5.14 REQUISITOS SEGÚN LA TIPOLOGÍA ESTRUCTURAL
5.14.4 Superestructuras de Losas
When selecting your character’s weapons, keep in mind the following factors.
Cost: This value is the weapon’s cost in credits. The cost
includes miscellaneous gear that goes with the weapon, such as a holster.
Damage: The Damage columns give the base damage
you deal with the weapon with each successful shot. There are two columns for damage: one for Small-sized
creatures and another for Medium or larger creatures.
Critical: The entry in this column notes how the weapon
is used with the rules for critical hits. When your character scores a critical hit, multiply the shot’s base
damage by two, three, four or five times, as indicated by its critical multiplier. Some bonuses to damage,
added by powers, abilities or upgrades, may also be multiplied this way. See Critical Hits and Critical
Failures to learn more about critical hits.
Strength Needed: Not every character can use
every weapon. Some are so powerful that unless a character has enough strength to hold the
weapon and fire it, his shot will likely be disrupted by the weapon’s kick. So in order to use the weapon normally, a character must have the Strength indicated in this column. Characters without this Strength score can still fire the weapon but will take a penalty on all attack rolls (made with that weapon) equal to the difference between the needed score and their own. So a character with Strength 12 firing a M-98 Widow sniper rifle, that requires a Strength score of 16, will take a -4 penalty on the attack (16 – 12 = 4).
Rate of Fire: This column indicates the number of
shots a character can fire with each attack action. The entries indicate the mode of fire of the weapon followed by a number indicating how many rounds it shoots. The modes of fire are as follows:
SS – Single Shot. The weapon is only capable of firing one
shot with an attack action. Single Shot weapons can only fire one shot per round, regardless of their ammo clip size
SA – Semi-Automatic. The weapon can fire several shots
with an attack action but usually not as many as an automatic weapon. Semi-Automatic weapons can also fire in SS mode.
B – Burst. The weapon automatically fires a specific number of shots
with each attack action. This means weapons with B mode cannot fire in SS mode.
A – Automatic. The weapon can fire several shots with an attack action.
Automatic weapons can also fire in SS mode.
See the Combat chapter for more information on RoF and the attack actions available for each mode of fire.
Recoil: This column indicates the penalty to attack imposed by the
weapon’s recoil. See the Combat chapter for more information.
Ammo Clip: This column indicates the number of shots a character
can fire, with the weapon, before a new Thermal Clip needs to be reloaded. It requires 1 action to reload a new clip.
Range Increment: Any attack at equal or less than this distance
is not penalized for range, so a shot from a Carnifex Pistol (range increment 50 feet) can strike at enemies up to 50 ft away or closer with no penalty. However, each full range increment imposes a cumulative – 3 penalty on the attack roll. A Carnifex Pistol firing
Weapons Cost Damage Critical Str
Needed Rate of Fire Recoil Ammo Clip Range (ft) Weight (lb)
Small Medium Small Medium
Pistols Acolyte1 4,565 1d10 1d12 ×3 8 SA 1 -3 3 30 2 3 Arc Pistol1 1,685 1d5/1d10 1d6/1d12 ×2 11 SA 2 -2 18 30 6 8 Executioner Pistol1 4,315 3d5 3d6 ×3 12 SS None 1 50 5 6,5 M-3 Predator 300 1d5 1d6 ×2 7 SA 2 -2 15 30 2 3 M-5 Phalanx1 1,670 1d5 1d6 ×2 8 SA 2 -3 12 30 2 3 M-6 Carnifex1 2,255 1d10 1d12 ×3 9 SA 1 -3 6 50 4 5 M-77 Paladin1 3,735 2d5 2d6 ×3 9 SA 1 -3 4 50 4 5 M-358 Talon1 3,130 1d10 1d12 ×3 11 SA 2 -2 4 20 6 8 N7 Eagle1 2,055 1d4 1d6 ×3 9 A 3 -3 18 30 2 3 Scorpion1 2,510 1d10 1d12 ×2 11 SA 1 -1 7 30 6 8 Submachine Guns1 Blood Pack Punisher 4,315 1d4 1d6 ×2 13 A 7 -5 40 40 6 8 Collector SMG 11,670 1d6 1d8 ×2 13 A 8 -4 40 40 5 7 Geth Plasma SMG 3,060 1d3 1d4 ×2 12 A 12 -4 100 40 4,5 6 M-4 Shuriken 1,635 1d4 1d6 ×2 7 B 6 -3 36 50 3 4 M-9 Tempest 525 1d3 1d4 ×2 9 A 10 -4 50 40 3 4 M-12 Locust 3,830 1d4 1d5 19- 20/×2 9 A 5 -3 20 60 3,5 5 M-25 Hornet 5,600 1d5 1d6 19- 20/×3 13 B 3 -5 24 70 5 7 N7 Hurricane 10,640 1d6 1d8 ×2 13 A 10 -5 40 50 4,5 6
Weapons Cost Damage Critical Str Needed Rate of Fire Recoil Ammo Clip Range (ft) Weight (lb)
Small Medium Small Medium
Assault Rifles2 Adas Anti- Synthetic Rifle1 9,810 1d8 1d10 ×2 14 A 3 -5 24 60 10 14 Chakram Launcher1 2,725 1d3/1d5/ 2d5 1d4/1d6/ 2d6 ×2 12 SA 1 -1 4 60 4,5 6 Collector’s Assault Rifle1 3,560 1d3 1d4 ×2 13 A 4 -2 28 60 7,5 10
Geth Pulse Rifle 4,815 1d3 1d4 ×3 13 A 8 -2 80 60 6 8
M-8 Avenger 400 1d3 1d4 ×2 11 A 4 -3 30 60 5 7 M-15 Vindicator 605 1d5 1d6 ×2 11 B 3 -4 24 70 5 7 M-37 Falcon1 3,805 2d5 2d6 ×3 14 A 1 -3 4 60 5 7 M-76 Revenant1 4,250 1d5 1d6 ×2 14 A 6 -5 60 70 7,5 10 M-55 Argus1 3,565 1d8 1d10 ×2 14 B 3 -3 21 70 6 8 M-96 Mattock 1,265 1d6 1d8 ×3 12 SA 2 -2 16 70 6,5 9 M-99 Saber1 4,810 1d10 1d12 19-20/×3 14 SA 1 -4 8 100 8 11 N7 Typhoon1 7,500 1d5 1d6 ×2 15 A 6 -4 100 60 13 18 N7 Valkyrie 710 1d6 1d8 ×2 13 B 2 -3 16 70 6,5 9 Particle Rifle1 4,500 1d3/1d5 1d4/1d6 ×2 12 A 6 -1 100 80 5 7 Phaeston 1,870 1d4 1d5 ×2 13 A 5 -2 50 60 5 7 Striker Assault Rifle1 5,000 1d8 1d10 ×3 13 A 2 -4 12 60 11 15 Shotguns1, 2 AT-12 Raider 12,920 3d5 3d6 19-20/×3 14 SA 2 -4 2 15 10 13 Disciple 2,585 2d3 (+1d3) 2d4 (+1d4) ×3 12 SA 2 -4 4 25 6 8 Geth Plasma Shotgun 6,685 3d3/5d3 3d4/5d4 ×2 13 SA 1 - 3/5 5 45 8 11 Graal Spike Thrower 1,745 1d6/2d6 1d8/2d8 ×3 13 SS None 3 40 7,5 10 M-11 Wraith 5,080 3d5 3d6 ×3 13 SA 1 -5 2 25 7,5 10 M-22 Eviscerator 3,625 2d6 2d8 ×3 15 SA 1 -4 3 30 7,5 10 M-23 Katana 365 2d5 2d6 ×3 12 SA 1 -4 5 20 7,5 10 M-27 Scimitar 720 1d8 1d10 ×2 11 A 2 -5 8 25 7,5 10 M-300 Claymore 9,740 3d6 3d8 ×4 16 SS None 1 25 11 15 N7 Crusader 3,925 2d4 2d6 ×3 14 SA 2 -4 4 40 9 12 N7 Piranha 17,290 3d5 3d6 ×3 15 A 2 -4 8 20 11 15 Reegar Carbine 3,200 1d3 1d4 ×2 14 A 5 0 22 30Sp 7,5 10 Venom Shotgun 7,615 3d5 3d6 ×3 13 SA 1 -4 4 50 10 13 Sniper Rifles2 Black Widow1 37,135 3d5 3d6 ×4 16 SA 1 -2 3 300 19 25 Collector Sniper Rifle1 8,780 1d4 1d6 ×2 14 A 7 -4 35 150 7,5 10 Javelin1 27,150 3d5 3d6 ×4 16 SS None 1 200 14 20 Kishock Harpoon Gun1 12,400 1d6/2d6 (+1d5) 1d6/2d6 (+1d6) ×3 15 SS None 1 70 13 18
at a target 180 ft away suffers a –9 penalty on the attack roll (–3 × 3, because 180 ft is at least three range increments but not four). A thrown weapon, such as a grenade has a maximum range of five range increments. A projectile weapon, such as an assault rifle, can shoot up to twelve range increments. Snipers can shoot up to 30 range increments.
Weight: This entry gives the weight of the weapon. There are
two columns for weight: one for weapons used by Small-sized characters, and the other for weapons used by Medium-sized or larger characters.
Variants
Each weapon can be upgraded up to a maximum of 5 times. Upgrading the weapon increases its Variant version (they start at Variant I). Each upgrade brings a specific number of benefits:
• They reduce the weapon’s weight.
• They can reduce the charging time of some weapons. • They can increase rate of fire.
• They can reduce the recoil penalty the character suffers on his
attack actions (please note this reduction does not affect weapon’s base recoil, it affects the total recoil penalty. Example: a character uses an M-8 Avenger type II to perform a Full-Auto Fire action. In the first attack action, the recoil penalty will be -2 (-3 from weapon, with that penalty being reduced by 1 due to variant II benefits). In the second attack action the penalty will be -5 (twice -3, the weapon’s base recoil, with that penalty being reduced by 1 due to variant II benefits). In the third it will
be -8 (three times -3, the weapon’s base recoil, with that penalty being reduced by 1 due to variant II benefits).
• They can increase critical threat range of the weapon. • They can increase critical multiplier of the weapon.
• They can increase the range of the weapon.
• The variant II, IV and VI also increase the damage done with each shot by +1 (so it becomes +3 with
variant VI). • Etc.
Variants are software upgrades for each weapon, bought at shops or found during adventures. Once
Weapons Cost Damage Critical Str
Needed Rate of Fire Recoil Ammo Clip Range (ft) Weight (lb)
Small Medium Small Medium
Krysae Sniper Rifle1 12,125 2d6 2d8 ×2 15 SA 1 -1 3 140 13 18
M-13 Raptor 3,100 2d3 2d4 ×2 13 SA 5 -2 15 130 10 14 M-29 Incisor 5,040 2d3 2d4 ×3 12 B 3 -3 15 160 10 14 M-90 Indra 3,405 1d6 1d8 ×2 13 A 3 -1 25 70 10 14 M-92 Mantis 850 2d6 2d8 ×2 13 SS None 1 200 10 14 M-97 Viper1 3,450 1d8 1d10 ×3 13 SA 2 -2 6 150 10 14 M-98 Widow1 35,400 2d8 2d10 ×4 16 SS None 1 300 24 30 N7 Valiant 10,615 2d5 2d6 ×3 15 SA 2 -1 3 140 10 14 Melee Weapons1
Light Melee Weapons 100 1d5 1d6 ×2 – – – – 10 0,5 1
Heavy Melee Weapon 200 2d4 2d6 19-20/×2 – – – – – 4 5
Two-Handed Melee Weapon2
400 2d6 2d8 19-20/×2 – – – – – 4 5
Piece of glass – 1d2 1d3 ×3 – – – – – – –
Bat, pipe or knuckle 30 3d3 3d4 ×2 – – – – – 2 3
Chain 50 1d6 1d8 ×2 – – – – 10 1 2
Chair/small container – 1d8 1d10 ×2 – – – – 10 Varies Varies
Table/medium container
– 2d6 2d8 ×2 – – – – 10 Varies Varies
Krogan Battle Hammer2 2,750 2d6 2d8 ×3 – – – – – 9 12
Nightshade Blades 550 1d4 1d6 18-20/×2 – – – – – 0,5 1
N7 Shadow Blade 1,550 1d6 1d8 19-20/×2 – – – – – 4 5
N7 Slayer Blade 1,550 1d6 1d8 19-20/×2 – – – – – 4 5
1. This weapon has special rules. See its extended description to learn about them 2. Requires the use of two hands to fire the weapon
Pistols Variant type
II III IV V VI
Each additional variant reduces weight by 5% (total -25% weight at variant VI). Do not round the result
Acolyte – Total recoil penalty reduced by 1 Increase DC by 2
Charge requires no actions
Increase DC by 2 +1 critical threat range Increase DC by 2 Arc Pistol – Total recoil penalty reduced by 1 – Increase RoF by 1 Charge requires no action Executioner Pistol – – +1 critical threat range – +1 bonus damage M-3 Predator – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range M-5 Phalanx – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range M-6 Carnifex – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range M-77 Paladin – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range M-358 Talon – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range N7 Eagle – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range Scorpion – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range
Assault Rifles Variant type
II III IV V VI
Each additional variant reduces weight by 5% (total -25% weight at variant VI). Do not round the result
Adas Anti- Synthetic Rifle
– Total recoil penalty reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range Chakram
Launcher
– Total recoil penalty reduced by 1
– +1 critical threat range Charge requires 1 less action (min 0 actions) Collector’s
Assault Rifle
– Total recoil penalty reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range Geth Pulse Rifle – Total recoil penalty
reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range M-8 Avenger – Total recoil penalty
reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range M-15 Vindicator – Total recoil penalty
reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range M-37 Falcon – Total recoil penalty
reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range M-55 Argus – Total recoil penalty
reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range M-76 Revenant – Total recoil penalty
reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range M-96 Mattock – Total recoil penalty
reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range M-99 Saber – Total recoil penalty
reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range N7 Typhoon – Total recoil penalty
reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range N7 Valkyrie – Total recoil penalty
reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range
Particle Rifle – – +1 critical threat range – Increase RoF by 1
Phaeston – Total recoil penalty reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
+1 critical threat range Striker Assault
Rifle
– Total recoil penalty reduced by 1
Increase RoF by 1 Total recoil penalty reduced by 1
Sniper Rifles Variant type
II III IV V VI
Each additional variant reduces weight by 5% (total -25% weight at variant VI). Do not round the result
Black Widow – – +1 critical threat range – Increase critical multiplier by 1 Collector Sniper Rifle – – +1 critical threat range Total recoil penalty reduced by 1 Increase critical multiplier by 1 Javelin – – +1 critical threat range – Increase critical multiplier by 1 Kishock Harpoon Gun – – +1 critical threat range – Increase critical multiplier by 1 Krysae Sniper Rifle – – +1 critical threat range – Increase critical multiplier by 1 M-13 Raptor – – +1 critical threat range Total recoil penalty reduced by 1 Increase critical multiplier by 1 M-29 Incisor – – +1 critical threat range Total recoil penalty reduced by 1 Increase critical multiplier by 1 M-90 Indra – – +1 critical threat range – Increase critical multiplier by 1 M-92 Mantis – – +1 critical threat range – Increase critical multiplier by 1 M-97 Viper – – +1 critical threat range – Increase critical multiplier by 1 M-98 Widow – – +1 critical threat range – Increase critical multiplier by 1 N7 Valiant – – +1 critical threat range Increase critical multiplier by 1
Submachine Guns Variant type
II III IV V VI
Each additional variant reduces weight by 5% (total -25% weight at variant VI). Do not round the result
Blood Pack Punisher – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range Collector SMG – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range Geth Plasma SMG – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range M-4 Shuriken – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range M-9 Tempest – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range M-12 Locust – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range M-25 Hornet – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range N7 Hurricane – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range
Shotguns Variant type
II III IV V VI
Each additional variant reduces weight by 5% (total -25% weight at variant VI). Do not round the result
AT-12 Raider – Total recoil penalty reduced by 1 – Increase range by 5 ft +1 critical threat range Disciple – Total recoil penalty reduced by 1 – Increase range by 5 ft +1 critical threat range Geth Plasma Shotgun – Total recoil penalty reduced by 1 – Increase range by 5 ft Charge requires no action Graal Spike Thrower – Increase range by 5 ft – Charge requires no action +1 critical threat range M-23 Katana – Total recoil penalty reduced by 1 – Increase range by 5 ft +1 critical threat range M-27 Scimitar – Total recoil penalty reduced by 1 – Increase range by 5 ft +1 critical threat range M-300 Claymore – Extra damge for close range
becomes +1d8 instead of +1d6
– Increase range by 5 ft +1 critical threat range M-22 Eviscerator – Total recoil penalty reduced by 1 – Increase range by 5 ft +1 critical threat range M-11 Wraith – Total recoil penalty reduced by 1 – Increase range by 5 ft +1 critical threat range N7 Crusader – Total recoil penalty reduced by 1 – Increase range by 5 ft +1 critical threat range N7 Piranha – Total recoil penalty reduced by 1 – Increase RoF by 1 +1 critical threat range Reegar Carbine – Increase range by 5 ft – Increase range by 5 ft +1 critical threat range Venom Shotgun – Total recoil penalty reduced by 1 – Charge requires no
actions
a variant is purchased, the character needs to spend an hour upgrading the weapon. Once upgraded, the market price of the weapon increases by an amount equal to the variant’s cost.
In order to buy a specific variant, the character must already possess the previous variant. Example: in order to buy the Variant IV of an M-3 Predator pistol, the character must have bought the pistol as well as that pistol’s variant II and III.
The cost of a variant is always equal to the previous variant cost +15% of that cost. Variant II costs always the normal weapon’s cost + 15% that cost. Round normally.
Melee weapons do not possess variants.
Each variant and its benefits are present in the previous tables.