Soldier Equipment: Difference between revisions
Line 326: | Line 326: | ||
| 1 | | 1 | ||
| 50000 Funds<br>5 Alien Alloys<br>8 Alenium | | 50000 Funds<br>5 Alien Alloys<br>8 Alenium | ||
|- | |||
| [[File:Laser pistol.png|70px]] Gauss Pistol | |||
| 50 Kinetic | |||
| 10 | |||
| -4 | |||
| 12 | |||
| 2.25% | |||
| 15 | |||
| 8 | |||
| Snap Shot (60% Acc, 20% TU)<br>Normal Shot (100% Acc, 30% TU) | |||
| 6 | |||
| 1 | |||
| 50000 Funds<br>15 Alien Alloys<br>5 Alenium | |||
|- | |||
| [[File:Laser rifle.png|70px]] Gauss Rifle | |||
| 60 Kinetic | |||
| 10 | |||
| -4 | |||
| 20 | |||
| 1.5% | |||
| 20 | |||
| 20 | |||
| 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) | |||
| 12 | |||
| 1 | |||
| 50000 Funds<br>25 Alien Alloys<br>10 Alenium | |||
|- | |||
| [[File:Laser shotgun.png|70px]] Gauss Shotgun | |||
| 3x50 Kinetic | |||
| 10 | |||
| -4 | |||
| 10 | |||
| 6.25% | |||
| 8 | |||
| 20 | |||
| Snap Shot (40% Acc, 28% TU)<br>Normal Shot (74% Acc, 40% TU) | |||
| 12 | |||
| 1 | |||
| 50000 Funds<br>25 Alien Alloys<br>10 Alenium | |||
|- | |||
| [[File:Laser sniper.png|70px]] Gauss Sniper Rifle | |||
| 70 Kinetic | |||
| 20 | |||
| -4 | |||
| 30 | |||
| 0% | |||
| 5 | |||
| 20 | |||
| Aimed Shot (80% Acc, 56% TU)<br>Scoped (135% Acc, 70% TU) | |||
| 12 | |||
| 1 | |||
| 50000 Funds<br>25 Alien Alloys<br>10 Alenium | |||
|- | |||
| [[File:Laser lmg.png|70px]] Gauss Machinegun | |||
| 60 Kinetic | |||
| 10 | |||
| -4 | |||
| 25 | |||
| 1.5% | |||
| 50 | |||
| 26 | |||
| Burst Fire X3 (40% Acc, 50% TU)<br>Burst Fire 2 X10 (40% Acc, 75% TU) | |||
| 12 | |||
| 1 | |||
| 50000 Funds<br>25 Alien Alloys<br>10 Alenium | |||
|} | |} | ||
Revision as of 17:38, 3 June 2023
Each xenonaut can carry an armor, primary weapon, secondary weapon, and whatever pieces of loadout will fit in the 5x5 Tactical Vest grid.
Once the Buzzard Jetpack engineering project has been completed xenonauts 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 xenonaut's HP. Certain weapons ignore Armor however.
Armor | Armor HP | Hardness | Weight | Production cost |
---|---|---|---|---|
Tactical Suit | 0 | 0 | 0 | Free |
Defender Armor | 12 | 0 | 20 | 10000 Funds |
Warden Armor | 25 | 0 | 12 | 25000 Funds 4 Alien Alloys |
Guardian Armor | 36 | 0 | 25 | 50000 Funds 12 Alien Alloys |
Weapons
Weapons can be equipped in the Primary slot. Size 6 weapons can be equipped in the Secondary slot as well.
Combat platform weapons
The following weapons can only be used by combat platforms.
Equipment
Each equipment adds a one-use ability to the xenonaut:
Equipment | Use Cost (TU) | Weight | Size |
---|---|---|---|
C4 Charge | 5 | 15 | 6 |
Medikit | 25 | 15 | 6 |
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.
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.
Tier 1 | Tier 2 | ||
---|---|---|---|
Module | Bonus | Module | Bonus |
Steel Plates | +3 Armor | Alloy Plates | +5 Armor |
Tactical Module | +5 Accuracy | Advanced Tactical Module | +10 Accuracy |