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Savage Worlds

Mass Effect
v 2.2
A fan conversion of the (first) Mass Effect video game
for the Savage Worlds Explorer’s Edition (SWEX) rules
by kreider204
CHARACTER CREATION
Character creation is handled in the usual way, with a few exceptions:

• All characters must choose 2 Talents.

RACES
Asari:
Beautiful: Asari possess the “Attractive” Edge.
Biotic Aptitude: Asari gain a +1 when rolling for recharge.
Weak: Strength attribute requires two points per step to raise during character creation
Slender: Asari may not select the “Obese” hindrance.

Human:
Adaptive: Start with one free edge OR one attribute at d6 during character creation and start
with one skill at d6 during character creation.
Buck the System: -2 Charisma (outsider, seen as inferior and untrustworthy by other
civilized races)

Krogan:
Strong: Krogan begin play with a d6 strength instead of a d4, and may buy up to a d12+1
at character creation.
Brawny: All Krogan gain the “Brawny” Edge.
Ugly: All Krogan gain the “Ugly” hindrance.
Sterile: Due to the Turian genophage, 99.9% of Krogan are born sterile and cannot
reproduce.

Quarian:
Hyper-Anemic: All Quarians gain the “Anemic” Hindrance at double strength, suffering
a -4 penalty to all rolls to resist sickness, disease, poison, and environmental effects. This
weakness has been largely overcome with technology, however: as long as a Quarian
wears a specially-made environmental quarantine suit, they do not suffer this penalty.
Outsider: Quarians gain the “Outsider” Hindrance.
Well-Traveled: Quarians gain +2 to all Common Knowledge rolls.
Technological Aptitude: All Quarians begin play with a d6 in Repair.

Salarian:
Intellectual: Salarians are known across the galaxy for their intelligence. A Salarian
begins play with a d6 in Smarts.
High-Metabolism: Decreases multi-action penalty by one.

Turian:
Radiation Resistant: All turians gain +4 to Vigor rolls made against any radiation-
related effect.
Steadfast: All Turians start with a d6 in Spirit.
Hollow Bones: All Turians subtract 1 from their Toughness due to their easily-broken
bones.
Skilled: Start with one skill at d6 during character creation.

SKILLS
- The Skills: Boating, Riding, Tracking, Guts(replaced with just a spirit roll), and
Survival have been removed.
- Lockpicking has been renamed: Decryption.
- New Skill:

Technology (Smarts)
Prothean Technology is used by Engineers and other Tech specialist characters, in
conjunction with an Omni-Tool, to manipulate combat networks and enemy AIs. See the
Tech Talents page for more information.
This skill can also be used, at GM discretion, when encountering lost Prothean devices
and other such items. In this case, it usually functions the same as a Knowledge skill, but
only when working with devices that are not yet common in the rest of the galaxy.

OLD EDGES
Here are a few notes about edges appearing the SWEX core rule book. If an edge isn’t
mentioned, then it’s used as per the normal SWEX rules, at the GM’s discretion.
The following edges are not used: Arcane Background, Arcane Resistance / Improved
Arcane Resistance, Champion, Holy / Unholy Warrior, Mentalist, New Power,
Power Points, Power Surge, Rapid Recharge / Improved Rapid Recharge, Soul
Drain, Wizard

NEW BACKGROUND EDGES


Resistance
Requirements: Novice, Spirit d8+
As per Arcane Resistance, but against damage-causing biotic and tech talents.

Improved Resistance
Requirements: Novice, Resistance
As per Resistance, but Armor and resistance are increased to 4.

NEW COMBAT EDGES


Armor Training
Requirements: Novice
Reduces the minimum Strength requirement for medium and heavy armor by two die
types (i.e., medium armor only requires d4 Strength and heavy armor only requires d8
Strength).

NEW TALENT (i.e., “Power”) EDGES


Improve Talents
Requirements: Novice, class edge
A character may raise two of his current talents by one level (from basic to advanced, or
advanced to master), assuming he meets all the requirements for that talent. This edge
may be taken multiple times. See the “Talents” section below for more explanation.

New Talent
Requirements: Novice, class edge
A character may choose a new basic level talent from any talents normally available to
his particular class edge. This edge may be taken multiple times. See the “Talents”
section below for more explanation.

NEW CLASS EDGES

Soldier
Requirements: Shooting or Fighting d6, Vigor d6
A Soldier is trained in the use of heavier armor, and knows how to minimize damage
when they take a hit. Soldiers gain +1 Toughness when wearing Medium or Heavy
armor. Due to the typically no-nonsense nature of their training and their role, Soldiers
are also more difficult to rattle than others on the battlefield, and gain a +2 to all Guts
rolls. The soldier may choose one combat talent.

Engineer
Requirements: Prothean Technology d6, Smarts d6
Due to their extensive knowledge of electronics, an engineer is able to calibrate the
shields of any light armor that they wear to provide themselves with more protection.
Engineers increase the shield rating of any Light armor they wear by 2. In addition to
this, Engineers gain a +2 bonus to Repair rolls. The engineer may choose one tech talent.

Adept
Requirements: Spirit d6
Extensive biotic endurance and stress training allow an Adept to wield their biotic
abilities with more ease and for longer periods of time than most others. Adepts gain +1
recharge rolls for biotics, and have a +2 bonus to all opposed Biotics rolls. The Adept
may choose one biotic talent.

Sentinel
Requirements: Prothean Technology d4, Spirit d6
A Sentinel’s training teaches them to maintain their defenses and develop the mental
endurance necessary to use biotics in extended combat. Sentinels add +2 to the Shield
rating of any Light armor that they wear, and gain +1 on recharge rolls. The Sentinel may
choose one tech or biotic talent.

Vanguard
Requirements: Shooting or Fighting d4, Spirit d6
Vanguards are trained to be adaptive and lethal combatants. A Vanguard gains +1
Toughness when wearing Light or Medium armor, and has a +2 bonus to Notice rolls.
The vanguard may choose one combat or biotic talent.

Infiltrator
Requirements: Shooting or Fighting d4, Prothean Technology d4, Smarts d6
Infiltrators are trained for self-preservation and long-range combat—usually as snipers.
Infiltrators gain +1 Toughness when wearing Light or Medium armor, and have a +2
bonus to Stealth rolls. The Infiltrator may choose one combat or Tech talent.

Commando
Requirements: Shooting/Fighting d10, Veteran
Most commandos are trained for guerrilla attacks and skirmishing, striking from hiding
and dealing damage as quickly as possible before fading away again. Commandos gain
+1 to Toughness when wearing Medium armor, and have a +2 bonus to Survival checks.
The Commando may choose one combat talent.

Operative
Requirements: Shooting or Fighting d8, Prothean Technology d8, Veteran
Due to the nature of their occupation, Operatives favor mobility and speed in combat
over brute force. They gain a +1 to Toughness when wearing Light armor, and a +2
bonus to either Knowledge (Computers) or Knowledge (Electronics). The Operative may
choose one combat or tech talent.

Shock Trooper
Requirements: Shooting/Fighting d10, Veteran
Shock Troopers are trained to weather damage better than any other soldier, and favor
heavy armor because of their tendency to come under heavy fire. Shock Troopers gain +1
Toughness when wearing Heavy armor, and gain a +2 to Spirit rolls to become
Unshaken. The Shock Trooper may choose one combat talent.

Nemesis
Requirements: Spirit d10, Biotic Powers Warp (Any) and Lift, Veteran
Those who undergo Nemesis training are better suited for a purely offensive focus. A
Nemesis may pick any Warp power that they know, and permanently increase its damage
die by one step, and rolls made to resist a Nemesis’ Lift power are made at a -2. The
Nemesis may choose one biotic talent.

Medic
Requirements: Prothean Technology d8, Medicine d8, Veteran
Medics concentrate on managing and monitoring the vital signs of their squadmates,
using their Omni-Tool to increase their defenses or heal wounds. A Medic gains +1 on
recharge rolls for tech powers, and has a +2 to all Medicine rolls. The Medic may choose
one Tech talent.
NEW LEADERSHIP EDGES
Specter Training
Requirements: GM’s permission, worked into the campaign
Mostly, this needn’t be handled with game mechanics, but rather role-playing and the
GM’s discretion. It does have a variety of benefits, including access to resources and
information, and a certain amount of autonomy and authority. As far as mechanics go, the
most obvious are a Charisma bonus when dealing with those who fear and/or respect the
Specters, and access to the Unity talent (see below).

TALENTS
- Characters begin with 1 Talent.
Recharge Rolls: In any turn in which he does not activate a talent, a character may make
a recharge roll. The roll is a free action that takes place at the end of the character’s turn,
after any other actions. A character may make a recharge roll in a round in which he is
Shaken. Only one recharge roll may be made per turn, for a single talent specified by the
player; however, a recharge roll may not be made for a talent in the same turn in which
that talent is sustained (or activated, as above). Biotics is used for biotic talent recharge
rolls; Technology is used for tech talent recharge rolls. The target number for the
recharge roll is 8. If the recharge roll for a talent is successful, then the character will be
able to use that talent again on his next turn.
Without further adieu: the talents.

Combat:
Marksman (Combat)
Additional Requirements: Shooting d6+
Range: self
Duration: 2
Description: This talent allows the character to fire a pistol with no autofire penalty, and
increases the rate of fire of that pistol by 1.
Advanced Marksman: As per Marksman, but the duration is 3 and it also confers a +1
Shooting bonus.
Master Marksman: As per Marksman, but the duration is 4 and it also confers a +2
Shooting bonus.

Carnage (Combat)
Additional Requirements: Shooting d6+
Range: self
Duration: 2
Description: This talent allows the character to fire a shotgun so that it does damage to all
within a small burst template of the target.
Advanced Carnage: As per Carnage, but the duration is 3 and it also confers a +2
Damage bonus.
Master Carnage: As per Carnage, but the duration is 4 and it also confers a +4 Damage
bonus.
Overkill (Combat)
Additional Requirements: Shooting d6+
Range: self
Duration: 2
Description: This talent allows the character to fire an assault rifle with no autofire
penalty, and increases the range of that assault rifle to 18/36/72.
Advanced Overkill: As per Overkill, but the duration is 3 and it also confers a +1
Shooting bonus.
Master Overkill: As per Overkill, but the duration is 4 and it also confers a +2 Shooting
bonus.
Assassination (Combat)
Additional Requirements: Shooting d6+
Range: self
Duration: 2
Description: This talent allows the character to shoot a sniper rifle a +2 damage bonus
and to ignore the usual snapfire penalty if moving while shooting.
Advanced Assassination: As per assassination, but the duration is 3 and with a +4 damage
bonus.
Master Assassination: As per assassination, but the duration is 4 and with a +6 damage
bonus.
Shield Boost (Combat)
Additional Requirements: none
Range: self
Duration: instant
Description: This talent restores one wound level of the character’s shield.
Advanced Shield Boost: As per Shield Boost, but restores two wound levels.
Master Shield Boost: As per Shield Boost, but restores three wound levels.
Adrenaline Burst (Combat)
Additional Requirements: Spirit d6+
Range: self
Duration: instant
Description: This talent resets two of the character’s other talents (including combat
talents, but not Unity, and not Adrenaline Burst itself) so that they may be used again on
the next turn.
Advanced Adrenaline Burst: As per Adrenaline Burst, except it resets three of the
character’s other talents.
Master Adrenaline Burst: As per Adrenaline Burst, except it resets four of the character’s
other talents.
Immunity (Combat)
Additional Requirements: Vigor d6+
Range: self
Duration: 2
Description: This talent raises the character’s Toughness by 2.
Advanced Immunity: As per Immunity, but the duration is 3 and Toughness is raised by 4.
Master Immunity: As per Immunity, but the duration is 4 and Toughness is raised by 6.

Tech:
Battle Depressants
Rank: Novice
Skill Requirement: Healing d6
Range: Smarts
Duration: 3 (1/round per section)
By tapping into the target’s omni-tool, you can administer battle depressants to decrease
any of a target’s Traits. This is an opposed roll against the victim’s Vigor. Success lowers
any Trait of the user’s choice one step, a raise lowers it two steps. A Trait cannot be
lowered below a d4. Multiple uses stack, though the user must keep track of when each
dose expires as usual.

Battle Stimulants
Rank: Novice
Skill Requirement: Healing d6
Range: Smarts
Duration: 3 (1/round per section)
By tapping into the target’s omni-tool, you can administer battle stimulants to increase
any of a target’s Traits by one die type for a standard success, and two with a raise. The
affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total.
Sabotage (Tech)
Additional Requirements: Smarts d6+
Range: Smarts x2
Duration: 2
Description: This talent causes all electro-mechanical weapons carried by the target to
temporarily overheat, making them unusable for the duration of the talent. In addition, the
heat causes 2d6 damage to the target (this bypasses shields).
Advanced Sabotage: As Sabotage, but duration is 3 and it causes 3d6 damage.
Master Sabotage: As Sabotage, but duration is 4 and it causes 4d6 damage.

Overload (Tech)
Additional Requirements: Smarts d6+
Range: Smarts x2
Duration: Instant
Description: This talent reduces the target’s shield by one wound level and deals 1d6
damage directly to the target (bypassing any remaining shields).
Advanced Overload: As per Overload, but two wound levels and 2d6 damage.
Master Overload: As per Overload, but three wound levels and 3d6 damage.

Deflection Shield
Rank: Novice
Skill Requirement: Knowledge (Electronics) d6
Range: Touch
Duration: 3 (1/round per section)
By changing and varying the density of their own shields, a skilled Tech specialist can
cause incoming attacks to change course, sometimes making them miss completely rather
than absorbing the impact.

With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other
attack rolls directed at the user. A raise increases the penalty to -4. This also acts as
Armor against area effect weapons.

First Aid
Rank: Novice
Skill Requirement: Healing d6
Range: Smarts
Duration: Instant
By applying fast-acting pain killers, and clotting agents, the user is able to use the healing
skill without use of medi-gel.

Medicine
Rank: Medic
Skill Requirement: Healing d10
Range: Touch
Duration: Instant
By applying anesthetics and other long-term medication in conjunction with more
specialized medi-gels, the user is able to heal a target’s wounds, even older injuries. The
use of this power also can be used to heal nonpermanent Crippling Injuries. This requires
a Tech roll at -4, 1d6 hours of time, and double the power point expenditure.

Weapon Overcharge
Rank: Novice
Skill Requirement: Repair d6
Range: Touch
Duration: 3 (1/round)
While this power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
If a ranged weapon affected by Weapon Overcharge overheats, the Overcharge is lost
when the weapon cools down.
AI Hacking (Tech)
Additional Requirements: Smarts d6+
Range: Smarts
Duration: 3
Description: The target must make a Spirit roll at -2; failure indicates that the target is
under the control of the character using the talent, much like the Puppet power in SWEX.
This talent works against basic AI entities (e.g., drones) but NOT against sentient
inorganics (e.g., Geth).
Advanced AI Hacking: As per AI Hacking, but the duration is 4 and the Spirit roll is at -4.
Master AI Hacking: As per AI Hacking, but the duration is 5 and the Spirit roll is at -6.

Damping (Tech)
Additional Requirements: Smarts d6+
Range: Smarts x2
Duration: 2
Description: This talent prevents the target from using tech or biotics talents for the
duration.
Advanced Damping: As per Damping, but the duration is 4.
Master Damping: As per Damping, but the duration is 6.

Neural Shock (Tech)


Additional Requirements: Smarts d6+
Range: Smarts x2
Duration: Instant
Description: The target must make a Vigor roll at -2 or be Shaken. This talent only works
against organic targets.
Advanced Neural Shock: As per Neural Shock, but target makes Vigor roll at -4.
Master Neural Shock: As per Neural Shock, but target makes Vigor roll at -6.

Biotic:

Biotic Powers that deal damage ignore a character’s Armor Rating, but not a Shield
Rating.

Gravity Well
Rank: Novice
Additional Requirements: Spirit d6+
Range: Smarts
Duration: Special
This power allows the user to create a powerful mass effect field to immobilize a target.
The target must roll an agility check at -2. Failure indicates partial restraint so that the
target suffers a -2 penalty to Pace and skills linked to Agility and Strength. A raise
restrains the target fully. He cannot move or use any skills linked to Agility or Strength.

Each following round, a target of a Gravity Well power may make a Strength or Agility
roll to break free of the mass effect field. Gravity Well targets a single opponent. The
effects persist even if targets move out of the area of effect.

Advanced Gravity Well: As per Gravity Well, but it affects everyone in Medium Burst
Template.

Throw (Biotic)
Additional Requirements: Spirit d6+
Range: Smarts x2
Duration: Instant
Description: All within a small burst radius must make a Strength roll at -2; failure
indicates that they are knocked back 1d4” and fall to the ground. Anyone hitting a solid
object must also make a Vigor roll or be Shaken. The victims also take 1d6 damage,
regardless of the Strength roll (this bypasses shields).
Advanced Throw: As per Throw, but the Strength roll is at -4, and damage is 2d6.
Master Throw: As per Throw, but the Strength roll is at -6, and damage is 3d6.

Warp (Biotic)
Additional Requirements: Spirit d6+
Range: Smarts x2
Duration: 2
Description: The target suffers a -2 Toughness penalty for the duration and takes 2d6
damage (this bypasses shields).
Advanced Warp: As per Warp, but the duration is 3, a -4 Toughness penalty, and 3d6
damage.
Master Warp: As per Warp, but the duration is 4, a -6 Toughness penalty, and 4d6
damage.
Lift (Biotic)
Additional Requirements: Spirit d6+
Range: Smarts x2
Duration: 2
Description: Everything not bolted down in a small burst template is lifted into the air.
This renders anyone caught in the lift immobile and unable to act, and vulnerable to
attack (+2 to any attack rolls against the target). When the talent expires, all victims drop
to the ground, taking 1d8 damage, unless falling on something soft (this bypasses
shields). This talent does not work against flying targets.
Advanced Lift: As per lift, but the duration is 3.
Master Lift: As per lift, but the duration is 4.

Singularity (Biotic)
Additional Requirements: Warp
Range: Smarts x2
Duration: 2
Description: Each round of the duration of the talent, those in small burst template must
make a Strength roll at -2; failure indicates that the target is pulled 1” toward the center
of the burst. Success indicates that the target is not pulled in, but cannot move from his
currently location. In addition, all within the burst make Strength and Agility rolls and all
skill rolls related to Strength and Agility at -2.
Advanced Singularity: As per Singularity, but the duration is 3 and a medium burst
template.
Master Singularity: As per Singularity, but the duration is 4 and a large burst template.

Barrier (Biotic)
Additional Requirements: Spirit d6+
Range: self
Duration: 2
Description: Grants one extra wound level of shields for the duration. All wounds
suffered for the talent duration come out of the Barrier first, and only come out of the
character’s shields after all the Barrier is depleted.
Advanced Barrier: As per Barrier, but the duration is 3 and it grants two extra wound
levels.
Master Barrier: As per Barrier, but the duration is 4 and it grants three extra wound
levels.

Stasis (Biotic)
Additional Requirements: Spirit d6+
Range: Smarts x2
Duration: 2
Description: Completely immobilizes the target, rendering him incapable of acting for the
duration; however, the target is also impervious to attack during this time.
Advanced Stasis: As per Stasis, but the duration is 3.
Master Stasis: As per Stasis, but the duration is 4.
Warp Blast
Additional Requirements: Spirit d6+

Rank: Seasoned
Range: 24/48/96
Duration: Instant
Warp Blast is an area effect power that can put down many opponents at once. The user
first picks where he wants to center the warp blast, then makes their Spirit roll. Normal
ranged attack modifiers apply. The area of effect is a Medium Burst Template. If the roll
is failed, the warp blast deviates as a launched projectile. Targets within the Warp Blast
suffer 2d6 damage.

Advanced Warp Blast: The size is increased to a large blast template and does 3d6
damage.

Warp Burst
Additional Requirements: Spirit d8+

Rank: Novice
Range: Cone Template
Duration: Instant
Warp Burst produces a large, fan-shaped mass effect that rips and tears at its targets.
When cast, place the thin end of the Cone Template at the character’s front. Targets
within the template may make Agility rolls at -2 to avoid the effect. Those who fail suffer
2d10 damage. This counts as a Heavy Weapon.
Unity (Special)
Requirements: Veteran, class edge, Specter Training
Range: Smarts x2
Duration: Instant
Description: All incapacitated Wild Card allies within range of the character are revived,
unshaken, with two wounds, and one shield wound level (if available).
Advanced Unity: As per Unity, but allies are revived with one wound, and two shield
wound levels (if available).
Master Unity: As per Unity, but allies are revived with no wounds, and three shield
wound levels (if available).

HOUSERULES
Mass Effect should run just fine on SW rules. However, I do have a couple of house rules
that may prove useful. The first is a rule for charging attacks, in order to reflect the
charge attack available in the video game. The second is a rule for pushing, which
characters armed with ranged weapons might find useful when an opponent gets in a little
too close. Where an attack lists more than one possible trait (e.g., Fighting or Strength),
use the higher of the two.

Charge
• Opposed roll: attacker’s Fighting or Strength vs. defender’s Strength or Agility.
o Per 1” charged through:
 +1 to attacker’s roll (max of +4), and

 -1 to attacker’s Parry (max of -4) until his next action.

o Success = target knocked back 1” (2” with a Raise).


 Optionally, can subtract the target’s Size difference.

o The target also must make an Agility roll or else he falls down.

o If the target hits a solid object, he must make a Vigor roll or be Shaken.

• Alternately, a charge can be used to add to an attack (e.g., a running kick).


o Per 1” charged through:
 +1 to attack and damage roll per 1” run through, max of +4,

 -1 to attacker’s Parry until his next action, max of -4.

• Charging counts as a single full action.


o There is no standard multi-action penalty (but do remember the Parry penalty).
o However, a charging character cannot perform any other action that round.

Push

• Opposed roll: attacker’s Fighting or Strength vs. defender’s Strength or Agility.


o Success = 1”, Raise = 2”, +/- Size difference.

o The target also must make an Agility roll or else he falls down.

o If the target hits a solid object, he must make a Vigor roll or be Shaken.
GEAR
Encumbrance: Don’t worry about exact weight loads. Most decent quality equipment is
made from fairly light-weight materials. As per below, characters can carry a full set of
guns on a special harness. All characters can wear light armor, and characters who meet
the strength requirements can wear medium or heavy armor (see “Armor” below).

Melee Weapons:
Type Specialist Manufacturer Damage Weight Cost Notes
Katana Ariake Str+d6+4 6 1000 AP 2
Great Axe Armax Str+d10+2 15 500 AP 1, Parry -1, 2 hands
Halberd Devlon Str+d8+2 15 250 Reach 1, 2 hands
Axe Elanus Risk Control Str+d6+2 2 200 –
Long Sword Elkoss Combine Str+d8+2 8 300 –
Spear Hahne-Kedar Str+d6+2 5 100 Parry +1, Reach 1, 2
hands
Rapier Haliat Str+d4+2 3 150 Parry +1
Great Sword Kassa Str+d10+2 12 400 Parry -2, 2 hands
Battle Axe Rosenkov Str+d8+2 10 300 –

Assault Rifles:
Weapon Manufacturer Range Damage Cost Weight Shots Min Str Notes
Tsunami Ariake 24/48/96 2d8 400 10 25 d6 ROF 3, AP 2,
3RB
Crossfire Armax 24/48/96 2d8 450 10 30 d6 ROF 3, AP 3
Raptor Devlon 24/48/96 2d8-1 300 10 25 d6 ROF 3, AP 2
Banshee Elanus Risk 24/48/96 2d6+1 350 8 20 - ROF 3, AP 1,
3RB
Avenger Elkoss Combine 24/48/96 2d8-1 250 10 20 d6 ROF 3, AP 1
Lancer Hahne-Kader 24/48/96 2d6+1 400 8 25 - ROF 3, AP 2
Thunder Haliat 24/48/96 2d8 450 10 20 d6 ROF 3, AP 2,
3RB
Breaker Kassa 24/48/96 2d8+1 500 12 30 d8 ROF 3, AP 3,
3RB,
Rare Kovalyov Rosenkov 24/48/96 2d8+2 650 12 25 d8 ROF 3, AP 3,
3RB,
Rare Pulse Rifle Universal 24/48/96 2d8 Mil 6 20 - ROF 2, +2
Accuracy, Ignores Shields

Pistols:
Weapon Manufacturer Range Damage Cost Weight Shots Min Str Notes
Raikou Ariake 12/24/48 2d6 200 3 10 - AP 1
Brawler Armax 12/24/48 2d6+1 300 5 10 - AP 1, Double Tap
Stinger Devlon 12/24/48 2d6 250 5 12 - ROF 2, AP 1
Striker Elanus Risk 12/24/48 2d6-1 150 3 8 - -
Edge Elkoss Combine 8/16/32 2d6-1 200 2 6 - Double Tap
Kessler Hahne-Kader 12/24/48 2d4+1 150 3 8 - AP 1
Stiletto Haliat 12/24/48 2d6+1 350 4 8 - AP 1
Razer Kassa 12/24/48 2d8 400 6 10 d6 AP 1, Double Tap,
Rare Karpov Rosenkov 10/20/40 2d8+1 500 8 10 d6 AP 1, Double Tap,
Rare

Shotguns:
Weapon Manufacturer Range Damage Cost Weight Shots Min Str Notes
Katana Ariake 12/24/48 1-3d6 350 8 4 - -
Avalanche Armax 12/24/48 1-3d6+1 350 10 5 d6 –
Firestorm Devlon 12/24/48 1-3d6 300 8 4 - ROF 2
Hurricane Elanus Risk 12/24/48 1-3d6-1 150 7 3 - -
Scimitar Elkoss Combine 10/20/40 1-3d6-1 150 7 3 - -
Storm Hahne-Kader 10/20/40 1-3d6-2 100 5 4 - ROF 2
Tornado Haliat 12/24/48 1-3d6+1 400 10 3 d6 –
Armageddon Kassa 12/24/48 1-3d6+1 450 10 4 d6 ROF 2,
Rare Sokolov Rosenkov 12/24/48 1-3d6+2 450 12 4 d6 –

Sniper Rifles:
Weapon Manufacturer Range Damage Cost Weight Shots Min Str Notes
Naginata Ariake 50/100/200 2d10 400 20 2 d6 AP 2
Punisher Armax 75/150/300 2d10 450 30 2 d8 AP 2, HW
Striker Devlon 50/100/200 2d10 400 15 1 d6 AP 2
Hammer Elanus Risk 30/60/120 2d8 300 15 4 - ROF 2, AP 1
Reaper Elkoss Combine 40/80/160 2d8+1 250 25 2 d6 AP 2
Avenger Hahne-Kader 50/100/200 2d8 300 15 3 - AP 2
Equalizer Haliat 50/100/200 2d10+1 500 25 1 d6 AP 2
Harpoon Kassa 60/120/240 2d10+1 600 30 2 d8 AP 2, HW,
requires a d10 Strength to fire while standing,
Rare Volkov Rosenkov 60/120/240 2d10+2 750 35 1 d8 AP 4, HW,
requires a d10 Strength to fire while standing, Rare

Melee Weapon Upgrades

Almost all weapons have the capability to accept modifications that alter the way the
weapon functions in some way. These modifications are usually very easy to install and
swap out, allowing a user to equip the best modifications for the current combat situation.

Each weapon can only effectively power a single modification at a time. Modifications
are modular, and can be swapped out with 10 minutes of work.

Modification Mark Effect Cost Notes


Counter-
- - - -
Balance
- I +1 to Parry 600 -
- II +2 to Parry 1400 -
Nano-Blade - - - -
- I +1 to AP rating 700 -
- II +2 to AP rating 1000 -
- III +3 to AP rating 2200 -
Chemical Edge - - - -
Must make Vigor check or take -1
- I 400 -
to rolls for 1 round
Must make Vigor check or take -1
- II 800 -
to rolls for 2 rounds
Must make Vigor check or take -1
- III 1200 -
to rolls for 3 rounds
Combat Scanner - - - -
+1 to Notice checks to locate Bonus only applies to
- I 300
living creatures creatures within 10’
+2 to Notice checks to locate Bonus only applies to
- II 600
living creatures creatures within 10’
+2 to Notice checks to locate Bonus only applies to
- III 900
living creatures creatures within 15’
Radioactive
- - - -
Blade
Target takes a -1 to Aftermath and
- I 600 Illegal in Citadel Space
Incapacitation
Target takes a -2 to Aftermath and
- II 1200 Illegal in Citadel Space
Incapacitation
Kinetic
- - - -
Enhancer
+1 to Fighting Rolls when
- I 600 -
“charging”
+2 to Fighting Rolls when
- II 800 -
“charging”

Ranged Weapon Upgrades

Almost all weapons have the capability to accept modifications that alter the way the
weapon functions in some way. These modifications are usually very easy to install and
swap out, allowing a user to equip the best modifications for the current combat situation.

Each weapon can equip a single weapon modification and a single ammunition
modification at a time. A weapon mod can be swapped out with 10 minutes of work, but
an ammo mod can be changed with a single action.
Modification Mark Effect Cost Notes
Combat
- - - -
Scanner
+1 to Notice checks to locate Bonus only applies to
- I 300
living creatures creatures within 10’
+2 to Notice checks to locate Bonus only applies to
- II 600
living creatures creatures within 10’
+2 to Notice checks to locate Bonus only applies to
- III 900
living creatures creatures within 15’
Heat Sink - - - -
Cannot be applied to Sniper
- I +2 to Weapon’s Clip rating 300
Rifles
Cannot be applied to Sniper
- II +4 to Weapon’s Clip rating 600
Rifles
Cannot be applied to Sniper
- III +6 to Weapon’s Clip rating 900
Rifles or Shotguns
High Caliber
- - - -
Barrel
If Clip rating is reduced to 0 or
+1 to Damage, -2 to Clip
- I 500 lower, weapon takes 2 rounds
rating
to cool down
If Clip rating is reduced to 0 or
+2 to Damage, -4 to Clip
- II 800 lower, weapon takes 3 rounds
rating
to cool down
If Clip rating is reduced to 0 or
+3 to Damage, -6 to Clip
- III 1250 lower, weapon takes 4 rounds
rating
to cool down
Improved
- - - -
Sighting
- I +1 to Shooting rolls 700 -
- II +2 to Shooting rolls 1800 -
Kinetic
- - - -
Stabilizer
Reduces multi-action penalty
- I to Shooting for running and 1000 -
firing by 1
Rail Extension - - - -
Increases Weapon’s base
- I 600 -
Range by 5’
Increases Weapon’s base
- II 900 -
Range by 10’
Recoil Damper - - - -
Reduces multi-fire penalty Must be replaced after
- I 300
by 1 for 1 round activated
Reduces multi-fire penalty Must be replaced after
- II 500
by 1 for 2 rounds activated

Ammunition Type Mark Effect Cost Notes


Anti-Personnel
- - - -
Rounds
- I +1 to Damage 600 -
- II +2 to Damage, but -1 to AP rating 1200 -
Armor Piercing
- - - -
Rounds
- I +1 to AP rating 400 -
- II +2 to AP rating, but deals -1 damage 600 -
- III +3 to AP rating, but deals -1 damage 1000 -
Chemical Rounds - - - -
Must make Vigor check or take -1 to
- I 400 -
rolls for 1 round
Must make Vigor check or take -1 to
- II 800 -
rolls for 2 rounds
Cryo Rounds - - - -
Target’s Pace is reduced by 2 for 1
- I 500 -
round
Target’s Pace is reduced by 2 for 2
- II 800 -
rounds
Phasic Rounds - - - -
Shots bypass 2 Shields, but deal -1
- I 500 -
Damage
Shots bypass 4 Shields, but deal -2
- II 800 -
Damage
Shots bypass 8 shields, but deal -4
- III 1000 -
Damage
Radioactive Rounds - - - -
Target takes a -1 to Aftermath and Illegal in Citadel
- I 600
Incapacitation Space
Target takes a -2 to Aftermath and Illegal in Citadel
- II 1200
Incapacitation Space

Grenade Upgrades

All grenades start with the base type listed in the Savage Worlds core book, reprinted
below.

Weapon Range Damage Cost Notes


Grenade 10/20/40 3d6 75 Medium Burst Template

A grenade can be upgraded with modifications that do everything from additional effects
to increased damage to increased blast radius. Each grenade can only support one
modification, and when the grenade is used, the modification is (obviously) lost.

While it is possible to buy a “blank” grenade, they are usually sold already modified.
They are usually referred to in reference to their modification—a grenade with the Cryo
modification would be called a “Cryo Grenade”, a grenade with the Fusion modification
is called a “Fusion Grenade,” etc.

Modification Effect Cost Notes


Cryo All targets suffer -2 Pace for their next turn 50 -
Flechette Grenade gains AP 3 50 -
High Explosive Grenade area increases to Large Template 100 -
Incendiary Grenade deals an additional 1d6 damage 100 -
Fusion All targets suffer -1 to rolls for one round 75 -

Characters can generally carry about six grenades at once on their weapons harness. In
the video game, a single upgrade affects all currently carried grenades, but in this SW
conversion, characters are allowed to carry a mixed assortment (if available).
Armor
Armor is tailored to each specific race (exception: Asari and Human bodies are similar
enough to make armor interchangeable). Anyone can wear light armor; medium armor
requires at least d8 Strength, and heavy armor requires at least d12 Strength (note
that the Armor Training edge above reduces the minimum Strength requirement by two
die types). Armor comes with optional helmet; if worn, it covers the entire head, neck,
and face (thanks to the faceplate) – again, no need to worry about precise hit locations.

Armor acts as a basic space / environmental suit. It provides breathable air (about a half
an hour), protection against the effects of vacuum, and some protection against hostile
environmental conditions (about two minutes of protection against a level 1 hostile
environment, one minute against level 2, and little to no protection against levels 3 and
above). After the duration expires, the wearer begins to experience the negative effects of
the environment (which might mean wounds, fatigue levels, etc., depending on the
environment).
Armor comes standard with a shield. Shields protect against missile attacks and grenades,
but not against melee attacks. Shields can absorb a certain number of wounds: the default
shield built into standard issue armor can absorb one wound, and shield upgrades (see
below) can increase that number to two or three. When the wearer is hit by an attack that
would cause one or more wounds, the shield absorbs (i.e., negates) the wounds instead,
up to its maximum. (Shields do not affect Shaken results.) When the shield absorb its
maximum number of wounds, the shield is considered down. Shields remain down until
combat is over or the wearer uses Shield Boost (if available from an edge or a shield
upgrade). Note: The inclusion of shields means that characters, including extras, will
essentially have more wound levels. Given the power of upgraded weapons, this
shouldn’t drag out combat significantly. It does mean for slightly more bookkeeping, but
it shouldn’t be anything too onerous, especially since extras will rarely have more than
one shield level.

Light Human Armor

Light Armor offers a basic level of protection from enemy attacks and minimizes the
movement penalties that affect weapon accuracy. This class of armor is lightweight
enough that almost anyone can wear it with little difficulty.

Armor Shield
Armor Manufacturer Weight Cost Notes
Value Value
Onyx Aldrin 1 0 6 50 -
Agent Aldrin 0 1 6 50 -
Duelist Elanus Risk 1 1 10 75 -
Scorpion Hahne-Kedar 2 0 10 75 -
Phantom Serrice 0 2 10 75 -
Rare, and usually more
Predator Armax 2 1 12 200
expensive than list price
Rare, and usually more
Mercenary Ariake 1 2 12 200
expensive than list price

Medium Human Armor

Medium Armor offers an increased level of protection, but also increases the movement
penalties that affect weapon accuracy. This class of armor is usually only worn by
military or police personnel, as it requires some strength and training to effectively
maneuver in.

Armor Shield
Armor Manufacturer Weight Cost Notes
Value Value
Onyx Aldrin 2 1 16 150 -
Agent Aldrin 1 2 16 150 -
Survivor Devlon 2 2 20 250 -
Scorpion Hahne-Kedar 3 1 20 250 -
Phantom Serrice 1 3 20 250 -
Rare, and usually more
Assassin Elkoss 3 2 22 500
expensive than list price
Rare, and usually more
Silverback Hahne-Kedar 2 3 22 500
expensive than list price
Rare, and usually more
Liberator Devlon 1 4 22 500
expensive than list price

Heavy Human Armor

Heavy Armor offers the highest level of protection from enemy fire, but also has the
highest movement penalities affecting weapon accuracy. Only highly-trained elite
soldiers are likely to be seen in heavy armor, due to the difficulty of movement, the
associated monetary cost, and its relative rarity.

Armor Manufacturer Armor Value Shield Value Weight Cost Notes


Onyx Aldrin 3 2 26 400 -
Agent Aldrin 2 3 26 400 -
Geist Serrice 3 3 30 800 -
Scorpion Hahne-Kedar 4 2 30 800 -
Phantom Serrice 2 4 30 800 -
Justicar Devlon 4 3 34 Mil -
Viridian Sirta 3 4 34 Mil -
Arbiter Devlon 2 5 34 Mil -
Light Turian Armor

Light Armor offers a basic level of protection from enemy attacks and minimizes the
movement penalties that affect weapon accuracy. This class of armor is lightweight
enough that almost anyone can wear it with little difficulty.

Armor Shield
Armor Manufacturer Weight Cost Notes
Value Value
Onyx Aldrin 1 0 5 55 -
Agent Aldrin 0 1 5 55 -
Duelist Elanus Risk 1 1 8 85 -
Scorpion Hahne-Kedar 2 0 8 85 -
Phantom Serrice 0 2 8 85 -
Rare, and usually more
Predator Armax 2 1 10 225
expensive than list price
Rare, and usually more
Mercenary Ariake 1 2 10 225
expensive than list price

Medium Turian Armor

Medium Armor offers an increased level of protection, but also increases the movement
penalties that affect weapon accuracy. This class of armor is usually only worn by
military or police personnel, as it requires some strength and training to effectively
maneuver in.

Armor Shield
Armor Manufacturer Weight Cost Notes
Value Value
Onyx Aldrin 2 1 14 175 -
Agent Aldrin 1 2 14 175 -
Survivor Devlon 2 2 18 275 -
Scorpion Hahne-Kedar 3 1 18 275 -
Phantom Serrice 1 3 18 275 -
Rare, and usually more
Assassin Elkoss 3 2 20 550
expensive than list price
Rare, and usually more
Silverback Hahne-Kedar 2 3 20 550
expensive than list price
Rare, and usually more
Liberator Devlon 1 4 20 550
expensive than list price

Heavy Turian Armor

Heavy Armor offers the highest level of protection from enemy fire, but also has the
highest movement penalities affecting weapon accuracy. Only highly-trained elite
soldiers are likely to be seen in heavy armor, due to the difficulty of movement, the
associated monetary cost, and its relative rarity.

Armor Manufacturer Armor Value Shield Value Weight Cost Notes


Onyx Aldrin 3 2 24 450 -
Agent Aldrin 2 3 24 450 -
Geist Serrice 3 3 28 900 -
Scorpion Hahne-Kedar 4 2 28 900 -
Phantom Serrice 2 4 28 900 -
Justicar Devlon 4 3 30 Mil -
Viridian Sirta 3 4 30 Mil -
Arbiter Devlon 2 5 30 Mil -

Light Quarian Armor

Light Armor offers a basic level of protection from enemy attacks and minimizes the
movement penalties that affect weapon accuracy. This class of armor is lightweight
enough that almost anyone can wear it with little difficulty.

Note that armor suitable for use by Quarians is relatively rare. Armor noted as “Rare” on
the table below is almost impossible to find.

Armor Shield
Armor Manufacturer Weight Cost Notes
Value Value
Onyx Aldrin 1 0 6 65 -
Agent Aldrin 0 1 6 65 -
Duelist Elanus Risk 1 1 10 100 -
Scorpion Hahne-Kedar 2 0 10 100 -
Phantom Serrice 0 2 10 100 -
Rare, and usually more
Predator Armax 2 1 12 300
expensive than list price
Rare, and usually more
Mercenary Ariake 1 2 12 300
expensive than list price

Medium Quarian Armor

Medium Armor offers an increased level of protection, but also increases the movement
penalties that affect weapon accuracy. This class of armor is usually only worn by
military or police personnel, as it requires some strength and training to effectively
maneuver in.

Note that armor suitable for Quarian use is rare. Armor noted as “Rare” on the list below
is almost impossible to find.

Armor Shield
Armor Manufacturer Weight Cost Notes
Value Value
Onyx Aldrin 2 1 16 250 -
Agent Aldrin 1 2 16 250 -
Survivor Devlon 2 2 20 325 -
Scorpion Hahne-Kedar 3 1 20 325 -
Phantom Serrice 1 3 20 325 -
Rare, and usually more
Assassin Elkoss 3 2 22 650
expensive than list price
Rare, and usually more
Silverback Hahne-Kedar 2 3 22 650
expensive than list price
Rare, and usually more
Liberator Devlon 1 4 22 650
expensive than list price

Heavy Quarian Armor

Heavy Armor offers the highest level of protection from enemy fire, but also has the
highest movement penalities affecting weapon accuracy. Only highly-trained elite
soldiers are likely to be seen in heavy armor, due to the difficulty of movement, the
associated monetary cost, and its relative rarity.

Note that Armor suitable for Quarian use is relatively rare.

Armor Manufacturer Armor Value Shield Value Weight Cost Notes


Onyx Aldrin 3 2 26 600 -
Agent Aldrin 2 3 26 600 -
Geist Serrice 3 3 30 1250 -
Scorpion Hahne-Kedar 4 2 30 1250 -
Phantom Serrice 2 4 30 1250 -
Justicar Devlon 4 3 34 Mil -
Viridian Sirta 3 4 34 Mil -
Arbiter Devlon 2 5 34 Mil -

Light Krogan Armor


Light Armor offers a basic level of protection from enemy attacks and minimizes the
movement penalties that affect weapon accuracy. This class of armor is lightweight
enough that almost anyone can wear it with little difficulty.

Armor Shield
Armor Manufacturer Weight Cost Notes
Value Value
Onyx Aldrin 1 0 6 60 -
Agent Aldrin 0 1 6 60 -
Duelist Elanus Risk 1 1 10 90 -
Scorpion Hahne-Kedar 2 0 10 90 -
Phantom Serrice 0 2 10 90 -
Rare, and usually more
Predator Armax 2 1 12 250
expensive than list price
Rare, and usually more
Mercenary Ariake 1 2 12 250
expensive than list price

Medium Krogan Armor

Medium Armor offers an increased level of protection, but also increases the movement
penalties that affect weapon accuracy. This class of armor is usually only worn by
military or police personnel, as it requires some strength and training to effectively
maneuver in.

Armor Shield
Armor Manufacturer Weight Cost Notes
Value Value
Onyx Aldrin 2 1 16 200 -
Agent Aldrin 1 2 16 200 -
Survivor Devlon 2 2 20 300 -
Scorpion Hahne-Kedar 3 1 20 300 -
Phantom Serrice 1 3 20 300 -
Rare, and usually more
Assassin Elkoss 3 2 22 600
expensive than list price
Rare, and usually more
Silverback Hahne-Kedar 2 3 22 600
expensive than list price
Rare, and usually more
Berserker Universal 4 1 22 600
expensive than list price

Heavy Krogan Armor

Heavy Armor offers the highest level of protection from enemy fire, but also has the
highest movement penalities affecting weapon accuracy. Only highly-trained elite
soldiers are likely to be seen in heavy armor, due to the difficulty of movement, the
associated monetary cost, and its relative rarity.

Armor Shield
Armor Manufacturer Weight Cost Notes
Value Value
Onyx Aldrin 3 2 26 500-
Agent Aldrin 2 3 26 500-
Geist Serrice 3 3 30 1000
-
Scorpion Hahne-Kedar 4 2 30 1000
-
Phantom Serrice 2 4 30 1000
-
Justicar Devlon 4 3 34 Mil-
Viridian Sirta 3 4 34 Mil-
Arbiter Devlon 2 5 34 Mil-
EXTREMELY Rare,
Battlemaster NA 5 3 34 NA reserved for high-status
Krogan Battlemasters

Armor Upgrades

Armor modifications alter the function of most types of body armor, granting various
bonuses depending on which modification is applied.

A suit of armor can only support one modification at a time, though the modifications are
modular and can be swapped out with 10 minutes of work.

Modification Mark Effect Cost Notes


Armor Plating - - - -
- I +1 to Armor rating 400 -
- II +2 to Armor rating 600 -
- III +3 to Armor rating 700 -
Combat
- - - -
Exoskeleton
- I +1 to Melee damage and Run rolls 750 -
+2 to Melee damage and +1 to Run
- II 1300 -
rolls
+3 to Melee damage and +2 to Run
- III 2000 -
rolls
Energized Weave - - - -
+1 to Armor Rating and +1 to
- I 600 -
Shield Rating
+2 to Armor Rating and +2 to
- II 1200 -
Shield Rating
Exoskeleton - - - -
- I +1 to Melee damage 500 -
- II +2 to Melee damage 900 -
Hardened Weave - - - -
+1 to rolls to resist Tech or Biotic
- I 400 -
Powers
+2 to rolls to resist Tech or Biotic
- II 800 -
Powers
Kinetic Buffer - - - -
Lowers multi-action penalty by 1 Must be replaced after
- I 300
for 1 round activated
Lowers multi-action penalty by 1 Must be replaced after
- II 400
for 2 rounds activated
Lowers multi-action penalty by 1 Must be replaced after
- III 600
for 3 rounds activated
Medical Interface - - - -
+1 to Soak rolls and becoming
- I 1000 -
Unshaken
+2 to Soak rolls and becoming
- II 1400 -
Unshaken
Motorized Joints - - - -
+1 to Climbing, Throwing, and Does not add to
- I 200
Strength rolls damage
+2 to Climbing, Throwing, and Does not add to
- II 300
Strength rolls damage
+3 to Climbing, Throwing, and Does not add to
- III 350
Strength rolls damage
Shield Battery - - - -
- I +1 to Shield rating 300 -
- II +3 to Shield rating 600 -
- III +5 to Shield rating 900 -
Stimulant Pack - - - -
+1 to Vigor rolls to resist sickness
- I 500 -
and to Run checks
+2 to Vigor rolls to resist sickness
- II 900 -
and to Run checks
+3 to Vigor rolls to resist sickness
- III 1200 -
and to Run checks
Toxic Seals - - - -
Wearer becomes immune to
- I 300 -
airborne toxins, etc
Bio-Amps
Bio-amps are required to use biotic talents. In addition, bio-amps can utilize a single
upgrade (some higher quality bio-amps may be able to utilize more than one upgrade, at
the GM’s discretion). Some example upgrades:
Duration Boost I: increases biotic talent duration by 1 round
Duration Boost II: increases biotic talent duration by 2 rounds
Duration Boost III: increases biotic talent duration by 3 rounds
Power Boost I: target makes rolls to resist biotic talent at -1
Power Boost II: target makes rolls to resist biotic talent at -2
Power Boost III: target makes rolls to resist biotic talent at -3
Cooldown Bonus I: +1 on recharge rolls for biotic talents
Cooldown Bonus II: +2 on recharge rolls for biotic talents
Cooldown Bonus III: +3 on recharge rolls for biotic talents

Omni-Tools
Omni-tools are required to use tech talents. In addition, they can utilize a single upgrade
(some higher quality omni-tools may be able to utilize more than one upgrade, at the
GM’s discretion). Some example upgrades:
Duration Boost I: increases tech talent duration by 1 round
Duration Boost II: increases tech talent duration by 2 rounds
Duration Boost III: increases tech talent duration by 3 rounds
Power Boost I: target makes rolls to resist tech talent at -1
Power Boost II: target makes rolls to resist tech talent at -2
Power Boost III: target makes rolls to resist tech talent at -3
Cooldown Bonus I: +1 on recharge rolls for tech talents
Cooldown Bonus II: +2 on recharge rolls for tech talents
Cooldown Bonus III: +3 on recharge rolls for tech talents

Medigel
Medigel is basically a small first aid kit. A half-dozen medigel units can be carried in a
standard utility belt with ease. When a character uses a medigel to heal wounds, he takes
a full action and makes a healing skill roll at +2: each success and raise removes one
wound (e.g., a success heals one wound, a success and a raise heals two wounds, a
success and two raises heals three wounds, etc.).
Black Well

Biotic Powers that deal damage ignore a character’s Armor Rating, but not a Shield
Rating.

• Backlash: When a Biotic rolls a 1 on their Biotics die (regardless of their Wild
Die), he is automatically Shaken. This can not cause a wound.

New Skills:

Biotics (Spirit)
The Biotics skill is used by those with the appropriate natural talent and cybernetic
enhancements to control and manipulate their telekinetic gifts. See the Biotic Powers
page for more information.

Prothean Technology (Smarts)


Prothean Technology is used by Engineers and other Tech specialist characters, in
conjunction with an Omni-Tool, to manipulate combat networks and enemy AIs. See the
Tech Talents page for more information.
This skill can also be used, at GM discretion, when encountering lost Prothean devices
and other such items. In this case, it usually functions the same as a Knowledge skill, but
only when working with devices that are not yet common in the rest of the galaxy.

Armor: http://www.obsidianportal.com/campaign/masseffect/wikis/armor

Weapon Range Damage RoF Wt. Notes


Assault Rifle 12/24/48 2d8 3 5 SWEX p.65, “Automatic Fire”
Pistol 12/24/48 2d6 2 2 SWEX p.65, “Automatic Fire”
Shotgun 6/12/24 1-3d6 1 4 SWEX p.45, “Shotguns”
Sniper Rifle 50/100/200 2d10 1 5 SWEX p.44, “Snapfire”

Weapons have effectively infinite ammo (but may require occasional maintenance, at the
GM’s discretion). Overheating is not FFF, and so will be ignored. Upgrades have been
simplified to cohere better with SW rules and to make them more FFF. All weapons can
utilize two upgrades: one attack upgrade and one ammo upgrade. (Some high quality
weapons may be able to utilize one or two additional attack upgrades, at the GM’s
discretion.) Some upgrades are very powerful, and should be very rare.
Some example attack upgrades:

• Improved Sighting I: +1 Shooting

• Improved Sighting II: +2 Shooting

• Improved Sighting III: +3 Shooting

• Range Extension I: increases range of weapon by 3 (added to S/M/L ranges)

• Range Extension II: increases range of weapon by 6 (added to S/M/L ranges)

• Range Extension III: increases range of weapon by 9 (added to S/M/L ranges)

• Recoil Damper I: reduces autofire penalty by 1

• Recoil Damper II: reduces autofire penalty by 2

Some example ammo upgrades:

• Shredder Rounds I: +1 damage bonus to organics only

• Shredder Rounds II: +2 damage bonus to organics only


• Shredder Rounds III: +3 damage bonus to organics only

Armor:
• Shield Regenerator: Shield Boost once per combat

• Shield Battery I: shield can absorb one more wound

• Shield Battery Ib: shield can absorb one more wound; Shield Boost once per
combat

• Shield Battery II: shield can absorb two more wounds

• Shield Battery IIb: shield can absorb two more wounds; Shield Boost once per
combat

• Armor Plating I: +1 Toughness

• Armor Plating II: +2 Toughness

• Armor Plating III: +3 Toughness

• Combat Exoskeleton I: +1 Fighting

• Combat Exoskeleton II: +2 Fighting

• Combat Exoskeleton III: +3 Fighting


• Shock Absorbers I: +1 on rolls vs. Throw biotics, charge or push attacks, or Shaken
results

• Shock Absorbers II: +2 on rolls vs. Throw biotics, charge or push attacks, or
Shaken results

• Shock Absorbers III: +3 on rolls vs. Throw biotics, charge or push attacks, or
Shaken results

• Medical Interface I: +1 to soak rolls; reduces wound penalties by 1

• Medical Interface II: +2 to soak rolls; reduces wound penalties by 2

• Medical Interface III: +3 to soak rolls; reduces wound penalties by 3


• Tungsten Rounds I: +1 damage bonus to synthetics only

• Tungsten Rounds II: +2 damage bonus to synthetics only

• Tungsten Rounds III: +3 damage bonus to synthetics only

• Armor Piercing I: AP 1

• Armor Piercing II: AP 2

• Armor Piercing III: AP 3

• Phasic Rounds I: bypasses one level of shield

• Phasic Rounds II: bypasses two levels of shield

• Phasic Rounds III: bypasses three levels of shield

• Incendiary Rounds: heat damage works as AP 2; flammable objects may catch fire
(see SWEX p.104)

• Cryo Rounds: freezes targets (works like Entangle power)

• Toxic Rounds: target makes a Vigor roll or suffers -2 to all trait rolls for 1d4 rounds

Guns in Mass Effect are made of light-weight materials and have a partially collapsible
design which allows a full set (pistol, shotgun, assault rifle, sniper rifle) to be carried on a
special harness (compatible with all armor types). Weapons can be switched easily:
swapping one weapon for another requires only a single full action.
Melee Weapons aren’t common in Mass Effect – it’s definitely a game built around
shooting. Characters may use the butt of any currently armed gun to strike a foe that gets
too close (damage of Str+d4). If a character wants something more, they could also carry
a light (1 pound) collapsible baton that does Str+d6 damage and hooks to the
aforementioned weapons harness. Anything other than that should be discussed with the
GM.
Grenades
Range: 5/10/20, Damage: 3d6 in a medium burst template.
Grenades can be set to explode on impact or when triggered remotely (requires a separate
action).
Grenades can utilize a single upgrade. Some example upgrades:

• Explosive: +2 damage, covers a large burst template

• Incendiary: heat damage works as AP 2; flammable objects may catch fire (see
SWEX p.104)
• Cryo: freezes targets (works like Entangle power)

• Toxic: target makes a Vigor roll or suffers -2 to all trait rolls for 1d4 rounds