Sunday, July 17, 2022

Character Analysis: Commander Shepard

 What is the “Mass Effect”

The “mass effect” the series is named after is a space/time field that can be induced by introducing an electric current through a mineral called Element Zero. This alteration of space/time allows for ships to perform FTL travel, for bullets/shells to be propelled at relativistic speeds and for characters/machines to alter gravitational pulls or create energy shields. This “mass effect” is most commonly used in giant mechanical mass relays scattered across the galaxy that can propel ships to interstellar distances.



Note: Also got a handful of links from this reddit thread. I also forgot to link the weapons videos individually.


Background

Shepard’s exact background varies based on player choice, but his default backstory states that he was born an orphan on earth and was the sole survivor of an attack by a giant monster known as a thresher maw on the planet Akuze. He then eventually became a member of the earth “federal alliance”, a governing body that helped humanity enter the galactic community after finding a mass relay in their solar system. 


In the first Mass Effect game Shepard goes on a mission to the planet Eden Prime, and comes across an ancient artifact that gives him visions of an ancient race known as the reapers. The reapers are a race of machines that wipe out all life in the galaxy in repeated “cycles” every 50,000 years. This discovery leads to Shepard trying to prevent the instigation of the next cyle  by a reaper name Sovereign and enlists the help of Sovereign’s ally, the specter(basically members of a secret galaxy wide task force) Saren.


In order to stop Saren, Shepard instated as a specter by the galaxy’s leading government council, and gathers a team to aid him in his quest across multiple planets in the galaxy. This eventually culminates in a critical battle against Saren/Sovereign at the citadel,  the galaxy’s central hub. Where Shepard and the alliance win, and save the council from certain death.


In the second game Shepard fights one of the allies of the reapers, the collectors, a race of beings that kidnap organic species to turn them into new reapers. At the start of the game Shepard’s “killed” by the collectors and then later revived using cybernetics by an organization called Cerberus. He then gathers a new team to wage an assault on the collectors base, preventing the new prototype reaper from being completed.


In the final game Shepard gathers allies from across the galaxy as the remaining reaper forces invade the galaxy with the intent to wipe out all advanced life.  Ultimately Shepard defeats them all by using a super weapon called the conduit. Which either gives his mind control over the reapers, destroys them across the galaxy or pacifies them by making them partially organic.



Character Classes

In Mass Effect there’s generally 6 classes you can choose from at the start of the game. Soldier, Engineer, Adept, Vanguard and Infiltrator. Each class grants specific base stats, weapons and special abilities/attacks to Shepard. Under NORMAL circumstances you can only use one class for a playthrough of a game and cannot change said class attributes part way through the story.


That said, it's important to note that through the usage of “advanced training” in Mass Effect 2 or Bonus skills learned via squad mates in various games, Shepard can learn skills/abilities that wouldn’t normally be available to his chosen character class. This overall makes the choice of character class irrelevant to anything but base stats and general “proficiency” with skills, as Shepard should technically be able to learn any ability he wants after putting in enough effort.


Note: Shepard’s ability to have abilities outside of his class is likely due to being rebuilt with cybernetics in ME2. It’s explicitly possible for Shepard to be given abilities from a class he did not have in the first game(if you import a save and change character class). Rydner in Mass Effect Andromeda likewise was also able to change class specific abilities on the fly due to a combination of more extensive implants(and an AI optimizing them).


Soldier

https://masseffect.fandom.com/wiki/Soldier 

This is the default character Class for commander Shepard. Soldier’s typically have stats and abilities that focus on high HP/Defense and heavy weapons/armor.


Engineer

https://masseffect.fandom.com/wiki/Engineer

A character class focused around hacking, support or debuffing foes. They tend to have below average defense.


Adept

https://masseffect.fandom.com/wiki/Adept

A character class focused around biotic abilities, the power to control gravity with “mass effect fields”. 

Vanguard

A character class with a combination of weapons/armor and biotic abilities.


Infiltrator

A character class that combines stealth with good armor use and hacking abilities.


Arsenal


Omnitool

A small personal computer that can be used to analyze objects, weapons and data. It can also be used for hacking, sending video messages and storing personal information. Omni-tools also come with miniature 3D printers called fabricators, that can allow them to create small objects, weapons or perform repairs on the battlefield with construction components called “omni-gel”. These internal fabricators can also be used to form super heated silicon-carbide weapons, such as daggers called “omni-blades”. Similar to other pieces of equipment the Omni-tool can be upgraded to improve performance.


Weaponry


General hacking


Upgrades


Medigel

An all purpose medical salve. It uses biogenic nanides to heal injuries and also acts like an anesthetic, while creating a watertight seal around injuries. It can be applied manually or injected or spread internally. It can keep targets alive after seemingly fatal injuries, though it cannot heal massive blood loss, lost limbs or infection. Shepard typically has low doses of medi gel available through a delivery system in his suite or cybernetics, but also carries around 3-9 large doses he can apply manually for larger injuries.


EDI

The core AI for Shepard’s ship, the Normandy. EDI can provide support to her allies via scanning locations to create mini maps, hacking into enemy machinery, analyzing objects/organisms and so on. While EDI is later given an android body in Mass Effect 3, she still exists primarily in the ship and can still provide this backup on ground missions.


Armor

N7 Armor

The standard Armor Shepard has in most of his appearances. It consists of a set of greaves, gauntlets, shoulder guards, a chest plate and a helmet. Each part consists of a dual layer of fabric armor with kinetic padding in a ablative ceramic shell. The armor comes with in built in communication, navigation, and battlefield awareness software. The helmet can also be upgraded to have to protect the wearer from hazardous conditions, like the vacuum of space or underwater. 


Mass Effect 1 armor sets

In mass effect 1 armor is split between “light, Medium and heavy armor”. Typically higher protection and better shields are specific to the heavier armor. There’s about a dozen or so armor sets created by various alien races.


Mass effect 2 and 3 armor sets

Shepard's armor sets in Mass Effect 2 are more streamlined. Some armor sets have braces and micro-servos to support and enhance movement or attack speed. Some have built in micro-stimulants and medi-gel(healing space magic) for better health recovery. Others have technology that boosts shields, and on board computing power, etc. A particular notable armor piece is the Umbra Visor, which grants infrared vision.


Armor upgrades

In several games(mainly the first) you can upgrade armor sets. For example Stimulant packs can deliver shots of adrenaline for increased physical performance. Hardened waves are a complex filament network of element zero microcores that can protect against gravity and tech based attacks. Microprocessors can be wired into armor to release small doses of medi-gel to accelerate the healing. Other upgrades include advanced barriers, motorized joints/exoskeletons for added power, upgrades to internal firewalls. As well as various systems internal seals that protect against radiation, poison gasses, chemical compounds and biological hazards.


Kinetic barrier

Kinetic barriers are force fields like shields created from low level Mass Effect fields. They deflect objects or particles traveling towards a character at high speeds, allowing them to defend against most forms of gunfire or energy blasts. They function the same way as mass effect fields used on star ships, but are created by smaller “emitters” using Element Zero. In most of the games the recharge time and proficiency of these shields can be upgraded.


Cybernetics

By default several “character classes” in Mass Effect have cybernetic implants. The soldier class has ocular synaptic implants for better sight and weapon aiming. All biotic classes also have a variety of upgradeable “L3-5x implants” that aid their bodies with the spawning of mass effect fields. However at the start of Mass Effect 2, Shepard rebuilt by the organization Cerberus under operation “Lazarus”. This ended in Shepard having a significant portion of his body replaced or upgraded with cybernetic enhancements. Throughout the games those enhancements can also be further upgraded. 


Some notable cybernetics include.


Heavy Bone Weave: Reinforcements to the skeleton with a synthetic weave, making Shepherd's bones almost unbreakable. Medi-gel conduits allow for bone regenerations in days.


Heavy Muscle Weave: Micro-fibers in the muscles that increase strength and decrease muscle damage from exertion.


Heavy Skin Weave: Strong synthetic fibers woven through the skin that dramatically reduce damage taken from most attacks. These fibers also act as a medi-gel conduit, improving healing.


Weapons

Most weapons in mass effect propel their ammunition using “mass accelerators''. Equipment that creates mass effect fields that propels slugs/bullets at speeds that would otherwise be unobtainable with gunpowder. Each weapon’s “ammunition” consists of a single block of metal that’s shaved off and propelled at these high speeds. These blocks of metal allow a weapon to fire thousands of rounds in a single battle. Most weapons also have self targeting systems that adjust for weather and atmosphere.


In the first game fire rates of weapons were limited by “heat build up”. But in Mass Effect 2 onwards the series introduced the concept of “thermal clips'. Thermal clips are detachable heat sinks used to manage heat build up. These allow for the user to repeatedly fire a weapon without pause, and quickly replace the sink after the weapon heats up too much. 


Videos of weapons in all 3 games


ME1:


ME3:

Assault Rifles


M-8 Avenger

A common and versatile assault rifle.


Geth Pulse Rifle

A geth weapon that fires high-energy phasic slugs. Particularly effective on Shields.


N-7 Typhoon

An automatic weapon with a face shield to protect against headshots. It’s well known for its kinetic kickback.


Shotguns

M-300 Shotgun

A Krogen made shotgun that’s effective at a short range. It has enough kickback to break a normal human's arm.


Geth Plasma shotgun

A Geth shotgun that fires superconducting projectiles that fragment and flash converts the air to plasma.


Disciple

An Asari shotgun that fires rounds with microscale submunitions capable of shredding through most armor.


Venom Shotgun

A Salarian shotgun that fires explosive slugs and micro grenades.



Sniper Rifles




M-98 Widow

A 39 kilogram rifle capable of piercing heavy armor and vehicles. Normal humans can’t use it without breaking an arm.


Javelin

A rifle that fires superheated ferrofluid at speeds that can cut most objects in two.


N7 Valiant

A powerful alliance sniper rifle with an advanced fire control system.


Pistols

HMWP Master Pistol

The most advanced pistol in the original Mass effect game.


Heavy Pistols

N-7 Eagle 

An alliance pistol modeled after the classic desert eagle earth handgun.


Acolyte

An Asari pistol that shoots rounds that warp time/space around targets similar to biotics, easily damaging kinetic shields.



Sub machine guns

M-4 Shuriken

A submachine gun that fires 3 round bursts that are effective against shields and biotics.


Geth Plasma SMG

A machine gun that fires superconducting toroids that break apart on impact, and flash-convert the shrapnel into plasma shots.


N7-Hurricane

The standard alliance military machine gun. It has an excellent rate of fire.


Heavy weapons



ML-77 Missile Launcher

A rapid fire missile launcher.


M-100 Grenade Launcher

Rapid-fire grenade launcher.


M-451 Firestorm

Creates a stream of fire that nullifies regenerative abilities. 


Collector particle beam

A collector based weapon that fires a powerful beam of particles that can tear through armor and shields. The energy needed for this kind of weapon far exceeds the power of normal mass accelerator weaponry.


M-662 Avalanche 

A weapon that super cools it’s ammunition into a Bose-Einstein condensate, a mass of subatomic particles capable of instantly freezing objects


M-920 Cain

A powerful heavy weapon that fires 25 gram explosive slugs at 5km/s. Its power is so high it can create mushroom clouds.


Arc Projector 

A weapon that shocks multiple foes with electricity that follows along an ionized laser.


Reaper Blackstar

A gun that fires micro black holes that tear apart/alter the nuclear forces that hold a target's atoms together, changing the chemical composition of the target.


M-490 Blackstorm

A weapon that encases particles of matter within a high-powered mass-increasing field and  elevates them to near-infinite mass. The resulting singularity rips the objects apart. 


Grenades

Throwable grenades. They typically take on the form of disks and have a countdown of about 10 seconds.

Ammo upgrades

While some ammo types are regulated to being separate “powers” in later games, Mass effect one allowed you to install a variety of Ammo types in all weaponry. Some notable ammo types include radioactive, chemical and polonium rounds, which poison enemies and prevent regeneration.


Weapon upgrades

Weapons in mass effect can also be upgraded to have additional attack power, better aim,  better armor/biotic penetration etc. You can see a list of some general upgrades below.


General Upgrades


Abilities

Mental resistances

Shepard has repeatedly shown to have resistance to most forms of mind control. Asari like Liara and Morinth have noted his strong personality is difficult to meld with or take over. It’s also noted that the visions given to him by the prothean beacon in the first game would have driven most other characters insane.  He’s also one of a few characters who was never indoctrinated(essentially mind controlled) by the reapers despite his proximity to them. He also shows “some” resistance to the similar mind control powers used by the ancient leviathan race.


Toxin Immunity

Due to the combination of cybernetic implants and natural toughness, Shepard has a large resistance to most forms of toxins. This includes alcohol, deadly poisons, and sedatives.


N7 training

The highest level of proficiency in the human alliance space organization. In order to become an N1 ranking soldier a person must first undergo intense combat training in Rio de Janerio that lasts over 20 hours a day. N2-6 training involves training in zero-G combat, parachuting, jetboot/jetpack flight, combat diving, close-quarter combatives , linguistics, frontline trauma care and assault procedures, as well as possible specialization in space navel or vehicle combat. Finally N7 candidates are given basic gear, and stranded on an asteroid in a competition to see who lasts the longest before running out of oxygen. 


Talents/powers

Talents/powers are special attacks. They generally work on a cooldown and can be organized by several categories. They can also generally be upgraded.


Base powers

Unity

An ability that uses medi-gel to revive downed teammates during combat.


Passive support abilities(First Aid, Medicine, Fitness, Immunity, Specter Training)

Various passive support abilities that increase his HP, defense, strength or the effectiveness of his healing abilities.


Combat powers

Adrenaline rush

An ability that increases reaction time by 50% and increases damage by 100% for several seconds. It has various upgrades that can further increase reaction time to 70%, damage by 140% , or shields by 50%.


Concussive shot

An explosive gun shot that can knock down opponents. Upgrades like Heavy concussive shot and concussive blast, can increase the power or AOE of the attack.


Marksman

A power that increases firing rate and accuracy.


Carnage

An explosive gun shot that shreds opponents. Its damage and radius can both be upgraded. 



Ammo powers

Cryo Ammo

A power that can infuse any ammo with a freezing effect. Upgrades like Improved Cryo Ammo and Squad Cryo ammo improve the freezing effect and AOE of the attack.


Disruptor Ammo

A power that can infuse any ammo with an electromagnetic pulse, allowing it to disable shields and electronics. Upgrades like heavy disruptor ammo and squad disruptor ammo allows ammo to make electronics explode or shares the ammos effects with teammates.


Incendiary ammo

A power that can infuse any ammo with a fire/burning quality. The effect of the ammo also negates regeneration.  Upgrades like inferno ammo and squad Inferno ammo increase the AOE or the attack grants the usage of incendiary ammo to squad mates.


Armor piercing ammo

A power that can infuse any ammo with armor piercing quality. Upgrades like tungsten ammo and squad ammo increase damage or grant the usage of said ammo to squad mates.


Shredder Ammo

A power that can infuse any ammo with a shredding quality, effective against unshielded targets. Upgrades like Improved shredder ammo and squad shredder ammo allow for increased damage and allow squad mates to use said ammo.


Warp Ammo

A power that can infuse any ammo with a biotic mass effect field that creates Zero-G environments. Upgrades like heavy warp ammo and squad warp ammo increase damage or allow for teammates  to use said ammo.


Tech powers

AI hacking 

An ability that allows the user to hack into and take control of mechanical devices or synthetic lifeforms. Upgrades like area AI hacking and Improved AI hacking, improve defense when hacking or allow for hacking of multiple devices over a large area.


Cryo Blast

An attack that uses the omni-tool to fire super-cool subatomic particles to freeze opponents. Upgrades like deep cryo blast and full cryo blast increase power and AOE of the attack.


Combat Drone

A flying drone that can fire electric shocks on opponents from a distance. Upgrades like attack drone and explosive drone, increase damage, grant rockets and enable a self destruct mode.


Incinerate

An explosion of plasma formed from the Omni-tool that incinerates opponents and nullifies regeneration. Upgrades like heavy Incinerate and Incinerate blast increase damage and AOE.


Overload

A powerful blast of energy that knocks out shields and electronic devices. Upgrades like heavy overload and area overload, increase damage or AOE of the attack. It can also be upgraded with a neural shock ability that stuns organic opponents.


Tactical Cloak

An ability that cloaks the user from enemy view. Upgrades like assassinations cloak and enhanced cloak increase damage while invisible or invisibility duration.


Tech Armor

An additional set of energy armor that temporarily boosts shields and can send out a pulse of energy to knock enemies back. Upgrades like assault armor and power armor, increase the pulse damage or increase Attack/defense when the armor is active.


Sabotage

Allows the user to hack into robotic objects or weapons to sabotage them. Upgrades can make objects hacked explode when destroyed or increase hack effect durations.


Dampening

Infuses proximity mines with an effect that disables technology and biotic abilities.


Sentry turret

A turret that can fire on nearby enemies. It has upgrades that give it cryo ammo, lightning bolt attacks, flame throwers, rockets and armor piercing rounds.


Neural shock

An ability that shocks an opponent's neural system, paralyzing them for a short period of time. Upgrades like heavy neural shock and neural shockwave allow for shocks to chain between enemies or increase the AOE of the attack.


Fortification

A move that reinforces armor with non-newtonian fluid to increase defense. Upgrades like Improved fortification and heavy fortification improve the duration of the move and the amount of damage reduced.


Energy Drain

An ability that drains the shields of an opponent and adds that power to Shepard’s. Upgrades like heavy drain and area drain increase the power of the energy drain and its AOE.


Geth Shield boost

An ability that reinforces your energy barrier with Geth barrier technology. Upgrades like heavy Geth shield boost and improved Geth Shield boost increase the shield damage nullification and time span.


Defensive matrix 

An ability that improves defense by encasing armor in protective foucault currents. It can be upgraded with improved defense and time span.


Decoy

An ability that creates a holographic copy of Shepard to serve as a distraction. It can be upgraded to last longer, shock enemies with electricity or explode upon disappearing.


Defense Drone

Creates a holographic drone that attacks foes with lightning. It can be upgraded for higher attack power and range.


Grenade powers

Cluster

Several grenades grouped together and thrown in a biotic field. This power can be upgraded for increased damage and radius.


Frag 

A power that grants the usage of a shrapnel filled grenade. It can be upgraded with a larger radius in addition to increased damage against Shields and armor.


Lift

A grenade that creates an upwards explosion of biotic energy. It can be upgraded with increased damage and radius.


Sticky

A grenade that sticks onto opponents before exploding. They can be upgraded with additional explosive power or to activate only after enemies come within a certain distance of them.


Flashbang Grenade

A disorienting grenade that disables the neural systems of organics, electronics, biotic powers and technology. Upgrades like frag grenade and improved flashbang grenade improve damage and radius.


Inferno Grenade

A grenade that creates a large burst of fire in all directions. Upgrades like heavy Inferno grenade and inferno blast grenade increase damage and AOE.


Proximity mine

A sticky mine that activates when an enemy comes within range. It can be upgraded to do additional damage or to slow the movement of an opponent.


Biotics

“Biotic” is a term used to describe characters or organisms that have the ability to telekinetically affect gravity with self made mass effect fields. This allows them to float, form shields and create a variety of special attacks. In universe this ability is due to humans being exposed to element Zero in vitro and developing special nodules along their body that can be activated using implants after reaching adulthood. Shepard can be a naturally born biotic in the first game, and can either become biotic after being rebuilt by Cerberus or learn biotic abilities as bonus skills in later games. Biotic powers can also be improved via various new implants and upgrades in most games.


Biotic charge

A biotic ability that boosts Shepard towards an opponent for a body slam. Upgrades like heavy charge and area charge increase the damage and AOE of the move.


Nova

Creates a large burst of biotic energy. The move can be upgraded with a higher strength and radius.


Pull

A biotic ability that pulls an enemy towards Shepard. Upgrades like heavy pull and pull field pull opponents for longer or pull a larger AOE of objects


Singularity

A biotic power that creates a dark vortex that draws in opponents and dangles them in zero G. Upgrades like wide singularity and heavy singularity increase the number of objects and AOE of the field. It can also collapse in an explosion.


Shockwaves

Creates mass effect shockwaves along the ground that can damage foes. Upgrades like heavy shockwave and improved shockwave increase damage and AOE,


Throw

A move that creates a gravitational push that knocks opponents away. Upgrades like heavy throw and throw field increase the force of the push or the AOE.


Lift

A move that lifts an opponent in a Zero-G mass effect field.


Warp

A ball of gravitational energy that can be thrown at opponents and rips them apart on a molecular level. Upgrades like heavy warp and unstable warp increase the power and AOE of the attack


Lash

Creates a whip of gravitational energy that latches onto opponents and throws them. The move can be upgraded to do additional damage and penetrate shields.


Barrier

Creates a mass effect barrier around the user, increasing protection. The move can be upgraded in durability and time span. It can also be given the power to discharge explosively when destroyed.


Slam

A move that lifts an opponent up in a gravitational field and slams them back down against the ground. It can be upgraded to do additional damage or to cause the opponent to explode on impact.


Statis

A move that locks an opponent still within a gravitational field. Upgrades can increase the length and AOE of the move


Flare

A powerful explosive projectile of biotic energy. It can be upgraded to have improved damage and AOE


Dark Channel

Creates a gravitational field around an opponent that continuously damages them. It can be upgraded to last longer, do more damage, and slow the movement of targets.


Reave

A biotic power that directly attacks the nervous systems and electronics to prevent regeneration. Also restores health. Upgrades like heavy reave and area reave increase power and AOE.


Dominate

A move that affects the mind of a biological target and forces them to attack allies or harm themselves. Upgrades allow you to use the move on multiple targets at once or increase the stats of the organisms under control.


Class powers/specialization

In Mass Effect 1 and 2 Shepard can further specialize his “class”, typically gaining additional HP, Defense or Damage buffs. Based on Shepard's standard lower class(Soldier), his specialization class would likely either be Shock Trooper or Commando. In Mass effect 3 each “standard class” has a special “mastery” skill, which grants similar buffs to stats.


Feats


Strength

  • ME2 Shepard destroys  a large flying attack plane https://youtu.be/FVRfCEtABZk?list=PLHvnuL-DiXkiSzBOT5saKc4MMlCSLh6TT&t=3388 

  • The M-662 Avalanche  fires super cooled Bose-Einstein condensate, which is a real life substance said to reach around−273.15 °C (near absolute Zero).

  • The M-920 Cain is stated to fire a 25 gram slug at 5km/s and hit with enough force to create a mushroom cloud. It’s also nicknamed the “nuke launcher”.

  • The M-490 Blackstorm is specifically stated to create a gravitational singularity with near infinite mass and has an event horizon similar to normal black holes.

  • Shepard can wield the widow sniper rifle, which can break a normal human’s arm.


Speed


Endurance


Scaling

As one of the strongest soldiers in the series and having had various implants to improve his physical strength, Shepard obviously scales to most physical feats in the series.


Biotics

With biotic powers Shepard should match or be in the same ballpark of power as other biotics on his team. He’s also been noted to be an unusually powerful biotic should the player choose it as his main class.


Reapers

While Shepard can’t defeat the most powerful reapers single handedly he has destroyed minor reapers and survived attacks from larger ones.


For example at the end of Mass Effect 3 Shepard is hit point blank with the main gun of the reaper Harbinger and Harbinger is described as the first and most powerful reaper. Normal reaper ships are stated to have kiloton or megaton level attack power. 


Shepard has also directly been able to defeat smaller “destroyer” Reaper ships using the M-920 mini nuke explosive gun, as well as the infant “capital reaper ship” known as the Human Reaper. Even a smaller destroyer Reaper could survive bombardment from an entire fleet of Spaceships. Dreadnought class spaceships are stated to have kiloton level attack power(The Quarrians had ships on this level to fight the Geth in said instance).


Synthetics

Some synthetic creatures that Shepard fights are said to think or crunch through data at speeds reaching light speed or nano second timings. For example


It’s also worth pointing out that while the above is typically referred to in regards to processing data, all reapers are capable of flying across space at FTL speeds, showing they do need to be able to react to movement on that level of speed(the human reaper was also intended to fly when finished). Shepard fights several reaper destroyers on foot in Mass effect 3.


Experience


Mass Effect 1


Mass Effect 2


Mass Effect 3


Summary

  • Various healing methods. Several are internal via cybernetics and basically give him a minor healing factor

  • Can mind control foes

  • Can manipulate gravity

  • Can destroy objects on a subatomic level or directly mess with their molecular structures

  • Can form singularities with near infinite mass

  • Various levels of armor (His actual armor, tech armor, biotic shields, kinetic shields, ect)

  • 2000 pound lifting strength

  • Immunity to most toxins, mind control and hacking

  • Has several hacking abilities

  • Multiple drones and holo decoys

  • Invisibility 

  • Ap/Endurance is likely town-city level

  • Reaction and attack speed is likely rela-light

  • Various elemental and toxic ammo types

  • Can drain shields from opponents

  • Can drain HP from opponents to restore his own

  • Can negate regeneration

  • Can disable electronics and shut down the nervous systems/biotic abilities of foes



In conclusion wall level and subsonic. Arbiter solos the verse.


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