Soldier Equipment: Difference between revisions

From Xenonauts 2 Official Wiki
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| 2
| 2
| 25000 Funds<br>5 Alien Alloys
| 25000 Funds<br>5 Alien Alloys
|-
| [[File:Electroshock pistol.png|70px]] Electroshock Pistol
| 48 Stun<br>35 Emp
| 0
| -2
| 8
| 2.25%
| 3
| 8
| Snap Shot (45% Acc, 20% TU)<br>Normal Shot (80% Acc, 30% TU)
| 6
| 1
| 35000 Funds<br>20 Alien Alloys
|-
| [[File:Electroshock rifle.png|70px]] Electroshock Rifle
| 60 Stun<br>40 Emp
| 0
| -2
| 12
| 1.5%
| 3
| 20
| Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 40% TU)<br>Aimed Shot (130% Acc, 56% TU)<br>Burst Shot X3 (45% Acc, 60% TU)
| 12
| 1
| 50000 Funds<br>35 Alien Alloys
|-
|-
| [[File:Laser pistol.png|70px]] Laser Pistol
| [[File:Laser pistol.png|70px]] Laser Pistol
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| 1
| 1
| 50000 Funds<br>5 Alien Alloys<br>8 Alenium
| 50000 Funds<br>5 Alien Alloys<br>8 Alenium
|-
| [[File:Laser pistol.png|70px]] Electroshock Pistol
| 48 Stun<br>35 Emp
| 0
| -2
| 8
| 2.25%
| 3
| 8
| Snap Shot (45% Acc, 20% TU)<br>Normal Shot (80% Acc, 30% TU)
| 6
| 1
| 35000 Funds<br>20 Alien Alloys
|-
| [[File:Laser rifle.png|70px]] Electroshock Rifle
| 60 Stun<br>40 Emp
| 0
| -2
| 12
| 1.5%
| 3
| 20
| Snap Shot (45% Acc, 24% TU)<br>Normal Shot (80% Acc, 40% TU)<br>Aimed Shot (130% Acc, 56% TU)<br>Burst Shot X3 (45% Acc, 60% TU)
| 12
| 1
| 50000 Funds<br>35 Alien Alloys
|}
|}



Revision as of 17:15, 3 June 2023

Xenonaut loadout

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

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

Armor

Armor provides Armor HP. Armor HP absorbs incoming damage before it is applied to the xenonaut's HP. Certain weapons ignore Armor however.

Armor Armor HP Hardness Weight Production cost
Tactical Suit 0 0 0 Free
Defender Armor 12 0 20 10000 Funds
Warden Armor 25 0 12 25000 Funds
4 Alien Alloys
Guardian Armor 36 0 25 50000 Funds
12 Alien Alloys

Weapons

Weapons can be equipped in the Primary slot. Size 6 weapons can be equipped in the Secondary slot as well.

Weapon Damage Penetration (armor) Destruction (armor per hit) Range (tiles) Hit Bonus (per tile) Capacity (shots) Weight Fire Modes Size Ammo Size Production cost
Combat knife 26 Kinetic 0 -2 1 +100% 0 10 Melee (90% Acc, 25% TU) 6 N/A Free
Ballistic Pistol 28 Kinetic 0 -2 12 2.25% 15 8 Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
6 1 Free
Ballistic Rifle 34 Kinetic 0 -2 20 1.5% 20 20 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
12 1 Free
Ballistic Shotgun 3x28 Kinetic 0 -2 10 6.25% 8 20 Snap Shot (40% Acc, 28% TU)
Normal Shot (74% Acc, 40% TU)
12 1 Free
Ballistic Sniper Rifle 40 Kinetic 10 -2 30 0% 5 20 Aimed Shot (80% Acc, 56% TU)
Scoped (135% Acc, 70% TU)
12 1 Free
Ballistic Machinegun 34 Kinetic 0 -2 20 1.5% 50 26 Burst Fire X3 (40% Acc, 50% TU)
Burst Fire 2 X10 (40% Acc, 75% TU)
12 2 Free
H.E.V.Y. Launcher 35 Kinetic 100 -2 16 +12% 4 40 Normal Shot (60% Acc, 24% TU)
Aimed Shot (105% Acc, 34% TU)
12 2 Free
Stun Baton 20 Stun
30 Emp
25 0 1 0% 0 12 Melee (90% Acc, 25% TU) 6 N/A 10000 Funds
Stun Gun 15 Stun
22 Emp
25 0 6 +4.5% 3 8 Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
6 1 20000 Funds
Accelerated Pistol 32 Kinetic 5 -2 12 2.25% 15 10 Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
6 1 15000 Funds
3 Alien Alloys
Accelerated Rifle 38 Kinetic 5 -2 20 1.5% 20 25 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
12 1 25000 Funds
5 Alien Alloys
Accelerated Shotgun 3x32 Kinetic 3 -2 10 6.25% 8 25 Snap Shot (40% Acc, 28% TU)
Normal Shot (74% Acc, 40% TU)
12 1 25000 Funds
5 Alien Alloys
Accelerated Sniper Rifle 44 Kinetic 12 -2 30 0% 5 25 Aimed Shot (80% Acc, 56% TU)
Scoped (135% Acc, 70% TU)
12 1 25000 Funds
5 Alien Alloys
Accelerated Machinegun 38 Kinetic 5 -2 20 1.5% 50 32 Burst Fire X3 (40% Acc, 50% TU)
Burst Fire 2 X10 (40% Acc, 75% TU)
12 2 25000 Funds
5 Alien Alloys
Electroshock Pistol 48 Stun
35 Emp
0 -2 8 2.25% 3 8 Snap Shot (45% Acc, 20% TU)
Normal Shot (80% Acc, 30% TU)
6 1 35000 Funds
20 Alien Alloys
Electroshock Rifle 60 Stun
40 Emp
0 -2 12 1.5% 3 20 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 40% TU)
Aimed Shot (130% Acc, 56% TU)
Burst Shot X3 (45% Acc, 60% TU)
12 1 50000 Funds
35 Alien Alloys
Laser Pistol 33 Thermal 0 -8 12 2.25% 5 8 Snap Shot (60% Acc, 20% TU)
Normal Shot (100% Acc, 30% TU)
6 1 25000 Funds
3 Alien Alloys
4 Alenium
Laser Rifle 40 Thermal 0 -8 20 1.5% 5 20 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
12 1 40000 Funds
5 Alien Alloys
8 Alenium
Laser Shotgun 3x33 Thermal 0 -8 10 6.25% 4 20 Snap Shot (40% Acc, 28% TU)
Normal Shot (74% Acc, 40% TU)
12 1 40000 Funds
5 Alien Alloys
8 Alenium
Precision Laser 46 Thermal 10 -15 30 0% 3 20 Aimed Shot (80% Acc, 56% TU)
Scoped (135% Acc, 70% TU)
12 1 50000 Funds
5 Alien Alloys
8 Alenium
Laser Machinegun 40 Thermal 0 -8 25 1.5% 30 26 Burst Fire X3 (40% Acc, 50% TU)
Burst Fire 2 X10 (40% Acc, 75% TU)
12 1 50000 Funds
5 Alien Alloys
8 Alenium

Combat platform weapons

The following weapons can only be used by combat platforms.

Weapon Damage Penetration (armor) Destruction (armor per hit) Range (tiles) Hit Bonus (per tile) Capacity (shots) Fire Modes Tipe
Cannon 70 Kinetic 0 -10 30 1% 20 Normal Shot (100% Acc, 44% TU)
Aimed Shot (130% Acc, 54% TU)
Primary
Rocket Launcher Turret 36 Kinetic 0 -10 25 1% 6 Normal Shot (120% Acc, 50% TU)
Salvo Fire X3 (120% Acc, 60% TU)
Primary
Ballistic Autorifle 34 kinetic 0 -2 20 1.25% 100 Snap Shot (45% Acc, 24% TU)
Normal Shot (80% Acc, 36% TU)
Aimed Shot (120% Acc, 48% TU)
Burst Shot X3 (40% Acc, 50% TU)
Secondary
Laser Cannon 95 Thermal 0 -10 30 1% 20 Normal Shot (100% Acc, 44% TU)
Aimed Shot (130% Acc, 54% TU)
Primary

Equipment

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

Equipment Use Cost (TU) Weight Size
C4 Charge 5 15 6
Medikit 25 15 6

Grenades

Grenades are thrown in an area at the cost of 51% TU. The distance where they can be thrown depends on the xenonaut's Strength.

Grenade Damage Damage Type Destruction (armor) Blast Radius (tiles) Weight Size
Demolition Charge 25 Thermal -12 1.5 6 4
Flashbang Grenade 0 0 2.5 6 1
Fragmentation Grenade 35 Kinetic -2 2.5 6 1
Smoke Grenade 1 Stun 0 2.5 6 1
Alenium Charge 32 Thermal -20 1.5 6 4
Alenium Grenade 50 Kinetic -3 2.5 6 1
Electroshock Grenade 70 Stun
50 Emp
0 2.5 6 1

Modules

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

Tier 1 Tier 2
Module Bonus Module Bonus
Steel Plates +3 Armor Alloy Plates +5 Armor
Tactical Module +5 Accuracy Advanced Tactical Module +10 Accuracy