Icon
|
Name
|
Value*
|
Skill Requirement
|
Cooldown
|
Effect
|
Description
|
|
Accelerator Chip I
|
300 CR
|
Anarchy 2
|
2
|
Use at a console to increase the amount of PWR generated by 1.
|
It is possible to increase a console's uplink potential by optimizing its process tree and emptying its recycling bin.
|
Accelerator Chip II
|
550 CR
|
Anarchy 3
|
2
|
Use at a console to increase the amount of PWR generated by 2.
|
Accelerator Chip III
|
800 CR
|
Anarchy 4
|
2
|
Use at a console to increase the amount of PWR generated by 4.
|
|
Buster Chip I
|
250 CR
|
Anarchy 2
|
5
|
Use this to manually break through 2 firewalls.
|
A favourite of script kiddies and low-level corporate system administrators, the Buster Chip automatically breaks down firewalls.
|
Buster Chip II
|
400 CR
|
Anarchy 3
|
4
|
Use this to manually break through 3 firewalls.
|
Buster Chip III
|
600 CR
|
Anarchy 4
|
3
|
Use this to manually break through 4 firewalls.
|
Buster Chip IV
(1 charge capacity)
|
800 CR
|
Anarchy 4
|
3
|
Use this to manually break through 8 firewalls.
Each use of this item consumes one charge.
Recharges between missions.
Use charge packs to refill during missions.
|
|
Cloaking Rig I
|
400 CR
|
Speed 2
|
10
|
Renders the user invisible for 4 tiles of movement this turn.
|
Cloaking rigs use an array of holographic projectors to bend light around a small area, rendering it almost invisible. The projectors overheat quickly, however, limited their utility.
|
Cloaking Rig II
|
700 CR
|
Speed 3
|
8
|
Renders the user invisible for a turn.
|
An improved thermal profile allows for this rig to operate for much longer than the standard model.
|
Cloaking Rig III
|
850 CR
|
Speed 4
|
8
|
Renders the user invisible for 2 turns
|
This cloaking rig has improved microcapacitors resulting in extended duration of the cloak.
|
|
Cry Baby
|
300 CR
|
-
|
1
|
Throw to place. Activate in the mainframe to create a noise. This effect will reach 8 tiles.
|
Extensive focus tests were done to find the most distracting noise to the common security guard.
|
|
Econ Chip
|
800 CR
|
Speed 2
|
5
|
Collects credits from consoles instead of PWR. 50 credit per PWR point.
|
The SHL routine is a complex account processing algorithm that gets very creative with decimal points.
|
|
EMP Pack I
|
500 CR
|
Hacking 2
|
8
|
Detonates at the end of the turn. Disables all Mainframe devices and drones within 3 tiles.
|
An EMP pack generates a large static change in the air, scrambling electronics within a radius. Often used as safety devices in automated assembly lines.
Note: makes noise in ~3 tile radius
|
EMP Pack II
|
800 CR
|
Hacking 3
|
8
|
Detonates at the end of the turn. Disables all Mainframe devices and drones within 5 tiles.
|
EMP Pack III
|
1200 CR
|
Hacking 4
|
8
|
Detonates at the end of the turn. Disables all Mainframe devices and drones within 7 tiles.
|
EMP Pack IV
|
1500 CR
|
Hacking 4
|
4
|
Detonates at the end of the turn. Disables all Mainframe devices and drones within 8 tiles.
Each use of this item consumes one charge.
Recharges between missions.
Use charge packs to refill during missions.
|
|
‡ Flash Pack
|
900 CR
|
Anarchy 2
|
12
|
Place on the ground. Detonate it using the mainframe.
KO all guards for 2 turns in a radius of 3 tiles.
|
The power of a flash bomb married to the wireless magic of mainframe technology.
|
|
Camera Canister
|
600 CR
|
-
|
1†
|
Throw to place. Gives 360 vision in an area.
|
Provides a full-spectrum view of its surroundings. Includes a safety to avoid embarrassing pocket-pics.
|
|
Charge Pack
|
400 CR
|
-
|
-
|
Refills a weapon's ammo or reduces an item's cooldown.
This item has one use only.
|
Weapons capable of penetrating corporate armour require expensive and unstable energy packs.
|
|
Hologram Projector
|
600 CR
|
-
|
1†
|
Throw to place a fake cover item. The projector can be heard 1 tile away.
It doesn't hide things on the same tile. Deploying inside a vision of a guard will turn them into hunting state.
|
Holographic projection technology is used extensively in advertising and entertainment venues in the urban centers of the corp zones.
|
|
Lock Decoder
|
400 CR
|
-
|
3†
|
Place on a locked door to decode and disable the lock in 3 turns.
|
A compact multi-core device capable of crunching through security door encryption locks.
|
|
Med Gel
|
500 CR
|
-
|
-
|
One-time use. Revives a dying agent. Stand next to a downed agent to use.
|
A Medgel capsule contains a swarm of cellular-restoration nanobots suspended in a slurry of nutrients, antibiotics, and synthetic blood vessels. They taste like guava.
|
|
Paralyzer I
|
400 CR
|
Anarchy 2
|
6
|
Use on pinned targets. KOs targets for an extra 2 turns.
|
Uses the same toxin as a D.A.R.T, but with a much more hands-on delivery method.
|
Paralyzer II
|
500 CR
|
Anarchy 3
|
5
|
Use on pinned targets. KOs targets for an extra 3 turns.
|
A slightly altered toxin incapacitates a target for a longer period of time.
|
Paralyzer III
|
700 CR
|
Anarchy 4
|
5
|
Use on pinned targets. KOs targets for an extra 4 turns.
|
Delivers a massive dose of incapacitating toxin. Gives you time to catch your breath before running away.
|
Paralyzer IV
(1 charge capacity)
|
900 CR
|
Anarchy 4
|
4
|
Use on pinned targets. KOs targets for an extra 8 turns.
Each use of this item consumes one charge.
Recharges between missions.
Use charge packs to refill during missions.
|
Delivers a cripling dose of incapacitating toxin. Increasingly used by executives for power naps between meetings.
|
|
Portable Server I
|
500 CR
|
Hacking 2
|
-
|
Generates 1 PWR per 2 turns when deployed.
|
A portable server slowly increases the agents' connection to Incognita. Security forces will disrupt it if it is found.
|
Portable Server II
|
1000 CR
|
Hacking 3
|
-
|
Generates 1 PWR per 1 turns when deployed.
|
A portable server made of slightly nicer components. Try not to lose it in field - these things are expensive!
|
Portable Server III
|
1500 CR
|
Hacking 4
|
-
|
Generates 2 PWR per 1 turn when deployed.
|
An overclocked version of the portable server. Higher numbers are always better, right?
|
|
Prototype Chip
|
700 CR
|
-
|
-
|
Use at a console to drain and store PWR. Stored PWR can be used to hack devices.
|
This bleeding-edge device is a stolen classified prototype.
|
|
Scan Chip
|
100 CR
|
Speed 2
|
2
|
Reveals hidden Daemons and identifies its type on mainframe device.
|
Initially a 'search and destroy' virus protection device, it's software development team could not keep up in the virtual space cold war. It still makes for a useful diagnostic tool.
|
|
Shock Trap I
|
400 CR
|
Anarchy 2
|
7
|
Place on a door. Triggers when opened.
KO guards for 3 turns.
Ignores armour.
|
A neural disrupter can be installed on a door to provide an improvised trap.
|
Shock Trap II
|
700 CR
|
Anarchy 3
|
6
|
Place on a door. Triggers when opened.
KO guards for 4 turns.
Ignores armour.
|
‡ Shock Trap III
|
1000 CR
|
Anarchy 4
|
5
|
Place on a door. Triggers when opened. Has an area of effect.
KO guards for 4 turns.
Ignores armour.
The effect will reach 5 tiles.
Consumes 3 PWR when deployed.
Doesn't KO agents in range, even if they trigger the trap.
|
|
Stim I
|
400 CR
|
Speed 2
|
9
|
Restores 4 AP.
|
A cocktail of brain-and-muscle enhancing chemicals. It's best not to ask about the details.
|
Stim II
|
800 CR
|
Speed 3
|
7
|
Restores 6 AP.
|
A strong cocktail of enhancement chemicals. May be slightly addictive.
|
Stim III
|
1000 CR
|
Speed 4
|
4
|
Restores 8 AP and refreshes an Agent's attack.
|
A dangerously strong cocktail of performance enhancing chemicals. Have you ever looked at your hands? I mean, *really* looked?
|
Stim IV
(1 charge capacity)
|
1400 CR
|
Speed 4
|
4
|
Gives an agent unlimited attacks for 1 turn and restores 10 AP.
Each use of this item consumes one charge.
Recharges between missions.
Use charge packs to refill during missions.
|
A highly dangerous cocktail of performance enhancing chemicals. Do not take internally.
|
|
T.A.G. pistol
|
300 CR
|
-
|
-
|
PWR operated pistol that tags a guard to show his patrol paths. Uses 1 PWR.
Consumes an agent's attack.
|
Launches an undetectable microdrone that continuously transmits geolocational telemetry to a central server via quantum entanglement.
Note: hacked drones cannot be tagged.
|
|
Ventricular Lance
|
600 CR
|
-
|
6
|
Gives an agent +1 armour piercing for all weapons for one turn.
|
A cardiac shot of pure aggression straight to the heart. Be sure to punch clean through the rib cage for posisive results.
|