Soldier Equipment

From Xenonauts 2 Official Wiki
Soldier loadout

Each soldier can carry an armor, primary weapon, secondary weapon, and whatever pieces of loadout will fit in the 5x5 Tactical Vest grid.

Once the Buzzard Jetpack engineering project has been completed soldiers can be equipped with a jetpack at the cost of 5 Carry Weight.

Armor

Armour can be equipped in either its default "light" configuration, or in a "heavy" configuration that offers additional protection at the cost of extra weight and a -10% Accuracy penalty (however, neither the Stalker and the Colossus have a "heavy" configuration).

Name Armor (Light/Heavy) Hardness Weight Special Rules Gas Immunity Production cost Prerequisite
Tactical Armor 6 / 12 0 6 / 18 No Free None
Warden Combat Armor 14 / 28 5 6 No $25,000
6 Alien Alloys
Alien Alloys resource
Guardian Battle Armor 20 / 30
25 / 38 (upgraded)
10 8 / 24 No $50,000
10 Alien Alloys
UFO Hull Plating research
Stalker Stealth Armor 25 12 8 -1.5% enemy hit modifier per tile of range Yes $75,000
12 Alien Alloys
5 Alenium
Alien Electronics research
Colossus Battlesuit 50
80 (upgraded)
20 60 100 Strength, -3 Vision Range, -50% Reflexes
Can only use machineguns, but 20% reduced fire cost
Yes $120,000
20 Alien Alloys
8 Alenium
Advanced Alloys research
Vanguard Exosuit 34 / 50 20 10 / 30 +12 Time Units Yes $200,000
20 Alien Alloys
12 Alenium
Ultradense Alloys research

Armor provides Armor HP, which absorbs incoming damage before it is applied to the soldier's HP. Keeping your soldiers alive is essential to success in Xenonauts 2, both in terms of winning missions and winning the overall strategic campaign. You'll need an experienced team of soldiers to beat tough missions like the UOO Bridge Assault or Operation Endgame!

However, armour rarely guarantees survival - as weapons have a damage range of 50-150% of their base damage, a high damage roll from an alien weapon can often kill a soldier with a single hit even if they are wearing the best armour you have available. Worse, on Veteran and Commander difficulty, you will lose the suit of armour if the soldier is taken as a casualty (even if they subsequently pass their post-mission Survival check).

Nonetheless, armour is a worthwhile investment for your experienced soldiers. Increasing the survival rate of a plasma bolt from 25% to 75% makes a huge difference to overall outcomes, even if the occasional soldier still gets vaporised once in a while.

Usage

As the starting Tactical Armour is available in unlimited quantities and early-game enemies deal relatively low damage, there are few downsides to issuing most of your soldiers with the Heavy version. Soldiers with low Strength or those who want to avoid the Accuracy penalty may be exceptions, but in general the increased survivability will greatly outweigh the downsides.

Warden Armour can be unlocked early. It's good armour, particularly when you start encountering extraterrestrials and Cleaner Soldiers - but some players prefer to skip it so they can save the money / alloys / research time and instead rush for Guardian Armour (unlocked off Destroyer UFOs). If you attempt this, you'll face a few tough missions where your soldiers are at real risk of getting one-shot by your enemies.

Guardian Armour is the mainline armour for much of the midgame, offering excellent protection for a relatively inexpensive price (and no Alenium requirements). Unlocking Alien Electronics from the Observer UFO allows you to upgrade the Guardian to further boost the protection, which is a no-brainer if you have a lot of them. Guardian Armour falls off heavily once you start encountering alien Fusion weapons, but it's still better than nothing.

Stalker Armour has no heavy variant, and has an excellent statline without the extra weight and Accuracy penalty that is normally needed to achieve it. Best of all, it also has a Cloaking Field that reduces the enemy hit chance by 1.5% for each tile between the attacking alien and your soldier. This makes it excellent for snipers that don't want to lose Accuracy and generally stay far away from the enemy, because the best armour is not getting shot. However, you'd be better off sticking with the cheaper upgraded Guardian for short-range specialists or inexperienced soldiers with high enough Strength.

Colossus Armour is basically a walking tank. At short-to-medium range it can deal out huge amounts of damage with its machinegun (which has its normal Time Unit fire cost reduced by 20%), and it's extremely tough. But the limitations of the armour (particularly the -3 vision range) and its inability to throw grenades or use accurate long-range weapons mean it's not a great idea to give them to everyone. But the Colossus is still an absolute powerhouse and it remains useful right the way through to the final mission.

Vanguard Armour is the "ultimate" armour, offering excellent protection and a +12 Time Unit bonus without any of the limitations of the Colossus. You'll want to keep some Colossus troopers around, but give everyone else the Vanguard!

Weapons

Ballistics

Weapon Damage Armor Pen Armor Destr Range (tiles) Hit Bonus Shots Reflex Modifier Fire Modes Weight Size Production cost
Ballistic Pistol 28 Kinetic 0 -2 10 4% per tile (40% adjacent) 15 1.25x Snap Shot - 55% Acc, 20% TU
Normal Shot - 95% Acc, 30% TU
8 3x2 Free
Ballistic Rifle 34 Kinetic 0 -2 20 2% per tile (40% adjacent) 20 1x Snap Shot - 38% Acc, 24% TU
Normal Shot - 72% Acc, 36% TU
Aimed Shot - 110% Acc, 48% TU
Burst Shot x3 - 40% Acc, 50% TU
16 5x2 Free
Ballistic Shotgun 3x28 Kinetic 0 -2 9 8% per tile (72% adjacent) 8 1.25x Snap Shot - 36% Acc, 30% TU
Normal Shot - 68% Acc, 43% TU
16 5x2 Free
Ballistic Sniper Rifle 40 Kinetic 10 -2 26 none 5 1x Aimed Shot - 80% Acc, 48% TU
Scoped - 160% Acc, 64% TU
18 5x2 Free
Ballistic Machinegun 34 Kinetic 0 -2 20 2% per tile (40% adjacent) 50 0.75x Burst Fire x3 - 45% Acc, 51% TU
Burst Fire x10 - 45% Acc, 75% TU
26 5x2 Free
H.E.V.Y. Launcher 25 Explosive 100 -1 25 +2% per tile (50% adjacent) 4 1x Normal Shot - 60% Acc, 48% TU
Aimed Shot - 105% Acc, 65% TU
24 5x2 Free

Ballistics are the starting weapons available to the Xenonauts. The various types of weapon are well-balanced against one another, with opinions on their strength and weaknesses usually simply coming down to player preference:

  • Pistols are surprisingly powerful at close range because of their low fire costs, and are small and lightweight, making them good sidearms or primary weapons for Shield soldiers.
  • Rifles don't excel at anything in particular but are very versatile and can fight well at any range.
  • Shotguns are absolute monsters at short range, but having to close with the enemy can leave your soldiers exposed.
  • Machineguns have high TU costs to fire and usually serve to suppress enemies rather than deal damage, but are very effective at killing things at close range.
  • Sniper Rifles have high TU fire costs, but have very long range and are accurate. Once soldiers have high enough Accuracy they can fire two shots per turn using the cheaper fire mode.
  • The HEVY is useful for firing grenades over long distances, which can be used to strip cover from enemy units and break their armour before other units attack.

Accelerated

Weapon Damage Armor Pen Armor Destr Range (tiles) Hit Bonus Shots Reflex Modifier Fire Modes Weight Size Production cost
Accelerated Pistol 32 Kinetic 5 -2 12 2.25% 15 1.25x Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
10 3x2 $12,500
3 Alien Alloys
Accelerated Rifle 38 Kinetic 5 -2 20 1.5% 20 1x 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)
25 5x2 $20,000
6 Alien Alloys
Accelerated Shotgun 3x32 Kinetic 3 -2 10 6.25% 8 1.25x Snap Shot (40% Acc, 28% TU)
Normal Shot (74% Acc, 40% TU)
25 5x2 $20,000
6 Alien Alloys
Accelerated Sniper Rifle 44 Kinetic 12 -2 30 0% 5 1x Aimed Shot (80% Acc, 56% TU)
Scoped (135% Acc, 70% TU)
25 5x2 $25,000
6 Alien Alloys
Accelerated Machinegun 38 Kinetic 5 -2 20 1.5% 50 0.75x Burst Fire X3 (40% Acc, 50% TU)
Burst Fire 2 X10 (40% Acc, 75% TU)
32 5x2 $25,000
6 Alien Alloys
Cleaner Magnetic Rifle 37 Kinetic 3 -2 20 2% 20 1x Snap Shot (38% Acc, 24% TU)
Normal Shot (72% Acc, 36% TU)
Aimed Shot (110% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
16 5x2 N/A

Accelerated Weapons are an early-game upgrade for Ballistic weapons that increases their Damage and Armour Penetration.

The Cleaner Magnetic Rifle is included in this section because it has very similar (albeit very slightly worse) stats compared to a Xenonaut Accelerated Rifle, and can be obtained for free if you kill and loot the Cleaner Soldiers (the hazmat suit ones) that appear as enemy reinforcements on certain timed Cleaner missions.

On higher difficulty settings players need to choose how much they want to commit to Accelerated weapons vs Laser weapons, as Accelerated weapons are cheaper and initially more effective than Lasers but eventually fall off once Laser weapons start to receive their upgrade projects. It is possible to skip Accelerated weapons entirely and go all-in on Lasers, or to commit to Accelerated weapons while you rush for Gauss weapons, or use a more balanced mix of Accelerated and Lasers.

Lasers

Weapon Damage Armor Pen Armor Destr Range (tiles) Hit Bonus Shots Reflex Modifier Fire Modes Weight Size Production cost
Laser Pistol 33 Energy 0 -8 12 2.25% 5 1.25x Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
8 3x2 $25,000
3 Alien Alloys
4 Alenium
Laser Rifle 40 Energy 0 -8 20 1.5% 5 1x 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)
20 5x2 $40,000
6 Alien Alloys
8 Alenium
Laser Shotgun 3x33 Energy 0 -8 10 6.25% 4 1.25x Snap Shot (40% Acc, 28% TU)
Normal Shot (74% Acc, 40% TU)
20 5x2 $40,000
6 Alien Alloys
8 Alenium
Precision Laser 46 Energy 10 -15 30 0% 3 1x Aimed Shot (80% Acc, 56% TU)
Scoped (135% Acc, 70% TU)
20 5x2 $50,000
6 Alien Alloys
8 Alenium
Laser Machinegun 40 Energy 0 -8 25 1.5% 30 0.75x Burst Fire X3 (40% Acc, 50% TU)
Burst Fire 2 X10 (40% Acc, 75% TU)
26 5x2 $50,000
6 Alien Alloys
8 Alenium

Laser Weapons are one of the more interesting weapon tiers, with several interesting features:

  • soldiers with less than 65 Accuracy gain a scaling Accuracy bonus while firing Lasers, making them ideal for inexperienced soldiers
  • their initial damage is the same as Accelerated weapons (but get an upgrade which increases it)
  • they have zero armour penetration, but they are very effective at destroying armour
  • they have very low ammo capacity (but get an upgrade that gives them recharging ammo)
  • they inflict Energy damage, which makes them much better at removing cover than standard Kinetic weapons

Upgraded lasers can stay relevant for quite a chunk of the game - although they struggle against Sebillians and their 35% Energy resistance!

Gauss Weapons

Weapon Damage Armor Pen Armor Destr Range (tiles) Hit Bonus Shots Reflex Modifier Fire Modes Weight Size Production cost
Gauss Pistol 50 Kinetic 10 -4 12 2.25% 12 1.25x Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
8 3x2 $50,000
6 Alien Alloys
6 Alenium
Gauss Rifle 60 Kinetic 10 -4 20 1.5% 16 1x 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)
20 5x2 $80,000
8 Alien Alloys
8 Alenium
Gauss Shotgun 3x50 Kinetic 10 -4 10 6.25% 6 1.25x Snap Shot (40% Acc, 28% TU)
Normal Shot (74% Acc, 40% TU)
20 5x2 $80,000
8 Alien Alloys
8 Alenium
Gauss Sniper Rifle 70 Kinetic 20 -4 30 0% 4 1x Aimed Shot (80% Acc, 56% TU)
Scoped (135% Acc, 70% TU)
20 5x2 $100,000
10 Alien Alloys
10 Alenium
Gauss Machinegun 60 Kinetic 10 -4 25 1.5% 40 0.75x Burst Fire X3 (40% Acc, 50% TU)
Burst Fire 2 X10 (40% Acc, 75% TU)
26 5x2 $100,000
10 Alien Alloys
10 Alenium

Gauss Weapons are the third set of weapons you can unlock after researching Gauss Weaponry. They inflict more damage and pierce through armor, making them ideal weapons in the later stages of the game as you slowly encounter more stronger aliens that wear armor, although they have smaller ammo size than the Ballistic and Accelerated weapons. Can be upgraded to improve their damage output.

Fusion Weapons

Weapon Damage Armor Pen Armor Destr Range (tiles) Hit Bonus Shots Reflex Modifier Fire Modes Weight Size Production cost
Fusion Pistol 63 Energy 15 -5 10 4% 8 1.25x Snap Shot (55% Acc, 20% TU)
Normal Shot (95% Acc, 30% TU)
6 3x2 $100,000
6 Alien Alloys
6 Alenium
Fusion Rifle 77 Energy 15 -5 20 2% 12 1x Snap Shot (38% Acc, 24% TU)
Normal Shot (72% Acc, 36% TU)
Aimed Shot (110% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
12 5x2 $160,000
12 Alien Alloys
12 Alenium
Fusion Shotgun 3x63 Energy 15 -5 9 8% 6 1.25x Snap Shot (36% Acc, 30% TU)
Normal Shot (68% Acc, 43% TU)
12 5x2 $160,000
12 Alien Alloys
12 Alenium
Fusion Sniper Rifle 90 Energy 30 -5 26 0% 6 1x Aimed Shot (80% Acc, 48% TU)
Scoped (160% Acc, 64% TU)
14 5x2 $200,000
12 Alien Alloys
12 Alenium
Fusion Machinegun 77 Energy 15 -5 20 2% 30 0.75x Burst Fire X3 (45% Acc, 51% TU)
Burst Fire X10 (45% Acc, 75% TU)
18 5x2 $200,000
12 Alien Alloys
12 Alenium

Fusion Weapons are the final and most powerful set of soldier weapons, unlocked by researching Fusion Weaponry (which requires Ultradense Alloys and the interrogation of alien Fusion weapons). They deal Energy damage with strong armour penetration, making them effective against even the most heavily armoured late-game enemies.

Melee Weapons

Weapon Damage Armor Pen Armor Destr Range (tiles) Reflexes Modifier Weight Fire Modes Size Production cost

Combat Knife

30 Kinetic 0 -2 1 1.25x 10 Melee (65% Acc, 25% TU) 3x1 Free
Energy Knife 50 Kinetic 5 -20 1 1.25x 10 Melee (65% Acc, 25% TU) 3x1 Upgrade: $100,000,
10 Alloys, 10 Alenium
Stun Baton 20 Stun, 30 EMP 25 0 1 1.25x 12 Melee (65% Acc, 25% TU) 3x1 Free
Electroshock Baton 30 Stun, 45 EMP 35 0 1 1.25x 12 Melee (65% Acc, 25% TU) 3x1 Upgrade:
$150,000, 35 Alloys
Power Fist (Colossus) 60 Kinetic, 40 Stun 40 20 1 1x 0 Melee (85% Acc, 25% TU) N/A Built into Colossus

Melee weapons are surprisingly viable in Xenonauts 2. They use a different hit formula to normal weapons, with the Hit Chance being the Accuracy of the attack (usually 65%) plus the difference in Reflexes between the attacker and the target (which can be negative). Soldiers with high Reflexes will therefore have high melee hit chances against most aliens, especially as Suppressed enemies lose half their Reflexes for the remainder of the turn!

Stun Batons and Electroshock Batons are the most useful of the melee weapons, and arguably the best stun weapons in the entire game. The fact they inflict EMP damage against robotic enemies means they are also extremely effective against Androns - they are easy targets to hit due to their low Reflexes, and their combination of high Armour and low HP makes them very vulnerable to EMP damage (which ignores Armour).

Knives are more niche weapons. They are actually quite effective if you put on a Rebreather module, throw a Smoke Grenade at an enemy, then charge towards them and start stabbing - but in most cases you'd be better off just shooting the target with a gun instead. Knives make short work of Symbiotes, but then so will Pistols!


Weapon Damage Penetration (armor) Destruction (armor per hit) Range (tiles) Hit Bonus (per tile) Capacity (shots) Weight Fire Modes Size Ammo Size Production cost
Stun Gun 16 Stun
22 Emp
25 0 6 +4.5% 3 8 Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
6 1 $20,000
Electroshock Pistol 35 Stun
40 Emp
0 -2 8 2.25% 3 8 Snap Shot (45% Acc, 20% TU)
Normal Shot (80% Acc, 30% TU)
6 1 $35,000
20 Alien Alloys
Electroshock Rifle 45 Stun
50 Emp
0 -2 16 2.5% 3 20 Snap Shot (38% Acc, 24% TU)
Normal Shot (72% Acc, 36% TU)
Aimed Shot (110% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
12 1 $50,000
35 Alien Alloys

Equipment

Healing Items

Equipment Use Cost (TU) Weight Size Effects
Medikit 25 25 3x2 Heals lost HP and Bleeding Wounds
Advanced Medikit 12 20 3x2 Heals lost HP and Bleeding Wounds

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. All grenades have a weight of 6. All grenades have a size of 1 except charges which have a size of 4.

Tier 1 Tier 2 Tier 3
Grenade Damage Destruction (armor) Blast Radius (tiles) Grenade Damage Destruction (armor) Blast Radius (tiles) Grenade Damage Destruction (armor) Blast Radius (tiles)
Smoke Grenade 1 Stun 0 4
Flashbang Grenade 0 0 2.5 Electroshock Grenade 25 Stun
45 Emp
0 2.5
Fragmentation Grenade 35 Kinetic -2 2.5 Alenium Grenade 50 Kinetic -3 2.5 Fusion Grenade 75 Kinetic -5 2.5
Demolition Charge 25 Explosive -12 2.5 Alenium Charge 32 Explosive -20 2.5 Fusion Charge 40 Explosive -28 2.5

Modules

Modules add various stat bonuses to the soldier. They can be upgraded via engineering projects and are always unlimited. All modules have a size of 2x2 and a weight of 12. A soldier can only have one of each modules.

Tier 1 Tier 2 Tier 3
Module Bonus Module Bonus Module Bonus
Steel Plates +3 Armor Alloy Plates +5 Armor Reinforced Plates +8 Armor
Tactical Module +4 Accuracy Advanced Tactical Module +8 Accuracy
Must be researched Must be researched Automed Module +3 HP per turn