Assault Rifles are one of the Weapon types in Mass Effect, and are the standard armament of most soldiers, offering a good balance between firepower, range, and accuracy. All Weapons have 3 different attributes and level (I through X). Higher levels, imply a more damaging weapon, greater accuracy and longer firing periods before overheating in comparison of lower level Weapons.
For the Talent of the same name, please refer to Assault Rifles. The following classes can use the Assault Rifles talent as starting Talent: Soldier, Krogan Battlemaster and Turian Agent
Assault Rifles Sophistication Level
Conventional Weapons include all types of firearms that share a host of similar base performance statistics: ROF (rate of fire), damage, accuracy, and Overheat. These stats are only the starting point: They are affected by the item’s sophistication level, the upgrades currently installed, and (possibly most importantly) the item’s manufacturer. Manufacturers play a significant role in gear quality.
Assault Rifles upgraded with mods that cause Toxic Damage are very effective against all enemy types.
Assault Rifles Upgrades
Upgrades can be attached to our equipment to improve and change their effects. These upgrades can be accessed from the Equipment Menu. Each gear type has a specific number of upgrade slots depending on its sophistication level. Available upgrade slots are shown at the bottom right sector of the screen, while the main display window lists the descriptions of any currently installed upgrades. Each slot is specific to a certain group of mods. For example, if viewing a weapon, you may have one or two open slots for weapon upgrades and always one for ammo. A weapon can only have one type of ammo at a time, while several weapon upgrade mods can be installed to dramatically increase its performance above and beyond stock levels.
Mass Effect 1 Assault Rifles
The following table shows both the minimum and max stats of each Weapon version. (Meaning you will see first the level I stats followed by level X). To see the complete evolution of the weapon, click on the Assault Rifle name.
Name |
Manufacturer |
Damage |
Overheat |
Accuracy Rating |
Avenger Assault Rifle |
![]() Elkoss Combine |
150 - 240 | 34.8 shots - 50.8 shots | 1 |
Banshee Assault Rifle |
![]() Elanus Risk Control |
135 - 216 | 36 shots - 54 shots | 1 - 15 |
Breaker Assault Rifle |
![]() Kassa Fabrication |
294 - 336 | 60.6 shots - 74.3 shots | 49 - 53 |
Crossfire Assault Rifle |
![]() Armax Arsenal |
273 - 312 | 64 shots - 81 shots | 52 - 57 |
Diamond Back Assault Rifle |
![]() Hahne-Kedar Shadow Works |
165 - 264 | 39.8 shots - 62.3 shots | 10 - 30 |
Geth Pulse Rifle |
![]() Geth Armory |
280 - 322 | 29 shots - 36 shots | 80 - 81 |
Gorgon Assault Rifle |
Cerberus Skunkworks | 210 - 336 | 37.5 shots - 56.8 shots | 70 - 77 |
HMWA Advanced Assault Rifle |
![]() Spectre Gear |
168 - 231 | 43.3 shots - 58.7 shots | 7 - 22 |
HMWA Basic Assault Rifle |
![]() Spectre Gear |
150 - 200 | 37.5 shots - 46.2 shots | 1 -13 |
HMWA Master Assault Rifle |
![]() Spectre Gear |
288 - 384 | 52.5 shots - 77.3 shots | 72 - 77 |
Kovalyov Assault Rifle |
![]() Rosenkov Materials |
315 - 360 | 57 shots - 69 shots | 49 - 53 |
Lancer Assault Rifle |
![]() Hahne-Kedar |
120 - 192 | 38 shots - 57 shots | 1 - 23 |
Raptor Assault Rifle |
![]() Devlon Industries |
198 - 264 | 49 shots - 69 shots | 31 - 42 |
Terminator Assault Rifle |
Batarian State Arms | 150 - 240 | 37.5 shots - 56.8 shots | 1 - 23 |
Thunder Assault Rifle |
![]() Haliat Armory |
195 - 312 | 39 shots - 60.4 shots | 10 - 30 |
Torrent Assault Rifle |
Jormangund Technology | 180 - 288 | 46.4 shots - 80.5 shots | 50 -61 |
Tsunami Assault Rifle |
![]() Ariake Technologies |
216 - 288 | 46.3 shots - 64.4 shots | 24 - 36 |
Can we talk about the fact that many of these rifles claim to be burst fire or semi-automatic, yet they all fire in full auto?
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