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Assault Rifles Defender Checks

Name Range ROF Damage AP Min Str Notes Ammo Dive for Cover (-2 for each success and
M-8 Avenger 12/24/48 3 2d6 - - Auto 30 raise)
Phaeston 12/24/48 4 2d6-1 - d6 Auto 50 Concussive Shot (Rank 5A)
M-96 Mattock 18/36/72 1 2d8 2 d6 Semi-Auto 16 Cryo Blast (Rank 5B)
Frag Grenade
M-55 Argus 10/20/40 1 2d8 2 d8 3RB 21
Sabotage (Rank 5A)
M-15 Vindicator 15/30/60 1 2d6 1 - 3RB 24
Singularity
M-76 Revenant (R) 15/30/60 5 2d6 - d10 3RB, Auto, Snapfire 60
Opposed (-2)
Sniper Rifles Biotic Charge (Non-target) - V
Name Range ROF Damage AP Min Str Notes Ammo Nova - A
M-13 Raptor 20/40/80 1 2d6 - d6 Semi-Auto 15 Shockwave - A
M-97 Viper 30/60/120 1 2d8 2 d8 Semi-Auto, Snapfire 6 Tech Armor Burst - A
M-92 Mantis 30/60/120 1 2d8 4 d8 Snapfire 1
M-29 Incisor 25/50/100 1 2d6 - d8 3RB, Snapfire 15
M-98 Widow (R) 30/60/100 1 2d10 4 d10 Snapfire, HW 1
Submachine Guns
Name Range ROF Damage AP Min Str Notes Ammo
M-4 Shuriken 8/16/32 1 2d6-1 - - 3RB 36
M-9 Tempest 10/20/40 3 2d6-1 - - Auto 50
M-12 Locust 15/30/60 3 2d6-1 - d6 Auto 30
M-25 Hornet (R) 10/20/40 1 2d6 - d6 3RB 36
Shotguns
Name Range ROF Damage AP Min Str Notes Ammo
M-23 Katana 8/16/32 1 1-3d6-2 - - 5
M-27 Scimitar 5/10/20 1 1-3d6 - d6 8
M-22 Eviscerator 5/10/20 1 1-3d8 - d8 3
M-300 Claymore (R) 3/6/12 1 1-3d10 - d12 1
Heavy Pistols
Name Range ROF Damage AP Min Str Notes Ammo
M-3 Predator 12/24/48 1 2d6 - - Semi-Auto 15
M-5 Phalanx 12/24/48 1 2d8 - d6 Semi-Auto 12
M-6 Carnifex (R) 12/24/48 1 2d8 2 d8 6
Special Ranged Weapons
Name Range Damage ROF AP Min Str Burst Notes Ammo
M-451 Firestorm Flamethrower Cone Template 2d10 1 - d8 Cone Ignores Standard Armor 10
ML-77 Missile Launcher 24/48/96 4d8 1 20 d6 MBT HW, Snapfire 1
M-100 Grenade Launcher 15/30/60 2d6 3 - d6 SBT Auto 12
Grenades
Name Range Damage AP Burst Notes
Mk-14 Grenade 5/10/20 2d6 - SBT -
Flashbang Grenade 5/10/20 - - SBT Characters in the burst become Blinded and Deafened, Duration 1
Use of Smoke Grenade targets anywhere the user can see. Ranged attacks made
Smoke Grenade 5/10/20 - - MBT against characters that are in the burst suffer a -2 penalty and blocks line of sight to
characters behind it. Duration 2.
Melee Weapons
Name Damage AP Notes
Omni-Blade Strength+d4+2 AP 2 See rules
Monomolecular Sword Strength+d8+2 AP 4 +1 Parry
Damage against Synthetic targets is increased by 1d6. Organic targets must make a Vigor
Electrified Baton Strength+d6 -
check at 2 or become Shaken.

Biotic Explosion
Place a Small Burst Template over the character that was hit by the attack. All characters other than the target and the attacker that are under the tem-
plate may attempt to Dive for Cover with an additional -2 penalty for each raise on the attack roll. Any character that failed their Dive for Cover roll suffers
2d6 damage, gets Knocked Back d3" directly away from the center of the burst (roll once for all targets), and becomes Prone. Raises on the triggering
attack roll increase the Knocked Back distance as normal. If a character contacts an obstruction while being Knocked Back, they suffer an additional 1d6
Kinetic damage. Once the Biotic Explosion is resolved, the triggering attack resolves with an additional 1d6 damage against the character that was directly
hit by the triggering attack.

Shields
If the damage equals or exceeds the characters Toughness, it loses one Shield layer, plus an additional layer of shielding for each raise on the damage
roll. If the amount of wounds taken exceeds the targets remaining layer of shields, apply a Shaken result and then wounds as normal for each additional
raise. Shields are not affected by Soak rolls. At the beginning of a characters initiative count, the character regains one layer of Shield. Characters with
active Shield layers are immune to effects that would cause them to be Knocked Back, Pulled, or to become Prone. Shields do not protect characters from
melee attacks.
Light Trooper Racial Notes
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Asari: +1 die Spirit, -1 Toughness
Skills: Shooting d6, Fighting d6, Notice d6 Batarian: +1 die Smarts, +2 Notice
Traits: Pace 6, Parry 5, Toughness 7(2) Drell: +1 die Strength
Gear: M-4 Shuriken SMG, Shock Baton, 1 Mk-14 Grenade, 1 T-Clip Krogan: +1 die Strength, +1 Toughness, +2 Notice,
-1 die Smarts
Standard Trooper Quarian: +1 die Smarts, d6 Repair, d6 Hacking
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 Salarian: +1 die Smarts, -1 Toughness
Skills: Shooting d8, Fighting d6, Notice d6 Turian: +1 die Agility
Traits: Pace 6, Parry 5, Toughness 7(2) Vorcha: Combat Reflexes, -1 die Smarts
Gear: M-8 Avenger AR, 1 Mk-14 Grenade, 1 T-Clip
Weapon Reference
Commander
M-3 Predator HP: 12/24/48, ROF 1, 2d6, Semi-Auto, Ammo 15
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
M-4 Shuriken SMG: 8/16/32, ROF 1, 2d6-1, 3RB, Ammo 36
Skills: Shooting d8, Notice d6, Fighting d6
M-8 Avenger AR: 12/24/48, ROF 3, 2d6, Auto, Ammo 30
Traits: Pace 6, Parry 6, Toughness 9(4)
M-23 Katana Shotgun: 8/16/32, ROF 1, 1-3d6-2, Ammo 5
Gear: M-8 Avenger AR, Shock Baton, 1 M-14 Grenade, 1 Smoke Gre-
M-13 Raptor Sniper Rifle: 20/40/80, ROF 1, 2d6, Semi-Auto,
nade, 1 T-Clip
Ammo 15, Scope (reduce range penalty by 2)
Abilities
Shock Baton: STR+d6, +1d6 v. Synthetics, Organics must
Improved Command: Friendly troops within 10 gain Combat Reflex- pass a Vigor roll or become Shaken
es
Mk-14 Grenade: 5/10/20, 2d6, SBT
Smoke Grenade: 5/10/20, Blocks LOS, ranged attacks against
Close Assault Trooper
characters in the burst suffer 2, Duration 1
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Flash Bang Grenade: 5/10/20, MBT, Characters in burst be-
Skills: Shooting d6, Notice d6, Fighting d8
come Blinded (-6 to pertinent Skills) and Deafened, Duration 2
Traits: Pace 6, Parry 6, Toughness 11(6)
Mounted Autogun: 12/24/48, ROF 3, Suppressive Fire, 15
Gear: M-23 Katana Shotgun, 1 T-Clip, 1 Flash Bang Grenade, Shock
Ammo, Stable (does not suffer recoil penalty)
Baton
NPC Battle Skills
Sniper
Throw (Spirit): 12/24/48, C/D 2, 2d6-2, Knock Back d3/Prone,
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d4
+1d6 damage if the target contacts an obstruction; Arcing
Skills: Shooting d8, Notice d6, Stealth d6
Barrier (Spirit): Duration 1, C/D 3, When wounded by a ranged
Traits: Pace 8, Parry 2, Toughness 6(2) attack, make a Spirit check; each success and raise reduces the
Gear: M-13 Raptor Sniper Rifle, M-3 Predator Heavy Pistol, 1 T-Clip number of wounds suffered by one
Abilities Shockwave (Spirit): C/D 3, 2d6-2, Characters in a straight line
Shield Breaker - If the Sniper hits a target with an active Shield and must make an opposed Agility check with a 2 penalty against
without an active Barrier, instead of rolling damage normally, the the Shockwave roll or suffer damage/Knock Back d3
target immediately loses one layer of Shield. Incinerate (Smarts): 12/24/48, C/D 3, 2d6, Targets without
Shields or Barrier make a Spreading check (2d4); while on fire,
Krogan characters may not regenerate Shields; Heavy Weapon, Arcing
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8 Cryo Blast (Smarts): 12/24/48, Duration 1, C/D 3, Targets
Skills: Shooting d6, Fighting d8, Notice d4(+2) without and active Shield/Barrier suffer an additional d4 from
Traits: Pace 6, Parry 6, Toughness 12(4) Kinetic damage rolls; the die type increases by one for each
Gear: M-23 Katana Shotgun, 1 T-Clip raise; Arcing
Abilities Turret (Smarts): C/D 3, Place a Turret within 3. May not acti-
Martial Artist: Never unarmed, +d4 to unarmed damage rolls vate that turn unless on a raise. May be Repaired to remove
Over-Aggressive: While in close combat, will always use Wild Attack Shaken.
Overload (Smarts): 12/24/48, Duration 1, C/D 3, Targets with
LOKI Mech an active Shield immediately lose one Shield layer; targets with-
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6 out an active Shield suffer a 1 penalty for each success and
Skills: Shooting d6, Notice d8 raise; targets may not regenerate Shields for the Duration
Traits: Pace 6, Parry 2, Toughness 7(2) Concussive Shot (Agility): 12/24/48, C/D 1, 2d4, Knockback
Gear: M-3 Predator Heavy Pistol, 1 T-Clip d3, Arcing
Abilities
Synthetic: +2 to recover from being Shaken; no additional damage NPC Archetypes
from called shots; synthetics do not suffer from poison or disease Vanguard: Close Assault Trooper w/ Shield 1, Shockwave
Fearless: Mechs are immune to fear and Intimidation Bastion: Light Trooper w/ Shield 1, Barrier
Death Burst: When destroyed, place a Small Burst Template over the Adept: Light Trooper w/ Shield 1, Throw
Mech; Characters under the Burst must make a Dive for Cover roll or Engineer: Light Trooper w/ Shield 1, Overload
suffer 2d6 Kinetic Damage and become Prone. Sentinel: Standard Trooper w/ +2 Armor, Shield 1, Incinerate
Demolisher: Standard Trooper w/ Shield 1, Cryo Blast
Turret Mechanic: Light Trooper w/ Turret, Shield 1, Repair
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d8 Soldier: Standard Trooper w/ Shield 1, Concussive Shot
Skills: Shooting d6 Centurion: Commander w/ Shield 1, Concussive Shot
Traits: Pace 6, Parry 2, Toughness 10(4)
Gear: Mounted Autogun
Abilities
Synthetic: See above
Fearless: See above
Heavy Armor
Shield 1

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