Tags


List Pages

Show All

Filter By Tag

Mass Effect:  Blackwell

Almost all weapons have the capability to accept modifications that alter the way the weapon functions in some way. These modifications are usually very easy to install and swap out, allowing a user to equip the best modifications for the current combat situation.

Each weapon can only effectively power a single modification at a time. Modifications are modular, and can be swapped out with 10 minutes of work.

Modification Mark Effect Cost Notes
Counter-Balance - - - -
- I +1 to Parry 600 -
- II +2 to Parry 1400 -
Nano-Blade - - - -
- I +1 to AP rating 700 -
- II +2 to AP rating 1000 -
- III +3 to AP rating 2200 -
Chemical Edge - - - -
- I Must make Vigor check or take -1 to rolls for 1 round 400 -
- II Must make Vigor check or take -1 to rolls for 2 rounds 800 -
- III Must make Vigor check or take -1 to rolls for 3 rounds 1200 -
Combat Scanner - - - -
- I +1 to Notice checks to locate living creatures 300 Bonus only applies to creatures within 10’
- II +2 to Notice checks to locate living creatures 600 Bonus only applies to creatures within 10’
- III +2 to Notice checks to locate living creatures 900 Bonus only applies to creatures within 15’
Radioactive Blade - - - -
- I Target takes a -1 to Aftermath and Incapacitation 600 Illegal in Citadel Space
- II Target takes a -2 to Aftermath and Incapacitation 1200 Illegal in Citadel Space
Kinetic Enhancer - - - -
- I +1 to Fighting Rolls when “charging” 600 -
- II +2 to Fighting Rolls when “charging” 800 -