Soldier Equipment: Difference between revisions

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[[File:Loadout screen.png|thumb|400px|Xenonaut loadout]]
[[File:Loadout screen.png|thumb|400px|Soldier loadout]]
Each soldier can carry an armor, primary weapon, secondary weapon, and whatever pieces of loadout will fit in the 5x5 Tactical Vest grid.
Each soldier can carry an armor, primary weapon, secondary weapon, and whatever pieces of loadout will fit in the 5x5 Tactical Vest grid.


During missions stunned enemies may be carried in the soldier's inventory. Stunned enemies take 3x4 squares of inventory space.
During missions stunned enemies may be carried in the soldier's inventory. Stunned enemies take 3x4 squares of inventory space.


Once the Buzzard Jetpack engineering project has been completed xenonauts can be equipped with a jetpack at the cost of 5 Carry Weight.
Once the Buzzard Jetpack engineering project has been completed soldiers can be equipped with a jetpack at the cost of 5 Carry Weight.


== Armor ==
== Armor ==
Armor provides Armor HP. Armor HP absorbs incoming damage before it is applied to the xenonaut's HP. Certain weapons ignore Armor however. If a xenonaut dies its armor may or may not be lost depending on campaign settings.
Armor provides Armor HP. Armor HP absorbs incoming damage before it is applied to the soldier's HP. Certain weapons ignore Armor however. If a soldier dies its armor may or may not be lost depending on campaign settings.
{| class="wikitable"
{| class="wikitable"
! Armor
! Armor
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! Weight
! Weight
! Accuracy
! Accuracy
! Immunity to gas damage
! Production cost
! Production cost
! Requires research
|-
|-
| '''Tactical Suit'''
| '''Tactical Suit'''
Line 21: Line 23:
| 0
| 0
| 0
| 0
| <span style="color:red;">'''No'''</span>
| Free
| Free
| <span style="color:green;">'''No'''</span>
|-
|-
| '''Defender Armor'''
| '''Defender Armor'''
Line 28: Line 32:
| 20
| 20
|| -5
|| -5
| <span style="color:red;">'''No'''</span>
| $10,000
| $10,000
| <span style="color:green;">'''No'''</span>
|-
|-
| '''Warden Armor'''
| '''Warden Armor'''
Line 35: Line 41:
| 12
| 12
| -3
| -3
| <span style="color:red;">'''No'''</span>
| $25,000<br>4 Alien Alloys
| $25,000<br>4 Alien Alloys
| <span style="color:red;">'''Yes'''</span>
|-
|-
| '''Guardian Armor'''
| '''Guardian Armor'''
Line 42: Line 50:
| 20
| 20
| -5
| -5
| <span style="color:red;">'''No'''</span>
| $50,000<br>12 Alien Alloys
| $50,000<br>12 Alien Alloys
| <span style="color:red;">'''Yes'''</span>
|-
|-
| '''Stalker Armor'''
| '''Stalker Armor'''
Line 49: Line 59:
| 0
| 0
| 0
| 0
| <span style="color:green;">'''Yes'''</span>
| $75,000<br>15 Alien Alloys<br>6 Alenium
| $75,000<br>15 Alien Alloys<br>6 Alenium
| <span style="color:red;">'''Yes'''</span>
|-
| '''Exosuit Armor'''
| 35
| 15
| 12
| -3
| <span style="color:green;">'''Yes'''</span>
| $100,000<br>15 Alien Alloys<br>8 Alenium
| <span style="color:red;">'''Yes'''</span>
|}
|}
Stalker Armor also makes its wearer immune to gas damage.


== Weapons ==
== Weapons ==
Weapons can be equipped in the Primary slot. Size 6 weapons can be equipped in the Secondary slot as well.
Weapons can be equipped in the Primary slot. Size 6 weapons can be equipped in the Secondary slot as well. The damage of the H.E.V.Y. Launcher can be increased by researching more powerful explosives.
{| class="wikitable"
{| class="wikitable"
! Weapon
! Weapon
Line 409: Line 429:


=== Combat platform weapons ===
=== Combat platform weapons ===
The following weapons can only be used by combat platforms.
The following weapons can only be used by combat platforms. They do not penetrate armor.
{| class="wikitable"
{| class="wikitable"
! Weapon
! Weapon
! Damage
! Damage
! Penetration (armor)
! Destruction (armor per hit)
! Destruction (armor per hit)
! Range (tiles)
! Range (tiles)
Line 419: Line 438:
! Capacity (shots)
! Capacity (shots)
! Fire Modes
! Fire Modes
! Tipe
! Type
! Required research
|-
|-
| [[File:Vehicle cannon ballistic.png|90px]] Cannon
| [[File:Vehicle cannon ballistic.png|90px]] Cannon
| 70 Kinetic
| 70 Kinetic
| 0
| -10
| -10
| 30
| 30
Line 430: Line 449:
| Normal Shot (100% Acc, 44% TU)<br>Aimed Shot (130% Acc, 54% TU)
| Normal Shot (100% Acc, 44% TU)<br>Aimed Shot (130% Acc, 54% TU)
| Primary
| Primary
|
|-
|-
| [[File:Vehicle rocket standard.png|90px]] Rocket Launcher Turret
| [[File:Vehicle rocket standard.png|90px]] Rocket Launcher Turret
| 36 Kinetic
| 36 Kinetic
| 0
| -10
| -10
| 25
| 25
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| Normal Shot (120% Acc, 50% TU)<br>Salvo Fire X3 (120% Acc, 60% TU)
| Normal Shot (120% Acc, 50% TU)<br>Salvo Fire X3 (120% Acc, 60% TU)
| Primary
| Primary
|
|-
|-
| [[File:Vehicle smg ballistic.png|90px]] Ballistic Autorifle
| [[File:Vehicle smg ballistic.png|90px]] Ballistic Autorifle
| 34 Kinetic
| 34 Kinetic
| 0
| -2
| -2
| 20
| 20
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| Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU)
| Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU)
| Secondary
| Secondary
|
|-
|-
| [[File:Vehicle smokelauncher.png|90px]] Smoke Launcher
| [[File:Vehicle smokelauncher.png|90px]] Smoke Launcher
| None
| None
| 100
| 0
| 0
| 12
| 12
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| Normal Shot (45% Acc, 20% TU)<br>Aimed Shot (80% Acc, 28% TU)
| Normal Shot (45% Acc, 20% TU)<br>Aimed Shot (80% Acc, 28% TU)
| Secondary
| Secondary
|
|-
|-
| [[File:Vehicle cannon laser.png|90px]] Laser Cannon
| [[File:Vehicle cannon laser.png|90px]] Laser Cannon
| 95 Thermal
| 95 Thermal
| 0
| -10
| -10
| 30
| 30
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| Normal Shot (100% Acc, 44% TU)<br>Aimed Shot (130% Acc, 54% TU)
| Normal Shot (100% Acc, 44% TU)<br>Aimed Shot (130% Acc, 54% TU)
| Primary
| Primary
| Heavy Lasers
|-
|-
| [[File:Vehicle smg laser.png|90px]] Laser Autorifle
| [[File:Vehicle smg laser.png|90px]] Laser Autorifle
| 40 Thermal
| 40 Thermal
| 0
| -8
| -8
| 20
| 20
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| Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU)
| Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU)
| Secondary
| Secondary
| Heavy Lasers
|-
|-
| [[File:Vehicle rocket alenium.png|90px]] Alenium Rocket Turret
| [[File:Vehicle rocket alenium.png|90px]] Alenium Rocket Turret
| 52 Thermal
| 52 Thermal
| 0
| -15
| -15
| 25
| 25
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| Normal Shot (120% Acc, 50% TU)<br>Salvo Fire X3 (120% Acc, 60% TU)
| Normal Shot (120% Acc, 50% TU)<br>Salvo Fire X3 (120% Acc, 60% TU)
| Primary
| Primary
| Alenium Explosives
|-
|-
| [[File:Vehicle cannon gauss.png|90px]] Gauss Cannon
| [[File:Vehicle cannon gauss.png|90px]] Gauss Cannon
| 120 Kinetic
| 120 Kinetic
| 0
| -10
| -10
| 30
| 30
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| Normal Shot (100% Acc, 44% TU)<br>Aimed Shot (130% Acc, 54% TU)
| Normal Shot (100% Acc, 44% TU)<br>Aimed Shot (130% Acc, 54% TU)
| Primary
| Primary
| Heavy Gauss Weaponry
|-
|-
| [[File:Vehicle smg gauss.png|90px]] Gauss Autorifle
| [[File:Vehicle smg gauss.png|90px]] Gauss Autorifle
| 60 kinetic
| 60 kinetic
| 10
| -4
| -4
| 20
| 20
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| Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU)
| Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 36% TU)<br>Aimed Shot (120% Acc, 48% TU)<br>Burst Shot X3 (40% Acc, 50% TU)
| Secondary
| Secondary
| Heavy Gauss Weaponry
|-
| [[File:Vehicle rocket plasma.png|90px]] Plasma Rocket Turret
| 80 Thermal
| -20
| 25
| 1%
| 6
| Normal Shot (120% Acc, 50% TU)<br>Salvo Fire X3 (120% Acc, 60% TU)
| Primary
| Fusion Rockets
|}
|}


== Equipment ==
== Equipment ==
Each equipment adds a one-use ability to the xenonaut:
Each equipment adds a one-use ability to the soldier:
{| class="wikitable"
{| class="wikitable"
! Equipment
! Equipment
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! Weight
! Weight
! Size
! Size
! Effects
|-
|-
| [[File:Charge c4.png|40px]] C4 Charge
| [[File:Charge c4.png|40px]] C4 Charge
Line 524: Line 555:
| 15
| 15
| 6
| 6
| Can be placed and detonated remotely for 10 TU
|-
|-
| [[File:Medipack.png|40px]] Medikit
| [[File:Medipack.png|40px]] Medikit
Line 529: Line 561:
| 15
| 15
| 6
| 6
| Heals Bleeding Wounds
|-
| [[File:Ammo grenade smoke.png|40px]] Hevy Smoke Rounds
| 24/34
| 8
| 2
| Alternative ammo for H.E.V.Y. Launcher weapon
|}
|}


=== Grenades ===
=== Grenades ===
Grenades are thrown in an area at the cost of 51% TU. The distance where they can be thrown depends on the xenonaut's Strength.
Grenades are thrown in an area at the cost of 51% TU. The distance where they can be thrown depends on the soldier's Strength. All grenades have a weight of 6. All grenades have a size of 1 except charges which have a size of 4.
{| class="wikitable"
{| class="wikitable"
! colspan=4 | Tier 1
! colspan=4 | Tier 2
! colspan=4 | Tier 3
|-
! Grenade
! Damage
! width=1% | Destruction (armor)
! width=1% | Blast Radius (tiles)
! Grenade
! Grenade
! Damage
! Damage
! Destruction (armor)
! width=1% | Destruction (armor)
! Blast Radius (tiles)
! width=1% | Blast Radius (tiles)
! Weight
! Grenade
! Size
! Damage
! width=1% | Destruction (armor)
! width=1% | Blast Radius (tiles)
|-
|-
| [[File:Grenade demolition.png|25px]] Demolition Charge
| [[File:Grenade smoke.png|25px]] Smoke Grenade
| 25 Thermal
| 1 Stun
| -12
| 0
| 1.5
| 2.5
| 6
| colspan=8 |  
| 4
|-
|-
| [[File:Grenade flashbang.png|25px]] Flashbang Grenade
| [[File:Grenade flashbang.png|25px]] Flashbang Grenade
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| 0
| 0
| 2.5
| 2.5
| 6
| [[File:Grenade electroshock.png|25px]] Electroshock Grenade
| 1
| 70 Stun<br>50 Emp
| 0
| 2.5
| colspan=4 |
|-
|-
| [[File:Grenade frag.png|25px]] Fragmentation Grenade
| [[File:Grenade frag.png|25px]] Fragmentation Grenade
Line 559: Line 610:
| -2
| -2
| 2.5
| 2.5
| 6
| [[File:Grenade alenium.png|25px]] Alenium Grenade
| 1
| 50 Kinetic
|-
| -3
| [[File:Grenade smoke.png|25px]] Smoke Grenade
| 2.5
| 1 Stun
| [[File:Grenade plasma.png|25px]] Plasma Grenade
| 0
| 75 Thermal
| -5
| 2.5
| 2.5
| 6
| 1
|-
|-
| [[File:Grenade demolition.png|25px]] Demolition Charge
| 25 Thermal
| -12
| 1.5
| [[File:Grenade demolition tier2.png|25px]] Alenium Charge
| [[File:Grenade demolition tier2.png|25px]] Alenium Charge
| 32 Thermal
| 32 Thermal
| -20
| -20
| 1.5
| 1.5
| 6
| [[File:Grenade demolition tier3.png|25px]] FusionCharge
| 4
| 40 Thermal
|-
| -28
| [[File:Grenade alenium.png|25px]] Alenium Grenade
| 1.5
| 50 Kinetic
| -3
| 2.5
| 6
| 1
|-
| [[File:Grenade electroshock.png|25px]] Electroshock Grenade
| 70 Stun<br>50 Emp
| 0
| 2.5
| 6
| 1
|}
|}


== Modules ==
== Modules ==
Modules add various stat bonuses to the xenonaut. They can be upgraded via engineering projects and are always unlimited. All modules have a size of 2x2 and a weight of 12. A xenonaut can only have one of each modules.
Modules add various stat bonuses to the soldier. They can be upgraded via engineering projects and are always unlimited. All modules have a size of 2x2 and a weight of 12. A soldier can only have one of each modules.
{| class="wikitable"
{| class="wikitable"
! colspan=2 | Tier 1
! colspan=2 | Tier 1
! colspan=2 | Tier 2
! colspan=2 | Tier 2
! colspan=2 | Tier 3
|-
|-
! Module
! Bonus
! Module
! Module
! Bonus
! Bonus
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| [[File:Module insert tier2.png|25px]] Alloy Plates
| [[File:Module insert tier2.png|25px]] Alloy Plates
| +5 Armor
| +5 Armor
| [[File:Module insert tier3.png|25px]] Reinforced Plates
| +8 Armor
|-
|-
| [[File:Module accuracy tier1.png|25px]] Tactical Module
| [[File:Module accuracy tier1.png|25px]] Tactical Module

Latest revision as of 11:04, 1 July 2023

Soldier loadout

Each soldier can carry an armor, primary weapon, secondary weapon, and whatever pieces of loadout will fit in the 5x5 Tactical Vest grid.

During missions stunned enemies may be carried in the soldier's inventory. Stunned enemies take 3x4 squares of inventory space.

Once the Buzzard Jetpack engineering project has been completed soldiers can be equipped with a jetpack at the cost of 5 Carry Weight.

Armor

Armor provides Armor HP. Armor HP absorbs incoming damage before it is applied to the soldier's HP. Certain weapons ignore Armor however. If a soldier dies its armor may or may not be lost depending on campaign settings.

Armor Armor HP Hardness Weight Accuracy Immunity to gas damage Production cost Requires research
Tactical Suit 0 0 0 0 No Free No
Defender Armor 12 0 20 -5 No $10,000 No
Warden Armor 20 5 12 -3 No $25,000
4 Alien Alloys
Yes
Guardian Armor 30 10 20 -5 No $50,000
12 Alien Alloys
Yes
Stalker Armor 18 12 0 0 Yes $75,000
15 Alien Alloys
6 Alenium
Yes
Exosuit Armor 35 15 12 -3 Yes $100,000
15 Alien Alloys
8 Alenium
Yes

Weapons

Weapons can be equipped in the Primary slot. Size 6 weapons can be equipped in the Secondary slot as well. The damage of the H.E.V.Y. Launcher can be increased by researching more powerful explosives.

Weapon Damage Penetration (armor) Destruction (armor per hit) Range (tiles) Hit Bonus (per tile) Capacity (shots) Weight Fire Modes Size Ammo Size Production cost
Melee knife.png Combat knife 26 Kinetic 0 -2 1 +100% 0 10 Melee (90% Acc, 25% TU) 6 N/A Free
Ballistic pistol.png Ballistic Pistol 28 Kinetic 0 -2 12 2.25% 15 8 Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
6 1 Free
Ballistic rifle.png Ballistic Rifle 34 Kinetic 0 -2 20 1.5% 20 20 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
12 1 Free
Ballistic shotgun.png Ballistic Shotgun 3x28 Kinetic 0 -2 10 6.25% 8 20 Snap Shot (40% Acc, 28% TU)
Normal Shot (74% Acc, 40% TU)
12 1 Free
Ballistic sniper.png Ballistic Sniper Rifle 40 Kinetic 10 -2 30 0% 5 20 Aimed Shot (80% Acc, 56% TU)
Scoped (135% Acc, 70% TU)
12 1 Free
Ballistic lmg.png Ballistic Machinegun 34 Kinetic 0 -2 20 1.5% 50 26 Burst Fire X3 (40% Acc, 50% TU)
Burst Fire 2 X10 (40% Acc, 75% TU)
12 2 Free
Grenade launcher.png H.E.V.Y. Launcher 35 Kinetic 100 -2 16 +12% 4 40 Normal Shot (60% Acc, 24% TU)
Aimed Shot (105% Acc, 34% TU)
12 2 Free
Stun baton.png Stun Baton 20 Stun
30 Emp
25 0 1 0% 0 12 Melee (90% Acc, 25% TU) 6 N/A $10,000
Stun gun.png Stun Gun 15 Stun
22 Emp
25 0 6 +4.5% 3 8 Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
6 1 $20,000
Accelerated pistol.png Accelerated Pistol 32 Kinetic 5 -2 12 2.25% 15 10 Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
6 1 $15,000
3 Alien Alloys
Accelerated rifle.png Accelerated Rifle 38 Kinetic 5 -2 20 1.5% 20 25 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
12 1 $25,000
5 Alien Alloys
Accelerated shotgun.png Accelerated Shotgun 3x32 Kinetic 3 -2 10 6.25% 8 25 Snap Shot (40% Acc, 28% TU)
Normal Shot (74% Acc, 40% TU)
12 1 $25,000
5 Alien Alloys
Accelerated sniper.png Accelerated Sniper Rifle 44 Kinetic 12 -2 30 0% 5 25 Aimed Shot (80% Acc, 56% TU)
Scoped (135% Acc, 70% TU)
12 1 $25,000
5 Alien Alloys
Accelerated lmg.png Accelerated Machinegun 38 Kinetic 5 -2 20 1.5% 50 32 Burst Fire X3 (40% Acc, 50% TU)
Burst Fire 2 X10 (40% Acc, 75% TU)
12 2 $25,000
5 Alien Alloys
Electroshock pistol.png Electroshock Pistol 48 Stun
35 Emp
0 -2 8 2.25% 3 8 Snap Shot (45% Acc, 20% TU)
Normal Shot (80% Acc, 30% TU)
6 1 $35,000
20 Alien Alloys
Electroshock rifle.png Electroshock Rifle 60 Stun
40 Emp
0 -2 12 1.5% 3 20 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 40% TU)
Aimed Shot (130% Acc, 56% TU)
Burst Shot X3 (45% Acc, 60% TU)
12 1 $50,000
35 Alien Alloys
Laser pistol.png Laser Pistol 33 Thermal 0 -8 12 2.25% 5 8 Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
6 1 $25,000
3 Alien Alloys
4 Alenium
Laser rifle.png Laser Rifle 40 Thermal 0 -8 20 1.5% 5 20 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
12 1 $40,000
5 Alien Alloys
8 Alenium
Laser shotgun.png Laser Shotgun 3x33 Thermal 0 -8 10 6.25% 4 20 Snap Shot (40% Acc, 28% TU)
Normal Shot (74% Acc, 40% TU)
12 1 $40,000
5 Alien Alloys
8 Alenium
Laser sniper.png Precision Laser 46 Thermal 10 -15 30 0% 3 20 Aimed Shot (80% Acc, 56% TU)
Scoped (135% Acc, 70% TU)
12 1 $50,000
5 Alien Alloys
8 Alenium
Laser lmg.png Laser Machinegun 40 Thermal 0 -8 25 1.5% 30 26 Burst Fire X3 (40% Acc, 50% TU)
Burst Fire 2 X10 (40% Acc, 75% TU)
12 1 $50,000
5 Alien Alloys
8 Alenium
Gauss pistol.png Gauss Pistol 50 Kinetic 10 -4 12 2.25% 15 8 Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
6 1 $50,000
15 Alien Alloys
5 Alenium
Gauss rifle.png Gauss Rifle 60 Kinetic 10 -4 20 1.5% 20 20 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
12 1 $50,000
25 Alien Alloys
10 Alenium
Gauss shotgun.png Gauss Shotgun 3x50 Kinetic 10 -4 10 6.25% 8 20 Snap Shot (40% Acc, 28% TU)
Normal Shot (74% Acc, 40% TU)
12 1 $50,000
25 Alien Alloys
10 Alenium
Gauss sniper.png Gauss Sniper Rifle 70 Kinetic 20 -4 30 0% 5 20 Aimed Shot (80% Acc, 56% TU)
Scoped (135% Acc, 70% TU)
12 1 $50,000
25 Alien Alloys
10 Alenium
Gauss lmg.png Gauss Machinegun 60 Kinetic 10 -4 25 1.5% 50 26 Burst Fire X3 (40% Acc, 50% TU)
Burst Fire 2 X10 (40% Acc, 75% TU)
12 1 $50,000
25 Alien Alloys
10 Alenium

Combat platform weapons

The following weapons can only be used by combat platforms. They do not penetrate armor.

Weapon Damage Destruction (armor per hit) Range (tiles) Hit Bonus (per tile) Capacity (shots) Fire Modes Type Required research
Vehicle cannon ballistic.png Cannon 70 Kinetic -10 30 1% 20 Normal Shot (100% Acc, 44% TU)
Aimed Shot (130% Acc, 54% TU)
Primary
Vehicle rocket standard.png Rocket Launcher Turret 36 Kinetic -10 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
Primary
Vehicle smg ballistic.png Ballistic Autorifle 34 Kinetic -2 20 1.25% 100 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
Secondary
Vehicle smokelauncher.png Smoke Launcher None 0 12 12% 4 Normal Shot (45% Acc, 20% TU)
Aimed Shot (80% Acc, 28% TU)
Secondary
Vehicle cannon laser.png Laser Cannon 95 Thermal -10 30 1% 20 Normal Shot (100% Acc, 44% TU)
Aimed Shot (130% Acc, 54% TU)
Primary Heavy Lasers
Vehicle smg laser.png Laser Autorifle 40 Thermal -8 20 1.25% 100 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
Secondary Heavy Lasers
Vehicle rocket alenium.png Alenium Rocket Turret 52 Thermal -15 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
Primary Alenium Explosives
Vehicle cannon gauss.png Gauss Cannon 120 Kinetic -10 30 1% 20 Normal Shot (100% Acc, 44% TU)
Aimed Shot (130% Acc, 54% TU)
Primary Heavy Gauss Weaponry
Vehicle smg gauss.png Gauss Autorifle 60 kinetic -4 20 1.25% 100 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
Secondary Heavy Gauss Weaponry
Vehicle rocket plasma.png Plasma Rocket Turret 80 Thermal -20 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
Primary Fusion Rockets

Equipment

Each equipment adds a one-use ability to the soldier:

Equipment Use Cost (TU) Weight Size Effects
Charge c4.png C4 Charge 5 15 6 Can be placed and detonated remotely for 10 TU
Medipack.png Medikit 25 15 6 Heals Bleeding Wounds
Ammo grenade smoke.png Hevy Smoke Rounds 24/34 8 2 Alternative ammo for H.E.V.Y. Launcher weapon

Grenades

Grenades are thrown in an area at the cost of 51% TU. The distance where they can be thrown depends on the soldier's Strength. All grenades have a weight of 6. All grenades have a size of 1 except charges which have a size of 4.

Tier 1 Tier 2 Tier 3
Grenade Damage Destruction (armor) Blast Radius (tiles) Grenade Damage Destruction (armor) Blast Radius (tiles) Grenade Damage Destruction (armor) Blast Radius (tiles)
Grenade smoke.png Smoke Grenade 1 Stun 0 2.5
Grenade flashbang.png Flashbang Grenade 0 0 2.5 Grenade electroshock.png Electroshock Grenade 70 Stun
50 Emp
0 2.5
Grenade frag.png Fragmentation Grenade 35 Kinetic -2 2.5 Grenade alenium.png Alenium Grenade 50 Kinetic -3 2.5 Grenade plasma.png Plasma Grenade 75 Thermal -5 2.5
Grenade demolition.png Demolition Charge 25 Thermal -12 1.5 Grenade demolition tier2.png Alenium Charge 32 Thermal -20 1.5 Grenade demolition tier3.png FusionCharge 40 Thermal -28 1.5

Modules

Modules add various stat bonuses to the soldier. They can be upgraded via engineering projects and are always unlimited. All modules have a size of 2x2 and a weight of 12. A soldier can only have one of each modules.

Tier 1 Tier 2 Tier 3
Module Bonus Module Bonus Module Bonus
Module insert tier1.png Steel Plates +3 Armor Module insert tier2.png Alloy Plates +5 Armor Module insert tier3.png Reinforced Plates +8 Armor
Module accuracy tier1.png Tactical Module +4 Accuracy Module accuracy tier2.png Advanced Tactical Module +8 Accuracy
Must be researched Must be researched Module medical tier1.png Automed Module +25 HP Regeneration