Mass Effect 2: New Race and Weapons Preview.

With the upcoming release of Mass Effect 2 in the near future, I thought it would be fitting to post some information regarding some of the new weapons and characters of the Mass Effect 2 World for all of us to gawk at.  As if we weren’t excited enough, BioWare has enticed us even more by showing off two 2 weapons in our arsenal, a brand new race, and even a new character.  They don’t give us a whole lot of information about the game, other than some idea as to the introduction of the game, and I pulled this information from their site.  So sit back relax and read!
Popular Manufacturer(s): Armax Arsenal
Training Required: Heavy Weapons
Rounds per minute: 80
Related weapons: None
Description: The missile launcher falls into the Heavy Weapons category of armament and is recommended for engagements where large–scale opposition is expected. Single-person portability is retained thanks to the now-standard collapsible design. What makes the missile launcher so effective is the friend–or–foe projectiles it fires – the user can fire the weapon from behind cover and the missiles will, within milliseconds, identify, lock onto and track enemies (organic or synthetic). The intended target has only a 6.8% chance (plus or minus, depending on weather conditions and available cover) of evading the impact(s).
Popular Manufacturer(s): Elkoss Combine
Training Required: Assault Rifle
Rounds per minute: 850
Related weapons: X-15a Vindicator Assault Rifle
Description: The reliability and effectiveness of the Avenger Assault Rifle in almost any battle condition makes it the weapon of choice for mercenaries and soldiers alike. The Avenger Assault Rifle (and its variants) is a workhorse weapon with low recoil and high accuracy. Its collapsible frame is light, yet substantial, and flexible ammunition load-out allows users to adapt firepower to any opponent-including synthetics.



The Vorcha


The vorcha homeworld is a relatively small, hostile, overcrowded planet. Most of its resources have been stripped by its fast-breeding, savage inhabitants. Even as their population grows, the vorcha constantly fight each other in fierce competition over basic necessities. Consequently, each vorcha born is stronger and more ferocious than the last. However, their continual lack of resources have kept vorcha society extremely primitive.

The vorcha who escaped their hostile homeworld did so by hiding like rats on the ships of spacefaring races that had the misfortune of visiting their planet. Their adaptability and resilience allows them to flourish in the dark and dirty corners of the places they end up.


Vorcha are extremely aggressive. Fighting is their default form of communication, either alone or in savage swarms.

They prefer to live among themselves in shared spaces than to be alone or mingle with aliens. They have a strong “nesting” instinct, preferring tight, cluttered areas. Their clannishness and preference for “squatting” in the uninhabited service levels of space stations reinforces many species’ opinions of the vorcha as vermin – dangerous vermin who’ll bite your face off if you get too close.

When vorcha numbers reach a “critical density” in the available space, younger members break off to start a new clan in another location. While clans usually avoid contact with one another, when living space is at a premium, they aggressively compete for resources and shelter.


The vorcha are the most short-lived sapient race known, with a lifespan of only 20 years.

They possess unique internal “clusters” of non-differentiated cells, similar to those of Earth’s planarian worms. When a vorcha is injured or in distress, these cells move to the affected area and rapidly (~1 week) mature to specialized forms that will alleviate the issue.

A vorcha that is cut or burned will adapt to have thicker skin. The lungs of a vorcha placed in a barely-breathable atmosphere will adapt to better use the gases there. A vorcha subjected to high gravity will quickly develop stronger heart and leg muscles.

Non-differentiated vorcha cell clusters do replenish themselves, but the process is slow. Generally vorcha can only adapt to a single environment within their brief lives. However, what cells are replaced allow them to heal rapidly, and even regrow lost limbs over a period of months.

Interestingly, the unique biology of the vorcha has caused them to stop evolving. Their DNA (or its equivalent) has not altered for millions of years. There is no need for them to evolve as a species when they can adapt as individuals.

Seeing the potential of this individual adaptability, krogan Blood Pack mercenaries often sweep pockets of vorcha, gathering them up and literally beating them into soldiers. Vorcha “trained” by this ordeal are stronger, faster, smarter, and more resilient than other members of the race. Gaining even a few vorcha gives a merc band a formidable advantage; each additional vorcha magnifies the gang’s combat ferocity exponentially.



Samara is a Justicar, an asari who has forsworn having children and given up all worldly possessions aside from weapons and armor, to wander the galaxy righting wrongs — as defined by their unwavering code of justice. An extremely powerful biotic warrior, Samara is calculating and resolute in her missions. She has no problem with killing as vindicated by the asari Justicar code, but she disapproves of “unjustified” violence.

Her regal and poised demeanor hides something, something from her past that racks her with guilt. What is it that haunts Samara’s past, and why does it compel her with such ardent determination?

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