Krogan

krogan_races_mass_effect2_wiki_guide_300px
Type Race
Homeworld Tuchanka

Krogan are a Race in Mass Effect 2. Krogan come from the world of Tuchanka, and are known for their survavivality. Races in Mass Effect 2 have their own agendas, culture, religion, ways to govern etc. Since Commander Shepard is inevitably Human, the approach of the other Races towards Humanity is most of the time visible for the player.

 

Krogan Information

The Krogan evolved in a hostile and vicious environment. Until the invention of gunpowder weapons, "eaten by predators" was still the number one cause of Krogan fatalities. Afterwards, it was "death by gunshot".

When the Salarians discovered them, the Krogan were a brutal, primitive species struggling to survive a self-inflicted nuclear winter. The Salarians culturally uplifted them, teaching them to use and build modern technology so they could serve as soldiers in the Rachni War.

Liberated from the harsh conditions of their homeworld, the quick-breeding Krogan experienced an unprecedented population explosion. They began to colonize nearby worlds, even though these worlds were already inhabited. The Krogan Rebellions lasted nearly a century, only ending when the Turians unleashed the genophage, a salarian-developed bioweapon that crushed all Krogan resistance.

The genophage makes only one in 1,000 pregnancies viable, and today the Krogan are a slowly dying breed. Understandably, the Krogan harbor a grudge against all other species, especially the Turians.

Krogan Biology

The Krogan evolved in a lethal ecology. Over millions of years, the grim struggle to survive larger predators, virulent disease, and resource scarcity on their homeworld, Tuchanka, turned the lizards into quintessential survivors. Perhaps the most telling indicator of Tuchanka's lethality is the Krogan eyes. Although they are a predators species by any standard definition, their eyes evolved to be wide-set, as any Earth prey species like deer and cattle. Krogan eyes have a 240-degree arc of vision, better suited for spotting enemies sneaking up on them than for pursuit.

Physically, the Krogan are nigh-indestructible, with a tough hide impervious to any melee weapon short of a molecular blade. While they feel pain, it does not affect their ability to concentrate. They have multiple functioning examples of all major organs, and can often survive the loss of one or two of any type. Rather than a nervous system, they have an electrically conductive second circulatory system. A Krogan can never be paralyzed - they may lose some fluid, but it can be replaced by the body in time.

The hump on Krogan's back stores water and fats that help the Krogan survive lean times. Large humps are a point of pride; being well-fed implies the Krogan is a superior predator.

The most widely-known biological feature of the Krogan is their incredible birth rate and rapid maturity. Once freed from the hostile cauldron of Tuchanka, the Krogan population swelled into a numberless horde. Only the genophage kept them from out-breeding the combined Council races. Now the rare Krogan females capable of bringing a child to term are treated like strategic resources: warlords will trade them at diplomacy or (more frequently) fight wars over them.

Krogan Culture

The harsh Krogan homeworld conditioned the Krogan psychology for toughness just as it did the body. Krogan have always had a tendency to be selfish, unsympathetic, and blunt. They respect strength and self-reliance and are neither surprised nor offended by treachery. The weak and selfless do not live long. In their culture, "looking out for number one" is simply a matter of course.

After their defeat in the Rebellions, the very concept of Krogan leadership was discredited. Where a warlord could once command enough power to bring entire solar systems to heel and become Overlord, these days it is rare for a single leader to have more than 1,000 warriors swear allegiance to him. Most Krogan trust and serve no one but themselves.

This solitary attitude stems in part from a deep sense of fatalism and futility, a profound social effect of the genophage that caused Krogan numbers to dwindle to a relative handful. Not only are they angry that the entire galaxy seems out to get them, the Krogan are also generally pessimistic about their race's chances of survival. The surviving Krogan see no point to building for the future; there will be no future. The Krogan live with an attitude of "kill, pillage, and be selfish, for tomorrow we die."

Krogan Genophage

The genophage bioweapon was created to end the Krogan Rebellions. From the start, the Krogan had overwhelmed the Council. Only timely first contact with the Turians saved the Council races. The Turians fought the Krogans to a standstill, but the sheer weight of Krogan numbers indicated the war could not be won through conventional means. The Turians collaborated with the Salarians to genetically engineer a counter to the rapid breeding of the Krogan.

The genophage virus gained the energy to replicate by "eating" key genetic sequences. Every cell in every Krogan had to be altered for the weapon to be foolproof; otherwise the Krogan could have used gene therapy to fix the affected tissues. Once a genophage strain could find no more genes to eat, it would starve and die, limited spin-off mutation and contamination. This "created" genetic flaw is hereditary.

The Salarians believed the genophage would be used as a deterrent, a position the Turians viewed as naive. Once the project was complete, the Turians mass produced and deployed it. The Krogan homeworld, their colonies, and all occupied worlds were infected.

The resulting mutation made only one in a thousand Krogan pregnancies carry to term. It did not reduce fertility, but offspring viability. The rare females able to carry children to term became prizes the Krogan warlords fought brutal battles over.

The Krogan are a shadow of their former glory. While the Rebellions took place centuries ago, they are constantly reminded of the horror of the genophage and of their inability to counter it. The release of the genophage is still controversial, bitterly debated in many circles.

Krogan Rebellions

After the Rachni War, the quick-breeding Krogan expanded at the expense of their neighbors. Warlords leveraged their veteran soldiers to seize living space while the Council races were still grateful. Over centuries, the Krogan conquered world after world. There was always "just one more" needed. When the Council finally demanded withdrawal from the Asari colony of Lusia,  Overlord Kredak stormed off the Citadel, daring the Council to take their worlds back.

But the Council had taken precautions. The finest STG operators and asari huntresses had been drafted into a covert "observation force", the Office of Special Tactics and Reconnaissance. The Spectres opened the war with crippling strategic strikes. Krogan planets went dark as computer viruses flooded the extranet. Sabotaged antimatter refineries disappeared in blue-white annihilation. Headquarters stations shattered into orbit-clogging debris, rammed by pre-placed suicide freighters.

Still, this only delayed the inevitable. The war would have been lost if not for first contact with the Turians, who responded to Krogan threats with a prompt declaration of war. Being on the far side of Krogan space from the Council, the Turians advanced rapidly into the lightly-defended Krogan rear areas. The Krogan responded by dropping space stations and asteroids on Turian colonies. Three worlds were rendered completely uninhabitable.

This was precisely the wrong approach to take with the Turians. Each is first and foremost a public servant, willing to risk his life to protect his comrades. Rather than increasing public war weariness, Krogan tactics stiffened Turian resolve.

The arrival of Turian task forces saved many worlds from the warlords' marauding fleets, but it took the development of the genophage bioweapon to end the war. There were decades of unrest afterwards. Rogue warlords and holdout groups of insurgents refused to surrender, or disappeared into the frontier systems to become pirates.

Krogan Military Doctrine

Traditional Krogan tactics were built on attritional mass-unit warfare. Equipped with cheap rugged gear, troop formations were powerful but inflexible. Command and control was very centralized; soldiers in the field who saw a target contacted their commanders behind the lines to arrange fire support.

Since the genophage, the Krogan can no longer afford the casualties of the old horde attacks. The Battle Masters are a match for any ten soldiers of another species. To a Battle Master, killing is a science. They focus on developing clean, brute-force economy of motion that exploits their brutal strength to incapacitate enemies with a swift single blow of overwhelming power.

This change of focus from mass-unit warfare to maximal efficiency has increased employment demand in the fields of security and "muscle for hire". Due to the unsavory reputation of the Krogan, most of these jobs are on the far side of the law.

Battle Masters are not "spit and polish", but they do believe in being well-armed and equipped, preferably with a gun for each limb. They are callous and brutal, but methodical and disciplined. They use any means at their disposal to achieve their goals, no matter how reprehensible. Hostage-taking and genocide are acceptable means to ensure a quiet occupation with few Krogan casualties.

The Krogan serving with Saren's forces appear to be returning to the old style of mass attritional combat. They also work in close cooperation with supporting Geth units, who fill in the roles occupied by combat drones in other armies.

Biotics are rare among the Krogan. Those that exist are viewed with suspicion and fear. The Krogan see this aura of fear as a useful quality for an officer, and often promote them. Combat drones and other high-tech equipment are likewise in short supply.

 

Notable Krogan 

Krogan Notes and Tips

  •  Notes and tips go here

 

All Races in Mass Effect 2
Asari  ♦  Batarians  ♦  Collectors  ♦  Drell  ♦  Elcor  ♦  Geth  ♦  Hanar  ♦  Humans  ♦  Praetorians  ♦  Protheans  ♦  Quarians  ♦  Rachni  ♦  Reapers  ♦  Salarians  ♦  Turians  ♦  Volus  ♦  Vorcha



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