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Disambiguous This article is about single-use equipment in multiplayer. For persistent gear bonuses, see Mass Effect 3 Multiplayer/Character Customization/Gear. For equipment generally, see Equipment. For upgrades generally, see Upgrades.

Equipment in multiplayer consists of single-use items that can be utilized during gameplay.

Ammo Bonuses[]

Ammo Bonuses apply single-mission effects to shots fired from weapons. A weapon imbued with an ammo bonus will apply additional ammo damage that is separate from impact damage. With the exception of Incendiary Ammo, which applies a damage-over-time effect that lasts 3 seconds, ammo damage is applied before the impact damage. Only a few weapon damage bonuses improve ammo damage; usually, it will be the listed percentage of the weapon's base damage. Ammo damage is very heavily affected by the target's current defense and with most ammo types, there will be 0 ammo damage to certain defenses.

Armor-Piercing Rounds[]

Applies armor-piercing ammo for one mission.

Level I II III IV
Damage +10% +20% +30% +50%
Penetration 0.5 m 0.75 m 1.0 m 1.5 m
Armor-Piercing Rating +50% +65% +75% +90%
Armor-Piercing Rounds MP

Notes:

  • Armor-Piercing Rounds do no extra damage against shields and barriers.
  • Not all weapons gain the benefits of Penetration and Armor-Piercing Rating effects from Armor-Piercing Rounds.
  • There is no reduction in shot damage when targets are hit through other enemies or terrain as long as no piercing weapon mod was also equipped on a weapon without native piercing.
  • The armor-weakening effect does not benefit allies.


Cryo Rounds[]

Applies cryo ammo for one mission.

Level I II III IV
Speed Reduction 15% 25% 35% 35%
Armor Weakening +25% +35% +50% +65%
Effect Duration 3.0 sec 4.0 sec 5.0 sec 5.5 sec
Freeze Chance Rating 1.0 1.4 1.8 2.2
Cryo Ammo MP

Notes:

  • Cryo Rounds have a chance of freezing an unshielded enemy therefore priming the enemy for a Cryo Explosion.
  • The armor-weakening effect also benefits allies.


Disruptor Rounds[]

Applies disruptor ammo for one mission.

Level I II III IV
Damage +5% +10% +15% +25%
Stun Chance Rating 1.0 1.4 1.8 2.0
Electric Combo 3.5 sec 3.5 sec 3.5 sec 5.0 sec
Shield Regen Delay +100% for 8.0 sec +100% for 8.0 sec +100% for 8.0 sec +100% for 8.0 sec
Disruptor Rounds MP

Notes:

  • Disruptor Rounds have a 4x damage multiplier against shields and barriers.[1] This makes weapons effective at bypassing enemy shield gates.[2]
  • Disruptor Rounds have a chance of priming enemies for Tech Bursts.


Drill Rounds[]

Apply drill rounds for one mission, allowing ammunition to pass great distances through cover and other objects.2

Level I II III
Damage +10% +20% +30%
Penetration 1.0 m 1.5 m 2.5 m
Armor-Piercing Rating +10% +25% +40%
Drill Rounds MP

Notes:

  • Drill Rounds do no extra damage against shields and barriers.
  • Not all weapons gain the benefits of Penetration and Armor-Piercing Rating effects from Drill Rounds.
  • There is no reduction in shot damage when targets are hit through other enemies or terrain as long as no piercing weapon mod was equipped on a weapon without native piercing.
  • The armor-weakening effect does not benefit allies.


Explosive Rounds[]

Apply explosive rounds for one mission. Rounds detonate after a short period rather than on impact.2

Level I II III
Max Explosion Damage 50.0 150.0 250.0
Explosion Damage Per Shot 10% 20% 30%
Explosion Radius 1.5 m 2.0 m 2.5 m
Explosive Rounds MP

Note: Round detonations can cause minor stuns on infantry enemies within the blast radius.

Incendiary Rounds[]

Applies incendiary ammo for one mission.

Level I II III IV
Damage +10% +20% +30% +50%
Damage Over Time 10 over 3.0 sec 20 over 3.0 sec 30 over 3.0 sec 50 over 3.0 sec
Incendiary Rounds MP

Notes:

  • Contrary to the in-game description, Incendiary Rounds apply only a damage-over-time effect, doing 10/20/30/50% damage over 3 seconds[3].
  • There's a buggy damage recalculation when re-applying Incendiary Rounds on a target, allowing them to reach up to triple damage with constant fire.
  • Incendiary Rounds do no extra damage against shields and barriers. The default damage modifiers can be overwritten through buggy interactions with Warp, Incinerate, Flamer, Inferno Grenade, Electrical Hammer, Homing Grenade and Fire Explosions. Refer to the articles for details.
  • Incendiary Rounds prime Fire Explosions after doing 30 points of damage [4].
  • Incendiary Rounds will permanently prevent the health regeneration of enemies such as Cannibals and Phantoms.


Phasic Rounds[]

Apply phasic rounds for one mission to break through enemy shields, increasing damage.2

Level I II III
Damage +5% +10% +15%
Shield Regen Delay +100% for 15.0 sec +100% for 15.0 sec +100% for 15.0 sec
Phasic Rounds MP

Note: Phasic Rounds also carry a 10x damage multiplier against shields and barriers and a 0x multiplier against armor. This makes weapons effective at bypassing enemy shield gates.

Warp Rounds[]

Applies warp ammo for one mission.

Level I II III IV
Damage +15% +25% +35% +60%
Biotic Damage Bonus +25% +50% +75% +100%
Armor Weakening +25% for 4.0 sec +35% for 4.0 sec +50% for 4.0 sec +65% for 4.0 sec
Warp Rounds MP

Notes:

  • Warp Rounds also carry a 2x damage multiplier against barriers but do no extra damage against shields. This can enable weapon fire to ignore damage bleed-through penalties, though only against barriers.
  • The Biotic Damage Bonus is applied as an additional ammo-damage bonus against any target which has been primed for a Biotic Explosion. After detonating the explosion (or if the priming effect wears off on its own), this additional bonus will no longer be dealt.[5]
  • The armor-weakening effect also benefits allies.

Armor Bonuses[]

Armor Bonuses apply single-mission effects to armor, increasing shield strength, power damage or cooldown, weapon stability, or movement speed.

Adrenaline Module[]

Applies a movement speed bonus for one mission.

Level I II III
Movement Speed +5% +15% +25%
Adrenaline Module MP

Cyclonic Modulator[]

Applies a shield bonus for one mission.

Level I II III IV
Shield Strength +30% +60% +100% +150%
Cyclonic Modulator MP

Power Amplifier Module[]

Applies a power damage bonus for one mission.

Level I II III IV
Power Damage +10% +20% +30% +50%
Power Amplifier Module MP

Power Efficiency Module[]

Applies a power recharge speed bonus for one mission.

Level I II III
Power Recharge Speed +10% +20% +30%
Power Efficiency Module MP

Shield Power Cells[]

Applies power cells to your shields, shortening the delay before they recharge. Lasts for one mission.1

Level I II III
Shield Recharge Delay -10% -20% -30%
Shield Power Cells MP

Stabilization Module[]

Applies a stabilization module to your weapon(s) for one mission.1

Level I II III
Weapon Stability 10% 20% 30%
Stabilization Module MP

Weapon Bonuses[]

Weapon Bonuses apply a single-mission bonus to weapon or melee damage.

Assault Rifle Rail Amp[]

Applies bonus assault rifle damage for one mission.

Level I II III
Damage +10% +20% +30%
Assault Rifle Rail Amp MP

Pistol Rail Amp[]

Applies bonus pistol damage for one mission.

Level I II III
Damage +10% +20% +30%
Pistol Rail Amp MP

Shotgun Rail Amp[]

Applies bonus shotgun damage for one mission.

Level I II III
Damage +10% +20% +30%
Shotgun Rail Amp MP

SMG Rail Amp[]

Applies bonus SMG damage for one mission.

Level I II III
Damage +10% +20% +30%
SMG Rail Amp MP

Sniper Rifle Rail Amp[]

Applies bonus sniper rifle damage for one mission.

Level I II III
Damage +10% +20% +30%
Sniper Rifle Rail Amp MP

Strength Enhancer[]

Applies a melee damage boost to your character for one mission.1

Level I II III
Melee Damage 10% 20% 30%
Strength Enhancer MP

Targeting VI[]

Applies a targeting VI to your weapons for one round, increasing headshot damage.1

Level I II III
Headshot Damage 15% 25% 35%
Targeting VI MP

1Available in Store packs after downloading the Resurgence Pack.
2Available in Store packs after downloading the Retaliation Pack.

References[]

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