MASS EFFECT ANDROMEDA RULES CHANGES FOR STARFINDER

 

 

 

 

 

AUTOMATIC (RANGED WEAPON PROPERTY)

 

 

 

Weapons with the "Automatic" property have two settling. Semi-Automatic and Automatic.

 

 

 

 

MASS EFFECT FORCE SHIELDS AND BARRIERS

 

 

 

Shields and barriers in can be set to stop: Radiation, Gases, Liquids, Solids, or any combination of the four.

 

 

 

STARSHIPS SHOOTING AT YOU & SHOOTING AT STARSHIPS

 

 

 

As per page 292 in the SF Core rule book, StarShips and Players are in a different scale for combat. In Mass Effect Andromedia SF we will

 

use the following table for the damage ratios for Player Characters and Vehicles.

 

 

ShipVehicle Size

D.R. for PC Weapons Damage ratio PC/ShipVehicle
T 10 Divide by 10 /  Times by 10
S 20 Divide by 10 /  Times by 10
M & L 30 Divide by 10 /  Times by 10
H 40 Divide by 100 /  Times by 100
G 50 Divide by 100 /  Times by 100
C+ 100 Divide by 1000 /  Times by 1000

 

 

Shields and barriers can be set to stop: Radiation, Gases, Liquids, Solids, or any combination of the four.

 

 

 

STARSHIPS

 

 

 

 

Milky Way Galaxy MASS EFFECT FTL

 

 

FTL DRIVE ENGINE RATING PCU MAXIMUM SIZE  COST IN BP
BASIC 5 LY / DAY 75 NONE 2 x Size category
STANDARD 10 LY / DAY 75 NONE 4 x Size category
BOOSTER 12 LY / DAY 100 Huge 5 x Size category
MAJOR 13 LY / DAY 150 Large 10 x Size category
SUPERIOR 14 LY / DAY 175 Large 15 x Size category
ULTRA 15 LY / DAY 200 Medium 20 x Size category

 

Milky Way Galaxy MASS EFFECT FTL Static Capacitors

 

 

FTL Flight Times

Ship Size

25 hours T
50 hours S
100 hours M & L
150 hours H
500 hours G
1000 hours C

 

 

Extra Static Capacitors These are built into the cargo bays as a "Poor man's" Odyssey drive to extend range.

 

Each cargo bay converted into an extra capacitor adds 50 hours FTL time when using MWG Mass Effect FTL Drive.

 

COST: PCU: 0 and Build Points: 10

 

 

SPECIALTY Drives These are built into the ship's drive systems and outer hull. A ship may have up to two BUT

 

if a second is  installed, the ship will have to forego mounting weapon systems.

 

STEALTH DRIVE: Similar to the systems on the SR1 and SR2 NORMANDY and the TEMPEST. Detection is only possible at SHORT range.

 

Detection DC is the Ship's TL Rating Plus 20. COST: PCU: 0 and Build Points: 100

 

 

ODYSSEY DRIVE: Similar to the systems on Ai TEMPEST. Unlimited FTL range.

 

Drive static is recycled from the hull back into use by the ship. COST: PCU: 0 and Build Points: 100

 

 

 

 

 

ANDROMEDA Galaxy FTL DRIVES

 

 

 

DRIFT DRIVE

 

                   The most common drive system used in this quadrant of the Andromda Galaxy

The DRIFT is a transitive plane that connects every point in the Andromeda Galaxy and can only be entered through us of a "Drift Engine".

 

Travel times fit into one of three categories: In system, Near Stellar (well beaconed stars), and the VAST (Far off or week signal star systems)

 

DRIFT NAVIGATION: See page 290 TO 291 STARFINDER CORE RULES

 

DRIFT ENGINE CONSTRUCTION: See page 298 STARFINDER CORE RULES

 

PROs: Can get your ship anywhere in the Andromeda Galaxy in 30 days

 

CONs: Drift Space can be dangerous ESPECIALLY near or crossing  "DEAD SPACE".

 

 

 

JUMP DRIVE

 

                   This drive system is an implementation on a macro scale of the tunneling phenomenon common to electrons.

The drive pushes the ship into a tunnel through jump space or "J" Space. (The effect is similar to the FTL used in to STAR WARS universe).

 

JUMP DRIVE Basic speed is 1 Light Year Distance in 10 Standard hours. Example; a JUMP 1 rated ship would travel 2.4 LYs in a Standard Day

 

JUMP DRIVE ratings is the efficiency multiplier of the drive ranging from 1 to 6.

Thus a  JUMP 6 rated ship would travel 14.4 LYs in a Standard Day.

 

JUMP DRIVE RATING ENGINE RATING PCU MAXIMUM SIZE  COST IN BP
1 2.4 LY / DAY 75 NONE 2 x Size category
2 4.8 LY / DAY 75 NONE 4 x Size category
3 7.2 LY / DAY 100 NONE 5 x Size category
4 9.6 LY / DAY 150 NONE 10 x Size category
5 12 LY / DAY 175 Gargantuan 15 x Size category
6 14.4 LY / DAY 200 Medium 20 x Size category

 

PROs: Your ship safe in "J" space, there are no obstacles or "known" monsters there.

 

CONs: Slower than the MWG Mass Effect Drive.

 

Notable Andromeda Star Nations using this Drive System: Vargr Star Republic, The Blaarad Star Kingdom

 

 

 

WARP DRIVE

 

                   This drive uses a system similar to the Alcubierre warp drive theory developed on earth in 1994.

 

This drive system is similar to the MWG Mass Effect Drive system in that it keeps the ship in the "NORMAL" universe.

 

 

WARP DRIVE RATING ENGINE RATING PCU MAXIMUM SIZE  COST IN BP
1 2 LY / DAY 75 NONE 2 x Size category
2 4 LY / DAY 75 NONE 4 x Size category
3 6 LY / DAY 100 NONE 5 x Size category
4 8 LY / DAY 150 Gargantuan 10 x Size category
5 10 LY / DAY 175 Large 15 x Size category
6 15 LY / DAY 200 Small 20 x Size category

 

PROs: Unlike the MWG Mass Effect Drive, there is no static charge build up. This allows ships to forego frequent stops to discharge the Hull. Unlimited FTL range.

 

CONs: Slower than the MWG Mass Effect Drive except on the smaller ships.

 

Notable Andromeda Star Nations using this Drive System: The Angaran of the Helious Alliance, The KETT Star Empire

 

SPECIAL NOTE: The KETT have a SPECIALTY Drive developed for their Ark ships that "Overclocks" their Warp drives. Details are currently unknown.

 

 

 

 

 

Escape pods are built into the exterior hull on the Starship in Mass Effect Andromeda STARFINDER

 

 instead of in "Expansion bays".

 

 

Shuttle Bays and Hanger Bays: EXAMPLE the NORMANDY SR2 was a 216 meter long starship,

 

 

which in STARFINDER rules is a "LARGE" vessel.

 

 

The Normandy had a two shuttle Shuttle bay. In STARFINDER as per page p299; a shuttle bay requires

 

 

a HUGE or larger vessel to hold only one shuttle.

 

 

In Mass Effect Andromeda STARFINDER Shuttle Bays will only take up

 

ONE expansion bay and can hold up

 

 

TWO Small or EIGHT Tiny vehicles and requires a LARGE or bigger ship to mount it.

 

.

Hanger Bays maybe installed in a HUGE or larger vessel.

 

 

They require only TWO expansion bays and can Hold up to 24 Tiny or 6 Small vehicles.

 

 

 

Expansion bays and can hold up to 100 tons of materials, barracks 50 troops or 500 short term passengers.

 

 

 

 

External Cargo Container Pod Mounts maybe installed in a size Medium or larger Freighter vessels.

 

Less efficient with space as a dedicate cargo bay, but more flexible as specialize pods can be swapped out in minutes

 

rather than hours or days it takes converting an expansion bay. Require only One expansion bay per mount.

 

 

 

Container Pods maybe installed in a size Medium or larger Freighter vessels. They come in two sizes: Large and Small

 

Useful for quick loading and unloading of ships. Not as efficient with space as a dedicate cargo bay

 

Small Pods (Like the one Ryder's Nomad was stored in) Hold 25 tons of materials. Can fit two Pods per cargo pod mount.

 

Large Pods hold 50 tons of materials. They use an the entire Pod Mount.

 

 

 

Hanger Pods maybe installed in a size LARGE or larger Freighter vessels.

 

They replace a LARGE container Pod. They can hold 2 Tiny or 1 Small vehicle each.

 

 

 

 Mass Effect SPACE WEAPONS in STARFINDER 

 

 

 

Along with the weapons listed in STARFINDER on page 302, there will be some "MASS EFFECT" specific space weapons available.

 

 

Mass Accelerator Spinal Cannon: Mass Effect powered Rail gun. commonly mounted on Large and bigger ships in the Mass Effect Universe.

 

 

Mass Accelerator Casement Carranades (short cannons): Mass Effect powered Rail guns. Commonly mounted on the broadsides of

 

Huge and bigger ships in the Mass Effect Universe.

 

 

Thanix Cannons: Mass Effect Super weapons originally used by the Reaper Sovereign and later copied by both the Turian Hierocracy and Systems Alliance.

 

 Light weight weapons that far outweigh their punch. Their only draw back is limited ammo capacity and expense. 

 

Can be mounted on ANY ship Tiny and up. Size of the ship determines ammo capacity.

 

 

Disruptor Torpedoes: Mass Effect weapons that rip apart their targets with unstable Mass Effect fields. A favorite weapon system for Star Fighters in the MWG,

 

Their only draw back is their slow acceleration, and thus "SHORT" range category. These Torpedoes need to be in "close" proximity to their targets to activate.

 

Once "active" these torpedoes match their speed of the targets and follow them around ripping them to pieces with unstable Mass Effect fields.

 

 

The GARDIAN Laser Net system was developed to counter these weapons, but in large number or against unprotected targets these torpedoes are lethal.

 

 

 

 

WEAPONS RANGE  SIZE  DAMAGE  PCU  BP COST  Notes
Mass Effect Accelerator Spinal Cannon:  Spinal Cannons can only be mounted in ships purpose built from the beginning, No Retrofits allowed
ME Class "1"    100 m Spinal Cannon  Long  Heavy  10d12 25 25 Class Med or larger Ship
ME Class "2"    200 m Spinal Cannon  Long  Heavy  20d12 50 50 Class Large or Larger Ship
ME Class "3"    300 m Spinal Cannon  Long  Capital 30d12 75 75 Class Huge or Larger Ship
Mass Accelerator Casement Carranades  Long  Light   2d6 x (Ship-Size Category) 4 x (Ship-Size Category) 4 x (Ship-Size Category)  
    Heavy 6d6 x (Ship-Size Category) 10 x (Ship-Size Category) 10 x (Ship-Size Category)  
Thanix Cannons:  Medium  Light  10d10  10 60 Ammo dependent on Ship Size: Tiny 1shot, Colossal 7 shots ect...
Disruptor Torpedoes:  Short  Light  1d100  10 10 Irradiate
Guardian Laser (Point +12) Medium  Heavy 5d6 15 12 Point function Short Range Only
 Mass Effect Weapons can have a direct correlation to Starfinder weapons with some rule changes by the GM to allow us to play ME in the Starfinder system
Mass Effect Spinal Weapons:  A Mass Driver that has to be installed on original design of the ship. IT CAN NOT be installed as a Retrofit.

 

Thannix cannons are in a class all their own, but the high BP rate along with the limits on ammo prevent them from breaking the SF system.   

 

Disruptor Torpedoes are in a class all their own, but the tactical limits also  prevent them from breaking the SF system. 
The Starfinder/Mass Effect combination would not be complete without the Guardian Laser.  The only problem is the SF system places to high a requirement on Anti-Missile systems.  A simple ruling from the GM that the Guardian is a medium ranged weapon and can also function as a short range missile intercept would solve the integration process. 
 

 

 

 

 

 

 

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