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mods:new_items_and_augments:content

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Table of Contents

Augments

New augment marked with
DLC augment marked with
Old effect, additional effect

Icon Name Value
(CR)
Description
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 400
450
Sets the agent's Hacking skill level to 3. The skill cannot be upgraded further.
+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 650
300
Gain +1 PWR with a 50% chance at the start of each turn.
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 600
1200
The agent's base AP is increased by 3 (MAX ALARM LEVEL / 2), but reduces by 1 0.5 per alarm level. AP decrease capped at max alarm level.
Kinesiology Brain Chip 400
450
Sets the agent's Speed skill level to 3. The skill cannot be upgraded further.
+3 AP when sprinting.
Legerdemain Brain Chip 400
450
Sets the agent's Anarchy skill level to 3. The skill cannot be upgraded further.
Grants user an extra attack.
Manual Override 800 Break 2 firewalls on adjacent device. Uses attack.
Net Downlink 650
750
Gives +2 +1 AP whenever a device is hacked, up to a maximum of +6 AP per turn.
Pheromone Filter 550 Gives +2 +3 AP whenever a guard wakes up.
Physiology Brain Chip 400
450
Sets the agent's Strength skill level to 3. The skill cannot be upgraded further.
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 500
800
The agent's base AP is reduced by 2, but increases by 1 0.5 per alarm level. AP increase capped at max alarm level.
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 5 3 PWR, whenever they use a stim item.
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.

Items

New augment marked with
DLC augment marked with
Old effect, additional effect

Icon Name Value
(CR)
Skill
Required
Cooldown
Charges
Ammo
Description
Accelerator Chip I
Accelerator Chip
300
400
Anarchy 2 2 turn cooldown Generates +1 +2 PWR when hijacking a Console. Alternatively, reboot that Console for 2 turns and restore 1 PWR in it, so it can be hijacked again.
Accelerator Chip II
Boosted Acc. Chip
550
500
Anarchy 3
Anarchy 2
2 turn cooldown
4 charges
Generates +2 +4 PWR when hijacking a Console. Alternatively, reboot that Console for 4 turns and restore 4 PWR in it, so it can be hijacked again.
Accelerator Chip III
Brute Accelerator Chip
800
600
Anarchy 4
Anarchy 2
2 turn cooldown
8 turn cooldown
Generates +4 +12 PWR when hijacking a Console. Alternatively, reboot that Console for 6 turns and restore 10 PWR in it, so it can be hijacked again.
Buster Chip I
Buster Chip
250
400
Anarchy 2 5 turn cooldown
3 turn cooldown
Manually breaks 2 firewalls on an adjacent device.
Buster Chip II 400
600

Weapons

  • Dermal Armor - a trait that makes the user potentialy survive a lethal hit. Think of Dermal Armor as additional “HP”. All units by default have 1 HP (with exception of the K&O Turret which has 2), with Dermal Armor values adding to it. Most lethal weapons deal 1 HP damage.

Melee

New weapon marked with
DLC weapon marked with
Old effect, additional effect

Icon Name Value
(CR)
Cost to use Damage Armor Piercing Other
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
Neural Disruptor I 500 3 turn cooldown 2 KO - Noise radius 2
Neural Disruptor II 700 3 4 turn cooldown 2 3 KO 1 Noise radius 2
Neural Disruptor III 900 4 5 turn cooldown 3 4 KO 2 Noise radius 2
Neural Disruptor IV 1100 1 charge (max 1)
4
6 turn cooldown
4 5 KO 3 Noise radius 2
Thermal Disruptor I 500 3 turn cooldown
2
4 PWR per armor
1 charge (max 5)
1 KO 4 Noise radius 3
Starting charges 4
Thermal Disruptor II 700 3 turn cooldown
2
3 PWR per armor
1 charge (max 5)
2 KO 4 Noise radius 3
Starting charges 3
Thermal Disruptor III 900 4 turn cooldown
2 PWR per armor
1 charge (max 5)
3 KO 4 Noise radius 3
Starting charges 2
Thermal Disruptor IV 1100 4 turn cooldown
1 PWR per armor
1 charge (max 1 5)
4 KO 4 Noise radius 3
Starting charges 1
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 2 3 KO 1 -
Volt Disruptor III 900 5 PWR 3 4 KO 2 -
Volt Disruptor IV 1100 1 charge (max 1)
5
6 PWR
4 5 KO 3 -

Ranged

New weapon marked with
DLC weapon marked with
Old effect, additional effect

Icon Name Value
(CR)
Cost to use Damage Armor Piercing Other
Biogenic D.A.R.T. 1200
700
7 turn cooldown 2 KO 2 0 -
Cooker 700 1 ammo (max 1) 1 2 Lethal 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
Drilling D.A.R.T. 950 1 ammo (max 2) 3 4 KO 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
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
Gamma Pulse Rifle 1800 1 ammo (max 3) 1 Lethal 2 Ignores Line-of-Sight obstructions.
Cannot be reloaded.
Noise radius 8
Hand Cannon 900 1 ammo (max 3) 1 Lethal - Noise radius 6
K&O Lance Rifle 1500 1 2 ammo (max 1 2) 1 Lethal 5 Ignore Encumbers whoever carries it with a -2 AP penalty.
Noise radius 11
Mono Molecular Rail Gun 1200 1 2 ammo (max 2) 5 2 KO 4 Ignore Encumbers whoever carries it with a -2 AP penalty.
Noise radius 8
Neural D.A.R.T. 450
600
1 ammo (max 2) 2 KO - Noise radius 2
6 KO damage when target is closer than 4 tiles of distance
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 3 5) 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.
X-Ray Rifle 1000 1 ammo (max 1) 1 Lethal - Ignores Line-of-Sight obstructions.
Noise radius 8
mods/new_items_and_augments/content.1689091424.txt.gz · Last modified: 2023/07/11 16:03 by wodzu_93