<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Keheck</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Keheck"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Keheck"/>
	<updated>2026-05-01T08:32:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=118744</id>
		<title>Other Abilities (LWR)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Other_Abilities_(LWR)&amp;diff=118744"/>
		<updated>2024-04-20T18:33:22Z</updated>

		<summary type="html">&lt;p&gt;Keheck: Clarified the mechanics of aliens being Off Guard and Unprepared&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Long_War_Rebalance|Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;padding-left: 20px;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accuracy Cap==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance (otherwise known as &#039;Crit&#039;) is capped at the current hit chance. This means that a soldier with 100 crit and a 1% chance to hit will only have a 1% chance to crit due to a -99 accuracy cap.&lt;br /&gt;
&lt;br /&gt;
== Air Strikes ==&lt;br /&gt;
&lt;br /&gt;
If you are fighting in a country that has some country defense, they may offer the officer on your squad the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The formula to calculate the percent chance a country will offer you an Air Strike is:&lt;br /&gt;
 20 + Country Defense / 2&lt;br /&gt;
&lt;br /&gt;
If they&#039;ve made the offer, officers you control you can press &#039;V&#039; or click the ability to call in an &#039;&#039;&#039;Air Strike&#039;&#039;&#039;. This can only occur once per mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Strikes&#039;&#039;&#039; will occur at the end of the turn they are called, and will bombard all enemies that are active and visible from above with multiple explosions.&lt;br /&gt;
&lt;br /&gt;
Each enemy has 20 chances to be struck by an explosion. The chance for each explosion to strike is x%, where x is how many opportunities have been calculated. For example, the first chance is 1%, the second is 2%, the last explosion is a 20% chance, and the average is a 10% chance.&lt;br /&gt;
&lt;br /&gt;
Each explosion deals 3-6 damage + 10% of the target&#039;s max hp in a 2-tile radius, with damage falloff like other explosives (50% damage at the periphery). The explosions will land within a 6-tile radius of the targeted enemy, using the same mechanics as rocket scatter (6 tiles being the maximum distance, but most explosions will land in a significantly smaller area of around 3 tiles).&lt;br /&gt;
&lt;br /&gt;
Because of these mechanics, air strikes tend to be best against enemies that are clustered together, as each enemy will take damage from multiple enemies worth of explosions. They can also be useful for disrupting psionic abilities.&lt;br /&gt;
&lt;br /&gt;
== Base DR ==&lt;br /&gt;
&lt;br /&gt;
Any unit that has any &#039;&#039;&#039;Base Damage Resistance&#039;&#039;&#039; (represented in multiples of 20 by grey pips on their HP bar or in the F1 panel as a small number next to &#039;&#039;&#039;Total DR&#039;&#039;&#039;) will have it reduced as their &#039;&#039;&#039;armor HP&#039;&#039;&#039; declines. Specifically, the square of % of armor HP lost is equal to the % of base DR removed. &lt;br /&gt;
&lt;br /&gt;
This is not to be confused with &#039;&#039;&#039;red fog&#039;&#039;&#039; which only kicks in when the unit has lost all &#039;&#039;&#039;armor HP&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stacks additively with itself (e.g an ability that gives 10 base DR and an armor that gives 20 base DR give the soldier 30 base DR total). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base DR&#039;&#039;&#039; stack multiplicatively with other forms of DR to calculate &#039;&#039;&#039;Total DR&#039;&#039;&#039;.  &#039;&#039;&#039;Total DR&#039;&#039;&#039; is represented by a grey shield to the left of their HP bar and in the F1 panel as a large yellow number.&lt;br /&gt;
&lt;br /&gt;
[[File:BaseDRLWR.png]]&lt;br /&gt;
&lt;br /&gt;
== Berserk ==&lt;br /&gt;
&lt;br /&gt;
If multiple non-blueshirt soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members that are idle gain the ability to go &#039;&#039;&#039;Berserk&#039;&#039;&#039;. Only 1 member of the squad can berserk each turn. A unit going berserk will prevent other beginning of turn affects from occurring such as enrage, fatigued, and exhausted. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Berserk = &#039;&#039;&#039;0.5%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A berserked unit will enter an &#039;&#039;&#039;[[Other_Abilities_(LWR)#Enrage|enraged]]&#039;&#039;&#039; state, reload if their ammo isn&#039;t full, may move towards the nearest enemy, may fire a shot (at +100 aim), and after done, will still be enraged with 2APs ready to go.&lt;br /&gt;
&lt;br /&gt;
==Bleed Out==&lt;br /&gt;
&lt;br /&gt;
XCOM soldiers and MECs uniquely will sometimes not die when their HP would be reduced below 1. Instead they will become critically wounded and begin to &#039;&#039;&#039;Bleed Out&#039;&#039;&#039; for 2-4 turns (turns can be increased with a &#039;&#039;&#039;respirator implant&#039;&#039;&#039; or the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod). At the start of each XCOM turn the timer is reduced, so often a 2 turn bleed out will only give XCOM 1 turn to react.&lt;br /&gt;
&lt;br /&gt;
The chance that a soldier will receive a critical wound and bleed out (instead of just dying) is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; = 10 x [Max_Base_HP - Overkill_Damage]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Max_Base_HP is the natural max HP the character has without any armor or items. The overkill damage is how much damage the soldier received beyond 0. The &#039;&#039;&#039;Bleed Out Chance&#039;&#039;&#039; is clamped between 0% and 90%.&lt;br /&gt;
&lt;br /&gt;
A soldier with the &#039;&#039;&#039;Dual Heart&#039;&#039;&#039; gene mod will always bleed out the first time his health reaches 0 each battle.&lt;br /&gt;
&lt;br /&gt;
While &#039;&#039;&#039;Bleeding Out&#039;&#039;&#039;, a soldier can be stabilized (preventing death) by a unit with a medikit or revived (return to battle with 33% HP and 1 AP) by a medic with both a medikit and the &#039;&#039;&#039;Savior&#039;&#039;&#039; perk. If a soldier&#039;s &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; expires, the soldier will die.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bleed Out Timer&#039;&#039;&#039; is normally invisible but is visible if the unit bleeding out has a respirator implant.&lt;br /&gt;
&lt;br /&gt;
If the mission ends in a victory, any soldier bleeding out or stabilized will survive.&lt;br /&gt;
&lt;br /&gt;
If the mission is abandoned, only soldiers bleeding out or stabilized in the drop zone will survive.&lt;br /&gt;
&lt;br /&gt;
 If the bleeding out soldier has a medikit, another soldier can use it to stabilize or revive them by moving within two tiles and pressing &#039;&#039;&#039;J&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Boosting ==&lt;br /&gt;
&lt;br /&gt;
In Long War Rebalance, soldiers have the ability to help other soldiers scale heights by boosting adjacent soldiers.&lt;br /&gt;
&lt;br /&gt;
To &#039;&#039;&#039;boost&#039;&#039;&#039; a soldier, hunker two units adjacent to him on both sides.  The soldier must be idle, in cover, and have some remaining AP. Once boosted, that soldier will gain the ability to scamper up any adjacent height a short distance. After the scamper the boosted soldier will have 1 AP left to act with (regardless of how much AP the soldier started with).&lt;br /&gt;
&lt;br /&gt;
[[File:BoostLWR.png]]&lt;br /&gt;
&lt;br /&gt;
==Combat Readiness==&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit ends the turn with an action point remaining and is &#039;&#039;&#039;[[Other_Abilities_(LWR)#Idle|idle]]&#039;&#039;&#039; it activates &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1350px;&amp;quot;&amp;gt;&lt;br /&gt;
 +1.3 mobility, +10 aim, +1 penetration to all attacks, +20% &#039;&#039;&#039;[[Other_Abilities_(LWR)#Graze|graze]]&#039;&#039;&#039; chance, and -20% rocket scatter until the end of the unit&#039;s next turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Activating Combat Readiness also reveals units within 4 tiles and will not reveal the activating unit if they are hidden.&lt;br /&gt;
&lt;br /&gt;
[[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] enemy pods (and on Impossible, enemies that start their turn out of line of sight) also receive &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Note that while &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039; on XCOM wears off at the &#039;end&#039; of the turn, on Aliens it wears off at the &#039;beginning&#039; of each of their turns. &lt;br /&gt;
&lt;br /&gt;
Units that lose their [[Other_Abilities_(LWR)#Steady_Weapon|&#039;&#039;&#039;Steadied Weapon&#039;&#039;&#039;]] because they can&#039;t see any enemies at the beginning or end of their turn will gain the &#039;&#039;&#039;Combat Readiness&#039;&#039;&#039; bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039; can activate automatically on XCOM through the [[Other_Abilities_(LWR)#Heat_of_Battle|&#039;&#039;&#039;Heat of Battle&#039;&#039;&#039;]] mechanic, especially when XCOM is engaging many enemies.&lt;br /&gt;
&lt;br /&gt;
==Concussive Blast==&lt;br /&gt;
&lt;br /&gt;
All explosive damage has the following effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 750px;&amp;quot;&amp;gt; &lt;br /&gt;
 1) Clears overwatch &lt;br /&gt;
&lt;br /&gt;
 2) Chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|disorient]]&#039;&#039;&#039; equal to the percent of their &#039;&#039;&#039;max base HP&#039;&#039;&#039; they lost to the explosion&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corrosion ==&lt;br /&gt;
&lt;br /&gt;
Acid grenades, acid spit, and certain melee attacks can apply the &#039;&#039;&#039;Corrosion&#039;&#039;&#039; effect:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1400px;&amp;quot;&amp;gt;&lt;br /&gt;
 Disables passive healing, reduces base DR by 50%, strips 2 + 10% of armor HP at start of turn, -20% aim, -20% mobility, and -20% range for AoE attacks; lasts 3 turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The only way to remove corrosion is through the use of a medikit (biosoldiers only) or an engineer. Certain platings can reduce the length of corrosion to 1 turn (from 3).&lt;br /&gt;
&lt;br /&gt;
== Dash ==&lt;br /&gt;
&lt;br /&gt;
When a unit (alien or XCOM) spends both AP points to move at the same time (a &#039;yellow&#039; move) this is called &#039;&#039;&#039;dashing&#039;&#039;&#039; and increases movement by 20% (40% with the sprinter perk). Thus, a unit that dashes will be able to cover 2.4x it&#039;s mobility in tiles.&lt;br /&gt;
&lt;br /&gt;
As well, when dashing, units will have 30 more defense against reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Defuse ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all units (including SHIVs). It allows them to &#039;&#039;&#039;defuse&#039;&#039;&#039; bombs. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; soldiers as they defuse the bomb. At the beginning of their next turn they will finish &#039;&#039;&#039;defusing&#039;&#039;&#039; the bomb at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
== Disoriented ==&lt;br /&gt;
&lt;br /&gt;
Non-mechanical units hit by concussion grenades will become &#039;&#039;&#039;Disoriented&#039;&#039;&#039;: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1350px;&amp;quot;&amp;gt;&lt;br /&gt;
 Prevents reaction fire, -15 defense, -30 will, -60 aim, -60% mobility/ability range, -60% melee damage, +60% scatter, lasts through 1 enemy turn&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some grenades and other abilities can also cause &#039;&#039;&#039;Disorientation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== End-in-Idle ==&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;end-in-idle&#039;&#039;&#039; action is any action where the unit that performs the action is [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] after the action.  See [[Other_Abilities_(LWR)#Idle|&#039;&#039;&#039;Idle&#039;&#039;&#039;]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Enrage==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width:900px;&amp;quot;&amp;gt;&lt;br /&gt;
If multiple non-blueshirt soldiers on XCOM&#039;s team have died, are bleeding out, or are stabilized, all other non-SHIV members gain the ability to &#039;&#039;&#039;Enrage&#039;&#039;&#039;. Berserk will only trigger if the aliens could see an XCOM unit at the beginning of their last turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 900px;&amp;quot;&amp;gt;&lt;br /&gt;
 Chance to Enrage = &#039;&#039;&#039;2%&#039;&#039;&#039; x &#039;&#039;&#039;# of dead&#039;&#039;&#039; x &#039;&#039;&#039;# of enemies in vision&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An enraged soldier:&lt;br /&gt;
&lt;br /&gt;
- Deals +100% weapon damage&lt;br /&gt;
&lt;br /&gt;
- Gains +100% mobility&lt;br /&gt;
&lt;br /&gt;
- Gains +100% throw range&lt;br /&gt;
&lt;br /&gt;
- Can reload for 1 AP&lt;br /&gt;
&lt;br /&gt;
- Is immune to triggering non-suppression reaction fire&lt;br /&gt;
&lt;br /&gt;
- Is immune to panic&lt;br /&gt;
&lt;br /&gt;
- Is immune to countercharge&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left;&amp;quot;&amp;gt;[[Image:Enrage.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Enraged soldiers can be identified because their AP pips will have turned red.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elevated Position ==&lt;br /&gt;
&lt;br /&gt;
Units at a higher altitude then an enemy receive the following benefits:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
 +5 aim and defense per tile higher (Capped at +30 aim and defense)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Flying units receive the max (+30) defense bonus regardless of their height relative an enemy&lt;br /&gt;
&lt;br /&gt;
== Exposed ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposed&#039;&#039;&#039; units are more vulnerable and shots against them have +50 critical hit chance.&lt;br /&gt;
&lt;br /&gt;
Units not protected by cover are considered &#039;&#039;&#039;Exposed&#039;&#039;&#039;. This also means that any unit that is &#039;&#039;&#039;Exposed&#039;&#039;&#039; will not be receiving any benefits from their cover. &lt;br /&gt;
&lt;br /&gt;
Flanking a target or destroying its cover is an effective method of &#039;&#039;&#039;Exposing&#039;&#039;&#039; a target.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hardened&#039;&#039;&#039; perk prevents a unit from being exposed, regardless of cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flying&#039;&#039;&#039; and &#039;&#039;&#039;Non-Hardened&#039;&#039;&#039; units (while technically exposed) do not have increased critical hit chance against them for being exposed. However, perks or abilities that require exposure will still work against flying units.&lt;br /&gt;
&lt;br /&gt;
== Fatigued and Exhausted ==&lt;br /&gt;
&lt;br /&gt;
Soldiers who enter a mission with fatigue may suffer a loss of APs (Action Points) at the beginning of each their turns:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;15&amp;quot; style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;padding: 5px; width: 100px;&amp;quot; | Status&lt;br /&gt;
! style=&amp;quot;width: 100px;&amp;quot; | Effect&lt;br /&gt;
! Chance (Modified by Campaign Length)&lt;br /&gt;
! Notes&lt;br /&gt;
|- &lt;br /&gt;
|| Fatigued&lt;br /&gt;
|| 1 AP loss&lt;br /&gt;
|| 1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|- &lt;br /&gt;
|| Exhausted&lt;br /&gt;
|| 2 AP loss&lt;br /&gt;
|| 0.1% per day of fatigue&lt;br /&gt;
|| Will not occur if Stimmed or Psi Inspired&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A NSLW game would decrease the chance per day of fatigue for fatigued/exhausted to trigger to 0.5%/0.05%.&lt;br /&gt;
&lt;br /&gt;
A VLW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 2%/0.2%.&lt;br /&gt;
&lt;br /&gt;
A ELW game would increase the chance per day of fatigue for fatigued/exhausted to trigger to 4%/0.4%.&lt;br /&gt;
&lt;br /&gt;
== Flight ==&lt;br /&gt;
&lt;br /&gt;
Soldiers with the Archangel or Seraph armors and Hover SHIVs have the &#039;&#039;&#039;Flight&#039;&#039;&#039; ability and a set amount of fuel to power the ability.&lt;br /&gt;
&lt;br /&gt;
Flight consumes 1 fuel per turn while active. Toggling flight on or moving also consumes a fuel. &lt;br /&gt;
&lt;br /&gt;
Units that are flying have their mobility set to 9.3, regardless of what their mobility was on the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:950px;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Warning&#039;&#039;&#039;: If the pilot is still hovering at 0 fuel they will be forced to land (and may land in a bad location).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Global Abilities ==&lt;br /&gt;
&lt;br /&gt;
There are a few abilities that do not require line of sight in order to attack enemies, these include: Psychic Storm (Sectoids, Sectoid Commanders, and Ethereals), Mortar Barrage (Mechtoids and Sectopods), Orbital Ray (Drones), and Air Strike (XCOM Commanders).&lt;br /&gt;
&lt;br /&gt;
Aliens will only use a global ability if they have previously seen an XCOM unit, are a Champion unit, or were Prepared on activation.&lt;br /&gt;
&lt;br /&gt;
==Grapple==&lt;br /&gt;
&lt;br /&gt;
Units with certain light armors have a grappling hook and gain the &#039;&#039;&#039;Grapple&#039;&#039;&#039; ability. Using the Grapple costs 0 AP and can propel the soldier up to 15 tiles. Each armor with the grapple ability has a single use (except for the [[Armor_(LWR)#Light_Armor|&#039;&#039;&#039;Ghost Armor&#039;&#039;&#039;]] which grants 3 uses).&lt;br /&gt;
&lt;br /&gt;
== Graze ==&lt;br /&gt;
&lt;br /&gt;
Any attack that &#039;&#039;&#039;Grazes&#039;&#039;&#039; will deal 50% less damage. This occurs before any damage reduction is taken into consideration (it is a &#039;&#039;target modifier&#039;&#039; in the damage calculation process).&lt;br /&gt;
&lt;br /&gt;
Some abilities turn shots into grazes and some any damage into grazes.&lt;br /&gt;
&lt;br /&gt;
== Hack ==&lt;br /&gt;
&lt;br /&gt;
This ability is available to all covert operatives. It allows them to &#039;&#039;&#039;Hack&#039;&#039;&#039; Exalt data relays. This ability will &#039;&#039;&#039;Hunker&#039;&#039;&#039; the covert operative as he/she hacks the relay. At the beginning of their next turn they will finish the &#039;&#039;&#039;hack&#039;&#039;&#039; at the cost of all of their AP.&lt;br /&gt;
&lt;br /&gt;
Once the &#039;&#039;&#039;Hack&#039;&#039;&#039; begins, all Exalt on the map will have their gunlinks scrambled -- they will be unable to use their primary weapon until they install new gunlinks. After the &#039;&#039;&#039;Hack&#039;&#039;&#039; the covert operative will also recover sensitive Exalt information from the relay.&lt;br /&gt;
&lt;br /&gt;
== Healing Fatigue ==&lt;br /&gt;
&lt;br /&gt;
Any active heal (medikit, repair, or restorative mist) decreases the effectiveness of any subsequent active heals by 1. This simulates the inability of the nanobots to keep repairing a unit that is more and more damaged.&lt;br /&gt;
&lt;br /&gt;
== Heat of Battle ==&lt;br /&gt;
&lt;br /&gt;
For every enemy in vision at the end of an XCOM soldier&#039;s turn, there is a 10% chance to activate &#039;&#039;&#039;Heat of Battle&#039;&#039;&#039; which automatically grants [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
== Hidden ==&lt;br /&gt;
&lt;br /&gt;
Various abilities can cause a unit to become hidden.  They all work slightly differently but all share the similarity in that:&lt;br /&gt;
&lt;br /&gt;
1) They cannot be targeted by the opposition&lt;br /&gt;
&lt;br /&gt;
2) They clear the unit from all enemy overwatch&lt;br /&gt;
&lt;br /&gt;
3) They grant +30% crit&lt;br /&gt;
&lt;br /&gt;
 Hunter (Jaeger) = Cloak: reveals at end of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Stealth (Seeker) = Stealth: reveals on action, lasts up to 3 turns&lt;br /&gt;
&lt;br /&gt;
 Concealment (Scout) = Concealed: reveals at beginning of turn, on being flanked, on non-movement actions, and on movement actions that are dashed, not to heavy cover, or in vision of enemies&lt;br /&gt;
&lt;br /&gt;
 Ghost Mode (Ghost Armor) = Ghosted: reveals at beginning of turn and on non-movement actions&lt;br /&gt;
&lt;br /&gt;
 Shadowed (Shadow Device) = Shadowed: reveals at beginning of turn and on any actions&lt;br /&gt;
&lt;br /&gt;
 Sneaking (Sneak Mode) = Sneaking: reveals based on various criteria listed here: [[Other_Abilities_(LWR)#Sneak Mode|&#039;&#039;&#039;Sneak Mode&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
If an XCOM unit is &#039;&#039;&#039;revealed&#039;&#039;&#039; it will trigger any inactivated alien pods that are in sight.&lt;br /&gt;
&lt;br /&gt;
== Holo Targeted ==&lt;br /&gt;
&lt;br /&gt;
Units that have been hit by a primary weapon (not during reaction fire) with &#039;&#039;&#039;Holo Rounds&#039;&#039;&#039; will become &#039;&#039;&#039;Holo Targeted&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Holo Rounds (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Ground ==&lt;br /&gt;
&lt;br /&gt;
Units that are fighting in their home country gain the &#039;&#039;&#039;Home Ground&#039;&#039;&#039; bonus:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
 +10 aim, +20 will, and +1.3 mobility&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunker Down==&lt;br /&gt;
&lt;br /&gt;
Any biosoldier in cover can &#039;&#039;&#039;Hunker Down&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1350px;&amp;quot;&amp;gt;&lt;br /&gt;
 When protected by cover: +30% cover defense, +30% DR, and immunity to critical hits. Reduces sight radius to 0. Unit cannot be combat ready. Does not trigger reaction fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunkered units will have their base HP color turn grey.&lt;br /&gt;
&lt;br /&gt;
== Idle ==&lt;br /&gt;
&lt;br /&gt;
Certain abilities vary based on whether or not a unit is &#039;&#039;&#039;idle&#039;&#039;&#039;. Being &#039;&#039;&#039;idle&#039;&#039;&#039; requires the soldier to be doing nothing that could be occupying their attention.&lt;br /&gt;
&lt;br /&gt;
The following abilities cause a unit to NOT be &#039;&#039;&#039;idle&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Being suppressed, suppressing, stunned, maimed, steadying, overwatching, panicking, strangling, being strangled, hunkering, being in One For All, orbital raying, psychic storming, hiding, being critically wounded&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Low Hit Chances ==&lt;br /&gt;
&lt;br /&gt;
In order to properly reflect a reasonable hit chance, while still keeping hit chance calculations as simple as &#039;&#039;&#039;aim&#039;&#039;&#039; minus &#039;&#039;&#039;defense&#039;&#039;&#039; equals &#039;&#039;&#039;hit chance&#039;&#039;&#039;, hit chances below 20% are tapered by half, and those below 10% are tapered again but by 80%. The result is that a shot that would have a 0% chance to hit (based on aim minus defense) would instead have a 10% chance to hit and you would need a calculated hit chance of -100% to reach an actual hit chance of 1%. Chances that have been tapered by half will be colored orange beside the &#039;to hit&#039; in the F1 info screen. Chances that have been tapered by 80% will be colored red beside the &#039;to hit&#039; in the F1 info screen.&lt;br /&gt;
&lt;br /&gt;
The actual formula is:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:390px;&amp;quot;&amp;gt;&lt;br /&gt;
 if(iToHit &amp;lt; 20)&lt;br /&gt;
   iToHit += 0.5 * (20 - float(iToHit));&lt;br /&gt;
 if(iToHit &amp;lt; 10)&lt;br /&gt;
   iToHit += 0.8 * (10 - float(iToHit)) ;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: All final hit chances are still clamped between 1 and 100.&lt;br /&gt;
&lt;br /&gt;
==Maim==&lt;br /&gt;
&lt;br /&gt;
All sidearms have the &#039;&#039;&#039;Maim&#039;&#039;&#039; ability: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Fire 2 shots at -20 aim that deal 1 damage each where any hits against a biologic target with 1 HP will Maim the target instead of dealing damage&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stun rifles will also Maim targets at or under 4 HP on a failed stun.&lt;br /&gt;
&lt;br /&gt;
Any target that is &#039;&#039;&#039;Maimed&#039;&#039;&#039; will:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1000px;&amp;quot;&amp;gt;&lt;br /&gt;
 Skip the next turn and disable reactive abilities (e.g. Close Combat Specialist, Reactive Targeting Sensors, Overwatch)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overload ==&lt;br /&gt;
&lt;br /&gt;
Weapons with the &#039;&#039;&#039;Overload&#039;&#039;&#039; ability upgrade standard shots to break enemy overwatch and have a chance to disorient units equal to the percent of total HP they lost.&lt;br /&gt;
&lt;br /&gt;
== Overwatch ==&lt;br /&gt;
&lt;br /&gt;
Overwatch can only be triggered if the unit has an enemy in sight. Using overwatch will overwatch all units currently in Line of Sight. Overwatching units will fire a &#039;&#039;&#039;[[Other_Abilities_(LWR)#Reaction_Fire|reaction shot]]&#039;&#039;&#039; against any unit that was overwatched and that acts (unless the action is a move of only 1 tile).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1100px;&amp;quot;&amp;gt;&lt;br /&gt;
 Note: The act of going on overwatch triggers a single reaction shot (as opposed to all potential reaction shots).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being hit by an explosive ([[Other_Abilities_(LWR)#Concussive_Blast|Concussive Blast]]) or certain other abilities will clear a unit&#039;s overwatch status.&lt;br /&gt;
&lt;br /&gt;
Taking non-explosive damage has a chance to clear a unit&#039;s overwatch status equal to the % of the unit&#039;s max HP the damage was. As an example, a unit on overwatch with 20 max HP that took 5 damage has a 25% chance to have their overwatch broken.&lt;br /&gt;
&lt;br /&gt;
=== Overwatch Indicators ===&lt;br /&gt;
The HUD icons for aliens will reveal who is overwatching you. A target icon appears at the top right of their alien head in the bottom right of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Overwatchicon.png]]&lt;br /&gt;
&lt;br /&gt;
Aliens will have a red eye icon above their soldier/pawn if they are on overwatch (teal for XCOM).&lt;br /&gt;
&lt;br /&gt;
[[File:Redeyeindicator.png]]&lt;br /&gt;
&lt;br /&gt;
Allies that are in danger of triggering a reaction shot will have a red target icon just to the right of their HP. If they have a cover shield it will overlap the top right of the cover shield.&lt;br /&gt;
&lt;br /&gt;
==Panic==&lt;br /&gt;
&lt;br /&gt;
All panicked units have an 50% chance to recover each turn. If they are going to recover, they will receive a popup saying they are &#039;&#039;&#039;Regaining Control&#039;&#039;&#039;; otherwise they will remain panicking. A single panic will last a maximum of 4 turns.&lt;br /&gt;
&lt;br /&gt;
There is a 2% chance that any panicked unit will recover immediately.&lt;br /&gt;
&lt;br /&gt;
Specific abilities can directly cause panic (e.g. Intimidate, Psi Panic), but all Human units can also panic from taking damage or seeing their squad mates take damage. Exalt will panic less than XCOM and have only a 30% chance of triggering a panic roll when one of their panic events trigger.&lt;br /&gt;
&lt;br /&gt;
Exalt Chances to Panic:&lt;br /&gt;
*30% chance if they are hit for more than 30% of their remaining health (20 will test)&lt;br /&gt;
*30% chance if a squad mate in vision dies (20 will test)&lt;br /&gt;
*30% chance if a squad leader in vision dies (40 will test)&lt;br /&gt;
&lt;br /&gt;
XCOM Chances to Panic:&lt;br /&gt;
*They are hit for more than 50% of their remaining health (30 will test)&lt;br /&gt;
*A squad mate in vision panics (0 will test)&lt;br /&gt;
&lt;br /&gt;
== Penetration ==&lt;br /&gt;
&lt;br /&gt;
Units with penetration will do more damage to units with a form of damage resistance. Specifically, after damage resistance is calculated, for every 1 point of penetration the damage is increased by 1 and the damage resistance is decreased by 1.&lt;br /&gt;
&lt;br /&gt;
Units can gain penetration through various perks, weapons, and equipment. As well, for every 10 damage dealt to a target, an extra penetration is added.&lt;br /&gt;
&lt;br /&gt;
Penetration resistance works in the opposite manner, reducing penetration by 1 for each penetration resistance.&lt;br /&gt;
&lt;br /&gt;
For more information, see the [[Damage_(LWR)#Damage_Calculation|&#039;&#039;&#039;Complete Damage Formula&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
==Pinpoint Accuracy==&lt;br /&gt;
&lt;br /&gt;
Whenever a shot has over 100% hit chance, half of the amount over 100 is added to the critical hit chance and is called &#039;&#039;&#039;Pinpoint Accuracy&#039;&#039;&#039;. It represents a soldier being so accurate that they are more likely to land a critical hit.&lt;br /&gt;
&lt;br /&gt;
==Point Blank==&lt;br /&gt;
&lt;br /&gt;
If two units are within 1 tile of each other but still protected by cover, they will gain a &#039;&#039;&#039;Point Blank&#039;&#039;&#039; bonus which will bypass many of the benefits of cover (even though they are technically not flanking). &lt;br /&gt;
&lt;br /&gt;
Units at &#039;&#039;&#039;Point Blank&#039;&#039;&#039; will:&lt;br /&gt;
 Bypass cover defense, bypass cover DR, and gain an crit bonus as if their target was exposed&lt;br /&gt;
&lt;br /&gt;
This acts similar to if they were actually flanked. This does not, however, negate any perks or abilities that work when the target is protected by cover (as the target is still protected by cover).&lt;br /&gt;
&lt;br /&gt;
== Reaction Fire ==&lt;br /&gt;
&lt;br /&gt;
Reaction fire is any shot that occurs when it is not that unit&#039;s turn (Eg: [[Other_Abilities_(LWR)#Overwatch|Overwatch]]). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic&#039;&#039;&#039; reaction fire has 2 properties different than normal fire:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 It bypasses 50% of cover defense and 50% of cover damage resistance&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 200px;&amp;quot;&amp;gt;&lt;br /&gt;
 It cannot crit&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reaction fire will trigger when a unit acts (uses any ability or moves &amp;gt;1 tile) and &#039;&#039;&#039;the firing unit has a hit chance of 30 or higher&#039;&#039;&#039;.  When the firing unit has a hit chance of less than 30 they will say something along the lines of not being able to target the enemy; aliens will display an exclamation mark (!) above their heads.&lt;br /&gt;
&lt;br /&gt;
Certain actions are quick enough that they won&#039;t trigger reaction fire, this includes:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 700px;&amp;quot;&amp;gt;&lt;br /&gt;
 Steady Weapon, Reload, Hunker Down, One For All&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Suppression reaction fire will fire regardless of hit chance or action type.&lt;br /&gt;
&lt;br /&gt;
Targets that trigger reaction fire &#039;&#039;&#039;when moving&#039;&#039;&#039; will be treated as uncovered.&lt;br /&gt;
&lt;br /&gt;
Reaction fire can be upgraded with:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 400px;&amp;quot;&amp;gt;&lt;br /&gt;
{{ Opportunist (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Reaction fire will occur before the triggering unit has completed its action or movement. Units that take damage from reaction fire will have less stats when they go to complete their action. For example, using a psionic attack will have a lower hit chance if the unit took damage from a reaction shot and lost will due to red fog. However, &#039;&#039;hit chance of shots&#039;&#039;, &#039;&#039;target locations&#039;&#039;, and &#039;&#039;scatter&#039;&#039; are all calculated before any reaction fire and thus will not be affected by any damage taken before the action (unless, of course, the damage is fatal).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from or against units that are hidden (concealed, stealthed, shadowed, ghosted, or cloaked).&lt;br /&gt;
&lt;br /&gt;
Reaction fire will not occur from units that are &#039;&#039;&#039;[[Other_Abilities_(LWR)#Disoriented|Disoriented]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All reaction fire that damages a target has a chance to &#039;&#039;&#039;[[Other_Abilities_(LWR)#Stagger|Stagger]]&#039;&#039;&#039; the target.&lt;br /&gt;
&lt;br /&gt;
Units that are [[Other_Abilities_(LWR)#Dash|&#039;&#039;&#039;Dashing&#039;&#039;&#039;]] will gain a defense bonus against the reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Red Fog ==&lt;br /&gt;
&lt;br /&gt;
Damage to a unit&#039;s base HP causes &#039;&#039;&#039;Red Fog&#039;&#039;&#039; which:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 950px;&amp;quot;&amp;gt;&lt;br /&gt;
 Reduces aim, will, melee damage, throw range, rocket accuracy, and mobility by half the percent of base health lost&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The amount of each of the maluses are directly proportional to % base HP lost. Damage to a unit&#039;s armor HP has no effect on red fog.&lt;br /&gt;
&lt;br /&gt;
The second wave option &#039;&#039;&#039;Just a Flesh Wound&#039;&#039;&#039; turns red fog off.&lt;br /&gt;
&lt;br /&gt;
Note that [[Other_Abilities_(LWR)#Base_DR|&#039;&#039;&#039;base DR&#039;&#039;&#039;]] is reduced by armor HP loss and is not considered an effect of red fog and thus is not affected by abilities that minimize or circumvent red fog.&lt;br /&gt;
&lt;br /&gt;
== Reload ==&lt;br /&gt;
&lt;br /&gt;
Grants full ammo to the &#039;&#039;&#039;active&#039;&#039;&#039; weapon. Does not trigger reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Scamper ==&lt;br /&gt;
&lt;br /&gt;
Both XCOM and Aliens have the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039; when they first see each other. &lt;br /&gt;
&lt;br /&gt;
=== Alien Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an alien pod is revealed all the aliens in the pod will move to more ideal positions (e.g. moving to cover) and will sometimes activate a [[Abilities_List_(LWR)#Deflection_Shield|&#039;&#039;&#039;Deflection Shield&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
When revealed, the alien pod can also be affected by 1 of 3 states: &#039;&#039;&#039;Prepared&#039;&#039;&#039;, &#039;&#039;&#039;Off Guard&#039;&#039;&#039;, and &#039;&#039;&#039;Unprepared&#039;&#039;&#039;. All 3 of these are supposed to emulate XCOM having less time or more time to act before the enemy does based on the state of the enemy when revealed.&lt;br /&gt;
&lt;br /&gt;
====Prepared====&lt;br /&gt;
&lt;br /&gt;
 Aliens enter [[Other_Abilities_(LWR)#Overwatch|&#039;&#039;&#039;Overwatch&#039;&#039;&#039;]] on activation, gain [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]], and possibly other benefits (e.g. enter [[Other_Abilities_(LWR)#Sneak_Mode|&#039;&#039;&#039;sneak mode&#039;&#039;&#039;]])&lt;br /&gt;
&lt;br /&gt;
The chance for [[Other_Abilities_(LWR)#Prepared|&#039;&#039;&#039;Prepared&#039;&#039;&#039;]] depends on the number of activated aliens and the [[Difficulty_(LWR)#Expectations|&#039;&#039;&#039;Difficulty&#039;&#039;&#039;]]:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 700px; text-align:center;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! style=&amp;quot;width: 25%;&amp;quot; |  &lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Chance for Prepared&amp;lt;br&amp;gt;[chance with active aliens]&lt;br /&gt;
! style=&amp;quot;width: 25%; padding: 10px 8px 8px 8px;&amp;quot; | Max Overwatchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Easy&#039;&#039;&#039; || 0% || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Classic&#039;&#039;&#039; || 10% || 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Brutal&#039;&#039;&#039; || 35% &amp;lt;br&amp;gt;[10% for 1 alien active] || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Impossible&#039;&#039;&#039; || 100%&amp;lt;br&amp;gt;[35% for 1 alien active]&amp;lt;br&amp;gt;[10% for 2 aliens active]|| 2&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 5px;&amp;quot; | &#039;&#039;&#039;Pain&#039;&#039;&#039; || 100% for 0-2 aliens active || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Prepared aliens will overwatch on reveal less if XCOM has less total AP available and will not overwatch at all on the first turn of any mission.&lt;br /&gt;
&lt;br /&gt;
====Off Guard====&lt;br /&gt;
 Aliens start with no ammo (or, if they do not use ammo, disorientation)&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be caught off guard if they make the total number of active aliens &#039;&#039;&#039;9 or more&#039;&#039;&#039; (11 for larger missions). Each alien is checked for being Off Guard and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be caught off guard while others might not be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Off Guard&#039;&#039;&#039; is intended to simulate the aliens unexpectedly bumping into XCOM.&lt;br /&gt;
&lt;br /&gt;
====Unprepared====&lt;br /&gt;
 Aliens skip their first turn&lt;br /&gt;
&lt;br /&gt;
Aliens in newly activated pods will be unprepared if they make the total number of active aliens &#039;&#039;&#039;12 or more&#039;&#039;&#039; (14 for larger missions). Each alien is checked for being Unprepared and contributes to the alien count individually upon being revealed, causing some aliens of a pod to be unprepared while others might only be caught off guard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unprepared&#039;&#039;&#039; is supposed to simulate the aliens not only unexpecting to bump into XCOM, but also being not ready for any engagement.&lt;br /&gt;
&lt;br /&gt;
=== XCOM Scamper ===&lt;br /&gt;
&lt;br /&gt;
When an XCOM unit has completed their turn (0 AP remaining) and a new alien pod is revealed, that unit will receive the ability to &#039;&#039;&#039;Scamper&#039;&#039;&#039;: they can complete a 1AP move but cannot perform any actions. This can only occur once per unit each turn and only if the XCOM unit is not active (i.e. not overwatching, steadying a weapon, etc.). &lt;br /&gt;
&lt;br /&gt;
Exceptions where XCOM units will not gain &#039;&#039;&#039;Scamper&#039;&#039;&#039;: &lt;br /&gt;
* Non-idle units&lt;br /&gt;
* Units that just used Run and Gun&lt;br /&gt;
* Units that are the last active soldier remaining&lt;br /&gt;
* The unit that activated the aliens (if it was done with a non-movement action)&lt;br /&gt;
&lt;br /&gt;
== Shaken ==&lt;br /&gt;
&lt;br /&gt;
Every soldier that dies &#039;&#039;&#039;Shaken&#039;&#039;&#039;s the remaining soldiers, lowering their will by 5 for each death witnessed. Psi Inspiration can clear this effect.&lt;br /&gt;
&lt;br /&gt;
== Shred == &lt;br /&gt;
&lt;br /&gt;
Some weapons can &#039;&#039;&#039;Shred&#039;&#039;&#039; enemies. This means they will take extra damage from all regular sources. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
{{Shredder (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that additional shred damage is calculated based off of &#039;&#039;damage dealt&#039;&#039;, not &#039;&#039;damage taken&#039;&#039;; so if a unit resists any damage through DR it &#039;&#039;does not&#039;&#039; affect the amount of shred applied.&lt;br /&gt;
&lt;br /&gt;
Some plasma weapons can shred only specific types of enemies and deals shred equal to &#039;&#039;&#039;2x&#039;&#039;&#039; damage dealt as a percent of the target&#039;s max HP: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carapace Shredder&#039;&#039;&#039; (Plasma Rifle): shreds biological enemies with &#039;&#039;&#039;Hardened&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ether Shredder&#039;&#039;&#039; (Plasma Reflex Cannon): shreds Sectoids, Sectoid Commanders and Ethereals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mechanical Shredder&#039;&#039;&#039; (Plasma Battle Rifle): shreds robotic enemies only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aerial Shredder&#039;&#039;&#039; (Plasma Carbine): shreds flying-capable aliens.&lt;br /&gt;
&lt;br /&gt;
Some explosives (AP Grenades, Javelin Rockets) have the &#039;&#039;&#039;Explosive Shredder&#039;&#039;&#039; perk which allows them to shred enemies at &#039;&#039;&#039;2x&#039;&#039;&#039; the damage dealt as a percent of the target&#039;s max HP.&lt;br /&gt;
&lt;br /&gt;
If a source would apply multiple levels of shred (e.g. a unit with Shredder and Ether Shredder), only the highest level will apply.&lt;br /&gt;
&lt;br /&gt;
== Smoke (In Smoke) ==&lt;br /&gt;
&lt;br /&gt;
Smoke can be deployed by throwing a smoke grenade. The smoke grenade will fill designated tiles with smoke through 1 enemy turn. Any unit within a tile filled with smoke will receive the &#039;&#039;&#039;In Smoke&#039;&#039;&#039; effect. &lt;br /&gt;
&lt;br /&gt;
Smoke increases defense of units in the smoke by 30 and prevents bonus critical chances against them for being exposed, steadying, suppressing, or overwatching. Smoke reduces the aim of units within the smoke by 10. &lt;br /&gt;
&lt;br /&gt;
Both the aim and defense modifications of smoke apply to psionic abilities by modifying the affected unit&#039;s will when a psionic ability is being used. For example, a unit in regular smoke has +30 will for the purposes of defending against psionics and -10 hit chance for the purposes of attacking with psionics. As well, being in smoke prevents being hit by &#039;&#039;&#039;[[Abilities_List_(LWR)#Countercharge|Countercharge]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Smoke also has another important benefit: &#039;&#039;&#039;reaction shots will not trigger against units inside smoke&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1600px&amp;quot;&amp;gt; &lt;br /&gt;
 &#039;&#039;&#039;In Smoke&#039;&#039;&#039;: -10 aim, +30 defense, prevents extra crit from exposed/steadied/suppressing/overwatching, and does not trigger reaction shots -- aim and defense affects psi as well&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 2 upgrades to regular smoke:&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:600px&amp;quot;&amp;gt; &lt;br /&gt;
{{Combat Drugs (LWR)|text=1}}&lt;br /&gt;
{{Dense Smoke (LWR)|text=1}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sneak Mode ==&lt;br /&gt;
&lt;br /&gt;
 Sneak Mode only occurs on &#039;&#039;&#039;Impossible&#039;&#039;&#039; or higher difficulties&lt;br /&gt;
&lt;br /&gt;
When all active aliens cannot see any XCOM and there are 4 or more active aliens, at the beginning of the alien turn, those aliens may enter &#039;&#039;&#039;Sneak Mode&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak Mode&#039;&#039;&#039; is where idle aliens that can use cover have a chance to become hidden (except for mutons, they are too big).&lt;br /&gt;
&lt;br /&gt;
If there are less than 4 active aliens all sneaking aliens will automatically stop sneaking. &lt;br /&gt;
&lt;br /&gt;
All sneaking aliens automatically gain the [[Other_Abilities_(LWR)#Combat_Readiness|&#039;&#039;&#039;Combat Readiness&#039;&#039;&#039;]] buff.&lt;br /&gt;
&lt;br /&gt;
Aliens hidden during &#039;&#039;&#039;Sneak Mode&#039;&#039;&#039; will become revealed again if they:&lt;br /&gt;
* Perform a non-movement action&lt;br /&gt;
* Start their turn in sight of an XCOM unit&lt;br /&gt;
* Have an XCOM unit see them exposed (not protected by cover) within 10 tiles&lt;br /&gt;
* Have an XCOM unit see them within 2 tiles&lt;br /&gt;
* Take any damage&lt;br /&gt;
* Are revealed by a revealing ability/device (e.g. battle scanner)&lt;br /&gt;
&lt;br /&gt;
Aliens hidden during &#039;&#039;&#039;Sneak Mode&#039;&#039;&#039; can also give audio clues relevant to their location. This helps XCOM find them.&lt;br /&gt;
&lt;br /&gt;
== Stagger ==&lt;br /&gt;
&lt;br /&gt;
All &#039;&#039;&#039;reaction fire&#039;&#039;&#039; that damages a target has a chance to &#039;&#039;&#039;Stagger&#039;&#039;&#039; the target equal to the percent of their Max Base HP they lost.&lt;br /&gt;
&lt;br /&gt;
 % Chance to Stagger = 100 x Base HP Lost / Max Base HP&lt;br /&gt;
&lt;br /&gt;
 Staggered units lose all remaining APs, their shots [[Other_Abilities_(LWR)#Graze|&#039;&#039;&#039;graze&#039;&#039;&#039;]], and they cannot enter overwatch&lt;br /&gt;
&lt;br /&gt;
Does not effect melee-only units (zombies, chryssalids, and muton berserkers).&lt;br /&gt;
&lt;br /&gt;
== Steady Weapon ==&lt;br /&gt;
&lt;br /&gt;
Steadying a weapon grants the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1200px;&amp;quot;&amp;gt;&lt;br /&gt;
 Grants double base aim, half of weapon damage in pen, reaction fire immunity, and -50% rocket scatter&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steady is lost if unit acts, moves, is suppressed, is hit, or changes weapons. Steady is converted into &#039;&#039;&#039;[[Other_Abilities_(LWR)#Combat_Readiness|Combat Readiness]]&#039;&#039;&#039; if unit can&#039;t see any enemies at the beginning or end of a turn. &lt;br /&gt;
&lt;br /&gt;
Steady is only available if the unit can see an enemy. &lt;br /&gt;
&lt;br /&gt;
Steadying a weapon &#039;&#039;&#039;does not&#039;&#039;&#039; trigger enemy reaction fire.&lt;br /&gt;
&lt;br /&gt;
== Stimmed ==&lt;br /&gt;
&lt;br /&gt;
Units that use a Combat Stim on themselves will receive the &#039;&#039;&#039;Stimmed&#039;&#039;&#039; buff: &lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 1300px;&amp;quot;&amp;gt;&lt;br /&gt;
 +2 regeneration, +2.0 mobility, +20 aim, +15 will, immunity to fatigued/exhausted, +20% DR; lasts through 4 enemy turns&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stun ==&lt;br /&gt;
&lt;br /&gt;
The stun rifle can be used to attempt to &#039;&#039;&#039;Stun&#039;&#039;&#039; autopsied biologic aliens (except for chryssalids). Stunned aliens can be brought home in stored in Alien Containment facilities for interrogations.&lt;br /&gt;
&lt;br /&gt;
The stun rifle will always hit but the chance to stun will never be 100%. The chance is higher if the target is lower in HP.&lt;br /&gt;
&lt;br /&gt;
Targets at or below 4 HP will be [[Other_Abilities_(LWR)#Maim|&#039;&#039;&#039;Maimed&#039;&#039;&#039;]] if the stun fails.&lt;br /&gt;
&lt;br /&gt;
== Sublimator ==&lt;br /&gt;
&lt;br /&gt;
Certain plasma weapons have the &#039;&#039;&#039;Sublimator&#039;&#039;&#039; capability which bypasses all DR from the &#039;&#039;&#039;[[Abilities_List_(LWR)#Hardened|Hardened]]&#039;&#039;&#039; perk.&lt;br /&gt;
&lt;br /&gt;
== Suppression ==&lt;br /&gt;
&lt;br /&gt;
Targets that are hit with suppression will receive the &#039;&#039;&#039;Suppression&#039;&#039;&#039; effect:&lt;br /&gt;
&lt;br /&gt;
 Cannot use reaction fire, -35 aim, -35% mobility/ability range&lt;br /&gt;
&lt;br /&gt;
At the start of their turn, &#039;&#039;&#039;Suppressed&#039;&#039;&#039; targets become &#039;&#039;&#039;Pinned&#039;&#039;&#039; if they are protected by cover, or take &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039; damage if they are not protected by cover.&lt;br /&gt;
&lt;br /&gt;
If the target acts while under suppression the suppression will break with another round of &#039;&#039;&#039;[[Other_Abilities_(LWR)#Suppressive_Fire|Suppressive Fire]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinned&#039;&#039;&#039; means the unit will lose 1 AP.&lt;br /&gt;
&lt;br /&gt;
== Suppressive Fire ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage is equal to 35% of &#039;&#039;weapon damage&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;weapon damage&#039;&#039; is the base damage of the weapon, and does not include any modifiers.&lt;br /&gt;
&lt;br /&gt;
Even though &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; will sometimes occur during the enemy turn, it is not a standard shot and thus it does not qualify as a reaction shot (so it will not stagger).&lt;br /&gt;
&lt;br /&gt;
Units with the &#039;&#039;&#039;Mayhem&#039;&#039;&#039; perk can apply additional &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; damage immediately when suppressing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
{{ Mayhem (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:1300px&amp;quot;&amp;gt; &lt;br /&gt;
Units with the &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; perk will apply &#039;&#039;&#039;Suppressive Fire&#039;&#039;&#039; to an area (at 50% damage) as well as the primary target (at 100% damage). This area damage occurs during mayhem suppressive fire and at the beginning of a unit&#039;s turn if they are suppressed and not in cover. The area damage does not apply to the suppressive fire that occurs when a unit breaks a suppression effect by acting.&lt;br /&gt;
{{ Danger Zone (LWR) | text=1 }}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tactical Retreat ==&lt;br /&gt;
&lt;br /&gt;
During most missions, officers you control you can press &#039;Z&#039; to call Big Sky and ask him to perform a &#039;&#039;&#039;Tactical Retreat&#039;&#039;&#039;. If available, Big Sky will proceed to your location within 1-2 turns. At that time, everyone not within 8 tiles of the extraction beacon will become MIA. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are an effective method to withdraw critically wounded units and/or pull out after a mission is successful (e.g. after the bomb is defused).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Retreats&#039;&#039;&#039; are not available indoors, if a bomb is active, if exalt towers are active, or if a VIP is being rescued. They are also not available on the following missions: DLC missions, newfoundland mission, and base assaults/defenses.&lt;/div&gt;</summary>
		<author><name>Keheck</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115519</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115519"/>
		<updated>2023-09-11T11:43:38Z</updated>

		<summary type="html">&lt;p&gt;Keheck: /* Heavy Weapons */ Fixed minor superscript mistake&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, [[Specialist (XCOM2)|Specialists]] and [[Psi Operative (XCOM2)|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 (XCOM2)|Assault Rifle]]|| 3-5 || ? || 5-7 || 0% || Medium || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Rifle (XCOM2)|Mag Rifle]]|| 5-7 || ? || 8-10 || 0% || Medium+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (XCOM2)|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 (XCOM 2)|Shotgun]]|| 4-6 || ? || 7-9 || 10% ||  Short || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Shard Gun (XCOM 2)|Shard Gun]]|| 6-8 || ? || 10-12 || 15% || Short+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm Gun (XCOM 2)|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 [[Grenadier (XCOM2)|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 (XCOM2)|Cannon]] || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Cannon (XCOM2)|Mag Cannon]] || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Beam Cannon (XCOM2)|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;
====SPARK Weapons====&lt;br /&gt;
SPARK Weapons can only be equipped by [[SPARK]] units, introduced in the &#039;&#039;[[Shen&#039;s Last Gift]]&#039;&#039; DLC. Similar to the Grenadier&#039;s Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades; however, due to the SPARK&#039;s poor [[Aim]] skill, they quickly fall off at longer ranges. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[XCOM 2: War of the Chosen|War of the Chosen]]&#039;&#039; DLC gave them the ability to [[Weapon Upgrade|upgrade]] their weapons with add-ons, similar to the other playablable classes.&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;&amp;lt;/sup&amp;gt; !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Autocannon (XCOM 2)|Heavy Autocannon]] || 4-6 || N/A || N/A || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Helix Rail-Cannon (XCOM 2)|Helix Rail-Cannon]] || 6-8 || N/A || N/A || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium Phase-Cannon (XCOM 2)|Elerium Phase-Cannon]]|| 8-10 || N/A || N/A || 0% || Medium++ || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vektor Rifles====&lt;br /&gt;
Vektor Rifles are the exclusive main weapon for the [[Reapers (XCOM2)|Reapers]]. While they are less powerful than their Sniper Rifle cousins, they require only one action to fire and have no range penalties at all. Vector Rifles have a clip size of 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;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Crit Damage&lt;br /&gt;
|-&lt;br /&gt;
| Vector Rifle || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Temnotic Rifle || 4-5 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Shadow Lance || 5-6 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bullpup Rifles====&lt;br /&gt;
Bullpup Rifles are the exclusive main weapon for the [[Skirmishers (XCOM2)|Skirmishers]]. While its range is somewhat shorter than an Assault Rifle and has a smaller clip size, the Skirmishers&#039; ability to move and fire in any order allows them to excel in close combat.&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;
|-&lt;br /&gt;
! Weapon !! Damage !! Crit Damage&lt;br /&gt;
|-&lt;br /&gt;
| Kal 7 Bullpup || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kal 15 Bullpup || 5-6 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kal 90 Bullpup || 6-7 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shard Gauntlets====&lt;br /&gt;
Shard Gauntlets are the exclusive main weapon for the [[Templars (XCOM2)|Templars]]. These special gauntlets focus psionic energy into solid blades, and grow stronger as the user gains Focus.&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 MEC Breakdown&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Breakdown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s, which enable them to use melee attacks. The closely related Hunter&#039;s Axe, introduced in the Alien Hunters DLC, behaves similarly but has increased base damage and can be thrown once per battle as a free action; notably, doing so does not trigger Ruler Reactions from Alien Rulers. &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 !! 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;
|[[Hunter&#039;s Axe (XCOM2)|Hunter&#039;s Axe]] || 4-6 || ? || ? || 10% || Melee || chance to  burn || [[Alien Hunters DLC (XCOM2)|Alien Hunters DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Ionic Axe]] || 5-7 || ? || ? || 15% || Melee || 25% stun chance || ADVENT Stun Lancer Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Fusion Axe]] || ? || ? || ? || ? || Melee || ? || Archon Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&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 and +10 melee aim&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;
====Claymores====&lt;br /&gt;
Claymores are grenade-like weapons exclusive to the Reapers. When used, the Reaper places a bomb on the battlefield that acts like an environmental explosive. As a Reaper can shoot the Claymore to detonate it without the risk of breaking Shadow (and enemies cannot see the Claymore), this allows them to contribute to ambushes without sacrificing their stealth to do so. &lt;br /&gt;
&lt;br /&gt;
Claymores cannot be upgraded conventionally, but many of the Reapers&#039; available skills can enhance them, all available in the &amp;quot;Saboteur&amp;quot; branch of the ability tree:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Name !! Required Rank !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Shrapnel || Sergeant || Adds +1 radius and +3 damage to Claymore explosions&lt;br /&gt;
|-&lt;br /&gt;
| Distraction || Lieutenant || Killing an enemy with the Claymore puts the Reaper into Shadow Concealment&lt;br /&gt;
|-&lt;br /&gt;
| Homing Mine || Colonel || Attaches the Claymore to an enemy. The next time they take damage the claymore explodes&lt;br /&gt;
|-&lt;br /&gt;
| Highlands || Major || Confers an additional Claymore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ripjacks====&lt;br /&gt;
The Ripjack is the unique secondary weapon of the Skirmishers, essentially a bladed gauntlet with a built-in grappling hook. This weapon is used for several of their abilities, such as Wrath and Justice; however, a Skirmisher needs to have the right upgrade before it can be used for a Slash attack. Ripjacks have lower maximum damage than Swords, but are more consistent in the amount of damage they deal.&lt;br /&gt;
&lt;br /&gt;
====Autopistols====&lt;br /&gt;
Autopistols are used by the Templars as secondary weapons. For all intents and purposes, they behave identically to Pistols.&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]], a [[WAR Suit (XCOM2)|WAR Suit]], or a SPARK BIT. The SPARK&#039;s Rainmaker skill increases the damage and radius of all heavy weapons by 2&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, 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 up to 4 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;
The Continent Bonus/Skirmishers&#039; Resistance Order &amp;quot;Inside Knowledge&amp;quot; adds +5%/+1 to a mod&#039;s effect, depending on the type of mod&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&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Guaranteed damage on missed shots  || +1 || +2 || +3 &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; Stock damage is reduced by armor.&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. While they normally cannot reload and then fire their sniper rifle, the free reloads bypass this limitation. For a Kill Zone 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 3 ammo at a time. Larger magazines make it more likely you&#039;ll have the ammo for these abilities, and its use is constant (unlike the limited-use Auto-Loaders.) Run &amp;amp; Gun/Rapid Fire Rangers also benefit a lot from Expanded Magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Auto-Loaders 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 enemies, Expanded Magazines are a more effective choice.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (XCOM2)| ]]&lt;/div&gt;</summary>
		<author><name>Keheck</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115518</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115518"/>
		<updated>2023-09-11T11:42:27Z</updated>

		<summary type="html">&lt;p&gt;Keheck: /* Weapon Parts */ Minor spelling mistake&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, [[Specialist (XCOM2)|Specialists]] and [[Psi Operative (XCOM2)|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 (XCOM2)|Assault Rifle]]|| 3-5 || ? || 5-7 || 0% || Medium || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Rifle (XCOM2)|Mag Rifle]]|| 5-7 || ? || 8-10 || 0% || Medium+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (XCOM2)|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 (XCOM 2)|Shotgun]]|| 4-6 || ? || 7-9 || 10% ||  Short || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Shard Gun (XCOM 2)|Shard Gun]]|| 6-8 || ? || 10-12 || 15% || Short+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm Gun (XCOM 2)|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 [[Grenadier (XCOM2)|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 (XCOM2)|Cannon]] || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Cannon (XCOM2)|Mag Cannon]] || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Beam Cannon (XCOM2)|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;
====SPARK Weapons====&lt;br /&gt;
SPARK Weapons can only be equipped by [[SPARK]] units, introduced in the &#039;&#039;[[Shen&#039;s Last Gift]]&#039;&#039; DLC. Similar to the Grenadier&#039;s Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades; however, due to the SPARK&#039;s poor [[Aim]] skill, they quickly fall off at longer ranges. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[XCOM 2: War of the Chosen|War of the Chosen]]&#039;&#039; DLC gave them the ability to [[Weapon Upgrade|upgrade]] their weapons with add-ons, similar to the other playablable classes.&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;&amp;lt;/sup&amp;gt; !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Autocannon (XCOM 2)|Heavy Autocannon]] || 4-6 || N/A || N/A || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Helix Rail-Cannon (XCOM 2)|Helix Rail-Cannon]] || 6-8 || N/A || N/A || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium Phase-Cannon (XCOM 2)|Elerium Phase-Cannon]]|| 8-10 || N/A || N/A || 0% || Medium++ || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vektor Rifles====&lt;br /&gt;
Vektor Rifles are the exclusive main weapon for the [[Reapers (XCOM2)|Reapers]]. While they are less powerful than their Sniper Rifle cousins, they require only one action to fire and have no range penalties at all. Vector Rifles have a clip size of 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;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Crit Damage&lt;br /&gt;
|-&lt;br /&gt;
| Vector Rifle || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Temnotic Rifle || 4-5 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Shadow Lance || 5-6 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bullpup Rifles====&lt;br /&gt;
Bullpup Rifles are the exclusive main weapon for the [[Skirmishers (XCOM2)|Skirmishers]]. While its range is somewhat shorter than an Assault Rifle and has a smaller clip size, the Skirmishers&#039; ability to move and fire in any order allows them to excel in close combat.&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;
|-&lt;br /&gt;
! Weapon !! Damage !! Crit Damage&lt;br /&gt;
|-&lt;br /&gt;
| Kal 7 Bullpup || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kal 15 Bullpup || 5-6 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kal 90 Bullpup || 6-7 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shard Gauntlets====&lt;br /&gt;
Shard Gauntlets are the exclusive main weapon for the [[Templars (XCOM2)|Templars]]. These special gauntlets focus psionic energy into solid blades, and grow stronger as the user gains Focus.&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 MEC Breakdown&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Breakdown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s, which enable them to use melee attacks. The closely related Hunter&#039;s Axe, introduced in the Alien Hunters DLC, behaves similarly but has increased base damage and can be thrown once per battle as a free action; notably, doing so does not trigger Ruler Reactions from Alien Rulers. &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 !! 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;
|[[Hunter&#039;s Axe (XCOM2)|Hunter&#039;s Axe]] || 4-6 || ? || ? || 10% || Melee || chance to  burn || [[Alien Hunters DLC (XCOM2)|Alien Hunters DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Ionic Axe]] || 5-7 || ? || ? || 15% || Melee || 25% stun chance || ADVENT Stun Lancer Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Fusion Axe]] || ? || ? || ? || ? || Melee || ? || Archon Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&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 and +10 melee aim&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;
====Claymores====&lt;br /&gt;
Claymores are grenade-like weapons exclusive to the Reapers. When used, the Reaper places a bomb on the battlefield that acts like an environmental explosive. As a Reaper can shoot the Claymore to detonate it without the risk of breaking Shadow (and enemies cannot see the Claymore), this allows them to contribute to ambushes without sacrificing their stealth to do so. &lt;br /&gt;
&lt;br /&gt;
Claymores cannot be upgraded conventionally, but many of the Reapers&#039; available skills can enhance them, all available in the &amp;quot;Saboteur&amp;quot; branch of the ability tree:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Name !! Required Rank !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Shrapnel || Sergeant || Adds +1 radius and +3 damage to Claymore explosions&lt;br /&gt;
|-&lt;br /&gt;
| Distraction || Lieutenant || Killing an enemy with the Claymore puts the Reaper into Shadow Concealment&lt;br /&gt;
|-&lt;br /&gt;
| Homing Mine || Colonel || Attaches the Claymore to an enemy. The next time they take damage the claymore explodes&lt;br /&gt;
|-&lt;br /&gt;
| Highlands || Major || Confers an additional Claymore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ripjacks====&lt;br /&gt;
The Ripjack is the unique secondary weapon of the Skirmishers, essentially a bladed gauntlet with a built-in grappling hook. This weapon is used for several of their abilities, such as Wrath and Justice; however, a Skirmisher needs to have the right upgrade before it can be used for a Slash attack. Ripjacks have lower maximum damage than Swords, but are more consistent in the amount of damage they deal.&lt;br /&gt;
&lt;br /&gt;
====Autopistols====&lt;br /&gt;
Autopistols are used by the Templars as secondary weapons. For all intents and purposes, they behave identically to Pistols.&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]], a [[WAR Suit (XCOM2)|WAR Suit]], or a SPARK BIT. The SPARK&#039;s Rainmaker skill increases the damage and radius of all heavy weapons by 2&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 up to 4 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;
The Continent Bonus/Skirmishers&#039; Resistance Order &amp;quot;Inside Knowledge&amp;quot; adds +5%/+1 to a mod&#039;s effect, depending on the type of mod&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&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Guaranteed damage on missed shots  || +1 || +2 || +3 &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; Stock damage is reduced by armor.&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. While they normally cannot reload and then fire their sniper rifle, the free reloads bypass this limitation. For a Kill Zone 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 3 ammo at a time. Larger magazines make it more likely you&#039;ll have the ammo for these abilities, and its use is constant (unlike the limited-use Auto-Loaders.) Run &amp;amp; Gun/Rapid Fire Rangers also benefit a lot from Expanded Magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Auto-Loaders 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 enemies, Expanded Magazines are a more effective choice.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (XCOM2)| ]]&lt;/div&gt;</summary>
		<author><name>Keheck</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115517</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115517"/>
		<updated>2023-09-11T11:41:08Z</updated>

		<summary type="html">&lt;p&gt;Keheck: /* Weapon Parts */ Added some additional info&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, [[Specialist (XCOM2)|Specialists]] and [[Psi Operative (XCOM2)|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 (XCOM2)|Assault Rifle]]|| 3-5 || ? || 5-7 || 0% || Medium || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Rifle (XCOM2)|Mag Rifle]]|| 5-7 || ? || 8-10 || 0% || Medium+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (XCOM2)|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 (XCOM 2)|Shotgun]]|| 4-6 || ? || 7-9 || 10% ||  Short || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Shard Gun (XCOM 2)|Shard Gun]]|| 6-8 || ? || 10-12 || 15% || Short+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm Gun (XCOM 2)|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 [[Grenadier (XCOM2)|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 (XCOM2)|Cannon]] || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Cannon (XCOM2)|Mag Cannon]] || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Beam Cannon (XCOM2)|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;
====SPARK Weapons====&lt;br /&gt;
SPARK Weapons can only be equipped by [[SPARK]] units, introduced in the &#039;&#039;[[Shen&#039;s Last Gift]]&#039;&#039; DLC. Similar to the Grenadier&#039;s Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades; however, due to the SPARK&#039;s poor [[Aim]] skill, they quickly fall off at longer ranges. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[XCOM 2: War of the Chosen|War of the Chosen]]&#039;&#039; DLC gave them the ability to [[Weapon Upgrade|upgrade]] their weapons with add-ons, similar to the other playablable classes.&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;&amp;lt;/sup&amp;gt; !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Autocannon (XCOM 2)|Heavy Autocannon]] || 4-6 || N/A || N/A || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Helix Rail-Cannon (XCOM 2)|Helix Rail-Cannon]] || 6-8 || N/A || N/A || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium Phase-Cannon (XCOM 2)|Elerium Phase-Cannon]]|| 8-10 || N/A || N/A || 0% || Medium++ || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vektor Rifles====&lt;br /&gt;
Vektor Rifles are the exclusive main weapon for the [[Reapers (XCOM2)|Reapers]]. While they are less powerful than their Sniper Rifle cousins, they require only one action to fire and have no range penalties at all. Vector Rifles have a clip size of 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;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Crit Damage&lt;br /&gt;
|-&lt;br /&gt;
| Vector Rifle || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Temnotic Rifle || 4-5 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Shadow Lance || 5-6 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bullpup Rifles====&lt;br /&gt;
Bullpup Rifles are the exclusive main weapon for the [[Skirmishers (XCOM2)|Skirmishers]]. While its range is somewhat shorter than an Assault Rifle and has a smaller clip size, the Skirmishers&#039; ability to move and fire in any order allows them to excel in close combat.&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;
|-&lt;br /&gt;
! Weapon !! Damage !! Crit Damage&lt;br /&gt;
|-&lt;br /&gt;
| Kal 7 Bullpup || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kal 15 Bullpup || 5-6 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kal 90 Bullpup || 6-7 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shard Gauntlets====&lt;br /&gt;
Shard Gauntlets are the exclusive main weapon for the [[Templars (XCOM2)|Templars]]. These special gauntlets focus psionic energy into solid blades, and grow stronger as the user gains Focus.&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 MEC Breakdown&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Breakdown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s, which enable them to use melee attacks. The closely related Hunter&#039;s Axe, introduced in the Alien Hunters DLC, behaves similarly but has increased base damage and can be thrown once per battle as a free action; notably, doing so does not trigger Ruler Reactions from Alien Rulers. &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 !! 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;
|[[Hunter&#039;s Axe (XCOM2)|Hunter&#039;s Axe]] || 4-6 || ? || ? || 10% || Melee || chance to  burn || [[Alien Hunters DLC (XCOM2)|Alien Hunters DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Ionic Axe]] || 5-7 || ? || ? || 15% || Melee || 25% stun chance || ADVENT Stun Lancer Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Fusion Axe]] || ? || ? || ? || ? || Melee || ? || Archon Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&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 and +10 melee aim&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;
====Claymores====&lt;br /&gt;
Claymores are grenade-like weapons exclusive to the Reapers. When used, the Reaper places a bomb on the battlefield that acts like an environmental explosive. As a Reaper can shoot the Claymore to detonate it without the risk of breaking Shadow (and enemies cannot see the Claymore), this allows them to contribute to ambushes without sacrificing their stealth to do so. &lt;br /&gt;
&lt;br /&gt;
Claymores cannot be upgraded conventionally, but many of the Reapers&#039; available skills can enhance them, all available in the &amp;quot;Saboteur&amp;quot; branch of the ability tree:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Name !! Required Rank !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Shrapnel || Sergeant || Adds +1 radius and +3 damage to Claymore explosions&lt;br /&gt;
|-&lt;br /&gt;
| Distraction || Lieutenant || Killing an enemy with the Claymore puts the Reaper into Shadow Concealment&lt;br /&gt;
|-&lt;br /&gt;
| Homing Mine || Colonel || Attaches the Claymore to an enemy. The next time they take damage the claymore explodes&lt;br /&gt;
|-&lt;br /&gt;
| Highlands || Major || Confers an additional Claymore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ripjacks====&lt;br /&gt;
The Ripjack is the unique secondary weapon of the Skirmishers, essentially a bladed gauntlet with a built-in grappling hook. This weapon is used for several of their abilities, such as Wrath and Justice; however, a Skirmisher needs to have the right upgrade before it can be used for a Slash attack. Ripjacks have lower maximum damage than Swords, but are more consistent in the amount of damage they deal.&lt;br /&gt;
&lt;br /&gt;
====Autopistols====&lt;br /&gt;
Autopistols are used by the Templars as secondary weapons. For all intents and purposes, they behave identically to Pistols.&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]], a [[WAR Suit (XCOM2)|WAR Suit]], or a SPARK BIT. The SPARK&#039;s Rainmaker skill increases the damage and radius of all heavy weapons by 2&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 up to 4 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;
The continent bonus/Skirmisher&#039;s Resistance Order &amp;quot;Inside Knowledge&amp;quot; adds +5%/+1 to a mod&#039;s effect, depending on the type of mod&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&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || Guaranteed damage on missed shots  || +1 || +2 || +3 &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; Stock damage is reduced by armor.&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. While they normally cannot reload and then fire their sniper rifle, the free reloads bypass this limitation. For a Kill Zone 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 3 ammo at a time. Larger magazines make it more likely you&#039;ll have the ammo for these abilities, and its use is constant (unlike the limited-use Auto-Loaders.) Run &amp;amp; Gun/Rapid Fire Rangers also benefit a lot from Expanded Magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Auto-Loaders 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 enemies, Expanded Magazines are a more effective choice.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (XCOM2)| ]]&lt;/div&gt;</summary>
		<author><name>Keheck</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115516</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115516"/>
		<updated>2023-09-11T11:12:24Z</updated>

		<summary type="html">&lt;p&gt;Keheck: /* Claymores */ Added reference for abilities that directly affect the Claymore&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, [[Specialist (XCOM2)|Specialists]] and [[Psi Operative (XCOM2)|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 (XCOM2)|Assault Rifle]]|| 3-5 || ? || 5-7 || 0% || Medium || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Rifle (XCOM2)|Mag Rifle]]|| 5-7 || ? || 8-10 || 0% || Medium+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (XCOM2)|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 (XCOM 2)|Shotgun]]|| 4-6 || ? || 7-9 || 10% ||  Short || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Shard Gun (XCOM 2)|Shard Gun]]|| 6-8 || ? || 10-12 || 15% || Short+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm Gun (XCOM 2)|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 [[Grenadier (XCOM2)|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 (XCOM2)|Cannon]] || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Cannon (XCOM2)|Mag Cannon]] || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Beam Cannon (XCOM2)|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;
====SPARK Weapons====&lt;br /&gt;
SPARK Weapons can only be equipped by [[SPARK]] units, introduced in the &#039;&#039;[[Shen&#039;s Last Gift]]&#039;&#039; DLC. Similar to the Grenadier&#039;s Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades; however, due to the SPARK&#039;s poor [[Aim]] skill, they quickly fall off at longer ranges. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[XCOM 2: War of the Chosen|War of the Chosen]]&#039;&#039; DLC gave them the ability to [[Weapon Upgrade|upgrade]] their weapons with add-ons, similar to the other playablable classes.&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;&amp;lt;/sup&amp;gt; !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Autocannon (XCOM 2)|Heavy Autocannon]] || 4-6 || N/A || N/A || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Helix Rail-Cannon (XCOM 2)|Helix Rail-Cannon]] || 6-8 || N/A || N/A || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium Phase-Cannon (XCOM 2)|Elerium Phase-Cannon]]|| 8-10 || N/A || N/A || 0% || Medium++ || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vektor Rifles====&lt;br /&gt;
Vektor Rifles are the exclusive main weapon for the [[Reapers (XCOM2)|Reapers]]. While they are less powerful than their Sniper Rifle cousins, they require only one action to fire and have no range penalties at all. Vector Rifles have a clip size of 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;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Crit Damage&lt;br /&gt;
|-&lt;br /&gt;
| Vector Rifle || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Temnotic Rifle || 4-5 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Shadow Lance || 5-6 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bullpup Rifles====&lt;br /&gt;
Bullpup Rifles are the exclusive main weapon for the [[Skirmishers (XCOM2)|Skirmishers]]. While its range is somewhat shorter than an Assault Rifle and has a smaller clip size, the Skirmishers&#039; ability to move and fire in any order allows them to excel in close combat.&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;
|-&lt;br /&gt;
! Weapon !! Damage !! Crit Damage&lt;br /&gt;
|-&lt;br /&gt;
| Kal 7 Bullpup || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kal 15 Bullpup || 5-6 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kal 90 Bullpup || 6-7 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shard Gauntlets====&lt;br /&gt;
Shard Gauntlets are the exclusive main weapon for the [[Templars (XCOM2)|Templars]]. These special gauntlets focus psionic energy into solid blades, and grow stronger as the user gains Focus.&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 MEC Breakdown&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Breakdown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s, which enable them to use melee attacks. The closely related Hunter&#039;s Axe, introduced in the Alien Hunters DLC, behaves similarly but has increased base damage and can be thrown once per battle as a free action; notably, doing so does not trigger Ruler Reactions from Alien Rulers. &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 !! 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;
|[[Hunter&#039;s Axe (XCOM2)|Hunter&#039;s Axe]] || 4-6 || ? || ? || 10% || Melee || chance to  burn || [[Alien Hunters DLC (XCOM2)|Alien Hunters DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Ionic Axe]] || 5-7 || ? || ? || 15% || Melee || 25% stun chance || ADVENT Stun Lancer Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Fusion Axe]] || ? || ? || ? || ? || Melee || ? || Archon Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&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 and +10 melee aim&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;
====Claymores====&lt;br /&gt;
Claymores are grenade-like weapons exclusive to the Reapers. When used, the Reaper places a bomb on the battlefield that acts like an environmental explosive. As a Reaper can shoot the Claymore to detonate it without the risk of breaking Shadow (and enemies cannot see the Claymore), this allows them to contribute to ambushes without sacrificing their stealth to do so. &lt;br /&gt;
&lt;br /&gt;
Claymores cannot be upgraded conventionally, but many of the Reapers&#039; available skills can enhance them, all available in the &amp;quot;Saboteur&amp;quot; branch of the ability tree:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Name !! Required Rank !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Shrapnel || Sergeant || Adds +1 radius and +3 damage to Claymore explosions&lt;br /&gt;
|-&lt;br /&gt;
| Distraction || Lieutenant || Killing an enemy with the Claymore puts the Reaper into Shadow Concealment&lt;br /&gt;
|-&lt;br /&gt;
| Homing Mine || Colonel || Attaches the Claymore to an enemy. The next time they take damage the claymore explodes&lt;br /&gt;
|-&lt;br /&gt;
| Highlands || Major || Confers an additional Claymore&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ripjacks====&lt;br /&gt;
The Ripjack is the unique secondary weapon of the Skirmishers, essentially a bladed gauntlet with a built-in grappling hook. This weapon is used for several of their abilities, such as Wrath and Justice; however, a Skirmisher needs to have the right upgrade before it can be used for a Slash attack. Ripjacks have lower maximum damage than Swords, but are more consistent in the amount of damage they deal.&lt;br /&gt;
&lt;br /&gt;
====Autopistols====&lt;br /&gt;
Autopistols are used by the Templars as secondary weapons. For all intents and purposes, they behave identically to Pistols.&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]], a [[WAR Suit (XCOM2)|WAR Suit]], or a SPARK BIT. The SPARK&#039;s Rainmaker skill increases the damage and radius of all heavy weapons by 2&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 up to 4 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. While they normally cannot reload and then fire their sniper rifle, the free reloads bypass this limitation. For a Kill Zone 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 3 ammo at a time. Larger magazines make it more likely you&#039;ll have the ammo for these abilities, and its use is constant (unlike the limited-use Auto-Loaders.) Run &amp;amp; Gun/Rapid Fire Rangers also benefit a lot from Expanded Magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Auto-Loaders 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 enemies, Expanded Magazines are a more effective choice.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (XCOM2)| ]]&lt;/div&gt;</summary>
		<author><name>Keheck</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115515</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115515"/>
		<updated>2023-09-11T10:58:21Z</updated>

		<summary type="html">&lt;p&gt;Keheck: /* Vektor Rifles */ Changed last column to be more in line with Skirmisher&amp;#039;s Bullpups&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, [[Specialist (XCOM2)|Specialists]] and [[Psi Operative (XCOM2)|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 (XCOM2)|Assault Rifle]]|| 3-5 || ? || 5-7 || 0% || Medium || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Rifle (XCOM2)|Mag Rifle]]|| 5-7 || ? || 8-10 || 0% || Medium+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (XCOM2)|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 (XCOM 2)|Shotgun]]|| 4-6 || ? || 7-9 || 10% ||  Short || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Shard Gun (XCOM 2)|Shard Gun]]|| 6-8 || ? || 10-12 || 15% || Short+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm Gun (XCOM 2)|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 [[Grenadier (XCOM2)|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 (XCOM2)|Cannon]] || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Cannon (XCOM2)|Mag Cannon]] || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Beam Cannon (XCOM2)|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;
====SPARK Weapons====&lt;br /&gt;
SPARK Weapons can only be equipped by [[SPARK]] units, introduced in the &#039;&#039;[[Shen&#039;s Last Gift]]&#039;&#039; DLC. Similar to the Grenadier&#039;s Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades; however, due to the SPARK&#039;s poor [[Aim]] skill, they quickly fall off at longer ranges. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[XCOM 2: War of the Chosen|War of the Chosen]]&#039;&#039; DLC gave them the ability to [[Weapon Upgrade|upgrade]] their weapons with add-ons, similar to the other playablable classes.&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;&amp;lt;/sup&amp;gt; !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Autocannon (XCOM 2)|Heavy Autocannon]] || 4-6 || N/A || N/A || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Helix Rail-Cannon (XCOM 2)|Helix Rail-Cannon]] || 6-8 || N/A || N/A || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium Phase-Cannon (XCOM 2)|Elerium Phase-Cannon]]|| 8-10 || N/A || N/A || 0% || Medium++ || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vektor Rifles====&lt;br /&gt;
Vektor Rifles are the exclusive main weapon for the [[Reapers (XCOM2)|Reapers]]. While they are less powerful than their Sniper Rifle cousins, they require only one action to fire and have no range penalties at all. Vector Rifles have a clip size of 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;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Crit Damage&lt;br /&gt;
|-&lt;br /&gt;
| Vector Rifle || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Temnotic Rifle || 4-5 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Shadow Lance || 5-6 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bullpup Rifles====&lt;br /&gt;
Bullpup Rifles are the exclusive main weapon for the [[Skirmishers (XCOM2)|Skirmishers]]. While its range is somewhat shorter than an Assault Rifle and has a smaller clip size, the Skirmishers&#039; ability to move and fire in any order allows them to excel in close combat.&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;
|-&lt;br /&gt;
! Weapon !! Damage !! Crit Damage&lt;br /&gt;
|-&lt;br /&gt;
| Kal 7 Bullpup || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kal 15 Bullpup || 5-6 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kal 90 Bullpup || 6-7 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shard Gauntlets====&lt;br /&gt;
Shard Gauntlets are the exclusive main weapon for the [[Templars (XCOM2)|Templars]]. These special gauntlets focus psionic energy into solid blades, and grow stronger as the user gains Focus.&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 MEC Breakdown&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Breakdown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s, which enable them to use melee attacks. The closely related Hunter&#039;s Axe, introduced in the Alien Hunters DLC, behaves similarly but has increased base damage and can be thrown once per battle as a free action; notably, doing so does not trigger Ruler Reactions from Alien Rulers. &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 !! 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;
|[[Hunter&#039;s Axe (XCOM2)|Hunter&#039;s Axe]] || 4-6 || ? || ? || 10% || Melee || chance to  burn || [[Alien Hunters DLC (XCOM2)|Alien Hunters DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Ionic Axe]] || 5-7 || ? || ? || 15% || Melee || 25% stun chance || ADVENT Stun Lancer Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Fusion Axe]] || ? || ? || ? || ? || Melee || ? || Archon Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&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 and +10 melee aim&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;
====Claymores====&lt;br /&gt;
Claymores are grenade-like weapons exclusive to the Reapers. When used, the Reaper places a bomb on the battlefield that acts like an environmental explosive. As a Reaper can shoot the Claymore to detonate it without the risk of breaking Shadow (and enemies cannot see the Claymore), this allows them to contribute to ambushes without sacrificing their stealth to do so. &lt;br /&gt;
&lt;br /&gt;
Claymores cannot be upgraded conventionally, but many of the Reapers&#039; available skills can enhance them.&lt;br /&gt;
&lt;br /&gt;
====Ripjacks====&lt;br /&gt;
The Ripjack is the unique secondary weapon of the Skirmishers, essentially a bladed gauntlet with a built-in grappling hook. This weapon is used for several of their abilities, such as Wrath and Justice; however, a Skirmisher needs to have the right upgrade before it can be used for a Slash attack. Ripjacks have lower maximum damage than Swords, but are more consistent in the amount of damage they deal.&lt;br /&gt;
&lt;br /&gt;
====Autopistols====&lt;br /&gt;
Autopistols are used by the Templars as secondary weapons. For all intents and purposes, they behave identically to Pistols.&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]], a [[WAR Suit (XCOM2)|WAR Suit]], or a SPARK BIT. The SPARK&#039;s Rainmaker skill increases the damage and radius of all heavy weapons by 2&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 up to 4 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. While they normally cannot reload and then fire their sniper rifle, the free reloads bypass this limitation. For a Kill Zone 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 3 ammo at a time. Larger magazines make it more likely you&#039;ll have the ammo for these abilities, and its use is constant (unlike the limited-use Auto-Loaders.) Run &amp;amp; Gun/Rapid Fire Rangers also benefit a lot from Expanded Magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Auto-Loaders 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 enemies, Expanded Magazines are a more effective choice.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (XCOM2)| ]]&lt;/div&gt;</summary>
		<author><name>Keheck</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115514</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115514"/>
		<updated>2023-09-11T10:57:43Z</updated>

		<summary type="html">&lt;p&gt;Keheck: /* Bullpup Rifles */ Added some base weapon stats&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, [[Specialist (XCOM2)|Specialists]] and [[Psi Operative (XCOM2)|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 (XCOM2)|Assault Rifle]]|| 3-5 || ? || 5-7 || 0% || Medium || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Rifle (XCOM2)|Mag Rifle]]|| 5-7 || ? || 8-10 || 0% || Medium+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (XCOM2)|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 (XCOM 2)|Shotgun]]|| 4-6 || ? || 7-9 || 10% ||  Short || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Shard Gun (XCOM 2)|Shard Gun]]|| 6-8 || ? || 10-12 || 15% || Short+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm Gun (XCOM 2)|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 [[Grenadier (XCOM2)|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 (XCOM2)|Cannon]] || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Cannon (XCOM2)|Mag Cannon]] || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Beam Cannon (XCOM2)|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;
====SPARK Weapons====&lt;br /&gt;
SPARK Weapons can only be equipped by [[SPARK]] units, introduced in the &#039;&#039;[[Shen&#039;s Last Gift]]&#039;&#039; DLC. Similar to the Grenadier&#039;s Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades; however, due to the SPARK&#039;s poor [[Aim]] skill, they quickly fall off at longer ranges. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[XCOM 2: War of the Chosen|War of the Chosen]]&#039;&#039; DLC gave them the ability to [[Weapon Upgrade|upgrade]] their weapons with add-ons, similar to the other playablable classes.&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;&amp;lt;/sup&amp;gt; !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Autocannon (XCOM 2)|Heavy Autocannon]] || 4-6 || N/A || N/A || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Helix Rail-Cannon (XCOM 2)|Helix Rail-Cannon]] || 6-8 || N/A || N/A || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium Phase-Cannon (XCOM 2)|Elerium Phase-Cannon]]|| 8-10 || N/A || N/A || 0% || Medium++ || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vektor Rifles====&lt;br /&gt;
Vektor Rifles are the exclusive main weapon for the [[Reapers (XCOM2)|Reapers]]. While they are less powerful than their Sniper Rifle cousins, they require only one action to fire and have no range penalties at all. Vector Rifles have a clip size of 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;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Base Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| Vector Rifle || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Temnotic Rifle || 4-5 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Shadow Lance || 5-6 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bullpup Rifles====&lt;br /&gt;
Bullpup Rifles are the exclusive main weapon for the [[Skirmishers (XCOM2)|Skirmishers]]. While its range is somewhat shorter than an Assault Rifle and has a smaller clip size, the Skirmishers&#039; ability to move and fire in any order allows them to excel in close combat.&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;
|-&lt;br /&gt;
! Weapon !! Damage !! Crit Damage&lt;br /&gt;
|-&lt;br /&gt;
| Kal 7 Bullpup || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kal 15 Bullpup || 5-6 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Kal 90 Bullpup || 6-7 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shard Gauntlets====&lt;br /&gt;
Shard Gauntlets are the exclusive main weapon for the [[Templars (XCOM2)|Templars]]. These special gauntlets focus psionic energy into solid blades, and grow stronger as the user gains Focus.&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 MEC Breakdown&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Breakdown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s, which enable them to use melee attacks. The closely related Hunter&#039;s Axe, introduced in the Alien Hunters DLC, behaves similarly but has increased base damage and can be thrown once per battle as a free action; notably, doing so does not trigger Ruler Reactions from Alien Rulers. &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 !! 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;
|[[Hunter&#039;s Axe (XCOM2)|Hunter&#039;s Axe]] || 4-6 || ? || ? || 10% || Melee || chance to  burn || [[Alien Hunters DLC (XCOM2)|Alien Hunters DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Ionic Axe]] || 5-7 || ? || ? || 15% || Melee || 25% stun chance || ADVENT Stun Lancer Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Fusion Axe]] || ? || ? || ? || ? || Melee || ? || Archon Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&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 and +10 melee aim&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;
====Claymores====&lt;br /&gt;
Claymores are grenade-like weapons exclusive to the Reapers. When used, the Reaper places a bomb on the battlefield that acts like an environmental explosive. As a Reaper can shoot the Claymore to detonate it without the risk of breaking Shadow (and enemies cannot see the Claymore), this allows them to contribute to ambushes without sacrificing their stealth to do so. &lt;br /&gt;
&lt;br /&gt;
Claymores cannot be upgraded conventionally, but many of the Reapers&#039; available skills can enhance them.&lt;br /&gt;
&lt;br /&gt;
====Ripjacks====&lt;br /&gt;
The Ripjack is the unique secondary weapon of the Skirmishers, essentially a bladed gauntlet with a built-in grappling hook. This weapon is used for several of their abilities, such as Wrath and Justice; however, a Skirmisher needs to have the right upgrade before it can be used for a Slash attack. Ripjacks have lower maximum damage than Swords, but are more consistent in the amount of damage they deal.&lt;br /&gt;
&lt;br /&gt;
====Autopistols====&lt;br /&gt;
Autopistols are used by the Templars as secondary weapons. For all intents and purposes, they behave identically to Pistols.&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]], a [[WAR Suit (XCOM2)|WAR Suit]], or a SPARK BIT. The SPARK&#039;s Rainmaker skill increases the damage and radius of all heavy weapons by 2&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 up to 4 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. While they normally cannot reload and then fire their sniper rifle, the free reloads bypass this limitation. For a Kill Zone 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 3 ammo at a time. Larger magazines make it more likely you&#039;ll have the ammo for these abilities, and its use is constant (unlike the limited-use Auto-Loaders.) Run &amp;amp; Gun/Rapid Fire Rangers also benefit a lot from Expanded Magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Auto-Loaders 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 enemies, Expanded Magazines are a more effective choice.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (XCOM2)| ]]&lt;/div&gt;</summary>
		<author><name>Keheck</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115513</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=115513"/>
		<updated>2023-09-11T10:51:34Z</updated>

		<summary type="html">&lt;p&gt;Keheck: /* Vektor Rifles */&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, [[Specialist (XCOM2)|Specialists]] and [[Psi Operative (XCOM2)|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 (XCOM2)|Assault Rifle]]|| 3-5 || ? || 5-7 || 0% || Medium || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Rifle (XCOM2)|Mag Rifle]]|| 5-7 || ? || 8-10 || 0% || Medium+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (XCOM2)|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 (XCOM 2)|Shotgun]]|| 4-6 || ? || 7-9 || 10% ||  Short || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Shard Gun (XCOM 2)|Shard Gun]]|| 6-8 || ? || 10-12 || 15% || Short+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm Gun (XCOM 2)|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 [[Grenadier (XCOM2)|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 (XCOM2)|Cannon]] || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Cannon (XCOM2)|Mag Cannon]] || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Beam Cannon (XCOM2)|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;
====SPARK Weapons====&lt;br /&gt;
SPARK Weapons can only be equipped by [[SPARK]] units, introduced in the &#039;&#039;[[Shen&#039;s Last Gift]]&#039;&#039; DLC. Similar to the Grenadier&#039;s Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades; however, due to the SPARK&#039;s poor [[Aim]] skill, they quickly fall off at longer ranges. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[XCOM 2: War of the Chosen|War of the Chosen]]&#039;&#039; DLC gave them the ability to [[Weapon Upgrade|upgrade]] their weapons with add-ons, similar to the other playablable classes.&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;&amp;lt;/sup&amp;gt; !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Heavy Autocannon (XCOM 2)|Heavy Autocannon]] || 4-6 || N/A || N/A || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Helix Rail-Cannon (XCOM 2)|Helix Rail-Cannon]] || 6-8 || N/A || N/A || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium Phase-Cannon (XCOM 2)|Elerium Phase-Cannon]]|| 8-10 || N/A || N/A || 0% || Medium++ || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vektor Rifles====&lt;br /&gt;
Vektor Rifles are the exclusive main weapon for the [[Reapers (XCOM2)|Reapers]]. While they are less powerful than their Sniper Rifle cousins, they require only one action to fire and have no range penalties at all. Vector Rifles have a clip size of 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;
|-&lt;br /&gt;
! Weapon !! Base Damage !! Base Crit Chance&lt;br /&gt;
|-&lt;br /&gt;
| Vector Rifle || 3-4 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Temnotic Rifle || 4-5 || ?&lt;br /&gt;
|-&lt;br /&gt;
| Shadow Lance || 5-6 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Bullpup Rifles====&lt;br /&gt;
Bullpup Rifles are the exclusive main weapon for the [[Skirmishers (XCOM2)|Skirmishers]]. While its range is somewhat shorter than an Assault Rifle and has a smaller clip size, the Skirmishers&#039; ability to move and fire in any order allows them to excel in close combat.&lt;br /&gt;
&lt;br /&gt;
====Shard Gauntlets====&lt;br /&gt;
Shard Gauntlets are the exclusive main weapon for the [[Templars (XCOM2)|Templars]]. These special gauntlets focus psionic energy into solid blades, and grow stronger as the user gains Focus.&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 MEC Breakdown&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Breakdown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s, which enable them to use melee attacks. The closely related Hunter&#039;s Axe, introduced in the Alien Hunters DLC, behaves similarly but has increased base damage and can be thrown once per battle as a free action; notably, doing so does not trigger Ruler Reactions from Alien Rulers. &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 !! 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;
|[[Hunter&#039;s Axe (XCOM2)|Hunter&#039;s Axe]] || 4-6 || ? || ? || 10% || Melee || chance to  burn || [[Alien Hunters DLC (XCOM2)|Alien Hunters DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Ionic Axe]] || 5-7 || ? || ? || 15% || Melee || 25% stun chance || ADVENT Stun Lancer Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Fusion Axe]] || ? || ? || ? || ? || Melee || ? || Archon Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&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 and +10 melee aim&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;
====Claymores====&lt;br /&gt;
Claymores are grenade-like weapons exclusive to the Reapers. When used, the Reaper places a bomb on the battlefield that acts like an environmental explosive. As a Reaper can shoot the Claymore to detonate it without the risk of breaking Shadow (and enemies cannot see the Claymore), this allows them to contribute to ambushes without sacrificing their stealth to do so. &lt;br /&gt;
&lt;br /&gt;
Claymores cannot be upgraded conventionally, but many of the Reapers&#039; available skills can enhance them.&lt;br /&gt;
&lt;br /&gt;
====Ripjacks====&lt;br /&gt;
The Ripjack is the unique secondary weapon of the Skirmishers, essentially a bladed gauntlet with a built-in grappling hook. This weapon is used for several of their abilities, such as Wrath and Justice; however, a Skirmisher needs to have the right upgrade before it can be used for a Slash attack. Ripjacks have lower maximum damage than Swords, but are more consistent in the amount of damage they deal.&lt;br /&gt;
&lt;br /&gt;
====Autopistols====&lt;br /&gt;
Autopistols are used by the Templars as secondary weapons. For all intents and purposes, they behave identically to Pistols.&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]], a [[WAR Suit (XCOM2)|WAR Suit]], or a SPARK BIT. The SPARK&#039;s Rainmaker skill increases the damage and radius of all heavy weapons by 2&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 up to 4 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. While they normally cannot reload and then fire their sniper rifle, the free reloads bypass this limitation. For a Kill Zone 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 3 ammo at a time. Larger magazines make it more likely you&#039;ll have the ammo for these abilities, and its use is constant (unlike the limited-use Auto-Loaders.) Run &amp;amp; Gun/Rapid Fire Rangers also benefit a lot from Expanded Magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Auto-Loaders 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 enemies, Expanded Magazines are a more effective choice.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (XCOM2)| ]]&lt;/div&gt;</summary>
		<author><name>Keheck</name></author>
	</entry>
</feed>