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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 | 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 item marked with
DLC item marked with
Old effect, additional effect
| Icon | Name | Value (CR) | Skill Required | Cooldown Charges Ammo | Description |
|---|---|---|---|---|---|
| Accelerator Chip | 400 | Anarchy 2 | 2 turn cooldown | Generates |
| Boosted Acc. Chip | 500 | Anarchy 2 | 4 charges | Generates |
|
| Brute Accelerator Chip | 600 | Anarchy 2 | 8 turn cooldown | Generates |
|
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. | |
| 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 |
|
| Brute Buster Chip | 500 | Anarchy 2 | 7 turn cooldown | Manually breaks |
|
| AMP Buster Chip | 600 | Anarchy 2 | 1 charge 2 turn cooldown 4 charges | Manually breaks |
|
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. |
| 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 |
| 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 |
|
| Cry Baby | 300 | — | 3 charges | When thrown and activated, makes a noise distraction with an 8 tile radius. |
| 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 |
| Overcharged EMP Pack | 600 | Hacking 2 | 12 turn cooldown | Makes an EMP blast at the end of the turn which reboots devices for |
|
| Precision EMP Pack | 600 | Hacking 2 | 6 charges | Makes an EMP blast at the end of the turn which reboots devices for |
|
| 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 |
|
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. |
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. |
|
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. |
|
| Lock Decoder | 450 | Anarchy 3 | 1 charge | Unlocks |
| | 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 |
|
| Cataratic Paralyzer | 600 | Anarchy 2 | 8 turn cooldown | Adds |
|
| Ototoxic Paralyzer | 450 | Anarchy 2 | 1 charge 8 turn cooldown | Adds |
|
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. |
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 |
|
| 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 |
| Thermal Disruptor II | 700 | 2 1 charge (max 5) | 2 KO | 4 | Noise radius 3 Starting charges 3 |
|
| Thermal Disruptor III | 900 | 2 PWR per armor 1 charge (max 5) | 3 KO | 4 | Noise radius 3 Starting charges 2 |
|
| Thermal Disruptor IV | 1100 | 1 PWR per armor 1 charge (max | 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 |
|
| 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 |
|---|---|---|---|---|---|---|
| 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 |
| | 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 |
| 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 Lethal | | Noise radius 11 |
| | Mono Molecular Rail Gun | 1200 | | | | Noise radius 8 |
| 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 |
| | 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. |
| X-Ray Rifle | 1000 | 1 ammo (max 1) | 1 Lethal | - | Ignores Line-of-Sight obstructions. Noise radius 8 |