Savage Worlds: Mass Effect


This is an updated set of rules for Savage Worlds: Mass Effect, based on feedback I've received and, hopefully, actual playtest changes that need to be made. It was written with the Savage Worlds Explorer's Edition and a lot of help from the Mass Effect Wiki. I'm open to comments and suggestions on how to update the rules and make them better fit Mass Effect and Savage Worlds.


Races:
Human: Humans start with the Lucky edge and one other of choice, but also have the Flaw: Outsider. While a growing power in the galaxy, the human rise to power has created a number of enemies.

Salarian: Salarians slight build results in them having the Small hindrance. However, their quick minds mean they begin with a d6 in Smarts, and the Quick Edge.

Turian: Turians begin the game with a d6 in both Fighting and Shooting to represent their military training.

Asari: All Asari begin with a single novice Biotic Power of choice, 5 Power Points, and a d4 in the Biotics skill. If they choose they Arcane Background: Biotics, they gain these in addition to the powers provided by the background. Asari also have Mind Reading as a bonus power. Mind Reading is a separate skill from Biotics, based on Spirit, and begins at a d4. Asari have strong personalities, however, and have a minor personality hindrance, usually tied to their stage in life (Maidens tend to be Curious; Matrons tend to be Cautious).

Krogan: Krogan are perpetual Outsiders, but all have the Healing Power, which functions only for themselves, and operates off their Vigor attribute. This is a free action every 10 minutes. They begin with a d6 in Vigor, but their Smarts requires two points per dot to increase at character creation. All are considered to have the Brawny Edge.

Quarian: Quarians begin play with a d6 in the Repair skill, but also have the Outsider flaw and a -4 against poison and disease. However, the also begin with an environmental suit, which provides +2 Armor, +2 against negative environmental conditions, and negates their penalty against poison and disease unless breached. Armor designed for Quarians takes this suit into account.

Drell: Drell have a +4 to resist heat. They also have an Eidictic Memory, allowing them to recall any information they have been exposed to; this results in a +2 to all knowledge skill checks, including common knowledge. However, their memory can be triggered involuntarily whenever they roll a 1 (on either die) while making a Knowledge or Smarts test, requiring a Spirit roll lest they fall into a fugue state and 4 point penalty to all trait rolls while in the grip of memory. With success, there is only a 2 point penalty. With a raise, there is no penalty. A Bennie may be spent to remove the penalty, as well. Checks against the fugue state may be made every round during combat, or every minute when out of combat, and the fugue will last until either two successes are made, or a success and a raise.

Hanar: Hanar are fully aquatic, and thus cannot drown, move at full speed while swimming, and have a d6 in swimming at character creation. They likewise possess four additional limbs, allowing them to take multiple actions. They also secrete poisons from their limbs, allowing them to paralyze in hand to hand combat. They move by means of levitation packs powered by mass effect fields, giving them the equivalent of Flight. However, they also possess significant disadvantages. As jellyfish, they lack physical strength, so their Strength can never advance beyond 1d6, and requires two points to raise at character creation, or two advances during gameplay. Their Vigor and Agility likewise require two points per step, but do not have caps. Their stilted speech and strong religious beliefs also marks them as Outsiders.

Elcor: Elcor move very slowly, having a base pace of 3 and only a d4 running die. Likewise, they are unusually Cautious, compared to most other species. Their speech patterns cause them to be regarded as Outsiders, and their slow reactions require that they spend 2 points per upgrade to Agility, with a cap of d6. However, they have great strength, beginning with a d8 and able to increase it to d12+2 through normal advancement. They are also quite large, gaining +1 to Size, and tough, gaining +2 to Armor and the Brawny Edge. They also have a base d6 in Vigor.

Batarian: Batarians have a rough reputation, resulting in Outsider status, but they also begin with a d6 in Intimidation. They have also earned the racial enmity of Humans, bringing their penalty to Charisma regarding humans to a -4. Unsurprisingly, they have exceptional vision, getting a +2 to Notice when vision is involved, and the equivalent of low-light vision.

Edges and Hindrances

Hindrances:
*All Thumbs (Minor): In addition to Repair skills, this applies to Tech powers and skills as well. Given the prevalence of Tech powers and skills in Mass Effect, this is a Major Hindrance.

*Doubting Thomas (Minor): This is not appropriate for Savage Worlds: Mass Effect and is not available.

*One Arm, One Leg, One Eye (Major): While these Hindrances are available, they are also relatively easy to overcome with cybernetics. If replaced with cybernetics, they are replaced with the Anemic and Ugly flaws (as the extensive cybernetics require both immuno-suppressors and cause massive scarring... to say nothing of the galactic insecurity about artificial beings).

*Outsider (Minor): Outsider is a very common flaw among the races of the Mass Effect universe, but is not a very common flaw for individuals. If someone possesses this flaw as both a racial feature and a personal feature (due to belonging to some obscure human or Elcor subculture, for example), then the effective penalty to charisma is -4; not only are you weird to the other races of the galaxy like all your people, but you're outside of what the expect from that race. Within your own race, the penalty drops to only -2.

Background Edges:
*Arcane Resistance, Improved Arcane Resistance: These Edges are not appropriate for Savage Worlds: Mass Effect; can't fight physics, mate.

*Attractive, Very Attractive: These Edges usually have less effect outside of one's own species. Asari are the exception, as they are attractive to most of the galaxy's races (albiet for very different reasons).

*Noble: The Noble Edge's Charisma bump may not apply outside of your own species or culture.

Power Edges:
*New Power: Asari may take this Edge without needing the Biotic Background (though the biotic background may be a better investment, as it grants 2 more powers and an increase of power points over their usual abilities).

*Power Points: This is only available to the Biotic background or Asari.

*Rapid Recharge, Improved Rapid Recharge: These edges are only available to the Biotic background or Asari, and only apply to the natural power points, not to artificial power point pools from bio-amps or other batteries.

*Soul Drain: This edge is not appropriate for Savage Worlds: Mass Effect and is not available.

Professional Edges:
*Adept, Champion, Holy/Unholy Warrior, Mentalist: These Edges are not appropriate for Savage Worlds: Mass Effect and are not available.

*Assassin: The Fighting requirement for this Edge may be replaced with Shooting.

*Gadgeteer: The Tech background (and skill) replaces the Weird Science background.

*Mr. Fix it: The Tech background (and skill) replaces the Weird Science background. The bonus also applies to Tech powers specifically used to fix machines.

*Wizard: Wizard, per se, is not appropriate, but there are equivalents for both the Biotic and Tech backgrounds; the Biotic equivalent is Academy Trained, showing that the character had access to some sort of training in the use of their powers; perhaps the human Jump Zero Academy, or specific biotic training in an equivalent alien institution. For Tech Powers, it is Efficient Charging; you've got talent in getting the most out of your batteries and generators.

Social Edges:
Charismatic: The Charisma bonus for this Edge transcends species, unlike Attractive and Very Attractive.

Tech and Biotic Powers


Tech v. Biotics
While there's an obvious in-universe reason for the difference between the two, Tech and Biotics share many of the same powers. What's the differences?
1) Tech is not unique. Everyone can take the Tech skill, even without the Arcane Background. Tech represents the advanced technology of the Mass Effect Universe, and most people have a passing familiarity with it. The Arcane Background, however, represents a real flair with tech, being able to manipulate devices to share power pools and enact unique powers without necessarily having a device that does exactly that. With Tech, ANYONE can try to hack a computer with their omni-tool, use an acid-thrower weapon, create barriers with a portable barrier emitter, or activate the shields on their armor; someone with the Arcane Background might be able to use a Mind Reading power to simply learn executive level-passwords, or use their omni-tool to throw bolts of acid, create barriers, or create shields on armor that doesn't have it. The Arcane Background is Flexibility with tech, and the ability to learn new tricks.
2) Biotics have a bit of extra power. Though most biotics prefer to keep their slow replacing, natural points for emergencies, they can all make use of bio-amps for a pool of freely usable power points. While 500 credits isn't cheap, it's affordable to a lot of people and biotics find those 10 points to be enough for most uses. If someone has both Arcane Backgrounds, they can use Power Points from other objects to recharge their Bio-Amps; recharging a bio-amp from another device requires an action and a successful Tech check.

Arcane Background: Tech.
Arcane Skill: Tech (Smarts)
Starting Power Points: None. Dependent upon device.
Starting Powers: 1, plus devices.
A Tech character has learned to make use of the varied capabilities of omni-tools. In addition to learning the basics of Tech skills and the omni-tool, most pick up a specialty... a power that they can coax out of almost any omni-tool, using its on-board power.
As mentioned above, those with the Tech background do not have their own Power Points. They must, instead, rely on the power points in the devices they use. Some devices will have power points dedicated to certain devices, such as armor with dedicated shields (the Armor power). Devices with dedicated powers can be used by anyone with the Tech skill, and anyone may choose to learn the Tech skill. Those with the Arcane Background, however, can use those points to also fuel their own powers, subverting the design for their own purposes. Tech powers also do not reduce the Tech skill when sustained.
Available powers for the Tech Arcane Background are: Armor, Barrier, Blind, Bolt, Dispel, Greater Healing, Healing, Invisibility, Mind Reading, Puppet, Smite, Speak Language, Stun, Succor, Summon Ally (drones). Many offensive powers will have suitable trappings; acid, cold, eletricity, heat, light and sound are all possible. A power with different effects is a different power; one can learn Fire Bolt and Acid Bolt as separate powers.

Arcane background: Biotic
Arcane Skill: Biotics (Spirit)
Starting Power Points: 10
Starting Powers: 3
Biotics are born with small nodules of element zero within their bodies, allowing them to generate mass effect fields with an effort of will. For most species (all save the asari), this would usually result in only minor effects, as the electrical fields generated by the neural system are insufficient and not coordinated enough to generate more powerful fields. To this end, biotics are fitted with implants. These cybernetic devices amplify and direct the mass effect fields more precisely, allowing far greater effects. Most human biotics are fitted with L3 or later models; the old L2s have greater potential, but tended to have negative side effects. Most aliens have a system similar to the L3 in place.
Biotics can supplement their power with “bio-amps”, external devices which attach to a port on the brainstem. These devices provide additional power points to a biotic, and recharge far faster than natural reserves. One’s natural reserves (10 Power Points) recharge at a rate of 1 per hour; most amps will recharge at 1 point per minute. While any combination of natural and amped power points may be used, they continue to recharge at their separate rate. Amps cost approximately 50 credits per power point capacity, though local market conditions may make them more or less expensive, and those above 10 Power Points are frequently far more expensive military models.
Available powers to a biotic background are: Armor, Barrier, Blast, Bolt, Burst, Damage Field, Deflection, Entangle, Fly, Havoc, Pummel, Smite, Stun, Telekinesis, Wall Walker. Biotic powers seldom have effects such as those listed on page 106 & 107, though they may have the "Mass Effect" trappings below.

Mass Effect Trappings
Mass Effect Trappings are most common with Biotic powers; many Biotic powers are only secondarily about causing damage, being far more useful in their ability to control your opponents.
*Grappling. Some Biotic powers will have a Grappling effect, holding opponents in space, or even above the ground. If the power is successful, make an opposed Biotics check against the opponents Strength or Agility. If successful, the opponent is grappled. If the biotic wishes, he can continue a grapple so long as the power is maintained; in the case of Instant powers, this may be continued at a cost of 1 PP per target per round. A continued grapple does not result in more damage, only in continued control. Targets may resist grappling as normal, using either Strength or Agility v. the Biotics skill. See page 73 for more information about grappling.

*Push. Biotic powers can also wrap a short-lived Mass Effect field around their target, moving them away from the point of impact. In this case, refer to page 75 for the rules for Push; the biotic uses their Biotics skill instead of Strength. Powers with this trapping require 1 additional power point, though those with an area of effect only need spend 1 point no matter how many are effected.

*Armor Piercing. By using the mass effect, objects are accelerated to great speeds, providing 2 AP at the cost of 1 power point.

Powers List
The full list of powers is listed below, with three different notations. T powers are based on the Tech skill; those with a B are available to biotics. Those listed as TO (Tech Only) are available only to Tech users, but furthermore only apply against tech-based targets; you may use Blind to shut down someone's optics, but cannot shut down someone's actual eyes. Cybernetic systems may be targeted by TO powers, though require a raise to be effective.

Armor (TB): Armor is a very common power to find in military-grade armor, where it is frequently referred to as "Shields" and carries a dedicated power supply; 10-20 points is not uncommon. Note that at the low end, shields may burn out quickly; a 10 point power supply will only supply 11 rounds of shields, before requiring several minutes of recharging (it can be stretched to 15 rounds if the user is willing to spend an action to reactivate their shields every 3 rounds, rather than maintain them). The power is far less common to Biotics, largely due to the prevalence of the power in Tech. In both cases, the power manifests as a glowing set of armor around any worn armor.

Barrier (TB): Both manifest as glowing fields, with tech fields tending towards a "caution orange", while biotic fields are blue, with purple and white highlights. The tech power can appear different colors, if the user wishes. Secondly, while the field is generally immobile, some massive objects (such as the Ymir mechs and large vehicles) are able to anchor Barriers to themselves, making them immobile in relation to the mech, rather than the rest of the room. Biotics can likewise accomplish this, though it requires a raise and may require substantial power point investment to provide complete coverage. Barriers do provide cover from many biotic and tech powers, making destroying the barrier a good way to increase those powers effectiveness.

Blast (B): A Biotic Blast creates a mass effect that either repels everyone from the center of the template (using a Push effect from the Mass Effect trapping), or pulls them towards that same center (using a Grappling effect from the Mass Effect trapping). These effects might show up in special-created tech devices, but are beyond the capabilities of omni-tools. Trappings must be chosen when the power is taken; a Blast with Grappling and a Blast with Push are two powers.

Blind (TO): Blind is useful for shutting down or fogging optic sensors, be they security cameras, HUDs in an armor's helmet, or the optics on Geth and various mechs. This is not invisibility; it is obvious to anyone who sees through the system that it is compromised.

Bolt (TB): Biotic Bolt most frequently involves a Push effect, but might also use a spray of debris accelerated to great speed, leading to an Armor Piercing effect. Tech-based Bolts involve using an omni-tools to create and propel a projectile. Different elemental trappings are possible; Acid's Corrosion or Burn, Cold/Ice's Fatigue or Slow, Electricity's Armor Piercing, Conduction, or Spasms, or Fire's Armor Piercing, Fatigue, or Flammable are all possible, but any given power can only use a single element, and all trappings must be chosen when the power is learned.

Burst (B): Burst functions much like Blast, including available trappings and the necessity of separate powers.

Damage Field (B): Biotic damage fields most frequently have the Push trapping. This power has a range of Self only.

Deflection (B): Biotic Deflection fields are a less aggressive version of the Damage field, pushing away harmful materials but not actively harming others. Some versions may have the actual Push trapping.

Dispel (TO): Dispel can function against any tech power or item; this can include weapons without other tech-powers. It should be noted, however, that Armor and Barrier powers provide heavy cover against this power, reducing the Tech skill check by 4. If used against non-power based devices (like weapons or mechs), the items will restart in 3 rounds. Mechs, geth, VIs and similar devices may resist this power with their Vigor, Spirit, or Tech; simple devices (like firearms) require an unopposed roll at -2 to affect.

Entangle (B): Entangle uses a mass effect field float its target a few inches to a few feet off the floor. With the Push trapping, targets spread out (and the biotic receives a +2 to their push roll). With the Grapple trapping, the target must make two rolls to break free, though this can greatly increase the cost (especially for an area effect power). Failing to pay the ongoing cost of the grapple will end the power for that target, however.

Fly (TB): Fly is a very rare power, as the fine control of mass effect fields needed is relatively rare. Hanar using this power (either biotically or through their personal flight packs) move at their swimming pace of 6.

Greater Healing (T): Like Healing, this power may be learned in two variations; one for living creatures, the other for machines (including robots and cybernetic systems). These two variations are separate powers, and may not substitute for each other. On living creatures, using the power requires a source of medigel; for machines, it requires omni-gel; either a source of ready omni-gel, or something that can broken down into it (which includes most modern devices and non-structural construction).

Havoc (B): Havoc is a common, non-damaging power among advanced biotics, allowing them to break up formations and chase people out of cover. Using the Push trapping will add to the distance the power throws its targets; using the Grapple trapping frequently results in targets floating in air, or held to the ground by powerful mass effect fields.

Healing (T): Like Greater Healing, this power may be learned in two variations; one for living creatures, the other for machines (including robots and cybernetic systems). These two variations are separate powers, and may not substitute for each other. On living creatures, using the power requires a source of medigel; for machines, it requires omni-gel; either a source of ready omni-gel, or something that can broken down into it (which includes most modern devices and non-structural construction). The version for machines does have one advantage; it does not need to obey the "Golden Hour", unless it has integral repair systems (as geth and many cybernetic systems).
Krogan have an innate version of this power, which functions every 10 minutes and is rolled with their Vigor attribute. This allows them to make a free power check against any poison and disease. Krogan that have been uninjured for the past 10 minutes may make an immediate check to heal damage, though that begins the 10 minute clock. The Krogan power requires no medi-gel.

Invisibility (T): A power common to special forces troops (such as infiltrators and some groups of Asari commandos), this power is also not unheard of among the geth.

Mind Reading (TO): Mind Reading only works against Tech-based targets, and is, essentially, a hacking shortcut; while anyone can use Tech or Investigation to attempt to hack a computer, that is an extended test similar to a Dramatic Task (p. 84). The Mind Reading power circumvents this need, allowing access to be rapidly gained, sometimes without the notice of the subject.
Asari also have this power as a racial ability. This power has a range of Touch, requires 3 full rounds, and successful use of the power results in both characters being Shaken (but not wounded).

Pummel (B): Pummel is very similar to Havoc, save for the shape of the template, and may use its rules.

Puppet (B, TO): For biotics, this incredibly difficult power manipulates the target through a combination of limb telekinetics and microburst mass effect fields confusing and sapping an individual's control of their own body. This power only functions against organic targets when used by a biotic.
When used by a Tech user, this power is a brute-force hack of a tech-based brain, shunting control to the Tech until internal systems override the control. It can be used against the heavily cybernetic, but requires a raise and the Spirit roll to resist is at +2.

Smite (TB): Smite can be used to apply Elemental Trappings to various weapons, such as an Electrical Smite power that includes Spasms or Armor Piercing effects, or Biotic-enhanced bullets with Push or Grapple effects. Grapple effects from empowered ammo last only one round.

Speak Language (T): Most omni-tools are able to translate the common languages of the galaxy into the user's preferred language; this requires no roll, power points, or skill check. More exotic languages, however, can sometimes be translated by those with dedicated linguistics computers.

Stun (TB): Tech-based Stun weapons are particularly common among police forces; some will carry the Spasms electrical trapping, Fatigue Fire/Heat trapping, the Slow Cold/Ice trapping, or the Deafen Sound trapping. Armor, Armor Powers, or the Barrier power provide cover from these weapons, depending on their protection (page 67).

Succor (T): Succor requires the presence of medi-gel, but does not actually reduce the amount of medi-gel possessed. Some versions will include the Jolt or Jazz Electrical trappings, though a critical failure with powers bearing those trappings results in Spasms for 1d4 rounds (this d4 does not Ace).

Summon Ally (T): Some engineers are able to create drones that can fight for them. These drones typically appear as balls of lights, and are able to attack targets. However, they are unable to move beyond a range of Smarts, are extremely vulnerable to melee attacks, and engineers find it difficult to summon more than one at a time; even with an increase in rank, each additional drone summoned after the first imposes a -2 penalty (so a Veteran engineer attempting to summon 3 Novice drones will find his Tech ability penalized by 4). Trappings, however, can be applied to both the Drone and its innate powers. With a raise, Drones receive the Hardy trait.

Novice Drone:
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Shooting d6, Notice d6
Pace: 6, Parry 2, Toughness: 10 (2)
Gear: None
Special Abilities:
*Armored Construct (+2 Armor)
*Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
*Fearless: drones are immune to Fear and Intimidation.
*Blaster: Equivalent to the Novice Bolt Power. Uses Shooting Skill, fires 1 bolt per round. Requires no power points.

Seasoned Drone:
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Shooting d8, Notice d6
Pace: 10 Parry: 2, Toughness: 10 (2)
Gear: None
Special Abilities:
*Armored Construct (+2 Armor)
*Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
*Fearless: Drones are immune to Fear and Intimidation.
*Blaster: Equivalent to the Novice Bolt Power. Uses Shooting Skill, fires up to 2 bolts per round (as Additional Bolts ability of the power). Requires no power points.

Veteran Drone:
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Shooting d8, Notice d6
Pace: 10 Parry: 2, Toughness: 10 (4)
Gear: None
Special Abilities:
*Armored Construct (+4 Armor)
*Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
*Fearless: Drones are immune to Fear and Intimidation.
*Blaster: Equivalent to the Novice Bolt Power. Uses Shooting Skill, fires up to 2 bolts per round (as Additional Bolts ability of the power). Requires no power points.
*Burst: Instead of using its Blaster, a veteran drone may use its Shooting skill to use the equivalent of the Burst power. Requires no power points.

Heroic Drone:
Attributes: Agility d12+3, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Shooting d10, Notice d8, Tech d6
Pace: 10 Parry: 2, Toughness: 12 (4)
Gear: None
Special Abilities:
*Dispel Resistant: Heroic drones resist the Dispel power with a +4 to their Vigor roll.
*Armored Construct (+4 Armor)
*Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
*Fearless: Drones are immune to Fear and Intimidation.
*Blaster: Equivalent to the Novice Bolt Power. Uses Shooting Skill, fires up to 3 bolts per round (as Additional Bolts ability of the power). Requires no power points.
*Burst: Instead of using its Blaster, a heroic drone may use its Shooting skill to use the equivalent of the Burst power. Requires no power points.
*Barrier: The Heroic drone may use the Barrier power per its Tech skill. It has 5 power points with which to use this power, though more may be donated by the drone's creator. Any barriers erected by the drone dissipate either at the end of the barrier's duration, or the drone's, whichever comes first.

Telekinesis (B): A common biotic power, this power can use the Grapple trapping to make it more difficult to escape, but it is seldom included.

Wall Walker (B): Biotics may create localized fluctuations in gravity to allow them to move along vertical or inverted surfaces. In weightless conditions, they may use this power to orient along any surface they choose; in those situations, they may always move at full pace and run.
Gear

Most Savage Worlds Mass Effect gear is similar to modern and futuristic gear in the Savage Worlds Explorer's Edition, pages 48-56. Many things function differently, but have similar statistics.

Omni-tools
Omni-tools are, at the very low end, the world’s best smart phone. With extranet access when near a node, the extent of what can be considered “common knowledge” is pretty vast. Civilian models include the ability to function as a flashlight, scanning system, dispense medi-gel (when provided a source), basic programming, hacking, video and audio recording and communication, and, of course, video games, movies, and music. Civilian omni-tools lack any significant minifacturing capabilities. A civilian omni-tool has 5 power points for its powers, which recharge at 1 per minute. They cost 100 credits.

Military and top-end commercial omni-tools are more robust, especially in the minifacturing capabilities, allowing the breaking of items into “omni-gel”, and creating items from the same. With finer control and fewer safeguards, these omni-tools allow the use of various “tech powers”, making use of mass effect fields, onboard VI, and available materials (including an on-board supply of omni-gel). Military omni-tools cost a minimum of 200 credits, will have 10 power points, and usually have a recharge of 1 point per minute. Additional power point capacity will cost about 20 credits each, with a maximum of 30 points, total. Upgrading recharge rates to 3 points every 2 minutes costs an additional 100 credits. Omni-tools may be optimized to provide a bonus to using specific powers at a cost of 100 per +1 to the Tech skill granted; no bonus can exceed +2, and an omni-tool may have no more than 2 such bonuses.

Anyone with the Tech skill may use their omni-tool for basic tasks, including the Healing power (if they have a supply of medi-gel; military models can use Healing on non-organics by dispensing omni-gel) and the Speak Language power. Those with the Tech Arcane Background may use an omni-tool for any of their powers.

Firearms
Most guns in the area we're playing (between ME1 and ME2) have the old-style, ME1 integral heat sinks. This gives them tremendous longevity, but also means they will shut down if over-fired, going into emergency cooling.
Each shot fired adds 1 to a weapon’s heat load; at the end of each round, subtract 1 from the current heat load. Should a weapon reach its full heat load (indicated by the number of shots), it will shut down for three full rounds as it sheds heat; after those three rounds, it will have reset to 0 heat. Shutdown is very common with sniper rifles. Weapons with integral heat sinks weigh the standard amount.
Newer-style weapons, with disposable heat sinks (also called thermal clips), are becoming more available, especially in the military markets. These weapons shed their heat sinks upon reaching maximum capacity, allowing them to be reloaded (a non-roll action) and fired much more quickly. They are, however, limited by the number of heat sinks carried; without a heat sink, the weapon will not fire. Over-riding this will cause extensive damage to the weapon. This is partially a security feature; controlling the availability of heat-sinks reduces the value of military weapons to the black market. It also reduces weight; weapons with disposable heat sinks weigh 1 pound less than normal. Omni-tool minifacturing is not capable of creating heat sinks out of omni-gel.

Standard civilian sidearms are equal to a Glock 9mm. These are popular weapons, able to overcome some armor and with a good rate of sustained fire; with old-style heat sinks, they can double-tap for 17 rounds before overheating. They have relatively low damage, however. There are few civilian-accessible longarms, though settlers and outlying colonies may the equivalent of M1 or Winchester '76s, or the rare double-barrel or pump action shotguns. Civilian firearms almost always have the old-style integral heat sinks.

Military and security sidearms tend to resemble the Colt 1911 and Desert Eagle, and are about 50/50 on integral or disposable heat sinks. While the military might prefer for everyone to be on the thermal clip system, a lot of people are attached to old handguns, and their relatively low use in the field makes it less of a priority.

Military-grade shotguns tend to resemble Streetsweepers, and though by design favor the integral heat sink, tend to be loaded with the disposable heat sinks to reduce their value if stolen.

Military Rifles tend to be automatic rifles, with those resembling the M-16 or Steyr AUG being the most popular with many Systems Alliance militaries due to their three round burst ability, but some manufacturers prefer the higher-damaging designs that resemble AK-47s.

Older Sniper Weapons are similar to the Sharps Big 50, with the attendant heating problems. Newer Sniper weapons will use the Barrett .50 stats, but rarely have integral heat-sinks. Older sniper weapons are starting to find their way onto the civilian market, though at twice the cost (800 credits).
Machine pistols are a new class of weapon available to military markets, resembling the various types of submachine guns on page 54 of Savage Worlds. These all use the new-style heat sinks; old-style heat sinks for these were not manufactured, and so will require significant design work (A Knowledge (Tech or Weaponsmithing) roll).
Switching a weapon from integral to disposable heat sinks, or vice versa, is possible with a Repair roll, but reduces the number of shots by half (or not, on a Raise). It requires a weapon of the correct class with the desired kind of heat sink to be disassembled, or imposes a -2 on the roll (in addition to any penalties for lack of proper tools).
Disposable heat sinks for thermal clips cost 25 credits per heat sink. They're completely interchangeable, and if switched between weapons, will have a pro-rated amount of shots remaining, depending on the weapon originally used. Disposable heat sinks (thermal clips) weigh only 1/10th of a pound; they're about the size of a cigarette lighter.


Melee Weapons
It is rare to carry a purpose-built melee weapon; the advice to never bring a knife to a gunfight is well taken when most fights are gunfights. Military-grade omnitools can use their on-board minifacturing to create omni-blades. On a success, the omni-blade is equal to a dagger. On a raise, it's equal to a Molecular knife. Creating an omni-blade requires a Tech check and an action. Those with the Smite power can empower them as part of creation; this requires a separate Tech check, but without the multi-action penalty.
There are rarer (and expensive) melee weapons. Many will have Smite powers built in, though those cost 10 times the cost of a comparable medieval, modern, or futuristic weapons. The only exceptions are the Bangstick and the laser sword; there're no real equivalents in Mass Effect.


Heavy Weapons and Explosives
There are many and expensive heavy weapons in the Mass Effect universe. Beam weapons are uncommon at a personal scale, though the Laser Machinegun is available to military purchasers. Likewise available are equivalents to Bazookas, Mines, and Flamethrowers. All are unavailable in civilian markets; on the black market, they command impressive prices.
Grenades are slightly more available, though not cheap. Standard grenades (equivalent to the Mk67) cost 25 credits each when available; they might cost much more, depending on the market. Some grenades are available with the equivalent of the Smite power and associated elemental trappings (including Acid, Cold, Electricity, Fire, Sound and Mass Effect trappings); these are at least 100 credits each, and are even rarer.

Armor
There are four categories of armor in the Mass Effect universe; civilian, light, medium and heavy. Most light, medium, and heavy armors also have built-in shield generators. Civilian armor can mount a shield generator, but it's rarer and more expensive. Armor also is tailored to race; humans, batarians, drell, and asari share armor with minimal modification. Salarian armor is designed for their very small frames, but can be worn by some humans, drell, and asari. Turians, Krogans, and Elcor all have unique armor to fit their physiologies. Quarian armor is designed to incorporate their environmental suits, but the armor bonus from their environmental suit is superseded by any worn armor. Hanar are unable to wear armor.

Civilian armor is not freely available, but is relatively common and easy to acquire legally or semi-legally. In most cases, civilian armor is a simple bodysuit of advanced polymers. It functions much like a kevlar vest (+2 armor v. melee attacks, +4 armor v. bullets, and negating 4 points of AP from bullets, with a cost of 250 credits), but covers the entire body (including a head sock, if you wish to wear it). The bullet-specific protection has problems against more advanced combatants; damage from tech or biotic powers is resisted at the lower level, and the AP reduction doesn't apply to AP granted from power trappings. They also provide a +2 against environmental hazards (heat and cold), though not against heat and cold-based attacks, nor any protection against vacuum. A fully sealed version, with nominal life support for three hours in vacuum, is available for 500 credits (and is equivalent to quarian environmental suits).
Light suits are essentially the same as civilian suits, with the addition of some plating on the chest and limbs. Light Armor has a +6 armor bonus and weighs about 10 pounds. They require a d6 strength to wear effectively.
Medium suits use heavier plating than light suits, but compensate with an exoskeleton to help with the weight. Medium Suits have a +8 armor bonus and weigh about 20 pounds when worn (efficient weight distribution and light exoskeletons); when not, they weigh about 50 pounds.
Heavy armor is a full plate suit, with a significant exoskeleton and articulated joints. Some models boast weapon mounts, or mass effect generators allowing basic flight (as the Fly power). Heavy suits only weigh 20 pounds when worn, but they have a +10 armor bonus and increase the strength die by 1 type. They weigh about 100 pounds when powered down. Medium and Heavy suits require a d8 strength to wear effectively. 
All military suits (light, medium, and heavy) have an integral HUD system that adds +1 to Shooting rolls. They are also fully sealed, providing +4 against environmental hazards and provide air, heating and cooling for up to six hours.

Shield systems are the equivalent of the Armor power. These can be activated with a Tech skill check, but this does not require an action. However, activated shields will remain on until deactivated or they run out of power points; to conserve power, experienced users will frequently take cover and cycle the shields; briefly bringing them down and then renewing them. This requires an action and a Tech check, but gives them 3 rounds for 2 power points, instead of the 1 additional round per power point that maintaining shields does. Shield generators cost 100 credits per power point, with a minimum of 200 credits. As with most devices, they recharge 1 power point per minute, but can be upgraded to 3 points every 2 minutes for 100 credits. Easy-to-use systems (with some VI support) can be had, adding +1 or +2 to the Tech roll to activate for 100 or 200 credits more, respectively. Standard Systems Alliance issue armor includes shields with a 10 point capacity and a +1 on shield activation; other Citadel races are similar. Some special units may have higher capacities, better recharge times, or a +2 shield activation.

Bio-amps
Bio-amps are small power supplies that are designed to interface with a biotic's implants, providing additional power to their systems. Very small, they are concentrated and expensive power supplies, but invaluable to biotics who use their powers often.
Basic amps cost 50 credits per point of power capacity, and replenish at the rate of 1 per minute. Amps with up to 10 point capacities are available on the open market, as are fast-charging amps that recharge 3 points every 2 minutes (this capability costs another 200 credits). Those amps with more than 10 points require special permits in Citadel space, and cost 75 credits per point above 10 (and the 500 credits for the first 10). Many biotics will carry cheaper power point batteries (20 credits per point, with a 30 point maximum), though these require 3 rounds to set up, and a Tech check transfer power. During the power transfer, the character is -2 to parry, pace, and any physical skill checks. Bio-amps can also be optimized to work with certain powers; this costs 150 credits per +1 to the Biotics skill granted; the amp can only have bonuses to two skills, and no bonus may be larger than +2.

Medi-gel
Medi-gel is a multipurpose anaesthetic, clotting and sealing agent that can be used to rapidly heal wounds. When applied with an omni-tool, it allows the use of the Healing power, or Greater Healing if the medic has that power available (some advanced medical equipment has the Greater Healing power; such devices are expensive and usually quite large). Someone with the Healing skill using medi-gel adds +2 to their Healing check, or +4 if able to apply with the Healing Power. Medigel is fairly reasonably priced at 20 credits per dose; cheap enough that many people carry one or two doses in their omni-tool.

Omni-gel
Omni-gel is a suspension of micro-spheres of plastics, ceramics, and light alloys in a viscous carbon-silicon lubricant. Civilian-grade 3D printers, and military-grade omni-tools, can use omni-gel to create simple, durable goods; more advanced printers can create objects with multiple moving parts. Omni-gel is frequently use to perform field-expedient repairs on materiel; while not as good as bring the item in for real repairs, omni-gel patches can keep a piece of hardware working for a long time.
Breaking an item into omni-gel is not necessarily the most economical way to carry it; it's worth far more as a completed item than as raw gel. Furthermore, a lot of objects cannot be broken into omni-gel; it does not work on most structural materials (i.e. buildings, starships, the frames of vehicles), and a lot of security features (locks, etc.).
In general, 1 unit of omni-gel is received per pound of item dismantled, and breaking an item into omni-gel requires a device capable of doing so (such as a military-grade omni-tool), a Tech or Repair check and 1 minute per pound. With a raise, 2 unit are received. Most items will leave a sizable waste pile once the components of omni-gel are extracted. Items created solely out of omni-gel can be recycled without loss; if you use 5 units to create an omni-blade, you can recycle those 5 units back into your system. Each unit weighs a bit more than 3 ounces, so there are 5 units in a pound. When minifacturing, you must have enough units to create the whole item (thus the preference for small weapons when creating omni-blades).
Old-style electronics and computers can be hacked effectively with omni-gel, using the gel to create a new network through which an omni-tool can work. These are rapidly being phased out as the new security upgrades go on-line, but if an older computer is encountered, each unit of omni-gel adds +1 to the Repair, Investigation, Lockpicking or Tech roll to bypass the device.
Omni-gel is available for purchase at 5 credits per unit (25 credits per pound).