Weapon Statistics

Weapon descriptions

Spoiler Show Acolyte

Designed for asari resistance, the Acolyte's barrels fire advanced ammunition similar to that of an impact-triggered resonant warp bomb, which has a devastating effect on shields and biotic barriers. The specialized nature of the warp field means it does not pierce armor as effectively, but the shooter's biotics are expected to make up for this shortcoming.

The Acolyte requires a chargeup of 1 swift action before firing.

The Acolyte deals energy damage. In addition, the weapon deals double damage against shields (the energy bonus is also doubled). However, any DR is doubled against the Acolyte.



Arc Pistol

An innovation of Admiral Daro'Xen, the Arc Pistol is a scaled-down Arc Projector that only requires thermal clips, to solve its power problems. The Arc Pistol uses a nonvisible laser to ionize the air and create a path for a high-ampere electric shock. For a more damaging blast, it can be charged up.

The Arc pistol can be charged using a move action, making the weapon deal 4d8 damage and use 3 rounds for a single shot.

The Arc Pistol deals electric damage.



Executioner Pistol

Invented by Blood Pack weapons experts, the first Executioner was improvised using spare parts and scrap metal during an Omega territory dispute. The result was a hand-held cannon able to fire high-impact armor-piercing slugs, although only one at a time due to its limited heatsink. Many Blood Pack mercs carry an Executioner as backup in case they get pinned down, but some enthusiasts prefer it as their primary gun, sticking to the one-shot-one-kill approach.



M-3 Predator

A reliable, accurate sidearm. Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon. While it is not generally deployed in the military, it's still very popular in the Terminus Systems.



M-5 Phalanx

The M-5 Phalanx is the product of the Alliance's Offensive Handgun Project, a close-in weapon to be used with no loss of stopping power in comparison with a soldier's assault rifle. The Phalanx enjoys a ballistics advantage over most heavy pistols. Civilian variants are often purchased by colonists on planets that have particularly dangerous big-game animals.



M-6 Carnifex

A highly accurate and lethal pistol. The Carnifex is a favored sidearm of mercenary leaders and Eclipse mercenary tech specialists. An expensive but powerful weapon, its marketing materials feature a charging krogan with the slogan "Don't you wish Carnifex was at your side?"



M-11 Suppressor

The M-11 Suppressor is the product of the Alliance's Offensive Handgun Project that developed an infiltration weapon to be used in close-quarters situations where silence is key. The Suppressor features a built-in integral sound moderator that reduces noise and muzzle flash. Civilian variants on the weapon are considered illegal but can be found in some sectors.

When using the Snipe action of the Stealth skill with the M-11 Suppressor, the character does not take the normal -10 penalty to hide.



M-77 Paladin

The Paladin is a reliable, durable weapon developed by law enforcement looking for a high-powered but easily concealed sidearm for undercover agents. Surprisingly small for its hitting power, the Paladin is a variant on the Carnifex pistol. While it has a smaller clip than the Carnifex, its shots are unquestionably more powerful.



M-358 Talon

The Talon is a close-range pistol favored by Cerberus Guardians. Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored targets. Its waste heat is sufficiently excessive that it carries six separate ammunition blocks, rotating like a twentieth-century revolver to prevent shaver jam or misfire due to premature melting of the shot.



N7 Eagle

When the Alliance's Offensive Handgun Project received funding to update one of its designs, its engineers chose to redesign the already impressive Phalanx pistol. Like its predecessor, the Eagle is a compact, but fully automatic pistol that delivers unprecedented accuracy and punch with a rapid firing rate. The Eagle is named after the Desert Eagle, a classic handgun which gained a romantic reputation among gun collectors, thanks to its popularity in 20th and 21st-century Earth action movies.



Scorpion

Originally issued to the salarian STG to allow small units to contain much larger enemy forces, the Scorpion pistol now sees service galaxy-wide. It fires low-velocity, squash-head projectiles with a dual use. The high-explosive filler within the projectiles contains an adhesive that secures the projectile to the target on impact. When fired into a surface, it turns into a proximity mine.

The Scorpion deals explosive damage.

The Scorpion may be fired into a square without an enemy, which turns the projectile into a proximity mine for one round, dealing weapon damage to anyone who enters the square. Use the attack roll of the original attack to determine a hit. Targets are flatfooted against the mines, but the mines cannot benefit from feats or talents that create extra effects against flat footed enemies.

Spoiler Show Adas Anti-Synthetic Rifle

Named in memory of the quarians killed in the Morning War on the planet Adas, this weapon's electrical attack has been optimized for medium- to long-range firefights. Alliance marines take issue with calling it a "rifle" since, technically, it has no rifling in its barrel. The quarians shrug this off, as quarian weapon terminology rarely translates flawlessly into human languages.

The Adas deals energy damage.



Cerberus Harrier

These Cerberus-modified Mattock rifles are fully automatic. Cerberus gunsmiths reined in the recoil issues, resulting in a gun that stays on target, but delivers slightly less punch per round than a standard Mattock. As such, the weapon is typically utilized by Cerberus elite troopers, who train constantly to make every burst count.



Chakram Launcher

The fancifully named Chakram Launcher uses an internal fabricator to manufacture lightweight ammunition discs wrapped in holographic tracers. The discs explode on impact, sending shrapnel tearing through the enemy. Markings stamped on the gun's barrel are a shipping code created by its manufacturer, Ama-Lur Equipment. The code warns that the rifle must be assembled carefully, as it contains mixtures extremely volatile under pressure. This is why the Chakram Launcher requires thermal clips: without a way to dissipate the intense heat caused by its fabrication process, the rifle's circuitry would quickly destroy itself in a spectacularly lethal meltdown.

The Chakram Launcher can be charged with a move action to deal more damage. Charged attacks deal both kinetic and explosive damage, while uncharged attacks deal only kinetic damage.



Collector Assault Rifle

The Collector Assault Rifle uses the same principles as a human assault rifle, but its organic components clearly set it apart. Its power source appears to be an internal organ with biotic capacitance; its ammunition resembles pellets of metallic enamel that strip shields off enemies with deadly efficiency.

The Collector Assault Rifle uses the variant heatsink rules for its clip.



Geth Pulse Rifle

Geth pulse rifles are comparable to a standard stock assault rifle, but finely balanced with low-recoil and incredibly high accuracy. The pulse rifle fires a rapid stream of light-weight slugs which are wrapped in a phasic envelope to increase their damage.

Geth Pulse Rifles deal energy damage.



Geth Spitfire

Like the geth plasma shotgun, the Spitfire is not a true energy weapon. Instead, the minigun magnetically flings clusters of superconducting toroids. These donut-shaped projectiles are designed to shatter upon impact, arcing electricity between the fragments and flash-converting them to plasma. The gun's punishing, automatic blasts impact with the heat of a cutting torch.

On any consecutive attacks made during a round when the Spitfire is fired or the subsequent round after being fired at least once, the weapon gains the Rapid-fire property and +2d10 damage. Using the Burst Fire does not grant the Rapid-fire bonus.



M-7 Lancer

The M7-Lancer is a rare collector's item that was introduced shortly after the First Contact War. The Lancer has been refurbished by an unknown master weaponsmith, and it now uses the higher velocity rounds of today's weaponry. It does not need heat sinks, instead utilizing weapon heat-generation from an earlier era. Few of these finely crafted weapons are in existence.

The M-7 Lancer uses the variant heatsink rules for its clip.



M-8 Avenger

The Avenger is a common and versatile military-grade assault rifle manufactured by the Elkoss Combine. It's accurate when fired in short bursts, and deadly when fired on full auto. The modular design and inexpensive components of the Avenger make it a favorite of military groups and mercenaries alike. The rifle has a reputation for being tough, reliable, easy to use, and easy to upgrade.



M-15 Vindicator

A battle rifle that fires in three-round bursts. Favored by assassins and elite mercenaries, and deadly at any range. Manufactured by Elanus Risk Control Services for the Blue Suns mercenary group, the Vindicator is popular in the Terminus Systems.



M-37 Falcon

This Alliance rifle launches 25mm mini-grenades. Lighter and more accurate than most grenade launchers, the Falcon burns through specialized ammunition as well as standard thermal clips. A field fabrication kit generates this ammunition, leaving the clips as the rifle's only limitation.

The Falcon deals splash damage. Compare the result of the attack to all targets adjacent to the original target. On a hit, the adjacent targets take 2d6 explosive damage. On a miss, they take half the damage. Cryo and Incendiary ammo powers apply to the splash damage, though apply a -5 penalty when comparing the attack to Fortitude defense.

Despite being semi-automatic, the Falcon cannot benefit from feats such as Rapid Shot. However, it can be used with Double Attack and Triple Attack.

The M-37 Falcon deals explosive damage.



M-76 Revenant

The M-76 Revenant unleashes a storm of high-velocity slugs. It has low accuracy but a high thermal clip capacity, and packs considerable firepower. This custom-made machine gun features technology not widely available. Protected against replication by sophisticated Fabrication Rights Management (FRM) technology, only the richest and most powerful warlords can afford the Revenant.



M-96 Mattock

Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon with an assault rifle's low heat production and a sniper rifle's punch. Marksmen favor its increased power over that of an assault rifle to bring down hardened targets. Its lack of a full-auto setting is advertised as a feature rather than a shortcoming as it curbs a soldier's tendency to spray inaccurate fire under stress.



M-99 Saber

A heavy-duty semi-automatic rifle favored by only the most elite marksman, the M-99 Saber is jokingly referred to as "The Big Iron" for its sheer stopping power. Each M-99 Saber is designed specifically for its owner, making it one of the Alliance's more expensive weapons.



N7 Typhoon

The Typhoon is a distinctive light machine gun featuring a face shield to protect the shooter from headshots. Its power and recoil are so notorious that it includes a high-tech kinetic reducer to fight muzzle climb. Since the reducer tries to limit all motion by the weapon, marksmen do not engage it while moving and instead reduce recoil only while they are in cover.



N7 Valkyrie

After the carnage of the Battle of the Citadel, Alliance officers commissioned a new rifle for their ground forces. A variation of the popular Avenger design, the Valkyrie is now standard issue for new recruits. Exceptionally well-crafted, accurate, and packing ample firepower, the rifle is a hot black-market item when it surfaces.



Phaeston

Named after a turian spirit of creation, the Phaeston was engineered to provide the best possible balance between accuracy and firepower in a machine gun. Each shot is tempered by kickback dampeners inside the shoulder stock, which lets the Phaeston pack more punch than other weapons its size without sacrificing precision. Its fully automatic fire and relatively light weight has turned the Phaeston into the turian infantry's primary go-to weapon.



Prothean Particle Rifle

After the Reapers obliterated the Prothean Empire's warships, the Prothean resistance was forced to develop weapons that did not rely on intact supply lines. The Prothean Particle Rifle is a stripped-down, powerful assault rifle modified to fire without thermal clips or specialized ammunition. Alliance scientists agree that it appears to share some principles with the Collectors' particle beam weapon, although this gun requires a temporary cool-down period if it overheats. An amalgam of two different eras of technology, the particle rifle is still a deadly, efficient weapon.

The Prothean Particle Rifle uses the heatsink variant, though the default amount of clip used is 25, instead of its maximum damage. Modifications and other damage adjustments increase the amount as usual.

During the first round when used, the Particle Rifle deals 6d4 damage. On any consecutive attacks made during a round when the Particle Rifle is fired or the subsequent round after being fired at least once, the Particle Rifle deals 10d4 damage. If a round goes by when the Particle Rifle is not fired, it reverts back to 6d4 damage.

The Particle Rifle may be used to only fire at a single target at a time and may not benefit from feats such as Rapid Shot (though Double and Triple Attack work), but the target may be switched between attacks without losing the increased damage. It also suffers no range penalties, but cannot fire at targets at long range or above.

The Particle Rifle does not come equipped with any modification slots by default.

The Prothean Particle Rifle deals energy damage.



Striker Assault Rifle

The Striker is a fully-automatic weapon that functions more as a grenade launcher than a rifle, firing high-impact slugs that detonate on contact. The weapon increases its rate of fire the longer the trigger is held, which is devastating if the weapon can be kept on-target. In an attempt to market the Striker outside of the Krogan DMZ, the gun was designed to be fired by non-krogan, but its recoil tends to off-balance smaller species. Enthusiasts point out that the target on the receiving end of a Striker has far worse things to worry about than balance.

The Striker deals explosive damage.

Spoiler Show Blood Pack Punisher

The Punisher features a secondary barrel that fires one armor-piercing round per main-barrel burst. It was developed by Blood Pack gunsmiths who found that their vorcha recruits frequently forgot to optimize ammo loads in the heat of combat. This configuration makes the process automatic and highly effective at penetrating armor.

The Blood Pack Punisher ignores the first 2 DR of a target due to the secondary barrel.



Collector SMG

This short weapon is a hybrid of mechanical and organic parts, some more advanced than the Collector assault rifle. It vents heat automatically rather than requiring thermal clips and, when wielded by a Collector, extends a neural link to their skin at the wrist. Its ammunition is effective against armor and low recoil makes it a good weapon for sustained suppression.

The Collector SMG uses the variant heatsink rules for its clip.



Geth Plasma SMG

This geth weapon works on the same principles as the Spitfire: it shoots superconducting toroids that break apart on impact, retaining an electrical charge that flash-converts the shrapnel into plasma. Unlike the Spitfire, however, the plasma SMG has been modified to take thermal clips. Holding down the trigger speeds up its rate of fire, rapidly depleting the guns heat sink in exchange for nearly continuous fire.

On any consecutive attacks made during a round when the Geth Plasma SMG is fired or the subsequent round after being fired at least once, the weapon gains the Rapid-fire property. Using the Burst Fire does not grant the Rapid-fire bonus. If unfired for one round or more, the property is lost.

The Geth Plasma SMG deals energy damage.



M-4 Shuriken

As kinetic barriers have grown in popularity, so has the popularity of submachine guns. Manufactured by the Elkoss Combine, the Shuriken Machine Pistol fires six-round bursts with a high rate of fire.



M-9 Tempest

Produced by Elanus Risk Control Services for the Eclipse mercenary band, the Tempest is an expensive but deadly addition to anyone's personal arsenal. This fully automatic submachine gun is punishing up close, but becomes less accurate at long range.



M-12 Locust

The Kassa Fabrications Model 12 Locust is a compact submachine gun developed for the Alliance but now favored by gang enforcers and hitmen. Featuring a complex recoil-reducing mechanism and high-grade auto-targeting software, the Locust delivers longer-range, more accurate fire than others in its class.



M-25 Hornet

The M-25 Hornet is a long-range submachine gun created by Cerberus. It is standard issue for Cerberus troops, who are trained to handle the recoil from the gun's three-round bursts. Cerberus designed the Hornet to conserve ammunition and provide cover-fire during prolonged conflicts.



N7 Hurricane

While some militaries pass on the Hurricane because of its lower accuracy, the Alliance feels the gun's rapid firing rate offers excellent suppressive fire. A disciplined marksman can use the fully automatic submachine gun to chew through targets with alarming speed. Alliance officers were so pleased with field results that the Hurricane is now many squadrons' standard-issue SMG.

The Hurricane fires two rounds in one shot, each dealing individual damage. Apply any reductions to damage individually. The massive recoil of the Hurricane gives a -2 penalty to all attacks.

Spoiler Show AT-12 Raider

Carried by the batarian military's notorious Special Intervention Unit, the Raider is a semi-automatic shotgun that loads slowly but fires rapidly, with tremendous force. Short-range even for a shotgun, the Raider has a large pellet spread. Rather than eliminating recoil, its integral compensators instead make it predictable and vertical.



Disciple

Originally handcrafted for the exclusive use of justicars, the Disciple Shotgun's schematics were finally released to asari commandos after centuries of negotiation. The Disciple uses shells packed with microscale submunitions to deal staggering amounts of damage. Even shielded enemies are stunned by the force of a blast from this weapon.

The Disciple deals energy damage.



Geth Plasma Shotgun

This three-barreled geth weapon fires miniature but potent cluster rounds of superconducting projectiles and has a longer range than standard shotguns. A two-stage trigger system allows for either quick-fire capacitors or a charge-and-release attack to electrify the projectiles as they exit the weapon. As the rounds hit the target, they fragment and electricity arcs between the pieces, flash-converting the air to conductive plasma. The resulting impact, heat, and electrical charge overloads shields and barriers and causes massive trauma to unarmored targets.

The Geth Plasma Shotgun deals energy damage, which ignores SR on shields. Its homing projectiles grant a +2 to hit when firing. The weapon can be charged by using a move action. A charged round deals 4d8 damage and uses 2 rounds; the shotgun may be charged even when on a single round.



Graal Spike Thrower

The Graal is one of a long line of krogan weapons used to hunt thresher maws. Its ammunition consists of oversized flechettes meant to pierce thresher hide and create deep wound channels leading to massive blood loss. For additional firepower, the weapon is double-barreled, and, as a last resort, possesses blades to cause internal injuries if the wielder is swallowed by the thresher. Using a Graal on a humanoid target has predictably grisly effects.

The Graal Spike Thrower can be charged by using a move action. A charged round deals 4d8 damage and uses no additional rounds.



M-11 Wraith

The Wraith is favored among mercenaries, pirates, and slavers in the Terminus systems. Its high-impact damage and sturdy construction make it a popular "quick-draw" shotgun. A variant of the M-22 Eviscerator, demand for the Wraith is higher than ever, even though the weapon is banned in Citadel space. In order to lighten its weight, the Wraith holds fewer shots than the Eviscerator.



M-22 Eviscerator

The Lieberschaft 2180 shotgun, or "Eviscerator," is of human civilian design and has a unique ammunition generator. Where most modern firearms shave off chips or pellets from an ammunition block, the M-22 shaves off serrated metal edges designed to fly aerodynamically. This dramatically improves its armor-piercing capabilities, and its tight grouping ensures lethality at longer ranges than standard shotguns. This design violates several intergalactic weapons treaties, so the M-22 is not distributed to militaries.



M-23 Katana

Manufactured by Ariake Technologies, the Katana is a common mercenary weapon, and is also popular on colonies with varren infestations. It's deadly at short range, but ineffective at long range.



M-27 Scimitar

Manufactured by Ariake Technologies, the Scimitar features twin mass effect generators, giving it a more rapid rate of fire than a traditional shotgun. This weapon was created for the Eclipse mercenary band, but is rapidly becoming popular with Blood Pack Trooper mercs as well.



M-300 Claymore

The Claymore used to be a hard-hitting but poor-selling shotgun due to kickback problems snapping the arms of anyone but krogan firing the weapon. After a rehaul of its kinetic dampening system, the Claymore is being rolled out again. As a way to lure back customers, the gun's manufacturer has lowered the shotgun's selling price without skimping on its stopping-power.



N7 Crusader

Bruised and bloody Alliance marines on Torfan attributed their survival against waves of batarian mercenaries to the precision and stopping power of the Crusader. With a design patterned on riot shotguns, this weapon has a moderate rate of fire that rewards careful aiming. Since this accuracy provides little room for error, the Crusader is primarily used by highly trained soldiers.



N7 Piranha Assault Shotgun

The N7 Piranha is an assault shotgun designed for the Reaper war. When the N7 program began training alien resistance forces, the lighter-bodied species wanted a low-recoil weapon with a wide pellet spread for dealing with husks. The result was the Piranha, which hit a sweet spot in close-range firepower. Its rapid-fire capability tears apart not only husks, but most opponents unlucky enough to be in its way.



Reegar Carbine

This electrical weapon improves upon the arc pistol's design by generating a sustained current on its target. This weapon is named for the quarian Reegar family, whose marines have served valiantly against the geth.

The Reegar fires a 2-square cone attack when fired. Treat it as an area of effect attack. Firing the Reegar once uses up 10 ammunition.

The Reegar Carbine deals electric damage.



Venom Shotgun

The Venom shotgun was developed by the salarian Special Tasks Group to meet the unpredictable needs of those stationed in hostile areas. The double barrel fires ammunition that detonates on impact, while a third barrel below can be charged to fire a round of microgrenades. Given the nature of most STG assignments, the Venom was designed to force an exit strategy and was issued to teams whose primary objective was to extract compromised undercover operatives. The shotgun is now issued to frontline soldiers in the war against the Reapers.

A regular shot from the Venom fires a single grenade that detonates on impact. Treat it as an area of effect attack that targets a single square.

A charged shot from the Venom fires five smaller bomblets that affect a larger area. Treat it as a 2x2 square area attack.

The Venom deals explosive damage.

Spoiler Show Black Widow

The Alliance wanted to reduce the reload time of the original Widow rifle, without sacrificing its stopping power. The solution was to increase the number of shots the gun could fire before it needed a fresh thermal clip. Heavy for a sniper rifle, the Black Widow's firepower more than compensates for its encumbrance.



Collector Sniper Rifle

This weapon's long-range particle beam is capable of sustained fire, allowing it to switch between anti-personnel or anti-materiel roles just by holding down the trigger. This rifle does not accept thermal clips, instead cooling down by venting heat into a liquid-containing sleeve that radiates it through the fin-like protuberances on its barrel.

The Collector Sniper Rifle uses the variant heatsink rules for its clip. The weapon suffers no range penalties, but cannot be fired at targets at long range or above.

The Collector Sniper Rifle deals energy damage.



Javelin

Called the Javelin by Alliance marines, this geth weapon holds a reservoir of ferrofluid, magnetically drawn into the firing chamber and expelled at lethal speeds. Like a high-pressure water jet, the ferrofluid cuts through nearly anything it hits with so much heat that it resembles a beam of light, causing terrible wounds.

Firing the Javelin takes an additional swift action to charge the firing mechanisms. However, if a character uses the aim action before firing, they do not need to use a swift action to charge the weapon (so a character can aim and fire in the same round).

The Javelin deals energy damage.



Kishock Harpoon Gun

An Alliance captain on her fifth tour of the Terminus Systems once said that seeing a Kishock was the easiest way to tell if she was being attacked by batarian mercenaries or slavers, since "no bastard with a Kishock means to take you alive." This powerful sniper rifle fires a harpoon-like spike that causes massive internal bleeding, and its miniaturized disruptors will also destroy synthetics. The rifles biggest drawback is that it must be reloaded after every shot, but for those with steady aim and good timing, one shot is enough.

Charging a Kishock takes a move action. An uncharged shot deals 6d6 damage, and 1d6 extra damage on be beginning of the target's next round due to bleeding. A charged shot from the Kishock deals 8d6 damage, and an additional 2d6 bleeding damage on the beginning of the target's next round. The bleeding damage only applies if damage was dealt to the target's hit points.

The Kishock ignores Shield Gate.



Krysae Sniper Rifle

This turian anti-materiel rifle is modified to kill Reaper enemies. The Krysae's scope uses a rangefinder that adjusts to keep the target in proper proportion to the shooter, which comes in useful when the sniper is forced into close range. Its specialized ammunition is both armor-piercing and explosive. In a desperate move, the turians released its specifications over the extranet so that nearly anyone with a fabricator could manufacture this weapon to help the war effort.

Treat a shot from the Krysae as an area of effect attack. The Krysae deals normal damage to the primary target, and half damage to all adjacent targets. Targets take half damage if the attack misses their Reflex defense.

The Krysae deals explosive damage.



M-13 Raptor

The Raptor is a human version of a turian weapon developed for conflict on the low-gravity world Amar. Fighting at longer ranges than expected, the turians optimized a low-recoil, semi-automatic rifle with a scope, and issued it to their regular infantry, creating a hybrid weapon that was half-assault rifle and half-sniper weapon. Cerberus assigns the Raptor to Nemesis snipers.

Thanks to its compact size, the M-13 Raptor does not suffer the normal penalties for firing in point blank range.



M-29 Incisor

The Incisor is a sniper rifle designed to overload active defenses. Firing three rounds with each pull of the trigger, the Incisor was initially advertised as having negligible recoil, although under real combat conditions the second and third rounds frequently climb in difficulty. The noise of the burst is comparable to a single rifle shot in duration, making it no easier to locate the sniper by sound.



M-90 Indra

The Indra's low-powered scope leaves it most effective at medium range, but many soldiers believe this limitation is offset by the gun's rapid rate of fire. The Indra is the first military-grade, fully automatic sniper rifle. It has an extremely efficient heat-sink system that allows a surprisingly large number of shots to be fired before the weapon ejects its thermal clip.

The Indra deals electric damage.



M-92 Mantis

The Mantis is a powerful sniper rifle able to take out most targets in a single shot. It's incredibly accurate at long range, but rate of fire is slow. Manufactured by Devlon Industries, the Mantis is primarily used by police and planetary militia groups.



M-97 Viper

The Viper is a semi-automatic, rapid-fire sniper rifle manufactured by Rosenkov Materials. Rosenkov developed a patented automated-release system that assists with thermal-clip ejection, shortening the Viper's reload time. This rifle is popular with military snipers, who appreciate a long-range gun that can snap off multiple shots in the blink of an eye.



M-98 Widow

Several research firms spent a considerable fortune trying to redesign the Widow sniper rifle. Their goal was to retain the geth weapon's considerable firepower while reducing its recoil, so that the gun could be fired without breaking a nonsynthetic's arm. After much trial and error, one company finally produced a usable model rolled out to the galactic market.



N7 Valiant

The Valiant is a sniper rifle tested by Alliance soldiers during a series of harsh survival exercises on the planet Kruljaven. This streamlined weapon employs a sophisticated fire-control system that improves accuracy by stabilizing the barrel during targeting. Although this comes at the cost of reduced capacity and rate of fire, most soldiers find the increase in precision and quick reloading time a worthy tradeoff.

Spoiler Show All heavy weapons ignore Shield Gate. Due to the nature of their ammunition, most heavy weapons use specific types of ammo and power sources instead of the shaving block most small-arms use. Unless otherwise stated, heavy weapons cannot be reloaded with thermal clips.



Arc Projector

The Arc Projector ionizes targets with a non-visible laser to ready them for a high-voltage electrical attack. As the lightning-like bolt hits its first target, a sophisticated auto-targeting system paints succeeding targets with the ionization laser, allowing the electricity to take the path of least resistance and arc between them. An entire enemy strike team can be shocked to death with a few pulls of the trigger.

The Arc Projector takes a move action to charge and a standard action to fire. Once fired, it hits 2 additional targets within 3 squares of the previous target, each attack dealing 1 die less damage, resulting in the first target taking 4d10, the second 3d10 and the third 2d10 damage. Resolve the attacks against the secondary targets normally with no penalty.



Cobra Missile Launcher

Though it looks identical to the M-560 Hydra, the Cobra is a single shot launcher that fires a missile directly at the target. It is powerful enough to destroy a target on contact and has a small area of effect.

The Cobra deals an AoE burst with a 2-square radius.



Collector Particle Beam

Precise and lethal, this focused radiation weapon is very effective against almost all targets. The weapon appears to be of Collector origin, and all attempts to reverse engineer and replicate the weapon have failed. The amount of energy required to create a destructive beam is several orders of magnitude more than the amount needed to launch a high-velocity projectile via a mass effect field.

The Collector Particle Beam fires a continuous stream of focused radiation, damaging targets the longer it is fired. The weapon can be fired as either a standard or full-round action. As a standard action, the weapon deals 4d10 damage to the target and uses 10 ammunition. As a full-round action the weapon deals 6d10 damage and uses up 30 ammunition. If used as a full-round action, the character may, on her next turn, use a standard action to keep dealing 6d10 damage and using 30 ammunition. This can be kept up as long as the character keeps firing the Particle Beam and does not reload. It is possible to change targets between rounds and retain the damage. If a round goes by without the Particle Beam being fired, the damage reverts back to 4d10.

The Particle Beam may be used to only fire at a single target at a time and may not benefit from feats such as Rapid Shot (though Double and Triple Attack work), but the target may be switched between attacks without losing the increased damage. It also suffers no range penalties, but cannot fire at targets at long range or above.

If the attack roll surpasses the target's Fortitude defense and deals hit point damage, the target is affected by Severe Radiation (see page 255 of the SWSE core rulebook). The radiation attack roll is rolled separately.



ML-77 Missile Launcher

Based on existing technology, the ML-77 is a rapid-fire missile launcher using seeking projectiles. Each projectile features a friend-or-foe recognition system, ensuring it will find a hostile target even if the user's aim is not completely accurate.

The locking mechanism of the ML-77 allows the shooter to ignore cover and line of sight when shooting at locked on enemies, though an attack roll is still required. Locking on to an enemy requires a move action when the enemy is in line of sight and lasts for the rest of the encounter, or until a new target is locked.



M-100 Grenade Launcher

Elanus Risk Control Services once manufactured the M-100, a standalone, semiautomatic 25mm grenade launcher. Considered obsolete by modern grenade launcher standards, thugs across the galaxy built their own after its design specifications were leaked to the extranet. The M-100 firing system lack electronically-set fuses that most modern grenades possess, putting it at a disadvantage compared to "smart grenade" systems. M-100 proponents counter that the weapon has a fifty-year track record in reliably accepting kludge ammo, processed via omni-tool so that a soldier who depletes his rounds can still reload. Although modern kinetic barriers can block fragmentation damage, the heat and concussive force of a grenade blast can rip right through them, incapacitating most species instantly. The M-100 may be a dinosaur, but it can still kill with the best of them.

The M-100 deals an AoE burst with a 1-square radius.



M-451 Firestorm

The M-451 Firestorm flamethrower is a product of human ingenuity, ruthlessness, and industrial espionage. Its origin dates back to the 2160s, when human colonists to new planets used flamethrowers to clear vegetation or ice. The fuels performed erratically on planets with extremely cold temperatures and differing air compositions from Earth. Realizing this could be a problem for military units, Systems Alliance intelligence operatives stole the turian design for the "Hieras" flamethrower, a battle-tested workhorse that functioned in nearly every environment.

The Firestorm produces a 3-square cone when fired, dealing area of effect fire damage to everyone in it.

The Firestorm creates a continuous stream of fire, dealing more damage the longer it is fired. If fired as a standard action, the weapon deals 4d10 damage and uses 20 ammunition. If fired as a full round action, it deals 5d10 damage and uses 30 ammunition. If fired on consequetive rounds, the Firestorm deals +1d10 damage and uses an additional 10 ammunition for each round of consecutive fire, up to a maximum of 7d10 damage and 50 ammunition per round. If a round goes by without the weapon being fired, the damage reverts back to normal. Targets may be changed during the start of each round. The Firestorm may also set the targets on fire each round, and gains a bonus to the attack roll equal to the user's base attack bonus (see page 255 of the SWSE core rulebook).



M-490 Blackstorm

The Blackstorm, colloquially called the "black hole gun" encases a few particles of matter within a high-powered mass-increasing field, elevating them to near-infinite mass. This creates a gravitational singularity that draws nearby enemies and objects inward for a short time. The rapidly-increasing gravity near the singularity's event horizon rips objects apart. The mass effect field soon destabilizes and returns to normal mass, with explosive results.

The Blackstorm takes a move action to charge and a standard action to fire. Once fired, the singularity field takes one round to reach its destination, after which it lingers for 2 rounds. Every enemy in a 2-square radius of the target square is affected by Singularity, taking 3d10 damage every round. On the beginning of the user's third round, the singularity detonates, dealing 6d10 damage to every target in the radius.



M-560 Hydra

Before the introduction of the M-560 Hydra, missile launchers either focused on bringing down a single armoured target or simultaneously neutralizing multiple unarmored opponents. With the Hydra, a soldier no longer needs to choose between the two.

The hydra releases a barrage of miniature missiles, each guided by an independent homing system that seeks out exposed enemies. On impact, three shaped charges per missile explode in sequence. The first overloads the target's kinetic barriers before the second destroys its armor, clearing a path for the third warhead to detonate inside the target.

The Hydra takes a move action to charge, then a standard action to fire. The six missiles are fired at once and may be divided upon as many targets as wished, each dealing the same amount of damage. Use the same attack roll for each target, comparing their Reflex defenses to the one attack roll. The homing mechanism in the weapon grants a +2 to attack rolls made.



M-622 Avalanche

Still in its experimental stages, the M-622 Avalanche generates a Bose-Einstein condensate within a mass effect bubble which dissipates on impact, violently spraying the condensate outward and coating the target in a near-absolute-zero superfluid.

When fired at an enemy, the character compares the attack roll to both the Reflex and Fortitude defenses of the target. The weapon hits the target if the Reflex defense is beaten. If both reflex and Fortitude defenses are beaten, the target takes a -1 hit to their Condition Track for every 5 points the Fortitude defense is beaten and disables the target's shields until it recovers from the Condition Track. In addition, any enemy hit by the Avalanche also suffers the effects of Extreme Cold (see page 254 of the SWSE core rulebook). The extreme cold attack roll is rolled separately, but the attack gains a bonus equal to the Avalanche's wielders base attack bonus. A target can only be affected by a single case of extreme cold per encounter.



M-920 Cain

Scientists have prototyped a modified version of traditional high-explosive rounds that is applied to a 25-gram slug. When accelerated to 5 km/s, the round is devastating. Though a technically inaccurate label, this prototype weapon is nicknamed the "Nuke Launcher," and its high-explosive matrix generates an archetypical mushroom cloud on impact.

The Cain requires one full round to charge up and fire. The weapon deals an AoE burst with a 3-square radius.



Reaper Blackstar

The Reaper weapon nicknamed "Blackstar" is so advanced that Alliance scientists can only offer speculation about how it works. The gun appears to exploit an element zero and mass effect fields to fire gravitational singularities - micro black holes - that revert to their natural lethality when they impact a solid object. Researchers theorize that the blast tears apart the strong nuclear forces that hold the target's atoms together, resulting in a localized fusion reaction in light atoms and a fusion reaction in heavy atoms. If that hypothesis is correct, the weapon alters nuclei, thus changing the chemical composition of the target. It destroys organic tissue, corrodes surviving armor, and leaves a visible trail of light-emitting particles.

The Blackstar requires a move action to charge. It deals an AoE burst of 4x4 squares.