Shotgun
When the alien is already in your face, the shotgun doesn't need a second chance.
The Shotgun is a close-range primary firearm available to XCOM soldiers across the modern XCOM franchise, appearing in XCOM: Enemy Unknown, XCOM: Enemy Within, and XCOM 2. It occupies a distinct niche among the armory: a two-handed weapon that trades range for devastating point-blank damage, making it the go-to choice when the fight has already come to within arm's reach. In a franchise where most engagements are won at mid-to-long range with rifles and SMGs, the Shotgun represents the brutal fallback for corridors, base interiors, and the moments when an alien is already breathing down a soldier's neck. Its design philosophy is simple—maximum energy delivered in the shortest possible distance.
Quick Facts
- Range
- 1-2 tiles (XCOM: Enemy Unknown; Enemy Within); 1-3 tiles (XCOM 2)
- Hands
- Primary weapon (XCOM 2 allows equipping a secondary weapon such as a pistol or grenade launcher)
Lore & Background
XCOM's standard doctrine favours engagement at range. Rifles, shotguns aside, are the backbone of a squad's firepower because most alien encounters unfold in open corridors or across a tile grid where distance can be maintained. The Shotgun exists for the doctrine's failure state: the moment a Sectoid lunges from a doorway, a Muton rounds a corner, or a squad is pinned in a narrow alien-base hallway where there is simply no room to aim a rifle. In the fiction of the series, the Shotgun is a standard-issue military primary weapon, the kind of brutal, over-penetrating tool that a soldier grabs when the fight has collapsed to inches.
It is not a precision instrument; it is a volume-of-lead instrument. At one tile, the spread is irrelevant because the target fills the entire frame. In XCOM 2, the Shotgun is a primary weapon that does not prevent equipping a secondary weapon (e.g., pistol or grenade launcher), allowing soldiers to maintain versatility even at close quarters. In tight XCOM 2 base interiors and the cramped corridors of alien facilities, that combination of close-range lethality makes the Shotgun a specialist's tool rather than a generalist's default.
Reader's Guide
SPEC: Shotgun Class: Close-range firearm | Hands: One | Range: 1–2 tiles Damage: High at 1 tile, reduced at 2 tiles. No spread penalty at point blank. Obtained: Researched in the Weapons lab. In XCOM: EU it is an early-to-mid research slot; in XCOM 2 it is available through the standard weapons research track.
It is not an alien-tech exclusive—this is a human-made weapon. Tech tree position: Sits in the Weapons research column, generally before or alongside mid-tier rifle upgrades. It does not gate behind alien-tech salvage, making it accessible to squads that have not yet cracked an alien weapon blueprint. Class suitability: Best on soldiers who will operate in tight corridors, base interiors, or flanking positions where range is inherently short.
Pairs well with a one-handed secondary (pistol, SMG, or melee) in the off-hand. Less ideal on soldiers whose role is sustained mid-range suppression. Tactical niche: The Shotgun is a burst-damage tool. Use it on the tile where the encounter collapses to close quarters—doorways, narrow alien-base halls, the moment a Muton charges.
It is not a replacement for your rifle; it is the weapon you switch to when the rifle's range advantage no longer exists. In a squad loadout, one Shotgun-carrying soldier covers the close-range gap that every other weapon leaves open.
Did You Know?
- In XCOM: Enemy Unknown and XCOM: Enemy Within, the Shotgun has a range of 1-2 tiles, with a point-blank damage bonus at 1 tile; in XCOM 2, its range extends to 1-3 tiles.
- In tight alien-base corridors where multiple enemies can occupy adjacent tiles, a Shotgun's close-range burst makes it disproportionately effective compared to a rifle's single-target focus.
Frequently Asked Questions
What is the Shotgun's range and damage profile?
It is effective at 1–2 tiles, with maximum damage at point blank (1 tile) and a noticeable drop-off at the second tile. This makes it a pure close-quarters tool rather than a mid-range option.
Is the Shotgun one-handed or two-handed?
It is a one-handed weapon, so a soldier can still carry a sidearm in the other hand. That is a meaningful distinction in a game where two-handed rifles lock you out of a backup weapon entirely.
Which XCOM games feature the Shotgun?
It appears in XCOM: Enemy Unknown, XCOM: Enemy Within, and XCOM 2, consistently unlocked through the Weapons lab research tree. Its role and stat profile remain essentially the same across all three titles.
When should I actually use the Shotgun over a rifle?
It is the go-to choice for corridor fights, base-interior defense, and any moment when an alien has already closed to arm's reach. In the open-field, mid-to-long-range engagements that make up most XCOM combat, a rifle or SMG will almost always outperform it.
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