Designed to disorient aliens, use flashbangs to prevent aliens from returning fire and pinning them where they are.
Flashbangs offer a powerful way of suppressing a single or multiple aliens efficiently. A flashbang applies a significant amount of supression to a target. Flashbangs are seen by many commanders as a vital piece of equipment, they are vital in clearing out entrenched alien positions and UFOs.
When detonated, flashbangs deal a small amount of stun damage, while not enough to stun a target by itself, a heavily wounded/stunned alien might accidently be stunned if a flashbang is used. Flashbangs also cause a small amount of stun damage and regular damage (around 6-14) to Xenonauts hit by the grenade.
|5 stun||100||0||4 tiles|
Throwing a Flashbang requires 50% TUs. If the soldier doesn't have a free hand, an additional 8-TU penalty is added.