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% | ? | ? | ? | |
Mag Rifle | 5-7 | ? | ? | 0% | ? | ? | ||
Plasma Rifle | 7-9 | ? | ? | 0% | ? | ? | ? | |
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% | ? | ? | ? | |
Shard Gun | 6-8 | ? | ? | 15% | ? | ? | ||
Storm Gun | 8-10 | ? | ? | 20% | ? | ? | ? | |
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 | Class | Terrain Damage | Mod Slots |
---|---|---|---|---|---|---|---|---|
Cannon | 4-6 | ? | ? | 0% | ? | ? | ? | |
Mag Cannon | 6-8 | ? | ? | 0% | ? | ? | ||
Beam Cannon | 8-10 | ? | ? | 0% | ? | ? | ? | |
1 Notes. |
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 | Class | Terrain Damage | Mod Slots |
---|---|---|---|---|---|---|---|---|
Sniper Rifle | 4-6 | ? | ? | 10% | ? | ? | ? | |
Gauss Rifle | 6-8 | ? | ? | 10% | ? | ? | ||
Plasma Lance | 8-10 | ? | ? | 10% | ? | ? | ? | |
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. 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 | Mod Slots |
---|---|---|---|---|---|---|---|---|
Pistol | 2-3 | ? | ? | 0% | ? | ? | ? | |
Mag Pistol | 3-4 | ? | ? | ? | ? | ? | ||
Beam Pistol | 4-5 | ? | ? | 0% | ? | ? | ? | |
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. Grenadiers also have an extra equipment slot that can only be used for a grenade.
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.