====== Flash Pack ====== [{{ flash_pack.png|Flash Pack icon}}] > //The power of a flash bomb married to the wireless magic of mainframe technology.// **Flash Packs** are [[:items:]] which can be primed and detonated to deal 2 [[:KO]] damage to guards in a radius of 3 tiles. Priming a Flash Pack requires [[:skill#Anarchy]] skill level 2 and places a copy on the ground. The item remains in the inventory and begins a cooldown of 12 turns, similar to priming [[:items:emp_pack|EMP Packs]]. A primed Flash Pack can be detonated in the [[:incognita#Incognita view]]. It is safe to prime and detonate a Flash Pack under [[:guard behaviour#overwatch]]. The blast radius is shown in the user interface before priming, and targets within the blast radius are highlighted in green; the radius is measured by [[wp>Euclidean_distance|Euclidean distance]] and requires [[:Line of Sight]]. The blast also makes a [[:noise]] in a separate radius of 4 tiles. This [[:noise]] will not trigger [[:mainframe_devices:Sound Bugs]]. Flash Packs can be bought from a [[:mainframe devices:Nanofabricator]] for 900 [[:credits]]. ===== Strategy ===== Flash Packs serve a similar purpose to [[:items:flash_grenade|Flash Grenades]] and [[:items:shock_trap#Shock Trap III]]: knocking out several guards regardless of [[:armor]]. They are reusable, but due to their extremely long cooldown, cannot be used often during a mission. One way to use them is to set traps at choke points or interest points. The door to the [[:missions:omni_mainframe#Security Hub]] is a good example. When guards start swarming the room, detonate the Flash Pack to give Monst3r an opening for escape. The opposite approach also works well: Only prime the Flash Pack if the agent gets overwatched, and detonate it immediately. This cannot knock out guards who are far away, but safely thins a crowd so the agent can get into cover or knock a remaining guard out with ranged weapons.