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Special thanks to Bioware for making the fantastic Mass Effect games and the fully realized universe

they take place in. Also to John and Alex for being my consultants on layout, stats, etc.
Mass Effect is the property of Bioware and Electronic Arts.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group
at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the
quality, viability, or suitability for purpose of this product.

Use the information inside to make your own adventures in the Mass Effect universe. The Milky Way
galaxy is a big place and there is room for more stories than just that of Commander Shepards.

Contents
Introduction....3

Armor68

Timeline..4

Armor Upgrades68

Setting Rules...20

Weapon Modifications.69

Chapter One: Races.21

Synthetic Modifications..69

Citadel Races..21

Chapter Six: Ships......70

Non-Citadel Races..30

FTL Drives..70

Historical Race36

Military Ship Classifications.70

Chapter Two: Archetypes37

Space Combat71

Chapter Three: Powers.40

SSV Normandy..77

Biotics40

SR-2 Normandy (Cerberus)..78

Tech46

SR-2 Normandy (Alliance ).79

Chapter Four: Gear..53

Chapter Seven: Vehicles.....80

Food54

Chapter Eight: Enemies.86

Pets.54

Geth86

Chapter Five: Armory..56

Cerberus.93

Assault Rifles..56

Collectors..100

Sniper Rifles.58

Reaper Forces105

Submachine Guns..60

Mercenaries & Outlaws.111

Shotguns61

Rachni.124

Heavy Pistols63

Unaffiliated Forces..127

Heavy Weapons65

Creatures.131

Grenades66

Chapter Nine: Locations.138

Melee Weapons..67

Index...148

Introduction
In the year 2149, humanity discovered a cache of technology on Mars, built by a
technologically advanced but long-extinct race called the Protheans. Studying and adapting this
technology, humanity has managed to break free of the solar system and has established numerous
colonies and encountered various extraterrestrial species within the Milky Way galaxy. Utilizing alien
artifacts known as Mass Relays, the various space-faring races are able to travel instantly across vast
stretches of the galaxy. Humanity has formed the Human Systems Alliance, one of many independent
bodies that make up the collective of "Citadel space".
The Human Systems Alliance is a rising power in the galactic stage. The only war they have
participated in was the "First Contact War" in 2157. A human exploration expedition was activating
dormant mass relays. This was a practice considered unsafe by citadel races. The Turians attacked the
small fleet and proceeded to capture the closest human world, Shanxi. Facing starvation the human
garrison surrendered to the Turian Hierarchy. One month later, the Human Second Fleet responded by
annihilating the Turian fleet around Shanxi. In response the Turians prepared for full-scale war. The
citadel council saw that humanity would either be annihilated or annexed by the Turians and stepped
in. The humans were then given an embassy in the Citadel Council.
Citadel space is ruled by a body of government known as the Council, which is made up of
members of the three prominent alien races: the Asari, a race of mono-gendered aliens which
resembling blue-skinned human females with tentacle-like hair; the short-lived and amphibian
Salarians; and the raptor-like Turians. Other alien species include the reptilian Krogan, the methodical
and quadrupedal Elcor, and the enviro-suited wanders, the Quarians and the short, fiscally-minded
Volus. Dozens of other alien species exist throughout the known galaxy.

Timeline
All dates are in BCE (Before Common Era) and CE (Common Era).

Pre-Council Times (68,000 BCE - 500 BCE)


68,000 BCE - The Protheans achieve spaceflight and discover mass effect technology from the ruins of
the extinct inusannon. They go on to establish a galaxy-wide civilization linked by the mass relay
network with the Citadel as their capital. At some point, the
Protheans encounter a hostile race of machine intelligences
that endanger their existence. To combat this threat, the
Protheans aggressively assimilate many other spacefaring
organic races into their empire. The Prothean Empire is able
to fend off the machines in a conflict known as the
"Metacon War".
48,000 BCE: Fall of the Protheans - The Prothean Empire
collapses with the arrival of the Reapers through the Citadel.
Although the Protheans had learned of the Reapers'
existence from studying the ruins of previous civilizations
and had begun to prepare, they were nonetheless caught
off-guard. Over the next several centuries, the Protheans
fight the Reapers system by system, world by world, and city
by city. In the end, it is not enough. The Reapers methodically wipe out the remaining Protheans, as
well as other contemporary races, and depart the galaxy to await the next cycle.

13,000 BCE - The Turians of Palaven begin to develop civilization around this time.
1900 BCE - Global conflict on the Krogan home-world of Tuchanka results in a nuclear winter, reducing
the species to primitive clans.
580 BCE - After developing faster-than-light spacefaring capabilities based upon Prothean technology,
the Asari begin to explore the mass relay network, and eventually discover the huge Citadel space
station at a hub of many mass relays.
520 BCE - The Salarians discover the Citadel and open diplomatic relations with the Asari.

Council Era - Formation (500 BCE - 1 CE)


500 BCE: Founding of the Citadel Council - The Citadel Council is formed. The Asari and Salarians
together colonize the Citadel and establish it as a center of the galactic community, led by the Council.
This year is also known as 0 GS, the beginning of the Galactic Standard (GS) timeline.
As a gesture of openness with their new Asari allies, the Salarian Union opens the records of the
League of One. Under threat, the League responds by assassinating every member of the Union's inner
cabinet; Special Tasks Group operatives then hunt down and eliminate the League.
First contact is made with the Volus. Eventually, the Citadel Council commissions the Volus to draw up
the Unified Banking Act, which establishes a standard
galactic currency known as the credit and links all
galactic economies.
The Turian Unification War occurs. The increasingly
isolated and xenophobic colonies on the frontiers of
Turian space go to war with each other. After years of
fighting, the Turian Hierarchy sweeps in and pacifies
the remaining factions. Animosity between Turian
colonies continues for decades.
The Council grants the Volus the honor of being the
first non-Council species with an embassy at the
Citadel, rather than a Council seat. First contact is
made with the Batarians. They are granted an embassy
a century later. The Asari discover the Elcor home system and help the Elcor locate and activate their
nearest mass relay. "Within one Elcor lifetime" they establish a regular trade route to the Citadel and
are granted an embassy. First contact is made with the Hanar and the Quarians. Both races are later
granted embassies.

Council Era - War and Rebellion (1 CE - 900 CE)


1 CE: The Rachni Wars - The Rachni, a species of highly intelligent hive-minded insects, are discovered
when a Citadel expedition opens a dormant mass relay leading to their star systems. The Rachni prove

to be hostile and begin a war with the rest of the galaxy. Negotiation with the Rachni queens is
impossible because they cannot be contacted in their underground nests on the toxic Rachni worlds.
80 CE - The Rachni Wars continue. The Salarians make first contact with and uplift the primitive
Krogan, manipulating them into acting as soldiers
for the Citadel Council. The Krogan prove able to
survive the harsh environments of the Rachni worlds
and pursue the Rachni into their nests,
systematically eradicating queens and eggs.
300 CE - The Rachni are declared extinct. In
gratitude for their aid during the Rachni Wars, the
Council rewards the Krogan a new homeworld. Free
of the harsh environment of Tuchanka, the Krogan
population explodes.
300 - 700 CE - The Krogan begin to expand
exponentially, colonizing many new worlds. Growing concerns about their expansion lead to the
founding of the Special Tactics and Reconnaissance branch of the Citadel.
693 CE - Beelo Gurji, a Salarian operative, is appointed the first Spectre by the Citadel Council.
700 CE: The Krogan Rebellions - Krogan warlords leverage veterans of the Rachni Wars to annex
territory from other races in Citadel space. Eventually the Council demands withdrawal from the Asari
colony of Lusia, but the Krogan refuse. A preemptive strike is made on Krogan infrastructures by the
Spectres. The Krogan Rebellions begin.
The Citadel Council makes first contact with the Turians around this time and persuades them to aid in
the war. After the Krogan respond to the initial Turian offensive by devastating Turian colonies with
weapons of mass destruction, the Turians vow to stop the Krogan from ever becoming a threat again.
Sometime after the Turians join the galactic community, the Volus are accepted as a client race of the
Turian Hierarchy.
710 CE - Realizing that the Krogan will never give in as long as they can replenish their fighters, the
Turians unleash a Salarian-engineered bio-weapon known as the Genophage on the Krogan. The
Krogan population starts its decline.
800 CE - The Krogan Rebellions end, though scattered Krogan insurgent actions continue for decades.
The Turians fill the military and peacekeeping niche left by the decimated Krogan. The Citadel
Conventions are drawn up in the wake of the conflict.

Council Era - Expansion (900 CE - 2157 CE)


900 CE - The Turians are granted a seat on the Citadel Council in recognition for their service in the
Krogan Rebellions.

1400 CE - Extensive and unchecked industrial expansion on the Drell homeworld, Rakhana, begins
taking a significant toll on the planet's environment.
1600 CE - The first sightings of the Collectors are reported in the Terminus Systems. In Citadel space,
the claims are dismissed as unsubstantiated rumors and tall tales.
1755 CE - Samara's three daughters are diagnosed as Ardat-Yakshi. Rila and Falere accept exile, but
Morinth flees. Samara takes the oaths of the Asari Justicars and pursues her errant daughter for the
next 430 years.
1880 CE - Aria T'Loak arrives on Omega, a space station in the Terminus Systems regarded as the
region's nominal capital. Aria is hired by the station's warlord as an enforcer and quickly becomes one
of his most trusted lieutenants.
1895 CE: The Geth War - The Geth, machines created by the Quarians as a source of cheap labor,
become self-aware. Fearing a Geth uprising, the Quarians begin dismantling them. The Geth revolt
against their Quarian masters. In the resulting conflict--known to the Geth as the Morning War. The
Geth systematically drive the Quarians from their own worlds. The surviving Quarians are reduced to
living as spacefaring nomads aboard the Migrant
Fleet. Contrary to expectations, the Geth do not
venture outside the former Quarian systems into
wider Citadel space, instead isolating themselves from
the rest of the galaxy behind the Perseus Veil. As
punishment for creating the Geth, the Citadel Council
closes the Quarian embassy on the Citadel.
1921 CE - The Geth begin construction of a megastructure designed to house and simultaneously run
every Geth program in existence. Completion of the
mega-structure, which would allow the Geth to
maximize their collective processing capacity, is the
long-term goal of Geth civilization.
1961 CE April 12: Yuri Gagarin aboard the Vostok 1 becomes the first human to travel in space. Humanity
becomes a spacefaring race.
1969 CE - July 20: Apollo 11 lands on Luna. Neil Armstrong becomes the first human to walk on Luna,
and the first human to walk on an astronomical object other than Earth.
1980 CE - Aria T'Loak assumes control of Omega after defeating the space station's previous warlord in
single combat. She mockingly bestows the title "Patriarch" on the broken Krogan, and uses him as a
reminder to her enemies of her power.

2000 CE - The Drell make first contact with the Hanar around this time. With their homeworld Rakhana
severely depleted and no spaceflight capability, the Drell were poised for a massive population crash
by 2025 CE. Agreeing to help, the Hanar mount a large-scale rescue operation and evacuate
approximately 375,000 Drell to their own homeworld, Kahje, over the following decade. The remaining
11 billion Drell on Rakhana gradually perish, warring over the last reserves of food and water.
2069 CE - July 20: Armstrong Outpost at Shackleton Crater is formally founded as the first human
settlement on Luna, on the 100th anniversary of the first lunar landing.
2070 CE - Billionaire Victor Manswell, frustrated with the pace of official human space exploration,
begins funding his own private spaceflight expedition.
2075 CE - The Manswell Expedition successfully launches from Earth en route to the Alpha Centauri
system with 300 colonists aboard in cryogenic stasis. Communications with the vessel are lost soon
after.
2077 CE - Liara T'Soni is born.
2103 CE - The European Space Agency's Lowell City in Eos Chasma becomes the first permanent
human settlement on Mars.
2125 CE - The Yahg, an intelligent pre-spaceflight race, are discovered on the planet Parnack.
Ambassadors representing the Citadel Council arrive on the planet and attempt to open diplomatic
contact. After the ambassadors are killed by the predatory Yahg, the Council ceases all contact with
the Yahg and declares Parnack off-limits.
Not long after the Yahg are discovered, one yahg is captured for the Shadow Broker to study. With the
Broker's assistance, the Yahg rapidly ascends within the Broker's organization as "Operative Kechlu".
Eventually, the Broker becomes wary of "Operative Kechlu" and attempts to have him terminated, but
the order is sent too late. The Yahg assumes the mantle of the Shadow Broker and directs the
organization for the next sixty years.
2134 CE - Steven Hackett is born.
2137 CE -David Anderson is born. The Eldfell-Ashland Energy Corporation demonstrates helium-3 fuel
extraction from the atmosphere of Saturn.
2139 CE - Saren Arterius and Kahlee Sanders are born.
2143 CE - Construction of Gagarin Station (Jump Zero) begins beyond the orbit of Pluto.
2146 CE - Thane Krios is born.
2147 CE - Trace amounts of element zero are discovered on Mars.

2148 CE: Humanity Discovers Mass Effect Physics - Humanity discovers a small cache of highly
advanced Prothean technology hidden deep beneath the surface of Mars on the south polar region of
Promethei Planum. Building on the remnants of this long extinct race, humans quickly explore the
science of mass effect fields, leading to the
development of faster than light travel and
beginning detailed exploration of the Sol system.
2149 CE - Following information from the
translated data cache on Mars, humans discover
that Charon, Pluto's moon, is actually a massive
piece of dormant Prothean technology, a mass
relay, encased in ice. Once activated, Jon Grissom
leads the first team of explorers through the
relay, which instantaneously transports them to
another relay in Arcturus, 36 light-years away.
The explorers discover that the mass relays are
part of a vast network, making travel across the
galaxy possible.
The Systems Alliance charter is signed by the
eighteen largest nations on Earth. The Alliance soon becomes the military and exploratory spearhead
of humanity.
2150 CE - Miranda Lawson is born.
The Systems Alliance begins the first surveys for colonization prospects outside the Sol System. One of
these surveys discovers the planet Terra Nova.
2151 CE - To defend its expanding territory, humanity begins constructing a massive military fleet and
space station at Arcturus, the nexus of several key mass relays, even though they have yet to
encounter another intelligent spacefaring race.
An accident at Singapore International Spaceport exposes hundreds of humans to dust-form element
zero. Roughly 30% of the children born in Singapore after element zero exposure suffer from
cancerous growths. After his mother is exposed during the accident, Kaidan Alenko is born later that
year with biotic potential.
2152 CE - The Delta Pavonis Foundation, a major consortium based on Earth, begins settlement of
humanity's first extra-solar colony world, the planet Demeter. Later that year, additional colonies are
founded on Eden Prime and Terra Nova.
Thane Krios is submitted for training as an assassin under the hanar.
2154 CE - April 11: Shepard is born.
2155 CE - Saren Arterius is promoted to active service in the Turian military at the age of 16.

The Systems Alliance occupies completed portions of Arcturus Station, intended to become the
Alliance's headquarters. Jeff "Joker" Moreau is born.
2156 CE - Arcturus Station is formally inaugurated.
A small number of human children exposed to element zero exhibit minor telekinetic abilities.
Kai Leng is born.
2157 CE - Pluto's orbit becomes circularized as a result of mass relay operations.
Jacob Taylor is born.
David Anderson graduates from Officer Candidate School with the rank of Second Lieutenant.

Council Era - Advent of Humanity (2157 CE - 2183 CE)


2157 CE: The First Contact War - Humanity makes violent first contact with another spacefaring race:
the Turians. The Turians observe human explorers attempting to activate a dormant mass relay, a
practice forbidden by galactic law after the Rachni Wars, and attack. Over the next three months, a
brief but tense conflict known by humans as the First
Contact War and by Turians as the Relay 314 Incident
ensues.
Admiral Jon Grissom travels to Arcturus Station to
congratulate graduates of the Systems Alliance's N7
training program and meets David Anderson. Grissom
announces that an unknown alien force has attacked
an Alliance post at the colony of Shanxi.
The First Contact War culminates in the Turian siege
and occupation of Shanxi, the first human world to
fall to an alien race. Admiral Kastanie Drescher leads
the Second Fleet in battle against Shanxi's occupiers
one month later, catching the Turians by surprise and
evicting them from the planet.
The Turians prepare for a full-scale war against humanity, but this draws the attention of the Citadel
Council. The Council intervenes before hostilities escalate further, revealing the existence of the
greater galactic community to humanity and brokering a peace between them and the Turians.
While aiding the human resistance effort on Turian-occupied Shanxi, mercenary Jack Harper becomes
embroiled in a plot by Turian general Desolas Arterius to use an ancient alien artifact, the Arca
Monolith, to convert the Turian race into an army of invincible "Meta-Turians". Harper convinces
Desolas' brother Saren of the dangers of the Monolith, which is "devolving" the Turians into mindless
beings under the Monolith's control. To protect his people, Saren orders the destruction of the
building holding the Monolith, Temple Palaven, with Desolas and the meta-Turians inside. Later,

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having realized that humanity and the galaxy face dark times ahead, Harper founds the humansurvivalist organization Cerberus, publishes its manifesto, and assumes the identity of the Illusive Man.
An anonymous extranet manifesto is published following the end of the First Contact War. The
manifesto calls for an army, a "Cerberus", to be established to defend humanity against inevitable
alien attacks. Derided as "survivalist rhetoric written by an illusive man", the manifesto is quickly
forgotten by the media.
2158 CE - Humans learn the potential of Biotics. An international effort to track element zero
exposures begins. Roughly 10% of recorded exposed children show indications of biotic ability.
April 14: Ashley Williams is born.
2159 CE - Saren Arterius becomes the youngest Turian to be inducted into the Spectres.
The Systems Alliance purchases Gagarin Station for a fraction of its construction cost, and converts the
facility into a biotic research and training facility.
2160 CE - The Systems Alliance Parliament is formed.
With the existence of human Biotics firmly established, the Biotic Acclimation and Temperance
Training (BAaT) program is set up on Gagarin Station to train potential candidates and develop biotic
implants.
The biotic drug red sand is first used.
The Blue Suns mercenary group is founded by Zaeed Massani and Vido Santiago in the Skyllian Verge.
Kasumi Goto is born.
2161 CE - Amid concerns over gene therapy and genetic modifications being misused, the Systems
Alliance Parliament passes the Sudham-Wolcott Genetic Heritage Act. It imposes sharp restrictions on
controversial uses of genetic engineering, but provides government subsidies for beneficial
applications.
Tali'Zorah nar Rayya and Jack are born.
2162 CE -Construction of Arcturus Station is completed.
A survey team working for Batarian entrepreneur Edan Had'dah discovers a mysterious artifact
orbiting an unnamed planet near the Perseus Veil.
2163 CE - The Alliance secretly begins illegal AI research at a base on Sidon with Dr. Shu Qian as project
leader. Lt. Kahlee Sanders is assigned as a tech analyst.
The first experimental L1 biotic implants are used in humans.

11

A series of starship drive failures are orchestrated over populated areas on human colony worlds,
causing widespread exposures to element zero. This results in a second generation of humans born
with biotic potential.
The Leviathan of Dis, a genetically-engineered living starship believed to be nearly a billion years old, is
discovered by a Batarian survey team on the planet Jartar. The Leviathan disappears under dubious
circumstances after a Batarian dreadnought passes through the Dis system.
2164 CE - Ivor Johnstagg is sentenced to 21 years in prison for attempting to assassinate Venta Tox, the
volus ambassador to the Citadel. Although Johnstagg claims to be acting on behalf of the radical
human political party Eternal Earth, no connection is found and Johnstagg is diagnosed with paranoid
schizophrenia. Backlash from the assassination attempt jeopardizes the Systems Alliance's bid for an
embassy on the Citadel.
2165 CE - Humanity continues to expand, founding more colonies and establishing trade alliances with
many of the other species who recognize the authority of the Citadel Council. In 2165 CE, the Council
makes official recognition of humanity's growing power and influence in the galactic community.
Humanity is granted an embassy on the Citadel, the political and economic heart of the galaxy.
Tensions grow between humans and Batarians as they
compete for territory in the Skyllian Verge.
After an Alliance research station at Sidon is attacked, David
Anderson searches for those responsible alongside Kahlee
Sanders, and discovers an Alliance scientist, Dr. Shu Qian,
was conducting illegal AI research to unlock the secrets
behind a mysterious artifact discovered near the Perseus
Veil. Eventually, Anderson is assigned to work with Saren
Arterius to track down Dr. Qian and his Batarian supporter,
Edan Had'dah. However, Saren instead kills both Dr. Qian
and Had'dah, blames Anderson for the mission's failure, and
uses Dr. Qian's research to search for the artifact himself.
Terrorists steal antimatter from the Alliance cruiser SSV
Geneva. The sole figure arrested names his sponsor "Cerberus". This is the first such incident of
sabotage connected to the Cerberus organization.
After a disagreement between Vido Santiago and Zaeed Massani over hiring batarians into the Blue
Suns, Vido betrays Zaeed and leaves him for dead. All records of Zaeed's involvement in the Blue Suns
are erased.
Jack is abducted by Cerberus agents on Eden Prime. They fake her death and take her to the Teltin
Facility on Pragia as part of a project intended to improve biotic potential in humans.
2166 CE - Commander Vyrnnus, a Turian mercenary, is hired to oversee the training of human biotics
at BAaT.

12

2167 CE - L2 biotic implants are first developed and used in humans. Kaidan Alenko is among the first
to receive the new implants.
The magazine Fornax is launched.
2168 CE - Kaidan Alenko accidentally kills Commander Vyrnnus after being provoked. The diplomatic
fallout with the Turians results in BAaT being shut down a year later.
2170 CE - The human colony of Mindoir is attacked by Batarian slavers. Many colonists are killed or
captured.
Another human colony, Yandoa, suffers catastrophic dust-form element zero exposure to its
atmosphere when an Eldfell-Ashland Energy ship explodes in orbit. Many children suffer birth defects;
thirty-seven biotic children are born, including Gillian Grayson.
Biotic training for humans is outsourced to the military, selected R&D companies, and renamed
divisions of the defunct Conatix Industries.
L3 biotic implants are developed after L2 implants prove to be dangerous.
The first A-61 Mantis Gunships are produced.
2171 CE - In protest at the refusal of the Citadel Council to limit human expansion in the Skyllian Verge,
the Batarians close their embassy, withdraw into their home systems, and effectively become a rogue
state.
Cerberus assassinates Pope Clement XVI on Earth via rosary beads coated with toxic substances; his
death is attributed to age and heart failure. His successor, Pope Leo XIV, espouses beliefs more in-line
with Cerberus' ideals.
2172 CE - April 11: Shepard enlists in the Alliance military.
November 14: Kai Leng enlists in the Alliance military.
On Gagarin Station, "Eliza" becomes the first sapient AI created in the Systems Alliance.
2173 CE - A fly-by over the world of Armeni discovers odd surface protrusions. Upon closer inspection,
they are identified as elaborate crypts made by the Zeioph, an extinct spacefaring race. Various human
universities seek to perform excavation, but Council laws that hold burial sites as sacrosanct prevent
this. An ongoing debate over the issue ensues.
Terra Firma is involved in a Nashan Stellar Dynamics kickbacks scandal, forcing Inez Simmons, the
current party leader, to resign. Charles Saracino becomes the new party leader after his opponent,
Claude Menneau, is assassinated by Cerberus operatives while en route to Shanxi. Publicly, Menneau's
disappearance is never explained.
Kaidan Alenko enlists in the Alliance military.

13

2174 CE - Ashley Williams enlists in the Alliance military.


2175 CE - On a survey mission to 2175 Aeia, an important colonization prospect for the Systems
Alliance, the MSV Hugo Gernsback disappears and is presumed destroyed.
Cerberus covertly contacts Michael Moser Lang, a political dissident on Earth, and provides him with
funding to purchase weapons. Cerberus continues to monitor him after contact ends. One year later,
Lang assassinates United North American States president Enrique Aguilar and Chinese People's
Federation premier Ying Xiong. The resulting political shuffle benefits Cerberus' shell companies and
plans for the Systems Alliance Parliament.
2176 CE - Batarian-funded pirates and criminals launch a surprise attack, later known as the Skyllian
Blitz, on the human colony of Elysium. The assault is repulsed by the Alliance Navy and ground teams.
The Jon Grissom Academy is commissioned over Elysium, and becomes home to the Alliance's new
biotic training program, the Ascension Project.
The Anhur Rebellions, a civil war waged over the practice of slavery, begin on the human and Batarian
colony world of Anhur and spread throughout the Amun system. Abolitionism supporters hire the
Eclipse mercenary group to fight the Batarian pro-slavery Na'hesit faction.
James Vega enlists in the Alliance military.
Kai Leng is awarded the N7 designation by the Alliance's Interplanetary Combatives Academy, but later
that year he is dishonorably discharged and imprisoned for first-degree murder. Miners at the T-GES
Mineral Works facility on Mahavid uncover a Leviathan artifact. The miners are enthralled by the
Leviathans for the next ten years and are used to carry out numerous experiments.
2177 CE - During a recon mission to find a missing
colonial pioneer team on Akuze, a unit of fifty Alliance
marines is wiped out by thresher maws.
2178 CE - In retaliation for the Skyllian Blitz, the Alliance
launches a major offensive against the moon of Torfan
and destroys the criminal bases there, mostly populated
by Batarians. The threat against human colonies from
Batarian extremists is curtailed.
The Alliance tracks several pirate FTL exit vectors over a
period of six months using covert monitoring devices
planted on Theshaca's moons, leading the Alliance Navy
to eight major pirate anchorages. Since the "Theshaca
Raids", no ships from the Terminus Systems have
entered the Hong system.

14

The Anhur Rebellions end with the abolitionist forces in power, and the reconstruction of Anhur
commences.
2182 CE - Admiral Kahoku of the Systems Alliance begins investigating suspected Cerberus activities.
2183 CE - Humans and Turians collaborate on an engineering project co-sponsored by the Citadel
Council: an experimental frigate with a prototype stealth system, the SSV Normandy. David Anderson
is given command of the ship,
and Commander Shepard is
assigned as executive officer.
Jeff "Joker" Moreau is assigned
as the pilot of the SSV
Normandy.

Mass Effect (2183 CE - 2186


CE)
2183 CE: The Eden Prime War The human colony of Eden
Prime is attacked by the Geth,
initiating a wider conflict
between humans and Geth known as the Eden Prime War. After exposing the involvement of rogue
Spectre, Saren Arterius, in the attack, Commander Shepard and the crew of the SSV Normandy pursue
Saren in his search for the Conduit, later revealed to be part of a larger plan orchestrated by the
Reaper Sovereign to return its kind to the galaxy. While Shepard follows Saren through the legendary
Mu Relay to the Conduit, Sovereign and a Geth fleet assault the Citadel. Shepard defeats Saren and the
Alliance Navy destroys Sovereign, preventing the release of the Reapers. The Citadel Council is
irrevocably changed by Shepard's decisions.
Jacob Taylor and Miranda Lawson prevent an assassination attempt on the Citadel Council by Batarian
terrorists.
Aria T'Loak interrupts a meeting between Blue Suns mercenaries and the Collectors on Omega, and
learns that the Collectors have a dangerous interest in humanity.
One month after the Battle of the Citadel, the SSV Normandy is attacked and destroyed by an
unidentified assailant, resulting in the death of Commander Shepard. Later, the Systems Alliance
officially declares Shepard "killed in action".
L4 biotic implants are developed.
Two months after the Battle of the Citadel, galactic society is still in flux over the changes to the
Council and kept unaware of the true nature of Sovereign, the Citadel, and the mass relays. Cerberus
pushes ahead with plans for both the Ascension Project and the Quarian Migrant Fleet, but is foiled by
the actions of Kahlee Sanders and Paul Grayson. After an attack by Cerberus forces, the Migrant Fleet

15

changes its conservative policy, sending ships away from the Flotilla to look for new homeworlds or
possibly a dormant Reaper.
Commander Shepard's body is recovered by Blue Suns mercenaries for the Shadow Broker, who has
been hired by the Collectors. Cerberus eventually obtains the body with the help of Liara T'Soni and
begins work on the Lazarus Project.
The Systems Alliance dispatches several special forces units to aid the colony of Fehl Prime, which is
under attack by Blood Pack forces. Most units are shot down before landing, but Delta Squad survives
and defeats the Blood Pack. The Alliance assigns Delta Squad to guard the colony.
2184 CE - The Eden Prime War comes to a close. Although most Geth forces in Citadel space were
destroyed in the Battle of the Citadel, holdouts yet remain. The Alliance Navy reduces its patrols,
relying instead on civilian ships to report any Geth activity. Raids are carried out against identified Geth
outposts, but the conflict is essentially over.
The Raloi of the planet Turvess launch their first space telescope and discover the Asari cruiser Avedes
in their system. The Asari make first contact with the Raloi, who are formally welcomed into the
galactic community the following year.
The biological weapon EHE, or "exotic humanoid encephalopathy", is used by the human terrorist
organization Totenkopf in an attack on Gagarin Station. The Alliance cruiser SSV Manila is deployed to
monitor the asteroid Israfil, the supposed origin of the microorganisms used to produce EHE.
The freighter MSV Estevanico is attacked by Blood Pack mercenaries and crashes into the planet
Zanethu. The Alliance crew on board was among the first humans to encounter the Vorcha race.
A clone of Commander Shepard, developed by Cerberus for testing purposes alongside the original's
under reconstruction body, is stolen by the deserter Rasa from the Lazarus Research Station.
L5 biotic implants are developed.
2185 CE - Fehl Prime is attacked by the Collectors after a Cerberus agent hoping to discover their
intentions signals them. Most of Delta Squad is lost during the battle for the colony, but they succeed
in disabling the Collector ship. Delta
Squad member James Vega chooses to
rescue the Asari Treeya, who
possessed vital intel on the Collectors,
leaving the colonists to die aboard the
Collector ship when it crashes on the
planet's surface
Commander Shepard is revived and
tasked by the Illusive Man to
investigate the mysterious
disappearances of entire human

16

colonies in the Terminus Systems. Investigation of the attacked colony of Freedom's Progress reveals
the enigmatic Collectors from beyond the Omega 4 Relay to be responsible for the disappearances.
After assembling a capable team, Commander Shepard uses a captured Reaper IFF to safely traverse
the relay and infiltrate the Collector base. Shepard succeeds in eliminating the Collector threat, saving
humanity throughout the galaxy from certain destruction.
February 10: A dangerously close flyby of the comet CR1331 Kingu devastates the Hanar colony of
Belan.
March 28: A coalition of the corporations Binary Helix, Sonax Industries, and Guanghui Solutions
invades the Krogan and Vorcha-populated world of Garvug.
April 28: The Vallum Blast annihilates much of the capital city of the Turian colony of Taetrus. In
retaliation, Taetrian colonial and Turian Hierarchy troops declare war on the separatist group
responsible for the attack.
August 11: The Citadel Council makes first contact with a race of virtual aliens who offer advanced
technology in exchange for help maintaining the supercomputers that run their civilization.
Liara T'Soni locates the Shadow Broker's concealed base on the planet Hagalaz. The Shadow Broker,
exposed as a Yahg, is killed. Liara takes control of the Broker's organization, intending to use the
Broker's vast information network to aid Shepard's fight against the Reapers.
December 7: Biologists discover the Kirik, an insect-like species with biotic capabilities, on the arid
world of Ekram. After the Kirik exhibit signs of intelligence, experts and officials debate whether or not
the Kirik should be uplifted.
2186 CE - January 12: An Asari exploration team discovers a lost human colony in the Alpha Centauri
system. The Systems Alliance links the colony to the forgotten Manswell Expedition of 2070 and
establishes contact with the colonists.
January 23: SSV Budapest, an Alliance cruiser that sparked a diplomatic crisis between the Earth
Systems Alliance and the Batarian Hegemony, withdraws from the Bahak system.
The Bahak system is subsequently destroyed following the explosion of its mass relay. An asteroid was
sent to the relay in order to delay the Reapers' invasion. Hundreds of thousands of Batarians living on
Aratoht are obliterated in the blast.
Systems Alliance hero Jon Grissom dies. Hundreds of dignitaries attend Grissom's funeral and a
memorial plaque dedicated to him is placed in the Jon Grissom Academy.
After three years on the run, Paul Grayson is captured by Cerberus and implanted with Reaper
technology. Kahlee Sanders and David Anderson attempt to rescue Grayson by persuading the Turian
Hierarchy to raid several vital Cerberus installations, but are unaware Grayson's body is now under
Reaper control. Once free, the Reapers learn of the Ascension Project and use Grayson to singlehandedly attack Grissom Academy, where he is finally killed by Anderson and Cerberus assassin Kai

17

Leng. In the aftermath, Anderson and Sanders decide to study Grayson's body to discover how to
combat the Reapers.
Councilor Udina asks Captain Bailey to investigate Executor Pallin, claiming that C-Sec has been
compromised and is working against the Citadel Council. The investigation results in Pallin's death and
Bailey's promotion to the rank of Commander, but Bailey is left with reservations about Pallin's guilt.
Gillian Grayson seeks revenge against Cerberus and the Illusive Man for the death of her father. With
the help of a faction of biotic supremacists, she captures Cerberus assassin Kai Leng to lure the Illusive
Man out of hiding by holding Leng for ransom. Her plan fails, however, and Leng kills her and escapes.
Admiral Anderson travels to Omega to recruit Alliance marine James Vega to guard Commander
Shepard as the Commander is taken to trial for the destruction of the Bahak system.
Aria T'Loak defends Omega from Adjutants unleashed by Cerberus. The Adjutants distract Aria from
Cerberus's true plan: to conquer Omega and maintain exclusive access to the Omega 4 Relay. Aria
realizes this and unites the disparate gangs and mercenaries of the station to repel the Cerberus
invaders, but is outsmarted by Cerberus's General Oleg Petrovsky. When he threatens to destroy
Omega, Aria accepts exile and Cerberus takes control of the station.
When a Cerberus alien experimentation facility known as the Barn is attacked by Turian forces, Randall
Ezno, a Cerberus operative enhanced with biotic implants, learns the truth about the horrific nature of
the experiments and discovers his own handler has been made a test subject. Randal turns against
Cerberus and the Barn's Director, fights his way through the facility, and escapes. He provides the
Systems Alliance with intel on his former employers and swears revenge on the Director.
September 21: A massive influx of Batarian ships in the Exodus Cluster reported by the Alliance News
Network. The newcomers claim their home systems are under attack from an as-yet unidentified
hostile adversary. Khar'shan is reported to be under bombardment and the Harsa relay blockaded.
September 28: Taetrus goes dark, the culprits confirmed to be the same forces behind the attack on
the batarians. Primarch Fedorian declares the Turian Hierarchy at war.
Six months after the destruction of the Alpha Relay, the Reapers invade the galaxy through Batarian
space and attack Earth. Commander Shepard escapes and discovers a Prothean superweapon design
on Mars that could end the Reapers' threat once and for all.
October 5: Hierarchy offensive to retake Taetrus reported as failed: four Turian fleets dispatched to
the Mactare relay, Reaper ships emerge from the Trebia relay in a push toward Palaven. Primarch
Fedorian alerts the galaxy to prepare for spotty communications due to destruction of comm buoys
during wartime.
To build the Crucible and take back Earth, Commander Shepard and allies embark on a journey to unite
the various races in the midst of a galaxy-wide war. During the final confrontation with the Reapers
over Earth, the Commander makes a decision that changes the galaxy forever.

18

Setting Rules:
Blood & Guts: Characters can spend Bennies on damage rolls.
Born A Hero: During character creation, heroes may ignore the Rank qualifications for Edges. They
must still have any other requirements as usual. The usual rules for Rank requirements apply after the
character is created.
Jokers Wild: When a player character draws a Joker during combat, he receives his normal +2 to Trait
and damage rolls. In addition, all player characters receive a Benny!
Lighten the Load: If a character has Arcane Background (Biotics) or (Tech) and have only half of their
Load Limit, their powers cost one less Power Point, with a minimum cost of 1 Power Point.
Shields: In Mass Effect, the shields cover the entire body, so any hit is considered to be hitting the
protected side.
Smart Powers: For Tech-based archetypes, Their Smarts die can be used instead of their Spirit die. For
example, an Engineer can use their Smarts die to meet the requirements for the Rapid Recharge Edge.
Starting Credits: 7000 credits + Your Racial bonus. Geth and Protheans do not receive bonus credits or
keep any remaining starting credits after their starting equipment has been bought.
Starting Credits Racial Bonus

Asari +1500 credits


Drell +500
Elcor +500
Hanar +500
Human +1000
Turian +1000
Salarian +1200
Volus +2000
Batarian +0
Geth +0
Krogan -500
Quarian -500
Vorcha -500
Prothan +0

19

Chapter One: Races

The Milky Way is populated with dozens of races. Some are valued members of Citadel space, working
to build a better galactic community; others are lawless, caring nothing for the Citadel Council's edicts;
a few are outcasts, but all are unique.
The following races will be under three different categories; Citadel Races, Non-Citadel Races and
Historical.

20

Citadel Races
Asari

The Asari, native to the


planet Thessia, are often
considered the most
influential and respected
sentient species in the
galaxy, and are known for
their elegance, diplomacy,
and biotic aptitude. This is
partly due to the fact that
the Asari were among the
earliest races to achieve
interstellar flight after the
Protheans, and the first to
discover and settle the
Citadel.
A mono-gender race, the Asari are distinctly feminine in appearance and possess maternal instincts.
Their unique physiology, expressed in a millennium-long lifespan and the ability to reproduce with a
partner of any gender or species, gives them a conservative yet convivial attitude toward other races.
Favoring compromise and cooperation over conflict, the Asari were instrumental in proposing and
founding the Citadel Council and have been at the heart of galactic society ever since.
Asari resemble humans in terms of basic skeletal structure with five fingers on each hand and legs that
are relatively straight. This similarity allows Asari to wear human armor. A typical Asari has a blue to
purple complexion, though a teal complexion is possible albeit seemingly rare. 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 "flop around" as some believe. Asari also have a robust cellular regenerative system;
while they do not heal faster than other species, they are known to reach over 1000 years of age.

Attractive: Asari are generally considered to be attractive and respectable by other races
throughout the galaxy and gain a +2 to Charisma.
Arcane Background Edge: Asari begin with the Arcane Background: Biotics at character
creation.
It is not unusual for Asari to wear any type of human armor or EV Suit.

21

Drell

The Drell are a reptile-like race that were rescued from their dying homeworld of Rakhana by the
Hanar following first contact between the two. Since then, the Drell have remained loyal to the Hanar
for their camaraderie and have lived on the ocean-covered world of Kahje with the Hanar. The Drell
have 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. They appear to have five fingers on each hand, albeit the ring and middle fingers
are fused. Their skin is apparently infused with venom mild enough to be served in drinks, and may
cause mild hallucinations on "oral contact". They also have two sets of eyelids, akin to the nictitating
membrane possessed by certain animals such as reptiles. The inner lid is milky-white and closes from
the left and right, while the outer lid is black and closes from top and bottom. Much like humans or
Asari, Drell possess the ability to shed tears. Sexual dimorphism among Drell appears to be roughly
analogous to humans. Females have breast-like protrusions, and their head "frills" are more
pronounced than males'.

Eidetic Memory: Drell have perfect memories and can sometimes slip into memories, reliving
them vividly.
Quirk (Pious): Drell are very religious and believe in a dualist state of being, in that the mind
and body are two very separate things. Drell do not feel remorse for actions that are
instinctively done, which would be considered actions of the body, but not of the mind. When
traumatized, they believe they are no longer whole and will go to great lengths to fix this.

22

It is uncommon for a Drell to wear Medium or Heavy armor.

Elcor

Elcor evolved on a high-gravity world, making them slow, but


incredibly strong. Their large, heavy bodies are incapable of
moving quickly, but they possess a rather imposing stature and
immense strength, as well as thick, tough skin. They move
using all four limbs to support and balance their massive
bodies. Given their method of communication, they likely have
highly-attuned olfactory senses.
Elcor speech is heard by most species as a flat, ponderous
monotone. Among the Elcor, scent, extremely slight body
movements, and subvocalized infrasound convey shades of
meaning that make a human smile seem as subtle as a
fireworks display. Since their subtlety can lead to
misunderstandings with other species, the Elcor prefix all of
their dialog with non-Elcor with an emotive statement to
clarify their tone.

Slow: Elcor have a reduced pace of 2 and have a running die of D4. Elcor also can only have a
maximum of a D6 in Agility.
Strong: Elcor begin with a D8 in Strength.
Toughness: Elcor begin with a +2 to Toughness
Quirk (Strange Speech): Elcor have difficulty communicating with non-Elcor, requiring them to
explain their tones to compensate for their monotone voices. Due to this, Elcor suffer a -1 to
Charisma when interacting with non-Elcor.
Elcor cant wield conventional weapons or wear armor. However, Elcor can use mounted
vehicular weapons that are operated with combat VI.

23

Hanar

The Hanar "stand" slightly taller than a


human, although most of their height is in
their long tentacles. The invertebrate, waternative Hanar cannot support their own
weight in normal gravity. When interacting
with mainstream galactic society, they rely on
contra-gravitic levitation packs that use mass
effect fields. Their limbs can grip tightly, but
are not strong enough to lift more than a few
hundred grams each. Hanar also possess the
ability to secrete natural toxins.
It is not known if Hanar have more than one
sex, or are asexual (as some jellyfish species
are). Despite evolving in water, Hanar also
appear able to breathe air, or use technological means to enable this.

Aquatic: Hanar are fully aquatic and cannot drown in oxygenated water. Hanar begin with a
D6 in swimming and their pace is equal to their swimming.
Slow: Outside of water, Hanar have a reduced pace of 2 and a running die of a D4, unless the
character pays for a better apparatus to be able move at a regular pace.
Polite: Hanar receive a +1 to Charisma due to their generally kind nature.
Oration: Hanar are very particular about grammatical rules, and therefore will become
annoyed when speaking to someone who does not use proper grammar. Also, Hanar receive a
-1 to Charisma when speaking to a character with a D4 in Smarts.
Weak: Hanar can only have a maximum of a D6 in Strength and can only wield pistols or
submachine guns.
Extra Action: Due to the many appendages of Hanar, they get one extra non-movement
action per turn, without a multi-action penalty.
Hanar do not wear armor.

24

Human

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 a
human in or around peak physical condition can overwhelm a similarly fit Turian, making them near
equals in a hand-to-hand combat situation), 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. Like most organic races, humans are also capable of producing biotic individuals. All cases of
biotics in humans are the result of pre-natal exposure to element zero, which carries a high risk of
medical complications.
Humans can live to about 150 years, and recent medical advances have eradicated almost all known
diseases that afflict them. However, as humans only emerged on the galactic stage within the last
thirty years, it is highly likely that the introduction of new technology into their society will greatly
increase their average lifespan.

Humans receive one free edge at character creation.


Racial Enemies: Humans and Batarians have a highly antagonistic relationship and suffer a -4
to Charisma when dealing with each other.
It is not uncommon for Humans to wear any kind of armor.

25

Salarian

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.

Smart: Salarians begin with a D6 in Smarts.


Quirk (High Metabolism): Salarians tend to be hyperactive, restless and talkative. This also
leads to Salarians having a relatively short lifespan.
Sleep Reduction: Salarians half as much sleep as humans.
Salarians do not often wear Medium or Heavy armor, do to their slight builds.

26

Turian

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 Salariancreated biological weapon called the
Genophage, which virtually sterilized 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. The Turians are respected for their public service ethic. it was the
Turians who first proposed creating C-Sec, but 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 heal as shown by the cooperation of the two races
on the construction of the SSV Normandy, but many Turians still resent humans, and vice versa.

Toughness: Turians receive a +1 to Toughness


Military Training: Turians begin with a D6 in Shooting, due to the training that all Turians go
through.
Quirk (Restrictive Diet): Turians can only eat dextro-amino food.
It is not uncommon for a Turian to wear any kind of armor.

27

Volus
The Volus are an associate race on the
Citadel with their own embassy, but
are also a client race of the Turians.
They hail from Irune, which possesses
a high-pressure greenhouse
atmosphere able to support an
ammonia-based biochemistry. As a
result, the Volus must wear pressure
suits and breathers when dealing with
other species.
Due to the fact that they are not
physically adept compared to most
species, Volus mostly make their
influence felt through trade and
commerce, and they have a long
history on the Citadel. However, they
have never been invited to join the
Council, which is a sore point for many Volus individuals.

Slow: Volus have a reduced pace of 3 with a D4 running die.


Negotiator: Volus begin with a D6 in Persuasion.
The suits of the Volus count as Medium armor.

28

Non-Citadel Races
Awakened Collector
The Collectors resemble human-sized bipedal insects with a chitinous
exoskeleton, two anterior pairs of what appear to be vestigial limbs,
four eyes, and a distinct, large, tapering head along with fully
developed wings that allow them to fly over short distances. Each
Collector appears to be little more than a drone with no distinctions
between individuals, although there are witnessed instances of
drones towering over humans and their own brethren by a significant
margin. Their vocal communication mostly consists of insectoid chirps
and trills, although they are capable of speaking in languages other
species comprehend should the need arise.
When the Reaper-killer known as Leviathan fought the Collectors, it
severed their connection to Harbinger with a thrall device. Most
Collector forces died as a result, but a few survived. Now, these rare
individuals fight for the memory of their people, a proud race broken
by the Reapers.
Protheans appointed avatars to embody and model a single virtue for
their society. The Awakened Collectors' virtue is vengeance.
*Awakened Collectors are only possible in certain campaigns. GM permission is required to play as an
Awakened Collector.

Outsider Hindrance: Collectors have bad reputations throughout the galaxy and receive a -2
Charisma.
Construct: Collectors are largely inorganic, and receive +2 to recover from being Shaken and
ignore one level of wound modifiers.
Flight: Collectors can fly their standard Pace and have a Climb score of 0.
Collectors do not wear armor or EV suits.

29

Batarian

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
ubiquitous 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.

Bad Reputation: Batarians suffer a -2 to Charisma when interacting with non-Batarians.


Racial Enemies: Batarians receive a -4 to Charisma when interacting with Humans, due to the
mutual disdain between the races.
Intimidating: Batarians receive a +2 to intimidation when interacting with non-Batarians.
Keen Vision: Batarians get a +2 to Notice rolls when vision is involved.
It is not unusual for Batarians to wear any kind of armor.

30

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 around three hundred
years before the Battle of the Citadel. When the
Geth became sentient and began to question
their masters, the Quarians attempted to
exterminate them. The Geth won the resulting
war, known as the Morning War. This defeat
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.
*Geth player characters are only possible given certain parameters in a campaign. GM permission is
required to play as a Geth.*

Armor: Geth have a baseline of +2 Armor.


Construct: Geth player characters gain a +2 to recover from being Shaken, dont breathe,
ignore one level of wound modifiers, and are immune to poison and disease. Geth cannot heal
naturally, thus they require a Repair skill role; which is used like the healing skill, only with no
Golden Hour.
Outsider Hindrance: Geth are generally not trusted and thus suffer a -2 Charisma when
interacting with non-Geth.
Racial Enemies: When interacting with a Quarian, Geth suffer a -4 Charisma.
Geth cannot wear armor, but can modify themselves to become more armored (pg 38 of Sci Fi
companion).
Geth cannot use Biotics.
Geth use the Synthetic Modifications Table after character creation for character
improvements and have 4 mod slots.

31

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. The end
result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive
warring tribes.
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. 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.

Strong: Krogan begin with a D6 in Strength


Brawny: Through redundant organs and nervous systems, Krogans are very hardy and receive
a +2 to Toughness.
Keen Sense (Vision): Due to their wide peripheral vision that has helped them survive the
many dangers of Tuchunka, Krogans receive a +1 to Notice.
Krogan Charge: Krogans can charge into battle, dealing Str+d6 damage to the foe they tackle.
Dim: Krogans must pay 2 points per raise in Smarts during character creation.
Outsider Hindrance: Krogan receive a -2 to Charisma to non-Krogan in Citadel Space.
It is extremely rare for a Krogan to wear light armor, or EV suits.

32

Quarian

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.
Approximately three hundred years before the events of 2183, 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.

Smart: Quarians begin with a D6 in Smarts.


Technician: Quarians receive the Mr. Fix it edge at character creation (+2 to repair rolls, a raise
reduces the time required for the repair by a half).
Quirk (Immune deficiency): Quarians have extraordinarily weak immune systems and must
wear their enviro-suit when they are outside of the Flotilla.
Quirk (Restrictive diet): Quarians require dextro-amino based foods.
Outsider Hindrance: Quarians suffer a -2 to Charisma when interacting with non-Quarians
because they are generally considered to be thieves and vagrants.
Racial Enemies: Quarians have a -4 Charisma when interacting with Geth.
The envirosuits that Quarians have to wear, greatly limit their armor. Their suits count as an EV
Suit or Light Armor.
Quarian Biotics is extremely rare. GM permission is required to have biotics as a Quarian.

33

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.

Outsider Hindrance: Vorcha suffer a -2 to Charisma when interacting with non-Vorcha and
they are often hated by other species.
Damage Resistance: Vorcha can develop resistance to certain kinds of damage through
exposure over time. At character creation, a Vorcha can choose to have a +2 to vigor rolls to
resist one specific kind of damage (ex. Fire, Cold, Blades, etc.) *specific resistance is subject to
GM approval*
Quirk (short- lived): Vorcha lifespans do not go past 20 years old.
Very Dim: A Vorcha cannot have Smarts higher than a D6.
Regeneration: Vorcha regenerate quickly from their wounds. A Vorcha may make a natural
Healing roll once per day (rather than once per week).
Vorcha do not wear armor or pants, generally.

34

Historical Race
Prothean

The Protheans are an ancient alien race which mysteriously vanished


over 50,000 years ago. The Protheans arose from a single planet and
developed an immense galaxy-wide empire encompassing many
other spacefaring species. Not much is known about them, but many
of their artifacts, ruins and technology have apparently survived the
ages.
The Protheans have been credited with creating the Citadel and the
mass relays, feats of engineering that have never been equaled and
whose core mass effect field technology forms the basis of
contemporary civilization. Prothean artifacts, therefore, have
immense scientific value and are seen to belong to the whole
galactic community.
*Prothean player characters will only be possible in certain
campaigns. GM permission is required to play as a Prothean.*

Great sight: Protheans can see through invisibility cloaks.


Shared Experience: Protheans can experience the memories of another through touch.
Extinct: The Protheans are a dead people; seeing another Prothean is nearly impossible.
Outsider Hindrance: Protheans see themselves as above the modern races and their contempt
gives them a -2 to Charisma.
It is not unusual for Protheans to wear any kind of armor.

35

Chapter Two: Archetypes

Adept
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4, Shooting d4, +13 additional skill points
Edges: Arcane Background (Biotics)
Starting Powers: Warp, Shockwave, Singularity
Suggested Powers: Throw and Pull

Soldier
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d8, Vigor d6
Skills: Fighting d6, Intimidation d6, Shooting d8, +8 additional skill points
Edges: Brawny, Quick Draw

36

Engineer
Attributes: Agility d6, Smarts d10, Spirit d4, Strength d4, Vigor d6
Skills: Shooting d6, Repair d8, Electronics d8 +7 additional skill points
Edges: Arcane Background (tech)
Starting Powers: Cryo Blast, Sentry Turret
Suggested Powers : Incinerate, Overload, Combat Drone, Sabotage

Vanguard
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Shooting d6, +11 additional skill points
Edges: Arcane Background (Biotics)
Starting Powers: Pull and Nova
Suggested Powers: Biotic Charge, Shockwave

Sentinel
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d4
Skills: Shooting d6, Repair d6, Electronics d6, +8 additional skill points
Edges: Arcane Background (Biotics), Arcane Background (Tech), 10 power points split between Biotics
and Tech
Starting Powers: Tech Armor and Throw
Suggested Powers: Cryo Blast, Warp, Overload

37

Infiltrator
Attributes: Agility d6, Smarts d8, Spirit d4, Strength d6, Vigor d6
Skills: Shooting d6, Electronics d6, Stealth d8, + 8 additional skill points
Edges: Arcane Background (Tech)
Starting Powers: Incinerate, Sabotage
Suggested Powers: Tactical Cloak

38

Chapter Three: Powers


Biotics

New Background Edge

Arcane Background (Biotics)


Arcane Skill: Biotics (Spirit)
Starting Power Points: 10
Starting Powers: 2 (or specified by Archetype)
Biotics manipulate mass effect fields using dozens of element zero nodules within their nervous
system that react to electric stimuli from the brain. Amplifiers allow Biotics to synchronize the nodules
so they can form fields large and strong enough for practical use. Only the powers listed in the Biotics
section may be selected
Backlash: When a Biotic rolls a 1 on their Wild die for an offensive power, he is automatically Shaken.
This can cause a wound. If the power is not an attack power, it just automatically fails and the biotic
must wait the normal duration of the power before the power can be used again.

39

BIOTIC POWERS
Barrier
Rank: Novice
Power Points: 2/4
Range: Self
Duration: 3 (1/round)
Trappings: An electric blue glow surrounding the biotic. Barrier creates a kinetic barrier surrounding
the biotic that is effective alone or can enhance an already active shield. Spending 2 Power Points
grants the biotic 2 points of Shield, while 4 Power Points gives the biotic 4 points of Shield.

Charge
Rank: Seasoned
Power Points: 2
Range: 40
Duration: 1 turn
Trappings: The user smashes into a target within range, while encased in a biotic barrier, leveling
opponents and dealing 2d6 damage.

Lash
Rank: Seasoned
Power Points: 3
Range: 4/8/12
Duration: 1 round
Trappings: Biotic fields form whips around your hands and extend out 2 meters. Latch this biotic field
onto enemies to jerk them towards you, doing 2d8 damage in the process.

40

Lift
Rank: Seasoned
Power Points: 2
Range: 12/24/48
Duration: 3 (1/round)
Trappings: An electric blue glow surrounds target and they are lifted a meter into the air. Lift is a biotic
power that is used to raise a target off their feet, dramatically limiting their combat effectiveness while
the power persists. The weight a biotic can lift is equal to 30 lbs times his Spirit die type. All physical
actions have a 2 penalty. Treat the character as Shaken, but he must make an Agility roll to recover
rather than Spirit. While under the effect of Lift, the victim's movement rate is effectively zero.

Nova
Rank: Novice
Power Points: 2
Range: 4
Duration: 1 turn
Trappings: A burst of energy shoots forth from the user and does 3d6 damage to enemies within
range.

Pull
Rank: Novice
Power Points: 2
Range:
Duration: 1 turn
Trappings: An electric blue glow surrounds the target and it begins to float in the air. All attacks gain
+2.

41

Reave
Rank: Novice
Power Points: 1- 6
Range: 12/24/48
Duration: Instant
Trappings: a shimmering electric blue aura on the target with electric sparks Reave employs mass
effect fields to biotically attack the target's nervous or synthetic systems. The damage of Reave is 2d6.
Additional Reave Attacks: The biotic may attack up to three times by spending a like amount of Power
Points. This must be decided before the power is used. The reave attacks may be spread among
targets as the character chooses. Using multiple reave attacks does not incur any attack penalties.
Additional Damage: The biotic may also increase the damage to 3d6 by doubling the Power Point cost
per reave attack. This may be combined with the additional reave attacks, so using 3 reave attacks of
3d6 damage costs 6 Power Points. [This is the bolt power from SWEX.]

Shockwave
Rank: Novice
Power Points: 2
Range: Special
Duration: Instant
Trappings: a series of explosive tiny singularities extending out from the biotic. Shockwave creates a
damaging stream of micro-singularities that appear and collapse with explosive force. Place a ruler in
front for the character. Along the ruler, lay small burst templates one right after the other with their
edges touching. Anyone within a template must make an agility roll or suffer 3d6 damage.

42

Singularity
Rank: Novice
Power Points: 3/4
Range: 12/24/48
Duration: 3 (1/round)
Trappings: A black humming ball surrounded by an electrical blue field Singularity is as per the Lift
power but it affects a Medium Burst Template and causes 1d6 damage to all victims per round. The
power extends to a Large Burst Template and causes 2d6 damage to all victims per round for 4 Power
Points.

Slam
Rank: Seasoned
Power Points: 2/4
Range: 24/48/96
Duration: Instant
Trappings: The victim is yanked a meter into the air and then slammed into the ground through violent
manipulation of gravitational forces. There is a burst of blue energy that surrounds the victim and then
suffers 2d6 damage.
Additional Damage: For double the Power Points, slam does 3d6 damage Note this leaves victims
prone.

43

Stasis
Rank: Novice
Power Points: 2
Range: 12/24/48
Duration: 3 (1/round)
Trappings: An electric blue glow surrounding the target. Stasis causes an enemy to be temporarily
locked in a mass effect field, freezing the target in place and making them unable to move or perform
actions.

Throw
Rank: Novice
Power Points: 1
Range: 12/24/48
Duration: 1 round
Trappings: An electric blue glow surrounding the target. Throw is the ability to propel a single object or
creature (including one's self) by manipulating mass effect fields with damaging force. The weight a
biotic can lift is equal to 30 lbs times his Spirit die type. The Target can be thrown up to 30 feet and
suffer 1d6+1 damage per 10 feet thrown.

Warp
Rank: Novice
Power Points: 2
Range: 12/24/48
Duration: Instant
Trappings: The power spawns a mass effect field that damages the enemy. Warp will detonate any
biotic powers affecting the target, such as Pull or Singularity. The detonated target takes double
damage from Warp, and all targets within the Detonation Radius receive the full 2d8 damage,
regardless of any protection they might have.

44

Tech

New Background Edge


Arcane Background (Tech)
Arcane Skill: Electronics (Smarts)
Starting Power Points: 10
Starting Powers: 2 (or specified by archetype)
Trappings: Use of Omni Tool, Power Edges are Omni-tool upgrades, Power Points represent smarts,
talent, and sophisticated hacking programs.

45

TECH POWERS
AI Hacking
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
Trappings: Turn an enemys mech against them. AI hacking is an opposed roll of the character's
electronics skill versus the target's Spirit. The user must score a success and beat the target's roll to
gain complete control. The victim will attack friends and even commit suicide if it is a simple VI device
such as drones and mechs. Sentient synthetics such as the Geth are allowed another oppose Spirit roll
to break the hack if ordered to attach allies or commit suicide.

Combat Drone
Rank: Seasoned
Power Points: 3
Range: 6/12/24
Duration: 3 rounds
Trappings: The Combat Drone flies around the battlefield on its own and will fight enemies until either
it is destroyed or its duration ends.
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor d4
Skills: Shooting d6
Pace: 4, Parry: 2, Toughness: 4
2d6+2 damage

46

Cryo Blast
Rank: Novice
Power Points: 2/4
Range: 6/12/24
Duration: 1 round
Trappings: Cryo Blast reduces the targets pace by 2. For double the Power Points, the target is
completely frozen for a round.

Damping
Rank: Veteran
Power Points: 2/4
Range: Smarts
Duration: Instant
Trappings: This power dampens Tech Talents and Biotics.
The Tech picks a single target within range and he drains 1d6+1 Power Points from the victim. For
double the Power Points, the victim loses 1d8+2 Power Points. The victim cannot be reduced below
zero Power Points. Drained Power Points are simply lost. Drained Power Points recharge as normal.
This power works only on creatures with an Arcane Background.

47

Defense Drone
Rank: Seasoned
Power Points: 2
Range: 5
Duration: 3 rounds
Trappings: The Defense Drone flies around the user, electrocuting any enemies that come within
range.
Attribute: Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Shooting d6
Pace: 4, Parry: 2, Toughness: 4
2d6 damage

Energy Drain
Rank: Seasoned
Power Points: 2-6
Range: 24/48/96
Duration: Instant
Trappings: This is an area effect power that can put down many synthetic opponents at once. The user
picks where he wants to center the energy drain. Normal ranged attack modifiers apply. This power
drains shields instead, if the target is target, whether organic or not. The area of effect is a Medium
Burst Template. Targets within the energy drain suffer 2d6 damage.
Additional Effects: For double the Power Points, energy drain does 3d6 damage or the size is increased
to a Large Burst Template. For triple the points, it does both. Note this leaves victims prone. [It is
otherwise the blast power from SWEX)

48

Incinerate
Rank: Novice
Power Points: 2
Range: 6/12/24
Duration: Instant
Trappings: Incinerate causes 2d10 damage to the target. If the target is wielding a flamethrower, it can
cause the fuel tank to explode.

Neural Shock
Rank: Novice
Power Points: 2/3
Range: 12/24/48
Duration: Special
Neural Shock stuns any living or synthetic opponent with an overload to their neural pathways (or
VI/AI programs) within a Medium Burst Template. Targets within the area of effect must make Vigor
rolls or be Shaken. For 3 Power Points the victims must make Vigor rolls at -2.

Overcharge
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: This power can only be used on small arms. It overcharges the micro mass accelerators for
a short amount of time. It affects just one weapon per use. While the power is in effect, the weapon's
damage is increased by +2.

49

Overload
Rank: Seasoned
Power Points: 3/4
Range: 6/12/24
Duration: Instant
Trappings: Overload hits the target with a cacophony of directed electronic signals. While this power
does not damage organic targets it plays havoc with shields, weapons and synthetics. The target takes
3d6 damage to its shields. Damage that exceeds the shield toughness bypasses armor and acts as
damage to synthetic targets and is applied directly to their toughness. Any activated weapon (not
stored) also overheats, shutting them down for the rest of the round.
Additional Damage: For 4 Power Points, the damage is 4d6.

Sabotage
Rank: Novice
Power Points: 2
Range: 12/24/48
Duration: 1 round
Trappings: Synthetic targets without a shield or barrier come under your control. The target may move
up to its Pace on the users turn. Non-Synthetic targets without a shield or barrier suffer a damage roll
from the weapon they are carrying and cant fire that weapon this round. All attack rolls from a
Synthetic target or weapon are at a -2.

50

Sentry Turret
Rank: Novice
Power Points: 4
Range: 2
Duration: 4 rounds (or until destroyed)
Trappings: The Engineer places a turret next to him to provide covering fire.
Skill: Notice d6, Shooting d6
Pace: 0, Parry: 2, Toughness: 9 (2) (Shields 2), Range 12/25/80, Damage 2d6-1

Tactical Cloak
Rank: Seasoned
Power Points: 3
Range: Self
Duration: 3 (1/round)
Trappings: The character becomes barely detectable by eyes, optics and other sensors. He appears
only as a vague outline. A character may detect the cloaked tech if he has a reason to look and makes a
Notice roll at -4. Once detected, he may attack the tech at -2. The power affects the character and his
personal items and anything he subsequently picks up if he can carry it.

Tech Armor
Rank: Novice
Power Points: 2/3
Range: Touch
Duration: 3 (1/round)
Trappings: Tech armor allows the user to automatically reactivate his shields if they are currently
down. For 3 Power Points, the user also gains +1 Toughness for a round.

51

Chapter Four: Gear


Datapad: A personal data device that has 100 TB of storage along with an extranet connection. A
datapad costs 500 credits.
Medi-gel: 100 credits (1 use, heals 1 wound level)
Mines: Anti-vehicle mines cause 5d10 damage, AP 20, but are only set off by at least 500 pounds of
pressure. Anti-personnel mines detect movement and detonate causing 4d6 damage in a Large Burst
Template. Finding a mine requires a Notice roll at -4 and removing a mind requires a Repair roll at -2.
An anti-Vehicular mine cost 5000 credits and an anti-personnel mine costs 3000 credits.
Omni-tool: Omni-tools are multipurpose diagnostic and manufacturing tools as well as computers
used for a variety of civilian and battlefield tasks, such as hacking, decryption, or repair. Higher-end
Omni-tools are equipped by Engineers, Sentinels, and Infiltrators to make use of their tech powers.
When activated, an Omni-tool can appear over either of a person's forearms and/or hands, and
occasionally both, as an orange hologram. Omni-tools are handheld devices that combine a computer
microframe, sensor analysis pack, and manufacturing fabricator. Versatile and reliable, an Omni-tool
can be used to analyze and adjust the functionality
of most standard equipment, including weapons
and armor, from a distance.
The fabrication module can rapidly assemble small
three-dimensional objects from common, reusable
industrial plastics, ceramics, and light alloys. This
allows for field repairs and modifications to most
standard items, as well as the reuse of salvaged
equipment. Although melee-combat applications
for the omni-tool are almost as old as the device
itself, the feature was largely unused prior to the
Reaper invasion. The need to take on multiple husks in close quarters forced the Alliance to develop
ways to enhance the tool's offensive capability. The most common melee design is the "Omni-blade," a
disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly
diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin.
Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the
opponent.
General Functions: Flashlight, Scanner, Repairing items, Dispensing Medi-gel, Programming and
hacking, Camera; Video, audio and holographic communication, Downloading and playing video
games, Converting items into Omni-gel, Manufacturing objects in real time.
Military Functions: Using Tech Powers, Applying upgrades to items, Melee Weapons
Military-grade Omni-tools cost 1000 credits, while Civilian-grade Omni-tools cost 500 credits.

52

Thermal Clip: 100 credits


Before the Battle of the Citadel in the year 2183 CE, weapons require 1 round to cool down after using
up its shots. After 2183, weapons use Thermal Clips, which are used to cool the weapon down after
expending its shots. Changing the Thermal Clip in a weapon can be done in the same turn as shooting
the weapon.

Food
Cheap Meal: 20 credits
Good Meal: 50- 99 Credits
Luxurious Meal: 100+ Credits
Nutrient Paste Meal: 10 credits (5 meals; keeps 1 week)
Rations: 10 credits (5 meals; keeps 1 week)

Pets
Space Hamster: Space Hamsters are normally sold in along with a
tank and a years worth of food for 5000 credits. A single hamster
costs 1500 credits, a tank costs 2000 credits and the years worth
of food costs 1500 credits.

Small Fish Aquarium: 2.5


gallons (9.5 liters), 2000 credits
Medium Fish Aquarium: 10
gallons (37.8 liters) 10,000
credits
Large Fish Aquarium: 20
gallons (75.7 liters) 25,000
credits
Aquarium VI: Automatically
feeds your fish, so you can
spend your time saving the
galaxy, or your local dance club! 25,000 credits

53

A spined fish native to the lakes of Illium, 1000 credits

Illium Skald Fish


Small brightly-colored fish native to the Asari
homeworld, 1000 credits.

Thessian Sunfish
These prized decorative carp are native to Earth, 1000
credits.

Koi fish
Millions of dartfish school together for protection in
Kahje's oceans, 1000 credits
Striped Dartfish
These delicate jellyfish were discovered in the waters
of a Hanar colony, 1000 credits.

Belan Jellyfish
Flat blue fish known for their odd locomotion and
feeding habits, 8000 credits.

Prejek Paddle Fish


Khar'shan
Snapping Eel

The Khar'shan Snapping Eel is a powerful predator that


will attack fish larger than itself when hungry, 10,000
credits.

54

Chapter Five: Armory


All weapons in the Armory have two weapon slots, except for Grenades, Heavy Weapons and Melee
Weapons.

Assault Rifles
Name

Range
22/46/92

Damage
2d8-1

RoF
3

Shots
70

Min Str
-

Weight
10

Cost
2000

Notes
AP 2, Auto

24/48/96

2d8

60

11

3000

AP 3, Auto

24/48/96

2d8-1

80

D6

13

4000

Auto

30/52/110

2d8+1

40

D6

14

4000

SA

20/40/90

2d8+1

50

D6

13

5000

3RB,

28/52/96

2d8+1

55

D6

12

6000

3RB

30/50/100

2d8+1

60

D8

14

6500

AP 3, Auto

30/52/100

2d8+1

40

D8

14

7000

SA

20/40/90

2d8

45

D8

14

7000

AP4, SA, Fires


25mm minigrenades

M-7 Lancer

M-8 Avenger

Phaeston

M-96 Mattock

M-55 Argus

M-15 Vindicator

Cerberus Harrier

M-99 Saber

M-37 Falcon

55

30/52/110

2d8+1

35

D6

12

7000

AP 3, SA

20/40/90

2d8

40

D8

14

7500

Auto, functions
more like a
grenade launcher

25/45/95

2d8

70

D8

14

7500

2RB

20/40/90

2d8-1

100

D10

15

8000

Auto

30/52/110

2d8

100

D8

14

8500

Auto

20/40/90

2d8

50

D8

13

9000

AP 3, Auto, +2
Damage vs
Synthetics

24/50/98

2d8

40

D6

12

10,000

AP 3, Auto

30/52/100

2d8+1

40

D6

13

10,000

AP 3, Auto

25/45/95

2d8-1

120

D6

12

N/A

Auto, Doesnt use


Thermal Clips,
Prothean

Chakram Launcher

Striker Assault Rifle

N7 Valkyrie

N7 Typhoon

M-76 Revenant

Adas Anti-Synthetic
Rifle

Geth Pulse Rifle

Collector Assault
Rifle

Particle Rifle

56

Sniper Rifles
Name

Range

Damage

RoF

Shots

Weight

Cost

Notes

15

Min
Str
-

50/100/200 2d12

10

3000

AP 3, SA

60/115/215 2d12

10

4000

AP 4, SA, Snap
Fire

60/115/215 2d10

12

D6

12

6000

AP 5, Snapfire

50/105/180 2d10-1

20

10

7000

AP3, 3RB,
Snapfire

60/115/215 2d12

D8

14

10,000

AP 3, Snapfire,

62/118/220 2d12

10

D8

14

12,000

AP 3, SA

62/118/220 2d10+1

12

D8

13

15,000

AP 2, Auto

62/118/220 2d10+2

D8

14

30,000

AP 3, SA

62/118/220 2d12+1

D10

15

50,000

AP 4,SA

M-92 Mantis

M-97 Viper

M-13 Raptor

M-29 Incisor

M-98 Widow

Javelin

M-90 Indra

Krysae

Kishock Harpoon Gun

57

65/120/225 2d12

10

D8

13

60,000

AP 4, SA

65/120/225 2d12-1

12

D8

14

250,000

AP 3,Auto

50/105/180 2d10

20

D8

14

20,000

Does not use


Thermal Clips

N7 Valiant

Black Widow

Collector Sniper Rifle

58

Submachine Guns
Name

Range

Damage

RoF

Shots

Weight

Cost

Notes

45

Min
Str
-

12/24/48

2d6

3000

AP 2, SA, 3RB

12/24/48

2d6

45

4000

AP 2, Auto

14/28/ 52

2d6

50

7000

AP 2, SA, 3RB

14/28/52

2d6+1

40

7500

AP 2, SA, 3RB

20/35/60

2d6

40

8000

AP 2, SA, 3RB

12/25/50

2d6+1

40

9,000

AP 2, Auto

14/28/52

2d6+1

50

10,000

AP 2, Auto,
Doesnt use
Thermal Clips

20/35/60

2d6-1

60

10,000

AP 2, Auto

M-4 Shuriken

Blood Pack Punisher

M-9 Tempest

M-25 Hornet

M-12 Locust

N7 Hurricane

Collector SMG

Geth Plasma SMG

59

Shotguns
Name

Range

Damage

RoF

Shots

Weight

Cost

Notes

Min
Str
-

12/24/48

1-3d6

10

3000

SA

10/20/35

1-3d6+1

10

D6

11

4000

SA

8/15/30

1-3d8

D6

12

6000

SA

10/20/35

1-3d8

7000

SA

12/22/38

1-3d8+1

D6

11

7500

SA

8/15/30

1-3d8

D6

11

8000

SA

10/20/35

1-3d10

D8

13

8500

SA

Cone

3d6

D6

12

8500

SA, 4d6 damage


against shielded
targets.

12/22/38

1-3d10

D8

14

9000

SA

M-23 Katana

M-27 Scimitar

AT-12 Raider

M-22 Eviscerator

M-11 Wraith

Disciple

Graal Spike Thrower

Reegar Carbine

Venom Shotgun

60

6/10/18

1-3d10

D8

14

9000

SA

7/11/20

1-3d10

D8

13

10,000

SA

14/26/50

1-3d10

D8

14

12,000

SA

8/15/30

1-3d8+2

D6

12

12,000

SA

M-300 Claymore

Geth Plasma Shotgun

N7 Crusader

N7 Piranha

61

Heavy Pistols
Name

Range

Damage

RoF

Shots

Weight

Cost

Notes

12

Min
Str
-

12/24/48

2d6+1

3000

AP 3, SA

12/24/48

2d8-1

10

6000

AP 4, SA

15/30/55

2d8+1

6500

AP 4, SA

14/28/52

2d8

10

7000

AP 4, SA

15/30/55

2d8

11

7500

AP 4, SA

12/24/48

2d8

10

8000

AP 4, SA

15/30/55

2d8+1

10

8500

AP 4, SA

M-3 Predator

M-5 Phalanx

Executioner Pistol

Acolyte

M-358 Talon

M-11 Suppressor

Scorpion

62

15/30/55

2d8

13

9000

AP 4, SA

12/24/48

2d8+2

10,000

AP 5, SA

20/35/60

2d6+2

12

12,000

AP 4, SA

20/35/60

2d10

200,000

AP5, SA

Arc Pistol

M-6 Carnifex

N7 Eagle

M-77 Paladin

63

Heavy Weapons
Name

Range

Damage

RoF

Shots

Weight

Cost

Notes

20

Min
Str
D10

Cone

3d12

20

10,000

HW

24/48/96

3d6

20

D6

12

11,000

HW, LBT

50/100/200 6d6

D6

12

12,000

HW, AP 15,
SBT, SA

50/100/200 7d6

D8

13

13,000

HW, AP 18,
SBT, SA

12/24/48

3d6

20

D6

12

14,000

HW

12/24/48

4d6

10

D12

20

15,000

HW

4/8/16

3d6

10

D10

15

15,500

HW

M-451 Firestorm

M-100 Grenade Launcher

ML-77 Missile Launcher

Cobra Missile Launcher

M-622 Avalanche

M-490 Blackstorm

Arc Projector

64

20/40/90

2d8+2

80

D6

12

16,000

HW, AP 4,
Auto

50/100/200 5d8

20

D8

13

16,500

HW, AP 18,
SBT, SA

50/100/200 2d8

80

D6

11

17,000

HW, AP 4,
Auto

50/100/200 3d10

D8

13

18,000

HW

50/100/200 4d10

D10

14

20,000

HW, AP 20,
SBT, SA, No
Friendly Fire

Geth Spitfire

M-560 Hydra

Collector Particle Beam

M-920 Cain

M-597 Ladon

Grenades
Name
Mk- 14 Grenade
Flashbang

Range
5/10/20
5/10/20

Damage
3d6
See notes

RoF
1
1

Shots
1
1

Min Str
-

Weight
.25
.25

Smoke Grenade

5/10/20

See notes

.25

Notes
HW, LBT
Target blinded and deafened
for 1 turn
Obscures vision (-4)

65

Melee Weapons
Name

Damage
Strength+d4+2

AP
2

Notes

Strength+d8+2

+1 Parry

Strength+ d6

If an organic target is not already Shaken, and the


damage roll high enough to cause a Shaken
result. Damage versus a synthetic causes an extra
1d6 damage.

Omni-Blade

Monomolecular Sword

Shock Baton

66

Armor
Type

Armor

Shields

EV Suit
Light
Medium
Heavy

+1
+2
+4
+6

+1
+2
+2
+2

Mod
Slots
1
2
2

Weight

Cost

Notes

8
10
20
30

2000
3000
5000
7000

Protects against adverse atmospheric effects


Covers torso, arms, legs
Covers torso, arms, legs
Covers torso, arms, legs

Shields are disabled upon being Shaken and take one round to regenerate.

Armor Upgrades
Name
Hardening
Shield Reinforcement
Biotic Amp Augment
Omni-Tool Capacitor
Ammo Bandolier
Armor Actuators
Medi-Gel Suit Network

Slots
Used
1
1
1
1
1
1
1

Cost

Notes

1000
1000
1500
1500
1500
1500
2000

Negates 2 AP from a weapon attack (unless HW)


Increase shields by +1
Increase Biotic damage by +1
Increase Tech damage by +1
Increases Shots by 5 (only by 2 if HW)
Increases Strength by +2
Grants the Combat Reflexes edge

67

Weapon Modifications
Name
Barrel Extension
Mass Effect Stabilizers
Thermal Clip Extension
Scope

Slots Used
2
2
1
1

Cost
5000
5000
5000
5000

Auto-Targeting Scope

5000

Blade Attachment

5000

Notes
+2 to damage
Reduces Strength requirement for a weapon by 1 die code
Increases Shots by 25% (rounded up)
Reduces range penalties by 2 with attached weapon. Comes
standard on Sniper Rifles and does not take up a mode slot.
Cant be used on Shotguns.
Reduces range penalties by 2 and ignores cover penalties by 2
with attached weapon. Only takes one slot on Sniper Rifles and
cant be used on Shotguns.
This weapon can be used as a melee weapon dealing
Strength+d4 damage. Can only be used on Assault Rifles and
Shotguns.

Synthetic Modifications
The number in parentheses after the name of each entry is the number of times the mod may be
taken. U means unlimited.
*A listing such as 5/1 means 5 enchancements of this type requires 1 Mod slot. Round up.
Modification
Armor (U): +2 Armor. Double Price and add +1 Mod slot if Heavy Armor.
Attribute (U): Increase an attribute by a die type (after d12 add +1 per step)
Edge (U): The synthetic has an Edge and may ignore all Requirements except previous
versions of the Edge.
Magnetic Pads (1): Soles and palms are fitted with powerful magnets so the synthetic
can cling to metal surfaces at full Pace.
Pace (U): Walking Pace +2 and d10 running die. Add +2 Pace each additional time this
Mod is taken.
Sensor Suite (1): Optical, chemical, motion, and other active sensors ignore
illumination penalties and add +2 to Notice rollsto detect designated types of targets.
Targets do not need to be visible, but dense materials may cause inaccurate readings.
500 yard range.
Shields ( U): Adds +2 Shields.
Skill (U): Add or increase a skill by a type. After d12, add +1.
Stealth System (1): Those trying to detect or attack a Synthetic with its Stealth System
engaged subtract 4 from their rolls to do so. The effect is triggered as a free action,
but is negated any round in which the Synthetic fires a weapon or emits a noncloakable signal, such as a radio signal or active sensor suite.
Targeting System (1): Negates up to 2 points of Shooting penalties.
Trait Bonus (U): +2 bonus to any single trait. It may only be taken once per trait.
Wall Walker (1) : May walk on vertical or inverted surfaces at half Pace.

Mod Slots

Cost

1
5/1
1

8000
8000
8000

8000

8000

8000

1
5/1
2

8000
8000
8000

1
1
1

8000
8000
8000

68

Chapter Six: Ships


FTL Drives:
Faster-than-light drives use element zero cores to reduce the mass of a ship, allowing higher rates of
acceleration. This effectively raises the speed of light within the mass effect field, allowing high speed
travel with negligible relativistic time dilation1 effects.
Starships still require conventional thrusters (chemical
rockets, commercial fusion torch, economy ion engine,
or military antiproton drive) in addition to the FTL
drive core. With only a core, a ship has no motive
power.
The amount of element zero and power required for a
drive increases exponentially to the mass being moved
and the degree it is being lightened. Very massive
ships or very high speeds are prohibitively expensive.
If the field collapses while the ship is moving at fasterthan-light speeds, the effects are catastrophic. The
ship is snapped back to sublight velocity, the enormous excess energy shed in the form of lethal
Cherenkov radiation.

Military Ship Classifications:


Larger warships are generally classified in one of four weights:
Frigates are small, fast ships used for scouting and screening
larger vessels. Frigates often operate in wolf-pack flotillas.
Cruisers are middle-weight combatants, faster than
dreadnoughts, and more heavily-armed then frigates. Cruisers
are the standard patrol unit, and often lead frigate flotillas.
Dreadnoughts are kilometer-long capital ships mounting heavy,
long-range firepower. They are only deployed for the most vital
missions.
Carriers are dreadnought-sized vessels that also carry a large
amount of fighters.

69

Smaller vessels are exclusively used in a support role to the warships during combat:
Fighters are one-man craft used to perform close-range attacks on enemy ships.
Interceptors are one-man craft optimized for destroying opposing fighters.

Space Combat:
Ship mobility dominates space combat; the primary objective is to align the mass accelerator along the
bow with the opposing vessel's broadside. Battles typically play out as artillery duels fought at ranges
measured in thousands of kilometers, though assault through defended mass relays often occur at
"knife fight" ranges as close as a few dozen kilometers.
Most ship-to-ship engagements are skirmishes between patrol vessels of cruiser weight and below,
with dreadnoughts and carriers only deployed in full-scale fleet actions. Battles in open space are short
and often inconclusive, as the weaker opponent generally disengages.
Once a ship enters FTL flight the combat is effectively over; there are no sensors capable of tracking
them, or weapons capable of damaging them. The only way to guarantee an enemy will stand and
fight is to attack a location they have a vested interest in, such as a settled world or a strategicallyimportant mass relay.

70

Space Combat: Combat Endurance


Heat limits the length and intensity of ship-to-ship combat. Starships generate enormous heat when
they fire high-energy weapons, perform maneuvering burns, and run on-board combat electronics.
In combat, warships produce heat more quickly than they can disperse it. As heat builds within a
vessel, the crewed spaces become increasingly uncomfortable. Before the heat reaches lethal levels, a
ship must win or retreat by entering FTL. After an FTL run, the ships halts, shuts down non-essential
systems, and activates the heat radiation gear.
Combat endurance varies by ship design and by the battle's location. Battles in the deep cold of
interstellar space can go on for some time. Engagements close to a star are brief. Since habitable
worlds are usually close to a star, battles over them are usually more frantic.

Space Combat: General Tactics


Shells lofted by surface navies crash back to earth when their acceleration is overwhelmed by gravity
and air resistance. In space, a projectile has unlimited range, it will keep moving until it hits something.
Practical gunnery range is determined by the velocity of the attacker's ordinance [sic] and the
maneuverability of the target. Beyond a certain range, a small ship's ability to dodge trumps a larger
attacker's projectile speed. The largest-ranged combat occurs between dreadnoughts, whose
projectiles have the highest velocity but are the least maneuverable. The shortest-range combat is
between frigates, which have the slowest projectile velocities and highest maneuverability.

71

Opposing dreadnoughts open with main gun artillery duel at EXTREME ranges of tens of thousands of
kilometers. The fleet close, maintaining evasive lateral motion while keeping their bow guns facing the
enemy. Fighters are launched and attempt to close to disruptor torpedo range. Cautious admirals
weaken the enemy with ranged fire and fighter strikes before committing to close action. Aggressive
commanders advance so cruisers and frigates can engage.
At long range, the main guns of cruisers become useful. Friendly interceptors engage enemy fighters
until the attackers enter the range of ship-based GARDIAN fire. Dreadnoughts fire from the rear,

screened by smaller ships. Commanders must decide whether to commit to a general melee or retreat
into FTL.
At medium range, ships can use broadside guns. Fleets intermingle, and it becomes difficult to retreat
in order. Ships with damaged kinetic barriers are vulnerable to wolfpack1 frigate flotillas that speed
through the battle space.
Only fighters and frigates enter close "knife fight" ranges of 10 or fewer kilometers. Fighters loose their
disruptor torpedoes, bringing down a ship's kinetic barriers and allowing it to be swarmed by frigates.
GARDIAN lasers become viable weapons, swatting down fighters and boiling away warship armor.
Neither dreadnoughts nor cruisers can use their main guns at close range; laying the bow on a moving
target becomes impossible. Superheated thruster exhaust becomes a hazard.

Space Combat: Planetary Assaults


Planetary assaults are complicated if the target is a habitable garden world; the attackers cannot
approach the defenders straight on.

72

The Citadel Conventions prohibit the use of large kinetic impactors against habitable worlds. In a
straight-on attack, any misses plough into the planet behind the defending fleet. If the defenders
position themselves between the attackers and the planet, they can fire at will while the attacker risks
hitting the planet.
Successful assaults on garden worlds hinge upon up-to-date intelligence. Attackers need to determine
where the enemy's defenses are, so they may approach from an angle that allows them to fire with no
collateral damage. Note this is not necessary for hostile worlds.
Once control of orbit has been lost, defensive garrisons disperse into the wilderness. An enemy with
orbital superiority can bombard surface forces with impunity. The best option for defenders is to hide
and collect reconnaissance in anticipation of relief forces.
Given the size of a planet, it is impractical to garrison entire conquered worlds. Fortunately,
colonization efforts tend to focus on building up a dozen or fewer areas. Ground forces occupy the
spaceports, industrial facilities, and major population centers. The wilderness is patrolled by
unmanned aerial vehicles1 and satellite reconnaissance. If a defender unit is spotted, airmobile rapid
deployment units and satellite artillery are used to pin down and destroy them.

73

Space Combat: Pursuit Tactics


Dependent on light, sensors cannot detect objects moving at a faster-than-light speeds. No ship can be
detected at interstellar ranges. Detection at interplanetary ranges suffers from light speed lag:
observers see ships not where they appear to be but where they were when the light bearing their
image left them, minutes, hours, or days before. To counteract light speed lag, battle fleets surround
themselves with spheres of screen and scouting frigates.
Pursuers cannot detect ships and directly intercept them. Instead, pursuers track where objects were,
where they were heading, and at what speed they were moving. Such data reliably predicts an object's
future location and for pursuit along its light-lagged "wake". Ships trying to evade pursuit follow erratic
zigzag courses, requiring pursuers to make stops to update their projections.

Space Combat: Trans-Relay Assaults


The crucial choice for any attack through mass relays is how to divide the fleet for transit. The accuracy
of a relay's mass-projection depends on the mass being moved and how far its going. Any long
distance and/or high mass jump will see "drift". That is, a ship may be hundreds or millions of
kilometers from its intended drop point, in any direction from the relay.
Distance can't be chosen by admirals, but a relay is told how much mass to transit. For example, if told
to move a million metric tons of mass, the relay will scan the approach corridor, find four 250,000-ton
freighters, and transit them together, maintaining their relative positions.
A commander has the option of moving his fleet as one large, coherent formation that may be wildly
off-position, or breaking it up into many smaller formations that will be individually closer to the
intended attack point, but could be widely dispersed.
Conservative assault doctrine holds that fleets should be moved en masse, maintaining concentration
of force and reducing the chances of collision. The only time it is reasonable to split up a formation is
during blockade running.

74

Starships: Crew Considerations


Cabins give each individual ten cubic meters of space. On larger vessels private rooms are common. As
ships get smaller, the number of crew packed into a single wardroom increases. Asari prefer shared
spaces even on large vessels while Krogan territorial instincts make it impossible for them to
cohabitate even on the largest ships.
On smaller vessels, "hot bunking" is the norm. Crew members are assigned different watches share the
same bunk. When one gets off-duty, he wakes up the person in the bunk. While that crewman is on
duty, the first gets his rack time.
Spacecraft compartments can be isolated by air-tight doors in case of decompression. The cinematic
version of explosive decompression is fiction; holed compartments either take enough damage that
the occupants are killed instantly, or leak slowly enough that they are able to reach protective gear.
Compartments are equipped with Emergency Life Supports Apparatus: fireproof plastic bubbles with
air bottles. Small when stowed, ELSA comfortably accommodate one individual inflated. Damage
control procedure cuts off ventilation to burning compartments. Without oxygen to consume, fires die
in seconds. The compartment is
re-pressurized afterward for crew
recovery.
Mass effect fields create an
artificial gravity (a-grav) plane
below the decks, preventing
muscle atrophy and bone loss in
zero-gee. Large vessels arrange
their decks perpendicular to their
thrust axis. The "highest" decks
are at the bow, and the "lowest"
decks at the engines. This allows
a-grav to work with the inertial effects of thrust. Ships that can land arrange their decks laterally, so
the crew can move about while the vessel is on the ground.
Warships normally turn off their a-grav systems during combat, reducing heat generated by systems
and increasing combat endurance. To provide a point of reference for navigating in zero-gee, floors are
painted a different color from the walls and ceiling.

75

SSV Normandy
The Systems Alliance Space Vehicle Normandy is a prototype starship created as a joint human and
Turian venture. It is optimized for scouting and reconnaissance missions in unstable regions, using
state-of-the-art stealth technology.
For most ships, the heat generated through
standard operations is easily detectable against
the absolute-zero background of space. The
Normandy, however, is able to temporarily sink
this heat within the hull. Combined with
refrigeration of the exterior hull, the ship can
travel undetected for hours, or drift passively for
days of covert observation. This is not without
risk. The stored heat must eventually be radiated,
or it will build to levels capable of cooking the
crew alive.
Another component of the stealth system is the Normandy's revolutionary Tantalus drive, a mass
effect core twice the standard size. The Tantalus drive generates mass concentrations that the
Normandy "falls into", allowing it to move without the use of heat-emitting thrusters.
Large: Size 10, Acc/TS 40/500, Climb 2, Toughness 30 (8), Mods 20, Crew 12, Energy 400, Cost: Military
Notes: VI, Atmospheric, FTL Drive, Garage, Galactic Sensor Suite, Shields, Stealth System, Targeting
System
Weapons:

GARDIAN point defense lasers


Spinal Mass accelerator cannon

76

Normandy SR-2 (Cerberus)


With elaborate secrecy, Cerberus labored for years to build a new, superior Normandy. The vehicle's
many alterations produced a craft nearly double the original size, requiring an even larger Tantalus
drive core to compensate.
The new Normandy features
greater space in living quarters,
research laboratory, observation
deck, and cargo bay. Its shuttle
can make landings the Normandy
cannot attempt. In addition to
tightbeam communicators,
Normandy's Quantum
Entanglement Communicator
(QEC) provides instantaneous
contact with the Illusive Man. The
Enhanced Defense Intelligence AI
coordinates many of the ship's combat functions, assisting and even supplanting human piloting.
Potential upgrades are numerous: the airframe could support additional armor and an axial mass
accelerator, the thrusters could support recent advances in fuel technology beyond H2/O2 chemical
rockets, and the hull can mount double the standard number of kinetic barrier projectors, leaving
space for stronger shields, easily sustainable via the new eezo drive core.
Huge: Size 16, Acc/TS 40/500, Climb 1, Toughness 45 (8), Mods 35, Crew 20, Energy 500, Cost: Military
Notes: AI, Atmospheric, FTL Drive, Garage, Galactic Sensor Suite, Shields, Stealth System, Targeting
System,
Weapons:

Javelin Disruptor Torpedos


Thanix Cannon

77

Normandy SR-2 (Alliance)


Cerberus built the Normandy SR-2 as a second-generation version of the Alliance frigate SSV
Normandy after the Collectors destroyed the original. The SR-2's many alterations produced a craft
nearly double the original size, requiring an even larger Tantalus drive core to compensate. Its state-ofthe-art Kodiak shuttle
can make landings the
original Normandy could
not attempt. The
Enhanced Defense
Intelligence, an Al
known colloquially as
EDI, coordinates many
of the ship's combat
functions, assisting and
even supplanting human
piloting.
The Alliance has recently appropriated and refurbished the SR-2. In addition to tightbeam
communicators, the Quantum Entanglement Communicator (QEC) provides instantaneous contact
with Alliance Command.
Huge: Size 16, Acc/TS 40/500, Climb 1, Toughness 45 (8), Mods 35, Crew 20, Energy 500, Cost: Military
Notes: AI, Atmospheric, FTL Drive, Garage, Galactic Sensor Suite, Shields, Stealth System, Targeting
System,
Weapons:

Javelin Disruptor Torpedos


Thanix Cannon

78

Chapter Seven: Vehicles


M29 Grizzly
The M29 "Grizzly" Infantry Fighting
Vehicle (IFV) was the standard "battle
taxi" of Systems Alliance Marines for
nearly thirty years. However, while
excellent in long-term planetary
campaigns, the Grizzly's bulk and
weight made it unsuitable for rapid
deployment across the Alliance's
expanding sphere of influence.
Grizzlies are several meters longer than
the Mako; however, when stripped of
its antenna and turret, they are roughly the same height. With these optional features, the Grizzlies
are taller than a Mako. The Grizzlies are compartmentalized into a driver/antenna/engine
compartment and a passenger/turret compartment. There is a crew hatch in the driver/engine
compartment. The vehicle's power cells are located in the front of this compartment. These cells
power the systems aboard the vehicle and provide propulsion power to the wheels located on either
side of the passenger/turret compartment. All six wheels of the vehicle are protected by wheel covers.
The military-grade Grizzly can be equipped with either an antenna/turret package, or an antenna,
minus turret, package. The oldest recorded use of the Grizzly was a turret-less variant used in a
skirmish of the First Contact War. With the success of the Grizzlies, the civilian-grade VT7 was
introduced minus the antenna and turret. The VT7s were painted brown with orange highlights.
Heavy: Size 6, Acct/TS 5/10, Toughness 25 (6), Mods 5, Crew 1 + 5, Cost: 40,000
Notes: Four Wheel Drive (ignore difficult terrain)
Weapons:

Turret, Range 100/200/400, AP Rounds 4d8, AP 5, RoF 4

79

M35 Mako
The "Mako" infantry
fighting vehicle was
designed for the
System Alliance's
frigates. Though the
interior is cramped, an
M35 is small enough to
be carried in the cargo
bay and easily
deployed on virtually
any world.
With its turreted mass
accelerator and
coaxially-mounted machine gun, the Mako can provide a fire team with weapon support as well as
mobility. Since Alliance marines may be required to fight on any world, the Mako is environmentallysealed and equipped with microthrusters for use on low-gravity planetoids.
The Mako is powered by a sealed hydrogen-oxygen fuel cell, and includes a small element zero core.
While not large enough to nullify the vehicle's mass, the core can reduce it enough to be safely airdropped. When used in conjunction with the thrusters, it also allows the Mako to extricate itself from
difficult terrain.
Heavy: Size 6, Acct/TS 10/25, Toughness 20 (5), Mods 5, Crew 1 + 3, Cost: 30,000
Notes: Four Wheel Drive (ignore difficult terrain penalties),Missile Launcher, Targeting System, Ground
Penetrating sensor suite (can detect anti-vehicular mines), Can be repaired from within the vehicle.
Weapons:

Coaxial- mounted machine gun, Range 100/200/400, AP Rounds 4d8, AP 5, RoF 4


Mass accelerator Cannon, Range 100/200/400, HE Rounds 5d10, AP 20, RoF 1

80

M-44 Hammerhead
The M-44 Hammerhead is
an infantry fighting vehicle
that hovers over the
battlefield at up to 120
kilometers an hour. The
Hammerhead can seat at
least three crew members
at a time. It incorporates an
onboard VI system that
monitors the environment
for dangers and alerts the
crew. An integrated mineral
collection system allows the
Hammerhead to retrieve
any resources it finds during a mission. Like the Mako, it is capable of being air-dropped from a frigate
and of propelling itself vertically to scale obstacles by means of hoverjets. But continuous exertion of
the Hammerhead's hoverjets will overheat them, rendering them useful only for short hops. The
Hammerhead also incorporates a boost feature that allows the vehicle to move quickly across the
battlefield. If the boost and hoverjets are used simultaneously, the hoverjets will overheat quicker and
not cool until the boost is released.
The Hammerhead is armed with a single gun which can only swivel vertically, but it compensates for
this by boasting a fairly high rate of fire and a guided missile system that ensures accuracy even during
aggressive maneuvering. Despite its formidable weaponry and design, the vehicle lacks onboard kinetic
barriers, making it vulnerable to sustained enemy fire. This problem is somewhat mitigated by the
Hammerhead's sophisticated repair system which automatically restores the vehicle's integrity (health)
if no damage is taken for a brief period of time. Nevertheless, the Hammerhead's vulnerability forces
its driver to maneuver constantly out of the line of fire in order to prevent major damage.
Heavy: Size 6, Acct/TS 10/25, Toughness 15 (4), Mods 5, Crew 1 + 3, Cost: 50,000
Notes: Missile Launcher, Targeting System, Sensor Suite, Can be repaired from within the vehicle,
Hover Vehicle
Weapon:

Mass accelerator Cannon, Range 100/200/400, HE Rounds 4d10, AP 15, RoF 2

81

Tomkah

The Tomkah is a large infantry fighting vehicle fielded by the Krogan Urdnot clan on Tuchanka. It is
outwardly similar to the Alliance M35 Mako and M29 Grizzly, although it is considerably larger (to
house the much larger Krogan), standing almost twice as high as a standard Alliance IFV. Its only visible
armament is a large double-barreled turret resting on the top of the vehicle.
Heavy: Size 8, Acct/TS 10/15, Toughness 20 (5), Mods 5, Crew 1 + 3, Cost: 40,000
Notes: Four Wheel Drive (ignore difficult terrain penalties), Targeting System
Weapon:

Turret, Range 100/200/400, AP Rounds 4d8, AP 5, RoF 4

82

UT-47 Kodiak Drop-Shuttle


The Systems Alliance UT-47 drop-shuttle
landing craft holds 12 soldiers in a cramped,
uncomfortable cargo bay and two more in
the cockpit. Officially named the Kodiak, the
drop-shuttle is better known to Alliance
marines as the "combat cockroach" due to
its appearance and durability.
The vehicle's robust environmental sealant
technology exposes few vulnerable parts to
the elements. First tested in the sulfuric acid
clouds and extreme temperatures of Venus, the Kodiak can land in hard vacuum, high pressure, and
temperatures from near-absolute zero to over 900 degrees Celsius.
A true contragravitic vehicle, the Kodiak's substantial element zero core allows flight by entirely
countering the vehicle's mass. Its small thrusters are for directional control only, so if the mass effect
field fails, the vehicle becomes a proverbial "three-million-credit coffin." The unarmed shuttle forgoes
weaponry-space for active masking, electronic countermeasures, and a robust kinetic barrier system. It
is ideal for dropping troops undetected. The UT-47 shuttle has since been sold to allies, recovered by
enemies, and had its specifications stolen by spies. In one form or another, this durable transport is
now used in all corners of the galaxy.
A-model Kodiaks feature a front-mounted mass-accelerator cannon that can be used in an antivehicular role. Since the shuttle lacks proper gun ports, soldiers often open the side hatch to fire on
enemies. This is discouraged in Alliance manuals, since it exposes the interior to return fire.
Small Ship: Size 6, Acc/TS 50/700, Climb 3, Toughness 20 (5), Crew 1+ 12, Cost: 200,000, Remaining
mods 5
Notes: Atmospheric, Planetary Systems suite
Weapons: (On A models)

Turret, range 50/100/200, AP Rounds 2d12, AP 4, RoF 4

83

X3M

Referred to colloquially as a "shuttle", "skycar", or "aircar", the X3M is a contragravity speeder


designed for transporting individuals in metropolises and space stations. Shuttles are
compartmentalized into a pilot/passenger compartment and a propulsive drive compartment. In the
pilot/passenger compartment, there are four seats with one of them reserved for the pilot. From
either the forward left or right seat, a pilot controls the shuttle's movements through the use of a
haptic adaptive interface. The canopy of the shuttle is divided into two sections - a central section
which lifts up, and a clamshell door. The windows of the vehicle can be darkened for the privacy of the
passengers. Due to the limited storage space, passengers are limited to what they can carry or store on
their bodies. Rear of this compartment, there is the propulsive drive powered by a mass effect field.
Medium: Size 3, Acc/TS 10/45, Toughness 12 (3), Mods 3, Crew 1+2), Cost 15,000
Notes: Luxury models can cost anywhere up to 750,000 credits.

84

Chapter Eight: Enemies


Geth
Geth Armature
The Geth Armature is a mobile anti-vehicle and anti-personnel unit employed in high-risk areas, often
dropped directly from a Geth Dropship. Armed with superior firepower and a Siege Pulse assault
cannon, this Geth is easily a match for the armored vehicles of other races. Its main armament is
deadly but slow to recharge, but the Geth Armature compensates by knocking down infantry with a
smaller secondary weapon, making it very
dangerous to engage an Armature at close
range.
Armatures are sentient, synthetic lifeforms
capable of independent thought, learning and
action. When inactive, Armatures fold into a
compact state, allowing them to be packed
into containers, or place themselves in small
spaces. This feature, combined with their
armaments, makes Armatures perfect for
garrison forces or for ambushes. With the revelation from Legion that individual Geth are sentient
programs that can be downloaded to or uploaded from a physical body, it is likely that a Geth
armature is simply another type of "mobile platform" used interchangeably by the Geth.
Medium Walker Tank: Size 8, Strength d12+6, Toughness 28 (10), Pace 15
Weapon:

Siege Pulse assault cannon (Range 150/300/600, Damage 4d10, RoF 1)

85

Geth Colossus
Geth Colossi are similar to Geth Armatures, but much larger with
stronger armor and better weaponry. They are distinctive from
Armatures because their armor is brighter, somewhat platinumsilver in appearance, with ridges on the back. They are equipped
with mass accelerator machine guns and a powerful Siege Pulse
mass accelerator cannon. The Colossus is a monumentally
dangerous foe.
Heavy Walker Tank: Size 10, Strength d12+8, Toughness 35 (18),
Pace 12
Weapons:

Mass accelerator Machine guns (Range, 150/300/600, Damage 2d10, RoF 2, Auto)
Siege Pulse accelerator cannon ( Range 150/300/600, Damage 6d10, RoF 1)

Geth Destroyer
Geth Destroyers are one of the larger and more dangerous forms of Geth
infantry, frequently encountered wherever there is a notable concentration
of Geth. They are more durable and deadly than most Geth infantry, and
should be handled with caution. The Geth Destroyer is a fearsome enemy,
standing eleven feet tall. Their armor can either be dark grey with a yellow
stripe down the middle of the chest or Red and Black, and they have a bright
blue 'flashlight' eye. The Destroyer carries either Geth Pulse Shotgun or a M45 Firestorm.
Attributes: Agility d8, Smarts d6, Spirit d6 ,Strength d8 , Vigor d10
Skills: Fighting d8, Shooting d8
Cha: -2; Pace: 6; Parry: 6; Toughness: 13 (4) (Shields 2)
Gear: Geth Pulse Shotgun ( Range 7/11/20, Damage 1-3d10, RoF 1, SA ), M-45 Firestorm ( Range
Cone, Damage 3d12, RoF 1, HW )

86

Geth Hopper
Hoppers are 'cyberwarfare platforms', meaning they have the ability to wreak havoc on hardsuit
computers and weapons with Sabotage, Overload, or Damping. The Hopper's main attack is a powerful
laser that comes out of its "eye". Like the Geth Sniper they also use
a radar jammer. Hoppers tend to ambush in packs, using their
rapid movement to cause disarray.
Hoppers are a subtype of the Geth that the Quarians don't
recognize, hinting that the Geth are 'evolving' beyond the forms
originally created by the Quarians.
Attributes: Agility d8, Smarts d6 ,Spirit d6 ,Strength d6, Vigor d6
Skills: Climbing d8, Fighting d4 Shooting d8
Cha: -2; Pace: 8; Parry: 4; Toughness: 7(2)
Gear: Eye Lazer ( 25/50/100, Damage 2d10, RoF 1)
Tech Powers: Sabotage, Overload or Damping. Power Points: 10

Geth Hunter
Geth Hunters are particularly deadly, due to their cloaking devices. They
typically wield either a Scimitar shotgun, or a Geth Plasma Shotgun. The Geth
Hunter's combat behavior is to close in and eliminate opponents with its
shotgun. Their stealth devices mean they are capable of catching opponents
off guard, particularly in the middle of combat where more visible threats are
likely to be targeted first.
Attributes: Agility d6, Smarts d6 ,Spirit d6 ,Strength d8 , Vigor d8
Skills: Fighting d6, Shooting d8, Stealth d8
Cha: -2; Pace: 6; Parry: 5; Toughness: 10(2)(Shields 2)
Gear: Geth Pulse Shotgun ( Range 7/11/20, Damage 1-3d10, RoF 1, SA )

87

Geth Juggernaut
Geth Juggernauts are recognizable by their red armor, bright red "flashlight eyes" and
huge stature. Like the Geth Prime, they tower above the ground, an intimidating
presence on the battlefield. They're equipped with pulse rifles modified to fire
Distortion Rockets, similar to weaker Geth Rocket Troopers.
Attributes: Agility d8 , Smarts d6 ,Spirit d4 ,Strength d8 , Vigor d8
Skills: Fighting d8, Notice d6, Shooting d8
Cha: -2; Pace: 6; Parry: 6; Toughness: 12 (4) (Shields 2)
Gear: Modified Geth Pulse Rifle (Range 50/100/200, Damage, 4d6, RoF 1, AP 10)

Geth Prime
Standing twelve feet high and boasting the deadliest arsenal of any Geth
infantry, a Geth Prime is a terrifying opponent. Their color scheme can
vary, and by the year 2186 CE; Geth Primes have three red eyes and a
red color scheme. Geth Primes are command-and-control units that
pulverize their enemies with offensive tactics.
Attributes: Agility d8, Smarts d6 ,Spirit d4 ,Strength d8 , Vigor d8
Skills: Fighting d8, Notice d6, Shooting d10
Cha: -2; Pace: 6; Parry: 6; Toughness: 14 (6) (Shields 2)
Gear: Geth Pulse Rifle (Range 24/50/98, Damage 2d8, RoF 3, AP 3, Auto)

88

Geth Pyro
The Geth Pyro is a newer platform that was introduced around the year 2186
CE. They move slowly, but can take a lot of damage as it gets within range to
use its Firestorm.
Attributes: Agility d6, Smarts d6 ,Spirit d6 ,Strength d6 , Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: -2; Pace: 4; Parry: 5; Toughness: 11 (4) (Shields 2)
Gear: M-451 Firestorm (Range Cone, Damage 3d12, RoF 1, HW)

Geth Rocket Trooper


This class of Geth is specialized to incorporate heavy firepower against groups
of enemies. They are usually dispatched alongside Geth Troopers and Geth
Shock Troopers. Before the year 2186 CE, Geth Rocket Troopers were Red,
but after that year, donned a White and Black color scheme.
Attributes: Agility d6, Smarts d6 , Spirit d6 ,Strength d6 , Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: -2; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)
Gear: ML-77 Missile Launcher ( Range 50/100/200, Damage 6d6, RoF 1 , HW,
AP 15, SBT, SA)

89

Geth Shock Trooper


Geth Shock Troopers are heavy Geth infantry, indicated by their larger size and
white armor.
The Geth Shock Trooper is not only a heavy infantry unit, but also a capable
engineer. They are capable of setting up and arming large explosives. On the
battlefield, they typically make up nearly half of Geth ground forces.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: -2; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)
Gear: Geth Pulse Rifle (Range 24/50/98, Damage 2d8, RoF 3, AP 3, Auto)

Geth Sniper
The Geth Snipers are Geth bipedal platforms geared for long-range combat.
They're dark brown with red armor details and emit a bright cyan light from their
'flashlight eye'. They're equipped with sniper rifles and possess the powerful
Assassination ability.
Attributes: Agility d6, Smarts d6 ,Spirit d6 ,Strength d6 , Vigor d6
Skills: Fighting d4, Notice d8, Shooting d8
Cha: -2; Pace: 6; Parry: 5; Toughness: 7 (2)
Gear: Modified Geth Pulse Rifle (Range 40/ 80/110, Damage 2d8, RoF 1, AP 3, SA)

90

Geth Trooper

Geth Troopers are standard Geth infantry. These units are lightly
equipped, with no exotic weapons, and are normally found in groups of
two or more. They are dark gray in color, with pale green synthetic
"flesh" and a bright blue 'flashlight eye'. They lack heavy armor,
resulting in a weakness to weapons fire, and their low weight makes
them vulnerable to biotics or grenades.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6 , Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: -2; Pace: 6; Parry: 5; Toughness: 7 (2)
Gear: Geth Pulse Rifle (Range 24/50/98, Damage 2d8, RoF 3, AP 3, Auto)

91

Cerberus
Cerberus is a human-survivalist paramilitary group led by the enigmatic Illusive Man. Cerberus' core
belief is that humans deserve a greater role in the galactic community, and that the Systems Alliance is
too hamstrung by law and public opinion to stand up effectively to the other Citadel races. Cerberus
supports the principle that any methods of advancing humanity's ascension are entirely justified,
including illegal or dangerous experimentation, terrorist activities, sabotage and assassination.
Cerberus operatives accept that these methods are brutal, but believe history will vindicate them.
Nevertheless, both the Systems Alliance and the Citadel Council have declared Cerberus to be a
terrorist organization and will prosecute identified Cerberus agents accordingly.

Cerberus Forces as of 2183


Cerberus Anti-Tank
Cerberus Anti-Tank infantry are employed by Cerberus to defend key installations
and research facilities. Unlike other Cerberus forces, they are employed to defend
the exterior of the Cerberus facility, rather than the interior.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)
Gear: M7 Lancer (Range 22/46/92, Range 2d8-1, RoF 3, AP 2, Auto)

Cerberus Commando
Cerberus Commandos are highly trained shock troopers that are used
by Cerberus to perform operations or defend locations.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d8
Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)
Gear: M7 Lancer (Range 22/46/92, Range 2d8-1, RoF 3, AP 2, Auto)

92

Cerberus Sniper
Cerberus Snipers are individuals who are employed by Cerberus to defend
installations and research facilities.
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor d6
Skills: Fighting d6, Notice d8, Shooting d8
Cha: 0; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)
Gear: M-92 Mantis (Range 50/100/200, Damage 2d12, RoF 1, AP 3, SA)

Research Technician
Research Technicians are people who are employed by Cerberus to
conduct research at the various installations utilized by the organization.
Attributes: Agility d6, Smarts d8, Spirit d4, Strength d4, Vigor d4
Skills: Fighting d4, Notice d6, Shooting d4
Cha: 0; Pace: 6; Parry: 5; Toughness: 4
Gear: M-3 Predator (Range 12/24/48, Damage 2d6+1, RoF 1, AP 3, SA)
Biotic Powers: Throw, Lift, Barrier. Power Points: 10

93

Cerberus forces as of 2186


Assault Trooper
Assault troopers are the backbone of Cerberus forces. Those
candidates who make it through the grueling basic training are
submitted to an intensive psychological program that renders
them fearless, disciplined, and unrelenting. Outfitted with customdesigned armor and rifles, these soldiers function with determined
precision and practiced teamwork.
M-25 Hornet and Shock Baton
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)
Gear: M-25 Hornet (Range 14/28/52, Damage 2d6+1, RoF 3, AP 2, SA, 3RB), Shock Baton (Damage Str+
d6)

Atlas Mech
With the Atlas, Cerberus's research arm has combined the deadly armor
and firepower of a YMIR mech with the tactical superiority of a trained
human pilot. An element zero core allows the Atlas to be air-dropped
onto a battlefield with minimal impact damage. Its thick armor includes a
robust transparent canopy made from a polycrystalline composite
proprietary to Cerberus. Alliance engineers hypothesize that the material
is some kind of synthetic sapphire composed with interlayers to resist
cracking and thermal damage.
Light Walker: Size 6, Strength d12+4, Toughness 24 (5)( Shields 4), Pace
20 (2d6 Run)
Notes: Deflector Screens, Sensor Suite, Shields, Targeting System
Weapons:

Antipersonnel machine gun (Range 50/100/200, Damage 2d12, RoF 4, AP 4)


Cannon (Range 50/100/200, Damage 3d10, RoF 1, AP 10, HW)

94

Centurion
Centurions are Cerberus's front-line tacticians. They are meant to enact the lllusive
Man's strategic goals, although it is clear that they have leeway to adapt as an
encounter develops.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: 0; Pace: 6; Parry: 5 ; Toughness: 11 (4) (Shields 2)
Gear: M-96 Mattock ( Range 30/52/110, Damage 2d8+1, RoF 1, SA), 2 Smoke
Grenades

Combat Engineer
Cerberus combat engineers are specialized support units that assist
primary forces while staying out of the line of fire. They wear lighter
armor than the typical Cerberus combatant, using a modified mesh
that allows greater mobility. Under cover and out of sight, engineers
focus on setting up and maintaining turrets as well as repairing
mechanical units or armored allies.
Attributes: Agility d6, Smarts d8 ,Spirit d6, Strength d4 , Vigor d4
Skills: Fighting d6, Notice d6, Repair d6, Shooting d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)
Gear: M-5 Phalanx ( Range 12/24/48, Damage 2d8-1, RoF 1, AP 4, SA)
Special Abilities:

Sentry Turret

Duration: 4 rounds (or until destroyed)


Skill: Notice d6, Shooting d6
Parry: 2, Toughness: 9 (2) (Shields 2), Range 12/25/80, Damage 2d6-1

95

Dragoon
Dragoons are heavily armored soldiers capable of lunging toward
their enemies with considerable speed and biotic lashes. M-25
Hornet and Biotic Lashes
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d6, Shooting d6
Cha: 0; Pace: 6; Parry: 5 ; Toughness: 13 (6) (2)
Gear: M-25 Hornet (Range 14/28/52, Damage 2d6+1, RoF 3, AP 2,
SA, 3RB)
Biotic Powers: Lash. Power Points: 10

Guardian
Guardians, the Cerberus equivalent of human tanks, are slow-moving soldiers
who carry enormous polycrystalline-composite shields. The weight of the shield
requires an armored suit equipped with hydraulic assists and a dedicated
power supply. Combining this exceptional protection with a suite of
enviromapping systems, guardians focus on flanking opponents to flush them
from cover. M-358 Talon and Shock Baton.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d6, Shooting d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 13 (6) (Shields 2)
Gear: M-359 Talon (Range 15/30/55, Damage 2d8, RoF 1, AP 4, SA) , Shock Baton (Damage Str+ d6)

96

Nemesis
The nemesis is a Cerberus sniper specialist. Customized implants allow the
nemesis to withstand the crippling kickback of the M-98 Widow antimaterial
rifle, turning a redoubtable opponent into a force capable of inflicting instant
death. A suite of high-tech scanning equipment makes the sniper adept at
maintaining cover, meaning a nemesis is usually spotted only after opening
fire--assuming the target survives the first round.
Because of self-destruct mechanisms that activate upon the sniper's death,
the Alliance has never retrieved an example of nemesis augmentation
technology. This fact, combined with Cerberus forces' penchant for suicide
when faced with capture, has made scientific study of their implants
impossible.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Shooting d8
Cha: 0; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)
Gear: M-98 Widow (Range 60/115/215, Damage 2d12, RoF 1, AP 3, Snapfire)

Phantom
Phantoms are agile Cerberus agents with a wide array of offensive and
defensive capabilities, including particular specialization in evasive maneuvers
and firing from cover. Although intelligence on their implants still evades the
Alliance, phantoms are known to be able to create a personal barrier for
greater protection.
Monomolecular blades and biotic shielding allow phantoms to engage in
close-quarters combat, and phantoms can briefly cloak in order to recover
from injuries. Because of this ability, the Alliance recommends personal
confirmation of a phantom's death.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 9 (2) (Shields 2)
Gear: Monomolecular Sword (Str+d8+2, AP 4, +1 Parry)

97

Rampart Mech
Though its initial invasion of Omega was successful, Cerberus was soon
faced with the problem of controlling the station's large and often
lawless population. An initial solution was to establish detainment areas
bordered with impassable force fields, believed to be sheets of plasma
suspended in a magnetic field. As Cerberus tightened its control of the
station, units that could pass freely through the force fields to police the
populace became necessary, leading Cerberus engineers to recover LOKI
security mechs from the remaining Eclipse mercenary chapters. When
upgraded with Cerberus's proprietary mini-fabrication technology,
shielding recovered from Omega's element zero processing plants, and
additional ablative armor, the result was the Rampart mech, a flexible
combat unit designed for control and intimidation of Omega's
inhabitants.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: 0; Pace: 6 ; Parry: 5; Toughness: 9 (2) (Shields 2)
Gear: M-23 Katana (Range 12/24/48, Damage 1-3d6, RoF 1, SA) ,Omni-Blade (Strength+d4, AP 2)

98

Collectors
The Collectors are an enigmatic race that live beyond the Omega 4 Relay, a mass relay within the same
system as Omega, in the Terminus Systems. They are rarely seen in the Terminus itself, let alone
Citadel space, and are generally regarded as a myth by Citadel citizens. Definite sightings of Collectors
have been made on Omega every few centuries.
They are most well-known for their odd trade requests for which they offer new technologies, often of
a startling level of advancement. Their requests usually involve the trade of living beings in odd
numbers and varieties, such as two dozen left-handed Salarians, sixteen sets of Batarian twins, a
Krogan born of parents from feuding clans, or two dozen "pure" Quarians who have never left the
Migrant Fleet due to illness, importance to the fleet, or disability. One of their current interests is in
healthy Human biotics. No one knows what happens to the
individuals concerned after the exchange is completed.
All Collectors, except for Scions, have the biotic power Barrier, with
either the 2 point or 4 point variants which are already factored into
their Toughness. All Collectors also have Flight.

Collector Assassin
Collector Assassins are the long-range marksmen of the Collectors.
Assassins are armed with the Collector Particle Beam, which has an
extremely high rate of fire and will tear through shields and barriers
with ease.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d8
Cha: -2; Pace: 6; Parry: 5; Toughness: 9(Shields 2)
Gear: Collector Particle Beam (Range 50/100/200, Damage 2d8, RoF 4, HW, AP 4, Auto)

99

Collector Captain
Armed with Collector Assault Rifle and can deploy Seeker Swarms
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: -2; Pace: 6; Parry: 5; Toughness: 9 (Shield 4)
Gear: Collector Assault Rifle (Range 30/52/100, Damage 2d8+1,
RoF 3, AP 3, Auto)
Special Abilities:

Spawn Seeker Swarm

Pace: 6; Parry: 5; Toughness: 5


Damage: 3d6

Collector Drone
Collector Drones are the common troopers of the
Collector race.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: -2; Pace: 6; Parry: 5; Toughness: 7(Shield 2)
Gear: Collector Assault Rifle (Range 30/52/100,
Damage 2d8+1, RoF 3, AP 3, Auto)

100

Collector Guardian
Collector Guardians are elite Collector combatants. Guardians possess the
Collector Assault Rifle, which they can arm with Warp Ammo. Their weapons
utilize a burst-fire mode similar to M-15 Vindicators which can be devastating
to your shields and biotic barriers.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Shooting d8
Cha: -2; Pace: 6; Parry: 5; Toughness: 10 (Shields 4)
Gear: Modified Collector Assault Rifle (Range 30/52/100, Damage 2d8+1, RoF
3, AP 3, 3RB)

Collector Trooper
Collector Troopers are equipped with Collector SMGs for ranged combat, but
can use organic blades for melee. They can also throw Frag Grenades at their
enemies, often to flush them out of cover.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: -2; Pace: 6; Parry: 5; Toughness: 7 (Shields 2)
Gear: Collector SMG (Range 14/28/52, Damage 2d6+1, RoF 5, AP 2, Auto,
Doesnt use Thermal Clips)

101

Harbinger
ASSUMING DIRECT CONTROL.
While possessing the Collector General directly, Harbinger can also control an
individual Collector soldier in combat. This soldier gains a substantial
advantage in strength, as well as the use of biotic abilities. The soldier whose
body is possessed by Harbinger starts to crack open showing magma-like
appearances on the skin. The transformation appears very painful to the
Collector, showing them to twitch and shake as the Harbinger takes control.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8
Cha: -2; Pace: 6; Parry: 6; Toughness: 10 (Shields 4)
Gear: Collector Assault Rifle (Range 30/52/100, Damage 2d8+1, RoF 3, AP 3,
Auto)
Biotic Powers: Warp and Nova. Power Points: 10.

Praetorian
The Praetorian is a slow-moving flying Collector construction that consists of
thirty deformed Husks fused together. It is armed with powerful particle
beams, and protected by a strong barrier and powerful armor.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d6, Notice d8, Shooting d10
Cha: -2; Pace: 6; Parry: 5; Toughness: 20 (8) (Shields 4)
Special Abilities:

Particle Beams: Range 50/100/200, Damage 3d12, RoF 5, HW, AP 10,


Auto
Death Choir: The Praetorian drops to the ground in an MBT Area of
Attack, the heroes must immediately make opposed Strength rolls or
be knocked prone. The Praetorian then emits an energy pulse, dealing 5d12 damage.

102

Scion
Scions are a type of Husk made from three human Husks fused together
and grafted around a single mass effect/biotic weapon on the left arm.
The blue "sacks" on their backs contain redundant organs and element
zero sources to provide power for their weapons and shockwaves.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d6, Shooting d8
Cha: -2; Pace: 4; Parry: 6; Toughness: 7
Gear: Arm Cannon (Range 50/100/200, Damage 3d10, RoF 1, AP 10, HW)

103

Reaper Forces

The Reapers are a highly-advanced machine race of synthetic-organic starships. The Reapers reside in
dark space: the vast, mostly starless space between galaxies. They hibernate there, dormant for fifty
thousand years at a time, before returning to the galaxy.
These giant machines are ancient; their true name is unknown. "Reapers" was a name bestowed by
the Protheans, the previous galactic power fifty thousand years before, and the Geth refer to them as
the Old Machines. In the end, the Reapers spare little concern for whatever labels other races choose
to call them, and merely claim that they have neither beginning nor end.
The Reapers are the original creators of the Citadel and the mass relay network. These massive
constructs exist so that any intelligent life in the galaxy would eventually discover them and base their
technology upon them all part of a scheme to harvest the galaxys sentient life in a repeating cycle of
purges that has continued relentlessly over countless millennia.
During a cycle of extinction, Reapers will repurpose other races and turn them into ground soldiers for
their machinations.

104

Banshee
Banshees are the corrupted Asari often found leading a Reaper strike force. The Reapers create them
specifically from Asari with active or latent predispositions to becoming Ardat-Yakshi, a rare
neurological
condition that
enhances the Asari's
biotic power while
causing the
immediate death of
anyone she mates
with.
Lumbering as though
in constant pain, the
emaciated Banshees
are surprisingly
durable opponents.
They are devastating
biotics able to hurl
lethal balls of energy and create shockwaves as they regenerate. What Alliance military finds most
disturbing is the Banshee's ability to spawn her own warp field and seemingly teleport during combat.
Although their wails have no apparent physiological effect, the psychological impact is undeniable.
When banshees die, their Ardat-Yakshi genetics twist against them, causing a biotic implosion to
ensure they evade capture.
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d10, Intimidation d10, Notice d10
Cha: -8; Pace: 4; Parry: 7; Toughness: 13
Special Abilities:

Impale: Str+d10

Biotic Powers: Nova, Barrier, Warp, Biotic Charge. Power Points: 15

105

Brute
The brute is a hulking amalgamation of Turian and Krogan victims of the Reapers. Because tissue from
dextro-protein species like the Turians is incompatible
with levo-protein species like the Krogan, implants
regulate the brute's body chemistry to combat organ
rejection.
It is the fusion of Turian military skill and Krogan
blood rage that makes the brute such a formidable
enemy, capable of destroying armored vehicles to get
to the soldiers inside. Troops are advised to keep their
distance, and, whenever possible, not engage a brute
alone.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength
d12, Vigor d12
Skills: Fighting d12, Intimidation d12
Cha: -8; Pace: 6; Parry: 6; Toughness: 20
Special Abilties:

Tackle/Punch: Str+ d10

Cannibal
Cannibals are front-line Reaper units created from corrupted
Batarians. The nickname refers to their propensity to devour the
bodies of fallen comrades. This triggers a biochemical process
through which the cannibals spontaneously heal themselves and
grow new chitinous armor. The transformation also appears to give
Cannibals a greater awareness of their surroundings, leading to
more strategic behavior and careful use of battlefield cover.
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Shooting d6, Intimidation d8
Cha: -8; Pace: 6; Parry: 6; Toughness: 8 (2)
Special Abilities:

Automatic Arm Cannon: range 24/50/100, Damage 2d8+2, RoF 2, AP 2

106

Harvester
The sight of a Reaper Harvester in flight nearby is
one of the first indications that a Reaper invasion
is underway. Their massive wingspan allows them
to quickly cover the distance between them and
their prey. In the Harvester's mouth are two heavy
guns that fire in an alternating pattern. The
Harvester's most fearsome quality, however, is
that its appearance guarantees that Reaper
ground troops are not far behind.
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12, Vigor d12
Skills: Shooting d10, Intimidation d12
Cha: -10; Pace: 4; Parry: 8; Toughness: 25 (10)
Special Abilities:

Flying: Pace: 12
Twin Cannons: Range 75/150/300, Damage 4d10, RoF 1, AP 20

107

Husk/Abomination
Husks are the aggressive, mindless foot soldiers of the Reaper armies. They are
created by impaling either living or dead humans on mechanical spikes that
rapidly extract water and trace minerals and replace them with cybernetics. The
cybernetics reanimate the lifeless flesh and tissue, transforming the bodies into
horrifying killing machines. The Reapers use large groups of husks to overwhelm
the enemy. The husks' inability to feel pain, as well as their tendency to attack in
groups, makes them particularly deadly adversaries.
Abominations are similar to Husks, but are red and explode upon death.
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Fighting d6, Intimidation d6
Cha: -8; Pace: 6; Parry: 4; Toughness: 2
Special Abilities:

Punch: Str+ d6

Marauder
Marauders are harvested Turians that command and protect other Reaper troops.
The lean, armored creatures present a significant threat in and of themselves, but
they are especially dangerous when leading a Reaper task force. Alliance marines
have observed marauders fortifying Husks and Cannibals by enveloping them in a
ribbon of energy that forms a scabby shell of armor. For this reason, when Alliance
soldiers encounter a marauder alongside Husks or Cannibals, standing orders are
to target the Marauder first.
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Shooting d8, Intimidation d8,
Cha: -8; Pace: 6; Parry: 5; Toughness: 12 (7)
Gear: Phaeston (Range 24/48/96, Damage 2d8-1, RoF 4, Shots 80)

108

Ravager
Ravagers are former Rachni that the Reapers have transformed into heavy artillery through a process
of implantation and genetic modification. As walking organic turrets, they can sustain and inflict
considerable damage.
Ravagers bear egg sacs that continuously spawn swarmers. If the sacs
are destroyed, either during combat or upon the ravager's death, their
entire contents burst forth to charge the enemy and explode on
contact. A dead ravager expels a caustic gas and an acidic puddle.
Alliance scientists have theorized that it is easiest for the Reapers to
maintain control over units of Rachni genetic extraction because of
the species' neurological predisposition for hive-mind consensus.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d10
Skills: Shooting d10, Intimidation d10
Cha: -8; Pace: 4; Parry: 4; Toughness: 14 (8)
Special Abilities:

Twin Artillery Cannons: Range 50/100/200, Damage 3d10, RoF 1, AP 10

109

Mercenaries & Outlaws


Blood Pack
Originally a small Terminus Systems Vorcha gang, the Blood Pack was transformed into a mercenary
legion by visionary Krogan battlemaster Ganar Wrang. Exiled for striking a female in anger, Wrang
obsessed over reclaiming his lost status.
Leading the Vorcha pack as a pirate crew, Wrang cultivated recruits and infamy for a decade before
incorporating his fighters as a security company across the Skyllian Verge. His notoriety ensured his
initial public offering for investors made him rich beyond most Krogan's dreams. Wrang returned
triumphantly to his clan, rallying elders, Krogan hordes, and their firepower and biotic support toward
professional violence in the Terminus Systems.
The Blood Pack is banned from Citadel Space, so it bribes its way through spaceports and into armed
conflicts across the galaxy. Priding themselves for accepting otherwise untouchable contracts, the
Blood Pack rejects being bodyguards and security in favor of cases requiring minimal oversight and
maximum violence. Blood Pack appears to be, for the most part, made entirely of Vorcha and Krogan
members, though they also use Varren as war beasts.
Seeing the potential of the Vorcha's individual adaptability, Krogan Blood Pack mercenaries often
sweep pockets of Vorcha, gathering them up and literally beating them into soldiers. Vorcha trained
by this ordeal are stronger, faster, smarter, and more resilient than other members of the race.
Gaining even a few Vorcha gives a mercenary band a formidable advantage; each additional Vorcha
magnifies the gang's combat ferocity exponentially.

Blood Pack Boom-Squad


The Blood Pack Boom-Squad are Vorcha trained for an anti-personnel role in the
Blood Pack organization. These individuals are commanded by a squad
commander who is answerable to a Krogan overseer.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Notice d6, Healing d6, Shooting d6
Cha: -2; Pace: 6, Parry: 2; Toughness: 5
Gear: ML-77 Missile Launcher (Range 50/100/200, Damage 6d6, RoF 1, HW, AP 15, SBT, SA)

110

Blood Pack Pyro


The Blood Pack Pyro is a member of the Blood Pack mercenary group
that slowly advances towards their targets to burn them alive. These
troops are always Vorcha. They are encountered on many worlds and
are always accompanied by other Vorcha troops and sometimes
Krogan.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Notice d6, Healing d6, Shooting d6
Cha: -2; Pace: 6; Parry: 5; Toughness: 5
Gear: M-451 Firestorm (Range Cone, Damage 3d12, RoF 1, HW)

Blood Pack Trooper


Blood Pack Troopers are Vorcha who have been forced into service by
the Blood Pack and are literally beaten into soldiers by their Krogan
commanders. They are the most commonly encountered soldiers of the
Blood Pack, and considered to be cannon fodder by their fellow Krogan.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d6, Healing d6, Shooting d6
Cha: -4; Pace: 6; Parry: 5; Toughness: 6
Gear: M-3 Predator (Range 12/24/48, Damage 2d6+1, RoF 1, AP 3, SA) ,
M-8 Avenger (Range 24/48/96, Damage 2d8, RoF 3, AP 3, Auto) , M-23
Katana (Range 12/24/48, Damage 1-3d6, RoF 1, SA)

111

Blood Pack Warrior


Blood Pack Warriors are the elite troops fielded by the Blood Pack
mercenary organization. Warriors are exclusively Krogan and act
as officers and overseers to the more numerous Vorcha. Blood
Pack Warriors are rarely encountered without Vorcha supporting
them. They also accompany Blood Pack commanders such as
Kureck and Garm.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Fighting d8, Notice d6, Shooting d8
Cha: -2; Pace: 6; Parry: 5; Toughness: 13 (4) (Shields 2)
Gear: M-27 Scimitar (Range 10/20/35, Damage 1-3d6+1, RoF 1,
SA)
Special Abilities:

Brawny: Through redundant organs and nervous systems, Krogans are very hardy and receive
a +2 to Toughness.
Keen Sense (Vision): Krogan get a +1 to Notice due to their large peripheral vision.
Krogan Charge: Krogans can charge into battle, dealing Str+d6 damage to the foe they tackle.

112

Blue Suns
The Blue Suns are a "private security organization," in reality a mercenary outfit, operating in the
Skyllian Verge. The Blue Suns have a reputation for being both discreet and ruthlessly efficient, and as
such charge a sizable fee.
Blue Suns mercenaries often have a tattoo of a blue sun somewhere on their body. During high-risk
jobs, the tattoo would be removed with an acid wash to prevent them being identified, then reapplied
once the job was finished. Blue Suns consist mostly of Batarians, Turians, and Humans. They are also
known to employ mechanized support on occasion: YMIR, FENRIS, and LOKI Mechs.

Blue Suns Centurion


The Blue Suns Centurion is the second highest rank in the Blue Suns
mercenary group. A Blue Sun Centurion can be Human or Turian.
Centurions have Tech Armor, increasing their durability. If their shields
are taken down, they may recharge them if given enough time.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d8
Cha: 0; Pace: 6; Parry: 5; Toughness: 12(4) (Shields 2)
Gear: M-15 Vindicator (Range 28/52/96, Damage 2d8+1, RoF 1, 3RB), M-27 Scimitar M-27 Scimitar
(Range 10/20/35, Damage 1-3d6+1, RoF 1, SA)
Special Abilities:

Tech Armor

113

Blue Suns Commander


The Blue Suns Commander is a powerful member of the Blue Suns mercenary
group. They can be Human, Batarian or Turian. Blue Suns Commanders are
equipped with armor and superior weapons in comparison to other Blue Suns
forces.
Human and Batarian Commanders are armed with the M-76 Revenant light
machine gun, while Turians are equipped with M-300 Claymore heavy
shotguns. They can equip their guns with Incendiary and Disruptor Ammo.
Commanders have shields, which they can regenerate over time, and a high
armor, making them more durable than other Blue Suns during combat. They
also have access to Tech Armor.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d6, Shooting d8
Cha: 0; Pace: 6; Parry: 5; Toughness: 14 (6) (Shields 2)
Gear: M-76 Revenant (Range 30/52/110, Damage 2d8, RoF 5, Auto), M-300 Claymore (Range 6/10/18,
Damage 1-3d10, RoF 1, SA)

Blue Suns Heavy


Blue Suns Heavies are troops deployed in a squad support role by the Blue
Suns mercenary organization. They are always human, equipped with ML-77
Missile Launchers. Their role is to inflict heavy damage on opponents while
keeping them suppressed. They are encountered frequently on Blue Suns
bases and places of interest. There seem to be two types of Blue Suns Heavies,
helmeted and helmetless, with the helmetless ones seemingly acting as
commanders and sporting substantially better defenses.
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Shooting d6
Cha: 0; Pace: 6; Parry: 4; Toughness: 11(4) (Shields 2)
Gear: ML-77 Missile Launcher (Range 50/100/200, Damage 6d6, RoF 1, HW, AP 15, SBT, SA)

114

Blue Suns Legionnaire


Blue Suns Legionnaires are highly skilled infantry hired and deployed by the
mercenary organization the Blue Suns. Legionnaires are high level troops and
are much more dangerous than standard Troopers. There are usually a couple
Legionnaires deployed to any given Blue Suns base. Legionnaires are always
accompanied by Troopers and other Blue Suns troop types.
They are equipped with M-15 Vindicator battle rifles that can be armed with
Disruptor Ammo. They can cause a lot of damage on a player and are capable
of quickly stripping any defense away. They are also highly accurate troops
that rarely miss a burst.
They are equipped with Tech Armor.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d6, Shooting d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 13 (6) (Shields 2)
Gear: M-15 Vindicator (Range 28/52/96, Damage 2d8+1, RoF 1, 3RB)
Special Abilities:

Tech Armor

Blue Suns Pyro


Blue Suns Pyros are flamethrower equipped troops employed by the
Blue Suns mercenary organization. Pyros will engage at short range
with the M-451 Firestorm.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Shooting d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)
Gear: M-451 Firestorm (Range Cone, Damage 3d12, RoF 1, HW)

115

Blue Suns Trooper


Blue Suns Troopers are the rank and file soldiers for the Blue Suns
mercenary organization, making them one of the most commonly
encountered enemies. They are predominantly Human, Batarian, and
Turian soldiers.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)
Gear: M-8 Avenger (Range 24/48/96, Damage 2d8, RoF 3, AP 3, Auto),
M-23 Katana (Range 12/24/48, Damage 1-3d6, RoF 1, SA)

116

CAT6
CAT6 is a private military corporation that takes its name from "Category 6", the term used for soldiers
who are dishonorably discharged from the Systems Alliance. CAT6 members are known to have
extensive criminal records and histories of steroid abuse.
The mercenaries are known to name their squads after sharp objects. Examples include Rapier and
Dagger squads, and an elite contingent among them is known as Razor squad.

CAT6 Heavy
The CAT6 Heavy is equipped with an M-76 Revenant Light Machine Gun. This
makes them effective at close to medium-range combat.
CAT6 Heavies have heavy armor and can generate large, ballistic shields that are
similar in function to the kind wielded by Cerberus Guardians. They can take
cover, but don't need to while carrying shields.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d8
Cha: 0; Pace: 6; Parry: 5; Toughness: 13 (6) (Shields 2)
Gear: M-76 Revenant (Range 30/52/110, Damage 2d8, RoF 5, Auto)

CAT6 Sniper
CAT6 Snipers are armed with M-29 Incisor sniper rifles with added laser sights
and use Tactical Cloaks.
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Shooting d8
Cha: 0; Pace: 6; Parry: 4; Toughness: 9 (2) (Shields 2)
Gear: M-29 Incisor (Range 50/105/180, Damage 2d10-1, RoF 1, AP3, 3RB,
Snapfire)

117

CAT6 Specialist

CAT6 Specialists create Disruption Drones to distract enemies and drain their
shields, then use their M-9 Tempest SMGs after closing in. They also use MultiFrag Grenades to flush enemies from cover, and often use them in tandem with
their drones.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)
Gear: M-9 Tempest (Range 14/28/ 52, Damage 2d6, Range 4, AP 2, SA, 3RB), Shock Baton Damage Str+
d6
Special Abilities:

Disruption Drone: Disruption Drones home in on a target and sounds a loud alarm. The drone
then detonates, disabling the Shields of the target. Pace: 8, Parry: 5, Toughness: 5

118

Eclipse
Eclipse is a mercenary corporation that was founded by Asari commando Jona Sederis. The
organization provides effective security and firepower for prospective employers; they have few
scruples about the nature of those who hire them, so long as they can afford their services. Eclipse
mercenaries work in teams of troopers and vanguards which may be led by more experienced
commando units.
Eclipse in general favors stealth, discrimination, and "intelligent" ways of conducting battles. They are
not as disciplined as their more established rivals in the Blue Suns, but make up for this with cutting
edge equipment and weaponry, as well as their extensive use of biotics. Eclipse also has many
ventures that delve into smuggling; they control nearly 20% of all smuggling on Omega, and specialize
in transporting illicit goods and criminals from place to place.
Prospective Eclipse operatives, at least on Illium, are rumored to be required to successfully commit a
murder before they can be given their uniform. Eclipse is primarily made up of Asari, Salarians, and
humans. YMIR, FENRIS, and LOKI Mechs are also utilized

Eclipse Commando
Eclipse Commandos are the elite soldiers of the mercenary organization, Eclipse.
They are Asari commandos who are carrying out mercenary work. Their training,
skill experience and biotic abilities make them some of the finest individual
warriors and among the toughest organic enemies in the galaxy.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d8
Cha: +2; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)
Gear: M-300 Claymore (Range 6/10/18, Damage 1-3d10, RoF 1, SA)
Biotic Powers: Warp and Barrier. Power Points: 10.

119

Eclipse Engineer
Eclipse Engineers are the tech specialists for the mercenary organization
Eclipse. They are exclusively Human and Salarian. They are capable of using
the tech abilities, such as Tech Armor, Incinerate and Combat Drone, to
strip away defenses and creating extra threats for their enemies. They
wield M-6 Carnifex heavy pistols
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Shooting d6
Cha: 0; Pace: 6; Parry: 4; Toughness: 9 (2) (Shields 2)
Gear: M-6 Carnifex (Range 12/24/48, Damage 2d8+2, RoF 1, AP 5, SA)
Tech Powers: Combat Drone, Incinerate and Tech Armor. Power Points: 10.

Eclipse Heavy
Eclipse Heavies are the heavy weapon fire support for the mercenary
organization Eclipse. They are exclusively female and are either Human or
Asari. Their role is to cause large amounts of damage to an opposing
squad, and they typically stay as far away as possible, letting their allies
pin the enemy down while they stay behind cover and unleash their
missiles.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Shooting d6
Cha: 0; Pace: 6; Parry: 4; Toughness: 9 (2) (Shields 2)
Gear: ML-77 Missile Launcher (Range 50/100/200, Damage 6d6, RoF 1, HW, AP 15, SBT, SA)

120

Eclipse Operative
Eclipse Operatives are the elite Salarian tech specialists of the Eclipse.
Eclipse Operatives possess all the abilities of Eclipse Engineers, but are
much more durable. They are equipped with a M-9 Tempest
Submachine Gun allowing them to destroy shields and barriers with
ease. They also utilize Combat Drones, Tech Armor and Incinerate,
which provide considerable fire support, as well as helping to remove
enemies from cover.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Shooting d6
Cha: 0; Pace: 6; Parry: 4; Toughness: 11 (4) (2)
Gear: M-9 Tempest (Range 14/28/ 52, Damage 2d6, Range 4, AP 2, SA, 3RB)
Tech Powers: Combat Drone, Incinerate and Tech Armor. Power Points: 10

Eclipse Trooper
Eclipse Troopers are the front-line soldiers fielded by the Eclipse
mercenary group. They are exclusively Humans and Salarians. They are
the most common Eclipse soldier.
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Shooting d6, Fighting d6, Intimidation d6
Cha: 0; Pace: 6; Parry: 5 ; Toughness: 11 (4) (Shields 2)
Gear: M-4 Shuriken( Range 12/24/48, Damage 2d6, RoF 3, Shots 45, AP
2, SA, 3RB), M-8 Avenger (Range 24/48/96, Damage 2d8, RoF 3, AP 3,
Auto)

121

Eclipse Vanguard
Eclipse Vanguards are the biotic and close-quarters specialists for the
mercenary organization Eclipse. They are exclusively human and Asari with
the latter being the most predominant due to the Asari's naturally
increased biotic potential and power. They utilize biotic Barriers and Tech
Armor for protection, M-27 Scimitar shotguns and M-15 Vindicator assault
rifles for offensive power and also biotic powers such as Warp.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d8
Cha: +2; Pace: 6; Parry: 5; Toughness: 11 (4) (Shields 2)
Gear: M-15 Vindicator (Range 28/52/96, Damage 2d8+1, RoF 1, 3RB), M-27
Scimitar M-27 Scimitar (Range 10/20/35, Damage 1-3d6+1, RoF 1, SA)
Biotic and Tech Powers: Barrier, Tech Armor and Warp. Power Points: 10

Sisterhood Initiate
Sisterhood Initiates are exclusively Asari members of the Eclipse mercenary
organization and typically do not stray too far from an Eclipse base.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4, Notice d6, Shooting d6
Cha: +2; Pace: 6; Parry: 4; Toughness: 8 (2) (Shields 2)
Gear: M-8 Avenger (Range 24/48/96, Damage 2d8, RoF 3, AP 3, Auto)
Biotic Powers: Barrier. Power Points: 10

122

Rachni
The Rachni are an extinct insect-like species from the planet Suen that threatened Citadel space
roughly two thousand years ago during the Rachni Wars. Intelligent and highly aggressive, the
spacefaring Rachni were driven to expand and defend their territory. They were eventually defeated
and completely eradicated by the Krogan, who had been uplifted by the Salarians for their combat
prowess and physical resilience to directly confront the Rachni in the harsh environments of the
Rachni worlds. The accidental discovery of the Rachni led to the Citadel races curbing their rapid
expansion, in fear of being plunged into another galactic war.

Rachni Brood Warrior


Rachni Brood Warriors are Rachni who are much larger and
stronger than normal Rachni Soldiers. They are the 'elder males'
of the hive that usually mate with the queen. According to
historical information, it is said that they only attack when the
hive is particularly strained for warriors. The Brood Warrior has
abilities comparable to a standard Rachni Soldier, although its
attacks inflict more damage. It is also unique among Rachni in
that it possesses some biotic abilities. Brood Warriors will use
Warp, occasionally place a squad member in Stasis, and appear
to use a form of Barrier.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d8, Fighting d8, Intimidation d10, Notice d8, Stealth d10
Pace: 6; Parry: 6; Toughness: 8 (2)
Special Abilities:

Armor +2: Carapace


Claws: Str+d6
Burrow (4): Rachni can move through soil at a Pace 4.
Impale: A Rachni scoring a raise with at least 2 claw attacks on the same target has impaled its
target. This adds +d6 to the damage.

Biotic Powers: Warp, Stasis and Barrier. Power Points: 10.

123

Rachni Worker
Rachni Workers are tiny green Rachni (similar to aphids) which usually act
as a first wave for Rachni Soldiers. Acting in swarms, they rush up to the
squad and explode in suicide attacks, causing heavy toxic damage which
ignores shields. Rachni Workers are encountered in a few places in the
galaxy. Given their name, they likely fill the niche occupied by workers in
other hive species, tending to the needs of the queen.
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Climbing d6, Fighting d6, Notice d6, Stealth d8
Pace: 8; Parry: 5; Toughness: 4
Special Abilities:

Bite: Str+d4
Burrow: Rachni can move through soil at Pace 4.

Rachni Soldier
Rachni Soldiers are slower but much larger creatures than
Rachni Workers, with thin tentacles ending in little pods.
These Rachni use their bodies as weapons, spitting acid
that can cause heavy toxic damage on par with the
damage of a sniper round. Their tentacles are capable of
impaling close victims. Rachni Soldiers are cunning and
like to ambush their enemies, and are most at home in
vents and tunnels.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d8, Fighting d8, Intimidation d10, Notice d8, Stealth d10
Pace: 6; Parry: 6; Toughness: 8 (2)
Special Abilities:

Armor +2: Carapace


Claws: Str+d6
Burrow (4): Rachni can move through soil at a Pace 4.
Impale: A Rachni scoring a raise with at least 2 claw attacks has impaled its target. This adds
+d6 to the damage.

124

Rachni Queen
Rachni Queens are the matriarchs of the hive-minded, insectoid Rachni species. The largest of their
species at about fifty feet long, queens are
powerful and intelligent creatures who
guide the soldiers and workers of their
broods with a form of telepathic song,
which also allows them to speak through
"receptive" beings of other species.
Queens also carry the genetic memory of
their mothers, causing them to effectively
be born with the collective knowledge of
the previous hive.
Queens resemble brood warriors but are
much larger, with darker skin and glowing eyes. Though queens are usually mated to brood warriors,
the reproductive processes of the Rachni do not necessarily require a male counterpart. Queens carry
the genetic information of their fathers inside them, allowing them to lay eggs even if no brood
warriors are present. They are said to be able to lay a massive amount of eggs every few hours,
resulting in an entire Rachni colony within days.
Rachni queens live in nests deep underground, often on planets with harsh environments. This
presented a problem for the Citadel Council during the Rachni Wars, as it was impossible for Council
representatives to contact the queens in their nests in order to negotiate peace. After attempts to halt
the Rachni advance failed, the Krogan entered the fray, infiltrated the Rachni nests, killed the queens
on every world, and hunted the Rachni to total extinction.
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+3, Vigor d12+5
Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Persuasion d8
Pace: 10; Parry: 7; Toughness: 19 (6)
Special Abilities:

Armor (+6): Thick carapace.


Bite and Claw: Str+d10, AP 5
Hardy: Multiple Shaken results do not cause a wound.
Large: Attackers add +2 to attack rolls, due to the Rachni Queens size.
Size +7: Rachni Queens are around 50 feet long.
Telepathy: Rachni Queens communicate with a telepathic song to their broods. Queens can
also speak through dying members of other species nearby.

125

Unaffiliated Forces
FENRIS Mech
FENRIS Mechs are mechanical constructs designed by Hahne-Kedar specifically for security. Like other
mechs produced by Hahne-Kedar, they are identifiable by their white armor and red lights. For many
humans, the FENRIS Mechs are viewed as the
mechanical analogs of "attack dogs" and mimic
dog-like behavior when they attack a target, which
may be related to Hahne-Kedar being an AllianceBased Corporation.
FENRIS Mechs are less common than the LOKI
Mech variant, but have been seen on Alliance
offworld colonies, and are deployed by the Blue
Suns mercenary group.
FENRIS Mechs possess advanced sensory
equipment allowing them to detect weapons and narcotics, used in the same manner bomb- and drugsniffing dogs would, and have been seen deployed alongside LOKI Mechs. A major disadvantage to
FENRIS Mechs, and indeed to all mechs, is that their software programming can be hacked, altered, or
overridden by an experienced hacker, and FENRIS Mechs can be turned against those they are tasked
with serving.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6
Pace: 6; Parry: 5; Toughness: 5
Special Abilities:

Armor +2: FENRIS Mechs have reinforced frames.


Pounce: Str+d6.
Taser: After pouncing on a target, the FENRIS Mech stuns it with an electrical pulse. If an
organic target is not already Shaken, and the damage roll high enough to cause a Shaken
result.
Self-Destruct: Upon being Shaken, the FENRIS deactivates. If it is attacked or damaged while
Shaken, the Mech will explode. 5d6 SBT

126

LOKI Mech
The Hahne-Kedar-manufactured LOKI Mech is a bipedal humanoid
security robot designed for security detail and guard duty in locations
where manpower is an issue, or where the use of organics for "around
the clock" shifts is unfeasible. Initially used exclusively by the Alliance
for colony guard duty, the LOKI Mech came into new use following the
Battle of the Citadel in 2183. Numerous civilian and military sector
units saw staggering losses from Sovereign's attack and incidents
involving the rogue Spectre, Saren Arterius.
The Mechs have long seen use in groups on the shiftier side of the law
when raw manpower is needed. Eclipse Mercenaries make extensive
use of them, typically as expendable assault units. They are also used
by Blue Suns mercs, who typically deploy them for added security
detail when needed, as well as Cerberus.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Pace: 4; Parry: 5; Toughness: 7(2)
Gear: M-3 Predator (Range 12/24/48, Damage 2d6+1, RoF 1, AP 3, SA), M-4 Shuriken (Range 12/24/48,
Damage 2d6, RoF 3, AP 2, SA, 3RB)
Special Abilities:

Armor +2: Additional armor plating


Sensor Suite: +4 Notice vs sound, motion, chemicals, radiation, and electrical fields up to 500
yards distant.
Targeting System: Negates up to 2 points of ranged weapon attacks.

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Krogan
Krogan are common soldiers that are seen around the galaxy. Krogan are
used as shock troops by many Mercenary bands and organizations for
various tasks across the galaxy.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6
Pace: 6; Parry: 5; Toughness: 11 (4) (2)
Gear: M-7 Lancer (Range 22/46/94, Damage 2d8-1, RoF 3, AP 2), M-23
Katana ( Range 12/24/48, Damage 1-3d6, RoF 1), M-3 Predator (Range
12/24/48, Damage 2d6+1, RoF 1, AP 3, SA),
Special Abilities:

Brawny: Through redundant organs and nervous systems, Krogans are very hardy and receive
a +2 to Toughness.
Keen Sense (Vision): Krogan get a +1 to Notice due to their large peripheral vision.
Krogan Charge: Krogans can charge into battle, dealing Str+d6 damage to the foe they tackle.

Krogan Battlemaster
Krogan Battlemasters are a unique class of Krogan, notable for their
possession of biotic talent. Being few in number, they are seldom
encountered in the galaxy.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d8, Shooting d8
Pace: 6; Parry: 6; Toughness: 13(4) (Shields 2)
Gear: M-8 Avenger (Range 24/48/96, Damage 2d8, RoF 3, AP 3), M-23
Katana (Range 12/24/48, Damage 1-3d6, RoF 1)
Special Abilties:

Brawny: Through redundant organs and nervous systems, Krogans are very hardy and receive
a +2 to Toughness.
Keen Sense (Vision): Krogan get a +1 to Notice due to their large peripheral vision.
Krogan Charge: Krogans can charge into battle, dealing Str+d6 damage to the foe they tackle.

Biotic Powers: Warp and Throw. Power Points: 10.

128

Mercenary
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Pace: 6; Parry: 5; Toughness: 9 (2) (2)
Gear: M-7 Lancer (Range 22/46/94, Damage 2d8-1, RoF 3, AP 2), M23 Katana ( Range 12/24/48, Damage 1-3d6, RoF 1), M-3 Predator
(Range 12/24/48, Damage 2d6+1, RoF 1, AP 3, SA), M-92 Mantis(
Range 50/100/200, Damage 2d12, RoF 1, AP 3, SA)

Pirate
Pirates operate on many worlds in the lawless Terminus Systems.
Some make their living by scavenging from shipping lanes, or running
lightning raids on lightly-defended outposts. Often pirates will also be
involved in slaving, gun running and many other types of criminal
endeavours. They usually hide out on uncharted worlds, often in
abandoned bases or deep underground. Though pirates are by their
nature independent bands looking out for number one, they do
acknowledge leaders who prove their ruthlessness or prowess in
battle. Their ships are no match for a real warship, but pose a
genuine danger to unarmed merchant vessels
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Piloting d6, Repair d4,
Shooting d6, Stealth d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: M-3 Predator (Range 12/24/48, Damage 2d6+1, RoF 1, AP 3), M-8 Avenger (Range 24/48/96,
Damage 2d8, RoF 3, AP 3), M-23 Katana ( Range 12/24/48, Damage 1-3d6, RoF 1), M-13 Raptor
(Range 50/100/200, Damage 2d10, RoF 1, AP 3)

129

YMIR Mech
The Battle YMIR Mech, or Model 34-A, or more
commonly called a Heavy Mech, is a massive
killing machine designed for anti-infantry
purposes. Clad in bone-white armor with red
lights, they are utilized by Eclipse and Blue Suns
mercenaries as infantry support. They are also
used as security in some colonies and are
frequently seen alongside LOKI Mechs.
Heavily armored and shielded, YMIR Mechs
possess twin automatic mass accelerator
cannons concealed in the right arm and a rocket
launcher in the left. These arms will open when
the mech is about to fire. The symbols and
writings on their armor bear resemblance to the
LOKI Mechs' and the robotic sounds made by
YMIR Mechs during combat sound similar to Geth
noises; however, they occasionally "speak" in a low, robotic voice, referring to their status during
combat. Like Geth Armatures and Colossi, they will "unpack" when deployed.
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Fighting d10, Notice d8, Shooting d10
Pace: 6; Parry: 6; Toughness: 16(4)(2)
Gear: Rocket Launcher (Range 50/100/200, Damage 6d6, RoF 1, HW, AP 15, SBT, SA), mass accelerator
cannon (Range 50/100/200 Damage AP Rounds 3d8, AP 4, RoF 3)
Special Abilities:

Armor +4: YMIR Mechs have sturdy, reinforced frames.


Shields: YMIR Mechs have protective shielding.
Sensor Suite: +4 Notice vs sound, motion, chemicals, radiation, and electrical fields up to 500
yards distant.
Targeting System: Negates up to 2 points of ranged weapon attacks.
Size Increase +3: YMIR Mechs tower over infantry.

130

Creatures:
Gas Bag
Gas bags are a species of benign non-sentient creatures native to
the planet Eden Prime. These odd animals have a number of
protuberant gas-filled sacs growing out of their core body structure.
These pods allow the creature to float gently along from place to
place. Dangling from their underbellies are four legs and four rear
tendrils, each varying in length. It can be assumed that these
tentacles are used to catch prey in shallow swamps and ponds
where they congregate in groups.
Its front can be designated by the neckless head attached to the
main body of the animal. It has five red eyes, three large ones and
two smaller ones above, and a mouth that is positioned on the
underside of its head. Extremely delicate, gas bags will explode if
any one of their numerous pods are punctured.
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Pace: 2; Parry 2; Toughness: 2
Special Abilities:

Flight: Gas Bags hover at 2 Pace.


Toughness (-2): Gas Bags are very fragile and explode upon rupture.

131

Klixen
The Klixen are an insectoid species resembling crabs or beetles. They bear
a resemblance to the Rachni but are clearly a different species. Klixen are
usuallyif not alwaysfound with larger flying creatures called
harvesters. Klixen do not appear to use weapons, and are likely not
sapient. They have fire breathing capabilities and explode violently when
killed, causing splash damage. They are found on the Krogan homeworld
of Tuchanka and a few exploration sites as enemies.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8
Skills: Notice d6, Shooting d8
Pace: 6; Parry 2; Toughness: 10 (4)
Special Abilities:

Armor (4): Carapace.


Fiery Breath: Klixen breathe fire using the Cone Template. Every target within this cone may
make an Agility roll at -2 to avoid the attack. Those who fail, suffer 2d10 damage and must
check to see if they catch fire.
Hardy: Klixen do not suffer a wonder after being Shaken twice.

Pod Crab
Pod Crabs are a mostly benign species of non-sentient creatures
native to the planet Virmire. These massive crustacean-like creatures
walk on four sturdy legs, each ending in hard points. They feed on
large mollusk-like creatures found in Virmire's waters.
Pod crabs are not very resilient, and can be killed very easily; they
leave no remains and explode to pulp. The crabs seem to be unaware
of danger, and do not appear to notice if one of their kindred is shot
down.
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Pace: 4; Parry 2; Toughness: 2
Special Abilities:

Toughness(-2): Pod Crabs are fragile.

132

Pyjak
Pyjaks, sometimes referred to as "space monkeys", are a
primitive species found on several planets including
Eletania, Tuchanka, and Zorya. The fact that they are able
to thrive in such varied ecosystems suggests a very high
ability to adapt. They live in small colonies of rough
shelters, and appear to do little more than wander around
in groups. They are apparently a somewhat curious
species, and have been known to scavenge pieces of
technology. The Krogan of Tuchanka view the Pyjaks as an
invasive nuisance. Pyjaks have been spotted clinging to
tree branches, sticking out their finely-pointed tongues,
suggesting that they eat small insects and grubs from the
crevices in tree bark.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Climbing d6, Fighting d4
Pace: 6; Parry 2; Toughness: 4
Special Abilities:

Climb: Pyjaks can move at their full pace in trees or similar environments and dont normally
need to make climb rolls.
Size(-1): Pyjaks are about 3 tall.

Space Cow
Space Cows are oxygen-breathing herbivores with
four legs and two small arm-like forelimbs. Space
Cows naturally graze in herds.
Attributes: Agility d4, Smarts d4, Spirit d4, Strength
d4, Vigor d6
Pace: 6; Parry 2; Toughness: 5
Special Abilities:

Shifty: Space Cows are known to steal credits from unwary explorers.

133

The Thorian
The Thorian, also called
Species 37, is an ancient
sentient plant at least fifty
thousand years old - its ability
to hibernate for thousands of
years makes its real age
impossible to guess. The
Thorian is a unique creature
with mind-controlling and
telepathic abilities, and a
massive sensory network. It
releases spores into the air
that allow the Thorian to control those who inhale them, using pain to control their behavior. These
'thralls' then tend to the Thorian and obey its will.
According to the VI at the ExoGeni Corporation Headquarters, the Thorian is essentially "a weave of
tendrils" that covers much of the surface of Feros with some sensory tendrils kilometers long, though
in places they are gathered into nerve bundles or neural nodes. Though it is intelligent, the Thorian
only regards other sentient beings as potential thralls. It describes itself as "The Old Growth."
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d12+3, Vigor d12+8
Skills: Intimidation d10, Notice d8, Persuasion d10,
Pace: 0; Parry 2; Toughness: 16
Special Abilities:

Invulnerability: The Thorian can be Shaken, but cant be wounded by anything other than
attacking its weakness.
Mind Control: The Thorian is able to create thralls with spores that it releases. The Thorian can
also speak through a particular thrall and clone it if the thrall dies. The original thrall is stored
in a sac on nearby the Thorian.
Size(+8): The Thorian is extremely large, attack rolls against it gain +2.
Telepathy: The Thorian can erode the mental state of victims over time, making them into
thralls.
Weakness: The Thorian has nodes around it, which it uses to keep itself anchored in its spot.
Its nodes have the Toughness specified above, and if they are destroyed, the Thorian will fall
and die.

134

Thorian Creeper
Creepers are produced by the Thorian, appearing as corpselike humanoids with long claws and no noticeable eyes.
Creepers hibernate (sitting down and curling up) until
approached, then rise up at the Thorian's command to use
melee attacks or vomit green acid onto their enemies,
causing massive toxic damage that ignores shields.
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6,
Vigor d4
Skills: Fighting d6
Pace: 6; Parry 5; Toughness: 5
Special Abilities:

Undead: +2 Toughness, +2 to recover from being Shaken; called shots do no extra damage.

135

Thresher Maw
Thresher maws are subterranean carnivores that spend their entire lives eating or searching for
something to eat. They are enormous, violent creatures that burst up from the ground without
warning when disturbed.
They reproduce via spores that can lie dormant for millennia and are robust enough to survive
prolonged periods in deep space and atmospheric re-entry. As a result, thresher maw spores appear
on many worlds, spread by previous generations of space travelers.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+6, Vigor d12+6
Skills: Shooting d10
Pace: 10; Parry 2; Toughness: 20
Special Abilities:

Armor +6: Thresher Maws have extraordinarily thick hide.


Burrow: Thresher Maws can move their pace through the ground.
Size (+9): Thresher Maws are enormous, thus attack rolls against it gain +2.
Spit: Thresher Maws spit acid at its victims. The acid spit travels slow enough that it ignores
Vehicular shields. The target may make an opposed Agility roll at -2 against the Thresher
Maws attack to avoid the acidic spit. Range 24/60/100, Damage 3d10.

136

Varren
Varren are omnivores with a preference for living prey. Originally native to the Krogan homeworld of
Tuchanka, they arelike most life from Tuchankasavage, clannish, and consummate survivors. They
are pack hunters when vulnerable
prey is readily available and
become scavengers when
outnumbered or outclassed. Their
supreme adaptability, vicious
demeanor and rapid breeding
cycle have made them ubiquitous
and dangerous pests on many
worlds. Virtually everywhere the
Krogan have been, Varren
infestations have followed,
wreaking havoc with the native ecology.
The Krogan have had a love-hate relationship with Varren for millennia, alternately fighting them for
territory and embracing them as treasured companions. To this day, Kroganand some other species,
including Batariansraise them as beasts of war. A common subgenus of Varren has metallic silver
scales, leading to the rather unusual nickname 'fishdogs'.
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6,
Notice d6
Pace: 10; Parry: 6; Toughness: 7
Special Abilities:

Armor 2: Varren have thick


hides.
Bite: Str+d6

137

Chapter Nine: Major Locations


The Citadel
Supposedly constructed by the longextinct Protheans, this colossal deepspace station serves as the capital of
the Citadel Council. Gravity is
simulated through rotation, and is a
comfortable 1.02 standard G's on the
Wards and a light 0.3 standard G's on
the Presidium Ring.

History
The Asari were the first race to
discover the Citadel, soon after
learning to use the mass relays. They were joined shortly by the Salarians, and soon after, the Volus. As
other races were contacted by the Asari, or discovered the station independently, they gained
embassies on the Citadel and came under the jurisdiction of the growing Council, eventually comprised
of the Asari, the Salarians, and the Turians.
Strategically located at the junction of a number of mass relays leading to various parts of the galaxy,
the Citadel quickly became a hub of activity. The station was chosen to house the Citadel Council,
thereby cementing its importance in the galactic community. It is accepted to be the political and
cultural heart of Citadel space, the unofficial name given to all systems that fall under the Citadel
species' control.
Even after thousands of years of occupation, the Citadel retains many secrets. The precise age of the
station is not known, nor what resilient material it is constructed from. The location of the Citadel's
core and its master control unit, regulating systems such as life support and navigation, remain hidden.
The most visible, and perhaps intriguing, mystery of the Citadel concerns its caretakers, the keepers.
These mute alien creatures maintain the Citadel's vital systems, and can be seen working throughout
the station, yet, despite this, little is known about them.

Layout
The Citadel is a massive construct, similar in shape to a pentagram. It consists of a central ring 7.2
kilometers in diameter, from which five arms protrude, each 43.6 km long and 330m thick.
The station is capable of closing in on itself, via the convergence of its five arms, transforming it into a
long, impenetrable cylinder. However, the Citadel is only closed in times of emergency, and normally
the station retains its 'open' appearance.

138

The central ring and five arms are home to the Presidium and Wards respectively; the spaceports are
also located on the central ring, as it is the center of rotation, facilitating easier access for ships
attempting to dock with the station. The Citadel has a labyrinthine interior superstructure, accessible
through keeper tunnels.
The Presidium is a massive, park-like complex containing the offices of the various branches of the
galactic government, as well as the embassies of all the races represented in the Citadel. There are also
shops, restaurants and recreational facilities, serving the wealthy residents who live and work
throughout the sector. The Presidium is monitored by a Virtual Intelligence named Avina, and, unlike
the Wards, incorporates an artificial 20-hour day schedule: lights are dimmed, and the holographic
"sky" darkened, for 6 of the 20 hours, imitating the familiar day-night cycle.
The tower at the center of the Presidium houses the Council Chambers and the main traffic control for
the stationany ship within a few thousand kilometers comes under the jurisdiction of Citadel
Control. The Chambers themselves are not open to the public and access is only granted to officials
and those with special clearance. They are beautifully furnished, with cherry trees and fountains, as
well as numerous staircases leading up to the central platform where the Council convenes.
The "arms" of the Citadel, known as the Wards, constitute the residential and commercial sectors of
the station. Densely populated, housing millions of residents from many galactic species, the Wards
are akin to Earth cities such as Hong Kong and Singapore.
Numerous skyscrapers rise from the superstructure, sealed against vacuum, as breathable atmosphere
is only maintained to a height of approximately 7 meters. Unlike the Presidium, there is no artificial
day-night cycle; as a consequence of this, commercial activity rarely ceases, and residents work and
rest according to personal need. Barla Von appropriately dubs the area the cultural heart of the
Citadel, and therefore of Citadel space.
The Wards are policed by the Citadel Security Services (C-Sec), whose offices and custody suites are
located in the Lower Wards. Flux is a popular night club, also located in the Wards. The Wards are also
home to the Silversun Strip, a bustling commercial area featuring Silver Coast Casino, Castle Arcade,
Armax Arsenal Arena, and the apartment complex Tiberius Towers. Below the Wards, the Citadel
Archives function as a repository for artifacts and records deemed important.

139

Earth
The homeworld and capital of humanity is entering a new golden age. The resource wealth of a dozen
settled colonies and a hundred industrial outposts flows back to Earth, fueling great works of industry,
commerce, and art. The great cities are
greening as archology skyscrapers and
telecommuting allow more efficient
use of land.
Earth is still divided among nationstates, though all are affiliated beneath
the overarching banner of the Systems
Alliance. While every human enjoys
longer and better life than ever, the
gap between rich and poor widens
daily. Advanced nations have eliminated most genetic disease and pollution. Less fortunate regions
have not progressed beyond 20th century technology, and are often smog-choked, overpopulated
slums.
Sea levels have risen two meters in the last 200 years, and violent weather is common due to
environmental damage inflicted during the late 21st century. The past few decades, however, have
seen significant improvement due to recent technological advances.

Eden Prime
This idyllic agrarian world was one of
the first human colonies established
beyond the Charon mass relay. Eden
Prime's biosphere is unusually wellsuited for importation of Earth-native
life. This fertility drew heavy
immigration and development by the
Systems Alliance and various
corporations.
Today Eden Prime is a model of sustainable, organized development. The population is housed in
space-efficient arcologies that tower over thousands of kilometers of green fields and orchards.

140

Feros
Feros is a habitable world in the Attican
Beta cluster. Two-thirds of the habitable
surface is covered with the ruins of
crumbling Prothean megalopolis. In the
millennia since the Prothean extinction,
the ruins have been picked over by
looters many times.
Feros was considered a poor prospect
for colonization, as little open ground
remains for agriculture. The only sizable fresh water sources are the poles, which are tapped by the
decaying Prothean aqueduct system. The dead cities, while in good condition considering their
antiquity, are of uncertain stability. Ground level is congested by a dozen meters of fallen debris, and
the air is fouled by dust.

Freedoms Progress
Freedom's Progress is a human colony located in the
Terminus Systems. Situated on blocky terrain, its
nighttime skyline is dominated by what appears to
be two moons: a large one hanging overcast, and
another one roughly analogous to Luna in size and
brightness

Horizon
A temperate world that hit the "sweet
spot" for carbon-based life, Horizon has a
nitrogen-oxygen atmosphere maintained
by abundant indigenous photosynthetic
plants and bacteria. While the native plants
are very palatable to humans, the soil
conditions are such that a handful of
introduced Earth species have flourished,
and the colonists must take strict care to
prevent ecological disasters. Genetically
engineered "terminator seeds" that grow
nutritious but sterile crops to minimize
outbreaks are the rule rather than the exception. Animals on Horizon appear to be exploding in
diversity similar to during Earth's Cambrian period.

141

Ilos
Like the ancient human city of Troy, Ilos is a world known only through second-hand sources.
References to Ilos have been found at
several other Prothean ruins, though direct
study of the world is unlikely to occur.
Ilos lies in a remote area of the Terminus
Systems only accessible by the legendary
Mu Relay. Four thousand years ago, the Mu
Relay was knocked out of position by a
supernova and lost. Since then, Ilos and its
cluster have been inaccessible.
Occasionally, a university will organize an expedition to chart a route to Ilos using conventional FTL
drive. These never get beyond the planning stages due to the distance and danger. The journey could
take years or decades, passing through the hostile Terminus Systems and dozens of unexplored
systems.

Mars
The first permanent settlement on Mars was
Lowell City, founded in 2103 by the European
Space Agency, and based in Eos Chasma.
Within a decade, both the US and China had
founded permanent settlements as well.
In 2148, a prospecting team led by Mateus
Silva began exploring near the Deseado Crater,
and found the source of these disturbances
when they unearthed a subterranean
Prothean ruin. The ruins contained a
malfunctioning mass effect core and several
starships, as well as refined element zero. After a global effort, the information remaining in the ruins'
computers was translated, identifying the structure as a former observation and biosciences station,
set up to receive and process data from Earth as the Protheans studied Cro-Magnon humans. The
motives and conclusions of the Prothean observers remained unknown, but the ruins' data cache,
though fragmented, accelerated human sciences by roughly two hundred years. It paved the way for
the development of FTL drives and, later, mass effect field technology.

142

Menae
Menae is one of two moons orbiting the
Turian homeworld of Palaven. The Turian
Hierarchy put Menae in the hands of the
military soon after their spacecraft first
landed on the moon, immediately halting
civilian research and exploration. Menae's
geological composition and specifications
have been classified ever since. These days,
a few active naval bases dot the
moonscape, as well as infantry installations
focused on extreme survival training.
The mystery of Menae is a lasting fascination for many Turian citizens. Speculation about its
presumably rare and valuable resources has become a common plot point in vids, novels, and even
poetry for young Turians.

Omega
Originally an asteroid rich in element zero, Omega was briefly mined by the Protheans, who eventually
abandoned it due to its thick, impenetrable crust. Thousands of years later, nature did what even the
Protheans could not: a collision with
another asteroid broke Omega in half,
exposing its trove of element zero for easy
mining.
A rush ensued as corporations and private
individuals tried to strike it rich on Omega,
and thieves and outlaws followed in their
wake. As space became tight, construction
of processing facilities extended vertically
from the asteroid, creating Omega's
jellyfish-like silhouette. To prevent future
collisions, the station is ringed with enormous mass effect field generators that redirect incoming
debris.
Today, Omega is a major hub of narcotics, weapons, and eezo trafficking without even a pretense of
civilian government or military control. Only mercenary groups have been able to instill a limited
order; the most ruthless is an asari syndicate run by the notorious Aria T'Loak.

143

Palaven
When the Turians were introduced to the
galactic community, an Asari diplomat
poetically described their homeworld,
Palaven, as a silver world of fortresses and
fire. Because Palaven's weak magnetic field
is a poor shield from its sun, most of the
planet's animal life developed metallic
carapaces as defenses against solar radiation.
Its photosynthetic life is similarly impressive,
shutting down vulnerable metabolic
processes during daylight hours and repairing cellular damage at night.
The visible fortifications of Turian cities reflect their martial society, but since joining the galactic
community, internal conflicts have become honor-bound affairs with few casualties among
noncombatants. These city fortifications have proven no match for the Reapers and their aggressive
bombardment of Palaven.

Noveria
Noveria is a cool, rocky world, with most
of its hydrosphere locked up in massive
glaciers. A privately-chartered colony
world, the planet is owned by Noveria
Development Corporation holding
company. The NDC is funded by
investment capital from two dozen high
technology development firms, and
administrated by an Executive Board
representing their interests.
The investors built remote hot labs in
isolated locations across Noveria's surface. These facilities are used for research too dangerous or
controversial to be performed elsewhere, as Noveria is technically not part of Citadel space and
therefore exempt from Council law. By special arrangement, Citadel Special Tactics and
Reconnaissance agents have been granted extraterritorial privileges, but it remains to be seen how
committed the Executive Board is to that principle. Given its unique situation, it is understandable that
Noveria is often implicated in all manner of wild conspiracy theories.

144

Rannoch
The planet Rannoch, an arid planet
orbiting an older star in the Tikkun
system, is the former Quarian
homeworld. Almost three hundred
years ago, the Quarians were driven
from Rannoch by the Geth, synthetic
servants who gained sapience and
rebelled against their creators.
Although Rannoch is now largely
uninhabited, the Geth have acted as
caretakers, working to repair the
planet's ecology, restore ancient
structures, and cultivate some farmland.
Rannoch has no insect life. As a result, its pollinating plants evolved to rely on animals for propagation.
This symbiosis between flora and fauna is responsible for the Quarians' weakened immune systems,
which made colonization of other planets extremely difficult after their exile from Rannoch. For many
Quarians, reclaiming their homeworld from the Geth is a matter of both cultural and physiological
necessity.

SurKesh
Alternating between large oceans and
landmasses covered in flora, the Salarian
homeworld, Sur'Kesh, is known for its humid
climate and lush vegetation. As with the
rainforests that once covered Earth, the
planet's many forests enjoy a rich
biodiversity. The Salarian desire for
intellectual stimulation drove them long ago
to explore every aspect of their environment,
developing ways to thrive without
consequences detrimental to their habitat.
The areas near major cities and industrial centers are meticulously maintained, with an eye towards
ensuring that sunlight penetrates to the ground level and that established paths through the jungle are
kept clear for travel. Burngrass, a soil-enriching and adaptable weed native to Sur'Kesh, has become a
major export because of its value for terraforming.

145

Therum
Therum is a distant but rich industrial world
claimed by the human Systems Alliance. Its
plentiful heavy metals have fueled the
recent manufacturing boom on Earth. Core
samples rich with the fossils of simple
silicon-based organisms indicate Therum
was more habitable in the past than it is at
present. Perhaps this explains the many
Prothean ruins dotting the surface, most of
which have been looted by mining corporations.

Thessia
The Asari homeworld, Thessia, is the core of the largest economy in the Milky Way. The planet's
reserves of element zero are so vast that they affect its price galaxy-wide. Because life on Thessia
evolved in an eezo-rich
environment, the world is
home to a wealth of both
biotically active and eezoresistant species. Travel to
the planet is strictly
controlled, but smuggling
remains an issue.
Thessia is host to varying
republics instead of a
single government and,
although each maintains a formidable military, it is notable for having long been free of internal or
external wars. The Asari are renowned for their cultural and political dominance, and they excel in
ambassadorial ventures. They have a strong presence in Citadel politics and galactic policy.

146

Tuchanka
The Krogan homeworld boasts extreme
temperatures, virulent diseases, and
vicious, predatory fauna. Around 1900
BCE, the Krogan discovered atomic power
and promptly instigated many
intraplanetary wars, sending Tuchanka
into a nuclear winter. With most of their
industrial base destroyed, the Krogan
entered a new dark age and warring tribal
bands dominated. Populations remained
low for the next 2,000 years.
First contact with the Salarians made resurgence possible. Krogan brought to less hostile planets bred
exponentially and returned to reconquer their home. They built vast underground shelters to shield
themselves from surface radiation, which proved prescient during the Krogan Rebellions when many
of them isolated themselves in a vain attempt to avoid the genophage. Convinced they could outbreed
the genophage, they transmitted it into more than 90 percent of the sealed bunkers. Today,
Tuchanka's population is sharply limited and while individual Krogan are long-lived, the genophage
ensures few replacements.

Virmire
Virmire is a lush world located on the frontier of the Attican Traverse. Its vast seas and orbital position
on the inner life zone have created a wide equatorial band of humid, tropical terrain. Only the political
instability of the region has impeded efforts at
colonization.
Many times, the Citadel has opened
negotiations to settle Virmire with the various
criminal gangs and petty dictatorships in the
nearby Terminus Systems. All fell apart due to
internal power shifts within the opposing
parties. The Citadel has written off the
colonization of Virmire as impossible without
significant political change.
The Terminus powers themselves are unlikely to ever settle Virmire. Most lack the resources to
support settlement of a virgin world, finding it more expedient to steal from their neighbors than build
for themselves.

147

Index
A
Abomination 109
Acolyte 63
Adas Anti-Synthetic
Rifle 57
Adept 37
AI Hacking 47
Archetypes 37
Arc Pistol 64
Arc Projector 65
Asari 22
Assault Rifles 56
Assault Trooper 95
AT-12 Raider 61
ATLAS Mech 95
Awakened
Collector 30
B

Blood Pack Boom


Squad 111

CAT6 Specialist 119


Centurion 96

Collector Sniper
Rifle 59

Blood Pack
Punisher 60

Cerberus 93

Blood Pack Pyro


112

Cerberus Anti-Tank
93

Blood Pack Trooper


112

Cerberus
Commando 93

Blood Pack Warrior


113

Cerberus Harrier 56

Combat Engineer
96

Cerberus Sniper 94

Cryo Blast 48

Blue Suns 114

Chakram Launcher
57

Blue Suns
Centurion 114
Blue Suns
Commander 115
Blue Suns Heavy
115
Blue Suns
Legionnaire 116
Blue Suns Pyro 116

Banshee 106

Blue Suns Trooper


117

Barrier 41

Brute 107

Batarian 31

Biotics 40

Cannibal 107

Black Widow 59

CAT6 118

Blood Pack 111

CAT6 Heavy 118


CAT6 Sniper 118

Charge 41
Citadel, The 138
Cobra Missile
Launcher 65

Collector SMG 60
Collector Trooper
102
Combat Drone 47,
121

Damping 48
Disciple 61
Dragoon 97
Drell 23

Collectors 100

Collector Assassin
100

Earth 140

Collector Assault
Rifle 57
Collector Captain
101

Eclipse 120
Eclipse Commando
120
Eclipse Engineer
121

Collector Drone
101

Eclipse Heavy 121

Collector Guardian
102

Eclipse Operative
122

Collector Particle
Beam 66

Eclipse Trooper
122

148

Eclipse Vanguard
123
Eden Prime 140
Elcor 24
Engineer 38
Energy Drain 49
Executioner Pistol
63

Geth Prime 89

M-15 Vindicator 56

Geth Pulse Rifle 57

Javelin 58

Geth Pyro 90

M-22 Eviscerator
61

Geth Rocket
Trooper 90

Kishock Harpoon
Gun 58

Geth Shock
Trooper 91

Klixen 132

M-27 Scimitar 61

Krogan 33,128

M-29 Incisor 58
M-37 Falcon 57

Geth Sniper 91

Geth Spitfire 66

Krogan
Battlemaster 128

FENRIS Mech 127

Geth Trooper 92

Krysae 58

Feros 141

Graal Spike
Thrower 61

Flashbang Grenade
66
Freedoms Progress
141
G
Gas Bag 131
Geth 32, 86
Geth Armature 86
Geth Colossus 87
Geth Destroyer 87
Geth Hopper 88
Geth Hunter 88
Geth Juggernaut 89
Geth Plasma SMG
60
Geth Plasma
Shotgun 62

Grenades 66
Guardian 97
H
Hanar 25
Harbinger 103
Harvester 108
Heavy Pistols 63
Heavy Weapons 65
Horizon 141
Human 26
Husk 109

Lash 41
Lift 42
LOKI Mech 127
M
M-3 Predator 63
M-4 Shuriken 60
M-5 Phalanx 63

M-23 Katana 61
M-25 Hornet 60

M-55 Argus 56
M-76 Revenant 57
M-77 Paladin 64
M-90 Indra 58
M-92 Mantis 58
M-96 Mattock 56
M-97 Viper 58
M-98 Widow 58
M-99 Saber 56

M-6 Carnifex 64

M-100 Grenade
Launcher 65

M-7 Lancer 56

M-300 Claymore 62

M-8 Avenger 56

M-358 Talon 63

M-9 Tempest 60

M-451 Firestorm
65

M-11 Suppressor
63

Ilos 142

M-11 Wraith 61

Incinerate 50

M-12 Locust 60

Infiltrator 39

M-13 Raptor 58

M-490 Blackstorm
65
M-560 Hyrda 66
M-597 Ladon 66

149

M-622 Avalanche
65
M-920 Cain 66

Overcharge 50
P
Palaven 144

ML-77 Missile
Launcher 65

Particle Rifle 57

Marauder 109

Phaeston 56

Mars 142

Phantom 98

Menae 143

Pirate 129

Mercenary 129

Pod Crab 132

Mk-14 Grenade 66

Pull 42

Praetorian 103

N7 Crusader 62

Prothean 36

N7 Eagle 64

Pyjak 133

N7 Hurricane 60

N7 Piranha 62

Quarian 34

N7 Typhoon 57

N7 Valiant 59

Rachni 124

N7 Valkyrie 57

Rachni Brood
Warrior 124

Nemesis 98
Neural Shock 50
Nova 42
Noveria 144
O
Omega 143
Overload 51

Rachni Worker 125


Rachni Soldier 125
Rachni Queen 126
Rampart Mech
Rannoch 145
Ravager 110
Reave 43

Research
Technician 94
Reegar Carbine 61
S
Sabotage 51
Salarian 27
Scion 104
Scorpion 63

SurKesh 145
T
Tactical Cloak 52
Tech 46
Tech Armor 52
Therum 146
Thessia 146

Sentinel 38

Thorian Creeper
135

Sentry Turret 52

Thorian, The 134

Seeker Swarm 101

Thresher Maw 136

Shockwave 43

Throw 45

Shotguns 61

Tuchanka 147

Singularity 44

Turian 28

Sisterhood Initiate
123

Slam 44
Smoke Grenade 66
Sniper Rifles 58
Soldier 37
Space Cow 133
Stasis 45
Striker Assault Rifle
57
Submachine Guns
60

Vanguard 38
Varren 137
Venom Shotgun 62
Virmire 147
Volus 29
Vorcha 35
W
Warp 45
Y
YMIR Mech

150

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