Weapons (XCOM2)
Weapon Stats
Firearms
Rifles
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Class | Terrain Damage | Mod Slots |
---|---|---|---|---|---|---|---|---|
Assault Rifle | 3-5 | ? | ? | 0% | ? | ? | 1 | |
Mag Rifle | 5-7 | ? | ? | 0% | ? | 2 | ||
Plasma Rifle | 7-9 | ? | ? | 0% | ? | ? | 2 | |
1 Notes. |
Shotguns
Shotguns can only be equipped by Rangers. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffers aim penalties at longer range. Clip size 4
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Class | Terrain Damage | Mod Slots |
---|---|---|---|---|---|---|---|---|
Shotgun | 4-6 | ? | ? | 10% | ? | ? | 1 | |
Shard Gun | 6-8 | ? | ? | 15% | ? | 2 | ||
Storm Gun | 8-10 | ? | ? | 20% | ? | ? | 2 | |
1 Notes. |
Cannons
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Shreds3 | Terrain Damage | Mod Slots |
---|---|---|---|---|---|---|---|---|
Cannon | 4-6 | ? | ? | 0% | ? | 1 | 1 | |
Mag Cannon | 6-8 | ? | ? | 0% | ? | 2 | 2 | |
Beam Cannon | 8-10 | ? | ? | 0% | ? | 3 | 2 | |
3 Needs "Shredder" Ability |
Sniper Rifles
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Terrain Damage | Mod Slots | |
---|---|---|---|---|---|---|---|---|
Sniper Rifle | 4-6 | ? | ? | 10% | unlimited | 1 | ||
Gauss Rifle | 6-8 | ? | ? | 10% | unlimited | 2 | ||
Plasma Lance | 8-10 | ? | ? | 10% | unlimited | 2 | ||
Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty |
Secondary Weapons
Pistols
Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Class | Terrain Damage | |
---|---|---|---|---|---|---|---|---|
Pistol | 2-3 | ? | ? | 0% | ? | ? | ||
Mag Pistol | 3-4 | ? | ? | ? | ? | |||
Beam Pistol | 4-5 | ? | ? | 0% | ? | ? | ||
1 Notes. |
Gremlin
Gremlins are carried by Specialists, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies
Weapon | Effect | Organic enemy damage | Mechanical enemy damage | Healing | Aid Protocol |
---|---|---|---|---|---|
Gremilin | 0 | 2 | 3-4 | 0 | +20 defense |
Gremilin Mk II | +20 Hack | 4 | 7-8 | +1 | +30 defense |
Gremilin Mk III | +40 Hack | 6 | 10-11 | +2 | +40 defense |
Swords
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Effect | ||
---|---|---|---|---|---|---|---|---|
Machete | 3-5 | ? | ? | 10% | Melee | none | ||
Arc Blade | 4-6 | ? | ? | 15% | Melee | 25% chance to stun | ||
Fusion Blade | 5-7 | ? | ? | 20% | Melee | 20% chance to burn | ||
Blademaster adds +2 damage |
Psy Amp
- Psy amp
- Advanced Psy Amp: +20 Psy (might add damage)
- Alien Psy Amp: +40 Psy (might add damage)
Grenade Launchers
GL can only be equiped by Grenadier
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Ratius | ||
---|---|---|---|---|---|---|---|---|
Grenade Launcher | depends on grenade | ? | ? | none until GTS project | Grenade range +4 | Grenade ratius +1 | ||
Advanced Grenade Launcher | depends on grenade | ? | ? | none until GTS project | Grenade range +5 | Grenade ratius +2 | ||
1 Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher |
Grenades
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.
Weapon | Damage | Range | Critical Chance | Terrain Damage | Blast Radius | Shreds | Destroys cover | Effects | Requirements |
---|---|---|---|---|---|---|---|---|---|
Frag Grenade | 3-4 | 10 | ? | 3-4 | 3 | 1 | yes | - | none |
Plasma Grenade1 | 5-6 | 10 | ? | 5-6 | 3 | 2 | yes | - | Advanced Explosives (PG) |
Flashbang Grenade | 0 | 12 | 0 | 0 | 8 | 0 | no | Disorients | none |
Gas Grenade | 3-4 | 10 | ? | 0 | 5 | 1 | no | Poison | Experimental Grenade (PG) |
Gas Bomb1 | 6-7 | 10 | ? | 0 | 6 | 2 | no | Poison | Advanced Explosives (PG) Experimental Grenade (PG) |
Incendiary Grenade | 4-5 | 10 | ? | 0 | 4 | 1 | over time | Burning | Experimental Grenade (PG) |
Incendiary Bomb1 | 6-7 | 10 | ? | 0 | 4 | 2 | over time | Burning | Advanced Explosives (PG) Experimental Grenade (PG) |
Acid Grenade | 3-4 | 10 | ? | 0 | 3 | 2 | no | Acid | Experimental Grenade (PG) |
Acid Bomb1 | 5-6 | 10 | ? | 0 | 3 | 4 | no | Acid | Advanced Explosives (PG) Experimental Grenade (PG) |
EMP Grenade | ? | ? | ? | 0 | ? | 0 | no | Mechanical enemies only, Disorients, Shutdowns and disables shields | Bluescreen Protocol (PG) |
EMP Bomb1 | 10 | 12 | ? | 0 | 5 | 0 | no | Mechanical enemies only, Disorients, Shutdowns and disables shields | Advanced Explosives (PG) Bluescreen Protocol (PG) |
Smoke Grenade | 0 | ? | 0 | 0 | ? | 0 | no | Grants Defense | none |
Smoke Bomb1 | 0 | ? | ? | 0 | ? | 0 | no | Grants Defense | Advanced Explosives (PG) |
Proximity Mine | 8 | 12 | ? | 0 | 5 | 2 | yes | Explodes when an enemy comes nearby | Andromedon autopsy |
1 Upgraded from previous version with Advanced Explosives Proving Ground project. |
Heavy Weapons
In order to use a heavy weapon a soldier must be equipped with an EXO or WAR Suit.
Weapon | Base Damage | Range | Shreds | Ratius | Area type | |||
---|---|---|---|---|---|---|---|---|
Rocket Launcher | 4-7 | 27 | ? | 4 | circle | |||
Flamethrower | 4-7 | 25 | ? | 7 | 60 degree cone | |||
Shredder Gun | 6-9 | 25 | 2 | 12 | cone | |||
Blaster Launcher1 | 7-10 | 45 | 3 | 6 | circle | |||
Hellfire Projector1 | 6-9 | 25 | ? | 7 | 60 degree cone | |||
Shredstorm Cannon1 | 8-11 | 25 | ? | 12 | cone | |||
Plasma Blaster1 | 7-10 | 25 | ? | 1 | Straight line (goes through walls) | |||
1Requires Experimental Powered Weapon and WAR Suit. |
Weapon Parts
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one. So far,
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus "Lock and Load" allows you to reuse mods.
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not "wasted" as you progress in the game.
Each weapon can field only a limited number of mods; the continent bonus "Armed to the Teeth" gives you one extra mod slot on all weapons.
Mod | Effect | Basic | Advanced | Superior |
---|---|---|---|---|
Scope | Adds aim bonus | +5% | +10% | +15% |
Laser Sight | Adds critical chance bonus | +5% | +10% | +15% |
Repeater | Adds a small chance to instakill | +5% | +10% | +15% |
Hair Trigger | Adds a chance of free shot | +5% | +10% | +15% |
Auto Loader | Free reload | +1 | +2 | +3 |
Expanded Magazine | Adds ammo capacity | +1 | +2 | +3 |
Stock | Guarenteed damage on missed shots | +1 | +2 | +3 |
Weapon part use
Autoloaders are probably best equipped on sharpshooters, as they cannot reload and then fire their sniper rifle; the free reloads bypass this limitation. For a killzone Sharpshooter use an expanded magazine combined with a repeater.
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use three ammo each shot. Larger magazine makes it more likely you'll have the ammo for it, and it's not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.