Weapons

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.
Sample 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.

Name Manufacturer Cost Mods Range ROF Damage AP Minimum Strength Ammo Notes
M-96 Mattock Unknown 400 0 10/20/40 1 2d6-1 - - 16 Semi-Auto
M-8 Avenger Elkoss Combine 550 0 10/20/40 2 2d6 - - 30 Auto, 2.5 weight units
M-76 Revenant Unknown 750 0 12/24/48 3 2d6 - - 60 Auto
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.

Name Manufacturer Cost Mods Range ROF Damage AP Minimum Strength Ammo Notes
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
M-77 Paladin Unknown 34000 3 15/30/60 1 2d6+2 2 - 3 Semi-automatic

Shotguns: All shotguns weigh 2 weight units unless otherwise noted.

Name Manufacturer Cost Mods Range ROF Damage AP Minimum Strength Ammo Notes
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
M-22 Eviscerator Human 1300 1 3/6/12 2 1-3d6+1 1 d6 3 semi-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.

Name Manufacturer Cost Mods Range ROF Damage AP Minimum Strength Ammo Notes
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
M-90 Indra Unknown 4000 1 30/60/120 3 2d10 2 d6 25 Automatic
M-29 Incisor Unknown 4900 1 40/80/160 1 2d10 3 d8 15 3RB
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.

Name Manufacturer Cost Mods Range ROF Damage AP Minimum Strength Ammo Notes
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.

Weapons

Mass Effect - Savage Worlds underableedingsun