Soldier Equipment: Difference between revisions
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! Blast Radius (tiles) | ! Blast Radius (tiles) |
Revision as of 18:19, 30 June 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 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. If a xenonaut dies its armor may or may not be lost depending on campaign settings.
Armor | Armor HP | Hardness | Weight | Accuracy | Production cost |
---|---|---|---|---|---|
Tactical Suit | 0 | 0 | 0 | 0 | Free |
Defender Armor | 12 | 0 | 20 | -5 | $10,000 |
Warden Armor | 20 | 5 | 12 | -3 | $25,000 4 Alien Alloys |
Guardian Armor | 30 | 10 | 20 | -5 | $50,000 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 | +4 Accuracy | Advanced Tactical Module | +10 Accuracy |