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 Pistol

Pistols

Weapon Cost Damage Weight Properties
Traditional Pistol 500 credits 1d4 slashing 1 lb. Ammunition (range 30/300), light, reload (12 shots)

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 Predator

Pistols

Weapon Cost Damage Weight Properties
M-3 Predator 100 credits 1d6 bludgeoning 1 lb. Ammunition (range 30/300), heat (6), reload

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 Shuriken

Pistols

Weapon Cost Damage Weight Properties
M-4 Shuriken 100 credits 1d6 slashing 1 lb. Ammunition (range 20/200), heat (6), reload

The Shuriken is a common anti-shield weapon, with its six-round burst fire overwhelming shields.

M-5 Phalanx

Pistols

Weapon Cost Damage Weight Properties
M-5 Phalanx 250 credits 1d8 bludgeoning 1 lb. Ammunition (range 30/300), heat (6), reload

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 Carnifex

Pistols

Weapon Cost Damage Weight Properties
M-6 Carnifex 500 credits 1d10 piercing 1 lb. Ammunition (range 30/300), heat (6), reload, heavy

The Carnifex is a powerful marketed toward mercenaries for its armor-piercing qualities.

M-9 Tempest

Pistols

Weapon Cost Damage Weight Properties
M-9 Tempest 500 credits 1d8 slashing 1 lb. Ammunition (range 20/200), heat (10), reload, heavy

By firing a fully-automatic stream of lighter shots, the Tempest is capable of superior sustained fire than the M-4 Shuriken.

M-12 Locust

Pistols

Weapon Cost Damage Weight Properties
M-12 Locust 1000 credits 1d8 slashing 1 lb. Ammunition (range 30/300), heat (8), reload, heavy

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 Hornet

Pistols

Weapon Cost Damage Weight Properties
M-25 Hornet 1200 credits 1d12 slashing 1 lb. Ammunition (range 30/300), heat (8), reload, heavy

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 Paladin

Pistols

Weapon Cost Damage Weight Properties
M-77 Paladin 1200 credits 2d6 piercing 1 lb. Ammunition (range 30/300), heat (3), reload, heavy

The Paladin is an overclocked variant of the Carnifex favored by high-end law enforcement.

M-358 Talon

Pistols

Weapon Cost Damage Weight Properties
M-358 Talon 320 credits 1d12 piercing 1 lb. Ammunition (range 15/150), heat (4), reload, heavy, destructive

The Talon is a shotgun-pistol favored by resistance groups and Terminus pirates for its relatively-simple assembly and high stopping power.

Acolyte

Pistols

Weapon Cost Damage Weight Properties
Acolyte 900 credits 1d6 bludgeoning 1 lb. Ammunition (range 30/300), heat (3), reload, special

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 Pistol

Pistols

Weapon Cost Damage Weight Properties
Arc Pistol 1200 credits 1d6 lightning 1 lb. Ammunition (range 30/300), heat (6), reload, special

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.

Executioner

Pistols

Weapon Cost Damage Weight Properties
Executioner 800 credits 2d8 piercing 1 lb. Ammunition (range 30/300), heat (2), long reload, very heavy, special

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.

Punisher

Pistols

Weapon Cost Damage Weight Properties
Punisher 800 credits 1d8 slashing or piercing 1 lb. Ammunition (range 20/200), heat (6), long reload, very heavy, special

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.

Scorpion

Pistols

Weapon Cost Damage Weight Properties
Scorpion 600 credits 1d12 bludgeoning 1 lb. Ammunition (range 30/300), heat (4), long reload, heavy, destructive, explosive (5 feet)

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 Eagle

Pistols

Weapon Cost Damage Weight Properties
N7 Eagle 2500 credits 2d4 bludgeoning 1 lb. Ammunition (range 30/300), heat (12), reload

An advanced, expensive variant of the M-5 Phalanx, the Eagle has extremely efficient heat dissipation systems.

N7 Hurricane

Pistols

Weapon Cost Damage Weight Properties
N7 Hurricane 2500 credits 2d6 slashing 1 lb. Ammunition (range 20/200), heat (8), reload, heavy

An Alliance variant of the M-12 Locust, the hurricane sacrifices range and heat dispersion for sheer volume of fire.

Assault Rifles

Traditional Assault Rifle

Assault Rifles

Weapon Cost Damage Weight Properties
Traditional Assault Rifle 100 credits 2d4 slashing 7 lb. Ammunition (range 60/600), two-handed, reload (12)

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 Avenger

Assault Rifles

Weapon Cost Damage Weight Properties
M-8 Avenger 200 credits 2d6 slashing 7 lb. Ammunition (range 60/600), two-handed, heat (6), reload

The Avenger's effectiveness and affordability make it a shoe-in for the service weapon of most military forces in the galaxy.

M-15 Vindicator

Assault Rifles

Weapon Cost Damage Weight Properties
M-15 Vindicator 400 credits 2d8 slashing 7 lb. Ammunition (range 60/600), two-handed, heat (8), reload

The Vindicator fires three-round bursts in tight groupings, and is favored by assassins and elite mercenaries.

M-37 Falcon

Assault Rifles

Weapon Cost Damage Weight Properties
M-37 Falcon 400 credits 2d8 slashing 7 lb. Ammunition (range 60/600), two-handed, heat (8), long reload, heavy, destructive, explosive (5 feet)

The Falcon contains a specialized fabricator, allowing it to fire 25mm grenades with each shot.

M-55 Argus

Assault Rifles

Weapon Cost Damage Weight Properties
M-55 Argus 200 credits 2d6 slashing 7 lb. Ammunition (range 45/450), two-handed, heat (8), reload

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 Revenant

Assault Rifles

Weapon Cost Damage Weight Properties
M-76 Revenant 1000 credits 2d10 slashing 7 lb. Ammunition (range 60/600), two-handed, heat (10), reload, heavy

The Revenant is a rare light machine gun typically found in the hands of warlords.

M-96 Mattock

Assault Rifles

Weapon Cost Damage Weight Properties
M-96 Mattock 1000 credits 2d12 slashing 7 lb. Ammunition (range 60/600), two-handed, heat (8), reload

The Mattock is a rare designated marksman's rifle favored by assassins and resistance groups.

M-96c Harrier

Assault Rifles

Weapon Cost Damage Weight Properties
M-96c Harrier 1500 credits 2d12 slashing 7 lb. Ammunition (range 60/600), two-handed, heat (10), reload, heavy

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 Saber

Assault Rifles

Weapon Cost Damage Weight Properties
M-99 Saber 1500 credits 2d20 slashing 7 lb. Ammunition (range 60/600), two-handed, heat (16), long reload, heavy, stabilizing

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 Rifle

Assault Rifles

Weapon Cost Damage Weight Properties
Adas Anti-Synthetic Rifle 2400 credits 2d6 lightning 1 lb. Ammunition (range 60/600), two-handed, heat (12), long reload, destructive

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 Launcher

Assault Rifles

Weapon Cost Damage Weight Properties
Chakram Launcher 2000 credits 2d6 slashing 7 lb. Ammunition (range 60/600), two-handed, heat (4), reload, heavy, destructive, explosive (5 ft.)

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.

Phaeston

Assault Rifles

Weapon Cost Damage Weight Properties
Phaeston 300 credits 2d8 slashing 7 lb. Ammunition (range 60/600), two-handed, heat (6), reload

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.

Striker

Assault Rifles

Weapon Cost Damage Weight Properties
Striker 3000 credits 2d10 slashing 7 lb. Ammunition (range 60/600), two-handed, heat (12), long reload, very heavy, destructive, explosive (10 ft.)

Designed for krogan forces, the Striker is a fully-automatic grenade launcher that can easily off-balance smaller users.

N7 Typhoon

Assault Rifles

Weapon Cost Damage Weight Properties
N7 Typhoon 5000 credits 3d10 slashing 7 lb. Ammunition (range 60/600), two-handed, heat (20), long reload, heavy, stabilizing, destructive

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 Valkyrie

Assault Rifles

Weapon Cost Damage Weight Properties
N7 Valkyrie 5000 credits 3d6 slashing 7 lb. Ammunition (range 60/600), two-handed, heat (6), reload

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 Rifle

Shotguns

Weapon Cost Damage Weight Properties
Traditional Assault Rifle 100 credits 3d4 bludgeoning 7 lb. Ammunition (range 20/200), two-handed, reload (8)

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 Wraith

Shotguns

Weapon Cost Damage Weight Properties
M-11 Wraith 600 credits 3d10 bludgeoning 7 lb. Ammunition (range 20/200), two-handed, heat (4), long reload

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 Eviscerator

Shotguns

Weapon Cost Damage Weight Properties
M-22 Eviscerator 400 credits 3d8 bludgeoning 7 lb. Ammunition (range 20/200), two-handed, heat (3), reload

The Eviscerator is a civilian variant of the M-11 Wraith, having weaker, less heat-generating mass accelerators.

M-23 Katana

Shotguns

Weapon Cost Damage Weight Properties
M-23 Katana 200 credits 3d6 bludgeoning 7 lb. Ammunition (range 20/200), two-handed, heat (5), reload

The Katana's low cost makes it extremely common among farmers, police, and mercenaries.

M-27 Scimitar

Shotguns

Weapon Cost Damage Weight Properties
M-27 Scimitar 300 credits 3d4 bludgeoning 7 lb. Ammunition (range 20/200), two-handed, heat (8), reload

The Scimitar utilizes two lesser mass accelerators to increase heat dissipation at the cost of damage.

M-300 Claymore

Shotguns

Weapon Cost Damage Weight Properties
M-300 Claymore 1000 credits 3d12 bludgeoning 7 lb. Ammunition (range 20/200), two-handed, heat (2), long reload, very heavy

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 Raider

Shotguns

Weapon Cost Damage Weight Properties
AT-12 Raider 500 credits 3d10 bludgeoning 7 lb. Ammunition (range 15/150), two-handed, heat (4), long reload

The Raider is one of Batarian State Arms' main infantry lines, being favored by the Hegemony's Special Intervention Unit.

Disciple

Shotguns

Weapon Cost Damage Weight Properties
Disciple 1200 credits 2d6 bludgeoning 7 lb. Ammunition (range 20/200), heat (4), reload, special

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 Thrower

Shotguns

Weapon Cost Damage Weight Properties
Graal Spike Thrower 1000 credits 2d6 bludgeoning 7 lb. Ammunition (range 20/200), two-handed, heat (6), long reload, very heavy, special

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 Combine

Shotguns

Weapon Cost Damage Weight Properties
Reegar Combine 2400 credits 2d6 lightning 1 lb. Ammunition (range 15/150), two-handed, heat (12), long reload, destructive, explosive (5 ft.)

Firing a steam of electrically-charged plasma, the Reegar was named after one of the most accomplished quarian marine families in the Flotilla.

Venom

Shotguns

Weapon Cost Damage Weight Properties
Venom 3000 credits 3d6 bludgeoning 1 lb. Ammunition (range 20/200), two-handed, heat (4), reload, destructive, explosive (10 ft.)

The Venom is a large-scale variant of the Scorpion meant to facilitate one STG team extracting another.

N7 Crusader

Shotguns

Weapon Cost Damage Weight Properties
N7 Crusader 5000 credits 4d6 bludgeoning 7 lb. Ammunition (range 45/450), two-handed, heat (8), long reload, heavy

Based on older riot shotguns, the Crusader uses shotgun-style mass accelerators to fire individual slugs with terrifying force and accuracy.

N7 Pirhana

Shotguns

Weapon Cost Damage Weight Properties
N7 Pirhana 5000 credits 4d4 bludgeoning 7 lb. Ammunition (range 20/200), two-handed, heat (8), reload, explosive (5 ft.)

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 Rifle

Assault Rifles

Weapon Cost Damage Weight Properties
Traditional Sniper Rifle 100 credits 2d4 piercing 7 lb. Ammunition (range 90/900), two-handed, reload (5)

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 Raptor

Sniper Rifles

Weapon Cost Damage Weight Properties
M-13 Raptor 200 credits 2d6 piercing 7 lb. Ammunition (range 90/900), two-handed, heat (5), reload

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 Incisor

Sniper Rifles

Weapon Cost Damage Weight Properties
M-29 Incisor 400 credits 2d8 piercing 7 lb. Ammunition (range 90/900), two-handed, heat (5), reload

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 Indra

Sniper Rifles

Weapon Cost Damage Weight Properties
M-90 Indra 500 credits 2d8 piercing 7 lb. Ammunition (range 90/900), two-handed, heat (5), reload, destructive

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 Mantis

Sniper Rifles

Weapon Cost Damage Weight Properties
M-92 Mantis 1000 credits 2d12 piercing 7 lb. Ammunition (range 90/900), two-handed, heat (2), long reload, heavy

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 Viper

Sniper Rifles

Weapon Cost Damage Weight Properties
M-97 Viper 1000 credits 2d10 piercing 7 lb. Ammunition (range 90/900), two-handed, heat (3), reload

The Viper balances high-damage shots with heat dissipation, and uses a patented auto-ejecting thermal clip system.

M-98 Widow

Sniper Rifles

Weapon Cost Damage Weight Properties
M-98 Widow 2000 credits 2d20 piercing 7 lb. Ammunition (range 90/900), two-handed, heat (2), long reload, very heavy

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 Widow

Sniper Rifles

Weapon Cost Damage Weight Properties
M-98a Black Widow 2000 credits 2d12 piercing 7 lb. Ammunition (range 90/900), two-handed, heat (6), long reload, heavy

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 Gun

Sniper Rifles

Weapon Cost Damage Weight Properties
Kishock Harpoon Gun 1500 credits 1d12 piercing 7 lb. Ammunition (range 90/900), two-handed, heat (2), long reload, heavy, special

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.

Krysae

Sniper Rifles

Weapon Cost Damage Weight Properties
Krysae 1500 credits 2d10 piercing 7 lb. Ammunition (range 180/900), two-handed, heat (6), long reload

The Krysae is a turian anti-materiel rifle equipped with an integral scope that shifts magnification depending on the target, allowing for unrivaled range.

Krysae

Sniper Rifles

Weapon Cost Damage Weight Properties
Krysae 5000 credits 2d12 piercing 7 lb. Ammunition (range 180/900), two-handed, heat (3), reload

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 Grenade

Heavy Weapons

Weapon Cost Damage Weight Properties
M-14 Grenade 100 credits 4d6 bludgeoning 1 lb. Finesse, light, thrown (range 20/60), destructive, explosive (20 ft.), special

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 Launcher

Heavy Weapons

Weapon Cost Damage Weight Properties
M-100 Grenade Launcher 2000 credits 4d8 bludgeoning 14 lb. Ammunition (range 20/200), two-handed, long reload (10), heavy, destructive, explosive (20 ft.)

The M-100 is a quick-firing grenade launcher common among mercenaries. Each M-100 Grenade Launcher round costs 150 credits.

M-177 Missile Launcher

Heavy Weapons

Weapon Cost Damage Weight Properties
M-177 Missile Launcher 3000 credits 4d8 bludgeoning 14 lb. Ammunition (range 180/900), two-handed, long reload (15), heavy, destructive, explosive (10 ft.)

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 Beam

Heavy Weapons

Weapon Cost Damage Weight Properties
M-333 Particle Beam 4000 credits 4d8 piercing 14 lb. Ammunition (range 60/600), two-handed, long reload (20), explosive (5 ft.)

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 Blackstorm

Heavy Weapons

Weapon Cost Damage Weight Properties
M-490 Blackstorm 5000 credits 4d12 bludgeoning 14 lb. Ammunition (range 60/600), two-handed, long reload (5), heavy, destructive, explosive (30 ft.)

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 Hydra

Heavy Weapons

Weapon Cost Damage Weight Properties
M-560 Hydra 3000 credits 4d10 bludgeoning 14 lb. Ammunition (range 60/600), two-handed, long reload (1), heavy, destructive, explosive (30 ft.)

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 Cain

Heavy Weapons

Weapon Cost Damage Weight Properties
M-920 Cain 5000 credits 1d4 hull bludgeoning 14 lb. Ammunition (range 60/600), two-handed, long reload (1), very heavy, stabilizing, destructive, explosive (60 ft.)

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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