Soldier Equipment

From Xenonauts 2 Official Wiki
Revision as of 13:36, 3 June 2023 by Kami-sama (talk | contribs)
Xenonaut loadout

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
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.

Weapon Damage Penetration (armor) Destruction (armor per hit) Range (tiles) Hit Bonus (per tile) Capacity (shots) Weight Fire Modes Size Ammo Size Production cost
Melee knife.png Combat knife 26 Kinetic 0 -2 1 +100% 0 10 Melee (90% Acc, 25% TU) 6 N/A Free
Ballistic pistol.png 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.png 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.png 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.png 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 lmg.png 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
Grenade launcher.png 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.png Stun Baton 20 Stun
30 Emp
25 0 1 0% 0 12 Melee (90% Acc, 25% TU) 6 N/A 10000 Funds
Stun gun.png 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.png 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.png 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.png 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.png 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 lmg.png 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
Laser pistol.png Laser Pistol 33 Thermal 0 -8 12 2.25% 5 8 Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
6 1 25000 Funds
3 Alien Alloys
4 Alenium
Laser rifle.png Laser Rifle 40 Thermal 0 -8 20 1.5% 5 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 40000 Funds
5 Alien Alloys
8 Alenium
Laser shotgun.png Laser Shotgun 3x33 Thermal 0 -8 10 6.25% 4 20 Snap Shot (40% Acc, 28% TU)
Normal Shot (74% Acc, 40% TU)
12 1 40000 Funds
5 Alien Alloys
8 Alenium
Laser sniper.png Precision Laser 46 Thermal 10 -15 30 0% 3 20 Aimed Shot (80% Acc, 56% TU)
Scoped (135% Acc, 70% TU)
12 1 50000 Funds
5 Alien Alloys
8 Alenium
Laser lmg.png Laser Machinegun 40 Thermal 0 -8 25 1.5% 30 26 Burst Fire X3 (40% Acc, 50% TU)
Burst Fire 2 X10 (40% Acc, 75% TU)
12 1 50000 Funds
5 Alien Alloys
8 Alenium

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
Vehicle cannon ballistic.png Cannon 70 Kinetic 0 -10 30 1% 20 Normal Shot (100% Acc, 44% TU)
Aimed Shot (130% Acc, 54% TU)
Primary
Vehicle rocket standard.png Rocket Launcher Turret 36 Kinetic 0 -10 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
Primary
Vehicle smg ballistic.png 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
Vehicle cannon laser.png Laser Cannon 95 Thermal 0 -10 30 1% 20 Normal Shot (100% Acc, 44% TU)
Aimed Shot (130% Acc, 54% TU)
Primary

Equipment

Each equipment adds a one-use ability to the xenonaut:

Equipment Use Cost (TU) Weight Size
Charge c4.png C4 Charge 5 15 6
Medipack.png 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
Grenade demolition.png Demolition Charge 25 Thermal -12 1.5 6 4
Grenade flashbang.png Flashbang Grenade 0 None 0 2.5 6 1
Grenade frag.png Fragmentation Grenade 35 Kinetic -2 2.5 6 1
Grenade smoke.png Smoke Grenade 1 Stun 0 2.5 6 1
Grenade demolition tier2.png Alenium Charge 32 Thermal -20 1.5 6 4
Grenade alenium.png Alenium Grenade 50 Kinetic -3 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
Module insert tier1.png Steel Plates +3 Armor Module insert tier2.png Alloy Plates +5 Armor
Module accuracy tier1.png Tactical Module +5 Accuracy Module accuracy tier2.png Advanced Tactical Module +10 Accuracy