Primary weapons | Soldier equipment XCOM 2 Guide
Last update: 11 May 2016
At the beginning of the game, all your soldiers will be equipped with the most basic weaponry, and even though the first couple of missions can be completed with them, you will soon stumble upon enemies that have significant amounts of health and even some armor points - and as you are probably aware, each point of armor decreases the amount of damage a unit takes by 1.
That is precisely why you should equip your soldiers with better weapons as quickly as possible, but it's associated with completing a number of researches, which in turn take some time. Nonetheless, it's worthy of the required time, as equipping your soldiers with upgraded weaponry will allow them to fight on even ground with enemies for at least several missions.
Rangers, Specialists, Psi Operatives and Rookies will be given a new weapon upon completion of "Modular Weapons" and "Magnetic Weapons" research projects, whereas Sharpshooters and Grenadiers will require an additional research, "Gauss Weapons".
Note: after completing the above mentioned research projects, you still have to craft the gear you're interested in - the second installment of the XCOM franchise, contrary to the first game, requires you to construct a given weapon only once, after which it will be unlocked to an unlimited amount of soldiers capable of using them.
More information about unlocking further equipment can be found in the tables below, in the next chapter, as well as in the "Research" chapter.
Assault Rifles
Icon | Name | Stats | Costs | Required research |
Assault Rifle | Damage: 3-5 Ammunition: 4 Effective range: medium 1 upgrade slot | none - available from the beginning | none | |
Magnetic Rifle | Damage: 5-7 Ammunition: 4 Effective range: medium 2 upgrade slots | 125x Supplies 10x Alien Alloys | Magnetic Weapons | |
Plasma Rifle | Damage: 7-9 Ammunition: 4 Effective range: medium 2 upgrade slots | 250x Supplies 20x Alien Alloys 10x Elerium Crystals | Plasma Rifle |
Assault Rifles can be used by Rangers, Specialists, Psi Operatives, as well as untrained soldiers, Rookies.
Shotguns
Icon | Name | Stats | Costs | Required research |
Shotgun | Damage: 4-6 Ammunition: 4 10% increased critical chance Effective range: short 1 upgrade slot | none - available from the beginning | none | |
Shard Gun | Damage: 6-8 Ammunition: 4 15% increased critical chance Effective range: short 2 upgrade slots | 75x Supplies 5x Alien Alloys | Magnetic Weapons | |
Storm Gun | Damage: 8-10 Ammunition: 4 20% increased critical chance Effective range: short 2 upgrade slots | 140x Supplies 10x Alien Alloys 10x Elerium Crystals | Storm Gun |
Shotguns are usable only by Rangers. Their short range is compensated by extremely high damage, as well as significantly increased chance for a critical hit.
Cannons
Icon | Name | Stats | Costs | Required research |
Cannon | Damage: 4-6 Ammunition: 3 Effective range: medium 1 upgrade slot | none - available from the beginning | none | |
Mag Cannon | Damage: 6-8 Ammunition: 3 Effective range: medium 2 upgrade slots | 150x Supplies 10x Alien Alloys | Gauss Weapons | |
Beam Cannon | Damage: 8-10 Ammunition: 3 Effective range: medium 2 upgrade slots | 250x Supplies 20x Alien Alloys 10x Elerium Crystals | Beam Cannon |
Cannons are unique to Grenadiers. Their medium range, coupled with some of the abilities of the Grenadier class allows cannons to become one of the most destructive weapons in the game, regardless of their somewhat mediocre damage.
Sniper Rifles
Icon | Name | Stats | Costs | Required research |
Sniper Rifle | Damage: 4-6 Ammunition: 3 10% increased critical chance Effective range: long 1 upgrade slot | none - available from the beginning | none | |
Gauss Rifle | Damage: 6-8 Ammunition: 3 10% increased critical chance Effective range: long 2 upgrade slots | 150x Supplies 10x Alien Alloys | Gauss Weapons | |
Plasma Lance | Damage: 8-10 Ammunition: 3 10% increased critical chance Effective range: long 2 upgrade slots | 300x Supplies 20x Alien Alloys 10x Elerium Crystals | Plasma Lance |
Sniper rifles can only be wielded by Sharpshooters. Weapons from this group are extremely effective from long ranges, allowing the soldier to harass enemies from a safe distance, but it comes with at a price - a huge penalty to aim when the enemy is at medium or short range.