Weapons (Mass Effect Supplement)
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Weapons
The following weapons are in addition to all official weapons, and replace official firearms.
Pistols
Traditional PistolPistols
Traditional pistols firing powder cartridges were quickly outclassed by small-scale mass accelerators in all regards, though some enthusiasts and collectors still maintain their own, typically making their own ammunition by hand. Each traditional pistol round costs 10 credits. |
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M-3 PredatorPistols
The Predator is favored for its reliability and cost effectiveness. While it is rarely part of a military arsenal, they are a common sight in the Terminus Systems. |
M-4 ShurikenPistols
The Shuriken is a common anti-shield weapon, with its six-round burst fire overwhelming shields. |
M-5 PhalanxPistols
The Phalanx was designed and adopted by the Alliance to serve as a sidearm that would be as effective as the M-8 Avenger in close quarters. Civilian options are available to colonists expecting conflict with large animals. |
M-6 CarnifexPistols
The Carnifex is a powerful marketed toward mercenaries for its armor-piercing qualities. |
M-9 TempestPistols
By firing a fully-automatic stream of lighter shots, the Tempest is capable of superior sustained fire than the M-4 Shuriken. |
M-12 LocustPistols
Originally designed by the Alliance, though it currently sees more use by the galaxy's assassins today, the locust is more effective at longer ranges than most submachine guns. |
M-25 HornetPistols
A three-round burst variant of the M-12 Locust, the hornet is favored by resistance groups and Terminus pirates for its damage to heat ratio. |
M-77 PaladinPistols
The Paladin is an overclocked variant of the Carnifex favored by high-end law enforcement. |
M-358 TalonPistols
The Talon is a shotgun-pistol favored by resistance groups and Terminus pirates for its relatively-simple assembly and high stopping power. |
AcolytePistols
Based on an ancient asari design, the acolyte is able to wrap its rounds in an unstable mass effect field similar to a warp. Charge. As an action, you may charge the acolyte. The next attack with an acolyte holding a charge automatically deals an additional 1d6 bludgeoning damage to the target unless the attack is a critical miss and expends this charge. At the end of each of your turns after the first that the acolyte holds this charge, it gains 1 heat. |
Arc PistolPistols
A very recent quarian design, the arc pistol was specifically designed to exploit geth weaknesses. Charge. As an action, you may charge the arc pistol. The next attack with an arc pistol holding a charge automatically deals an additional 1d6 lightning damage to the target unless the attack is a critical miss and expends this charge. At the end of each of your turns after the first that the arc pistol holds this charge, it gains 1 heat. |
ExecutionerPistols
A favorite among Terminus gangs, particularly the krogan-lead Blood Pack, the executioner was originally designed out of busted weapon scraps and desperation, though if such a powerful sidearm could be constructed so easily with no downsides every manufacturer in the galaxy would be doing so. |
PunisherPistols
A favorite among Terminus gangs, particularly the krogan-lead Blood Pack, the punisher is a double-barreled submachine gun capable of firing either a single high-velocity round or multiple lighter rounds. |
ScorpionPistols
Designed by the salarian STG to allow a single operative to punch above their weight with only a concealable sidearm, the scorpion fires small explosive charges. |
N7 EaglePistols
An advanced, expensive variant of the M-5 Phalanx, the Eagle has extremely efficient heat dissipation systems. |
N7 HurricanePistols
An Alliance variant of the M-12 Locust, the hurricane sacrifices range and heat dispersion for sheer volume of fire. |
Assault Rifles
Traditional Assault RifleAssault Rifles
Traditional rifles firing powder cartridges were quickly outclassed by small-scale mass accelerators in all regards, though some enthusiasts and collectors still maintain their own, typically making their own ammunition by hand. Each traditional assault rifle round costs 20 credits. |
M-8 AvengerAssault Rifles
The Avenger's effectiveness and affordability make it a shoe-in for the service weapon of most military forces in the galaxy. |
M-15 VindicatorAssault Rifles
The Vindicator fires three-round bursts in tight groupings, and is favored by assassins and elite mercenaries. |
M-37 FalconAssault Rifles
The Falcon contains a specialized fabricator, allowing it to fire 25mm grenades with each shot. |
M-55 ArgusAssault Rifles
Favored by C-Sec, the argus was an attempt to create a more affordable M-15 Vindicator, though in doing so both the rounds' effective range and stopping power were decreased. |
M-76 RevenantAssault Rifles
The Revenant is a rare light machine gun typically found in the hands of warlords. |
M-96 MattockAssault Rifles
The Mattock is a rare designated marksman's rifle favored by assassins and resistance groups. |
M-96c HarrierAssault Rifles
The Harrier is an advanced variant of the M-96 Mattock that combines it with elements of the M-76 Revenant and introduces advanced inertial dampeners to sort out the subsequent recoil issues. |
M-99 SaberAssault Rifles
The Saber is an advanced variant of the M-96 Mattock incorporating aspects of sniper rifle technology, earning it the title of Big Iron among Alliance troops. |
Adas Anti-Synthetic RifleAssault Rifles
Firing a shockwave of electrically-charged plasma, the Adas was named after one of the first quarian planets to fall during the Morning War. |
Chakram LauncherAssault Rifles
Developed by Ama-Lur Equipment, one of the few functioning manufacturing firms on Omega, the Chakram Launcher fires small explosive disks. Charge. As an action, you may charge the Chakram Launcher. The next attack with a Chakram Launcher holding a charge has the explosive (15 ft.) propety and expends this charge. At the end of each of your turns after the first that the acolyte holds this charge, it gains 1 heat. |
PhaestonAssault Rifles
Named after the traditional turian spirit of creation and developed by Armax Arsenal, the Phaeston is the Turian Hierarchy's primary weapon, increasing individual combat effectiveness compared to most forces at the cost of logistics. |
StrikerAssault Rifles
Designed for krogan forces, the Striker is a fully-automatic grenade launcher that can easily off-balance smaller users. |
N7 TyphoonAssault Rifles
The Typhoon is an advanced variant of the M-76 Revenant favored by special forces, with a damage output only rivaled by its cost. |
N7 ValkyrieAssault Rifles
The Valkryie is an advanced variant of the M-8 Avenger, swapping out its automatic fire for a burst of two high-power shots. |
Shotguns
Traditional Assault RifleShotguns
Traditional shotguns firing powder cartridges were quickly outclassed by small-scale mass accelerators in all regards, though some enthusiasts and collectors still maintain their own, typically making their own ammunition by hand. Each traditional shotgun round costs 20 credits. |
M-11 WraithShotguns
The Wraith is assembled with an advanced ammunition generator that creates aerodynamic wedges, increasing lethality at the cost of heat generation and legality in Citadel-aligned militaries. |
M-22 EvisceratorShotguns
The Eviscerator is a civilian variant of the M-11 Wraith, having weaker, less heat-generating mass accelerators. |
M-23 KatanaShotguns
The Katana's low cost makes it extremely common among farmers, police, and mercenaries. |
M-27 ScimitarShotguns
The Scimitar utilizes two lesser mass accelerators to increase heat dissipation at the cost of damage. |
M-300 ClaymoreShotguns
The Claymore was originally designed to outfit krogan forces during the Rachni War, and is known to snap the arms of smaller wielders. |
AT-12 RaiderShotguns
The Raider is one of Batarian State Arms' main infantry lines, being favored by the Hegemony's Special Intervention Unit. |
DiscipleShotguns
A large-scale variant of the Acolyte, the Disciple has historically been hand-crafted in asari monasteries for use exclusively by justicars, though in recent years small numbers have been granted to commando squads. Charge. As an action, you may charge the Disciple. The next attack with a Disciple holding a charge automatically deals an additional 2d6 bludgeoning damage to the target unless the attack is a critical miss and expends this charge. At the end of each of your turns after the first that the Disciple holds this charge, it gains 1 heat. |
Graal Spike ThrowerShotguns
A modern variant of an ancient krogan weapon, Grall Spike Throwers were originally designed to hunt thresher maws. Charge. As an action, you may charge the Graal Spike Thrower. The next attack with a Graal Spike Thrower holding a charge deals an additional 2d6 bludgeoning damage to the target on a hit unless the attack is a critical miss and expends this charge. At the end of each of your turns after the first that the Graal Spike Thrower holds this charge, it gains 1 heat. |
Reegar CombineShotguns
Firing a steam of electrically-charged plasma, the Reegar was named after one of the most accomplished quarian marine families in the Flotilla. |
VenomShotguns
The Venom is a large-scale variant of the Scorpion meant to facilitate one STG team extracting another. |
N7 CrusaderShotguns
Based on older riot shotguns, the Crusader uses shotgun-style mass accelerators to fire individual slugs with terrifying force and accuracy. |
N7 PirhanaShotguns
A fairly recent creation, the Pirhana was designed to be a special forces shotgun for less physical species, firing a barrage of wide pellet spreads with little recoil. |
Sniper Rifles
Traditional Sniper RifleAssault Rifles
Traditional rifles firing powder cartridges were quickly outclassed by small-scale mass accelerators in all regards, though some enthusiasts and collectors still maintain their own, typically making their own ammunition by hand. Each traditional assault rifle round costs 50 credits. |
M-13 RaptorSniper Rifles
The Raptor was originally designed as a designated marksman rifle for the Turian Hierarchy, but has since been adopted by a number of militaries and militia across the galaxy. |
M-29 IncisorSniper Rifles
The Incisor is an upgrade to the Raptor from around the time of humanity's First Contact War, firing three slightly lighter shots before the weapon's recoil can reach its weilder. |
M-90 IndraSniper Rifles
The Indra is a variant of the M-29 Incisor developed on Omega, firing a barrage of weak, innacurate shots, making shots on target much more likely, but effective shots much less likely. |
M-92 MantisSniper Rifles
The Mantis is one of the most common long-range rifles in the galaxy, with its powerful mass accelerator costing next to nothing in the modern market due to its terrible heat dissipation. |
M-97 ViperSniper Rifles
The Viper balances high-damage shots with heat dissipation, and uses a patented auto-ejecting thermal clip system. |
M-98 WidowSniper Rifles
A sniper rifle of geth origin primarily used against light vehicles and krogan, the Battle of the Citadel left a number of Widows available for research, resulting in Citadel-aligned firms being able to manufacture similar weapons. |
M-98a Black WidowSniper Rifles
The Systems Alliance redesigned the M-98 Widow to not only be more easily wielded by smaller species, but to have a higher heat capacity, though this necessitated a decrease in power. |
Kishock Harpoon GunSniper Rifles
The Kishock Harpoon Gun is one of Batarian State Arms' main infantry lines, and fires long, hollow spikes that can be charged to increase their force. Charge. As an action, you may charge the Kishock Harpoon Gun. The next attack with a Kishock Harpoon Gun holding a charge deals an additional 2d12 piercing damage to the target on a hit unless the attack is a critical miss and expends this charge. At the end of each of your turns after the first that the Kischock Harpoon Gun holds this charge, it gains 1 heat. |
KrysaeSniper Rifles
The Krysae is a turian anti-materiel rifle equipped with an integral scope that shifts magnification depending on the target, allowing for unrivaled range. |
KrysaeSniper Rifles
The Valiant's fire control system is capable of stabilizing its own barrel while aiming at a given target, massively increasing accuracy at long ranges on top of already being an effective special forces rifle. |
Heavy Weapons
M-14 GrenadeHeavy Weapons
The Mark 14 is the standard issue grenade of most Council-aligned militaries, being quickly and cheaply manufactured and easily thrown. They are typically sold in refillable packs of or between 5 and 10, with each pack being able to accept weapon modifications that effect every Mark 14 grenade inserted into it. |
M-100 Grenade LauncherHeavy Weapons
The M-100 is a quick-firing grenade launcher common among mercenaries. Each M-100 Grenade Launcher round costs 150 credits. |
M-177 Missile LauncherHeavy Weapons
The M-177 fires micromissiles equipped with an advanced IFF system that allows for long-range targeting. Each M-177 Missile Launcher round costs 200 credits. |
M-333 Particle BeamHeavy Weapons
The M-333 Particle Beam is an incredibly modular weapon system, with its variants, the M-451 Firestorm, M-622 Avalanche, and M-770 Arc Projector, seeing use across the galaxy. Each M-333 Particle Beam round costs 20 credits. |
M-490 BlackstormHeavy Weapons
The M-490 Blackstorm fires a typical mass accelerator round enveloped in a specialized mass effect field that increases its mass to near-infinite, creating a temporary black hole. Each M-490 Blackstorm round costs 500 credits. |
M-560 HydraHeavy Weapons
The M-560 Hydra was intended to be a disposable weapons system firing a cluster of micromissiles across a large area. Each M-560 Hydra round costs 500 credits. |
M-920 CainHeavy Weapons
The M-920 Cain accelerates a 25-gram high explosive slug to 5 km/s, resulting in an explosion comparable to a small nuclear device. Each M-920 Cain round costs 5000 credits. |
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