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Weapons in XCOM 2 can vary greatly and some Classes are more aligned with certain types than others. Weapons can be given Upgrades called Weapon Parts customized by name and color and given to your soldiers. Some weapons must be researched first and then must be constructed before equipping on your soldiers. The required projects will be listed here.

Visit the Alien Hunters page for weapons found in that DLC.

Visit the Shen's Last Gift page for weapons found in that DLC.

Weapons


Primary Weapons in XCOM 2 are the primary Weapons your soldiers use during Missions.

Primary Weapons

Icon Weapon Classes Tactical Info Required Project
Cannon
 4 - 6 Damage, 3 shot mag, 1 mod slot None Required
  Mag Cannon   Gauss Weapons
  Beam Cannon    
Assault Rifle 3-5 damage, 4 shot mag, 1 mod slot None Required
  Magnetic Rifle 5-7 damage, 4 shot mag, 2 mod slots Magnetic Weapons
  Plasma Rifle 7-9 damage, 2 mod slots   
Shotgun  4 - 6 damage, 4 shot mag, 10% crit, 1 mod slot None Required
  Shard Gun 6-8 damage, 4 shot mag, 15% crit chance, 2 mod slots Magnetic Weapons 
  Storm Gun 8-10 damage, 2 mod slots   
Sniper Rifle  4 - 6 damage, 3 shot mag, 10% crit, 1 mod None Required
  Gauss Rifle 6-8 damage, 3 shot mag, 10% critical chance Gauss Weapons
  Plasma Lance 8-10 damage, 3 shot mag, 10% critical chance  
         
         




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