Editing Mass: the Effecting/The Way The Galaxy Works

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In Mass: The Effecting, weapons do not add their Damage rating to a character's dice pool when making an attack. All other factors in calculating the attack dice pool, including aiming and autofire, occur as usual. If any successes are scored, then the target takes a number of health points of damage equal to successes on the attack roll plus the weapon's Damage rating.
 
In Mass: The Effecting, weapons do not add their Damage rating to a character's dice pool when making an attack. All other factors in calculating the attack dice pool, including aiming and autofire, occur as usual. If any successes are scored, then the target takes a number of health points of damage equal to successes on the attack roll plus the weapon's Damage rating.
  
''For example, an Alliance soldier fires on a mercenary with an assault rifle, a weapon with a Damage rating of 2L. His attack pool is 9 dice (3 Dex + 3 Firearms + 3 for long burst autofire) and he rolls 3 successes. The mercenary takes 5 health points of Lethal damage (3 from successes and 2 from the Damage rating).''
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''For example, an Alliance soldier fires on a mercenary with an assault rifle, a weapon with a Damage rating of 2L. His attack pool is 9 dice (3 Dex + 3 Firearms + 3 for long burst autofire) and he rolls 2 successes. The mercenary takes 4 health points of Lethal damage (2 from successes and 2 from the Damage rating).''
  
 
Wearing armour gives a character an Armour rating. This rating does not penalise an attacker's dice pool; instead, each point of Armour subtracts one from the total damage taken. This can reduce the total damage taken down to zero.
 
Wearing armour gives a character an Armour rating. This rating does not penalise an attacker's dice pool; instead, each point of Armour subtracts one from the total damage taken. This can reduce the total damage taken down to zero.
  
''For example, the mercenary is wearing medium combat armour, which has an Armour rating of 3. He subtracts 3 from the 5 points of damage taken, resulting in only 2 points of Lethal damage being inflicted on his health track.''
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''For example, the mercenary is wearing medium combat armour, which has an Armour rating of 2. He subtracts 2 from the 4 points of damage taken, resulting in only 2 points of Lethal damage being inflicted on his health track.''
  
 
Characters in the Mass Effect setting are often protected by kinetic barriers or biotic defences. These defences give them Shield health points. Shield points act like health points, but are lost to damage before health points are. Armour worn does not usually subtract from damage taken by Shields. Importantly, Shield points are lost to any kind of damage and do not differentiate between different damage types, so a point of Bashing damage and a point of Lethal damage both cause one Shield point to be lost.
 
Characters in the Mass Effect setting are often protected by kinetic barriers or biotic defences. These defences give them Shield health points. Shield points act like health points, but are lost to damage before health points are. Armour worn does not usually subtract from damage taken by Shields. Importantly, Shield points are lost to any kind of damage and do not differentiate between different damage types, so a point of Bashing damage and a point of Lethal damage both cause one Shield point to be lost.
  
''For example, the mercenary has 6 Shield points from his armour. He subtracts the 5 points of damage taken from his Shields, leaving him with 1 Shield point and his own health points undamaged – he's unhurt! If he'd only had 3 Shield points, they would have been lost and the remaining 2 points of damage would be applied to his health points instead. In this case, his Armour 3 would reduce that to 0 damage to his health track.''
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''For example, the mercenary has 5 Shield points from his armour. He subtracts the 4 points of damage taken from his Shields, leaving him with 1 Shield point and his own health points undamaged – he's unhurt! If he'd only had 2 Shield points, they would have been lost and the remaining 2 points of damage would be applied to his health points instead. In this case, his Armour 2 would reduce that to 0 damage to his health track.''
  
 
Shields that are given by a suit of armour or personal field generator automatically renew after combat. Shield levels given by a biotic power only renew if the biotic uses the relevant power again.
 
Shields that are given by a suit of armour or personal field generator automatically renew after combat. Shield levels given by a biotic power only renew if the biotic uses the relevant power again.

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