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The Aliens weaponry is highly powerful, capable of killing soldiers very easily. More powerful than any weapons the aliens have to offer, limited only by the weapons high monetary and alien alloy cost. Going above and beyond plasma weapons, MAG weapons return to the tried and true method of ballistics. Being able to reliably hurt Androns and being a good step up in weapons tech.Īn imitation of alien plasma weapons, almost on par with the alien weaponry, highly effective. The first new weapons researched, these improve over the stock weapons considerably. Identical to standard ballistic weapons in terms of performance. Soviet weapons employed by Soviet soldiers and Arabic people. Reliable enough for the first month of the invasion, but will rapidly fall short in hurting newer aliens. Primitive, woefully ineffective, however it will have to be enough. These starting weapons are what the Xenonauts have to start off with, however as new technology is researched many if not most of these weapons will become obsolete. The rocket launcher is an indiscriminate weapon which can cause heavy damage to salvage if used inside UFOs and is almost useless at close quarters for fear of damaging the user or other friendlies (though judicious application of rockets can simply level a building as an alternative to storming it.)
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Similarly to the Machine Gun, it suffers from accuracy penalties if the soldier moves and shoots in the same turn.
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These can be used to take out groups of enemies, and stun aliens from afar. Rocket Launchers are versatile weapons capable of delivering various warheads to the battlefield. While it's best used with open fire arcs, the machine gun can be a surprisingly viable weapon at close quarters due to its withering hail of fire breaking through cover as an alternative to moving up to flank, but progress will be painfully slow due to the need to preserve many TUs to shoot with. As a heavy weapon the machine gun requires high strength as well as accuracy to take accurate shots. Someone using the machine gun can only take burst shots. However, that comes with a cost, with a high TU cost and heavy accuracy penalties if the soldier moves and shoots in the same turn, not counting the sheer weight possibly limiting armor usage. Shooting 10 bullets at a time, the main purpose of the Machine gun is suppression fire. Machine guns are bulky, but effective killing machines. Soldiers using this weapon cannot take burst shots. They have heavy penalties to reaction fire, making the user very vulnerable to being charged in close quarters combat. High accuracy and long range allow soldiers using this weapon to reliably take out aliens from afar. Precision rifles excel at long-range combat. This combination makes them perfect in close quarters but lack the ability to contribute meaningfully at range. A soldier using a shotgun can only take snap and normal shots. Each shot fires three smaller rounds that deal slightly less damage than an assault rifle shot.
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Shotguns are lighter than assault rifles and require fewer TU to shoot. They give a bonus to reaction fire and can deal high damage, but have poor range and accuracy. Shotguns are excellent close-range weapons. Although they do not excel at any one role, a Xenonaut equipped with a rifle is useful in every situation. They have moderate range, accuracy, weight, and can use burst-fire. Rifles are the most versatile weapon for the Xenonauts. Their light weight also makes them viable to be carried as a side-arm for specialists such as rocket launcher or precision rifle users to give them an option to fight at close quarters. Pistols' unique advantage is that they only need one hand to use, allowing a soldier to wield a shield or use a grenade without a TU penalty. Pistols are light weight, give a high bonus to reaction fire and deal as much damage as assault rifles, but have low range and accuracy.