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From: Admiral Steven Hackett

Re: Operation LONGREACH


Confidentiality Classification: XB-PRIME
Distribution: N7 Forces Only

HACKING DIASPORA TO Soldiers of the Milky Way

Our efforts to continue the fight on the front lines of the galaxy-
wide war against the Reapers, as well as the co-opted Cerberus
and Geth forces, continue to be hampered as supply lines
across the galaxy are disrupted at every turn.

N7 Operations To combat this we have brought together a crack team of


operatives to get the weaponry you need out of the fabrication
Part 1: Weapons facilities and into your hands. Attached to this broadcast are
the particulars of the new weapon stocks coming your way.

Whilst you will be familiar with many of the items, such as the
Weapons from Mass Effect 3 M-8 Avenger assault rifle and M-3 Predator heavy pistol, we

multiplayer converted for use with have managed to locate and recover some rare weapons,
including caches of Geth weapons, Cerberus specials, and even
the Diaspora Role Playing Game. some Prothean technology.

May you put these weapons to good use against the Reapers
By M. Gooding
and those who fight for them.
(Reaganstorme)
Admiral Hackett
CONTENTS INTRODUCTION
Rarity Page Rarity Page Welcome to the latest instalment of material from the Mass Effect universe
Introduction 2 M-9 Tempest U 12 converted for use with the FATE based Diaspora Role Playing Game. This is a
New Stunts and Rules 2 Blood Pack Punisher R 13 companion document to the Hacking Diaspora to Mass Effect v2.0.2 game rules.
Geth Plasma SMG R 13 Taking inspiration from the Mass Effect 3 co-operative multiplayer, I have created
Assault Rifles M-25 Hornet R 13 the following weapon cards as handouts for players to quickly reference, or to be
M-8 Avenger C 3 N7 Hurricane 7 13 used as randomised loot awarded by the GM.
M-15 Vindicator U 3
M-96 Mattock U 3 Sniper Rifles
Phaeston U 4 M-92 Mantis C 14 Whilst there are a few card creation websites out there, these particular ones were
Collector Assault Rifle R 4 M-13 Raptor U 14 created with Shenafus Card Creator, and the card-back is a cropped version of
Geth Pulse Rifle R 4 M-29 Incisor U 14 Uglynoodles N7 iphone wallpaper. The pictures are sized at the standard collect-
M-37 Falcon R 4 M-97 Viper U 15 able card dimensions of 2.5 inches by 3.5 inches, and simply need to be cut out
M-76 Revenant R 5 Kishock Harpoon Gun R 15 with their attached card-back, folded, and placed into a protective sleeve. Best
Striker Assault Rifle R 5 Krysae Sniper Rifle R 15 results can be achieved by printing on a heavier, photo style paper to provide
Cerberus Harrier 7 5 M-98 Widow R 15 stiffness.
M-99 Saber 7 5 Black Widow 7 16
N7 Typhoon 7 6 Javelin 7 16 Keep an eye out for future release updates, as this document is intended to be the
Particle Rifle 7 6 M-90 Indra 7 16 first of a few card based supplements inspired by the ME3 multiplayer.
N7 Valiant 7 16
Heavy Pistols
M-3 Predator C 6 License 17 Matthew Gooding
M-5 Phalanx U 7 (Reaganstorme)
Acolyte R 7 September 2012
Arc Pistol R 7 NEW STUNTS AND RULES
M-6 Carnifex R 7 Some of the weapons have been created with new stunts not found in the core
M-358 Talon 7 8 HD2ME rules. Some have a variant Thermal Clip stunt, Biotic Powercell and
M-77 Paladin 7 8 Overheated respectively, that cost and function identically to the original. Other
N7 Eagle 7 8 weapons have one of the new stunts detailed below. High Recoil has also been
Scorpion 7 8
reworded slightly to expand the options available to characters. Lastly, there is an
Shotguns additional option to account for weapon rarity across the Mass Effect galaxy.
M-23 Katana C 9
M-22 Eviscerator U 9 High Capacity Single Shot Thermal Clip
M-27 Scimitar U 9 Thermal Clip cannot be compelled, but Weapon has the aspect Overheated
Disciple R 10 can still be activated by stunts or mods. Single Shot Thermal Clip which acti-
Geth Plasma Shotgun R 10 Incompatible with Single Shot Thermal vates every round after firing, prevent-
Graal Spike Thrower R 10 Clip stunt. ing it from firing again until it clears at
M-300 Claymore R 10 Cost 1bp. the end of the players next turn.
N7 Piranha R 11
Cost -2bp.
Reegar Carbine R 11
M-11 Wraith 7 11
High Recoil
N7 Crusader 7 11 Weapon can only be fired every other Armour-Piercing Double Tap
round unless the firer is prone, firing Double the Penetration rating of the
Submachine Guns from cover, or is otherwise taking action weapon at the cost of triggering its
M-4 Shuriken C 12 to support the weapon. unactivated Thermal Clip aspect.
M-12 Locust U 12 Cost -1bp. Cost 1bp.

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Optional Rule - Rarity
Rarity lists the pervasiveness of the
weapon and its relative availability in
the galactic weapons market.
Common weapons (C) provide
a +1 bonus on wealth checks
made to purchase the weapon
due to their ubiquity.
Uncommon weapons (U) do not
provide a bonus on wealth
checks to purchase, but are
none-the-less still relatively
straightforward to track down.
Rare weapons (R) are difficult
to come by and highly prized,
giving a -1 penalty to purchase
checks.
Special weapons (7) already
cost 5 to purchase as they are
built with 13bp (T4). These
weapons are uniquely designed
and difficult to obtain due to an
additional -1 penalty to checks
to purchase them. They can,
and should, have adventures
planned around getting a hold
of one of them.

ASSAULT RIFLES
Assault rifles in Mass Effect are a
class of rapid firing ranged weapons,
which also encompasses battle rifles,
marksman rifles and light machine
guns.

Awkward at extreme close range and


not suited for long distance targets,
assault rifles typically have a range of
1/3. Fully automatic rifles with a high
rate of fire are represented with the
Dispersed Fire stunt.

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HEAVY PISTOLS
Heavy pistols in Mass Effect are a
class of semi-automatic weapons,
which have a fairly low rate of fire and
limited ammunition, but do relatively
high damage per shot. They are an
invaluable backup weapon.

Designed to be used at close range,


they typically have a range of 0/2 and
deal similar damage compared to as-
sault rifles, though with some loss of
penetration power.

They are able to hit targets outside of


this reach though, unlike shotguns
which work over a similar range, but
are unable to hit more than one target
at a time like SMGs and shotguns.

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SHOTGUNS
Shotguns are powerful close range
weapons designed for characters who
prefer to get up close and personal in
the field of battle. Their high damage
and ability to hit multiple targets is
tempered by being completely ineffec-
tive outside their maximum range.

Most shotguns have a range of 0/1,


with the Dispersed Fire and Limited
Range stunts, but comparable damage
and penetration to most assault rifles.

A few shotguns have the ability to


activate their thermal clip for extra
damage by using the Both Barrels
stunt, but doing so is best followed up
with a special ability of some kind next
turn as the gun cools down.

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SUBMACHINE GUNS
Submachine Guns (SMGs) are a class
of rapid firing weapons, including both
fully automatic and burst fire weapons.
They generally have low accuracy and
penetration per shot, offset by their
thermal clip size and rate of fire.

Their rapid rate of fire is modelled by the


Dispersed Fire stunt, representing a
spray-and-pray style sweep of the
weapon, whereas the High Capacity
stunt represents their large clip size.

They mostly have a similar range to


Heavy Pistols at 0/2, but are ineffective
outside this range due to the Limited
Range stunt in much the same way as
Shotguns. Many SMGs also possess
additional aspects relating to their use as
suppressive fire weapons.

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SNIPER RIFLES
Sniper rifles are slow to fire and usually
overheat relatively quickly. They make
up for this by reliably hitting targets at
long range with plenty of punch.

Their Harm rating is typically better than


Assault Rifles, and their Penetration
rating is rarely exceeded by any other
weapon. Their general unsuitability for
dealing with close targets makes those
weapons that possess the Advanced
Optics stunt quite popular, whereas
others prefer the ability to penetrate high
levels of armour as if it wasnt there.

They typically have a minimum range


not less than 3, but can reach out to the
maximum range with ease. Predictably,
they usually have High Recoil and
Limited Range, with some further
restricted by having only a Single Shot
Thermal Clip.

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mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the Fudge System 1995 version 1992-1995 by Steffan OSullivan, 2005 by Grey Ghost Press,
associated products contributed to the Open Game License by the Contributor (g) Use, Used Inc.; Author Steffan OSullivan.
or Using means to use, Distribute, copy, edit, format, modify, translate and other-wise create FATE (Fantastic Adventures in Tabletop Entertainment) 2003 by Evil Hat Productions LLC;
Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of Authors Robert Donoghue and Fred Hicks.
this agreement. Diaspora 2009, VSCA Publishing. Authors Brad Murray, C.W. Marshall, Tim Dyke, and Byron
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