Mass Effect: Extinction
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An alternate timeline in the series where Commander Shepard doesn't survive the endgame encounter with Sovereign. It's up to you to stop the Reaper Invasion... or die trying.
 
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 Weapons

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Weapons Empty
PostSubject: Weapons   Weapons EmptySat Feb 05, 2011 4:29 pm

Here, you'll obviously find all the types of Weapons, and how they'll help you out in a fight.


Assault Rifles:

Assault Rifles refers to both the weapon type and the combat-oriented talent available only to Soldiers, the Turian Agent, and the Krogan Battlemaster as a starting talent. Assault rifles are designed for any combat situation, allowing for close-, medium-, and even (in the right circumstances) long-range combat.

Their automatic fire makes assault rifles perfectly designed for taking down enemies quickly or providing cover fire, but due to their high recoil, sniping with assault rifles is very difficult. Short, controlled bursts and a crouching stance are required to hit anything at long range. At close range, spraying bullets into a target is effective, if not as quick as a shotgun blast.

Assault Rifles is an excellent bonus talent for biotic or tech-focused characters. They have a rate of fire of 10 shots per second.

Assault Rifle Types:


The M-8 Avenger: A common, versatile, military-grade assault rifle. Accurate when fired in burst shots, and deadly when fired on full auto. The Avenger is effective at penetrating shields, armor and biotic barriers. The modular design and inexpensive components of the Avenger make it a favorite of military groups and mercenaries alike. The Avenger has a reputation for being tough, reliable, easy to use, and easy to upgrade. Starting Weapon for Those with Assault Rifle Talent [Alliance Only - Rogue only]. Accuracy - Moderate; Recoil - Moderate; Fire Mode - Automatic; Reload Time - On Average 1.5s. 40 shots per clip.

The M-15 Vindicator: A battle rifle favored by assassins and elite mercenaries that fires in highly accurate five [sic]-round bursts and can be pulsed for rapid fire. Deadly at range, very accurate, and effective against armor, shields and biotic barriers. Upgrades the Avenger Assault Rifle. Has to be bought from Vendor for 500 Credits. Accuracy - High; Recoil - Low; Fire Mode - 3 Round Burst - Reload Time - On Average 1.5s. 24 Shots per clip ~ 8 Shots a Clip.


Manufactured by Elanus Risk Control Services for the Blue Suns mercenary group, the Vindicator is quickly gaining popularity in the Terminus Systems.

The Geth Pulse Rifle: This geth weapon fires a rapid stream of high-energy phasic slugs. Comparable to a Vindicator Battle Rifle. Very effective against shields and biotic barriers; moderately effective against armor.

Geth pulse rifles are rarely retrieved from the battlefield; when they are, the guns are generally functional and comparable to a stock assault rifle. Over time, however, they prove unreliable and difficult to repair.

Two anomalies differentiate these geth weapons from other stock assault rifles. First, the mass effect field generation technology follows a sine curve (it has a variable rate of fire). Second, its slugs are lighter than standard Avenger slugs, but they're encased in a phasic envelope. Overall, this weapon should be more effective against shields and barriers than a battle rifle, but will likely have less armor penetration capabilities. Starting Weapon for those with Assault Rifle Talents [Geth/Reaper Only] Accuracy - High; Recoil - Moderate; Fire Mode - Automatic; 40 shots a clip


The M-76 Revenant Light Machine Gun: Unleashes a storm of deadly high velocity slugs. Less accurate than an assault rifle, but has a high ammo capacity and deals much more damage. Effective against armor, shields and biotic barriers.

This custom-made machine gun features technology not widely available. Protected against replication by sophisticated Fabrication Rights Management (FRM) technology, only the richest and most powerful warlords can afford this weapon. [i]Has to be bought from a Vendor for 5,000 Credits. Accuracy - Low; Recoil - Moderate; Fire Mode - Automatic; 80 shots a clip with twice as much damage done per shot.


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PostSubject: Re: Weapons   Weapons EmptySat Feb 05, 2011 4:48 pm

Heavy Pistols

Heavy Pistols are a class of weapon available to all player classes in Mass Effect - Extinction. They are an invaluable backup weapon, effective against armor and highly accurate at mid-long ranges.

M-3 Predator: This is a reliable, accurate sidearm; effective versus armor, but weak versus shields and biotic barriers.

Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon. While it is not generally deployed in the military, due to commonality of kinetic barriers, it’s still very popular in the Terminus Systems where these defenses are less common. Everyone starts off with this pistol even if they don't select it in their applications.Accuracy - Moderate; Recoil - High; Fire Mode - Semi-Automatic; Reload Time - On Average 1.43s; Shots per Clip - 24


M-6 Carnifex Hand Cannon: Highly accurate and lethal sidearm. Effective against armor; weak against shields and biotic barriers. .

The Carnifex is a favored sidearm of mercenary leaders and Eclipse mercenary tech specialists. An expensive but powerful weapon. Its marketing materials feature a charging krogan with the slogan, "Don't you wish Carnifex was at your side?" Must be purchased from a Vendor for 300 Credits. Accuracy - Moderate; Recoil - High; Fire Mode - Semi Automatic; Reload Time - On Average 1.43s; Shots per Clip - 6
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PostSubject: Re: Weapons   Weapons EmptySat Feb 05, 2011 5:11 pm

Heavy Weapons

Heavy Weapons are a class of weapon available to all player classes in Mass Effect 2. Rather than the universal heatsinks utilized by smaller weapons, heavy weapons consume power cells that can be found on missions or purchased for 50 credits per Cell.


The M-100 Grenade Launcher Rapid-fire grenade launcher favored by the Blood Pack vorcha mercenaries. Capable of taking down multiple enemies with a single well-placed shot. Effective against armor, shields, and biotic barriers. Can be available from the start but if not chosen as a Beginning Weapon has to be purchased for 300 Credits. Accuracy - High; Recoil - Low; Fire Mode - Semi-Automatic; No Clips - Load as you Expel.


The ML-77 Missile Launcher Rapid-fire missile launcher with seeking projectiles. Effective against armor, shields, and biotic barriers.

Missile launchers are surfacing with increasing frequency among the Terminus Systems mercernary bands, but their origin is unknown. Each projectile features a friend-or-foe recognition system, ensuring it will find a hostile target - though not necessarily the one in the crosshairs. In urban situations, it is useful for taking out snipers and other entrenched enemies, so it is popular with the Blue Suns mercenary band. It is nearly impossible to duplicate, as it uses Fabrication Rights Management (FRM) technology. Can be Purchased from a Vendor for 750 Credits. Accuracy - High; Recoil - Low; Fire Mode - Semi-Automatic; No Clips - Load as you Expel

The M-62 Avalanche Cryo Round technology is used to modify standard weapon slugs. A cooling laser collapses the ammunition into Bose-Einstein condensate, a mass of super-cooled subatomic particles capable of snap-freezing impacted objects. Normandy's scientists have found a way to apply this technology on a large scale: by generating a mass effect containment "bubble", this proof-of-concept large weapon technology is effective against armor, shields, and biotic barriers. It is nicknamed the "Cryo-Blaster". Can be Purchased from a Vendor for 750 Credits. Accuracy - High; Recoil - Low; Fire Mode - Semi-Automatic; No Clips - Load as you Expel

The M-920 Cain The effectiveness and efficiency of mass-effect-based weapon technology has rendered large-scale deployment of highly explosive weaponry all but obsolete in infantry weapons.

Normandy's scientists have prototyped a modified version of traditional high-explosive rounds that is applied to a 25-gram slug. When accelerated to 5 km/s, the round is devastating. Though a technically inaccurate label, this prototype weapon is nicknamed the "Nuke Launcher," and its high-explosive matrix generates an archetypical mushroom cloud on impact.

It inflicts high damage with large area of effect. Very effective against armor, shields, and barriers. Can be Purchased from a Vendor for 1000 Credits. Accuracy - High; Recoil - Low; Fire Mode - Single Shot [ Can only be Fired ONCE every 3 threads]; No Clips


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PostSubject: Re: Weapons   Weapons EmptySat Feb 05, 2011 5:25 pm

Shotguns

Shotguns in Mass Effect - Extinction are powerful close range weapons. All shotguns fire eight projectiles per shot (with the exception of the Geth Plasma Shotgun which fires three) and benefit from a short range bonus of 100% at point-blank. The shotgun is available to the Soldier and the Vanguard, but can be chosen by any class as a weapon specialization while on one of the main quests.

The M-23 Katana Common military shotgun. Deadly at short range, but ineffective at long range. Very effective versus shields and biotic barriers, but weak versus armor. Manufactured by Ariake Technologies, the Katana is a common mercenary weapon, and is also popular on colonies with Varren infestations. Can be Chosen from Start as a weapon and if not chosen must be purchased for 300 Credits. Accuracy - Low; Recoil - Moderate; Fire Mode - Semi-Automatic; Reload Time - On Average 1.5s; Shots Per Clip - 5.


The M-27 Scimitar An elite military shotgun capable of rapid fire, this weapon is deadly at short range but ineffective at long range. It is effective against shields and biotic barriers but weak against armor.

Manufactured by Ariake Technologies, the Scimitar features twin mass effect generators, giving it a more rapid rate of fire than a traditional shotgun. This weapon was created for the Eclipse mercenary band, but it is rapidly becoming popular with Blood Pack mercenaries as well. Must be purchased for 400 Credits. Accuracy - Low, Recoil - Moderate; Fire Mode - Semi-Automatic; Reload Time - On Average 1.5s; Shots Per Clip - 8.


The M-300 Claymore Very rare krogan shotgun. Deals high damage at short range; less effective at long range. Effective against armor, shields and biotic barriers. It is of human design but is only used by krogan, due to the fact that the kickback from a single shot has enough force to break a human's arm. Protected by Fabrication Rights Management (FRM) technology, this weapon is nearly impossible to reproduce and is prohibitively expensive. Is a Krogan Starter Weapon if chosen, if not must be bought at a Vendor for 1000 Credits. Accuracy - Low; Recoil - High; Fire Mode - Single Shot; Reload Time - On Average 1.5s; Shots Per Clip - 1

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PostSubject: Re: Weapons   Weapons EmptySat Feb 05, 2011 5:36 pm

Sniper Rifles

Sniper rifles are powerful, long-ranged weapons available to the Infiltrator and Soldier classes. Other classes can choose to train in sniper rifles. All sniper rifles do not possess any sort of short-range damage bonuss.

The M-92 Mantis Sniper Rifle Powerful sniper rifle able to take out most targets in a single shot. Incredibly accurate at long range, but rate of fire is slow. Effective against armor, but weaker against shields and biotic barriers. Manufactured by Devlon Industries, the Mantis is primarily used by police and planetary militia groups. The prevalence of kinetic barriers has made this weapon less popular with the military, but it is used more frequently in the Terminus system where these defenses are less common. Has great damage and accuracy with near instantaneous hit, offset however by its small amount of extra ammo that can be carried. Can be Chosen as a starting Weapon but if not chosen must be purchased from a vendor for 300 Credits. Accuracy - High; Recoil - High; Fire Mode - Bolt Action; Reload Time - On Average 1.5s; Shots Per Clip - 1.


The M-97 Viper Sniper Rifle Rapid-fire military sniper rifle. Incredibly accurate and deadly at long range, these weapons are popular amongst infiltrators and assassins. Very effective against armor, somewhat effective against shields and biotic barriers.

Rosenkov Materials developed this deadly weapon in response to the rising prevalence of kinetic barriers. While kinetic barriers still offer some protection from this weapon, its sheer power and rapid rate of fire make it capable of quickly killing almost any target, regardless of its defenses. Can be Purchased from a Vendor for 500 Credits. Accuracy - High; Recoil - Low; Fire Mode - Semi-Automatic; Reload Time - On Average 1.5s; Shots Per Clip - 12.

The M-98 Widow Anti-Material Rifle Accurate and deadly anti-material [sic] rifle. Effective against armor, shields, and biotic barriers.

Weighing in at 39 kilograms, the Widow Anti-Material Rifle is primarily used by sniper teams in assault missions against armored vehicles or krogan. While kinetic barriers offer effective protection on vehicles, the kind generated by conventional military field generators are far too weak against the Widow.

The Widow was never designed to be carried and fired by a human. Although this modified model can be carried, no ordinary human could fire it without shattering an arm. Must be purchased from a vendor for 550 Credits. Accuracy - High; Recoil - High; Fire Mode - Bolt-Action; Reload Time - On Average 1.5s; Shots Per Clip - 1.

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PostSubject: Re: Weapons   Weapons EmptySat Feb 05, 2011 5:43 pm

Sub-Machine Guns (SMG)

Submachine Guns (or SMGs) are a class of weapon available to all the player classes in Mass Effect - Extinction except Soldiers. Submachine guns possess a bonus to damage against shields and biotic barriers, however, they are weak against armor. With their large thermal clip sizes and total ammo capacity, they fill the role of a backup suppressive weapon, while retaining moderate accuracy.

The M-4 Shuriken Machine Pistol A common but effective submachine gun. Fire three-round bursts, and can be pulsed for a higher rate of fire at the expense of accuracy. Very effective against shields and biotic barriers.

As kinetic barriers have grown in popularity, so has the popularity of submachine guns. Manufactured by the Elkoss Combine, the Shuriken machine pistol has a reputation for being deadly and easy to use, but is weak against armor. Can be chosen as a Starting Weapon but if it wasn't must be purchased for 200 Credits at a Vendor. Accuracy - Low; Recoil - Moderate; Fire Mode - 3 Round Burst; Reload Time - On Average - 1.5s; Shots Per Clip - 24.


The M-9 Tempest Submachine Gun This submachine gun fires in long deadly bursts. Very effective against shields and biotic barriers. Inaccurate at long range. Weak against armor.

The commonality of kinetic barriers has led to increased demand for rapid-fire weapons like the Tempest. Produced by Elanus Risk Control Services for the Eclipse mercenary band, the Tempest is an expensive but deadly addition to anyone’s personal arsenal. Can be Purchased from a Vendor for 250 Credits. Accuracy - Low; Recoil - Moderate; Fire Mode - Automatic; Reload Time - On Average - 1.5s; Shots Per Clip - 50.
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