Berserker
Health -- A
Shields -- A+
Weapons -- B
Tech -- B+
Biotics -- ~
Melee S
Mobility C
Skills
Carnage - Sends a blast of energy hurtling towards an enemy, shredding them and dealing damage. Long Recharge Speed.
Fortification - Creates a protective shield around the Krogan, making him even more durable. To make matters worst, the Krogan can deactivate the shield and channel it into his strikes to make them even more devastating. Medium Recharge Speed.
Inferno Grenades - Toss a molotov cocktail at enemies, setting them on fire and puts them in a state of panic. Limited number of grenades per mission.
Rage - After taking out a few enemies with the melee, the revelry in carnage sends Krogans into a frenzied state which can either make them even more durable to attacks or make their attacks hit so hard, larger enemies will have to give pause.
Krogan Headbutt - Instead of punching an enemy, Krogans are trained to use their thick head crowns instead so they will not have to readjust their gun positions every time they get into a fist fight.
Krogan Charge - People have nightmares of a Krogan charging at them and with good reason. The victims of a Krogan Charge are usually mistaken as victims for accidents involving large freight trucks. Broken bodies are sent hurtling into the air, very rarely still alive. Shielded and Armored enemies, no matter the size are staggered instead.
Not very many people are fond of the idea of facing down a Krogan in combat. From afar they can wield even the heaviest of weapons easily and soak damage as they make their advance on their enemies. When they finally reach you the last thing most people see before they die is the crown of a Krogan as he charges at them.
Batarian Enforcer
Health -- A
Shields -- A
Weapons -- B
Tech -- B+
Biotics -- ~
Melee -- B+
Mobility -- C
Skills
Ballistic Blades - Fire a salvo of large thin blades from your arm launcher, with either the ability to continuously draw blood from them or explode after 4 seconds. Medium Recharge speed.
Blade Armor - Reinforce your armor with razor sharp blades that serves a few purposes. It makes the Batarian more durable, causes enemies who attack you in melee to get hurt as well, as make his melee more damaging. The only downside is that the awkwardness of the blades on armor make using his other powers a little more difficult, so his recharge take a little longer.
Inferno Grenades - Toss a molotov cocktail at enemies, setting them on fire and puts them in a state of panic. Limited number of grenades per mission.
Violent Melee - The Batarians are trained to use whatever is handy to give them and advantage in melee, that usually means whatever gun they are holding. Hence, the bigger the weapon they are holding, the more damage they do in melee.
Heavy Spike Attack - The Batarian's heavy melee attack is charging their omni gear up to jam a giant spike into their enemy's skull. This takes about 2 seconds to start up, but damage dealt is no laughing matter.
Once official defenders of the Hegemony, after its fall these Batarians are spoiling for a fight. They wear an unique kind of armor that not only gives extra protection, but also hurt others who are stupid enough to fight the Batarian at melee range. These Batarians are trained for brutality, bleeding enemies out with sharp quivers of needles to even brandishing a rifle as if it were a club.
Vorcha Resillience
Health -- S
Shields -- D
Weapons -- B
Tech -- B+
Biotics -- ~
Melee B+
Mobility A
Skills
Bloodlust - The vorcha flies into a frenzy, increasing movement speed, health regeneration, and melee damage. Each kill intensifies these effects.
Flamer - Vorcha have been trained to use a flamethrower that has been rigged into the omni-gear. The ability needs to be done in close range, a pretty easy feat due to the Vorcha's speed and ability to regenerate. The damage done may also be small but it is dealt over a fairly long period of time. Cooking any enemy whether they have armors, shields or not. Recharge speed depends on how long the flamer ability has been used.
Carnage - Sends a blast of energy hurtling towards an enemy, shredding them and dealing damage. Long Recharge Speed.
Vorcha Lunge - The vorcha's omni-blade has been customize to act pretty much as an enhanced version of their natural claws. This allows the Vorcha to use attacks they are well accustomed to.
Vorcha Pounce - The Vorcha's almost quadrapedic moving ability makes dodge out of harms way a breeze.
These aliens are a strange species of alien that can regenerate from lethal wounds in a matter of seconds. The downside is that these guys have unquenchable bloodlust that effects their entire species, making them brutal, stubborn and very reckless.
N7 Destroyer
Health -- B
Shields -- A+
Weapons -- S
Tech -- B+
Biotics -- ~
Melee -- B
Mobility -- D
Skills
Multi-Frag Grenade - The Destroyer opens a hatch in his gauntleted arm and launches numerous frag grenades at enemies either causing a long line of damage in front of him or shooting at close range at enemies deals horrific amounts of damage to close by enemies as they get hit by every single grenade. There are only a limited number of grenades per mission, the mulit-frag has even less due to the sheer number of grenades used per use.
Missile Launcher - On activation, the missile launcher that is mounted on the Destroyer's shoulder comes to life, seeking out enemies that come within the Destroyer's sights. When locked on, the launcher automatically launches its payload between short intervals until the enemy is dead. Only to wait and seek out new enemies that come into sight again. The Missile Launcher has a choice of either launching one large missile which hits harder, or three smaller rockets that is harder for enemies to avoid.
Devastator Mode - Devastator Mode is, as it say, a mode which improves the Destroyer's overall fighting capabilities. Increasing the damage output of whatever weapon they are carrying, making them shoot faster and even increasing the amount of ammo it can carry. It also makes the Destroyer move slower than he already is but it also ensures that no matter what enemy tries to hit you, the Destroyer would not even budge a step.
Tech Stomp - The Destroyer Armor is already difficult to move in, so instead of trying to do flashy moves, the Destroyer simply lifts his foot up and channels all his power into stomping the ground. This causes enemies to take damage and stagger. Making them easy targets for the destroyer to hit.
The N7 soldiers that are trained to fight any enemy in any situation, and the Destroyer are the frontline soldiers of the N7. These soldiers wear a very unique hi-tech armor that gives them the same protection a small mech would. Many have witnessed these juggernauts get hit by explosions, charging brutes and even direct rocket fire and still continue their advance as if nothing had happened. With their shoulder-mounted missile launcher, Destroyers are known to mow down rows upon rows of enemies with a much more intense shower of bullets as their missile laucnher automatically locks on to enemies to fire. Only men can become Destroyers due to the height restrictions of the armor as well as the sheer physical strength needed to move them. Women are given the position of Demolishers instead.
The Soldiers
==============
Human
Health -- B
Shields -- B
Weapons -- B
Tech -- B
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Adrenaline Rush - Slow down time to line the perfect shot. Medium Recharge Speed
Concussive Shot - Damage and Stun your enemy with a high speed shot. Shielded and Smaller Armored Targets are staggered instead. Fast Recharge Speed.
Fragment Grenade - Rip enemies in a large area to shred with a grenade filled with shrapnel. There is only a limited number of Grenades per mission.
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The bulk of the N7 Special Forces. These men and women are best known for their abilities to hold a defensive position and whittle down enemies with firepower. They are best at quickly dispatching of one enemy at a time, and when opportunity presents itself, lob a fragment grenade that deals an insane amount of damage to a group.
Turian Veteran
Health -- B
Shields -- A-
Weapons -- A
Tech -- B+
Biotics -- ~
Melee -- B+
Mobility -- C
Skills
Marksman - Training for many years and their own natural strength and eyesight has made the Turians known for their steady hand and sharp aim. With Marksman, the Turian takes a deep breath and takes focus at the task at hand, enhancing their aim and stabilizing their hand to the point where even the most inaccurate gun with the kick of a mule would still be deadly in their hands. Medium Recharge Speed.
Concussive Shot - Damage and Stun your enemy with a high speed shot. Shielded and Smaller Armored Targets are staggered instead. Fast Recharge Speed.
Proximity Mine - Fire a sticky mine into an area. It explodes when an enemy is within range, hurting all enemies nearby and softening up for other attacks. Medium Recharge Speed.
Dual Omni Blades - The Turian takes a quick step forward and cleaves an enemy with both blades.
The Turian Veterans are soldiers given the best training in the galaxy. They are most well known for being able to use the even the most accurate of guns to take out enemies from afar and coming out of some of the most brutal of fire fights alive. Their natural thick scales and even thicker armor may cause them to lose alot of agility and mobility but they make it up with being able to take more shots before going down.
Krogan Berserker
Health -- A
Shields -- A+
Weapons -- B
Tech -- B+
Biotics -- ~
Melee S
Mobility C
Skills
Carnage - Sends a blast of energy hurtling towards an enemy, shredding them and dealing damage. Long Recharge Speed.
Fortification - Creates a protective shield around the Krogan, making him even more durable. To make matters worst, the Krogan can deactivate the shield and channel it into his strikes to make them even more devastating. Medium Recharge Speed.
Inferno Grenades - Toss a molotov cocktail at enemies, setting them on fire and puts them in a state of panic. Limited number of grenades per mission.
Rage - After taking out a few enemies with the melee, the revelry in carnage sends Krogans into a frenzied state which can either make them even more durable to attacks or make their attacks hit so hard, larger enemies will have to give pause.
Krogan Headbutt - Instead of punching an enemy, Krogans are trained to use their thick head crowns instead so they will not have to readjust their gun positions every time they get into a fist fight.
Krogan Charge - People have nightmares of a Krogan charging at them and with good reason. The victims of a Krogan Charge are usually mistaken as victims for accidents involving large freight trucks. Broken bodies are sent hurtling into the air, very rarely still alive. Shielded and Armored enemies, no matter the size are staggered instead.
Not very many people are fond of the idea of facing down a Krogan in combat. From afar they can wield even the heaviest of weapons easily and soak damage as they make their advance on their enemies. When they finally reach you the last thing most people see before they die is the crown of a Krogan as he charges at them.
Batarian Enforcer
Health -- A
Shields -- A
Weapons -- B
Tech -- B+
Biotics -- ~
Melee -- B+
Mobility -- C
Skills
Ballistic Blades - Fire a salvo of large thin blades from your arm launcher, with either the ability to continuously draw blood from them or explode after 4 seconds. Medium Recharge speed.
Blade Armor - Reinforce your armor with razor sharp blades that serves a few purposes. It makes the Batarian more durable, causes enemies who attack you in melee to get hurt as well, as make his melee more damaging. The only downside is that the awkwardness of the blades on armor make using his other powers a little more difficult, so his recharge take a little longer.
Inferno Grenades - Toss a molotov cocktail at enemies, setting them on fire and puts them in a state of panic. Limited number of grenades per mission.
Violent Melee - The Batarians are trained to use whatever is handy to give them and advantage in melee, that usually means whatever gun they are holding. Hence, the bigger the weapon they are holding, the more damage they do in melee.
Heavy Spike Attack - The Batarian's heavy melee attack is charging their omni gear up to jam a giant spike into their enemy's skull. This takes about 2 seconds to start up, but damage dealt is no laughing matter.
Once official defenders of the Hegemony, after its fall these Batarians are spoiling for a fight. They wear an unique kind of armor that not only gives extra protection, but also hurt others who are stupid enough to fight the Batarian at melee range. These Batarians are trained for brutality, bleeding enemies out with sharp quivers of needles to even brandishing a rifle as if it were a club.
Vorcha Resillience
Health -- S
Shields -- D
Weapons -- B
Tech -- B+
Biotics -- ~
Melee B+
Mobility A
Skills
Bloodlust - The vorcha flies into a frenzy, increasing movement speed, health regeneration, and melee damage. Each kill intensifies these effects.
Flamer - Vorcha have been trained to use a flamethrower that has been rigged into the omni-gear. The ability needs to be done in close range, a pretty easy feat due to the Vorcha's speed and ability to regenerate. The damage done may also be small but it is dealt over a fairly long period of time. Cooking any enemy whether they have armors, shields or not. Recharge speed depends on how long the flamer ability has been used.
Carnage - Sends a blast of energy hurtling towards an enemy, shredding them and dealing damage. Long Recharge Speed.
Vorcha Lunge - The vorcha's omni-blade has been customize to act pretty much as an enhanced version of their natural claws. This allows the Vorcha to use attacks they are well accustomed to.
Vorcha Pounce - The Vorcha's almost quadrapedic moving ability makes dodge out of harms way a breeze.
These aliens are a strange species of alien that can regenerate from lethal wounds in a matter of seconds. The downside is that these guys have unquenchable bloodlust that effects their entire species, making them brutal, stubborn and very reckless.
N7 Destroyer
Health -- B
Shields -- A+
Weapons -- S
Tech -- B+
Biotics -- ~
Melee -- B
Mobility -- D
Skills
Multi-Frag Grenade - The Destroyer opens a hatch in his gauntleted arm and launches numerous frag grenades at enemies either causing a long line of damage in front of him or shooting at close range at enemies deals horrific amounts of damage to close by enemies as they get hit by every single grenade. There are only a limited number of grenades per mission, the mulit-frag has even less due to the sheer number of grenades used per use.
Missile Launcher - On activation, the missile launcher that is mounted on the Destroyer's shoulder comes to life, seeking out enemies that come within the Destroyer's sights. When locked on, the launcher automatically launches its payload between short intervals until the enemy is dead. Only to wait and seek out new enemies that come into sight again. The Missile Launcher has a choice of either launching one large missile which hits harder, or three smaller rockets that is harder for enemies to avoid.
Devastator Mode - Devastator Mode is, as it say, a mode which improves the Destroyer's overall fighting capabilities. Increasing the damage output of whatever weapon they are carrying, making them shoot faster and even increasing the amount of ammo it can carry. It also makes the Destroyer move slower than he already is but it also ensures that no matter what enemy tries to hit you, the Destroyer would not even budge a step.
Tech Stomp - The Destroyer Armor is already difficult to move in, so instead of trying to do flashy moves, the Destroyer simply lifts his foot up and channels all his power into stomping the ground. This causes enemies to take damage and stagger. Making them easy targets for the destroyer to hit.
The N7 soldiers that are trained to fight any enemy in any situation, and the Destroyer are the frontline soldiers of the N7. These soldiers wear a very unique hi-tech armor that gives them the same protection a small mech would. Many have witnessed these juggernauts get hit by explosions, charging brutes and even direct rocket fire and still continue their advance as if nothing had happened. With their shoulder-mounted missile launcher, Destroyers are known to mow down rows upon rows of enemies with a much more intense shower of bullets as their missile laucnher automatically locks on to enemies to fire. Only men can become Destroyers due to the height restrictions of the armor as well as the sheer physical strength needed to move them. Women are given the position of Demolishers instead.
==============
The Engineer
==============
Human
Health -- B
Shields -- B
Weapons -- C
Tech -- B+
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Overload - Causes an enemy to erupt in electricity. The effect is instant so enemies have no way of dodging it, it also sends most enemies writhing about in pain.
Incinerate -
Combat Drone -
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The bulk of the N7 Special Forces. These men and women have the abilities to deploy tech drones to aid in combat as well as other tech powers that can electrocute or burn groups of enemies. These Engineers can distract enemies with their drones while launching constant strikes of their tech powers before self destructing their drones.
Female Quarian
Health -- C
Shields -- B
Weapons -- B
Tech -- B+
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Sentry Turret
Cryo Blast -
Incinerate -
Hopping
Quarians have spent centuries at perpetual salvage and ship repair--the survival of their species depends on this technical expertise. Quarian engineers are elite support specialists with a talent for setting up ambushes and providing cover fire through the use of turrets. Their technical wizardry makes them crucial contributors on the battlefield.
Geth
Health -- D
Shields -- C
Weapons -- A
Tech -- B+
Biotics -- ~
Melee -- B+
Mobility -- A+
Skills
Overload -
Geth Turret -
Hunter Mode -
Heavy Pulse Attack -
Hopping -
Geth engineers are elite support specialists. Unique perception systems give geth an unsurpassed understanding of the battlefield. They are also one of the very few units with the ability to aid a party in the regeneration of their shields using the quick depolying geth turrets.
Male Quarian
Health -- C
Shields -- B
Weapons -- B
Tech -- A
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Arc Grenade -
Tatical Scan -
Incinerate -
Hopping -
Unlike their female counterparts, these quarians specialize in frontline offensive support where they have the ability to scan for enemies and their weaknesses while dishing out a variety of offesnive tactics from weapon fire to tech powers and grenades.
Salarian
Health -- B
Shields -- B
Weapons -- B
Tech -- B+
Biotics -- ~ B+
Melee -- B
Mobility -- B+
Skills
Incinerate -
Energy Drain -
Decoy -
Hopping -
Salarian engineers specialize in providing long-range cover fire and debuffing targets. These agile combatants are deadly and difficult to detect on the battlefield, particularly once they bring their decoy ability into play.
N7 Demolisher
Health B
Shields B
Weapons B
Tech -- S
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Homing Grenade -
Arc Grenade -
Supply Pylon -
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
Among the N7 units, the Demolishers are notorious for their ability to hold a defensive position almost indefinitely. They deploy a large supply pylon that not only improve their shields and tech abilities, but also supply units with an infinite supply of grenades and ammo. Their greatest advantage however are still their arsenal of grenades which wreak havok and destruction all over the battlefield. Only women become Demolishers, their male counterparts are the Destroyers as alot of Physical Strength is needed to operate the Mech-like Destroyer Armor.
The Engineer
==============
Human
Health -- B
Shields -- B
Weapons -- C
Tech -- B+
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Overload - Causes an enemy to erupt in electricity. The effect is instant so enemies have no way of dodging it, it also sends most enemies writhing about in pain.
Incinerate -
Combat Drone -
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The bulk of the N7 Special Forces. These men and women have the abilities to deploy tech drones to aid in combat as well as other tech powers that can electrocute or burn groups of enemies. These Engineers can distract enemies with their drones while launching constant strikes of their tech powers before self destructing their drones.
Female Quarian
Health -- C
Shields -- B
Weapons -- B
Tech -- B+
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Sentry Turret
Cryo Blast -
Incinerate -
Hopping
Quarians have spent centuries at perpetual salvage and ship repair--the survival of their species depends on this technical expertise. Quarian engineers are elite support specialists with a talent for setting up ambushes and providing cover fire through the use of turrets. Their technical wizardry makes them crucial contributors on the battlefield.
Geth
Health -- D
Shields -- C
Weapons -- A
Tech -- B+
Biotics -- ~
Melee -- B+
Mobility -- A+
Skills
Overload -
Geth Turret -
Hunter Mode -
Heavy Pulse Attack -
Hopping -
Geth engineers are elite support specialists. Unique perception systems give geth an unsurpassed understanding of the battlefield. They are also one of the very few units with the ability to aid a party in the regeneration of their shields using the quick depolying geth turrets.
Male Quarian
Health -- C
Shields -- B
Weapons -- B
Tech -- A
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Arc Grenade -
Tatical Scan -
Incinerate -
Hopping -
Unlike their female counterparts, these quarians specialize in frontline offensive support where they have the ability to scan for enemies and their weaknesses while dishing out a variety of offesnive tactics from weapon fire to tech powers and grenades.
Salarian
Health -- B
Shields -- B
Weapons -- B
Tech -- B+
Biotics -- ~ B+
Melee -- B
Mobility -- B+
Skills
Incinerate -
Energy Drain -
Decoy -
Hopping -
Salarian engineers specialize in providing long-range cover fire and debuffing targets. These agile combatants are deadly and difficult to detect on the battlefield, particularly once they bring their decoy ability into play.
N7 Demolisher
Health B
Shields B
Weapons B
Tech -- S
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Homing Grenade -
Arc Grenade -
Supply Pylon -
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
Among the N7 units, the Demolishers are notorious for their ability to hold a defensive position almost indefinitely. They deploy a large supply pylon that not only improve their shields and tech abilities, but also supply units with an infinite supply of grenades and ammo. Their greatest advantage however are still their arsenal of grenades which wreak havok and destruction all over the battlefield. Only women become Demolishers, their male counterparts are the Destroyers as alot of Physical Strength is needed to operate the Mech-like Destroyer Armor.
==============
The Infiltrators
==============
Human
Health -- B
Shields -- B
Weapons -- B
Tech -- B
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Tactical Cloak -
Sticky Grenade -
Cryo Blast -
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The bulk of the N7 Special Forces. Among all the units in the N7 Special Team, the Infiltrators are the most brutal and efficient fighters of them all and they come with different strategies ranging from long range sniping to close range combat. The Human Infiltrators though considered the weakest of the group, are still not to be messed with. Preferring to go into the heat of battle to cause confusion and destruction with their cloak-and-shotgun tactics, these men and women hold one of the most notorious 'kill or be killed' reputations in council space.
Female Quarian
Health -- C
Shields -- B
Weapons -- B
Tech -- B+
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Tactical Cloak -
Sticky Grenade -
Sabotage -
Hopping
Quarians have spent centuries at perpetual salvage and ship repair--the survival of their species depends on this technical expertise. As infiltrators, they are used as Techno-Saboteurs. Preferring to keep far away and sniping, these Quarians can hack both weapons and synthetic units, causing the weapons to blow up in their hands or to get synthetic untis to fight their own people for a time. All this while having to dodge sniper shots does not leave much room for survivability.
Geth Hunter
Health -- D
Shields -- B
Weapons -- A
Powers -- A+
Melee -- A
Mobility -- A
Skills
Tactical Cloak -
Hunter Mode -
Proximity Mine -
Heavy Pulse Attack -
Hopping -
As enemies, the Geth Infiltrators had racked up a severe kill count. Now, these efficient killers have joined the N7 ranks. They sacrifice their durability for speed and strong fighting capabilities. From afar or from nearby, the Geth Hunters make quick work of their enemies. Nothing can run or hide from them, and no one will never see them coming till they strike.
Male Quarian
Health -- C
Shields -- B
Weapons -- B
Tech -- B+
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Arc Grenade -
Tatical Scan -
Tactical Cloak -
Hopping -
These Quarians are the least seen infiltrators on the battlefield. Not because they are rare, but because they specialize in long range sniping. Their motto is "One shot, One kill", using their cloaking to allow them time to make tactical scan of entire areas to spot weaknesses and large groups of enemies. And when they finally shoot or lob a grenade, someone or something is bound to have a very bad day.
Salarian
Health B
Shields B
Weapons B+
Powers A
Melee B
Mobility A
Skills
Tactical Cloak -
Energy Drain -
Proximity Mine -
Hopping -
Though not widely known outside the team, all Salarian Infiltrators are in fact Salarian STG Agents ordered to support the fight against the Reapers. These trained Spec-Ops personnel may specialize in Sniper Rifles, but that does not mean they can only be found away from the battlefield. Their great natural speed allows them to weave through obstacles and peak out of cover to fire off a single round that rarely misses in any range. These Salarians also have shield draining abilities, stealing away enemy shields to make them easier to kill as well as re-energizing depleted shield energy.
N7 Shadow
Health -- B
Shields -- B
Weapons -- B
Tech -- A
Biotics -- ~
Melee -- S
Mobility -- A
Skills
Tactical Cloak -
Shadow Strike -
Electric Slash -
Acrobatics -
Monomolecular Blade -
Among the N7 units, the Shadows have been playfully nicknamed 'Ninjas' and with good reason. The cloaking ability of these units last much longer than other infiltrators which allows them to get close to their enemies, not so hard when they already move so fast. With their Shadow Strike ability, the Shadow can cross an entire battlefield to take out one target with a strike of the blade from behind. No will ever see a Shadow enter the battlefield, but when you see one leave, it usually means that all enemies have been eliminated.
The Infiltrators
==============
Human
Health -- B
Shields -- B
Weapons -- B
Tech -- B
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Tactical Cloak -
Sticky Grenade -
Cryo Blast -
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The bulk of the N7 Special Forces. Among all the units in the N7 Special Team, the Infiltrators are the most brutal and efficient fighters of them all and they come with different strategies ranging from long range sniping to close range combat. The Human Infiltrators though considered the weakest of the group, are still not to be messed with. Preferring to go into the heat of battle to cause confusion and destruction with their cloak-and-shotgun tactics, these men and women hold one of the most notorious 'kill or be killed' reputations in council space.
Female Quarian
Health -- C
Shields -- B
Weapons -- B
Tech -- B+
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Tactical Cloak -
Sticky Grenade -
Sabotage -
Hopping
Quarians have spent centuries at perpetual salvage and ship repair--the survival of their species depends on this technical expertise. As infiltrators, they are used as Techno-Saboteurs. Preferring to keep far away and sniping, these Quarians can hack both weapons and synthetic units, causing the weapons to blow up in their hands or to get synthetic untis to fight their own people for a time. All this while having to dodge sniper shots does not leave much room for survivability.
Geth Hunter
Health -- D
Shields -- B
Weapons -- A
Powers -- A+
Melee -- A
Mobility -- A
Skills
Tactical Cloak -
Hunter Mode -
Proximity Mine -
Heavy Pulse Attack -
Hopping -
As enemies, the Geth Infiltrators had racked up a severe kill count. Now, these efficient killers have joined the N7 ranks. They sacrifice their durability for speed and strong fighting capabilities. From afar or from nearby, the Geth Hunters make quick work of their enemies. Nothing can run or hide from them, and no one will never see them coming till they strike.
Male Quarian
Health -- C
Shields -- B
Weapons -- B
Tech -- B+
Biotics -- ~
Melee -- B
Mobility -- B
Skills
Arc Grenade -
Tatical Scan -
Tactical Cloak -
Hopping -
These Quarians are the least seen infiltrators on the battlefield. Not because they are rare, but because they specialize in long range sniping. Their motto is "One shot, One kill", using their cloaking to allow them time to make tactical scan of entire areas to spot weaknesses and large groups of enemies. And when they finally shoot or lob a grenade, someone or something is bound to have a very bad day.
Salarian
Health B
Shields B
Weapons B+
Powers A
Melee B
Mobility A
Skills
Tactical Cloak -
Energy Drain -
Proximity Mine -
Hopping -
Though not widely known outside the team, all Salarian Infiltrators are in fact Salarian STG Agents ordered to support the fight against the Reapers. These trained Spec-Ops personnel may specialize in Sniper Rifles, but that does not mean they can only be found away from the battlefield. Their great natural speed allows them to weave through obstacles and peak out of cover to fire off a single round that rarely misses in any range. These Salarians also have shield draining abilities, stealing away enemy shields to make them easier to kill as well as re-energizing depleted shield energy.
N7 Shadow
Health -- B
Shields -- B
Weapons -- B
Tech -- A
Biotics -- ~
Melee -- S
Mobility -- A
Skills
Tactical Cloak -
Shadow Strike -
Electric Slash -
Acrobatics -
Monomolecular Blade -
Among the N7 units, the Shadows have been playfully nicknamed 'Ninjas' and with good reason. The cloaking ability of these units last much longer than other infiltrators which allows them to get close to their enemies, not so hard when they already move so fast. With their Shadow Strike ability, the Shadow can cross an entire battlefield to take out one target with a strike of the blade from behind. No will ever see a Shadow enter the battlefield, but when you see one leave, it usually means that all enemies have been eliminated.
==============
The Sentinels
==============
Human
Health -- B
Shields -- B+
Weapons -- C
Tech -- B+
Biotics -- B+
Melee -- B
Mobility -- B
Skills
Tech Armor -
Throw -
Warp -
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The bulk of the N7 Special Forces. Although not masters of any field, they are extremely proficient in all fields.Equipped with high durable tech armor, these units wade into the thick of battle to draw enemy fire with guns, biotics and tech blazing.It brings them great delight to get front row seats to see the shock on their enemy's faces when they realize too late that they have been concentrating on the wrong enemy.
Turian
Health -- B
Shields -- A
Weapons -- B
Tech -- B+
Biotics -- B+
Melee -- B+
Mobility -- C
Skills
Tech Armor -
Warp -
Overload -
Dual Omni-blades -
The Turians as a race are naturally durable but lacking in agility. Instead of trying to cover their weakness, the Turian Sentinels decided to just enhance their durability even more with their armor. Unlike the human Sentinels, these Turians do in fact specialize in one ability. To quickly strip an enemy of his shields, barriers and armors, exposing the enemy's soft spot for everyone to exploit. These Turians show a brand of recklessness unlike the efficiency Turians are known for, but that is only because they believe that even if meant going down fighting, they will make sure the enemies are in a position that makes it easy for his allies to give payback.
Krogan
Health -- A
Shields -- A+
Weapons -- B
Tech -- B+
Biotics -- ~
Melee -- S
Mobility -- C
Skills
Tech Armor -
Lift Grenade -
Incinerate -
Krogan Headbutt -
Krogan Charge -
Krogan Rage -
Krogan are already well known for their lethal close range capabilities, and now these guys strap on a set of armor that can also enhance their strength. These Krogans also come with a decent arsenal of weaponry and tech powers. All that combined makes the Krogan Sentinel a Juggernaut that will plow through enemy defenses like wall of sticks.
Batarian Enforcer
Health -- A
Shields -- A
Weapons -- B
Tech -- B+
Biotics -- B
Melee -- B+
Mobility -- C
Skills
Blade Armor -
Shockwave -
Submission Net -
Heavy Spike Attack -
Violent Melee -
All Batarians within the N7 Special Team already wear a special bladed armor that protects them, but to make them more durable are the Batarian Sentinels powers. Able to send ripples of shockwaves and launch electric capture nets, they cause enemies to lose their footing, stunning them and even immobilizing them preventing enemies from attacking him and his allies while giving them free pass to launch whatever retaliation they like.
Vorcha
Health -- S
Shields -- D
Weapons -- B
Tech -- B
Biotics -- ~
Melee -- B+
Mobility -- A
Skills
Bloodlust -
Flamer -
Cluster Grenade -
Vorcha Pounce -
Vorcha Lunge -
There really is not difference between the Vorcha Soldiers and their Sentinel Counterparts, but there really is no need for it. The Vorcha are not the brightest but they respond well to a good chain of command and even better if they are givven clear cut orders on what is needed to be done. With their ability to regenerate from the most grevious of wounds, these Vorcha are nightmares for the enemies as they keep seeing them pick themselves up off the ground bloody and battered to continue fighting with the same ferocity they had when they first started.
N7 Paladin
Health -- B
Shields -- A+
Weapons -- C
Tech -- A
Biotics -- ~
Melee -- S
Mobility -- B
Skills
Omni Shield -
Snap Freeze -
Incinerate -
Energy Drain -
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
Shield Bash -
Instead of equipping an armor, the N7 Sentinel known as the Paladin modified their omnitool to construct a shield out of pure energy to help combat their enemies. These shields are so durable they have withstood continuous heavy firepowers before shattering. And the shields are not just for defense. Witnesses have seen Paladin strike an enemy with their shield so hard that they get sent flying into the air, usually dead from the devastating attack which rivals the Krogan's charge. To add insult to injury, Apaldins also come with a myriad of tech powers that freezes, burns electrocute and even steal shield energy from enemies. Making them one of the toughest opponents to kills.
The Sentinels
==============
Human
Health -- B
Shields -- B+
Weapons -- C
Tech -- B+
Biotics -- B+
Melee -- B
Mobility -- B
Skills
Tech Armor -
Throw -
Warp -
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The bulk of the N7 Special Forces. Although not masters of any field, they are extremely proficient in all fields.Equipped with high durable tech armor, these units wade into the thick of battle to draw enemy fire with guns, biotics and tech blazing.It brings them great delight to get front row seats to see the shock on their enemy's faces when they realize too late that they have been concentrating on the wrong enemy.
Turian
Health -- B
Shields -- A
Weapons -- B
Tech -- B+
Biotics -- B+
Melee -- B+
Mobility -- C
Skills
Tech Armor -
Warp -
Overload -
Dual Omni-blades -
The Turians as a race are naturally durable but lacking in agility. Instead of trying to cover their weakness, the Turian Sentinels decided to just enhance their durability even more with their armor. Unlike the human Sentinels, these Turians do in fact specialize in one ability. To quickly strip an enemy of his shields, barriers and armors, exposing the enemy's soft spot for everyone to exploit. These Turians show a brand of recklessness unlike the efficiency Turians are known for, but that is only because they believe that even if meant going down fighting, they will make sure the enemies are in a position that makes it easy for his allies to give payback.
Krogan
Health -- A
Shields -- A+
Weapons -- B
Tech -- B+
Biotics -- ~
Melee -- S
Mobility -- C
Skills
Tech Armor -
Lift Grenade -
Incinerate -
Krogan Headbutt -
Krogan Charge -
Krogan Rage -
Krogan are already well known for their lethal close range capabilities, and now these guys strap on a set of armor that can also enhance their strength. These Krogans also come with a decent arsenal of weaponry and tech powers. All that combined makes the Krogan Sentinel a Juggernaut that will plow through enemy defenses like wall of sticks.
Batarian Enforcer
Health -- A
Shields -- A
Weapons -- B
Tech -- B+
Biotics -- B
Melee -- B+
Mobility -- C
Skills
Blade Armor -
Shockwave -
Submission Net -
Heavy Spike Attack -
Violent Melee -
All Batarians within the N7 Special Team already wear a special bladed armor that protects them, but to make them more durable are the Batarian Sentinels powers. Able to send ripples of shockwaves and launch electric capture nets, they cause enemies to lose their footing, stunning them and even immobilizing them preventing enemies from attacking him and his allies while giving them free pass to launch whatever retaliation they like.
Vorcha
Health -- S
Shields -- D
Weapons -- B
Tech -- B
Biotics -- ~
Melee -- B+
Mobility -- A
Skills
Bloodlust -
Flamer -
Cluster Grenade -
Vorcha Pounce -
Vorcha Lunge -
There really is not difference between the Vorcha Soldiers and their Sentinel Counterparts, but there really is no need for it. The Vorcha are not the brightest but they respond well to a good chain of command and even better if they are givven clear cut orders on what is needed to be done. With their ability to regenerate from the most grevious of wounds, these Vorcha are nightmares for the enemies as they keep seeing them pick themselves up off the ground bloody and battered to continue fighting with the same ferocity they had when they first started.
N7 Paladin
Health -- B
Shields -- A+
Weapons -- C
Tech -- A
Biotics -- ~
Melee -- S
Mobility -- B
Skills
Omni Shield -
Snap Freeze -
Incinerate -
Energy Drain -
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
Shield Bash -
Instead of equipping an armor, the N7 Sentinel known as the Paladin modified their omnitool to construct a shield out of pure energy to help combat their enemies. These shields are so durable they have withstood continuous heavy firepowers before shattering. And the shields are not just for defense. Witnesses have seen Paladin strike an enemy with their shield so hard that they get sent flying into the air, usually dead from the devastating attack which rivals the Krogan's charge. To add insult to injury, Apaldins also come with a myriad of tech powers that freezes, burns electrocute and even steal shield energy from enemies. Making them one of the toughest opponents to kills.
==============
The Sentinels
==============
Human Nova
Health -- B
Shields -- B+
Weapons -- C
Tech -- ~
Biotics -- B+
Melee -- B
Mobility -- A
Skills
Biotic Charge -
Nova -
Shockwave - Create a series of cascading shockwaves that damages and knock enemies off their feet. Can be used to both Setup and Detonate a Biotic Explosion but not itself. Medium Recharge Speed
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The bulk of the N7 Special Forces. The Human Nova Vanguards are a frightful and yet spectacular sight to behold on the battlefield. Charging into groups of enemies with their explosive biotic charge and while all of them are still reeling from the shock, they let loose a biotic nova explosion that sends them toppling to the floor dead or near it. They continue to attack in this fashion till all are dead, only to to go hurtling to the next group of victims in a comet of blue biotic energy.
Drell
Health -- B
Shields -- B-
Weapons -- C
Tech -- ~
Biotics -- B+
Melee -- B+
Mobility -- S
Skills
Biotic Charge -
Pull - Yank enemies of the ground to dangle helplessly in the air. Can be used to Setup Biotic Explosions. Fast Recharge Speed.
Cluster Grenade - Lob a cluster of small grenades filled with biotic energy. Damaging enemies as well as sending them flying. Armored and shielded units will only be staggered. Can be used to Detonate a Biotic Explosion. Has no recharge speed but there is a limited number of grenades per mission.
Acrobatics - A drell's wiry strength allowes them to quickly flip out of harms way without being in a prone position.
Martial Arts - Instead of punching, the Drell gives his enemy a series of swift kicks that hurt a little more than normal attacks.
The Drell are not particularly robust, which many people find odd as to why they would go into the Vanguard unit which has them sent into the thick of enemy groups, but that is not their tactic. The Drell stay just far enough from the enemy and launch biotic attacks that leave them vulnerable and set up for biotic explosions. That is when they charge in, creating an explosion as they enter the fray to pick off anyone who have survived the impending explosion. For the weak ones, they get a bullet to the head or a punch to the throat. The strong ones, they get a cluster of biotic grenades left by their feet as they watch with chagrin as the Drell has long ran for cover.
Krogan Battlemaaster
Health -- A
Shields -- S
Weapons -- B
Tech -- C
Biotics -- B+
Melee -- S
Mobility -- B
Skills
Biotic Charge -
Barrier -
Carnage - Sends a blast of energy hurtling towards an enemy, shredding them and dealing damage. Long Recharge Speed.
Krogan Headbutt - Instead of punching an enemy, Krogans are trained to use their thick head crowns instead so they will not have to readjust their gun positions every time they get into a fist fight.
Krogan Charge - People have nightmares of a Krogan charging at them and with good reason. The victims of a Krogan Charge are usually mistaken as victims for accidents involving large freight trucks. Broken bodies are sent hurtling into the air, very rarely still alive. Shielded and Armored enemies, no matter the size are staggered instead.
Rage - After taking out a few enemies with the melee, the revelry in carnage sends Krogans into a frenzied state which can either make them even more durable to attacks or make their attacks hit so hard, larger enemies will have to give pause.
Krogan are already a hardy and tough bunch that bolster the ranks of the Soldier and Sentinel units. Then there are the Krogan Battlemasters, well seasoned biotic veterans that have seen their fair share of battles. These Krogans do not just join the fray, they are the ones leading the charge wading knee deep in the blood of their enemies. Their power arsenal make them near impossible to kill, with their already natural fortitude being protected by their highly durable barriers and constantly replenished by the shield-recovering biotic charge. And when they are slam right into an enemy, they either get a face full of shotgun rounds or a face full of Krogan head plate. Neither are pleasant.
Asari
Health -- B
Shields -- B+
Weapons -- B-
Tech -- ~
Biotics -- B+
Melee -- C
Mobility -- S
Skills
Biotic Charge -
Stasis - Stop Enemies in their track with powerful Mass Effect Fields. Armored Targets unaffected. Can setup Biotic Explosions. Long Recharge Speed
Lift Grenade -
Heavy Biotic Blast - The Asari Heavy Melee Attack is a biotic-fuelled shockwave blast centered at the Asari. This attack staggers shielded enemies and knock back unshielded ones. Armored targets also take damage but are protected from any other effects. Using this ability also causes the Asari to be disoriented for a few seconds.
Biotic Dash - Sacrificing a small amount of their shields, the Asari can quickly and suddenly propel herself in any direction by a few feet. Not enough to run away, but enough to dodge out of harm's way.
The Asari have custom made weaponry that have decent firepower without encumbering it's user's powers, and they come into full play in the hands of the Asari Vanguards. Being able to launch a series of Biotic Charges in quick succession while totting weapons that either soften an enemy or finishes them off, they also carry the powerful biotic lift grenades that can wipe out whole groups of enemies.
Cerberus Phoenix
Health -- B
Shields -- B+
Weapons -- C
Tech -- ~
Biotics -- A+
Melee -- A
Mobility -- A
Skills
Biotic Charge -
Lash - Latches a biotic orb to an enemy and then jerks them hurtling towards whatever direction the Phoneix Adept wants. Can be used to set up Biotic Explosions. Medium Recharge Speed
Smash - Channel Biotic force through the his arm lashes and slams on the ground in front of him. Causing a large ripple of force to propel a short distance forward dealing massive amount of damage that can even blast through walls. The only downside is that it takes about half a second to setup each attack. Can be used to Detonate Biotic Explosions. Medium Recharge Speed.
Shock Baton - Due to the lashes on his arms, making it hard to punch people, the Phoenix Adept uses a shock baton to attack enemies instead.
Cerberus Lash - Whip arm lashes about which also sends a small shockwave around the Phoenix Adept, attacking all enemies near him.
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
Like their Adept counterparts, these Cerberus defectors come equip with lashes mounted on their arms that enhances their biotic powers as it passes through them. They also hold the same tactic as the Cerberus adepts except for one glaring difference. Instead of dragging an enemy to them, they decided it is much better to go to them in a ball of fury and unleash their powerful slam attack while they are all still stunned from the blast.
N7 Slayer
Health -- B
Shields -- B+
Weapons -- D
Tech -- ~
Biotics -- A
Melee -- S
Mobility -- S
Skills
Biotic Charge -
Biotic Slash -
Phase Disruptor -
Teleportation - To get out of danger, the Fury makes an flip, and then teleports a few feet away. The teleportation ability can even allow the Fury to go through walls and scale buildings.
Monomolecular Blade -
Like all the other N7 units, the Slayers live up to their name. It does not matter what stands in the way of a Slayer, they all end up on the ground in pieces. Instead of depending on guns, they utilize the monomolecular blade that is never seen away from them. The moment a Slayer has charged into battle, he starts his deadly work, teleporting all over the enemy, each time not even lasting a second to make them near impossible to hit. And each blink is long enough for the Slayer to leave a slash on an enemy. From afar, these guys are just as deadly, sending shield destroying beams of phase disruptors at their enemies or devastating long range biotic shockwaves channelled through their swords.
The Sentinels
==============
Human Nova
Health -- B
Shields -- B+
Weapons -- C
Tech -- ~
Biotics -- B+
Melee -- B
Mobility -- A
Skills
Biotic Charge -
Nova -
Shockwave - Create a series of cascading shockwaves that damages and knock enemies off their feet. Can be used to both Setup and Detonate a Biotic Explosion but not itself. Medium Recharge Speed
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
The bulk of the N7 Special Forces. The Human Nova Vanguards are a frightful and yet spectacular sight to behold on the battlefield. Charging into groups of enemies with their explosive biotic charge and while all of them are still reeling from the shock, they let loose a biotic nova explosion that sends them toppling to the floor dead or near it. They continue to attack in this fashion till all are dead, only to to go hurtling to the next group of victims in a comet of blue biotic energy.
Drell
Health -- B
Shields -- B-
Weapons -- C
Tech -- ~
Biotics -- B+
Melee -- B+
Mobility -- S
Skills
Biotic Charge -
Pull - Yank enemies of the ground to dangle helplessly in the air. Can be used to Setup Biotic Explosions. Fast Recharge Speed.
Cluster Grenade - Lob a cluster of small grenades filled with biotic energy. Damaging enemies as well as sending them flying. Armored and shielded units will only be staggered. Can be used to Detonate a Biotic Explosion. Has no recharge speed but there is a limited number of grenades per mission.
Acrobatics - A drell's wiry strength allowes them to quickly flip out of harms way without being in a prone position.
Martial Arts - Instead of punching, the Drell gives his enemy a series of swift kicks that hurt a little more than normal attacks.
The Drell are not particularly robust, which many people find odd as to why they would go into the Vanguard unit which has them sent into the thick of enemy groups, but that is not their tactic. The Drell stay just far enough from the enemy and launch biotic attacks that leave them vulnerable and set up for biotic explosions. That is when they charge in, creating an explosion as they enter the fray to pick off anyone who have survived the impending explosion. For the weak ones, they get a bullet to the head or a punch to the throat. The strong ones, they get a cluster of biotic grenades left by their feet as they watch with chagrin as the Drell has long ran for cover.
Krogan Battlemaaster
Health -- A
Shields -- S
Weapons -- B
Tech -- C
Biotics -- B+
Melee -- S
Mobility -- B
Skills
Biotic Charge -
Barrier -
Carnage - Sends a blast of energy hurtling towards an enemy, shredding them and dealing damage. Long Recharge Speed.
Krogan Headbutt - Instead of punching an enemy, Krogans are trained to use their thick head crowns instead so they will not have to readjust their gun positions every time they get into a fist fight.
Krogan Charge - People have nightmares of a Krogan charging at them and with good reason. The victims of a Krogan Charge are usually mistaken as victims for accidents involving large freight trucks. Broken bodies are sent hurtling into the air, very rarely still alive. Shielded and Armored enemies, no matter the size are staggered instead.
Rage - After taking out a few enemies with the melee, the revelry in carnage sends Krogans into a frenzied state which can either make them even more durable to attacks or make their attacks hit so hard, larger enemies will have to give pause.
Krogan are already a hardy and tough bunch that bolster the ranks of the Soldier and Sentinel units. Then there are the Krogan Battlemasters, well seasoned biotic veterans that have seen their fair share of battles. These Krogans do not just join the fray, they are the ones leading the charge wading knee deep in the blood of their enemies. Their power arsenal make them near impossible to kill, with their already natural fortitude being protected by their highly durable barriers and constantly replenished by the shield-recovering biotic charge. And when they are slam right into an enemy, they either get a face full of shotgun rounds or a face full of Krogan head plate. Neither are pleasant.
Asari
Health -- B
Shields -- B+
Weapons -- B-
Tech -- ~
Biotics -- B+
Melee -- C
Mobility -- S
Skills
Biotic Charge -
Stasis - Stop Enemies in their track with powerful Mass Effect Fields. Armored Targets unaffected. Can setup Biotic Explosions. Long Recharge Speed
Lift Grenade -
Heavy Biotic Blast - The Asari Heavy Melee Attack is a biotic-fuelled shockwave blast centered at the Asari. This attack staggers shielded enemies and knock back unshielded ones. Armored targets also take damage but are protected from any other effects. Using this ability also causes the Asari to be disoriented for a few seconds.
Biotic Dash - Sacrificing a small amount of their shields, the Asari can quickly and suddenly propel herself in any direction by a few feet. Not enough to run away, but enough to dodge out of harm's way.
The Asari have custom made weaponry that have decent firepower without encumbering it's user's powers, and they come into full play in the hands of the Asari Vanguards. Being able to launch a series of Biotic Charges in quick succession while totting weapons that either soften an enemy or finishes them off, they also carry the powerful biotic lift grenades that can wipe out whole groups of enemies.
Cerberus Phoenix
Health -- B
Shields -- B+
Weapons -- C
Tech -- ~
Biotics -- A+
Melee -- A
Mobility -- A
Skills
Biotic Charge -
Lash - Latches a biotic orb to an enemy and then jerks them hurtling towards whatever direction the Phoneix Adept wants. Can be used to set up Biotic Explosions. Medium Recharge Speed
Smash - Channel Biotic force through the his arm lashes and slams on the ground in front of him. Causing a large ripple of force to propel a short distance forward dealing massive amount of damage that can even blast through walls. The only downside is that it takes about half a second to setup each attack. Can be used to Detonate Biotic Explosions. Medium Recharge Speed.
Shock Baton - Due to the lashes on his arms, making it hard to punch people, the Phoenix Adept uses a shock baton to attack enemies instead.
Cerberus Lash - Whip arm lashes about which also sends a small shockwave around the Phoenix Adept, attacking all enemies near him.
Combat Roll - Human hardiness and mobility allows them to hit the deck quickly to avoid damage and enemies.
Like their Adept counterparts, these Cerberus defectors come equip with lashes mounted on their arms that enhances their biotic powers as it passes through them. They also hold the same tactic as the Cerberus adepts except for one glaring difference. Instead of dragging an enemy to them, they decided it is much better to go to them in a ball of fury and unleash their powerful slam attack while they are all still stunned from the blast.
N7 Slayer
Health -- B
Shields -- B+
Weapons -- D
Tech -- ~
Biotics -- A
Melee -- S
Mobility -- S
Skills
Biotic Charge -
Biotic Slash -
Phase Disruptor -
Teleportation - To get out of danger, the Fury makes an flip, and then teleports a few feet away. The teleportation ability can even allow the Fury to go through walls and scale buildings.
Monomolecular Blade -
Like all the other N7 units, the Slayers live up to their name. It does not matter what stands in the way of a Slayer, they all end up on the ground in pieces. Instead of depending on guns, they utilize the monomolecular blade that is never seen away from them. The moment a Slayer has charged into battle, he starts his deadly work, teleporting all over the enemy, each time not even lasting a second to make them near impossible to hit. And each blink is long enough for the Slayer to leave a slash on an enemy. From afar, these guys are just as deadly, sending shield destroying beams of phase disruptors at their enemies or devastating long range biotic shockwaves channelled through their swords.
==============
New Blood
==============
Volus Adept
Health -- D
Shields -- B
Weapons -- C
Tech -- B+
Biotics -- A
Melee -- ~
Mobility -- B
Skills
Stasis -
Biotic Orbs -
Shield Booster -
Defensive Cloak -
Defense Shields -
The Volus wear state of the art, top of the line sealed armored suits that is so durable, they Volus would die from whatever hit them first before the suit would even show a crack. Unlike other Adepts who focus on dealing immense damage quickly, the Volus Adept's nature when it comes to efficiency shines. They produce speed enhancing biotic orbs that allow them to launch their powers faster, much like a Biotic machine gun. Their small size and lack of physical combat prowess make them underestimated, but when they lock you in Stasis and rapid fire biotic orbs at you, you might want to change your opinion.
Turian Havoc Soldier
Health -- B
Shields -- A
Weapons -- B+
Tech -- A
Biotics -- ~
Melee -- A
Mobility -- S
Skills
Havoc Strike -
Cryo Blast -
Stimulant Pack -
Propulsion Packs -
Blade Slam -
The Turians are known to be great soldiers and fighters, but they are not particularly known for the agility. To tackle this problem, these Turians wear custom armor equipped with high manoeuvrability jet packs to enhance their speed and agility without sacrificing their durability. These of course open a more devastating method of fighting for the Turian Havoc Soldiers/ These Soldiers use their propulsion packs more like jet packs, sending them crashing into enemy like a ball of fire much like the Vanguard units. Unlike the Vanguards, however, is that they do not have shield restoring biotic charges, so many have criticized their charge tactics as suicidal, but watching a Turian climb out of a crater filled with fire and burning bodies, laughing and still rearing to go is definitely a sight to behold.
Asari Valkyrie
Health -- B
Shields -- A
Weapons -- C
Tech -- ~
Biotics -- A
Melee C
Mobility B+
Skills
Tech Armor -
Annihilation Field -
Warp -
Heavy Biotic Blast -
Biotic Dash - Sacrificing a small amount of their shields, the Asari can quickly and suddenly propel herself in any direction by a few feet. Not enough to run away, but enough to dodge out of harm's way.
After being outclassed by the Human N7 Fury Adepts when it came to raw biotic powers, the Asari decided to try to imitate and improve on the Fury's biotic attack strategy. Equipped with durable armor that also enhances biotic strength. The Valkyrie rushes into enemy line and unleash devastating close range biotic explosions that kill small groups of enemies. Though they are unable to execute this tactic as fast as the Fury does, the armor allows the Valkyrie to withstand longer in within enemy lines to ply their skills.
Krogan Shaman Adept
Health -- A
Shields -- S
Weapons -- B
Tech -- ~
Biotics -- A
Melee -- S
Mobility -- C
Skills
Shockwave -
Barrier -
Warp -
Krogan Headbutt -
Krogan Charge -
Krogan Rage -
The Krogan Shaman are spiritual guides of their people, teaching the ways of Ancient Krogan and guiding their people when they are lost. And they do it by example. Thesse Krogan Adepts have no intentions of hiding at the back of the line protected by anyone, They want a fight just as much as any other Krogan. But these Krogan fight a lot differently, they do not go charging recklessly into battle, roaring and crashing. They fight with a little more finesse, launching biotic strikes and weapon fire at their enemies, only when they have gotten close enough to their enemies or if they are foolish enough to run in, they charge at them like a freight truck.
Volus Engineer
Health -- D
Shields -- B
Weapons -- C
Tech -- A
Biotics -- ~
Melee -- ~
Mobility -- B
Skills
Recon Mine -
Proximity Mine -
Shield Booster -
Defense Cloak -
Defense Shields -
The Volus Engineer are tactical Trap masters. Their small size allows them to move around cover quickly so they can get into position to plant their mines. The most prized weapon is their Recon Mine, a mine that can scan for nearby enemies and give away their position and weak spots. And when the Volus has gotten what information he wants, he can destruct it, making an explosion that could take down a small house and everyone in it.
Turian Ghost Infiltrator
Health -- B
Shields -- A
Weapons -- A
Tech -- A
Biotics -- ~
Melee -- B
Mobility -- A+
Skills
Tactical Cloak -
Stimulant Pack -
Overload -
Propulsion Pack -
The Turians are known to be great soldiers and fighters, but they are not particularly known for the agility. To tackle this problem, these Turians wear custom armor equipped with high manoeuvrability jet packs to enhance their speed and agility without sacrificing their durability. These particular breed of infiltrators are the only ones that specialize in assault rifles cloak tactics. These Turians also come with Stimulant packs that temporarily allows them to brave large amount a fire from enemies without injury, allowing them more time to focus their fire on their targets.
Batarian Brawler Vanguard
Health -- A-
Shields -- A+
Weapons -- C
Tech -- B
Biotics -- B+
Melee -- A
Mobility -- A
Skills
Biotic Charge -
Lash -
Blade Armor -
Violent Melee -
Heavy Spike Attack -
The Batarians always like their fights more close and personal, but due to their society's reclusive nature, they were not very knowledgeable about the Alliance's military unit structure. Now, after learning how the team works, a number of Batarians jumped over to the Vanguard units so the chance of getting closer to their enemies is much easier. They attack hard but slow, which is a ruse to get other people to attack them, letting their Spike armor to absorb the damage as well as injure them.
New Blood
==============
Volus Adept
Health -- D
Shields -- B
Weapons -- C
Tech -- B+
Biotics -- A
Melee -- ~
Mobility -- B
Skills
Stasis -
Biotic Orbs -
Shield Booster -
Defensive Cloak -
Defense Shields -
The Volus wear state of the art, top of the line sealed armored suits that is so durable, they Volus would die from whatever hit them first before the suit would even show a crack. Unlike other Adepts who focus on dealing immense damage quickly, the Volus Adept's nature when it comes to efficiency shines. They produce speed enhancing biotic orbs that allow them to launch their powers faster, much like a Biotic machine gun. Their small size and lack of physical combat prowess make them underestimated, but when they lock you in Stasis and rapid fire biotic orbs at you, you might want to change your opinion.
Turian Havoc Soldier
Health -- B
Shields -- A
Weapons -- B+
Tech -- A
Biotics -- ~
Melee -- A
Mobility -- S
Skills
Havoc Strike -
Cryo Blast -
Stimulant Pack -
Propulsion Packs -
Blade Slam -
The Turians are known to be great soldiers and fighters, but they are not particularly known for the agility. To tackle this problem, these Turians wear custom armor equipped with high manoeuvrability jet packs to enhance their speed and agility without sacrificing their durability. These of course open a more devastating method of fighting for the Turian Havoc Soldiers/ These Soldiers use their propulsion packs more like jet packs, sending them crashing into enemy like a ball of fire much like the Vanguard units. Unlike the Vanguards, however, is that they do not have shield restoring biotic charges, so many have criticized their charge tactics as suicidal, but watching a Turian climb out of a crater filled with fire and burning bodies, laughing and still rearing to go is definitely a sight to behold.
Asari Valkyrie
Health -- B
Shields -- A
Weapons -- C
Tech -- ~
Biotics -- A
Melee C
Mobility B+
Skills
Tech Armor -
Annihilation Field -
Warp -
Heavy Biotic Blast -
Biotic Dash - Sacrificing a small amount of their shields, the Asari can quickly and suddenly propel herself in any direction by a few feet. Not enough to run away, but enough to dodge out of harm's way.
After being outclassed by the Human N7 Fury Adepts when it came to raw biotic powers, the Asari decided to try to imitate and improve on the Fury's biotic attack strategy. Equipped with durable armor that also enhances biotic strength. The Valkyrie rushes into enemy line and unleash devastating close range biotic explosions that kill small groups of enemies. Though they are unable to execute this tactic as fast as the Fury does, the armor allows the Valkyrie to withstand longer in within enemy lines to ply their skills.
Krogan Shaman Adept
Health -- A
Shields -- S
Weapons -- B
Tech -- ~
Biotics -- A
Melee -- S
Mobility -- C
Skills
Shockwave -
Barrier -
Warp -
Krogan Headbutt -
Krogan Charge -
Krogan Rage -
The Krogan Shaman are spiritual guides of their people, teaching the ways of Ancient Krogan and guiding their people when they are lost. And they do it by example. Thesse Krogan Adepts have no intentions of hiding at the back of the line protected by anyone, They want a fight just as much as any other Krogan. But these Krogan fight a lot differently, they do not go charging recklessly into battle, roaring and crashing. They fight with a little more finesse, launching biotic strikes and weapon fire at their enemies, only when they have gotten close enough to their enemies or if they are foolish enough to run in, they charge at them like a freight truck.
Volus Engineer
Health -- D
Shields -- B
Weapons -- C
Tech -- A
Biotics -- ~
Melee -- ~
Mobility -- B
Skills
Recon Mine -
Proximity Mine -
Shield Booster -
Defense Cloak -
Defense Shields -
The Volus Engineer are tactical Trap masters. Their small size allows them to move around cover quickly so they can get into position to plant their mines. The most prized weapon is their Recon Mine, a mine that can scan for nearby enemies and give away their position and weak spots. And when the Volus has gotten what information he wants, he can destruct it, making an explosion that could take down a small house and everyone in it.
Turian Ghost Infiltrator
Health -- B
Shields -- A
Weapons -- A
Tech -- A
Biotics -- ~
Melee -- B
Mobility -- A+
Skills
Tactical Cloak -
Stimulant Pack -
Overload -
Propulsion Pack -
The Turians are known to be great soldiers and fighters, but they are not particularly known for the agility. To tackle this problem, these Turians wear custom armor equipped with high manoeuvrability jet packs to enhance their speed and agility without sacrificing their durability. These particular breed of infiltrators are the only ones that specialize in assault rifles cloak tactics. These Turians also come with Stimulant packs that temporarily allows them to brave large amount a fire from enemies without injury, allowing them more time to focus their fire on their targets.
Batarian Brawler Vanguard
Health -- A-
Shields -- A+
Weapons -- C
Tech -- B
Biotics -- B+
Melee -- A
Mobility -- A
Skills
Biotic Charge -
Lash -
Blade Armor -
Violent Melee -
Heavy Spike Attack -
The Batarians always like their fights more close and personal, but due to their society's reclusive nature, they were not very knowledgeable about the Alliance's military unit structure. Now, after learning how the team works, a number of Batarians jumped over to the Vanguard units so the chance of getting closer to their enemies is much easier. They attack hard but slow, which is a ruse to get other people to attack them, letting their Spike armor to absorb the damage as well as injure them.
All Right Folks thats all the people. I will slowly add descriptions to their powers as we go along. And the number of weapons are just too many for me to describe every single one of them and we will never get the RP off the ground.
So shall we begin? or is there anything else you want me to add?
Oh and to stat your character, here is a stat claculator.
http://narida.pytalhost.com/me3/classes/?mobile#00BAAAA%400%400%40A%40%40%400%400%400%400
So shall we begin? or is there anything else you want me to add?
Oh and to stat your character, here is a stat claculator.
http://narida.pytalhost.com/me3/classes/?mobile#00BAAAA%400%400%40A%40%40%400%400%400%400
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