Weapons and equipment don’t need a lengthy introduction; any agent should be concerned with the performance of their gear.
Here are the stats of all the gear you’ll find throughout your no-doubt distinguished career serving the Human Systems Alliance.
Gear Drops
| Squad Level | Gear Sophistication Dropped by Enemies |
|---|---|
| 1 to 6 | I |
| 7 to 12 | II |
| 13 to 18 | III |
| 19 to 24 | IV |
| 25 to 30 | V |
| 31 to 36 | VI |
| 37 to 42 | VII |
| 43 to 48 | VIII |
| 49 to 54 | IX |
| 55 to 60 | X |
Conventional Weapons
Conventional weapons include all types of firearms that share a host of similar base performance statistics: ROF (rate of fire), damage, accuracy, etc.
These stats are only the starting point: They are affected by the item’s sophistication level, the upgrades currently installed, and (possibly most importantly) the item’s manufacturer.
As you’ll see later in this chapter, manufacturers play a significant role in gear quality.
In this section we brief you on the performance levels for stock-grade equipment.
Assault Rifles
Assault rifles are the standard armament of most soldiers, offering a good balance between firepower, range, and accuracy.
| Sophistication Level | ROF (Rounds/ Sec) | Damage | Accuracy Rating | Shots before Overheat |
|---|---|---|---|---|
| I | 10 | 150 | 1 | 38 |
| II | 10 | 160 | 2 | 39 |
| III | 10 | 170 | 5 | 41 |
| IV | 10 | 180 | 7 | 42 |
| V | 10 | 190 | 10 | 44 |
| VI | 10 | 200 | 12 | 46 |
| VII | 10 | 210 | 15 | 48 |
| VIII | 10 | 220 | 17 | 51 |
| IX | 10 | 230 | 20 | 54 |
| X | 10 | 240 | 22 | 57 |
Pistols
Pistols have low recoil and high accuracy, and are easy to use while moving. They are only effective at close range and inflict limited damage.
| Sophistication Level | ROF (Rounds/ Sec) | Damage | Accuracy Rating | Shots before Overheat |
|---|---|---|---|---|
| I | 4 | 112 | 52 | 14 |
| II | 4 | 120 | 53 | 15 |
| III | 4 | 128 | 54 | 16 |
| IV | 4 | 136 | 55 | 16 |
| V | 4 | 144 | 56 | 17 |
| VI | 4 | 152 | 57 | 18 |
| VII | 4 | 160 | 58 | 18 |
| VIII | 4 | 168 | 59 | 19 |
| IX | 4 | 176 | 60 | 20 |
| X | 4 | 184 | 61 | 22 |
Shotguns
Shotguns have a slow rate of fire and high recoil, but they can inflict massive damage to multiple targets at close range.
| Sophistication Level | ROF (Rounds/ Sec) | Damage | Accuracy Rating | Shots before Overheat |
|---|---|---|---|---|
| I | 0.8 | 128 | 60 | 4 |
| II | 0.8 | 140 | 61 | 4 |
| III | 0.8 | 152 | 62 | 4 |
| IV | 0.8 | 164 | 63 | 4 |
| V | 0.8 | 176 | 64 | 4 |
| VI | 0.8 | 188 | 65 | 4 |
| VII | 0.8 | 200 | 66 | 4 |
| VIII | 0.8 | 212 | 67 | 4 |
| IX | 0.8 | 224 | 68 | 4 |
| X | 0.8 | 236 | 69 | 4 |
Sniper Rifles
Sniper rifles have long range and high accuracy, inflicting significant damage. However, they have a limited rate of fire and are virtually useless at close range.
| Sophistication Level | ROF (Rounds/ Sec) | Damage | Accuracy Rating | Shots before Overheat |
|---|---|---|---|---|
| I | 0.6 | 102 | 41 | 1 |
| II | 0.6 | 114 | 42 | 1 |
| III | 0.6 | 126 | 43 | 1 |
| IV | 0.6 | 138 | 44 | 1 |
| V | 0.6 | 150 | 46 | 1 |
| VI | 0.6 | 162 | 47 | 1 |
| VII | 0.6 | 174 | 48 | 1 |
| VIII | 0.6 | 186 | 49 | 1 |
| IX | 0.6 | 198 | 50 | 1 |
| X | 0.6 | 210 | 52 | 2 |
Grenades
A rare and hard asset to collect, grenades can be extremely powerful and easily turn the tide in battle. They should not be used lightly and without pause for considering how you’ll replenish your stock after use.
When equipped with upgrades, their destructive potential is increased exponentially and adds special effects, such as snap-freezing targets in the case of Cryo upgrades.
After throwing a grenade by pressing [R], the grenade icon in the HUD flashes for a short time; during the flashing period you can manually detonate the grenade with another press of [R], or wait until the grenade timer detonates it automatically seconds later.
| Damage | Explosive Impulse | Effect Radius |
|---|---|---|
| 100 | 900 | 750 |
Armor
Equipping high-quality armor is the best way to keep your squad alive; but keep in mind that with heavier armor and increased protection come increased movement limitations. Even in light of that, however, the benefits often outweigh the costs.
All armor is not created equal. In hazardous environments, special upgrade seals protect the squad from otherwise deadly effects, but only one squad member needs to wear the protective suit for the entire squad to benefit.
Medical armor upgrades allow squad members to regenerate health if low on medi-gel. You’ll just need to find a safe place to turtle while the regen works its magic.
Armor is quite versatile considering the range of upgrades offered and various parameters affected.
If your class supports an armor upgrade (Soldier, Infiltrator, Vanguard) that allows for medium and heavy armor to be worn, it’s a wise investment to get that upgrade earlier rather than later.
Heavy armor provides better shielding and damage protection with an often unnoticeable movement rate penalty. Having this benefit early while the squad is weaker can help ensure your survival.
Light Armor
Lightweight, comfortable armor affords basic protection from enemy attacks and minimizes movement penalties (in the form of slight reduction in walk/run speeds), which affect weapon accuracy.
| Sophistication Level | Damage Protection | Shields | Tech/Biotic Protection |
|---|---|---|---|
| I | 12 | 70 | 20 |
| II | 14 | 90 | 22 |
| III | 16 | 110 | 24 |
| IV | 18 | 130 | 26 |
| V | 20 | 150 | 28 |
| VI | 22 | 170 | 30 |
| VII | 24 | 190 | 32 |
| VIII | 26 | 210 | 34 |
| IX | 28 | 230 | 36 |
| X | 30 | 250 | 38 |
Medium Armor
Medium armor offers an increased level of protection, but also increases movement penalties affecting weapon accuracy. Soldiers need extra training to wear it.
| Sophistication Level | Damage Protection | Shields | Tech/Biotic Protection |
|---|---|---|---|
| I | 24 | 90 | 10 |
| II | 26 | 110 | 12 |
| III | 28 | 130 | 14 |
| IV | 30 | 150 | 16 |
| V | 32 | 170 | 18 |
| VI | 34 | 190 | 20 |
| VII | 36 | 210 | 22 |
| VIII | 38 | 230 | 24 |
| IX | 40 | 250 | 26 |
| X | 42 | 270 | 28 |
Heavy Armor
Heavy armor offers maximum protection against enemy fire but has the highest movement penalties affecting weapon accuracy. Only specially trained frontline soldiers can wear it.
| Sophistication Level | Damage Protection | Shields | Tech/Biotic Protection |
|---|---|---|---|
| I | 40 | 120 | 0 |
| II | 42 | 140 | 2 |
| III | 44 | 160 | 4 |
| IV | 46 | 180 | 6 |
| V | 48 | 200 | 8 |
| VI | 50 | 220 | 10 |
| VII | 52 | 240 | 12 |
| VIII | 54 | 260 | 14 |
| IX | 56 | 280 | 16 |
| X | 58 | 300 | 18 |
Bio-Amps
Amplifiers increase biotic abilities by synchronizing the element zero nodes within the user’s central nervous system.
| Sophistication Level | Duration Bonus | Power Bonus | Cooldown Bonus |
|---|---|---|---|
| I | 15 | 20 | 15 |
| II | 15 | 20 | 17 |
| III | 15 | 20 | 18 |
| IV | 15 | 20 | 20 |
| V | 15 | 20 | 22 |
| VI | 15 | 20 | 23 |
| VII | 15 | 20 | 25 |
| VIII | 15 | 20 | 27 |
| IX | 15 | 20 | 28 |
| X | 15 | 20 | 30 |
Omni-tools
These high-tech tools play important roles in squad healing, shield levels, and assisting in tech ability cooldown rates.
| Sophistication Level | Shield Bonus | Tech Cooldown Bonus | First Aid/Med Recharge Bonus |
|---|---|---|---|
| I | 15 | 10 | 15 |
| II | 15 | 12 | 15 |
| III | 15 | 14 | 15 |
| IV | 15 | 17 | 15 |
| V | 15 | 19 | 15 |
| VI | 15 | 21 | 15 |
| VII | 15 | 23 | 15 |
| VIII | 15 | 26 | 15 |
| IX | 15 | 28 | 15 |
| X | 15 | 30 | 15 |
Upgrades
A wide variety of upgrades await installation on squad gear.
These detailed mods are specific to types including armor, ammo, weapons, and grenades, however, within those groups they’re perfectly interchangeable and offer a dramatic differences in lethality or efficiency alterations.
Installation
Mods are all installed the same way from the Equipment menu. While viewing currently installed item, click on the upgrade slots under the manufacturer name to enter the upgrade screen.
Each gear type has a specific number of upgrade slots depending on its sophistication level.
Available upgrade slots are shown at the bottom right sector of the screen, while the main display window lists the descriptions of any currently installed upgrades.
Double-click on a selected item on the list of mods, or click equip on the bottom left side of the mod list to select an upgrade slot. Note that each slot is specific to a certain group of mods.
For example, if viewing a weapon, you may have one or two open slots for weapon upgrades and always one for ammo.
A weapon can only have one type of ammo at a time, while several different weapon upgrade mods can be installed to dramatically increase its performance above and beyond stock levels.
Armor Upgrades
Armor Upgrades Matrix
| Sophistication Levels Available | ||||||||||
| Upgrade Name | I | II | III | IV | V | VI | VII | VIII | IX | X |
|---|---|---|---|---|---|---|---|---|---|---|
| Armor Plating | þ | þ | þ | |||||||
| First Aid Interface | þ | þ | þ | |||||||
| Hardened Weave | þ | þ | þ | |||||||
| Motorized Joints | þ | þ | þ | |||||||
| Shield Battery | þ | þ | þ | |||||||
| Shield Regenerator | þ | þ | þ | |||||||
| Shock Absorbers | þ | þ | þ | |||||||
| Stimulant Pack | þ | þ | þ | |||||||
| Toxic Seals | þ | þ | þ | |||||||
| Ablative Coating | þ | þ | þ | þ | ||||||
| Energized Weave | þ | þ | þ | þ | ||||||
| Exoskeleton | þ | þ | þ | þ | ||||||
| Kinetic Buffer | þ | þ | þ | þ | ||||||
| Medical Interface | þ | þ | þ | þ | ||||||
| Shield Modulator | þ | þ | þ | þ | ||||||
| Combat Exoskeleton | þ | þ | þ | |||||||
| Energized Plating | þ | þ | þ | |||||||
| Kinetic Exoskeleton | þ | þ | þ | |||||||
| Medical Exoskeleton | þ | þ | þ | |||||||
| Shield Interface | þ | þ | þ | |||||||
Armor Upgrade Specs
| Icon | Upgrade Name | Description | Primary Base Effect | Primary Bonus Effect | Secondary Base Effect | Secondary Bonus Effect | Tertiary Base Effect | Tertiary Bonus Effect |
|---|---|---|---|---|---|---|---|---|
| Armor Plating | Hardened ceramic plates can be applied to body armor suits, increasing their effectiveness. | +5% damage protection | +2% DP / level | — | — | — | — | |
| First Aid Interface | Microprocessors wired into a combat suit can monitor vital functions and release small, localized doses of medi-gel to accelerate the healing process. | +1 health regeneration per second | +.5/level/second | — | — | — | — | |
| Hardened Weave | A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both biotic and tech attacks. advanced models also optimize recharge times of kinetic barriers. | +10% hardening | +1% per level | — | — | — | — | |
| Motorized Joints | Mechanical augmentation increases the brute strength of the wearer, allowing them to deliver powerful blows when rifle butting or pistol whipping opponents. | 10% increase to smash/melee damage | +5% per level | — | — | — | — | |
| Shield Battery | To generate kinetic barriers, combat suits rely on capacitors to store energy from a generator. The greater the capacitor storage, the more potent the barrier. | +40 shields | +5 per level | — | — | — | — | |
| Shield Regenerator | A secondary power source increases the rate at which a combat suit’s kinetic barrier capacitors can be replenished. | +15% reduction to shield regeneration rate | +3% / level | — | — | — | — | |
| Shock Absorbers | Installing micro-gravimetric emitters into a combat suit artificially increases mass, providing protection against concussive force delivered by explosions, high impact ammo and biotic attacks such as Lift or Throw. | +10% to physics threshold | +5% per level | — | — | — | — | |
| Stimulant Pack | Armor equipped with stim packs releases targeted shots of adrenaline to speed up recovery and recharge times. | +5% cooldown reduction | +2% per level | — | — | — | — | |
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Toxic Seals | Specially sealed body armor provides increased protection against radiation, gasses, and a host of other toxins. | +30% toxic damage resistance. | +10% toxic damage resistance / level | — | — | — | — |
| Ablative Coating | Ablative coating is designed to chip away when impacted, redirecting the energy of incoming projectiles away from the body. | +10% damage protection | +2% DP / level | — | — | — | — | |
| Energized Weave | A complex filament network of element zero microcores combined with advanced firewall technology provides protection against both biotic and tech attacks. Advanced models also optimize recharge times of kinetic barriers. | +20% reduction to shield regeneration rate | +4% / level | +15% to hardening | +5% / level | — | — | |
| Exoskeleton | Mechanical augmentation increases the force of rifle butts and other melee attacks. The increased mass of the mechanized suit also provides protection against high-physics weapons and biotic attacks such as Lift or Throw. | +25% smash/melee damage | +5% / level | +30% to physics threshold | +10% / level | — | — | |
| Kinetic Buffer | Metabolic enhancers monitor the wearer’s vital systems and release genetically engineered stimulants to maximize combat prowess and athletic ability. | +10% reduction in talent recharge rates | +2% / level | +10% mobile accuracy | +2% / level | +10 shields | +2 / level | |
| Medical Interface | Specialized microprocessors wired into a combat suit can monitor vital functions and release small, localized doses of medi-gel to accelerate the healing process. This interface also provides resistance to toxic attacks. | +2.3 health regeneration per second | +0.3 / level | +30% toxic damage resistance | +10% / level | — | — | |
| Shield Modulator | To generate kinetic barriers, combat suits rely on capacitors to store energy from a generator. The greater the capacitor storage, the more potent the barrier. | +90 shields | +10 / level | — | — | — | — | |
| Combat Exoskeleton | This prototype armor upgrade combines mechanized augmentation, element zero microcores, and firewall technology to give the wearer brute strength, resistance to weapons force, and resistance to biotic and tech attacks. | +25% smash/melee damage | +5% / level | +50% physics threshold | +20% / level | +25% hardening | +5% / level | |
| Energized Plating | A prototype upgrade designed specifically for heavy combat use, it provides maximum protection for the user. | 15 damage protection | +4% DP / level | — | — | — | — | |
| Kinetic Exoskeleton | This prototype armor upgrade combines multiple technologies to improve shield regeneration and maximize the wearer’s physical abilities and athletic prowess. | +25% reduction to shield regen rates | +5% / level | +20% mobile accuracy | +3% / level | +40 shields | +5 / level | |
| Medical Exoskeleton | A prototype upgrade combining numerous advanced medical technologies to monitor and regulate all vital systems, maximizing healing and minimizing recovery times for the user. | +3.5% health regeneration per second | +.5% / level / second | +50% toxic damage resistance | +15% / level | +15% reduction in talent recharge rates | +4% / level | |
| Shield Interface | Advanced VI systems monitor incoming enemy fire to redirect energy to vulnerable points, maximizing the effectiveness of a suit’s existing kinetic barrier shields. | +120 shields | +20 / level | — | — | — | — |
Ammo Upgrades
Ammo Upgrades Matrix
| Sophistication Levels Available | ||||||||||
| Upgrade Name | I | II | III | IV | V | VI | VII | VIII | IX | X |
|---|---|---|---|---|---|---|---|---|---|---|
| Anti-Personnel Rounds | þ | þ | þ | |||||||
| Armor Piercing Rounds | þ | þ | þ | |||||||
| Chemical Rounds | þ | þ | þ | |||||||
| Hammerhead Rounds | þ | þ | þ | |||||||
| Phasic Rounds | þ | þ | þ | |||||||
| Radioactive Rounds | þ | þ | þ | |||||||
| Cryo Rounds | þ | þ | þ | þ | ||||||
| Incendiary Rounds | þ | þ | þ | þ | ||||||
| Polonium Rounds | þ | þ | þ | þ | ||||||
| Proton Rounds | þ | þ | þ | þ | ||||||
| Shredder Rounds | þ | þ | þ | þ | ||||||
| Tungsten Rounds | þ | þ | þ | þ | ||||||
| High Explosive Rounds | þ | þ | þ | |||||||
| Inferno Rounds | þ | þ | þ | |||||||
| Sledgehammer Rounds | þ | þ | þ | |||||||
| Snowblind Rounds | þ | þ | þ | |||||||
Ammo Upgrades Specs
| Icon | Upgrade Name | Description | Primary Base Effect | Primary Bonus Effect | Secondary Base Effect | Secondary Bonus Effect | Tertiary Base Effect | Tertiary Bonus Effect |
|---|---|---|---|---|---|---|---|---|
| Anti-Personnel Rounds | Designed to shred flesh and other organic matter, these rounds are particularly effective against living targets. | +15% damage vs organic targets | +5% / level | — | — | — | — | |
| Armor Piercing Rounds | Specifically designed to puncture metal, these rounds are particularly effective against synthetic targets. | +15% damage vs synthetic targets | +5% / level | — | — | — | — | |
| Chemical Rounds | Popular with pirates, criminals and mercinaries, these rounds are coated with a highly toxic compound. | +30% toxic damage | +5% / level | DOT= 5 / second | +1 damage / second / level | — | — | |
| Hammerhead Rounds | Hammerhead ammunition, also called squash projectiles, is designed to flatten on impact, increasing the amount of physical force transferred to the target. | +20% weapons force | +5% / level | — | — | — | — | |
| Phasic Rounds | Instead of projectiles, upgraded weapons release charged particle bolts that can bypass kinetic barrier shields. However, the actual damage done to the target is typically less than what’s done by a standard round. | 20% damage bypasses targets shields | +5% / level | -30% round damage | — | — | — | |
| Radioactive Rounds | These rounds are stamped with a miniscule amount of radioactive material, inducing low levels of radiation sickness in targets. | -15% to target’s cooldowns | +3% / level | — | — | — | — | |
| Cryo Rounds | Cooling lasers collapse ammunition into a small Bose-Einstein condensate—a mass of super-cooled subatomic particles—capable of snap-freezing impacted objects. | -20% to target’s accuracy | +5% / level | 10% damage bypasses shields | +4% / level | — | — | |
| Incendiary Rounds | Incendiary rounds consist of a thermite paste which clings to, and burns through, nearly any known substance. | DOT = 5 seconds @ 10 damage / sec | +2 damage / level | -10% to target’s accuracy | -2% / level | — | — | |
| Polonium Rounds | This upgrade stamps a miniscule amount of radioactive polonium into every round fired, effectively poisoning enemy targets. It also prevents enemy regeneration. | +40% toxic damage | +5% / level | DOT= 5 / second | +1 damage / second / level | — | — | |
| Proton Rounds | Instead of projectiles, upgraded weapons release energized protons capable of bypassing kinetic barrier shields. However, the actual damage inflicted on the target is typically less than that of a standard round. | 40% damage bypasses target’s shields | +5% / level | -20% damage | — | — | — | |
| Shredder Rounds | Designed to shear apart on impact for maximum damage, these rounds are particularly effective against living targets. | +25% damage to organic targets | +5% / level | — | — | — | — | |
| Tungsten Rounds | Tungsten rounds are typically smaller projectiles fired at higher speeds to increase penetrating power. | +25% damage to organic targets | +5% / level | — | — | — | — | |
| High Explosive Rounds | Designed to detonate on impact, high explosive rounds have one major drawback: a massive increase in weapon overheating. | +4m blast radius | +0.1m radius / level | +500% weapon force | +500% heat generation | +20% damage | +4% / level | |
| Inferno Rounds | Inferno rounds are incredibly powerful incendiary rounds that can melt or burn through virtually all known substances. This damages enemies and weakens their accuracy. | DOT = 5 seconds @ 15 damage / sec | +3 damage / second / level | -20% to target’s accuracy | -4% / level | — | — | |
| Sledgehammer Rounds | Sledgehammer Rounds hit with incredible force, often knocking opponents completely off their feet. They are also coated with polonium to induce radiation sickness in targets, as well as prevent enemy regeneration. The tradeoff is they increase weapon overheating. | +40% weapons force | +5% / level | +40% toxic damage | +10% damage / level | -20% heat damping | — | |
| Snowblind Rounds | Snowblind rounds inflict massive damage and destabilize enemies, reducing their accuracy. More advanced upgrades do more damage. | +20% damage | +4% / level | -40% RoF on self | — | -20 to target’s accuracy | -4% / level |
Weapon Upgrades
Weapon Upgrades Matrix
| Sophistication Levels Available | ||||||||||
| Upgrade Name | I | II | III | IV | V | VI | VII | VIII | IX | X |
|---|---|---|---|---|---|---|---|---|---|---|
| Combat Sensor | þ | þ | þ | |||||||
| Heat Sink | þ | þ | þ | |||||||
| High-Caliber Barrel | þ | þ | þ | |||||||
| Improved Sighting | þ | þ | þ | |||||||
| Recoil Damper | þ | þ | þ | |||||||
| Combat Scanner | þ | þ | þ | þ | ||||||
| Kinetic Stabilizer | þ | þ | þ | þ | ||||||
| Rail Extension | þ | þ | þ | þ | ||||||
| Combat Optics | þ | þ | þ | |||||||
| Frictionless Materials | þ | þ | þ | |||||||
| Kinetic Coil | þ | þ | þ | |||||||
| Scram Rail | þ | þ | þ | |||||||
Weapon Upgrades Specs
| Icon | Upgrade Name | Description | Primary Base Effect | Primary Bonus Effect | Secondary Base Effect | Secondary Bonus Effect | Tertiary Base Effect | Tertiary Bonus Effect | Quaternary Base Effect | Quaternary Bonus Effect |
|---|---|---|---|---|---|---|---|---|---|---|
| Combat Sensor | Some enemies use jamming technology to block your weapon radar. The combat scanner upgrade improves detection levels, making these enemies visible. | Detection level 1 | + 1 detection level / level | — | — | — | — | — | — | |
| Heat Sink | Absorbs and dissipates the heat typically generated when firing a weapon. | +10% heat absorption | +2% / level | — | — | — | — | — | — | |
| High-Caliber Barrel | Fires larger rounds for more damage. However, the rate of fire is slowed and the weapon will overheat more quickly. | +10% damage | +2% / level | -20% RoF | — | -20% heat absorption | — | — | — | |
| Improved Sighting | Specially calibrated sights can increase weapon accuracy. | +5% maximum accuracy | +2% / level | — | — | — | — | — | — | |
| Recoil Damper | Reduces kickback to improve accuracy. | +10% kickback damping | +2% / level | — | — | — | — | — | — | |
| Combat Scanner | Some enemies use jamming technology to block your weapon radar. The combat scanner upgrade improves detection levels, making these enemies visible. | Detection level 4 | +1 detection level / level | — | — | — | — | — | — | |
| Kinetic Stabilizer | Advanced VI functionality reduces weapon kickback to improve accuracy. | +15% stability enhancement | +3% / level | — | — | — | — | — | — | |
| Rail Extension | Modifies the length of the barrel to increase damage. However, this also increases weapon overheating. | +20% damage | +3% / level | -20% heat absorption | — | — | — | — | — | |
| Combat Optics | An Advanced VI package maximizes effectiveness of combat radar while reducing kickback for improved weapon stability. | Detection level 8 | +1 dectection level / level | +15% maximum stability | +3% / level | — | — | — | — | |
| Frictionless Materials | Frictionless materials give rounds more power at impact while minimizing weapon overheating. | +20% heat absorbtion | +4% / level | +5% damage | +1% / level | — | — | — | — | |
| Kinetic Coil | Kinetic Coils improve stability by improving kickback and increase projectile acceleration for extra damage. | +20% stability enhancement | +4% / level | +5% damage | +1% / level | — | — | — | — | |
| Scram Rail | This prototype upgrade greatly increases damage, but it also causes your weapon to overheat faster. | +20% damage | +3% / level | -10% heat absorption | — | — | — | — | — |
Grenade Upgrades
Grenade Upgrade Matrix
| Sophistication Levels Available | ||||||||||
| Upgrade Name | I | II | III | IV | V | VI | VII | VIII | IX | X |
|---|---|---|---|---|---|---|---|---|---|---|
| Cryo Explosive | þ | þ | þ | þ | þ | þ | þ | þ | þ | þ |
| Fusion Explosive | þ | þ | þ | þ | þ | þ | þ | þ | þ | þ |
| High-Explosive Rounds | þ | þ | þ | þ | þ | þ | þ | þ | þ | þ |
| Incendiary Explosive | þ | þ | þ | þ | þ | þ | þ | þ | þ | þ |
| Anti-Thorian Gas | þ | |||||||||
Grenade Upgrade Specs
| Icon | Upgrade Name | Description | Primary Base Effect | Primary Bonus Effect | Secondary Base Effect | Secondary Bonus Effect | Tertiary Base Effect | Tertiary Bonus Effect |
|---|---|---|---|---|---|---|---|---|
| Cryo Explosive | Cryo-upgraded grenades contain a small Bose-Einstein condensate, a mass of super-cooled subatomic particles. When detonated, they are capable of snap-freezing nearby targets. | -20% maximum accuracy | -3% / level | — | — | — | — | |
| Fusion Explosive | Fusion explosives contain a small amount of radioactive polonium that is dispersed on detonation. Targets caught in the blast experience varying degrees of radiation poisoning. | +20% toxic damage | +5% / level | DOT = 5 seconds @ 5 damage/sec | +1 damage/sec/level | — | — | |
| High-Explosive Rounds | High-explosive grenades are modified to maximize their blast radius and impact. | +10% damage | +3% / level | +50 cm blast radius | +10 cm blast radius / level | +10% Weapons Force | +3% / level | |
| Incendiary Explosive | Incendiary Explosive release a thermal paste on detonation that clings to—and burns through—virtually all known substances. | 15 damage/sec for 5 sec | +4 damage / second / level | — | — | — | — | |
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Anti- Thorian Gas |
These upgrades are specifically designed to disable subjects infected by the Thorian without killing them. | — | — | — | — | — | — |
Salvaging Equipment
A 150-item limit is imposed on the squad’s inventory, which at later points in any agent’s career can become clogged by collecting too much gear dropped by enemies and other commonly found loot.
As you get close to the 150-item limit, a HUD warning lets you know that soon, gear salvaging will be required: This is a good time to evaluate your vast inventory and cherry pick all the best stuff.
The dregs should be sold or liquidated into omni-gel promptly to avoid running out of inventory space and potentially having to liquidate priceless upgrades.
Don’t overlook inventory management as a necessary operation or you’ll eventually be faced with some tough choices.
Pause during long battles and look at the equipment screen. It shows you all the gear the squad has collected recently.
If you’re at or near 150 items, you’ll have to select the less valuable items and click the Reduce to Omni-Gel button to salvage the omni-gel from them.
If you’re lucky enough to have a few spaces in your inventory left, you may be able to Take All by clicking the Take All button, but if your inventory is full you’ll have to select what you want.

