Shard Gun
Inv Mag Shotgun
Requirement Magnetic Weapons
2 Engineers
Type Shotgun
Cost §75 (§75)
5 (15) Alien Alloys
Ammo 4
Base Damage 6-8
Critical Chance 15%
Effective Range Short

A Shard Gun is a primary weapon in XCOM 2.

In-Game DescriptionEdit

Magnetic weapons technology will let us synthesize alien alloy fragments into a spray-style projectile, and our Rangers can use it to dramatic effect: the closer the better.

Tactical InfoEdit

  • Magnetized weapon technology makes for an especially effective improvement of XCOM's combat shotgun.
  • Shotgun-style weapons are extremely effective at close range, but their accuracy drops off quickly at longer range.
  • Use upgrades looted from enemies to improve the Shard Gun's tactical effectiveness.
Tier Shotguns:
Sniper Rifles:
(Specialists, Rangers, Psi Operatives and Rookies)
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 (none) Darklance Disruptor Rifle
Tier Swords:
Grenade Launchers:
(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 (none) Beam Pistol GREMLIN Mark III Alien Psi Amp
Chosen Katana (none) Darkclaw (none) (none)
Additional Equipment

ArmorsGrenadesUtility ItemsUpgrades