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Common GadgetsEdit

* 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

Gadget Value* Reqs Cooldown Effect Description
Accelerator Chip
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
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)
Gadgets Cloaking Rig
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
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
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
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
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
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
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
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
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 alt
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?
Gadgets Prototype Chip
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
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
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
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?
TAG Pistol
T.A.G. pistol $300 - -

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.

Gadget Value* Reqs Cooldown Effect Description
Paralyzer
Banks's
Custom Paralyzer
$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.
Econ Chip
Banks's
Econ Chip
$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.
Gadgets Cloaking Rig
Decker's
Cloaking Rig
$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.
De-Fib-Lance
Shalem's
De-Fib Lance
$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.
Shock Trap
Tony's Modded
Shock Trap
$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.