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62 Sticky Grenade

In document Mass Effect RPG (Page 62-65)

Skill: grenades Cost: 1000 credits Availability: Uncommon Range: 20m Blast Radius: 3m Damage: 5D

This grenade is found among the Special Forces. After throwing it sticks itself to a target, damaging it and any nearby enemies upon explosion. There is no way of avoiding this grenade, when you throw it you roll against enemies defense value if you success the grenade attaches itself to enemies armor and explodes at the end of the round.

Gas Grenade Skill: grenades Cost: 500 credits + Availability: Uncommon Range: 20m Blast Radius: 10m Damage: 0

This standard gas grenade is mostly used by law enforcement forces, a standard crowd control measure used by riots and civil unrests. Gas grenades can be outfitted with many different forms of gasses.

Flashbang Grenade Skill: grenades Cost: 2500 credits Availability: Uncommon Range: 20m Blast Radius: 3m Damage: 3D

It launches a disorienting, concussive charge that inflicts minor damage and incapacitates all nearby targets. Both delicate electronics and enemy nervous systems are temporarily disabled, causing omni-tool jams, and difficulties in using biotic, combat and tech talents.

Special: All hit by the grenades blast lose the ability to use biotic and tech talents for 2 rounds, unless they make a very difficult (25) stamina roll.

Explosives

Proximity Mine Skill: grenades or demolitions Cost: 2,500 credits

Availability: Rare Range: 20m Blast Radius: 5m Damage: 10D

Proximity mine packs a huge punch into a small package. Used only by military in Citadel Space, they still can be found by intrepid individuals and are a highly prized part of any bounty hunter or privateers arsenal. Proximity mines have a bigger blast radius and are known for destroying entire buildings. They have the ability to stick to surfaces and have additional range and impact detonator. If you are using the mine as a grenade, roll against enemies defense value if you success the mine attaches itself to enemies armor and explodes at the end of the round or you can choose to use another detonator to vary the effect. If you are using the mine as an explosive you roll demolitions skill to put the mine in the best spot for a greater effect.

H-A-X Skill: demolitions Cost: 200 credits per 1D Availability: Rare Blast Radius: 5m Damage: 1D per unit

Hailat Armory Explosive is the newest in demolitions, it’s a omni-gel based explosive that can be in a solid or fluid form. Used mostly by military and on rare ocasions by turian mining companies it can be used for creating big explosions or precise cuts dependig on the need. The omni-gel component lets you decide weather the detonation is timed or per ―button push‖. Most demolition experts use thei omni-tools to set and detonate. The base difficulty for a simple exploding charge is 10, the base difficulty for a cut charge is 15.

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Armor

Armor and Suits

Combat hard-suits are a dual-layer system to protect the wearer. The inner layer consists of fabric armor with kinetic padding. Areas that don't need to be flexible, such as the chest or shins, are reinforced with sheets of a lightweight ablative ceramic called Dura- Tanium. Dura-Tanium, or Durable Titanium Alloy, is a thin mesh that is strong and light. It is applied in layers on the non-flexible parts of armors. Because Dura-Tanium gets stronger with each layer, it can be used in all types of armors: from non-restrictive "scout armors" that offer some defense and no movement penalties, to heavy "juggernaut" armors that can stop a large powered round, but reduced movement. The downside to Dura-Tanium is its tendency to disrupt signals from Biotic Amps or interfere with Omni-Tools at higher layers. Therefore, most Biotics and Tech Specialists abhor the heavier armors, while soldiers and those that don't use Biotics or Tech Talents employ the heavier suits. The outer layer consists of automatically-generated kinetic barriers.

Kinetic barriers, commonly called "shields", provide against most mass accelerator weapons. Whether on a starship or a soldier's suit of armor, the basic principle remains the same. Kinetic barriers are repulsive mass effect fields projected from tiny emitters. These kinetic barriers safely deflect small objects traveling at rapid velocities. This affords protections from bullets and other dangerous projects, but still allows the user to sit down without knocking away their chair. The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins or radiation. Armored combat suits are sealable to protect the wearer from extremes of temperature and atmosphere. All armors and combat suits have three weapon hardpoints two at the back of the armor and one at the hip. More weapons have to be carried in a backpack. Standard armor has 4 grenade slots. Any other grenades have to be carried in a backpack or on a special upgrade.

Damage Protection and Kinetic Barriers

All armors have two basic stats:

Damage Protection or DR, is the number added to your own DR whenever you suffer damage, whether it be from a sword, shotgun or even a fist.

KB or Kinetic Barriers, is the number added when you suffer damage from certain sources, such as a ranged weapon, shrapnel from an explosion, or other high velocity projectiles.

When you take damage from a source that activates kinetic barriers, you add your own Damage Resistance, Damage Resistance of the Armor and Kinetic Barriers to resist the damage.

The kinetic barriers work like additional hit points that you subtract before even your DR’s are applied. When your KB drop to 0 they fail and offer no more protection. But don’t worry the barriers will regenerate after time. Unmodded barriers on character armors restore at a rate of 3 per round if you are not taking damage. You must last 2 rounds without taking damage for the regeneration to begin. For example, if your character is wearing a Field Vest that offers +3 DR and +3KB and gets hit by a shotgun blast for 15 damage. You add your DR(let’s say 3) and your armors DR (in this case 3) and KB (also 3). You suffer 6 damage and your kinetic barriers lose fail. You now have 0 KB. If you don't take any damage in the next 2 rounds, at the end of the 2nd round you regain 3 of

your kinetic barriers and can then add it to before taking next damage.

Armor Classes and Types

Modern armors fall into three classes based on how many layers of Dura-Tanium is used, how many kinetic barrier batteries they carry and the resulting weight that comes with it. Within these classes are different types of based on how much of the body they protect, what extra abilities are standard issue.

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Armor – Is worn mostly on class M worlds where no suits are needed. The armor provides total body cover from head to toe, it has 5 weapon hardpoints to which the weapons may be latched to. It is very rare for a civilian to carry armor, on most capital worlds you will need to possess a license to wear one.

Light - Armor in this category have relatively few layers of Dura-Tanium and a low number of shield emitters, resulting in lower weight and more flexibility in movement, no Biotic Amp signal degradation and no Omni-Tool lag.

Medium - Dura-Tanium layers and Shield emitters are higher in this category causing higher weights and impaired movements, Biotic Amp signal degradation and lag with Omni-Tools.

Heavy - With the most layers of Dura-Tanium and the highest number of emitters, these armors are inflexible and cause heavy Biotic Amp signal degradation and large Omni-Tool lag.

Combat Suits - With a helmet that can be sealed against vacuum with 1hour of breathable atmosphere standard, protection for the torso, shoulders, upper and lower arms, hands thighs and shins, and boots that can be magnetized in zero G environments. Suits can be also divided into light, medium and heavy.

Armor Table

Armor Manufacturer C DR KB Tech/Biotic MS Human Salarian Krogan Quarian Turian Price

Thermal Devlon Industries L 3 3 0 1 turians only 1000

Agent Aldin Labs L 5 4 0 1 turians only 6000

Liberator Devlon Industries L 3 4 0 2 Yes - Yes - Yes 2500

Hydra Aldrin Labs L 3 6 0 1 Yes Yes - - - 3000

Duelist Elanus Risk Control L 6 6 0 1 Yes Yes - - Yes 12000

Guardian Elanus Risk Control M 7 3 -3Dex/Str,-6Bi/Tc 1 Yes Yes Yes - Yes 15000

Mercenary Ariake Technologies M 7 6 -6Dex/Str,-9Bi/Tc 1 Yes - Yes - Yes 13000

Mantis Hahne-Kedar M 7 9 -6Dex/Str,-9Bi/Tc 1 Yes - Yes - Yes 15000

Scorpion Hahne-Kedar M 8 9 -6Dex/Str,-9Bi/Tc 2 Yes - Yes - Yes 20000

Ursa Hahne-Kedar H 9 9 -9Dex/Str,-15Bi/Tc 2 Yes - Yes - Yes 22000

Titan Rosenkov Materials H 12 6 -9Dex/Str,-15Bi/Tc 2 Yes - Yes - Yes 28000

Combat Suit Table

Armor Manufacturer C DR KB Tech/Biotic MS Human Salarian Krogan Quarian Turian Price

Explorer Devlon Industries L 3 3 0 0 Yes Yes Yes Yes Yes 2500

Survivor Devlon Industries L 3 4 0 1 Yes Yes Yes Yes Yes 5500

Onyx Aldrin Labs L 3 5 0 1 Yes - Yes Yes Yes 7000

Phoenix Sirta Foundation L 3 7 0 1 Yes Yes Yes Yes Yes 8000

Ajax Cerberus Skunkworks L 6 8 0 2 humans only Unknown

Predator Hahne-Kedar L 6 9 0 2 Yes - Yes - Yes 16000

Assassin Elkoss Combine L 7 9 0 2 Yes Yes - - Yes 24000

Infiltrator Aldrin Labs L 7 6 0 2 Yes - - Yes Yes 22000

Silverback Hahne-Kedar M 8 9 -6Dex/Str,-9Bi/Tc 2 turians only 19000

Gladiator Elkoss Combine M 8 9 -6Dex/Str,-9Bi/Tc 2 Yes Yes - - - 34000

Phantom Serrice Council M 8 12 -6Dex/Str,-9Bi/Tc 3 turians only 30000

Assault Cerberus Skunkworks M 9 10 -6Dex/Str,-9Bi/Tc 3 humans only Unknown

Terminus Batarian State Arms H 9 12 -9Dex/Str,-15Bi/Tc 2 batarians only 25000

Inferno Kassa Fabricaton H 9 9 -9Dex/Str,-15Bi/Tc 2 Yes Yes - - - 40000

N7 Systems Alliance H 9 12 -9Dex/Str,-15Bi/Tc 2 humans only Unknown

Predator X Armax Arsenal H 10 9 -9Dex/Str,-15Bi/Tc 3 Yes - Yes - Yes 45000

Colossus Kassa Fabrication H 10 12 -9Dex/Str,-15Bi/Tc 2 Yes Yes Yes Yes Yes 50000

Warlord Elanus Risk Control H 12 12 -9Dex/Str,-24Bi/Tc 3 krogan only 52000

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In document Mass Effect RPG (Page 62-65)