Mass Effect Part Fifteen: Equipment

Ammo capacity is essentially infinite, the limiting factor is down to heat cells which absorb and dissipate a limited amount of heat.

An average, standard weapon has damage equal to double the lower value. Absolute, top of the range, expensive, unequalled weapons have the top value.

The more damage, generally the less accurate, the lower rate of fire and the lesser amount of shots before overheating, and vice versa.

Assault rifle
Damage: 11-33
ROF 1-3
ACC -1 to +1
Overheat 15-100

Sniper Rifle
Damage: 20-80
ROF – 0-1
ACC -1 to +2
Overheat 1-15

Shotguns
Damage: 14-54
ROF -1 to 1
ACC -1 to 0
Overheat 1-8

Submachineguns
Damage: 5-20
ROF 1-2
ACC -1 to 0
Overheat 20-50

Pistols
Damage: 7-30
ROF 0
ACC -1 to +1
Overheat 6-12

Heavy Weapons
Rocket Launcher
Damage: 25-100
ROF: -1 to 0
ACC: -1 to 0
Radius: 5

Grenade Launcher
Damage: Double normal grenade damage and radius.
ROF -1 to 1
ACC -1 to 0

Weapon Upgrades
Weapons can usually house one, or two weapon upgrade slots. An additional slot increases the cost of the weapon, one is standard.

Combat Sensor +1 to +3 bonus to Notice skill, combat only.
Combat Optics +1 to Accuracy
Cooling Upgrade +10/20/30% shots before overheat.
Barrel Upgrade Reduce ROF by 1 and increase damage +2
Rail Extension Increase Damage by +10, reduce shots before overheat by 10%
Weapon Stabiliser +1 Accuracy.
Magazine Upgrade +50% shots.
Piercing: Reduce armour value by 5 on target for working damage, but not below base stamina.
Barrel Extension: +15% damage/
Blade Attachment: x7 base damage.
Concentration modifier: First turn spent aiming counts as two turns.
Omni Tools
Omni Tools come in 10 grades. Those 10 points can be customised to the user’s preferences. Each grade providing one point.
2 points – +5 shields.
2 points – Omni Blade 8 damage base, +1 per extra point spent.
1 point – +1 to a skill, Omni Tools can provide bonuses (Max +3) to the following skills. Bureaucracy, Business, Communications, Computer, Cooking, Craft, Demolition, Electronic Warfare, Electronics, First Aid, Law Mechanics, Medicine, Navigation, Security, Tactics, Tinker.

Ammo
Anti-Organic Rounds: +2 damage Vs Organics
Shredder Rounds: +4 damage Vs Organics
Anti-Armour Rounds: +2 damage Vs Synthetics
Tungsten Rounds: +4 damage Vs Synthetics
Incendiery: After the initial hit the target takes another turn’s worth of fire damage intensity 6
Inferno Rounds: After the initial hit the target takes another turn’s worth of fire damage intensity 8
Cryo-Rounds: Target hit most past a STR check, threshold 4 or be frozen in place one turn.
Snowblind Rounds: Target takes a -1 penalty to all actions for the following turn.
Hi-Ex Rounds: Weapon gains radius 5.
High Impact Ammo: +2 damage.
Sledgehammer Rounds: Reduce overheat by 20%, increase damage by +5
Shield Penetrators: x2 damage Vs shields, -3 damage.
Proton Rounds: Ignore shields, -2 damage.
Toxic Ammo: Intensity 4 poison damage on following turn.

Armours
Light Armour: Protection 10-40, Shields 20-40
Medium Armour: Protecton 15-60, shields 20-60
Heavy Armour: Protection 20-80, shields 20-80
Battle Suit: Protection 30-120, shields 20-120

Armours come with one upgrade slot as standard, some have additional slots – at additional cost.

Upgrades
Stim Pack: Initiative +1
Damage Protection: +5% Armour
Ablative Coating: Acts the same as shields and has value equal to the armour’s normal protection.
Medical Interface: +1 First Aid skill.
Medical Exoskeleton: Auto-dispenses medigel and counts as hospitalisation.
Kinetic Buffer: +10% shields.
Motorised Joints: +1 armed and unarmed damage.
Shield Battery: +10 shields.
Shield Regenerator: Regenerate +1 shields per round.

Medi-Gel
An application of Medi-Gel instantly heals a light wound but takes a round to apply.

One response to “Mass Effect Part Fifteen: Equipment

  1. We could not stop chuckling when we saw your weapon description. Indeed, a gun is a gun and is by no way a story all by itself. Providing an estimated stat range is actually quite enough and variety can be implemented later on.

    I always wondered why they removed the self cooling mecanics from the weapons. Their excuse for it is:
    the bunch who throws the more metal the other way around wins the day!

    I was a section commander in the military and that is true at contact, but not in the engament period, where you want sustained fire. The more the ammo the better to win back the fire exange, that is, if you did not win at the initial contact phase.
    What this means is that sustainability is neither less or more important than the initial punch. They would not issue armor, bullet vest and the like if it wasn’t true. The only weapon would be one grenade per men in ragged clothes.

    Without fire rate and sustainability of this ROF, you are not getting into a fight, you avoid them.

    How in hell did alliance command tough that the best answer would be a munition based weapon when they are barely able to keep their colony supplied in time of peace! Just that is beyond me.

    It’s not enough. They could build heavier, more efficient heat sink, hell make a backpack helping it. Such weaponry would be devastating for an ammunition dependant foe. A mg with unlimitted ammunition … Sustained fire, all day long.
    They could look a lot like the ww1 machine guns, where they needed water to coool off the weapon, or a car radiator for god sake!

    The only real reason i see for a munition driven weapon is the variablity of heat dispersion and ability to cut off your own force from supply. (indoctrinated forces then lose ability to fight)

    For example, in space heat is dissipated slower than in atmosphere. Even then, the type of gaz that soak it heat will do so at a different rate, and it can be surprisingly a whole different rate.

    Obviously, there are still heat sink weapon out there. When everyone is scavenging everything they can, the man with a heat sink based weapon is now a king.

    Heat caps ain’t growing on trees.

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