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Races

Humans
Bonus Trained Skill: Humans are versatile and accomplished at many tasks. A Human character chooses one additional trained skill at 1st level. The skill can be any skill in the complete skill list. Bonus Feat: Humans gain one bonus feat at 1st level.

Salarian
+2 Dex, -2 Str Expert Spies: A Salarian may choose to reroll any Gather Information check, but the result of the reroll must be accepted even if it is worse. Flash of Genius: Once per encounter a Salarian can add a +5 bonus to the result of one Knowledge, Mechanics, or use Computer skill check. Rapid Metabolism: Salarians gain the benefits of eight hours rest in only four hours.

Asari
+2 Wis, +2 Cha, -2 Str Conditional Bonus Feat: If trained in Use Biotics you gain Skill Focus (Use Biotics) for free. Mind Meld: An asari may explore the mind of another living creature to learn information. If the creature is unwilling the asari makes a special attack roll (d20 + character level) versus the target's Will Defense. If the attack succeeds the asari learns one fact she sought, plus an additional fact for every 5 points by which the roll exceeds the target's Will Defense. An Asari melding with a willing target finds out whatever she wants to know. An asari moves a persistent -2 on the condition track after using Mind Meld until they get 8 hours of rest.

Quarian
+2 Int, -2 Con Iron Will: Quarians gain a +2 species bonus to their Will Defense. Conditional Bonus Feat: If trained in Mechanics Quarians gain Skill Focus (Mechanics) for free. Special Equipment: Without an enviro-suit a Quarian moves a persistent -1 step down the condition track for every hour they are exposed to an unsterilized environment. A replacement suit costs 2,000 credits (500 on the Flotilla). Quarian suits of armor also act as enviro-suits. Quarian characters begin play with an unarmored enviro-suit at no cost.

Turian
Superior Defenses: Adapted to a very tough and trying environment, Turians gain a + 1 species bonus to all of their defenses. Bonus Feat: Toughness Radiation Resistance Turians have a +5 species bonus to Fortitude Defense vs. radiation.

Batarian
+2 Str, -2 Dex, -2 Cha Great Fortitude: Batarians gain a +2 species bonus to their Fortitude Defense. Heightened Awareness: A Batarian may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse. Low-Light Vision: Batarians ignore concealment (but not total concealment) from darkness.

Krogan
+4 Str, +2 Con, -2 Dex, -2 Int, -2 Cha Intimidating When using the persuasion skill to intimidate Krogans use their Strength bonus instead of their Charisma bonus to determine the check modifier. Blood Rage Whenever a Krogan takes its second wind, it regains 5 hit points every round at the end of its turn until killed, until the end of the encounter, or until reaching one-half hit points (whichever comes first).

Drell
+2 Dex, -2 Con Lightning Reflexes: Drell gain a +2 species bonus to their Reflex Defense. Sneaky: Drell can choose to reroll any Stealth check made to sneak but must accept the result of the reroll even if it is worse.

Volus
+2 Cha, +2 Int, -2 Con Small Size As Small creatures, Volus gain a +1 size bonus to Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting capacity and carrying limits are three-quarters of those of Medium characters. Speed Volus base speed is 4 squares. Persuasive A Volus may choose to reroll any Persuasion checks, but the result of the reroll must be accepted even if it is worse. Conditional Bonus Feat If trained in Knowledge (Bureaucracy) you gain Skill Focus: Knowledge (Bureaucracy) for free. Low-Light Vision Volus ignore concealment (but not total concealment) from darkness.

Elcor
+4 Con, -2 Dex, -2 Wis, -2 Cha Speed Elcor base speed is 4 squares. Intraspecies Charisma Elcor gain reroll any Charisma based skill and keep the higher roll, only when used against other Elcor. Large Size As Large creatures, Elcor take a - 1 size penalty to their Reflex Defense, a -5 size penalty on Stealth checks, and gain a +5 size bonus to their damage threshold. Their lifting and carrying limits are double those of Medium characters. Heavy Weapons Affinity Elcor cannot take the Weapon Profiency (Pistol, Submachine Gun, Shotgun) feat even if their class normally grants them. Instead Elcor gain Weapon Proficiency (Heavy). Elcor warriors don't carry small arms; their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles.

Special Equipment: Without an enviro-suit a Volus makes a DC 10 Endurance check ormoves a persistent -1 step down the condition track for every round they are exposed to a hostile atmosphere. This Quadruped: When in quadrupedal stance, Elcor check DC increases by 5 for every round after the gains a +5 stability bonus to resist attempts to knock first they are exposed. A replacement suit costs 2,000 it prone. credits (1,000 in Volus territory). Volus suits of armor also act as enviro-suits. Volus characters begin play with an unarmored enviro-suit at no cost.

Vorcha
+2 Con, -4 Int, -2 Cha Alertness A Vorcha may choose to reroll any Initiative checks, but the result of the reroll must be accepted even if it is worse. Conditional Bonus Feat If trained in Survival you gain Skill Focus (Survival) for free. Primitive Vorcha do not gain Weapon Proficiency (pistols, submachine guns, assault rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants them. Natural Weapons Whenever a Vorcha makes an unarmed attack, it may use its claws, dealing 1d6 slashing damage instead of normal unarmed damage. A Vorcha is always considered armed with its claws.

Classes
Biotics

Resistance As a reaction, you can spend a Action Point to negate a critical hit scored against you and take normal damage instead.

Noble may drop Linguist from their starting feats for Swift Power Once per day, you can use a Biotic Biotic Implant and gain access to the Adept talent tree and Biotic Training as a bonus feat. Replace one power that normally takes a standard action or move action as a swift action. class skill with Use Biotics. Warped Shot As a swift action select one square within 12 squares of you and within line of sight. Treat that square as the origin of your next ranged attack made before the end of your next turn. Determine cove and concealment as though you were firing from Scout may drop Shake It Off from their starting feats that square. You must have line of sight on the target for Biotic Implant and gain access to the Adept talent from the square you occupy. tree and Biotic Training as a bonus feat. Replace one Prerequisites:Biotic Training, trained in Use Biotics class skill with Use Biotics. Scoundrel drops Point Blank Shot from their starting feats for Biotic Implant and gain access to the Adept talent tree and Biotic Training as a bonus feat. Replace one class skill with Use Biotics. Soldier may drop Weapon Proficiency (Assault Rifle) and Armor Proficiency (Medium) from their starting feats for Biotic Implant and gain access to the Adept talent tree and Biotic Training as a bonus feat. Replace one class skill with Use Biotics.

Tech

Adept Talent Tree


Prerequisite: Biotic Implant feat Biotic Focus As a full-roud action you may make a DC 25 Biotics check to regain one spent power of your choice. Biotic Savant Natural 20 on a Biotic power allows you to instantly reuse it.

Noble may drop Linguist from their starting feats for Tech Training and gain access to the Engineer talent tree and Tech Mastery as a bonus feat. Replace one class skill with Mechanics; if Mechanics is already a class skill then replace a class skill with Use Computer. Scoundrel drops Point Blank Shot from their starting feats for Tech Training and gain access to the Engineer talent tree and Tech Mastery as a bonus feat. Replace one class skill with Mechanics; if Mechanics is already a class skill then replace a class skill with Use Computer.

Scout may drop Shake It Off from their starting feats for Tech Training and gain access to the Engineer Biotic Prodigy once per ecnounter return one power talent tree and Tech Mastery as a bonus feat. to your hand without an Action Point. Replace one class skill with Mechanics; if Mechanics Prerequisite:Skill Focus (Use Biotics) is already a class skill then replace a class skill with Use Computer. Biotic Stabiliy Whenever an attack would move you, spend a Action Point to negate. Soldier may drop Weapon Proficiency (Assault Rifle) and Armor Proficiency (Medium) from their starting Curved Shot You can spend a swift action to ignore feats for Tech Training and gain access to the cover (but not total cover) with your next attack with a Engineer talent tree and Tech Mastery as a bonus biotic power. feat. Replace one class skill with Mechanics; if Mechanics is already a class skill then replace a Disciplined Strike When making an Area attack you class skill with Use Computer. can exclude a number of targets up to your Wis modifier. Engineer Talent Tree Prerequisite: Tech Training feat Grenade Defense You can use the move light object application of Use Biotics to cast aside grenades that Adversary Lore As a standard action make a are thrown at you. As a reaction, make a Use Biotics Mechanics check against the Will Defense of a target check against a DC equal to the attack roll of the creature within 12 squares of you and in line of sight. grenade throwing opponent. If successful the attack If the result equals or exceeds the target's defense is harmlessly diverted. You take a -5 penalty to Use that target takes a -2 penalty to their Reflex Defense Biotics checks until the start of your next turn. against you and all allies who can hear and understand you until the end of your next turn. Pull Field move object as area attack with Action point. Move Object Result Large 2x2 area Huge 3x3 Armored Drone Your Combat Drone gains the G4x4 C6x6; versus Ref. Toughness feat. Prerequisite: Combat Drone

Combat Drone You gain a follower with the following stats. If destoryed the drone can be rebuilt in eight hours. In order for a follower to take an action you must sacrifice one of yours. For example, to have your Combat Drone perform a Standard Action you must sacrifice your standard action. When not being directly commanded the Combat Drone is considered to be fighting defensively (-5 to attack, +2 to Ref).

Concussive Shot If you aim before making a ranged attack and the attack hits you knock the target prone in addition to dealing damage. Does not work if the target is two or more size categories larger than you. Protector Drone As a reaction to you being damaged by an attack or a Force power, your Combat Drone can make an immediate melee or ranged attack against the target that attacked you. Until the beginning of your next turn, any time you are damaged by an attack or Force power, another one of your followers can attack that attacking target. This ability can be used once per encounter. Prerequisites: Combat Drone, Base Attack Bonus +5. Know Weakness When you use Adversary lore on a target successfully the target also takes an additional 1d6 points of damage from every successful attack made against it by you or an ally who can hear and understand you until the end of your next turn. Prerequisite: Adversary Lore Recall Whenever you spend an action point to return a power to your suite you regain two powers instead of one. Swift Power Once per day, you can use a Tech power that normally takes a standard action or move action as a swift action. Tech Armor As a standard action, spend an Action point to gain DR10 for 1 minute (10 Rounds). Tech Savant Natural 20 on a Tech power allows you to instantly reuse it. Tech Prodigy Once per ecnounter return one power to your hand without an Action Point. Prerequisite:Skill Focus (Mechanics)

Combat Drone
Defenses: +2 Reflex Defense HP: 10 + your level HP. Base Attack Bonus: The Combat Drone uses the Scoundrel class's Base Attack Bonus. Ability Scores: 10, 12, 10, 10, 12, 10 Trained Skills: Combat Drones are trained in Perception and one skill of your choice. Feats: Combat Drones are considered to have the Amor Proficiency (Light), Weapon Proficiency (Simple), and Weapon Proficiency (Pistol). Hardware: Combat Drones possess a hover speed of 6, have no external appendages, an unarmed 1d4 electrical attack, and are considered medium synthetic creatures. Equipment: Combat Drones possess the built in equivalent of the Carnifex Pistol (3d8 damage) and Light Armor (1/2 level Armor Bonus, SR 5).

Combat Drone Programming You can use any of the following actions on your turn. Prerequisite: Combat Drone Paint the Target: As a standard action you can make a ranged attack against a target in range. If your Combat Drone has line of sight you can grant a +1 bonus to your attack roll against that target. Open Fire: As a standard action make a ranged attack against a single target. If your Combat drone has line of sight add +2 to your damage roll. Distraction: Any enemy within 3 squares of your Combat Drone takes a -2 penalty to their Will Defense and a -2 penalty on attack rolls against you.

Noble
Starting Feats Linguist Or Biotic Implant or Tech Training (See Above) Weapon Proficiency (Simple Weapons) Weapon Proficiency (Pistol) Additional Bonus Feats Weapon Proficiency (SMG) Armor Proficiency (Light) Linguist*

Soldier
Starting Feats Weapon Proficiency (Assault Rifle) Armor Proficiency (Medium) Or Biotic Implant or Tech Training (See Above) Weapon Proficiency (Pistol) Weapon Proficiency (Shotgun) Additional Bonus Feats Weapon Proficiency (Heavy) Weapon Proficiency (Sniper Rifle) Weapon Proficiency (Assault Rifle)* Armor Proficiency (Medium)*

*If not taken as a starting feat.


Otherwise, as written.

*If not taken as a starting feat.


Remove Armored Defense and Improved Armored Defense talents. Replace all Armored Defense prerequisites with Armor Mastery. Armor Mastery talent no longer has any prerequisite. Otherwise, as written.

Scoundrel
Starting Feats: Point Blank Shot Or Biotic Implant or Tech Training (See Above) Weapon Proficiency (Simple) Weapon Proficiency (Pistol) Weapon Proficiency (Shotgun) Additional Bonus Feats Weapon Proficiency (SMG) Armor Proficiency (Light) Point Blank Shot

Skills
Athletics Replaces Jump, Climb, and Swim. A class that has one or more of these as class skills replaces them with Athletics. Athletics is a Strenght based skill. Any actions that can be done with these skills can be done with Athletics. Use Biotics Replaces Use the Force. Use Biotics is a Wisdom based skill. use Biotics can be used to perform the Move Light Object action but no other Use the Force action.

*If not taken as a starting feat.


Otherwise, as written.

Scout
Starting Feats Shake It Off Or Biotic Implant or Tech Training (See Above) Weapon Proficiency (Simple) Weapon Proficiency (Pistol) Weapon Proficiency (SMG) Armor Proficiency (Light) Additional Bonus Feats Weapon Proficiency (Sniper Rifle) Shake It Off

*If not taken as a starting feat.


Otherwise, as written.

Biotic Powers
Barrier
Time: Reaction Target: You Make a Use Biotics check. The result determines the effect. DC 15: You gain a shield rating of 5 until the beginning fo your next turn. DC 20: As DC 15 except you gain SR 10 DC 25: As DC 15 except you gain SR 15 DC 30: As DC 15 except you gain SR 20 DC 35: As DC 15 except you gain SR 25 Special: You can spend an Action Point when you activate this power to add an additional five points of SR. The Barrier can be maintained for one additional round by spending an Action point.

Intercept
Time: Reaction Target: One incoming ranged attack targetting you. Make a Use Biotics check. If your result equals or exceeds the attack roll result of the incoming ranged attack you negate the attack against you. Special: This power can be used to negate an object being used as a projectile with the Throw(or Lift) Biotic power. In that case the DC must equal or exceed the result of your opponent's Throw (or Lift) check. You can spend an Action Point to use this power to intercept some of the barrage of shots from a ranged weapon set on autofire. If you suceed you take half damage if the autofire attack hits and no damage is the attack misses.

Charge
Time: Free Action Target: You Make a Use Biotics check. The result determines the effect. DC 10: You gain a +10 bonus to Jump checks and your speed increases by 2 squares until the start of your next turn. DC 15: As DC 10 except +20 to Jump and speed increases by 4 squares. DC 20: As DC 10 except +30 to Jump and speed increases by 6 squares. Special: You cna spend an Action Point to increase the bonus on Jump checks by 10 and increase speed by an additional 2 squares

Levitate
Time: Move Action Target: You Make a Use Biotics check. The result determines the effect. DC 15: You gain a fly speed of 2 squares. DC 20: As DC 15 except 4 squares. DC 25: As DC 15 except 6 squares. Special: You can spend an Action point as a reaction to activiate this power when falling. You reduce your fall distance by your fly speed. if reduced to 0 then you land safely.

Lift/Throw

Time: Standard Action Target: One creature or object within 12 squares and within line of sight. Make a Use Biotics check. The result determines Disarm the maximum size of the target you can life. If the Time: Standard Action Target: One weapon within 6 target is a creature than resists your attempt your squares and within line of sight. Use Biotics check must also exceed their Reflex Make a Use Biotics check. Use this check in place defense. of your attack roll when attempting to disarm the A lifted creature loses their Dexterity bonus to target. If your disarm attack suceeds you may choose defense and can be moved up to 6 squares in any to let the item drop to the ground in the target's direction. square of have the item fly into your hand. DC 15: Move object up to Medium size (deals Special: You can spend an Action point to damage or 2d6 points of damage) destroy the target weapon. if your disarm succeeds DC 20: Move object up to Large size (deals the weapon takes damage equal to your Use Biotics 4d6 points of damage) check. DC 25: Move object up to Huge size (deals 6d6 points of damage) DC30: Move object up to Gargantuan size Dodge (deals 8d6 points of Time: Swift Action Targets: You damage) Make a Use Biotics Check: Until the start of your DC 35: Move object up to Colossal size next turn you can use the result of your check in (deals lOd6 points of damage) place of your Reflex Defense against incoming nonSpecial: If used against a hovering or flying object area ranged attacks. your Use Biotics roll is used as a grapple check. Special: You can spend an Action Point to have the You may spend an Action Point to increase benefits of this power apply to ranged weapons on the maximum size of the object by one category and autofire. If such an attack hits you while this power is do an additional 2d6 damage. in effect you take half damage; if it misses you, take no damage.

Phase

Time: Move action. Targets: You Make a Use Biotics check. The result determines

the effect. DC 25: You gain a phasing speed of 2 squares until the beginning of your next turn; your phasing speed can never exceed your base speed. When moving you can pass through enemy squares as wella s through walls, vehicles, and other obstructions except must end your movement ina legal unoccupied square. You may move up to your phasing speed as part of this power. DC 30: As DC 25 except phasing speed is 4 squares. DC 35: As DC 25 except phasing speed is 6 squares. DC 40: As DC 25 except phasing speed is 8 squares. increases by 6 squares. Special: You can spend an Action Point to increase your phasing speed by 2 squares.

squares of you and line of sight. Make a Use Biotics check. Compare the result of this check to your target's Reflex defense (plus size modifier). If your roll equals or exceeds their defense then they are captured in the singularity. Any attack rolls or skill checks the target attempts are at a -5 penalty. When the effect ends the target falls prone and takes damage as determined by your Use Biotics check. DC 15: 1d6 points of damage. DC 20: 2d6 points of damage. DC 25: 3d6 points of damage. DC 30: 4d6 points of damage. Special: You can spend an Action Point to increase the penalty to -10.

Stasis
Time: Standard Action Target: One creature within 6 squares and line of sight. Make a Use Biotics check. Use this result as your roll to grapple the target. If successful the target is immobilized until the end of your next turn. An immobilized creature can't move or take any actions and it loses its Dexterity bonus to Reflex Defense.

Rebuke
Time: Reaction. Target: One Biotic power directed at you. Make a Use Biotics check. If your result equals or exceeds the check result of the power directed at you, you harmlessly deflect it and suffer no ill effects. Special: If you succeed against the enemy power by 10 or more you can immediately use a Biotic Power without removing it from your hand.

Warp
Time: Standard action. Targets: One creature or object within 12 squares and line of sight. Make a Use Biotics check. If the check result equals or exceeds the target's Reflex defense the target takes full damage and half damage if the attack misses. Also compare your attack roll against the Reflex Defense of every target adjacent to the primary target; these adjacent targets take half damage if the attack hits or no damage if the attack misses. DC 15: 2d6 damage DC 20: 4d6 damage DC 25: 6d6 damage DC 30: 8d6 damage Special: If the target is affected by a biotic power add your Wisdom modifier to your damage roll. If the target is affected by a biotic power you can spend an Action Point to make Warp an area attack with an area 3x3 squares.

Slam
Time: Standard Action Target: All targets within a 6square cone and within line of sight. Make a Use Biotics check. Compare the result to each target's Fortitude defense if the result equals or exceeds that, they takes 4d6 points of damage and are knocked prone. If the result is less than a target's Fortitude defense it takes half damage and is not knocked prone. Special: You cna spend an Action point to deal an additional 2d6 damage to targets.

Shockwave

Time: Standard Action Target: All targets within a 6 square cone. Make a Use Biotics check. The targets make a Strength check (plus size modifier), if you beat that check you push them back 1 square plus 1 additional Warp Ammo square for every 5 points by which you exceeded the Time: Swift action. Targets: You Make a Use Biotics check. The result of your check target's check result. If you push the target intoa determines the effect, if any. larger object the target takes 1d6 points of damage. DC 15: Gain a +1 bonus to your next attack Special: You can spend an Action point to apply a -5 roll and deal an additional 1d6 points of penalty to the traget's Strength check to resist your damage. Schockwave. You can spend an additional Action DC 20: As DC 15 except deal an additional Point to deal an extra 2d6 point sof damage is 2d6. pushed into a larger object. DC 25: As DC 15 except deal an additional 3d6. Singularity Special: You can spend an Action Point to deal an Effects all opponents in, or who pass through, an additional 2d6 damage. square adjacent to the target square. Time: Standard Action Target: Any square within 12

Tech Powers
AI Hacking

Time: Standard action. Targets: One computer or synthetic creature in line of sight and 12 squares. Make a Mechanics check. If the resut equals or exceeds the target's Will Defense you can dictate the Incinerate target's next action. Time: Standard action. Targets: One creature or Special: You can spend an action point to sustain object within 12 squares and line of sight. control over the target for an additional round. Make a Mechanics check. If your roll equals or exceeds the target's Reflex Defense they take Cryo Blast damage as determined by your Mechanics check. Time: Swift action. Target: One creature or object For each round that a creature is on fire, make an within 12 squares and line of sight. attack roll (1d20+5) against the target's Fortitude Make a Mechanics check. The result of the check Defense. If the attack succeeds the target takes 1d6 determines the points of fire damage; if the attack fails, the target effect, if any: takes only half damage. A character can put out the DC 25: If the next attack made against the flames as a full-round action. This attack ignores 10 target hits, treat the target's damage points of Damage Reduction. threshold against the attack as though it is 5 DC 15: 2d6 damage points lower than normal. DC 20: 4d6 damage DC 30: As DC 25, except treat the target's DC 25: 5d6 damage damage threshold as though it is 10 points DC 30: 6d6 damage lower than normal. Special: You can spend an action point to increase DC 35: As DC 25, except treat the target's the fire damage to 2d6. damage threshold as though it is 15 points lower than normal. Overload DC 40: As DC 25, except treat the target's Time: Standard action. Targets: One creature or damage threshold as though it is 20 points object within 12 squares and line of sight. lower than normal. Special: You can spend an Action Point to ignore the Make a Mechanics check. If the check result equals target's DR in addition to gaining the normal effect of or exceeds the target's Reflext Defense, the target takes Ion damage determined by your Mechanics this power. check. Organics take half damage. Synthetic creatures and shields take full damage. Damping If the ion damage reduces the target's current Time: Standard action. Targets: One Biotic or Tech hit points to 0, the target moves - 5 steps on the using creature within 12 squares and line of sight. condition track and is either knocked unconscious or Make a Mechanics check. If the result equals or disabled. If the ion damage (before being halved) exceeds the target's Will Defense the effect is equals or exceeds the target's damage threshold, the determined by your check result. target moves -2 steps on the condition track. DC 25: The target takes a -5 penalty to rolls DC 15: 2d6 damage made to activate Biotic or Tech powers until DC 20: 4d6 damage the end of your next turn. DC 25: 6d6 damage DC 30: As DC 25, and the moves -1 steps DC 30: 8d6 damage along the condition track each time they use Special: You can spend an Action Point to increase a Tech or Biotic Power until the beginning fo the damage by 2d6. your next turn. DC 30: As DC 25, and the target moves -2 Neural Shock steps along the condition track each time Time: Standard action. Targets: One organic they use a Tech or Biotic Power until the creature within 6 squares and line of sight. beginning of your next turn. Make a Mechanics check. If the check result equals Special: You can spend an Action Point to use this or exceeds the target's Will Defense, the target power as an immediate reaction to negate an moves -1 step along the condition track. For every 5 incoming power. points by which you exceed the target's Will Defense, the target moves an additional -1 step along the Immunity condition track. Additionally, until the end of it's next Time: Standard action. Target: You turn the target takes a -5 penalty to it's damage Make a Mechanics check. The result of the check threshold. determines the effect, if any: Special: When you use this power, you can spend an DC 20: You gain DR 5 against energy, fire, Action Point to move the target an additional -1 step

cold, and sonic damage. DC 25: As DC 20, except DR increases to 10. DC 30: As DC 20, except DR increases to 15. DC 35 As DC 20, except DR increases to 20. Special: You can spend an Action point to use this power as a swift action.

along the condition track and increase the penalty to damage threshold to -10.

Sabotage
Time: Standard action. Targets: One weapon or mechanical object within 12 squares and line of sight. Make a Mechanics check. The result fo your check determines the effect, if any. DC 20: 4d6 points of damage. DC 25: 6d6 points of damage. DC 30: 8d6 points of damage. DC 35: 10d6 points of damage. Special: You can spend an Action Point to increase damage by 2d6.

Tactical Cloak
Time: Standard action. Targets: You Make a Mechanics check. The result fo your check determines the effect, if any. DC 15: You are considered to have total concealment against all targets until the beginning of your next turn. DC 20: As DC 15 except you gain +2 to Stealth checks until the beginning of your nex turn. DC 25: As DC 15 except you gain +3 to Stealth checks until the beginning of your nex turn. DC 30: As DC 15 except you gain +5 to Stealth checks until the beginning of your nex turn. Special: You can spend an Action point to increase the bonus to your Stealth checks by 5.

Unity
Time: Standard action. Target: One touched creature. Make a Mechanics check. The result of the check determines the effect, if any: DC 25:The target heals hit points equal to 2x its character level. DC 30: The target heals hit points equal to 3x its character level. DC 35: The target heals hit points equal to 4x its character level. Special: You can spend an Action Point to move the target +1 steps up the condition track. You cannot use this power on yourself.

Equipment
Weapons
Overheat Every weapon has an Overheat rating. When attacking with that weapon if your unmodified attack roll is at or below that number the weapon is considered to have overheated. For example, if you roll to hit with a weapon that has an Overheat rating of 4 and the number on the die is 3 your weapon has overheated. If you attack with a weapon that has an Overheat rating of 4 and the number on the die is 5 then your weapon is unaffected. An overheated weapon cannot be fired again until it's heat sink has been replaced which is a Full Round action (or a Standard Action with the Rapid Reload talent).

ML-77 Missile Launcher A missile launcher holds four missiles and can be reloaded as a full-round action. Replacement missiles are bought in pre-loaded magazines that hold four missiles. Magazines cost 200 credits and weigh 5 kg.

M-451 Firestorm The M-451 Firestorm is a flamethrower, a ranged weapon that shoots a cone of burning chemicals 6 squares long and 6 squares wide at the terminus. Make a single attack roll and compare it to the Reflex Defense of every target within this area. A successful attack deals 5d6 points of fire damage to the target; if the attack misses, the target takes half damage instead. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses. A creature that takes fire damage also catches on fire. For each round that a creature is on fire, make an attack roll (ld20+5) against the target's Aiming & Cover Instead of completely negating the benefit of Cover or Fortitude Defense. If the attack succeeds the target takes 1d6 points offire damage; if the attack fails, the Improved Cover, aiming cuts the defensive bonus in target takes only half damage. A character can put half (from +5 to +2 for Cover and from +10 to +5 for out the flames as a full-round action. Improved Cover). Reloading the flamethrower is a fullround action. The weapon can be used five times before its Range chemical supply is depleted. Replacement chemical Divide range in half from what is presented in the cartridges for the flame-thrower cost 200 credits and Core Rulebook. Shotguns and Submachine Guns weigh 4 kg each. use the numbers given for Pistol Range. Shotguns Normal shotguns, unless noted otherwise, deal normal damage at Point Blank range and one die of damage lower (i.e. 3d8 becomes 3d6) at Short Range. Shotguns do no damage at Medium or Long ranges. When you make an attack against a target compare your attack roll against the Reflex Defense of every target adjacent to the primary target; these adjacent targets take half damage if the attack hits. On a miss the attack does no damage to any target. M-300 Claymore Heavy Shotgun Unlike normal shotguns the Claymore targets all creatures within a 6- square cone as an area attack. The wielder makes a single attack roll and compares the result to the Reflex Defense of all targets within the area. A hit deals normal damage, while a miss deals half damage. The Claymore is a single shot weapon and must be reloaded after every attack. Submachine Guns With the exception of the M-12 Locust Submachine Guns do not have stocks and thus cannot be braced during auto-fire. The M-12 Locust has a collapsable stock. Sniper Rifles If you do not aim at your target immediately before making an attack with a sniper rifle, you take a -5 penalty on your attack roll. All sniper rifles are equipped with a targetting scope that cannot be stripped. M-100 Grenade Launcher The damage done by the Grenade Launcher is determined by the type of grenade loaded. M-622 Avalanche Any target moved down the condition track by this weapon is also immobilized until the end of it's next turn. Ammo costs 50 credits per shot. Weight Pistols and Submachineguns weigh 2 kilograms. Shotguns, Assault Rifles, and Sniper Rifles weigh 5 kg. Large sized Heavy Weapons weigh 10 kilograms.

Pistol
M-3 Predator M-5 Phalanx
13

Damage 3d6 3d6 3d8 Damage 3d6 3d6 3d8 Damage 3d8
3

Overheat 3 3 3 Overheat 4 3 3 Overheat 4 4 5 Single-Shot Overheat 2 3 2 2 Overheat Single-Shot4 5 5 Single-Shot4 Ammo 4 4 20 5 Overheat 5
4

Rate of Fire Upgrade Slots S S S 2 1 3

Size Medium Medium

Cost 500 750

M-6 Carnifex

Medium 1,250 Size Cost

SMG
M-4 Shuriken2 M-9 Tempest M-12 Locust2

Rate of Fire Upgrade Slots A A S,A 2 1 3

Medium 1,000 Medium 1,500 Medium 2,000 Size Large Large Large Large Size Large Large Large Large Size Large Large Large Large Size Large Large Large Large Huge5 Large Large 1,000 1,500 2,000 4,000 Cost 2.000 3,000 4,000 6,000 Cost 3,000 4,000 6,000 8,000 Cost 2,500 4,000 5,000 6,000 8,000 5,000 20,000

Shotgun
M-23 Katana M-27 Scimitar

Rate of Fire Upgrade Slots S S S S 2 1 3 1

3d8 3d8 3d10, Cone 6 Damage 3d8 3d8 3d8 3d10 Damage 3d10 3d8 3d10 3d12 Damage Special 6d6, Burst 2 3d10, Burst 2 5d6, Cone 6 3d12

M-22 Eviscerator M-300 Claymore

Assault Rifle
M-8 Avenger M-15 Vindicator1 M-76 Revenant3 M-96 Mattock

Rate of Fire Upgrade Slots S,A S,A A S,A 2 1 3 1

Sniper Rifle
M-92 Mantis M-97 Viper3 M-29 Incisor M-98 Widow

Rate of Fire Upgrade Slots S S S S Rate of Fire S S A Special A S S 2 1 3 1 Weight 5 kg 10 kg 6 kg 7 kg 38 kg 8 kg 40 kg

Heavy
M-100 Grenade Launcher ML-77 Missile Launcher M-622 Avalanche2 M-451 Firestorm Machine Gun Arc Projector M-920 Cain2

3d12 Cone 6 Ion Overheat 4 6d10, Burst 2 Single-Shot4

1 Accurate Weapon: This weapon takes no penalty when firing at targets at Short Range. 2 Inaccurate Weapon: This weapon cannot fire at targets at long range. 3 Improved Critical: A critical hit with this weapon increases it's damage by one die (e.g. 3d8 becomes 3d10, maximum 3d12) 4 This weapon must be reloaded after every attack. 5 When mounted on a tripod or vehicle is treated as a Large weapon.

Explosives
Type Fragmentation High Explosive Gas Cryo Overload Incindiary Radioactive Flash Grenade Smoke Grenade Damage 4d6 6d6 Special 4d6 8d6 4d6 3d8 --Burst Radius 2 4 4 2 2 2 2 3 2 Special ---2 Condition Immobilised Organics take half damage. 1d6 Fire damage. 4d6 Radioactive damage. Blinded Smoke Hazard Weight 0.5kg 1kg 0.5kg 0.5kg 0.5kg 0.5kg 0.5kg 0.5kg 0.5kg Cost 200 2,000 250 500 250 250 500 250 100

Mines and Grenades Mines must be layed in a square adjacent to you andare trigged by any creature stepping into the mine's square. Frag Explosive Fragmentation explosives do 4d6 points of damage in a 2 square burst radius. High Explosive High explosive Grenades and Mines do 6d6 damage to 4-square burst radius. Gas Explosive Make an attack roll and compare it to every target in a 4 square burst radius. Creatures hit by the attack move -2 steps down the condition track (-1 if they have Evasion). No effect on a miss.

damage. A character can put out the flames as a fullround action. Radioactive Explosive When you make an area attack with a Radiation explosive make a single attack roll and compare the result to the Fortitude Defense of every target in the 2-square burst radius. On a hit the target takes 3d8 damage and is exposed to Moderate Radiation. For every round of explosure the radiation makes an attack roll (1d20+2) against the target's Fortitude defense for 4d6 points of damage and the target is moved -1 step down the condition track until treated with a DC 20 Treat Injury check. Flash Grenade Make a single attack roll against all targets Reflex defenses within a 3 square burst radius. On a hit all all opponents are considered to have total concealment to the target until the end of their next turn. All checks and actions that rely on vision fail automatically.

Cryo Explosive Cryonic Explosvies do 4d6 damage to a 2 square burst radius. Any target moved down the condition track by this weapon is also immobilized until the end Smoke Grenade Smoke Grenades fill a 2-square burst area with thick of its next turn. smoke that provides concealment and creates a smoke hazard which lasts for 10 rounds. Each round Overload Explosive a character is exposed to a smoke hazard, make an Overload explosives do 8d6 damage to a 2 square attack roll (1d20+5) against the target's Fortitude burst radius. Organics take half damage. Synthetic Defense. If the attack succeeds, the target takes 1d6 creatures and shields take full damage. If the ion points of damage and moves - 1 step down the damage reduces the target's current hit points to 0, the target moves - 5 steps on the condition track and condition track. lf the attack fails, the target takes half damage and does not move down the condition track. is either knocked unconscious or disabled. If the ion damage (before being halved) equals or exceeds the target's damage threshold, the target moves -2 steps on the condition track. Incindiary Explosive Incindiary explosives do 4d6 damage to a 2 square burst radius and sets all targets on fire. For each round that a creature is on fire, make an attack roll (1d20+5) against the target's Fortitude Defense. If the attack succeeds the target takes 1d6 points of fire damage; if the attack fails, the target takes only half

Armor
Light (-2 Penalty)
Assassin1 Partisan2 Phoenix SR 5 5 10 SR 10 10 15 SR 15 15 20 Fortitude Bonus 1 2 1 Fortitude Bonus 2 3 2 Fortitude Bonus 4 5 4 Max Dex. 6 5 5 Max Dex. 4 3 3 Max Dex. 2 1 1 4sq. 4sq. Speed 4sq.6 4sq.6 4sq.6 Speed ---Speed Upgrade Slots 3 2 1 Upgrade Slots 3 2 1 Upgrade Slots 3 2 1 Weight 10 12 15 Weight 20 22 25 Weight 30 32 35kg Cost 2,500 5,000 7,500 Cost 7,500 10,000 12,500 Cost 15,000 17,500 20,000

Medium (-5 Penalty)


Onyx Hoplite3 Predator

Heavy (-10 Penalty)


Titan5 Janissary4 Colossus

1 Grants +5 equipment bonus to Stealth checks. 2 Once per encounter, as a reaction, a character fighting defensively in this armor gain DR 10 against a single attack. 3 Once per encounter, as a reaction, a character fighting defensively in this armor gain DR 20 against a single attack. 4 Once per encounter, as a reaction, a character fighting defensively in this armor gain DR 30 against a single attack. 5 Grants +2 equipment bonus to Strength checks. 6 When running in heavy armor, you can only move up to three times your speed (instead of four times). Armor and Level Bonus Characters no longer recieve a bonus to their Reflex Defense equal to their level. Nor does armor provide a static bonus to Reflex Defense. Instead Armor provides a level-dependent bonus to your Reflex Defense and only when the armor is worn. Unarmored creatures apply 1/4 their character level to their Reflex Defense. reduction is cumulative, so a target's shield rating can eventually be reduced to zero. Recharging your shields by 5 points (up to their maximum) requires spending a Full Round action. Shield do not protect against simple weapons like knives and swords. Simple weapons ignore SR completely.

Racial Armor The armors presented are only popular templates. Each species must buy the version designed for their Light Armor grants a bonus to your Reflex physiology and cannot wear armor designed for Defense equal to 1/2 your character level. another species. The only exemptions to this are the Medium Armor grants a bonus to your Reflex Asari and Batarians, who can wear human armor but only female humans can wear Asari armor. All Defens equal to 3/4 (rounded down) your Quarian armors also serve as enviro-suits. character level. Heavy Armor grants a bonus to your Reflex Defens equal to your character level. Shield Rating Whenever a target with SR takes damage from an attack, reduce the damage by the shield rating. The remaining damage (if any) is dealt to the target's hit points, normally. If the damage dealt by an attack exceeds the target's SR, reduce the shield rating by 5. This Standards All armor comes with a helmet that contains a communications system. In addition all suits are capable of being sealed against vacuum for 10 hours. Shields have their own dedicated genertors that cannot be stripped without also stripping the sheilds themselves.

Upgrades
Weapon Upgrades
Combat Optics +5 to Perception checks to detect hidden enemies. Heat Sink Reduce overheat rating by 1. Upgrades that modify overheat cannot be applied ot weapons without an Overheat rating. Frictionless Materials Reduce overheat rating by 2.Upgrades that modify overheat cannot be applied ot weapons without an Overheat rating. Rail Extension Once per encounter deal an additional die of damage. Additionally, if the weapon has the increased weapon damage modification from the Tech Specialist feat the equipment bonus to damage increases to +3. High Caliber Barrel This upgrade causes a - 1 penalty on all attack rolls with the weapon, but the weapon deals + 1 point of damage per die and increases it's Overheat rating by +1. Upgrades that modify overheat cannot be applied ot weapons without an Overheat rating. Scram Rail Increases the weapon's critical damage by one die (e.g. 3d8 becomes 3d10, maximum 3d12). Recoil Damper Reduces penalties for Double or Triple Attack feats by 2 Kinetic Coil Once per encounter it allows the wielder to reroll a natural 1 on any attack roll, keeping the second result. Full Auto Conversion Allows a weapon that normally fires only in select fire mode to act in autofire mode. Switching between the two modes is a swift action. This upgrade cannot be applied to shotguns or sniper rifles. Retractable Stock Any Assault Rifle, Pistol, or Submachine Gun can have a retractable stock added. This upgrade requires 1 upgrade point for a pistol, but 0 upgrade points for a rifle. (A rifle already has a stock, which can be replaced with the retractable stock.) Certain weapons come with a retractable stock as a standard feature, as detailed in their descriptions. No upgrade points are spent in this case.

Weapon Modifications Combat Optics Heat Sink Frictionless Materials Scram Rail Recoil Damper High Caliber Barrel Full Auto Conversion Retractable Stock Sniper Switch Targetting Scope Low-Light Scope Rangefinder Kinetic Coil Hair Trigger Double Trigger High Caliber Barrel Reinforcement Spring Loaded Bipod Rail Extension

Upgrade Points 1 1 2 1 1 2 0 0 or 1 0 0 0 1 1 1 0 1 1 1 0 1

Cost 500 1,000 2,000 1,000 300 4,000 500 100 500 100 1,000 200 3,000 1,200 800 2,000 2,500 300 100 5,000

Rangefinder The weapon takes no penalty when used to attack a target at short range. Sniper Switch A sniper switch allows a weapon that can normally be fired only in autofire mode to be used in single-fire mode. However, the weapon no longer has reduced autofire penalties when braced because it is no longer an autofire-only weapon. Switching between the two firing modes is a swift action. Hair Trigger Once per encounter the wielder of a weapon with a hair trigger that uses the Rapid Shot feat to modify ana ttack roll may reroll the damage from the attack, keeping the better result. Double Trigger If a character has Careful Shot, he gains a +2 bonus on attacks if he aims with a weapon that has a double trigger (rather than the normal +1 bonus provided by the feat). Targeting Scope Installing a targeting scope on a rifle or pistol requires 10 minutes and a DC 10 Mechanics check. A standard targeting scope reduces the range by one category (for example, from medium to short range). However, you must aim at your target to gain this

benefit, and you lose the benefit if you change targets or lose line of sight to your target. Ammo Modifications Low-Light Scope A low-light scope functions the same as a targeting scope in normal light. However, after aiming at a target, it allows the wielder to ignore concealment (but not total concealment) from darkness when attacking that target. Installing a Low_Light Scope on a rifle or pistol requires 10 minutes and a DC 10 Mechanics check. Reinforcement Reinforcement is a process that adds a layer of tough composite material across the surface of any piece of gear. This gives the gear +2 DR (maximum 20). Spring Loaded If you have the Quick Draw feat, you may draw the item as a free action once per turn. Any weapon that can be held and used in one hand can be spring-loaded. Readying a spring-loaded piece of equipment is a swift action. Bipod Preparing a bipod for use is a move action, and you cannot prepare a bipod unless you are either prone or adjacent to low objects (or other waist- to chesthigh cover) that are between you and your target. If you move, you cannot use the bipod until you prepare it again. A bipod counts as a mount for any weapon that requires it (such as the machine gun). For other weapons, a bipod makes aiming easier. If you have already aimed at or attacked a particular target, each subsequent aim action requires only a single swift action (under these circumstances, a character with the Sniping Master talent can aim as a free action once per round). This benefit is lost if you attack or aim at any other target. A bipod adds 20% to the weight of the weapon (minimum 1 kg). Anti-Personnel Rounds Shredder Rounds Armor Piercing Rounds Tungsten Rounds Incindiary Rounds Inferno Rounds Cryo Rounds Snowblind Rounds High Explosive Rounds Hammerhead Rounds Sledgehammer Rounds Phasic Rounds Proton Rounds Chemical Rounds Polonium Rounds

Upgrade Points 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Cost 1,000 2,000 1,250 2,500 1,000 2,000 1,000 2,000 3,000 1,000 2,000 2,000 3,000 1,000 2,000

Incendiary Rounds Sets the target on fire. For each round that a creature is on fire, make an attack roll (1d20+5) against the target's Fortitude Defense. If the attack succeeds the target takes 1d6 points of fire damage; if the attack fails, the target takes only half damage. A character can put out the flames as a full-round action. Inferno Rounds +1d6 damage and sets the target on fire. Cryo Rounds If the damage moves the target down the condition track they're immobilized until the start of their next turn. Snowblind Rounds If the damage moves the target down the condition track they are stunned and may only take a swift action until the beginning of your next round. High Explosive Rounds Increase overheat by 3 to turn any weapon into a splash damage weapon, no damage done on a miss. Upgrades that modify overheat cannot be applied ot weapons without an Overheat rating.

Ammo Upgrades
A gun can only be equipped with one ammo upgrade at a time. Anti-Personnel Rounds +1d6 damage to unarmored organic targets. Shredder Rounds Extra die of damage to unarmored organic targets.

Hammerhead Rounds Target is moved back 1 square and an additional 1 Armor Piercing Rounds +1d6 damage to synthetic creatures. Ignores 5 points square for every 5 points over damage threshold. of DR. Sledgehammer Rounds +1d6 damage and if the total damage done is greater Tungsten Rounds than the target's damage threshold by 10 they are Extra die of damage to synthetic creatures. Ignores knocked prone. 10 points of DR. Phasic Rounds Ignores SR but does 1 die less damage.

Proton Rounds Ignores SR but does -5 damage. Chemical Rounds If the damage done exceeds the target's Damage Threshold the target is moved an additional -1 step down the condition track. Polonium Rounds Does radiation damage. Every round, until treated with a DC 15 Treat Injury check, the radiation makes an attack roll (1d20+5) against the target's Fortitude defense. If the attack succeeds it does 2d6 damage and moves -1 persistant step along the condition track.

Armor Modifications First Aid Interface Medical Exoskeleton Shield Battery Shield Booster Diagnostic System Hazard Protection Gyro Jump Servos Powered Exoskeleton Radiation Shielding Stealth System Composite Armor Hardening Energized Weave Combat Exoskeleton Kinetic Exoskeleton

Upgrade Points 1 1 2 1 1 1 1 1 2 1 1 0 1 1 2 1

Cost 2,000 5,000 5,000 2,000 500 600 250 100 4,000 400 5,000 1,000 3,000 1,000 1,500 1,500

Armor Upgrades
Diagnostic System Anyone making a Mechanics check on the armor or a Treat Injury check on its wearer gains a +2 equipment bonus from the diagnostics system . First-Aid Interface As a full round action the armor grants an effective Treat Injury +10 skill for self-treatment. The wearer ignores the -5 penalty for self-administration of this skill. Medical Exo-Skeleton A character wearing armor with a bio-restorative gains an extra 2d6 hit points when using a Second Wind, and gains a +5 bonus on checks to regain consciousness.

Jump Servos When wearing armor with this upgrade, you treat all jumps as running jumps. Additionally, you can reroll a failed Jump check (keeping the better result) and take 10 on Jump checks even when rushed or threatened. Powered Exoskeleton The exoskeleton gives the wearer a +2 equipment bonus to Strength. A powered exoskeleton adds 5 kg to the weight of the armor.

Shield Booster Once per encounter you can spend a standard action Radiation Shielding to restore 10 points of SR (or up the maximum, Only medium and heavy armor can be modified with whichever comes first). radiation shielding, and it increases the armor's weight by 10 kg. The shielding grants a + 10 Shield Battery equipment bonus to your Fortitude Defense against Grants an additional 5 points of SR. radiation attacks, and it reduces any damage dealt by a successful radiation attack by 5 points. In addition, Hazard Protection Hazard protection systems come in cold-weather and any time you would move -1 persistent step down the hot-weather system. It is possible to install both in the condition track as a result of radiation damage while wearing this armor, you can make a DC 20 same suit of armor but doing so counts as two Endurance check to negate the persistent condition. seperate upgrades. A Hazard Protection system You can make this check only the first time you move makes you immune to the effects of extreme cold or down the condition track due to a particular radiation extreme heat depending on the type of protection hazard; if you fail, you must have the persistent offered. condition cured normally. Gyro Stealth System A gyro helps keep armor upright and stable. While Grants a +5 equipment bonus to Steal checks. wearing armor with this upgrade, you gain a +5 stability bonus on checks and all defenses to resist Composite Armor attempts to knock you prone. This upgrades the standard heavy material of body armor for superlight composites. This reduces the weight of the armor by 50%.

Hardening Grants the wearer DR 2. Energized Weave Provides DR 5 against stun damage only but reduces equipment bonus to Fortitude defense by 1 (minimum 0). Cannot be applied to armor that does not grant an equipment bonus to Fortitude defense. Combat Exoskeleton Once per encounter the wearer can redirect the damage from a successful incoming attack to the armor. The armor takes the dmaage from the attack (armor has the same , hit points, damage threshold, and break DC as a wepaon of the same size category as the wearer). If the armor moved down the condition track imposes it's donitionpenalties o the wearer's reflex defense only. Kinetic Exoskeleton Once per encounter a critical hit against the wearer can be turned into a normal hit. However if the character does not have a sufficient Strength score (13 for light armor, 15 for medium, or 17for Heavy) they take armor check penalties even when proficient in the armor.

Gear
Subject to GM approval and price change, any piece fo equipment from any Saga edition book is purchasable as gear.

Cybernetics
The advanced cybernetics rules from Galaxy At War page 48 (with the exception of Borg Construct) and the Implant rules from Knights of the Old Republic page 74 are allowed though subject to price change at the GM's discretion.

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