XCOM: Chimera Squad – Epic Weapons List

Epic Weapon List

They use the current statistics of their weapon type (such as +1 damage from enhanced weapons) and allow the use of weapon mods as normal. There are two Epic Weapons for Pistols, Rifles, Shotguns, and SMGs.

You can gain Epic Weapons through the Scavenger or as mission rewards. The Scavenger allows you to see exactly what weapon you are buying, while missions only tell you what weapon type it is.

This is my first guide, so formatting is pretty basic, since I want to get this out A.S.A.P. for people to use.

Pistol – Artful Fathom

Ability: Lightning Hands

  • Free Action
  • 3 Turn Cooldown

Fire your pistol at a target. This attack does not cost an action. Lightning hands has a 3 turn cooldown.

Notes: As you might expect, this does not end your turn even though it does not explicitly state it.

Pistol – Endless Brevity

Ability: Fan Fire

  • One Action
  • Single Use

Fire the pistol three times at the same target. Fan Fire can only be activated once per mission.

Notes: Uses only 1 ammo. Might be changed in a patch.

Rifle – Fortune Blossom

Ability: Serial

  • Free Action
  • Single Use

A powerful chained shot ability. For every kill made with your assault rifle your actions will be refunded. Serial can only be activated once per mission.

Notes: This is a turn long buff, not an attack. This means you can use this with Reflex Grip weapon mod (“Standard shot does not end turn”) to keep shooting with this buff after a miss. This only refunds the action(s) taken for the attack, not any other taken actions.

Rifle – Impetuous Spire

Ability: Banish

  • One Action
  • Single Use

Fire at a target until you run out of ammo or it dies. Banish can only be activated once per mission.

Notes: Nothing, the description has everything you need to know.

Shotgun – Callow Ember

Ability: Rapid Fire

  • One Action
  • Single Use

Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Rapid Fire can only be activated once per mission.

Notes: Yes, you do need ammo for both shots.

Shotgun – Lonely Herald

Ability: Run And Gun

  • One Action
  • 3 Turn Cooldown

Take an action after dashing. Run And Gun has a 3 turn cooldown.

Notes: I was wondering where this ability had gone… Lets you use any action, but you cannot move. This means you can run and grenade, shoot, ventilate, etc.; however, you cannot move, even if the action you take normally grants movement, such as subdue (you can only subdue if you’re already in range, at which point you never needed to use this ability).

SMG – Crucial Symmetry

Ability: Chain Shot

  • One Action
  • 3 Turn Cooldown

Take a shot with an Aim penalty of -15. If you hit the target, you take a shot on the target automatically. Chain Shot have a 3 turn cooldown.

Notes: I am too early in the game, I don’t have targets with enough HP to see if this adds more than 1 extra hit.

SMG – Surly Constant

Ability: Hail of Bullets

  • One Action
  • 3 Turn Cooldown

Unleashes a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition. Hail of Bullets has a 3 turn cooldown.

Notes: Uses 3 ammo and cannot be used without enough. There are no other benefits besides 100% accuracy.

1 thought on “XCOM: Chimera Squad – Epic Weapons List”

  1. Hi,
    Many thanks, this helps a lot (not too much info yet on the web).
    Do you know if is it possible to use shotgun’s Run and gun to move and fire twice using Reflex Grip?

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