One way to upgrade your agents in XCOM Chimera Squad is via the assembly. Here you can invest time and resources into improving their equipment, improving field team ranks, and tons more. It can be daunting to know what to start off with first, so we've prepared a table with all the available research.
XCOM Chimera Squad weapons guide
Our XCOM Chimera Squad weapons guide will go over all the upgraded weapons and armour available to make in the assembly and the requirements you need to achieve to research them. You'll also learn about epic weapons, where to find them, and which agents are the best ones to equip each one to.
Creating new items for your squad to keep up with the new enemies that will appear during the campaign is vital for their survival. You'll primarily use Elerium to invest in new tech, which can be found by using the Spec Ops, or completing certain missions or situations on the city map. You do not need to assign an agent for the assembly project to be completed initially, but it may be that there is a requirement for more advanced tech.
While your available upgrades are few initially, you'll unlock tons more as you progress through the campaign or unlock assembly upgrades. To that end, we've created this table that includes all of the research your squad can unlock that we know of so far. It includes the costs, what it unlocks, and all the requirements needed to research the project.
|Android Personnel||Grants one Android Tactical Unit Android units (Supply)||1 day||0||N/A|
|Modular Androids||Agents can equip Android Mods Ballistic Foam Lining (Supply) Polymer Sheathing (Supply) Servoharness Mk.I (Supply)||3 days||0||Android Personnel|
|Enhanced Android Processing||Lidar Mk I (Supply) Quadcore CPU (Supply) Tactical ASIC Mk I (Supply)||2 days||0||Modular Androids|
|Perfected Android Mechanics||Impact Gel Lining (Supply) Titanium Sheathing (Supply) Servoharness Mk II (Supply)||4 days||0||Enhanced Android Processing|
|Perfected Android Processing||Lidar Mk II (Supply) Octacore CPU (Supply) Tactical ASIC Mk II (Supply)||4 days||0||Enhanced Android Processing|
|Modular Weapons||Agents can equip Weapon Mods Expanded Magazine (Supply) Stock (Supply) Auto-Loader (Supply)||2 days||25||Android Personnel|
|Modular Armor||Agents can equip Armor Mods Infiltrator Weave (Supply) Extra Padding (Supply) Mach Weave (Supply)||2 days||25||Android Personnel|
|Weapon Optics||Laser Sight (Supply) Scope (Supply)||3 days||0||Modular Weapons|
|Enhanced Assault Rifles||Enhanced AR (Supply)||6 days||55||Modular Weapons|
|Mastercrafted Assault Rifles||Mastercrafted AR (Supply)||12 days||90||Enhanced Assault Rifles|
|Enhanced Submachine Guns||Enhanced SMG (Supply)||6 days||55||Modular Weapons|
|Mastercrafted Submachine Guns||Mastercrafted SMG (Supply)||12 days||100||Enhanced Submachine Guns|
|Enhanced Shotguns||Enhanced Shotgun (Supply)||6 days||55||Modular Weapons|
|Mastercrafted Shotguns||Mastercrafted Shotgun (Supply)||12 days||90||Enhanced Shotguns|
|Enhanced Pistols||Enhanced Pistol (Supply)||6 days||55||Modular Weapons|
|Mastercrafted Pistols||Mastercrafted Pistol (Supply)||12 days||90||Enhanced Pistols|
|Enhanced Armor||Enhanced Armor Upgrade (Supply)||8 days||70||Modular Armor|
|Breach Explosives||Cease Fire Bomb (Supply) Smoke Bomb (Supply) Flash Bomb (Supply)||4 days||0||Modular Armor|
|Breach Tactical Equipment||Medipatch (Supply) Holo Scanner (Supply) Target Analyzer (Supply)||4 days||0||Modular Armor|
|Mastercrafted Armor||Mastercrafted Armor Upgrade (Supply)||15 days||125||Enhanced Armor|
|Improved Medikits||Upgrade all Medikits to Nanomedikits||2 days||0||Enhanced Armor|
|Improved Field Teams||Field Teams can be upgraded to Rank 2.||3 days||25||Recruit 1 field team. Android Personnel|
|Expert Field Teams||Field Teams can be upgraded to Rank 3.||6 days||45||Improved Field Teams|
|Improved Assembly||Allows two agents to be assigned to Assembly duty.||5 days||40||Expert Field Teams Build a rank three Technology Field Team.|
|Improved Training||Allows two agents to be assigned to Training duty.||5 days||30||Expert Field Teams Build a rank three Finance Field Team.|
|Improved Spec Ops||Allows two agents to be assigned to Spec Ops duty.||5 days||30||Expert Field Teams Build a rank three Security Field Team.|
|Gray Phoenix Equipment||Overdrive Serum (Supply) Hellweave (Supply) Regen Weave (Supply)||6 days||0||Complete Gray Phoenix investigation|
|Gray Phoenix Poison Gear||Gas Grenade (Supply) Venom Rounds (Supply)||5 days||0||Complete Gray Phoenix investigation|
|Progeny Equipment||Talon Rounds (Supply) Relocation Disc (Supply) Mindshield (Supply)||6 days||0||Complete Progeny Investigation|
|Progeny Psi Grenades||Turncoat Grenade (Supply) Lift Grenade (Supply)||5 days||0||Complete Progeny Investigation|
|Sacred Coil Equipment||Bubble Grenade (Supply) Bubble Weave (Supply) Kinetic Screen (Supply)||6 days||0||Complete Sacred Coil Investigation|
|Sacred Coil Fire Gear||Incendiary Grenade (Supply) Dragon Rounds (Supply)||5 days||0||Complete Sacred Coil Investigation|
Aside from the research weapons and other gear you can get, you'll occasionally find epic weapons. These are rewards found for completing missions or items available to buy in the Scavenger Market with Intel. All these weapons stats scale up as you research better gun classes, so equip and keep them on your squad.
Every epic weapon has an ability which seems tailor made to certain agents. We'll be listing all of the epic weapons in a list below, before giving recommendations as to which agent you should equip these weapons to.
|Weapon||Type||Base clip size||Base damage||Weapon ability|
|Crucial Symmetry||SMG||4||3-5||Chain Shot Take a shot with an aim penalty of -15. If you hit the target, take another shot on the target automatically. Three turn cooldown.|
|Surly Constant||SMG||4||3-5||Hail of Bullets Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammo. Three turn cooldown.|
|Callow Ember||Shotgun||3||4-6||Rapid Fire Fire twice in a row at an enemy. Each shot suffers an aim penalty of -15. One use per mission.|
|Lonely Herald||Shotgun||3||4-6||Run and Gun Take an action after dashing. Three turn cooldown.|
|Endless Brevity||Pistol||5||3-4||Fan Fire Fire the pistol three times at the same target. One use per mission.|
|Artful Fathom||Pistol||5||3-4||Lightning Hands Fire your pistol at a target as a free action. Three turn cooldown.|
|Impetuous Spire||AR||4||3-5||Banish Fire at a target until you run out of ammo or it dies. One use per mission.|
|Fortunate Blossom||AR||4||3-5||Serial When used, for every kill made with your AR, your actions are refunded. One use per mission.|
Best agents to equip epic weapons
- Crucial Symmetry: Terminal or Shelter
- Surly Constant: Terminal or Shelter
- Callow Ember: Axiom or Claymore
- Lonely Herald: Godmother or Axiom
- Endless Brevity: Blueblood or Cherub
- Artful Fathom: Blueblood (Preferred option)
- Impetuous Spire: Verge
- Fortunate Blossom: Verge or Patchwork
Thanks for reading our XCOM Chimera Squad weapons guide. Now you know more about how to kit your troops with the best stuff. Do check out the rest of our guides below, which includes details on agent builds, as well as other key info.
- XCOM Chimera Squad guide: Our main guide with tips and tricks for XCOM Chimera Squad.
- XCOM Chimera Squad characters: Learn about all 11 agents and the best builds for each one.
- XCOM Chimera Squad training: Teach all your recruits abilities in the training facility.
- XCOM Chimera Squad spec ops: How to unlock all the spec ops options.
- XCOM Chimera Squad console commands: How to unlock console commands for modding or cheating.
- XCOM Chimera Squad field team: How to unlock field team abilities to manage unrest and anarchy levels.