Species: Turian
Origin: Born: Palaven. Resided in: Too many places to count
Height: 198cm
Weight: 95kg
Known Affiliations: Andromeda Initiative
Nicknames: None
Combat Roles/Strengths: Wears heavily upgraded custom armor that provides additional shielding.
Favorite Weapon: Modified Cyclone assault rifle
Favorite Biotic/Tech/Other Ability: Concussive Shot. Vetra fires a target-seeking, high-impact round from her gun.
Famous Quote(s): “Making deals to get the things you want, shooting at the things you don’t. That’s me.”
Brief Biography: Surviving the rough world of smugglers and mercenaries requires street-smarts, adaptability, and cunning, qualities that serve Vetra well in Andromeda. Her experiences have taught her the importance of having someone to watch your back, and she’ll do anything for the people she considers friends and family.
Role on the Tempest
Logistics, Informant
Vetra is extremely “street-smart,” thanks to her experience as a mercenary and smuggler. She keeps her ear to the ground for the Pathfinder. By maintaining underworld contacts on Kadara Port, she ensures she remains looped into what is going on with the Nexus exiles and within the shadier underbelly of the Nexus itself.
Personality Traits
- Friendly, chatty, and openly honest
- Pragmatic and realistic
- Extremely protective, especially of her sister
Personal Background
Vetra spent most of her early life on Palaven. However, before she could enter boot camp her father, formerly a well-respected member of the Turian military, took her and her sister, Sid, on the run for reasons that were never fully explained. When Vetra was 16 and Sid was barely a toddler, their father disappeared. Vetra never saw him again, and she had to step up to raise Sid. The sisters hopped from cluster to cluster, with Vetra taking work where she could.
Andromeda represented a huge risk to Vetra, but it was also a chance at building a new, and perhaps normal, life for she and her sister. With the state of the Heleus Cluster, Vetra and Sid’s dreams are in danger of falling apart and Vetra has vowed that she will draw on all her experience to keep that from happening.
Recruitment Details
When: Mission 2: A Better Beginning
Where: The Nexus
Details: Vetra is instrumental in obtaining the Tempest for Ryder. In return, she insists on joining Ryder’s squadron before they set off to Eos.
Fighting Style and Combat Tips
Summary: As a weapons expert, Vetra prefers to dish out her damage through the muzzle of her Cyclone rifle. While her combat toolkit is straightforward, with Turbocharge boosting her weapon and Power Armor giving her extra survivability, Vetra is an exceptional squadmate to have when dealing with flying enemies (like the Remnant), thanks to her proficiency at mid-range. Additionally, her Turbocharge has a relatively low recharge time compared to its duration (it can technically be active around half of the time she’s in combat).
Synergies: Since Vetra doesn’t have access to shield-killing powers until she’s leveled up to Rank 6 Turian Smuggler, it’s best that Ryder supports her with Overload or Energy Drain. Alternatively, you can pair her with Liam if he has Overload unlocked. She’s a solid combatant against most types of enemies, but it’s recommended that you give her explicit orders in most fights, ensuring she focuses on vulnerable targets that aren’t equipped with shields or armor. She can also fight safely from cover, thanks to her Turbocharge cover-penetrating properties.
Notable Power Spikes: Completing Vetra’s loyalty mission unlocks the Disruptor Ammo (Turian Smuggler, Rank 6) skill for purchase. This incredible passive removes Vetra’s main weakness and grants her rifle a much-needed shield-destroying property. Unfortunately, you have to choose between Disruptor Ammo and Focus Fire, another amazing ability.
Another notable upgrade is Radius (Concussive Shot, Rank 4). Not only does it cause a larger explosion, but it also detonates combos on anything primed in the vicinity.
Weaknesses: While Vetra is effective in taking out unshielded, weaker enemies, she struggles against high-health ones like Fiends and Anointed (unless you can take care of the shields yourself). Fortunately, you usually don’t have to worry about her being knocked unconscious since, if she does go down, she’s often close enough for you to revive safely (thanks to her effective range).