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==[[Accessories]]==
<tabber>
|-| Accessories =
{{:Accessories}}


==[[Special Weapons]]==
|-| Armor =
{{:Armor}}


==[[Weapons|Squad Weapons]]==
|-| Special Weapons =
{{:Special Weapons}}


==[[Vehicles]]==
|-| Squad Weapons =
{{:Squad Weapons}}
 
|-| Vehicles =
{{:Vehicles}}
 
|-| Vehicle Weapons =
{{:Vehicle Weapons}}
 
|-| Vehicle Accessories =
{{:Vehicle Accessories}}
 
</tabber>

Latest revision as of 03:19, 26 April 2026

The content below is based on the demo release and needs to be updated as it may not accurately represent what's currently in-game.

This page covers Accessories, for Vehicle Accessories see here. For a complete breakdown of currently used Weapon/Accessory tags or to search for a specific tag see here.

Accessory Statistics

Name Description
Trade Value Like all items, accessories can be traded on the black market. The value of an accessory is mostly based on its rarity.
The logistics cost to add an accessory to a squad.
Effect(s) What an accessory does.
Uses How many times an accessory can be used in a mission.

Infantry Accessories

Ammunition

Name
Trade Val Description Passive Effects Tags
Armor Piercing Ammo
20 35 Armor piercing rounds are fitted with hardened alloy material tips to defeat armor shields. The increased hardness of the round makes it penetrate targets without tumbling Or Suit fragmenting, reducing flesh damage. As it is commonly painted black this ammo is also. refered to as "Black Tip". +25 Armor penetration, -2 Damage

ARMOR PIERCING PROJECTILE

Hollow Points
10 20 Hollow point ammo is designed for maximum flesh damage. As it does not have a hardened tip it suffers when used against any type of bodyarmor. The red polymer is used to fill the hollow part of the bullet and give it better ballistics. Given its bright red color it is also referred to as lipstick +10 Damage, -10 Armor Penetration

LOW PENETRATION PROJECTILE

Match Grade Ammo
25 35 Match Ammo is produced with minimal error tolerances and has to adhere to the highest quality and manufacturing standards. These rounds are expensive but as well made as physically possible granting highest accuracy and performance, +1 Maximum Range, +10 Accuracy, -2 Accuracy Dropoff per tile.

ACCURATE LONG RANGE PROJECTILE

REND Ammo
20 20 Specifically designed to cause maximum armor damage and render bodyarmors useless quickly this round also does high flesh damage. Due its specific design its armor penetration capability is extremely low. +2 Damage, +15 Armor Damage, -15 Armor Penetration

ARMOR DAMAGING LOW PENETRATION PROJECTILE

Disposable Launchers

Name
Trade Val Description Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit Acc Mod AP Cost Uses Tags
Disposable Rocket Flamethrower
15 15 Shoots a thermobaric rocket at the target that sets the tile on fire. 2-8 30 30 25 0 3 0 40 1

AREA OF EFFECT INCENDIARY

Wurfger Disposable AT-Launcher
10 15 Produced by Holmgard Arms this small and light AT launcher can be carried in addition to a units normal loadout. It offers ad hoc AT capabilities if needed but lacks the punch of larger, dedicated anti armor systems. It has to be discarded after use. 2-8 120 110 100 40 1 0 40 1

PROJECTILE ANTI VEHICLE ROCKET

Drones

Name
Trade Val Description Tags
"Falcon" Recon Skybot
15 30 A small skybot sent out to scout a certain area. Can be remote controlled to relocate within 10 tiles of the drone operator.

HOVERING

"Wardog" AT Skybot
20 35 A small skybot nicknamed "Wardog" armed with a shaped charge that explodes on impact. It can be steered into a target to explode.

HOVERING ANTI VEHICLE

Drugs

Name
Trade Val Description Uses Tags
Benzofinil Tablets
15 25 Removes Exhausted status effect for 4 turns. 2

DRUG

Haemocetan
10 30 Heals any wounded elements at the beginning of this squads turn and reduces incoming damage by 25% for 3 turns. 2

DRUG

Morphidrin Patch
15 25 Removes Injured and bruised status effect for 4 turns. 2

DRUG

Neuropentine SR-Tablets
25 45 Increases Cover Level by 1, Concealment by 1, Detection by 2 and Accuracy by 5% for 3 turns. 2

DRUG

Nitrophenyl Injector
15 45 Instantly sets moral to highest possible, makes the squad immune to moral changes, increases the discipline by 33% and reduces defence by 10% for 2 turns. 2

DRUG

Protagon "Pirate Speed" - IR Tablets
20 15 Use protagon to gain another turn after the current one. The second turn is limited to 60% of this units max AP. 2

DRUG

S12 Aphenedrin "Combat Drugs"
20 45 A cocktail of stimulants that reduce feelings of fear, exhaustion, and pain to maintain combat effectiveness. Instantly removes suppression and increases discipline by 50 for one turn. 2

DRUG

Travodin Stimulant
15 45 Reduces incoming damage by 50% for 2 turns, increases suppression resistance by 50% for 2 turns. 2

DRUG

Triloxin Injector
20 40 Reduces movement costs by 4 per tile. Removes encumbered status and increases AP by 10 for 2 turns. 2

DRUG

ZBs-22 Neurodin Injector
25 55 Increases viewrange and detection by 2 and accuracy by 15% for 2 turns. 2

DRUG

Explosives

Name
Trade Val Description Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit Acc Mod AP Cost Uses Tags
AT Grenade
15 40 A specialized anti-tank grenade that can make short work of most light and medium vehicles. The main drawback is the close distance needed to employ the grenade against a mobile target. 3 140 180 140 30 1 0 40 3

IGNORES COVER ANTI VEHICLE ANTI STRUCTURE PROJECTILE ARMOR PIERCING

Anti-Tank Mines
15 30 Deploys an AT mine at an adjacent tile. Can only be used when deployed. 2 180 250 200 40 1 100 10 4

ANTI VEHICLE

Bundle Grenade
10 15 A bundle of HE grenades attached to each other as a makeshift anti-tank grenade. 3 90 90 100 30 1 0 40 3

IGNORES COVER ANTI VEHICLE ANTI STRUCTURE PROJECTILE ARMOR PIERCING

EMP Grenade
20 60 A grenade that emits an electromagnetic field which damages and disables most electronic devices. Mainly used to temporarily take out vehicles and automatic defense systems by pirate boarding crews. 3 35 15 400 10 1 40 40 2

EMP IGNORES COVER ANTI VEHICLE PROJECTILE

Explosive Charge
10 15 An explosive charge that can be thrown over short distances. Once thrown, it can be triggered at any time with a remote detonator for a devastating explosion that hits multiple tiles and can easily destroy buildings and armored vehicles. 1 650 0 250 100 9 500 40 1

AREA OF EFFECT ANTI STRUCTURE ANTI VEHICLE

Flashbang Grenade
10 25 A flashbang that emits a blinding light and loud noise to disorient and stun an organic target for one turn. Does not inflict damage. 3 - - - - - 20 40 3

IGNORES COVER PROJECTILE

Fragmentation Grenade
10 25 A grenade that explodes into small metallic shrapnel upon impact. Highly effective in taking out multiple soft targets at once. Ignores any cover and can also be used against troops in fortifications. 3 30 35 30 50 1 20 40 3

IGNORES COVER PROJECTILE AREA OF EFFECT

MK2 Fragmentation Grenade
20 65 An improved MK2 fragmentation grenade with increased explosive load and armor penetration capability. 3 15 20 30 65 1 20 40 3

IGNORES COVER PROJECTILE AREA OF EFFECT

Incendiary Grenade
10 20 A grenade containing highly flammable contents that ignite in a fiery explosion upon impact and set the ground on fire. Can also be used to set structures, vegetation, or vehicles on fire. 3 30 30 25 0 3 20 40 3

INCENDIARY AREA OF EFFECT PROJECTILE IGNORES COVER

Scrap Bomb
5 10 A makeshift grenade built from explosives and all kinds of fragmentation material like screws, metal scraps and ball bearings. Low powered but also extremely cheap to produce. 3 15 20 15 50 1 20 40 3

IGNORES COVER PROJECTILE AREA OF EFFECT

Smoke Grenade
10 15 A grenade that creates a thick smoke cloud over an area of several tiles to conceal anyone inside or behind it. Completely blocks all lines of sight. 3 - - - - - - 40 3

SMOKE AREA OF EFFECT PROJECTILE

Thermite Grenade
20 25 A Nano-Thermite charge originally used in mining that burns at intense heat, melting through nearly any material with ease. This grenade causes percentage based hitpoint damage to vehicles and structures. Can not be used against infantry. 3 0 200 140 30 1 0 40 3

IGNORES COVER ANTI VEHICLE ANTI STRUCTURE PROJECTILE ARMOR PIERCING

Miscellaneous

Name
Trade Val Description Uses Tags
Ammo Bag
10 30 Increases special weapons by 50%, minimum by 2. N/A
Armor Plates
10 20 Additional Armor Plates that can be inserted into most standard armors to replace damaged plates and refill armor durability. Has one use. 1
Binoculars
10 25 A set of powerful binoculars that can be actively used to scout out enemy positions. Increases view range and detection by 1. N/A
Camouflage Kit
10 25 An arrangement of additional camouflage items like face paint, heat absorbent capes, and foliage suits to increase concealment by 2. N/A
Magazine Pouches
5 10 Increases squad weapon uses by 50% N/A
Motion Scanner
15 40 A high-powered ultrasound scanner that uses doppler-shift discrimination to filter out moving objects from stationary background. Reveals enemy units as blips even if inside the fog of war for the remainder of the current round. Has a range of 12 tiles. N/A
Night Vision Goggles
15 40 A set of powerful night vision goggles that remove all nighttime vision reduction. N/A
Signal Jammer
10 20 This device jams enemy communication system and makes it impossible to relay target information between each other. It effectively removes the "designated target" effect from a friendly unit within $1 tiles. N/A
Smart Gun Link
20 35 An advanced two-piece module that's installed in the firearm and links its targeting data straight to an advanced heads-up display of the user. Increases accuracy by 10%. N/A
Target Designator
10 45 Marks a unit or structure for the duration of 2 rounds, even when it moves out of sight. Certain guided weapons and offmap assets can only fire on marked targets. Increases accuracy against this target by 20%. Can only be used when deployed. N/A

Sidearms

Name
Trade Val Description Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit Acc Mod AP Cost Uses Tags
Grenade Pistol
15 35 A grenade pistol that shoots a small fragmentation grenade over a medium distance. Is limited to 2 uses. 2-6 30 35 30 50 1 15 40 2

INDIRECT FIRE PROJECTILE AREA OF EFFECT

MK18MOD1 HPS

10

20 The Hachette et Marteau Machinery Company High Powered Sidearm (HPS) is produced by HM for Navy forces. This pistol uses a smaller caliber round with high velocity which makes it much more powerful at defeating bodyarmor. Also, the gun has a better range and ballistics than the usual 9mm handguns. The smaller round does less damage though due to its reduced diameter. 4 9 8 30 2 1 10 30

SHORT RANGE HIGH RATE OF FIRE PROJECTILE

P99A3
5 15 The P99A3 Enzige Standardized Service Pistol is the standard sidearm of the TCR armed forces. It is a reliable backup weapon with decent damage but short range and low armor penetration. 3 11 10 13 2 1 5 30

SHORT RANGE HIGH RATE OF FIRE PROJECTILE

Crafted Accessories

Name
Trade Val Description Uses Tags
Advanced Armor Plates
20 120 +30 Armor. +40 Armor Durability. +3 Movement costs per tile. N/A
XGR-P - Plasma Grenade
20 180 Throw a plasma grenade at the target that explodes in a ball of heated plasma that is especially effective at melting armor. Can hit multiple elements. 3

ARMOR DAMAGING AREA OF EFFECT IGNORES COVER PROJECTILE

Thermal Imaging Device
20 120 The powerful optical devices harvested from construct entities are ideal for creating thermal imaging scopes and goggles that allow troops to spot even the most concealed enemies. Greatly increases detection. N/A
WARD - Wearable Advanced Resolve Device
20 120 A delicate device of neurologically active connectors and diodes that stimulate some brain areas and block others. The effect is an unnaturally high resilience to any psychological trauma or flight reaction. Increases discipline by 15. N/A

Changelog

The content below is based on the Early Access and needs to be updated as it may not accurately represent what's currently in-game.

Armor Statistics

To see the details on how these stats impact the HP and Armor damage calculations, click here.

Name Description
Armor This determines how much armor a single suit has. A higher value will decrease damage from successful weapon hits.
Armor Durability This determines how easy armor is to damage. A high durability stat can survive heavier levels of firepower before breaking.
Concealment Concealment determines how easy a unit is to spot at range. A high concealment stat can hide the user from enemy detection or view.
Accessory Slots Accessory slots determine how many accessories can be added to a squad. The default amount of slots is 1.
Bonus Abilities Any bonus abilities the armor has, along with their cool downs or limits on usage (if applicable) Only available to a limited number of armor types.
Negative Effects Negative effects imposed by the armor (if applicable)
Trade Value Like all items, armor can be traded on the black market. The value of an armor is mostly based on its rarity.
How much per squaddie the armor will cost to use.

Infantry Armor

Name Armor Durability Conceal Vision Accessories Abilities Negatives Trade Val
Tags
RMC Fatigues
10 25 0 0 1 N/A N/A 0 0
Load Bearing Rig
10 25 0 0 3 Adds 10% Defense. N/A 15 3
Outcast Rags
10 25 1 0 1 N/A N/A 10 3
Jaegar Fatigues
15 30 2 0 2 N/A N/A 15 5
Soft Armor
30 40 0 0 2 N/A N/A 15 5
Scavenger Suit
30 30 0 0 2 N/A N/A 15 7
SIPV Standard Protective Vest
40 40 0 0 2 N/A N/A 25 10
Small Arms Protective Plating
55 45 0 0 2 N/A N/A 35 12
Veteran Scavenger Suit
50 40 0 0 2 N/A N/A 25 12
Marine Infantry Body Armor
65 55 0 0 2 N/A N/A 70 15
SAPP High Intensity Setup
60 90 0 0 1 N/A Decreases detection by 1. 70 18
Improved Small Arms Protective Plating
75 60 0 0 2 N/A N/A 55 20
SAPP Operator
55 45 0 0 3 Increases special weapon uses by 50%, minimum by 2.

Increases squad weapon uses by 50%.
N/A 70 20
SAPP Recce
55 45 1 0 2 Increases detection by 1. N/A 70 20
TCR Marine Tactical Armored Platesuit
85 65 0 0 2 N/A N/A 125 22
Boarding Commando Jetsuit
75 60 -2 0 1 Crude fuel-powered jetpack with enough power to propel the wear up to 7 tiles. Not very reliable. (60ap to use. 6 uses) This unit is encumbered and has its movement costs per tile increased by 3. 35 25

HEAVY ARMOR

Enhanced Small Arms Protective Plating
90 80 -1 -1 1 N/A This unit is encumbered and has its movement costs per tile increased by 3. 80 25

HEAVY ARMOR

Captain's Jetsuit
90 80 -2 0 2 Crude fuel-powered jetpack with enough power to propel the wear up to 7 tiles. Not very reliable. (60ap to use. 6 uses) This unit is encumbered and has its movement costs per tile increased by 3. 60 30

HEAVY ARMOR

Extreme Small Arms Protective Plating
110 100 -2 -2 1 N/A This unit is encumbered and has its movement costs per tile increased by 3. 120 30

HEAVY ARMOR

Low Profile Protective Suit
65 40 2 0 3 N/A N/A 130 35
TCR Navy Breaching Armor Suit - Heavy
130 120 -4 -1 1 N/A This unit is encumbered and has its movement costs per tile increased by 3. 250 55

HEAVY ARMOR

TCR Navy Breaching Armor Suit MK02
110 95 -2 0 1 N/A This unit is encumbered and has its movement costs per tile increased by 3. 250 40

HEAVY ARMOR

Changelog

The content below is based on the Early Access and needs to be updated as it may not accurately represent what's currently in-game.

Click here to go back to Weapons.

Infantry Specials (or Special Weapons) are generally speaking more powerful, but also more specialized and cumbersome than infantry weapons. For a complete breakdown of currently used Weapon/Accessory tags or to search for a specific tag see here.

Anti-Tank

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Workshopped RPG
- 2-7 80 160 95 35 1 1 15 0 5 40 25
IMX SA-RPG 2
- 2-8 110 210 125 45 1 1 120 0 5 40 40
L100 - PAL
3-9 160 250 110 50 1 1 50 5 3 60 35
L31 MAAL
10 200 330 200 70 1 1 130 10 3 60 50
AT-RGL
11 140 200 120 40 1 1 50 0 7 20/60 35
Zayntech ASGM 2
4-11 220 300 180 50 1 1 65 0 3 20/60 65

Autocannon

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Tripod MK20A3
10 60 70 45 15 1 3 50 0 8 20/40 45

Energy

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
EMP Rifle
- 5 25 1 500 0 1 1 35 -10 8 40 20
E4A2 ELSA
- 8 40 80 35 15 1 3 130 0 2/6 40/60 50
Mining Laser
- 7 130 200 140 20 1 1 20 0 3/4 40/40 15
Tripod Laser Lance
10 130 120 180 20 1 1 80 0 4/6 20/60/60 70

Flamethrower

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Flamethrower
- 4 30 30 25 0 3 1 25 150 6 40 15

Grenade Launcher

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Gr331 ESG - Grenade Launcher
- 3-8 30 35 30 50 1 1 50 25 7 40 35
XGr-20 CDTE
- 2-8 12 30 20 10 1 2 60 10 6 40 50
MK9MOD2 K-GMW
3-10 30 35 30 50 1 3 50 0 8 20/40 45

Machine Gun

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Light Chaingun
- 7 13 7 26 7 1 7 15 -10 12 20 25
M10E ESAW
- 7 12 9 28 10 1 15 30 -25 8 40 20
M320 SSW
- 8 14 10 34 12 1 15 120 -20 8 40 30
M320 SSW SOC
- 8 14 10 34 12 1 15 180 -10 8 40 40
IAR
- 9 12 13 35 25 1 5 120 -5 10 40 30
CMG50
8 14 12 34 15 1 12 30 -20 8 40 30
M80 EGPM
9 16 14 40 17 1 12 120 -15 8 40 45
Tripod CMG50
8 14 12 34 15 1 12 35 -10 12 20/40 30
Tripod Griffin Minigun
8 13 15 40 10 1 15 60 -5 10(Heat) 20/40/60 50
Tripod M6 CMG
10 25 25 55 10 1 10 50 -10 10 20/40 40

Mortars

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
U60A1 HWCM
6-11 10 15 8 25 0 1 55 0 12 40 25
Kingpost M8
7-14 15 20 10 35 0 1 50 0 10 20/50 40

Sniper Rifle

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
K-SAS Designated Marksman Rifle
- 10 25 25 45 8 1 2 45 10 12 40 25
HM MK7MOD1 - SDMR
- 11 30 35 60 30 1 2 120 15 12 40 35
SR31 - HM SPR
11 30 40 75 30 1 1 40 20 10 40 30
SR41 KASS
12 40 50 85 35 1 1 125 30 10 40 35
Anti-Materiel Rifle "Crocodile"
3-11 80 70 110 40 1 1 70 -5 6 40 40

Crafted Weapons

Name StUp Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
NDL - Stun Bomb Launcher
- 8 0 0 0 50 1 1 120 25 6 40 40
MOD-C MAAL HE-Rocket Launcher
10 120 60 80 70 1 1 120 10 3 60 55

The content below is based on the Early Access and needs to be updated as it may not accurately represent what's currently in-game.

Click here to go back to Weapons.

Equipping a squad weapon provides each squaddie with their own version of the weapon. As a result, supply costs increase proportionally, meaning that a larger squad will incur higher expenses for equipment. Squad weapons include standard infantry small arms, such as shotguns, submachine guns, assault rifles and battle rifles. For a complete breakdown of currently used Weapon/Accessory tags or to search for a specific tag see here.

Carbines

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
C1A2 SPC
8 9 10 25 2 1 2 N/A 0 16 7

Battle Rifles

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
Pirate Pipe Gun
8 9 25 20 3 1 1 10 0 16 4
BR3A3 Kr-BaR "Crowbar"
9 11 13 35 4 1 2 15 0 12 9
BR3A3 Kr-BaRMOD1
10 12 13 35 4 1 2 70 0 12 13
BR3A3 Kr-BaR MOD2 Carbine
9 11 13 35 4 1 2 70 10 12 13
BR3A3 Kr-BaR MOD3 Suppressed
9 11 13 35 4 1 2 70 10 12 13
BR6A1 HaMER
10 13 15 40 5 1 2 120 0 12 20

SMGs

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
Griffin MK1MOD1
6 13 10 20 4 1 5 120 0 16 13
MK46MOD2 SPC
6 8 9 30 3 1 5 25 0 16 11
MP3A9 PPP
5 12 9 15 3 1 5 15 0 16 9
MP3A9 PPP "Hi-Cap"
5 12 9 15 3 1 7 70 0 16 13
MP3A9 "SOF" PPP
5 12 9 15 3 1 5 70 10 16 13
MP11A2 - HIG Oktagon
7 14 11 25 5 1 5 200 0 16 20
Pirate looted PDW
6 7 8 30 2 1 5 20 0 16 13
Captain's PDW
7 10 12 35 3 1 5 35 0 16 13
Kruger CTMP 45
6 18 18 15 4 1 5 130 0 16 20

Assault Rifles

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
R10A6 K-PAC
8 9 9 30 3 1 3 15 0 16 9
R10A6 K-PAC with Launcher
8 9 9 30 3 1 3 65 -10 16 18
R10A6 "CQB" K-PAC
7 9 9 30 3 1 4 70 5 16 13
R10A6 "RANGE" K-PAC
9 9 9 34 3 1 3 70 0 16 13
R10A6 "SOF" K-PAC
8 10 9 30 3 1 3 70 10 16 13
R14A2 ARC
7 12 13 20 3 1 3 15 0 16 9
R14A2 ARC "Range"
8 12 13 25 3 1 3 70 0 16 13
R14A2 ARC "CSP"
7 14 15 20 3 1 3 70 10 16 13
R14A2 ARC "SOCC"
7 12 13 20 3 1 3 70 10 16 13
R228A1 MRS
9 11 11 35 3 1 3 120 0 16 20
Pirate Assault Rifle
8 9 7 24 3 1 3 10 -5 16 10
XL1A14
8 8 25 75 2 1 2 150 5 0 12

Heavy Assault Rifles

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
MK22MOD1
7 30 25 30 5 1 2 140 0 16 22

Shotguns

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
Corridor Sweeper
5 9 25 9 4 1 2 10 10 16 10
Stoneclad CS185
5 10 30 10 4 1 2 15 20 16 9

Crafted Weapons

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo
Enhanced EM Assault Rifle
10 13 15 40 4 1 3 120 0 16 30

The content below is based on the Early Access and needs to be updated as it may not accurately represent what's currently in-game.

This page covers the types of vehicle that can be salvaged or brought in the Black Market and used by the player. The page on Vehicle Weapons can be found here. Vehicle Accessories can be found here. An explanation of Vehicle Defects can be found here.

Mechanics

Vehicles are used by both NPC Factions and the Marines. Marine vehicles are equipped to pilots. Vehicles can be equipped similar to squads, with vehicle specific weapons and accessories. It is currently unknown if any NPC vehicles use accessories.

The vehicle chassis determines the types and number of weapons and accessories that can be selected.

Note that weapon mounts can hold a weapon that is one size smaller if needed; Heavy mounts can have heavy or medium weapons, medium mounts can have medium or light weapons, while light mounts can only hold light weapons.

Movement AP depends on the chassis selected. The APs of different chassis are currently unknown. For wheeled and tracked vehicles, turning costs AP, and reversing costs more AP than moving forward. Some vehicles have limited firing arcs based on their direction.

Armor is faced - some vehicles have more armor on certain faces, and the respective armor when attacked on that face. The exact angles for each face are currently unknown.

While there are currently some NPC specific vehicles, for shared vehicles the same chassis is used however there are cosmetic differences based on the faction fielding the chassis. These shared vehicles can be obtained as loot by destroying or routing the relevant enemy unit.

Wheeled/Treaded Vehicles

Name HP Front Armor Side Armor Rear Armor Armor Durability Acc Mod Disc Vis Conceal Weap. Slots Acc. Slots
Trade Value
Pirate Truck (Modular)
140 90 70 50 250 70 80 8 -2 Heavy: 0
Medium: 1
Light: 0
2 140 35
A-ATV (Modular)
220 120 100 90 400 70 80 8 -2 Heavy: 0
Medium: 1
Light: 0
3 160 50
Light Troop Carrier
250 125 110 90 600 70 80 7 -3 Heavy: 1
Medium: 0
Light: 1
2 220 60
Infantry Fighting Vehicle
350 150 140 110 700 70 80 8 -3 Heavy: 1
Medium: 0
Light: 1
2 380 220
Captured Heavy Tank
600 220 150 120 900 70 80 6 -4 Heavy: 15cm Assault Howitzer
Medium: 0
Light: 1
1 400 115
Battle Tank
450 190 160 120 800 70 80 8 -3 Heavy: 1
Medium: 0
Light: 1
2 450 300

Mechs/Walkers

Name HP Front Armor Side Armor Rear Armor Armor Durability Acc Mod Disc Vis Conceal Weap. Slots Acc. Slots
Trade Value
Light Walker
160 110 110 110 280 70 80 8 -4 Heavy: 0
Medium: 1
Light: 0
2 140 60
Medium Walker
250 140 140 140 400 70 80 8 -4 Heavy: 0
Medium: 2
Light: 0
2 400 250

NPC-Only Vehicles

Name HP Front Armor Side Armor Rear Armor Armor Durability Acc Mod Disc Vis Conceal Weap. Slots Acc. Slots
Trade Value
Heavy Tank
600 220 150 120 900 70 70 8 -4 Heavy: 1
Medium: 0
Light: 1
1 400 115
Pirate Heavy Truck
140 110 90 80 200 40 60 0 8 0 0 0 0

Changelog

The content below is based on the Early Access and needs to be updated as it may not accurately represent what's currently in-game.

Click here to go back to Weapons. To go to the main vehicles page, click here. For a complete breakdown of currently used Weapon/Accessory tags or to search for a specific tag see here.

Powerful, heavy weapons carried by Vehicles, these guns typically out perform lighter infantry weapons; albeit at the cost of tradeoffs such as limited ammunition. Vehicle weapons come in 3 types. Light Weapons are anti personal weapons. Medium Weapons are versatile all rounders. Heavy Weapons are generally found on vehicles such as Tanks. A vehicles slots determine what combination of weapons can be mounted; e.g. a single Medium slot would only allow for a single Medium Weapon to be mounted.

Heavy Turret Weapon

Currently only available on Captured Heavy Tanks, and cannot be unequipped or otherwise separated from them. No additional trade or supply cost is incurred.
Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
15cm Assault Howitzer
9 170 180 100 80 1 1 - -15 10 60 -

Heavy Vehicle Weapon

Heavy Weapons will remove the ability to carry troops when added to compatible vehicles such as the Light Troop Carrier. Twin Weapons such as the Twin M6 Heavy Machinegun or Twin Griffin Dynamics Rotary Barrel Machinegun remove the ability to mount a light weapon when used on the Light Troop Carrier or Infantry Fighting Vehicle. This does not apply to the Battle Tank.
Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Short Barreled Tank Gun
2-8 170 180 100 60 1 1 60 0 6 60 45
Long Barreled Tank Gun
11 180 130 150 30 1 1 80 10 6 60 60
120mm Mortar
8-16 105 50 115 120 1 1 90 50 8 60 65
Twin M6 Heavy Machinegun
10 25 25 55 12 1 20 80 -13 10 40 90
Twin Griffin Dynamics Rotary Barrel Machinegun
8 13 15 40 10 1 30 110 -5 10 40/60 140

Medium Vehicle Weapon

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Rocket Organ
8-18 40 35 40 30 1 9 30 0 9 60/80 30
Auto-Laser
7 30 40 90 10 1 4 50 0 3/6 40/60 40
Ground Radar
20 N/A N/A N/A N/A N/A 1 60 200 N/A 40 45
Heavy Flamethrower
5 36 30 30 - 1 1 50 0 6 55 45
M6 CMG
10 25 25 55 12 1 10 60 -10 10 40 45
Rocket Launcher
3-9 160 250 110 50 1 1 65 5 6 60 50
Swarm Airburst Launcher
2-8 12 30 20 10 1 6 45 0 6 40 60
AT-RGL (Vehicle)
11 140 200 120 40 1 1 50 0 8 60 35
MK20A3 BC Autocannon
2-10 60 70 45 15 1 3 70 0 8 40 65
ATGM Launcher
4-11 220 300 220 50 1 1 75 0 4 60 65
Griffin Dynamics Rotary Barrel Machinegun
8 13 15 40 10 1 15 80 -5 10 40/60 70
Laser Lance
10 130 120 180 20 1 1 35 0 4/6 60/60 50

Light Vehicle Weapon

As of Patch 10 Light Weapons can be installed in Medium weapon slots. Currently the following vehicles and mechs posses 1 or more medium slots: Pirate Truck (Modular), A-ATV (Modular), Light Walker and Medium Walker

Name Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Trade Val Acc Mod Ammo AP Cost
Flamethrower
4 30 30 20 0 1 1 40 100 12 40 25
Mounted Chaingun
7 13 7 26 7 1 7 15 -10 18 20 25
CMG50 MMG
8 16 7 40 11 1 12 40 -20 12 40 35
K-GMW Auto Grenade Launcher
3-10 30 35 30 50 1 3 55 0 8 40 45
E4A2 ELSA Plasma Rifle
8 40 80 35 15 1 3 130 0 2/6 40/60 50
Anti-Materiel Rifle "Crocodile" (Vehicle)
3-11 80 70 110 40 1 1 70 -5 6 ? 40

Changelog

  • Patch #6 - Updated vehicle weapon description texts to convey our equipment rules:
    • Light weapon slot and transport capacity gets disabled when equipping twin weapons
    • Transport capacity gets disabled when equipping heavy weapons

This page covers Vehicle Accessories, for Accessories see here. The Vehicles page can be found here. For a complete breakdown of currently used Weapon/Accessory tags or to search for a specific tag see here.


Vehicle Accessory Statistics

Name Description
Trade Value Like all items, accessories can be traded on the black market. The value of an accessory is mostly based on its rarity.
The logistics cost to add an accessory to a vehicle.
Effect(s) What an accessory does.
Uses How many times an accessory can be used in a mission.


Sidearm Vehicle Accessories

Name
Trade Val Description Rng HP Dmg Armor Dmg Armor Pen Supp Elems Hit RoF Acc Mod AP Cost Uses
Vehicle Canister Shot
10 35 The canister launcher shoots exploding grenade clusters up in the air that covers the vehicle and all adjacent tiles in deadly shrapnel. 0 35 60 60 20 2 1 0 20 2
Anti Personnel Mine Launchers
10 45 Launchers that shoot 6 sets of anti-personnel mines over a short distance. They instantly arm and are triggered by any infantry moving through. 4 30 30 35 20 1 6 50 15 2
VMAT Missile
15 45 A one-use vehicle-mounted anti-tank missile that can be installed on most tracked or wheeled vehicles. It will severely damage or take out most light or medium vehicles but should not be relied too much on. 3-9 200 330 200 70 1 1 10 60 1

Active Vehicle Accessories

Name
Trade Val Effects Range AP Cost Uses
Booster Injection System
15 25 For 1 Turn: -3 Movement Cost per tile but Turn Costs increased by 10. N/A 0 2
Smoke Launchers
10 25 A set of launch tubes that fires a salvo of 3 smoke grenades to form a screen in front of the vehicle. Can be used 2 times. 4 20 2
Walker Jet Pack
15 25 A high powered jetpack able to propel walkers through the air up to 7 tiles. 7 60 6

Passive Vehicle Accessories

Name
Trade Val Effects Uses
Vehicle Ammo Case
15 35 Increases all weapon uses by 50% with a minimum of 2. N/A
Advanced Sensors
20 55 Increases viewrange by 1 and detection by 2. N/A
Adaptive Camouflage Net
10 45 Increases concealment by 4. N/A
Exploding Reactive Armor
10 35 Armor plates with small explosive charges that detonate against incoming shots and blunt the blast. Has a 70% chance to negate all damage from "rocket" based attacks. Can trigger 3 times. 3
Additional Armor Plating
10 25 +40 Armor, +120 Armor Durability, +4 Movement costs per tile. N/A
Ceramic Plating
15 65 Extremely heat-resistant ceramic armor plating that can absorb and dissipate the heat from energy-based attacks. Reduces damage from energy-based attacks by 50%. N/A
Electromagnetic Armor
25 85 Double-layered armor plates that discharge high-powered currents into penetrating projectiles. Less powerful than ERA but much more reliable and covers a larger part of the vehicle. Reduces the damage of incoming attacks by 33%. Does not work against energy weapons like lasers. Effect does not stack. N/A
Electromagnetic Forcefield
35 120 A high-powered EM forcefield that reduces the energy of incoming projectiles, lowering their penetration and damage. Since the field requires distance to function effectively, it only activates against attacks from a range of at least 5 tiles. It does not work against rockets, shaped charges, or HEAT attacks. N/A
Mobility Backup System
10 35 A set of mechanical and electronical devices and redundant circuits to ensure the vehicle can keep moving even if critical parts are damaged or destroyed. When immobilized, the vehicle can still move at half speed. N/A