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[[File:Weapons - Research.png|right|250px]] '''Weapons''' are equippable items. There are no class restrictions on weapons. ==Weapon availability== [[Crafting#Blueprints|Blueprints]] for [[research]]ed and [[Andromeda Initiative]]-issued weapons are unlocked at specific levels. Found and purchased weapons level up on the same schedule as AI-issued blueprints. Once a new tier is unlocked, prior tiers will not be found or available for purchase during gameplay. {| class="wikitable" width=50% ! width=10% | ! width=3% | I ! width=3% | II ! width=3% | III ! width=3% | IV ! width=3% | V ! width=3% | VI ! width=3% | VII ! width=3% | VIII ! width=3% | IX ! width=3% | X |- ! style="text-align: left | Researchable Weapons | style="text-align: right | immediate | style="text-align: right | 5 | style="text-align: right | 10 | style="text-align: right | 20 | style="text-align: right | 30 | style="text-align: right | 40 | style="text-align: right | 50 | style="text-align: right | 60 | style="text-align: right | 70 | style="text-align: right | 80 |- ! style="text-align: left | Andromeda Initiative<br>Issued Weapons | style="text-align: right | immediate | style="text-align: right | 6 | style="text-align: right | 11 | style="text-align: right | 21 | style="text-align: right | 31 | style="text-align: right | 41 | style="text-align: right | 51 | style="text-align: right | 61 | style="text-align: right | 71 | style="text-align: right | 81 |- |} ==Types of weapons== There are four categories of firearms and one category for hand-to-hand combat weapons: * [[File:Assault Rifles.png|50px]] [[Assault rifle]]s - Shoot while on the move while maintaining distance * [[File:Pistols.png|50px]] [[Pistol]]s - Used in close to mid-range combat * [[File:Shotguns.png|50px]] [[Shotgun]]s - Used in close combat * [[File:Sniper Rifles.png|50px]] [[Sniper rifle]]s - Hang back and pick off enemies one-by-one from long distances * [[File:Melee Weapons.png|50px]] [[Melee weapon]]s - 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== 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. ===Ammunition=== Firearms have two general types of ammunition available for the weapon to function - single-use thermal clips and [[Vintage Heat Sink|infinite heat sinks]]. *Each firearm that uses thermal clips has a limited number of shots that can be fired before the current thermal clip has to be ejected and a new one is inserted to continue firing. Each firearm has a current thermal clip display and a reserve ammunition display showing how many shots are left. When all of the thermal clips are exhausted, the weapon can't be fired. *Weapons that use an infinite heat sink have unlimited ammunition (β) by replacing the thermal clips display with a display of 100%. Firing the weapon reduces the percentage based on the weapon type, tier, length of time fired, and the firing mode. Waiting for a small amount of time returns that percentage back to 100%. *All Remnant weapons use infinite heat sinks automatically while the remaining thermal clip weapons can be converted by [[Development|crafting]] to include an infinite heat sink. *While not shown on the weapon display, increasing the ammunition for an infinite heat sink weapon reduces the amount of percentage used per shot. This allows more shots to be fired before overheating. *All weapons increase ammunition capacity as the Tier increases. *Depleted ammunition can be replaced by interacting with a [[Combat#Supply caches|supply cache]] that displays the following symbol [[File:Supply Cache Ammo Symbol.png|23px]] . *Ammunition can be temporarily modified to apply a variety of effects to weapons fire by using [[Cryo Ammo]], [[Disruptor Ammo]], and [[Incendiary Ammo]] [[consumable]]s. These effects apply to both thermal clip and infinite heat sink firearms. *When a thermal clip-based weapon is completely out of ammunition, activating [[Turbocharge]] reveals a hidden property that will [[Turbocharge#Notes|award a single thermal clip of ammo]]. The following [[armor]] increases ammunition: {{cols|3| * [[File:Uncommon Arms Icon.png|23px]] [[Maverick Armor#Arms, Helmet, Legs|Maverick Arms]] * [[File:Uncommon Chest Icon.png|23px]] [[Maverick Armor#Chest|Maverick Chests]] * [[File:Uncommon Helmet Icon.png|23px]] [[Maverick Armor#Arms, Helmet, Legs|Maverick Helmets]] * [[File:Uncommon Legs Icon.png|23px]] [[Maverick Armor#Arms, Helmet, Legs|Maverick Legs]] * [[File:Ultra Rare Chest Icon.png|23px]] [[Scavenger Set#Chest|Scavenger Armor]] * [[File:Ultra Rare Helmet Icon.png|23px]] [[Scavenger Set#Helmet|Scavenger Helmet]]}} The following [[augmentation]]s increase ammunition: {{cols|3| * [[File:Automatic Fire System Icon.png|23px]] [[Automatic Fire System]] * [[File:Bio-Converter Icon.png|23px]] [[Bio-Converter]] * [[File:Coolant Unit Icon.png|23px]] [[Coolant Unit]] * [[File:Shield Sensors Icon.png|23px]] [[Shield Sensors]] * [[File:Vintage Heat Sink Icon.png|23px]] [[Vintage Heat Sink]]}} The following [[augmentation]]s decrease ammunition: * [[File:Plasma Charge System Icon.png|23px]] [[Plasma Charge System]] * [[File:Sticky Grenade Launcher Icon.png|23px]] [[Sticky Grenade Launcher]] * [[File:Vintage Heat Sink Icon.png|23px]] [[Vintage Heat Sink]] The following [[booster]]s increase ammunition: * [[File:Ammo Capacity Mod I.png|30px]] [[Ammo Capacity Mod I]] * [[File:Ammo Capacity Mod II.png|30px]] [[Ammo Capacity Mod II]] * [[File:Ammo Capacity Mod III.png|30px]] [[Ammo Capacity Mod III]] * [[File:Ammo Capacity Mod IV.png|30px]] [[Ammo Capacity Mod IV]] The following [[equipment]] increases ammunition: * [[File:Armored Compartments Equipment.png|40px]] [[Armored Compartments]] * [[File:Thermal Clip Storage Equipment.png|40px]] [[Thermal Clip Storage]] The following [[fusion mod]]s decrease ammunition: * [[File:Fusion Mod of Rupture Icon.png|23px]] [[Fusion Mod of Rupture]] The following [[mod]]s increase ammunition: {{cols|3| * [[File:Icon Uncommon Mod Magazine.png|23px]] [[Assault rifle mod#Magazine|AR Heavy Magazine]] * [[File:Icon Uncommon Mod Magazine.png|23px]] [[Assault rifle mod#Magazine|AR Light Magazine]] * [[File:Icon Uncommon Mod Magazine.png|23px]] [[Assault rifle mod#Magazine|AR Magazine]] * [[File:Icon Uncommon Mod Magazine.png|23px]] [[Pistol mod#Magazine|Pistol Heavy Magazine]] * [[File:Icon Uncommon Mod Magazine.png|23px]] [[Pistol mod#Magazine|Pistol Light Magazine]] * [[File:Icon Uncommon Mod Magazine.png|23px]] [[Pistol mod#Magazine|Pistol Magazine]] * [[File:Icon Uncommon Mod Clip.png|23px]] [[Shotgun mod#Clip|Shotgun Asymmetric Spare Clip]] * [[File:Icon Uncommon Mod Clip.png|23px]] [[Shotgun mod#Clip|Shotgun Heavy Spare Clip]] * [[File:Icon Uncommon Mod Clip.png|23px]] [[Shotgun mod#Clip|Shotgun Spare Clip]] * [[File:Icon Uncommon Mod Clip.png|23px]] [[Sniper rifle mod#Clip|SR Heavy Spare Clip]] * [[File:Icon Uncommon Mod Clip.png|23px]] [[Sniper rifle mod#Clip|SR Light Spare Clip]] * [[File:Icon Uncommon Mod Clip.png|23px]] [[Sniper rifle mod#Clip|SR Spare Thermal Clip]]}} The following [[mod]]s decrease ammunition: {{cols|3| * [[File:Icon Rare Mod Barrel.png|23px]] [[Assault rifle mod#Barrel|AR Long Barrel]] * [[File:Icon Uncommon Mod Receiver.png|23px]] [[Assault rifle mod#Receiver|AR Quick Receiver]] * [[File:Icon Uncommon Mod Receiver.png|23px]] [[Pistol mod#Receiver|Pistol Calibrated Receiver]] * [[File:Icon Rare Mod Barrel.png|23px]] [[Pistol mod#Barrel|Pistol Long Barrel]] * [[File:Icon Uncommon Mod Receiver.png|23px]] [[Shotgun mod#Receiver|Shotgun Calibrated Receiver]] * [[File:Icon Common Mod Melee.png|23px]] [[Shotgun mod#Melee|Shotgun Light Melee]] * [[File:Icon Uncommon Mod Receiver.png|23px]] [[Sniper rifle mod#Receiver|SR Calibrated Receiver]] * [[File:Icon Common Mod Materials.png|23px]] [[Sniper rifle mod#Materials|SR Latticed Materials]]}} The following [[profile]]s increase ammunition: * [[File:Soldier Icon.png|21px]] [[Soldier]] The following [[skill]]s increase ammunition: {{cols|3| * [[File:APEX Training 1 - Weapon Training Icon.png|23px]] [[APEX Training]] - Rank 5A * [[File:Assault Rifles 1 Icon.png|23px]] [[Assault Rifles]] - Ranks 4B & 5B * [[File:Bioelectric Defense 1 - Health & Shields Icon.png|23px]] [[Bioelectric Defense]] - Rank 5A * [[File:Combat Fitness 1 - Health Icon.png|23px]] [[Combat Fitness]] - Rank 5B * [[File:Munitions Training 1 - Weapon Training Icon.png|23px]] [[Munitions Training]] - Rank 5B * [[File:Pistols 1 Icon.png|23px]] [[Pistols]] - Ranks 4B & 5B * [[File:Asari Commando 3 - Precision Icon.png|23px]] [[Shotguns]] - Ranks 4B & 5B * [[File:Sniper Rifles 1 Icon.png|23px]] [[Sniper Rifles]] - Ranks 4B & 5B * [[File:Turbocharge 1 Icon.png|23px]] [[Turbocharge]] - Ranks 1, 6A, & 6B * [[File:APEX Training 1 - Weapon Training Icon.png|23px]] [[Weapon Training]] - Rank 5A}} The following [[Character Customization (multiplayer)#Supplies|supplies]] restore ammunition: *[[File:Ammo Pack.png|30px]] [[Ammo Pack]] ==Technology types== Weapons fall into three technology types based on where their supporting tech comes from. *[[File:Milky Way Research.png|left|45px]] 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. {{clear}} *[[File:Heleus Research.png|left|45px]] 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. {{clear}} *[[File:Remnant Research.png|left|45px]] 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. {{clear}} ==Rarity== 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 [[Prices: Leveled Items|value]] of the weapon increases as well. Weapons that are [[crafting|crafted]] use the same {{Rarity|Crafted|light blue colored}} icon, no matter the rarity. {| class="wikitable sortable" align="center" width=50% style="text-align:center;" |- ! width=15% | Weapon ! width=10% | {{Rarity|Common}} ! width=10% | {{Rarity|Uncommon}} ! width=10% | {{Rarity|Rare}} ! width=10% | {{Rarity|Ultra Rare}} ! width=10% | {{Rarity|Crafted}} |- | [[Assault rifle|Assault Rifles]] | [[File:AR Common.png|45px]] | [[File:AR Uncommon.png|45px]] | [[File:AR Rare.png|45px]] | [[File:AR Ultra Rare.png|45px]] | [[File:AR Crafted.png|45px]] |- | [[Pistol]]s | [[File:Pistol Common.png|45px]] | [[File:Pistol Uncommon.png|45px]] | [[File:Pistol Rare.png|45px]] | [[File:Pistol Ultra Rare.png|45px]] | [[File:Pistol Crafted.png|45px]] |- | [[Shotgun]]s | [[File:SG Common.png|45px]] | [[File:SG Uncommon.png|45px]] | [[File:SG Rare.png|45px]] | [[File:SG Ultra Rare.png|45px]] | [[File:SG Crafted.png|45px]] |- | [[Sniper rifle|Sniper Rifles]] | [[File:SR Common.png|45px]] | [[File:SR Uncommon.png|45px]] | [[File:SR Rare.png|45px]] | [[File:SR Ultra Rare.png|45px]] | [[File:SR Crafted.png|45px]] |- | [[Melee weapon|Melee Weapons]] | [[File:Melee Common.png|45px]] | [[File:Melee Uncommon.png|45px]] | [[File:Melee Rare.png|45px]] | [[File:Melee Ultra Rare.png|45px]] | [[File:Melee Crafted.png|45px]] |} ==Merchants== Weapons can be purchased from the following [[merchant]]s: *[[Arms Dealer]] - [[Kadara Market]], [[Kadara]] *[[Arms Merchant]] - [[Common Area]], [[Nexus]] *[[Boomerang]] - [[New Tuchanka#Elaaden Outpost|Elaaden Outpost]], [[Elaaden]] *[[Buy/Sell Kiosk]] - [[Research Room]], [[Tempest]] *[[Cal]] - [[Atrium]], [[Port Meridian]] *[[Clancy Arquist]] - [[Site 1: Promise]], [[Eos]] *[[Merchant (New Tuchanka)|Merchant]] - [[New Tuchanka]], [[Elaaden]] *[[Merchant (Prodromos)|Merchant]] - [[Prodromos]], [[Eos]] *[[Merchant (Hjara Station)|Merchant]] - [[Techiix]], [[Voeld]] *[[Quartermaster Istaal]] - [[Resistance Headquarters]], [[Aya]] *[[Relia Ythos]] - [[Kadara Market]], [[Kadara]] ==Notes== Weapons can only be changed at a [[Loadout]] station or using the [[Item Pickup]] menu. Weapons stats can be affected by a number of factors. Obvious factors include: * [[Mod#List of weapon mods|Weapon mods]] (spare clips, scopes, barrels, etc.) * [[Augmentation]]s to weapons (kinetic coils, aerial lubricant, aerial stabilizers, etc.) * Weapon [[Skill]]s such as ([[Pistols]], [[Assault Rifles]], [[Sniper Rifles]], [[Shotguns]]) 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 donβt appear on the blueprints.<br /> Other explicit but perhaps less obvious factors include: * [[Profile]]s * Skill points invested in [[Combat skill|Combat Skills]] (other than the weapon skills) increase the bonuses from weapon skills * Equipped [[armor]] * Passive buffs from [[melee weapon]] augmentations are always active even if the melee weapon isn't in use These effects are reflected in the blueprint stats '''without explicit notation'''. Displayed melee weapon stats '''do not''' change even when directly modifying the melee weapons, melee damage, and/or melee function. The singleplayer stats shown on the weapons pages are baseline: [[Initiative Armor|Initiative I armor]], no [[Skill#Skill Points|skill points]] assigned, no [[profile]] active. Equipped items have a green check mark [[File:Equipped Item Icon.png|18px]]. [[Combat#Accuracy|Accuracy]] is a different weapon property than stability. The accuracy of a weapon will change the size of the [[Combat#Aiming Reticle|aiming reticle]]. Stability reduces the kickback and rise of the weapon during firing. [[Squad]]mate 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 [[deconstruct]]ion. (''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. ==Gallery== <gallery mode="packed" heights="175px"> File:Firearm In Use.png|Firearm in use File:Weapons and Biotics - Andromeda Initiative Training Hub 5.png </gallery> ==Achievements and trophies== The following [[achievements and trophies]] can be earned related to Weapons: * [[File:Craftsmanship.png|30px]] [[Craftsmanship]] * [[File:Kitted Out.png|30px]] [[Kitted Out]] ==Challenges== Weapons are the focus of the following [[challenge]]s: * [[Equip a New Weapon]] * [[Kitted Out (challenge)|Kitted Out]] ==See also== * [[Prices: Leveled Items]] {{Weapon nav}} {{Equipment nav}} [[Category:Weapons| ]] [[Category:Equipment]]
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