As a general rule of thumb each new generation of weapons deals significantly more damage than the previous, however the weapon tends to increase in weight and becomes slightly less accurate.
Weapon Overview Edit
Pistols are light weight, give a high bonus to reaction fire and deal as much damage as assault rifles, but have low range and accuracy. Pistols are unique in that they only need one hand to use, allowing a soldier to wield a shield or use a grenade without a TU penalty.
Assault Rifle Edit
Assault rifles are the most versatile weapon for the Xenonauts. They have moderate range, accuracy, weight, and can use burst-fire. Although they do not excel at any one role, a Xenonaut equipped with an assault rifle is useful in every situation.
Shotguns are excellent close-range weapons. They give a bonus to reaction fire and can deal high damage, but have poor range and accuracy. Shotguns are lighter than assault rifles and require fewer TU to shoot. Each shot fires three smaller rounds that deal slightly less damage than an assault rifle shot. A soldier using a shotgun can only take snap and normal shots.
Precision Rifle Edit
Precision rifles excel at long-range combat. High accurary and range of fire allow soldiers using this weapon to reliably take out aliens from afar. However, the lack of close-combat capabilities leave the user vulnerable to aliens. Soldiers using this weapon cannot take burst shots.
Machine Gun Edit
Machine guns are bulky, but effective killing machines. Shooting 10 bullets at a time, the main purpose of the Machine gun is suppression fire. However, that comes with a cost, with a high TU cost and heavy accurary penalties if the soldier moves and shoots in the same turn, not counting the sheer weight possibly limiting armor usage. Someone using the machine gun can only take burst shots.
Rocket Launcher Edit
Rocket Launchers are versatile weapons capable of delivering various warheads to the battlefield. These can be used to take out groups of enemies, and stun aliens from afar. Similarly to the Machine Gun, it suffers from accurary penalties if the soldier moves and shoots in the same turn.
These starting weapons are what the Xenonauts have to start off with, however as new technology is researched many if not most of these weapons will become obsolete.
Primitive, woefully ineffective, however it will have to be enough. Reliable enough for the first month of the invasion, but will rapidly fall short in hurting newer aliens.
Soviet weapons employed by Soviet soldiers and Arabic people. Identical to standard ballistic weapons in terms of performance.
The first new weapons researched, these improve over the stock weapons considerably. Being able to reliably hurt Androns and being a good step up in weapons tech.
Plasma Weapons (Human)Edit
An imitation of alien plasma weapons, almost on par with the alien weaponry, highly effective.
Going above and beyond plasma weapons, MAG weapons return to the tried and true method of ballistics. More powerful than any weapons the aliens have to offer, limited only by the weapons high monetary and alien alloy cost.
Plasma Weapons (Alien)Edit
The Aliens weaponry is highly powerful, capable of killing soldiers very easily. However humans cannot easily wield Alien weapons, resulting in severe accuracy penalties.
- Alien Pistol
- Alien Rifle
- Alien Assault Plasma
- Alien Heavy Rifle
- Alien Sniper
- Alien Battle Rifle
- Alien Plasma Cannon
The following weapons were cut from the final game, for one reason or another.
Quick Comparison TableEdit
|Common Properties||Single Shot||Burst Fire||Damage|
|Name||Type||Class||Range||Hands||Weight||Heavy||Clip Size||Reload TU Cost||Reaction Modifier||Value||Radius||TU %||Acc||TU %||Acc||TU %||Acc||Supp. Value||Supp. Radius||TU %||Acc||Shot Count||Type||Dmg||Mitigation|