What would the Mass Effect universe be without the ability to run around wielding an M8 Avenger rifle to blast your way through a rushing horde of husks, or to be able to headshot a Loki mech with a Widow sniper rifle?
Table of Contents
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, often referred to as a "slug box". The gun's internal computer calculates the mass need 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 at the 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.
Mass Accelerator Technology
A mass accelerator propels a solid metal slug using precisely-controlled electromagnetic attraction and repulsion. The slug is designed to squash or shatter on impact, increasing the energy it transfers to the target. If this were not the case, it would simply punch a hole right through, doing minimal damage. Accelerator design was revolutionized by element zero. A slug lightened by a mass effect field can be accelerated to greater speeds, permitting projectile velocities that were previously unattainable. If accelerated to a high enough velocity, a simple paint chip can impact with the same destructive force as a nuclear weapon. However, mass accelerators produce recoil equal to their impact energy. This is mitigated somewhat by the mass effect fields that rounds are suspended within, but weapon recoil is still the prime limiting factor on slug velocity. Though most melee weapons are just pieces of metal with a sharp edge, some have mass accelerators and computers that decrease the mass of the weapon while in the motion of swinging it and then instantly increase the mass just before impact to increase its effectiveness.
Weapons are divided into the following categories:
|0102||Striker||Elanus Risk Control||1||20m||3d+1|
|0103||Judgement||Batarian State Arms||1||20m||3d+2|
|0108||Executioner||Batarian State Arms||1||25m||4d|
|0113||M-3 Predator||Elanus Risk Control||2||25m||5d|
|0114||M-6 Carnifex||Batarian State Arms||2||25m||5d+1|
|0115||Scorpion||Special Tasks Group||2||25m||5d+2|
|0117||M-5 Phalanx||Systems Alliance||2||30m||5d|
|0118||M-11 Suppressor||Systems Alliance||2||30m||5d+1|
|0119||M-358 Talon||Cerberus Skunkworks||2||30m||5d+2|
|0120||N7 Eagle||Systems Alliance||2||35m||5d+1|
|0121||M-77 Paladin||Spectre Gear||2||35m||5d+2|
Sub Machine Guns
|0201||Punisher||Batarian State Arms||0||20m||3d+2|
|0202||M-4 Shuriken||Elkoss Combine||0||20m||4d|
|0203||M-9 Tempest||Elanus Risk Control||1||20m||4d+1|
|0204||M-12 Locust||Kassa Fabrication||1||25m||4d+2|
|0205||M-25 Hornet||Cerberus Skunkworks||2||25m||5d|
|0206||N7 Hurricane||Systems Alliance||2||25m||5d+1|
|0301||Hurricane||Elanus Risk Control||0||15m||4d+2|
|0302||AT-12 Raider||Batarian State Arms||1||15m||4d+2|
|0306||M-23 Katana||Ariake Technologies||2||15m||5d+1|
|0313||N7 Crusader||Systems Alliance||2||20m||6d|
|0314||M-11 Wraith||Spectre Gear||2||20m||6d+1|
|0315||Venom||Special Tasks Group||2||20m||6d+2|
|0401||M-8 Avenger||Elkoss Combine||1||35m||4d|
|0402||Banshee||Elanus Risk Control||1||35m||4d+1|
|0403||Terminator||Batarian State Arms||1||35m||4d+2|
|0414||M-15 Vindicator||Elanus Risk Control||2||40m||6d|
|0416||M-76 Revenant||Cipritine Armory||2||45m||6d|
|0417||M-96 Mattock||Cerberus Skunkworks||2||40m||6d+1|
|0418||N7 Typhoon||Systems Alliance||2||40m||6d+2|
|0420||N7 Valkyrie||Systems Alliance||2||40m||7d|
|0421||M-99 Saber||Systems Alliance||2||40m||7d|
|ID||NAME||BRAND||MOD SLOTS||RANGE||DAMAGE (snap shot/aimed shot)|
|0502||Hammer||Elanus Risk Control||2||80m||1d+2/5d+2|
|0505||Lightning Strike||Batarian State Arms||2||110m||2d+2/6d+2|
|0510||M-97 Viper||Rosenkov Materials||2||130m||3d+2/7d+2|
|0513||M-92 Mantis||Devlon Industries||2||130m||4d+2/8d+2|
|0515||M-13 Raptor||Cerberus Skunkworks||2||190m||4d+1/8d+1|
|0516||M-29 Incisor||Kassa Fabrication||2||200m||4d+2/8d+2|
|0517||M-98 Widow||Spectre Gear||2||200m||5d/9d|
|ID||NAME||BRAND||CLIP||RANGE||DAMAGE (blast radius)|
|0601||ML-77 Missile Launcher||Armax Arsenal||10||75m||7d (5m)|
|0602||M-100 Grenade Launcher||Elanus Risk Control||10||35m||5d|
|0603||Firestorm Flame Thrower||Batarian State Arms||100||15m||5d (2m)|
|0604||Blackstorm Singularity Projector||Terminus Systems||5||35m||Special|
|0605||Avalanche Freeze Gun||Heliat Armory||20||15m||Special|
|0606||Cain Micro Nuke Launcher||Jormungand Technology||1||75m||17d (20m)|
|0607||Hydra Missile Launcher||Hahne-Kedar||1||75m||8d (2m)|
|0608||Arc Projector||Cerberus Skunkworks||20||35m||Special|
|0609||Sync Laser Cannon||Quarian Fleet||100||75m||7d|
|0701||Geth Pulse Rifle||Geth Armory||300||45m||5d+3|
|0702||Geth Plasma Shotgun||Geth Armory||150||20m||5d+5|
|0704||Javelin Sniper Rifle||Geth Armory||20||200m||2d+6/6d+6|
|0706||Distortion Rocket||Geth Armory||20||35m||7d (5m)|
|0707||Particle Beam Rifle||Collector||10||120m||3d+2/7d+2|
|0708||Reegar Carbine||Quarian Fleet||22||15m||6d (3m)|
|0709||Adas Anti-Synthetic Rifle||Quarian Fleet||24||40m||7d (2m)|
|0801||Combat Series Dagger||Gothran||0||1||MD+2|
|0804||Accelerated Krogan Battle Cleaver||Talmarr LLC||2||2||MD+6|
|0805||Acker Blade||Archon Industries||1||1||MD+3|
|0807||Acker Rapier||Archon Industries||1||2||MD+5|
|1003||Gas Grenade||Various||20m||0 (special)|
|1004||Flashbang Grenade||Various||20m||3D (Special)|
Armor and Combat Suits
Combat hard-suits are a dual-layer system to protect the wearer from incoming ranged or melee damage. The inner layer consists of fabric armor with additional padding. Areas that don't need to be flexible, such as the chest or shins, are reinforced with sheets of a lightweight ablative ceramic called Dura-Tanium. Dura-Tanium, or Durable Titanium Alloy, is a thin mesh composite applied in layers. Because Dura-Tanium gets stronger with each additional layer, it can be used in all types of armors: from non-restrictive scout armor that offers lower defense but with no movement penalties, to heavy assault armors that can stop a large high powered round but at reduced freedom of movement. The drawback to Dura-Tanium is its tendency to disrupt signals from Biotic Amps and Omni-Tools. Therefore, most Biotics and Tech Specialists avoid the heavier armors, while soldiers and those that don't use Biotic or Tech Talents employ the heavier suits. The outer layer consists of a kinetic energy barrier - a field generated by the suit itself. The more expensive or heavy the armor, the stronger the barrier that can be emitted. Kinetic barriers, commonly called "shields", provide protection against most mass accelerator weapons. Whether on a starship or a soldier's suit of armor, the basic principle remains the same. Kinetic barriers are repulsive mass effect fields projected from tiny emitters embedded in surface of the armor all around the body.
These kinetic barriers safely deflect small objects traveling at rapid velocities. This affords a degree of additional protection from bullets and other dangerous projectiles, but still allows the user to sit down without knocking away their chair or being unable to shake another's hand in greeting.
The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins or radiation.
Armored combat suits can be sealed hermetically, when the helmet is secured, to protect the wearer from extremes of temperature and atmosphere, biologic infection or toxins. All armors and combat suits have multiple weapon hardpoints - two between the shoulder blades, one at the small of the back and one at each hip. These hardpoints allow for ambidextrous support but only two weapons may be equipped at a time. More weapons have to be carried in a backpack and take a full round to switch out. Standard armor has 4 grenade slots. Additional grenades must be carried in a backpack unless the armor has available mod slots free to afix additional hardpoints for grenade storage.
Damage Protection and Kinetic Barriers
All armors have two basic stats: Damage Protection (DR), is the additional value added to your own DR whenever you suffer damage, whether it be from a sword, shotgun or even a fist. (Melee, Ranged or Brawl damage types respectively)
Kinetic Barriers (KB), is the value added when you suffer damage from certain sources, such as a ranged weapon, shrapnel from an explosion, or other high velocity projectiles.
When you take damage from a source that activates kinetic barriers, you combine your own Damage Resistance, Damage Resistance of the Armor and the armor's Kinetic Barrier rating to resist the damage.
Kinetic Barriers work like additional hit points that you subtract before you apply the armor's DR to your own DR. When your KB drops to 0 they "drain" and offer no more current protection. You must avoid taking damage for 2 full rounds for the the armor's barrier capacitors to build up enough charge to begin projecting the barrier once more. Standard, unmodded barriers restore at a rate of +3 per round — as long as you do not begin taking damage again.
e.g. Your character is wearing a Field Vest that offers +3 DR and +3 KB and gets hit by a shotgun blast for 15 damage. You add your base DR(let’s say 3) and your armor's DR (in this case 3) and KB (also 3). Begin by subtracting your KB rating (3) from the damage received (15). Your Kinetic Barrier absorbed the first 3 points of damage before passing the remaining 12 on. Your DR total of 6 absorbed the next 6 points of damage, leaving 6 points damage left that are then subtracted from your Hit Point total and your kinetic barrier has been overwhelmed and, thus, failed. You now have 0 KB. If you don't take any damage in the next 2 rounds, at the end of the 2nd round they will begin regenerating. You will regain +3 to your kinetic barriers and can then rely upon them should you take damage in the 3rd round.
Armor Classes and Types
Modern armors fall into three classes based on how many layers of Dura-Tanium is used, how many kinetic barrier batteries they carry and the resulting weight that comes with it. Within these classes are different types of based on how much of the body they protect, what extra abilities are standard issue.
Light - Armor in this category have relatively few layers of Dura-Tanium and a low number of kinetic barrier emitters, resulting in lower weight and more flexibility in movement, no Biotic Amp signal degradation and no Omni-Tool lag.
Medium - Dura-tanium layers and Shield emitters are higher in this category causing higher weights and impaired movements,
Biotic Amp signal degradation and lag with Omni-Tools.
Heavy - With the most layers of Dura-Tanium and the highest number of emitters, these armors are inflexible and cause heavy Biotic Amp signal degradation and large Omni-Tool lag.
Worn mostly on habitable worlds where no suits are needed. Armor provides total body cover from neck to toe, it has 5 weapon hardpoints to which the weapons may be latched to (limit: only two weapons may be equipped and carried at a time). It may come with a helmet but it cannot seal out hostile toxins or biologic threats. It is very rare for a civilian to carry armor, on most capital worlds you will need to possess a license to wear one.
|Thermal||Devlon Industries||L||3||3||0||1||turians only||1000|
|Agent||Aldrin Labs||L||5||4||0||1||turians only||6000|
|Liberator||Devlon Industries||L||3||4||0||2||Yes - Yes - Yes||2500|
|Hydra||Aldrin Labs||L||3||6||0||1||Yes Yes - - -||3000|
|Duelist||Elanus Risk Control||L||6||6||0||1||Yes Yes - - Yes||12000|
|Guardian||Elanus Risk Control||M||7||3||-3Dex/Str,-6Bi/Tc||1||Yes Yes Yes - Yes||15000|
|Mercenary||Ariake Technologies||M||7||6||-6Dex/Str,-9Bi/Tc||1||Yes - Yes - Yes||13000|
|Mantis||Hahne-Kedar||M||7||9||-6Dex/Str,-9Bi/Tc||1||Yes - Yes - Yes||15000|
|Scorpion||Hahne-Kedar||M||8||9||-6Dex/Str,-9Bi/Tc||2||Yes - Yes - Yes||20000|
|Ursa||Hahne-Kedar||H||9||9||-9Dex/Str,-15Bi/Tc||2||Yes - Yes - Yes||22000|
|Titan||Rosenkov Materials||H||12||6||-9Dex/Str,-15Bi/Tc||2||Yes - Yes - Yes||28000|
|Light Combat Armor List|
|1205||Duelist||Elanus Risk Control||6||6||0||1||No|
MEDIUM Armor List
|1206||Guardian||Elanus Risk Control||7||3||-3, -6||1||No|
|1207||Mercenary||Ariake Technologies||7||6||-6, -9||1||No|
HEAVY Armor List
|1211||Titan||Rosenkov Materials||12||6||-9, -15||2||No|
Combat suits are designed to work with a helmet that can be sealed against vacuum or gas with 1 hour of breathable atmosphere standard, protection for the entire body, and boots that can be magnetized in zero G environments. Suits are also divided into light, medium and heavy and reflect the same protection and drawbacks as with Armor of the same category.
LIGHT Combat Suit List
MEDIUM Combat Suit List
1221 Gladiator Elkoss Combine 8 9 -6, -9 2 Yes
1222 Phantom Serrice Council 8 12 -6, -9 3 Yes
1223 Assault Cerberus Skunkworks 9 10 -6, -9 3 Yes
-========-<* ItemDB: HEAVY Armor List *>-========-
ID NAME BRAND DR KINETIC PENALTY MODS SUIT
1224 Terminus Batarian State Arms 9 12 -9, -15 2 Yes
1225 Inferno Kassa Fabrication 9 9 -9, -15 2 Yes
1226 N7 Systems Alliance 9 12 -9, -15 2 Yes
1227 Predator X Armax Arsenal 10 9 -9, -15 3 Yes
1228 Colossus Kassa Fabrication 10 12 -9, -15 2 Yes
1229 Warlord Elanus Risk Control 12 12 -9, -24 3 Yes
A combat shield is an armor augmentation reserved for heavy assault squads. Designed to absorb heavy damage, only those who are trained to use heavy armor or combat suits are able to use these portable bulwarks - basically a body sized composite armor plate strapped to the forearm and maneuvered with the same hand. The bearer is limited in speed and mobility as, to properly deploy it, they must crouch down behind it before slowly advancing. Typical tactics involve the shield bearer drawing fire to draw out enemy units to be targeted by the rest of the squad, or to use the shield to allow for close quarters combat just beyond melee ranges.
Because of the cumbersome weight and the slow moving "Turtle Effect" an assault specialist carrying a shield may only wield a one handed weapon - either pistols or sub machine-guns.
Prerequisites: Assault Trainning plus Heavy Armor (Equipped)
|ItemDB: shield List|
ID NAME COST AVAILABILITY
1301 Carbon Thread 100 Common
1302 Field Backpack 550 Common
1303 Space Tape 2 50 Extremely Common
1304 Medi-Gel 25 Common
1305 Omni-Gel 25 Common
1306 Ration Bar 20 Common
1307 Holographic Securi 175 Common
1308 Holographic Sat Co 1700 Uncommon
1309 Nano Transponder 500 Rare
1310 Wave Dampener 850 Rare
1311 Welder Torch 75 Common
1312 Rebreather 250 Common
1313 Field Generator 4000 Rare
1314 Eezo Power Cell 500 Common
1315 Rocket Pack 2000 (500/char Uncommon
1316 Binocular Goggles 100 Common
1317 Military Grade Gog 1000 Uncommon
1318 Multi Spectral Sca 750 Rare
1319 Multi-Cuffs 100 Common
1320 Flare 20 Common
1321 Data Pad 15 Common
1322 Shield Generator 4000 Uncommon
1323 Field Kinetic Barr 5000 Uncommon
1324 Automated Turret 3500 Uncommon
ID NAME BRAND TSKILL TTALENT KINETIC
1601 Bluewire Tool Seri Aldrin Labs 0 0 0
1602 Cipher Tool Series Elkoss Combine +4 repai 0 0
1603 Chameleon Tool Ser Sirta Foundation +4 repai +0 0
1604 Logic Arrest Tool Ariake Technologies +4 repai +4 0
1605 Savant Omni-Tool S Serrice Council +4 repai +4 +2
1606 Nexus Series Armali Council +4 repai +4 +6
ID NAME BRAND BATTR DURATION COOLDOWN
1701 Gemini Armax Arsenal +2 0 0
1702 Solaris Aldrin Labs +2 +1 0
1703 Unity Sirta Foundation +4 +1 0
1704 Polaris Kassa Fabrication +4 +2 50%
1705 Savant Serrice Council +6 +2 50%
-=========-<* ItemDB: drug List *>========—=-
ID NAME COST AVAILABILITY
1401 Creeper 500 Rare
1402 Eximo 300 Uncommon
1403 Hallex 300 Uncommon
1404 Minagen X3 600 Rare
1405 O-E Unknown Rare
1406 Red Sand 250 Common
1407 Videlicet Unknown Uncommon
-=========-<* ItemDB: mech List *>========—=-
ID NAME INITIATIVE MOVE STRENGTH DR KINETIC HP DV BD
1501 Atlas Max 10 10 8d6 18 18 50 Mech
1502 Triton ADS Max 10 10 ( 8d6 14 12 50 Mech
No vehicles at this time
Equipment and Weapons Modding
Mods can often be applied to most man-portable handheld firearms and armor as well as to some melee weapons.
Available mods include high-caliber barrels, scopes, and different ammo types, among others. Only two mods can be applied to a weapon at a time, and the same mod cannot be applied twice to a single weapon. Once a weapon mod is obtained, it may be applied to a weapon of the applicable type at a work bench or in the field depending on the level of the mod.
Mod Slots are a representation of how sophisticated a weapon or armor can be. Weapons may have up to 2 mod slots and armor may have up to 3.
Attaching is the act of placing a mod onto/into a piece of equipment that doesn't already have one. Swapping is exchanging one mod with another that's already in the item.
Mod Levels indicate the sophistication of a particular mod:
Level 1 mods are easily attached or swapped and do not require a work bench.
Level 2 mods are more complex but also easily exchangeable so do too do not need a work bench.
Level 3 mods are the most advanced and drastically change the characteristics of piece of equipment. These mods have to be
installed on a work bench.
Work benches can be found at specialized shops, military and law enforcement posts or with almost any mercenary unit.
If you are installing a level 1 or level 2 mod you have a benefit of +3 to your modding skill roll. The standard Workbench includes VI assisted instructions, more delicate tools and antistatic barriers to protect the items being worked on, more expensive benches have better tools, faster processing of issues and various other items needed by techs.
Modding skill difficulties depend on the level of the mod installed:
Level 1 ranged weapon mods do not require a modding roll, attaching a level 1 mod takes a round, a swap takes 3 rounds.
Level 1 melee weapon and armor mods require a Very Easy modding roll, attaching a level 1 mod takes a round, a swap takes 3
Level 2 mods require a Moderate modding roll, attaching a level 2 mod takes up to a minute, a swap takes up to 3 minutes.
Level 3 mods require a Very Difficult modding roll, attaching a level 3 mod may take form 5 minutes to one hour, a swap takes
The modding difficulties may change due to the situation the characters find themselves in. Swapping a mod midst a firefight may
prove much more difficult than in a quiet workshop.
It is impossible to swap Level 1 or level 2 for any level 3 mods without the technical: modding skill.