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Cheap pills for recovering some Health and Morale, and they also help with Tranquilization buildup.
General info:
Usage effects:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Important: Stimulants have NO Morale requirements to be used.
Tip/Hint: Although it's a cheap medicine, use it wisely, as taking too much of this stimulant could cause Paralysis.
It’s essential for each marine to carry some of these pills.
General info:
Usage effects:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Important: Stimulants have NO Morale requirements to be used.
Tip/Hint: If the Medic is busy or can’t reach certain units, they should manage Acid / Poison buildup on their own, and these pills provide a temporary solution. All units should carry a few BioMax RAD stimulants. However, BAT (Bioactive anti-toxin) is more effective against larger amounts of Poison buildup. Some map types and enemies can cause significant Poison buildup on your units, so don’t forget to address it. Also, if the situation requires for example to move/change position, you can treat your marines in a later turn. Sometimes it’s better to keep the buildup low rather than using all your medicines, as later encounters might cause serious damage.
Despite its low healing effect, this stimulant is a real lifesaver.
General info:
Usage effects:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Important: Stimulants have NO Morale requirements to be used.
Tip/Hint: If the Medic is out of reach or the marine gets separated from the squad while taking damage, this stimulant can also be a lifesaver in many situations. Always bring some of these stimulants, as they're not expensive.
This stimulant excels in hopeless situations, as your units need a certain amount of Morale to carry out specific actions.
General info:
Usage effects:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Important: Stimulants have NO Morale requirements to be used.
Tip/Hint: If your marines, or even just one marine, sustain significant damage and suffer injuries—or, worse, if you lose a unit—morale will drop for the entire Squad. To manage this, you can boost morale by defeating enemies or consider using Morale stimulants (or other medical equipment) to prevent Panic or Berserk states. These states can disrupt your Squad's formation and lead to losses. It’s advisable to carry a few Morale stimulants with your Squad members, not just when playing at higher difficulty levels. Certain situations, such as poor positioning, low AP, or flanking, can be difficult to control without managing Morale.
(bioactive anti-toxin)
The remedy for serious Poison buildup.
General info:
Usage effects:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: One of the Medic's favorite tools, though all units can use it, is most effective in a Medic's hands. Since many enemies cause Poison or Tranquilization buildup, it’s wise to carry at least one stack of this elixir. You'll definitely need it. P.S.: When health management is handled well, a Poison buildup of 20-30 is not a big deal.
Use this plaster to cover minor wounds, recover some Health and Morale, and heal Bleeding.
General info:
Usage effects:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: Yes, it’s cheap. While there are better healing options for maintaining health and stopping or healing Bleeding, there are definitely worst-case scenarios where Novoplast could save your marines. (Mic drop!)
Sure, it's not expensive, but you better believe it's an extremely useful medical item. And not just when you've run out of other healing supplies.
General info:
Usage effects:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: Using Bandages is the cheapest way to manage Bleeding while also recovering some Health and Morale. It’s advisable to keep Bandages in your marines' Inventory so you don’t have to rely solely on your Medic.
This is the smallest package of aid kits.
General info:
Usage effects:
Important: Item is CONSUMED on use (under general conditions!) → To avoid this, check out the Biochemistry Primary Specialization!
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: At lower difficulty levels, it’s usually sufficient to keep your marines in good shape. Given that the Medic is a Biochemistry expert, it’s best for them to use this item for maximum effectiveness. When you loot these kits, you can distribute them to other marines as a backup. However, if your Medic has free Inventory slots, it’s highly advised to pass this item to them.
A medium-potency medicinal item at an affordable price.
General info:
Usage effects:
Important: Item is CONSUMED on use (under general conditions!) → To avoid this, check out the Biochemistry Primary Specialization!
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: Use in dire situations on yourself, or pass it to the Medic, who excels in Biochemistry and can use this item much more effectively than an untrained marine.
Its name is apt because serious injuries are likely to occur during missions.
General info:
Usage effects:
Important: Item is CONSUMED on use (under general conditions!) → To avoid this, check out the Biochemistry Primary Specialization!
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: Of course, this item is a wildcard for dealing with severe injuries. However, thanks to the Biochemistry Skill (5/5 + Primary Specialization), treating a unit with missing Health of less than 50% of the max. item effectiveness will NOT consume the item. This also applies to the First aid kit, the Medikit, and the Trauma kit, allowing you to treat lesser wounds without using up the medical item.
Pro tip: Keep your squad members' Health above about 70% of their maximum Health, and you'll rarely run out of healing kits—under general conditions, of course.
Not only does it heal the unit (Health and Morale), but its anti-hazard ability is also compelling.
General info:
Usage effects:
Important: Item is CONSUMED on use (under general conditions!) → To avoid this, check out the Biochemistry Primary Specialization!
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: All harmful (or deadly) amounts of buildups (Tranquilization, Fire, Acid, Poison, and Cryo—except Shadow energy) disappear in the blink of an eye—along with the item itself. Use it wisely, as it is expensive.
A healing device, it’s an excellent choice for a Bastion due to its beneficial effect at the start of each turn!
General info:
Effects:
Tip/Hint: You only need to keep it in your inventory. Moreover, any unit can benefit from it, so if any of your marines need to restore health, just pass the item to them.
(fire & acid neutralizer)
This item is essential; you should always keep a few pieces with your Squad.
General info:
Usage effects:
Important: Item is CONSUMED on use (under general conditions!)
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: This item is ideal for encounters with Acydias or when one of your squad members has a high Fire buildup. Just use the item, and it will provide significant help. (Remember, you can restore your Armor during a mission using Armor repair kits.)
Need extra Critical Hit Chance (CHC), Critical Damage (CDF), or Accuracy? No problem. Just make sure the unit has one of these scopes in their inventory.
General info:
Modifiers:
Tip/Hint: No matter what weapon a unit has, this item will boost its damage output. It's perfect for Snipers and Heavy arm specialists, as they typically have more space in their inventory.
Ideal for situations where you need to either keep a door shut or repair a damaged one.
General info:
Usage instructions:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: Keep it handy for on-the-go repairs and crafting. Remember that this equipment can be used by any of your marines, not just Technicians; however, Technicians perform repairs on Integrity and Armor rating more efficiently.
Portable kit for emergency repairs on objects in the field.
General info:
Usage instructions:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: Use it to keep walls or doors intact, buying you time to reposition or escape.
Ideal for defense in open areas or tight spaces; can seal hull breaches for up to 5 turns.
General info:
Usage instructions:
Important: Item is CONSUMED on use (under general conditions!)
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: Create choke points in corridors with this barrier, which will also make it harder for ranged enemies to aim at your squad members.
A device for hacking targets like doors, databanks, and more from close range.
General info:
Usage instructions:
Effect of hacking by system type:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: If you're on a tight budget, still get one of these devices, as it will be very useful for controlling enemy movement. Consider obtaining a Primotron Cerberus or Primotron Chimeira, as these tools are more effective and can be used from a distance.
This is the cheapest hacking tool in the game, but it is consumed upon use.
General info:
Usage instructions:
Effect of hacking by system type:
Important: Item is CONSUMED on use (under general conditions!)
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: This device is ideal when you're low on Action Points. Additionally, marines not trained in Electrotechnics can use this tool to improve their chances of successfully completing a hacking operation.
A mid-range hacking device with an effective hacking range of 3 grids.
General info:
Usage instructions:
Effect of hacking by system type:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint: Use this hacking tool if you can't afford a Primotron Chimeira but want something better than a Quickhacker.
The best of the best among modern hacking devices, not only for its effectiveness but also because your units can use it from a long distance of 10 grids.
General info:
Usage instructions:
Effect of hacking by system type:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
Tip/Hint:
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Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
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Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
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Activating the item will generate an entropy field that dissipates with time, as well as with the movement/actions and hits taken by the user:
Note: Maximum effectiveness is shown when the respective Skill is maxed out. The number in brackets shows the base effectiveness, without any Skill Points spent on the related skill.
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