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Savage Worlds

Mass Effect
version 5.0
A fan conversion of the Mass Effect video games
for the Savage Worlds Explorer’s Edition (SWEX) rules

by Evan Kreider
(“kreider204” at the PEG forums)

This is a work of fan appreciation and no challenge is meant to any copyrights or trademarks contained herein.
INTRODUCTION

Welcome to the latest version of my Mass Effect conversion for Savage Worlds. A few things
before we get started:

• There aren’t a ton of changes since the last version (v4.1). I removed the house rules for
charge and push attacks (I don’t think most people need them, and those who do probably
already have their own house rules for such things), and I added a small section on
vehicles.

• This is still primarily a conversion of the first video game; however, it does contain some
things from the second game (e.g., a couple of PC races, a few talents / powers, some bad
guys for the bestiary, etc.). Please don’t contact me to tell that certain things work
differently in the second game than in the first – I know already, thank you.

• This is in no way a complete point-by-point conversion of every little thing from the
video games. I draw your attention to the following excerpt from the SWEX core rule
book: “All too often conversions of other games try to account for every element –
massive skill lists, minute details, and hundreds of powers. This isn’t Savage Worlds,
and bringing in those elements is likely to burden the rules to the point where the game
play is no longer fast, furious, or fun” (137). Indeed, FFF is my guiding principle. As
such, you won’t find stats for every single different brand of pistol, or skills that match
every single aspect of the (first) video game character skill system. I’ve also occasionally
done things differently than the video games for gameplay balance or in order to make
certain aspects of the Mass Effect universe cohere better with the SW rules (again, please
don’t contact me to tell me that things work differently in the games than I have here – I
know). Ultimately, I’m only interested in playing Savage Worlds with a Mass Effect
flavor, not playing an exact replica of the video games in pen-and-paper form.

• You won’t find much fluff here – mainly just crunch. I don’t spend a lot of time
describing the Mass Effect universe, the races and cultures, the inhabitable worlds, the
technology, or anything like that. I’m assuming that if you’re interested in this
conversion, then you are already familiar with the video game, and don’t need me to tell
you about it. If you are looking for a bit more information, there are various wiki.

• I’ve made this for myself as GM. As such, I’ve designed it for my personal preferences.
I understand that there may be a variety of different ways to convert Mass Effect, all
equally legitimate, but I’ve stuck with creating a conversion that I want to run. If your
preferences differ, just use from this what you like and change the rest.
Thanks to everyone at the PEG forums who looked at drafts of this conversion and offered
suggestions. I’d especially like to thank Will S. (“771M” in the forums) who went through an
early draft with a fine-toothed comb and offered about a million excellent suggestions, most of
which I used (I’m especially grateful for the recharge roll idea).
CHARACTER CREATION

Character creation is handled in the usual way, except characters start at Seasoned rank (20 XP).
The easiest way to handle this is to create the character at 0 XP and then take four advances
(these may include background edges). This reflects the fact that most characters in the Mass
Effect video games are already fairly experienced at the start, and it allows players to create
characters with a few more skills and talents under their belts.

RACES

The following racial edges and hindrances are for PC character creation (NPCs may vary at the
GM’s discretion). The assumption is that PCs are (or, at least, can be) atypical members of their
respective races. With that in mind, I have tried to avoid overly strict racial “stereotypes,” and
tried to keep the races fairly generic so that players can create the kind of characters that they
want. For example, most turians probably have the Code of Honor and Loyalty hindrances, but
there’s no reason that a PC couldn’t be the exceptional dishonorable or disloyal turian.

Asari
Start with one basic level biotic talent.
+2 Charisma (usually attractive; reputation among civilized races as diplomats and negotiators).
Strength attribute requires two points per step to raise during character creation.

Batarian
Smarts attribute starts at d6 instead of d4 during character creation.
Start with Notice at d6 during character creation (extra eyes, and very perceptive in general).
Start with Persuasion at d6 during character creation (reputation as skilled negotiators).
Vow, Major (Batarians observe a strict caste system with rigorous etiquette).
-2 Charisma (outsider, reputation as slavers and isolationists).

Drell
Strength attribute starts at d6 instead of d4 during character creation (dense muscle tissue).
Photographic memory.
Quirk: Kepral's Syndrome (prolonged exposure to humid climates causes poor health and
eventual death).

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

Krogan
Strength attribute starts at d6 instead of d4 during character creation.
Vigor attribute starts at d6 instead of d4 during character creation.
Wide peripheral vision (+2 to relevant Notice rolls).
Smarts requires two points per step to raise during character creation.
Mean (-2 Charisma for ill-temper and surliness).
Quarian
Smarts attribute starts at d6 instead of d4 during character creation.
Start with Repair at d6 during character creation.
Start with Knowledge (Computers) at d6 during character creation.
Quirk: Immune Deficiency (Quarians’ immune systems cannot handle foreign bacteria; when not
in their own environment in the Quarian Flotilla, they must wear an encounter suit).
Quirk: Restrictive Diet (Like turians, quarians require food compatible with their dextro-amino
based genetic code, and will enter anaphylactic shock if they ingest levo-amino acid based food
eaten by humans and other similar biological forms).

Salarian
Agility attribute starts at d6 instead of d4 during character creation.
Smarts attribute starts at d6 instead of d4 during character creation.
Photographic memory.
Vigor requires two points per step to raise during character creation.
Quirk: High Metabolism (hyperactive, restless, talkative – can get on other’s nerves).

Turian
Spirit attribute starts at d6 instead of d4 during character creation.
Start with one skill at d6 during character creation.
Quirk: Restrictive Diet (Like quarians, turians require food compatible with their dextro-amino
based genetic code, and will enter anaphylactic shock if they ingest levo-amino acid based food
eaten by humans and other similar biological forms).

If a player wishes to create a truly unusual member of a race, he might swap out an edge or
hindrance (with the GM’s permission, of course). For example, a player wanting to create a non-
biotic asari scientist might swap the free biotic talent for a starting Smarts of d6.

All characters begin the game knowing a number of languages equal to half their Smarts die type
(e.g., a character with a d6 Smarts knows 3 languages). It is assumed that one of these languages
is the character’s racial language (though an unusual background might change this). Any
permanent increase to a character’s Smarts also increases the number of languages known.

SKILLS

Here are a few notes about skills. If a skill isn’t mentioned, then it’s used as per the normal
SWEX rules. I’ve suggested that some skills be skipped, based on assumption of adventures set
in a fairly typical Mass Effect universe. If the GM has different adventures in mind, and thinks
certain skills will come in handy after all, he should alert the players so that they can devote
some skill points to them.

Boating: Skip it – on the rare occasion when it might come up, characters may use their driving
or piloting skill instead.

Climbing: This skill will probably be of more use than players might think, especially when
their characters are climbing around looking for artifacts and mineral deposits.
Driving: Land vehicles are not uncommon (e.g., the MAKO); most characters will probably
want to get at least a d4 in this skill.

Fighting: Combat in the Mass Effect world definitely revolves around Shooting, but Fighting has
a limited role in some situations. Characters should probably raise this to no more than d6 at
first, and then see what happens as the campaign progresses.

Gambling: Not exactly essential, but it could come up on occasion, and might be interesting for
certain types of characters (e.g., gambling is a common pastime among military personnel).

Guts: This skill is not used; Spirit will be used for fear-based rolls instead.

Healing: This skill works as per the usual rules. In addition, healing rolls determine the
effectiveness of medigel (see the relevant discussion in the “Gear” section).

Knowledge (Computers): Obviously, this doesn’t require additional mechanics past the usual
knowledge rules; it’s likely to be useful in many situations, so most characters should consider at
least a d4.

Lockpicking: Renamed “Decryption,” and linked to Smarts. It works essentially the same way
as Lockpicking, though obviously based around electronic locks, computer security, etc. If the
players should happen to come across primitive mechanical locks, they may use their Decryption
skill; however, there may be a penalty to the roll, depending on exactly how primitive the lock is.

Piloting: Most characters should consider at least d4 in this skill; flying vehicles of some kind or
another are common in the Mass Effect universe.

Repair: This covers both electrical and mechanical repair.

Riding: Skip it – it won’t come up much (if at all), and PCs probably wouldn’t have the
opportunity to train in such an obsolete skill anyway.

Shooting: Shooting is absolutely central to Mass Effect combat, and will be important for just
about any character.

Survival: Unlikely to come up much – skip it.

Swimming: Characters should put d4 in this skill so that they don’t drown if they fall in water.
After that, it probably won’t play a big role.

Throwing: There’s pretty much only one application for this skill; namely, throwing grenades.
As such, it’s not really an efficient use of skill points. Therefore, this skill is not used, and
players may use Shooting for all ranged attacks, including grenades.

Tracking: Not likely to be of much use – skip it.


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 definitely 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

Gadgeteer: used, but with different requirements.


Requirements: Smarts d8+, Repair d8+, at least two scientific knowledge skills at d6+

Mr. Fix It: used, but with different requirements.


Requirements: Smarts d10+, Repair d8+, at least two scientific knowledge skills at d6+

NEW BACKGROUND EDGES

Resistance
Requirements: none
As per Arcane Resistance (pg. 20 in SWEX), but against damage-causing biotic and tech talents.

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

NEW COMBAT EDGES

Armor Training
Requirements: none
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: none (other than having two talents capable of being improved)
A character may raise two of his current talents by one level (from basic to advanced, or
advanced to master). This edge may be taken multiple times. See the “Talents” section below
for more explanation.

New Talent
Requirements: none
A character may choose one new basic level talent. This edge may be taken multiple times. See
the “Talents” section below for more explanation.
TALENTS

Talents are analogous to powers in the SWEX core rules. (Note, however, that there are no
arcane backgrounds or power points.) Talents are identified as combat, biotic, or tech. This
doesn’t affect the basic mechanics of the talent, but is relevant to other things (e.g., recharge
rolls, protective armor upgrades, etc.).

Talents have three levels / versions: a basic version (e.g., Marksman), an advanced version (e.g.,
Advanced Marksman), and a master version (e.g., Master Marksman). When a character chooses
the New Talent edge (described above), he may choose a talent at the basic level. When a
character chooses the Improve Talent edge, he may raise two current talents by one level (from
basic to advanced, or advanced to master). Higher level talents replace lower level ones (e.g.,
when a character improves his Marksman talent to Advanced Marksman, he no longer has the
basic Marksman talent). For example, a character without any version of the Marksman edge
could choose the New Talent edge at his next advance in order to gain the basic Marksman
talent. Now say that a character has the Marksman and Advanced Shield Boost talents. At his
next advance, he could choose the Improve Talents edge and replace his Marksman talent with
Advanced Marksman and replace his Advanced Shield Boost talent with Master Shield Boost.

The activation of talents does not require a skill roll; talents are always activated successfully.
The combat talents can be activated as free actions, but can only be used once per combat.
Biotic talents and tech talents require a full action to activate, and require a recharge roll before
they can be activated again during the same combat (assume they all recharge after combat).
There is no penalty associated with multiple sustained talents.

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). Spirit is used for biotic talent recharge rolls; Smarts 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. (It is
recommended that only Wild Cards be allowed recharge rolls, unless otherwise stated in an NPC
description.)

Without further adieu: the talents.

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Marksman (Combat)
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)
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)
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)
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)
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)


Requirements: Spirit d6+
Range: self
Duration: 1
Description: This talent allows the character to act as though he has drawn the Joker for initiative
(however, anyone else who draws an actual Joker gets to act first in the round, before the
character using this talent). The character may activate this talent at the beginning of a round,
regardless of the actual initiative card he drew.
Advanced Adrenaline Burst: As per Adrenaline Burst, but the duration is 2.
Master Adrenaline Burst: As per Adrenaline Burst, but the duration is 3.

Immunity (Combat)
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.

Sabotage (Tech)
Requirements: Smarts d6+
Range: Smarts x2
Duration: 1
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 2 and it causes 3d6 damage.
Master Sabotage: As Sabotage, but duration is 3 and it causes 4d6 damage.

Overload (Tech)
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 of shield and 2d6 damage.
Master Overload: As per Overload, but three wound levels of shield and 3d6 damage.
AI Hacking (Tech)
Requirements: Smarts d6+
Range: Smarts
Duration: 2
Description: The target must make a Spirit roll at -2; failure indicates that the target is under the
control of the character, much like the Puppet power (pg. 90 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 6 and the Spirit roll is at -6.

Damping (Tech)
Requirements: Smarts d6+
Range: Smarts x2
Duration: 1
Description: This talent prevents the target from using tech or biotic talents for the duration.
Advanced Damping: As per Damping, but the duration is 2.
Master Damping: As per Damping, but the duration is 3.

Combat Drone (Tech)


Requirements: Smarts d6+
Range: Smarts x2
Duration: 2
Description: The target creates a Combat Drone (see “Drones and Turrets” section of the
Bestiary below) that fights on the character’s behalf.
Advanced Combat Drone: As per Combat Drone, but the duration is 4.
Master Combat Drone: As per Combat Drone, but the duration is 6.

Incinerate (Tech)
Requirements: Smarts d6+
Range: Smarts x2
Duration: 2
Description: All targets within a small burst template take 2d6 fire damage (AP(2)) per round for
the duration of the talent (this bypasses shields); flammable objects may ignite (see SWEX p104).
Advanced Incinerate: As Incinerate, but the duration is 3 and AP 3.
Master Incinerate: As Incinerate, but the duration is 4 and AP 4.

Cryo Blast (Tech)


Requirements: Smarts d6+
Range: Smarts x2
Duration: 2
Description: The target must make a Vigor roll. Failure indicates that the target is frozen
(immobilized and unable to act) for the duration of the talent; success indicates that the target is
not frozen, but still moves as though on difficult ground for the duration of the talent, due to ice
frozen on their feet. (This talent bypasses shields.)
Advanced Cryo Blast: As per Cryo Blast, but the duration is 3 and the Vigor roll is at -2.
Master Cryo Blast: As per Cryo Blast, but the duration is 4 and the Vigor roll is at -4.
Throw / Pull (Biotic)
Requirements: Spirit d6+
Range: Smarts x2
Duration: Instant
Description: The target must make a Strength roll at -2 (plus any size modifier); failure indicates
that the target is thrown back or pulled forward (at the talent user’s discretion) 1d4” and knocked
prone. If the target hits a solid object, he must also make a Vigor roll or be Shaken. The target
also takes 1d6 damage, regardless of the Strength roll (this bypasses shields). This talent does
not work against targets that fly or levitate using mass effect fields.
Advanced Throw / Pull: As per Throw / Pull, but the Strength roll is at -4, and damage is 2d6.
Master Throw / Pull: As per Throw / Pull, but the Strength roll is at -6, and damage is 3d6.

Slam (Biotic)
Requirements: Spirit d6+
Range: Smarts x2
Duration: instant
Description: The target must make a Strength roll at -2 (plus any size modifier); failure indicates
that he is quickly lifted several feet into the air and slammed back to the ground, taking 2d6
damage (this bypasses shields) and making a Vigor roll to avoid being Shaken, unless falling on
something that cushions the landing. This talent does not work against targets that fly or levitate
using mass effect fields.
Advanced Slam: As per Slam, but the Strength roll is at -4, and the damage is 3d6.
Master Slam: As per Slam, but the Strength roll is at -6, and the damage is 4d6.

Singularity (Biotic)
Requirements: Spirit d6+
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 (plus any size modifier). 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 (except toward the center of the burst). In addition, all within the burst make
Strength and Agility rolls and all skill rolls related to Strength and Agility at -2. This talent does
not work against targets that fly or levitate using mass effect fields.
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.

Warp (Biotic)
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.
Barrier (Biotic)
Requirements: Spirit d6+
Range: self
Duration: 2
Description: This talent grants a biotic shield with a Toughness of 5 and one wound level for the
duration. Attacks against the character affect the Barrier first, and then the character’s normal
shield (if any) only after the Barrier is depleted, and then the character (and any armor) directly
only after the normal shield is depleted (as per the shield rules below).
Advanced Barrier: As per Barrier, but the duration is 3 and the shield has two wound levels.
Master Barrier: As per Barrier, but the duration is 4 and the shield has three wound levels.

Stasis (Biotic)
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.

Shockwave (Biotic)
Requirements: Spirit d6+
Range: see below
Duration: instant
Description: This talent sends out a shockwave 12” long and 1” wide. Anyone on the ground in
this area takes 2d6 damage (this bypasses shields); furthermore, each target must make a
Strength roll at -2 (plus any size modifier) or be knocked prone.
Advanced Shockwave: As per Shockwave, but the damage is 3d6 and the Strength roll is at -4.
Master Shockwave: As per Shockwave, but the damage is 4d6 and the Strength roll is at -6.

[continued next page]


GEAR

As a GM, it’s my intention to run short one-shot adventures using pre-generated characters with
assigned equipment, and equipment “treasure” (especially upgrades) discovered during the
course of the adventures. As a result, I have not listed prices for equipment, or equipment other
than that needed for adventuring. If there are certain items not listed here that a player in one of
my adventures really wants his character to have, he should discuss it with me, and we’ll decide
if it’s appropriate and available. Players may assume that characters have access to mundane
equipment and supplies (e.g., food and clothing) back at their base or on their ship. GMs
interested in long-term campaigns can generate prices lists for the gear listed below without too
much trouble, using the SWEX core rule book as a basic guide.

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 weapons on a
special harness. All able-bodied characters can wear light armor, and characters who meet the
strength requirements can wear medium or heavy armor (see “Armor” below). Other than that,
any reasonable amount of stuff is okay, as long as it doesn’t get too out of hand.

WEAPONS

Guns

Guns have effectively infinite ammo (but may require occasional maintenance, at the GM’s
discretion). Overheating is not FFF, and so will be ignored.

Gun 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”

Upgrades have been simplified to cohere better with SW rules and to make them more FFF. All
guns can utilize two upgrades: one attack upgrade and one ammo upgrade. (Some high quality
guns 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
• 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: SP(1) (“SP” is explained in the section on shields)
• Phasic Rounds II: SP(2)
• Phasic Rounds III: SP(3)
• Incendiary Rounds: heat damage works as AP 2; flammable objects may ignite (see
SWEX p.104)
• Cryo Rounds: freezes target (works like Entangle power – see pg. 90 in SWEX)
• 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, one heavy weapon (see below),
and grenades – 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: Shaken or wounded targets are frozen (works like Entangle power, SWEX pg. 90)
• Toxic: Shaken or wounded targets must make a Vigor roll or suffer -2 to all trait rolls for
1d4 rounds
A weapons harness can hold six grenades. Characters are allowed to carry a mixed assortment
(if available). Note that grenades are not “heavy weapons” in the Savage Worlds sense (pg. 42 in
SWEX), not even if fired from a grenade launcher (see below).
HEAVY WEAPONS

Heavy weapons were introduced in Mass Effect 2. I hesitated to include them here because this
is primarily a Mass Effect 1 conversion, and also from concerns about gameplay balance.
However, some of the bad buys in my bestiary needed heavy weapons; thus, I’ve come up with a
very limited selection of heavy weapon stats. Please feel free to generate more of your own.

Be advised: heavy weapons are very powerful, and risk unbalancing the game. Mass Effect 2
handles this by limiting ammo for heavy weapons. Though it’s a bit artificial, I recommend
doing the same in your SW Mass Effect games. You could explain this in terms of heavy weapon
ammo being expensive to produce, expensive to buy, in limited supply, difficult to find, strictly
regulated by militaries and governments, and so forth. You could also stipulate that geth and
Collector weapons and ammo are unusable by others – they are programmed to work only with
geth AI or Collector DNA (or whatever). Ultimately, though, it’s up to you as GM – if you want
your players running around firing rocket launchers day in and day out, knock yourself out.
However, I would stipulate that heavy weapons not be allowed to use gun upgrades – they are
powerful enough already.

Grenade Launcher

A grenade launcher fires grenades (including their upgrades, if any) as described above. On the
plus side, it has a greater range (15/30/60) and can hold up to 10 grenades. On the minus side, it
is slower to fire (once every other round – time for the auto-load mechanism to insert another
grenade into the chamber) and suffers from the “Snapfire” penalty. Note that grenades fired
from the launcher are not “heavy weapons” in the technical Savage Worlds sense (pg. 42 in
SWEX).

Rocket Launcher

Rocket launchers can vary a great deal, depending on the manufacturer. Here are the stats for a
basic one – feel free to modify it.

• Range: 24/48/96
• Damage: 4d8 (medium burst template, AP(6), heavy weapon)
• RoF: 1
• Reload: 2 full actions (1 if assisted by someone)

Flamethrower

A nasty weapon if ever there were.

• Range: cone template


• Damage: 2d10 (ignores armor and shields)
• RoF: 1
• Can fire ten times before running out of fuel; take several minutes to refuel.
• See “Flamethrower” section on pg. 46 of SWEX for additional notes.
Geth Rocket Launcher

The basic geth rocket launcher can fire two types of rockets: the disruption rocket and the scram
rocket. The stats depend on the type rocket used rather than the launcher itself.

Disruption Rocket:

• Range: 12/24/48
• Damage: 4d8 (medium burst template, AP(6), heavy weapon)
• RoF: 1
• Reload: 2 full actions (1 if assisted by someone)

Scram Rocket:

• Range: 24/48/96
• Damage: 3d8 (no burst, AP(8), heavy weapon)
• RoF: 1
• Reload: 1 full action

There is also an improved version of the geth rocket launcher carried by the geth juggernaut. It
reduces the reload by one action.

Collector Particle Weapons

As you might expect, these are weapons used by the Collectors.

Collector Particle Beam

• Range: 12/24/48
• Damage: 4d6, AP(2), SP(2), heavy weapon
• RoF: 1
Collector Heavy Particle Beam

• Range: 12/24/48
• Damage: 4d8, AP(4), SP(4), heavy weapon
• RoF: 1
Collector Particle Cannon

• Range: 12/24/48
• Damage: 4d8+2, AP(6), SP(6), heavy weapon
• RoF: 1
MISCELLANEOUS ITEMS

Omni-Tools

Omni-tools are ubiquitous devices that serve a wide variety of purposes (e.g., communication,
personal computing, computer interfacing, etc.)

Omni-tools are required to use tech talents. This gives tech talents a slight disadvantage
compared to biotic or combat talents, since one’s omni-tool could conceivably be lost, taken
away, damaged, or destroyed.

To compensate, omni-tools can utilize upgrades that boost tech talents (among other things). An
omni-tool 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
Hacking I: +1 to Decryption rolls
Hacking II: +2 to Decryption rolls
Hacking III: +3 to Decryption rolls
Help Menu I: +1 to Knowledge (Computers) rolls
Help Menu II: +2 to Knowledge (Computers) rolls
Help Menu III: +3 to Knowledge (Computers) rolls

[A note about bio-amps: Earlier versions of this conversion included bio-amps, which were
similar to omni-tools, but for biotic powers. I have removed them. They are absent from Mass
Effect 2, and for good reason, I think – as I understand the Mass Effect mythos, bio-amps are
nanotechnology implanted directly into a biotic’s nervous system, not handheld devices.]

[A note about combat talents: They do not require the use of omni-tools or other devices. They
can be thought of as a combination of training, discipline, willpower, and minor mods to
weapons, armor, and shields.]

Medigel

Medigel is basically a first aid kit. Six 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.).
ARMOR

Armor is tailored to each specific race (exception: asari and human bodies are similar enough to
make armor interchangeable). Armor comes in three types: light (+2 Toughness), medium (+4
Toughness), and heavy (+6 Toughness). Any able-bodied person 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 reduces the Strength requirement by two die types). Armor covers the
entire body from the neck down. Armor also comes with optional helmet; if worn, it covers the
entire head, neck, and face (Notice rolls at -2 while worn, if appropriate – GM’s discretion).

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 are a form of kinetic barrier. As such, they only
protect against small objects moving at high velocities, precisely like those projected by mass
accelerator weapons. They do not prevent characters from seeing, hearing, breathing, or
touching objects (e.g., weapons, door handles, other characters, etc.). In combat terms, shields
protect against guns, heavy weapons (except where noted), and grenades, but not against biotic
or tech talents, melee attacks, simple thrown weapons (e.g., knives, stones, etc.), poisoned gas,
radiation, temperature extremes, and so forth. They also do not protect against damage received
from falling and the like.

Shield Mechanics in Brief:

A shield has a Toughness rating and a number of wounds, just like a person. Attacks against
someone wearing a shield work against the shield first, and then against the wearer once the
shield is down.

Shield Mechanics in Detail:

A standard shield has a Toughness of 5 and one wound level that it can absorb (armor upgrades
can increase the Toughness or add wound levels). If a character successfully hits a target with a
shield, then the character rolls damage and compares it to the target’s shield’s Toughness; each
raise reduces the number of the shield’s wound levels by one. (A success has no effect; shields
cannot be “Shaken.”) When the shield absorbs its maximum number of wounds, the shield is
considered down. Shields remain down until combat is over (or the wearer uses the Shield Boost
talent).

Any excess damage from a single attack that reduces a shield to zero wound levels is applied
directly to the target. For example, suppose that a turian fires on a human with a Toughness of
7(2), and light armor with a standard shield (Toughness of 5, one wound level). The turian hits
and rolls a damage of 16. 9 points of damage (a success and a raise against the shield’s
Toughness of 5) are enough to take down the human’s shield (i.e., reduce it to zero wound
levels); the remaining 7 points of damage are applied against the human’s Toughness of 7, which
is a success, and therefore a result of “Shaken.”

Phasic rounds (and possibly some other attacks) have a Shield Piercing (“SP”) rating. Shield
Piercing works just like Armor Piercing, but against the shield’s Toughness rather than the
target’s armored Toughness.

A suit of armor can utilize a single upgrade. (Some high quality suits of armor may be able to
utilize one or two additional upgrades, at the GM’s discretion; however, it is recommended that
no suit of armor be able to utilize more than one Shield Battery upgrade.) Some example
upgrades:

• Shield Regenerator I: Shield Boost once per combat


• Shield Regenerator II: Advanced Shield Boost once per combat
• Shield Regenerator III: Master Shield Boost once per combat
• Shield Battery I: a standard shield can absorb one more wound (two total)
• Shield Battery II: a standard shield can absorb two more wounds (three total)
• Shield Battery III: a standard shield can absorb three more wounds (four total)
• Shield Enhancer I: +1 Shield Toughness
• Shield Enhancer II: +2 Shield Toughness
• Shield Enhancer III: +3 Shield Toughness
• 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 / Pull and Slam biotics, charge or push attacks,
or Shaken results
• Shock Absorbers II: +2 on rolls vs. Throw / Pull and Slam biotics, charge or push
attacks, or Shaken results
• Shock Absorbers III: +3 on rolls vs. Throw / Pull and Slam 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

[continued next page]


BESTIARY

Given the diversity of races, occupations, talents and other abilities, and so forth, there are an
almost limitless number of possible adversaries in the Mass Effect universe. Because of this, I
cannot and will not even remotely attempt to create an exhaustive bestiary here.

Fortunately, Savage Worlds makes it easy to create NPCs on the fly. The easiest way to do this
is to take some pre-existing stats from the Savage Worlds core book (or any supplement or
setting book) and tweak them a bit. For example, you could take the stats for the Soldier or
Experienced Soldier (p.99 of SWEX), or even the stats for a monster such as a goblin, orc, or
ogre. Then just give them some equipment and a couple of talents, and you’re good to go.

Some of you might want NPCs with a bit more Mass Effect specific flavor. Just for you, because
I care, here is a bit of help and advice. The easiest way to generate a quick NPC is to start with
some basic stats for the difficulty levels of bad guys. Here are some recommendations for a few:

Wimpy Bad Guy

• Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
• Skills: Fighting d4, Notice d4, Shooting d4
• Pace: 6”, Parry: 4, Toughness: 4

Regular Bad Guy

• Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
• Skills: Fighting d6, Notice d6, Shooting d6
• Pace: 6”, Parry: 5, Toughness: 5

Tough Bad Guy

• Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
• Skills: Fighting d8, Notice d8, Shooting d8
• Pace: 6”, Parry: 6, Toughness: 6

After choosing a templates, adjust to reflect the bad guy’s race. The following are just
recommendations based on typical members of the species (see the PC creation rules), so feel
free to ignore or modify them. Note that no attribute should be lowered below d4.

• Asari: one extra biotic talent, - 1 die type Strength


• Batarian: +1 die type Smarts, +1 die type Notice, at least d6 Persuasion
• Drell: +1 die type Strength
• Human: +1 die type any attribute, +1 die type any skill
• Krogan: +1 die type Strength and Vigor, - 1 die type Smarts
• Quarian: +1 die type Smarts, at least d6 Repair and Knowledge (Computers)
• Salarian: +1 die type Agility and Smarts, - 1 die type Vigor
• Turian: +1 die type Spirit, +1 die type any skill
(Note that these modifiers aren’t meant to be balanced. Some races have other edges and
hindrances that aren’t relevant to the stats above, so are not included for present purposes.)

Next, add or modify any attributes or skills you deem necessary, according to the type of NPC
you want. For example, an infiltrator would probably need Stealth and Decryption and perhaps
higher Agility, whereas a negotiator would probably need Persuasion and Intimidation and
perhaps higher Smarts.

Next, give your bad guy some equipment, sticking to the most important stuff – mainly, armor
and weapons (you can assume they have other necessary equipment such as omni-tools). Be sure
to modify the bad guy’s Toughness to account for his armor (if any), and to include Toughness
and number of wound levels for his shield (if any).

Next, give the bad guy whatever talents, edges, hindrances, or other special abilities you see fit.
I recommended that you not go overboard with this, perhaps just sticking to talents, and only a
few at most. In particular, I recommend against giving bad guys Shield Boost, unless perhaps
they are Wild Cards. Shield Boost makes more bookkeeping for you as GM, and worse, it might
frustrate players to take down a bad guy’s shield only to have it go up again. If you want extras
to be a bit harder to take down, or if you want to account for the Shield Boost that some bad guys
in the video game have (e.g., the basic geth trooper), it’s probably better to just give them an
extra level of shields instead.

Finally, decide whether or not you want your NPC to be a Wild Card. And what do you know –
you’re done! How’d it feel? Glad to hear it.

The following section contains more specific and detailed stats for some common Mass Effect
baddies. Note that the stats given here should be considered those of average adversaries, and
the GM should feel free to alter or scale them as desired. Also note that if a skill is not listed,
that does not necessarily mean that the entity in question does not have the skill; only the skills
most relevant to typical tactical situations are listed here, and the GM can decide about other
skills if and when it becomes relevant.

GETH

The geth are the main bad guys in the first Mass Effect video game, so they deserve their own
section, and they deserve to go first. Note: Despite the fact that they are basically robots, geth do
not have the Construct ability (pp. 140-141 in SWEX), although they are immune to normal
biological diseases and poisons, and they are Fearless (pg. 141 in SWEX) – remember that,
because I haven’t included it in every single geth entry below. Also note that their armor and
shields are built in, not separate items.

[continued next page]


Geth Trooper

• Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d4
• Skills: Fighting d4, Notice d6, Shooting d6
• Pace: 6”, Parry: 4, Toughness: 6(2)
• Armor: light
• Shields: Toughness 5, two wound levels
• Weapons: Assault Rifle
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Geth Barrier: a small personal shield (Toughness 5, one wound level) that protects
the geth from attacks from one direction only (usually the front). It takes one full
action to activate and lasts until taken down by weapons fire.
• Description: The basic geth trooper has stronger shields than the average lackey to
compensate for its light armor and lack of physical sturdiness, making it very vulnerable
once its shields are down, or against attacks that bypass shields. It is also not particularly
bright or crafty. As a result, its tactics in battle are relatively straightforward: it will
move steadily toward its target while firing its weapon; if its shield goes down, it will
activate its Geth Barrier and hunker down, firing from the safety of the barrier.

Geth Rocket Trooper

• Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d4
• Skills: Fighting d4, Notice d6, Shooting d6
• Pace: 6”, Parry: 4, Toughness: 6(2)
• Armor: light
• Shields: Toughness 5, one wound level
• Weapons: Assault Rifle, Geth Rocket Launcher
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o None
• Description: The geth rocket trooper has weaker shields than the basic trooper, but
compensates with its rocket launcher attacks. It generally prefers to find high ground
where it can bombard its opponents with disruption and scram rockets from a safe
position, but if on the ground, it will sometimes move in close and attempt to wipe out its
enemies with head-on rocket blasts or assault rifle fire.

[continued next page]


Geth Shock Trooper

• Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
• Skills: Fighting d8, Notice d6, Shooting d8
• Pace: 6”, Parry: 6, Toughness: 10(4)
• Armor: medium
• Shields: Toughness 5, two wound levels
• Weapons: Assault Rifle, Shotgun
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Carnage
o Geth Barrier: a small personal shield (Toughness 5, one wound level) that protects
the geth from attacks from one direction only (usually the front). It takes one full
action to activate and lasts until taken down by weapons fire.
• Description: The toughest of the basic troopers, the geth shock trooper sports good armor
and shields combined with devastating shotgun damage. It also fights marginally smarter
than the other troopers, making good use of cover while slowly moving closer to its
target; once close enough, it will unleash its Carnage talent and attempt to take out its
target and anyone unfortunate enough to be nearby.

Geth Hunter

• Attributes: Agility d10, Smarts d8, Spirit d6, Strength d8, Vigor d8
• Skills: Fighting d8, Notice d8, Shooting d8, Stealth d10
• Pace: 6”, Parry: 6, Toughness: 8(2)
• Armor: light
• Shields: Toughness 5, one wound level
• Weapons: Shotgun, Geth Rocket Launcher
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Tactical Cloak: As per a “success” Invisibility (pp. 91-92 in SWEX); it is a free
action to activate and lasts until the Hunter attacks or is hit (though not
necessarily damaged) by an attack.
• Description: The hunter is a stealth version of the geth trooper. It typically singles out an
enemy, activates its tactical cloak, and moves in quietly until it can unleash a point-blank
shotgun or rocket attack.

[continued next page]


Geth Sniper

• Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d4
• Skills: Fighting d4, Notice d8, Shooting d8, Stealth d8
• Pace: 6”, Parry: 4, Toughness: 6(2)
• Armor: light
• Shields: Toughness 5, one wound level
• Weapons: Sniper Rifle
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Assassination
• Description: Similar to the geth rocket trooper, but wielding a high-powered sniper rifle.
Like the rocket trooper, it can usually be found shooting from a safe place high above the
action. It will typically activate its Assassination talent as soon as it has reason to believe
that it can focus its attacks on a single target for at least a couple of rounds.

Geth Destroyer

• Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d10
• Skills: Fighting d10, Notice d6, Shooting d8
• Pace: 6”, Parry: 7, Toughness: 14(6)
• Armor: heavy
• Shields: Toughness 5, two wound levels
• Weapons: Assault Rifle, Shotgun
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Advanced Carnage
o Size +1
• Description: A heavy armored trooper, the destroyer will charge directly at its target,
switching to its shotgun and activating its Advanced Carnage talent once it’s close
enough. It’s also a capable melee combatant, should the situation require it.

[continued next page]


Geth Juggernaut

• Attributes: Agility d8, Smarts d6, Spirit d12, Strength d10, Vigor d12
• Skills: Fighting d8, Notice d6, Shooting d10
• Pace: 6”, Parry: 6, Toughness: 15(6)
• Armor: heavy
• Shields: Toughness 5, two wound levels
• Weapons: Assault Rifle (upgrades: +1 Shooting, +1 damage to organics), Improved Geth
Rocket Launcher
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Resistance
o Size +1
• Description: The juggernaut’s strong attacks and defenses make it an opponent to be
reckoned with. It prefers to move in close enough to use rifle and rocket attacks, while
still keeping enough distance to avoid melee combat.

Geth Prime (Wild Card)

• Attributes: Agility d10, Smarts d8, Spirit d12, Strength d12, Vigor d12
• Skills: Fighting d10, Notice d8, Shooting d10
• Pace: 6”, Parry: 7, Toughness: 16(6)
• Armor: heavy
• Shields: Toughness 5, three wound levels
• Weapons: Assault Rifle (upgrades: +2 Shooting, +2 damage to organics)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Advanced Overload
o Advanced Damping
o Advanced Resistance
o Pulse Blast (range: 12/24/48, damage: 5d8+2 (medium blast, AP(3), SP(3), heavy
weapon), can only be used once every three rounds)
o Geth Barrier: a small personal shield (Toughness 5, one wound level) that protects
the geth from attacks from one direction only (usually the front). It takes one full
action to activate and lasts until taken down by weapons fire.
o Combat VI: gives all geth within a medium burst template around the Prime a +2
to all trait rolls (is a free action to activate and has a 3 round duration).
o Size +2
• Description: The Prime is the geth’s fiercest trooper. Luckily, it is rare to find more than
one or two at a time. It fights smart, using cover and picking attacks to suit the opponent,
the environment, and the situation. A fight with a Prime is an encounter to be
remembered – assuming one survives …

[continued next page]


Geth Sapper

• Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d4
• Skills: Fighting d6, Notice d6, Shooting d8, Stealth d8
• Pace: 6”, Parry: 5, Toughness: 6(2)
• Armor: light
• Shields: Toughness 5, one wound level
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Sabotage (can be used twice per combat)
o Radiation Beam (acts as a pistol with Toxic rounds)
o Leap: can jump vertically or horizontally up to 6”
o Wall Walker: can stand or move on ceilings and walls at their normal pace
• Description: The sapper is the basic “hopper” style geth. It fights smart, constantly
leaping from place to place and keeping a distance from the enemy, while firing its
radiation beam and using its Sabotage talent on whatever target would be most
inconvenienced by having its weapon overheated.

Geth Stalker

• Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d6
• Skills: Fighting d8, Notice d8, Shooting d6, Stealth d10
• Pace: 6”, Parry: 6, Toughness: 7(2)
• Armor: light
• Shields: Toughness 5, one wound level
• Weapons: none
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Advanced Sabotage
o Advanced Overload
o Advanced Damping
o Leap: can jump vertically or horizontally up to 6”
o Wall Walker: can stand or move on ceilings and walls at their normal pace
• Description: The geth stalker behaves in much the same way as the sapper. Lacking any
normal attacks (e.g., weapons, the radiation beam of the sapper, etc.), the stalker will do
its best to pick the most effect moment and the most appropriate target for its Advanced
Sabotage, Advanced Overload, and Advanced Damping talents. [Note: Since it lacks
weapons, the stalker has automatic recharge for these talents – it can use one talent per
round, but not the same one twice in a row.]

[continued next page]


Geth Ghost

• Attributes: Agility d12, Smarts d8, Spirit d8, Strength d6, Vigor d8
• Skills: Fighting d8, Notice d8, Shooting d10, Stealth d10
• Pace: 6”, Parry: 6, Toughness: 8(2)
• Armor: light
• Shields: Toughness 5, one wound level
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Sniper Beam (acts as a Sniper rifle with no snapfire penalty)
o Overload Blast (works as Advanced Overload, but affects all in a small burst
template)
o Leap: can jump vertically or horizontally up to 6”
o Wall Walker: can stand or move on ceilings and walls at their normal pace
• Description: Possibly the deadliest of the hoppers, the geth ghost prefers to flank its
enemies and take them down with sniper fire. In addition, they enjoy the benefit of an
Overload attack with a small burst area of effect, which they will use when it will have
the most effect.

Geth Armature

• Attributes: Agility d4, Smarts d4, Spirit d10, Strength d12, Vigor d12
• Skills: Fighting d4, Notice d6, Shooting d8
• Pace: 4”, Parry: 4, Toughness: 18(7)
• Armor: heavy (upgrade: +1 Toughness)
• Shields: Toughness 5, two wound levels
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Mounted Rifle (as per Assault Rifle with +1 damage and AP(1))
o Siege Pulse (range: 12/24/48, damage: 5d8+2 (medium blast, AP(3), SP(3), heavy
weapon), can only be used once every three rounds)
o Size +3
• Description: The geth armature is the equivalent of a small tank. Though not particularly
fast or smart, its heavy armor and weapons make it difficult to tackle. Tactically, it is a
very simple creature: it stands in the middle of the action and fires at anything that comes
in range.

[continued next page]


Geth Colossus (Wild Card)

• Attributes: Agility d4, Smarts d4, Spirit d12, Strength d12+3, Vigor d12+3
• Skills: Fighting d4, Notice d8, Shooting d10
• Pace: 6”, Parry: 4, Toughness: 23(8)
• Armor: heavy (upgrade: +2 Toughness)
• Shields: Toughness 5, three wound levels
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Mounted Rifle (as per Assault Rifle with +3 damage, AP(3), heavy weapon)
o Siege Pulse (range: 12/24/48, damage: 6d8+3 (large blast, AP(3), SP(3), heavy
weapon), can only be used once every three rounds)
o Size +6
o Large: attackers receive a +2 bonus to hit a colossus
• Description: The geth colossus is basically a huge armature, and it behaves in much the
same way. The colossus is the heaviest hitter of the geth family – if you see one,
seriously consider running as quickly as possible in the other direction …

UNDEAD

These creatures are the sci-fi equivalent of horror / fantasy zombies and the like.

Husk

• Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d10, Vigor d8
• Skills: Fighting d10, Notice d6
• Pace: 6”, Parry: 7, Toughness: 8
• Armor: none
• Shields: none
• Weapons: none
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Undead (pg. 144 in SWEX)
o Fearless (pg. 141 in SWEX)
o Tesla Pulse (As Overload, but in a small burst that ignores cover)
o Melee Attack: Husks are built to deliver devastating melee strikes, and thus roll
Str + d6 damage.
• Description: A husk really is nothing more than a mindless zombie. It will run directly at
its opponents, discharging its Tesla Pulse and using melee attacks once close enough.

[continued next page]


Husk Abomination

• Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d10, Vigor d8
• Skills: Fighting d10, Notice d6
• Pace: 6”, Parry: 7, Toughness: 8
• Armor: none
• Shields: none
• Weapons: none
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Undead (pg. 144 in SWEX)
o Fearless (pg. 141 in SWEX)
o Death Blast (an explosion that does 4d6 damage in a small burst)
o Melee Attack: Husks are built to deliver devastating melee strikes, and thus roll
Str + d6 damage.
• Description: The abomination is the suicide bomber version of the husk. It rushes its
enemies, gets in a melee attack or two, and then triggers its death blast, destroying itself
in the process. Its death blast is also triggered on the round after it is incapacitated or
killed.

Husk Scion

• Attributes: Agility d4, Smarts d4(A), Spirit d6, Strength d10, Vigor d12
• Skills: Fighting d6, Notice d6, Shooting d8
• Pace: 4”, Parry: 5, Toughness: 18(8)
• Armor: none (but see below)
• Shields: none
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Organic Discharge (range: 6/12/24, 3d6 damage, RoF: 1)
o Shockwave (useable once every three rounds)
o Armored Shell: acts as 8 points of armor
o Resistance
o Hardy (pg. 142 in SWEX)
o Undead (pg. 144 in SWEX)
o Fearless (pg. 141 in SWEX)
• Description: More akin to Frankenstein’s monster than a zombie, the scion is a horrible
composite creature given to the Collectors by the Reapers. Though its organic missile
attack is only moderately dangerous, its armored shell makes it difficult to take down,
and its Shockwave attack can be quite a nuisance, especially when the scion is
accompanied by other Collector or undead forces.

[continued next page]


Thorian Creeper

• Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d10, Vigor d8
• Skills: Fighting d10, Notice d6, Shooting d8
• Pace: 6”, Parry: 7, Toughness: 8
• Armor: none
• Shields: none
• Weapons: none
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Undead (pg. 144 in SWEX)
o Fearless (pg. 141 in SWEX)
o Vomit Attack (range: 3/6/12, no damage but target makes a Vigor roll or suffers a
-2 penalty to all trait rolls for 1d4 rounds – this attack bypasses shields and is
toxic enough to work even through armor and environmental suits)
• Description: The thorian creeper looks and acts very similar to the basic husk. Once in
range, it uses its vomit attack, and then closes in for melee combat.

COLLECTORS

Though they are the central enemy in Mass Effect 2, there are only a few different kinds of
Collectors. Other than the Praetorian, they all look alike, but they have different abilities and
battle behaviors. (Note: the Collector’s flight is natural, not mass effect based – this means they
are vulnerable to throw / pull, slam, and singularity even when in flight.)

Collector Drone

• Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
• Skills: Fighting d6, Notice d6, Shooting d8
• Pace: 6”, Parry: 5, Toughness: 10(4)
• Armor: none (but see below)
• Shields: none
• Weapons: Collector Particle Beam
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Chitinous Exoskeleton (acts as 4 points of armor)
o Flight (Pace: 12”, Climb: 6”)
o Low Light Vision (pg. 142 in SWEX)
• Description: The drone is the basic infantry unit of the Collectors – meaning they are
numerous and expendable. Their tactics are simple: spread out over the field of battle
and attack everything in sight with their powerful particle beam weapons.

[continued next page]


Collector Guardian

• Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
• Skills: Fighting d8, Notice d8, Shooting d8
• Pace: 6”, Parry: 6, Toughness: 10(4)
• Armor: none (but see below)
• Shields: Toughness 5, two wound levels
• Weapons: Collector Heavy Particle Beam
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Chitinous Exoskeleton (acts as 4 points of armor)
o Flight (Pace: 12”, Climb: 6”)
o Low Light Vision (pg. 142 in SWEX)
o Collector Barrier (works the same as the Geth Barrier above)
• Description: The Collector guardian is a tougher version of the drone. There are usually
fewer guardians than drones at any given battle, but the guardians fight smarter and have
the benefit of both personal shields and a barrier similar to that of the geth trooper.

Collector Assassin

• Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d10
• Skills: Fighting d8, Notice d10, Shooting d10
• Pace: 6”, Parry: 6, Toughness: 11(4)
• Armor: none (but see below)
• Shields: Toughness 5, 2 wound levels
• Weapons: Collector Particle Cannon
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Chitinous Exoskeleton (acts as 4 points of armor)
o Flight (Pace: 12”, Climb: 6”)
o Low Light Vision (pg. 142 in SWEX)
• Description: The Collector assassin is the rarest and toughest of the Collectors. It prefers
to fire its devastating particle cannon from a safe place of at least partial cover,
concentrating its fire on whoever appears the strongest opponent.

[continued next page]


Praetorian (Wild Card)

• Attributes: Agility d10, Smarts d6, Spirit d10, Strength d10, Vigor d12
• Skills: Fighting d4, Notice d8, Shooting d10
• Pace: 6”, Parry: 4, Toughness: 14(4)
• Armor: none (but see below)
• Shields: none (but see below)
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Chitinous Exoskeleton (acts as 4 points of armor)
o Flight (Pace: 12”, Climb: 6”)
o Low Light Vision (pg. 142 in SWEX)
o Size +2
o Twin Particle Beams: range 12/24/48, damage: 4d8 (AP(8), SP(8), heavy
weapon). The Praetorian can fire both of these beams each round, either at a
single target (no penalty) or at two different targets (-2 Shooting).
o Praetorian Barrier: This barrier acts as a shield with a Toughness of 5 and three
wound levels. After it goes down, the Praetorian spends the whole next round
without it, during which it is especially vulnerable to attacks. The following
round, the Praetorian Barrier reactivates, making it entirely immune to attacks for
this round; also during this round, the Praetorian performs its “Death Choir”
maneuver, slamming itself to the ground, doing 4d6 damage to anyone in a small
burst template. The next round, the barrier goes back to its original state
(Toughness 5, three wound levels), and the process starts over again, until the
Praetorian is eventually defeated, or it kills its enemies.
• Description: This flying tank serves as the Collectors’ last resort attack. It flies along,
closely following its targets, firing its particles beams all the while. If its barrier goes
down, it acts according to the description above.

[continued next page]


VORCHA

The vorcha are probably the nastiest and most reviled of the “civilized” races – in fact, many
would say they barely count as civilized at all. They are most often found scavenging or
working as mercenaries. Vorcha have a special adaptability that allows them to develop traits in
response to their environments – for example, a vorcha that is damaged by fire might develop a
resistance to fire. As a result, vorcha are varied – no two are exactly alike. The stats below
represent a couple of basic combat-oriented vorcha types, which can be modified with various
edges and traits to account for their variety.

Vorcha Thug

• Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d10
• Skills: Fighting d8, Notice d4, Shooting d6
• Pace: 6”, Parry: 6, Toughness: 9(2)
• Armor: light
• Shields: Toughness 5, one wound level
• Weapons: Assault Rifle, Pistol
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Hardy (pg. 142 in SWEX)
o Fast Regeneration (pg. 143 in SWEX), but ceases once killed
• Description: The basic thug can serve a variety of purposes in combat. Some will seek
cover and let heavier forces do the heavy work. Others can serve as front line infantry
(their regeneration ability makes them difficult to keep down). Ultimately, they will
simply do whatever they are ordered to by their superiors.

Vorcha Heavy

• Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, Vigor d12
• Skills: Fighting 10, Notice d6, Shooting d8
• Pace: 6”, Parry: 7, Toughness: 12(4)
• Armor: medium
• Shields: Toughness 5, one wound level
• Weapons: Rocket Launcher, Shotgun
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Hardy (pg. 142 in SWEX)
o Fast Regeneration (pg. 143 in SWEX), but ceases once killed
• Description: The vorcha heavy will usually keep at a distance and bombard enemies with
its rocket launcher, but if pressed, it will use its shotgun at close range.

[continued next page]


BLOOD PACK

The Blood Pack started out as a small-time vorcha gang, but was later taken over by krogans. As
a result, krogans usually occupy the upper ranks and vorcha the lower (the Blood Pack very
rarely includes other species). Members can vary a great deal. The following are examples of a
couple of common types. The stats for the vorcha thug and vorcha heavy (above) can also be
used. In addition, the Blood Pack often uses varren (see the “Beasts” section below) as war dogs
and blood hounds.

Blood Pack Warrior (Krogan)

• Attributes: Agility d8, Smarts d6, Spirit d10, Strength d10, Vigor d10
• Skills: Fighting d10, Notice d8, Shooting d8
• Pace: 6”, Parry: 7, Toughness: 13(6)
• Armor: heavy
• Shields: Toughness 5, 2 wound levels
• Weapons: Shotgun (upgrades: +1 Shooting, Incendiary rounds)
• Other Gear: Grenades (6)
• Talents, Edges, Hindrances, and Special Abilities:
o Berserk (pg. 21 in SWEX)
o Carnage
• Description: The Blood Pack Warrior doesn’t make use of tactics – unless “charge right
at your enemies in a berserk rage, firing your shotgun all the while” counts as a tactic.

Blood Pack Pyro (Vorcha)

• Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d10
• Skills: Fighting d8, Notice d4, Shooting d6
• Pace: 6”, Parry: 6, Toughness: 9(2)
• Armor: light
• Shields: Toughness 5, one wound level
• Weapons: Flamethrower
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Hardy (pg. 142 in SWEX)
o Fast Regeneration (pg. 143 in SWEX), but ceases once killed
• Description: Basically just a vorcha thug with a flamethrower. Nasty little SOB’s.

[continued next page]


BLUE SUNS

The Blue Suns are well trained and well equipped mercenaries. They rarely have biotics in their
ranks, but make up for it with numbers, discipline, and clever tactics. Most are batarian, human,
or turian. They also make use of various mechs (see the “Mechs” section below). The following
are stats for a few basic types. As a default, they are constructed as humans, but batarian or
turian racial modifiers and abilities can be applied if desired. For that reason, and because their
behaviors and tactics are varied according to the demands of the situation, no further description
is given.

Blue Suns Trooper

• Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
• Skills: Fighting d8, Notice d6, Shooting d8
• Pace: 6”, Parry: 6, Toughness: 10(4)
• Armor: medium
• Shields: Toughness 5, one wound level
• Weapons: Assault Rifle (upgrades: +1 Shooting)

Blue Suns Legionnaire

• Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d8
• Skills: Fighting d8, Notice d8, Shooting d8
• Pace: 6”, Parry: 6, Toughness: 10(4)
• Armor: medium
• Shields: Toughness 5, two wound levels
• Weapons: Assault Rifle (upgrades: +1 Shooting, SP(3))
• Talents, Edges, Hindrances, and Special Abilities:
o Armor Training
o Overkill

Blue Suns Centurion

• Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d10
• Skills: Fighting d10, Notice d10, Shooting d10
• Pace: 6”, Parry: 7, Toughness: 13(6)
• Armor: heavy
• Shields: Toughness 5, two wound levels
• Weapons: Shotgun (upgrades: +1 Shooting, Incendiary ammo)
• Talents, Edges, Hindrances, and Special Abilities:
o Armor Training
o Advanced Overkill
o Immunity

[continued next page]


ECLIPSE

The Eclipse lack the kind of group military training of some gangs, preferring to fight as a
collection of individuals instead. This means that they rarely make use of cooperative tactics
(e.g., flanking, ganging up, etc.), but make up for it with their unpredictability. They are far
more likely to have biotics in their ranks than some other gangs. Most are asari, salarian, or
human. They also make use of various mechs (see the “Mechs” section below). The following
are stats for a few basic types. As a default, they are constructed as humans, but asari or salarian
racial modifiers and abilities can be applied if desired. For that reason, and because their
behaviors and tactics are varied according to the demands of the situation, no further description
is given.

Eclipse Trooper

• Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
• Skills: Fighting d6, Notice d6, Shooting d8
• Pace: 6”, Parry: 5, Toughness: 8(2)
• Armor: light
• Shields: Toughness 5, one wound level
• Weapons: Assault Rifle, Pistol

Eclipse Heavy

• Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
• Skills: Fighting d6, Notice d6, Shooting d8
• Pace: 6”, Parry: 5, Toughness: 10(4)
• Armor: medium
• Shields: Toughness 5, one wound level
• Weapons: Rocket Launcher, Pistol

Eclipse Engineer

• Attributes: Agility d8, Smarts d10, Spirit d8, Strength d8, Vigor d8
• Skills: Fighting d8, Notice d8, Shooting d8
• Pace: 6”, Parry: 6, Toughness: 10(4)
• Armor: medium
• Shields: Toughness 5, two wound levels
• Weapons: Assault Rifle (upgrades: -1 autofire penalty, AP(1)), Pistol
• Other Gear: Grenades (6)
• Talents, Edges, Hindrances, and Special Abilities:
o Incinerate
o Combat Drone

[continued next page]


Eclipse Vanguard

• Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8
• Skills: Fighting d8, Notice d10, Shooting d8
• Pace: 6”, Parry: 6, Toughness: 10(4)
• Armor: medium
• Shields: Toughness 5, two wound levels
• Weapons: Assault Rifle (upgrades: -1 autofire penalty, AP(1)), Pistol
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Warp
o Barrier

Eclipse Commando

• Attributes: Agility d10, Smarts d10, Spirit d10, Strength d10, Vigor d10
• Skills: Fighting d10, Notice d10, Shooting d10
• Pace: 6”, Parry: 7, Toughness: 13(6)
• Armor: heavy
• Shields: Toughness 5, three wound levels
• Weapons: Shotgun (upgrades: +3 to S/M/L ranges, SP(3)), Pistol
• Other Gear: Grenades (6)
• Talents, Edges, Hindrances, and Special Abilities:
o Carnage
o Warp
o Armor Training

[continued next page]


DRONES AND TURRETS

Drones and turrets are used by many, from geth to humans. As a result, there are a wide variety
of possible types. The following represent just a few possible types – trapping, abilities, and
traits can be modified and scaled as necessary. [Note: Flying drones use mass effect fields for
this mode of movement, and so are not vulnerable to throw / pull, slam, or singularity.] [Another
note: armor and shields are built in, not separate items.]

Combat Drone

• Attributes: Agility d8, Smarts d6(A), Spirit d8, Strength d4, Vigor d8
• Skills: Fighting d4, Notice d6, Shooting d12
• Pace: 6”, Parry: 4, Toughness: 12(6)
• Armor: none (but see below)
• Shields: none
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Fearless (see pg. 141 in SWEX)
o Immune to Taunts
o Immune to diseases or poisons
o Flight (Pace: 6”)
o Electric Shock (range: 3/6/12, damage: 3d6, RoF: 1)
o Electric Form (acts as 6 points of armor)
• Description: This is the drone created by the Combat Drone tech talent (see above).

Assault Drone

• Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d4, Vigor d10
• Skills: Fighting d4, Notice d6, Shooting d8
• Pace: 6”, Parry: 4, Toughness: 12(6)
• Armor: heavy
• Shields: Toughness 5, one wound level
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Fearless (see pg. 141 in SWEX)
o Immune to Taunts
o Immune to diseases or poisons
o Flight (Pace: 6”)
o Size: -1
o Machine Gun (works as an Assault Rifle)
• Description: The standard assault drone is typically used to defend an area or lay down
suppressing fire for troops.
Recon Drone

• Attributes: Agility d10, Smarts d6(A), Spirit d6, Strength d4, Vigor d8
• Skills: Fighting d4, Notice d12, Shooting d10
• Pace: 6”, Parry: 4, Toughness: 7(2)
• Armor: light
• Shields: Toughness 5, one wound level
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Fearless (see pg. 141 in SWEX)
o Immune to Taunts
o Immune to diseases or poisons
o Flight (Pace: 12”)
o Size: -1
o Gun (works as a Pistol)
• Description: The recon drone is a lighter, faster version of the assault drone that is
typically used to scout out positions and report back to its user.
Rocket Drone

• Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d6, Vigor d10
• Skills: Fighting d4, Notice d6, Shooting d8
• Pace: 6”, Parry: 4, Toughness: 13(6)
• Armor: heavy
• Shields: Toughness 5, one wound level
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Fearless (see pg. 141 in SWEX)
o Immune to Taunts
o Immune to diseases or poisons
o Flight (Pace: 6”)
o Rocket (works as an Rocket Launcher)
• Description: The rocket drone is a bit larger than the assault or recon drone. It usually
flies to a stable location and lands so that it can fire its rocket (it can fire in the air if need
be, but at a -4 penalty). It is typically used to take out vehicles or heavy troops.

[continued next page]


Turret

• Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d6, Vigor d10
• Skills: Notice d6, Shooting d8
• Pace: -, Parry: 2, Toughness: 13(6)
• Armor: heavy
• Shields: Toughness 5, one wound level
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Fearless (see pg. 141 in SWEX)
o Immune to Taunts
o Immune to diseases or poisons
o Machine Gun (works as an Assault Rifle) or Rocket (works as a Rocket
Launcher)
• Description: The turret is simply a stationary version of the assault or rocket drone.

MECHS

Mechs are a bit more sophisticated than drones or turrets, but are not sentient like the geth.
[Note: armor and shields are built right in, not separate items.]

[continued next page]


LOKI Mech

• Attributes: Agility d6, Smarts d4(A), Spirit d4, Strength d6, Vigor d6
• Skills: Fighting d4, Notice d6, Shooting d6
• Pace: 4”, Parry: 4, Toughness: 7(2)
• Armor: light
• Shields: none
• Weapons: Pistol (also see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Fearless (see pg. 141 in SWEX)
o Immune to Taunts
o Immune to diseases or poisons
o Weakness: A successful called shot to the head (roll at -4) is an automatic kill
o Weakness: A successful called shot to a shoulder (roll at -4) will disable that arm.
o Taser Blast (range: 1”, bypasses shields, 2d6 non-lethal damage, target passes out
for 2d6 hours once capacitated, recovers completely from all “wounds” once
regains consciousness)
• Description: The humanoid LOKI is an extremely cheap mech. This makes them easy to
destroy, but affordable enough to buy a lot of them. Their tactics amount to nothing more
than following simple orders.

FENRIS Mech

• Attributes: Agility d8, Smarts d4(A), Spirit d8, Strength d8, Vigor d8
• Skills: Fighting d8, Notice d6
• Pace: 8”, Parry: 6, Toughness: 9(4)
• Armor: medium
• Shields: none
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Fearless (see pg. 141 in SWEX)
o Immune to Taunts
o Immune to diseases or poisons
o Size -1
o Taser Bite (melee attack, bypasses shields, 3d6 non-lethal damage, target passes
out for 2d6 hours once capacitated, recovers completely from all “wounds” once
regains consciousness)
• Description: The FENRIS resembles a large mechanistic war dog and acts as such in
battle, charging and biting its target. They are sometimes modded by mercs so that their
taser bite does lethal damage.

[continued next page]


YMIR Mech (Wild Card)

• Attributes: Agility d6, Smarts d4(A), Spirit d10, Strength d12, Vigor d12
• Skills: Fighting d8, Notice d6, Shooting d10
• Pace: 6”, Parry: 6, Toughness: 17(6)
• Armor: heavy
• Shields: Toughness 5, three wound levels
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Fearless (see pg. 141 in SWEX)
o Immune to Taunts
o Immune to diseases or poisons
o Size +3
o Minigun (range: 24/48/96, damage: 3d8 (AP(2)), RoF: 4, mounted on the right
arm)
o Rocket (treat as a Rocket Launcher, mounted on the left arm)
o Weakness: The arms have a Toughness of merely 10(4).
o Weakness: The YMIR has a small weak spot on its forehead. A successful called
shot at -6 that gets past the YMIR’s shields will trigger the YMIR’s Death
Explosion on the next round.
o Death Explosion: the round after a YMIR is incapacitated / killed, it explodes,
causing 4d8 damage to all in a small burst
• Description: The “Big Daddy” of mechs, the YMIR is expensive enough to make it
(thankfully) rare. Despite its formidable offensive and defensive capabilities, it does
have some weaknesses that clever opponents can exploit.

[continued next page]


BEASTS

Klixen

• Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d8, Vigor d10
• Skills: Fighting d10, Notice d8, Shooting d8
• Pace: 8”, Parry: 7, Toughness: 7
• Armor: none
• Shields: none
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Bite: Str+d4
o Fire Spit (range: 3/6/12, damage: 2d6 (AP(2), bypasses shields, flammable objects
may catch fire))
o Death Blast (the klixen explodes in a fiery spray once it is incapacitated / killed,
doing 3d6 damage in a small burst (AP(2), bypasses shields, flammable objects
may catch fire))
o Resistant to heat / fire attacks (such attacks subtract 4 from damage rolls)
• Description: A large crustacean-like creature, the klixen is highly aggressive and will
charge its target, using its fiery spit and melee attacks.

Varren

• Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d10, Vigor d8
• Skills: Fighting d10, Notice d8
• Pace: 10”, Parry: 7, Toughness: 8(2)
• Armor: none (but see below)
• Shields: none
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Bite: Str+d6
o Fleet-footed: roll a d10 instead of d6 when running
o Thick Hide: acts as 2 points of armor
• Description: A reptilian canine used by krogans (and especially Blood Pack) as war dogs
and blood hounds.

[continued next page]


Rachni Worker

• Attributes: Agility d10, Smarts d4(A), Spirit d6, Strength d8, Vigor d8
• Skills: Fighting d6, Notice d6
• Pace: 8”, Parry: 5, Toughness: 6
• Armor: none
• Shields: none
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Bite: Str+d4
o Explosive Suicide Attack (the worker explodes in a toxic spray once it reaches its
target or is incapacitated / killed, acting as a grenade with a Toxic upgrade, but
only in a small blast radius)
• Description: Rachni are large insect-like creatures. The workers will swarm opponents,
blowing up in a suicide attack when they reach their target.

Rachni Soldier

• Attributes: Agility d10, Smarts d4(A), Spirit d8, Strength d10, Vigor d10
• Skills: Fighting d10, Notice d6, Shooting d8
• Pace: 8”, Parry: 7, Toughness: 13(6)
• Armor: none (but see below)
• Shields: none
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Chitinous Exoskeleton (acts as 6 points of armor)
o Bite: Str+d6
o Acid Spit (range: 3/6/12, damage: 2d8 (AP(2), bypasses shields))
o Resistance
• Description: Rachni soldiers are far more dangerous than the workers, with both ranged
and melee attacks, as well as heavy armor to protect them.

[continued next page]


Rachni Brood Warrior

• Attributes: Agility d8, Smarts d8(A), Spirit d10, Strength d12, Vigor d12+2
• Skills: Fighting d10, Notice d8, Shooting d8
• Pace: 8”, Parry: 7, Toughness: 18(6)
• Armor: none (but see below)
• Shields: none
• Weapons: none (but see below)
• Other Gear: none
• Talents, Edges, Hindrances, and Special Abilities:
o Chitinous Exoskeleton (acts as 6 points of armor)
o Bite: Str+d8
o Acid Spit (range: 3/6/12, damage: 3d8 (AP(2), bypasses shields))
o Advanced Resistance
o Size +3
o Advanced Warp
o Advanced Barrier
• Description: The rachni brood warrior is extremely rare. When they are found, they are
usually protecting a hive or even the queen herself.

Here’s a template for you to use to make your own baddies. Enjoy.

Name

• Attributes: Agility d, Smarts d, Spirit d, Strength d, Vigor d


• Skills: Fighting d, Notice d, Shooting d,
• Pace: #”, Parry: #, Toughness: #(#)
• Armor: light / medium / heavy
• Shields: Toughness #, x wound levels
• Weapons:
• Other Gear:
• Talents, Edges, Hindrances, and Special Abilities:
o
• Description:
VEHICLES

I have no intention of doing anything too detailed or technical with interstellar space travel in my
own Mass Effect games, so you won’t find any of that here. Sorry to disappoint, but I do have
other things to do, you know … My intention is simply to hand-wave such things, much like the
video games themselves do. “Okay, you set course for the Knossus system … okay, some time
passes, and you’re there.”

However, I may have some use for smaller scale vehicles for land, air, and sea travel, so I
thought I’d include just a few basic models here; you can then create a wider variety of vehicles
by simply adjusting the stats a bit (or taking the stats for a vehicle from the SWEX core rule
book, or any other setting, and just slapping a futuristic name on it … ).

M35 MAKO

• Acc / Top Speed: 5/20


• Toughness: 25 (10)
• Shields: Toughness 15, 3 wound levels
• Weapons:
o Gatling Gun (as per Assault Rifle with +3 damage, AP(3), heavy weapon)
o Cannon (range: 12/24/48, damage: 5d8+2 (medium blast, AP(3), SP(3), heavy
weapon), can only be used once every three rounds)
• Crew: 1 driver, 1 gunner, 2 passengers
• Notes: Four wheel drive, heavy armor
• Description: The Mako is an all-terrain land vehicle designed to transport a small team
from a dropship landing zone to a tactical location. While not the fastest vehicle ever to
cross land, it has armor and shields to protect its inhabitants and weapons to clear out
enemies from a distance.

TRANSPORT SHUTTLE

• Acc / Top Speed: 10/80


• Toughness: 13(2)
• Shields: Toughness 10, 2 wound levels
• Weapons: none
• Crew: 2 drivers, 6 passengers
• Notes: Heavy armor
• Description: A simple shuttle used to move crew from a larger ship (e.g., the Normandy)
to a docking bay or landing zone.

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M-44 HAMMERHEAD HOVER TANK

• Acc / Top Speed: 8/25


• Toughness: 22 (8)
• Shields: none (but see below)
• Weapons: Guided Missile System (ROF: 1, range: 12/24/48, +2 Shooting, damage:
4d8+2, AP(2), SP(2), heavy weapon)
• Crew: 1 driver, 1 gunner, 2 passengers
• Notes: Heavy armor
• Description: The Hammerhead serves a similar purpose as the Mako; however, its hover
ability allows it to travel over not only land, but also calm water. While lacking shields,
it has systems that automatically repair (remove) one wound from the vehicle each round
in which it does not take damage. It is also capable of making vertical jumps of about 50
feet high.

SUBMERSIBLE

• Acc / Top Speed: 5/30


• Toughness: 14(4)
• Shields: none
• Weapons: none
• Crew: 2 drivers, 6 passengers
• Notes: Heavy armor, submersible
• Description: This doesn’t appear in the game, but I thought I’d include it, as it could be
useful for adventures in underwater environments.

HOVER BIKE

• Acc / Top Speed: 20/36


• Toughness: 8(2)
• Shields: none
• Weapons: none
• Crew: 1 driver, 1 passenger
• Notes: -
• Description: Think “motorcycle,” only with hover technology instead of wheels. Yup,
you got it.

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