Mass Effect Fleet List

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Mass Effect for A Call to Arms!

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  • Mass Effect Technologies:

    Kinetic Barriers: These are standard sci-fi energy shields, except for one

    limitation. They block only kinetic attacks (projectiles, missiles, etc). Directed energy weapons such as particle beams and lasers ignore them

    completely!

    Mass Effect Drive: The FTL drive of Mass Effect, it works very much

    like the warp drive from Star Trek.

    Mass Accelerator: The primary anti-capital ship weapon of nearly all

    the Mass Effect races, this works very much like a railgun or coilgun,

    but with one difference: it employs mass effect fields to reduce the mass

    of the projectile it fires. By reducing its mass, the round can be

    accelerated more than normal to increase its power and range. Once it

    has exited the accelerator, the slug returns to its normal mass and

    proceeds to its target, with devastating results.

    Disruptor Torpedoes: These are the primary ballistics of Mass Effect.

    They employ powerful mass effect fields to damage targets. Disruptor

    Torpedoes ignore Kinetic Barriers.

    GARDIAN Laser Turret: This is a short-ranged Laser Turret used to

    destroy enemy fighters, interceptors, and torpedoes, but can be

    employed against enemy capital ships if they get into range.

    Thanix Cannon: This is basically a super Mass Accelerator with

    increased range and damage. It was designed after studying the remains

    of Sovereign after he was destroyed at the Battle of the Citadel.

    Mass Relay: Since the Mass Effect Drive is not terribly fast, the Mass

    Effect races use space station-sized devices called Mass Relays to

    increase their FTL capabilities. Essentially, this gadget is a gigantic

    Mass Accelerator and functions the same, only it accelerates ships

    instead of projectiles.

    Reaper Laser: Self-Explanatory

  • Collector Particle Beam: Self-Explanatory

    IES (Internal Emission Sink) Stealth: This is the Normandy SR-1 and

    SR-2 stealth system. Basically it hides the heat signature of the two

    Normandys, making them pretty much impossible to detect on sensors.

    However, a vessel with this system can still be seen visually, and the IES

    is ineffective against Collector ships.

    Cyclonic Barriers: These are basically more advanced kinetic barriers.

    Disruptor torpedoes dont ignore Cyclonic Barriers.

    Silaris Armor: This is advanced armor that reduces weapon damage by

    half.

    Systems Alliance: The Systems Alliance is the primary human faction in Mass Effect.

    While the majority of human worlds belong to the Systems Alliance,

    there are some who prefer to remain independent.

    Systems Alliance Initiative: +2

    Combat Support Craft:

    Alliance Fighter

  • Alliance Fighter Patrol (Wing of Four Flights)

    Speed 15 Damage - Craft -

    Turn SM Crew - Dogfight 2+

    Hull 3 Troops None In Service Unknown

    Special Rules Atmospheric, Dodge 2+, Fighter, Kinetic Barrier 3/1

    Weapon Range Arc AD Special

    Mass

    Accelerators

    3 T 3 Twin-Linked,

    AP

    Disruptor

    Torpedoes

    8 T 5 Super AP,

    Triple Damage

    Alliance Fighter (Upgraded)

  • Alliance Fighter (Upgraded) Patrol (Wing of Four Flights)

    Speed 16 Damage - Craft -

    Turn SM Crew - Dogfight 3+

    Hull 4 Troops None In Service Unknown

    Special Rules Atmospheric, Dodge 3+, Fighter, Kinetic Barrier 4/2

    Weapon Range Arc AD Special

    Mass

    Accelerators

    4 T 4 Twin-Linked,

    AP

    Disruptor

    Torpedoes

    9 T 6 Super AP,

    Triple Damage

  • UT-47A Kodiak Drop Shuttle

    UT-47A Kodiak Drop Shuttle Patrol (Wing of Three Flights)

    Speed 14 Damage - Craft -

    Turn SM Crew - Dogfight 1+

    Hull 5 Troops 1 In Service Unknown

    Special Rules Atmospheric, Dodge 2+, Stealth 2+, Kinetic Barrier 10/3, Mass

    Effect Drive

    Weapon Range Arc AD Special

  • Mass

    Accelerators

    3 T 3 Twin-Linked,

    AP

    Frigates:

    SSV Normandy SR-1

  • SSV Normandy SR-1 Patrol

    Speed 14 Damage 14/2 Craft -

    Turn 2/90 Crew 20/2

    Hull 4 Troops 2 In Service 2183-2183

    Special Rules Atmospheric, Advanced Anti-Fighter 2, Interceptors 2, Mass

    Effect Drive, Dodge 2+, Stealth 3+, Unique, Kinetic Barrier 15/4, Scout

    Weapon Range Arc AD Special

    Spinal Mass

    Accelerator

    11 F 7 AP, Double

    Damage

    Javelin

    Disruptor

    Torpedo

    Launcher

    13 F,A,S,P 8 Super AP,

    Triple Damage

    GARDIAN

    Laser

    1 F,A,S,P 5 Double

    Damage, Mini-

    Beam

  • Turret

    GARDIAN

    Laser

    Turret

    1 F,A,S,P 5 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    1 F,A,S,P 5 Double

    Damage, Mini-

    Beam

    Javelin

    Disruptor

    Torpedo

    Launcher

    13 F,A,S,P 8 Super AP,

    Triple Damage

    Normandy SR-2

  • Normandy SR-2 Skirmish

  • Speed 13 Damage 19/3 Craft 1 Alliance Shuttle Flight

    Turn 2/90 Crew 25/3

    Hull 5 Troops 3 In Service 2185-?

    Special Rules Atmospheric, Advanced Anti-Fighter 3, Interceptors 3, Mass

    Effect Drive, Dodge 1+, Stealth 4+, Unique, Cyclonic Barrier 20/5, Command

    +1, Flight Computer, Scout, Silaris Armor

    Weapon Range Arc AD Special

    Thanix

    Cannon

    12 F 9 AP, Triple

    Damage, Beam

    Javelin

    Disruptor

    Torpedo

    Launcher

    14 F,A,S,P 10 Super AP,

    Triple Damage

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 6 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 6 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 6 Double

    Damage, Mini-

    Beam

    Javelin

    Disruptor

    Torpedo

    Launcher

    14 F,A,S,P 10 Super AP,

    Triple Damage

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 6 Double

    Damage, Mini-

    Beam

    Cruisers:

  • Alliance Cruiser

  • Alliance Cruiser Raid

    Speed 12 Damage 24/4 Craft 1 Alliance Fighter Flight, 1 Alliance

    Shuttle Flight

    Turn 2/45 Crew 30/4

    Hull 6 Troops 4 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 4, Interceptors 4, Mass

    Effect Drive, Kinetic Barrier 25/6, Command +1

    Weapon Range Arc AD Special

    Mass

    Accelerator

    13 F 11 AP, Double

    Damage

    Disruptor

    Torpedoes

    15 F,A,S,P 12 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 7 Double

    Damage, Mini-

    Beam

  • GARDIAN

    Laser

    Turret

    3 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    15 F,A,S,P 12 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    13 F 11 AP, Double

    Damage

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    Alliance Cruiser (Upgraded)

  • Alliance Cruiser (Upgraded) Raid

  • Speed 12 Damage 27/4 Craft 1 Alliance Fighter Flight, 1 Alliance

    Shuttle Flight

    Turn 2/45 Crew 30/4

    Hull 6 Troops 4 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 5, Interceptors 5, Mass

    Effect Drive, Kinetic Barrier 27/7, Command +1

    Weapon Range Arc AD Special

    Mass

    Accelerator

    14 F 12 AP, Double

    Damage

    Disruptor

    Torpedoes

    16 F,A,S,P 13 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 8 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 8 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 8 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    16 F,A,S,P 13 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 8 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    14 F 12 AP, Double

    Damage

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 8 Double

    Damage, Mini-

    Beam

  • Alliance Dreadnought (Everest Class?)

  • Alliance Dreadnought (Everest Class?) War

    Speed 11 Damage 32/4 Craft 3 Alliance Fighter Flights, 2

    Alliance Shuttle Flights

    Turn 1/45 Crew 35/4

    Hull 7 Troops 5 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 6, Interceptors 6, Mass

    Effect Drive, Kinetic Barrier 32/8, Command +2

    Weapon Range Arc AD Special

    Mass

    Accelerator

    15 F 14 AP, Double

    Damage

    Disruptor

    Torpedoes

    17 F,A,S,P 15 Super AP,

    Triple

    Damage, Slow-

  • Loading

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    17 F,A,S,P 15 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    15 F 14 AP, Double

    Damage

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    Alliance Dreadnought (Kilimanjaro Class?)

  • Alliance Dreadnought (Kilimanjaro Class?) War

    Speed 11 Damage 35/4 Craft 3 Alliance Fighter Flights, 2

    Alliance Shuttle Flights

    Turn 1/45 Crew 35/4

    Hull 7 Troops 5 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 7, Interceptors 7, Mass

    Effect Drive, Kinetic Barrier 34/9, Command +3

    Weapon Range Arc AD Special

    Mass

    Accelerator

    13 F,S,A 11 AP, Double

    Damage

    Disruptor 18 F,A,S,P 16 Super AP,

  • Torpedoes Triple Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    18 F,A,S,P 16 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    13 F,S,A 11 AP, Double

    Damage

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    13 F,S,A 11 AP, Double

    Damage

    Mass

    Accelerator

    13 F,S,A 11 AP, Double

    Damage

    Mass

    Accelerator

    13 F,P,A 11 AP, Double

    Damage

    Mass

    Accelerator

    13 F,P,A 11 AP, Double

    Damage

    Mass

    Accelerator

    13 F,P,A 11 AP, Double

    Damage

    Mass

    Accelerator

    13 F,P,A 11 AP, Double

    Damage

  • Passenger Liners:

    Arcturian Jade

    Arcturian Jade 1 CFP

    Speed 14 Damage 15/4 Craft -

    Turn 2/45 Crew 20/4

    Hull 4 Troops 1 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 2, Interceptors 2, Mass

    Effect Drive

  • Freighters:

    Kowloon Class Freighter

  • Kowloon Class Freighter 1 CFP

    Speed 14 Damage 15/4 Craft -

    Turn 2/45 Crew 20/4

    Hull 4 Troops 1 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 2, Interceptors 2, Mass

    Effect Drive

    Athabasca Class Freighter

  • Athabasca Class Freighter 2 CFP

    Speed 12 Damage 25/5 Craft -

    Turn 2/45 Crew 32/5

    Hull 5 Troops 2 In Service Unknown

    Special Rules Advanced Anti-Fighter 3, Interceptors 3, Mass Effect Drive, Atmospheric

    Cerberus: Cerberus is a pro-human organization that resurrected Sheppard after

    he/she was killed by the Collectors. They ended up siding with the

    Reapers because of Reaper indoctrination. Cerberus is led by a

    mysterious individual known only as the Illusive Man.

    Cerberus Initiative: +3

    Combat Support Craft:

    UT-47 Kodiak Drop Shuttle

  • UT-47 Kodiak Drop Shuttle Patrol (Wing of Two

    Flights)

    Speed 13 Damage - Craft -

  • Turn SM Crew - Dogfight -

    Hull 5 Troops 1 In Service Unknown

    Special Rules Atmospheric, Dodge 1+, Stealth 1+, Kinetic Barrier 9/2, Mass

    Effect Drive

    Cerberus Fighter

  • Cerberus Fighter Patrol (Wing of Four Flights)

    Speed 17 Damage - Craft -

    Turn SM Crew - Dogfight 4+

    Hull 5 Troops None In Service Unknown

    Special Rules Atmospheric, Dodge 4+, Fighter, Kinetic Barrier 5/3

    Weapon Range Arc AD Special

    Mass

    Accelerators

    5 T 5 Twin-Linked,

    AP

    Disruptor

    Torpedoes

    10 T 7 Super AP,

    Triple Damage

    Frigates:

    Normandy SR-2

  • Normandy SR-2 Skirmish

    Speed 13 Damage 19/3 Craft 1 Cerberus Shuttle Flight

    Turn 2/90 Crew 25/3

    Hull 5 Troops 3 In Service 2185-?

    Special Rules Atmospheric, Advanced Anti-Fighter 3, Interceptors 3, Mass

    Effect Drive, Dodge 1+, Stealth 4+, Unique, Cyclonic Barrier 20/5, Command

    +1, Flight Computer, Scout, Silaris Armor

    Weapon Range Arc AD Special

    Thanix

    Cannon

    12 F 9 AP, Triple

    Damage, Beam

    Javelin

    Disruptor

    Torpedo

    Launcher

    14 F,A,S,P 10 Super AP,

    Triple Damage

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 6 Double

    Damage, Mini-

    Beam

  • GARDIAN

    Laser

    Turret

    2 F,A,S,P 6 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 6 Double

    Damage, Mini-

    Beam

    Javelin

    Disruptor

    Torpedo

    Launcher

    14 F,A,S,P 10 Super AP,

    Triple Damage

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 6 Double

    Damage, Mini-

    Beam

    Elbrus

    Elbrus Skirmish

    Speed 13 Damage 24/3 Craft 1 Cerberus Shuttle Flight

    Turn 2/90 Crew 30/3

  • Hull 5 Troops 3 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 4, Interceptors 4, Mass

    Effect Drive, Dodge 1+, Kinetic Barrier 22/6, Scout

    Weapon Range Arc AD Special

    Spinal Mass

    Accelerator

    13 F 10 AP, Double

    Damage

    Disruptor

    Torpedoes

    15 F,A,S,P 11 Super AP,

    Triple Damage

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    15 F,A,S,P 11 Super AP,

    Triple Damage

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    Cruisers:

    Cerberus Cruiser

  • Cerberus Cruiser Raid

  • Speed 12 Damage 30/4 Craft 1 Cerberus Fighter Flight, 1

    Cerberus Shuttle Flight

    Turn 2/45 Crew 30/4

    Hull 6 Troops 4 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 6, Interceptors 6, Mass

    Effect Drive, Kinetic Barrier 29/7, Command +2

    Weapon Range Arc AD Special

    Mass

    Accelerator

    15 F 13 AP, Double

    Damage

    Disruptor

    Torpedoes

    17 F,A,S,P 14 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    17 F,A,S,P 14 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    15 F 13 AP, Double

    Damage

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 9 Double

    Damage, Mini-

    Beam

  • Turian Hierarchy: The Turian Hierarchy is the most militaristic of the Council races and

    possesses the largest and most powerful military of any organic race.

    They are allowed (and have) more dreadnoughts than any other Council

    member. Humanity fought the Turians in an inconclusive war when the

    human race was relatively new to the intergalactic scene.

    Turian Hierarchy Initiative: +3

    Combat Support Craft:

    Turian Fighter

  • Turian Fighter Patrol (Wing of Four Flights)

    Speed 17 Damage - Craft -

    Turn SM Crew - Dogfight 4+

    Hull 5 Troops None In Service Unknown

    Special Rules Atmospheric, Dodge 4+, Fighter, Kinetic Barrier 5/3

    Weapon Range Arc AD Special

    Mass

    Accelerators

    5 T 5 Twin-Linked,

    AP

    Disruptor

    Torpedoes

    10 T 7 Super AP,

    Triple Damage

    Frigates:

    Turian Frigate

  • Turian Frigate Patrol

    Speed 13 Damage 24/3 Craft -

    Turn 2/90 Crew 20/2

    Hull 5 Troops 3 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 4, Interceptors 4, Mass

    Effect Drive, Dodge 1+, Kinetic Barrier 22/6, Scout

    Weapon Range Arc AD Special

    Mass

    Accelerator

    13 F 10 AP, Double

    Damage

    Disruptor

    Torpedoes

    15 F,A,S,P 11 Super AP,

    Triple Damage

    GARDIAN

    Laser

    2 F,A,S,P 7 Double

    Damage, Mini-

    Beam

  • Turret

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    15 F,A,S,P 11 Super AP,

    Triple Damage

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    13 F 10 AP, Double

    Damage

    Turian Frigate (Upgraded)

    Turian Frigate (Upgraded) Patrol

  • Speed 13 Damage 26/2 Craft -

    Turn 2/90 Crew 20/2

    Hull 5 Troops 3 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 5, Interceptors 5, Mass

    Effect Drive, Dodge 1+, Kinetic Barrier 26/7, Scout

    Weapon Range Arc AD Special

    Mass

    Accelerator

    14 F 11 AP, Double

    Damage

    Disruptor

    Torpedoes

    16 F,A,S,P 12 Super AP,

    Triple Damage

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 8 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 8 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 8 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    16 F,A,S,P 12 Super AP,

    Triple Damage

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 8 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    14 F 11 AP, Double

    Damage

  • Cruisers:

    Turian Cruiser

  • Turian Cruiser Raid

    Speed 12 Damage 30/4 Craft 1 Turian Fighter Flight

    Turn 2/45 Crew 30/4

    Hull 6 Troops 4 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 6, Interceptors 6, Mass

    Effect Drive, Kinetic Barrier 29/7, Command +2

    Weapon Range Arc AD Special

    Mass

    Accelerator

    15 F 13 AP, Double

    Damage

    Disruptor

    Torpedoes

    17 F,A,S,P 14 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 9 Double

    Damage, Mini-

    Beam

  • GARDIAN

    Laser

    Turret

    3 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    17 F,A,S,P 14 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    15 F 13 AP, Double

    Damage

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 9 Double

    Damage, Mini-

    Beam

    Turian Cruiser (Upgraded)

  • Turian Cruiser (Upgraded) Raid

    Speed 12 Damage 33/4 Craft 1 Turian Fighter Flight

    Turn 2/45 Crew 30/4

    Hull 6 Troops 4 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 7, Interceptors 7, Mass

    Effect Drive, Kinetic Barrier 33/8, Command +2

    Weapon Range Arc AD Special

    Mass

    Accelerator

    16 F 14 AP, Double

    Damage

    Disruptor

    Torpedoes

    18 F,A,S,P 15 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    3 F,A,S,P 10 Double

    Damage, Mini-

  • Turret Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    18 F,A,S,P 15 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    16 F 14 AP, Double

    Damage

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    Dreadnoughts:

    Kwunu (Turian-Volus vessel)

    Kwunu (Turian-Volus vessel) War

    Speed 11 Damage 38/4 Craft 3 Turian Fighter Flights

  • Turn 1/45 Crew 35/4

    Hull 7 Troops 5 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 8, Interceptors 8, Mass Effect

    Drive, Kinetic Barrier 36/10, Command +4, Unique Weapon Range Arc AD Special

    Thanix

    Cannon

    17 F 16 AP, Triple

    Damage, Beam

    Disruptor

    Torpedoes

    20 F,A,S,P 17 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    20 F,A,S,P 17 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    Thanix

    Cannon

    17 F 16 AP, Triple

    Damage, Beam

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    Thanix

    Cannon

    17 S 16 AP, Triple

    Damage, Beam

  • Thanix

    Cannon

    17 P 16 AP, Triple

    Damage, Beam

    Asari Republics: The Asari are the oldest and wisest Council race and is composed only

    of females. This does not mean that Asari cannot reproduce naturally.

    They can still breed with each other as well as aliens. The Asari possess

    the most powerful warship of any organic species in the galaxy (the

    Destiny Ascension).

    Asari Republics Initiative: +4

    Cruisers:

    Asari Cruiser

  • Asari Cruiser Battle

    Speed 12 Damage 38/4 Craft 3 Asari Fighter Flights*

    Turn 1/45 Crew 40/4

    Hull 7 Troops 6 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 8, Interceptors 8, Mass

    Effect Drive, Kinetic Barrier 36/10, Command +3

  • Weapon Range Arc AD Special

    Mass

    Accelerator

    17 F 16 AP, Double

    Damage

    Disruptor

    Torpedoes

    20 F,A,S,P 17 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    20 F,A,S,P 17 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    17 F 16 AP, Double

    Damage

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    *Use Turian Fighter stats for Asari fighters.

    Dreadnoughts:

    Destiny Ascension

  • Destiny Ascension War

    Speed 11 Damage 46/4 Craft 5 Asari Fighter Flights*

    Turn 1/45 Crew 45/4

    Hull 8 Troops 7 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 10, Interceptors 10, Mass

    Effect Drive, Kinetic Barrier 43/12, Command +5, Unique Weapon Range Arc AD Special

    Mass

    Accelerator

    18 F 18 AP, Double

    Damage

    Disruptor

    Torpedoes

    21 F,A,S,P 20 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 13 Double

    Damage, Mini-

    Beam

    GARDIAN 4 F,A,S,P 13 Double Damage, Mini-

  • Laser

    Turret

    Beam

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 13 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    21 F,A,S,P 20 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 13 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    18 F 18 AP, Double

    Damage

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 13 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    4 F,A,S,P 13 Double

    Damage, Mini-

    Beam

    *Use Turian Fighter stats for Asari fighters.

    Quarian Migrant Fleet:

    The Quarians are a race that must wear bio-suits to survive, as their

    bodies cannot resist infection. They were driven from their homeworld

    long ago by the Geth; their AI creations after a terrible war broke out

    between them. Ever since then, the Quarians have wandered the galaxy

    in a huge space fleet.

    Quarian Migrant Fleet Initiative: +4

  • Quarian Warship

    Quarian Warship Battle

  • Speed 12 Damage 35/4 Craft 1 Quarian Fighter Flight*

    Turn 1/45 Crew 40/4

    Hull 7 Troops 6 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 7, Interceptors 7, Mass

    Effect Drive, Kinetic Barrier 34/8, Command +2

    Weapon Range Arc AD Special

    Mass

    Accelerator

    14 F,A,S,P 12 AP, Double

    Damage

    Disruptor

    Torpedoes

    18 F,A,S,P 16 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    18 F,A,S,P 16 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    14 F,A,S,P 12 AP, Double

    Damage

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 10 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    14 F,A,S,P 12 AP, Double

    Damage

    Mass

    Accelerator

    14 F,A,S,P 12 AP, Double

    Damage

  • *Use Turian Fighter stats for Quarian fighters.

    Quarian Liveship

    Quarian Liveship War

  • Speed 11 Damage 39/4 Craft 5 Quarian Fighter Flights*

    Turn 1/45 Crew 45/4

    Hull 7 Troops 7 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 8, Interceptors 8, Mass Effect

    Drive, Kinetic Barrier 41/11, Command +4 Weapon Range Arc AD Special

    Mass

    Accelerator

    15 F,A,S,P 15 AP, Double

    Damage

    Disruptor

    Torpedoes

    19 F,A,S,P 18 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 11 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 11 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 11 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    19 F,A,S,P 18 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 11 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    15 F,A,S,P 15 AP, Double

    Damage

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 11 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    3 F,A,S,P 11 Double

    Damage, Mini-

    Beam

  • Turret

    Mass

    Accelerator

    15 F,A,S,P 15 AP, Double

    Damage

    Mass

    Accelerator

    15 F,A,S,P 15 AP, Double

    Damage

    Mass

    Accelerator

    15 F,A,S,P 15 AP, Double

    Damage

    *Use Turian Fighter stats for Quarian fighters.

    Geth: The Geth are AIs created by the Quarians. Long ago, the Quarians

    prejudice against the Geth resulted in full-scale conflict and the Geth

    drove their creators from their home planet.

    Geth Initiative: +4

    Combat Support Craft:

    Geth Fighter

  • Geth Fighter Patrol (Wing of Three Flights)

    Speed 18 Damage - Craft -

    Turn SM Crew - Dogfight 5+

    Hull 6 Troops None In Service Unknown

  • Special Rules Atmospheric, Dodge 5+, Fighter, Kinetic Barrier 6/4

    Weapon Range Arc AD Special

    Mass

    Accelerators

    6 T 6 Twin-Linked,

    AP

    Disruptor

    Torpedoes

    11 T 8 Super AP,

    Triple Damage

    Frigates:

    Geth Dropship

  • Geth Dropship Patrol

    Speed 13 Damage 26/1 Craft -

    Turn 2/90 Crew 10/1

    Hull 5 Troops 5 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 4, Interceptors 4, Mass

    Effect Drive, Dodge 1+, Kinetic Barrier 24/8

    Weapon Range Arc AD Special

    Spinal Mass

    Accelerator

    13 F 10 AP, Double

    Damage

    Disruptor 15 F,A,S,P 12 Super AP,

  • Torpedoes Triple Damage

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    15 F,A,S,P 12 Super AP,

    Triple Damage

    GARDIAN

    Laser

    Turret

    2 F,A,S,P 7 Double

    Damage, Mini-

    Beam

    Cruisers:

    Geth Cruiser

  • Geth Cruiser Battle

    Speed 12 Damage 40/4 Craft 1 Geth Fighter Flight

    Turn 1/45 Crew 40/4

    Hull 8 Troops 6 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 8, Interceptors 8, Mass

    Effect Drive, Kinetic Barrier 36/10, Command +4

    Weapon Range Arc AD Special

    Spinal Mass

    Accelerator

    18 F 17 AP, Double

    Damage

    Disruptor

    Torpedoes

    19 F,A,S,P 19 Super AP,

    Triple

  • Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    19 F,A,S,P 19 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    3 F,A,S,P 12 Double

    Damage, Mini-

    Beam

    Dreadnoughts:

    Geth Dreadnought

  • Geth Dreadnought War

    Speed 11 Damage 51/4 Craft 5 Geth Fighter Flights

    Turn 1/45 Crew 45/4

  • Hull 9 Troops 8 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 11, Interceptors 11, Mass

    Effect Drive, Kinetic Barrier 47/13, Command +6 Weapon Range Arc AD Special

    Spinal Mass

    Accelerator

    19 F 20 AP, Double

    Damage

    Disruptor

    Torpedoes

    22 F,A,S,P 22 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    5 F,A,S,P 14 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    5 F,A,S,P 14 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    5 F,A,S,P 14 Double

    Damage, Mini-

    Beam

    Disruptor

    Torpedoes

    22 F,A,S,P 22 Super AP,

    Triple

    Damage, Slow-

    Loading

    GARDIAN

    Laser

    Turret

    5 F,A,S,P 14 Double

    Damage, Mini-

    Beam

    Mass

    Accelerator

    17 F 18 AP, Double

    Damage

    GARDIAN

    Laser

    Turret

    5 F,A,S,P 14 Double

    Damage, Mini-

    Beam

    GARDIAN

    Laser

    Turret

    5 F,A,S,P 14 Double

    Damage, Mini-

    Beam

  • Collectors: The Collectors collect (hence their name) other sentient species

    (primarily humans) for unknown reasons. As it turned out, they were

    abducting humans to create a human Reaper!!! Also as it turned out,

    the Collectors are Protheans that have been modified by the Reapers

    and are under their control.

    Collectors Initiative: +4

    Cruisers:

    Collector Cruiser

  • Collector Cruiser War

    Speed 12 Damage 40/4 Craft -

    Turn 1/45 Crew 43/4

    Hull 7 Troops 7 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 7, Interceptors 7, Mass

    Effect Drive, Kinetic Barrier 39/10, Unique

    Weapon Range Arc AD Special

    Collector

    Particle

    Beam

    18 F 18 Beam, Super

    AP, Double

    Damage, Slow-

    Loading

  • Note: The Collector Cruiser has advanced sensors that ignore the Normandys

    stealth (both versions).

    Space Stations:

    Collector Base

  • Collector Base Armageddon

    Damage 800/400/200 Craft -

    Hull 7 Troops 50 In Service Unknown

    Special Rules Immobile, Space Station, Unique, Advanced Anti-Fighter 9,

    Interceptors 9

    Reapers: The Reapers are gigantic cyborgs that desire to turn all organic races

    into Reapers. They want to do this to save them from the AIs that

    organics inevitably create (and that inevitably rebel against them).

    Reapers pursue this goal with an almost religious zeal. In their minds,

    organics only have two choices: submit and join usor die.

  • Reapers are the source of all Mass Effect technology. It was they that

    created the Mass Relays and the Citadel (which is actually a gigantic

    Mass Relay that leads to dark space, a place outside the galaxy where

    the entire Reaper race slumbers until the organic races of the current

    cycle have progressed far enough in technology and grown enough in

    numbers to be worthy of harvesting). The Reapers leave one of their

    own behind in the galaxy to use the Citadel and open the way to dark

    space when the time is right (roughly every 50,000 years).

    Reapers Initiative: +5

    Sovereign

  • Sovereign Ancient

    Speed 10 Damage 75/4 Craft 8 Oculus Flights

    Turn 1/45 Crew -

    Hull 12 Troops 12 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 13, Interceptors 13,

    Mass Effect Drive, Kinetic Barrier 73/14, Command +8, Unique

    Weapon Range Arc AD Special

    Reaper

    Thanix

    Cannon

    21 F,S 28 AP, Triple

    Damage, Beam

    Reaper

    Thanix

    Cannon

    21 F,S 28 AP, Triple

    Damage, Beam

    Reaper

    Thanix

    Cannon

    21 F,P 28 AP, Triple

    Damage, Beam

    Reaper

    Thanix

    Cannon

    21 F,P 28 AP, Triple

    Damage, Beam

    Spinal

    Reaper

    Thanix

    Cannon

    22 F 30 AP, Triple

    Damage, Beam

    Note: Sovereign can land on and attack planets. If it does this, it becomes the

    equivalent of 9 Troops.

    Harbinger

  • Harbinger Ancient (X2)

    Speed 9 Damage 85/4 Craft 9 Oculus Flights

    Turn 1/45 Crew -

    Hull 13 Troops 13 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 14, Interceptors 14,

    Mass Effect Drive, Kinetic Barrier 83/15, Command +9, Unique

    Weapon Range Arc AD Special

    Reaper

    Laser

    22 F, S 30 Beam, Double

    Damage, Slow-

    Loading

    Reaper

    Laser

    22 F 30 Beam, Double

    Damage, Slow-

    Loading

    Reaper

    Laser

    22 F, P 30 Beam, Double

    Damage, Slow-

    Loading

    Note: Harbinger can land on and attack planets. If it does this, it becomes the

    equivalent of 11 Troops.

    Reaper (Sovereign Class)

  • Reaper (Sovereign Class) Armageddon

    Speed 11 Damage 65/4 Craft 7 Oculus Flights

    Turn 1/45 Crew -

    Hull 11 Troops 11 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 12, Interceptors 12,

    Mass Effect Drive, Kinetic Barrier 63/14, Command +7

    Weapon Range Arc AD Special

    Reaper

    Laser

    20 F, S 26 Beam, Double

    Damage, Slow-

    Loading

    Reaper

    Laser

    20 F 26 Beam, Double

    Damage, Slow-

    Loading

    Reaper

    Laser

    20 F, P 26 Beam, Double

    Damage, Slow-

    Loading

    Note: The Sovereign Reaper can land on and attack planets. If it does this, it

    becomes the equivalent of 8 Troops.

    Reaper Destroyer

  • Reaper Destroyer War

  • Speed 12 Damage 55/4 Craft 5 Oculus Flights

    Turn 1/45 Crew -

    Hull 9 Troops 9 In Service Unknown

    Special Rules Atmospheric, Advanced Anti-Fighter 11, Interceptors 11,

    Mass Effect Drive, Kinetic Barrier 53/13, Command +5

    Weapon Range Arc AD Special

    Reaper

    Laser

    19 F 24 Beam, Double

    Damage, Slow-

    Loading

    Note: The Reaper Destroyer can land on and attack planets. If it does this, it

    becomes the equivalent of 5 Troops.

    Oculus

  • Oculus Patrol (Wing of Three Flights)

    Speed 19 Damage - Craft -

    Turn SM Crew - Dogfight 6+

    Hull 2 Troops None* In Service Unknown

    Special Rules Atmospheric, Dodge 6+, Fighter, Kinetic Barrier 2/1,

    Breaching Pod, Flight Computer

    Weapon Range Arc AD Special

    Reaper

    Laser

    7 T 7 Mini-Beam**,

    Double

    Damage

    *The Oculus can enter an enemy vessel and attack from within. In game terms, if it

    does this it becomes the equivalent of 2 Troops.

  • **The Oculus can use its laser to fire as a non-Beam weapon as well. In game terms,

    it can ignore the use of the Mini-Beam trait if it desires to do so.

    Miscellaneous: Mass Relay

  • Mass Relay Ancient

  • Damage 1800/1000/600 Hull 16

    Special Rules Space Station, Immobile

    The Citadel

  • The Citadel Ancient (X2)

    Damage 1800*/1000*/600* Craft 22 Fighter Flights, 22 Shuttle

    Flights

    Hull 16 Troops 150

    Special Rules Advanced Anti-Fighter 17, Interceptors 17, Space Station,

    Unique, Immobile

    *This represents the Citadel when it is open. If the Citadel closes to

    guard against attackers, add 300 to each of these Damage numbers.

  • The Crucible Ancient (X2)

    Damage 800/400/200 Craft -

    Hull 12 Troops - Turn 1/45 Speed 4 In Service Unknown

    Special Rules Space Station, Unique, Advanced Anti-Fighter 9, Interceptors

    9