Sets terrain & Organic enemies on fire (damage over time, disables some abilities)Ĭreates acid pools, damaging enemies, destroying terrain, and doing damage over time Poisons Organic enemies (reduces mobility, does damage over time), creates Poison Gas cloud Grenadiers also have an extra equipment slot that can only be used for a grenade.ĭisorients Organic enemies reduces Aim and Mobility, and disables some abilities Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. They give bonus damage, range and blast radius on top of that normally given by the launched grenade.ġ Volatile mix adds +2 damage and +1 radius. These can only be equipped by Grenadiers. Psi Amps are the secondary weapons carried by Psi Operatives.
The closely related Hunter's Axe, introduced in the Alien Hunters DLC, behaves similarly but has increased base damage and can be thrown once per battle as a free action notably, doing so does not trigger Ruler Reactions from Alien Rulers.ĪDVENT Stun Lancer Autopsy and the Hunter's Axeīlademaster adds +2 damage and +10 melee aim Swords are the secondary weapons carried by Rangers, which enable them to use melee attacks. Gremlins are carried by Specialists, these little robots can perform remote hacking and healing and can deal damage with the right perks, especially against mechanical enemies. They have no clip size and can be fired infinite times without reload. They cannot receive weapons modification but will shoot specialized ammo if you equip them. Pistols are secondary weapons carried by Sharpshooters, mainly as backup weapons when the Sharpshooter needs to move, but with Gunslinger perks they can become quite potent in their own right. These special gauntlets focus psionic energy into solid blades, and grow stronger as the user gains Focus. Shard Gauntlets are the exclusive main weapon for the Templars.
While its range is somewhat shorter than an Assault Rifle and has a smaller clip size, the Skirmishers' ability to move and fire in any order allows them to excel in close combat. Clip size 3.īullpup Rifles are the exclusive main weapon for the Skirmishers. While they are less powerful than their Sniper Rifle cousins, they require only one action to fire and have no range penalties at all. Vektor Rifles are the exclusive main weapon for the Reapers.
The War of the Chosen DLC gave them the ability to upgrade their weapons with add-ons, similar to the other playablable classes. Similar to the Grenadier's Cannon, they pack a punch and are capable of naturally shredding armor without any upgrades however, due to the SPARK's poor Aim skill, they quickly fall off at longer ranges. SPARK Weapons can only be equipped by SPARK units, introduced in the Shen's Last Gift DLC. Sniper rifles will be able to shoot as long as the enemy is in a teammate LOS, but with an aim and critical chance penalty Sniper rifles require two actions to fire/overwatch. Although not unique to sniper rifles, firing sniper rifle beyond normal sight range with squad sight skill will be penalized base on distance. Sniper rifles can only be used by Sharpshooters. They do high damage but have smaller clips than assault rifles. Clip size 4.Ĭannons are the heavy weapons carried by Grenadiers. They gain double aim bonus at close range relative to assault rifles, but suffer aim penalties at longer range.
They are high damage, short range weapons. Shotguns can only be equipped by Rangers. They are generalist weapons, not excelling in any particular situation.
Rifles are the standard issue weapons for Rookies, Specialists and Psi operatives.