Xcom 2 Star Wars Weapons

The Clone Troopers that are a part of the underground order 66 uprising resistance against the new empire must go into a facility and extract a super weapon. This mod adds several Jedi robes from the Star Wars Kinect game to Xcom 2 in the form of customization parts available for male and female characters. This mod adds a number of weapons used by the Rebel Alliance to Xcom 2. I initially set out to make a weapon mod that would accompany my Rebel Alliance cosmetic mod, but added a few weapons. Star Wars Marvel. The core gameplay of XCOM 2 is exactly the same, no matter the platform. All of the missions, character classes, weapons, and features make the jump to the Switch version, so. The clone trooper underground resistance steals a mega weapon from an imperial compound being guarded by sith and stormtroopers. This takes place after order. Above: Watch some XCOM 2 gameplay. Just like before, XCOM’s high-stakes turn-based tactical combat dares you to become attached to your customizable characters (I made most of IGN’s staff in.

  1. Xcom 2 Weapon Upgrade Guide
  2. Xcom 2 Star Wars Weapons Mod
  3. Xcom 2 Weapons List
  4. Xcom 2 Star Wars Weapons Mod
  5. Xcom 2 Mods Star Wars
  • 1Weapon Stats
    • 1.1Main Weapons
    • 1.2Secondary Weapons
  • 2Weapon Parts

Weapon Stats

Main Weapons

Rifles

Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives. They are generalist weapons, not excelling in any particular situation. Clip size 4

WeaponBase DamageListed Crit Damage 1Actual Crit Damage 2Critical ChanceRangeMod Slots
Assault Rifle3-5?5-70%Medium1
Mag Rifle5-7?8-100%Medium+2
Plasma Rifle7-9?11-130%Medium++2
1 Notes.

Shotguns

Shotguns can only be equipped by Rangers. 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.

WeaponBase DamageListed Crit Damage 1Actual Crit Damage 2Critical ChanceRangeMod Slots
Shotgun4-6?7-910%Short1
Shard Gun6-8?10-1215%Short+2
Storm Gun8-10?13-1520%Short++2
1 Notes.

Cannons

Cannons are the heavy weapons carried by Grenadiers. They do high damage but have smaller clips than assault rifles. Clip size 3.

WeaponBase DamageListed Crit Damage 1Actual Crit Damage 2Critical ChanceRangeShreds3Mod Slots
Cannon4-6?6-80%Medium11
Mag Cannon6-8?9-110%Medium+22
Beam Cannon8-10?12-140%Medium++32
3 Needs 'Shredder' Ability

Sniper Rifles

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.

WeaponBase DamageListed Crit Damage 1Actual Crit Damage 2Critical ChanceRangeMod Slots
Sniper Rifle4-6?6-810%unlimited1
Gauss Rifle6-8?9-1110%unlimited2
Plasma Lance8-10?12-1410%unlimited2
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

SPARK Weapons

SPARK Weapons can only be equipped by SPARK units, introduced in the Shen's Last Gift DLC. Similar to the Grenadier's Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades; however, due to the SPARK's poor Aim skill, they quickly fall off at longer ranges. Clip size 3.

The War of the Chosen DLC gave them the ability to upgrade their weapons with add-ons, similar to the other playablable classes.

WeaponBase DamageListed Crit Damage 1Actual Crit Damage 2Critical ChanceRangeShredsMod Slots
Heavy Autocannon4-6N/AN/A0%Medium11
Helix Rail-Cannon6-8N/AN/A0%Medium+22
Elerium Phase-Cannon8-10N/AN/A0%Medium++23

Vektor Rifles

Vektor Rifles are the exclusive main weapon for the Reapers. While they are less powerful than their Sniper Rifle cousins, they require only one action to fire and have no range penalties at all. Clip size 3.

Bullpup Rifles

Bullpup Rifles are the exclusive main weapon for the Skirmishers. While its range is somewhat shorter than an Assault Rifle and has a smaller clip size, the Skirmishers' ability to move and fire in any order allows them to excel in close combat.

Shard Gauntlets

Shard Gauntlets are the exclusive main weapon for the Templars. These special gauntlets focus psionic energy into solid blades, and grow stronger as the user gains Focus.

Secondary Weapons

Pistols

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.

WeaponBase DamageListed Crit Damage 1Actual Crit Damage 2Critical ChanceRange
Pistol2-3??0%Short
Mag Pistol3-4???Short+
Beam Pistol3-6??0%Short++
1 Notes.

Xcom 2 Weapon Upgrade Guide

Gremlin

Gremlins are carried by Specialists, these little robots can perform remote hacking and healing and can deal damage with the right perks, especially against mechanical enemies.

WeaponEffectOrganic enemy damageMechanical enemy damageHealingAid ProtocolRequirements
Gremlin-23-40+20 defense-
Gremlin Mk II+20 Hack47-8+1+30 defenseADVENT MEC Breakdown
Gremlin Mk III+40 Hack610-11+2+40 defenseSectopod Breakdown

Swords

Swords are the secondary weapons carried by Rangers, which enable them to use melee attacks. The closely related Hunter's Axe, introduced in the Alien Hunters DLC, behaves similarly but has increased base damage and can be thrown once per battle as a free action; notably, doing so does not trigger Ruler Reactions from Alien Rulers.

WeaponBase DamageListed Crit Damage 1Actual Crit Damage 2Critical ChanceRangeEffectRequirements
Machete3-5??10%Meleenone-
Arc Blade4-6??15%Melee25% chance to stunADVENT Stun Lancer Autopsy
Fusion Blade5-7??20%Meleechance to burnArchon Autopsy
Hunter's Axe4-6??10%Meleechance to burnAlien Hunters DLC
Ionic Axe5-7??15%Melee25% stun chanceADVENT Stun Lancer Autopsy and the Hunter's Axe
Fusion Axe????Melee?Archon Autopsy and the Hunter's Axe
Blademaster adds +2 damage and +10 melee aim

Psi Amp

Psi Amps are the secondary weapons carried by Psi Operatives. They are used for all psionic attacks.

WeaponEffectSoul FireVoid RiftNull LanceRequirements
Psi Amp-4-6??-
Advanced Psi Amp+20 Psi5-74-57-12Sectoid Autopsy
Alien Psi Amp+40 Psi6-83-69-14Gatekeeper Autopsy

Grenade Launchers

These can only be equipped by Grenadiers. They give bonus damage, range and blast radius on top of that normally given by the launched grenade.

WeaponBonus DamageBonus RangeBonus Radius
Grenade Launcher0+4+1
Advanced Grenade Launcher?+5+2
1 Volatile mix adds +2 damage and +1 radius. There is no tier 3 Grenade Launcher

Grenades

Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.

WeaponDamageRangeCritical Chance2Terrain DamageBlast RadiusShredsDestroys coverEffectsRequirements
Frag Grenade3-41003-431yes-none
Plasma Grenade15-61005-632yes-Advanced Explosives (PG)
Flashbang Grenade0120080noDisorients Organic enemies; reduces Aim and Mobility, and disables some abilitiesnone
Gas Grenade3-4100051noPoisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloudExperimental Grenade (PG)
Gas Bomb16-7100062noPoisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloudAdvanced Explosives (PG)
Experimental Grenade (PG)
Incendiary Grenade4-5100041over timeSets terrain & Organic enemies on fire (damage over time, disables some abilities)Experimental Grenade (PG)
Incendiary Bomb16-7100042over timeSets terrain & Organic enemies on fire (damage over time, disables some abilities)Advanced Explosives (PG)
Experimental Grenade (PG)
Acid Grenade3-4100032noCreates acid pools, damaging enemies, destroying terrain, and doing damage over timeExperimental Grenade (PG)
Acid Bomb15-6100034noCreates acid pools, damaging enemies, destroying terrain, and doing damage over timeAdvanced Explosives (PG)
Experimental Grenade (PG)
EMP Grenade6120040noOnly damages mechanical enemies and shields, disorients or incapacitates mechanical enemiesBluescreen Protocol (PG)
EMP Bomb110120050noOnly damages mechanical enemies and shields, disorients or incapacitates mechanical enemiesAdvanced Explosives (PG)
Bluescreen Protocol (PG)
Smoke Grenade0?00?0noGrants Defense to units in cloudnone
Smoke Bomb10?00?0noGrants Defense to units in cloudAdvanced Explosives (PG)
Proximity Mine8120052yesExplodes when an enemy is within the blast radiusAndromedon autopsy
Frost Bomb0?00?0noFreezes enemies solid for a turn, preventing them from taking any form of action, even reactive abilities and Ruler ReactionsAlien Hunters DLC; either Experimental Warfare (Research, only with War of the Chosen's 'Integrated DLC' option active) or completing the Alien Nest Investigation mission
1 Upgraded from previous version with Advanced Explosives Proving Ground project.

2Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers.

Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control. Avatars and the Warlock are immune to Flashbangs, but can still be frozen.

Claymores

Claymores are grenade-like weapons exclusive to the Reapers. When used, the Reaper places a bomb on the battlefield that acts like an environmental explosive. As a Reaper can shoot the Claymore to detonate it without the risk of breaking Shadow (and enemies cannot see the Claymore), this allows them to contribute to ambushes without sacrificing their stealth to do so.

Claymores cannot be upgraded conventionally, but many of the Reapers' available skills can enhance them.

Xcom 2 Star Wars Weapons Mod

Ripjacks

The Ripjack is the unique secondary weapon of the Skirmishers, essentially a bladed gauntlet with a built-in grappling hook. This weapon is used for several of their abilities, such as Wrath and Justice; however, a Skirmisher needs to have the right upgrade before it can be used for a Slash attack. Ripjacks have lower maximum damage than Swords, but are more consistent in the amount of damage they deal.

Autopistols

Autopistols are used by the Templars as secondary weapons. For all intents and purposes, they behave identically to Pistols.

Heavy Weapons

Xcom

In order to use a heavy weapon a soldier must be equipped with an EXO, a WAR Suit, or a SPARK BIT. The SPARK's Rainmaker skill increases the damage and radius of all heavy weapons by 2

Guide
WeaponBase DamageRangeShredsRadiusArea type
Rocket Launcher4-72724circle
Flamethrower4-7250760 degree cone
Shredder Gun6-925212cone
Blaster Launcher17-104536circle
Hellfire Projector16-9250760 degree cone
Shredstorm Cannon18-1125412cone
Plasma Blaster127-102501Straight line (goes through walls)
1Requires Experimental Powered Weapon and WAR Suit.

2Plasma blaster ignores up to 4 armor

Weapon Parts

Weapon mods come in three qualities: Basic, Advanced, and Superior, each offering better results over the previous one.

Weapon mods can be replaced, but cannot be reused, and thus consideration should be taken before immediately modding up a weapon. The continental bonus 'Lock and Load' allows you to reuse mods.

Weapon mods remain on the soldiers weapon as you move up in the tech tree, ensuring that mods are not 'wasted' as you progress in the game.

Xcom 2 Weapons List

Each weapon can field only a limited number of mods; the continent bonus 'Armed to the Teeth' gives you one extra mod slot on all weapons.

ModEffectBasicAdvancedSuperior
ScopeAdds aim bonus+5%+10%+15%
Laser SightAdds critical chance bonus+5%+10%+15%
RepeaterAdds a small chance to instakill+5%+10%+15%
Hair TriggerAdds a chance of free shot+5%+10%+15%
Auto-LoaderFree reload+1+2+3
Expanded MagazineAdds ammo capacity+1+2+3
StockGuaranteed damage on missed shots+1+2+3

Weapon part use

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.

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'll have the ammo for these abilities, and its use is constant (unlike the limited-use Auto-Loaders.) Run & Gun/Rapid Fire Rangers also benefit a lot from Expanded Magazines.

Xcom 2 Star Wars Weapons Mod

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.

Xcom 2 Mods Star Wars

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