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New augment marked with
DLC augment marked with
[1] Original value followed by new, if changed.
[2] Old effect, additional effect.
| Icon | Name | Value [1] (CR) | Description [2] |
|---|---|---|---|
| | 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. |
| Crypto Miner ![]() | 600 | Gain 2 Hash Keys each alarm level. NOTE: Only available when playing with Programs Extended's Counterintelligence AI feature. |
| | 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. |
| | 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 |
| Kinesiology Brain Chip | 450 | +3 AP when sprinting. |
| Legerdemain Brain Chip | 450 | Grants user an extra attack. |
| | Manual Override | 800 | Break 2 firewalls on adjacent device. Uses attack. |
| Net Downlink | 750 | Gives |
| Pheromone Filter | 550 | Gives |
| 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). |
| Reactive Myomer | 800 | The agent's base AP |
| 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 |
| 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 augment marked with
DLC augment marked with
[1] Original value followed by new, if changed.
| Icon | Name | Value [1] (CR) | Cooldown Charges Ammo | Description |
|---|---|---|---|---|
New augment marked with
DLC augment marked with
[1] Original value followed by new, if changed.
| Icon | Name | Value [1] (CR) | Damage | Cooldown Charges Ammo | Description |
|---|---|---|---|---|---|