Frag Grenade
Frag Grenade has 3–4 damage, range 10, terrain damage 3–4, blast radius 3, and shreds 1. It destroys cover; the listed critical chance is 0, and no requirement is listed.
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43 source-linked references · 14 with game artwork
43 matching references · Undated entries keep reference order.
Frag Grenade has 3–4 damage, range 10, terrain damage 3–4, blast radius 3, and shreds 1. It destroys cover; the listed critical chance is 0, and no requirement is listed.
Plasma Grenade 1 has 5–6 damage, range 10, terrain damage 5–6, blast radius 3, and shreds 2. It destroys cover; Advanced Explosives (PG) is listed as a requirement.
Flashbang Grenade deals no damage or terrain damage and does not destroy cover. Its range is 12 and blast radius 8; it disorients Organic enemies, reducing Aim and Mobility and disabling some abilities.
Gas Grenade deals 3–4 damage, has range 10 and blast radius 5, and shreds 1. It does not destroy cover; it poisons Organic enemies, reducing Mobility and dealing damage over time, and creates a Poison Gas cloud.
Gas Bomb 1 deals 6–7 damage, has range 10 and blast radius 6, and shreds 2. It does not destroy cover; it poisons Organic enemies, reducing Mobility and dealing damage over time, and creates a Poison Gas cloud.
Incendiary Grenade deals 4–5 damage, has range 10 and blast radius 4, and shreds 1. It destroys cover over time and sets terrain and Organic enemies on fire, dealing damage over time and disabling some abilities.
Incendiary Bomb 1 deals 6–7 damage, has range 10 and blast radius 4, and shreds 2. It destroys cover over time and sets terrain and Organic enemies on fire, dealing damage over time and disabling some abilities.
Acid Grenade deals 3–4 damage, has range 10 and blast radius 3, and shreds 2. It does not destroy cover; it creates acid pools that damage enemies, destroy terrain, and deal damage over time.
Acid Bomb 1 deals 5–6 damage, has range 10 and blast radius 3, and shreds 4. It does not destroy cover; it creates acid pools that damage enemies, destroy terrain, and deal damage over time.
EMP Grenade deals 6 damage, has range 12 and blast radius 4, and does not shred or destroy cover. It only damages mechanical enemies and shields, and disorients or incapacitates mechanical enemies; Bluescreen Protocol (PG) is required.
EMP Bomb 1 deals 10 damage, has range 12 and blast radius 5, and does not shred or destroy cover. It only damages mechanical enemies and shields, and disorients or incapacitates mechanical enemies.
Nanoscale Vest provides +1 Health and lists Alien Materials as its requirement. No additional ability is listed.
Hazmat Vest provides +2 Health and immunity to Acid, Fire, and Poison. Experimental Armor (PG) is listed as its requirement.
Stasis Vest provides +2 Health. After a soldier receives a wound, it heals 2 HP per turn up to 8 HP per mission; it does not cure status effects. Experimental Armor (PG) is required.
Plated Vest provides +2 Health and +1 Armor. Experimental Armor (PG) is listed as its requirement.
Hellweave Vest provides +2 Health and a 100% chance to burn melee attackers. Chryssalid Autopsy is listed as its requirement.
Bluescreen Rounds add 5 damage against robotic enemies and disable shields. Bluescreen Protocol (PG) is required to unlock manufacturing.
Stats, effects & acquisitionA.P. Rounds negate 5 points of armor for the soldier using them. Experimental Ammo (PG) is listed as the requirement.
Tracer Rounds provide +10 Aim. Experimental Ammo (PG) is listed as the requirement.
Dragon Rounds add 1 damage and have a chance to inflict burning. Experimental Ammo (PG) is listed as the requirement.
Talon Rounds add 20% critical chance and +1 critical damage. Experimental Ammo (PG) is listed as the requirement.
Venom Rounds add 1 damage and have a chance to poison the target. Experimental Ammo (PG) is listed as the requirement.

The Assault Rifle is listed for Ranger and Specialist, with 3–5 damage, a four shot magazine, one modification slot, and no required project.

The Magnetic Rifle is listed for Ranger and Specialist. It deals 5–7 damage, holds four shots, has two modification slots, and requires Magnetic Weapons.

The Plasma Rifle is listed for Ranger and Specialist and deals 7–9 damage with two modification slots. The source gives no magazine or project details.

The Ranger Shotgun deals 4–6 damage, has a four shot magazine, a 10% critical chance, and one modification slot; no project is required.

The Ranger Shard Gun deals 6–8 damage, holds four shots, has a 15% critical chance and two modification slots, and requires Magnetic Weapons.

The Ranger Storm Gun deals 8–10 damage and has two modification slots. The source does not list a magazine size or required project.

The Sharpshooter Sniper Rifle deals 4–6 damage, holds three shots, has a 10% critical chance and one modification, and requires no project.

The Sharpshooter Gauss Rifle deals 6–8 damage, has a three shot magazine and a 10% critical chance, and requires Gauss Weapons.

The Sharpshooter Plasma Lance deals 8–10 damage, has a three shot magazine and a 10% critical chance. No required project is listed.

Predator Armor adds 4 health and one extra item slot, with no listed changes to armor, mobility, or dodge. It requires Plated Armor and is made instantly.

Warden Armor adds 6 health, 1 armor, and one extra item slot, with no listed mobility or dodge change. It requires Powered Armor and is made instantly.

The W.A.R. Suit adds 6 health and 2 armor, reduces mobility by 2, and provides one Heavy Weapons slot. It requires Powered Armor and takes five days to make.

The Pistol is listed as a Sharpshooter secondary weapon, deals 2–4 damage, and requires no project. The source gives no other tactical details.
The Sharpshooter Mag Pistol deals 3–4 damage and requires Magnetic Weapons. The source does not give magazine, modification, or other tactical details.
Based only on the supplied table excerpts. The UFOpaedia tables are labeled XCOM2; the Fextralife tables identify XCOM 2 without a specific edition or DLC scope. No patch or complete edition coverage is established. Some weapon and armor variants may be mixed or unlabeled in the supplied samples.
Counts describe the imported source tables. They do not establish complete coverage of every patch, DLC or upgrade variant. Multiple values remain labeled as listed values when the source does not identify their upgrade levels.
Read Flashbang Grenade for its stated disorientation effects and Acid Grenade for its acid pools and damage over time; the source lists different effects and requirements.
Flashbang Grenade Acid GrenadeCompare Bluescreen Rounds and A.P. Rounds by their listed robotic-target or armor effects; the source does not rank them for general use.
Bluescreen Rounds A.P. RoundsRead Mindshield for protection against negative mental effects and Mimic Beacon for its decoy function; the table lists an autopsy requirement for each.
Mindshield Mimic BeaconChoose a topic to see how it works, where it helps and what to consider.
Disorients organic enemies, reduces their Aim and Mobility, and disables some abilities; the equipment table lists an area radius of 8.
Understand this choiceListed with 5–6 damage, range 10, blast radius 3, two shreds, and the ability to destroy cover; its requirement is Advanced Explosives.
Understand this choiceCreates acid pools that damage enemies, destroy terrain, and deal damage over time; the table lists two shreds and a radius of 3.
Understand this choiceAdd 5 damage against robotic enemies and disable shields; Bluescreen Protocol is listed as the manufacturing unlock requirement.
Understand this choiceNegate 5 points of armor for the soldier using them; Experimental Ammo is the listed Proving Ground requirement.
Understand this choiceGrant +10 Aim; the equipment table lists Experimental Ammo as the requirement.
Understand this choiceProvide +20% critical chance and +1 critical damage; Experimental Ammo is the listed requirement.
Understand this choiceProtects against negative mental effects, including panic and mind control; the table lists Sectoid Autopsy as its requirement.
Understand this choiceConjures a holographic decoy soldier for enemies to shoot at; Faceless Autopsy is the listed requirement.
Understand this choiceIncreases Aim, with different bonuses listed for Basic, Advanced, and Superior tiers and parenthetical values after the GTS Project.
Understand this choiceThe passage says Kevlar armor has one utility slot, Predator armor grants a second, and EXO or Spider Suits return to one utility slot while granting a heavy weapon slot or special mobility abilities. It also says soldiers can carry only one armor-type utility item.
The source says each soldier can have only one PCS and that replacing it destroys the previous sim. The Perception tier values also include separate parenthetical figures after the GTS Project.
The table lists distinct grenade effects and requirements. Flashbangs disorient organic enemies and disable some abilities, while the accompanying text identifies Avatars and the Warlock as immune to flashbangs. EMP grenades are listed as damaging only mechanical enemies and shields.
A source-bounded reference to selected XCOM 2 grenades, ammunition, utility items, armor-slot rules, and Personal Combat Sims. Records describe stated effects and listed requirements; they do not establish comparative effectiveness, optimal choices, or a complete equipment catalog.
Explanations prepared with GPT-6 Luna and checked against the linked references. These are source-reviewed guides. They do not establish independently tested optimal builds or exact upgrade budgets. How coverage works.