Mass Effect 3 Collectibles Guide
By crazyrabbits

Version 1.0
Updated 3/7/2013

~> Section <~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> Section Code <~~

1] Introduction . . . . . . . . . . . . . . . . . . . . . . . [MEC100]
     1.1] General Information and Tips. . . . . . . . . . . . [MEC101]
2] Armor  . . . . . . . . . . . . . . . . . . . . . . . . . . [MEC200]
     2.1] Arms. . . . . . . . . . . . . . . . . . . . . . . . [MEC201]
     2.2] Chestplates . . . . . . . . . . . . . . . . . . . . [MEC202]
     2.3] Helmets . . . . . . . . . . . . . . . . . . . . . . [MEC203]
     2.4] Legs. . . . . . . . . . . . . . . . . . . . . . . . [MEC204]
     2.5] Shoulders . . . . . . . . . . . . . . . . . . . . . [MEC205]
     2.6] Armor Sets  . . . . . . . . . . . . . . . . . . . . [MEC206]
     2.7] Squadmate Alternate Appearances . . . . . . . . . . [MEC207]
3] Weapons  . . . . . . . . . . . . . . . . . . . . . . . . . [MEC300]
     3.1] Assault Rifles  . . . . . . . . . . . . . . . . . . [MEC301]
     3.2] Pistols . . . . . . . . . . . . . . . . . . . . . . [MEC302]
     3.3] Shotguns  . . . . . . . . . . . . . . . . . . . . . [MEC303]
     3.4] Sniper Rifles . . . . . . . . . . . . . . . . . . . [MEC304]
     3.5] Submachine Guns . . . . . . . . . . . . . . . . . . [MEC305]
     3.6] Heavy Weapons . . . . . . . . . . . . . . . . . . . [MEC306]
4] Weapon Mods  . . . . . . . . . . . . . . . . . . . . . . . [MEC400]
     4.1] Assault Rifle Mods  . . . . . . . . . . . . . . . . [MEC401]
     4.2] Pistol Mods . . . . . . . . . . . . . . . . . . . . [MEC402]
     4.3] Shotgun Mods  . . . . . . . . . . . . . . . . . . . [MEC403]
     4.4] Sniper Rifle Mods . . . . . . . . . . . . . . . . . [MEC404]
     4.5] Submachine Gun Mods . . . . . . . . . . . . . . . . [MEC405]
5] Collectibles . . . . . . . . . . . . . . . . . . . . . . . [MEC500]
     5.1] Cabin Items . . . . . . . . . . . . . . . . . . . . [MEC501]
     5.2] Intel Upgrades  . . . . . . . . . . . . . . . . . . [MEC503]
     5.3] Medi-Gel Capacity Upgrades  . . . . . . . . . . . . [MEC504]
     5.4] Bonus Powers  . . . . . . . . . . . . . . . . . . . [MEC505]
     5.5] Apartment Items . . . . . . . . . . . . . . . . . . [MEC506]
6] Version History  . . . . . . . . . . . . . . . . . . . . . [MEC600]
7] Copyright & Thanks . . . . . . . . . . . . . . . . . . . . [MEC700]

======================================================================
1) Introduction (MEC100)
======================================================================

With the release of the final piece of Mass Effect 3 downloadable content, 
"Citadel", the need for a complete guide encompassing all of the collectibles 
in the single-player campaign is greater than ever.

Comprising dozens of armor sets, weapons, items, mods, skills and more, ME3 
features a boatload of collectible content for the gamer who loves lots of 
loot, or just wants to go for 100% completion of the game. Strangely, however, 
there is no single-document resource for all of these collectibles, and the 
sites/wikis that do catalogue this information spread it out across dozens of 
pages and subsections, making it extremely inefficient for players who need a 
single, unified resource for information.

In addition, there is a large amount of misinformation and incomplete data 
about the various collectibles, both in the game itself and the various FAQ's 
which have attempted to catalogue all of the items. To date, no single ME3 FAQ 
on Gamefaqs has fully catalogued the complete set of collectibles in the 
single-player campaign, which is surprising given how many items are in the 
game itself.

This guide contains all information and descriptions about all of the items, 
weapons and collectibles you will discover over the course of the game and its 
respective DLC's, organized in an easy-to-read format that allows for quick 
searching. Simply hit Ctrl+F on your keyboard, type in the corresponding ID 
for the section, and you'll instantly jump to it - it's that simple!


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1.1) General Information and Tips (MEc101)

- Collectibles (armor, weapons, mods, items) are present in every mission 
throughout the base game and its respective DLC's. Some are hidden in 
out-of-the-way or initially-inaccessible locations, so search thoroughly while 
progressing through each level.

- Most equipment and collectibles can also be purchased at various store 
terminals throughout the Citadel, or from the Citadel Requisitions terminal in 
the Shuttle Bay aboard the Normandy (for a 10% markup).

- With the exception of the Shadow Broker Base Model (from the Mass Effect 2: 
Lair of the Shadow Broker DLC) and the Prejek Paddle Fish, no weapons, armor 
or collectibles are imported from Mass Effect 2, necessitating their discovery 
and acquisition in this game.

- Certain weapons and armor pieces discovered in the early missions of the game
(notably, during Priority: Mars and Priority: Palaven) can become inaccessible,
as they cannot be purchased from a store terminal after mission completion.

======================================================================
2) Armor (MEC200)
======================================================================

Shepard can find and wear various pieces of armor, as well as complete armor 
sets, throughout the game and its respective DLC's. Most armor in the base 
game is made up of segmented pieces which can be worn in different 
configurations for different sets of benefits.

Armor pieces can generally be found during missions, or (if they were not 
acquired during the mission) in store terminals aboard the Citadel and 
Normandy. Armor sets can also be bought in store terminals for a price of 
50,000 credits each. All armor can be equipped in the Captain's Cabin aboard 
the Normandy and the Armor Lockers in the shuttle bay, the Silversun Strip 
apartment and the Armax Combat Arena.

All entries include the name of the armor, its description, where it can be 
acquired and its designated combat effect.


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2.1) Arms (MEC201)

Ariake Technologies
Description: Shoulder plating with micro servos that coordinate melee strikes.
Acquired: During Priority: Mars - in a locker inside the Archives control room 
after meeting Liara. Alternately, the gauntlets can be purchased from the 
Batarian State Arms terminal in the Docks Area onboard the Citadel for 5,000 
credits.
Effect: Increases melee damage by 10%.

Armax Arsenal
Description: Arm plating with VI aim enhancement that targets enemy 
vulnerabilities.
Acquired: During N7: Cerberus Attack - behind a fallen pillar at the base of 
a ramp near the control room. Alternately, the gauntlets can be purchased from 
the Spectre Requisitions terminal in the Presidium Commons onboard the Citadel 
for 5,000 credits.
Effect: Increases headshot damage by 10% and weapon damage by 5%.

Hahne-Kedar
Description: Arm plates with auxiliary power cells that feed into wearer's 
weapons.
Acquired: From the Kanala Exports terminal in the Presidium Commons onboard 
the Citadel after completing Citadel: Hanar Diplomat for 5,000 credits.
Effect: Increases weapon damage by 10%.

Kassa Fabrication
Description: Arm plating with auxiliary shield emitters.
Acquired: During Priority: Rannoch - on a catwalk near a ladder on the first 
level of the Reaper base.
Effect: Increases shields by 10%.

N7 Gauntlets
Description: A combination of fabric armor and kinetic padding and plates of 
ablative ceramic for protection.
Acquired: At the beginning of the game - given automatically when the player 
leaves Earth.
Effect: Increases health by 10%.

Rosenkov Materials
Description: Plating with microcomputers feeding into main armor telemetry 
systems.
Acquired: During Tuchanka: Bomb - at the end of the hall on the righthand side 
after running up the ramp. Alternately, the gauntlets can be purchased from 
the Kassa Fabrication terminal in the Presidium Commons onboard the Citadel 
after completing N7: Cerberus Abductions for 5,000 credits.
Effect: Increases power recharge speed by 10%.

Serrice Council
Description: Arm plating with auxiliary power cells that augment combat 
performance.
Acquired: From the Nos Astra Sporting Goods terminal in the Presidium Commons 
onboard the Citadel after completing Priority: Thessia for 5,000 credits.
Effect: Increases power damage by 10%.


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2.2) Chestplates (MEC202)

Ariake Technologies
Description: Armor with a biofeedback system regulating wearer's adrenaline 
surges.
Acquired: From the Kassa Fabrication terminal in the Presidium Commons onboard 
the Citadel after completing Priority: The Citadel II for 5,000 credits.
Effect: Increases melee damage by 10%.

Armax Arsenal
Description: Chest armor with storage compartments to hold extra thermal clips.
Acquired: During Rannoch: Admiral Koris - beside the first AA gun. Alternately,
the armor can be purchased from the Batarian State Arms terminal in the Docks 
Area onboard the Citadel after the mission for 5,000 credits.
Effect: Increases ammo capacity by 10%.

Hahne-Kedar
Description: Chestplate that feeds excess suit power to wearer's weapons.
Acquired: During Tuchanka: Turian Platoon - along the path after dropping from 
the ledge after the second Harvester fight. Alternately, the armor can be 
purchased from the Cipritine Armory terminal in the Presidium Commons onboard 
the Citadel after the mission for 5,000 credits.
Effect: Increases weapon damage by 10%.

Kassa Fabrication
Description: Chestplate with micro-capacitors that release energy to speed up 
shield regeneration.
Acquired: During Priority: Mars - after sending Vega off and fighting the 
Cerberus troops, past a room full of enemies, next to a ladder heading up. 
Alternately, the chestplate can be purchased from the Spectre Requisitions 
terminal in the Citadel Embassies onboard the Citadel (mislabeled as 'Rosenkov 
Materials' in-store) after the mission for 5,000 credits.
Effect: Increases shield regeneration speed by 10%.

N7 Chestplate
Description: Interlocking plates of thick, ablative ceramic. Designed to be 
light, effective, and easily repaired.
Acquired: At the beginning of the game - given automatically when the player 
leaves Earth.
Effect: Increases health by 10%.

Rosenkov Materials
Description: Sturdy armor that gathers real-time battle telemetry.
Acquired: During N7: Fuel Reactor - to the left of the starting area. 
Alternately, the armor can be purchased from the Nos Astra Sporting Goods 
terminal in the Presidium Commons onboard the Citadel after the mission for 
5,000 credits.
Effect: Increases power recharge speed by 10%.

Serrice Council
Description: Chest plating with auxiliary power cells that augment combat 
performance.
Acquired: During Grissom Academy: Emergency Evacuation - after confronting the 
students holding up the biotic shield (with/without David Archer), head to 
the right and through one room to the next, where the armor will be on a couch 
on the left. Alternately, the armor can be purchased from the Aegohr Munitions 
terminal in the Presidium Commons onboard the Citadel after the mission for 
5,000 credits.
Effect: Increases power damage by 10%.


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2.3) Helmets (MEC203)

Archon Visor
Description: The Archon visor uses an efficiency algorithm to balance 
processing power for biotic amps and omni-tools. A heads-up display and voice 
command software allows users to micromanage the systems, reducing the 
cool-down period between energy expenditures. 
Acquired: During Priority: Geth Dreadnought - near the beginning of the 
mission, on the path to the Operations Center. Alternately, the helmet can be 
purchased from Nos Astra Sporting Goods in the Presidium Commons onboard the 
Citadel after the mission for 5,000 credits.
Effect: Increases power recharge speed by 10%.

Capacitor Helmet
Description: A recent design, this Alliance-made helmet stores microcapacitors 
in its structure to replenish spent kinetic barriers. The transpari-plast armor
panel on its top can be removed to access capacitors for field maintenance.
Acquired: During N7: Cerberus Abductions - at Building 97 beside a 
black-and-yellow dumpster. Alternately, the helmet can be purchased from Aegohr
Munitions in the Presidium Commons onboard the Citadel after the mission for 
5,000 credits.
Effect: Increases shield regeneration speed by 10%.

Death Mask
Description: Developed by Tyriel Advanced Communications Corporation (TACC), 
the latest version of the Death Mask offers exceptional protection and 
real-time data feedback that helps coordinate the wearer's melee attacks. 
Acquired: During Priority: Tuchanka - when the Krogan convoy stops due to the 
damaged section of road, the helmet can be found near one of the vehicles. 
Alternately, the helmet can be purchased from Cipritine Armory in the Presidium
Commons onboard the Citadel after the mission for 5,000 credits.
Effect: Increases melee damage by 10%.

Delumcore Overlay
Description: Developed by Delumcore Systems, a VI inside this headgear enhances
aim when targeting an enemy's vulnerable points. It also maximizes armor-cell 
efficiency, feeding excess power to weapon systems. The overlay's VI originally
reported the wearer's combat status out loud, but this system was scrapped 
after testers called it "intrusive," "talky," and "kind of moody."
Acquired: During Priority: Cerberus Headquarters - near the third lore console.
Alternately, the helmet can be purchased from Kassa Fabrications in the Spectre
Requisitions terminal aboard the Normandy after the mission for 5,000 credits.
Effect: Increases headshot damage by 5% and weapon damage by 10%.

Kestral Helmet
Description: The Kestrel armor system's helmet forgoes traditional transparent 
visors in favor of a reinforced faceplate with an internal heads-up display. 
The display connects to redundant micro cameras to allow naturalistic vision 
inside the well-padded interior.
Acquired: From the Batarian State Arms terminal in the Docks area onboard the 
Citadel after completing Priority: The Citadel II.
Effect: Increases ammo capacity by 10%.

Kuwashii Visor
Description: Developed by Ariake Technologies, the wearer exchanges full 
protective coverage for visibility, unencumbered mobility, and increased 
accuracy.
Acquired: From the Aegohr Munitions terminal in the Presidium Commons onboard 
the Citadel after completing Priority: Tuchanka for 5,000 credits.
Effect: Increases weapon damage by 5% and headshot damage by 10%.

Mnemonic Visor
Description: Relatively new to the market, the Mnemonic Visor is difficult to 
find outside Alliance space. This headpiece plugs into the rest of the user's 
suit, gathering data so it can adapt to the wearer's tactics. It boosts armor 
performance at critical moments to allow a soldier to perform with greater 
strength and speed than normally possible.
Acquired: During Grissom Academy: Emergency Evacuation - after the fleeing 
student is gunned down in the large room with Assault Troopers and Centurions, 
on the righthand side. Alternately, the helmet can be purchased from Aegohr 
Munitions in the Presidium Commons onboard the Citadel after the mission for 
5,000 credits.
Effect: Increase power recharge speed by 5% and power damage by 5%.

N7 Helmet
Description: Dual layer of fabric armor and kinetic padding within a 
lightweight ablative ceramic shell. Comes standard with a suite of 
communication, navigation, and battlefield awareness software.
Acquired: At the beginning of the game - given automatically when the player 
leaves Earth.
Effect: Increases health by 10%.

N7 Breather Helmet
Description: Dual layer of fabric armor and kinetic padding within a 
lightweight ablative ceramic shell. Comes standard with a suite of 
communication, navigation, and battlefield awareness software. Comes hardsealed
to protect wearer from hazardous environmental conditions.
Acquired: At the beginning of the game - given automatically when the player 
leaves Earth.
Effect: Increases health by 10%.

Recon Hood
Description: A hood issued to covert action teams, this model's optic display 
interfaces with most small arm's auto-targeting software, linking hand and eye 
for improved accuracy and increased weapon damage. Ballistic-mesh fabric and 
composite ceramic plating provide necessary armor, and the integral air filter 
helps in hostile environments.
Acquired: During Priority: The Citadel II - after passing the first dead C-Sec 
officer and bypassing the door, the helmet can be found under a big-screen 
television in a room with two Guardians and a Combat Engineer. Alternately, the
helmet can be purchased from Kanala Exports in the Presidium Commons onboard 
the Citadel after the mission for 5,000 credits.
Effect: Increases weapon damage by 10%.

Securitel Helmet
Description: The Securitel Helmet was originally designed as riot-gear. It is 
covered in ablative plating, well-padded to lessen damage from shocks, blows 
and bullet impacts. The helmet's emitters boost shielding in the rest of the 
armor, while its onboard computers monitor the wearer's heart-rate and central 
nervous system. 
Acquired: During Priority: The Citadel II - after Bailey asks if there were any
survivors, on the lefthand room in the straight hallway. Alternately, the 
helmet can be purchased from Kassa Fabrication in the Presidium Commons onboard
the Citadel after the mission for 5,000 credits.
Effect: Increases heath by 5% and shields by 5%.

Sentry Interface
Description: This visor works with the Sentry system, a software application 
that optimizes an armor suit's microframe computer. When the Sentry system is 
running, more power can be devoted to shield management. 
Acquired: During Priority: Sur'Kesh - on the lower part of the third level of 
the complex (after Major Kirrahe kills the troopers with the Scorpion, if 
present), just past a ladder. Alternately, the helmet can be purchased from 
Cipritine Armory in the Presidium Commons onboard the Citadel after the mission
for 5,000 credits.
Effect: Increases shields by 10%.

Umbra Visor
Description: A next-generation night-vision device that assists targeting. By 
detecting the focal point of the wearer's eyes and enhancing the image at that 
location, the visor helps direct a biotic power or a shot from an omni-tool 
exactly where the wearer is looking.
Acquired: During Priority: Thessia - in the first area, to the right of 
Lieutenant Kurin. Alternately, the helmet can be purchased from the Nos Astra 
Sporting Goods terminal in the Presidium Commons onboard the Citadel after the 
mission for 5,000 credits.
Effect: Increases power damage by 10%.


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2.4) Legs (MEC204)

Ariake Technologies
Description: Leg plating with microservos that coordinate melee attacks.
Acquired: During N7: Communication Hub - on the lower level of the satellite 
near the ladder. Alternately, the greaves can be purchased from the Batarian 
State Arms terminal in the Docks Area onboard the Citadel after the mission for
5,000 credits.
Effect: Increases melee damage by 10%.

Armax Arsenal
Description: Leg armor with storage compartments to hold extra thermal clips.
Acquired: During Priority: Sur'Kesh - on a crate on the lower part of the third
level.
Effect: Increases ammo capacity by 10%.

Hahne-Kedar
Description: Leg plating with auxiliary power cells that feed into weapons.
Acquired: During Priority: Palaven - in an enclosure on the left side of the 
Turian base. Alternately, the greaves can be purchased from the Batarian State 
Arms terminal in the Docks Area onboard the Citadel after the mission for 5,000
credits.
Effect: Increases weapon damage by 10%.

Kassa Fabrication
Description: Leg plating with auxiliary shield emitters.
Acquired: During Arrae: Ex-Cerberus Scientists - in the medbay where Jacob is 
sitting just before heading out to re-enable the AA guns. Alternately, the 
armor can be purchased from the Elkoss Combine terminal in the Presidium 
Commons onboard the Citadel after the mission for 5,000 credits.
Effect: Increases shields by 10%.

N7 Chestplate
Description: Dual layer of fabric armor and kinetic padding beneath thick 
plates of ablative ceramic and lined with additional kinetic barrier emitters.
Acquired: At the beginning of the game - given automatically when the player 
leaves Earth.
Effect: Increases health by 10%.

Rosenkov Materials
Description: Plating with microcomputers feeding into main armor telemetry 
systems.
Acquired: From the Spectre Requisitions terminal in the Citadel Embassies 
onboard the Citadel after completing Priority: The Citadel II for 5,000 
credits.
Effect: Increases power recharge speed by 10%.

Serrice Council
Description: Leg plating with auxiliary power cells that augment combat 
performance.
Acquired: During Priority: Cerberus Headquarters - beside the first lore 
console. Alternately, the helmet can be purchased from Nos Astra Sporting Goods
in the Spectre Requisitions terminal aboard the Normandy after the mission for 
5,000 credits.
Effect: Increases power damage by 10%.


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2.5) Shoulders (MEC205)

Ariake Technologies
Description: Shoulder plating with microservos that coordinate melee strikes.
Acquired: During Attican Traverse: Krogan Team - after the conversation about 
Reapers converting Rachni, next to the body of a dead soldier. Alternately, the
shoulder guard can be purchased from the Kassa Fabrication terminal in the 
Presidium Commons onboard the Citadel after the mission for 5,000 credits.
Effect: Increases melee damage by 10%.

Armax Arsenal
Description: Shoulder plating with VI aim enhancement that targets enemy 
vulnerabilities.
Acquired: During Priority: Palaven - in an enclosure in the Turian base. 
Alternately, the shoulder guard can be purchased from the Cipritine Armory 
terminal in the Presidium Commons onboard the Citadel after the mission for 
5,000 credits.
Effect: Increases headshot damage by 10% and weapon damage by 5%.

Hahne-Kedar
Description: Shoulder plates with auxiliary power cells that feed into wearer's
weapons.
Acquired: From the Elkoss Combine terminal in the Presidium Commons onboard the 
Citadel after completing Priority: Rannoch for 5,000 credits.
Effect: Increases weapon damage by 10%.

Kassa Fabrication
Description: Leg plating with auxiliary shield emitters.
Acquired: From the Cipritine Armory terminal in the Presidium Commons onboard 
the Citadel for 5,000 credits.
Effect: Increases shields by 10%.

N7 Chestplate
Description: Curved shell of ablative ceramic over kinetic padding.
Acquired: At the beginning of the game - given automatically when the player 
leaves Earth.
Effect: Increases health by 10%.

Rosenkov Materials
Description: Plating with extra computing power feeding into main armor 
telemetry systems.
Acquired: During Priority: Horizon - just after draining the pond and going 
through the door at the bottom of the ladder.
Effect: Increases power recharge speed by 10%.

Serrice Council
Description: Shoulder plating with auxiliary power cells that augment combat 
performance.
Acquired: During Kallini: Ardat-Yakshi Monastery - in a room just after the 
first encounter with both Samara and Falere. Alternately, the helmet can be 
purchased from the Aegohr Munitions or Nos Astra Sporting Goods terminals in 
the Presidium Commons aboard the Citadel after the mission for 5,000 credits.
Effect: Increases power damage by 10%.


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2.6) Armor Sets (MEC206)

Ariake Technologies Armor
Description: (see Armor Pieces section)
Acquired: (see Armor Pieces section)
Effect: Increases melee damage by 40%.

Armax Arsenal Armor
Description: (see Armor Pieces section)
Acquired: (see Armor Pieces section)
Effect: Increases headshot damage by 10%, weapon damage by 20% and ammo 
capacity by 20%.

Blood Dragon Armor
Description: Originally created for Earth's Urban Combat Championship league, 
this set of armor has undergone as much or more field testing than those of 
modern militaries. It uses a unique, proprietary power cell costs as much as a 
EUCC rookie's contract. The armor's microframe computer adapts to any top-tier 
omni-tool, kinetic barrier, or biotic amp, giving breathtaking and error-free 
performance. The chest and shoulder piece bears the logo of the Edmonton Blood 
Dragons, and the inside of the armor bears the signatures of the entire team.
Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
Citadel for 50,000 credits.
Effect: Increases power recharge speed by 10%, power damage by 30% and shields 
by 20%.

Cerberus Ajax Armor
Description: Among Cerberus soldiers, Ajax armor is favored by those brave or 
unlucky enough to lead charges to break enemy formations. Its role is to keep 
the wearer standing and shooting as long as possible. It offers some benefit to
omni-tool and biotic amp systems, but its main emphasis is boosting and 
recharging its kinetic barrier and bleeding off weapon heat through coolant 
circulation in its gloves. Due to the high-risk tactics associated with the 
armor, the Alliance has captured very few suits in perfect condition.
Acquired: Automatically after downloading the Alternate Appearance Pack 1 DLC.
Effect: Increases ammo capacity by 25%, weapon damage by 10%, power damage by 
10%, shield regeneration speed by 10% and shields by 25%.

Cerberus Assault Armor
Description: Cerberus assault armor is designed for shock troops, who are 
expected to turn the tide of battle against creatures or forces that would 
decimate normal soldiers. The troops demanded three things in its design: 
shields and armor thick enough to last against a superior foe, and compartments
for extra thermal clips. The only drawback of the armor is its weight, which 
the troops carry as a point of pride. They have a saying: "Out of shape going 
in, in shape coming out."
Acquired: From the Elkoss Combine terminal in the Presidium Commons onboard the
Citadel for 50,000 credits.
Effect: Increases ammo capacity by 10%, weapon damage by 20%, health by 20% and
shields by 10%.

Cerberus Nightmare Armor
Description: Nightmare armor is worn by Cerberus Phantoms expecting long-range 
conflicts. Powerful capacitors deliver punishing energy to the Phantom's 
weapons, and circulating coolant in its gloves allows for more shots before a 
given thermal clip overheats. The remaining energy focuses on shield strength 
and regeneration time to help survivability.
Acquired: During the Citadel DLC - in the Armax Combat Arena, achieve a high 
score of 9999 or more and claim at the Armax Store on the main level. NOTE: If 
this armor is chosen, the Cerberus Shade and Cerberus Spirit armors cannot be 
obtained for the duration of the playthrough.  
Effect: Increases ammo capacity by 20%, headshot damage by 20%, weapon damage 
by 20%, shield regen speed by 10% and shields by 10%.

Cerberus Shade Armor
Description: Cerberus Shade armor is worn by Phantoms who need to be prepared 
for a wide variety of threats. Its capacitors give modest boosts to shields and
shield regeneration time. Many small improvements increase the performance of 
biotic amps and omni-tools, heat management and kinetic coils for ranged 
weapons, and synthetic muscle assistors for melee capability.
Acquired: During the Citadel DLC - in the Armax Combat Arena, achieve a high 
score of 9999 or more and claim at the Armax Store on the main level.  NOTE: If
this armor is chosen, the Cerberus Nightmare and Cerberus Spirit armors cannot 
be obtained for the duration of the playthrough.  
Effect: Increases melee damage by 10%, ammo capacity by 10%, weapon damage by 
10%, power damage by 10%, shield regen speed by 10% and shields by 10%.

Cerberus Spirit Armor
Description: Spirit armor is worn by Cerberus Phantoms fortunate enough to be 
biotic or for thosewho are skilled enough to use highly technical attacks. The 
armor has small gains for shield strength and regeneration, but where it truly 
shines is in its capacity to amplify biotic amps and omni-tools. These attacks 
hit significantly harder and more often, allowing the Phantom to dismantle 
heavily-armored targets.
Acquired: During the Citadel DLC - in the Armax Combat Arena, achieve a high 
score of 9999 or more and claim at the Armax store on the main level. NOTE: If 
this armor is chosen, the Cerberus Nightmare and Cerberus Shade armors cannot 
be obtained for the duration of the playthrough. 
Effect: Increases power recharge speed by 30%, power damage by 30%, shield 
regen speed by 10% and shields by 10%.

Collector Armor
Description: The Collectors' chitinous armor is flexible and even tougher than 
ballistic fibers. Its organic construction allows it to be self-healing, and 
the muscle-like tissue that assists movement ensures it is comfortable to wear 
despite its weight. This suit was originally adapted out of salvaged Collector 
technology by Cerberus, and is incredibly difficult to find on the galactic 
market.
Acquired: From the Nos Astra Sporting Goods terminal in the Presidium Commons 
onboard the Citadel for 50,000 credits.
Effect: Increases shield regeneration speed by 20%, health by 20% and shields 
by 20%.

Inferno Armor
Description: Built specifically for Cerberus field officers, the Inferno armor
has a VI dedicated to recognizing signs of stress and medical trauma. This 
application helps assess soldiers, but can be useful in any high risk 
situations. The Inferno's microframe computer also manages biotic amp and 
omni-tool power, and microservos help the wearer's movements to counteract the 
armor's weight.
Acquired: From the Kassa Fabrication terminal in the Presidium Commons onboard 
the Citadel for 50,000 credits.
Effect: Increases power recharge speed by 30% and power damage by 30%.

Hahne-Kedar Armor
Description: (see Armor Pieces section)
Acquired: (see Armor Pieces section)
Effect: Increases weapon damage by 40%.

Kassa Fabrication Armor
Description: (see Armor Pieces section)
Acquired: (see Armor Pieces section)
Effect: Increases shields by 30% and shield regeneration speed by 10%.

N7 Armor
Description: (see Armor Pieces section)
Acquired: At the beginning of the game - given automatically when the player 
leaves Earth.
Effect: Increases health by 40% (50% with helmet).

N7 Defender Armor
Description: The Defender Armor is a variation on the N7 Special Forces’ combat
gear, built to protect soldiers in long-running engagements where 
reinforcements may be sparse. When the wearer fires a weapon, the suit's 
computers divert energy from the main power cell to the gun's kinetic coils, 
offering an extra punch. The Defender's storage compartments are designed to 
hold spare thermal clips, while capacitors throughout the armor provide extra 
power to shields during critical moments in battle. The armor also comes with 
an injection system built into the suit and neural-linked bio-monitors that 
help adjust the wearer's breathing rate and adrenaline levels.
Acquired: Automatically after downloading the N7 Warfare Gear pre-order content
pack.
Effect: Increases weapon damage by 10%, ammo capacity by 20%, health by 10% and
shields by 10%.

Reckoner-Knight Armor
Description: The Reckoner-Knight armor was originally worn by the winners of 
Earth's Urban Combat Championship 2186, the Rhode Island Knights. A 
military-grade version of this equipment was presented to longtime Knight fans 
at the Alliance's Rhode Island base, in thanks for their passionate (and vocal)
support during the EUCC championship matches. Beneath this armor's 
medieval-gothic facade lie a host of biofeedback systems intended to monitor 
the wearer's health and combat performance. Micro-servos maximize damage done 
in close-quarters combat, while a beefed-up power cell feeds energy into 
weapons systems to increase projectile velocity. Befitting gear originally 
designed for a full-contact sport, a sophisticated shield system also offers 
the wearer solid protection from incoming attacks. 
Acquired: Automatically after downloading and completing the demo for Kingdoms
of Amalur: Reckoning (EA account required).
Effect: Increases weapon damage by 10%, melee damage by 20%, health by 10% and 
shields by 10%.

Rosenkov Materials Armor
Description: (see Armor Pieces section)
Acquired: (see Armor Pieces section)
Effect: Increases power recharge speed by 40%.

Serrice Council Armor
Description: (see Armor Pieces section)
Acquired: (see Armor Pieces section)
Effect: Increases power damage by 40%.

Terminus Armor
Description: The Terminus Armor is environmentally sealed with an independent 
air supply for use in space and extreme planetary conditions. Its onboard 
microframe computer runs a suite of battle management software. To prevent 
detection by passive thermal sensors, body heat is channeled to the base of the
feet and dispersed into the ground.
Acquired: From the Batarian State Arms terminal in the Docks Area onboard the 
Citadel for 50,000 credits.
Effect: Increases melee damage by 15%, ammo capacity by 15% and shields by 30%.


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2.7) Squadmate Alternate Appearances (MEC207)

At the beginning of any mission after Priority: Mars, the player can pick 
alternate armors for their squad members, which provide specific benefits in 
combat. Certain downloadable content packs (Collector's Edition, From Ashes and
Alternate Appearance Pack 1) also offer extra armors for squadmates to wear. A 
listing of each armor set, its color and its respective bonus is noted below.

Ashley:
Default armor (blue, white and black) - Weapon Damage +25%
Default alternate armor (blue and black) - Shields +25%
Collector's Edition armor (white and red) - Power Recharge Speed +25%
From Ashes armor (blue and black) - Weapon Damage +25%

EDI:
Default armor (white and grey) - Power Damage +25%
Default alternate armor (black) - Power Recharge Speed +25%
From Ashes armor (white and black) - Shields +25%
Alternate Appearance Pack 1 armor (black, blue and grey) - Power Recharge Speed
+25%

Garrus:
Default armor (black and blue) - Shields +25%
Default alternate armor (black and gold) - Weapon Damage +25%
From Ashes armor (desert camouflage) - Weapon Damage +25%
Alternate Appearance Pack 1 armor (Terminus) - Shields +25%

James:
Default armor (black) - Shields +25%
Default alternate armor (black and grey) - Weapon Damage +25%
Collector's Edition armor (urban camouflage) - Shields +25%
From Ashes armor (blue and black) - Weapon Damage +25%

Javik:
Default armor (red and black) - Power Damage +25%
Default alternate armor (black and gold) - Power Recharge Speed +25%

Kaidan:
Default armor (blue and black) - Power Recharge Speed +25%
Default alternate armor (black w/ blue highlights) - Power Damage +25%
Collector's Edition Armor (blue and black) - Weapon Damage +25%
From Ashes armor (black and blue) - Shields +25%

Liara:
Default armor (white and blue) - Power Damage +25%
Default alternate armor (white and black) - Power Recharge Speed +25%
Collector's Edition armor (red and black) - Power Damage +25%
From Ashes armor (black and grey) - Power Recharge Speed +25%
Alternate Appearance Pack 1 armor (black and green) - Power Damage +25%

Tali:
Default armor (purple and black) - Power Damage +25%
Default alternate armor (black and gold) - Power Recharge Speed +25%
From Ashes armor (black and grey) - Weapon Damage +25%

======================================================================
3) Weapons (MEC300)
======================================================================

Weapons can be obtained in all of the missions throughout the base game and its
respective DLC's. They can also be purchased at various terminals found 
throughout the Citadel or obtained through downloading specific downloadable
weapon packs.

3.1) Assault Rifles (MEC301)

Adas Anti-Synthetic Rifle
Description: Named in memory of the quarians killed in the Morning War on the 
planet Adas, this weapon's electrical attack has been optimized for medium- to 
long-range firefights. Alliance marines take issue with calling it a "rifle" 
since, technically, it has no rifling in its barrel. The quarians shrug this 
off, as quarian weapon terminology rarely translates flawlessly into human 
languages.
Acquired: Automatically after downloading the Firefight Pack DLC.

Cerberus Harrier
Description: These Cerberus-modified Mattock rifles are fully automatic. 
Cerberus gunsmiths reined in the recoil issues, resulting in a gun that stays 
on target but delivers slightly less punch per round than a standard Mattock. 
As such, the weapon is typically utilized by Cerberus’s elite troopers who 
train constantly to make every burst count.
Acquired: Automatically after downloading the Firefight Pack DLC.

Chakram Launcher
Description: The fancifully named Chakram Launcher uses an internal fabricator 
to manufacture lightweight ammunition discs wrapped in holographic tracers. The
discs explode on impact, sending shrapnel tearing through the enemy. Markings 
stamped on the gun's barrel are a shipping code created by its manufacturer, 
Ama-Lur Equipment. The code warns that the rifle must be assembled carefully, 
as it contains mixtures extremely volatile under pressure. This is why the 
Chakram Launcher requires thermal clips: without a way to dissipate the intense
heat caused by its fabrication process, the rifle's circuitry would quickly 
destroy itself in a spectacularly lethal meltdown.
Acquired: Automatically after downloading and completing the demo for Kingdoms 
of Amalur: Reckoning (EA account required), or during the Omega DLC - in the 
Mines section, on a dead body just after exiting the elevator.

Geth Pulse Rifle
Description: Geth pulse rifles are comparable to a standard stock assault 
rifle, but finely balanced with low-recoil and incredibly high accuracy. The 
pulse rifle fires a rapid stream of light-weight slugs which are wrapped in a 
phasic envelope to increase their damage.
Acquired: During Priority: Geth Dreadnought - on top of a crate just before 
entering the Operations Center. Alternately, the weapon can also be purchased 
from the Elkoss Combine terminal in the Presidium Commons onboard the Citadel 
after the mission for 10,000 credits.

M-7 Lancer
Description: The M-7 Lancer is a rare collector's item that was introduced 
shortly after the First Contact War. The Lancer has been refurbished by an 
unknown master weaponsmith, and it now uses the higher velocity rounds of 
today's weaponry. It does not need heat sinks, instead utilizing weapon 
heat-generation from an earlier era. Few of these finely crafted weapons are 
in existence. 
Acquired: During the Citadel DLC - found in Citadel Archives: Escape, in an 
alcove in the vault you enter after first speaking with Glyph.

M-8 Avenger
Description: The Avenger is a common, versatile, military-grade assault rifle 
manufactured by the Elkoss Combine. It's accurate when fired in short bursts, 
and deadly when fired on full auto. The modular design and inexpensive 
components of the Avenger make it a favorite of military groups and mercenaries
alike. The rifle has a reputation for being tough, reliable, easy to use, and 
easy to upgrade.
Acquired: During Prologue: Earth - found on the ground near the radio. If it is
not picked up, Shepard will automatically acquire the rifle in the next 
cutscene.

M-15 Vindicator
Description: A battle rifle that fires in three-round bursts. Favored by 
assassins and elite mercenaries, and deadly at any range. Manufactured by 
Elanus Risk Control Services for the Blue Suns mercenary group, the Vindicator 
is popular in the Terminus Systems. 
Acquired: During Priority: Mars - in a weapon locker after exiting the tram. 
Alternately, the weapon can also be purchased from the Kassa Fabrication 
terminal in the Presidium Commons onboard the Citadel after the mission for 
4,000 credits.

M-37 Falcon
Description: This Alliance rifle launches 25mm mini-grenades. Lighter and more 
accurate than most grenade launchers, the Falcon burns through specialized 
ammunition as well as standard thermal clips. A field fabrication kit generates
this ammunition, leaving the clips as the rifle's only limitation.
Acquired: During Priority: Cerberus Headquarters - on the ground between the 
destroyed wall and a door after launching the fighter into the wall. 
Alternately, the weapon can also be purchased from the Citadel Requisitions 
terminal in the shuttle bay onboard the Normandy after the mission for 10,000 
credits.

M-55 Argus
Description: The Argus is a high-powered rifle favored by senior C-sec 
officers. An excellent close-range weapon, its bursts of fire ensure ammunition
conservation during lengthy conflicts. Other law-enforcement agencies across 
the galaxy are adopting the Argus as their standard rifle, as much for its 
intimidation factor as its suppression power. 
Acquired: Automatically as a bonus for pre-ordering Mass Effect 3, or in 
Despoina: Leviathan - in an shack on the abandoned ship.

M-76 Revenant
Description: The M-76 Revenant unleashes a storm of high-velocity slugs. It has
low accuracy but a high thermal clip capacity, and packs considerable 
firepower. 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 the Revenant.
Acquired: During Priority: The Citadel II - in the C-Sec locker room's 
bathroom, near the water sprinklers.

M-96 Mattock
Description: Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon
with an assault rifle's low heat production and a sniper rifle's punch. 
Marksmen favor its increased power over that of an assault rifle to bring down 
hardened targets. Its lack of a full-auto setting is advertised as a feature 
rather than a shortcoming as it curbs a soldier's tendency to spray inaccurate 
fire under stress.
Acquired: During Grissom Academy: Emergency Evacuation, on a couch near Seanne 
Bellarmine, or in the security room behind the biotic shield students if the 
Mass Effect 2: Overlord DLC was completed and David Archer lived. Alternately, 
the weapon can also be purchased from the Kassa Fabrication terminal in the 
Presidium Commons onboard the Citadel after the mission for 7,000 credits.

M-99 Saber
Description: A heavy-duty semi-automatic rifle favored by only the most elite 
marksman, the M-99 Saber is jokingly referred to as "The Big Iron" for its 
sheer stopping power. Each M-99 Saber is designed specifically for its owner, 
making it one of the Alliance's more expensive weapons.
Acquired: During Priority: Horizon - in a stasis pod that must be activated by 
a "Pod - manual override" switch further ahead in the room.

N7 Typhoon
Description: The Typhoon is a distinctive light machine gun featuring a face 
shield to protect the shooter from headshots. Its power and recoil are so 
notorious that it includes a high-tech kinetic reducer to fight muzzle climb. 
Since the reducer tries to limit all motion by the weapon, marksmen do not 
engage it while moving and instead reduce the recoil only while they are in 
cover.
Acquired: Automatically after downloading the Groundside Resistance Pack.

N7 Valkyrie
Description: After the carnage of the Battle of the Citadel, Alliance officers 
commissioned a new rifle for their ground forces. A variation of the popular 
Avenger design, the Valkyrie is now standard issue for new recruits. 
Exceptionally well-crafted, accurate, and packing ample firepower, the rifle is
a hot black-market item when it surfaces.
Acquired: Automatically after downloading the N7 Warfare Gear pre-order content
pack, or during the Omega DLC in the room where Shepard and Aria meet Nyreen. 
Alternately, the weapon can also be purchased from the Harrot's Emporium 
terminal in Aria's Bunker during the Omega DLC for 7,000 credits.

Particle Rifle
Description: After the Reapers obliterated the Prothean Empire's warships, the 
Prothean resistance was forced to develop weapons that did not rely on intact 
supply lines. The Prothean Particle Rifle is a stripped-down, powerful assault 
rifle modified to fire without thermal clips or specialized ammunition. 
Alliance scientists agree that it appears to share some principles with the 
Collectors' particle beam weapon, although this gun requires a temporary 
cool-down period if it overheats. An amalgam of two different eras of 
technology, the particle rifle is still a deadly, efficient weapon.
Acquired: Automatically after completing the From Ashes DLC mission Priority: 
Eden Prime.

Phaeston
Description: Named after a turian spirit of creation, the Phaeston was 
engineered to provide the best possible balance between accuracy and firepower 
in a machine gun. Each shot is tempered by kickback dampeners inside the 
shoulder stock, which lets the Phaeston pack more punch than other weapons its 
size without sacrificing precision. Its fully automatic fire and relatively 
light weight has turned the Phaeston into the turian infantry's primary go-to 
weapon.
Acquired: During Tuchanka: Turian Platoon - on the body of a dead turian after 
fighting the first Harvester, or during the Omega DLC in the room where Shepard
and Aria meet Nyreen. Alternately, the weapon can also be purchased from the 
Cipritine Armory terminal in the Presidium Commons onboard the Citadel after 
the mission for 7,000 credits.

Striker Assault Rifle
Description: The Striker is a fully-automatic weapon that functions more as a 
grenade launcher than a rifle, firing high-impact slugs that detonate on 
contact. The weapon increases its rate of fire the longer the trigger is held, 
which is devastating if the weapon can be kept on-target. In an attempt to 
market the Striker outside of the Krogan DMZ, the gun was designed to be fired 
by non-krogan, but its recoil tends to off-balance smaller species. Enthusiasts
point out that the target on the receiving end of a Striker has far worse 
things to worry about than it's shooter's balance.
Acquired: Automatically after downloading the Groundside Resistance Pack DLC.


ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

3.2) Pistols (MEC302)

Acolyte
Description: Designed for asari resistance, the Acolyte's barrels fire advanced
ammunition similar to that of an impact-triggered resonant warp bomb, which has
a devastating effect on shields and biotic barriers. The specialized nature of 
the warp field means it does not pierce armor as effectively, but the shooter's
biotics are expected to make up for this shortcoming.
Acquired: Automatically after downloading the Groundside Resistance Pack DLC.

Arc Pistol
Description: An innovation of Admiral Daro'Xen, the Arc Pistol is a scaled-down
Arc Projector that only requires thermal clips, to solve its power problems. 
The Arc Pistol uses a nonvisible laser to ionize the air and create a path for 
a high-ampere electric shock. For a more damaging blast, it can be charged up.
Acquired: During Priority: Geth Dreadnought - it is set down by Tali or Admiral
Xen near the start of the mission for Shepard to take. Alternately, the weapon 
can also be purchased from the Elkoss Combine terminal in the Presidium Commons
onboard the Citadel after the mission for 10,000 credits.

Executioner Pistol
Description: Invented by Blood Pack weapons experts, the first Executioner was 
improvised using spare parts and scrap metal during an Omega territory dispute.
The result was a hand-held cannon able to fire high-impact armor-piercing 
slugs, although only one at a time due to its limited heatsink. Many Blood Pack
mercs carry an Executioner as backup in case they get pinned down, but some 
enthusiasts prefer it as their primary gun, sticking to the one-shot-one-kill 
approach.
Acquired: Automatically after downloading the Groundside Resistance Pack DLC.

M-3 Predator
Description: A reliable, accurate sidearm. 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, it's still very 
popular in the Terminus Systems.
Acquired: Given to Shepard by Anderson automatically in Prologue: Earth.

M-5 Phalanx
Description: The M-5 Phalanx is the product of the Alliance's Offensive Handgun
Project, a close-in weapon to be used with no loss of stopping power in 
comparison with a soldier's assault rifle. The Phalanx enjoys a ballistics 
advantage over most heavy pistols. Civilian variants are often purchased by 
colonists on planets that have particularly dangerous big-game animals. 
Acquired: During Priority: Tuchanka - near the top of the stairs just before 
the Maw Hammer section. Alternately, the weapon can also be purchased from 
Kassa Fabrication in the Presidium Commons onboard the Citadel after the 
mission for 7,000 credits.

M-6 Carnifex
Description: A highly accurate and lethal pistol. 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?"
Acquired: During Arrae: Ex-Cerberus Scientists, in the tunnel just after 
leaving the scientists for the first time. Alternately, the weapon can also be 
purchased from Kassa Fabrication in the Presidium Commons onboard the Citadel 
after the mission for 10,000 credits.

M-11 Suppressor
Description: The M-11 Suppressor is the product of the Alliance's Offensive 
Handgun Project that developed an infiltration weapon to be used in 
close-quarters situations where silence is key. The Suppressor features a 
built-in integral sound moderator that reduces noise and muzzle flash. Civilian
variants on the weapon are considered illegal but can be found in some sectors.
Acquired: During the Citadel DLC - given automatically at the beginning of 
Citadel Wards: Ambush.

M-77 Paladin
Description: The Paladin is a reliable, durable weapon developed by law 
enforcement looking for a high-powered but easily concealed sidearm for 
undercover agents. Surprisingly small for its hitting power, the Paladin is a 
variant on the Carnifex pistol. While it has a smaller clip than the Carnifex, 
its shots are unquestionably more powerful. 
Acquired: From the Spectre Requisitions terminal in the Citadel Embassies 
onboard the Citadel for 200,000 credits.

M-358 Talon
Description: The Talon is a close-range pistol favored by Cerberus Guardians. 
Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored 
targets. Its waste heat is sufficiently excessive that it carries six separate 
ammunition blocks, rotating like a twentieth-century revolver to prevent shaver
jam or misfire due to premature melting of the shot. 
Acquired: During Priority: The Citadel II inside a locked room, which must be 
opened by a control panel in a nearby room with a malfunctioning door.

N7 Eagle
Description: When the Alliance's Offensive Handgun Project received funding to 
update one of its designs, its engineers chose to redesign the already 
impressive Phalanx pistol. Like its predecessor, the Eagle is a compact, fully 
automatic pistol that delivers unprecedented accuracy and punch with a rapid 
firing rate. The Eagle is named after the Desert Eagle, a classic handgun which
gained a romantic reputation among gun collectors, thanks to its popularity in 
20th- and 21st-century Earth action movies.
Acquired: Automatically as part of the Mass Effect 3: N7 Collector's Edition.

Scorpion
Description: Originally issued to the salarian STG to allow small units to 
contain much larger enemy forces, the Scorpion pistol now sees service 
galaxy-wide. It fires low-velocity, squash-head projectiles with a dual use. 
The high-explosive filler within the projectiles contains an adhesive that 
secures the projectile to the target on impact. When fired into a surface, it 
turns into a proximity mine.
Acquired: During Priority: Sur'Kesh, in a corner near a power switch. 
Alternately, the weapon can also be purchased from Aegohr Munitions in the 
Presidium Commons onboard the Citadel after the mission for 7,000 credits.


ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

3.3) Shotguns (MEC303)

AT-12 Raider
Description: Carried by the batarian military's notorious Special Intervention 
Unit, the Raider is a semi-automatic shotgun that loads slowly but fires 
rapidly, with tremendous force. Short-range even for a shotgun, the Raider has 
a large pellet spread. Rather than eliminating recoil, its integral 
compensators instead make it predictable and vertical.
Acquired: Automatically as a bonus for pre-ordering Mass Effect 3 via EA's 
Origin service, or in Namakii: Leviathan - on a corpse near the first group of 
enemies.

Disciple
Description: Originally handcrafted for the exclusive use of justicars, the 
Disciple Shotgun's schematics were finally released to asari commandos after 
centuries of negotiation. The Disciple uses shells packed with microscale 
submunitions to deal staggering amounts of damage. Even shielded enemies are 
stunned by the force of a blast from this weapon.
Acquired: During Kallini: Ardat-Yakshi Monastery - in a small room just after 
speaking with Falere for the first time. Alternately, the weapon can also be 
purchased from Nos Astra Sporting Goods in the Presidium Commons onboard the 
Citadel after the mission for 7,000 credits.

Geth Plasma Shotgun
Description: This three-barreled geth weapon fires miniature but potent cluster
rounds of superconducting projectiles and has a longer range than standard 
shotguns. A two-stage trigger system allows for either quick-fire capacitors or
a charge-and-release attack to electrify the projectiles as they exit the 
weapon. As the rounds hit the target, they fragment and electricity arcs 
between the pieces, flash-converting the air to conductive plasma. The 
resulting impact, heat, and electrical charge overloads shields and barriers 
and causes massive trauma to unarmored targets.
Acquired: During Priority: Rannoch - located near the beginning of the mission 
on a crate on an inaccessible platform where enemies spawn. Alternately, the 
weapon can also be purchased from the Elkoss Combine terminal in the Presidium 
Commons onboard the Citadel after the mission for 10,000 credits.

Graal Spike Thrower
Description: The Graal is one of a long line of krogan weapons used to hunt 
thresher maws. Its ammunition consists of oversized flechettes meant to pierce 
thresher hide and create deep wound channels leading to massive blood loss. For
additional firepower, the weapon is double-barreled, and, as a last resort, 
possesses blades to cause internal injuries if the wielder is swallowed by the 
thresher. Using a Graal on a humanoid target has predictably grisly effects. 
Its shots can be charged for more damage.
Acquired: During Priority: Tuchanka - beside the safety rail after the Krogan 
convoy stops at the damaged section of road. Alternately, the weapon can also 
be purchased from the Cipirtine Armory terminal in the Presidium Commons 
onboard the Citadel after the mission for 7,000 credits.

M-11 Wraith
Description: The Wraith is favored among mercenaries, pirates, and slavers in 
the Terminus systems. Its high-impact damage and sturdy construction make it a 
popular "quick-draw" shotgun. A variant of the M-22 Eviscerator, demand for the 
Wraith is higher than ever, even though the weapon is banned in Citadel space. 
In order to lighten its weight, the Wraith holds fewer shots than the 
Eviscerator.
Acquired: From the Spectre Requisitions terminal in the Citadel Embassies 
onboard the Citadel for 250,000 credits.

M-22 Eviscerator
Description: The Lieberschaft 2180 shotgun, or "Eviscerator," is of human 
civilian design and has a unique ammunition generator. Where most modern 
firearms shave off chips or pellets from an ammunition block, the M-22 shaves 
off serrated metal edges designed to fly aerodynamically. This dramatically 
improves its armor-piercing capabilities, and its tight grouping ensures 
lethality at longer ranges than standard shotguns. This design violates several
 intergalactic weapons treaties, so the M-22 is not distributed to militaries. 
Acquired: During Grissom Academy: Emergency Evacuation - behind the barricade 
after passing through the classroom, or in the security room unlocked by David 
Archer if the Mass Effect 2: Overlord DLC was completed. Alternately, the 
weapon can also be purchased from the Batarian State Arms terminal in the Docks
Area onboard the Citadel after the mission for 7,000 credits.

M-23 Katana
Description: Manufactured by Ariake Technologies, the Katana is a common 
mercenary weapon, and is also popular on colonies with Varren infestations. 
It's deadly at short range, but ineffective at long range.
Acquired: Automatically at the beginning of Priority: Mars if the player is a 
Sentinel, Soldier or Vanguard. Otherwise, the weapon can be found on a dead 
soldier after leaving the Archives' sterilization room.

M-27 Scimitar
Description: 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 is rapidly
becoming popular with Blood Pack Trooper mercs as well.
Acquired: During Priority: Palaven - on the ground near the exit to the comm 
tower from the turian base camp. Alternately, the weapon can also be purchased 
from Kassa Fabrication in the Presidium Commons onboard the Citadel after the 
mission for 4,000 credits.

M-300 Claymore
Description: The Claymore used to be a hard-hitting but poor-selling shotgun 
due to kickback problems snapping the arms of anyone but krogan firing the 
weapon. After a rehaul of its kinetic dampening system, the Claymore is being 
rolled out again. As a way to lure back customers, the gun's manufacturer has 
lowered the shotgun's selling price without skimping on its stopping-power.
Acquired: During Attican Traverse: Krogan Team - inside the first building. 
Alternately, the weapon can also be purchased from Cipritine Armory in the 
Presidium Commons onboard the Citadel after the mission for 7,000 credits.

N7 Crusader
Description: Bruised and bloody Alliance marines on Torfan attributed their 
survival against waves of batarian mercenaries to the precision and stopping 
power of the Crusader. With a design patterned on riot shotguns, this weapon 
has a moderate rate of fire that rewards careful aiming. Since this accuracy 
provides little room for error, the Crusader is primarily used by highly 
trained soldiers.
Acquired: Automatically as part of the Mass Effect 3: N7 Collector's Edition.

N7 Pirahna
Description: The N7 Piranha is an assault shotgun designed for the Reaper war. 
When the N7 program began training alien resistance forces, the lighter-bodied 
species wanted a low-recoil weapon with a wide pellet spread for dealing with 
hordes of husks. The result was the Piranha, which hit a sweet spot in 
close-range firepower. Its rapid-fire capability tears apart not only husks but
most opponents unlucky enough to be in its way.
Acquired: Automatically after downloading the Groundside Resistance Pack DLC.

Reegar Carbine
Description: This electrical weapon improves upon the arc pistol's design by 
generating a sustained current on its target. This weapon is named for the 
quarian Reegar family, whose marines have served valiantly against the geth.
Acquired: Automatically after downloading the Firefight Pack DLC.
Venom Shotgun
Description: The Venom shotgun was developed by the salarian Special Tasks 
Group to meet the unpredictable needs of those stationed in hostile areas. The 
double barrel fires ammunition that detonates on impact, while a third barrel 
below can be charged to fire a round of microgrenades. Given the nature of most
STG assignments, the Venom was designed to force an exit strategy and was 
issued to teams whose primary objective was to extract compromised undercover 
operatives. The shotgun is now issued to frontline soldiers in the war against 
the Reapers.
Acquired: Automatically after downloading the Groundside Resistance Pack DLC.


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3.4) Sniper Rifles (MEC304)

Black Widow
Description: The Alliance wanted to reduce the reload time of the original 
Widow rifle, without sacrificing its stopping power. The solution was to 
increase the number of shots the gun could fire before it needed a fresh 
thermal clip. Heavy for a sniper rifle, the Black Widow's firepower more than 
compensates for its encumbrance.
Acquired: From the Spectre Requisitions terminal in the Citadel Embassies 
onboard the Citadel for 250,000 credits.

Javelin
Description: Called the Javelin by Alliance marines, this geth weapon holds a 
reservoir of ferrofluid, magnetically drawn into the firing chamber and 
expelled at lethal speeds. Like a high-pressure water-jet, the ferrofluid cuts 
through nearly anything it hits with so much heat that it resembles a beam of 
light, causing terrible wounds.
Acquired: During Rannoch: Admiral Koris - near an escape pod while traveling on
the path to the tower. Alternately, the weapon can also be purchased from the 
Elkoss Combine terminal in the Presidium Commons onboard the Citadel after the 
mission for 10,000 credits.

Kishock Harpoon Gun
Description: An Alliance captain on her fifth tour of the Terminus Systems once
said that seeing a Kishock was the easiest way to tell if she was being 
attacked by batarian mercenaries or slavers, since "no bastard with a Kishock 
means to take you alive." This powerful sniper rifle fires a harpoon-like spike
that causes massive internal bleeding, and its miniaturized disruptors will 
also destroy synthetics. The rifle’s biggest drawback is that it must be 
reloaded after every shot, but for those with steady aim and good timing, one 
shot is enough.
Acquired: Automatically after downloading the Groundside Resistance Pack DLC.

Krysae Sniper Rifle
Description: This turian antimaterial rifle is modified to kill Reaper enemies.
The Krysae's scope uses a rangefinder that adjusts to keep the target in proper
proportion to the shooter, which comes in useful when the sniper is forced into
close range. Its specialized ammunition is both armor-piercing and explosive. 
In a desperate move, the turians released its specifications over the extranet 
so that nearly anyone with a fabricator could manufacture this weapon to help 
the war effort.
Acquired: Automatically after downloading the Firefight Pack DLC.

M-13 Raptor
Description: The Raptor is a human version of a turian weapon developed for 
conflict on the low-gravity world Amar. Fighting at longer ranges than 
expected, the turians optimized a low-recoil, semi-automatic rifle with a 
scope, and issued it to their regular infantry, creating a hybrid weapon that 
was half-assault rifle and half-sniper weapon. Cerberus assigns the Raptor to 
Nemesis snipers.
Acquired: During Priority: Sur'Kesh - laying on a bench just before the last 
checkpoint. Alternately, the weapon can also be purchased from the Batarian 
State Arms terminal in the Docks Area onboard the Citadel after the mission for
7,000 credits.

M-29 Incisor
Description: The Incisor is a sniper rifle designed to overload active 
defenses. Firing three rounds with each pull of the trigger, the Incisor was 
initially advertised as having negligible recoil, although under real combat 
conditions the second and third rounds frequently climb in difficulty. The 
noise of the burst is comparable to a single rifle shot in duration, making it 
no easier to locate the sniper by sound.
Acquired: During Tuchanka: Bomb - to the left of the first ramp. Alternately, 
the weapon can also be purchased from the Kassa Fabrication terminal in the 
Presidium Commons onboard the Citadel after the mission for 7,000 credits.

M-90 Indra
Description: The Indra's low-powered scope leaves it most effective at medium 
range, but many soldiers believe this limitation is offset by the gun's rapid 
rate of fire. The Indra is the first military-grade, fully automatic sniper 
rifle. It has an extremely efficient heat-sink system that allows a 
surprisingly large number of shots to be fired before the weapon ejects its 
thermal clip.
Acquired: By redeeming a promotional code from Alienware Systems, or 
automatically after downloading the Firefight Pack DLC.

M-92 Mantis
Description: The Mantis is a powerful sniper rifle which is able to take out 
most targets in a single shot. It's incredibly accurate at long range, but rate
of fire is slow. Manufactured by Devlon Industries, the Mantis is primarily 
used by police and planetary militia groups.
Acquired: Automatically at the beginning of Priority: Mars if the player is an 
Infiltrator, or otherwise near the body of a dead soldier after dropping off 
the first ledge.

M-97 Viper
Description: The Viper is a semi-automatic, rapid-fire sniper rifle 
manufactured by Rosenkov Materials. Rosenkov developed a patented 
automated-release system that assists with thermal-clip ejection, shortening 
the Viper's reload time. This rifle is popular with military snipers, who 
appreciate a long-range gun that can snap off multiple shots in the blink of an
eye.
Acquired: During Priority: Palaven - on a crate in the center of the Turian 
base. Alternately, the weapon can also be purchased from the Kassa Fabrication 
terminal in the Presidium Commons onboard the Citadel after the mission for 
4,000 credits.

M-98 Widow
Description: Several research firms spent a considerable fortune trying to 
redesign the Widow sniper rifle. Their goal was to retain the geth weapon's 
considerable firepower while reducing its recoil, so that the gun could be 
fired without breaking a nonsynthetic's arm. After much trial and error, one 
company finally produced a usable model rolled out to the galactic market.
Acquired: During Priority: Thessia - beside the Asari sniper who talks to 
Shepard.

N7 Valiant
Description: The Valiant is a sniper rifle tested by Alliance soldiers during a
series of harsh survival exercises on the planet Kruljaven. This streamlined 
weapon employs a sophisticated fire-control system that improves accuracy by 
stabilizing the barrel during targeting. Although this comes at the cost of 
reduced capacity and rate of fire, most soldiers find the increase in precision
and quick reloading time a worthy tradeoff.
Acquired: Automatically as part of the Mass Effect 3: N7 Collector's Edition.


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3.5) Submachine Guns (MEC305)

Blood Pack Punisher
Description: The Punisher features a secondary barrel that fires one 
armor-piercing round per main-barrel burst. It was developed by Blood Pack 
gunsmiths who found that their vorcha recruits frequently forgot to optimize 
ammo loads in the heat of combat. This configuration makes the process 
automatic and highly effective at penetrating armor.
Acquired: Automatically after downloading the Firefight Pack.

Geth Plasma SMG
Description: This geth weapon works on the same principles as the Spitfire: it 
shoots superconducting toroids that break apart on impact, retaining an 
electrical charge that flash-converts the shrapnel into plasma. Unlike the 
Spitfire, however, the plasma SMG has been modified to take thermal clips. 
Holding down the trigger speeds up its rate of fire, rapidly depleting the 
gun’s heat sink in exchange for nearly continuous fire.
Acquired: Automatically after downloading the Firefight Pack.

M-4 Shuriken
Description: As kinetic barriers have grown in popularity, so has the 
popularity of submachine guns. Manufactured by the Elkoss Combine, the Shuriken
Machine Pistol fires six-round bursts with a high rate of fire. 
Acquired: Automatically at the beginning of Priority: Mars if the player is an 
Adept or Engineer, or otherwise near the body of a dead soldier in the security
station.

M-9 Tempest
Description: Produced by Elanus Risk Control Services for the Eclipse mercenary
band, the Tempest is an expensive but deadly addition to anyone's personal 
arsenal. This fully automatic submachine gun is punishing up close, but becomes
less accurate at long range.
Acquired: During Tuchanka: Turian Platoon, beside the first group of dead 
soldiers. Alternately, the weapon can also be purchased from the Kassa 
Fabrication terminal in the Presidium Commons onboard the Citadel after the 
mission for 7,000 credits.

M-12 Locust
Description: The Kassa Fabrications Model 12 Locust is a compact submachine gun
developed for the Alliance but now favored by gang enforcers and hit men. 
Featuring a complex recoil-reducing mechanism and high-grade auto-targeting 
software, the Locust delivers longer range, more accurate fire than others in 
its class.
Acquired: During Priority: Horizon - on a table next to a terminal showing the 
conversation between Henry Lawson and The Illusive Man. Alternately, the weapon
can also be purchased from the Kassa Fabrication terminal in the Presidium 
Commons onboard the Citadel after the mission for 7,000 credits.

M-25 Hornet
Description: The M-25 Hornet is a long-range submachine gun created by 
Cerberus. It is standard issue for Cerberus troops, who are trained to handle 
the recoil from the gun's three-round bursts. Cerberus designed the Hornet to 
conserve ammunition and provide cover-fire during prolonged conflicts.
Acquired: During Priority: The Citadel II - on the body of a C-Sec soldier near
the elevator's exit. Alternately, the weapon can also be purchased from the 
Batarian State Arms terminal in the Docks Area onboard the Citadel after the 
mission for 7,000 credits.

N7 Hurricane
Description: While some militaries pass on the Hurricane because of its lower 
accuracy, the Alliance feels the gun's rapid firing rate offers excellent 
suppressive fire. A disciplined marksman can use the fully automatic submachine
gun to chew through targets with alarming speed. Alliance officers were so 
pleased with field results that the Hurricane is now many squadrons' 
standard-issue SMG.
Acquired: Automatically as part of the Mass Effect 3: N7 Collector's Edition.


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3.6) Heavy Weapons (MEC306)
Unlike its predecessor, heavy weapons in Mass Effect 3 have a different purpose
and finite lifespan. Most heavy weapons, unless indicated otherwise, can only 
be used during specific missions or setpieces, and cannot be permanently added 
to the player's armory. Interestingly, it is possible to modify the game code 
to allow access to several heavy weapons that were cut from the main game, but 
they must be accessed through keybindings.

Geth Combat Software
Description: During Shepard's experience inside the geth consensus, Legion/Geth
VI provides "combat software" capable of removing the Reaper code. The software
is represented as a handheld energy weapon, so as to make it more "familiar" 
and easy to use for Shepard. The ammunition replenishes while the weapon is not
in use.
Acquired: Automatically during the Rannoch: Geth Fighter Squadrons mission.

Geth Spitfire
Description: Like the geth plasma shotgun, the Spitfire is not a true energy 
weapon. Instead, the minigun magnetically flings clusters of superconducting 
toroids. These donut-shaped projectiles are designed to shatter upon impact, 
arcing electricity between the fragments and flash-converting them to plasma. 
The gun's punishing, automatic blasts impact with the heat of a cutting torch. 
The weapon's stopping power has garnered the attention of both Alliance and 
Quarian intelligence, who theorize that the Spitfire may have been designed to 
destroy other geth. Enough Spitfires have been found in the field to suggest 
that the weapon is out of the prototyping stage, and that a schism among 
synthetics may have forced them into production.
Acquired: During Rannoch: Admiral Koris, Priority: Rannoch and the Citadel DLC.

M-451 Firestorm
Description: Short-ranged, the Firestorm suppresses the regenerative 
capabilites of vorcha and krogan. Effective against armor, shields, and biotic 
barriers.
Acquired: During Attican Traverse: Krogan Team.

M-560 Hydra
Description: Before the introduction of the M-560 Hydra, missile launchers 
either focused on bringing down a single armored target or simultaneously 
neutralizing multiple unarmored opponents. With the Hydra, a soldier no longer 
needs to choose between the two. The Hydra releases a barrage of miniature 
missiles, each guided by an independent homing system that seeks out exposed 
enemies. On impact, three shaped charges per missile explode in sequence. The 
first overloads the target's kinetic barriers before the second destroys its 
armor, clearing a path for the third warhead to detonate inside the target.
Acquired: During Tuchanka: Bomb, Priority: Thessia, the Omega DLC, Depoina: 
Leviathan and Priority: Earth.

M-597 Ladon
Description: Marrying a Hydra missile launcher to a target identification 
system based on Reaper code, the M-597 Ladon is a significant leap forward in 
smart heavy weapons.
Acquired: In the Mass Effect 3: Wii U Special Edition, during Grissom Academy: 
Emergency Evacuation - in the Orion Hall.

M-920 Cain
Description: The M-920 Cain is a portable particle accelerator surrounding an 
array of dust-form element zero chambers. By subjecting its eezo chambers to 
extreme positive and negative currents fueled by antimatter reactions, the 
weapon projects mass effect fields that shear away at the target. The fields 
warp ambient materials with such explosive force that the impact produces a 
mushroom cloud. This has led Alliance marines to call the Cain a "nuke gun," 
though its detonations do not in fact produce fallout. The M-920 uses graphite 
rods as neutron moderators, but they require frequent replacement to sustain 
power. Fortunately, the omni-tool can refabricate most heavy weapon ammunition 
into graphite rods. The amount of charge-up time is understandable as the 
weapon is a juggernaut capable of unstoppable destructive power.
Acquired: During Priority: Earth - the Cain must be used to destroy the Hades 
Cannon.

Reaper Blackstar
Description: The Reaper weapon nicknamed "Blackstar" is so advanced that 
Alliance scientists can only offer speculation about how it works. The gun 
appears to exploit an element zero core and mass effect fields to fire 
gravitational singularities - micro black holes - that revert to their natural 
lethality when they impact a solid object. Researchers theorize that the blast 
tears apart the strong nuclear forces that hold the target's atoms together, 
resulting in a localized fusion reaction in light atoms and a fission reaction 
in heavy atoms. If that hypothesis is correct, the weapon alters nuclei, thus 
changing the chemical composition of the target. It destroys organic tissue, 
corrodes surviving armor, and leaves a visible trail of light-emitting 
particles. Although some might argue that the Blackstar's single-launch 
capability makes it a liability, its capacity for utter destruction is 
essential when the user requires large-scale, instantaneous damage.
Acquired: In Priority: Palaven, Tuchanka: Turian Platoon and Mahavid: 
Leviathan.

Sync Laser
Description: The weapon was designed by Admiral Daro'Xen vas Moreh using 
reverse-engineered geth technology. It is connected with the Normandy SR-2's 
weapon systems, and allows for laser-painting a target with pin-point accuracy,
for a precision bombing run once the target has been locked. EDI mentions, 
however, that the weapon should only be used when necessary, as the geth will 
quickly adapt their defenses to jam its signal.
Acquired: During Priority: Rannoch - this weapon is given to Shepard 
automatically at the beginning of the mission.

===============================================================================
4) Weapon Mods (MEC400)
===============================================================================

Throughout the game and its respective DLC's, Shepard can pick up weapon 
modification items that increase various aspects of the different weapon 
classes in the game. Weapon mods can influence a gun's damage, piercing power, 
stability and accuracy, among other aspects, and they can be discovered in all 
missions throughout the game (except Prologue: Earth and Priority: Earth) or 
bought via the various terminals throughout the Citadel.


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4.1) Assault Rifle Mods (MEC401)

Assault Rifle Extended Barrel
Description: Lengthens barrel, creating greater bullet velocity and impact.
Effect: Increases damage by 15%/17.5%/20%/22.5%/25%.

Assault Rifle High-Velocity Barrel
Description: Superior kinetic coils increase shot penetration. Requires the 
Omega DLC. Cannot be equipped with Extended Barrel.
Effect: Increases piercing thickness by 0.75m/0.90m/1.05m/1.20m/1.35m, piercing
damage by 40%/45%/50%/55%/60% and ignores 50%/60%/70%/80%/90% of defenses.

Assault Rifle Magazine Upgrade
Description: Increases magazine capacity, allowing more shots before reload.
Effect: Increases magazine capacity by 40%/50%/60%/70%/80%.

Assault Rifle Omni-Blade
Description: Attach an omni-blade to the weapon for increased melee damage. 
Requires the Leviathan DLC.
Effect: Increases melee damage by 15%/17.5%/20%/22.5%/25%.

Assault Rifle Piercing Mod
Description: Capacitor boosts kinetic coil generators, increasing shot 
penetration.
Effect: Increases piercing thickness by 0.50m/0.65m/0.80m/0.95m/1.10m, piercing
damage by 40%/45%/50%/55%/60% and ignores 25%/35%/45%/55%/65% of defenses.

Assault Rifle Precision Scope
Description: Simple 4x optical scope to enhance stability while zoomed. 
Increases accuracy while moving and taking damage. Cannot be equipped with 
Thermal Scope.
Effect: Increases accuracy by 15%/20%/25%/30%/35%.

Assault Rifle Stability Damper
Description: Distributes recoil with sliding system of counterweights 
compatible with kinetic coil generators. Reduces weapon kickback.
Effect: Increases weapon stability by 30%/40%/50%/60%/70%.

Assault Rifle Thermal Scope
Description: 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. Cannot be equipped with 
Precision Scope. Requires the Citadel DLC.
Effect: Increases accuracy by 15%/20%/25%/30%/35%.

Assault Rifle Ultralight Materials
Description: Superior lightweight alloys replace weapon parts, making weapon 
less obtrusive and easier to handle. Requires the Citadel DLC.
Effect: Decreases weight by 8%/10%/12%/14%/15%.


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4.2) Pistol Mods (MEC402)

Pistol Cranial Trauma System
Description: Increase headshot lethality by balancing barrel calibration so 
that ammunition pierces bone and explodes in soft tissue. Requires the 
Leviathan DLC.
Effect: Increases headshot damage by 20%/25%/30%/35%/40%.

Pistol Heavy Barrel
Description: A pistol barrel that produces and withstands extreme kinetic and 
thermal energy. Requires the Omega DLC.
Increases damage by 20%/25%/30%/35%/40%.

Pistol High Caliber Barrel
Description: Allows wider projectiles, causing more trauma on impact. Ballistic
ally optimized to maintain penetrative power.
Effect: Increases damage by 15%/17.5%/20%/22.5%/25%.

Pistol Magazine Upgrade
Description: Increases magazine capacity, allowing more shots before reload.
Effect: Increases magazine capacity by 40%/50%/60%/70%/80%.

Pistol Melee Stunner
Description: Small attachment to muzzle, causing massive damage to meleed 
targets.
Effect: Increases melee Damage by 15%/17.5%/20%/22.5%/25%.

Pistol Piercing Mod
Description: Capacitor boosts kinetic coil generators, increasing shot 
penetration.
Effect: Increases piercing thickness by 0.50m/0.65m/0.80m/0.95m/1.10m, piercing
damage by 40%/45%/50%/55%/60% and ignores 25%/35%/45%/55%/65% of defenses.

Pistol Power Magnifier
Description: Generator designed to enhance the effectiveness of tech or biotic 
attacks. Places a visible generator atop the weapon. Requires the Citadel DLC.
Effect: Increases power damage by 10%/15%/20%/25%/30%.

Pistol Scope
Description: Simple 2x optical scope enhances stability while zoomed. Increases
accuracy while moving and taking damage.
Effect: Increases accuracy by 15%/20%/25%/30%/35%.

Pistol Ultralight Materials
Description: Superior lightweight alloys replace weapon parts, making the 
weapon less obtrusive and easier to handle. Requires the Leviathan DLC.
Effect: Decreases weight by 30%/35%/40%/45%/50%.


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4.3) Shotgun Mods (MEC403)

Shotgun Blade Attachment
Description: Tungsten-carbide bayonet with recessed edge for increased melee 
damage.
Effect: Increases melee damage by 15%/17.5%/20%/22.5%/25%.

Shotgun High Caliber Barrel
Description: Allows wider projectiles, causing more trauma on impact. 
Ballistically optimized to retain penetrative power.
Effect: Increases damage by 15%/17.5%/20%/22.5%/25%.

Shotgun Omni-Blade
Description: Attach an omni-blade to the weapon for increased melee damage. 
Requires the Omega DLC.
Effect: Increases melee damage by 30%/35%/40%/45%/50%.

Shotgun Shredder Mod
Description: Capacitor boosts kinetic coil generators, increasing shot 
penetration.
Effect: Increases piercing thickness by 0.25m/0.35m/0.45m/0.55m/0.65m, piercing
damage by 40%/45%/50%/55%/60% and ignores 25%/35%/45%/55%/65% of defenses.

Shotgun Smart Choke
Description: Servo motors hooked up to adjustable system tighten or loosen 
pellet spread for maximum accuracy.
Effect: Increases accuracy by 30%/35%/40%/45%/50%.

Shotgun Spare Thermal Clip
Description: Adds sockets to raise thermal clip capacity, increasing number of 
spare shots.
Effect: Increases spare shot capacity by 50%/60%/70%/80%/90%.

Shotgun High-Velocity Barrel
Description: Superior kinetic coils increase shot penetration. Requires the 
Omega DLC.
Effect: Increases piercing thickness by 0.25m/0.35m/0.45m/0.55m/0.65m, piercing
damage by 40%/45%/50%/55%/60%, damage by 15%/17.5%/20%/22.5%/25% and ignores 
25%/35%/45%/55%/65% of defenses.

Shotgun Ultralight Materials
Description: Superior lightweight alloys replace weapon parts, making weapon 
less obtrusive and easier to handle. Requires the Citadel DLC.
Effect: Decreases weight by 8%/10%/12%/14%/15%.


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4.4) Sniper Rifle Mods (MEC404)

Sniper Rifle Concentration Mod
Description: Biometric sensors and auto-targeting software adjust to the user's
pulse and breath rate, assisting aim.
Effect: Increases time dilation by 25%/27.5%/30%/32.5%/35%, damage during 
dilation by 5%/7.5%/10%/12.5%/15% and time dilation duration by
1.50s/1.75s/2.00s/2.25s/2.50s.

Sniper Rifle Enhanced Scope
Description: Stability-enhancing scope increases accuracy while moving and 
taking damage. Highlights targets through smoke. Cannot be equipped with 
Thermal Scope.
Effect: Increases accuracy by 15%/20%/25%/30%/35%.

Sniper Rifle Extended Barrel
Description: Lengthens barrel, creating greater bullet velocity and impact. 
Cannot be equipped with High-Velocity Barrel.
Effect: Increases damage by 15%/17.5%/20%/22.5%/25%.

Sniper Rifle High-Velocity Barrel
Description: Superior kinetic coils increase shot penetration. Increases weapon
weight by 50% points. Places a visible barrel extension on the weapon. Cannot 
be equipped with Extended Barrel. Requires the Citadel DLC.
Effect: Increases piercing thickness by 0.75m/0.90m/1.05m/1.20m/1.35m, damage 
by 15%/17.5%/20%/22.5%/25% and ignores 25%/35%/45%/55%/65% of defenses.

Sniper Rifle Piercing Mod
Description: Capacitor boosts kinetic coil generators, increasing shot 
penetration.
Effect: Increases piercing thickness by 0.75m/0.90m/1.05m/1.20m/1.35m, piercing
damage by 50%/55%/60%/65%/70% and ignores 25%/35%/45%/55%/65% of defenses.

Sniper Rifle Spare Thermal Clip
Description: Adds sockets to increase thermal clip capacity, increasing number 
of spare shots.
Effect: Increases spare shot capacity by 50%/60%/70%/80%/90%.

Sniper Rifle Thermal Scope
Description: Reveal enemies through walls and smoke with a 4x optical scope and
enhance stability and accuracy while zoomed. Requires the Omega DLC. Cannot be 
equipped with Enhanced Scope.
Effect: Increases accuracy by 15%/20%/25%/30%/35%.

Sniper Rifle Ultralight Materials
Description: Superior lightweight alloys replace weapon parts, making weapon 
less obtrusive and easier to handle. Requires the Citadel DLC.
Effect: Decreases weight by 8%/10%/12%/14%/15%.


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4.5) Submachine Gun Mods (MEC405)

SMG Heat Sink
Description: Increases heat conductivity of thermal clip receiver. Negates heat
generated by some shots.
Effect: Chance of heat negation by 25%/30%/35%/40%/45%.

SMG High Caliber Barrel
Description: Allows wider projectiles, causing more trauma on impact. 
Ballistically optimized to retain penetrative power. Cannot be equipped with 
High-Velocity Barrel.
Increases damage by 15%/17.5%/20%/22.5%/25%.

SMG High-Velocity Barrel
Description: Superior kinetic coils increase shot penetration. Requires the 
Leviathan DLC. Cannot be equipped with High Caliber Barrel.
Effect: Increases piercing thickness by 0.25m/0.35m/0.45m/0.55m/0.65m, piercing
damage by 40%/45%/50%/55%/60% and ignores 50%/60%/70%/80%/90% of defenses.

SMG Magazine Upgrade
Description: Increases magazine capacity, allowing more shots before reload.
Effect: Increases magazine capacity by 40%/50%/60%/70%/80%.

SMG Power Magnifier
Description: Generator designed to enhance the effectiveness of tech or biotic 
attacks. Places a visible generator atop the weapon. Requires the Citadel DLC.
Effect: Increases power damage by 10%/15%/20%/25%/30%.

SMG Recoil System
Description: Increase weapon mass for a split second per shot by using expert 
timing-VI to reduce weapon kick and improve aim. Requires the Leviathan DLC. 
Cannot be equipped with Ultralight Materials. 
Effect: Increases weapon stability by 30%/40%/50%/60%/70%.

SMG Scope
Description: Simple 2x optical scope enchances stability while zoomed. 
Increases accuracy while moving and taking damage.
Effect: Increases accuracy by 15%/20%/25%/30%/35%.

SMG Ultralight Materials
Description: Superior lightweight alloys replace weapon parts, making the 
weapon less obtrusive and easier to handle. Cannot be equipped with SMG Recoil 
System.
Effect: Decreases weight by 50%/60%/70%/80%/90%.

======================================================================
5) Collectibles (MEC500)
======================================================================

Throughout the game, the player can acquire certain collectibles that influence
the state of their Captain's Cabin, their combat abilities, the total number of
War Assets and missions aboard the Citadel. These collectibles can be acquired 
in a variety of ways, including searching for them on the Normandy, importing, 
scanning planets, buying them in stores and/or meeting certain plot conditions.

Three of the items (Photo of Kelly, Prejek Paddle Fish and Shadow Broker Base 
model) cannot be acquired in normal gameplay, and require a completed Mass 
Effect 2 savefile with certain conditions met (ask Kelly to feed your fish and 
rescue her during the Suicide Mission, and complete the Lair of the Shadow 
Broker DLC).


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5.1) Cabin Items (MEC501)

Alliance Cruiser Model
Acquired: On the Shuttle Bay onboard the Normandy, near Cortez's workbench on 
the starboard side.

Alliance Dreadnought Model
Acquired: After completing Priority: Sur'Kesh, from the Kassa Fabrication 
terminal in the Presidium Commons onboard the Citadel for 1,000 credits.

Alliance Fighter Model
Acquired: After completing Priority: Sur'Kesh, from the Kassa Fabrication 
terminal in the Presidium Commons onboard the Citadel for 1,000 credits.

Alliance Shuttle Model
Acquired: On the CIC deck aboard the Normandy, beside the War Room.

Aquarium VI
Acquired: From the Elkoss Combine terminal in the Presidium Commons onboard the
Citadel for 25,000 credits.

Belan Jellyfish
Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
Citadel for 1,000 credits.

Citadel Model
Acquired: After completing Priority: Palaven, from the Nos Astra Sporting Goods
terminal in the Presidium Commons onboard the Citadel for 1,000 credits.

Destiny Ascension Model
Acquired: On the Crew Deck onboard the Normandy, in the Life Support Room.

Freighter Model
Acquired: In the Shuttle Bay onboard the Normandy, in a passage accessible 
behind the weapon bench on the porthand side.

Geth Cruiser Model
Acquired: In the Shuttle Bay onboard the Normandy, near Cortez's workbench on 
the starboard side.

Geth Fighter Model
Acquired: After completing Priority: Geth Dreadnought, from the Elkoss Combine 
terminal in the Presidium Commons onboard the Citadel for 1,000 credits.

Husk Head
Acquired: In the Leviathan DLC, during the third trip to Dr. Bryson's 
laboratory.

Ilium Skaid Fish
Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
Citadel for 1,000 credits.

KEI-9 Robotic Dog (Shuttle Bay)
Acquired: Automatically as part of the N7 Collector's Edition.

Khar'shan Snapping Eel
Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
Citadel for 10,000 credits.

Kodiak Drop Shuttle
Acquired: After completing Priority: Palaven, from the Kassa Fabrication 
terminal in the Presidium Commons onboard the Citadel for 1,000 credits.

Koi Fish
Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
Citadel for 1,000 credits.

Normandy SR-1 Model
Acquired: In the Shuttle Bay onboard the Normandy, to the right of James' 
workbench.

Normandy SR-2 Model
Acquired: Automatically at the beginning of the game.

Oleg Petrovsky's Chessboard
Acquired: Automatically upon completing the Omega DLC.

Photo of Kelly
Acquired: If a male Shepard romanced Kelly Chambers and saved her during the 
Suicide Mission in Mass Effect 2, does not romance any other person, convinces 
her to change her identity before the Cerberus Coup and consummates his 
relationship with her.

Photo of Tali
Acquired: If Shepard romances Tali and completes Priority: Rannoch.

Prejek Paddle Fish
Acquired: If Shepard asked Kelly Chambers to feed his/her fish and she survived 
the Suicide Mission in Mass Effect 2, and meets her again at the Docks aboard 
the Citadel.

Private Campbell's Favorite Mug
Acquired: During the Citadel DLC - in the CIC checkpoint room next to the 
elevator on the Normandy after fighting the CAT6 troops.

Quarian Liveship Model
Acquired: After completing Priority: Geth Dreadnought, from the Elkoss Combine 
terminal in the Presidium Commons onboard the Citadel for 1,000 credits.

Quarian Ship Model
Acquired: In the Shuttle Bay onboard the Normandy, on a stack of boxes left of 
James' workbench.

Shadow Broker Base Model
Acquired: If the Mass Effect 2: Lair of the Shadow Broker DLC was completed, 
in the lower engineering deck aboard the Normandy, near a workbench.

Sovereign Model
Acquired: In the lower engineering deck aboard the Normandy, behind the 
workbench.

Space Hamster
Acquired: In the lower engineering deck aboard the Normandy, running around in 
circles.

Striped Dartfish
Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
Citadel for 1,000 credits.

Thessian Sunfish
Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
Citadel for 1,000 credits.

Turian Cruiser Model
Acquired: In the engineering deck aboard the Normandy, near the portside 
stairwell.


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5.2) Intel Upgrades (MEC503)

Advanced Biotic Implants
Description: This advanced amp is a sophisticated biofeedback system that 
interfaces with a set of armor's microcomputers. The amp can be set to help 
streamline the use of biotic skills and combat powers, or increase their damage
instead. 
Acquired: After scanning Metaponto, located in the Aquila system in the Ismar 
Frontier.
Effect: Increases power damage by 5%, or power recharge speed by 5%.

Armor Modkit
Description: Feron has persuaded his contacts to ship an armor modkit to the 
Normandy. Technically illegal in Citadel space, the kit's omni-gel converter 
and minifacturing fabricator can make a one-time modification to Shepard's 
armor, improving shield strength or adding thermal clip compartments. 
Acquired: If the Mass Effect 2: Lair of the Shadow Broker DLC was completed, 
this intel will be available while visiting Liara's office aboard the Normandy 
for the first time.
Effect: Increases ammo capacity by 5%, or shield strength by 5%.

Gallae’s Electronic Signature
Description: Matriarch Gallae was an asari of some importance, with connections
to Asari High Command and the Council itself. Her electronic signature can be 
used once before security protocols realize it has been activated by someone 
else. Gallae's contacts can open elite training facilities for reconditioning 
soldiers, or on behalf of the asari embassy, grant someone a discount at all 
Citadel stores. 
Acquired: During Kallini: Ardat-Yakshi Monastery, in the disheveled room after 
going down the elevator.
Effect: Increases power damage by 5%, or gives a 5% store discount.

Improved Geth Resistors
Description: These schematics were downloaded from the Geth Consensus. They 
appear to be designs for improved resistor terminals in geth platforms. The 
schematics can easily be built into human-sized armor, providing the wearer 
combat benefits enjoyed by the geth. The resistors can be tweaked either to 
increase the wearer's damage output, or improve their shields. 
Acquired: After completing the Rannoch: Geth Fighter Squadrons mission.
Effect: Increases shields by 5%, or power damage by 5%.

Intact Reaper Weapon
Description: The barrel of this Reaper weapon can be dismantled for further 
study. If the miniaturized energy cells powering the gun's systems are taken 
apart, it could lead to improvements in the damage a weapon can deal. However, 
an examination of its heat venting systems could instead provide the means to 
maximize thermal clip storage.
Acquired: After scanning Trategos, in the Pelion system in the Nimbus Cluster.
Effect: Increases weapon damage by 5%, or ammo capacity by 5%.

Intel from the Battle of Arcturus
Description: Telemetry captured from Arcturus Station shows just how quickly 
Reapers poured in from the relay and tore through Alliance fleets. VIs can 
analyze hostile fire in the data collected to increase weapon damage. They can 
also spend processing power looking for ways to improve shielding against 
Reaper weapons.
Acquired: After scanning Arcturus Station, located in the Arcturus system in 
the Arcturus Stream.
Effect: Increases weapon damage by 5%, or shields by 5%.

Med Bay Surgery
Description: This minor surgery will erase all scarring from your cybernetic 
implants. If you forego any cosmetic improvements, you will instead get a small
boost to your overall health.
Acquired: After completing the Citadel: Medical Supplies mission.
Effect: Increases health by 5%, or heals Shepard's scars. The "Heal Scars" 
option is not available if Shepard healed his/her scars in Mass Effect 2.

Miniaturized Armor Capacitors
Description: This data was discovered and downloaded from inside the Geth 
Consensus. Thousands of these miniaturized capacitors were installed beside 
armor power cells, where they can instantly discharge a stored boost of energy.
This boost can be tweaked either to speed up shield regeneration, or the rate 
at which tech, biotic, and combat powers can be used.
Acquired: After completing the Rannoch: Geth Fighter Squadrons mission.
Effect: Increases shield recharge speed by 5%, or power recharge speed by 5%.

Prejek Paddle Fish
Description: This fish is a rare and valuable subspecies of the prejek 
paddlefish, prized for its rich and savory flavor. The breed is endangered, and
a member of the Hanar Illuminated Primacy is offering a choice of rewards in 
exchange for the fish.
Acquired: If Shepard asked Kelly Chambers to feed his/her fish and she survived
the Suicide Mission in Mass Effect 2, and meets her again at the Docks aboard 
the Citadel. After completing a game with the Paddle Fish acquired and alive, 
this intel will be available in a New Game+ after returning to the Normandy.
Effect: Increases weapon damage by 10%, or power damage by 10%.

Remains of a Reaper Destroyer
Description: To avoid the risk of indoctrination, remote drones have been sent 
to study the salvaged remains of a Reaper destroyer. The drones can dig under 
the outer hull, scanning circuits for technology that will increase the speed 
at which tech, biotic, and combat abilities can be fired. Alternatively, the 
Council has offered a Citadel-wide merchant discount for choosing the safer 
option and demolishing the remains.
Acquired: After scanning Borr, located in the Asgard system in the Exodus 
Cluster.
Effect: Increases power recharge speed by 5%, or gives a 5% store discount.

Research Data From Pragia
Description: Data on experimental gene therapies was buried in the ruins of the
Pragia Research Facility. While most gene therapy takes years to show results, 
Pragia's scientists discovered a way to shorten the process. Two intact sample 
vials have been recovered from the facility. The only limiting factor is that 
no more than one such therapy can be applied per ten month period without 
causing serious nerve damage to the recipient. 
Acquired: After scanning Pragia, located in the Dakka system in the Nubian 
Expanse.
Effect: Increases power recharge speed by 5%, or power damage by 5%.

Volus Intelligence Archives
Description: The salarian Special Tasks Force appears to have approached the 
Vol Protectorate about codeveloping combat implants that require rare elements 
found in volus space. The schematics for these implants include plans to 
retrofit them to non-salarian species, should it be a sufficiently profitable 
venture. One of these upgrades should be commissioned, although its 
construction would be time-consuming and must be custom-made.
Acquired: After scanning Oma Ker, located in the Nura system in the Aethon 
Cluster.
Effect: Increases power damage by 5%, or health by 5%.

Weapon Upgrade Kit
Description: This field kit can be used for a one-time upgrade to a variety of 
weapons to increase ammo capacity or the potential damage dealt. Schematics 
have been scanned into the Normandy's onboard computers. 
Acquired: After scanning Verush, located in the Harsa system in Kite's Nest.
Effect: Increases ammo capacity by 5%, or weapon damage by 5%.


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5.3) Medi-Gel Capacity Upgrades (MEC504)

Medi-gel is used to revive squadmates and restore Shepard's health. Throughout 
the game, the player will have the ability to purchase upgrades that increase 
the number of medi-gel capsules Shepard can carry at one time. Medi-gel 
upgrades can be purchased from the Sirta Supplies terminal in Huerta Memorial 
Hospital aboard the Citadel after completing certain plot missions. Medi-gel 
capacity upgrades carry over between playthroughs.

Medi-Gel Capacity
Acquired: After completing Priority: Mars, for 3,000 credits.

Medi-Gel Capacity I
Acquired: After completing Priority: Palaven, for 6,000 credits.

Medi-Gel Capacity II
Acquired: After completing Priority: Sur'Kesh, for 10,000 credits.

Medi-Gel Capacity III
Acquired: After completing Priority: Tuchanka, for 16,000 credits.

Medi-Gel Capacity IV
Acquired: After completing Priority: The Citadel II, for 25,000 credits.

Medi-Gel Capacity V
Acquired: If Dr. Chloe Michel is asked to join the Normandy crew, and the 
mission Citadel: Medical Supplies is completed.


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5.4) Bonus Powers (MEC505)

Throughout the game, Shepard can unlock various bonus powers for his/her own 
use in combat by speaking with his/her squadmates at specific points throughout
the game, or by completing various missions. All bonus powers can be accessed 
via the Normandy's Medical Bay (on the Crew Quarters deck), and cost credits 
for each usage.

Armor Piercing Ammo (Garrus)
Description: Bring down heavy-armor units. Shoot through light cover to hit 
enemies. More weapon damage. More damage to armor.
Acquired: After completing Priority: Palaven, talk to Garrus at the Main 
Battery on the Crew Quarters deck.

Barrier (Kaidan)
Description: Reinforce armor with this biotic field. Detonate the field to lift
and dangle nearby targets. Reduce all forms of damage taken. Slows power use by
50%.
Acquired: After completing Priority: The Citadel II, asking Kaidan to come 
aboard the Normandy, and meeting him for lunch in the Presidium Commons onboard
the Citadel.

Carnage (James)
Description: Rip a target to shreds with this vicious blast. Major collateral 
damage to enemies nearby. Effective against armor.
Acquired: After completing Priority: Tuchanka, and asking Vega to come up to 
the Captain's Cabin for a conversation.

Dark Channel (Javik)
Description: Plague an opponent with a persistent, damaging biotic field. 
Effect transfers to a second target if the first is killed. Effect's length 
depends on Dark Channel's duration. Only one field may be active at a time.
Acquired: After completing Priority: Rannoch, talk to Javik about the Memory 
Shard in his room on the Crew Quarters deck.

Decoy (EDI)
Description: Distract opponents with this decoy.
Acquired: After completing Priority: Horizon, talk to EDI in the Normandy 
cockpit.

Defense Drone (Tali)
Description: Deploy this drone to electrocute enemies within its firing range.
Acquired: After completing Priority: Rannoch, having Tali survive, and speaking
with her on the Engineering Deck.

Defense Matrix (EDI)
Description: Reinforce armor with protective Foucault currents. Purge the 
currents to restore shields.
Acquired: After completing Priority: Rannoch, talk to EDI in the Normandy 
cockpit.

Dominate
Description: Disrupt the synaptic harmonics of an organic brain so it can't 
differentiate between friend and foe. A single affected target will fight on 
your side for a short time. Targets grow resistant to the power over time.
Acquired: Automatically after completing the Leviathan DLC.

Energy Drain (Tali)
Description: Hit an enemy with this energy pulse to inflict damage and to steal
barrier and shield power.
Acquired: After importing an ME2 save, when Tali arrives on the Normandy for 
the first time, talk to her in the War Room, invite her up to the Captain's 
Cabin, complete Priority: Rannoch and have her survive the mission.

Flare (Aria)
Description: Focus and expend all biotic energy to unleash a huge flare that 
throws enemies within its range, causing massive damage.
Acquired: Automatically after completing the Omega DLC.

Fortification (James)
Description: Reinforce armor using protective Foucault currents. Purge the 
current and send its charge to your gauntlets for increased melee damage.
Acquired: After the first conversation/sparring match with James Vega in the 
Shuttle Bay aboard the Normandy.

Inferno Grenade (Ashley)
Description: Cluster-bomb a small area with incendiary munitions.
Acquired: After completing Priority: The Citadel II, asking Ashley to come 
aboard the Normandy, and visiting her at Starboard Observation on the Crew 
Quarters deck.

Lash (Aria)
Description: Latch this biotic field onto enemies to jerk them towards you, 
doing massive damage in the process.
Acquired: Automatically after completing the Omega DLC.

Marksman (Ashley)
Description: Boost weapon accuracy and firing rate for a short time.
Acquired: After completing Priority: The Citadel II, asking Ashley to come 
aboard the Normandy, and visiting her at the Citadel Refugee Camp.

Proximity Mine (Garrus)
Description: Fire this sticky mine into traffic. It will detonate when an enemy
steps within range.
Acquired: After completing Priority: Thessia, talk to Garrus on the Crew 
Quarters deck.

Reave (Kaidan)
Description: Drain target's health and disrupt their resistances, receiving 
increased damage protection while this power is in effect. Effective against 
barriers and armor.
Acquired: After completing Priority: The Citadel II, asking Kaidan to come 
aboard the Normandy, and visiting him at Starboard Observation on the Crew 
Quarters Deck.

Slam (Javik)
Description: Deal massive damage with a biotic body slam.
Acquired: After completing Priority: Eden Prime (From Ashes DLC), and speaking 
with Javik when he first arrives on the Normandy.

Stasis (Liara)
Description: Stop an enemy in its tracks with this powerful mass effect field. 
No effect on armored targets. Enemies eventually break out of Stasis after 
taking major damage.
Acquired: After completing Priority: Thessia, talk to Liara in her office 
aboard the Normandy. NOTE: This power can only be unlocked immediately after 
completing the mission, when Liara is sitting on her bed.

Warp Ammo (Liara)
Description: Blast vulnerable opponents already lifted by biotics for a damage 
bonus, and weaken the armor of grounded targets. More weapon damage. More 
damage to barriers and armor.
Acquired: After completing Priority: Tuchanka, and speaking with Liara in her 
office on the Crew Quarters Deck.


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5.5) Apartment Items (MEC506)

During the Citadel DLC, Shepard can purchase a variety of furniture for his/her
personal apartment, which is acquired at the beginning of said DLC. After the 
main story mission is completed, furniture can be purchased by visiting the 
Home Spun store on the Silversun Strip and using the store terminal.

Amber Accent Wall
Acquired: From the Home Spun store terminal for 1000 credits.

Artistic Shelving
Acquired: From the Home Spun store terminal for 1500 credits.

Basic Recliner
Acquired: From the Home Spun store terminal for 1000 credits.

Cozy Sofa
Acquired: From the Home Spun store terminal for 1000 credits.

Deluxe Vanity
Acquired: From the Home Spun store terminal for 1000 credits.

Elegant Ottoman
Acquired: From the Home Spun store terminal for 1000 credits.

Light Coffee Table
Acquired: From the Home Spun store terminal for 1000 credits.

Plush Volus
Acquired: As a prize for grabbing a purple orb from the Claw Game in the Castle
Arcade.

Polished Vanity
Acquired: From the Home Spun store terminal for 1000 credits.

Posh Sofa
Acquired: From the Home Spun store terminal for 1500 credits.

Simple Bedding
Acquired: From the Home Spun store terminal for 1500 credits.

Vibrant Kitchen
Acquired: From the Home Spun store terminal for 1000 credits.

Wholesome Kitchen
Acquired: From the Home Spun store terminal for 1000 credits.

======================================================================
6) Version History (MEC600)
======================================================================

1.0 - March 15, 2013: Final version of original document completed and 
proofed.

======================================================================
7) Copyright & Thanks (MEC700)
======================================================================

(C) Copyright 2013 Alex Gregory

This guide is exclusive to GameFAQS.com, and may not be reproduced under any 
circumstances except for personal use. It cannot be used in any form of 
printed or electronic media involved in a commercial business. This guide may 
not be placed on any website or otherwise distributed publicly without my 
express written permission.

Use of this guide on any other website or as part of any public display is 
strictly prohibited and a violation of copyright.

Thanks to the Mass Effect Wiki for clarifying unclear information, and to 
GameFAQS.com for hosting this guide.

If I have missed any information about a collectible or item, please email me 
(at crazyrabbits at gmail dot com), and I will give you a contributor credit.

If you enjoyed this guide, consider making a small donation to my Paypal 
account (crazyrabbits at gmail dot com). Crafting compelling, interesting 
guides takes time, and any help is always appreciated.

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