New Equipment

New Equipment

Armor

Armor Rules
Armor has the following characteristics: Cost, Weight, Armor Bonus, Equipment Bonus, SR, Max Dex, Shield Recharge DC, and Endurance.
Cost, Weight, and Max Dex act exactly the same way they do normally.
Armor Bonus is added to your Reflex Defense in place of your level.
Equipment Bonus is added to your Fortitude Defense.
SR is the armor’s Shield Rating. Without the Armored Defense talent, shields on armor can only be restored outside of an encounter, requiring a Mechanics or Use Computer check against the armor’s Shield Recharge DC for every 5 SR being restored.
Shield Recharge DC is the DC needed to recharge the armor’s SR. Normally this can only be done outside of combat, but if you have the Armored Defense talent, you may use the armor’s Endurance skill to make a check once per round, as a free action, against the armor’s Shield Recharge DC. If the check equals or exceeds the Shield Recharge DC, the armor automatically restores 5 SR.
Endurance: An armor’s Endurance skill is used for two things; first, it can automatically recharge shields, as noted above. Second, whenever your shields are bypassed by damage or hit with a ‘shield buster’ weapon, you may make an Endurance check using the armor’s skill rating against the total damage. If the check equals or exceeds the damage, the shields react as normal; if the check fails, the shields completely cut out after damage is dealt until you succeed with a Mechanics or Use Computer check outside of combat.

Example Armor

Standard Military Issue Light Body Armor
Light Armor
Cost: 2,000 credits
Weight: 5 kg
Armor Bonus: +0
Equipment Bonus: +0
SR: 5
Max Dex: +4
Shield Recharge DC: 15
Endurance: +0
Specter Issue Light Body Armor
Light Armor
Cost: 3,000 credits
Weight: 6 kg
Armor Bonus: +1
Equipment Bonus: +1
SR: 15
Max Dex: +6
Shield Recharge DC: 15
Endurance: +2
Standard Military Issue Medium Body Armor
Medium Armor
Cost: 2,500 credits
Weight: 10 kg
Armor Bonus: +2
Equipment Bonus: +2
SR: 5
Max Dex: +4
Shield Recharge DC: 17
Endurance: +2
Specter Issue Medium Body Armor
Medium Armor
Cost: 3,500 credits
Weight: 12 kg
Armor Bonus: +2
Equipment Bonus: +3
SR: 15
Max Dex: +6
Shield Recharge DC: 17
Endurance: +2
Standard Military Issue Heavy Body Armor
Heavy Armor
Cost: 5,000 credits
Weight: 20 kg
Armor Bonus: +3
Equipment Bonus: +2
SR: 5
Max Dex: +1
Shield Recharge DC: 20
Endurance: +5
Specter Issue Heavy Body Armor
Heavy Armor
Cost: 7,000 credits
Weight: 25 kg
Armor Bonus: +4
Equipment Bonus: +3
SR: 15
Max Dex: +2
Shield Recharge DC: 20
Endurance: +5
Quarian Encounter Suit
Light Armor
Cost: 4,000 credits (for a non-Quarian)
Weight: 5 kg
Armor Bonus: +0
Equipment Bonus: +2
SR: 10
Max Dex: +6
Shield Recharge DC: 15
Endurance: +2
Krogan Battle Armor
Heavy Armor
Cost: 8,000 credits
Weight: 30 kg
Armor Bonus: +6
Equipment Bonus: +1
SR: 10
Max Dex: +0
Shield Recharge DC: 20
Endurance: +3
Salarian Stealth Suit
Light Armor
Cost: 7,000 credits
Weight: 3 kg
Armor Bonus: +1
Equipment Bonus: +0
SR: 10
Max Dex: +5
Shield Recharge DC: 15
Endurance: +1
Special: The stealth suit has a built-in white noise emitter and camouflage capability; the wearer adds +5 to Stealth checks, and enemies cannot make Perception checks to notice the wearer unless they are able to see the wearer’s position and not simply hear him.
Turian Tactical Armor
Medium Armor
Cost: 5,500 credits
Weight: 16 kg
Armor Bonus: +3
Equipment Bonus: +1
SR: 5
Max Dex: +3
Shield Recharge DC: 17
Endurance: +5

Equipment

In addition to the new items listed after this, the following items are suitable for use in a Mass Effect campaign: Comlinks, code cylinders, credit chips, datapads, holoprojectors, electrobinoculars, glow rods, fusion lanterns, sensor packs, aquata breathers, breath masks, flight suits, space suits, cybernetic prosthesis (for additional rules on cybernetics which may be appropriate in the Mass Effect setting, see Star Wars: Galaxy At War, pp.48-50), medical kit, surgical kit, chain, field kit, jet pack, liquid cable dispenser, ration pack, syntherope, binder cuffs, energy cells, fire extingushers, mesh tape, power generators, power packs, power rechargers, security kit, tool kit, utility belt, bandolier, holster. Gear from other Star Wars: Saga Edition supplements may also be available, at the GM’s discretion.
Medi-gel Packet
A medi-gel packet contains a standard-sized portion of bioplasm that can cover most common wounds and can be applied easily in emergencies. Once the medi-gel is applied, the area is water-tight, air-tight, sterilized and anesthetized until the medi-gel is removed, usually by being subjected to a specific ultrasound frequency.
Once you use a medi-gel packet, its contents are expended even if your Treat Injury check is not successful. If the damage dealt to the target most recently is less than the target’s damage threshold and your check is successful, they are healed normally. If the damage dealt is equal to or exceeds the target’s damage threshold and your check is successful, no dmaage is healed; instead, the target moves one step up the condition track that it had lost during the current or most recent encounter.
Cost: 50 credits (1 medi-gel packet)
Omni-tool
Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reliable, an Omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance. The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment.Omni-tools also contain flashlights, and most current models contain a holographic screen projector allowing the user to watch news or entertainment programs if reception is available.
An Omni-tool is the standard tool for many Mechanics, Use Computer, and Knowledge checks, as well as being necessary for the use of Tech powers. For any use of Mechanics, Use Computer, or Knowledge that requires a diagnostic or analytic capability, or whose repair or modification needs can be met by the Omni-tool’s fabrication module the Omni-tool, add +2 to checks.
While the price given is for a standard Omni-tool, Omni-tools can be upgraded.
Cost: 500 credits

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
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 (see SECR, p.155).
A blast cannon requires a power pack to operate; after 5 shots, the power pack must be replaced.

Item Upgrades

ARMOR UPGRADES
Armor can be customized with only one upgrade at a time unless expressly indicated. Doing so requires a DC 30 Mechanics check of which you can take 10 or 20. Once the armor and upgrade are combined, they are impossible to separate.
Ablative Coating
Ablative coating is designed to chip away when impacted, redirecting the energy of incoming projectiles away from the body. The user subtracts 1 from the armor bonus granted and gains DR 2 from piercing damage.
Cost: 1,000 credits
Armor Plating
Hardened ceramic plates can be applied to body armor suits, increasing their effectiveness. The user adds 1 to the armor bonus granted but takes an additional -1 to Dexterity-related skill checks.
Cost: 500 credits
Combat Exoskeleton
This prototype armor upgrade combines mechanical augmentation, element zero microcores and firewall technology to give the wearer brute strength, resistance to weapons force and resistance to biotic and tech attacks. The user gains DR 2, +1 to their armor bonus, +2 to strength, -2 to Dexterity-related skill checks.
Cost: 3,000 credits
Energized Plating
A prototype upgrade designed specifically for heavy combat use, it provides maximum protection for the user. The user gains DR 4/sonic.
Cost: 2,000 credits
Energized Weave
A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both biotic and tech attacks. Advanced models also optimize recharge times on kinetic barriers. The user gains DR 2 against any biotic or tech attack.
Cost: 1,000 credits
Exoskeleton
Mechanical augmentation increases the force of rifle butts and other melee attacks. The increased mass of the mechanized suit also provides protection against high physics weapons and biotic attacks such as Lift or Throw. The user gains a +4 to their strength, a -4 to dexterity-related skill checks, and reduces their speed by 1 square.
Cost: 1,000 credits
First Aid Interface
Microprocessors wired into a combat suit can monitor vital functions and release small, localized doses of medi-gel to accelerate the healing process. Any Treat Injury checks made on the user gain a +4 bonus and when using their Second Wind, the user gains an additional number of hit points equal to their level.
Cost: 1,000 credits
Hardened Weave
A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both Biotic and Tech attacks. The user gains DR 3 and +1 to their armor bonus against any biotic or tech attack.
Cost: 1,500 credits
Kinetic Buffer
Metabolic enhancers monitor the wearer’s vital systems and release genetically engineered stimulants to maximize combat prowess and athletic ability. The user gains a +1 to attack rolls and increases their speed +1 square.
Cost: 1,000 credits
Kinetic Exoskeleton
This prototype armor upgrade combines multiple technologies to improve shield regeneration and maximize the wearer’s physical abilities and athletic prowess. The user gains a +1 to attack rolls, increases their speed +1 square, and may recharge any personal shields by 5 more points than normal.
Cost: 2,000 credits
Medical Exoskeleton
A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems, maximizing healing and minimizing recovery times for the user. The user regains twice as many hit points when resting and when using their Second Wind they gain an additional number of hit points equal to their level.
Cost: 1,000 credits
Medical Interface
Specialized microprocessors wired into a combat suit monitor vital functions and release small, localized doses of medi-gel to accelerate the healing process. This interface also provides resistance to toxic attacks. Any treat injury checks made on the user gain a +4 bonus and when using their Second Wind, the user gains an additional number of hit points equal to their level. Also, the user gains a +5 to their Fortitude defense to resist poison.
Cost: 1,500 credits
Motorized Joints
Mechanical augmentation increases the brute strength of the wearer, allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. The user gains a +2 to their Strength.
Cost: 2,000 credits
Shield Battery
To generate kinetic barriers, combat suits rely on capacitors to store energy from a generator. The greater the capacitor storage, the more potent the barrier. The user gains SR5/sonic against energy damage. Additionally, this Shield reduction does not decrease if the damage taken equals or exceeds the Shield reduction value.
Cost: 2,000 credits
Shield Interface
Advanced VI systems monitor incoming enemy fire to redirect its own energy to vulnerable points, maximizing the effectiveness of a suit’s kinetic barrier shields. Any armor with a shield rating (including suits of armor with only one upgrade already installed) only takes normal damage from critical hits.
Cost: 1,000 credits
Shield Modulator
To generate kinetic barriers, combat suits rely on capacitors to store energy from a generator. The greater the capacitor storage, the more potent the barrier. Any armor with a shield rating (including suits of armor with only one upgrade already installed) increases their shield rating by 5.
Cost: 2,000 credits
Shield Regenerator
A secondary power source increases the rate at which a combat suit’s kinetic barrier capacitors can be replenished. Whenever the user recharges the suit’s shields, they can recharge an additional 5 shield points each time.
Cost: 1,000 credits
Shock Absorbers
Installing micro-gravimetric emitters into a combat suit artificially increases mass, providing protection against concussive force delivered by explosives, high impact ammo and biotic attacks such as Lift or Throw. The user gains DR 5/energy.
Cost: 2,000 credits
Stimulant Pack
Armor equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. The user gains a +2 to Perception, +1 to their speed, and regains 5 extra hit points when using their Second Wind.
Cost: 2,000 credits
Toxic Seals
Specially-sealed body armor providers increased protection against radiation, gases, and a host of other toxins. The user gains DR5 against poison and radiation only.
Cost: 500 credits
WEAPON UPGRADES
Weapons can be customized with only one upgrade at a time unless expressly indicated. Doing so requires a DC 30 Mechanics check of which you can take 10 or 20. Once the weapon and upgrade are combined, they are impossible to separate.
Combat Optics
An advanced VI package maximizes effectiveness of combat radar while reducing kickback for improved weapon stability. The user gains a +2 to Perception to notice hidden enemies, and a +1 to attack rolls made with this weapon.
Cost: 500 credits
Combat Sensor/Scanner
Some enemies – especially Geth Hoppers – use jamming technology to block your weapon radar. The combat scanner upgrade improves detection levels, making these enemies visible. The user gains a +4 to Perception to notice hidden enemies.
Cost: 300 credits
Frictionless Materials
Frictionless materials give rounds more power at impact while minimizing weapon overheating. Highly recommended for shotguns. The weapon gains a +2 to damage rolls with this weapon.
Cost: 500 credits
High Caliber Barrel
Fires larger rounds for more damage. However, the rate of fire is slowed and the weapon will overheat more quickly. The weapon deals +2 damage on a hit, but also a -1 to hit.
Cost: 250 credits
Improved Sighting
Increases maximum accuracy. This weapon ignores penalties for firing at long range.
Cost: 500 credits
Kinetic Coil
Kinetic coils improve stability by reducing kickback and increase projectile acceleration for extra damage. Note: Kinetic Coil shares the same stats as Frictionless Materials, but when used in conjunction on higher level weapons can create a chain gun effect, letting the user hold down the trigger without fear of losing accuracy. It is also the advanced version of Kinetic Stabilizer. The weapon gains a +2 to damage rolls and a +1 to attack rolls.
Cost: 750 credits
Kinetic Stabilizer
Advanced VI functionality reduces weapon kickback to improve accuracy. The weapon gains a +1 to attack rolls and can be combined with the Recoil Dampener.
Cost: 250 credits
Rail Extension
Modifies the length of the barrel to increase damage. The weapon gains a +2 to damage rolls and increases range by 1.5 times normal.
Cost: 750 credits
Recoil Dampener
Reduces Kickback to improve accuracy. The weapon gains a +1 to attack rolls, and can be combined with the Kinetic Stabilizer.
Cost: 250 credits
Scram Rail
This prototype upgrade greatly increases damage, but it also causes your weapon to overheat faster. The weapon deals +1 die of damage but also cannot fire on the autofire setting.
Cost: 750 credits
GRENADE UPGRADES
Grenades can be customized with only one upgrade at a time unless expressly indicated. Doing so requires a DC 30 Mechanics check of which you can take 10 or 20. Once the grenade and upgrade are combined, they are impossible to separate. Grenade upgrades cost 300 credits per grenade, and are up to GM discretion to increase/decrease these costs and availabilities.
Cryo Explosive
Cryo-upgraded grenades contain a small Bose-Einstein condensate, a mass of super-cooled subatomic particles. When detonated, they are capable of snap-freezing nearby targets. Any targets that take full damage from the grenade have their speed reduced to 1 until the beginning of their next turn.
Fusion Explosive
Fusion Explosives contain a small amount of radioactive polonium that is dispersed on detonation. Victims caught in the blast experience varying degrees of radiation poisoning. Any targets that take full damage from the grenade take an additional 1d6 points of radiation damage.
High Explosive
High Explosive grenades are modified to maximize their blast radius and impact. Increase the radius of the grenade upgraded by 1 square and any targets that take full damage from the grenade take an additional 1d4 points of damage.
Incendiary Explosive
Incendiary Explosive releases a thermal paste on detonation that clings to – and burns through – virtually all known substances. After the grenade’s normal damage has been added up, if the total number equals or exceeds the target’s damage threshold then the grenade deals an additional 2d6 points of fire damage.
AMMO UPGRADES
Ammunition can be customized with only one upgrade at a time unless expressly indicated. Doing so requires a DC 30 Mechanics check of which you can take 10 or 20. Once the Ammunition is upgraded, the user can switch between standard Ammo and the upgraded ammo freely with that particular weapon. Once the ammo and upgrade are combined, they are impossible to separate.
Anti-Organic Ammunition:
Anti-Personnel Rounds
Designed to shred flesh and other organic matter, these rounds are particularly effective against living targets. The weapon firing this ammunition deals an additional +2 points of damage on a hit, but deals no damage if fired at a droid or other non-organic substance.
Cost: 250 credits
Shredder Rounds
Designed to shear apart on impact for maximum damage, these rounds are particularly effective against living targets. The weapon firing this ammunition deals an additional +4 points of damage on a hit, but deals no damage if fired at a droid or other non-organic substance.
Cost: 500 credits
Anti-Armor/Synthetic Ammunition:
Armor Piercing Rounds
Specifically designed to puncture metal, these rounds are particularly effective against synthetic targets. The weapon ignores 2 points of an armor’s Damage Reduction.
Cost: 250 credits
Tungsten Rounds
Tungsten rounds are typically smaller projectiles fired at higher speeds to increase penetrating power. The weapon ignores 5 points of an armor’s Damage Reduction.
Cost: 500 credits
Toxic Ammunition:
Chemical Rounds
Popular with pirates, criminals and mercenaries, these rounds are coated with a highly toxic compound. The weapon deals an additional 2 points of poison damage.
Cost:250 credits
Polonium Rounds
This upgrade stamps a miniscule amount of radioactive polonium into every round fired, effectively poisoning enemy targets. It also prevents enemy regeneration. The weapon deals an additional 1d4+1 points of radiation damage, and the target cannot regenerate the radiation damage.
Cost: 500 credits
Cold Ammunition:
Cryo Rounds
Cooling lasers collapse ammunition into small Bose-Einstein condensate – a mass of super-cooled subatomic particles – capable of snap-freezing impacted objects. If the weapon deals damage equal to the target’s Damage Threshold, they are immobilized for one round (they can only take a swift action).
Cost: 250 credits
Snowblind Rounds
Snowblind Rounds inflict massive damage and destabilize enemies, reducing their accuracy. The weapon deals an additional 1d6 of cold damage and the target(s) receive a -2 to attack rolls for one round.
Cost: 500 credits
Shield Piercing Ammunition:
Phasic Rounds
Instead of projectiles, upgraded weapons release charge particle bolts that can bypass kinetic barrier shields. However, the actual damage done to the target is typically less than what’s done by a standard round. If the target has a shield rating or damage reduction, this weapon ignores it. However, the weapon deals one less die of damage (to a minimum of one) in that case only.
Cost: 250 credits
Proton Rounds
Instead of projectiles, upgraded weapons release energized protons capable of bypassing kinetic barrier shields. However, the actual damage inflicted on the target is typically less than that of a standard round. If the target has a shield rating or damage reduction, this weapon ignores it. However, the weapon deals -5 damage in that case only.
Cost: 500 credits
Burning Ammunition:
Incendiary Rounds
Incendiary rounds consist of a thermite paste which clings to, and burns through, nearly any known substance. The weapon ignores 2 points of Damage Reduction.
Cost: 250 credits
Inferno Rounds
Inferno rounds are incredibly powerful rounds that can melt or burn through virtually all known substances. This damages enemies and weakens their accuracy. The weapon ignores 3 points of Damage Reduction, and the target receives a -2 to attack rolls for one round.
Cost: 500 credits
High Impact Ammunition:
Hammerhead Rounds
Hammerhead ammunition, also called squash projectiles, is designed to flatten on impact, increasing the amount of physical force transferred to the target. The weapon deals an additional 1d6 of bludgeoning damage.
Cost: 250 credits
Sledgehammer Rounds
Sledgehammer Rounds hit with incredible force, often knocking opponents completely off their feet. They are great for attacking a charging target, because the force of the rounds hitting the target can cause knock them to the ground. Sledgehammer Rounds are also coated with polonium to induce radiation sickness in targets, as well as prevent enemy regeneration. The weapon deals an additional 1d6 points of damage to a target that has charged in its previous turn. Whenever an enemy takes damage from this weapon that equals or exceeds its Damage Threshold, they are knocked prone. The weapon also normally deals an additional 1d4+1 points of radiation damage, and the target cannot regenerate the radiation damage.
Cost: 500 credits
Explosive Ammunition:
High Explosive Rounds
Designed to detonate on impact, high explosive rounds have one major drawback: a massive increase in weapon overheating. The weapon deals an additional die of damage, but causes a -1 to hit.
Cost: 500 credits
Anti-Biotic/Tech Ammunition:
Radioactive Rounds
These rounds are stamped with a minuscule amount of radioactive material, inducing low levels of radiation sickness in targets. The weapon deals an additional 1d4+1 points of radiation damage.
Cost: 500 credits
OMNI-TOOL UPGRADES
Omni-tools may only be upgraded with one upgrade at a time, though unlike other upgrades, Omni-tools can be swapped out, though they can still only equip one upgrade at a time.
Refined Minifacturing Capacity
This upgrade refines the minifacturing capacity of a basic Omni-tool, allowing it improved usefulness when the operator uses a Tech power. With this upgrade, add +2 to your roll to use any Tech power.
Cost: 1,000 credits
Improved Sensor Suite
This upgrade improves the standard sensor suite with the average Omni-tool. This allows for a +2 to any check made on Mechanics or Use Computer while this upgrade is active, but cannot assist with Tech powers.
Cost: 500 credits
Hardened Microframe
This upgrade strengthens the Omni-tool’s basic frame, allowing it to carry more sensitive and accurate hardware. When this upgrade is active, add 1 die to any damage rolled with any Tech power used by the operator.
Cost: 1,000 credits

New Equipment

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