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 equip a single weapon modification and a single ammunition modification at a time. A weapon mod can be swapped out with 10 minutes of work, but an ammo mod can be changed with a single action.

Modification Mark Effect Cost Notes
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’
Heat Sink - - - -
- I +2 to Weapon’s Clip rating 300 Cannot be applied to Sniper Rifles
- II +4 to Weapon’s Clip rating 600 Cannot be applied to Sniper Rifles
- III +6 to Weapon’s Clip rating 900 Cannot be applied to Sniper Rifles or Shotguns
High Caliber Barrel - - - -
- I +1 to Damage, -2 to Clip rating 500 If Clip rating is reduced to 0 or lower, weapon takes 2 rounds to cool down
- II +2 to Damage, -4 to Clip rating 800 If Clip rating is reduced to 0 or lower, weapon takes 3 rounds to cool down
- III +3 to Damage, -6 to Clip rating 1250 If Clip rating is reduced to 0 or lower, weapon takes 4 rounds to cool down
Improved Sighting - - - -
- I +1 to Shooting rolls 700 -
- II +2 to Shooting rolls 1800 -
Kinetic Stabilizer - - - -
- I Reduces multi-action penalty to Shooting for running and firing by 1 1000 -
Rail Extension - - - -
- I Increases Weapon’s base Range by 5’ 600 -
- II Increases Weapon’s base Range by 10’ 900 -
Recoil Damper - - - -
- I Reduces multi-fire penalty by 1 for 1 round 300 Must be replaced after activated
- II Reduces multi-fire penalty by 1 for 2 rounds 500 Must be replaced after activated

Ammunition Type Mark Effect Cost Notes
Anti-Personnel Rounds - - - -
- I +1 to Damage 600 -
- II +2 to Damage, but -1 to AP rating 1200 -
Armor Piercing Rounds - - - -
- I +1 to AP rating 400 -
- II +2 to AP rating, but deals -1 damage 600 -
- III +3 to AP rating, but deals -1 damage 1000 -
Chemical Rounds - - - -
- 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 -
Cryo Rounds - - - -
- I Target’s Pace is reduced by 2 for 1 round 500 -
- II Target’s Pace is reduced by 2 for 2 rounds 800 -
Phasic Rounds - - - -
- I Shots bypass 2 Shields, but deal -1 Damage 500 -
- II Shots bypass 4 Shields, but deal -2 Damage 800 -
- III Shots bypass 8 shields, but deal -4 Damage 1000 -
Radioactive Rounds - - - -
- 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