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	<updated>2026-05-01T04:31:26Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=72001</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=72001"/>
		<updated>2016-04-29T13:36:25Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Heavy Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || 3-5 || ? || 5-7 || 0% || Medium || 1&lt;br /&gt;
|-&lt;br /&gt;
|Mag Rifle || 5-7 || ? || 8-10 || 0% || Medium+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle || 7-9 || ? || 11-13 || 0% || Medium++ || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffer aim penalties at longer range. Clip size 4.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || 4-6 || ? || 7-9 || 10% ||  Short || 1&lt;br /&gt;
|-&lt;br /&gt;
|Shard Gun || 6-8 || ? || 10-12 || 15% || Short+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|Storm Gun || 8-10 || ? || 13-15 || 20% || Short++ || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage but have smaller clips than assault rifles. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Cannon || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Mag Cannon || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Beam Cannon || 8-10 || ? || 12-14 || 0% || Medium++ || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || 4-6 || ? || 6-8 || 10% || unlimited || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || 6-8 || ? || 9-11 || 10% || unlimited || 2&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Lance || 8-10 || ? || 12-14 || 10% || unlimited || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || 2-3 || ? ||?|| 0% || Short&lt;br /&gt;
|-&lt;br /&gt;
|Mag Pistol || 3-4 || ? || ? || ? || Short+&lt;br /&gt;
|-&lt;br /&gt;
|Beam Pistol || 3-6 || ? || ? || 0% || Short++&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, these little robots can perform remote hacking and healing and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin (XCOM2)|Gremlin]] || - || 2 || 3-4 || 0 || +20 defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk II(XCOM2)|Gremlin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense || ADVENT Mech Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun || ADVENT Stun Lancer Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || chance to  burn || Archon Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
Psi Amps are the secondary weapons carried by Psi Operatives. They are used for all psionic attacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Amp (XCOM2)|Psi Amp]] || - || 4-6 || ?|| ? || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Psi Amp (XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 || Sectoid Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Psi Amp (XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 || Gatekeeper Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
These can only be equipped by [[Grenadier (XCOM2)|Grenadiers]]. They give bonus damage, range and blast radius on top of that normally given by the launched grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Bonus Damage !! Bonus Range !! Bonus Radius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || 0 || +4 || +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || ? || +5 || +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 radius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
{{Grenades (XCOM2)}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Radius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || 2 || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || 0 || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || 0 || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in three qualities: Basic, Advanced, and Superior, each offering better results over the previous one. &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guaranteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Autoloaders are superior to Expanded Magazines in regular missions as you will probably run out of aliens to kill before running out of free reloads. However, for the last mission, featuring well over 30 opponents, Expanded Magazines are a more effective choice.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71456</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71456"/>
		<updated>2016-03-08T14:42:05Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Personal Combat Sims */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
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 are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
EMP dissables enemies shields&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || +1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || +2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || +2 || 100% chance to burn melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Personal Combat Sims===&lt;br /&gt;
PCS are an item that you can equip to your soldiers to give them a bonus in combat, You can have only one per soldier, and replacing a PCS will destroy the previous one&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Speed||+ Mobility||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning||+ Hit Points||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Focus||+ Will||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Agility||+ Dodge||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Perception||+ Aim||4-6 (5-8)||7-10 (9-13)||12-16 (16-21)&lt;br /&gt;
|-&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.&lt;br /&gt;
* Medikits heal 4HP  soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healling and tier 3 Gremling adds +2HP healing). Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
* Mindshields protect against all types of negative mental effects, like panic or mind control, they are unlocked with [[Sectoid (XCOM2)|Sectoid]] autopsy.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71455</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71455"/>
		<updated>2016-03-08T14:40:35Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
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 are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
EMP dissables enemies shields&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || +1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || +2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || +2 || 100% chance to burn melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Personal Combat Sims===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
!Personal Combat Sim !! Effect !! Basic !! Advanced !! Superior&lt;br /&gt;
|-&lt;br /&gt;
|Speed||+ Mobility||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Conditioning||+ Hit Points||1 (2)||2 (3)||3 (4)&lt;br /&gt;
|-&lt;br /&gt;
|Focus||+ Will||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Agility||+ Dodge||10-15 (13-20)||15-20 (20-27)||20-25 (27-33)&lt;br /&gt;
|-&lt;br /&gt;
|Perception||+ Aim||4-6 (5-8)||7-10 (9-13)||12-16 (16-21)&lt;br /&gt;
|Values inside ( ) are after GTS Project&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.&lt;br /&gt;
* Medikits heal 4HP  soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healling and tier 3 Gremling adds +2HP healing). Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
* Mindshields protect against all types of negative mental effects, like panic or mind control, they are unlocked with [[Sectoid (XCOM2)|Sectoid]] autopsy.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Overwatch_(XCOM2)&amp;diff=71424</id>
		<title>Overwatch (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Overwatch_(XCOM2)&amp;diff=71424"/>
		<updated>2016-02-26T00:28:46Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overwatch is the golden boy of XCOM 2. To put your soldiers in Overwatch they will need to have at least one action left. Overwatch shots have a little aim penalty(except when triggered by an ambush), but unlike its predecesor overwatch shots will trigger one by one, not all at once, allowing for a more diverse strategy setup.&lt;br /&gt;
&lt;br /&gt;
It is important to remember than overwatch can be removed if the unit takes damage or gets hit by a flashbang.&lt;br /&gt;
&lt;br /&gt;
==Overwatch and Skills==&lt;br /&gt;
There are certain skills that modify Overwatch functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Specialist&lt;br /&gt;
*Captain&lt;br /&gt;
**Covering Fire: Overwatch shots can be triggered by any enemy action, not just movement.&lt;br /&gt;
**Threat Assessment: Aid Protocol now grants the target a Covering Fire overwatch shot, but the Aid Protocol cooldown is increased by 1 turn.&lt;br /&gt;
*Major&lt;br /&gt;
**Ever Vigilant: If you spend all your actions on moves, you are granted an automatic overwatch shot at the end of the turn. (only if you don´t attack)&lt;br /&gt;
**Guardian: With every successful overwatch shot, there is a 50% chance that another shot will be taken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sharpshooter&lt;br /&gt;
*Corporal&lt;br /&gt;
**Long Watch: Allows Overwatch to trigger with Squadsight.&lt;br /&gt;
*Captain&lt;br /&gt;
**Kill Zone: Take a reaction shot against any enemy that moves or attacks within a cone of fire. Ability does not end after first shot; only restricted by ammo. 3 turn cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranger:&lt;br /&gt;
*Corporal&lt;br /&gt;
**Phantom: When the squad is revealed, this soldier remains concealed. (your soldier wont make Overwatch shots until he is revealed)&lt;br /&gt;
*Sergeant&lt;br /&gt;
**Shadowstep: This soldier does not trigger overwatch or reaction fire.&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM2]]&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71423</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71423"/>
		<updated>2016-02-26T00:26:25Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Swords */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 3-6 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Amp(XCOM2)|Psi Amp]] || 0 || 4-6 || ?|| ? &lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Psi Amp(XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Psi Amp(XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Ratius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || 0 || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || 0 || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71422</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71422"/>
		<updated>2016-02-26T00:24:58Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Psi Amp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 3-6 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Amp(XCOM2)|Psi Amp]] || 0 || 4-6 || ?|| ? &lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Psi Amp(XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Psi Amp(XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Ratius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || 0 || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || 0 || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71421</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71421"/>
		<updated>2016-02-26T00:14:07Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Heavy Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 3-6 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
&lt;br /&gt;
*Psi amp&lt;br /&gt;
*Advanced Psi Amp: +20 Psi, +1 Psi damage&lt;br /&gt;
*Alien Psi Amp: +40 Psy, +2 Psi damage&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Ratius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || 0 || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || 0 || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Overwatch_(XCOM2)&amp;diff=71401</id>
		<title>Overwatch (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Overwatch_(XCOM2)&amp;diff=71401"/>
		<updated>2016-02-24T21:43:45Z</updated>

		<summary type="html">&lt;p&gt;Fede: Created page with &amp;quot;Overwatch is the golden boy of XCOM 2. To put your soldiers in Overwatch they will need to have at least one action left. Overwatch shots have a little aim penalty, but unlike...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Overwatch is the golden boy of XCOM 2. To put your soldiers in Overwatch they will need to have at least one action left. Overwatch shots have a little aim penalty, but unlike its predecesor overwatch shots will trigger one by one, not all at once, allowing for a more diverse strategy setup.&lt;br /&gt;
&lt;br /&gt;
It is important to remember than overwatch can be removed if the unit takes damage or gets hit by a flashbang.&lt;br /&gt;
&lt;br /&gt;
==Overwatch and Skills==&lt;br /&gt;
There are certain skills that modify Overwatch functionality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Specialist&lt;br /&gt;
*Captain&lt;br /&gt;
**Covering Fire: Overwatch shots can be triggered by any enemy action, not just movement.&lt;br /&gt;
**Threat Assessment: Aid Protocol now grants the target a Covering Fire overwatch shot, but the Aid Protocol cooldown is increased by 1 turn.&lt;br /&gt;
*Major&lt;br /&gt;
**Ever Vigilant: If you spend all your actions on moves, you are granted an automatic overwatch shot at the end of the turn. (only if you don´t attack)&lt;br /&gt;
**Guardian: With every successful overwatch shot, there is a 50% chance that another shot will be taken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sharpshooter&lt;br /&gt;
*Corporal&lt;br /&gt;
**Long Watch: Allows Overwatch to trigger with Squadsight.&lt;br /&gt;
*Captain&lt;br /&gt;
**Kill Zone: Take a reaction shot against any enemy that moves or attacks within a cone of fire. Ability does not end after first shot; only restricted by ammo. 3 turn cooldown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranger:&lt;br /&gt;
*Corporal&lt;br /&gt;
**Phantom: When the squad is revealed, this soldier remains concealed. (your soldier wont make Overwatch shots until he is revealed)&lt;br /&gt;
*Sergeant&lt;br /&gt;
**Shadowstep: This soldier does not trigger overwatch or reaction fire.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dodge_(XCOM2)&amp;diff=71396</id>
		<title>Dodge (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dodge_(XCOM2)&amp;diff=71396"/>
		<updated>2016-02-24T21:15:27Z</updated>

		<summary type="html">&lt;p&gt;Fede: Created page with &amp;quot;Dodge is a new mechanic introduced in XCOM 2, it gives a chance to recieve a &amp;quot;grazed&amp;quot; shot taking only a portion of the damage. Unlike Aim or Will there is no natural way to i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dodge is a new mechanic introduced in XCOM 2, it gives a chance to recieve a &amp;quot;grazed&amp;quot; shot taking only a portion of the damage. Unlike Aim or Will there is no natural way to increase Dodge, you will have to wear a Spider or Wraith suit or equip a Personal Combat Sim.&lt;br /&gt;
&lt;br /&gt;
==Considerations about Dodge==&lt;br /&gt;
&lt;br /&gt;
Vipers, Codex, Archons and Elite Lancers come with a Dodge chance, you should take that into acount when planing your strategies, specially if you plan to melle said enemies.&lt;br /&gt;
&lt;br /&gt;
Explosives, psionics and other AoE attacks are not affected by Dodge, someitimes a Soul Fire or Combat protocol might be your best choice.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Concealment_(XCOM2)&amp;diff=71373</id>
		<title>Concealment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Concealment_(XCOM2)&amp;diff=71373"/>
		<updated>2016-02-23T23:42:19Z</updated>

		<summary type="html">&lt;p&gt;Fede: Created page with &amp;quot;Concealment is a new mechanic introduced in XCOM 2. In certain mission types your squads will start consealed, wich means that the enemy wont know your precense and will patro...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Concealment is a new mechanic introduced in XCOM 2. In certain mission types your squads will start consealed, wich means that the enemy wont know your precense and will patrol the map without knowin you are out there. The best about this new mechanic is the possibility of setting ambushes. To set an ambush just distribute all your soldiers in good cover and put all except one in overwatch, then use the last soldier to attack, this will break concealment and hell will breake loose.&lt;br /&gt;
&lt;br /&gt;
==Breaking Concealment==&lt;br /&gt;
&lt;br /&gt;
As said before, attacking will break concealment, but that is not the only thing that will break it. Steping into an enemy or civilian LoS will break concealment too, also failing a hack attempt or an enemy flanking you will reveal your squad.&lt;br /&gt;
&lt;br /&gt;
==Getting most of Concealment==&lt;br /&gt;
&lt;br /&gt;
There are certain skills that can be used to boost the effectivenes of Concealment. Rangers excell with Concealment, their first three Scout skills allow it to remai in concealment, get an aim and critical chance bonus when in concealment and also enter Concealment again once per mission, you will be able to flank, attack and most probably kill an enemy in the same turn.&lt;br /&gt;
&lt;br /&gt;
Sharpshooter´s Kill Zone and Grenadier¨s Saturation Fire will get most out of this game mechanic, since enemies will be out of cover so you will have a flanking shot critical bonification when attacking with those AoE skills.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(XCOM2)&amp;diff=71365</id>
		<title>Missions (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(XCOM2)&amp;diff=71365"/>
		<updated>2016-02-23T03:35:13Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the big differences between XCOM and XCOM 2 are mission types. Instead of Abductions you have Guerrilla Ops, and instead of Terror Missions you have ADVENT Retaliations (losing and ADVENT Retaliation mission wont make you lose that territory, but it will decrease the supplies income).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mission !! Timer !! Start Concealed !! Objetives !! Reward !! Observations&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Guerrilla Ops || - || yes || Depends || Depends + Countering a Dark Event || You can only choose one at a time&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid || - || yes || Neutralize all enemies || Alloys + Elerium || Beware of AoE attacks, dont destroy the resourses&lt;br /&gt;
|-&lt;br /&gt;
| Secure VIP || 12 || no ||Extract VIP and all soldiers || VIP + resources || VIP starts with you&lt;br /&gt;
|-&lt;br /&gt;
| Rescue VIP || 12 || no || Extract VIP and all soldiers || VIP + resources || VIP doesn´t start with your soldiers&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Dark VIP || 12 || yes || Capture or kill Dark VIP + extract all soldiers || Supplies + Intel || If you kill the Dark VIP you dont get the Intel&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device || - || yes || Protect the device and kill all targets || Deppends || Late game this mission might get hard due to powerfull enemies attacks&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Device || 8 || yes || Destroy the device and kill all targets || Deppends || -&lt;br /&gt;
|-&lt;br /&gt;
| Hack/Recover Device || 8 || yes ||Hack/Recover the device and kill all targets || Deppends || Bring a Specialist&lt;br /&gt;
|-&lt;br /&gt;
| UFO Recovery || 6 || yes || kill all targets || Alloys + Elerium || After you break concealment a beacon will activate, you have 6 turn do deactivate it&lt;br /&gt;
|-&lt;br /&gt;
| ADVENT Retaliation || - || no || save at least six civilians and kill all targets || Supplies income increased || -&lt;br /&gt;
|-&lt;br /&gt;
| ADVENT Facility || - || yes || Plant the X4 and evacuate || AVATAR progress decreased by 1 or 2 points || -&lt;br /&gt;
|-&lt;br /&gt;
| Avenger Defence || - || yes || Destroy the disruptor, dont let enemies inside the ramp || Not losing the game || Defence Matrix helps a lot&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(XCOM2)&amp;diff=71364</id>
		<title>Missions (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(XCOM2)&amp;diff=71364"/>
		<updated>2016-02-23T03:05:47Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the big differences between XCOM and XCOM 2 are mission types. Instead of Abductions you have Guerrilla Ops, and instead of Terror Missions you have ADVENT Retaliations (losing and ADVENT Retaliation mission wont make you lose that territory, but it will decrease the supplies income).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mission !! Timer !! Start Concealed !! Objetives !! Reward !! Observations&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Guerrilla Ops || - || yes || Depends || Depends + Countering a Dark Event || You can only choose one at a time&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid || - || yes || Neutralize all enemies || Alloys + Elerium || Beware of AoE attacks, dont destroy the resourses&lt;br /&gt;
|-&lt;br /&gt;
| Secure VIP || 12 || no ||Extract VIP and all soldiers || VIP + resources || VIP starts with you&lt;br /&gt;
|-&lt;br /&gt;
| Rescue VIP || 12 || no || Extract VIP and all soldiers || VIP + resources || VIP doesn´t start with your soldiers&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Dark VIP || 12 || yes || Capture or kill Dark VIP + extract all soldiers || Supplies + Intel || If you kill the Dark VIP you dont get the Intel&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device || - || yes || Protect the device and kill all targets || Deppends || Late game this mission might get hard due to powerfull enemies attacks&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Device || 8 || yes || Destroy the device and kill all targets || Deppends || -&lt;br /&gt;
|-&lt;br /&gt;
| Hack/Recover Device || 8 || yes ||Hack/Recover the device and kill all targets || Deppends || Bring a Specialist&lt;br /&gt;
|-&lt;br /&gt;
| UFO Recovery || 6 || yes || kill all targets || Alloys + Elerium || After you break concealment a beacon will activate, you have 6 turn do deactivate it&lt;br /&gt;
|-&lt;br /&gt;
| ADVENT Retaliation || - || no || save at least six civilians and kill all targets || Supplies income increased || -&lt;br /&gt;
|-&lt;br /&gt;
| ADVENT Facility || - || yes || Plant the X4 and evacuate || AVATAR progress decreased by 1 or 2 points || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(XCOM2)&amp;diff=71363</id>
		<title>Missions (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(XCOM2)&amp;diff=71363"/>
		<updated>2016-02-23T03:04:48Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the big differences between XCOM and XCOM 2 are mission types. Instead of Abductions you have Guerrilla Ops, and instead of Terror Missions you have ADVENT Retaliations (losing and ADVENT Retaliation mission wont make you lose that territory, but it will decrease the supplies income).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mission !! Timer !! Start Concealed !! Objetives !! Reward !! Observations&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Guerrilla Ops || - || yes || Depends || Depends + Countering a Dark Event || You can only choose one at a time&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid || - || yes || Neutralize all enemies || Alloys + Elerium || Beware of AoE attacks, dont destroy the resourses&lt;br /&gt;
|-&lt;br /&gt;
| Secure VIP || 12 || no ||Extract VIP and all soldiers || VIP + resources || VIP starts with you&lt;br /&gt;
|-&lt;br /&gt;
| Rescue VIP || 12 || yes || Extract VIP and all soldiers || VIP + resources || VIP doesn´t start with your soldiers&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Dark VIP || 12 || yes || Capture or kill Dark VIP + extract all soldiers || Supplies + Intel || If you kill the Dark VIP you dont get the Intel&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device || - || yes || Protect the device and kill all targets || Deppends || Late game this mission might get hard due to powerfull enemies attacks&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Device || 8 || yes || Destroy the device and kill all targets || Deppends || -&lt;br /&gt;
|-&lt;br /&gt;
| Hack/Recover Device || 8 || yes ||Hack/Recover the device and kill all targets || Deppends || Bring a Specialist&lt;br /&gt;
|-&lt;br /&gt;
| UFO Recovery || 6 || yes || kill all targets || Alloys + Elerium || After you break concealment a beacon will activate, you have 6 turn do deactivate it&lt;br /&gt;
|-&lt;br /&gt;
| ADVENT Retaliation || - || no || save at least six civilians and kill all targets || Supplies income increased || -&lt;br /&gt;
|-&lt;br /&gt;
| ADVENT Facility || - || yes || Plant the X4 and evacuate || AVATAR progress decreased by 1 or 2 points || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Missions_(XCOM2)&amp;diff=71362</id>
		<title>Missions (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Missions_(XCOM2)&amp;diff=71362"/>
		<updated>2016-02-23T03:04:11Z</updated>

		<summary type="html">&lt;p&gt;Fede: Created page with &amp;quot;One of the big differences between XCOM and XCOM 2 are mission types. Instead of Abductions you have Guerrilla Ops, and instead of Terror Missions you have ADVENT Retaliations...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the big differences between XCOM and XCOM 2 are mission types. Instead of Abductions you have Guerrilla Ops, and instead of Terror Missions you have ADVENT Retaliations (losing and ADVENT Retaliation mission wont make you lose that territory, but it will decrease the supplies income).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mission !! Timer !! Start Concealed !! Objetives !! Reward !! Observations&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Guerrilla Ops || - || yes || Depends || Depends + Countering a Dark Event || You can only choose one at a time&lt;br /&gt;
|-&lt;br /&gt;
| Supply Raid || - || yes || Neutralize all enemies || Alloys + Elerium || Beware of AoE attacks, dont destroy the resourses&lt;br /&gt;
|-&lt;br /&gt;
| Secure VIP || 12 || no ||Extract VIP and all soldiers || VIP + resources || VIP starts with you&lt;br /&gt;
|-&lt;br /&gt;
| Rescue VIP || 12 || yes || Extract VIP and all soldiers || VIP + resources || VIP doesn´t start with your soldiers&lt;br /&gt;
|-&lt;br /&gt;
| Neutralize Dark VIP || 10 || yes || Capture or kill Dark VIP + extract all soldiers || Supplies + Intel || If you kill the Dark VIP you dont get the Intel&lt;br /&gt;
|-&lt;br /&gt;
| Protect Device || - || yes || Protect the device and kill all targets || Deppends || Late game this mission might get hard due to powerfull enemies attacks&lt;br /&gt;
|-&lt;br /&gt;
| Destroy Device || 8 || yes || Destroy the device and kill all targets || Deppends || -&lt;br /&gt;
|-&lt;br /&gt;
| Hack/Recover Device || 8 || yes ||Hack/Recover the device and kill all targets || Deppends || Bring a Specialist&lt;br /&gt;
|-&lt;br /&gt;
| UFO Recovery || 6 || yes || kill all targets || Alloys + Elerium || After you break concealment a beacon will activate, you have 6 turn do deactivate it&lt;br /&gt;
|-&lt;br /&gt;
| ADVENT Retaliation || - || no || save at least six civilians and kill all targets || Supplies income increased || -&lt;br /&gt;
|-&lt;br /&gt;
| ADVENT Facility || - || yes || Plant the X4 and evacuate || AVATAR progress decreased by 1 or 2 points || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71361</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71361"/>
		<updated>2016-02-23T00:53:06Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Pistols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 3-6 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
&lt;br /&gt;
*Psi amp&lt;br /&gt;
*Advanced Psi Amp: +20 Psi, +1 Psi damage&lt;br /&gt;
*Alien Psi Amp: +40 Psy, +2 Psi damage&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Ratius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || ? || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || ? || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || ? || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71360</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71360"/>
		<updated>2016-02-22T20:22:02Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
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 are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
EMP dissables enemies shields&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || +1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || +2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || +2 || 100% chance to burn melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.&lt;br /&gt;
* Medikits heal 4HP  soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healling and tier 3 Gremling adds +2HP healing). Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
* Mindshields protect against all types of negative mental effects, like panic or mind control, they are unlocked with [[Sectoid (XCOM2)|Sectoid]] autopsy.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71359</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71359"/>
		<updated>2016-02-22T20:21:11Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
&lt;br /&gt;
*Psi amp&lt;br /&gt;
*Advanced Psi Amp: +20 Psi, +1 Psi damage&lt;br /&gt;
*Alien Psi Amp: +40 Psy, +2 Psi damage&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Ratius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || ? || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || ? || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || ? || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71357</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71357"/>
		<updated>2016-02-22T19:06:27Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
&lt;br /&gt;
*Psi amp&lt;br /&gt;
*Advanced Psi Amp: +20 Psi, +1 Psi damage&lt;br /&gt;
*Alien Psi Amp: +40 Psy, +2 Psi damage&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || 0 || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Ratius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || ? || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || ? || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || ? || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71356</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71356"/>
		<updated>2016-02-22T19:05:17Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
&lt;br /&gt;
*Psi amp&lt;br /&gt;
*Advanced Psi Amp: +20 Psi, +1 Psi damage&lt;br /&gt;
*Alien Psi Amp: +40 Psy, +2 Psi damage&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || 0 || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Ratius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || ? || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || ? || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || ? || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71355</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71355"/>
		<updated>2016-02-22T19:02:08Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Heavy Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
&lt;br /&gt;
*Psi amp&lt;br /&gt;
*Advanced Psi Amp: +20 Psi, +1 Psi damage&lt;br /&gt;
*Alien Psi Amp: +40 Psy, +2 Psi damage&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Ratius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || ? || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || ? || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || ? || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71354</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71354"/>
		<updated>2016-02-22T18:59:47Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Psy Amp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
&lt;br /&gt;
*Psi amp&lt;br /&gt;
*Advanced Psi Amp: +20 Psi, +1 Psi damage&lt;br /&gt;
*Alien Psi Amp: +40 Psy, +2 Psi damage&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Ratius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || ? || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || ? || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || ? || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 25 || ? || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71351</id>
		<title>Advanced Warfare Center (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71351"/>
		<updated>2016-02-22T13:12:52Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Function */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
The (A)dvanced (W)arfare (C)enter is the medical bay of the Avenger where soldiers go to get healed up if they have been wounded in combat. (They will be lying on the beds) It is not critical to get the AWC in order to proceed with the main story, but due to it&#039;s functions as a medical lab it is highly recommended to get it early.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
&lt;br /&gt;
The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the other soldier classes (except Psy Op skills) when they rank up.&lt;br /&gt;
&lt;br /&gt;
These are some of the known skills a soldier can learn:&lt;br /&gt;
*Dead eye&lt;br /&gt;
*Rapid Fire&lt;br /&gt;
*Serial&lt;br /&gt;
*Phantom&lt;br /&gt;
*Chain Shot&lt;br /&gt;
*Volatile Mix&lt;br /&gt;
*Shredder&lt;br /&gt;
*Covering Fire&lt;br /&gt;
*Deep Cover&lt;br /&gt;
*Lightning Reflexes&lt;br /&gt;
*Aim&lt;br /&gt;
*Shadowstep&lt;br /&gt;
*Holo-Targeting&lt;br /&gt;
*Rupture&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71340</id>
		<title>Advanced Warfare Center (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71340"/>
		<updated>2016-02-20T16:45:27Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
The (A)dvanced (W)arfare (C)enter is the medical bay of the Avenger where soldiers go to get healed up if they have been wounded in combat. (They will be lying on the beds) It is not critical to get the AWC in order to proceed with the main story, but due to it&#039;s functions as a medical lab it is highly recommended to get it early.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
&lt;br /&gt;
The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the other soldier classes (except Psy Op skills) when they rank up.&lt;br /&gt;
&lt;br /&gt;
These are some of the known skills a soldier can learn:&lt;br /&gt;
*Dead eye&lt;br /&gt;
*Rapid Fire&lt;br /&gt;
*Serial&lt;br /&gt;
*Phantom&lt;br /&gt;
*Chain Shot&lt;br /&gt;
*Volatile Mix&lt;br /&gt;
*Shredder&lt;br /&gt;
*Covering Fire&lt;br /&gt;
*Deep Cover&lt;br /&gt;
*Lightning Reflexes&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_Security_Tower_(XCOM2)&amp;diff=71339</id>
		<title>ADVENT Security Tower (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_Security_Tower_(XCOM2)&amp;diff=71339"/>
		<updated>2016-02-20T14:41:58Z</updated>

		<summary type="html">&lt;p&gt;Fede: Created page with &amp;quot;ADVENT Security Tower act as watchpoints in all advent cities, they are able to reveal your troopers if you step in their sight ratius. These towers can be remote hacked to ob...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ADVENT Security Tower act as watchpoints in all advent cities, they are able to reveal your troopers if you step in their sight ratius. These towers can be remote hacked to obtain different combat bonuses such as concealment, inmunity to enemy attacks, and other skill. If you succesfully hack a tower you will obtain the bonus and dissable the sight ratius, if you fail your whole squad will be revealed.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=ADVENT_Trooper_(XCOM2)&amp;diff=71338</id>
		<title>ADVENT Trooper (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=ADVENT_Trooper_(XCOM2)&amp;diff=71338"/>
		<updated>2016-02-20T14:32:21Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| align = &amp;quot;center&amp;quot; width = &amp;quot;60%&amp;quot; style =&amp;quot;background:#FFFFd0;&amp;quot; border = &amp;quot;0&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
| &amp;lt;span style = &amp;quot;font-size:larger;&amp;quot;&amp;gt;&#039;&#039;&#039;Stub&#039;&#039;&#039;&amp;lt;/span&amp;gt;[[File:EXALT Insignia (EU2012).png|right|75px|Pistol]] &lt;br /&gt;
----&lt;br /&gt;
&amp;lt;span style = &amp;quot;font-size:smaller;&amp;quot;&amp;gt;This page is currently empty or currently missing key content. Possibly due to EXALT sabotage. Please help fight the alien menace by filling this page with relevant info. Remove this stub after the page has been completed to a minimum.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
[[File:ADVENT-Trooper.png|300px|right|ADVENT Trooper]]&lt;br /&gt;
ADVENT Troopers are the most basic Human unit found in XCOM 2, appearing as soon as the game begins and providing little challenge when encountered alone.&lt;br /&gt;
&lt;br /&gt;
Effectively, this unit takes the place as the bottom rung of the enemy forces away from the Sectoids as the cannon fodder that gets pressed forward into battle. However, keep in mind that they are significantly braver than the classic Sectoid &#039;Greys&#039; of previous encounters, and when directed by a Captain, they&#039;re more than capable of whittling away at your soldier&#039;s HP. If not commanded by a CO, they&#039;ll often be paired with the new human-hybrid Sectoid.&lt;br /&gt;
&lt;br /&gt;
After a while they will be replaced by ADVENT Advanced Troopers, which are essentially identical, but with better stats and an equiped grenade.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
==Info==&lt;br /&gt;
{{Unit Stat Box (EU2012)&lt;br /&gt;
|appears=Starting Mission&lt;br /&gt;
|picture=[[File:ADVENTTRooperMug.png|125px]]&lt;br /&gt;
|hp=3/3/4/4&lt;br /&gt;
|aim=65/65/??/??&lt;br /&gt;
|defense=0/0/??/??&lt;br /&gt;
|will=50&lt;br /&gt;
|move=12&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ ADVENT Trooper Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
| |[[ADVENT Magnetic Rifle]] || 3 || 4 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* ADVENT Troopers have no unique abilities, sans the ability to overwatch.&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM2]]&lt;br /&gt;
[[Category: Aliens (XCOM2)]]&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71328</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71328"/>
		<updated>2016-02-19T00:56:14Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Weapon Parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psy Amp====&lt;br /&gt;
&lt;br /&gt;
*Psy amp&lt;br /&gt;
*Advanced Psy Amp: +20 Psy (might add damage)&lt;br /&gt;
*Alien Psy Amp: +40 Psy (might add damage)&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Ratius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || ? || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || ? || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || ? || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 25 || ? || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71327</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71327"/>
		<updated>2016-02-18T21:16:00Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Heavy Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psy Amp====&lt;br /&gt;
&lt;br /&gt;
*Psy amp&lt;br /&gt;
*Advanced Psy Amp: +20 Psy (might add damage)&lt;br /&gt;
*Alien Psy Amp: +40 Psy (might add damage)&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Ratius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || ? || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || ? || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || ? || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 25 || ? || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Archon_(XCOM2)&amp;diff=71325</id>
		<title>Archon (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Archon_(XCOM2)&amp;diff=71325"/>
		<updated>2016-02-18T20:57:12Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Archon appears to be an evolution of the Floater, but instead of a dedicated ranged weapon, Archons are armed with a powerful melee-ranged hybrid weapon instead. They can fly and have good health and dodge, making them tough to take down. In addition, if they take damage they will Battle Frenzy, giving them an extra action that will almost certainly allow them to close with you next round.&lt;br /&gt;
&lt;br /&gt;
Unlike Floaters, Archons have the blazing pinions ability, they will fly to the top level of the map and release a volley of missiles wich will impact on the next round no matter if the Archon is killed or not.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(XCOM2)&amp;diff=71324</id>
		<title>Alien Life Forms (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Life_Forms_(XCOM2)&amp;diff=71324"/>
		<updated>2016-02-18T20:53:07Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Commanders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Soldiers==&lt;br /&gt;
* [[ADVENT Trooper (XCOM2)|ADVENT Trooper]]&lt;br /&gt;
* [[ADVENT Officer (XCOM2)|ADVENT Officer]]&lt;br /&gt;
* [[ADVENT Stun Lancer (XCOM2)|ADVENT Stun Lancer]]&lt;br /&gt;
* [[ADVENT Shieldbearer (XCOM2)|ADVENT Shieldbearer]]&lt;br /&gt;
* [[Sectoid (XCOM2)|Sectoid]]&lt;br /&gt;
* [[Viper (XCOM2)|Viper]]&lt;br /&gt;
* [[Muton (XCOM2)|Muton]]&lt;br /&gt;
* [[Andromedon (XCOM2)|Andromedon]]&lt;br /&gt;
* [[Faceless (XCOM2)|Faceless]]&lt;br /&gt;
* [[Berserker (XCOM2)|Berserker]]&lt;br /&gt;
* [[Archon (XCOM2)|Archon]]&lt;br /&gt;
* [[Chryssalid (XCOM2)|Chryssalid]]&lt;br /&gt;
&lt;br /&gt;
==Mechanized Units==&lt;br /&gt;
* [[ADVENT Turret (XCOM2)|ADVENT Turret]]&lt;br /&gt;
* [[ADVENT Mech (XCOM2)|ADVENT Mech]]&lt;br /&gt;
* [[ADVENT Security Tower (XCOM2)|ADVENT Security Tower]]&lt;br /&gt;
* [[Sectopod (XCOM2)|Sectopod]]&lt;br /&gt;
&lt;br /&gt;
==Commanders==&lt;br /&gt;
* [[Codex (XCOM2)|Codex]]&lt;br /&gt;
* [[Gatekeeper (XCOM2)|Gatekeeper]]&lt;br /&gt;
* [[Avatar (XCOM2)|Avatar]] (SPOILERS)&lt;br /&gt;
&lt;br /&gt;
[[Category: XCOM2]]&lt;br /&gt;
[[Category: Aliens (XCOM2)]]&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gatekeeper_(XCOM2)&amp;diff=71323</id>
		<title>Gatekeeper (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gatekeeper_(XCOM2)&amp;diff=71323"/>
		<updated>2016-02-18T20:51:44Z</updated>

		<summary type="html">&lt;p&gt;Fede: Created page with &amp;quot;The Gatekeeper is one of the most powerfull enemies you will encounter. In its closed state it will have an enormous amount of armor, making it a really durable enemy, but it ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Gatekeeper is one of the most powerfull enemies you will encounter. In its closed state it will have an enormous amount of armor, making it a really durable enemy, but it will be limited to use only his cannon attack (wich is quite strong). When the Gatekeeper opens his shell he will be able to use psy attacks, the most notable one is an AoE wich deals a medium amount of damage and also raises any corpse in the area as a psy zombie, and if it kills one of your troops or civilians they will be automaticaly raised too.&lt;br /&gt;
&lt;br /&gt;
When his shell is open his armour will be reduces to half of his base amount, so use this at your advantage to shoot with your most powerfull weapon, as he will close it after being damaged. Just like the Sectopod, he can fly trought terrain destroying it.&lt;br /&gt;
&lt;br /&gt;
You can also use a Flashbang grenade to disorient him, preventing any use of psionics and killing any raised zombie.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GTS_(XCOM2)&amp;diff=71316</id>
		<title>GTS (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GTS_(XCOM2)&amp;diff=71316"/>
		<updated>2016-02-18T14:02:35Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Guerilla Tactics School is akin to the Officer Training School from XCOM: Enemy Unknown (2012). This is where you can increase your squad size and gain various squad wide bonuses, such as increased experience etc. The GTS also allows you to train rookies into squaddies, without having them go into combat. This is handy, if you want to have a B or C team ready, without wanting them to go on risky missions, where they might potentially be killed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Training !! Effect !! Cost!! Requirements !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Vulture||Enemies drop an additional item with every timed loot drop || 75/100 || none&lt;br /&gt;
|-&lt;br /&gt;
| Squad size I|| Squad size increased by 1 || 50/100 || Corporal/Lieutenant &lt;br /&gt;
|-&lt;br /&gt;
| Squad size II ||  Squad size increased by 1|| 75/150 || Captain&lt;br /&gt;
|-&lt;br /&gt;
| Lightning strike || Units gains +3 mobility for the first two turns of battle while the squad remains concealed || 100/125 ||  none&lt;br /&gt;
|-&lt;br /&gt;
| Wet work || +25% experience gained from kills || 125/150 || none &lt;br /&gt;
|-&lt;br /&gt;
| Vengeance || If a squadmate dies or is critically wounded, gain random tactical bonuses for two turns || 100/125 || Lieutenant  &lt;br /&gt;
|-&lt;br /&gt;
| Integrated warfare || PCS bonuses are significantly improved || 150/200 || Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
| Stay with me || Soldiers are more likely to bleed out than die outright || 150/175 || Mayor  &lt;br /&gt;
|-&lt;br /&gt;
| Grenadier: biggest booms || Explosives can inflict critical damage || 75/200 ||  Grenadier captain &lt;br /&gt;
|-&lt;br /&gt;
| Ranger: hunter instinct|| Attacks against flanked enemies deal +3 damage || 75/200 || Ranger captain  &lt;br /&gt;
|-&lt;br /&gt;
| Sharpshooter: dead shot || Bonus 10% chance to critically hit enemies || 75/200 || Sharpshooter captain  &lt;br /&gt;
|-&lt;br /&gt;
| Specialist: cool under pressure || Gain +10 Aim and the ability to critically hit when taking overwatch and reaction shots || 75/200 || Specialist captain  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71315</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71315"/>
		<updated>2016-02-18T13:45:49Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
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 are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
EMP dissables enemies shields&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || +1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || +2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || +2 || 100% chance to burn melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.&lt;br /&gt;
* Medikits heal 4HP  soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healling and tier 3 Gremling adds +2HP healing). Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
* Mindshields protect against all types of negative mental effects, like panic or mind control, they are unlocked with [[Sectoid (XCOM2)|Sectoid]] autopsy.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71314</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71314"/>
		<updated>2016-02-18T13:45:01Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
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 are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
EMP dissables enemies shields&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || +1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || +2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || +2 || 100% chance to burn melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier, disables enemy shields || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.&lt;br /&gt;
* Medikits heal 4HP  soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healling and tier 3 Gremling adds +2HP healing). Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
* Mindshields protect against all types of negative mental effects, like panic or mind control, they are unlocked with [[Sectoid (XCOM2)|Sectoid]] autopsy.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71313</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71313"/>
		<updated>2016-02-18T13:44:01Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psy Amp====&lt;br /&gt;
&lt;br /&gt;
*Psy amp&lt;br /&gt;
*Advanced Psy Amp: +20 Psy (might add damage)&lt;br /&gt;
*Alien Psy Amp: +40 Psy (might add damage)&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71312</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71312"/>
		<updated>2016-02-18T13:43:36Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
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 are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
EMP dissables enemies shields&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || +1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || +2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || +2 || 100% chance to burns melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies and disables shields|| Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier, disables enemy shields || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.&lt;br /&gt;
* Medikits heal 4HP  soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healling and tier 3 Gremling adds +2HP healing). Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
* Mindshields protect against all types of negative mental effects, like panic or mind control, they are unlocked with [[Sectoid (XCOM2)|Sectoid]] autopsy.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71311</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71311"/>
		<updated>2016-02-18T13:43:07Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
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 are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
EMP dissables enemies shields&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || +1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || +2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || +2 || 100% chance to burns melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies || Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier, disables enemy shields || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.&lt;br /&gt;
* Medikits heal 4HP  soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healling and tier 3 Gremling adds +2HP healing). Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
* Mindshields protect against all types of negative mental effects, like panic or mind control, they are unlocked with [[Sectoid (XCOM2)|Sectoid]] autopsy.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71310</id>
		<title>Advanced Warfare Center (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Advanced_Warfare_Center_(XCOM2)&amp;diff=71310"/>
		<updated>2016-02-18T13:41:49Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
The (A)dvanced (W)arfare (C)enter is the medical bay of the Avenger where soldiers go to get healed up if they have been wounded in combat. (They will be lying on the beds) It is not critical to get the AWC in order to proceed with the main story, but due to it&#039;s functions as a medical lab it is highly recommended to get it early.&lt;br /&gt;
&lt;br /&gt;
== Function ==&lt;br /&gt;
&lt;br /&gt;
The AWC increases soldiers healing rate by +50% (+100% with an assigned engineer) and allows to respec a soldiers abilities, the soldier will be unavaible for combat for 5 days. Also the AWC will give each soldier a chance to learn an ability from the other soldier classes (except Psy Op skills) when they rank up.&lt;br /&gt;
&lt;br /&gt;
These are some of the known skills a soldier can learn:&lt;br /&gt;
*Dead eye&lt;br /&gt;
*Rapid Fire&lt;br /&gt;
*Serial&lt;br /&gt;
*Phantom&lt;br /&gt;
*Chain Shot&lt;br /&gt;
*Volatile Mix&lt;br /&gt;
*Shredder&lt;br /&gt;
*Covering Fire&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71299</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71299"/>
		<updated>2016-02-18T04:13:04Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
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 are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
EMP dissables enemies shields&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || +1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || +2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || +2 || 100% chance to burns melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies || Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier, disables enemy shields || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.&lt;br /&gt;
* Medikits heal 4HP  soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healling and tier 3 Gremling adds +2HP healing). Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
* Mindshields protect against all types of negative mental effects, like panic or mind control, they are unlocked with [[Sectoid (XCOM2)|Sectoid]] autopsy.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71292</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71292"/>
		<updated>2016-02-17T23:59:50Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psy Amp====&lt;br /&gt;
&lt;br /&gt;
*Psy amp&lt;br /&gt;
*Advanced Psy Amp: +20 Psy (might add damage)&lt;br /&gt;
*Alien Psy Amp: +40 Psy (might add damage)&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. A continental bonus allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the Africa continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Gun n´run/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71291</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71291"/>
		<updated>2016-02-17T23:59:20Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
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 are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || ? ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || ? ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || 0 || no || Mechanical enemies only, Disorients, Shutdowns || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
EMP dissables enemies shields&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || +1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || +2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || +2 || 100% chance to burns melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies || Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.&lt;br /&gt;
* Medikits heal 4HP  soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healling and tier 3 Gremling adds +2HP healing). Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
* Mindshields protect against all types of negative mental effects, like panic or mind control, they are unlocked with [[Sectoid (XCOM2)|Sectoid]] autopsy.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71290</id>
		<title>Equipment (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Equipment_(XCOM2)&amp;diff=71290"/>
		<updated>2016-02-17T23:41:32Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Utility Items==&lt;br /&gt;
All soldiers have at least one slot that can carry a utility item. The starting Kevlar armor has only one slot, but upgrading to Predator armor will grant a second slot. Special armor suits such as EXO and Spider Suits go back to only one utility slot, in exchange for some other bonus.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
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 are carried in the Utility slot, but Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Terrain Damage !! Blast Radius !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || 3-4 || 3 || Shred 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || Disorients || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? ||  0 || 4 || Shred 1, Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? ||| 0 || 4 || Shred 2, Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? ||  0 || ? || Shred 2, Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? ||  0 || 3 || Shred 4, Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? ||  0 || ? || Mechanical enemies only, Disorients, Shutdowns || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? ||  0 || 5 || Mechanical enemies only, Disorients, Shutdowns || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || Grants Defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || 0 || ? || Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? ||  0 || 5 || Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Armor items are utility slot items that improve survivability. Soldiers can only one of this type can be carried.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Armor !! Health !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Nanoscale Vest || +1 || - || Alien Materials&lt;br /&gt;
|-&lt;br /&gt;
| Hazmat Vest || +2 || Acid, Fire, Poison immunity || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Stasis Vest || +2 || After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Plated Vest || +2 || +1 Armor. || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Hellweave Vest || +2 || 100% chance to burns melee attackers || Chryssalid Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
Special rounds can be used by any character with any main weapon, including beam weapons. They are also applied to pistol sidearm. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Ammunition !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| Bluescreen Rounds || +5 damage against robotic enemies || Bluescreen Protocol (PG) to unlock manufacturing&lt;br /&gt;
|-&lt;br /&gt;
| A.P. Rounds || Negates 5 points of armor for this soldier || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Tracer Rounds || +10 Aim || Experimental Armor (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Rounds || +1 damage, chance to inflict burning || Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Talon Rounds || +20% critical chance, +1 critical damage|| Experimental Ammo (PG)&lt;br /&gt;
|-&lt;br /&gt;
| Venom Rounds || +1 damage, chance to poison the target  || Experimental Ammo (PG)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
* Battle Scanners scan an area for signatures. Any enemies in an area will be tagged in red, even if you can&#039;t see them. They reveal any [[Faceless (XCOM2)|Faceless]] masquerading as civilians, and will detect burrowed [[Chryssalid (XCOM2)|chryssalid]]s. Battle scanners are unlocked with [[ADVENT Trooper (XCOM2)|ADVENT Trooper]] autopsy.&lt;br /&gt;
* Medikits heal 4HP  soldiers. Specialists with Medic Protocol can deploy medikits remotely with their Gremlins (tier 2 Gremlin adds +1HP healling and tier 3 Gremling adds +2HP healing). Medikits are upgraded to Nanomedikits with [[Viper (XCOM2)|Viper]] autopsy and heal 6HP (without Gremlin bonuses).&lt;br /&gt;
* Mindshields protect against all types of negative mental effects, like panic or mind control, they are unlocked with [[Sectoid (XCOM2)|Sectoid]] autopsy.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71289</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71289"/>
		<updated>2016-02-17T23:36:20Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psy Amp====&lt;br /&gt;
&lt;br /&gt;
*Psy amp&lt;br /&gt;
*Advanced Psy Amp: +20 Psy (might add damage)&lt;br /&gt;
*Alien Psy Amp: +40 Psy (might add damage)&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? || Any || 0 || 4 || Shred 1, Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechanical enemies only, Disorients, Shutdowns || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? || Any || 0 || 4 || Shred 2, Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 4, Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechanical enemies only, Disorients, Shutdowns || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? || Any || 0 || 5 || Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. A continental bonus allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the Africa continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Gun n´run/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71288</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71288"/>
		<updated>2016-02-17T23:15:44Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Gremlin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psy Amp====&lt;br /&gt;
&lt;br /&gt;
*Psy amp&lt;br /&gt;
*Advanced Psy Amp: +20 Psy (might add damage)&lt;br /&gt;
*Alien Psy Amp: +40 Psy (might add damage)&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? || Any || 0 || 4 || Shred 1, Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? || Any || 0 || 4 || Shred 2, Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 4, Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? || Any || 0 || 5 || Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. A continental bonus allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the Africa continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Gun n´run/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71287</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71287"/>
		<updated>2016-02-17T23:07:21Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Swords */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || ? || ? || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psy Amp====&lt;br /&gt;
&lt;br /&gt;
*Psy amp&lt;br /&gt;
*Advanced Psy Amp: +20 Psy (might add damage)&lt;br /&gt;
*Alien Psy Amp: +40 Psy (might add damage)&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? || Any || 0 || 4 || Shred 1, Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? || Any || 0 || 4 || Shred 2, Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 4, Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? || Any || 0 || 5 || Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. A continental bonus allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the Africa continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Gun n´run/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71284</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71284"/>
		<updated>2016-02-17T21:40:50Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || ? || ? || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melle|| none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melle || 15% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melle || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psy Amp====&lt;br /&gt;
&lt;br /&gt;
*Psy amp&lt;br /&gt;
*Advanced Psy Amp: +20 Psy (might add damage)&lt;br /&gt;
*Alien Psy Amp: +40 Psy (might add damage)&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? || Any || 0 || 4 || Shred 1, Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? || Any || 0 || 4 || Shred 2, Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 4, Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? || Any || 0 || 5 || Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. A continental bonus allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the Africa continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Gun n´run/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71283</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71283"/>
		<updated>2016-02-17T21:37:23Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Cannons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gremlin===&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || ? || ? || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melle|| none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melle || 15% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melle || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psy Amp====&lt;br /&gt;
&lt;br /&gt;
*Psy amp&lt;br /&gt;
*Advanced Psy Amp: +20 Psy (might add damage)&lt;br /&gt;
*Alien Psy Amp: +40 Psy (might add damage)&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thrown===&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? || Any || 0 || 4 || Shred 1, Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? || Any || 0 || 4 || Shred 2, Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 4, Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? || Any || 0 || 5 || Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. A continental bonus allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the Africa continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Gun n´run/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71282</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71282"/>
		<updated>2016-02-17T21:36:48Z</updated>

		<summary type="html">&lt;p&gt;Fede: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || 2 ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|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&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gremlin===&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || ? || ? || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melle|| none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melle || 15% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melle || 20% chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psy Amp====&lt;br /&gt;
&lt;br /&gt;
*Psy amp&lt;br /&gt;
*Advanced Psy Amp: +20 Psy (might add damage)&lt;br /&gt;
*Alien Psy Amp: +40 Psy (might add damage)&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thrown===&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? || Any || 0 || 4 || Shred 1, Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? || Any || 0 || 4 || Shred 2, Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 4, Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? || Any || 0 || 5 || Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. A continental bonus allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the Africa continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Gun n´run/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71281</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71281"/>
		<updated>2016-02-17T21:11:39Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Secondary Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gremlin===&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapon carried by [[Ranger (XCOM2)|Ranger]]s.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || ? || ? || 2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launchers===&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thrown===&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? || Any || 0 || 4 || Shred 1, Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? || Any || 0 || 4 || Shred 2, Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 4, Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? || Any || 0 || 5 || Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. A continental bonus allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the Africa continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71280</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71280"/>
		<updated>2016-02-17T21:02:43Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Grenade Launchers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapon carried by [[Ranger (XCOM2)|Ranger]]s.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Effects&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sword (XCOM2)|Sword]] || 3-5 || ? ||?|| +10% || melle||  none  &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM2)|Arc Blade]] || 4-6 || ? || ? || +15% || melle || 15% chance to stun the target &lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM2)|Fusion Blade]] || 5-7 || ? || ? || +20% || melle || 20% chance to aplly burning  &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;| Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launchers===&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thrown===&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? || Any || 0 || 4 || Shred 1, Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? || Any || 0 || 4 || Shred 2, Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 4, Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? || Any || 0 || 5 || Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. A continental bonus allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the Africa continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71279</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71279"/>
		<updated>2016-02-17T21:01:20Z</updated>

		<summary type="html">&lt;p&gt;Fede: /* Swords */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Firearms===&lt;br /&gt;
====Rifles====&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. 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&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || ? || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 4-5 || ? || ? || 0% || ? || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapon carried by [[Ranger (XCOM2)|Ranger]]s.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Effects&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sword (XCOM2)|Sword]] || 3-5 || ? ||?|| +10% || melle||  none  &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM2)|Arc Blade]] || 4-6 || ? || ? || +15% || melle || 15% chance to stun the target &lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM2)|Fusion Blade]] || 5-7 || ? || ? || +20% || melle || 20% chance to aplly burning  &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;| Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grenade Launchers===&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grrenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grrenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Thrown===&lt;br /&gt;
====Grenades====&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance !!  Class !! Terrain Damage !! Blast Radius !! Abilities !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || ? || Any || 3-4 || 3 || Shred 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 || Any || 0 || ? || Grants Defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 || Any || 0 || 8 || Disorients || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || ? || Any || 0 || 4 || Shred 1, Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || ? || ? || Any || 0 || ? || Shred 2, Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || ? || ? || ? || Any || 0 || ? || Mechs only, Disorients || Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 5-6 || 3 || Shred 2 || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || ? || Any || 0 || ? || Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || ? || Any || 0 || 4 || Shred 2, Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || ? || Any || 0 || 3 || Shred 4, Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || ? || Any || 0 || 5 || Mechs only, Disorients || Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || ? || Any || 0 || 5 || Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. A continental bonus allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the Africa continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Fede</name></author>
	</entry>
</feed>