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Conventional Weapons serve as the default weapons for XCOM soldiers in XCOM 2.

As XCOM was defeated in the initial invasion, their Resistance movement has had to resort to salvaging and improvising any weapons they could find over the years.

Being leftover weapons from the original war they are inferior to the Magnetic Weapons employed by the ADVENT Administration and the Plasma weapons employed by their Alien allies. Despite this, they are more than capable of dealing with the basic ADVENT and Aliens forces XCOM faces. Early on in the game Modular Weapons can be researched, which allows salvaged weapon upgrades to be attached, increasing their effectiveness.

Most Conventional Weapons have Projectile_Conventional Damage Type.

List[]

References[]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Based on file XCOM 2/share/data/xcomgame/config/defaultgamedata_weapondata.ini
Weapons
Primary:
Tier Shotguns:
(Rangers)
Cannons:
(Grenadiers)
Sniper Rifles:
(Sharpshooters)
Rifles:
(Rookies, Specialists, Rangers, Psi Operatives)
Tier 1 Shotgun Cannon Sniper Rifle Assault Rifle
Tier 2 Shard Gun Mag Cannon Gauss Rifle Magnetic Rifle
Tier 3 Storm Gun Beam Cannon Plasma Lance Plasma Rifle
Chosen Arashi Darklance Disruptor Rifle
Secondary:
Tier Swords:
(Rangers)
Grenade Launchers:
(Grenadiers)
Pistols:
(Sharpshooters)
GREMLINs:
(Specialists)
Psi-Amps:
(Psi Operatives)
Tier 1 Sword Grenade Launcher Pistol GREMLIN Psi Amp
Tier 2 Arc Blade Advanced Grenade Launcher Mag Pistol GREMLIN Mark II Advanced Psi Amp
Tier 3 Fusion Blade Beam Pistol GREMLIN Mark III Alien Psi Amp
Chosen Katana Darkclaw
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