Mass Effect Savage Worlds 1.4

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Special thanks to Bioware for making the fantastic Mass Effect games and the fully realized universe they take place in. Also to John and Alex for being my consultants on layout, stats, etc. Mass Effect is the property of Bioware and Electronic Arts. This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. Use the information inside to make your own adventures in the Mass Effect universe. The Milky Way galaxy is a big place and there is room for more stories than just that of Commander Shepard’s.

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Rules for the Fan created Mass Effect Savage Worlds Rules hack

Transcript of Mass Effect Savage Worlds 1.4

Special thanks to Bioware for making the fantastic Mass Effect games and the fully realized universe they take place in. Also to John and Alex for being my consultants on layout, stats, etc.

Mass Effect is the property of Bioware and Electronic Arts.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.

Use the information inside to make your own adventures in the Mass Effect universe. The Milky Way galaxy is a big place and there is room for more stories than just that of Commander Shepard’s.

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Contents

Introduction………………………………....3

Timeline………………………………..………4

Setting Rules………………………………...20

Chapter One: Races……………………….21

Citadel Races…………………………………..21

Non-Citadel Races…………..………………30

Historical Race…………………………………36

Chapter Two: Archetypes………………37

Chapter Three: Powers………………….40

Biotics………………………………………………40

Tech…………………………………………………46

Chapter Four: Gear………………………..53

Food…………………………………………………54

Pets………………………………………………….54

Chapter Five: Armory……………………..56

Assault Rifles…………………………………..56

Sniper Rifles……………………….……………58

Submachine Guns…………………………..60

Shotguns…………………………………………61

Heavy Pistols……………………………………63

Heavy Weapons………………………………65

Grenades…………………………………………66

Melee Weapons……………………………..67

Armor………………………………………………68

Armor Upgrades………………………………68

Weapon Modifications…………………….69

Synthetic Modifications…………………..69

Chapter Six: Ships……………………......70

FTL Drives………………………………………..70

Military Ship Classifications…………….70

Space Combat…………………………………71

SSV Normandy………………………………..77

SR-2 Normandy (Cerberus)……………..78

SR-2 Normandy (Alliance )……………….79

Chapter Seven: Vehicles………….…....80

Chapter Eight: Enemies………………….86

Geth…………………………………………………86

Cerberus………………………………………….93

Collectors………………………………………..100

Reaper Forces…………………………………105

Mercenaries & Outlaws…………….……111

Rachni…………………………………………….124

Unaffiliated Forces………………………..127

Creatures……………………………………….131

Chapter Nine: Locations…….…………138

Index…………………………………………...148

Introduction

In the year 2149, humanity discovered a cache of technology on Mars, built by a technologically advanced but long-extinct race called the Protheans. Studying and adapting this technology, humanity has managed to break free of the solar system and has established numerous colonies and encountered various extraterrestrial species within the Milky Way galaxy. Utilizing alien artifacts known as Mass Relays, the various space-faring races are able to travel instantly across vast stretches of the galaxy. Humanity has formed the Human Systems Alliance, one of many independent bodies that make up the collective of "Citadel space".

The Human Systems Alliance is a rising power in the galactic stage. The only war they have participated in was the "First Contact War" in 2157. A human exploration expedition was activating dormant mass relays. This was a practice considered unsafe by citadel races. The Turians attacked the small fleet and proceeded to capture the closest human world, Shanxi. Facing starvation the human garrison surrendered to the Turian Hierarchy. One month later, the Human Second Fleet responded by annihilating the Turian fleet around Shanxi. In response the Turians prepared for full-scale war. The citadel council saw that humanity would either be annihilated or annexed by the Turians and stepped in. The humans were then given an embassy in the Citadel Council.

Citadel space is ruled by a body of government known as the Council, which is made up of members of the three prominent alien races: the Asari, a race of mono-gendered aliens which resembling blue-skinned human females with tentacle-like hair; the short-lived and amphibian Salarians; and the raptor-like Turians. Other alien species include the reptilian Krogan, the methodical and quadrupedal Elcor, and the enviro-suited wanders, the Quarians and the short, fiscally-minded Volus. Dozens of other alien species exist throughout the known galaxy.

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Timeline

All dates are in BCE (Before Common Era) and CE (Common Era).

Pre-Council Times (68,000 BCE - 500 BCE)

68,000 BCE - The Protheans achieve spaceflight and discover mass effect technology from the ruins of the extinct inusannon. They go on to establish a galaxy-wide civilization linked by the mass relay network with the Citadel as their capital. At some point, the Protheans encounter a hostile race of machine intelligences that endanger their existence. To combat this threat, the Protheans aggressively assimilate many other spacefaring organic races into their empire. The Prothean Empire is able to fend off the machines in a conflict known as the "Metacon War".

48,000 BCE: Fall of the Protheans - The Prothean Empire collapses with the arrival of the Reapers through the Citadel. Although the Protheans had learned of the Reapers' existence from studying the ruins of previous civilizations and had begun to prepare, they were nonetheless caught off-guard. Over the next several centuries, the Protheans fight the Reapers system by system, world by world, and city by city. In the end, it is not enough. The Reapers methodically wipe out the remaining Protheans, as well as other contemporary races, and depart the galaxy to await the next cycle.

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13,000 BCE - The Turians of Palaven begin to develop civilization around this time.

1900 BCE - Global conflict on the Krogan home-world of Tuchanka results in a nuclear winter, reducing the species to primitive clans.

580 BCE - After developing faster-than-light spacefaring capabilities based upon Prothean technology, the Asari begin to explore the mass relay network, and eventually discover the huge Citadel space station at a hub of many mass relays.

520 BCE - The Salarians discover the Citadel and open diplomatic relations with the Asari.

Council Era - Formation (500 BCE - 1 CE)

500 BCE: Founding of the Citadel Council - The Citadel Council is formed. The Asari and Salarians together colonize the Citadel and establish it as a center of the galactic community, led by the Council. This year is also known as 0 GS, the beginning of the Galactic Standard (GS) timeline.

As a gesture of openness with their new Asari allies, the Salarian Union opens the records of the League of One. Under threat, the League responds by assassinating every member of the Union's inner cabinet; Special Tasks Group operatives then hunt down and eliminate the League.

First contact is made with the Volus. Eventually, the Citadel Council commissions the Volus to draw up the Unified Banking Act, which establishes a standard galactic currency known as the credit and links all galactic economies.

The Turian Unification War occurs. The increasingly isolated and xenophobic colonies on the frontiers of Turian space go to war with each other. After years of fighting, the Turian Hierarchy sweeps in and pacifies the remaining factions. Animosity between Turian colonies continues for decades.

The Council grants the Volus the honor of being the first non-Council species with an embassy at the Citadel, rather than a Council seat. First contact is made with the Batarians. They are granted an embassy a century later. The Asari discover the Elcor home system and help the Elcor locate and activate their nearest mass relay. "Within one Elcor lifetime" they establish a regular trade route to the Citadel and are granted an embassy. First contact is made with the Hanar and the Quarians. Both races are later granted embassies.

Council Era - War and Rebellion (1 CE - 900 CE)

1 CE: The Rachni Wars - The Rachni, a species of highly intelligent hive-minded insects, are discovered when a Citadel expedition opens a dormant mass relay leading to their star systems. The Rachni prove

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to be hostile and begin a war with the rest of the galaxy. Negotiation with the Rachni queens is impossible because they cannot be contacted in their underground nests on the toxic Rachni worlds.

80 CE - The Rachni Wars continue. The Salarians make first contact with and uplift the primitive Krogan, manipulating them into acting as soldiers for the Citadel Council. The Krogan prove able to survive the harsh environments of the Rachni worlds and pursue the Rachni into their nests, systematically eradicating queens and eggs.

300 CE - The Rachni are declared extinct. In gratitude for their aid during the Rachni Wars, the Council rewards the Krogan a new homeworld. Free of the harsh environment of Tuchanka, the Krogan population explodes.

300 - 700 CE - The Krogan begin to expand exponentially, colonizing many new worlds. Growing concerns about their expansion lead to the founding of the Special Tactics and Reconnaissance branch of the Citadel.

693 CE - Beelo Gurji, a Salarian operative, is appointed the first Spectre by the Citadel Council.

700 CE: The Krogan Rebellions - Krogan warlords leverage veterans of the Rachni Wars to annex territory from other races in Citadel space. Eventually the Council demands withdrawal from the Asari colony of Lusia, but the Krogan refuse. A preemptive strike is made on Krogan infrastructures by the Spectres. The Krogan Rebellions begin.

The Citadel Council makes first contact with the Turians around this time and persuades them to aid in the war. After the Krogan respond to the initial Turian offensive by devastating Turian colonies with weapons of mass destruction, the Turians vow to stop the Krogan from ever becoming a threat again.

Sometime after the Turians join the galactic community, the Volus are accepted as a client race of the Turian Hierarchy. 710 CE - Realizing that the Krogan will never give in as long as they can replenish their fighters, the Turians unleash a Salarian-engineered bio-weapon known as the Genophage on the Krogan. The Krogan population starts its decline.

800 CE - The Krogan Rebellions end, though scattered Krogan insurgent actions continue for decades. The Turians fill the military and peacekeeping niche left by the decimated Krogan. The Citadel Conventions are drawn up in the wake of the conflict.

Council Era - Expansion (900 CE - 2157 CE)

900 CE - The Turians are granted a seat on the Citadel Council in recognition for their service in the Krogan Rebellions.

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1400 CE - Extensive and unchecked industrial expansion on the Drell homeworld, Rakhana, begins taking a significant toll on the planet's environment.

1600 CE - The first sightings of the Collectors are reported in the Terminus Systems. In Citadel space, the claims are dismissed as unsubstantiated rumors and tall tales.

1755 CE - Samara's three daughters are diagnosed as Ardat-Yakshi. Rila and Falere accept exile, but Morinth flees. Samara takes the oaths of the Asari Justicars and pursues her errant daughter for the next 430 years.

1880 CE - Aria T'Loak arrives on Omega, a space station in the Terminus Systems regarded as the region's nominal capital. Aria is hired by the station's warlord as an enforcer and quickly becomes one of his most trusted lieutenants.

1895 CE: The Geth War - The Geth, machines created by the Quarians as a source of cheap labor, become self-aware. Fearing a Geth uprising, the Quarians begin dismantling them. The Geth revolt against their Quarian masters. In the resulting conflict--known to the Geth as the Morning War. The Geth systematically drive the Quarians from their own worlds. The surviving Quarians are reduced to living as spacefaring nomads aboard the Migrant Fleet. Contrary to expectations, the Geth do not venture outside the former Quarian systems into wider Citadel space, instead isolating themselves from the rest of the galaxy behind the Perseus Veil. As punishment for creating the Geth, the Citadel Council closes the Quarian embassy on the Citadel.

1921 CE - The Geth begin construction of a mega-structure designed to house and simultaneously run every Geth program in existence. Completion of the mega-structure, which would allow the Geth to maximize their collective processing capacity, is the long-term goal of Geth civilization.

1961 CE -

April 12: Yuri Gagarin aboard the Vostok 1 becomes the first human to travel in space. Humanity becomes a spacefaring race.

1969 CE - July 20: Apollo 11 lands on Luna. Neil Armstrong becomes the first human to walk on Luna, and the first human to walk on an astronomical object other than Earth.

1980 CE - Aria T'Loak assumes control of Omega after defeating the space station's previous warlord in single combat. She mockingly bestows the title "Patriarch" on the broken Krogan, and uses him as a reminder to her enemies of her power.

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2000 CE - The Drell make first contact with the Hanar around this time. With their homeworld Rakhana severely depleted and no spaceflight capability, the Drell were poised for a massive population crash by 2025 CE. Agreeing to help, the Hanar mount a large-scale rescue operation and evacuate approximately 375,000 Drell to their own homeworld, Kahje, over the following decade. The remaining 11 billion Drell on Rakhana gradually perish, warring over the last reserves of food and water.

2069 CE - July 20: Armstrong Outpost at Shackleton Crater is formally founded as the first human settlement on Luna, on the 100th anniversary of the first lunar landing.

2070 CE - Billionaire Victor Manswell, frustrated with the pace of official human space exploration, begins funding his own private spaceflight expedition.

2075 CE - The Manswell Expedition successfully launches from Earth en route to the Alpha Centauri system with 300 colonists aboard in cryogenic stasis. Communications with the vessel are lost soon after.

2077 CE - Liara T'Soni is born.

2103 CE - The European Space Agency's Lowell City in Eos Chasma becomes the first permanent human settlement on Mars.

2125 CE - The Yahg, an intelligent pre-spaceflight race, are discovered on the planet Parnack. Ambassadors representing the Citadel Council arrive on the planet and attempt to open diplomatic contact. After the ambassadors are killed by the predatory Yahg, the Council ceases all contact with the Yahg and declares Parnack off-limits.

Not long after the Yahg are discovered, one yahg is captured for the Shadow Broker to study. With the Broker's assistance, the Yahg rapidly ascends within the Broker's organization as "Operative Kechlu". Eventually, the Broker becomes wary of "Operative Kechlu" and attempts to have him terminated, but the order is sent too late. The Yahg assumes the mantle of the Shadow Broker and directs the organization for the next sixty years.

2134 CE - Steven Hackett is born.

2137 CE -David Anderson is born. The Eldfell-Ashland Energy Corporation demonstrates helium-3 fuel extraction from the atmosphere of Saturn.

2139 CE - Saren Arterius and Kahlee Sanders are born.

2143 CE - Construction of Gagarin Station (Jump Zero) begins beyond the orbit of Pluto.

2146 CE - Thane Krios is born.

2147 CE - Trace amounts of element zero are discovered on Mars.

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2148 CE: Humanity Discovers Mass Effect Physics - Humanity discovers a small cache of highly advanced Prothean technology hidden deep beneath the surface of Mars on the south polar region of Promethei Planum. Building on the remnants of this long extinct race, humans quickly explore the science of mass effect fields, leading to the development of faster than light travel and beginning detailed exploration of the Sol system.

2149 CE - Following information from the translated data cache on Mars, humans discover that Charon, Pluto's moon, is actually a massive piece of dormant Prothean technology, a mass relay, encased in ice. Once activated, Jon Grissom leads the first team of explorers through the relay, which instantaneously transports them to another relay in Arcturus, 36 light-years away. The explorers discover that the mass relays are part of a vast network, making travel across the galaxy possible.

The Systems Alliance charter is signed by the eighteen largest nations on Earth. The Alliance soon becomes the military and exploratory spearhead of humanity.

2150 CE - Miranda Lawson is born.

The Systems Alliance begins the first surveys for colonization prospects outside the Sol System. One of these surveys discovers the planet Terra Nova.

2151 CE - To defend its expanding territory, humanity begins constructing a massive military fleet and space station at Arcturus, the nexus of several key mass relays, even though they have yet to encounter another intelligent spacefaring race.

An accident at Singapore International Spaceport exposes hundreds of humans to dust-form element zero. Roughly 30% of the children born in Singapore after element zero exposure suffer from cancerous growths. After his mother is exposed during the accident, Kaidan Alenko is born later that year with biotic potential.

2152 CE - The Delta Pavonis Foundation, a major consortium based on Earth, begins settlement of humanity's first extra-solar colony world, the planet Demeter. Later that year, additional colonies are founded on Eden Prime and Terra Nova.

Thane Krios is submitted for training as an assassin under the hanar.

2154 CE - April 11: Shepard is born.

2155 CE - Saren Arterius is promoted to active service in the Turian military at the age of 16.

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The Systems Alliance occupies completed portions of Arcturus Station, intended to become the Alliance's headquarters. Jeff "Joker" Moreau is born.

2156 CE - Arcturus Station is formally inaugurated.

A small number of human children exposed to element zero exhibit minor telekinetic abilities.

Kai Leng is born.

2157 CE - Pluto's orbit becomes circularized as a result of mass relay operations.

Jacob Taylor is born.

David Anderson graduates from Officer Candidate School with the rank of Second Lieutenant.

Council Era - Advent of Humanity (2157 CE - 2183 CE)

2157 CE: The First Contact War - Humanity makes violent first contact with another spacefaring race: the Turians. The Turians observe human explorers attempting to activate a dormant mass relay, a practice forbidden by galactic law after the Rachni Wars, and attack. Over the next three months, a brief but tense conflict known by humans as the First Contact War and by Turians as the Relay 314 Incident ensues.

Admiral Jon Grissom travels to Arcturus Station to congratulate graduates of the Systems Alliance's N7 training program and meets David Anderson. Grissom announces that an unknown alien force has attacked an Alliance post at the colony of Shanxi.

The First Contact War culminates in the Turian siege and occupation of Shanxi, the first human world to fall to an alien race. Admiral Kastanie Drescher leads the Second Fleet in battle against Shanxi's occupiers one month later, catching the Turians by surprise and evicting them from the planet.

The Turians prepare for a full-scale war against humanity, but this draws the attention of the Citadel Council. The Council intervenes before hostilities escalate further, revealing the existence of the greater galactic community to humanity and brokering a peace between them and the Turians.

While aiding the human resistance effort on Turian-occupied Shanxi, mercenary Jack Harper becomes embroiled in a plot by Turian general Desolas Arterius to use an ancient alien artifact, the Arca Monolith, to convert the Turian race into an army of invincible "Meta-Turians". Harper convinces Desolas' brother Saren of the dangers of the Monolith, which is "devolving" the Turians into mindless beings under the Monolith's control. To protect his people, Saren orders the destruction of the building holding the Monolith, Temple Palaven, with Desolas and the meta-Turians inside. Later,

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having realized that humanity and the galaxy face dark times ahead, Harper founds the human-survivalist organization Cerberus, publishes its manifesto, and assumes the identity of the Illusive Man.

An anonymous extranet manifesto is published following the end of the First Contact War. The manifesto calls for an army, a "Cerberus", to be established to defend humanity against inevitable alien attacks. Derided as "survivalist rhetoric written by an illusive man", the manifesto is quickly forgotten by the media.

2158 CE - Humans learn the potential of Biotics. An international effort to track element zero exposures begins. Roughly 10% of recorded exposed children show indications of biotic ability.

April 14: Ashley Williams is born.

2159 CE - Saren Arterius becomes the youngest Turian to be inducted into the Spectres.

The Systems Alliance purchases Gagarin Station for a fraction of its construction cost, and converts the facility into a biotic research and training facility.

2160 CE - The Systems Alliance Parliament is formed.

With the existence of human Biotics firmly established, the Biotic Acclimation and Temperance Training (BAaT) program is set up on Gagarin Station to train potential candidates and develop biotic implants.

The biotic drug red sand is first used.

The Blue Suns mercenary group is founded by Zaeed Massani and Vido Santiago in the Skyllian Verge.

Kasumi Goto is born.

2161 CE - Amid concerns over gene therapy and genetic modifications being misused, the Systems Alliance Parliament passes the Sudham-Wolcott Genetic Heritage Act. It imposes sharp restrictions on controversial uses of genetic engineering, but provides government subsidies for beneficial applications.

Tali'Zorah nar Rayya and Jack are born.

2162 CE -Construction of Arcturus Station is completed.

A survey team working for Batarian entrepreneur Edan Had'dah discovers a mysterious artifact orbiting an unnamed planet near the Perseus Veil.

2163 CE - The Alliance secretly begins illegal AI research at a base on Sidon with Dr. Shu Qian as project leader. Lt. Kahlee Sanders is assigned as a tech analyst.

The first experimental L1 biotic implants are used in humans.

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A series of starship drive failures are orchestrated over populated areas on human colony worlds, causing widespread exposures to element zero. This results in a second generation of humans born with biotic potential.

The Leviathan of Dis, a genetically-engineered living starship believed to be nearly a billion years old, is discovered by a Batarian survey team on the planet Jartar. The Leviathan disappears under dubious circumstances after a Batarian dreadnought passes through the Dis system.

2164 CE - Ivor Johnstagg is sentenced to 21 years in prison for attempting to assassinate Venta Tox, the volus ambassador to the Citadel. Although Johnstagg claims to be acting on behalf of the radical human political party Eternal Earth, no connection is found and Johnstagg is diagnosed with paranoid schizophrenia. Backlash from the assassination attempt jeopardizes the Systems Alliance's bid for an embassy on the Citadel.

2165 CE - Humanity continues to expand, founding more colonies and establishing trade alliances with many of the other species who recognize the authority of the Citadel Council. In 2165 CE, the Council makes official recognition of humanity's growing power and influence in the galactic community. Humanity is granted an embassy on the Citadel, the political and economic heart of the galaxy. Tensions grow between humans and Batarians as they compete for territory in the Skyllian Verge.

After an Alliance research station at Sidon is attacked, David Anderson searches for those responsible alongside Kahlee Sanders, and discovers an Alliance scientist, Dr. Shu Qian, was conducting illegal AI research to unlock the secrets behind a mysterious artifact discovered near the Perseus Veil. Eventually, Anderson is assigned to work with Saren Arterius to track down Dr. Qian and his Batarian supporter, Edan Had'dah. However, Saren instead kills both Dr. Qian and Had'dah, blames Anderson for the mission's failure, and uses Dr. Qian's research to search for the artifact himself.

Terrorists steal antimatter from the Alliance cruiser SSV Geneva. The sole figure arrested names his sponsor "Cerberus". This is the first such incident of sabotage connected to the Cerberus organization.

After a disagreement between Vido Santiago and Zaeed Massani over hiring batarians into the Blue Suns, Vido betrays Zaeed and leaves him for dead. All records of Zaeed's involvement in the Blue Suns are erased.

Jack is abducted by Cerberus agents on Eden Prime. They fake her death and take her to the Teltin Facility on Pragia as part of a project intended to improve biotic potential in humans.

2166 CE - Commander Vyrnnus, a Turian mercenary, is hired to oversee the training of human biotics at BAaT.

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2167 CE - L2 biotic implants are first developed and used in humans. Kaidan Alenko is among the first to receive the new implants.

The magazine Fornax is launched.

2168 CE - Kaidan Alenko accidentally kills Commander Vyrnnus after being provoked. The diplomatic fallout with the Turians results in BAaT being shut down a year later.

2170 CE - The human colony of Mindoir is attacked by Batarian slavers. Many colonists are killed or captured.

Another human colony, Yandoa, suffers catastrophic dust-form element zero exposure to its atmosphere when an Eldfell-Ashland Energy ship explodes in orbit. Many children suffer birth defects; thirty-seven biotic children are born, including Gillian Grayson.

Biotic training for humans is outsourced to the military, selected R&D companies, and renamed divisions of the defunct Conatix Industries.

L3 biotic implants are developed after L2 implants prove to be dangerous.

The first A-61 Mantis Gunships are produced.

2171 CE - In protest at the refusal of the Citadel Council to limit human expansion in the Skyllian Verge, the Batarians close their embassy, withdraw into their home systems, and effectively become a rogue state.

Cerberus assassinates Pope Clement XVI on Earth via rosary beads coated with toxic substances; his death is attributed to age and heart failure. His successor, Pope Leo XIV, espouses beliefs more in-line with Cerberus' ideals.

2172 CE - April 11: Shepard enlists in the Alliance military.

November 14: Kai Leng enlists in the Alliance military.

On Gagarin Station, "Eliza" becomes the first sapient AI created in the Systems Alliance.

2173 CE - A fly-by over the world of Armeni discovers odd surface protrusions. Upon closer inspection, they are identified as elaborate crypts made by the Zeioph, an extinct spacefaring race. Various human universities seek to perform excavation, but Council laws that hold burial sites as sacrosanct prevent this. An ongoing debate over the issue ensues.

Terra Firma is involved in a Nashan Stellar Dynamics kickbacks scandal, forcing Inez Simmons, the current party leader, to resign. Charles Saracino becomes the new party leader after his opponent, Claude Menneau, is assassinated by Cerberus operatives while en route to Shanxi. Publicly, Menneau's disappearance is never explained.

Kaidan Alenko enlists in the Alliance military.

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2174 CE - Ashley Williams enlists in the Alliance military.

2175 CE - On a survey mission to 2175 Aeia, an important colonization prospect for the Systems Alliance, the MSV Hugo Gernsback disappears and is presumed destroyed.

Cerberus covertly contacts Michael Moser Lang, a political dissident on Earth, and provides him with funding to purchase weapons. Cerberus continues to monitor him after contact ends. One year later, Lang assassinates United North American States president Enrique Aguilar and Chinese People's Federation premier Ying Xiong. The resulting political shuffle benefits Cerberus' shell companies and plans for the Systems Alliance Parliament.

2176 CE - Batarian-funded pirates and criminals launch a surprise attack, later known as the Skyllian Blitz, on the human colony of Elysium. The assault is repulsed by the Alliance Navy and ground teams.

The Jon Grissom Academy is commissioned over Elysium, and becomes home to the Alliance's new biotic training program, the Ascension Project.

The Anhur Rebellions, a civil war waged over the practice of slavery, begin on the human and Batarian colony world of Anhur and spread throughout the Amun system. Abolitionism supporters hire the Eclipse mercenary group to fight the Batarian pro-slavery Na'hesit faction.

James Vega enlists in the Alliance military.

Kai Leng is awarded the N7 designation by the Alliance's Interplanetary Combatives Academy, but later that year he is dishonorably discharged and imprisoned for first-degree murder. Miners at the T-GES Mineral Works facility on Mahavid uncover a Leviathan artifact. The miners are enthralled by the Leviathans for the next ten years and are used to carry out numerous experiments.

2177 CE - During a recon mission to find a missing colonial pioneer team on Akuze, a unit of fifty Alliance marines is wiped out by thresher maws.

2178 CE - In retaliation for the Skyllian Blitz, the Alliance launches a major offensive against the moon of Torfan and destroys the criminal bases there, mostly populated by Batarians. The threat against human colonies from Batarian extremists is curtailed.

The Alliance tracks several pirate FTL exit vectors over a period of six months using covert monitoring devices planted on Theshaca's moons, leading the Alliance Navy to eight major pirate anchorages. Since the "Theshaca Raids", no ships from the Terminus Systems have entered the Hong system.

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The Anhur Rebellions end with the abolitionist forces in power, and the reconstruction of Anhur commences.

2182 CE - Admiral Kahoku of the Systems Alliance begins investigating suspected Cerberus activities.

2183 CE - Humans and Turians collaborate on an engineering project co-sponsored by the Citadel Council: an experimental frigate with a prototype stealth system, the SSV Normandy. David Anderson is given command of the ship, and Commander Shepard is assigned as executive officer. Jeff "Joker" Moreau is assigned as the pilot of the SSV Normandy.

Mass Effect (2183 CE - 2186 CE)

2183 CE: The Eden Prime War - The human colony of Eden Prime is attacked by the Geth, initiating a wider conflict between humans and Geth known as the Eden Prime War. After exposing the involvement of rogue Spectre, Saren Arterius, in the attack, Commander Shepard and the crew of the SSV Normandy pursue Saren in his search for the Conduit, later revealed to be part of a larger plan orchestrated by the Reaper Sovereign to return its kind to the galaxy. While Shepard follows Saren through the legendary Mu Relay to the Conduit, Sovereign and a Geth fleet assault the Citadel. Shepard defeats Saren and the Alliance Navy destroys Sovereign, preventing the release of the Reapers. The Citadel Council is irrevocably changed by Shepard's decisions.

Jacob Taylor and Miranda Lawson prevent an assassination attempt on the Citadel Council by Batarian terrorists.

Aria T'Loak interrupts a meeting between Blue Suns mercenaries and the Collectors on Omega, and learns that the Collectors have a dangerous interest in humanity.

One month after the Battle of the Citadel, the SSV Normandy is attacked and destroyed by an unidentified assailant, resulting in the death of Commander Shepard. Later, the Systems Alliance officially declares Shepard "killed in action".

L4 biotic implants are developed.

Two months after the Battle of the Citadel, galactic society is still in flux over the changes to the Council and kept unaware of the true nature of Sovereign, the Citadel, and the mass relays. Cerberus pushes ahead with plans for both the Ascension Project and the Quarian Migrant Fleet, but is foiled by the actions of Kahlee Sanders and Paul Grayson. After an attack by Cerberus forces, the Migrant Fleet

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changes its conservative policy, sending ships away from the Flotilla to look for new homeworlds or possibly a dormant Reaper.

Commander Shepard's body is recovered by Blue Suns mercenaries for the Shadow Broker, who has been hired by the Collectors. Cerberus eventually obtains the body with the help of Liara T'Soni and begins work on the Lazarus Project.

The Systems Alliance dispatches several special forces units to aid the colony of Fehl Prime, which is under attack by Blood Pack forces. Most units are shot down before landing, but Delta Squad survives and defeats the Blood Pack. The Alliance assigns Delta Squad to guard the colony.

2184 CE - The Eden Prime War comes to a close. Although most Geth forces in Citadel space were destroyed in the Battle of the Citadel, holdouts yet remain. The Alliance Navy reduces its patrols, relying instead on civilian ships to report any Geth activity. Raids are carried out against identified Geth outposts, but the conflict is essentially over.

The Raloi of the planet Turvess launch their first space telescope and discover the Asari cruiser Avedes in their system. The Asari make first contact with the Raloi, who are formally welcomed into the galactic community the following year.

The biological weapon EHE, or "exotic humanoid encephalopathy", is used by the human terrorist organization Totenkopf in an attack on Gagarin Station. The Alliance cruiser SSV Manila is deployed to monitor the asteroid Israfil, the supposed origin of the microorganisms used to produce EHE.

The freighter MSV Estevanico is attacked by Blood Pack mercenaries and crashes into the planet Zanethu. The Alliance crew on board was among the first humans to encounter the Vorcha race.

A clone of Commander Shepard, developed by Cerberus for testing purposes alongside the original's under reconstruction body, is stolen by the deserter Rasa from the Lazarus Research Station.

L5 biotic implants are developed.

2185 CE - Fehl Prime is attacked by the Collectors after a Cerberus agent hoping to discover their intentions signals them. Most of Delta Squad is lost during the battle for the colony, but they succeed in disabling the Collector ship. Delta Squad member James Vega chooses to rescue the Asari Treeya, who possessed vital intel on the Collectors, leaving the colonists to die aboard the Collector ship when it crashes on the planet's surface

Commander Shepard is revived and tasked by the Illusive Man to investigate the mysterious disappearances of entire human

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colonies in the Terminus Systems. Investigation of the attacked colony of Freedom's Progress reveals the enigmatic Collectors from beyond the Omega 4 Relay to be responsible for the disappearances. After assembling a capable team, Commander Shepard uses a captured Reaper IFF to safely traverse the relay and infiltrate the Collector base. Shepard succeeds in eliminating the Collector threat, saving humanity throughout the galaxy from certain destruction.

February 10: A dangerously close flyby of the comet CR1331 Kingu devastates the Hanar colony of Belan.

March 28: A coalition of the corporations Binary Helix, Sonax Industries, and Guanghui Solutions invades the Krogan and Vorcha-populated world of Garvug.

April 28: The Vallum Blast annihilates much of the capital city of the Turian colony of Taetrus. In retaliation, Taetrian colonial and Turian Hierarchy troops declare war on the separatist group responsible for the attack.

August 11: The Citadel Council makes first contact with a race of virtual aliens who offer advanced technology in exchange for help maintaining the supercomputers that run their civilization.

Liara T'Soni locates the Shadow Broker's concealed base on the planet Hagalaz. The Shadow Broker, exposed as a Yahg, is killed. Liara takes control of the Broker's organization, intending to use the Broker's vast information network to aid Shepard's fight against the Reapers.

December 7: Biologists discover the Kirik, an insect-like species with biotic capabilities, on the arid world of Ekram. After the Kirik exhibit signs of intelligence, experts and officials debate whether or not the Kirik should be uplifted.

2186 CE - January 12: An Asari exploration team discovers a lost human colony in the Alpha Centauri system. The Systems Alliance links the colony to the forgotten Manswell Expedition of 2070 and establishes contact with the colonists.

January 23: SSV Budapest, an Alliance cruiser that sparked a diplomatic crisis between the Earth Systems Alliance and the Batarian Hegemony, withdraws from the Bahak system.

The Bahak system is subsequently destroyed following the explosion of its mass relay. An asteroid was sent to the relay in order to delay the Reapers' invasion. Hundreds of thousands of Batarians living on Aratoht are obliterated in the blast.

Systems Alliance hero Jon Grissom dies. Hundreds of dignitaries attend Grissom's funeral and a memorial plaque dedicated to him is placed in the Jon Grissom Academy.

After three years on the run, Paul Grayson is captured by Cerberus and implanted with Reaper technology. Kahlee Sanders and David Anderson attempt to rescue Grayson by persuading the Turian Hierarchy to raid several vital Cerberus installations, but are unaware Grayson's body is now under Reaper control. Once free, the Reapers learn of the Ascension Project and use Grayson to single-handedly attack Grissom Academy, where he is finally killed by Anderson and Cerberus assassin Kai

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Leng. In the aftermath, Anderson and Sanders decide to study Grayson's body to discover how to combat the Reapers.

Councilor Udina asks Captain Bailey to investigate Executor Pallin, claiming that C-Sec has been compromised and is working against the Citadel Council. The investigation results in Pallin's death and Bailey's promotion to the rank of Commander, but Bailey is left with reservations about Pallin's guilt.

Gillian Grayson seeks revenge against Cerberus and the Illusive Man for the death of her father. With the help of a faction of biotic supremacists, she captures Cerberus assassin Kai Leng to lure the Illusive Man out of hiding by holding Leng for ransom. Her plan fails, however, and Leng kills her and escapes.

Admiral Anderson travels to Omega to recruit Alliance marine James Vega to guard Commander Shepard as the Commander is taken to trial for the destruction of the Bahak system.

Aria T'Loak defends Omega from Adjutants unleashed by Cerberus. The Adjutants distract Aria from Cerberus's true plan: to conquer Omega and maintain exclusive access to the Omega 4 Relay. Aria realizes this and unites the disparate gangs and mercenaries of the station to repel the Cerberus invaders, but is outsmarted by Cerberus's General Oleg Petrovsky. When he threatens to destroy Omega, Aria accepts exile and Cerberus takes control of the station.

When a Cerberus alien experimentation facility known as the Barn is attacked by Turian forces, Randall Ezno, a Cerberus operative enhanced with biotic implants, learns the truth about the horrific nature of the experiments and discovers his own handler has been made a test subject. Randal turns against Cerberus and the Barn's Director, fights his way through the facility, and escapes. He provides the Systems Alliance with intel on his former employers and swears revenge on the Director.

September 21: A massive influx of Batarian ships in the Exodus Cluster reported by the Alliance News Network. The newcomers claim their home systems are under attack from an as-yet unidentified hostile adversary. Khar'shan is reported to be under bombardment and the Harsa relay blockaded.

September 28: Taetrus goes dark, the culprits confirmed to be the same forces behind the attack on the batarians. Primarch Fedorian declares the Turian Hierarchy at war.

Six months after the destruction of the Alpha Relay, the Reapers invade the galaxy through Batarian space and attack Earth. Commander Shepard escapes and discovers a Prothean superweapon design on Mars that could end the Reapers' threat once and for all.

October 5: Hierarchy offensive to retake Taetrus reported as failed: four Turian fleets dispatched to the Mactare relay, Reaper ships emerge from the Trebia relay in a push toward Palaven. Primarch Fedorian alerts the galaxy to prepare for spotty communications due to destruction of comm buoys during wartime.

To build the Crucible and take back Earth, Commander Shepard and allies embark on a journey to unite the various races in the midst of a galaxy-wide war. During the final confrontation with the Reapers over Earth, the Commander makes a decision that changes the galaxy forever.

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Setting Rules:

Blood & Guts: Characters can spend Bennies on damage rolls.

Born A Hero: During character creation, heroes may ignore the Rank qualifications for Edges. They must still have any other requirements as usual. The usual rules for Rank requirements apply after the character is created.

Joker’s Wild: When a player character draws a Joker during combat, he receives his normal +2 to Trait and damage rolls. In addition, all player characters receive a Benny!

Lighten the Load: If a character has Arcane Background (Biotics) or (Tech) and have only half of their Load Limit, their powers cost one less Power Point, with a minimum cost of 1 Power Point.

Shields: In Mass Effect, the shields cover the entire body, so any hit is considered to be hitting the protected side.

Smart Powers: For Tech-based archetypes, Their Smarts die can be used instead of their Spirit die. For example, an Engineer can use their Smarts die to meet the requirements for the Rapid Recharge Edge.

Starting Credits: 7000 credits + Your Racial bonus. Geth and Protheans do not receive bonus credits or keep any remaining starting credits after their starting equipment has been bought.

Starting Credits Racial Bonus

Asari +1500 credits

Drell +500

Elcor +500

Hanar +500

Human +1000

Turian +1000

Salarian +1200

Volus +2000

Batarian +0

Geth +0

Krogan -500

Quarian -500

Vorcha -500

Prothan +0

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Chapter One: Races

The Milky Way is populated with dozens of races. Some are valued members of Citadel space, working to build a better galactic community; others are lawless, caring nothing for the Citadel Council's edicts; a few are outcasts, but all are unique.

The following races will be under three different categories; Citadel Races, Non-Citadel Races and Historical.

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Citadel Races

Asari

The Asari, native to the planet Thessia, are often considered the most influential and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude. This is partly due to the fact that the Asari were among the earliest races to achieve interstellar flight after the Protheans, and the first to discover and settle the Citadel.

A mono-gender race, the Asari are distinctly feminine in appearance and possess maternal instincts. Their unique physiology, expressed in a millennium-long lifespan and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Favoring compromise and cooperation over conflict, the Asari were instrumental in proposing and founding the Citadel Council and have been at the heart of galactic society ever since.

Asari resemble humans in terms of basic skeletal structure with five fingers on each hand and legs that are relatively straight. This similarity allows Asari to wear human armor. A typical Asari has a blue to purple complexion, though a teal complexion is possible albeit seemingly rare. In the place of head hair, Asari possess semi-flexible, cartilage based scalp crests that grow into shape. These structures are rigid, and do not "flop around" as some believe. Asari also have a robust cellular regenerative system; while they do not heal faster than other species, they are known to reach over 1000 years of age.

Attractive: Asari are generally considered to be attractive and respectable by other races throughout the galaxy and gain a +2 to Charisma.

Arcane Background Edge: Asari begin with the Arcane Background: Biotics at character creation.

It is not unusual for Asari to wear any type of human armor or EV Suit.

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Drell

The Drell are a reptile-like race that were rescued from their dying homeworld of Rakhana by the Hanar following first contact between the two. Since then, the Drell have remained loyal to the Hanar for their camaraderie and have lived on the ocean-covered world of Kahje with the Hanar. The Drell have an average lifespan of 85 galactic standard years.

Drell appearance is very similar to Asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength. They appear to have five fingers on each hand, albeit the ring and middle fingers are fused. Their skin is apparently infused with venom mild enough to be served in drinks, and may cause mild hallucinations on "oral contact". They also have two sets of eyelids, akin to the nictitating membrane possessed by certain animals such as reptiles. The inner lid is milky-white and closes from the left and right, while the outer lid is black and closes from top and bottom. Much like humans or Asari, Drell possess the ability to shed tears. Sexual dimorphism among Drell appears to be roughly analogous to humans. Females have breast-like protrusions, and their head "frills" are more pronounced than males'.

• Eidetic Memory: Drell have perfect memories and can sometimes slip into memories, reliving them vividly.

Quirk (Pious): Drell are very religious and believe in a dualist state of being, in that the mind and body are two very separate things. Drell do not feel remorse for actions that are instinctively done, which would be considered actions of the body, but not of the mind. When traumatized, they believe they are no longer “whole” and will go to great lengths to fix this.

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It is uncommon for a Drell to wear Medium or Heavy armor.

Elcor

Elcor evolved on a high-gravity world, making them slow, but incredibly strong. Their large, heavy bodies are incapable of moving quickly, but they possess a rather imposing stature and immense strength, as well as thick, tough skin. They move using all four limbs to support and balance their massive bodies. Given their method of communication, they likely have highly-attuned olfactory senses.

Elcor speech is heard by most species as a flat, ponderous monotone. Among the Elcor, scent, extremely slight body movements, and subvocalized infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Since their subtlety can lead to misunderstandings with other species, the Elcor prefix all of their dialog with non-Elcor with an emotive statement to clarify their tone.

• Slow: Elcor have a reduced pace of 2 and have a running die of D4. Elcor also can only have a maximum of a D6 in Agility.

• Strong: Elcor begin with a D8 in Strength.• Toughness: Elcor begin with a +2 to Toughness• Quirk (Strange Speech): Elcor have difficulty communicating with non-Elcor, requiring them to

explain their tones to compensate for their monotone voices. Due to this, Elcor suffer a -1 to Charisma when interacting with non-Elcor.

• Elcor can’t wield conventional weapons or wear armor. However, Elcor can use mounted vehicular weapons that are operated with combat VI.

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Hanar

The Hanar "stand" slightly taller than a human, although most of their height is in their long tentacles. The invertebrate, water-native Hanar cannot support their own weight in normal gravity. When interacting with mainstream galactic society, they rely on contra-gravitic levitation packs that use mass effect fields. Their limbs can grip tightly, but are not strong enough to lift more than a few hundred grams each. Hanar also possess the ability to secrete natural toxins.

It is not known if Hanar have more than one sex, or are asexual (as some jellyfish species are). Despite evolving in water, Hanar also

appear able to breathe air, or use technological means to enable this.

• Aquatic: Hanar are fully aquatic and cannot drown in oxygenated water. Hanar begin with a D6 in swimming and their pace is equal to their swimming.

• Slow: Outside of water, Hanar have a reduced pace of 2 and a running die of a D4, unless the character pays for a better apparatus to be able move at a regular pace.

• Polite: Hanar receive a +1 to Charisma due to their generally kind nature.• Oration: Hanar are very particular about grammatical rules, and therefore will become

annoyed when speaking to someone who does not use proper grammar. Also, Hanar receive a -1 to Charisma when speaking to a character with a D4 in Smarts.

• Weak: Hanar can only have a maximum of a D6 in Strength and can only wield pistols or submachine guns.

• Extra Action: Due to the many appendages of Hanar, they get one extra non-movement action per turn, without a multi-action penalty.

• Hanar do not wear armor.

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Human

Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter.

Humans have a fairly robust physiology. Their internal makeup and reproductive processes are typical of most bipedal mammals and their size and proportions give the appearance of being strong, fast and agile. In comparison to the Council races, humans are roughly physically on par with Turians (as a human in or around peak physical condition can overwhelm a similarly fit Turian, making them near equals in a hand-to-hand combat situation), and less agile than Asari (whom they closely resemble), though fit human males are likely to be far stronger than the average Asari. Humans would appear on average to be stronger than Salarians but not as fast, due to the extremely elevated metabolisms of the latter. Like most organic races, humans are also capable of producing biotic individuals. All cases of biotics in humans are the result of pre-natal exposure to element zero, which carries a high risk of medical complications.

Humans can live to about 150 years, and recent medical advances have eradicated almost all known diseases that afflict them. However, as humans only emerged on the galactic stage within the last thirty years, it is highly likely that the introduction of new technology into their society will greatly increase their average lifespan.

• Humans receive one free edge at character creation.• Racial Enemies: Humans and Batarians have a highly antagonistic relationship and suffer a -4

to Charisma when dealing with each other. • It is not uncommon for Humans to wear any kind of armor.

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Salarian

The second species to join the Citadel, the Salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To Salarians, other species seem sluggish and dull-witted, especially the Elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; Salarians over the age of 40 are a rarity.

Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on.

• Smart: Salarians begin with a D6 in Smarts.• Quirk (High Metabolism): Salarians tend to be hyperactive, restless and talkative. This also

leads to Salarians having a relatively short lifespan. • Sleep Reduction: Salarians half as much sleep as humans.• Salarians do not often wear Medium or Heavy armor, do to their slight builds.

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Turian

Known for their militaristic and disciplined culture, the Turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile Krogan for the Council during the Krogan Rebellions. The Turians deployed a Salarian-created biological weapon called the Genophage, which virtually sterilized the Krogan and sent them into a decline. The Turians then filled the peacekeeping niche left by the once-cooperative Krogan, and eventually gained a Council seat in recognition of their efforts.

Originally from the planet Palaven, Turians are best known for their military role, particularly their contributions of soldiers

and starships to the Citadel Fleet. The Turians are respected for their public service ethic. it was the Turians who first proposed creating C-Sec, but are sometimes seen as imperialist or rigid by other races. There is some animosity between Turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal as shown by the cooperation of the two races on the construction of the SSV Normandy, but many Turians still resent humans, and vice versa.

• Toughness: Turians receive a +1 to Toughness • Military Training: Turians begin with a D6 in Shooting, due to the training that all Turians go

through.• Quirk (Restrictive Diet): Turians can only eat dextro-amino food.• It is not uncommon for a Turian to wear any kind of armor.

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Volus

The Volus are an associate race on the Citadel with their own embassy, but are also a client race of the Turians. They hail from Irune, which possesses a high-pressure greenhouse atmosphere able to support an ammonia-based biochemistry. As a result, the Volus must wear pressure suits and breathers when dealing with other species.

Due to the fact that they are not physically adept compared to most species, Volus mostly make their influence felt through trade and commerce, and they have a long history on the Citadel. However, they have never been invited to join the

Council, which is a sore point for many Volus individuals.

• Slow: Volus have a reduced pace of 3 with a D4 running die.• Negotiator: Volus begin with a D6 in Persuasion.• The suits of the Volus count as Medium armor.

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Non-Citadel Races

Awakened Collector

The Collectors resemble human-sized bipedal insects with a chitinous exoskeleton, two anterior pairs of what appear to be vestigial limbs, four eyes, and a distinct, large, tapering head along with fully developed wings that allow them to fly over short distances. Each Collector appears to be little more than a drone with no distinctions between individuals, although there are witnessed instances of drones towering over humans and their own brethren by a significant margin. Their vocal communication mostly consists of insectoid chirps and trills, although they are capable of speaking in languages other species comprehend should the need arise.

When the Reaper-killer known as Leviathan fought the Collectors, it severed their connection to Harbinger with a thrall device. Most Collector forces died as a result, but a few survived. Now, these rare individuals fight for the memory of their people, a proud race broken by the Reapers.

Protheans appointed avatars to embody and model a single virtue for their society. The Awakened Collectors' virtue is vengeance.

*Awakened Collectors are only possible in certain campaigns. GM permission is required to play as an Awakened Collector.

Outsider Hindrance: Collectors have bad reputations throughout the galaxy and receive a -2 Charisma.

Construct: Collectors are largely inorganic, and receive +2 to recover from being Shaken and ignore one level of wound modifiers.

Flight: Collectors can fly their standard Pace and have a Climb score of 0.

Collectors do not wear armor or EV suits.

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Batarian

A race of four-eyed bipeds native to the world of Khar'shan, the Batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with Batarian pirate gangs and slaving rings, fueling the stereotype of the Batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave Batarian space by their ubiquitous and paranoid government.

Despite several disagreements with the Citadel and simmering hostility toward humans, most Batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. They have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy like Omega, negotiations with a Batarian are likely to be conducted at gunpoint.

Bad Reputation: Batarians suffer a -2 to Charisma when interacting with non-Batarians.

Racial Enemies: Batarians receive a -4 to Charisma when interacting with Humans, due to the mutual disdain between the races.

Intimidating: Batarians receive a +2 to intimidation when interacting with non-Batarians.

Keen Vision: Batarians get a +2 to Notice rolls when vision is involved.

It is not unusual for Batarians to wear any kind of armor.

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Geth

The Geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. The Geth were created by the Quarians as laborers and tools of war around three hundred years before the Battle of the Citadel. When the Geth became sentient and began to question their masters, the Quarians attempted to exterminate them. The Geth won the resulting war, known as the Morning War. This defeat reduced the Quarians to a race of nomads.

The history of the Geth's creation and evolution serves as a warning to the rest of the galaxy of the potential dangers of artificial intelligence and

to the legally enforced, systematic repression of artificial intelligences throughout galactic society.

*Geth player characters are only possible given certain parameters in a campaign. GM permission is required to play as a Geth.*

Armor: Geth have a baseline of +2 Armor.

Construct: Geth player characters gain a +2 to recover from being Shaken, don’t breathe, ignore one level of wound modifiers, and are immune to poison and disease. Geth cannot heal naturally, thus they require a Repair skill role; which is used like the healing skill, only with no “Golden Hour.”

Outsider Hindrance: Geth are generally not trusted and thus suffer a -2 Charisma when interacting with non-Geth.

Racial Enemies: When interacting with a Quarian, Geth suffer a -4 Charisma.

Geth cannot wear armor, but can modify themselves to become more armored (pg 38 of Sci Fi companion).

Geth cannot use Biotics.

Geth use the Synthetic Modifications Table after character creation for character improvements and have 4 mod slots.

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Krogan

The Krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The Krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as Krogan society became more technologically advanced, so did their weaponry. The end

result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive warring tribes.

With the help of the Salarians, the Krogan were "uplifted" into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars. Ironically, after the Rachni were eradicated, the rapidly-expanding Krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the Turians to unleash the Genophage. This genetic "infection" dramatically reduced fertility in Krogan females, causing a severe drop in births secondary to prenatal and postnatal death and, ultimately, population, eliminating the Krogan numerical advantage.

Strong: Krogan begin with a D6 in Strength

Brawny: Through redundant organs and nervous systems, Krogans are very hardy and receive a +2 to Toughness.

Keen Sense (Vision): Due to their wide peripheral vision that has helped them survive the many dangers of Tuchunka, Krogans receive a +1 to Notice.

Krogan Charge: Krogans can charge into battle, dealing Str+d6 damage to the foe they tackle.

Dim: Krogans must pay 2 points per raise in Smarts during character creation.

Outsider Hindrance: Krogan receive a -2 to Charisma to non-Krogan in Citadel Space.

It is extremely rare for a Krogan to wear light armor, or EV suits.

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Quarian

The Quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld Rannoch was conquered, the Quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet.

Approximately three hundred years before the events of 2183, the Quarians created the Geth, a species of rudimentary artificial intelligences, to serve as an efficient source of manual labor. However, when the Geth gradually became sentient, the Quarians became terrified of possible consequences and tried to destroy their creations. The Geth won the resulting war and forced their creators into exile. Now the Quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.

Smart: Quarians begin with a D6 in Smarts.

Technician: Quarians receive the Mr. Fix it edge at character creation (+2 to repair rolls, a raise reduces the time required for the repair by a half).

Quirk (Immune deficiency): Quarians have extraordinarily weak immune systems and must wear their enviro-suit when they are outside of the Flotilla.

Quirk (Restrictive diet): Quarians require dextro-amino based foods.

Outsider Hindrance: Quarians suffer a -2 to Charisma when interacting with non-Quarians because they are generally considered to be thieves and vagrants.

Racial Enemies: Quarians have a -4 Charisma when interacting with Geth.

The envirosuits that Quarians have to wear, greatly limit their armor. Their suits count as an EV Suit or Light Armor.

Quarian Biotics is extremely rare. GM permission is required to have biotics as a Quarian.

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Vorcha

Known for their unique biology and aggressive behavior, the Vorcha of Heshtok are a primitive race that live among the galaxy's darker and more dangerous locations, such as Omega. Many Vorcha are trained by the Krogan Blood Pack as mercenaries due to their savage nature and adaptability to different environments. The rest of galactic civilization regards them as pests and scavengers, and their presence is generally seen as a blight.

Outsider Hindrance: Vorcha suffer a -2 to Charisma when interacting with non-Vorcha and they are often hated by other species.

Damage Resistance: Vorcha can develop resistance to certain kinds of damage through exposure over time. At character creation, a Vorcha can choose to have a +2 to vigor rolls to resist one specific kind of damage (ex. Fire, Cold, Blades, etc.) *specific resistance is subject to GM approval*

Quirk (short- lived): Vorcha lifespans do not go past 20 years old.

Very Dim: A Vorcha cannot have Smarts higher than a D6.

Regeneration: Vorcha regenerate quickly from their wounds. A Vorcha may make a natural Healing roll once per day (rather than once per week).

Vorcha do not wear armor or pants, generally.

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Historical Race

Prothean

The Protheans are an ancient alien race which mysteriously vanished over 50,000 years ago. The Protheans arose from a single planet and developed an immense galaxy-wide empire encompassing many other spacefaring species. Not much is known about them, but many of their artifacts, ruins and technology have apparently survived the ages.

The Protheans have been credited with creating the Citadel and the mass relays, feats of engineering that have never been equaled and whose core mass effect field technology forms the basis of contemporary civilization. Prothean artifacts, therefore, have immense scientific value and are seen to belong to the whole galactic community.

*Prothean player characters will only be possible in certain campaigns. GM permission is required to play as a Prothean.*

Great sight: Protheans can see through invisibility cloaks.

Shared Experience: Protheans can experience the memories of another through touch.

Extinct: The Protheans are a dead people; seeing another Prothean is nearly impossible.

Outsider Hindrance: Protheans see themselves as above the modern races and their contempt gives them a -2 to Charisma.

It is not unusual for Protheans to wear any kind of armor.

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Chapter Two: Archetypes

Adept

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d4

Skills: Fighting d4, Shooting d4, +13 additional skill points

Edges: Arcane Background (Biotics)

Starting Powers: Warp, Shockwave, Singularity

Suggested Powers: Throw and Pull

Soldier

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d8, Vigor d6

Skills: Fighting d6, Intimidation d6, Shooting d8, +8 additional skill points

Edges: Brawny, Quick Draw

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Engineer

Attributes: Agility d6, Smarts d10, Spirit d4, Strength d4, Vigor d6

Skills: Shooting d6, Repair d8, Electronics d8 +7 additional skill points

Edges: Arcane Background (tech)

Starting Powers: Cryo Blast, Sentry Turret

Suggested Powers : Incinerate, Overload, Combat Drone, Sabotage

Vanguard

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6

Skills: Fighting d6, Shooting d6, +11 additional skill points

Edges: Arcane Background (Biotics)

Starting Powers: Pull and Nova

Suggested Powers: Biotic Charge, Shockwave

Sentinel

Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d4

Skills: Shooting d6, Repair d6, Electronics d6, +8 additional skill points

Edges: Arcane Background (Biotics), Arcane Background (Tech), 10 power points split between Biotics and Tech

Starting Powers: Tech Armor and Throw

Suggested Powers: Cryo Blast, Warp, Overload

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Infiltrator

Attributes: Agility d6, Smarts d8, Spirit d4, Strength d6, Vigor d6

Skills: Shooting d6, Electronics d6, Stealth d8, + 8 additional skill points

Edges: Arcane Background (Tech)

Starting Powers: Incinerate, Sabotage

Suggested Powers: Tactical Cloak

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Chapter Three: Powers

Biotics

New Background Edge

Arcane Background (Biotics)

Arcane Skill: Biotics (Spirit)

Starting Power Points: 10

Starting Powers: 2 (or specified by Archetype)

Biotics manipulate mass effect fields using dozens of element zero nodules within their nervous system that react to electric stimuli from the brain. Amplifiers allow Biotics to synchronize the nodules so they can form fields large and strong enough for practical use. Only the powers listed in the Biotics section may be selected

Backlash: When a Biotic rolls a 1 on their Wild die for an offensive power, he is automatically Shaken. This can cause a wound. If the power is not an attack power, it just automatically fails and the biotic must wait the normal duration of the power before the power can be used again.

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BIOTIC POWERS

Barrier

Rank: Novice

Power Points: 2/4

Range: Self

Duration: 3 (1/round)

Trappings: An electric blue glow surrounding the biotic. Barrier creates a kinetic barrier surrounding the biotic that is effective alone or can enhance an already active shield. Spending 2 Power Points grants the biotic 2 points of Shield, while 4 Power Points gives the biotic 4 points of Shield.

Charge

Rank: Seasoned

Power Points: 2

Range: 40

Duration: 1 turn

Trappings: The user smashes into a target within range, while encased in a biotic barrier, leveling opponents and dealing 2d6 damage.

Lash

Rank: Seasoned

Power Points: 3

Range: 4/8/12

Duration: 1 round

Trappings: Biotic fields form whips around your hands and extend out 2 meters. Latch this biotic field onto enemies to jerk them towards you, doing 2d8 damage in the process.

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Lift

Rank: Seasoned

Power Points: 2

Range: 12/24/48

Duration: 3 (1/round)

Trappings: An electric blue glow surrounds target and they are lifted a meter into the air. Lift is a biotic power that is used to raise a target off their feet, dramatically limiting their combat effectiveness while the power persists. The weight a biotic can lift is equal to 30 lbs times his Spirit die type. All physical actions have a –2 penalty. Treat the character as Shaken, but he must make an Agility roll to recover rather than Spirit. While under the effect of Lift, the victim's movement rate is effectively zero.

Nova

Rank: Novice

Power Points: 2

Range: 4

Duration: 1 turn

Trappings: A burst of energy shoots forth from the user and does 3d6 damage to enemies within range.

Pull

Rank: Novice

Power Points: 2

Range:

Duration: 1 turn

Trappings: An electric blue glow surrounds the target and it begins to float in the air. All attacks gain +2.

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Reave

Rank: Novice

Power Points: 1- 6

Range: 12/24/48

Duration: Instant

Trappings: a shimmering electric blue aura on the target with electric sparks Reave employs mass effect fields to biotically attack the target's nervous or synthetic systems. The damage of Reave is 2d6.

Additional Reave Attacks: The biotic may attack up to three times by spending a like amount of Power Points. This must be decided before the power is used. The reave attacks may be spread among targets as the character chooses. Using multiple reave attacks does not incur any attack penalties.

Additional Damage: The biotic may also increase the damage to 3d6 by doubling the Power Point cost per reave attack. This may be combined with the additional reave attacks, so using 3 reave attacks of 3d6 damage costs 6 Power Points. [This is the bolt power from SWEX.]

Shockwave

Rank: Novice

Power Points: 2

Range: Special

Duration: Instant

Trappings: a series of explosive tiny singularities extending out from the biotic. Shockwave creates a damaging stream of micro-singularities that appear and collapse with explosive force. Place a ruler in front for the character. Along the ruler, lay small burst templates one right after the other with their edges touching. Anyone within a template must make an agility roll or suffer 3d6 damage.

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Singularity

Rank: Novice

Power Points: 3/4

Range: 12/24/48

Duration: 3 (1/round)

Trappings: A black humming ball surrounded by an electrical blue field Singularity is as per the Lift power but it affects a Medium Burst Template and causes 1d6 damage to all victims per round. The power extends to a Large Burst Template and causes 2d6 damage to all victims per round for 4 Power Points.

Slam

Rank: Seasoned

Power Points: 2/4

Range: 24/48/96

Duration: Instant

Trappings: The victim is yanked a meter into the air and then slammed into the ground through violent manipulation of gravitational forces. There is a burst of blue energy that surrounds the victim and then suffers 2d6 damage.

Additional Damage: For double the Power Points, slam does 3d6 damage Note this leaves victims prone.

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Stasis

Rank: Novice

Power Points: 2

Range: 12/24/48

Duration: 3 (1/round)

Trappings: An electric blue glow surrounding the target. Stasis causes an enemy to be temporarily locked in a mass effect field, freezing the target in place and making them unable to move or perform actions.

Throw

Rank: Novice

Power Points: 1

Range: 12/24/48

Duration: 1 round

Trappings: An electric blue glow surrounding the target. Throw is the ability to propel a single object or creature (including one's self) by manipulating mass effect fields with damaging force. The weight a biotic can lift is equal to 30 lbs times his Spirit die type. The Target can be thrown up to 30 feet and suffer 1d6+1 damage per 10 feet thrown.

Warp

Rank: Novice

Power Points: 2

Range: 12/24/48

Duration: Instant

Trappings: The power spawns a mass effect field that damages the enemy. Warp will detonate any biotic powers affecting the target, such as Pull or Singularity. The detonated target takes double damage from Warp, and all targets within the Detonation Radius receive the full 2d8 damage, regardless of any protection they might have.

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Tech

New Background Edge

Arcane Background (Tech)

Arcane Skill: Electronics (Smarts)

Starting Power Points: 10

Starting Powers: 2 (or specified by archetype)

Trappings: Use of Omni Tool, Power Edges are Omni-tool upgrades, Power Points represent smarts, talent, and sophisticated hacking programs.

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TECH POWERS

AI Hacking

Rank: Veteran

Power Points: 3

Range: Smarts

Duration: 3 (1/round)

Trappings: Turn an enemy’s mech against them. AI hacking is an opposed roll of the character's electronics skill versus the target's Spirit. The user must score a success and beat the target's roll to gain complete control. The victim will attack friends and even commit suicide if it is a simple VI device such as drones and mechs. Sentient synthetics such as the Geth are allowed another oppose Spirit roll to break the hack if ordered to attach allies or commit suicide.

Combat Drone

Rank: Seasoned

Power Points: 3

Range: 6/12/24

Duration: 3 rounds

Trappings: The Combat Drone flies around the battlefield on its own and will fight enemies until either it is destroyed or its duration ends.

Attributes: Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor d4

Skills: Shooting d6

Pace: 4, Parry: 2, Toughness: 4

2d6+2 damage

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Cryo Blast

Rank: Novice

Power Points: 2/4

Range: 6/12/24

Duration: 1 round

Trappings: Cryo Blast reduces the targets pace by 2. For double the Power Points, the target is completely frozen for a round.

Damping

Rank: Veteran

Power Points: 2/4

Range: Smarts

Duration: Instant

Trappings: This power dampens Tech Talents and Biotics.

The Tech picks a single target within range and he drains 1d6+1 Power Points from the victim. For double the Power Points, the victim loses 1d8+2 Power Points. The victim cannot be reduced below zero Power Points. Drained Power Points are simply lost. Drained Power Points recharge as normal.

This power works only on creatures with an Arcane Background.

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Defense Drone

Rank: Seasoned

Power Points: 2

Range: 5

Duration: 3 rounds

Trappings: The Defense Drone flies around the user, electrocuting any enemies that come within range.

Attribute: Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d4

Skills: Shooting d6

Pace: 4, Parry: 2, Toughness: 4

2d6 damage

Energy Drain

Rank: Seasoned

Power Points: 2-6

Range: 24/48/96

Duration: Instant

Trappings: This is an area effect power that can put down many synthetic opponents at once. The user picks where he wants to center the energy drain. Normal ranged attack modifiers apply. This power drains shields instead, if the target is target, whether organic or not. The area of effect is a Medium Burst Template. Targets within the energy drain suffer 2d6 damage.

Additional Effects: For double the Power Points, energy drain does 3d6 damage or the size is increased to a Large Burst Template. For triple the points, it does both. Note this leaves victims prone. [It is otherwise the blast power from SWEX)

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Incinerate

Rank: Novice

Power Points: 2

Range: 6/12/24

Duration: Instant

Trappings: Incinerate causes 2d10 damage to the target. If the target is wielding a flamethrower, it can cause the fuel tank to explode.

Neural Shock

Rank: Novice

Power Points: 2/3

Range: 12/24/48

Duration: Special

Neural Shock stuns any living or synthetic opponent with an overload to their neural pathways (or VI/AI programs) within a Medium Burst Template. Targets within the area of effect must make Vigor rolls or be Shaken. For 3 Power Points the victims must make Vigor rolls at -2.

Overcharge

Rank: Novice

Power Points: 2

Range: Touch

Duration: 3 (1/round)

Trappings: This power can only be used on small arms. It overcharges the micro mass accelerators for a short amount of time. It affects just one weapon per use. While the power is in effect, the weapon's damage is increased by +2.

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Overload

Rank: Seasoned

Power Points: 3/4

Range: 6/12/24

Duration: Instant

Trappings: Overload hits the target with a cacophony of directed electronic signals. While this power does not damage organic targets it plays havoc with shields, weapons and synthetics. The target takes 3d6 damage to its shields. Damage that exceeds the shield toughness bypasses armor and acts as damage to synthetic targets and is applied directly to their toughness. Any activated weapon (not stored) also overheats, shutting them down for the rest of the round.

Additional Damage: For 4 Power Points, the damage is 4d6.

Sabotage

Rank: Novice

Power Points: 2

Range: 12/24/48

Duration: 1 round

Trappings: Synthetic targets without a shield or barrier come under your control. The target may move up to its Pace on the user’s turn. Non-Synthetic targets without a shield or barrier suffer a damage roll from the weapon they are carrying and can’t fire that weapon this round. All attack rolls from a Synthetic target or weapon are at a -2.

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Sentry Turret

Rank: Novice

Power Points: 4

Range: 2

Duration: 4 rounds (or until destroyed)

Trappings: The Engineer places a turret next to him to provide covering fire.

Skill: Notice d6, Shooting d6

Pace: 0, Parry: 2, Toughness: 9 (2) (Shields 2), Range 12/25/80, Damage 2d6-1

Tactical Cloak

Rank: Seasoned

Power Points: 3

Range: Self

Duration: 3 (1/round)

Trappings: The character becomes barely detectable by eyes, optics and other sensors. He appears only as a vague outline. A character may detect the cloaked tech if he has a reason to look and makes a Notice roll at -4. Once detected, he may attack the tech at -2. The power affects the character and his personal items and anything he subsequently picks up if he can carry it.

Tech Armor

Rank: Novice

Power Points: 2/3

Range: Touch

Duration: 3 (1/round)

Trappings: Tech armor allows the user to automatically reactivate his shields if they are currently down. For 3 Power Points, the user also gains +1 Toughness for a round.

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Chapter Four: Gear

Datapad: A personal data device that has 100 TB of storage along with an extranet connection. A datapad costs 500 credits.

Medi-gel: 100 credits (1 use, heals 1 wound level)

Mines: Anti-vehicle mines cause 5d10 damage, AP 20, but are only set off by at least 500 pounds of pressure. Anti-personnel mines detect movement and detonate causing 4d6 damage in a Large Burst Template. Finding a mine requires a Notice roll at -4 and removing a mind requires a Repair roll at -2. An anti-Vehicular mine cost 5000 credits and an anti-personnel mine costs 3000 credits.

Omni-tool: Omni-tools are multipurpose diagnostic and manufacturing tools as well as computers used for a variety of civilian and battlefield tasks, such as hacking, decryption, or repair. Higher-end Omni-tools are equipped by Engineers, Sentinels, and Infiltrators to make use of their tech powers. When activated, an Omni-tool can appear over either of a person's forearms and/or hands, and occasionally both, as an orange hologram. Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and manufacturing 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. Although melee-combat applications for the omni-tool are almost as old as the device itself, the feature was largely unused prior to the Reaper invasion. The need to take on multiple husks in close quarters forced the Alliance to develop ways to enhance the tool's offensive capability. The most common melee design is the "Omni-blade," a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent.

General Functions: Flashlight, Scanner, Repairing items, Dispensing Medi-gel, Programming and hacking, Camera; Video, audio and holographic communication, Downloading and playing video games, Converting items into Omni-gel, Manufacturing objects in real time.

Military Functions: Using Tech Powers, Applying upgrades to items, Melee Weapons

Military-grade Omni-tools cost 1000 credits, while Civilian-grade Omni-tools cost 500 credits.

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Thermal Clip: 100 credits

Before the Battle of the Citadel in the year 2183 CE, weapons require 1 round to cool down after using up its shots. After 2183, weapons use Thermal Clips, which are used to cool the weapon down after expending its shots. Changing the Thermal Clip in a weapon can be done in the same turn as shooting the weapon.

Food

Cheap Meal: 20 credits

Good Meal: 50- 99 Credits

Luxurious Meal: 100+ Credits

Nutrient Paste Meal: 10 credits (5 meals; keeps 1 week)

Rations: 10 credits (5 meals; keeps 1 week)

Pets

Space Hamster: Space Hamsters are normally sold in along with a tank and a year’s worth of food for 5000 credits. A single hamster costs 1500 credits, a tank costs 2000 credits and the years’ worth of food costs 1500 credits.

Small Fish Aquarium: 2.5 gallons (9.5 liters), 2000 credits

Medium Fish Aquarium: 10 gallons (37.8 liters) 10,000 credits

Large Fish Aquarium: 20 gallons (75.7 liters) 25,000 credits

Aquarium VI: Automatically feeds your fish, so you can spend your time saving the galaxy, or your local dance club! 25,000 credits

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Illium Skald Fish

A spined fish native to the lakes of Illium, 1000 credits

Thessian Sunfish

Small brightly-colored fish native to the Asari homeworld, 1000 credits.

Koi fish

These prized decorative carp are native to Earth, 1000 credits.

Striped Dartfish

Millions of dartfish school together for protection in Kahje's oceans, 1000 credits

Belan Jellyfish

These delicate jellyfish were discovered in the waters of a Hanar colony, 1000 credits.

Prejek Paddle Fish

Flat blue fish known for their odd locomotion and feeding habits, 8000 credits.

Khar'shan Snapping Eel

The Khar'shan Snapping Eel is a powerful predator that will attack fish larger than itself when hungry, 10,000 credits.

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Chapter Five: Armory

All weapons in the Armory have two weapon slots, except for Grenades, Heavy Weapons and Melee Weapons.

Assault Rifles

Name Range Damage RoF Shots Min Str Weight Cost Notes

M-7 Lancer

22/46/92 2d8-1 3 70 - 10 2000 AP 2, Auto

M-8 Avenger

24/48/96 2d8 3 60 - 11 3000 AP 3, Auto

Phaeston

24/48/96 2d8-1 4 80 D6 13 4000 Auto

M-96 Mattock

30/52/110 2d8+1 1 40 D6 14 4000 SA

M-55 Argus

20/40/90 2d8+1 1 50 D6 13 5000 3RB,

M-15 Vindicator

28/52/96 2d8+1 1 55 D6 12 6000 3RB

Cerberus Harrier

30/50/100 2d8+1 3 60 D8 14 6500 AP 3, Auto

M-99 Saber

30/52/100 2d8+1 1 40 D8 14 7000 SA

M-37 Falcon

20/40/90 2d8 1 45 D8 14 7000 AP4, SA, Fires 25mm mini-grenades

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Chakram Launcher

30/52/110 2d8+1 1 35 D6 12 7000 AP 3, SA

Striker Assault Rifle

20/40/90 2d8 6 40 D8 14 7500 Auto, functions more like a grenade launcher

N7 Valkyrie

25/45/95 2d8 1 70 D8 14 7500 2RB

N7 Typhoon

20/40/90 2d8-1 4 100 D10 15 8000 Auto

M-76 Revenant

30/52/110 2d8 5 100 D8 14 8500 Auto

Adas Anti-Synthetic Rifle

20/40/90 2d8 3 50 D8 13 9000 AP 3, Auto, +2 Damage vs Synthetics

Geth Pulse Rifle

24/50/98 2d8 3 40 D6 12 10,000 AP 3, Auto

Collector Assault Rifle

30/52/100 2d8+1 3 40 D6 13 10,000 AP 3, Auto

Particle Rifle

25/45/95 2d8-1 4 120 D6 12 N/A Auto, Doesn’t use Thermal Clips, Prothean

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Sniper Rifles

Name Range Damage RoF Shots Min Str

Weight Cost Notes

M-92 Mantis

50/100/200 2d12 1 15 - 10 3000 AP 3, SA

M-97 Viper

60/115/215 2d12 1 10 - 9 4000 AP 4, SA, Snap Fire

M-13 Raptor

60/115/215 2d10 2 12 D6 12 6000 AP 5, Snapfire

M-29 Incisor

50/105/180 2d10-1 1 20 - 10 7000 AP3, 3RB, Snapfire

M-98 Widow

60/115/215 2d12 1 8 D8 14 10,000 AP 3, Snapfire,

Javelin

62/118/220 2d12 1 10 D8 14 12,000 AP 3, SA

M-90 Indra

62/118/220 2d10+1 2 12 D8 13 15,000 AP 2, Auto

Krysae

62/118/220 2d10+2 1 8 D8 14 30,000 AP 3, SA

Kishock Harpoon Gun

62/118/220 2d12+1 1 8 D10 15 50,000 AP 4,SA

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N7 Valiant

65/120/225 2d12 1 10 D8 13 60,000 AP 4, SA

Black Widow

65/120/225 2d12-1 2 12 D8 14 250,000 AP 3,Auto

Collector Sniper Rifle

50/105/180 2d10 2 20 D8 14 20,000 Does not use Thermal Clips

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Submachine Guns

Name Range Damage RoF Shots Min Str

Weight Cost Notes

M-4 Shuriken

12/24/48 2d6 3 45 - 4 3000 AP 2, SA, 3RB

Blood Pack Punisher

12/24/48 2d6 4 45 - 4 4000 AP 2, Auto

M-9 Tempest

14/28/ 52 2d6 4 50 - 5 7000 AP 2, SA, 3RB

M-25 Hornet

14/28/52 2d6+1 3 40 - 5 7500 AP 2, SA, 3RB

M-12 Locust

20/35/60 2d6 4 40 - 5 8000 AP 2, SA, 3RB

N7 Hurricane

12/25/50 2d6+1 6 40 - 5 9,000 AP 2, Auto

Collector SMG

14/28/52 2d6+1 5 50 - 6 10,000 AP 2, Auto, Doesn’t use Thermal Clips

Geth Plasma SMG

20/35/60 2d6-1 6 60 - 4 10,000 AP 2, Auto

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Shotguns

Name Range Damage RoF Shots Min Str

Weight Cost Notes

M-23 Katana

12/24/48 1-3d6 1 8 - 10 3000 SA

M-27 Scimitar

10/20/35 1-3d6+1 1 10 D6 11 4000 SA

AT-12 Raider

8/15/30 1-3d8 1 4 D6 12 6000 SA

M-22 Eviscerator

10/20/35 1-3d8 1 6 - 9 7000 SA

M-11 Wraith

12/22/38 1-3d8+1 1 7 D6 11 7500 SA

Disciple

8/15/30 1-3d8 1 4 D6 11 8000 SA

Graal Spike Thrower

10/20/35 1-3d10 1 6 D8 13 8500 SA

Reegar Carbine

Cone 3d6 1 8 D6 12 8500 SA, 4d6 damage against shielded targets.

Venom Shotgun

12/22/38 1-3d10 1 8 D8 14 9000 SA

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M-300 Claymore

6/10/18 1-3d10 1 3 D8 14 9000 SA

Geth Plasma Shotgun

7/11/20 1-3d10 1 4 D8 13 10,000 SA

N7 Crusader

14/26/50 1-3d10 1 6 D8 14 12,000 SA

N7 Piranha

8/15/30 1-3d8+2 1 8 D6 12 12,000 SA

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Heavy Pistols

Name Range Damage RoF Shots Min Str

Weight Cost Notes

M-3 Predator

12/24/48 2d6+1 1 12 - 4 3000 AP 3, SA

M-5 Phalanx

12/24/48 2d8-1 1 10 - 5 6000 AP 4, SA

Executioner Pistol

15/30/55 2d8+1 1 1 - 5 6500 AP 4, SA

Acolyte

14/28/52 2d8 1 10 - 4 7000 AP 4, SA

M-358 Talon

15/30/55 2d8 1 11 - 6 7500 AP 4, SA

M-11 Suppressor

12/24/48 2d8 1 10 - 5 8000 AP 4, SA

Scorpion

15/30/55 2d8+1 1 10 - 6 8500 AP 4, SA

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Arc Pistol

15/30/55 2d8 1 13 - 5 9000 AP 4, SA

M-6 Carnifex

12/24/48 2d8+2 1 8 - 6 10,000 AP 5, SA

N7 Eagle

20/35/60 2d6+2 1 12 - 4 12,000 AP 4, SA

M-77 Paladin

20/35/60 2d10 1 6 - 5 200,000 AP5, SA

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Heavy Weapons

Name Range Damage RoF Shots Min Str

Weight Cost Notes

M-451 Firestorm

Cone 3d12 1 20 D10 20 10,000 HW

M-100 Grenade Launcher

24/48/96 3d6 1 20 D6 12 11,000 HW, LBT

ML-77 Missile Launcher

50/100/200 6d6 1 1 D6 12 12,000 HW, AP 15, SBT, SA

Cobra Missile Launcher

50/100/200 7d6 1 1 D8 13 13,000 HW, AP 18, SBT, SA

M-622 Avalanche

12/24/48 3d6 1 20 D6 12 14,000 HW

M-490 Blackstorm

12/24/48 4d6 1 10 D12 20 15,000 HW

Arc Projector

4/8/16 3d6 1 10 D10 15 15,500 HW

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Geth Spitfire

20/40/90 2d8+2 4 80 D6 12 16,000 HW, AP 4, Auto

M-560 Hydra

50/100/200 5d8 2 20 D8 13 16,500 HW, AP 18, SBT, SA

Collector Particle Beam

50/100/200 2d8 4 80 D6 11 17,000 HW, AP 4, Auto

M-920 Cain

50/100/200 3d10 1 1 D8 13 18,000 HW

M-597 Ladon

50/100/200 4d10 1 1 D10 14 20,000 HW, AP 20, SBT, SA, No Friendly Fire

Grenades

Name Range Damage RoF Shots Min Str Weight NotesMk- 14 Grenade 5/10/20 3d6 1 1 - .25 HW, LBTFlashbang 5/10/20 See notes 1 1 - .25 Target blinded and deafened

for 1 turnSmoke Grenade 5/10/20 See notes 1 1 - .25 Obscures vision (-4)

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Melee Weapons

Name Damage AP Notes

Omni-Blade

Strength+d4+2 2

Monomolecular Sword

Strength+d8+2 4 +1 Parry

Shock Baton

Strength+ d6 - If an organic target is not already Shaken, and the damage roll high enough to cause a Shaken result. Damage versus a synthetic causes an extra 1d6 damage.

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Armor

Type Armor Shields Mod Slots

Weight Cost Notes

EV Suit +1 +1 - 8 2000 Protects against adverse atmospheric effectsLight +2 +2 1 10 3000 Covers torso, arms, legsMedium +4 +2 2 20 5000 Covers torso, arms, legsHeavy +6 +2 2 30 7000 Covers torso, arms, legs

Shields are disabled upon being Shaken and take one round to regenerate.

Armor Upgrades

Name Slots Used

Cost Notes

Hardening 1 1000 Negates 2 AP from a weapon attack (unless HW)Shield Reinforcement 1 1000 Increase shields by +1Biotic Amp Augment 1 1500 Increase Biotic damage by +1Omni-Tool Capacitor 1 1500 Increase Tech damage by +1Ammo Bandolier 1 1500 Increases Shots by 5 (only by 2 if HW)Armor Actuators 1 1500 Increases Strength by +2Medi-Gel Suit Network 1 2000 Grants the Combat Reflexes edge

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Weapon Modifications

Name Slots Used Cost NotesBarrel Extension 2 5000 +2 to damageMass Effect Stabilizers 2 5000 Reduces Strength requirement for a weapon by 1 die codeThermal Clip Extension 1 5000 Increases Shots by 25% (rounded up)Scope 1 5000 Reduces range penalties by 2 with attached weapon. Comes

standard on Sniper Rifles and does not take up a mode slot. Can’t be used on Shotguns.

Auto-Targeting Scope 2 5000 Reduces range penalties by 2 and ignores cover penalties by 2 with attached weapon. Only takes one slot on Sniper Rifles and can’t be used on Shotguns.

Blade Attachment 1 5000 This weapon can be used as a melee weapon dealing Strength+d4 damage. Can only be used on Assault Rifles and Shotguns.

Synthetic Modifications

The number in parentheses after the name of each entry is the number of times the mod may be taken. U means unlimited.

*A listing such as 5/1 means 5 enchancements of this type requires 1 Mod slot. Round up.

Modification Mod Slots CostArmor (U): +2 Armor. Double Price and add +1 Mod slot if Heavy Armor. 1 8000Attribute (U): Increase an attribute by a die type (after d12 add +1 per step) 5/1 8000Edge (U): The synthetic has an Edge and may ignore all Requirements except previous versions of the Edge.

1 8000

Magnetic Pads (1): Soles and palms are fitted with powerful magnets so the synthetic can cling to metal surfaces at full Pace.

1 8000

Pace (U): Walking Pace +2 and d10 running die. Add +2 Pace each additional time this Mod is taken.

1 8000

Sensor Suite (1): Optical, chemical, motion, and other active sensors ignore illumination penalties and add +2 to Notice rollsto detect designated types of targets. Targets do not need to be visible, but dense materials may cause inaccurate readings. 500 yard range.

1 8000

Shields ( U): Adds +2 Shields. 1 8000Skill (U): Add or increase a skill by a type. After d12, add +1. 5/1 8000Stealth System (1): Those trying to detect or attack a Synthetic with its Stealth System engaged subtract 4 from their rolls to do so. The effect is triggered as a free action, but is negated any round in which the Synthetic fires a weapon or emits a non-cloakable signal, such as a radio signal or active sensor suite.

2 8000

Targeting System (1): Negates up to 2 points of Shooting penalties. 1 8000Trait Bonus (U): +2 bonus to any single trait. It may only be taken once per trait. 1 8000Wall Walker (1) : May walk on vertical or inverted surfaces at half Pace. 1 8000

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Chapter Six: Ships

FTL Drives:

Faster-than-light drives use element zero cores to reduce the mass of a ship, allowing higher rates of acceleration. This effectively raises the speed of light within the mass effect field, allowing high speed

travel with negligible relativistic time dilation1 effects.

Starships still require conventional thrusters (chemical rockets, commercial fusion torch, economy ion engine, or military antiproton drive) in addition to the FTL drive core. With only a core, a ship has no motive power.

The amount of element zero and power required for a drive increases exponentially to the mass being moved and the degree it is being lightened. Very massive ships or very high speeds are prohibitively expensive.

If the field collapses while the ship is moving at faster-than-light speeds, the effects are catastrophic. The

ship is snapped back to sublight velocity, the enormous excess energy shed in the form of lethal Cherenkov radiation.

Military Ship Classifications:

Larger warships are generally classified in one of four weights:

Frigates are small, fast ships used for scouting and screening larger vessels. Frigates often operate in wolf-pack flotillas.

Cruisers are middle-weight combatants, faster than dreadnoughts, and more heavily-armed then frigates. Cruisers are the standard patrol unit, and often lead frigate flotillas.

Dreadnoughts are kilometer-long capital ships mounting heavy, long-range firepower. They are only deployed for the most vital missions.

Carriers are dreadnought-sized vessels that also carry a large amount of fighters.

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Smaller vessels are exclusively used in a support role to the warships during combat:

Fighters are one-man craft used to perform close-range attacks on enemy ships.

Interceptors are one-man craft optimized for destroying opposing fighters.

Space Combat:

Ship mobility dominates space combat; the primary objective is to align the mass accelerator along the bow with the opposing vessel's broadside. Battles typically play out as artillery duels fought at ranges measured in thousands of kilometers, though assault through defended mass relays often occur at "knife fight" ranges as close as a few dozen kilometers.

Most ship-to-ship engagements are skirmishes between patrol vessels of cruiser weight and below, with dreadnoughts and carriers only deployed in full-scale fleet actions. Battles in open space are short and often inconclusive, as the weaker opponent generally disengages.

Once a ship enters FTL flight the combat is effectively over; there are no sensors capable of tracking them, or weapons capable of damaging them. The only way to guarantee an enemy will stand and fight is to attack a location they have a vested interest in, such as a settled world or a strategically-important mass relay.

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Space Combat: Combat Endurance

Heat limits the length and intensity of ship-to-ship combat. Starships generate enormous heat when they fire high-energy weapons, perform maneuvering burns, and run on-board combat electronics.

In combat, warships produce heat more quickly than they can disperse it. As heat builds within a vessel, the crewed spaces become increasingly uncomfortable. Before the heat reaches lethal levels, a ship must win or retreat by entering FTL. After an FTL run, the ships halts, shuts down non-essential systems, and activates the heat radiation gear.

Combat endurance varies by ship design and by the battle's location. Battles in the deep cold of interstellar space can go on for some time. Engagements close to a star are brief. Since habitable worlds are usually close to a star, battles over them are usually more frantic.

Space Combat: General Tactics

Shells lofted by surface navies crash back to earth when their acceleration is overwhelmed by gravity and air resistance. In space, a projectile has unlimited range, it will keep moving until it hits something.

Practical gunnery range is determined by the velocity of the attacker's ordinance [sic] and the maneuverability of the target. Beyond a certain range, a small ship's ability to dodge trumps a larger attacker's projectile speed. The largest-ranged combat occurs between dreadnoughts, whose projectiles have the highest velocity but are the least maneuverable. The shortest-range combat is between frigates, which have the slowest projectile velocities and highest maneuverability.

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Opposing dreadnoughts open with main gun artillery duel at EXTREME ranges of tens of thousands of kilometers. The fleet close, maintaining evasive lateral motion while keeping their bow guns facing the enemy. Fighters are launched and attempt to close to disruptor torpedo range. Cautious admirals weaken the enemy with ranged fire and fighter strikes before committing to close action. Aggressive commanders advance so cruisers and frigates can engage.

At long range, the main guns of cruisers become useful. Friendly interceptors engage enemy fighters until the attackers enter the range of ship-based GARDIAN fire. Dreadnoughts fire from the rear,

screened by smaller ships. Commanders must decide whether to commit to a general melee or retreat into FTL.

At medium range, ships can use broadside guns. Fleets intermingle, and it becomes difficult to retreat in order. Ships with damaged kinetic barriers are vulnerable to wolfpack1 frigate flotillas that speed through the battle space.

Only fighters and frigates enter close "knife fight" ranges of 10 or fewer kilometers. Fighters loose their disruptor torpedoes, bringing down a ship's kinetic barriers and allowing it to be swarmed by frigates. GARDIAN lasers become viable weapons, swatting down fighters and boiling away warship armor.

Neither dreadnoughts nor cruisers can use their main guns at close range; laying the bow on a moving target becomes impossible. Superheated thruster exhaust becomes a hazard.

Space Combat: Planetary Assaults

Planetary assaults are complicated if the target is a habitable garden world; the attackers cannot approach the defenders straight on.

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The Citadel Conventions prohibit the use of large kinetic impactors against habitable worlds. In a straight-on attack, any misses plough into the planet behind the defending fleet. If the defenders position themselves between the attackers and the planet, they can fire at will while the attacker risks hitting the planet.

Successful assaults on garden worlds hinge upon up-to-date intelligence. Attackers need to determine where the enemy's defenses are, so they may approach from an angle that allows them to fire with no collateral damage. Note this is not necessary for hostile worlds.

Once control of orbit has been lost, defensive garrisons disperse into the wilderness. An enemy with orbital superiority can bombard surface forces with impunity. The best option for defenders is to hide and collect reconnaissance in anticipation of relief forces.

Given the size of a planet, it is impractical to garrison entire conquered worlds. Fortunately, colonization efforts tend to focus on building up a dozen or fewer areas. Ground forces occupy the spaceports, industrial facilities, and major population centers. The wilderness is patrolled by unmanned aerial vehicles1 and satellite reconnaissance. If a defender unit is spotted, airmobile rapid deployment units and satellite artillery are used to pin down and destroy them.

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Space Combat: Pursuit Tactics

Dependent on light, sensors cannot detect objects moving at a faster-than-light speeds. No ship can be detected at interstellar ranges. Detection at interplanetary ranges suffers from light speed lag: observers see ships not where they appear to be but where they were when the light bearing their image left them, minutes, hours, or days before. To counteract light speed lag, battle fleets surround themselves with spheres of screen and scouting frigates.

Pursuers cannot detect ships and directly intercept them. Instead, pursuers track where objects were, where they were heading, and at what speed they were moving. Such data reliably predicts an object's future location and for pursuit along its light-lagged "wake". Ships trying to evade pursuit follow erratic zigzag courses, requiring pursuers to make stops to update their projections.

Space Combat: Trans-Relay Assaults

The crucial choice for any attack through mass relays is how to divide the fleet for transit. The accuracy of a relay's mass-projection depends on the mass being moved and how far it’s going. Any long distance and/or high mass jump will see "drift". That is, a ship may be hundreds or millions of kilometers from its intended drop point, in any direction from the relay.

Distance can't be chosen by admirals, but a relay is told how much mass to transit. For example, if told to move a million metric tons of mass, the relay will scan the approach corridor, find four 250,000-ton freighters, and transit them together, maintaining their relative positions.

A commander has the option of moving his fleet as one large, coherent formation that may be wildly off-position, or breaking it up into many smaller formations that will be individually closer to the intended attack point, but could be widely dispersed.

Conservative assault doctrine holds that fleets should be moved en masse, maintaining concentration of force and reducing the chances of collision. The only time it is reasonable to split up a formation is during blockade running.

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Starships: Crew Considerations

Cabins give each individual ten cubic meters of space. On larger vessels private rooms are common. As ships get smaller, the number of crew packed into a single wardroom increases. Asari prefer shared spaces even on large vessels while Krogan territorial instincts make it impossible for them to cohabitate even on the largest ships.

On smaller vessels, "hot bunking" is the norm. Crew members are assigned different watches share the same bunk. When one gets off-duty, he wakes up the person in the bunk. While that crewman is on duty, the first gets his rack time.

Spacecraft compartments can be isolated by air-tight doors in case of decompression. The cinematic version of explosive decompression is fiction; holed compartments either take enough damage that the occupants are killed instantly, or leak slowly enough that they are able to reach protective gear.

Compartments are equipped with Emergency Life Supports Apparatus: fireproof plastic bubbles with air bottles. Small when stowed, ELSA comfortably accommodate one individual inflated. Damage control procedure cuts off ventilation to burning compartments. Without oxygen to consume, fires die in seconds. The compartment is re-pressurized afterward for crew recovery.

Mass effect fields create an artificial gravity (a-grav) plane below the decks, preventing muscle atrophy and bone loss in zero-gee. Large vessels arrange their decks perpendicular to their thrust axis. The "highest" decks are at the bow, and the "lowest" decks at the engines. This allows a-grav to work with the inertial effects of thrust. Ships that can land arrange their decks laterally, so the crew can move about while the vessel is on the ground.

Warships normally turn off their a-grav systems during combat, reducing heat generated by systems and increasing combat endurance. To provide a point of reference for navigating in zero-gee, floors are painted a different color from the walls and ceiling.

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SSV Normandy

The Systems Alliance Space Vehicle Normandy is a prototype starship created as a joint human and Turian venture. It is optimized for scouting and reconnaissance missions in unstable regions, using state-of-the-art stealth technology.

For most ships, the heat generated through standard operations is easily detectable against the absolute-zero background of space. The Normandy, however, is able to temporarily sink this heat within the hull. Combined with refrigeration of the exterior hull, the ship can travel undetected for hours, or drift passively for days of covert observation. This is not without risk. The stored heat must eventually be radiated, or it will build to levels capable of cooking the crew alive.

Another component of the stealth system is the Normandy's revolutionary Tantalus drive, a mass effect core twice the standard size. The Tantalus drive generates mass concentrations that the Normandy "falls into", allowing it to move without the use of heat-emitting thrusters.

Large: Size 10, Acc/TS 40/500, Climb 2, Toughness 30 (8), Mods 20, Crew 12, Energy 400, Cost: Military

Notes: VI, Atmospheric, FTL Drive, Garage, Galactic Sensor Suite, Shields, Stealth System, Targeting System

Weapons:

GARDIAN point defense lasers

Spinal Mass accelerator cannon

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Normandy SR-2 (Cerberus)

With elaborate secrecy, Cerberus labored for years to build a new, superior Normandy. The vehicle's many alterations produced a craft nearly double the original size, requiring an even larger Tantalus drive core to compensate.

The new Normandy features greater space in living quarters, research laboratory, observation deck, and cargo bay. Its shuttle can make landings the Normandy cannot attempt. In addition to tightbeam communicators, Normandy's Quantum Entanglement Communicator (QEC) provides instantaneous contact with the Illusive Man. The Enhanced Defense Intelligence AI coordinates many of the ship's combat functions, assisting and even supplanting human piloting.

Potential upgrades are numerous: the airframe could support additional armor and an axial mass accelerator, the thrusters could support recent advances in fuel technology beyond H2/O2 chemical rockets, and the hull can mount double the standard number of kinetic barrier projectors, leaving space for stronger shields, easily sustainable via the new eezo drive core.

Huge: Size 16, Acc/TS 40/500, Climb 1, Toughness 45 (8), Mods 35, Crew 20, Energy 500, Cost: Military

Notes: AI, Atmospheric, FTL Drive, Garage, Galactic Sensor Suite, Shields, Stealth System, Targeting System,

Weapons:

Javelin Disruptor Torpedos

Thanix Cannon

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Normandy SR-2 (Alliance)

Cerberus built the Normandy SR-2 as a second-generation version of the Alliance frigate SSV Normandy after the Collectors destroyed the original. The SR-2's many alterations produced a craft nearly double the original size, requiring an even larger Tantalus drive core to compensate. Its state-of-the-art Kodiak shuttle can make landings the original Normandy could not attempt. The Enhanced Defense Intelligence, an Al known colloquially as EDI, coordinates many of the ship's combat functions, assisting and even supplanting human piloting.

The Alliance has recently appropriated and refurbished the SR-2. In addition to tightbeam communicators, the Quantum Entanglement Communicator (QEC) provides instantaneous contact with Alliance Command.

Huge: Size 16, Acc/TS 40/500, Climb 1, Toughness 45 (8), Mods 35, Crew 20, Energy 500, Cost: Military

Notes: AI, Atmospheric, FTL Drive, Garage, Galactic Sensor Suite, Shields, Stealth System, Targeting System,

Weapons:

Javelin Disruptor Torpedos

Thanix Cannon

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Chapter Seven: Vehicles

M29 Grizzly

The M29 "Grizzly" Infantry Fighting Vehicle (IFV) was the standard "battle taxi" of Systems Alliance Marines for nearly thirty years. However, while excellent in long-term planetary campaigns, the Grizzly's bulk and weight made it unsuitable for rapid deployment across the Alliance's expanding sphere of influence.

Grizzlies are several meters longer than the Mako; however, when stripped of its antenna and turret, they are roughly the same height. With these optional features, the Grizzlies are taller than a Mako. The Grizzlies are compartmentalized into a driver/antenna/engine compartment and a passenger/turret compartment. There is a crew hatch in the driver/engine compartment. The vehicle's power cells are located in the front of this compartment. These cells power the systems aboard the vehicle and provide propulsion power to the wheels located on either side of the passenger/turret compartment. All six wheels of the vehicle are protected by wheel covers. The military-grade Grizzly can be equipped with either an antenna/turret package, or an antenna, minus turret, package. The oldest recorded use of the Grizzly was a turret-less variant used in a skirmish of the First Contact War. With the success of the Grizzlies, the civilian-grade VT7 was introduced minus the antenna and turret. The VT7s were painted brown with orange highlights.

Heavy: Size 6, Acct/TS 5/10, Toughness 25 (6), Mods 5, Crew 1 + 5, Cost: 40,000

Notes: Four Wheel Drive (ignore difficult terrain)

Weapons:

Turret, Range 100/200/400, AP Rounds 4d8, AP 5, RoF 4

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M35 Mako

The "Mako" infantry fighting vehicle was designed for the System Alliance's frigates. Though the interior is cramped, an M35 is small enough to be carried in the cargo bay and easily deployed on virtually any world.

With its turreted mass accelerator and coaxially-mounted machine gun, the Mako can provide a fire team with weapon support as well as mobility. Since Alliance marines may be required to fight on any world, the Mako is environmentally-sealed and equipped with microthrusters for use on low-gravity planetoids.

The Mako is powered by a sealed hydrogen-oxygen fuel cell, and includes a small element zero core. While not large enough to nullify the vehicle's mass, the core can reduce it enough to be safely air-dropped. When used in conjunction with the thrusters, it also allows the Mako to extricate itself from difficult terrain.

Heavy: Size 6, Acct/TS 10/25, Toughness 20 (5), Mods 5, Crew 1 + 3, Cost: 30,000

Notes: Four Wheel Drive (ignore difficult terrain penalties),Missile Launcher, Targeting System, Ground Penetrating sensor suite (can detect anti-vehicular mines), Can be repaired from within the vehicle.

Weapons:

Coaxial- mounted machine gun, Range 100/200/400, AP Rounds 4d8, AP 5, RoF 4

Mass accelerator Cannon, Range 100/200/400, HE Rounds 5d10, AP 20, RoF 1

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M-44 Hammerhead

The M-44 Hammerhead is an infantry fighting vehicle that hovers over the battlefield at up to 120 kilometers an hour. The Hammerhead can seat at least three crew members at a time. It incorporates an onboard VI system that monitors the environment for dangers and alerts the crew. An integrated mineral collection system allows the Hammerhead to retrieve any resources it finds during a mission. Like the Mako, it is capable of being air-dropped from a frigate and of propelling itself vertically to scale obstacles by means of hoverjets. But continuous exertion of the Hammerhead's hoverjets will overheat them, rendering them useful only for short hops. The Hammerhead also incorporates a boost feature that allows the vehicle to move quickly across the battlefield. If the boost and hoverjets are used simultaneously, the hoverjets will overheat quicker and not cool until the boost is released.

The Hammerhead is armed with a single gun which can only swivel vertically, but it compensates for this by boasting a fairly high rate of fire and a guided missile system that ensures accuracy even during aggressive maneuvering. Despite its formidable weaponry and design, the vehicle lacks onboard kinetic barriers, making it vulnerable to sustained enemy fire. This problem is somewhat mitigated by the Hammerhead's sophisticated repair system which automatically restores the vehicle's integrity (health) if no damage is taken for a brief period of time. Nevertheless, the Hammerhead's vulnerability forces its driver to maneuver constantly out of the line of fire in order to prevent major damage.

Heavy: Size 6, Acct/TS 10/25, Toughness 15 (4), Mods 5, Crew 1 + 3, Cost: 50,000

Notes: Missile Launcher, Targeting System, Sensor Suite, Can be repaired from within the vehicle, Hover Vehicle

Weapon:

Mass accelerator Cannon, Range 100/200/400, HE Rounds 4d10, AP 15, RoF 2

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Tomkah

The Tomkah is a large infantry fighting vehicle fielded by the Krogan Urdnot clan on Tuchanka. It is outwardly similar to the Alliance M35 Mako and M29 Grizzly, although it is considerably larger (to house the much larger Krogan), standing almost twice as high as a standard Alliance IFV. Its only visible armament is a large double-barreled turret resting on the top of the vehicle.

Heavy: Size 8, Acct/TS 10/15, Toughness 20 (5), Mods 5, Crew 1 + 3, Cost: 40,000

Notes: Four Wheel Drive (ignore difficult terrain penalties), Targeting System

Weapon:

Turret, Range 100/200/400, AP Rounds 4d8, AP 5, RoF 4

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UT-47 Kodiak “Drop-Shuttle”

The Systems Alliance UT-47 drop-shuttle landing craft holds 12 soldiers in a cramped, uncomfortable cargo bay and two more in the cockpit. Officially named the Kodiak, the drop-shuttle is better known to Alliance marines as the "combat cockroach" due to its appearance and durability.

The vehicle's robust environmental sealant technology exposes few vulnerable parts to the elements. First tested in the sulfuric acid clouds and extreme temperatures of Venus, the Kodiak can land in hard vacuum, high pressure, and temperatures from near-absolute zero to over 900 degrees Celsius.

A true contragravitic vehicle, the Kodiak's substantial element zero core allows flight by entirely countering the vehicle's mass. Its small thrusters are for directional control only, so if the mass effect field fails, the vehicle becomes a proverbial "three-million-credit coffin." The unarmed shuttle forgoes weaponry-space for active masking, electronic countermeasures, and a robust kinetic barrier system. It is ideal for dropping troops undetected. The UT-47 shuttle has since been sold to allies, recovered by enemies, and had its specifications stolen by spies. In one form or another, this durable transport is now used in all corners of the galaxy.

A-model Kodiaks feature a front-mounted mass-accelerator cannon that can be used in an anti-vehicular role. Since the shuttle lacks proper gun ports, soldiers often open the side hatch to fire on enemies. This is discouraged in Alliance manuals, since it exposes the interior to return fire.

Small Ship: Size 6, Acc/TS 50/700, Climb 3, Toughness 20 (5), Crew 1+ 12, Cost: 200,000, Remaining mods 5

Notes: Atmospheric, Planetary Systems suite

Weapons: (On A models)

Turret, range 50/100/200, AP Rounds 2d12, AP 4, RoF 4

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X3M

Referred to colloquially as a "shuttle", "skycar", or "aircar", the X3M is a contragravity speeder designed for transporting individuals in metropolises and space stations. Shuttles are compartmentalized into a pilot/passenger compartment and a propulsive drive compartment. In the pilot/passenger compartment, there are four seats with one of them reserved for the pilot. From either the forward left or right seat, a pilot controls the shuttle's movements through the use of a haptic adaptive interface. The canopy of the shuttle is divided into two sections - a central section which lifts up, and a clamshell door. The windows of the vehicle can be darkened for the privacy of the passengers. Due to the limited storage space, passengers are limited to what they can carry or store on their bodies. Rear of this compartment, there is the propulsive drive powered by a mass effect field.

Medium: Size 3, Acc/TS 10/45, Toughness 12 (3), Mods 3, Crew 1+2), Cost 15,000

Notes: Luxury models can cost anywhere up to 750,000 credits.

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Chapter Eight: Enemies

Geth

Geth Armature

The Geth Armature is a mobile anti-vehicle and anti-personnel unit employed in high-risk areas, often dropped directly from a Geth Dropship. Armed with superior firepower and a Siege Pulse assault cannon, this Geth is easily a match for the armored vehicles of other races. Its main armament is deadly but slow to recharge, but the Geth Armature compensates by knocking down infantry with a smaller secondary weapon, making it very dangerous to engage an Armature at close range.

Armatures are sentient, synthetic lifeforms capable of independent thought, learning and action. When inactive, Armatures fold into a compact state, allowing them to be packed into containers, or place themselves in small spaces. This feature, combined with their armaments, makes Armatures perfect for garrison forces or for ambushes. With the revelation from Legion that individual Geth are sentient programs that can be downloaded to or uploaded from a physical body, it is likely that a Geth armature is simply another type of "mobile platform" used interchangeably by the Geth.

Medium Walker Tank: Size 8, Strength d12+6, Toughness 28 (10), Pace 15

Weapon:

Siege Pulse assault cannon (Range 150/300/600, Damage 4d10, RoF 1)

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Geth Colossus

Geth Colossi are similar to Geth Armatures, but much larger with stronger armor and better weaponry. They are distinctive from Armatures because their armor is brighter, somewhat platinum-silver in appearance, with ridges on the back. They are equipped with mass accelerator machine guns and a powerful Siege Pulse mass accelerator cannon. The Colossus is a monumentally dangerous foe.

Heavy Walker Tank: Size 10, Strength d12+8, Toughness 35 (18), Pace 12

Weapons:

Mass accelerator Machine guns (Range, 150/300/600, Damage 2d10, RoF 2, Auto)

Siege Pulse accelerator cannon ( Range 150/300/600, Damage 6d10, RoF 1)

Geth Destroyer

Geth Destroyers are one of the larger and more dangerous forms of Geth infantry, frequently encountered wherever there is a notable concentration of Geth. They are more durable and deadly than most Geth infantry, and should be handled with caution. The Geth Destroyer is a fearsome enemy, standing eleven feet tall. Their armor can either be dark grey with a yellow stripe down the middle of the chest or Red and Black, and they have a bright blue 'flashlight' eye. The Destroyer carries either Geth Pulse Shotgun or a M-45 Firestorm.

Attributes: Agility d8, Smarts d6, Spirit d6 ,Strength d8 , Vigor d10

Skills: Fighting d8, Shooting d8

Cha: -2; Pace: 6; Parry: 6; Toughness: 13 (4) (Shields 2)

Gear: Geth Pulse Shotgun ( Range 7/11/20, Damage 1-3d10, RoF 1, SA ), M-45 Firestorm ( Range Cone, Damage 3d12, RoF 1, HW )

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Geth Hopper

Hoppers are 'cyberwarfare platforms', meaning they have the ability to wreak havoc on hardsuit computers and weapons with Sabotage, Overload, or Damping. The Hopper's main attack is a powerful laser that comes out of its "eye". Like the Geth Sniper they also use a radar jammer. Hoppers tend to ambush in packs, using their rapid movement to cause disarray.

Hoppers are a subtype of the Geth that the Quarians don't recognize, hinting that the Geth are 'evolving' beyond the forms originally created by the Quarians.

Attributes: Agility d8, Smarts d6 ,Spirit d6 ,Strength d6, Vigor d6

Skills: Climbing d8, Fighting d4 Shooting d8

Cha: -2; Pace: 8; Parry: 4; Toughness: 7(2)

Gear: Eye Lazer ( 25/50/100, Damage 2d10, RoF 1)

Tech Powers: Sabotage, Overload or Damping. Power Points: 10

Geth Hunter

Geth Hunters are particularly deadly, due to their cloaking devices. They typically wield either a Scimitar shotgun, or a Geth Plasma Shotgun. The Geth Hunter's combat behavior is to close in and eliminate opponents with its shotgun. Their stealth devices mean they are capable of catching opponents off guard, particularly in the middle of combat where more visible threats are likely to be targeted first.

Attributes: Agility d6, Smarts d6 ,Spirit d6 ,Strength d8 , Vigor d8

Skills: Fighting d6, Shooting d8, Stealth d8

Cha: -2; Pace: 6; Parry: 5; Toughness: 10(2)(Shields 2)

Gear: Geth Pulse Shotgun ( Range 7/11/20, Damage 1-3d10, RoF 1, SA )

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Geth Juggernaut

Geth Juggernauts are recognizable by their red armor, bright red "flashlight eyes" and huge stature. Like the Geth Prime, they tower above the ground, an intimidating presence on the battlefield. They're equipped with pulse rifles modified to fire Distortion Rockets, similar to weaker Geth Rocket Troopers.

Attributes: Agility d8 , Smarts d6 ,Spirit d4 ,Strength d8 , Vigor d8

Skills: Fighting d8, Notice d6, Shooting d8

Cha: -2; Pace: 6; Parry: 6; Toughness: 12 (4) (Shields 2)

Gear: Modified Geth Pulse Rifle (Range 50/100/200, Damage, 4d6, RoF 1, AP 10)

Geth Prime

Standing twelve feet high and boasting the deadliest arsenal of any Geth infantry, a Geth Prime is a terrifying opponent. Their color scheme can vary, and by the year 2186 CE; Geth Primes have three red eyes and a red color scheme. Geth Primes are command-and-control units that pulverize their enemies with offensive tactics.

Attributes: Agility d8, Smarts d6 ,Spirit d4 ,Strength d8 , Vigor d8

Skills: Fighting d8, Notice d6, Shooting d10

Cha: -2; Pace: 6; Parry: 6; Toughness: 14 (6) (Shields 2)

Gear: Geth Pulse Rifle (Range 24/50/98, Damage 2d8, RoF 3, AP 3, Auto)

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Geth Pyro

The Geth Pyro is a newer platform that was introduced around the year 2186 CE. They move slowly, but can take a lot of damage as it gets within range to use its Firestorm.

Attributes: Agility d6, Smarts d6 ,Spirit d6 ,Strength d6 , Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: -2; Pace: 4; Parry: 5; Toughness: 11 (4) (Shields 2)

Gear: M-451 Firestorm (Range Cone, Damage 3d12, RoF 1, HW)

Geth Rocket Trooper

This class of Geth is specialized to incorporate heavy firepower against groups of enemies. They are usually dispatched alongside Geth Troopers and Geth Shock Troopers. Before the year 2186 CE, Geth Rocket Troopers were Red, but after that year, donned a White and Black color scheme.

Attributes: Agility d6, Smarts d6 , Spirit d6 ,Strength d6 , Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: -2; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)

Gear: ML-77 Missile Launcher ( Range 50/100/200, Damage 6d6, RoF 1 , HW, AP 15, SBT, SA)

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Geth Shock Trooper

Geth Shock Troopers are heavy Geth infantry, indicated by their larger size and white armor.

The Geth Shock Trooper is not only a heavy infantry unit, but also a capable engineer. They are capable of setting up and arming large explosives. On the battlefield, they typically make up nearly half of Geth ground forces.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: -2; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)

Gear: Geth Pulse Rifle (Range 24/50/98, Damage 2d8, RoF 3, AP 3, Auto)

Geth Sniper

The Geth Snipers are Geth bipedal platforms geared for long-range combat. They're dark brown with red armor details and emit a bright cyan light from their 'flashlight eye'. They're equipped with sniper rifles and possess the powerful Assassination ability.

Attributes: Agility d6, Smarts d6 ,Spirit d6 ,Strength d6 , Vigor d6

Skills: Fighting d4, Notice d8, Shooting d8

Cha: -2; Pace: 6; Parry: 5; Toughness: 7 (2)

Gear: Modified Geth Pulse Rifle (Range 40/ 80/110, Damage 2d8, RoF 1, AP 3, SA)

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Geth Trooper

Geth Troopers are standard Geth infantry. These units are lightly equipped, with no exotic weapons, and are normally found in groups of two or more. They are dark gray in color, with pale green synthetic "flesh" and a bright blue 'flashlight eye'. They lack heavy armor, resulting in a weakness to weapons fire, and their low weight makes them vulnerable to biotics or grenades.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6 , Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: -2; Pace: 6; Parry: 5; Toughness: 7 (2)

Gear: Geth Pulse Rifle (Range 24/50/98, Damage 2d8, RoF 3, AP 3, Auto)

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Cerberus

Cerberus is a human-survivalist paramilitary group led by the enigmatic Illusive Man. Cerberus' core belief is that humans deserve a greater role in the galactic community, and that the Systems Alliance is too hamstrung by law and public opinion to stand up effectively to the other Citadel races. Cerberus supports the principle that any methods of advancing humanity's ascension are entirely justified, including illegal or dangerous experimentation, terrorist activities, sabotage and assassination. Cerberus operatives accept that these methods are brutal, but believe history will vindicate them. Nevertheless, both the Systems Alliance and the Citadel Council have declared Cerberus to be a terrorist organization and will prosecute identified Cerberus agents accordingly.

Cerberus Forces as of 2183

Cerberus Anti-Tank

Cerberus Anti-Tank infantry are employed by Cerberus to defend key installations and research facilities. Unlike other Cerberus forces, they are employed to defend the exterior of the Cerberus facility, rather than the interior.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: 0; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)

Gear: M7 Lancer (Range 22/46/92, Range 2d8-1, RoF 3, AP 2, Auto)

Cerberus Commando

Cerberus Commandos are highly trained shock troopers that are used by Cerberus to perform operations or defend locations.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d8

Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)

Gear: M7 Lancer (Range 22/46/92, Range 2d8-1, RoF 3, AP 2, Auto)

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Cerberus Sniper

Cerberus Snipers are individuals who are employed by Cerberus to defend installations and research facilities.

Attributes: Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor d6

Skills: Fighting d6, Notice d8, Shooting d8

Cha: 0; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)

Gear: M-92 Mantis (Range 50/100/200, Damage 2d12, RoF 1, AP 3, SA)

Research Technician

Research Technicians are people who are employed by Cerberus to conduct research at the various installations utilized by the organization.

Attributes: Agility d6, Smarts d8, Spirit d4, Strength d4, Vigor d4

Skills: Fighting d4, Notice d6, Shooting d4

Cha: 0; Pace: 6; Parry: 5; Toughness: 4

Gear: M-3 Predator (Range 12/24/48, Damage 2d6+1, RoF 1, AP 3, SA)

Biotic Powers: Throw, Lift, Barrier. Power Points: 10

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Cerberus forces as of 2186

Assault Trooper

Assault troopers are the backbone of Cerberus forces. Those candidates who make it through the grueling basic training are submitted to an intensive psychological program that renders them fearless, disciplined, and unrelenting. Outfitted with custom-designed armor and rifles, these soldiers function with determined precision and practiced teamwork.

M-25 Hornet and Shock Baton

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)

Gear: M-25 Hornet (Range 14/28/52, Damage 2d6+1, RoF 3, AP 2, SA, 3RB), Shock Baton (Damage Str+ d6)

Atlas Mech

With the Atlas, Cerberus's research arm has combined the deadly armor and firepower of a YMIR mech with the tactical superiority of a trained human pilot. An element zero core allows the Atlas to be air-dropped onto a battlefield with minimal impact damage. Its thick armor includes a robust transparent canopy made from a polycrystalline composite proprietary to Cerberus. Alliance engineers hypothesize that the material is some kind of synthetic sapphire composed with interlayers to resist cracking and thermal damage.

Light Walker: Size 6, Strength d12+4, Toughness 24 (5)( Shields 4), Pace 20 (2d6 Run)

Notes: Deflector Screens, Sensor Suite, Shields, Targeting System

Weapons:

Antipersonnel machine gun (Range 50/100/200, Damage 2d12, RoF 4, AP 4)

Cannon (Range 50/100/200, Damage 3d10, RoF 1, AP 10, HW)

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Centurion

Centurions are Cerberus's front-line tacticians. They are meant to enact the lllusive Man's strategic goals, although it is clear that they have leeway to adapt as an encounter develops.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: 0; Pace: 6; Parry: 5 ; Toughness: 11 (4) (Shields 2)

Gear: M-96 Mattock ( Range 30/52/110, Damage 2d8+1, RoF 1, SA), 2 Smoke Grenades

Combat Engineer

Cerberus combat engineers are specialized support units that assist primary forces while staying out of the line of fire. They wear lighter armor than the typical Cerberus combatant, using a modified mesh that allows greater mobility. Under cover and out of sight, engineers focus on setting up and maintaining turrets as well as repairing mechanical units or armored allies.

Attributes: Agility d6, Smarts d8 ,Spirit d6, Strength d4 , Vigor d4

Skills: Fighting d6, Notice d6, Repair d6, Shooting d6

Cha: 0; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)

Gear: M-5 Phalanx ( Range 12/24/48, Damage 2d8-1, RoF 1, AP 4, SA)

Special Abilities:

Sentry Turret

Duration: 4 rounds (or until destroyed)

Skill: Notice d6, Shooting d6

Parry: 2, Toughness: 9 (2) (Shields 2), Range 12/25/80, Damage 2d6-1

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Dragoon

Dragoons are heavily armored soldiers capable of lunging toward their enemies with considerable speed and biotic lashes. M-25 Hornet and Biotic Lashes

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d8, Notice d6, Shooting d6

Cha: 0; Pace: 6; Parry: 5 ; Toughness: 13 (6) (2)

Gear: M-25 Hornet (Range 14/28/52, Damage 2d6+1, RoF 3, AP 2, SA, 3RB)

Biotic Powers: Lash. Power Points: 10

Guardian

Guardians, the Cerberus equivalent of human tanks, are slow-moving soldiers who carry enormous polycrystalline-composite shields. The weight of the shield requires an armored suit equipped with hydraulic assists and a dedicated power supply. Combining this exceptional protection with a suite of enviromapping systems, guardians focus on flanking opponents to flush them from cover. M-358 Talon and Shock Baton.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d8, Notice d6, Shooting d6

Cha: 0; Pace: 6; Parry: 5; Toughness: 13 (6) (Shields 2)

Gear: M-359 Talon (Range 15/30/55, Damage 2d8, RoF 1, AP 4, SA) , Shock Baton (Damage Str+ d6)

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Nemesis

The nemesis is a Cerberus sniper specialist. Customized implants allow the nemesis to withstand the crippling kickback of the M-98 Widow antimaterial rifle, turning a redoubtable opponent into a force capable of inflicting instant death. A suite of high-tech scanning equipment makes the sniper adept at maintaining cover, meaning a nemesis is usually spotted only after opening fire--assuming the target survives the first round.

Because of self-destruct mechanisms that activate upon the sniper's death, the Alliance has never retrieved an example of nemesis augmentation technology. This fact, combined with Cerberus forces' penchant for suicide when faced with capture, has made scientific study of their implants impossible.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d4, Notice d8, Shooting d8

Cha: 0; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)

Gear: M-98 Widow (Range 60/115/215, Damage 2d12, RoF 1, AP 3, Snapfire)

Phantom

Phantoms are agile Cerberus agents with a wide array of offensive and defensive capabilities, including particular specialization in evasive maneuvers and firing from cover. Although intelligence on their implants still evades the Alliance, phantoms are known to be able to create a personal barrier for greater protection.

Monomolecular blades and biotic shielding allow phantoms to engage in close-quarters combat, and phantoms can briefly cloak in order to recover from injuries. Because of this ability, the Alliance recommends personal confirmation of a phantom's death.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d8, Notice d6

Cha: 0; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)

Gear: Monomolecular Sword (Str+d8+2, AP 4, +1 Parry)

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Rampart Mech

Though its initial invasion of Omega was successful, Cerberus was soon faced with the problem of controlling the station's large and often lawless population. An initial solution was to establish detainment areas bordered with impassable force fields, believed to be sheets of plasma suspended in a magnetic field. As Cerberus tightened its control of the station, units that could pass freely through the force fields to police the populace became necessary, leading Cerberus engineers to recover LOKI security mechs from the remaining Eclipse mercenary chapters. When upgraded with Cerberus's proprietary mini-fabrication technology, shielding recovered from Omega's element zero processing plants, and additional ablative armor, the result was the Rampart mech, a flexible combat unit designed for control and intimidation of Omega's inhabitants.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: 0; Pace: 6 ; Parry: 5; Toughness: 9 (2) (Shields 2)

Gear: M-23 Katana (Range 12/24/48, Damage 1-3d6, RoF 1, SA) ,Omni-Blade (Strength+d4, AP 2)

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Collectors

The Collectors are an enigmatic race that live beyond the Omega 4 Relay, a mass relay within the same system as Omega, in the Terminus Systems. They are rarely seen in the Terminus itself, let alone Citadel space, and are generally regarded as a myth by Citadel citizens. Definite sightings of Collectors have been made on Omega every few centuries.

They are most well-known for their odd trade requests for which they offer new technologies, often of a startling level of advancement. Their requests usually involve the trade of living beings in odd numbers and varieties, such as two dozen left-handed Salarians, sixteen sets of Batarian twins, a Krogan born of parents from feuding clans, or two dozen "pure" Quarians who have never left the Migrant Fleet due to illness, importance to the fleet, or disability. One of their current interests is in healthy Human biotics. No one knows what happens to the individuals concerned after the exchange is completed.

All Collectors, except for Scions, have the biotic power Barrier, with either the 2 point or 4 point variants which are already factored into their Toughness. All Collectors also have Flight.

Collector Assassin

Collector Assassins are the long-range marksmen of the Collectors. Assassins are armed with the Collector Particle Beam, which has an extremely high rate of fire and will tear through shields and barriers with ease.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d8

Cha: -2; Pace: 6; Parry: 5; Toughness: 9(Shields 2)

Gear: Collector Particle Beam (Range 50/100/200, Damage 2d8, RoF 4, HW, AP 4, Auto)

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Collector Captain

Armed with Collector Assault Rifle and can deploy Seeker Swarms

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: -2; Pace: 6; Parry: 5; Toughness: 9 (Shield 4)

Gear: Collector Assault Rifle (Range 30/52/100, Damage 2d8+1, RoF 3, AP 3, Auto)

Special Abilities:

Spawn Seeker Swarm

Pace: 6; Parry: 5; Toughness: 5

Damage: 3d6

Collector Drone

Collector Drones are the common troopers of the Collector race.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: -2; Pace: 6; Parry: 5; Toughness: 7(Shield 2)

Gear: Collector Assault Rifle (Range 30/52/100, Damage 2d8+1, RoF 3, AP 3, Auto)

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Collector Guardian

Collector Guardians are elite Collector combatants. Guardians possess the Collector Assault Rifle, which they can arm with Warp Ammo. Their weapons utilize a burst-fire mode similar to M-15 Vindicators which can be devastating to your shields and biotic barriers.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8

Skills: Fighting d6, Notice d6, Shooting d8

Cha: -2; Pace: 6; Parry: 5; Toughness: 10 (Shields 4)

Gear: Modified Collector Assault Rifle (Range 30/52/100, Damage 2d8+1, RoF 3, AP 3, 3RB)

Collector Trooper

Collector Troopers are equipped with Collector SMGs for ranged combat, but can use organic blades for melee. They can also throw Frag Grenades at their enemies, often to flush them out of cover.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: -2; Pace: 6; Parry: 5; Toughness: 7 (Shields 2)

Gear: Collector SMG (Range 14/28/52, Damage 2d6+1, RoF 5, AP 2, Auto, Doesn’t use Thermal Clips)

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Harbinger

“ASSUMING DIRECT CONTROL.”

While possessing the Collector General directly, Harbinger can also control an individual Collector soldier in combat. This soldier gains a substantial advantage in strength, as well as the use of biotic abilities. The soldier whose body is possessed by Harbinger starts to crack open showing magma-like appearances on the skin. The transformation appears very painful to the Collector, showing them to twitch and shake as the Harbinger takes control.

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8

Skills: Fighting d8, Notice d8, Shooting d8

Cha: -2; Pace: 6; Parry: 6; Toughness: 10 (Shields 4)

Gear: Collector Assault Rifle (Range 30/52/100, Damage 2d8+1, RoF 3, AP 3, Auto)

Biotic Powers: Warp and Nova. Power Points: 10.

Praetorian

The Praetorian is a slow-moving flying Collector construction that consists of thirty deformed Husks fused together. It is armed with powerful particle beams, and protected by a strong barrier and powerful armor.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d12

Skills: Fighting d6, Notice d8, Shooting d10

Cha: -2; Pace: 6; Parry: 5; Toughness: 20 (8) (Shields 4)

Special Abilities:

Particle Beams: Range 50/100/200, Damage 3d12, RoF 5, HW, AP 10, Auto

Death Choir: The Praetorian drops to the ground in an MBT Area of Attack, the heroes must immediately make opposed Strength rolls or be knocked prone. The Praetorian then emits an energy pulse, dealing 5d12 damage.

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Scion

Scions are a type of Husk made from three human Husks fused together and grafted around a single mass effect/biotic weapon on the left arm. The blue "sacks" on their backs contain redundant organs and element zero sources to provide power for their weapons and shockwaves.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills: Fighting d8, Notice d6, Shooting d8

Cha: -2; Pace: 4; Parry: 6; Toughness: 7

Gear: Arm Cannon (Range 50/100/200, Damage 3d10, RoF 1, AP 10, HW)

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Reaper Forces

The Reapers are a highly-advanced machine race of synthetic-organic starships. The Reapers reside in dark space: the vast, mostly starless space between galaxies. They hibernate there, dormant for fifty thousand years at a time, before returning to the galaxy.

These giant machines are ancient; their true name is unknown. "Reapers" was a name bestowed by the Protheans, the previous galactic power fifty thousand years before, and the Geth refer to them as the Old Machines. In the end, the Reapers spare little concern for whatever labels other races choose to call them, and merely claim that they have neither beginning nor end.

The Reapers are the original creators of the Citadel and the mass relay network. These massive constructs exist so that any intelligent life in the galaxy would eventually discover them and base their technology upon them – all part of a scheme to harvest the galaxy’s sentient life in a repeating cycle of purges that has continued relentlessly over countless millennia.

During a cycle of extinction, Reapers will repurpose other races and turn them into ground soldiers for their machinations.

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Banshee

Banshees are the corrupted Asari often found leading a Reaper strike force. The Reapers create them specifically from Asari with active or latent predispositions to becoming Ardat-Yakshi, a rare neurological condition that enhances the Asari's biotic power while causing the immediate death of anyone she mates with.

Lumbering as though in constant pain, the emaciated Banshees are surprisingly durable opponents. They are devastating biotics able to hurl lethal balls of energy and create shockwaves as they regenerate. What Alliance military finds most disturbing is the Banshee's ability to spawn her own warp field and seemingly teleport during combat. Although their wails have no apparent physiological effect, the psychological impact is undeniable.

When banshees die, their Ardat-Yakshi genetics twist against them, causing a biotic implosion to ensure they evade capture.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d8

Skills: Fighting d10, Intimidation d10, Notice d10

Cha: -8; Pace: 4; Parry: 7; Toughness: 13

Special Abilities:

Impale: Str+d10

Biotic Powers: Nova, Barrier, Warp, Biotic Charge. Power Points: 15

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Brute

The brute is a hulking amalgamation of Turian and Krogan victims of the Reapers. Because tissue from dextro-protein species like the Turians is incompatible with levo-protein species like the Krogan, implants regulate the brute's body chemistry to combat organ rejection.

It is the fusion of Turian military skill and Krogan blood rage that makes the brute such a formidable enemy, capable of destroying armored vehicles to get to the soldiers inside. Troops are advised to keep their distance, and, whenever possible, not engage a brute alone.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d12

Skills: Fighting d12, Intimidation d12

Cha: -8; Pace: 6; Parry: 6; Toughness: 20

Special Abilties:

Tackle/Punch: Str+ d10

Cannibal

Cannibals are front-line Reaper units created from corrupted Batarians. The nickname refers to their propensity to devour the bodies of fallen comrades. This triggers a biochemical process through which the cannibals spontaneously heal themselves and grow new chitinous armor. The transformation also appears to give Cannibals a greater awareness of their surroundings, leading to more strategic behavior and careful use of battlefield cover.

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6

Skills: Shooting d6, Intimidation d8

Cha: -8; Pace: 6; Parry: 6; Toughness: 8 (2)

Special Abilities:

Automatic Arm Cannon: range 24/50/100, Damage 2d8+2, RoF 2, AP 2

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Harvester

The sight of a Reaper Harvester in flight nearby is one of the first indications that a Reaper invasion is underway. Their massive wingspan allows them to quickly cover the distance between them and their prey. In the Harvester's mouth are two heavy guns that fire in an alternating pattern. The Harvester's most fearsome quality, however, is that its appearance guarantees that Reaper ground troops are not far behind.

Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12, Vigor d12

Skills: Shooting d10, Intimidation d12

Cha: -10; Pace: 4; Parry: 8; Toughness: 25 (10)

Special Abilities:

Flying: Pace: 12

Twin Cannons: Range 75/150/300, Damage 4d10, RoF 1, AP 20

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Husk/Abomination

Husks are the aggressive, mindless foot soldiers of the Reaper armies. They are created by impaling either living or dead humans on mechanical spikes that rapidly extract water and trace minerals and replace them with cybernetics. The cybernetics reanimate the lifeless flesh and tissue, transforming the bodies into horrifying killing machines. The Reapers use large groups of husks to overwhelm the enemy. The husks' inability to feel pain, as well as their tendency to attack in groups, makes them particularly deadly adversaries.

Abominations are similar to Husks, but are red and explode upon death.

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d4, Vigor d4

Skills: Fighting d6, Intimidation d6

Cha: -8; Pace: 6; Parry: 4; Toughness: 2

Special Abilities:

Punch: Str+ d6

Marauder

Marauders are harvested Turians that command and protect other Reaper troops. The lean, armored creatures present a significant threat in and of themselves, but they are especially dangerous when leading a Reaper task force. Alliance marines have observed marauders fortifying Husks and Cannibals by enveloping them in a ribbon of energy that forms a scabby shell of armor. For this reason, when Alliance soldiers encounter a marauder alongside Husks or Cannibals, standing orders are to target the Marauder first.

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6

Skills: Shooting d8, Intimidation d8,

Cha: -8; Pace: 6; Parry: 5; Toughness: 12 (7)

Gear: Phaeston (Range 24/48/96, Damage 2d8-1, RoF 4, Shots 80)

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Ravager

Ravagers are former Rachni that the Reapers have transformed into heavy artillery through a process of implantation and genetic modification. As walking organic turrets, they can sustain and inflict considerable damage.

Ravagers bear egg sacs that continuously spawn swarmers. If the sacs are destroyed, either during combat or upon the ravager's death, their entire contents burst forth to charge the enemy and explode on contact. A dead ravager expels a caustic gas and an acidic puddle.

Alliance scientists have theorized that it is easiest for the Reapers to maintain control over units of Rachni genetic extraction because of the species' neurological predisposition for hive-mind consensus.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d10

Skills: Shooting d10, Intimidation d10

Cha: -8; Pace: 4; Parry: 4; Toughness: 14 (8)

Special Abilities:

Twin Artillery Cannons: Range 50/100/200, Damage 3d10, RoF 1, AP 10

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Mercenaries & Outlaws

Blood Pack

Originally a small Terminus Systems Vorcha gang, the Blood Pack was transformed into a mercenary legion by visionary Krogan battlemaster Ganar Wrang. Exiled for striking a female in anger, Wrang obsessed over reclaiming his lost status.

Leading the Vorcha pack as a pirate crew, Wrang cultivated recruits and infamy for a decade before incorporating his fighters as a security company across the Skyllian Verge. His notoriety ensured his initial public offering for investors made him rich beyond most Krogan's dreams. Wrang returned triumphantly to his clan, rallying elders, Krogan hordes, and their firepower and biotic support toward professional violence in the Terminus Systems.

The Blood Pack is banned from Citadel Space, so it bribes its way through spaceports and into armed conflicts across the galaxy. Priding themselves for accepting otherwise untouchable contracts, the Blood Pack rejects being bodyguards and security in favor of cases requiring minimal oversight and maximum violence. Blood Pack appears to be, for the most part, made entirely of Vorcha and Krogan members, though they also use Varren as war beasts.

Seeing the potential of the Vorcha's individual adaptability, Krogan Blood Pack mercenaries often sweep pockets of Vorcha, gathering them up and literally beating them into soldiers. Vorcha “trained” by this ordeal are stronger, faster, smarter, and more resilient than other members of the race. Gaining even a few Vorcha gives a mercenary band a formidable advantage; each additional Vorcha magnifies the gang's combat ferocity exponentially.

Blood Pack Boom-Squad

The Blood Pack Boom-Squad are Vorcha trained for an anti-personnel role in the Blood Pack organization. These individuals are commanded by a squad commander who is answerable to a Krogan overseer.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6

Skills: Notice d6, Healing d6, Shooting d6

Cha: -2; Pace: 6, Parry: 2; Toughness: 5

Gear: ML-77 Missile Launcher (Range 50/100/200, Damage 6d6, RoF 1, HW, AP 15, SBT, SA)

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Blood Pack Pyro

The Blood Pack Pyro is a member of the Blood Pack mercenary group that slowly advances towards their targets to burn them alive. These troops are always Vorcha. They are encountered on many worlds and are always accompanied by other Vorcha troops and sometimes Krogan.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6

Skills: Notice d6, Healing d6, Shooting d6

Cha: -2; Pace: 6; Parry: 5; Toughness: 5

Gear: M-451 Firestorm (Range Cone, Damage 3d12, RoF 1, HW)

Blood Pack Trooper

Blood Pack Troopers are Vorcha who have been forced into service by the Blood Pack and are literally beaten into soldiers by their Krogan commanders. They are the most commonly encountered soldiers of the Blood Pack, and considered to be cannon fodder by their fellow Krogan.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d8

Skills: Fighting d6, Notice d6, Healing d6, Shooting d6

Cha: -4; Pace: 6; Parry: 5; Toughness: 6

Gear: M-3 Predator (Range 12/24/48, Damage 2d6+1, RoF 1, AP 3, SA) , M-8 Avenger (Range 24/48/96, Damage 2d8, RoF 3, AP 3, Auto) , M-23 Katana (Range 12/24/48, Damage 1-3d6, RoF 1, SA)

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Blood Pack Warrior

Blood Pack Warriors are the elite troops fielded by the Blood Pack mercenary organization. Warriors are exclusively Krogan and act as officers and overseers to the more numerous Vorcha. Blood Pack Warriors are rarely encountered without Vorcha supporting them. They also accompany Blood Pack commanders such as Kureck and Garm.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10

Skills: Fighting d8, Notice d6, Shooting d8

Cha: -2; Pace: 6; Parry: 5; Toughness: 13 (4) (Shields 2)

Gear: M-27 Scimitar (Range 10/20/35, Damage 1-3d6+1, RoF 1, SA)

Special Abilities:

Brawny: Through redundant organs and nervous systems, Krogans are very hardy and receive a +2 to Toughness.

Keen Sense (Vision): Krogan get a +1 to Notice due to their large peripheral vision.

Krogan Charge: Krogans can charge into battle, dealing Str+d6 damage to the foe they tackle.

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Blue Suns

The Blue Suns are a "private security organization," in reality a mercenary outfit, operating in the Skyllian Verge. The Blue Suns have a reputation for being both discreet and ruthlessly efficient, and as such charge a sizable fee.

Blue Suns mercenaries often have a tattoo of a blue sun somewhere on their body. During high-risk jobs, the tattoo would be removed with an acid wash to prevent them being identified, then reapplied once the job was finished. Blue Suns consist mostly of Batarians, Turians, and Humans. They are also known to employ mechanized support on occasion: YMIR, FENRIS, and LOKI Mechs.

Blue Suns Centurion

The Blue Suns Centurion is the second highest rank in the Blue Suns mercenary group. A Blue Sun Centurion can be Human or Turian.

Centurions have Tech Armor, increasing their durability. If their shields are taken down, they may recharge them if given enough time.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d8

Cha: 0; Pace: 6; Parry: 5; Toughness: 12(4) (Shields 2)

Gear: M-15 Vindicator (Range 28/52/96, Damage 2d8+1, RoF 1, 3RB), M-27 Scimitar M-27 Scimitar (Range 10/20/35, Damage 1-3d6+1, RoF 1, SA)

Special Abilities:

Tech Armor

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Blue Suns Commander

The Blue Suns Commander is a powerful member of the Blue Suns mercenary group. They can be Human, Batarian or Turian. Blue Suns Commanders are equipped with armor and superior weapons in comparison to other Blue Suns forces.

Human and Batarian Commanders are armed with the M-76 Revenant light machine gun, while Turians are equipped with M-300 Claymore heavy shotguns. They can equip their guns with Incendiary and Disruptor Ammo.

Commanders have shields, which they can regenerate over time, and a high armor, making them more durable than other Blue Suns during combat. They also have access to Tech Armor.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d8, Notice d6, Shooting d8

Cha: 0; Pace: 6; Parry: 5; Toughness: 14 (6) (Shields 2)

Gear: M-76 Revenant (Range 30/52/110, Damage 2d8, RoF 5, Auto), M-300 Claymore (Range 6/10/18, Damage 1-3d10, RoF 1, SA)

Blue Suns Heavy

Blue Suns Heavies are troops deployed in a squad support role by the Blue Suns mercenary organization. They are always human, equipped with ML-77 Missile Launchers. Their role is to inflict heavy damage on opponents while keeping them suppressed. They are encountered frequently on Blue Suns bases and places of interest. There seem to be two types of Blue Suns Heavies, helmeted and helmetless, with the helmetless ones seemingly acting as commanders and sporting substantially better defenses.

Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6

Skills: Fighting d4, Notice d6, Shooting d6

Cha: 0; Pace: 6; Parry: 4; Toughness: 11(4) (Shields 2)

Gear: ML-77 Missile Launcher (Range 50/100/200, Damage 6d6, RoF 1, HW, AP 15, SBT, SA)

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Blue Suns Legionnaire

Blue Suns Legionnaires are highly skilled infantry hired and deployed by the mercenary organization the Blue Suns. Legionnaires are high level troops and are much more dangerous than standard Troopers. There are usually a couple Legionnaires deployed to any given Blue Suns base. Legionnaires are always accompanied by Troopers and other Blue Suns troop types.

They are equipped with M-15 Vindicator battle rifles that can be armed with Disruptor Ammo. They can cause a lot of damage on a player and are capable of quickly stripping any defense away. They are also highly accurate troops that rarely miss a burst.

They are equipped with Tech Armor.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d8, Notice d6, Shooting d6

Cha: 0; Pace: 6; Parry: 5; Toughness: 13 (6) (Shields 2)

Gear: M-15 Vindicator (Range 28/52/96, Damage 2d8+1, RoF 1, 3RB)

Special Abilities:

Tech Armor

Blue Suns Pyro

Blue Suns Pyros are flamethrower equipped troops employed by the Blue Suns mercenary organization. Pyros will engage at short range with the M-451 Firestorm.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d4, Notice d6, Shooting d6

Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)

Gear: M-451 Firestorm (Range Cone, Damage 3d12, RoF 1, HW)

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Blue Suns Trooper

Blue Suns Troopers are the rank and file soldiers for the Blue Suns mercenary organization, making them one of the most commonly encountered enemies. They are predominantly Human, Batarian, and Turian soldiers.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)

Gear: M-8 Avenger (Range 24/48/96, Damage 2d8, RoF 3, AP 3, Auto), M-23 Katana (Range 12/24/48, Damage 1-3d6, RoF 1, SA)

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CAT6

CAT6 is a private military corporation that takes its name from "Category 6", the term used for soldiers who are dishonorably discharged from the Systems Alliance. CAT6 members are known to have extensive criminal records and histories of steroid abuse.

The mercenaries are known to name their squads after sharp objects. Examples include Rapier and Dagger squads, and an elite contingent among them is known as Razor squad.

CAT6 Heavy

The CAT6 Heavy is equipped with an M-76 Revenant Light Machine Gun. This makes them effective at close to medium-range combat.

CAT6 Heavies have heavy armor and can generate large, ballistic shields that are similar in function to the kind wielded by Cerberus Guardians. They can take cover, but don't need to while carrying shields.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d8

Cha: 0; Pace: 6; Parry: 5; Toughness: 13 (6) (Shields 2)

Gear: M-76 Revenant (Range 30/52/110, Damage 2d8, RoF 5, Auto)

CAT6 Sniper

CAT6 Snipers are armed with M-29 Incisor sniper rifles with added laser sights and use Tactical Cloaks.

Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6

Skills: Fighting d4, Notice d8, Shooting d8

Cha: 0; Pace: 6; Parry: 4; Toughness: 9 (2) (Shields 2)

Gear: M-29 Incisor (Range 50/105/180, Damage 2d10-1, RoF 1, AP3, 3RB, Snapfire)

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CAT6 Specialist

CAT6 Specialists create Disruption Drones to distract enemies and drain their shields, then use their M-9 Tempest SMGs after closing in. They also use Multi-Frag Grenades to flush enemies from cover, and often use them in tandem with their drones.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)

Gear: M-9 Tempest (Range 14/28/ 52, Damage 2d6, Range 4, AP 2, SA, 3RB), Shock Baton Damage Str+ d6

Special Abilities:

Disruption Drone: Disruption Drones home in on a target and sounds a loud alarm. The drone then detonates, disabling the Shields of the target. Pace: 8, Parry: 5, Toughness: 5

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Eclipse

Eclipse is a mercenary corporation that was founded by Asari commando Jona Sederis. The organization provides effective security and firepower for prospective employers; they have few scruples about the nature of those who hire them, so long as they can afford their services. Eclipse mercenaries work in teams of troopers and vanguards which may be led by more experienced commando units.

Eclipse in general favors stealth, discrimination, and "intelligent" ways of conducting battles. They are not as disciplined as their more established rivals in the Blue Suns, but make up for this with cutting edge equipment and weaponry, as well as their extensive use of biotics. Eclipse also has many ventures that delve into smuggling; they control nearly 20% of all smuggling on Omega, and specialize in transporting illicit goods and criminals from place to place.

Prospective Eclipse operatives, at least on Illium, are rumored to be required to successfully commit a murder before they can be given their uniform. Eclipse is primarily made up of Asari, Salarians, and humans. YMIR, FENRIS, and LOKI Mechs are also utilized

Eclipse Commando

Eclipse Commandos are the elite soldiers of the mercenary organization, Eclipse. They are Asari commandos who are carrying out mercenary work. Their training, skill experience and biotic abilities make them some of the finest individual warriors and among the toughest organic enemies in the galaxy.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d8

Cha: +2; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)

Gear: M-300 Claymore (Range 6/10/18, Damage 1-3d10, RoF 1, SA)

Biotic Powers: Warp and Barrier. Power Points: 10.

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Eclipse Engineer

Eclipse Engineers are the tech specialists for the mercenary organization Eclipse. They are exclusively Human and Salarian. They are capable of using the tech abilities, such as Tech Armor, Incinerate and Combat Drone, to strip away defenses and creating extra threats for their enemies. They wield M-6 Carnifex heavy pistols

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d4, Notice d6, Repair d6, Shooting d6

Cha: 0; Pace: 6; Parry: 4; Toughness: 9 (2) (Shields 2)

Gear: M-6 Carnifex (Range 12/24/48, Damage 2d8+2, RoF 1, AP 5, SA)

Tech Powers: Combat Drone, Incinerate and Tech Armor. Power Points: 10.

Eclipse Heavy

Eclipse Heavies are the heavy weapon fire support for the mercenary organization Eclipse. They are exclusively female and are either Human or Asari. Their role is to cause large amounts of damage to an opposing squad, and they typically stay as far away as possible, letting their allies pin the enemy down while they stay behind cover and unleash their missiles.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d4, Notice d6, Shooting d6

Cha: 0; Pace: 6; Parry: 4; Toughness: 9 (2) (Shields 2)

Gear: ML-77 Missile Launcher (Range 50/100/200, Damage 6d6, RoF 1, HW, AP 15, SBT, SA)

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Eclipse Operative

Eclipse Operatives are the elite Salarian tech specialists of the Eclipse. Eclipse Operatives possess all the abilities of Eclipse Engineers, but are much more durable. They are equipped with a M-9 Tempest Submachine Gun allowing them to destroy shields and barriers with ease. They also utilize Combat Drones, Tech Armor and Incinerate, which provide considerable fire support, as well as helping to remove enemies from cover.

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6

Skills: Fighting d4, Notice d6, Repair d6, Shooting d6

Cha: 0; Pace: 6; Parry: 4; Toughness: 11 (4) (2)

Gear: M-9 Tempest (Range 14/28/ 52, Damage 2d6, Range 4, AP 2, SA, 3RB)

Tech Powers: Combat Drone, Incinerate and Tech Armor. Power Points: 10

Eclipse Trooper

Eclipse Troopers are the front-line soldiers fielded by the Eclipse mercenary group. They are exclusively Humans and Salarians. They are the most common Eclipse soldier.

Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6

Skills: Shooting d6, Fighting d6, Intimidation d6

Cha: 0; Pace: 6; Parry: 5 ; Toughness: 11 (4) (Shields 2)

Gear: M-4 Shuriken( Range 12/24/48, Damage 2d6, RoF 3, Shots 45, AP 2, SA, 3RB), M-8 Avenger (Range 24/48/96, Damage 2d8, RoF 3, AP 3, Auto)

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Eclipse Vanguard

Eclipse Vanguards are the biotic and close-quarters specialists for the mercenary organization Eclipse. They are exclusively human and Asari with the latter being the most predominant due to the Asari's naturally increased biotic potential and power. They utilize biotic Barriers and Tech Armor for protection, M-27 Scimitar shotguns and M-15 Vindicator assault rifles for offensive power and also biotic powers such as Warp.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d8

Cha: +2; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)

Gear: M-15 Vindicator (Range 28/52/96, Damage 2d8+1, RoF 1, 3RB), M-27 Scimitar M-27 Scimitar (Range 10/20/35, Damage 1-3d6+1, RoF 1, SA)

Biotic and Tech Powers: Barrier, Tech Armor and Warp. Power Points: 10

Sisterhood Initiate

Sisterhood Initiates are exclusively Asari members of the Eclipse mercenary organization and typically do not stray too far from an Eclipse base.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d4

Skills: Fighting d4, Notice d6, Shooting d6

Cha: +2; Pace: 6; Parry: 4; Toughness: 8 (2) (Shields 2)

Gear: M-8 Avenger (Range 24/48/96, Damage 2d8, RoF 3, AP 3, Auto)

Biotic Powers: Barrier. Power Points: 10

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Rachni

The Rachni are an extinct insect-like species from the planet Suen that threatened Citadel space roughly two thousand years ago during the Rachni Wars. Intelligent and highly aggressive, the spacefaring Rachni were driven to expand and defend their territory. They were eventually defeated and completely eradicated by the Krogan, who had been uplifted by the Salarians for their combat prowess and physical resilience to directly confront the Rachni in the harsh environments of the Rachni worlds. The accidental discovery of the Rachni led to the Citadel races curbing their rapid expansion, in fear of being plunged into another galactic war.

Rachni Brood Warrior

Rachni Brood Warriors are Rachni who are much larger and stronger than normal Rachni Soldiers. They are the 'elder males' of the hive that usually mate with the queen. According to historical information, it is said that they only attack when the hive is particularly strained for warriors. The Brood Warrior has abilities comparable to a standard Rachni Soldier, although its attacks inflict more damage. It is also unique among Rachni in that it possesses some biotic abilities. Brood Warriors will use Warp, occasionally place a squad member in Stasis, and appear to use a form of Barrier.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8

Skills: Climbing d8, Fighting d8, Intimidation d10, Notice d8, Stealth d10

Pace: 6; Parry: 6; Toughness: 8 (2)

Special Abilities:

Armor +2: Carapace

Claws: Str+d6

Burrow (4): Rachni can move through soil at a Pace 4.

Impale: A Rachni scoring a raise with at least 2 claw attacks on the same target has impaled its target. This adds +d6 to the damage.

Biotic Powers: Warp, Stasis and Barrier. Power Points: 10.

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Rachni Worker

Rachni Workers are tiny green Rachni (similar to aphids) which usually act as a first wave for Rachni Soldiers. Acting in swarms, they rush up to the squad and explode in suicide attacks, causing heavy toxic damage which ignores shields. Rachni Workers are encountered in a few places in the galaxy. Given their name, they likely fill the niche occupied by workers in other hive species, tending to the needs of the queen.

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d4, Vigor d4

Skills: Climbing d6, Fighting d6, Notice d6, Stealth d8

Pace: 8; Parry: 5; Toughness: 4

Special Abilities:

Bite: Str+d4

Burrow: Rachni can move through soil at Pace 4.

Rachni Soldier

Rachni Soldiers are slower but much larger creatures than Rachni Workers, with thin tentacles ending in little pods. These Rachni use their bodies as weapons, spitting acid that can cause heavy toxic damage on par with the damage of a sniper round. Their tentacles are capable of impaling close victims. Rachni Soldiers are cunning and like to ambush their enemies, and are most at home in vents and tunnels.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8

Skills: Climbing d8, Fighting d8, Intimidation d10, Notice d8, Stealth d10

Pace: 6; Parry: 6; Toughness: 8 (2)

Special Abilities:

Armor +2: Carapace

Claws: Str+d6

Burrow (4): Rachni can move through soil at a Pace 4.

Impale: A Rachni scoring a raise with at least 2 claw attacks has impaled its target. This adds +d6 to the damage.

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Rachni Queen

Rachni Queens are the matriarchs of the hive-minded, insectoid Rachni species. The largest of their species at about fifty feet long, queens are powerful and intelligent creatures who guide the soldiers and workers of their broods with a form of telepathic song, which also allows them to speak through "receptive" beings of other species. Queens also carry the genetic memory of their mothers, causing them to effectively be born with the collective knowledge of the previous hive.

Queens resemble brood warriors but are much larger, with darker skin and glowing eyes. Though queens are usually mated to brood warriors, the reproductive processes of the Rachni do not necessarily require a male counterpart. Queens carry the genetic information of their fathers inside them, allowing them to lay eggs even if no brood warriors are present. They are said to be able to lay a massive amount of eggs every few hours, resulting in an entire Rachni colony within days.

Rachni queens live in nests deep underground, often on planets with harsh environments. This presented a problem for the Citadel Council during the Rachni Wars, as it was impossible for Council representatives to contact the queens in their nests in order to negotiate peace. After attempts to halt the Rachni advance failed, the Krogan entered the fray, infiltrated the Rachni nests, killed the queens on every world, and hunted the Rachni to total extinction.

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+3, Vigor d12+5

Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Persuasion d8

Pace: 10; Parry: 7; Toughness: 19 (6)

Special Abilities:

Armor (+6): Thick carapace.

Bite and Claw: Str+d10, AP 5

Hardy: Multiple Shaken results do not cause a wound.

Large: Attackers add +2 to attack rolls, due to the Rachni Queen’s size.

Size +7: Rachni Queens are around 50 feet long.

Telepathy: Rachni Queens communicate with a telepathic “song” to their broods. Queens can also speak through dying members of other species nearby.

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Unaffiliated Forces

FENRIS Mech

FENRIS Mechs are mechanical constructs designed by Hahne-Kedar specifically for security. Like other mechs produced by Hahne-Kedar, they are identifiable by their white armor and red lights. For many humans, the FENRIS Mechs are viewed as the mechanical analogs of "attack dogs" and mimic dog-like behavior when they attack a target, which may be related to Hahne-Kedar being an Alliance-Based Corporation.

FENRIS Mechs are less common than the LOKI Mech variant, but have been seen on Alliance offworld colonies, and are deployed by the Blue Suns mercenary group.

FENRIS Mechs possess advanced sensory equipment allowing them to detect weapons and narcotics, used in the same manner bomb- and drug-sniffing dogs would, and have been seen deployed alongside LOKI Mechs. A major disadvantage to FENRIS Mechs, and indeed to all mechs, is that their software programming can be hacked, altered, or overridden by an experienced hacker, and FENRIS Mechs can be turned against those they are tasked with serving.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6

Pace: 6; Parry: 5; Toughness: 5

Special Abilities:

Armor +2: FENRIS Mechs have reinforced frames.

Pounce: Str+d6.

Taser: After pouncing on a target, the FENRIS Mech stuns it with an electrical pulse. If an organic target is not already Shaken, and the damage roll high enough to cause a Shaken result.

Self-Destruct: Upon being Shaken, the FENRIS deactivates. If it is attacked or damaged while Shaken, the Mech will explode. 5d6 SBT

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LOKI Mech

The Hahne-Kedar-manufactured LOKI Mech is a bipedal humanoid security robot designed for security detail and guard duty in locations where manpower is an issue, or where the use of organics for "around the clock" shifts is unfeasible. Initially used exclusively by the Alliance for colony guard duty, the LOKI Mech came into new use following the Battle of the Citadel in 2183. Numerous civilian and military sector units saw staggering losses from Sovereign's attack and incidents involving the rogue Spectre, Saren Arterius.

The Mechs have long seen use in groups on the shiftier side of the law when raw manpower is needed. Eclipse Mercenaries make extensive use of them, typically as expendable assault units. They are also used by Blue Suns mercs, who typically deploy them for added security detail when needed, as well as Cerberus.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Pace: 4; Parry: 5; Toughness: 7(2)

Gear: M-3 Predator (Range 12/24/48, Damage 2d6+1, RoF 1, AP 3, SA), M-4 Shuriken (Range 12/24/48, Damage 2d6, RoF 3, AP 2, SA, 3RB)

Special Abilities:

Armor +2: Additional armor plating

Sensor Suite: +4 Notice vs sound, motion, chemicals, radiation, and electrical fields up to 500 yards distant.

Targeting System: Negates up to 2 points of ranged weapon attacks.

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Krogan

Krogan are common soldiers that are seen around the galaxy. Krogan are used as shock troops by many Mercenary bands and organizations for various tasks across the galaxy.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6

Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6

Pace: 6; Parry: 5; Toughness: 11 (4) (2)

Gear: M-7 Lancer (Range 22/46/94, Damage 2d8-1, RoF 3, AP 2), M-23 Katana ( Range 12/24/48, Damage 1-3d6, RoF 1), M-3 Predator (Range 12/24/48, Damage 2d6+1, RoF 1, AP 3, SA),

Special Abilities:

Brawny: Through redundant organs and nervous systems, Krogans are very hardy and receive a +2 to Toughness.

Keen Sense (Vision): Krogan get a +1 to Notice due to their large peripheral vision.

Krogan Charge: Krogans can charge into battle, dealing Str+d6 damage to the foe they tackle.

Krogan Battlemaster

Krogan Battlemasters are a unique class of Krogan, notable for their possession of biotic talent. Being few in number, they are seldom encountered in the galaxy.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8

Skills: Fighting d8, Intimidation d8, Notice d8, Shooting d8

Pace: 6; Parry: 6; Toughness: 13(4) (Shields 2)

Gear: M-8 Avenger (Range 24/48/96, Damage 2d8, RoF 3, AP 3), M-23 Katana (Range 12/24/48, Damage 1-3d6, RoF 1)

Special Abilties:

Brawny: Through redundant organs and nervous systems, Krogans are very hardy and receive a +2 to Toughness.

Keen Sense (Vision): Krogan get a +1 to Notice due to their large peripheral vision.

Krogan Charge: Krogans can charge into battle, dealing Str+d6 damage to the foe they tackle.

Biotic Powers: Warp and Throw. Power Points: 10.

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Mercenary

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Notice d6, Shooting d6

Pace: 6; Parry: 5; Toughness: 9 (2) (2)

Gear: M-7 Lancer (Range 22/46/94, Damage 2d8-1, RoF 3, AP 2), M-23 Katana ( Range 12/24/48, Damage 1-3d6, RoF 1), M-3 Predator (Range 12/24/48, Damage 2d6+1, RoF 1, AP 3, SA), M-92 Mantis( Range 50/100/200, Damage 2d12, RoF 1, AP 3, SA)

Pirate

Pirates operate on many worlds in the lawless Terminus Systems. Some make their living by scavenging from shipping lanes, or running lightning raids on lightly-defended outposts. Often pirates will also be involved in slaving, gun running and many other types of criminal endeavours. They usually hide out on uncharted worlds, often in abandoned bases or deep underground. Though pirates are by their nature independent bands looking out for number one, they do acknowledge leaders who prove their ruthlessness or prowess in battle. Their ships are no match for a real warship, but pose a genuine danger to unarmed merchant vessels

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Intimidation d6, Notice d6, Piloting d6, Repair d4, Shooting d6, Stealth d6

Charisma: -2; Pace: 6; Parry: 5; Toughness: 6 (1)

Gear: M-3 Predator (Range 12/24/48, Damage 2d6+1, RoF 1, AP 3), M-8 Avenger (Range 24/48/96, Damage 2d8, RoF 3, AP 3), M-23 Katana ( Range 12/24/48, Damage 1-3d6, RoF 1), M-13 Raptor (Range 50/100/200, Damage 2d10, RoF 1, AP 3)

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YMIR Mech

The Battle YMIR Mech, or Model 34-A, or more commonly called a Heavy Mech, is a massive killing machine designed for anti-infantry purposes. Clad in bone-white armor with red lights, they are utilized by Eclipse and Blue Suns mercenaries as infantry support. They are also used as security in some colonies and are frequently seen alongside LOKI Mechs.

Heavily armored and shielded, YMIR Mechs possess twin automatic mass accelerator cannons concealed in the right arm and a rocket launcher in the left. These arms will open when the mech is about to fire. The symbols and writings on their armor bear resemblance to the LOKI Mechs' and the robotic sounds made by YMIR Mechs during combat sound similar to Geth noises; however, they occasionally "speak" in a low, robotic voice, referring to their status during combat. Like Geth Armatures and Colossi, they will "unpack" when deployed.

Attributes: Agility d4, Smarts d6, Spirit d6, Strength d12, Vigor d12

Skills: Fighting d10, Notice d8, Shooting d10

Pace: 6; Parry: 6; Toughness: 16(4)(2)

Gear: Rocket Launcher (Range 50/100/200, Damage 6d6, RoF 1, HW, AP 15, SBT, SA), mass accelerator cannon (Range 50/100/200 Damage AP Rounds 3d8, AP 4, RoF 3)

Special Abilities:

Armor +4: YMIR Mechs have sturdy, reinforced frames.

Shields: YMIR Mechs have protective shielding.

Sensor Suite: +4 Notice vs sound, motion, chemicals, radiation, and electrical fields up to 500 yards distant.

Targeting System: Negates up to 2 points of ranged weapon attacks.

Size Increase +3: YMIR Mechs tower over infantry.

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Creatures:

Gas Bag

Gas bags are a species of benign non-sentient creatures native to the planet Eden Prime. These odd animals have a number of protuberant gas-filled sacs growing out of their core body structure. These pods allow the creature to float gently along from place to place. Dangling from their underbellies are four legs and four rear tendrils, each varying in length. It can be assumed that these tentacles are used to catch prey in shallow swamps and ponds where they congregate in groups.

Its front can be designated by the neckless head attached to the main body of the animal. It has five red eyes, three large ones and two smaller ones above, and a mouth that is positioned on the underside of its head. Extremely delicate, gas bags will explode if any one of their numerous pods are punctured.

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4

Pace: 2; Parry 2; Toughness: 2

Special Abilities:

Flight: Gas Bags hover at 2 Pace.

Toughness (-2): Gas Bags are very fragile and explode upon rupture.

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Klixen

The Klixen are an insectoid species resembling crabs or beetles. They bear a resemblance to the Rachni but are clearly a different species. Klixen are usually—if not always—found with larger flying creatures called harvesters. Klixen do not appear to use weapons, and are likely not sapient. They have fire breathing capabilities and explode violently when killed, causing splash damage. They are found on the Krogan homeworld of Tuchanka and a few exploration sites as enemies.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8

Skills: Notice d6, Shooting d8

Pace: 6; Parry 2; Toughness: 10 (4)

Special Abilities:

Armor (4): Carapace.

Fiery Breath: Klixen breathe fire using the Cone Template. Every target within this cone may make an Agility roll at -2 to avoid the attack. Those who fail, suffer 2d10 damage and must check to see if they catch fire.

Hardy: Klixen do not suffer a wonder after being Shaken twice.

Pod Crab

Pod Crabs are a mostly benign species of non-sentient creatures native to the planet Virmire. These massive crustacean-like creatures walk on four sturdy legs, each ending in hard points. They feed on large mollusk-like creatures found in Virmire's waters.

Pod crabs are not very resilient, and can be killed very easily; they leave no remains and explode to pulp. The crabs seem to be unaware of danger, and do not appear to notice if one of their kindred is shot down.

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4

Pace: 4; Parry 2; Toughness: 2

Special Abilities:

Toughness(-2): Pod Crabs are fragile.

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Pyjak

Pyjaks, sometimes referred to as "space monkeys", are a primitive species found on several planets including Eletania, Tuchanka, and Zorya. The fact that they are able to thrive in such varied ecosystems suggests a very high ability to adapt. They live in small colonies of rough shelters, and appear to do little more than wander around in groups. They are apparently a somewhat curious species, and have been known to scavenge pieces of technology. The Krogan of Tuchanka view the Pyjaks as an invasive nuisance. Pyjaks have been spotted clinging to tree branches, sticking out their finely-pointed tongues, suggesting that they eat small insects and grubs from the crevices in tree bark.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d4

Skills: Climbing d6, Fighting d4

Pace: 6; Parry 2; Toughness: 4

Special Abilities:

Climb: Pyjaks can move at their full pace in trees or similar environments and don’t normally need to make climb rolls.

Size(-1): Pyjaks are about 3’ tall.

Space Cow

Space Cows are oxygen-breathing herbivores with four legs and two small arm-like forelimbs. Space Cows naturally graze in herds.

Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d6

Pace: 6; Parry 2; Toughness: 5

Special Abilities:

Shifty: Space Cows are known to steal credits from unwary explorers.

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The Thorian

The Thorian, also called Species 37, is an ancient sentient plant at least fifty thousand years old - its ability to hibernate for thousands of years makes its real age impossible to guess. The Thorian is a unique creature with mind-controlling and telepathic abilities, and a massive sensory network. It releases spores into the air that allow the Thorian to control those who inhale them, using pain to control their behavior. These 'thralls' then tend to the Thorian and obey its will.

According to the VI at the ExoGeni Corporation Headquarters, the Thorian is essentially "a weave of tendrils" that covers much of the surface of Feros with some sensory tendrils kilometers long, though in places they are gathered into nerve bundles or neural nodes. Though it is intelligent, the Thorian only regards other sentient beings as potential thralls. It describes itself as "The Old Growth."

Attributes: Agility d4, Smarts d10, Spirit d10, Strength d12+3, Vigor d12+8

Skills: Intimidation d10, Notice d8, Persuasion d10,

Pace: 0; Parry 2; Toughness: 16

Special Abilities:

Invulnerability: The Thorian can be Shaken, but can’t be wounded by anything other than attacking its weakness.

Mind Control: The Thorian is able to create thralls with spores that it releases. The Thorian can also speak through a particular thrall and clone it if the thrall dies. The original thrall is stored in a sac on nearby the Thorian.

Size(+8): The Thorian is extremely large, attack rolls against it gain +2.

Telepathy: The Thorian can erode the mental state of victims over time, making them into thralls.

Weakness: The Thorian has nodes around it, which it uses to keep itself anchored in its spot. It’s nodes have the Toughness specified above, and if they are destroyed, the Thorian will fall and die.

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Thorian Creeper

Creepers are produced by the Thorian, appearing as corpse-like humanoids with long claws and no noticeable eyes.

Creepers hibernate (sitting down and curling up) until approached, then rise up at the Thorian's command to use melee attacks or vomit green acid onto their enemies, causing massive toxic damage that ignores shields.

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d4

Skills: Fighting d6

Pace: 6; Parry 5; Toughness: 5

Special Abilities:

Undead: +2 Toughness, +2 to recover from being Shaken; called shots do no extra damage.

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Thresher Maw

Thresher maws are subterranean carnivores that spend their entire lives eating or searching for something to eat. They are enormous, violent creatures that burst up from the ground without warning when disturbed.

They reproduce via spores that can lie dormant for millennia and are robust enough to survive prolonged periods in deep space and atmospheric re-entry. As a result, thresher maw spores appear on many worlds, spread by previous generations of space travelers.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+6, Vigor d12+6

Skills: Shooting d10

Pace: 10; Parry 2; Toughness: 20

Special Abilities:

Armor +6: Thresher Maws have extraordinarily thick hide.

Burrow: Thresher Maws can move their pace through the ground.

Size (+9): Thresher Maws are enormous, thus attack rolls against it gain +2.

Spit: Thresher Maws spit acid at its victims. The acid spit travels slow enough that it ignores Vehicular shields. The target may make an opposed Agility roll at -2 against the Thresher Maw’s attack to avoid the acidic spit. Range 24/60/100, Damage 3d10.

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Varren

Varren are omnivores with a preference for living prey. Originally native to the Krogan homeworld of Tuchanka, they are—like most life from Tuchanka—savage, clannish, and consummate survivors. They are pack hunters when vulnerable prey is readily available and become scavengers when outnumbered or outclassed. Their supreme adaptability, vicious demeanor and rapid breeding cycle have made them ubiquitous and dangerous pests on many worlds. Virtually everywhere the Krogan have been, Varren infestations have followed, wreaking havoc with the native ecology.

The Krogan have had a love-hate relationship with Varren for millennia, alternately fighting them for territory and embracing them as treasured companions. To this day, Krogan—and some other species, including Batarians—raise them as beasts of war. A common subgenus of Varren has metallic silver scales, leading to the rather unusual nickname 'fishdogs'.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Intimidation d6, Notice d6

Pace: 10; Parry: 6; Toughness: 7

Special Abilities:

Armor 2: Varren have thick hides.

Bite: Str+d6

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Chapter Nine: Major Locations

The Citadel

Supposedly constructed by the long-extinct Protheans, this colossal deep-space station serves as the capital of the Citadel Council. Gravity is simulated through rotation, and is a comfortable 1.02 standard G's on the Wards and a light 0.3 standard G's on the Presidium Ring.

History

The Asari were the first race to discover the Citadel, soon after learning to use the mass relays. They were joined shortly by the Salarians, and soon after, the Volus. As other races were contacted by the Asari, or discovered the station independently, they gained embassies on the Citadel and came under the jurisdiction of the growing Council, eventually comprised of the Asari, the Salarians, and the Turians.

Strategically located at the junction of a number of mass relays leading to various parts of the galaxy, the Citadel quickly became a hub of activity. The station was chosen to house the Citadel Council, thereby cementing its importance in the galactic community. It is accepted to be the political and cultural heart of Citadel space, the unofficial name given to all systems that fall under the Citadel species' control.

Even after thousands of years of occupation, the Citadel retains many secrets. The precise age of the station is not known, nor what resilient material it is constructed from. The location of the Citadel's core and its master control unit, regulating systems such as life support and navigation, remain hidden. The most visible, and perhaps intriguing, mystery of the Citadel concerns its caretakers, the keepers. These mute alien creatures maintain the Citadel's vital systems, and can be seen working throughout the station, yet, despite this, little is known about them.

Layout

The Citadel is a massive construct, similar in shape to a pentagram. It consists of a central ring 7.2 kilometers in diameter, from which five arms protrude, each 43.6 km long and 330m thick.

The station is capable of closing in on itself, via the convergence of its five arms, transforming it into a long, impenetrable cylinder. However, the Citadel is only closed in times of emergency, and normally the station retains its 'open' appearance.

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The central ring and five arms are home to the Presidium and Wards respectively; the spaceports are also located on the central ring, as it is the center of rotation, facilitating easier access for ships attempting to dock with the station. The Citadel has a labyrinthine interior superstructure, accessible through keeper tunnels.

The Presidium is a massive, park-like complex containing the offices of the various branches of the galactic government, as well as the embassies of all the races represented in the Citadel. There are also shops, restaurants and recreational facilities, serving the wealthy residents who live and work throughout the sector. The Presidium is monitored by a Virtual Intelligence named Avina, and, unlike the Wards, incorporates an artificial 20-hour day schedule: lights are dimmed, and the holographic "sky" darkened, for 6 of the 20 hours, imitating the familiar day-night cycle.

The tower at the center of the Presidium houses the Council Chambers and the main traffic control for the station—any ship within a few thousand kilometers comes under the jurisdiction of Citadel Control. The Chambers themselves are not open to the public and access is only granted to officials and those with special clearance. They are beautifully furnished, with cherry trees and fountains, as well as numerous staircases leading up to the central platform where the Council convenes.

The "arms" of the Citadel, known as the Wards, constitute the residential and commercial sectors of the station. Densely populated, housing millions of residents from many galactic species, the Wards are akin to Earth cities such as Hong Kong and Singapore.

Numerous skyscrapers rise from the superstructure, sealed against vacuum, as breathable atmosphere is only maintained to a height of approximately 7 meters. Unlike the Presidium, there is no artificial day-night cycle; as a consequence of this, commercial activity rarely ceases, and residents work and rest according to personal need. Barla Von appropriately dubs the area the cultural heart of the Citadel, and therefore of Citadel space.

The Wards are policed by the Citadel Security Services (C-Sec), whose offices and custody suites are located in the Lower Wards. Flux is a popular night club, also located in the Wards. The Wards are also home to the Silversun Strip, a bustling commercial area featuring Silver Coast Casino, Castle Arcade, Armax Arsenal Arena, and the apartment complex Tiberius Towers. Below the Wards, the Citadel Archives function as a repository for artifacts and records deemed important.

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Earth

The homeworld and capital of humanity is entering a new golden age. The resource wealth of a dozen settled colonies and a hundred industrial outposts flows back to Earth, fueling great works of industry, commerce, and art. The great cities are greening as archology skyscrapers and telecommuting allow more efficient use of land.

Earth is still divided among nation-states, though all are affiliated beneath the overarching banner of the Systems Alliance. While every human enjoys longer and better life than ever, the gap between rich and poor widens daily. Advanced nations have eliminated most genetic disease and pollution. Less fortunate regions have not progressed beyond 20th century technology, and are often smog-choked, overpopulated slums.

Sea levels have risen two meters in the last 200 years, and violent weather is common due to environmental damage inflicted during the late 21st century. The past few decades, however, have seen significant improvement due to recent technological advances.

Eden Prime

This idyllic agrarian world was one of the first human colonies established beyond the Charon mass relay. Eden Prime's biosphere is unusually well-suited for importation of Earth-native life. This fertility drew heavy immigration and development by the Systems Alliance and various corporations.

Today Eden Prime is a model of sustainable, organized development. The population is housed in space-efficient arcologies that tower over thousands of kilometers of green fields and orchards.

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Feros

Feros is a habitable world in the Attican Beta cluster. Two-thirds of the habitable surface is covered with the ruins of crumbling Prothean megalopolis. In the millennia since the Prothean extinction, the ruins have been picked over by looters many times.

Feros was considered a poor prospect for colonization, as little open ground remains for agriculture. The only sizable fresh water sources are the poles, which are tapped by the decaying Prothean aqueduct system. The dead cities, while in good condition considering their antiquity, are of uncertain stability. Ground level is congested by a dozen meters of fallen debris, and the air is fouled by dust.

Freedom’s Progress

Freedom's Progress is a human colony located in the Terminus Systems. Situated on blocky terrain, its nighttime skyline is dominated by what appears to be two moons: a large one hanging overcast, and another one roughly analogous to Luna in size and brightness

Horizon

A temperate world that hit the "sweet spot" for carbon-based life, Horizon has a nitrogen-oxygen atmosphere maintained by abundant indigenous photosynthetic plants and bacteria. While the native plants are very palatable to humans, the soil conditions are such that a handful of introduced Earth species have flourished, and the colonists must take strict care to prevent ecological disasters. Genetically engineered "terminator seeds" that grow nutritious but sterile crops to minimize outbreaks are the rule rather than the exception. Animals on Horizon appear to be exploding in diversity similar to during Earth's Cambrian period.

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Ilos

Like the ancient human city of Troy, Ilos is a world known only through second-hand sources. References to Ilos have been found at several other Prothean ruins, though direct study of the world is unlikely to occur.

Ilos lies in a remote area of the Terminus Systems only accessible by the legendary Mu Relay. Four thousand years ago, the Mu Relay was knocked out of position by a supernova and lost. Since then, Ilos and its cluster have been inaccessible.

Occasionally, a university will organize an expedition to chart a route to Ilos using conventional FTL drive. These never get beyond the planning stages due to the distance and danger. The journey could take years or decades, passing through the hostile Terminus Systems and dozens of unexplored systems.

Mars

The first permanent settlement on Mars was Lowell City, founded in 2103 by the European Space Agency, and based in Eos Chasma. Within a decade, both the US and China had founded permanent settlements as well.

In 2148, a prospecting team led by Mateus Silva began exploring near the Deseado Crater, and found the source of these disturbances when they unearthed a subterranean Prothean ruin. The ruins contained a malfunctioning mass effect core and several starships, as well as refined element zero. After a global effort, the information remaining in the ruins' computers was translated, identifying the structure as a former observation and biosciences station, set up to receive and process data from Earth as the Protheans studied Cro-Magnon humans. The motives and conclusions of the Prothean observers remained unknown, but the ruins' data cache, though fragmented, accelerated human sciences by roughly two hundred years. It paved the way for the development of FTL drives and, later, mass effect field technology.

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Menae

Menae is one of two moons orbiting the Turian homeworld of Palaven. The Turian Hierarchy put Menae in the hands of the military soon after their spacecraft first landed on the moon, immediately halting civilian research and exploration. Menae's geological composition and specifications have been classified ever since. These days, a few active naval bases dot the moonscape, as well as infantry installations focused on extreme survival training.

The mystery of Menae is a lasting fascination for many Turian citizens. Speculation about its presumably rare and valuable resources has become a common plot point in vids, novels, and even poetry for young Turians.

Omega

Originally an asteroid rich in element zero, Omega was briefly mined by the Protheans, who eventually abandoned it due to its thick, impenetrable crust. Thousands of years later, nature did what even the Protheans could not: a collision with another asteroid broke Omega in half, exposing its trove of element zero for easy mining.

A rush ensued as corporations and private individuals tried to strike it rich on Omega, and thieves and outlaws followed in their wake. As space became tight, construction of processing facilities extended vertically from the asteroid, creating Omega's jellyfish-like silhouette. To prevent future collisions, the station is ringed with enormous mass effect field generators that redirect incoming debris.

Today, Omega is a major hub of narcotics, weapons, and eezo trafficking without even a pretense of civilian government or military control. Only mercenary groups have been able to instill a limited order; the most ruthless is an asari syndicate run by the notorious Aria T'Loak.

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Palaven

When the Turians were introduced to the galactic community, an Asari diplomat poetically described their homeworld, Palaven, as “a silver world of fortresses and fire.” Because Palaven's weak magnetic field is a poor shield from its sun, most of the planet's animal life developed metallic carapaces as defenses against solar radiation. Its photosynthetic life is similarly impressive, shutting down vulnerable metabolic processes during daylight hours and repairing cellular damage at night.

The visible fortifications of Turian cities reflect their martial society, but since joining the galactic community, internal conflicts have become honor-bound affairs with few casualties among noncombatants. These city fortifications have proven no match for the Reapers and their aggressive bombardment of Palaven.

Noveria

Noveria is a cool, rocky world, with most of its hydrosphere locked up in massive glaciers. A privately-chartered colony world, the planet is owned by Noveria Development Corporation holding company. The NDC is funded by investment capital from two dozen high technology development firms, and administrated by an Executive Board representing their interests.

The investors built remote hot labs in isolated locations across Noveria's surface. These facilities are used for research too dangerous or controversial to be performed elsewhere, as Noveria is technically not part of Citadel space and therefore exempt from Council law. By special arrangement, Citadel Special Tactics and Reconnaissance agents have been granted extraterritorial privileges, but it remains to be seen how committed the Executive Board is to that principle. Given its unique situation, it is understandable that Noveria is often implicated in all manner of wild conspiracy theories.

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Rannoch

The planet Rannoch, an arid planet orbiting an older star in the Tikkun system, is the former Quarian homeworld. Almost three hundred years ago, the Quarians were driven from Rannoch by the Geth, synthetic servants who gained sapience and rebelled against their creators. Although Rannoch is now largely uninhabited, the Geth have acted as caretakers, working to repair the planet's ecology, restore ancient structures, and cultivate some farmland.

Rannoch has no insect life. As a result, its pollinating plants evolved to rely on animals for propagation. This symbiosis between flora and fauna is responsible for the Quarians' weakened immune systems, which made colonization of other planets extremely difficult after their exile from Rannoch. For many Quarians, reclaiming their homeworld from the Geth is a matter of both cultural and physiological necessity.

Sur’Kesh

Alternating between large oceans and landmasses covered in flora, the Salarian homeworld, Sur'Kesh, is known for its humid climate and lush vegetation. As with the rainforests that once covered Earth, the planet's many forests enjoy a rich biodiversity. The Salarian desire for intellectual stimulation drove them long ago to explore every aspect of their environment, developing ways to thrive without consequences detrimental to their habitat.

The areas near major cities and industrial centers are meticulously maintained, with an eye towards ensuring that sunlight penetrates to the ground level and that established paths through the jungle are kept clear for travel. Burngrass, a soil-enriching and adaptable weed native to Sur'Kesh, has become a major export because of its value for terraforming.

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Therum

Therum is a distant but rich industrial world claimed by the human Systems Alliance. Its plentiful heavy metals have fueled the recent manufacturing boom on Earth. Core samples rich with the fossils of simple silicon-based organisms indicate Therum was more habitable in the past than it is at present. Perhaps this explains the many Prothean ruins dotting the surface, most of which have been looted by mining corporations.

Thessia

The Asari homeworld, Thessia, is the core of the largest economy in the Milky Way. The planet's reserves of element zero are so vast that they affect its price galaxy-wide. Because life on Thessia evolved in an eezo-rich environment, the world is home to a wealth of both biotically active and eezo-resistant species. Travel to the planet is strictly controlled, but smuggling remains an issue.

Thessia is host to varying republics instead of a single government and, although each maintains a formidable military, it is notable for having long been free of internal or external wars. The Asari are renowned for their cultural and political dominance, and they excel in ambassadorial ventures. They have a strong presence in Citadel politics and galactic policy.

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Tuchanka

The Krogan homeworld boasts extreme temperatures, virulent diseases, and vicious, predatory fauna. Around 1900 BCE, the Krogan discovered atomic power and promptly instigated many intraplanetary wars, sending Tuchanka into a nuclear winter. With most of their industrial base destroyed, the Krogan entered a new dark age and warring tribal bands dominated. Populations remained low for the next 2,000 years.

First contact with the Salarians made resurgence possible. Krogan brought to less hostile planets bred exponentially and returned to reconquer their home. They built vast underground shelters to shield themselves from surface radiation, which proved prescient during the Krogan Rebellions when many of them isolated themselves in a vain attempt to avoid the genophage. Convinced they could outbreed the genophage, they transmitted it into more than 90 percent of the sealed bunkers. Today, Tuchanka's population is sharply limited and while individual Krogan are long-lived, the genophage ensures few replacements.

Virmire

Virmire is a lush world located on the frontier of the Attican Traverse. Its vast seas and orbital position on the inner life zone have created a wide equatorial band of humid, tropical terrain. Only the political instability of the region has impeded efforts at colonization.

Many times, the Citadel has opened negotiations to settle Virmire with the various criminal gangs and petty dictatorships in the nearby Terminus Systems. All fell apart due to internal power shifts within the opposing parties. The Citadel has written off the colonization of Virmire as impossible without significant political change.

The Terminus powers themselves are unlikely to ever settle Virmire. Most lack the resources to support settlement of a virgin world, finding it more expedient to steal from their neighbors than build for themselves.

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Index

A

Abomination 109

Acolyte 63

Adas Anti-Synthetic Rifle 57

Adept 37

AI Hacking 47

Archetypes 37

Arc Pistol 64

Arc Projector 65

Asari 22

Assault Rifles 56

Assault Trooper 95

AT-12 Raider 61

ATLAS Mech 95

Awakened Collector 30

B

Banshee 106

Barrier 41

Batarian 31

Biotics 40

Black Widow 59

Blood Pack 111

Blood Pack Boom Squad 111

Blood Pack Punisher 60

Blood Pack Pyro 112

Blood Pack Trooper 112

Blood Pack Warrior 113

Blue Suns 114

Blue Suns Centurion 114

Blue Suns Commander 115

Blue Suns Heavy 115

Blue Suns Legionnaire 116

Blue Suns Pyro 116

Blue Suns Trooper 117

Brute 107

C

Cannibal 107

CAT6 118

CAT6 Heavy 118

CAT6 Sniper 118

CAT6 Specialist 119

Centurion 96

Cerberus 93

Cerberus Anti-Tank 93

Cerberus Commando 93

Cerberus Harrier 56

Cerberus Sniper 94

Chakram Launcher 57

Charge 41

Citadel, The 138

Cobra Missile Launcher 65

Collectors 100

Collector Assassin 100

Collector Assault Rifle 57

Collector Captain 101

Collector Drone 101

Collector Guardian 102

Collector Particle Beam 66

Collector Sniper Rifle 59

Collector SMG 60

Collector Trooper 102

Combat Drone 47, 121

Combat Engineer 96

Cryo Blast 48

D

Damping 48

Disciple 61

Dragoon 97

Drell 23

E

Earth 140

Eclipse 120

Eclipse Commando 120

Eclipse Engineer 121

Eclipse Heavy 121

Eclipse Operative 122

Eclipse Trooper 122

149

Eclipse Vanguard 123

Eden Prime 140

Elcor 24

Engineer 38

Energy Drain 49

Executioner Pistol 63

F

FENRIS Mech 127

Feros 141

Flashbang Grenade 66

Freedom’s Progress 141

G

Gas Bag 131

Geth 32, 86

Geth Armature 86

Geth Colossus 87

Geth Destroyer 87

Geth Hopper 88

Geth Hunter 88

Geth Juggernaut 89

Geth Plasma SMG 60

Geth Plasma Shotgun 62

Geth Prime 89

Geth Pulse Rifle 57

Geth Pyro 90

Geth Rocket Trooper 90

Geth Shock Trooper 91

Geth Sniper 91

Geth Spitfire 66

Geth Trooper 92

Graal Spike Thrower 61

Grenades 66

Guardian 97

H

Hanar 25

Harbinger 103

Harvester 108

Heavy Pistols 63

Heavy Weapons 65

Horizon 141

Human 26

Husk 109

I

Ilos 142

Incinerate 50

Infiltrator 39

J

Javelin 58

K

Kishock Harpoon Gun 58

Klixen 132

Krogan 33,128

Krogan Battlemaster 128

Krysae 58

L

Lash 41

Lift 42

LOKI Mech 127

M

M-3 Predator 63

M-4 Shuriken 60

M-5 Phalanx 63

M-6 Carnifex 64

M-7 Lancer 56

M-8 Avenger 56

M-9 Tempest 60

M-11 Suppressor 63

M-11 Wraith 61

M-12 Locust 60

M-13 Raptor 58

M-15 Vindicator 56

M-22 Eviscerator 61

M-23 Katana 61

M-25 Hornet 60

M-27 Scimitar 61

M-29 Incisor 58

M-37 Falcon 57

M-55 Argus 56

M-76 Revenant 57

M-77 Paladin 64

M-90 Indra 58

M-92 Mantis 58

M-96 Mattock 56

M-97 Viper 58

M-98 Widow 58

M-99 Saber 56

M-100 Grenade Launcher 65

M-300 Claymore 62

M-358 Talon 63

M-451 Firestorm 65

M-490 Blackstorm 65

M-560 Hyrda 66

M-597 Ladon 66

150

M-622 Avalanche 65

M-920 Cain 66

ML-77 Missile Launcher 65

Marauder 109

Mars 142

Menae 143

Mercenary 129

Mk-14 Grenade 66

N

N7 Crusader 62

N7 Eagle 64

N7 Hurricane 60

N7 Piranha 62

N7 Typhoon 57

N7 Valiant 59

N7 Valkyrie 57

Nemesis 98

Neural Shock 50

Nova 42

Noveria 144

O

Omega 143

Overload 51

Overcharge 50

P

Palaven 144

Particle Rifle 57

Phaeston 56

Phantom 98

Pirate 129

Pod Crab 132

Pull 42

Praetorian 103

Prothean 36

Pyjak 133

Q

Quarian 34

R

Rachni 124

Rachni Brood Warrior 124

Rachni Worker 125

Rachni Soldier 125

Rachni Queen 126

Rampart Mech

Rannoch 145

Ravager 110

Reave 43

Research Technician 94

Reegar Carbine 61

S

Sabotage 51

Salarian 27

Scion 104

Scorpion 63

Sentinel 38

Sentry Turret 52

Seeker Swarm 101

Shockwave 43

Shotguns 61

Singularity 44

Sisterhood Initiate 123

Slam 44

Smoke Grenade 66

Sniper Rifles 58

Soldier 37

Space Cow 133

Stasis 45

Striker Assault Rifle 57

Submachine Guns 60

Sur’Kesh 145

T

Tactical Cloak 52

Tech 46

Tech Armor 52

Therum 146

Thessia 146

Thorian Creeper 135

Thorian, The 134

Thresher Maw 136

Throw 45

Tuchanka 147

Turian 28

V

Vanguard 38

Varren 137

Venom Shotgun 62

Virmire 147

Volus 29

Vorcha 35

W

Warp 45

Y

YMIR Mech