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.
The Acolyte deals +2 extra damage against Shield HP and Barrier effects per shot (this damage is multiplied on a
critical hit) but against Plating HP deals -2 damage per shot (this damage is not multiplied on a critical hit). Against Reaper units and unprotected synthetics it also deals +1 extra damage per shot (multiplied on a critical hit).
In addition, the shot’s explosion can momentarily daze the target, forcing him to make a Fortide save DC 15 or be dazed or 1 action (the target’s next action). Cumulative hits require additional saves but the daze duration does not stack.
The weapon has two major problems:
• First its shots travel somewhat slowly, and so the targets gain double movement bonus to Defense.
• The second problem is that the weapon needs to be charged before it can fire. It takes 1 action to charge the weapon. Once charged, the weapon can fire until its current Thermal Clip is exhausted or replaced, after which it must be charged once more. This weapon is only available in campaigns set during or after the events of ME3.
It is 11 inches long in its normal form.
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 is without doubt one of the deadliest assault rifles against those who rely too much on technology. The weapon deals +2
bonus damage per shot against Reaper units and unprotected synthetics(multiplied on a critical hit). In addition it also deals +1 bonus damage per shot against Shield HP.
The EMP-charged bursts fired by this weapon deals damage not only to the target but also to anyone adjacent. Any creature adjacent to the target takes 1/2 total damage dealt (independent of the situation, whether they have Shield HP, Plating HP or no protection, or if they are immune to critical hits). If the adjacent creatures have some sort of cover, they are allowed a Reflex save with a DC equal to the attack result of the character (bonuses on Reflex saves due to movement or cover apply) to prevent this
damage.
Because of the nature of the projectiles, the weapon cannot benefit from Ammo powers. It is 2 ft and 8 inches long in its normal form.
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.
Being a shotgun, the AT-12 Raider deals far more damage at close range. For attacks made within range (without using range increments) the weapon deals extra +1d6 damage per shot. In addition, when used to attack a creature within range, the shots of the AT-12 Raider scatter dealing damage to any creature adjacent to the target. Any creature adjacent to the target takes 1/2 total damage dealt (independent of the situation, whether they have Shields, Plating or no protection, or if they are immune to critical hits). If the adjacent creatures have some sort of cover, they are allowed a Reflex save with a DC equal to the attack result of the character (bonuses on Reflex saves due to movement
or cover apply) to prevent this damage.
In addition, shots made within range have their critical threat range increased by 1.
The main drawback of the AT-12 Raider is that the shots quickly lose their stopping power. For attacks made outside range (by using range increments), the weapon deals -1d6 points of damage per shot. Combined with the lowest range in its class, this makes the AT-12 Raider a poor versatile weapon for long range encounters.
Batarian characters gain a +1 bonus to attack rolls made with this weapon.
It is 2 ft long in its normal form.
Arc Pistol: An innovation of the quarian Admiral
Daro’Xen, the Arc Pistol is a scaled-down Arc Projector that only requires thermal clips, to solve its power problems. The Arc Pistol uses a nonvisible 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. To charge the weapon, the character must spend 1 action. Once charged, the weapon deals 1d12 damage instead of 1d6 (for Medium-sized or larger characters). However, each shot consumes 3 ammo from the ammo clip, instead of just 1 when it
fires charged. The charge lasts only for the next attack action. This weapon is only available in campaigns that occur after the events of Mass Effect 3.
Quarian characters gain a +1 bonus to attack rolls made with this weapon.
It is 1 feet and 1 inch long in its normal form.
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.
The Blood Pack Punisher deals +1 extra damage against Plating HP per shot (this damage is multiplied on a critical hit)
The Blood Pack Punisher’s shots are so powerful, they can pierce through objects as if they had the rank 1 of the Armor-Piercing Ammo power. Applying that rank to this weapon has no effect. This weapon is banned from Citadel Space so using it could pose judicial problems.
It is 1 feet long in its normal form.
Black Widow: The Alliance wanted to reduce the reload time of the
original M-98 Widow sniper rifle, without sacrificing its stopping power. The solution was to increase the number of shots the
gun could fire before it needed a fresh thermal clip. Heavy for a sniper rifle, the Black Widow’s firepower more than compensates for its encumbrance.
The Black Widow’s shots are so powerful, they can pierce through objects as if they had the rank 1 of the Armor-Piercing Ammo power.
Applying that rank to this weapon has no effect.
This weapon is only available in campaigns that occur after the events of Mass Effect 2.
It is 3 ft and 6 inches long in its normal form.
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 requires thermal clips: 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.
The Chakram Launcher has a unique charging system. A character can spend 1 action to charge the weapon allowing it to deal 1d6 damage with each shot, instead of 1d4 (for Medium-sized or larger characters), during the
next attack action. But the character can instead spend 2 actions charging the weapon so that instead of dealing 1d4 or 1d6 it deals 2d6 (for Medium-sized or larger characters), during the next attack action. These charged shots do not consume additional
ammo from the clip.
Due to the nature of the projectile shot, the weapon cannot pierce through objects, despite whatever Ammo power or upgrade that would otherwise allow such
piercing ability.
It is 2 ft and 2 inches long in its normal form.
Collector Assault Rifle: The Collector Assault Rifle
uses the same principles as a human assault rifle, but its organic components clearly set it apart. Its power source appears to be an internal organ with biotic capacitance; its ammunition resembles pellets of
metallic enamel that strip shields off enemies with deadly efficiency.
The Collector Assault Rifle deals +1 extra damage
against Shield HP per shot (this damage is multiplied on a critical hit).
This weapon is only available in campaigns that occur after the events of Mass Effect 2.
It is 2 ft and 6 inches long in its normal form.
Collector SMG: This short weapon is a hybrid of
mechanical and organic parts, some more advanced than the Collector assault rifle. It vents heat automatically rather than requiring thermal clips and, when wielded by a Collector, extends a neural link to their skin at the wrist. Its ammunition is effective against armor and low recoil makes it a good weapon for sustained suppression.
The first major difference is that the weapon resembles weapons of the old firing system, where there were no thermal clips. A collector SMG possesses an ammo clip but only to indicate the quantity of attacks it can make before overheating. This forces the weapon to cooldown on its own, a process taking
quite a lot of time. For the weapon to start the cooldown, the character must remain 2 consecutive actions without firing with it. Once those actions have passed, the weapon cooldowns and recovers ammo at a rate of 5 ammo per action (so in order to recover a completely depleted Collector SMG, the character must remain a total of 10 actions without firing with this weapon). This cooldown is automatic, the only way to prevent it is by firing the
weapon. If the weapon is fired while ammo is being recovered, the recovery process stops and must start again.
In addition, the Collector SMG deals +1 extra damage against Plating HP per shot (this damage is multiplied on a critical hit) This weapon is only available in campaigns that occur after the events of Mass Effect 2.
It is 1 feet and 1 inch long in its normal form.
Collector Sniper Rifle: This weapon’s long-range particle beam
is capable of sustained fire, allowing it to switch between anti- personnel or anti-materiel roles just by holding down the trigger. This rifle does not accept thermal clips, instead cooling down by venting heat into a liquid-containing sleeve that radiates it through the fin-like protuberances on its barrel.
The first major difference is that the weapon resembles weapons of the old firing system, where there were no thermal clips. A collector sniper rifle possesses an ammo clip but only to indicate the quantity
of attacks it can make before overheating. This forces the weapon to cooldown on its own, a process taking quite a lot of time. For the weapon to start the cooldown, the character must remain 2 consecutive actions without firing with it. Once those actions have passed, the
weapon cooldowns and recovers ammo at a rate of 5 ammo per action (so in order to recover a completely depleted Collector Sniper Rifle, the character must remain a total of 9 actions without firing with this weapon). This cooldown is automatic, the only way to prevent it is by firing the weapon. If the weapon is fired while ammo is being recovered, the recovery process stops and must start again.
In addition, the wielder of this weapon can use a free action to have the weapon deal +1 extra damage against Plating HP per shot
(this damage is multiplied on a critical hit) or have it deal +1 extra damage against unprotected organics per shot (this damage is
multiplied on a critical hit).
This weapon is only available in campaigns that occur after the events of Mass Effect 2.
It is 3 ft and 2 inches long in its normal form.
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 microscale submunitions to deal staggering amounts of damage. Being a shotgun, the Disciple deals far more damage at close range. For attacks made within range (without using range increments) the weapon deals extra +1d6 damage per shot. In addition, attacks made with the Disciple have a lingering
effect, dealing an additional 1d4 points damage at the beginning of the target’s next action. Multiple attacks stack this damage.
It is 1 ft and 9 inches long in its normal form.
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 heatsink. 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.
The Executioner Pistol’s shots are so powerful, they can pierce through objects as if they had the rank
1 of the Armor-Piercing Ammo power. Applying that rank to this weapon has no effect.
In addition, the Executioner Pistol deals extra +2 damage with each shot against Plating HP (multiplied on a critical hit).
It is 1 feet and 1 inch long in its normal form.
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.
When used to attack a creature within range, the shots of the Geth Plasma
Shotgun scatter dealing damage to any creature adjacent to the target. Any creature adjacent to the target takes 1/2 total damage dealt (independent of the situation, whether they have Shield HP, Plating HP or no protection, or if they are immune to critical hits). If the adjacent creatures have some sort of cover, they are allowed a
Reflex save with a DC equal to the attack result of the character (bonuses on Reflex saves due to movement or cover apply) to prevent this damage.
In addition, the Geth Plasma Shotgun deals extra +2 damage with each shot against unprotected organic targets (multiplied on a critical hit)
The Geth Plasma Shotgun can also be charged to deal greater damage. To charge the weapon the character must spend 1 action. Once charged, the shots made in the next attack action deal 5d4 damage instead of 3d4 (for Medium-sized or larger creatures). Each shot fired while charge consumes 2 ammo from the ammo clip. This charge has a major drawback: the base recoil of the weapon increases to -5 instead of -3 when it fires charged.
Geth characters gain a +1 bonus to attack rolls made with this weapon.
It is 2 ft and 3 inches long in its normal form.
Geth Plasma SMG: Produced by the Geth, This submachine gun works
on the same principles as the Spitfire: it shoots super conducting toroids that break apart on impact, retaining an electrical charge that
flash-converts the shrapnel into plasma. Unlike the Spitfire, however, this smaller geth weapon 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.
The Geth Plasma SMG deals +1 extra damage against Shield HP per shot (this damage is multiplied on a critical hit) but against Plating deals -1 damage per shot (this damage is not multiplied on a critical hit).
For each subsequent attack action made without pause, the weapon’s RoF increases by +3. This means a character performing,
for example, a Full-Auto Fire attack action would fire a number of shots equal to the weapon’s normal RoF in the first attack action but in the second it would fire that amount +3 and in the third that amount +6. In addition, if in the following rounds the character continues to fire the weapon, the RoF continues to increase. So, in the same example, making another Full-Auto Fire attack action in the following round makes the weapon fire with a RoF equal to normal RoF +9 in the first attack action, normal RoF +12 in the second, and normal RoF +15 in the third.
In addition, when making attack actions in which the RoF was increased through this weapon’s special feature, the total recoil penalty is reduced by 1. Unlike the RoF increase, this reduction is not cumulative.
Geth characters gain a +1 bonus to attack rolls made with this weapon.
It is 1 feet long in its normal form.
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 only available in campaigns that occur after the events of Mass Effect 1.
Geth characters gain a +1 bonus to attack rolls made with this weapon.
It is 2 ft and 8 inches long in its normal form.
Graal Spike Thrower: The Graal is one of a long line
of krogan weapons used to hunt thresher maws.
Its ammunition consists of oversized 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.
The Graal Spike Thrower can also be charged to deal greater damage. To charge the weapon the character must spend 1 action. Once charged, the shots made in the next attack action deal 2d8 damage instead of 1d8 (for Medium-sized or larger creatures). Firing charged shots does not consume additional ammo.
Because the Graal Spike Thrower projectiles travel somewhat slowly, the targets gain double movement bonus to Defense.
Krogan characters gain a +1 bonus to attack rolls made with this weapon.
It is 1 ft and 10 inches long in its normal form.
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.
The Javelin’s scope has enhanced visual feeds that make it easier to spot invisible or hidden targets, such as characters under the effect of the Tactical Cloak power. Against those targets, while