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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