Fandom

XCOM Wiki

Weapons (XCOM: Enemy Unknown)

929pages on
this wiki
Add New Page
Talk2 Share
XCOM(EU) AssaultRifle

A good gun is a soldier's best friend.

Weapons, primarily firearms and explosives, are used in combat by XCOM soldiers and most aliens in XCOM: Enemy Unknown, as well as EXALT's paramilitary agents in XCOM: Enemy Within.

Soldiers equip weapons based on their class, which can be seen in the Barracks or while selecting a squad for a mission. Alien species always make use of the same weapon(s) with the exception of the Muton (see Alien Weaponry below). While weapons can be captured from aliens which have been stunned by the Arc Thrower or had the difficulty turned down to a point where their health value becomes 0, they cannot be used until the associated research project has been completed. Newly researched weapons become available for production in Engineering whereas conventional weapons (available by default) are already stocked in unlimited quantities.

Weapon TypesEdit

Soldiers carry a primary weapon, secondary weapon, and an item (two with Tactical Rigging in XCOM: Enemy Within). Primary weapons are a soldier's main source of firepower in combat; they include rifles, sniper rifles, shotguns, and LMGs. Secondary weapons vary; they include pistols, rocket launchers, and a wide range of tactical subsystems available to MEC Troopers that are installed directly to a MECEW. A soldier's item slot can hold a variety of grenades, a S.C.O.P.E. to improve equipped weapons, or an Arc Thrower to capture live aliens, among other useful equipment.

Technology LevelEdit

On occasion a class ability (such as the Sniper's Headshot or a Heavy's Mayhem) is related to the weapon's technology level. These are, in order:

XCOM WeaponryEdit

The following is a list of weapons available to XCOM forces in XCOM: Enemy Unknown and XCOM: Enemy Within.

PistolsEdit

Usable by Rookie-ranked soldiers, as well as the Assault, Sniper and Support classes.

Pistols

XComEU Rookie logo trans XEU ClassAssault XEU ClassSniper XEU ClassSupport XEU AlienAbility MindControl

WeaponBase DamageCrit DamageCrit ChanceRange
XEU Pistol Pistol 1 to 2 - 4 to 52 to 4 - 5 to 70% to 30%Medium
XComEU Laser Pistol Laser Pistol 1 to 3 - 4 to 64 to 6 - 7 to 910% to 40%Medium
XEU Plasma Pistol Plasma Pistol 2 to 4 - 5 to 75 to 7 - 8 to 100% to 30%Medium
Source: Tactical Info, XCOM: Enemy Within

Notes:

RiflesEdit

Usable by Rookie-ranked soldiers, as well as the Assault and Support classes.

Rifles

XComEU Rookie logo trans XEU ClassAssault XEU ClassSupport XEU AlienAbility MindControl

WeaponBase DamageCrit DamageCrit ChanceRange
XEU Assault Rifle Assault Rifle 2 - 45 - 710%Short
XEU Laser Rifle Laser Rifle 4 - 67 - 910%Medium
XEU Light Plasma Rifle Light Plasma Rifle 4 - 68 - 1010%Medium
XEU Plasma Rifle Plasma Rifle 6 - 811 - 1310%Medium
Source: Tactical Info, XCOM: Enemy Within

Notes:

  • Light Plasma Rifle has a +10 Aim bonus.


Sniper RiflesEdit

Usable by Sniper class soldiers only.

Sniper Rifles

XEU ClassSniper

WeaponBase DamageCrit DamageCrit ChanceRange
XComEU Sniper Rifle Sniper Rifle 3 - 56 - 825%Long
XEU Laser Sniper Rifle Laser Sniper Rifle 5 - 79 - 1130%Long
XEU Plasma Sniper Rifle Plasma Sniper Rifle 8 - 1014 - 1635%Long
Source: Tactical Info, XCOM: Enemy Within

Notes:

  • Unlike other weapons, the accuracy of a sniper rifle decreases the closer the target is.
  • Sniper rifles have the highest critical hit chance available to XCOM.
  • A sniper rifle cannot be fired after the soldier wielding it moves unless the soldier has received special training.


ShotgunsEdit

Usable by Assault class soldiers only.

Shotguns

XEU ClassAssault

WeaponBase DamageCrit DamageCrit ChanceRange
XEU Shotgun Shotgun 3 - 56 - 820%Short
XEU Scatter Laser Scatter Laser 5 - 79 - 1120%Short
XEU Alloy Cannon Alloy Cannon 8 - 1014 - 1620%Short
Source: Tactical Info, XCOM: Enemy Within

Notes:

  • Shotguns have the smallest effective range of all primary weapon types, and can use Reaper Rounds without penalty.
  • Shotguns have the second highest critical hit chance available to XCOM.


Light Machine GunsEdit

Usable by Heavy class soldiers only.

Light Machine Guns

XEU ClassHeavy XEU AlienAbility MindControl

WeaponBase DamageCrit DamageCrit ChanceRange
XEU Light Machine Gun LMG 3 - 56 - 80%Medium
XEU Heavy Laser Heavy Laser 5 - 79 - 110%Medium
XEU Heavy Plasma Heavy Plasma 8 - 1014 - 160%Medium
Source: Tactical Info, XCOM: Enemy Within

Notes:

  • Heavy weapons have the second lowest ammo capacity in the game, permitting only three shots per reload. The Ammo Conservation Foundry upgrade allows three additional shots per reload.
  • LMGs have the lowest critical hit chance of all primary weapon types.
  • LMGs have the highest terrain damage of all primary weapon types.


Rocket LaunchersEdit

Usable by Heavy class soldiers only.

Rocket Launchers

XEU ClassHeavy

WeaponBase DamageCrit DamageCrit ChanceRange
XEU Rocket Launcher Rocket Launcher 6N/AN/AHigh
XEU Blaster Launcher Blaster Launcher 9N/AN/AHigh
Source: Tactical Info, XCOM: Enemy Within

Notes:

  • Default limit of one ammo.
  • Ammo count, damage area and special effects can be changed or added via abilities.

MEC Primary WeaponsEdit

Usable by MEC Troopers only.

MEC Primary

XComEW MEC Trooper logo trans

WeaponBase DamageCrit DamageCrit ChanceRange
XComEW Minigun Minigun EW 4 - 68 - 1010%Medium
XComEW Railgun Railgun EW 6 - 811 - 1310%Medium
XComEW Particle Cannon Particle Cannon EW 9 - 1115 - 1710%Medium
Source: Tactical Info, XCOM: Enemy Within

Notes:


MEC Tactical SubsystemsEdit

Tactical subsystems are secondary systems integrated into a MEC, to be used by a MEC Trooper along with their primary weapon.

Tactical Subsystems

XComEW MEC Trooper logo trans

Tactical SubsystemBase DamageCrit DamageCrit ChanceBlast RadiusMEC
Electro Pulse EW 5N/AN/A4MEC-3
Flamethrower EW 6N/AN/AConeMEC-1
Grenade Launcher EW 4N/AN/A3MEC-2
Kinetic Strike Module EW 12180%MeleeMEC-1
Proximity Mine Launcher EW 8N/AN/A2MEC-3
Source: Tactical Info, XCOM: Enemy Within

Notes:

  • Electro Pulse stuns Robotic enemies for one turn in addition to inflicting damage.
  • Jellied Elerium upgrades the Flamethrower to 9 damage.
  • The Alien Grenades Foundry project increases the Grenade Launcher's damage to 5.
  • The Kinetic Strike Module can be increased to 18 base damage and can be used twice per turn with the MEC Close Combat Foundry upgrade.
  • The Expanded Storage ability allows an additional use of the Grenade Launcher, Proximity Mine Launcher, and Restorative Mist.

Other Tactical Subsystems:

GrenadesEdit

Usable by Rookie-ranked soldiers and every class except MEC Troopers, through the use of an item slot. (MEC Troopers have a Grenade Launcher tactical subsystem instead.)

Grenades

XComEU Rookie logo trans XEU ClassAssault XEU ClassHeavy XEU ClassSniper XEU ClassSupport XEU AlienAbility MindControl

WeaponDamageBlast RadiusDuration
XComEU Frag Grenade trans Frag Grenade 32N/A
XComEU Alien Grenade trans Alien Grenade 52N/A
XComEW Needle Grenade trans Needle Grenade EW 35N/A
XComEW Gas Grenade trans Gas Grenade EW 123
XComEW Flashbang Grenade trans Flashbang Grenade EW 022
Source: Tactical Info, XCOM: Enemy Within

Notes:

  • Needle Grenades have a large blast radius, but the projectiles do not pass through cover.
  • Gas Grenades poison all units in the blast radius: -20 Aim penalty and -1 HP per turn for 3 turns.
  • Flashbang Grenades inflict a -50 Aim and -50% Movement penalty for 2 turns. No friendly fire.

Other Grenades:


Weapon Comparison ChartEdit

The following weapons are available to XCOM personnel:

Weapon Dmg Min Dmg Max Crit Min Crit Max Crit % Range XComEU Rookie logo trans XEU ClassAssault XEU ClassHeavy XEU ClassSniper XEU ClassSupport XComEW MEC Trooper logo trans
XEU Pistol Pistol 12240%Medium
XComEU Laser Pistol Laser Pistol 133510%Medium
XEU Plasma Pistol Plasma Pistol 24570%Medium
XEU Assault Rifle Assault Rifle 245710%Short
XEU Laser Rifle Laser Rifle 4681010%Medium
XEU Light Plasma Rifle Light Plasma Rifle 4681010%Medium
XEU Plasma Rifle Plasma Rifle 68111310%Medium
XComEU Sniper Rifle Sniper Rifle 356825%Long
XEU Laser Sniper Rifle Laser Sniper Rifle 5791130%Long
XEU Plasma Sniper Rifle Plasma Sniper Rifle 810141635%Long
XEU Shotgun Shotgun 356820%Short
XEU Scatter Laser Scatter Laser 5791120%Medium
XEU Alloy Cannon Alloy Cannon 810141620%Medium
XEU Light Machine Gun LMG 35680%Medium
XEU Heavy Laser Heavy Laser 579110%Medium
XEU Heavy Plasma Heavy Plasma 81014160%Medium
XEU Rocket Launcher Rocket Launcher 66 - - -Medium
XEU Blaster Launcher Blaster Launcher 99 - - -Medium
XComEW Minigun Minigun EW 4681010%Medium
XComEW Railgun Railgun EW 68111310%Medium
XComEW Particle Cannon Particle Cannon EW 911151710%Medium
XComEU Frag Grenade trans Frag Grenade 33 - - - -
XComEU Alien Grenade trans Alien Grenade 55 - - - -
XComEW Needle Grenade trans Needle Grenade EW 33 - - - -

Alien WeaponryEdit

PlasmaEdit

A number of alien species are equipped with plasma-based weaponry equivalent to XCOM's:

XEU Plasma Pistol Plasma Pistol:Sectoid, Sectoid Commander, Seeker EW
XEU Light Plasma Rifle Light Plasma Rifle:   Floater, Outsider, Thin Man
XEU Plasma Rifle Plasma Rifle:Heavy Floater, Muton
XEU Heavy Plasma Heavy Plasma:Muton Elite
XComEU Alien Grenade trans Alien Grenade:Cyberdisc, Heavy Floater, Muton, Muton Elite, Sectoid Commander

Notes:

  • Mutons use Light Plasma Rifles when first encountered (in May) before switching to Plasma Rifles for the remainder of the game. This change occurs in June on Classic/Impossible difficulty, or in July on Easy/Normal difficulty.
  • Cyberdiscs, Heavy Floaters, and Muton Elites can throw grenades farther due to their Bombard ability.

In addition, many aliens employ specialized weapons or offensive capabilities that are unavailable to XCOM and unique to their species:


RangedEdit

WeaponSpeciesBase DamageCrit DamageCrit Chance
Chest Cannon Sectopod 9 - 1115 - 1710%
Cluster Bomb Sectopod 6N/AN/A
Cyberdisc Cannon Cyberdisc 7 - 912 - 1425%
Death Blossom Cyberdisc 7 - 9N/AN/A
Drone Beam Drone 1 - 33 - 510%
Plasma Mini-cannon Mechtoid EW 6 - 810 - 120%


MeleeEdit

WeaponSpeciesBase DamageCrit DamageCrit Chance
Chryssalid Claw Chryssalid 81120%
Muton Blade Berserker 91330%
Zombie Fist Zombie 8N/AN/A

EXALT WeaponryEdit

EXALT initially uses conventional weapons before upgrading to beam weapons. Name and outward appearance aside, their weapons are identical in stats and function to XCOM's weapons.

Encountered EXALT armaments can be on par with up to XCOM's laser weaponry. As they don't possess Plasma-based gear, a sufficiently-upgraded team can easily outgun them in combat.

WeaponBase DamageCrit DamageCrit ChanceRange
XComEW EXALT Assault Rifle trans EXALT Assault Rifle 2 - 45 - 710%Short
XComEW EXALT Laser Assault Rifle trans EXALT Laser Assault Rifle 4 - 68 - 1010%Medium
XComEW EXALT Sniper Rifle trans EXALT Sniper Rifle 3 - 56 - 825%Long
XComEW EXALT Laser Sniper Rifle trans EXALT Laser Sniper Rifle 5 - 79 - 1130%Long
XComEW EXALT LMG trans EXALT LMG 3 - 56 - 80%Medium
XComEW EXALT Heavy Laser trans EXALT Heavy Laser 5 - 79 - 110%Medium
XComEW EXALT Rocket Launcher trans EXALT Rocket Launcher 6N/AN/ALong
Source: Tactical Info, XCOM: Enemy Within

Range Bonuses and PenaltiesEdit

Weapons are subject to Aim bonuses and/or penalties, based on the weapon type and distance from the target.

  Pistols Rifles Sniper Rifles Shotguns LMGs
Aim Bonus
Aim Penalty


Range Bonuses
Pistols, Rifles, LMGs
Distance 12345678910
Aim +37 +33 +28 +24 +19 +15 +10 +6 +10
Shotguns
Distance 1 2 3 4 5 6 7 8 9 10
Aim +52 +48 +40 +36 +28 +24 +20 +12 +80


Range Penalties
Sniper Rifles
Distance 12345678910
Aim -24 -21 -19 -16 -13 -10 -7 -4 -20
Shotguns
Distance 10 11 12 13 14 15 16 17
Aim 0 -4 -8 -16 -20 -28 -32 -40 (Maximum) [1]


Weapons are zeroed (no Aim bonus or penalty) at a range of 10 tiles. The Aim bonuses and penalties above are based on straight-line distances and cardinal unit positioning. Angled positioning with a Shotgun or Sniper Rifle can result in an Aim bonus/penalty corresponding to values within ±1 tile of the straight-line distance (calculated using Pythagorean theorem).

BugsEdit

  • Critical hit damage may vary from what is listed in a weapon's Tactical Info due to a calculation bug. They may inflict one point less than the indicated minimum, and/or be limited to one point less than the indicated maximum.

Trivia Edit

  • EXALT does not utilize shotgun type weapons, nor do they use pistols. Their gear also caps at laser-based weaponry in terms of advancement, therefore no plasma-based EXALT armaments can be seen on the field.
  • Aliens do not utilize neither shotgun type weapons, nor sniper rifle type weapons, although they have some more unique weaponry.

See AlsoEdit

ReferencesEdit

  1. ASSAULT_LONG_RANGE_MAX_PENALTY = -40, DefaultGameCore.ini file, XCOM: Enemy Unknown (2012)


Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.