REQUIRES OPEN XCOM EXTENDED OR IT WILL NOT WORK!
VERSION 7.0.15 OR NEWER IS NEEDED FOR HELLWEAVE VEST TO WORK PROPERLY!
This will be the first of several additions, they are strangely enough a port off of my own submod that was made for the X-Com Files (mod by Solarius Scorch which you should check out if you haven't already, it's what inspired me to start modding myself!)
The Resuscitator: upon detonation it will tag the soldiers hit by the "blast", those wounded will have 1 wound healed per turn for 2 turns, if they aren't wounded they will suffer an "overdose" penalty by having their morale lowered, if they happen to be in critical condition (total wounds > health remaining) they will go into stabilization mode where they will have their wounds healed enough so that they're only 1 wound below their total hp, the wounds that were healed as the result of this are more "expensive" to heal in terms of morale and mana, plus the stabilization has a fixed cost of 10 morale and mana every time a soldier goes into critical state
The Stasis deployable: (complete!), it works by "pausing" your soldiers wounds (if they had 7 wounds they will have 0 for the duration of the effect, when the effect is over all of the wounds will return
Overdrive deployable: (not done) it boosts your soldiers stats for the duration of the effect but any wounds inflicted during that time will be doubled at the end
Proximity Grenade Launcher: shoots out proxy grenades, each clip fits 2 smaller, slightly weaker grenades
Impact Vest: A "port" from The Long War mod in Enemy Within, damage taken from less than 5 tiles is reduced by 50%, rear and sides receive lesser protection.
Hellweave Vest: A "port" from XCOM 2, provides the same effects as the Impact Vest as well as setting attackers on fire when they try meleeing and having a portion of their damage reflected, also provides partial protection against zombification. (You need to capture a live silacoid in order to research and manufacture it)
Neutralizer Launcher: Shoots out a net that can severely hamper the enemy's capabilities for a few turns depending on their strength, the side you hit them with and if you managed to land it as a reaction shot (easier to get them tangled if they run!), good for capturing, the secondary ammo is a grenade launcher that can fit either Gas Grenades or Proximity Gas Grenades, the proximity fuse ones are bigger to accomodate for the electronic sensors so you can only fit half as many in the clip.
Flare gun: functions both as the way it works in mods like X-Com Files AND as an actual flare gun, producing just light, it is very bare bones and more of a proof of concept, in the future I will add an enhanced Flare Gun made from Alien Alloys, for now its just a conventional Flare Gun that can shoot both incendiary rounds and harmless scripted "illuminator" flares, they will disapear after a set amount of time that I'd love to adjust more but I am still unable to get the exact effect I want yet (that is, the item has a duration attached to it and the unit that spawns inherits that duration, all done dynamically without needing to create different units for different flare types, but for now its more hardcoded)
UAV Operator Console: Deploys a UAV drone that can Holo-Target foes, the Holo-Target has only 10 ammo, when a foe is inflicted with this you either have a 20% damage boost when using Aimed Shots OR if you're using snap shots you have a 50% chance to have your TU's refunded when you shoot at the holo-targeted alien. Auto-Shots and other actions are untouched. If all else fails you can prime it for self-destruction, be aware that it will NOT blow up if it dies before that.
New graphics taken from The Endless War resource mod as well as The X-Com Files, plus some cobbled up edits by me
If you want to use this for your mods or edit it in any way you're more than welcome! a simple mention/credit is more than enough