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Weapons - Research.png

Weapons are equippable items. There are no class restrictions on weapons.

Weapon availability[edit | edit source]

Blueprints for researched and Andromeda Initiative-issued weapons are unlocked at specific levels. Found and purchased weapons level up on the same schedule as AI-issued blueprints.

Researchable Weapons immediate 5 10 20 30 40 50 60 70 80
Andromeda Initiative
Issued Weapons
immediate 6 11 21 31 41 51 61 71 81

Types of weapons[edit | edit source]

There are four categories of firearms and one category for hand-to-hand combat weapons:

  • Assault Rifles.png Assault rifles - Shoot while on the move while maintaining distance
  • Pistols.png Pistols - Used in close to mid-range combat
  • Shotguns.png Shotguns - Used in close combat
  • Sniper Rifles.png Sniper rifles - Hang back and pick off enemies one-by-one from long distances
  • Melee Weapons.png Melee weapons - Specialized hand-to-hand combat weapons that vary in both damage and speed. Hard-hitting hammers do maximum damage, while lightning-fast shivs or swords allow getting in and out of harm's way with speed and precision.

Firing modes[edit | edit source]

Each firearm that can fire a projectile or beam has a mode of firing. The following modes are found during gameplay:

  • Automatic - As long as the trigger is pulled, the weapon fires shots continuously until the thermal clip is empty.
  • Semi-automatic - Each time the trigger is pulled equals one shot fired. To fire another shot, the trigger must be pulled again.
  • Two-shot burst - Each time the trigger is pulled equals two shots fired. To fire another two-shot burst, the trigger must be pulled again.
  • Three-shot burst - Each time the trigger is pulled equals three shots fired. To fire another three-shot burst, the trigger must be pulled again.
  • Continuous beam - As long as the trigger is pulled, the weapon fires a beam until the thermal clip is empty.
  • Single-shot - After each trigger pull, the weapon uses the full thermal clip and must be reloaded before the trigger can be pulled again.

Some weapons have different effects and/or firing modes if charged before firing. Refer to each weapon page for specific details on any special modes of firing.

Technology types[edit | edit source]

Weapons fall into three technology types based on where their supporting tech comes from.

  • Milky Way Research.png
    Milky Way weapons incorporate Andromeda Initiative technologies that typically use physical ammunition. These are high-impact, projectile-based firearms; they're great against most non-shielded targets, but require ammunition. Melee weapons are based on historical platforms incorporating proven technologies.
  • Heleus Research.png
    Heleus weapons incorporate technology from civilizations in the Heleus Cluster of the Andromeda galaxy. These weapons are generally plasma-based with some being chargeable: the longer the weapon is charged before firing, the harder the weapon will hit. Heleus weapons also require ammunition. Melee weapons incorporate interesting properties based on proven designs.
  • Remnant Research.png
    Remnant weapons incorporate technologies from the mysterious Remnant. These weapons typically use beams, have high rates of fire, and are extremely accurate. Utilizing internal heat sink systems, they don't rely on limited ammunition but instead require the firearm to cool down from time to time. Melee weapons are unlike any other design providing unique benefits.

Rarity[edit | edit source]

Weapons fall into one of four categories: common, uncommon, rare, or ultra rare. Each weapon rarity icon corresponds to a color coding. As rarity increases, the value of the weapon increases as well.

Weapons that are crafted use the same light blue colored icon, no matter the rarity.

Weapon Common Uncommon Rare Ultra Rare Crafted
Assault Rifles AR Common.png AR Uncommon.png AR Rare.png AR Ultra Rare.png Crafted Assault Rifle Icon.png
Pistols Pistol Common.png Pistol Uncommon.png Pistol Rare.png Pistol Ultra Rare.png Crafted Pistol Icon.png
Shotguns SG Common.png SG Uncommon.png SG Rare.png SG Ultra Rare.png Crafted Shotgun Icon.png
Sniper Rifles SR Common.png SR Uncommon.png SR Rare.png SR Ultra Rare.png Crafted Sniper Rifle Icon.png
Melee Weapons Melee Common.png Melee Uncommon.png Melee Rare.png Melee Ultra Rare.png Crafted Melee Icon.png

Notes[edit | edit source]

Weapons stats can be affected by a number of factors. Obvious factors include:

Changes to a specific weapon, either through development with augmentations or through weapon mods, are reflected in the inventory entry for that specific item. They don’t appear on the blueprints.

Other explicit but perhaps less obvious factors include:

  • Profiles
  • Skill points invested in Combat Skills (other than the weapon skills) increase the bonuses from weapon skills
  • Equipped armor

These effects are reflected in the blueprint stats without explicit notation.

The single-player stats shown on the weapons pages are baseline: Initiative I armor, no skill points assigned, no profile active.

Equipped items have a green check mark Equipped Item Icon.png.

Squadmate weapons are fixed and can't be changed or upgraded.

There is a chance that a weapon purchased, crafted, found, or recovered by a Strike team Item Loot Box will drop a random augmentation on deconstruction. (See Augmentation Drops for odds of recovery). Researchable augmentations not already known will not be recovered. This drop will not be shown on the deconstruct screen and you will have to compare your inventory before/after to determine if an augmentation was dropped.

Achievements and trophies[edit | edit source]

The following achievements and trophies can be earned related to Weapons:

Challenges[edit | edit source]

Weapons are the focus of the following challenges:

See also[edit | edit source]