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
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
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
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