Weapon Upgrades (also called weapon mods, or, simply, mods) are available for all primary weapons of soldiers in XCOM 2's campaign after researching Modular Weapons.
Weapon upgrades can be acquired as random loot drops in a mission, bought from the Black Market, or obtained from the rumor sites.
A primary weapon may take 1 such upgrade with the first tier. All primary weapons receive a second mod slot at the second tier. If the 'Armed to the Teeth' Continent Bonus is acquired, an additional upgrade slot per primary weapon becomes available, up to a maximum of 3. There are 3 exceptions: the Arashi (War of the Chosen), the Darklance (War of the Chosen), and the Disruptor Rifle (War of the Chosen), each with 4 upgrades.
Most weapon upgrades provide a passive improvement to a weapon's performance. Once a weapon upgrade has been applied, it can be replaced, but not reused: reusing is only possible if the player is able to obtain the 'Lock and Load' Continent Bonus or the 'Interchangeable Upgrades' breakthrough research project (War of the Chosen).
The Inside Knowledge Resistance Order increases the effects of Weapon Upgrades by an additional +1 or +5%, up to +4 or 20% for Superior grade upgrades.
Comparison table[]
Weapon Mod | Effect | Mod Quality Tier | ||
---|---|---|---|---|
Basic | Advanced | Superior | ||
Scope | Increases Aim | +5% | +10% | +15% |
Laser Sight | Increases Critical Chance | +5% | +10% | +15% |
Auto-Loader | Grants a limited number of free reloads per mission | 1 | 2 | 3 |
Repeater | Chance to instantly kill a target on hit | 5% | 10% | 15% |
Stock | Missed shots deal damage | 1 | 2 | 3 |
Hair Trigger | Chance to gain a free action on hit | 5% | 10% | 15% |
Expanded Magazine (/ Clip) | Increases magazine or clip size | +1 | +2 | +3 |
Notes[]
- Laser Sights cannot be combined with Scopes; they are the only distinct upgrades that share a "slot."
- Laser Sights and Scopes receive additional +5% to their bonus vs enemies out of cover (the maximum additional bonus for Laser Sights is achieved in close proximity).
- Laser Sights and Scopes of the highest tier and with Inside Knowledge Resistance Order can grant a corresponding stat bonus of +25%.
- An "Executed" message will pop up when a target is killed by a Repeater triggering.
- It is not possible to apply two upgrades of the same type on one weapon, but it is possible to replace a lower-quality upgrade with a higher-quality one.
- Stock damage is reduced by the target's armor to a minimum of 1 damage. (source: video [1])
- Stock damage does not activate when attacking hacked robotic enemies.
- If Hair Trigger activates on an attack, it refunds all the action points used in such attack.
- If Hair Trigger activates upon the weapon being fired as the soldier's first action, the soldier will be able to perform two actions immediately after.
- If a soldier with Implacable gets a kill with their second action and the Hair Trigger activates, they will get one action to move and one to shoot instead of having the Implacable movement end their turn.
- If a soldier with Implacable gets a kill with their first action and the Hair Trigger activates, they will get three actions, one of which can only be used to move.
- Weapon upgrades are carried over when a soldier's ballistic or magnetic weapon is upgraded.
- Bug: This does not trigger the Excalibur achievement.
- Repeaters can no longer be triggered by damage from Stocks (as of the Alien Hunters patch).
Tips[]
- Units with high Hit Points are good targets for a Repeater.[1]
- Alien Rulers (Alien Hunters DLC): Viper King, Berserker Queen, Archon King.
- Repeaters need to hit and ignore the base damage of the gun, so their ideal gun is an assault rifle and they are best combined with a scope (to help you hit) and a hair trigger (so if you hit and fail to kill, you have chance to try again).
Gallery[]
Reason: Add default attachments.
Weapon | Scope | Laser Sight | Expanded Magazine | Auto-Loader | Expanded Magazine + Auto-Loader | Hair Trigger | Stock | Repeater |
---|---|---|---|---|---|---|---|---|
Conventional | ||||||||
Assault Rifles | ||||||||
Shotguns | ||||||||
Cannons | ||||||||
Sniper Rifles | ||||||||
Magnetic | ||||||||
Assault Rifles | ||||||||
Shotguns | ||||||||
Cannons | ||||||||
Sniper Rifles | ||||||||
Plasma | ||||||||
Assault Rifles | N/A? | |||||||
Shotguns | ||||||||
Cannons | N/A? | |||||||
Sniper Rifles |
References[]
- ↑ neko-boy324, “Well… that was anticlimactic”, March 19, 2021. https://www.reddit.com/r/Xcom/comments/m8hunz/well_that_was_anticlimactic