“Board is green, stealth systems engaged. Running silent.”


The Normandy is the spaceship commanded by Mass Effect’s protagonist – in our case the greater-than-life heroine, Staff Commander Mandala Shepard.

Mass Effect was a landmark video game trilogy released from 2007 to 2012. It included multiple ties-in such as novels, comics and an animated movie. Further games will follow in 2016 and beyond, although they will form a separate storyline.


It is a science fiction story, of the starships and space aliens kind. Most of the action takes place in a military context, as an apocalyptic threat against the galaxy emerges. It’s one of my favouritest games ever.

Writeups.org offers extensive Mass Effect coverage. The core articles are setting for Mass Effect 1 and the setting for Mass Effect 2, plus the profiles for the heroine – Staff Commander Mandala Shepard.

Unless you are highly familiar with Mass Effect, we recommend reading these articles first.

  • This article includes S P O I L E R S
  • This profile features a sample or customized Player Character. See our video games writeups FAQ for more.
  • This profile assumes a specific video game playthrough. See our video games writeups FAQ for more
  • This profile features tabletop RPG mechanics about the video game’s gameplay. See our video games writeups FAQ for more
  • This profile features non-canon hypotheses about in-game events and mechanics. See our video games writeups FAQ for more


Introducing the SSV Normandy SR1

The Normandy is a frigate. A frigate isn’t a main combat starship like a cruiser, but something lighter and smaller.

Still, an Alliance frigate is crewed by about 50 persons (counting its small Marines detail) and is well-armed for its size. This makes it a good patrol and anti-piracy Naval asset – and scout ship. During Fleet operations, frigates support larger vessels such as cruisers and dreadnoughts, or operate as a hunting pack.

The “SSV” prefix (short for Systems Alliance Space Vehicle) means that it is a Human military spaceship, originally operating under the authority of the Systems Alliance. The Alliance is the supra-governmental agency running extraterrestrial Human affairs.

The Normandy SR1 model

Like most Human frigates, the Normandy is fully capable of atmospheric operation (at least in Earth-like conditions) and has VTOL and hovering capabilities.

Like most Human frigates, the Normandy is named after a notable battle in Earth’s history. In this case it is a reference to Operation Overlord .

She’s special, you see

The Normandy is the Naval equivalent of a concept car. It is a one-of-a-kind prototype to test several innovations in the field.

It is a first-in-class spaceship. Thus, if it is successful similar frigates may get built. Though they’ll have their own name, these ships will be Normandy-class frigates.

Furthermore, she is a joint venture with an unspecified Turian agency – presumably their equivalent of Systems Alliance Naval Command. Though it is a Systems Alliance ship crewed by Humans, part of the funding is Turian, as are some of the design elements. Certain Turian agents can access the ship to monitor their investment.

The goal of this partnership is to forge ties and demonstrate Humanity’s ability to work with Council races. Howbeit, many Alliance officers resent having aliens with part-ownership of an Alliance naval asset.

Three design features are particularly notable.

1/ The CIC

The Combat Information Centre is where the ship’s commander and the navigation/sensors crew work. On the Normandy it is in the back of the ops deck as per Turian tradition, rather than in the middle as per Alliance tradition.

This was intended to mollify Turian backers, and as an opportunity for the Alliance to study how command-and-control works in a Turian-style ship. It may also have been intended to facilitate selling Normandy-class frigates to the Turian if the Normandy turned out to be successful.

Whether this placement for the CIC changes anything is unaddressed in the game. From the material one gets the impression that it leaves the helmsperson to focus on the flying and shooting, and the commanding officer to focus on tactics and coordination.

Presumably this is a boon if you have both a competent helmsperson and a competent commander, and a potentially fatal hindrance otherwise.

2/ The drive core

The Mass Effect drive of the Normandy is the field prototype of the future Tantalus Drive Core. This horribly expensive engine may be the most sophisticated design in Citadel space. It provides nearly twice the power one would expect from a frigate’s drive core.

The docked Normandy SR1

The tests have been conclusive, with the Normandy outflying practically everything.

However, at this stage the multi-billion-credits prototype drive core has many peculiarities. Thus, it can only be reliably flown by a gifted pilot (Flight Lieutenant Jeff “Joker” Moreau) and maintained by a highly-regarded Naval specialist, Engineer Adams and his crew.

3/ The emissions sink

The Normandy features a stealth system. These are emissions sinks that store the electromagnetic radiation of the ship so it doesn’t show up on sensors. There also are refrigeration systems to cool the hull.

This is the first Internal Emission Sink system deployed in Citadel space, since actually building such sinks is a technical challenge.

The Normandy can go dark and still operate for almost three hours in ideal conditions (though FTL travel will break cover). Or it can drift invisibly in economy mode for days. Being the only stealth ship around is a major edge since nobody expects it.

The Normandy can thus cross sensitive or enemy territory without hindrance.

The Normandy’s Internal Emission Sink system was such a success that a few years later the Systems Alliance and allied militaries (chiefly the Asari and Turians) were busy retrofitting variants onto their suitable ships.

This added a new dimension to Naval actions (particularly recon). And it likely triggered a race for more powerful sensors to counter IES stealth.

Other capabilities

Armament and defenses

  • A spinal mass accelerator cannon.
  • A GARDIAN point-defense system. This is a network of laser nests to burn approaching missile and fighters.
  • Disruptor torpedoes (never used and barely ever mentioned).
  • What seems to be standard-issue armour plating and Mass Effect kinetic fields for a System Alliance frigate.

The spinal mass driver seems very powerful for the Normandy’s size. It is possible that having a double-power drive core also means having a double-powered main cannon.

The primary limitations of both the (relatively) short-range GARDIAN self-defense system and the space artillery that is the spinal cannon is heat. There are systems to vent the heat from all the gunfire, but some will bleed inside the hull.

The Normandy and the Destiny Ascension in front of the Citadel

As a space battle progresses, ships thus become increasingly hot inside. This can be endured for a while in deep space, but if the battle takes place close to a star it is going to be short. Everybody will soon have to retreat to cool down.

A frigate without its mass effect shield up can be fragile – especially given the firepower of mass effect-powered heavy weapons. It would seem that even crude ground-to-air weaponry, such as the Mass Effect equivalent of a heavy-machinegun-in-the-back-of-a-pickup-truck, can penetrate the armour of a frigate if it’s at close range and unshielded.

Generally, one gets the impression that offence is way superior to defense in Mass Effect space battles.

Onboard vehicles

The Normandy carries a Mako M35 tank destroyer. It is deployed as a reconnaissance and exploration vehicle on remote planets with a solid surface.

Thanks to its jump jets and Mass Effect drive, the Mako can be air-dropped on its own. And it can jump high enough for the Normandy to scoop it with a fly-by (except presumably on high-G planets).


Beyond Joker and Engineer Adams, crew members reputed for their skills include Navigator Pressly (Shepard’s XO) and Doctor Chakwas (the Normandy’s physician).

Shepard’s hand-picked operatives also serve as Normandy crew members :

Warp speed, Mister Sulu !

In the Mass Effect universe, there are three kinds of speed in space.

Reaction flight

The main thrusters are used for intra-system flight. For military ships, this will be an antiproton drive .

All thrusters, from the humble chemical rocket to the antiproton drive, consume some sort of fuel. Well-trod star systems (usually meaning systems with a mass relay) have immense fuel dump space stations that a ship can dock on to buy fuel.

Faster-than-light (FTL) flight

The next level is using the Mass Effect drive aboard, if any. These manipulate the nominal mass of the ship so the thrusters become much more efficient, allowing for relativistic speed and eventually faster-than-light as the Mass Effect warps physics.

A fast FTL ship can cross about 12 light-years per day. The Normandy can presumably do a smidgen more than that.

Tali nar Rayya at her engineering station on the Normandy

However, a Mass Effect drive builds up a colossal charge of static electricity. Part of it gets stored within the drive, but eventually there’ll be too much and everything aboard will fry. On average, a ship can operate at FTL speeds for 50 hours before electricity buildup becomes critical.

To get rid of this electricity the ship must approach a planet large enough to have a robust magnetosphere, retract all sensors and weapons, and ground themselves. The torrent of electricity creates an aurora borealis . Major space stations also have discharging facilities if they’re away from suitable planets.

This means that even FTL flight is relatively slow. This is especially true if one doesn’t have charts showing planets where ships can ground themselves – and the flight times to reach them.

Mass relays

Starships can interface with mass relays to indicate their mass and their destination. The relay will then align with another relay, create a Mass Effect tunnel, and shoot the indicated mass into the tunnel.

Travel using such a tunnel is done within seconds. The largest mass relays can cover thousands of light years, and the smaller ones still allow travel to another relay hundreds of light years distant.

Where exactly a ship appears near the destination relay is a bit random – the heavier the ship, the larger the drift. Skilled and experienced pilots operating light ships, like Joker, can transmit additional last-minute information to reduce this drift.

Joker (Jeff Moreau) consults multiple data displays

This can be critical when assaulting a system, to have the fleet stay more or less in formation – and be able to act immediately rather than waste precious time regrouping.

The Widow system counter-attack by the Fifth Fleet of the Systems Alliance — the Battle of the Citadel, at the end of Mass Effect — seems to be a good example of a well-executed mass relay jump by a massive Naval force. As a result, Admiral Hackett’s sailors could open fire en bloc before Sovereign’s forces could react to their arrival.

Normandy SR2

Human supremacist terrorist organization Cerberus is known for its deep infiltration of the Systems Alliance. They clearly had double agents even within the Normandy Class project. As a result, by Mass Effect 2 they already have built their own Normandy-class frigate – three years after the Normandy shakedown cruise.

Since the original Normandy had been destroyed, Commander Shepard christened this ship the Normandy SR2.

Size matters

The main difference is that the SR2 is about twice as large as the SR1. Cerberus seemingly went for their own take on the experimental Tantalus drive core, which foregoes compactness in favour for raw power.

The SR2 is apparently still considered a frigate. Its tonnage is likely under the threshold that would make it a destroyer, assuming that such a role exists in Mass Effect (which doesn’t seem to be the case – apparently the next weight class is the cruiser).

The Normandy SR2

This greater size has several consequences :

  • The SR2 is not capable of atmospheric flight, at least in Earth conditions of gravity and atmosphere. Since an overhauled SR2 has no problem landing in Vancouver in Mass Effect 3, it seems likely that Cerberus engineers cut corners and sacrificed atmospheric flight adjustments to gain time. The Mass Effect systems might even be installed, but not tested yet.
  • As a consequence the SR2 doesn’t carry a M35 Mako scout/tank destroyer, since it’s not rated to get close enough to planetary surfaces to deliver or recover such a vehicle. On the other hand, there is enough room to carry shuttles – good old Kodiak variants.
  • The accommodations for the crew are significantly less cramped, making it possible to operate for longer periods with a lower crew efficiency degradation.
  • It might be possible that the greater size helps with heat and static electricity management, but given Cerberus’ track record with safety… probably not.

She’s special too

The most notable edges of the SR2 are :

1/ Drive core output

Though it is not apparent in Mass Effect 2, we learn in Mass Effect 3 that the Cerberus version of the Tantalus drive core is thrice as powerful as well as being twice as large.

The performance wasn’t stated, but perhaps something like 15 light years/day in FTL flight is achievable. With the Cerberus design philosophy it is unlikely that the static charge management capacity is much improved, though. It likely still hovers around the standard 50-ish hours before discharging.

If there is indeed a link between the power of the core drive and the power of the spinal mass driver cannon, then the latter must be quite powerful for its weight. It might be comparable to a cruiser’s.

2/ Improved IES stealth

The Internal Emission Sinks have been improved to better absorb blue shift emissions, which chiefly occur when emerging from FTL flight. This allows the Normandy to quickly ninja its way into the vicinity of a secure solar system.

3/ Crew accommodations

Whereas the SR1 was a Spartan, lean military ship, the SR2’s greater size allows for more comfort. This is important for morale during long operations with few shore leaves.

Among other features the SR2 includes :

  • An actual kitchen with a part-time cook.
  • Leather upholstery.
  • Toilets not requiring circus contortionist skills to use.
  • Barracks where more than two persons can stand at once.
  • A lounge area.
  • A small salon/library.
  • Etc.. Generally it’s more like being on a boat than in a submarine.

The captain’s cabin is, by Alliance standards, luxurious and very large. It even includes a huge fish tank as an ostentatious status symbol. The latter will have most Systems Alliance sailors rolling their eyes at the gratuitous waste of space and energy. And don’t even ask a Turian or, generic divinity forbids, a Quarian.

4/ Enhanced Defense Intelligence (EDI)

In true Cerberus fashion, the SR2 comes with equipment that is completely illegal and has a non-trivial chance to result in some horrible bloodbath.

Joker (Jeff Moreau) at the helm of the Normandy SR1

Namely, it has an Artificial Intelligence (AI). Yet normal procedure in Council space is to terminate AIs on sight – particularly since the Geth War 300 years ago and the geth assault on the Citadel.

The Enhanced Defense Intelligence (E.D.I., more commonly called Ee-Dee) AI proved critical to the operations of the Normandy SR2 as her role gradually increased. It also packed potentially revolutionary cyber-warfare capabilities to remotely hack enemy systems for sabotage and intelligence.

5/ Lab and armoury

The new Normandy has a large armoury and a fully-equipped research lab. This is important since its staff must meet extremely demanding tactical and scientific objectives without access to a support structure.

The lab was sufficient for polymath genius Professor Mordin Solus to work without hindrance and without slowing him down. This implies tremendous computational power on top of what is necessary to run EDI.

The staff running the Normandy’s armoury could build a lot of equipment given the proper blueprints and raw material. This included customized weapons, armour, omni-tools, biotic amps, modern biotic implants, ammunition, spare parts, etc.. Shepard and her specialists could do pretty much anything they could have done at a major MARSOC (Systems Alliance Marines Special Operations Command) facility.

One assumes that there’s a reservoir of omni-gel covering much of the raw material needs.

The matter of mining

But omni-gel can only go so far. During Mass Effect 2, Commander Shepard orders a number of major projects that require a fortune in rare elements. This chiefly means platinum, palladium and iridium, plus of course Element Zero.

The Normandy SR2 is equipped with systems to extract these resources from planets, asteroids, etc.. These include long-range sensors operated by EDI, and disposable probes that can be launched at a promising site.

The probes are cheap. Therefore, one assumes that they are little more than a relay for the sensors of the Normandy to scan the area around the probe in much greater detail.

The actual mining is abstracted out in the game, but for tabletop RPG purposes we could imagine that :

  • The scans are for easily accessible resources that can be quickly strip-mined (the ore is generally found on obscure or unexplored planets).
  • The Normandy carries a specialized shuttle with mining equipment and miner mechs to exploit easily-accessed lodes in record time.
  • The SR2 includes ore-refining equipment and metallurgists to manage the process.
  • Such equipment and staff is probably rather expensive. But given how costly Element Zero is, it might be cost-effective. Equipment used to mine Element Zero might be useable for rare metals as well, so one might as well do just that since the bulk of the equipment costs is up-front.
  • The goal might be to procure large quantities of strategic ores without attracting undue attention. This would make it much simpler to continue operating covertly while still running resources-hungry projects. This would also explain why Shepard never sells the extra ore.

Onboard vehicles

The Normandy SR2 carries a pair of Kodiak-type shuttles – we’ll assume one for personnel transport (which is used in game to land on planets) and one for the mining operations.

Early on, the Commander acquires a M44 Hammerhead light hovertank. This peculiar vehicle is parked in the bay along with the shuttles.

Spaceship models collection in the CO cabin of the Normandy

Display case in the Captain’s cabin, holding scale models of spaceships


Notable crew members during the campaign against the Collectors are, in rough order of joining :

  • Flight Lieutenant Jeff “Joker” Moreau – helmsman.
  • Dr. Karin Chakwas — chief medical officer.
  • Operative Miranda Lawson — numerous specialized roles.
  • Lt. Jacob Taylor — armoury manager.
  • Enhanced Defense Intelligence — originally restricted to cyberwarfare operations.
  • Yeoman Kelly Chambers — aide to the Captain.
  • Mess Sergeant Rupert Gardner — cook, janitor and minor maintenance.
  • Engineer Gabriella Daniels and Engineer Kenneth Donnelly — propulsion systems and power systems engineering, management and maintenance.
  • Mr. Garrus Vakarian — gunnery officer, artillery engineer.
  • Professor Mordin Solus — chief scientific officer.
  • Ms. Tali’Zorah vas Normandy — chief engineering officer.

Various other crew members have lines of dialogue but aren’t named. There are also members of the tactical force (Grunt, Zaeed, Thane, Samara, Legion, Kasumi, Jack) who do not have a role as flight crew.

And she can be even more special !

As Commander Shepard and her crew prepare for their invasion of Collectors territory, they carefully curate a list of major overhauls to the Normandy SR2.

These are usually bleeding edge and highly restricted naval systems rather than anything reasonable. But these allow survivals in the greatest number of scenarios about what might open on the other side. The conditions Collectors-side are unknown but seem to be nearly 100% fatal, so the idea is to be as prepared as possible.

1/ Minor upgrades

Argus Scanner Grids

A technology to locate minable resources with much greater efficiency. These are disposable constellations of 100 micro-satellites working in concert to scan planetary surfaces. This goes faster and is much less likely to miss lodes than the usual probes.

The main advantage is to acquire resources for other projects more quickly. This tech was developed by a corporation owned by Cerberus, with whom Miranda Lawson seems very familiar.

Modular Probes Bay

A more efficient way to store and launch either conventional mining probes or the Argus scanners. This allows the Normandy to do more scanning without buying new probes. Also a sensible precaution when jumping into the unknown and being on your own for an undetermined amount of time.

In-game this is procured via Thane Kryos. There are no further explanations. Perhaps this technology is controlled by Hanar governments who bought it to take it off the market and stabilize the market prices for a strategic ore primarily mined in systems they control. Or something.

Tali vas Normandy and Commander Shepard in engineering

The Helios Thruster Module

A complementary system to the antiproton propulsion system of the Normandy. It uses metastable metallic hydrogen  for a much more efficient antiproton consumption.

The main gain is being able to use maneuvering thrusters much more liberally than with a standard warship. Since the Normandy is piloted with exceptional speed and accuracy, letting her manoeuvre all-out plays up to her strength in dodging assaults.

A secondary gain is to have the antiproton drive supplement the core drive during FTL flight to save fuel. This means the Normandy can cover larger distances without having to refuel. Which is sensible before leaping into the unknown.

The main drawback is having to buy metallic hydrogen when refuelling rather than just extracting nearby O2 and H2. Or buying the usual mixes at fuel dumps like most ships do. This is a rather specialized fuel that can usually only be found at major facilities.

In-game this is procured through the Justicar Samara. Therefore, one imagines it might be one of those trusted-parties-only Asari corporate products. In Mass Effect, such technologies are often developed by the elite Serrice corporation, though Armali is a possible alternative.

2/ Silaris armour treatment

This is a specialized and hideously expensive enhancement process. It protects against a narrow class of weapons – energy beams, such as those of GARDIAN systems. Yet these aren’t generally a problem in battle except for fighters, and perhaps frigates ending up fighting at close range.

But since Collector forces are known to use energy weapons — against which Mass Effect shields are useless — the elite Silaris treatment is a wise investment.

The Asari-designed treatment is an additional layer that is very precisely deposited on the Normandy hull in a specialized docking facility. It is made of carbon nanotube sheets woven with diamond using chemical vapour deposition. These are then crushed by mass effect fields into super-dense layers. This material can withstand extreme levels of heat.

The whole process is arranged, no questions asked, by Jacob Taylor. Jacob has a remarkable track record at “alternative procurement” even for such high-end goods as Silaris treatment for an entire frigate, or top-shelf anti-orbital cannons. He used piles of containers filled with untraceable palladium mined by the Normandy to pay for the Silaris application.

3/ Multicore shielding plus cyclonic barrier technology

This combo is probably the next step up in Mass Effect shielding technology. But right now, making it work smoothly requires extraordinary levels of engineering competence. A crew that cannot handle the hideous complexity of the system will end up with useless shielding. And it may well damage the power systems and even the drive core.

The multicore shielding tech allows for multiple, rotating layers of Mass Effect shieldings that increase their endurance. It also means that a “watchman” mass effect field can erected at the periphery to provide data about incoming objects. This allows the cyclonic barriers to react.

Cyclonic barriers are a sort of “aggressive blocking” tech. Rather than just sap the mass out of an incoming projectile, they surge toward it to alter its mass only on one side, altering its trajectory away from the ship. Visually, it looks like the field slaps the projectile aside as if caught in high winds.

The Normandy has several engineers who are capable of keeping the whole mess running, and the project lead is Tali’Zorah vas Normandy. Over weeks of hard work and calibration, Tali’s genius in Naval engineering coupled with the vast power output from the Normandy‘s Tantalus drive results in stable and extra-tough shielding.

4/ Thanix cannons

The Thanix is a Turian naval artillery prototype. It is based on the analysis of debris after the Battle of the Citadel – probably the remains of Sovereign, a Reaper capital ship.

It shoots a liquid alloy of iron, uranium and tungsten at a relativistic speed, with the projectile self-forging on its way. A Thanix cannon can fire every five seconds as it builds up an extremely intense Mass Effect field.

These weapons were selected by Garrus Vakarian as the most powerful gun that could be fitted on the Normandy. He used highly-placed military contacts to procure plans. The Normandy ended up mounting a pair of these so as to be able to engage Collector spaceships.

Since the spinal cannon of the Normandy is not seen firing, it seems likely that the Thanices are also fed energy by the spinal mount. This would make it impossible to use the old cannon while the Thanices are in operation.

Thanix cannons underneath the Normandy

Thanix cannons deploying under the Normandy SR-2’s hull and cycling a shot. Note the calibrations.

The Thanices are prototypes. Mounting them was no small task, as was recalibrating the drive core to feed them. Their extreme power mean they can’t use normal naval firing solutions, and have to be calibrated and programmed by hand. Essentially, the fire control programs don’t quite exist yet for these weapons.

Vakarian spent weeks programming and calibrating these huge cannons to engage all sorts of targets in all sorts of circumstances. He did a superb job.

The large pair of cannons is stored in the belly of the Normandy. It is lowered outside the hull before firing. The helmsman gives the firing order, and gunnery control (namely Garrus) does the actual shooting.

Game Stats — DC Heroes RPG

Tell me more about the game stats

Neither version of the Normandy is really a part of the gameplay. There are space battles and lots of flying around, but the player never fully controls the ship. In practice the Normandy is closer to a mobile base.

In a tabletop role-playing context, however, the Normandy would certainly see even more action, with the players controlling it.

Unfortunately, the Mass Effect gameplay doesn’t provide much benchmarks to evaluate the scale at which the spaceships operate. For the sake of this profile I am going to use Peter and Roy’s stats for the USS Enterprise NX-01 from Star Trek, which IIRC was using numbers from Mayfair’s Legion of Super-Heroes stats as a base.


[STR 14 BODY 13, Flight: 41, Invisibility: 06, Laser beam: 12, Projectile weapons: 21, Radio communications: 30, Recall: 16, Sealed systems: 20, Skin armor: 04, Advantages: Comes with a 8 APs Medical Laboratory, Bonuses & Limitations:

  • Flight at speeds above 27 means electricity buildup.
  • Invisibility is only against technological sensors.
  • Invisibility APs are the OV/RV for the sensor’s operator to beat to detect the Normandy, albeit sensors with a markedly more advanced tech than the Normandy‘s would provide bonuses.
  • Invisibility for up to 3 hours under normal operational conditions.
  • Laser beam has Multi-Attack 2 against objects on an attack trajectory against the Normandy and the Trajectory Calculation Schtick.
  • Projectile Weapons can only fire in the direction the ship is pointed toward.
  • Radio communications can use Mass Relays, comm buoys, etc. as relays.
  • Skin armor doesn’t function against large objects (it is a Mass Effect shield) – let’s arbitrarily say 100 kg / 200 lbs. or more (base weight, not Mass Effect-enhanced).]

The Normandy presumably has a bunch of sensors, but nothing is shown in-game.


[STR 15 BODY 14, Flight: 42, Invisibility: 07, Laser beam: 12, Projectile weapons: 22, Radio communications: 30, Recall: 20, Sealed systems: 20, Skin armor: 04, Advantages: Comes with 11 APs Medical, Scientific and Gadgetry Laboratories, Bonuses & Limitations:

  • Flight at speeds above 27 means electricity buildup.
  • Invisibility is only against technological sensors.
  • Invisibility APs are the OV/RV for the sensor’s operator to beat to detect the Normandy, albeit sensors with a markedly more advanced tech than the Normandy‘s would provide bonuses.
  • Invisibility for up to 3 hours under normal operational conditions.
  • Laser beam has Multi-Attack 2 against objects on an attack trajectory against the Normandy and the Trajectory Calculation Schtick.
  • Projectile Weapons can only fire in the direction the ship is pointed toward.
  • Radio communications can use Mass Relays, comm buoys, etc. as relays.
  • Skin armor doesn’t function against large objects (it is a Mass Effect shield) – let’s arbitrarily say 100 kg / 200 lbs. or more (base weight, not Mass Effect-enhanced).]

The Normandy presumably has a bunch of sensors, but nothing is shown in-game.

The major upgrades have the following effects :

SILARIS ARMOUR [BODY acquires Hardened Defenses, albeit only against energy-based attacks (-1 FC). Skin Armour is now half-effective against energy-based attacks (+1 FC). Add Cold immunity: 01, Flame immunity: 02].

MULTICORE + CYCLONIC SHIELDS [BODY acquires Hardened Defenses, albeit only against kinetic attacks (-1 FC ; if combined with Silaris Armour BODY simply acquires unconditional Hardened Defenses) and the weight limit for Skin Armour is raised to 5 tons (8 APs)].

THANIX CANNONS [Projectile weapons rises to 24 ; add Sharpness (Projectile Weapons): 04 – and keep in mind that Collector and Reaper battleships have crazy high BODY].

E.D.I. [after Ee-Dee is unfettered, the Normandy essentially acquires her Attributes and Powers since it is now her main “body”].

By Sébastien Andrivet.

Source of Character: Mass Effect; video game trilogy.

Helper(s): Darci.

Writeup completed on the 20th of April, 2016.