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 Post subject: New weapons, armors and other items (Mass Effect: Andromeda)
PostPosted: Tue May 30, 2017 11:27 pm 
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Here's what I came up for the new weapons, armor and consumibles of Mass Effect: Andromeda
Note that I won't add Fusion Mods (not only are they a pain in the ass, I find them utterly broken and useless) or weapon modifications that were only available when crafting the weapon (since I won't add that highly detailed crafting system, it would be impractical in a tabletop game).

Weapons
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Dahn: The Dahn’s energy projectiles are so powerful that they can carry to other layers of protection (for example, is a shot from the Dahn deals 15 points of damage to a character that has only 10 Shield HP, the remaining 5 damage are then deal to the next layer, be it Plating HP or normal HP, and aren’t lose like they normally are). In addition, creatures that take damage to their normal HP from the Dahn must also make a Fortitude save DC 15 or are left Dazed for 1 action.
Because of the nature of the projectiles, the weapon cannot benefit from Ammo powers. In addition, they dissipate quickly so the weapon has a maximum of 1 range increment.

Equalizer: This weapon resembles weapons of the old firing system, where there were no thermal clips. An Equalizer possesses an ammo clip but only to indicate the quantity of attacks it can make before overheating. Refer to the Equipment and ME Timeline section to learn more about this overheating system.
Because of the nature of the projectiles, the weapon cannot benefit from Ammo powers. And since they dissipate quickly, the weapon has a maximum of 1 range increment.
In addition, the Equalizer deals +1 extra damage against Shield HP per shot (this damage is multiplied on a critical hit)

Hesh: Creatures that take damage to their normal HP from the Dahn must also make a Fortitude save DC 15 or are left Dazed for 1 action.

Inferno: This weapon resembles weapons of the old firing system, where there were no thermal clips. An Inferno possesses an ammo clip but only to indicate the quantity of attacks it can make before overheating. Refer to the Equipment and ME Timeline section to learn more about this overheating system.
Unlike weapons with a similar overheating system, the Inferno coolsdown 50% of its heat with every action not firing and when overheated it requires only 4 actions to cooldown entirely.

Isharay: It takes longer to reload an Isharay, requiring a total of 2 actions.

Lanat: The Lanat can be charged to increase damage (for every action charging, damage increases by +1d6, to a max of +2d6). When charged, the weapon can only fire 1 shot in the attack action, regardless of RoF.

Naladen: The Naladen’s shots explode, dealing half damage to all within 10ft of the target. Because of the nature of the shots, the weapon cannot benefit from ammo powers and cannot have the Explosive Ammo mod.

P.A.W.: This weapon resembles weapons of the old firing system, where there were no thermal clips. A P.A.W. possesses an ammo clip but only to indicate the quantity of attacks it can make before overheating. Refer to the Equipment and ME Timeline section to learn more about this overheating system.
Because of the nature of the projectiles, the weapon cannot benefit from Ammo powers.

Rozerad: For each subsequent attack action made without pause, the weapon’s RoF increases by +2. 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 +2 and in the third that amount +4. 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 +6 in the first attack action, normal RoF +8 in the second, and normal RoF +10 in the third.

Ruzad: Being a shotgun, the Ruzad 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 Ruzad 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.
Creatures that take damage to their normal HP from the Ruzad must also make a Fortitude save DC 15 or are left Dazed for 1 action.
The Ruzad also has a large blade already attached to it, providing a +3 bonus on melee damage, but preventing the weapon from having any Blade Attachment mod.

Scattershot: This weapon resembles weapons of the old firing system, where there were no thermal clips. A Scattershot possesses an ammo clip but only to indicate the quantity of attacks it can make before overheating. Refer to the Equipment and ME Timeline section to learn more about this overheating system.
The Equalizer deals +2 extra damage against Plating HP per shot (this damage is multiplied on a critical hit).
When using the Aiming action, the weapon’s shots deal an additional +2 damage.
Because of the nature of the projectiles, the weapon cannot benefit from Ammo powers.

Shadow: This weapon resembles weapons of the old firing system, where there were no thermal clips. A Shadow possesses an ammo clip but only to indicate the quantity of attacks it can make before overheating. Refer to the Equipment and ME Timeline section to learn more about this overheating system.
In addition, the Shadow deals +1 extra damage against Plating HP per shot (this damage is multiplied on a critical hit) but deals -1 damage against Shield HP (this damage is not multiplied on a critical hit).

Soned: The Soned must be charged in order to fire. 1 action must be spent to charge the weapon but it can be made as part of the Full-Auto Fire action where the first action is spent charging, the second is made attacking with 1x recoil and the third made attacking with 2x recoil.

Sweeper: This weapon resembles weapons of the old firing system, where there were no thermal clips. A Sweeper possesses an ammo clip but only to indicate the quantity of attacks it can make before overheating. Refer to the Equipment and ME Timeline section to learn more about this overheating system.
Because of the nature of the projectiles, the weapon cannot benefit from Ammo powers.

Thokin: Shots fired from this weapon have a slight heat-seeking abiity, halving the cover bonuses from creatures that don’t have Total Cover.

Zalkin: The weapon can be charged with 1 action, allowing it to fire 3 projectiles in burst mode. Each of these projectiles is fired in burst mode with normal recoil penalty but deal an additional +2 damage.



Armors
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Omni-tool abilities
Increase damage done by Tech powers by +1 for each damage die of the power (example: an Incinerate dealing 2d6 now deals 2d6+2): Cost +2,000
Increase damage done by Tech powers by +2 for each damage die of the power (example: an Incinerate dealing 2d6 now deals 2d6+4): Cost +8,000
Increase damage done by Tech powers by +3 for each damage die of the power (example: an Incinerate dealing 2d6 now deals 2d6+6): Cost +18,000
Increases Critical Threat Range for all firearms and Heavy Weapons by +1: Cost +10,000
Increases Critical Threat Range for all firearms and Heavy Weapons by +2: Cost +35,000


Consumibles
Cryo Bullets: This small container can be attached to a weapon’s firing and thermal clip chambers with 1 action. When that is done, the weapon will fire bullets as if they had the rank 1 of the Cryo Ammo power (in addition to any other ammo power they might have active). The effect lasts until the weapon is reloaded a third time after this equipment was applied. Cost: 500, weight 0.25 lbs
Disruptor Bullets: This small container can be attached to a weapon’s firing and thermal clip chambers with 1 action. When that is done, the weapon will fire bullets as if they had the rank 1 of the Disruptor Ammo power (in addition to any other ammo power they might have active). The effect lasts until the weapon is reloaded a third time after this equipment was applied. Cost: 500, weight 0.25 lbs
Incendiary Bullets: This small container can be attached to a weapon’s firing and thermal clip chambers with 1 action. When that is done, the weapon will fire bullets as if they had the rank 1 of the Inciendiary Ammo power (in addition to any other ammo power they might have active). The effect lasts until the weapon is reloaded a third time after this equipment was applied. Cost: 500, weight 0.25 lbs
Stim-pack: Invigoration - immediately cancel all power cooldowns. Cost: 1,000, weight 1 lb

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