Secondary Weapons in XCOM 2 are Weapons your soldiers use during Missions. Unlike in XCOM, these are more like utility items: you do not switch to them but rather use them to deal effects via skills or other items. Still, they are used in the corresponding attack animations.
Secondary Weapons
Icon | Weapon | Classes | Tactical Info | Required Project |
---|---|---|---|---|
Pistol | 2-4 damage | None Required | ||
Mag Pistol | 3-4 damage | Magnetic Weapons | ||
Beam Pistol | 6-8 damage | Plasma Rifle | ||
Sword | 3-5 damage, 10% crit chance | None Required | ||
Arc Blade | 4-6 damage, 15% crit chance, 25% chance to stun | ADVENT Stun Lancer Autopsy | ||
Fusion Blade | ||||
Gremlin | None Required | |||
GREMLIN Mark II | +20 hack bonus | |||
GREMLIN Mark III | ||||
Grenade Launcher | None Required | |||
Advanced Grenade Launcher | +5 grenade range, +2 grenade radius | Muton Autopsy | ||
Psi Amp | None Required | |||
Advanced Psi Amp | Psionics | |||
Alien Psi Amp | Gatekeeper Autopsy |
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The GREMLIN Mark II seems to become available after you do the ADVENT MEC Breakdown research.
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