Weapons in Mass Effect 3. Single Player (Guide).

After the post Armor in Mass Effect 3: sets, characteristics, and locations (guide) many wanted to see something similar for weapons, so I decided to try to write it.
Here you will find all types of weapons in the game, descriptions of where to find them, and other useful information.
I decided not to add weapon stats, so you wouldn't chase after the best gun in the game and decide for yourself which of them suits you best, because there are many options, especially for those who have all the DLC.
[cut]
Let's start with what has changed in weapons compared to Mass Effect 2:
1. All classes are capable of wielding any type of weapon. However, they are limited by a new attribute 'Weight' that each weapon has.
All weapons have different weights even within the same category.
The maximum carryable weight depends on the class to which Shepard belongs, squad members (the same allies) have no weight restrictions, but weapon slots are locked as they were in Mass Effect 2 (meaning Liara will not be able to equip a sniper rifle for example).
Technically, any character can equip one weapon from each category at the same time. But exceeding the maximum carryable weight will negatively affect ability recharge speed (from +200% to -200% depending on the weight of the carried weapons).
Soldiers are the only class that can carry many types of weapons while maintaining their effectiveness in battle. Many other classes can easily carry 2 weapons without penalty (or even with a bonus) to ability recharge speed. With weapon modifications and upgrades, players can easily reduce the weight of their weapons.
2. Returning to weapon modifications. Players can again modify various parts of their weapons, such as barrels, scopes, and materials, thereby altering its combat characteristics and appearance. However, unlike in Mass Effect, one 'copy' of a modification is enough for the player and all squad members (in Mass Effect, one 'copy' could only be used for one squad member or Shepard himself). Finding additional 'copies' of a modification will increase its current level from I to X (from V to X can be improved during a replay by the same character, while if there was level V, it will immediately become not VI, but VIII)
3. Along with completely new weapons, all the guns that could be obtained in Mass Effect 2 are also available, including downloadable firearms such as
M-96 Scythe, you will be able to obtain them during the course of the game.
4. Grenades return as usable weapons. Just like in Mass Effect, they can be picked up as ammunition if needed. New grenades have different looks and mechanics compared to those in Mass Effect. Grenades from Mass Effect 3 are "Round, [and] traditional".
Types of Weapons
Weapons in Mass Effect 3 can be divided into 7 categories:
- Assault Rifles;
- Hand Cannons;
- Submachine Guns;
- Shotguns;
- Sniper Rifles;
- Heavy Weapons (equipped only temporarily);
Explosives include grenades and mines (as abilities).
Assault Rifles
Assault Rifles are available to all classes from the start (which was not the case in Mass Effect 2), the new system allows you to use any weapon, but sometimes with a penalty depending on your class (Soldiers are the only class capable of carrying all types of weapons at once, and even then with the corresponding modifications and skills). This weapon is designed for various situations. They are good at close, medium, and even long distances depending on the situation. This weapon has very high rate of fire, allowing you to quickly deal with enemies. Firing in short bursts when using this weapon is most accurate. This weapon is great for all classes, especially for Biotics and Techs (according to multiplayer statistics from Mass Effect 3, 36% of players prefer to use this weapon).
**M-8 Avenger**
Location: Prologue
"**M-8 Avenger**" is the first assault rifle you will receive in **Mass Effect 3**.
Automatic firing mode, quite accurate at medium and long distances, the only drawback is low damage, 30 rounds in the magazine and 210 in reserve.
M-96 Scythe
Location: Grissom Academy, after the classroom, in the lobby on the red bench, and also from Alex-The-Sentinel the second is lying at the security point, on the same level, after the meeting with Octavia (or whatever her name is). To get it, David (the guy from the Overlord DLC) needs to be sent to this academy. He is what will open this door in gratitude.
M-96 "**Scythe**" assault rifle was first available in the **DLC** **Firepower Pack** for **Mass Effect 2**.
It has high accuracy and damage per shot, semi-automatic firing mode unlike all rifles except "Scimitar". Effective at medium and long distances, close up against a group of enemies, difficulties may arise due to not very high rate of fire. Only 16 rounds in the magazine and 96 in reserve.
M-76 Revenant
Location: Priority - Citadel, can be found after meeting with the combat engineer who is trying to hack the lock, kill him but do not touch the lock. Turn around and enter the break room in the previous area to find this rifle. "Kinshasa Fabrications" for 7000 credits.
"M-76 "**Revenant**" is available to Soldiers in **Mass Effect 2**, if chosen during the collector ship mission (you can choose a Sniper Rifle, Assault Rifle, or Shotgun). Squad members cannot use it (in **Mass Effect 2**).
The highest capacity magazine (not counting the "Geth Pulse Rifle" and "Prothean Particle Beam") among rifles, high rate of fire, high recoil, heavy weight, automatic firing mode, well-suited for eliminating large groups of enemies. Can be equipped by Ashley, pairs well with her Sniper skill and damage modifications, 60 rounds in the magazine and 320 in reserve.
Geth Pulse Rifle
Location: Priority - Dreadnought Geth, in the control room, on the shelf to the right of the main path.
Automatic firing mode, low accuracy, high rate of fire, at level V upgrade 144 rounds in the magazine, due to low damage requires 2-3 times more shots compared to most other rifles, low recoil, but reloads slowly, 80 rounds in the magazine and 400 in reserve.
M-15 Defender
Location: Priority - Mars, immediately after entering the archives chamber on the right (before meeting with Revenant and Eva).
Fires bursts of 3 rounds, accuracy above average, something in between "**Scythe**" and "**Avenger**". High recoil outside of cover, pairs well with the "**Infiltrator**" class, with a headshot bonus will allow to deal quite a damage, 24 rounds in the magazine and 144 in reserve.
Festoon (New)
Location: Tuchanka - Turian squad, after chasing the Collector, near the corpses of Turians, "Kinshasa Fabrications".
Automatic firing mode, high rate of fire, many rounds in the magazine, low recoil, all this allows for effective use at close and medium ranges, at long distances, especially without cover can fire in bursts. Drawbacks are not too much damage and accuracy. 50 rounds in the magazine and 300 in reserve.
M-37 Falcon (New)
Location: Priority - Cerberus Headquarters, can be found on Mars on second playthrough.
Automatic firing mode, like the "**Scimitar**" it fires grenades, but at a higher rate of fire. If a grenade does not hit the target, it will roll a short distance and then explode, when shot grenades fly in a slight arc. Its drawbacks are a small magazine of only 4 rounds and 24 in reserve, as well as low accuracy, can be used for AoE damage (area damage).
M-99 Saber (New)
Location: Priority - Horizon
Semi-automatic firing mode and high accuracy, comparable to a sniper rifle, make it very effective at long distances. Drawbacks are low rate of fire, even lower than that of "**Scythe**" and "**Falcon**", it is also very heavy and has high recoil, making shooting without cover not very accurate. Finally, it reloads slowly; the magazine holds only 8 rounds, and 40 in reserve. Soldier's abilities can compensate for these shortcomings.
Collector Assault Rifle (DLC)
Location: Multiplayer
The book on the game universe "The Art of Mass Effect 3" (**Art of the Mass Effect 3**) includes in-game bonuses. Readers will receive a code for **DLC** for **Collector Assault Rifle**, which was also a bonus to the Collector's Edition of **Mass Effect 2**; you could get this weapon by pre-ordering the book "**The Art of Mass Effect 3**" by February 20, 2012.
Automatic firing mode, 28 rounds in the magazine, 280 in reserve.
N7 "Valkyrie" (New, DLC)
Location: DLC
Pre-order and purchase of N7 Collector's (**Collector's Edition Pack**) and N7 **Digital Deluxe** edition.
Fires bursts of 2 rounds, good damage and high accuracy allow effective elimination of targets at medium and long distances. Drawbacks include a relatively high (compared to other rifles) weight and significant recoil. 16 rounds in the magazine and 144 in reserve.
M55 Argus (New, DLC)
Location: DLC
[Pre-order bonus](http://www.bioware.ru/2012/01/04/mass_effect_3_preorder_bonuses.html)
Fires bursts of 3 rounds, when used it is advisable to install a recoil compensator modification or aim a little lower. Like other rifles with high recoil, it is most effective when firing from cover.
Chakram Launcher (New, DLC)
Location: DLC
On January 11, 2012, **EA** announced a cross-promotion campaign between **Kingdoms of Amalur: Reckoning** and **Mass Effect 3**. Playing the demo of **Kingdoms of Amalur** will unlock 2 items from the Reckoning universe in **Mass Effect 3**, and playing the demo of **Mass Effect 3** will unlock armor and weapons in **Kingdoms of Amalur**.
To shoot, you need to charge for 1-2 seconds, otherwise the damage will be very low. It is very effective against Cerberus Guardians, as it pierces their shields and can kill with one charged shot on low difficulty levels. In combination with "Scimitars", it is well-suited for the elimination of small enemy groups. Infiltrator can use his tactical cloaking during the weapon charge, however, if he starts charging the weapon while using tactical cloaking, it will deactivate.
Prothean Particle Beam (New, DLC)
Location: DLC
Part of the DLC "**From Ashes**", gives upon completion of the mission on **Eden Prime**. In terms of characteristics, it is the best assault rifle in the game.
Automatic firing mode, does not use thermal clips, instead, it requires cool-down time as in Mass Effect, ammunition regenerates over time. When ammunition runs out, it overheats, and a small cooling period begins (longer than the reloading time of any rifle), then it regenerates. The main drawbacks are low damage and accuracy; it should be well-suited for biotics. The Soldier's adrenaline rush ability does not regenerate ammunition, only cools this weapon. It is best used with modifications for increased magazine size and damage, 100 rounds in the magazine.
Heavy Pistols
Heavy Pistols are weapons available to all classes, they are very good for taking down enemies at medium-long distances and are very effective against armor (1.5x damage), but ineffective against shields and biotic barriers. Switching to a pistol can be very useful in many combat situations if your primary weapon is out of ammo or overheated.
All pistols fire single shots (semi-automatic firing mode).
**M-3 Predator**
Location: Prologue
"**Predator**" is the starting weapon in all **Mass Effect** games. It is quite accurate, has high recoil, 15 rounds in the magazine and 90 in reserve.
M-5 "Phalanx"
Location: Priority - Tuchanka, lying on the ground, above near the steps leading to a long stretch where you will be attacked by the Reapers with a laser beam.
First appeared in the **DLC** **Firepower Pack** for **Mass Effect 2**.
Unlike Mass Effect 2, it does not have a laser sight, higher rate of fire and 2 times larger magazine.
Due to average damage, it has high accuracy and good rate of fire, not recommended against strong opponents on high difficulty, because it is ineffective against shields. 12 rounds in the magazine and 72 in reserve.
M-6 "Executioner"
Location: Priority - Former Cerberus Scientists.
Deals more damage per shot than semi-automatic sniper rifles, while having lower weight and high accuracy, so it is well-suited for long distances, 6 rounds in the magazine and 30 in reserve.
M-77 "Paladin" (New)
Location: Specter Requests, can be purchased for 200,000 credits (Console in the Specter Office).
One of the best weapons in terms of weight/power in the game, ideally suited for skill-centric classes (**Adept**/**Engineer**) or as a secondary weapon for the "**Soldier**" class, has high damage and accuracy but with only 4 rounds in the magazine and 16 in reserve.
Scimitar (New)
Location: Priority - Sur'Kesh, when Mordin asks you to power the elevator again. After powering it, you can find the weapon before turning to the elevator.
Fires grenades that stick to enemies or surfaces and explode after 3 seconds (on Sur'Kesh its action is visually displayed), the main drawbacks are weight and small amount of ammunition. Can be found on **Mars** in subsequent playthroughs, skills like **freeze ammo** activate during the "sticking" to the enemy and work until detonation, using biotic powers like throw can deliver an explosive surprise into a group of enemies, as an option to blow up enemies in **singularity**. 4-7 rounds in the magazine and 20 in reserve.
M-358 "Claw" (New)
Location: Priority - Citadel, in a dark corridor with four offices one door to the left will be locked, through the window the pistol can be seen, go forward and down - the only path, there you will find a computer console (this is before the attack by Kai Leng, when he fights Tayn or just tries to kill a council member), which will open this door, then return and grab the pistol.
Has good damage, allowing to kill most enemies with 2-3 shots even at medium range, headshots are usually lethal. The main drawback is weight, can be used as an alternative to "**Executioner**" or "**Paladin**". Suits squad members like Liara as a backup for close-range combat (for example with husks), the **pistol scope** modification will allow you to eliminate enemies at medium and long distances with 1-2 hits. 4 rounds in the magazine and 24 in reserve.
"Arc" (New)
Location: Priority - Dreadnought Geth, Tali will give it to you right at the start of the mission.
Fires "charged" (need to hold the fire button for some time) shots of 3 rounds (with damage like "**Executioner**" or "**Paladin**"), you can also shoot without charging but the damage will not be very high and the firing rate is like that of "**Predator**". The shot "jumps" to adjacent targets (like the Arc projector from **Mass Effect 2**), 18 rounds in the magazine and 72 in reserve.
N7 "Eagle" (New, DLC)
Location: DLC
Pre-order and purchase of N7 Collector's (**Collector's Edition Pack**) and N7 **Digital Deluxe** edition.
The only pistol with an automatic firing mode. Best to fire in short bursts, very accurate with single shots. Good ammo reserve but not very high rate of fire, 18 rounds in the magazine and 180 in reserve.
Submachine Guns
Available to all classes in Mass Effect 3. Submachine guns are great for quickly taking down enemies; they have a large magazine and high rate of fire. They deal additional damage to shields and biotic barriers, but are weak against armored targets. They are quite precise and well-suited for use in tight corridors and at medium ranges.
**M-4 "Shuriken"**
Location: Priority - Mars, in the lobby of the guard room where Liara will sit at the computer, pick it up before activating the console.
Very light and well-suited for those who frequently use abilities, fires bursts of 6 shots. High recoil, low accuracy, good rate of fire, main drawback - low damage, reloads faster than other **SMGs**. 36 rounds in the magazine, 324 in reserve.
M-9 "Fury"
Location: Tuchanka - Turian squad, on the ground after killing the husks, when you climb the stairs up further into the caves, Kinshasa Fabrications.
Automatic firing mode, quite fast firing, has good ammo reserve, average accuracy and damage for **SMGs**. Deals more damage than "**Cicada**" and "**Shuriken**", but "**Shuriken**" is faster. Main drawbacks are high recoil, even in cover and the slowest reload, 50 rounds in the magazine and 350 in reserve.
M-12 "Cicada"
Location: Priority - Horizon, to the right in the early labs.
First can be found in the **DLC** "Kasumi and the Lost Memory".
Automatic firing mode, average weight, quite low rate of fire and thermal clip reserve. Its biggest advantage is flexibility, due to very high accuracy can fire long bursts even at long distances, which no other SMG can effectively do. But low damage and rate of fire do not make it the best choice for tight spaces, here better suited are "Hurricane" and "Wasp". 20 rounds in the magazine and 240 in reserve.
M-25 "Wasp"
Location: Priority - Citadel, after the elevator in the offices to the right.
Fires bursts of 3 rounds, the highest rate of fire (excluding N7 "**Hurricane**"), which makes it one of the best for combat in tight spaces. It does, however, have quite strong recoil and poorly suited for long ranges, it is also worth remembering that the ammo reserve in the magazine is not too high, which is compensated by fast reload, 24 rounds in the magazine and 144 in reserve.
N7 "Hurricane" (New, DLC)
Location: DLC
Pre-order and purchase of N7 Collector's (**Collector's Edition Pack**) and N7 **Digital Deluxe** edition.
A very balanced SMG with good damage, excellent rate of fire (the highest in the game) and average magazine/weight. Very well suited for combat in tight spaces, main drawbacks are high recoil and fast ammo consumption. Very well suited for squad members (like Liara), because they do not run out of ammunition, the sniper ability can compensate for high recoil and make it a very effective weapon, 40 rounds in the magazine and 240 in reserve.
Shotguns
Available for Soldier and Guardian classes. Shotguns are mainly used for close combat. They unleash devastating power on targets at close range. However, they overheat quickly and should be used with caution.
**M-23 "Katana"**
Location: Priority - Mars, given at the beginning of the mission.
M-22 "Reaper"
Location: Grissom Academy, on the red bench after saving the first student, "Batarian Op"
First appeared in **DLC** for **Mass Effect 2**.
The Reaper shotgun 2180, also known as "Reaper", developed based on civilian weaponry and equipped with a unique ammo generator. If most samples of modern firearms use ball bullets or similar ammunition, then M-22a fires serrated metal wedges with excellent aerodynamics. This significantly increases the penetrating properties of the projectiles, while high accuracy improves wounding ballistics at distances unavailable to standard weapons. This development violates several intergalactic treaties regarding permitted firearms, so LS-80 is not sold to military forces. Semi-automatic firing mode, 3 rounds in the magazine and 15 in reserve.
M-27 "Machete"
Location: Priority - Palaven, you can find it in the main camp of the Turians when you go out to complete the first mission.
The automatic firing mode is its main advantage because it allows you to eliminate enemies faster, but it also has the lowest damage among shotguns. The longer shooting range than "**Katana**" makes it more effective at medium ranges, 8 rounds in the magazine and 24 in reserve.
M-300 "Claymore"
Location: Attic Traverse - Krogan squad, can be found in an abandoned camp, in a building to the left.
Must be reloaded after every shot, and its main advantage is very high damage, even more than a sniper rifle "**Widow**", but naturally, it has greater limitations on the distance of fire. It also has a very heavy weight and low rate of fire, only 1 round in the magazine and 8 in reserve.
Geth Plasma Shotgun
Location: Priority - Renoch, after entering a large combat zone with Geths on the balcony, after defeating opponents, look to the right of the entrance to the zone.
For the first time available in the **DLC** **Firepower Pack** for **Mass Effect 2**
When fired, the bullets home in on the target, even at medium range, uses 2 rounds at a time, due to 5 rounds in the magazine, the last shot may remain with only 1 round, 15 rounds in reserve.
"Apostle" (New)
Location: Ardat-Yakshi Monastery, after the room with the Asari (Meeting Samara and her daughter, Morinth/her sister) and entering the room with Cannibals and the shield generator.
One of the most accurate standard shotguns, comparable only to "**Grail Shooter**". It is also the lightest of all, making it well suited for "**Stormtrooper**" using shotguns as a backup weapon, for example for combat in tight spaces. 4 rounds in the magazine, 24 in reserve.
Grail Shooter "Grail" (New)
Location: Priority - Tuchanka, can be found next to the guard right at the beginning of the mission, "Kinshasa Fabrications" 7000 credits.
Semi-automatic firing mode, can be "charged" for a more powerful shot, best done standing behind a wall or column, it is quite heavy and not very fast-firing. When charging, the tactical cloak of **Infiltrator** will be removed (if used after the start of charging, it will not happen), but it is still possible to run, roll, etc. In aiming mode, the spread of the shot is significantly less, 3 rounds in the magazine and 12 in reserve.
"Wrath" (New)
Location: Specter Requests (Console in the Specter office), 250,000 credits.
Semi-automatic firing mode, 2 rounds in the magazine and 10 in reserve.
N7 "Crusader" (New, DLC)
Location: DLC
Pre-order and purchase of N7 Collector's (**Collector's Edition Pack**) and N7 **Digital Deluxe** edition.
Semi-automatic firing mode, the heaviest shotgun, high rate of fire and accuracy, but does less damage than other shotguns. Instead of pellets, it fires a single slug that hits the target precisely. 4 rounds in the magazine and 20 in reserve.
AT12 "Grappler" (New, DLC)
Location: DLC
[Pre-order bonus](http://www.bioware.ru/2012/01/06/mass_effect_3_origin_preorder_bonuses.html) **Standard** and **Digital Deluxe** editions in **Origin**, PC only.
Sniper Rifles
Available to Soldiers and Infiltrators classes. Sniper rifles are excellent for scouting, as well as for quickly and accurately taking out enemies from great distances. Usually, thermal clips are enough for only a few shots, as the rifle overheats quickly, ensure that you make an accurate shot. This weapon has very high damage and kills most weak enemies with one shot; if used at close range, you will likely be quickly killed. It’s noteworthy that they deal only half damage when firing without aiming.
**M-92 "Mantis"**
Location: Priority - Mars, after you descend the stairs, look for it on the right on the ground.
Requires reloading after each shot.
When fully upgraded, it is arguably the best sniper rifle in the game. It pierces armor weaker than the "Widow", but the combination of accuracy, damage, and weight makes it the best choice for those who use light SMGs or the Geth Pulse Rifle. You can shoot unprotected enemies with cryo ammo for easier headshots, and can also use stasis, energy drain, and overload, 1 round in the magazine and 9 in reserve.
M-97 "Viper"
Location: Priority - Palaven, on boxes to the right of the main Turian camp.
||Weights less than "Mantis", but remains quite a heavy weapon. Ideal for taking out lightly armored groups of enemies due to its high rate of fire, very quick reload, and large magazine. The main downside is its weakness against well-armored enemies, as it will require quite a few shots to take them out, 6 rounds in the magazine and 36 in reserve.
M-98 "Widow"
Location: Priority - Thessia
Requires reloading after each shot. Very powerful sniper rifle, kills most enemies
with 1 shot, it has a unique ability to pierce thin covers, such as the shields of Cerberus Guardians, allowing you to kill multiple enemies with one shot if they stand properly. The main drawbacks are the small amount of ammo and low rate of fire, also, "Widow" is very heavy.
Until there are modifications on magazine size or upgrades when using this rifle, you will have to count each shot.
1 round in the magazine and only 7 in reserve, even less than "Mantis".
M-29 "Fang"
Location: Tuchanka - Bomb, on the ledge after exiting the first combat zone, Kinshasa Fabrications.
For the first time available in the **DLC** for **Mass Effect 2**
The M-29 "Fang" sniper rifle is one of the newest sniper rifles developed for the needs of the military and police. Its main combat task is to overload active defenses, for example, shields. With each pull of the trigger, the "Fang" fires three shots at once, so quickly that all three projectiles will hit the target in the time it takes to move the barrel only a millimeter. This allows to increase the firepower of the weapon without sacrificing accuracy. As a nice bonus: the sound produced by the rifle in action is the same as the sound produced during a single shot from standard sniper weaponry, which does not make the opponent's job of detecting the fighter any easier.
The only rifle in the game that fires bursts (3 rounds at a time). Its main advantage is the large amount of ammo, 15 in the magazine and 120 in reserve. Also, the "Fang" is the lightest of all sniper rifles, allowing many classes to use it without significant reduction in skill recharge speed. It has 2 drawbacks: low damage per shot and high recoil due to three shots at once.
M-13 "Raptor" (New)
Location: Priority Sur'Kesh, on the bench outside the building (the outer facility), on the floor where you need to power the elevator again, Batarian OP.
It has very low damage, which does not allow killing enemies with 1 shot like with "**Mantis**" or
"Widow". "Raptor" ("Predator" in localization, but there is already such a pistol) has the weakest optical sight among all sniper rifles, which generally simplifies aiming and hitting the head, especially when quickly changing targets. This combined with very high rate of fire makes it one of the best sniper rifles in the game for the Infiltrator, who has time slowing during aiming without modifications. Combined with SMGs (with weight reduction modification) it provides around 200% ability recharge speed without losing firepower. Weighs like "Mantis" and reloads very quickly, 15 rounds in the magazine and 105 in reserve.
"Black Widow" (New)
Location: Specter Requests (Console in the Specter office), 250,000 credits.
This is an improved version of the "**Widow**", only it can make 3 shots instead of 1 before reloading, but it deals less damage. The main advantage is greater damage in comparison to other semi-automatic rifles. This allows to kill weak opponents with one shot and not lose time on reloading against more armored opponents. Due to its high weight with this sniper rifle, abilities can't often be used, so it is not suitable for **Adept**, **Assault**, **Engineer**, and **Guardian** classes. Another drawback of this sniper rifle is that it has a low rate of fire, even lower than that of "**Viper**". Can pierce the shields of **Cerberus Guardians** and thin covers,
but will kill them only with a headshot. With armor-piercing ammunition will allow to penetrate any cover. Ammunition is not much, only 3 in the magazine and 15 in reserve.
"Dart" (New)
Location: Admiral Koris mission.
Can pierce thin materials without modifications or armor-piercing ammo. It requires a brief "charging" time before firing. It is weaker than "Widow" and cannot make multiple shots before reloading like "Black Widow", allows limited visibility through smoke while aiming, even without modifications, also highlights targets with a purple line. While aiming, it can see opponents with tactical cloaking (Geth Hunters), Cerberus "Phantoms" can be killed while invisible, preventing them from healing, 1 round in the magazine, 9 in reserve.
M-90 "Indra" (DLC)
Location: DLC
[Distributed code for free](http://www.gamer.ru/mass-effect-3/halyavnaya-vintovka-m-90-indra)
The only fully automatic rifle in the game, has features of the "Prothean Particle Beam" and other assault rifles. Infiltrator can make 7 to 10 shots while invisible. Without a scope, it behaves like an assault rifle with low recoil. Damage is lower than that of "Raptor" and "Viper", with minimal recoil and high rate of fire gives high chances of activating effects from ammunition (cryogenic, incendiary rounds); well suited for Soldiers and Infiltrators.
25 rounds in the magazine and 180 in reserve, the highest figure among all sniper rifles.
N7 "Hero" (DLC)
Location: DLC
Pre-order and purchase of N7 Collector's (**Collector's Edition Pack**) and N7 **Digital Deluxe** edition
Semi-automatic firing mode, very weak recoil, rate of fire is so high that it allows making 3 shots while using tactical cloaking Infiltrator. Works great with sniper rifle concentration module, every time you can hit headshots while quickly reloading the weapon. One of the best rifles for low difficulty levels,
3 rounds in the magazine and 30 in reserve.
Heavy Weapons
Available to all classes in Mass Effect 3. Depending on the type of weapon, you can fire many shots ("Firestorm") or very few ("Cain"). This includes: rocket launchers, grenade launchers, beam emitters, flamethrowers, shock and cryogenic (freezing) types of weapons. This weapon deals enormous damage and is very effective against groups of opponents or for taking out armored/big-health targets ("Banshee"). Ammunition used are energy cells. They are usually given in difficult situations with a very large number of opponents (London, Thessia, Rennok), lying in plain sight. What I remembered, I wrote; usually easy to find, but not always can pick up, and sometimes it temporarily replaces the main weapon, sometimes rather a downside.
**M-920 "Cain"**
Given in London when you need to fend off attacking Reapers while waiting for the shuttle, the goal is "Survive", easy to find.
M-451 "Firestorm"
Given in the mission "Attic Traverse - Krogan Squad", to burn the webs and Reapers at the same time.
"Gether's Machine Gun" (New)
Given on Rennok (Home of Quarians) when you need to fend off a bunch of Geth Prioms right as you exit the elevator, I killed them without it.
Rocket Launcher "Hydra" (New)
Will be given on Thessia (Home of Asari).
"Black Star" (New)
Given on Palaven, Thessia (Home of Asari) when a lot of Reapers attack, I couldn’t take it, spent tons of ammo but defended myself.
Synchronizing Laser (New)
Given in the mission Priority: Rennok, you will use it to indicate where to attack the Normandy and the Quarian fleet during "the fight" with the Reaper.
Geth Combat Program
Legion will give it for destroying Reaper-infested areas in virtual space.
Grenades and Mines
Grenades return in Mass Effect 3, now they are presented as abilities of Shepard and squad members. After a while or upon contact with a surface, they explode. Grenades are very effective against organic and synthetic enemies. New types have also appeared, such as lift grenade and cluster grenade, which have their peculiarities compared to regular frag grenades.
Mines, apparently, are only represented in single-player with the "Contact Mine", an ability of Garrus.
Lift Grenade
Available to Javik and the Guardian class.
Deals great damage and lifts enemies within a certain radius of the explosion into the air for a time.
**Rank 1**
Damage: 562.5 (can be different);
Radius: 5m.;
Duration: 4 sec.
Rank 2
Grenade reserve increases by 1
Rank 3
Damage +20%
Rank 4
Radius of effect or damage +30%
Rank 5
Grenade reserve increases by 2 or duration of the ability effect +50%
Rank 6
Radius of effect and damage +30% or when the effect ends, enemies slam to the ground losing consciousness for 3.75 sec.
Fragmentation Grenade
Available to James and the Soldier class. A regular grenade that scatters shrapnel upon explosion within a certain radius.
**Rank 1**
Damage: 600 (can vary);
Radius: 6.5m.
Rank 2
Grenade reserve increases by 1
Rank 3
Damage +20%
Rank 4
Damage +30% or radius of effect +30%
Rank 5
Grenade reserve increases by 2 or damage done to armor +40% for 10 sec.
Rank 6
Damage done to armor or shields +50%
Cluster Grenade
Available to Adept class. Lifts enemies into the air with biotic force and deals damage.
**Rank 1**
Damage: 665 (can vary);
Force: 1700N.;
Radius: 4m.
Rank 2
Grenade reserve increases by 1
Rank 3
Damage and force +20%
Rank 4
Damage and force +30% or radius of effect +35%
Rank 5
Grenade reserve increases by 2 or damage relative to the targeted air-lifted enemy +100%
Rank 6
The number of shrapnel increases by 2 or both damage and force +50%
Inferno Grenade
Available to Ashley. Covers a small area with fire and ignites enemies within.
**Rank 1**
Damage per second: 120;
Duration: 8 sec.;
Radius: 5m.
Rank 2
Grenade reserve increases by 1
Rank 3
Damage +20%
Rank 4
Damage or radius of effect +30%
Rank 5
Grenade reserve increases by 2 or damage +40%
Rank 6
The number of shrapnel increases by 1 and radius of effect +40% or damage done to armor +50%
Adhesive Grenade
Available to the Infiltrator class. Sticks to surfaces, explodes with shrapnel when detonated.
**Rank 1**
Damage: 750;
Radius: 2m.
Rank 2
Grenade reserve increases by 1
Rank 3
Damage +20%
Rank 4
Damage or radius of effect +30%
Rank 5
Grenade reserve increases by 2 or damage done to armored targets +50%
Rank 6
Damage +40% or after sticking to a wall or any other surface remains active and detonates upon enemy approach, radius of effect +50%
Contact Mine
Available to Garrus. "Sticks" to the installation point and explodes when an enemy approaches.
**Rank 1**
Recharge speed: 20 sec.;
Damage: 400;
Radius: 2m.
Rank 2
25% faster recharge
Rank 3
Damage +20%
Rank 4
Damage +30% or radius of effect +50%
Rank 5
Enemies in the radius of effect take 25% more damage or slow down by 30% for 8 sec.
Rank 6
40% faster recharge (resulting in -25% and then -40%) or
damage +50%
Ammo-related Abilities
Weapons in the Mass Effect universe consist of small mass accelerators that use mass reduction and magnetic fields to accelerate tiny projectiles to high speeds.
In Mass Effect, the weapons are charged. Using an automatic system that "snips" tiny particles from a small metal block, weapons practically don’t need reloading. The limitation on firing is overheating.
In Mass Effect 2 and 3, weapons operate on thermal clips, which are used for cooling the weapon when it overheats, meaning reloading is changing a thermal clip.
Various classes can also use ammo-related abilities, which provides additional damage, they are called:
Armor-Piercing Rounds
Available to Garrus. Allow additional damage to armor and unprotected enemies.
**Rank 1**
Health damage: +10%;
Armor damage: +10%;
Effectiveness of enemy armor: -50%.
Piercing through surfaces up to 0.50m thick. (for example, physical shields of Cerberus Guardians)
Rank 2
Piercing through surfaces up to 0.70m thick.
Rank 3
Health and armor damage +4%
Rank 4
Health and armor damage +6% or squad members receive armor-piercing rounds but with 50% effectiveness
Rank 5
Magazines capacity +30% or headshot damage +25%
Rank 6
Health damage and armor +10% (resulting in 24/30%) or effectiveness of enemy armor -75%, piercing through surfaces up to 0.80m thick.
Freezing (Cryo) Rounds
Available to the Infiltrator, Soldier, and Assault classes. These rounds allow freezing defenseless enemies for a time; additionally, in Mass Effect 3, they reduce movement speed and weaken armor, a frozen opponent can be finished off with one hit (like on husks).
**Rank 1**Freeze time: 3 seconds;
Movement speed: -15%;
Armor weakening: 25%.
Rank 2
Increases the chance to freeze the target by 30%
Rank 3
Increases the duration of freezing by 40% (4.2 seconds)
Rank 4
Increases the duration of freezing by 40% (5.9 seconds) or squad members receive cryo rounds but with 50% effectiveness
Rank 5
Magazines capacity +30% or damage done to head of frozen targets +35%
Rank 6
Increases the chance to freeze the target by 50%, movement speed -20% (-35% total) or increases any damage to a frozen target by 50%, armor weakening of the frozen target another 25% (total 50%).
Disintegrating Rounds
Available to Infiltrator and Soldier, as well as Ashley. Enhances weapons with electric fields, allowing additional damage to shields, biotic barriers (Banshees, Phantoms), and less additional damage to health; additionally, there is a chance to disable synthetics and stun organics.
**Rank 1**
Health damage: +5%;
Shield and barrier damage: +20%.
Rank 2
Chance to stun target +15%
Rank 3
Health damage +2%
Shield and barrier damage +8%
Rank 4
Health damage +3% (total +10%), Shield and barrier damage +12% (total +40%) or squad members receive disintegrating rounds but with 50% effectiveness
Rank 5
Magazines capacity +30% or headshot damage +25%
Rank 6
Health damage +5% (resulting in +12/15%), Shield and barrier damage +20% (resulting in +48/60%) or Chance to stun target +25%
Incendiary Rounds
Available to James and classes Soldier, Assault. Allow to deal fire damage, burning through armor and causing enemies on fire. Burning also stops health regeneration, while unprotected opponents panic. However, synthetics like Geths have fire resistance.
**Rank 1**
Health damage: +10%;
Armor damage: +10%.
Rank 2
Chance that the target will panic +15%
Rank 3
Health and armor damage +4%
Rank 4
Health and armor damage +6% or squad members receive incendiary rounds but with 50% effectiveness
Rank 5
Magazines capacity +30% or headshot damage +25%
Rank 6
Health and armor damage +10% (resulting in 24/30%) or ignites enemies with explosion in a radius of 2.5m and deals 100 damage.
Deforming Rounds
Available to Liara. Very effective against barriers, armor, and health. Deal additional damage to targets lifted in the air by biotics, but do not deal damage to shields.
**Rank 1**
Health damage: +15%;
Armor damage: +15%;
Barrier damage: +30%;
Armor weakening: 25%;
Damage to enemies lifted in the air by biotics: +50%.
Rank 2
Damage to targets lifted in the air by biotics +25%
Rank 3
Health and armor damage +5%, and barrier damage +10%
Rank 4
Health and armor damage +7.5% (total 27.5%), and barrier damage +15% (total 55%) or squad members receive incendiary rounds but with 50% effectiveness
Rank 5
Magazines capacity +30% or headshot damage +25%
Rank 6
Health and armor damage +12.5% (resulting in 32.5/40%), barrier damage +25% (resulting in 65/80%) or armor weakening -25% (resulting in 50%),
damage to targets lifted in the air by biotics: +50% (resulting in 125%).
Shooting Range
You can always try out new weapons at the shooting range, this feature appeared in Mass Effect 3, it is located in the Specter Office (Available after restoring Specter status). It also has a weapon modification station for replacing and modifying weapons. The shooting distance to targets can be changed on consoles, with options including targets with shields, armor, or just health, ammunition lies there too.
Modifications
Weapon modifications returned in Mass Effect 3. They first appeared in the first Mass Effect, however, they were removed in Mass Effect 2.
You can modify your weapons by changing barrels, sights, and materials. This allows you to change the characteristics and appearance of the weapon. Each weapon can only have 2 modifications installed, with a total of 5 types available. Grenades and heavy weapons cannot be modified.
In the original Mass Effect, players could upgrade all types of weapons including pistols, assault rifles, shotguns, sniper rifles, and grenades. You could improve the damage of the weapon, sights, accuracy, recoil, type of ammunition, cooling of the weapon, and rate of fire.
All weapon modifications need to be made at the "weapon modification station," one of which can be found on the Normandy.
The modifications themselves can be found during missions or bought in shops on the Citadel. They appear gradually in stores as the main plot progresses, so don't forget to periodically check shops, in case something new comes up. (All of them are located in the "Presidium Community" and "Batarian Op" in the "Refugee Camp", in the docks, and modifications are not sold in the "Specter Requests")
Each modification has 5 levels; with each new "copy" found, the level increases from I to V respectively.
All of them are presented under the spoiler.