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Weapons & Items List
(Most Mission Loadouts consist of one primary weapon, one secondary weapon, one Armor and two tech) Name / Range / Damage / Critical damage / Aim / Mobility / Ammo / Special / Cost Shotgun / 30 (14) / 8-16 / 16-22 / 0 / 0 / 14 / Pistols (Secondary Weapon) Standard Brand Pistol / 30 / 4-8 / 8-12 / -10 / 0 / 6 / Small Arms / - Pistol / 30 / 5-10 / 10-15 / -10 / 0 / 2 1 / Small Arms / 800c Laser Pistol / 30 / 8-12 / 12-18 / -10 / 0 / 2 1 / Energy Weapons / 1200c Plasma Pistol / 30 / 10-14 / 14-20 / -10 / 0 / 2 1 / Energy Weapons / 1800c *Long range accuracy penalty without Gunslinger Machine Pistols (Secondary Weapon) Machine Pistol / 30 / 6-10 / 10-15 / -10 / 0 / 8 / Small Arms / 1000c Heater / 30 / 6-10 / 10-15 / -3 / -1 / 8 / Small Arms / 1100c Gauss Autopistol / 30 / 6-10 / 10-15 / -10 / -1 / 8 / Gauss Weapons / 1200c Blaster / 30 / 8-12 / 12-18 / -10 / -1 / 9 / Energy Weapons / 1400c Plasma Mauler / 30 / 10-14 / 14-22 / -10 / -1 / 9 / Energy Weapons / 1800c SMGs (primary Weapon) Standard Brand SMG / 30 / 4-6 / 8-10 / -10 / 0 / 10 / Small Arms / - Submachine Gun / 30 / 4-8 / 8-10 / -10 / 3 / 10 / Small Arms / 1000c Laser Shatterray / 30 / 6-10 / 10-14 / 7 / 3 / 10 / Energy Weapons / 1400c Gauss Stuttergun / 30 / 8-12 / 12-18 / 0 / 3 / 10 / Gauss Weapons / 1800c Pulse Stengun / 30 / 8-16 / 16-22 / 0 / 3 / 10 / Energy Weapons / 1800c Plasma Stormgun / 30 / 10-18 / 18-24 / 0 / 3 / 10 / Energy Weapons / 2200c Carbines (primary Weapon) Assault Carbine / 30 / 4-8 / 8-10 / 7 / 1 / 20 / Ranged Weapons / 2400c Laser Carbine / 30 / 6-10 / 10-14 / 15 / 1 / 20 / Energy Weapons / 2800c Gauss Carbine / 30 / 8-12 / 12-18 / 7 / 1 / 20 / Gauss Weapons / 3000c Pulse Carbine / 30 / 8-16 / 16-22 / 7 / 1 / 20 / Energy Weapons / 3200c Plasma Carbine / 30 / 10-18 / 18-24 / 7 / 1 / 20 / Energy Weapons / 3200c Assault Rifles (primary Weapon) Standard Brand AR / 30 / 5-8 / 8-11 / 0 / 0 / 20 / Ranged Weapons / - Assault Rifle / 30 / 6-10 / 10-14 / 0 / 0 / 30 / Ranged Weapons / 2600c Laser Rifle / 30 / 8-12 / 12-18 / 7 / 0 / 30 / Energy Weapons / 3000c Gauss Rifle / 30 / 8-16 / 16-22 / 0 / 0 / 30 / Gauss Weapons / 3200c Pulse Rifle / 30 / 10-18 / 18-24 / 0 / 0 / 30 / Energy Weapons / 3600c Plasma Rifle / 30 / 12-20 / 20-28 / 0 / 0 / 30 / Advanced Energy Weapons / 4200c Battle Rifles (primary Weapon) Battle Rifle / 30 / 8-12 / 12-18 / -15 / -1 / 40 / Heavy Weapons / 3000c Heavy Laser Rifle / 30 / 8-16 / 16-22 / -8 / -1 / 40 / Advanced Energy Weapons / 4200c Heavy Gauss Rifle / 30 / 10-18 / 18-24 / -15 / -1 / 50 / Advanced Gauss Weapons / 5000c Heavy Pulse Rifle / 30 / 12-20 / 20-28 / -15 / -1 / 40 / Advanced Energy Weapons / 6000c Heavy Plasma Rifle / 30 / 14-22 / 22-32 / -15 / -1 / 40 / Heavy Energy Weapons / 8000c Shotguns (primary Weapon) Standard Brand Shotgun / 30 (14) / 5-14 / 14-20 / 0 / 0 / 8 / Ranged Weapons / - Shotgun / 30 (14) / 8-16 / 16-22 / 0 / 0 / 14 / Ranged Weapons / 3000c Sawed-Off Shotgun / 3 / 8-16 / 16-22 / 0 / -1 / 2 / Small Arms / 2600c Scatter Laser / 30 (14) / 10-18 / 18-24 / 7 / 0 / 10 / Advanced Energy Weapons / 4400c Alloy Cannon / 30 (14) / 12-20 / 20-28 / 0 / 0 / 12 / Advanced Gauss Weapons / 8000c Scatter Blaster / 30 (14) / 14-22 / 22-32 / 0 / 0 / 10 / Advanced Energy Weapons / 8200c Reflex Cannon / 30 (14) / 14-26 / 26-36 / 0 / 0 / 10 / Advanced Energy Weapons / 10000c *Long range accuracy penalty Sniper Rifles (primary Weapon) Standard Brand SR / 200 (30) / 6-10 / 10-14 / 0 / 0 / 8 / Long Ranged Weapons / - Sniper Rifle / 200 (30) / 8-12 / 12-18 / 0 / -1 / 14 / Long Ranged Weapons / 4000c Laser Sniper Rifle / 200 (30) / 8-16 / 16-22 / 7 / -1 / 10 / Long Ranged Weapons / 4200c Gauss Sniper Rifle / 200 (30) / 10-18 / 18-24 / -10 / -2 / 10 / Advanced Gauss Weapons / 5200c Pulse Sniper Rifle / 200 (30) / 12-20 / 20-28 / 0 / -1 / 10 / Advanced Energy Weapons / 5200c Plasma Sniper Rifle / 200 (30) / 14-22 / 22-32 / 0 / -1 / 10 / Advanced Energy Weapons / 10000c *Cannot fire after moving Marksman Rifles (primary Weapon) Marksman Rifle / 36 / 8-12 / 12-18 / 0 / 0 / 16 / Long Ranged Weapons / 4000c Laser Strike Rifle / 36 / 8-16 / 16-22 / 7 / 0 / 10 / Advanced Energy Weapons / 4200c Alloy Strike Rifle / 36 / 10-18 / 18-24 / 0 / 0 / 14 / Advanced Gauss Weapons / 5000c Blaster Rifle / 36 / 12-20 / 20-28 / 0 / 0 / 10 / Advanced Energy Weapons / 5200c Reflex Rifle / 36 / 14-22 / 22-32 / 0 / 0 / 10 / Advanced Energy Weapons / 9000c *Accuracy penalty after moving Squad Automatic Weapons (primary Weapon) SAW / 30 / 8-12 / 12-18 / 0 / -1 / 50 / Heavy Weapons / 4000c Autolaser / 30 / 8-16 / 16-22 / 7 / -1 / 60 / Heavy Energy Weapons / 4400c Gauss Autorifle / 30 / 10-18 / 18-24 / 0 / -1 / 60 / Heavy Gauss Weapons / 5000c Pulse Autoblaster / 30 / 12-20 / 20-28 / 0 / -1 / 50 / Heavy Energy Weapons / 5300c Plasma Storm / 30 / 14-22 / 22-32 / 0 / -1 / 50 / Heavy Energy Weapons / 10000c Light Machine Guns (primary Weapon) LMG / 36 (30) / 8-16 / 16-22/ 0 / -2 / 80 / Heavy Weapons / 4000c Gatling Laser / 36 (30) / 10-18 / 18-24 / 10 / -2 / 80 / Heavy Energy Weapons / 4400c Gauss Machine Gun / 36 (30) / 12-20 / 20-28 / 0 / -2 / 80 / Heavy Energy Weapons / 5200c Gatling Pulser / 36 (30) / 14-22 / 22-32 / 0 / -2 / 70 / Heavy Energy Weapons / 5200c Plasma Sweeper / 36 (30) / 14-26 / 26-36 / 0 / -2 / 70 / Heavy Energy Weapons / 10000c * Cannot fire after moving Rocket Launchers (secondary Weapon) Rocket Launcher / - / 8-20 / 20-28 / 0 / 0 / 1 / Heavy Weapons / 5000c Recoilless Rifle / - / 12-24 / 24-32 / 0 / 0 / 1 / Advanced Gauss Weapons / 5000c Blaster Launcher / - / 14-26 / 26-36 / 0 / 0 / 1 / Fusion Weapons / 12000c Mecha Primary Weapons Minigun / 36 (30) / 10-18 / 18-24 / 0 / 0 / 60 / Mecha / 4400c Laser Lance / 36 (30) / 12-20 / 20-28 / 7 / 0 / 70/ Mecha / 4600c Railgun / 36 (30) / 14-26 / 26-36 / 0 / 0 / 40 / Mecha / 5200c Pulse Lance / 36 (30) / 14-26 / 26-36 / 0 / 0 / 30 / Mecha / 5400c Particle Cannon / 36 (30) / 16-28 / 28-38 / 0 / 0 / 30 / Mecha / 5400c Mecha Secondary Weapons Flamethrower / cone / 5-10 / 10-20 / 0 / 0 / 2 / Mecha / 4400c (uses cone marker, on fire 1d5 a turn, it costs a whole turn to put out fire) Kinetic Strike Module / 2 / 12-36 str / 0 / 0 / 2 / Mecha / 5000c Prox. Mine Launcher / 30 / 12-24 / 0 / 0 / 3 / Mecha / 5000c Melee Weapons (Secondary Weapon) (name / range / dmg / crit / move / cost) *damage + 10% strength Monofilament Sword / 2 / 12-20 / 20-28 / 3 / 8000c (bypasses armor) Kinetic Blade / 2 / 6-10 / 10-14 / 3 / 1000c Combat Knife / 2 / 5-8 / 8-14 / 2 / 600c Combat Sword / 30 / 8-12 / 12-18 / 2 / 2400c D'naa Tomahawk / 10 / 10-18 / 18-24 / 3 / 14000c Buster Sword / 8-16 / 16-22 / 2 / 6000c Energy Blade / 5-10 / 10-15 / 3 / 800c Flex Cutter / 2 / 6-10 / 10-16 / 2 / 1200c Vibroblade / 1 / 5-10 / 10-15 / 3 / 1800c Sonic Knife / 2 / 8-12 / 12-16 / 1200c Club / 1 / 6-10 / 10-14 (m) / 2 / 250c Extendable Baton / 2 / 7-11 / 11-15 (m) / 400c Shock Baton / 2 / 8-12 / 12-16 (m) - 200c Monowire Garrote / 1 / 12-16 / 16-20 / 1400c *behind & Surprise only Bioware Claws / 2 / 6-12 / 12-18 / 3 / 3000c Cyberclaws / 2 / 8-14 / 14-20 / 3 / 4000c Densiplast Gloves / 1 / 6-12 / 12-18 / 2 / 2400c Shock Gloves / 1 / 8-14 (e) / 14-20 / 3 / 4000c +10% crit to machines Unarmed 5-8 / 8-11 Name / Effect Items for operatives (tech) Field Medal / Grants immunity to panic, except infiltration. Medikit / heals 3 HP (upgradable) (craftable) (200c) Rocket / Grants one additional rocket. (200c) Nanite Rocket / Grants one additional nanite rocket. (400c) Stun Gun / Stun device, 6-11, 11-18 mind damage. (1200c) Smartgun Kit / Removing the aim penalty on reaction shots.(2200c) Walker Servos / Grants 2 Mobility. (1600c) Hacking tool 10 to hack (1200c) Welding torch (use to weld a door shut so it cannot be opened, or to open a door) takes 2 turns to complete task) (600c) Protective Items (tech) Reinforced Plating / Provides 1 Armor HP. Cannot be stacked with other plating items. (400c) Tactical Plating / Provides 2 Armor HP. Cannot be stacked with other plating items. (800c) Fiber Plating / Provides 3 Armor HP, reduces melee damage taken. Cannot be stacked with other plating items. (1200c) Reinforced Armor / Confers 1 Armor HP and 1 Damage Reduction, but -7 Dodge. Can stack with plating items. (600c) Thermoptics / Grants 7 Dodge & thermoptic perk. (8000c) Respirator: Grants immunity to airborne nano/gas attacks. (2000c) Absorption Vest / Damage received from enemies within 4 tiles is reduced by 33%. (2400c) Maze Barrier / Provide 25 Will, Grants immunity to panic, except Infiltration. (600c) Protection Barrier / Provide 2 mind armor vs. Hack, but draws -15 Will when equipped (1000c) Thrown Devices (tech) Motion Tracker / Can be thrown to provide vision for two turns. See motion tracker perk. (1200c) Communication Interceptor / Enemy Communications are hacked and relayed. (1400c) Hack Warfare Systems / When thrown, the Communication Interceptor generates a unique audio signal that can cause unseen enemies to advance towards it. Has no effect on enemies that have already seen your soldiers. (800c) (craftable) Grenades (tech) AP Grenade / Deals 6-12 damage to units not in cover relative to the center of the blast radius. 100c Flashbang Grenade / Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn.Most synthetic/cybernetic are immune. 100c Smoke Grenade / Confers 20 Defense to units in radius for two turns. 100c Pipe Bomb / Deals 2-12 damage units within the area, (craftable) 100c HE Grenade / Deals 2-10 damage to units in blast radius and can destroy cover. 200c C4 / Deals 6-14 damage to units in blast radius and can destroy cover. (craftable) 400c Chem Grenade / Creates an Acidic Cloud at the point of impact. Organic targets suffer reductions in mobility and take damage for performing actions other than hunkering down. All targets (also including robots) also suffer aim and damage reduction penalties. (craftable) 450c Virus Grenade / Incurs -50% Aim, -50% Mobility and reduced range for many area-of-effect attacks on enemies in a wider blast radius than flashbangs for one turn. Confers a 2 Will penalty when equipped. 600c Cloak Grenade / Grants stealth to units in an area for one turn. 1200c EMP Explosive / Deals 6-10 energy damage with a 20% crit against machines, (craftable). 500c Flare / Illuminates an area giving a 20 to perception checks. 100c Molotov: 2-10 damage and sets area on fire. Any units failing to dodge is on fire for 1D5 a turn. Costs a whole turn to put out.) area is on fire for 1-6 turns. 200c Ammunition / price per clip Small Arms 10c a round Ranged Weapons 12c a round Energy Weapons 20c a round Gauss Weapons 20c a round Advanced weapons x2 on the adjusted price. Flame thrower fuel 2 charges 2400cx Hi Cap Mags / 10 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources. 100c Nanite Ammo / confers the Nano Coated Attack perk. 10 mag, 400c Armor Piercing Ammo / Negates armor used by enemy units. 10 mag 400c Breaching Ammo / Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun.10 rounds 300c Rail Rounds / Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range. 10 mag 200c Alloy Rounds / Increases Ballistic and Gauss weapon damage by 1. 10 mag 400c Gunsights and Optics (tech) Laser Sight / 5 Aim. (2000c) Tactical Scope / Increases aim by 10. (Can be used with laser sight for a total of 15 aim. 10% Crit chance) (4000c) Targeting Module / Provides 7 Critical Hit Chance to a soldiers primary weapon. (4000c) Reflex Sights / Confers Killing Blow perk. (3000c) Marksman Scope / Grants Dead Eye perk. (4200c) Bipod / Confers Stable Shot perk. (1200c) Armor Name / Defense / Mobility / Health/ Special / Cost Tac Vest / 1 / 3 / 5 / 800c Tac Armor / 2 / 1 / 10 / 1200c Field Armor / 3 / 2 / 10 / 1800c Carbon Fiber armor / 2 / 3 / 5 / 2000c Heavy armor / 5 / -1 / 15 / 2200c Technician armor / 4 / 2 / 10 / 2200c Assault armor / 3 / 4 / 15 / 2400c Support armor / 7 / 2 / 0 / 2600c Reinforced Armor / 6 / -2 / 10 / 2400c Tritan Armor / 10 / 0 / 10 / (Immune to Poison / Fire) / 10000c Jump Jet Armor / 5 / 4 / 15 / Fly / 8000c Gravity Pack Armor/ 8 / 2 / 10 / (Fly / Immune to Poison / Fire) / 9000c Thermoptics Armor/ 4 / 2 / 20 / (Thermoptics Perk, reduces tech carried by 1) / 10000c SOG armor / 8 / 2 / 10 / 10000c |
Last Edit: 9 years, 5 months ago by stark.
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