Weapons/Armor/Gear

Weapons

Pistols Range Damage Auto Recoil Mass Magazine Slots Cost (Cr.)
M-3 Predator Ranged (pistol) 3d6 No 0 0.5kg 18 3 200
M-5 Phalanx Ranged (pistol) 3d6 No -1 0.5kg 18 2 400
M-6 Carnifex Ranged (pistol) 3d6+3 No 1 1kg 6 1 600
SMGs
M-4 Shuriken Ranged (pistol) 3d6-3 6 0 1kg 24 3 500
M-9 Tempest Ranged (pistol) 3d6 6 2 2kg 24 1 750
M-12 Locust Ranged (pistol) 3d6 4 -1 1kg 36 2 1000
Assault Rifles
M-8 Avenger Ranged (assault weapon) 3d6 6 0 3kg 18 3 1000
M-15 Vindicator Ranged (rifle) 4d6-3 4 0 5kg 12 2 1500
M-76 Revenant Ranged (assault weapon) 3d6 8 2 8kg 24 1 4000
M-96 Mattock Ranged (assault weapon) 3d6+3 No 1 5kg 24 1 3500
Shotguns
M-23 Katana Ranged (shotgun) 4d6 2 0 4g 6 2 200
M-27 Scimitar Ranged (shotgun) 4d6+3 No 1 5kg 8 2 800
Haliat Tornado Ranged (shotgun) 4d6 6 2 5kg 18 2 1000
Sniper Rifles
M-92 Mantis Ranged (sniper) 5d6 No 2 7kg 2 2 5000
M-29 Incisor Ranged (sniper) 4d6+3 2 2 6kg 12 2 5500
M-97 Viper Ranged (sniper) 5d6 No 0 7kg 4 2 6000
M-98 Widow Ranged (sniper) 5d6+3 No 4 9kg 1 1 15000
Grenades Range Damage Mass Blast Radius Cost (Cr.)
Frag Ranged (thrown) 5d6/3d6/1d6 0.5kg 3m/6m/9m 30
Smoke Ranged (thrown) None 0.5kg 6m 15
Stun Ranged (thrown) 3d6 0.5kg 6m 30
Heavy Weapons Range Damage Recoil Mass Magazine Cost Special
M-100 Grenade Launcher Ranged (shotgun) by grenade 1 6kg 6 – only 1 magazine may be carried at a time. 4000 Can equip every type of grenade.
M-77 Cobra Missile Launcher Ranged (rocket) 5d6+5 4 8kg 3 – only 1 magazine may be carried at a time. 20,000 Missiles cost 800Cr.
M-451 Firestorm Ranged special 4d6+4 0 10kg 4 – only 1 magazine may be carried at a time. 12,000 Projects chemical fire in a cone 9m long and 6 wide. Tank costs 200 credits.
*M-490 Blackstorm Ranged (rifle) 4d6 1 8kg 4 – only 1 magazine may be carried at a time. 20,000 Creates a gravity well that acts like a biotic Singularity for 2 rounds, doing 4d6 damage per round. Eezo charge costs 1000Cr.
M-622 Avalanche Ranged (rifle) 4d6 0 6kg 4 – only 1 magazine may be carried at a time. 15,000 Target and everything within 7.5 meters are flash-frozen, losing their next turn and lowering their initiative by 3 for the duration of combat. Power pack costs 1000Cr.
M-920 Cain Ranged (rifle) 12d6 4 12kg 2 – only 1 magazine may be carried at a time. 25,000 Launches high explosive at railgun speeds; creates a kiloton explosion at point of impact, doing damage outward per the “Serious Firepower” rule (p.102).

Armors

Armor Type Armor Shields Required Skill Mass Slots Cost (Cr.)
Emergency Vaccsuit 2 2 Vacc Suit 0 5kg 0 7,000
Reinforced Street Clothing 5 0 4kg 1 500
Elkoss Combine Peacekeeper Flak Jacket 6 2 5kg 1 2500
Devlon Liberator Armor (HEV) 3 3 Vacc Suit 1 6kg 2 20,000
Elanus Risk Control Duelist Armor 3 4 Vacc Suit 0 8kg 2 20,000
Devlon Explorer Armor (HEV) 4 4 Vacc Suit 1 10kg 2 30,000
Serrice Council Phantom Armor 5 4 5kg 2 35,000
Devlon Survivor Armor (HEV) 5 5 Vacc Suit 1 11kg 2 105,000
Ariake Technologies Scorpion Armor 5 5 Vacc Suit 0 12kg 2 85,000
Kassa Fabrication Inferno Armor (HEV) 5 6 Vacc Suit 1 12kg 2 175,000
Batarian State Arms Terminus Armor 6 5 Vacc Suit 1 14kg 1 200,000
Rosenkov Materials Titan Armor 6 6 Vacc Suit 0 or Battle Dress 0 12 2 350,000
Armax Arsenal Predator X Armor 6 8 Battle Dress 0 12kg 2 700,000
Ariake Technologies Mercenary X Armor 7 7 Battle Dress 1 or Vacc Suit 2 14kg 1 600,000
Kassa Fabrication Colossus Armor (HEV) 8 6 Battle Dress 1 15kg 2 800,000

Mods

Modification Type Description Cost (Cr.)
Ammo, AP all slugthrowers Armored targets take a minimum of 1 damage per die. Ammo mods do not count against a weapon’s slot limit. Limit 1 ammo mod per weapon. Ammo type may be switched as a minor action. 1500
Ammo, Cryo all slugthrowers Target’s initiative decreases by 5. 1000
Ammo, Disruptor all slugthrowers Target takes a -1 DM to attacks for one round. 1000
Ammo, Incendiary all slugthrowers Damage rolls of 1 may be rerolled. 2500
Ammo, Warp all slugthrowers Target’s BIO score is reduced by 1. 2000
Bullpup Frame all guns Reduces personal- and short-range penalties by 2 DM. 12,000
Combat Optics all guns Reduces long range penalties by 1 DM. 10,000
Targeting VI all guns Adds an extra +1 DM to any aimed shot. 15,000
Suppressor slugthrowers with no Auto score -4 DM to detect shots fired by this weapon. 2,500
Heat Sink all guns Improves magazine value by 50% (rounded down). 8,000
Frictionless Materials all guns Doubles magazine value. Does not stack with Heat Sink. 25,000
Kinetic Stabilizer all guns Reduces weapon’s recoil by 1. 5,000
Scram Rail Auto value of 1 or better Adds 2 to weapon’s Auto score. 30,000
Bayonet all firearms Allows weapon to count as a Blade for melee purposes. 2,000
Reinforced Stock all firearms Allows weapon to count as a Bludgeon for melee purposes. 500
Lightweight Materials all firearms Halves the weapon’s mass. 9,000
Hardened Weave all armors Adds 1 to Protection value. Does not stack with the other two of this type. 12,000
Ablative Coating all armors Adds 2 to Protection value. Does not stack with the other two of this type. 30,000
Energized Plating all armors Adds 3 to Protection value. Does not stack with the other two of this type. 75,000
First Aid Interface all armors Regenerate 1 characteristic point per round if no damage is taken. Does not stack with the other two of this type. 20,000
Medical Interface all armors Regenerate 1 characteristic point per round. Does not stack with the other two of this type. 50,000
Medical Exoskeleton all armors Regenerate 2 characteristic points per round. Does not stack with the other two of this type. 110,000
Motorized Joints all armors of Protection 7+ +1 to melee damage. Does not stack with the other two of this type. 10,000
Exoskeleton all armors of Protection 7+ +2 to melee damage. Does not stack with the other two of this type. 25,000
Combat Exoskeleton all armors of Protection 7+ +3 to melee damage. Does not stack with the other two of this type. 60,000
N/B/C Shielding non-HEV armors Armor gains the HEV property. 8,000
Shield Battery all armors Adds 1 to Protection value against non-melee attacks. Does not stack with the other two of this type. 6,000
Shield Modulator all armors Adds 2 to Protection value against non-melee attacks. Does not stack with the other two of this type. 20,000
Shield Interface all armors Adds 3 to Protection value against non-melee attacks. Does not stack with the other two of this type. 50,000
Biotic Battery all armors Adds 1 BIO point (does not improve BIO modifier). Does not stack with the other two of this type. 13,000
Biotic Modulator all armors Adds 2 BIO points (does not improve BIO modifier). Does not stack with the other two of this type. 30,000
Biotic Interface all armors Adds 3 BIO points (does not improve BIO modifier). Does not stack with the other two of this type. 70,000
Concealment Field all armors Adds +2 to Stealth DM. Does not stack with the other two of this type. 20,000
Stealth Field all armors Adds +3 to Stealth DM. Does not stack with the other two of this type. 40,000
Infiltration Field all armors Adds +4 to Stealth DM. Does not stack with the other two of this type. 100,000
Ammo Compartment all armors Allows wearer to carry 50% more heavy weapon ammo. 15,000
Ammo Tank all armors Allows wearer to carry 100% more heavy weapon ammo. 40,000
Experimental Materials all armors Armor’s mass is reduced 25%. 12,000
Exotic Materials all armors Armor’s mass is halved. 30,000

Equipment2

Item Description Mass Cost (Cr.)
Armax Arsenal Gemini Amp Biotic powers deal an additional 1 damage. 20,000
Kassa Fabrication Polaris Amp Grants +1 to an already-known biotic skill. Cannot raise skills above a maximum of 3. 25,000
Sirta Foundation Unity Amp Failed biotic power uses cost no points. 30,000
Serrice Council Savant Amp Grants a previously unknown biotic power at rank 1. The granted power may be changed by flashing and updating the firmware (routine computer check, 10-60 minutes). 40,000
Armali Council Prodigy Amp Reduces the cost of biotic powers by 1 point (minimum 0). 45,000
Council Spectre-X Amp Warped targets take 2d6 damage from attacks. Requires a Contact or Ally in the Spectres to purchase. May not be taken as a Benefit. 75,000
Aldrin Labs Bluewire Omni-Tool The most basic Omni-Tool. May be taken as a Benefit. In high demand: may be traded in for up to 35,000Cr. 1 kg 45,000
Kassa Fabrication Polaris Omni-Tool Improved power source. Adds 1 to the damage of any Tech Attack. 1 kg 50,000
Ariake Technologies Logic Arrest Omni-Tool Highly efficient computational architecture. Sabotage incoming grenades or rockets without penalty. The DM penalty for hurrying Computer or Engineering skill checks is reduced by 1. 1 kg 55,000
Elkoss Combine Cipher Omni-Tool Highly customizable. Can add +1 to any one of the following skills: Computers, Engineering, Mechanic, Physical Science, Life Science, Space Science. This bonus may be changed by flashing and updating the firmware (routine computer check, 10-60 minutes). 1 kg 60,000
Armali Council Nexus Omni-Tool Heavier-duty fabrication module. Can manufacture a Large Blade for melee attacks. 2 kg 60,000
Serrice Council Savant Omni-Tool Advanced power source. Adds damage to any Tech Attack equal to the Effect of the skill check. 1.5 kg 65,000
Flashlight May be added to any armor or underslung to any weapon without using an upgrade slot. Projects a 6m spot of bright white light out to 100m. 15
High-Energy Ration Bar Provides 3000 calories as well as protein and vitamins; restores 1d6 Biotic points up to twice per day. Available in dextro- or levo-protein varieties. 20
Medi-Gel Stored in an Omni-Tool. Significant action to use; heals 3 + Effect characteristic points. 50

Weapons/Armor/Gear

Mass Effect: A Shattered Galaxy kdowell2 kdowell2