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Shard Gun
Inv Mag Shotgun
Specifications
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.
Weapons
Primary:
Shotguns:
(Rangers)
Cannons:
(Grenadiers)
Sniper Rifles:
(Sharpshooters)
Rifles:
(Specialists, Rangers, Psi Operatives and Rookies)
Shotgun Cannon Sniper Rifle Assault Rifle
Shard Gun Mag Cannon Gauss Rifle Magnetic Rifle
Storm Gun Beam Cannon Plasma Lance Plasma Rifle
Secondary:
Swords:
(Rangers)
Grenade Launchers:
(Grenadiers)
Pistols:
(Sharpshooters)
GREMLINs:
(Specialists)
Psi-Amps:
(Psi Operatives)
Sword Grenade Launcher Pistol GREMLIN Psi Amp
Arc Blade Advanced Grenade Launcher Mag Pistol GREMLIN Mark II Advanced Psi Amp
Fusion Blade (none) Beam Pistol GREMLIN Mark III Alien Psi Amp

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