Weapons

Weapons

Mass Effect infantry weapons use mass accelerator technology. The guns shave a bullet the size of a grain of sand off a dense block of metal stored in the gun, decrease its mass with a mass effect field, and fire the projectile at supersonic velocities. Weapons also collapse into themselves for easier transportation.

Almost all guns in Mass Effect have indication lights showing their active status: red indicates that the gun is holstered and inactive, while blue means that the gun is ready to fire. Although this is the standard setup, there are some manufacturers who reverse this convention. Nearly all weapons can be upgraded with different functions and ammo slots.

Power packs and energy cells from the SW Saga system function as ‘thermal clips’ for weapons in Mass Effect games; they dissipate the heat from the weapons as they fire, preventing them from overheating. As with power packs, thermal clips can only take so much heat before they must be replaced; in the weapon descriptions that give the capacity for power packs, treat them as thermal clips. Also, since most Mass Effect weapons are not energy weapons, treat the damage type for all weapons as Piercing unless a wepon or ammo upgrade notes otherwise.

In addition to the new weapons, assume the following weapons from the Saga Edition Core Rulebook are available: All Simple Melee weapons, Flamethrowers, all listed heavy weapons, blaster pistol (hold-out), blaster pistol, blaster pistol (sporting), heavy blaster pistol, blaster carbine, blaster rifle, blaster rifle (sporting), light repeating blaster, heavy blaster rifle, frag grenade, stun grenade

RANGED
Pistol
Pistol is the only weapon that have a category that can be purchased by civilians.

DAMAGE RATE THERMAL RANGED COST AVAILABILITY
2d4 S 40 20/40/60/80 500 Licensed
2d6 S 60 20/40/60/80 750 Restricted
2d8 S 80 20/40/60/80 1200 Military

Assault Rifle
Assaut Rifle can shoot in automatic.

DAMAGE RATE THERMAL RANGED COST AVAILABILITY
3d6 S,A 50 30/60/120/240 1000 Restricted
3d8 S,A 60 30/60/120/240 2400 Military

Shotgun
Shotguns are only truly effective under close and short range. At medium range, damage drop to 2dx and long range 1dx.

DAMAGE RATE THERMAL RANGED COST AVAILABILITY
4d6 S 20 5/10/15/20 800 Restricted
4d8 S 30 5/10/15/20 1500 Military

Sniper Rifle
Sniper Rifle are considered accuracy weapon and which mean they ignore penalty at short range.

DAMAGE RATE THERMAL RANGED COST AVAILABILITY
3d8 S 10 30/60/150/300 1500 Restricted
3d10 S 20 30/60/150/300 2800 Military

MELEE

Simple

NAME DAMAGE TYPE COST AVAILABILITY

Advanced

NAME DAMAGE TYPE COST AVAILABILITY

Exotic

NAME DAMAGE TYPE COST AVAILABILITY

SPECIAL

Overload Mine
Cost: 250 credits
Weight: Same as frag grenade
Time/DC to Create: 6 hours/15
Area of Effect: 2×2
Effect: When detonated, the overload mine bypasses shields for 1d6 energy damage and deals 4d6 damage directly to shields to anyone in the area of effect. Additionally, a hit automatically reduces shields by 5 before damage is dealt.

Sabotage Mine
Cost: 250 credits
Weight: Same as frag grenade
Time/DC to Create: 6 hours/15
Area of Effect: 2×2
Effect: Sabotage mines deal 4d6 energy damage to anyone in the area of effect. Additionally,a hit causes enemy weapons to malfunction and be unusable until the end of your next turn.

Shotgun Blast Cannon
Type: Exotic
Cost 2,000 credits
Damage: 3d8 (special)
Stun Damage: N/A
Rate of Fire: Single
Weight: 6 kg
Type: Energy
Availability: Military, Rare

The shotgun Blast Cannon, colloquially known as the “blaster shotgun”, is a devastating close-quarters weapon often issued to Citadel gunners and engineers to aid them in repelling an attack on their positions. It fires multiple individual blaster shots in a spread with a single pull of the trigger. At very close ranges, all of these shots will usually hit the same target (with devastating results) and at larger ranges, the spread of the shots deals damage to multiple targets.

The blast cannon is very difficult to use properly, so the wielder takes a -5 penalty on his attack roll if he does not have the Exotic Weapons Proficiency (blast cannon) feat. Although the blast cannon has the same range as a pistol, its wielder does not take penalties on the attack roll due to range; instead, apply range penalties on damage. Against an adjacent target, the blast cannon does an extra 1d8 points of damage due to having so many blaster shots concentrated in such a small space.

In addition, because this weapon produces a spread of multiple individual blaster shots, it functions as a splash weapon (1 square radius) whenever it is used against a non-adjacent target.

A blast cannon requires a power pack to operate; after 5 shots, the power pack must be replaced.

Weapons

Mass Effect Saga : Legacy Darkxenocide