Professional Documents
Culture Documents
Mass Effect
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Races
1. Asari:
-
Natural Biotic: due to the overabundance of Element Zero on Thessia, all Asari are born
with
biotic
talent.
Asari
characters
start
out
with
15
power
points
as
opposed
to
the
typical
10
as
well
as
starting
out
with
the
novice
biotic
edge.
She
also
starts
with
a
d6
in
the
Biotic
skill.
Note:
Asari
characters
are
not
restricted
to
the
biotic
dice
skill
max
for
each
biotic
edge,
they
are
allowed
to
take
1
more
dice
level
than
the
edge
allows
(d6=d8)
Monosexual
draw:
All
Asari
have
the
ability
to
mate
with
any
species,
naturally
this
makes
Asari
attractive
to
almost
any
race.
Asari
characters
start
out
with
a
1
in
their
charisma
as
opposed
to
0.
Few
in
Number:
Asari
military
relies
on
guerilla
attacks,
sabotage
and
the
element
of
surprise.
Their
physiology
is
simply
weaker
than
other
races,
Asari
start
with
a
1
in
toughness
as
opposed
to
the
normal
2.
2. Human:
-
-
Newcomers:
Being
the
newest
species
to
the
galaxy
has
its
drawbacks,
humans
receive
a
-1
to
knowledge
checks
that
do
not
involve
humans.
Talented:
Human
characters
receive
an
extra
edge
and
start
out
with
18
skill
points.
3. Krogan:
-
-
-
Tough
to
Kill:
Life
on
Tuchanka
is
an
all
out
struggle
to
survive,
you
wont
live
if
youre
not
tough.
Krogan
players
start
out
with
the
Brawny
edge.
Bring
on
the
Pain:
If
a
Krogan
wants
to
live,
he
has
to
be
able
to
take
hits.
Krogan
players
start
out
with
a
d6
in
vigor
as
opposed
to
a
d4.
Unsociable:
Krogans
arent
known
for
their
diplomacy;
they
enter
all
diplomacy
situations,
except
with
other
Krogan,
being
mistrusted
(-1)
and
cannot
take
the
attractive
edge.
Natural Bully: Muscling their way through any situation is the krogan lifestyle, they get +2 to any
Massive Bulk: due to the sheer weight of their bodies, all krogan have a base movement of 4
intimidation rolls.
4. Salarian:
- Knowledge
is
power:
STG
(Salarian
Special
Tasks
Group)
are
among
the
most
brilliant
scientists
in
the
galaxy.
Salrian
characters
start
out
with
a
d6
in
smarts
as
opposed
to
a
d4.
- Abiotic:
Biotics
are
essentially
non-existent
in
the
salarian
race.
A
salarian
character
is
not
allowed
to
take
the
Biotic
skill
or
edge.
- Quantity
over
Quality:
Salarian
biology
favors
large
numbers
of
sub
par
offspring
being
produced
than
a
few
fine
specimens.
Salarian
characters
cannot
go
over
a
d6
in
strength
or
vigor.
- Subterfuge:
The
Salarian
military
doctrine
firmly
believes
in
preemptive
strikes
and
stealth
over
open
conflict.
Salarian
characters
receive
a
+1
on
stealth
checks.
- Rapid
Deployment:
The
ability
to
rapidly
deploy
across
the
battlefield
to
surprise
the
enemy
forces
has
always
been
a
Salarian
military
asset.
All
Salarians
start
out
with
the
fleet
footed
edge.
5. Turian:
-
Life
of
a
soldier:
It
is
a
known
fact
that
the
Turians
utilize
the
mightiest
military
in
citadel
space.
Their
elite
training
and
dedication
make
them
a
formidable
fighting
force.
All
Turian
characters
start
out
with
a
d6
in
the
shooting
skill.
Unrelenting
Fortitude:
There
is
a
reason
why
the
Turian
military
is
extremely
effective,
the
soldiers
ability
to
stay
calm
in
the
heat
of
battle.
All
Turian
characters
start
with
a
d6
in
Spirit.
Sense
of
Duty:
Turian
military
is
formed
through
teamwork
and
cooperation,
all
Turian
characters
must
take
the
Loyal
hindrance.
6. Quarian:
- Fix
er
up:
Maintaining
the
Migrant
Fleet
demands
that
nearly
all
Quarians
be
knowledgeable
about
machinery.
All
Quarian
characters
start
out
with
a
d6
in
the
repair
skill.
- Tech
Savvy:
Due
to
their
frequent
wars
with
the
Geth,
the
Quarian
military
has
learned
to
fight
technology
with
technology.
Quarian
characters
start
out
with
an
Omni
tool,
a
d6
in
the
Tech
skill
and
the
Intro
Technician
Edge.
Quarians
also
start
out
with
15
power
points
as
opposed
to
the
usual
10.
Suit
Dependent:
Once
the
Quarians
were
forcibly
evicted
from
their
home
world,
they
became
dependent
upon
their
suits
in
order
to
survive.
Any
exposure
from
outside
elements
can
be
deadly
to
them.
Anytime
a
Quarian
character
loses
a
wound,
they
must
make
a
successful
vigor
roll
(-2)
or
become
ill.
They
also
cannot
take
the
attractive
edge.
Biotics
Using
the
properties
of
the
dangerous
substance
known
as
Element
Zero,
certain
individuals
are
able
to
create
small
mass
fields
in
a
contained
area.
Using
this
ability
enables
a
character
to
throw
an
enemy
back
against
a
wall,
levitate
their
foes
in
mid
air
and
even
send
objects
flying
away
in
all
directions.
Power
points
recharge
at
a
Using
a
biotic
ability
takes
a
half
action.
Cover
is
taken
into
consideration
when
using
a
biotic
ability
just
as
shooting.
(light
cover
gives
the
player
a
-1
to
hit/cast)
Information:
-
-
-
-
-
-
-
-
Rank
required
Required
Edge
Power
points
required
Range
Duration
Difficulty
of
use
Recharge
rate
Description
Basic
Biotics
1.
Barrier
2.
Basic
3
Power
Points
Self
4
rounds
or
until
shields
are
destroyed
Requires
3
to
use
2
rounds
(after
biotic
shields
are
destroyed)
Creates
a
biotic
field
around
the
user,
granting
them
an
additional
half
of
their
biotic
skill
in
shields
Throw
3.
Novice
Novice
Basic
Biotics
4
power
points
Up
to
8
squares
away
1
round
Requires
a
roll
of
4
to
use
2
rounds
Throws
opponent
back
half
of
the
users
biotic
skill
and
takes
damage
equivalent
to
the
users
biotic
skill
roll
Warp
Novice
Basic
Biotics
3
power
points
10
squares
2
rounds
Requires
a
3
to
use
2
rounds
Targets
toughness
is
reduced
half
their
biotic
skill.
Intermediate
Biotics
1.
Lift
2.
Seasoned
Seasoned
Seasoned
Intermediate
Biotics
4
power
points
8
squares
Half
of
your
biotic
skills
Requires
4
to
use
3
rounds
Target
is
lifted
into
the
air
Stasis
Intermediate
Biotics
4
power
points
8
squares
Half
your
biotic
skill
Requires
4
to
use
3
rounds
Target
is
frozen
in
a
barrier
and
is
unable
to
move
but
cannot
take
damage.
3.
Pull
Intermediate
biotics
4
power
points
8
squares
1
round
Requires
4
to
used
3
rounds
Target
is
levitated
toward
the
caster
Advanced
Biotics
1.
Singularity
Heroic
Advanced
Biotics
7
power
points
8
squares
Half
the
users
caster
level
Requires
a
5
to
use
4
rounds
All
objects/
targets
in
a
radius
of
the
small
templatel
are
levitated
into
the
air
2. Shockwave
Heroic
Advanced
Biotics
8
power
points
6
squares
1
round
Requires
6
to
use
4
rounds
All objects/ targets in line of shockwave are sent flying outward for half the users caster level
Tech
Powers
-
-
-
-
-
-
-
-
Rank
required
Required
Edge
Range
Power
points
Duration
Difficulty
of
use
Recharge
rate
Description
Intro
Technician
1.
2.
3.
Overload
Novice
Intro
Technician
8
squares
3
power
points
No
set
duration
Requires
a
3
to
use
3
rounds
Removes
an
enemys
shields
worth
half
of
the
users
tech
skill
Sabotage
Novice
Intro
Technician
5
squares
2
power
points
1
turn
Requires
a
4
to
use
4
rounds
Overheats
an
enemys
weapon
Tech
armor
Novice
Intro
Technician
Self
2
power
points
Until
destroyed
Requires
a
4
to
use
3
rounds
Gives
the
user
a
boost
to
their
shields
for
half
their
tech
skill
Regular
Technician
1.
Incinerate
Seasoned
Regular
Technician
8
squares
4
power
points
Instant
use
Requires
a
5
to
use
4
rounds
The
user
fires
off
a
burst
of
flame
that
ignites
the
target
causing
damage
equal
to
their
tech
skill.
+
the
result
of
an
ace
results
in
the
target
becoming
on
fire
(d6
additional
damage)
2.
3.
Tactical
Cloak
Seasoned
Regular
Technician
Self
3
power
points
3
rounds
or
until
the
user
chooses
to
stop
the
ability.
Requires
a
6
to
use
3
rounds
The
user
conceals
himself
using
the
power
of
his
omni
tool,
those
attempting
to
see
him
must
make
a
successful
notice
check
with
a
minus
of
half
the
users
tech
ability.
Cryo
Blast
Seasoned
Regular
Technician
8
squares
4
power
points
Instant
Requires
a
5
to
use
4
rounds
The
user
launches
a
freezing
blast
at
his
opponent
in
damage
equal
to
their
tech
ability
+
rolling
an
ace
results
in
the
target
becoming
frozen
for
d4
turns
Master
Technician
1.
2.
Neural
Shock
Heroic
Master
Technician
6
squares
5
power
points
Half
the
users
tech
skill
Requires
a
6
to
use
5
rounds
The
user
paralyzes
a
target
using
his
Omni
tool
AI
Hacking
Heroic
Master
Technician
7
squares
5
power
points
Half
the
users
tech
skill
Requires
a
6
to
use
4
rounds
The
user
assumes
control
over
an
AI,
controlling
its
actions
for
a
set
duration.
Combat
Drone
Heroic
Master
Technician
2
squares
6
power
points
Until
destroyed
Requires
an
6
to
use
5
rounds
The
user
creates
a
holographic
drone
to
do
his/her
bidding
the
user
has
a
toughness
equal
to
the
users
tech
skill.
+
the
drone
uses
an
electric
shock
that
fires
at
point
blank
range,
causing
damage
equal
to
the
users
tech
skill.
3.
Edges
These
edges
are
in
addition
to
those
in
the
Savage
Worlds
rule
book.
Biotics:
The
following
edges
enable
a
player
to
use
biotics
and
the
powers
associated
with
each
edge.
1. Basic
Biotics:
This
is
the
first
edge
in
Biotics,
it
is
by
far
the
most
abundant
level
of
biotics
in
the
galaxy
as
none
but
the
Asari
have
truly
mastered
its
complex
powers.
Requirements:
Novice
Description:
This
edge
gives
the
player
10
power
points,
and
allows
them
to
take
up
to
a
d4
in
the
Biotic
skill.
This
edge
unlocks
the
throw,
warp
and
barrier
biotic
powers.
2.
Intermediate
Biotics:
Those
that
have
truly
pushed
themselves
are
able
to
unlock
even
further
biotic
capabilities
making
them
fierce
warriors.
Requirements:
Seasoned,
Basic
Biotics
Description:
This
edge
grants
the
player
an
additional
5
powerpoints,
allows
them
to
take
up
to
a
d8
in
the
Biotic
skill
and
allows
them
to
cast
Lift,
Pull
and
Stasis.
3. Advanced
Biotics:
These
individuals
have
essentially
mastered
using
Biotics.
Characters
who
have
this
edge
have
truly
accomplished
a
very
difficult
task.
Requirments:
Heroic,
Advanced
Biotics
Description:
gives
the
player
a
further
5
power
points,
allows
them
to
take
up
to
a
d12
in
the
Biotic
skill
and
allows
them
to
cast
Singularity
and
Shockwave.
Tech
1. Intro
Technician
:
This
beginner
edge
into
tech
allows
the
player
to
use
the
most
basic
forms
of
offensive
technology
using
their
omni
tool.
Requirements:
Omni
tool,
Novice
Description:
allows
access
to
the
intro
technicians
tech
abilities.
Gives
the
character
10
power
points.
2.
Regular
Technician
:
The
next
step
in
utilizing
tech
for
combat
involves
using
the
energy
built
into
an
omni
tool
to
conceal
and
launch
deadly
blasts
of
energy
at
your
foes.
Professional Edges
-
-
-
-
-
-
-
-
-
1. Adept
Requirements:
+
Biotic
skill
of
a
d6
or
higher
+Novice
rank
+Basic
Biotics
Gives
the
user
a
+2
to
casting
any
biotic
power
Gives
the
character
4
extra
power
points
Are
allowed
to
make
1
re-roll
involving
biotics
per
encounter
2. Engineer
Requirements:
+Tech
skill
of
a
d6
or
higher
+Novice
rank
+Intro
Technician
Gives
the
user
a
+2
to
casting
tech
powers
Increases
range
of
tech
powers
by
4
meters
(2squares)
Allowed
to
make
1
re-roll
involving
tech
per
encounter
3. Infiltrator
Requirements:
+
Sniper
rifle
+Tech
skill
of
d4
or
higher
+Novice
rank
+Intro
technician
Gives
the
user
a
+1
damage
with
sniper
rifles
Overcharge
and
sabotage
receive
a
+1
to
cast
Assassination:
the
shooter
receives
a
+3
to
hit
and
additional
damage
for
his/her
next
shot
(cool
down
is
4
rounds)
4. Sentinel
Requirements:
+Novice
rank
+Tech
and
Biotic
skill
of
d4
or
higher
+Intro
technician
+Basic
Biotics
Gives
the
user
a
+1
to
biotic
an
d
tech
skills
-
-
-
-
-
-
-
-
Hindrances
1. Alien
Skeptic
(major/minor):
you
are
extremely
skeptical,
judgmental
and
nervous
of
other
races
than
your
own.
You
treat
any
other
race
with
disrespect
and
rudeness
whenever
you
get
a
chance.
To
be
simple,
you
are
racist.
This
can
be
split
into
either
a
minor
or
major
hindrance.
The
minor
hindrance
is
perhaps
subtle
racism
such
as
name
calling,
spreading
rumors,
etc;
nothing
that
involves
actually
harming
the
species.
The
major
hindrance
is
quite
the
opposite,
players
with
this
hindrance
despise
any
other
race
with
a
blind
hatred
that
is
unparalleled.
They
dont
necessarily
go
out
to
kill
these
species,
but
its
not
unheard
of.
2. Combat
inefficiency
(major):
some
characters
are
just
not
suited
for
combat
situations.
Whether
it
be
inexperience,
bulk,
cowardice,
etc.
These
characters
suffer
a
-2
to
shooting
rolls
and
enemies
ignore
1
cover
point
when
shooting
at
him/her.
3. Galactic
misinterpretation
(minor):
the
player
is
virtually
oblivious
to
what
is
going
on
in
the
universe.
The
character
suffers
a
-2
to
all
knowledge
checks.
In
addition,
if
the
player
rolls
a
1
in
any
situation
involving
dialog,
he
completely
misunderstands
the
point
that
was
being
relayed
(at
the
gms
discretion).
Skills
These
skills
are
in
addition
to
those
in
the
Savage
Worlds
rule
book.
1. Decrytpion
(Agility):
Enables
the
user
to
decrypt
the
codes
and
locks
of
modern
doors
and
containers.
(The
Mass
Effect
Equivalent
of
lockpicking)
+requires
an
omni
tool
2. Electronics
(agility)
:
Allows
the
user
to
perform
abilities
with
the
omni
tool,
such
as
the
following:
hacking,
downloading
files,
scanning,
etc.
Really,
anything
that
wants
to
be
done
with
an
Omni
Tool.
3.
4.
5.
6.
Equipment
Armor
Whether
youre
a
mercenary
going
in
to
a
compound
to
eliminate
a
contract,
a
miner
whose
job
entitles
them
to
work
in
pirate
space;
an
adventurer
is
going
to
need
a
means
of
protection.
There
are
three
different
types
of
armor
:
Light,
Medium
and
Heavy.
Light
This
type
of
armor
provides
the
least
amount
of
protection
but
allows
the
most
amount
of
movement
with
very
few
to
no
negatives
in
regards
to
skills.
Weight
is
6
1. Onyx
Armor:
Shields:
3
Toughness:
1
Tech/biotic
protection:
none
Upgrade
slots:
1
2. Mantis
Armor:
Shields:
4
Toughness:
2
Tech/Biotic
Protection:
none
Upgrade
slots:
1
3. Gladiator
Armor:
Shields:
3
Toughness:
3
Tech/Biotic
Protection:
none
Upgrade
Slots:
1
4. Duelist
Armor:
Shields:
4
Toughness:
2
5.
6.
7.
8.
9.
10.
Medium
Medium
armor
enables
the
wearer
a
moderate
amount
of
protection
with
moderate
penalties
to
movement
and
skills.
Weight
is
10
+
All
users
wearing
medium
armor
suffer
the
following
penalties:
-1
to
all
skills
involving
movement
-2
to
biotic
skills
1. Janissary
Armor:
Shields:
5
Toughness:
3
Tech/biotic
protection:
1
Upgrade
slots:
3
2. Hazard
Armor:
3.
4.
5.
6.
7.
Shields:
6
Toughness:
3
Tech/biotic
protection:
2
Upgrade
slots:
2
Phantom
Armor:
Shields:
7
Toughness:
4
Tech/biotic
protection:
4
Upgrade
slots:
2
Turian
only
Mercenary
Armor:
Shields
:
5
Toughness:
4
Tech/biotic
protection:
1
Upgrade
slots:
1
Predator
Armor:
Shields:
7
Toughness:
4
Tech/biotic
protection:
1
Upgrade
Slots:
1
Scavenger
Armor:
Shields:
0
Toughness:
4
Tech/biotic
protection:
0
Upgrade
slots:
1
Savior
Armor:
Shields:
0
Toughness:
5
Tech/biotic
protection:
1
Upgrade
slots:
1
Heavy
This
armor
provides
the
most
amount
of
protection
from
all
small
arms
fire
while
penalizing
the
wearers
movement
and
skills
to
a
large
degree.
Weight
is
15.
+Turians,
Asari
and
Salarians
cannot
wear
heavy
armor
+
All
users
wearing
heavy
armor
suffer
the
following
penalties:
-1
to
movement
-2
to
all
skills
that
involve
any
sort
of
movement
(climbing,
swimming,
etc)
-1
to
shooting
-4
to
biotic
skill
1. Rage
Armor:
Shields:
10
Toughness:
6
Tech/biotic
protection:
2
2.
3.
4.
5.
6.
Upgrade
slots:
2
Krogan
only
Colossus
Armor:
Shields:
9
Toughness:
6
Tech/biotic
protection:
2
Upgrade
slots:
1
Scorpion
Armor:
Shields:
7
Toughness:
5
Tech/biotic
Protection:
2
Upgrade
slots:
1
Survivor
Armor:
Shields:
6
Toughness:
5
Tech/Biotic
protection:
0
Upgrade
slots:
2
Crisis
Armor:
Shields:
8
Toughness:
5
Tech/biotic
protection:
1
Upgrade
slots:
2
Fallen
Armor:
Shields:
0
Toughness:
6
Tech/biotic
Protection:
0
Upgrade
slots:
1
Shields
The
reinforced
plating
that
makes
up
armor
isnt
the
only
protective
feature
of
armor.
All
armor
comes
with
a
set
amount
of
shields
that
take
away
damage
before
it
can
hit
the
wearers
armor.
Once
the
users
shields
are
taken
away
then
the
wielders
armor
is
at
risk
to
damage.
All
shields
have
the
same
toughness
of
3,
the
only
difference
in
shields
between
armors
is
the
amount
of
shields
on
the
armor
and
the
rate
at
which
they
regenerate.
Unmodified
shield
regeneration
is
1
shield
every
4
turns.
Shields
are
removed
during
combat
once
they
take
damage.
A
success
on
a
roll
to
wound,
results
in
a
shield
removed.
For
each
raise
scored
against
the
shields,
another
shield
is
removed.
Once
ones
shields
are
destroyed/
disabled
then
they
are
subject
to
taking
damage.
If
the
shields
are
destroyed
and
there
is
still
damage
left
over,
the
attackers
damage
is
subtracted
from
the
remaining
shields,
which
carries
through.
Example:
Vatarius,
a
Turian
soldier,
is
on
patrol
when
he
spots
a
Batarian
pirate
pillaging
the
wreckage
of
a
downed
Turian
vessel.
He
opens
fire,
hitting
his
opponent
with
his
assault
rifle.
He
rolls
his
damage
and
scores
a
15.
The
Batarian
only
has
3
shields,
so
9
damage
is
negated,
allowing
6
more
damage
to
slip
through.
Weapons
All
weapons
in
the
Mass
Effect
universe
utilize
a
unique
system
of
calculations
in
order
to
fire
off
a
piece
of
metallic
slug.
The
internal
computer
on
a
hand
weapon
calculates
all
sorts
of
variables
such
as
distance,
temperature,
humidity,
weather,
etc
in
order
to
make
the
shot
go
straight.
Weapons
can
essentially
fire
thousands
of
rounds
before
having
to
replace
the
metal
which
provides
the
rounds,
making
ammo
something
that
doesnt
need
to
be
worried
about.
However,
hand
weapons
are
subject
to
overheating.
Every
weapon
has
a
certain
amount
of
shots
it
can
fire
before
overheating.
Pistols
do
not
need
to
worry
about
over
heating
Shotguns
can
fire
two
rounds
in
a
row
before
overheating
Assault
rifles
can
fire
on
full
auto
two
rounds
in
a
row
before
overheating
Sniper
rifles
can
only
fire
every
other
round
or
will
overheat
Once
a
weapon
overheats,
it
must
take
three
rounds
to
cool
down
before
it
can
be
fired
again.
Pistols
+
All
pistols
have
a
range
of
5/10/20
+
do
not
over
heat
+
RoF
of
1
1. Kessler
+
damage
of
2d4
+weight
of
4
+
-1
to
shooting
2. Striker
+
damge
of
2d4
+1
upgrade
slot
+ weight of 2
3. Cobra
+
damage
of
2d4+1
+1
upgrade
slots
+weight
of
4
4. Stiletto
+Damage
of
1d8
+
2
upgrade
slots
+
weight
of
3
5. Razer
+
Damage
of
2d6
+
2
upgrade
slots
+
weight
of
3
+1
to
shooting
6. Kaprov
+
damage
of
2d6+1
+
2
upgrade
slots
+
weight
of
2
7. HMWP
+
2d4
+2
damage
+
2
upgrade
slots
+Weight
of
3
+
+3
to
shooting
Shotguns
+
All
shotguns
have
a
range
of
2/4/18
+
overheat
after
2
rounds
of
consecutive
shooting
+Rof
of
1
+shotguns
add
plus
2
to
hit
at
close
range
with
-2
at
long
range
1. Storm
2. Hurricane
+3d6/2d4/1d6
(+1)
damage
+1
upgrade
slot
+
-1
to
shooting
+
weight
of
6
3. Firestorm
+4d6/2d6/1d6
+
1
upgrade
slot
+Weight
of
5
4. Avalanche
+
4d6/2d6/1d6
(+1)
damage
+
1
upgrade
slot
+weight
of
4
5. Armageddon
+
4d6/
2d6/
1d6
damage
+
2
upgrade
slots
+weight
of
7
6. Sokolov
+3d8/
2d8/
1d8
(+1)
damage
+2
upgrade
slots
+weight
of
7
7. Claymore
+
3d10/2d10/1d10
+1
upgrade
slot
+weight
of
11
Assault
Rifles
+
Assault
rifles
have
a
range
of
10/20/
40
+
Overheat
after
2
rounds
of
full
auto
or
3
rounds
of
3
round
burst
+
Standard
Rof
of
3
+
Has
the
following
abilities:
Full
auto,
Double
tap,
3
round
burst
1. Lancer
+
2d6
damage
+weight
of
6
+
-1
to
shooting
2. Banshee
+
2d6
damage
+1
+1
upgrade
slot
+
weight
of
6
+ -1 to shooting
3. Avenger
+1d10
+1
damage
+1
upgrade
slot
+weight
of
7
4. Torrent
+
1d12+1
damage
+
1
upgrade
slot
+
weight
of
8
5. Gorgon
+
1d10
+2
damage
+1
upgrade
slot
+Weight
of
7
6. Tsunami
+
2d8
damage
+2
upgrade
slots
+
weight
of
8
7. Crossfire
+
2d8+
1
damage
+2
upgrade
slots
+Weight
of
7
Sniper
Rifles
+
All
sniper
rifles
have
a
range
of20-
50/100/200
If
a
character
is
shooting
at
someone,
using
a
sniper
rifle,
and
they
enter
closer
than
20
meters
of
the
shooter,
then
the
character
receives
-4
to
shooting.
+
Can
only
fire
every
other
round
at
the
most,
or
they
will
overheat
+
Have
AP
of
1
+Have
the
snapfire
penalty
and
the
scope
special
rule
1. Hammer
+
2d6
damage
+
1
upgrade
slot
+
weight
of
8
2. Lightning
+2d6
+
1
damage
+1
upgrade
slot
+
weight
of
8
3. Equalizer
+
2d8
damage
+1
upgrade
slot
+Weight
of
9
4. Viper
+
2d6
damage
+1
upgrade
slot
+Weight
of
7
+Can
fire
two
rounds
in
a
row
as
opposed
to
every
other
round
5. Titan
+
2d8
+1
damage
+2
upgrade
slots
+Weight
of
10
6. Striker
+
2d8+2
damage
+1
upgrade
slot
+weight
of
9
7. Punisher
+2d10
damage
+1
upgrade
slots
+Weight
of
10
8. Volkov
+
3d6
damage
+
1
upgrade
slot
+Weight
of
10
9. Widower
+2d10
+1
damage
+
2
upgrade
slots
+Weight
of
12
Ammunition
Types
1. Cryo
rounds
Cryo
Rounds
I
:
When
the
shooter
is
rolling
to
shoot
and
the
result
is
an
ace,
the
2. Incendiary
rounds
Incendiary
Rounds
I:
When
the
shooter
is
rolling
to
shoot
and
the
result
is
an
ace,
the
target
takes
an
additional
1d4
worth
of
fire
damage
for
the
turn.
Incendiary
Rounds
II:
When
the
shooter
is
rolling
to
shoot
and
the
result
is
an
ace,
the
target
takes
an
additional
1d6
worth
of
damage
for
the
turn.
Incendiary
Rounds
III:
When
the
shooter
is
rolling
to
shoot
and
the
result
is
an
ace
or
one
less
than
an
ace,
the
target
takes
1d8
worth
of
damage
for
one
turn.
3. Chemical
rounds
Chemical
Rounds
I:
When
the
shooter
is
rolling
to
hit
and
an
ace
is
the
result,
the
4. Shredder
rounds
Shredder
rounds
I:
Add
+1
to
damage
rolls
when
fighting
organics
Shredder
rounds
II:
Add
+2
to
damage
rolls
when
fighting
organics
Shredder
rounds
III:
Add
+3
to
damage
rolls
when
fighting
organics
5. Armor
Piercing
rounds
Armor
Piercing
rounds
I:
AP
of
1
Armor
Piercing
rounds
II:
AP
of
2
Armor
Piercing
rounds
III:
AP
of
3
6. Hammerhead
rounds
Hammerhead
rounds
I:
Target
must
make
a
successful
strength
test
or
be
knocked
down.
Hammerhead
rounds
II:
Target
must
make
a
successful
strength
test
(-2)
or
become
knocked
down
Hammerhead
rounds
III:
Target
must
make
a
successful
strength
test
(-2)
or
is
sent
flying
back
1d4-1
squares
and
is
knocked
down.
7. Shield
Piercing
:
Shield
Piercing
rounds
I:
does
an
extra
2
damage
to
shields
Shield
Piercing
rounds
II:
does
an
extra
4
damage
to
shields
Shield
Piercing
rounds
III:
does
an
extra
6
damage
to
shields
8. Anti
Personnel
rounds:
standard
rounds
used
with
small
arms,
no
bonuses.
Grenades
All
grenades
are
the
same.
What
makes
separates
them
from
one
another
are
the
upgrades
that
are
put
into
it.
Grenades
use
the
small
round
template
(unless
an
upgrade
says
otherwise)
and
do
2d6
damage
to
those
in
the
area.
Grenades
in
the
Mass
Effect
universe
are
thrown
like
discs
and
stick
to
the
surface
they
are
thrown
to.
Each
grenade
has
1
upgrade
slot.
Grenade
Upgrades
1. Large
Explosion:
uses
the
medium
template
instead
of
the
small
template
for
the
explosion
radius.
2. Extra
frag:
Adds
an
additional
d6
worth
of
damage
to
the
explosion.
3. Incendiary
Explosion:
Adds
an
additional
d4
worth
of
damage,
if
a
4
is
the
result.
The
targets
take
an
additional
d4
damage
every
time
he
takes
damage
for
turns.
4. Cryo
Explosion
:
Roll
a
d4,
if
a
4
is
a
result;
the
targets
are
frozen
and
shaken
for
2
turns.
5. Fusion
Explosion:
All
targets
in
the
affected
area
must
take
a
vigor
test
or
have
their
toughness
reduced
by
4
for
3
rounds.
Example
Heavy
Weapons
1. ML-77
Missile
Launcher:
+
Range:
16/
24/
36
+
Damage
:
3d8
(small
template)
+
Rules:
AP
2
+
Weight
of
13
2. M-100
Grenade
Launcher:
+
Range:
12/
20/
26
+
Damage
2d6
+1(medium
template)
+
Weight
of
12
3.
Weapon
Upgrades
1. Combat
Optics
Combat
optics
I:
gives
the
user
a
+1
to
notice
checks
when
detecting
enemies
Combat
optics
II:
gives
the
user
a
+2
to
notice
checks
when
detecting
enemies
Combat
optics
III:
gives
the
user
a
+3
to
notice
checks
when
detecting
enemies
2. Sight
upgrades
Sight
upgrades
I:
gives
the
user
a
+1
to
shooting
Sight
upgrades
II:
gives
the
user
a
+2
to
shooting
Sight
upgrades
III:
gives
the
user
a
+3
when
shooting
3. Heat
sink
Heat
sink
I:
reduces
the
cool
down
of
the
equipped
weapon
by
1
turn
Heat
sink
II:
reduces
the
cool
down
of
the
equipped
weapon
by
2
turns
4. High
caliber
barrel
High
caliber
barrel
I:
the
weapon
suffers
-1
to
shooting
but
gains
+1
damage
High
caliber
barrel
II:
the
weapon
suffers
-2
to
shooting
but
gains
+2
damage
High
caliber
barrel
III:
the
weapon
suffers
-3
to
shooting
but
gains
+3
damage
5. Rail
Extension
Rail
extension
I:
the
weapon
gains
+1
damage
Rail
extension
II:
the
weapon
gains
+2
damage
but
overheats
1
turn
faster
than
normal
6. Recoil
Dampner
Recoil
Dampner
I:
reduces
the
penalty
for
firing
at
long
range
by
1
Recoil
Dampner
II:
reduces
the
penalty
for
firing
at
long
range
by
1
and
medium
range
by
1
Armor
Upgrades
1. Armor
Plating
Armor
Plating
I:
increases
the
toughness
of
ones
armor
by
1
Armor
Plating
II:
increases
the
toughness
of
ones
armor
by
2
Armor
Plating
III:
increases
the
toughness
of
ones
armor
by
3
2. First
Aid
Interface
First
Aid
Interface
I:
Whenever
the
user
is
rolling
a
vigor
check
to
recover
from
being
shaken,
he
receives
a
+1.
3. Shield
Battery
Shield
Battery
I
:
Gives
the
user
1
extra
shield
5.
Kinetic
Buffer
Kinetic
Buffer
I:
Gives
the
user
+1
movement
Kinetic
Buffer
II:
Gives
the
user
+1
movement
and
+1
shield
Kinetic
Buffer
III:
Gives
the
user
+1
movement,
+1
shield
and
+1
to
tech/biotic
protection
Vehicles
1. A-61
Mantis
Gunship
+Toughness:
14
+
Wounds:
2
+
Can
seat
1
(pilot)
+
Acc/Ts/climb:
16/32/
2
+
Weapons:
- Mass
accelerated
machine
guns
+
RoF:
5
+
Range
:
16/
28/
40
+Damage:
2d6+1
2. ET3
+Toughness:
16
+Wounds
2
+
Acc/ts:
8/16
+
Can
seat
6
passengers
+No
weapons
3. M-080(tank
version)
+Toughness:
18
+Wounds
:3
+Acc/ts:
6/12
+Can
seat
3
+Weapons
- Main
Cannon:
+Rof
1(fires
every
other
turn)
+Range:
20/40/80
+Damage
(3d10+4)
use
medium
round
template
- Coxial
machine
gun
+Rof:
3
+Range
14/
28/
48
+damage
3d6
+Can
seat
10
+Weapons
- Coxial
machine
gun
+Rof
3
+Range:
14/28/48
+Damage:
3d6
6. M29
Grizzly
+Toughness
16
+Wounds:
3
+Acc/Ts:
7/16
+Can
seat
6
+Weapons:
-
Main
Gun:
+Rof:
1
(every
other
turn)
+Range
30/50/70
+Damage:
3d8+1
(small
round
template)
7.
M35
Mako
+
Toughness
:16
+Wounds
2
+Acc/Ts:
8/20
+Can
Seat
3
+Weapons:
-
Coaxial
machine
gun
+Rof:
3
+Range
26/40/60
+Damage
:
2d6+2
-
Main
Gun:
+Rof:
1
(every
other
turn)
+Range:
34/
50/
76
+Damage:
2d10
(Small
round
template)
8.
Tomkah
+
Toughness:
20
+Wounds:
3
+Acc/Ts:6/16
+Can
seat
4
+Weapons:
-
Main
Gun:
+Rof:
1
(every
other
turn)
+
Range:
30/50/60
+Damage
:
3d10+1
(medium
template)
9.
+Shields:
8
+Wounds:
1
+Acc/Ts/climb:
10/20/3
+Can
seat
12
+Can
attach
weapons
10. X3M
civilian
transport
+
Toughness:
12
+Wounds:
1
+Acc/Ts/climb:
8/16/2
+Can
seat
4
Starships
1.
Price
List
Weapons
Pistols
Weapon
Damage
Weight
Upgrade Slots
Misc Effect
Cost
Kessler
Striker
Cobra
Stilleto
Razer
Kaprov
HMWP
2d4
2d4
2d4+1
1d8
2d6
2d6+1
2d4+2
4
2
4
3
3
2
3
0
1
1
2
2
2
2
-1
to
shooting
+1
to
shooting
+3
to
shooting
350
500
900
1200
1700
1950
2600
Shotguns
Weapon
Damage
Weight
Upgrade Slots
Misc Effect
Cost
Storm
Hurricane
Firestorm
Avalanche
Armaggedon
Sokolov
Claymore
3d6/2d6/1d6
3d6/2d6/1d6
(+1)
4d6/2d6/1d6
4d6/2d6/1d6
(+1)
4d6/2d6/1d6
3d8/2d8/1d8
(+1)
3d10/2d10/1d10(+2)
6
6
5
4
7
7
9
0
1
1
1
2
2
2
-1
to
shooting
-1
to
shooting
-2
to
shooting
600
900
1400
1550
1750
2500
3000
Assault
Rifles
Weapon
Lancer
Banshee
Avenger
Torrent
Gorgon
Damage
2d6
2d6+1
1d10+1
1d12+1
1d10+2
Weight
6
6
7
8
7
Upgrade
Slots
0
1
1
1
1
Tsunami
Crossfire
2d8
2d8+2
8
7
2
2
Misc
Effect
-1
to
shooting
-1
to
shooting
+2
to
shooting
Cost
550
800
1150
1750
2700
2800
3400
Sniper
Rifles
Weapon
Damage
Weight
Upgrade Slots
Misc Effect
Cost
Hammer
2d6
650
Lightning
2d6+1
900
Equalizer
2d8
1400
Viper
2d6
Rof of 2
1900
Titan
2d8+1
10
2500
Striker
2d8+2
10
2600
Punisher
2d10
10
3000
Volkov
3d6
10
3300
Widower
2d10+1
12
3900
Ammo
Types
Ammo
Effect
Price
Cryo Rounds I
250
Cryo Rounds II
450
Cryo
Rounds
III
600
Incendiary
Rounds
I
200
Incendiary
Rounds
II
500
Incendiary
Rounds
III
700
Chemical
Rounds
I
225
Chemical
Rounds
II
500
Chemical
Rounds
III
750
Shredder
Rounds
I
275
Shredder
Rounds
II
600
Shredder
Rounds
III
850
Armor
Piercing
I
AP of 1
275
Armor
Piercing
II
AP of 2
600
Armor
Piercing
III
AP of 3
850
Ammo
Effect
Price
Hammerhead Rounds I
300
Hammerhead Rounds II
650
800
300
600
900
50
Grenade
upgrades
Grenades
cost
150
credits
each
Upgrade
Effect
Large Explosion
Extra
Frag
Incendiary
Explosion
Cryo Explosion
Fusion Explosion
Price
250
300
350
350
300
Special
Weapons
and
Ammo
Weapon
Damage
ML-77
Missile
3d8
Launcher
ML-77
Missiles
-
M-100
Grenade
2d6+1
Range
Weight
16/24/36
13
3
12/20/26
12
Effect
AP2,
small
template
-
Medium
Price
3500
200
3200
Launcher
ML-77
Grenades
template
-
150
Weapon
Upgrades
Item
Effect
Cost
Combat Optics I
200
Combat Optics II
400
600
Sight Upgrades I
300
Sight Upgrades II
600
900
Heat Sink I
500
Heat Sink II
1000
High
Caliber
Barrel
I
400
High
Caliber
Barrel
II
800
High
Caliber
Barrel
III
1200
Rail Extension I
500
Rail Extension II
800
Recoil Dampner I
400
Recoil Dampner II
800
Armor
Light
Armor
Armor
Onyx
Toughness
Shields
Tech/Biotic
Upgrade
Protection
Slots
0
1
500
Mantis
Gladiator
Liberator
Titan
Hopilite
Civilian
Adversity
2
3
2
3
3
1
2
4
3
3
5
4
0
0
0
0
1
1
2
0
1
1
1
1
2
1
0
1
725
870
775
950
1000
350
550
Ranger
+1
725
Movement
Tech/Biotic
Protection
1
2
4
1
1
0
1
Upgrade
Slots
3
2
2
1
1
1
1
Medium
Armor
Armor
Toughness
Shields
Janissary
Hazard
Phantom
Mercenary
Predator
Scavenger
Savior
3
3
4
4
4
4
5
5
6
7
5
7
0
0
Armor
Toughness
Shields
Rage
10
Tech/Biotic
Upgrade
Protection
Slots
2
2
Colossus
Scorpion
Survivor
Crisis
Fallen
6
5
5
5
6
9
7
6
8
0
2
2
0
1
0
Turian
Only
1400
1125
1900
1450
1750
1300
1500
Heavy
1
1
2
2
1
Krogan
only
Armor Upgrades
Armor
Upgrade
Armor
Plating
I
Effect
Increases
Armor
rating
by
1
Cost
350
4300
3900
3350
3300
3400
2900
Armor
Plating
II
Armor
Plating
III
First
Aid
Interface
Shield
Battery
I
Shield
Battery
II
Shield
Battery
III
Shield
Recovery
I
Shield
Recovery
II
Shield
Recovery
III
Kinetic
Buffer
I
Kinetic
Buffer
II
Kinetic
Buffer
III
700
1300
500
Effect
Allows
user
to
use
Tech
abilities,
use
Decryption,
electronics,
etc.
Also
allows
access
to
data
and
calculations
that
typically
go
with
omni
tools
(storing
files,
downloads,
etc)
Gives
the
user
a
+1
to
biotic
skills/abilities
Gives
the
user
a
+2
to
biotic
skills/
abilities
Cost
550
300
550
1000
250
400
650
400
550
750
Misc
Equipment
Item
Omni
Tool
Biotic
Amp
I
Biotic
Amp
II
350
600