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MASS EFFECT

Tabletop RPG
By D20 Minion

Contents
Introduction...........................................................................Page 3 Character Creation.................................................................Page 4 Races.......................................................................................Page 5 Classes.....................................................................................Page 18 Powers.....................................................................................Page 26 Talents.....................................................................................Page 40 Feats.......................................................................................Page 46 Equipment.............................................................................Page 49 Combat...................................................................................Page 52 NPC generation......................................................................Page 55

INTRODUCTION
I do no own Mass Effect or any content in this game, Mass Effect is the property of Bioware. This game is merely a tabletop adaptation of Biowares game series. In this guide you will find the 11 playable races, the 6 playable classes, the weapons, weapon mods, armor, and enemy creation. Please remember that this is only a beta so not everything is perfect, and a few things have been cut for the time being.

CHARACTER CREATION
When you create your character, youre going to need 6 core stats: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Strength affects the amount of weight you can carry, and how much melee damage you do. Constitution affects your health. Dexterity affects your ranged damage. Intelligence affects your tech powers. Wisdom affects your biotic powers. Charisma affects your ability to negotiate. Determining your core stat values is easy, each stat starts with a value of 8. You have 30 points to spend on each stat. Raising the stat 1 level costs 1 point up to level 14. Levels 15 and 16 cost 2 points each, and levels 17 and 18 cost 3 points each. Raising a stat from level 8 to level 18 would cost 16 points. You cannot spend points to raise a stat above level 18.
Strength
Constitution Dexterity Intelligence Wisdom Charisma

8
8 8 8 8 8

Dont go spending points on your stats just yet, you should be aware of the stat bonuses your race provides, and which stats should be highest for the class you want to play. Racial stat bonuses are applied AFTER you spend points on your stats. After you have your stats set up, youll need stat modifiers. Stat modifiers do not affect the stat, they modify a check for an action determined by that stat. Say you were making an intimidation check, instead of just rolling the die and going with the roll, you would add your Charisma modifier and level in the intimidation skill, but well cover skills later.

Stat level
1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17

Modifier
-5 -4 -3 -2 -1 +0 +1 +2 +3

Stat level
18-19 20-21 22-23 24-25 26-27 28-29 30-31 32-33 And so on

Modifier
+4 +5 +6 +7 +8 +9 +10 +11

RACES

ASARI
The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact that the asari were the first race after the Protheans to achieve interstellar flight and to discover and inhabit the Citadel. A mono-gender racedistinctly feminine in appearance and having maternal instinctsthe asari are known for their elegance, diplomacy and biotic talent. Their millennia-long lifespan and unique physiology that allows them to reproduce with a partner of any gender or species, gives them a conservative but convivial attitude toward other races. The asari were instrumental in proposing and founding the Citadel Council and have been at the heart of galactic society ever since. A typical asari individual has a blue to purple complexion, some asari can also have a teal complexion, but this seems to be a rarity. Some asari have facial markings, which are unique color patterns that vary for every asari. In the place of head hair, asari possess semi-flexible, cartilage based scalp crests that grow into shape. These structures are rigid, and do not - as some believe - "flop around".

Playing as an asari grants you the Natural Biotic feature. This feature lets you choose a biotic power to add to your list of powers. This power starts at rank 1. You cannot choose Biotic Charge or Singularity, as these are class specific powers. You gain +2 Wisdom and +2 Charisma You are medium sized Your speed is 30ft The average height is 410-60 The average weight is 110-200lbs The average age is 20-980

BATARIANS
A race of four-eyed bipeds native to the world of Khar'shan, the batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with batarian pirate gangs and slaving rings, fueling the stereotype of the batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave batarian space by their omnipresent and paranoid government. Despite several disagreements with the Citadel and simmering hostility toward humans, most batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. They have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy like Omega, negotiations with a batarian are likely to be conducted at gunpoint. Batarians are an anthropoidal race like humans and asari. Their faces are covered with short, fine hairs that grow longer and thicker around the mouth. Their most distinctive physical feature is their four eyes; the batarians are one of four known intelligent organic races in the galaxy to have developed more than a single pair of eyes.

Batarians also exhibit different skin tone colors: while most encountered batarians are a dark, brown-red hue with pale facial ridges, at least one has what appears to be a black and yellow striped pigmentation with light green facial ridges. Playing as a batarian grants you the Xenophobic Hatred feature. This feature lets you choose another playable race when you create your character. You gain a +5 bonus with attacks and damage against that race, and you suffer a -10 penalty when negotiating with anyone of that race. You gain +2 Strength and +2 Charisma You are medium sized Your speed is 30ft The average height is 51 - 63 for males and 410 - 60 for females The average weight is 130-220lbs for males and 110-200lbs for females The average age is 20-180

DRELL
The drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization. Drell are omnivorous reptile-like humanoids with an average lifespan of 85 galactic standard years. Drell appearance is very similar to asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength. Although many of their

more reptilian features are concealed, their hyoid bone, located in their throats, is particularly developed. This allows them to inflate their throats and produce vocal sounds outside of the human range. They also have two sets of eyelids, akin to crocodiles. In addition, drell possess the ability to shed tears. Because the drell ancestors emerged from arid, rocky deserts, the humid, oceancovered hanar homeworld of Kahje proved tolerable only when the drell stayed inside a climate-controlled dome city. The leading cause of death for drell on Kahje is Kepral's Syndrome, caused by cumulative long-term exposure to a humid climate. This syndrome erodes the ability of drell lungs to take in oxygen, and eventually spreads out to other organs. It is noncommunicable, and there is currently no known cure, though leading hanar scientific authorities are working on creating a genetic adaptation. Playing as a drell grants you the Assassin Training feature. This feature gives you a +3 bonus to all saving throws. You gain +2 Dexterity and +2 Wisdom You are medium sized Your speed is 30ft The average height is 410 - 60 for males and 48 - 510 for females The average weight is 100-190lbs for males and 90-170lbs for females The average age is 17-67

GETH
The geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. The geth were created by the quarians, as laborers and tools of war. When the geth became sentient and began to question their masters, the quarians attempted

to exterminate them. The geth won the resulting war, and reduced the quarians to a race of nomads. The history of the geth's creation and evolution serves as a warning to the rest of the galaxy of the potential dangers of artificial intelligence and to the legally enforced, systematic repression of artificial intelligences throughout galactic society. Playing as a geth grants you the Geth Shield Boost feature. This feature gives you a power that will give you 70% of your maximum shields for either 7 combat rounds or until the shields are depleted. You cannot use the Geth Shield Boost power again until 14 combat rounds pass, counting the round you activate it on as round 0. You gain +2 Constitution and +2 Intelligence You are medium sized Your speed is 30ft The starting height is 510 The starting weight is 135lbs Geth are synthetic platforms and do not age. Geth CANNOT wear standard armor. Instead, you can install armor mods to enhance shielding. You ignore the armor your class starts with, and take a level I Geth Shielding

HUMANS
Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter. Humans have a fairly robust physiology. Their internal makeup and reproductive processes are typical of most bipedal mammals, and their size and proportions give the appearance of being strong, fast and agile. In comparison to the Council races, humans are roughly physically on par with turians (as very fit humans can punch them over and

even throw them off the ground unassisted), and less agile than asari (whom they closely resemble), though fit human males are likely to be far stronger than the average asari. Humans would appear on average to be stronger than salarians but not as fast, due to the extremely elevated metabolisms of the latter. Playing as a human grants you the Adaptability feature. This feature lets you choose a bonus feat at level 1. You gain +2 to any one stat You are medium sized Your speed is 30ft The average height is 51 - 63 for males and 410 - 60 for females The average weight is 130-220lbs for males and 110-200lbs for females The average age is 20-180

KROGAN
The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry. Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim

the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the salarians two thousand years later. With the help of the salarians, the krogan were "uplifted" into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). Ironically, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the turians to unleash the genophage. This genetic "infection" dramatically reduced fertility in krogan females, causing a severe drop in births secondary to prenatal and postnatal death and, ultimately, population, eliminating the krogan numerical advantage. Playing as a krogan grants you the Krogan Charge feature. This feature lets you Charge 30ft and deal 3d10+str mod damage to a target. You can only charge once every 10 combat rounds You gain +2 Strength and +2 Constitution You are medium sized Your speed is 30ft The average height is 60 - 72 for males and 510 - 611 for females The average weight is 600-750lbs for males and 550-700lbs for females The average age is 16-800

PROTHEAN
Protheans are an anthropoidal race. They have two pairs of eyes with each eye possessing dual pupils, and two pairs of nostrils. Their heads are covered in a thick,

layered carapace that gives them a distinctive shape. The skin surrounding this carapace is a pale blue-gray color mottled with muted yellow spots, but their hands each have three fingers, and their feet each have two widely-spaced toes. A unique attribute of Prothean physiology is an experiential exchange system based on physical touch. By touching something or someone, a Prothean could recall its experiences. This system can transfer complex ideas, with a Prothean being capable of learning a new skill or foreign language with a single touch. This sensory mechanism arose because the Protheans evolved as hunters and needed to be thoroughly aware of their environment. Playing as a Prothean grants you the Psychometry feature. By touching a single item or being, you are able to learn everything about it: Where its been, what its done, everything. DC check of 5-20 is a success. DC of 1-4 results in information which may be incorrect. Add wisdom modifier to check. You gain +2 Wisdom and +2 Constitution You are medium sized Your speed is 30ft The average height is 510 - 70 for males and 57 - 68 for females The average weight is 150-240lbs for males and 130-220lbs for females The average age is 16-800

QUARIANS
The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld Rannoch was

conquered, the quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet. Around 1883 the quarians created the geth, a species of rudimentary artificial intelligences, to serve as an efficient source of manual labor. However, when the geth gradually became sentient, the quarians became terrified of possible consequences and tried to destroy their creations. The geth won the resulting war and forced their creators into exile. Now the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology. Playing as a quarian grants you the Tech Expert feature. This feature lets you choose a tech power to add to your list of powers. This power starts at rank 1. You cannot choose Combat Drone, Tactical Cloak, or Tech Armor, as these are class specific powers. You gain +2 Intelligence and +2 Charisma You are medium sized Your speed is 30ft The average height is 410-60 for males, and 48-510 for females The average weight is 100-190lbs for males, and 90-170lbs for females The average age is 18-70

SALARIANS
The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism;

they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity. Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on. Playing as a salarian grants you the Quick Learner feature. This feature grants you an additional 1d4 points to spend on talents per level. You gain +2 Intelligence and +2 Wisdom You are medium sized Your speed is 35ft The average height is 60-73 for males, and 65-78 for females The average weight is 90-110lbs for males, and 100-120lbs for females The average age is 10-35

TURIANS
Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left

by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts. Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethicit was the turians who first proposed creating C-Secbut are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to healas shown by the cooperation of the two races on the construction of the SSV Normandybut many turians still hate humans, and vice versa. Playing as a turian grants you the Combat Finesse feature. This feature grants you an additional 1d4 damage with all weapons You gain +2 Intelligence and +2 Dexterity You are medium sized Your speed is 30ft The average height is 510-70 for males, and 53-65 for females The average weight is 110-180lbs for males, and 100-170lbs for females The average age is 18-80

VORCHA
Known for their unique biology and aggressive behavior, the vorcha of Heshtok are a primitive race that live among the galaxy's darker and more dangerous locations,

such as Omega. Many vorcha are trained by the krogan Blood Pack as mercenaries due to their savage nature and adaptability to different environments. The rest of galactic civilization regards them as pests and scavengers, and their presence is generally seen as a blight. Playing as a vorcha grants you the Bloodlust feature. When you activate this feature you enter a rage-like state and become a very enhanced being. While this is active you can move 10 more feet each turn, deal an additional d6 melee damage, and regain 30 health at the end of each turn. This remains active until the end of your 4th turn and after your health is regained. You must wait 7 turns after Bloodlust ends to use it again. You gain +2 Constitution and +2 Dexterity You are medium sized Your speed is 30ft The average height is 48-510 for males, and 46-58 for females The average weight is 120-210lbs for males, and 100-190lbs for females The average age is 6-20

CLASSES

ADEPT
Adepts are biotic specialists, capable of disabling and killing enemies with raw biotic power. While they lack advanced combat training, they are the best at defeating enemies without firing a shot. They are outfitted with L5x implants that can spawn a micro-singularity, damaging enemies and pulling them into the air. If youre going to play an adept, your highest stat should be Wisdom, followed by Charisma. Your starting Health is 60 plus your Constitution stat value. Each time you level up, you gain 1d6 plus your Constitution modifier health. You start the game with a level 1 M-4 Shurkien, a level 1 M-3 Predator, a set of level 1 light Onyx armor, and 500 credits. Your class talents are: Basic Armor, SMGs, Pistols, Biotic Training, Fitness, Charm, and Intimidate. You have 3 talent points to spend on those talents. Your Class powers are: Warp Throw (Unlocked at Character level 3) Shockwave (Unlocked at Character level 6) Singularity Pull (Unlocked at Character level 3) Slam (Unlocked at Character level 6) Biotic Mastery Barrier (Unlocked at Character level 3) Stasis (Unlocked at Character level 6) Warp, Singularity, and Biotic Mastery all start as Rank 1. When the other powers unlock they start at Rank 0.

ENGINEER
Engineers are tech specialists, the most effective class at disabling the defense of the toughest enemies or incapacitating them to render them harmless. In combination with their weapons training, Engineers have the unique ability to spawn combat drones that can harass enemies or force them out of entrenched cover positions. If youre going to play an engineer, your highest stat should be Intelligence, followed by Constitution. Your starting Health is 60 plus your Constitution stat value. Each time you level up, you gain 1d6 plus your Constitution modifier health. You start the game with a level 1 M-4 Shurkien, a level 1 M-3 Predator, a set of level 1 light Onyx armor, and 500 credits. Your class talents are: Basic Armor, SMGs, Pistols, Tech Training, Fitness, Charm, and Intimidate. You have 3 talent points to spend on those talents. Your Class powers are: Incinerate Overload (Unlocked at Character level 3) Cryo Blast (Unlocked at Character level 6) Combat Drone Sabotage (Unlocked at Character level 3) Sentry Turret (Unlocked at Character level 6) Tech Mastery Energy Drain (Unlocked at Character level 3) Decoy (Unlocked at Character level 6) Incinerate, Combat Drone, and Tech Mastery all start at Rank 1. When the other powers unlock they start at Rank 0.

INFILTRATOR
Infiltrators are tech and combat specialists with the unique ability to cloak themselves from visual and technological detection. Their inventory is stacked with a wide variety of weapons, equipment, and powers. Infiltrators are deadly at any range, but particularly so with a sniper rifle. If youre going to play an infiltrator, your highest stat should be Dexterity, followed by Intelligence. Your starting Health is 60 plus your Constitution stat value. Each time you level up, you gain 1d8 plus your Constitution modifier health. You start the game with a level 1 M-92 Mantis, a level 1 M-4 Shurkien, a level 1 M-3 Predator, a set of level 1 light Onyx armor, and 500 credits. Your class talents are: Tactical Armor, Sniper Rifles, SMGs, Pistols, Tech Training, Fitness, First Aid, Charm, and Intimidate. You have 3 talent points to spend on those talents. Your Class powers are: Disruptor Ammo Cryo Ammo (Unlocked at Character level 3) Incinerate (Unlocked at Character level 6) Tactical Cloak Proximity Mine (Unlocked at Character level 3) Sabotage (Unlocked at Character level 6) Operational Mastery Armor Piercing Ammo (Unlocked at Character level 3) Marksman (Unlocked at Character level 6) Disruptor Ammo, Tactical Cloak, and Operational Mastery all start at Rank 1. When the other powers unlock they start at Rank 0.

Sentinel
Sentinels are unique, bringing both tech and biotic abilities to the battlefield. In addition to complete weapons training, Sentinels are equipped with an advanced shield that makes taking cover much less necessary and rushing their enemies much more productive. This armor system can also be detonated to blast nearby enemies. If youre going to play a sentinel, your highest 2 stats should be Intelligence, and Wisdom. Both are equally important for you, so having them balanced would be a good idea. Your starting Health is 60 plus your Constitution stat value. Each time you level up, you gain 1d6 plus your Constitution modifier health. You start the game with a level 1 M-4 Shurkien, a level 1 M-3 Predator, a set of level 1 light Onyx armor, and 500 credits. Your class talents are: Basic Armor, SMGs, Pistols, Biotic Training, Tech Training, Fitness, First Aid, Charm, and Intimidate. You have 3 talent points to spend on those talents. Your Class powers are: Throw Warp (Unlocked at Character level 3) Reave (Unlocked at Character level 6) Tech Armor Overload (Unlocked at Character level 3) Cryo Blast (Unlocked at Character level 6) Offensive Mastery Disruptor Ammo (Unlocked at Character level 3) Warp Ammo (Unlocked at Character level 6) Throw, Tech Armor, and Offensive Mastery all start at Rank 1. When the other powers unlock they start at Rank 0.

SOLDIER
Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire. Soldiers have the most thorough weapons training and can use all special ammo types. High-level operatives are outfitted with ocular synaptic processors that allow them to focus on targets with lethal accuracy. If youre going to play a soldier, your highest stat should be Strength, followed by Dexterity. Your starting Health is 60 plus your Constitution stat value. Each time you level up, you gain 1d10 plus your Constitution modifier health. You start the game with a level 1 M-8 Avenger, a level 1 M-23 Katana, a level 1 M-92 Mantis, a level 1 M-3 Predator, a set of level 1 medium Onyx armor, and 500 credits. Your class talents are: Combat Armor, Assault Rifles, Shotguns, Sniper Rifles, Pistols, Assault Training, Fitness, First Aid, Charm, and Intimidate. You have 3 talent points to spend on those talents. Your Class powers are: Adrenaline Rush Concussive Shot (Unlocked at Character level 3) Carnage (Unlocked at Character level 6) Incendiary Ammo Cryo Ammo (Unlocked at Character level 3) Shredder Ammo (Unlocked at Character level 6) Combat Mastery Marksman (Unlocked at Character level 3) Fortification (Unlocked at Character level 6) Adrenaline Rush, Incendiary Ammo, and Combat Mastery all start at Rank 1. When the other powers unlock they start at Rank 0.

VANGUARD
Vanguards are feared for their high-risk, high-reward combat style, closing quickly on enemies and destroying them at short range with weapons and biotic abilities. They are outfitted with L5n implants, enabling them to perform a biotic charge that strikes the opponent with incredible force while bringing the Vanguard in for closerange combat. If youre going to play a vanguard, your highest stat should be Strength, followed by Constitution. Your starting Health is 60 plus your Constitution stat value. Each time you level up, you gain 1d8 plus your Constitution modifier health. You start the game with a level 1 M-23 Katana, a level 1 M-4 Shuriken, a level 1 M-3 Predator, a set of level 1 light Onyx armor, and 500 credits. Your class talents are: Tactical Armor, Shotguns, SMGs, Pistols, Biotic Training, Assault Training, Fitness, First Aid, Charm, and Intimidate. You have 3 talent points to spend on those talents. Your Class powers are: Incendiary Ammo Cryo Ammo (Unlocked at Character level 3) Pull (Unlocked at Character level 6) Biotic Charge Shockwave (Unlocked at Character level 3) Nova (Unlocked at Character level 6) Assault Mastery Warp Ammo (Unlocked at Character level 3) Dominate (Unlocked at Character level 6) Incendiary Ammo, Pull, and Assault Mastery all start at Rank 1. When the other powers unlock they start at Rank 0.

XP AND LEVEL TABLE


Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 XP 0 100 300 600 1000 1500 2100 2800 3600 4500 5500 6600 7800 9100 10500 12100 13900 15900 18100 20500 23100 25900 28900 32100 35500 39100 42900 46900 51100 55500 Bonuses 1 feat 2 talent points, 2 power points 2 talent points, 2 power points +1 to one stat, 2 talent points, 2 power points 1 feat, 2 talent points, 2 power points 2 talent points, 2 power points 2 talent points, 2 power points +1 to one stat, 2 talent points, 2 power points 2 talent points, 2 power points 1 feat, 2 talent points, 2 power points 2 talent points, 2 power points +1 to one stat, 2 talent points, 2 power points 2 talent points, 2 power points 2 talent points, 2 power points 1 feat, 2 talent points, 2 power points +1 to one stat, 2 talent points, 2 power points 2 talent points, 2 power points 2 talent points, 2 power points 2 talent points, 2 power points 1 feat, +1 to one stat, 2 talent points, 2 power points 1 talent point, 2 power points 1 talent point, 2 power points 1 talent point, 2 power points +1 to one stat, 1 talent point, 2 power points 1 feat, 1 talent point, 2 power points 1 talent point, 2 power points 1 talent point, 2 power points +1 to one stat, 1 talent point, 2 power points 1 talent point, 2 power points 1 feat, 1 talent point, 2 power points Level 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 XP 60200 65200 70500 76100 82000 88300 95000 102100 109600 117600 126100 135100 144700 155000 166100 178100 191100 205300 220900 238100 257100 278100 302100 330100 364100 406100 462100 542100 662100 862100 Bonuses 1 talent point, 4 power points +1 to one stat, 1 talent point, 4 power points 1 talent point, 4 power points 1 talent point, 4 power points 1 feat, 1 talent point, 4 power points +1 to one stat, 1 talent point, 4 power points 1 talent point, 4 power points 1 talent point, 4 power points 1 talent point, 4 power points 1 feat, +1 to one stat, 1 talent point, 4 power points 1 talent point, 4 power points 1 talent point, 4 power points 1 talent point, 4 power points +1 to one stat, 1 talent point, 4 power points 1 feat, 1 talent point, 4 power points 1 talent point, 4 power points 1 talent point, 4 power points +1 to one stat, 1 talent point, 4 power points 1 talent point, 4 power points 1 feat, 1 talent point, 4 power points 1 talent point, 4 power points +1 to one stat, 1 talent point, 4 power points 1 talent point, 4 power points 1 talent point, 4 power points 1 feat, 1 talent point, 4 power points +1 to one stat, 1 talent point, 4 power points 1 talent point, 4 power points 1 talent point, 4 power points 1 talent point, 4 power points 1 feat, +1 to one stat, 1 talent point, 4 power points

This Table is to show how much XP is required to gain levels, and the rewards that players get from gaining those levels.

POWERS

Listed in this section are all the powers present in this game along with their different ranks. When purchasing ranks 4-6 you are only allowed to pick one of the two effects. So you can only take one effect from rank 4, 5, and 6. You cannot take both effects from each one. It costs 1 point to buy rank 1, 2 points to buy rank 2, 3 points for rank 3, 4 points for rank 4, 5 points for rank 5, and 6 points for rank 6.

Passive Class Powers

Soldier: Combat Mastery Rank 1


Effect: Deal an additional 5% weapon damage, and gain a 20lb weight capacity bonus Rank 2: Increase damage by 5% Rank 3: Increase weight capacity bonus by 30lbs Rank 4: Either increase weapon damage by 5% and increase power damage by 10%, OR increase power duration by 25% Rank 5: Either increase weapon damage by 20% for the whole squad, OR increase your headshot damage by 20% Rank 6: Either increase weight capacity bonus by 50lbs, OR increase weapon damage by 10% and increase Ammo power damage by 40%

Vanguard: Assault Mastery Rank 1


Effect: Deal an additional 2% weapon damage, 5% power damage bonus, and 25lb weight capacity bonus Rank 2: Increase weight capacity bonus by 10lbs Rank 3: Increase power damage by 5%, and increase weapon damage by 3% Rank 4: Either increase power damage by 10% and weapon damage by 5%, OR increase Biotic Charge damage by 30% Rank 5: Either increase power damage by 15% and weapon damage by 10% for the whole squad, OR increase weight capacity bonus by 35lbs Rank 6: Either increase shotgun damage 15%, OR increase power damage by 15% and power duration by 25%

Infiltrator: Operational Mastery Rank 1


Effect: Deal an additional 2% weapon damage, gain a 25% accuracy bonus, and 15lb weight capacity bonus. Rank 2: Increase weight capacity by 20lbs Rank 3: Increase weapon damage by 3% and accuracy by 10% Rank 4: Either increase weapon damage by 5% and power damage by 10%, OR increase power duration by 25% Rank 5: Either increase power damage by 15% and weapon damage by 10% for the whole squad, OR increase weight capacity bonus by 35lbs Rank 6: Either increase power damage and duration by 25%, OR increase sniper rifle and headshot damage by 15%

Adept: Biotic Mastery Rank 1


Effect: Increase power damage by 10%, gain a 10lb weight capacity bonus Rank 2: Increase weight capacity bonus by 10lbs Rank 3: Increase power damage bonus by 10% Rank 4: Either increase power damage bonus by 15%, OR increase power duration by 25% Rank 5: Either increase power damage by 30% for the whole squad, OR increase power damage bonus by 10% and weight capacity bonus by 20lbs Rank 6: Decrease cooldown speed by 40% after a combo detonation, OR increase power damage and duration by 25%

Engineer: Tech Mastery Rank 1


Effect: Increase power damage by 10%, gain a 10lb weight capacity bonus Rank 2: Increase weight capacity bonus by 20lbs Rank 3: Increase power damage bonus by 20% Rank 4: Either increase power damage bonus by 15%, OR increase power duration by 25% Rank 5: Either increase power damage by 30% for the whole squad, OR increase power damage bonus by 10% and weight capacity bonus by 20lbs Rank 6: Either increase the shields of Combat Drone and Sentry Turret by 100% and the damage of Combat Drone and Sentry Turret by 50%, OR increase power damage and duration by 25%

Sentinel: Offensive Mastery Rank 1


Effect: Deal an additional 2% weapon damage, 5% power damage bonus, and 15lb weight capacity bonus Rank 2: Increase weight capacity bonus by 20lbs Rank 3: Increase weapon damage by 3% and accuracy by 5% Rank 4: Either increase power damage bonus by 15%, OR increase power duration by 25% Rank 5: Either increase the damage of squadmate powers by 15% and increase squadmate weapon damage by 10%, OR increase weight capacity bonus by 35lbs Rank 6: Either increase power damage and duration by 25%, OR use 2 powers in a row by giving the first a 15% chance to not trigger a cooldown

ACTIVE CLASS POWERS

Soldier - Adrenaline Rush Rank 1


Duration: until the beginning of the users next turn Effect: deal an additional 50% damage and reduce all damage you take by 20% Cooldown: Until 10 of the users turns have passed Rank 2: Cooldown becomes 8 turns Rank 3: Duration increases by another combat round Rank 4: Either decrease damage taken by 25%, OR increase the damage by 20% Rank 5: Either increase duration by another combat round, OR increase melee damage by 50% Rank 6: Either gain 50% of your maximum shield strength, OR use one power while this one is active.

Vanguard - Biotic Charge Rank 1


Duration: 1 attack Effect: Charge 40ft and hit every legal target in a 5ft radius for 10d10+str mod and wis mod. Your shields are restored to 50% of their maximum strength after the users turn ends. Cooldown: Until 10 of the users turns have passed Rank 2: Cooldown becomes 8 turns Rank 3: Damage is increased to 15d10+str mod and wis mod Rank 4: Either increase damage to 20d10+str mod and wis mod, OR increase the radius to 10ft Rank 5: Either increase weapon damage by 20% after a successful charge (this lasts until the end of the users 4th turn), OR increase power damage by 30% after a successful charge (this lasts until the end of the users 13th turn) Rank 6: Either gain a 25% chance that a cooldown will not be triggered (rolling a 1, 2, or 3 on a separate d12 roll ignores cooldown), OR increase restored shields to 100%

Infiltrator - Tactical Cloak Rank 1


Duration: until the end of the users 4th turn, or until the user uses another power or declares an attack Effect: Turn invisible, granting 50% weapon damage bonus while cloaked (roll for damage, add any modifiers, then add half of the sum before dealing damage to target.). You become an illegal target while cloaked. Cooldown: Until 10 of the users turns have passed Rank 2: Cooldown become 8 turns Rank 3: Duration becomes 6 turns Rank 4: Either increase duration to 8 turns OR increase damage bonus by 40% Rank 5: Either decrease cooldown to 6 turns, OR increase melee damage by 50% Rank 6: Either gain the ability to activate one power and still remain cloaked, OR increase sniper rifle damage by 40%

Engineer - Combat Drone Rank 1


Duration: Until 20 of the users turns have passed or a new drone is launched by the user Effect: The drone will float around the battlefield moving at 15ft per turn, has 100 shields, and deals 3d6 shock damage to a single legal target within a 5ft radius. 50% chance to stun a synthetic target. 10 or higher on a separate d20 roll. Cooldown: Until 10 of the users turns have passed Rank 2: Cooldown becomes 8 turns Rank 3: Increase damage to 3d8 and shields to 150 Rank 4: Either increase damage to 4d8 and shields to 200, OR the drone explodes and deals 5d10 damage to all targets in a 10ft radius Rank 5: Either add a second attack that the drone will execute after the main attack (10 ft, 3d6 shock damage, stuns synthetic enemies), OR increase drone attack by 1 damage die and shields by 50. Rank 6: Either change drone ammunition to rockets that deal 4d12 damage, OR the main attack will chain between 2 more adjacent targets an deal 3d6 damage to those additional targets.

Sentinel - Tech Armor Rank 1


Duration: Lasts until destroyed Effect: Reduce all damage you take by 25%. All powers you activate while Tech Armor is active have a cooldown increase of 80%. When your shields reach 0 your armor sends out a pulse wave dealing 4d12 damage to all targets in a 10ft radius Cooldown: Until 12 of the users turns have passed Rank 2: Cooldown becomes 10 turns Rank 3: Pulse wave damage becomes 5d12 Rank 4: Either increase pulse wave damage to 6d12, OR increase damage reduction by 5% Rank 5: Either Increase power damage by a d8, OR increase melee damage by 30% Rank 6: Either reduce the power cooldown penalty to 50%, OR increase damage reduction by 10%

Adept - Singularity Rank 1


Duration: Until 5 of the users turns have passed Effect: Creates an orb of biotic energy that suspends up to 5 targets in the air within a 5ft radius. Targets contained in Singularity cannot make a saving throw after they are suspended, and they cannot perform any action on their turns. Cooldown: Until 5 of the users turns have passed Rank 2: Cooldown becomes 4 turns Rank 3: Duration becomes 6 turns Rank 4: Either increase duration to 7 turns, OR increase radius to 10ft Rank 5: Either inflict 10 damage to each target lifted by singularity at the start of that targets turn, OR decrease the cooldown to 3 turns Rank 6: Expand the initial affected zone radius by 5ft when the power activates (the radius is reduced to the original radius at the end of the turn you use this, but any targets affected in the extended radius remain affected), OR Singularity will detonate and deal 6d10 damage across a 15ft radius.

COMBAT POWERS

Concussive Shot Rank 1


Duration: 1 attack Effect: Deal 5d10 to 1 target within 30ft. If health was damaged, the target is knocked prone Cooldown: Until 5 of the users turns have passed Rank 2: Cooldown becomes 4 turns Rank 3: Increase damage to 6d10 Rank 4: Either increase damage to 6d12, OR increase range to 40ft Rank 5: Either double the damage done to frozen targets, OR reduce the cooldown to 3 turns Rank 6: Either give the shot the effects of your active ammo power, OR double the damage done to organics

Fortification Rank 1
Duration: Lasts until this power is deactivated Effect: Reduce all incoming damage by 20%, gain a 50% melee damage bonus until the end of the users second turn. Increase the cooldown of all powers you activate by 60% Cooldown: Until 7 of the users turns have passed Rank 2: Cooldown becomes 6 turns Rank 3: Increase melee damage to a d10 Rank 4: Either increase damage reduction to 20%, OR increase melee damage bonus by 20% Rank 5: Either decrease the delay before your shields recharge by 1 turn, OR increase power damage by 20% Rank 6: Either reduce the power recharge speed penalty to 30%, OR increase damage reduction by 10%

Marksman Rank 1
Duration: Until 3 of the users turns pass Effect: Increase rate-of-fire by 30% and increase accuracy by 30% Cooldown: Until 10 of the users turns have passed Rank 2: Cooldown becomes 8 turns Rank 3: Duration becomes 4 turns Rank 4: Either increase accuracy by 30%, OR increase rate-of-fire by 20% Rank 5: Either increase duration to 6 turns, OR increase headshot damage by 20% Rank 6: Either increase accuracy and rate-of-fire by 20%, OR cooldown becomes 6 turns

Carnage Rank 1
Duration: one attack Effect: Deal 7d10 to target within 10ft Cooldown: Until 10 of the users turns have passed Rank 2: Cooldown becomes 8 turns Rank 3: Increase damage to 9d10 Rank 4: Either increase range by 10ft, OR increase damage to 12d10 Rank 5: Either knock targets prone after damage, OR decrease cooldown to 6 turns Rank 6: Either increase damage to armor by 60%, OR increase damage to 15d10

Proximity Mine Rank 1


Duration: until the mine detonates or until a new mine is placed Effect: detonates when a target enters the 5ft radius around the mine and deals 10d20 damage to all targets within the 5ft radius Cooldown: until 10 of the users turns have passed Rank 2: Cooldown becomes 8 turns Rank 3: Increase damage to 12d20 Rank 4: Either increase damage to 15d20, OR increase radius to 10ft Rank 5: Either increase damage dealt by other sources to targets affected by an explosion by 20%, OR slow movement speed of targets affected by the explosion by 15ft Rank 6: Either increase damage by 3 dice, OR decrease cooldown to 6 turns

AMMO POWERS

Incendiary Ammo Rank 1


Duration: Until the end of the mission or until overridden by another ammo power Effect: Gain 10% bonus to weapon damage and 10% damage bonus to armor. 70% chance of setting target on fire. Burning targets take 5 damage at the start of their turns. This will last for 4 of a burning targets turns. Cooldown: Until 2 of the users turns have passed Rank 2: 20% chance of causing a burning target to panic. Panicked targets will not act on their turns. (roll of 1 or 2 on a d10) Rank 3: Weapon damage bonus is now 14%, armor damage bonus become 14% Rank 4: Either increase damage bonuses to 20%, OR activate Incendiary ammo on all squadmates currently active weapon at 50% effectiveness Rank 5: Either increase ammo capacity by 30%, OR increase headshot damage by 20% Rank 6: Either increase damage bonuses by an additional 10%, OR targets that you set on fire will explode in 1d10 turns and deal 5d12 turns across a 5ft radius.

Cryo Ammo Rank 1


Duration: Until the end of the mission or until overridden by another ammo power Effect: 20% chance that target is frozen in place until 3 of the users turns pass. Reduce movement speed of targets shot by cryo ammo by 5ft and reduce their shields and armor by 25% Cooldown: Until 2 of the users turns have passed Rank 2: Chance of freezing a target is now 50% Rank 3: Frozen targets stay frozen for 4 turns Rank 4: Either increase freeze duration to 6 turns, OR activate Cryo ammo on all squadmates currently active weapon at 50% effectiveness Rank 5: Either increase ammo capacity by 30%, OR increase headshot damage by 20% Rank 6: Either increase odds of freezing a target to 80% and decrease movement speed by 15ft, OR increase damage to frozen targets by 2d12.

Disruptor Ammo Rank 1


Duration: Until the end of the mission or until overridden by another ammo power Effect: Increase health damage by 5%, increase shield and barrier damage by 20%, and 20% chance to stun target (Stunned targets cannot make an action on their turn) Cooldown: Until 2 of the users turns have passed Rank 2: Improve chance of stun to 40% Rank 3: Increase health damage to 7% and shield and barrier damage to 28% Rank 4: Either increase health damage to 10% and shield and barrier damage to 40%, OR activate Disruptor ammo on all squadmates currently active weapon at 50% effectiveness Rank 5: Either increase ammo capacity by 30%, OR increase headshot damage by 20% Rank 6: Either increase health damage by 5% and shield and barrier damage by 20%, OR improve chance of stun to 70%

Armor Piercing Ammo Rank 1


Duration: Until the end of the mission or until overridden by another ammo power Effect: Deal an additional 10% damage to health and armor. 20% chance of bypassing armor. Cooldown: Until 2 of the users turns have passed Rank 2: Chance of armor bypass becomes 40% Rank 3: Increase damage to health and armor to 14% Rank 4: Either increase damage to health and armor by 6%, OR activate Armor Piercing ammo on all squadmates currently active weapon at 50% effectiveness Rank 5: Either increase ammo capacity by 30%, OR increase headshot damage by 20% Rank 6: Either increase damage to health and armor by 10%, OR increase chance of armor bypass by 30%

Shredder Ammo Rank 1


Duration: Until the end of the mission or until overridden by another ammo power Effect: Deal an additional 20% damage to the health of organic targets Cooldown: Until 2 of the users turns have passed Rank 2: Increase damage to 30% Rank 3: Increase damage to 40% Rank 4: Either increase damage to 60%, OR activate Shredder ammo on all squadmates currently active weapon at 50% effectiveness Rank 5: Either increase ammo capacity by 30%, OR increase headshot damage by 20% Rank 6: Either increase damage to 80%, OR gain a 10% chance that the target will instantly be killed by your attack

Warp Ammo Rank 1


Duration: Until the end of the mission or until overridden by another ammo power Effect: Deal an additional 15% damage against health, and armor. Deal an additional 30% damage against barriers. Deal an additional 50% damage against targets affected by Singularity. Cooldown: Until 2 of the users turns have passed Rank 2: Increase damage to targets affected by Singularity to 70% Rank 3: Increase health and armor damage to 20% and increase barrier damage to 40% Rank 4: Either increase health and armor damage by 8% and barrier damage by 20%, OR activate Warp ammo on all squadmates currently active weapon at 50% effectiveness Rank 5: Either increase ammo capacity by 30%, OR increase headshot damage by 20% Rank 6: Either increase health and armor damage by 12% and barrier damage by 20%, OR increase damage done to targets affected by Singularity by 50%

TECH POWERS

Cryo Blast Rank 1


Duration: until 3 of the users turns have passed Effect: Freeze target with depleted or no armor, shields, or barrier. Target with armor, shields, or barrier are slowed by 10ft Cooldown: Until 6 of the users turns have passed Rank 2: Cooldown becomes 4 turns Rank 3: Duration becomes 4 turns Rank 4: Either increase duration by 2, OR hit all targets in a 5ft radius Rank 5: Either decrease movement speed of affected targets by 15ft, OR increase damage to all affected targets by 10% Rank 6: Either decrease cooldown by 1 turn, OR increase damage to all affected targets by an additional 20%

Overload Rank 1
Duration: 1 attack Effect: Deal 6d12 damage to target. A target not protected by armor or a barrier is stunned and cannot make an action on their turn. Cooldown: Until 8 of the users turns have passed Rank 2: Cooldown becomes 6 turns Rank 3: Damage becomes 8d12 Rank 4: Either hit 1 target adjacent to the initial target for 5d10 damage, OR increase damage to 6d20 Rank 5: Either stun organic targets for an add ional round of combat, OR decrease cooldown to 5 turns Rank 6: Either hit another adjacent target for 6d10, increase initial damage by 2 dice, and increase the rank 4 additional target damage to 6d10 (if you took the additional target at rank 4), OR drain 75% of targets shields

Incinerate Rank 1
Duration: 1 attack Effect: Deal 5d12 damage to target within 10ft. A target not protected by shields or a barrier is set on fire and takes 1d12 damage at the start of that targets turn for 1d6 turns. Cooldown: Until 8 of the users turns have passed Rank 2: Cooldown becomes 6 turns Rank 3: Increase damage to 7d12 Rank 4: Either increase damage to 5d20, OR increase range to 25ft Rank 5: Either increase burning damage to 3d8 over 1d8 turns, OR decrease the cooldown to 5 turns Rank 6: Either increase damage done to armored targets by 100%, OR increase damage done to armored targets by 3d20.

Sabotage Rank 1
Duration: Until 12 of the users turns have passed Effect: Hack 1 synthetic target within 25ft. Hacked synthetics take 3d10 damage at the start of their turns. Cooldown: Until 8 of the users turns have passed Rank 2: Cooldown becomes 6 turns Rank 3: Increase range by 15ft Rank 4: Either increase duration to 12 ft, OR increase the damage hacked synthetics take to 5d10 Rank 5: Either cause hacked synthetics to explode when they die, causing 5d20 damage across a 5ft radius, OR decrease the cooldown to 5 turns Rank 6: Either increase all damage hacked synthetics do by 100% and increase movement by 15ft, OR increase all tech power damage hacked synthetics receive by 100%

Sentry Turret Rank 1


Duration: Until it is destroyed or another Turret is deployed Effect: Deploys a floating stationary turret with 300 shields. This turret will deal 2d6 damage to a target within 50ft Cooldown: Until 5 of the users turns pass Rank 2: Cooldown becomes 4 turns Rank 3: Damage becomes 4d6, shields become 350 Rank 4: Either increase damage by 2 dice and shields by 100, OR change the turrets attack to a shock attack with a 50% chance of stun Rank 5: Either upgrade turret ammo to freeze targets not protected by armor, shields, or barrier for 3 rounds of combat, OR upgrade turret ammo to have a 100% bonus against armor Rank 6: Either upgrade turret with secondary rockets that have 100ft range and deal 10d10 damage to a target, OR upgrade turret with a secondary flamethrower that has a 20ft range and deals 6d10 initial damage and 2d10 damage over 1d8 turns.

Energy Drain Rank 1


Duration: 1 attack Effect: Deal 10d12 damage to a target protected by shields, 5d12 damage to a target protected by armor or a barrier, and no damage to a targets health. Restore 50% of your shields. Target must be within 30ft Cooldown: Until 8 of the users turns have passed Rank 2: Cooldown becomes 6 turns Rank 3: Increase damage by 2 dice Rank 4: Either increase damage by 3 dice, OR increase range by 10ft Rank 5: Either increase shields restored to 100%, OR decrease cooldown to 5 turns Rank 6: Either increase damage by 5 dice, OR reduce damage you take by 15% until 8 of your turns pass

Decoy Rank 1
Duration: Until 15 of the users turns pass, or until the decoy is destroyed. Effect: Create a holographic decoy in a free zone in a 5ft radius. The decoy has 500 shields Cooldown: Until 8 of the users turns have passed Rank 2: Cooldown becomes 6 turns Rank 3: Increase duration to 20 turns Rank 4: Either increase duration to 25 turns, OR increase decoy shields to 700 Rank 5: Either cause the decoy to shock targets within a 5ft radius for 5d10 damage, OR the cooldown is reduced to 5 turns Rank 6: Either cause the decoy to explode when the shields are depleted and deal 10d10 damage across a 10ft radius, OR increase the duration by 5 turns, and the shield strength by 300

BIOTIC POWERS

Nova Rank 1
Duration: 1 attack Effect: Deal 10d12 damage to all targets across a 5ft radius. Reduce your barrier by 20% Cooldown: no cooldown Rank 2: Increase radius to 10ft Rank 3: Increase damage to 12d12 Rank 4: Either increase damage to 10d20, OR increase radius by 5ft Rank 5: Either decrease the cooldown speed of all other powers by 2 turns after you use Nova, OR use Nova a second time at 50% barrier usage and damage Rank 6: Either increase damage to targets protected by armor, barriers, or shields by 100%, OR Nova gains a 30% chance of not consuming the users barrier

Pull Rank 1
Duration: Until 4 of the users turns have passed Effect: Lift a target within 30ft off the ground and slowly drag them toward the location you activated Pull by 5ft at the start of that targets turns until Pull ends. Cooldown: Until 4 of the users turns have passed Rank 2: Cooldown becomes 3 turns Rank 3: Duration becomes 5 turns Rank 4: Either increase duration to 7 turns, OR increase range to 40ft Rank 5: Either inflict 1d10 damage to lifted targets at the start of that targets turn, OR increase all damage dealt to lifted targets by 30% Rank 6: Either lift 2 targets, OR decrease cooldown to 2 turns

Shockwave Rank 1
Duration: 1 attack Effect: Deal 10d10 to all targets in a 20ft straight line. Cooldown: Until 8 of the users turns pass Rank 2: Cooldown becomes 6 turns Rank 3: Damage becomes 10d12 Rank 4: Either increase damage to 12d12, OR add a 5ft radius to all zones you hit and deal damage in those zones Rank 5: Either increase damage of Biotic detonations by 50%, OR increase range by 10ft Rank 6: Either reduce cooldown to 4 turns, OR lift targets in the air for one combat round

Throw Rank 1
Duration: 1 attack Effect: Launch a target within 30ft 10ft and knock the target prone for 1d4 rounds of combat. Cooldown: Until 4 of the users turns have passed Rank 2: Cooldown becomes 3 turns Rank 3: Increase prone duration to 1d6 rounds Rank 4: Either increase prone duration to 1d8 rounds, OR affect all targets within a 5ft radius Rank 5: Either increase damage of Biotic explosions by 50%, OR instantly cooldown all biotic powers for all players Rank 6: Either launch 2 projectiles, OR decrease cooldown to 2 turns.

Warp Rank 1
Duration: Until 10 of the users turns have passed Effect: Hit 1 target within 30ft for 5d12 damage and prevent that target from restoring health. Cooldown: Until 8 of the users turns have passed Rank 2: Cooldown becomes 6 turns Rank 3: Increase damage to 7d12 Rank 4: Either increase damage by 3 dice, OR increase damage dealt by all combos by 50% Rank 5: Either increase damage by 5 dice and duration by 6 rounds, OR increase weapon and power damage dealt to affected targets by 20% for 10 rounds of combat Rank 6: Either increase damage to targets protected by armor and barriers by 50%, OR decrease cooldown to 5 turns

Stasis Rank 1
Duration: Until 6 of the users turns have passed Effect: Hold a target in place until Stasis duration ends. The target cannot act on their turns. Stasis breaks when the target takes 1000 damage. Cooldown: Until 8 of the users turns have passed Rank 2: Cooldown becomes 6 turns Rank 3: Duration becomes 7 turns Rank 4: Either increase duration by 3 turns, OR target takes an additional 500 damage before Stasis breaks Rank 5: Either Stasis gains a 30% chance of not triggering a cooldown, OR decrease cooldown by 1 turn Rank 6: Either create a Stasis Bubble that traps all targets within a 5ft radius, OR increase damage dealt to target by 50% and the amount of damage taken before Stasis breaks by 600

Barrier Rank 1
Duration: Lasts until this power is deactivated Effect: Reduce all incoming damage by 15%, Increase cooldown speed of all powers you activate while Barrier is active by 60%, when Barrier is deactivated deal 40 damage to all targets in a 5ft radius and lift them for 1d4 turns. Cooldown: Until 10 of the users turns have passed Rank 2: Cooldown becomes 8 turns, and Barrier deactivation damage becomes 60 Rank 3: Barrier deactivation damage becomes 100 and radius becomes 10ft Rank 4: Either increase damage by 50, OR increase damage reduction by 5% Rank 5: Either increase shield regeneration speed by 15% while Barrier is active, OR increase users power damage by 30% Rank 6: Either reduce cooldown penalty by 30%, OR increase damage reduction by 10%

Reave Rank 1
Duration: Until 4 of the users turns pass Effect: Drain the health of target by 50 at the start of that targets turns, weaken the targets barrier and/or armor by 50%, and reduce all incoming damage by 15% Cooldown: Until 8 of the users turns have passed Rank 2: Cooldown becomes 6 turns Rank 3: Duration becomes 5 turns Rank 4: Either increase duration by 2 turns, OR Reave affects all targets in a 5ft radius Rank 5: Either increase damage reduction by 10%, OR decrease cooldown by 1 turn Rank 6: Either weaken targets barrier and armor by an additional 25%, OR increase damage by 50, increase duration by 1 turn, and increase damage reduction by 15%

Slam Rank 1
Duration: 1 attack Effect: Lift the target and slam it on the ground for 20d20 Cooldown: Until 4 of the users turns have passed Rank 2: Cooldown becomes 3 turns Rank 3: Increase damage to 25d20 Rank 4: Either increase damage by 10 dice, OR create a slam field across a 5ft radius and affect all targets Rank 5: Either increase damage by 15 dice, OR increase the damage of Biotic detonations by 50% Rank 6: Either stun slammed targets on the targets turn, OR decrease cooldown by 1 turn.

Dominate Rank 1
Duration: Until 10 of the users turns pass Effect: Command a target to fight for you. Cooldown: Until 12 of the users turns have passed Rank 2: Cooldown becomes 9 turns Rank 3: Duration becomes 13 turns Rank 4: Either decrease cooldown by 2 turns, OR increase duration by 4 turns Rank 5: Either deal 30 damage to the target at the start of each of the targets turns, OR the target deals 40% more damage Rank 6: Either the target takes 30% more damage from all sources, OR the target deals 60% more weapon damage and takes 50% less damage

TALENTS

This section covers the talents present in this game. Talents have 10 levels and each level can be purchased with 1 talent point.

Assault Rifles: Soldiers receive this talent at the start of the game. It increases damage and accuracy with assault rifles. LV1: Deal an additional 1 damage with assault rifles and add 5 to accuracy checks LV2: Deal an additional 2 damage with assault rifles and add 7 to accuracy checks LV3: Deal an additional 3 damage with assault rifles and add 8 to accuracy checks LV4: Deal an additional 4 damage with assault rifles and add 9 to accuracy checks LV5: Deal an additional 5 damage with assault rifles and add 10 to accuracy checks LV6: Deal an additional 6 damage with assault rifles and add 11 to accuracy checks LV7: Deal an additional 7 damage with assault rifles and add 12 to accuracy checks LV8: Deal an additional 8 damage with assault rifles and add 13 to accuracy checks LV9: Deal an additional 9 damage with assault rifles and add 14 to accuracy checks LV10: Deal an additional 10 damage with assault rifles and add 15 to accuracy checks

Assault Training: Soldiers and Vanguards receive this talent at the start of the game. LV1: Deal an additional 1 weapon damage and 10% bonus melee damage LV2: Deal an additional 2 weapon damage and 12% bonus melee damage LV3: Deal an additional 3 weapon damage and 15% bonus melee damage LV4: Deal an additional 4 weapon damage and 17% bonus melee damage LV5: Deal an additional 5 weapon damage and 20% bonus melee damage LV6: Deal an additional 6 weapon damage and 22% bonus melee damage LV7: Deal an additional 7 weapon damage and 25% bonus melee damage LV8: Deal an additional 8 weapon damage and 27% bonus melee damage LV9: Deal an additional 9 weapon damage and 30% bonus melee damage LV10: Deal an additional 10 weapon damage and 35% bonus melee damage

Basic Armor: Adepts, Engineers, and Sentinels receive this talent at the start of the game. This talent allows you wear only light armor. LV1: +1 bonus to AC LV2: +2 bonus to AC LV3: +3 bonus to AC LV4: +4 bonus to AC LV5: +5 bonus to AC LV6: +6 bonus to AC LV7: +7 bonus to AC LV8: +8 bonus to AC LV9: +9 bonus to AC LV10: +10 bonus to AC

Biotic Training: Adepts, Sentinels, and Vanguards receive this talent at the start of the game. LV1: Deal an additional 1 damage with biotic attacks LV2: Deal an additional 2 damage with biotic attacks LV3: Deal an additional 3 damage with biotic attacks LV4: Deal an additional 4 damage with biotic attacks LV5: Deal an additional 5 damage with biotic attacks LV6: Deal an additional 6 damage with biotic attacks LV7: Deal an additional 7 damage with biotic attacks LV8: Deal an additional 8 damage with biotic attacks LV9: Deal an additional 9 damage with biotic attacks LV10: Deal an additional 10 damage with biotic attacks

Charm: All classes receive this talent at the start of the game. It adds a bonus to positive negotiations such as diplomacy, and has the potential to give a discount on purchases LV1: +1 bonus to charm checks LV2: +2 bonus to charm checks LV3: +3 bonus to charm checks LV4: +4 bonus to charm checks, 10% discount on all purchases LV5: +5 bonus to charm checks LV6: +6 bonus to charm checks LV7: +7 bonus to charm checks, 15% discount on all purchases LV8: +8 bonus to charm checks LV9: +9 bonus to charm checks LV10: +10 bonus to charm checks, 20% discount on all purchases

Combat Armor: Soldiers receive this talent at the start of the game. It allows them to wear medium armor, with the ability to eventually wear heavy armor. LV1: +2 bonus to AC LV2: +3 bonus to AC LV3: +4 bonus to AC LV4: +5 bonus to AC LV5: +6 bonus to AC, unlock heavy armor LV6: +8 bonus to AC LV7: +9 bonus to AC LV8: +10 bonus to AC LV9: +11 bonus to AC LV10: +12 bonus to AC

First Aid: All classes receive this talent at the start of the game. It affects how much health is restored with each use of Medi-gel. LV1: Restore an additional 10 health with Medi-gel LV2: Restore an additional 15 health with Medi-gel LV3: Restore an additional 20 health with Medi-gel LV4: Restore an additional 25 health with Medi-gel LV5: Restore an additional 30 health with Medi-gel LV6: Restore an additional 35 health with Medi-gel LV7: Restore an additional 40 health with Medi-gel LV8: Restore an additional 45 health with Medi-gel LV9: Restore an additional 45 health with Medi-gel LV10: Restore an additional 50 health with Medi-gel

Fitness: All classes receive this talent at the start of the game. It affects how much health is gained when you level up. This talent is NOT retroactive. (For example, if you buy LV1 when your character level is 5, you gain the health bonus for that level, and then if you LV2 when your character level is 10, you gain the new bonus instead of the old bonus. I know, its confusing) LV1: Bonus 1 health for each level gained LV2: Bonus 3 health for each level gained LV3: Bonus 5 health for each level gained LV4: Bonus 5 health for each level gained LV5: Bonus 10 health for each level gained LV6: Bonus 10 health for each level gained LV7: Bonus 10 health for each level gained LV8: Bonus 15 health for each level gained LV9: Bonus 15 health for each level gained LV10: Bonus 20 health for each level gained

Intimidate: All classes receive this talent at the start of the game. It adds a bonus to negative negotiations such as coercion, and has the potential to give a bonus on sales LV1: +1 bonus to intimidate checks LV2: +2 bonus to intimidate checks LV3: +3 bonus to intimidate checks LV4: +4 bonus to intimidate checks, 10% bonus to sales LV5: +5 bonus to intimidate checks LV6: +6 bonus to intimidate checks LV7: +7 bonus to intimidate checks, 15% bonus to sales LV8: +8 bonus to intimidate checks LV9: +9 bonus to intimidate checks LV10: +10 bonus to intimidate checks, 20% bonus to sales

Pistols: All classes receive this talent at the start of the game. It increases damage and accuracy with pistols. LV1: Deal an additional 1 damage with pistols and add 5 to accuracy checks LV2: Deal an additional 2 damage with pistols and add 7 to accuracy checks LV3: Deal an additional 3 damage with pistols and add 8 to accuracy checks LV4: Deal an additional 4 damage with pistols and add 9 to accuracy checks LV5: Deal an additional 5 damage with pistols and add 10 to accuracy checks LV6: Deal an additional 6 damage with pistols and add 11 to accuracy checks LV7: Deal an additional 7 damage with pistols and add 12 to accuracy checks LV8: Deal an additional 8 damage with pistols and add 13 to accuracy checks LV9: Deal an additional 9 damage with pistols and add 14 to accuracy checks LV10: Deal an additional 10 damage with pistols and add 15 to accuracy checks

Shotguns: Soldiers and Vanguards receive this talent at the start of the game. It increases damage and accuracy with pistols. LV1: Deal an additional 1 damage with shotguns and add 5 to accuracy checks LV2: Deal an additional 2 damage with shotguns and add 7 to accuracy checks LV3: Deal an additional 3 damage with shotguns and add 8 to accuracy checks LV4: Deal an additional 4 damage with shotguns and add 9 to accuracy checks LV5: Deal an additional 5 damage with shotguns and add 10 to accuracy checks LV6: Deal an additional 6 damage with shotguns and add 11 to accuracy checks LV7: Deal an additional 7 damage with shotguns and add 12 to accuracy checks LV8: Deal an additional 8 damage with shotguns and add 13 to accuracy checks LV9: Deal an additional 9 damage with shotguns and add 14 to accuracy checks LV10: Deal an additional 10 damage with shotguns and add 15 to accuracy checks SMGs: Adepts, Engineers, Infiltrators, Sentinels, and Vanguards receive this talent at the start of the game. It increases damage and accuracy with SMGs. LV1: Deal an additional 1 damage with SMGs and add 5 to accuracy checks LV2: Deal an additional 2 damage with SMGs and add 7 to accuracy checks LV3: Deal an additional 3 damage with SMGs and add 8 to accuracy checks LV4: Deal an additional 4 damage with SMGs and add 9 to accuracy checks LV5: Deal an additional 5 damage with SMGs and add 10 to accuracy checks LV6: Deal an additional 6 damage with SMGs and add 11 to accuracy checks LV7: Deal an additional 7 damage with SMGs and add 12 to accuracy checks LV8: Deal an additional 8 damage with SMGs and add 13 to accuracy checks LV9: Deal an additional 9 damage with SMGs and add 14 to accuracy checks LV10: Deal an additional 10 damage with SMGs and add 15 to accuracy checks

Sniper Rifles: Infiltrators and Soldiers receive this talent at the start of the game. It increases damage and accuracy with sniper rifles. LV1: Deal an additional 1 damage with sniper rifles and add 5 to accuracy checks LV2: Deal an additional 2 damage with sniper rifles and add 7 to accuracy checks LV3: Deal an additional 3 damage with sniper rifles and add 8 to accuracy checks LV4: Deal an additional 4 damage with sniper rifles and add 9 to accuracy checks LV5: Deal an additional 5 damage with sniper rifles and add 10 to accuracy checks LV6: Deal an additional 6 damage with sniper rifles and add 11 to accuracy checks LV7: Deal an additional 7 damage with sniper rifles and add 12 to accuracy checks LV8: Deal an additional 8 damage with sniper rifles and add 13 to accuracy checks LV9: Deal an additional 9 damage with sniper rifles and add 14 to accuracy checks LV10: Deal an additional 10 damage with sniper rifles and add 15 to accuracy checks

Tactical Armor: Infiltrators and Vanguards receive this armor at the start of the game. It allows them to wear light armor, with the ability to eventually wear medium armor. LV1: +1 bonus to AC LV2: +2 bonus to AC LV3: +3 bonus to AC LV4: +4 bonus to AC LV5: +5 bonus to AC, unlock medium armor LV6: +7 bonus to AC LV7: +8 bonus to AC LV8: +9 bonus to AC LV9: +10 bonus to AC LV10: +11 bonus to AC

Tech Training: Engineers, Infiltrators, and Sentinels receive this talent at the start of the game. LV1: Deal an additional 1 damage with tech attacks LV2: Deal an additional 2 damage with tech attacks LV3: Deal an additional 3 damage with tech attacks LV4: Deal an additional 4 damage with tech attacks LV5: Deal an additional 5 damage with tech attacks LV6: Deal an additional 6 damage with tech attacks LV7: Deal an additional 7 damage with tech attacks LV8: Deal an additional 8 damage with tech attacks LV9: Deal an additional 9 damage with tech attacks LV10: Deal an additional 10 damage with tech attacks

FEATS

This section covers the feats present in the game. Feats give your character great bonuses.

Blood Thirst: +2 damage against targets at half or lower health Defensive Expertise: +1 to all saving throws Defensive Mobility: +2 AC against attacks of opportunity Devastating Critical: Deal an additional 1d10 damage on a critical hit Epic Resurgence: If power is a critical hit, a cooldown is not triggered Eyes in the Back of your Head: You do not grant combat advantage when flanked Far Shot: Increase range of all guns by 10ft Fast Runner: +10ft movement speed when running Fleet-Footed: +5ft movement speed Grazing Shot: You deal 25% damage if your weapon attack misses Grounding Shot: +5 to attack roll and damage roll when shooting a prone target with a gun Hawk Eyes: Add 10 to your accuracy checks Improved Initiative: +4 bonus to initiative checks Low Crawl: You can move 5ft when you are knocked prone Overwhelming Critical: Knock a target prone after a critical hit Rapid Assault: +2 damage on your first attack in a combat encounter Speed Loader: Load or reload a weapon as a free action instead of a minor action Spring Step: Move 5ft after standing up from the prone position Steady Feet: Ignore penalty of difficult terrain Strike and Shove: Move target 5ft after a critical melee attack Talent Training: Add a talent that is not in your class talent list. You cannot take Combat Armor unless you have Tactical Armor and you cannot take Tactical Armor unless you have Basic Armor

Toughness: +5 health (Can be taken multiple times)

EQUIPMENT

This section covers all the equipment in the game: weapons, weapon mods, armor, and consumables along with the price of everything.

Armor
Armor can be found in the spreadsheet file Chart - Armor. Armor does not affect the Armor Class, AC, of a player. Instead, armor provides shields that absorb damage until they are depleted. Beneath the shielding is the actual armor. Armor is typically weaker than shields, but it acts the same way. Characters dont need to use shields. If a character wants the shields to be a biotic barrier instead they can purchase the armor with barriers instead of shields. Once they purchase the armor, they cannot change between shields and barriers unless they buy a new set of armor. Light Armor weighs 20lbs, medium armor weighs 40lbs, and heavy armor weighs 60lbs. Armor can be sold for 75% of the original price. PLAYERS CAN CHOOSE TO NOT WEAR ARMOR AND INSTEAD WEAR CLOTHING. CLOTHING PROVIDES NO ARMOR, SHIELDS, OR BARRIER.

Consumables
The only consumable present in this beta is Medi-Gel. All players can hold 4 uses of Medi-Gel. Each usage costs 40 credits. Each usage heals half of the users maximum health. Health restored cannot exceed the maximum health. Medi-Gel cannot be sold.

Weapons
Weapons can be found in the spreadsheet file Chart - Base Weapons. The weapons in that spreadsheet are level 1. The cost of all weapons, damage, and weight can be found in the spreadsheet file Chart - Weapons. Accuracy does not improve with weapon levels, only damage and weight. Weight listed is weight in lbs. Weapons can be sold for 75% of the original price.

Weapon Mods
Weapon mods can be found in the spreadsheet file Chart - Weapon Mods. Weapon mods are installed into guns to customize them to your play style. You can only have 2 mods installed at a time, but can change your mods either before a mission or at a weapon table while on a mission. When reducing or increasing by a percentage, round down to the nearest number if the decimal is between .01 and .49. Round up if its between .50 and .99. Weapon mods can be sold for 75% of the original price.

Weight capacity
Youre going to be carrying weapons and armor on your character while you play, and youre going to need to know how the weight you carry will affect power cooldown. When determining how much weight you are actually carrying, only calculate the weapons and armor equipped to you. Items that youre not using do not count. Medi-Gel has no weight. (Strength stat + level) x 5 = the amount of weight to maintain 100% power cooldown speed, or B For the next simple equation, A is the amount of weight you are carrying.

100 x A/B = a percentage value, or C For this next equation, D is the cooldown speed of power X C x D = the new cooldown speed of power X, rounded to the nearest whole number. For example: (17 + 1) x 5 = 90 Lets say Im carrying 74lbs 100 x 74/90 = 82.222222222222 rounded to 82% or .82 Lets say Im using a Rank 1 Dominate .82 x 12 = 9.84, rounded to 10 rounds Another example: (17 + 1) x 5 = 90 Lets say Im carrying 185lbs 100 x 185/90 = 205.555555555 rounded to 206% or 2.06 Lets say I use Rank 1 Dominate again 2.06 x 12 = 24.72, rounded to 25 rounds

COMBAT

This section covers the basics of combat and die rolls. Obviously theres going to be combat, this isnt some sci-fi dating sim Okay, so lets talk combat. You have your guns, armor, and powers. How are you supposed to do anything, right? Let me tell you.

First of all, lets cover combat rounds. A combat round is just a quick way of saying that every character involved in combat is taking a turn. Both the players and the NPCs. Combat rounds usually go by initiative, but some GMs prefer to go clockwise or let their players work something out. Initiative is determined by adding half your level to your dexterity modifier. When youre starting out it may seem low, but as your characters level rises their initiative will also rise. So now you have your round order, and you need the turn flow. Turn flow is very simple: 1. Movement. Players can move up to their maximum movement speed each turn, or sacrifice their main action to run double their maximum movement speed. Running can be useful when trying to catch up to a quick target. 2. Any number of free actions. Free actions, such as speaking a few sentences to team members, taking cover after moving, dropping something, or making a saving throw, take little time to do. BE WARNED! Your GM can restrict how many free actions you are allowed each turn, so make sure you know their rules. 3. Two minor actions. Minor actions, such as reloading a weapon, changing what weapon youre holding, lining up a shot (which gives you a +10 bonus to accuracy checks), opening a locker, or using Medi-Gel, are a bit more time consuming. 4. One major action. Major actions are essentially the closer to a characters turn. These actions are weapon or power attacks. You only get one per turn, so itd be wise to make it count. With all powers theres a cooldown period. During this cooldown period you cannot use another power. So say I used a Rank 1 Dominate, for 12 rounds, or until the end of my 12th turn, I couldnt use another power. This is to prevent power abuse and one-man armies. All guns have a capacity, a reserve, a maximum shots per turn, and an accuracy DC. The capacity is the number of shots in a clip. The reserve is the number of shots held in reserve. Your maximum shots per turn tells you how many shots you CAN fire per turn. You can choose to fire less than your maximum. When you pick up a clip you receive your capacity clip size. The value in the accuracy column is the DC you must roll to hit your target. If your target is directly adjacent to you your gun hits instantly. For every 5 feet past your effective range that you shoot your gun your accuracy DC goes up by 5. When you make your accuracy check, you roll a D%, add half your level (rounding down), your dexterity modifier, and any bonuses from talents, feats, and weapon mods. If you rolled the accuracy DC check or higher, your attack hit the target. When rolling for gun damage, you roll the hit die, and then multiply by the number of shots youre firing. For example, lets say Im a level 4 soldier using a level 1 M-8 Avenger. I shoot at a Varren thats 30ft away from me. Well assume I broke their AC and calculate whether I hit them. Ill roll a d% and get a 90. Adding half my level makes 92, adding my dexterity

modifier makes 94. And Ill fire 3 shots. I rolled a 3 on a D6 so I did 9 damage. Normally you add your dexterity modifier to your weapon attacks, but Ill get into that later. Breaking a targets AC is key in combat, every attack needs to break AC. Your AC is determined by rolling a D20 and adding either you dexterity modifier OR your constitution modifier. Your AC is not a static value like other games. When rolling to break a targets AC you roll a D20 and add your strength modifier for a melee attack, your dexterity modifier for a weapon attack, your intelligence modifier for a tech power attack, or your wisdom modifier for a biotic power attack. When rolling for damage, you add your modifiers for the corresponding damage type. Dexterity for weapon, strength for melee, wisdom for biotic, and intelligence for tech. Weapon damage bonus is applied after multiplying for number of shots fired. During combat your shields, barrier, or armor may reach zero. Dont fret! Your shields and barrier will restore themselves! Your armor on the other hand wont restore itself during a mission. Your shields and barriers recharge at a rate of 20% during each of your turns after not taking damage during a combat round. BE AWARE! Taking any damage during the recharge process will halt restoration. So for example, if during combat round 1 I took damage, and during combat round 2 I ran to cover and avoided damage, at the start of my turn on the 3rd combat round I would restore 20% of my maximum shields. This will continue on the start of all of my turns until either my shields or barriers are restored to their maximum strength, OR I take damage again. Another thing you should be aware of are Saving Throws. Saving throws allow you to try to break free from a grapple or husk grab, dodge a machine gun or an ambush, or shake off the effects of biotic powers before they are supposed to run out. To calculate a saving throw you roll a D20 and add the corresponding modifier. With fortitude, which would be a physical challenge, you add your strength modifier. Reflex is anything that requires quick movement, and as such requires your dexterity modifier. Will saving throws allow your to escape from anything trying to affect your mind such as Dominate. The wisdom modifier is added to will throws. Along with modifiers, classes grant bonuses too. Adepts get a +2 bonus to Will Engineers get a +2 bonus to Reflex Infiltrators get a +1 bonus to Fortitude and a +1 bonus to Reflex Sentinels get a +1 bonus to Reflex and a +1 bonus to Will Soldiers get a +2 bonus to Fortitude Vanguards get a +1 bonus to Fortitude and a +1 bonus to Will

NPC GENERATION

This section is more for GMs than players, but Im putting it in the guidebook to save on space. It lets you know how to generate enemies for combat situations.

NPC enemies are generated by the GM, the 6 core stats are determined randomly. Listed here are the formula for health generation, and the attacks or weapon groups they can use. Listed Powers can be any rank the GM wishes, but once the rank is set it cannot be changed.

Unaligned Enemies

Varren - speed 35ft, size small HP=(15+level) x 5 Attacks: Bite 2d10

Klixen - speed 25ft, size medium HP=(17+level) x 5 Attacks: Fire Breath 2d12, range 15ft, 35 shots max per turn; Post mortem explosion 4d12, 5ft radius

Thresher Maw - speed 30ft, size colossal HP=30, Armor=(50+level) x 5 Attacks: Acid Spit 4d10, range 70ft

Freelancer - speed 30ft, size medium HP=(11+level) x 5 Attacks: M-8 Avenger; M-3 Predator; M-9 Tempest Equipment: Any light or medium armor

Rachni Worker - speed 25 ft, size tiny HP=(5+level) x 5 Attacks: bite d4, range 40ft

Rachni Soldier - speed 35ft, size medium HP=(14+level) x 5 Attacks: Acid Spit d10, range 70ft

Rachni Brood Soldier - speed 30ft, size large HP=(17+level) x 5, Barrier=(10+level) x 5 Attacks: Acid Spit d12, range 70ft Powers: Warp, Barrier, Stasis

Rachni Queen - speed 20ft, size large HP=(20+level) x 5, Barrier=(15+level) x 5 Attacks: Acid Spit 2d12, range 70ft Powers: Warp, Barrier, Stasis, Dominate

Thorian Creeper - speed 30ft, size medium HP=(14+level) x 5 Attacks: Vomit d10; melee d8 30% chance of stun

LOKI Mech, speed 20ft, size medium HP=(12+level) x 5, Shields=(level) x 10 Attacks: M-3 Predator, M-4 Shuriken; Post mortem explosion 4d12, 5ft radius

FENRIS Mech - speed 35ft, size small HP=(15+level) x 5 Attacks: Taser 1d8 and 40% chance stun; Post mortem explosion 4d12, 5ft radius

YMIR Mech - speed 20ft, size large HP=(20+level) x 5, Armor=(18+level) x 5, Shields=(22+level) x 5 Attacks: Machine gun d12, 150 clip size, range 50ft, 70 shots per turn max; Rocket Launcher 5d10, 1 clip size, range 70ft; Post mortem explosion 6d12, 5ft radius

Assault Drone - speed 35ft, size small HP=1, Shields=(15+level) x 5 Attacks: Machine gun d6, 50 clip size, range 50ft, 20 shots per turn max

Rocket Drone - speed 35ft, size small HP=15, Shields=(16+level) x 5 Attacks: Rocket Launcher 5d10, 1 clip size, range 70ft

Blue Suns

Blue Suns Trooper - speed 30ft, size medium HP=(13+level) x 5 Attacks: M-8 Avenger, M-23 Katana Equipment: Any light or medium armor

Blue Suns Heavy - speed 30ft, size medium HP=(10+level) x 5 Attacks: Rocket Launcher 5d10, 1 clip size, range 70ft Powers: Tech Armor Equipment: Any light or medium armor

Blue Suns Pyro - speed 30ft, size medium HP=(11+level) x 5 Attacks: Flamethrower 2d12, range 15ft, 35 shots max per turn Equipment: Any medium or heavy armor

Blue Suns Legionnaire - speed 30ft, size medium HP=(15+level) x 5 Attacks: M-15 Vindicator Powers: Tech Armor, Disruptor Ammo Equipment: Any light or medium armor

Blue Suns Centurion - speed 30ft, size medium HP=(16+level) x 5 Attacks: M-15 Vindicator, M-27 Scimitar Powers: Tech Armor, Disruptor Ammo Equipment: Any medium or heavy armor

Blue Suns Commander - speed 30ft, size medium HP=(18+level) x 5 Attacks: M-76 Revenant, M-300 Claymore Powers: Tech Armor, Incendiary Ammo, Disruptor Ammo Equipment: Any heavy armor

Eclipse

Eclipse Trooper - speed 30ft, size medium HP=(13+level) x 5 Attacks: M-8 Avenger, M-4 Shuriken Equipment: Any light or medium armor

Eclipse Heavy - speed 30ft, size medium HP=(10+level) x 5 Attacks: Rocket Launcher 5d10, 1 clip size, range 70ft Equipment: Any light or medium armor

Eclipse Engineer - speed 30ft, size medium HP=(13+level) x 5 Attacks: M-6 Carnifex Equipment: Any light or medium armor Powers: Combat Drone, Tech Armor, Incinerate

Eclipse Vanguard - speed 30ft, size medium HP=(15+level) x 5 Attacks: M-27 Scimitar, M-15 Vindicator Equipment: Any light or medium armor Powers: Warp, Barrier, Tech Armor

Eclipse Commando - speed 30ft, size medium HP=(17+level) x 5 Attacks: M-15 Vindicator, M-76 Revenant, M-300 Claymore Equipment: Any heavy armor Powers: Warp, Barrier, Shockwave, Tech Armor

Eclipse Operative - speed 30ft, size medium HP=(16+level) x 5 Attacks: M-9 Tempest Equipment: Any medium armor Powers: Tech Armor, Combat Drone, Incinerate, Decoy, Cryo Blast

Sisterhood Initiate - speed 30ft, size medium HP=(13+level) x 5 Attacks: M-8 Avenger Equipment: Any light armor Powers: Barrier

Blood Pack

Blood Pack Trooper - speed 30ft, size medium HP=(10+level) x 5, Armor=(5+level) x 5 Attacks: M-3 Predator, M-8 Avenger, M-23 Katana, Blood Pack Punisher Powers: Bloodlust, Fortification

Blood Pack Warrior - speed 30ft, size medium HP=(14+level) x 5 Attacks: M-27 Scimitar, Blood Pack Punisher Equipment: Any medium armor Powers: Incendiary ammo, Carnage

Blood Pack Commander - speed 30ft, size medium HP=(19+level) x 5 Attacks: M-6 Carnifex, Graal Spike Thrower, Blood Pack Punisher Equipment: Any heavy armor Powers: Incendiary ammo, Carnage, Fortification, Shredder ammo

Blood Pack Boom-Squad - speed 30ft, size medium HP=(11+level) x 5, Armor=(5+level) x 5 Attacks: Rocket Launcher 5d10, 1 clip size, range 70ft Powers: Bloodlust

Blood Pack Pyro - speed 30ft, size medium

HP=(10+level) x 5, Armor=(6+level) x 5 Attacks: Flamethrower 2d12, range 15ft, 35 shots max per turn Powers: Bloodlust, Fortification

Cerberus

Assault Trooper - speed 30ft, size medium HP=(13+level) x 5 Attacks: M-25 Hornet Equipment: Any medium armor

Centurion - speed 30ft, size medium HP=(16+level) x 5 Attacks: Cerberus Harrier Equipment: Any heavy armor Powers: Smoke Grenade

Combat Engineer - speed 30ft, size medium HP=(12+level) x 5 Attacks: M-5 Phalanx Equipment: Any light armor

Powers: Turret Deployment

Cerberus Turret - speed 0ft, size medium HP=1, Armor=(17+level of engineer) x 5, Shields=(17+level of engineer) x 5 Attacks: Machine gun d10, 100 clip size, range 50ft, 60 shots per turn max

Atlas - speed 15ft, size large HP=1, Armor=(19+level of pilot) x 5, Shields=(20+level of pilot) x 5 Attacks: Machine gun d12, 150 clip size, range 50ft, 70 shots per turn max; Rocket Launcher 5d10, 1 clip size, range 70ft; Post mortem explosion 6d12, 5ft radius Powers: Smoke grenade

Guardian - speed 20ft, size medium HP=(15+level) x 5 Attacks: M-358 Talon Equipment: Any medium armor, impenetrable shield that can only be removed with a strong explosion, Pull, Singularity, Slam, Throw, or any Charge

Nemesis - speed 35ft, size medium HP=(10+level) x 5 Attacks: M-13 Raptor Equipment: Any light armor Powers: Marksman

Phantom - speed 40ft, size medium HP=(14+level) x 5 Attacks: Blade, 2d10; Phase Disruptor, 3d6, range 40ft, drains 10% barriers Equipment: Any light armor Powers: Barrier, Tactical Cloak

Geth

Trooper - speed 30ft, size medium HP=(13+level) x 5 Attacks: Geth Pulse Rifle, Geth Plasma SMG

Rocket Trooper - speed 30ft, size medium HP=(13+level) x 5, Shields=(12+level) x 5 Attacks: Rocket Launcher 5d10, 1 clip size, range 70ft

Hunter - speed 30ft, size medium HP=(12+level) x 5, Shields=(13+level) x 5 Attacks: Geth Plasma Shotgun, Javelin Powers: Tactical cloak

Pyro - speed 30ft, size medium HP=1, Armor=(11+level) x 5, Shields=(12+level) x 5 Attacks: Flamethrower 2d12, range 15ft, 35 shots max per turn

Prime - speed 20ft, size large HP=10, Armor=(17+level) x 5, Shields=(18+level) x 5 Attacks: Geth Pulse Rifle, Geth Plasma Shotgun Powers: Combat Drone, Sentry Turret

Colossus - speed 10ft, size huge HP=30, Armor=(22+level) x 5, Shields=(20+level) x 5 Attacks: Pulse Cannon, 6d12, 70ft range, 1 shot every 3 combat rounds; Machine gun d12, 150 clip size, range 50ft, 70 shots per turn max

Collector

Drone - speed 30ft, size medium HP=(14+level) x 5, Barrier=(7+level) x 5 Attacks: Collector Assault Rifle Powers: Barrier

Guardian - speed 30ft, size medium HP=(16+level) x 5, Barrier=(13+level) x 5 Attacks: Collector Assault Rifle Powers: Barrier, Warp ammo, Shield Shield creates an anti-weapon shield that spans a 5ft square and cannot be moved. The shield will absorb 60 damage before it vanishes.

Assassin - speed 30ft, size medium HP=(14+level) x 5, Barrier=(15+level) x 5 Attacks: Particle Beam Powers: Barrier

Harbinger - speed 25ft, size medium HP=10, Armor=(18+level) x 5, Barrier=(16+level) x 5 Powers: Barrier, Nova, Warp

Reaper

Husk - speed 35ft, size medium HP=(11+level) x 5 Attacks: Bash, d6, 40% chance of stun

Abomination - speed 25ft, size medium HP=(11+level) x 5, Armor=(3+level) x 5 Attacks: Self destruct, 5d10, 5ft radius

Scion - speed 10ft, size medium HP=5, Armor=(17+level) x 5 Powers: Shockwave

Praetorian - speed 20ft, size large HP=10, Armor=(16+level) x 5, Barrier=(16+level) x 5 Attacks: Twin Particle Beam, 2d6, fires for 3 rounds at a single target, cooldown of 2 rounds Powers: Barrier, Nova

Cannibal - speed 25ft, size medium HP=(16+level) x 5 Attacks: Automatic Arm cannon, d8, 20 shots max, range 40ft

Marauder - speed 30ft, size medium HP=(14+level) x 5, Shields=(10+level) x 5 Attacks: Phaeston

Ravager - speed 30ft, size medium HP=5, Armor=(17+level) x 5 Attacks: Twin Cannons, 2d8, range 70ft, 2 simultaneous shots per turn Powers: Swarmer Spawn (Spawns 1d4 Swarmers)

Swarmer - speed 40ft, size tiny HP=(3+level) x 5 Attacks: Suicidal Lunge, d8

Brute - speed 15ft, size large HP=15, Armor=(20+level) x 5 Attacks: Bash, 6d12, range 5ft; Krogan Charge

Banshee - speed 15ft teleportation, 5ft walking, size medium HP=1, Armor=(19+level) x 5, Barrier=(17+level) x 5 Powers: Warp, Nova, Barrier, Biotic Charge

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