|
|
Line 9: |
Line 9: |
| ! Weight | | ! Weight |
| ! Production cost | | ! Production cost |
| ! Production duration (hours)
| |
| |- | | |- |
| | '''Tactical Suit''' | | | '''Tactical Suit''' |
Line 15: |
Line 14: |
| | 0 | | | 0 |
| | 0 | | | 0 |
| | Free
| |
| | Free | | | Free |
| |- | | |- |
Line 23: |
Line 21: |
| | 20 | | | 20 |
| | 10000 Funds | | | 10000 Funds |
| | 12
| |
| |- | | |- |
| | '''Warden Armor''' | | | '''Warden Armor''' |
Line 30: |
Line 27: |
| | 12 | | | 12 |
| | 25000 Funds<br>4 Alien Alloys | | | 25000 Funds<br>4 Alien Alloys |
| | 29
| |
| |} | | |} |
|
| |
|
Revision as of 09:33, 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.
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
|
Weapons
Weapons can be equipped in the Primary slot. Size 6 weapons can be equipped in the Secondary slot as well.
Weapon
|
Damage
|
Penetration (armor)
|
Destruction (armor per hit)
|
Range (tiles)
|
Hit Bonus (per tile)
|
Capacity (shots)
|
Weight
|
Fire Modes
|
Size
|
Ammo Size
|
Production cost
|
Combat knife
|
26 Kinetic
|
0
|
-2
|
1
|
+100%
|
0
|
10
|
Melee (90% Acc, 25% TU)
|
6
|
N/A
|
Free
|
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
|
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
|
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 Rifle
|
40 Kinetic
|
10
|
-2
|
30
|
0%
|
5
|
20
|
Aimed Shot (80% Acc, 56% TU) Scoped (135% Acc, 70% TU)
|
12
|
1
|
Free
|
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
|
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
|
20 Stun 30 Emp
|
25
|
0
|
1
|
0%
|
0
|
12
|
Melee (90% Acc, 25% TU)
|
6
|
N/A
|
10000 Funds
|
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
|
20000 Funds
|
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
|
15000 Funds 3 Alien Alloys
|
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
|
25000 Funds 5 Alien Alloys
|
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
|
25000 Funds 5 Alien Alloys
|
Accelerated Sniper Rifle
|
44 Kinetic
|
12
|
-2
|
30
|
0%
|
5
|
25
|
Aimed Shot (80% Acc, 56% TU) Scoped (135% Acc, 70% TU)
|
12
|
1
|
25000 Funds 5 Alien Alloys
|
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
|
25000 Funds 5 Alien Alloys
|
Combat platform weapons
The following weapons can only be used by combat platforms.
Weapon
|
Damage
|
Penetration (armor)
|
Destruction (armor per hit)
|
Range (tiles)
|
Hit Bonus (per tile)
|
Capacity (shots)
|
Fire Modes
|
Tipe
|
Cannon
|
70 Kinetic
|
0
|
-10
|
30
|
1%
|
20
|
Normal Shot (100% Acc, 44% TU) Aimed Shot (130% Acc, 54% TU)
|
Primary
|
Rocket Launcher Turret
|
36 Kinetic
|
0
|
-10
|
25
|
1%
|
6
|
Normal Shot (120% Acc, 50% TU) Salvo Fire X3 (120% Acc, 60% TU)
|
Primary
|
Ballistic Autorifle
|
34 kinetic
|
0
|
-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
|
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.
Grenade
|
Damage
|
Damage Type
|
Destruction (armor)
|
Blast Radius (tiles)
|
Weight
|
Size
|
Demolition Charge
|
25
|
Thermal
|
-12
|
1.5
|
6
|
4
|
Flashbang Grenade
|
0
|
None
|
0
|
2.5
|
6
|
1
|
Fragmentation Grenade
|
35
|
Kinetic
|
-2
|
2.5
|
6
|
1
|
Smoke Grenade
|
1
|
Stun
|
0
|
2.5
|
6
|
1
|
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
|