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programs:index

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Programs

Incognita can use programs to assist the agency in various ways. Programs are roughly categorised as PWR generators, firewall breakers, and utility programs.

You begin the game with a choice of one generator and one breaker. Additional programs can be acquired from Server Terminals and Research Databanks. One program, Turing, is acquired only in the OMNI Mainframe mission.

Incognita has slots for up to 5 programs, or up to 6 programs after the OMNI Foundry Lab mission in the extended campaign.

Generators

A generator is a program which generates PWR. Generators are either passive, meaning they generate PWR automatically without the player's intervention, or active, meaning they only generate PWR when the program is used.

Program Value
(CR)
Cooldown PWR
cost
Description
Abacus 400 Generates +4 PWR at the start of every mission.
Abacus 2.0 550 Generates +6 PWR at the start of every mission.
Burst 300 2 turns 0 When used, it generates +3 PWR, and agents get +3 AP for one turn. While on cooldown, agents have -3 AP for two turns.
Cycle 750 Resets PWR to 3 at the start of each turn.
Dynamo 1000 Generates +2 PWR per turn, starting at alarm level 2.
Emergency Reserve 300 3 turns Generates +5 PWR at the start of the turn, if PWR is 3 or less.
Faust 300 Generates +2 PWR per turn, but also a 20% chance of triggering a random daemon.
Fusion 300 4 turns 5 When used, it costs 5 PWR, then generates +3 PWR per turn for the next 4 turns while on cooldown.
Power Drip 300 Generates +1 PWR per turn.
Root 300 6 turns 0 When used, it generates +6 PWR, then -1 PWR per turn for the next 6 turns while on cooldown.
Seed 350 Reduces the PWR cost of the first program used per turn by 4.
Siren - 0 When used, it generates +3 PWR, but also raises the alarm tracker by 1 step. Cannot be used after alarm level 6.
Wildfire 400 1 turn 0 When used, it generates +5 PWR, but increases firewalls on all devices by 1.

† Found in the Contingency Plan DLC.
‡ Found in the Nintendo Switch edition.

Breakers

A breaker is a program which breaks the firewalls on mainframe devices. Most breakers are instant, meaning they break firewalls as soon as you use them.

Program Value
(CR)
Cooldown PWR
cost
Description
Brimstone 450 3 Breaks 1 firewall. Passively gives +10% chance of daemon reversal.
Cricket - - 3 Breaks 1 firewall, and creates a noise which distracts guards in a radius of 4 tiles.
Dagger 450 5 turns 1 Breaks 3 firewalls.
Dagger 2.0 650 4 turns 3 Breaks 5 firewalls.
Data Blast 400 3 Breaks 1 firewall on all devices in a radius of 5 tiles.
Flare 450 3 turns 0 Breaks 4 firewalls, but increases firewalls on all devices by 1.
Golem 500 ≤ 4 Breaks 2 firewalls. The PWR cost is reduced by 1 each turn it is not used, and reset to 4 on use.
Hammer 600 3 turns 5 Breaks 5 firewalls.
Lockpick 1.0 300 2 Breaks 1 firewall.
Lockpick 2.0 700 3 Breaks 2 firewalls.
Mercenary 600 2X Breaks 2 firewalls. The PWR cost is increased by 2 on each use, and reset to 0 at each alarm level.
Oracle 500 4 Breaks all firewalls on a random Security Camera.
Parasite 400 X Infects a device to break 1 firewall per turn. The PWR cost equals the number of hosted parasites.
Parasite 2.0 500 X + 2 Infects a device to break 2 firewalls per turn. The PWR cost equals the number of hosted parasites plus 2.
Parity - - - -
Rapier 600 X + 1 Breaks 1 firewall. The PWR cost equals the current alarm level plus 1.
Ritual - 1 Breaks 1 firewall, but triggers a random daemon. Passively gives +5% chance of daemon reversal.
Turing 3 turns 5 Breaks 2 firewalls on all devices. Only available in the OMNI Mainframe mission.
Wrench 2 600 2 Breaks firewalls if the device has exactly 2.
Wrench 3 600 3 Breaks firewalls if the device has exactly 3.
Wrench 4 600 4 Breaks firewalls if the device has exactly 4.
Wrench 5 600 4 Breaks firewalls if the device has exactly 5.

† Found in the Contingency Plan DLC.
‡ Found in the Nintendo Switch edition.

Utilities

Utility programs have various other effects.

Program Value
(CR)
Cooldown PWR
cost
Description
Aces 600 3 turns 2 Reduces the armor of all TAGged guards by 1 for one turn.
Bless 500 Reduces the duration of daemons by 2 turns, to a minimum of 1.
Charge 900 Reduces PWR cost of other programs by 2, but increases their cooldowns by 1 turn.
Daemon Sniffer 350 3 turns 0 Reveals the daemon on a device, if it has one.
Fool 100 1 turn 0 Reboots a device for 1 turn, but triggers a random daemon. Passively extends the durations of daemons by 1 turn.
Hunter 550 3 turns 5 Removes the daemon from a device.
Leash 500 Hacked drones stay controlled for +1 turn.
Lightning 800 8 KOs a TAGged guard for 2 turns, but removes the TAG.
Overdrive 700 Reduces cooldowns of other programs by 2 turns down to a minimum of 1 turn, but increases their PWR cost by 1.
Ping 450 4 turns 1 Creates a noise which distracts guards in a radius of 4 tiles.
Rogue 300 2 turns 2 Reveals an undiscovered Corporate Safe.
Shade 500 2 turns 1 Reduces vision range of all guards by 2 tiles.
Taurus 400 2 Moves a daemon to a random other device.
Wings 500 2 turns 1 Gives all agents +2 AP for one turn.
Wisp 300 3 TAGs all visible guards.

† Found in the Contingency Plan DLC.

programs/index.1596914099.txt.gz · Last modified: 2020/08/08 19:14 by andrew