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| <p style="text-align: center;"> | | <p style="text-align: center;"> |
| | Weaponry in Mass Effect is based on mass accelerator technology. A weapon shaves a projectile the size of a sand grain from a dense block of metal. The projectile is launched at supersonic velocities by decreasing its mass in a mass effect field. Because of this, ammunition is never a concern, but managing the weapon's internal heat is. If a weapon is fired too rapidly, heat will build up inside of the weapon and it will overheat, forcing the operator to stop firing long enough for the weapon to disperse its heat buildup. Weapons fall into several categories:<br /> |
| '''Weapons'''<br /> | | '''Weapons'''<br /> |
| All modern infantry weapons from pistols to assault rifles use micro-scaled mass accelerator technology. Projectiles consist of tiny metal slugs suspended within a mass-reducing field, accelerated by magnetic force to speeds that inflict kinetic damage.<br />
| | [[Mass Effect: Weapons: Assault Rifles|Assault Rifles]]<br /> |
| The ammo magazine is a simple block of metal, often referred to as a "slug box". The gun's internal computer calculates the mass need to reach the target based on distance, gravity and atmospheric pressure, then shears off an appropriate sized slug from the block. A single block can supply thousands of rounds, making ammo a non-issue during any engagement.<br />
| | [[Mass Effect: Weapons: Shotguns|Shotguns]]<br /> |
| Top-line weapons also feature smart targeting that allows them to correct for weather and environment. Firing on a target in a howling gale feels the same as it does on a calm day at the practice range. Smart targeting does not mean a bullet will automatically find the mark every time the trigger is pulled, it only makes it easier for the marksman to aim.<br /><br />
| | [[Mass Effect: Weapons: Sniper Rifles|Sniper Rifles]]<br /> |
| '''Mass Accelerators'''<br />
| | [[Mass Effect: Weapons: Submachine Guns|Submachine Guns]]<br /> |
| A mass accelerator propels a solid metal slug using precisely-controlled electromagnetic attraction and repulsion. The slug is designed to squash or shatter on impact, increasing the energy it transfers to the target. If this were not the case, it would simply puch a hole right through, doing minimal damage.<br />
| | [[Mass Effect: Weapons: Pistols|Pistols]]<br /> |
| Accelerator design was revolutionized by element zero. A slug lightened by a mass effect field can be accelerated to greater speeds, permitting projectile velocities that were previously unattainable. If accelerated to a high enough velocity, a simple paint chip can impact with the same destructive force as a nuclear weapon.<br />
| | [[Mass Effect: Weapons: Heavy Weapons|Heavy Weapons]]<br /> |
| However, mass accelerators produce recoil equal to their impact energy. This is mitigated somewhat by the mass effect fields that rounds are suspended within, but weapon recoil is still the prime limiting factor on slug velocity.<br />
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| Though most melee weapons are just pieces of metal with a sharp edge, some have mass accelerators and computers that decrease the mass of the weapon while in the motion of swinging it and then instantly increase the mass just before impact to increase its effectiveness.<br /><br />
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| '''Categories'''<br />
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| Weapons are divided into few categories: pistols, sub machine guns, shotguns, assault rifles, sniper rifles, heavy weapons, melee and shields. Those last are not a weapon but fall into this class of equipment. There are a few things you should consider before choosing the right weapon.<br />
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| '''Name/Manufacturer''' – Name of the weapon and the corporation or group that fabricates it.<br />
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| '''Cost '''– Is a nominal value of a weapon, but not necessary the price for which it can be obtained.<br />
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| '''Availability '''– Common, uncommon or rare the more extravagant weapon the harder to find.<br />
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| '''Mod Slots''' – How many mods can be applied to this piece of equipment.<br />
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| '''Range '''– How long is the effectiveness of the weapon.<br />
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| '''Hands '''– How many hands you need to operate to use the weapon(by melee weapons).<br />
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| '''Clip '''– The volume of a clip determines how many shots can be fired before reload.<br />
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| '''Trajectory'''- This determines the flight path of the projectile, sometime its impossible to make that shot.<br />
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| '''Blast '''– How big the splash damage area is.<br />
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| '''Damage '''– How many dice of damage the weapon deals or how many pips are added to the melee damage or brawling damage.<br /><br />
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| '''Weapons'''<br />
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| [[Mass Effect Pistols|Pistols]]<br /> | |
| [[Mass Effect Submachine Guns|Submachine Guns]]<br />
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| [[Mass Effect Shotguns|Shotguns]]<br /> | |
| [[Mass Effect Assault Rifles|Assault Rifles]]<br /> | |
| [[Mass Effect Sniper Rifles|Sniper Rifles]]<br />
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| [[Mass Effect Heavy Weapons|Heavy Weapons]]<br /> | |
| [[Mass Effect Ammo|Ammo]]<br /> | |
| [[Mass Effect Energy Weapons|Energy Weapons]]<br /> | |
| [[Mass Effect Melee Weapons|Melee Weapons]]<br />
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| [[Mass Effect Grenades|Grenades]]<br />
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| [[Mass Effect Explosives|Explosives]]<br />
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| </p> | | </p> |
Weaponry in Mass Effect is based on mass accelerator technology. A weapon shaves a projectile the size of a sand grain from a dense block of metal. The projectile is launched at supersonic velocities by decreasing its mass in a mass effect field. Because of this, ammunition is never a concern, but managing the weapon's internal heat is. If a weapon is fired too rapidly, heat will build up inside of the weapon and it will overheat, forcing the operator to stop firing long enough for the weapon to disperse its heat buildup. Weapons fall into several categories:
Weapons
Assault Rifles
Shotguns
Sniper Rifles
Submachine Guns
Pistols
Heavy Weapons