Codex: Weapons and Equipment

A special note about these codexs for the Mass Dragon Effect story is that they were written for two reasons. Firstly, they only exist in this story, so they cannot be found in the two wikis listed below, with a few exceptions found in the timeline. The second reason is that the original had little detail or will be completely different from the wikis below, such as kinetic barriers and thermal clips. I also include all the various races main Codex, and the enemies the heroes will face more for my benefit to keep track of them. This is not required for Mass Dragon Effect, but for your enjoyment and to see how I built the world's lore. Therefore, I hope you enjoy it.

Codexs websites: wiki/Mass_Effect_Wiki and wiki/Dragon_Age_Wiki

Beta Reader: Albert

Last Update: 12/07/2020

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.

(X) Armor-piercing rounds are sharp bullets specially designed to increase the bullet's velocity 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 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.

(X) 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.

(X) Disruptor rounds are specially coated electromagnetic ammo that drains kinetic barriers and at a superior rate. They can also disrupt shields and synthetic targets. Disruptor rounds are preferred when dealing with powerful kinetic barriers or synthetic targets.

(X) 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.

(X) Energy leach rounds are specially coated with entropy energy to drain kinetic barriers at a superior rate. They can also disrupt mage attacks and even work better against magical powers. Mages prefer energy leach rounds in combat situations that deal with powerful kinetic barriers or magical powers (demons and mage area attacks).

(X) 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.

(X) Hammerhead rounds are specialized rounds designed to flatten upon contact and build up kinetic to knock targets back. Though at a slight decrease in firing rate due to the build-up of energy. Close-range fighters favor the ammo.

(X) 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.

(X) 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.

(X) Polonium rounds are ammo specially coated with an acidic/radioactive solvent that can burn, drain, and dissolve the 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.

(X) 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).

(X) 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 biotics.

Bishop SMG

Design to be a descaled weapon of the Deacon Assault Rifle, the Bishop SMG is a light submachine gun 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 one of the weakest 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 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 the weapon's power. Its lightweight allows the asari to fire off more biotic attacks and maintain a commando's mobility. To most commandos, it is well worth it to carry the less powerful weapon since it can still kill most opponents with one shot.

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 as its triple-barrel action nozzle allows the assault rifle to fire at a much higher and longer fire rate than most assault rifles. As well as a high amount of accuracy while on the move, making it a great weapon for fast-moving soldiers despite having one of the weakest damage per shot ratio compared 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 type of grenades distributed to soldiers are frag grenades, but there are specialized grenades useful for many different performances.

(X) 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.

(X) 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.

(X) Cryo grenades are devastating grenades that weaken the enemy rather than kill them by causing the targets to snap freeze. Not only makes it easier to break kinetic barriers and armor but also slows down enemy movement.

(X) Flashbang grenades are designed to launch a disorienting, concussive charge. Inflicting minor damage and temporarily incapacitates all nearby targets, whether it is electronics or the enemy nervous system. 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.

(X) Frag grenades are shrapnel-filled grenades 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.

(X) 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.

(X) 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.

(X) Lift grenades are special biotic grenades that can create a biotic explosion that can lift those caught in the blast for a short duration. The biotic energy surrounding them can also be detonated for the kill

(X) Particle plasma grenades, also known as spiritual grenades, are grenades that release a burst of particle plasma upon the impact that can cause a target to disintegrate. However, due to the compact size of the explosion, it is only usable within a small area and usually on only one target unless the targets are packed together.

(X) Polonium grenades are special radioactive/acidic grenades that can destroy tissue while causing the metal to break down, weakening the targets that may survive the grenade's explosion. Special kinetic barriers can block the polonium grenades from harming the host with a standard shield drain.

(X) Sticky grenades are special frag grenades that can stick to a target before it explodes, taking out the target and those around the target.

(X) Vine grenades are special grenades using a particle charged dilithium crystal that, once released, grows rapidly to grab onto targets over a large area. Slowly squeezing 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 standard 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, and 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. So long as the armor holds, which can be short as the armor is easier to burn, chip, or tear-away without military-grade barriers active.

Despite such a weakness, armor made all the difference in the war and quickly spread to other species that had the strength to wear heavy armor. Especially with a few warlords and elite soldiers using heavy/massive body armor with military-grade kinetic barriers for extra protection. Though it was not enough for wide-spread use for two reasons. One is that heavy and massive armor has a higher replacement rate compared to standard armor with kinetic barriers, for barriers can regenerate while armor can only be patched for repair. The second is the physical strength required to use the armor means that only a few, outside of the krogans, can use it without a severe decrease in movement and speed. Still, it made its impact as an alternative armor for the denizens of the galaxy.

Manufacturing Rights

As ships and stations were 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 that worked for them by pushing a product of laws universally known as the Manufacturing Rights. The Manufacturing Rights are a set of laws that dictate that those who wished to have the right to build an item must have an individual License and the blueprints bought through said License.

Licenses are company-owned that is sold and maintained through a yearly fee, the cost of which is based on the user's usage and the number of users. Shop owners and individual licensees are the cheapest, while the price increases for a major company or army depending on the number of employers/soldiers in the army, with 10,000,000+ being the highest. Making it so that it's cheaper for individuals to buy single items from suppliers/shop owners. In contrast, it is cheaper for sellers and organizations to buy the package when going for bulk orders, especially since blueprints are sold separately.

Blueprints are a set of designs that a person can follow to mass-produce or upgrade lower-level products. Often sold at a set price that falls into two categories, brand and tier. A brand is the specific product design a person can buy, with its price focused on its quality. At the same time, a tier is the number of variants that fall under a brand. With variants often split into seven different tiers that are updated after a fixed number of decades. In these fixed states, Tier 1 to 2 is the standard weapons most can afford and generally considered the civilian model. Note there can be a significant difference can be seen between civilian and military-grade products. Tier 3 to 5 are standard military-grade weapons, with the latter used by elite armies like the Federation or the three main Citadel races. And finally, Tier 6 are rare/elite weapons that are contracted and reserved by faction, organization, or Special Forces. There can also be a Tier 7, which is generally a prototype not yet released and generally available and will become the new Tier 6 as Tier 1 becomes obsolete. However, that is rare and, again, not usually available outside the company unless under the direst of circumstances.

For the Federation, the government only buys in bulk from companies in Federation space, and at max, buy up to Tier 4 or 5 type weapons with a small number of blueprint brands purchased for their main force. Elite forces are allowed to pick a larger variety of weapon brans and tiers. However, higher-level tiers are left up to individual ships and troops to buy. Using their own budget and finance to pay for licenses and/or higher tier blueprints not provided to other ships. It should also be noted the Federation does its own research into upgrading brand items to give them a slight edge and often encourage their ships to do the same.

Melee Weapons

During and after the Darkspawn War, melee weapons have found new life on the frontlines despite the fact that modified kinetic barriers can block physical attacks. 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, 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. In contrast, tech experts modify their blades to produce electricity, plasma, cryo frost and even produce acid within the blade for maximum effect.

Despite their multiple uses, omni-blades are not universally adopted. In fact, several krogans prefer modified blunt or barbaric 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 melee weapon to an omni-blade, they cannot easily be drawn out at times. Leaving the wielder weaponless if they engage without taking time to pull them out.

That is why biotics and mages instead practice martial arts as they use their abilities to enhance their attacks for devastating blows. A mage can burn a person's eyes out with their hands, and a biotic can kick someone's head off at full strength. Making them a good substitute for deadlier melee weapons and less powerful omni-blades.

MB-5 Compound Bow

Developed by Rodam Expeditions, the MB-5 Compound Bow was made for hunters who wished to hunt the toughest of prey like their ancestors while still being able to kill heavily armored animals. The compound bow uses a mass effect accelerator found on the bow rest to increase the arrow's speed by an adjustable factor of ten. Combined with titanium-steel thread and mass effect generated compound wheels allow for not only easy use but 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 but is limited in range.

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 considered one of the most powerful heavy ordinances available. However, like every weapon, it does have some limitations, and some of them are deal-breakers 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 used to power the cannon. If not, blow up the canon itself in some instances. To the point, it will generally have a one-time use before it must be replaced with a new cannon instead of a new round like other heavy weapons.

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 the weapon's lightweight and precession, it makes it the go-to weapon for the Turian infantry.

Thermal Clips

While weapons technically have 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 so long as the weapon does not go over the allowable temperature of a thermal clip. However, under continuous firing or weapons that pack a higher yield punch, such as the M-98 Widow or M-300 Claymore, the thermal clip can burn out. Overloading and overheating the weapon, preventing it from being fired. In those situations, the clip is ejected, and it is replaced with a new thermal clip for the weapon's continued use. Assuming the gun has enough thermal clips in its ammo compartment, or the user has some spare thermal clips.

Weapons

This is a complete list of weapon brands used and the organization/race they are associated with. That does not mean others cannot own them, but it is not expected that they would. The list covers a particular military force often used, even if only by their elite/special forces (N1 to N7). The 'all' will list all weapons owned by all forces, but rare/military means only elite mercenaries or certain 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. Elite are generally weapons used only by special forces or extremely wealthy individuals. Unique means only rare individuals will carry them as they are very expensive or too unwieldy to use by most.

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

Union of Federations: 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, 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)

Union of Federations: 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)

Union of Federations: 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 Sniper Rifle (elite)

-Turian Hierarchy: Krysae Sniper Rifle (elite)

Collectors: Collector Sniper Rifle

Union of Federations: 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

Union of Federations: 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)

Union of Federations: 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 their effectiveness. Most military forces, including the Federation forces, buy them for their elite soldiers, while standard soldiers will have to purchase their own modifications. Standard upgrades are assumed to come equipped with their weapons, while specialized ones generally replace standard mods.

(X) Assault standard rifle mods: bayonet, extended barrel, piercing mod, scope, and thermal clip capacity upgrade

(X) 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)

(X) Heavy pistol and submachine gun standard mods: extended barrel, melee stunner, piercing mod, stability damper, and thermal clip capacity upgrade

(X) 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), an ultralight material (piercing mod or/and stability with -25% to -50% weight)

(X) Shotgun standard mods: bayonet, extended barrel, shredder mod, smart choke, stability damper, and thermal clip capacity upgrade

(X) 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)

(X) Sniper rifle standard mods: extended barrel, piercing mod, enhance scope, stability damper, and thermal clip capacity upgrade

(X) 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 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 combined 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 marksmen should use this sniper rifle in combat.