Revision as of 12:55, 27 February 2026 by DCello(talk | contribs)(test tabbers (didn't remove the [[ ]] from the section headers cause that would be destructive and harder to readd))
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".
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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%.
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.
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.
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.
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.
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.
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
Patch 9 - FIXED Drug accessories are now refilled by the 'Scavenger' perk crate
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.
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.
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.
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.
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.
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.
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%.
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.
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.
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.