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	<title>Xenonauts 2 Official Wiki - User contributions [en]</title>
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		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Soldier_Equipment&amp;diff=836</id>
		<title>Soldier Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Soldier_Equipment&amp;diff=836"/>
		<updated>2026-04-15T18:43:31Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: /* Healing Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Loadout screen.png|thumb|400px|Soldier loadout]]&lt;br /&gt;
Each soldier can carry an armor, primary weapon, secondary weapon, and whatever pieces of loadout will fit in the 5x5 Tactical Vest grid.&lt;br /&gt;
&lt;br /&gt;
Once the Buzzard Jetpack engineering project has been completed soldiers can be equipped with a jetpack at the cost of 5 Carry Weight.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armour can be equipped in either its default &amp;quot;light&amp;quot; configuration, or in a &amp;quot;heavy&amp;quot; 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 &amp;quot;heavy&amp;quot; configuration).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Armor (Light/Heavy)&lt;br /&gt;
! Hardness&lt;br /&gt;
! Weight&lt;br /&gt;
! Special Rules&lt;br /&gt;
! Gas Immunity&lt;br /&gt;
! Production cost&lt;br /&gt;
! Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Armor&lt;br /&gt;
| 6 / 12&lt;br /&gt;
| 0&lt;br /&gt;
| 6 / 18&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Free&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;None&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Warden Combat Armor&lt;br /&gt;
| 14 / 28&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| $25,000&amp;lt;br&amp;gt;6 Alien Alloys&lt;br /&gt;
| Alien Alloys resource&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Battle Armor&lt;br /&gt;
| 20 / 30&amp;lt;br&amp;gt;25 / 38 (upgraded)&lt;br /&gt;
| 10&lt;br /&gt;
| 8 / 24&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;10 Alien Alloys&lt;br /&gt;
| UFO Hull Plating research&lt;br /&gt;
|-&lt;br /&gt;
| Stalker Stealth Armor&lt;br /&gt;
| 25&lt;br /&gt;
| 12&lt;br /&gt;
| 8&lt;br /&gt;
| -1.5% enemy hit modifier per tile of range&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| $75,000&amp;lt;br&amp;gt;12 Alien Alloys&amp;lt;br&amp;gt;5 Alenium&lt;br /&gt;
| Alien Electronics research&lt;br /&gt;
|-&lt;br /&gt;
| Colossus Battlesuit&lt;br /&gt;
| 50&amp;lt;br&amp;gt;80 (upgraded)&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| 100 Strength, -3 Vision Range, -50% Reflexes&amp;lt;br&amp;gt;Can only use machineguns, but 20% reduced fire cost&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| $120,000&amp;lt;br&amp;gt;20 Alien Alloys&amp;lt;br&amp;gt;8 Alenium&lt;br /&gt;
| Advanced Alloys research&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard Exosuit&lt;br /&gt;
| 34 / 50&lt;br /&gt;
| 20&lt;br /&gt;
| 10 / 30&lt;br /&gt;
| +12 Time Units&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| $200,000&amp;lt;br&amp;gt;20 Alien Alloys&amp;lt;br&amp;gt;8 Alenium&lt;br /&gt;
| Ultradense Alloys research&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor provides Armor HP, which absorbs incoming damage before it is applied to the soldier&#039;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&#039;ll need an experienced team of soldiers to beat tough missions like the UOO Bridge Assault or Operation Endgame!&lt;br /&gt;
&lt;br /&gt;
However, armour rarely &#039;&#039;guarantees&#039;&#039; 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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
As the starting &#039;&#039;&#039;Tactical Armour&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden Armour&#039;&#039;&#039; can be unlocked early. It&#039;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&#039;ll face a few tough missions where your soldiers are at real risk of getting one-shot by your enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guardian Armour&#039;&#039;&#039; 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&#039;s still better than nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalker Armour&#039;&#039;&#039; 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&#039;t want to lose Accuracy and generally stay far away from the enemy, because the best armour is not getting shot. However, you&#039;d be better off sticking with the cheaper upgraded Guardian for short-range specialists or inexperienced soldiers with high enough Strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colossus Armour&#039;&#039;&#039; 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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanguard Armour&#039;&#039;&#039; is the &amp;quot;ultimate&amp;quot; armour, offering excellent protection and a +12 Time Unit bonus without any of the limitations of the Colossus. You&#039;ll want to keep some Colossus troopers around, but give everyone else the Vanguard!&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
===Ballistics===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Armor Pen&lt;br /&gt;
! width=1% | Armor Destr&lt;br /&gt;
! width=1% | Range (tiles)&lt;br /&gt;
! Hit Bonus&lt;br /&gt;
! width=1% | Shots&lt;br /&gt;
! width=1% | Reflex Modifier&lt;br /&gt;
! Fire Modes&lt;br /&gt;
! Weight&lt;br /&gt;
! Size&lt;br /&gt;
! Production cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ballistic pistol.png|70px]] Ballistic Pistol&lt;br /&gt;
| 28 Kinetic&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
| 4% per tile (40% adjacent)&lt;br /&gt;
| 15&lt;br /&gt;
| 1.25x&lt;br /&gt;
| Snap Shot - 55% Acc, 20% TU&amp;lt;br&amp;gt;Normal Shot - 95% Acc, 30% TU&lt;br /&gt;
| 8&lt;br /&gt;
| 3x2&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ballistic rifle.png|70px]] Ballistic Rifle&lt;br /&gt;
| 34 Kinetic&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 20&lt;br /&gt;
| 2% per tile (40% adjacent)&lt;br /&gt;
| 20&lt;br /&gt;
| 1x&lt;br /&gt;
| Snap Shot - 38% Acc, 24% TU&amp;lt;br&amp;gt;Normal Shot - 72% Acc, 36% TU&amp;lt;br&amp;gt;Aimed Shot - 110% Acc, 48% TU&amp;lt;br&amp;gt;Burst Shot x3 - 40% Acc, 50% TU&lt;br /&gt;
| 16&lt;br /&gt;
| 5x2&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ballistic shotgun.png|70px]] Ballistic Shotgun&lt;br /&gt;
| 3x28 Kinetic&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 9&lt;br /&gt;
| 8% per tile (72% adjacent)&lt;br /&gt;
| 8&lt;br /&gt;
| 1.25x&lt;br /&gt;
| Snap Shot - 36% Acc, 30% TU&amp;lt;br&amp;gt;Normal Shot - 68% Acc, 43% TU&lt;br /&gt;
| 16&lt;br /&gt;
| 5x2&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ballistic sniper.png|70px]] Ballistic Sniper Rifle&lt;br /&gt;
| 40 Kinetic&lt;br /&gt;
| 10&lt;br /&gt;
| -2&lt;br /&gt;
| 26&lt;br /&gt;
| none&lt;br /&gt;
| 5&lt;br /&gt;
| 1x&lt;br /&gt;
| Aimed Shot - 80% Acc, 48% TU&amp;lt;br&amp;gt;Scoped - 160% Acc, 64% TU&lt;br /&gt;
| 18&lt;br /&gt;
| 5x2&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ballistic lmg.png|70px]] Ballistic Machinegun&lt;br /&gt;
| 34 Kinetic&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 20&lt;br /&gt;
| 2% per tile (40% adjacent)&lt;br /&gt;
| 50&lt;br /&gt;
| 0.75x&lt;br /&gt;
| Burst Fire x3 - 45% Acc, 51% TU&amp;lt;br&amp;gt;Burst Fire x10 - 45% Acc, 75% TU&lt;br /&gt;
| 26&lt;br /&gt;
| 5x2&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grenade launcher.png|70px]] H.E.V.Y. Launcher&lt;br /&gt;
| 25 Kinetic&lt;br /&gt;
| 100&lt;br /&gt;
| -1&lt;br /&gt;
| 25&lt;br /&gt;
| +2% per tile (50% adjacent)&lt;br /&gt;
| 4&lt;br /&gt;
| 1x&lt;br /&gt;
| Normal Shot - 60% Acc, 48% TU&amp;lt;br&amp;gt;Aimed Shot - 105% Acc, 65% TU&lt;br /&gt;
| 40&lt;br /&gt;
| 5x2&lt;br /&gt;
| Free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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.&lt;br /&gt;
* Rifles don&#039;t excel at anything in particular but are very versatile and can fight well at any range.&lt;br /&gt;
* Shotguns are absolute monsters at short range, but having to close with the enemy can leave your soldiers exposed.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
===Lasers===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Penetration (armor)&lt;br /&gt;
! width=1% | Destruction (armor per hit)&lt;br /&gt;
! width=1% | Range (tiles)&lt;br /&gt;
! Hit Bonus (per tile)&lt;br /&gt;
! width=1% | Capacity (shots)&lt;br /&gt;
! Weight&lt;br /&gt;
! Fire Modes&lt;br /&gt;
! Size&lt;br /&gt;
! Ammo Size&lt;br /&gt;
! Production cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Laser pistol.png|70px]] Laser Pistol&lt;br /&gt;
| 33 Thermal&lt;br /&gt;
| 0&lt;br /&gt;
| -8&lt;br /&gt;
| 12&lt;br /&gt;
| 2.25%&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| Snap Shot (60% Acc, 20% TU)&amp;lt;br&amp;gt;Normal Shot (100% Acc, 30% TU)&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| $25,000&amp;lt;br&amp;gt;3 Alien Alloys&amp;lt;br&amp;gt;4 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Laser rifle.png|70px]] Laser Rifle&lt;br /&gt;
| 40 Thermal&lt;br /&gt;
| 0&lt;br /&gt;
| -8&lt;br /&gt;
| 20&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| Snap Shot (45% Acc, 24% TU)&amp;lt;br&amp;gt;Normal Shot (80% Acc, 36% TU)&amp;lt;br&amp;gt;Aimed Shot (120% Acc, 48% TU)&amp;lt;br&amp;gt;Burst Shot X3 (40% Acc, 50% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $40,000&amp;lt;br&amp;gt;5 Alien Alloys&amp;lt;br&amp;gt;8 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Laser shotgun.png|70px]] Laser Shotgun&lt;br /&gt;
| 3x33 Thermal&lt;br /&gt;
| 0&lt;br /&gt;
| -8&lt;br /&gt;
| 10&lt;br /&gt;
| 6.25%&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| Snap Shot (40% Acc, 28% TU)&amp;lt;br&amp;gt;Normal Shot (74% Acc, 40% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $40,000&amp;lt;br&amp;gt;5 Alien Alloys&amp;lt;br&amp;gt;8 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Laser sniper.png|70px]] Precision Laser&lt;br /&gt;
| 46 Thermal&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 30&lt;br /&gt;
| 0%&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| Aimed Shot (80% Acc, 56% TU)&amp;lt;br&amp;gt;Scoped (135% Acc, 70% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;5 Alien Alloys&amp;lt;br&amp;gt;8 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Laser lmg.png|70px]] Laser Machinegun&lt;br /&gt;
| 40 Thermal&lt;br /&gt;
| 0&lt;br /&gt;
| -8&lt;br /&gt;
| 25&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 30&lt;br /&gt;
| 26&lt;br /&gt;
| Burst Fire X3 (40% Acc, 50% TU)&amp;lt;br&amp;gt;Burst Fire 2 X10 (40% Acc, 75% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;5 Alien Alloys&amp;lt;br&amp;gt;8 Alenium&lt;br /&gt;
|}&lt;br /&gt;
Laser Weapons are the second set of weapons you can unlock after researching Laser Weaponry. In contrast to Ballistic and Accelarated Weapons, they have better accuracy and weight less with their damage type (thermal) capable of inflicting damage against aliens who have ballistic resistance making them still useful towards the end game. Although they have smaller ammo per clip. They can be upgraded that boost their damage as well as having rechargable clips that regenerates per turn.&lt;br /&gt;
&lt;br /&gt;
=== Gauss Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Penetration (armor)&lt;br /&gt;
! width=1% | Destruction (armor per hit)&lt;br /&gt;
! width=1% | Range (tiles)&lt;br /&gt;
! Hit Bonus (per tile)&lt;br /&gt;
! width=1% | Capacity (shots)&lt;br /&gt;
! Weight&lt;br /&gt;
! Fire Modes&lt;br /&gt;
! Size&lt;br /&gt;
! Ammo Size&lt;br /&gt;
! Production cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gauss pistol.png|70px]] Gauss Pistol&lt;br /&gt;
| 50 Kinetic&lt;br /&gt;
| 10&lt;br /&gt;
| -4&lt;br /&gt;
| 12&lt;br /&gt;
| 2.25%&lt;br /&gt;
| 15&lt;br /&gt;
| 8&lt;br /&gt;
| Snap Shot (60% Acc, 20% TU)&amp;lt;br&amp;gt;Normal Shot (100% Acc, 30% TU)&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;15 Alien Alloys&amp;lt;br&amp;gt;5 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gauss rifle.png|70px]] Gauss Rifle&lt;br /&gt;
| 60 Kinetic&lt;br /&gt;
| 10&lt;br /&gt;
| -4&lt;br /&gt;
| 20&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| Snap Shot (45% Acc, 24% TU)&amp;lt;br&amp;gt;Normal Shot (80% Acc, 36% TU)&amp;lt;br&amp;gt;Aimed Shot (120% Acc, 48% TU)&amp;lt;br&amp;gt;Burst Shot X3 (40% Acc, 50% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;25 Alien Alloys&amp;lt;br&amp;gt;10 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gauss shotgun.png|70px]] Gauss Shotgun&lt;br /&gt;
| 3x50 Kinetic&lt;br /&gt;
| 10&lt;br /&gt;
| -4&lt;br /&gt;
| 10&lt;br /&gt;
| 6.25%&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
| Snap Shot (40% Acc, 28% TU)&amp;lt;br&amp;gt;Normal Shot (74% Acc, 40% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;25 Alien Alloys&amp;lt;br&amp;gt;10 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gauss sniper.png|70px]] Gauss Sniper Rifle&lt;br /&gt;
| 70 Kinetic&lt;br /&gt;
| 20&lt;br /&gt;
| -4&lt;br /&gt;
| 30&lt;br /&gt;
| 0%&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| Aimed Shot (80% Acc, 56% TU)&amp;lt;br&amp;gt;Scoped (135% Acc, 70% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;25 Alien Alloys&amp;lt;br&amp;gt;10 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gauss lmg.png|70px]] Gauss Machinegun&lt;br /&gt;
| 60 Kinetic&lt;br /&gt;
| 10&lt;br /&gt;
| -4&lt;br /&gt;
| 25&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 50&lt;br /&gt;
| 26&lt;br /&gt;
| Burst Fire X3 (40% Acc, 50% TU)&amp;lt;br&amp;gt;Burst Fire 2 X10 (40% Acc, 75% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;25 Alien Alloys&amp;lt;br&amp;gt;10 Alenium&lt;br /&gt;
|}&lt;br /&gt;
Gauss Weapons are the last set of weapons you can unlock after researching Gauss Weaponry. They inflict more damage and pierce thru armor, making them ideal weapon in 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.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Armor Pen&lt;br /&gt;
! width=1% | Armor Destr&lt;br /&gt;
! width=1% | Range (tiles)&lt;br /&gt;
! width=1% | Reflexes Modifier&lt;br /&gt;
! Weight&lt;br /&gt;
! Fire Modes&lt;br /&gt;
! Size&lt;br /&gt;
! Production cost&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Melee knife.png|70px]] Combat Knife&lt;br /&gt;
| 30 Kinetic&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 1&lt;br /&gt;
| 1.25x&lt;br /&gt;
| 10&lt;br /&gt;
| Melee (65% Acc, 25% TU)&lt;br /&gt;
| 3x1&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Melee knife energy.png|70px]] Energy Knife&lt;br /&gt;
| 50 Kinetic&lt;br /&gt;
| 5&lt;br /&gt;
| -20&lt;br /&gt;
| 1&lt;br /&gt;
| 1.25x&lt;br /&gt;
| 10&lt;br /&gt;
| Melee (65% Acc, 25% TU)&lt;br /&gt;
| 3x1&lt;br /&gt;
| Upgrade:  $100,000,&amp;lt;br&amp;gt;10 Alloys, 10 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stun baton.png|70px]] Stun Baton&lt;br /&gt;
| 20 Stun, 30 EMP&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1.25x&lt;br /&gt;
| 12&lt;br /&gt;
| Melee (65% Acc, 25% TU)&lt;br /&gt;
| 3x1&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stun baton v2.png|70px]] Electroshock Baton&lt;br /&gt;
| 30 Stun, 45 EMP&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1.25x&lt;br /&gt;
| 12&lt;br /&gt;
| Melee (65% Acc, 25% TU)&lt;br /&gt;
| 3x1&lt;br /&gt;
| Upgrade:&amp;lt;br&amp;gt;$150,000, 35 Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Melee fist.png|70px]] Power Fist (Colossus)&lt;br /&gt;
| 60 Kinetic, 40 Stun&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
| 1x&lt;br /&gt;
| 0&lt;br /&gt;
| Melee (85% Acc, 25% TU)&lt;br /&gt;
| N/A&lt;br /&gt;
| Built into Colossus&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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!&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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&#039;d be better off just shooting the target with a gun instead. Knives make short work of Symbiotes, but then so will Pistols!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Penetration (armor)&lt;br /&gt;
! width=1% | Destruction (armor per hit)&lt;br /&gt;
! width=1% | Range (tiles)&lt;br /&gt;
! Hit Bonus (per tile)&lt;br /&gt;
! width=1% | Capacity (shots)&lt;br /&gt;
! Weight&lt;br /&gt;
! Fire Modes&lt;br /&gt;
! Size&lt;br /&gt;
! Ammo Size&lt;br /&gt;
! Production cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stun gun.png|70px]] Stun Gun&lt;br /&gt;
| 15 Stun&amp;lt;br&amp;gt;22 Emp&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| +4.5%&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| Snap Shot (60% Acc, 20% TU)&amp;lt;br&amp;gt;Normal Shot (100% Acc, 30% TU)&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| $20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Accelerated pistol.png|70px]] Accelerated Pistol&lt;br /&gt;
| 32 Kinetic&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
| 12&lt;br /&gt;
| 2.25%&lt;br /&gt;
| 15&lt;br /&gt;
| 10&lt;br /&gt;
| Snap Shot (60% Acc, 20% TU)&amp;lt;br&amp;gt;Normal Shot (100% Acc, 30% TU)&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| $15,000&amp;lt;br&amp;gt;3 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Accelerated rifle.png|70px]] Accelerated Rifle&lt;br /&gt;
| 38 Kinetic&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
| 20&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 20&lt;br /&gt;
| 25&lt;br /&gt;
| Snap Shot (45% Acc, 24% TU)&amp;lt;br&amp;gt;Normal Shot (80% Acc, 36% TU)&amp;lt;br&amp;gt;Aimed Shot (120% Acc, 48% TU)&amp;lt;br&amp;gt;Burst Shot X3 (40% Acc, 50% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $25,000&amp;lt;br&amp;gt;5 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Accelerated shotgun.png|70px]] Accelerated Shotgun&lt;br /&gt;
| 3x32 Kinetic&lt;br /&gt;
| 3&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
| 6.25%&lt;br /&gt;
| 8&lt;br /&gt;
| 25&lt;br /&gt;
| Snap Shot (40% Acc, 28% TU)&amp;lt;br&amp;gt;Normal Shot (74% Acc, 40% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $25,000&amp;lt;br&amp;gt;5 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Accelerated sniper.png|70px]] Accelerated Sniper Rifle&lt;br /&gt;
| 44 Kinetic&lt;br /&gt;
| 12&lt;br /&gt;
| -2&lt;br /&gt;
| 30&lt;br /&gt;
| 0%&lt;br /&gt;
| 5&lt;br /&gt;
| 25&lt;br /&gt;
| Aimed Shot (80% Acc, 56% TU)&amp;lt;br&amp;gt;Scoped (135% Acc, 70% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $25,000&amp;lt;br&amp;gt;5 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Accelerated lmg.png|70px]] Accelerated Machinegun&lt;br /&gt;
| 38 Kinetic&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
| 20&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 50&lt;br /&gt;
| 32&lt;br /&gt;
| Burst Fire X3 (40% Acc, 50% TU)&amp;lt;br&amp;gt;Burst Fire 2 X10 (40% Acc, 75% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| $25,000&amp;lt;br&amp;gt;5 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electroshock pistol.png|70px]] Electroshock Pistol&lt;br /&gt;
| 48 Stun&amp;lt;br&amp;gt;35 Emp&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 8&lt;br /&gt;
| 2.25%&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| Snap Shot (45% Acc, 20% TU)&amp;lt;br&amp;gt;Normal Shot (80% Acc, 30% TU)&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| $35,000&amp;lt;br&amp;gt;20 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electroshock rifle.png|70px]] Electroshock Rifle&lt;br /&gt;
| 60 Stun&amp;lt;br&amp;gt;40 Emp&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 12&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| Snap Shot (45% Acc, 24% TU)&amp;lt;br&amp;gt;Normal Shot (80% Acc, 40% TU)&amp;lt;br&amp;gt;Aimed Shot (130% Acc, 56% TU)&amp;lt;br&amp;gt;Burst Shot X3 (45% Acc, 60% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;35 Alien Alloys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
=== Healing Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Equipment&lt;br /&gt;
! Use Cost (TU)&lt;br /&gt;
! Weight&lt;br /&gt;
! Size&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medipack.png|40px]] Medikit&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| 3x2&lt;br /&gt;
| Heals lost HP and Bleeding Wounds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Advanced_Medikit.png|40px]] Advanced Medikit&lt;br /&gt;
| 12&lt;br /&gt;
| 20&lt;br /&gt;
| 3x2&lt;br /&gt;
| Heals lost HP and Bleeding Wounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
Grenades are thrown in an area at the cost of 51% TU. The distance where they can be thrown depends on the soldier&#039;s Strength. All grenades have a weight of 6. All grenades have a size of 1 except charges which have a size of 4.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=4 | Tier 1&lt;br /&gt;
! colspan=4 | Tier 2&lt;br /&gt;
! colspan=4 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Grenade&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Destruction (armor)&lt;br /&gt;
! width=1% | Blast Radius (tiles)&lt;br /&gt;
! Grenade&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Destruction (armor)&lt;br /&gt;
! width=1% | Blast Radius (tiles)&lt;br /&gt;
! Grenade&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Destruction (armor)&lt;br /&gt;
! width=1% | Blast Radius (tiles)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grenade smoke.png|25px]] Smoke Grenade&lt;br /&gt;
| 1 Stun&lt;br /&gt;
| 0&lt;br /&gt;
| 2.5&lt;br /&gt;
| colspan=8 | &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grenade flashbang.png|25px]] Flashbang Grenade&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2.5&lt;br /&gt;
| [[File:Grenade electroshock.png|25px]] Electroshock Grenade&lt;br /&gt;
| 25 Stun&amp;lt;br&amp;gt;45 Emp&lt;br /&gt;
| 0&lt;br /&gt;
| 2.5&lt;br /&gt;
| colspan=4 | &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grenade frag.png|25px]] Fragmentation Grenade&lt;br /&gt;
| 35 Kinetic&lt;br /&gt;
| -2&lt;br /&gt;
| 2.5&lt;br /&gt;
| [[File:Grenade alenium.png|25px]] Alenium Grenade&lt;br /&gt;
| 50 Kinetic&lt;br /&gt;
| -3&lt;br /&gt;
| 2.5&lt;br /&gt;
| [[File:Grenade plasma.png|25px]] Fusion Grenade&lt;br /&gt;
| 75 Kinetic&lt;br /&gt;
| -5&lt;br /&gt;
| 2.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grenade demolition.png|25px]] Demolition Charge&lt;br /&gt;
| 25 Thermal&lt;br /&gt;
| -12&lt;br /&gt;
| 1.5&lt;br /&gt;
| [[File:Grenade demolition tier2.png|25px]] Alenium Charge&lt;br /&gt;
| 32 Thermal&lt;br /&gt;
| -20&lt;br /&gt;
| 1.5&lt;br /&gt;
| [[File:Grenade demolition tier3.png|25px]] FusionCharge&lt;br /&gt;
| 40 Explosive&lt;br /&gt;
| -28&lt;br /&gt;
| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1&lt;br /&gt;
! colspan=2 | Tier 2&lt;br /&gt;
! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module&lt;br /&gt;
! Bonus&lt;br /&gt;
! Module&lt;br /&gt;
! Bonus&lt;br /&gt;
! Module&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Module insert tier1.png|25px]] Steel Plates&lt;br /&gt;
| +3 Armor&lt;br /&gt;
| [[File:Module insert tier2.png|25px]] Alloy Plates&lt;br /&gt;
| +5 Armor&lt;br /&gt;
| [[File:Module insert tier3.png|25px]] Reinforced Plates&lt;br /&gt;
| +8 Armor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Module accuracy tier1.png|25px]] Tactical Module&lt;br /&gt;
| +4 Accuracy&lt;br /&gt;
| [[File:Module accuracy tier2.png|25px]] Advanced Tactical Module&lt;br /&gt;
| +8 Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| Must be researched&lt;br /&gt;
| Must be researched&lt;br /&gt;
| [[File:Module medical tier1.png|25px]] Automed Module&lt;br /&gt;
| +25 HP Regeneration&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Advanced_Medikit.png&amp;diff=835</id>
		<title>File:Advanced Medikit.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Advanced_Medikit.png&amp;diff=835"/>
		<updated>2026-04-15T18:42:57Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Soldier_Equipment&amp;diff=834</id>
		<title>Soldier Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Soldier_Equipment&amp;diff=834"/>
		<updated>2026-04-15T18:40:23Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: /* Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Loadout screen.png|thumb|400px|Soldier loadout]]&lt;br /&gt;
Each soldier can carry an armor, primary weapon, secondary weapon, and whatever pieces of loadout will fit in the 5x5 Tactical Vest grid.&lt;br /&gt;
&lt;br /&gt;
Once the Buzzard Jetpack engineering project has been completed soldiers can be equipped with a jetpack at the cost of 5 Carry Weight.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armour can be equipped in either its default &amp;quot;light&amp;quot; configuration, or in a &amp;quot;heavy&amp;quot; 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 &amp;quot;heavy&amp;quot; configuration).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Armor (Light/Heavy)&lt;br /&gt;
! Hardness&lt;br /&gt;
! Weight&lt;br /&gt;
! Special Rules&lt;br /&gt;
! Gas Immunity&lt;br /&gt;
! Production cost&lt;br /&gt;
! Prerequisite&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Armor&lt;br /&gt;
| 6 / 12&lt;br /&gt;
| 0&lt;br /&gt;
| 6 / 18&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| Free&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;None&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Warden Combat Armor&lt;br /&gt;
| 14 / 28&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| $25,000&amp;lt;br&amp;gt;6 Alien Alloys&lt;br /&gt;
| Alien Alloys resource&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Battle Armor&lt;br /&gt;
| 20 / 30&amp;lt;br&amp;gt;25 / 38 (upgraded)&lt;br /&gt;
| 10&lt;br /&gt;
| 8 / 24&lt;br /&gt;
| &lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;10 Alien Alloys&lt;br /&gt;
| UFO Hull Plating research&lt;br /&gt;
|-&lt;br /&gt;
| Stalker Stealth Armor&lt;br /&gt;
| 25&lt;br /&gt;
| 12&lt;br /&gt;
| 8&lt;br /&gt;
| -1.5% enemy hit modifier per tile of range&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| $75,000&amp;lt;br&amp;gt;12 Alien Alloys&amp;lt;br&amp;gt;5 Alenium&lt;br /&gt;
| Alien Electronics research&lt;br /&gt;
|-&lt;br /&gt;
| Colossus Battlesuit&lt;br /&gt;
| 50&amp;lt;br&amp;gt;80 (upgraded)&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| 100 Strength, -3 Vision Range, -50% Reflexes&amp;lt;br&amp;gt;Can only use machineguns, but 20% reduced fire cost&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| $120,000&amp;lt;br&amp;gt;20 Alien Alloys&amp;lt;br&amp;gt;8 Alenium&lt;br /&gt;
| Advanced Alloys research&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard Exosuit&lt;br /&gt;
| 34 / 50&lt;br /&gt;
| 20&lt;br /&gt;
| 10 / 30&lt;br /&gt;
| +12 Time Units&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
| $200,000&amp;lt;br&amp;gt;20 Alien Alloys&amp;lt;br&amp;gt;8 Alenium&lt;br /&gt;
| Ultradense Alloys research&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor provides Armor HP, which absorbs incoming damage before it is applied to the soldier&#039;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&#039;ll need an experienced team of soldiers to beat tough missions like the UOO Bridge Assault or Operation Endgame!&lt;br /&gt;
&lt;br /&gt;
However, armour rarely &#039;&#039;guarantees&#039;&#039; 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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
As the starting &#039;&#039;&#039;Tactical Armour&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden Armour&#039;&#039;&#039; can be unlocked early. It&#039;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&#039;ll face a few tough missions where your soldiers are at real risk of getting one-shot by your enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guardian Armour&#039;&#039;&#039; 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&#039;s still better than nothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalker Armour&#039;&#039;&#039; 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&#039;t want to lose Accuracy and generally stay far away from the enemy, because the best armour is not getting shot. However, you&#039;d be better off sticking with the cheaper upgraded Guardian for short-range specialists or inexperienced soldiers with high enough Strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Colossus Armour&#039;&#039;&#039; 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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vanguard Armour&#039;&#039;&#039; is the &amp;quot;ultimate&amp;quot; armour, offering excellent protection and a +12 Time Unit bonus without any of the limitations of the Colossus. You&#039;ll want to keep some Colossus troopers around, but give everyone else the Vanguard!&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
===Ballistics===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Armor Pen&lt;br /&gt;
! width=1% | Armor Destr&lt;br /&gt;
! width=1% | Range (tiles)&lt;br /&gt;
! Hit Bonus&lt;br /&gt;
! width=1% | Shots&lt;br /&gt;
! width=1% | Reflex Modifier&lt;br /&gt;
! Fire Modes&lt;br /&gt;
! Weight&lt;br /&gt;
! Size&lt;br /&gt;
! Production cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ballistic pistol.png|70px]] Ballistic Pistol&lt;br /&gt;
| 28 Kinetic&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
| 4% per tile (40% adjacent)&lt;br /&gt;
| 15&lt;br /&gt;
| 1.25x&lt;br /&gt;
| Snap Shot - 55% Acc, 20% TU&amp;lt;br&amp;gt;Normal Shot - 95% Acc, 30% TU&lt;br /&gt;
| 8&lt;br /&gt;
| 3x2&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ballistic rifle.png|70px]] Ballistic Rifle&lt;br /&gt;
| 34 Kinetic&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 20&lt;br /&gt;
| 2% per tile (40% adjacent)&lt;br /&gt;
| 20&lt;br /&gt;
| 1x&lt;br /&gt;
| Snap Shot - 38% Acc, 24% TU&amp;lt;br&amp;gt;Normal Shot - 72% Acc, 36% TU&amp;lt;br&amp;gt;Aimed Shot - 110% Acc, 48% TU&amp;lt;br&amp;gt;Burst Shot x3 - 40% Acc, 50% TU&lt;br /&gt;
| 16&lt;br /&gt;
| 5x2&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ballistic shotgun.png|70px]] Ballistic Shotgun&lt;br /&gt;
| 3x28 Kinetic&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 9&lt;br /&gt;
| 8% per tile (72% adjacent)&lt;br /&gt;
| 8&lt;br /&gt;
| 1.25x&lt;br /&gt;
| Snap Shot - 36% Acc, 30% TU&amp;lt;br&amp;gt;Normal Shot - 68% Acc, 43% TU&lt;br /&gt;
| 16&lt;br /&gt;
| 5x2&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ballistic sniper.png|70px]] Ballistic Sniper Rifle&lt;br /&gt;
| 40 Kinetic&lt;br /&gt;
| 10&lt;br /&gt;
| -2&lt;br /&gt;
| 26&lt;br /&gt;
| none&lt;br /&gt;
| 5&lt;br /&gt;
| 1x&lt;br /&gt;
| Aimed Shot - 80% Acc, 48% TU&amp;lt;br&amp;gt;Scoped - 160% Acc, 64% TU&lt;br /&gt;
| 18&lt;br /&gt;
| 5x2&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ballistic lmg.png|70px]] Ballistic Machinegun&lt;br /&gt;
| 34 Kinetic&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 20&lt;br /&gt;
| 2% per tile (40% adjacent)&lt;br /&gt;
| 50&lt;br /&gt;
| 0.75x&lt;br /&gt;
| Burst Fire x3 - 45% Acc, 51% TU&amp;lt;br&amp;gt;Burst Fire x10 - 45% Acc, 75% TU&lt;br /&gt;
| 26&lt;br /&gt;
| 5x2&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grenade launcher.png|70px]] H.E.V.Y. Launcher&lt;br /&gt;
| 25 Kinetic&lt;br /&gt;
| 100&lt;br /&gt;
| -1&lt;br /&gt;
| 25&lt;br /&gt;
| +2% per tile (50% adjacent)&lt;br /&gt;
| 4&lt;br /&gt;
| 1x&lt;br /&gt;
| Normal Shot - 60% Acc, 48% TU&amp;lt;br&amp;gt;Aimed Shot - 105% Acc, 65% TU&lt;br /&gt;
| 40&lt;br /&gt;
| 5x2&lt;br /&gt;
| Free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
* 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.&lt;br /&gt;
* Rifles don&#039;t excel at anything in particular but are very versatile and can fight well at any range.&lt;br /&gt;
* Shotguns are absolute monsters at short range, but having to close with the enemy can leave your soldiers exposed.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
===Lasers===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Penetration (armor)&lt;br /&gt;
! width=1% | Destruction (armor per hit)&lt;br /&gt;
! width=1% | Range (tiles)&lt;br /&gt;
! Hit Bonus (per tile)&lt;br /&gt;
! width=1% | Capacity (shots)&lt;br /&gt;
! Weight&lt;br /&gt;
! Fire Modes&lt;br /&gt;
! Size&lt;br /&gt;
! Ammo Size&lt;br /&gt;
! Production cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Laser pistol.png|70px]] Laser Pistol&lt;br /&gt;
| 33 Thermal&lt;br /&gt;
| 0&lt;br /&gt;
| -8&lt;br /&gt;
| 12&lt;br /&gt;
| 2.25%&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| Snap Shot (60% Acc, 20% TU)&amp;lt;br&amp;gt;Normal Shot (100% Acc, 30% TU)&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| $25,000&amp;lt;br&amp;gt;3 Alien Alloys&amp;lt;br&amp;gt;4 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Laser rifle.png|70px]] Laser Rifle&lt;br /&gt;
| 40 Thermal&lt;br /&gt;
| 0&lt;br /&gt;
| -8&lt;br /&gt;
| 20&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| Snap Shot (45% Acc, 24% TU)&amp;lt;br&amp;gt;Normal Shot (80% Acc, 36% TU)&amp;lt;br&amp;gt;Aimed Shot (120% Acc, 48% TU)&amp;lt;br&amp;gt;Burst Shot X3 (40% Acc, 50% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $40,000&amp;lt;br&amp;gt;5 Alien Alloys&amp;lt;br&amp;gt;8 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Laser shotgun.png|70px]] Laser Shotgun&lt;br /&gt;
| 3x33 Thermal&lt;br /&gt;
| 0&lt;br /&gt;
| -8&lt;br /&gt;
| 10&lt;br /&gt;
| 6.25%&lt;br /&gt;
| 4&lt;br /&gt;
| 20&lt;br /&gt;
| Snap Shot (40% Acc, 28% TU)&amp;lt;br&amp;gt;Normal Shot (74% Acc, 40% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $40,000&amp;lt;br&amp;gt;5 Alien Alloys&amp;lt;br&amp;gt;8 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Laser sniper.png|70px]] Precision Laser&lt;br /&gt;
| 46 Thermal&lt;br /&gt;
| 10&lt;br /&gt;
| -15&lt;br /&gt;
| 30&lt;br /&gt;
| 0%&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| Aimed Shot (80% Acc, 56% TU)&amp;lt;br&amp;gt;Scoped (135% Acc, 70% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;5 Alien Alloys&amp;lt;br&amp;gt;8 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Laser lmg.png|70px]] Laser Machinegun&lt;br /&gt;
| 40 Thermal&lt;br /&gt;
| 0&lt;br /&gt;
| -8&lt;br /&gt;
| 25&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 30&lt;br /&gt;
| 26&lt;br /&gt;
| Burst Fire X3 (40% Acc, 50% TU)&amp;lt;br&amp;gt;Burst Fire 2 X10 (40% Acc, 75% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;5 Alien Alloys&amp;lt;br&amp;gt;8 Alenium&lt;br /&gt;
|}&lt;br /&gt;
Laser Weapons are the second set of weapons you can unlock after researching Laser Weaponry. In contrast to Ballistic and Accelarated Weapons, they have better accuracy and weight less with their damage type (thermal) capable of inflicting damage against aliens who have ballistic resistance making them still useful towards the end game. Although they have smaller ammo per clip. They can be upgraded that boost their damage as well as having rechargable clips that regenerates per turn.&lt;br /&gt;
&lt;br /&gt;
=== Gauss Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Penetration (armor)&lt;br /&gt;
! width=1% | Destruction (armor per hit)&lt;br /&gt;
! width=1% | Range (tiles)&lt;br /&gt;
! Hit Bonus (per tile)&lt;br /&gt;
! width=1% | Capacity (shots)&lt;br /&gt;
! Weight&lt;br /&gt;
! Fire Modes&lt;br /&gt;
! Size&lt;br /&gt;
! Ammo Size&lt;br /&gt;
! Production cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gauss pistol.png|70px]] Gauss Pistol&lt;br /&gt;
| 50 Kinetic&lt;br /&gt;
| 10&lt;br /&gt;
| -4&lt;br /&gt;
| 12&lt;br /&gt;
| 2.25%&lt;br /&gt;
| 15&lt;br /&gt;
| 8&lt;br /&gt;
| Snap Shot (60% Acc, 20% TU)&amp;lt;br&amp;gt;Normal Shot (100% Acc, 30% TU)&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;15 Alien Alloys&amp;lt;br&amp;gt;5 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gauss rifle.png|70px]] Gauss Rifle&lt;br /&gt;
| 60 Kinetic&lt;br /&gt;
| 10&lt;br /&gt;
| -4&lt;br /&gt;
| 20&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 20&lt;br /&gt;
| 20&lt;br /&gt;
| Snap Shot (45% Acc, 24% TU)&amp;lt;br&amp;gt;Normal Shot (80% Acc, 36% TU)&amp;lt;br&amp;gt;Aimed Shot (120% Acc, 48% TU)&amp;lt;br&amp;gt;Burst Shot X3 (40% Acc, 50% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;25 Alien Alloys&amp;lt;br&amp;gt;10 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gauss shotgun.png|70px]] Gauss Shotgun&lt;br /&gt;
| 3x50 Kinetic&lt;br /&gt;
| 10&lt;br /&gt;
| -4&lt;br /&gt;
| 10&lt;br /&gt;
| 6.25%&lt;br /&gt;
| 8&lt;br /&gt;
| 20&lt;br /&gt;
| Snap Shot (40% Acc, 28% TU)&amp;lt;br&amp;gt;Normal Shot (74% Acc, 40% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;25 Alien Alloys&amp;lt;br&amp;gt;10 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gauss sniper.png|70px]] Gauss Sniper Rifle&lt;br /&gt;
| 70 Kinetic&lt;br /&gt;
| 20&lt;br /&gt;
| -4&lt;br /&gt;
| 30&lt;br /&gt;
| 0%&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| Aimed Shot (80% Acc, 56% TU)&amp;lt;br&amp;gt;Scoped (135% Acc, 70% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;25 Alien Alloys&amp;lt;br&amp;gt;10 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gauss lmg.png|70px]] Gauss Machinegun&lt;br /&gt;
| 60 Kinetic&lt;br /&gt;
| 10&lt;br /&gt;
| -4&lt;br /&gt;
| 25&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 50&lt;br /&gt;
| 26&lt;br /&gt;
| Burst Fire X3 (40% Acc, 50% TU)&amp;lt;br&amp;gt;Burst Fire 2 X10 (40% Acc, 75% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;25 Alien Alloys&amp;lt;br&amp;gt;10 Alenium&lt;br /&gt;
|}&lt;br /&gt;
Gauss Weapons are the last set of weapons you can unlock after researching Gauss Weaponry. They inflict more damage and pierce thru armor, making them ideal weapon in 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.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Armor Pen&lt;br /&gt;
! width=1% | Armor Destr&lt;br /&gt;
! width=1% | Range (tiles)&lt;br /&gt;
! width=1% | Reflexes Modifier&lt;br /&gt;
! Weight&lt;br /&gt;
! Fire Modes&lt;br /&gt;
! Size&lt;br /&gt;
! Production cost&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Melee knife.png|70px]] Combat Knife&lt;br /&gt;
| 30 Kinetic&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 1&lt;br /&gt;
| 1.25x&lt;br /&gt;
| 10&lt;br /&gt;
| Melee (65% Acc, 25% TU)&lt;br /&gt;
| 3x1&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Melee knife energy.png|70px]] Energy Knife&lt;br /&gt;
| 50 Kinetic&lt;br /&gt;
| 5&lt;br /&gt;
| -20&lt;br /&gt;
| 1&lt;br /&gt;
| 1.25x&lt;br /&gt;
| 10&lt;br /&gt;
| Melee (65% Acc, 25% TU)&lt;br /&gt;
| 3x1&lt;br /&gt;
| Upgrade:  $100,000,&amp;lt;br&amp;gt;10 Alloys, 10 Alenium&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stun baton.png|70px]] Stun Baton&lt;br /&gt;
| 20 Stun, 30 EMP&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1.25x&lt;br /&gt;
| 12&lt;br /&gt;
| Melee (65% Acc, 25% TU)&lt;br /&gt;
| 3x1&lt;br /&gt;
| Free&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stun baton v2.png|70px]] Electroshock Baton&lt;br /&gt;
| 30 Stun, 45 EMP&lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1.25x&lt;br /&gt;
| 12&lt;br /&gt;
| Melee (65% Acc, 25% TU)&lt;br /&gt;
| 3x1&lt;br /&gt;
| Upgrade:&amp;lt;br&amp;gt;$150,000, 35 Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Melee fist.png|70px]] Power Fist (Colossus)&lt;br /&gt;
| 60 Kinetic, 40 Stun&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
| 1x&lt;br /&gt;
| 0&lt;br /&gt;
| Melee (85% Acc, 25% TU)&lt;br /&gt;
| N/A&lt;br /&gt;
| Built into Colossus&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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!&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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&#039;d be better off just shooting the target with a gun instead. Knives make short work of Symbiotes, but then so will Pistols!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Penetration (armor)&lt;br /&gt;
! width=1% | Destruction (armor per hit)&lt;br /&gt;
! width=1% | Range (tiles)&lt;br /&gt;
! Hit Bonus (per tile)&lt;br /&gt;
! width=1% | Capacity (shots)&lt;br /&gt;
! Weight&lt;br /&gt;
! Fire Modes&lt;br /&gt;
! Size&lt;br /&gt;
! Ammo Size&lt;br /&gt;
! Production cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stun gun.png|70px]] Stun Gun&lt;br /&gt;
| 15 Stun&amp;lt;br&amp;gt;22 Emp&lt;br /&gt;
| 25&lt;br /&gt;
| 0&lt;br /&gt;
| 6&lt;br /&gt;
| +4.5%&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| Snap Shot (60% Acc, 20% TU)&amp;lt;br&amp;gt;Normal Shot (100% Acc, 30% TU)&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| $20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Accelerated pistol.png|70px]] Accelerated Pistol&lt;br /&gt;
| 32 Kinetic&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
| 12&lt;br /&gt;
| 2.25%&lt;br /&gt;
| 15&lt;br /&gt;
| 10&lt;br /&gt;
| Snap Shot (60% Acc, 20% TU)&amp;lt;br&amp;gt;Normal Shot (100% Acc, 30% TU)&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| $15,000&amp;lt;br&amp;gt;3 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Accelerated rifle.png|70px]] Accelerated Rifle&lt;br /&gt;
| 38 Kinetic&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
| 20&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 20&lt;br /&gt;
| 25&lt;br /&gt;
| Snap Shot (45% Acc, 24% TU)&amp;lt;br&amp;gt;Normal Shot (80% Acc, 36% TU)&amp;lt;br&amp;gt;Aimed Shot (120% Acc, 48% TU)&amp;lt;br&amp;gt;Burst Shot X3 (40% Acc, 50% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $25,000&amp;lt;br&amp;gt;5 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Accelerated shotgun.png|70px]] Accelerated Shotgun&lt;br /&gt;
| 3x32 Kinetic&lt;br /&gt;
| 3&lt;br /&gt;
| -2&lt;br /&gt;
| 10&lt;br /&gt;
| 6.25%&lt;br /&gt;
| 8&lt;br /&gt;
| 25&lt;br /&gt;
| Snap Shot (40% Acc, 28% TU)&amp;lt;br&amp;gt;Normal Shot (74% Acc, 40% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $25,000&amp;lt;br&amp;gt;5 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Accelerated sniper.png|70px]] Accelerated Sniper Rifle&lt;br /&gt;
| 44 Kinetic&lt;br /&gt;
| 12&lt;br /&gt;
| -2&lt;br /&gt;
| 30&lt;br /&gt;
| 0%&lt;br /&gt;
| 5&lt;br /&gt;
| 25&lt;br /&gt;
| Aimed Shot (80% Acc, 56% TU)&amp;lt;br&amp;gt;Scoped (135% Acc, 70% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $25,000&amp;lt;br&amp;gt;5 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Accelerated lmg.png|70px]] Accelerated Machinegun&lt;br /&gt;
| 38 Kinetic&lt;br /&gt;
| 5&lt;br /&gt;
| -2&lt;br /&gt;
| 20&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 50&lt;br /&gt;
| 32&lt;br /&gt;
| Burst Fire X3 (40% Acc, 50% TU)&amp;lt;br&amp;gt;Burst Fire 2 X10 (40% Acc, 75% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 2&lt;br /&gt;
| $25,000&amp;lt;br&amp;gt;5 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electroshock pistol.png|70px]] Electroshock Pistol&lt;br /&gt;
| 48 Stun&amp;lt;br&amp;gt;35 Emp&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 8&lt;br /&gt;
| 2.25%&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| Snap Shot (45% Acc, 20% TU)&amp;lt;br&amp;gt;Normal Shot (80% Acc, 30% TU)&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| $35,000&amp;lt;br&amp;gt;20 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Electroshock rifle.png|70px]] Electroshock Rifle&lt;br /&gt;
| 60 Stun&amp;lt;br&amp;gt;40 Emp&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| 12&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 3&lt;br /&gt;
| 20&lt;br /&gt;
| Snap Shot (45% Acc, 24% TU)&amp;lt;br&amp;gt;Normal Shot (80% Acc, 40% TU)&amp;lt;br&amp;gt;Aimed Shot (130% Acc, 56% TU)&amp;lt;br&amp;gt;Burst Shot X3 (45% Acc, 60% TU)&lt;br /&gt;
| 12&lt;br /&gt;
| 1&lt;br /&gt;
| $50,000&amp;lt;br&amp;gt;35 Alien Alloys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
=== Healing Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Equipment&lt;br /&gt;
! Use Cost (TU)&lt;br /&gt;
! Weight&lt;br /&gt;
! Size&lt;br /&gt;
! Effects&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medipack.png|40px]] Medikit&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| 3x2&lt;br /&gt;
| Heals lost HP and Bleeding Wounds&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medipack.png|40px]] Advanced Medikit&lt;br /&gt;
| 12&lt;br /&gt;
| 20&lt;br /&gt;
| 3x2&lt;br /&gt;
| Heals lost HP and Bleeding Wounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
Grenades are thrown in an area at the cost of 51% TU. The distance where they can be thrown depends on the soldier&#039;s Strength. All grenades have a weight of 6. All grenades have a size of 1 except charges which have a size of 4.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=4 | Tier 1&lt;br /&gt;
! colspan=4 | Tier 2&lt;br /&gt;
! colspan=4 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Grenade&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Destruction (armor)&lt;br /&gt;
! width=1% | Blast Radius (tiles)&lt;br /&gt;
! Grenade&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Destruction (armor)&lt;br /&gt;
! width=1% | Blast Radius (tiles)&lt;br /&gt;
! Grenade&lt;br /&gt;
! Damage&lt;br /&gt;
! width=1% | Destruction (armor)&lt;br /&gt;
! width=1% | Blast Radius (tiles)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grenade smoke.png|25px]] Smoke Grenade&lt;br /&gt;
| 1 Stun&lt;br /&gt;
| 0&lt;br /&gt;
| 2.5&lt;br /&gt;
| colspan=8 | &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grenade flashbang.png|25px]] Flashbang Grenade&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 2.5&lt;br /&gt;
| [[File:Grenade electroshock.png|25px]] Electroshock Grenade&lt;br /&gt;
| 25 Stun&amp;lt;br&amp;gt;45 Emp&lt;br /&gt;
| 0&lt;br /&gt;
| 2.5&lt;br /&gt;
| colspan=4 | &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grenade frag.png|25px]] Fragmentation Grenade&lt;br /&gt;
| 35 Kinetic&lt;br /&gt;
| -2&lt;br /&gt;
| 2.5&lt;br /&gt;
| [[File:Grenade alenium.png|25px]] Alenium Grenade&lt;br /&gt;
| 50 Kinetic&lt;br /&gt;
| -3&lt;br /&gt;
| 2.5&lt;br /&gt;
| [[File:Grenade plasma.png|25px]] Fusion Grenade&lt;br /&gt;
| 75 Kinetic&lt;br /&gt;
| -5&lt;br /&gt;
| 2.5&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Grenade demolition.png|25px]] Demolition Charge&lt;br /&gt;
| 25 Thermal&lt;br /&gt;
| -12&lt;br /&gt;
| 1.5&lt;br /&gt;
| [[File:Grenade demolition tier2.png|25px]] Alenium Charge&lt;br /&gt;
| 32 Thermal&lt;br /&gt;
| -20&lt;br /&gt;
| 1.5&lt;br /&gt;
| [[File:Grenade demolition tier3.png|25px]] FusionCharge&lt;br /&gt;
| 40 Explosive&lt;br /&gt;
| -28&lt;br /&gt;
| 1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modules ===&lt;br /&gt;
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.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=2 | Tier 1&lt;br /&gt;
! colspan=2 | Tier 2&lt;br /&gt;
! colspan=2 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Module&lt;br /&gt;
! Bonus&lt;br /&gt;
! Module&lt;br /&gt;
! Bonus&lt;br /&gt;
! Module&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Module insert tier1.png|25px]] Steel Plates&lt;br /&gt;
| +3 Armor&lt;br /&gt;
| [[File:Module insert tier2.png|25px]] Alloy Plates&lt;br /&gt;
| +5 Armor&lt;br /&gt;
| [[File:Module insert tier3.png|25px]] Reinforced Plates&lt;br /&gt;
| +8 Armor&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Module accuracy tier1.png|25px]] Tactical Module&lt;br /&gt;
| +4 Accuracy&lt;br /&gt;
| [[File:Module accuracy tier2.png|25px]] Advanced Tactical Module&lt;br /&gt;
| +8 Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| Must be researched&lt;br /&gt;
| Must be researched&lt;br /&gt;
| [[File:Module medical tier1.png|25px]] Automed Module&lt;br /&gt;
| +25 HP Regeneration&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Intercepting_UFOs&amp;diff=833</id>
		<title>Intercepting UFOs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Intercepting_UFOs&amp;diff=833"/>
		<updated>2026-04-15T17:53:54Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: Redirected page to Interception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Interception]]&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Interception&amp;diff=832</id>
		<title>Interception</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Interception&amp;diff=832"/>
		<updated>2026-04-15T17:50:11Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hangar view.png|thumb|300px|Aircraft hangar]]&lt;br /&gt;
[[File:Air combat.png|thumb|300px|Air combat]]&lt;br /&gt;
The blue circle around a base indicates its radar range. If a UFO flies over a base&#039;s radar range it will be detected and can be attacked using interceptors. Interceptor squadrons have a very small radar range themselves. If an UFO flies beyond base radar range the interceptor squadron will have the option to head to the UFO&#039;s last known position in hopes of finding it again.&lt;br /&gt;
&lt;br /&gt;
Shooting down a UFO will prevent it from causing Panic in the local region. In addition, if an UFO is shot down over land it will enable a Crashed UFO mission that allows recovering valuable alien technology. Once a squadron reaches an UFO it will bring the following options:&lt;br /&gt;
* &#039;&#039;&#039;Commence Attack&#039;&#039;&#039;: Starts an air battle between the interceptors and the UFO.&lt;br /&gt;
* &#039;&#039;&#039;Tail Target&#039;&#039;&#039;: Interceptors will follow the UFO until they run out of fuel and can attack at any point.&lt;br /&gt;
* &#039;&#039;&#039;Tail Until Over Land&#039;&#039;&#039;: Interceptors will follow the UFO until it travels over land and then re-engage the UFO.&lt;br /&gt;
* &#039;&#039;&#039;Autoresolve Attack&#039;&#039;&#039;: Automatically resolves the air battle between the interceptors and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle. This option is only available if the Allow Autoresolve Air Combat option was selected in the campaign options.&lt;br /&gt;
&lt;br /&gt;
== Air combat ==&lt;br /&gt;
Air combat takes place in real-time. Interceptors can execute the following maneuvers.&lt;br /&gt;
* &#039;&#039;&#039;Evasive Roll&#039;&#039;&#039;: Interceptor attempts to dodge incoming weapons fire. Certain weapons prevent the interceptor from rolling.&lt;br /&gt;
* &#039;&#039;&#039;Afterburners&#039;&#039;&#039;: Increases movement speed but disables weapons and evasive rolls.&lt;br /&gt;
* &#039;&#039;&#039;Retreat&#039;&#039;&#039;: Interceptor flies away from the UFO until 3 in-game seconds have passed, ending the encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interceptors equipped with missiles or torpedos will display each missile beneath their portrait until they are deployed. By clicking one of these missiles, you can force the aircraft to hold fire on these missiles until re-enabled. This can be useful for ammo conservation, or for staggering the launch of missiles to reduce the risk of an enemy UFO evading an entire missile volley.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Losing Aircraft ==&lt;br /&gt;
&lt;br /&gt;
If an interceptor reaches 0 health during an encounter, it is immediately forced to disengage and return to base. &lt;br /&gt;
Afterwards it will need to be &amp;quot;overhauled&amp;quot; before being airworthy again. This takes 9 days, but is free of charge. If you wish, you can reduce the remaining repair time to 24 hours for a fee of $75,000.&lt;br /&gt;
&lt;br /&gt;
== Interceptors ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Interceptor !! Health !! Armor !! Speed [km/h] (improved) !! Acceleration [m/s²] !! Turn Rate [deg/sec] !! Range [km] (improved) !! Hardpoints !! Upkeep !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Interceptor tier1.png|90px]]&amp;lt;br&amp;gt;X-25 Angel || 100 || 0 || 2,160&amp;lt;br&amp;gt;(3,300) || 0.25 || 60 || 10,275&amp;lt;br&amp;gt;(15,705) || 11 Payload&amp;lt;br&amp;gt;4x Weapon&amp;lt;br&amp;gt;1x Equip || $100,000 || $500,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Interceptor tier2.png|90px]]&amp;lt;br&amp;gt;X-55 Phantom || 150 || 5 || 3,600&amp;lt;br&amp;gt;(4,500) || 0.35 || 90 || 21,420&amp;lt;br&amp;gt;(26,775) || 13 Payload&amp;lt;br&amp;gt;4x Weapon&amp;lt;br&amp;gt;1x Equip || $150,000 || $750,000&amp;lt;br&amp;gt;20 Alenium&amp;lt;br&amp;gt;30 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Interceptor tier3.png|90px]]&amp;lt;br&amp;gt;X-120 Gemini || 200 || 15 || 4,800 || 0.5 || 100 || 33,330 || 16 Payload&amp;lt;br&amp;gt;4x Weapon&amp;lt;br&amp;gt;2x Equip || $200,000 || $1,200,000&amp;lt;br&amp;gt;30 Alenium&amp;lt;br&amp;gt;45 Alien Alloys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Each cannon or lance occupies 2 weapon hardpoint slots, each missile or torpedo 1 slot.&lt;br /&gt;
=== Cannons and Lances ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! Armor Destr&lt;br /&gt;
! Armor Pen&lt;br /&gt;
! Reload Time [sec]&lt;br /&gt;
! Range&lt;br /&gt;
! Fire Arc&lt;br /&gt;
! Ammo&lt;br /&gt;
! Weight&lt;br /&gt;
! Required research project&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannon tier1.png|90px]]&amp;lt;br&amp;gt;Autocannon&lt;br /&gt;
| 4&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0.25&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 20&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 200&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannon tier2.png|90px]]&amp;lt;br&amp;gt;Accelerated Cannon&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| Alien Magnetic Weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannon tier3.png|90px]]&amp;lt;br&amp;gt;Gauss Blaster&lt;br /&gt;
| 10&lt;br /&gt;
| 1.5&lt;br /&gt;
| 10&lt;br /&gt;
| Heavy Gauss Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Weapon lance tier1.png|90px]]&amp;lt;br&amp;gt;Laser Lance&lt;br /&gt;
| 12 - 18&lt;br /&gt;
| 3&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 12&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 100&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 6&lt;br /&gt;
| Heavy Lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fusion Lance.png|90px]]&amp;lt;br&amp;gt;Fusion Lance&lt;br /&gt;
| 35 - 45&lt;br /&gt;
| 8&lt;br /&gt;
| Heavy Fusion Weaponry&lt;br /&gt;
|}&lt;br /&gt;
=== Missiles and Torpedos ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! Armor Destr&lt;br /&gt;
! Armor Pen&lt;br /&gt;
! Speed&lt;br /&gt;
! Turn Rate [m/s]&lt;br /&gt;
! Reload Time [sec]&lt;br /&gt;
! Range&lt;br /&gt;
! Fire Arc&lt;br /&gt;
! Ammo&lt;br /&gt;
! Weight&lt;br /&gt;
! Required research project&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Missile tier1.png|90px]]&amp;lt;br&amp;gt;Sidewinder Missile&lt;br /&gt;
| 15 - 25&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 180&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 12&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 75&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2&lt;br /&gt;
| Aerial Warfare&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Missile tier2.png|90px]]&amp;lt;br&amp;gt;Alenium Missile&lt;br /&gt;
| 24 - 32&lt;br /&gt;
| 2&lt;br /&gt;
| Alenium Explosives&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fusion Missile.png|90px]]&amp;lt;br&amp;gt;Fusion Missile&lt;br /&gt;
| 35 - 45&lt;br /&gt;
| 3&lt;br /&gt;
| Fusion Explosives&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Torpedo tier1.png|90px]]&amp;lt;br&amp;gt;Skylance Torpedo&lt;br /&gt;
| 35 - 55&lt;br /&gt;
| 5 - 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 7.5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 12&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 75&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Aerial Warfare&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Torpedo tier2.png|90px]]&amp;lt;br&amp;gt;Alenium Torpedo&lt;br /&gt;
| 60 - 76&lt;br /&gt;
| 15 - 25&lt;br /&gt;
| 25&lt;br /&gt;
| Alenium Explosives&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fusion Torpedo.png|90px]]&amp;lt;br&amp;gt;Fusion Torpedo&lt;br /&gt;
| 82 - 100&lt;br /&gt;
| 30 - 40&lt;br /&gt;
| 35&lt;br /&gt;
| Fusion Explosives&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Equipment&lt;br /&gt;
! Effect&lt;br /&gt;
! Weight&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fuel Pod.png|60px]]&amp;lt;br&amp;gt;Fuel Pod&lt;br /&gt;
| +20% Range&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ablative Plating.png|60px]]&amp;lt;br&amp;gt;Ablative Plating&lt;br /&gt;
| +6 Armour&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reinforced Plating.png|60px]]&amp;lt;br&amp;gt;Reinforced Plating&lt;br /&gt;
| +18 Armour&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shielded Plating.png|60px]]&amp;lt;br&amp;gt;Shielded Plating&lt;br /&gt;
| +25 Armour&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Air_combat.png&amp;diff=831</id>
		<title>File:Air combat.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Air_combat.png&amp;diff=831"/>
		<updated>2026-04-15T17:48:14Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: 76561199136845409 uploaded a new version of File:Air combat.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=UFOs&amp;diff=826</id>
		<title>UFOs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=UFOs&amp;diff=826"/>
		<updated>2026-04-11T01:11:23Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: just made some minor consistency changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFO health is slightly reduced if there is 1 interceptor in battle and slightly increased if there are 3 interceptors in battle. This setting can be disabled in campaign options.&lt;br /&gt;
&lt;br /&gt;
The following enemies may be encountered on air missions:&lt;br /&gt;
(known missing: Interceptor, Heavy fighter)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! UFO !! Size !! Health !! Armor !! Speed [km/h] !! Turn Rate [deg/sec] !! Evasive !! Weapons !! Reward if downed over land&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Probe_Icon.png|35px]] Probe || Very Small || 100 || 0 || 1500 || 30 || Yes || Probe Beam (5 damage, -2 destruction) || Salvage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fighter.png|35px]] Fighter || Very Small || 120 || 0 || 2850 || 60 || Yes || Light Blaster (5 damage, -0.5 destruction)&amp;lt;br&amp;gt;Plasma Missiles (25 damage, -3 destruction) || Salvage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Defender_Icon.png|35px]] Defender || Very Small || 160 || 15 || 2850 || 50 || No || Defender Lance || Salvage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Interceptor_Icon.png|35px]] Interceptor || Very Small || 180 || 20 || 4500 || 100 || Yes || Fusion Missiles&amp;lt;br&amp;gt;Heavy Blaster || Salvage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scout.png|35px]] Scout || Small || 120 || 10 || 1800 || 20 || No || Cutter Beam (9 damage, -1 destruction, 2 penetration) || Crashed UFO mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Observer.png|35px]] Observer || Small || 250 || 15 || 3300 || 15 || Yes || Cutter Beam (8 damage, -2 destruction, 8 penetration)&amp;lt;br&amp;gt; 6x Hunter Killer Drones || Crashed UFO mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Destroyer.png|35px]] Destroyer || Medium || 160 || 20 || 2400 || 15 || No || Light Cannon (10 damage, -5 destruction)&amp;lt;br&amp;gt;Light Beam (3 damage, -2 destruction) || Crashed UFO mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Abductor.png|35px]] Abductor || Medium || 350 || 45 || 3600 || 20 || No || Abductor Beam (8 damage, -2 destruction, 5 penetration)&amp;lt;br&amp;gt;3x Hunter Killer Drones || Crashed UFO mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bomber.png|35px]] Bomber || Large || 400 || 20 || 3150 || 12 || No || Point Defense Beam (8 damage, -2 destruction, 5 penetration)&amp;lt;br&amp;gt;Fusion Artillery (15 damage, -3 destruction) || Salvage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cruiser_Icon.png|35px]] Cruiser || Large || 500 || 40 || 3900 || 15 || No || Repeater Cannon&amp;lt;br&amp;gt;Point Defense Cannon || Crashed UFO mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harvester_Icon.png|35px]] Harvester || Large || 550 || 75 || 3900 || 14 || No || Wide Beam&amp;lt;br&amp;gt;Heavy Lance&amp;lt;br&amp;gt;Advanced Hunter Killer Drones || Crashed UFO mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Battleship_Icon.png|35px]] Battleship || Enormous || 850 || 100 || 3750 || 20 || No || Battleship Beam&amp;lt;br&amp;gt;2x Heavy Repeater Cannon&amp;lt;br&amp;gt; Advanced hunter Killer Drone || Crashed UFO mission&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Interception&amp;diff=825</id>
		<title>Interception</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Interception&amp;diff=825"/>
		<updated>2026-04-11T01:06:15Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hangar view.png|thumb|300px|Aircraft hangar]]&lt;br /&gt;
The blue circle around a base indicates its radar range. If a UFO flies over a base&#039;s radar range it will be detected and can be attacked using interceptors. Interceptor squadrons have a very small radar range themselves. If an UFO flies beyond base radar range the interceptor squadron will have the option to head to the UFO&#039;s last known position in hopes of finding it again.&lt;br /&gt;
&lt;br /&gt;
Shooting down a UFO will prevent it from causing Panic in the local region. In addition, if an UFO is shot down over land it will enable a Crashed UFO mission that allows recovering valuable alien technology. Once a squadron reaches an UFO it will bring the following options:&lt;br /&gt;
* &#039;&#039;&#039;Commence Attack&#039;&#039;&#039;: Starts an air battle between the interceptors and the UFO.&lt;br /&gt;
* &#039;&#039;&#039;Tail Target&#039;&#039;&#039;: Interceptors will follow the UFO until they run out of fuel and can attack at any point.&lt;br /&gt;
* &#039;&#039;&#039;Tail Until Over Land&#039;&#039;&#039;: Interceptors will follow the UFO until it travels over land and then re-engage the UFO.&lt;br /&gt;
* &#039;&#039;&#039;Autoresolve Attack&#039;&#039;&#039;: Automatically resolves the air battle between the interceptors and the UFO. If the outcome is not desired the battle can be tried again as a regular air battle. This option is only available if the Allow Autoresolve Air Combat option was selected in the campaign options.&lt;br /&gt;
&lt;br /&gt;
== Air combat ==&lt;br /&gt;
Air combat takes place in real-time. Interceptors can execute the following maneuvers.&lt;br /&gt;
* &#039;&#039;&#039;Evasive Roll&#039;&#039;&#039;: Interceptor attempts to dodge incoming weapons fire. Certain weapons prevent the interceptor from rolling.&lt;br /&gt;
* &#039;&#039;&#039;Afterburners&#039;&#039;&#039;: Increases movement speed but disables weapons and evasive rolls.&lt;br /&gt;
* &#039;&#039;&#039;Retreat&#039;&#039;&#039;: Interceptor flies away from the UFO until 3 in-game seconds have passed, ending the encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interceptors equipped with missiles or torpedos will display each missile beneath their portrait until they are deployed. By clicking one of these missiles, you can force the aircraft to hold fire on these missiles until re-enabled. This can be useful for ammo conservation, or for staggering the launch of missiles to reduce the risk of an enemy UFO evading an entire missile volley.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Losing Aircraft ==&lt;br /&gt;
&lt;br /&gt;
If an interceptor reaches 0 health during an encounter, it is immediately forced to disengage and return to base. &lt;br /&gt;
Afterwards it will need to be &amp;quot;overhauled&amp;quot; before being airworthy again. This takes 9 days, but is free of charge. If you wish, you can reduce the remaining repair time to 24 hours for a fee of $75,000.&lt;br /&gt;
&lt;br /&gt;
== Interceptors ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Interceptor !! Health !! Armor !! Speed [km/h] (improved) !! Acceleration [m/s²] !! Turn Rate [deg/sec] !! Range [km] (improved) !! Hardpoints !! Upkeep !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Interceptor tier1.png|90px]]&amp;lt;br&amp;gt;X-25 Angel || 100 || 0 || 2,160&amp;lt;br&amp;gt;(3,300) || 0.25 || 60 || 10,275&amp;lt;br&amp;gt;(15,705) || 11 Payload&amp;lt;br&amp;gt;4x Weapon&amp;lt;br&amp;gt;1x Equip || $100,000 || $500,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Interceptor tier2.png|90px]]&amp;lt;br&amp;gt;X-55 Phantom || 150 || 5 || 3,600&amp;lt;br&amp;gt;(4,500) || 0.35 || 90 || 21,420&amp;lt;br&amp;gt;(26,775) || 13 Payload&amp;lt;br&amp;gt;4x Weapon&amp;lt;br&amp;gt;1x Equip || $150,000 || $750,000&amp;lt;br&amp;gt;20 Alenium&amp;lt;br&amp;gt;30 Alien Alloys&lt;br /&gt;
|-&lt;br /&gt;
| [[File: Interceptor tier3.png|90px]]&amp;lt;br&amp;gt;X-120 Gemini || 200 || 15 || 4,800 || 0.5 || 100 || 33,330 || 16 Payload&amp;lt;br&amp;gt;4x Weapon&amp;lt;br&amp;gt;2x Equip || $200,000 || $1,200,000&amp;lt;br&amp;gt;30 Alenium&amp;lt;br&amp;gt;45 Alien Alloys&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
Each cannon or lance occupies 2 weapon hardpoint slots, each missile or torpedo 1 slot.&lt;br /&gt;
=== Cannons and Lances ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! Armor Destr&lt;br /&gt;
! Armor Pen&lt;br /&gt;
! Reload Time [sec]&lt;br /&gt;
! Range&lt;br /&gt;
! Fire Arc&lt;br /&gt;
! Ammo&lt;br /&gt;
! Weight&lt;br /&gt;
! Required research project&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannon tier1.png|90px]]&amp;lt;br&amp;gt;Autocannon&lt;br /&gt;
| 4&lt;br /&gt;
| 0.5&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0.25&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 20&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 200&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannon tier2.png|90px]]&amp;lt;br&amp;gt;Accelerated Cannon&lt;br /&gt;
| 6&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| Alien Magnetic Weapons&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cannon tier3.png|90px]]&amp;lt;br&amp;gt;Gauss Blaster&lt;br /&gt;
| 10&lt;br /&gt;
| 1.5&lt;br /&gt;
| 10&lt;br /&gt;
| Heavy Gauss Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Weapon lance tier1.png|90px]]&amp;lt;br&amp;gt;Laser Lance&lt;br /&gt;
| 12 - 18&lt;br /&gt;
| 3&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 6&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 12&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 100&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 6&lt;br /&gt;
| Heavy Lasers&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fusion Lance.png|90px]]&amp;lt;br&amp;gt;Fusion Lance&lt;br /&gt;
| 35 - 45&lt;br /&gt;
| 8&lt;br /&gt;
| Heavy Fusion Weaponry&lt;br /&gt;
|}&lt;br /&gt;
=== Missiles and Torpedos ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Damage&lt;br /&gt;
! Armor Destr&lt;br /&gt;
! Armor Pen&lt;br /&gt;
! Speed&lt;br /&gt;
! Turn Rate [m/s]&lt;br /&gt;
! Reload Time [sec]&lt;br /&gt;
! Range&lt;br /&gt;
! Fire Arc&lt;br /&gt;
! Ammo&lt;br /&gt;
! Weight&lt;br /&gt;
! Required research project&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Missile tier1.png|90px]]&amp;lt;br&amp;gt;Sidewinder Missile&lt;br /&gt;
| 15 - 25&lt;br /&gt;
| 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 0&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 180&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 12&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 75&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2&lt;br /&gt;
| Aerial Warfare&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Missile tier2.png|90px]]&amp;lt;br&amp;gt;Alenium Missile&lt;br /&gt;
| 24 - 32&lt;br /&gt;
| 2&lt;br /&gt;
| Alenium Explosives&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fusion Missile.png|90px]]&amp;lt;br&amp;gt;Fusion Missile&lt;br /&gt;
| 35 - 45&lt;br /&gt;
| 3&lt;br /&gt;
| Fusion Explosives&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Torpedo tier1.png|90px]]&amp;lt;br&amp;gt;Skylance Torpedo&lt;br /&gt;
| 35 - 55&lt;br /&gt;
| 5 - 15&lt;br /&gt;
| 15&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 7.5&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 12&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 75&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 1&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 4&lt;br /&gt;
| Aerial Warfare&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Torpedo tier2.png|90px]]&amp;lt;br&amp;gt;Alenium Torpedo&lt;br /&gt;
| 60 - 76&lt;br /&gt;
| 15 - 25&lt;br /&gt;
| 25&lt;br /&gt;
| Alenium Explosives&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fusion Torpedo.png|90px]]&amp;lt;br&amp;gt;Fusion Torpedo&lt;br /&gt;
| 82 - 100&lt;br /&gt;
| 30 - 40&lt;br /&gt;
| 35&lt;br /&gt;
| Fusion Explosives&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Equipment&lt;br /&gt;
! Effect&lt;br /&gt;
! Weight&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fuel Pod.png|60px]]&amp;lt;br&amp;gt;Fuel Pod&lt;br /&gt;
| +20% Range&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ablative Plating.png|60px]]&amp;lt;br&amp;gt;Ablative Plating&lt;br /&gt;
| +6 Armour&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Reinforced Plating.png|60px]]&amp;lt;br&amp;gt;Reinforced Plating&lt;br /&gt;
| +18 Armour&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Shielded Plating.png|60px]]&amp;lt;br&amp;gt;Shielded Plating&lt;br /&gt;
| +25 Armour&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Hangar_view.png&amp;diff=824</id>
		<title>File:Hangar view.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Hangar_view.png&amp;diff=824"/>
		<updated>2026-04-11T01:04:54Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: 76561199136845409 uploaded a new version of File:Hangar view.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Shielded_Plating.png&amp;diff=823</id>
		<title>File:Shielded Plating.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Shielded_Plating.png&amp;diff=823"/>
		<updated>2026-04-11T00:12:10Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Reinforced_Plating.png&amp;diff=822</id>
		<title>File:Reinforced Plating.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Reinforced_Plating.png&amp;diff=822"/>
		<updated>2026-04-11T00:12:01Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Ablative_Plating.png&amp;diff=821</id>
		<title>File:Ablative Plating.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Ablative_Plating.png&amp;diff=821"/>
		<updated>2026-04-11T00:11:45Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Fuel_Pod.png&amp;diff=820</id>
		<title>File:Fuel Pod.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Fuel_Pod.png&amp;diff=820"/>
		<updated>2026-04-11T00:11:32Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Fusion_Torpedo.png&amp;diff=819</id>
		<title>File:Fusion Torpedo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Fusion_Torpedo.png&amp;diff=819"/>
		<updated>2026-04-10T23:22:13Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Fusion_Missile.png&amp;diff=818</id>
		<title>File:Fusion Missile.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Fusion_Missile.png&amp;diff=818"/>
		<updated>2026-04-10T23:22:00Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Fusion_Lance.png&amp;diff=817</id>
		<title>File:Fusion Lance.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Fusion_Lance.png&amp;diff=817"/>
		<updated>2026-04-10T23:21:49Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=UFOs&amp;diff=816</id>
		<title>UFOs</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=UFOs&amp;diff=816"/>
		<updated>2026-04-10T22:17:05Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;UFO health is slightly reduced if there is 1 interceptor in battle and slightly increased if there are 3 interceptors in battle. This setting can be disabled in campaign options.&lt;br /&gt;
&lt;br /&gt;
The following enemies may be encountered on air missions:&lt;br /&gt;
(known missing: Interceptor, Heavy fighter)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! UFO !! Size !! Health !! Armor !! Speed (KM/H) !! Turn Rate (deg/sec) !! Evasive !! Weapons !! Reward if downed over land&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Probe_Icon.png|35px]] Probe || Very Small || 100 || 0 || 1500 || 30 || Yes || Probe Beam (5 damage, -2 destruction) || Salvage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fighter.png|35px]] Fighter || Very Small || 120 || 0 || 2850 || 60 || Yes || Light Blaster (5 damage, -0.5 destruction)&amp;lt;br&amp;gt;Plasma Missiles (25 damage, -3 destruction) || Salvage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Defender_Icon.png|35px]] Defender || Very Small || 160 || 15 || 2850 || 50 || No || Defender Lance || Salvage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Interceptor_Icon.png|35px]] Interceptor || Very Small || 180 || 20 || 4500 || 100 || Yes || Fusion Missiles&amp;lt;br&amp;gt;Heavy Blaster || Salvage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Scout.png|35px]] Scout || Small || 120 || 10 || 1800 || 20 || No || Cutter Beam (9 damage, -1 destruction, 2 penetration) || Crashed UFO mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Observer.png|35px]] Observer || Small || 250 || 15 || 3300 || 15 || Yes || Cutter Beam (8 damage, -2 destruction, 8 penetration)&amp;lt;br&amp;gt; 6x Hunter Killer Drones || Crashed UFO mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Destroyer.png|35px]] Destroyer || Medium || 160 || 20 || 2400 || 15 || No || Light Cannon (10 damage, -5 destruction)&amp;lt;br&amp;gt;Light Beam (3 damage, -2 destruction) || Crashed UFO mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Abductor.png|35px]] Abductor || Medium || 350 || 45 || 3600 || 20 || No || Abductor Beam (8 damage, -2 destruction, 5 penetration)&amp;lt;br&amp;gt;3x Hunter Killer Drones || Crashed UFO mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Bomber.png|35px]] Bomber || Large || 400 || 20 || 3150 || 12 || No || Point Defense Beam (8 damage, -2 destruction, 5 penetration)&amp;lt;br&amp;gt;Fusion Artillery (15 damage, -3 destruction) || Salvage&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cruiser_Icon.png|35px]] Cruiser || Large || 500 || 40 || 3900 || 15 || No || Repeater Cannon&amp;lt;br&amp;gt;Point Defense Cannon || Crashed UFO mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Harvester_Icon.png|35px]] Harvester || Large || 550 || 75 || 3900 || 14 || No || Wide Beam&amp;lt;br&amp;gt;Heavy Lance&amp;lt;br&amp;gt;Advanced Hunter Killer Drones || Crashed UFO mission&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Battleship_Icon.png|35px]] Battleship || Enormous || 850 || 100 || 3750 || 20 || No || Battleship Beam&amp;lt;br&amp;gt;2x Heavy Repeater Cannon&amp;lt;br&amp;gt; Advanced hunter Killer Drone || Crashed UFO mission&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Probe_Icon.png&amp;diff=815</id>
		<title>File:Probe Icon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Probe_Icon.png&amp;diff=815"/>
		<updated>2026-04-10T21:28:39Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Interceptor_Icon.png&amp;diff=814</id>
		<title>File:Interceptor Icon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Interceptor_Icon.png&amp;diff=814"/>
		<updated>2026-04-10T21:11:48Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
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		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Harvester_Icon.png&amp;diff=813</id>
		<title>File:Harvester Icon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Harvester_Icon.png&amp;diff=813"/>
		<updated>2026-04-10T21:11:41Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Defender_Icon.png&amp;diff=812</id>
		<title>File:Defender Icon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Defender_Icon.png&amp;diff=812"/>
		<updated>2026-04-10T21:11:34Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
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		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Cruiser_Icon.png&amp;diff=811</id>
		<title>File:Cruiser Icon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Cruiser_Icon.png&amp;diff=811"/>
		<updated>2026-04-10T21:11:24Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
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		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Battleship_Icon.png&amp;diff=810</id>
		<title>File:Battleship Icon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=File:Battleship_Icon.png&amp;diff=810"/>
		<updated>2026-04-10T21:11:17Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Bases&amp;diff=574</id>
		<title>Bases</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Bases&amp;diff=574"/>
		<updated>2023-07-23T17:21:32Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: /* Upgradeable buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Base tab.png|thumb|300px|A base partially under construction]]&lt;br /&gt;
The organization can support up to 6 bases at the same time. The three circles around each base show its possible radar coverage.&lt;br /&gt;
&lt;br /&gt;
Each base has its own inventory storage. Items can be transferred between bases.&lt;br /&gt;
&lt;br /&gt;
== Staff ==&lt;br /&gt;
There are 3 types of staff that can be stationed at each base:&lt;br /&gt;
* &#039;&#039;&#039;Soldiers&#039;&#039;&#039; are units that can participate in tactical missions against enemy forces. Each soldier has a set of semi-randomized attributes that govern how effective they are in battle. These attributes can increase through combat experience or training, leading to an increase in Rank. It is not unusual for soldiers to suffer injury or death on the battlefield. Each one costs $12,000 each month, and you can hire more soldiers on the Soldier screen.&lt;br /&gt;
* &#039;&#039;&#039;Scientists&#039;&#039;&#039; are staff that contribute to the Research efforts of our organization. Scientists require 1 Living Capacity to hire, and they also require 1 Research Capacity (in a Laboratory) to produce research. Each one costs $25,000 each month.&lt;br /&gt;
* &#039;&#039;&#039;Engineers&#039;&#039;&#039; are staff that contribute to the Engineering efforts of our organization. Engineers require 1 Living Capacity to hire, and they also require 1 Engineering Capacity (in a Workshop) to produce engineering progress. Each one costs $25,000 each month.&lt;br /&gt;
&lt;br /&gt;
== Capacities ==&lt;br /&gt;
Each base will have the capacities which determine what the base can do:&lt;br /&gt;
* &#039;&#039;&#039;Power Capacity&#039;&#039;&#039; shows the total power generation at the base and how much of that power is currently being used by structures at the base. Additional Power can be obtained by constructing Generators. Many types of base structure require Power to function. If you have insufficient Power then that building can still be constructed, but the building will enter a deactivated state on completion. Deactivated base structures can be reactivated by left-clicking on them once you have enough Power available to activate them. Structures can also be manually deactivated with a right-click (this only works on structures that consume Power).&lt;br /&gt;
* &#039;&#039;&#039;Living Capacity&#039;&#039;&#039; shows how many staff can be stationed at that base. Each member of staff requires 1 Living Capacity, with additional Living Capacity added through construction of Living Quarters.&lt;br /&gt;
* &#039;&#039;&#039;Research Capacity&#039;&#039;&#039; shows how many Research slots are available at Laboratories at this base, and it can be increased by constructing additional Laboratories. Research Capacity is not required to station a Scientist at a base, but each Scientist will not contribute to your research efforts unless there is a free Research slot for them to use.&lt;br /&gt;
* &#039;&#039;&#039;Engineering Capacity&#039;&#039;&#039; shows how many Engineering slots are available at Workshops at this base, and it can be increased by constructing additional Workshops. Engineering Capacity is not required to station a Engineer at a base, but each Engineer will not contribute to your research efforts unless there is a free Engineering slot for them to use.&lt;br /&gt;
* &#039;&#039;&#039;Training Capacity&#039;&#039;&#039; show how many Training slots are available at this base versus the number of soldiers stationed at the base. If there are more soldiers than Training Capacity at a base, your soldiers will not be able to train effectively and the Training Efficiency at the base will decline (reducing the Progress Points gained by each soldier).&lt;br /&gt;
* &#039;&#039;&#039;Hangar Capacity&#039;&#039;&#039; shows how many Hangars are present at the base, and how many of these Hangars already contains an aircraft. A free Hangar is required to construct a new aircraft or to transfer an existing aircraft to another base.&lt;br /&gt;
* &#039;&#039;&#039;Storage Capacity&#039;&#039;&#039;: Bases have limited capacity for storing items, which can be increased by constructing additional Storeroom buildings. Each item in the stores fills 1 Storage Capacity, except Alien Alloys and Alenium which each fill 0.1 Storage Capacity. If a base exceeds its Storage Capacity, all engineering work at that base will cease immediately and it will not be possible to transfer items to that base.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Each base will have the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Detection Range&#039;&#039;&#039; measures the distance at which this base can detect alien UFOs on the Geoscape. The radar range of a base can be extended by constructing Radar Array buildings (up to a maximum of three).&lt;br /&gt;
* &#039;&#039;&#039;Defense Strength&#039;&#039;&#039; represents how much total damage the defensive turrets at this base (such as the Missile Battery) can inflict on any UFO that attacks the base. If the turrets inflict enough damage to destroy the UFO before it lands, no alien ground forces will disembark and no tactical battle will be required. However, even if the turrets are unable to destroy the UFO the damage they inflict may kill some of the attackers before the mission begins! Be aware that the Defense Strength is a range, and the actual damage inflicted could be anywhere between the minimum and maximum values.&lt;br /&gt;
* &#039;&#039;&#039;Research Speed&#039;&#039;&#039; shows the increase to Research Speed that is being provided by the staff and facilities at this base. You can see the total Research Speed on the Research screen.&lt;br /&gt;
* &#039;&#039;&#039;Engineering Output&#039;&#039;&#039; shows the number of man-hours of progress generated towards engineering projects each hour by your staff and facilities at this base. Engineering is not global, so adding additional engineers at a base will only speed up engineering projects at that base.&lt;br /&gt;
* &#039;&#039;&#039;Survival Chance&#039;&#039;&#039; In some circumstances soldiers killed in battle may have a chance of surviving, and returning to base with 1 HP. The survival chance of a soldier is defined by the quality of medical facilities at their home base, and can be viewed on the Base screen. Units cannot survive if they have been Gibbed, which usually occurs due to an explosion or as a result of massive overdamage.&lt;br /&gt;
* &#039;&#039;&#039;Healing Rate&#039;&#039;&#039; is the amount of HP regenerated each day by any wounded or injured soldier stationed at this base. Healing Rate can be increased through the construction of medical facilities such as the Medical Room.&lt;br /&gt;
* &#039;&#039;&#039;Training Rate&#039;&#039;&#039; is the amount of Progress Points each soldier stationed at this base will gain in each of their attributes every hour they are stationed at this base. This is modified by Training Efficiency. The rate of progress will increase as your organization gains more knowledge about your extraterrestrial foes. Completing autopsies of dead aliens and interrogation of captured specimens will therefore lead to an increased Training Rate across all your bases.&lt;br /&gt;
* &#039;&#039;&#039;Training Efficiency&#039;&#039;&#039; measures the efficiency of soldier training at this base. With a Training Efficiency of 100%, each soldier gains the full number of Progress Points indicated by the  Training Rate. This value is calculated based on the amount of Training Capacity at the base and the number of soldiers trying to use it. As long as the number of soldiers does not exceed your Training Capacity, they will train at full efficiency. You can increase Training Capacity by building additional Training Center structures.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Each base is made up of 36 squares arranged in a 6x6 grid. On these squares the buildings can be constructed. Each building takes one square with the exception of hangars which take two. When a base is constructed the access lift must be placed. Buildings can only be constructed adjacent to another building or the access lift. Most buildings also have an adjacency bonus if they are constructed next to the same building. Buildings can be demolished to recover half of their construction cost.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Effect&lt;br /&gt;
! Adjacency Bonus&lt;br /&gt;
! Cost ($)&lt;br /&gt;
! Build Time (days)&lt;br /&gt;
! Power Used&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hangar&#039;&#039;&#039;&lt;br /&gt;
| +1 Aircraft Capacity&lt;br /&gt;
| &lt;br /&gt;
| 100,000&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Living Quarters&#039;&#039;&#039;&lt;br /&gt;
| +10 Living Capacity&lt;br /&gt;
| +4 Living Capacity&lt;br /&gt;
| 250,000&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storeroom&#039;&#039;&#039;&lt;br /&gt;
| +100 Storage Capacity&lt;br /&gt;
| +25 Storage Capacity&lt;br /&gt;
| 100,000&lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Training Center&#039;&#039;&#039;&lt;br /&gt;
| +12 Training Capacity&lt;br /&gt;
| +2 Training Capacity&lt;br /&gt;
| 250,000&lt;br /&gt;
| 20&lt;br /&gt;
| 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Upgradeable buildings ===&lt;br /&gt;
Certain buildings can be permanently upgraded by completing the engineering project of the same name. Upgraded buildings have the same cost, build time and power requirenents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2 | Role&lt;br /&gt;
! rowspan=2 | Cost ($)&lt;br /&gt;
! rowspan=2 width=1% | Build Time (days)&lt;br /&gt;
! rowspan=2 width=1% | Power Used&lt;br /&gt;
! colspan=3 | Tier 1&lt;br /&gt;
! colspan=3 | Tier 2&lt;br /&gt;
! colspan=3 | Tier 3&lt;br /&gt;
|-&lt;br /&gt;
! Building&lt;br /&gt;
! Effect&lt;br /&gt;
! Adjacency Bonus&lt;br /&gt;
! Building&lt;br /&gt;
! Effect&lt;br /&gt;
! Adjacency Bonus&lt;br /&gt;
! Building&lt;br /&gt;
! Effect&lt;br /&gt;
! Adjacency Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Power generation&lt;br /&gt;
| 200,000&lt;br /&gt;
| 12&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;&#039;Generator&#039;&#039;&#039;&lt;br /&gt;
| +50 Power Capacity&lt;br /&gt;
| +30 Power Capacity&lt;br /&gt;
| &#039;&#039;&#039;Alenium Generator&#039;&#039;&#039;&lt;br /&gt;
| +80 Power Capacity&lt;br /&gt;
| +50 Power Capacity&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Engineering&lt;br /&gt;
| 250,000&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| &#039;&#039;&#039;Workshop&#039;&#039;&#039;&lt;br /&gt;
| +5 Workshop Capacity&lt;br /&gt;
| +2 Workshop Capacity&lt;br /&gt;
| &#039;&#039;&#039;Nanotech Workshop&#039;&#039;&#039;&lt;br /&gt;
| +5 Workshop Capacity&amp;lt;br&amp;gt;+50% Work Speed&lt;br /&gt;
| +2 Workshop Capacity&amp;lt;br&amp;gt;+50% Work Speed&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Research&lt;br /&gt;
| 250,000&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| &#039;&#039;&#039;Laboratory&#039;&#039;&#039;&lt;br /&gt;
| +5 Research Capacity&lt;br /&gt;
| +2 Research Capacity&lt;br /&gt;
| &#039;&#039;&#039;Quantum Laboratory&#039;&#039;&#039;&lt;br /&gt;
| +5 Research Capacity&amp;lt;br&amp;gt;+50% Work Speed&lt;br /&gt;
| +2 Research Capacity&amp;lt;br&amp;gt;+50% Work Speed&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| UFO defense&lt;br /&gt;
| 200,000&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
| &#039;&#039;&#039;Missile Battery&#039;&#039;&#039;&lt;br /&gt;
| +100-200 Damage&lt;br /&gt;
| +10-20 Damage&lt;br /&gt;
| &#039;&#039;&#039;Laser Battery&#039;&#039;&#039;&lt;br /&gt;
| +140-260 Damage&lt;br /&gt;
| +12-25 Damage&lt;br /&gt;
|&#039;&#039;&#039;Gauss Battery&#039;&#039;&#039;&lt;br /&gt;
| +240-400 Damage&lt;br /&gt;
| +24-40 Damage&lt;br /&gt;
|-&lt;br /&gt;
| UFO detection&lt;br /&gt;
| 400,000&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| &#039;&#039;&#039;Radar Array&#039;&#039;&#039;&lt;br /&gt;
| +750KM Radar Range&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Quantum Array&#039;&#039;&#039;&lt;br /&gt;
| +750KM Radar Range&amp;lt;br&amp;gt;Detect UFO class, crew and mission&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Soldier recovery&lt;br /&gt;
| 350,000&lt;br /&gt;
| 15&lt;br /&gt;
| 25&lt;br /&gt;
| &#039;&#039;&#039;Medical Center&#039;&#039;&#039;&lt;br /&gt;
| +30% Survival and +2.5 HP/Day Heal&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;&#039;Surgical Center&#039;&#039;&#039;&lt;br /&gt;
| +35% Survival and +3.5 HP/Day Heal&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Beginner%27s_Guide&amp;diff=573</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Xenonauts_2/index.php?title=Beginner%27s_Guide&amp;diff=573"/>
		<updated>2023-07-23T12:55:06Z</updated>

		<summary type="html">&lt;p&gt;76561199136845409: /* Combat Missions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Defeating an alien invasion is no easy task, even if you know what you&#039;re doing - and if you don&#039;t, it&#039;s even harder! This guide is intended to help you understand the basic principles of Xenonauts 2 so you can concentrate on winning the war.&lt;br /&gt;
&lt;br /&gt;
== Setting Your Expectations==&lt;br /&gt;
# &#039;&#039;&#039;Choose an appropriate difficulty:&#039;&#039;&#039; this is not an easy game, so if you&#039;re not familiar with the classic X-Com mechanics then start with Recruit for your first campaign (or Soldier if you&#039;ve played a lot of the modern XCOM games).&lt;br /&gt;
# &#039;&#039;&#039;Prepare for Casualties:&#039;&#039;&#039; expect to take heavy casualties, particularly in the early months. The situation improves a little once your soldiers have access to Warden Armour and eventually Guardian Armour, but Xenonauts is far more of a meatgrinder than XCOM - it&#039;s okay to lose soldiers if you keep winning missions!&lt;br /&gt;
&lt;br /&gt;
== Starting the Campaign ==&lt;br /&gt;
# &#039;&#039;&#039;Play the Tutorial:&#039;&#039;&#039; make sure you play the tutorial at the start of your first campaign. It isn&#039;t long, and it explains the basic controls for the strategy and tactical layer.&lt;br /&gt;
# &#039;&#039;&#039;Base Location:&#039;&#039;&#039; your first base should be placed in a location that maximises the amount of land covered by your radars and aircraft. Generally this means placing the base somewhere equatorial, either covering North / South America, Europe and Africa / Middle East, or the Soviet Union and Asia.&lt;br /&gt;
# &#039;&#039;&#039;Upgrading Your Base:&#039;&#039;&#039; it&#039;s worth upgrading your starting base with some new facilities. Take a look at the different base structures you can build and consider building some or all of the following:&lt;br /&gt;
## Medical Center: possibly the most important building of all. This speeds up soldier healing rate, and increases the survival chance of any soldiers killed in action - and you&#039;ll probably have a lot of hurt / dead soldiers!&lt;br /&gt;
## Living Quarters: this is almost essential. Make sure you place it next to your existing Living Quarters to get the adjacency bonus!&lt;br /&gt;
## Laboratory: expanding your science team to speed up your research speed is usually a good plan, particularly as scientists now generate money if there&#039;s no research for them to do.&lt;br /&gt;
## Radar: each additional Radar building you construct will extend the range of your base radar, up to a maximum of three. You don&#039;t need to do this immediately, but it&#039;s certainly worth considering.&lt;br /&gt;
# &#039;&#039;&#039;Research:&#039;&#039;&#039; you should always be researching something if you can, so get started on Combat Vehicles. Once you win some tactical missions you&#039;ll be given new research options.&lt;br /&gt;
# &#039;&#039;&#039;Soldiers:&#039;&#039;&#039; it&#039;s worth taking a quick look at the brave bunch of heroes you&#039;ll be marching into battle. &lt;br /&gt;
## Check the carrying capacity of your soldiers. If they are over their carrying capacity, then remove a few items from their backpack until they aren&#039;t (otherwise they will have a Time Units penalty). If they&#039;ve got a lot of unused carrying capacity, give them heavier armour or some more equipment.&lt;br /&gt;
## The various weapons / equipment items in the game usually have good tooltips that explain how best to use them, so give them a read. Most things are viable if used correctly, so experiment and find what works best for you!&lt;br /&gt;
## The soldier recruitment pool refreshes monthly (although one new soldier is also added each time you hire one). Check to see there&#039;s any soldiers in there with particularly good stats, and hire them if so. Most of the stats are valuable, with only Reflexes being a little less important than the others.&lt;br /&gt;
&lt;br /&gt;
== Combat Missions ==&lt;br /&gt;
The tactical combat is deep and rewarding, but it takes time to get used to it - particularly if you&#039;ve played a lot of XCOM. Here&#039;s a few tips:&lt;br /&gt;
# Keep troops close enough to support each other in combat, but not so close that an alien grenade will kill several of them at once.&lt;br /&gt;
# Soldiers have 90-degree vision cones, so remember to look around to check for aliens. It&#039;s easy to walk right past one and get shot in the back if you don&#039;t!&lt;br /&gt;
# Shooting a weapon doesn&#039;t end your turn, so if you have Time Units remaining after shooting you can move your soldiers into a position where the enemy can&#039;t hit them. Doorways and windows are great for this.&lt;br /&gt;
# Plan your turns. You can plan an attack by selecting the tile you want to go to and then hold Shift to see your accuracy from that location and total TU cost before executing the move command.&lt;br /&gt;
# Weapon damage is semi-randomised, ranging from between 50% of the base damage to 200% of the base damage.&lt;br /&gt;
# The maps are almost entirely destructible. The Demolition Grenade is great for removing walls or cover that may be blocking shot paths.&lt;br /&gt;
# If you meet a tough armoured enemy, throw a Demolition Grenade at them to remove their cover and break their armour before attacking them normally.&lt;br /&gt;
# Grenades and explosives will gib enemies and destroy their items, which loses you valuable resources - but this only happens an explosive scores the killing blow. If you injure them with grenades and finish them with a gun, you keep the items.&lt;br /&gt;
# Don&#039;t worry too much about protecting civilians. The game doesn&#039;t penalise you if they die.&lt;br /&gt;
# Ending your turn in a smoke cloud causes your soldier to take Stun Damage, and eventually fall unconscious. Running through smoke will also do this, but in smaller amounts - generally you&#039;ll be fine if you don&#039;t end your turn standing in smoke!&lt;br /&gt;
# The MARS vehicle is very powerful, so make sure you build one. The rocket pod is great for removing terrain and cover, and the secondary autorifle hits just as hard as standard soldier rifle.&lt;br /&gt;
&lt;br /&gt;
== Strategy Layer ==&lt;br /&gt;
# Your key strategic aim is to build additional bases to expand radar / aircraft coverage across the rest of the planet, as unattended UFOs will start to generate significant Panic once you reach the mid-game.&lt;br /&gt;
# Don&#039;t feel like you need to capture every UFO you shoot down, especially if it feels like a chore. If it&#039;s a new type of UFO, make sure you capture it - otherwise you can just claim the cash bounty unless you need the Alloys / Alenium.&lt;br /&gt;
# The fastest way to increase your monthly funding is to progress down the plot research projects (and the Cleaner missions).&lt;br /&gt;
# If you&#039;re short on cash, you can sell your recovered items on the Stores screen. None of the recovered items are useful except for Alloys and Alenium (which you should never sell).&lt;br /&gt;
# You&#039;ll want to hire some spare soldiers to cover for injuries / deaths during missions. However, be aware that most tactical missions last 72 hours on the Geoscape and newly recruited soldiers only take 48 hours to reach your base - so you can always hire new soldiers before going out on a mission!&lt;br /&gt;
# The effectiveness of soldier training increases as you capture more types of alien, so it&#039;s worth setting up a Training Center and attempting to capture as many alien species as possible as you approach the mid-game.&lt;br /&gt;
&lt;br /&gt;
== Dropships ==&lt;br /&gt;
Dropships are aircraft used to transport a squad to its mission site. They can be intercepted and destroyed by Fighter UFOs if not escorted. All dropships have an upkeep of $100000.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dropship&lt;br /&gt;
! Health&lt;br /&gt;
! Speed (KM/H)&lt;br /&gt;
! Range (KM)&lt;br /&gt;
! Carrying capacity&lt;br /&gt;
! Vehicle capacity&lt;br /&gt;
! Cost&lt;br /&gt;
! Requires research&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dropship tier1.png|90px]] X-2 Skyhawk || 100 || 1125 || 6225 || 9 || 1 || $300000 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dropship tier2.png|90px]] X-3 Dragonfly || 1000 || 2400 || 10000 || 12 || 2 || $300000&amp;lt;br&amp;gt;50 Alien Alloys&amp;lt;br&amp;gt;30 Alenium || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561199136845409</name></author>
	</entry>
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