Confers partial acid immunity, neutralizes acid, heals 3 HP (upgradable)
0
-
N/A
Combat Stims
-1
All
Strengths user's will, grants 40% damage reduction, increased mobility and immunity to critical hits for the next 2 turns
40
Muton Berserker Autopsy
colspan="6" align="center"
180
0
0
2
10
1xBerserker corpse
Arc Thrower
-2
All
Stun device, carries one charge per mission. Standard: 55%/49%/43%/30%. Upgraded: 58%/58%/56%/55%/49%/43%
20
Xenoneurology
100
0
0
0
10
-
Walker Servos
+2
All
Grants +2 Mobility.
45
Advanced Servomotors
100
5
5
5
10
-
Protective Items
Ceramic Plates
-1
All
Provides +1 Armor HP. Cannot be stacked with other plating items.
?
-
-
Alloy Plating
-1
All
Provides +2 Armor HP. Cannot be stacked with other plating items.
?
Alien Materials
50
5
0
0
6
-
Chitin Plating
-2
All
Provides +3 Armor HP, reduces melee damage taken, and grants immunity to Seeker strangulation attack. Cannot be stacked with other plating items.
?
Chryssalid Autopsy
100
20
0
0
10
10x Chryssalid Carcass
Reinforced Armor
2
All
Confers +1 Armor HP and +1 Damage Reduction, but -7 Defense. Can stack with plating items.
?
Alien Materials
70
10
0
0
6
-
Chameleon Suit
1
Scout
Grants +5 Defense and extra defense during Lighning Reflexes.
?
Seeker Autopsy
60
3
2
5
7
-
Respirator Implant
1
All
Grants immunity to strangulation and partial immunity to acid.
?
Seeker Autopsy
15
0
0
0
3
-
Impact Vest
1
Assault
Grants the Shock-Absorbent Armor perk.
?
Mobile Power Armor
100
10
5
5
10
-
Mind Shield
1
Psionic
Provide +25 Will, Grants immunity to strangulation and panic, except Psi Panic
?
Sectoid Commander Autopsy
200
20
30
5
20
5x Sectoid Commander Corpse
Psi Screen
1
Psionic
Provide +1 DR vs. Psionic, but draws -15 Will when equipped
?
Mechtoid Autopsy
85
10
5
10
10
1x Mechtoid Core
Thrown Devices
Battle Scanner
1
All
Can be thrown to provide vision for two turns.
?
-
-
Mimic Beacon
1
All
When thrown, the mimic beacon generates a unique audio signal that can cause unseen aliens to advance towards it. Has no effect on aliens that have already seen your agents.
?
Alien Communications Psi Warfare Systems (Foundry)
15
0
0
0
7
-
Grenades
AP Grenade
1
All
Deals 2-6 damage to units not in cover relative to the center of the blast radius.
?
-
-
HE Grenade
1
All
Deals 1-5 damage to units in blast radius and can destroy cover
?
-
-
Alien Grenade
1
All
Deals 3-7 damage to units in blast radius and can destroy cover Replaces HE Grenade via Foundry Project.
?
Alien Grenades
-
Flashbang Grenade
1
All
Incurs -50% Aim, -40% Mobility and reduced range for many area-of-effect attacks on enemies in blast radius for one turn. Most synthetic/cybernetic and psionic enemies are immune.
?
-
-
Smoke Grenade
1
All
Confers +20 Defense to units in radius for two turns.
?
-
-
Chem Grenade
1
All
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 penalty and up to 3 DR nullified.
?
Thin Man Autopsy
20
0
0
0
5
3x Thin Man Corpse
Psi Grenade
1
Psionic
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. Carried by Sectoid Commanders, but stuns drop it as an Alien Grenade. Confers a 2 Will penalty when equipped.
?
Xenopsionics
50
3
1
2
7
-
Ghost Grenade
1
Psionic
Grants stealth to units in an area for one turn.
?
Xenopsionics
150
5
15
10
14
-
Ammunition
Rocket
2
Rocketeer
Grants one additional rocket.
?
-
-
Shredder Rocket
2
Rocketeer
Grants one additional shredder rocket.
?
-
-
Hi Cap Mags
1
All
+1 ammo capacity for primary weapon. Stacks with bonus ammo from perks and other sources.
?
-
-
Shredder Ammo
1
Assault
Grants the Shredder Ammunition perk.
?
Experimental Warfare
30
3
0
0
5
-
Armor Piercing Ammo
1
Gunner
Reduces enemy damage reduction (including that from cover) by 1.33
?
Experimental Warfare
25
5
0
0
5
-
Breaching Ammo
1
Assault
Nullifies extra damage reduction penalties for shotgun-type weapons, including the sawed-off shotgun.
?
Experimental Warfare
35
3
0
0
5
-
Reaper Rounds
1
All
Increases critical hit chance of Ballistic and Gauss weapons by 20%, but halves the weapon's effective range.
?
Experimental Warfare
20
0
0
0
7
-
Alloy-Jacketed Rounds
1
All
Increases Ballistic and Gauss weapon damage by 1.
?
Enhanced Ballistics
20
3
0
0
5
-
Optics and weapon attachments
Laser Sight
1
All
+5 Aim. Also +5 Critical Hit Chance with SCOPE Upgrade.
?
-
-
SCOPE
1
All
Increases aim by +10. Can be used with laser sight for a total of +15 aim. +10% Crit chance with Foundry upgrade
?
Alien Weaponry
80
0
0
0
6
-
Targeting Module
1
All
Provides +7 Critical Hit Chance to a soldiers primary weapon.
?
Xenobiology
20
0
0
0
7
-
Smartgun Kit
1
Gunner
Grants the Advanced Fire Control perk, removing the aim penalty on reaction shots.
?
Experimental Warfare
55
0
0
0
7
-
Marksman Scope
0
Scout
Grants Squadsight to scouts (useful only when they equip Marksman's/Strike Rifles).
?
Experimental Warfare
80
0
0
0
7
-
Alloy Bipod
0
Gunner
Confers Platform Stability perk.
?
Experimental Warfare
25
2
0
0
5
-
Neural Gunlink
1
Psionic
Grants +10 Aim and +10 Crit, but -15 Will. Stacks with SCOPE and Laser Sight.
?
Xenopsionics
75
3
8
8
7
-
EXALT HQ Loot
Illuminator Gunsight
1
None
Confers Executioner perk and +10% to both Aim and Critical Chance.