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.