Codex: Weapons and Equipment
Beta Reader: Albert
Ammo
When 'smart' guns with VIs were built, so were ways to modify the gun, using advanced software, coating and carving tools. With these tools, the gun could modify the bullets into any form that could fit the soldier's needs, provided they have the knowledge and skill to modify their weapon.
Armor-piercing rounds are sharp bullets that are specially designed to increase the velocity of the bullet and achieve a greater chance of penetrating/bypassing a kinetic barrier and armor. The rounds also slightly increased damage to other types of ammo against all forms of targets because of their ability to penetrate the armor. They are the preferred rounds for soldiers facing armored targets because of the slight increase in bullet velocity, even if the fire rate does not change.
Cryo rounds are specially coated ammo covered in a cryo-solvent that produces ice bullets, which are able to freeze portions of the enemy's armor and shield, all the while making the armor/shields weaker while decreasing the targets speed. Cryo rounds are preferred for fast repeating weapons or weapons that create a heavy impact.
Disruptor rounds are specially coated electromagnetic ammo that drains kinetic barriers and at a superior rate. They can also disrupt tech attacks and even work better against synthetic targets. Disruptor rounds are preferred when dealing with powerful kinetic barriers or synthetic targets.
Drill rounds are specially designed to sharpen ammo that has riffling to provide a spin that results in a slight increase in damage to kinetic barriers and armor. They are a favorite for long-range weapons utilized against heavily armored targets.
Energy leach rounds are specially coated with mage entropy energy ammo that can drain kinetic barriers at a superior rate. They can also disrupt mage attacks and even work better against magical powers. Energy leach rounds are preferred by mages in combat situations that deal with powerful kinetic barriers, or magical powers (demons and mage area attacks).
Explosive rounds are specially coated ammo with microfilaments that explode on impact. The careful placement of the microfilaments results in a reduction in the rate of firing making the rounds only useful for demolition or sabotage experts. Demolitionist favors the ammo.
Hammerhead rounds are specially designed to flatten ammo that is fired after a kinetic buildup to knock targets back; their slight firing rate decrease is due to the build-up of energy. Close-range fighters favor the ammo.
Inferno rounds are specially coated and covered with flammable solvent ammo that acts as inferno bullets that can burn through armor at a superior rate. Their use results in minimal damage to kinetic barriers. Inferno rounds are preferred for weapons that are mid-range or have a standard firing rate.
Particle plasma rounds are ammo specially coated by mage spiritual energy to dissolve armor and organic material, with only minor damage to kinetic barriers. Particle plasma rounds are favored for heavy combat by physic mages.
Polonium rounds are ammo specially coated with an acidic/radioactive solvent that can burn, drain and dissolve material and significantly damage kinetic barriers and armor. They are also designed to weaken the target, though not as significantly as cryo rounds. Soldiers that are considered cold, calculating individuals, favor polonium rounds.
Pulse kinetic rounds are specially coated biotic ammo that can drain kinetic barriers at a superior rate. They also can disrupt biotics attacks and work well against biotic powers. Pulse kinetic rounds are preferred by biotics in combat situations that deal with powerful kinetic barriers or biotics powers (anti-gravity technology and biotic area attacks).
Warp rounds are specially coated biotic ammo that can shred armor and organic material and can result in some damage to kinetic barriers. Warp rounds are favored by heavy combat by biotics.
Bishop SMG
Design to be a descaled weapon of the Deacon Assault Rifle, the Bishop SMG is a light SMG design to be the best small weapon while on the move. It works by using a twin-barrel muzzle to allow for rapid-fire rates and accuracy compared to most other weapons of its class. The only disadvantage is that it has a weak damage per shot ratio compare to other SMG and depends on its high fire rate to take targets down.
Blue Widow Sniper Rifle
Developed after the creation of the Black Widow, the Blue Widow is the Asari's own version of the M-98 Widow. The Blue Widow is the lightest variation of the Widow family with a significant increase in the amount of ammo that can be fired at the cost of weapon power. Its lightweight allows the asari to fire off more biotic attacks and helps them maintain a commando's mobility. To most commandos, it is well worth it to carry the less powerful weapon, since it still can kill most opponents with one shot and therefore, having a single thermal clip is not really important.
Combat Ranges
In space combat, there are three different types of ranges: short-range, mid-range and long-range combats. Each range is specified for the type of combat that a ship can be engaged in, mostly just frigates or larger crafts are involved.
Short-range is within 10 km radius around the edge of a spacecraft and within the ships range of regular and plasma-based lasers. This is also the preferred range for fighters and fast-moving corvettes as they have a better chance of avoiding enemy fire while doing more damage if possible. Other spacecraft avoid this range unless they are of a significantly stronger class (cruiser/carrier to frigate, heavy cruiser to heavy frigate, and dreadnaught to cruiser/carrier) since most craft cannot avoid being hit at that range.
Mid-range is 10 km to 150,000 km from the edge of a craft. This is known as the effective range of most PPCs and kinetic weapons. It is close enough to allow a high chance of hitting moving targets, but the distance gives the firing craft a higher chance of avoiding enemy fire. Most ships often engage in this range during the duration of the battle.
Long-range combat is 150,000 km or greater from the edge of a spacecraft. A targeted ship usually is five to ten light seconds away and may be up to a light minute away for a stationary/slow target such as a planet or large space station. This is the range for which ships primarily use kinetic weapons or in some instances, very powerful and advanced PPCs. It also the range at which most combat starts, or the range that frigates usually engage craft that outstrips them, like a heavy cruiser or a dreadnaught. It is noted that kinetic rounds from long-range attacks are generally more powerful with the proper acceleration, but long-distance firing is more likely to be intercepted by a point defense system or avoided.
Deacon Assault Rifle
Design primary for asari commandoes, the Deacon Assault Rifle is one of the lightest assault rifles in the galaxy. It is a powerful weapon with its triple barrel action nozzle that allows the assault rifle to fire at a much higher and longer fire rate than most assault rifles while allowing a higher amount of accuracy while on the move. This makes it a great weapon for fast-moving soldiers despite it having one of the weakest per shot damage ratio compare to other assault rifles. Making it so that soldiers depends on its high fire rate to take down targets.
Grenades
When a soldier needs to clear out a large number of enemies quickly or to help take down a difficult target, grenades become a soldiers' best friend. The most common of the grenades are frag grenades that are widely distributed to soldiers, but there are specialized grenades that are useful for many different forms of attack.
Arc grenades are special grenades that can stun and electrocute enemies with an EMP-packed grenade. It is very effective against kinetic barriers but ineffective against armor.
Cluster grenades are a group of small grenades held loosely together utilized by biotics. They cause a wide number of biotic explosions within a small area. Cluster grenades are able to take out multiple weak targets but are not as effective as a frag grenade against a single target.
Cryo grenades are devastating grenades that weaken the enemy rather than kill them by causing the targets to snap freeze. This not only makes it easier to break kinetic barriers and armor but it also considerably slows down enemy movement.
Flashbang grenades are designed to launch a disorienting, concussive charge that inflicts minor damage and incapacitates all nearby targets, whether its electronics or enemy nervous system, both are temporarily disabled. It also may cause weapons to overheat, omni-tools to jam, and difficulties to arise for the enemy to utilize their biotic and mage powers.
Frag grenades are shrapnel-filled grenades that are designed to rip enemies apart from up close or far away. They are the most common grenades that both soldiers and highly trained mercenaries may carry.
Homing grenades, also known as seekers are special grenades that lock onto a single target and give chase until they hit something. They are most effective against single targets but lose their effectiveness against multiple targets.
Inferno grenades are volatile grenades that explode on impact, sending damaging, flaming fragments flying in all directions. The fire damage from them is effective against armor, but it is ineffective against kinetic barriers.
Lift grenades are special biotic grenades that can create not only a biotic explosion but they can also lift those caught in the explosion for a short duration where they can be killed in mid-flight.
Particle plasma grenades, also known as spiritual grenades, are grenades that release a burst of particle plasma upon impact that can cause a target to disintegrate. However, due to the amount of power the grenade produces at one time, it is only usable within a small area and usually on only one target, unless the targets are packed together.
Polonium grenades are special radioactive/acidic grenades that when exploded can destroy tissue while causing the metal to break down, weakening the targets that may survive the grenades. Special kinetic barriers can block the polonium grenades from harming the host with standard shield drain.
Sticky grenades are special frag grenades that can stick to a target before it explodes, taking out the target and those around the target.
Vine grenades are special grenades using a particle charged dilithium crystal that once released, grows rapidly to grab onto targets over a large area. It slowly squeezes everyone in the area to death. Vine grenades are also effective at entangling and holding tough targets down so they can slowly be taken out with other weapons.
Heavy Armor
"If money is tight, or not, do not settle for just musingly light armor, go for heavy, and nothing will harm you," is a common slogan by stores selling heavy armor. Heavy and massive body armor is reinforced armor that utilizes the actual armor to protect the user while its kinetic barriers are modified to protect the user from special attacks. The idea was conceived by the krogans during the Rachni Wars when their numbers of soldiers increased at a rate faster than the salarians or the asari could supply them with military armor. To compensate, the krogans would use heavy armor to protect them from most attacks, while using their limited kinetic barriers to block the rachni's biotic attacks. The armor made all the difference in the war and quickly spread to other species that had the strength to wear heavy armor. A few of the warlords and elite soldiers use heavy/massive body armor with military grade kinetic barriers.
As long as the armor holds, the warrior can be protected from any special attack, even if the armor is easier to burn, chip or tear away without the military grade barriers active. However, it still is not regularly available outside the krogan as heavy armor does cost quite a bit of money, and unless the person is physically strong, they would be better off in the lighter armor than being a slow-moving target.
Manufacturing Rights
As ships and stations became equipped with tools like 3D Printers to replicate new equipment and weapons, various companies began to feel a steep loss in profits. To compensate, the surviving companies had technology like 3D printers worked for them by pushing a product of laws through the Council and later the Confederation in what is now called the Manufacturing Rights. The Manufacturing Rights are a set of laws that dictate an individual who wishes to have the right to build an item must have an individual License, and the blueprints bought through said License.
Licenses are a company owned license that is sold and maintained through a yearly fee, which cost is based on the user's usage and the number of users. Shop owners and individuals are the cheapest, while the price increases for a company or army depending on the number of employers/soldiers in the said army, with 10,000,000+ being the highest. However, despite being cheaper, the expensive for individuals and small companies, it's cheaper to buy single items from suppliers/shop owners, especially since blueprints are sold separately.
Blueprints are a set of designs a person can mass-produce or use to upgrade lower level products, often sold at a set price that falls into two categories, brand, and tier. A brand being the specific product design a person can buy, with its price focused on quality of the product while a tier is the number of variants that fall under a brand. Tiers are often split into ten different tiers that are updated after a fixed number of decades. In these fixed states, tier one through two are standard weapons most can afford, while tier three to four are standard military weapons with the later being for general more elite armies like the Confederation or the three main Citadel races. Tier five to seven are rare/elite weapons that are contracted reserved by faction, organization or Special Forces, and finally, tier eight to ten are prototypes not released at this time.
For the Confederation, the government only buys in bulk from companies in Confederation space, and at max, buy up to tier four type weapons with a small number of blueprints are purchased for their main force. Elite forces are allowed to pick a larger/variety of weapons. However, higher-level tiers are left up to individual ships/troops to buy and make using their own budget/finance to pay for licenses and/or higher tier blueprints not provided. It should be noted the Confederation does its own research into upgrading brand items to give them a slight push over the same level tiered weapons and often encourage their ships to do the same.
Melee Weapons
After the darkspawn war, melee weapons have found new life on the frontlines despite there have been modified kinetic barriers to block the physical attack. The most common is an omni-blade, a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator from an omni-tool or weapon. The transparent, the nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field, so the searing-hot blade only burns what it is intended to: the opponent. Soldiers particularly love omni-blades as they can appear at a moment's notice and each individual to fit their needs can modify it. Sentinels and combat medics often modify them into two small omni-blades while tech experts modify their blades to produce electricity, plasma, cryo frost, and even acid within the blade for maximum effect.
Despite their multiple uses, omni-blades are not universally adopted. In fact, several krogans prefer modified blunt weapons like maces and battle-axes while others prefer more refined weapons, such as swords, tomahawks and a bladed staff. Although these upgraded weapons are superior in a melee, they cannot easily be pulled out of their victim at times leaving the wielder weaponless. Moreover, biotics and mages trained in martial arts use their abilities to enhance the force/power of their attacks creating devastating blows. As a mage can burn a person's eyes out with their hands and a biotic can kick someone's head off at full strength.
MB-5 Compound Bow
Developed by Rodam Expeditions, the MB-5 Compound Bow was made for hunters who wished to hunt the toughest of pray like their ancestors up to a certain degree to compensate against heavily armored animals. The compound bow uses a mass effect accelerator found on the arrow rest to increase the speed of the arrow by an adjustable factor of ten. Combined with titanium-steel thread and mass effect generated compound wheels allow for not only easy use, but it can also achieve the same amount of force equal to a sniper rifle. That is why upon its release, the compound bow quickly became a popular weapon among hunters. As well as a few in the Special Forces who use them for silent, long range kills.
Variant: MB-10 Crossbow: a crossbow with technology similar to the MB-5 Compound Bow, but also has an additional carriage container to fire multiple blots in rapid succession.
M-990 Plasma Cannon
The M-990 Plasma Cannon is a powerful weapon created as a handheld version of a PPC. With its destructive capability to burn through armor and dispersed kinetic barriers, the M-990 Plasma Cannon is a destructive device that is extremely valuable to the military and consider to be one of the most powerful available. However, like every weapon, it does have some limitations, and some of them are deal barkers for wide use. One such limitation is the lack of guided missile ammunition. Meaning it can only be fired in a single direction, making it difficult to hit fast maneuvering targets that even the M-920 Cannon could hit. It also outputs a tremendous amount of energy to the point that when it fires it will burn through the dilithium crystal is used for power and some of the cannon itself. To the point, it will generally have a onetime use before it must be replaced with a new cannon, instead of a new round like other heavy weapons.
Particle Plasma Weapons
Before the discovery of dilithium crystals, the use of plasma weapons in outer space or in long-range combat was considered impractical. Plasma-based energy weapons had limited range as the plasma energy dispersed quickly, especially in the cold vacuum of space. Combined with the fact that plasma weapons are often energy consuming and not very accurate, it was just better to use kinetic-based weapons overall. That was until it was discovered that dilithium crystals could be used as a focal point for any kind of energy. Now plasma-based weaponry was possible when combined with particle energy created by dilithium crystals, resulting in particle plasma-based weapons that could be used for long-range and outer space combat.
Partial plasma weapons for ships fall into two categories, plasma lasers and partial-plasma cannons (PPCs). Plasma lasers are used as rapid-fire weapons for close range combat. For with its higher fire faster than any known laser or kinetic weapon, plasma lasers are the primary weapon used to take down enemy fighters, act as a point defense system, and barrage weapons on enemy's shields at point blank range. Meanwhile, PPCs are used in mid to long-range combat and depending on the amount of power a ship can put into the weapon to serve to take down enemy warships. They function as a turret or main cannon similar to mass effect main cannon and can severely drain a ship's kinetic barriers to cut a ship in two with one shot.
However, despite the destructive power of plasma base weapons, they will not replace kinetic weapons anytime soon. One reason is related to the range of a kinetic base weapon and relatively much lower energy needed to fire. A kinetic weapon could strike a target ship three to five times further away than any PPC with precise accuracy and with far less energy. Handheld plasma weapons can only be used for a few shots before they need to be recharged, and a prolonged firefight around an hour of using just PPCs, and plasma lasers could severely drain a vehicle/ship's energy supply. To even think of being in a firefight beyond an hour with all systems at full power would require an energy transfer from anything and everything in a ship, including kinetic barriers, engines and even life support. Kinetic weapons require very little energy to fire and have the almost unlimited ammunition so long as large slabs of metal were available. Kinetic weapons could also be used to supplement plasma weapons as they could fire at twenty times faster than PPCs and are more powerful then plasma lasers per round. Therefore, all advanced military organizations' vehicles to a level have a plasma and kinetic-based weaponry.
Phentis Heavy Pistol
Named after a turian spirit, the Phentis is a Turian high caliber pistol engineered to provide the best possible balance between accuracy and firepower in an automatic weapon. Each shot tempered by kickback dampeners dispersed through the pistols gives a more accurate, steady shot compare to other pistols. Combined with its lightweight and precession, makes it the go-to weapon for the Turian infantry.
Thermal Clips
While weapons technically have practically unlimited ammo, they are still limited by the number of thermal clips. Thermal clips are coolants that keep a weapon cool under a barrage of continuous firing that would overheat a gun. If fired in bursts, most guns can act as though they have unlimited ammo if the weapons stayed under acceptable temperatures. However, under continuous fire or weapons that pack a higher yield punch, such as the M-98 Widow or M-300 Claymore, the thermal clip can overload, and the weapon overheats to the point it will not fire. In those situations, the clip is ejected, and it is replaced with a new clip for the weapons continued use.
Weapons
This is a complete list of weapons used and with what organization/race they are associated. That does not mean others cannot own them, the list covers what a particular military force often uses even if only by their elite/special forces (example N1 to N7). The 'all' will list all weapons owned by all forces, but rare/military means only elite mercenaries or military forces use them regularly. For example, human soldiers use the M-95 Mattock and M-15 Vindicator depending on the soldiers along with some of their allied race's weapons. Unique means it can be used by any, but only rare individuals will carry them.
Weapons: Assault Rifles
All: M-8 Avenger, M-15 Vindicator (rare/military), Cyclone (rare/military)
Unique Owners: M-7 Lancer, M-78 Revenant
Cerberus: M-96 Mattock, Cerberus Harrier
Citadel Council: M-37 Falcon, M-55 Argus
-Asari Republic: Deacon
-Turian Hierarchy: Phaeston
Batarian Hegemony: Kishock Harpoon Gun (elite)
Collectors: Collector Rifle
Confederation Alliance of Worlds: M-37 Falcon, M-55 Argus, N7 Typhoon (elite), N7 Valkyrie (elite)
-Geth Collective: Geth Pulse Rifle
-Human System Alliance: M-96 Mattock, M-99 Saber
-Krogan Clan Alliance: Striker Assault Rifle (elite)
-Quarian Conclave: Adas Anti-Synthetic Rifle (elite)
Criminals Organizations: Chakram Launcher (rare/military)
Prothean: Particle Rifle
Weapons: Heavy Pistols
All: M-3 Predator, and M-6 Carnifex (rare/military)
Unique Owners: M-11 Suppressor
Cerberus: M-358 Talon
Citadel Council: M-77 Paladin
-Asari Republic: Acolyte
-Turian Hierarchy: Phentis
-Salarian Union: Scorpion (elite)
Confederation Alliance of Worlds: N7 Eagle (elite), M-77 Paladin
-Human System Alliance: M-3 Phalanx
-Krogan Clan Alliance: Executioner Pistol
-Quarian Conclave: Arc Pistol
Weapons: Shotguns
All: M-25 Katana, M-27 Scimitar (rare/military)
Unique Owners: M-11 Wraith, M-300 Claymore
Batarian Hegemony: At-12 Raider (elite), Graal Spike Thrower
Cerberus: M-22 Eviscerator
Citadel Council:
-Asari Republic: Disciple
-Salarian Union: Venom Shotgun (elite)
Confederation Alliance of Worlds: N7 Crusader (elite), N7 Piranha (elite)
-Geth Collective: Geth Plasma Shotgun
-Human System Alliance: M-22 Eviscerator
-Krogan Clan Alliance: Graal Spike Thrower, Ruzao
-Quarian Conclave: Reegar Combine
Weapons: Sniper Rifles
All: M-92 Mantis, M-20 Incisor (rare/military), M-97 Viper (rare/military)
Unique Owners: M-98 Widow
Cerberus: M-13 Raptor, Black Widow
Citadel Council:
-Asari Republic: Blue Widow
-Salarian Union: M-90 Indra, White Scorpion Snipe Rifle (elite)
-Turian Hierarchy: Krysae Sniper Rifle (elite)
Collectors: Collector Sniper Rifle
Confederation Alliance of Worlds: N7 Valiant (elite)
-Geth Collective: Javelin
-Human System Alliance: Black Widow
Weapons: Submachine guns
All: M-4 Shuriken, M-9 Tempest (rare/military)
Cerberus: M-25 Hornet
Citadel Council:
-Asari Republic: Bishop
Collectors: Collector SMG
Confederation Alliance of Worlds: N7 Hurricane (elite)
-Geth Collective: Geth Plasma SMG
-Human System Alliance: M-12 Locust
-Krogan Clan Alliance: Blood Pack Punisher
Weapons: Heavy Weapons
All:M-100 Grenade Launcher (rare /military), ML-77 Missile Launcher (rare/military), M-451 Firestorm (rare/military), M-622 Avalanche (elite), M-920 Cain (elite/single), Reaper Blackstar (elite/single)
Cerberus: Arc Projector (elite)
Collector: Collector Particle Beam (elite)
Confederation Alliance of Worlds: M-560 Hydra (elite), M-597 Landon (elite), M-990 Plasma Cannon (elite/single)
-Geth Collective: Geth Spit Fire (Geth Primes)
Weapons Mods
All weapons can be upgraded by either the purchase or the discovery of new mods that can increase its effectiveness. Most military forces including the Confederation forces buy them in bulk for their elite forces, or highly skilled individuals. Standard upgrades are assumed to come equipped with their weapons while specialize are attached.
Assault rifle standard mods: bayonet, extended barrel, piercing mod, scope, and thermal clip capacity upgrade
Assault rifle special mods: heat sink upgrade (thermal clip capacity upgrade), heavy barrel (extended barrel with +25% weight), high-velocity barrel (extended barrel with +25% weight), omni-blade (bayonet with +25% weight), stability damper (scope), thermal scope (scope with +25% weight), and ultralight material (piercing mod or/and scope with -25% to -50% weight)
Heavy pistol and submachine gun standard mods: extended barrel, melee stunner, piercing mod, stability damper, and thermal clip capacity upgrade
Heavy pistol and submachine gun special mods: heat sink (thermal clip capacity upgrade), heavy barrel (extended barrel with +25% weight), high-velocity barrel (extended barrel with +25% weight), power magnifier (stability damper), scope (stability damper), and ultralight material (piercing mod or/and stability with -25% to -50% weight)
Shotgun standard mods: bayonet, extended barrel, shredder mod, smart choke, stability damper, and thermal clip capacity upgrade
Shotgun special mods: heat sink upgrade (thermal clip capacity upgrade), heavy barrel (extended barrel with +25% weight), high-velocity barrel (extended barrel with +25% weight), omni-blade (bayonet with +25% weight), spare thermal clips (smart choke), and ultralight material (shredder mod or/and stability with -25% to -50% weight)
Sniper rifle standard mods: extended barrel, piercing mod, enhance scope, stability damper, and thermal clip capacity upgrade
Sniper rifle special mods: heat sink upgrade (thermal clip capacity upgrade), heavy barrel (extended barrel with +25% weight), high-velocity barrel (extended barrel with +25% weight), thermal scope (scope with +25% weight), and ultralight material (piercing mod or/and stability with -25% to -50% weight)
White Scorpion Sniper Rifle
Based on the Scorpion pistol, the White Scorpion is a deadly sniper rifle used by STG to take down a whole squad from afar. Like the scorpion pistol, it fires low-velocity, squashed head projectiles that turn into a proximity mine thanks to the projectiles' adhesive proprieties and high explosive filter. Combined with a rapid-fire action and precision accuracy, a small squad could eliminate a whole army within minutes. However, its rapid-fire capability is also a weakness when combine with it is limited ammunition. The user can run through an entire clip trying to hit a fast-moving target. Especially since a scorpion bullet is considerably slower than a regular sniper rifle. It is highly recommended that only elite marksman should use this sniper rifle in combat.
