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	<updated>2026-05-01T03:31:20Z</updated>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71763</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71763"/>
		<updated>2016-04-10T00:26:58Z</updated>

		<summary type="html">&lt;p&gt;Tadtiger13: /* Pistols */ Added range profile names from the ini&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || 3-5 || ? || 5-7 || 0% || Medium || 1&lt;br /&gt;
|-&lt;br /&gt;
|Mag Rifle || 5-7 || ? || 8-10 || 0% || Medium+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle || 7-9 || ? || 11-13 || 0% || Medium++ || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffer aim penalties at longer range. Clip size 4.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || 4-6 || ? || 7-9 || 10% ||  Short || 1&lt;br /&gt;
|-&lt;br /&gt;
|Shard Gun || 6-8 || ? || 10-12 || 15% || Short+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|Storm Gun || 8-10 || ? || 13-15 || 20% || Short++ || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage but have smaller clips than assault rifles. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Cannon || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Mag Cannon || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Beam Cannon || 8-10 || ? || 12-14 || 0% || Medium++ || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || 4-6 || ? || 6-8 || 10% || unlimited || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || 6-8 || ? || 9-11 || 10% || unlimited || 2&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Lance || 8-10 || ? || 12-14 || 10% || unlimited || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || 2-3 || ? ||?|| 0% || Short&lt;br /&gt;
|-&lt;br /&gt;
|Mag Pistol || 3-4 || ? || ? || ? || Short+&lt;br /&gt;
|-&lt;br /&gt;
|Beam Pistol || 3-6 || ? || ? || 0% || Short++&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, these little robots can perform remote hacking and healing and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin (XCOM2)|Gremlin]] || - || 2 || 3-4 || 0 || +20 defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk II(XCOM2)|Gremlin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense || ADVENT Mech Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun || ADVENT Stun Lancer Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || chance to  burn || Archon Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
Psi Amps are the secondary weapons carried by Psi Operatives. They are used for all psionic attacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Amp (XCOM2)|Psi Amp]] || - || 4-6 || ?|| ? || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Psi Amp (XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 || Sectoid Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Psi Amp (XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 || Gatekeeper Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
These can only be equipped by [[Grenadier (XCOM2)|Grenadiers]]. They give bonus damage, range and blast radius on top of that normally given by the launched grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Bonus Damage !! Bonus Range !! Bonus Radius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || 0 || +4 || +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || ? || +5 || +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 radius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
{{Grenades (XCOM2)}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Radius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || 0 || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || 0 || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in three qualities: Basic, Advanced, and Superior, each offering better results over the previous one. &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guaranteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
Autoloaders are probably best equipped on sharpshooters, as they cannot reload and then fire their sniper rifle; the free reloads bypass this limitation. For a killzone Sharpshooter use an expanded magazine combined with a repeater.&lt;br /&gt;
&lt;br /&gt;
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use three ammo each shot. Larger magazine makes it more likely you&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Autoloaders are superior to Expanded Magazines in regular missions as you will probably run out of aliens to kill before running out of free reloads. However, for the last mission, featuring well over 30 opponents, Expanded Magazines are a more effective choice.&lt;/div&gt;</summary>
		<author><name>Tadtiger13</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71762</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71762"/>
		<updated>2016-04-10T00:26:19Z</updated>

		<summary type="html">&lt;p&gt;Tadtiger13: /* Main Weapons */ Added range profile names for rifles, shotguns, and cannons from the ini&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || 3-5 || ? || 5-7 || 0% || Medium || 1&lt;br /&gt;
|-&lt;br /&gt;
|Mag Rifle || 5-7 || ? || 8-10 || 0% || Medium+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle || 7-9 || ? || 11-13 || 0% || Medium++ || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffer aim penalties at longer range. Clip size 4.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || 4-6 || ? || 7-9 || 10% ||  Short || 1&lt;br /&gt;
|-&lt;br /&gt;
|Shard Gun || 6-8 || ? || 10-12 || 15% || Short+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|Storm Gun || 8-10 || ? || 13-15 || 20% || Short++ || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage but have smaller clips than assault rifles. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Cannon || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Mag Cannon || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Beam Cannon || 8-10 || ? || 12-14 || 0% || Medium++ || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || 4-6 || ? || 6-8 || 10% || unlimited || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || 6-8 || ? || 9-11 || 10% || unlimited || 2&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Lance || 8-10 || ? || 12-14 || 10% || unlimited || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || 2-3 || ? ||?|| 0% || ?&lt;br /&gt;
|-&lt;br /&gt;
|Mag Pistol || 3-4 || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Beam Pistol || 3-6 || ? || ? || 0% || ?&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, these little robots can perform remote hacking and healing and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin (XCOM2)|Gremlin]] || - || 2 || 3-4 || 0 || +20 defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk II(XCOM2)|Gremlin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense || ADVENT Mech Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun || ADVENT Stun Lancer Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || chance to  burn || Archon Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
Psi Amps are the secondary weapons carried by Psi Operatives. They are used for all psionic attacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Amp (XCOM2)|Psi Amp]] || - || 4-6 || ?|| ? || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Psi Amp (XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 || Sectoid Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Psi Amp (XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 || Gatekeeper Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
These can only be equipped by [[Grenadier (XCOM2)|Grenadiers]]. They give bonus damage, range and blast radius on top of that normally given by the launched grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Bonus Damage !! Bonus Range !! Bonus Radius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || 0 || +4 || +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || ? || +5 || +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 radius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
{{Grenades (XCOM2)}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Radius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || 0 || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || 0 || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in three qualities: Basic, Advanced, and Superior, each offering better results over the previous one. &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guaranteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
Autoloaders are probably best equipped on sharpshooters, as they cannot reload and then fire their sniper rifle; the free reloads bypass this limitation. For a killzone Sharpshooter use an expanded magazine combined with a repeater.&lt;br /&gt;
&lt;br /&gt;
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use three ammo each shot. Larger magazine makes it more likely you&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Autoloaders are superior to Expanded Magazines in regular missions as you will probably run out of aliens to kill before running out of free reloads. However, for the last mission, featuring well over 30 opponents, Expanded Magazines are a more effective choice.&lt;/div&gt;</summary>
		<author><name>Tadtiger13</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71761</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71761"/>
		<updated>2016-04-10T00:21:48Z</updated>

		<summary type="html">&lt;p&gt;Tadtiger13: /* Main Weapons */ Added crit damage from the inis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle || 3-5 || ? || 5-7 || 0% || ? || 1&lt;br /&gt;
|-&lt;br /&gt;
|Mag Rifle || 5-7 || ? || 8-10 || 0% || ? || 2&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Rifle || 7-9 || ? || 11-13 || 0% || ? || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffer aim penalties at longer range. Clip size 4.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun || 4-6 || ? || 7-9 || 10% ||  ? || 1&lt;br /&gt;
|-&lt;br /&gt;
|Shard Gun || 6-8 || ? || 10-12 || 15% || ? || 2&lt;br /&gt;
|-&lt;br /&gt;
|Storm Gun || 8-10 || ? || 13-15 || 20% || ? || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage but have smaller clips than assault rifles. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Cannon || 4-6 || ? || 6-8 || 0% || ?|| 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Mag Cannon || 6-8 || ? || 9-11 || 0% || ? || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|Beam Cannon || 8-10 || ? || 12-14 || 0% || ? || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || 4-6 || ? || 6-8 || 10% || unlimited || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || 6-8 || ? || 9-11 || 10% || unlimited || 2&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Lance || 8-10 || ? || 12-14 || 10% || unlimited || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Pistol || 2-3 || ? ||?|| 0% || ?&lt;br /&gt;
|-&lt;br /&gt;
|Mag Pistol || 3-4 || ? || ? || ? || ?&lt;br /&gt;
|-&lt;br /&gt;
|Beam Pistol || 3-6 || ? || ? || 0% || ?&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, these little robots can perform remote hacking and healing and can deal damage with the right perks, especially against mechanical enemies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin (XCOM2)|Gremlin]] || - || 2 || 3-4 || 0 || +20 defense || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk II(XCOM2)|Gremlin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense || ADVENT Mech Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremlin Mk III(XCOM2)|Gremlin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense || Sectopod Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
Swords are the secondary weapons carried by [[Ranger (XCOM2)|Ranger]]s.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun || ADVENT Stun Lancer Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || chance to  burn || Archon Autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
Psi Amps are the secondary weapons carried by Psi Operatives. They are used for all psionic attacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Amp (XCOM2)|Psi Amp]] || - || 4-6 || ?|| ? || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Psi Amp (XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 || Sectoid Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Psi Amp (XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 || Gatekeeper Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
These can only be equipped by [[Grenadier (XCOM2)|Grenadiers]]. They give bonus damage, range and blast radius on top of that normally given by the launched grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Bonus Damage !! Bonus Range !! Bonus Radius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || 0 || +4 || +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || ? || +5 || +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 radius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
{{Grenades (XCOM2)}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Radius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || 0 || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || 0 || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in three qualities: Basic, Advanced, and Superior, each offering better results over the previous one. &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guaranteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
Autoloaders are probably best equipped on sharpshooters, as they cannot reload and then fire their sniper rifle; the free reloads bypass this limitation. For a killzone Sharpshooter use an expanded magazine combined with a repeater.&lt;br /&gt;
&lt;br /&gt;
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use three ammo each shot. Larger magazine makes it more likely you&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Autoloaders are superior to Expanded Magazines in regular missions as you will probably run out of aliens to kill before running out of free reloads. However, for the last mission, featuring well over 30 opponents, Expanded Magazines are a more effective choice.&lt;/div&gt;</summary>
		<author><name>Tadtiger13</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71529</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71529"/>
		<updated>2016-03-21T21:19:05Z</updated>

		<summary type="html">&lt;p&gt;Tadtiger13: /* Weapon Parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffers aim penalties at longer range. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 3-6 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Amp(XCOM2)|Psi Amp]] || 0 || 4-6 || ?|| ? &lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Psi Amp(XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Psi Amp(XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! 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 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || 0 || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || 0 || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in three qualities: Basic, Advanced, and Superior, each offering better results over the previous one. &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
Autoloaders are probably best equipped on sharpshooters, as they cannot reload and then fire their sniper rifle; the free reloads bypass this limitation. For a killzone Sharpshooter use an expanded magazine combined with a repeater.&lt;br /&gt;
&lt;br /&gt;
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use three ammo each shot. Larger magazine makes it more likely you&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Tadtiger13</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71528</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=71528"/>
		<updated>2016-03-21T21:17:30Z</updated>

		<summary type="html">&lt;p&gt;Tadtiger13: /* Heavy Weapons */ typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Assault Rifle]] || 3-5 || ? ||?|| 0% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Rifle]] || 5-7 || ? || ? || 0% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Rifle]] || 7-9 || ? || ? || 0% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffers aim penalties at longer range. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shotgun]] || 4-6 || ? ||?|| 10% || ?|| ?||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Shard Gun]] || 6-8 || ? || ? || 15% || ? ||  ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Storm Gun]] || 8-10 || ? || ? || 20% || ? || ? ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by Grenadiers. They do high damage and behaves like assault rifles. Clip size 3&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Cannon]] || 4-6 || ? ||?|| 0% || ?|| 1||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Cannon]] || 6-8 || ? || ? || 0% || ? || 2||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Cannon]] || 8-10 || ? || ? || 0% || ? || 3 ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Terrain Damage !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Sniper Rifle]] || 4-6 || ? ||?|| 10% || unlimited ||   || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Gauss Rifle]] || 6-8 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Plasma Lance]] || 8-10 || ? || ? || 10% || unlimited ||   || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Secondary Weapons===&lt;br /&gt;
====Pistols====&lt;br /&gt;
Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. They cannot receive weapons modification but will shoot specialized ammo if you equip them. They have no clip size and can be fired infinite times without reload.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Class !! Terrain Damage&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Pistol]] || 2-3 || ? ||?|| 0% || ?|| ?|| &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Mag Pistol]] || 3-4 || ? || ? || ? || ? ||  || &lt;br /&gt;
|-&lt;br /&gt;
|[[No Page|Beam Pistol]] || 3-6 || ? || ? || 0% || ? || ? || &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gremlin====&lt;br /&gt;
Gremlins are carried by [[Specialist (XCOM2)|Specialist]]s, this little robots can perform remote hacking, healing and are very usefull against mechanical enemies&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Organic enemy damage !! Mechanical enemy damage!! Healing !! Aid Protocol&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin (XCOM2)|Gremilin]] || 0 || 2 || 3-4 || 0 || +20 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk II(XCOM2)|Gremilin Mk II]] || +20 Hack || 4 || 7-8 || +1 || +30 defense &lt;br /&gt;
|-&lt;br /&gt;
|[[Gremilin Mk III(XCOM2)|Gremilin Mk III]] || +40 Hack || 6 || 10-11 || +2 || +40 defense&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Effect&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Machete (XCOM 2)|Machete]] || 3-5 || ? ||?|| 10% || Melee || none &lt;br /&gt;
|-&lt;br /&gt;
|[[Arc Blade (XCOM 2)|Arc Blade]] || 4-6 || ? || ? || 15% || Melee || 25% chance to stun&lt;br /&gt;
|-&lt;br /&gt;
|[[Fusion Blade (XCOM 2)|Fusion Blade]] || 5-7 || ? || ? || 20% || Melee || chance to  burn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Amp(XCOM2)|Psi Amp]] || 0 || 4-6 || ?|| ? &lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Psi Amp(XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 &lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Psi Amp(XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
GL can only be equiped by [[Grenadier (XCOM2)|Grenadier]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Ratius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || depends on grenade || ? ||?|| none until GTS project || Grenade range +4|| Grenade ratius +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || depends on grenade || ? || ? || none until GTS project || Grenade range +5|| Grenade ratius +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 ratius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Damage !! Range !! Critical Chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;!!  Terrain Damage !! Blast Radius !! Shreds !! Destroys cover !! Effects !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Frag Grenade (XCOM2)|Frag Grenade]] || 3-4  || 10 || 0 || 3-4 || 3 || 1 || yes || - ||  none&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Grenade (XCOM2)|Plasma Grenade]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 || 5-6 || 3 || 2 || yes || - || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Flashbang Grenade (XCOM2)|Flashbang Grenade]] || 0 || 12 || 0 ||  0 || 8 || 0 || no || Disorients || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Grenade (XCOM2)|Gas Grenade]] || 3-4 || 10 || 0 ||  0 || 5 || 1 || no || Poison || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Gas Bomb (XCOM2)|Gas Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 6 || 2 || no || Poison || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Grenade (XCOM2)|Incendiary Grenade]] || 4-5 || 10 || 0 ||  0 || 4 || 1 || over time || Burning || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Incendiary Bomb (XCOM2)|Incendiary Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-7 || 10 || 0 ||| 0 || 4 || 2|| over time || Burning || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Grenade (XCOM2)|Acid Grenade]] || 3-4 || 10 || 0 ||  0 || 3 || 2 || no || Acid || Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Acid Bomb (XCOM2)|Acid Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 5-6 || 10 || 0 ||  0 || 3 || 4 || no ||Acid || Advanced Explosives (PG)&amp;lt;br&amp;gt;Experimental Grenade (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Grenade (XCOM2)|EMP Grenade]] || 6 || 12 || 0 ||  0 || 4 || 0 || no || Mechanical enemies only, Disorients, Shutdowns and disables shields|| Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[EMP Bomb (XCOM2)|EMP Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 10 || 12 || 0 ||  0 || 5 || 0 || no ||Mechanical enemies only, Disorients, Shutdowns and disables shields|| Advanced Explosives (PG)&amp;lt;br&amp;gt;Bluescreen Protocol (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Grenade (XCOM2)|Smoke Grenade]] || 0 || ? || 0 ||  0 || ? || 0 || no || Grants Defense || none&lt;br /&gt;
|-&lt;br /&gt;
|[[Smoke Bomb (XCOM2)|Smoke Bomb]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 0 || ? || 0 || 0 || ? || 0|| no ||Grants Defense || Advanced Explosives (PG)&lt;br /&gt;
|-&lt;br /&gt;
|[[Proximity Mine (XCOM2)|Proximity Mine]]|| 8 || 12 || 0 ||  0 || 5 || 2|| yes ||Explodes when an enemy comes nearby || [[Andromedon (XCOM2)|Andromedon]] autopsy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Upgraded from previous version with Advanced Explosives Proving Ground project.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! 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 || ? || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || 0 || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || 0 || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in 3(?) qualities: Normal, Advanced, and Superior, each offering better results over the previous one.  So far, &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guarenteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
Autoloaders are probably best equipped on sharpshooters, as they cannot reload and then fire their sniper rifle; the free reloads bypass this limitation. For a killzone Sharpshooter use an expanded magazine combined with a repeater.&lt;br /&gt;
&lt;br /&gt;
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use three ammo each shot. Larger magazine makes it more likely you&#039;ll have the ammo for it, and it&#039;s not as limited as an autoloader. Run n´Gun/Rapid fire Rangers also benefit a lot from expanded magazines.&lt;/div&gt;</summary>
		<author><name>Tadtiger13</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=GTS_(XCOM2)&amp;diff=71514</id>
		<title>GTS (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=GTS_(XCOM2)&amp;diff=71514"/>
		<updated>2016-03-19T17:29:50Z</updated>

		<summary type="html">&lt;p&gt;Tadtiger13: /* Overview */ spelling and capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Guerilla Tactics School is akin to the Officer Training School from XCOM: Enemy Unknown (2012). This is where you can increase your squad size and gain various squad wide bonuses, such as increased experience etc. The GTS also allows you to train rookies into squaddies, without having them go into combat. This is handy, if you want to have a B or C team ready, without wanting them to go on risky missions, where they might potentially be killed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Training !! Effect !! Cost!! Requirements !!&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Vulture||Enemies drop an additional item with every timed loot drop || 75/100 || none&lt;br /&gt;
|-&lt;br /&gt;
| Squad Size I|| Squad size increased by 1 || 50/100 || Corporal/Lieutenant &lt;br /&gt;
|-&lt;br /&gt;
| Squad Size II ||  Squad size increased by 1|| 75/150 || Captain&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike || Units gains +3 mobility for the first two turns of battle while the squad remains concealed || 100/125 ||  none&lt;br /&gt;
|-&lt;br /&gt;
| Wet Work || +25% experience gained from kills || 125/150 || none &lt;br /&gt;
|-&lt;br /&gt;
| Vengeance || If a squadmate dies or is critically wounded, gain random tactical bonuses for two turns || 100/125 || Lieutenant  &lt;br /&gt;
|-&lt;br /&gt;
| Integrated Warfare || PCS bonuses are significantly improved || 150/200 || Lieutenant&lt;br /&gt;
|-&lt;br /&gt;
| Stay With Me || Soldiers are more likely to bleed out than die outright || 150/175 || Major  &lt;br /&gt;
|-&lt;br /&gt;
| Grenadier: Biggest Booms || Explosives can inflict critical damage || 75/200 ||  Grenadier Captain &lt;br /&gt;
|-&lt;br /&gt;
| Ranger: Hunter&#039;s Instinct|| Attacks against flanked enemies deal +3 damage || 75/200 || Ranger Captain  &lt;br /&gt;
|-&lt;br /&gt;
| Sharpshooter: Deadshot || Bonus 10% chance to critically hit enemies || 75/200 || Sharpshooter Captain  &lt;br /&gt;
|-&lt;br /&gt;
| Specialist: Cool Under Pressure || Gain +10 Aim and the ability to critically hit when taking overwatch and reaction shots || 75/200 || Specialist Captain  &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Tadtiger13</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=66641</id>
		<title>Assault (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Assault_(Long_War)&amp;diff=66641"/>
		<updated>2015-07-15T19:16:32Z</updated>

		<summary type="html">&lt;p&gt;Tadtiger13: /* Sample Builds */ Updating sample builds for b15e perk trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: CLASS ASSAULT.png|left|frame|64px|Assault]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The Long War &#039;&#039;&#039;Assault&#039;&#039;&#039; is similar to the vanilla Assault. Their signature ability is &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which works exactly as it does in vanilla XCOM.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapons&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapons&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: Impact Vest, Shredder Ammo, Breaching Ammo.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{ Run and Gun (Long War)|text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporal1={{ Steadfast (Long War)|text=1}}&lt;br /&gt;
|LCorporal2={{ Close Combat Specialist (Long War)|text=1}}&lt;br /&gt;
|LCorporal3={{ Flush (Long War)|text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{ Will To Survive (Long War)|text=1}}&lt;br /&gt;
|Corporal2={{ Aggression (Long War)|text=1}}&lt;br /&gt;
|Corporal3={{ Ranger (Long War)|text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Sergeant1={{ Close Encounters (Long War)|text=1}}&lt;br /&gt;
|Sergeant2={{ Rapid Fire (Long War)|text=1}}&lt;br /&gt;
|Sergeant3={{ Hit And Run (Long War)|text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{ Resilience (Long War)|text=1}}&lt;br /&gt;
|TechSgt2={{ Killer Instinct (Long War)|text=1}}&lt;br /&gt;
|TechSgt3={{ Executioner (Long War)|text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;&#039;+2 Aim, +2 Will.&#039;&#039;&#039;&lt;br /&gt;
|GunSgt1={{ Tactical Sense (Long War)|text=1}}&lt;br /&gt;
|GunSgt2={{ Bring Em On (Long War)|text=1}}&lt;br /&gt;
|GunSgt3={{ Sprinter (Long War)|text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{ Extra Conditioning (Long War)|text=1}}&lt;br /&gt;
|MSgt2={{ Vital Point Targeting (Long War)|text=1}}&lt;br /&gt;
|MSgt3={{ Lightning Reflexes (Long War)|text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+1 Mobility, +4 Aim, +4 Will.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
*If Training Roulette is on, and Lock n&#039; Load is acquired: reloading as the first action also stops Hit and Run from activating.&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 5(6)|| 5(-6)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 5(6) || 10(-12)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 1 || 2 || 3 || 8 || 3(4)|| 13(-16)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 0 || 2 || 2 || 10 ||3(4) || 16(-20)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 1 || 3 || 3 || 13 || 3(4)|| 19(-25)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 3 || 2 || 15 || 3(4)|| 22(-28)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 4 || 3 || 18 ||3(4) || 25(-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;: Mobile Offense&lt;br /&gt;
&lt;br /&gt;
Long War Assaults are quite similar to vanilla Assaults. They are more mobile than [[Infantry (Long War)|Infantry]] while packing less firepower, swapping &#039;&#039;&#039;Light &#039;Em Up&#039;&#039;&#039; for &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;. Due to the existence of the Infantry class that excels at mid-range combat with rifles, Assaults tend to equip shotguns and use their mobility to engage at close range, though using them as a medium range flanker with an assault rifle is also viable.&lt;br /&gt;
&lt;br /&gt;
Assaults are fairly simple soldiers, and the choice in their build tends to be a simple one of offense vs defense at each rank, with some mobility thrown in. A role-changing perk however is &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;, allowing them to draw out overwatch fire much like a Scout can, though they have to wait until Master Sergeant to do it and it can&#039;t be combined with the highly useful &#039;&#039;&#039;Resilience&#039;&#039;&#039; perk. Given some aliens in Long War have Opportunist, this makes absorbing overwatch with an Assault still quite dangerous, unless tough enough to absorb a crit.&lt;br /&gt;
&lt;br /&gt;
Assaults make very good covert operatives. They have high base HP, allowing them to survive better without armor, &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; to not be hit by overwatch when running to comm arrays, and they can use &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; to hack arrays on the same turn after dashing.&lt;br /&gt;
&lt;br /&gt;
==Sample Builds==&lt;br /&gt;
===Tank Psi Assault===&lt;br /&gt;
A durable, tanky assault for early-mid game, especially before you get MECs (which will take over the tanking role). Perks also provide plenty of bonus will to make a good psi soldier later in the game. They gain a total of +15 will from perks in addition to average will stat growth, putting them above a Steadfast-Revive-Extra Conditioning &#039;&#039;&#039;Medic&#039;&#039;&#039; (40-47 will growth vs 39-46 will on Psi Medic).&lt;br /&gt;
&lt;br /&gt;
At Lance Corporal: &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; for situations where enemies will close to point blank range in attempts to flank or melee your Assault. Alternatively, &#039;&#039;&#039;Steadfast&#039;&#039;&#039; can be chosen for the +5 bonus will for soldiers you&#039;re grooming for psi. &lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Will to Survive&#039;&#039;&#039; is a key perk, providing 1.5 DR when in cover, improving survivability when your assault inevitably takes hits. &lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; for maximum flexibility and the bonus Will. Since the tank build is less aggressively focused, you won&#039;t be using as much &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; and flanking, so &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Hit and Run&#039;&#039;&#039; are less useful, whereas you will often be at close quarters to encourage enemies to shoot at the tank assault instead of other soldiers and it pairs well with &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;, allowing up to 3 shots a turn on a target. &lt;br /&gt;
&lt;br /&gt;
At Tech Sergeant: &#039;&#039;&#039;Resilience&#039;&#039;&#039; is another key tanking perk, granting crit immunity, limiting how much damage your assault can suffer, greatly increasing durability. &lt;br /&gt;
&lt;br /&gt;
At Gunnery Sergeant: &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;, which grants 5 defense for each visible enemy up to 20. Extra defense is obviously handy when your assault is getting shot at (especially when running reaction fire), but beware that this may make your assault harder to hit than your other soldiers and the aliens may target them instead, which defeats the point of a tank build. &lt;br /&gt;
&lt;br /&gt;
At Master Sergeant: &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; to provide extra HP, aim, will, and mobility, increasing tanking and versatility. Alternatively, you could pick &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; to draw reaction fire, but Scouts do the job just as well at SPEC and the bonuses on &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039; are too good to pass up. &lt;br /&gt;
&lt;br /&gt;
Equip completed build with: Shotgun weapons for increased damage, clip size with early weapon tech, and crit chance. Heavy armor for durability (they&#039;ll draw a lot of fire!). Breaching rounds to improve damage against armored targets. Impact Vest, Chitin Plating, and high-cap mags are good choices for remaining item slots.&lt;br /&gt;
&lt;br /&gt;
Go for Offensive Psi powers so your Assault has options to engage the enemy at range. Secondary Heart is a good idea on gene mod side.&lt;br /&gt;
&lt;br /&gt;
===R&amp;amp;G Operative=== &lt;br /&gt;
Gene-modded Covert Operative build for assaults with great base HP and mobility. When not used for Covert missions, deploy on missions where powerful single foes are expected and will need to be kill-confirmed with Run and Gun Rapid Fire.&lt;br /&gt;
&lt;br /&gt;
At Lance Corporal: &#039;&#039;&#039;Flush&#039;&#039;&#039; if you want to use your operative/assault as utility while waiting for R&amp;amp;G to come off cool-down. OR &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; when you want to use your operative as a close-in damage threat for alien missions (be wary, as this can backfire on covert operatives if CCS procs deplete all your ammo before a turn which you planned to use R&amp;amp;G to trip a comm relay). Take &#039;&#039;&#039;Steadfast&#039;&#039;&#039; if your assault operative has low will and you do not want to risk them panicking to a light wound.&lt;br /&gt;
&lt;br /&gt;
At Corporal: &#039;&#039;&#039;Ranger&#039;&#039;&#039; as a core perk, allowing assaults to contribute significant damage at all ranges on covert operations, as well as have increased damage on alien missions.&lt;br /&gt;
&lt;br /&gt;
At Sergeant: &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; works with &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039;, which is key to chaining transmitters on covert ops. Alternatively, &#039;&#039;&#039;Close Encounters&#039;&#039;&#039; synergizes well with &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039; to allow your covert op to deal decent amounts of damage or shoot and then reload to allow &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; the next turn. &lt;br /&gt;
&lt;br /&gt;
At Tech Sergeant: &#039;&#039;&#039;Resilience&#039;&#039;&#039; to increase the durability of the covert op, since they are limited in health, or &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; to give them bonus damage after &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; and increased viability outside of covert ops. &lt;br /&gt;
&lt;br /&gt;
At Gunnery Sergeant: &#039;&#039;&#039;Sprinter&#039;&#039;&#039; to hit relays on the far opposite side of the map with Run and Gun. OR &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039; for a more relevant Assault post-EXALT base; combined with Killer instinct, Rapid Fire, and potentially a friendly Mind Merge, this assault can devastate any single target with crits.&lt;br /&gt;
&lt;br /&gt;
At Master Sergeant: &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039; if you hit this rank and still have a few exalt missions to go, to make grabbing Comm Relays under overwatch a bit safer on Covert Extractions (and allow the assault to be useful as a pseudo scout in alien missions while waiting out R&amp;amp;G cooldown). Any perk is a good choice here otherwise.&lt;br /&gt;
&lt;br /&gt;
Equip Completed build with: Operative builds are generally self explanatory (pistol, alloy plating and a grenade). As for alien missions: Shotguns and machine pistols to make best use of crit bonuses and Gunslinger. Heavy armor (Titan and/or Archangel) as this Assault will have the mobility to handle it. Breaching rounds to penetrate high-armor targets. Situational picks for remaining items.&lt;br /&gt;
&lt;br /&gt;
For Gene mods, pick any head mod, Depth Perception (synergy with Muscle Fiber Density, and improved pistol reliability at elevation), Secondary Heart (when something goes wrong on a covert op; bring a medic with revive along on Covert Extractions so you can continue the mission!), Bioelectric Skin (bonus visibility at the start of EXALT missions; feel free to switch to Iron Skin if you like once EXALT&#039;s Base is gone), and Muscle Fiber Density (Makes Run and Gun charges more versatile and safer when you can dash up to elevated, hard-to-flank high cover and still dispatch your target.)&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;br /&gt;
[[Category:Long War]]&lt;/div&gt;</summary>
		<author><name>Tadtiger13</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=66560</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=66560"/>
		<updated>2015-07-11T17:53:31Z</updated>

		<summary type="html">&lt;p&gt;Tadtiger13: /* Mechanics */ Noted that the perk now works differently in b15e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|Medic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Suppression (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Field Surgeon (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Rapid Reaction (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Revive (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Ready For Anything (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Paramedic (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Combat Drugs (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bombard (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Savior (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 6(7) || 6(7)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 6(7) || 12(14)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 8 || 4(5) || 16(19)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 10 || 3(4) || 19(23)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 13 || 3(4) || 22(27)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 15 || 3(4) || 25(31)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 18 || 3(4) || 28(35)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing his squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 1: Field Medic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These medics are support units and are geared towards defensive roles. Their titular &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. They offer the best healing in XCOM and can even help soldier recover faster from combat wounds.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Savior&#039;&#039;&#039; and &#039;&#039;&#039;Revive&#039;&#039;&#039; they become dedicated healing medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won&#039;t do much good during said fire fights. &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; can be taken as an item to offer them more options. These dedicated Medics have many uses of Medikits and plenty of healing making them suited to long operations such as base assault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 2: Tactical Support.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here medics are more than healing units, focusing on defensive support items. &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; make them great at creating cover for advancing friendly troops and keeping them from getting hit, with &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; available to put an offensive twist on smoke grenades. Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke.&lt;br /&gt;
&lt;br /&gt;
Because these medics are very item dependent it is advisable to only use them in short missions where their item uses are maximized. Such missions include small map &#039;&#039;&#039;Terror Missions&#039;&#039;&#039;, &#039;&#039;&#039;Abductions&#039;&#039;&#039; or small ship &#039;&#039;&#039;Crash Sites&#039;&#039;&#039;. On long missions they risk running out of items and becoming less effective. However during those short missions their support in invaluable as with good timing and tactics you can be keep your soldiers safe the entire mission duration (4 or more smoke grenade uses) preventing wounds rather than healing them, although they also have the tools to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 3: Battle Medic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Medics focus on using accurate guns to punish enemies for anything they try. With &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;, and &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, they are death machines capable of attacking and overwatching the same turn. Although not required, &#039;&#039;&#039;Suppression&#039;&#039;&#039; can also be used for more fire options and &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; to overwatch indefinitely (reload then overwatch every turn).&lt;br /&gt;
&lt;br /&gt;
In Long War, Medics have poor aim progression making them not ideal combatants. The &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; overcomes this by going on the left side of the perk tree, gaining bonus aim at &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. This puts them on par with the &#039;&#039;&#039;Infantry&#039;&#039;&#039; class (21 at max rank Vs &#039;&#039;&#039;Infantry&#039;&#039;&#039; 21) while still being able to heal. They make excellent overwatches that can shoot three times without penalty. The Battle Medic is better suited for missions where you are lacking fire support, as he/she prevents the enemy from advancing, while still capable of healing squadmates. Due to this appropriate items are &#039;&#039;&#039;Scope&#039;&#039;&#039; for the aim bonus to his shots and the normal &#039;&#039;&#039;Medikit&#039;&#039;&#039; to still fulfill his medical role.&lt;br /&gt;
&lt;br /&gt;
==Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A surgeon has 75% to remove 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. +1 to lowest point soldier&#039;s HP got - game tracks this value during the mission for wound time calculation. Never more than 1 HP. If a soldier was wounded for only 1 HP it has 75% to not require hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost) field surgeon will only reduce hospital time (by a significant amount if the hospital time rises non-linearly with the amount of HP lost. Minor wounds heal quick). &lt;br /&gt;
 &lt;br /&gt;
Having 2+ surgeons in mission means all soldiers injured in combat get this +1 to lowest HP value and will thus spend less (or no) time in  hospital.&lt;br /&gt;
&lt;br /&gt;
As of Beta 15e, a surgeon is guaranteed to remove 1 HP worth of damage from combat from every non-critically wounded soldier. Having multiple surgeons in the squad will no longer have any increased effect.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Tadtiger13</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=66559</id>
		<title>Medic (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Medic_(Long_War)&amp;diff=66559"/>
		<updated>2015-07-11T17:44:06Z</updated>

		<summary type="html">&lt;p&gt;Tadtiger13: Updated the Battle Medic section for b15e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b15}}&lt;br /&gt;
[[File: CLASS SUPPORT.png|left|frame|64px|Medic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Pistols, Machine pistols, Sawed-off shotgun.&lt;br /&gt;
:&#039;&#039;&#039;Class-Limited items&#039;&#039;&#039;: None.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
{{Class Tree (Long War)|&lt;br /&gt;
|Specialist1={{Field Medic (Long War) |text=1}}&lt;br /&gt;
|SpecialistE1=&#039;&#039;&#039;+1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|LCorporal1={{Suppression (Long War) |text=1}}&lt;br /&gt;
|LCorporal2={{Steadfast (Long War) |text=1}}&lt;br /&gt;
|LCorporal3={{Field Surgeon (Long War) |text=1}}&lt;br /&gt;
|LCorporalE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|LCorporalE2=&#039;&#039;&#039;+5 Will.&#039;&#039;&#039;&lt;br /&gt;
|LCorporalE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|Corporal1={{Rapid Reaction (Long War) |text=1}}&lt;br /&gt;
|Corporal2={{Smoke And Mirrors (Long War) |text=1}}&lt;br /&gt;
|Corporal3={{Revive (Long War) |text=1}}&lt;br /&gt;
|CorporalE1=&#039;&#039;&#039;+3 Aim.&#039;&#039;&#039;&lt;br /&gt;
|CorporalE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|CorporalE3=&#039;&#039;&#039;+2 Will.&#039;&#039;&#039;&lt;br /&gt;
|Sergeant1={{Ready For Anything (Long War) |text=1}}&lt;br /&gt;
|Sergeant2={{Smoke Grenade (Long War) |text=1}}&lt;br /&gt;
|Sergeant3={{Paramedic (Long War) |text=1}}&lt;br /&gt;
|SergeantE1=&#039;&#039;&#039;+3 Will.&#039;&#039;&#039;&lt;br /&gt;
|SergeantE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|SergeantE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgt1={{Opportunist (Long War) |text=1}}&lt;br /&gt;
|TechSgt2={{Dense Smoke (Long War) |text=1}}&lt;br /&gt;
|TechSgt3={{Combat Drugs (Long War) |text=1}}&lt;br /&gt;
|TechSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|TechSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgt1={{Lock N Load (Long War) |text=1}}&lt;br /&gt;
|GunSgt2={{Bombard (Long War) |text=1}}&lt;br /&gt;
|GunSgt3={{Sprinter (Long War) |text=1}}&lt;br /&gt;
|GunSgtE1=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|GunSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgt1={{Extra Conditioning (Long War) |text=1}}&lt;br /&gt;
|MSgt2={{Packmaster (Long War) |text=1}}&lt;br /&gt;
|MSgt3={{Savior (Long War) |text=1}}&lt;br /&gt;
|MSgtE1=&#039;&#039;&#039;+4 Aim, +4 Will, +1 Mobility.&#039;&#039;&#039;&lt;br /&gt;
|MSgtE2=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
|MSgtE3=&#039;&#039;No other bonuses.&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Stat Progression ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank!!{{Health (Long War)}}/level!!{{Health (Long War)}}total!!{{Aim (Long War)}}/level!!{{Aim (Long War)}}total!!{{Will (Long War)}}/level*!!{{Will (Long War)}}total*&lt;br /&gt;
|-&lt;br /&gt;
|Specialist|| 1 || 1 || 3 || 3 || 6(7) || 6(7)&lt;br /&gt;
|-&lt;br /&gt;
|Lance Corporal|| 0 || 1 || 2 || 5 || 6(7) || 12(14)&lt;br /&gt;
|-&lt;br /&gt;
|Corporal|| 0 || 1 || 3 || 8 || 4(5) || 16(19)&lt;br /&gt;
|-&lt;br /&gt;
|Sergeant|| 1 || 2 || 2 || 10 || 3(4) || 19(23)&lt;br /&gt;
|-&lt;br /&gt;
|Tech Sergeant|| 0 || 2 || 3 || 13 || 3(4) || 22(27)&lt;br /&gt;
|-&lt;br /&gt;
|Gunnery Sergeant|| 0 || 2 || 2 || 15 || 3(4) || 25(31)&lt;br /&gt;
|-&lt;br /&gt;
|Master Sergeant|| 1 || 3 || 3 || 18 || 3(4) || 28(35)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (&amp;lt;code&amp;gt;1 + rand(6)&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Tactical Advice ==&lt;br /&gt;
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: &#039;&#039;&#039;Field Medic&#039;&#039;&#039; healing his squad, &#039;&#039;&#039;Tactical Support&#039;&#039;&#039; providing cover and defense or the &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; providing fire support. If you choose to be a purist in a role or a jack of all trades it&#039;s up to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 1: Field Medic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These medics are support units and are geared towards defensive roles. Their titular &#039;&#039;&#039;Field Medic&#039;&#039;&#039; perk, makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. They offer the best healing in XCOM and can even help soldier recover faster from combat wounds.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Paramedic&#039;&#039;&#039;, &#039;&#039;&#039;Savior&#039;&#039;&#039; and &#039;&#039;&#039;Revive&#039;&#039;&#039; they become dedicated healing medics, whose role is to keep other soldiers alive and heal any damage they sustained during fire fights, though they won&#039;t do much good during said fire fights. &#039;&#039;&#039;Smoke Grenades&#039;&#039;&#039; can be taken as an item to offer them more options. These dedicated Medics have many uses of Medikits and plenty of healing making them suited to long operations such as base assault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 2: Tactical Support.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Here medics are more than healing units, focusing on defensive support items. &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039;, &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; and &#039;&#039;&#039;Packmaster&#039;&#039;&#039; make them great at creating cover for advancing friendly troops and keeping them from getting hit, with &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; available to put an offensive twist on smoke grenades. Due to their defensive support perks, it is highly advised to them keep away from the frontlines, working best when they can do reaction shots or lay down covering smoke.&lt;br /&gt;
&lt;br /&gt;
Because these medics are very item dependent it is advisable to only use them in short missions where their item uses are maximized. Such missions include small map &#039;&#039;&#039;Terror Missions&#039;&#039;&#039;, &#039;&#039;&#039;Abductions&#039;&#039;&#039; or small ship &#039;&#039;&#039;Crash Sites&#039;&#039;&#039;. On long missions they risk running out of items and becoming less effective. However during those short missions their support in invaluable as with good timing and tactics you can be keep your soldiers safe the entire mission duration (4 or more smoke grenade uses) preventing wounds rather than healing them, although they also have the tools to do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role 3: Battle Medic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These Medics focus on using accurate guns to punish enemies for anything they try. With &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, &#039;&#039;&#039;Ready for Anything&#039;&#039;&#039;, and &#039;&#039;&#039;Opportunist&#039;&#039;&#039;, they are death machines capable of attacking and overwatching the same turn. Although not required, &#039;&#039;&#039;Suppression&#039;&#039;&#039; can also be used for more fire options and &#039;&#039;&#039;Lock N&#039; Load&#039;&#039;&#039; to overwatch indefinitely (reload then overwatch every turn).&lt;br /&gt;
&lt;br /&gt;
In Long War, Medics have poor aim progression making them not ideal combatants. The &#039;&#039;&#039;Battle Medic&#039;&#039;&#039; overcomes this by going on the left side of the perk tree, gaining bonus aim at &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;. This puts them on par with the &#039;&#039;&#039;Infantry&#039;&#039;&#039; class (21 at max rank Vs &#039;&#039;&#039;Infantry&#039;&#039;&#039; 21) while still being able to heal. They make excellent overwatches that can shoot three times without penalty. The Battle Medic is better suited for missions where you are lacking fire support, as he/she prevents the enemy from advancing, while still capable of healing squadmates. Due to this appropriate items are &#039;&#039;&#039;Scope&#039;&#039;&#039; for the aim bonus to his shots and the normal &#039;&#039;&#039;Medikit&#039;&#039;&#039; to still fulfill his medical role.&lt;br /&gt;
&lt;br /&gt;
==Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Field Surgeon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A surgeon has 75% to remove 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. +1 to lowest point soldier&#039;s HP got - game tracks this value during the mission for wound time calculation. Never more than 1 HP. If a soldier was wounded for only 1 HP it has 75% to not require hospital time. For soldiers with &amp;quot;deeper wounds&amp;quot; (more than 1 HP lost) field surgeon will only reduce hospital time (by a significant amount if the hospital time rises non-linearly with the amount of HP lost. Minor wounds heal quick). &lt;br /&gt;
 &lt;br /&gt;
Having 2+ surgeons in mission means all soldiers injured in combat get this +1 to lowest HP value and will thus spend less (or no) time in  hospital.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
{{Soldiers (Long War) Navbar}}&lt;br /&gt;
[[Category:Long War]]&lt;br /&gt;
[[Category:Soldiers (Long War)]]&lt;/div&gt;</summary>
		<author><name>Tadtiger13</name></author>
	</entry>
</feed>