Codex: Cerberus and Other Criminal Organizations
A special note about these codexs for the Mass Dragon Effect story is that they were written for two reasons. Firstly, they only exist in this story, so they cannot be found in the two wikis listed below, with a few exceptions found in the timeline. The second reason is that the original had little detail or will be completely different from the wikis below, such as kinetic barriers and thermal clips. I also include all the various races, main Codex, and the enemies the heroes will face more for my benefit to keep track of them. This is not required for Mass Dragon Effect, but for your enjoyment and to see how I built the world's lore. Therefore, I hope you enjoy it.
Codexs websites: wiki/Mass_Effect_Wiki and wiki/Dragon_Age_Wiki
Beta Reader: Albert
Last Update: 03/16/2021
Cerberus
Immediately following the Human Turian War, an anonymous extranet manifesto warned that an alien attempt at human genocide was inevitable. The manifesto called for an army, called Cerberus, to guard against invasion through the Charon relay.
Derided as "survivalist rhetoric written by an illusive man," the manifesto and its anonymous author gained a lot of popularity before it soon fell off the media radar. But in 2145, terrorists stole antimatter from the SSV Geneva; the sole figure arrested named his sponsor "Cerberus." From the 2140s to the 2180s, alleged Cerberus agents assassinated politicians, sabotaged starships bearing elemental, stole dilithium crystals, and conducted nightmarish experiments on aliens and humans. However, little could be proven at the time, as Cerberus was also a black-ops organization for the Human System Alliance, and it was still "active" even while the majority of the Alliance's military was folded into the Federation's military.
It was only until the 2180s when Cerberus was labeled as a terrorist organization. Denounced as an extreme patriotic terrorist at best, human-supremacist at worst, Cerberus calls itself a human-survivalist group and believes the Federation should replace the inefficient Citadel Council. Counterterror experts speculate Cerberus may have changed or a split in leadership with its recent shift to stockpiling ships, agents, and weapons. Whether "he," "she," or "they," the current leadership hides his finances behind shell companies. Few doubt that whoever the current leader is, they will kill anyone attempting to expose them.
Cerberus: Ground, Air, and Space Vehicles
When the Union of Federation Navy was formed, portions of the fleet older class of ships, like cruisers and dreadnaughts, were retired from service. Often by selling them to militia forces or collectors. After the ship's advanced military-grade hardware was stripped from its hull. Cerberus took advantage of the situation to acquire several of these different hulls to be used as Cerberus's initial fleet, which included four Kilimanjaro class dreadnaughts. Afterward, they then used their connections with various ligate companies to acquire the Federation Navy's schematics and upgraded hardware. Which is used to build and upgrade their fleet using isolated shipyards.
Their actions bore fruit, as its estimated Cerberus now has a fleet of over one hundred and fifty ships. Mostly old Human System Alliance design, with a few others used for pirate raids or inconspicuous science ships. Below is a list of known classes of vessels:
- Atlas Mark II
- M-080 Truck
- M-35B Mako
- M-44B Hammerhead
- UT-47 Kodiak class troop shuttlecrafts
- F-72 Phoenix class attack fighter
- F-85 Class Attack Fighters, aka Cerberus Fighters: Cerberus latest fighters that are designed for long-range raids and power attacks
- A-61A class gunships
- Terran class attack frigate
- Fair Child class frigate: used mainly by the Science Division as science vessels
- Genesis class heavy attack frigate
- Specter class attack frigate (a single ship)
- Moscow class cruiser: long body ship with four engineers attached to triangle shape fins on each side of the vessel
- New York class heavy cruiser: a bulkier version of the Moscow class cruiser
- Kilimanjaro class dreadnaught (Estimated 4 Dreadnaughts): a bulkier version of the New York class heavy cruiser with a gun longer than its arms
Cerberus: Individual Forces
Standard Equipment: Among Cerberus forces, most are equipped with medium-type armor that gives moderate protection, weak kinetic barriers, and jetpack boots for extra maneuverability. In combat, non-melee soldiers use an electric baton, along with an M-358 Talon, as their primary weapon or a secondary one for executing traitors/prisoners. Finally, they have red optics attached to their helmet/visor for enhanced vision (broader light spectrum of vision) and an added intimidation factor against others.
(X) Assault Trooper: Among Cerberus forces, none is more numerous and tenacious than the Cerberus assault troopers. Dressed in yellow and white armor, assault troopers are used in every operation and job Cerberus participates in. From guard duty to invasions, they are the primary muscle of the reclusive terrorist organization. If you see an assault trooper, you know it is a fight for survival against waves of troops fanatically loyal to Cerberus. Assault troopers use an M-25 Hornet for close-range combat and an M-96 Mattock for long-range combat. They also use frag generates against a large number of enemies clustered together or to soften-up targets.
(X) Avengers: The frontline biotics of Cerberus forces, avengers are biotic vanguards that use tactics different from standard vanguards. While most vanguards rush in with their charge ability, avengers run-up to their foes, attacking with their reaver ability and a shotgun. However, when their shields are taken down, avengers would retreat to a safe location using their charge ability. Allowing them to restore their shields and continue to attack from long-range. Avengers have kinetic barriers and use an M-22 Eviscerator for close-range combat and an M-25 Hornet for long-range combat.
(X) Biotic Commandoes: Within a squad, biotic commandoes are the biotic support unit for Cerberus that clears the field of enemy soldiers. In battle, biotic commandoes use singularities/pull in large/small areas to fling around unshielded units or slow down shielded/armored units. Commandoes also use biotic warp/pulse fields to take down armor/shielded units along with a push to detonate singularities/pulls sill active. Biotic commandoes wear light armor, have biotic enhance kinetic barriers, and used a Cerberus Harrier in combat.
(X) Centurion: Centurions are the ruthless tacticians that Cerberus has come to rely on. They are equipped with a radio backpack that can break through any known environmental interference. In combat, centurions use tactics and armaments similar to the assault trooper, with a few notable exceptions. For one, centurions use a rapid-fire Cerberus Harrier rifle instead of an M-96 Mattock rifle in combat, along with an M-13 Raptor to snipe targets. The second is that they also use smoke grenades to create smoke cover when attacking or retreating from their opposition. The only noticeable weakness is that Cerberus's force has grown to rely on centurions being in charge. If the centurions are killed, then the whole Cerberus squad or army becomes disorganized and slowly falls apart. That is why Federation forces' considered Cerberus centurions as priority targets in battle. However, they are somewhat difficult to kill due to their moderately powerful kinetic barriers and specialized training.
(X) Combat Engineer: Among Cerberus forces, combat engineers are the handyman for Cerberus forces. Able to repair any equipment, hack into most systems, and build shield generators, the combat engineers are a valuable cog in the Cerberus war machine. In combat, they can overload a single target's shields and deploying a turret powerful enough to take down light vehicles. However, the turrets are vulnerable when they are deployed. If a turret is destroyed, it creates an explosion powerful enough to kill the engineer and anyone near them. Combat engineers wear light armor and enhance military-grade kinetic barriers.
(X) Field Surgeons: In combat, field surgeons are the difference between life and death for a Cerberus soldier. Identifiable by their backpack with a red-cross, field surgeons are medics that can treat most organic soldiers in combat from a variety of combat wounds. They can also revive up to three of their fallen comrades in combat with their limited medical supplies. Therefore, they often prioritize their supplies to anyone outside of assault troopers and guardians. In combat, field surgeons can use neural shock against organic targets and launch a glob of acid from their omni-tool for armor targets. Federation forces consider them priority targets to take out before taking out any elite Cerberus soldier. Field surgeons also carry an M-25 Hornet for combat purposes and have moderately strong kinetic barriers.
(X) Guardian: Known as living tanks, guardians are assault troopers equipped with a polycrystalline-composite shield that is nearly impossible to penetrate with standard weapons. Combined with the strength to wield the heavy shield as a blunt weapon, it makes them a massive threat. Even though they cannot run due to the shield's massive weight, as they can cover advancing Cerberus soldiers with their shields down narrow hallways. Without the shield, their tactics resemble assault troopers, though they are faster and stronger than the average assault trooper. Making them a deadlier opponent compare to the average assault trooper. Guardians are equipped with an M-96 Mattock for long-range combat and an M-22 Eviscerator for close-range combat.
(X) Nemesis: Part of the sniper units of Cerberus, nemeses are marksmen trained to use their Black Widow sniper rifle to the best of their abilities. Either by killing or disabling targets with one clean shot while also being happily out of reach. Using military-grade kinetic barriers, light armor, acrobatics, and tactical cloak make it difficult to kill them. While also increase their maneuverability and stealth technology to be able to move into an optimum firing position. Making the nemesis is a premier sniper.
(X) Sorcerer: Within a squad, sorcerers are the magician support unit for Cerberus forces. In combat, Sorcerers confound/weaken their targets with debility-ergokensis and hexes. Simultaneously, use toxikinesis to release acidic clouds to burns away a target's kinetic barriers and armor, if not the skin of unshielded targets. They can also combine their vitakensis, barrier-ergokensis, and bless ability to heal tissue damage, repair armor, and restore kinetic barriers of an ally. However, using their combined powers takes time to set up with a long cool-down after an attempt. Combined with the immense power requirement and the time needed to generate that power increases the vulnerability of sorcerers. Therefore, their healing ability is generally only performed on the most valuable soldier Cerberus has and only when they are on the brink of death. Sorcerers wear light armor and have magical enhanced kinetic barriers.
(X) Saboteurs: See a gleam of black and yellow just before an explosion, then it is very likely one has been hit by a Cerberus Saboteur. Saboteurs were specialized soldiers that use cloaking technology to set up proximity mines and traps for their opponents. In combat, saboteurs are known to hack into the enemy's communication or overheat guns. Simultaneously, use grenades against a large number of enemies and an Arc Projector against vehicles and elite enemy soldiers. Finding a saboteur in battle means explosions and deaths, even if most of them are bystanders. Saboteurs have kinetic barriers, an Arc Protector, and an M-13 Raptor sniper rifle for combat.
(X) Vigilante: The frontline mage of a squad, vigilantes are powerful physic knights that combines their ergokensis, electrokinesis, geokinesis, or telekinesis with aerokinesis, cryokinesis, hydrokinesis, and pyrokinesis to take down their targets. From afar, vigilantes use a frozen arrow coated with particle energy to attack a single target or a large flaming meteorite on a group of targets. When up-close, a vigilante can use an electric-based water whip attack and a combination of wind and telekinetic push to send them flying. Vigilantes have enhanced kinetic barriers and use a Cerberus Harrier rifle in combat.
(X) Dragoon: In Cerberus's forces, dragoons are heavily armored biotics with special biotic whips that can create a shockwave that kills the target or a clustered group of targets. While also having the ability to pull their enemies in close for an enhanced biotic kick that sends soldiers flying. This makes most soldiers wary of getting close to a dragoon. Dragoons are created through the heavy exposure of elemental zero and a genetic procedure developed in a lab on Nepheron. It is unsure how many dragoons there are and how many Cerberus can produce since the first one was created in 2183. Dragoons carry an M-25 Talon and wear heavy armor.
(X) Knight: In Cerberus's forces, knights are heavily armored mages with a large shield made from virokinesis that can leach any form of energy to sustain itself. Including a soldier's life energy, even if they are organic or synthetic life-forms. Combined with the telekinesis to bring enemies in close and use a sword coated with poisons grown through biokinesis and toxikinesis makes them a deadly foe for any soldier to face. Knights are created through heavy exposure to dilithium crystals and a genetic procedure developed in a lab on Nepheron. It is unsure how many knights there are and how many Cerberus can produce since the first one was created in 2183. Knights also carry an M-25 Talon and wear heavy armor.
(X) Phantom: Using salvaged Reaper technology, phantoms are implanted biotics that has been trained in melee combat and difficult to beat. Each phantom is a skilled swordsman with enhancing agility and a special monomolecular diamond katana that can cut through even Solaris Armor. Phantoms also used biotic powers to knock their foes off their feet, slam a target into another, or fire on their foes with warp ammo from a blaster. The latter is attached to their palms and can kill any target, even from a distance.
Phantoms can also use their biotics to increase their speed as they run across the battlefield. They can fly/glide up or down on platforms, and they can cloak to hide from enemy fire or to perform sneak attacks. When attacked a long-range, Phantoms use agility to avoid enemy attacks or create a biotic barrier. Protecting not only the phantom but also several Cerberus soldiers at the same time against any hand-held weapons less powerful than an M-560 Hydra missile launcher. However, they can only hold the barrier for a limited time before they have to drop their shields. Phantoms wear light armor as tough as heavy armor, and they have strong kinetic barriers.
(X) Witch: Using salvaged Reaper technology, witches are implanted mages that have been trained in melee combat and difficult for soldiers to beat. They use a combination of aerokinesis and telekinesis to hover or fly. Moreover, they have the ability to stab or bash their targets with their monomolecular diamond-bladed staff. Often with enough force that can pulverize armor and most skeleton structures, organic or otherwise. Witches used a combined electrokinesis, geokinesis, and pyrokinesis attack to overheat enemy weapons, short out kinetic barriers, and burn exposed skin. Simultaneously, using a combined telekinesis and aerokinesis attack to knock enemies off their feet or hold them in place with a combined cytokinesis and hydrokinesis attack.
Witches are also able to use their mage abilities to increase their speeds. They can briefly fly over hurdles and onto platforms and use holographic technology to multiply their image to make it harder to hit. When attacked in the open or surrounded by enemy forces, witches can use their electrokinesis, geokinesis, hydrokinesis, and pyrokinesis to create a smoke cloud that can block most sensors. Making attacking soldiers rely on manual guesswork to hit their target. Witches wear light armor as tough as heavy armor, and they have strong kinetic barriers.
Mercenary Band: The Black Kahunas
Found in the Attican Traverse, the Black Kahunas is a mercenary force founded by elcor soldiers dishonorably discharged from the Elcor military forces. Primarily for extensive violence and no adherence to their allies' lives. After five years of prison time, these members formed a mercenary group with like-minded elcor who believe that they must show strength above all else to be taken seriously. Strength emphasize by equipment acquired or refurbished from the Elcor military. Clients of the Black Kahunas expect high-quality work for missions ranging from demolition to assassination and crowd control. Provided the client does not care about collateral damage. Their standard equipment is a VI-controlled rocket launcher and machine guns attached to their heavy armor with strong kinetic barriers.
