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Da Technology Mass Effect.

Posted by Da Golden ThroneFor group 0
Da Golden Throne
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Thu 13 Apr 2017
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Da Technology Mass Effect

This is a massive info-dump, if you don't care about how the technology works in this game then you can skip this, however if your using ME tech then I would suggest reading this especially if you want to use the omni-tool powers.

Technology:
I will now describe the tech of each faction. Note some factions share the same tech(Citadel, Alliance, Hegemony). Different tech is not compatible with each other. Example, oni-tool ammo upgrades will not work on tau or covenant weapons. However just because your faction uses a specific type of tech doesn't stop you from picking up and using an enemies weapon. Also I will be giving the most detailed description to Mass Effects technology because of how modeler their equipment is and how the omni-tool works in my game.

Mass Effect Technology
Citidel, Alliance and Hegemony forces use tech based off of mass effect fields discovered and re-purposed from the ancient Mass Effect Relays. (If you want to no the whole story look it up.) In short, ME weapons can give tiny projectiles a larger mass and density when fired. Most ME weapons ammo consists of a slab of metal that the ME field shave off small slivers at a time and fire them with increased mass. This gives ME weapons a massive, seemingly endless ammo reserve. However due to energy output, continuous fire will cause the weapon to overheat. (My universe uses the First Mass Effect's style of ammunition meaning no reloading with heat sinks.) Also ME fields are used for shields and the omni-tool.

Medi-Gel:
(Medical gel) is an all-purpose medicinal salve combining an anaesthetic and clotting agent used by paramedics, EMTs, and military personnel, produced by the Sirta Foundation. It heals various wounds and ailments, instantly sealing injuries against infection and allowing for rapid healing by having the gel grip tight to flesh until subjected to a frequency of ultrasound. It is sealable against liquids - most notably blood - as well as contaminants and gases. While technically its properties make it illegal under genetic modification laws, in this case the restriction is ignored because of the product's beneficial properties.

Medi-gel has strong sedative properties and is able to cause unconsciousness in subjects, with large doses capable of inducing a comatose state. This can be the desired effect in cases of dire wounds to a patient, as the near-hibernation of such a coma slows the harmful effects of critical injuries, preserving vital organs and systems. Medi-gel varies in how it is delivered: it can be dispensed from squeezable tubes or similar small portable containers and applied manually; or, in the case of severe or internal injuries, it can be injected intravenously. Medi-gel injections are fast-acting and have extremely potent healing effects, especially if the dosage is large.

Despite many advances, however, medi-gel has limitations. It can't compensate for massive blood loss, it is often unable to halt the spread of infections that have already set in prior to its application. The amputation of gangrenous or necrotic limbs is sometimes still an unfortunate necessity, even in the 22nd century. Medi-gel is also not able to fully repair other forms of serious injury, in which case its purpose is to act primarily as a stabilizing agent, keeping patients alive until they can be given more specialized treatment or surgery.

Omni-Tool:
The device of tricks you'll want to have if you are not a power slinging biotic, guardian, or psycher. The omni-tool uses ME fields to generate a wrist computer that can be set up with various abilities as well as a close combat weapon. A Player will have access to (Insert number) abilities. A player can change their powers in between missions when back at base. All powers will use up the omni-tools energy equal to there % cost when used but the omni-tool does recharge its energy of 10% per turn. Powers either have a constant or immediate effect. Immediate effects will use the energy immediately but then the omni-tool will start to recharge. Constant effects will use the amount of energy listed but will not recharge that amount until the effect is shut off. Lastly, all powers have a cool-down of 1 turn per 10% cost meaning you can not recast them until they are done cooling down unless otherwise stated. In addition if you have multiple constant powers, you may not have them all active if it would exceed 100% of the omni-tools power. Examples being Tech Armor 60% and Hunter Mode 50%. If Tech Armor is active, you would have to deactivate it and wait for the energy recharge to activate Hunter Mode.

Arc Grenade: Immediate 30%, Generate omni-grenade that you throw to stun and electrocute your enemies with an EMP grenade. Effective against shields, barriers, and synthetics.

Armor-Piercing Arrows: Immediate 10%-30%, Depending on how many arrows you want to fire at a time, Range 20ft, Fires 1-3 armor piercing omni-arrows from your omni-tool (which will take the shape of a wrist mounted crossbow) but have a short range.

Carnage: Immediate 30% rifle and shotgun, you next shot with said weapon will be like a small missile that has strong damage and impact as well as having a small blast radius. The only flaw is that the projectile is both bright and slow making it easier to dodge.

Combat Drone: Constant 20%-40%, Creates a sphere shaped drone that can be summoned up 50ft away and will attack the target you designate. If using 20% version will fire a 10ft long lighting bolt that damages shield and shock the enemy. If 30% version, will self destruct with 5ft radius blast when destroyed. If 40% version, will fire a small omni missile that has long range every 20 seconds.

Concussive Blast: Immediate 10%, Range 20ft, Fires a single shot that is good at knocking light to medium weight targets on their ass, doesn't do much damage though.

Cryo Blast: Immediate 20%, Range 50ft, Launches a homing projectile of thermal energy that explodes on contact and freezes the target. Will damage shields but not freeze them.

Decoy: Constant 20%-40%, Creates a hologram of you at a destination of your choice within 20ft that will mimic your exact movement however it will not move from its position. 40% version can move around and act as ordered.

Defensive Drone: Constant 10%-20%, Creates a small sphere shaped drone that stays next to its creator that will electro shock one enemy that comes within 10ft. If 20% version, attacks will have a chain-lightning affect that can hit two enemies at one.

Defense Matrix: Constant 30%, Reinforces shields to take more damage. If shields drop can be activated again (at an additional immediate 30% cost) that will cause shields to recharge 50% but will not have benefit of defense matrix.

Electric Blast: Immediate 40%, Requires power weapon, Unleashes a wave of electrical energy from your weapon that can hit multiple targets in a 10ft cone. Very effective at taking down shields. Warning Indiscriminate.

Electric Hammer: Immediate 40%, Requires heavy power weapon, Unleashes a wave of electrical energy from your weapon that can hit multiple targets in a 10ft blast centered on you. Very effective at taking down shields. Warning Indiscriminate.

Energy Drain: Immediate 10-50%, Range 30ft, Damages enemy shields to restore your own for same amount. Cost of usage is half of how much of your shields you want to restore. Note that not all shields are equal so you might get diminishing returns.

Flamer: Immediate 5%, Fires a flamer with a 10ft length by 5ft width radius that uses up 5% energy per second of fire.

Hacking: Constant 20% or 40%, Range 10ft, At 20% is capable of hacking tech and V.I.'s, at 40% is capable of hacking A.I.'s. Note there are always countermeasures to hacking.

Hex Shield: Constant 30%, will create a 5ft wide by 5ft high hexagon wall of bright energy in front of the player that can take significant damage before falling.

Homing Grenade: Immediate 30%, Fires off a slow omni-grenade that will home in on the designated target. However slow speed means it can be shot out of the air. It will also explode if it reaches 100 ft.

Hunter Mode: Constant 50%, Synthetic only, Grants user increased movement, strength, x-ray vision, greater weapon accuracy. However, shields are reduced by 50%.

Incinerate: Immediate 20%, Range 50ft, Launches a homing projectile of kinetic energy that explodes on contact and ignites the target. Will damage shields but not ignite them.

Omni-Weapon: Constant 20%, Allows user to generate a melee weapon from your omni-tool to use in close combat. No cooldown, this power will always be on and ready to use.

Omni-Shield: Constant 30%, Creates a large medieval style tower shield that the user can use to deflect incoming attack. Counts as solid armor but if it suffers a penetrating hit it will explode outward to deflect the blow before dispersing. The explosion is concussive so it won't due much damage but it should knock back anyone in front of you. Shield can also be used as a bludgeon.

Overload: Immediate 30%, Range 30ft, Energy bolt that causes heavy damage to targets shield.

Recone Mine: Constant 30%, Places omni land mine that explodes when triggered either by user or enemy who gets in range, will self destruct if uses moves more than a mile away. Note, even though it is small the mine will be whatever color your omni tool is and is quite noticeable if spotted, hide it well.

Sabotage: Immediate 30%, Range 30ft, Causes ME weapons and energy based weapons to immediately overheat which will prevent them from firing and sometimes cause them to fire early or explode.

Sentry Turret: Constant 30%, Creates a stationary omni-turret that can be set to fire as a machine gun, grenade launcher, or flamethrower.

Shield Boost: Immediate 40%, Range 10ft, Instantly restores shields of self or ally.

Shield Pylon: Constant 30%, Creates an omni-pylon that has a 10ft radius that will constantly repair all ME shields by 5% per second that are within its field of effect.

Siege Pulse: Immediate 30%, Range 20ft, Launches a homing electrical pulse that does heavy damage to shields and will knock light to medium targets on their asses.

Snap Freeze: Immediate 30%, Range 10ft cone, Releases a blast of cold that can freeze multiple targets in place if it doesn't kill them. Useless against a target that has its shields up.

Submission Net: Immediate 30%, Range 10ft, Fire a 5ft radius electrified omni net that shocks and entangles a target.

Tactical Cloak: Constant 20%, User is cloaked (think Predator) until shields are brought down. However, shields are reduced by 50%. In addition, shields must be fully recharged to activate tactical cloak again.

Tactical Scan: Constant 10%, Scanner that tracks for electrical signatures and devices, used to find hidden traps and tech as long as their energy based.

Tech Armor: Constant 60%, Creates a bright segmented omni-armor around the user. Each individual segment covers a different part of the body including feet, lower legs, knees, upper legs, pelvic area, stomach & chest, hands, forearms, elbows, biceps, shoulders and head. The armor acts as solid armor but if a segment is penetrated it will explode outward to deflect the round but will disappear. Segment will not reappear until the armor is shut off and reset. The armor also overlaps shields meaning it will take hits first and will still be visible even if you have tactical cloak activated.

Ammo Upgrades:
Most ME guns can be altered to fire specific special ammunition. All ammo upgrades taken count toward your omni-power pool and are a Constant 20% omni-power. You can not have more than one ammo upgrade active at a time. Note that some guns can only fire one type of ammunition. For example the Widow anti-material rifle can only fire armor-piercing rounds. However those guns that can fire only one type of round will already have the ammo built in meaning you will not have to take it yourself.

Armor-Piercing Rounds: High velocity rounds designed to punch through armor, thus the name. AP rounds do no bonus damage to shields and due to increased energy usage cause overheating faster.

Cryo Rounds: Designed to splash and freeze on impact cryo rounds are less about killing your target and more about immobilizing them. Cryo rounds gain no bonus damage against shields and will not penetrate thick armor. But due to its cooling affect cryo rounds reduce weapon overheat.

Disruptor Rounds: These rounds are electrically charged to do increased damage to shields and barriers. They are not effective against armor and actually do less damage to organic tissue than any other round type.

Incendiary Rounds: Designed to splash and ignite on impact incendiary rounds are used to cook an enemy alive. Incendiary rounds will not ignite against shields but will against armor. Also due to their nature incendiary rounds increase weapon overheat.

Polonium Rounds: Designed to infect a target with radiation poisoning these rounds are excellent against organic targets and will slow health regeneration. They don't do any bonus damage to armor and shields though.

Shredder Rounds: Designed to shear apart on impact these rounds cut threw organic tissue easily. They are however less effective against armor.

Sledgehammer rounds: Designed to flatten on impact to increase force these rounds are meant to put a target on its ass. However they are less effective against armor.

Snowblind Rounds: Unlike cryo rounds, snowblinds do not cause freezing damage. Snowblind rounds reduce weapon overheat but at the cost of cutting the weapons rate of fire in half.

Rare Ammo Upgrades:
High Explosive Rounds: These rounds are no longer available due to their bad habit of causing one's own weapon to explode not counting all the friendly fire incidents. However for those who wishes to relive those good old days their are some HE ammo weapon that has passed Citadel armaments doctrine like the Krogan Striker, which is a full auto high explosive assault rifle.

Warp Ammo: Used by biotics and psychers weilding ME weapons. Warp ammo applies the users own biotic/psychic might into each round. These rounds require that the user has a biotic/psychic amp.  However due to the Warp Storm incidents of the past century these rounds have become highly unstable and unpredictable if used by a psycher or within the vicinity of one. Use of this ammo is ill advised.

Biotic Amp:
A biotic amp is an omni-tool variant that was designed to help focus the powers of a biotic. One armed with this amp will not have access to the tech powers normally available with an omni-tool but this amp will help strengthen and reduce the cost of biotic usage. It can also be used to focus one powers into a biotic melee weapon. This amp is also required to issue your weapon warp ammo if available.

Psychic Amp:
Same as the biotic amp but for psychers. Those that wish to play a sanctioned psycher of the Citadel/Alliance will be forced to take a psychic amp. This amp also serves as warning alarm that will let the psycher no if he is pushing his powers too much

Armor:
Players that choose to use ME tech will be equipped with elite  N7 combat armor with built in shielding.  If a player wishes to know all the armors listed then look up Mass Effect 3 armors.

Power armor- If requisition allows it, a player may start with this prototype power armor. This armor enhances a users strength and offers incredible physical protection. However this armor restricts movement speed and due to power usage the armor has no shielding. The Citadel made power armor is designated CA-X13a. Their is also the CA-X13b armor that is the same type of power armor except that the limbs have been restructured for turrian, quarian, and salarian use. Krogan also have their CA-K05 armor that boast even greater armor but does have the flaw of being top heavy, and their is the Demiurge Ironbreaker armor that is equally powerful even though half the size.

Mjolnir Power armor- Spartans personal armor is considered a light power armor for it also increases physical abilities but does't have the same physical durability as other power armors. It does however make up for this by possessing strong shields based off of Covenant technology as well as being lighter and less constricting as other power armors.

Armaments:
Here is a list of the weapons used by the Citadel and alliance forces. Note as stated above, some weapons are limited to a certain ammo type, however guns specific ammo type will already have the ammo within them and will not require the ammo power. Also to note Mass Effect weapons use the first games' rendition of ammo usage and due not reload, instead they overheat.

Assault Rifles:
Adas Anti-Synthetic Rifle
Named in memory of the quarians killed in the Morning War on the planet Adas, this weapon's electrical attack has been optimized for medium- to long-range firefights. Alliance marines take issue with calling it a "rifle" since, technically, it has no rifling in its barrel. The quarians shrug this off, as quarian weapon terminology rarely translates flawlessly into human languages. The Adas Anti-Synthetic Rifle is a powerful weapon that fires rounds that cause small electrical bursts upon hit, allowing it to effect multiple enemies with individual rounds if they are found to close to each other
Fire type: Automatic
Continuous fire before overheat: 24- 48
Ammunition type accepted: Disruptor rounds

The Cerberus Harrier
These modified Mattock (see below) rifles are fully automatic. Gunsmiths reined in the recoil issues, resulting in a gun that stays on target but delivers slightly less punch per round than a standard Mattock. As such, the weapon is typically utilized by elite troopers who train constantly to make every burst count.
Fire type: Automatic
Continuous fire before overheat: 20-40
Ammunition type accepted: Any

The Chakram Launcher
The fancifully named Chakram Launcher uses an internal fabricator to manufacture lightweight ammunition discs wrapped in holographic tracers. The discs explode on impact, sending shrapnel tearing through the enemy. Markings stamped on the gun's barrel are a shipping code created by its manufacturer, Ama-Lur Equipment. The code warns that the rifle must be assembled carefully, as it contains mixtures extremely volatile under pressure. This is why the Chakram Launcher is limited in its number of shots: without a way to dissipate the intense heat caused by its fabrication process, the rifle's circuitry would quickly destroy itself in a spectacularly lethal meltdown.
Fire type: Semi-Automatic
Continuous fire before overheat: 6-12
Ammunition type accepted: None

Geth Pulse Rifle
Geth pulse rifles are comparable to a standard stock assault rifle, but finely balanced with low-recoil and incredibly high accuracy. The pulse rifle fires a rapid stream of light-weight slugs which are wrapped in a phasic envelope to increase their damage. This weapon is effective against shields and barriers but has low armor penetration abilities.
Fire type: Automatic
Continuous fire before overheat: 80-160
Ammunition type accepted: Disruptor rounds

M-7 Lancer
The M-8 Avenger's older, angrier brother. The M7-Lancer is a rare collector's item that was introduced shortly after the First Contact War. The Lancer has been refurbished by an unknown master weapon smith, and it now uses the higher velocity rounds of today's weaponry. Few of these finely crafted weapons are in existence.
Fire type: Automatic
Continuous fire before overheat: 38-75
Ammunition type accepted: Any

M-8 Avenger
The Avenger is a common, versatile, military-grade assault rifle manufactured by the Elkoss Combine. It's accurate when fired in short bursts, and deadly when fired on full auto. The modular design and inexpensive components of the Avenger make it a favorite of military groups and mercenaries alike. The rifle has a reputation for being tough, reliable, easy to use, and easy to upgrade.
Fire type: Automatic
Continuous fire before overheat: 60-120
Ammunition type accepted: Any

M-15 Vindicator
A battle rifle that fires in three-round bursts. Favored by assassins and elite mercenaries, and deadly at any range. Manufactured by Elanus Risk Control Services for the Blue Suns mercenary group, the Vindicator is popular in the Terminus Systems.
Fire type: three-round bursts
Continuous fire before overheat: 24-48
Ammunition type accepted: Any

M-37 Falcon
This Alliance rifle launches 25mm mini-grenades. Lighter and more accurate than most grenade launchers, the Falcon burns through specialized ammunition causing high overheat. A field fabrication kit generates this ammunition, leaving the clips as the rifle's only limitation.
Fire type: semi-auto
Continuous fire before overheat: 4-8
Ammunition type accepted: High explosive rounds

 M-55 Argus
The Argus is a high-powered rifle favored by senior C-Sec officers. An excellent close-range weapon, its bursts of fire ensure ammunition conservation during lengthy conflicts. Other law-enforcement agencies across the galaxy are adopting the Argus as their standard rifle, as much for its intimidation factor as its suppression power. The only down side to this weapon is that its high recoil makes its accuracy poor at long range.
Fire type: three-round bursts
Continuous fire before overheat: 21-42
Ammunition type accepted: Any

M-76 Revenant
The M-76 Revenant unleashes a storm of high-velocity slugs. It has low accuracy but a high thermal clip capacity, and packs considerable firepower. This custom-made machine gun features technology not widely available. Protected against replication by sophisticated Fabrication Rights Management (FRM) technology, only the richest and most powerful warlords can afford the Revenant.
Fire type: Automatic
Continuous fire before overheat: 80-160
Ammunition type accepted: Any

M-96 Mattock
Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon with an assault rifle's low heat production and a sniper rifle's punch. Marksmen favor its increased power over that of an assault rifle to bring down hardened targets. Its lack of a full-auto setting is advertised as a feature rather than a shortcoming as it curbs a soldier's tendency to spray inaccurate fire under stress.
Fire type: semi-auto
Continuous fire before overheat: 16-32
Ammunition type accepted: Any

M-99 Saber
A heavy-duty semi-automatic rifle favored by only the most elite marksman, the M-99 Saber is jokingly referred to as "The Big Iron" for its sheer stopping power. Each M-99 Saber is designed specifically for its owner, making it one of the Alliance's more expensive weapons.
Fire type: semi-auto
Continuous fire before overheat: 8-16
Ammunition type accepted: Any

N7 Typhoon
The Typhoon is a distinctive light machine gun featuring a face shield to protect the shooter from head shots. Its power and recoil are so notorious that it includes a high-tech kinetic reducer to fight muzzle climb. Since the reducer tries to limit all motion by the weapon, marksmen do not engage it while moving and instead reduce the recoil only while they are in cover.
Fire type: Automatic
Continuous fire before overheat: 100-200
Ammunition type accepted: Any

N7 Valkyrie
After the carnage of the Battle of the Citadel, Alliance officers commissioned a new rifle for their ground forces. A variation of the popular Avenger design, the Valkyrie is now standard issue for new recruits. Exceptionally well-crafted, accurate, and packing ample firepower, the rifle is a hot black-market item when it surfaces.
Fire type: two-round bursts
Continuous fire before overheat: 16-32
Ammunition type accepted: Any

Phaeston
Named after a turian spirit of creation, the Phaeston was engineered to provide the best possible balance between accuracy and firepower in a machine gun. Each shot is tempered by kickback dampeners inside the shoulder stock, which lets the Phaeston pack more punch than other weapons its size without sacrificing precision. Its fully automatic fire and relatively light weight has turned the Phaeston into the turian infantry's primary go-to weapon.
Fire type: Automatic
Continuous fire before overheat: 50-100
Ammunition type accepted: Any

Striker Assault Rifle
The Striker is a fully-automatic weapon that functions more as a grenade launcher than a rifle, firing high-impact slugs that detonate on contact. The weapon increases its rate of fire the longer the trigger is held, which is devastating if the weapon can be kept on-target. In an attempt to market the Striker outside of the Krogan DMZ, the gun was designed to be fired by non-krogan, but its recoil tends to off-balance smaller species. Enthusiasts point out that the target on the receiving end of a Striker has far worse things to worry about than its shooter's balance.
Fire type: Automatic
Continuous fire before overheat: 12-24
Ammunition type accepted: High explosive rounds

Pistols:
Acolyte
Designed for asari resistance, the Acolyte's barrels fire advanced ammunition similar to that of an impact-triggered resonant warp bomb, which has a devastating effect on shields and biotic barriers. The specialized nature of the warp field means it does not pierce armor as effectively, but the shooter's biotics are expected to make up for this shortcoming.
Fire type: semi-auto
Continuous fire before overheat: 3-6
Ammunition type accepted: Warp ammo

Arc Pistol
An innovation of Admiral Daro'Xen, the Arc Pistol is a scaled-down Arc Projector. The Arc Pistol uses a non visible laser to ionize the air and create a path for a high-ampere electric shock. For a more damaging blast, it can be charged up.
Fire type: semi-auto
Continuous fire before overheat: 18-36
Ammunition type accepted: Disruptor ammo

Executioner Pistol
Invented by Blood Pack weapons experts, the first Executioner was improvised using spare parts and scrap metal during an Omega territory dispute. The result was a hand-held cannon able to fire high-impact armor-piercing slugs, although only one at a time due to its limited heat sink. Many Blood Pack mercs carry an Executioner as backup in case they get pinned down, but some enthusiasts prefer it as their primary gun, sticking to the one-shot-one-kill approach.
Fire type: semi-auto
Continuous fire before overheat: 1
Ammunition type accepted: Armor piercing ammo

M-3 Predator
A reliable, accurate sidearm. Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon. While it is not generally deployed in the military, it's still very popular in the Terminus Systems.
Fire type: semi-auto
Continuous fire before overheat: 15-30
Ammunition type accepted: Any

M-5 Phalanx
The M-5 Phalanx is the product of the Alliance's Offensive Handgun Project, a close-in weapon to be used with no loss of stopping power in comparison with a soldier's assault rifle. The Phalanx enjoys a ballistics advantage over most heavy pistols. Civilian variants are often purchased by colonists on planets that have particularly dangerous big-game animals.
Fire type: semi-auto
Continuous fire before overheat: 12-24
Ammunition type accepted: Any

M-6 Carnifex
A highly accurate and lethal pistol. The Carnifex is a favored sidearm of mercenary leaders and Eclipse mercenary tech specialists. An expensive but powerful weapon, its marketing materials feature a charging krogan with the slogan "Don't you wish Carnifex was at your side?"
Fire type: semi-auto
Continuous fire before overheat: 6-12
Ammunition type accepted: Any

M-11 Suppressor
The M-11 Suppressor is the product of the Alliance's Offensive Handgun Project that developed an infiltration weapon to be used in close-quarters situations where silence is key. The Suppressor features a built-in integral sound moderator that reduces noise and muzzle flash. Civilian variants on the weapon are considered illegal but can be found in some sectors.
Fire type: semi-auto
Continuous fire before overheat: 6-12
Ammunition type accepted: Any

M-77 Paladin
The Paladin is a reliable, durable weapon developed by law enforcement looking for a high-powered but easily concealed sidearm for undercover agents. Surprisingly small for its hitting power, the Paladin is a variant on the Carnifex pistol. While it has a smaller clip than the Carnifex, its shots are unquestionably more powerful.
Fire type: semi-auto
Continuous fire before overheat: 4-8
Ammunition type accepted: Any

M-358 Talon
The Talon is a close-range pistol favored by Cerberus Guardians. Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored targets. Its waste heat is sufficiently excessive that it carries six separate ammunition blocks, rotating like a twentieth-century revolver to prevent shaver jam or misfire due to premature melting of the shot.
Fire type: semi-auto
Continuous fire before overheat: 4-8
Ammunition type accepted: Any

N7 Eagle
When the Alliance's Offensive Handgun Project received funding to update one of its designs, its engineers chose to redesign the already impressive Phalanx pistol. Like its predecessor, the Eagle is a compact, fully automatic pistol that delivers unprecedented accuracy and punch with a rapid firing rate. The Eagle is named after the Desert Eagle, a classic handgun which gained a romantic reputation among gun collectors, thanks to its popularity in 20th- and 21st-century Earth action movies.
Fire type: automatic
Continuous fire before overheat: 18-36
Ammunition type accepted: Any

Scorpion
Originally issued to the salarian STG to allow small units to contain much larger enemy forces, the Scorpion pistol now sees service galaxy-wide. It fires low-velocity, squash-head projectiles with a dual use. The high-explosive filler within the projectiles contains an adhesive that secures the projectile to the target on impact. When fired into a surface, it turns into a proximity mine.
Fire type: semi-auto
Continuous fire before overheat: 4-8
Ammunition type accepted: High explosive rounds

Shotguns:
AT-12 Raider
Carried by the batarian military's notorious Special Intervention Unit, the Raider is a semi-automatic shotgun that loads slowly but fires rapidly, with tremendous force. Short-range even for a shotgun, the Raider has a large pellet spread. Rather than eliminating recoil, its integral compensators instead make it predictable and vertical.
Fire type: semi-auto
Continuous fire before overheat: 2-4
Ammunition type accepted: Any

Disciple
Originally handcrafted for the exclusive use of justicars, the Disciple Shotgun's schematics were finally released to asari commandos after centuries of negotiation. The Disciple uses shells packed with micro scale sub munitions to deal staggering amounts of damage. Even shielded enemies are stunned by the force of a blast from this weapon.
Fire type: semi-auto
Continuous fire before overheat: 4-8
Ammunition type accepted: Any

Geth Plasma Shotgun
This three-barreled geth weapon fires miniature but potent cluster rounds of superconducting projectiles and has a longer range than standard shotguns. A two-stage trigger system allows for either quick-fire capacitors or a charge-and-release attack to electrify the projectiles as they exit the weapon. As the rounds hit the target, they fragment and electricity arcs between the pieces, flash-converting the air to conductive plasma. The resulting impact, heat, and electrical charge overloads shields and barriers and causes massive trauma to unarmored targets.
Fire type: semi-auto
Continuous fire before overheat: 5-10
Ammunition type accepted: Disruptor rounds

Graal Spike Thrower
The Graal is one of a long line of krogan weapons used to hunt thresher maws. Its ammunition consists of over sized flechettes meant to pierce thresher hide and create deep wound channels leading to massive blood loss. For additional firepower, the weapon is double-barreled, and, as a last resort, possesses blades to cause internal injuries if the wielder is swallowed by the thresher. Using a Graal on a humanoid target has predictably grisly effects. Its shots can be charged for more damage.
Fire type: semi-auto
Continuous fire before overheat: 3-6
Ammunition type accepted: None

M-11 Wraith
The Wraith is favored among mercenaries, pirates, and slavers in the Terminus systems. Its high-impact damage and sturdy construction make it a popular "quick-draw" shotgun. A variant of the M-22 Eviscerator, demand for the Wraith is higher than ever, even though the weapon is banned in Citadel space. In order to lighten its weight, the Wraith holds fewer shots than the Eviscerator.
Fire type: semi-auto
Continuous fire before overheat: 2-4
Ammunition type accepted: Any

M-22 Eviscerator
The Lieberschaft 2180 shotgun, or "Eviscerator," is of human civilian design and has a unique ammunition generator. Where most modern firearms shave off chips or pellets from an ammunition block, the M-22 shaves off serrated metal edges designed to fly aerodynamically. This dramatically improves its armor-piercing capabilities, and its tight grouping ensures lethality at longer ranges than standard shotguns. This design violates several intergalactic weapons treaties, so the M-22 is not distributed to militarys.
Fire type: semi-auto
Continuous fire before overheat: 3-6
Ammunition type accepted: Any

M-23 Katana
Manufactured by Ariake Technologies, the Katana is a common mercenary weapon, and is also popular on colonies with Varren infestations. It's deadly at short range, but ineffective at long range.
Fire type: semi-auto
Continuous fire before overheat: 5-10
Ammunition type accepted: Any

M-27 Scimitar
Manufactured by Ariake Technologies, the Scimitar features twin mass effect generators, giving it a more rapid rate of fire than a traditional shotgun. This weapon was created for the Eclipse mercenary band, but is rapidly becoming popular with Blood Pack Trooper mercs as well.
Fire type: semi-auto
Continuous fire before overheat: 8-16
Ammunition type accepted: Any

M-300 Claymore
The Claymore used to be a hard-hitting but poor-selling shotgun due to kickback problems snapping the arms of anyone but krogan firing the weapon. After a re-haul of its kinetic dampening system, the Claymore is being rolled out again. As a way to lure back customers, the gun's manufacturer has lowered the shotgun's selling price without skimping on its stopping-power.
Fire type: semi-auto
Continuous fire before overheat: 1-2
Ammunition type accepted: Any

N7 Crusader
Bruised and bloody Alliance marines on Torfan attributed their survival against waves of batarian mercenaries to the precision and stopping power of the Crusader. With a design patterned on riot shotguns, this weapon has a moderate rate of fire that rewards careful aiming. Since this accuracy provides little room for error, the Crusader is primarily used by highly trained soldiers.
Fire type: semi-auto
Continuous fire before overheat: 4-8
Ammunition type accepted: Any

N7 Piranha
The N7 Piranha is an assault shotgun designed for the Reaper war. When the N7 program began training alien resistance forces, the lighter-bodied species wanted a low-recoil weapon with a wide pellet spread for dealing with hordes of husks. The result was the Piranha, which hit a sweet spot in close-range firepower. Its rapid-fire capability tears apart not only husks but most opponents unlucky enough to be in its way.
Fire type: semi-auto
Continuous fire before overheat: 6-12
Ammunition type accepted: Any

Reegar Carbine
This electrical weapon improves upon the arc pistol's design by generating a sustained current on its target. This weapon is named for the quarian Reegar family, whose marines have served valiantly against the geth.
Fire type: automatic (its a lightning gun, literally)
Continuous fire before overheat: 12 seconds
Ammunition type accepted: Disruptor rounds

Venom Shotgun
The Venom shotgun was developed by the salarian Special Tasks Group to meet the unpredictable needs of those stationed in hostile areas. The double barrel fires ammunition that detonates on impact, while a third barrel below can be charged to fire a round of micro-grenades. Given the nature of most STG assignments, the Venom was designed to force an exit strategy and was issued to teams whose primary objective was to extract compromised undercover operatives. The shotgun is now issued to front line soldiers in the war against the Reapers.
Fire type: semi-auto
Continuous fire before overheat: 4-8
Ammunition type accepted: High explosive

Sniper Rifles:
Black Widow
The Alliance wanted to reduce the reload time of the original Widow rifle, without sacrificing its stopping power. The solution was to increase the number of shots the gun could fire before it overheated. Heavy for a sniper rifle, the Black Widow's firepower more than compensates for its encumbrance.
Fire type: semi-auto
Continuous fire before overheat: 2-4
Ammunition type accepted: Armor Piercing ammo

Javelin
Called the Javelin by Alliance marines, this geth weapon holds a reservoir of ferrofluid, magnetically drawn into the firing chamber and expelled at lethal speeds. Like a high-pressure water-jet, the ferrofluid cuts through nearly anything it hits with so much heat that it resembles a beam of light, causing terrible wounds.
Fire type: semi-auto
Continuous fire before overheat: 1
Ammunition type accepted: None, it fires a lazer

Kishock Harpoon Gun
An Alliance captain on her fifth tour of the Terminus Systems once said that seeing a Kishock was the easiest way to tell if she was being attacked by batarian mercenaries or slavers, since "no bastard with a Kishock means to take you alive." This powerful sniper rifle fires a harpoon-like spike that causes massive internal bleeding, and its miniaturized disruptors will also destroy synthetics. The rifle’s biggest drawback is that it overheats after every shot, but for those with steady aim and good timing, one shot is enough.
Fire type: hold trigger to charge then release
Continuous fire before overheat: 1
Ammunition type accepted: None

Krysae Sniper Rifle
This turian antimateriel rifle is modified to kill Reaper enemies. The Krysae's scope uses a rangefinder that adjusts to keep the target in proper proportion to the shooter, which comes in useful when the sniper is forced into close range. Its specialized ammunition is high explosive. In a desperate move, the turians released its specifications over the extranet so that nearly anyone with a fabricator could manufacture this weapon to help the war effort.
Fire type: Semi-auto
Continuous fire before overheat: 1-3
Ammunition type accepted: Hign Explosive

M-13 Raptor
The Raptor is a human version of a turian weapon developed for conflict on the low-gravity world Amar. Fighting at longer ranges than expected, the turians optimized a low-recoil, semi-automatic rifle with a scope, and issued it to their regular infantry, creating a hybrid weapon that was half-assault rifle and half-sniper weapon. Cerberus assigns the Raptor to Nemesis snipers.
Fire type: Semi-auto
Continuous fire before overheat: 7-15
Ammunition type accepted: Any

M-29 Incisor
The Incisor is a sniper rifle designed to overload active defenses. Firing three rounds with each pull of the trigger, the Incisor was initially advertised as having negligible recoil, although under real combat conditions the second and third rounds frequently climb in difficulty. The noise of the burst is comparable to a single rifle shot in duration, making it no easier to locate the sniper by sound.
Fire type: Three round burst
Continuous fire before overheat: 9-18
Ammunition type accepted: Any

M-90 Indra
The Indra's low-powered scope leaves it most effective at medium range, but many soldiers believe this limitation is offset by the gun's rapid rate of fire. The Indra is the first military-grade, fully automatic sniper rifle. It has an extremely efficient heat-sink system that allows a surprisingly large number of shots to be fired before the weapon overheats.
Fire type: Automatic
Continuous fire before overheat: 25-50
Ammunition type accepted: Any

M-92 Mantis
The Mantis is a powerful sniper rifle which is able to take out most targets in a single shot. It's incredibly accurate at long range, but rate of fire is slow. Manufactured by Devlon Industries, the Mantis is primarily used by police and planetary militia groups.
Fire type: Semi-Automatic
Continuous fire before overheat: 1-2
Ammunition type accepted: Any

M-97 Viper
The Viper is a semi-automatic, rapid-fire sniper rifle manufactured by Rosenkov Materials. Rosenkov developed a patented automated-release system that assists with thermal-clip ejection, shortening the Viper's reload time. This rifle is popular with military snipers, who appreciate a long-range gun that can snap off multiple shots in the blink of an eye.
Fire type: Semi-Automatic
Continuous fire before overheat: 3-6
Ammunition type accepted: Any

M-98 Widow
Several research firms spent a considerable fortune trying to redesign the Widow sniper rifle. Their goal was to retain the geth weapon's considerable firepower while reducing its recoil, so that the gun could be fired without breaking a non-synthetic's arm. After much trial and error, one company finally produced a usable model rolled out to the galactic market. To this day the Widow has still been one of the most efficient of the heavy hitting sniper rifles.
Fire type: Semi-Automatic
Continuous fire before overheat: 1
Ammunition type accepted: Armor piercing ammo

N7 Valiant
The Valiant is a sniper rifle tested by Alliance soldiers during a series of harsh survival exercises on the planet Kruljaven. This streamlined weapon employs a sophisticated fire-control system that improves accuracy by stabilizing the barrel during targeting. Although this comes at the cost of reduced capacity and rate of fire, most soldiers find the increase in precision and quick cool down time a worthy trade off.
Fire type: Semi-Automatic
Continuous fire before overheat: 2-3
Ammunition type accepted: Any

Submachineguns:
Blood Pack Punisher
The Punisher features a secondary barrel that fires one armor-piercing round per main-barrel burst. It was developed by Blood Pack gunsmiths who found that their vorcha recruits frequently forgot to optimize ammo loads in the heat of combat. This configuration makes the process automatic and highly effective at penetrating armor.
Fire type: Automatic, per 5 rounds fired, the under barrel will fire a single, larger armor piercing round
Continuous fire before overheat: 40-80
Ammunition type accepted: Any, does not effect the AP round

Geth Plasma SMG
This geth weapon works on the same principles as the Spitfire: it shoots superconducting toroids that break apart on impact, retaining an electrical charge that flash-converts the shrapnel into plasma. Unlike the Spitfire, however, the plasma SMG has been modified to take thermal clips. Holding down the trigger speeds up its rate of fire, rapidly depleting the gun’s heat sink in exchange for nearly continuous fire.
Fire type: Automatic
Continuous fire before overheat: 100-200
Ammunition type accepted: Disruptor rounds

M-4 Shuriken
As kinetic barriers have grown in popularity, so has the popularity of submachine guns. Manufactured by the Elkoss Combine, the Shuriken Machine Pistol fires six-round bursts with a high rate of fire.
Fire type: Six round burst
Continuous fire before overheat: 36-72
Ammunition type accepted: Any

M-9 Tempest
Produced by Elanus Risk Control Services for the Eclipse mercenary band, the Tempest is an expensive but deadly addition to anyone's personal arsenal. This fully automatic submachine gun is punishing up close, but becomes less accurate at long range.
Fire type: Automatic
Continuous fire before overheat: 50-100
Ammunition type accepted: Any

M-12 Locust
The Kassa Fabrications Model-12 Locust is a compact sub machine gun developed for the Alliance but now favored by gang enforcers and hit men. Featuring a complex recoil-reducing mechanism and high-grade auto-targeting software, the Locust delivers longer range, more accurate fire than others in its class.
Fire type: Automatic
Continuous fire before overheat: 20-40
Ammunition type accepted: Any

M-25 Hornet
The M-25 Hornet is a long-range sub machine gun created by Cerberus. It is standard issue for Cerberus troops, who are trained to handle the recoil from the gun's three-round bursts. Cerberus designed the Hornet to conserve ammunition and provide cover-fire during prolonged conflicts.
Fire type: Three round burst
Continuous fire before overheat: 24-48
Ammunition type accepted: Any

N7 Hurricane
While some military pass on the Hurricane because of its lower accuracy, the Alliance feels the gun's rapid firing rate offers excellent suppressive fire. A disciplined marksman can use the fully automatic sub machine gun to chew through targets with alarming speed. Alliance officers were so pleased with field results that the Hurricane is now many squadrons' standard-issue SMG.
Fire type: Automatic
Continuous fire before overheat: 40-80
Ammunition type accepted: Any

Heavy Weapons
Due to the amount a material required per shot, heavy weapons follow and older design of having an actual clip or ammo count. Once a heavy weapon runs out of ammo it will have to be either reloaded or recharged based on the weapon. Some heavy weapons are even considered throw-away after use. Also they are not compatible with ammo powers.

Cobra Missile Launcher
Though it looks identical to the M-560 Hydra, the Cobra is a single shot launcher that fires a missile directly at the target. It is powerful enough to destroy a target on contact and has a small area of effect. It has replaced the older ML-77 as a primary anti tank weapon.
Fire Type: Single High Explosive Armor Piercing missile
Clip size 4

Geth Spitfire
Like the geth plasma shotgun, the Spitfire is not a true energy weapon. Instead, the mini-gun magnetically flings clusters of superconducting toroids. These donut-shaped projectiles are designed to shatter upon impact, arcing electricity between the fragments and flash-converting them to plasma. The gun's punishing, automatic blasts impact with the heat of a cutting torch.
The weapon's stopping power has garnered the attention of both Alliance and quarian intelligence, who theorize that the Spitfire may have been designed to destroy other geth. Enough Spitfires have been found in the field to suggest that the weapon is out of the prototyping stage, and that a schism among synthetics may have forced them into production.
Fire Type: Automatic, 600 rounds a minute
Clip size 1200, must be racharge at base

M-100 Grenade Launcher
Rapid-fire grenade launcher favored by the Blood Pack vorcha mercenaries. Capable of taking down multiple enemies with a single well-placed shot. Effective against armor, shields, and biotic barriers.
Fire Type: Semi-auto grenade launcher
Clip size 10

M-451 Firestorm
A deadly flamethrower developed by the Krogan that uses mass effect fields to generate fire like the tech power flamer but at higher heat value and greater reach. This means one does not have to rely on an external and very exposed fuel tank backpack. It is effective against armor, shields, and biotic barriers.
Fire Type: Flamethrower
Clip size: 30 seconds of continuous fire before overheat. Full capacity houses 5 minutes worth of flame.

M-560 Hydra
Before the introduction of the M-560 Hydra, missile launchers either focused on bringing down a single armored target or simultaneously neutralizing multiple unarmored opponents. With the Hydra, a soldier no longer needs to choose between the two.
The Hydra releases a barrage of miniature missiles, each guided by an independent homing system that seeks out exposed enemies. On impact, three shaped charges per missile explode in sequence. The first overloads the target's kinetic barriers before the second destroys its armor, clearing a path for the third warhead to detonate inside the target.
Fire Type: Macross Missile Barrage
Clip size 1, fire and forget

M-920 Cain
The M-920 Cain is a portable particle accelerator surrounding an array of dust-form element zero chambers. By subjecting its eezo chambers to extreme positive and negative currents fueled by antimatter reactions, the weapon projects mass effect fields that shear away at the target. The fields warp ambient materials with such explosive force that the impact produces a mushroom cloud. This has led Alliance marines to call the Cain a "nuke gun," though its detonations do not in fact produce fallout.
Fire Type: Fat man mini-nuke, don't stand within 100 yard of intended target.
Clip size 1, fire and forget

Pros and Cons of ME Armaments (Compared to Other Factions):
The biggest issue with ME weapons is that they seem under-powered compared to weapons like the Astartes' 75 cal armor piercing Bolter or the Tau' full-auto plasma launching Pulse Rifle. However they make up for this by being fully customizible, modular, able to alter ammo types (as long as you take the ammo power), being collapsible and light weight, and having what feels like unlimited ammo.
This message was last edited by the GM at 22:50, Sun 16 Jan 2022.
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