New augment marked with
DLC augment marked with
Old effect, additional effect
Icon | Name | Value (CR) | Description |
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Charged Actuators | 1100 | Use at a Console to charge this augment, up to 3 charges. Each charge adds 1 KO damage to melee attacks. Resets on melee attack. Reboots Console for (8 - STRENGTH skill) turns. | |
Charged Crypto Hasher | 1100 | Use at a Console to increase credits in all closed safes by (10 * ANARCHY skill) CR. Permanently shuts down Console used. | |
Charged Servo | 1100 | Use at a Console to gain 6 AP. Reboots Console for (8 - SPEED skill) turns. | |
Charged Telemeter | 1100 | Use at a Console to hack object with highest firewall and break 5 firewalls. Reboots Console for (8 - HACKING skill) turns. | |
Cryptology Brain Chip | 450 | +2 PWR per Console hijack. |
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Crypto Miner | 600 | Gain 2 Hash Keys each alarm level. NOTE: Only available when playing with Programs Extended's Counterintelligence AI feature. |
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D.A.R.T. Bio Reactor | 800 | +2 KO damage to ranged KO weapons. | |
D.A.R.T. Translocator | 300 | User can teleport to any target KO'd by a ranged weapon for 3 PWR. 4 turn cooldown. | |
Dermal Armor | 450 | Blocks gunfire by adding 2 layers of armor. Effectiveness depends on opponent's weapon. Damaged armor will be repaired between missions. | |
Distributed Processing | 300 | Gain 1 PWR every 2 turns. |
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Footfall Dampener | 300 | Reduces noise radius made while sprinting by 3. | |
Hostage Monitor | 300 | Guards won't shoot while user is holding a KO'd guard. User must be facing directly opposite to a guard. Does not work on Enforcers. | |
Gel Injectors | 1200 | The agent's base AP is increased by |
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Kinesiology Brain Chip | 450 | +3 AP when sprinting. |
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Legerdemain Brain Chip | 450 | Grants user an extra attack. |
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Manual Override | 800 | Break 2 firewalls on adjacent device. Uses attack. | |
Net Downlink | 750 | Gives |
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Pheromone Filter | 550 | Gives |
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Physiology Brain Chip | 450 | Allows for breaking doors, KO unarmored guards on opposite side for 1 turn. Can be used in place of melee weapon, with exception of melee Ambush (4 turn KO, 3 turn cooldown, no armor piercing). |
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Reactive Myomer | 800 | The agent's base AP |
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Scanner Mesh | 1600 | Passively reveals area around the agent in 5 tile radius. | |
Shielding Rig | 650 | Grants ability to generate a layer of shielding for 8 PWR. Absorbs 1 shot per shield layer. Max 2 layers. | |
Skeletal Suspension | 300 | Improves the speed of dragging. +3 AP when picking up a body ( 2 turn cooldown ). | |
Subdermal Cloak | 400 | Renders the agent invisible for one turn at a cost of |
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Subdermal Cloak Projector | 750 | Renders the user invisible for 5 PWR, unless they attack. Cannot cloak while sighted. Drains 4 PWR each consecutive turn of being active. 3 turn cooldown. | |
Subdermal D.A.R.T. Pocket | 1100 | Reloads 1 ammo of any ranged KO weapon. Used automatically when that weapon is fired. Augment refils itself between missions. | |
Subdermal Power Bank | 1200 | Allows to convert PWR to item charges. Toggle ON, the use item's RECHARGE ability to restore all charges for 8 PWR. | |
Wireless Mainframe Interferer | 800 | At the start of the turn, breaks 1 firewall on all mainframe_devices in 3 tile radius. |
New item marked with
DLC item marked with
New item with Programs Extended mod installed
Old effect, additional effect
Icon | Name | Value (CR) | Skill Required | Cooldown Charges Ammo | Description |
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Accelerator Chip | 400 | Anarchy 2 | 2 turn cooldown | Generates |
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Boosted Acc. Chip | 500 | Anarchy 2 | 4 charges | Generates |
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Brute Accelerator Chip | 600 | Anarchy 2 | 8 turn cooldown | Generates |
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Console Access Chip | 40 | — | Single use | Generates +4 PWR when hijacking a Console. Alternatively, reboot that Console for 1 turn and restore 3 PWR in it, so it can be hijacked again. | |
Breaching Charges | 1500 | Anarchy 3 | 2 charges | At the end of the turn, destroys adjacent walls and doors, kills all agents or guards within 2 tile range. Creates noise in a 16 tile radius. | |
Buster Chip | 400 | Anarchy 2 | 3 turn cooldown | Manually breaks 2 firewalls on an adjacent device. | |
Precise Buster Chip | 600 | Anarchy 2 | 12 charges | Manually breaks |
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Brute Buster Chip | 500 | Anarchy 2 | 7 turn cooldown | Manually breaks |
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AMP Buster Chip | 600 | Anarchy 2 | 1 charge 2 turn cooldown 4 charges | Manually breaks |
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Damaged Buster Chip | 40 | — | Single use | Manually breaks 5 firewalls on an adjacent device. | |
Camera Canister | 400 | — | 2 charges | When thrown, gives 360° vision from its location. |
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Small Charge Pack | 200 | — | Single use | Refills 1 ammo/charge or reduces item cooldown by 2. | |
Hyper Charge Pack | 1200 | — | 3 uses | Refills all ammo/charges of an item and adds 1 additional ammo/charge above the normal limit, or completely removes cooldown from an item. | |
Charge Generator | 1600 | — | 1 use per mission | Refills all ammo/charges of the item, or completely removes cooldown from an item. | |
Flicker Cloak | 650 | Speed 2 | 9 turn cooldown | Renders the agent invisible for |
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Cloaking Rig | 1100 | Speed 2 | 14 turn cooldown | Renders the agent invisible for one turn, or until they attack. | |
Chameleon Cloak | 800 | Speed 2 | 18 turn cooldown | Renders the agent invisible for |
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Cry Baby | 300 | — | 3 charges | When thrown and activated, makes a noise distraction with an 8 tile radius. |
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Drone Maintenance Toolkit | 800 | Hacking 3 | 4 turn cooldown 2 charges | Use while standing next to a drone. Options: reduce its max AP by 3 to minimum of 4 OR reduce its max firewalls by 4 to minimum of 1 OR disable its local/pulse scanner. | |
EMP Pack | 700 | Hacking 2 | 4 turn cooldown | Makes an EMP blast at the end of the turn which reboots devices for 2 turns and disables heart monitors in a |
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Overcharged EMP Pack | 600 | Hacking 2 | 12 turn cooldown | Makes an EMP blast at the end of the turn which reboots devices for |
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Precision EMP Pack | 600 | Hacking 2 | 6 charges | Makes an EMP blast at the end of the turn which reboots devices for |
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Interference EMP Pack | 600 | Hacking 2 | 1 charge 8 turn cooldown | Makes an EMP blast at the end of the turn which reboots devices for |
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Jury-rigged EMP Pack | 40 | — | Single use | Makes an EMP blast at the end of the turn which reboots devices for 4 turns and disables heart monitors in a 4 tile radius. Creates noise in a 4 tile radius. | |
Hashing Chip | 500 | Hacking 2 | 4 turn cooldown | Increases amount of Hash Keys gained from 'A.I. ACCESS' action by 1. NOTE: Only available when playing with Programs Extended's Counterintelligence AI feature. |
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Fast Hashing Chip | 550 | Hacking 2 | 6 charges | Increases amount of Hash Keys gained from 'A.I. ACCESS (SUSTAINED)' action by 1. NOTE: Only available when playing with Programs Extended's Counterintelligence AI feature. |
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Heavy Hashing Chip | 600 | Hacking 3 | 6 turn cooldown | Increases amount of Hash Keys gained from 'A.I. ACCESS (INVASIVE)' action by 4. NOTE: Only available when playing with Programs Extended's Counterintelligence AI feature. |
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Kill Trap | 1000 | Anarchy 3 | 2 charges | Place on a door. Triggers when opened. Lethal. 3 armor piercing. Creates noise in a 4 tile radius. | |
Piercing Kill Trap | 1100 | Anarchy 3 | 4 ammo cannot be reloaded | Place on a door. Triggers when opened. Lethal. Ignores armor. Creates noise in a 4 tile radius. | |
Ionized Kill Trap | 1200 | Anarchy 3 | 1 charge | Place on a door. Triggers when opened. Lethal within 4 tile radius. 1 armor piercing. Creates noise in a 4 tile radius. | |
Kill Trap Fabricator Kit | 1100 | Anarchy 3 | 12 turn cooldown | Place on a door. Triggers when opened. Lethal. 2 armor piercing. Creates noise in a 4 tile radius. | |
Lock Decoder | 450 | Anarchy 3 | 1 charge | Unlocks |
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Neural Data Extractor | 400 | Hacking 2 | 3 turn cooldown | Extract random amount of credits (from 300 to 500) from a guard KO'd by a ranged weapon. Can be used once per guard. | |
Paralyzer | 400 | Anarchy 2 | 5 turn cooldown | Adds +2 KO time to a knocked out guard. | |
Concentrated Paralyzer | 800 | Anarchy 2 | 11 turn cooldown | Adds |
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Cataratic Paralyzer | 600 | Anarchy 2 | 8 turn cooldown | Adds |
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Ototoxic Paralyzer | 450 | Anarchy 2 | 1 charge 8 turn cooldown | Adds |
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Neurological Paralyzer | 600 | Anarchy 2 | 8 turn cooldown | Adds +2 KO time to a knocked out guard or blocks guard's senses for 1 turn. | |
D.A.R.T. Paralyzer | 650 | Anarchy 2 | 8 turn cooldown | Adds +2 KO time to a knocked out guard, or +6 if target was KO'd by a ranged weapon. | |
Weak Paralyzer | 40 | — | Single use | Adds +4 KO time to a knocked out guard. | |
Portable Siphon Server | 1250 | Hacking 2 | 2 turn cooldown | Generates 2x Alarm Level PWR when alarm level changes while deployed. | |
Portable Server | 1500 | Hacking 2 | 3 turn cooldown | Generates +1 PWR every turn while deployed. | |
Portable Spike Server | 2000 | Hacking 2 | 5 turn cooldown 3 turn starting cooldown | Generates +7 PWR every 4 turns while deployed. | |
Portable Cryptography Server | 2500 | Hacking 4 | 3 turn cooldown | Reduces alarm tracker by 1 every 6 turns when deployed. | |
Remote Door Controller | 400 | — | 3 turn cooldown | Can be used to remotely open or close a door within 7 tile range. Cannot manipulate locked doors. | |
Scan Chip | 100 | Speed 2 | 2 turn cooldown | Reveals the daemon on an adjacent device. Can identify enemy A.I. subroutines. | |
Scan Pack | 150 | — | 2 turn cooldown 5 charges | Reveals all map tiles within radius of 7. Creates noise in a 2 tile radius. | |
Shock Trap | 700 | Anarchy 3 | 8 turn cooldown | Place on a door. Triggers when opened. KO the target for |
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Concussive Shock Trap | 750 | Anarchy 3 | 10 turn cooldown | Place on a door. Triggers when opened. KO the target for |
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Overloaded Shock Trap | 800 | Anarchy 3 | 5 PWR 14 turn cooldown | Place on a door. Triggers when opened. KO the target |
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Shock Trap Kit | 750 | Anarchy 3 | 4 charges | Place on a door. Triggers when opened. KO all targets within 2 tile radius for 3 turns. 1 armor piercing. Creates noise in a 4 tile radius. | |
Homemade Shock Trap | 40 | — | Single use | Place on a door. Triggers when opened. KO the target for 3 turns. Creates noise in a 4 tile radius. | |
Smoke Grenade | 300 | — | 1 ammo reloadable | When thrown, creates a cloud of smoke in a 3 tile radius which acts as tall cover. | |
Burst Stim | 800 | — | 4 turn cooldown | Gives an agent +4 AP. | |
Stim | 750 | — | 7 turn cooldown | Gives an agent |
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Marathon Stim | 700 | — | 1 charge 10 turn cooldown | Gives an agent |
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Adrenaline Syringe | 40 | — | Single use | Gives an agent +6 AP. | |
Combat Stim | 300 | — | 4 turn cooldown | |
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Mil-Stim | 500 | — | 8 turn cooldown | Adds 3 attack actions this turn. | |
Wallet | 100 | — | — | Throw on the ground. When guard spots it, he will become distracted and will investigate it. |
New weapon marked with
DLC weapon marked with
Old effect, additional effect
Icon | Name | Value (CR) | Cost to use | Damage | Armor Piercing | Other |
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Monofilament Baton I | 1200 | 5 turn cooldown 1 charge (max 2) | 1 Lethal | - | 2 Noise radius | |
Monofilament Baton II | 1400 | 6 turn cooldown 1 charge (max 2) | 1 Lethal | 1 | 2 Noise radius | |
Monofilament Baton III | 1600 | 7 turn cooldown 1 charge (max 2) | 1 Lethal | 2 | 2 Noise radius | |
Monofilament Baton IV | 1800 | 8 turn cooldown 1 charge (max 2) | 1 Lethal | 3 | 2 Noise radius Requires Contingency Plan DLC |
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Neural Disruptor I | 500 | 3 turn cooldown | 2 KO | - | Noise radius 2 | |
Neural Disruptor II | 700 | | | 1 | Noise radius 2 | |
Neural Disruptor III | 900 | | | 2 | Noise radius 2 | |
Neural Disruptor IV | 1100 | 4 | | 3 | Noise radius 2 | |
Thermal Disruptor I | 500 | 2 1 charge (max 5) | 1 KO | 4 | Noise radius 3 Starting charges 4 |
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Thermal Disruptor II | 700 | 2 1 charge (max 5) | 2 KO | 4 | Noise radius 3 Starting charges 3 |
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Thermal Disruptor III | 900 | 2 PWR per armor 1 charge (max 5) | 3 KO | 4 | Noise radius 3 Starting charges 2 |
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Thermal Disruptor IV | 1100 | 1 PWR per armor 1 charge (max | 4 KO | 4 | Noise radius 3 Starting charges 1 |
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Volt Baton I | 1000 | 4 PWR 2 charges | 1 Lethal | - | - | |
Volt Baton II | 1200 | 5 PWR 2 charges | 1 Lethal | 1 | - | |
Volt Baton III | 1400 | 6 PWR 2 charges | 1 Lethal | 2 | - | |
Volt Baton IV | 1600 | 7 PWR 2 charges | 1 Lethal | 3 | Requires Contingency Plan DLC | |
Volt Disruptor I | 500 | 3 PWR | 2 KO | - | No changes compared to stock version - included for comparison. | |
Volt Disruptor II | 700 | 4 PWR | | 1 | - | |
Volt Disruptor III | 900 | 5 PWR | | 2 | - | |
Volt Disruptor IV | 1100 | 5 | | 3 | - |
New weapon marked with
DLC weapon marked with
Old effect, additional effect
Icon | Name | Value (CR) | Cost to use | Damage | Armor Piercing | Other |
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Biogenic D.A.R.T. | 700 | 7 turn cooldown | 2 KO | | - | |
Cooker | 700 | 1 ammo (max 1) | | 1 | Noise radius 8 | |
Corporate Sidearm | 600 | 1 ammo (max 2) | 2 KO OR 1 Lethal | - | Toggle between KO and Lethal damage. Noise radius 6 |
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Drilling D.A.R.T. | 950 | 1 ammo (max 2) | | 1 | Noise radius 5 | |
EMP D.A.R.T | 700 | 1 ammo (max 3) | 2 KO OR 3 turn EMP | 0 (KO) OR 2 (EMP) | Toggle between KO and EMP damage. Noise radius 2 |
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EMP Pistol | 450 | 1 ammo (max 7) | 2 turn EMP | - | Noise radius 6 | |
EMP Rifle | 1200 | 1 ammo (max 2) | 6 turn EMP | 2 | Noise radius 7 | |
Flurry Gun | 1250 | 4 PWR | 1 Lethal | 2 | Noise radius 9 | |
Gamma Beam Generator | 2400 | 15 turn cooldown | 1 Lethal | 1 | Ignores Line-of-Sight obstructions. Noise radius 11 |
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Gamma Pulse Rifle | 1800 | 1 ammo (max 3) | 1 Lethal | 2 | Ignores Line-of-Sight obstructions. Cannot be reloaded. Noise radius 8 |
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Hand Cannon | 900 | 1 ammo (max 3) | 1 Lethal | - | Noise radius 6 | |
K&O Lance Rifle | 1500 | | 1 Lethal | | Noise radius 11 |
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Mono Molecular Rail Gun | 1200 | | | | Noise radius 8 |
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Neural D.A.R.T. | 600 | 1 ammo (max 2) | 2 KO | - | Noise radius 2 6 KO damage when target is closer than 4 tiles of distance |
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Piercing D.A.R.T. | 950 | 1 ammo (max 1) | 3 KO | 2 | Noise radius 6 | |
Ping Pistol | 100 | 3 turn cooldown | - | Ignore | Interrupts guard patrol when used on overwatch. | |
Plasma Gun | 300 | 1 ammo (max 1) | 1 Lethal | - | No changes compared to stock version - included for comparison. | |
Riot D.A.R.T. | 900 | 1 ammo (max | 2 KO | - | Noise radius 3 | |
Sniper D.A.R.T. | 1100 | 1 ammo (max 2) | 2 KO | 1 | Noise radius 2 6 KO damage when target is further than 7 tiles of distance. |
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X-Ray Rifle | 1000 | 1 ammo (max 1) | 1 Lethal | - | Ignores Line-of-Sight obstructions. Noise radius 8 |