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* Sell prices are half Value prices.
** Cooldown can be reduced with Charge Packs.
*** The cooldown will go in effect the moment the Hologram Projector is re-obtained.
**** Found only in Contingency Plan DLC
|Accelerator Chip I||$300||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||Anarchy 3||2**||Use at a console to increase the amount of PWR generated by 2.|
|Accelerator Chip III||$800||Anarchy 4||2**||Use at a console to increase the amount of PWR generated by 4.|
|Buster Chip I||$250||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||Anarchy 3||4**||Use this to manually break through 3 firewalls.|
|Buster Chip III||$600||Anarchy 4||3**||Use this to manually break through 4 firewalls.|
|Buster Chip IV||$800||Anarchy 4||3**||Use this to manually break through 8 firewalls. (1 charge per mission, can refill via recharge pack; CP DLC)|
|Cloaking Rig I||$400||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||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||Speed 4||8**||Renders the user invisible for 2 turns||This cloaking rig has improved microcapacitors resulting in extended duration of the cloak.|
|Econ Chip||$800||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||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||Hacking 3||8**||Detonates at the end of the turn. Disables all Mainframe devices and drones within 5 tiles.|
|EMP Pack III||$1200||Hacking 4||8**||Detonates at the end of the turn. Disables all Mainframe devices and drones within 7 tiles.|
|Flash Pack****||$900||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||-||4||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||-||-||Refills a weapon's ammo or reduces an item's cooldown.||Weapons capable of penetrating corporate armour require expensive and unstable energy packs.|
|Hologram Projector||$600||Speed 2||1***||Throw to place a fake cover item. The projector can be heard 1 tile away.||Holographic projection technology is used extensively in advertising and entertainment venues in the urban centers of the corp zones.|
|Lock Decoder||$400||-||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||-||-||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||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||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||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****||$900||Anarchy 4||4**||Use on pinned targets. KOs targets for an extra 8 turns. (1 charge per mission, can refill via recharge pack; CP DLC)||Delivers a cripling dose of incapacitating toxin. Increasingly used by executives for power naps between meetings.|
|Portable Server I||$500||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||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||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||-||-||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||Speed 2||2**||Reveals hidden Daemons and identifies its type on mainframe device.||Initially a 'search and destroy' virus protection device, it's software devlopment team could not keep up in the virtual space cold war. It still makes for a useful diagnostic tool.|
|Shock Trap I||$400||Anarchy 2||7**||Place on a door. Triggers when opened. Stuns guards for 3 turns.||A neural disrupter can be installed on a door to provide an improvised trap.|
|Shock Trap II||$700||Anarchy 3||6**||Place on a door. Triggers when opened. Stuns guards for 3 turns.|
|Shock Trap III||$1000||Anarchy 4||5**||Place on a door. Triggers when opened. Has an area of effect. Stuns guards for 3 turns within 5 tiles.|
|Stim I||$400||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||Speed 3||7**||Restores 6 AP.||A strong cocktail of enhancement chemicals. May be slightly addictive.|
|Stim III||$1000||Speed 4||4**||Restores 8 AP and refreshed an Agent's attack.||A dangerously strong cocktail of performance enhancing chemicals. Have you ever looked at your hands? I mean, *really* looked?|
PWR operated pistol that tags a guard to show his patrol paths. Uses 1 PWR.
|Launches an undetectable microdrone that continuously transmits geolocational telemetry to a central server via quantum entanglement.|
Special Unique GadgetsEdit
* Sell prices are half Value prices.
** Cooldown can be reduced with Charge Packs.
|$400||Anarchy 2||6**||Use on pinned targets. KOs targets for an extra 3 turns.||Banks perfected this recipe during her time doing solo corporate heists. After dozens of successful jobs and no fatalities, she was hailed as a modern Robin Hood.|
|$800||Anarchy 2||4**||Collects credits from consoles instead of PWR. 50 credit per PWR point.||This trusty device has probably seen more credit run through it's circuits than some small countries.|
|$400||Speed 2||8**||Renders the user invisible for 4 tiles of movement this turn.||Decker managed to sneak this rig out of the building the day he was fired from his last corporate job.|
|$700||-||10**||Revives a dying agent. Stand next to a downed agent to use.||Defibrillates by injecting gentle electrical impulses directly into the heart. Be sure to punch clean through the rib cage for positive results.|
|$400||-||7**||Place on a door. Triggers when opened. Stuns guards for 3 turns.||Dr. Xu faced disciplinary action at his university more than once for leaving activated shock traps on his door during office hours.|