This reference focuses on named combat skills described in the retrieved Mass Effect Andromeda Skills page: six active powers and six passive skills. The page says players spend earned skill points, improve skills through ranks, and equip three active powers in combat. Its descriptions cover grenades, mines, weapon training, shield regeneration, and other effects, along with limits such as power cells, fuse timing, range, or reduced damage against armor. These records preserve the page’s stated functions and constraints. They do not compare effectiveness or establish costs, unlock locations, rankings, or interactions beyond what the passages say.
If comparing combat powers, begin with their described battlefield effects and activation limits; the page says only three active powers can be equipped at once.
The Skills page says players can equip three active powers in combat at one time. Its list of powers does not mean all listed powers are simultaneously equipped.
Omni Grenade, Barricade, Trip Mine, and Flak Cannon each explicitly require a power cell on activation. Trip Mine’s maximum active count also equals the current maximum power-cell count.
Weapon descriptions include situational constraints
The source describes shotguns as inaccurate at long distances, sniper rifles as slow firing with limited capacities, and Flak Cannon shrapnel as reduced against armored enemies.
Selected systems and editions described by the linked references.
Edition and mechanic limits
The skill descriptions come from the retrieved page last edited March 19, 2017; this reference is bounded to that passage and does not verify later changes.
The retrieved passages do not explain profiles, research, crafting, weapon upgrades, most skill upgrade branches, exact skill-point costs, numerical effect values, or acquisition locations.
The Steam listing establishes the Deluxe Edition identity and lists edition contents, but it does not substantiate combat skill mechanics.