Each soldier 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 soldier's HP. Certain weapons ignore Armor however.
Armor
|
Armor HP
|
Hardness
|
Weight
|
Tactical Suit
|
0
|
0
|
0
|
Defender Armor
|
12
|
0
|
20
|
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
|
Availability
|
Combat knife
|
26 Kinetic
|
0
|
-2
|
1
|
+100%
|
0
|
10
|
Melee (90% Acc, 25% TU)
|
6
|
N/A
|
Unlimited
|
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
|
Unlimited
|
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
|
Unlimited
|
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
|
Unlimited
|
Ballistic Sniper Rifle
|
40 Kinetic
|
10
|
-2
|
30
|
0%
|
5
|
20
|
Aimed Shot (80% Acc, 56% TU) Scoped (135% Acc, 70% TU)
|
12
|
1
|
Unlimited
|
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
|
Unlimited
|
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
|
Unlimited
|
Stun Baton
|
20 Stun 30 Emp
|
25
|
0
|
1
|
0%
|
0
|
12
|
Melee (90% Acc, 25% TU)
|
6
|
N/A
|
Limited
|
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
|
Limited
|
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
|
Cannon
|
70 Kinetic
|
0
|
-10
|
30
|
1%
|
20
|
Normal Shot (100% Acc, 44% TU) Aimed Shot (130% Acc, 54% TU)
|
Rocket Launcher Turret
|
36 Kinetic
|
0
|
-10
|
25
|
1%
|
6
|
Normal Shot (120% Acc, 50% TU) Salvo Fire X3 (120% Acc, 60% TU)
|
Equipment
Each equipment adds a one-use ability to the soldier
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 soldier's Strength.
Grenade
|
Damage
|
Damage Type
|
Destruction (armor)
|
Blast Radius (tiles)
|
Weight
|
Size
|
Demolition Charge
|
25
|
Thermal
|
-12
|
1.5
|
6
|
4
|
Fragmentation Grenade
|
35
|
Kinetic
|
-2
|
2.5
|
6
|
1
|
Flashbang Grenade
|
0
|
None
|
0
|
2.5
|
6
|
1
|
Smoke Grenade
|
1
|
Stun
|
0
|
2.5
|
6
|
1
|
Modules
Modules add various stat bonuses to the soldier. All modules have a size of 2x2 and a weight of 12.
Module
|
Bonus
|
Steel Plates
|
+3 Armor
|
Tactical Module
|
+5 Accuracy
|