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	<updated>2026-05-01T03:22:13Z</updated>
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		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=90571</id>
		<title>S.H.I.V. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=90571"/>
		<updated>2020-04-30T07:24:51Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* Tactical Advice */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:SHIV_Concept.jpg|right|340px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|defense]] equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus [[Critical Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.&lt;br /&gt;
&lt;br /&gt;
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.&lt;br /&gt;
&lt;br /&gt;
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it&#039;s repaired, similar to how soldiers must recover after being wounded.&lt;br /&gt;
&lt;br /&gt;
==  Models ==&lt;br /&gt;
All S.H.I.V.s come with a standard &#039;&#039;&#039;Minigun&#039;&#039;&#039; by default, which does &#039;&#039;&#039;5-7&#039;&#039;&#039; normal damage and has &#039;&#039;&#039;10%&#039;&#039;&#039; crit chance. The weapon is automatically upgraded to the best weapon available through [[Foundry (EU2012)|Foundry]] research.&lt;br /&gt;
&lt;br /&gt;
=== S.H.I.V. ===&lt;br /&gt;
Each S.H.I.V costs §50 and takes 7 days (3 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|14&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Alloy S.H.I.V. ===&lt;br /&gt;
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].&lt;br /&gt;
Each Alloy S.H.I.V costs §75 and requires 10 Engineers and 20 Alien Alloys, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]].&lt;br /&gt;
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Hover S.H.I.V. ===&lt;br /&gt;
The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does &#039;&#039;&#039;not&#039;&#039;&#039; provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].&lt;br /&gt;
Each Hover S.H.I.V costs §100 and requires 20 Engineers and 30 Alien Alloys and 20 Elerium, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|Flight Time&lt;br /&gt;
|12/24&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Suppression&#039;&#039;&#039; - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s [[Suppression (EU2012)|suppression]] ability.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Laser&#039;&#039;&#039; - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock. +2 damage, +15 aim, +5 crit chance. &lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Plasma&#039;&#039;&#039; - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. +4 damage, +25 aim, +10 crit chance&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Repair&#039;&#039;&#039; - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.&lt;br /&gt;
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry&#039;s Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039; - [[Foundry_(EU2012)|Foundry]] version of the [[OTS (EU2012)|Officer Training School]]&#039;s &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039;: speeds up repairs when you get home.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Flight&#039;&#039;&#039; - Doubles the Hover S.H.I.V. fuel capacity.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Construction&#039;&#039;&#039; - Halves build time.&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. +3 health.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. Increases movement.&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; - [[Drone Autopsy (EU2012)|Drone Autopsy]] research required to unlock. S.H.I.V. is repaired by 2hp per turn, and gains [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|soldier]] and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.&lt;br /&gt;
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.&lt;br /&gt;
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms in Enemy Unknown but can hop over half cover walls and berms in the Enemy Within expansion.&lt;br /&gt;
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn&#039;t improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete although S.H.I.V.s do benefit from the Shaped Armor foundry upgrade in Enemy Within for an additional three hps.&lt;br /&gt;
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you&#039;ll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.&lt;br /&gt;
** However, if disaster strikes and you lose a lot of high ranked soldiers, fielding some S.H.I.V.s is better than fielding a full squad of inexperienced soldiers.&lt;br /&gt;
** A fully upgraded hover S.H.I.V (in Enemy Within) is roughly equivalent (stat-wise) to a colonel-rank support with sprinter, titan armor, Chitin Plating, a S.C.O.P.E, a heavy&#039;s Heavy Plasma rifle, permanent high cover, and height advantage.&lt;br /&gt;
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.&lt;br /&gt;
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.&lt;br /&gt;
* Alloy S.H.I.V.s can be used as &amp;quot;band aid&amp;quot; cover. If you uncover aliens and they flank a soldier who now can&#039;t move (or you don&#039;t want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.&lt;br /&gt;
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.&lt;br /&gt;
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.&lt;br /&gt;
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]&#039;s Psi-lance or Rift.&lt;br /&gt;
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes, defuse bombs, and capture meld containers. &lt;br /&gt;
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] and [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] foundry projects for survivability and the [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for mobility. Indirectly, the power of the [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project and the Foundry granting adjacency bonus to [[Workshop (EU2012)|Workshops]] makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.&lt;br /&gt;
&lt;br /&gt;
On [[Covert_Data_Recovery_(EU2012)|Covert Data Recovery]] missions, S.H.I.V.s are equally as capable of blocking EXALT hacking attempts as living soldiers. Alloy and Hover S.H.I.V.s with a Sentinel Drone are particularly useful for this task due to their durability without having to rely on destructible cover and the Sentinel Drone automatically reaction-firing at the first EXALT trooper who attempts to enter the hacking area each turn.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=7 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:shiv.jpg| &#039;&#039;Regular S.H.I.V.&#039;&#039;&lt;br /&gt;
File:ashiv.jpg| &#039;&#039;Alloy S.H.I.V.&#039;&#039;&lt;br /&gt;
File:hshiv.jpg| &#039;&#039;Hover S.H.I.V.&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
S.H.I.V.s are named &amp;quot;Thunder-X&amp;quot;, Alloy S.H.I.V.s are named &amp;quot;Goliath-X&amp;quot; and Hover S.H.I.V.s are named &amp;quot;Lightning-X&amp;quot;, where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* For the [[X-COM|UFO: Enemy Unknown]] equivalent see [[Heavy Weapons Platforms]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=90570</id>
		<title>S.H.I.V. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=S.H.I.V._(EU2012)&amp;diff=90570"/>
		<updated>2020-04-30T07:23:51Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* Tactical Advice */ Added stat comparison to colonel support.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
[[File:SHIV_Concept.jpg|right|340px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;Super Heavy Infantry Vehicle&#039; is an unmanned combat drone that could take the place of an [[XCOM (EU2012)|XCOM]] [[Soldiers (EU2012)|soldier]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S.H.I.V.s are controllable weapons platforms, They are the same size as a [[Soldiers (EU2012)|soldier]], so can fit through doors, and follow most of the same rules as soldiers with regards to moving, [[Aim (EU2012)|firing]] and dashing. S.H.I.V.s cannot use [[Cover (EU2012)|cover]], but make up for this by having high HP and innate [[Defense (EU2012)|defense]] equivalent to low cover. Because they always ignore cover S.H.I.V.s never count as flanked for the purposes of bonus [[Critical Hits (EU2012)|critical hit]] chance. S.H.I.V.s are also a little faster than a regular soldier.&lt;br /&gt;
&lt;br /&gt;
S.H.I.V. uses one space in the [[Barracks (EU2012)|Barracks]] and can be sent on [[Missions (EU2012)|missions]] using one of the [[Squads (EU2012)|squad]] slots. However you cannot customize either the look or the loadout of the SHIV. It also gains no experience and cannot gain new [[Abilities (EU2012)|abilities]] except through additional [[Foundry (EU2012)|Foundry]] projects; any SHIV upgrade project completed is automatically applied to all current and future SHIVs.&lt;br /&gt;
&lt;br /&gt;
If a S.H.I.V returns from a mission damaged it will be unavailable for a time while it&#039;s repaired, similar to how soldiers must recover after being wounded.&lt;br /&gt;
&lt;br /&gt;
==  Models ==&lt;br /&gt;
All S.H.I.V.s come with a standard &#039;&#039;&#039;Minigun&#039;&#039;&#039; by default, which does &#039;&#039;&#039;5-7&#039;&#039;&#039; normal damage and has &#039;&#039;&#039;10%&#039;&#039;&#039; crit chance. The weapon is automatically upgraded to the best weapon available through [[Foundry (EU2012)|Foundry]] research.&lt;br /&gt;
&lt;br /&gt;
=== S.H.I.V. ===&lt;br /&gt;
Each S.H.I.V costs §50 and takes 7 days (3 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:S.H.I.V. (EU2012).png|right|150px|S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|14&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Alloy S.H.I.V. ===&lt;br /&gt;
The Alloy S.H.I.V. is an upgraded model that can be used as a portable low cover by [[XCOM (EU2012)|XCOM]] soldiers. If S.H.I.V.s are unlocked, it will be available after competing [[Research (EU2012)|research]] for the [[Carapace Armor (EU2012)|Carapace Armor]].&lt;br /&gt;
Each Alloy S.H.I.V costs §75 and requires 10 Engineers and 20 Alien Alloys, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]].&lt;br /&gt;
[[File:Alloy S.H.I.V. (EU2012).png|right|150px|Alloy S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|15&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
=== Hover S.H.I.V. ===&lt;br /&gt;
The Hover S.H.I.V. is capable of limited flight similar to [[Archangel Armor (EU2012)|Archangel Armor]]. The Hover S.H.I.V does &#039;&#039;&#039;not&#039;&#039;&#039; provide cover like an Alloy S.H.I.V. If Alloy S.H.I.V.s are unlocked, it will be available after completing the research for the [[Firestorm (EU2012)|Firestorm]].&lt;br /&gt;
Each Hover S.H.I.V costs §100 and requires 20 Engineers and 30 Alien Alloys and 20 Elerium, taking 7 days (4 days in EW) to manufacture in [[Engineering (EU2012)|Engineering]]&lt;br /&gt;
[[File:Hover S.H.I.V. (EU2012).png|right|150px|Hover S.H.I.V.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|HP&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Will&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Defense&lt;br /&gt;
|40&lt;br /&gt;
|-&lt;br /&gt;
|Aim&lt;br /&gt;
|70&lt;br /&gt;
|-&lt;br /&gt;
|Mobility&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|Flight Time&lt;br /&gt;
|12/24&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Foundry (EU2012)#Foundry Projects|Foundry Upgrades]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Suppression&#039;&#039;&#039; - Same as a [[Support (EU2012)|Support]]/[[Heavy (EU2012)|Heavy]]&#039;s [[Suppression (EU2012)|suppression]] ability.&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Laser&#039;&#039;&#039; - [[Heavy Laser (EU2012)|Heavy Laser]] research required to unlock. +2 damage, +15 aim, +5 crit chance. &lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Plasma&#039;&#039;&#039; - [[Heavy Plasma (EU2012)|Heavy Plasma]] research required to unlock. +4 damage, +25 aim, +10 crit chance&lt;br /&gt;
* &#039;&#039;&#039;S.H.I.V. Repair&#039;&#039;&#039; - Allows [[Arc Thrower (EU2012)|Arc Thrower]] equipped [[Soldiers (EU2012)|soldiers]] to use them to repair S.H.I.V.s.&lt;br /&gt;
** If [[Drone (EU2012)|Drones]] appear on a mission, and the Foundry&#039;s Drone Hack project has been completed, you can commandeer Drones to repair your S.H.I.V.s instead.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Repair&#039;&#039;&#039; - [[Foundry_(EU2012)|Foundry]] version of the [[OTS (EU2012)|Officer Training School]]&#039;s &#039;&#039;&#039;Rapid Recovery&#039;&#039;&#039;: speeds up repairs when you get home.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Flight&#039;&#039;&#039; - Doubles the Hover S.H.I.V. fuel capacity.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Construction&#039;&#039;&#039; - Halves build time.&lt;br /&gt;
* &#039;&#039;&#039;Shaped Armor&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. +3 health.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Servomotors&#039;&#039;&#039; - [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] research required to unlock. Increases movement.&lt;br /&gt;
* &#039;&#039;&#039;Sentinel Drone&#039;&#039;&#039; - [[Drone Autopsy (EU2012)|Drone Autopsy]] research required to unlock. S.H.I.V. is repaired by 2hp per turn, and gains [[Abilities (EU2012)|ability]] akin to [[Assault (EU2012)|Assault]]&#039;s Close Combat Specialist.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
* S.H.I.V.s have a higher movement speed than a basic [[Soldiers (EU2012)|soldier]] and good HP for your tech level. S.H.I.V.s are by no means indestructible, but can take several hits before being destroyed.&lt;br /&gt;
* S.H.I.V.s can advance without cover, which would be suicide for a soldier because of the increased [[Critical Hits (EU2012)|critical hit]] chance.&lt;br /&gt;
* The normal and the Alloy S.H.I.V. run on tracks (and the Hover, when not in Flight Mode, glides on terrain), so they rely on ramps to move, or get to higher ground; they cannot climb ladders or move over half-cover obstacles or earthen berms in Enemy Unknown but can hop over half cover walls and berms in the Enemy Within expansion.&lt;br /&gt;
* S.H.I.V HP gets a sizeable boost when you develop [[Carapace Armor (EU2012)|Carapace Armor]] in the form of the Alloy variant, but doesn&#039;t improve beyond that, meaning that [[Titan Armor (EU2012)|Titan Armor]] makes them somewhat obsolete although S.H.I.V.s do benefit from the Shaped Armor foundry upgrade in Enemy Within for an additional three hps.&lt;br /&gt;
* S.H.I.V.s fixed performance and inability to gain rank means that once you have a team of high ranking soldiers available with advanced armors you&#039;ll usually find their range of abilities more useful and will leave the S.H.I.V.s at home.&lt;br /&gt;
** However, if disaster strikes and you lose a lot of high ranked soldiers, fielding some S.H.I.V.s is better than fielding a full squad of inexperienced soldiers.&lt;br /&gt;
** A fully upgraded hover S.H.I.V (in Enemy Within) is roughly equivalent (stat-wise) to a colonel-rank support with sprinter, titan armor, Chitin Plating, a S.C.O.P.E, a heavy&#039;s Heavy Plasma rifle, and that is permanently in high cover with height advantage.&lt;br /&gt;
* S.H.I.V.s high speed and no need to pay attention to [[Cover (EU2012)|cover]] makes it easy to get flanks with them.&lt;br /&gt;
* Alloy S.H.I.V.s can be a good support unit for captures, giving the stunner cover exactly where they need it and [[Suppression (EU2012)|suppressing]] the target to keep them in place while advancing.&lt;br /&gt;
* Alloy S.H.I.V.s can be used as &amp;quot;band aid&amp;quot; cover. If you uncover aliens and they flank a soldier who now can&#039;t move (or you don&#039;t want to move), moving the S.H.I.V to provide cover is an alternative to moving the soldier.&lt;br /&gt;
* Occasionally aliens will decide to use your Alloy S.H.I.V as cover. If so, simply move it and their cover is gone.&lt;br /&gt;
* Given the choice of having a S.H.I.V. damaged or one of your soldiers having a S.H.I.V. damaged is usually the better option. They are easily replaced and less useful than a senior soldier. If you have made a mistake and left a soldier vulnerable, move the S.H.I.V. into position where it is the obvious choice to be shot at instead.&lt;br /&gt;
* Because S.H.I.V.s are robotic, they can neither be Mind Frayed nor Mind Controlled. However, because they have no Will, they will be decimated by an [[Ethereal (EU2012)|Ethereal]]&#039;s Psi-lance or Rift.&lt;br /&gt;
* S.H.I.V.s can rescue [[Civilian (EU2012)|civilians]] in [[Alien Terror (EU2012)|terror missions]], as well as defuse power nodes, defuse bombs, and capture meld containers. &lt;br /&gt;
** Alloy S.H.I.V.s are particularly useful for their mobile cover perk. They can provide a civilian with some extra cover, or they can be positioned such that a sprinting soldier can have cover after rescuing a badly positioned civilian.&lt;br /&gt;
&lt;br /&gt;
==Enemy Within DLC==&lt;br /&gt;
The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] gives S.H.I.V.s several direct and indirect buffs. In the mid-to-late game they receive the [[Foundry (EU2012)#Shaped Armor|Shaped Armor]] and [[Foundry (EU2012)#Sentinel Drone|Sentinel Drone]] foundry projects for survivability and the [[Foundry (EU2012)#Advanced Servomotors|Advanced Servomotors]] project for mobility. Indirectly, the power of the [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] project and the Foundry granting adjacency bonus to [[Workshop (EU2012)|Workshops]] makes an early Foundry much more attractive than it previously was, consequently making fielding S.H.I.V.s in the early game more attractive.&lt;br /&gt;
&lt;br /&gt;
On [[Covert_Data_Recovery_(EU2012)|Covert Data Recovery]] missions, S.H.I.V.s are equally as capable of blocking EXALT hacking attempts as living soldiers. Alloy and Hover S.H.I.V.s with a Sentinel Drone are particularly useful for this task due to their durability without having to rely on destructible cover and the Sentinel Drone automatically reaction-firing at the first EXALT trooper who attempts to enter the hacking area each turn.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=300px heights=200px perrow=7 caption=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
File:shiv.jpg| &#039;&#039;Regular S.H.I.V.&#039;&#039;&lt;br /&gt;
File:ashiv.jpg| &#039;&#039;Alloy S.H.I.V.&#039;&#039;&lt;br /&gt;
File:hshiv.jpg| &#039;&#039;Hover S.H.I.V.&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
S.H.I.V.s are named &amp;quot;Thunder-X&amp;quot;, Alloy S.H.I.V.s are named &amp;quot;Goliath-X&amp;quot; and Hover S.H.I.V.s are named &amp;quot;Lightning-X&amp;quot;, where X refers to the build order of that particular model (eg: Lightning-3 would be the 3rd Hover S.H.I.V. you built).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Foundry (EU2012)|Foundry]]&lt;br /&gt;
* For the [[X-COM|UFO: Enemy Unknown]] equivalent see [[Heavy Weapons Platforms]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
{{StyleEU2012}}&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Weapons (EU2012)]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Psi_Operative_(XCOM2)&amp;diff=89666</id>
		<title>Psi Operative (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Psi_Operative_(XCOM2)&amp;diff=89666"/>
		<updated>2019-08-18T00:19:29Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* Abilities */ added in-game description of schism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Psi Operative&#039;&#039;&#039; utilizes their mental abilities to great effect to boost their allies and &#039;&#039;mess up their enemies{{Verify}}&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Psionic Operatives level up by training in the [[Psi Lab (XCOM2)|Psi Lab]], not from battlefield experience. Operatives in training can still go on missions; barring wounds, they will resume training after the mission.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Primary Weapon&#039;&#039;&#039;: Assault Rifle&lt;br /&gt;
:&#039;&#039;&#039;Secondary Weapon&#039;&#039;&#039;: Psionic Amplifier&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Psi&#039;&#039;&#039; stat is unique for Psi Operatives and is used to calculate their success chance with psionic attacks. The &#039;&#039;&#039;Will&#039;&#039;&#039; stat is used for psionic defense.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
&lt;br /&gt;
Each training attempt allows a choice between three randomly selected abilities. It is possible to gain early access to abilities far down the tree. (Training high tier ability takes about twice as long) Psionic Operatives are capable of learning all of the available psionic abilities, although this would requires considerable time and resources.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Telepath&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Resonant&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &amp;lt;br/&amp;gt;&#039;&#039;&#039;Initiate&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Soul Fire&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Does guaranteed psionic damage to an organic enemy. Ignores cover and armor.&#039;&#039; &amp;lt;br/&amp;gt; 4-6 damage{{Verify}}&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Stasis&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Completely stuns the target for 1 turn, but renders them immune to any damage or attack.&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &amp;lt;br/&amp;gt;&#039;&#039;&#039;Acolyte&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Insanity&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.&#039;&#039; &amp;lt;br/&amp;gt; Conditions include disorientation and stun. Mechanical enemies are immnue. 3-turn cooldown.&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Inspire&#039;&#039;&#039; &amp;lt;br/&amp;gt; Immediately grant a bonus action to an ally within sight range. 3-turn cooldown. Does not require LOS.&amp;amp;sup1;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &amp;lt;br/&amp;gt;&#039;&#039;&#039;Adept&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Soul Steal&#039;&#039;&#039; &amp;lt;br/&amp;gt; Returns half of the damage dealt by Soul Fire as health. Cannot exceed starting health.&amp;amp;sup1;&lt;br /&gt;
| &#039;&#039;&#039;Stasis Shield&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Stasis can be cast on allies, rendering them immune to any attacks, and stunned, for 1 turn. &amp;lt;br/&amp;gt; Unconscious allies cannot be targeted by Stasis Shield.&#039;&#039; &amp;lt;br/&amp;gt; Allows Stasis to be used on allies. &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!&amp;lt;br/&amp;gt;&#039;&#039;&#039;Disciple&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Solace&#039;&#039;&#039; &amp;lt;br/&amp;gt; Psi Operative is surrounded by an aura that extinguishes or blocks any mental impairments for themselves or nearby allies. 4-tile radius. Conditions include disorient, stun, and panic.&amp;amp;sup1;&lt;br /&gt;
| &#039;&#039;&#039;Sustain&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039; If the Psi Operative takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission.&#039;&#039; &amp;lt;br/&amp;gt; If the Psi Operative takes lethal damage, they immediately enter Stasis mode with 1 HP, but only once per mission. Does not clear status effects like acid or fire.&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!  &amp;lt;br/&amp;gt;&#039;&#039;&#039;Mystic&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Schism&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Insanity now does a small amount of guaranteed damage, and applies Rupture to the target.&#039;&#039;&amp;lt;br/&amp;gt;2-4{{Verify}} damage and causes the enemy to suffer +2 damage from all attacks.&lt;br /&gt;
| &#039;&#039;&#039;Fortress&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The Psi Operative is immune to fire, poison, acid, and explosive damage.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;1&amp;quot; | &#039;&#039;&#039;Warlock&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Fuse&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.&#039;&#039; &amp;lt;br/&amp;gt; Fuse may also target corpses that contain unused explosives. No cooldown.&lt;br /&gt;
| &#039;&#039;&#039;Domination&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Permanently mind control an enemy. Only one successful Domination can be performed per mission.&#039;&#039; &amp;lt;br/&amp;gt; 4-turn cooldown on failed domination attempt. Mechanical enemies are immnue.{{Verify}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &amp;lt;br/&amp;gt;&#039;&#039;&#039;Magus&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Null Lance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Project a beam of psionic energy that damages every target it passes through.&#039;&#039; &amp;lt;br/&amp;gt; 5-turn cooldown. Affects a one-tile-wide line, ignoring cover and line-of-sight.&lt;br /&gt;
| &#039;&#039;&#039;Void Rift&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Generate an explosive field of Psionic energy that damages everything within. Organic enemies have a chance to suffer Insanity.&#039;&#039; &amp;lt;br/&amp;gt; 5-turn cooldown.&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
&amp;amp;sup1; In-game ability descriptions needed.&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!!Psi Offense/level!!{{Will (Long War)}}total&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Initiate|| 1 || 1 || 2 || 2|| 50 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Acolyte|| 0 || 1 || 2 || 4|| 4(12)|| 54(-62)&lt;br /&gt;
|-&lt;br /&gt;
|Adept|| 1 || 2 || 2 || 6||4(12) || 58(-74)&lt;br /&gt;
|-&lt;br /&gt;
|Disciple|| 0 || 2 || 1 || 7||4(12) || 62(-86)&lt;br /&gt;
|-&lt;br /&gt;
|Mystic|| 1 || 3 || 1 || 8||4(12) || 66(-98)&lt;br /&gt;
|-&lt;br /&gt;
|Warlock|| 0 || 3 || 1 || 9||4(12) || 70(-100)&amp;amp;sup2;&lt;br /&gt;
|-&lt;br /&gt;
|Magus|| 1 || 4 || 1 || 10|| 4(12)|| 74(-100)&amp;amp;sup2;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;sup2; Cap at 100.&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
Psi-Operatives are less than stellar at low levels, but can become your star soldiers at end-game, mostly due to their ability to learn many more abilities than other troops with enough time. You should try to avoid your Psi-Operatives being hit, since wound recovery time cuts in to training, so spending time in the infirmary sets them back more than your other troops. It may be best to leave the Psi-Ops at home until they&#039;ve trained 3 or 4 abilities. At the same time, late game operatives can be used as an off tank as they have immunities, life steal and once-per-mission &amp;quot;I will not die whatever you throw at me&amp;quot; with Sustain.&lt;br /&gt;
&lt;br /&gt;
Notable combos are Insanity/Schism and Void Rift/Schism. Insanity/Schism is a modest combo, turning Insanity from a dubiously reliable disable in to a reliable damage ability as well. A Void Rift with Schism at high levels has a very high chance of not only damaging multiple enemies, but also disorienting or panicking them, damaging them further AND buffing further damage to them through the Rupture effect.&lt;br /&gt;
&lt;br /&gt;
Other notable abilities are Solace, which allows your Psi-Op to counter Mind Control from enemies you can&#039;t disorient or kill (enemy Avatars in particular), and Inspire, which is a great Get Out Of Jail Free card when you really need a soldier to either retry a vital action that missed, or get out of a bad situation. Stasis is absolutely great way to keep a dangerous enemy disabled for a turn. Dominate is also excellent, allowing you to grab a high health enemy like a Gatekeeper or Andromedon to soak up enemy fire for you, while simultaneously depriving your enemy of that powerful unit (though be aware that if the enemy kills a dominated Andromedon, its suit will reanimate under enemy control and immediately attack you). And do not forget Null Lance- a damaging ability that tends to one shot well over half of the enemy types and is area of effect.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* XCOM 2 - Psi Operative Class - Skill Tree Breakdown [https://www.youtube.com/watch?v=GjE_JSqLt0Y]&lt;br /&gt;
* DefaultClassData.ini&lt;br /&gt;
&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=89645</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=89645"/>
		<updated>2019-08-15T04:13:57Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* Cannons */ links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
Rifles are the standard issue weapons for Rookies, [[Specialist (XCOM2)|Specialists]] and [[Psi Operative (XCOM2)|Psi operatives]]. They are generalist weapons, not excelling in any particular situation. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Assault Rifle (XCOM2)|Assault Rifle]]|| 3-5 || ? || 5-7 || 0% || Medium || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Rifle (XCOM2)|Mag Rifle]]|| 5-7 || ? || 8-10 || 0% || Medium+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (XCOM2)|Plasma Rifle]]|| 7-9 || ? || 11-13 || 0% || Medium++ || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffer aim penalties at longer range. Clip size 4.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shotgun (XCOM 2)|Shotgun]]|| 4-6 || ? || 7-9 || 10% ||  Short || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Shard Gun (XCOM 2)|Shard Gun]]|| 6-8 || ? || 10-12 || 15% || Short+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm Gun (XCOM 2)|Storm Gun]] || 8-10 || ? || 13-15 || 20% || Short++ || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by [[Grenadier (XCOM2)|Grenadiers]]. They do high damage but have smaller clips than assault rifles. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Cannon (XCOM2)|Cannon]] || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Cannon (XCOM2)|Mag Cannon]] || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Beam Cannon (XCOM2)|Beam Cannon]]|| 8-10 || ? || 12-14 || 0% || Medium++ || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || 4-6 || ? || 6-8 || 10% || unlimited || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || 6-8 || ? || 9-11 || 10% || unlimited || 2&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Lance || 8-10 || ? || 12-14 || 10% || unlimited || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SPARK Weapons====&lt;br /&gt;
SPARK Weapons can only be equipped by [[SPARK]] units, introduced in the &#039;&#039;[[Shen&#039;s Last Gift]]&#039;&#039; DLC. Similar to the Grenadier&#039;s Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades; however, due to the SPARK&#039;s poor [[Aim]] skill, they quickly fall off at longer ranges. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[XCOM 2: War of the Chosen|War of the Chosen]]&#039;&#039; DLC gave them the ability to [[Weapon Upgrade|upgrade]] their weapons with add-ons, similar to the other playablable classes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;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;
|[[Heavy Autocannon (XCOM 2)|Heavy Autocannon]] || 4-6 || N/A || N/A || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Helix Rail-Cannon (XCOM 2)|Helix Rail-Cannon]] || 6-8 || N/A || N/A || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium Phase-Cannon (XCOM 2)|Elerium Phase-Cannon]]|| 8-10 || N/A || N/A || 0% || Medium++ || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 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;
===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;
|[[Hunter&#039;s Axe (XCOM2)|Hunter&#039;s Axe]] || 4-6 || ? || ? || 10% || Melee || chance to  burn || [[Alien Hunters DLC (XCOM2)|Alien Hunters DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Ionic Axe]] || 5-7 || ? || ? || 15% || Melee || 25% stun chance || ADVENT Stun Lancer Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Fusion Axe]] || ? || ? || ? || ? || Melee || ? || Archon Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage and +10 melee aim&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
Psi Amps are the secondary weapons carried by Psi Operatives. They are used for all psionic attacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Amp (XCOM2)|Psi Amp]] || - || 4-6 || ?|| ? || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Psi Amp (XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 || Sectoid Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Psi Amp (XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 || Gatekeeper Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
These can only be equipped by [[Grenadier (XCOM2)|Grenadiers]]. They give bonus damage, range and blast radius on top of that normally given by the launched grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Bonus Damage !! Bonus Range !! Bonus Radius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || 0 || +4 || +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || ? || +5 || +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 radius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
{{Grenades (XCOM2)}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Radius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || 2 || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || 0 || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || 0 || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in three qualities: Basic, Advanced, and Superior, each offering better results over the previous one. &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto-Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guaranteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
Autoloaders are probably best equipped on Sharpshooters. While they normally cannot reload and then fire their sniper rifle, the free reloads bypass this limitation. For a Kill Zone Sharpshooter, use an Expanded Magazine combined with a Repeater.&lt;br /&gt;
&lt;br /&gt;
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use 3 ammo at a time. Larger magazines make it more likely you&#039;ll have the ammo for these abilities, and its use is constant (unlike the limited-use Auto-Loaders.) Run &amp;amp; Gun/Rapid Fire Rangers also benefit a lot from Expanded Magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Auto-Loaders are superior to Expanded Magazines in regular missions as you will probably run out of aliens to kill before running out of free reloads. However, for the last mission, featuring well over 30 enemies, Expanded Magazines are a more effective choice.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (XCOM2)| ]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=89644</id>
		<title>Weapons (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Weapons_(XCOM2)&amp;diff=89644"/>
		<updated>2019-08-15T04:12:59Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: /* Rifles */ linky linky linky links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapon Stats==&lt;br /&gt;
===Main Weapons===&lt;br /&gt;
====Rifles====&lt;br /&gt;
Rifles are the standard issue weapons for Rookies, [[Specialist (XCOM2)|Specialists]] and [[Psi Operative (XCOM2)|Psi operatives]]. They are generalist weapons, not excelling in any particular situation. Clip size 4&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Assault Rifle (XCOM2)|Assault Rifle]]|| 3-5 || ? || 5-7 || 0% || Medium || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Rifle (XCOM2)|Mag Rifle]]|| 5-7 || ? || 8-10 || 0% || Medium+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Plasma Rifle (XCOM2)|Plasma Rifle]]|| 7-9 || ? || 11-13 || 0% || Medium++ || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shotguns====&lt;br /&gt;
Shotguns can only be equipped by [[Ranger (XCOM2)|Ranger]]s. They are high damage, short range weapons. They gain double aim bonus at close range relative to assault rifles, but suffer aim penalties at longer range. Clip size 4.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shotgun (XCOM 2)|Shotgun]]|| 4-6 || ? || 7-9 || 10% ||  Short || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Shard Gun (XCOM 2)|Shard Gun]]|| 6-8 || ? || 10-12 || 15% || Short+ || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Storm Gun (XCOM 2)|Storm Gun]] || 8-10 || ? || 13-15 || 20% || Short++ || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Notes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cannons====&lt;br /&gt;
Cannons are the heavy weapons carried by 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 (XCOM 2)|Cannon]] || 4-6 || ? || 6-8 || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Mag Cannon (XCOM 2)|Mag Cannon]] || 6-8 || ? || 9-11 || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Beam Cannon (XCOM 2)|Beam Cannon]]|| 8-10 || ? || 12-14 || 0% || Medium++ || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Needs &amp;quot;Shredder&amp;quot; Ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifles====&lt;br /&gt;
Sniper rifles can only be used by Sharpshooters. They suffer penalties at short range. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles require two actions to fire/overwatch. Clip size 3.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !!  Mod Slots&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Sniper Rifle || 4-6 || ? || 6-8 || 10% || unlimited || 1&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Rifle || 6-8 || ? || 9-11 || 10% || unlimited || 2&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Lance || 8-10 || ? || 12-14 || 10% || unlimited || 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SPARK Weapons====&lt;br /&gt;
SPARK Weapons can only be equipped by [[SPARK]] units, introduced in the &#039;&#039;[[Shen&#039;s Last Gift]]&#039;&#039; DLC. Similar to the Grenadier&#039;s Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades; however, due to the SPARK&#039;s poor [[Aim]] skill, they quickly fall off at longer ranges. Clip size 3.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[XCOM 2: War of the Chosen|War of the Chosen]]&#039;&#039; DLC gave them the ability to [[Weapon Upgrade|upgrade]] their weapons with add-ons, similar to the other playablable classes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !! Listed Crit Damage &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;!! Actual Crit Damage &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; !! Critical Chance !! Range !! Shreds&amp;lt;sup&amp;gt;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;
|[[Heavy Autocannon (XCOM 2)|Heavy Autocannon]] || 4-6 || N/A || N/A || 0% || Medium || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[Helix Rail-Cannon (XCOM 2)|Helix Rail-Cannon]] || 6-8 || N/A || N/A || 0% || Medium+ || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Elerium Phase-Cannon (XCOM 2)|Elerium Phase-Cannon]]|| 8-10 || N/A || N/A || 0% || Medium++ || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 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;
===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;
|[[Hunter&#039;s Axe (XCOM2)|Hunter&#039;s Axe]] || 4-6 || ? || ? || 10% || Melee || chance to  burn || [[Alien Hunters DLC (XCOM2)|Alien Hunters DLC]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Ionic Axe]] || 5-7 || ? || ? || 15% || Melee || 25% stun chance || ADVENT Stun Lancer Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunter&#039;s Axe (XCOM2)|Fusion Axe]] || ? || ? || ? || ? || Melee || ? || Archon Autopsy and the Hunter&#039;s Axe&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|Blademaster adds +2 damage and +10 melee aim&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Psi Amp====&lt;br /&gt;
Psi Amps are the secondary weapons carried by Psi Operatives. They are used for all psionic attacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Effect !! Soul Fire !! Void Rift !! Null Lance !! Requirements&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Psi Amp (XCOM2)|Psi Amp]] || - || 4-6 || ?|| ? || -&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Psi Amp (XCOM2)|Advanced Psi Amp]] || +20 Psi || 5-7 || 4-5 || 7-12 || Sectoid Autopsy&lt;br /&gt;
|-&lt;br /&gt;
|[[Alien Psi Amp (XCOM2)|Alien Psi Amp]] || +40 Psi || 6-8 || 3-6 || 9-14 || Gatekeeper Autopsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenade Launchers====&lt;br /&gt;
These can only be equipped by [[Grenadier (XCOM2)|Grenadiers]]. They give bonus damage, range and blast radius on top of that normally given by the launched grenade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Bonus Damage !! Bonus Range !! Bonus Radius&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[Grenade Launcher (XCOM2)|Grenade Launcher]] || 0 || +4 || +1&lt;br /&gt;
|-&lt;br /&gt;
|[[Advanced Grenade Launcher (XCOM2)|Advanced Grenade Launcher]] || ? || +5 || +2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Volatile mix adds +2 damage and +1 radius. There is no tier 3 Grenade Launcher&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
{{Grenades (XCOM2)}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
In order to use a heavy weapon a soldier must be equipped with an [[EXO Suit (XCOM2)|EXO]] or [[WAR Suit (XCOM2)|WAR Suit]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Weapon !! Base Damage !!  Range !! Shreds !! Radius !! Area type &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rocket Launcher || 4-7 || 27 || 2 || 4 || circle &lt;br /&gt;
|-&lt;br /&gt;
| Flamethrower || 4-7 || 25 || 0 || 7  || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredder Gun || 6-9 || 25 || 2 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Blaster Launcher&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 7-10 || 45 || 3 || 6 ||circle &lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Projector&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 6-9 || 25 || 0 || 7 || 60 degree cone &lt;br /&gt;
|-&lt;br /&gt;
| Shredstorm Cannon&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 8-11 || 25 || 4 || 12 ||cone &lt;br /&gt;
|-&lt;br /&gt;
| Plasma Blaster&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 7-10 || 25 || 0 || 1 || Straight line (goes through walls) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;font-size: smaller&amp;quot;|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Requires Experimental Powered Weapon and WAR Suit.&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;Plasma blaster ignores armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon Parts==&lt;br /&gt;
Weapon mods come in three qualities: Basic, Advanced, and Superior, each offering better results over the previous one. &lt;br /&gt;
&lt;br /&gt;
Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus &amp;quot;Lock and Load&amp;quot; allows you to reuse mods.&lt;br /&gt;
&lt;br /&gt;
Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not &amp;quot;wasted&amp;quot; as you progress in the game.&lt;br /&gt;
&lt;br /&gt;
Each weapon can field only a limited number of mods; the continent bonus &amp;quot;Armed to the Teeth&amp;quot; gives you one extra mod slot on all weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Mod !! Effect !! Basic !! Advanced !!  Superior&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Scope || Adds aim bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Laser Sight || Adds critical chance bonus  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Repeater || Adds a small chance to instakill  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Hair Trigger || Adds a chance of free shot  || +5% || +10% || +15% &lt;br /&gt;
|-&lt;br /&gt;
|Auto-Loader || Free reload  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Expanded Magazine || Adds ammo capacity  || +1 || +2 || +3 &lt;br /&gt;
|-&lt;br /&gt;
|Stock || Guaranteed damage on missed shots  || +1 || +2 || +3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapon part use===&lt;br /&gt;
&lt;br /&gt;
Autoloaders are probably best equipped on Sharpshooters. While they normally cannot reload and then fire their sniper rifle, the free reloads bypass this limitation. For a Kill Zone Sharpshooter, use an Expanded Magazine combined with a Repeater.&lt;br /&gt;
&lt;br /&gt;
Expanded Magazine likely should go to Grenadiers, especially if you plan to go for the higher tier abilities which use 3 ammo at a time. Larger magazines make it more likely you&#039;ll have the ammo for these abilities, and its use is constant (unlike the limited-use Auto-Loaders.) Run &amp;amp; Gun/Rapid Fire Rangers also benefit a lot from Expanded Magazines.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, Auto-Loaders are superior to Expanded Magazines in regular missions as you will probably run out of aliens to kill before running out of free reloads. However, for the last mission, featuring well over 30 enemies, Expanded Magazines are a more effective choice.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons (XCOM2)| ]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Proving_Ground_(XCOM2)&amp;diff=89604</id>
		<title>Proving Ground (XCOM2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Proving_Ground_(XCOM2)&amp;diff=89604"/>
		<updated>2019-08-04T07:43:08Z</updated>

		<summary type="html">&lt;p&gt;Ultrapotassium: Added links to other articles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Proving grounds is akin to the Foundry in XCOM: Enemy Unknown (2012). The Proving Grounds has various projects that you can undertake that can severly increase the effectiveness of certain items, such as the medkit or armors and it is required to construct it in order to progress through story of the game. It is also the place where you can construct and research some of the most powerful late game equipment.&lt;br /&gt;
&lt;br /&gt;
New to XCOM 2 are the [[Equipment (XCOM2)#Ammunition|Experimental Ammo]] and [[Equipment (XCOM2)#Grenades|Grenades]] and later [[Equipment (XCOM2)#Armor|Experimental Armors]] and [[Weapons (XCOM2)#Heavy Weapons|Heavy Weapons]]. These are semi-random projects that yield a randomly selected grenade/ammo-type/armor type etc that give various bonuses to a solider, such as increased aim or the ability to poison biological targets with shots.&lt;br /&gt;
&lt;br /&gt;
Almost all Proving Ground projects require Elerium Cores, a fairly rare item that can be looted during mission.&lt;br /&gt;
[[Category:XCOM 2]]&lt;/div&gt;</summary>
		<author><name>Ultrapotassium</name></author>
	</entry>
</feed>