Weapon

Weapons are equippable items. There are no class restrictions on weapons.

Weapon availability
Blueprints for researched and Andromeda Initiative-issued weapons are unlocked at specific levels. Found and purchased weapons level up on the same schedule as AI-issued blueprints. Once a new tier is unlocked, prior tiers will not be found or available for purchase during gameplay.

Types of weapons
There are four categories of firearms and one category for hand-to-hand combat weapons:
 * Assault Rifles.png Assault rifles - Shoot while on the move while maintaining distance
 * Pistols.png Pistols - Used in close to mid-range combat
 * Shotguns.png Shotguns - Used in close combat
 * Sniper Rifles.png Sniper rifles - Hang back and pick off enemies one-by-one from long distances
 * Melee Weapons.png Melee weapons - Specialized hand-to-hand combat weapons that vary in both damage and speed. Hard-hitting hammers do maximum damage, while lightning-fast shivs or swords allow getting in and out of harm's way with speed and precision.

Firing modes
Each firearm that can fire a projectile or beam has a mode of firing. The following modes are found during gameplay: Some weapons have different effects and/or firing modes if charged before firing. Refer to each weapon page for specific details on any special modes of firing.
 * Automatic - As long as the trigger is pulled, the weapon fires shots continuously until the thermal clip is empty.
 * Semi-automatic - Each time the trigger is pulled equals one shot fired. To fire another shot, the trigger must be pulled again.
 * Two-shot burst - Each time the trigger is pulled equals two shots fired. To fire another two-shot burst, the trigger must be pulled again.
 * Three-shot burst - Each time the trigger is pulled equals three shots fired. To fire another three-shot burst, the trigger must be pulled again.
 * Continuous beam - As long as the trigger is pulled, the weapon fires a beam until the thermal clip is empty.
 * Single-shot - After each trigger pull, the weapon uses the full thermal clip and must be reloaded before the trigger can be pulled again.

Ammunition
Firearms have two general types of ammunition available for the weapon to function - single-use thermal clips and infinite heat sinks.
 * Each firearm that uses thermal clips has a limited number of shots that can be fired before the current thermal clip has to be ejected and a new one is inserted to continue firing. Each firearm has a current thermal clip display and a reserve ammunition display showing how many shots are left. When all of the thermal clips are exhausted, the weapon can't be fired.
 * Weapons that use an infinite heat sink have unlimited ammunition (∞) by replacing the thermal clips display with a display of 100%. Firing the weapon reduces the percentage based on the weapon type, tier, length of time fired, and the firing mode. Waiting for a small amount of time returns that percentage back to 100%.
 * All Remnant weapons use infinite heat sinks automatically while the remaining thermal clip weapons can be converted by crafting to include an infinite heat sink.
 * While not shown on the weapon display, increasing the ammunition for an infinite heat sink weapon reduces the amount of percentage used per shot. This allows more shots to be fired before overheating.
 * All weapons increase ammunition capacity as the Tier increases.
 * Depleted ammunition can be replaced by interacting with a supply cache that displays the following symbol Supply Cache Ammo Symbol.png.
 * Ammunition can be temporarily modified to apply a variety of effects to weapons fire by using Cryo Ammo, Disruptor Ammo, and Incendiary Ammo consumables. These effects apply to both thermal clip and infinite heat sink firearms.
 * When a thermal clip-based weapon is completely out of ammunition, activating Turbocharge reveals a hidden property that will award a single thermal clip of ammo.

The following armor increases ammunition:

The following augmentations increase ammunition:

The following augmentations decrease ammunition:
 * Plasma Charge System Icon.png Plasma Charge System
 * Sticky Grenade Launcher Icon.png Sticky Grenade Launcher
 * Vintage Heat Sink Icon.png Vintage Heat Sink

The following boosters increase ammunition:
 * Ammo Capacity Mod I.png Ammo Capacity Mod I
 * Ammo Capacity Mod II.png Ammo Capacity Mod II
 * Ammo Capacity Mod III.png Ammo Capacity Mod III
 * Ammo Capacity Mod IV.png Ammo Capacity Mod IV

The following equipment increases ammunition:
 * Armored Compartments Equipment.png Armored Compartments
 * Thermal Clip Storage Equipment.png Thermal Clip Storage

The following fusion mods decrease ammunition:
 * Fusion Mod of Rupture Icon.png Fusion Mod of Rupture

The following mods increase ammunition:

The following mods decrease ammunition:

The following profiles increase ammunition:
 * Soldier Icon.png Soldier

The following skills increase ammunition:

The following supplies restore ammunition:
 * Ammo Pack.png Ammo Pack

Technology types
Weapons fall into three technology types based on where their supporting tech comes from.
 * Milky Way Research.png Milky Way weapons incorporate Andromeda Initiative technologies that typically use physical ammunition. These are high-impact, projectile-based firearms; they're great against most non-shielded targets, but require ammunition. Melee weapons are based on historical platforms incorporating proven technologies.


 * Heleus Research.png Heleus weapons incorporate technology from civilizations in the Heleus Cluster of the Andromeda galaxy. These weapons are generally plasma-based with some being chargeable: the longer the weapon is charged before firing, the harder the weapon will hit. Heleus weapons also require ammunition. Melee weapons incorporate interesting properties based on proven designs.


 * Remnant Research.png Remnant weapons incorporate technologies from the mysterious Remnant. These weapons typically use beams, have high rates of fire, and are extremely accurate. Utilizing internal heat sink systems, they don't rely on limited ammunition but instead require the firearm to cool down from time to time. Melee weapons are unlike any other design providing unique benefits.

Rarity
Weapons fall into one of four categories: common, uncommon, rare, or ultra rare. Each weapon rarity icon corresponds to a color coding. As rarity increases, the value of the weapon increases as well.

Weapons that are crafted use the same icon, no matter the rarity.

Merchants
Weapons can be purchased from the following merchants:
 * Arms Dealer - Kadara Market, Kadara
 * Arms Merchant - Common Area, Nexus
 * Boomerang - Elaaden Outpost, Elaaden
 * Buy/Sell Kiosk - Research Room, Tempest
 * Cal - Atrium, Port Meridian
 * Clancy Arquist - Site 1: Promise, Eos
 * Merchant - New Tuchanka, Elaaden
 * Merchant - Prodromos, Eos
 * Merchant - Techiix, Voeld
 * Quartermaster Istaal - Resistance Headquarters, Aya
 * Relia Ythos - Kadara Market, Kadara

Achievements and trophies
The following achievements and trophies can be earned related to Weapons:
 * Craftsmanship.png Craftsmanship
 * Kitted Out.png Kitted Out

Challenges
Weapons are the focus of the following challenges:
 * Equip a New Weapon
 * Kitted Out