Soldier Equipment: Difference between revisions
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[[File:Loadout screen.png|thumb|400px| | [[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 | 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 | 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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! Immunity to gas damage | ! Immunity to gas damage | ||
! Production cost | ! Production cost | ||
! | ! Requires research | ||
|- | |- | ||
| '''Tactical Suit''' | | '''Tactical Suit''' | ||
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== 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 | ||
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=== 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 | ||
! Destruction (armor per hit) | ! Destruction (armor per hit) | ||
! Range (tiles) | ! Range (tiles) | ||
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! Fire Modes | ! Fire Modes | ||
! Type | ! Type | ||
! Required research | |||
|- | |- | ||
| [[File:Vehicle cannon ballistic.png|90px]] Cannon | | [[File:Vehicle cannon ballistic.png|90px]] Cannon | ||
| 70 Kinetic | | 70 Kinetic | ||
| -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 | ||
| | |||
|- | |- | ||
| [[File:Vehicle rocket standard.png|90px]] Rocket Launcher Turret | | [[File:Vehicle rocket standard.png|90px]] Rocket Launcher Turret | ||
| 36 Kinetic | | 36 Kinetic | ||
| -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 | ||
| -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 | ||
| 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 | ||
| -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 | ||
| -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 | ||
| -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 | ||
| -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 | ||
| -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 | | [[File:Vehicle rocket plasma.png|90px]] Plasma Rocket Turret | ||
| 80 Thermal | | 80 Thermal | ||
| -20 | | -20 | ||
| 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 | ||
| Fusion Rockets | |||
|} | |} | ||
== Equipment == | == Equipment == | ||
Each equipment adds a one-use ability to the | Each equipment adds a one-use ability to the soldier: | ||
{| class="wikitable" | {| class="wikitable" | ||
! Equipment | ! Equipment | ||
Line 549: | Line 549: | ||
! Weight | ! Weight | ||
! Size | ! Size | ||
! Effects | |||
|- | |- | ||
| [[File:Charge c4.png|40px]] C4 Charge | | [[File:Charge c4.png|40px]] C4 Charge | ||
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| 15 | | 15 | ||
| 6 | | 6 | ||
| Can be placed and detonated remotely for 10 TU | |||
|- | |- | ||
| [[File:Medipack.png|40px]] Medikit | | [[File:Medipack.png|40px]] Medikit | ||
Line 559: | 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 | 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 1 | ||
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== Modules == | == Modules == | ||
Modules add various stat bonuses to the | 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 |
Latest revision as of 11:04, 1 July 2023
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.
Combat platform weapons
The following weapons can only be used by combat platforms. They do not penetrate armor.
Equipment
Each equipment adds a one-use ability to the soldier:
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.
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.