Hello all! Just thought I would post up the Equipment chapter for the Mass Effect conversion I am working on.
So, you will note a lot of things are missing at the moment, mainly due to the fact the campaign I am going to run starts with the First Contact War between Turians and Humans, and only humans are playable.
You will also notice that some Omni-Tool things (like the Incinerator, Cloak, etc) are missing. These are going to be talent tree powers instead of equipment.
Multiple posts incoming! (Or click this link to see it all at once:
https://docs.google.com/document/d/1CCESRSKDbB8EZuluV5k-aFxj339oPP4V6xm7jCux0wY/edit# )
Armor
All armor in this ruleset provides protection against toxic atmospheres or the vacuum of space for one hour. Additionally, all armor has a built in communicator, and haptic adaptive interface links for a wearers omni-tool.
An armor’s Shield Rating is an independent value that increases the wearer's Ranged Defense characteristic. It is important to note the Shield rating in addition to total ranged defense, as some items will ignore Shields. This value is cumulative, and will stack with other effects.
An armor’s Armor Rating increases the wearer’s Soak Value. It is important to note the Armor rating in addition to total soak, as some items will ignore Armor Rating.This value is cumulative, and will stack with other effects.
An armor’s Encumbrance rating is listed as if it was carried or transported. If worn, decrease the rating by 3.
Aldrin Labs Onyx Armor
Aldrin Labs is a human manufacturer based on the Luna colony. Providing basic, reliable equipment at an affordable cost has made them a primary supplier of armor, omni-tools and bio-amps to the Systems Alliance military. Their Onyx Armor is standard issue for all Alliance personnel and sets the standard for baseline protection. It provides a kinetic barrier shield to deflect incoming projectiles and lightweight ceramic plates to block shots or melee weapons that shields could not stop.
Shield: 2, Armor: 1, Price: 1,000, Encumbrance: 3, Hard Points: 2, Rarity 1
Kassa Fabrications Colossus Armor
A human-controlled private company, Kassa Fabrication is known to make some of the finest body armor in the galaxy. When it comes to personal protection suits, no expense is spared - as reflected in the exorbitant cost of their products. The Colossus Armor is their heaviest combat armor with reinforced kinetic barriers and heavy weight ceramic plating.
Shield: 4, Armor: 3, Price: 5,000, Encumbrance: 6, Hard Points: 4, Rarity: 7
Hahne-Kedar Predator Armor
Reliable and efficient, Earth-based Hahne-Kedar has become a major supplier to the Systems Alliance military. Their weapons are considered stock quality at best, though their armor lines are generally recognized as above average. The Predator Armor has extra capacitors for the best shields out of any armor line available. The trade off is to keep weight down, Hahne-Kedar had to use lighter weight ceramic plating than other top end manufacturers.
Shield: 5, Armor: 1, Price: 4,000, Encumbrance: 5, Hard Points: 4, Rarity: 5
Ariake Tech Mercenary Armor
An Earth-based electronics concern, Ariake Tech is best known for their high grade omni-tools. Recently they have branched out to develop a line of high grade armor with an enhanced ablative weave to provide extra protection. Known to most as Mercenary Armor, the armor is moderately priced and offers more protection than Systems Alliance standard issue Onyx Armor.
Shield: 3, Armor: 2, Price: 2,500, Encumbrance: 4, Hard Points: 2, Rarity 3
Combat Shield
Rarely seen on the battlefield, combat shields are large metal and ceramic composite handheld, body length protective devices used mostly by police forces to contain riots. They provide a means of keeping projectiles that are too slow to activate kinetic barrier shields off of the wielder, such as melee weapons, subsonic munitions, or thrown objects. Armor suits and their availability have led to few even bothering to learn how to wield a Combat Shield.
A character holding a Combat Shield gains +2 Melee Defense. This stacks with other sources. When utilizing the shield in combat, they may only ever spend one maneuver to move per round.
Shield: 0, Armor: 0 Price: 500, Encumbrance: 5, Hard Points, 0, Rarity: 6
Armor Attachments
Base Modifiers are applied immediately when installed.
Modification options are modifications to Upgrades that enhance the Upgrade. Listed Modification Options can be installed to an Upgrade by an individual if they have the supplies and the skill to do so. For the first Modification Option installed on an Upgrade, the user is required to make a Hard Mechanics check as well as spend 100 credits for supplies. Every Modification Option installed after the first increases the Mechanic check by 1 difficulty and costs an extra 100 credits (So the second would be a Daunting check and cost 200 credits). Modification Options can only be placed on Upgrades during gameplay, never during character creation. If this check is failed, the modification is destroyed. If a Despair is rolled during this check the modification and the Upgrade are both destroyed, Some Upgrades can be found or purchased with modifications already installed. The first number represents how many mods of that type can be installed.
Hard Points Required is how many hard points an armor must have to install the upgrade. Installed upgrades reduce a suits Hard Points by this number.
Each attachment may only be applied to an armor once.
Armor Plating
Hardened ceramic plates can be applied to body armor suits, increasing their effectiveness. Ablative coating is designed to chip away when impacted, redirecting the energy of incoming projectiles away from the body.
Base Modifiers: Armor +1, Modification Options: None, Hard Points Required: 1, Price: 5,000, Rarity: 3
Shield Interface
Installing VI systems that monitor incoming enemy fire to redirect energy to vulnerable points, maximizing the effectiveness of a suit's kinetic barrier shields. A secondary power source increases the rate at which a combat suit's kinetic barrier capacitors can be replenished. The greater the capacitor storage, the more potent the barrier.
Base Modifiers: Shield +1, Modification Options: None, Hard Points Required: 1, Price: 5,000, Rarity: 3
Medical Interface
Specialized microprocessors wired into a combat suit and numerous advanced medical technologies monitor and regulate all vital systems, releasing small, localized doses of medi-gel to maximize healing and minimizing recovery times for the user.
Base Modifiers: When the wearer is at less than half of their Wound Threshold, they automatically gain the benefit of medi-gel being applied This effect can only happen once per encounter and uses 2 medi-gel, Modification Options: (1 Increase uses per combat by 1.) (1 Reduce medi-gel used) (1 Innate Talent: Rapid Recover), Hard Points Required: 2, Price: 5,000, Rarity: 5
Motorized Joints
Mechanical augmentation utilizing servos and micro-gravimetric emitters increases the brute strength of the wearer, allowing them to deliver powerful blows when rifle butting or pistol whipping opponents.
Base Modifiers: Increases wearers Brawn by 1 (this does not increase Soak or Wound threshold), Modification Options: (2 Skill: Athletics) (2 Innate Talent: Brace), Hard Points Required: 2, Price: 5,500, Rarity: 3
Targeting System
Advanced VI systems built into the helmet of an armor provide targeting and imagery analysis from optical sensors and is displayed as a holographic heads up display that allows the wearer to see in low light, behind walls, or through smoke.
Base Modifiers: Removes up to two setback dice added to all Perception, Surveillance, Vigilance, and combat skill checks due to darkness, smoke, or other environmental effects that obscure vision, Modification Options: (1 Skill: Vigilance), Hard Points Required: 1, Price: 1,750 Rarity: 6
Thermal Hazard Systems
Thermal Hazard Systems provides an armor with additional protection against high heat environmental hazards by using a VI to monitor a complex filament network of Bose-Einstein "cryo" condensates lines that run between a suits armor plating and its vacuum sealed lining.
Base Modifiers: Reduces the difficulty of Resilience checks made to resist the effects of fire and extreme heat by 1. Removes up to two setback dice added to checks due to extreme heat or fire, Modification Options: None, Hard Points Required: 1, Price: 1,000 Rarity: 1
Heat Recycling Systems
Utilizing the heat generated from a suits numerous systems and mass effect microgenerators that power kinetic barriers, a heat recycling system can turn usually unwanted thermal energy into a heat source when in arctic or cold environments.
Base Modifiers: Reduces the difficulty of Resilience checks made to resist the effects extreme cold by 1. Removes up to two setback dice added to checks due to extreme cold, Modification Options: None, Hard Points Required: 1, Price: 1,000, Rarity: 1