Codex: Darkspawn

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

Darkspawn: Classification

(X) Arachnoid: The mutant forms of the batarians, arachnoids are average darkspawn that have become a significant presence in the horde since Saren introduced captured batarians to the darkspawn. Each arachnoid is a mutant with four arms that can carry two shotguns, four pistols, or four melee weapons. Combined with the eight legs allows them enhanced maneuverability while their eight eyes give them an almost perfect three hundred-and sixty-degrees view. Making them very difficult to beat in close-range combat. Though it is possible if the person is faster or stronger than the darkspawn, able to attack in a rapid zigzag pattern, or the person is able to blind them with any source of light. However, if possible, it is recommended that arachnoids are to be taken down at long range. Arachnoid special units are slavers (alpha for arachnoid with tech-based power attacks).

(X) Avian: The aerial support units of the darkspawn, avians are a genetic mutation of the turians with feathers on pterodactyl-like wings, a beak with teeth, and feet with claws. Avians often fly in a pack formation of six to twelve individuals and give off a high screech before swopping down on attack runs. Their natural silicon armored skin gives them light protection against gunfire. Allowing them to forgo armor to increase maneuverability. Federation forces recommend that when engaging the avians, it is best to force them to the ground or keep them flying with constant fire while picking them off, especially for mage-type avians, as they can use mage power attacks for death from above. Avian special units can be master flyers (alpha for avians), techs, or mages.

(X) Basher: The mutated versions of the elcor bashers are the slowest and toughest of the horde with their natural thick armor and heavy bodies. While too slow to take down fast-moving targets, bashers are often used to take down buildings or slow-moving/parked vehicles. Darkspawn are also known to put cannons on platforms on the backs of basher darkspawn to act as living tanks that can regenerate from any wounds received. Federation forces recommend heavy ordinance or any form of ground or air vehicle to take down a basher. Basher special units constitute a massive basher (heavily armed and shielded bashers).

(X) Chameleon: When people begin to disappear during a darkspawn invasion, it is probably because of the shrieks or the chameleons. Chameleons are mutated versions of the drell that have enhanced their natural chameleon ability to the point that it would match the most advanced cloaking technology. Along with their dinosaur-like head, claws, and sharpshooter skills, they are the best assassins in a darkspawn horde. Federation forces recommend caution when engaging a darkspawn horde because of cloaked chameleons, especially those with biotics. Chameleon special units can be master assassins (alpha for chameleons) and biotics.

(X) Digger: Created from the mutated DNA of vorchas, diggers are dark, worm-like creatures with several layers of teeth that can dig/bite through anything, including metal. Alone or in small numbers, they act as ambushers, popping from the ground when an enemy is nearby. In large numbers, they act as a swarm, overwhelming even tanks as they munch on their target. Fortunately, they are not quiet during an attack, and their bodies extremely soft. It is recommended to use widespread shotgun or rapid-fire assault rifles to wipe out a single or large number of diggers at once. Swarms of the creatures are to be avoided if possible. Diggers have no special units.

(X) Goblin: The small and technologically advanced groups of the darkspawn horde, goblins are born from the human DNA with the dwarf gene. Resembling short, green men, goblins can hack into systems and can turn ships, vehicles, mechs, and weapon turrets against their masters. Many geth, human, and quarian personnel were killed when goblins turned their own technology against them. Goblins come in a wide variety of mages, biotics, tech, and soldier classes. The Federation recognized goblins as priority targets due to their hacking ability. Goblin special units can be master hackers (alpha goblins), biotics, mages, and assassins (sniper).

(X) Grunt: Mutated versions of humans, grunts are the standard soldiers and backbone of the horde. Resembling hairless humans with grey skin and fang-like teeth, grunts are the most diverse with a range of skills from biotic and mages to tech experts and soldiers. In addition, alpha grunts also often act as the sergeant in the darkspawn horde, regardless of what sub-type they are. To see a grunt is the knowledge that there a dozen more waiting to kill you. The Federation has marked alpha grunts as a priority target. Grunt special units can be alphas, biotics, mages, and techs.

(X) Ogre: Ogres, the living tank mutated from qunari. With their massive size, massive arms, and large horns, they are unquestionably one of the strongest within the horde. Often used to kill whole squads or act as living siege machines with their monstrous strength and heavy weapons that only they can carry. In combat, Federation forces recommend that when engaging ogres, it is best to attack from a distance with heavy ordnance or armored vehicles. Ogre special units can be massive ogres (heavily armed and shielded ogre).

(X) Snapper: Within the darkspawn horde, snappers are the most dangerous and the most uncommon of the horde. Created from the mutation of Krogan's DNA, snappers are strong, hulking creatures whose beak can bite through armor, making them tank killers. On the defensive, the snapper will roll-up into a large shell that is hard as a diamond. Federation forces recommend that when attacking a snapper, it is best to force it into its shell. Before flipping it over and striking its soft underbelly. At the same time, causing enough damage to prevent the snapper from regenerating its wounds. Whole armies often collect the shells to study, and it is rumored that the Federation has used the snappers' own shells to discover a cheaper way to manufacture Solaris armor. Snapper special units can be massive snappers (heavily armed and shielded snapper).

(X) Shriek: Created from a species closely related to humans, elves, shrieks are fast-moving assassin units of the darkspawn. They are capable assassins with their ability to hide in the shadows easily, their deadly spikes protruding out of their hands, and their natural marksman's skill. They are also part of the reason people begin to disappear behind the lines during a darkspawn invasion, mainly through kidnapping or assassination. Federation forces recommend caution about the shadows during an attack. Shriek special units can be master assassins (alpha for shrieks), mages, and biotics.

(X) Stinger: Mutated from hanar, stingers are aquatic and land-based jellyfish that serve multiple purposes. Slow on land, stingers often sit to wait for their victims, with their extremely toxic nematocysts (stingers) lining their long tentacles. Ready to kill a person with just one touch. In the water, their exceptional speed makes them difficult to hit and formable indeed. It is recommended that it is best to engage stingers one at a time on land due to their limited mobility.

(X) Vrog: The mutated form of the salarian, vrogs are the amphibian-like darkspawn foot soldiers. Using their suction-cup hands and feet to climb over all kinds of obstacles. In addition, like frogs, they are strong swimmers, and like salarians, technologically advanced. Making them similar to goblins as they are known to be hackers as they have turned ships, vehicles, and weapon turrets against their users. Making them priority targets due to their hacking abilities. They are easier to kill than goblins, but they are more numerous as well. Vrogs special units can be master hackers (alpha darkspawn) and assassins (sniper).

(X) War Dogs: While a quarians' weak immunity system ensures no quarian survives the broodmother transformation process, it does not stop darkspawn from using their DNA to create a darkspawn type. War dogs are the darkspawn that resemble a cross between a black wolf and a quarian. With their ferrous teeth and high speed, they are a deadly opponent to face. Especially when they stand on two feet and pull out a rifle to fire on unsuspecting targets. War dog special units can be war hounds (alpha for war dogs) and techs.

Darkspawn: Equipment

In the first galactic encounter, darkspawn were equipped with weapons and armor similar to those used in Earth's Dark Ages and the early Renaissance era. This lack of technological progress left them with a clear disadvantage when facing an opponent with modern weapons. However, they more than made up for their disadvantage with their sheer numbers. Overwhelming their more advanced foes with the large horde of a darkspawn unit. As the war progressed, they began to adapt and modify weapons and techniques they have stolen from the dead to fit their needs. Given their unique technical skills, it can be assumed that they could replicate the manufacturing procedure for any new weapons they encountered.

The assumption proved to be correct when the darkspawn reappeared with advanced technology under the rogue SPECTRE Saren Arterius. They were able to modify their technology in such a way as to make it alien to Council and Federation forces due to the blend of organic and synthetic technology. For instance, darkspawn's armor is organic, providing protection and regenerative properties to restore darkspawn health, making it much harder to kill them. In addition, their weapons themselves have organic properties, and elite units (alphas, mages, and biotics) are equipped with kinetic barriers. Only one species has similar technology, the Collectors, a reclusive species most assumed to be a myth. It is a question if the Collectors traded their technology to the darkspawn, it was stolen, or for that matter, if the technology is Collector in origin. Wherever they got their technology, it is impressive and made the darkspawn an extreme threat to current military forces in the galaxy.

Darkspawn: Galactic Repercussions

During and after the Darkspawn War, an incomprehensible and reasonable fear began to spread throughout the galaxy. A concern that grew when it was pointed out that if the darkspawn could hit the human homeworld through interdimensional portals they may have created, they could possibly come to any other world. Combined with the X-chromes virus capable of infecting any species, many saw the darkspawn as the greatest nightmare that any race would ever face. To placate the masses, the Citadel Council and, by extension, the Batarian Hegemony, the Union of Federations, and the pirate heaven Omega significantly improved their quarantine procedures. Simultaneously, increase their military budgets and size to a level never seen in galactic history.

Most military forces had increased their numbers by 30% to 40%, with a few going further to 50% to 80% increase. The Turians had even built 14 additional dreadnaughts, all Condor Class, and replace all their old dreadnaughts with the new dreadnaught class. Along with constructing a large number of carriers. Simultaneously, the asari had built two Destiny Ascension class Dreadnaughts instead of the one originally planned. Although their massive fleet does not compare to the extreme plans put in place by the asari, batarians, and turians that could be activated should the darkspawn reappear. Plans that include bombarding worlds into oblivion should the horde appear on the planet. Even going so far as plans for nuking colonized planets even with the civilian population still in place. Plans most commanders are expected to follow, even if it had been thirty years since the darkspawn had last appeared.