Codex: Mass Effect is a stand alone rules supplement. N7 works alone and is a self contained army. No points are utilized. They are used only for specialized scenarios.
Wargear and Weapons will be described in their own section.
Special Rules
All characters described in Codex: Mass Effect have the following special rules unless otherwise noted.
Shields: All N7 members have shield generators. This grants them a 2+ invulnerable save. This invulnerable save cannot be used against any las weapon (Laspistol, Lasgun, Lascannon) nor melta weapon (Infernus Pistol, Meltagun, Multi-Melta). And cannot be used in close combat.
Team of Individuals: All characters in Codex: Mass Effect are Independent Characters, but at anytime they can join together to follow the rules as squads, and may then break up into Independent Characters again. In addition all characters in Codex: Mass Effect increase their cover save by +1, giving them a 6+ cover save in the open.
Commander Shepard

WS BS S T W I A Ld Sv
6 - -6- 4 4 4 5 4-10-3+/2++
Wargear
Depends on Class (See Just the Right Job)
Special Rules
Independent Character, Shields, Team of Individuals, Alignment Matters, Just the Right Job, The Hero We Need, Just Incase.
Alignment Matters: Shepard is famous and infamous, his dark nature can intimidate any enemy, or his magnanimous nature can inspire his friends. At the start of the game roll a D6, on a 1-3 Shepard is Renegade. On a 4-6 Shepard is Paragon. Renegade allows Shepard to make the opponent re-roll one die roll per tun. Paragon allows Shepard to allow you to re-roll one die roll per turn. To use these re-rolls you must grab the dice before your opponent has started to calculate the rolls.
The Hero We Need: Shepard is known for surviving when nobody else could, and doing the missions that are undoable. To represent this when Shepard has the Eternal Warrior special rule. In addition when Shepard suffers his last wound he gains a 4+ save that can be taken in addition to any other saves.
Just Incase: Shepard is used to working alone, and that means he needs to be ready to bring down big things, that is why he always packs a compact highly advanced missile launcher. At the start of the game roll D3, this is the number of rockets that Shepard has available for the game. The N7 missile launcher has the following profile.
Range Strength AP Special
48"_____10____1__Heavy 1, Melta, Blast
Just the Right Job: Before the game begins you must choose a Class for Shepard, this determines his equipment and abilities.
Infiltrator: Shepard is an expert at getting behind enemy lines and taking out his target from the shadows. He gains the Infiltrate special rule. Anyone trying to fire upon Shepard must use the rules for Night Fighting. He is equipped with a Black Widow, and cloaking dampers.
Engineer: Shepard is a master of technology. He is equipped with an Omni-tool, turret drone, incinerator and Mattock.
Adept: Shepard has biotic implants giving him great powers reminiscent to those of psykers. He gains the abilities throw, and singularity. Shepard is equipped with a Paladin.
Vanguard: As a Vanguard Shepard uses both biotics and combat skills in a delicate balance to act as a deadly shock trooper. He gains the ability Biotic Charge. Shepard is equipped with blind and frag grenades as well as a Locust.
Sentinel: Sentinel Shepard combines technology and biotics into a ranged offensive power house. He gains the ability Barrier, and is equipped with an Incinerator and a Mattock.
Soldier: Shepard is a grunt who trusts in his gun, and fighting his way through the enemy by blood and muscle. Shepards armor save is increased to 2+. He is equipped with a Revenant, frag and krak grenades.