Mods

Mods in Mass Effect: Andromeda are weapon customization upgrades in Mass Effect: Andromeda.

Overview
Mods are used to enhance the performance of guns in Mass Effect: Andromeda. Mods can only be added/changed/removed from a gun-type weapon using a Loadout terminal.

Acquisition
Mods can be found during combat, exploration, and/or purchased from certain merchants. Mods are unable to be researched.

The best merchant to purchase Mods from is the Mod Merchant in the Kadara Market on Kadara.

Mechanics

 * Each gun has two circular-shaped Mod Slots that are used to apply Mods to the gun.
 * Melee Weapons have no Mod Slots and are unable to use Mods.
 * Each Mod comes in three different versions: 1 basic and 2 enhanced versions.
 * The basic version of a Mod increases stat benefits only.
 * Each enhanced version of a Mod has increased benefits over the basic Mod but also has a penalty associated with it.
 * The benefit and penalties with Mods aren't always reflected in the stats of a weapon. The benefits and penalties still apply though.
 * Mods are available from Rank I - X like weapons and armor. Mods follow weapons and armor with higher Ranks becoming available as Ryder's level increases.
 * Only Basic Mods are available at Rank I. Enhanced Mods start at Rank II.
 * Only one Mod type per gun is permitted to be applied to the gun.
 * Not all Mods are used by every weapon type. Some weapons are unable to use specific Mods.
 * Each and every Mod changes the look of a weapon in different ways. (Refer to each weapon and applicable Mod type for specific details)
 * Increasing the number of Mod slots is possible by applying a Mod Slot Extension or a Double Mod Extension augmentation during development.
 * Deconstructing a weapon with Mods applied returns the Mods to the player.
 * Deconstructing a Mod destroys the Mod and no materials are returned to Ryder. Ryder can sell unwanted Mods for credits.

Mod Types
There are 8 Mod Types available for guns in Mass Effect: Andromeda. No weapon type can use all 8 Mod types.
 * A check mark (✓) in a Mod Types column implies that the Mod can be used by that weapon type.
 * Any Mod with a check mark that has an asterisk (✓*) has issues or restrictions. (Refer to the specific Mod section in question for details)

Pistol Mods
Pistols in Mass Effect: Andromeda are able to use 5 of the 8 Mod Types.

Pistol Barrels

 * Basic - Pistol Barrel: Enhances a weapon's barrel, creating greater gunfire velocity and impact.
 * Enhanced - Pistol Long Barrel: Substantially increases damage, but reduces clip size.
 * Enhanced - Pistol Short Barrel: Substantially increases damage, but at the cost of accuracy.

Equipping a Pistol Barrel Mod changes the shape of the weapon by modifying the barrel depending upon the specific weapon.

Pistol Magazines
Pistol reload speed is not reflected in the displayed weapon stats.
 * Basic - Pistol Magazine: Increases magazine capacity, allowing more shots before reloading.
 * Enhanced - Pistol Heavy Magazine: Substantially increases clip size, but at the cost of increased weight.
 * Enhanced - Pistol Light Magazine: Substantially increases clip size, but at the cost of reload speed.

Equipping a Pistol Magazine Mod changes the color of parts of the weapon to a dull red depending upon the specific weapon.

Pistol Melees
Pistol melee damage is not reflected in the displayed weapon stats. Pistol stability is not reflected in the displayed weapon stats.
 * Basic - Pistol Melee Optimizer: Integrated VI improves synergy between melee weapon and firearm computer systems, allowing increased melee damage.
 * Enhanced - Pistol Heavy Melee: Substantially increases melee damage, but at the cost of accuracy.
 * Enhanced - Pistol Light Melee: Substantially increases melee damage, but at the cost of increased recoil.

Equipping a Pistol Melee Mod changes the color of parts of the weapon, lighter or darker, depending on the specific weapon.

Pistol Receivers
The Scorpion pistol is unable to equip a Receiver Mod. Pistol penetration damage is not reflected in the displayed weapon stats. Pistol headshot/weak point damage is not reflected in the displayed weapon stats.
 * Basic - Pistol Receiver: Capacitor boosts kinetic coil generators, increasing shot penetration through solid objects.
 * Enhanced - Pistol Calibrated Receiver: Allows shots to significantly penetrate solid objects, but reduces clip size.
 * Enhanced - Pistol Quick Receiver: Allows shots to significantly penetrate solid objects, but reduces headshot/weak point damage.

Equipping a Pistol Receiver Mod changes the color of parts of the weapon, lighter or darker, depending on the specific weapon.

Pistol Scopes

 * Basic - Pistol Scope: Simple optical scope to enhance stability while zoomed. Also increases accuracy while moving.
 * Enhanced - Pistol Heavy Scope: Substantially increases accuracy, but at the cost of increased weight.
 * Enhanced - Pistol Tactical Scope: Substantially increases accuracy, but at the cost of fire rate.

Equipping a Pistol Scope Mod changes the shape of the weapon by adding a visible scope depending upon the specific weapon.

Assault Rifle Mods
Assault Rifles in Mass Effect: Andromeda are able to use 5 of the 8 Mod Types.

Assault Rifle Barrels

 * Basic - AR Barrel: Enhances a weapon's barrel, creating greater gunfire velocity and impact.
 * Enhanced - AR Long Barrel: Substantially increases damage, but reduces clip size.
 * Enhanced -  AR Short Barrel: Substantially increases damage, but at the cost of accuracy.

Equipping an Assault Rifle Barrel Mod changes the shape of the weapon by modifying the barrel depending upon the specific weapon.

Assault Rifle Magazines
Assault rifle stability is not reflected in the displayed weapon stats.
 * Basic - AR Magazine: Increases magazine capacity, allowing more shots before reloading.
 * Enhanced - AR Heavy Magazine: Substantially increases clip size, but at the cost of increased weight.
 * Enhanced - AR Light Magazine: Substantially increases clip size, but at the cost of increased recoil.

Equipping an Assault Rifle Magazine Mod changes the color of parts of the weapon to a dull red depending upon the specific weapon.

Assault Rifle Receivers
The M-37 Falcon and P.A.W. assault rifles are unable to equip a Receiver Mod. Assault rifle penetration damage is not reflected in the displayed weapon stats. Assault rifle headshot/weak point damage is not reflected in the displayed weapon stats.
 * Basic - AR Receiver: Capacitor boosts kinetic coil generators, increasing shot penetration through solid objects.
 * Enhanced - AR Calibrated Receiver: Allows shots to significantly penetrate solid objects, but reduces headshot/weak point damage.
 * Enhanced - AR Quick Receiver: Allows shots to significantly penetrate solid objects, but reduces clip size.

Equipping an Assault Rifle Receiver Mod changes the color of parts of the weapon, lighter or darker, depending on the specific weapon.

Assault Rifle Scopes
The Soned assault rifle is unable to equip a Scope Mod. Assault rifle stability is not reflected in the displayed weapon stats.
 * Basic - AR Scope: Simple optical scope to enhance stability while zoomed. Also increase accuracy while moving.
 * Enhanced - AR Recon Scope: Substantially increases accuracy, but at the cost of increased recoil.
 * Enhanced - AR Tactical Scope: Substantially increases accuracy, but at the cost of fire rate.

Equipping an Assault Rifle Scope Mod changes the shape of the weapon by adding a visible scope depending upon the specific weapon.

Assault Rifle Stocks
Assault rifle stability is not reflected in the displayed weapon stats. Assault rifle reload speed is not reflected in the displayed weapon stats.
 * Basic - AR Stock: Distributes recoil with sliding system of counterweights compatible with kinetic coil generators. Reduces weapon kickback.
 * Enhanced - AR Heavy Stock: Substantially reduces recoil, but at the cost of increased weight.
 * Enhanced - AR Light Stock: Substantially reduces recoil, but at the cost of reload time.

Equipping an Assault Rifle Stock Mod changes the color of parts of the weapon, lighter or darker, depending on the specific weapon.

Shotgun Mods
Shotguns in Mass Effect: Andromeda are able to use 4 of the 8 Mod Types.

Shotgun Barrels
Shotgun stability is not reflected in the displayed weapon stats.
 * Basic - Shotgun Barrel: Enhances a weapon's barrel, creating greater gunfire velocity and impact.
 * Enhanced - Shotgun Long Barrel: Substantially increases damage, but at the cost of accuracy.
 * Enhanced - Shotgun Short Barrel: Substantially increases damage, but at the cost of increased recoil.

Equipping a Shotgun Barrel Mod changes the shape of the weapon by modifying the barrel depending upon the specific weapon.

Shotgun Clips
The Scattershot shotgun is unable to equip a Clip Mod. Shotgun melee damage is not reflected in the displayed weapon stats.
 * Basic - Shotgun Spare Clip: Adds sockets to increase thermal clip capacity, increasing number of spare shots.
 * Enhanced - Shotgun Asymmetric Spare Clip: Substantially increases spare ammo, but at the cost of reduced melee damage.
 * Enhanced - Shotgun Heavy Spare Clip: Substantially increases spare ammo, but at the cost of accuracy.

Equipping a Shotgun Clip Mod changes the color of parts of the weapon to a dull red depending upon the specific weapon.

Shotgun Melees
Shotgun melee damage is not reflected in the displayed weapon stats.
 * Basic - Shotgun Melee Optimizer: Integrated VI improves synergy between melee weapon and firearm computer systems, allowing increased melee damage.
 * Enhanced - Shotgun Heavy Melee: Substantially increases melee damage, but at the cost of weapon weight.
 * Enhanced - Shotgun Light Melee: Substantially increases melee damage, but at the cost of clip size.

Equipping a Shotgun Melee Mod changes the shape of the weapon by adding a visible blade/protrusion depending upon the specific weapon.

Shotgun Receivers
The Venom shotgun is unable to equip a Receiver Mod. Shotgun penetration damage is not reflected in the displayed weapon stats. Shotgun headshot/weak point damage is not reflected in the displayed weapon stats.
 * Basic - Shotgun Receiver: Capacitor boosts kinetic coil generators, increasing shot penetration through solid objects.
 * Enhanced - Shotgun Calibrated Receiver: Allows shots to significantly penetrate solid objects, but reduces clip size.
 * Enhanced - Shotgun Quick Receiver: Allows shots to significantly penetrate solid objects, but reduces headshot/weak point damage.

Equipping a Shotgun Receiver Mod changes the color of parts of the weapon, lighter or darker, depending on the specific weapon.

Sniper Rifle Mods
Sniper Rifles in Mass Effect: Andromeda are able to use 5 of the 8 Mod Types.

Sniper Rifle Barrels
Sniper Rifle stability is not reflected in the displayed weapon stats.
 * Basic - SR Barrel: Enhances a weapon's barrel, creating greater gunfire velocity and impact.
 * Enhanced - SR Reinforced Barrel: Substantially increases damage, but at the cost of increased recoil.
 * Enhanced - SR Vented Barrel: Substantially increases damage, but at the cost of fire rate.

Equipping a Sniper Rifle Barrel Mod changes the shape of the weapon by modifying the barrel depending upon the specific weapon.

Sniper Rifle Clips
The Inferno and Shadow sniper rifles are unable to equip a Clip Mod.
 * Basic - SR Spare Thermal Clip: Adds sockets to increase thermal clip capacity, increasing number of spare shots.
 * Enhanced - SR Heavy Spare Clip: Substantially increases spare ammo, but at the cost of increased weapon weight.
 * Enhanced - SR Light Spare Clip: Substantially increases spare ammo, but at the cost of accuracy.

Equipping a Sniper Rifle Clip Mod changes the color of parts of the weapon to a dull red depending upon the specific weapon.

Sniper Rifle Materials
Sniper rifle stability is not reflected in the displayed weapon stats.
 * Basic - SR Ultra-Light Materials: Superior lightweight alloys replace weapon parts, making the weapon less obtrusive and easier to handle.
 * Enhanced - SR Experimental Materials: Substantially reduces weapon weight, but at the cost of increased recoil.
 * Enhanced - SR Latticed Materials: Substantially reduces weapon weight, but at the cost of decreased clip size.

Equipping a Sniper Rifle Material Mod changes the color of parts of the weapon, lighter or darker, depending on the specific weapon.

Sniper Rifle Receivers
The Naladen and Shadow sniper rifles are unable to equip a Receiver Mod. Sniper rifle penetration damage is not reflected in the displayed weapon stats. Sniper rifle headshot/weak point damage is not reflected in the displayed weapon stats.
 * Basic - SR Receiver: Capacitor boosts kinetic coil generators, increasing shot penetration through solid objects.
 * Enhanced - SR Calibrated Receiver: Allows shots to significantly penetrate solid objects, but reduces clip size.
 * Enhanced - SR Quick Receiver: Significantly increases penetration damage and distance, but reduces headshot/weak point damage.

Equipping a Sniper Rifle Receiver Mod changes the color of parts of the weapon, lighter or darker, depending on the specific weapon.

Sniper Rifle Scopes
The Rank VIII SR Tactical Scope is incorrectly labeled as Rank IX. This leads to two Scope Mods with different stats with the same name. Sniper rifle stability is not reflected in the displayed weapon stats.
 * Basic - SR Scope: Simple optical scope to enhance stability while zoomed. Also increase accuracy while moving.
 * Enhanced - SR Recon Scope: Substantially increases accuracy, but at the cost of increased recoil.
 * Enhanced - SR Tactical Scope: Substantially increases accuracy, but at the cost of increased weight.

Equipping an Sniper Rifle Scope Mod changes the shape of the weapon by adding a visible scope depending upon the specific weapon.