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This article is about weapon mods and their functions in Mass Effect 3. For their locations, see Equipment Guide (Mass Effect 3). For weapon upgrades in Mass Effect, see Weapon Upgrades. For Mods and their functions in Mass Effect: Andromeda, see Mods. |
Weapon Mods are applied to assault rifles, shotguns, sniper rifles, submachine guns, and heavy pistols to augment them in Mass Effect 3. Available mods include high-caliber barrels, scopes, and bayonet attachments, among others. Only two mods can be applied to a weapon at a time, and the same mod cannot be applied twice to a single weapon.
Once a weapon mod is found, it may be applied to any and all of the weapons of the applicable type at a weapon bench. Finding another instance of a mod the player already possesses will upgrade that mod to the next level. Likewise, shops will always carry mods one level above those the player currently has.
Contents
- 1 Assault Rifle Upgrades
- 1.1 Assault Rifle Stability Damper
- 1.2 Assault Rifle Magazine Upgrade
- 1.3 Assault Rifle Piercing Mod
- 1.4 Assault Rifle Extended Barrel
- 1.5 Assault Rifle Precision Scope
- 1.6 Assault Rifle Omni-Blade
- 1.7 Assault Rifle Thermal Scope
- 1.8 Assault Rifle High-Velocity Barrel
- 1.9 Assault Rifle Ultralight Materials
- 2 Heavy Pistol Upgrades
- 3 Shotgun Upgrades
- 4 Sniper Rifle Upgrades
- 5 Submachine Gun Upgrades
- 6 Player Notes
- 7 References
Assault Rifle Upgrades
Assault Rifle Stability Damper
Distributes recoil with sliding system of counterweights compatible with kinetic coil generators. Reduces weapon kickback.
Changes the color of the weapon's handle and stock depending on level of mod.
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Assault Rifle Magazine Upgrade
Increases magazine capacity, allowing more shots before reload.
Changes the color of the weapon's body depending on weapon and level of mod.
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Assault Rifle Piercing Mod
Capacitor boosts kinetic coil generators, increasing shot penetration.
Changes the color of the weapon's lights depending on level of mod.
Note: Cannot be equipped with Ultralight Materials.
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Assault Rifle Extended Barrel
Lengthens barrel, creating greater bullet velocity and impact.
Places a visible barrel extension on the weapon with a different appearance depending on the level of mod.
Note: Cannot be equipped with High-Velocity Barrel.
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Assault Rifle Precision Scope
Simple 4x optical scope to enhance stability while zoomed. Increases accuracy while moving and taking damage.
Places a visible scope atop the weapon with a different appearance depending on the level of mod.
Note: Cannot be equipped with Thermal Scope.
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Assault Rifle Omni-Blade
Attach an omni-blade to the weapon for increased melee damage.
Places a visible omni-bayonet on the weapon.
Note: Requires Mass Effect 3: Leviathan in single-player and Mass Effect 3: Earth in multiplayer.
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Assault Rifle Thermal Scope
Reveal enemies through walls and smoke with a 4x optical scope and enhance stability and accuracy while zoomed.
Increases weapon weight by 50% points.
Places a visible thermal scope on the weapon.
Note: Added to multiplayer on October 9, 2012; requires Mass Effect 3: Earth for multiplayer and Mass Effect 3: Citadel for single player.
[1]
Note: Cannot be equipped with Precision Scope.
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Assault Rifle High-Velocity Barrel
Superior kinetic coils increase shot penetration.
Increases weapon weight by 50% points.
Places a visible barrel extension on the weapon.
Note: Requires Mass Effect 3: Omega in single-player and Mass Effect 3: Earth in multiplayer.[2]
Note: Cannot be equipped with Extended Barrel.
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Assault Rifle Ultralight Materials
Superior lightweight alloys replace weapon parts, making weapon less obtrusive and easier to handle.
Changes the color of the weapon's body depending on weapon and level of mod.
Note: Requires Mass Effect 3: Citadel in single-player and Mass Effect 3: Reckoning in multiplayer.
Note: Cannot be equipped with Piercing Mod.
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Heavy Pistol Upgrades
Pistol Melee Stunner
Small attachment to muzzle, causing massive damage to meleed targets.
Adds a visible stunner beneath the barrel. Also changes the color of the weapon's handle depending on level of mod. Adds electrical visual and sound effects to melee attacks that hit enemy with the gun.
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Pistol Piercing Mod
Capacitor boosts kinetic coil generators, increasing shot penetration.
Changes the color of the weapon's lights depending on level of mod.
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Pistol Magazine Upgrade
Increases magazine capacity, allowing more shots before reload.
Changes the color of the weapon's body depending on weapon and level of mod.
Note: Cannot be equipped with Ultralight Materials.
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Pistol High-Caliber Barrel
Allows wider projectiles, causing more trauma on impact. Ballistically optimized to maintain penetrative power.
Places a visible barrel extension on the weapon.
Note: Cannot be equipped with Heavy Barrel or Cranial Trauma System.
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Pistol Scope
Simple 2x optical scope enhances stability while zoomed. Increases accuracy while moving and taking damage.
Places a visible scope atop the weapon.
Note: Cannot be equipped with Power Magnifier.
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Pistol Ultralight Materials
Superior lightweight alloys replace weapon parts, making the weapon less obtrusive and easier to handle.
Changes the color of the weapon's body depending on weapon and level of mod.
Note: Requires Mass Effect 3: Leviathan in single-player and Mass Effect 3: Earth in multiplayer.
Note: Cannot be equipped with Pistol Magazine Upgrade.
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Pistol Heavy Barrel
A pistol barrel that produces and withstands extreme kinetic and thermal energy.
Increases weapon weight by 50% points.
Places a visible barrel extension on the weapon.
Note: Requires Mass Effect 3: Omega in single-player and Mass Effect 3: Earth in multiplayer.[3]
Note: Cannot be equipped with High Caliber Barrel or Cranial Trauma System.
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Pistol Cranial Trauma System
Increase headshot lethality by balancing barrel calibration so that ammunition pierces bone and explodes in soft tissue.
Places a visible barrel extension on the weapon.
Note: Requires Mass Effect 3: Leviathan in single-player and Mass Effect 3: Earth in multiplayer.
Note: Cannot be equipped with High Caliber Barrel or Heavy Barrel.
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Pistol Power Magnifier
Generator designed to enhance the effectiveness of tech or biotic attacks.
Places a visible generator atop the weapon.
Note: Requires Mass Effect 3: Citadel in single-player and Mass Effect 3: Reckoning in multiplayer.
Note: Cannot be equipped with Scope.
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Shotgun Upgrades
Shotgun Spare Thermal Clip
Adds sockets to raise thermal clip capacity, increasing number of spare shots.
Changes the color of the weapon's handle and stock depending on level of mod.
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Shotgun Shredder Mod
Capacitor boosts kinetic coil generators, increasing shot penetration.
Changes the color of the weapon's lights depending on level of mod.
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Shotgun Blade Attachment
Tungsten carbide bayonet with recessed edge for increased melee damage.
Places a visible bayonet underneath the barrel. Adds slashing sound to melee attacks that hit with the gun.
Note: Cannot be equipped with Omni-blade.
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Shotgun High Caliber Barrel
Allows wider projectiles, causing more trauma on impact. Ballistically optimized to retain penetrative power.
Places a visible barrel extension on the weapon.
Note: Cannot be equipped with High-Velocity Barrel.
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Shotgun Smart Choke
Servo motors hooked up to adjustable system tighten or loosen pellet spread for maximum accuracy.
Changes the color of the weapon's body depending on weapon and level of mod.
Note: Cannot be equipped with Ultralight Materials.
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Shotgun Omni-Blade
Attach an omni-blade to the weapon for increased melee damage.
Increases weapon weight by 50% points.
Places a visible omni-blade on the weapon.
Note: Requires Mass Effect 3: Omega in single-player and Mass Effect 3: Earth in multiplayer.[4]
Note: Cannot be equipped with Blade Attachment.
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Shotgun High-Velocity Barrel
Superior kinetic coils increase shot penetration.
Increases weapon weight by 50% points.
Places a visible barrel extension on the weapon.
Note: Requires Mass Effect 3: Omega in single-player and Mass Effect 3: Earth in multiplayer.[5]
Note: Cannot be equipped with High Caliber Barrel.
Shotgun Ultralight Materials
Superior lightweight alloys replace weapon parts, making weapon less obtrusive and easier to handle.
Changes the color of the weapon's body depending on weapon and level of mod.
Note: Requires Mass Effect 3: Citadel in single-player and Mass Effect 3: Reckoning in multiplayer.
Note: Cannot be equipped with Smart Choke.
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Sniper Rifle Upgrades
Sniper Rifle Concentration Mod
Biometric sensors and auto-targeting software adjust to the user's pulse and breath rate, assisting aim.
Changes the color of the weapon's lights depending on level of mod.
Note: Single-player only.
Note: Stacks with Adrenaline Rush and Operational Mastery.
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Sniper Rifle Spare Thermal Clip
Adds sockets to increase thermal clip capacity, increasing number of spare shots.
Changes the color of the weapon's handle and stock depending on level of mod.
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Sniper Rifle Extended Barrel
Lengthens barrel, creating greater bullet velocity and impact.
Places a visible barrel extension on the weapon.
Note: Cannot be equipped with High-Velocity Barrel.
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Sniper Rifle Piercing Mod
Capacitor boosts kinetic coil generators, increasing shot penetration.
Changes the color of the weapon's body depending on weapon and level of mod.
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Sniper Rifle Enhanced Scope
Stability-enhancing scope increases accuracy while moving and taking damage. Highlights targets through smoke.
Adds visible extension to scope.
Note: Cannot be equipped with Thermal Scope.
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Sniper Rifle Thermal Scope
Reveal enemies through walls and smoke with a 4x optical scope and enhance stability and accuracy while zoomed.
Increases weapon weight by 50% points.
Places a visible scope extension on the weapon.
Note: Requires Mass Effect 3: Omega in single-player and Mass Effect 3: Earth in multiplayer.[6]
Note: Cannot be equipped with Enhanced Scope.
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Sniper Rifle High-Velocity Barrel
Superior kinetic coils increase shot penetration.
Increases weapon weight by 50% points.
Places a visible barrel extension on the weapon.
Note: Requires Mass Effect 3: Citadel in single-player and Mass Effect 3: Earth in multiplayer (added to multiplayer October 9, 2012).[7]
Note: Cannot be equipped with Extended Barrel.
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Sniper Rifle Ultralight Materials
Superior lightweight alloys replace weapon parts, making weapon less obtrusive and easier to handle.
Changes the color of the weapon's body depending on weapon and level of mod.
Note: Requires Mass Effect 3: Citadel in single-player and Mass Effect 3: Reckoning in multiplayer.
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Submachine Gun Upgrades
SMG Ultralight Materials
Superior lightweight alloys replace weapon parts, making weapon less obtrusive and easier to handle.
Changes the color of the weapon's body depending on weapon and level of mod.
Note: Cannot be equipped with Recoil System.
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SMG Magazine Upgrade
Increases magazine capacity, allowing more shots before reload.
Changes the color of the weapon's handle and stock depending on level of mod.
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SMG High Caliber Barrel
Allows wider projectiles, causing more trauma on impact. Ballistically optimized to retain penetrative power.
Places a visible barrel extension on the weapon.
Note: Cannot be equipped with High-Velocity Barrel.
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SMG Heat Sink
Increases heat conductivity of thermal clip receiver. Negates heat generated by some shots.
Changes the color of the weapon's lights depending on level of mod.
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SMG Scope
Simple 2x optical scope enchances stability while zoomed. Increases accuracy while moving and taking damage.
Places a visible scope atop the weapon.
Note: Cannot be equipped with Power Magnifier.
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SMG High-Velocity Barrel
Superior kinetic coils increase shot penetration.
Places a visible barrel extension on the weapon.
Note: Requires Mass Effect 3: Leviathan in single-player and Mass Effect 3: Earth in multiplayer.
Note: Cannot be equipped with High Caliber Barrel.
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SMG Recoil System
Increase weapon mass for a split second per shot by using an expert timing-VI to reduce weapon kick and improve aim
Changes the color of the weapon's body depending on weapon and level of mod.
Note: Requires Mass Effect 3: Leviathan in single-player and Mass Effect 3: Earth in multiplayer.
Note: Cannot be equipped with Ultralight Materials.
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SMG Power Magnifier
Generator designed to enhance the effectiveness of tech or biotic attacks.
Places a visible generator atop the weapon.
Note: Requires Mass Effect 3: Citadel in single-player and Mass Effect 3: Reckoning in multiplayer.
Note: Cannot be equipped with Scope.
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Player Notes
- Extended Barrel and High Caliber Barrel mod's damage bonus stacks additively with that provided by skills such as class or racial passives and powers. For example, an Infiltrator Shepard who took every weapon damage upgrade for Operational Mastery and Tactical Cloak and put a High Caliber Barrel V mod on his weapon will deal 100% + 10% + 90% + 25% = 225% of base damage.
- Piercing and Shredder mods increase damage versus armored targets by ignoring part of damage reduction that every bullet striking an armored target suffers. A good approximation is to treat the result as a fixed (independent of weapon damage) damage bonus on every bullet (and every shotgun pellet) striking an armored target. As a result, rapid-fire weapons receive a much greater benefit from these mods than slow-firing ones. Due to an unfortunate turn of phrase, some players are under the impression that the Piercing and Shredder mods reduce damage per shot to all targets. In fact, the 'reduced damage' wording is meant to imply that enemies shot through defenses do not receive the full potential health damage. Targets without any cover or defenses still receive the normal allotment of damage.
- High-Velocity Barrel mods: upon getting them to level 5 (V) for sniper rifles and shotguns, the Extended Barrel mods effectively become weaker choices, since the latter only gives damage, as opposed to damage and pierce. Combined with a Piercing/Shredder mod, and a weapon with natural piercing abilities, one can penetrate unthinkably large amounts of cover and headshot enemies from as much as 3.7-4 metres.[8]
- Characters seeking faster recharge speeds for their powers, however, may still prefer the Extended Barrel Mod, as all High-Velocity Barrels add 50% weight onto the character.
- Spare Thermal Clip ammunition mods tend to be more useful on weapons that have very little ammunition on reserve, such as the Reegar Carbine, or the M-98 Widow. While it is also helpful with weapons with a much larger reserve such as the M-13 Raptor, its effects are usually unnecessary unless playing against enemies on harder difficulties.
- Extended Magazine Upgrade mods do not change the amount of spare ammo a weapon holds; however, the increased capacity is not deducted from the spare ammo pool either - if a weapon normally holds 100 rounds and 500 in reserve, applying a Magazine Upgrade V will change that to 180 rounds and 500 in reserve, for a total of 680.
- Power magnifier mods only enhance the damage of powers when the weapon with the mod is actually selected and being held out by the player, not when "holstered."
- Omni-Blade and other melee damage enhancing mods apply the melee damage bonus while holding a weapon with this mod attached (i.e. having the weapon actually selected, not just equipped), even if the character's melee animations don't actually strike with the visible blade or attachment of the mod.
- For example: the drell and krogan light melee, the geth and asari heavy melee, or the N7 Shadow Infiltrator's and N7 Paladin Sentinel's light melee may not trigger the sound and/or hit effects associated with the mod but the damage is still benefiting from it.
- Optical/Thermal Scope mods (and other mods that increase a character's effectiveness at range): caution should be advised since these also decrease your peripheral vision. This can cause enemies to flank you more easily. They also automatically reduce your targeting sensitivity while scoped which can throw off your aim and make it very difficult to track moving targets that aren't far away. This is especially noticeable with the Assault Rifle Thermal Scope.
References
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/347/index/9822648#10323795