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Isair
2011-12-29, 12:25 PM
I know this has been tried about three times here (the last attempt I'm aware was in the following thread: http://www.giantitp.com/forums/showthread.php?t=193523). However none of these projects seem to have gone far, so I am attempting to create a Mass Effect d20 system, only I don't intent to stop until it is finally finished (and I'd say I have about 1/3 finished).
All the work I have made so far has not been based in any previous work by other people, and it is not based on any existing setting, just in the core d20 mechanics.

Here is some of the work so far:

Races

Asari
• Physical characteristics: an asari gains a +2 bonus to Dexterity, Wisdom and Charisma and a -2 penalty to Strength and Constitution. They are gracious, wise and beautiful creatures, considered as such even by members of other races, but their bodies are weaker.
• Medium: As Medium creatures, asari have no special bonuses or penalties due to their size.
• Diplomats: All asari start with a +2 bonus to Diplomacy.
• Melding: All asari possess the ability to attune her nervous system with that of another willing creature. It is through this ability that asari reproduce. This ability also allows the asari and the other creature to share memories, thoughts and feelings
The asari must constantly be at a distance up to 5-ft from the target creature (if her or the creature leaves this distance, the melding is immediately broken). The activation time for this ability varies with the asari’s HD: up to 5 HD it requires 1 full round, .above 5 HD it merely requires 1 action.
No asari can keep a melding for longer than a number of minutes equal to her Constitution score, pushing beyond that limit forces the asari to make Constitution checks each minute (initial DC is 10 and increases by 1 with each additional minute beyond the limit spent in melding) to avoid becoming fatigued. After each melding, the Asari must make a Fortitude save DC 12 or becomes fatigued – meaning that for young asari melding can be extremely intense and debilitating.
Once fatigued, the melding ends and the asari cannot use this ability until she recovers.
Both the asari and the target creature can break the melding at will, with a free action, but only during their turns.
During melding, both the asari and the target creature are completely oblivious to the surrounding environment, becoming unable to see, hear or feel anything except each other and what they share. A violent shake, however, breaks the melding immediately.
During the melding, the asari’s eyes become pitch black and the iris’ borders are highlighted by a white line. The iris itself also becomes more reflective.
• Random height: 4’ 5” + 2d10
• Random weight: 80 lb + (result of 2d10 from height) × 2d4

Batarian
• Physical characteristics: a batarian gains a +2 bonus to two ability score at creation but a penalty of -2 to Wisdom.
• Medium: As Medium creatures, batarian have no special bonuses or penalties due to their size.
• Normal Speed: Batarian speed is 30 feet.
• Heightened Vision: Batarians gain a +4 bonus to Spot checks thanks to their two pairs of eyes.
• Random height: male 4’ 10” + 2d10; female 4’ 5” + 2d10
• Random weight: male 125 lb + (result of 2d10 from height) × 2d4; female 90 lb + (result of 2d10 from height) × 2d4

Drell
• Physical characteristics: a drell gains a +1 bonus Strength and Charisma.
• Medium: As Medium creatures, drell have no special bonuses or penalties due to their size.
• Normal Speed: Drell speed is 30 feet.
• Perfect Memory: The drell’s eidetic memory allows them to recall any thing they lived, heard, seen or sensed with perfect detail. This memory is so detailed they can even remember the humidity of the air or even the smell of a situation that occurred years ago (although only memories after birth can be recalled). This powerful feature gives them a stronger sense of self, thus granting a +2 bonus on Will saving throws. With one action the drell can relieve a specific memory in his mind and remain in a trance, almost unaware of what goes on around them, for as long as they desire. This is also useful to avoid suffering, as remembering a pleasant memory can greatly help them resist pain effects. In game terms, they gain a +2 bonus on all saves against pain effects.
This eidetic memory has some disadvantages, however. The first is the longer they relieve a memory, the easier it is for them to lose grasp of reality. Relieving a 5 minute memory forces a Will save DC 10. Failure indicates the drell loses grasp of reality falling unconscious for at least one hour, time which they spend reliving that and related memories. For each additional 5 minutes of the memory recalled, the DC increases by 1. Will saves are rolled each 5 minutes of the memory recalled.
The other disadvantage is the possibility of the drell recalling a pleasant memory involuntarily when faced with a psychological traumatic experience (such as losing a loved one or being tortured). To avoid this happening, the Drell must make a Will save (GM sets the DC, depending on how traumatic the experience was, but usually is between 15 and 20) or he automatically recalls a pleasant memory to avoid dealing with the trauma. If this happens, the DC to avoid losing grasp of reality increases by 5.
The drell is also able to describe, through speech, the memory he is currently reliving (drell’s choice).
Also note that thoughts and memories are processed in one’s brain at tremendous speed. It is impossible to determine with precision the exact time it takes to remember 5 minutes of a memory but you can assume that a drell has the ability to shorten or extend the time he would require, but with a maximum of 25 minutes and a minimum of 1 minute of real time for each 5 minutes of the memory.
• Random height: male 4’ 10” + 2d10; female 4’ 5” + 2d10
• Random weight: male 130 lb + (result of 2d10 from height) × 2d4; female 95 lb + (result of 2d10 from height) × 2d4

Human
• Physical characteristics: a human gains a +2 bonus to one ability score at creation, representing their varied nature.
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Normal Speed: Human speed is 30 feet.
• Quick to Master: A human gains a bonus feat at 1st level. They are quick to master specialized tasks.
• Skilled: Humans gain +4 skill points at 1st level and +1 skill point at each level thereafter. They are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in).
• Random height: male 4’ 10” + 2d10; female 4’ 5” + 2d10
• Random weight: male 120 lb + (result of 2d10 from height) × 2d4; female 85 lb + (result of 2d10 from height) × 2d4

Krogan
• Physical characteristics: a krogan gains a +4 bonus to Strength, a +2 bons to Constitution, a -4 penalty to Wisdom and a -2 penalty to Dexterity and Charisma.
• Medium: As Medium creatures, krogan have no special bonuses or penalties due to their size.
• Normal Speed: Krogan speed is 30 feet.
• Amplified Vision: The krogan eye set ensures they cannot be flanked. It also provides them with a +2 bonus to Spot checks.
• Scales: A krogan’s natural scales provide them with a natural Plating equal to 1/2 krogan level + Constitution score.
• Warrior Personality: Krogan’s are natural warriors, not diplomats. As such they prefer intimidating tactics and violence to solving problems with diplomacy. They gain a +2 bonus to Intimidate and a -4 penalty to Diplomacy.
• Enhanced Regeneration: A krogan has a regeneration rate equal to his Constitution modifier. This regeneration also allows them to regenerate organs in a rate of 1 organ per day and regenerate limbs and broken bonus in a quarter of the normal time.
• Redundant Systems: A krogan’s secondary and tertiary set of organs ensures that all krogans are immune to critical hits. However, once hit by a critical, krogans immediately switch to secondary or tertiary organs, a mechanism that takes its toll on higher thought processes. When victim of a critical hit, krogans take a penalty of -2 Intelligence, Wisdom and Charisma and must make a Will save DC 15 every minute or enter in a rage called “Blood Haze” where the krogan sees everyone as hostile. During that rage, the krogan gains +2 bonus to Str and Constitution. This lasts for 1 hour. Cumulative critical hits do not result in a cumulative penalty.
• Krogan Charge: A krogan deals extra 1d8+HD damage when he makes a melee attack with a charge.
• Naturally Adapted: Krogan are highly adapted to any sort of environment and so they gain a +5 bonus on all saves against temperature effects, radiation and poisons.
• Random height: male 6’ 8” + 2d6; female 6’ 5” + 2d6
• Random weight: male 165 lb + (result of 2d6 from height) × 2d6; female 140 lb + (result of 2d6 from height) × 2d6

Quarian
• Physical characteristics: a quarian gains a +2 bonus to Intelligence and Charisma and take a penalty of -2 to Constitution.
• Medium: As Medium creatures, quarians have no special bonuses or penalties due to their size.
• Normal Speed: Quarian speed is 30 feet.
• Technicians: Quarians are master technicians and experts in dealing with electronics. They gain a +2 bonus to Repair and Electronics.
• Weakened Immune System: Quarians can only get out of their suits in sterile and clean environments otherwise they contract a quarian Infection. Any contact with unclear air, dirty surfaces or even skin form living creatures or plants also causes the quarian to contract this Infection. Also, at the end of each battle in which the quarian takes HP damage, there is a 10% chance that whatever damaged the quarian penetrated his suit and caused a Quarian Infection. This probability is rolled after the end of the battle, during which it matter little if the quarian has had his suit pierce because the adrenaline, and the suit’s mechanisms to inject the quarian with large amounts of antibiotics once it is ruptured, ensure he never suffers from the infection’s effects during that battle. Afterwards, the infection affects him normally. If the quarian was reduced to 0 HP, the probability of being infected increases to 20%.
Note that while it is true that quarians have very weak immune systems and quickly develop and infection if their suits are ruptured, the suit’s hole and area injured is very small, and the quarian quickly seals off that portion of the suit ensuring that most infections are localized to the injury and don’t really cause a major Quarian Infection.
• Random height: male 5’ 0” + 2d8; female 4’ 11” + 2d8
• Random weight without suit: male 105 lb + (result of 2d8 from height) × 2d4; female 75 lb + (result of 2d8 from height) × 2d4.
• Suits weight: 15 lbs. This weigh is added to that of armors.

Salarian
• Physical characteristics: a salarian gains a +4 bonus to Intelligence, a +2 bonus to Dexterity, a -2 penalty to Constitution and an additional -2 penalty to another ability score other than Intelligence, Dexterity or Constitution.
• Medium: As Medium creatures, salarian have no special bonuses or penalties due to their size.
• Amphibious: Salarian can breathe underwater and have a swim speed of 20 ft. They can take 10 on all Swim checks even if they normally couldn’t.
• Normal Speed: Salarian speed is 35 feet.
• Photographic memory: Salarians never forget a face. Whenever they wish to remember someone, it just “pops up” in their minds where and when they met that person. When remembering other facts they lived and experienced, they gain a +10 bonus on the Intelligence check.
• Rapid Metabolism: The salarian’s rapid metabolism ensures they only need to rest for 1 hour to gain the benefits of an 8 hour rest.
• Random height: male 4’ 6” + 2d8; female 4’ 4” + 2d8
• Random weight: male 95 lb + (result of 2d8 from height) × 2d4; female 70 lb + (result of 2d8 from height) × 2d4

Turian
• Physical characteristics: a turian gains a +2 bonus to Wisdom.
• Medium: As Medium creatures, turians have no special bonuses or penalties due to their size.
• Normal Speed: Turian speed is 30 feet.
• Disciplined: Turians are extremely disciplined, gaining a +1 bonus on Will saves.
• Master Militarists: The turian’s military training and affinity provide them with a +2 bonus on Heavy Weapon, Knowledge (tactics) and Piloting skill checks.
• Radiation Resistance: Turians gain +4 bonus vs radiation effects.
• Random height: male 5’ 2” + 2d6; female 5’ 0” + 2d6
• Random weight: male 125 lb + (result of 2d6 from height) × 2d4; female 82 lb + (result of 2d6 from height) × 2d4.


Biotic Powers
Biotic Powers are gained through specialization steps, provided by some classes of feats. To use them a character must spend Biotic Points, which are provided by classes or feats.
Biotic powers have prerequisites that have to be met in order to gain a specialization in a specific Biotic power. The prerequisites are present in each Biotic power description, below. Also, prerequisites in the form of skill ranks increase by 3 for each additional specialization beyond 1st. Thus the 4th specialization in Warp requires the character to have 13 ranks in the Biotics skill.
Biotic powers possess a Biotic Cooldown. This cooldown represents the amount of time during which no Biotic use can use Biotic powers. Biotic Cooldown only kicks-in once the power’s duration is expended or once certain conditions are met. Some classes, however, have the ability to negate this cooldown, allowing new Biotic powers to be used when they normally couldn’t. During this cooldown, characters are also unable to spend or gain Biotic points.
Some Biotic powers also have “maintenance”. Maintenance removes biotic points from a character’s biotic points pool for as long as a power with maintenance is active. If during an encounter the character performs something to recover points, the points reserved to maintenance return only after the powers with maintenance have been removed or dismissed.

The idea is to have Biotic powers dependent on Charisma (which is what provides Biotic points and increases the DC of the powers) and have some additional powers require Wisdom for increased effect.
I opted for this dependency on 2 ability scores because Biotic powers usually have one skill as requirement: the skill Biotics.
The DC of each power is usually equal to 10 + 1/2 ranks in Biotics + Cha modifier.

The existing biotic powers are:
• Barrier
• Biotic Shield Dome
• Biotic Enhancement (created by me)
• Biotic Strike (created by me)
• Biotic Blast (created by me)
• Biotic Charge
• Dominate
• Reave
• Pull
• Levitate (created by me)
• Shockwave
• Singularity
• Slam
• Stasis
• Throw
• Warp

Example:

Barrier
A visible mass-effect field surrounds you.
Prerequisite: Biotics 2 ranks
Target: Self (D)
Activation: 1 action
Maintenance: 1 biotic point to maintain
Effect: Barrier spawns a mass effect field that soaks up huge amounts of damage. This barrier counts as a bonus to Shield HP
Shield HP granted by this power cannot be regenerated in any way but things that work against Shield HP also work against this power (disruptor ammo or Overload, for example). This power also counts as Shield protection.
Once the Barrier is dismissed or destroyed, the biotic user suffers from a blowback that imposes this power’s cooldown.
If a Barrier is already in place, the biotic user cannot create another before dismissing the existing one.
Cooldown: 3 actions after last Barrier was removed or destroyed
Save: None
1st Specialization: Basic Barrier: Shield HP bonus equal to char’s Wis mod × 3. Cost: 1 biotic point to activate.
2nd Specialization: Improved Barrier: Shield HP bonus equal to char’s Wis mod × 5. Cost: 2 biotic points to activate.
3rd Specialization: Greater Barrier: Shield HP bonus equal to char’s Wis mod × 10. Cost: 3 biotic points to activate.
4th Specialization: Master Barrier: Shield HP bonus equal to char’s Wis mod × 15. Cost: 3 biotic points to activate.

Biotic Charge
You charge against a target, in a blink of an eye, leaving only a faint visible trail of the mass-effect field you used to
achieved such attack.
Prerequisite: Biotics 4 ranks, Vanguard or Asari Huntress class
Target: One target
Activation: 1 action
Effect: The Vanguard uses biotics to augment speed and strength, and charges across the battlefield towards a target (range to target varies with specialization). This culminates in a powerful collision that deals damage (varies with specialization) and sends enemies flying backward. This power also compensates for impeding obstacles, by allowing the Vanguard to 'phase' through solid objects en route to their target.
Targets are allowed a Fortitude save to avoid being sent flying. Larger enemies are not sent flying but if they fail the save they are sent prone. Targets that still have their Shields and Plating up cannot be sent flying.
When 4th specialization is attained, the character must choose one of two different effects.
Cooldown: 3 actions
Save: Fort save to avoid being sent flying. DC equals 10 + Biotic ranks divided by 2 + Cha mod.
1st Specialization: Basic Charge: Range of 60 ft. Damage dealt is 2d6 and flying distance is 10 ft. Cost: 2 biotic points.
2nd Specialization: Improved Charge: Range of 80 ft. Damage dealt is 4d6 and flying distance is 20 ft. Cost: 3 biotic points.
3rd Specialization: Greater Charge: Range of 100 ft. Damage dealt is 6d6 and flying distance is 30 ft. Cost: 4 biotic points.
4th Specialization: Master Charge: Range of 120 ft. Damage dealt is 8d6 and flying distance is 40 ft. Cost: 5 biotic points.
Or: Area Charge: Range of 100 ft. Damage dealt is 6d6 and flying distance is 30 ft. It affects not only the target but also any other creature up to 10-ft away from the target. Cost: 4 biotic points


Singularity
Use mass-effect fields to create a singularity effect in a given point
Prerequisite: Biotics 10 ranks, ability to use Pull, Knowledge (physics) 6 ranks, Adept or Asari Adept class
Target: All characters in area
Activation: 1 action
Range: A grid intersection up to 60 ft away.
Effect: The power launches a dark energy sphere to create an intense mass effect field. The field creates a warp in the space-time continuum, creating a gravity well akin to a black hole. Creatures not protected by Shield or Plating are drawn into the Singularity and held briefly helpless in orbit while protected enemies are held in place. The singularity will drain any shields, armor, or biotic barriers of enemies over time.
Any character wandering into the gravity well of a singularity after it has been created will be also be pulled into orbit.
Area affected by this power, its duration as well as the time it holds creatures varies with specialization. This power also has a limit of creatures it can hold each time. That limit also varies with specialization. If there are more creatures than the limit within the area, the closest ones are affected first and among them the enemies of the biotic always go first.
When 4th specialization is attained, the character must choose one of two different effects.
This power can be detonated by Warp if it lands on an affected target during the duration.
Characters in the area affected by Singularity can make a Reflex save to avoid being caught by this power. Each round they remain within the area, they must make a new save.
By the end of their hold duration, creatures affected are softly sent to the ground taking no damage from the fall. They, however, are sent prone and their new location is randomly determined among the squares the Singularity occupied. Once a creature has been held by this power, he cannot be affected by the same Singularity.
For each size larger than Medium, a creature gain a +4 bonus to saves against this power. For each size smaller it gains a -4 penalty to saves against this power.
Targets that still have their Shields or Plating up cannot be affected by this power.
Cooldown: 5 actions after last Singularity ended.
Save: Reflex save avoid being caught by this power. DC equals 10 + Biotic ranks divided by 2 + Wis mod.
1st Specialization: Basic Singularity: Area affected is a 10-ft radius sphere. It lasts 6 actions and holds characters in the air for 2 actions. It can hold up to 2 creatures. Cost: 5 biotic points.
2nd Specialization: Improved Singularity: Area affected is a 10-ft radius sphere. It lasts 8 actions and holds characters in the air for 2 actions. It can hold up to 3 creatures. Cost: 7 biotic points.
3rd Specialization: Greater Singularity: Area affected is a 15-ft radius sphere. It lasts 10 actions and holds characters in the air for 2 actions. It can hold up to 4 creatures. Cost: 9 biotic points.
4th Specialization: Master Singularity: Area affected is a 15-ft radius sphere. It lasts 14 actions and holds characters in the air for 4 actions. It can hold up to 6 creatures. Cost: 10 biotic points.
Or: Wide Singularity: Area affected is a 30-ft radius sphere. It lasts 10 actions and holds characters in the air for 2 actions. It can hold up to 6 creatures. Cost: 12 biotic points.


Tech Powers
Tech Powers follow the same concept as Biotic Powers, with Tech Points being required to use them.
The idea is to have Tech powers dependent on Intelligence (which is what provides Tech points and increases the DC of the powers) but then have several different skills as requirements for several different powers.
I opted for this dependency on 1 ability scores because Tech powers depend on several skills instead of just 1.
The DC of each power is usually equal to 10 + 1/2 ranks in the primary prerequisite skill + Int modifier

The existing Tech powers are:
• Adhesive Mine (created by me)
• Explosive Mine (created by me)
• Cryo Blast
• Incinerate
• Disruptor
• Neural Shock
• Combat Drone
• Overload and Sabotage
• Tactical Cloak
• Tech Armor
• AI Hacking
• Energy Drain

Example:

Tactical Cloak
Become invisible for a short period of time.
Prerequisite: Electronics 4 ranks, Infiltrator class or Turian Agent class
Target: Self (D)
Activation: 1 action
Effect: Tactical Cloak is a tech power available to Infiltrators. When activated, it instantly renders the Infiltrator invisible to all enemies and optic senses, making targets flat-footed against his attacks. Targets relying on IFF, such as mechs and synthetics immediately stop attacking the infiltrator, but those relying on natural sight can still attempt to attack him, but being considered blinded on attacks made against him.
However, while under the influence of this power, the infiltrator cannot use any ability or power that allows him to regenerate shields or HP. Also, no other tech powers can be used while the cloak is in effect.
Please note that while the infiltrator becomes invisible to all optic senses (+20 to Hide checks), he can still be heard or felt. Also, powers or weapon that seek nearby characters can still seek the character under the effect of the Tactical Cloak.
The cloak is removed if the infiltrator makes a single attack
action, reloads a weapon or charges a Heavy Weapon (although the cloak only disappears after the attack, the reload or after the Heavy Weapon is charged, unless it has a smaller duration in which case it ends first).
Duration of the tactical cloak varies with specialization.
When 4th specialization is attained, the character must choose one of two different effects.
Cooldown: 2 actions after cloak is removed.
Save: None
1st Specialization: Basic Cloak: Invisibility lasts 1 action. Cost: 2 tech points.
2nd Specialization: Improved Cloak: Invisibility lasts 2 actions. Cost: 3 tech points.
3rd Specialization: Greater Cloak: Invisibility lasts 3 actions. Attacks made while under the effects of this power deal 50% more damage for melee attacks or deal 1 extra point of damage per bullet for firearms. This stacks with the bonus damage granted by the Sneak Attack feat. Cost: 4 tech points.
4th Specialization: Enhanced Cloak: Invisibility lasts 4 actions plus 1 action. Attacks made while under the effects of this power deal 50% more damage for melee attacks or deal 1 extra point of damage per bullet for firearms. This stacks with the bonus damage granted by the Sneak Attack feat. Cost: 5 tech points.
Or: Assassin Cloak: Invisibility lasts 3 actions. Attacks made while under the effects of this power deal 100% more damage for melee attacks or deal 2 extra point of damage per bullet for firearms. This stacks with the bonus damage granted by the Sneak Attack feat. Cost: 5 tech points.

Overload

Make a system overload to a point where it shuts down or begins over burning.
Prerequisite: Electronics 2 ranks
Target: One target
Activation: 1 action
Range: Target must be up to 60 ft away.
Effect: Overload shuts down an enemy's shields, rendering them vulnerable to attack. Affected synthetics or mechs are stunned for a brief period of time. Effects vary with specialization. Affected creatures can attempt a save to negate the stunning effect.
It can also be used on explosive containers to make them detonate more violently dealing 50% more damage than they usually would do.
When 4th specialization is attained, the character must choose one of two different effects.
This power deals double damage to shields but none to unprotected organics. It doesn’t deal damage to barrier.
No ranged touch attack is required.
Cooldown: 2 actions
Save: Will save negates the stun effect. DC equals 10 + Electronics ranks divided by 2 + Int mod.
1st Specialization: Basic Overload: Deals 2d6. Affects the target and adjacent squares. Stuns for 1 action. Cost: 1 tech point.
2nd Specialization: Improved Overload: Deals 3d6. Affects the target and adjacent squares. Stuns for 1 action. Cost: 2 tech points.
3rd Specialization: Greater Overload: Deals 4d6. Affects the target and adjacent squares. Stuns for 1 action. Cost: 3 tech points.
4th Specialization: Heavy Overload: Deals 6d6. Affects the target and adjacent squares. Stuns for 1 action Cost: 4 tech points.
Or: Area Overload: Deals 4d6. Affects the targets up to 10-ft away from the target. Stuns for 1 action. Cost: 4 tech points.

Combat Drone
Create a solid holographic sphere to attack your enemies.
Prerequisite: Electronics 4 ranks, Engineer or Quarian Machinist class
Activation: 1 action
Effect: This power summons forth a Combat Drone that fights for the engineer. No more than one Combat Drone can be active at any given time. After the drone is destroyed or disappears, the engineer suffers a blowback that messes up his computers and omnitool, imposing the cooldown time of this power.
The drone’s statistics and abilities vary with specialization but they remain active for 20 actions or until destroyed.
The drone never goes beyond 100-ft away from the engineer and performs no other actions than attacking the character’s enemies. If the engineer manages to move away from the drone, increasing the distance between each beyond 100 ft, the drone stops any action and starts moving towards the engineer. As long as it cannot be within 100 ft of the character, the drone does not attack.
Combat Drones are not mechs nor synthetics, so they cannot be targeted by any power that specifically targets those types of creatures.
The drones have 2 actions per turn, as normal, but only one
of those can be used to attack. They are completely independent from the engineer and are unable to receive orders from the character, always attacking the nearest enemy. However, the drone’s limited VI is intelligent enough to move around the battlefield, taking advantage of it and always trying to remove the enemy’s cover benefits.
When 4th specialization is attained, the character must choose one of two different effects.
The drone appears in a designated square that cannot be more than 10 ft away from the Engineer.
Cooldown: 4 actions after previous Combat Drone has disappeared or was destroyed.
Save: None
1st Specialization: Basic Drone: Drone has a Defense of 12, 20 HP and a fly speed of 20 ft. It has an Attack bonus equal to 2× the engineer’s Intelligence modifier, its attack has a range of 10 ft (cannot attack beyond that range) and deals 1d12 points of damage. Cost: 2 tech points to activate.
2nd Specialization: Improved Drone: Drone has a Defense of 14, 30 HP and a fly speed of 25 ft. It has an Attack bonus equal to 2× the engineer’s Intelligence modifier, its attack has a range of 10 ft (cannot attack beyond that range) and deals 2d8 points of damage. Cost: 3 tech points to activate.
3rd Specialization: Greater Drone: Drone has a Defense of 16, 40 HP and a fly speed of 25 ft. It has an Attack bonus equal to 3× the engineer’s Intelligence modifier, its attack has a range of 15 ft (cannot attack beyond that range) and deals 2d10 points of damage. Cost: 4 tech points to activate.
4th Specialization: Attack Drone: Drone has a Defense of 18, 50 HP and a fly speed of 30 ft. It has an Attack bonus equal to 4× the engineer’s Intelligence modifier, its attack has a range of 15 ft (cannot attack beyond that range) and deals 2d10 + engineer’s Intelligence modifier points of damage. Cost: 5 tech points to activate.
Or: Explosive Drone: Drone has a Defense of 18, 50 HP and a fly speed of 30 ft. The drone seeks a nearby target and once adjacent to its square it explodes, dealing 1d12 damage for each point of Intelligence modifier the engineer possesses in a 10-ft radius. If the drone is destroyed, it deals this damage to all within 10-ft of it. Cost: 5 tech points to activate.


Feats

In this conversion feats are not provided by classes. Instead, they are gained at specific levels: two at level 1st, and an additional 1 feat each two levels thereafter (3rd, 5th, 7th, etc), similar to PATHFINDER. Other rules apply as normal.
Here's some of the feats already created:

Ammo Proficiency
You are proficient with the selected type of ammo
Prerequisites: Chemical ammo requires Knowledge (biology) 4 ranks; Concussive ammo and Cryo ammo require BAB +1; Disruptor ammo requires Electronics 2 ranks or Repair 4 ranks; Explosive ammo requires Heavy Weapon 3 ranks and proficiency with Incendiary ammo; Incendiary ammo requires BAB +1; Shredder ammo requires Knowledge (biology) 2 ranks and First Aid 2 ranks; Warp ammo requires Biotics 4 ranks and the ability to use one Biotic power.
Benefit: Select one type of ammo with which you have no proficiency: Chemical, Concussive, Cryo, Disruptor, Explosive, Incendiary, Shredder or Warp. You are now proficient with that type of ammo and can apply Ammo Specialization increases to that type of ammo.
Normal: A character cannot apply Ammo Specialization increases to ammo types with which they are not proficient.

Biotic Focus
One of your Biotic powers becomes harder to resist
Prerequisites: Access to at least one Biotic power
Benefit: Select one Biotic power that you can use. The DC to resist that power increases by 1.
Special: A character can select this feat multiple times. It’s effects don’t stack. Each time you take this feat, it applies to a different Biotic power.

Simple Biotic Training
You have some Biotic abilities
Prerequisites: Cha 13+, Biotics 2 ranks
Benefit: Select one Biotic power to which you meet the prerequisites, with exception for class requisites, which do not need to be met. You can now use the 1st specialization of that Biotic power. Additionally, you gain a number of Biotic points equal to your Cha times your HD (these points increase as you increase HD, minimum of 1 per HD)
Special: If your class grants you access to Biotic Points, you do not gain the points given by this feat. However, this feat is useful to gain access to Biotic powers that are not available to your class. You can select this feat multiple times. Its effects don’t stack. Each time you take this feat you gain a different Biotic power but not additional Biotic points.

Simple Tech Training
You have some Tech abilities
Prerequisites: Int 13+, Electronics 2 ranks
Benefit: Select one Tech power to which you meet the prerequisites, with exception for class requisites, which do not need to be met. You can now use the 1st specialization of that Tech power. Additionally, you gain a number of Tech points equal to your Int times your HD (these points increase as you increase HD, minimum of 1 per HD)
Special: If your class grants you access to Tech Points, you do not gain the points given by this feat. However, this feat is useful to gain access to Tech powers that are not available to your class. You can select this feat multiple times. Its effects don’t stack. Each time you take this feat you gain a different Tech power but not additional Tech points.



Weapons
http://img337.imageshack.us/img337/3483/semttuloqn.jpg
Damage: The Damage columns give the base damage you deal with the weapon with each successful shot.
Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, multiply the shot’s base damage by two, three, four or five times, as indicated by its critical multiplier. Some bonuses to damage, added by powers, abilities or upgrades, may also be multiplied this way. See Critical Hits and Critical Failures to learn more about critical hits.
Strength Needed: Weapons have recoil, some more powerful than others. But this recoil isn’t merely something that affects accuracy. If the recoil is powerful enough, it can shatter the arm of anyone not strong enough to wield and fire that weapon. Thus, each weapon has a minimum Strength score needed to be wielded.
If a character doesn’t possess the necessary Strength score, he should not fire the weapon. Doing imposes a penalty to attack equal to -5 - number of points in Str the character lacks, and suffer from Critical Failure in natural results from 1 to 5.
Rate of Fire: This column indicates the number of shots a character can fire with each attack action. See the Combat chapter for more information.
Recoil: This column indicates the penalty to attack imposed by the weapon’s recoil. Things that reduce recoil can never make it go above 0.
Ammo Clip: This column indicates the number of shots a character can fire, with the weapon, before a new Thermal Clip needs to be reloaded. It requires 1 action to reload a new clip.
Range Increment: Any attack at equal or less than this distance is not penalized for range, so a shot from a Carnifex Pistol (range increment 50 feet) can strike at enemies up to 50 ft away or closer with no penalty. However, each full range increment imposes a cumulative – 3 penalty on the attack roll. A Carnifex Pistol firing at a target 180 ft away suffers a –9 penalty on the attack roll (–3 × 3, because 180 ft is at least three range increments but not four). A thrown weapon, such as a grenade, has a maximum range of five range increments. A projectile weapon, such as an assault rifle, can shoot up to twelve range increments. Snipers can shoot up to 30 range increments.
Weight: This column gives the weight of the weapon.

Special Rules for:
Pistols: When using the Aim Down Sights action, a pistol's Rate of Fire isn't reduced. However, instead of providing a bonus to Spot checks in a 60-ft cone, they only provide the same bonus for a 30-ft cone while using that action.
Submachine Guns: When using the Aim Down Sights action, instead of providing a bonus to Spot checks in a 60-ft cone, they only provide the same bonus for a 30-ft cone while using that action.
Snipers: Snipers are one of the most powerful weapons a character can use, but they are also quite restrictive. Snipers are effective when using the Aim Down Sights action. Firing a sniper without using that action imposes certain penalties: first the sniper's recoil (if any) is increased 3x; second firing the sniper without using the Aim Down Sights imposes an additional -2 penalty on all attacks and reduces the weapon's range to 30 ft.
Snipers, don't have their Rate of Fire affected by the Aim Down Sights action.
When using the Aim Down Sights action, Sniper's provide the Spot bonus not in a 60-ft cone but rather in a special cone with a 15-ft base and a length equal to the sniper's Range.
Although the sniper's Range is adaptable to a maximum of 30 range increments, focusing the sniper's sight is actually harmful as it focuses too much on a single point while reducing greatly he field of vision, and so it cannot be used to increase the special cone that provides bonuses to Spot, while using the Aim Down Sights action. However, a character can use this adjustable sight to see a specific 5-ft square, with a distance up to 30x the weapon's Range, and gain a +5 bonus on Spot checks to spot things in that square.
Most snipers need to be rearmed after firing a single shot, which is made simultaneously with reloading but that always requires 1 action, even if the character was able to reload with just a free action. This makes it impossible to fire more than 1 shot per round with those snipers and so it has no recoil entry.


Armor

http://img141.imageshack.us/img141/821/semttulohn.jpg
Damage Reduction: This is the amount of damage reduced from each attack the character suffers (can reduce the damage to 0).
Shields: They works like a second HP pool, and they must be removed (reduced to 0) before the real HP can be affected. Shields can be regenerated by spending 3 actions without attacking (if during those actions you take damage, the shields do not regenerate). The shields then start to regenerate at a rate equal to 1/3 their base amount. 1 round after the end of an encounter, the shields also regenerate to full.
Enhanced Fibers: Certain armors provide bonuses on Fortitude and Reflex saves made against powers and other effects (except environmental effects). This is achieved through enhanced fibers and microcores inserted into the armor’s weave fabric. This column indicates the amount of bonuses each armor provides.
Customizable: There are plenty of armors that can be customized with different pieces, losing some of their bonuses to gain others but without changing their weigh. If an armor possesses an entry in this column, it means the armor can replace several of its parts. The several entries, and the piece they refer to, are: V – Visors; C – Chest; S – Shoulders; A – Arms; L – Legs. Weapons that aren’t customizable have don’t differentiate the pieces that provide the specific bonuses. The available replacements for each armor piece are given in the Extras table.
Please note that all armors come with a helm which includes a Visor. Replacing the Visor forces the helmet to be removed. Doing so, however, imposes a -2 penalty to Defense against critical confirmation rolls and removes the ability to breathe in vacuum or in non-breathable environments.


Basic Combat Rules

Attack
Attacking, in ME d20, is fairly simple: roll a d20 dice, add modifiers, see if total result equals or is superior to target's Defense. If it is, your attack was successful and you may roll for damage. If it isn't, then your attack fails and you do not roll for damage.
Like in many other rolls, rolling a result of 20, in the dice, indicates the character automatically hits the target, despite the target's Defense. In addition, this also results in a possible Critical Hit (see Critical Hits and Critical Failures).
Rolling a natural result of 1, in the dice, indicates the character automatically fails to hit the target, despite his modifiers to that attack roll. In addition, this also results in a possible Fumble Effect (see Critical Hits and Critical Failures).

There are three types of attack: Melee (unarmed strikes, attacks with melee weapons), Thrown (attacks with thrown weapons, such as improvised weapons like bottles, or grenades) and Ranged (attacks with certain biotic and tech powers, attacks with projectile weapons).
The attack rolls, and their bonuses, for each type of attack are:

Melee: Base attack bonus + Strength modifier + size modifier + other modifiers

Thrown: Base attack bonus + Dexterity modifier + size modifier + range penalty + other modifiers

Ranged: Base attack bonus + Dexterity modifier + size modifier + recoil penalty + range penalty + other modifiers

Range Penalty: The range penalty for a ranged weapon depends on the weapon and the distance to the target. All ranged weapons have a range increment. Any attack from a distance of less than one range increment is not penalized for range, so an shot from a M-8 Avenger (range increment 60 feet) can strike at enemies up to 59 feet away with no penalty. However, each full range increment causes a cumulative -3 penalty on the attack roll. A M-8 Avenger firing at a target 200 feet away takes a -9 penalty on his attack roll (because 200 feet is at least three range increments but not four).
A thrown weapon, such as a grenade, has a maximum range of 5 range increments. A projectile weapon, such as an assault rifle, can shoot up to 20 range increments. Snipers can shoot up to 30 range increments.

Recoil Penalty: This penalty is determined by the type of weapon being used and works in the following way:
- Using an action to make one single shot (attack) imposes no recoil penalty to the attack but only if that shot is the first one made during the character's turn. Should the character use other actions, during his round, to make more attacks, those attacks now suffer normal recoil penalty (the one indicated by the weapon being used), independently of the number of attacks made using that actions. This recoil penalty is applied to all attacks made with that action.
- Using an action to perform several attacks (up to the maximum number of attacks allowed by the weapon's rate of fire), imposes normal recoil penalty (the one indicated by the weapon being used), independently of the number of attacks made using that actions. This recoil penalty is applied to all attacks made with that action. The character still only takes normal recoil penalty if this attack action is the second or third of his turn AND he fired no more than 1 single shot on a previous attack action of his turn (see previous paragraph).
- Using an attack action to perform several attacks (up to the maximum number of attacks allowed by the weapon's rate of fire) AFTER having already used a previous action to fire more than one shot (meaning, making more than 1 attack), imposes DOUBLE recoil penalty on attacks made with this attack action, even if only 1 shot is fired. The recoil penalty is never increased beyond double, no matter how many additional attack action the character manages to perform during his turn.

So essentially there are only a total of 3 recoil penalties applied:
- No penalty if the character is making his 1st attack action of his turn to make ONE SINGLE SHOT.
- Normal penalty if the character is either using his 1st attack action of his turn to make MORE THAN ONE SINGLE SHOT; or the character is making an attack action to make ONE OR MORE SHOTS, after having used a previous action to fire ONE SINGLE SHOT.
- Double penalty if the character is using an attack action to make ONE OR MORE SHOTS, after having used a previous action to do the same.


Defense
Defense indicates how hard it is to hit a target. Like ability scores, the higher the Defense the better. This is calculated in the following way:

Defense: 10 + Dexterity modifier + size modifier + other modifiers

There are two types of Defense:
- Normal Defense, used in most situations.
- Flat-footed Defense, used when a character is caught by surprise. For this type of Defense, Dexterity modifier is only considered if it is negative, otherwise it is not considered. This means flat-footed targets are also considered as having their Dexterity bonus to Defense denied.
While in other common d20 RPGs, the Defense value could be increased easily through armor and items, in this conversion the same isn't true. Armor provides DR and Shields (which work as an additional pool of HP), not Defense, and only a few items are capable of increasing Defense. The real way to improve Defense is by moving around in the battlefield and using the terrain features as cover (see Cover and Movement topics). This change from the typical d20 RPGs was to ensure the game could keep the same need for tactics as the computer version of Mass Effect requires.


Damage:
Once a successful attack is made, the character must roll for damage. That roll is:

Unarmed Attacks: 1d3 + Strength modifier + other modifiers

Thrown Weapons: 1d3 + Weapon's damage bonus to unarmed strikes + Strength modifier + other modifiers

Ranged Attacks: Weapon's damage dice + other modifiers

Once the damage is rolled, add all modifiers and dice results to determine total damage. That is the amount of damage a character does with that successful attack.
Damage is dealt to the target's Shields. If the target does not have any Shields left, the damage is then done to the target's Platting. If the target has no Platting left, the damage is then done to the target's HP, but it is reduced by Damage Reduction.
Note: if your attack deals, say, 20 damage on a character with just 10 Shield HP, you do not divide the damage between Shield HP and the character's HP. This means that each attack targets a specific HP pool and cannot affect the others, no matter how much damage the attack deals.

Damage Reduction (DR): Once damage is determined, reduce from it a specific amount equal to the value of Damage Reduction the character has. This can reduce the damage dealt to 0. Usually, this DR only applies when the character no longer has Shields or Platting left and is taking damage directly in his HP. Some features, however, also reduce the damage done to Shields.

Damage from Biotic/Tech/Ammo powers: Damage caused by these powers usually apply only to a specific HP pool, either the character's HP, the Shields HP or the Platting HP. DR still applies normally unless otherwise stated.

Isair
2012-01-08, 07:16 PM
Although it would have been to see some opinions expressed here, I understand the reluctance in doing it. This is, after all, the fourth time this ME d20 conversion has been tried in this foruns alone, and the one presented here isn't exactly compatible with other more common d20 systems.

Still, if anyone is truly interested in help out with this, you can find all the work I've made so far in the following forums (there is a lot more presented there than it is here):
http://masseffectd20.freeforums.org/index.php

The forum is very recent, created a few days before this topic, so don't be surprise with the few members or lack of replies. And don't be shy to post there any opinions or ideas you might have for an ME d20 conversion, for all of them are valuable and very helpful ;)

Imbasel
2012-01-08, 08:28 PM
This looks pretty cool. If you're interested I can help with editing if you'd like. Also I joined the forums and will begin commenting soon.

Isair
2012-01-09, 05:36 AM
Thanks Imbasel. And since I'm doing this conversion solo, any help you, and any other, can offer is most appreciated ;)

Bearpunch
2012-01-09, 10:55 AM
This shows promise, when a little more is done I may try playtesting it. However, it seems some races get stiffed a bit. Like the Turian, shouldn't they recieve +2 wisdom, +2 Dex, -2 charisma?

Isair
2012-01-09, 11:33 AM
However, it seems some races get stiffed a bit. Like the Turian, shouldn't they recieve +2 wisdom, +2 Dex, -2 charisma?

I've tried to make the races as close as possible to the information of Mass Effect wiki. I've avoided creating new abilities, even if acceptable, for races. Of course, I might have failed to notice some description or another on the wiki.
In case of the Turian, you're right. They do deserve the -2 to Charisma and although I don't remember seeing a mention that they were more agile than humans, it is an acceptable bonus.

Isair
2012-01-12, 09:01 PM
I've started adding skills (you can see all of them in the link of the second post of this topic). All the skills created are either basic skills, adapted from D&D 3.5 (such as Jump, Bluff, Diplomacy) or are created to be as faithful as possible to the game Mass Effect.
Here are some of the new skills I created:

Biotics
You can identify biotic powers and understand how they work. This skill is also vital to all biotic users as it determines their power capabilities.
Ability: Int
Load Check Penalty: No
Training: No
Take 10 or 20: No
Check: Use this skill to determine the effects of an incoming biotic power or of one already in use. The typical DC for this check is 16 + number of specialization of the power. It requires no more than a free action to identify the power and you can even use this check during the round of an opponent, to identify any power he might be using.
Biotic users also need a certain number of ranks in this skill to be able to access biotic powers.
Try Again: Yes but only for powers that have a duration other than instantaneous.

Damping
This skill represents one’s ability to disable an electronic system, or at least to negate its effects for a short period of time. It is especially useful against security systems.
Ability: Int
Load Check Penalty: No
Training: Yes
Take 10 or 20: only take 10
Prerequisites: Requires Electronics 4 ranks
Check: The time required to use this skill varies with the difficulty of a given task as shown in the table below. Using this skill requires concentration on the task and interrupting it has a 50% chance of forcing one to start over, instead of just continue his work.
Remember that when you use this skill to shut down security systems, you only affect the electronic systems themselves. Those monitoring security cameras, for example, might be alerted if one or more cameras are shut down. Also remember that shutting down security systems doesn’t open locked doors or containers – for those are run by different security programs – but it shuts down programs that alert security when a door or container is opened.
Try Again: Yes. However, some systems might react to several consecutive damping attempts.
Special: You can only use this skill if you have access to the systems of a computer terminal that is linked to the electronic system that you are trying to shut down or disable.
You can also try to combine more than one check, performing various damping actions at once. For that use the action with the highest DC, of all the actions you are attempting to perform at once, and add +3 to that DC for each action additional action. The time required is equal to the time required to perform the action with the highest DC.
Only after that you can apply the three modifiers presented in the table below.
http://img337.imageshack.us/img337/9816/semttuloey.jpg

Decryption
This skill represents one’s ability to decrypt an electronic system’s codes and force it to operate without proper authorizations. Decryption is usually used against locked doors and containers. It also allows one to decrypt coded messages and understand the purpose of a given electronic code (for example: determine that a foreign code in a door’s software is actually a security system that alerts whenever that door is opened).
Ability: Int
Load Check Penalty: No
Training: Yes
Take 10 or 20: only take 10
Prerequisites: Requires Electronics 2 ranks
Check: Using this skill usually takes 1d6+1 rounds to open locked doors or containers. The DC varies with door but it usually is 13 for doors and containers with simple locking mechanisms, 18 for doors and containers with average locking mechanisms and 25 for doors and containers with strong locking mechanisms.
Identifying the purpose of a simple program or electronic code takes 1 minute and has a DC of 18. Average programs and codes have a DC of 25 and take 3d6 minutes. Complex programs and codes have a DC of 30 and take 3d12 minutes.
Decrypting messages is more complex. Checks are made every minute against one single Decryption check of the person that encrypted the message which serves as the DC for all your checks. The message is only decrypted once you achieved a number of successes equal to that person’s Intelligence score (not modifier). For GM’s, instead of creating NPCs each time a player uses this skill, you can instead determine that novice NPCs have a +6 modifier on their Decryption skill and an Intelligence score of 12. Professional NPCs have a +10 modifier on their Decryption skill and an Intelligence score of 14. Expert NPCs have a +15 modifier on their Decryption skill and an Intelligence score of 16.
Try Again: Yes. However, some systems might react to several consecutive decrypting attempts.
Special: You can only use this skill if you have access to the systems of a computer terminal that is linked to the electronic system to which you are trying to use this skill.

Electronics
This skill represents a character’s knowledge and skill with electronic systems and devices. It indicates how well he can work around and with an electronic system. It also indicates a character’s ability to copy an electronic code or message and to set up or disable very simple electronic devices such as small vehicles, manufacturing robots and even bombs.
Ability: Int
Load Check Penalty: No
Training: Yes
Take 10 or 20: only take 10
Check: The time required to use this skill varies with the difficulty of a given task as shown in the table below. Using this skill requires almost full concentration but disrupting it rarely forces the character to start over for the simple reason that electronics usually involve manipulation of hardware and electric systems. You can always attempt the check in half the time but the DC of the check increases by 5. GM’s are free to create other situations where Electronics checks apply.
http://img215.imageshack.us/img215/9533/semttuloanr.jpg

Try Again: Yes. But in the case of bombs, failure might mean an explosion.
Special: For bombs, the DC and required time both to activate and deactivate are present in each bomb’s description (see Equipment). Some of the checks presented above require access to either the electronic device or a computer terminal.
Aid Another: No. You cannot adi others on Electronics checks. Since Electronics checks usually require you to manipulate electric devices and hardware, having others over your shoulder giving their opinions on how you should be working is actually harmful. However, you can have another make the check instead of you, provided he can give you indications of all the steps you should take. This is useful for bomb-experts who can guide another, even one with little experience, through communication channels and tell them how to disable a bomb.

BladeofObliviom
2012-01-12, 10:30 PM
Well, what do you know! :smallamused:

Of course, I kinda restarted that thread with intent to actually do anything about it, but then I got hit by a homework hurricane, and forgot about it completely! :smallfrown:

Isair
2012-01-13, 09:09 AM
@BladeofObliviom you are no longer using the BladeofOblivion account? Because before opening this threat I sent a PM to that account about ME d20 but I got no answer. Now I see why :smallamused:

In any case, I previously said, I do intent to finish this and so far there has been no complication in my life that would make me abandon this work. And of course, any help or ideas you might have are welcome ;)

BladeofObliviom
2012-01-13, 02:49 PM
@BladeofObliviom you are no longer using the BladeofOblivion account? Because before opening this threat I sent a PM to that account about ME d20 but I got no answer. Now I see why :smallamused:

In any case, I previously said, I do intent to finish this and so far there has been no complication in my life that would make me abandon this work. And of course, any help or ideas you might have are welcome ;)

Yeah, sorry about that. I kinda abandoned the account and just made a new one once it became clear that I could no longer access it. :smalltongue:

Most of my ideas have faded from memory, but I'll alert you if I think of anything. :smallsmile:

Isair
2012-01-14, 12:54 PM
Added all the Geth enemies from Mass Effect 1 and Mass Effect 2:

Geth
Neural Network: Geth have a special form of neural network that increases their overall effectiveness for having other geth nearby. This works in the following way:
- Any Geth gains a +1 bonus to attack rolls, Heavy Weapons checks, Spot checks and Listen checks for each 10 other Geth Troopers, Geth Rocket Troopers, Geth Shock Troopers and/or Geth Sniper within a 100 ft radius.
- Any Geth gains a +1 bonus to attack rolls, Heavy Weapons checks, Spot checks and Listen checks for each 3 other Geth Hunters and/or Geth Hoppers within a 100 ft radius.
- Any Geth gains a +1 bonus to attack rolls, Heavy Weapons checks, Spot checks and Listen checks for each 2 other Geth Hunters within a 100 ft radius.
- Any Geth gains a +1 bonus to attack rolls, Heavy Weapons checks, Spot checks and Listen checks for each Geth Prime, Geth Armature and/or Geth Colossus within a 100 ft radius.
Skills: Geth gain a +4 bonus to Move Silently and Electronics checks.

Geth Trooper
Geth Troopers are the "grunts" among the geth. These units are lightly equipped with no real armor and are normally found in groups of two or more. To tell them apart from the rest of the geth they wear blackish armor with greenish armor details and a bright blue 'flashlight eye'.

Geth Trooper, Medium Geth (synthetic) – CR 1/3
Hit Dice: 2d8 + 6 (18 HP)
Initiative: +9
Speed: 30 ft
Armor Class: 15 (+5 Dex), touch 15, flat-footed 10
Damage Reduction: 0
Shields: 40
Immunities: poison and disease
Regenerative Abilities: regeneration 1
Base Attack/Grapple: +2/+4
Attack: Geth Pulse Rifle +8 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
1st Attack Action: Geth Pulse Rifle, up to 10 attacks, +4 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
2nd Attack Action: Geth Pulse Rifle, up to 10 attacks, +0 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Neural network, concussive ammo 1st specialization
Special Qualities: Darkvision 60 ft, low-light vision
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 14, Dex 20, Con 16, Int 2, Wis 12, Cha 6
Skills: Balance +6, Electronics +5, Listen +6, Move Silently +9, Spot +6
Feats: Alertness(B), Weapon Focus (assault rifle), Skill Focus (Electronics), Improved Initiative
Organization: Solitary, pair, scouting party (5 – 10), band (8 – 20) or army (12 – 30)
Advancement: by racial HD increase
Morality: Paragon +0, renegade +0
Ability Points: 10

COMBAT
Geth Troopers are all equipped with Geth Pulse Rifles. However, every time a trooper is killed, the weapon has a 99% chance of being destroyed.

Geth Rocket Trooper
The Geth Rocket Trooper carries a pulse rifle which differs from the standard version in that it possesses a rocket launcher incorporated. 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. Rocket Troopers are instantly noticeable as they sport dark red armour rather than the standard dark blue and black of a Geth Trooper.

Geth Rocket Trooper, Medium Geth (synthetic) – CR 1/2
Hit Dice: 2d8 + 6 (18 HP)
Initiative: +9
Speed: 30 ft
Armor Class: 15 (+5 Dex), touch 15, flat-footed 10
Damage Reduction: 0
Shields: 40
Immunities: poison and disease
Regenerative Abilities: regeneration 1
Base Attack/Grapple: +2/+4
Attack: Geth Pulse Rifle +7 ranged (1d4 +1 vs shields and unprotected organics, 20/×2) or Rocket Launcher
1st Attack Action: Geth Pulse Rifle, up to 10 attacks, +3 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
2nd Attack Action: Geth Pulse Rifle, up to 10 attacks, -1 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Neural network, concussive ammo 1st specialization, rocket launcher
Special Qualities: Darkvision 60 ft, low-light vision, kinetic barrier
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 14, Dex 20, Con 16, Int 4, Wis 12, Cha 6
Skills: Electronics +6, Heavy Weapons +7, Listen +4, Move Silently +9, Spot +4
Feats: Alertness(B), Skill Focus (Heavy Weapon), Skill Focus (Electronics), Improved Initiative
Organization: Solitary, pair or band (4 – 8)
Advancement: by racial HD increase
Morality: Paragon +0, renegade +0
Ability Points: 12

COMBAT
Geth Rocket Troopers are all equipped with Geth Pulse Rifles modified to incorporate a rocker launcher so the Geth Rocket Trooper doesn’t need to spend an action changing weapons. Every time a trooper is killed, the weapon has a 100% chance of being destroyed.
Kinetic Barrier: 2/encounter (1 + 1 per Wis mod, minimum of 1), the Geth Rocket Trooper is capable of creating a hexagonal-shaped kinetic barrier. This kinetic barrier has a radius of 5-ft, and when a Medium character stands behind the barrier, it gains a +6 cover bonus to AC (this is because the barrier floats a few inches above the ground and its form doesn’t provide complete cover). This barrier can be attacked normally and being a kinetic barrier it has only Shield HP. The barrier has an AC of 5 and a total of 40 Shield HP.
This ability has a cooldown of 10 actions.
Small or smaller characters do not gain more than +6 cover bonus to AC from standing behind the barrier, but characters larger than Medium gain the indicated bonus -2 per size increment (so Larger characters only gain +4 cover bonus to AC, Huge characters only +2 and Gargantuan or Colossal characters gain no cover bonus from this barrier). Medium or smaller flying creatures that stand behind the barrier, are completely protected as the line of effect to them is blocked by the barrier.

Geth Shock Trooper
The Geth Shock Trooper is an advanced Geth Trooper instantly recognizable by its white armor. It carries a pulse rifle like other geth, has bigger shields and is more resilient than the standard geth troper. Shock Troopers have Geth Barrier, Carnage and Shield Boost powers. As in the case of the Geth Trooper, the appearance of a Geth Barrier is usually an indication that the Shock Trooper is near death.

Geth Shock Trooper, Medium Geth (synthetic) – CR 1/2
Hit Dice: 3d8 + 9 (26 HP)
Initiative: +9
Speed: 30 ft
Armor Class: 15 (+5 Dex), touch 15, flat-footed 10
Damage Reduction: 0
Shields: 50
Immunities: poison and disease
Regenerative Abilities: regeneration 1
Base Attack/Grapple: +3/+5
Attack: Geth Pulse Rifle +9 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
1st Attack Action: Geth Pulse Rifle, up to 10 attacks, +5 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
2nd Attack Action: Geth Pulse Rifle, up to 10 attacks, +1 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Neural network, concussive ammo 1st specialization, carnage
Special Qualities: Darkvision 60 ft, low-light vision, kinetic barrier, shield boost
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 14, Dex 20, Con 16, Int 4, Wis 12, Cha 6
Skills: Balance +7, Electronics +6, Listen +6, Move Silently +9, Spot +6
Feats: Alertness(B), Weapon Focus (assault rifle), Precise Shooting, Skill Focus (Electronics), Improved Initiative
Organization: Solitary, pair, scouting party (5 – 10), band (8 – 20) or army (12 – 30)
Advancement: by racial HD increase
Morality: Paragon +0, renegade +0
Ability Points: 12

COMBAT
Geth Shock Troopers are all equipped with Geth Pulse Rifles. However, every time a trooper is killed, the weapon has a 99% chance of being destroyed.
Kinetic Barrier: 2/encounter (1 + 1 per Wis mod, minimum of 1), the Geth Shock Trooper is capable of creating a hexagonal-shaped kinetic barrier. This kinetic barrier has a radius of 5-ft, and when a Medium character stands behind the barrier, it gains a +6 cover bonus to AC (this is because the barrier floats a few inches above the ground and its form doesn’t provide complete cover). This barrier can be attacked normally and being a kinetic barrier it has only Shield HP. The barrier has an AC of 5 and a total of 40 Shield HP.
This ability has a cooldown of 10 actions.
Small or smaller characters do not gain more than +6 cover bonus to AC from standing behind the barrier, but characters larger than Medium gain the indicated bonus -2 per size increment (so Larger characters only gain +4 cover bonus to AC, Huge characters only +2 and Gargantuan or Colossal characters gain no cover bonus from this barrier). Medium or smaller flying creatures that stand behind the barrier, are completely protected as the line of effect to them is blocked by the barrier.
Shield Boost: 2/encounter (1 + 1 per Wis mod, minimum of 1), the Geth Shock Trooper is capable of spending 1 action to regenerate 13 points of its Shields (10 + Geth Shock Trooper HD), even if the shields are down.
This ability has a cooldown of 10 actions.
Carnage: Geth Shock Troopers are capable of using the 2nd weapon specialization of shotguns but while using the Geth Pulse Rifle. This works in the following way: with 1 full round action, and once per encounter, the Geth Shock Trooper empties at least half of an entire ammo clip and launches a blast that travels in a straight line 100 ft per round, and up to a distance of 200 ft away. When it hits an object or creature, it explodes dealing 10d4 points of damage to it and half that much to creatures or objects that are 10-ft away from the one hit by the blast.

Geth Sniper
The Geth Sniper specializes in long range combat. Snipers are dark brown with red armor details and emit a bright cyan light from their 'flashlight eye'. They excel in the use of sniper rifles and are extremely dangerous, often able to kill an enemy with a single well-placed shot.

Geth Sniper, Medium Geth (synthetic) – CR 1
Hit Dice: 5d8 + 5 (31 HP)
Initiative: +9
Speed: 30 ft
Armor Class: 15 (+5 Dex), touch 15, flat-footed 10
Damage Reduction: 0
Shields: 50
Immunities: poison and disease
Regenerative Abilities: regeneration 1
Base Attack/Grapple: +5/+8
Attack: Geth Sniper Rifle +11 ranged (3d8 +1 vs shields and unprotected organics, 20/×3)
Space/Reach: 5 ft/5 ft
Special Attacks: Neural network, disruptor ammo 2nd specialization, lesser stealth generator, improved assassination
Special Qualities: Darkvision 60 ft, low-light vision, kinetic barrier
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 16, Dex 20, Con 12, Int 5, Wis 14, Cha 6
Skills: Electronics +6, Listen +9, Move Silently +9, Spot +9
Feats: AlertnessB, Weapon Focus (sniper rifle), Precise Shooting, Skill Focus (Electronics), Improved Initiative
Organization: Solitary, pair, scouting party (5 – 10), band (8 – 20) or army (12 – 30)
Advancement: by racial HD increase
Morality: Paragon +0, renegade +0
Ability Points: 12

COMBAT
Geth Snipers are all equipped with Geth Sniper Rifles. However, every time a sniper is killed, the weapon has a 99% chance of being destroyed.
Kinetic Barrier: 3/encounter (1 + 1 per Wis mod, minimum of 1), the Geth Sniper is capable of creating a hexagonal-shaped kinetic barrier. This kinetic barrier has a radius of 5-ft, and when a Medium character stands behind the barrier, it gains a +6 cover bonus to AC (this is because the barrier floats a few inches above the ground and its form doesn’t provide complete cover). This barrier can be attacked normally and being a kinetic barrier it has only Shield HP. The barrier has an AC of 5 and a total of 40 Shield HP.
This ability has a cooldown of 10 actions.
Small or smaller characters do not gain more than +6 cover bonus to AC from standing behind the barrier, but characters larger than Medium gain the indicated bonus -2 per size increment (so Larger characters only gain +4 cover bonus to AC, Huge characters only +2 and Gargantuan or Colossal characters gain no cover bonus from this barrier). Medium or smaller flying creatures that stand behind the barrier, are completely protected as the line of effect to them is blocked by the barrier.
Lesser Stealth Generator: Geth Snipers employ lesser stealth generators which disrupts all radar within 500 ft of them. The Combat Sensor, Combat Scanner and Combat Optics weapon modifications can negate this effect.
Improved Assassination: 3/encounter (1 + 1 per Wis mod, minimum of 1), the Geth Sniper is capable of increasing the critical threat range of the sniper rifle it holds by 3 for 1 attack action while using Aim Down Sights.
This ability has a cooldown of 6 actions.

Geth Hunter
Geth Hunters possess cloaking devices, shields and shotguns. Hunters are very similar in appearance to Geth Destroyers, Geth Juggernauts and Geth Primes, save for their shorter stature.

Geth Hunter, Medium Geth (synthetic) – CR 4
Hit Dice: 7d8 + 21 (56 HP)
Initiative: +4
Speed: 40 ft
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Damage Reduction: 1
Shields: 60
Immunities: poison and disease
Regenerative Abilities: regeneration 1
Base Attack/Grapple: +7/+9
Attack: Geth Pulse Rifle +12 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
1st Attack Action: Geth Pulse Rifle, up to 10 attacks, +8 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
2nd Attack Action: Geth Pulse Rifle, up to 10 attacks, +4 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
Space/Reach: 10 ft/5 ft
Special Attacks: Neural network, concussive ammo 3rd specialization, tactical cloak, normal stealth generator
Special Qualities: Darkvision 60 ft, low-light vision
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 14, Dex 19, Con 16, Int 6, Wis 14, Cha 6
Skills: Electronics +7, Hide +7, Listen +8, Move Silently +9, Spot +8
Feats: Alertness(B), Weapon Focus (assault rifle), 3× Sneak Attack, Skill Focus (Electronics)
Organization: Solitary, pair or troop (3 – 4)
Advancement: by racial HD increase
Morality: Paragon +0, renegade +0

COMBAT
Geth Hunters are all equipped with Geth Pulse Rifles. However, every time a hunter is killed, the weapon has a 99% chance of being destroyed.
Tactical Cloak: Geth Hunters can use the 3rd specialization of the Tactical Cloak tech power. They require no tech points to do so. For them this power has a cooldown of 3 actions.
Normal Stealth Generator: Geth Hunters employ normal stealth generators which disrupts all radar within 500 ft of them. The Combat Scanner and Combat Optics weapon modifications can negate this effect.

Geth Juggernaut
The Geth Juggernaut is recognizable by its red armor, bright red 'flashlight eye' and huge stature. Like the Geth Destroyer it towers above the ground, an intimidating presence on the battlefield. It features higher saving throws to resist powers and abilities.

Geth Juggernaut, Large Geth (synthetic) – CR 5
Hit Dice: 8d8 + 32 (71 HP)
Initiative: +7
Speed: 40 ft
Armor Class: 14 (+4 Dex), touch 13, flat-footed 10
Damage Reduction: 1
Shields: 70
Immunities: poison and disease
Regenerative Abilities: regeneration 2
Base Attack/Grapple: +8/+16
Attack: Geth Pulse Rifle +13 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
1st Attack Action: Geth Pulse Rifle, up to 10 attacks, +9 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
2nd Attack Action: Geth Pulse Rifle, up to 10 attacks, +5 ranged (1d4 +1 vs shields and unprotected organics, 20/×2)
Space/Reach: 10 ft/5 ft
Special Attacks: Neural network, concussive ammo 3rd specialization
Special Qualities: Darkvision 60 ft, low-light vision, kinetic barrier
Saves: Fort +12, Ref +8, Will +6
Abilities: Str 20, Dex 18, Con 18, Int 5, Wis 14, Cha 6
Skills: Electronics +6, Balance +7, Listen +9, Jump +7, Spot +9
Feats: Alertness(B), Greater Bashing, Weapon Focus (assault rifle), Precise Shooting, Improved Precise Shooting, Improved Initiative, Skill Focus (Electronics), Iron Will(B), Greater Fortitude(B), Lightning Reflexes(B)
Organization: Solitary, pair
Advancement: by racial HD increase
Morality: Paragon +0, renegade +0

COMBAT
Geth Juggernauts are all equipped with Geth Pulse Rifles. However, every time a juggernaut is killed, the weapon has a 99% chance of being destroyed.
Geth Juggernauts, when have one single opponent in sights and when the terrain allows, like to charge their enemies and bashing them with melee attacks.
Kinetic Barrier: 2/encounter (1 + 1 per Wis mod, minimum of 1), the Geth Juggernaut is capable of creating a hexagonal-shaped kinetic barrier. This kinetic barrier has a radius of 5-ft, and when a Medium character stands behind the barrier, it gains a +6 cover bonus to AC (this is because the barrier floats a few inches above the ground and its form doesn’t provide complete cover). This barrier can be attacked normally and being a kinetic barrier it has only Shield HP. The barrier has an AC of 5 and a total of 40 Shield HP.
This ability has a cooldown of 10 actions.
Small or smaller characters do not gain more than +6 cover bonus to AC from standing behind the barrier, but characters larger than Medium gain the indicated bonus -2 per size increment (so Larger characters only gain +4 cover bonus to AC, Huge characters only +2 and Gargantuan or Colossal characters gain no cover bonus from this barrier). Medium or smaller flying creatures that stand behind the barrier, are completely protected as the line of effect to them is blocked by the barrier.

Geth Prime
Standing twelve feet high and boasting the deadliest arsenal of any geth infantry, a Geth Prime is a terrifying opponent. They are instantly recognizable by their white armor and huge stature. Primes carry a pulse rifle - which can also launch rockets - have high shields, platting and are incredibly resilient. They also boost nearby geth combat stats; it is this ability that sets them apart from the Geth Juggernaut. Primes have no major weaknesses and are resistant to biotic and tech powers. They are the largest bi-pedal geth unit, towering over the second largest unit, the Geth Juggernaut.

Geth Prime, Large Geth (synthetic) – CR 8
Hit Dice: 11d8 + 44 (97 HP)
Initiative: +8
Speed: 40 ft
Armor Class: 12 (+3 Dex, -1 size), touch 12, flat-footed 9
Damage Reduction: 2
Shields: 90
Platting: 50
Immunities: poison and disease
Regenerative Abilities: regeneration 3
Base Attack/Grapple: +11/+20
Attack: Geth Pulse Rifle +15 ranged (1d4 +1 vs shields and unprotected organics, 19-20/×2)
1st Attack Action: Geth Pulse Rifle, up to 10 attacks, +11 ranged (1d4 +1 vs shields and unprotected organics, 19-20/×2)
2nd Attack Action: Geth Pulse Rifle, up to 10 attacks, +7 ranged (1d4 +1 vs shields and unprotected organics, 19-20/×2)
Space/Reach: 10 ft/5 ft
Special Attacks: Neural network, concussive ammo 3rd specialization, cryo ammo 1st step, greater stealth generator, siege pulse, rocket launcher, combat drone
Special Qualities: Darkvision 60 ft, low-light vision, kinetic barrier, shield boost
Saves: Fort +13, Ref +10, Will +7
Abilities: Str 20, Dex 18, Con 18, Int 6, Wis 14, Cha 6
Skills: Balance +8, Electronics +3, Heavy Weapons +13, Listen +10, Jump +7, Spot +10
Feats: Alertness(B), Greater Bashing, Weapon Focus (assault rifle), Precise Shooting, Improved Precise Shooting, Improved Initiative, Improved Critical (assault rifle), Quick Reload, Skill Focus (Electronics), Iron Will(B), Greater Fortitude(B), Lightning Reflexes(B)
Organization: Solitary
Advancement: by racial HD increase
Morality: Paragon +0, renegade +0
Ability Points: 16

COMBAT
Geth Primes are all equipped with Geth Pulse Rifles modified to incorporate a rocker launcher so the Geth Prime doesn’t need to spend an action changing weapons. Every time a trooper is killed, the weapon has a 100% chance of being destroyed.
Siege Pulse: With 1 full round action, a Geth Prime is capable of launching a blast of electro-magnetic energy. The blast travels in a straight line 100 ft per round, and up to a distance of 300 ft away. When it hits an object or creature, it explodes dealing 5d6 points of damage to it and half that much to creatures or objects that are 10-ft away from the one hit by the blast. If the affected creatures have shields, the damage is increased by 50%. Synthetic and mechanicals also take 50% more damage.
In addition, it distorts the affected creatures’ mind and optical devices, imposing a -5 penalty on Spot and Search checks and a -2 penalty on attack rolls for 2 actions.
Once used, this ability cannot be used for another 5 actions.
Greater Stealth Generator: Geth Primes employ greater stealth generators which disrupts all radar within 500 ft of them. The Combat Optics weapon modification can negate this effect.
Kinetic Barrier: 3/encounter (1 + 1 per Wis mod, minimum of 1), the Geth Prime is capable of creating a hexagonal-shaped kinetic barrier. This kinetic barrier has a radius of 5-ft, and when a Medium character stands behind the barrier, it gains a +6 cover bonus to AC (this is because the barrier floats a few inches above the ground and its form doesn’t provide complete cover). This barrier can be attacked normally and being a kinetic barrier it has only Shield HP. The barrier has an AC of 5 and a total of 40 Shield HP.
This ability has a cooldown of 10 actions.
Small or smaller characters do not gain more than +6 cover bonus to AC from standing behind the barrier, but characters larger than Medium gain the indicated bonus -2 per size increment (so Larger characters only gain +4 cover bonus to AC, Huge characters only +2 and Gargantuan or Colossal characters gain no cover bonus from this barrier). Medium or smaller flying creatures that stand behind the barrier, are completely protected as the line of effect to them is blocked by the barrier.
Shield Boost: 3/encounter (1 + 1 per Wis mod, minimum of 1), the Geth Prime is capable of spending 1 action to regenerate 21 points of its Shields (10 + Geth Shock Trooper HD), even if the shields are down.
This ability has a cooldown of 10 actions.
Combat Drone: Geth Primes can use the 3rd specialization of the Combat Drone tech power. They require no tech points to do so. For them this power has a cooldown of 4 actions after the drone has disappeared or has been destroyed. The drone stays in combat for 20 actions.
Skills: Geth Prime have a +15 bonus on Heavy Weapon checks and can use it even while untrained.

Geth Hopper
The Geth Hopper is a subtype of the geth that the quarians don't recognize, hinting that the geth are 'evolving'. A Hopper's body is made of a springy synthetic substance that resembles organic muscle tissue. This can be compressed and then released, allowing the Hopper to jump enormous distances (hence the name given to them by Alliance soldiers). It has also tiny hooks on its hands and feet, meaning it can climb on walls and ceilings.
Hoppers are described as 'cyberwarfare platforms', meaning they have the ability to wreak havoc on hardsuit computers and weapons.

Geth Hopper, Medium Geth (synthetic) – CR 3
Hit Dice: 7d8 + 7 (42 HP)
Initiative: +12
Speed: 40 ft, Climb 40 ft
Armor Class: 16 (+6 Dex), touch 16, flat-footed 10
Damage Reduction: 1
Shields: 20
Immunities: poison and disease
Regenerative Abilities: regeneration 3
Base Attack/Grapple: +7/+8
Attack: Range touch +12 or Geth Sniper Rifle +12 ranged (3d8 +1 vs shields and unprotected organics, 20/×3)
Space/Reach: 5 ft/5 ft
Special Attacks: Neural network, overload, sabotage, disruptor, lesser stealth generator
Special Qualities: Darkvision 60 ft, low-light vision
Saves: Fort +6, Ref +8, Will +4
Abilities: Str 12, Dex 22, Con 12, Int 6, Wis 14, Cha 6
Skills: Balance +8, Climb +21, Damping +6, Decryption +6, Electronics +13, Hacking +6, Hide+12, Listen +11, Jump +28, Move Silently +12, Spot +11
Feats: Alertness(B), Acrobatic, Stealthy, Improved Initiative, Quick Reconnoiter, Skill Focus (Electronics), Skill Focus (Jump)
Organization: Solitary or solitary
Advancement: by racial HD increase
Morality: Paragon +0, renegade +0
Ability Points: 12

COMBAT
Geth Hoppers are all equipped with Geth Sniper Rifles. However, this weapon is incorporated into the Hopper’s arm and so it is destroyed when the Hopper is destroyed. This, however, allows him to reload with a free action.
Geth Hoppers are bothersome enemies, jumping around each round if possible, which grants them a +4 bonus to AC, no matter how much they jump.
A Geth Hopper’s attacks need to aim first, using the assistance of a visible red laser for targeting. This aim always requires at least 1 action for every attack or use of Overload, Disruptor or Sabotage.
Hoppers tend to ambush in packs, using their rapid movement to cause disarray.
Overload: A Geth Hopper can replace its normal attack action with an attack that acts like 3rd specialization of the Overload Tech power. Unlike the normal power, the Hopper needs to make a range touch attack for this power to take effect. Unlike the normal power, the Hopper doesn’t need to expend tech points. Once used, it cannot be used for another 4 actions.
Sabotage: A Geth Hopper can replace its normal attack action with an attack that acts like 3rd specialization of the Sabotage Tech power. Unlike the normal power, the Hopper doesn’t need to expend tech points. Once used, it cannot be used for another 4 actions.
Disruptor: A Geth Hopper can replace its normal attack action with an attack that acts like 3rd specialization of the Disruptor Tech power. Unlike the normal power, the Hopper doesn’t need to expend tech points. Once used, it cannot be used for another 4 actions.
Lesser Stealth Generator: Geth Hoppers employ lesser stealth generators which disrupts all radar within 500 ft of them. The Combat Sensor, Combat Scanner and Combat Optics weapon modifications can negate this effect.
Skills: Geth Hoppers have a +20 bonus on Climb and Jump checks.

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. The unit consists of a quadruped "tank" or "walker".
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

Geth Armature, Huge Geth (mechanical) – CR 7
Hit Dice: 9d8 + 40 + 18 (102 HP)
Initiative: +5
Speed: 30 ft
Armor Class: 9 (+1Dex, -2 size), touch 9, flat-footed 8
Damage Reduction: 2
Shields: 80
Immunities: poison and disease
Regenerative Abilities: regeneration 3
Base Attack/Grapple: +9/+22
Space/Reach: 15 ft/10 ft
Special Attacks: Neural network, light machine gun, siege pulse
Special Qualities: Darkvision 60 ft, low-light vision
Saves: Fort +11, Ref +4, Will +7
Abilities: Str 26, Dex 12, Con 20, Int 6, Wis 14, Cha 6
Skills: Electronics +7, Heavy Weapon +15, Listen +5, Spot +5
Feats: Alertness(B), Improved Initiative, Skill Focus (Heavy Weapon), Iron Will, Toughness, Improved Toughness, Precise Shooting, Skill Focus (electronics)
Organization: Solitary or pair
Advancement: by racial HD increase
Morality: Paragon +0, renegade +0

COMBAT
All Geth Armature are equipped with Light Machine Guns. This weapon is incorporated in the Armature’s body, so it is destroyed when the Armature is destroyed.
Siege Pulse: With 1 full round action, a Geth Armature is capable of launching a blast of electro-magnetic energy. The blast travels in a straight line 100 ft per round, and up to a distance of 300 ft away. When it hits an object or creature, it explodes dealing 6d6 points of damage to it and half that much to creatures or objects that are 10-ft away from the one hit by the blast. If the affected creatures have shields, the damage is increased by 50%. Synthetic and mechanicals also take 50% more damage.
In addition, it distorts the affected creatures’ mind and optical devices, imposing a -6 penalty on Spot and Search checks and a -4 penalty on attack rolls for 2 actions.
Once used, this ability cannot be used for another 4 actions.
Normal Stealth Generator: Geth Armmatures employ normal stealth generators which disrupts all radar within 500 ft of them. The Combat Optics weapon modification can negate this effect.

Geth Colossus
The Geth Colossus is similar to the Geth Armature, but much larger with more health, stronger armor and better weaponry. They are distinctive from Armatures because their armor is brighter, somewhat platinum-silver in appearance, with ridges on the back. They are equipped with a machine-gun style weapon and a powerful Siege Pulse. They are the largest of the geth ground forces.

Geth Colossus, Gargantuan Geth (mechanical) – CR 10
Hit Dice: 12d8 + 72 + 24 (153 HP)
Initiative: +0
Speed: 30 ft
Armor Class: 6 (-4 size), touch 6, flat-footed 6
Damage Reduction: 3
Shields: 115
Platting: 80
Immunities: poison and disease
Regenerative Abilities: regeneration 5
Base Attack/Grapple: +12/+30
Space/Reach: 25 ft/20 ft
Special Attacks: Neural network, light machine gun, siege pulse, repair protocol
Special Qualities: Darkvision 60 ft, low-light vision
Saves: Fort +14, Ref +4, Will +8
Abilities: Str 30, Dex 11, Con 22, Int 6, Wis 14, Cha 6
Skills: Electronics +5, Heavy Weapon +16, Listen +4, Spot +4
Feats: Alertness(B), Improved Initiative, Skill Focus (Heavy Weapon), Iron Will, Toughness, Improved Toughness, Improved Platting, Skill Focus (Electronics), Far Shot
Organization: Solitary or pair
Advancement: by racial HD increase
Morality: Paragon +0, renegade +0

COMBAT
All Geth Colossus are equipped with Light Machine Guns. This weapon is incorporated in the Colossus’ body, so it is destroyed when the Colossus is destroyed.
Siege Pulse: With 1 full round action, a Geth Armature is capable of launching a blast of electro-magnetic energy. The blast travels in a straight line 100 ft per round, and up to a distance of 300 ft away. When it hits an object or creature, it explodes dealing 8d6 points of damage to it and half that much to creatures or objects that are 10-ft away from the one hit by the blast. If the affected creatures have shields, the damage is increased by 50%. Synthetic and mechanicals also take 50% more damage.
In addition, it distorts the affected creatures’ mind and optical devices, imposing a -8 penalty on Spot and Search checks and a -5 penalty on attack rolls for 2 actions.
Once used, this ability cannot be used for another 2 actions.
Repair Protocol: The Geth Colossus is equipped with a special self-repair protocol, which allows him to release nanobots into its body to repair holes and damaged systems. To do so he must close himself in its collapsed form, which requires 1 action. Then he repairs 20 points of damage with each action it remains in that form. To return to combat mode, he must spend another action. The number of points it recovers are equal to its Constitution score.
While in collapsed form, he cannot attack nor move.
Greater Stealth Generator: Geth Colossus employ greater stealth generators which disrupts all radar within 500 ft of them. The Combat Optics weapon modification can negate this effect.

Isair
2012-01-18, 08:59 PM
Added Blood Pack Mercenaries

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.

Blood Pack Trooper, 2nd Level Soldier, Medium Organic (Vorcha) – CR 1/3
Hit Dice: 2d10 + 8 (23 HP)
Initiative: +3
Speed: 30 ft
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Damage Reduction: 1
Immunities: poison and disease
Base Attack/Grapple: +2/+4
Attack: M-8 Avenger +6 ranged (1d4, 20/×2)
1st Attack Action: M-8 Avenger, up to 10 attacks, +1 ranged (1d4, 20/×2)
2nd Attack Action: M-8 Avenger, up to 10 attacks, -4 ranged (1d4, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Enrage, disruptor ammo 1st specialization
Special Qualities: Darkvision 60 ft, low-light vision
Saves: Fort +7, Ref +3, Will -1
Abilities: Str 14, Dex 16, Con 18, Int 6, Wis 8, Cha 6 (ugly)
Skills: Intimidate +3, Listen +5, Spot +5
Feats: Weapon Focus (assault rifle), Alertness
Organization: Solitary, pair or band (3 – 7)
Advancement: by character class
Morality: Paragon +0, renegade +5
Ability Points: 12

COMBAT
Enrage: A Blood Pack Trooper can enter in an enraged state, with 1 action. During this state he gains Regeneration 7 and Platting 15. This enraged state lasts for 5 actions and can only be used 1/encounter. The Platting, however, remains until the end of the encounter unless it is destroyed by others.


Blood Pack Pyro
The Blood Pack Pyro is a member of the Blood Pack mercenary group armed with a flamethrower. These troops are always vorcha.

Blood Pack Pyro, 3rd Level Soldier, Medium Organic (Vorcha) – CR 1
Hit Dice: 3d10 + 12 (33 HP)
Initiative: +3
Speed: 30 ft
Armor Class: 12 (+3 Dex, -1 gas tank), touch 12, flat-footed 9
Damage Reduction: 1
Immunities: poison, disease and chemical ammo
Base Attack/Grapple: +3/+5
Attack: M-3 Predator +6 ranged (1d6, 20/×2)
1st Attack Action: M-3 Predator, up to 2 attacks, +4 ranged (1d6, 20/×2)
2nd Attack Action: M-3 Predator, up to 2 attacks, +2 ranged (1d6, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Enrage, disruptor ammo 1st specialization, flame thrower, 1st pistol specialization (Gunslinger)
Special Qualities: Darkvision 60 ft, low-light vision, 2nd pistol specialization (pistols are reloaded with a free action)
Saves: Fort +7, Ref +4, Will +0
Abilities: Str 14, Dex 16, Con 18, Int 6, Wis 8, Cha 6 (ugly)
Skills: Heavy Weapons +7, Listen +3, Spot +3
Feats: Skill Focus (Heavy Weapons), Alertness
Organization: Solitary, pair or band (3 – 7)
Advancement: by character class
Morality: Paragon +0, renegade +5
Ability Points: 12

COMBAT
Enrage: A Blood Pack Pyro can enter in an enraged state, with 1 action. During this state he gains Regeneration 7 and Platting 16. This enraged state lasts for 5 actions and can only be used 1/encounter. The Platting, however, remains until the end of the encounter unless it is destroyed by others.
Gunslinger: A Blue Suns Heavy can, 2/day, gain one extra attack action when using its pistol. This ability has a cooldown of 6 actions.
Gas Tank: The gas tank is dangerous equipment that provides nearly unlimited supply of fuel to the flame thrower heavy weapon. However, it is cumbersome, big and plainly obvious, providing a -1 penalty to AC.
In addition, the gas tank can be attacked (its AC is equal to the pyro’s AC). It possesses 10 HP. If it takes more than 10 points of damage, the gas tank begins to leak gas and catches fire quickly due to the heat of the impact hole. Once it catches fire, it continues to burn for 2 actions until it explodes dealing 20d6 damage to the pyro and 10d6 damage to all those within 10-ft of it.
The pyro can remove the gas tank but takes 1d4 actions doing so.
All characters are fully aware of what happens when the gas tank catches fire, so they usually know they should avoid being near one when it explodes. Most characters take advantage of the 2 actions it takes for the tank to explode to get as far away from it as possible.


Blood Pack Boom-Squad
The Blood Pack Boom-Squad are vorcha trained for an anti-personnel role in the Blood Pack organization.

Blood Pack Boom-Squad, 3rd Level Soldier, Medium Organic (Vorcha) – CR 1
Hit Dice: 3d10 + 12 (33 HP)
Initiative: +3
Speed: 30 ft
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Damage Reduction: 1
Immunities: poison, disease and chemical ammo
Base Attack/Grapple: +3/+5
Attack: M-3 Predator +6 ranged (1d6, 20/×2)
1st Attack Action: M-3 Predator, up to 2 attacks, +4 ranged (1d6, 20/×2)
2nd Attack Action: M-3 Predator, up to 2 attacks, +2 ranged (1d6, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Enrage, disruptor ammo 1st specialization, rocket launcher, 1st pistol specialization (Gunslinger)
Special Qualities: Darkvision 60 ft, low-light vision, 2nd pistol specialization (pistols are reloaded with a free action)
Saves: Fort +7, Ref +4, Will +0
Abilities: Str 14, Dex 16, Con 18, Int 6, Wis 8, Cha 6 (ugly)
Skills: Heavy Weapons +7, Listen +3, Spot +3
Feats: Skill Focus (Heavy Weapons), Alertness
Organization: Solitary, pair or band (3 – 7)
Advancement: by character class
Morality: Paragon +0, renegade +5
Ability Points: 12

COMBAT
Enrage: A Blood Pack Boom-Squad can enter in an enraged state, with 1 action. During this state he gains Regeneration 7 and Platting 16. This enraged state lasts for 5 actions and can only be used 1/encounter. The Platting, however, remains until the end of the encounter unless it is destroyed by others.
Gunslinger: A Blue Suns Heavy can, 2/day, gain one extra attack action when using its pistol. This ability has a cooldown of 3 actions.


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.

Blood Pack Warrior, 5th Level Soldier, Medium Organic (Krogan) – CR 3
Hit Dice: 5d10 + 20 (52 HP)
Initiative: +3
Speed: 30 ft
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Damage Reduction: 2 (from Mercenary Medium Armor)
Shields: 50 (from Mercenary Medium Armor)
Platting: 21
Immunities: poison and disease
Regenerative Abilities: regeneration 4
Base Attack/Grapple: +5/+8
Attack: M-27 Scimitar +8 ranged (2d4 +1d4 to targets 5-ft away, 18-20/×3)
1st Attack Action: M-27 Scimitar, up to 2 attacks, +2 ranged (2d4 +1d4 to targets 10-ft away, 18-20/×3)
2nd Attack Action: M-27 Scimitar, up to 2 attacks, -4 ranged (2d4 +1d4 to targets 10-ft away, 18-20/×3)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 2nd specialization, 3rd shotgun specialization (Improved Carnage), Krogan Charge (1d8+5)
Special Qualities: Darkvision 60 ft, low-light vision, 3rd shotgun specialization (increase shotgun critical threat range by 2), shield boost, adrenaline burst, immunity
Saves: Fort +9, Ref +3, Will +3; (+3 enhanced fibers)
Abilities: Str 16, Dex 14, Con 19, Int 10, Wis 10, Cha 6 (ugly)
Skills: Diplomacy -4, Gamble +0, Gather Information +0, Intimidate +10, Listen +6, Spot +6
Feats: Weapon Focus (shotgun), Iron Will, Thug, Greater Bashing
Organization: Solitary, pair or band (3 – 7)
Advancement: by character class
Treasure: M-3 Predator pistol, Gravity Boots
Morality: Paragon +0, renegade +5

COMBAT
Though Blood Pack Warrior uses the Mercenary medium armor, the armor’s colors are different, employing the Blood Pack Mercenary Band colors.
Shield Boost: 2/encounter, the Blood Pack Warrior can spend 1 action to regenerate 15 points of armor Shields. This ability has a cooldown of 10 actions.
Adrenaline Burst: 4/encounter, the Blood Pack Warrior can spend 1 action to reset the cooldown of one ability he possesses. This ability has a cooldown of 10 actions.
Immunity: 1/encounter, the Blood Pack Warrior can spend 1 action to increase his Damage Reduction by 1 and gain 25% to negate critical hits, but also take a -5 penalty on attack rolls. This lasts for 4 actions. This ability has a cooldown of 10 actions.
Improved Carnage: 2/encounter, the Blood Pack Warrior can empty at least half an entire shotgun ammo clip to launch a blast that travels in a straight line at 75 ft/round, and up to a distance of 250 ft away. When it hits an object or creature, it deals critical hit damage to it and to those up to 10-ft away from it.


Blood Pack Commander
Blood Pack Commanders sat at the top of the food chain in the Blood Pack mercenary group. They answer only to each other and profit and Blood Pack interests are always their top concern. When one commander deviates from these concerns, others might step in to punish (and most likely kill) the rebellious commander.
Blood Pack Commanders are always Krogan Battlemasters, complementing their fighting skills with some biotic powers. At close range, they are extremely dangerous.

Blood Pack Commander, 7th Level Krogan Battlemaster, Medium Organic (Krogan) – CR 4
Hit Dice: 8d10 + 32 (80 HP)
Initiative: +5
Speed: 30 ft
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Damage Reduction: 2 (from Mercenary Medium Armor with Shield Battery)
Shields: 55 (from Mercenary Medium Armor with Shield Battery)
Platting: 21
Immunities: poison and disease
Regenerative Abilities: regeneration 4
Base Attack/Grapple: +5/+8
Attack: M-27 Scimitar +8 ranged (2d4 +1d4 to targets 5-ft away, 18-20/×3)
1st Attack Action: M-27 Scimitar, up to 2 attacks, +2 ranged (2d4 +1d4 to targets 10-ft away, 18-20/×3)
2nd Attack Action: M-27 Scimitar, up to 2 attacks, -4 ranged (2d4 +1d4 to targets 10-ft away, 18-20/×3)
Space/Reach: 5 ft/5 ft
Special Attacks: Incendiary ammo 2nd specialization, 3rd shotgun specialization (Improved Carnage), Krogan charge (1d8+8)
Special Qualities: Darkvision 60 ft, low-light vision, 3rd shotgun specialization (increase shotgun critical threat range by 2) shield boost, immunity
Biotic Powers: Warp 2nd specialization, Biotic Enhancement 3rd specialization; 13 biotic points
Saves: Fort +10, Ref +4, Will +3; (+3 enhanced fibers)
Abilities: Str 16, Dex 14, Con 18, Int 10, Wis 8, Cha 10
Skills: Biotics +8, Diplomacy -4, Intimidate +7, Knowledge (tactics) +6, Listen +7, Spot +7
Feats: Weapon Focus (shotgun), Iron Will, Extra Biotic Training (warp), Improved Initiative, Greater Bashing
Organization: Solitary or pair
Advancement: by character class
Treasure: M-3 Predator pistol, Gravity Boots, UA4 Bio Amp (+1 biotic point)
Morality: Paragon +0, renegade +5

COMBAT
Though Blood Pack Leader uses the Mercenary medium armor, the armor’s colors are different, employing the Blood Pack Mercenary Band colors.
Blood Pack Commanders usually use their Biotic Enhancement power to increase their Strength and Dexterity to the maximum possible by their specialization. Speed or Reflex save increases are usually ignored unless facing powerful opponents that use Biotic powers requiring Reflex saves to pass or opponents that try to keep the distance between them and the commander.
Shield Boost: 1/encounter, the Blood Pack Leader can spend 1 action to regenerate 10 points of armor Shields. This ability has a cooldown of 10 actions.
Immunity: 1/encounter, the Blood Pack Leader can spend 1 action to increase his Damage Reduction by 1 and gain 25% to negate critical hits, but also take a -5 penalty on attack rolls. This lasts for 4 actions. This ability has a cooldown of 10 actions.
Improved Carnage: 1/encounter, the Blood Pack Leader can empty at least half an entire shotgun ammo clip to launch a blast that travels in a straight line at 75 ft/round, and up to a distance of 250 ft away. When it hits an object or creature, it deals critical hit damage to it and to those up to 10-ft away from it.

Isair
2012-01-20, 03:35 PM
Added Blue Suns Mercenaries

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, who are equipped with assault rifles and shotguns respectively.

Blue Suns Trooper, 2nd Level Soldier, Medium Organic (Human) – CR 1/2
Hit Dice: 2d10 + 6 (21 HP)
Initiative: +7
Speed: 30 ft
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Damage Reduction: 1 (from Scorpion light armor)
Shields: 25 (from Scorpion light armor)
Base Attack/Grapple: +2/+4
Attack: M-8 Avenger +6 ranged (1d4, 20/×2)
1st Attack Action: M-8 Avenger, up to 10 attacks, +1 ranged (1d4, 20/×2)
2nd Attack Action: M-8 Avenger, up to 10 attacks, -4 ranged (1d4, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 1st specialization, 1st assault rifle specialization (Overkill)
Special Qualities: 25% chance to negate critical hits (from Scorpion light armor), shield boost
Saves: Fort +5, Ref +3, Will +1; (+4 enhanced fibers)
Abilities: Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 10
Skills: Intimidate +1, Listen +6, Spot +6
Feats: Weapon Focus (assault rifle), Precise Shooting, Improved Initiative
Organization: Solitary, pair or band (3 – 7)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +5

Blue Suns Trooper, 2nd Level Soldier, Medium Organic (Batarian) – CR 1/2
Hit Dice: 2d10 + 8 (23 HP)
Initiative: +7
Speed: 30 ft
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Damage Reduction: 1 (from Scorpion light armor)
Shields: 25 (from Scorpion light armor)
Base Attack/Grapple: +2/+4
Attack: M-8 Avenger +6 ranged (1d4, 20/×2)
1st Attack Action: M-8 Avenger, up to 10 attacks, +1 ranged (1d4, 20/×2)
2nd Attack Action: M-8 Avenger, up to 10 attacks, -4 ranged (1d4, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 1st specialization, 1st assault rifle specialization (Overkill)
Special Qualities: 25% chance to negate critical hits (from Scorpion light armor), shield boost
Saves: Fort +6, Ref +3, Will +0; (+4 enhanced fibers)
Abilities: Str 14, Dex 16, Con 16, Int 10, Wis 10, Cha 10
Skills: Intimidate +1, Listen +5, Spot +5
Feats: Weapon Focus (assault rifle), Improved Initiative
Organization: Solitary, pair or band (3 – 7)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +5

Blue Suns Trooper, 2nd Level Soldier, Medium Organic (Turian) – CR 1/2
Hit Dice: 2d10 + 6 (21 HP)
Initiative: +7
Speed: 30 ft
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Damage Reduction: 1 (from Scorpion light armor)
Shields: 25 (from Scorpion light armor)
Base Attack/Grapple: +2/+4
Attack: M-23 Katana +6 ranged (2d6 +1d6 to targets 10-ft away, 20/×2)
1st Attack Action: M-23 Katana, up to 1 attack, +6 ranged (2d6 +1d6 to targets 10-ft away, 20/×2)
2nd Attack Action: M-23 Katana, up to 1 attack, +1 ranged (2d6 +1d6 to targets 10-ft away, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 1st specialization
Special Qualities: 25% chance to negate critical hits (from Scorpion light armor), 1st shotgun specialization (increase shotgun critical threat range by 1), shield boost
Saves: Fort +5, Ref +3, Will +2; (+4 enhanced fibers)
Abilities: Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 10
Skills: Intimidate +1, Listen +3, Piloting +3, Spot +3
Feats: Weapon Focus (shotgun), Improved Initiative
Organization: Solitary, pair or band (3 – 7)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +5
Ability Points: 15

COMBAT
Though Blue Suns Trooper uses the Scorpion light armor, the armor’s colors are different, employing the Blue Suns Mercenary Band colors.
Shield Boost: A Blue Suns Trooper can spend 1 action to regenerate 12 points of Shield. This ability has a cooldown of 10 actions.
A Human and Turian Blue Suns Trooper can use this ability 2/encounter, while a Batarian Blue Suns Trooper can only use it 1/encounter.
Overkill: A Blue Suns Trooper can halve the base recoil of any assault rifle it holds (rounded down). This translates in the following effects: the 1st attack action is made with a +3 attack bonus and the 2nd is made with a +0 attack bonus.
A Human Blue Suns Trooper can use this ability 2/encounter while a Batarian Blue Suns Trooper can use it 1/encounter. This ability has a cooldown of 6 actions and it lasts for 2 actions


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.

Blue Suns Heavy, 4th Level Soldier, Medium Organic (Human) – CR 2
Hit Dice: 4d10 + 4 (30 HP)
Initiative: +2
Speed: 30 ft
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Damage Reduction: 1 (from Scorpion light armor)
Shields: 40 (15 from Tech Armor, 25 from Scorpion light armor)
Base Attack/Grapple: +4/+5
Attack: M-3 Predator +6 ranged (1d6, 20/×2)
1st Attack Action: M-3 Predator, up to 2 attacks, +4 ranged (1d6, 20/×2)
2nd Attack Action: M-3 Predator, up to 2 attacks, +2 ranged (1d6, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 1st specialization, rocket launcher, 1st pistol specialization (Gunslinger)
Special Qualities: 25% chance to negate critical hits (from Scorpion light armor), 2nd pistol specialization (pistols are reloaded with a free action), shield boost, adrenaline burst
Tech Powers: Tech Armor 2nd specialization (DC 16); 12 tech points
Saves: Fort +5, Ref +3, Will +2; (+4 enhanced fibers)
Abilities: Str 13, Dex 14, Con 12, Int 16, Wis 12, Cha 10
Skills: Electronics +10, Heavy Weapons +10, Knowledge (physics) +5, Knowledge (tactics) +10, Listen +8, Repair +8, Spot +8
Feats: Skilled, Simple Tech Training (Tech Armor), Dodge, Extra Tech Training (Tech Armor)
Organization: Solitary, pair or band (3 – 7)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +5

COMBAT
Though Blue Suns Heavy uses the Scorpion light armor, the armor’s colors are different, employing the Blue Suns Mercenary Band colors.
Shield Boost: 2/encounter, a Blue Suns Heavy can spend 1 action to regenerate 14 points of armor Shields. This ability has a cooldown of 10 actions.
Gunslinger: 2/day, a Blue Suns Heavy can gain one extra attack action when using its pistol. This ability has a cooldown of 6 actions.
Adrenaline Burst: 2/encounter, the Blue Suns Heavy can spend 1 action to reset the cooldown of one ability he possesses. This ability has a cooldown of 10 actions.


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.
Blue Suns Legionnaires are always batarian.

Blue Suns Legionnaire, 6th Level Soldier, Medium Organic (Batarian) – CR 3
Hit Dice: 6d10 + 12 (49 HP)
Initiative: +3
Speed: 30 ft
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Damage Reduction: 1 (from Scorpion light armor)
Shields: 35 (10 from Tech Armor, 25 from Scorpion light armor)
Base Attack/Grapple: +6/+9
1st Attack Action: M-15 Vindicator, up to 3 attacks, +8 ranged (1d6, 19-20/×3)
2nd Attack Action: M-15 Vindicator, up to 3 attacks, +6 ranged (1d6, 19-20/×3)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 2nd specialization, 3rd assault specialization (Master Overkill)
Special Qualities: 25% chance to negate critical hits (from Scorpion light armor), 2nd assault specialization (increase assault rifle critical threat range by 1), shield boost, adrenaline burst, immunity
Tech Powers: Tech Armor 2nd specialization (DC 16); 12 tech points
Saves: Fort +7, Ref +5, Will +2; (+4 enhanced fibers)
Abilities: Str 13, Dex 16, Con 14, Int 14, Wis 10, Cha 10
Skills: Electronics +11, Knowledge (tactics) +11, Listen +9, Spot +13
Feats: Skilled, Simple Tech Training (Tech Armor), Weapon Focus (assault rifle), Extra Tech Training (Tech Armor)
Organization: Solitary, pair or band (2 – 5)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +5

COMBAT
Though Blue Suns Legionnaire uses the Scorpion light armor, the armor’s colors are different, employing the Blue Suns Mercenary Band colors.
Shield Boost: A Blue Suns Heavy can spend 1 action to regenerate 16 points of armor Shields. This ability has a cooldown of 10 actions.
A Blue Suns Legionnaire can only use it 1/encounter.
Immunity: 3/encounter, the Blue Suns Legionnaire can spend 1 action to increase his Damage Reduction by 1 and gain 25% to negate critical hits, but also take a -5 penalty on attack rolls. This lasts for 4 actions. This ability has a cooldown of 10 actions.
Adrenaline Burst: 3/encounter, the Blue Suns Legionnaire can spend 1 action to reset the cooldown of one ability he possesses. This ability has a cooldown of 10 actions.
Master Overkill: A Blue Suns Legionnaire can halve the recoil penalty of an assault rifle it holds (rounded down). This translates in the following effects: the 1st attack action is made with a +9 attack bonus and the 2nd is made with a +8 attack bonus. This lasts for 6 actions.
Or it can instead negate the entire recoil penalty of an assault rifle it holds but only for 2 actions. This ability has a cooldown of 6 actions. A Blue Suns Legionnaire can only use it 1/encounter.


Blue Suns Pyro
Blue Suns Pyros are flamethrower equipped troops employed by the Blue Suns mercenary organization. Since that job requires them to approach a target almost at point-blank range, and poses tremendous risk because of the volatile gas tank the pyro carries in the back, only batarians are chosen for this position.

Blue Suns Pyro, 5th Level Soldier, Medium Organic (Batarian) – CR 2
Hit Dice: 5d10 + 10 (42 HP)
Initiative: +8
Speed: 35 ft
Armor Class: 13 (+4 Dex, -1 from gas tank), touch 13, flat-footed 10
Damage Reduction: 1 (from Scorpion light armor)
Shields: 25 (from Scorpion light armor)
Base Attack/Grapple: +5/+6
Attack: M-5 Phalanx +9 ranged (1d12 +1 against shields, 20/×2)
1st Attack Action: M-5 Phalanx, up to 1 attack, +9 ranged (1d12 +1 against shields, 20/×2)
2nd Attack Action: M-5 Phalanx, up to 1 attack, +6 ranged (1d12 +1 against shields, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 1st specialization, flame thrower, 1st pistol specialization (Gunslinger), 3rd pistol specialization (Marksman)
Special Qualities: 25% chance to negate critical hits (from Scorpion light armor), 2nd pistol specialization (pistols are reloaded with a free action), shield boost, adrenaline burst, immunity
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 13, Dex 18, Con 14, Int 14, Wis 10, Cha 8 (weak personality)
Skills: Balance +6, Bluff -1, Diplomacy -1, Disguise +1, Gamble -1, Gather Information -1, Heavy Weapons +10, Intimidate +0, Jump +11, Knowledge (tactics) +7, Listen +8, Perform (all) -1, Spot +8
Feats: Fleet, Improved Initiative, Dodge, Run
Organization: Solitary, pair or band (2 – 4)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +5

COMBAT
Though Blue Suns Pyro uses the Scorpion light armor, the armor’s colors are different, employing the Blue Suns Mercenary Band colors.
Shield Boost: 1/encounter, a Blue Suns Pyro can spend 1 action to regenerate 15 points of armor Shields. This ability has a cooldown of 10 actions.
Gunslinger: 1/day, a Blue Suns Pyro can gain one extra attack action when using its pistol. This ability has a cooldown of 6 actions.
Marksman: 1/encounter, a Blue Suns Pyro can ignore the recoil of any pistol it is using for 2 actions.
Adrenaline Burst: 3/encounter, the Blue Suns Pyro can spend 1 action to reset the cooldown of one ability he possesses. This ability has a cooldown of 10 actions.
Immunity: 3/encounter, the Blue Suns Pyro can spend 1 action to increase his Damage Reduction by 1 and gain 25% to negate critical hits, but also take a -5 penalty on attack rolls. This lasts for 4 actions. This ability has a cooldown of 10 actions.
Gas Tank: The gas tank is dangerous equipment that provides nearly unlimited supply of fuel to the flame thrower heavy weapon. However, it is cumbersome, big and plainly obvious, providing a -1 penalty to AC.
In addition, the gas tank can be attacked (its AC is equal to the pyro’s AC, and the pyro’s shield’s must first be down). It possesses 10 HP. If it takes more than 10 points of damage, the gas tank begins to leak gas and catches fire quickly due to the heat of the impact hole. Once it catches fire, it continues to burn for 2 actions until it explodes dealing 20d6 damage to the pyro and 10d6 damage to all those within 10-ft of it.
The pyro can remove the gas tank but takes 1d4 actions doing so.
All characters are fully aware of what happens when the gas tank catches fire, so they usually know they should avoid being near one when it explodes. Most characters take advantage of the 2 actions it takes for the tank to explode to get as far away from it as possible.


Blue Suns Centurion
The Blue Suns Centurion is the second highest rank in the Blue Suns mercenary group. Centurions are armed with M-15 Vindicator assault rifles or M-27 Scimitar shotguns. They can easily strip away the player's shields and inflict high damage. They are also highly-accurate troops, rarely missing a burst with a Vindicator.

Blue Suns Centurion, 8th Level Soldier, Medium Organic (Human) – CR 5
Hit Dice: 8d10 + 16 (64 HP)
Initiative: +3
Speed: 30 ft
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Damage Reduction: 2 (from Mercenary Medium Armor)
Shields: 64 (14 from Tech Armor, 50 from Mercenary Medium Armor)
Base Attack/Grapple: +8/+10
1st Attack Action: M-15 Vindicator, up to 3 attacks, +10 ranged (1d6, 19-20/×3)
2nd Attack Action: M-15 Vindicator, up to 3 attacks, +8 ranged (1d6, 19-20/×3)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 3rd specialization, 4th assault specialization (Master Overkill)
Special Qualities: 2nd assault specialization (increase assault rifle critical threat range by 1), improved shield boost, adrenaline burst, immunity
Tech Powers: Tech Armor 3rd specialization (DC 17); 16 tech points
Saves: Fort +8, Ref +5, Will +3; (+3 enhanced fibers)
Abilities: Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 10
Skills: Diplomacy +2, Electronics +12, Intimidate +3, Knowledge (physics) +7, Knowledge (tactics) +8, Listen +12, Repair +6, Sense Motive +6, Spot +12
Feats: Skilled, Simple Tech Training (Tech Armor), Weapon Focus (assault rifle), Extra Tech Training (Tech Armor), Precise Shooting, Extra Tech Training (Tech Armor)
Organization: Solitary, pair or band (1 – 3)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +15
Ability Points: 16

Blue Suns Centurion, 8th Level Soldier, Medium Organic (Turian) – CR 5
Hit Dice: 8d10 + 16 (64 HP)
Initiative: +2
Speed: 30 ft
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Damage Reduction: 2 (from Mercenary Medium Armor)
Shields: 64 (14 from Tech Armor, 50 from Mercenary Medium Armor)
Base Attack/Grapple: +8/+11
Attack: M-27 Scimitar +11 ranged (2d4 +1d4 to targets 5-ft away, 18-20/×3)
1st Attack Action: M-27 Scimitar, up to 2 attacks, +5 ranged (2d4 +1d4 to targets 10-ft away, 18-20/×3)
2nd Attack Action: M-27 Scimitar, up to 2 attacks, -1 ranged (2d4 +1d4 to targets 10-ft away, 18-20/×3)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 3rd specialization, 4th shotgun specialization (Improved Carnage)
Special Qualities: 3rd shotgun specialization (increase shotgun critical threat range by 2), improved shield boost, adrenaline burst, immunity
Tech Powers: Tech Armor 3rd specialization (DC 17); 16 tech points
Saves: Fort +8, Ref +4, Will +4; (+3 enhanced fibers)
Abilities: Str 16, Dex 14, Con 14, Int 14, Wis 12, Cha 10
Skills: Electronics +12, Intimidate +3, Knowledge (tactics) +12, Listen +12, Piloting +4, Sense Motive +2, Spot +12
Feats: Skilled, Simple Tech Training (Tech Armor), Extra Tech Training (Tech Armor), Weapon Focus (shotgun), Extra Tech Training (Tech Armor)
Organization: Solitary, pair or band (1 – 3)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +15
Ability Points: 15

COMBAT
Though Blue Suns Centurion uses the Mercenary medium armor, the armor’s colors are different, employing the Blue Suns Mercenary Band colors.
Improved Shield Boost: A Blue Suns Centurion can spend 1 action to regenerate 26 points of Shield. This ability has a cooldown of 10 actions. A Blue Suns Centurion can use this ability 2/encounter.
Immunity: 3/encounter, the Blue Suns Centurion can spend 1 action to increase his Damage Reduction by 1 and gain 25% to negate critical hits, but also take a -5 penalty on attack rolls. This lasts for 4 actions. This ability has a cooldown of 10 actions.
Master Overkill: A Human Blue Suns Centurion can halve the recoil penalty of an assault rifle it holds (rounded down). This translates in the following effects: the 1st attack action is made with a +9 attack bonus and the 2nd is made with a +8 attack bonus. This lasts for 6 actions.
Or it can instead negate the entire recoil penalty of an assault rifle it holds but only for 2 actions. This ability has a cooldown of 6 actions. A Blue Suns Centurion can only use it 3/encounter.
Improved Carnage: 3/encounter, the Turian Blue Suns Centurion can empty at least half an entire shotgun ammo clip to launch a blast that travels in a straight line at 75 ft/round, and up to a distance of 250 ft away. When it hits an object or creature, it deals critical hit damage to it and to those up to 10-ft away from it.
Adrenaline Burst: 3/encounter, the Blue Suns Centurion can spend 1 action to reset the cooldown of one ability he possesses. This ability has a cooldown of 10 actions.


Blue Suns Commander
The Blue Suns Commander is a powerful member of the Blue Suns mercenary group. Blue Suns Commanders are equipped with armor and superior weapons than other Blue Suns forces.

Blue Suns Commander, 11th Level Soldier, Medium Organic (Human) – CR 8
Hit Dice: 11d10 + 22 (87 HP)
Initiative: +4
Speed: 30 ft
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Damage Reduction: 2 (from Onyx Medium Armor)
Shields: 80 (20 from Tech Armor, 60 from Onyx Medium Armor)
Base Attack/Grapple: +11/+13
Attack: M-76 Revenant +16 ranged (1d6, 19-20/×2)
1st Attack Action: M-76 Revenant, up to 15 attacks, +10 ranged (1d6, 19-20/×2)
2nd Attack Action: M-76 Revenant, up to 15 attacks, +4 ranged (1d6, 19-20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 2nd specialization, Incendiary ammo 2nd specialization, 6th assault specialization (Master Overkill)
Special Qualities: 2nd assault specialization (increase assault rifle critical threat range by 1), improved shield boost, improved adrenaline burst, immunity
Tech Powers: Tech Armor 4th specialization (Power Armor) (DC 18); 22 tech points
Saves: Fort +9, Ref +7, Will +6; (+3 enhanced fibers)
Abilities: Str 14, Dex 18, Con 14, Int 14, Wis 12, Cha 10
Skills: Diplomacy +2, Electronics +15, Intimidate +6, Knowledge (physics) +7, Knowledge (tactics) +13, Listen +15, Sense Motive +8, Spot +15
Feats: Skilled, Simple Tech Training (Tech Armor), Weapon Focus (assault rifle), Extra Tech Training (Tech Armor), Precise Shooting, Extra Tech Training (Tech Armor), Extra Tech Training (Tech Armor), Iron Will
Organization: Solitary
Treasure: M-5 Phalanx pistol
Morality: Paragon +0, renegade +30
Ability Points: 18

Blue Suns Commander, 11th Level Soldier, Medium Organic (Batarian) – CR 8
Hit Dice: 11d10 + 33 (98 HP)
Initiative: +4
Speed: 30 ft
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Damage Reduction: 2 (from Onyx Medium Armor)
Shields: 80 (20 from Tech Armor, 60 from Onyx Medium Armor)
Base Attack/Grapple: +11/+13
Attack: M-76 Revenant +16 ranged (1d6, 19-20/×2)
1st Attack Action: M-76 Revenant, up to 15 attacks, +10 ranged (1d6, 19-20/×2)
2nd Attack Action: M-76 Revenant, up to 15 attacks, +4 ranged (1d6, 19-20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 2nd specialization, Incendiary ammo 2nd specialization, 6th assault specialization (Master Overkill)
Special Qualities: 2nd assault specialization (increase assault rifle critical threat range by 1), improved shield boost, improved adrenaline burst, immunity
Tech Powers: Tech Armor 4th specialization (Power Armor) (DC 18); 22 tech points
Saves: Fort +10, Ref +7, Will +5; (+3 enhanced fibers)
Abilities: Str 14, Dex 18, Con 16, Int 14, Wis 10, Cha 10
Skills: Electronics +15, Intimidate +6, Knowledge (tactics) +13, Listen +14, Sense Motive +2, Spot +14
Feats: Skilled, Simple Tech Training (Tech Armor), Weapon Focus (assault rifle), Extra Tech Training (Tech Armor), Extra Tech Training (Tech Armor), Extra Tech Training (Tech Armor), Iron Will
Organization: Solitary
Treasure: M-5 Phalanx pistol
Morality: Paragon +0, renegade +30
Ability Points: 18

Blue Suns Commander, 11th Level Soldier, Medium Organic (Turian) – CR 8
Hit Dice: 11d10 + 22 (87 HP)
Initiative: +4
Speed: 30 ft
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Damage Reduction: 2 (from Onyx Medium Armor with Shield Battery)
Shields: 80 (20 from Tech Armor, 60 from Agent Medium Armor with Shield Battery)
Base Attack/Grapple: +11/+13
Attack: M-22 Eviscerator (with Dispersion Controller) +15 ranged (2d8 +1d8 to targets 15-ft away, 17-20/×3)
1st Attack Action: M-22 Eviscerator (with Dispersion Controller), up to 2 attack, +15 ranged (2d8 +1d8 to targets 15-ft away, 17-20/×3)
2nd Attack Action: M-22 Eviscerator (with Dispersion Controller), up to 1 attack, +11 ranged (2d8 +1d8 to targets 15-ft away, 17-20/×3)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 2nd specialization, Incendiary ammo 2nd specialization, 6th assault specialization (Improved Carnage)
Special Qualities: 2nd assault specialization (increase assault shotgun critical threat range by 2), improved shield boost, improved adrenaline burst, immunity
Tech Powers: Tech Armor 4th specialization (Power Armor) (DC 18); 22 tech points
Saves: Fort +9, Ref +7, Will +7; (+3 enhanced fibers)
Abilities: Str 14, Dex 18, Con 14, Int 14, Wis 12, Cha 10
Skills: Electronics +15, Intimidate +7, Knowledge (tactics) +13, Listen +15, Piloting +4, Spot +15; +1 to other Charisma-based skill checks.
Feats: Skilled, Simple Tech Training (Tech Armor), Extra Tech Training (Tech Armor), Extra Tech Training (Tech Armor), Extra Tech Training (Tech Armor), Iron Will, Improved Critical (shotgun)
Organization: Solitary
Treasure: M-5 Phalanx pistol
Morality: Paragon +0, renegade +30
Ability Points: 18

COMBAT
Though Blue Suns Trooper uses the Scorpion light armor, the armor’s colors are different, employing the Blue Suns Mercenary Band colors.
Improved Shield Boost: A Blue Suns Centurion can spend 1 action to regenerate 32 points of Shield. This ability has a cooldown of 10 actions.
A Human or Turian Blue Suns Commander can use this ability 2/encounter while a Batarian Blue Suns Commander can use this ability 1/encounter.
Immunity: 3/encounter, a Blue Suns Centurion can spend 1 action to increase his Damage Reduction by 1 and gain 25% to negate critical hits, but also take a -5 penalty on attack rolls. This lasts for 4 actions. This ability has a cooldown of 10 actions.
Master Overkill: A Human or Batarian Blue Suns Centurion can halve the recoil penalty of an assault rifle it holds (rounded down). This translates in the following effects: the 1st attack action is made with a +14 attack bonus and the 2nd is made with a +11 attack bonus. This lasts for 6 actions.
Or it can instead negate the entire recoil penalty of an assault rifle it holds but only for 2 actions. This ability has a cooldown of 6 actions.
A Human Blue Suns Commander can only use it 5/encounter while a Batarian Blue Suns Commander can only use it 4/encounter.
Improved Carnage: 5/encounter, a Turian Blue Suns Commander can empty at least half an entire shotgun ammo clip to launch a blast that travels in a straight line at 75 ft/round, and up to a distance of 250 ft away. When it hits an object or creature, it deals critical hit damage to it and to those up to 10-ft away from it.
Improved Adrenaline Burst: The Blue Suns Commander can spend 1 free action to reset the cooldown of all abilities and powers he possesses, except this one. This ability has a cooldown of 10 actions.
A Human or Turian Blue Suns Commander can use this ability 3/encounter while a Batarian Blue Suns Commander can use this ability 4/encounter.

Isair
2012-01-22, 06:44 AM
Added Eclipse Mercenaries

Eclipse Trooper
Eclipse Troopers are the front-line grunts fielded by the Eclipse mercenary group. They can be humans, salarians and asari. They are the most common Eclipse soldier.

Eclipse Trooper, 2nd Level Soldier, Medium Organic (Human) – CR 1/2
Hit Dice: 2d10 + 6 (21 HP)
Initiative: +8
Speed: 30 ft
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Damage Reduction: 1 (from Scorpion light armor)
Shields: 25 (from Scorpion light armor)
Base Attack/Grapple: +2/+4
Attack: M-8 Avenger +7 ranged (1d4, 20/×2)
1st Attack Action: M-8 Avenger, up to 10 attacks, +2 ranged (1d4, 20/×2)
2nd Attack Action: M-8 Avenger, up to 10 attacks, -3 ranged (1d4, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 1st specialization, 1st assault rifle specialization (Overkill)
Special Qualities: 25% chance to negate critical hits (from Scorpion light armor), shield boost
Saves: Fort +5, Ref +4, Will +1; (+4 enhanced fibers)
Abilities: Str 12, Dex 18, Con 14, Int 10, Wis 12, Cha 10
Skills: Intimidate +1, Listen +6, Spot +6
Feats: Weapon Focus (assault rifle), Precise Shooting, Improved Initiative
Organization: Solitary, pair or band (3 – 7)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +5

Eclipse Trooper, 2nd Level Infiltrator, Medium Organic (Salarian) – CR 1/2
Hit Dice: 2d8 + 6 (16 HP)
Initiative: +4
Speed: 35 ft
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Damage Reduction: 1 (from Scorpion light armor)
Shields: 25 (from Scorpion light armor)
Base Attack/Grapple: +1/+1
1st Attack Action: M-4 Shuriken, up to 4 attacks, +3 ranged (1d6, 20/×2)
2nd Attack Action: M-4 Shuriken, up to 4 attacks, +0 ranged (1d6, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 1st specialization, Time Slow
Special Qualities: 25% chance to negate critical hits (from Scorpion light armor), 1st submachine gun specialization (increase rate of fire by 1)
Tech Powers: Incinerate 1st specialization, Overload 1st specialization (DC 14); 5 tech points
Saves: Fort +2, Ref +7, Will +2; (+4 enhanced fibers)
Abilities: Str 10, Dex 18, Con 14, Int 14, Wis 10, Cha 10
Skills: Balance +11, Bluff +5, Damping +7, Decryption +7, Diplomacy +2, Disguise +2, Jump +5, Listen +5, Spot +5
Feats: Weapon Focus (submachine gun), Iron Will
Organization: Solitary, pair or band (3 – 7)
Morality: Paragon +0, renegade +5

Eclipse Trooper, 2nd Level Asari Huntress, Medium Organic (Asari) – CR 1/2
Hit Dice: 2d8 + 2 (14 HP)
Initiative: +8
Speed: 30 ft
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Damage Reduction: 1 (from Scorpion light armor)
Shields: 31 (6 from Barrier, 25 from Scorpion light armor)
Base Attack/Grapple: +1/+2
Attack: M-8 Avenger +6 ranged (1d4, 20/×2)
1st Attack Action: M-8 Avenger, up to 10 attacks, +1 ranged (1d4, 20/×2)
2nd Attack Action: M-8 Avenger, up to 10 attacks, -4 ranged (1d4, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Warp ammo 1st specialization, 1st assault rifle specialization (Overkill)
Special Qualities: 25% chance to negate critical hits (from Scorpion light armor), shield boost
Biotic Powers: Barrier 1st specialization, Biotic Enhancement 1st specialization; 3 biotic points
Saves: Fort +1, Ref +7, Will +2; (+4 enhanced fibers)
Abilities: Str 12, Dex 18, Con 12, Int 10, Wis 14, Cha 10
Skills: Balance +6, Biotics +5, Diplomacy +2, Jump +6, Listen +7, Spot +7
Feats: Weapon Focus (assault rifle), Improved Initiative
Organization: Solitary, pair or band (3 – 7)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +5

COMBAT
Though Eclipse Troopers uses the Scorpion light armor, the armor’s colors are different, employing the Eclipse Mercenary Band colors.
Shield Boost: An Eclipse Trooper can spend 1 action to regenerate 12 points of Shield. This ability has a cooldown of 10 actions.
A Human and Salarian Eclipse Trooper can use this ability 2/encounter and an Asari Eclipse Tropper can use it 3/encounter.
Overkill: A Human and Asari Eclipse Trooper can halve the base recoil of any assault rifle it holds (rounded down). This translates in the following effects:
- For the Human Eclipse Trooper the 1st attack action is made with a +4 attack bonus and the 2nd is made with a +1 attack bonus.
- For the Asari Eclipse Trooper the 1st attack action is made with a +3 attack bonus and the 2nd is made with a +0 attack bonus.
A Human Eclipse Trooper can use this ability 2/encounter while an Asari Eclipse Trooper can use it 3/encounter. This ability has a cooldown of 6 actions and it lasts for 2 actions


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, shotguns for offensive power and also biotic powers such as Warp. The Vanguard's role is to close in and eliminate opponents with sheer force and power.

Eclipse Vanguard, 6th Level Vanguard, Medium Organic (Human) – CR 3
Hit Dice: 6d8 + 6 + 3 (39 HP)
Initiative: +3
Speed: 30 ft
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Damage Reduction: 1 (from N-7 Light Armor)
Shields: 60 (10 from Tech Armor, 10 from Barrier, 40 from N-7 Light Armor)
Base Attack/Grapple: +5/+6
Attack: M-27 Scimitar +5 ranged (2d4, 19-20/×3)
1st Attack Action: M-27 Scimitar, up to 2 attacks, -1 ranged (2d4, 19-20/×3)
2nd Attack Action: M-27 Scimitar, up to 2 attacks, -1 ranged (2d4, 19-20/×3)
Space/Reach: 5 ft/5 ft
Special Attacks: Incendiary ammo 2nd specialization, 2nd shotgun specialization (Carnage)
Special Qualities: 1st shotgun specialization (increase shotgun rifle critical threat range by 1), shield boost, adrenaline burst
Biotic Powers: Warp 1st specialization, Biotic Enhancement 2nd specialization, Barrier 2nd specialization; 15 biotic points
Tech Powers: Tech Armor 2nd specialization (DC 16); 12 tech points
Saves: Fort +3, Ref +6, Will +4; (+3 enhanced fibers)
Abilities: Str 13, Dex 12, Con 12, Int 14, Wis 14, Cha 14
Skills: Balance +3, Biotics +11, Bluff +5, Diplomacy +4, Electronics +11, Jump +6, Knowledge (physics) +7, Listen +11, Repair +7, Sense Motive +11, Spot +11
Feats: Skilled, Simple Tech Training (Tech Armor), Extra Biotic Training (Warp), Extra Biotic Training (Barrier), Extra Tech Training (Tech Armor)
Organization: Solitary, pair or band (1 – 3)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +15
Ability Points: 16

Eclipse Vanguard, 6th Level Asari Huntress, Medium Organic (Asari) – CR 3
Hit Dice: 6d8 + 6 + 3 (39 HP)
Initiative: +3
Speed: 30 ft
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Damage Reduction: 1 (from N-7 Light Armor)
Shields: 60 (10 from Tech Armor, 10 from Barrier, 40 from N-7 Light Armor)
Base Attack/Grapple: +5/+6
1st Attack Action: M-15 Vindicator, up to 3 attacks, +3 ranged (1d6, 19-20/×3)
2nd Attack Action: M-15 Vindicator, up to 3 attacks, +1 ranged (1d6, 19-20/×3)
Space/Reach: 5 ft/5 ft
Special Attacks: Warp ammo 2nd specialization, 1st assault rifle specialization (Overkill)
Special Qualities: 2nd assault rifle specialization (increase assault rifle rifle critical threat range by 1), shield boost, adrenaline burst
Biotic Powers: Warp 1st specialization, Biotic Enhancement 2nd specialization, Barrier 2nd specialization; 15 biotic points
Tech Powers: Tech Armor 2nd specialization (DC 16); 12 tech points
Saves: Fort +3, Ref +6, Will +4; (+3 enhanced fibers)
Abilities: Str 13, Dex 12, Con 12, Int 14, Wis 14, Cha 14
Skills: Balance +3, Biotics +11, Bluff +5, Diplomacy +6, Electronics +11, Jump +6, Knowledge (physics) +7, Listen +8, Repair +7, Sense Motive +8, Spot +8
Feats: Skilled, Simple Tech Training (Tech Armor), Extra Biotic Training (Barrier), Extra Tech Training (Tech Armor)
Organization: Solitary, pair or band (1 – 3)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +15
Ability Points: 16

COMBAT
Though Eclipse Vanguard uses the N-7 light armor, the armor’s colors are different, employing the Eclipse Mercenary Band colors.
Shield Boost: 3/encounter, a Human Eclipse Vanguard can spend 1 action to regenerate 16 points of armor Shields. This ability has a cooldown of 10 actions.
Adrenaline Burst: 2/encounter, the Eclipse Vanguard can spend 1 action to reset the cooldown of one ability he possesses. This ability has a cooldown of 10 actions.
Improved Carnage: 3/encounter, a Human Eclipse Vanguard can empty at least half an entire shotgun ammo clip to launch a blast that travels in a straight line at 60 ft/round, and up to a distance of 180 ft away. When it hits an object or creature, it deals critical hit damage to it and those up to 10-ft away take 50% of that damage.
Overkill: An Asari Eclipse Vanguard can halve the base recoil of any assault rifle it holds (rounded down). This translates in the following effects: the 1st attack action is made with a +4 attack bonus and the 2nd is made with a +3 attack bonus. She can use this ability 3/encounter.
Time Slow: Whenever the Salarian Eclipse Trooper uses the Aim Down Sights action with a sniper rifle, he gains a +1 bonus to attack and the critical threat range of that sniper rifle increases by 1. This lasts for 2 actions.


Eclipse Heavy
Eclipse Heavies are the heavy weapon fire support for the mercenary organization Eclipse. They are exclusively human female. 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.

Eclipse Heavy, 4th Level Soldier, Medium Organic (Human) – CR 2
Hit Dice: 4d10 + 8 + 4 (35 HP)
Initiative: +4
Speed: 30 ft
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Damage Reduction: 1 (from Scorpion light armor)
Shields: 25 (from Scorpion light armor)
Base Attack/Grapple: +4/+5
Attack: M-3 Predator +8 ranged (1d6, 20/×2)
1st Attack Action: M-3 Predator, up to 2 attacks, +6 ranged (1d6, 20/×2)
2nd Attack Action: M-3 Predator, up to 2 attacks, +4 ranged (1d6, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 1st specialization, rocket launcher, 1st pistol specialization (Gunslinger)
Special Qualities: 25% chance to negate critical hits (from Scorpion light armor), 2nd pistol specialization (pistols are reloaded with a free action), shield boost, adrenaline burst
Saves: Fort +6, Ref +5, Will +3; (+4 enhanced fibers)
Abilities: Str 13, Dex 18, Con 14, Int 12, Wis 10, Cha 10
Skills: Balance +8, Heavy Weapons +11, Jump +6, Listen +3, Repair +3, Spot +3
Feats: Skill Focus (Heavy Weapons), Dodge, Toughness, Iron Will
Organization: Solitary, pair or band (3 – 7)
Treasure: M-3 Predator pistol
Morality: Paragon +0, renegade +5

COMBAT
Though Eclipse Heavy uses the Scorpion light armor, the armor’s colors are different, employing the Eclipse Mercenary Band colors.
Shield Boost: 1/encounter, an Eclipse Heavy can spend 1 action to regenerate 14 points of armor Shields. This ability has a cooldown of 10 actions.
Gunslinger: 1/day, an Eclipse Heavy can gain one extra attack action when using its pistol. This ability has a cooldown of 6 actions.
Adrenaline Burst: 3/encounter, the Eclipse Heavy can spend 1 action to reset the cooldown of one ability he possesses. This ability has a cooldown of 10 actions.


Eclipse Engineer
Eclipse Engineers are the tech specialists for the mercenary organization Eclipse. They are exclusively human and salarian. They possess shielding and are capable of using the tech abilities, such as Incinerate and Combat Drone, to strip away defenses and creating extra threats to deal with.

Eclipse Engineer, 7th Level Engineer, Medium Organic (Human) – CR 4
Hit Dice: 7d6 + 14 (41 HP)
Initiative: +2
Speed: 30 ft
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Damage Reduction: 0
Shields: 68 (28 from Tech Armor, 40 from Phoenix Light Armor)
Base Attack/Grapple: +3/+4
Attack: M-6 Carnifex +5 ranged (1d10 +1 vs Plating, 20/×3)
1st Attack Action: M-6 Carnifex, up to 1 attack, +5 ranged (1d10 +1 vs Plating, 20/×3)
2nd Attack Action: M-6 Carnifex, up to 1 attack, +2 ranged (1d10 +1 vs Plating, 20/×3)
Space/Reach: 5 ft/5 ft
Special Attacks: Disruptor ammo 2nd specialization
Special Qualities: Shield boost, reduces damage from biotic or tech powers by 2 (from Phoenix Light Armor)
Tech Powers: Tech Armor 3rd specialization (DC 19), Combat Drone 3rd specialization, Incinerate 3rd specialization, Cryo Blast 2nd specialization (DC 19), Overload 2nd specialization (DC 19); 35 tech points
Saves: Fort +6, Ref +6, Will +5; (+4 enhanced fibers)
Abilities: Str 13, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Skills: Damping +14, Decryption +14, Electronics +16, First Aid +5, Hacking +14, Knowledge (physics) +14, Knowledge (technology) +14, Listen +10, Medicine +9, Piloting +9, Repair +16, Search +9, Spot +10
Feats: Simple Tech Training (Tech Armor), Extra Tech Training (Overload), Extra Tech Training (Cryo Blast), Greater Fortitude, Lightning Reflexes, Extra Tech Training (Cryo Blast)
Organization: Solitary, pair or band (1 – 3)
Morality: Paragon +0, renegade +15
Ability Points: 16

Eclipse Engineer, 7th Level Salarian Scientist, Medium Organic (Salarian) – CR 4
Hit Dice: 7d6 + 7 + 7 (41 HP)
Initiative: +2
Speed: 40 ft
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Damage Reduction: 0
Shields: 58 (28 from Tech Armor, 30 from Explorer Light Armor)
Base Attack/Grapple: +3/+4
Attack: M-6 Carnifex +5 ranged (1d10 +1 vs Plating, 20/×3)
1st Attack Action: M-6 Carnifex, up to 1 attack, +5 ranged (1d10 +1 vs Plating, 20/×3)
2nd Attack Action: M-6 Carnifex, up to 1 attack, +2 ranged (1d10 +1 vs Plating, 20/×3)
Space/Reach: 5 ft/5 ft
Special Attacks: Chemical ammo 2nd specialization
Special Qualities: Reduces hazardous level by 1 (from Explorer Light Armor), Emergency First Aid (4 Medi-Gel Kits)
Tech Powers: Tech Armor 3rd specialization (DC 20), Combat Drone 3rd specialization, Incinerate 3rd specialization, Neural Shock 2nd specialization (DC 20); 42 tech points
Saves: Fort +5, Ref +6, Will +5; (+4 enhanced fibers)
Abilities: Str 13, Dex 14, Con 12, Int 20, Wis 10, Cha 10
Skills: Concentration +11, Decryption +10, Electronics +17, First Aid +10, Hacking +10, Investigate +15, Jump +5, Knowledge (biology) +15, Knowledge (physics) +15, Knowledge (space) +10, Knowledge (technology) +15, Medicine +17, Repair +17, Search +12, Spot +2
Feats: Simple Tech Training (Tech Armor), Simple Tech Training (Combat Drone), Lightning Reflexes, Greater Fortitude, Toughness
Organization: Solitary, pair or band (1 – 3)
Treasure: First-Aid Dispenser
Morality: Paragon +0, renegade +15
Ability Points: 16

COMBAT
Though a Human Eclipse Engineer uses the Phoenix light armor and a Salarian Eclipse Engineer an Explorer light armor, the armor’s colors are different, employing the Eclipse Mercenary Band colors.
Shield Boost: 1/encounter, a Human Eclipse Engineer can spend 1 action to regenerate 17 points of armor Shields. This ability has a cooldown of 10 actions.
Emergency First Aid: A Salarian Eclipse Engineer can use medi-gel with a 1 action, instead of a full-round action.


Eclipse Operative
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 and Incinerate, which provide considerable fire support, as well as helping to remove enemies from cover.

Eclipse Operative, 10th Level Salarian Scientist, Medium Organic (Salarian) – CR 7
Hit Dice: 9d6 + 10 + 10 (57 HP)
Initiative: +2
Speed: 35 ft
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Damage Reduction: 1 (from Colossus Light Armor)
Shields: 105 (50 from Tech Armor, 55 from Colossus Light Armor)
Base Attack/Grapple: +5/+6
Attack: M-9 Tempest +9 ranged (with Recoil Damper and Improved Sighting) (1d4, 20/×2)
1st Attack Action: M-9 Tempest (with Recoil Damper and Improved Sighting), up to 10 attacks, +6 ranged (1d4, 20/×2)
2nd Attack Action: M-9 Tempest (with Recoil Damper and Improved Sighting), up to 10 attacks, +3 ranged (1d4, 20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Chemical ammo 3rd specialization
Special Qualities: Emergency Enhanced First Aid (5 Medi-Gel Kits)
Tech Powers: Tech Armor 4th specialization (Power Armor) (DC 21), Combat Drone 4th specialization (Attack Drone), Incinerate 3rd specialization, Neural Shock 2nd specialization (DC 21); 42 tech points
Saves: Fort +6, Ref +8, Will +7; (+3 enhanced fibers)
Abilities: Str 13, Dex 14, Con 12, Int 20, Wis 10, Cha 10
Skills: Concentration +14, Decryption +11, Electronics +20, First Aid +13, Hacking +11, Investigate +15, Jump +3, Knowledge (biology) +18, Knowledge (physics) +18, Knowledge (space) +14, Knowledge (technology) +18, Medicine +20, Repair +20, Search +12
Feats: Simple Tech Training (Tech Armor), Simple Tech Training (Combat Drone), Lightning Reflexes, Greater Fortitude, Toughness, Weapon Proficiency (submachine gun)
Organization: Solitary or pair
Treasure: First-Aid Dispenser
Morality: Paragon +0, renegade +30
Ability Points: 16

COMBAT
Though an Eclipse Operative uses the Colossus light armor, the armor’s colors are different, employing the Eclipse Mercenary Band colors.
Emergency First Aid: A Salarian Eclipse Operative can use medi-gel with a 1 action, instead of a full-round action.
Enhanced First Aid: whenever the Eclipse Operative uses medi-gel to heal himself or another of his allies, he heals 50% more HP. Should this exceed full HP, the amount of healing that exceeds becomes temporary HP that last until the end of the encounter. He cannot use this ability if the target already has temporary HP.


Eclipse Commando
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 and Incinerate, which provide considerable fire support, as well as helping to remove enemies from cover.

Eclipse Commando, 12th Level Asari Huntress, Medium Organic (Asari) – CR 9
Hit Dice: 12d8 + 12 (69 HP)
Initiative: +2
Speed: 30 ft
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Damage Reduction: 1 (from Colossus Light Armor)
Shields: 95 (20 from Barrier, 20 from Tech Armor, 55 from Colossus Light Armor)
Base Attack/Grapple: +9/+12
Attack: M-300 Claymore (with Dispersion Controller) +13 ranged (3d8 +2d8 to targets 15-ft away, 17-20/×4)
Space/Reach: 5 ft/5 ft
Special Attacks: Warp ammo 3rd specialization, 4th shotgun specialization (Improved Carnage)
Special Qualities: Adrenaline Burst
Tech Powers: Tech Armor 3rd specialization (Power Armor) (DC 19); 24 tech points
Biotic Powers: Barrier 3rd specialization, Warp 2nd specialization, Biotic Enhancement 3rd specialization; 30 biotic points
Saves: Fort +5, Ref +9, Will +6; (+3 enhanced fibers)
Abilities: Str 16 (must have +4 from Biotic Enhancement to use weapon), Dex 13, Con 12, Int 14, Wis 14, Cha 14
Skills: Balance +12, Biotics +16, Bluff +12, Climb +5, Diplomacy +6, Disguise +4, Electronics +18, Intimidate +10, Jump +8, Knowledge (physics) +7, Knowledge (technology) +7, Listen +8, Repair +4, Sense Motive +12, Spot +8
Feats: Simple Tech Training (Tech Armor), Skilled, Extra Biotic Training (Biotic Enhancement), Extra Tech Training (Tech Armor), Extra Tech Training (Tech Armor), Extra Tech Training (Tech Armor), Improved Critical (shotgun)
Organization: Solitary or pair
Treasure: M-5 Phalanx
Morality: Paragon +0, renegade +35
Ability Points: 18

COMBAT
Though an Eclipse Commando uses the Explorer light armor, the armor’s colors are different, employing the Blue Suns Mercenary Band colors.
Improved Adrenaline Burst: The Eclipse Commando can spend 1 free action to reset the cooldown of all abilities and powers she possesses, except this one. This ability has a cooldown of 10 actions. She can use this ability 2/encounter.
Improved Carnage: 5/encounter, the Eclipse Commando can empty at least half an entire shotgun ammo clip to launch a blast that travels in a straight line at 75 ft/round, and up to a distance of 250 ft away. When it hits an object or creature, it deals critical hit damage to it and to those up to 10-ft away from it.

Isair
2012-01-22, 03:06 PM
Added Mechs

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.
While inexpensive and relatively basic as far as security units go, LOKI Mechs have a number of interesting features. They possess a basic personality suite and are easily programmed for various security tasks, and can be equipped with any of numerous weapon systems – both lethal and non-lethal – as circumstances dictate. A LOKI Mech that switches to its security protocols is easily identified; the dual "eye" on the unit turns from white to red. One purchaser may have LOKI Mechs simply hedge pedestrians out of a restricted area or sound alarms if necessary; others may use non-lethal weapons such as suppression fields or stun weapons. In high-security areas, LOKI Mechs are given firearms – usually a Heavy Pistol or Submachine Gun – and given orders to shoot on sight any who enter an area without security clearance. Eclipse Mercenary units are notorious for tweaking the protocol of LOKI Mechs and using them as expendable soldiers.
The low cost and versatility of these Mechs is what appeals to consumers in both the military and private sector. They can be given a variety of different weapons – an appealing trait to a commander on a budget. They also feature a small electroshock weapon, similar to the one used by the FENRIS Mech, which is employed at close-range to discourage melee attackers. This weapon can be set to either deliver a stunning or lethal dosage of electrical current, depending on what the owner desires.
Additionally, LOKI Mechs are easily networked to simultaneously deliver orders to many units, either other LOKI Mechs, FENRIS Mechs or YMIR Mechs. Their programming is quite simple, with an IFF marker allowing even relatively inexperienced operators to set up a LOKI Mech unit. This is advantageous on frontier worlds, where these units are often deployed.
Unfortunately, this simplicity is a limitation as well; LOKI Mechs are incapable of any complex tactics, never seek cover during a firefight, and their civilian-grade firewalls are insufficient to deal with modern hacking, allowing their programs to be easily overridden and turned upon their owners. Moreover, their accuracy and efficiency in regards to ammo usage is questionable at best; in no way is a LOKI Mech the equivalent of a trained soldier in a firefight. Because of this, LOKI Mechs assigned to a high-security location or used offensively are typically deployed in overpowering numbers, or as a counterpart to another force.
LOKI Mechs can also be programmed to speak pre-recorded phrases when needed, though this can have adverse effects. A LOKI Mech in combat will casually advise intruders to leave the area, even while firing at them. Many who have fought with or beside these mechs find this tendency deeply unnerving.

LOKI Mech, 3th Level Mech, Medium Mechanical – CR 1/3
Hit Dice: 3d12 +9 (34 HP)
Initiative: +3
Speed: 30 ft
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Damage Reduction: 0
Shields: 0
Platting: 12
Base Attack/Grapple: +1/+2
Attack: M-3 Predator +5 ranged (1d6, 20/×2)
1st Attack Action: M-3 Predator, up to 1 attack, +5 ranged (1d6, 17-20/×2) or M-4 Shuriken, up to 3 attacks, +3 ranged (1d6, 17-20/×2)
2nd Attack Action: M-3 Predator, up to 1 attack, +4 ranged (1d6, 17-20/×2) or M-4 Shuriken, up to 3 attacks, +1 ranged (1d6, 17-20/×2)
Space/Reach: 5 ft/5 ft
Special Attacks: Electroshock, Post-Mortem Explosion
Special Qualities: Separated Functions, Quick Aim Down Sights
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 12, Dex 16, Con 16, Int 4, Wis 14, Cha –
Skills: Damping +3, Decryption +3, Electronics +3, Hacking +3, Heavy Weapons +3, Listen +5, Piloting +3, Repair +3, Spot +5
Feats: Weapon Focus (M-3 Predator or M-4 Shuriken) (B), Improved Platting (B), Alertness (B)
Organization: Solitary, pair or band (5 – 10)
Morality: Paragon +0, renegade +0
Ability Points: 12

COMBAT
As previously stated, LOKI Mechs are simplistic. They are incapable of any complex tactics and never seek cover during a firefight. However, being mechanical, they have the advantage of being able to move while shooting without taking any real penalty.
LOKI Mechs either wield a M-3 Predator Heavy Pistol or a M-4 Shuriken Submachine Gun.
Electroshock: LOKI Mechs possess a special electroshock attack that deals 3d6 electric damage to all creatures 5-ft away from the Mech +50% against shields, synthetics or mechanical units. This attack is free and occurs only 1 per round. The damage dealt is 1d6 per HD.
Separated Functions: LOKI Mechs can take move while shooting without taking any penalty. Every time a LOKI Mech makes an attack action, he can also make one action moving.
Quick Aim Down Sights: LOKI Mechs can Aim Down Sights quickly. For them, that action takes only one free action. In addition, LOKI Mechs never fire unless Aiming Down Sights, thus when they move while shooting, they only move at half speed. The attack benefits and drawbacks of Aiming Down Sights are already included in the statistics.
Post-Mortem Explosion: Once a LOKI Mech is destroyed, he explodes dealing 3d4 points of damage (1d4 per HD) to all within 5 feet away from him.
Dismemberment: Any character can try to dismember a LOKI Mech by taking a -4 penalty on its attack roll against the Mech. If the attack succeeds, the character then chooses which limb he attacked: either a leg or an arm.
Damage dealt to a limb is removed from the mech’s HP and once 5 points of damage are dealt, the limb is destroyed. If the mech still has its platting, his limbs cannot be destroyed.
A LOKI Mech can still function without its limbs but a few effects occur:
- Removing 1 arm has no impact, as the mech always holds a weapon with two hands and can fire it just as easily with one hand.
- Removing 2 arms prevents the mech from firing. When that happens, the mech does its best to move closer to an enemy and then attack with its electroshock.
- Removing 1 or two legs causes the mech to fall on the ground. He is then forced to move as if crawling. He gains all benefits and penalties of crawling.
- Removing all limbs forces the mech into a self-destruct protocol that occurs on its turn. This causes the LOKI Mech to self-destruct dealing the Post-Mortem Explosion in the process.


FENRIS Mech
FENRIS Mechs are mechanical constructs designed by Hahne-Kedar specifically for security. They are highly 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 Alliance-Based 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 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.

FENRIS Mech, 6th Level Mech, Small Mechanical – CR 2
Hit Dice: 6d12 +12 (56 HP)
Initiative: +3
Speed: 40 ft
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Damage Reduction: 0
Shields: 0
Platting: 18
Base Attack/Grapple: +4/+6
Attack: Melee touch +7 melee
Space/Reach: 5 ft/5 ft
Special Attacks: FENRIS Charge, Taser, Post-Mortem Explosion, Self-Defense shutdown.
Special Qualities: –
Saves: Fort +8, Ref +5, Will +4
Abilities: Str 14, Dex 16, Con 14, Int 6, Wis 14, Cha –
Skills: Damping +6, Decryption +6, Electronics +6, Hacking +6, Heavy Weapons +6, Hide +7, Jump +11, Listen +5, Piloting +6, Repair +6, Spot +5
Feats: Alertness (B), Skill Focus (Jump) (B)
Organization: Solitary, pair or band (3 – 6)
Morality: Paragon +0, renegade +0

COMBAT
FENRIS Mechs are somewhat more intelligent than LOKI Mechs and will seek cover when moving to reach an enemy.
FENRIS Charge: A FENRIS Mech attacks by charging or moving a set distance towards an enemy and then jumping against it. The mech always jumps a distance of at least 5 feet (which he automatically succeeds due to its Jump modifier) even when charging. He successfully hits the target by making a Jump check against the target’s Defense. If he succeeds, he touches the enemy with its head and automatically uses its taser.
Additionally, those victims of a FENRIS Charge must make an opposed Strength check against the Mech (who also gains a +2 bonus from the Jump) or are sent prone.
If the mech is unable to jump, because the target is already too close, it uses instead a melee touch attack and cannot send the targets prone.
Taser: When the FENRIS Mech touches an enemy with its head, it automatically discharges its taser dealing 6d4 points of damage (1d4 per HD) and forcing the target to make a Fortitude save DC 15 (10 + 1/2 mech’s HD + mech’s Constitution modifier) or the target is stunned for 1 round.
The target is immune to the Stun effect if he still has Platting or Shields. If the target still has Shields, this ability deals instead 6d6 points of damage (1d6 per HD).
Self-Defense Shutdown: If a FENRIS Mech is reduced to 0 or less HP, he automatically shuts down and remains stationary. The mech is not destroyed when reaching 0 HP, or less, but it is destroyed if shot again while in it is in Self-Defense Shutdown. The mech activates itself once he is repaired to full HP.
Post-Mortem Explosion: Once a FENRIS Mech is destroyed, he explodes dealing 6d4 points of damage (1d4 per HD) to all within 5 feet away from him.


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 troopers; 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.

YMIR Mech, 10th Level Mech, Large Mechanical – CR 6
Hit Dice: 10d12 +36 (100 HP)
Initiative: +1
Speed: 15 ft
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Damage Reduction: 1
Shields: 50 (5× HD)
Platting: 40
Base Attack/Grapple: +7/+16
Attack: Melee touch +11 melee
1st Attack Action: Twin Mass-Accelerator Cannons, up to 6 attacks, +8 ranged (1d12, 20/×2)
2nd Attack Action: Twin Mass-Accelerator Cannons, up to 6 attacks, +8 ranged (1d12, 20/×2)
Space/Reach: 10 ft/5 ft
Special Attacks: Rocket Launcher, Post-Mortem Explosion, Stomp
Special Qualities: Separated Functions
Saves: Fort +12 Ref +4, Will +7
Abilities: Str 20, Dex 12, Con 18, Int 6, Wis 14, Cha –
Skills: Damping +9, Decryption +9, Electronics +9, Hacking +9, Heavy Weapons +14, Piloting +9, Repair +9
Feats: Skill Focus (Heavy Weapons) (B), Iron Will (B), Greater Fortitude (B), Improved Platting (B), Weapon Focus (Twin Cannons) (B)
Organization: Solitary, pair or band (5 – 10)
Morality: Paragon +0, renegade +0
Ability Points: 16

COMBAT
YMIR Mechs possess twin mass accelerator cannons in the arms and a rocket launcher in the left arm. There is a noticeable audio delay before the left-arm rocket launcher opens fire. YMIR Mechs usually engage at point-blank range and will attempt to advance on enemies. The mech moves very slowly and loudly and cannot climb steps. It can fire its twin Cannons while moving, however it must pause to fire rockets.
The YMIR Mech never fires one single shot with its Twin Mass-Accelerator Cannons.
Separated Functions: YMIR Mechs can take move while shooting their twin cannons without taking any penalty. Every time an YMIR Mech makes an attack action with its twin cannons, he can also make one action moving. This cannot be used when firing its rocket.
Post-Mortem Explosion: Once an YMIR Mech is destroyed, he explodes dealing 9d4 points of damage (1d4 per HD) to all within 15 feet away from him.
However, if an YMIR Mech is destroyed due to a critical hit, he falls on the ground and a beeping sound, similar to a countdown, starts. This countdown takes only 1 round. After the countdown reaches 0, meaning after 1 round, the YMIR Mech explodes in an explosion similar to firing a shot from the M-920 Cain.
Stomp: An YMIR Mech stomps any enemy, within reach, that is either prone or crawling. The mech makes a melee touch attack to see if he successfully hits the enemy. The damage dealt is 9d6 + 5 (1d6 per mech’s HD + mech’s Str mod).
A target that is stomped is also considered as being pinned and takes that amount of damage each round the mech remains in place. To escape, he merely needs to succeeds on a single opposed grapple check against the YMIR mech.

Isair
2012-01-25, 09:18 PM
Apparently, the forum's permissions were a bit wild (mostly thanks to the latest changes in the Administrator Panel by freeforums). I have corrected them and everything should be just fine as it was intended (guests can see and read but not post, while users can see, read and post/delete/create polls).

Also:
- I have finally added the Charisma-based skills.
- Added the rules for XP Awards and PC/NPC Wealth.

I also hope to post the rules for Cover, Line of Attack and Attacks of Opportunity by the end of the month. With those, the game itself becomes able to be play-tested by anyone interested.

Isair
2012-02-03, 06:35 PM
Added the rules for Targeting, Cover and Attacks of Opportunity.

Line of Effect
In order to be able to attack, or use a power/item against an enemy, you must be able to draw an unblocked line between you and the target. That line is drawn from the center of your occupied space (the height of the line's point of origin is chosen by you and cannot be higher than your current occupied height) to the target's corners. See the following schematic:
http://img443.imageshack.us/img443/3189/semttuloluumt.jpg
You must draw at least 4 lines.
- If the lines you have drawn are not blocked by a wall or an object, the target is not considering as having Cover (see below).
- If any of the lines you have drawn, against the bottom corners, crosses a wall or an object that blocks its, then the target gains Cover (see below), which increases his Defense depending on the situation.

Cover
Cover divides itself in 4 different types:
- Low Wall Cover
- High Wall Cover
- Massive Cover
- Complete Cover

Low Wall Cover
Low Walls, objects and walls whose height is smaller than the character standing near them, can provide cover to characters but only against those whose Line of Effect crosses the wall (regardless of the wall's height). The cover bonus depends on how much the wall covers the character.
- If a Low Wall covers 1/3 of the character's current height, it provides a +2 cover bonus to Defense.
- If a Low Wall covers 1/2 of the character's current height, it provides a +4 cover bonus to Defense.
- If a Low Wall covers 2/3 of the character's current height, it provides a +6 cover bonus to Defense.
- If a Low Wall covers more than 2/3 of the character's current height, but no more than the character's current height, then they provide Massive Cover (see below).
- If a Wall covers more than the character's current height, it is considered a High Wall.

Cover is only truly effective when a character stands near it. The higher the distance between a character and his Low Wall Cover, the lower the bonuses he gains. This bonus is reduced by 1 for each 15 ft distance between the character and the Low Wall.
Cover provided by Low Walls only applies for as long as the opponent, targeting the character, has his Line of Effect crossing the wall and while he remains at a distance of the Low Wall superior to that of the character's. Example: a human uses a Low Wall to provide him with +4 cover bonus to Defense, but he stands at 10 ft away from the wall reducing the bonus to +3. If a geth, who is trying to attack the human, moves closer and is now adjacent 10 ft or less from the wall, the human no longer gains the +3 cover bonus to Defense.
Both these last two considerations are only true when dealing with a flat battlefield, where everyone stands on the same ground level. For different ground levels, see High and Low Ground below.


High Wall Cover
High Walls are objects and walls whose height is higher than the character's. These provide Complete Cover is the opponent's Line of Effect must cross the wall's to reach the character's occupied volume corners. Basically, whenever a character has to shoot through it to reach the target.
However, characters sometimes have Line of Effect to some of the target's occupied volume corners. Depending on how many corners the character has Line of Effect to, the target's cover bonus to Defense varies, as shown in the following image.
http://img267.imageshack.us/img267/7773/semttuloir.jpg

High and Low Wall cover bonuses combined: Whenever there is a situation where a character has a High Wall protection some of its corners and a Low Wall protecting others, the character gains an enhanced cover bonus to Defense. The bonus is equal to the High Wall's cover bonus + 1/2 the Low Wall cover bonus.


Massive Cover
When a Low Wall covers more from 2/3 to 3/3 the character's current height, then he gains Massive Cover. This cover doesn't block Line of Effect against the character (because at least one of the corners from the top of the character's occupied volume can still be targeted) but it blocks the character's Line of Effect and provides him with a +15 cover bonus to Defense.
Standing behind Massive Cover also allows a character to perform a Blind-Fire Action (see Special Actions and Movement).
Characters with Massive Cover can only be targeted by those standing on the same or higher ground level as they (those on lower ground levels do not have Line of Effect against the character's occupied volume top corners).


Complete Cover
Your opponents cannot target even one corner of your occupied volume. Because of that they lose Line of Effect to you (and you lose to them as well) and are unable to target you. They might, however, and depending on the terrain and situation, be able to affect you with area effects.


Note:
If there are features, on the battlefield, that block the target's upper corners but not the bottom ones, the target does not gain any cover bonus to Defense.
If the target is in a position where he is protected by a Low Wall and his upper corners are also protected but it is not a High Wall because the character has an opening from where he can fire and be targeted (by having, for example, a metal box hanging from the ceiling a few feet above the wall, or by standing behind a small window), use GM's best judgement and take note for future references. The value should be higher than the Low Wall Cover bonus to a maximum of +10.


High and Low Ground
It is rare for characters to fight on a completely flat battlefield. Most likely there will be plenty of objects, walkways, barriers and differences in the ground levels that characters can use for defense and offense, by taking cover (see above) or by climbing to gain the higher ground.
Standing on different ground levels as additional effects, not only on Line of Effect. Note that while the name used is "ground level", this applies to any surface a character might stand, be it an object, the ground, the air itself.

Higher Ground
Standing on Higher Ground can be quite beneficial. A character is in High Ground when the bottom of his occupied volume stands 5 ft higher than the bottom of the target's occupied volume.
- First it may allow a character to target one that he previously could not. Depending on how high the character now stands, he may now be able to draw a Line of Effect between him and one of his target's corners that were previously protected by an High Wall. If that is the case, the target still can now be attacked by the character but he still gains a cover bonus to Defense. If the Higher Ground only allows the character to target two of the target's upper corners, the bonus equals +6. If the Higher Ground allows the character to target not only some of the upper corners but also those of the bottom of the target's occupied volume, the bonus only equals +2.
- Higher ground may also allow a character to draw unblocked lines against all of the target's bottom corners, even if that target has Low Wall cover against someone else. Example:
http://img542.imageshack.us/img542/3354/semttulolj.jpg
As the image shows, a character standing 5 ft away from a +4 Low Wall Cover gains that bonus to Defense against targets firing at him while standing in the same ground level. But from a certain position, and a certain Higher Ground level, an opponent might be able to target all of the character's corners, thus negating entirely the cover bonus provided by the Low Wall.
- Additionally, for each 5 ft higher the character stands from his target, he gains a +1 attack bonus with to all attacks.

Lower Ground
Standing on Lower Ground is usually harmful, but can be beneficial for providing cover. A character is in Lower Ground when the bottom of his occupied volume stands 5 ft lower than the bottom of the target's occupied volume.
- First, standing on Lower Grounds may make it impossible to have Line of Effect against a target. This is always true against targets in Massive Cover that stand on a ground level higher than the character.
- Standing on Lower Ground, however, may make it impossible for someone to make a Blind-Fire against the target. The target standing behind Massive Cover can only make a Blind-Fire against a character in Lower Ground if the wall or object providing Massive Cover is 1 ft thick or less.
- Standing in Lower Ground may also provide cover. This works just like Low Wall or even High Wall cover, depending on how lower the character really stands. The point/line that provides cover is the exact point/line the ground starts to lose its current height (either abruptly, by a chasm/rift, or smoothly, by a ramp). Distance to this point also reduces the cover bonus. See image:
http://img836.imageshack.us/img836/5994/semttuloklx.jpg
- When standing on Lower Grounds, the reduction of cover bonus due to distance between character and the Low Wall providing the bonus also works opposite. When a character, in Lower Ground, is attacking a target with Low Wall Cover, the target increases that cover by 1 for each 10 ft away from the Low Wall. Depending on the situation, the character may lose the Line of Effect entirely against any of the target's corners. If this cover bonus reaches a number higher than +15, consider the target has Complete Cover against the character.

It is highly advisable to keep a sheet where you can draw a side-view cut of the battlefield, in order to determine when a character on Higher of Lower Ground gains or loses Line of Effect.

Attacks of Opportunity
The melee combat rules assume that combatants are actively avoiding attacks: Even if a character does not move on the battlefield, she is doing the best to avoid incoming blows by dodging. Sometimes, however, a combatant lets her guard down. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity (AoO).
Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you.
Provoking an Attack of Opportunity: Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing an action within a threatened square.
Moving: Moving out of a threatened square usually provokes an attack of opportunity from the threatening opponent.
Performing a Distracting Act: Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle. Using class abilities and attacking with a ranged weapon are distracting actions.
Remember that even actions that normally provoke attacks of opportunity may have exceptions to this rule.
Making an Attack of Opportunity: An attack of opportunity is a single melee attack and you can only make one per round. You don’t have to make an attack of opportunity if you don’t want to. Also, attacks of opportunity are fast attacks so no combat maneuver (such as trip or sunder), special abilities (such as tech and biotic powers), special items (such as grenades) and other abilities can be used unless they specifically say, in their description, that they can be used in Attacks of Opportunity.
An attack of opportunity “interrupts” the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn).
Firing while threatened in melee: If you try to fire a projectile weapon or a heavy weapon while being threatened in melee, each of your attack actions provokes AoO. However, if you are dealt damage to Shields, Platting or HP, your attack action that provoked that AoO is disrupted and you automatically lose it. The Close Combat Shooting allows you to make attack actions even though you take damage from AoO.
Free Actions and AoO: No Free Action provokes AoO unless otherwise stated.

http://img707.imageshack.us/img707/2839/semttulobsm.jpg

With these rules, I'd say the system is ready to be put in more serious tests, such as small campaigns, arena combats and/or even recreations of quests from the computer games.
If anyone is interested, and indeed performs one or more of such tests, please relay to me a more detailed account of the experience, of its positive and negative aspects, so that I'd know what changes need to be implemented.

Isair
2012-02-21, 05:07 AM
Added the research option found in Mass Effect 2. Here are its rules and some of the possible researches, all based in ME 2. I may create some of my own later on.

Research
With access to laboratories a character is capable is researching special upgrades that can greatly improve his chances of success in his quest.
Researches require four things: access to a lab, specific research projects (either bought or found), resources to finish the research, and someone with the right Research skill.
Labs either exist in ships or specific facilities. However, using one the squad does not own carries costs, usually equal to 1% the price of the research per day per character working on the research. So 10 characters working on the same research would make the cost of using a lab they don't own by 10% the price of the research per day.
Research Projects serve as blueprints prints for the research. Without one it is impossible to acquire the research, no matter own many resources the squad has. Once the squad has a research project, they can start to research it to gain its benefits.
Resources are essential for any research. They are the raw materials necessary for the research to come to life. Without the necessary resources, the squad cannot work on a research project.
In order to work on a research project, the squad needs someone with the right Research Skill. Without such skill it is impossible to work on a research project. To know how long it takes to finish the work on a research project, the characters working on the research (no more or less than 8 hours a day) must make a Research check and multiply the result by 100 (thus, having no ranks in the right Research Skill makes it impossible to advance even a little). Add each result until the sum equals the amount of credits needed to purchase the indicated research project. Once that happens, the research project is complete and the squad immediately gains its benefits.

The party can hire researchers, as indicated in the Research Skill description, and there can be more than 1 character working on the same research. However, not all facilities may be equipped to support any number of researchers. Small laboratories, like those found inside a ship like the Normandy SR2 only have room for 1 or 2 researchers, while entire research stations can accommodate dozens of researchers at a time. It is up to the GM (or the ship's laboratory) to decide how many researchers can work on a specific lab at the same time.

Research Projects for Assault Rifles
Tungsten Jacket
The slugs' tungsten content is increased, and the weapon's computer is recalibrated, improving penetration of heavily armored targets. A phasic envelope surrounds each slug before it is fired at a target. This disrupts any mass effect field protecting the target, resulting in better penetration.
Research Project Cost: 45.000 credits
Benefit: Upgrades assault rifles for your entire squad. Shots with assault rifles gain a +1 damage bonus against Platting, Shields and biotic Barriers.
Resources needed: 15.000 Iridium
Research Skill Needed: Engineering

Targeting VI
A smart targeting module calculates and compensates for minute barrel movements, weather, and the environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean the bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim.
Research Project Cost: 75.000 credits
Benefit: Upgrades assault rifles for your entire squad. Shots with assault rifles gain a +1 attack bonus.
Resources needed: 25.000 Iridium
Research Skill Needed: Electronics


Research Projects for Pistols
Sabot Jacketing
Increasing the tungsten content of slugs and recalibrating the weapon's computer improves penetration of heavily armored targets.
Research Project Cost: 45.000 credits
Benefit: Upgrades pistols for your entire squad. Shots with pistols gain a +2 damage bonus against Platting.
Resources needed: 15.000 Palladium
Research Skill Needed: Engineering

Smart Rounds
Scientists have prototyped a modification to the traditional smart-targeting module commonly incorporated into high-end weaponry. While this technology is commonly used to compensate for wind and recoil, it was adapted to slightly deflect rounds to strike a more vital part of an enemy.
Research Project Cost: 75.000 credits
Benefit: Upgrades pistols for your entire squad. Shots with pistols have their critical multiplier increased by 1.
Resources needed: 25.000 Palladium
Research Skill Needed: Electronics


Research Projects for Shotguns
Microphasic Pulse
With the addition of a phasic module to the mass effect field generator, each slug is encased in a phasic envelope before it is fired at a target. This disrupts any mass effect field protecting the target, resulting in superior penetration.
Research Project Cost: 45.000 credits
Benefit: Upgrades shotguns for your entire squad. Shots with shotguns gain a +2 damage bonus against Shields and biotic Barriers.
Resources needed: 15.000 Platinum
Research Skill Needed: Engineering

Thermal Sink
More efficient heat-sink materials improve the absorption an dissipation of heat. Allows for smaller, easier-to-carry heat sinks.
Research Project Cost: 75.000 credits
Benefit: Upgrades shotguns for your entire squad. Shotguns have their clips increased by 1.
Resources needed: 25.000 Platinum
Research Skill Needed: Engineering


Research Projects for Sniper Rifles
Tungsten Sabot Jacket
Increasing the tungsten content of slugs and recalibrating the weapon's computer greatly improves penetration against heavily armored targets.
Research Project Cost: 45.000 credits
Benefit: Upgrades sniper rifles for your entire squad. Shots with sniper rifles gain a +4 damage bonus against Platting.
Resources needed: 15.000 Platinum
Research Skill Needed: Engineering

Advanced Targeting VI
Normandy's scientists have prototyped a modification to the traditional smart-targeting module commonly incorporated into high-end weaponry. While this technology is normally used to compensate for wind and recoil, it was adapted to slightly deflect rounds to strike a more vital part of an enemy's head.
Research Project Cost: 75.000 credits
Benefit: Upgrades sniper rifles for your entire squad. Shots with sniper rifles have their critical threat range increased by 1.
Resources needed: 25.000 Platinum
Research Skill Needed: Electronics


Research Projects for Submachine Guns
Phasic Jacketing
A module in the mass effect field generator creates a phasic envelope around each slug before it is fired at a target. This disrupts any mass effect field protecting the target, resulting in superior penetration.
Research Project Cost: 45.000 credits
Benefit: Upgrades submachine guns for your entire squad. Shots with submachine guns gain a +2 damage bonus against Shields and biotic Barriers.
Resources needed: 15.000 Iridium
Research Skill Needed: Engineering

Heat Sink Capacity
More efficient heat-sink materials improve the absorption and dissipation heat. Allows for smaller, easier-to-carry heat sinks.
Research Project Cost: 75.000 credits
Benefit: Upgrades submachine guns for your entire squad. Submachine guns have their clips increased by 2.
Resources needed: 25.000 Iridium
Research Skill Needed: Engineering


Research Projects for Armor Upgrades
Ablative VI (1 to 5)
This comprehensive system upgrade offers improved protection for all squad members, regardless of team members' individual defensive strategies.
Research Project Cost: 15.000/22.500/30.000/37.500/45.000 credits
Benefit: Upgrades armor shields for your entire squad. Base armor shields are increased by 10% per upgrade (maximum of +50% with Ablative VI 5).
Resources needed: 5.000/7.500/10.000/12.500/15.000 Palladium
Research Skill Needed: Electronics

Lattice Shunting (1 to 5)
Strong synthetic fibers can be woven through the inner layers of any armor, reducing damage taken from most attacks.
Research Project Cost: 15.000/22.500/30.000/37.500/45.000 credits
Benefit: Upgrades armor for your entire squad. When using armors, characters gain +1 HP per level per upgrade (maximum +5 HP per level with Lattice Shunting 5)
Resources needed: 2,500/5,000/7,500/10,000/12,500 Palladium
Research Skill Needed: Engineering


Research Projects for Biotic Amps
Hyper-Amp (1 to 5)
Standard firmware shipping with bio-amps is designed to work with a variety of alien races and nervous systems. By hacking this firmware to relax built in safety protocols, more powerful mass effect fields can be generated. Each hack must be done carefully, tuned to the individual's nervous system, or there's risk of nervous system damage, sensation loss, or blindness.
Research Project Cost: 2.500/5.000/7.500/10.000/12.500 credits
Benefit: Upgrades biotic amps for your entire squad. Characters using biotic amps deal extra +1 bonus damage with their biotic powers (that deal damage directly to characters) per upgrade (to a maximum of +5 bonus damage with Hyper-Amp 5)
Resources needed: 500/1.000/1.500/2.000/2.500 Element Zero
Research Skill Needed: Quantum Physics

Neural Mask
Maintaining a single mass effect field requires continual concentration. By measuring and replicating neural system activity, this upgrade enables the user to maintain mass effect fields with less effort.
Research Project Cost: 15.000 credits
Benefit: Upgrades biotic amps for your entire squad. Characters using biotic amps have the duration of their biotic powers increased by 1 action.
Resources needed: 3.000 Element Zero
Research Skill Needed: Quantum Physics

This is also my last update before Mass Effect 3. The game will come out in less than a month and after I've played I'll likely have more to work with (more items to add, possibly rules to change, etc).

Also, if anyone is interested in the pdf document with everything I've created so far, for this game, just contact me through PM in http://masseffectd20.freeforums.org/index.php forums.

Isair
2012-03-02, 03:16 PM
Thanks to Olivier Brassard (nickname Frol, in my foruns), there is now a quite good Mass Effect d20 character sheet. Anyone interested can download it from the attachment in the following topic:
http://masseffectd20.freeforums.org/character-sheet-t105.html

Isair
2012-03-12, 06:55 AM
Since I've already played and finished Mass Effect 3, I'll begin working on additional features and one or two additions to add to this ME d20 conversion. For the moment, these are the modifications I have in mind:
- Additional weapons and armor
- Additional weapons modifications
- Additional power trees (instead of just having the 4th power branching into two different options, having the third doing the same)
- Carrying weight increases cooldown time of tech and biotic powers, so characters can't just ignore the Strength score and carry heavy equipment all the time.
- I will introduce new enemies, such as the Reaper's ground forces (banshees, marauders, etc) and even Cerberus troops, for anyone wanting to play in campaigns where such enemies are present.

For those who have already played and finished ME 3 (SPOILERS ahead):
In order to have the setting make some sense, this conversion will consider that ME 3 either ended with the destruction of the Reapers or with Shepard taking control over them AND without the destruction of the Mass Relays. The synthesis end simply destroys just about the entire setting. So don't expect to see synthetic humans or synthetic asari. At least not from me.

Larkas
2012-03-20, 12:46 PM
Wow, this is coming along pretty nicely! Keep up the great work, Isair!

revel911
2012-03-20, 03:33 PM
Isair,

When you are done is there anyway I can work with you to get all of these files designed out in a really nice PDF? I am a very reputable graphic designer working for a pretty big ad firm in the US and I just happen to love both d20 and Mass Effect. I am hoping you have all the documents in one or several word / text documents that I could import into Adobe InDesign.

I would collect them myself, but I see that you have items not on this page (like classes) that you may want included. I would also want a credits page to also put within this document.

Quick question: About the classes that i saw on the forums linked in this thread, do you have to be that race to have the class? I would say remove the race name, but give bonuses to that race who takes it. So Anyone can be a Scientist, but a Salarian gets an added bonus.

PS. I would make a printer friendly and non-friendly version. I read PDF's off of a tablet, so I would want to add a nice background that fit the theme!

Larkas
2012-03-20, 04:19 PM
Now THIS is a great development! I'd love to print this and have it ready at the game table :)

Jzadek
2012-03-21, 09:51 AM
Nice stuff! Definitely interested in playtesting some of this! And helping a little if anything else needs doing.

Isair
2012-03-22, 07:38 PM
I apologize for the delay in the answer.
Right now I'm working fast to accommodate the changes ME3 brought. Biotic powers have been fully reviewed (however further extensive testing might cause some alterations). I'm currently reviewing the classes. For those interested, please check my forums (http://masseffectd20.freeforums.org/index.php), as I usually update there frequently.
And, as always, anyone wanting to help is more than welcome, so are ideas and opinions. ;)

PS: I have a pdf available to anyone that requests it. However, that pdf does not include the changes brought by ME3. It basically is a ME2 d20 conversion. Still the work there is solid and very extensive. Just PM me if you are interested in seeing it.

Isair
2012-04-14, 08:22 PM
I am pleased to announce there is now available a new pdf containing new revised rules, brought by the changes from ME3!

Anyone wanting this new PDF please contact me through PM, with your e-mail address to which I can send it.

NOTE: this new pdf does not include enemies, like the previous one. And it won't look nearly as good as the one revel911 is creating. In addition, a few other things such as Reputation aren't yet added here. In this pdf you will find only the basic rules: introduction, character creation, races, classes, skills, feats, powers, items, combat, weight and gamemastering. Everything else will be added on later dates, once those things are complete. This pdf was created to facilitate reading of the current rules, especially for those testing this game with their players.

Isair
2013-12-07, 04:28 PM
I'm digging up this old topic to say that after nearly 3 years of work, I'm finally able to hold in my hand an hardcover, full-colored, copy of my Mass effect d20 game.

https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-ash4/q75/s720x720/1472786_10202219596027824_1377409997_n.jpg

https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-prn2/q71/s720x720/969291_10202219596467835_545654073_n.jpg

https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/q71/s720x720/1425599_10202219596067825_930187283_n.jpg

https://scontent-a-lhr.xx.fbcdn.net/hphotos-ash3/q71/s720x720/1234133_10202219596147827_1443669570_n.jpg

As previously stated, this work is meant to convert the ME computer games into a pen&papper RPG d20 system, so that anyone can play in the Mass Effect universe in anyway they desire.
There were, of course, some significant changes in the d20 system in order to ensure the game has the same 'feeling' as the computer games. Another major concern was to guarantee a 'fast gaming pace', similar to that of the games - something the standard d20 rules do not allow - a goal that many assure it was achieved.

A dozen people contributed significantly to this work, with ideas that were incorporated, and dozens of others contributed with critics, discussing rules, and even testing. Hundreds have already seen this game, many tested it and many others are using it to play with their friends. Among the contributors there were two professional designers, Tommy Rayburn and Benjamin Slack, who created and shaped the layout of the manual and gave this game a professional look which is in line with the sci-fi and color theme of the Mass Effect franchise.

The game is purely a fan creation and completely free to anyone who wants to see it or use it.

Interactive PDF available for download in: http://masseffectd20.freeforums.org/index.php

Lentrax
2013-12-08, 06:45 AM
Whoa. Hold on. This was yours?

Well dang, if I'd have known that I would have probably done more than just use it for a game I ran a while back.

Just wanted to let you know that I have a PDF copy of this on my ipad, and I love the system. The amount of work you have put into this is amazing.

Thank you so much!

Isair
2013-12-08, 07:34 AM
Thanks! Glad to know people are enjoying this game of mine :)