Page Contents Current As of Patch: | 2023-02-08 |
Consumables are a selection of deployable, throwable, or otherwise usable items that, once unlocked, are generally resupplied after each use using Nanites () or Merit (
), dependent on the specific item.
The number of a given consumable that can be carried in a single life varies by consumable. Most consumables allow the user to carry up to four in one life, some by default whereas others require external enhancements to reach this capacity. Consumables can only be resupplied at Infantry Terminals or upon respawn, Ammunition Packages or other such sources of ammunition will not restock a player's consumables.
All consumables are found in the grenade, utility, and tactical slots of a user's loadouts, although not all items in those slots are consumables (such as in the case of the Auxiliary Shield).
Grenade Slot[]
Grenades are a type of throwable consumable. After a certain amount of time has passed after being thrown, or upon contacting a surface or player, grenades trigger their effects, which range from simple damage to utility effects such as blinds, slows, revives, or healing.
Through the Advanced Specialization Program, grenades can be unlocked for use on additional classes past the standard.
Most grenade slot consumables have a default capacity of one, although their capacity can be increased by up to four times their default capacity using the Grenade Bandolier suit slot enhancement. Grenades are typically unlocked using Certification Points, although exceptions apply. Refer to individual articles for acquisition methods.
Grenades[]
Grenade have a default capacity of one, and affect an area around them upon detonation. Grenades use fuses, whether timed or contact-based, to determine when their effects will trigger.
Grenades | ||||||
Name | Description | Resupply Cost | Class Availability | |||
Normal | A.S.P. ( ![]() | |||||
Frag Grenade / Plasma Grenade![]() |
The standard frag grenade, capable of heavily damaging infantry targets. | 50 ![]() |
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Anti-Vehicle Grenade![]() |
Anti-Vehicle Grenades can stick to and damage vehicles and MAX units, but are less harmful to standard infantry. | 75 ![]() |
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Cleansing Grenade![]() |
The Cleansing Grenade releases a wave of nanites that heal allied infantry over time and immediately clears most status effects. | 50 ![]() |
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Concussion Grenade![]() |
The Concussion Grenade disorients targets in the blast area, temporarily blurring their vision and hindering motor control. | 50 ![]() |
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Decoy Grenade![]() |
This grenade simulates the sound of weapons fire, projects a false radar signature to enemies and will also distract automated anti-infantry turrets. | 25 ![]() |
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EMP Grenade![]() |
Releases a wall-penetrating pulse wave that destroys or disables enemy deployables, resets infantry shields, and scrambles the HUD. | 50 ![]() |
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Flash Grenade![]() |
Upon detonation, the Flash Grenade will temporarily blind, deafen, and reduce the accuracy of infantry within its blast radius, making it perfect for breaching crowded rooms. | 25 ![]() |
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Havoc Grenade![]() |
Releases a wave of nanite scramblers that prevents mechanical targets from being repaired. | 50 ![]() |
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Impulse Grenade![]() |
Releases a pulse of force that knocks back both enemies and the wielder. | 25 ![]() |
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Nanite Revive Grenade![]() |
Upon detonation, this Revive Grenade releases a swarm of Rebirth nanites capable of healing fallen allies to 50% health. | 75 ![]() |
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Nano-Regen Grenade![]() |
Shortly after being thrown, this grenade creates a temporary swarm of nanomachines that quickly mend injured soldiers who stay nearby. | 25 ![]() |
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Nano-Repair Grenade![]() |
When detonated, the grenade creates a field that repairs nearby mechanical targets for 50 health per second. This grenade can stick to vehicles and MAX units. | 75 ![]() |
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Quick-Det Flash Grenade![]() |
This short-fuse version of the standard Flash Grenade will temporarily blind and deafen infantry targets, but do so with less effectiveness as the original. | 25 ![]() |
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Smoke Grenade![]() |
A grenade which produces a large smoke screen capable of providing cover for a short period of time. | 25 ![]() |
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Sticky Grenade![]() |
A Frag Grenade coated in a kinetic adhesive, allowing it to stick to almost any surface upon impact. | 50 ![]() |
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Timed EMP Grenade![]() |
Releases a wall-penetrating pulse wave that destroys or disables enemy deployables, resets infantry shields, and scrambles the HUD. | 50 ![]() |
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Miscellaneous[]
Miscellaneous grenade slot consumables are usable by any non-MAX infantry class. All miscellaneous grenade slot consumables currently in the game are thrown kinetic weapons, dealing only direct hit damage with no area-of-effect. They have a default capacity of two, and noticeably shorter throwing animations. Each rank of the Grenade Bandolier upgrade increases total capacity by 2.
This is the only type of grenade slot consumable that may be thrown underwater.
Miscellaneous | ||||||
Name | Description | Resupply Cost | ||||
NSX Fujin![]() |
The Fujin throwing knife harbors a kinetic edge that slices through infantry defenses, and provides a precision alternative to frag grenades. | 25 ![]() | ||||
NSX Raijin![]() |
Three Raijin shurikens are tossed in a vertical spread, allowing their kinetic edge to strike deep into enemy armor at multiple locations. | 25 ![]() |
Time-Limited[]
Time-limited grenade slot consumables are only available during certain event periods throughout the year. Similar to miscellaneous grenades, time-limited grenades have no class restriction.
Outside of their respective time periods, time-limited grenade slot consumables are entirely inaccessible, and they will be removed from loadouts automatically once the event's duration has elapsed.
Unlike other grenade slot consumables, time-limited grenades do not have their capacity affected by Grenade Bandolier.
Time-limited | ||||||
Name | Description | Resupply Cost | Capacity | |||
Pumpkin Grenade![]() |
This weaponized pumpkin packs a punch killing space pumpkins will refill your stock of pumpkins grenade. These grenades are only available during the holiday season. | 1 ![]() |
40 | |||
Water Balloon![]() |
Water balloons approved for both recreational and combat use. | 25 ![]() |
4 |
Utility Slot[]
The Utility Slot contains a variety of utility items and deployable equipment for players to use. The exact effect varies drastically between each item. Similarly, the capacity of each utility item is typically different to others.
Universal[]
Universal utility slot items are those that are available to all non-MAX infantry classes. These typically items affect the user's survivability in some way, through some form of healing.
Universal utility slot items are, as the name implies, universal. All classes benefit from the same certification, and unlocking/upgrading an item in this category applies the benefit to all classes.
Although it is not a consumable, instead being a completely passive item that cannot be held in the player's hand, Auxiliary Shield is included for completions sake, as it is still a utility slot item and is the only exception to the slot being used for consumables.
Universal | ||||||
Name | Description | Resupply Cost | Capacity | |||
Auxiliary Shield![]() |
Advanced calibration systems passively increase your maximum shield health by 50. | N/A | N/A | |||
Medical Kit![]() |
This single-use Medical Kit instantly restores 500 health via needle-free, subcutaneous delivery of adrenaline and nanite-based coagulants. | 50 ![]() |
1-4 | |||
Restoration Kit![]() |
This single-use Restoration Kit regenerates 70 health per second for 12 seconds through needle-free, subcutaneous delivery of adrenaline and nanite-based coagulants. | 25 ![]() |
1-4 | |||
Infradine![]() |
This single-use Infradine injector will, after a few seconds, allow the soldier to view heat signatures as if they were using an infrared scope. Lasts up to 30 seconds. | 25 ![]() |
4 |
Explosives[]
The utility slot allows access to a selection of deployable explosives, thrown to be deployed and with varying class availability and trigger methods.
Explosives certifications are not universal, and must be unlocked individually for each class.
The Engineer can increase their capacity for utility explosives using the appropriate suit slot enhancements, either Demolitions Pouch or Mine Carrier based on the specific item.
Explosives | ||||
Name | Description | Resupply Cost | Class Availability | Capacity |
Anti-Personnel Explosives![]() |
Anti-Personnel explosive mine that detonates upon detecting nearby enemy movement. | 75 ![]() |
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1-2 |
C-4![]() |
Plastic explosives capable of incredible damage to infantry, MAXes, and vehicles alike. | 75 ![]() |
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1-2 |
Tank Mines![]() |
User deployable anti-vehicle mine, activated by nearby enemy vehicles and MAXes. | 50 ![]() |
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1-3 |
Tactical Mines[]
Mine Carrier will increase the number of Tactical Mines the same as for Anti-Personnel Mines.
Tactical Mines | |||||
Name | Description | Resupply Cost | Faction Availability | Class Availability | Capacity |
Concussion Mine![]() |
Detonates after detecting enemy movement releasing a disorienting blast that temporarily blurs enemy vision while disrupting movement control. | 75 ![]() |
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1-2 |
EMP Mine![]() |
Detects enemy movement and detonates releasing a pulse wave that destroys or disables enemy deployables, reduces infantry shields, and scrambles heads up displays. | 75 ![]() |
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1-2 |
Flashbang Mine![]() |
Detonates on enemy movement and will temporarily blind, deafen, and reduce the accuracy of infantry within its blast radius. | 75 ![]() |
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1-2 |
Havoc Mine![]() |
Detonates on enemy movement releasing a destabilizing field that affects mechanical targets and prevents them from being repaired for up to 6 seconds. | 75 ![]() |
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1-2 |
Deployables[]
The utility slot offers deployables not unlike those available to the ability slot of the Engineer, placed onto a specific location and often intended to be used defensively.
Deployables | ||||||
Name | Description | Resupply Cost | Class Availability | Capacity | ||
Normal | A.S.P. ( ![]() | |||||
Reserve Hardlight Barrier![]() |
Deploys a chest-high hardlight barrier which protects from incoming fire until it expires or is destroyed. Only one barricade may be active at a time. | 50 ![]() |
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2 |
Tactical Slot[]
The tactical slot hosts a variety of deployable items, unlocked and resupplied using Merit (). They are available to all classes.
Some tactical slot items require a direct line-of-sight to the sky above to be deployed.
Tactical | ||||||
Name | Description | Resupply Cost | Capacity | |||
Caltrop![]() |
Deploys a Caltrop tank trap that inhibits the movement of vehicles. Lasts 30 minutes or until destroyed. Up to four Caltrops can be active at a time. | 15 ![]() |
4 | |||
Cortium Bomb Module![]() |
Place a bomb in the module socket of an enemy structure. After 60 seconds, the bomb will detonate, heavily damaging the structure it is contained within. | Free | 1 | |||
Tunnel Worm Module![]() |
When placed in the module slot of an enemy building, it prevents all repairs from taking place until the module is removed or until it burns out. Lasts for 60 seconds. | Free | 1 | |||
Flash XS-1![]() |
Deploys the lightly armored Flash XS-1, a single-passenger vehicle designed for rapid deployment anywhere on the battlefield. | 25 ![]() |
2 | |||
Hardlight Canopy![]() |
Deploy a generator that creates a hardlight canopy. The canopy appears a few meters above the generator and blocks incoming projectiles from above. Only 1 canopy can be active at a time. | 20 ![]() |
1 | |||
Ordnance Dampener![]() |
Deploys a dampening field that reduces common explosive damage by 50% for allied infantry and MAX units within range. Only one Ordnance Dampener can be active at a time. | 25 ![]() |
2 |