Mass Effect - Savage Worlds
Weapons: All weapons in mass effect are keyed to a specific individuals biometrics, including finger print, heat signature and even heart beat. Additionally, they are set to malfunction on their owners death. These features help stop ones enemies from using their weapons against them. Therefor, it is nearly impossible to find a usable weapon on a dead body or just lying around. Weapons are therefor, almost always purchased, though finding an unsynced weapon is possible, albeit very rare. You may only have one of each weapon type synced at anyone time. Syncing another weapon requires a weapon bench.
Thermal Clips: All weapons use Thermal clips. A Thermal clip is like a clip but absorbs heat. If switched out before depleted you can keep clips to a quarter (rounded down). For instance, if you have a gun with 5 rounds and switch out with 3 shots remaining, you get 1/2 a clip back.
New Weapon Property
Charge Some weapons can be charged up for extra damage. Unless otherwise noted it works as follows: Charging a weapon typically takes 1 round. After a full round of charging(the round after you begin the charge) the weapon may be fired for its charged damage. This affects only the next shot, so if you are auto firing, double tapping, etc it only affects the first shot. Unless otherwise noted that shot deals an additional 1d6 damage. Some weapon use additional ammo when charged as noted after the entry.
Charge – 1d6/round for a maximum of 2 rounds. Each charge uses an additional round of ammunition.
Assault Rifles All Assault rifles weigh 2 units unless otherwise stated.
|M-8 Avenger||Elkoss Combine||550||0||10/20/40||2||2d6||-||-||30||Auto, 2.5 weight units|
|M-15 Vindicator||Elanus Risk Control Services||1150||1||12/24/48||1||2d6+1||-||-||24||3RB|
|N7 Valkyrie||Systems Alliance||1350||1||12/24/48||2||2d6+1||1||d6||16||double tap, automatic|
|Geth Pulse Rifle||Geth Armory||1600||1||12/24/48||5||2d6-1||-||-||40||5 RB, automatic|
|Chakram Launcher||Ama-Lur Equipment||3500||1||10/20/40||1||1d6*||0||d6||4||Charge*, Special: See Below|
|M-37 Falcon||Systems Alliance||4000||2||10/20/40||2||2d8||2||d6||6||double tap, automatic|
|M-55 Argus||Unknown||5200||2||12/24/48||3||2d8+1||2||d8||21||3 RB, Automatic|
|Cerberus Harrier||Cerberus||6100||2||15/30/60||3||2d8+1||3||d6||20||3 RB, Automatic|
|HMWA||Spectre Gear||52000||3||15/30/60||3||2d8+2||3||-||39||3 RB, Automatic|
Chakram Launcher The Chakra launcher shoots a disc that does 1d6 damage on impact. It may also be charged to make it explode on impact in a small radius. It may be charged for 1d6/round for 3 rounds. Each round uses an additional charge. If a character takes a direct hit he adds the 1d6 base damage to the explosion damage, and doesn’t get an agility roll to escape. For instance, a maximum charge blast hits it deals 3d6 in a small radius. The character that got hit takes an additional 1d6 damage, which is added on top of the 3d6.
Pistols: All pistols weigh .5 units.
|M-5 Phalanx||Systems Alliance||250||0||10/20/40||1||2d6-1||0||-||12|
|N-7 Eagle||Systems Alliance||900||1||10/20/40||3||2d6||24||Automatic|
|M-358 Talon||Cerberus||2100||1||6/12/24||1||3d6/2d6/1d6||0||4||Semi-Automatic, Shoots pellets like a shotgun|
|Arc Pistol||Quarian||2700||1||12/24/48||1||2d6||1||18||Semi-automatic, Charge 1d6/round for a maximum of 2 rounds. Each charge uses an additional round of ammunition.|
|Executioner Pistol||Blood Pack||4900||2||20/40/80||1||2d8+1||4||d8||1||can pentrate up to 1 inch of material, but ap goes down to 2.|
|M-11 Suppressor||Systems Alliance||5400||2||12/24/48||1||2d6||1||-||6||3RB, silenced, heads shots deal an additional 2 damage|
Shotguns: All shotguns weigh 2 weight units unless otherwise noted.
|M-23 Katana||Ariake Technologies||400||0||3/6/12||1||1-3d6-1||0||d6||5||Semi-automatic|
|M-27 Scimitar||Ariake Technologies||500||0||3/6/12||2||1-3d6-1||0||d6||8||automatic|
|N7 Piranha||Systems Alliance||3300||1||3/6/12||3||1-3d8+1||0||d6||6||automatic; heavy weapon|
|Geth Plasma Shotgun||Geth Armory||5500||2||8/16/32||1||1-3d8||4||-||5||Semi-automatic, charge 1d6/1 round, maximum of 1 round.|
|AT-12 Raider||Batarian State Arms||6300||2||2/4/8||2||1-3d10+1||3||d8||2||semi-automatic; heavy weapon|
|M-300 Claymore||Krogan||55000||3||3/6/12||1||1-3d12+2||4||d12||1||Weighs 2.5 units; heavy weapon|
|Graal Spike Thrower||Krogan||64000||3||8/16/32||2||2d12+2||8||d8||3||Charge: 1d6/1 round, maximum of 1 round; Semi-automatic; shoots a single flechette round; heavy weapon|
Sniper Rifles: All Sniper rifles weigh 3 weight units unless otherwise noted. All Sniper rifles also have the snap fire weapon trait and the heavy weapon trait.
|M-92 Mantis||Devlon Industries||500||0||20/40/80||1||2d8-1||1||d6||1||Not a heavy weapon|
|M-97 Viper||Rosenkov Materials||1150||0||20/40/80||1||2d10-1||1||d6||6||semi-automatic|
|M-13 Raptor||Cerberus||1550||0||20/40/80||2||2d10-1||1||d6||15||Semi-automatic, double tap|
|Krysae Sniper Rifle||Turian||7200||2||40/80/160||2||2d10+1||4||d8||3||semi-automatic, double tap|
|Kishock Harpoon Gun||Batarian||7500||2||50/100/200||1||2d10+2||5||d8||1||Charge 1d6/1 round maximum|
|M-98 Widow Anti-Material Rifle||Unknown||62200||3||50/100/200||1||2d12+2||6||d8||1||can penetrate up to 3 inches of material, but AP drops to 3|
|Black Widow||Systems Alliance||69500||3||50/100/200||3||2d12+1||5||d6||3||can penetrate up to 2 inches of material, but AP drops to 3, automatic, 3RB|
Submachine Gun All submachine guns weigh 1 unit and all are automatic.
|M-4 Shuriken||Elkoss Combine||250||0||6/12/24||3||2d4||36|
|M-9 Tempest||Elanus Risk Control Services||400||0||10/20/40||3||2d4||40|
|Geth Plasma SMG||Geth Armory||1100||1||12/24/48||3||2d4||100|
|M-12 Locust||Kassa Fabrication||2400||1||12/24/48||2||2d6+1||20||Silenced|
|Blood Pack Punisher||Blood Pack||3100||2||10/20/40||2||2d6||2||40|
|M-25 Hornet||Cerberus||4900||2||12/24/48||3||2d6+1||24||3 RB|
|N-7 Hurricane||Systems Alliance||35000||3||8/16/32||3||2d6+2||1||40(20*)||Each shot with the N-7 Hurricane is a double tap as the weapon automatically fires two bullets per pull. This is already reflected in the damage and the secondary ammo (20). Because of this all shots also gain a +1 to shooting.|