Mass Effect 2164
All modern infantry weapons from pistols to assault rifles use micro-scaled mass accelerator technology. Projectiles consist of tiny metal slugs suspended within a mass-reducing field, accelerated by magnetic force to speeds that inflict kinetic damage. The ammo magazine is a simple block of metal, often referred to as a “slug box”. The gun’s internal computer calculates the mass need to reach the target based on distance, gravity and atmospheric pressure, then shears off an appropriate sized slug from the block. A single block can supply thousands of rounds, making ammo a non-issue during any engagement.
Top-line weapons also feature smart targeting that allows them to correct for weather and environment. Firing on a target in a howling gale feels the same as it does on a calm day at the practice range. Smart targeting does not mean a bullet will automatically find the mark every time the trigger is pulled, it only makes it easier for the marksman to aim.
A mass accelerator propels a solid metal slug using precisely-controlled electromagnetic attraction and repulsion. The slug is designed to squash or shatter on impact, increasing the energy it transfers to the target. If this were not the case, it would simply punch a hole right through, doing minimal damage. Accelerator design was revolutionized by element zero. A slug lightened by a mass effect field can be accelerated to greater speeds, permitting projectile velocities that were previously unattainable. If accelerated to a high enough velocity, a simple paint chip can impact with the same destructive force as a nuclear weapon.
However, mass accelerators produce recoil equal to their impact energy. This is mitigated somewhat by the mass effect fields that rounds are suspended within, but weapon recoil is still the prime limiting factor on slug velocity. Though most melee weapons are just pieces of metal with a sharp edge, some have mass accelerators and computers that decrease the mass of the weapon while in the motion of swinging it and then instantly increase the mass just before impact to increase its effectiveness.
Ranged weaponry makes up the majority of the lethal implements that litter the galaxy. Whether the primitive bows of a remnant colony on some desolate lost world or the sophisticated energy weapons of a Prothean tech research facility, the ability to kill people at a comfortable distance is universally prized.
One Type A power cell is sufficient to recharge a ranged weapon. Energy weapons may also use a Type A cell due to their incredible efficiency.
Weapons are listed with their normal and maximum range in meters. Attacks beyond normal range take a -2 penalty to hit rolls.
Some weaponry can fire in burst mode, allowing the wielder to fire three rounds of ammunition for a +2 bonus to hit and damage against the target. For projectile weapons, this means firing actual bullets, while energy weapons spread the beam or run the circuits hot to project additional power. Dumping more ammunition than this at once is generally impractical; energy weapons would melt down and projectile launchers would buck uncontrollably. True suppressive fire is usually only possible with Heavy weapons.
Some heavy guns can be fired to suppress. Double the usual ammunition is fired in one round, and every target in front of the weapon that is not under hard cover is automatically hit for half normal damage. A successful Evasion saving throw eliminates this damage.
The way most weapons function is by taking a small piece of metal and using a miniaturize Mass Accelerator to fire it at the intended target at speeds fast enough to leave the atmosphere. These slivers are so small, counting them would be neigh impossible in a combat. However, the weapons themselves use an incredible amount of energy to power this Mass Accelerator. These weapon quickly overheat and require a col down period.
- Each round the weapon is fired, you count one shot as a discharge from the magazine.
- Each round you do not fire the weapon. It regains the lesser of 1/2 the total magazine or 5 discharges.
- Should the weapon Over Heat, it must rest for 2 rounds before it can begin to cool down again.
Many melee weapons have a Shock trait representing the danger they pose to an ill-armored opponent. Shock damage represents the inevitable cuts, bruises, exhaustion, and terror of close combat.
Shock damage is only inflicted on a melee target if the hit roll fails, and it only applies if the target has an AC equal or less than that listed for the Shock.
Shock damage always includes the wielder’s attribute modifier and any bonus damage granted by weapon mods, foci, advanced tech, or other damage bonuses. Am actual hit with a weapon never does less damage than Shock would otherwise inflict; if the user somehow rolls less damage, use the Shock damage instead.
Thus, if you had a Strength score of 14 and were swinging an Omniblade at a target with AC 13, you would inflict 2 points of damage on a miss; 1 from the weapon’s Shock, plus 1 from your Strength modifier. If you hit, you’d do at least 2 points.