Armas

Armas

No se usan las armas del setting de SW, con excepción de las granadas. Las armas de este setting están categorizadas en Tiers de 1 a 4, y poseen cada una slots para mejora igual a 1 + Tier (las granadas solo tienen un slot).

 

Weapons

All modern infantry weapons from pistols to assault rifles use micro-scaled mass accelerator technology. Projectiles consist of tiny metal slugs suspended within a mass-reducing field, accelerated by magnetic force to speeds that inflict kinetic damage.

The ammo magazine is a simple block of metal. The gun's internal computer calculates the mass needed to reach the target based on distance, gravity, and atmospheric pressure, then shears off an appropriate sized slug from the block. A single block can supply thousands of rounds, making ammo a non-issue during any engagement.

Top-line weapons also feature smart targeting that allows them to correct for weather and environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean a bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim.

It was long thought that personal weapons had plateaued in performance, but the geth proved all theories wrong. Mathematically reviewing their combat logs, the geth found that in an age of kinetic barriers, most firefights were won by the side who could put the most rounds down-range the fastest. But combatants were forced to deliberately shoot slower to manage waste heat, or pause as their weapons vented.

To eliminate this inefficiency, the geth adopted detachable heat sinks known as thermal clips. While organic arms manufacturers were initially doubtful this would produce a net gain, a well-trained soldier can eject and swap thermal clips in under a second. Faced with superior enemy firepower, organic armies soon followed the geth's lead, and today's battlefields are littered with these thermal clips.

Small arms weapons in Mass Effect Saga Edition are divided into five types like in the video games: heavy pistols, submachine guns, assault rifles, shotguns and sniper rifles. In addition to the small arms, there is a number of heavy weapons available, each working in various ways. Mounted weapons and turrets are not included here.

 

Weapon descriptors:

<u>Melee weapons</u>

Due to the nature of kinetic shields, melee weapons penetrate shields and barriers completely, dealing damage to the target's hit points directly. This makes them extremely dangerous in the right hands.

Large ranged weapons can be used to bludgeon people, dealing 2d6 damage on a successful melee attack. Medium and small weapons cannot be used to attack people in melee without modifications. Melee-attacking with a weapon does not provoke an Attack of Opportunity.

 

<u>Weapon types</u>

There are six types of small-arms in the Mass Effect universe: heavy pistols, submachine guns, shotguns, assault rifles, sniper rifles and heavy weapons. In addition, there is a variety of melee weapons and grenades available.

Proficiencies: Weapons are divided into six different weapon groups; pistols, shotguns, submachine guns, assault rifles, sniper rifles and heavy weapons. Each of them is their own proficiency for feats and talents like Weapon Focus.

The Weapon Proficiency feats are divided into three: Rifles, Pistols and Heavy Weapons. Rifle proficiency gives a character proficiency in assault rifles, sniper rifles and shotguns. Pistol proficiency gives a character proficiency in pistols and submachine guns. Heavy Weapon proficiency grants proficiency in heavy weapons, as well as starship or mounted weapons. Some small-arms weapons are marked as Heavy or Exotic (with an H and E, respectively). Such weapons require either the proficiency in heavy weapons, exotic weapons, or both to use properly. If a character uses an exotic or heavy weapon in which they are not proficient, they take a -5 penalty to attack rolls, even if they are otherwise proficient in the weapon group.

Further specialization through feats or talents requires individual weapon categories. Specializing in heavy weapons does not grant bonuses to small-arms weapons marked as heavy, only the weapons in the Heavy Weapons category.

 

New feat:

Exotic Firearms Proficiency

You understand how to use exotic firearms.

Prerequisite: Base attack bonus +3

Benefit: You can make attack rolls with exotic firearms that you are proficient in normally.

Normal: A character who uses an exotic weapon takes a -5 penalty to attack rolls.

Special: This feat replaces the Exotic Weapon Proficiency when it comes to firearms. You must take Exotic Weapon Proficiency to use exotic melee weapons as normal.

 

<u>Tiers</u>

Each weapon is put into one of four tiers, determining their overall power. Lower tier weapons are less powerful, but smaller and lighter, making for decent sidearms. Higher tier weapons are more powerful and may have unique properties, but may be heavier or have smaller clips.

 

<u>Rate of fire</u>

Each weapon has a rate of fire, indicating how fast and much it can shoot at a time. Weapons can be automatic (A), semi-automatic (SA), single shot (S), burst with X amount of rounds (BX), a combination of the former or have a special case.

Automatic weapons work as in SWSE, only being able to be fired in full-auto (or burst fire if the character has the Burst Fire feat). Due to the large amount of projectiles fired, automatic weapons deal extra damage to shields.

Automatic weapons deal +1 damage per dice to shields and barriers and partially ignore Shield Gate, but deal -1 damage per dice to armored targets.

Semi-automatic weapons work as single shot weapons in SWSE. Treat single shot weapons in the SWSE rulebooks as semi-automatic.

Semi-automatic weapons have no bonuses or penalties to defense types.

Single shot weapons work mostly as in SWSE, except feats and abilities that grant more attacks per round (such as Double Attack or Rapid Shot) cannot be used with single shot weapons. Single shot weapons deal higher amounts of damage than other weapons with higher minimum damage than normal, but can only fire once per round and have smaller magazines.

Single shot weapons deal +1 damage per dice to armored targets, but -1 damage per dice to targets with active shields or barriers.

Burst weapons fire an amount of rounds indicated in the weapon's description (a 6-shot burst weapon is marked by B6, and a 3-shot by B3). Despite their name and the Burst Fire feat, burst weapons work like single shot weapons in SWSE (the Burst Fire feat is for autofire weapons only). Burst weapons generally deal a low amount of higher dice, having greater variance between their minimum and maximum damage.

Due to the large amount of projectiles fired, burst weapons deal 1 additional damage to shields per round fired, but -1 damage per round to armored targets. For example, a Shuriken (B6) weapon deals 6 additional damage to shields, but -6 damage to targets with DR. One attack with a burst weapon uses up as many ammunition as the weapon's burst count is. Burst weapons can be used with Double and Triple Attack, but cannot be used with Rapid Shot or other abilities that simulate extra bullets.

 

Here is a table with the effects of fire rate to different defenses:

 

Fire Mode

Shield

Barrier

Armor

Single Shot

-1 per dice

-1 per dice

+1 per dice

Semi-auto

-

-

-

Burst-fire

+1 per round

+1 per round

-1 per round

Autofire

+1 per dice, ignore gate

+1 per dice, ignore gate

-1 per dice

 

<u>Damage type</u>

Most weapons in the Mass Effect universe generate ammunition by shaving a projectile the size of a sand grain from a dense block of metal contained within the weapon's body. However, not all weapons use such ammunition. Virtually anything can be made into a weapon with sufficient research, and certain races, like the geth, use abnormal ammo in their weapon from ferrous liquid to superconducting projectiles. However, most weapons can be reduced into a few categories:

Kinetic damage is the normal damage type fired by most weapons. Kinetic ammo has no special benefits.

Energy damage is used by geth or other advanced weapons. Due to their nature, they deal more damage to targets with shields and barriers, but are less effective against armor.

Electric damage deals extra damage to synthetic enemies and shields, but less against armor. Electric weapons deal an extra 1 damage per dice against synthetic opponents, such as Geth or mechs.

Explosive damage add shock and trauma to the attack. Weapons that deal explosive damage lower the Damage Threshold of the target by 3 points when calculating damage. Explosive weapons are more effective against armored targets.

Fire damage can set the target on fire (SWSE core rulebook page 255) and deals more damage against armor, though is less effective against shields and barriers.

Cold damage can subject the target to extreme cold (SWSE core rulebook page 254) and deals more damage against armor, though is less effective against shields and barriers.

Biotic damage is a new type introduced in MESE. It deals extra damage against targets with barriers, though less damage against targets with shields.

Only kinetic ammo can be modified with ammo powers, and the damage type is adjusted as in the power's description.

 

Damage Type

Shields

Barriers

Armor

Kinetic

-

-

-

Energy

+1 per dice

+1 per dice

-1 per dice

Electric

+1 per dice

-

-1 per dice

Explosive

-

-

+1 per dice

Fire

-1 per dice

-1 per dice

+1 per dice

Cold

-1 per dice

-1 per dice

+1 per dice

Biotic

-1 per dice

+1 per dice

-

 

<u>Clip</u>

Each weapon can hold only a certain amount of shots before their thermal clip overheats and needs to be exchanged. Reload times depend on the weapon type used, and reloading provokes an attack of opportunity, unless it is done as a swift action.

Assault rifles, shotguns and sniper rifles have a reload time of a standard action.

Pistols and submachine guns have a reload time of a move action.

Heavy weapons require a full round action to reload.

Some weapons have longer or shorter reload times. A gun with the Fast Reload property or a character with the Rapid Reload talent lowers the time needed by one increment – a standard action becomes a move action, and a move action becomes a swift action.

Developer notes: Clip sizes

Most single shot weapons in MESE contain more than a single round in their thermal clip. This is because with one clip and a reload time, a character using these weapons would run out of spare thermal clips extremely fast. However, due to being single shot, they can fire only once per round, limiting the damage output to single, more powerful shots.

 

<u>Special qualities</u>

Some weapons have special qualities in them, things that make them unique from other weapons. Weapon modifications can also add properties to the weapons.

Chargeable weapons can charged for extra effect. Small arms weapons can be charged with a move action, but other, heavier weapons might take longer to charge. Two damages are given for chargeable weapons. The first damage is for a standard shot, and the second is for a charged shot. Weapon charges can be maintained for an indefinite amount of time, but the character must keep hold of the weapon when charged. Some weapons use up more ammo when charged. The amount of ammo used in a charge is noted in brackets. For example, the Arc Pistol is Chargeable (3), which means it uses 3 rounds when charged.

Fast reload weapons are quicker to reload. Pistols and SMGs with the fast reload property take a swift action to reload, and shotguns, assault rifles and sniper rifles take a move action.

Scatter weapons fire multiple small projectiles towards a single target. Generally short ranged weapons, in addition to becoming less accurate with each range increment, they also lose 1 die of damage. An attack with a scatter weapon is treated as an area attack, but only covers one square. The wielder makes an attack against the reflex defense of anyone in the square, dealing half damage on a miss. Aiming grants no benefit for a scatter weapon.

Piercing weapons can pierce cover, penetrating defenses and making armor all but useless. Piercing weapons automatically ignore up to 5 DR of the target and bypassing 5 DR and the hitpoints of any cover in front of the target. If a piercing weapon kills the target, it deals any leftover damage to any target or object directly behind the original target.

Homing weapons move their projectiles one way or another towards their targets, making hitting the target easier. Cover grants only half its normal bonus against homing weapons.

Rapid-fire weapons fire very fast and as such have increased recoil, but also put more bullets into the air.

Weapons capable of fully automatic fire suffer only a -2 penalty to attack when autofiring (or using the Burst feat) at point blank range and no penalty when the weapon is braced before firing at that range, but have an additional -2 penalty to attack when firing at medium range or longer. However, successful attacks with autofire (or Burst) deal 1 additional damage per damage dice but use double the ammunition when firing.

Semi-automatic rapid-fire weapons grant the Rapid Shot (core, p.88) feat to the wielder for that weapon only. If the wielder already has the feat, they take only a -1 penalty when firing more than one round with the Rapid Shot feat.

Seeking weapons are equipped with advanced targeting systems which read heat signatures, track movement and otherwise assist under various conditions. Weapons with the seeking property ignore concealment when you use the Aim action in addition to its other benefits.

Accurate/Inaccurate weapons work as in SWSE. In addition, accurate sniper rifles do not take a penalty when firing at medium ranges, and take only -5 when firing at long ranges.

 

<u>Range</u>

Weapons have different ranges than in SWSE and are determined by their weapon type in the chart below

Weapons

Point Blank

Short

Medium

Long

Pistols

0–5

6–15

16–20

21–40

SMGs

0–5

6–10

11–20

21–30

Shotguns

0–5

6–10

11–15

16–30

Assault Rifles

0–10

11–20

31–40

41–60

Sniper Rifles¹

0–10

11–30

31–60

61–100

Heavy Weapons

0–10

11–30

31–40

41–50

Thrown

0–3

4–6

7–9

10–12

¹Sniper rifles take a -2 penalty when firing point blank, but no penalty when firing at short range. They take -2 penalty at medium ranges and -5 at long ranges. For every 100 squares beyond long, sniper rifles take a -10 penalty.

 

(Developer notes: Weapons and legality

In the Mass Effect games, there's no real issue on the legality of weapons (for that note, not many games care about that matter either). You play as a Spectre, notably above such things. That said, not every Mass Effect Saga Edition game will be played as military personnel. I decided to include at least some estimate on the legality of weapons, based on what I've seen on the matter. Low powered weapons like the Predator are easily available. Even the Carnifex, a high powered hand cannon has advertisements about it, assuming there is a market for heavier personal weapons. Not to mention the huge ads about the Mattock in the Citadel in the third game. Still, most higher powered weapons are at least restricted, if not military. Some are even marked “illegal”, like the Revenant. Why? In the Revenant's description, it says it's protected under the Fabrication Rights Management, and apparently very expensive to acquire. Illegal weapons aren't necessarily illegal without exception, but can be very hard to acquire licenses for. Hence the illegality for the Revenant. The Geth and Cerberus exclusive weapons, like the Geth Pulse Rifle, however, are quite illegal, as neither faction likely produces weapons according to Council standards.

The legality of the weapons isn't exact and much is just based of quick guesswork, but with little else to work on, it's the best I've got for now. Feel free to ignore the rules for legality for you own Mass Effect campaign.)

 

Listado de armamento genérico:

 

Weapon

Costo

Tamaño

RoF

Daño

Clip

Peso

Disponibilidad

Especial

Heavy Pistols, Tier 1

2000

M

SA

4d4

6

2kg

Licensed

 

Heavy Pistols, Tier 2

6000

M

SA

5d4

6

2kg

Restricted

 

Heavy Pistols, Tier 3

20000

M

SA

6d4

6

2kg

Military

 

Heavy Pistols, Tier 4

60000

M

SA

7d4

6

2kg

Illegal

 

Assault Rifles, Tier 1

4000

L

A

3d6

30

5kg

Licensed

 

Assault Rifles, Tier 2

12000

L

A

4d6

30

5kg

Restricted

 

Assault Rifles, Tier 3

40000

L

A

5d6

30

5kg

Military

 

Assault Rifles, Tier 4

120000

L

A

6d6

30

5kg

Illegal

 

Submachine Guns, Tier 1

2500

M

B6

2d10

24

2.5kg

Licensed

 

Submachine Guns, Tier 2

8000

M

B6

2d12

24

2.5kg

Restricted

 

Submachine Guns, Tier 3

25000

M

B6

3d10

24

2.5kg

Military

 

Submachine Guns, Tier 4

80000

M

B6

3d12

24

2.5kg

Illegal

 

Shotguns, Tier 1

3000

L

SA

5d4

2

3.5kg

Licensed

Scatter

Shotguns, Tier 2

9000

L

SA

5d6

2

3.5kg

Restricted

Scatter

Shotguns, Tier 3

30000

L

SA

5d8

2

3.5kg

Military

Scatter

Shotguns, Tier 4

90000

L

SA

5d10

2

3.5kg

Illegal

Scatter

Sniper Rifles, Tier 1

5000

L

S

5d6

6

6kg

Licensed

Acurate

Sniper Rifles, Tier 2

15000

L

S

6d6

6

6kg

Restricted

Acurate

Sniper Rifles, Tier 3

50000

L

S

7d6

6

6kg

Military

Acurate

Sniper Rifles, Tier 4

150000

L

S

8d6

6

6kg

Illegal

Acurate

 

 

 

Listado de Fabricantes aplicables al Armamento genérico:

 

Fabricante

Tiers

Beneficio

Aplicable a

Hahne-Kedar

I-IV

Ninguno

Todas

Batarian State Arms

I-IV

sin slots, +1d de daño

Todas

Elanus Risk Control

I-II

-1 slot, -25% coste

Todas

Elkoss Combine

I-II

-2 slots, -50% coste

Todas

Jormangund Technoligies

II

[+]1 slot +50% coste

Todas

Ariake Technologies

II-IV

[+5] a las tiradas de Use Computer, +25% coste

Heavy Pistols, SMG, Sniper

Devlon Industries

II-IV

Homing, -50% munición

Todas menos Shotgun

Haliat Armory

II-III

Piercing, +25% coste

Todas menos SMG

Geth Armory

II-III

Exotica, daño de Energía, +50% coste

Todas menos Heavy Pistols

Rosenkov Materials

III

[+]1 slot, fast reload, +75% coste

Todas menos Sniper Rifle

Armax Arsenal

III-IV

Modo de fuego alternativo (A o B6), +200% munición, +100% coste

Todas

Kassa Fabrication

III-IV

Modo de fuego S, +2d de daño, -50% munición, +50% coste

Todas menos Sniper Rifle

Cerberus Skunkworks

III-IV

[+1]d de daño contra escudos y barreras, +1 rango de crítico, accurate, -50% munición, +100% coste

Todas

Deus Ex-Machina Arsenal

III-IV

[+5] a las tiradas de Use Biotics, +1d de daño contra "infieles", recarga todos los poders Bióticos con un crítico, +100% coste

Todas menos Sniper Rifle

Spectre – Master Gear

IV

[+]2 slots, accurate, Modo de fuego alternativo B3, +50% munición, +150% coste

Todas

 

 

 

Listado de Armamento Específico

 

<u>Armas</u>

Tier Base

Costo

Tamaño

RoF

Daño

Clip

Tipo

Prof.

Peso

Disponibilidad

Especial

Heavy Pistols

M-3 Predator

1

3000

S

SA

4d4

15

Kinetic

 

1kg

Licensed

Fast reload, Rapid-fire

M-5 Phalanx

2

9000

S

SA

4d6

12

Kinetic

 

1.5kg

Licensed

 

M-6 Carnifex

2

12000

M

SA

4d6

6

Kinetic

 

2kg

Restricted

Accurate

N7 Eagle

3

50000

S

A

4d6

20

Kinetic

 

2kg

Military

[+1] slot

Acolyte

3

27500

M

S

3d8

3

Energy

E

1.5kg

Military, Rare

Inaccurate

Arc Pistol

3

22500

M

SA

3d6/4d8

18

Electric

E

3kg

Restricted, Rare

Chargable (3)

M-11 Suppressor

3

40000

M

SA

5d6

6

Kinetic

 

2.5kg

Military

 

Executioner Pistol

3

27500

L

S

6d8

1

Kinetic

H

4kg

Military

Accurate, Piercing

M-77 Paladin

4

65000

M

SA

4d8

3

Kinetic

 

2kg

Restricted, Rare

Accurate

M-358 Talon

4

70000

M

S

4d8

4

Kinetic

 

3kg

Military

Scatter

Scorpion

4

70000

M

SA

3d8

4

Explosive

E

3kg

Military, Rare

 

Assault Rifles

M-8 Avenger

1

4500

M

A

3d6

30

Kinetic

 

3kg

Restricted

Fast reload

M-15 Vindicator

2

12000

L

B3

2d12

24

Kinetic

 

3kg

Restricted

 

M-96 Mattock

2

16000

L

SA

3d8

16

Kinetic

 

4kg

Restricted

Accurate, Rapid-fire

Phaeston

2

35000

L

A

3d8

50

Kinetic

 

3.5kg

Military

 

Adas Anti-Synthetic Rifle

3

42500

L

SA/A

4d6

25

Energy

E

4kg

Military

Homing

Chakram Launcher

3

47500

L

SA

2d8/5d8

4

Kinetic/Explosive

E

6kg

Military, Rare

Chargable (1)

Collector Assault Rifle

3

80000

L

A

5d6

100

Kinetic

E

5kg

Illegal, Rare

 

Geth Pulse Rifle

3

50000

L

A

3d8

80

Energy

E

4kg

Illegal, Rare

Rapid-fire

M-37 Falcon

3

90000

L

SA/A

4d8

6

Explosive

 

5kg

Military

Inaccurate

M-55 Argus

3

55000

L

B3

3d12

21

Kinetic

 

5kg

Military

Inaccurate

M-76 Revenant

3

95000

L

A

6d6

60

Kinetic

H

6kg

Illegal

Inaccurate

N7 Valkyrie

3

80000

L

B2

3d10

16

Kinetic

 

4kg

Military

Accurate, +1 slot

Striker Assault Rifle

3

100000

L

SA/A

4d8

12

Explosive

H

6kg

Military

Inaccurate

M-7 Lancer

4

130000

M

A

5d6

100

Kinetic

 

3.5kg

Restricted, Rare

Fast reload

Cerberus Harrier

4

160000

L

A

4d10

20

Kinetic

 

5kg

Illegal

Accurate, +1 crit range

M-99 Saber

4

135000

L

SA

5d8

8

Kinetic

H

6kg

Military, Rare

Accurate

Particle Rifle

4

200000

L

Spec.

6d4/10d4

100

Energy

H, E

6kg

Illegal, Rare

 

N7 Typhoon

4

190000

L

A

5d8

100

Kinetic

H

7kg

Military

Rapid-fire, +1 slot

Geth Spitfire

4

250000

H

A

4d10(+2d10)

200

Energy

E

5kg

Illegal, Rare

 

Submachine Guns

M-4 Shuriken

1

2000

S

B6

2d8

36

Kinetic

 

1.5kg

Licensed

Fast reload

M-12 Locust

2

6000

S

A

3d6

20

Kinetic

 

2kg

Restricted

Accurate

M-9 Tempest

2

9000

M

A

4d6

50

Kinetic

 

2.5kg

Restricted

Inaccurate, Rapid-fire

Geth Plasma SMG

3

30000

M

A

4d6

100

Energy

E

2kg

Illegal, Rare

 

M-25 Hornet

3

60000

M

B3

3d12

24

Kinetic

 

3kg

Military

Fast reload

Collector SMG

4

100000

M

A

4d8

100

Kinetic

E

2.5kg

Illegal, Rare

Piercing

N7 Hurricane

4

150000

M

A

3d6x2

40

Kinetic

 

3kg

Military

Inaccurate, Rapid-fire, +1 slot

Blood Pack Punisher

4

125000

L

A

6d6

40

Kinetic

H

5kg

Military

Inaccurate

Shotguns

M-23 Katana

1

4000

L

SA

6d4

5

Kinetic

 

4kg

Restricted

Scatter, Fast reload

M-27 Scimitar

2

9000

L

SA/A

4d6

8

Kinetic

 

3.5kg

Restricted

Scatter

M-22 Eviscerator

2

15000

L

SA

5d6

3

Kinetic

 

4kg

Illegal

Scatter, Piercing

AT-12 Raider

3

25000

L

SA

4d10

2

Kinetic

 

7kg

Military

Scatter, Inaccurate

Disciple

3

32000

L

SA

8d4

4

Energy

 

3kg

Military, Rare

Accurate

Geth Plasma Shotgun

3

50000

L

SA

4d6/5d8

5

Energy

E

4kg

Illegal, Rare

Chargable (2), Homing

Graal Spike Thrower

3

35000

L

S

4d6/4d8

3

Kinetic

 

5kg

Restricted

Chargable (1), Accurate, Piercing

M-300 Claymore

3

70000

L

S

5d10

2

Kinetic

H

7kg

Military, Rare

Scatter, Inaccurate

N7 Crusader

3

75000

L

S

5d8

4

Kinetic

 

8kg

Military

Accurate, Piercing, +1 slot

N7 Piranha

3

85000

L

SA/A

5d6

6

Kinetic

 

6kg

Military

Scatter, Inaccurate, +1 slot

Reegar Carbine

3

60000

L

Spec.

5d8

20

Electric

E

5kg

Military

 

M-11 Wraith

4

100000

L

SA

6d6

2

Kinetic

 

3.5kg

Illegal

Accurate, Scatter, Fast Reload

Venom Shotgun

4

120000

L

S

5d8

4

Explosive

E

7kg

Military

Chargable (1)

Sniper Rifles

M-92 Mantis

1

10000

L

S

5d8

6

Kinetic

 

4kg

Restricted

Accurate, Fast reload

M-13 Raptor

2

15000

L

SA

4d6

15

Kinetic

 

4kg

Military

Rapid-fire

M-29 Incisor

2

35000

L

B3

3d12

15

Kinetic

 

3.5kg

Military

 

M-97 Viper

2

25000

L

SA

4d8

6

Kinetic

 

3.5kg

Restricted

 

Collector Sniper Rifle

3

75000

L

SA

4d10

100

Energy

E

6kg

Illegal, Rare

 

Kishock Harpoon Gun

3

80000

L

S

6d6/8d6

4

Kinetic

E

6kg

Illegal

Chargable (1), Fast Reload

Krysae Sniper Rifle

3

90000

L

SA

6d6

3

Explosive

H

6kg

Military

 

M-98 Widow

3

140000

L

S

9d6

3

Kinetic

H

7kg

Military, Rare

Accurate, Piercing

N7 Valiant

3

135000

L

SA

6d6

3

Kinetic

 

5kg

Military

Accurate, Fast reload, +1 slot

Black Widow

4

180000

L

SA

7d6

3

Kinetic

H

6kg

Military, Rare

Piercing

M-90 Indra

4

170000

L

SA/A

5d8

25

Electric

 

4kg

Military, Rare

 

Javelin

4

190000

L

S

8d8

2

Energy

H, E

8kg

Military, Rare

Piercing, Seeking

Heavy Weapons

Arc Projector

2

75000

L

SA

4d10

10

Electric

 

5kg

Military

 

M-100 Grenade Launcher

2

50000

L

SA

5d10

10

Explosive

 

6kg

Military

 

M-451 Firestorm

2

50000

L

Spec.

4d10(+1d10)

500

Fire

 

6kg

Military

 

ML-77 Missile Launcher

2

50000

L

SA

4d10

15

Explosive

 

6kg

Military

Homing

Cobra Missile Launcher

3

140000

L

S

10d10

1

Explosive

 

4kg

Military

 

M-622 Avalanche

3

175000

L

SA

3d10

20

Cold

 

7kg

Military

 

Collector Particle Beam

4

325000

L

Spec.

4d10/6d10

500

Energy

E

4kg

Illegal, Rare

 

M-490 Blackstorm

4

300000

L

S

3d10/6d10

5

Energy

E

8kg

Military, Rare

 

M-560 Hydra

4

175000

L

B6

6d6x6

6

Explosive

 

5kg

Military

Homing

M-920 Cain

5

1150000

L

S

50d6

1

Explosive

 

10kg

Military, Rare

 

Reaper Blackstar

5

1250000

L

S

16d10

1

Explosive/Energy

E

8kg

Illegal, Rare

 

Grenades

Sticky Grenade

2

1500

T

S

6d6

̶̵̶

Explosive

 

0.5kg

Military

 

Arc Grenade

3

5000

T

S

5d6

̶̵̶

Electric

 

0.5kg

Military

 

Cluster Grenade

3

6000

T

S

4d6

̶̵̶

Biotic

 

0.5kg

Military

 

Inferno Grenade

3

5000

T

S

5d6

̶̵̶

Fire

 

0.5kg

Military

 

Lift Grenade

3

6000

T

S

4d6

̶̵̶

Biotic

 

0.5kg

Military

 

Melee

Persistent Holoblade

1

1500

S

-

2d6

-

Cortante

 

0.5Kg

Militar

Requiere una swift action para activarla

Corrosive materiales blade

2

5000

M

-

2d8

-

Cortante

 

0.5Kg

Militar

 

Asari sword

3

18000

M

-

2d8

-

Biótico

 

0.5Kg

Militar

 

Vibroblade

3

15000

M

-

2d10

-

Cortante

 

0.5Kg

Militar

 

Mononuclear Blade

4

50000

M

-

2d12

-

Cortante

 

0.5Kg

Militar

 

Krogan Warhammer

4

55000

L

-

3d10

-

Contundente

 

0.5Kg

Militar

Si el daño supera el Umbral de daño, el enemigo pasa a estar prone

 

Descripcion de armamento especifico

Armas

Cthulhu Effect Mstr Mstr