Difference between revisions of "Weapons (XCOM2)"
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! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots | ! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots | ||
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! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots | ! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots | ||
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! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots | ! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots | ||
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Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range, but have a much longer maximum range. Unlike previous examples, XCOM 2 sniper rifles will suffer from accuracy loss once you reach extreme range. Sniper rifles require two actions to fire. | Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range, but have a much longer maximum range. Unlike previous examples, XCOM 2 sniper rifles will suffer from accuracy loss once you reach extreme range. Sniper rifles require two actions to fire. | ||
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! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots | ! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots | ||
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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. | 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. | ||
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! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots | ! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots | ||
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Swords are the secondary weapon carried by [[Ranger (XCOM2)|Ranger]]s. | Swords are the secondary weapon carried by [[Ranger (XCOM2)|Ranger]]s. | ||
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! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots | ! Weapon !! Base Damage !! Listed Crit Damage <sup>1</sup>!! Actual Crit Damage <sup>2</sup> !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots | ||
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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. | 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. | ||
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! Weapon !! Damage !! Range<sup>1</sup> !! Critical Chance !! Class !! Terrain Damage !! Blast Radius !! Abilities | ! Weapon !! Damage !! Range<sup>1</sup> !! Critical Chance !! Class !! Terrain Damage !! Blast Radius !! Abilities | ||
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Revision as of 11:45, 9 February 2016
Weapon Stats
Firearms
Rifles
Rifles are the standard issue weapons for Rookies and Specialists. They are generalist weapons, not excelling in any particular situation.
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Class | Terrain Damage | Mod Slots |
---|---|---|---|---|---|---|---|---|
Assault Rifle | ? | ? | ? | ? | ? | ? | ? | |
Mag Rifle | ? | ? | ? | ? | ? | ? | ||
Plasma Rifle | ? | ? | ? | ? | ? | ? | ? | |
1 Notes. |
Shotguns
Shotguns can only be equipped by Rangers. They are high damage, short range weapons.
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Class | Terrain Damage | Mod Slots |
---|---|---|---|---|---|---|---|---|
Shotgun | ? | ? | ? | ? | ? | ? | ? | |
Shard Gun | ? | ? | ? | ? | ? | ? | ||
Storm Gun | ? | ? | ? | ? | ? | ? | ? | |
1 Notes. |
Cannons
Cannons are the heavy weapons carried by Grenadiers. They do high damage but their magazines are smaller than assault rifles.
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Class | Terrain Damage | Mod Slots |
---|---|---|---|---|---|---|---|---|
Cannon | ? | ? | ? | ? | ? | ? | ? | |
Mag Cannon | ? | ? | ? | ? | ? | ? | ||
Beam Cannon | ? | ? | ? | ? | ? | ? | ? | |
1 Notes. |
Sniper Rifles
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range, but have a much longer maximum range. Unlike previous examples, XCOM 2 sniper rifles will suffer from accuracy loss once you reach extreme range. Sniper rifles require two actions to fire.
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Class | Terrain Damage | Mod Slots |
---|---|---|---|---|---|---|---|---|
Sniper Rifle | ? | ? | ? | ? | ? | ? | ? | |
Gauss Rifle | ? | ? | ? | ? | ? | ? | ||
Plasma Lance | ? | ? | ? | ? | ? | ? | ? | |
1 Notes. |
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.
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Class | Terrain Damage | Mod Slots |
---|---|---|---|---|---|---|---|---|
Pistol | ? | ? | ? | ? | ? | ? | ? | |
Mag Pistol | ? | ? | ? | ? | ? | ? | ||
Beam Pistol | ? | ? | ? | ? | ? | ? | ? | |
1 Notes. |
Melee Weapons
Swords
Swords are the secondary weapon carried by Rangers.
Weapon | Base Damage | Listed Crit Damage 1 | Actual Crit Damage 2 | Critical Chance | Range | Class | Terrain Damage | Mod Slots |
---|---|---|---|---|---|---|---|---|
Sword | ? | ? | ? | ? | ? | ? | ? | |
Arc Blade | ? | ? | ? | ? | ? | ? | ||
Fusion Blade | ? | ? | ? | ? | ? | ? | ? | |
1 Notes. |
Thrown
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.
Weapon | Damage | Range1 | Critical Chance | Class | Terrain Damage | Blast Radius | Abilities | |
---|---|---|---|---|---|---|---|---|
Frag Grenade | 3-4 | 10 | ? | Any | 3-4 | 3 | Shred 1 | |
Smoke Grenade | 0 | ? | 0 | Any | 0 | ? | Grants Defense | |
Flashbang Grenade | 0 | 12 | 0 | Any | 0 | 8 | Disorients | |
Acid Grenade | 3-4 | ? | ? | Any | 0 | ? | Shred 2, Acid | |
EMP Grenade | ? | ? | ? | Any | 0 | ? | Mechs only, Disorients | |
Plasma Grenade1 | 5-6 | 10 | ? | Any | 5-6 | 3 | Shred 2 | |
Smoke Bomb1 | 0 | ? | ? | Any | 0 | ? | Grants Defense | |
Acid Bomb1 | 5-6 | 10 | ? | Any | 0 | 3 | Shred 3, Acid | |
EMP Bomb1 | 10 | 12 | ? | Any | 0 | 5 | Mechs only, Disorients | |
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.