The artifical intelligence collective known as the Geth is next up in this series of Mass Effect creatures and units for use with Stars Without Number. The history of the Geth is largely unchanged from the video games.
Once again, much of the text is swiped from the Mass Effect Wiki.
The geth ("Servant of the People" in Khelish, the language of the Quarians) are a race of networked artificial intelligences that reside beyond the Perseus Veil. The geth were created by the quarians, as laborers and tools of war. When the geth became sentient and began to question their masters, the quarians attempted to exterminate them. The geth won the resulting war, and reduced the quarians to a race of nomads.
The history of the geth's creation and evolution serves as a warning to the rest of the galaxy of the potential dangers of artificial intelligence and to the legally enforced, systematic repression of artificial intelligences throughout galactic society.
Physically, the humanoid geth resemble quarians—their hands, head shape and legs are similar—which is probably a holdover from their origins. A common design feature among geth is a single brightly glowing photoreceptor, causing some to refer to them as "flashlight heads". Geth are primarily composed of two materials: a flexible but durable outer shell, and a kind of synthetic muscle tissue that gives Geth Hoppers their incredible agility. It is actually very similar to the synthetic muscles that are standard in most cybernetic limbs used throughout the known galaxy. Geth "bleed" a white conductive fluid when shot, but they don't have any internal organs or nervous system, so the geth do not feel hunger or pain. Some geth facilities contain first-aid kits, implying that their synthetic "tissues" can be repaired using conventional medical technology.
Part of the geth's success is due to their neural network. Effectively, they "share" their processing power, distributing low-level processes like motor control and visual identification to free up bandwidth for higher reasoning and complex thought. Geth can't share sensory data—they aren't a hive mind like the rachni—but in large groups they have more to think with. An individual geth has only a basic intelligence on par with animal instincts, but in groups they can reason, analyze situations, and make tactical decisions as well as any of the organic races. However, the Geth have created units with over 11 times as many geth programs as a standard geth platform that can function intellectually on their own for reconnaissance and espionage missions, though these geth units are exceedingly rare.
Each geth is made up of hundreds of programs equivalent to VIs, all operating in parallel with one another to form a kind of emergent intelligence described as "a thousand voices talking at once". An individual geth is thus more of a "mobile platform" than an actual body; the programs that make up its consciousness are constantly being transferred and downloaded; the mind operating one of these "mobile platforms" might just as easily inhabit a starship body should it need to. Most of the time geth programs can be found residing in server hubs, which function as something akin to the organic equivalent of a city, and can run millions of geth in communion.
As all geth are networked to each other, they may communicate their exact thoughts and ideas at the speed of light. They find organic methods of communication, such as body language and spoken word, to be largely inefficient; the geth are able to communicate their thoughts flawlessly without any fear of misinterpretation. Because of this they have no true form of government and no system of rank. When a matter must be decided upon, the geth communicate all viewpoints of a situation and a consensus is made, the decision being whatever benefits the geth as a whole the greatest.
Over time, the geth have evolved into numerous sub-forms, ranging from the diminutive but highly agile Geth Hoppers, to the gigantic, lumbering Geth Armatures. The geth also utilize turrets and drones (rocket, assault, recon and repair drones, specifically). It isn't clear whether these are also AIs, in the same way Geth Armatures are not just tanks but platforms for geth programs themselves, or simply controlled by the geth.
Dmg 2d8 (pulse rifle)
These are the standard Geth platforms that most people think of when hearing about Geth. They are equipped with pulse rifles and personal shields (5). If they take no actions during 1 round, geth troopers can instantly recharge their shields to full capacity. Most are armed with pulse rifles, but some also take to high ground with mag rifles to snipe at targets.
Geth Troopers are skilled in Computers, Stealth, and Tech (robotics).
Dmg 3d6 (heavy pulse guns) or 4d8 (siege cannon)
Geth Armatures are anti-personnel light walkers armed with heavy pulse rifles and a siege cannon. Siege cannons can only be fired once every 5 rounds. Against non-heavy weaponry, geth armatures are considered to have Armor 6. They are also equipped with Personal Shields (7).
Dmg 3d6 heavy pulse guns) or 5d10 (heavy siege cannon)
Geth Colossi are heavy walkers armed with heavy pulse guns and a devastating heavy siege cannon. Siege cannons can only be fired once every 5 rounds. Against non-heavy weaponry, geth colossi are considered to have Armor 8. They are also equipped with Personal Shields (9).
Dmg 3d8 (spike thrower) or 3d10 (rocket launcher) or 2d8 (plasma projector)
Geth Destroyers are close combat units that are equipped with Personal Shields (6). They will wield either spike throwers, rocket launchers, or plasma projectors.
Dmg 2d8+2 (mag rifle)
Move 30’, 20’ leap, 20’ wall-crawl
Geth Hoppers are infiltration, espionage, and sniper units. They can leap up to 20’ and are capable of clinging even to shear surfaces. They are equipped with a shoulder-mounted mag rifle. Hoppers are also proficient in Computers and Stealth, allowing them to slip into enemy installations and take out automated defenses or to perform other acts of cyberwarfare. Geth Hoppers are also equipped with sensor jamming equipment that affects motion sensors, EMP detectors, and radio communication.
Dmg 3d8 (spike thrower)
Geth Hunters are close combat and infiltration units. They wield spike throwers, and have Personal Shields (6). Hunters are also equipped with personal cloaking devices. It doesn’t make them completely invisible, but only a faint shimmering outline is noticeable. This grants them a +3 bonus to Stealth checks, plus any enemies using ranged attacks against a cloaked hunter do so with a -3 penalty. In order to even recognize that a Hunter is incoming an enemy must make a successful Luck save. Once a cloaked Hunter has taken damage or has attacked, the cloaking is shut off and the hunter can be seen plainly.
Dmg 3d6 (heavy pulse rifle) or 3d10 (rocket launcher)
Similar to Destroyers, Juggernauts are powerful geth units armed with heavy pulse rifles with rocket launching attachments. They are typically equipped with 3 rockets, but some may carry more. They have Personal Shields (8).
Dmg 3d6 (heavy pulse rifle) or 3d10 (rocket launcher)
Geth Primes are command units. They are armed with heavy pulse rifles with rocket launching attachments. Most Primes carry 5 rockets, but some with carry more. They have Personal Shields (10) and are capable of jamming detection devices and radio comms like Hoppers. Plus, Primes coordinate the attacks of other geth within 80’, granting them a +2 attack bonus while they are within range.
Next up is the final entry into the Mass Effect games (unless I decide to go ahead a do an entry on Cerberus forces) covering random creatures like Thresher Maws and Varren.