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Savage

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.

Requirements: Seasoned, Omni Tool


Description: allows access to the Regular technicians powers. Gives the user an
additional 5 power points.
3. Master Technician: Those who have dedicated themselves to studying the powers of the
Omni Tool are able to control electronics and robots around them.
Requirements: Heroic, Omni tool
Description: Allows access to the Master Technicians abilities. Gives the user an additional 5
power points.

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

-
-

-
-
-

-
-
-

Allows the Sentinel to cast defensive powers on other players/characters (barrier,


tech armor, etc)
Allows the user to re-roll 1 tech/biotic rolls per encounter
5. Soldier
Requirements:
+Novice rank
+shooting skill of a d6 or higher
+has at least three weapons in inventory
+armor of some kind
Gives the character a +2 to shooting rolls
Enemies shooting at a soldier in cover subtract an additional 1 from their shooting
rolls, on top of any other negatives
Command edges/skills have an additional 4 meters (2 squares) of range
6. Vanguard
Requirements:
+Novice rank
+Shooting skill of a d6 or higher
+Biotic skill of a d6 or higher
+Basic Biotics edge
+shotgun
Shotguns receive +1 damage
+1 to all biotic skills
Charge:
+Novice rank
+Basic Biotics
+ 4 power points
+8 squares
+ 1 round
+ requires a 4 to use
+ 3 rounds
+the user unleashes a massive biotic thrust behind him/her, propelling the caster
towards a target, slamming when contact occurs. The target take the users biotic
skill of damage and must make a successful agility check or become knocked down.
2 extra power points



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.

+Requires an omni tool


Common Knowledge (smarts): This skill covers the following categories : History, planet
information, galaxy information, general galactic species information.
Biotics(smarts): Harnessing the dangerous substance, Element Zero, certain individuals are
able to exhibit mild to strong telekinetic principals.
Note: In order for humans to utilize biotics, they must purchase an implant to be put on
their brain.
Tech (smarts): Utilizing the power of their Omni Tool, this enables the player to unleash
devastating technological attacks.
Medicine (smarts): knowledge of galactic species bodies, pathogens and diseases. Can
also perform medical procedures (depending on circumstance)

7. Knowledge skills (smarts):


+Biology: Studies of all living life
+Physical Science: covers chemistry, geology, planetary and any science not involving
life.
+Civilization: Politics, government, economics, sociology, psychology, alien races,
history, etc
+Technology: involves the study of mass effect fields, Element zero, starships, weapons
and vehicles.


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.

Tech/Biotic Protection: none


Upgrade Slots: 2
Liberator Armor:
Shields: 3
Toughness: 2
Tech/biotic protection: 1
Upgrade slots: 1
Titan Armor:
Shields: 5
Toughness: 3
Tech/biotic protection: 1
Upgrade slots: 2
Hopilite Armor:
Shields: 4
Toughness: 3
Tech/ Biotic Protection: 2
Upgrade slots: 1
Civilian Armor:
Shields: 0
Toughness :1
Tech/biotic protection: 0
Upgrade slots: 0
Adversity Armor:
Shields: 0
Armor: 2
Tech/biotic protection: 1
Upgrade Slots: 1
Ranger Armor:
Shields: 0
Armor: 3
Tech/biotic protection: 0
Upgrade slots: 1
Plus 1 movement

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

+3d6/ 2d4/1d6 damage


+weight of 6

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

target becomes frozen and shaken for 1d2 rounds.


Cryo Rounds II: When the shooter is rolling to shoot and the result is an ace the
target becomes frozen and shaken for 1d4 rounds.
Cryo Rounds III: When the shooter is rolling to shoot and the result is an ace the
target becomes frozen and shaken for 1d6 rounds.

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

targets toughness is decreased by 2 for 2 rounds.


Chemical Rounds II: When the shooter is rolling to hit and an ace is the result, the
targets toughness is decreased by 4 for 2 rounds.
Chemical Rounds III: When the shooter is rolling to hit and an ace is a result, the
targets toughness is decreased by 6 for 3 rounds.

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

Shield battery II: Gives the user 2 extra shields


Shield Battery III: Gives the user 3 extra shields
4. Shield Recovery
Shield Recovery I : Increases shield recovery by 1 turn
Shield Recovery II: Increases shield recovery by 2 turns
Shield Recovery II: Increases shield recovery by two turns and regenerates two
shields as opposed to one

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

4. M-080 (APC version)


+Toughness:16
+Wounds 3
+Acc/ts:7/16

+Can seat 10
+Weapons
- Coxial machine gun
+Rof 3
+Range: 14/28/48
+Damage: 3d6

5. M-080 (Artillery version)


+Toughness: 18
+Wounds: 3
+Acc/ts: 4/10
+Can seat 3
+Weapons:
-
Thanix Missiles
+RoF: 1 (fires every two turns)
+Range 100/ 200/ 400
+Damage: 4d12+3 (Use large round template)

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.

UT-47 Kodiak Drop Shuttle


+Toughness: 16

+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

When the shooter is rolling to shoot


and the result is an ace, the target
becomes frozen and shaken for 1d2
rounds.

250

Cryo Rounds II

When the shooter is rolling to shoot


and the result is an ace the target
becomes frozen and shaken for 1d4
rounds.

450

Cryo Rounds
III

When the shooter is rolling to shoot


and the result is an ace the target
becomes frozen and shaken for 1d6
rounds.

600

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

200

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.

500

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.

700

Chemical
Rounds I

When the shooter is rolling to hit


and an ace is the result, the targets
toughness is decreased by 2 for 2
rounds.

225

Chemical
Rounds II

When the shooter is rolling to hit


and an ace is the result, the targets
toughness is decreased by 4 for 2
rounds.

500

Chemical
Rounds III

When the shooter is rolling to hit


and an ace is a result, the targets
toughness is decreased by 6 for 3
rounds.

750

Shredder
Rounds I

Adds +1 damage vs organics

275

Shredder
Rounds II

Adds +2 damage vs organics

600

Shredder
Rounds III

Adds +3 damage vs organics

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

Target must make a


successful strength test or
be knocked down.

300

Hammerhead Rounds II

Target must make a


successful strength test (-2)
or become knocked down

650

Hammerhead Rounds III

Target must make a


successful strength test (-2)
or is sent flying back 1d4-1
squares and is knocked
down.

800

Shield Piercing Rounds I

does an extra 2 damage to


shields

300

Shield Piercing Rounds II

does an extra 4 damage to


shields

600

Shield Piercing Rounds III

does an extra 6 damage to


shields

900

Anti Personnel Rounds

standard rounds used with


small arms, no bonuses.

50

Grenade upgrades
Grenades cost 150 credits each

Upgrade

Effect

Large Explosion

Use the medium


template as opposed to
the small template
Adds an additional d6
worth of damage
Adds an additional d6
worth of damage, if an
ace is the result. The
targets take an
additional d damage
every time he takes
damage for 3 turns.
Roll a d6, if the result is
a 5 or 6 then the target
becomes frozen and
shaken for 3 turns
All targets in the
affected area must take
a vigor test or have
their toughness
reduced by 3 for 2
rounds.

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

gives the user a +1 to notice checks when


detecting enemies

200

Combat Optics II

gives the user a +2 to notice checks when


detecting enemies

400

Combat Optics III

gives the user a +3 to notice checks when


detecting enemies

600

Sight Upgrades I

gives the user a +1 to shooting

300

Sight Upgrades II

gives the user a +2 to shooting

600

Sight Upgrades III

Gives the user a +3 to shooting

900

Heat Sink I

Reduces the cooldown of a weapon by 1


turn

500

Heat Sink II

Reduces the cooldown of a weapon by 2


turns

1000

High Caliber
Barrel I

the weapon suffers -1 to shooting but gains


+1 damage

400

High Caliber
Barrel II

the weapon suffers -2 to shooting but gains


+2 damage

800

High Caliber
Barrel III

the weapon suffers -3 to shooting but


gains +3 damage

1200

Rail Extension I

the weapon gains +1 damage

500

Rail Extension II

the weapon gains +2 damage but overheats


1 turn faster than normal

800

Recoil Dampner I

reduces the penalty for firing at long range


by 1

400

Recoil Dampner II

reduces the penalty for firing at long range


by 1 and medium range by 1

800

Armor
Light Armor

Armor
Onyx

Toughness

Shields

Tech/Biotic Upgrade
Protection Slots
0
1

Misc Effect Price


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

Misc Effect Price

Misc Effect Price


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

Increases Armor rating by 2


Increases Armor rating by 3
Whenever the user is rolling a
vigor check to recover from
being shaken, he receives a
+1.
Grants 1 extra shield
Grants 2 extra shields
Grants 3 extra shields
Increases shield recovery by 1
turn
Increases Shield recovery by 2
turns
Recover 2 shields instead of 1
Grants the user +1 movement
Grants the user +1 movement
and +1 shield
Grants the user +1
movement, +1 shield and +1
tech/biotic protection

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

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