Weapons

Assault Rifles
The Assault Rifle is a medium ranged weapon that does average base damage across all of it's upgrades, modular additions non-withstanding. RPGO doesn't add any additional features to the base game weapon, so equipping an Assault Rifle doesn't give a soldier any additional buffs or de-buffs.


 * Conventional Assault Rifles do 3-5 base damage
 * Magnetic Rifles do 5-7 base damage
 * Plasma Rifles do 7-9 base damage

Shotgun
The Shotgun is a close ranged weapon, doing large base damage when close to enemy units, but falling off as your soldier gets further away. Base damage is also reduced by cover, meaning that the damage value can get as low as 1. They are very accurate, however, especially at close range.


 * Conventional Shotguns do 4-6 base damage.
 * When "Point Blank" (directly next to) an enemy, it does 7-9 base damage.
 * Mag Shotguns (Shard Gun) do 6-8 base damage
 * When "Point Blank" to an enemy, it does 9-11 base damage
 * Plasma Shotguns (Storm Gun) do 8-10 base damage
 * When "Point Blank" to an enemy, it does 11-13 base damage

Cannon
The Cannon is a mid-ranged weapon that does more base damage then the Assault Rifle and has more ammo (5). Soldiers equipped with the cannon are capped to 80 aim and 16 movement, which can be increased to 90 and 20 respectively when the EXO suit is equipped. The Cannon also gives it's wielder 2 intrinsic abilities.


 * 1) Full Autofire - This fires a long burst at a target that does +1 damage for each ammo that's left in the clip. It's less accurate against enemies that are in cover, it consumes the entire clip and destroys cover, but it can't be dodged. Activating this ability requires both action points, and at least 3 ammo in the clip.
 * 2) Suppression - Like in vanilla, this causes reduces the target's aim by 30, grants a reaction shot when the target moves, and prevents overwatch. Costs 2 ammo, plus one more for the reaction shot


 * Conventional Cannon's do 6-8
 * Mag Cannon's do 8-10
 * Plasma Cannon's do 10-12

Sniper Rifle
The Sniper Rifle is a long ranged weapon that's focused on taking out enemies from great distances. When equipped, it gives it's wielder a single intrinsic ability:


 * Squadsight - You can target enemies within squadmates' sight, provided there is line of sight to the target.

Unlike vanilla XCOM 2, the Sniper Rifle can be fired after a single movement action. However, Squadsight is lost upon moving. At closer range and lower elevations, the Sniper Rifle loses aim chance - however, a perk from the Assassin specialization(?) allows the Sniper Rifle to be fired in closer ranges without the penalties.


 * Conventional Snipers do 4-6
 * Gauss Rifles do 6-8
 * Plasma Lances do 8-10

Vektor Rifle
The Vektor Rifle is a long ranged weapon that is more flexible than Sniper Rifles, in exchange for damage. High critical damage and excellent range tables make for great longer range flankers. Vektor Rifle critical hit damage scales with tier.

Vektor Rifles also have an in-built suppressor that functions like the Reaper's Shadow Cloak, with a percent chance to reveal each shot you take, if you are concealed.


 * Vektor Rifles do 3-4
 * Temnotic Rifles do 5-6


 * Shadowlances do 7-8

Bullpups
The Bullpup Rifles are short ranged, low damage, lightweight rifle that takes no penalties for Overwatch shots.


 * Bullpup Design- Overwatch Shots do not suffer from the standard Overwatch Penalty, and can critically hit

While Bullpups are very effective Overwatch builds, their low base damage and critical hit damage can hamper effective shots


 * Kal-7 Bullpups do 3-4
 * Kal-15 Bullpups do 5-6
 * Kal-90 Bullpups do 6-7 (Bad base XCOM scaling)

Swords
Swords are bad weapons by base that use the sword specs to become the most damaging weapons in the game. BS abilities include: Cutthroat, Bladestorm, Kenjutsu, and anything that allows stacking of crit chance/crit damage.


 * Base Swords do 3-5
 * Arc Blades do 5-7
 * Fusion Blades do 7-9

Pistols
Pistols are like budget shotguns. They have more range and better damage at range, as well as a bigger clip. This is offset by the much lower (usually 2-3 lower) damage output, and lower crit damage output.


 * Pistols have low base damage, but it increases with both decent proximity to a target, and again if you are within a couple tiles of said target
 * Conventional Pistols do 2-3
 * Mag Pistols do 3-4?
 * Plasma Pistols do 4-5?

Chemthrowers: Immolators and Xenolators
Have you ever been jealous of enemy Purifiers setting stuff on fire? Have you wanted to burn down the entire map yourself? Do you want to see the funniest overwatches that turn your friends into toast. Look no further! Immolators are your short ranged tool that allows you to set everything on fire that you can reach


 * Base Chemthrowers do 1-4
 * Mag Chemthrowers do 2-5
 * Beam Chemthrowers do 3-6

Xenolators are like Chemthrowers, but they are only dropped from enemy Purifiers as loot. They have an additional ability called Arc Cutter that does more damage to robotic units


 * The Arc Cutter does 3-6 damage by base, and deals double damage to robotic units. It has a 3 turn cooldown, and is almost always guaranteed to hit.
 * Better Xenolators increase the damage to x-x

Xenolators also have two alternate primary fire options at mag and beam levels.


 * Wide Burst - Fires a wider but shorter burst of flames - useful for making a wall of flames to hold enemies back
 * Directed Jet - Fires a long, straight line of flames that does extra damage over time

Superior Xenolators can also be made in the Proving Ground.

Chemthrowers: Cyrolators
Basically, you got jealous of the Cyro Priests instead of the Purifiers. This weapon fires a freezing cold burst that deals the same damage as the Immolator. Like the Immolator, it can be used in Overwatch - sometimes to hilarious effect - but it won't freeze anything caught in the blast that isn't the target of the Overwatch.

You receive a free Cyrolator upon completion of the Bitterfrost Protocol project in the Proving Ground, and are upgraded with Cannon schematics. Additional Cyrolators can be built in the Proving Ground.

Chemthrowers: Corrolator and Toxilator
The Corrolator and Toxilator are special variants of the Xenolator that use acid and poison respectively. Unlike the Xenolator, these two weapons aren't upgradable, and only appear at beam teir. They are obtained by killing Bio Mec Troopers, or though the Proving Ground


 * The Corrolator does 1-4 damage
 * the Toxilator does 3-6 damage

Chemthrowers: Credits

 * The Immolator and Cyrolator were created by Mitzruti
 * The Xenolator, Corrolator and Toxilator were created by RustyDios