Documente Academic
Documente Profesional
Documente Cultură
Races
All stats are 2D10+25
Starting wounds are D10 + TB
Human
No stat changes
Classes: Soldier, Adept, Engineer, Vanguard, Infiltrator, Sentinel
Asari
-5 WS, -5 S, +5 Fel, +5 WP
Classes: Adept, Vanguard, Sentinel
Turian
+5 BS, -5 Fel, -5 WP, +5 Per
Classes: Soldier, Engineer, Infiltrator, Vanguard
Military Training: Double bonuses for ganging up on an enemy with another Turian.
Relay 314: Turians suffer a -10 penalty on interaction tests with Humans.
Krogan
-5 Fel, -5 Int, +5 S, +5 T
Classes: Soldier, Vanguard
Built to Kill: Gain Unnatural Strength (x2) and Unnatural Toughness (x2)
Technologically Disinclined: -10 on all tests to interact with technology which isn't a weapon.
Quarian
+5 Int, +5 Fel, -5 T, -5 S
Classes: Soldier, Engineer, Infiltrator
Flotilla Bound: +10 on interaction tests with other Quarians. -10 on interaction tests with non-
Quarians.
Weakened Immune System: If a Quarian is in a non-sterile environment without a suit, or takes
damage whilst in a non-sterile environment, they must make an Easy (+10) Toughness test or
contract an infection. This will give the Quarian a cumulative -10 penalty to all tests for each day of
infection. The recover, the Quarian will need several days in a sterile environment and a course of
antibiotics.
Salarian
+5 Int, +5 Ag, -5 T, -5 S
Classes: Soldier, Engineer, Infiltrator, Adept
Body Language: Non-Batarians suffer a -10 penalty on interaction tests with Batarians.
Bad Reputation: Batarians suffer a -10 penalty on interaction tests with non-Batarians.
Vorcha
+5 WS, +5 Ag, -5 Int, -5 Fel
Classes: Soldier
Volus
+5 Fel, +5 Int, -5 WS, -5 Ag
Classes: Adept, Engineer, Sentinel
Master Merchant: Start with double standard credits. Gain a +10 bonus to availability tests.
High Pressure Adapted: Volus cannot survive in environments which other species find habitable,
and should they be reduced to half their total wounds whilst in such an environment, they will die
within two turns.
Hanar
+5 WP, +5 Fel, -5 WS, -5 BS
Classes: Adept
Natural poisons: Hanar can secrete powerful poisons at will. If the Hanar will it, they can attempt to
poison anyone who makes direct skin contact with them. The victim must pass a toughness test each
subsequent round or take 1 damage, ignoring armour and toughness bonus. This continues until the
target dies, an anti venom is provided, or 5 toughness tests are passed.
Tentacles: -20 to use any weapon or tool not specifically designed for Hanar use.
Drell
+5 WP, +5 Ag, -5 T, -5 S
Classes: Soldier, Adept, Sentinel, Infiltrator
TO DO
Drell disadvantage
Asari disadvantage
Salarian disadvantage
Human traits
Starting gear/skills/abilities
Advance tables
Skills
Talents
Abilities
Gear
Classes
Soldier
Starting gear: Assault Rifle or Sniper Rifle or Shotgun, Pistol, Heavy Armour, Medium Shield
Starting Abilities: Incendiary Ammo, Adrenaline Surge
Adept
Starting gear: Pistol, Light Armour, Light Shield
Starting Abilities: Biotic Throw, Biotic Shields
AI Hacking 300
Incinerate 250
Cryo Blast 250
Vanguard
Starting gear: Shotgun, Pistol, Medium Armour, Medium Shield
Starting Abilities: Biotic Charge, Biotic Throw
Sentinel
Starting gear: Pistol, Light Armour, Light Shield
Starting Abilities: Biotic Shield, Overload
Weapons
Assault Rifle D10+3
Sniper Rifle* D10+7
Pistol** D10+1
Shotgun** D10+4
Grenade Launcher* 2D10+5
*User must take a full action aim prior to firing, or suffer -30 to hit.
**Close range
Armour
Light Armour 0 AP
Medium Armour 2 AP, -5 Ag
Heavy Armour 4AP, -10 Ag, -10 BS
Shields
Light Shield 2 SP
Medium Shield 4 SP
Heavy Shield 6 SP
Biotic Shield SP equal to degree of success on biotic ability test
SP function like temorary wounds. The are removed first, then regen at a set rate.
Powers
Combat Powers
Incendiary Ammo Half Action Shots do double damage to armour
Adrenaline Surge Half Action +20 BS, Per, Ag for 2 rounds
Biotic Powers
Pass a WP test to use.
Throw D10+WP
Lift WP damage, target is immobile
Slam D10 +WP+2
Charge D10+WP+SB
Singularity 2D10+WP
Reave Steals wound equal to number of sucesses
Tech Powers
Pass an Int check to use.
Overload D10, kills shields
Combat Drone Can do D5 damage, does recon for user
Incinerate D10+Int, destroys armour
Cryo Blast D10+Int, target takes -20 BS and Ag
AI Hacking Synthetic target goes berserk
Tactical Cloak Invisible for number of rounds equal to degrees of success.
TO DO
Drell disadvantage
Asari disadvantage
Salarian disadvantage
Human traits
Starting gear/skills/abilities
Advance tables
Skills
Talents
Abilities
Gear
Soldier Abilities
Adrenaline Rush
Concussive shot
Disruptor ammo
Incendiary Ammo
Cryo ammo
Combat mastery
Engineer Talents
Overload
Incinerate
Combat drone
Cryo blast
AI Hacking
Tech mastery
Adept Abilities
Warp
Throw
Singularity
Pull
Shockwave
Biotic Mastery
Infiltrator Abilities
Disruptor Ammo
Cryo Ammo
Tactical Cloak
Incinerate
AI Hacking
Operative
Vanguard Abilities
Incendiary Ammo
Cryo Ammo
Charge
Shockwave
Pull
Assault Mastery
Sentinel Abilities
Throw
Warp
Tech Armour
Overload
Cryo Blast
Defender
ME 1 Abilities
Stasis
Sabotage
First Aid
Immunity
Damping